| Name
|
Best Archetype(s)
|
PVE
|
PVP
|
| PVE |
PVP |
Offense |
Defense |
Tournament
|
Narcissus
|
Any |
Any |
B |
C |
C |
C |
| Pros |
- Great damage, with high Mag and up to 95% damage boost from his skills and panels.
- Tanky with high Vit, 50% damage reduction while Charmed, and immunity to all ailments except Charm. He Charms himself at the start of his every action, as well. Panel 2 increases this damage reduction by 20% but for the whole team and any ailment, while panel 3 adds 50% crit rate reduction.
- Whenever he gets Charmed, whether by himself or by the foe, he casts a Bulwark-piercing, Charming revenge AoE and gives Bulwarks to his team. This makes it very dangerous for Charm-based attackers to attack into him, as they risk getting their own team Charmed and giving the enemy team more bulk in response.
- His unique Standard Attack from Merciless Love and Red's Love Pain have Remnants, ensuring he always uses only half of a press turn when he acts. While he will hit his team with the first hit of each of these (since he's Charmed), it's weak enough that the Bulwarks should soak it, and the strong follow-up chain effects are guaranteed to target the enemy team instead.
- At the end of his team's turn, he hits all Charmed enemies with Mortal.
- Does not require any MP in order to operate (aside from Love Pain) - he can always use his Standard Attack. Therefore, he cannot be stopped by Spirit Chains of Indignation.
- Every color has a justifiable use:
- Clear boosts his damage, even if only a little. It's the only one of his colors that does so.
- Red adds Love Pain for more single-target damage and extra chances to charm enemies (although it's RNG as to whether he'll use it)
- Purple increases his own bulk, grants an endure, and decreases enemy auto cure rate of Charm (mainly to counter-play against Yellow Narcissus).
- Yellow focuses on team bulk by casting a DEF buff at start of enemy turn, and drastically increasing the team's auto cure rate for Charm. While auto cure rate is usually not important, his boost is so large that teammates will be able to recover from Charm instantly - provided the foe does not reduce auto cure rate.
- Teal covers his weakness and can synergize with Drain Pierce.
|
| Cons |
- Weak to Fire unless Teal.
- Since he Charms himself constantly, you can't choose his actions. To consistently damage the enemy, he needs to use either his Standard Attack or Love Pain - therefore, his transfers need to be passives as to not disrupt this.
- Heavily reliant on chain effects from passives, and thus is shut down hard by Spirit Chains of Suppression.
- Anti-synergy with Demeter, Apsu and Hayataro, who will make Narcissus immune to his own Charm, disabling many of his chain effects.
- Anti-synergy with anti-pierce on Force. If he hits a teammate that has reinforced Repel/Drain Force, you lose 2 press turns.
- His Mortal effect requires charming the foe, which ranges from very difficult to impossible against late PvE's inflated-stat enemies.
|
| Notes |
- Narcissus counters himself in mirror matches, unless the attacked Narcissus has Null Mortal from panel 2.
- The Charm-on-self can be leveraged by Okuninushi to gain infinite uses of Concentrate.
- His Clear version was an event reward, and probably won't get a rerun.
|
| Synergies |
- |
|
Nebiros
|
 |
 |
A |
B |
B |
B |
| Pros |
- Call of the Dead is the only revive skill in the game without a usage limit. This enables infinite revives, especially if paired with supports like Idun. In addition, after a revival chain effect, all party members receive 2 counts of Fortify which also has no battle limit.
- Since the chain also triggers at the end of the enemy turn, it lets you start yours with full Press Turns, and proc any start of turn chain effects like Tempestuous Malice.
- Call of the Dead changes the effect of Normal attacks to an AoE Bulwark Piercing Almighty attack on all enemies with a chance to inflict Curse, as well as restoring 1MP to all party members. This enables Nebiros to ignore Spirit Chains of Indignation and Mute as no MP usage is needed to cast the attack.
- Hand of Glory provides AOE Curse + Luster Candy on ally death. The Curse is a great setup for partners Alice A and Belial, while the buffs increase your likelihood of surviving the turn. Survivability is further enhanced as this passive reduces the damage output of all Cursed enemies by 60%.
- If P3, upon activation of this passive, he will also heal his party for 30% of their max HP.
- Second highest Luck in the game paired with innate Epitome of Madness makes him a great Dodge tank and increases his likelihood of applying Curse.
- Panel 2 grants Null Mortal which makes him even harder to kill, coupled with another -20% damage debuff for all Cursed enemies. Panel 3 casts Curse on all enemies whenever an ally takes any direct damage up to three times per turn.
- Panel 4 offers a revival effect reminiscent of Quetzalcoatl A's Ce Acatl, which fully revives Nebiros (if not revive sealed) at start of own turn while granting 1 additional PT.
- Many top meta threats like Inanna only block the more troublesome ailments such as Charm or Bind, leaving them wide open to Curse.
|
| Cons |
- Hard countered by Null Curse and demons like Demeter and Apsu who make it hard to ailment teams.
- Has nothing in order to remove revive seal.
|
| Notes |
- Buffed during the 9/12/24 data update.
|
| Synergies |
|
|
Nemhain
|
 |
 |
A |
A |
A |
A |
| Pros |
- A relentless Force unit, she blends HP scaling with powerful offensive pressure, team-wide endurance, and disruptive auras that escalate under field effects, making her a bulky support-finisher who overwhelms both offense and defense simultaneously.
- War Goddess's Banquet of Blood grants her Force Pierce, Null Bind, a 50% boost to her Max HP and Battle Speed, and reduces received counts of Spirit Chains of Indignation by 2. Additionally, she will not consume Press Turns when inflicting damage up to twice per turn.
- When an enemy endures an attack, she will deal a 330BP Force attack on the enemy with the lowest current HP to finish off the enemy, or to break any more endures they might have.
- Her passive grants all party members 2 2500HP Endures, and a 30% damage reduction effect. Furthermore, she also provides a general 30% reverse damage reduction aura on all enemies. When an Earth Field or Sky Field is active, this gets bumped up to a massive 50% RDR and also increases the MP cost of the enemies’ skills by 1.
- Berserkers' Crimson Roars starts off with a small 70BP Force hit that poisons and lowers a single target’s Force Affinity by 3 levels. She will proceed to hit the same target again 4 times with 70BP each (equating to 350BP), place a count of Fortify on herself, and restores 1 MP to her party.
- This attack and her passive scale off her Max HP, allowing her to fully invest in her bulk without foregoing offensive prowess.
- Wings Dipped in Blood in Yellow allows her to start battle with 1 count of Fortify, and gives her an extra 1HP endure. On the other hand, Epitome of Swiftness in Purple is beneficial if extra speed is needed instead of power.
- Good set of panels with P1 offering a 20% boost to her Force damage and a 1 MP decrease to her active. P3 boosts her Max HP and Force damage further by 20% each. P2 is the best as it grants Null Mute and Null Poison, and makes all party members start battle with 1 count of Fortify.
- P2 is perfect to pair alongside Hayataro, as it will ensure his ailment negation won’t be removed in a mirror-match.
|
| Cons |
- Despite being an Endure breaker, none of her damage actually ignores death prevention skills.
- Her passive does not Bulwark Pierce.
- Mazandyne in Red is working off a measly 140 Magic stat.
|
| Notes |
|
| Synergies |
|
|
Nergal
|
 |
 |
F |
F |
F |
- |
| Pros |
- Plague of Babylon removes Barriers and has a very high chance of landing Weak and Poison status, making him an incredible setup for Ailment Teams.
- High STR, Auto-Taruka in Purple and increased Accuracy from Meslamtaea make him a decent Physical demon, especially when Paneled.
- Team-wide Auto-Rebellion upon inflicting Poison boosts his damage and synergizes with Pale Rider.
- At Panel 4, deals AoE Phys damage upon Poisoning an enemy, once per turn, which can trigger Hachiman giving him potential use with Tiamat A as a quick sweep.
|
| Cons |
- Weak to Ice.
- Ailments fall flat in late/endgame PvE because of inflated enemy stats.
- Hard countered by Ailment Cleansers like Maria, Lugh or Okuninushi in PvP.
- No innate Pierce until Panel 3 is unlocked.
- Panel 4 will consume the Rebellion granted by Meslamtaea, unless you inflict poison a second time later in the turn.
- Low damage on Panel 4 makes his use with Hachiman difficult as he'll create bulwarks for Demeter, which block ailments.
|
| Notes |
- |
| Synergies |
- |
|
Nero☆
|
Any |
 |
D |
F |
F |
- |
| Pros |
- Overture deals Piercing damage while giving him free Concentrate, letting him sweep hard.
- Voltage synergises perfectly with Overture and gives your party attack and accuracy/evasions buffs.
- Very good for Democalypse where he does not have to worry about MP issues and can repeatedly spam Concentrated Overtures while on Spell Brands for insane damage.
|
| Cons |
- Hard countered by Anti-Pierce, as Overture will not autocast Concentrate (and by extension Voltage) if the attack hits into NDR.
- Mediocre stats, relies on Concentrate from Overture to deal damage.
- No ST skills if not in Red.
- Red's Ziodyne does less damage to Elec Democalypse Boss than spamming Overture would, so if using him for that, then he either should NOT be Red, or needs Thunder Reign transferred to stop Ziodyne from being cast.
- High MP costs and no MP recovery prevents him from spamming his spells freely.
|
| Notes |
- Cannot be used in the same team as the regular 4★ Nero.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
| Synergies |
- |
|
Norn
|
 |
 |
C |
F |
F |
F |
| Pros |
|
| Cons |
- Has no offensive skills despite possessing Merciless Blow. Heavily relies on transfers for an offensive presence or at least do more than heal.
- Not really better than Amaterasu and Barong as a PvE healer/support.
- Only obtainable through Democalypse grinding.
|
| Notes |
- Very good for Dark and Light Alter-World.
- As the AI will not cast debuffs in Democalypse, Abaddon A still has an edge over her being able to provide both buffs and debuffs.
- Her Transcend Stones can be redeemed for Democalpyse Coins, so make use of that to unlock skill switches. This lets you give her multiple builds without needing multiple Norns.
|
| Synergies |
- |
|
Nuwa
|
 |
 |
S |
S |
S |
SS |
| Pros |
- Majesty of the Creator gives her Phys Pierce, Null Mortal, Null Bind, +50% to her Max HP, +100% Critical hit rate, +30% to Phys damage and her hit rate. She will also reduce incoming Spirit Chains of Suppression and Spirit Chains of Intimidation counts by 1.
- Additionally, when she gets attacked by a Suppressed enemy, she will decrease the damage taken by 100%, and will nullify any Bonus Turns created by the attacker.
- At the start of battle, she will fire off a 1-turn Tarunda+ to counter Fionn mac Cumhaill’s Tarukaja+, and then she will apply 1 count of Suppression and Intimidation on all enemies.
- Her Suppression application is much faster than Masakado B’s. This means that alongside shutting down “start of own turn/when it becomes team member’s turn to act”, she will also shut down “start of 1st turn” and “when enemy attacks first” Chain Effects when going first. This virtually makes her render almost every defensive pre-2025 unit useless, as it will shut down all Intimidating Stance effects, Spirit Chain effects like Inanna’s, Fortify and Decay spam like Baphomet A’s, ailment spam like Ouroboros, and MP drain like Camael, alongside many other effects. Speaking of Masakado B, she can be used alongside him to give all enemies 2 counts of Suppression, prolonging her damage reduction and further shutting down any chance of enemy passive Chain Effects from going off.
- Order Crest: Solemnity will proc every time it reaches 2 counts. When it does, Nuwa will place 2 counts of Fortify and heal 20% HP for all party members. This effect will constantly activate due to the low count activation, and because she’ll gain 1 whenever an ally (except her) take any form of damage. Additionally, she will get 2 free if the enemy team outspeeds, letting her team start with 2 counts of Fortify while healing off any Devil Connector or T0 damage.
- Her constant Fortify spam will prevent counts of Decay from building up on team mates, hard countering Decay units like Chaos Hero, Mephisto and The Hero.
- Demons with low BP AoE’s will most likely cause more harm than good, as her healing can be deceivingly high, especially with a Null Curse transfer. As this is not a Chain Effect, there is no current way to stop this from constantly activating.
- Dancing Strike hits three times for a total of 300 BP, while piercing Bulwarks on one enemy. If it lands successfully, she’ll apply 1 count of Suppression on the hit enemy (or random one if it got downed) and she’ll give your team an extra Press Turn Icon. This multi-hit is great for cleaning up Endures on other Nuwas and Danus.
- It additionally ignores all counter skills, providing a helpful option against Arioch’s punishing counter in Brands of Sin: Wrath.
- Purple and Yellow are used to change her team composition. Purple is for T1 usage, as she gets a 20% Phys damage boost, and when attacking first at start of battle, she will decrease all enemies' Phys Attribute by 3 levels for 1 turn. Yellow offers 2 1HP endures, perfect for pairing with Danu. Additionally, it gives her the sole Intimidating Stance effect that isn't affected by Suppression.
- When Yellow with her innate Hit Survivor, she will have 3 Endures at her disposal. Paired with a Danu and with three skill slots, this means she can potentially have up to 7 Endures.
- Great set of panels, with P1 giving Null Charm, +20% to AC, and -1MP cost to her active. P2 is the main highlight as it gives her Null Mute, lowers the damage dealt of Suppressed enemies by 30% and makes them take 10% more damage. P3 offers 15% to her Phys damage, AC, and Max HP.
|
| Cons |
|
| Notes |
|
| Synergies |
|
|
Nyarlathotep
|
 |
 |
B |
C |
D |
- |
| Pros |
- Demons are revive sealed when they are killed by Otherworldly Force, a strong Force revive-sealing AoE. With 218 magic and innate Force Survivor and Butcher, this skill can hit hard.
- Additionally gains 35% Force damage through panels, further increasing his damage output.
- Applies Gloom to enemies at the start of the 1st turn.
- In addition, while Nyarly is alive, all enemies will take 25% additional damage from Magic and deal 25% less Magic damage, as long as they are affected by Gloom.
- With an absurd four repels, he combos well with Baphomet A or Yggdrasil.
- Offers buff control in P2 when Gloom is applied, helping him contribute even more to the team.
- He is of special note in democalypse prelim rounds, where he adds a 25% damage boost to the entire team.
|
| Cons |
- Has no way to reapply Gloom, so if a unit dies and is revived, the benefits are lost.
- Otherworldly Force isn't a true endure breaker, so it won't always be able to punch through enemies, especially if they have multiple endures or a Bulwark.
- Isn't the tankiest demon, so he will struggle to survive in slower teams, and if he dies, the Magic damage amp on Gloom is lost.
- His damage has completely fallen off, so he is best used as a supporting unit rather than a defensive or offensive one.
|
| Notes |
|
| Synergies |
- |
|
Odin A
|
 |
 |
A |
B |
B |
A |
| Pros |
- Chief God's Rage is a massively overloaded passive, granting 100% crit rate, 20% hit rate, 40% damage boost to damage done by crits, 40% boost to Phys/Elec damage while his team is in Zenith, 40% crit rate received by enemies in Gloom, and at the start of the first turn, puts his team in Zenith and the enemy team in Gloom for 3 turns each. On top of all of this, when striking a weak point, his attacks will not use press turns outside of Democalypse.
- Divine Spear Gungnir is the skill that brings his kit together with it doing either Phys or Elec Physical damage to a single target, chaining an aoe attack of the same element after. This skill also has both Bulwark Pierce and boost levels that go up after use, increasing first the single target damage, and then the aoe damage, doing a massive amount of damage. Since it's physical damage, it can crit, and with 120% innate crit rate, he can easily even crit on the Elec boss in Democalypse.
- As of the current meta, Idun is a popular demon with an Elec weakness, meaning Odin A can obliterate her.
- Panels have a good mix of damage and utility, granting a bit of tankiness while also granting Phys/Elec damage, another +20% hit rate, and a once a turn Charge effect any time his team downs a demon, leading to potential crit + charge situations for even more damage. P3 puts his team into a state of Zenith and the enemy party into a state of Gloom for 1-turn when landing a crit, allowing Chief God's Rage's aura effects to stay active throughout the battle.
- His press turn passive is not prevented by Orcus.
- Can completely trivialize most of the Celestial fights (except Celestial Huang Long) - just equip Divine brands and a 4 MP skill to hit the enemy's weakness, spam it and you win without them even touching you (though it will take a while).
- Incredible synergy with Zeus, who ensures after a cast of Keraunos that the enemy will be weak to elec.
|
| Cons |
- If the foe's weaknesses are covered, his press turn efficiency passive is irrelevant.
- Countered by Shaddai if he can't score a weakness to not use a press turn.
- Needs his team to be in Zenith and his attacks to crit to get most of his damage boosters.
- Is generally only useful in T1 teams for PvP, but 160 Agility and no innate speed boosters limits his speed. Compared to Botis, this is by far his biggest weakness.
|
| Notes |
- Forms the notorious Elec Bros trio with Zeus, Botis and himself.
- Buffed during the 6/19/24 Data Update.
|
| Synergies |
|
|
Okuninushi
|
 |
 |
B |
B |
C |
- |
| Pros |
- Incredibly speedy with 282 agi and +115% battle speed from skills and panels.
- Sword of Izumo is a strong 240BP ST attack that ignores endures and has Remnants, so it will always use only half a press turn. With maxed skill level and Panel 1, it only costs 4 MP.
- Works as a cleanser since he's immune to ailments, and Sword of Izumo cleanses the team after use. This synergizes with Sword of Izumo's Remnants to conserve press turn use, as well as his high agi to ensure he goes first.
- Casts an ATK buff and DEF debuff at the start of his team's every turn. This is the perfect timing for an offensive buff swing in T1, as it comes after "start of the 1st turn" effects.
- Yellow grants a team-wide boost to all magic damage (though not his own), while Purple boosts his own light damage and grants an endure.
- Red grants the rare and powerful AoE Mahamabarion, which is otherwise only available from PvP rewards/exchange. Panel 1's -1 MP to Light skills also makes it somewhat cheap, at 6 MP.
- Hits surprisingly hard if under Concentrate due to innate light or magic damage boosts (total 60% from skills and panels; If Purple then 80%), despite having low MAG.
|
| Cons |
- Hard to sweep in a single turn with Bulwark and Fortify in the meta.
- Low MAG stat.
- Extremely low VIT stat, plus no HP boosts on panels, means he's incredibly frail. This makes it very hard for him to survive against Tiamat A teams, as they often have multiple chains, making even Purple's endure not enough. This also means he'll be the one receiving Camael's Spirit Chains (Indignation) from One Who Sees God unless you manipulate HP values to make someone else take the chains.
- If the team doesn't get ailmented, then he can't get the Concentrate effect from Kunitsukami's Pride. This is especially a problem in Light Democalypse, which does not inflict any ailments.
- Completely overshadowed by Femto as a fast ailment cleanser.
|
| Notes |
- |
| Synergies |
- |
|
Old Ones
|
 |
 |
A |
A |
A |
A |
| Pros |
- Tanky, with +70% innate Max HP (with extra in skill levels and panels) and good hit rate despite his low AGI stat, with Epitome of Interception and Unknown Predator giving a combined +55% accuracy. Gloom spam from Weird Pain also helps tremendously with his aim.
- Unknown Predator increases the MP cost of skills for the enemy party by 2, while also reducing the MP cost of allies' skills by 1MP. In addition, it also casts Spirit Chains of Indignation onto the enemy with the lowest current HP, removes Zenith, and inflicts Gloom on all enemies at the start of the first turn. The enemy inflicted with Indignation will have the cost of their skills increased by EIGHT MP, absolutely stopping them from using any skills at all.
- To add insult to injury, all enemies under gloom will deal -60% less damage. Ally demons will also do an extra +20% damage, letting them sweep with ease.
- Weird Pain is not only one of the funniest names of a skill ever, but also a strong bulwark-piercing physical-Force nuke with an innate +100% crit rate built right in. It also removes 1MP from whoever it hits and inflicts gloom on all enemies when successful.
- Intimidating Stance in yellow helps in a T2 team when going second. Force Avatar ups both damage and accuracy, great for when building him with an offensive build. Drain Force helps in mirror matches when paired with anti-pierce such as Yggdrasil.
- Good panels that offer Null Mortal, an aura effect that increases how much damage enemies take under gloom by 20%, and bonus Force damage/accuracy.
|
| Cons |
- Weird Pain doesn't ignore endures, which can be an issue in PvP.
- Without his P1, he is vulnerable to being swept by Metatron M’s mortal effect.
- Not nearly as handy in Defense, since the opponent is an actual person with the ability to think, that won't waste turns Normal Attacking and will instead pass to pool MP.
|
| Notes |
- |
| Synergies |
|
|
Orcus
|
 |
 |
C |
D |
D |
B |
| Pros |
- Law of Hell denies bonus turns when weaknesses are struck, while Hell's Gate grants AOE damage reduction for each open weakness. This eliminates the need to cover weaknesses for all your demons, allowing them to inherit more valuable transfer skills like Epitome of Fortitude, Recarmdra, Auto-Tarunda etc.
- Good buff control with War Cry and Nocturne in Yellow.
- Panel 4 offers great bulk, something he desperately needed.
- Stacks massive damage reduction.
|
| Cons |
- Hell's Gate damage reduction does not apply to single target attacks.
- Very MP Hungry. Divine brands help with MP costs but reduce his bulk.
- Needs specific team compositions to work well.
- Has no Null Mortal. Consider a Tetraja transfer.
- His only niche is AoE damage reduction—he provides nothing else in terms of damage or further T2 support. Most T1 teams come with enormous amounts of reverse damage reduction, rendering him near useless.
|
| Notes |
- You still receive 1.5x damage from open weaknesses.
- Due to the way Law of Hell is coded, it will also deny bonus turns gained from a Crit if the attacked demon has a Physical weakness. This ironically makes Slime a great partner for him, as Slime has six open weaknesses including Phys.
- Law of Hell will also deny the bonus turn of Remnants if the attacked demon has a weakness to the element used.
- Needs specific team compositions to work well.
- He's especially a great partner for Rahab in the Tournament gamemode, where Orcus' bonus turn null and Rahab's incredible defense against weakpoints means demons without RDR struggle to significantly damage them. This team was used to win the first season of Tournament by player OneSpace.
|
| Synergies |
|
|
Osiris
|
 |
 |
A |
B |
B |
- |
| Pros |
- Bulky, with innate +100% to Max HP from Life Surge and Inventio. Dark Vital in purple grants an extra +20% HP.
- Once per turn, Inventio will revive all downed party members, including Osiris, at the start of own turn and when Underworld Miasma is used, it also generates one extra Press Turn when an ally is revived via a skill. This effect is incredible for getting the party back up and able to countersweep the enemy team if they are not able to win on the first turn.
- As if that wasn't enough, Inventio lets the skill user start the battle with 2 counts of Fortify applied, along with giving a -10% damage reduction effect per count of Fortify applied, adding up to -50% damage received at max effect.
- At the start of enemy turn, Inventio also heals 30% HP of all party members at the start of enemy turn, keeping everyone healthy enough to survive.
- Underworld Miasma is a strong Dark nuke that scales off 30% Max HP, perfect for Osiris, who already wants the extra bulk to support his team.
- If successful, Underworld Miasma will add 1 count of Fortify to the skill user, further increasing both their bulk and damage.
- Good panels that add Null Bind, great for helping Osiris's chains always fire off, extra dark damage and bulk, and a 1-turn Defensive Cry, helping with survivability.
|
| Cons |
- No way to remove revive seal is an issue against Chefei.
- Not fast enough or supportive enough to fit on a T1 team, nor bulky enough and lacks the supportive benefits of most newer T2 units.
|
| Notes |
- |
| Synergies |
- |
|
Ose Hallel
|
 |
 |
B |
D |
D |
- |
| Pros |
- Heavenly Sword puts him in a state of Charge and Might after a single cast. This allows him to deal good damage by spamming it over and over, especially if you have P2 unlocked for the MP reduction. It also bypasses Endures as a bonus.
- Sword of Hallel boosts Phys damage by 20% and gains boost levels if the fight drags on. At the third level, it autocasts Debilitate at the start of turn, which is incredibly valuable for Phys Democalypse Boss Phase. At max level, it provides a 20% Phys damage boost to all party members.
- Can reliably crit for Press Turns thanks to Heavenly Sword constantly putting him in a state of Rebellion.
- Phys Amp in Purple greatly increases his damage output. Teal can be used for Repel Phys if you plan to combo him with Repel Pierce units such as Baphomet A or Yggdrasil.
- Panels 1-3 provide valuable boosts to his hit rate, Phys damage and Max HP. P4 provides 2 1HP endures, and a 15% Phys damage boost aura for his party. Any party members that have a Good Status (such as Charge) will gain an additional 30% Phys boost.
|
| Cons |
- Requires casting Heavenly Sword once to begin the Charge cycle. This mandates one turn of warm-up, which is really risky in the current meta.
- Does not gain Charge and Rebellion if Heavenly Sword misses.
- 200 base damage is low even with Charge and Might given the amounts of Damage reduction and Fortify in the current meta.
|
| Notes |
- In auto-battle against multiple enemies, his AI tends to just use Hades Blast raw instead of charging it first. Due to this, Red is only going to reach its full potential in manual play.
|
| Synergies |
- |
|
Oumitsunu
|
 |
 |
A |
B |
B |
B |
| Pros |
- Monstrous defense with +70% built in Max HP, and a one-time endure. With built in ailment immunity (with the exclusion of Charm), this makes him hard to take down.
- Ounomori Giant doubles down his defense as it gifts a flat +500 to PDEF party-wide aura while simultaneously adding Null Weak/Poison/Curse to his party.
- This protects him against a mirror-match, counters Hathor A’s ailments and reverse damage reduction, and denies Wrath 14 Arioch’s punishing counter effect.
- This is especially great for Heroine teams as it greatly increases their survivability odds against Physical T1 teams.
- At the start of every own turn, he will lower all enemies Phys/Elec Attribute Affinities by 3 levels each for 1 turn, letting his party continuously exploit weaknesses.
- This is particularly important in Wrath 14, as Phys is one of the needed types to damage Arioch.
- Whenever an enemy gets ailmented, Oumitsunu will immediately follow up with a hard hitting AoE that places Oumitsunu into a state of Charge. This effect can activate up to twice per turn, chaining into extreme damage into enemies.
- Izumo Might and all his Chain Effects perfectly scale with PDEF, allowing him to simultaneously build up his bulk and damage. His active will have a chance to inflict Curse/Weak/Poison, perfect for building damage boosters in Wrath 13 or for activating his own Chain Effect.
- Additionally, his active will send his party into a state of Might, letting Physical hits do extra damage in Wrath.
- Good selection of awakening skills, with Earth-Shaking Fist in Red providing a tool for Deceit 14, Auto-Debilitate in Yellow for buff control, Teal to cover his weakness, and arguably his best, God of the Raging Land in Purple which endows him with another +500 PDEF boost alongside a +15% Physical damage boost.
- Great, but not mandatory panels. P2 is the main highlight as it gives Oumitsunu yet another +500 to PDEF boost, while lowering enemy auto cure rate by 25% for Poison/Curse/Weak.
- This is especially great for Wrath 13, as there’s a chance that Curse will carry on onto the next turn and you won’t have to waste a turn applying it.
|
| Cons |
|
| Notes |
|
| Synergies |
|
|
Ouroboros
|
 |
 |
A |
B |
B |
- |
| Pros |
- Strong multipurpose T2 demon, with Eternize providing the rest of the party with a -30% damage reduction effect. This skill also removes Revive Ban, revives all allies, and puts the party into a state of Lydia when Ouroboros is downed, offering heavy pressure on the enemy party, forcing them to down Ouroboros last.
- Eternize inflicts Poison/Bind/Charm/Mute/Curse/Weak on all enemies, removes Repel Magic and puts the user into a state of Concentrate at both the first turn and when Ouroboros is revived via a demon skill. This includes the revival effect from Eternize itself, allowing for her to revive herself and set up for a big hit when downed.
- Boundless Wave changes Ouroboros's basic attack to a Bulwark Piercing, 200BP Almighty attack that inflicts all enemies with the same ailments as Eternize. It also introduces Status Ailment Resonance, where various effects are added based on the number of enemies inflicted with ailments.
- At Resonance Count 1, Boundless Wave fires off extra Almighty damage on all enemies when the user does damage with their basic attack. Resonance Count 2 doubles down and activates it twice per cast.
- Eternal Strife in Yellow is a perfect passive, as it reduces the recovery rate from ailments for the enemy party and increases own party's recovery rate, offering both offensive pressure for the enemy party and support for allies.
- Good panels that offer extra Almighty damage, ailment infliction rate, Null Bind and Null Charm, and an auto Concentrate when downing an enemy.
|
| Cons |
- Weak to Fire unless Teal.
- Her 30% damage reduction does not apply to herself.
- Lacks any form of Null Mortal.
- Not welcomed in a meta filled with Hayataro and Chefei. Hayataro provides party-wide ailment negation, and Chefei’s Sky Field prevents reviving entirely. This has mostly erased her from the meta.
|
| Notes |
- |
| Synergies |
|
|
Pale Rider
|
 |
 |
D |
F |
F |
- |
| Pros |
- Plague's levels and boosts from panels sum to 70% Force damage before transfers. This combined with Auto-Rakunda in Purple makes him great for Force prelim in Democalypse, just transfer him a Force AoE.
- Casts 100%-chance Poison and 10% HP fractional whenever he uses a Force skill, and at the end of his team's turn. This lets him spam Poison rolls to more-consistently set up Pestilence, without sacrificing damage.
- Pestilence deals 50% HP fractional to poisoned enemies the end of the enemy's turn, putting on pressure to either kill him or cleanse it.
- If panel 2, Pestilence will also cast Rakukaja and Rakunda.
- Panel 4 is very similar to Fafnir's Golden Greed and his own panel 3, greatly enhancing poison damage while increasing bulk against poisoned enemies. If Pale Rider is paired with Fafnir, poison becomes a 35% HP fractional per demon turn, and poisoned foes have to take down two tanky poison boosters instead of one. If they fail to take down Pale Rider in that time, the 50% fractional from Pestilence will likely finish them off.
- Perfect synergy with a set-up based sweeper Nergal. Nergal helps by removing barriers, then casting Weak and Poison. If Nergal's Poison doesn't land, then Pale Rider can still exploit Weak through Force-into-Poison casts or the Poison cast at the end of his team's turn. Poison also triggers Nergal's own Meslamtaea passive to grant party-wide Might, and Nergal's panel 4 immediately casts a Phys AoE enhanced by the Might.
- Good AGI and high LUK allow him to work as an Evade Tank. Panel 3 also boosts his evasion a little.
- Gains Debilitate in Yellow, letting him double as a debuffer.
- Great choice for Celestial Gui Xian, as the boss does not reduce fractional damage.
|
| Cons |
- Weak to Elec unless Teal.
- Ailments generally fall flat in late/endgame PvE because of inflated enemy stats.
- Hard countered in PvP by Ailment Cleanser demons and skills, like Daisoujou or Hecate's Lunar Awakening.
- Pestilence only kicks in at the end of enemy's turn, giving them all the time to cleanse the Poison away or just outright kill him.
- Requires a specific team built around him to really work.
- Ailments are no longer effective with Demeter and Maria, and his chains also are liabilities against Demeter. No longer useful in PVP.
- Due to the Anti-Ailments nature of the current meta, Pale Rider-centered teams are extremely unsuited for random matches.
|
| Notes |
- Bosses in Strange Signal are not immune to ailments. For new players, he can be a decent demon to kickstart your Aether farming, since Pestilence's damage is fixed and does not depend on brands or transfers.
|
| Synergies |
- |
|
Pales
|
 |
 |
F |
F |
F |
- |
| Pros |
- Vile Glare provides Intimidating Stance and a Tarunda when paired with another Vile, Drake or Jaki demon. This stacks up to twice, giving you double Intimidating Stance plus Rakunda if you run two other partners instead.
- Cry of the Poor deals Fractional damage at the end of your turn, which is useful for cleaning up Endures. If you have three or more Vile/Jaki/Drake demons alive, it will instead proc twice, letting it break multiple Endures in one go.
- Unlike other racial combos, Vile Glare and Cry of the Poor both work even with just 1 other partner, which allows a lot more freedom in team building.
- With Panel 1 unlocked and a Rallying Survivor transfer, he can stack up to 85% increased ailment recovery, which means a confirmed Turn 1 recovery from Bind and Charm. This allows him to run a pseudo-cleric set with a Prayer transfer. His role as a pseudo-cleric is made even better if Purple, as he gains Epitome of Illusion.
- Panel 2 provides Vile/Jaki/Drake demons with a 15% damage boost aura, while P3 gives them 15% damage reduction.
|
| Cons |
- Weak to Fire unless Teal.
- No innate skills means he relies heavily on transfer skills to do anything at all.
- 300 Fractional damage is a complete joke, and it will end up actually healing a Nuwa team more than anything.
- Since Nuwa’s Suppression is so prevalent, it’s likely his T2 utility will be completely shut down.
- Strict teambuilding requirements-with team members that aren’t that good to begin with-combined with low damage chains make him entirely useless in the current meta.
|
| Notes |
- Surprisingly good synergy with Vile Baphomet A as he helps to fulfill the Vile requirement, while Pales has three Repel and Drain resistances to complement Chaos Seeker.
|
| Synergies |
- |
|
Party Frost
|
 |
 |
A |
C |
C |
- |
| Pros |
- Sets up team-wide Repel Almighty Physical when your demons use Tag, and casts it again when any teammate repels an attack. This can potentially allow blocking multiple enemy attacks, and can completely wall foes that lack magic or piercing.
- Applies 3 counts of Ice affinity down to all enemies when your demons use Tag.
- 20% Ice damage aura for teammates with Repel Physical or Repel Magic.
- When your demons hit a weakness (very likely, due to the 3x Ice affinity down), he follows up with an Ice AoE that applies Revive Ban (up to twice per turn). This chain can build up lots of multiplier in Ice Democalypse prelim.
- Overall, he synergizes very well with Queen Frost in Avarice 14 - his Tag triggers her Press Turn Generation effect, he can maintain Repel Almighty Physical, and he boosts the team's damage with his Ice aura, affinity downs, and weakness chain.
|
| Cons |
- Pierce bypasses Repel Almighty Physical.
- Has no active attack, so he'll need a transfer. (Red is not worth it, his kit revolves too heavily around Tag to consider non-Yellow colors).
- The AI in Democalypse will not cast Tag, meaning he can't trigger his Ice damage aura.
- No Ice Pierce.
- Weak to Fire.
|
| Notes |
- Event Only, and it's unknown if he'll be rerun.
- No panels.
|
| Synergies |
- |
|
Party Moh Shuvuu
|
 |
 |
A |
D |
D |
D |
| Pros |
- High AGI, so she can make good use of Speedster for higher battle speed.
- Fortune's Wind Pressure deals Bulwark-piercing Force damage with Remnants to a single enemy, chaining into an AoE and a team heal.
- Good MAG stat means she does good damage and healing.
- Force damage aura for the team. Also automatically applies Zenith every turn, and offers an all-damage aura to teammates that have Zenith.
- Removes debuffs when a teammate uses a Force skill (or when she dies).
- Panel 1 gives Mute/Bind/Charm immunity for herself, and using Fortune's Wind Pressure cleanses the team of all ailments except Poison and Weak. This, combined with her high agi and Bulwark-piercing Force attack, should make her an effective Cleric for Sloth 14.
- Panel 2 adds a free 1-turn Debilitate cast when any team member heals (or when Moh dies).
- Void Dark Zones + Dmg Panel Immunity for Aura Gate.
|
| Cons |
- No innate speed boosts. Does not have Speedster innately which in turn consumes a skill slot.
- Weak to Fire and Dark. The Fire weakness is especially a problem in Sloth, as Lucifer has Trisagion.
- Zan is a wasted slot. Fortune's Wind Pressure is better in every way except MP cost.
- If Moh has Divine brands, or any other effect that makes her regen 4 MP per action, then she can fall into a loop of spamming Zan (since it costs 4 MP) instead of cleansing. Therefore, try to avoid having Divine brands or similar effects active on her.
- If she regens 5+ MP per action though, then there's no issue. The problem is when she recovers exactly 4 MP.
- Transcending to swap out Zan is a more-permanent option, but absurdly expensive.
- Does not cleanse Poison and Weak. These are not very debilitating statuses on their own, but certain demons or PvE bosses have special effects that build off them.
|
| Notes |
- Last Resort: Gale can potentially be used to activate "on ally death" effects on demand. But it's not very useful on its own.
- Underwhelming awakening skills.
- If Red, the AI will cast Last Resort: Gale as soon as possible. To completely prevent using it, you'll need to shift her color.
- She can be obtained from the Dx2 Duel exchange, and this shop also sells spirits to panel her. This makes her the most-easily-obtainable Cleric for Sloth (just make sure she has panel 1).
|
| Synergies |
- |
|
Party Mothman
|
 |
 |
B |
F |
F |
F |
| Pros |
- Fortune's Gale is a Force AoE that pierces Bulwarks and gives him Might with every cast, ensuring he can crit frequently.
- At the start of a boss fight, gives the party a 1-turn offensive buff swing and an extra press turn, as well as giving himself Might.
- Whenever he gains Might, he inflicts Bind and Weak to all enemies, up to 2 times per turn.
- If any enemies become Bound, then they receive a follow-up hit of Bulwark-piercing Force damage.
- 50% Elec damage reduction for his team.
- With panels 1 and 2 unlocked, he can act as a cleanser and Weak ailmenter for Brands of Sin: Wrath.
- However, he will still need an ally to set up Curse afterwards.
|
| Cons |
- Weak to Force.
- Fortune's Gale will spend Might on its weak 50-power AoE starter, rather than the 100-power AoE follow-up. Since Mothman doesn't have innate crit rate boosters, the 100-power AoE will probably fail to crit.
- Brands of Sin: Wrath applies 50-80% damage reduction to attacks other than Phys or Fire, and 40-150% damage reduction to attacks that aren't critical hits. This, combined with the Might-spending issue, means Mothman probably won't deal much damage with his Force attack. In Wrath 14, the 100-power follow-up will most likely deal 0 damage.
- He is only immune to Poison, Curse, and Weak specifically, and only cleanses those ailments, so he's not useful as a general-purpose Cleric.
- Bind generally doesn't work on bosses and in higher-end PvE.
|
| Notes |
- For Wrath, Oumitsunu is better in every way. The only advantage Mothman has is availability.
- Mothman can be obtained from the Dx2 Duel exchange, and this shop also sells spirits to panel him.
- Bind's inclusion seems to just be a flavor thing, possibly referencing how normal Mothman has a Bind skill.
- Underwhelming awakening skills. They just seem to be a reference to normal Mothman.
|
| Synergies |
|
|
Party Pixie
|
 |
 |
B |
D |
D |
- |
| Pros |
- Fortune's Kiss gives the party Luster Candy + Lydia, and has infinite uses. This is essentially an active version of Halo of Hallel, offering great sustain for longer fights. What's more, it can be cast immediately unlike Halo of Hallel, which needs to ramp up its Boost Levels first.
- Super high AGI, so she's a great Speedster user to enhance your Battle Speed.
- Immune to ailments and has a cleanse skill, so she can work as a cleanser. Her high AGI synergizes with this, helping ensure she acts first in the party, and making her less reliant on Lead Brands.
- +2 MP per turn for herself, so she shouldn't have MP issues. This combined with no weaknesses vastly opens up her build options, though she should not pursue dealing damage.
|
| Cons |
- Her native cleanse is only single-target, so she will need a Prayer transfer to compete with native full-party cleansers like Daisoujou. Silent Prayer, while a more-budget option, will remove Lydia.
- Lydia heal procs upon each demon's action, as opposed to immediate heals such as Barong Dance. So if your demons don't cycle around turns after getting Lydia, then they don't get healed.
- Her stats other than AGI are terrible - no bulk, no damage. This also means Fortune's Blessing won't heal for much, due to her low MATK. (But Lydia isn't hindered by this)
- No innate speed boosts. Does not have Speedster innately which in turn consumes a skill slot.
- Megidolaon is a wasted slot (aside from memes) due to low MATK.
|
| Notes |
- Event Only, and it's unknown if she'll be rerun.
- No panels.
|
| Synergies |
- |
|
Pendragon
|
 |
 |
C |
C |
C |
- |
| Pros |
- At boost level 1, Dragon Chief fires off a 60BP Ice or Force attack on all enemies when an ally strikes a weakpoint. At boost level 5, it is upped to 80BP, letting Pendragon work as a fantastic Ice/Force prelim unit.
- This skill also increases damage when hitting a weakpoint by 20% per level, capping off at an incredible +100% damage against weaknesses. Combined with innate Butcher, Pendragon's sheer amount of damage boosters make him a prime choice for Ice/Force democalypse.
- Ruler of the Skies is the glue that brings this kit together, as it inflicts Ice or Force damage to all enemies and increases the boost level of Dragon Chief by 1 if successful, solidifying his role as a prime democalypse player.
- Strong panels that further boost his utility. With P1 and P3 offering +20% and +30% to Ice/Force damage respectively, and P2 dealing Ice/Force damage to the enemy party when Ruler of the Skies is used.
- Dragon King's Pride is the perfect awakening skill for Pendragon, offering the rest of the party +20% damage when attacking a weakpoint, letting the rest of the party hit harder during democalypse. Dragon King's Rage in red is a cheaper, single-target Ice/Force nuke with Bulwark pierce. Solar Downfall offers debuffs on the first turn, helping out with buff control.
|
| Cons |
- While still great for democalypse, his lack of Bulwark pierce outside of Dragon King's Rage, no offensive buff swing, and no extra effects like Queen Mab and Ame no Futotama greatly decrease his usefulness for both PVE and PVP.
- Bulwark pierce only being on Dragon King's Rage means that Pendragon's potential use in Sloth 14 as a Force sweeper is nonexistent.
|
| Notes |
|
| Synergies |
- |
|
Peri
|
 |
 |
S |
B |
B |
- |
| Pros |
- A demon hand-crafted to bolster any Fire-based Team as Illusory Dream grants her Fire Pierce and automatically applies 2 counts of Corrosion on all enemies at the start of her turn. While enemies are under corrosion, they will receive 40% more Fire damage and deal 20% less damage.
- In any Brands of Sin: Stage 14, she provides an additional 40% Fire reverse damage reduction (equating to a staggering 80%!) while also reducing enemy HP recovery by 50%. Additionally, she has a 25% chance to add an extra item at end of battle.
- When paired with a Mithras, Fionn mac Cumhaill, and another support Peri, the team will reach a MASSIVE 240% Fire reverse damage reduction boost.
- Beyond her powerful damage support, she also provides Clerical support by automatically cleansing all ailments when it becomes a party member’s turn to act, while also applying 1 count of Fortify on the party. Since she innately Nulls Bind, she functions as a perfect cleanser in Sloth 14.
- Flame Aether lowers Fire Affinities by 3 levels, while also removing Bulwarks from all enemies. This makes her invaluable for maximizing Fire team damage, particularly in Brands of Sin: Avarice as well as for non-Bulwarking piercing units in Vanity 14 and Sloth 14.
- To further solidify her role in Avarice 14, she begins the battle with a Repel Physical (+Almighty) effect, allowing her to reflect Kali’s first attack.
- Fire Sorcery in Red allows her to synergize in Deceit 14 as well, as it is a random-targeting skill that also lowers Fire Affinities by 3 levels. As a plus, it costs 1 MP less than Flame Aether.
- Auto-Debilitate in Yellow and Tar Flexi in Purple allow her to provide valuable Buff support in Democalypse.
- While having good panels that enhance her Fire damage, and a party-wide general damage boost in P2, they are not mandatory for her effectiveness.
|
| Cons |
- Her 80% Fire damage reduction effect is only available in Brands of Sin: Stage 14, therefore she will only have 40% everywhere else, such as in Democalypse.
- Due to the timings of her Chain Effects, she is mostly useless in a PvP meta with Spirit Chains of Suppression running rampant.
|
| Notes |
- Her additional Item drop effect will not activate if used as a Support demon.
|
| Synergies |
|
|
Queen Frost
|
 |
 |
A |
C |
C |
- |
| Pros |
- Completely trivializes Avarice 14 due to her Almighty-Physical repel effects, helping her party survive.
- In addition, while Queen Frost is alive, all allies take -20% damage and -50% chance of receiving a critical hit while in a state of Repel Phys, further increasing her party's survivability.
- Frost Queen casts a 1-turn Almighty Tetrakarn and puts the user into a state of Concentrate at both start of own turn and when an Almighty skill is repelled. This lets Queen Frost to quickly set up the necessary damage reduction needed for Avarice 14.
- Frost Comet restores 2MP to the party while Bulwark-piercing with Remnants. Tarukaja is the icing on the cake. This lets her act as both an MP battery and buffer, perfect for Avarice 14, where you want all party members to be casting their skills.
- Good awakening skills with Ice Amp being a good pick for extra firepower, and Tag being useful for triggering Frost Queen's Press Turn generation.
- Panels offer extra Ice damage, HP, Null Charm and a +20% damage aura to the party while under Tetrakarn.
|
| Cons |
- Frost Queen's Press Turn generation being locked behind using Tag hinders its usefulness, as it is incredibly difficult to use in Democalypse.
|
| Notes |
- |
| Synergies |
- |
|
Queen Mab
|
 |
 |
B |
C |
C |
- |
| Pros |
- Queen of the Night removes barriers and casts Tarukaja at the start of turn, in addition to firing off a 60bp bulwark-piercing Fire/Elec attack to all enemies and casting Rakunda any time another party member acts. This passive also gives Fire Pierce, Elec Pierce, +15% to both Fire/Elec damage (or +25% when maxed out), as well as granting the party (including herself) another +25% Fire/Elec damage, making Queen Mab a democalypse beast.
- Cuailnge is a hard hitting AOE magic attack with 180bp and Bulwark Pierce, which picks between either Fire or Elec damage. It also casts Concentrate when successful letting your next hit from Queen of the Night hurt bad.
- Incredible amount of innate damage boosters, with +20% from Merciless Blow, +35% from Queen of the Night (another +10% in levels), and +25% from purple's Sage of Slaughter, letting Queen Mab hit like a truck.
- Panels offer even more damage boosters and effects, with P1 granting +20% to Fire/Elec damage, P2 activating the damage dealing/Rakunda portion of Queen of the Night when its Queen Mab's turn to act, and P3 granting ANOTHER +30% Fire/Elec damage.
- Null Charm-Poison in yellow offers better protection against ailment teams, while Sage of Slaughter is good for more firepower.
- Can be devastating in PvE for how many attacks she can dish out. Demons like Zeus and Adramelech also greatly increase her utility since they can open up Fire/Elec weaknesses.
|
| Cons |
- Constant AoE attacks can be an issue in PvP, since Idun can revive an enemy that was knocked down and not revive sealed, potentially undoing your progress.
|
| Notes |
- |
| Synergies |
- |
|
Quetzalcoatl
|
 |
 |
B |
C |
C |
- |
| Pros |
- Ce Acatls' Return is an incredible resurrection spell that brings all fallen party members back to life, casts a 3-turn Luster Candy and puts Quetz into a state of Concentrate. When maxed and with Panel 2, it only costs 4 MP to cast.
- Panel 1 provides Fire/Force/Light Pierce, letting him spam his innate skills without worry. Furthermore, it will increase damage dealt by these skills by 25% and grants him a 30% boost to his Max HP, letting him survive the harsher battles in PvE.
- Panel 2 additionally allows all the Dragon members in his team (including him) to recover an additional 1 MP when it becomes their turn to act, while increasing their damage dealt by 20%.
- Panel 3 will cast a Lydia on his party when he uses Ce Acatl's Return, and whenever he uses a Magic attack, he will recover 2 MP to himself and will add a count of Fortify. This greatly helps sustain his MP as his innate skills have a rather high cost.
- Panel 4 increases Ce Acatls' Return's usage limit to 3, and automatically removes Revive Ban from the team at the start of his team's turn. This allows Quetz to immediately and repeatedly revive and buff allies when it gets to his turn, giving him a role similar to Maria. He's also the only fusible source of Revive Ban cleansing.
- This panel will also grant his team an additional Press Turn Icon once per battle whenever a party member (including Quetz) is revived.
- Mahamadyne in Red benefits from the Light Pierce in P1 and the panel damage boosts. Repel Phys in Teal pairs well with Pierce Negation units such as Baphomet A.
|
| Cons |
- High MP costs.
- Weak to Dark.
- Low Magic stat hinders his AoE potential, despite having good spells and panels.
- Overshadowed completely by Heroine and Maria.
- Ce Acatls' Return has to be cast manually.
- The timing of his revive-ban cleanse is easily stopped when facing a Spirit Chains of Suppression demon, rendering him useless for this in PvP.
- Since revive-ban cleanse is at the start of his team's turn, if one of your demons somehow gets revive-banned in the middle of your turn, you have to wait for your team's next turn to cleanse it.
- Lack of Null Mortal and only a 30% HP boost means he's unlikely to be the last-man-standing to revive the rest of his team.
|
| Notes |
|
| Synergies |
- |
|
Quetzalcoatl A
|
 |
 |
B |
B |
B |
- |
| Pros |
- Has full Fire Pierce and Fire Amp by default, plus Butcher in Purple.
- Aztec Pulse is a strong ramping fire aoe, starting at 120 BP and ramping up to 160, while also casting Tarunda and Rakunda. As it gains boost levels, it gains Remnants and Endure pierce. Additionally, with P4 it will revive a teammate with 50% HP twice.
- Ce Acatl grants him 30% HP, Null Mortal, a free revive twice per battle, while refunding the Press Turn lost from his death, and giving his team a one turn Luster Candy. This means if a team fails to sweep his whole team, he'll always come back the next turn.
- Additionally, when he gets a kill, he grants his team a 20% HP Bulwark, heals 30% of their HP, and removes all revive bans. This gives him decent support utility.
- Red gives him access to discounted Trisagion, useful versus Fire Anti-Pierce.
- His P1 grants Null Bind, and P3 grants a unique effect where every time a teammate gets a kill, he will do a 100BP fire chain and remove all revive bans.
- Works as good bait for Camael's chain effects.
- Has good synergy with The 10th Angel, as leaving Quetz as frail as possible will cause her to fire off a Rejection. Running him in Yellow and using Recarmdra is another way to trigger this.
|
| Cons |
- Needs ramp up before he has remnants unless he has Panel 2, meaning it's not always easy to place him in turn order.
- Has trouble piercing through Demeter bulwarks without heavy investment.
- Fire anti-pierce will wreck his day.
|
| Notes |
- As the Press Turn count is determined at the start of the round, Ce Acatl's Press Turn generation only cancels out the lost Press Turn from his death.
|
| Synergies |
- |
|
Rahab
|
 |
 |
A |
A |
A |
A |
| Pros |
- Enemy of God grants party wide damage reduction by 12% for each weak point when their weak points are struck, along with Tarukaja+, Rakukaja+, and a party-wide Might every time a unit on either team strikes a weak point. Additionally to these party passives, the skill grants 50% damage reduction to Rahab when his weak points are struck, along with 50% boost to HP and accuracy, Null Bind/Mute/Charm, and Ice Pierce.
- This means that with a max of 5 weak points in the party, this caps at a party wide 60% weakness damage reduction-and for Rahab himself, it accumulates into a massive **110%** damage reduction. This makes him an insane tank when facing units with Affinity Decrease, such as Flynn.
- His Order Crest will apply 2 counts of Fortify on the party and 2 counts of Decay on the enemy team every other time that a party member's weak point is hit. This is amazing for spamming Fortify alongside Nuwa, while also crippling offensive threats such as Flynn, Nemhain, and Lahmu.
- Sea Dragon's Fury is a 250 BP Physical Ice attack with 100% Critical, that has a similar stacking boost mechanic to Mantra, where every buff skill used by the party adds 10BP up to 15 times. This skill also ignores endures and counters. As a follow up, it will lower the Ice Affinity of all enemies by 3 levels, ensuring they are weak to it the next time Rahab attacks.
- Intimidating Stance in purple helps solidify his role in tanky slow teams, and pairs perfectly alongside a Lahmu.
- Strong panels: P1 grants 3 1HP endures, 15% to Ice damage, 20% to HP, and a MP reduction to his active. P2 grants his party bonus damage when hitting weak points and even more damage reduction when their weak points are attacked by 15% for each. P3 lowers counts of Spirit Chains of Intimidation received by 1, and Indignation by 2, another 20% boost to Ice damage and accuracy, and follows up his active with 3 40BP single-target Ice hits. P4 allows Rahab to start battle with 2 counts of Fortify, and double Press Turn retention.
- Force Weakness helps him tank Summon: Koga Saburo, meaning he'll be taking massively reduced damage from the meta's biggest attacker.
|
| Cons |
- No Null Mortal makes him vulnerable as a tank.
- No innate Critical rate boost.
- Not the best awakening skills.
- Highly reliant on having all panels unlocked to be competing at top level in the current meta.
|
| Notes |
- |
| Synergies |
|
|
Raidou Kuzunoha & Gouto
|
Any |
Any |
S |
S |
S |
SS |
| Pros |
- By introducing Special Damage, attacks that completely ignore the enemy’s defenses and damage reduction effects while simultaneously having guaranteed accuracy, Raidou cements himself in the meta as the ultimate offensive threat, undaunted by imperative defensive units such as Heroine or Vanitas.
- His passive, Kuzunoha Spirit, adds Phys and Force Pierce, Null Bind and Null Mute, reduces received counts of Spirit Chains of Suppression and Intimidation by 1; and increases Raidou’s damage dealt by an outstanding 70% and lowers his damage received by 50% while he’s at or above 61% HP. Furthermore, he has a double Press Turn Retention effect that helps his team get more actions per turn.
- At the start of the 1st turn, he will fully heal himself in case he sustained Devil Connector damage, and casts a 1 turn Tarukaja+ and Rakunda+ to neutralize Nuwa’s Tarunda+ and Heroine’s Rakukaja+. He also has Mute at his disposal, which he will inflict with a high 80% chance after removing all of the enemy’s Barriers.
- Mute is super important, as if his team is out-sped by a hyper-offensive team, they can have their active skills sealed so that Raidou’s team can have a chance at reverse sweeping.
- Despite being a potent offensive unit, he can also be run midrange or defensively, as he has a Chain Effect reminiscent of Golden Apple, which allows Raidou to revive a random fallen ally when they are downed with 50% HP twice per turn.
- Unlike Idun, this will always activate as he is unaffected by Nuwa’s Suppression.
- Unprecedentedly, Summon Yoshitsune uses 30% of Raidou’s current HP as the activation cost of this skill instead of MP. It inflicts 100BP Phys-Special type damage on one enemy while lowering their Phys Affinity by 3 levels, then proceeds to do another 8 hits of 35BP to break through any and all endures the enemy might have. Altogether, this is a 370 BP skill that ignores all defensive measures and is sure to decimate any and all that stand in its way.
- In case he is low on HP, he can also use Summon Moh Shuvuu to deal a single-target 150BP Force-Magic attack with Remnants on one enemy, which will lead into a 140BP AOE, a 30% HP heal for Raidou, and a cast of Luster Candy. The heal is essential for topping off Raidou’s damage boost and damage reduction auras.
- To bolster his T1 kit, Physiostorm's Gleam in Red boosts Raidou’s Phys and Force damage by 30% to make Summon Yoshitsune deal even more damage, while Destructive Roar in Yellow provides a Rakunda+ when a party member downs a demon and lowers the enemy’s recovery rate for Mute by 50%.
- If chosen to run midrange or even T2, Epitome of Fortitude + in Purple offers a 25% boost to his Max HP and lowers the Critical hit rate on incoming Physical damage by 55%, while Defensive Survivor+ in Teal offers two 100 HP endures (which makes 3 endures with his innate Phys-Force Survivor) and a start of the 1st turn Chain Effect that casts a defensive buff swing with Rakukaja+ and Tarunda+.
- Panels are not mandatory but offer amazing benefits so players can strive towards them. P1 increases Battle Speed by 20%, increases his Phys and Force damage by 15%, and increases his ailment chances by 20%. P2 is the most tantalizing as it offers Null Mortal, a 20% boost to his Max HP, and casts Tarukaja+ whenever it becomes Raidou’s turn to act. P3 offers the standard 15% boost to his Max HP and damage, but also another 20% boost to his ailment chance.
|
| Cons |
- Susceptible to being Charmed.
- Despite having the highest Ag in the game, he lacks any innate Speed boosters outside of P1, meaning he won’t actually boost his team’s Battle Speed for as much.
- Even if P1, the 20% boost isn’t much so he’ll still require additional speed boosting transfers.
- Special attacks cannot Crit, nor can they be boosted by Charge or Concentrate. They will also not be affected by Physical or Magic boosters, such as Epitome of Carnage or Epitome of Wisdom 2.
- Lack of landing Critical hits and Remnants will mean that Summon: Yoshitsune will consume a full Press Turn Icon after using up the Press Turn Retention effect (unless striking a weak point).
|
| Notes |
- When his current HP is lowered or Decayed to 1, he won't be able to cast Summon: Yoshitsune.
|
| Synergies |
|
|
Rama
|
 |
 |
D |
D |
D |
- |
| Pros |
- One of only few demons that can Anti-Pierce through Drain, and thus an amazing choice for Drain Teams.
- Brahmastra is a three-hit Almighty skill that functions as an Endure-breaker.
- Good base stats and no weakness allow him to fulfill a variety of roles, be it support or sweeper. Yellow Rama can function as a good support demon with discounted Luster Candy, whereas Purple gives him Ice Pierce which lets him sweep with Mabufudyne.
- Panels 3 and 4 combined offer a 2 MP discount to all AoE or random-target skills, while Panels 1 and 4 combined increase those skills' damage by 65%. This alongside a high MAG stat allows Rama to act as a strong generalist in Democalypse.
|
| Cons |
|
| Notes |
- Teal gives him Drain Ice, which pairs well with Drain Pierce and can be used to cheese certain difficult PvE content, like Hell's Park Floor 100 and Celestial Gui Xian.
|
| Synergies |
- |
|
Raphael
|
 |
 |
B |
C |
C |
- |
| Pros |
- Very effective cleanser for Sloth 14 - his Tailwind cleanses the party's ailments, plus he's immune to Bind, Charm, and Mute, ensuring he cannot be stopped from using it. Tailwind also pierces Bulwarks, letting him contribute to damage dealt.
- Tailwind will also revive one fallen ally at random with 50% HP up to 6 times, given that he is not afflicted with Suppression. The revive effect becomes more threatening the more Archangels are on your team.
- P1 increases his overall damage dealt, while P2 lowers the Force affinity of all enemies by 1 level if there are 3 or more Divine/Heralds alive on your team.
- P3 grants a 40% Light/Force damage boost to Divine/Herald party members, as well as an additional Press Turn to the team whenever Raphael is revived from a demon skill.
- P4 deals a little extra damage and gives him Concentrate when entering a boss battle.
|
| Cons |
- In Sloth, he might not consistently use Tailwind to cleanse unless the enemies are weak to Force (via Force affinity down).
- Raphael can provide this himself at p2, but you'll need to bring 2 other angels to activate it.
- Alternatively, his Yellow archetype offers Prayer as another method of cleansing.
- If using him for anything other than cleansing, he'll need a team built around him to work well.
- God's Blessing does not deal damage, unlike Uriel and Gabriel's passives.
- Panel 4 only works against bosses, making it useless in PvP. This, combined with the high cost of P4, makes it a very questionable investment.
- His healing, DEF buff, and ATK debuff chain effects are all defensively oriented, however he is somewhat fast and lacks bulk - a role mismatch.
- Weak to Dark unless Teal.
|
| Notes |
|
| Synergies |
|
|
Red Rider
|
 |
 |
D |
F |
F |
- |
| Pros |
- Good STR and decent AGI and LUK means he will hit hard without much Accuracy issues.
- Savage Glee, Bloodshed, and panels add up to an impressive offensive boost of 50% Phys damage, 60% crit rate, and 30% crit damage.
- Blade of Terror deals consistent Fractional damage based on enemies' current HP, unaffected by buffs. It will also bypass the accuracy check since it is a fractional skill.
- Blade of Terror has high AOE Bind chance when maxed and panel 4 (40 + 20 + 15 + 30 = 105%), and can be used Turn 1 due to its low MP cost (4 MP when max level and panel 2).
- After the fractional hit and Bind, Blade of Terror follows up with a piercing Phys AoE with 50% crit rate (when combined with the above passives and panels, it has 110% crit rate). As it is a chain effect, you will not lose Press Turns even if you hit into NDR, similar to Atavaka's Enemy Annihilation chain.
- Blade of Terror also casts Sukukaja and Sukunda if panel 2, helping accuracy and evasion.
- Panel 4 grants him Charge upon any party member killing an enemy, similar to Zaou-Gongen and Yoshitsune's panel 4 effects.
|
| Cons |
- Blade of Terror falls off later in the fight as it is based on Current HP (and is capped against late game targets in PvE).
- Since Blade of Terror's Phys AoE is a chain effect, it will always use one whole press turn, even if it crits.
- Weak to Ice unless Teal.
- Demeter and Maria preventing ailments, along with Demeter's bulwark make Red Rider extremely unsuited for pvp currently.
|
| Notes |
- Buffs and damage boosts only work on Blade of Terror's Phys chain, and not the Fractional damage.
|
| Synergies |
- |
|
Sabaoth
|
 |
Any |
B |
D |
D |
D |
| Pros |
- Has midrange potential with Sabaoth's Voice giving him differing effects depending on whether or not his team goes first or second, removing 2 MP from the enemy if they go first and inflicting weak, or giving his team 2 MP if he goes first. Additionally, he gets a Concentrate effect at the start of the round, and opponents afflicted by ailments do 30% less damage.
- Sanction not only binds and does 120 BP Force damage that ignores endures, but also has remnants effect and generates a press turn if used on a bonus turn, once per turn. This makes him an extremely powerful unit in Democalypse.
- Offers minor damage reduction to his team with P2, making them take 15% less magic damage.
|
| Cons |
- Doesn't really offer much when used in midrange or T2 teams. He isn't particularly tanky and doesn't offer utility like Krishna and Inanna neutering press turn generation, or Vanitas counter sweeping teams.
- Is extremely slow for T1 teams, with only 200 agi after full infusion.
- Only really hits hard once, because once the Concentrate effect is gone, Sanction is a 120 BP nuke and Godly Judgement being almighty is hard to boost. Inanna only aggravates these problems.
- Other than democalypse, is often just a subpar choice and rarely the best choice for a team.
|
| Notes |
- |
| Synergies |
- |
|
Samael
|
 |
 |
F |
F |
F |
- |
| Pros |
- Panel 3 is insanely powerful, providing free Barrier Break and Makara Break at the start of the turn without consuming Press Turns.
- God's Malice is very good to lock down a single target with multiple Ailments.
- Panel 4 casts a mini version of God's Malice at the end of his team's turn (10% chance instead of 30% chance for the four ailments).
- Infinite Chakra helps to reduce MP requirements, allowing him to spam God's Malice.
- Great set of Panels that provide additional Ailment Infliction, reduce MP costs and the aforementioned breaks. Easy 4x4 fusion paths make him a good Panel 3 goal to strive toward.
|
| Cons |
- Weak to Elec.
- Countered very hard by Daisoujou clearing his ailments and punishing him for using Charm.
- Middling AGI hurts Battle Speed for fast Ailment teams.
- Demeter and Maria's presence in the meta severely hamstring his usage.
|
| Notes |
- Mana Aid is a great transfer skill.
- Compared to Nergal, Panel 3 Samael gives you better Press Turn efficiency, but in return all your other demons will require some degree of Ailment Infliction from brands or transfers. Weigh the extra Press Turn versus stat flexibility carefully.
|
| Synergies |
- |
|
Samyaza
|
Any |
 |
C |
D |
D |
- |
| Pros |
- Path of the Mage is both an offensive and supportive passive, reducing the innate cost of his Thunder Reign by 1, giving him Force and Elec pierce, 20% boost to both Force and Elec, and reducing the cost of his entire team's magic, ailment, support, and healing skills by 1, allowing his entire team to work better against MP removal.
- Thunderforce allows Samyaza to once a turn chain a free Thunder Reign after a teammate (including himself) casts an elec skill, and a free Killing Wind after a teammate casts a force skill. This allows him to rack up damage as his team sweeps. The levels on this skill further increase his elemental damage.
- Each awaken skill has its own use, depending on the situation.
- Well focused panels that increase his damage output, reduce his costs even further, and increase his battle speed.
- Two innate repels and a third in teal can help him cheese PvE content.
|
| Cons |
- Not the best pick for PvP, because HP totals are so inflated that the additional force and elec damage just isn't enough to take down tanks.
- As his chain effects will hit random targets when he's on defense, he can't focus a specific target down when he's not being played manually on offense.
- Two weaknesses is a liability. Additionally, his teal awaken skill covers neither.
- While he's got decent agility, and a little speed in his panels, he's far from as fast as the fastest demons in the game, meaning he can easily get outsped.
|
| Notes |
- |
| Synergies |
- |
|
Saturnus
|
 |
 |
A |
A |
A |
S |
| Pros |
- Golden Age's Ruler bestows Saturnus with Fire Pierce, immunity to Bind and Mute, a 50% boost to his HP, a 100% Critical hit rate, and will reduce incoming Spirit Chains of Corrosion counts by 1. To solidify his role as a flex unit, he increases his party's hit rate and damage dealt by 20% and makes them receive 40% less damage, while at the same time making enemies receive 20% more damage. Additionally, whenever he uses any Fire skill, he will give his party an additional Press Turn Icon.
- His Super Reaction will fully heal him when he receives the first Magic attack in a battle, and everytime he is hit with Magic he will inflict Bind and Mute with a 80% chance on the instigating enemy.
- This allows Saturnus to work as an anti-Metatron M T0 team, as he will heal the first hit, and will immediately Bind and Mute Metatron, preventing him from firing off his 2nd hit.
- Like Peri, Saturnus also boasts additional exclusive effects in any Brands of Sin 14 Stage. He mirrors Peri's additional 25% chance to add a item drop, and makes all enemies receive a nasty 40% more damage from Physical attacks.
- Shooting Star of Golden Flames is a single-target 250BP Fire attack that pierces Bulwarks, grants a 15% HP Bulwark to his party, and then proceeds to put Saturnus in Charge and Might. This attack scales off PDEF, allowing Saturnus to fully invest in his bulk without needing to forego damage.
- His passive and active allow him to act as the perfect Wrath 14 bot, as he will make Arioch take 40% more Physical damage, Bulwark his team and reduce damage received to ensure that they won't die to his onslaught, but will also deal INSANE amounts of damage thanks to his Charge and Might applications. As his active ignores Counter effects, this allows Saturnus to dodge Arioch's punishing ailment-inflicting counter. Combined with an Oumitsunu, they can both easily clear the stage in under 5 minutes.
- Flare Impact in Red allows Saturnus to help clear Deceit 14, Master Assassin in Purple increases his overall damage, and Null Ice in Teal helps block his weakness. However, Golden Blessing in Yellow is his best as it allows him to endure thrice with 1 HP, restores 1 MP to all party members after he uses his active, and inflicts a 100BP Fire attack that reduces 1MP on all enemies the first time he dies in battle.
- With his innate Fire Survivor, this gives Saturnus up to 4 endures if Yellow, making him really hard to take down without multi-hits or Endure pierce.
- Good set of panels that offer a 1MP reduction to all Fire skills with a 20% HP boost in P1, and an extra 20% boost to his Fire damage and HP in P3. P2 is the best as it gives him immunity to Charm, a flat 500 boost to his PDEF, and casts a Luster Candy whenever his active is used.
|
| Cons |
- Weak to Ice unless Teal.
- No Null Mortal.
|
| Notes |
- His Press Turn generation will activate even if his Fire attack misses or is NDR'ed.
|
| Synergies |
- |
|
Schierke
|
 |
Any |
C |
F |
F |
- |
| Pros |
- The only unit in the game with quadruple pierce in Panel 1, gaining Fire/Ice/Elec/Force Pierce.
- Summon Elementals debuffs a fixed stat depending on Element. The Rakunda effect from Fire Elemental Summon makes her particularly good for Fire Democalypse.
- Access to three elements (four if Red) and innate Mana Aid makes her a useful PvE and Democalypse sweeper.
- Gains a variety of supportive effects in her panels, granting team Fire/Ice/Elec/Force damage, Barrier to her team, along with Fire/Ice/Elec/Force pierce and damage, weak point damage, and a end of turn Concentrate effect for herself.
|
| Cons |
- If the enemies don't all have the same elemental weakness, then you are at the AI's Mercy as to which Element gets cast.
- Summon Elementals is only usable once every two turns.
- Both her skills have levels, making her a very costly investment Kasane-wise.
- No Pierce on Elemental Magic and Red's Thunder Reign unless panel 1.
- No Bulwark Pierce.
- Pretty much hard designed for Democalypse and PVE, and even in Democalypse she doesn't compare to the higher level Hachiman teams.
|
| Notes |
- |
| Synergies |
- |
|
Seraph
|
 |
 |
B |
F |
F |
- |
| Pros |
- Very high Magic stat, combined with Garden of Eden and Merciless Blow it lets him hit weaknesses hard.
- Innate Trisagion and Thunderclap deal massive damage when targeting weaknesses.
- Ideal for Democalypse boss: Garden of Eden casts Offensive Cry at the start of a boss fight, and grants a team-wide damage aura when hitting weakness. Panels increase his damage further, ramping up across the 3 turns of boss. At panel 4, he also generates an additional Press Turn as icing on the cake.
- Can be used in an Archangels team if banking solely on Uriel and Gabriel's passives.
|
| Cons |
- Only obtainable through Democalypse grinding.
- High MP costs make him unsuitable for anything outside Democalypse.
- Weak to Ice.
- No pierce.
|
| Notes |
- The best way to build him for both Democalypses is by focusing on one element (most likely Light, see below) by transferring its respective Enhancement skill (ex. Light Enhancement) and Master Assassin. As the +10% damage to weak points given by Enhancements affects all the demon's skills regardless of element, this will ensure a +45% on the chosen element and a +30% on the other one (on comparison, a fully-focused Seraph with both an Amp and an Enhancement gets a total of +50% on the chosen element and of 15% on the other one).
- His Transcend Stones can be redeemed for Democalpyse Coins, so make use of that to unlock skill switches. This lets you give him multiple builds without needing multiple Seraphs.
- P4 Michael is a great mate for Seraph in Light Democalypse, as they both give damage boost to the whole party (Michael only to Divine/Heralds) and are both of the Herald race, meaning that you can kick in another Archangel (likely Gabriel), boost their damage and proc their passive, for a stellar amount of damage!
- Seraph Gaming.
|
| Synergies |
- |
|
Seth
|
 |
 |
C |
F |
F |
- |
| Pros |
- Ouas is a piercing, powerful, cheap ST nuke that crits often and heals as well. Additionally, it hits either as Phys or Force damage, depending on what will do more damage.
- Extremely high STR and LUK means he will hit hard and crit often.
- Purple gives him Force Amp, which is valuable when aiming to use Ouas as a force attack. Teal covers his weakness, while Clear gives him an AOE skill in Titanomachia.
- Good set of panels that provide him damage, bulk and MP reduction. Also easy to fuse with 4x4 fusion paths.
- With P1, P4, and Purple archetype, he can reach 40% Phys damage up and 65% Force damage up before transfers.
- 100% HP boost from panels helps make up for his low VIT.
|
| Cons |
- Pierce is only on Ouas, so Clear's Titanomachia will not pierce.
- Weak to Fire unless Teal.
- Extremely low MAG means Zandyne is a wasted slot.
|
| Notes |
- Difficult to build in both elements simultaneously - generally it's best to pick one (probably Force) and stick with it. Master Assassin is a good transfer that boosts both. If you unlock his Skill Switches from Transcend, you could swap the builds around at will.
- Charge is a very effective transfer against PvE bosses.
|
| Synergies |
- |
|
Shaddai
|
 |
 |
C |
B |
B |
A |
| Pros |
- Shaddai's Eye is a source of double Intimidating Stance, and additionally grants 70% hp with levels, along with 30% reduction to incoming damage from Crit attacks. Additionally, the opponents will not generate bonus turns when they crit, preventing crit passing.
- El Rey is an almighty skill that scales off HP, while additionally granting Debilitate. If used on a bonus turn, it does an additional smaller aoe attack.
- Slow, with only 117 agi, along with innate Almighty Slowda, helping cement his role as a solid T2 demon.
- Panels grant aoe crit damage reduction, more HP and damage, while also granting Null Mortal helping keep him alive.
- When paired with Baphomet A, Godly Shield helps fight against Metatron M teams, draining light and dark.
|
| Cons |
- Isn't as strong on defense when players can choose whether or not to attack on whole press turns, potentially negating his crit pass denial.
- Doesn't do much damage, even at high HP totals.
- His panels are pretty important, as he doesn't have Null Mortal before P1, and P2 is a strong source of damage reduction for his team.
|
| Notes |
- There are translation errors in the Global version, saying Crit Rate Reduction, not Crit Damage Reduction.
|
| Synergies |
- |
|
Shalltear
|
 |
 |
B |
B |
B |
B |
| Pros |
- The Bloody Valkyrie is a strong passive, providing Fire/Light pierce, Null Bind, +30% Battle Speed, +20% hit rate, +20% to Fire/Light damage and +100% to Critical hit rate. Aside from that it comes with a good endure that restores flat 3000 HP. It also comes with a Chain Effect which makes her cast a 1 turn Rakukaja on the enemy team and deal Fire or Light damage with the base power of 180 and bulwark pierce when taking Physical, Magic or Fractional damage as well as when she defeats an enemy. It also heals her for 50% of the damage dealt, can be activated twice per turn and ignores endures.
- The second retaliate can be activated by the first one when downing an enemy meaning she can sometimes take down 3 enemies in one swing.
- Einherjar is a strong active skill that deals Fire or Light damage with base power of 260 and bulwark pierce while also healing Shalltear for 50% of the damage dealt. If the attack is successful it also casts 1 turn Luster Candy through a Chain Effect.
- Her attacks being dual element with Fire and Light makes her an excellent pairing with Mithras and the heals work well with Lakshmi A. When all 3 are combined together they can deal massive damage through the sheer number of Chain Effects. It is particularly potent in Democalypse.
- Fast with base Agility of 264.
- Good awakening skill on Psychic (purple) being a unique passive that provides +20% Fire/Light damage.
|
| Cons |
- While she is fast there are many demons that do outspeed her as they tend to come with innate +50% Battle Speed or higher while having same or higher Agility values.
- Very frail with a single endure being insufficient when put against top damage dealers with multi hit skills.
- 180 base power retaliate is not enough for most units nowadays as even T1 units come with innate HP boosters.
- Life Drain in Aragami (red) awaken is completely pointless given her low Magic stat of 79 and Einherjar doing the same thing but much better.
- Null Phys in Elementalist (teal) also doesn't provide much value.
|
| Notes |
- Limited-time Collaboration unit. Nobody knows if she will be rerun.
|
| Synergies |
|
|
Shiva
|
 |
 |
B |
D |
D |
D |
| Pros |
- Effective physical sweeper - his Vorpal Blade-esque Standard Attack plus high strength, automatic DEF debuff, +90% crit rate, and panel 4's auto-Charge upon landing a crit all let him output high AoE damage.
- Does not require MP to use his AoE standard attack, meaning he is not impeded by Spirit Chains of Indignation.
- Has three sets of Drain resistances and no weakness if Teal, making him a valuable teammate for Pierce Negation users. This can also combo with his panel 3 to deal a punishing AoE when an enemy hits into NDR.
- Pralaya removes Repel Almighty Physical such as the chain effect from Lord of the Dead. This makes him a good complement for Almighty Physical attackers like Shiva A, who are otherwise walled by it.
- Pralaya deals a pursuing chain attack towards the lowest-HP enemy, potentially helping to secure a kill.
- Pralaya has Remnants, costs 4 MP at max level, and if panel 2, grants Might after use. This helps make it press-turn-efficient to use when needed, compared to simply spamming crits with his standard attack.
|
| Cons |
- Pralaya cannot remove Repel Almighty Magic, as the skill must hit before the removal chain is triggered.
- Even though Pralaya and his panel 3 have bulwark pierce, his standard attack does not.
- Pralaya and his panel 3 deal magic damage, meaning they cannot benefit from Might, Charge, or his crit rate boosts.
- His automatic Repel Magic is only the normal version, meaning Almighty can go through it. Given that most demons have pierce, this means the shield is unlikely to protect your team from anything.
- Weak to Ice unless Teal.
- Very expensive to fuse (Cheapest path requires Vishnu, who is 5+5. All other paths are 5+5 and require demons that are at least 5+4).
- This is also bad since Kartikeya can only be obtained through a Multi-Fusion involving a Clear Shiva, making it difficult to panel them both at the same time.
- Expensive with limited damage output. Kit strangely tries to cover multiple niches (magic DPS, physical DPS, defensive support), but it falls short of all of them. Unsuited for the current meta.
|
| Notes |
- If the enemy is not weak to Phys, then Shiva's AI will prioritize Phys attacks while he has Might or Charge. If he has neither effect, then he will prioritize Pralaya to give himself Might.
|
| Synergies |
|
|
Shiva A
|
 |
 |
B |
B |
C |
- |
| Pros |
- Third Eye can only be blocked by four demons in the whole game (Griffith, Queen Frost, Frost Ace and Beelzebub (Human)), which are seldom seen in the current meta. It is also treated as a Physical attack and as such can Crit.
- Ishvara provides auto-Rebellion and Zenith while passively boosting his accuracy and crit chance normally, and Almighty damage under Zenith.
- After he downs a demon, he does a 1 turn Debilitate and proceeds to deal 100 Almighty (physical) damage with Bulwark Pierce on all enemies. Combined with P4, this can allow Shiva A to potentially sweep teams.
- Good Drain Affinities pair well with Femto and Kalki especially since Lost Name is very popular in the current meta.
- P1 gives extra Almighty damage, physical hit rate, critical hit rate, and more damage under Zenith. P3 gives an additional 40% to physical and Critical hit rate under Zenith.
- P2 changes his normal attack to a hard-hitting ST Almighty (physical) that restores 1 MP to himself and entering a state of Charge. This can hard counter Camael and Old Ones.
- P4 allows his Third Eye to hit an extra single enemy with a strong Almighty Bulwark Piercing attack upon activation.
|
| Cons |
- Weak to Force unless Teal.
- Very MP hungry and prone to teams using Camael or Old Ones if not P2 or above.
- Completely walled off by Repel Physical (Almighty).
- Most of his extra power is locked behind panels.
|
| Notes |
- |
| Synergies |
|
|
Shiva M
|
Any |
 |
A |
A |
A |
A |
| Pros |
- Boasting the third highest Agility in the game, he provides a huge increase to the team's battle speed. This is further amplified if Purple and if P2+3 are unlocked.
- Corrosive Malice provides Phys Pierce, an innate Speedster, a 100% Critical hit rate, and reduces the count of Spirit Chains of Intimidation received on self by 2, protecting himself against Nuwa's and Medusa's Intimidation.
- When attacking first at the start of battle, he grants a Press Turn Icon (like Masakado A), places 1 count of Malice and grants Might to all party members.
- He provides a party-wide aura that grants +40% to Physical hit rate and single-target damage if they have at least 1 count of Malice. Furthermore, when all party members have at least 1 count of Malice, all enemies will take an extra 30% damage from Critical hits.
- Piercing Tyranny is a powerful Almighty attack that casts a 1-turn Rakunda+ if successful.
- Great awakening skills that each have their own purpose. Red provides a Dark based Magic attack if encountering an Evasive team, Yellow for buff control and Purple for extra battle speed to further fortify his speed bot role.
- Good but not mandatory panels. P2 is the main highlight for giving an extra 15% accuracy, 20% Battle Speed boost, providing a 1-turn Tarukaja+ after Piercing Tyranny is used, and dealing another hit of 70BP Almighty damage after his active is used.
|
| Cons |
- Weak to Ice unless Teal.
- Null Bind is locked behind P1, and is still susceptible to every other ailment.
- Has no way to re-apply Might.
- Piercing Tyranny nor Mayhem ignore Counters and Endures or revive seal.
|
| Notes |
- Buffed during the 6/5/25 Data Update.
- Buffed during the 8/19/25 Data Update.
|
| Synergies |
|
|
Siegfried
|
 |
 |
D |
F |
F |
- |
| Pros |
- Arms Mastery passively boosts his damage and accuracy, as well as discounts all Phys skills by 1 MP, letting him sweep hard with discounted Titanomachia in Red.
- Panel 4 casts a free Megaton Raid that also ignores endures, after using any Phys skill, once per turn.
- Innate Drain Phys makes him a decent candidate for Drain Teams.
- Incredible set of panels that provides him further damage reduction, Phys Pierce and MP reduction. The Phys Reduction from Panel 1 in particular makes him very useful for Alter-World Phys.
|
| Cons |
- High investment - He requires Panels, good transfers and a proper team built around him to really shine.
- Mediocre AGI and LUK stats.
- Not really suited in a PvP meta with Demeter, especially as Panel 4 will provide her team with free bulwarks.
|
| Notes |
|
| Synergies |
- |
|
Skull Knight
|
 |
 |
C |
C |
C |
- |
| Pros |
- Demons are Revive Sealed when they are killed by Sword of Actuation, unable to be revived.
- Sword of Actuation is a 4 MP, 240 BP Almighty Phys attack, making it one of the strongest almighty skills in the game.
- Foe of Demons defensively buffs your team at the start of your opponent's turn, increasing your odds of surviving, grants Phys Pierce, 20% ST damage, and reduces all almighty skill cost for the team by 1MP.
- Repel Phys in Teal makes him a good partner for Kalki, Metatron, and Alilat, while Master Assassin boosts his damage.
- His panels grant him HP, damage, and accuracy, while also granting the party Almighty damage, and a chain effect where he follows up any Almighty skills cast by his party with an 80 BP almighty chain, that puts him in a state of Might. When paired with other almighty units, such as Kalki and Demeter, this skill will proc constantly.
|
| Cons |
- Difficult to boost Sword of Actuation further due to it being Almighty Physical, especially in Purple where Master Assassin is already provided.
- Requires a good team setup around him to truly shine.
- Middling AGI makes him slightly awkward to fit in fast or slow teams.
- Panels massively boost his power, making them near mandatory for a collab unit.
- With Maria still high in the meta, Revive Seal isn't what it used to be.
- Lacks innate crit rate.
|
| Notes |
- Has AI issues when used on defense - AI will occasionally target demons with high HP instead of trying to finish off demons with Sword of Actuation. This can be circumvented by pairing him with sweepers like Hecate or Atavaka to soften everyone up, ensuring Sword of Actuation will kill whoever his AI targets. Auto-Rebellion also supposedly fixes this issue.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
| Synergies |
- |
|
Sraosha
|
 |
 |
C |
D |
D |
- |
| Pros |
|
| Cons |
- Weak to Dark.
- Unimpressive STR means he will need damage transfers to really shine.
- Demons like Demeter can cause serious troubles with his chain effect, as his chain can actually help the enemy build up their bulwark.
|
| Notes |
|
| Synergies |
|
|
Sukuna-Hikona
|
 |
 |
C |
B |
C |
- |
| Pros |
- Speedy with 243 base agi, and 40% battle speed innately between Light Accele and his Panel 1.
- Invincibility Aid is a unique passive that grants him Light Pierce, 40% Light damage with levels, grants him Might if he attacks first, and has a unique chain where every time a unit on his team enters either Might, Charge, or Concentrate, once per effect per turn, he will chain a 100 BP Light attack on a random enemy. Building an entire team around this can lead to wiping out squishier teams before they even get a chance to act. Additionally, this skill grants Sukukaja and Tarukaja for each chain, granting strong buff control.
- Exorcise Evil is a 4MP Light Physical 150BP ST attack that ignores counters, that when paired with his Panel 2, also does an additional 100BP Light chain once per turn, while also granting Sukukaja and Tarukaja. Combined with his innate Might, this can hit hard. Note that skill levels for this skill raise accuracy, not damage, helping him hit more evasive targets.
- Has good synergy with Metatron M, as he massively buffs Sukuna's damage via attribute affinity down, while also casting his own chains constantly to follow up Sukuna's numerous chain effects. This synergy has been expanded to Mithras, leading to a potent team that can overpower even the tankiest teams. Consider giving Sukuna Auto-Rebellion for the guaranteed T0 chain.
- With panels, skills leveled, and in purple, he has innately 105% Light damage boost.
|
| Cons |
- Random targeting means he can't deliberately avoid anti-pierce.
- In PvP, if teams built around Invincibility Aid chains don't immediately win, he offers no defensive utility, meaning it's all or nothing.
- Only single target, which can be troublesome against teams of 4 massive tanks.
- Borderline useless in PvP without Metatron M.
|
| Notes |
- |
| Synergies |
|
|
Sukuna-Hikona A
|
 |
 |
A |
B |
B |
A |
| Pros |
- THE Camael counter. Low HP to take Spirit Chains (Indignation), high amounts of Ice damage and MP regen lets Sukuna-Hikona A be the perfect anti-Camael unit.
- Ashihara no Nakatsukuni's Might boosts speed by 20% and adds 2 1HP endures, letting him survive damage dealing chain effects such as One Who Sees God.
- Also, Ashihara no Nakatsukuni's Might drops the enemy's Ice affinity by 2 levels and casts a 1-turn Offensive Cry along with restoring 1MP to the entire party when a party member hits a weakpoint, countering Camael's MP drain.
- Descent of Ice and Snow changes his basic attack to be a strong bulwark-piercing Ice nuke that hits twice and does extra Ice affinity down. At max skill boost, Descent of Ice and Snow ignores endures and gets an incredible 240BP, in addition to following up with an extra AoE hit.
- Kushinokami's Conviction adds another endure along with extra Ice damage, while Solar Prosperity helps with buff control.
- Panels add extra speed, damage, Null Mute, Null Charm and a free level boost to Descent of Ice and Snow at the start of the first turn.
- Trivializes a lot of PvE content, due to opening up an Ice weakness where normally a weakness would not exist. Hell's Park 100 is a prime example of this, where King Frost's anti-pierce Null can be bypassed by reducing his Ice resistance to Neutral or Weak, letting an Ice team sweep the fight with ease.
|
| Cons |
- Weak to Elec.
- Many revelant demons ignore endures outright.
- Has paper-thin defenses as part of his design, so if he is outsped he has a very high chance to die.
- This also prevents him from actually reaching maximum boost levels, despite their massive damage potential, because he will most likely have perished before reaching that point.
|
| Notes |
- 4 endures if he has ice survivor!
|
| Synergies |
- |
|
Surt
|
 |
 |
D |
F |
F |
- |
| Pros |
|
| Cons |
- Weak to Ice unless Teal.
- You must choose between Fire Pierce from Purple or Intimidating Stance from Clear, you cannot have both simultaneously.
- Tends to have MP issues if a fight lasts more than 1 turn (2 turns if using divine brands). This is after accounting for Ragnarok's 2 MP refund.
- Berserker God is a wasted slot for a Fire mage build, and it does not pierce.
|
| Notes |
- MATK is the primary stat to boost, as Ragnarok still greatly relies on it for damage. %PATK is his preferred tertiary stat on Arm and Leg brands, while Head and Body brands will still prefer %MATK as a tertiary.
- Divine brands are recommended if using him for PvP Defense. Otherwise, his AI will Ragnarok once and then default to spamming Berserker God every other turn, wasting all his damage potential.
- Clear is only recommended at low investment, as there are plenty of better Intimidating Stance demons to use instead. If you want to go for panel 4, do it on a Purple one.
|
| Synergies |
- |
|
Surt A
|
Any |
 |
C |
C |
C |
- |
| Pros |
- Low AGI and Intimidating Stance in Purple makes him a great candidate for slow Intimidating Stance Teams and T2 teams.
- Twilight Inferno deals massive damage to the enemy team when he dies, useful against frail T1 teams. This skill will go off even if he is bound on death, revive sealed, afflicted with Spirit Chains of Suppression, etc., there is currently no way to stop it other than killing him last.
- Eruption deals respectable AOE damage and procs a random-hit AOE chain if the attack is successful, useful for cleaning up Endures and/or demons who survived the initial hit.
- Panel 2 turns his regular attack into a Single-target Nuke dependent on MATK. Not only does this absolve him of any MP issues, it also gives him an out to Fire Anti-Pierce, as he can just nuke another demon instead.
- Works well in Battle Tower as the enemy team is forced to either kill him (which procs Twilight Inferno) or deal with extra damage reduction on your MC.
|
| Cons |
|
| Notes |
- Has goofy idle animations.
|
| Synergies |
- |
|
Susano-o
|
 |
 |
D |
F |
F |
- |
| Pros |
- Powerful Force nuker for PvE. Kusanagi hits extremely hard, ignores endures, and autocasts Tarukaja to further buff your team's attack.
- As Kusanagi is treated as a spell, it bypasses any accuracy checks letting him land it reliably.
- Both Kusanagi and Mortal Jihad scale from Phys Attack, allowing him to cover two elements decently (albeit without Phys Pierce).
- Easy 4x4 fusion paths and good panels make him a decent Panel 4 goal to strive toward.
|
| Cons |
- No innate Force Pierce until Panel 4.
- No innate Phys Pierce at all.
- Weak to Fire.
- No place in PvP.
|
| Notes |
- |
| Synergies |
- |
|
Susano-o A
|
 |
 |
D |
D |
D |
- |
| Pros |
- Innate Epitome of Carnage and Master Assassin in Purple makes him a terrific Phys powerhouse, especially considering Violent Slash's high Base Power and Crit.
- Heavenly Valor punishes enemies who pass when used in PvP Defense teams, as well as granting 50% hp, 20% hit rate, and a one turn Debilitate effect every time it activates.
- Violent Slash is a high BP phys skill, starting at 280BP and ramping up to 320, while also going from 30% to 100% crit rate. Additionally, it now reduces the target's MP by 2, up to 3 on boost level 3.
- Simple but effective panels, with hit rate, HP, MP Recovery on kill, and Damage. Additionally, P4 causes Heavenly Valor to put him in a state of Charge.
|
| Cons |
- Very little Accuracy in his kit. Requires extra Accuracy investment from Brands, Panels or skill transfers to hit reliably.
- Weak to Fire.
- Heavenly Valor can be countered. Kalki will have a great time fighting Susano-o A
- Not only can Heavenly Valor be countered, it simply will not activate on offense, limiting his access to his new P4.
- Demeter can just build Bulwark if any units need to pass.
- His bulk isn't high enough nor is his damage high enough to have a place on a team in the current PVP meta.
- Pairing him with Camael on defense is a bad idea, as Camael's Spirit Chains (Indignation) will prevent the enemy from passing, disallowing Heavenly Valor from proccing.
|
| Notes |
- Heavenly Valor has lower base accuracy compared to typical Physical AOEs.
|
| Synergies |
- |
|
Tengu
|
 |
 |
B |
B |
B |
B |
| Pros |
- Comes loaded with Force and Light Pierce, Null Mute, a 50% boost to his Max HP, a 20% AC boost, +100% to his Critical hit rate, and a 30% boost for Force and Light damage.
- To counter Nuwa’s Spirit Chains of Intimidation and Inanna’s Spirit Chains of Indignation, he will reduce incoming counts of those Spirit Chains by 1.
- While he is alive, his entire party will have a 20% boost to their Force and Light damage output, and all enemies will receive 20% more damage from those same attributes.
- With his innate Wretched Blow, this means Tengu will be hitting Force and Light weak points with a huge +80% boost.
- This also makes Tengu the first unit with any sort of reverse damage reduction specifically for Force.
- When striking first at the start of battle, he will put himself in a state of Might, cast Tarukaja and Rakunda, and then will remove Bulwarks from all enemies.
- Bulwark Removal is a great tool to allow non-Bulwark Piercing units to strive in Sloth 14, such as Pendragon.
- He will also remove Vanitas’ Bulwark, letting his T0 team members Sukuna-Hikona and Mithras to actually deal damage to it.
- His active deals a single target Force or Light hit with 100 BP, proceeding to do another 100 BP Chain of the same attribute but this time on all enemies, while also removing Bulwarks and re-applying Might on himself. Afterwards, he will do another full offensive buff swing (Tarukaja + Rakunda), ensuring that you are always doing max damage possible.
- If he is not Suppressed or if he is being used in Democalypse, his Passive will Chain off his active and produce one more 100 BP AoE. This makes him a prime unit for Force and Light Democalypse due to his sheer damage and support auras.
- His Red awakening provides a niche tool for Deceit 14, while Yellow endows a two time 1HP Endure, and another +20% Force and Light damage boost. Purple adds a 15% AC boost, and prevents consumption of a Press Turn Icon when Tengu deals damage up to once per turn.
- Good set of panels: P1 adds Null Bind, yet another 20% Force and Light boost, and a -1 MP decrease to his active. P2 gives Null Charm, and a party aura of +15% damage boost and +20% to AC. P3 gives another massive 30% Force and Light damage boost.
|
| Cons |
- Although decently fast with 259 Ag, he has no Speed boosters outside of unlocking P3.
- If he is under two counts of Suppression, he will not fire off his extra hit, making you miss out on the extra 100 BP.
- His Red skill won’t do very much damage in Deceit 14 unless having other RDR team members as his 20% is too small. This is mostly a useless skill.
|
| Notes |
- His Might will proc Sukuna-Hikona, which will then further proc Mithras and Metatron M.
|
| Synergies |
|
|
Tezcatlipoca
|
 |
 |
C |
D |
D |
- |
| Pros |
- Ome Acatl is a heavily loaded passive, offering Dark Pierce, a damage amp to cursed enemies, Barrier Break for free if his team attacks first, and a revive punish, doing fractional damage that can curse to the opponent any time an enemy is revived.
- Over 200 magic and innate Dark Amp make Yohuallipoca hit hard, especially on a single opponent, doing up to 270 bp to a single target, making him extremely powerful for both the wave and boss phases of democ.
- His panels are well suited to his role, offering battle speed, damage, and offensive buff control when an enemy is cursed.
- Can be an enabler for fast AG2 farming teams with Alice A, along with BoS Vanity 13.
|
| Cons |
- Relies heavily on going first to get his barrier break, but is outsped by the faster demons in the game.
- He has niches, especially in democalypse, but he's a demon that just came out too late for what his kit has to offer.
- His revive punish isn't as good as you might expect against Osiris, Maria, and Echidna, because those revives activate at the end of your turn and his punish is current HP based and can't kill, meaning you're vulnerable to being counterswept.
- Overshadowed by Moloch as an anti-revive unit.
|
| Notes |
- |
| Synergies |
- |
|
The 10th Angel
|
 |
 |
C |
B |
B |
- |
| Pros |
- With a double Intimidating Stance effect, Null Mortal, and 70% innate HP% in Rejection, Almighty Slowda lowering battle speed, 40% damage reduction while at full HP, and a 100% HP bulwark for 3 turns at the start of battle, she can take a lot of damage. It's difficult to overstate how much she can increase the team's bulk, especially against teams without Bulwark Pierce.
- If you try to take down her team first, every time a teammate dies, she chains a Rakunda effect, then does a 140 BP almighty chain that pierces bulwark, scaling off of 30% max HP. This can easily sweep a team, especially a frail T1 team, even through Demeter's bulwark.
- Ray of Ruin continues the almighty trend, being a 100 BP almighty aoe also scaling on 30% HP, with remnants and bulwark pierce. Additionally, when it is successful, it does an additional 150 BP ST chain on the enemy with lowest HP, and both hits ignore endures.
- Demonic Growth in purple grants 20% almighty damage boost and a free Endure as well.
- Her panels grant healing, damage, Null Bind and Null Charm, along with HP, giving her everything she could ask for, especially as bind stops her chain effects.
|
| Cons |
- Demons like The 6th Angel and Indrajit have ways to fight her Rejection chains, causing her to potentially nuke herself. Building full damage boosters can actually be dangerous for this.
- Masakado B's Spirit Chains (Suppression) completely shut down Rejection, making her useless if outsped by him.
- Bulwark Pierce demons quickly bypass the massive damage reduction from Rejection.
- Not nearly as useful in PvE as she is in PvP.
- Devil Connector AoEs hit before her Bulwark goes up - so if they deal enough damage to knock her below 99% HP, then her damage reduction will be disabled.
|
| Notes |
- A limited collab unit. Nobody knows if or when she will be rerun.
|
| Synergies |
- |
|
The 6th Angel
|
 |
 |
B |
C |
C |
C |
| Pros |
- With 50% innate Light Damage, 237 Mag stat, 40% damage amp under bulwark, and 25% magic damage in purple, 6th is going to hit hard. Add in the fact that Last Nemesis is a 280 BP light magic skill that pierces bulwark, has remnants, ignore Endures, AND casts Five Elements on the team after use, and 6th is going to be doing a LOT of light damage. The Five Elements effect is also powerful against The 10th Angel, countering her Rejection chain.
- Impregnable is a loaded passive that adds Light Pierce, grants a 100% hp bulwark for 3 turns at the start of the first turn, grants 20% HP, and at the start of their own turn, does a 100 BP bulwark piercing light attack, and does a one turn Debilitate every time this demon does a magic or fractional attack.
- Gains damage, self healing, Null Mortal, and party damage from panels, making it a loaded set of panels.
- Incredibly powerful at farming BoS S14. One of the key demons for doing faster clears.
|
| Cons |
- In PvP doesn't quite do enough to always be a good choice. When competing with demons like Demeter, The 10th Angel, Camael, and Maria, it can be challenging to slot it into a team.
- Has issues with Camael's MP cost increase, especially as Last Nemesis cannot be reduced to 4 MP cost.
|
| Notes |
- Pairs well with Michael, who can refresh 6th Angel's Bulwarks, keep 6th healthy for its above-99%-HP damage reduction, boost damage of Divines/Heralds, and reduce Light Affinity of enemies.
- A limited collab unit. Nobody knows if or when it will be rerun.
|
| Synergies |
|
|
The Hero
|
Any |
Any |
A |
A |
A |
A |
| Pros |
- Hope's Awakening provides Fire and Force Pierce, a 20% Fire and Force boost, +40% to his accuracy, and a 100% Critical hit rate. It also allows him to Endure with 1HP once, reduces incoming Spirit Chains of Intimidation counts by 1, and lets him attack without consuming a Press Turn up to twice per turn.
- His Order Crest: Determination will place 5 counts of Decay to the enemy with the highest current HP and then casts a 1-turn Debilitate when 5 counts of it are reached. He will inscribe 1 at the start of the own turn, and gain 2 more whenever an enemy or ally is downed. With the revival unit Heroine being prevalent in the Meta, this means he will fire his Decay off frequently.
- Introducing the Buddy System mechanic, The Hero is given two different actives that can be freely switched between when it becomes his own turn to act.
- Summon: Cerberus is a double-hit 50BP Fire attack that lowers the enemy's Fire Affinity by 2 levels while also applying 2 counts of Decay if at least one of the hits connects. It will additionally deal two more 100BP hits on the same enemy as a Chain Effect.
- Summon: Cu Chulainn is a double-hit 50BP Force attack that has high accuracy and lowers the enemy's Force Affinity by 4 levels. It will then follow-up with an AoE three-time 50BP Force attack that has high accuracy on all enemies and finishing off with a 1-turn Sukukaja+ as a Chain Effect.
- Alongside Heroine, they are the first units to have the Mitama Infusion cap being set at 120 instead of the usual 50. Up to 50 Mitama points can be dumped into any given stat as opposed to just 20. This means that his Strength stat could easily soar to 287 when fully infused.
- Every awakening skill has important uses: Firestorm's Gleam in Red provides a 30% Fire/Force boost, Auto-Taruka+ in Yellow provides buff control, Hit Accele in Purple aids with accuracy and boosts Battle Speed, and Unyielding Resistance in teal that gives him a one time 200HP Endure and places 3 counts of Decay on the enemy with the highest current HP upon The Hero being downed (up to twice per turn).
- Great set of panels with P1 offering Null Charm, damage boost and MP reduction for his active, P2 offering Null Bind and 15% Reverse damage reduction for Critical hits, and P3 offering a healthy boost to his max HP and damage output.
|
| Cons |
- Neither of his actives ignore counters or endures, nor revive seal.
- No innate ailment immunities. Only Null Charm and Null Bind are unlocked in P1 and P2 respectively.
|
| Notes |
- His Press Turn retention effect does not activate in Democalypse.
- Only Summon: Cu Chulainn has high accuracy--Summon: Cerberus does not.
- Firestorm's Gleam marks the first occurrences of Passive skills being Red awakening skills.
- His transfer skill is currently the only source of Strike Accele.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
| Synergies |
|
|
Thor
|
 |
 |
C |
D |
D |
- |
| Pros |
- Mjolnir deals insane damage at 500BP against a single target, ideal for Bosses and Democalypse. At max level it also refunds 2 MP when used, allowing it to be used repeatedly even without Divine brands. P3 and P4 further reduce the skill's cost to 5 MP.
- This attack also pierces Bulwarks, making it an exceptional tool in Vanity 14.
- Panels grant him up to a 60% boost for Mjolnir, making him an ideal Elec specialist, especially with Elec Pierce in Purple or from P4.
- Clear's Maziodyne can see niche use in fights where it's important to hit all targets, such as Democalypse Prelim (for multiplier), or Hell's Park Underside Light/Dark (to kill Nidhoggr).
- Maziodyne uses the same boosts as Mjolnir (panels 1 and 3, transfers like Butcher or Elec Amp, 2MP discount, etc), so it doesn't require extra effort to build into it.
- However, if only raw overall damage to the enemy team is important, then Maziodyne loses to Mjolnir on 4 targets (120 * 4 = 480 power, which is less than Mjolnir's 500 power).
- Clear misses out on Elec Pierce until panel 4, however the fights where Maziodyne would be helpful don't require Elec Pierce anyway.
- Gigantomachia in Red benefits from his high Str, P1's damage boost, P3 & P4's 2MP discount, and P4's 100% Critical hit rate (as well as Charge, if you choose to use it).
- P1 also provides a 50% boost to his Max HP, letting him survive the harsher battles in PvE. P2 provides a 20% Elec damage reduction for his party, with an extra 50% reduction for himself. P3 and P4 each lower the cost of AoE/random skills by 1 MP, and the latter will fire off a free Mjolnir, once per battle.
|
| Cons |
- Weak to Force.
- Despite his high STR, building him for Phys is not very viable due to his low AGI and LUK - he's going to miss a lot. His panels also don't support a Phys build very well, and he doesn't even have Phys Pierce.
- His low accuracy means Rending Thunder is still a questionable choice, despite it being physical Elec.
- Megaton Raid and Charge are wasted slots for an Elec mage build. Megaton Raid also doesn't benefit from his P1 damage boost and P3/P4 MP discounts, since it's single-target.
- Random-target skills are unreliable in PvP, where you often need to choose targets carefully - making him a rather bad pick.
|
| Notes |
- AI is extremely bad on Auto if not P4, as he will use Charge when he doesn't have enough MP to use Mjolnir. This can quickly lead him into a loop of Charge and Standard Attack, ignoring Mjolnir. This is only solved at P4, when Mjolnir becomes cheaper than Charge (or P3 for Clear, when Maziodyne becomes cheaper than Charge).
- Generally speaking - build him Purple, then shift to Teal once he's p4. Reasoning:
- Before P4, Purple is essential for Elec Pierce - but once at P4, the skill becomes redundant. Clear is otherwise the most-impactful color, but you can't shift to it. Red and Yellow aren't very good, so Teal becomes the next-best option by default.
- If using Maziodyne, then Clear Thor with 2x 25% damage boosters is about a 13% damage gain over Purple Thor with transferred Maziodyne + 1x 25% damage booster.
|
| Synergies |
- |
|
Thor A
|
 |
 |
B |
C |
C |
- |
| Pros |
- Megingjord provides a massive amount of passive bonuses, in 50% HP, full Phys and Elec Pierce, 50% crit rate, 20% hit rate, 30% damage reduction for all physical attacks, including physical elemental attacks, 50% crit rate reduction, and an Intimidating Stance effect.
- Thunderous Hammer is a strong Elec physical attack, doing a 150 BP hit and a 125 BP chain, starting with 50% crit rate. As it gains boost levels, the crit rate scales up to 100%, and the chain effect goes up to 150 BP, making it potent in pvp and Democalypse alike.
- Very bulky thanks to innate Life Surge, great HP and VIT stats and the damage reduction from Megingjord.
- Decent synergy with Zeus, who will enable Thunderous Hammer to hit weakness for massive damage.
- His panels grant him 20% more physical damage reduction, and 30% elec damage reduction, giving him an innate 80% elec physical damage reduction, making him a potential counter to Zeus as well.
- Panels also grant Null Mortal, more HP, damage, and crit rate. Additionally, Thunderous Hammer will place the user in a state of Charge at P4, though it should be noted this only applies to the first hit of his attack.
|
| Cons |
- Middling AGI and LUK plus no very few hit boosters lead to accuracy issues.
- While he's strong against Physical Elec attacks, he has no damage reduction against anything else, leaving him vulnerable to just being targeted by other attacks.
- Hard to justify a slot in a T2 team because so many units have more utility than him, but he's also not fast enough for T1.
|
| Notes |
- |
| Synergies |
- |
|
Tiamat A
|
 |
 |
B |
B |
B |
B |
| Pros |
- Tempestuous Malice grants Dark Pierce, a chain at start of own turn and additionally at the start of the first turn that reduces Dark Attribute Affinities of all enemies by one level, and inflicts Poison and Charm. If an enemy is afflicted with a status ailment, she will do a chain that does a 1 turn Debilitate, and 100 BP Physical Dark damage, that also reduces MP by 2, once per turn.
- Fangs of Vengeance is a massive 300 BP Physical + 50% crit rate Dark skill that also inflicts Charm, and generates a press turn once per turn if the skill is not NDR'd. Boost levels increase the crit rate of the skill to 100% and the damage up to 400 BP. Combined with a high STR stat and her Dark Attribute Affinity reduction, this skill hits absurdly hard.
- Yellow offers a skill that protects her in the mirror match, and Purple offers a powerful passive with 20% acc and 20% dark damage.
- High Luck helps her land ailments and also helps her hit and crit.
- As usual, Panels offer everything she could need, with accuracy, higher chance to land ailments, an additional chain to apply Poison and Charm at the start of enemy turn, MP cost reduction, buff control when ailments do land, and Dark damage. However, she also functions very well without these panels.
|
| Cons |
- Lack of innate hit rate boosts means she needs to build Accuracy or she'll miss easily on evasive targets.
- Absolutely no bulk—she is incredibly easy to snipe.
- Mediocre speed on a demon that ideally really wants to go first means she will just slow your T1-T0 team down.
- The first cast of her active has low Crit rate, which means it might not Crit at all as most defensive units have built ins 6th Sense Survivor.
- Hard countered by Hayataro and Spirit Chains of Suppression. Hayataro’s Fortify completely negates ailments for his party, and an outspeeding Nuwa will just stop Tiamat’s chain from going off entirely.
|
| Notes |
- On the first turn if she attacks first, she will reduce Dark Affinity by 2 because her passive activates twice. Every other turn, it only happens once.
- Only worth considering using with Metatron M as a T0 team.
|
| Synergies |
|
|
Tokisada
|
 |
 |
C |
F |
F |
- |
| Pros |
|
| Cons |
- Requires Panel 2 to unlock his full potential for PvP, as being able to guarantee crits for extra turns is very powerful.
- Only has Pierce through Amakusa Uprising, Mahamadyne in Red does not pierce.
- Needs accuracy investment for PvP, as Amakusa Uprising can miss.
|
| Notes |
|
| Synergies |
- |
|
Tora
|
 |
 |
A |
S |
S |
S |
| Pros |
- Extremely bulky thanks to Lightning Beast granting him 50% max HP and 20% damage reduction. To top it off, he starts the battle with 3 counts of Fortify for even more HP. He also starts the battle with Super Zenith, which ties in well to the fact that he gets an extra 60% to damage reduction while under Zenith, meaning that he can start any battle with absurd amounts of both HP and damage reduction for one of the best survivabilities in the game.
- Lightning Beast also grants him total ailment immunity to not only further boost his survivability, but also to shut down any ailment play from enemy demons such as Hathor A and Tiamat A. On top of that, he reduces one count of Spirit Chains of Indignation received which, paired with his naturally high HP, makes him a great counter to Inanna.
- Lightning Beast also allows him to hit extremely hard despite his deceptively low BP numbers; it gives him 20% to Elec damage dealt, and then an additional 60% under Zenith for a total of 80%, and then makes the enemies receive an extra 20% magic damage as the finishing touch.
- Order Crest: Great Yokai allows him to be extremely active during the enemy turn, allowing him to punish - and sometimes even wipe out - magic teams and especially teams that heavily exploit Attribute affinity down. In fact, he can very easily catch demons like Danu and Heroine by surprise, as they are very likely to immediately trigger it as they both attack with Light, which is conveniently his weakness.
- He also enters a state of Concentrate every time Order Crest: Great Yokai is triggered, but only after the three AOE hits. This means that from the second activation onwards he will hit doubly hard.
- Damage dealt by Order Crest: Great Yokai uses HP as the attack stat, which ties in nicely with his already high HP when starting a battle and allows him to focus entirely on bulk.
- Scattered Lightning is an extremely hard hitting attack, hitting a single enemy once for 100 BP, and then an additional five times for an additional 200 BP. This makes him an excellent choice to break endures, especially with the huge Elec damage boosts granted by Lightning Beast. It also lowers the Elec Affinity Attribute of the target by two levels, which helps him hit harder through both Order Crest: Great Yokai and Scattered Lightnng itself.
- If successful, on top of the five additional hits, Scattered Lightning also grants every party member one count of Fortify and casts Zenith on them once per turn, giving him some degree of self-sufficiency by boosting his damage and ensuring the additional Zenith benefits from Lightning Beast stay on during his own turn.
- Scattered Lightning also casts Super Gloom on the enemy it targets as part of the initial 100 BP attack, which is a fantastic tool against a mirror match, as it will remove the other Tora’s damage boost and damage reduction.
- Similarly to Order Crest: Great Yokai, Scattered Lightning uses HP as the attack stat, which means he's heavily encouraged to go all in on HP for both defensive and offensive utility.
- He gets Super Endure as an Awakening skill in yellow. Coupled with his innate 6th Sense Survivor+, this gives him a total of four endures, giving him more time to potentially punish the enemy team with Order Crest: Great Yokai.
- If Panel 2, he does not consume a Press Turn icon the first time he attacks each turn while under Zenith. This not only allows his team to keep the momentum going, but is also a great way to counter demons with Bonus Turn denial like Nuwa. This essentially means that Panel 2 is borderline mandatory for him, however.
|
| Cons |
- 20% to damage received in Lightning Beast is a low enough number that can easily be overwritten nowadays, especially considering it's tied to Magic attacks only, which units like Inanna and Vanitas at Panel 2 easily overwrite with 30% damage reduction from Magic attacks.
- His damage output is very negatively affected by Decay of which there are a lot of T1 units that liberally apply it, such as Chaos Hero, Lucifer Frost and The Hero. Without Fortify support, of which the only sufficient one is Nuwa, he is very unlikely to make a dent on teams like those.
- Despite the high damage reduction number of 80%, most of it is extremely conditional and easily overwritten by removing Zenith from him, meaning that only the baseline of 20% damage reduction can be relied upon most of the time.
- This is made even worse due to Hakumen no Mono’s extremely high usage rate in PvP.
- He has no way to gain Zenith during the enemy's turn, greatly affecting his survivability during the enemy's turn if they manage to overwrite his Super Zenith. Even during his own turn, he can't reapply Super Zenith by himself, only regular Zenith, and that's only after using Scattered Lightning. All of this means that he's heavily overreliant on his start of battle Super Zenith which, considering how easy it is to overwrite, is not a great look for him.
- Despite the hard-hitting nature of Order Crest: Yokai, the forced AOE will inevitably feed into Nuwa's Order Crest: Solemnity, allowing her to heal her own team and setting back Tora's own progress in punishing his enemy team during their own turn if he doesn't manage to kill her in time.
- Due to being a Magic attack, Order Crest: Great Yokai will also trigger enemy Toras' Order Crest: Great Yokai, allowing them to punish his own team in turn.
|
| Notes |
- Limited time Collaboration unit; no one knows if he will be rerun.
- He's so fat he covers half the screen.
|
| Synergies |
|
|
Trumpeter
|
Any |
 |
D |
F |
F |
- |
| Pros |
- Apocalypse deals decent Almighty AOE damage while having a high mute chance for a low MP cost.
- Access to Concentrate to further increase his damage.
- No weaknesses and 2 Nulls give him a lot of flexibility in skill transfers.
- At Panel 4, he auto-casts Gloom at the start of his team's turn. He also does a massive 50% damage boost to targets under Gloom. This makes him a strong Democalypse generalist.
|
| Cons |
- Very high MP costs.
- Very low Vi stat which hinders his bulk.
- Hard countered by Five Elements, plus stiff competition from other Almighty sweepers like Cthulhu.
- Needs incredible investment to deal damage through Demeter's bulwark, but Concentrate and Gloom give him potential.
|
| Notes |
- |
| Synergies |
- |
|
Tzitzimitl
|
Any |
 |
B |
A |
B |
A |
| Pros |
- Star of Darkness grants her Dark Pierce, a 50% boost to her HP, and a 20% damage increase to Dark. While she has 51% HP or more, she will always counter a received Magic attack by inflicting a 200BP Dark attack that applies 2 counts of Decay and heals Tzit for 200% of the damage dealt.
- By the time her her HP has fallen to 50% or lower, she will lose her Counter but will instead receive a 40% boost to her Dark damage and evasion rate, and will place 2 counts of Fortify on her party every time she is hit by Magic.
- As long as she’s alive, all party members that have at least 1 count of Fortify will receive 30% less damage. Any enemy that has Decay will have their naturally recovered MP lowered by 1 MP.
- Dark Premonition has a 80% chance to Mute all enemies, and then she proceeds to cut her own HP by 51% in order to unlock Disastrous Eclipse. This skill becomes a 300BP Dark AoE that applies 1 count of Decay on all those hit.
- P1 grants her immunity to Bind, Mute, and Charm, two 1 HP endures, and a 20% boost o her Max HP and Dark damage. P2 further boosts her HP by 30% and grants an additional 25% boost to her evasion while she’s at half health or below.
- P3 and P4 are her best tools, as the former provides a 40% Dark reverse damage reduction aura, and the latter provides a Start Effect of 2 counts of Fortify on the party, and a Chain Effect at the 1st turn that gives all enemies 2 Decay counts, and a defensive buff swing in Rakukaja+ and Tarunda+.
|
| Cons |
- Nuwa hard shuts down her half HP and P4 chains.
- Dark Premonition does not have Remnants, and Disastrous Eclipse does not Bulwark Pierce.
- Fortify really messes with the Fractional damage she does to herself, so it’s likely that after a cast of Dark Premonition her health still won’t be low enough to unlock the Dark AoE.
- Mediocre stats. Low Vitality means she will be the frailest member of a bulky T2 team despite all her HP boosts.
- Ailments fall flat in late PvE because of inflated enemy stats.
- The AI in Democalypse will make her do normal physical attacks, instead of firing Dark Premonition. She will need a Dark transfer skill if being brought for her P3 aura.
- Weak to Light unless Teal.
|
| Notes |
- |
| Synergies |
- |
|
Unit 01 Dx2 Type
|
 |
 |
A |
A |
A |
- |
| Pros |
- Is very fast, with 240 agi, 70% innate Battle speed, and press turn generation when going first.
- With 60% dark damage in Purple and 100% innate crit rate, Demonic Sword, a bulwark piercing 260 BP Dark Physical attack with an extra 50% crit rate, is going to hit hard. Additionally, this skill revive seals, bypasses endure, and casts a one turn Luster Candy afterwards, helping with buff control for the whole team.
- Alongside the other mentioned bonuses, Demonized Form grants Dark Pierce, 20% Hit Rate on levels, and a chain effect when any party member downs a demon that casts a 1 turn Debilitate and once per turn, also does a 100 BP Dark Physical aoe chain that ignores death prevention skills as well.
- With Repel Dark in teal, Chaos Incarnate granting great passive bonuses in purple, and yellow blocking Tiamat A's ailments, a variety of colors can be useful in different teams and situations.
- P1 grants much need accuracy, turns Demonic Sword in a 4MP skill, which is incredibly valuable against Camael, P2 grants full Agile Cry buff swing at the start of turn, and P3 grants more damage and accuracy.
- Being able to bulwark pierce helps a massive amount against The 10th Angel, because she can pierce through 10th's bulwark and damage hp directly, meaning the rest of the team isn't fighting against their 40% damage reduction at full HP.
|
| Cons |
- The damage chain going off only once a turn hurts sweeping potential
- If only one demon on your team has bulwark pierce, it can make it hard to actually use it effectively because the rest of your team still needs to push through Demeter's full bulwark, and if you never break through the bulwark, you're always fighting against her 20% damage reduction when a unit is under bulwark.
- Not having Phys Pierce is an issue against Camael. Often 01 will be the unit affected by his start of turn chain, and even with MP support, 01 will not be able to cast Demonic Sword on their first action. This means a Null Phys transfer or Tetraka Shift will cause problems. Consider a Phys Pierce (weak) transfer if possible.
|
| Notes |
A limited collab unit. Nobody knows if or when she will be rerun. |
| Synergies |
- |
|
Uriel
|
 |
 |
B |
C |
C |
- |
| Pros |
- One of the core demons in the Archangels archetype. When combined with two other Herald or Divine demons, God's Fire dishes out massive damage even before battle really begins. As it is a chain effect, it doesn't consume Press Turns even when hitting NDR+Anti-Pierce.
- God's Fire gives your party a Tarukaja attack buff, and at Panel 2 even adds in a Rakunda debuff, swinging offensive buffs to your favor.
- Sunrise will revive one fallen ally at random with 50% HP up to 6 times, given that he is not afflicted with Suppression. The revive effect becomes more threatening the more Archangels are on your team.
- P1 increases his overall damage dealt, while P2 lowers the Fire affinity of all enemies by 1 level if there are 3 or more Divine/Heralds alive on your team.
- P3 grants a 40% Light/Fire damage boost to Divine/Herald party members, as well as an additional Press Turn to the team whenever Uriel is revived from a demon skill.
- P4 allows Sunrise to hit even harder, allowing him to clean up on Endures.
|
| Cons |
- Needs a team built around him to work well.
- Chain effects kill demons before they have a chance to talk, making him less useful for Aura Gate.
- Weak to Dark unless Teal.
- A unique AoE passive and random target chain make using him a liability against NDR Pierce teams.
- His innate Mahamadyne basically became useless when his Sunrise gained the attribute of selecting either Fire or Light.
|
| Notes |
|
| Synergies |
|
|
Ushio Aotsuki
|
 |
 |
S |
S |
S |
S |
| Pros |
- Beast Spear's Wielder gives Ushio Elec Pierce, an innate Speedster, a 100% Critical hit rate, and will reduce incoming counts of Spirit Chains of Intimidation AND Spirit Chains of Suppression. When he inflicts damage, he will not use up a Press Turn Icon up to once per turn, resulting in fantastic PT economy in addition with his PT generation on his active.
- When all his party members are in a state of Zenith, all enemies will receive 30% more damage and will increase their chance of receiving a Critical hit by 30%. When paired with Fionn mac Cumhaill or Hakumen no Mono, this can easily result in ludicrous amounts of reverse damage reduction, letting his team bulldoze through practically anything.
- His Order Crest: Sun will ensure that Zenith is always active, as it will proc at the start of his team’s turn and give Ushio a Charge effect, restore 1 MP to his party, and will proceed to put his party into Super Zenith. This effect will constantly be happening as it requires 2 Critical hits to land from any party member to activate again.
- Yokai-Slaying Thrust is a 100BP single-target Elec attack that pierces Bulwarks and reduces the hit enemy’s Elec Affinity by 2 levels. As a follow-up, he will do an additional 4 hits of 45BP to the same enemy to break any endures they might have. It will also give his party an additional Press Turn Icon once per turn.
- While having useful skills in Red, Yellow and Teal, Purple is the best as it offers a unique skill in Carnage Survivor which gives Ushio a 20% boost to his Critical hit rate and Critical hit damage, while allowing him to endure a fatal blow with 1 HP.
- Combined with his innate Elec Survivor, this gives Ushio 2 endures if Purple.
- Solid set of panels with P1 offering a reduction of 1MP to his active with a 15% Elec damage boost, with a further 20% Elec damage boost alongside HP in P3. However, P2 is the most mandatory as it adds immunity to Bind, puts Ushio in Charge and cleanses all ailments from his party when it becomes his turn to act. With his innate removal of Suppression, this allows him to act as a cleric in any situation.
|
| Cons |
- No innate ailment immunities, making him heavily reliant on P2.
- Due to his frailty and lack of innate HP boosters, it is unlikely that he will live to see a second turn if he is out-sped or if his team fails to end the battle on the first turn.
|
| Notes |
- Marks the first occurrence of a non-full anniversary unit that reduces Suppression counts.
|
| Synergies |
|
|
V☆
|
 |
 |
D |
D |
D |
- |
| Pros |
- Griffon-Bolt is very good when combined with Turn 1 teams with lots of Crits passing and generating Press Turns. Good teammates include Masakado A, Asura Lord and Kartikeya.
- Will virtually never have MP issues thanks to Shadow-Shock giving him a free Almighty ST attack.
- Balanced stats and no weaknesses give him flexibility in transfer skills.
- Red and Yellow give him an Almighty AOE skill that debuffs.
- Can be used as bait for Camael's Spirit Chains (Indignation).
- Laughs at his enemies occasionally.
|
| Cons |
- Very harshly countered by Five Elements effects on Defense, as the AI does not know how to pass and will lose Press Turns attacking into it.
- Relies on auto-attacks, does not contribute much if his teammates are spamming skills instead.
- Demons with AOE reduction passives like Hecatoncheires and Orcus significantly reduces his damage.
|
| Notes |
- Cannot be used in the same team as the regular 4★ V.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
| Synergies |
- |
|
Vairocana
|
 |
 |
D |
F |
F |
- |
| Pros |
- Radiant Mantra constantly resets all opponents' buffs and allies' debuffs at the start of the enemy turn. When used in a slow team, this allows him to nullify harmful Auto-skills, giving your other demons more flexibility in skill transfers as they don't have to counter them anymore.
- Good Repel resistances makes him a natural partner for Baphomet A and Yggdrasil. Light Repel is especially useful to counter Metatron M teams.
- Teal offers Repel Dark, synergizing even further with Yggdrasil to combat Chefei’s AoEs.
- High MAG and Butcher in Purple allow him to function as an Almighty attacker. In addition to dealing Almighty damage, Path of Prominence also applies a mini Luster Candy buff, extending his role as a buff control specialist.
- Yellow gives him access to discounted Mediarahan, allowing him to function as a decent PvE Healer.
- Radiant Mantra is very useful for certain PvE content to remove Fast Luster Candy and Fast Debilitate.
|
| Cons |
- Pathetic damage output. Very hard to further boost his damage, and at all worth it.
- Despite wanting to go second to fully abuse Radiant Mantra, his AGI is on the high side.
- Very high MP costs. Even with maxed Path of Prominence and Divine Brands, he won't be able to spam it consistently unless Panel 2 is also unlocked.
- Full Almighty / non-Piercing kit means he is shut down hard by Five Elements effects.
- Shut down hard by Nuwa’s Spirit Chains of Suppression.
- Completely powercrept in terms of support by most newer units.
|
| Notes |
- |
| Synergies |
|
|
Vanitas
|
 |
Any |
S |
A |
A |
S |
| Pros |
- 6th Day Miracle is one of the most powerful passives in the entire game, granting +100% to Max HP, +5 to Max MP, Null Mortal, 1 count of Fortify along with a Bulwark worth 100% of Max HP at the beginning of battle, and most notably, reduces all damage by 100% while under a count of Malice, making Vanitas nigh unkillable.
- Additionally, at the start of the enemy turn, 6th Day Miracle adds 1 count Malice, restores 100% HP, and regens 4MP. The 1 count of Malice immediately sets up Vanitas' damage reduction, right before the enemy is about to attack. It also adds 1 count of Malice each time either an ally or enemy is downed.
- At the end of the own turn when Vanitas is inflicted with 5 counts of Malice, 6th Day Miracle removes Bulwark and Malice from all enemies, and inflicts 5 heavy hitting Dark hits on random enemies, while also dropping Dark affinity by 1 level per hit. The Malice removal portion counters other Vanitas in mirror matches, allowing 6th Day Miracle to sweep the entire team.
- Malicious Scale is a 300BP, Bulwark piercing, Dark nuke with Remnants on a single target, and follows up with another Bulwark piercing hit on the enemy with the lowest current HP when used while under 2 or more counts of Malice. With both hits combined, this skill can hit for 600BP in a single cast, making it the strongest skill in the game at the time of writing.
- Since both the damage from 6th Day Miracle and Malicious Scale are based off Mag DEF, one can build Vanitas purely for Mag DEF to boost damage and lower Magic damage taken.
- Incredible awakening skills, with each one being a unique passive that offers something for every situation.
- Amazing panels, with P1 reducing the count of Corrosion received by 1 and adding immunity to all ailments. P2 increases Mag DEF by 500 and boosts Magic damage by 30% and reduces Magic damage received by 30% while under 1 or more counts of Malice.
|
| Cons |
- Countered very hard by many sources:
- The 100% damage reduction can be somewhat negated from sources of reverse damage reduction like Fionn mac Cumhaill and Hakumen no Mono.
- Speaking of Hakumen, it is a very popular demon that removes Malice counts which his active, thus removing all the damage reduction entirely. Chaos Hero is another popular unit that removes Malice.
- An outspeeding Nuwa’s Spirit Chains of Suppression will completely block Vanitas from gaining any counts of Malice, and will stop its defensive buff swing or PT removal effect.
- Raidou is being seen in almost every battle and he completely bypasses any and all damage reduction effects.
|
| Notes |
- Because of the timing for when 6th Day Miracle adds Malice when the enemy attacks first, there is an opening in which T0 teams can attack before Vanitas gets damage reduction.
- The five hits of 6th Day Miracle, and to a lesser extent the one hit of Attack Function, do not need to be successful to decrease the Dark affinity of enemies. This means that fighting against an NDR team, even if it has teal Yggdrasil, will not turn into a deadlock.
|
| Synergies |
|
|
Vasuki
|
 |
 |
C |
C |
C |
- |
| Pros |
- Innate Ice Debuff, Butcher in Purple, and another 65-85% damage from panels 1 and 2 make him a powerful Ice mage.
- Halahala deals massive damage against single targets and debuffs ATK and DEF, ideal for Bosses and Democalypse. It's also useful for breaking the multiple endures in Brands of Sin: Avarice.
- Very high chance for Halahala to inflict Poison: 165% chance when adding up its base 50%, Insanity, Ice Debuff, panels 1 + 3, and Gloom. The skill also attempts infliction 6 times per cast.
- Panel 1 offers synergy with Auto Barrier Break and +20% to Poisoned enemies for the party, while Panel 4 casts a follow-up Bulwark-piercing AoE when an enemy gets Poisoned.
- Allies can access 60% of that chance boost, making Vasuki a solid partner for ailmenters.
|
| Cons |
- Being limited to only random targeting can be a problem in PvP.
- Weak to Fire unless Teal.
|
| Notes |
- Halahala does not have Bulwark pierce, only his panel 4 chain effect does.
|
| Synergies |
- |
|
Vishnu
|
 |
 |
F |
F |
F |
- |
| Pros |
- Avatar provides him free a Enduring Soul +, while giving him additional MAG and HP from levels. Combined with decent natural bulk and Healing from Panel 1, this makes him a very tanky Mage.
- Panel 4 provides him a free Megido-proc at the end of your turn, useful for breaking Endures and/or cleanup. In addition, it also gives him free Intimidating Stance which synergizes well with his low AGI.
- Red gains access to discounted Megidolaon, which is further reduced to 5 MP once Panel 3 is unlocked.
- Null Bind from Panel 1 ensures his chain effects will always go off. Null Curse from Panel 2 ensures he will always heal for decent amounts, in addition to being immune to Alice A's AOE Mortal.
|
| Cons |
- Weak to Fire.
- Expensive to fuse (only 5+5 fusion paths are available).
- Bufudyne and Holy Wrath are wasted skills for PvP builds, and don't synergize with each other in PvE ones.
- Lack of damage boosters means he will have poor damage output.
- Lack of Pierce and an Almighty-based kit means he is shut down hard by Five Elements and similar effects.
- Slow chip damage builds are no longer viable due to Demeter, making him absolutely useless in PvP.
|
| Notes |
|
| Synergies |
- |
|
Vishnu A
|
 |
 |
B |
D |
D |
- |
| Pros |
- God of Ubiquity is a loaded passive, offering Light and Dark Pierce, 20% Light and Dark Amp, 30% Battle speed, along with a chain effect at the start of his team's turn that does Dark AoE damage while also reducing the enemy's attack and defense.
- Nirvana is an absurd ability that ramps up over his turns, dealing 120 BP Light AoE and more importantly, giving his team an additional press turn once a turn, letting him massively increase his teams potential. It also additionally ramps up to 160 BP and ignores endures, making it an incredibly powerful sweeping skill. It was also buffed to give a 1 turn Debilitate effect on Boost level 2.
- Tar Flexi joins Suk Flexi in skills that grant a team a variable advantage whether or not the team went first.
- Panels help make him tankier to help guarantee additional press turns, and increase his MP regen, to the point that with Maria and P2, Nirvana can always be cast as long as it is maxed, meaning no amount of MP drain can prevent it.
|
| Cons |
- Anti-pierce with Light really shuts him down, preventing him from doing his main roles of damage and press turn generation. This can make him less useful on defense and for randoming in PvP.
- God of Ubiquity can be easily stopped by Dark Anti-Pierce, something that is very unintentionally popular as there's so many demons that get paired with Kalki who also happen to possess innate Repel Dark or Drain Dark (for example Astaroth and Tiamat A).
- The automatic Dark AoE has further problems against Demeter teams, as it'll trigger her to re-cast Bulwarks. If Vishnu's damage isn't high enough, this could result in a net gain of bulk for her team.
- A fire weakness and only Null Fire in teal means he can be vulnerable to demons like Lost Name and Elohim.
- Makes you choose between midrange and fast, because his speed is too high to really use in a slow team, but he also isn't necessarily bulky enough to survive if his team doesn't go first, even with Tar Flexi.
|
| Notes |
- |
| Synergies |
- |
|
Vivian
|
Any |
 |
B |
B |
B |
- |
| Pros |
- Lady of the Lake is an extremely loaded support passive, granting her Ice Pierce, 30% battle speed, reducing the party's Ice MP costs by 1, and granting the party 30% damage bonus when in a state of Zenith. Additionally, all enemies will take 40% additional ice damage.
- On top of those effects, when attacking first, as well as when Teardrop is used, she casts a one turn Tarukaja and also places her team in a state of Zenith. Whenever she enters a state of Zenith, she also heals 20% hp to the whole party.
- Teardrop is a single target 180 BP Ice attack with Remnants. When it is successful, she also casts a one turn Debilitate. Due to her passive, this skill will also only cost 4MP when maxed, meaning it can potentially be cast even when affected by Spirit Chains (Indignation).
- Ice Accele helps her team go first, and Solar Downfall helps her control buffs if this isn't a concern.
- The heal on her passive creates a powerful T0 comp with units like Ardha, Kangiten, and the Lakshmi A and Mithras combo. All of these units have effects that happen after a heal, letting them chain massive amounts of damage before the enemy can retaliate at all.
- Top tier for Ice Democ as her buff control is exceptional and her damage boosters are massive.
- Useful panels that offer additional speed, damage, as well as some extra HP and HP recovery.
- Good for BoS Avarice as ice is one of the two needed elements.
|
| Cons |
- Ironically because ice units aren't generally the strongest, outside of PvE content, her ice supportive abilities aren't especially useful. She's stronger as a healing chain starter for T0 comps in PvP.
- While she's a fast demon, with 236 agi and up to 70% battle speed in her kit, competition like Astaroth is still faster. Her teammates for an ideal T0 comp also aren't the fastest which can create battle speed issues. If she doesn't go first, she loses.
- Outside of these two specialized roles, she's not the most useful, meaning compared to more meta supports she isn't nearly as versatile.
- Incredibly reliant on having specific teammates. Absolutely useless in PvP if you don't have her partners.
|
| Notes |
- |
| Synergies |
|
|
Vritra
|
Any |
 |
C |
D |
D |
- |
| Pros |
- Has a streamlined kit designed to make enemies evaporate with Raijin Koryu Palm Strike, a 240 BP Elec attack with 40% elec damage baked right into his base kit, 55% in purple, and also offers buff control if it is successful.
- When he downs an enemy, Between Heaven & Earth chains in a 70 bp aoe elec chain, and regens 3 mp for Vritra.
- Innate Elec Survivor and HP% in Between Heaven & Earth skill levels help him builk up a little bit.
- Each color has its own use, offering aoe, buff control, more damage, or covering his force weakness as an option.
|
| Cons |
- Does nothing beyond large amounts of elec damage.
- Completely powercrept in terms of damage and utility.
|
| Notes |
- When using red, be aware of any anti-pierce before using Maziodyne.
- Surprisingly simple for a 2022 demon. His entire basic kit has fewer words than King of Hell.
|
| Synergies |
- |
|
Walpurgisnacht
|
 |
 |
B |
C |
C |
B |
| Pros |
- Extremely bulky with Null Mortal, top-20 vit, up to 110% innate HP boosts, 25% damage reduction when weak point is hit, a 100% HP bulwark for 2 turns at start of battle, and most-scarily, 100% damage reduction while under Bulwark. If this reduction is not counterplayed, she can be effectively invincible for those 2 turns.
- Two repels can synergize well with anti-pierce from demons like Yggdrasil.
- Reducing her affinities to weak may actually make her bulkier, as opponents would then be forced to hit into the 25% reduction. This stacks additively with the 100% reduction from the Bulwark, meaning she can have 125% reduction. This is very effective at countering demons with Attribute affinity down such as Homura Akemi and Metatron M
- Panel 2 gives her a fortify stack, increasing her bulk further.
- Very slow, and has double Intimidating Stance as well as an automatic defensive buff swing, allowing her to fit well into slow teams.
- Has 15 MP max, and panel 2 also has her recover 4 MP at start of battle, so MP drain strategies and Spirit Chains (Indignation) may not be very effective in stopping her.
- Immune to Bind, as well as Mute and Charm if panel 1, again making it difficult to stop her.
- Her unique has Remnants, Bulwark Pierce, ATK + DEF debuffs, and has a pursuing chain against the weakest foe if she uses it during a bonus turn. This skill's damage is dependent on her HP, allowing her to build for bulk and damage simultaneously.
- Purple boosts her damage output, while Yellow can offer more buff control in PvP if her defensive buff swing won't be enough.
|
| Cons |
- Bulwark-removal effects (such as from Loup-Garou or Madoka Kaname) will fully negate her 2-turn invulnerability. Alternatively, anti-damage reduction (such as from Mithras or Botis) can partially negate the damage reduction, as they share a bracket in the damage formula.
- Does not have any way to restore her bulwark after it wears off. Consider pairing her with demons like Madoka Kaname or Demeter to keep her Bulwark topped off.
- Vulnerable to Decay, which can simultaneously cut her bulk and make her unique skill weaker. It won't reduce the size of her Bulwark, though, as that will always use her original HP.
|
| Notes |
- Limited-time Collaboration unit. Nobody knows if she will be rerun.
- Teal covers her weakness, but that might actually be bad, as she then won't get the 25% damage reduction when that weakness is hit.
- Damage reduction does not affect fractional damage, so she takes the full brunt of those attacks. However, fractional damage also doesn't have Bulwark Pierce, so you'd still have to manually wear down her Bulwark. This combined with the low damage caps on most Fractional effects means it'll take too long to break the Bulwark.
- Red's skill is useless, as it does less damage than her unique, is inconsistent due to random-targeting, and scales off of MATK instead of HP.
|
| Synergies |
|
|
Xi Wangmu
|
Any |
 |
C |
D |
D |
- |
| Pros |
- Peach of Immortality revives a random ally whenever someone is downed with 100% HP up to two times per battle. This is especially powerful if coupled with naturally tanky demons and other revivers or demons with on-death effects such as Chefei.
- Goddess' Fan removes all buffs from the opponent and fully debuffs them, swinging the buff advantage in your favor.
- Null Mortal in Purple allows her to survive instant death effects and resurrect her fallen teammates.
- Decent PvE Healer with innate Mediarama.
|
| Cons |
- Hard countered by revive sealing skills.
- Peach of Immortality can be blocked via Bind. Ailment blocking passives and brands are recommended to remedy this.
- Disappointing bulk compared to more recent demons.
- If multiple demons are killed at once through the same AOE, Peach of Immortality will only trigger once. This slightly disadvantages her in regards to AOE sweeping.
- Demons are immediately raised by Peach of Immortality upon death. This can be a disadvantage against Hyper Offensive comps, who can simply kill said demon again in the same turn.
- Shut down hard by Nuwa’s Spirit Chains (Suppression).
- Shut down even HARDER by Chefei who prevents reviving entirely.
|
| Notes |
- |
| Synergies |
|
|
Yama
|
 |
 |
D |
F |
F |
- |
| Pros |
|
| Cons |
- Guilty only works on Boss waves, rendering it useless for PvP and most of PvE.
- No strong, unique Active to take advantage of his powerful passives. Mudodyne is fairly unimpressive.
- Powercrept damage and support make him useless - even in Boss waves, as most newer demons tend to hit much harder, have better support auras, and might even generate extra Press Turns.
|
| Notes |
- |
| Synergies |
- |
|
Yggdrasil
|
 |
 |
C |
C |
C |
A |
| Pros |
- Extremely bulky, with innate -30% damage reduction against single target skills, Null Mortal, Null Bind, +90% to max HP with World Tree and Epitome of Interception, and another +20% HP in Towering Tree, Yggdrasil is one tough foe to take down.
- In addition, at the start of the first turn, World Tree applies 3 layers of affinity attribute reinforcement to all party members, countering the first 3 counts of incoming affinity reduction. This skill also acts as double IS and removes 2 Press Turns from the enemy when Yggdrasil’s party goes second.
- Great Trunk combines both Repel Pierce and Drain Pierce, letting Yggdrasil act as a full-on anti pierce unit. Also, Great Trunk prevents enemies from receiving any bonus turns while attacking allies under attribute affinity reinforcement. In addition to this, it also removes all buffs and 1 extra Press Turn from the enemy party when an ally drains or repels an enemy attack.
- It also changes Yggdrasil’s basic attack to a single target physical Almighty attack with a 100% crit rate, allowing him to crit pass even while inflicted with Asura Lord M’s Indignation.
- Towering Tree boosts his max HP and adds a 500HP endure while Drain Dark in Teal synergizes well as his role as a Repel/Drain Pierce unit.
- Teal is an amazing tool against a non-Suppression partnered Chefei, as his forced Dark AoEs will just cause his team to lose all their Press Turns and to heal Yggdrasil.
- Good panels that gives extra accuracy, Null Charm-Poison, and a -15% damage aura against single target skills for the party.
|
| Cons |
- Weak to Fire.
- Has no way to reapply attribute affinity reinforcement, which means that after it wears off, Yggdrasil has no way to prevent enemies from receiving bonus turns.
- Shut down hard by Nuwa, as an outspending one will completely stop all his chains from firing off—-meaning no IS, no reinforcement, and no extra penalty for hitting into his Repel/Drain Pierce.
- Very unlikely that he is able to reverse sweep even the frailest of T1 teams as his attack does extremely low damage. He can’t even rely on Recarmdra in Yellow either as a partnered Chefei prevents reviving entirely, and an enemy one would have revive sealed all other party members.
|
| Notes |
- |
| Synergies |
- T2

|
|
Yoshitsune
|
 |
 |
C |
D |
D |
D |
| Pros |
- Widely considered a great Phys DPS demon for PvE as he has access to an AOE in Vorpal Blade, a boss-killing skill in Hassou Tobi, MP refresh in Mana Aid and a damage booster in Purple's Phys Amp.
- Innate Mana Aid lets him repeatedly spam Vorpal Blade or Hassou Tobi in PvE.
- Hassou Tobi does massive damage against lone targets, making it ideal against bosses and Democalypse.
- Teal can be used to cheese certain PvE Content.
- Excellent set of panels that grant him Accuracy, more MP and more damage, as well as Phys Pierce on Panel 4.
- Panels 1 and 3 give a combined +75% to crit rate.
- Panel 2 gives Yoshi Charge, Might, and a 1-turn ATK Buff at the start of a boss fight, giving a head start on damage.
- Panel 3 helps stabilize his MP spending. (Panel 2 meanwhile only delays him running out of MP by one turn or so.)
- Panel 4 gives a massive 75% Phys damage boost, but in Deceit 14 only.
|
| Cons |
- Before unlocking Panel 4, he only has innate Phys Pierce on Hassou Tobi.
- Random Targeting on Hassou Tobi makes it bad against Waves and in PvP. Several of his effects also simply don't activate in PvP.
- Will have MP issues until Panel 2 (or preferably Panel 3) is unlocked.
- No Bulwark Pierce.
- Outside of Deceit 14, Panel 4 Cu Chulainn performs about the same or better than Yoshi, and is fusible to make paneling easier.
|
| Notes |
|
| Synergies |
|
|
Zaou-Gongen
|
 |
 |
C |
F |
F |
- |
| Pros |
- Kongo Zaou is a powerful passive that grants Phys Pierce to all your demons under Might.
- Great set of Panels that provide additional damage, accuracy, and team-wide Might.
- Panel 3 grants team-wide Might whenever he crits. This is very powerful for Physical-based teams, as it cranks up their damage to higher levels and guarantees virtually infinite crits.
- Panel 4 grants himself Charge and Might when any party member scores a kill (once per turn), synergizing with Yoshitsune's Panel 4 that has a similar effect. This could allow him to forego Auto-Rebellion in PvE if the first kill happens quickly. It also makes God's Hand far more affordable at 5 MP, improving performance against single targets.
- Red gives him a cheap AOE attack in Herculean Strike. Teal gives Drain Phys, which can be used for anti-pierce strategies.
- He can work as a Fire mage, as he has passable Magic and Fire Amp in Purple.
- Can be used as a counter to Indignation, as demons without innate Phys Pierce will be able to hit through Null Phys or Tetraka Shift.
|
| Cons |
- Weak to Elec.
- Middling AGI affects his Accuracy and Speed. Missing can be disastrous for a T1 team, as they aim to win on the very first turn.
- Expensive to fuse (only 5+5 fusion paths are available).
- Completely outclassed by Mitra-Buddha.
|
| Notes |
- Auto-Rebellion is a very powerful transfer skill for him, as it will guarantee he can start the crit loop. Note that this won't work on Democalypse boss, though.
- Purple can run Fire Slash or Rending Fire to make use of his PATK stat. However, these skills are only available through events.
- Rending Fire + Fire Enhancement is an 11-20% (depending on skill level) damage gain over Maragidyne + Fire Enhancement + Butcher.
- Also note that ZG doesn't have Fire Pierce (Kongo Zaou only works on the Phys element), so this strategy is mostly limited to Democalypse.
|
| Synergies |
|
|
Zeus
|
Any |
 |
B |
C |
C |
- |
| Pros |
- Omniscience and Omnipotence downgrades the enemy's Elec resistances by 2 stages, meaning that anyone who doesn't NDR Elec is now Weak to Elec. This also completely shuts down anti-pierce for Elec if they don't have Affinity reinforcement.
- Keraunos downgrades Elec resistance by 1 stage and stacks with the above effect, up to a cap of 3 stages. 3 stages guarantee the enemy is now Weak to Elec. This skill also ignores counters and endures, Revive Bans the enemy if it kills, and attacks 2 separate times per cast, potentially landing 2 kills. With maxed skill level and Panel 1, it only costs 4 MP.
- Panel 2 increases his team's accuracy and damage against weak points, and his innate Wretched Blow increases his own damage against weak points. Further, he casts a 100BP AoE when any party member hits a weak point, and generates a press turn (once per turn).
- These effects are all extremely valuable in Democalypse.
- Automatically casts a 100BP ST attack at the start of the enemy's turn. This can chain into effects such as Hachiman's Jingu's Divine Light, potentially offering a lot of offensive pressure before the enemy can act.
- This ST attack can help counter Bulwarks on the enemy team, as their Bulwarks will wear off at the start of their turn - leaving their HP bars exposed.
- All of his colors have a use, but for general purposes Purple is best.
- Trivializes a lot of PvE content, due to opening up an Elec weakness where normally a weakness would not exist. Hell's Park 100 is a prime example of this, where King Frost's anti-pierce Null can be bypassed by reducing his Elec resistance to Neutral or Weak, letting an Elec team sweep the fight with ease.
|
| Cons |
- Weak to Force unless Teal.
- No crit rate support in his kit (aside from Rending Thunder).
- No Bulwark Pierce hurts a lot in a meta where Bulwark is spammed to no end thanks to demons like Walpurgisnacht and Madoka Kaname. Consider pairing him up with Loup-Garou to mitigate this.
|
| Notes |
- Attribute affinity down does not work in Democalypse.
- For manual play, the 100BP ST at start of enemy turn will hit whoever your cursor is on. On Auto and/or Defense however, you are at the mercy of the AI for who he hits.
- If building him for Democalypse, try to transfer a "Rending <element>" skill (for Prelim) or an "<element> Slash" skill (for Boss) to make use of his PATK. These skills are only available through events, though, so if you don't have them, you may have to run a magic skill instead.
|
| Synergies |
Botis Odin A Loup-Garou |
|
Zodd
|
 |
 |
C |
D |
D |
- |
| Pros |
- Rip does AOE Piercing Physical damage and heals him by 50% of the damage dealt. It also refunds 2 MP when maxed, allowing you to spam it repeatedly. At max boost it has 170 BP and 70% crit rate, making it do massive damage when combined with his sky high STR stat.
- Nosferatu increases his damage every turn (up to 100% after 5 turns). This makes him excellent for long, sustained fights, especially since he can heal himself with Rip. It also grants Phys Pierce, bulk, accuracy, an endure, and damage bonus and reduction when he's under 50% HP.
- Mana Aid in Clear is very useful for PvE, as it ensures he can spam Rip every wave.
- Very tanky thanks to incredible bulk and Nosferatu providing him a better Enduring Soul. Purple gives him Null Mortal which makes him even harder to kill.
- Red grants a ST skill and Teal grants Drain Phys, both having their uses.
- Great panels, with damage, accuracy, hp, an Infinite Chakra effect, and a chain effect when he's hit by a physical attack, doing an HP draining 80BP physical attack.
|
| Cons |
- Has accuracy issues due to low AGI and middling LUK.
- Being aoe focused can be a liability against Demeter. Consider using Charge to bypass her bulwarks.
|
| Notes |
- A very useful unit for beginners to cruise through the early parts of PvE.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
| Synergies |
- |
|