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


RatingFireWaterEarthWindLightDarkAny
10PercivalZeta Florence
9.8 - 9.5Ragazzo
ViraWilnas
CainDorothy and ClaudiaIcarusLuffySiegfried
AndersonBeatrixMs. MirandaShionSilvaZeta
AnneCagliostroGwynneLancelotZeta
Clarisse
CupitanJeanne d'ArcKoluluVikala
ErikaIsaacJulietRomeoVane
CucourouxIllnottVikala
MonikaSabrina
AletheiaFioritoPengy
AmeliaDanteDante and FreiheitMagisaNobara Kugisaki and Maki Zen'inSorizViraZeta and Vaseraga
Vane
Petra
MeteonMonikaNami and RobinShionShoSpinnah
IllnottJeanne d'ArcYurius
Aglovale
AlbertAnneCagliostroIoJulietZeta
De La FilleGawainMonikaNicholasVolenna
BowmanVikala
MagisaMegTanya
Black KnightClarissePredatorTyraZehekZoro and Sanji
AlbertCupitanDe La FilleIppatsuLelouch LamperougeMeg and MariTabina
9.4 - 9.0Katsuki BakugoTeena
AltairAnnaAoidosIllnottKyojuro RengokuLancelot and VaneMirinNaoiseShinsengumiTabina
AbbyMagisaRackamThereseTsubasa
PercivalVira
Aqours Third-YearsClarisseIoKallen KouzukiPercival
JuriKatalinaLeciaMirinSophia
AltairChat NoirDelifordDianthaLancelotShuraSiegfriedTanjiro, Nezuko, Zenitsu, and Inosuke
LeonaSilvaYngwie
Aglovale
Aqours Second-Years
BeatrixEugenJessicaLeonaMireille and RisetteParisSaraSiegfried
AyerBenjaminCagliostroCainSilva
Aglovale and TorDiantha
Aqours First-YearsDe La FilleJamil
LeciaNezahualpilliRandallSiegfriedYurius
FlorenceIzuku MidoriyaNaoiseUltimate FridayYngwie
AlbertGawainJeanne d'ArcLancelotLennahRichardShinobu KochoThereseVira
ArrietLeviMimori AmamiyaMirinMonikaμ's First-Years
ArthurDorothy and ClaudiaFeatherJeanne d'ArcLevin SistersMaryRosamiaSara
New GenerationsNobitaSiegfriedSilva
Bobobo-bo Bo-boboClarisseNaoisePercivalYorozuya
Farrah and JuriShitori
RosamiaSophiaμ's Second-Years
JessicaKoluluLady GreyYuji Itadori and Megumi Fushiguro
FioritoHimiko TogaJasmineJokerLady GreyLucius
CagliostroVira
CagliostroJeanne d'ArcNicholasμ's Third-Years
BeatrixBlack Knight and OrchisVikala
Lyria
8.5Charioce XVIIIroha CucourouxOwen ClarisseHerjaJinNezahualpilliWalder ChristinaFeenaJuriKaede TakagakiSeofonSuzaku Kururugi Cure Black and Cure WhiteDe La FillePecorineSakura Kinomoto KatalinaZeta
8.3 - 8.0Friday
BeatrixDanteHiro Ryugasaki
EjaeliKatalinaKatalinaMinami Nitta AyerGayneJamilJasmineLancelot and Vane MeteonMikasaSpinnahSpinnah Conan EdogawaFeatherJeanne d'ArcMirinNicholasZeta Elize LutusFeatherMegPredatorRichardWill
7.5Gemini SunriseLinaMiria AkagiNaoise IoJoelMina BeatrixJinSaraSoriz Miku MaekawaShiki Ichinose AlbertBridgette and CordeliaErica FontaineFeenaNaoiseSophiaTear GrantsTyre DelifordJamilMika Jougasaki
7.0AbbyAlecCarrenCarrenCucourouxKarinLuciusMio HondaPercivalRika JougasakiRosineTeenaTeenaTherese AnastasiaAngeChun-LiDianthaFarrahMizuki KawashimaNagaRin ShibuyaSig Airi TotokiAnzu FutabaCainEugenHerjaJ.J.JessicaJinJinLeona ArthurArthur and MordredFeenaHazenRashidTsubasa KashiwagiTyreTōru Amuro EzecrainJohannRosamiaUzuki Shimamura CagliostroKoume ShirasakaLuciusRandallRanko KanzakiTanyaTanya
6.5DanteIppatsuJessicaMaryRackamRyanStahn Aileron Kaoru SakurabaLancelotPamelaPengyVaneVane ClaudiaEugenJuriKanako MimuraMariahRackam EsoFarrahJinLeciaRyuSakura Shinguji EltaJohannNakoruruNoveiSoriz LunaYuri LowellZehek
6.0AnnaJessicaTeru Tendo RomeoSigTherese FarrahParis EltaHaohmaruSyr J.J.Sachiko Koshimizu AngeVira
5.5DorothyIppatsu PengyRandall Volenna Lecia Cordelia
5.0IppatsuRosine Joel Volenna
4.5AnnaEzecrainMaryRyanViceroy HerjaNeneSara Petra FeatherRosamia RitaTanyaZehek
4.0AnnaMary Deliford FarrahJasmineWalderWalderWalder EsoHazen Will
3.0 Richard
IconNameTypeRatingRemarks
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
    .
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 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.
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

 
9.6
  • 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
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

-

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.
Ange

7.0

-

Ange

6.0

-

Anna

4.5

-

Anna

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

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

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

  • 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%.
Anzu Futaba

7.0

-

Aoidos

 
9.3
  • Role: Attacker/Support
  • High damage output with HypeATK is boosted
    and multiattack.
  • Maintaining HypeATK is boosted
    may be difficult with Hostility UpMore likely to be attacked
    .
  • Good for short fights with a party-wide 1-turn HypeATK is boosted
    buff.
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%
    .
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.
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.
Beatrix

9.0
  • Role: Attacker/Debuffer
  • Easily reaches high damage output by lowering her own HP for Enmity grids and providing her own JammedATK is greatly boosted based on how low HP is
    buff.
  • Delta ClockCharge attack DMG and charge attack DMG cap boosted (Max: 3 lvls)
    gives her strong Charge Attacks and can stack very quickly with external multiattack sources in addition to her own Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    .
  • 25% ATK DownATK is lowered
    Strength: 25%Base Accuracy: 100%Stacking: Single
    , 15% Light ATK DownLight ATK is lowered
    Strength: 15%Base Accuracy: 85%
    , and UnchallengedNext DMG received will be ineffective
    are helpful for playing safely at low HP, though she may have trouble surviving more difficult fights.
Beatrix

9.4

-

Beatrix

8.0

-

Beatrix

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

9.5
  • Role: Attacker
  • Consistently high sustained damage because of her synergy with Enmity and her own buffs.
  • Great burst damage with Nayde VanaroosaATK is sharply boosted
    Duration: Until used
    against foes in Overdrive.
  • Her support skills allow her to safely stay at low HP.
  • Can secure triple attacks with Nayde KollaneTriple attack rate and hostility are boosted / Bonus Fire DMG effect / DEF is lowered (Can't be removed)
    Duration: Until recast
    at the cost of greatly reduced survivability.
Benjamin

 
9.3

-

Black Knight

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

9.0
  • Role: Attacker
  • Good firepower for well-rounded teams.
  • Can gain 10% DEF Up (Stackable / Max: 30%)DEF is boosted while active (Stackable)
    Strength: 10% (Max: 30%)Duration: Indefinite
    , Undying (1 time)Can withstand lethal DMG (Leaves 1 HP / Can't be removed)
    Duration: Indefinite
    and Shield (3000)Next ATK received will be ineffective for a fixed amount
    Strength: 3000Duration: Indefinite
    through skills.
  • Boost to stats when below 25% HP.
Bobobo-bo Bo-bobo

 
9.2

-

Bowman

9.8
  • Role: Attacker/Debuffer
  • Permanent Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    , and 100% counters upon taking damage.
  • Auto-activates  More Strife3-hit, 150% Dark damage to a foe (Damage cap: ~185,000 per hit).
    Inflict 10% Dark DEF Down (Stackable / Max: 40%)DEF is lowered for dark DMG (Stackable)
    Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds
    .
    (Auto-activates upon normal attacks.)
    and inflicts 10% Dark DEF Down (Stackable / Max: 40%)DEF is lowered for dark DMG (Stackable)
    Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds
    upon each normal attack.
  • Gains 50% Bonus Dark DMGDeals bonus dark DMG for one-foe one-ally attacks
    Strength: 50%Duration: 5.5 turnsApplied during the attack phase.
    On the next turn, it'll have 5 turns remaining.
    on every Charge Attack, but Charge Attack will always activate even when they are set to Hold.
  • Very useful in teams that aim to deal high damage without pressing any skill.
Bridgette and Cordelia

 
7.5
  • Role: Attacker/Support
Cagliostro

9.3
  • Role: Support/Debuffer
  • Very powerful healing and can Clear 1 debuff every 7 turns tied to same skill
  • Can provide 25% Earth ATK UpEarth ATK is boosted
    Strength: 25%Duration: 3.5 turnsApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    to the whole party and improve healing even further once 5★ upon using Charge Attack
  • Extra benefits to the party include Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    Duration: Indefinite
    , Reversed OuroborosATK is boosted / DEF is boosted / Double attack rate is boosted / Triple attack rate is boosted
    Duration: 3 turns
    , 50% / 30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
    Strength: 50% chance of dealing 30% more damage.Duration: 3 turns
    , and KeenSupplemental DMG to critical hits
    Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns
  • Inflicts 25% DEF DownDEF is lowered
    Strength: 25%Base Accuracy: 90%Duration: 180 secondsStacking: Single
    and 10% Earth DEF DownDEF is lowered for earth DMG
    Strength: 10%Base Accuracy: 100%Duration: 180 seconds
    via same skill
Cagliostro

9.2
  • Role: Support/Healer
  • Long RefreshHP is restored on every turn
    Strength: Refresh 10% maximum HP (Healing cap: 250/300 HP)Duration: 7 turns
    duration heals a large amount of HP over time.
  • Provides offensive support to the party through 25% Dark ATK UpDark ATK is boosted
    Strength: 25%Duration: 7 turns
    , 20% ATK UpATK is boosted
    Strength: 20%Duration: 3 turns
    , and 50% / 40% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
    Strength: 50% chance of dealing 40% more damage.Duration: 3 turns
    .
  • Healing ability is good for beginners or challenging content, but may be undesirable for Enmity grids.
Cagliostro

7.0
  • Role: Healer/Support
  • Dark-element healers are scarce and Cagliostro is one of them.
  • Has both party heal and debuff removal which is great for new Dark players.
  • Very long skill cooldowns limit her usefulness beyond early-game.
Cagliostro

9.6
  • Role: Attacker/Support/Debuffer
  • Grants all Light allies permanent unremovable buffs from Eternal OuroborosDouble attack rate is boosted /
    Triple attack rate is boosted /
    Charge attack DMG is boosted /
    C.A. DMG cap is boosted
    Maximum amount of DMG that can be dealt per C.A. to foes who cap C.A. DMG is boosted /
    Charge bar gain is lowered /
    (Can't be removed)
    .
  • Strengthen existing Light allies' buff-removing skills to also inflict DelayReduce a foe's filled charge diamonds by 1
    and deal Plain damage.
  • Completely stops foes from taking any actions with Can't ActCan't attack (Can't be removed / Can't be extended)
    Base Accuracy: GuaranteedDuration: 1 turn Local status effect
    , bypassing debuff immunity.
  • Fits various situations, but performs better on longer battles.
  • Rating varies depending on party composition.
Cagliostro

9.1
  • Role: Support/Debuffer
  • Party heal and removing debuffs may be useful in some situations.
  • Can inflict up to 30% DEF Down (Stackable)DEF is lowered (Stackable)
    .
  • Buffs and utility are generally outclassed by other characters.
Cagliostro

9.8
  • Roles: Healer/Support
  • Indispensable for Water Crit teams through her first skill and support skills
  • Provides a permanent, party-wide Crit boost based on Deluge CrestWater magic is amplified (Max: 5 / Can't be removed)
    stacks, even from the backline
  • Heals an ally and grants them a large buff to ATK, DEF, and multiattack rate
  • Can dispel an enemy buff
  • Requires additional sources of party-wide Deluge CrestWater magic is amplified (Max: 5 / Can't be removed)
    for maximum effect
Caim

 

-

Cain

7.0

-

Cain

9.3
  • Role: Support/Debuffer
  • Inflicts 25% ATK DownATK is lowered
    Strength: 25%Duration: 180 secondsStacking: Single
    , 25% DEF DownDEF is lowered
    Strength: 25%Duration: 180 secondsStacking: Single
    and unique, permanent 10% Debuff Res. DownDebuff resistance is lowered
    Strength: 10%
    .
  • Increases the party's damage and multiattack rate with unique, undispellable InstantaneityATK is boosted /
    Double attack rate is boosted /
    Triple attack rate is boosted
    (Can't be removed)
    Strength: 30% ATK Up / 20% DA Up / 10% TA UpMultiplier: NormalDuration: 6 turns
    buff.
  • Charge Attacks extend InstantaneityATK is boosted /
    Double attack rate is boosted /
    Triple attack rate is boosted
    (Can't be removed)
    Strength: 30% ATK Up / 20% DA Up / 10% TA UpMultiplier: NormalDuration: 6 turns
    and provide 20% Bonus Earth DMGDeals bonus earth DMG for one-foe one-ally attacks
    Strength: 20%Duration: 2.5 turnsApplied during the attack phase.
    On the next turn, it'll have 2 turns remaining.
    to the party.
  • EMP skill can reduce damage taken by 10% for all allies.
Cain

9.6

-

Carren

7.0
  • Role: Attacker
  • Can maintain constant Fire ATK UpFire ATK is boosted
    uptime for herself, at the cost of inflicting BurnedHP is lowered on every turn
    on herself.
  • Can inflict BurnedHP is lowered on every turn
    and Fire DEF DownDEF is lowered for fire DMG
    on enemies.
  • Synergizes with characters that do extra damage to burned enemies, like Elmott (Summer).
Carren

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

8.5
  • Role: Attacker/Support
  • High damage output, high charge attack damage cap if conditions are met
  • Very weak after using charge attack
  • Minor support with Fire ATK UpFire ATK is boosted
    and RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
  • Rating rises to 9.0 in very short battles
Chat Noir

 
9.3
  • Role: Attacker/Support/Debuffer
Christina

 
8.5
  • Role: Bounty/Healer
  • "Free" SSR purchased using 77,777,777 casino chips.
  • Has a nuke that applies Debuff Res. DownDebuff resistance is lowered
    and another nuke that applies BountyItem drop rate is boosted
    twice.
  • Additionally, has an EMP skill that can apply BountyItem drop rate is boosted
    on attacks.
  • The only other SSRs that apply BountyItem drop rate is boosted
    are Tien and Mary, making her the most accessible character with this ability.
  • Has a heal and debuff removal in one skill.
  • Lack of flexibility or focus combined with the immense effort to obtain her make her an unpopular character.
Chun-Li

7.0

-

Clarisse

9.0
  • Role: Debuffer / Support
  • Nearly reaches DEF Down cap on her own with 25% DEF DownDEF is lowered
    Strength: 25%
    and 15% Fire DEF DownDEF is lowered for fire DMG
    Strength: 15%
    .
  • Increases the party's debuff success rate with the help of her support skill and 10% Debuff Res. DownDebuff resistance is lowered
    Strength: 10%
    from the charge attack
  • One of the few Fire characters that can provide Dispel.
Clarisse

8.5
  • Role: Debuffer/Support
  • Revolves around micromanaging α DecayReceives atomic collapse from β link
    and β DecayReceives atomic collapse from α link
    stacks.
  • Atomic CollapseCan deal big bonus DMG when DMG dealt in one turn reaches a certain amount
    Field effect
    field effect can provide up to 20% DMG Cap boost, but affects allies, enemies, and other parties alike.
  • More powerful in Radioactive ModeCut skill cooldown by half / Boost to chain burst DMG / Take DMG each turn / Boost to ATK when field effect Atomic Collapse is in effect
    , but also takes up to 800 damage every turn.
  • Has a bit of a learning curve to use effectively.
Clarisse

9.2
  • Role: Attacker/Debuffer
  • Applies a 25% Light DEF DownDEF is lowered for light DMG
    to help cap DEF down with Miserable Mist.
  • Power Inhibitor easily caps her C.A., but needs protection on that turn due to the combination of DEF DownDEF is lowered
    and Hostility UpMore likely to be attacked
Clarisse

9.7

-

Clarisse

9.6
  • Role: Attacker/Support
  • Passive party-wide ATK boost that strengthens with each turn.
  • Her third skill trivializes slimebusting.
  • Provides VeilDebuffs 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."
    , Mirror ImageNext one-to-one attack received will be ineffective
    (Effect removed on next all-foe all-ally attack)
    Duration: Indefinite
    , ArmoredChance of lowering DMG taken
    , and Shield (2214)Next ATK received will be ineffective for a fixed amount
    Strength: 2214Duration: Indefinite
    in one package.
  • Skills and charge attack become highly potent past turn 10.
  • Not nearly as effective in short battles.
Claudia

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

 
8.0
  • Role: Attacker/Support
  • Deals high C.A. DMG against foes with TrackedConan has his eyes on this target
    Local status effect
    effect.
  • Grants Veil (1 time)Debuffs 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."
    , 50% DEF UpDEF is boosted
    Strength: 50%Duration: 4 turns
    , 50% ATK UpATK is boosted
    Strength: 50%Multiplier: NormalDuration: 3 turns
    , 80~100% DA UpDouble attack rate is boosted
    Strength: 80~100%Duration: 2 turns
    , and 20% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
    Strength: 20%Duration: 2 turns
    to all allies, periodically, through Sleeping KogorōConan is focusing on reasoning (Can't attack or use skills)
    .
  •  Sleeping KogorōPut Kogorō to sleep and gain Sleeping KogorōConan is focusing on reasoning (Can't attack or use skills)
    Duration: 3 turns
    .
    At level 55:
    Effect enhanced.
    cannot be used on the first turn, and has a long cooldown.
  • Cannot attack or use skills when Sleeping KogorōConan is focusing on reasoning (Can't attack or use skills)
    is active.
Cordelia

5.5
  • Role: Defender
  • Access to Substitute and Defense Up can keep other party members alive.
  • All-around decent defensive skills with no real weaknesses.
  • Has no offensive options.
Cucouroux

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

9.8
  • Role: Attacker/Debuffer
  • Guaranteed triple attacks and three attack instances make her normal attacks powerful.
  • Covering FireCovering Fire activates upon attacks while in effect (6-hit earth DMG to random foes / Hit to all foes' debuff resistance and earth DEF [Stackable]) (Can't be removed)
    greatly improves her firepower and lowers foes' defenses.
  • Upon dodging, buffs allies with permanent stackable attack and defense buffs.
  • Has many damage instances, thus synergises well with sources of supplemental damage.
Cucouroux

8.5
  • Role: Attacker/Debuffer/Support
  • Can apply InertCan't attack
    Local status effect
    on Charge Attack.
  • Can apply up to 40% ATK Down and 40% DEF Down.
  • Multiple turns of all-foe damage in a single skill.
  • AssembleATK and multiattack rate are boosted
    can enable single damage compositions.
  • Sacrifices Powder KegPowder kegs are ready
    stacks in order to use Explosive Keg.
Cupitan

9.6
  • Role: Attacker/Debuffer/Support
  • Supplements allies' skill damage, syngergising well with compositions with many skill damage instances.
  • Two 7-hit damaging skills which can be recast through  Draw of the RainbowEnd cooldown for other skills.
    Gain Instant Recast (Damage Skills)Can use each damage skill up to 1 extra time this turn (Can't be removed)
    Duration: 1 turn
    .
    are Cupitan's main contributions to damage.
  • As Cupitan collects Prism Arrows, her effectiveness as a debuffer and support ally increase significantly, including effects such as healing, clear and dispel.
  • Requires time to gather Prism Arrows, making Cupitan especially suited to long-term battles and Full Auto skill damage strategies.
Cupitan

9.5

-

Cure Black and Cure White

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

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

 
9.5
  • Role: Attacker/Support
  • Has strong normal attacks, especially when  Shadow CatsCaster borrows the power of cats to gain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 2 turns
    .
    (Additional buffs based on number of IrreplaceableFinds 1 Irreplaceable each turn / ATK and DMG cap are boosted based on number (Max: 4 / Can't be removed / Loses 2 upon taking DMG)
    Multiplier: Perpetuity
    .)
    is active.
  • Can reach up to 40% ATK Up and 20% DMG Cap Up based on number of IrreplaceableFinds 1 Irreplaceable each turn / ATK and DMG cap are boosted based on number (Max: 4 / Can't be removed / Loses 2 upon taking DMG)
    .
  • Grants 10% Bonus Earth DMG effect to Earth allies' triple attacks.
  • Grants up to 60% ATK Up, 100% DEF Up, and 60% Earth ATK Up to all allies based on number of IrreplaceableFinds 1 Irreplaceable each turn / ATK and DMG cap are boosted based on number (Max: 4 / Can't be removed / Loses 2 upon taking DMG)
    .
  • Depends on number of IrreplaceableFinds 1 Irreplaceable each turn / ATK and DMG cap are boosted based on number (Max: 4 / Can't be removed / Loses 2 upon taking DMG)
    to deal high damage, but will lose 2 upon taking damage.
Dante

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

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

9.5
  • Role: Support/Debuffer
  • Adds durability through 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 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.
    .
  • Buffs herself with 30% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks (Ends upon taking DMG)
    Strength: 30%Duration: Indefinite
    , removed only when she takes damage.
  • Inflicts 15% Light DEF DownDEF is lowered for light DMG
    Strength: 15%Base Accuracy: 100%Duration: 180 seconds
    and 10% Dark ATK DownDark ATK is lowered
    Strength: 10%Base Accuracy: 100%Duration: 180 seconds
    .
  • Can automatically heal the party when an enemy uses a charge attack.
  • Good automatic healer with durability buffs.
De La Fille

9.0
  • Role: Healer/Support
  • Has an amazing amount of healing.
  • ShieldNext ATK received will be ineffective for a fixed amount
    & RepelTaking less DMG and reflects attacks
    Damage Cut reducing damage taken and reflecting attacks.
    Warning! Does not work for Plain Damage!
    makes her an effective defensive support character.
  • Provides decent buffs, which is rare among Earth characters.
  • Her support skill randomly finds casino chips after battles.
De La Fille

8.5

-

De La Fille

9.5
  • Role: Support/Healer
  • Increases the survivability of all Dark allies by providing Jeweled ProtectionCharge bar gain is boosted / Elemental DMG from foes turns into light DMG / Light DMG is lowered / Recovers HP each turn / If HP can't be recovered: Charge bar is boosted instead (Can't be removed)
    Duration: 5 turns
    and Shield (2000)Next ATK received will be ineffective for a fixed amount
    Strength: 2000Duration: Indefinite
    .
  • Grants 10% Bonus Dark DMGDeals bonus dark 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.
    to all Dark allies through her Charge Attack.
  • Provides constant healing and debuff removal through  Illuminated SoleilRestore Dark allies' HP (Healing cap: 2000).
    All Dark allies gain Charge Bar +10%Instantly boosts Charge Bar by 10%
    Strength: 10%
    .
    Remove 1 debuff from all Dark allies.
    (When Seven Gems lvl is 7:
    All Dark allies also gain Shield (2000)Next ATK received will be ineffective for a fixed amount
    Strength: 2000Duration: Indefinite
    .)
    .
  • Has the ability to extend Dark allies' buff durations by 1 turn.
  • Useful in high difficulty contents due to Light SwitchElemental DMG from foes turns into light DMG
    .
Deliford

4.0

-

Deliford

7.5

-

Deliford

9.3
  • Role: Defender/Debuffer
  • Gains up to 50% ATK UpATK is boosted
    Strength: 50%Multiplier: Perpetuity
    , 100% DEF UpDEF is boosted
    Strength: 100%
    , and 30% Fire DMG Reduction based on the level of VeteranBased on lvl: ATK, DEF, and hostility are boosted / Fire DMG is reduced (Max: 5 / Can't be removed)
    Multiplier: Perpetuity
    .
  • Provides cover for his allies with SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    Duration: 1 turn
    and Tank-and-Counter (3 times)Counters upon taking DMG
    Strength: 200%Duration: 3 turnsCounter attacks grant 5% charge bar per hit.
    .
  • Inflicts his foe with 20% Fire ATK DownFire ATK is lowered
    Strength: 20%Duration: 180 seconds
    , which stacks with regular DEF DownDEF is lowered
    .
  • Removes 1 buff from all foes with  Riot Lance5-hit, 100% Water damage to all foes (Damage cap: ~90,000 per hit).
    Remove 1 buff.
    (When VeteranBased on lvl: ATK, DEF, and hostility are boosted / Fire DMG is reduced (Max: 5 / Can't be removed)
    Multiplier: Perpetuity
    lvl is 5:
    Activates twice.)
    , which activates twice when VeteranBased on lvl: ATK, DEF, and hostility are boosted / Fire DMG is reduced (Max: 5 / Can't be removed)
    Multiplier: Perpetuity
    is at level 5.
  • Caps incoming fire damage at 5,000 per hit.
Diantha

9.2

-

Diantha

7.0

-

Diantha

9.3
  • Role: Support
  • Provides 100% TA UpTriple attack rate is boosted
    for 1 turn.
  • Synergizes very well with skill that can provide attack without using up a turn.
  • Has unique undispellable buff Tlepilli GlowATK and multiattack rate are boosted (Can't be removed)
    that greatly increases attack, DA and TA rate.
  • Unable to do charge attack damage by herself, but her OnstageGain HypeATK is boosted
    Duration: 3 turns
    .
    All other allies gain 10% C.A. DMG Up (Stackable / Max: 100%)Charge attack DMG is boosted (Stackable / Can't be removed)
    Strength: 10% (Max: 100%)Duration: Indefinite
    , 5% C.A. DMG Cap Up (Stackable / Max: 50%)Charge attack DMG cap is boosted (Stackable / Can't be removed)
    Strength: 5% (Max: 50%)Duration: Indefinite
    , and Charge Bar +20%Instantly boosts Charge Bar by 20%
    Strength: 20%
    .
    (When caster's HypeATK is boosted
    is 4:

    Restore all allies' HP [Healing cap: 2000].)
    is good as most water teams are charge attack oriented.
Dorothy

5.5
  • Role: Support
  • Buffs only affect Main Character.
Dorothy and Claudia

 
9.4
  • Role: Attacker/Support
  • 200% charge bar maximum limit. Potential 1250% damage Charge Attack.
  • Dispel and GravitySpecial attack max charge turn is extended
    aren't accessible at the same time.
  • The maids share buffs, debuffs, cooldowns, and health.
  • Switching between maids is necessary to get full value.
Dorothy and Claudia

 
9.6

-

Ejaeli

8.0
  • Role: Support/Healer
  • Provides team multi-attack buffs with zero downtime.
  • Three double attack and one triple attack EMP nodes combined with her buffs give her good multi-attack potential.
  • Her skill healing cap is rather average for a SR but DMG AbsorptionPartially absorbs DMG to recover HP
    , RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
    , and ability to clear debuff make her an excellent healer.
Elize Lutus

8.0
  • Role: Support/Debuffer
  • One of the only Dark units with revive.
  • Plays multiple roles such as DelayReduce a foe's filled charge diamonds by 1
    , DA UpDouble attack rate is boosted
    .
Elta

6.0

-

Elta

6.5

-

Erica Fontaine

7.5
  • Role: Healer
  • Can potentially revive an ally... provided she's in her mech.
  • Tons of healing: can heal up to 2250 HP with her Charge Attack + 1000 HP from a skill.
  • Does not get bonus stats in mech, but does get increased hostility.
  • Does not contribute to Chain Bursts.
Erika

9.5

-

Eso

4.0

-

Eso

6.5
  • Role: Attacker/Defender
  • Good synergy between skills.
  • Can take pressure off of other allies.
  • All-foe attack that does increased damage as number of foes decrease.
  • Will often take damage without DEF UpDEF is boosted
    active.
Eugen

7.0
  • Role: Attacker
  • Can fill his charge bar at-will with Ignition
  • Intercept lets him dodge normal enemy attacks while dealing damage in return
Eugen

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

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

4.5

-

Ezecrain

7.0
  • Role: Attacker/Support/Debuffer
  • Debuffs enemies while strengthening his damage output at the same time.
  • Great party buffs despite the randomness.
  • Overall character value largely depends on how you value his 3rd skill.
Farrah

4.0

-

Farrah

6.5
  • Role: Defender/Support
  • Unreliable skills.
  • I Got Your Back! is a powerful defensive skill on a 3 turn cooldown, but requires 50% charge bar to use.
Farrah

6.0
  • Role: Attacker
  • Increased damage to foes in Overdrive.
Farrah

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

9.1

-

Feather

4.5

-

Feather

8.0

-

Feather

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

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

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

7.0
  • Role: Attacker/Debuffer
  • 20% DEF DownDEF is lowered
    Strength: 20%
    .
  • 100% DA UpDouble attack rate is boosted
    Strength: 100%
    but on a 9 turn cooldown.
Feena

7.5

-

Fiorito

9.6
  • Role: Attacker
  • Auto-activates nuke skill when her HP drops below 25%.
  • Can immediately trigger enmity from turn 1.
  • Double StrikeAttacks twice each turn
    and support skills increases her attacking performance.
  • Can take a lot of lethal hits in conjunction with garrison-like support skill.
  • Needs a lot of melee weapons to increase her performance.
Fiorito

9.3
  • Role: Attacker/Support
  • BulkDark allies' ATK, DEF, and DMG cap are boosted based on Bulk lvl (Max: 5 / Can't be removed)
    buffs Dark allies who use HP-consuming skills with an increase to attack, defense, and Damage Cap, even when Fiorito is a sub-ally.
  •  Tri-Wish Smash150% Dark damage to a foe (Damage cap: ~190,000).
    Random buff effect to caster.
    (Boost to damage specs and additional buffs based on how many melee weapons are equipped.)
    provides random buffs, the number of which is increased based on how many melee weapons are equipped. Equipping at least 5 melee weapons will enhance her consistency and effectiveness.
  • While she can obtain a turn of UndyingCan withstand lethal DMG (Leaves 1 HP / Can't be removed)
    from her random buffs, she relies on lowering her HP significantly without any permanent means to keep herself safe, so keeping her alive for things such as Wreck the HallsTri-Wish Smash activates at end of turn (Can't be removed)
    can be difficult.
  • Evaluation will likely change if units who can better utilise BulkDark allies' ATK, DEF, and DMG cap are boosted based on Bulk lvl (Max: 5 / Can't be removed)
    are introduced to Dark.
Florence

9.3
Florence

10
  • Role: Support
  • Massively increases a Light ally's damage output for 1 turn with  MascheraGrant a Light ally MascheraATK is sharply boosted by Maschera
    Strength: 50%Multiplier: AssassinDuration: 1 turn
    .
    (Consumes 40% of that ally's max HP.)
    .
  • Can end a Light ally's skill cooldowns and provide Instant Charge if 5 Aurora CrestLight magic is amplified (Max: 5 / Can't be removed)
    are consumed.
  • Weakens enemy damage output with debuffs, including GravitySpecial attack max charge turn is extended
    Duration: 180 seconds
    .
  • Primarily judged for her incredible first skill, Florence's value depends almost entirely on who she can target with her support abilities. Her buffs can severely increase an attacker's output in short-term battles, particularly one-turn setups.
Friday

 
8.3

-

Gawain

 
9.2
  • Role: Defender/Attacker
  • A solid defender and enmity attacker; His 5★ uncap improves the damage mitigation he provides for the party.
  • Inflicts 25% ATK DownATK is lowered
    Strength: 25%Duration: 180 seconds
    and 10% Earth ATK DownEarth ATK is lowered
    Strength: 10%Duration: 180 seconds
    , helping cap ATK Down when paired with  Miserable MistInflict 25% ATK DownATK is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    and 25% DEF DownDEF is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    on all foes.
    .
  • Has good damage output through a combination of his second skill self-enabling enmity and giving him JammedATK is greatly boosted based on how low HP is
    Strength: 30%-90%Duration: 8 turns
    with permanent uptime, and his first support skill providing Unique ATK the lower his HP is.
  • Third skill can protect the party from both damage and debuffs with its 70% DMG CutTaking 70% less DMG
    Duration: 1 turn Damage Cut reducing damage taken for all elements.
    Warning! Does not work for Plain Damage!
    and 100% Debuff Res. UpDebuff resistance is boosted
    Strength: 100%
    .
  • His 5★ Charge attack gives a team-wide Shield (1500)Next ATK received will be ineffective for a fixed amount
    Strength: 1500Duration: Indefinite
    for further damage mitigation.
Gawain

 
9.5
  • Role: Attacker
  • Gains additional effects on his skills when he is under 25% HP.
  • Powerful autos through a combination of Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 2 turns
    , 50% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
    Strength: 50%
    , Double StrikeAttacks twice each turn
    , and passive boost to normal attack damage.
  • Unique partywide ATK boost based on how low his HP is.
Gayne

8.0
  • Role: Attacker/Support
  • 20% ATK UpATK is boosted
    Strength: 20%
    and 20% DA UpDouble attack rate is boosted
    Strength: 20%
    .
  • Gets much stronger after being uncapped to 5★.
  • Dodge AllTakes no DMG or debuffs while in effect
    can save her in a pinch.
Gemini Sunrise

 
7.5

-

Gwynne

 
9.8

-

Haohmaru

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

 
4.0

-

Hazen

 
7.0
  • Role: Defender
  • Unusual either-or play style centered around Pity.
  • Anti-synergy between using SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    defensively versus enabling offensive versions of skills.
Herja

4.5

-

Herja

7.0
  • Role: Attacker/Support/Debuffer
  • Gains ATK Up (Stackable)ATK is boosted while active (Stackable)
    from a skill and charge attack.
  • Single target UpliftedCharge bar is boosted on every turn
    buff.
  • Decent attack power, break assassin and goes well in many SSR parties.
  • Can compete with SSRs in earth for a party slot.
Herja

8.5

-

Himiko Toga

9.3

-

Hiro Ryugasaki

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

9.6
  • Role: Attacker
  • Has high offensive capabilities based on the number of his Hellfire CrestFire magic is amplified (Max: 5 / Can't be removed)
    .
  • Gains powerful buffs such as Double StrikeAttacks twice each turn
    and 90% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
    Strength: 90%
    for 3 turns through Primal Sword DeimosDeals bonus fire DMG for normal attacks / Attacks twice each turn / Debuff resistance is boosted / Effects that remove buffs will be nullified / HP is lowered on every turn (Can't be removed)
    Duration: 3 turns
    when Icarus has 5 Hellfire CrestFire magic is amplified (Max: 5 / Can't be removed)
    .
  • Gains 5 Hellfire CrestFire magic is amplified (Max: 5 / Can't be removed)
    when switching to the front line from sub ally position.
Illnott

9.3
  • Role: Attacker/Debuffer
  • Permanent 10% ATK Up (Stackable / Max: 50%)ATK is boosted while active (Stackable)
    Strength: 10% (Max: 50%)Multiplier: Unique StackableDuration: Indefinite
    via Burner Bomb which activates frequently.
  • Can heal an ally and clear all debuffs while granting them Charge Bar +100%Instantly boosts Charge Bar by 100%
    Strength: 100%
    .
  • DelayReduce a foe's filled charge diamonds by 1
    Base Accuracy: 90%
    and dispel help control foes.
  • Understanding how Dope works and managing which type is active is necessary to effectively utilising the character.
Illnott

9.8
  • Role: Attacker/Support
  • Inflicts Mystic InkDEF is lowered / Skill DMG taken is supplemented (Max: 3 / Can't be removed)
    Duration: IndefiniteStacking: PermanentLocal status effect
    permanently on a foe, which supplements the skill damage taken of the foe by up to 30,000.
  • Deals constant Light damage to a foe upon Light allies' normal attacks based on the number of Heavenly PieceATK, DEF, multiattack rate, and DMG cap are boosted based on number of Heavenly Pieces (Max: 7 / Can't be removed)
    Multiplier: Perpetuity
    .
  • Gains DopeLight allies' skill specs are boosted / Damage skill cooldowns are cut by 1 turn (Can't be removed / Skill cooldown can't be lower than 1 turn)
    Duration: Indefinite
    permanently, which increases the skill damage cap of all Light allies by 20%, and reduces their damage skill cooldowns by 1-turn.
Illnott

9.8

-

Io

7.5
  • Role: Attacker/Support/Healer
  • Given to you early on in the story.
  • Clear and Heal II provide decent protection in the early game.
  • By the time you've progressed far enough in the story to uncap her, you will have better options.
Io

9.6
  • Role: Support/Healer
  • Mystic VortexSkill effects and charge attack specs are boosted
    Can't be removed
    is a powerful buff that increases her C.A. DMG and C.A. DMG Cap.
  • Grants all allies various buffs based on her current Mystic VortexSkill effects and charge attack specs are boosted
    Can't be removed
    lvl upon charge attack, namely RefreshHP is restored on every turn
    , StrengthATK is greatly boosted based on how high HP is
    , and DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
    .
  • Provides a heal on a somewhat low cooldown, healing specs increase with higher Mystic VortexSkill effects and charge attack specs are boosted
    Can't be removed
    levels.
  • Possess strong damaging skill with rare trait - it deals superior element damage, and its damage cap can be further increased with Mystic VortexSkill effects and charge attack specs are boosted
    Can't be removed
    .
  • Can be somewhat hard to optimize due to large charge bar consumption needed for Mystic VortexSkill effects and charge attack specs are boosted
    Can't be removed
    .
  • Her 5★ uncap further increases her skills' specs based on Mystic VortexSkill effects and charge attack specs are boosted
    Can't be removed
    and makes managing them easier due to lowered consumption on C.A. In addition to previous buffs, she now also grants ATK UpATK is boosted
    and DEF UpDEF is boosted
    . The uncap changes her heal to yellow border skill so that it can be used in Full Auto.
Io

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

5.0

-

Ippatsu

6.5
  • Role: Support
  • Simple, easy to manage multiattack and CA buffs in one skill.
  • AddictionUnable to forget the taste of ramen / Hit to ATK, DEF, and multiattack rate (Can't be removed)
    prevents any other buffs from being used.
Ippatsu

9.5
  • Role: Attacker/Support
  • Able to remove 1 buff and provide DelayReduce a foe's filled charge diamonds by 1
    with very low cooldowns.
  • Grants all Dark allies Charge Bar +30%Instantly boosts Charge Bar by 30%
    Strength: 30%
    very frequently.
  • Permanent Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    with the risk of unable to act when CravingWhen Craving intensity is 7 or above at end of turn: Can't attack or use skills / Hit to DEF (Can't be removed)
    Duration: Indefinite
    has reached max.
  • It is possible to use him in Full Auto as long as Charge Attack is set to Auto.
Ippatsu

5.5
  • Role: Buffer
  • Useful buffs, but hard to plan around due to their random nature.
Iroha

8.5

-

Isaac

 
9.5
  • Role: Attacker/Debuffer
  • Auto-skill nuke after normal attacks.
  • High damage output even with his low innate multiattack rate.
  • High-endurance ShieldNext ATK received will be ineffective for a fixed amount
    that doubles as ImmuneDebuffs will be nullified
    and Fire DMG capper.
    • Charge attacks refresh his shield.
Izuku Midoriya

9.3

-

J.J.

6.0
  • Role: Support
  • Provides stackable Skill Damage, Status Resist, and Mode Bar Cut without downtime.
J.J.

7.0

-

Jamil

8.0
  • Role: Attacker
  • Surprisingly high damage output for an SR character.
  • Synergizes with counterattack characters–which Earth has a decent number of–such as Eugen and Ayer.
Jamil

7.5

-

Jamil

9.0

-

Jasmine

4.0

-

Jasmine

8.0
  • Role: Healer
  • 100% Debuff Res. UpDebuff resistance is boosted
    Strength: 100%Duration: 3 turns
  • Growth Potion can boost the healing of other characters.
  • Green Potions provide extra healing, but are unreliable.
Jasmine

9.3

-

Jeanne d'Arc

 
9.4
  • Role: Attacker/Support/Debuffer
  • Inflicts 25% DEF DownDEF is lowered
    Strength: 25%Single-sided
    and 25% ATK DownATK is lowered
    Strength: 25%
    (stacks with Miserable Mist)
  • High damage output via 2-turn guaranteed TA and StrengthATK is greatly boosted based on how high HP is
Jeanne d'Arc

9.1
  • Role: Attacker/Support/Debuffer
  • Can easily reach very high damage output in Enmity grids due to her passive Enmity and self-buffs.
  • Inflicts 30% DEF DownDEF is lowered
    Strength: 30%Single-sided
    , stacking with  Miserable MistInflict 25% ATK DownATK is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    and 25% DEF DownDEF is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    on all foes.
    .
  • 5-turn Eternal ChaosCan withstand lethal DMG (Leaves 1 HP) / Debuff resistance is boosted (Can't be removed)
    Duration: 5 turns
    allows her to remain at low HP to maximize Enmity with no risks.
  • Very strong frontline choice.
Jeanne d'Arc

 
9.8
  • Role: Attacker/Support
  • Initially self-only StrengthATK is greatly boosted based on how high HP is
    and Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    can affect all allies after charge attack.
  • Allows fellow light characters to deal 10% Bonus DMG upon triple attacks.
  • Allies affected by Light ATK UpLight ATK is boosted
    gain an extra 30% Light ATK boost.
  • 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.
    , 15% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
    Strength: 15%
    , and 15% ATK Up (1 time)ATK is boosted (1 time)
    Strength: 15%
    are great for bursting fights.
  • 25% ATK DownATK is lowered
    Strength: 25%Local status effect
    and 25% DEF DownDEF is lowered
    Strength: 25%Base Accuracy: 100%Duration: 4 turnsLocal status effect
    are strong but rather niche and have an awful 4/8 turns downtime.
  • Possibly the best attacker/support character in Light but requires developed grid to make full use of her potential.
Jeanne d'Arc

8.0

-

Jeanne d'Arc

9.2
  • Role: Support/Debuffer
  • Reversal Tide allows players to reach DEF Down cap with only Miserable Mist, extremely valuable in Wind.
  • Increases the survivability, multiattack rate and damage of one Wind ally with unique, undispellable SalvationRecovers once from a knockout while in effect / Attacks made with elemental superiority have a chance to deal boosted DMG / Double attack rate is boosted / Triple attack rate is boosted / Debuff resistance is boosted / Maximum amount of DMG that can be dealt per hit is boosted
    (Can't be removed)
    Duration: 5 turns
    buff.
  • Charge Attacks extend SalvationRecovers once from a knockout while in effect / Attacks made with elemental superiority have a chance to deal boosted DMG / Double attack rate is boosted / Triple attack rate is boosted / Debuff resistance is boosted / Maximum amount of DMG that can be dealt per hit is boosted
    (Can't be removed)
    Duration: 5 turns
    and provide 20% Wind ATK UpWind ATK is boosted
    Strength: 20%Duration: 2.5 turnsApplied during the attack phase.
    On the next turn, it'll have 2 turns remaining.
    and 20% Earth CutEarth DMG is cut 20%
    Duration: 2.5 turnsEarth Damage Cut.Applied during the attack phase.
    On the next turn, it'll have 2 turns remaining.
    to the party.
  • No damaging skills; relies on auto attacks to do damage.
Jeanne d'Arc

9.6

-

Jessica

7.0
  • Role: Support/Debuffer
  • Grants 10% UpliftedCharge bar is boosted on every turn
    Strength: 10%Duration: 3 turns
    and 40~50% / 70% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
    Strength: 40~50% chance of dealing 70% more damage.Duration: 3 turns
    to a single ally.
  • Inflicts BlindedAttacks have a slight chance to miss
    Duration: 180 seconds
    on all foes.
  • Her Hostility UpMore likely to be attacked
    Duration: 3 turns
    can be used to direct enemy's attack towards her ally that has high defense.
  • Amplifies damage against Water foes by 4%, but only for male Earth allies.
Jessica

6.5
  • Role: Attacker/Support
  • Simple character with decent buffs for early-game.
Jessica

9.4

-

Jessica

6.0

-

Jessica

9.4
  • Role: Support/Healer
  • Has  Pflegeschuss400% Earth damage to all foes (Damage cap: ~485,000).
    Restore 20% of all allies' HP (Healing cap: 1500).
    Caster gains Godsend TriggerGodsend Trigger activates at end of turn while in effect (Can't be removed)
    Duration: 3 turns
    .
    that will activate Godsend TriggerGodsend Trigger activates at end of turn while in effect (Can't be removed)
    at the end of every turn to heal all allies and deal damage to all foes.
  • Has access to 50% Bonus Earth DMG (1 time)Deals bonus earth DMG for normal attacks (1 time)
    Strength: 50%
    that can be granted to all allies on the first turn.
  • Removes 1 debuff from all allies when she uses her Charge Attack.
  • Effective in Enmity setups due to  Unforgettable SummerWhen an ally is below 25% HP:
    Guaranteed triple attacks and 50% boost to healing specs.
    , which grants Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    to an ally when their HP is below 25%.
Jin

8.5

-

Jin

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

7.5

-

Jin

7.0

-

Jin

6.5
  • Role: Attacker
  • Good damage with double charge attack.
  • Requires support from other characters to help him generate charge bar.
Joel

5.0

-

Joel

7.5

-

Johann

7.0

-

Johann

6.5
  • Role: Healer/Support
  • Very simple healer kit; one of the oldest designed event characters in the game.
  • Difficult to sustain a whole party with his single-target heal in longer battles.
  • Brand new players may appreciate a free Light healer, but his mediocrity makes him easily replaceable.
Joker

 
9.3
  • Role: Attacker/Debuffer
  • SukundaDebuff resistance is lowered / Attacks and special attacks have a chance to miss
    can prevent boss special attacks
  • One of the only characters that can inflict ComatoseCan't attack and takes big DMG
    (Chance to end upon taking DMG)
    Takes 50% more damage
    Local status effect
  • Good damage output with skills and charge attack
Juliet

9.6
  • Role: Attacker/Support
  • High damage output via 30% Unique ATK modifier and bonus skill damage upon charge attack.
  • High-uptime party Light ATK UpLight ATK is boosted
    and 20% Dark CutDark DMG is cut 20%
    Dark Damage Cut.
    .
  • Can provide one ally RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
    and ShieldNext ATK received will be ineffective for a fixed amount
    .
  • Can inflict Light DEF DownDEF is lowered for light DMG
    .
  • Weak without SpiritConsumes 1 upon normal attacks (Restored every 5 turns / Can't be removed)
    .
Juliet

9.5
  • Role: Support/Debuffer
  • Improves allies' offensive ability through an indefinite source of 20% Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks (Ends upon taking DMG)
    Strength: 20%Duration: Indefinite
    that remains so long as the ally is not damaged.
  • 10% Water DEF Down (Stackable / Max: 40%)DEF is lowered for water DMG (Stackable)
    Strength: 10% (Max: 40%)
    contributes to weakening enemies.
  • Consumes Deluge CrestWater magic is amplified (Max: 5 / Can't be removed)
    to heal allies and reduce debuff duration.
  • Managing SpiritConsumes 1 upon normal attacks (Restored every 5 turns / Can't be removed)
    effectively improves her performance.
Juri

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

6.5
  • Role: Attacker/Defender
  • SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    and DEF UpDEF is boosted
    in a single skill.
Juri

9.4
  • Role: Attacker/Support
  • Supports a single ally by granting Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    , 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.
    , and supplemental damage to critical hitDamage cap: 50,000 with Improv DuoCan gain effects from Juri's charge attack, skills, and support skills / After three turns: Juri and the ally's ATK is sharply boosted against a foe with Mood Changer effect (1 hit) (Can't be removed / Can't be extended)
    .
  • Gains Double StrikeAttacks twice each turn
    Duration: 1 turn
    for himself upon successfully removing a buff from a foe with  Quick Quip500% Water damage to a foe (Damage cap: ~635,000).
    Remove 1 buff.
    (Upon successfully removing a buff:
    Also gain Double StrikeAttacks twice each turn
    Duration: 1 turn
    .)
    , which can be reused every time a foe uses a special attack.
  • Provides 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."
    , Dispel Cancel (1 time)Effects that remove buffs will be nullified (1 time)
    Duration: Indefinite
    , and 10% UpliftedCharge bar is boosted on every turn
    Strength: 10%Duration: 3 turns
    for himself and another ally who has Improv DuoCan gain effects from Juri's charge attack, skills, and support skills / After three turns: Juri and the ally's ATK is sharply boosted against a foe with Mood Changer effect (1 hit) (Can't be removed / Can't be extended)
    .
  • Specializes as single target support in manual setups.
Kaede Takagaki

 
8.5
  • Role: Support
  • Sustains the party through RefreshHP is restored on every turn
    and Recovery Cap BoostedRecovery cap is boosted
    .
  • Party-wide special buff can be extended indefinitely through her charge attacks.
  • Can inflict debuffs with 0 cooldown, but it consumes charge bar and has unreliable, random effects.
Kallen Kouzuki

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

6.5

-

Kaoru Sakuraba

6.5

-

Karin

7.0

-

Katalina

8.0
  • Role: Support/Defender
  • The Queen of story mode; her kit stays useful for a very long time.
  • 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."
    is always useful. Learn what it does.
  • Heal and Charge Attack buffed to be up to the current SR Character standards.
Katalina

9.4
  • Role: Defender/Attacker/Support
  • Versatile and powerful, but the vast majority of her strength is locked behind her 5★ uncap.
  • Her Charge Attack buffs the party with extremely valuable 30% Water ATK UpWater ATK is boosted
    Strength: 30%Duration: 3.5 turnsApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    , 30% DA UpDouble attack rate is boosted
    Strength: 30%Duration: 3.5 turnsApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    , and 20% TA UpTriple attack rate is boosted
    Strength: 20%Duration: 3.5 turnsApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    .
  • Her 25% DMG CutTaking 25% less DMG
    Duration: 1 turn Damage Cut reducing damage taken for all elements.
    Warning! Does not work for Plain Damage!
    is relatively weak, but can be used more often due to it's shorter cooldown.
  • Provides party-wide VeilDebuffs will be nullified (1 time)
    "Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune."
    , RefreshHP is restored on every turn
    , and Dispel Cancel (1 time)Effects that remove buffs will be nullified (1 time)
    Duration: Indefinite
    .
  • Substitute (Select)Receives foe attack in place of an ally (Can't be removed)
    Duration: 4 turns
    gives her a unique capacity to protect more fragile party member.
  • Gains additional value in difficult raids where players are more likely to bring skills like  Phalanx IIAll parties gain 70% DMG CutTaking 70% less DMG
    Duration: 1 turn Damage Cut reducing damage taken for all elements.
    Warning! Does not work for Plain Damage!
    .
    , due to her support skill.
Katalina

8.5
  • Role: Attacker/Support
  • Defensive support through removing debuffs, RefreshHP is restored on every turn
    Strength: 400 HPDuration: 3 turns
    , and 25% DMG CutTaking 25% less DMG
    Duration: 1 turn Damage Cut reducing damage taken for all elements.
    Warning! Does not work for Plain Damage!
    .
  • Decent damage output with Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    from  Enchanted LandsDark damage to a foe (Damage cap: ~630,000).
    Gain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 1 turn
    .
    .
  • Good for Vira's Support Skill.
  • Useful for surviving long fights. Rating rises to a 9.0 for beginners.
Katalina

8.0
  • Role: Healer/Support
  • Very similar to Katalina in terms of numbers and utility.
  • EMP gives some extra utility to healing focused compositions.
Katsuki Bakugo

 
9.4

-

Kolulu

9.4
  • Role: Defender/Debuffer
  • Can substitute all-ally attacks.
  • Can easily reach very high damage output in Enmity grids due to her passive Enmity.
  • Provides DEF Down (Stackable)DEF is lowered (Stackable)
    and local BlindedAttacks have a slight chance to miss
    Local status effect
    .
Kolulu

9.6
  • Role: Attacker/Support
  • When at low health, Kolulu's offensive and defensive performance is greatly improved. This can be facilitated by  SunburnSacrifice 80% of caster's current HP.
    All Water allies gain SunburnATK is boosted / DEF is boosted / Double attack rate is boosted / Triple attack rate is boosted (Can't be removed)
    Multiplier: NormalDuration: 5 turnsStacking: Special Buff
    and Deluge CrestWater magic is amplified (Max: 5 / Can't be removed)
    .
    .
  • Supports allies' offensive and defensive capabilities through SunburnATK is boosted / DEF is boosted / Double attack rate is boosted / Triple attack rate is boosted (Can't be removed)
    Multiplier: Normal
    .
  • High durability through Unchallenged (2 times)Next DMG received will be ineffective
    Duration: Indefinite
    and Shield (3000)Next ATK received will be ineffective for a fixed amount
    Strength: 3000Duration: Indefinite
    .
  • Supplements allies' damage based on Deluge CrestWater magic is amplified (Max: 5 / Can't be removed)
    even as a sub-ally, making her a easy pick for supporting Deluge CrestWater magic is amplified (Max: 5 / Can't be removed)
    strategies.
Koume Shirasaka

7.0

-

Kyojuro Rengoku

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

 
9.3
  • Role: Debuffer
  • Provides some defensive utility with debuff resistance for all allies and DelayReduce a foe's charge diamonds by 1
    .
  • Inflicts 30% DEF DownDEF is lowered
    Strength: 30%
    and 10% Dark DEF DownDEF is lowered for dark DMG
    Strength: 10%
    , nearly reaching the DEF down cap by herself.
  • Useful kit for beginners, but easily replaced.
Lady Grey

 
9.4
  • Role: Support/Debuffer
  • Increases the survivability of the team with DrainNormal attack and C.A. DMG dealt is partially absorbed to HP
    Strength: (Healing cap: 1000)Duration: 5 turns
    , EvenfallATK is boosted / DEF is boosted (Stackable / Can't be removed)
    Duration: Indefinite
    , ShieldNext ATK received will be ineffective for a fixed amount
    Strength: 70% of caster's max HP (Max: 10,000)Duration: Indefinite
    , and  Departed Family30% Light damage reduction to allies with ShieldNext ATK received will be ineffective for a fixed amount
    .
    .
  • Increases the offensive capabilities of all allies with StrengthATK is greatly boosted based on how high HP is
    Strength: 30%-10%Duration: 3.5 turnsStacking: TeamwideApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    and  Twilight Eden30% boost to C.A. damage and 10% boost to C.A. damage cap for allies with effects that drain foe HP.
    When a Dark ally drains a foe's HP: That ally gains Charge Bar +15%Instantly boosts Charge Bar by 15%
    Strength: 15%
    .
    .
  • Inflicts 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
    on all of her foes.
Lancelot

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

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

 
9.8
  • Role: Attacker/Debuffer
  • Innately strong offensive power through  Blade of DevotionNo charge bar gain upon normal attacks, attack twice each turn, and always deals double attacks. which allows Lancelot to attack twice every turn.
  • Has many very strong self-buffs including 50% Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks
    Strength: 50%
    , 20% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
    Strength: 20%
    , and guaranteed critical hits.
  • A high Charge Attack modifier alongside a source of Instant Charge and C.A. Reactivation (1 time)Charge attack reactivates (1 time)
    greatly contributes to performance in Charge Attack based teams, despite not gaining Charge Bar from normal attacks.
  • After GlaciateMultiattack rate is lowered based on lvl (Max: 10 / Can't be removed)
    reaches high levels, Lancelot's offensive power improves significantly, particularly through  Lavina StromWhen attacking a foe whose GlaciateMultiattack rate is lowered based on lvl (Max: 10 / Can't be removed)
    lvl is 7 or above:

    4-hit, 100% Water damage to all foes upon normal attacks (Damage cap: ~60,000 per hit).
    following up every normal attack with multi-hit skill damage.
  • A high firepower unit, particularly in medium-to-long battles, who is compatible with Full Auto.
Lancelot

 
9.2
  • Role: Attacker/Debuffer/Support
  • Gives the party DA/TA and Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks
    .
  • Has two powerful nukes: one of which applies a rare DEF Down (Stackable)DEF is lowered (Stackable)
    Strength: 10% (Max: 20%)Duration: 180 seconds
    that stacks with all other normal debuffs.
  • Charge Attack applies 20% Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks
    Strength: 20%Duration: 5 turns
    to self, giving effectively infinite uptime on self echoes and activation of his passive.
  • Increased Charge Attack Damage and Charge Attack Damage Cap while under Bonus DMGDeals bonus DMG for one-foe one-ally attacks
    effect.
Lancelot and Vane

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

 
8.0

-

Lecia

5.5
  • Role: Attacker/Support
  • Guaranteed story character.
  • 15% ATK UpATK is boosted
    Strength: 15%
  • Windflect is a decent defensive skill despite the anti-synergy between RepelTaking less DMG and reflects attacks
    Damage Cut reducing damage taken and reflecting attacks.
    Warning! Does not work for Plain Damage!
    and Dodge Rate UpChance to dodge DMG and debuffs
    .
Lecia

9.4
  • Role: Support
  • Low-health shields give her great Enmity synergy.
  • Can Dispel on Charge Attack for more utility.
  • Weakish early game: Her signature skill is locked deep in the story and can be teamcomp dependent.
  • Powerful effects if you can stack an order up to level 5, although Debuff and Heal can be difficult to build.
  • Attack Orders 5 is very powerful at endgame to push beyond the damage cap.
Lecia

6.5
  • Role: Healer/Support
  • RepelTaking less DMG and reflects attacks
    Damage Cut reducing damage taken and reflecting attacks.
    Warning! Does not work for Plain Damage!
    for 2 turns for all allies.
  • CharmedAttacks are slightly limited
    .
Lecia

 
9.4
  • Role: Attacker/Debuffer
  • Can reach the 50% DEF Down cap on turn one.
  • Strong charge attack after using skill 3.
  • Additional damage after chain burst, but only when in sub ally position.
  • Very useful for C.A. oriented formations.
Lelouch Lamperouge

9.5
  • Role: Support/Debuffer
  • Provides single-sided 20% DEF DownDEF is lowered
    Strength: 20%Base Accuracy: 100%Duration: 180 seconds
    and local Debuff Resistance Lowered.
  • Increases party's ATK the higher his HP is.
  • Can inflict PetrifiedStops enemy's charge diamonds from filling.
    Base Accuracy: 100%Duration: 2.5 turnsLocal status effectApplied during the attack phase.
    On the next turn, it'll have 2 turns remaining.
    , deal 500,000 plain damage to all foes, and grant allies 20% Bonus Dark DMGDeals bonus dark DMG for one-foe one-ally attacks
    Strength: 20%Duration: 3 turns
    all at once, after foe's special attack.
Lennah

9.2
  • Role: Healer/Support
  • High healing with Extended Mastery Perks.
  • Clarity on a very short 3-turn cooldown.
  • Hard to fit into the party if healing/clear isn't needed.
Leona

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

9.4
  • Role: Attacker/Debuffer/Support
  • Strong, self-sufficient attacker due to her self-buffs.
  • Inflicts GravitySpecial attack max charge turn is extended
    Duration: 180 seconds
    and an unremovable ATK/DEF down with CloudcleaveATK and DEF are lowered (Can't be removed)
    Strength: 10% ATK Down / 10% DEF DownDuration: IndefiniteLocal status effect
    .
  • Boosts the party's damage with KeenSupplemental DMG to critical hits
    Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3.5 turnsApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    and critical hit cap; works best in a grid that can guarantee critical hits.
  • Offers additional support with Instant ChargeInstantly sets Charge Bar to 100%
    Unaffected by Charge Bar Gain status effects.
    No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%.
    and Dodge All (1 time)Takes no DMG or debuffs while in effect for a set period
    Duration: Indefinite
    .
Leona

9.2

-

Levi

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

 
9.4
  • Role: Attacker/Support
  • Guaranteed double attacks through Support Skill.
  • Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    through Charge Attack and Treble Trouble.
  • Low cooldowns and powerful effects, but shared cooldowns between three skills limits usefulness.
  • Support Skill reduces Dark damage taken by 10% for all allies.
Lina

7.5
  • Role: A bit of everything
  • Two plain damage nukes make her great for hunting slimes.
  • Can debuff Attack/Defense and heal, but the numbers on both are weak.
  • Requires a lot of button pressing to boost charge attack damage.
  • Base charge animation is 25 seconds long (on 1x battle speed). Uncapping her to 3* is practically required.
Lobelia

 

-

Lucius

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

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

 
9.3
  • Role: Attacker/Debuffer
  • Powerful burst character best suited for shorter fights.
  • Two of his nukes activate twice with C.A. buffs, and his third nuke grants him Instant ChargeInstantly sets Charge Bar to 100%
    Unaffected by Charge Bar Gain status effects.
    No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%.
    and refreshes his other nukes' cooldowns.
  • Demon PursuitATK and C.A. specs are boosted based on Demon Pursuit lvl (Max: 6 / Can't be removed)
    greatly increases his ATK and charge attack specs.
  • 4 Skill Damage Cap EMP nodes make his nukes hit even harder.
  • Inflicts up to 30% Dark DEF Down (Stackable)DEF is lowered for dark DMG (Stackable)
    Strength: 10% (Max: 30%)Duration: 180 seconds
    .
Luffy

9.6
  • Role: Attacker
  • His Charge Attack activates twice when used from 10th turn onward.
  • His skills also gain additional effects when used from 10th turn onward.
  • Has permanent ImmuneDebuffs will be nullified
    and 20% UpliftedCharge bar is boosted on every turn
    Strength: 20%
    due to HakiATK is boosted / Dodge rate is boosted / Debuff resistance is boosted / Charge bar is boosted every turn (Can't be removed)
    Duration: Indefinite
    , but cannot gain any charge bar with his normal attacks.
  • Excellent in Full Auto setups and long-term battles.
Luna

6.5
  • Role: Intentionally knocking out allies
  • Requires knocking out allies to use her skills.
  • Difficult kit to use in general situations.
  • Soul Conversion can act as a pseudo-Tactical Relocation, allowing for specialized setups without needing Nighthound.
  • Gimmick character, but not completely useless.
Lyria

9.1
  • Role: Support
  • Has massive Charge Attack damage that can be boosted even further with her Extended Mastery Perks.
    • Can use her Charge Attack on the first turn by using her own skills to boost her charge bar.
  •  Life LinkCan call 2 summons per turn if Lyria is a main ally.
    If the Main Character or Lyria reaches 0 HP: Both will be knocked out.
    will allow 2 summons per turn if Lyria is a main ally.
  • Very flexible as her element is determined by the Main Character, and her buffs will allow her to contribute in nearly any situation.
  • Cannot normal attack, and will need to depend on her allies to gain charge bar consistently.
Magisa

 
9.2
  • Role: Attacker/Support/Debuffer
  • Great all-around character for buffs, debuffs, and damage
  • Provides party 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."
    , 20% ATK UpATK is boosted
    Strength: 20%Duration: 3 turns
    and 20% DEF UpDEF is boosted
    Strength: 20%Duration: 3 turns
  • Inflicts 25% DEF DownDEF is lowered
    Strength: 25%Base Accuracy: 90%Duration: 180 secondsStacking: Dual
    , 25% ATK DownATK is lowered
    Strength: 25%Base Accuracy: 90%Duration: 180 secondsStacking: Dual
    , 10% Fire DEF DownDEF is lowered for fire DMG
    Strength: 10%Base Accuracy: >100%
    , BlindedAttacks have a slight chance to miss
    Duration: 180 seconds
    , and BurnedHP is lowered on every turn
    Duration: 180 seconds
  • 30% Unique ATK, 100% DEF, guaranteed DA, all-enemy attacks, and bonus charge attack damage via Morax SummonedMorax is summoned
    (ATK and DEF are boosted /
    Deals multiattacks /
    One-foe attacks become all-foe attacks /
    Takes DMG every turn)
    When Morax is removed: Deals DMG based on number of turns summoned
  • Rating rises to 9.5 in Enmity weapon grids due to synergy with her self-damage and unique ATK modifier
Magisa

 
9.5
  • Role: Attacker/Support
  • Can remove 1 buff from a foe with  O Holy Night Ray600% Earth damage to a foe (Damage cap: ~700,000).
    Remove 1 buff.
    Gain Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    Duration: Indefinite
    .
    , which also activates every time she uses her Charge Attack.
  • Increases the defensive capabilities of all Earth allies with Mirror Image (1 time)Next one-to-one attack received will be ineffective
    (Effect removed on next all-foe all-ally attack)
    Duration: Indefinite
    , 70% / 30% ArmoredChance of lowering DMG taken
    Strength: 70% chance of taking 30% less damage.Duration: 3 turns
    , and RefreshHP is restored on every turn
    Strength: 5% of max HP (Healing cap: 500)Duration: 3 turns
    .
  • Depends heavily on Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    to deal damage with her  Land Eruption300%-350% Earth damage to all foes (Damage cap: ~400,000).
    All allies gain Charge Bar +20%Instantly boosts Charge Bar by 20%
    Strength: 20%
    .
    (Consumes all Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    . Number of activations increased based on number consumed [Max: 6 times].
    Whenever Magisa gains a Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    :

    1-turn cut to this skill's cooldown.)
    and Earthen MagicsLvl 1: ATK is boosted /
    DEF is boosted /
    Lvl 2: Double attack rate is boosted /
    Triple attack rate is boosted /
    Lvl 3: Morax attacks alongside while in effect /
    Lvl 4: Deals bonus earth DMG /
    Lvl 5: Charge attack DMG is boosted /
    Charge attack DMG cap is boosted
    (Can't be removed)
    .
  • Increases Earth allies' C.A. specs through  The Jolliest WitchBoost to Earth allies' C.A. specs based on their number of Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    .
    (Takes effect even when Magisa is a sub ally.)
    , which takes effect even when Magisa is a sub ally.
  • Works well in teams that rely on their Charge Attacks.
Magisa

 
9.7
  • Role: Attacker/Support
  • Able to remove 1 buff from her foe with  Tidemark5-hit, 100% Dark damage to a foe (Damage cap: ~108,000 per hit).
    Remove 1 buff.
    Gain Oblivion CrestDark magic is amplified (Max: 5 / Can't be removed)
    Duration: Indefinite
    .
    (Hit number increases based on number of Oblivion CrestDark magic is amplified (Max: 5 / Can't be removed)
    upon cast [Max: 10 hits].)
    , which can be reset with her Charge Attack.
  • Grants up to 6 different useful buffs, including 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 allies based on the number of her Oblivion CrestDark magic is amplified (Max: 5 / Can't be removed)
    .
  • Deals high damage by rotating her Charge Attack and skills.
  • High offensive capabilities when she has 5 Oblivion CrestDark magic is amplified (Max: 5 / Can't be removed)
    .
  • Grants the effect of Dispel CancelEffects that remove buffs will be nullified (1 time)
    to any Dark ally who has 5 Oblivion CrestDark magic is amplified (Max: 5 / Can't be removed)
    .
Mariah

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

4.0

-

Mary

9.4
  • Role: Support
  • Multi-target nuke that inflicts BountyItem drop rate is boosted
    .
  • Grants Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 1 turn
    to the party for a turn.
  • 100% uptime buff that gives attack, defense, crit, and Charge Bar +20%Instantly boosts Charge Bar by 20%
    Strength: 20%
    as well as a 1-turn 50% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
    Strength: 50%Duration: 1 turn
    buff.
  • Passive will occasionally pick up items and works from the backline.
Mary

6.5
  • Role: Support
  • 1st skill applies Bounty Hunter II on all foes, but with a longer cooldown and lacking Hawkeye/Bandit Tycoon hitrate
  • Good for material farming in SR-Only quests
  • Only combat utility is a DelayReduce a foe's filled charge diamonds by 1
Mary

4.5

-

Meg

 
8.0
Meg

 
9.7
  • Role: Attacker
  • Support Skill grants excellent buffs from summer and yukata version allies including Meg herself. Even without additional characters, 30% ATK Up and 50% DEF Up is very strong. WIth only 1 additional ally Meg deals guaranteed triple attacks and gains Bonus DMG, greatly improving her performance.
  • Try to coordinate her bursts and team buffs while ChumTargeted by a skill
    Duration: 4 turns
    and Salted Wound (Chum) (1 time)ATK is boosted against foes with Chum effect
    Strength: 280%Multiplier: AssassinDuration: 1 turn
    are active for maximum effect.
  • An excellent ally particularly for short fights and farming.
Meg and Mari

 
9.5

-

Meteon

8.0
  • Role: Attacker/Support/Debuffer
  • Provides a useful Wind party buff and a variety of debuffs although they have low modifiers.
  • Long skill cooldowns hinder his effectiveness even with his Charge Attack's special effect.
  • 5★ uncap enhances his party role and improves his damage output.
  • Overall, a very good early-game support character for Wind.
Meteon

 
9.5
  • Role: Attacker
  • His normal attacks are always amplified by 50% seraphic boost.
  • His damage output increases greatly while Nitro BoostDeals triple attacks / Critical hit rate and skill DMG specs are boosted / Immune to debuffs (Can't be removed)
    is active.
  • Passive increase to C.A. damage and cap.
  • Almost caps DEF Down by himself with 15% DEF DownDEF is lowered
    Strength: 15%
    and 20% Wind DEF DownDEF is lowered for wind DMG
    Strength: 20%
    .
  • Very good choice for C.A. or Full Auto based parties.
  • Unless buffed by Nitro BoostDeals triple attacks / Critical hit rate and skill DMG specs are boosted / Immune to debuffs (Can't be removed)
    , he will never multiattack.
Mika Jougasaki

7.5

-

Mikasa

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

7.5

-

Mimori Amamiya

9.0
  • Role: Attacker/Support
  • Directly support allies with permanent unique ATK Up (Stackable)ATK is boosted (Stackable / Can't be removed)
    and DEF Up (Stackable)DEF is boosted (Stackable / Can't be removed)
    .
  • Heals up to 3000 HP to sustain allies.
  • High multiattack from FairyMultiattack rate is boosted (Max: 5 / Can't be removed)
    and charge attack specs from Play CountC.A. specs are boosted (Play Count rises when an ally uses a skill / Max: 9 / Can't be removed)
    .
  • Great for manual and longer battles.
Mina

7.5
  • Role: Attacker/Support
  • Good support in 10% Water ATK UpWater ATK is boosted
    Strength: 10%Duration: 3 turns
    and 10% Fire CutFire DMG is cut 10%
    Duration: 3 turnsFire Damage Cut.
    ..
  • Her 3 turn 10% Water ATK UpWater ATK is boosted
    Strength: 10%Duration: 3 turns
    is on a short 5 turn cooldown.
  • Good damage output with guaranteed TA and Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks
    .
Minami Nitta

8.0
  • Role: Support/Debuffer
  • In general, Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
    buffs are very strong when fighting on-element.
  • Her buffs have relatively low modifiers, but substantial when multiple are up at the same time.
  • Very useful debuffs.
  • Excellent kit for new Water teams.
Mio Honda

7.0

-

Mireille and Risette

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

7.5
  • Role: Support
  • Her support skill makes her a great choice for your back row. It works on characters of every element and has a decent trigger rate.
Mirin

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

9.4
  • Role: Attacker/Debuffer
  • Has maximum charge bar limit of 200%, allowing double charge attacks.
  • Neutralizes incoming threat with Substitute (All-Ally)Receives all attacks in place of allies
    (Includes all-ally attacks)
    and Dodge AllTakes no DMG or debuffs while in effect
    .
  • Up to 12-hit, 100% nuke skill that inflicts DEF Down (Stackable)DEF is lowered (Stackable)
    by consuming Mikan OrangeConsumed by Mirin's skills (Max: 3 / Can't be removed)
    .
  • Heals herself and gains Charge Bar +Instantly boosts Charge Bar by
    in one buffing skill.
    • Also affects all allies by consuming Mikan OrangeConsumed by Mirin's skills (Max: 3 / Can't be removed)
      .
  • Deals triple attacks as long as she 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.
    .
  • Works great in charge attack-oriented party.
Mirin

8.0

-

Mirin

9.3

-

Mizuki Kawashima

7.0

-

Monika

 
9.0
  • Role: Attacker/Debuffer/Defender
  • Has two powerful nukes, DEF Down (Stackable)DEF is lowered (Stackable)
    Strength: 5% (Max: 30%)Base Accuracy: 90%Duration: 180 seconds
    , and her Charge Attack will lower her skill cooldowns by 1 turn.
  • Has Dodge Rate UpChance to dodge DMG and debuffs
    and Hostility UpMore likely to be attacked
    to redirect attacks to herself and mitigate damage.
Monika

 
9.5
  • Role: Attacker/Debuffer/Support
  • Linked Skills let her fill almost any role, but only one at a time.
  • Reaches full potential in long battles, but also excels in short battles due to her nuke.
  • Nuke activates with every dodge and charge attack and inflicts ATK Down (Stackable)ATK is lowered (Stackable)
    and DEF Down (Stackable)DEF is lowered (Stackable)
    on all foes.
  • Useful in Full Auto teams due to her predictability.
Monika

 
9.5

-

Monika

 
9.7
  • Role: Support/Defender
  • All her skills share cooldown, which resets after Charge Attack.
  • Skills and passives gain additional effects based on number of buffs she has.
  • Can provide Charge Bar +30%Instantly boosts Charge Bar by 30%
    Strength: 30%
    and 20% Charge Bar Gain UpCharge bar gain is boosted
    Strength: 20%Duration: 3 turns
    along with boost to Charge Attack specs.
  • Can alternately provide RefreshHP is restored on every turn
    Strength: 1000Duration: 3 turns
    , VeilDebuffs 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 CancelEffects that remove buffs will be nullified (1 time)
    Duration: Indefinite
    if necessary.
  • Very high hostility and dodge rate with sufficient buffs, and can output significant damage with nuke on dodge.
  • Strong synergy with Mahira.
Ms. Miranda

9.5
  • Role: Support/Healer
  • Party-wide healing is frequent via Light ArtsLight Arts lvl rises by 1 when a fire ally uses a skill / Reset lvl and activate Lucent Charm when a fire ally uses a skill at lvl 7 (Can't be removed)
    Duration: Indefinite
    and Full Auto friendly.
  • Shield (5000)Next ATK received will be ineffective for a fixed amount
    Strength: 5000Duration: Indefinite
    and 30% Wind DMG LoweredWind DMG is lowered
    Strength: 30%Duration: 5 turnsWind DEF Up. Not a Damage Cut.
    Reduces Wind damage taken on a multiplier
    separate from Damage Cuts.
    provide strong durability to the whole party if a foe has unfilled charge diamonds.
  • 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."
    , Unchallenged (1 time)Next DMG received will be ineffective
    Duration: Indefinite
    , and Dispel CancelEffects that remove buffs will be nullified (1 time)
    Duration: Indefinite
    are all very valuable defensive buffs.
  • Charge Attack clears one debuff from all allies.
  • Useful in Full Auto and high difficulty content as a defensive support and healer.
Naga

7.0

-

Nakoruru

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

 
9.5

-

Naoise

 
9.3

-

Naoise

7.5
  • Role: Defender
  • One of the few Fire characters with DMG CutTaking less DMG
    Damage Cut reducing damage taken for all elements.
    Warning! Does not work for Plain Damage!
    and SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    .
  • No particular weaknesses, does not rely on other party members.
  • After 5★ uncap, Charge Attack inflicts Fire DEF DownDEF is lowered for fire DMG
    .
Naoise

9.3

Role: Defender/Debuffer/Attacker

  • 50% DMG CutTaking 50% less DMG
    Damage Cut reducing damage taken for all elements.
    Warning! Does not work for Plain Damage!
    and 20% Wind CutWind DMG is cut 20%
    Wind Damage Cut.
    at the cost of 20% max HP.
  • 1-turn SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    .
  • Counters up to 2 times upon taking damage.
  • Inflicts ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
    .
  • Guaranteed triple attacks at the cost of charge bar gain.
  • Amplifies normal attack damage depending on how often party members consumed their HP to cast skills.
  • Lack of balance in his kit makes him easily outmatched by characters more focused on their role.
Naoise

7.5
  • Role: Defender
  • One of few Light characters with DMG CutTaking less DMG
    Damage Cut reducing damage taken for all elements.
    Warning! Does not work for Plain Damage!
    and SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    .
  • No particular weaknesses, does not rely on other party members.
Naoise

9.2
  • Role: Defender/Support
  • 3rd skill hugely increases party's Charge Attack damage. Very powerful with Strike Time or Mechanic.
  • 1st skill provides 50% DMG CutTaking 50% less DMG
    Duration: 1 turn Damage Cut reducing damage taken for all elements.
    Warning! Does not work for Plain Damage!
    and 20% Dark CutDark DMG is cut 20%
    Duration: 1 turn Dark Damage Cut.
    . Can reduce Dark damage to 0 with the appropriate 3* Carbuncle.
  • Also provides 25% Light DEF DownDEF is lowered for light DMG
    Strength: 25%Base Accuracy: 85%Accuracy with Lumen Lance: 100%
    and has increased multiattack rate as long as he is not debuffed.
Nene

4.5
  • Role: Support
  • Unusual utility that allows her to absorb or redirect pressure from enemies.
  • Notable synergy with characters that have Dodge-and-CounterDodge and counter one-ally attacks
    Counter attacks grant 5% charge bar per hit.
    or Tank-and-CounterCounters upon taking DMG
    Counter attacks grant 5% charge bar per hit.
    , but no innate Hostility UpMore likely to be attacked
    of their own.
New Generations

 
9.3
  • Role: Attacker/Support
  • Guaranteed triple attacks ensures constant damage output
  • Multitude support from linked skills: charge bar support/ColdcageCan't attack
    Local status effect
    /healing and debuff clearing
  • Magical BondsFirst hit of normal attacks boosts all allies' light ATK / Second hit of normal attacks lowers a foe's light DEF / Third hit of normal attacks deals bonus light DMG (Stackable / Can't be removed)
    grants relatively low-downtime buff and consistent debuff
  • Fits in various situations and parties
Nezahualpilli

9.4
  • Role: Attacker
  • Massive burst potential during Break mode with his self buffs.
  • Self-inflicts DEF DownDEF is lowered
    which is a huge liability until level 100.
  • At level 100, becomes a stable DPS machine instead of a glass cannon.
  • Only team utility (+3% Triple Attack rate) is gained at level 95.
Nezahualpilli

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

9.1
  • Role: Attacker/Defender
  • 60% DMG CutTaking 60% less DMG
    Duration: 1 turn Damage Cut reducing damage taken for all elements.
    Warning! Does not work for Plain Damage!
    and the substitute effect from Counter StrikeFocused on foe's attacks and ready for a counter (Cannot deal attacks / Can't be removed)
    are rare defensive abilities in Dark.
  • Counter StrikeFocused on foe's attacks and ready for a counter (Cannot deal attacks / Can't be removed)
    can nullify enemy one-ally attacks, including one-ally hits from charge attacks.
  • Increased hostility can draw attacks away from allies, and ATK Down (Stackable)ATK is lowered (Stackable)
    , high DEF, and self-healing help with survivability.
  • Difficult to fit in a party for fights that don't require defensive support.
Nicholas

8.0

-

Nicholas

 
9.5
  • Role: Attacker
  • Self-supplies his offensive performance from Breaking the LimitMultiattack rate and dodge rate are boosted based on lvl / Attack specs and C.A. specs are boosted at lvl 5 (Can't be removed)
    .
    • With 5 Breaking the LimitMultiattack rate and dodge rate are boosted based on lvl / Attack specs and C.A. specs are boosted at lvl 5 (Can't be removed)
      levels, he can also gain Double StrikeAttacks twice each turn
      Duration: 1 turn
      .
  • Can inflict DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
    with his skill, and auto-activates after charge attack.
  • Dodge AllTakes no DMG or debuffs while in effect
    , Hostility UpMore likely to be attacked
    Strength: 100%
    , and Counter BladeHyper Gigante Blade activates upon dodging (Can't be removed)
    nullifies most lethal one-ally attacks.
  • Grand God Kaiser Mode massively increase his damage performance, but blocks other allies from participate until it ends.
  • High damage output even for beginners.
Nobara Kugisaki and Maki Zen'in

 
9.5

-

Nobita

9.3

-

Novei

6.5

-

Owen

8.5
  • Role: Attacker
  • Reliable self buffs. Straightforward to use.
  • Guaranteed DA, but really wants TA support.
  • Pure auto-attacker.
  • May surpass SSR characters in Stamina Sword grids.
Pamela

6.5

-

Paris

9.4

-

Paris

6.0

-

Pecorine

8.5
  • Role: Defender
  • Innate boost to Hostility through Support Skill. Guaranteed 5% heal every 3 turns.
  • Innate Hostility can't be turned off.
  • Bonus 15% max health synergizes well with Luminiera Sword Omega.
  • Substitute (All-Ally)Receives all attacks in place of allies
    (Includes all-ally attacks)
    Duration: 1 turn
    and 300% DEF UpDEF is boosted
    Strength: 300%Duration: 1 turn
    on a 6 turn cooldown.
  • Low healing cap on Jumpslash when compared to the total health values she can easily reach.
Pengy

 
6.5
  • Role: Attacker/Defender
  • SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    lets her be an effective tank.
  • Fire resistance from Pegu Pegu! makes her tankier vs Fire.
  • Oh My Bahamut! is extremely potent against raid bosses due to its 9,999,999 plain damage cap, but do note that this very rare.
Pengy

5.5
  • Role: Defender/Support
  • Lots of self healing (if you get lucky).
  • Gains additional longevity in party compositions with StrengthATK is greatly boosted based on how high HP is
    and Water DEF DownDEF is lowered for water DMG
    .
Pengy

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

9.1
  • Role: Attacker/Debuffer
  • One of the only characters that can inflict the PetrifiedStops enemy's charge diamonds from filling.
    debuff which makes bosses easier.
  • Easy to play; high damage output is obtainable even for beginners.
  • Narrow utility, but his damage output is reason enough to use him regardless.
Percival

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

10
  • Role: Attacker/Debuffer/Support
  •  Koenig Dekret900% Fire damage to all foes (Damage cap: ~1,020,000).
    All Fire allies gain 100% Fire ATK UpFire ATK is boosted
    Strength: 100%Duration: 1 turn
    and 30% Bonus Fire DMG (1 time)Deals bonus fire DMG for normal attacks (1 time)
    Strength: 30%Duration: 1 turn
    .
    All Fire allies instantly perform a normal attack without using up a turn.
    (Consumes King's BlazeATK is greatly boosted based on how high HP is / Deals bonus fire DMG upon normal attacks (Can't be removed)
    after activation.)
    is an incredible skill, greatly buffing Fire allies' damage output for a free normal attack.
  • While his cooldowns are quite long, Percival's Support Skills make him a premiere attacker even during turns of downtime.
  • An Unworldly charge attack at 100% bar makes him a great candidate for charge attack based one-turn-kill setups.
  • GrovelElemental DMG dealt by foes is reduced to 0 (Can't be removed / Can't be extended)
    Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 1 turn Local status effect
    reduces all elemental damage to 0 for a turn, which is incredibly valuable in avoiding highly damaging enemy attacks.
  • Percival excels in short-term battles and racing, but is still an excellent unit in long-term Full Auto content.
Percival

9.2

-

Percival

9.0
  • Role: Attacker/Debuffer
  • Has strong self-buffs
  • High chance to prevent enemies from attacking.
  • Loses a lot of value if enemy is resistant to his debuff
  • Fights over party slot with Percival
Petra

4.5

-

Petra

9.6
  • Role: Support
  • Has a small passive refresh for all allies.
Predator

8.0

-

Predator

9.6
  • Role: Attacker
  • Extremely high damage through guaranteed triple attacks, Double StrikeAttacks twice each turn
    , Salted Wound (1 time)ATK is boosted when foe is in break mode
    Strength: 280%Duration: 1 turn
    (boosted damage against foes in Break), and OnslaughtTakes effects that activate against foes in break
    Duration: 3 turnsLocal status effect
    (afflicted foes are treated as if in Break).
  • Boosts allies' attack based on how low her HP is, and she consumes her own HP for certain skills.
  • Innate 70% lower defense can quickly get her killed without sufficient support.
  • Effective in parties meant for MVP racing and short battles.
Rackam

6.5
  • Role: Attacker
  • Easy to use damage skills on short cooldowns.
  • Can reduce foe Overdrive mode gauge.
Rackam

9.2
  • Role: Attacker/Support/Debuffer
  • Provides a variety of buffs to increase party offense as well as 10% DEF Down (Stackable)DEF is lowered (Stackable)
    Strength: 10%Duration: 180 seconds
  • Decent personal damage with up to 50% unique ATK boost, 30% CA Cap Up, and 20% Bonus Fire Damage.
  • Can instantly set an ally's Charge Bar to 100% and boost their CA specs, very strong with Chrysaor and potentially characters like Shiva.
  • Offers some utility with a Dispel and Mode Bar Cut.
  • Lacks any form of TA UpTriple attack rate is boosted
    which is helpful to get the most out of his abilities.
Rackam

6.5
  • Role: Attacker
  • Third skill sacrifices most of his HP for plain damage. Useful against Slimes.
  • Also a decent way to get an Evoker out while triggering their passive.
Ragazzo

9.8

-

Randall

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

7.0

-

Randall

9.4

-

Ranko Kanzaki

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

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

3.0

-

Richard

8.0
  • Role: Attacker
  • Undispellable Chip StackATK, DEF, multiattack rate, and charge bar gain are boosted based on number of chips (Max: 10 / Can't be removed)
    greatly increases his ATK, DEF, charge bar gain, and multiattack rate.
  • No damaging skills; relies on auto attacks and C.A. to do damage.
  • 1% boost to drop rate works even from backline.
  • Comparable against many SSR attackers.
Richard

9.2
  • Role: Attacker/Support
  • Grants up to 100% DA UpDouble attack rate is boosted
    Strength: 100%
    , 100% TA UpTriple attack rate is boosted
    Strength: 100%
    , 100% Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks
    Strength: 100%
    , and 50,000 supplemental damage to all Wind allies based on his number of ChipsBased on number of Chips: Wind allies' multiattack rate is boosted / DMG is supplemented / Bonus Wind DMG effect / At 10 Chips: 2-hit Flurry effect (Max: 10 / Can't be removed / Can't be extended)
    , but it depends highly on luck.
  • Has the potential to deal up to 15 hits of skill damage based on the number of ChipsBased on number of Chips: Wind allies' multiattack rate is boosted / DMG is supplemented / Bonus Wind DMG effect / At 10 Chips: 2-hit Flurry effect (Max: 10 / Can't be removed / Can't be extended)
    .
Rika Jougasaki

7.0

-

Rin Shibuya

7.0

-

Rita

4.5

-

Romeo

 
9.5
  • Role: Attacker/Defender
  • Massive 1-turn burst damage potential and overall attack power.
  • Potent Water DEF DownDEF is lowered for water DMG
    .
  • Playstyle requires micromanaging SpiritUses 1 Spirit per attack (Spirits recover every 5 turns)
    stacks. Poor stack management heavily penalizes Romeo's stats.
  • His 80% Fire DMG LoweredFire DMG is lowered
    Strength: 80%Fire DEF Up. Not a Damage Cut.
    Reduces Fire damage taken on a multiplier
    separate from Damage Cuts.
    party buff is very strong, but requires consuming SpiritConsumes 1 upon normal attacks (Restored every 5 turns / Can't be removed)
    stacks.
  • Difficult to play as a defensive character and is better suited as an offensive damage dealer.
Romeo

6.0
  • Role: Attacker
  • Provides the equivalent to  Rage IIAll parties gain 20% ATK UpATK is boosted
    Strength: 20%Duration: 3 turns
    .
    , potentially freeing up a subskill slot.
  • Double dips into Overdrive Assassin with his EMP and Todesstoss.
  • Palisade improves survivability.
Rosamia

4.5
  • Role: Attacker
  • Unchallenged and increased Hostility can keep self and/or other units alive.
  • Guaranteed DA, but only for one turn limits usefulness.
  • 10% Defense Down is easily outclassed, but useful if no other alternatives present.
  • All-around solid and consistent character with no specialties.
Rosamia

7.0

-

Rosamia

9.0
  • Role: Attacker/Debuffer
  • Can inflict DEF Down (Stackable)DEF is lowered (Stackable)
    on one foe.
  • Good in short fights thanks to her 6 turn long, strong multi-attack buffs.
  • Can deal great damage while under Curse of the MaskCan't be healed (Can't be removed)
    .
  • Vulnerable in longer fights due to lowered max HP, Hostility UpMore likely to be attacked
    , and Curse of the MaskCan't be healed (Can't be removed)
    .
Rosamia

9.4

-

Rosine

5.0
  • Role: Healer
  • Produce CrackerRosine's homemade rice crackers, made with love. Use them to cast skills.
    every turn. Charge attack grants three CrackerRosine's homemade rice crackers, made with love. Use them to cast skills.
    (Max: 10).
  • Heal 300 HP to an ally for 1 CrackerRosine's homemade rice crackers, made with love. Use them to cast skills.
    with no cooldown.
  • Use all CrackerRosine's homemade rice crackers, made with love. Use them to cast skills.
    to inflict CharmedAttacks are slightly limited
    on a foe.
Rosine

7.0
  • Role: Support/Healer
  • Healing, ATK Up (Stackable)ATK is boosted while active (Stackable)
    Duration: 3 turns
    , and ClarityRemove 1 debuff from all parties. type effect all in one skill.
  • Snack It Up has no cooldown.
  • Requires CrackerRosine's homemade rice crackers, made with love. Use them to cast skills.
    to use her skills, which conflicts with her Support Skill.
  • Can inflict CharmedAttacks are slightly limited
    at the cost of all CrackerRosine's homemade rice crackers, made with love. Use them to cast skills.
    stacks.
Ryan

4.5

-

Ryan

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

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

9.7
Sachiko Koshimizu

6.0
  • Role: Defender
  • Can draw fire and dodge all attacks with her first skill, but can't attack in the meantime.
  • Her nuke "inflicts" a buff on the target, which can be removed by her first skill.
Sakura Kinomoto

8.5
  • Role: Support/Debuffer
  • Good party buffer despite the randomness.
  • Can't normal attack and her Charge Attack deals no damage which are large drawbacks.
  • Her unique Chains of BindingCan't do special attacks / Slight chance to not attack
    Local status effect
    debuff may be useful depending on the boss.
Sakura Shinguji

6.5

-

Sara

9.4
  • Role: Defender
  • SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    and her 1000% DEF UpDEF is boosted
    buff counters enemy single-target charge attacks, even Wind attacks.
  • Has 50% Damage Cut, which can completely shut down attacks when paired with the appropriate 3★ Carbuncle.
  • Short cooldowns on her skillset allow her abilities to be up for most (if not all) enemy charge attacks.
  • Low damage output unless she gets very low on health.
Sara

4.5
  • Role: Defender
  • Skills specialized in avoiding or deflecting damage, but with long cooldowns.
  • EMP boosts Hostility to better make use of her skills.
  • No damaging skills; relies on being attacked to be effective.
Sara

9.4
  • Role: Defender
  • Passive Counters on DMG raises Hammer of GraphosDEF, hostility, and debuff resistance are boosted based on Hammer of Graphos lvl (Max: 5 / Can't be removed)
    lvl, which in turn increases her DEF, debuff resistance, and hostility.
  • Provides all allies (excluding herself) with an indefinite Shield (1000)Next ATK received will be ineffective for a fixed amount
    Strength: 1000
    on a low cooldown. Shield strength is boosted to 2000 at 5 Hammer of GraphosDEF, hostility, and debuff resistance are boosted based on Hammer of Graphos lvl (Max: 5 / Can't be removed)
    .
  • Party-wide 60% Dark CutDark DMG is cut 60%
    Dark Damage Cut.
    .
  • SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    draws attacks towards herself, and at 3 Hammer of GraphosDEF, hostility, and debuff resistance are boosted based on Hammer of Graphos lvl (Max: 5 / Can't be removed)
    , she also gains the powerful unique ATK buff AfflatusATK is boosted by Afflatus (Can't be removed)
    Strength: 50%Multiplier: UniqueDuration: 1 turn
    .
Sara

7.5

-

Seofon

-

Seofon

8.5

-

Shiki Ichinose

7.5
  • Role: Support/Debuffer
  • 100% ATK Up buff from Energizing IncenseAll other allies gain FervorATK is boosted based on effect's time remaining / Can't attack for 1 turn after effect ends
    Duration: 5 turns
    .
    (After 5 turns, all other allies gain FatigueCan't attack (Can't be removed)
    Duration: 1 turn
    .)
    is very powerful.
  • Despite the randomness, her Charge Attack buffs are quite good.
  • Reliant on luck; not a consistent/stable character.
Shinobu Kocho

9.2
  • Role: Attacker/Support/Healer
  • Huge one-turn damage boost from Insect BreathingAttack specs and skill specs are boosted based on Dosage lvl (Can't be removed)
    .
  • Wisteria PoisonWhen the foe uses a special attack: Plain DMG to all foes (Can't be removed)
    Local status effect
    deals high Plain damage when foe casts special attack.
  • Stronger charge attack against foes with PoisonedHP is lowered on every turn
    .
  • Healing and debuff clearing in a short 6-turn cooldown.
  • Offensive healer who needs to be targetted for DosageAttack specs and skill specs are boosted based on Dosage lvl (Can't be removed)
    stack, but can dodge attacks.
  • Great character for Impossible contents needing both attacker and healer unit.
Shinsengumi

 
9.3
  • Role: Attacker
  • Permanent multiattacks and a passive increase to attack and Charge Attack damage contribute to high firepower.
  • After each Charge Attack, 2 skills refresh cooldown, including one which increases Charge Bar to facilitate further Charge Attacks.
  • Over time, increases attack and defense through stackable buffs and can fully heal with  Hijikata SpecialFully restore caster's HP.
    Remove all debuffs.
    Self-inflict Debuff Res. DownDebuff resistance is lowered
    Duration: 3 turns
    .
    , which makes them a very durable unit suited to longer battles.
  • Inflicts ParalyzedCan't attack
    Local status effect
    , a powerful debuff, with decent accuracy.
Shion

9.5
  • Role: Attacker/Debuffer/Support
  • Burst damage via skills in early turns with katana-specialty allies in party.
  • Gets stronger the more katana weapons are equipped in a grid.
  • Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    and Double StrikeAttacks twice each turn
    for 50% charge bar.
  • Inflicts ATK Down (Stackable)ATK is lowered (Stackable)
    and DEF Down (Stackable)DEF is lowered (Stackable)
    in one button.
  • Supports allies even from backline - grants all allies Fire ATK UpFire ATK is boosted
    when chain burst occurs.
  • Requires multiple Fire katana-specialty allies and a Primal grid to fully make use of her potential.
Shion

9.5

-

Shitori

 
9.1
  • Role: Attacker/Debuffer
  • Has a charge bar limit of 200%.
  • Increased change attack damage and cap based on Celestial StrandC.A. specs are boosted based on number of Celestial Strands (Max: 3 / Can't be removed)
    , a buff that she gains upon every C.A.
  • Inflicts dual-sided 25% ATK DownATK is lowered
    Strength: 25%
    and 25% DEF DownDEF is lowered
    Strength: 25%
    (like  Miserable MistInflict 25% ATK DownATK is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    and 25% DEF DownDEF is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    on all foes.
    ), also being capable of causing ParalyzedCan't attack
    when Celestial StrandC.A. specs are boosted based on number of Celestial Strands (Max: 3 / Can't be removed)
    is at 3.
  • Full potential becomes apparent with CA-based/Mechanic grids.
Sho

9.5
  • Role: Attacker/Support
  • Sacrifices 80% of current HP to gain JammedATK is greatly boosted based on how low HP is
    Strength: 40%-120%Duration: 8 turns
    , which also allows Sho to grant the whole party damage buffs and deal triple attacks.
  • While staying at low HP is dangerous, Dodge All (1 time)Takes no DMG or debuffs while in effect for a set period
    Duration: Indefinite
    , UnchallengedNext DMG received will be ineffective
    Duration: 2 turns
    and Undying (1 time)Can withstand lethal DMG (Leaves 1 HP / Can't be removed)
    Duration: Indefinite
    assist with survivability.
  • Effective in short-term battles as an attacker and for improving party damage.
Shura

9.3
  • Role: Attacker
  • 200% maximum charge bar limit, but 50% slower charge bar gain.
  • Consumes charge bar to maintain her powerful self-buff Aquablossom30% of charge bar is consumed each turn / Deals triple attacks and bonus water DMG for normal attacks (Can't be removed)
    , grant party-wide buffs, or inflict DEF Down (Stackable)DEF is lowered (Stackable)
    (up to 40%).
  • Charge bar consumption rate limits her utility and forces you to prioritize between her above abilities.
  • Charge Attack has powerful damage and consumes Flourishing ProwessCharge attack activates (Can't be removed)
    instead of charge bar, but the skill that grants it has a 3-turn initial lockout and a long cooldown.
  • Extremely high passive Seraphic boost, but it only affects herself.
  • Complicated kit makes her hard to fit in any party.
Siegfried

 
9.4
  • Role: Attacker/Defender
  • Before his 5★ uncap, he hits hard but is squishy and has little utility.
  • Becomes very bulky with the level 100 upgrade to his unique Manigance buff.
  • Gains his team utility at 90 when his Water Resist buff applies to the entire team.
  • Synergy with Ultima Sword (Earth) helps him be a consistent damage dealer.
Siegfried

 
9.6
  • Role: Attacker/Debuffer/Defender
  • Permanent 30% ATK boost, 100% DEF boost, guaranteed multiattack, boost to C.A. DMG and C.A. DMG Cap.
  • Party-wide utility through an uncommon DEF Down type, 70% Wind CutWind DMG is cut 70%
    Duration: 2 turnsWind Damage Cut.
    , and SalvatorDebuff resistance is boosted / Chance of lowering DMG taken / Normal attack and C.A. DMG dealt is partially absorbed to HP (Can't be removed)
    .
  • SalvatorDebuff resistance is boosted / Chance of lowering DMG taken / Normal attack and C.A. DMG dealt is partially absorbed to HP (Can't be removed)
    provides damage reduction, debuff immunity, and healing for 5 turns.
  • Provides a party-wide boost to Skill DMG and Skill DMG Cap, but only applies to Fire Sword allies.
  • Up to 800 damage per turn may be inconvenient for newer players, but can become a boon for Enmity grids.
Siegfried

 
9.3
  • Role: Attacker/Debuffer
  • Increases his own offensive capabilities through  Unwavering LoyaltyStarts battle with Undying (1 time)Can withstand lethal DMG (Leaves 1 HP / Can't be removed)
    Duration: Indefinite
    .
    Raise Lone Dragon's Toil lvl by 1 upon normal attacks (Max: 7).
    (Based on Lone Dragon's Toil lvl:
    Boost to ATKMultiplier: Perpetuity, boost to multiattack rate, amplifyMultiplier: Seraphic normal attack damage, and boost to C.A. specs.)
    with each normal attack.
  • After Lone Dragon's Toil has reached level 7,  Abschuetteln400% Light damage to all foes (Damage cap: ~635,000).
    Inflict 5% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
    Strength: 5% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds
    and 5% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
    Strength: 5% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds
    .
    Restore caster's HP based on 20% of damage dealt (Healing cap: 1500).
    (When Lone Dragon's Toil lvl is 7:
    Auto-activates upon normal attacks.)
    will auto-activate upon each normal attack.
  • Hostility and defensive capabilities are increased when Draconic AwakeningMore likely to be attacked / DMG taken is lowered / Cap dark DMG taken at 5,000 per hit / Counters with the max number of hits while in effect / Dragon's Pulse's effect is boosted (Can't be removed)
    Duration: 5 turns
    is active to redirect some incoming damage to himself.
  • Performs better in longer battles that allow Siegfried to reach max level of Lone Dragon's Toil.
Siegfried

9.3
  • Role: Attacker/Support
  • Passively increased attack, guaranteed multiattacks, and 80% Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks (Ends upon taking DMG)
    Strength: 80%Duration: Indefinite
    contribute to solid offensive performance.
  • Very durable thanks to support skills granting increased defense and capping incoming Fire damage, alongside a huge Shield (10000)Next ATK received will be ineffective for a fixed amount
    Strength: 10000Duration: Indefinite
    .
  • Brings Fire SwitchElemental DMG from foes turns into fire DMG
    to the team, which is a valuable buff for certain encounters, particularly against non-elemental enemies.
  • Activates a damaging skill upon Charge Attack which is useful for OTK compositions.
Siegfried

 
9.4
  • Role: Attacker/Debuffer/Defender
  •  Delivrance500% Wind damage to a foe (Damage cap: ~635,000).
    Inflict 25% Wind DEF DownDEF is lowered for wind DMG
    Strength: 25%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
    .
    (When below 25% HP: Activates twice.)
    inflicts useful 25% Wind DEF DownDEF is lowered for wind DMG
    Strength: 25%Base Accuracy: 80%Duration: 180 seconds
    on an enemy.
  • Has a powerful nuke that caps at ~1 mil. dmg, that also grants Siegfried JammedATK is greatly boosted based on how low HP is
    with a stunning duration of 8 turns.
  • Synergizes well with Enmity-based grids and Demonbream.
  • Hostility UpMore likely to be attacked
    , Tank-and-Counter (3 times)Counters upon taking DMG
    Counter attacks grant 5% charge bar per hit.
    , and DEF UpDEF is boosted
    from  L'Ombre d'HierSacrifice 80% of caster's current HP to gain Black Dragon ScaleDEF is boosted / More likely to be attacked / Normal attack and C.A. DMG dealt is partially absorbed to HP / Maximum amount of DMG that can be dealt per hit is boosted / Cap earth DMG taken at 5,000 per hit (Can't be removed)
    Duration: 5 turns
    .
    make him useful as a tank.
  • Gains Black Dragon ClawConsumed upon using Siegfried's skills / Recovers upon using charge attack (Can't be removed)
    upon charge attack which can be used to cast  Delivrance500% Wind damage to a foe (Damage cap: ~635,000).
    Inflict 25% Wind DEF DownDEF is lowered for wind DMG
    Strength: 25%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
    .
    (When below 25% HP: Activates twice.)
    twice or gain an additional buff, 30% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
    Strength: 30%Duration: 3 turns
    , from  L'Ombre d'HierSacrifice 80% of caster's current HP to gain Black Dragon ScaleDEF is boosted / More likely to be attacked / Normal attack and C.A. DMG dealt is partially absorbed to HP / Maximum amount of DMG that can be dealt per hit is boosted / Cap earth DMG taken at 5,000 per hit (Can't be removed)
    Duration: 5 turns
    .
    .
Sig

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

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

9.2
  • Role: Attacker
  • Pure attacker; is able to hit up to ~2.5 million Charge Attack damage in combination with her C.A. DMG UpCharge attack DMG is boosted
    and Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
    abilities. Character EMP can bump this to nearly 3 million.
  • Easy character to play and manage.
  • Excellent as a sub member after a main party member has been KO'd with her 100% charge bar ability.
  • Overly reliant on charge attacks and no multi-attack self-buffs.
Silva

9.3
  • Role: Attacker/Debuffer
  •  InsightInflict 30% ATK DownATK is lowered
    Strength: 30%Duration: 3 turnsLocal status effect
    , 30% DEF DownDEF is lowered
    Strength: 30%Duration: 3 turnsLocal status effect
    , and Weak PointDMG taken is supplemented based on number of debuffs
    Strength: 3,000 per debuff (Damage cap: 30,000)Duration: 3 turns
    on a foe.
    inflicts various useful debuffs on an enemy
  • When using CA against enemies with Weak PointDMG taken is supplemented based on number of debuffs
    , provides extra buffs to self, easily reaching high amounts of DMG
  • When in the back of the party, her support skill allows her to do an extra 200% of light DMG with chain burst Ascension
  • Be wary of the 50% DEF DownDEF is lowered
    that comes with  Invisible HawkGain Into HidingWon't be targeted by a foe's one-ally attack if there is another ally available to target
    Duration: 5 turns
    , 70% / 75% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
    Strength: 70% chance of dealing 75% more damage.Duration: 5 turns
    , 40% C.A. DMG Cap UpCharge attack DMG cap is boosted
    Strength: 40%Duration: 5 turns
    , and 20% UpliftedCharge bar is boosted on every turn
    Strength: 20%Duration: 5 turns
    .
    Self-inflict 50% DEF DownDEF is lowered
    Strength: 50%Duration: 5 turns
    .
Silva

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

9.5
  • Role: Attacker/Debuffer/Support
  • Silent AimCan't normal attack / Less likely to be attacked / Upon charge attack: Double Strike effect to a fire ally in the next position / At end of turn: 15% boost to fire allies' charge bars / Boost to C.A. specs (Stackable) (Can't be removed)
    makes Silva unable to perform normal attacks, but instead grants an ally Double StrikeAttacks twice each turn
    .
  • Charge Attack has a high multiplier and applies a debuff which boosts all damage inflicted by 30%.
  • Has multiple means of boosting allies' Charge Bar and improving their Charge Attack specs.
  •  AmittimusInflict 15% Wind ATK DownWind ATK is lowered
    Strength: 15%Base Accuracy: 100%Duration: 180 seconds
    , 50% DA DownDouble attack rate is lowered
    Strength: 50%Base Accuracy: 100%Duration: 180 seconds
    , and 50% TA DownTriple attack rate is lowered
    Strength: 50%Base Accuracy: 100%Duration: 180 seconds
    on a foe.
    (From 2nd cast onward:
    Also inflict GravitySpecial attack max charge turn is extended
    Base Accuracy: 100%Duration: 180 seconds
    .
    From 3rd cast onward:
    Also inflict Accuracy LoweredAttacks and special attacks have a chance to miss
    Strength: 50%Base Accuracy: 100%Duration: 3 turnsLocal status effect
    .)
    inflicts numerous debuffs, including GravitySpecial attack max charge turn is extended
    Base Accuracy: 100%Duration: 180 seconds
    .
  • A Charge Attack focused character whose effectiveness is proportional to team composition and requires a strong attacker to support.
Sophia

9.0
  • Role: Healer
  • Archetypal RPG healer; she heals, removes debuffs, and revives allies.
  • Lacks any team damage contribution outside of her normal attacks.
  • Charge Attack does no damage; instead it heals and gives allies strong buffs.
  • She's more useful in the back line since she can revive front line allies after they're KO'd.
  • Very useful character for HL content.
Sophia

7.5

-

Sophia

9.4

-

Soriz

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

6.5
  • Role: Defender
  • SOIYA!
  • All of his skills give SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    , and he gains stacking Attack Up when hit.
  • His Attack Up passive also lowers his defense until you use his first skill.
  • Requires careful usage due to high cooldowns and every skill requiring charge bar.
  • Some memorization is required since all of his skill icons are the same.
Soriz

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

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

8.0

-

Spinnah

9.5

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

  • Role: Attacker
  • Has permanent Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    .
  • Deals normal attack damage to his foe(s) with the combination of Double StrikeAttacks twice each turn
    Duration: 5 turns
    , 20% Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks
    Strength: 20%Duration: 5 turns
    , Supplemental Normal Attack DMGNormal attack DMG is supplemented
    Strength: 50,000Duration: 3 turns
    and Flurry (3-hit)Normal attacks deal 3-hit DMG to random foes
    Duration: 1 turn
    .
  • Increases his own survivability with Dispel Cancel (1 time)Effects that remove buffs will be nullified (1 time)
    Duration: Indefinite
    , 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
    whenever he uses his Charge Attack.
Stahn Aileron

6.5

-

Suzaku Kururugi

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

6.0
  • Role: Debuffer
  • Can provide a variety of simple debuffs, but that's basically it.
  • No extra damage output, not even with his skills.
  • His support skill is practically useless (unless you really like using Mary).
Tabina

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

 
9.5
  • Role: Attacker/Debuffer
  • Provides many skill damage instances with two different auto-activating damaging skills.
  • While possessing Hunter's ArrowGranted hunter's arrows (Max: 4 / Can't be removed)
    , inflicts stackable ATK Down and DEF Down alongside various useful debuffs after attacking.
  • Supports allies with Hubu Al-RaqsDebuff success rate and skill specs are boosted / DMG is supplemented (Can't be removed / Ends upon taking DMG 2 times)
    Duration: Indefinite
    , greatly improving Skill damage specs and debuff success, and also providing weak supplemental damage.
  • Skill activation after Charge Attack and at the end of turn is effective in Charge Attack OTK setups.
  • Especially useful in Full Auto and in medium to long-term battles.
Tanjiro, Nezuko, Zenitsu, and Inosuke

9.3
  • Role: Attacker
  • High damage output from KaguraDMG is supplemented and attack specs are boosted based on Kagura lvl (Max: 5 / Can't be removed)
    and 15% Water ATK Up (Stackable / Max: 60%)Water ATK is boosted (Stackable)
    Strength: 15% (Max: 60%)Duration: Indefinite
    .
  • Dispel on an extremely short 3-turn cooldown, though locked in a linked skill.
  • Fits various situations with little maintenance required.
  • Easy to use for beginners.
Tanya

4.5

-

Tanya

7.0

-

Tanya

9.7
  • Role: Attacker/Debuffer
  • Deals decent damage with the ability to reactivate her  Nimble Throw400% Dark damage to a foe (Damage cap: ~510,000).
    Inflict 5% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
    Strength: 5% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds
    and 5% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
    Strength: 5% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds
    .
    Gain Knife ThrowNimble Throw reactivates at end of turn by consuming 1 Knife while in effect (Can't be removed / Effect ends when no Knives remain)
    Duration: Indefinite
    , reactivating Nimble Throw at end of every turn by consuming Knife1 is consumed upon Nimble Throw's reactivation (Max: 4 / Can't be removed)
    Duration: Indefinite
    while Knife ThrowNimble Throw reactivates at end of turn by consuming 1 Knife while in effect (Can't be removed / Effect ends when no Knives remain)
    Duration: Indefinite
    is in effect.
    at the end of every turn.
  • Inflicts 5% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
    Strength: 5% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds
    and 5% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
    Strength: 5% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds
    on her foe.
  • Provides two sources of DelayReduce a foe's filled charge diamonds by 1
    , including one that is activated upon dodging.
  • Useful in Full Auto teams, and any content where DelayReduce a foe's filled charge diamonds by 1
    is important.
Tanya

7.0

-

Tear Grants

7.5

-

Teena

7.0
  • Role: Healer/Support
  • Her heal is very strong for a SR and it can clear one debuff.
  • Party wide 15% Fire ATK UpFire ATK is boosted
    Strength: 15%
    .
  • Can inflict BurnedHP is lowered on every turn
    and BlindedAttacks have a slight chance to miss
    but at low strength.
  • Works best with allies that gain bonus effects off her status (Lucius, Mio Honda, True Infernal Flamescythe).
Teena

9.4
  • Role: Healer/Debuffer
  • Heal and debuff clearing in a single damaging skillRed-bordered skill button, suitable for full-auto setups.
  • Deals higher Charge Attack against BlindedAttacks have a slight chance to miss
    and BurnedHP is lowered on every turn
    foes.
    • Has a skill that self-supplements it, while can inflict more debuffs if BlindedAttacks have a slight chance to miss
      or BurnedHP is lowered on every turn
      lands.
  • Can permanently increase her healing potential up to 100% after dealing charge attacks.
  • Increases party's overall Charge Attack specs with Hellfire CrestFire magic is amplified (Max: 5 / Can't be removed)
    mechanics that also works from backline.
  • Skill reset button and 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%.
    stacked in one damaging skill with 10 turn cooldown.
Teena

7.0

-

Teru Tendo

6.0

-

Therese

7.0
  • Role: Attacker
  • Generates 15% charge bar for the whole team every 9 turns.
  • Solid damage due to multiattack buff and Enmity support skill.
Therese

6.0
  • Role: Attacker
  • Can be recruited very early in the story, which is great for beginners.
  • Very old kit; doesn't scale well into later game stages.
  • Easily outclassed by most other SR Water attackers.
Therese

9.2
  • Role: Attacker
  • Turn one 80% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
    Strength: 80%
    and guaranteed triple attack that doesn't drain charge bar.
  • Hostility UpMore likely to be attacked
    combined with Dodge Rate UpImmune to DMG and debuffs for a fixed amount while in effect
    allows her to redirect a lot of damage onto her.
  • With proper skill usage she can have a multiattack buff for a long time.
  • Not suitable for long fights due to 10% Max HP Lowered (Stackable)Max HP is lowered (Stackable / Can't be removed)
    Strength: 10%Duration: IndefiniteAt 100%, leaves 1 max HP
    .
Therese

9.2

-

Tsubasa

9.2
  • Role: Support
  • Provides team 30% uptime for DA UpDouble attack rate is boosted
    Duration: 2 turns
    and 20% TA UpTriple attack rate is boosted
    Strength: 20%Duration: 2 turns
  • Can provide consistent 25% Fire ATK UpFire ATK is boosted
    Strength: 25%Duration: 3.5 turnsApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    with Charge Attacks as long as another source of DA/TA is available
  • Can spam Charge Attacks quickly to act as a team battery for Charge Bar
  • Provides Charge Bar +30%Instantly boosts Charge Bar by 30%
    Strength: 30%
    , 30% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
    Strength: 30%Duration: Indefinite / Until used
    , and 10% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
    Strength: 10%Duration: Indefinite / Until used
    to the team when Fistfight City is used successfully.
  • Can do well in both short or long battles
  • Although he doesn't particularly excel, he is a well-rounded support with an easy-to-use kit
Tsubasa Kashiwagi

7.0

-

Tweyen

-

Tyra

9.6
  • Role: Attacker
  • Removes 1 buff from all foes and inflicts 10% Dark DEF Down (Stackable / Max: 40%)DEF is lowered for dark DMG (Stackable)
    Strength: 10% (Max: 40%)Duration: 180 seconds
    when a foe uses a special attack.
  • Gains Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    and Flurry (2-hit)Normal attacks deal 2-hit DMG to random foes
    from Rage of TyrannoTriple attack rate is boosted / Normal attacks deal 2-hit DMG to random foes / Damage skills activate twice / Buffs can't be removed (Can't be removed / Ends upon taking DMG 3 times)
    Duration: Indefinite
    , which will only end after taking damage 3 times.
  • Gains random buffs such as Supplemental DMG (20,000)DMG dealt is supplemented
    Strength: 20,000Duration: 3 turns
    and 50% Bonus Dark DMGDeals bonus dark DMG for one-foe one-ally attacks
    Strength: 50%Duration: 3 turns
    through her  Tail Stomp8-hit, 150% Dark damage to random foes (Damage cap: ~90,000 per hit).
    Gain 2 random buffs.
    .
  • Has high offensive capabilities based on number of main allies.
Tyre

 
7.0

-

Tyre

 
7.5
  • Role: Attacker/Support
  • Strengthen himself and target ally with DoublesATK and charge bar gain are boosted / Armor effect / Uplift effect (Can't be removed)
    .
  • Can give target ally Charge Bar +50%Instantly boosts Charge Bar by 50%
    Strength: 50%
    .
  • Getting stronger with ViraAny version as main ally:
    • His nuke skill activates twice.
    • Always deals Triple Attacks.
    • Targetting Charge Bar +50%Instantly boosts Charge Bar by 50%
      Strength: 50%
      to ViraAny version allows her skill cooldown to get reduced.
  • Fast Charge Bar generation from skills due to his skills' cooldown reduces for every Charge Attack he deal.
Tōru Amuro

7.0

-

Ultimate Friday

 
9.3

-

Uzuki Shimamura

7.0
  • Role: Attacker/Support/Debuffer
  • Fast charge bar generation by casting her skills due to her support skill.
  • CharmedAttacks are slightly limited
    and BurnedHP is lowered on every turn
    are on relatively short 6-turn cooldown.
  • Provides 20% ATK UpATK is boosted
    Strength: 20%Duration: 3 turns
    to allies.
  • Increased C.A. damage and charge bar generation against BlindedAttacks have a slight chance to miss
    enemies, but can't inflict it herself.
  • Possessing sabre proficiency, she's great for Ultima Sword setup.
Vane

 
6.5
  • Role: Attacker/Support
  • ATK Down (Stackable)ATK is lowered (Stackable)
    Duration: 180 seconds
    paired with Wall Bash improves party survivability.
  • Has an underdeveloped enmity skillset in an element with traditionally few enmity options.
Vane

 
6.5
  • Role: Attacker
  • Fight Over and Energy Destruction give him interesting burst potential when Charge bar is full.
  • Potentially useful during Strike Time for damage on turn 1.
Vane

 
9.7
  • Role: Support/Debuffer
  • 50% boost to Wind allies' DEF that takes effect even when Vane is a sub ally.
  • Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    and 30% Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks
    Strength: 30%
    whenever Vane 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, which can be easily mantained by rotating his  WaechterrieseGain Dodge/Tank-and-Counter (5 times)Counters upon dodging one-ally attacks or taking DMG
    Strength: 200%Duration: 3 turnsCounter attacks grant 5% charge bar per hit.
    .
    and  Flinkbein: Treat450%Massive Wind damage to a foe.
    Restore Vane's HP (Healing cap: 2000).
    End cooldown for Waechterriese.
    .
  •  Everyone's ShieldWhen Switching to Main Ally:
    Activate Ritterseele.
    Gain SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks / Can't be removed)
    Duration: 3 turns
    , UndyingCan withstand lethal DMG (Leaves 1 HP / Can't be removed)
    Duration: 3 turns
    , and 30% DMG AbsorptionPartially absorbs DMG to recover HP (Can't be removed)
    Strength: 30%Duration: 3 turnsHealing cap: 5000
    .
    (Can't be reactivated.)
    makes him very strong when he comes out from sub ally position.
  • Useful as a sub ally in high difficulty contents and Full Auto team.
Vane

 
9.5
  • Role: Attacker/Debuffer/Defender
  • Has Substitute (All-Ally)Receives all attacks in place of allies
    (Includes all-ally attacks)
    and Lethal Attack DodgedCan withstand lethal DMG (Leaves 1 HP)
    on very short cooldown, letting him take hits for the team and live to tell the tale.
  •  Heroic Beat400% Water damage to a foe (Damage cap: ~420,000).
    Restore caster's HP (Healing cap: 1500).
    At level 90:
    Damage increased to 500%.
    Damage cap increased to ~500,000.
    Healing cap increased to 2500.
    Also remove 1 debuff from caster.
    's auto-activations and double-activations provide lots of skill damage and self-sustain.
  • JammedATK is greatly boosted based on how low HP is
    and Soul EruptionATK, DEF, multiattack rate, and other stats are boosted (Can't be removed)
    greatly boost his damage.
  • Inflicts 10% Fire ATK DownFire ATK is lowered
    Strength: 10%
    and up to 30% ATK Down (Stackable)ATK is lowered (Stackable)
    Strength: 10% (Max: 30%)
    on charge attack.
  • Extends buffs on himself with every enemy special attack, allowing him to maintain them almost indefinitely.
  • Consumes HP for defensive abilities and requires careful HP management in longer battles.
Viceroy

4.5

-

Vikala

 
9.8
  • Role: Attacker/Support
  • Fantasy FestivalCharge bar gain, C.A. specs, and dodge rate are boosted (Can't be removed / Ends upon taking DMG 2 times)
    Duration: Indefinite
    increases charge bar gain and charge attack specs of whole party, very strong in C.A. teams.
  • Fantasy FestivalCharge bar gain, C.A. specs, and dodge rate are boosted (Can't be removed / Ends upon taking DMG 2 times)
    Duration: Indefinite
    is lost when damaged twice, outside sources of Shield (4000)Next ATK received will be ineffective for a fixed amount
    Strength: 4000Duration: Indefinite
    or Dodge AllTakes no DMG or debuffs while in effect for a set period
    Duration: Indefinite
    may be required to maintain it for longer periods.
  • UtopiaFoes' ATK is boosted / All allies' hype is boosted before attacking
    Duration: 5 turnsField effect
    Local status effect
    local field effect significantly increases party's damage via random HypeATK is boosted
    Duration: 0.5 turnsApplied during the attack phase.
    On the next turn, it'll have 0 turns remaining.
    with good uptime
  • Good personal damage thanks to guaranteed TA and Bonus Dark DMG effect (via EMP) as long as her field effect is active.
  • Can inflict CaughtCan't attack
    Base Accuracy: 120%Duration: 2.5 turnsLocal status effectApplied during the attack phase.
    On the next turn, it'll have 2 turns remaining.
    upon enemy Charge Attack along with 999,999 plain damage.
Vikala

 
9.0
  • Role: Support
  • Greatly enhances Dark allies' C.A. specs as main ally.
  • Can increase Dark allies' C.A. damage as sub ally, but at low magnitude.
  • Can't attack at all, only useful as main ally to decrease lockout time.
Vikala

 
9.6
  • Role: Attacker/Debuffer/Support
  •  Trick or CheeseAll Water allies gain Dispel Cancel (1 time)Effects that remove buffs will be nullified (1 time)
    Duration: Indefinite
    , DMG Mitigation (2020)DMG taken is lowered by a fixed amount
    Strength: 2020Duration: 1 turn
    , 10% Skill DMG Up (Stackable / Max: 50%)Skill DMG is boosted (Stackable / Can't be removed)
    Strength: 10% (Max: 50%)Duration: Indefinite
    , and 6% Skill DMG Cap Up (Stackable / Max: 30%)Maximum amount of skill DMG that can be dealt per hit is boosted (Stackable / Can't be removed)
    Strength: 6% (Max: 30%)Duration: Indefinite
    .
    is refreshed on C.A., which allows Vikala to provide Dispel Cancel (1 time)Effects that remove buffs will be nullified (1 time)
    Duration: Indefinite
    consistently and frequently while improving the party's skill damage.
  • Inflicts Dorrie's TricksSkill DMG taken is supplemented / For every 20,200,000 water skill DMG dealt to this foe: Bonus plain DMG / DMG Taken Amplified effect (Can't be removed)
    Base Accuracy: 200%Duration: IndefiniteLocal status effect
    to her foe, which will permanently supplement all skill damage taken by 50,000.
  • Grants 10% Bonus Water DMG (1 time)Deals bonus water DMG for normal attacks (1 time)
    Strength: 10%Duration: Indefinite
    to all Water allies and supplements their skill damage by another 50,000 when Spooky UtopiaFoes' ATK is boosted / Water allies' dodge rate is boosted
    Field effect
    Local status effect
    is active.
  • Deals damage to her foes and restores Water allies' HP at the same time whenever a Water ally uses a skill while Ghost RatGhost Rat lvl rises when a water allies uses a skill / Vikala's second-slot skill activates when a water ally uses a skill at lvl 3 (Resets Ghost Rat lvl) (Can't be removed)
    Duration: Indefinite
    is at level 3.
  • Good for Full Auto or any team that relies heavily on skill damage.
Vikala

 
9.8

-

Vira

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

9.1

-

Vira

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

9.5
  • Role: Attacker/Support/Debuffer
  • Excellent utility with Charm, Dispel, Delay, and team-wide Strength
  • Self-sufficient attacker with Unique ATK mod, 60/30 DATA, and C.A. Instant Standby
  • Very high skill uptime due to charge attack cooldown cut
  • Can fit into many compositions due to her versatility
Vira

9.7
  • Role: Attacker/Support
  • Vermilion Aegis MergeDEF is boosted / Debuff resistance is boosted / Receives all attacks in place of allies (Includes all-ally attacks) / Nullify foe normal attacks / Elemental DMG from foes turns into wind DMG (Can't be removed)
    is a powerful defensive buff that protects allies and nullifies a foe's normal attacks, while converting incoming damage to Wind. This synergises well with Vira's passive incoming damage cap.
  • Provides DelayReduce a foe's filled charge diamonds by 1
    Base Accuracy: 100%
    via a skill, which resets cooldown after every Charge Attack.
  •  Someday I'll Fly with You20% hit to max HP.
    30% boost to ATKPerpetuity modifier, guaranteed double attacks, 50% boost to triple attack rate, 50% boost to C.A. damage, and 30% boost to C.A. damage cap.
    Cap incoming Wind damage to 5,000 per hit.
    grants Vira a number of strong offensive passive buffs.
  • An excellent tank for high difficulty content, and also performs well in Full Auto.
Vira

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

5.0

-

Volenna

5.5
  • Role: Support/Debuffer
  • Boost to ATK and DEF when Sara is in the party.
  • Very helpful for increasing the survivability of your party.
Volenna

9.5
  • Role: Support/Healer
  • Grants 10% DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
    Strength: 10%Duration: 3 turns
    , Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 2 turns
    , and 20% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
    Strength: 20%Duration: 2 turns
    to all allies, which will increase the damage output of their normal attacks.
  • Provides healing and DrainNormal attack and C.A. DMG dealt is partially absorbed to HP
    Strength: 10% of damage dealt (Healing cap: 1000)Duration: 3 turns
    to all allies whenever a foe uses a special attack.
  • Increases the multiattack rate of any ally who has ShieldNext ATK received will be ineffective for a fixed amount
    , and grants them 10% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
    Strength: 10%
    .
  • Useful in Full Auto teams that rely on normal attacks to deal damage.
Walder

4.0

-

Walder

8.5
  • Role: Attacker/Support/Debuffer
  • Walder in Super Ranger Mode has very high damage output, but it only lasts 3 turns.
  • Requires 8 turns to enter Super Ranger Mode, greatly limiting his overall effectiveness.
  • Dodge AllTakes no DMG or debuffs while in effect
    with SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    is a strong combination.
  • Can debuff BlindedAttacks have a slight chance to miss
    , which is useful for newer players.
Walder

4.0

-

Walder

4.0

-

Will

 
4.0
  • Role: Attacker
Will

 
8.0
  • Role: Attacker/Healer
  • Dark element healers are very rare and Will is one of them.
Wilnas

 
9.7
  • Role: Attacker
  • Doesn't deal multiattacks, but compensates with normal attack amplification, a passive counter, an assassin buff with high uptime through Blistering FlamesATK is boosted by Blistering Flames (Can't be removed / Can't be extended)
    , and activates  Flame Claw800% Fire damage to a foe (Damage cap: ~730,000).
    Raise foe's SingedHP is lowered on every turn based on Singed lvl (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).
    Gain Blistering FlamesATK is boosted by Blistering Flames (Can't be removed / Can't be extended)
    Strength: 30%Multiplier: AssassinDuration: 2 turns
    and Charge Bar +20%Instantly boosts Charge Bar by 20%
    Strength: 20%
    .
    upon normal attacks.
  • The Vermillion's GlareDEF is boosted / Takes no debuffs / More likely to be attacked / Hadron Smash activates upon using charge attack (Can't be removed)
    Duration: Indefinite
    makes him highly durable, by buffing his DEF and making him immune to debuffs.
  • Charge Attack and skill damage have very high modifiers, meaning Wilnas will deal a lot of damage even in weaker grids.
  • A very high damage output from the start of battle gives Wilnas a solid position in burst compositions. He is a premiere attacker for strategies which revolve around doing as much damage as possible in only a few turns.
Yngwie

 
9.2
  • Role: Defender/Attacker
  • Synergizes with DA UpDouble attack rate is boosted
    and TA UpTriple attack rate is boosted
    buffs as well as other buffs, as it applies to his free attack skill.
  • Hits hard in Tough Guy mode in conjunction with his Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks
    skill.
  • His unique skill set and Tough Guy mode consuming increasingly more charge bar can be difficult to manage for new players.
Yngwie

 
9.3

-

Yorozuya

 
9.2

-

Yuji Itadori and Megumi Fushiguro

 
9.4

-

Yuri Lowell

6.5

-

Yurius

 
9.4
Yurius

 
9.8
  • Role: Attacker/Debuffer/Support
  • Deals damage to all foes and restores all Light allies' HP at the same time with  Tentacle Rush6-hit, 100% Light damage to all foes (Damage cap: ~135,000 per hit).
    Restore all Light allies' HP (Healing cap: 1500).
    Remove 1 debuff from all Light allies.
    (Based on highest debuff count among all foes: Hit number increases [Max: 10 hits].)
    , which can activate automatically at end of turn.
  • Inflicts 3 debuffs in a single skill without any cooldown, but at the cost of 10% charge bar.
  • Reaches his maximum potential when any foe has 10 or more debuffs.
Zehek

4.5

-

Zehek

6.5

-

Zehek

 
9.6
  • Role: Attacker/Debuffer
  • Packs a lot of debuffs his kit: ATK Down (Stackable)ATK is lowered (Stackable)
    , DEF Down (Stackable)DEF is lowered (Stackable)
    , Dispel up to 2 buffs, and GravitySpecial attack max charge turn is extended
    .
  • Sustains himself with BestialDebuff resistance is boosted /
    DMG taken is reduced
    (Can't be removed)
    , Magic PulseBased on number of Magic Pulses: Takes DMG every turn / Attack specs, DEF, and C.A. specs are boosted (Max: 5 / Can't be removed)
    , and self-debuff clearing per turn.
  • Might self-debuffs himself, but his support skill easily nullifies them at turn start.
  • Dispelling debuffs self-inflicts BlindedAttacks have a slight chance to miss
    Duration: 3 turns
    , potentially lowering his damage contribution.
  • Ramp-up time of Magic PulseBased on number of Magic Pulses: Takes DMG every turn / Attack specs, DEF, and C.A. specs are boosted (Max: 5 / Can't be removed)
    is extremely fast when frequently debuffed, but introduces inconsistency on his performance.
Zeta

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

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

8.0

-

Zeta

10
  • Role: Attacker/Debuffer
  • Has Crimson WillConsumes up to 40% of charge bar at the start of the turn's attack to gain effects in the following order based on amount consumed: Boost to triple attack rate / Bonus Fire DMG effect / Hit to foe's DEF and ATK (Stackable) upon normal attacks / Remove 1 buff from foe upon normal attacks (Can't be removed)
    that grants her various buffs at the cost of her charge bar.
  • Deals unworldly damage for every 3 triple attacks by Fire allies.
  • Gains 30% Bonus Fire DMG (1 time)Deals bonus fire DMG for normal attacks (1 time)
    Strength: 30%Duration: Indefinite
    at end of turn when charge bar is at 100% or higher.
  • Has FlametippedATK, DMG cap, and charge bar gain are boosted based on lvl (Max: 5 / Can't be removed)
    , which increases her offensive capabilities, permanently.
  • Very good in dealing burst damage for short-term battles, and also excellent in Full Auto with the ability to remove 1 buff and inflict 10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
    Strength: 10% (Max: 40%)Duration: 180 seconds
    and 10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
    Strength: 10% (Max: 40%)Duration: 180 seconds
    upon normal attacks.
Zeta

9.6

-

Zeta

9.8
  • Role: Attacker
  • Strong, self-sufficient attacker with access to Salted Wound (Arvess Fermare)ATK is boosted when foe is hitmarked
    Duration: 1 turn
    , Double StrikeAttacks twice each turn
    Duration: 1 turn
    , 100% Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks
    Strength: 100%Duration: 3 turns
    , and guaranteed triple attacks.
  • Useful for charge attack burst setups given her high CA damage cap combined with a post-CA nuke.
  • Boosts party's triple attack damage via  Arvess ResonanceGuaranteed triple attacks.
    20% hit to charge bar gain.
    10% Bonus Water DMG effect to Water allies' triple attacks.
    .
  • More useful for short fights due to her reduced defense, but can perform in longer battles and Full Auto with the right setup.
  • Needs a developed crit grid in order to reach her full potential, though she still performs well for newer players.
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.
Zoro and Sanji

 
9.6

-

μ's First-Years

 
9.0
μ's Second-Years

 
9.0
  • Role: Support/Debuffer
  • CharmedAttacks are slightly limited
    , 15% ATK DownATK is lowered
    Strength: 15%
    and 15% DEF DownDEF is lowered
    Strength: 15%
    in one button.
  • Strongly buffs allies with StrengthATK is greatly boosted based on how high HP is
    .
  • Provides Veil (1 time)Debuffs 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."
    which is rare among Light characters.
  • Can instantly fill charge bar every 7 turns.
  • Shines in front line with 10% C.A. damage boost to all allies.
μ's Third-Years

 
9.1
  • Role: Support/Defender/Debuffer
  • Useful in long battles and Full Auto teams.
  • Party-wide offensive buffs: Multiattack rate boost, Supplemental DMG (25252)DMG dealt is supplemented
    Strength: 25,252
    , Dark ATK UpDark ATK is boosted
    , and boost to charge attack specs.
  • Party-wide defensive buffs: 40% DMG CutTaking 40% less DMG
    Duration: 1 turn Damage Cut reducing damage taken for all elements.
    Warning! Does not work for Plain Damage!
    + 30% RepelTaking less DMG and reflects attacks
    Strength: 30%Duration: 1 turn Damage Cut reducing damage taken and reflecting attacks.
    Warning! Does not work for Plain Damage!
    (total 70% DMG Cut), Shield (1500)Next ATK received will be ineffective for a fixed amount
    Strength: 1500
    , RefreshHP is restored on every turn
    Strength: (Healing cap: 300)Duration: 5.5 turnsApplied during the attack phase.
    On the next turn, it'll have 5 turns remaining.
    , and passive Light damage reduction.
  • Can inflict 20% Light ATK DownLight ATK is lowered
    Strength: 20%
    and 20% Dark DEF DownDEF is lowered for dark DMG
    Strength: 20%
    on all foes, and dispel one buff from a foe.