Non-Banner Demon Tier List

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Looking for Gacha/Banner-Only Demons? Visit the Banner Demon Tier List!

Overview

  • This List shows the relative strength of all 5* AND 4* Fusible demons and demons from Permanent-Pool Demons and how/where they can be used. This list also includes demons exclusive to exchanges such as Seraph.jpg Seraph,Norn.jpg Norn and Thoth.jpg Thoth

Rating

  • This tier list assumes that all demons have optimal brands and Panel 3/4 unlocked.
    • However a Tier List comparing demons solely in their Panel 0/1/2 forms would not be largely different from this one.
  • 5★ PVP scores are defined as such
    • S: Supreme (Great for PvP content and compliments or counters banner demons that are Meta)
    • A: Amazing (Really good for their ability to compliment or counter Meta demons)
    • B: Beneficial (Usable with some teams but requires heavy investment or a whole team built around them to work well)
    • C: Could be better (Has a few niches but isn't stellar)
    • D: Disappointing (Only use this if you have nothing better)
    • F: Faulty (Actively useless)
  • 5★ PVE scores are defined as such
    • S: Superior (Can completely trivialize a specific part of PvE)
    • A: Astonishing (Is kind of a staple)
    • B: Bretty Good (Usable for most things and has great defining elements)
    • C: Moderate (Is usable for a chunk of content but is not the greatest)
    • D: Niche (Has uses few and far between)
    • F: Terrible (Hardly usable)
  • 5★ Democalypse (the Guild vs Guild game mode) is not ranked, instead you should refer to the Democalypse page for a comprehensive Democalypse Tier List.
  • NOTE: Demons are ranked alphabetically within their respective tiers.

What do the flags mean?

The flags below the Demon's portrait in the tier list show how they can be obtained.

  • Fusible s.png - Demon is fuseable. Clicking this icon shows you all fusion combinations for this demon.
  • Event s.png - Demon is Event only. Nobody knows if they will be rerun.

Last Major Updates

The Tier list is constantly getting tweaked and updated with small changes. Here are the major tier list changes and overhauls:

  • 13/08/2024 - Separated the Tier List into two sections. This tier list is for Banner (read: relevant) demons, and the Fusible Tier List is for fusibles and exchange demons.

5★ Summary

PVE
Score Demons
S

Lost Name.jpgMichael.jpgThoth.jpg

A

Baal.jpgFrost Ace.jpgParty Frost.jpg

B

Ananta.jpgAnat.jpgDaisoujou.jpgErlkonig.jpgFafnir.jpgGaruda.jpgGogmagog.jpgHresvelgr.jpgKartikeya.jpgLucifer.jpgMara.jpgMarici.jpgMetatron.jpgParty Pixie.jpgQuetzalcoatl.jpgRama.jpgSeraph.jpgSeth.jpgShiva.jpgSraosha.jpgSusano-o.jpgThor.jpgVasuki.jpg

C

Alice.jpgAsherah.jpgBarong.jpgBlack Frost.jpgCu Chulainn.jpgCybele.jpgGuan Yu.jpgHuang Di.jpgHuang Long.jpgIshtar.jpgIzanami.jpgLucifuge.jpgMastema.jpgMot.jpgNorn.jpgOrcus.jpgParty Moh Shuvuu.jpgSamael.jpgSiegfried.jpgSurt.jpgTokisada.jpgTrumpeter.jpgYoshitsune.jpgZaou-Gongen.jpg

D

Alilat.jpgAmaterasu.jpgBlack Rider.jpgFlauros.jpgLakshmi.jpgLilith.jpgMother Harlot.jpgNergal.jpgPale Rider.jpgRed Rider.jpgVishnu.jpg

F

Ixtab.jpgTzitzimitl.jpg

PVP Offense
Score Demons
A

Lost Name.jpg

B

Erlkonig.jpgHresvelgr.jpgThoth.jpg

C

Baal.jpgDaisoujou.jpgFafnir.jpgFrost Ace.jpgLucifer.jpgMarici.jpgMetatron.jpgMichael.jpgParty Frost.jpgQuetzalcoatl.jpgSraosha.jpgVasuki.jpg

D

Alice.jpgAnat.jpgAsherah.jpgBarong.jpgBlack Rider.jpgCu Chulainn.jpgGaruda.jpgGogmagog.jpgIshtar.jpgIxtab.jpgKartikeya.jpgLilith.jpgOrcus.jpgParty Moh Shuvuu.jpgParty Pixie.jpgRama.jpgSamael.jpgSeth.jpgShiva.jpgSurt.jpgThor.jpgYoshitsune.jpg

F

Alilat.jpgAmaterasu.jpgAnanta.jpgBlack Frost.jpgCybele.jpgFlauros.jpgGuan Yu.jpgHuang Di.jpgHuang Long.jpgIzanami.jpgLakshmi.jpgLucifuge.jpgMara.jpgMastema.jpgMot.jpgMother Harlot.jpgNergal.jpgNorn.jpgPale Rider.jpgRed Rider.jpgSeraph.jpgSiegfried.jpgSusano-o.jpgTokisada.jpgTrumpeter.jpgTzitzimitl.jpgVishnu.jpgZaou-Gongen.jpg

PVP Defense
Score Demons
A

Lost Name.jpg

B

Erlkonig.jpgHresvelgr.jpgThoth.jpg

C

Baal.jpgDaisoujou.jpgFafnir.jpgFrost Ace.jpgLucifer.jpgMarici.jpgMetatron.jpgMichael.jpgParty Frost.jpgQuetzalcoatl.jpgSraosha.jpgVasuki.jpg

D

Alice.jpgAnat.jpgAsherah.jpgBarong.jpgBlack Rider.jpgCu Chulainn.jpgGaruda.jpgGogmagog.jpgIshtar.jpgIxtab.jpgKartikeya.jpgLilith.jpgOrcus.jpgParty Moh Shuvuu.jpgParty Pixie.jpgRama.jpgSamael.jpgSeth.jpgShiva.jpgSurt.jpgThor.jpgYoshitsune.jpg

F

Alilat.jpgAmaterasu.jpgAnanta.jpgBlack Frost.jpgCybele.jpgFlauros.jpgGuan Yu.jpgHuang Di.jpgHuang Long.jpgIzanami.jpgLakshmi.jpgLucifuge.jpgMara.jpgMastema.jpgMot.jpgMother Harlot.jpgNergal.jpgNorn.jpgPale Rider.jpgRed Rider.jpgSeraph.jpgSiegfried.jpgSusano-o.jpgTokisada.jpgTrumpeter.jpgTzitzimitl.jpgVishnu.jpgZaou-Gongen.jpg

Detailed 5★ Tier List

Name Best Archetype(s) PVE PVP
PVE PVP Offense Defense Tournament
Alice.jpg Alice
Purple Teal Teal Purple 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.jpg Alilat
Clear Clear 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.jpg Amaterasu
Yellow Clear Teal 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.jpg Ananta
Red Purple 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.jpg Anat
Purple Purple Clear 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.jpg Asherah
Teal Purple Yellow Teal 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.jpg Baal
Purple Purple Red 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.jpg Barong
Teal 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.jpg Black Frost
Purple Red Yellow Red Purple Yellow 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.jpg Black Rider
Teal Purple 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.jpg Cu Chulainn
Purple Purple Teal Clear 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.jpg Cybele
Clear Clear 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.jpg Daisoujou
Any Purple 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.jpg Erlkonig
Any Yellow Purple 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.jpg Fafnir
Teal Teal 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.jpg Flauros
Purple Purple Clear 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.jpg Frost Ace
Purple Purple 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.jpg Garuda
Yellow Red Purple Red Purple 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.jpg Gogmagog
Teal Red Teal 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.jpg Guan Yu
Red Teal Purple Teal 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.jpg Hresvelgr
Purple Red Purple Yellow 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.jpg Huang Di
Red Red Purple 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.jpg Huang Long
Yellow Purple Yellow Purple 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.jpg Ishtar
Red Yellow Teal Yellow 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.jpg Ixtab
Any Yellow Purple 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.jpg Izanami
Purple Red Purple 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.jpg Kartikeya
Clear Clear 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.jpg Lakshmi
Red Purple Teal Purple 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.jpg Lilith
Clear Teal Clear 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.jpg Lost Name
Purple Yellow Purple 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.jpg Lucifer
Purple Purple 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.jpg Lucifuge
Clear Clear 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.jpg Mara
Purple Purple 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.jpg Marici
Purple Purple B C C -
Pros
Cons
  • Unimpressive STR stats.
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.jpg Mastema
Purple Purple 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.jpg Metatron
Red Teal Teal Yellow 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.jpg Michael
Teal Red Red Teal 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.jpg Mot
Purple Red Yellow Purple 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.jpg Mother Harlot
Teal Yellow Purple Teal Yellow Purple 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.jpg Nergal
Red Purple Purple 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.jpg Norn
Clear Clear 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.jpg Orcus
Yellow Yellow Purple 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.jpg Pale Rider
Teal Purple Yellow Teal 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.jpg Party Frost
Yellow Yellow 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.jpg Party Moh Shuvuu
Purple Teal Purple Teal 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.jpg Party Mothman
Purple Purple 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.jpg Party Pixie
Clear Clear 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.jpg Quetzalcoatl
Teal Red Yellow Purple Teal 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.jpg Rama
Yellow Purple Teal Yellow Purple Teal 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.jpg Red Rider
Teal Purple Purple 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.jpg Samael
Purple Purple 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.jpg Seraph
Clear Clear 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.jpg Seth
Purple Teal Teal Purple 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.jpg Shiva
Red Red 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.jpg Siegfried
Red Red 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.jpg Sraosha
Purple Yellow Purple Yellow 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.jpg Surt
Purple Clear Clear 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.jpg Susano-o
Purple Purple 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.jpg Thor
Purple Clear Teal Purple 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.jpg 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.jpg Seraph Norn.jpg Norn
Tokisada.jpg Tokisada
Purple Red Purple 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.jpg Trumpeter
Any Teal 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.jpg Tzitzimitl
Any Purple Red 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.jpg Vasuki
Purple Red Purple Clear 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.jpg Vishnu
Red Red 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.jpg Yoshitsune
Purple Teal Purple Teal 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.jpg Zaou-Gongen
Red Teal Red Teal 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

4★ Summary

PVE
Score Demons
S

-

A

-

B

Cerberus.jpg

C

Agni.jpgAme no Uzume.jpgAnubis.jpgBaldur.jpgBeelzebub.jpgDante.jpgGucumatz.jpgHalloween Jack.jpgJeanne d'Arc.jpgKing Frost.jpgLong.jpgMatador.jpgNero.jpgOberon.jpgOdin.jpgPallas Athena.jpgPazuzu.jpgRakshasa.jpgSandalphon.jpgSleipnir.jpgTachikoma.jpgTitania.jpgWhite Rider.jpgWu Kong.jpgYm.jpg

D

Anzu.jpgAttis.jpgAzrael.jpgBeiji-Weng.jpgCait Sith.jpgChernobog.jpgDantalian.jpgGirimekhala.jpgGurr.jpgHanuman.jpgHecatoncheires.jpgHel.jpgHelper Frost.jpgJikokuten.jpgKikuri-Hime.jpgKudlak.jpgLoki.jpgMan Eater.jpgMishaguji.jpgOngyo-Ki.jpgOrochi.jpgPersephone.jpgPrometheus.jpgRangda.jpgSarasvati.jpgSkadi.jpgSonic.jpgSphinx.jpgSuccubus.jpgThrone.jpgTitan.jpgTlaltecuhtli.jpgTsukuyomi.jpgYurlungur.jpgZhong Kui.jpg

F

Abaddon.jpgAlraune.jpgBayonetta.jpgBeloved.jpgBishamonten.jpgDionysus.jpgEs.jpgGanesha.jpgJeanne.jpgKama.jpgNeko Shogun.jpgNekomata A.jpgNidhoggr.jpgParvati.jpgV.jpgVouivre.jpg

PVP Offense
Score Demons
S

-

A

-

B

Cerberus.jpgNekomata A.jpg

C

Alraune.jpgCait Sith.jpgChernobog.jpgDionysus.jpgEs.jpgFenrir.jpgGanesha.jpgGurr.jpgHecatoncheires.jpgHell Biker.jpgJeanne d'Arc.jpgMatador.jpgNeko Shogun.jpgNidhoggr.jpgParvati.jpgPersephone.jpgYatagarasu.jpgZhong Kui.jpg

D

Agni.jpgAnubis.jpgAnzu.jpgAttis.jpgBeelzebub.jpgBeiji-Weng.jpgDantalian.jpgGirimekhala.jpgGucumatz.jpgHalloween Jack.jpgHanuman.jpgHel.jpgHelper Frost.jpgJikokuten.jpgKing Frost.jpgKudlak.jpgLoki.jpgLong.jpgMan Eater.jpgMishaguji.jpgOdin.jpgOngyo-Ki.jpgPrometheus.jpgRakshasa.jpgRangda.jpgSkadi.jpgSleipnir.jpgSphinx.jpgTachikoma.jpgThrone.jpgTitan.jpgTitania.jpgTlaltecuhtli.jpgTsukuyomi.jpgWhite Rider.jpgWu Kong.jpgYm.jpgYurlungur.jpg

F

Abaddon.jpgAbaddon A.jpgAme no Uzume.jpgAzrael.jpgBaldur.jpgBayonetta.jpgBeloved.jpgBishamonten.jpgDante.jpgJeanne.jpgKama.jpgKikuri-Hime.jpgNero.jpgOberon.jpgOrochi.jpgPallas Athena.jpgPazuzu.jpgSandalphon.jpgSarasvati.jpgSonic.jpgSuccubus.jpgV.jpgVouivre.jpg

PVP Defense
Score Demons
S

-

A

-

B

Cerberus.jpgNekomata A.jpg

C

Chernobog.jpgDionysus.jpgFenrir.jpgGanesha.jpgGurr.jpgHecatoncheires.jpgHell Biker.jpgMatador.jpgNeko Shogun.jpgNidhoggr.jpgParvati.jpgYatagarasu.jpgZhong Kui.jpg

D

Agni.jpgAlraune.jpgAnubis.jpgAnzu.jpgAttis.jpgBeelzebub.jpgBeiji-Weng.jpgCait Sith.jpgDantalian.jpgEs.jpgGucumatz.jpgHalloween Jack.jpgHanuman.jpgHel.jpgHelper Frost.jpgJikokuten.jpgKing Frost.jpgKudlak.jpgLoki.jpgLong.jpgMan Eater.jpgMishaguji.jpgOdin.jpgOngyo-Ki.jpgPersephone.jpgRakshasa.jpgRangda.jpgSkadi.jpgSleipnir.jpgSphinx.jpgTachikoma.jpgThrone.jpgTitania.jpgTlaltecuhtli.jpgTsukuyomi.jpgWhite Rider.jpgWu Kong.jpgYm.jpgYurlungur.jpg

F

Abaddon.jpgAbaddon A.jpgAme no Uzume.jpgAzrael.jpgBaldur.jpgBayonetta.jpgBeloved.jpgBishamonten.jpgDante.jpgGirimekhala.jpgJeanne.jpgJeanne d'Arc.jpgKama.jpgKikuri-Hime.jpgNero.jpgOberon.jpgOrochi.jpgPallas Athena.jpgPazuzu.jpgPrometheus.jpgSandalphon.jpgSarasvati.jpgSonic.jpgSuccubus.jpgTitan.jpgV.jpgVouivre.jpg

Detailed 4★ Tier List

Note that most of these entries use the old Tier List system, where numbers are used instead of letters. In this case, 1 is the lowest (equivalent to F) and 5 is the highest (equivalent to S).

Name Best Archetype(s) PVE PVP
PVE PVP Offense Defense Tournament
Abaddon.jpg Abaddon
Red Teal Yellow Teal Yellow F F F F
Pros
  • Null Phys in Teal is handy for early-mid game.
  • Good STR/VIT.
Cons
  • Doesn't carve himself any niches that others don't do better.
  • Maragion serves little use on him due to low MAG stat.
  • Low AGI.
  • Weak to Elec.
Notes -
Synergies -
Abaddon A.jpg Abaddon A
Red Teal Teal 4 1 1 1 5
Pros
Cons
  • His PVP role is as Anti-Phys unit when paired with Alilat or Atavaka. But he is outclass by other Repel Phys demons.
  • Drags speed down greatly due to low AGI which is bad in PVE.
  • Not good for waves before boss.
  • Weak to Elec.
Notes
  • In general good against bosses notably Aura Gate because bosses don't have waves.
  • Be very mindful of battlespeed when using him for Democalypse bosses! If you are outsped by the Boss, it will cause you to lose one whole round of Debilitate, as it ticks down at the end of the Boss' turn!
Agni.jpg Agni
Purple Yellow Purple 3 2 2 5 4
Pros
Cons
  • Panel 3 is very hard to get as he is Banner exclusive and aiming for P3 isn't necessarily the best choice because dupe Agni serve well in Democalypse.
  • Does not have a noticeable damage output kit even Paneled.
  • Not much better than more common 4-star for PVE.
  • Weak to Ice.
Notes
Alraune.jpg Alraune
Any Purple Clear 1 3 2 1 1
Pros
  • High LUK, Insanity in Purple, and afflict chance boost in panel 3 let her function as an ailmenter.
  • Sweet Whisper casts Rakunda and Charm when an ally is killed. This can combo well with auto-revivers such as Xi Wangmu, forcing the enemy to prioritize killing her or else risk getting Charmed with every kill.
  • Since Sweet Whisper chains off of an ally death, it will usually happen during the middle of the enemy's turn. Ailment cleansers tend to act at the beginning of the turn, to avoid losing press turns to ailmented allies - so Sweet Whisper can trip up attackers mid-onslaught, unable to cleanse until cycling back around to the cleanser (if they don't lose all their turns doing so), or even forcing them to wait until the next turn entirely.
    • This is especially potent if the cleanser is Mahamayuri, who can only cleanse via a chain effect at the start of his team's turn - meaning mid-turn there's nothing he can do about it.
  • Power of Life gives auto-Lydia to help survivability.
Cons
  • LUK is pretty much her only good stat, so ailmenter is the only job she can do.
  • Her middling VIT means killing her is not especially difficult.
  • Very low AGI.
  • Weak to Fire unless Teal.
  • Ailments aren't useful in PvE due to inflated enemy stats, and allies in PvE really should not be dying in the first place.
Notes -
Ame no Uzume.jpg Ame no Uzume
Red Teal Teal 3 1 1 2 2
Pros
  • Iwato Priestess nulls both dark zones and damage panels, making Aura Gate exploration easy while taking up only one team slot.
  • Innate Mediarama heals a decent amount. Panel 1 also gives Mediarama a 2 MP discount, reducing it to 6 MP.
  • All colors (except Clear) are useful:
  • Auto-casts Tarukaja whenever an ally casts a skill with a healing effect (including life steal, chain effects, etc, but NOT counting Lydia), and also casts Rakukaja if panel 2.
  • Good AGI.
  • Above average LUK.
Cons
  • Average MAG.
  • Lacks Elec damage boosters to support Ziodyne and Maziodyne.
  • Lacks ailment immunities or resistances to support Prayer.
  • Difficult to panel due to being a banner-exclusive 4★ (need 12 dupes total for panel 3, can't use universal spirits, etc).
  • Weak to Force unless Teal.
Notes
  • Can generate a lot of ATK buffs in Demon Alliance Invasion events, if paired with allies that have healing chain effects.
Anubis.jpg Anubis
Purple Purple 3 2 2 5 5
Pros
  • High MAG stat of 217 makes him a good budget mage even for elements other than dark.
  • A budget choice for any non-Phys Democalypse due to Merciless Blow in Purple.
  • No weaknesses.
Cons
  • Low AGI + Low VIT isn't a good combination for survivability. His downfall mid-game outside of Democalypse.
  • Doesn't benefit much from his high LUK stat.
  • No innate AOE and is not the best single target damage dealer either.
Notes
Anzu.jpg Anzu
Red Purple Yellow Red 2 2 2 5 3
Pros
  • Decent AGI.
  • 5MP double debuff in Yellow. (also innately has another double debuff)
  • Excellent demon for Elec Democalypse Prelim.
Cons
  • Force weakness.
  • Low VIT.
  • Underwhelming outside of Democalypse.
Notes
Attis.jpg Attis
Clear Clear 2 2 2 1 2
Pros
  • Innate Enduring Soul and Recarmdra which are good support skills that synergyze well.
  • No weaknesses.
  • The result is he has 2 completely-free transfer slots.
  • Okayish innate bulk if P3.
Cons
  • Doesn't have many other uses.
  • Can't make much use of his unique skill Mist Slashes despite having decent power behind it. It's also random-target...
Notes
  • The skills you will transfer to him determine what other supporting role he'll have in addition to "reviver".
Azrael.jpg Azrael
Red Clear Red Purple 2 1 1 1 4
Pros
  • Has access to both Tetrakarn/Makarakarn in Clear, which can serves a niche in Early PvE when you don't have access to many mirrors.
  • Respectable MAG of 194.
  • Decent bulk for a mage and panels support it.
Cons
  • His only innate damage booster is 10% Dark on p3, limiting the usefulness of his good mag stat.
  • He loses his niche of double karns in late PvE and PvP due to the prevalence of Pierce.
  • Tetrakarn and Makarakarn cannot be cast at the same time: when Tetrakarn is cast, it automatically removes Makarakarn OR Five Elements and vice versa, meaning, it's not possible to have immunity against both Physical and Magical attacks at the same time.
  • Tetrakarn and Makarakarn only protect against the first hit, leaving the Demon unprotected for subsequent hits.
  • Weak to Ice.
Notes
  • Outclassed in Democalypse as a Fire/Dark attacker, but still good with investment.
Baldur.jpg Baldur
Red Teal Teal Yellow 3 1 1 4 4
Pros
  • Innate Light Boost, Hamadyne, and his unique God of Light make him a solid light mage.
  • God of Light grants a team-wide increase to light damage and 1 MP discount to light skills, which is very helpful for Democalypse.
  • All colors are useful:
    • Red gets Mahamadyne for sweeping, or Democalypse prelim. God of Light also discounts it to 5 MP, so it helps make up for his average magic stat.
    • Yellow gets War Dance for manual buffing, and also has a valuable gacha skill in Solar Downfall.
    • Purple gets Void Dark Zones for Aura Gate exploration.
    • Teal gets Null Dark to cover his weakness.
  • Great panels that grant Light Pierce (with 30% reduction) on panel 2, and more team-wide Light damage on panel 3.
  • Panel 1 casts 1-turn Debilitate on the enemy team if he gets killed.
Cons
  • Average MAG.
  • Low VIT/LUK and middling AGI means he's fragile.
  • Difficult to panel due to being a banner-exclusive 4★ (need 12 dupes total for panel 3, can't use universal spirits, etc).
  • Weak to Dark unless Teal.
Notes -
Bayonetta.jpg Bayonetta
Purple Purple 1 1 1 1 1
Pros
Cons
  • No innate pierce.
  • Average-to-low stats across the board means she doesn't excel at anything.
  • Non-existent bulk.
  • No panels. She's also unlikely to get any, since her 5★ version Bayonetta☆ already has them.
Notes
  • While innate Berserker does boost her damage, it makes her lack of bulk even worse.
  • Cannot be used in the same team as Bayonetta☆.
  • She and Jeanne have the exact same stats, aside from swapping STR and MAG.
  • Limited-time Collaboration unit. Nobody knows if she will be rerun.
Beelzebub.jpg Beelzebub
Clear Yellow Clear Yellow 3 2 2 5 2
Pros
  • Has high survivability due to Gluttony, which deals good aoe damage and heals himself.
  • Gluttony is one of the strongest AOE dark spells in the game, tied with Mamudobarion.
  • Suitable option for Dark Democalypse and Brands of Sin
  • No weaknesses.
  • Yellow's Sea of Chaos can be discounted to 4 MP if it's leveled and paired with panel 1 Lucifuge.
    • Skill starts at 9 MP. -1 MP since it's an awaken skill, -1 MP from leveling it to max, -2 MP from Hell's Ministry, and -1 MP from Lucifuge panel 1.
    • However, it's still unlikely to be helpful, unless a fight specifically calls for almighty damage.
Cons
  • Suffers the same issues that Black Frost has in PvP that being Rama + Masakado and Atavaka + Hecate
  • Stats are subpar even with panels other than MAG. Lacks damage boosters.
  • Unless he's paired with Angra Mainyu or any other demon with an MP recovering effect that triggers at the start of own team's turn, Gluttony can't be used T1 in PvP.
  • Requires P3 for Dark Pierce.
  • Something that is very unintentionally popular are demons paired with Demiurge who also happen to possess innate Repel Dark or Drain Dark (for example Masakado, Beelzebub☆ and Beelzebub (Human)). Because of this, AOE Dark damage tends to be useless or at least unreliable for pvp and therefore, hindering 4 star Beelz's usefulness.
Notes
  • Cannot be used in the same team as Beelzebub (Human) or Beelzebub☆.
  • Beelzebub and Black Frost are comparable when it comes to dark damage but Beelzebub at full potential does the most overall, which requires Panel 1, 2 and Lv 5 Gluttony
  • Since Gluttony can't be used T1 and his agility is mediocre for a fast team, the only option is to build him for a slow team which could work well because of the HP drain but could also cause battle speed issues because his agility is a bit too high even for a slow team
Beiji-Weng.jpg Beiji-Weng
Red Teal Red Purple 2 2 2 5 3
Pros
  • Good MAG stat and serves as an ice mage. This lets him exploit the plentiful amount of demons with an ice weakness.
  • Is a good demon for Ice Democalypse in Red, due to the low amount of good ice users.
  • Surprisingly fast despite being a dude encased in ice, making him a decent choice in speedy teams, especially with panels.
  • One of the few Repel Ice demons (in Teal) as well as the cheapest one, giving him a niche if combined with Alilat against specific PvE Bosses.
Cons
  • Struggles against bulkier demons like Hecatoncheires and HP sponges in PvE.
  • Glacial Blast is a redundant skill that serves him little.
  • No Pierce, so he's walled against demons that N/D/R Ice.
  • Weak to Fire if not Teal.
Notes
  • While not exactly optimal in PvP, he does have access to Null Curse, so he has decent potential when targeting specific teams.
Beloved.jpg Beloved
Teal Clear Teal Clear 1 1 1 1 1
Pros
Cons
  • Wasn't beloved enough to get panels apparently.
  • Weak to Dark.
  • No good colors.
  • No pierce or damage boosters.
  • Low AGI and Middling LUK lead to accuracy issues.
Notes
  • No panels really hurt him. Use a better demon like Wu Kong instead.
Bishamonten.jpg Bishamonten
Red Purple Red 1 1 1 1 1
Pros
  • High STR/VIT
  • Access to single target/aoe physical skills.
Cons
  • Low MAG stat meaning Bufudyne is a wasted skill on him
  • Weak to Fire.
  • Doesn't perform any roles that others can't already including other 4★s such as Wu Kong
Notes
  • Purple is only helpful if you know the enemies will be weak to Phys (Democalypse, Hell's Park Underside, etc.), and you don't plan on using the discounted Hades Blast.
Cait Sith.jpg Cait Sith
Yellow Teal Yellow Purple D C C C
Pros
  • Good AGI, and speed boosts on Swordsman in Boots and panel 3.
  • Full Phys Pierce on panel 1, as well as MP reduction for Phys skills.
  • The Cat Spirit's Gift restores 3 MP to a party member and grants them Repel Almighty Magic, once per turn. If cast on a sweeper, this could allow them to cast a nuke early on turn 1 to get a kill, then guard against retaliation-on-kill effects, such as from Anthrasax.
  • Damage Panel Immunity for Aura Gate.
Cons
  • All stats other than his AGI are bad. Offers no bulk and no damage.
  • Only 10% innate speed boost at p0, with the remaining 20% locked to panel 3. Since he does not have Speedster innately, it will probably consume a skill slot.
  • After restoring MP once for the turn, he doesn't have much to do. Low offensive stats, the low-power skill Bleeder, and no damage boosters means he's not great at attacking.
    • Faces stiff competition from Jeanne d'Arc, who can restore 3 MP as many times as she wants per turn, on top of healing and buffs.
    • PvE doesn't really need the MP regen, since you start battles with 10 MP. While more MP is helpful in wave-based battles, there are several better MP battery units you could use instead.
    • Panel 2's MP regen to random party members is so unreliable that it might as well not exist.
  • Difficult to panel due to being a banner-exclusive 4★ (need 12 dupes total for panel 3, can't use universal spirits, etc).
  • Weak to Force unless Teal.
Notes
  • Good gacha skills on offer, so you may want to fodder him for those instead of actually having him on a team.
  • Fenrir is probably the better speed demon in most cases - he's fusible while Cait is not, he has Speedster innately while Cait needs a transfer, he outspeeds Cait (unless Cait is panel 3, but good luck getting there), and he has slightly-better offense with higher Strength and Nihil Claw.
  • Cait's AI insists on using The Cat Spirit's Gift on the demon who acts first in the party (often himself), regardless of Cait's transferred skills or AI tendency setting. It also values the Repel Almighty Magic effect more than the MP recovery effect, even if the target is at full MP while a different ally is at low MP.
Synergies -
Cerberus.jpg Cerberus
Yellow Purple Yellow B B B B
Pros
  • Hell Claw is a very strong unique, with 420 power on a single target and 50% crit rate, plus Bulwark Pierce, and it applies Spirit Chains of Intimidation to all enemies. Panel 1 reduces its cost to 4 MP.
    • Intimidation is especially useful for survival in the Phys or Fire areas of Hell's Park Underside.
    • Can be helpful in Deceit 14, as that fight requires random-targeting Phys/Almighty attacks, which Hell Claw is.
  • P1 gives pierce for both Phys and Fire, a luxury among fusible 4*.
  • P2 gives 20% Fire damage reduction for the team, plus another 10% all-damage reduction for Beast race demons.
  • P3 gives 20% Phys/Fire damage boost for the team, plus another 20% all-damage boost for Beast race demons. He also gets 50% crit rate for himself, effectively making Hell Claw have 100% crit, and increasing his chance to crit pass if needed.
  • Innate War Cry for debuffs and Yellow's War Dance for buffs, allow for both offensive and defensive buff control.
Cons
  • No damage boosts until panel 3, unless running him in Purple for Back Attack.
  • Jack of all trades, but only has average stats.
  • Hell Claw being random-target means will have trouble against Anti-Pierce and in PvP in general.
  • Weak to Ice.
Notes
Synergies -
Chernobog.jpg Chernobog
Red Purple Red Purple 2 3 3 2 2
Pros
  • Ailment chain effect upon an enemy being weakened, inflicting poison and bind if P3.
  • Perfect synergy with Nergal.
  • Decent physical attacker with Dark Sword in Red and innate Hades Blast
Cons
  • Somewhat low AGI: this is bad for Ailment Teams.
  • Strongly needs Nergal to have some viability in PVP.
  • Weak to Light.
Notes
  • Needs P3 to be viable in PVP, otherwise his usefulness is near none.
Dante.jpg Dante
Red Red Purple 3 1 1 3 3
Pros
  • Innate Phys Boost as well as a single-target and an AoE phys skill makes him functionally similar to Red Wu Kong.
  • High STR stat.
  • No weaknesses.
Cons
  • No innate pierce.
  • Low AGI and LUK will lead to accuracy problems.
  • No panels severely limits his potential. He's also unlikely to get any, since his 5★ version Dante☆ already has them.
  • Wu Kong's higher STR, as well as hit rate, crit rate, and damage boost from panels, make the monkey completely overshadow him.
Notes
  • Cannot be used in the same team as Dante☆.
  • Limited-time Collaboration unit. Nobody knows if he will be rerun.
Dantalian.jpg Dantalian
Purple Teal Purple Teal 2 2 2 1 2
Pros
  • Overall decent stats and High MAG/VIT stat.
  • Functions as tanky mage with supporting skills.
  • 3 resists and 1 null.
Cons
  • Two weaknesses hurts their viability for the most part.
  • Doesn't have much niche other than being a tanky mage.
  • MP expensive skills
Notes -
Dionysus.jpg Dionysus
Clear Clear 1 3 3 1 1
Pros
  • Very high luck stat meaning he inflicts ailments often and doesn't take crits as often.
  • Panels that benefit from his luck such as crit resist/ailment infliction
  • Has some potential in stall teams
Cons
  • Has no attacking skill despite innate back attack
  • Only can be clear
  • Only can cause status from Euphoric Frenzy, which only activates when hit physically.
  • Meaning you have to transfer an ailment skill and else he is a dead weight with no skill to use in battle.
Notes
  • He doesn't have to be used just to use ailments as he can be used as a surprise ailment counter due to LUK/innate Infernal Mask, this would require a Prayer transfer though and min ailment chance exists.
Es.jpg Es
Clear Clear Purple Red 1 3 2 1 1
Pros
  • Able to serve a variety of roles based on color:
    • Clear's Infernal Mask combined with Power of Life and Panel 1 sums to -105% ailment chance, potentially allowing Es to be a pseudo-Cleric if transferred Prayer (but probably not Silent Prayer, as it would remove Lydia).
    • Purple's Insanity combined with Es's high LUK means they can act as an ailmenter.
    • Red's Mind Break can be used to sap enemy MP in PvP.
    • Yellow's Mahashibaboo can inflict Bind, which is more disruptive to enemies than Mute.
  • Ego Erosion decreases auto-cure rate for all ailments, letting Es fit flexibly into a variety of ailment teams.
  • Power of Life gives auto-Lydia to help Es stay alive.
Cons
  • -105% ailment chance is not the same as immunity, so he can still be ailmented by enemies with high inflict chance.
  • Very low AGI plus low VIT hurts Es's survivability.
  • Weak to Fire unless Teal.
Notes -
Fenrir.jpg Fenrir
Purple Red Purple Red 4 3 3 3 1
Pros
  • Budget speedster in Purple and a high AGI stat to take advantage of this.
  • Innate Auto-Taruka gives him a niche over another budget Speedster Sleipnir.
  • Versatile enough to allow him to support or be offensive.
Cons
  • Low offensive stats that are only borderline usable late in the game without high investment.
  • Generally low stats outside of AGI.
  • Two weaknesses (one if Teal) is a nuisance if you can't beat the opposition in a single turn.
Notes
  • He may not be as good as Garuda or Hresvelgr, but his staying power as a effective Speedster lasts for some time. Additionally, he doesn't need a Speedster transfer.
    • He is also a LOT cheaper to fuse than the other two.
  • Red is for Democalypse Prelim, so he can contribute to damage beyond just Auto-Taruka.
Ganesha.jpg Ganesha
Teal Red Teal 1 3 3 1 2
Pros
Cons
  • Outclassed by Parvati and pairing them both up is overkill.
  • His unique isn't helpful most of PvE.
  • Low AGI doesn't help either for his role.
  • He is passive in most teams he is in due to lack of Pierce.
  • Two weaknesses (One if Teal).
Notes
  • He's only outclassed by Parvati. Not necessarily worse, he just doesn't offer as much as her like Auto-Sukuka.
Girimekhala.jpg Girimekhala
Red Red 2 2 1 2 2
Pros
  • High STR stat
  • Mega Boost is Charge and Rebellion in one, allowing him to hit hard the next turn after its use.
  • Access to a single target and an AoE physical skill.
  • One of the few demons with Repel Phys.
Cons
  • 3 Weaknesses (2 if Teal).
  • Low stats outside of STR.
  • Outclassed by other physical demons of his rarity, even with Mega Boost.
Notes
  • His panel 2 gives him 25% Phys damage reduction.
Gucumatz.jpg Gucumatz
Teal Yellow Teal Yellow 3 2 2 1 1
Pros
  • Fairly bulky with his given stats/panels.
  • Low AGI stat but is low enough that it's actually good for slow teams.
  • Has a rare skill in the form of Auto-Tarunda
  • Excellent panels that increase his bulk.
Cons
  • Two awful innate attacks making him very passive in PvE and PvP.
  • This diminishes his support role.
  • Fire weakness unless Teal.
Notes -
Gurr.jpg Gurr
Purple Red Purple Red 2 3 3 2 2
Pros
  • He is a very high AGI demon with Speedster. In PVE, having one of those (high AGI with Speedster) in the team is near mandatory.
  • When an enemy is poisoned, Yaksha Claw's chain effect also inflicts Bind. Ailment chain effects are extremely valuable for Ailment Teams.
  • This passive pairs perfectly with Pale Rider, one of the strongest ailment demons in the game.
  • A popular choice for the Alice A cheese team in AG2 41-50F, though will require a Mahajuon transfer. Panel 3's ailment infliction boost (combined with transfers like Madness) can improve the consistency of applying Curse.
Cons
  • 2 weaknesses
    • Phys weakness is extremely disavantageous.
  • Yaksha Claw is random target instead of AOE.
Notes
  • Yaksha Claw cannot bind if it gets Nulled, Repelled or Drained.
  • Isn't the best Speedster in PvE due to his Phys weakness... But Hresvelgr also has Phys Weakness. The difference is Hresvelgr actually does decent damage.
Halloween Jack.jpg Halloween Jack
Clear Clear 3 2 2 2 1
Pros
  • MahaLantine is a multi-hit version of Maragion, which is appreciated since it helps get past Endure and its variants.
  • Good MAG stat.
  • Decent choice for Fire Democalypse.
  • Great option for floors 21-30 of AG2.
  • Innate drain fire.
Cons
Notes
  • Not likely to get 4★ panels in the future.
Hanuman.jpg Hanuman
Clear Clear 2 2 2 3 2
Pros
Cons
  • Lacks a single target physical skill
  • Bad awakening skills. Even the rare Repel Force is nigh useless.
  • Middling AGI and frail.
  • Low MAG stat makes Mazanma a wasted slot.
  • Weak to Elec.
  • Outclassed by a better monkey, Wu Kong.
Notes
Hecatoncheires.jpg Hecatoncheires
Clear Teal Clear Teal 2 3 3 2 1
Pros
  • High STR/VIT/LUK
  • Pairs well with slow teams due to having the lowest AGI in the game.
  • One of the best users of Recarmdra
  • Guards of Tartarus is a great supporting passive that lowers AoE damage by 15% while he's alive.
  • Clear has Auto-Rakuka, while Teal has Drain Phys - two excellent skills.
Cons
  • Needs some accuracy investment on defense to avoid consistent misses, plus has to deal with the abundance of N/D/R physical.
  • Two weaknesses
  • Very passive demon that doesn't do much in the way of damage or even support on his turns.
  • Is only niche for PvE.
Notes
  • Getting powercrept by better support demons... And his panels did nothing of note.
  • Can be used as a ailmenter.
Hel.jpg Hel
Red Purple Red Purple 2 2 2 3 3
Pros
  • High MAG stat and serves as an ice mage: both an uncommon and good element, as many are weak to it, but few Repel/Drain/Null it.
  • She's a good candidate for Ice Democalypse.
  • Call to Helheim is pretty decent passive in PvE, as opportunities to debuff every wave aren't common.
Cons
  • Mamudo does little to benefit her, and has no Pierce.
  • Call to Helheim isn't great for PvP due to the typically fast pace nature of it.
  • She has to kill for Call to Helheim to activate.
  • Frail and has middling speed.
  • Weak to Fire.
Notes
  • Not worth considering for PvP use unless Panel 3.
  • If her main attack will be Bufudyne, use Red. If you plan to transfer a better attack, use Purple.
    • For Democalypse, use Purple, since the -1MP cost in Red doesn't help in Democ.
Hell Biker.jpg Hell Biker
Purple Teal Purple 4 3 3 1 1
Pros
  • Makes up one the best PvE teams in the game Hell Gongen.
  • His role is to cast Red Zone, granting Might (guaranteed crit) to all allies.
    • The state of might paired with Zaou-Gongen allows all Phys attacks to pierce.
  • Purple's Auto-Sukuka helps allies with accuracy. This is especially helpful for Zaou-Gongen himself.
  • Innate Speedster and top tier AGI of 229.
  • Panel 3 + levels on Red Zone make it cost only 5 MP.
Cons
  • Only average attacking stats on both fronts. Maragion also isn't a great skill on him.
  • Only benefits physical demons.
  • Red Zone only has 3 uses, after that he won't contribute much. Completely outclassed by Futsunushi if you happen to own one.
  • Weak to Light unless Teal.
Notes
  • Isn't nearly as good without Zaou-Gongen. Relevance drops significantly once ZG is panel 3, and even more so if ZG has Auto-Rebellion.
Helper Frost.jpg Helper Frost
Clear Clear 2 2 2 2 1
Pros
  • MahaFrosty is a multi-hit version of Mabufula, which is appreciated due to fact it helps get past Endure and it's variants.
  • Good for Ice Democalypse especially due to limited options for it.
Cons
  • Low AGI and only passable MAG stat
  • Needs Ice Pierce (weak) to be of much use in PvP.
  • Weak to Fire.
Notes
  • Unlikely to get 4★ panels in the future.
  • Event Only.
Jeanne.jpg Jeanne
Purple Purple 1 1 1 1 1
Pros
  • Evade in Purple can help her to dodge...?
  • No weaknesses.
Cons
  • No innate pierce.
  • Average-to-low stats across the board means she doesn't excel at anything.
  • Non-existent bulk. Magic attacks will also ignore her Evade, so it won't help her there.
  • No panels. She's also unlikely to get any, since her 5★ version Jeanne☆ already has them.
Notes
  • While innate Berserker does boost her damage, it makes her lack of bulk even worse.
  • Cannot be used in the same team as Jeanne☆.
  • She and Bayonetta have the exact same stats, aside from swapping STR and MAG.
  • Limited-time Collaboration unit. Nobody knows if she will be rerun.
Jeanne d'Arc.jpg Jeanne d'Arc
Teal Yellow Yellow Teal 3 3 1 1 1
Pros
  • One of better 4★ support demons
  • Orlean Prayer can be used to give 3 MP to a demon: in PVP, this can allow some demons to unleash spells they couldn't have T1.
  • Panel 3 gives Orlean Prayer a 1 turn Tarukaja/Sukukaja, which is fairly useful.
    • Has a good AGI. Perfect for this strategy.
  • Infinite use Orlean Prayer.
Cons
  • Healing is not very powerful in this game.
  • Despite how good Orlean Prayer in P3 is, PvP is too fast and each Press Turn is too precious for such strategy to be good in general usage.
  • The AI won't perform such T1 strategy.
  • Weak to Fire lol (unless Teal)
Notes
  • While Silent Prayer in Yellow is nice for cleansing ailments, her low LUK means she's very susceptible to being ailmented herself.
Jikokuten.jpg Jikokuten
Red Purple Yellow Purple 2 2 2 1 1
Pros
  • Only demon with the ability Suppress Stance Drain
  • Can serve a niche early on with his ability especially against bosses in PvE.
Cons
  • Average stats and two aoes.
  • Has no drains to take advantage of his unique, and drains are fairly rare.
    • His ability is too situational to reliably use in PvP even with Rama.
  • Depressing panels.
  • Colors overall do little for him.
    • While Yellow's skill applies the powerful status effect Bind, he's not a great demon to apply it, due to his low LUK and lack of ailment chance boosters.
  • Weak to Elec.
Notes -
Kama.jpg Kama
Clear Clear 1 1 1 1 1
Pros
  • Very high AGI and innate Speedster allow him to play the role of Battle Speed booster.
  • A high damage unique in the form of Divine Bows' Allure with a chance of charming.
  • Speedster is transferable: he is THE Speedster fodder.
Cons
  • A pathetic MAG stat making his unique very weak.
  • Doesn't do anything except boosting Battle Speed.
  • Outclassed as Battle Speed booster by most 210+ AGI demons.
  • Weak to Fire.
Notes
Kikuri-Hime.jpg Kikuri-Hime
Red Teal Red Purple 2 1 1 3 2
Pros
Cons
  • Bad AGI.
  • Low VIT.
  • Awkward skills: no synergy, and her low LUK makes the ailment skill underwhelming.
  • 2 weaknesses (1 if Teal).
    • Dark weakness is particularly bad in PVP.
Notes -
King Frost.jpg King Frost
Teal Yellow Teal Yellow 3 2 2 5 3
Pros
  • Has High VIT for a mage, meaning he's fairly bulky.
  • Has a powerful unique ice skill Cold World, which lowers enemy DEF after use.
  • One of best demons for ice Democalypse.
Cons
  • Cold World has no levels, and since it's an AOE without pierce, Ice N/D/R are troublesome.
  • Megaton Press doesn't have any merit on him.
  • One of the slowest demons in the game with 76 AGI and only above average MAG stat.
  • Weak to Fire if not Teal.
Notes
Kudlak.jpg Kudlak
Red Purple Red Purple 2 2 2 1 1
Pros
  • Dark Pandemic is a cheaper Dekaja if maxed while casting a random debuff.
    • This makes him a good early game support demon.
  • One of the few demons with Drain Dark.
Cons
  • Panels don't add much to him
  • Underwhelming stats outside of LUK, which he doesn't make much use of.
  • Weak to Light.
Notes -
Long.jpg Long
Purple Yellow 3 2 2 1 2
Pros
  • A good speed stat and mag for a 4★
  • Purple gives Mana Aid an excellent PvE skill.
  • Decent damage output for PvE if a Force AOE is transferred.
  • Functions fine in Force Democalypse
  • High AGI + Dragon Sense allow him to be built as an evade tank.
Cons
  • Extremely low LUK penalizes the evade tank build.
  • No innate AoE.
  • Weak to Elec.
  • Much better Force users exist for PvP.
Notes -
Loki.jpg Loki
Clear Red Teal C D D C
Pros
  • Strong and surprisingly tanky mage
  • Trickster gives him a 20% chance of using no press turns when he hits a weakness.
  • Pairs well with the Dx2 Chalk Eater.
  • Ziodyne in Clear or Bufudyne in Red improve his elemental coverage.
  • Void Dark Zones in Purple makes him a good candidate for Dmg Panel Immunity.
Cons
  • No damage boosters aside from panel 3 (which is only 5%...), so he relies on transfers to excel in damage.
  • Low AGI.
  • Weak to Light unless Teal.
Notes
  • Trickster doesn't work in democalypse.
  • As of November 2022, cheese strategies involving Loki and Tag no longer work. RIP.
Synergies -
Man Eater.jpg Man Eater
Purple Teal Purple 2 2 2 1 1
Pros
  • Her unique passive Sass lowers the defense of the enemy team for 3 turns when the enemy is charmed. This is useful in wave-based battles, due to Auto-Rakunda only working on the first wave. It saves needing to spend a turn on casting a defense debuff.
  • High LUK and access to the rare skill Insanity in Purple makes her good at inflicting ailments.
  • Panel 3 gives Sass a Sukunda effect as well, and panel 2 raises ailment infliction rate.
Cons
  • Fairly slow, making her teams take the risk of being outsped.
  • Low STR/MAG, so she won't deal much damage.
  • Ailments aren't very helpful in late-game PvE, due to inflated enemy stats.
  • Weak to Light.
Notes -
Matador.jpg Matador
Red Yellow Purple Red Yellow Purple 3 3 3 3 1
Pros
  • Innate EV of 40% with max Andalucia.
  • Andalucia does a four 30 BP damage physical attacks when he evades a physical attack.
  • Excellent AGI/STR stats
  • All of his archetypes have a niche, but Red is preferable in most cases.
Cons
  • Lack of Phys Pierce hurts his pros greatly, as he does only chip damage against phys NDR with even Phys Pierce (weak).
  • A decision must be made whether he should have more EV% or Physical Attack%.
  • Weak to Ice unless Teal.
  • He's frail due to low VIT, and if he is facing magic skills... he will have a bad time.
Notes -
Mishaguji.jpg Mishaguji
Yellow Yellow Purple 2 2 2 3 1
Pros
  • Arcane Ritual is a unique that increases the party's ailment recovery by 20%, which isn't bad at all.
  • Good MAG stat and passable speed allowing him to function decently as a mage.
  • Not a bad choice for Elec Democalypse
Cons
  • Auto-Cure increase isn't as good as having an ailment cleanser nor reliable.
  • Two weaknesses.
  • Needs to be alive for the unique to work and he's frail...
  • Lacks a single target attack skill.
Notes
Neko Shogun.jpg Neko Shogun
Clear Clear 1 3 3 1 1
Pros
  • His unique Shogun's Order boosts ATK and EV/AC upon muting an enemy. These are the best boosts for the teams he fits in.
  • Good AGI/LUK stat.
  • Panel 2 and 3 serve him greatly, such as granting EV% and Ailment Infliction%.
Cons
  • Average MAG stat making Mediarama and Mazionga fairly weak for his kit.
  • Expensive Fusion due to requiring a valuable resource of one of each mitama.
  • Weak to Force.
Notes
  • 84 Mitama (21 of each) is required for P3... and still costs a decent sum of 6 million mag.
Nekomata A.jpg Nekomata A
Yellow Teal Purple Purple Yellow 1 4 4 1 1
Pros
  • Has a very high speed stat 226 or 246 with max lv Pussyfoot + Innate Speedster
  • Great support for teams that rely on speed, such as Ailment Teams, while also boosting the entire party's evasion by up to 25%.
  • Has a good luck stat to inflict ailments or could provide auto-buffs/debuffs in her transfers.
  • Innate Evade helps her dodge and support role.
Cons
  • Not too many cons to speak of but her role is dependant almost entirely on transfers.
  • Weak to Elec if not Teal.
  • Magic makes short work of her.
Notes
  • Cat
Nero.jpg Nero
Red Red 3 1 1 3 3
Pros
Cons
  • No panels severely limits his potential. He's also unlikely to get any, since his 5★ version Nero☆ already has them.
  • Titania's much-higher MAG, and damage boost from panels, make her completely overshadow him.
Notes
  • Cannot be used in the same team as Nero☆.
  • Limited-time Collaboration unit. Nobody knows if he will be rerun.
Nidhoggr.jpg Nidhoggr
Teal Purple Purple Teal 1 4 4 2 2
Pros
  • High survivability due to innate skills (esp. in Purple) and Stats.
  • Nastrond is very strong in Offense PVP as the AI may not target him first. This allows him to survive popular "Turn-1-Kill"-Defense Teams reliably. Transfer him Recarmdra to turn the tables.
  • Decent LUK stat makes Mahashibabooon a decent transfer, which is to be cast before Recarmdra to make sure the revived allies won't die ("Turn-1-Kill"-Teams do not use Anti-Ailment techs).
Cons
  • Fairly passive due to serving a primarily supportive role, especially against teams with anti-ailments/cleansers.
  • Two weaknesses can be hindering. (Only one weakness if Teal, though.)
Notes -
Oberon.jpg Oberon
Red Purple Purple 3 1 1 4 4
Pros
  • Top tier MAG stat of 216
  • Has potential in Democalypse even outside his element.
  • Strong mage in early PvE with even skills like Agi and Bufu.
Cons
  • One of the slowest demons in the game and doesn't gain much of note by going second.
  • Also one of worst LUK stats in the game while also having Mahamarin Karinon making it a wasted slot.
  • Weak to Elec.
  • Auto-Sukuka albeit a great skill isn't so much on Oberon for his role.
Notes
  • If using him against Democalypse boss, be aware that Twister in Red is a gamble compared to Zandyne: Twister can have 110, 165, or 220 power based on whether it does 2, 3, or 4 hits (depending on RNG), while Zandyne is always 160 power. If you prefer Zandyne's consistency, use a color other than Red.
Odin.jpg Odin
Red Purple Clear Red Purple 3 2 2 4 2
Pros
  • His unique Gungnir is a great physical aoe.
  • Has access to a single target physical skill in Red.
  • Works well in the popular Hell Gongen team.
Cons
  • Average stats with only decent STR and particularly slow.
  • Needs skills to boost his damage output or accuracy if not Purple.
  • Weak to Force.
  • Gungnir is MP expensive.
Notes
Ongyo-Ki.jpg Ongyo-Ki
Yellow Purple Yellow Purple 2 2 2 1 2
Pros
  • High STR and Decent VIT while providing decent support.
  • Has innate Auto-Rakuka and access to Nocturne a good support skill.
  • Panels that all around support his role.
Cons
  • Mabufula has no practical use with MAG stat of 86.
  • Weak to Light.
  • Below Average AGI
  • Outclassed by other physical demons.
Notes
  • Not a practical note but he's arguably the best user of Blight sadly only obtainable from Fafnir.
Orochi.jpg Orochi
Purple Teal Purple 2 1 1 3 1
Pros
  • Has access to the valuable Aura Gate skill Dmg Panel Immunity, making him an excellent choice to give Void Dark Zones to, meaning only one demon is needed to null both of the negative tiles in AG.
  • High STR and Auto-Taruka.
  • If Teal, NDRs all of the enemy's attack elements in Fire Aether 10.
Cons
  • Has Bufudyne yet a very low mag stat.
  • No Single Target Physical Skill.
  • Weak to Elec.
  • Not great outside of AG.
Notes -
Pallas Athena.jpg Pallas Athena
Purple Red 3 1 1 3 3
Pros
  • Good STR/LUK/AGI and panels support her role as a Phys DPS.
  • Functions as a budget Yoshitsune due to Mana Aid in Purple.
  • Excellent choice for farming Brands of Sin/Aether and wave-based story missions.
Cons
  • Outclassed by Yoshitsune in every way if you happen to own one.
  • Holy Wrath and Resist Force are wasted skills on her.
  • Weak to Dark.
Notes -
Parvati.jpg Parvati
Clear Clear 1 3 3 1 1
Pros
Cons
  • Weak to Fire.
  • Average stats across the board
  • Very lackluster for PvE even as a healer.
  • No entirely useful innate skills albeit Recarm is niche... Still relies on transfers.
  • Let's not speak about her panels.
    • 18 Million MAG for 15% Healing
Notes -
Pazuzu.jpg Pazuzu
Yellow Teal Red Yellow 3 1 1 4 2
Pros
  • One of the best healers in early game due to high mag and considerable bulk
  • Great for early-mid pve.
  • Red is good in the prelims of dark Democalypse.
  • Will hit for decent damage due to high mag.
  • Immune to the primary elements of the Dark Aether Quests if Teal.
Cons
  • Weak to Ice.
  • Healing falls off almost entirely late PvE, and not a good role in PvP.
  • Lowest luck stat in game meaning crits/ailments will hinder him greatly.
  • Mediarama is MP expensive.
  • Purgatory isn't a great offensive skill.
  • If building for Democalypse, his panels don't help his offense aside form panel 2's +50 MATK
Notes -
Persephone.jpg Persephone
Yellow Teal Yellow 2 3 2 2 2
Pros
  • Niche ailment cleanser in Yellow due to the rare Prayer skill
  • Fruit of the Dead makes the opposition revive with only 1 HP, further giving her a niche.
  • Above average stats with High LUK
  • Her panels are beneficial.
  • One of the core demons to commonly beat Hell's Park 100.
Cons
  • Asherah a popular reviver gives one press turn with Mother's Creation, which is enough time to possibly come back even with 1 HP, especially if Guan Yu is the recipient.
  • Does not have ailment immunity, meaning Prayer is less useful.
  • Not stand-out in PvE barring a few bosses.
  • Weak to Elec.
Notes -
Pixie A.jpg Pixie A
Yellow Purple Teal Yellow Purple Teal - - - - -
Pros
  • 20% damage reduction for the team (unless a weakness is hit).
  • Casts Luster Candy at the start of battle, and every player turn.
  • Her active is an Almighty skill with Remnants and a heal. At boost level 1 the heal gets stronger, and at level 2 it also restores 1 MP to the party (up to 2 times per player turn)
  • High AGI, so she can make good use of Speedster for higher battle speed.
  • In Alter-World and Battle Tower, gives the MC Charge/Concentrate every time they make a physical/magic attack, greatly improving the MC's damage output.
  • Colors other than Red allow for choosing 2 elemental nulls each. This especially helps build overbreak gauge in Alter-World farming stages.
Cons
  • All stats other than her AGI are awful. This also means she has low MATK and therefore will not heal for very much.
  • No innate speed boosts. Does not have Speedster innately which in turn consumes a skill slot.
  • The charge/conc effect doesn't work outside of Alter-World/Battle Tower.
  • Weak to Dark unless Teal.
Notes
  • Event Only, and it's unknown if she'll be rerun.
  • No panels.
  • Red's skill is useless. That said, it may be a reference to normal Pixie's red skill also being an Elec attack.
  • Her stats are very similar to Party Pixie's stats, but slightly lower across the board.
Prometheus.jpg Prometheus
Red Purple Purple 2 2 1 5 3
Pros
  • High MAG of 226.
  • One of the strongest fire mages in the game, making him an excellent choice for fire Democalypse in Red.
  • Low AGI, but low enough that it's good for slow teams.
  • Purple has Infinite Chakra, a skill that gives 4 MP per turn and pairs well with him.
Cons
  • He's frail and slow, which isn't the best combination especially in PvP.
  • N/D/R Fire is a major hindrance to him in PvP.
  • Ice weakness.
Notes -
Rakshasa.jpg Rakshasa
Clear Clear 3 2 2 4 2
Pros
  • High STR/AGI
  • Works well in Hell Gongen as his ability Rasetsu puts him in a state of might.
    • Note: Rasetsu works once per wave furthering it's niche.
  • All his panels are good for bosting his damage.
Cons
  • Lacks a physical AOE
  • Needs transfers to help his damage output.
  • Two weaknesses.
Notes -
Rangda.jpg Rangda
Yellow Yellow 2 2 2 2 2
Pros
  • One of the few demons with Phys Repel meaning she pairs well with Alilat
  • Access to Recarmdra allowing her to function as a support role
  • A good demon to have early on due to repel phys.
Cons
  • Only average stats overall and has below average VIT, making her somewhat frail.
  • Outclassed by other demons with repel phys, such as Quetzalcoatl.
  • All of her moves are MP expensive.
  • Weak to Elec.
Notes
  • One of the few demons that take reduced phys damage if panel 2.
Sandalphon.jpg Sandalphon
Red Yellow Purple 3 1 1 2 2
Pros
  • Decent bulk.
  • Somewhat decent AGI.
  • No weakness.
  • Has Auto-Sukuka which is an incredible support skill.
    • He is the cheapest way to get an auto-buff in your team.
Cons
  • No damage boosters unless panel 3, and even then it's not much to note.
  • Does not innately have other noteworthy support skills.
Notes
  • Only has a 3 PvE rating due to how useful he is early on.
Sarasvati.jpg Sarasvati
Purple Yellow Yellow 2 1 1 3 2
Pros
  • Decent healer in Yellow due to High MAG stat and High VIT
  • Not a bad pick for Ice Democalypse due to limited choices plus Back Attack in Purple.
Cons
  • Silent Prayer is a double-edged sword, as it will remove ailments but also remove Barriers.
  • 2 crippling weakness to fire and dark.
  • Somewhat outclassed by other healers like Pazuzu but at least isn't prone to crits.
  • Below Average AGI.
Notes -
Skadi.jpg Skadi
Purple Purple 2 2 2 3 2
Pros
Cons
  • Low AGI for an ailment team.
  • Weak skillset for offense despite having a nice mag stat of 206.
  • Weak to Fire unless Teal.
Notes -
Sleipnir.jpg Sleipnir
Red Purple Clear Red Purple 3 2 2 2 2
Pros
  • Very good non-unique skills (Speedster and good light attacks).
  • Decent AGI and a Panel 3 which increases his speed.
Cons
Notes -
Sonic.jpg Sonic
Purple Red Purple 2 1 1 2 4
Pros
  • High AGI and innate Speedster for Battle Speed needs.
  • Automatic Rebellion for himself at the start of his team's turn, and pierce on Spin Dash if he's in Rebellion when using it.
  • Works well against single targets and particularly Democalypse Force Boss, especially since Rebellion lets him crit despite the boss's crit rate reduction.
  • Purple gets Force Boost to improve Spin Dash's damage.
  • Red gets discounted Vorpal Blade, which does respectable AoE Phys damage, especially when in Rebellion. This can result in more-consistent damage than Spin Dash, if fighting multiple targets. Note that it will not pierce, though.
  • Good panels that give additional accuracy, Force damage, and battle speed, as well as a 1-turn Auto-Sukuka.
  • Good synergy with Hell Gongen, which grants pierce to Vorpal Blade, ensures Spin Dash gives itself pierce, and ensures Sonic gets the accuracy boost from his panel 1.
  • No weaknesses.
Cons
  • If he gets a second attack on his team's turn, he won't have Rebellion for it, which then means Spin Dash won't pierce. His middling LUK also means he likely won't crit without Rebellion, either.
  • Average STR.
  • Random-targeting is bad against multiple targets, and downright detrimental in PvP.
  • Panel 3's damage boost is only for Force, so it doesn't affect Vorpal Blade.
  • Difficult to panel due to being an event-exclusive 4★ (need 12 dupes total for panel 3, can't use universal spirits, etc).
  • If you just want a PvE speed demon, consider fusing a Yatagarasu for DPS, or Purple Fenrir for support. They have much better mileage than Sonic.
Notes
  • Limited-time Collaboration unit. Nobody knows if he will be rerun.
Sphinx.jpg Sphinx
Teal Yellow Purple Teal 2 2 2 3 2
Pros
  • High MAG.
  • Mahamaon is a decent spell.
  • Triggers passives that are strong when going second:
    • Tetraka Shift has some (limited) use in PVP and early PVE.
    • In Purple, he has Auto-Rakuka, an excellent skill for slow and defensive teams.
  • Cheapest Mediarahan user in Yellow.
  • If Teal, NDRs all of the enemy's attack elements in Fire Aether 10.
Cons
  • Subpar bulk.
  • 2 weaknesses (1 if Teal).
  • No unique support skill to complement his role in a PVP team.
Notes -
Succubus.jpg Succubus
Red Teal Teal 2 1 1 2 2
Pros
  • High MAG stat of 204
  • Role is to charm the opposition and hit them with a hard hitting Bufudyne in combination with her passive Deadly Charm.
Cons
  • Too slow to be a viable ailment demon in PvP.
  • Average luck stat means she may struggle to land Charm.
  • Weak to Light if not Teal.
  • No stand-out colors that really assist her role.
Notes -
Tachikoma.jpg Tachikoma
Clear Teal Any 3 2 2 3 2
Pros
  • Only 4★ that innately Pierces on two elements.
  • Clear gives him Phys Boost, which works well with P2. Purple and Teal have decent applications as well.
  • Works as a cheap Democalypse unit for both Phys and Fire, especially if P3.
  • No weaknesses.
Cons
Notes
  • Decent VIT, along with Weak Phys Pierce on P2 makes him a decent candidate for Earthquake.
Throne.jpg Throne
Teal Red Red 2 2 2 1 1
Pros
  • Good AGI stat of 163.
  • This AGI combined with his race being Divine means, with Speedster transferred, he becomes a decent candidate for the powerful "Archangels" PvP Team.
  • Innate Void Dark Zones makes him a good candidate for Dmg Panel Immunity. This makes him a great early game Aura Gate demon on either on team 1 or 2.
  • If Teal, NDRs all of the enemy's attack elements in Fire Aether 10.
Cons
  • Superior (though more expensive) candidates for Archangels Teams exist.
  • Barely passable MAG stat with full investment.
  • No innate pierce and no innate Single Target skill.
  • Other options for demons that can act as double null panel/zones.
  • Weak to Ice (unless Teal) and Dark.
Notes -
Titan.jpg Titan
Purple Red Purple 2 2 1 3 3
Pros
  • Good defensive stats with High VIT/STR, which work in conjunction with Muscle Punch.
  • Has Tetraka Shift, which works with his unique passive Unyielding Phalanx.
  • Physical Mirrors also work with his unique passive.
  • No weaknesses.
Cons
  • Relies on Tetrakarn to take reduced damage, as he has no innate repel physical.
    • This makes his niche not as great for PvP, as Tetrakarn isn't spammable.
  • Walled by demons that Null/Drain/Repel Physical, unless he has Phys Pierce (weak).
Notes -
Titania.jpg Titania
Purple Purple 3 2 2 5 3
Pros
  • Top tier MAG
  • Should be considered for some sections AG2 and any Democalypse other than physical.
  • Innate Back Attack is useful for both AG2 and Democ
  • No weaknesses.
Cons
  • One of the lowest VIT stats in game and slow to boot. Not a good combination.
  • No single target skill and Makajamaon is a bad skill on her.
  • Isn't too great outside of Aura Gate and Democalypse
Notes -
Tlaltecuhtli.jpg Tlaltecuhtli
Purple Clear Yellow 2 2 2 3 2
Pros
  • Low enough AGI, that she functions well in slow teams.
  • Decent MAG stat.
  • Innate Recarmdra in Yellow gives her a niche due to the skills rarity.
  • Earth Sacrifice gives a free Tetrakarn upon death and buffs all stats for one turn. Working well with Recarmdra
Cons
  • Doesn't take hits as well as other common Recarmdra users: outclassed by Hecatoncheires, another 4★.
  • If she dies during the opponent's turn, Earth Sacrifice's buffs will be gone once your own turn starts.
  • Ice weakness.
  • Low AGI forces her into slow teams, which makes her low VIT a problem.
Notes -
Tsukuyomi.jpg Tsukuyomi
Red Purple Red 2 2 2 1 2
Pros
  • Strong mage for early to mid PvE
  • Lunar Blessing is a great unique allowing him to use any skill for 1 MP less; opening up tons of options.
  • Red has a 3 MP Mudoon due to his unique; meaning no matter what, you can cast it.
  • 2 Nulls and 2 resists.
  • Useful for the Force area of Hell's Park Underside, especially the Lady/Genma/Avian rule set.
Cons
  • Weak to Phys, forcing you to transfer him Resist Phys.
  • No innate AOE, and his innate attacks are low tier. This means Lunar Blessing is under-utilized, unless you transfer a stronger skill.
  • On top of that, he has no damage boosters aside from panel 3 (which is only 5%...).
  • Low VIT and AGI.
Notes -
V.jpg V
Red Yellow Purple Red Yellow 1 1 1 1 1
Pros
  • Red and Yellow give him an Almighty AOE skill that debuffs.
  • Infernal Mask in Purple plus high LUK could help him avoid ailments. Potentially works as a cleanser if transferred Prayer or Silent Prayer, plus Hellish Mask.
  • No weaknesses.
  • Laughs at his enemies occasionally.
Cons
  • LUK is his only good stat, but his kit doesn't really make use of it, aside from the Purple build suggested above.
  • High MP costs, including the skills in Red and Yellow.
  • No panels. He's also unlikely to get any, since his 5★ version V☆ already has them.
Notes
  • Cannot be used in the same team as V☆.
  • Limited-time Collaboration unit. Nobody knows if he will be rerun.
Vouivre.jpg Vouivre
Clear Clear 1 1 1 1 1
Pros
  • Resonant Garnet debuffs enemy DEF and EV/AC upon landing poison, synergizing with Chernobog and Nergal.
  • Great panels that offer Phys damage, hit rate, crit rate, ailment inflict rate, and Phys Pierce (with 30% reduction).
  • Good AGI
  • High LUK for inflicting ailments and landing crits.
  • Comes with single-target and AoE Phys skills that can both inflict poison, giving her options to set it up.
Cons
  • Average STR.
  • Ailments aren't very helpful in PvE due to inflated enemy stats.
  • It was only possible to panel her during her debut event in June 2021, as she is not in the gacha and not fusible. If you missed the event or didn't finish all her panels, you're out of luck. Universal spirits don't help, since they don't work on 4★.
  • Marin Karin has no synergy with the rest of her kit, so it's kind of a wasted slot.
Notes
  • Event only.
White Rider.jpg White Rider
Teal Teal 3 2 2 1 3
Pros
  • High MAG stat and above average AGI making him a good mage.
  • His unique God's Bow has a 50% chance of Mortal, and can be used twice.
    • This is extremely powerful in PvE against Boss battles, as the adds are rarely immune to Mortal.
    • If Mortal fails, closing the app allows you to reset the battle in Aura Gate, or avoid losing Stamina in other Quest Modes. The 50% can effectively become 100% if you reset enough times.
    • If panel 4, each cast fires a second shot.
Cons
  • You can't reset PvP battles, making God's Bow very unreliable.
  • Needs Light Pierce (weak) or Panel 3 against Light-immune demons
  • Resetting battles over and over to get good rolls can be tiring.
  • Weak to Force unless Teal.
Notes
  • Not good for Light Democalypse, as God's Bow has only 2 uses (attackers are expected to act 6 times, not considering press turn generators). Transferring Thunderclap does not fix the issue, as the only damage booster in his kit is a measly 5% on panel 1.
Wu Kong.jpg Wu Kong
Red Red 3 2 2 4 3
Pros
  • Top-tier physical demon for a 4★ , having a high 235 STR.
  • Has access to both single-target and AoE physical skills, freeing up his transfer slots for damage boosters or accuracy boosters.
  • Great panels that increase his accuracy, crit rate, and Phys damage.
  • Is an excellent choice for the popular Hell Gongen team, as he needs pierce to reach his full potential.
Cons
  • Low AGI forces him to run Speedster in PvP for full efficiency, and even then he drags down the team's speed overall.
    • Zaou-Gongen, a demon core to the Hell Gongen team, is already slow himself.
  • No innate pierce.
  • 2 weaknesses, and frail.
Notes -
Yatagarasu.jpg Yatagarasu
Red Clear Red Purple 4 3 3 3 2
Pros
  • Can provide multiple roles such as Dodge, Ailment and even Offensive but primarily is best used as support.
  • Has top tier speed stat of 237 and above average STR
  • Innate Speedster and innate Auto-Sukunda, which helps with his role as the teams he's best in are usually frail.
  • Nice panels that increase accuracy, evasion, and Phys damage.
Cons
  • Middling luck stat, which hinders his role as an ailmenter, and makes him less likely to crit without Rebellion.
  • No Phys pierce, so offensive capabilities are hindered without Zaou-Gongen.
  • Weak to Ice.
Notes
Ym.jpg Ym
Purple Clear Clear Yellow 3 2 2 5 3
Pros
Cons
  • Expensive Fusion.
  • No innate pierce.
  • Not too good outside of Democalypse.
  • Weak to Force.
Notes
Yurlungur.jpg Yurlungur
Teal Teal 2 2 2 1 1
Pros
  • Great VIT Stat/Decent AGI
  • Good candidate for Muscle Punch when he isn't supporting.
  • Has two innate support skills
  • "A tanky danger noodle"
Cons
  • Bad offensive stats outside of using Muscle Punch.
  • Below average luk making him not the best at hitting his Mashibaboo.
  • Two weaknesses and both are bad ones to have so he'll need to cover them unless paired with Orcus.
  • Only one decent awaken skill that being Resist Fire in Teal.
Notes
Zhong Kui.jpg Zhong Kui
Purple Red Purple 2 4 4 5 3
Pros
  • Has access to Intimidating Stance, a very good skill in PvP. However, it is only niche in PvE. More information on this page: Intimidating Stance Teams.
  • Auto-Taruka is another excellent skill for PvP.
  • Top tier STR/LUK
  • Surprisingly versatile - he can be a pure attacker with his STR/LUK; bank on his LUK to be dodgy, use ailments, and cleanse ailments; or equip auto-buff/debuff skills to be a buffbot.
  • Great for Phys Democalypse.
Cons
  • Not great for PvE.
  • Lack of pierce means he is walled by many demons.
  • Not the best accuracy.
  • Weak to Force.
Notes -