| Name
|
Best Archetype(s)
|
PVE
|
PVP
|
| PVE |
PVP |
Offense |
Defense |
Tournament
|
Alice
|
 |
 |
C |
D |
D |
- |
| Pros |
- Die for Me! inflicts Mortal (instant kill), has pierce, and bypasses Endure-type skills.
- High MAG stat combined with Dark Amp in Purple makes her a very powerful Dark Mage.
- Incredible panels that give her damage amplification, MP cost reduction, and increased uses of her signature unique skill.
- Panel 4 makes DFM trigger a second DFM as a chain effect, meaning she can score 2 mortal kills per cast. Even if an enemy doesn't die to mortal, Alice still effectively doubles her damage output per DFM cast.
- She's cute!!
|
| Cons |
- Ideally wants to be run with an MP battery demon, along with P2, to spam Die for Me! as much as possible.
- Die for Me! has only one charge unless P3 is unlocked, limiting her usefulness at low panels. This is especially a problem in scenarios where she cannot be Panelled, such as Tokyo Abyss.
- Only has pierce on Die for Me, her other dark skills will not pierce.
- She has pretty bad AI (will sometimes Mamudoon instead of spamming DFM).
- Mortal is useless against units like Idun, Inanna, Masakado B, and Vanitas, all of whom are key defensive demons currently.
|
| Notes |
- Cannot be used in the same team as Alice A.
|
| Synergies |
- |
|
Alilat
|
 |
 |
D |
F |
F |
F |
| Pros |
- While alive, Repel Pierce will prevent Pierce skills from going through Repel resistances. This is very useful when combined with demons that have a lot of natural Repels.
- Very high Luck stat allows her to be used as both an Ailment inflictor and a cleanser (especially with innate Infernal Mask and P1, which together grant -110% chance of receiving ailments).
- Good HP and VIT stats and no weaknesses give her a lot of bulk. Panels 2, 3, 4, and levels on Repel Pierce increase her bulk further.
- Panel 4 grants Alilat 30% Magic damage reduction and a free 15% HP self-heal whenever a party member repels an attack, helping her stay alive.
- Very cheap to fuse, at only about 1 million magnetite per copy from scratch—the cheapest fusible 5★ in the game.
|
| Cons |
- Megidola is a wasted skill.
- Relies heavily on transfers to do much other than heal.
- Attribute affinity down completely shuts down her niche.
- Her defense against ailments, while good, is not a hard immunity - meaning it is still possible for high-ailment-chance enemies to inflict her.
- Overshadowed by Metatron, who is also a fusible source of Repel Pierce via Divine Proxy, but has higher damage, more bulk, and is overall a more useful demon to have.
|
| Notes |
- |
| Synergies |
- |
|
Amaterasu
|
 |
 |
F |
F |
F |
- |
| Pros |
- Tenson Korin is a powerful buff that removes Debuffs then gives your team a 6 turn Luster Candy
- Mediarahan in yellow costs only 8 MP, letting her cast it every other turn with Divine brands.
- Panel 3 gives the team 20% Fire damage reduction.
- Panel 4 gives Tenson Korin a 1 turn Zenith, making her the only fusible source of Zenith.
|
| Cons |
- Maragion is a waste in support builds
- Her MP costs are absurdly high and completely outclassed by Michael.
- Has an Elec weakness unless Teal.
- Healing isn't particularly valuable in PvP, and her high costs make her worthless there.
- Her Zenith only lasts one turn, compared to the 6 turns of every other buff on the skill.
- Absolute garbage panels.
|
| Notes |
- How the mighty have fallen. If any launch player could imagine saying "Just make Barong, Amaterasu is useless" you'd be told you're crazy.
|
| Synergies |
- |
|
Ananta
|
 |
 |
C |
F |
F |
- |
| Pros |
- He casts all 3 Buffs at the start of both his team's turn and the enemy team's turn, offering consistent buff control at no MP cost.
- Panel 4 also casts Debilitate at the start of the enemy turn, or when your team casts any skill with a healing effect - this includes life steal and chain effects, such as Seth's Ouas or Huang Di's panel 3. (This does NOT include Lydia, however).
- Panel 3 gives the team 20% Ice damage reduction.
- Mabufudyne in Red plus Infinite Chakra helps him pull his weight beyond just being a buffbot in Ice Democalypse prelim. He also performs decently in any other element, except Phys.
- Works well in slow double Intimidating Stance teams, providing buff control simply by staying alive, which Demeter can practically guarantee. Could be a decent Tetraja holder.
- Even though he auto-casts all buffs at the start of your turn, Auto-Taruka in purple for PvP is still his best. Because of the timing of Endless One, Auto-Taruka can function mainly to counter the enemy Auto-Tarunda to ensure you get the attack buff from Endless One at the start of your turn.
|
| Cons |
- Weak to Force.
- Mag is only average and he has no innate pierce, so even if Red he's still more of a support than a sweeper.
- Newer demons have buff chains on their skills, which reduces Ananta's niche substantially.
- Offers nothing more than buff control in PvP.
|
| Notes |
- Panels 1-3 don't offer very much, so it's panel 4 or nothing.
|
| Synergies |
- |
|
Anat
|
 |
 |
B |
D |
D |
D |
| Pros |
|
| Cons |
- Weak to Force unless Teal.
- Expensive to fuse and only available in clear (approx 8 million mag per copy, 5 million of that is unaffected by discounts). Colored variants are Gacha exclusive.
- Will have MP issues with Thunderstorm unless Panel 2.
- Her attribute affinity down is exclusive to her Normal Attack and reduces the affinity by 1 level, meaning that she cannot use it against enemies that Null/Drain/Repel Elec, unless a teammate reduces the enemy's affinity first. Even after that, decreasing by 1 level at a time means getting down to Weak will take a while.
- Her auto-Concentrate Chain Effect will immediately be used on her 4x 25BP random-target Chain Effect.
|
| Notes |
- In Hell's Park Underside, the Spirit Chains of Suppression applied to all allies prevents Anat from wasting her Concentrate on her random-target Chain Effect. This means she's free to spend it on her Normal Attack or Thunderstorm, which ironically means the suppression improves her damage output.
- Buffed during the May 8 2025 Update.
|
| Synergies |
- |
|
Asherah
|
 |
 |
D |
D |
D |
- |
| Pros |
- Mother's Creation revives a unit with full HP while also generating a Press Turn, allowing the resurrected unit to act immediately.
- Silent Prayer in Yellow allows her to act as a Pseudo-Cleric and also removes Barrier, Tetraja, Charge etc. This can work well against Gozu-Tennoh, though he is currently less popular in PvP.
- Innate Mediarama and Recovery Amp in Purple lets her function as a decent PvE Healer.
- Gains a lot through panels, including 70% HP helping her tank, Null Mortal, an extra use of Mother Creation, and 70% Fire reduction, helping her survive teams running Elohim or Lost Name, and revive those that did die to counter sweep.
|
| Cons |
- Weak to Ice (unless Teal) and Dark.
- Low AGI means she will need Lead Brands or even slower teammates to work as a Cleric.
- Low LUK and lack of ailment immunities or resistances means she may get ailmented herself, making her unable to cleanse her team.
- Requires Panel 4's Null Mortal and HP boost to make her a reliable tank in today's meta.
|
| Notes |
|
| Synergies |
- |
|
Baal
|
 |
 |
B |
C |
C |
- |
| Pros |
- Tempest deals decent AoE damage while casting Tarukaja, Sukukaja, Rakunda and Sukunda.
- Rains of Canaan provides a Force Pierce, +50% to his Max HP, casts Lydia at the start of battle, teamwide Force damage boost and auto cure rate boost, and changes his normal attack to a Magic based Force attack that lowers the hit enemy's Force Affinity Attribute by 1 level.
- Good panels that increase his damage, reduce the MP cost of Tempest, provide full ailment immunity, and increase his Magic stat.
- P2 is the main highlight, letting Baal (if under Lydia) follow-up a Force attack with another Force AoE damage while putting him into a state of Concentrate up to once per turn.
- Can be used as a budget option in Sloth 14 if Panel 3, and can be great help in Democalypse provided there's another Lydia caster on the team.
|
| Cons |
- Weak to Ice unless Teal.
- Expensive to fuse and only available in clear (approx 8 million mag per copy, 5 million of that is unaffected by discounts). Colored variants are Gacha exclusive.
- Will have MP issues with Tempest unless Panel 1+2 and with MP support.
- He will only cast Lydia once at the beginning of battle. So if it gets removed, there is no way to activate P2 without other Lydia casters on the team.
|
| Notes |
|
| Synergies |
|
|
Barong
|
 |
Any |
C |
D |
D |
- |
| Pros |
- Barong Dance provides a decent AOE heal while giving the party a full Luster Candy buff. It also has infinite uses and can be reduced to a mere 5 MP when maxed with Panel 1 unlocked.
- Panel 4 makes Barong Dance apply a 1-turn 500 HP Bulwark, which can stack to 1,000 HP if you get 2 casts off during your turn. This increases the value of his heal significantly, as you can set up bulwarks to soak damage while patching up teammates at the same time, particularly helping him keep frail targets alive. With the addition of Demeter, extra bulwark strength is greatly appreciated.
- Very high AGI allows him to be used as a fast support, especially with Speedster transferred for Battle Speed requirements.
- Panel 3 gives the team 20% Elec damage reduction.
- Can be used as a buffer for Elec Democalypse thanks to Barong Dance having high cast priority.
|
| Cons |
- Weak to Dark (unless Teal) and Force.
- Low MAG stat means he won't heal for much.
- Elec attack spells (and Elec Amp in Purple) are wasted slots considering his bad Magic stat.
- Does not have Null Mortal like some of his competition, particularly Maria.
- Only has one revive in Recarmdra in yellow, and can be vulnerable to having teammates Revive Sealed.
|
| Notes |
- Niche use in Aura Gate as giving him Support AI with his MATK low enough guarantees he'll heal you with Barong Dance no matter your HP. This is useful to recover HP lost from Talk and/or enemy encounters.
|
| Synergies |
- |
|
Black Frost
|
 |
 |
D |
F |
F |
- |
| Pros |
- High Magic stat and innate Pierce on Go to Hell! makes him a good magic sweeper.
- Curse of Anguish and Panels pair well with Yama, who automatically curses everyone at the start of the Boss wave.
- Go to Hell! has a high Curse chance, which lets him setup for other curse-based sweepers like Alice A.
- Yellow gains access to Concentrate to further increase his sweeping potential.
- Innate Mabufudyne and Ice Amp in Purple lets him function as an excellent Ice sweeper too, especially for Democalypse.
- P4's MP battery, buffs, and team advantage vs Curse are useful for Vanity 13 and Deceit 14 farming.
|
| Cons |
- Weak to Light.
- Go to Hell! has low base power and does not gain damage on level up.
- His damage output is below average and needs his Curse gimmick. If Curse doesn't land, most of his kit will not function.
- His low damage and reliance on ailments means Demeter shuts him down entirely.
|
| Notes |
|
| Synergies |
- |
|
Black Rider
|
 |
 |
D |
D |
D |
- |
| Pros |
- Famine's levels and boosts from panels sum to 70% Ice damage before transfers.
- Soul Divide punishes healing by dealing Fractional damage based on the enemy's current health. Useful in Brands of Sin Vanity stages where healing is abundant.
- Soul Divide also punishes passive healing such as Erlkonig's Alder King, Hecate's Lunar Awakening and Beelzebub☆'s Panel 1.
- If panel 2, Soul Divide additionally casts Tarukaja and Tarunda.
- Famine deals fractional damage to all enemies and depletes 2 MP at the end of their turn. Pairs well with Alice A for a devastating MP denial combination.
- Panel 4 offers a large HP boost and reduces all magic damage.
|
| Cons |
- Weak to Fire unless Teal.
- Soul Divide damage is based on Current Health and cannot kill targets.
- High AGI makes him awkward to slot in slow teams, despite the great synergy with Alice A.
- Soul Divide can potentially outdamage Demeter's bulwark generation, but for the most part it's not going to be relevant or useful, and will work against you.
|
| Notes |
- The Baphomet Prelim in Light Democalypse will occasionally cast Life Drain, triggering Soul Divide for massive damage. It is a rather unreliable tech though, especially if you have demons that NDR Dark in the same team.
|
| Synergies |
- |
|
Cu Chulainn
|
 |
 |
C |
D |
D |
D |
| Pros |
- 65% damage boosters and 2 MP discount for random/AoE attacks, plus decent STR and MAG stats, let him work as a strong generalist in Democalypse. Force Pierce in Purple and Phys Pierce on Panel 4 let him function as a Force or Phys attacker outside of that.
- Impressive Phys damage with Gae Bulg, combined with 100% crit rate from Savage Glee and panels. He outdamages a max-invested P4 Mara, even if Gae Bulg rolls only 4 hits or fails to crit.
- Effective for BoS Deceit 14, as enemies there will only take damage from random Phys/Almighty attacks, which Gae Bulg happens to be. He's more stable than Mara for this, since Mara tends to waste Charge on normal attack. Cu's high crit also gives a good chance of crit-passing if he uses normal attack.
- A whopping 100% accuracy in his panel 4 (140% if you're attacking with maxed out Gae Bulg).
- No weaknesses is a lifesaver early on, and gives him more flexibility in transfer skills.
- Cheap to fuse through 4x4 fusions.
|
| Cons |
- High MP costs. Cannot use Mazandyne or Gae Bulg Turn 1 in PvP unless Panel 3.
- Phys builds are not viable until panel 4, as he lacks Phys Pierce until then, and his low AGI and LUK means his accuracy is poor without P4's accuracy boost.
- No Single-Target attack means he will have trouble against Anti-Pierce and in PvP in general. Transferring a single-target skill does not fix the issue, as his innate damage boosters only affect random/AoE-targeting attacks.
- Does nowhere near enough reliable damage to have a role in modern PvP.
|
| Notes |
- Low AGI makes him usable in Intimidating Stance teams.
- You can build into PATK or MATK, but not both simultaneously. For a phys + force build, consider building into PATK and transferring Rending Wind.
- Buffed during the 6/5/25 Data Update.
|
| Synergies |
- |
|
Cybele
|
 |
 |
D |
F |
F |
- |
| Pros |
- High MAG stat, Magna Mater, Merciless Blow and innate Trisagion + Maragidyne make her an extremely good Fire caster.
- Magna Mater provides a team-wide Fire damage boost, incredible for Democalypse.
- Panel 4 casts a 1-turn ATK buff at the start of her team's turn, and again whenever she casts Trisagion or Maragidyne - allowing for great buff control. She also casts a Maragi-lite whenever this triggers, for a little more damage.
- Her Fire-focused kit, fusibility, and being locked to Clear make her an excellent pick for the Spike Hell Area fusibles challenge of Hell's Park Underside.
|
| Cons |
- Lack of Fire Pierce means she will struggle against Fire NDR.
- Expensive multi-fusion that requires clear Asherah.
|
| Notes |
- In PvP, Fire Pierce (weak) is insufficient due to the high prevelance of damage reduction through units like Demeter and Chi You.
- Panel 4 specifically requires her to cast Trisagion or Maragidyne in order to trigger it, so stronger Fire transfers such as Fiery Soul Prison or Maragibarion won't work.
- Also, only Cybele's own casts of Trisagion/Maragidyne count. Allies' casts will not activate p4.
- Difficult to Panel due to Clear demons only giving 60 spirits.
|
| Synergies |
- |
|
Daisoujou
|
Any |
 |
B |
C |
C |
C |
| Pros |
- Preach makes him immune to all status ailments and will inflict Mute on all enemies when a party member gets ailmented or receives a new Spirit Chain.
- After this chain, he will also apply 1 count of Spirit Chains of Salvation on the enemy with the highest Max HP. Furthermore, when at least one enemy has one type of Spirit Chain, his entire party will receive 30% damage reduction.
- This makes him currently the only F2P option that can apply Salvation. This is specifically important as it is one of the few tools that can take down Vanitas in PvP.
- Cleansing Shout finishes his kit as a cleanser, as it not only removes ailments but also debuffs from all party members. It will also make Daisoujou recover 1 MP.
- At first Soul Drain might seem like a wasted slot, but with its MP reduction in P2 and with once-per-turn Salvation application after using it in P4, it becomes a menacing tool.
- Enduring Soul in Purple allows him to survive a killing blow, making it a beneficial pairing with Danu. Drain Light in Teal can synergize well as an anti-Metatron M and anti-Danu measure if paired with Baphomet A.
- P1 offers a 15% boost to his ailment infliction rate, a 20% party-wide Light damage reduction aura with an additional 50% Light reduction for himself.
- P2, in addition to lowering the cost of Soul Drain, offers another 30% damage reduction for Daisoujou if at least one enemy has one kind of Spirit Chain. This stacks with his passive, granting him up to a whopping 60% damage reduction.
- P3 will remove all buffs and inflict Mute on all enemies after using Cleansing Shout. When Daisoujou is downed, he casts a free Cleansing Shout.
- Aside from the Salvation addition to Soul Drain in P4, it will grant +20 to his Magic and Vitality, and will lower the cost of all skills (except for Physical skills) by 1 MP.
|
| Cons |
- Is a hard support unit, relies on transfer skills to offer anything outside cleansing and removing debuffs.
- Soul Drain can be a wasted slot if not P2+P4, as it is MP expensive and doesn't add to Daisoujou's support build. It also wastes MP in auto, as the AI will cast it when no Ailments are currently active.
- He needs to constantly spam Cleansing Shout, so P4, Divine Brands, or a Mana Aid transfer are mandatory for Sloth auto-farming, especially in Red.
- Overshadowed entirely by Demeter, Maria, Okuninushi, Lugh and Hathor A, as they are all better Clerics. Poor guy.
|
| Notes |
- When he has access to offensive spells (in Red or through transfers) his AI will prioritize those over Cleansing Shout if they can hit enemy weak points. This does not occur if your team is Bound and/or Charmed.
- As of June 2025, he's multi-fusible, but only Common Archetype (Clear) and at an approximate cost of 8 million mag per copy (3 million of that is unaffected by discounts), making it slow and expensive to fully Panel him.
- Soul Drain can be leveled up cheaply by using 3★ Red Berserkers pulled from the gacha.
- If choosing him from a Choice File, it's recommended to choose Teal, as he is the only source of transferable Void Dark Zones. This can then be put on a Kanbari (alongside Dmg Panel Immunity from a Purple Ishtar or Teal Fafnir pulled from the gacha) for efficient team slot usage in Aura Gate.
- Buffed during the 6/19/25 data update.
|
| Synergies |
- |
|
Erlkonig
|
Any |
 |
B |
B |
B |
- |
| Pros |
- Alder King heals your team on your turn, decreases the enemy's press turns by 1 if going second, and debuffs the enemy's attack on theirs. When paired with P3, this turns into a full defensive buff swing in your favor. It also adds 1 count of Intimidation to the enemy with the highest Phys Attack.
- Has massive survivability thanks to Power of Black Forest providing auto-Lydia, Alder King's healing, his massive HP and VIT stats (further boosted by skill levels and panels) and Null Mortal in Purple. His good bulk allows him to fully capitalize on Recarmdra.
- Panel 3 gives the team 20% Dark damage reduction, and another 30% to those that have Bulwarks.
- Power of Black Forest heals the team for 10% HP whenever a party member adds a Bulwark, making him an amazing ally to Demeter.
- Low AGI makes him perfect for bulky slow teams.
- One of the very few fusible demons with PvP viability.
|
| Cons |
- Weak to Fire. This is particularly bad when facing Elohim or Lost Name.
- Maziodyne is a wasted slot.
- Does not have a way to re-cast Bulwark after his initial one wears off. Consider pairing him with units who can generate Bulwarks frequently.
- While being good for Demeter teams because he has nice healing (which helps recover after being dealt damage with Bulwark Pierce) and Null Mortal, he doesn't have powerful innate revive skills like Idun or Ouroboros, making him a subpar choice.
|
| Notes |
- Due to Alder King's effect timing, it actually procs after most of the enemy's auto-skills have activated. When paired with demons that have similar timings (like Vairocana and Lachesis), it guarantees a full defensive buff swing regardless of what your opponent runs (Solar skills, Angra Mainyu's Panel 2, etc. all go off first, before getting wiped out).
|
| Synergies |
|
|
Fafnir
|
 |
 |
B |
C |
C |
- |
| Pros |
- Golden Greed automatically breaks Barriers and inflicts Poison on the enemy team at the start of their turn. This works regardless of whether Fafnir's team goes first.
- This timing strikes during the short window where Demeter's Bulwarks (and thus her team's ailment immunity) may be offline, which combos well with Tiamat A.
- With skill levels, Golden Greed increases Poison's damage from 5% HP fractional to 25% HP fractional, applying at the end of each demon's action. This elevates Poison from a minor annoyance to a legitimate threat.
- Panels 2 and 3 grant him 50% damage reduction from Poisoned enemies, making it difficult for the foe to kill him to disable Golden Greed.
- Teal ups his Elec resistance to Repel, helping his bulk against Zeus teams.
|
| Cons |
- 2 weaknesses in Ice and Elec.
- No boosts to attack damage in his kit, plus Blight's power being low, means his high STR is under-utilized.
- Underwhelming if Poison does not land - neither the Poison damage pressure nor his vs-Poison bulk will apply in that case.
- Ailments aren't helpful in lategame PvE, due to inflated enemy stats.
|
| Notes |
- Since his main niche is chain effects before the enemy can act, you want to string together as many as possible:
- P4 Nergal + Hachiman chains Poison into team-wide Might (Nergal) + Phys AoE (Nergal P4) + Zenith (Hachiman) + another Phys AoE (Hachiman) + team-wide Might again (Hachiman P2). This can apply a huge amount of damage pressure.
- Fafnir + Kabuso + p3 Lilith creates a combo of Poison + Charm + Bind. If Kabuso is not available, Gurr can chain Bind from Poison.
- To counter Demeter, Fafnir's team needs to go first, so that Demeter's start-of-battle Bulwark wears off when her team's turn comes up.
- Buffed during the 8/1/24 data update.
|
| Synergies |
|
|
Flauros
|
 |
 |
D |
F |
F |
- |
| Pros |
|
| Cons |
- Weak to Ice unless Teal.
- Does not gain true Phys Pierce unless fully panelled. This can cause issues with his innate Death Counter and/or when he runs out of MP. It also makes his Red Archetype less appealing as a result.
- Low Base power on his skills means he will struggle to do damage.
- P2 will consume the Rebellion buff granted by Hell Leopard. This ends up decreasing his damage, as the Rebellion buff is wasted on the 75BP chain instead of his 130BP (more if levelled) Iron Fist.
- Due to each chain being a different skill, he procs tons of Demeter bulwarks, making him absolutely useless in the current pvp meta.
|
| Notes |
- In Democalypse Preliminary Phase, you can only gain the +0.1 weakness hit multiplier once per skill, no matter how many times the skill hits. This is why you cannot gain more than +0.4 multiplier from skills like Ashura, Dragon Blade and MahaLantine. However, Flauros can repeatedly gain weakness hit multiplier, as Hell Leopard, Iron Fist and his Panel 2 chain effect are coded as different skills, bypassing the "only once per skill" limitation.
|
| Synergies |
|
|
Frost Ace
|
 |
 |
B |
C |
C |
- |
| Pros |
- Very good Ice Nuker with built-in Ice Boost and Master Assassin in Purple.
- Vengeful Frost Fist is a heavy hitting Ice-element Physical attack with Bulwark Pierce that can Crit and autocasts Rebellion on hit. This allows him to crit infinitely at the cost of 5 MP.
- Icy Rage gives him +20% accuracy, to mitigate the chance of Vengeful Frost Fist missing.
- Icy Rage and panel 2 provide a teamwide Ice damage buff, incredible for Democalypse and Avarice 14.
- When activating Vengeful Frost Fist or when a party member (including self) reflects an attack, he does 50 Ice physical damage with Bulwark Pierce and 50% crit rate to a single enemy, and then proceeds to apply Might to the entire party.
- If P3, can work as a budget Queen Frost option for Avarice 14 as he applies Repel Phys (Almighty) when anyone on his team performs a critical hit.
- At P4, he applies Charge to self when he is about to act, allowing Vengeful Frost Fist to do even more damage.
|
| Cons |
|
| Notes |
- Hee Ho
- Since his Repel Phys (Almighty) only activates when a party member lands a Critical hit, Avarice 14's Kali's Goddess of Slaughter+ will still hit at the beginning of the turn. This can be avoided by using Jack the Ripper or Lugh, who are the only demons able to crit before Kali's attack, but this is subpar compared to using Queen Frost.
- Will trigger one heal from Shiva in A14, as Icy Rage will proc another chain of Destruction and Creation after repelling it the first time
- Buffed during the 8/1/24 data update.
|
| Synergies |
|
|
Garuda
|
 |
 |
D |
F |
F |
- |
| Pros |
- One of the fastest and most flexible demons in the game. With Speedster transferred, he can help your team hit various PvE battle speed requirements, while fulfilling either a support or additional DPS role depending on his build.
- P3 increases his speed even further.
- Vahana, p3, and p4 provide additional Evasion, and can stack with other evasion passives like Evade to make him a dodge tank.
- Vahana and p4 sum to -100% chance of receiving ailments.
- Auto-Rakunda increases your team's damage output and synergizes well with his Turn 1 focus.
|
| Cons |
- No innate Force Pierce until Panel 4.
- No Fire Pierce at all.
- Only 20% innate speed boost from panel 3, and he does not have Speedster innately, meaning it will probably consume a skill slot.
- Very low bulk.
- Weak to Ice.
- Modern attackers like Odin A and Lost Name either gain tons of accuracy through Gloom and Zenith, or tons of innate accuracy, making evasion tanks far less useful than they used to be, especially when Garuda has no real other benefits on a team.
- More or less outclassed by Hresvelgr and Kartikeya as fusible speedbots in PvP nowadays.
|
| Notes |
- |
| Synergies |
- |
|
Gogmagog
|
 |
 |
C |
D |
D |
- |
| Pros |
- Very high bulk, which he can capitalize on thanks to innate Earthquake.
- Three weaknesses makes him a good partner for Orcus.
- Less competition for Brands compared to your other demons, as he relies on PDEF for damage.
- Panels let him play a more support-oriented role, providing 15% Phys damage reduction (p2) and 30% crit rate resistance (p3) to the team. The damage reduction is particularly nice when paired with Demeter.
- Repel Phys in Teal pairs well with Repel Pierce units such as Kalki or Metatron for Phys Anti-Pierce.
|
| Cons |
- Abysmal AGI means he misses. A lot.
- No innate Pierce until Panel 4.
- Only gets his Charge from Panel 4 once, limiting him as an attacker.
|
| Notes |
- Single target nukes will still hurt him a lot, especially with bonus damage from exploiting his multiple weaknesses.
|
| Synergies |
- |
|
Guan Yu
|
 |
 |
D |
F |
F |
- |
| Pros |
- No weaknesses and high VIT stats make him very tanky, especially with Life Brands.
- High STR and native Phys Pierce make him a physical powerhouse.
- Loyal God of War refunds MP and heals him on a kill, giving him insane amounts of self-sustain.
- Innate Savage Glee lets him Crit and generate Press Turns effectively, especially if given Epitome of Carnage or paired with Crit boosters like Asura Lord or Kartikeya.
- Purple gives him access to Null Mortal, making him even harder to kill.
- P4 gives him Charge on an ally death, helping him make comebacks.
|
| Cons |
- Low AGI stat means he will have accuracy issues. Dragon Blade's chain effect will not activate if it misses on the first target.
- Only has ST skills unless in Red, which reduces his overall PvP usefulness.
- Highly dependent on the first kill for tempo. Failing to secure the first kill will result in him not having enough MP for the next turn.
- AoE chain after Dragon Blade makes it hard for him to avoid triggering Demeter, severely hurting any potential in PVP.
|
| Notes |
|
| Synergies |
- |
|
Hresvelgr
|
 |
 |
B |
B |
B |
- |
| Pros |
- One of the highest base AGI in the game, making him great for fast teams. North Wind and P3 increase his speed by a further 60%.
- Decent MAG with innate Ice Boost lets him fire off strong Bufudynes.
- His unique North Wind deals Bulwark Piercing AOE Ice damage whenever an opposing demon dies, or when Hresvelgr uses Bufudyne. This adds to the damage of fast Turn 1 teams and allows him to clear Endures, and works great for Ice Democ prelim.
- If attacking first at the start of battle, Hresvelgr will lower the Ice Affinity Attribute of all enemies by 2 levels, making it easier for his chain to hit weaknesses.
- Auto-Rakunda in Purple, plus Panel 3's 20% Ice damage aura, further increase Turn 1 kill potential and damage dealt in Ice Democ prelim.
|
| Cons |
- The Ice Affinity Down will not re-apply after the first turn.
- Weak to Phys and Fire, both very bad ones in the current meta.
- Only 20% innate speed boost at p0, with the remaining 40% locked to panel 3. Since he does not have Speedster innately, it will probably consume a skill slot.
- In PvP, North Wind chains are just not damaging enough to be anything more than a liability against Nuwa. His only role in PVP is as a speedbot.
|
| Notes |
- Red gets Mazandyne and panel 1 has -50% Ice/Force damage received and an extra -20% to Force for all party members in P3, so he is helpful for Force Alter-World. However, note that nothing in his kit boosts Force damage (aside from panel 2's +100 MATK).
- Buffed during the 6/5/25 Data Update.
|
| Synergies |
- |
|
Huang Di
|
 |
 |
D |
F |
F |
- |
| Pros |
- Superior Power gives him Phys Pierce and an accuracy boost.
- Yinglong Killer hits incredibly hard and has a high crit rate, demolishing teams without anti-Pierce.
- P4 helps with Yinglong Killer's ludicrous MP cost and gives him an accuracy boost, along with some bulk, helping with his role of healing while critting the enemies in PVE.
|
| Cons |
- As nothing in his kit boosts damage, damage booster transfers are mandatory.
- Yinglong Killer has a very high MP cost and cannot be fired off Turn 1.
- Below average HP and VIT stats.
- His panels focus on a bizarre healing role which in theory could be useful doing damage and healing, but he doesn't really have the bulk to survive PVE nukes.
|
| Notes |
- Outclassed by a lot of demons. Oh how the mighty have fallen!
- AI is very unreliable for PvP Defense; he will occasionally Yinglong Killer into Anti-Pierce and lose Press Turns.
- Panel 3 healing has some fun applications together with Lakshmi A, allowing him to restore both HP and MP to the whole party upon a crit, and fire off 220 BP Light (Magic) damage.
|
| Synergies |
- |
|
Huang Long
|
 |
 |
C |
F |
F |
- |
| Pros |
- High AGI, good resistances and decent bulk make him a useful PvE support demon.
- Five Elements walls every magical demon without Pierce, including Almighty mages such as The 10th Angel and Demeter.
- Luster Candy in Yellow gives him even more support utility in buff control. Purple provides him Speedster, giving him full flexibility over which skills to transfer.
- Trivializes Brands of Sin Stages 10, opening up brand farming on Auto.
- If Panel 4, any team member in a state of magic repel takes 20% less magic damage (Almighty is reduced by another 15%) and deals 20% more magic damage. The defensive portion is essentially a magic version of Beelzebub (Human), while the offensive portion helps Huang Long act as an offensive support.
- Huang Long Gaming
|
| Cons |
- Pierce bypasses Five Elements.
- Five Elements can be removed through Makara Break, most notably by P3 Samael.
- When Five Elements blocks an attack, it's broken - meaning only the first attack is blocked, so if the enemy has a chance to attack again in the same turn, that attack will pass.
- Very MP hungry, needs Divine Brands or Mana Aid to function well.
|
| Notes |
- Yellow AI has issues on auto as it will sometimes cast Luster Candy when you want to be spamming Five Elements instead. Due to this, Yellow is mostly recommended for Manual Play, and Purple for Auto-ing.
- Has a small niche in offense teams to block My Harvest!.
- Skills like Makaraka Shift should work with his panel 4, giving the same effect as caveman
- Huang Long Gaming
|
| Synergies |
- |
|
Ishtar
|
 |
 |
C |
D |
D |
- |
| Pros |
- Extremely high MAG stat. Panel 1 further increases her AOE damage.
- Due to this, she works very well as an elemental caster for Democalypse, provided you transfer the appropriate elemental spell.
- Her unique spell Mesopotamian Star deals Almighty damage with Remnants while auto-casting Luster Candy and Debilitate, allowing her to deal damage while simultaneously buffing and debuffing.
- This allows her to be used as a manual buffer in Democalypse Boss. Red's Thunderclap synergizes with this in Light Democalypse, letting her deal good damage after buffing.
- Gains Concentrate in Yellow, letting her nuke even harder.
- Panel 3 offers Almighty damage to the team, and Panel 4 gives herself a free Mesopotamian Star cast plus Concentrate once per turn when anyone on her team uses Almighty.
- This synergizes very well with Metatron in Kiwami fights, especially since Ishtar also has 2 Repels.
- 90% HP boost from panels helps her normally-low bulk, and makes it easier to manipulate her AI to cast Mesopotamian Star in Democalypse.
- Panel 2 gives the team 20% Light damage reduction.
|
| Cons |
- Mesopotamian Star has low base power.
- Weak to Force (unless Teal) and Dark.
- Her low AGI can be a problem in PvE, especially if she doesn't have her panels' bulk yet.
|
| Notes |
- Regarding Democalypse:
- She is most useful as a manual buffer for boss, due to her easy access to buffs + debuffs.
- Since Mesopotamian Star has Remnants, she doesn't need to go second in the team order. Ideally, she should go first so the buffs + debuffs are online ASAP.
- Her panels don't really help her boss performance (aside from boosting her HP), so making multiple Ishtars for different elements is cheap and effective.
- The AI in Democalypse doesn't cast Yellow's Concentrate.
|
| Synergies |
|
|
Ixtab
|
Any |
 |
F |
D |
D |
- |
| Pros |
- Upon death, Yaxche autocasts an almighty Mortal spell that will instakill the enemy that killed her, bypassing Endures.
- Panels 1, 2, and 4 further punish killing her by buffing her team, debuffing the enemy's team, and dealing fractional damage to the enemy team.
- Panel 3 has her cast Yaxche's chain effect every third turn, punishing leaving her alone for too long.
- Yellow gives her access to discounted Mahashibabooon, letting her also function as an Ailment inflictor.
- Some key units like Chi You, Beelzebub (Human), Barong, Zeus, and Odin A do not have null mortal, potentially letting her prey on them.
|
| Cons |
- Five Elements and Null Mortal blocks Yaxche, shutting her down.
- Most important targets in PvE are immune to Mortal (Bosses, Kiwami Adds, etc.).
- Pretty much every slow unit in the current PvP meta has Null Mortal, making her Yaxche completely useless besides the buffs and debuffs from her panels. Teams using units without Null Mortal are prepared with Tetraja, meaning she's a hard sell.
|
| Notes |
- There is no way to reset her level once you have leveled her up.
- You can leave her at Lv 1 to bait the AI into killing her and triggering Yaxche. Pair her with teammates that carry resurrection spells to repeat this cycle like Nebiros and Xi Wangmu.
- Leaving her at Lv 1 also sharply drops your battle speed, perfect for slow teams.
|
| Synergies |
- |
|
Izanami
|
 |
 |
D |
F |
F |
- |
| Pros |
- Very high Magic stat. Combined with innate Merciless Blow, her unique Yomotsu Okami, and Elec Amp in Purple, she will annihilate anything weak to Elec or Dark.
- Yomotsu Okami and panel 3 provide a teamwide increase to Dark and Elec damage, perfect for Democalypse.
- Great set of panels that provide her MP reduction, Elec Pierce and increased damage.
- Panel 4 grants a 1 MP discount to all Elec or Dark spells in the team.
- Very helpful in Brands of Sin: Vanity 14, which demands Elec/Dark damage and a slow team.
|
| Cons |
- Weak to Fire.
- No Dark Pierce.
- Very expensive to fuse (Only 5+5 fusion paths are available, and the cheapest ones require Vishnu or Michael, who are themselves 5+5.).
- No innate AOE spells, and Bolt Storm is not very good. You will probably have to transfer a better attack onto her.
|
| Notes |
- Panel 2 for Elec Pierce is mandatory for PvP.
- Red gives her Hell Gaze, while Purple provides Elec Amp. Both are very useful for their respective elemental Democalypse, so consider having two Izanamis if at low investment.
- If you decide to go for panel 4, build a single Purple Izanami and Transcend her for skill switches instead of building a Red one. (A Red one built for Dark Democalypse boss with 2x 25% damage boosters is about a 12% damage gain over a Purple one with Hell Gaze transfer + 1x 25% damage booster.)
|
| Synergies |
|
|
Kartikeya
|
 |
 |
C |
D |
D |
- |
| Pros |
- One of the fastest demons in the game especially when Skanda is maxed, allowing you to hit battlespeed requirements in PvE easily.
- Skanda provides teamwide Accuracy and Crit chance boost.
- Mortal Jihad plus Great Aim means he will rarely miss, while having a good crit rate to generate Press Turns for your team.
- No weaknesses and innate Speedster gives him great flexibility over transfer slots and lets him fulfill a variety of roles.
|
| Cons |
- No innate Pierce means he will have trouble with Repel Physical effects (notably Tetraka Shift), unless you inherit Phys Pierce (weak).
- Very expensive to fuse (approx 8 million mag per copy, 500k of that is unaffected by discounts).
- Essentially has no role other than boosting battle speed.
|
| Notes |
- Difficult to Panel due to Clear demons only giving 60 spirits.
|
| Synergies |
- |
|
Lakshmi
|
 |
 |
F |
F |
F |
- |
| Pros |
- Extremely high Magic and Luck stats allow her to be built as either a Sweeper or an Ailment inflictor.
- Her High Luck and Insanity combined with Lotus Dance's high Charm rate virtually guarantee she will Charm everything that does not Null it.
- Lotus Dance and Panel 3 allows her to generate MP for the team, letting her work as a fusible MP battery for PVE usage.
|
| Cons |
- Trying to use her as a force boss Democalypse unit in red can be a pain as the AI will sometimes use Twister over Killing Wind.
- Expensive to fuse (only 5+5 fusion paths are available).
- Weak to Force unless Teal.
- Lack of good innate offensive skills wastes her high MAG stat.
- Made completely useless in PvP by Demeter and Maria.
- Very bad bulk.
- Panel 4 requires Charm to hit, which is unlikely in both PVE and PVP, meaning it's not a very useful panel.
- Panel 3 has its MP recovery as a chain effect, allowing Adramelech to punish the team twice for every usage of Lotus Dance.
|
| Notes |
- |
| Synergies |
- |
|
Lilith
|
 |
 |
F |
F |
F |
- |
| Pros |
- Two strong Dark and Elec AOE skills.
- Decent Magic allows her to deal damage while also inflicting ailments on the enemy.
- Panel 3 casts a teamwide Bind whenever an enemy is charmed, and can be triggered multiple times per turn.
- Can be combined with Tiamat A to do a chain of ailments that happens before Demeter's bulwark.
|
| Cons |
- Weak to Light (unless Teal) and Force.
- No Dark Pierce until Panel 4.
- No Elec Pierce at all.
- Countered very hard by Daisoujou, who clears her charms and punishes her for using them.
- Maria is common enough to deal with her ailments as well.
|
| Notes |
- Easy 4x4 fusion paths and good panels make her a decent Panel 4 goal to strive toward.
- Cannot be used in the same team as Lilith A.
|
| Synergies |
|
|
Lost Name
|
 |
 |
A |
B |
B |
B |
| Pros |
- Azure Demon Dog is an extremely loaded passive, granting him Fire Pierce, +50% max HP, +100% crit rate and Null Mute/Charm. He also has extremely high bulk and fairly high speed.
- He also inflicts Spirit Chains (Intimidation) on all enemies at the start of the first turn, which can help against T0, as Intimidation cuts PATK and MATK in half.
- Furthermore, when he's about to act, he gets Zenith, Charge and Tarukaja. This massively boosts his damage, allowing him to potentially oneshot anything that doesn't have mass amounts of damage reduction. This even prevents effects like Old One's damage reduction from activating, as they require all enemies to be in a state of Gloom.
- Fatal Burn is another source of Spirit Chains (Intimidation), doing 250 BP Fire (Physical) damage to a single enemy and adding a stack of Intimidation, and ignoring endures, while also generating a press turn once per turn. Damage is calculated via HP, meaning you can go all-in with maximizing his bulk.
- Versatile in mostly every single kind of team, from slow teams to fast teams, because of his insanely high damage, great speed, press turn generation, and massive health pool.
- P1 provides 20% AC and reduces the cost of all Fire skills by 1 MP, meaning Fatal Burn and Robust Fire Dance can potentially be cast even with Spirit Chains (Indignation). P2 grants Null Mortal and teamwide 20% AC, and P3 grants more damage and AC for Pascal, making his panels useful but not entirely mandatory either.
- Good for BoS Avarice as Fire is one of the two needed elements, and he hits hard with the boost he gets from Azure Demon Dog.
|
| Cons |
- High AGI makes him awkward to slot in slow teams, but he doesn't have any speed boosters other than Panel 3, meaning a hefty investment is required to boost his speed without majorly sacrificing bulk and damage.
- Azure Demon Dog's Charge effect only occurs if Pascal isn't bound or not under Spirit Chains of Suppression.
- Even with ally MP support, he still can't cast Fatal Burn immediately if he's affected by Indignation on the first turn if his team goes first, and being forced into a basic attack also wastes one Charge chain.
- Countered very hard by the prevalence of Baphomet A in the higher tiers of PvP.
- Lost Name is a stupid name.
|
| Notes |
- Available for free through Hell's Park Underside. The mode also offers his spirits (for paneling) and his transcend stones, but at a slow rate.
- Robust Fire Dance in Red provides an option to clear Deceit 14 if paired with Peri.
- >Pascal the dog is here.
- Hey guys, did you know that in terms of human-demon companionship, Pascal is objectively the most huggable demon? While his maximum temperature is likely too much for most, he is capable of controlling it, so he can set himself to the perfect temperature for you, making his Fatal Burn into a warm and cozy campfire. Along with that, this Azure Demon Dog has a lot of fluff, making him undeniably incredibly soft to touch. But that's not all, he has a very respectable Vitality stat and Bulwark when starting the battle, which means that he is likely very calm and resistant to emotional damage. Because of this, if you have a bad day, you can vent to him while hugging him, and he won't mind. In fact, his very high Agility stat means that he can very quickly come to you and give you comfort. He can make himself even more endearing with moves like Robust Fire Dance and Demon Dog's Conviction, ensuring that you never have a prolonged bout of depression ever again.
|
| Synergies |
|
|
Lucifer
|
 |
 |
B |
C |
C |
- |
| Pros |
- Morning Star is the most powerful Almighty AOE spell in the game, with 170 BP and Bulwark Pierce. Combined with Butcher in Purple, this allows him to deal massive amounts of damage.
- Strong panels, with Panel 1 offering 15% universal damage boost, bulk, 6 additional uses of Morning Star, and a debilitate effect after casting it.
- P2 gives him a large amount of bulk and once per battle, a 50% heal and 50% bulwark at the end of his turn. P3 offers 25% more almighty and fire damage, and grants Lucifer a Concentrate effect once per turn when he downs a demon, giving massive damage potential.
- Fast-Debilitate from Panel 4 is incredibly useful in both phases of Democalypse.
|
| Cons |
- Weak to Light unless Teal, a problem when facing Camael and The 6th Angel.
- Lack of Null Mortal means his bulk can be easily bypassed.
- Very MP hungry, requires teammates like Demeter and Maria to help with MP Management.
- While his effects may at a glance seem enticing, he still struggles with the prevalence of MP drain in the meta, and while Morning Star is strong, with no endure pierce it's hard for him to get the first kill to get his concentrate, let alone cast the skill a second time.
- Very expensive to fuse and panel (Only 5+5 fusion paths are available, and the cheapest one requires Vishnu, who is himself 5+5.).
- No Pierce and full Almighty kit means he is shut down hard by Five Elements.
|
| Notes |
- |
| Synergies |
- |
|
Lucifuge
|
 |
 |
C |
F |
F |
F |
| Pros |
- Hell's Ministry reduces Almighty cost for all Tyrant-race demons and improves their bulk. Paired with his Panel 1 Bonus, this will give a whopping 3 MP discount and enable powerful Turn 1 combos such as Lucifer's Morning Star.
- Light Devourer is a hard-hitting single target Dark spell, further amplified by innate Dark Amp.
- Has access to discounted Necro Dogma which only costs 5 MP when maxed (4 MP if Panel 1), allowing him to fire it Turn 1 and give your whole party a defensive buff as a bonus.
|
| Cons |
- Weak to Light.
- Extremely expensive to fuse (approx 9 million mag per copy, 6 million of that is unaffected by discounts).
- Middling AGI hurts Battle Speed for fast T1 teams.
- Offers very little in the current meta, where Demeter and Maria can feed any potential MP needs.
|
| Notes |
- Requires Panel 1 to really shine.
- Unimpressive without good teammates. His best partner Lucifer is another very expensive fusion, and requires Panel 4 to be really competitive in PvP.
|
| Synergies |
|
|
Mara
|
 |
 |
C |
F |
F |
- |
| Pros |
- Has Phys Pierce, in Purple.
- High STR and LUK means he will hit hard and crit often.
- Hell Thrust is very strong against bosses and in Democalypse, especially if he is Panel 3 for auto-charge after every use. At max level it also refunds 2 MP when used, ensuring he doesn't have a big refractory period between casts - so he can spam it even without Divine brands.
- Panel 4 grants auto-charge upon Mara's first turn, ensuring he is immediately up and running.
- Meme
|
| Cons |
- Ice Weakness and non-existent bulk makes him go limp at the sight of Ice skills.
- Expensive to fuse, will quickly blow through your Magnetite reserves. (only 5+5 fusion paths are available)
- Requires damage boost transfers to supplement his damage.
- Middling AGI means he will have accuracy issues and occasionally miss the hole. Also doesn't slot into Intimidating Stance teams well as a result.
- Due to Mara having no single-target attack besides his regular thrust, Anti-Pierce units like Metatron, Kalki and Demiurge are a turn off.
- Random target skills are a liability against Demeter, and my lawyer has advised not to continue this joke.
|
| Notes |
- AI on auto tends to waste Charge on normal attack if he doesn't have enough MP to use Hell Thrust (or if he runs into the 3-cast-in-a-row limit).
- A staple of Phys PvE teams with Zaou-Gongen to pound through waves and bosses (such as in AG2 Boss Rush and Hells Park 91-99), as Auto-Charge is an incredibly powerful effect.
|
| Synergies |
|
|
Marici
|
 |
 |
B |
C |
C |
- |
| Pros |
|
| Cons |
|
| Notes |
- For manual play, Shimmer Arrow will hit whoever your cursor is on. On Auto and/or Defense however, you are at the mercy of the AI for who she snipes.
|
| Synergies |
|
|
Mastema
|
 |
 |
D |
F |
F |
- |
| Pros |
- Good Magic coupled with Trial of Hate's high base power makes him a great Light sweeper. The debuff is icing on the cake.
- Good set of resistances with 1 Null and 2 Repels.
- Works well in Archangel Teams in light Democalypse.
- Panel 4 fixed the issue of his AI eventually only casting Judgement Light if his MP fell low.
- Laughs at his enemies occasionally.
|
| Cons |
- No innate Pierce until Panel 4.
- Weak to Fire. This is especially problematic in Brands of Sin Sloth 11 and above, as the boss has innate Trisagion.
- Binding Cry while a flavorful skill is unfortunately wasted on Mastema.
- The random debuffs on Trial of Hate and Panel 3 can roll duplicate stats, and the duplicates don't stack.
|
| Notes |
- Easy 4x4 fusion paths and good panels make him a decent Panel 4 goal to strive toward.
- Red has a single-target Ice spell in Ice Age, helpful for Ice Democalypse Boss. However, his panels don't boost its damage aside from panel 2's +100 MATK.
|
| Synergies |
|
|
Metatron
|
 |
 |
B |
C |
C |
- |
| Pros |
- Divine Proxy gives him some bulk, magic damage, Infinite Chakra, and Repel Pierce (plus Concentrate when a party member repels something), making it one of the most loaded unique skills on a fusible demon.
- Good HP and VIT stats paired with great resistances gives him decent bulk. This is further improved by his whopping +50 to Vitality in Panel 4, as well as the total +40% Max HP, -40% magic damage, and -20% all damage he gets from Panels.
- Fire of Sinai is a heavy-hitting random target Almighty attack with Bulwark Pierce and Revive Ban upon kill, making him a supreme option for Hell's Park 100 and Brands of Sin: Deceit 14.
- Gains discounted Mahamadyne in Red, which is great for Brands of Sin Sloth 10 and 11 farming.
- Divine Proxy amplifies ALL Magic damage, and Panel 3 does the same but for everyone, making their magic hit even harder.
|
| Cons |
- Very difficult to fuse, only 1 recipe available (Barong + Vishnu, with Vishnu himself being a 5+5 fusion).
- Only random-target skills is a disadvantage in PvP, even with Bulwark Pierce. Mahamadyne in Red does not really resolve the problem, and it doesn't Pierce.
- Full Almighty / non-Piercing kit means he is shut down hard by Five Elements effects, especially from popular demons like Morrighan and Indrajit.
- Still needs some kind of MP sustain and possibly Panel 1 to cast Fire of Sinai T1 when facing MP drain units such as Camael or Alice A. Camael is also a massive issue for Metatron, as Fire of Sinai costs 5 MP when maxed + Panel 1, meaning he cannot cast it under Spirit Chains (Indignation) unless he has cost reduction from demons like Skull Knight.
- Attribute affinity down makes Repel Pierce ineffective.
|
| Notes |
- The bonus hits provided by Panel 4 are coded as a different skill from Fire of Sinai and will not inherit effects such as Concentrate.
|
| Synergies |
- |
|
Michael
|
 |
 |
A |
C |
C |
B |
| Pros |
- Archangel's Revelation casts a 1-turn Luster Candy and evade mortal, then grants his team a large Bulwark at the start of every own turn. Additionally, he will lower all enemies' Light Affinity by 3 levels for 1 turn. This is unprecedented for a fusible and does not have a battle limit!
- As a bonus under evade mortal, his team gets 20% damage reduction against enemies' random-targeting skills.
- Soul Judgement deals massive damage against single targets, ideal for bosses and Democalypse. If panel 2, it also generates an extra press turn icon (once per turn). It is also incredibly useful for Sloth 14 as it Bulwark Pierces while healing his party for 15% of their HP and casts a 1-turn Debilitate.
- While his MAG stat is mediocre, Panels 1, 2, and 3 help to offset this with +75% to his damage output.
- Panels 1, 2, and 3 increase his Battle Speed by 90% in total, letting him act as the team's Speedster, particularly for Archangels or for a slow Sloth 14 team.
- Panel 3 confers Light Pierce and +15% damage to all Herald and Divine demons in the party. This is very useful, as most demons of those races have Light spells, but several don't have Light Pierce (specifically Mastema pre-P4, Red Metatron, and demons 4-star or below).
- Panel 4 provides an extra single hit to a random enemy after Michael activates any random skill (mostly used for Soul Judgement). This also chains with itself, meaning it triggers twice. This is great for finishing off Endures or a low HP enemy.
- This being a separate chain from Soul Judgement also means that Mithras or Metatron M's light damage chains will trigger twice whenever Michael casts his skill.
- Very good set of resistances, especially in Teal.
|
| Cons |
- Weak to Dark unless Teal.
- Expensive to fuse (only 5+5 fusion paths are available).
- No innate Light Pierce (before p3) can cause trouble in PvP when going against Attribute Affinity Reinforcement demons, such as Baphomet A.
- This is worsened by Soul Judgement being a random target skill, which is a liability against such teams. Red's Thunderclap can help a little, but it lacks Bulwark Pierce.
- Not great transfer or awakening skills. Red is not suited for Democalypse boss, since it may cause his AI to use Thunderclap instead of Soul Judgement, resulting in less damage output.
|
| Notes |
- The bonus hits provided by Panel 4 are coded as a different skill from Soul Judgement and will not inherit effects such as Concentrate.
- Michael is effectively a straight upgrade from Barong in terms of fusible supports. Synergizing with this, both demons prefer Teal, and Michael's cheapest fusion path is Barong + Ishtar. Newer players can consider making a Teal Barong, using him to progress (but not investing into him too heavily, i.e. no panels, evolving, or skill levels), then fusing the Barong with a Clear Ishtar to get a Teal Michael.
|
| Synergies |
- |
|
Mot
|
 |
 |
D |
F |
F |
- |
| Pros |
- His bulk pairs well with Harmonious Death, letting him ramp up his damage and generate more turns in extended fights.
- Has two decent AOE spells for Democ Prelim.
- Amazing set of panels that provide him MP reduction, Null Mortal, even more Press Turns, and fast-Debilitate.
- P3 and P4 make him a good budget option for Democ with the proper skill transfers.
|
| Cons |
- Weak to Elec.
- High MP costs.
- Bad stats.
- The damage boost from Harmonious Death resets when clearing a wave.
- Offers nothing for PvP.
- Needs all panels to function even remotely well.
|
| Notes |
- |
| Synergies |
- |
|
Mother Harlot
|
 |
 |
F |
F |
F |
- |
| Pros |
- Babylon Goblet drains MP from all enemies while providing her MP sustain, allowing her to loop the same attack over and over even without Divine Brands. With Panel 2 unlocked, she will additionally spread charm all over the enemy's team.
- Panel 4 drains another 1 MP at the start of the enemy's turn.
- Teal gives her Drain Phys, ideal for pairing with Rama. Notably, she is one of only two Drain Phys units that can function as a magic sweeper.
- Has access to discounted Debilitate in Yellow, letting her play a more support role if needed.
- Works very well in a slow Ailment Team, or with Alice A in MP denial teams.
- Incredible set of Panels. With Panel 3 unlocked, she can keep enemies permanently charmed by reapplying Charm each turn.
|
| Cons |
- Weak to Force.
- Full Almighty kit means she is shut down hard by Five Elements.
- Low AGI and high MP costs makes her unsuitable for fast teams.
- Offers very little in the Demeter meta other than a bit of mp drain, with the downside of creating a bulwark due to the damage.
|
| Notes |
- The MP drain aspect of Babylon Goblet is less useful for PvE, as the AI has infinite MP. It does allow you to replenish her MP indefinitely though.
- As of 2022, she's multi-fusible, but only Common Archetype (Clear) and at an approximate cost of 8 million mag per copy (3 million of that is unaffected by discounts), making it slow and expensive to fully Panel her.
|
| 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 |
- |
|
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 |
- |
|
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 |
|
|
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 |
- |
|
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 |
- |
|
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 |
- |
|
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 |
- |
|
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 |
- |
|
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 |
- |
|
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 |
- |
|
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 |
|
|
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 |
- |
|
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 |
|
|
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 |
- |
|
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 |
- |
|
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 |
- |
|
Thoth
|
Any |
Any |
S |
B |
B |
A |
| Pros |
- Extremely versatile, with Guardian of Records offering pierce on every element excluding Phys, +20% to Magic damage dealt and -20% to Magic damage received, Null Mortal and a free Endure. Additionally, this skill provides the party a -20% damage reduction aura while inflicted with Barrier.
- At the start of the first turn, God of Wisdom drops the Fire/Ice/Elec/Force/Light/Dark affinities of all enemies by 1 level while also casting a Barrier on the entire party, essential for setting up Guardian of Records' damage reduction. Skill levels also increase Magic damage dealt to up to +15%.
- God of Wisdom also casts a 1 turn ATK debuff on the enemy party at the start of battle when attacking second, and casts a 1 turn ATK buff on own party at the start of turn. Lastly, when its Thoth's turn to act, God of Wisdom automatically puts him into a state of Concentrate once per turn.
- Good awakening skills that offer something for every situation and build, with Deity's Melody inflicting Bulwark Piercing Almighty damage with Remnants on a single target, Epitome of Wisdom 2 for further boosting Thoth's Magic damage output, Epitome of Swiftness for increasing the party's speed and Null Dark simply for covering up his lone weakness.
- Strong panels that boost bulk and Magic damage, grants immunity to all ailments, reduces the cost of Magic skills by 2MP, an auto Rakukaja and Rakunda at the start of the first turn, and also denying bonus turns to enemies when attacking allies inflicted with any Good Status Effect.
- Most notable about Thoth is his large pool of transferable unique skills, allowing for more freedom than usual to customize his kit.
- The "Technique" line of actives are heavy hitting elemental Magic attacks that also lower the respective attribute affinity of the hit target. With P2 unlocked, each one costs a mere 4MP to use.
- Insane Transferable passives, with each and every one of them offering something extremely worthwhile to use.
- Corrosion's Wisdom boosts own Agility stat by 30 and raises Battle Speed by 30%. It also casts a single count of Spirit Chains of Corrosion on a single random enemy when an ally is hit with either Magic or Fractional damage, great for Democ.
- Recovery's Wisdom offers the same stat boosts as Corrosion's Wisdom, but instead casts Prayer when an ally is hit with Magic/Fractional damage.
- Sorcery's Wisdom grants a party-wide Wretched Blow effect, while also letting attacks not use up a Press Turn Icon while under a state of Concentrate for self.
- Control's Wisdom reduces the critical hit rate of damage received by 70% for all party members inflicted with Barrier. Also, this skill inflicts a fixed 500 damage and drains 1MP from all enemies at the start of the first turn.
- Divine's Wisdom increases the amount of naturally recovered MP by 1 for the party and drops the Fire/Ice/Elec/Force/Light/Dark affinities of all enemies by 1 level when an ally downs a demon. This effect activates twice per turn.
- Iron Defense's Wisdom further increases Thoth's Max HP and drop to Magic damage taken by 20%, while giving the entire party a -20% damage taken effect while at 99% HP or higher.
- Intimidation's Wisdom boosts Max HP by 20%, places 1 count of Spirit Chains of Intimidation on the enemy with the highest Mag ATK and heals 30% HP for all allies when the enemy attacks first at the start of battle.
|
| Cons |
- Very grindy demon to max out, as his skills and spirits are locked behind the tournament shop.
- Doesn't offer anything worthwhile enough for PVP usage. His damage reduction and Spirit Chains aren't good enough and are too situational to slot into any PVP comp.
|
| Notes |
- smart monkey reads book instead of using phone
|
| Synergies |
Seraph Norn |
|
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 |
- |
|
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 |
- |
|
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 |
- |
|
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 |
|
|