Name
|
Best Archetype(s)
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PVE
|
PVP
|
PVE |
PVP |
Offense |
Defense |
Tournament
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Adramelech
|
|
|
A |
B |
B |
B |
Pros |
- Sun God's Majesty punishes any form of MP restore, burning 1 MP and dealing 30% Fractional damage to their entire team, while also renewing Barriers for your team. This makes him an incredibly strong counter to MP-batteries like Alice A, Camael and Demeter.
- He also has a niche against some of the more recent demons, as Inanna and Vanitas recover MP for themselves.
- In addition, Sun God's Majesty provides him Fire Pierce and more importantly +25% to Fire damage—this gives him a whopping +60% to Fire damage in Purple, even with ZERO transfers and ZERO panels. When combined with Sacrificial Inferno's massive Base Power (which also ignores Endures and Bulwark), Adramelech can easily nuke down any target he chooses.
- But that's not all! Sun God's Majesty downgrades the enemy's Fire resistances by 2 stages, meaning that anyone who doesn't NDR Fire is now Weak to it. This also completely shuts down anti-pierce for Fire. This gives him synergy with Fire units like Lost Name and Inanna.
- To cap it off, Sun God's Majesty also provides a 3-turn Luster Candy at the start of battle, aiding you in winning the buff war. With Panel 2 unlocked, it further chains into a 3-turn Debilitate, literally swinging every buff by himself for free.
- Trivializes a lot of PvE content, due to opening up a Fire weakness where normally a weakness would not exist. Hell's Park 100 is a prime example of this, where King Frost's anti-pierce Null can be bypassed by reducing his Fire resistance to Neutral, letting a Fire team sweep the fight with ease.
- Great panels, with a built-in Infinite Chakra in Panel 1, a Rakunda effect when Sacrificial Inferno is cast in Panel 2, a 120 BP AoE Fire attack when he strikes a weakpoint in Panel 3, and a follow-up to Sun God's Majesty's MP burn effect that burns 1 MP (making it counter Camael or Demeter) and decreasing the Fire affinity of all enemies by 1 (which guarantees all enemies are weak to Fire) in Panel 4.
|
Cons |
- Weak to Ice unless Teal.
- High AGI makes him awkward to fit into slow teams, more or less mandating Epitome of Endurance.
|
Notes |
- |
Synergies |
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Ainz
|
|
|
B |
B |
B |
A |
Pros |
- Fairly tanky. He has +70% innate max HP, Null Mortal and a whopping 60% damage reduction except from Almighty and Light (or Fire if Teal) damage.
- Strongest Magic Caster gives him 5 max MP and +25% Almighty damage, making him a great mage and a counter to MP drainers like Camael and Alice A when paired with sources of extreme MP regen like Demeter and Idun.
- It also gives him a Lost Name-like superboost when he is about to act, with Concentrate, 3 MP recovery and an ATK buff meaning his next Magic attack will hit extremely hard.
- Speaking of hitting hard, Fallen Down is an Almighty version of Solar Flare (200 BP ST nuke with a 80 BP AOE followup) with Bulwark Pierce and a Debilitate effect on hit.
- Great panels that give him +2 MP to natural MP recovery, Concentrate on kill, Null Charm and more Almighty damage.
|
Cons |
- Middling AGI makes him hard to slot into specific teams. His AGI is on the slower side for T1 teams, and he offers zero defensive utility if outsped.
- Despite his bulk and damage reduction, his low VIT stat means that he crumbles easily to modern demons like Morrighan and Mephisto.
|
Notes |
- Despite Strongest Magic Caster, he isn't the strongest magic caster.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
Synergies |
|
|
Albedo
|
|
|
B |
B |
B |
- |
Pros |
- Bulky, with an innate +100% HP, Null Mortal and -40% physical damage in Pure-White Devil, essential for a T2 sweeper.
- Pure-White Devil puts all party members into a state of Zenith for 3 turns at the start of battle. Additionally, when Albedo takes physical damage, Pure-White Devil restores HP and fires off a Phys attack on all enemies while reducing their ATK, perfect for countering physical-centric teams.
- While Albedo is alive, all allies also receive +30% to hit rate and -70% chance of receiving critical hits will under Zenith. When combined with other skills such as Epitome of Fortitude or Wild Instinct, even demons with a high innate crit rate will have trouble landing critical hits.
- Merciful Slaughter is a hard hitting Phys nuke that Bulwark Pierces. If the first hit is successful, Merciful Slaughter follows up with an extra Phys attack on all enemies. Since it scales off Max HP%, along with the attack portion of Pure-White Devil, Albedo can be built with HP as the main focus.
- Strong awakening skills, with the rare Life Force Survivor in Yellow, giving both extra bulk and an endure. Phys Vital in Purple is a popular pick as it boosts both max HP and Phys damage at once.
- Extremely good panels, with P1 adding both Null Mute/Null Charm and putting the user into Might/Zenith when acting. P2 offers extra hit rate and reduces physical damage taken by 15% for the entire party.
- Synergizes well with Idun, as the extra HP from Fortify will greatly amplify her damage output.
|
Cons |
- Demons with Decay severely hurt her, as the reduced max HP will weaken all her damage.
- Due to her forced AOEs, she struggles against Phys Anti-Pierce such as Femto and Kalki.
|
Notes |
- Limited-time Collaboration unit. Nobody knows if she will be rerun.
|
Synergies |
|
|
Alice A
|
|
|
A |
B |
B |
B |
Pros |
- One of few demons with an AOE Mortal, and the only one who can cast it T1. When paired with Curse support like Nebiros and Belial, she can easily annihilate entire teams without Null Curse and/or Null Mortal.
- Drains 2 MP from the enemy at the start of their turn, which can prevent T1 sweepers from having immediate access to their skills. This is especially nasty when paired with Camael, as the double MP drain makes it very hard for demons with Spirit Chains (Indignation) to cast anything.
- Pair with Old Ones and or unlock her P4 to double down on the MP shutdown even HARDER.
- Trivializes almost all PvE content like Aura Gate and Hell's Park—pair her with an AOE curse inflictor ((or just herself!) and insta-kill everyone!
- Purple gains Null Mortal which prevents her from being killed by other Mortal users like Madoka Kaname.
- P1 provides a damage debuff aura from Cursed enemies, which grows even stronger with her uncles Nebiros and Belial.
- P2 gives her a more potent damage debuff aura and a huge max MP boost, increasing her max MP by 5 while also granting her team 1 MP every time an enemy is defeated.
- P3 places 1 count of Decay on all enemies upon enemy death after healing her for 30% max HP.
- Many top meta threats like Krishna only block the more troublesome ailments such as Charm or Bind, leaving them wide open to Curse.
- She's cute!!
|
Cons |
- Hard countered by Null Curse and Null Mortal, or Demeter and Apsu teams.
- Do Me A Favor costs a whopping 9MP which can be incredibly hard to cast if going first in PvP without MP support.
|
Notes |
- If even one enemy is already Cursed, Alice A's skill will switch to the Mortal version, which doesn't inflict Curse.
- Cannot be used in the same team as OG Alice.
- Buffed during the 9/12/24 data update.
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Synergies |
|
|
Ame no Futotama
|
|
|
A |
C |
C |
- |
Pros |
- THE Light/Dark democalypse prelim king. Innate Yin Yang Cycle, +15% Light/Dark damage, and a +30% to weakness damage aura for the party in his passive, Ame no Futotama's damage output is fantastic.
- While under the effects of Tetraja, Five Divine Attendants will do a 60BP Light/Dark attack when an ally hits a weakpoint, letting him rack up insane numbers on Light/Dark democalypse.
- In addition, Five Divine Attendants casts a 1-turn Tarukaja/Tetraja when an ally is about to act, letting his damage dealing chains begin.
- Scapulimancy is a strong Light/Dark AOE that follows up with a 1-turn defense drop to the enemy party when successful, letting Ame no Futotama completely fill the role of buff control.
- Like his counterparts, panels offer bonus damage and effects. P1 and P3 offer a combined +50% to Light/Dark damage, and P2 firing off a Light/Dark AOE when Scapulimancy is used.
- Good Fortune is a handy passive for PVE grinding to boost exp and Macca gained, while Wretched Blow in purple further boosts his damage against weaknesses.
- Because both Scapulimancy and Five Divine Attendants can pick between Light/Dark damage and Bulwark pierces, Ame no Futotama can be a good option for Vanity 14 and Sloth 14
|
Cons |
|
Notes |
|
Synergies |
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|
Amon
|
|
|
B |
C |
C |
- |
Pros |
- Decently tanky. Between every skill and panel, he has a potential 150% HP boost, along with having the 4th highest VIT in the game. Additionally, Demonic Flame's Aid also reduces Magic damage received by 40% and grants Fire Pierce, while additionally giving him a 1500 HP bulwark up to 4 times per battle when hit by Magic or Fractional damage or if going second. On top of that, after the end of the first enemy turn, it grants Concentrate, allowing him to potentially countersweep.
- Abyss Flare and Abyss Flame scale off of Mag DEF instead of Mag ATK, while both ignoring endures. Additionally, Abyss Flare has Remnants and Bulwark Pierces. This skill can counter sweep a T1 team combined with his Concentrate if he survives.
- Low AGI at 116 and innate Epitome of Endurance really solidify his role as a powerful tank.
- Less competition for Brands compared to your other demons, as he relies on MDEF for damage.
- Extremely powerful panels that give him Null Mortal, Null Bind, up to 650 flat MDEF, more damage reduction in bulwark, along with extra HP and Fire damage.
- Like Inanna, he removes 1 count of Corrosion on self.
|
Cons |
- Weak to Ice unless Teal.
- Not necessarily tanky enough to fully withstand assaults from newer units.
- While he's strong against T1 teams, he can struggle to be useful against T2 teams.
- Abyss Flare has really low BP when compared to current Meta demons.
- Only defends against Bind, and can be vulnerable to being Muted or Charmed.
- Panels are a pretty big deal with how powerful they are, meaning he requires a hefty investment.
- Requires brands that balance between HP and Mag DEF in order to optimize his tankiness.
- Hard countered by any attackers that do Physical damage like Artemis or Lost Name.
- His Bulwark is negated by the existence of Bulwark Pierce.
- Completely and absolutely overshadowed by Vanitas, Inanna and Kuzuryu as MDEF tanks.
|
Notes |
- |
Synergies |
|
|
Anahita
|
|
|
A |
B |
B |
- |
Pros |
- Reasonably fast, with 202 Agility and Ice Accele, along with 20% more speed in Aqua Grace, helping bolster her role as a T1 unit.
- Hell Stream Bulwark Pierces, has Remnants and bypasses endures, which additionally gives her team some buff and debuff control if the attack is successful.
- Aqua Grace not only gives her team a turn of 1000HP Bulwark, but also gives anybody with a bulwark 30%(45% if P2) magic damage boost, letting her team do massive magic damage, extremely useful for Democalypse.
- Solar Downfall in yellow and Ice Amp in purple both work well with her role as a fast damage dealer.
- If P3, grants the party one count of Fortify at start of 1st turn.
- Aqua Grace can close the window where Demeter's Bulwarks are offline, hard countering Tiamat A's Charm/Poison chain effect and potentially preventing a team wipe.
|
Cons |
- Weak to Elec unless Teal.
- She's not super fast, meaning she'll lower your speed compared to some of the faster demons.
- Even with her Bulwark gimmick seemingly synergizing with Demeter, the existence of Bulwark Pierce completely nullifies what extra bulk Aqua Grace provides.
- Newer Ice demons like Vivian and Apsu fulfil the role of fast Ice demons with a supportive side much better.
|
Notes |
- Buffed during the 6/19/24 Data Update.
|
Synergies |
|
|
Angra Mainyu
|
|
|
C |
D |
D |
- |
Pros |
- Everything Evil is a powerful passive that gives your whole team 3 MP at the beginning of the turn. Not only does this counter the MP Drain from Camael's One Who Sees God, it also allows your team to run Spell/War brands instead of Divine for more damage.
- 16 Scourges chips off 25% of Max HP from the opposing team and inflicts them with every single ailment in the game. The chip damage helps your main sweeper to clean up, while the Ailments can be used to set up for demons like Alice A and Tiamat A.
- Thanks to his High Luck and Infernal Mask in Purple, he can be run as a Pseudo Cleric if Prayer is transferred (preferably with another Ailment Resist passive like Epitome of Illusion).
- Panel 2 provides a single turn Luster Candy in addition to the 3 MP, making it even easier for your team to sweep.
|
Cons |
- Weak to Light unless Teal.
- Not very useful for PvE as his passive has limited uses, and Ailments generally fall flat late game due to inflated enemy stats.
- He doesn't have any form of Barrier Break in his kit, meaning someone else with it has to go before him, or else his ailments won't stick.
- 16 Scourges deals fractional damage, which doesn't scale from MATK, meaning that his high Magic stat is wasted without transferred skills.
- Demeter essentially removed him from PvP, doing a better job as an MP battery while simultaneously preventing him from using ailments, while negating his fractional damage with Bulwarks.
|
Notes |
- |
Synergies |
|
|
Apsu
|
|
|
A |
A |
B |
- |
Pros |
- The First Drop is a strong passive granting Ice Pierce, 100% crit rate, 50% battle speed, and a unique effect which places all allies in a state of Lydia at the start of the first turn, increasing their MP gain by 1 while they have Lydia, and giving them 20% damage reduction and ailment immunity. On top of this, the first time his team downs a demon each turn, he generates a press turn.
- Primordial Vortex is a strong 300 BP Physical Ice attack, that also casts a one turn Debilitate if successful and ignore endures. Since this can crit, it can do a massive amount of ST damage.
- Functions similarly to Demeter, offering MP support, ailment immunity, damage reduction, and healing instead of a bulwark.
- Gains even more speed in panels, along with a self bulwark when going first, more damage, HP, and accuracy.
- While Demeter theoretically outclasses him, Masakado B's Spirit Chains (Suppression) shuts her re-application of Bulwark down. Apsu, on the other hand, applies Lydia at the start of battle AND has a teamwide Infinite Chakra effect, meaning he works much more effectively as a mana battery as well as providing bonus damage and speed.
|
Cons |
- 169 AGI is extremely low for his battle speed boosting effects. He's nowhere near as good as boosting speed as other speedy demons like Astaroth.
- Has no way to reapply Lydia after it expires.
|
Notes |
- |
Synergies |
- |
|
Aniel
|
|
|
B |
B |
B |
- |
Pros |
|
Cons |
- God's Grace requires him to have two Archangels on his team to activate, severely limiting his teambuilding.
- Weak to Dark unless Teal.
|
Notes |
- |
Synergies |
Gabriel Uriel Raphael |
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Ardha
|
|
|
B |
C |
C |
- |
Pros |
- Sahasrara is an incredibly stacked passive that provides additional MP regen, damage, hit rate and healing effectiveness. Additionally, when any member of the party uses a skill that recovers HP, Ardha chains a 60 BP Phys skill with 50% crit rate that scales on Mag ATK and ignores counters.
- This has powerful synergy with Vivian, who will chain a heal letting you start to chain effects. Other options to add to this combo include Kangiten, along with the Lakshmi A and Mithras combo. This leads to a strong T0 comp that can wipe a team before a single turn even happens.
- Ruin and Grace is a very hard-hitting ST skill that has a high critical rate and heals your whole party if it hits, and ignores counters and endures. Combined with high natural MAG and innate Epitome of Carnage, Ardha can deal massive damage while keeping your party healthy.
- Naturally drains Fire and Elec while gaining Drain Phys in Teal. This makes Ardha an incredible partner for Demiurge.
- Can be used in Phys Democalypse as a powerful boss unit, especially in Purple for Merciless Blow.
- P3 adds additional MP regen, making Ardha regen 5 MP per turn, baseline.
- Commonly used alongside Hachiman and Vivian for chain effect galore.
|
Cons |
- The extra Phys hit granted by Sahasrara does not bypass Endures.
- Does not hit hard enough to be worth running against Demeter in PvP unless paired with Hachiman and Vivian.
- Drain Elec doesn't matter against Zeus.
|
Notes |
- Run Ardha with Lakshmi A to give your whole team near unlimited MP.
|
Synergies |
|
|
Arioch
|
|
Any |
C |
D |
D |
- |
Pros |
- Good for slow T2 teams, with Intimidating Stance, incredibly low Agility, and innate Epitome of Endurance.
- His damage scales off of max HP, allowing him to do huge amounts of damage based off his HP.
- At the end of the opponent's first turn, he enters a state of Charge and Rebellion, meaning his next hit will hit like a truck, and he additionally chips at their Max HP.
- Both of his unique attacks go through endures, making it easier for him to sweep with Lionfall.
- His panels are great, making him even harder to kill and giving him much needed accuracy. In particular damage reduction while under bulwark has good synergy with Demeter.
- Red has both ST and AoE making it easier for him to avoid anti pierce.
|
Cons |
- Weak to Elec.
- 64 Agility is nice for going slow, but it means he's also completely blind. Needs a ton of accuracy and buff control to hit evasive targets, especially against teams running Morrighan or Guedhe.
- Lionfall does not have MP reduction in levels, and this can be abused by MP drainers like Camael or Alice A.
- High HP totals mean fractional damage skills are going to hit harder on him.
- Has some AI issues when anti-pierce comes into play, which can lead to him wasting his Charge and Rebellion combo on an auto attack.
- Only gets his Charge and Rebellion effect once. After his big hit, his damage is effectively neutered making him hard to use against Demeter.
- Bulwark Pierce completely shuts his niche down.
|
Notes |
- |
Synergies |
- |
|
Astaroth
|
Any |
|
A |
B |
B |
- |
Pros |
- Demons are Revive Sealed when they are killed by Lord Astaroth, letting him be a hard counter to revive teams that don't have Maria or Ouroboros.
- When enemies die, he offers powerful buff control, swinging both attack and evasion buffs and debuffs in his team's favor. In addition to this, the first time an enemy dies, he gives his team a press turn, allowing for tons of press turns when partnered with demons like Zeus, Cleopatra, Pascal or Camael.
- Lord Astaroth has high damage, doing 250 damage total with bonus crit rate. The second hit can also be used to check evasive targets without risking press turns. With max skill level and panel 1, its cost can be reduced to 4 MP, meaning when paired with Apsu or Kalki, he can use it every turn even with War brands.
- Commonly used as bait for Camael's Spirit Chains (Indignation), as he has Phys Pierce and is hit less hard by the inability to use his attacks. This is currently his strongest use, boosting team speed while also offering a press turn, buff control and redirecting Spirit Chains onto himself in order to allow other demons to do their jobs more effectively.
- He has 100% crit rate built right into his kit, meaning unless he's against Epitome of Fortitude or Wild Instinct, he's essentially guaranteed to crit.
- With top 10 AGI in the game, and 70% battle speed built into his kit with 20% more in panels, he's going to make your teams quite fast.
- Amazing panels, with the aforementioned MP reduction in P1, a huge party crit rate and hit rate buff in p2, and even more speed and damage in p3
- Amazing awaken skills, offering AoE MP drain, buff control, damage, or Repel Phys, depending on what you need.
|
Cons |
- Red's awaken skill Cleaving Aura, while a great MP drain skill, performs poorly in the current meta. Kalki's and Femto's unpiercable Drain/Repel Phys respectively makes the move unusable when facing him. On defense, Astaroth's AI will also use Cleaving Aura to attack into NDR, limiting his own team's actions.
- T1 teams built with him have to choose between speed, or being able to deal with the bulk of Idun and Bulwark teams, meaning randoming can be risky.
- His damage has fallen off, and he often now is more used for his supportive effects and as Camael bait.
- Constantly chains effects, slowing down PvE clear times.
- No innate Mara
|
Notes |
- |
Synergies |
|
|
Asura
|
|
|
B |
F |
F |
- |
Pros |
- High STR and Ashura are devastating against lone targets like Bosses. This makes him a very strong Phys Democalypse unit. P4 offers even more damage once per turn.
- Three Faces Six Arms and his good innate bulk are the perfect counter to skills like Fire of Sinai in Brands of Sin Deceit, and the buffed 50% HP helps him tank it. P2 furthers this effect.
- Single-handedly trivializes the enemy's offenses in Brands of Sin Deceit if paired with a Repel Pierce unit.
- In Deceit 14, Teal is recommended to prevent the first wave from using Mortal.
- Mana Aid is fantastic for PvE farming as it lets him spam Ashura.
- Repel Phys in Teal and high VIT make him a good partner for Kalki and Femto.
|
Cons |
- Weak to Ice.
- No damage boosters until panel 3.
- Until P3, Ashura costs 7 mp, making it expensive to spam.
- The Random Target chain of Ashura can be problematic in PvP.
|
Notes |
- Has a niche against Hachiman and Mozgus teams. If paired with a Repel Pierce unit, he will redirect all of Mozgus’s random attacks to himself, while reflecting all damage.
|
Synergies |
|
|
Asura Lord
|
|
|
B |
D |
D |
- |
Pros |
- Incredibly high ST damage that also generates Bonus Turns thanks to his high Crit Rate.
- Passively increases your team's Crit Rate and Crit Damage through Endless War.
- Slaughter All ignores Endure-type skills, allowing you to clean up any remaining enemies (usually bosses) after your AOE demons have unleashed their wrath, notably BoS Deceit Metatron (up to Deceit 13).
- Gives an automatic Offensive Cry and Agile Cry at the beginning of battle, allowing his team to start in great shape.
- Red gives him a powerful AOE in Gigantomachia. Combined with his innate Great Aim and Pierce in Endless War, this makes him a good choice for Democalypse Prelims.
- Good repel resistances makes him a solid partner for Femto, Kalki, or Baphomet A.
- With panels, he offers his team a total of 60% critical hit rate, helping out teams like Hachiman Democalypse prelim teams.
|
Cons |
- Middling AGI makes him slightly awkward to fit in fast or slow teams.
- Completely outclassed by most newer Physical units.
|
Notes |
- |
Synergies |
- |
|
Atavaka
|
|
|
C |
F |
F |
- |
Pros |
- While alive, War Aid will prevent Pierce skills from going through Repel resistances.
- Intimidating Stance is a good passive for PvP and synergizes with his low AGI.
- Enemy Annihilation fully debuffs enemies before chaining into a piercing Physical AOE attack. Because the AOE is a chain effect, you will not lose Press Turns even if it misses and/or hits into Phys NDR + Anti-Pierce, allowing him to spam it without concern.
|
Cons |
- Weak to Ice unless Teal.
- Very high MP costs.
- Does not have innate Phys Pierce. This can cause issues with his AI attacking into Tetraka Shift and/or Physical NDR when out of MP or under Spirit Chains (Indignation).
- Completely powercrept by Baphomet A, Yggdrasil and Kalki, who not only have both Drain Pierce and Repel Pierce, but also incredible support capabilities.
- Even the fusible Metatron outclasses Atavaka, as Metatron has higher bulk and damage potential while also having Repel Pierce.
- Attribute affinity down completely shuts down his niche.
|
Notes |
- |
Synergies |
- |
|
Atropos
|
|
|
C |
D |
D |
- |
Pros |
- Passionate Rage triggers at the start of the opponent turn, so she can get some damage in for Turn 1 enemies, especially if combined with the buff swing from Lachesis' Passionate Embrace.
- Severed Fate deals Piercing Single Target damage and will automatically target Fire, Ice, Elec or Force weaknesses. Combined with innate Merciless Blow, she can heavily punish any demons who leave a weakness open.
- Purple gives her Infinite Chakra, allowing her to spam Severed Fate repeatedly.
- Her Panels provide valuable ailment immunity, extra HP and extra damage.
|
Cons |
- If the first Elec part of Passionate Rage is Anti-Pierced, the second Fire part will not proc, literally halving her damage.
- Requires an entire team built around her to work.
- Her chains are not very effective against Bulwarks as they don't do enough damage.
|
Notes |
- |
Synergies |
- |
|
Azazel
|
|
|
D |
F |
F |
- |
Pros |
- One of the few demons in the game with access to multiple innate Endures in Purple. He can stack up to 5 Endures with transcend as a result, giving him decent survivability as long as it is not bypassed.
- Fallen Grigori provides him HP and MP sustain every turn (as long as he is below the 80% threshold). Combined with his Endure stacks, this can make him annoying to kill unless the enemy has death prevention nullification.
- Guillotine Blaze is a low MP single target Fire Nuke that pierces, ignores Endures and has high crit rate. This is further augmented by innate Fire Amp and constant Rebellion from Fallen Grigori.
- Panel 2 fire off a free Guillotine Blaze every turn, letting him deal extra damage without consuming MP.
|
Cons |
- Weak to Elec unless Teal.
- Damage is lackluster in Fire Democalypse Boss Phase, as the Boss has +100% Crit Resist.
- No innate Fire Pierce—only Guillotine Blaze has Pierce.
- Many damage skills completely ignore Endures, negating a huge portion of his kit. This also applies to skills with Mortal effect.
- His Mortal is a huge gamble, only working 10% of the time.
- Additionally, his chain effect in P2 is a liability against Demeter teams as it will just trigger Bulwarks, as his damage isn't high enough and doesn’t Bulwark Pierce.
|
Notes |
- Red provides him discounted Maragidyne, giving him access to an AoE skill for PvE and/or Democalypse. Note that it will not pierce though!
|
Synergies |
- |
|
Ban
|
Any |
Any |
B |
D |
D |
- |
Pros |
- Drains MP from the enemy team at the start of his team's turn, allowing him to keep his MP topped off and control enemy mp
- Good single target piercing physical damage in Physical Hunt, which also drains 3 mp, allowing him to drain potentially 7 mp from a target in a single turn, or four from two.
- Decent bulk with a good vit stat, innate Epitome of Fortitude, along with additional hp% from panels, and a built in endure with hp% in levels, combined with null mortal, can keep him alive draining MP
- Offers some buff control with p2
- Flexible with his colors, with each color offering different uses, letting him flex into many different teams.
|
Cons |
- Because he drains MP at the start of his team's turn, he won't steal MP from a T1 team, potentially letting him get swept in a single turn.
- His Agility is too high for a slow team, but slow for a fast team, making him hard to slot into pvp teams.
- While far from weak, his damage is low compared to the highest tier of damage dealers, and the mp drain doesn't really counteract that enough to warrant a slot in a team.
- Has decent bulk and decent damage, but isn't exceptional enough at either of them to excel at anything.
|
Notes |
- Only gains phys pierce in p1, meaning his auto attacks or Vorpal Blade in red are a liability without his panels
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
Synergies |
- |
|
Baphomet A
|
|
|
A |
S |
S |
- |
Pros |
- Chaos Seeker is an extremely loaded passive, granting +50% to Max HP, +25% to Force damage, and +50% to Battle Speed. This skill will also allow the entire party to be able to Repel Pierce and Drain Pierce.
- If the enemy attacks first and at the start of the enemy turn, 3 counts of Decay are placed on the enemy with the highest current HP, while also placing 1 count of Fortify to his party.
- This means that if going second, Baphomet will place SIX counts of Decay (usually to two demons, three each) to the enemy team. Additionally, neither the Decay nor Fortify have a limit, which means that these effects will take place continuously.
- Black Sabbath changes his normal attack to a 250BP ST Magic-based Force attack with Boost levels, Bulwark Pierce and Remnants.
- This skill allows Baphomet to also act as a MP battery, as Boost Level 1 restores 2MP to all party members. Meanwhile, BL2 and BL3 give a 1-turn Offensive Cry and a 100% Mortal effect respectively.
- While having good awakening skills, Repel Phys in Teal is arguably his best, as this allows him to completely wall off both Fire and Phys based attacks, which has synergy with the rest of his kit.
- Good panels overall, with P2 being the main highlight and his secret weapon, as it not only grants Null Mortal, but also decreases all damage dealt by enemies by a whopping 50% if they are not hitting a Weak Point.
|
Cons |
- Weird stat spread as it fits with a fast T1 unit, but most of his kit is made stronger by going 2nd. This can be hard to achieve with his 240 AGI and an innate Speedster.
|
Notes |
- Baphomet's team will already start the battle with Affinity Reinforcement, while Yggdrasil applies it at the start of the 1st turn. This means Baphomet has the advantage when going against faster T0 teams such as Metatron M.
|
Synergies |
|
|
Barbatos
|
|
|
B |
B |
B |
- |
Pros |
- Insane amount of damage boosts, with 45% from both Force Amp and Hell's Gunner and another 15% in purple, Barbatos will hit hard.
- Hell's Gunner provides +20% Force damage, and inflicts 1 count of Decay to all enemies at the start of the first turn. This skill also does a 100BP Force attack on all enemies when an enemy is downed or hit with 2 or more counts of Decay, potentially letting Barbatos offer T0 offensive pressure when paired with Mephisto.
- Hell's Gunner also reduces the counts of Spirit Chains (Intimidation) received by 1, letting his T0 attack not be hindered by Pascal.
- Fallen Impact is a skill reminiscent of Soul Levy, where it hits once with remnants and inflicts Decay, then hits again to finish the job.
- Strong awakening skills. Tar Flexi is a good pick for Force democ, with Force Survivor adding extra damage along with an endure.
- Panels offer reduced MP cost for Fallen Impact, +15% damage aura for the party and extra Force damage plus more HP.
|
Cons |
- Blanked by faster teams with Idun, as her start of battle fortify is too high for the pair of Barbatos and Mephisto to get rid of, preventing his T0 sweep. Other fast demons with built in damage reduction like Cleopatra can be problematic for his T0 sweep.
- Almost useless in PVP without a complimentary decay user like Mephisto, Femto or Baphomet A. No use outside of his own T0 structures.
|
Notes |
- |
Synergies |
|
|
Batou
|
|
|
D |
F |
F |
- |
Pros |
- Tachikoma Support gives him a whopping +75% Battle Speed and autocasts a two-turn Rakunda + Sukunda when going first, making him very useful for Fast Teams.
- Against single targets, SEBURO C-40A deals massive damage, totalling up to 320 Base Power - this is even higher than Hassou Tobi (280 BP) and Ashura (300 BP), and is further augmented by Death Blow in Purple.
- Due to being coded as a conditional "when attacking first" skill (like Solars), Tachikoma Support will activate even during the Boss Phase in Democalypse. Combined with SEBURO C-40A's high base power, this makes him very useful for Phys Democalypse - provided you transfer another Single Target attack to use once he runs out of Seburo charges.
- Panel 2 provides an additional Seburo charge and gives him additional accuracy + crit rate, very useful (and borderline mandatory) if going for a Democalypse boss build.
- His middling AGI is both a blessing and a curse. On the plus side, having low AGI lets him go last in terms of turn order, where you can fully utilize SEBURO C-40A against softened / less targets. On the flip side however...
|
Cons |
- ... Low base AGI means he won't be able to fully take advantage of the +75% Battle Speed from Tachikoma Support, roughly making him the equivalent of an uninvested P0 Garuda in terms of Battle Speed contribution.
- Epitome of Fortitude is a laughably wasted skill on a Turn 1 unit.
- Does nowhere near enough damage to even begin to puncture Demeter bulwarks.
|
Notes |
- If using for Democalypse, be aware that his AI will refuse to use Luster Candy on Turn 1, even with Support AI and massive VIT investment. This is likely due to SEBURO C-40A's insane base power affecting the AI's decision-making.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
Synergies |
- |
|
Bayonetta☆
|
|
|
D |
F |
F |
- |
Pros |
- Madama Stomp levels and Savage Glee in Purple give her enormous crit rates.
- Madama Stomp autocasts an Almighty attack that also charms whenever she lands a crit. Deals decent damage after being buffed to scale off her PATK.
- Gomorrah (B) has high base damage and crit chance, letting you delete an enemy and charm the rest of the team.
|
Cons |
- Highly dependant on having Panel 2 unlocked for Phys Pierce.
- Gomorrah (B) takes two turns to charge, and is difficult to build due to it scaling off both PATK and MATK.
- Mediocre overall stats, bad bulk.
- Same problem Jeanne☆ has. Gets completely outclassed even by fusable phys attackers like Fafnir, let alone other gacha only phys attackers, something that particularly sucks considering how rare of a unit she is.
|
Notes |
- Cannot be used in the same team as the regular 4★ Bayonetta.
- No longer meme :(
- Limited-time Collaboration unit. Nobody knows if she will be rerun.
|
Synergies |
- |
|
Beelzebub (Human)
|
|
|
C |
C |
C |
- |
Pros |
- Lord of the Dead autocasts Almighty Tetrakarn and Rakukaja every turn. This is useful to counter Almighty Physical attackers like Yggdrasil.
- With Panel 2 unlocked, Lord of the Dead also reduces Piercing Physical damage as long as the Repel Phys is up. This pretty much gives the team a 30% damage reduction from Physical Pierce, as most of them cannot remove Tetrakarn. This also applies to Elemental Physical attackers like Camael and Lost Name.
- Great Chaos deals piercing Dark damage to a single target which also Mutes them, before chaining into an AOE piercing Elec attack that binds whoever it hits. This provides him great ailment control, especially if Panel 1 is unlocked to provide the team a free Barrier Break.
- Has decent bulk thanks to decent VIT/HP stats and Lord of the Dead providing him a 500-HP Endure.
- Purple gains Intimidating Stance which synergizes well with his low AGI.
|
Cons |
- His damage output is rather low, as nothing in his kit boosts it (outside of Panel 3) and his MAG stat is fairly average for a mage.
- This is made worse by his kit not having Bulwark Pierce, nor does it bypass endures.
- Heavily reliant on Panels 1 and 2 to shine; otherwise, he is rather mediocre.
- Doesn't have Null Mortal or innate HP boosters. This badly affects his survivability in the current meta.
- Beelzebub (Human) is a silly name.
|
Notes |
|
Synergies |
- |
|
Beelzebub☆
|
Any |
|
B |
D |
D |
- |
Pros |
- Death Flyers deals Almighty AOE damage and ignores Endures. This makes him powerful for cleanup and Kiwami's that only take Almighty damage. On top of that, it grows stronger with each passing turn, gaining increased damage on Turn 2 and AOE Mortal on Turn 3.
- When going first, King of Hell provides him with 3 MP and a free Offensive Cry debuff.
- When going second, King of Hell acts as Intimidating Stance while providing the team with Defensive Cry buff, increasing the team's survivability.
- King of Hell also gives him an 800-HP Endure. The healing from Panel 1 and his good defensive stats can make him quite a hard bug to squash.
- Panel 2 provides him immunity to Charm, Bind and Mute, allowing him to be run as a Cleric if Prayer is transferred.
- Purple gains Null Mortal which prevents him from being killed by other Mortal users. Teal gains access to Drain Phys, which can be useful for pairing with Yggdrasil.
- The auto-Offensive Cry from King of Hell lasts 3 turns and triggers in both phases of Democalypse, making him a very powerful tech unit there.
|
Cons |
- Middling AGI makes him awkward to slot in slow teams. Consider an Epitome of Endurance transfer if you want to do so.
- As his kit is entirely Almighty, Five Elements counters him pretty hard.
- Heavily reliant on Panels 1 and 2 to shine; otherwise, he is fairly easy to deal with.
- Does not do much to Inanna teams other than AOE Mortal, so if he can't abuse that, he's a wasted slot.
|
Notes |
|
Synergies |
- |
|
Belial
|
|
|
C |
B |
B |
B |
Pros |
- Flames of Gomorrah is an AoE Fire (Physical) skill that Bulwark Pierces and has a chance to inflict Curse on those hit. His innate 65% hit rate allows this move to land more easily, and Fire Amp in Purple allows him to hit even harder.
- Sins of Sodom provides a Fast-Debilitate while removing Barrier and Tetraja on all when an enemy is cursed, which pairs perfectly with the 80% curse-rate of Flames of Gomorrah, or with Nebiros and Alice A who can curse before your turn.
- This passive also provides both Fire and Phys Pierce, which is useful while under Indignation or against Repel Phys.
- Up to three times per battle, Belial applies 1 count of Decay on all Cursed enemies whenever a successful application of Curse happens. If going second in battle, he applies an additional 2 counts of Decay to the enemy with the highest current HP.
- His role as a T2 unit is bolstered by P1, as he can decrease the enemy's PT icons by 1 if going second.
- Panel 2 allows him to Crit indefinitely, as well as providing a -20% party-wide damage debuff aura from Cursed enemies.
- Panel 3 increases his Phys and Fire damage, while also increasing the enemy's damage taken by 30% if they're Cursed.
- Panel 4 removes 1 count of Intimidation on self, while dealing a light AoE Fire-physical, Bulwark-Piercing attack up to 3 times per turn on cursed enemies. This also applies Might, preventing the waste of his critical from P2.
- Many top meta threats like Masakado B only block the more troublesome ailments such as Charm or Bind, leaving them wide open to Curse.
|
Cons |
- Weak to Ice.
- Lack of ST skills gives him trouble with Fire Anti-Pierce.
- Reliance on ailments means that teams with Demeter and Apsu shut him down completely.
|
Notes |
- Many PvE enemies including certain Bosses are not immune to curse, making him an insane Debuffer for PvE.
- Buffed during the 9/12/24 data update.
|
Synergies |
|
|
Berserker Guts
|
|
|
A |
A |
A |
A |
Pros |
- Berserk hits incredibly hard, sporting a massive combined 320 BP with high Crit Rate, which also ignores any Endures and counters. The attack being split between two hits can also be used to hit two targets, or potentially check with the second hit if you can hit an evasive target, without risking press turn loss. It is worth noting this skill has 3 uses only.
- Good STR and decent AGI, combined with up to 50% battle speed in his kit solidify his role as a T1 sweeper.
- Berserker Armor and Great Aim give him a massive amount of passive bonuses, including 50% Phys Damage, 100% crit rate, 40% damage reduction, 40% accuracy, and an Offensive Cry passive at the start of his turn. When combined with Demeter, he has 60% damage reduction, and Berserker Armor's self damage triggers her bulwark, mostly negating the self damage and giving the team another Luster Candy.
- Death Blow in purple and Repel Phys in yellow have good use in different situations. Binge Eating in red can be useful if you run out of charges of Berserk.
- Absolutely incredible panels. 35% more phys damage, 20% HP, Accuracy, Crit Rate, Damage Reduction, Battle Speed, 6 more uses of Berserk, and a press turn generation any time an opponent is downed take him from a strong sweeper to an Astaroth sidegrade, where he isn't as fast as Astaroth, but instead does higher damage and can generate a press turn every turn rather than just once. He also has much more defensive utility, with 80% damage reduction after P2 under Demeter's bulwark.
- Transfers like Gigantomachia and Mana Aid or Phys Prana turn him into a pve beast.
|
Cons |
- Berserk only has three charges before P3, so if he misses, it's a huge loss.
- Berserker Armor takes off 30% of his Max HP and the end of the opponent's turn, effectively turning him into a ticking time bomb. This can be mitigated by using Embattle Brands (only 1 Turn) or pairing him with demons that can cast Bulwark (e.g., P4 Barong, Demeter). The fractional damage will subtract from the Bulwark first, before touching his actual HP.
- Panels are extremely important for him, and he's a limited collab unit
- While his innate speed bonus is nice, battle speeds have escalated quite a bit since his original release, meaning he can potentially slow your team down.
|
Notes |
- Cannot be used in the same team as regular Guts.
- Berserker Armor reduces ALL damage he takes by 40%. As damage reduction stacks additively, it is possible to reach over 100% AOE Reduction if combined with demons like Orcus + Slime and take literally zero damage (outside of Fractional damage).
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
- Due to how powerful crits are in Phys Democalypse, he is a fantastic Prelim sweeper due to Berserker Armor's high crit boost, provided you transfer an AOE like Gigantomachia.
|
Synergies |
- |
|
Black Maria
|
|
|
D |
F |
F |
- |
Pros |
- Black Beckoning grows stronger with every passing turn, culminating in a big Fractional damage attack on turn 4.
- Black Lullaby provides an AOE Heal while Muting all enemies. This further chains into a Rakukaja + Sukukaja buff with Panel 2 unlocked.
- High Luck helps her with landing ailments and running a Dodge Tank build, especially if you have access to Panel 1 and/or Epitome of Madness.
|
Cons |
- Weak to Force unless Teal.
- Black Beckoning has a low damage cap (3400 Max Damage combined). As a result, she will have trouble killing bulky units without additional damage support.
- Black Beckoning boost level only increases if she is alive at the start of your turn. By repeatedly killing her, you can delay the Fractional nuke indefinitely.
- Black Beckoning has a usage cap of 1 - once the max boost level nuke is fired, it will simply stop functioning for the rest of the battle.
- Most newer units all but nullify this demon's use, as most block ailments and she wouldn't survive past the first turn against them.
|
Notes |
- |
Synergies |
- |
|
Botis
|
|
|
B |
B |
B |
- |
Pros |
- Good AGI, high MAG, and innate Elec Accele make him a clear choice for T1 Elec teams, making him a great teammate for Zeus, Odin A, and Loup-Garou.
- Dark Eclipse Voltage adds Elec Pierce, Null Mute, Deadly Mute, and makes enemies take 40% more damage from Elec attacks, making him similar to an Elec Mithras. In addition, when he uses Accursed Lightning or Vile Lightning, or anybody on his team uses an elec skill, a one turn Debilitate is cast, along with a 50% chance AoE Mute, and a 60 BP Elec attack on a single enemy.
- Accursed Lightning is a 4-hit ST Elec skill with 280 total BP and 50% chance to mute with each hit. The multi-hit Mute is particularly relevant because it can remove a demon's Bulwark and then inflict Mute.
- Vile Lightning in red is an AoE version with 120 total BP, while Solar Prosperity gives him buff control or Elec Debuff for more damage and higher ailment chance.
- Strong panels, granting an automatic Barrier Break if his team goes first, more Battle Speed, Buff control, stronger damage, and a higher ailment infliction chance—everything he could need.
- Him being a Magic unit means he doesn't have the risk of missing that Zeus and Odin A do.
|
Cons |
- 216 AGI is on the lower side for a fast unit, making speed a concern for his teams.
- Without Zeus on his team in particular, he loses a lot of potency and won't work as well, making him a hard unit for people without Zeus to run.
- Even with Zeus and Odin A, tanky teams are so tanky these days it can be challenging to break through their team in a single turn.
- Most of the current meta's most threatening units block Mute, which hinders his ailment utility.
|
Notes |
- |
Synergies |
|
|
Camael
|
|
|
A |
S |
S |
- |
Pros |
- Camael is an incredibly powerful MP denier unit. With One Who Sees God, at the start of each enemy turn, he does a 60 BP Physical Light chain that bulwark pierces, drains 1 MP, and inflicts a new Spirit Chains of Indignation effect twice to the enemy with the lowest HP, raising their MP costs by 6, going over 10, and preventing passing. Each turn the opponent takes removes one stack. This means any demon that has a skill that costs over 4 will need to have a max MP of 11 or above to even begin to have a chance to cast their skills. This chain will only activate 3 times.
- One Who Sees God additionally grants Light Pierce, 70% HP, 100% crit rate, and restores 2 MP to the team at the start of every turn. On top of that, it offers a Tarukaja and Rakunda effect at the start of each turn.
- Impure Sword of Light is another Spirit Chain of Indignation source, doing 260 BP Physical Light damage with 50% crit rate, adding a stack of Spirit Chains of Indignation, and ignoring endures, while also generating a press turn once per turn.
- Brightness Incarnate granting 20% light damage and 20% acc gives Camael exactly what he needs to help sweep and actually hit his attacks.
- P1 makes Impure Sword of Light a 4mp skill, meaning it can potentially be cast even with Spirit Chains of Indignation effects on him, and the panel also grants Light damage. P2 grants Null Mortal and teamwide 20% acc, and P3 grants more damage and acc for Camael, making his panels useful, but not entirely mandatory either.
- Versatile in every single kind of team, from slow teams to fast teams, because of his myriad of MP effects, high damage, press turn generation, and large health pool.
- Null Phys and Tetraka Shift transfers can help punish demons that don't have Phys Pierce affected by Spirit Chains of Indignation. Consider stacking these effects and teammate evasion to help keep your team alive.
|
Cons |
- Weak to Ice.
- His effects are all physical, meaning he needs accuracy investment on top of damage and potentially bulk to survive.
- Even with Demeter and P1, he still can't cast Impure Sword of Light immediately if he's affected by an enemy Spirit Chains of Indignation on the first turn if his team goes first, so going second can be very important. Phys Pierce (weak) transfers can help alleviate these issues.
|
Notes |
- |
Synergies |
|
|
Cerberus A
|
|
|
B |
B |
B |
- |
Pros |
- Is the only unit in the game with a skill, Hell Hound, that gains back a press turn lost to Intimidating Stance, giving him a unique niche on faster teams, and also giving him buff control, reducing their ATK/DEF.
- Hell Hound also grants an additional Press Turn whenever any party member downs an enemy demon, and applies Charge to Cerberus A.
- Hell Blaze inflicts 1 count of Intimidation to a single enemy, while Bulwark Piercing and having a follow-up AoE Chain Effect.
- As his unique attack skill ramps up, it begins to really hurt opposing teams that aren't built for tanking Physical or Fire damage.
- Phys Pierce along with Fire Pierce in Hell Blaze grants flexibility in avoiding NDR and allows him to be used as bait for Camael and Old Ones' Indignation.
- P1 allows his Hell Blaze to immediately start at Boost Level 1 while lowering the DEF of all enemies.
- P2 gives Cerberus A two endures, while lowering the damage output of all foes afflicted with Intimidation. This pairs well with Hell Blaze's application of Intimidation.
- P3 powers up application of Intimidation even more as whenever an enemy gets afflicted with it, the enemy with the lowest current HP will have its Fire affinity lowered, making it guaranteed being weak to Fire.
|
Cons |
- With high hit counts, his accuracy can be a liability, requiring a high accuracy investment and therefore, sacrificing damage.
- His STR and AG stats are both good, but not spectacular, leading to him being outclassed by his competition in terms of damage and speed.
- Ramp up time in his skill isn't ideal for a team that wants to kill as fast as possible.
|
Notes |
- |
Synergies |
|
|
Cernunnos
|
|
|
D |
D |
D |
- |
Pros |
- Life & Death randomly revives an ally demon whenever an enemy dies. It is one of the few revive spells with no usage limit, and is useful to keep momentum swinging in your favor, particularly with Panel 2 unlocked giving you a Rakukaja and Tarukaja chain.
- Soul Hunt deals Piercing Dark damage that bypasses Endures and applies a Rakunda effect. With Dark Amp in Purple, this makes him a perfect choice for Dark Democalypse.
- Innate Enduring Soul + is useful to let him last around longer.
|
Cons |
- Weak to Force unless Teal.
- Has only fairly average stats.
- Isn't really notable in the current meta.
|
Notes |
|
Synergies |
- |
|
Chi You
|
|
|
C |
C |
C |
- |
Pros |
- Omen of Rebellion is a loaded skill, and his defining trait. Phys Pierce, 50% acc, 50% phys damage, 40% incoming aoe damage reduction, on top of 40% more universal damage reduction when he's in a state of Charge, and a chain that activates any time an ally dies, as well as at the end of his team's turn, dealing 4x20BP aoe to the enemy team, and granting Charge after the effect.
- Arms Dance debuffs the enemy's DEF and EV/AC, and then does 200BP Phys (Physical) damage to a single target as a chain, meaning if any hit does manage to miss, despite your innate 85% acc, you don't lose press turns.
- Zealous Rebel, which is his teal Gacha skill, is the perfect skill for him, helping him fight against other Physical units while giving him more HP.
- Solid panels, which give him damage, buff control, HP, and even more accuracy.
- Combined with The 10th Angel, really punishes T1 teams without Masakado B.
- Has deceivingly good staying power with his high damage reduction when in a state of Charge.
- Does incredibly high amounts of damage in Phys Democ when paired with Mitra-Buddha or Hagen to get around his crit penalty.
|
Cons |
- Weak to Elec.
- Both Arms Dance and Omen of Rebellion hit 4x without preventing counters, nor Bulwark Pierce. Due to chain effect timing and Suppression, he most likely won't have his Charge damage reduction.
- Has only fairly average stats. It's not always easy to make him do a ton of damage while also being able to survive long enough to proc his chains.
- Vulnerable to Silent Prayer effects like Masakado B's Heavenly Sword Stroke chain.
- Masakado B completely counters him, removing him from the meta entirely.
|
Notes |
- |
Synergies |
- |
|
Cleopatra
|
|
|
A |
S |
S |
- |
Pros |
- Offers a wide array of various effects via Peerless Beauty, such as an auto Barrier break, 1 count of both Corrosion and Intimidation, as well as Charm on all enemies at the start of battle.
- To make things even worse, while Cleopatra is alive, all enemies receive +30% damage and deal -60% damage while inflicted with an ailment, severely crippling the enemy party before they even have a chance to act.
- Innate Null Charm along with naturally reducing oncoming counts of Intimidation by 1 help protect her against a mirror match.
- Radiant Blast is currently one of the hardest hitting skills in the entire game, with an incredible 300BP. This skill also has an 80% chance to inflict Charm on hit enemies, and as the cherry on top, adds 1 count of Corrosion on all enemies and grants an extra Press Turn Icon when successful.
- Good amount of damage boosters, with Light Debuff and Peerless Beauty alone giving Cleopatra +35% to Light damage. Light Vital in purple offers yet another +15%.
- Very fast, with innate 235 agility right off the bat, perfect for T1 teams.
- Strong panels, with P1 offering reduced MP cost to Radiant Blast and +15% Light damage and P2 increasing the amount of damage all enemies inflicted with Corrosion receive.
- Synergizes well with Metatron M, as her T0 ailments will allow for Sinister Malice's light damage to hit even harder.
- Innate Drain Light makes her immune to Camael's One Who Sees God's 80 BP AOE Light (Physical) Chain when paired with sources of Drain Pierce like Kalki and Femto.
|
Cons |
- Despite her high agility, she has zero innate speed boosters outside of Light Accele as yellow's gacha skill.
|
Notes |
|
Synergies |
|
|
Clotho
|
|
|
D |
F |
F |
- |
Pros |
- A powerful (but not mandatory) addition to the Moirai Sisters team composition, as Woven Fate is a 6 times use AOE Heal that also randomly revives one of your fallen teammates. Not only does this allow you to constantly revive Atropos, but it also ensures that all of the Sisters' chain effects can go off.
- When combined with two other Lady or Femme demons (preferably her two other sisters), Passionate Allure charms all enemies at the end of the enemy team's turn.
- Panel 1 prevents the team from being swept by Alice A, while Panel 2 makes them immune to Charm.
- High Luck helps her with landing ailments and run a Dodge Tank build relatively well, especially if you have access to Epitome of Madness.
|
Cons |
- Passionate Allure's Auto-Charm can be completely shut down by Demeter or Apsu.
- Most meta demons completely block Charm, making her niche near useless.
- Requires an entire team built around her to work.
- Limited uses on healing, no Null Mortal, and the downfall of the Sisters archetype (and ailments) really limits her use in PVP in the current meta.
|
Notes |
- As it is classified as a Recovery skill, the AI will spam Woven Fate to heal HP even if there are no downed demons, wasting the charges.
- Highly reliant on having Panels to do well, as she faces stiff competition from other Lady / Femme demons like Xi Wangmu and Asherah for the slot in Moirai Sister teams.
- In the current meta, Moirai Sisters are nothing more than a bad dream.
|
Synergies |
|
|
Cthulhu
|
|
|
C |
C |
C |
- |
Pros |
- Very flexible, with Call of R'lyeh offering two Intimidating Stance turn removals if he goes second, reducing enemy MP if he goes first along with chip damage, gives him Null Mortal, inflicts Gloom on the opponent at the start of their every turn, and offers a 30% damage boost to enemies afflicted by Gloom
- As if that weren't enough MP drain, Lost Sanity is basically Megidolaon, an improved Mahamarin Karinon and Mahashibabooon, and a 2 MP removal all in one, all while costing 5 MP at max level
- In theme with his kit, Suk Flexi offers different effects depending on whether or not he goes first, furthering his role as a midrange monster.
- Panels increase his tankiness and almighty damage, while also offering additional buff control and Null Bind, so his chain effect to apply Gloom will always activate.
- Has a great stat spread, with high Magic, Luck, Vitality, and middling Agi, which suits him perfectly as his kit doesn't care if he goes first or second.
- Has innate Almighty Survivor for additional survivability and damage.
- To match Nyarlathotep, he has four Drain attributes, giving him incredible anti-pierce capability when paired with Baphomet A or Yggdrasil.
|
Cons |
- If he goes first, he won't have Gloom on the opponents without another Gloom unit on your first turn, which is worth considering.
- He does suffer slightly from being a bit of an all rounder, in that he's too fast for a dedicated slow team, while not offering enough to run in a dedicated fast team, as even his MP drain in that case probably won't be enough to keep a T1 team alive if they fail to sweep.
- Idun or Inanna will essentially make any amount of MP drain pointless.
- Weak to Light unless Teal.
- Not particularly special in PvE where enemies have unlimited MP, and Charm and Bind are virtually impossible to land on high level enemies.
|
Notes |
- |
Synergies |
- |
|
Cu Chulainn A
|
|
|
B |
B |
B |
- |
Pros |
- Has full Pierce on two elements.
- Barbed Spear deals three separate hits to all enemies while its follow-up Chain Effect hits twice on random enemies, allowing it to function as an Endure breaker. It becomes more powerful with each use as its boost levels give extra hits to its Chain Effect.
- Culann's Hound provides him an Auto-Charge at the end of turn. This allows him to deal big damage the next attack if he is not dealt with. Additionally, he increases Phys and Force damage for the party with an additional boost if they are AoE or random targeting skills.
- Teal has Drain Phys to pair with Kalki, Femto, or Yggdrasil in Drain Teams, increasing his survivability.
- P1 gives extra hit rate to make sure Barbed Spear lands all 12 hits.
- P3 increases his Force damage while immediately adding a boost level to Barbed Spear and lowering DEF if attacking first.
- P4 gives his team a full additional Press Turn whenever him or an ally strike a weak point.
|
Cons |
- Needs to survive an entire round to make use of Auto-Charge.
- Missing just one of Barbed Spear's 12 hits results in lost Press Turns.
- His PTgen is locked behind P4.
|
Notes |
- Auto-Charge does not activate when waves are cleared in PvE.
- Barbed Spear has a hidden accuracy bonus. Combined with innate Epitome of Aggression this gives him more accuracy than one would initially expect.
|
Synergies |
|
|
Dagon
|
|
|
B |
C |
C |
B |
Pros |
- Law of the Sea God is a passive reminiscent of Odin A, which gives Dagon Ice Pierce, an ability where he does not use press turns when he crits, and also puts him into a state of Might at the start of his turn as well as when he downs a demon. Additionally, when this chain procs, he will cast a one turn Sukunda and Rakunda effect. Additionally, as long as he is alive, his entire party will get +40% damage when hitting a crit, and 20% accuracy.
- However, this passive does come with the cost of reducting his critical hit rate by 100%, meaning without might, it's not likely he'll crit.
- Lethal Flood is a 200BP Physical Ice attack that pierces Bulwark, and does an additional 70 BP chain on all enemies when the attack is successful. Additionally it ignores counters and Endure type effects. This combined with his Might effects allows him to do a lot of bulwark piercing damage while also not using press turns, helping sweep a tanky team.
- His panels aren't necessary either, but a welcome bonus, adding more damage, accuracy, and additional buff control.
- Top tier Ice Democ unit, with buff control and high ice damage, though against the boss with a 200% crit reduction, it's essentially impossible to get him to crit outside his first attack each turn.
- This totally changes if paired with the newly updated Frost Ace, who is naturally slower and puts the entire party in a state of Might after his move, not to mention that both of their teamwide buff aura overlap in increasing the power of Ice Critical hits that they will now use each action.
|
Cons |
- Weak to Fire unless Teal, a liability against Lost Name.
- He doesn't offer enough to his team to be useful in PVP. He's not exceptionally bulky or fast, nor does he have any game changing chain effects, making him a poor choice compared to the more powerful bulwark piercing units.
- His 100% crit rate demerit means you essentially need to be giving him Might in order to use his passive.
- Vivian, the ice support released alongside him, works better with other units like Ardha, Lakshmi A, Kangiten, and Mithras.
|
Notes |
- |
Synergies |
- |
|
Dante☆
|
|
|
C |
F |
F |
- |
Pros |
- Rapid Shot deals five hits and puts him in a state of Rebellion without consuming any MP. This can be useful versus MP Denial teams like Alice A.
- High STR and VIT make him a bulky Phys Sweeper with with no weaknesses, perfect for slower Intimidating Stance Teams.
- Million Stab is a piercing multihit AOE skill, useful for breaking Endures. At max levels it also refunds 2 MP on cast, making it easier to spam in PvE.
|
Cons |
- Low AGI and LUK affects his accuracy.
- Missing just one of Rapid Shot's 5 hits results in lost Press Turns. The Rebellion Autocast will also not trigger if any shot misses.
- Million Stab has high MP costs, making it difficult to use for PvP unless you pair him with Angra Mainyu.
- No natural Pierce outside Panel 1 might cause issues when out of MP (Rapid Shot does not naturally Pierce).
- His Awakening Skills are mostly useless.
|
Notes |
- Cannot be used in the same team as the regular 4★ Dante.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
Synergies |
- |
|
David
|
|
|
D |
F |
F |
- |
Pros |
- He is essentially an entire Ailment Team neatly packaged into one demon. Not only does Bohemian-- err Bemusing Rhapsody remove Barriers, it also has a high chance of inflicting Charm and Curse, while only costing 5 MP to cast.
- Deadly Melody autocasts two random buffs and debuffs every time ailments land, allowing you to repeatedly swing buffs in your favor especially when paired with other ailment demons like Ouroboros and Cleopatra. This is very powerful with Panel 2 unlocked, as it gives your teammtes increased damage against Cursed and Charmed units.
- Panel 3 reduces ailment cure rate by 25%. This is incredibly strong as it ensures Bind and Charm will always last a turn (as long as they don't have increased recovery).
- Panels 1 and 3 give him increased Battle Speed, allowing him to act as a semi-Speedster.
- Innate Epitome of Madness and Insanity in Purple, combined with Bemusing Rhapsody's high ailment base chance means he is almost guaranteed to land his ailments, allowing you to forego ailment infliction for other brand stats like Speed instead.
|
Cons |
- Panels are mandatory on him, without them he is a rather mediocre ailment unit.
- Hard-countered by Ailment immunity, which most meta relevant demons innately have.
|
Notes |
- |
Synergies |
- |
|
Demeter
|
|
|
S |
A |
A |
- |
Pros |
- Casts bulky Bulwarks very often - at the start of the battle, whenever any teammate other than herself takes damage, and whenever casting her unique skill My Harvest!. If Panel 2, she also Bulwarks at the start of the enemy's turn and debuffs the foe's ATK. This makes her team incredibly tanky.
- My Harvest! Bulwarks the team and gives each of them 2 MP, offering both defensive and offensive pressure against the enemy. It also has Remnants, ensuring she uses up only half a press turn to cast it.
- Whenever any teammate (other than herself) is attacked or takes fractional damage, she Bulwarks the team and casts a 1-turn Luster Candy. This heavily punishes AoE and random attacks without Bulwark Pierce, effectively undoing much of the damage dealt by the enemy.
- Elusis's Blessing makes any Bulwarked teammate immune to ailments and take -20% damage, making her team even more bulky. Panel 1 also doubles down on this for Demeter herself.
- Yellow casts a 1-turn Defensive Cry to make it harder to take her down turn 1, while Purple gives her an endure.
|
Cons |
- Due to how duration ticks work, her Bulwarks will always go offline at the start of her team's turn, and won't go back online until she casts My Harvest. This makes her team susceptible to "at start of enemy turn" chain effects, as their HP bars are exposed and the ailment immunity isn't active.
- She is also susceptible to “start of 1st turn” Chain Effects if her team goes second.
- If her team gets ailmented somehow, she doesn't have an innate way to cleanse them.
- While she makes your team nearly unkillable in PvE, it's worth noting if you want fast clears, her chains massively slow you down.
|
Notes |
- Somewhat countered by Bulwark Pierce, although her damage reduction, buff swing and ailment immunity still make her a good unit for PvP.
- Hard countered by Loup-Garou and Madoka Kaname who just straight up removes Bulwark.
- Countered EVEN HARDER by Masakado B who just straight up removes her ability to create Bulwark.
- Regarding the effect where Demeter casts Bulwarks upon an ally being attacked:
- This effect will still activate if the enemy's attack misses.
- The Defense Support mechanic in PvP will also trigger this effect, letting Demeter's team tank through it for a while.
- Oddly, Recarmdra does not trigger this effect, despite it effectively being 100% Fractional Damage to the user.
- If the Luster Candy chain effect is activated during the enemy's turn (it usually will be), the buffs will wear off once her own team's turn starts.
- Anahita and Madoka Kaname casts Bulwarks at the start of her team's turn - this can close the window where Demeter's Bulwarks are offline. Alternatively, if the enemy has a "start of enemy turn" AoE that doesn't ailment (and doesn't hurt too much), that will restore Demeter's Bulwarks with the same timing.
- Can generate a lot of buff stacks in Demon Alliance Invasion events.
|
Synergies |
|
|
Demiurge
|
Any |
|
C |
D |
D |
D |
Pros |
- One of the handful demons in the game with access to both Drain Pierce and Repel Pierce, Demiurge makes it easy to outfit your team with Anti-Pierce coverage, shutting down most elemental AOEs.
- To add insult to injury (or in this case more injury to injury), False God triggers an Almighty AOE counter as powerful as Megidolaon upon a repel, which deals respectable damage thanks to his decent MAG stat and boost to Almighty damage.
- Supreme Creator provides a team-wide HP and MP heal upon a drain, which can be useful if run in bulky sustain teams. It also passively reduces the MP cost of all his skills by 1 MP, giving you more flexibility in brands.
- Red grants him access to discounted Ars Magna, a powerful single target Almighty attack.
|
Cons |
- Completely overshadowed by Kalki, Yggdrasil and Baphomet A, who all have Drain Pierce and Repel Pierce and also a whole lot of utility and damage.
- Difficult to build optimally as he wants both damage and bulk/evasion; focusing on one will cause the other to suffer as a result.
- Attribute affinity down completely shuts down his niche. He went from being high tier in PvP to completely irrelevant.
|
Notes |
- He can cast Invasion during the Democalypse Boss Phase, providing you a one-turn Offensive Cry. It only lasts one turn though, so he will need to repeatedly waste turns casting it, making it an average tech at best.
|
Synergies |
- |
|
Demonee-Ho
|
|
|
D |
F |
F |
- |
Pros |
- Desperate Hit deals damage to random enemies at the end of either team's turn. This is great for cleaning up lone surviving targets and/or breaking Endures.
- Iron Judgement deals Piercing Physical damage with a high chance to Bind, helping him land Desperate Hit shots.
|
Cons |
- Fairly mediocre stats.
- Desperate Hit is a liability against Bulwark teams as his damage isn't high enough to break through them.
|
Notes |
- If you went first, Desperate Hit will trigger before opposing "end of turn" chain effects, giving you one last chance to clean up before they kick in.
- If Charge or Rebellion is activated before the end of the turn, the effect will carry over to Desperate Hit. It will consume the buff after the attack though!
|
Synergies |
- |
|
Echidna
|
|
|
C |
C |
C |
- |
Pros |
- Freezing Gale deals Ice damage multiple times to all enemies. In addition to it being a pseudo Endure breaker, it also revive seals any enemy it downs, making her the first unconditional AOE Revive Sealer in the game.
- Fecund Womb will randomly revive a dead ally with full HP at the end of an opponent's turn. It also gives her Null Bind, ensuring the skill will always pop off as long as she is alive.
- Massive HP stats, combined with innate Epitome of Endurance and Null Mortal with Panel 1 make her very difficult to kill.
- Butcher in purple helps to amplify her damage, while Teal gives her Repel Elec to cover her weakness.
- Useful on stall teams made to encourage people to give up rather than fight, when combined with Demeter, Idun, and Ouroboros.
|
Cons |
- Weak to Elec unless Teal.
- Difficult to build due to needing both bulk and damage.
- Fecund Womb is limited to 3 charges.
- Unlike most other revive seal attacks, Freezing Gale doesn't ignore endures upon a killing blow. Although this is somewhat offset by the fact that Freezing Gale hits each enemy demon four times, it can make killing demons with multiple endure skills quite difficult.
- Panel 1 is very important due to it conferring her with Null Mortal. Without it, her survivability against enemy demons with mortal attacks is significantly reduced.
|
Notes |
- |
Synergies |
|
|
Elizabeth
|
|
|
F |
F |
F |
- |
Pros |
- Innate ailment resistance in p1 helps her chain to cleanse the whole party as well as passively heal.
- Lots of healing bonus along with decent magic stat means she's going to heal for a lot.
- Ark is a cheap almighty single target attack that revive seals, letting her contribute both offensively and defensively to the party, and mostly avoid ndr.
- Cleanses passively with Goddess Aid, meaning she doesn't take press turns from your bigger damage dealers.
- Purple has Null Drk Zone-Dmg Panel, making Aura Gate exploration easy while taking up only one team slot.
|
Cons |
- Needs p1 to even remotely function, which is a tough ask of a collab unit.
- Does not block charm, nor does she cleanse it, meaning to properly function as a cleanser, the entire team needs null charm, or she needs to use her transfers as Null Charm and Prayer, removing any build flexibility
- Also does not block or cleanse curse, hurting her healing.
- Healing is not strong in this game, meaning she's mediocre at a job that isn't too good to begin with.
- Her damage simply isn't high enough with the escalating life totals in this game, and almighty damage is difficult to boost.
- She's split between offense and defense and fails miserably at both. Daisoujou, a choice file unit, does her job far better, as does Mahamayuri, who has had reruns, while collab reruns are few and far between
- Has almost no buff control for a support, with her only innate buff control being in P2.
- Ark does not bypass endures and has low damage, hurting its capacity as a revive seal.
|
Notes |
- Limited-time Collaboration unit. Nobody knows if she will be rerun.
- Would be in E tier if we had one.
|
Synergies |
- |
|
Elohim
|
|
|
B |
B |
B |
- |
Pros |
- Solar Flare is a fire magic attack reminiscient of Dragon Blade, doing a strong ST hit and then an aoe follow up. However, both hits ignore endures, and this skill introduces the Remnants mechanic.
- Light of Elohim is just as loaded of a skill, offering him 35% magic damage, Fire Pierce, buff control every time he casts Solar Flare and at the start of battle, AND a free Maragidyne the first time his team kills a demon each turn, except this Maragidyne also ignores endures.
- With the third highest Magic and having top 10 AGI, along with innate Fire Accele and 40% battle speed from panels, he's fast and hits hard, meaning you need to take fewer sacrifices to keep a high battle speed and still hit hard.
- Every single awaken skill is unique to Godly race demons, offering ST revive sealing almighty damage in red, immunity to mute charm and bind in yellow, 25% magic damage in purple, and drain light and dark in teal. Every single one of these skills has a situation where it's useful.
- Has strong synergy with other demons with damaging chain effects, including Moloch A, where if Moloch can kill a demon, Elohim will continue the carnage with Light of Elohim.
|
Cons |
- He is fragile, so if the enemy gets to act, he will near certainly be going down.
- His high Agility and battle speed contribution can make him troubling to slot into teams other than turn 1 fast teams.
- While far from slow, a good chunk of his battle speed comes from panels, meaning an unpaneled Elohim can be a speed liability compared to the highest tiers of players/whales.
|
Notes |
- While he is incredibly powerful in PvE content, he will slow down your clears due to all of his chain effects.
- He has the exact same agility as Astaroth and Kalki.
|
Synergies |
|
|
Fariedone
|
|
Any |
B |
C |
C |
- |
Pros |
- Hero of Prophecy grants Phys Pierce, puts his team into Zenith at the start of his team's turn, grants an ATK buff, and additionally grants 25% damage to physical skills and 30% acc to any allies in a state of Zenith. This massively buffs the power of any physical damage team.
- Demonsbane also puts the team into a state of Zenith, and then chains a high damage aoe phys attack, all for 5 mp. Since the phys part is a chain effect, no press turns will be lost on miss or drain/repel, making it safe to use even against evasive enemies. Having two ways to grant Zenith really helps controlling statuses against enemies that use Gloom.
- His awaken skills all have their own uses, depending on the situation.
- Panels grant battle speed, buff control, and damage, along with a little bit of bulk, all things he needs to help his team sweep.
- Good synergy with Hachiman, granting extra buffs to the team in Zenith.
|
Cons |
- 180 agi and only 20% battle speed in panels is going to likely lower the battle speed of any fast team.
- Demonsbane may be nice for not taking press turns on miss, but also will always take a full press turn as the phys is a chain effect, meaning you need to arrange turn order so he attacks on a half press turn. This also hurts his viability on democ prelim, where you need to transfer an aoe skill, rather than use Demonsbane.
|
Notes |
- |
Synergies |
- |
|
Femto
|
|
|
S |
S |
S |
S |
Pros |
- The Wings of Darkness is a ridiculously overpowered passive, granting immunity from all status ailments, Repel Pierce/Drain Pierce, 2 counts of Fortify on own party, 1 count of Decay on all enemies, and 2MP regen for the party when attacking first at the start of battle, along with +25% Phys damage.
- Additionally, while Femto is alive, all enemies inflicted with 1 or more counts of Decay deal -40% damage and take an extra 20% damage, letting the party hit even harder, and also helps with surviving against enemy attacks that activate during your own turn, such as Camael's chains.
- The Repel Pierce effect synergizes perfectly with Femto's innate Repel Phys affinity, protecting him in a mirror match and from other Phys attackers.
- Jet-Black Light is an insanely hard hitting Phys-Magic skill that comes with both Bulwark Pierce and Remnants. Furthermore, it drops the Phys Attribute Affinity of the target by 2 levels for 1 turn, opening up a weakness for Femto and other Phys demons to exploit.
- As if this wasn't enough already, Jet-Black Light also cleanses the entire party from ailments when successful. Combined with the ailment immunity from The Wings of Darkness, this lets Femto work as a full-on cleric, great in a meta where some of the most popular demons specialize in ailments, such as Cleopatra and Tiamat A.
- Fast, with the third highest agility in the entire game at the time of writing, perfect for going first before the rest of the party to cleanse ailments.
- Good awakening skills, with Solar Prosperity in Yellow offering buff control and Epitome of Swiftness in Purple to help with reaching top speeds.
- Strong panels, with P1 giving +15% Phys damage and reducing the cost of Jet-Black Light by 1MP, P2 grants +20% Max HP and fires off a 1-turn Offensive Cry when Jet-Black Light is activated.
|
Cons |
- 1 count of Decay isn't enough to wear away Idun's start of battle Fortify, meaning that up against Idun, his aura effects won't be active. Consider pairing with other party members that offer Decay, such as Mephisto and Barbatos.
|
Notes |
|
Synergies |
|
|
Flauros Hallel
|
|
|
B |
D |
D |
- |
Pros |
- Demons are Revive Sealed when they are killed by Baptisma, unable to be revived.
- Halo of Hallel gains boost levels if the fight drags on. At max level, it confers team-wide Lydia and Luster Candy, providing your team a valuable amount of sustain.
- Has synergy with Apsu, as he can re-apply Lydia.
|
Cons |
- No damage boosters until panel 3, so damage booster transfers are mandatory.
- Requires a good team built around him to really shine.
- Low damage and bad stat spread make him unusable in the current meta of PvP.
|
Notes |
- Red grants him access to discounted Mahamadyne, which can be useful if you want a piercing AOE.
|
Synergies |
- |
|
Futsunushi
|
|
|
B |
D |
D |
- |
Pros |
- Sword Deity's Might provides team-wide Rebellion every turn, massively increasing your team's physical damage. This is exceptionally powerful in Phys Democalypse, as scores there widely fluctuate depending on crits. It also increases the accuracy and damage of all allies in a state of Rebellion.
- This has incredible synergy with Panel 3 Zaou-Gongen, getting the ball rolling on infinite Rebellion to grant the entire team Phys Pierce, while also helping ZG's accuracy.
- Ryujin Reflection procs an AOE counter whenever your allies receive Physical damage, similar to how Asura shield functions in Battle Tower. It also casts Tarunda and Rakunda when it procs. This makes him a good check against faster, Physical-based teams like Astaroth and Hachiman. Also has some synergy with Hachiman as it will trigger his chains.
- Yellow provides him Iai Isshin, a Physical AOE that puts him in a state of Charge if the attack is successful. This is very devastating for Phys Democalypse Prelim, similar to how Nero☆ racks up insane numbers in Elec Democalypse Prelim.
- Red gives him access to Tempest Slash +, a souped up version of Tempest Slash that hits harder and ignores Endures. However, it is still a random-target attack, so it's only useful against lone targets.
- Has synergy with Sukuna-Hikona, as the team-wide Rebellion and Charge from Iai Isshin proc Invincibility Aid
|
Cons |
- Weak to Dark unless Teal.
- No unique active means he is stuck using the generic Berserker God, which is underwhelming to say the least.
- Middling AGI makes him awkward to fit in teams, and Asura Lord is an overall stronger Aura demon for T1 Physical Teams.
- The AoE counter upon receiving a Phys attack can be exploited by Demeter teams to restore their Bulwarks - they just spam normal attacks on any party member.
|
Notes |
- The AoE counter upon receiving a Phys attack will still activate if the attack misses.
|
Synergies |
- |
|
Gabriel
|
|
|
B |
B |
B |
- |
Pros |
- One of the core demons in the Archangels archetype. When combined with two other Herald or Divine demons, God's Word dishes out massive damage and increases the party's EV/AC at the start of own turn. Since it is a Chain effect, it does not consume Press Turns even when hitting NDR.
- Innate Thunder Reign, Elec Pierce and Elec Enhancement in Purple means she can function well as an Elec Mage too, particularly for Democalypse.
- Ascension will revive one fallen ally at random with 50% HP up to 6 times, given that she is not afflicted with Suppression. The revive chain becomes more threatening the more Archangels are on your team.
- P1 increases her overall damage dealt, while P2 lowers the Light affinity of all enemies by 1 level if there are 3 or more Divine/Heralds alive on your team.
- P3 grants a 40% Light/Elec damage boost to Divine/Herald party members, as well as an additional Press Turn to the team whenever Gabriel is revived from a demon skill.
- P4 activates a 60BP Light AoE Chain Effect that proceeds to lower the enemy's DEF at the start of their turn.
|
Cons |
- Needs a specific team built fully around her.
- Chain effects kill demons before they have a chance to talk, making her less useful for Aura Gate.
- Weak to Dark unless Teal.
|
Notes |
|
Synergies |
|
|
Garuda A
|
|
|
C |
D |
D |
- |
Pros |
|
Cons |
- Weak to Ice unless Teal.
- Evasion is useless against Magic teams.
- Gale Talon takes time to reach full potential, reducing his T1 effectiveness.
- Needs a team built around him to be really effective.
- Brilliant Wings doesn't hit very hard, especially when built for pure evasion.
- Completely outclassed by Guedhe as a dodge tank.
|
Notes |
|
Synergies |
- |
|
Gemori
|
|
|
D |
F |
F |
- |
Pros |
- Omniscient Guidance instantly increases the Boost Level of all your demons by 1 at the start of turn. This allows demons like Moloch A and Odin A to ramp faster.
- Noblewoman Aid is a full defensive buff swing akin to a reverse Kuyo Flash, and at max Boost Level will last for 3 whole turns, allowing her to use other support skills in the meantime.
- Purple gives her Epitome of Illusion, which goes well with the increased ailment resistance from Panel 1. With a Prayer (and optimally Infernal Mask) transfer she can fill a pseudo-cleric role.
|
Cons |
- Weak to Ice unless Teal.
- Mediarama is a wasted slot.
- Doesn't really offer anything in the current PvP meta.
|
Notes |
- |
Synergies |
- |
|
Gozu-Tennoh
|
|
|
B |
B |
B |
- |
Pros |
- Bulkiest unit in the game, with a whopping 267 VIT and 140% HP base, and even more in awaken skills and panels. On top of this, he has a base 20% damage reduction, making him a living wall.
- Supreme Might is our first multi-turn Intimidating Stance style skill, removing a press turn from the opponent up to three times per battle. If other demons remove two press turns on the first turn, this skill will still activate three times, removing press turns for up to four turns for the opponent. In addition, this skill grants Phys Pierce, casts a two-turn Tetraja and Rakukaja on your team, and passively grants +30% damage dealt and +50% hit rate to allies that are immune to Mortal.
- Mantra is the glue that pulls his kit together, being a 100 BP aoe that scales on his HP and ignores endures. This skill has up to 30 boost levels and gains a boost level each time a skill that buffs stats for his team is used. After 10 boost levels, it inflicts Mortal on all enemies if the skill is successful.
- Solid awaken skills, though usually Prodigious Ability is the best call.
- The lowest AGI in the game really helps him outslow other teams, and high LUK helps outweight the accuracy penalty of low AGI.
- Even more bulk in panels, along with damage, much-needed accuracy, and auto buffs if his team goes second, helping him rack up boost levels.
|
Cons |
- Low AGI makes it hard for him to hit evasive targets. Accuracy investment is a must, as if he misses a target, even the hit targets won't be hit by mortal.
- His Tetraja can be removed, so he is vulnerable to mortal if it is removed by Heavenly Sword Stroke.
- Phys anti-pierce can be hard to work around, especially as his Red awaken, Crushing Force, doesn't have the mortal. This makes Phys Anti-Pierce a hard counter.
- Loses a lot of value against enemies with innate Null Mortal, which most meta-relevant demons have.
|
Notes |
- |
Synergies |
- |
|
Griffith
|
|
|
C |
C |
C |
- |
Pros |
- Blade of the Absolute is an Almighty Physical 250 BP attack with increased innate accuracy (1.5x), high crit rate and hits the same target multiple times, shredding Endures. The skill also has a chance to charm the target, and if it's successful, puts Griffith in a state of Might.
- Hawk of Light refunds 3 MP and sets up Almighty Tetrakarn on kill, letting him spam Blade of the Absolute repeatedly while completely walling off demons like Shiva A. Additionally, at the start of the first turn it provides a 3 turn Zenith, additionally granting 25% Physical damage and 30% ailment infliction rate to any ally in a state of Zenith, including himself.
- Has evasion thanks to innate Evade and Hawk of Light providing an Evasion bonus. Hawk of Light also additionally provides 20% Accuracy in levels.
- Panel 2 provides him Null Charm, Null Bind, and Null Mute. Thanks to Hawk of Light's team-wide cleanse effect when he downs an enemy, he can function as an evasive cleric that can also help with DPS if a cleanser is not required. He also removes Tetrakarn from opponents when they enter that state with Panel 2.
- His other panels add much needed damage boosters, more evasion, a big chunk of battle speed, and a charm multi target skill similar to Mother Harlot every time he enters a state of Might, solidifying a secondary role as a charmer.
|
Cons |
- As he does not have any damage booster in his kit outside of panels, damage transfers are mandatory if building him as an assassin.
- Difficult to build as he requires too many stats to function, forcing you to choose which parts of his kit to specialize in.
- Needing a kill to function as a cleanser can be really inconvenient.
- Requires a good team built around him to really shine.
- Outclassed by Beelzebub (Human) as an Almighty (Physical) Repeller.
|
Notes |
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
- Red gives him access to discounted Vorpal Blade, which can be useful if you want a piercing AOE for PvE, especially since ANY kill will trigger Hawk of Light.
- Panel 3 will make an enemy Narcissus deal more damage.
|
Synergies |
- |
|
Guedhe
|
|
|
B |
B |
B |
- |
Pros |
- A unique evasion tank, with 65% evasion baked into his kit, and many benefits from evading attacks.
- Hedonistic Reaper guarantees that if his team goes second, the opponents will end up in Gloom, because first the skill removes Zenith, then inflicts Gloom. Additionally, if anybody on his team dodges a Physical attack, he inflicts Gloom, a two turn Sukunda, and enemies in Gloom take 25% extra damage from Physical type attacks, deal 25% less damage with the same, and also have a 20% reduced hit rate and 30% reduced evasion rate, helping him dodge and also hit enemies. Additionally, this skill grants Dark Pierce.
- Dark Gift is a Dark Physical attack with high 250 BP scaling off MATK, and a 100% crit rate, that also inflicts Gloom if it is successful.
- Strong in Dark Democ, where Dark Gift can easily crit when combined with Glee brands, making him extremely powerful against the boss.
- Powerful panels, with accuracy, evasion, damage, and a once a turn Charge if a party member dodges an attack, making his next Dark Gift hurt.
|
Cons |
- Lacks any innate HP boosters, and has only 147 VIT, meaning if he is hit, or hit by magic skills, he tends to melt quickly.
- 154 AGI is relatively high for a unit with Intimidating Stance but also low for an evasive unit, meaning even with his 65% innate, he could still be hit.
- No Null Mortal or Bulwark Pierce.
- Suffers from the same problem every other evasion unit does: In order to invest enough in evasion to consistently dodge, he misses out on a lot of damage investment, meaning his skills won't be as threatening.
- The minimum hit chance of 15% can come to bite you no matter how evasive you are.
|
Notes |
|
Synergies |
- |
|
Guts
|
|
|
B |
C |
C |
C |
Pros |
- Extremely high Crit rate thanks to innate Savage Glee and The Struggler. Butcher in Purple further augments his damage. Additionally, The Struggler grants Phys Pierce, 20% damage done with physical skills, 20% accuracy, and reduces mp cost of all Physical skills by 1.
- Dragon Slayer does ramping aoe physical damage, starting at 130 and ramping up to 160, matching Gigantomachia's damage, but at 4MP and with added crit rate and a 2MP removal at boost 2. It also ignores all counter skills and at Boost 1, ignores Endures.
- Is decently tanky thanks to good bulk and The Struggler providing him a better Enduring Soul that triggers 5(!) times.
- Panel 1 gives him access to a Bulwark-Piercing Fire Physical AOE that does not cost MP, very useful against MP denial teams, and panel 4 makes a similar effect occur every time an enemy is downed, potentially chaining to sweep the enemy.
- Other panels add more accuracy, damage, and HP, and cause Dragon Slayer to start at boost level 1.
- His Panel 1 and 4 Chains Bulwark Pierce, allowing him to break through Demeter teams.
|
Cons |
- Having no innate Single Target skills means he has trouble with Repel Pierce demons, such as Kalki. He also isn't the best at taking down bosses.
- Average speed, bulk, and utility make it hard for him to fit into any team as the best slot.
|
Notes |
- Cannot be used in the same team as Berserker Guts.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
- Buffed during Femto Collab re-run.
|
Synergies |
- |
|
Hachiman
|
|
|
A |
A |
A |
A |
Pros |
- Automatically casts Zenith and ATK + EV/AC buffs on his team's first turn.
- When he uses Berserker God or Vorpal Blade, or when a teammate uses any physical attack (miss/crit capable, not just Phys element), he automatically casts Zenith and a 50% crit Phys AoE.
- This also works on the standard attack that all demons have, so MP draining can't stop Hachiman's team from activating this chain effect. It won't work for demons that overwrite their standard attack with Magic though.
- -1 MP cost to all Phys skills and Vorpal Blade in Red means he can cast Berserker God or Vorpal Blade for 5 MP each.
- Enables powerful T0 comps that go before Vanitas' Malice activates if comboed with abilities like Mozgus' and Kali A's chains.
- If Panel 2, grants team-wide Might whenever he enters Zenith, once per turn. This pairs perfectly with God 1000 Fist Cannon.
- He can rack up incredible amounts of damage in Democalypse Prelim, due to the AoE chain effect and team-wide Might. This is to a point where Hachiman + some Phys demons can dominate Prelims of any element, not just Phys.
|
Cons |
- Weak to Force unless Teal.
- No unique attack skill—he's stuck with Berserker God. Transferring a better one doesn't really work, as he can only proc Jingu's Divine Light with specifically Berserker God or Vorpal Blade.
- The buffs he casts on the first turn last for only 1 turn, and he lacks any other way of casting buffs.
- His forced chain effect AoEs can be a problem against anti-pierce. He needs to be built very strong in order to pierce Bulwarks, but it is possible.
|
Notes |
- |
Synergies |
- |
|
Hagen
|
|
|
A |
B |
B |
- |
Pros |
- Burgundy's Resentment is a heavily loaded passive granting Phys Pierce, 50% accuracy, a 500 HP Endure, and most importantly, at the start of his turn and every time he activates Sword of Fealty, reduces the opponents Phys Affinity by one level, and inflicts gloom. Additionaly at the end of his turn does a 100 BP Physical attack on a random target that also inflicts mortal, revive seals, and ignores counters and Endure.
- Sword of Fealty is a 200 BP Phys skill with 100% crit rate, that places the team in a state of Might and gives a 1 turn Tarukaja and Sukukaja effect.
- Has Phys Accele innately which is nice for fast teams, and Intimidating Stance in purple, giving him use in every speed.
- Panels offer more speed, teamwide accuracy, damage, and buff control when gloom activates.
- Hard counters Kalki's Drain Phys and Femto's Repel Phys.
|
Cons |
- Yggdrasil hard counters his affinity reduction.
- His personal damage isn't the highest, meaning he needs powerhouse teammates to make up for it.
- Is heavily countered by Shaddai, because his teammates will near certainly be critting because of his teamwide state of Might, meaning Shaddai will limit your press turn generation.
- Overshadowed by Homura Akemi as she lowers Phys Affinity by 3 levels compared to his 1, and she is considerably faster by comparison.
|
Notes |
|
Synergies |
- |
|
Harpy
|
|
|
C |
D |
D |
C |
Pros |
- Very high AGI and innate Speedster to help your team go first. Yellow's Solar Downfall synergizes with this, debuffing the enemy to help you win on the first turn. If buffs are handled, Clear simply offers more AGI.
- Harpyia's Wings inflicts Bind and Mute on all enemies when going first, potentially stopping their chain effects before they have a chance to activate. It also deals Bulwark-piercing AoE damage (2 times per player turn), adding some damage pressure.
- Wind Trick pierces Bulwarks and restores 2 MP to the team (2 times per player turn), helping ensure your team has enough MP to attack.
- Great panels that offer more speed, personal damage, and a team-wide damage aura.
- No weaknesses.
|
Cons |
- Needs to go first - she lacks bulk and Null Mortal, and her Bind/Mute only works on her own team's turn. This also makes her healing chain less useful, as incoming damage will likely just kill her outright before it can activate.
- Her LUK isn't very high and she lacks ailment chance boosters, so she may have trouble inflicting Bind/Mute.
- Wind Trick has no levels.
- Difficult to panel due to being a banner-exclusive 4★ (need 12 dupes total for panel 3, can't use universal spirits, etc).
|
Notes |
- If using her for Democalypse, consider using Red, since Mazandyne has more power (120) than Wind Trick (100).
- Low MAG stat, but her chains plus Wind Trick effectively mean she's dealing 170 power across her 2 actions per turn. This paired with 70% damage boost from her passive and panels means she has deceptively high damage potential, especially for a 4★.
- The healing chain also triggers if you hit yourself. This has some interesting synergy with Narcissus, who is guaranteed to hit his own party.
- Her Clear version was an event reward, and probably won't get a rerun.
|
Synergies |
- |
|
Hecate
|
|
|
B |
D |
D |
- |
Pros |
- Hell's Trivia is a hard-hitting spell that also functions as an Endure breaker. Coupled with her respectable MAG stat and Dark Enhancement in Purple, she can be built as a powerful Dark mage.
- Virtually immune to ailments thanks to Null Bind and Lunar Awakening. Transferring a cleanse skill like Prayer or Silent Prayer will allow her to function as a cleric, while still maintaining her offensive presence.
- Panel 2 lets her run Life or Spell brands without worrying about MP.
|
Cons |
- Not very bulky due to middling VIT and HP stats.
- Weak to Light unless Teal.
- Offers virtually nothing in the current meta.
|
Notes |
|
Synergies |
- |
|
Heimdall
|
|
|
C |
D |
D |
- |
Pros |
- Bifrost Keeper boost his bulk up to 50% hp, and at the start of the first two enemy turns, gives him a 2500 hp Bulwark, and increases his teams defense, making him and his entire team harder to kill. Additionally, on the start of his own turn, he raises the attack of his team, helping his team counter sweep.
- Stout Horn is a versatile attack, doing a high amount of ST almighty damage, and adding a bulwark to his whole team when his hp is above 80%, or doing fractional damage based on max hp to the whole enemy team when his hp is below 80%.
- Intimidating Stance in purple works well with his low agi of 102, and Lunar Downfall works as well if both stances are covered, say by a demon like Inanna
- Panels include Null Bind to help him do his chain effects, an almighty damage boost, and a large amount of additional HP.
|
Cons |
- No Null Mortal leaving him vulnerable to demons that have mortal attacks.
- Focuses mostly on tankiness for himself, meaning his team might be vulnerable to being swept. Additionally, even if he is the sole survivor against a fast sweeping team, it's unlikely he can counter sweep with his skill set.
- With no ability to hit weakness or crit, his almighty skills are liable to use a full press turn, hurting your press turn economy.
- While the chain with Stout Horn is good with Demeter, the chain on Heroic Horn is if anything, a liability, giving him poor placement in the current meta.
- Bulwark Pierce completely shuts him down.
|
Notes |
- |
Synergies |
- |
|
Hinokagutsuchi
|
|
|
B |
D |
D |
- |
Pros |
- High VIT and 70% HP boost from skills and panels makes him very tanky. Gains Null Mortal on Panel 2. Additionally, he takes 60% less damage unless the enemy hits his weak point.
- If hit by a physical attack (miss/crit capable, not just Phys element), he retaliates by casting Gloom and a Fire AoE on the enemy team. If panel 1, he also debuffs their DEF.
- Scarlet Chop is a strong Fire ST attack that hits two separate times with 80% crit rate each. This combined with +20% from innate Epitome of Finesse means he effectively has 100% crit rate.
- Low AGI but 65% accuracy boost from skills and panels means he can fit well into slow teams, while still being able to hit decently often. Intimidating Stance in Purple synergizes well with this.
- Works well in fire Democalypse with Rending Fire innate and Hinokagutsuchi (Skill) giving extra damage in boss, or extra ratio in prelim.
|
Cons |
- Weak to Ice and Dark.
- Will have accuracy issues if not Panel 2, since 50% of his 65% accuracy boost is in there.
- Attribute affinity down level 2, combined with Hino not having any NDR (aside from Teal's Null Phys), means he will become Weak to that element - nullifying his 60% damage reduction.
|
Notes |
- |
Synergies |
- |
|
Homura Akemi
|
|
|
A |
A |
A |
- |
Pros |
- Essentially an all-in-one T1 physical unit. She's blazing fast (top 5 agility and 50% innate speed boost), binds enemies (bound enemies cannot dodge or activate Chain Effects), makes enemies weak to Phys unless they have Attribute Affinity Reinforcement, has +100% crit rate, gives herself charge, and pierces Bulwarks.
- She recovers 3 MP for herself if her team goes first, which can counteract foes with MP drain such as Camael.
- Her unique decreases Phys affinity, debuffs enemy DEF and EV/AC, and has multiple AoE follow-up hits, helping her take down even the bulkiest of foes with her onslaught of attacks.
- She has two endures to help her survivability (3 if purple), as she is frail. Innate Phys Pierce and a 100% crit rate can help her act as Camael bait if needed.
- Immune to Charm, and gains immunity to Bind and Mute on panel 1 to ensure her actions can't be stopped.
|
Cons |
- Weak to Force if not Teal, a problem when facing demons like Old Ones and Walpurgisnacht.
- Extremely reliant on going first - if she goes second, Time Traveler's chain effect will not proc. She has no defensive utility and her low bulk and lack of Null Mortal means she might not survive the enemy turn. The endures help a little, but lots of demons ignore endures.
- The first hit (a mere 100 BP) of her unique will consume the Charge, so the follow-up AoE chains are unaffected.
- Does not have a way to give herself Charge after the first turn.
|
Notes |
- Limited-time Collaboration unit. Nobody knows if she will be rerun.
- If afflicted with Spirit Chains of Indignation, her standard attack will not do much damage, since her kit is MATK-based. It still may crit, though.
- Time Traveler's chain effect will activate again for each wave in PvE.
- Red's skill deals magic damage, meaning it cannot benefit from her high crit rate or Charge.
|
Synergies |
|
|
Hydra
|
|
|
A |
S |
S |
S |
Pros |
- Introduces Super Reaction, which are essentially Chain Effects that immediately go off once their trigger condition is met. Super Reactions activate even if the skill holder is Bound or afflicted with Suppression, allowing them to activate 100% of the time.
- When hit with a Magic, Physical or Fractional attack, Immortal Sea Serpent's Super Reaction heals 30% Max HP to self up to 8 times per battle, making Hydra very difficult to take down.
- Immortal Sea Serpent grants +100% Max HP, immunity to Mortal, Bind, Charm and Poison, along with reducing oncoming single target attack damage by 30%, further boosting Hydra's survivability.
- At the start of the first turn, this skill also adds 2 counts of both Corrosion and Intimidation on all enemies. This severely cripples the enemy party's offensive and defensive capabilities, especially as the Corrosion will always land on Inanna and Vanitas. To add insult to injury, while Hydra is alive, all enemies receive +5% extra damage per type of Spirit Chain afflicting them.
- And as if that wasn't enough! Immortal Sea Serpent also revives all party members with 10% HP at the start of enemy turn, reviving the party after T0 teams fire off their chains.
- Hero-Killing Venom inflicts Dark damage on a single enemy while also adding 2 counts of Decay, followed up with an insanely hard hitting AOE attack. Enemies hit by the AOE portion are inflicted with Corrosion and Poison, leaving them weakened for the next cast. This skill also scales off Max HP, which pairs well with Hydra's high innate Max HP.
- Marshland Monster offers +20% to Dark damage and Max HP, perfect for boosting Hydra's damage and bulk. Intimidating Stance works well for when in a T2 team to minimize the enemy party's actions.
- Good panels, with P1 offering reduced MP cost for Hero-Killing Venom and -1 count of Spirit Chains of Indignation received, great as Inanna's Indignation targets the enemy with the highest Max HP. P2 adds Null Mute and activates a 1-turn Defensive Cry at the start of enemy turn, making Hydra's team even harder to beat.
|
Cons |
- Decay destroys his damage output, a major issue with Baphomet A still being very popular.
|
Notes |
|
Synergies |
|
|
Idun
|
|
|
S |
S |
S |
S |
Pros |
- With Golden Apple, Idun and her allies start the battle with several counts of Fortify, greatly increasing the party’s survivability. In addition, she will also revive one party member once per turn with 100% HP and add 1 count of Fortify to the entire party.
- Golden Apple also grants the party a -20% damage reduction aura to all party members under Fortify.
- Goddess's Prank hits a single enemy with Light damage, as well as inflicting every single ailment in the entire game with a 50% infliction rate at max level, allowing Idun to shut down any demons without ailment immunity. This skill also casts a 1-turn Debilitate if successful.
- Panels grant various useful effects, such as Null Mortal and ailment immunity in P1 and a party-wide Fortify and Luster Candy upon death in P2.
- Light of Eternal Youth in Yellow decreases the enemy party’s ATK whenever it’s their turn to act, further decreasing the amount of damage Idun’s party takes. Teal’s Null Elec-Force helps cover up her elec weakness and Light Survivor adds an endure.
- Amazing with demons with HP-scaling skills such as Lost Name and Masakado B as Idun’s Fortify skills will boost both their HP and damage.
|
Cons |
- Weak to Elec.
- No innate Null Mortal and ailment immunity like Demeter or Maria really hurts her utility without P1, as she can be hit with a mortal skill or be Bound. The lack of Null Mortal without P1 can especially be an issue against Metatron M.
- No way to remove revive seal can be an issue against demons like Mephisto and Unit 01 Dx2 Type.
|
Notes |
- Golden Apple’s start of battle Fortify will activate again after each wave in PVE.
|
Synergies |
|
|
Inanna
|
|
|
S |
S |
S |
S |
Pros |
- Well-rounded stats, which give her an ample amount of magical prowess and bulk. Since her active scales off MDEF, this allows her to fully invest in her bulk, which simultaneously powers her defensive and offensive capabilities.
- Because she scales off MDEF, she is essentially unaffected by Intimidation, and if P1, she removes Corrosion, which perfectly suits her build.
- The Seven Mes grants not just one or two but FOUR Affinity Pierce attributes. It also makes her nullify Mortal, and the most detrimental ailments in the game. Additionally, she gets a +50% to her max HP and +5 to her max MP. While she is still alive in battle, her entire party will receive -30% Magic damage AND will nullify bonus turns from being granted to instigating Magic skills.
- But wait—there’s more! If going second, she removes two Press Turn Icons from the enemy, enters a state of Concentrate, recovers 4MP, then places 1 count of Indignation on the enemy with the highest max HP.
- Mother Goddess's Fury automatically chooses between four different elements depending on the situation, targets a single enemy while piercing Bulwarks and having a Remnant. A follow-up AoE does damage of the same previously selected attribute while lowering the enemy's ATK and DEF and then granting her team an additional Press Turn Icon.
- Great awakening skills in Yellow, which bolster her role as support, Purple for increasing her damage; and Teal for draining and receiving -15% damage from Fire.
- As if it wasn't good enough, her panels give herself extra Magic damage reduction in P1, increasing Magic damage taken by the enemy team in P2, and further increasing her bulk and power in P3.
- Her pivotal versatility allows her to fit into virtually any team, whether it be for her defensive or offensive proficiencies. She essentially counters any Magic based demon, and her Indignation can prevent some of the meta's biggest threats from attacking, such as Masakado B or Lost Name, as they will usually have the highest HP on the enemy team.
- Her flexibility allows her to be a vital team member in either Avarice, Sloth, or Vanity 14. She can completely trivialize some of the game's more challenging boss fights in the later story chapters. Due to four elements being at her disposal, she is an amazing pic for Democalypse in either Prelims or the Boss due to her sheer damage and Press Turn generation.
|
Cons |
- Weak to Dark, and no Awakening skill covers it.
- Questionable design.
|
Notes |
- One of the, if not only, demons that removes two Press Turn Icons with their passive and grant an additional Press Turn Icon with their active.
|
Synergies |
|
|
Indra
|
|
|
B |
C |
C |
- |
Pros |
- Thunder God's Fighting Spirit grants Phys Pierce, 20% Battle speed, and grants himself Charge and a teamwide Zenith at the start of his turn. Allies in Zenith will also do 15% extra damage and take 30% less Phys and Elec damage. Additionally, while Indra is in a state of Charge, any ally attack, be it physical magic or fractional, will cause him to do a 150 BP physical chain, with a 50% crit rate.
- Indra (Skill) is a strong ST Phys attack, doing a 150 BP attack with 50% crit rate, and an additional 150 BP chain, with both attacks ignoring counters and Endures.
- Panels offer 50% Phys and Elec damage reduction, more HP, Speed, and Damage, and an additional 20% accuracy and crit hit rate to allies in Zenith, giving him decent team support.
|
Cons |
- He lacks any real reason to use him over any other demons. In most situations, another demon offers more damage, or more utility.
- 190 Agi is high, but it's a far cry from the likes of Astaroth and Kalki being at 259, both with much more utility.
- Just a really underwhelming demon at a point where kits need to be overloaded to be powerful.
- Since his chain effect after ally attack will use the Charge effect, he can only do one per turn.
|
Notes |
- Why is the unit whose skill literally has Thunder God in the name a Phys unit?
- Why is his active skill named after himself instead of the super famous weapon he owns, the Vajra?
|
Synergies |
- |
|
Indrajit
|
|
|
B |
C |
C |
- |
Pros |
- Lightning Shower provides incredible burst damage due to its high Base Power combined with Indrajit's high base MAG and innate Master Assassin. It can also be looped indefinitely thanks to its low MP cost and Lord of Clouds refunding 3 MP on kill.
- Innate Merciless Blow combined with high damage output makes him very valuable for Democalypse, and gives him synergy with Zeus
- Gains an additional 80% battle speed from panels, a large amount of damage, elec damage reduction for the whole team, and Concentrate when his team downs a unit on P4 once per turn, making his next Lightning Shower hit like a truck.
- Lord of Clouds provides Elec Pierce and autocasts Five Elements on kill, which completely walls off Almighty mages like Kalki and Demeter. Additionally it offers 20% Battle Speed.
- The Five Elements effect on Lord of Clouds is incredibly powerful against The 10th Angel, making Indrajit a decent counter for Elec T1 teams against her. Consider a 4 MP Magic skill like Zio or Mana Gain transfer to help fight against Camael.
|
Cons |
- Weak to Ice unless Teal.
- Low bulk means he will get killed easily if outsped.
- 100% innate battle speed is a lot, but it requires massive investment at P4, and is still being applied to only 168 base AGI.
|
Notes |
- Highly dependent on the first kill for tempo. Failing to kill will result in MP Problems.
- Has AI issues when used on defense - AI will occasionally target demons with high HP instead of trying to finish off demons to secure Lord of Clouds activation.
|
Synergies |
- |
|
Jeanne☆
|
|
|
D |
F |
F |
- |
Pros |
- Madama Uppercut autocasts a follow-up Almighty attack upon Charm that also inflicts Bind.
- Evade and Madama Uppercut levels increase her evasion and allow her to function as a dodge tank.
- Gomorrah (J) has high base damage and crit chance, with a high chance to Bind all enemies.
- Pairs well with Bayonetta☆ or any other sources of charm like Lakshmi.
|
Cons |
- Gomorrah (J) takes two turns to charge, and is difficult to build due to it scaling off both PATK and MATK.
- Awkward combination of balanced stats and having both Physical and Magic skills make her pretty mediocre at everything.
- Very bad bulk means she will get shredded by Magic teams, which ignore her evasion.
- Panels do not benefit her much.
|
Notes |
- Cannot be used in the same team as the regular 4★ Jeanne.
- Limited-time Collaboration unit. Nobody knows if she will be rerun.
- Pretty much outclassed by P3 Lilith, who does "Bind upon Charm" better.
|
Synergies |
- |
|
Kali
|
|
|
C |
F |
F |
- |
Pros |
|
Cons |
- Weak to Ice.
- Requires a state of Rebellion to reach full potential. This mandates either one turn of warm up, or an Auto-Rebellion transfer.
- Loses turns if she misses even 1 of 6 Violent Dance hits.
- Her damage has been outscaled to a point she just isn't effective anymore.
|
Notes |
- |
Synergies |
- |
|
Kali A
|
|
|
A |
B |
B |
B |
Pros |
- Innate +35% to Phys damage alongside +40% to critical hit rate makes Kali A hit hard with her skills.
- Goddess of Madness and Bloodstained Divine Queen are passives handcrafted to allow Kali A to sweep thru Deceit 14, with Goddess of Madness punishing the enemies for removing your party's Press Turns by granting Charge to the ally with the highest Phys ATK stat and Bloodstained Divine Queen letting Kali A do devastating amounts of damage when paired with other party members that use random targeting skills. Furthermore, Bloodstained Divine Queen revive seals any enemy it downs.
- In PvP, she is currently a popular counter-meta pick alongside Hachiman and Mozgus thanks to her chains synergizing with both of the formers’ kits.
- Good awakening skills with Bloody Frenzy being a 200BP revive-sealing random targeting skill, the general best pick for both Deceit 14 and Phys democ. Phys Amp in purple paired with Myriad Arrows is another popular combo for Kali A.
- Panels further increase her utility for Deceit 14, with P1 boosting her damage by 15% and reducing the cost of Phys skills by 1MP. P2 increases all damage the enemy party receives while inflicted by Curse, it also drastically drops how much HP they restore from healing skills.
|
Cons |
- Weak to Ice
- She alone isn’t much of a threat in PvP, as she needs the Bulwark Piercing damage of Mozgus and the support of Hachiman.
|
Notes |
- |
Synergies |
- |
|
Kalki
|
|
|
B |
B |
B |
- |
Pros |
- Fast, with 299 AGI fully infused. Additionally, in Purple and with panels, he has 60% innate battle speed boosting.
- Eternal Order is a loaded passive, adding 70% HP, making him surprisingly tanky for a fast unit, Repel Pierce and Drain Pierce, Infinite Chakra for the whole party, Phys Pierce, Null Bind, Null Mute, making him an incredibly powerful support by merit of existing. Of note, he innately has Drain Phys, making him cheese PvE content like nobody's business.
- Ratnamaru is a 240 BP Phys ATK scaling Almighty skill with remnants, that also casts a 1 turn Luster Candy, heals 30% of the hp of all party members, and three times, combined with Eternal Order, will revive a party member with a 50% HP Bulwark. This allows him to consolidate the role of Drain and Repel Pierce, Healing, Reviving, Battle Speed, Press Turn control, and some damage, all into one demon.
- Almighty Accele increases his damage and battle speed, helping hit speed targets.
- With a Null Charm transfer, in Yellow he can work as a cleanser for ailments.
- Offers immense utility in Midrange teams, and damage, speed, and the unique ability to tank attacks like against T1 teams, allowing him to potentially let a T1 team survive past their first turn to clean up stragglers.
- Useful but not necessary panels, offering himself a turn 1 Bulwark, offensive buff control, and more damage, HP, and speed.
|
Cons |
- No Null Mortal which leaves him open to abilities like It'll be all right.
- For a demon that has 70% HP built into his kit, 152 VIT isn't particularly high, meaning if you want him to survive, you still need to stack quite a bit of HP on him.
- Tends to need to choose between building damage, speed, and bulk, and can't generally excel in all three roles at once.
|
Notes |
|
Synergies |
- |
|
Kangiten
|
|
|
C |
B |
B |
- |
Pros |
- A uniquely designed demon who rather than having a regular normal attack, through Kangiten's Mystery does an 80 BP Almighty magic attack, meaning it cannot miss. This also does a chain which heals the user for 50 BP.
- This leads into a chain with Kangiten's Dharma, where every time a party member uses a healing skill, Kangiten will do a 200 BP Magic chain to a single target. This chain also does a 1 turn Debilitate chain and if Kangiten's HP is above 70%, will grant the team a 1000 HP bulwark.
- This means as long as anybody on your team is healing, Kangiten will chain massive BP almighty attacks, while also supporting the party. He also has good bulk in order to stay alive to keep chaining.
- Any time an enemy or ally dies, Kangiten will do an 80 BP team heal, which starts more chains of almighty attacks.
- Gains Null Mortal, Charm, and Bind in P1, making him hard to stop with ailments. Additionally panels grant more Healing effectiveness, HP, Damage, and P2 notably grants his team 20% damage under bulwark.
|
Cons |
- Absolutely needs P1 for the Null Mortal effect.
- Needs to choose between bulk and damage, and has trouble surviving a T1 team if built for damage.
- Low amount of boosters in his kit means his damage is limited.
- Doesn't offer the level of utility that some T2 powerhouses do, meaning you have to make sacrifices that often aren't worth it to slot him in.
|
Notes |
- Good synergy with Vivian and Lakshmi A, allowing him a potential role in T0 sweeping comps.
- Sega should feel guilty for taking away the Luster Candy effect, even if it wasn't intended.
|
Synergies |
- |
|
Koga Saburo
|
|
|
B |
D |
D |
- |
Pros |
- Dragon of Defense passively increases his accuracy and provides a full Agile Cry buff swing, which greatly helps him (and his allies) land hits.
- Soaring Blades is a multi-hitting Force (Physical) ST nuke that chains into another multi-hit Force AOE. Not only does it hit hard thanks to high base crit rate (50%) and innate Force Amp in Purple, it's also very spammable thanks to a low MP cost of 5.
- High base AGI and increased Battle Speed from Panel 2 make him an option for fast teams. Transfer Speedster if you need even more zoom!
- When you do encounter Force Anti-Pierce, you can simply cast Soaring Blades on another demon that does not Drain/Repel it - even if the chain AOE is Anti-Pierced, it won't consume Press Turns due to it being a chain effect.
|
Cons |
- Weak to Ice.
- Loses turns if he misses even 1 of 4 ST Soaring Blades strikes. Missing on the AOE is fine though, as missed chain effects won't consume Press Turns.
- Without support from Masakado B, the forced Force AoEs will cause problems against Demeter teams, as it'll cause her to re-cast Bulwarks - in some cases undoing the damage you just dealt.
- His damage has fallen to a point where he isn't particularly useful in PVP, and his usage limits severely hurt his PVE usage.
|
Notes |
|
Synergies |
- |
|
Krishna
|
|
|
A |
S |
S |
S |
Pros |
- Solid stats across the board, with an impressive 231 Magic stat paired with a workable 186 Vitality and 187 Agility. This allows him to be flexible with how he builds his stats.
- Origin Avatar is a strong passive, giving +30% to Max HP, +25% to Force damage, 3 counts of Fortify at the start of a battle (only if going second), and +2 to Krishna's MP regen, making him restore 5MP per turn. It also renders him immune to Bind, Mute, Charm and Poison, which is helpful against opponents like Homura Akemi and Cleopatra.
- More importantly, Origin Avatar applies Spirit Chains of Salvation to enemies, which deals a massive 7500 damage to an enemy after they finish an action. Without Fortify, most demons won't be able to survive without incredible brands and a very powerful Devil Connector. The Salvation damage ignores any damage reduction and Bulwarks, while also inflicting Revive Ban on downed enemies, proving invaluable against teams with high damage reduction or demons like Walpurgisnacht and Vanitas.
- Additionally, while Krishna is alive, all party members take a reduced 20% damage from enemies inflicted with Spirit Chains of Salvation while also nullifying any bonus turns granted to enemies under Salvation.
- Salvation's Melody harnesses the power of good flute to become a loaded 300 BP Bulwark Piercing Force skill, which has a revive seal, Press Turn generation, Remnants AND removes one count of any spirit chains afflicting the party. Krishna is currently the only demon able to cleanse spirit chains, giving him a potent niche on top of his other good traits.
- His above-average agility works to his benefit on slower teams, as moving first ensures he will be able to clear any spirit chains affecting the party as soon as his turn starts.
- Excellent awaken skills further bolster his versatility, with purple giving a handy +35% to his Battle Speed and an offensive buff swing at the start of the first turn. Meanwhile, yellow grants him another +20% to his Max HP and a defensive buff swing at the start of the first turn.
- Solid panels, with P2 being especially noteworthy for giving his party a free +15% to all damage dealt.
|
Cons |
- While his stat spread allows him to play T1 or T2, not excelling in either can make it difficult to justify his inclusion on either, as he may be too slow for T1 teams or not bulky enough for T2 teams. His Agility and Vitality aren't bad, but they aren't stellar either.
- His comparatively low stats for fast and bulky teams cause further issues where on fast teams, his Spirit Chain cleanse may prove to not be very useful when he is most likely acting last without Lead Brands, and his comparatively low HP on bulky teams even with Fortify makes him liable to be hampered by Spirit Chains of Indignation from Camael.
- The damage from Spirit Chains of Salvation is not very impressive against the more-difficult PVE content.
- Weak to Dark unless teal.
|
Notes |
|
Synergies |
- |
|
Kumbhanda
|
|
|
S |
B |
B |
- |
Pros |
- Kumbhanda (Skill) is a pretty strong passive that supplies Kumbhanda with 40% AC and EV, 100% Crit Rate, and a handy 300 HP Endure. It also lowers the Ice AND Force Attribute Affinity of 2 enemy demons by 3 levels, ensuring that they are weak (unless they have Attribute Affinity Reinforcement) and applies 2 counts of Spirit Chains of Corrosion at the start of the first turn, bypassing Applied Count Reduction abilities such as Kuzuryu's and P1 Inanna's.
- Souljack is also an extremely strong active skill that pierces bulwarks, hits for 260 BP and applies 2 more counts of Spirit Chains of Corrosion, additionally granting an extra Press Turn if successful. Being Dual Element (Ice/Force) also provides variety and allows her to manoeuver around Anti-Pierce in case that is needed.
- Souljack also activates an AoE 50% Max HP Fractional attack that hits for up to 2500 HP, that could serve as a potential sweep up for any remaining low HP enemies.
- Ice and Force also means that she can find good use in both Sloth 14 and Avarice 14 as a strong DPS with Press Turn Generation.
- A 3 level Attribute Affinity Reduction allows players to bulldoze Hell's Park 100 with any Ice/Force team.
- Her panels provide various useful effects, such as, up to 45% Ice/Force damage, MP cost Reduction for Souljack, and an Invasion at the start of the first turn.
- All archetypes have some general use case, but Purple for damage from Master Assassin is generally the best.
|
Cons |
- Her stats are generally rather average. 192 Strength is not particularly great, and neither is 147 Vitality. 200 Agility is on the faster side, but it's really not that much, and she doesn't have any speed boosters to account for it either.
- The 3 level Ice/Force Attribute Affinity Reduction is a one time thing. It will not activate again, and won't activate across waves either for PvE or Battle Tournament due to being a "Start of 1st Turn" chain effect.
- Weak to Elec, and you would need a transfer if you want to cover that weakness.
- The Souljack fractional is not a lot against most enemies in PvE or the stronger side of T2 PvP demons, especially because it is capped at 2500 HP. It's also use-restricted to only once per turn.
|
Notes |
- |
Synergies |
|
|
Kuzuryu
|
|
|
B |
A |
A |
- |
Pros |
- Nine-Headed Dragon is a packed passive, reducing all Magic damage received by 40%, along with nullifying Spirit Chains (Corrosion). This skill also does a 1-turn Rakunda followed up with a 180BP Ice AoE that scales off Mag DEF when downed, turning Kuzuryu into a landmine.
- Roaring Torrent is an endure ignoring, Mag DEF-scaling Ice AoE with both Bulwark Pierce and Remnants. This will also cast Concentrate when successful.
- Good panels that offer extra MP alongside MP regen at the start of 1st turn, +500 more Mag DEF in P2 with a -15% Magic damage reduction aura for the entire party, and +20% to both Ice damage and max HP in P3.
- Comes with the usual Godly awakening skills, with Godly Power great for boosting his damage, Godly Bastion for the ailment immunity, and Godly Shield for pairing with Yggdrasil, dealing with enemies such as Mephisto and Camael.
- Amazing for T2 teams in offering double IS and large amounts of both bulk and damage reduction.
|
Cons |
- Due to his sheer amount of bulk and damage reduction, it is likely that he will be one of the last demons downed, making his on-death chain effect hard to activate.
- Has zero defense against physical attackers, such as Lost Name.
|
Notes |
|
Synergies |
- |
|
Lachesis
|
|
|
D |
D |
D |
- |
Pros |
- One of the core demons in the Moirai Sisters archetype. When combined with two other Lady or Femme demons (preferably her two other sisters), Passionate Embrace debuffs enemies' attack and defense while buffing yours. Not only does this make Atropos' Passionate Rage stronger, it also makes it harder for the opponents to fight back as they will have to deal with a massive reduction in damage.
- Measured Fate removes all debuffs from your team and buffs from the enemy team. This ensures the following Passionate Embrace will fully swing buffs in your favor.
- Intimidating Stance in Purple synergizes well with the rest of the Moirai Sisters who have very low AGI.
- Her Panels provide valuable ailment immunity, making it harder for Ailment Teams to sweep her on revenge.
|
Cons |
- Requires a good team built around her to work.
- Due to the way the Moirai Sisters archetype is typically built, Revive Sealing units like Astaroth are a very powerful counter.
- Moirai Sisters comps are no longer meta, and all she does without her sisters is remove Tetraja with Measured Fate.
|
Notes |
- The AI will not cast Measured Fate if there are no buffs on your opponent and/or debuffs on you. As she does not have any other actives, this causes her to auto-attack most of the time, which can be a problem facing NDR Phys or evasive targets.
|
Synergies |
- |
|
Ladon
|
|
|
C |
C |
C |
- |
Pros |
- Dragon of Hesperia deals 30% of current HP as Fractional damage whenever an enemy heals. This is very effective against demons like Osiris and Erlkonig, who have passives that restore HP. It will also remove Lydia and cast a 2-turn Tarunda and Rakunda, further fueling the Erlkonig hate.
- Dragon of Hesperia also provides him Null Mortal, and innate Null Bind means his passives cannot easily be stopped.
- Fury Raid casts Rakunda and Sukunda before chaining into a piercing physical AOE sweep. Because the AOE is a chain effect, you will not lose Press Turns even if it misses and/or hits into Phys NDR+Anti-Pierce, allowing him to spam it without concern.
- Purple gains Intimidating Stance, whereas Teal gains Drain Phys for pairing with Anti-Pierce units.
|
Cons |
- Weak to Ice.
- Doesn't do much damage due to lack of damage boosters in his kit.
- His Fractional damage is based off CURRENT HP, rather than Max HP, which severely limits its damage.
- Doesn’t offer much against the non Demeter and Erlkonig teams.
|
Notes |
- |
Synergies |
- |
|
Lakshmi A
|
|
|
B |
B |
B |
- |
Pros |
- Diwali restores MP to the whole team upon receiving any healing from skills and fires off a 220 BP Light chain, as well as giving the team a one-turn Tetraja. This has incredible synergy with Mithras, who will do his own chains because of the light attack or start the chain with his healing after another unit uses a light attack.
- One of the best healers thanks to innate Recovery Amp and Virtuous Prosperity, which also casts Barrier and a Five Elements effect as it gets boost levels, making it a potent skill for topping off your team, starting Diwali chains, and potentially protecting your team as well.
- Her panels give her exactly what she needs, with P1 giving damage, evasion, and resistance to light damage; P2 giving healing effectiveness and making her team take less damage under Tetraja; P3 giving defensive buff control and HP; and P4 giving even more HP, light damage, and a 30% damage boost to her whole team's magic damage while under a Makarakarn effect.
- Strong synergy with Vivian, Mithras and Ardha, who will allow her to do T0 chains.
|
Cons |
- While she does a ton of damage through sheer number of chain effects, she has very few boosters for damage in her kit before P4. She also has relatively low VIT, so you have to choose between bulk or damage to a degree.
- Needs specific team comps to be successful, and they tend to be all or nothing. If your team cannot win on the first turn, you will not survive to a second turn in most situations.
- Her and her main teammates' damage has completely fallen off, which makes them irrelevant in the current PvP meta.
|
Notes |
- In Yellow, AI prioritizes Defensive Cry which does not trigger Diwali.
- If using her as an ailment cleanser, she will need a Null Bind transfer.
- Is absolutely tied to Mithras for most team builds.
|
Synergies |
- |
|
Lanling Wang
|
Any |
|
B |
C |
C |
- |
Pros |
- Flying High hits like a truck, doing 200 BP with 50% critical rate while ignoring endures, and when he hits, sends his team into Zenith. It hits hard, especially charged in Zenith, that even with brands that make you choose between accuracy and damage, you can get some extra accuracy and still do tons of damage.
- Additionally, when your team is in a state of Zenith, he gives the entire party Phys Amp and 30% crit rate, making him a solid partner for fast physical teams.
- Once per turn, Mask of Veiled Beauty will give him Charge when an opponent is downed. If he's in Charge from a previous turn, he can kill something with a charged Flying High and still go into charge, enabling massive damage over multiple turns.
- Is fast with 232 Agility, along with 20% innate battle speed, 20% more from panels, and 20% more from Phys Accele in purple.
- Good panels in general, providing innate MP reduction to Flying High, innate Phys Prana, and battle speed and damage.
|
Cons |
- AI is garbage and will not Flying High three times in a row, regardless of MP. This means if he could get 3 in a turn due to press turn generation, he still won't use it, even though the third would be under a state of Zenith against Gloom.
- Turn order is complicated because you want him to go after units who can end up killing units and using skills to swing buffs, also leading to him getting Charge, but on the other hand, you want Lanling early in turn order to provide Zenith to the rest of your team.
- Doesn't actually put your team into Zenith until after his second Flying High versus Gloom.
- Is essentially exclusively single target, because if you aren't using Flying High, you miss his gimmick of Zenith and the massive buffs he provides, making him less useful.
- If you miss on a fast Phys team, you're as good as done, and his early actions in a turn could still potentially be under Gloom, making missing a real potential.
|
Notes |
- |
Synergies |
- |
|
Lilith A
|
|
|
C |
F |
F |
- |
Pros |
- Demons are Revive Sealed when they are killed by Temptation, unable to be revived.
- Temptation applies an AOE Charm if the attack is successful, which synergizes well with her passive.
- In addition to granting her Dark Pierce, Forbidden Fruit fires off another Temptation at the end of the turn if anyone is charmed. This lets her break Endures and/or clean up any remaining units.
- Panel 2 grants her +50% Crit Chance, which helps boost her damage.
- With Glee Brands and Panels, she can crit against even the most crit-resistant units.
|
Cons |
- Weak to Light unless Teal.
- Requires a good team setup around her to truly shine, as Temptation has relatively low BP and no increased crit rate. Even with Dark Amp in Purple, she will have damage issues unless you grant her Auto-Rebellion and ensure buffs are in her favor.
- The Democalypse boss has 100% crit resist, meaning even with her high crit rate she'll need Panels and Glee Brands to make a crit happen consistently.
- Really frail, so if her team doesn't win T1, she's most likely good as dead.
- Ailments are a thing of the past in the current PvP meta, rendering her entirely useless.
|
Notes |
- Red gives her access to discounted Mamudodyne, useful if you want a piercing AOE. She can run it relatively well due to Temptation also scaling off MATK.
- Cannot be used in the same team as Lilith.
|
Synergies |
|
|
Longinus
|
|
|
A |
C |
C |
C |
Pros |
- Bulky, with 202 Vit, 70% innate HP, and attacks that scale based on Phys DEF, allowing him to build a defensive stat and still deal damage.
- Centurion grants an extra press turn once per turn when Holy Lance of Longinus is used and also acts as Intimidating Stance when his team goes second. Additionally, any time he receives damage, he casts two random buffs on the party, giving him good defensive utility.
- Holy Lance of Longinus pulls together the kit, being a 250BP Physical skill that picks between Phys and Light damage with a high 80% crit rate, scaling on Phys DEF. This allows him to take his defensive utility and still do damage. On top of the high damage this skill can do, it also removes good statuses and ignores counters and endures. This is a loaded skill that can be useful against demons like P3 Thoth, who grants his entire team Barrier and denies bonus turns while in good status.
- Phys DEF is easier to raise than ATK stats, helping him reach higher damage numbers.
- Innate 65% accuracy in his kit in Purple, and 35% otherwise helps him hit evasive targets.
- Really good for democ boss on both phys and light, offering a press turn while doing substantial damage.
- Impressive panels that offer Null Mortal, flat Phys and Mag DEF, even more accuracy, Physical damage reduction for the whole team, and Phys/Light damage.
|
Cons |
- P1 is nearly mandatory for the Null Mortal.
- No damage boosters in his kit aside from P3, meaning he might not hit as hard as you expect from a 250 BP skill.
- Offers very little in terms of magic damage reduction.
- Is a clear downgrade at best to other defensive options in mostly every case.
- Spirit Chains of Corrosion gut his damage entirely; Holy Lance of Longinus relies on Phys Def for damage.
|
Notes |
- He is essentially immune to the AI not being able to use the same skill more than the 3x in a row feature because the Phys and Light versions of his skill are counted as different skills.
- If his random buffs are activated during the enemy turn (they usually will be), those buffs will wear off once his own team's turn starts.
|
Synergies |
- |
|
Lost Name
|
|
|
S |
S |
S |
- |
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 Spirit Chains (Intimidation) cut 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 Spirit Chains (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 |
|
Synergies |
|
|
Loup-Garou
|
|
|
A |
B |
B |
- |
Pros |
- When someone in the party uses an Elec skill, he removes Bulwark. And I don't mean it metaphorically or rhetorically or poetically or theoretically or any other fancy way. He removes Bulwark, STRAIGHT UP!
- Blood-Starved Werewolf gives him Phys/Elec Pierce, countering Spirit Chains (Indignation) and MP drain teams. Additionally, it gives him a 100% crit rate and lowers the Elec affinity of one enemy 3 times, guaranteeing at least one enemy is weak to Elec (if they aren't under the effect of Attribute Affinity Reinforcement). Finally, while he is still alive, he and all his allies will deal +30% damage and have their Elec skill cost reduced by 1 MP, meaning Panel 1 Zeus can cast Keraunos infinitely and Botis can cast Accursed Lightning even when under Indignation.
- Griffe de Tonnerre is a 260 BP Elec (Physical) nuke that lowers the Elec affinity of all enemies by 1 stage. When combined with Zeus, one cast of Griffe de Tonnerre guarantees all enemies will be weak to Elec (if they aren't under the effect of Attribute Affinity Reinforcement).
- Panels are insane, with Panel 1 giving him +2 to natural MP regen AND a 1-turn Tarukaja effect on enemy death, Panel 2 giving his party +20% hit rate and +15% weakness damage.
- Lurking Shadow gives all other party members a +15% to weakness damage, boosting the damage of his other party members even more.
- His Bulwark Removal effect counters demons whose identities revolve around their Bulwark.
|
Cons |
- Even though he removes Bulwark, Griffe de Tonnerre not having Bulwark Pierce is a disadvantage in a meta full of Bulwark Pierce.
- Despite his high Agility, he doesn't have any Battle Speed boosters at all, meaning he will have a hard time balancing between damage and speed.
- He offers no defensive utility and doesn't have any HP boosters, so if he doesn't win Turn 1 or is outsped, he will get stomped.
|
Notes |
|
Synergies |
- |
|
Lugh
|
|
|
A |
C |
C |
- |
Pros |
- Innate Wretched Blow is rare, making him hit weaknesses hard.
- Samildanach is a role-defining skill, granting ailment immunity, partywide 30% damage boost when hitting weak points, and reducing enemy Force and Light affinities by 1 level at the start of his turn.
- Additionally, it does a Light Physical 60 BP chain that casts a one-turn Tarunda and Sukunda if it's successful. When any demon in the party hits a weak point, Lugh also enters a state of Charge once per turn. Most of the time this will occur during his own Chain Effect.
- Tathlum Strike finishes off his kit with a 200 BP ST Physical Force attack with 100% crit rate that also reduces the Force affinity of that enemy by 1 level. Additionally it clears any ailments for the rest of the party.
- His kit is handcrafted to be used in BoS Sloth 14. From ailment cleansing to Light and Force support, along with his bulwark pierce, he's a demon made to clear that stage.
- P1 reduces the cost of his active by 1, which is always useful, and the rest of his panels help with speed, damage, and accuracy, making them effective but not necessary for his role of clearing BoS Sloth 14.
|
Cons |
- His start-of-turn physical chain is shut down hard by Masakado B's Suppression, severely limiting his PvP use.
- Has stiff competition in PvE from Okuninushi, who is much faster than him and also offers similar ailment cleansing effects. While he is better at doing more damage and supporting his team's damage and clearly outclasses him in Sloth 14, Okuninushi does offer much more battle speed, which can be useful in other situations. Additionally, Demeter or Apsu often handle all ailment issues in PvE on their own while offering much more party support.
- Ideally wants to act first to cleanse ailments but only has 181 agi. You may need to use Lead/Trail brands or careful infusion in order to manipulate the turn order.
|
Notes |
- |
Synergies |
- |
|
Macha
|
|
|
A |
B |
B |
A |
Pros |
- Red-Feathered Macha provides Phys Pierce, a 50% increase to her Battle Speed, +20% to her AC, a +100% Crit rate, and two Endures with 1 HP per battle. Additionally, it lets her start the battle under a state of Might, and if attacking first, places 1 count of Spirit Chains of Intimidation on all enemies while casting Tarukaja+.
- When Macha deals Physical damage under a state of Might, she will not consume a Press Turn Icon. This is particularly significant as it has NO turn or battle limit. (Does not apply for Democalypse.)
- Besides being the first and currently only unit capable of casting Tarukaja+, she is also the first unit to introduce a +20% to Phys damage Party Effect, which applies to all teams in a game mode and even after she is knocked out.
- Macha Slash is a 250BP ST attack that Bulwark Pierces, re-casts Tarukaja+ and sends Macha into another state of Might.
- As the Might re-application only activates once per turn, this means that Macha will be able to use 2 free Press Turn Icons while dealing damage.
- Good and useful awakening (except Teal) and Gacha skills, alongside useful Panel upgrades. P2 is the main highlight, as it adds Null Bind, Mute, and Curse, while restoring 2MP to all party members and re-activating Tarukaja+ once per turn.
- Incredibly fast, as she boasts a whopping 264 agility which makes her the 6th fastest unit in the game.
|
Cons |
- Lackluster Strength stat in 172. Even when landing critical hits, she will do very mediocre amounts of damage.
- No defensive utility, so if she doesn't attack first, she and her team are liable to being completely wiped out.
- Doesn't provide much in a meta that is very centered around Vanitas.
|
Notes |
- |
Synergies |
- |
|
Mada
|
|
|
B |
D |
D |
- |
Pros |
- Drunken Giant reduces Fire and Phys damage taken, adds Fire Pierce, and gives his team a Bulwark when his team goes second, or any time an enemy is charmed. Additionally, it offers 20% Max HP when leveled.
- Scarlet Inferno does 310 BP Fire damage to a single target and also charms on the eight random hits, enabling more bulwarks.
- A solid set of panels that give him more HP, damage reduction, Fire damage, and gives him Super Reaction, with a 50% chance to charm anybody who strikes him with a physical attack.
- Intimidating Stance in purple synergizes with his skill set and his low agi.
- A solid stat spread with high luck, vit, and mag, while also having only 93 agi.
|
Cons |
- What is arguably his signature trait in charming attackers is locked behind Panel 2.
- His strengths are one-sided. While he is okay against fast teams, he struggles against slower teams and doesn't provide much value.
- While devastating against a single opponent, besides the first hit, the secondary hits of Scarlet Inferno will only tickle, especially against a bulky set of opponents.
- Has no way to remove barriers and is also vulnerable to mortal.
- Can reach high levels of damage reduction with other supports, but he still offers nothing other than being hard to kill.
- Ailments have fallen off in the current meta of PvP.
- Bulwark Pierce is also a hard counter to anything Mada can do.
|
Notes |
- He only reduces Fire and Phys damage, so it's important to keep that in mind when you're facing other damage sources.
|
Synergies |
- |
|
Madoka Kaname
|
|
|
A |
S |
S |
- |
Pros |
- It'll be all right has both Mortal and Revive Ban, a very potent combo against foes that lack Null Mortal, as the first hit will down a target, letting the second, stronger hit nuke another enemy. Her top-10 magic stat plus the skill's 320 effective base power means she deals high damage to a single target. It also has Remnants, Bulwark Pierce, and grants an extra press turn when successful.
- Lots of anti-bulwark pressure, removing them from the enemy twice per turn and with every cast of her unique skill. If panel 2, she does it again at the start of battle. This helps greatly against enemy Walpurgisnachts, Demeters and other Madokas.
- Lots of supportive effects for the team: 1 count of Fortify and a 2000 HP Bulwark at start of battle, a damage boost + damage reduction aura while under Bulwark, MP generation, and buffs.
- Strong and not essential panels, with P1 offering immunity to Bind, Charm and Mute, along with an extra +15% Light damage. P2 fires off a 1-turn Debilitate and removes enemy Bulwark at the start of battle.
- Up to 110% innate HP boosts to help her otherwise-middling bulk.
- Amazing for Sloth 14, where she can offer both insane amounts of Light damage and Bulwark removal, potentially letting non-Bulwark piercing allies deal damage.
|
Cons |
- Middling AGI makes her hard to slot into specific teams.
- Lacks Null Mortal, possibly negating her bulk especially against Metatron M and other Madokas.
|
Notes |
- Limited-time Collaboration unit. Nobody knows if she will be rerun.
- It'll be all right is a very long name
|
Synergies |
- |
|
Mahakala
|
|
|
B |
D |
D |
- |
Pros |
- High Magic stats and innate Concentrate + Pierce from The Great Darkness make him a very powerful Fire mage.
- Wrathful Flame reduces defense, allowing your teammates to hit harder.
- Very effective in Democalypse boss rounds, as buffs/debuffs can be difficult to come by. His automatic Concentrate effect on the first two rounds of boss ensures he will do massive damage, amplified even more by P4.
- Goes through Endure as Wrathful Flame is three separate hits.
|
Cons |
- Combination of ST and AOE in his kit makes it difficult to further boost his damage.
- No Bulwark Pierce, so he can struggle in the lower tiers of PvP where Bulwarks are more prevalent.
- He is very one-dimensional, making him nearly impossible to justify in the current PvP meta.
|
Notes |
- If Mahakala is not alive at the beginning of the turn, The Great Darkness won't increase the turn count until he is revived and survives until the start of the following turn.
|
Synergies |
- |
|
Mahamayuri
|
|
|
B |
D |
D |
- |
Pros |
- Kujaku Myo-o makes him immune to Ailments and auto-cleanses your entire party at the start of your turn. This is very useful for Battle Tower: as the MC is forced to move first, other Clerics cannot prevent them from wasting a Press Turn.
- Hits hard due to innate Force Amp, high BP on Blossoming Cyclone and a good MAG stat. As a bonus, it also heals your whole party, allowing him to provide sustain.
- Teal can be used to patch up his Elec Weakness, while Master Assassin in Purple lets him hit harder.
|
Cons |
- Weak to Elec unless Teal.
- Difficult to build optimally as he wants both damage and bulk/evasion; focusing on one will cause the other to suffer as a result.
- Offers nothing to a team when Demeter and Apsu already exist. Completely powercrept out of PVP.
- Additionally, he is completely upstaged by Lugh and Okuninushi as a cleric. This is especially the case in Sloth 14, where outspeeding with Mahamayuri will make him useless—his cleanse will activate before the enemy's ailments activate.
|
Notes |
- The AOE version of Mayuri. Tutturu~
|
Synergies |
- |
|
Maria
|
|
|
B |
C |
C |
C |
Pros |
- Miracle of Fatima cleanses revive seal on ally death, including on herself. In addition to removing revive seal, she also casts a one-turn Luster Candy on her team and heals.
- Is pretty tanky, with 70% HP boost built into her kit and more bulk in panels. This innate bulk allows her to still have high HP totals even when built for evasion.
- Is immune to ailments and has Salvation built into her kit to cleanse for her party, with a large MP reduction and additional charges in p1.
- Swings defensive buffs in her team's favor every turn with p2.
- She also gives her entire team Infinite Chakra, allowing them to use their skills much more freely.
- If anybody on her team gets killed, then at the end of the enemy's turn, she will revive her entire team once per game. She additionally has more revives through a skill in yellow.
|
Cons |
- While still good without them, her power really spikes with P1 and P2.
- If she is revive sealed, Idun will not revive her even though she removes the revive seal due to how the game is coded, with on-self death triggers activating after ally death triggers.
- Her AOE auto-revive and on-death effects are completely shut down by Masakado B's Spirit Chains (Suppression), making her useless when defending against teams using him.
- Her bulk has been massively crept, so if your team is extremely tanky, she will most likely be the most frail unit at this point.
- Her agi is middling, making her a bit tricky to fit into slow and fast teams.
|
Notes |
- |
Synergies |
|
|
Masakado
|
|
|
B |
C |
C |
- |
Pros |
- Innate Phys Amp in Purple combined with THE HIGHEST STRENGTH stat allows him to dish out ridiculous amounts of Phys damage.
- Warlord's Wrath is a great passive that gives him a double Intimidating Stance, a 200 BP Counter with 100% counter rate and Phys Pierce.
- Occult Flash is a high damage, high crit-rate single target skill that will inflict Mortal with 100% chance.
- Has no weakness and a solid base kit, allowing you to tailor his remaining transfer slots however you like.
- Gains Drain Phys in Teal which synergizes well with his innate Drain Dark, allowing him to act as Anti-Pierce for both Phys and Dark when paired with Drain Pierce units.
|
Cons |
- Low agility leads to accuracy issues, especially against evasive targets.
- Is very frail thanks to a low VIT and HP stat.
- His active costs 8MP and has a 3-time usage limit.
- Whatever he can do, there's another newer demon that can do it even better and with additional support benefits or auras.
|
Notes |
|
Synergies |
- |
|
Masakado A
|
|
|
A |
C |
C |
- |
Pros |
- Guardian of the East provides 1 extra Press Turn when going first, gives the team 2 MP, a one-turn Tarukaja and Sukukaja, and at the start of the first turn, a two-turn Tetraja effect.
- Kuyo Flash does a 160 BP Almighty attack scaling on PATK that does a full Luster Candy and Debilitate swing for one turn.
- His panels offer great Democalypse support, with him granting up to 35% party damage to AOE attacks while under Tetraja.
- P3 reduces his MP costs and grants his team another Tarukaja and Sukukaja effect along with 2 more MP the first time a teammate downs a demon each turn, and P4 gives him an improved Great Idea, granting him 30 to each stat and 30% battle speed.
- This MP-granting effect gives him potential in PvP as an MP battery and PT gen all in one.
|
Cons |
- No good physical attacks to exploit his innate Phys Pierce. Only Phys attack available to him is Myriad Arrows in Red, which has random targeting and is thus not at all reliable.
- Easily countered by outspeeding, as he has no T2 benefits.
- Kuyo Flash would almost be better if it didn't do damage, as it doesn't hit hard enough to pierce through bulwarks, has no remnants, and is easily countered by Five Elements.
- None of his Awaken skills are particularly useful for him. Enduring Soul won't be that useful considering that he's built for a fast team where the only thing that matters is high offensive power and high accuracy for physical attackers. Myriad Arrows could be useful to take advantage of his innate Pierce, but as just said, it isn't a good Phys skill.
- Completely overshadowed by Unit 01 Dx2 Type.
|
Notes |
- Cannot be used in the same team as Masakado.
|
Synergies |
- |
|
Masakado B
|
|
|
S |
S |
S |
- |
Pros |
- Masakado B is the epitome of busted demons, introducing Spirit Chains of Suppression, which disables any and all chain effects activated via passives. This includes Elusis's Blessing, Rejection, Golden Apple, alongside many, many other passives.
- Determined Hero is one of the most powerful skills in the entire game, adding Phys Pierce, +50% Max HP, +30% Phys damage, Null Bind, as well as -1 to the count of Spirit Chains (Suppression) received. Determined Hero also casts a 1-turn Debilitate and inflicts 1 count of Spirit Chains (Suppression) on all enemies if the enemy attacks first at the start of battle as well as when an ally is about to act. This skill also removes Good Status effects from the enemy party when Heavenly Sword Stroke is activated, removing effects like Five Elements or Tetraja from the enemy party.
- Heavenly Sword Stroke is the first Magical Phys skill in the game, and deals 300BP Bulwark Piercing Phys damage to a single enemy plus and adds an additional Press Turn if successful. This skill also scales off Max HP, which allows you to go all-in on Masakado B's bulk.
- Incredible awakening and gacha skills. Patriotic General is fantastic for T2 teams that need extra crit resist and a slower speed, while Ascended General grants bonus speed and even more damage, perfect for T1.
- Panels are great and far from necessary. P1 adds Null Mortal and -1MP cost to Phys skills, lowering the cost of Heavenly Sword Stroke and Breakneck Dance down to 4MP. P2 makes all enemies inflicted with Spirit Chains (Suppression) take +15% increased damage.
- Useful in every kind of team due to his large HP pool, high damage output and range of various abilities that benefit both T1 and T2.
|
Cons |
- Since all damage is tied to his Max HP, demons such as Mephisto and Barbatos can put a good dent in his damage by hitting him with Decay.
- Vulnerable to being outsped without proper demon partners to help with defense, as Spirit Chains (Suppression) only lasts one action, meaning you will get hit with powerful chains like Demonized Form's AOE damage if you don't have Intimidating Stance effects or the enemy has PT generation. Consider pairing him with Yggdrasil on T2 to mitigate this.
- Spirit Chains (Suppression) will not stop chain effects that activate at the start of the 1st turn (as those trigger before Masakado B), effects at the start of the enemy turn (If enemy went first, then these trigger before Masakado B; If enemy went second, then suppression has already worn off.), or effects that trigger off of an active skill (example: Soul Levy will still do all of its effects. Sinister Malice's chain that triggers when Light of Ruin is used will still activate).
|
Notes |
|
Synergies |
- |
|
Master Therion
|
Any |
|
F |
F |
F |
- |
Pros |
- Blasphemy is a decent piercing Ice/Fire attack that also Charms and Poisons their whole party.
- Mark of the Beast deals fixed damage and mutes all enemies at the end of his team's turn. Fixed damage goes through demons' damage reduction effects and the Main Character's shield in Battle Tower, allowing you to deal full damage even if his allies are still alive.
- P2 gives him Auto-Barrier Break if going first. This can be useful with Tiamat A or Ouroboros if you really need a barrier break.
|
Cons |
- Panel 2 is mandatory for the Auto-Barrier Break. He is just another mediocre ailment demon otherwise.
- Offers absolutely nothing in a meta filled with ailment-blocking demons.
- Weak to Light.
- No longer has a Mara.
|
Notes |
- |
Synergies |
- |
|
Maya
|
|
|
C |
F |
F |
- |
Pros |
- Will virtually never have MP issues thanks to Glamorous Allure giving her a free Almighty AOE attack that has a chance of charm.
- Upon any allies being Muted, she will counter with Illusionary World, cleansing the Mute and retaliating with an Almighty AOE attack.
- Innate Null Charm, Null Bind in Purple and Illusionary World make her virtually immune to skill-restricting ailments. Transferring a cleanse skill like Prayer will allow her to serve as the team's cleric while still being able to deal chip damage thanks to Glamorous Allure.
- High Luck and a huge amount of built-in Ailment Infliction help her land Charm from Glamorous Allure reliably.
|
Cons |
- Fairly mediocre MAG and unimpressive Base Power on both skills severely hurt her damage potential.
- Very harshly countered by Five Elements on Defense, as the AI does not know how to pass and will lose Press Turns attacking into it.
- Offers nothing during a meta filled with Inanna and other ailment-blocking demons.
|
Notes |
- She has a powerful niche during certain Tower seasons that guarantee ailments, as she will never run out of MP for charming.
|
Synergies |
- |
|
Melchizedek
|
|
|
C |
C |
C |
- |
Pros |
- Gains 60% damage reduction and a 50% damage boost when below half HP, applying offensive and defensive pressure if the opponent can't 1-shot him.
- Tanky with high VIT and 70% HP boost from skills and panels.
- Low AGI but 50% accuracy boost from skills and panels means he can fit well into slow teams while still being able to hit decently often.
- Automatically revives a random teammate when one dies (once per battle) and gives them a massive Bulwark. If panel 2, it's raised to a full Bulwark and also gives smaller Bulwarks to the rest of the team. This effect can also revive Melchi himself if he dies, so attacking him first doesn't solve the issue.
- Mighty Blow deals Almighty Physical ST damage with a 50% crit rate and counter-ignoring, followed by a 10-hits random-target attack with the same traits. This combined with his high LUK means he should crit often, and the many hits of the chain effect could break endures. Repel Almighty Physical is also quite rare, and even if it did show up, the multiple small hits will just break it with little penalty - so he usually won't be blocked out of dealing damage with this skill.
|
Cons |
- Weak to Force unless Teal.
- Lacks Null Mortal, potentially making his high bulk irrelevant.
- If the enemy takes out 2 or 3 allies in one skill cast, they likely took out your #1 threat and whoever was next to them. The random targeting of Melchi's revive might revive the less-threatening one.
- Can't cast Bulwarks until somebody dies first, and can't re-cast Bulwarks after the ones from the chain effect wear off.
- Shut down by Revive Ban - not only can he not revive anyone, he can't Bulwark anyone either.
- Mighty Blow's random-targeting chain effect can be inconsistent if most of the enemies are still alive.
- Bulwark Pierce completely shuts down his Bulwark niche.
|
Notes |
- The damage boosters in his kit only apply to Almighty, so Red's Gigantomachia only gets the accuracy boosts.
|
Synergies |
- |
|
Meliodas
|
Any |
Any |
B |
D |
D |
- |
Pros |
- High base Strength, Agility, and decent luck make him a good candidate for fast sweeping teams.
- Innate crit rate and hit rate from The Ten Commandments help him pass turns and land his hits even against the most evasive enemies.
- His 2mp physical discount allows him to fire off cheap Megaton Raids and Gigantomachias freely, giving him flexibility in targeting as well.
- Trillion Dark's chain effect adds even more damage to his hard hitting attacks and also can be used to help chip down evasive targets safely, without risking press turns.
- Every color has a niche, allowing flexibility in team building.
|
Cons |
- No innate buff control other than Auto-Taruka in yellow and Rakunda in p2 means he needs either transfers or his team to cover buff control, and transfer slots are highly contested in fast teams
- No innate speed boosters without panels, along with his agi not being THAT high means he slows your team down.
- Is outclassed at his role by other stronger sweepers like Astaroth and Koga Saburo
- His chain being dark can be a liability and lead to him killing himself against anti-pierce
|
Notes |
- |
Synergies |
- |
|
Mephisto
|
Any |
|
S |
S |
S |
- |
Pros |
- Destroyer of Virtue is a cracked passive, granting Dark Pierce, +25% Dark damage, Rakunda whenever its Mephisto's turn to act, an extra Press Turn when Soul Levy is used, as well as decreasing the Dark affinity and adding 1 count of Decay to the enemies with the highest and lowest current HP at the start of battle and whenever an enemy is downed.
- Soul Levy does a 50BP Dark attack to a single enemy with Remnants, Bulwark Pierce, AND adds 3 counts of Decay, meaning that the enemy targeted will instantly have their Max HP reduced by 60% before being hit with a 250BP nuke that revive seals and ignores endures. The revive ban part of Soul Levy is very powerful against Idun, preventing her from reviving.
- Very good awakening skills. Extra bulk and damage, free Luster Candy at the start of battle, Null Light and a powerful Dark AOE all have situations where they can be used.
- P1 provides extra damage and reduced MP cost for Soul Levy. P2 grants Null Mortal and free Tarunda/Sukunda when an enemy is downed. P3 adds an extra +20% Dark damage and Max HP.
- Amazing against demons that have HP-scaling skills such as Masakado B, Lost Name, Hydra and Anthrasax, as Decay will destroy both their Max HP and damage output at the same time. Good against Idun as well, as Mephisto's constant Decay spam will wear away Idun's Fortify.
|
Cons |
|
Notes |
- Decay doesn't apply at all in PVE, unlike Fortify.
|
Synergies |
- |
|
Metatron M
|
|
|
S |
S |
S |
- |
Pros |
- Introduces the brand-new status effect, Malice, which boosts all damage dealt by 5% per count inflicted, but also reduces ailment recovery rates and amount of HP restored by healing skills.
- At the start of battle, Sinister Malice drops the enemy party's Light resistance by 3 levels, guaranteeing a Light weakness against parties without Baphomet A. This skill also passively boosts the party's Light/Dark damage by 25%, adds an extra Press Turn and applies Malice when Light of Ruin is used, and extra Light affinity reduction followed up with a 130BP Light AoE when an ally uses either a Light or Dark skill.
- This Light AoE can be devastating when paired with the right demons, such as Sukuna-Hikona and Tiamat A who can activate Light/Dark attacks on T0, letting Metatron M sweep before the first turn even begins.
- Light of Ruin is a 300BP Light nuke that drops the Dark affinity of all enemies when successful. In addition, if Light of Ruin is used while the user is under 2 or more counts of Malice, it follows up with a 150BP Dark AoE with a 100% chance of Mortal.
- Auto-Debilitate in Yellow helps greatly with buff control, while Butcher in Purple is good for boosting both Sinister Malice and Light of Ruin's chain effects. Teal's Repel Light is good with Baphomet A in PvP for dealing with mirror matches.
- Good panels that offer -1MP cost to Light of Ruin, Null Mortal, and 1-turn Rakunda when a party member hits a weakpoint, along with extra Light/Dark damage and bulk.
|
Cons |
- Middling AGI and no speed boosters make him tricky to slot into teams.
- Hydra has proven to be an effective measure at countering T0 teams, as he will most likely survive Metatron's onslaught and then revive all his team members.
|
Notes |
- |
Synergies |
|
|
Michael M
|
|
|
A |
S |
S |
S |
Pros |
- Currently the BEST Vanitas counter, with the ability to remove Malice from a single target with his active skill.
- Cruel Malice is a strong passive, giving both immunity to Bind and Charm, +50% Max HP, and a wide variety of Malice-related effects.
- When attacking first at the start of battle and when an ally is downed, it adds an extra count of Malice to self. Additionally, while the party's Malice count is at 1 or more, all allies' skills will have their MP cost reduced by 1 and all damage will be increased by 30%.
- At the start of enemy turn, Cruel Malice puts 1 count of Malice on all allies and places 3 counts of Fortify on self. All party members also receive -20% Physical damage taken, and while under Malice, an extra -20% to all damage taken. The -20% Physical damage counters Artemis' RDR effect she places on the enemy party and thus covering up Vanitas' lower amount of Physical damage reduction.
- Crimson Judgement deals 30% Bulwark-Piercing Fractional damage with Remnants on a single target, straight up reduces their Malice by 2 and adds 1 count of Indignation, followed up by a strong Light attack on all enemies and an additional Press Turn.
- Because the first hit of Crimson Judgement is Fractional and is not counted as a Magic skill, its Remnant is not stopped by Inanna.
- Great awakening skills with Indomitable Leader adding +20% Magic damage and boosting speed by 35% and Indestructible Leader offering 40% extra HP and lowering speed by 50%, allowing Michael M to fit into any team comp.Teal's Drain Phys additionally pairs well with anti-pierce such as Baphomet A or Femto.
- Panels are good and far from neccessary, with them offering reduced MP cost to Crimson Judgement, extra HP and Magic damage, Null Mortal and a 1-turn Offensive Cry when an ally downs an enemy.
|
Cons |
- 160 base power on his AoE Light attack and small amounts of innate damage boost make him hit relatively weak.
|
Notes |
|
Synergies |
|
|
Mithras
|
|
|
B |
B |
B |
- |
Pros |
- Covenant Bless is an incredibly overloaded passive, granting Fire Pierce and Light Pierce, debuffing the enemy team to receive 40% more Fire and Light damage and deal 40% less Fire and Light damage, and every time any demon, ally or enemy, uses a Fire or Light skill, he chains a 40 BP skill of the same element on a random enemy while also healing himself that same amount. When paired with units that do large amounts of Fire and Light damage like Metatron M, Lost Name and Moloch A, he does a large amount of damage while simultaneously massively amping up the damage they do.
- The Fire and Light reverse damage reduction works against Vanitas' damage reduction, helping his team pierce through its Malice.
- Mark of Punishment is a ST 240 BP skill that picks between Fire and Light, depending on the situation, while also ignoring endures.
- 236 Magic puts him within the top 10 highest Magic in the game, and his kit and panels do a good job boosting his Fire and Light damage as well.
- His healing and innate HP% in skills and panels can help him survive longer to do more chains and keep debuffing the enemy.
- Strong awaken skills in Tar Flexi and Radiant Light, giving him and his team even more damage potential.
- Is devastatingly powerful in Democalypse boss waves, as the constant 40 BP chains really add up.
- Has a massive synergy with Metatron M, as they will chain off each other's effects, leading to massive damage. This becomes even better as a T0 team when paired with Sukuna-Hikona
|
Cons |
- 165 agi is quite low for a T1 team; he can be vulnerable to being outsped.
- Random target and only 40 BP on his chain make it hard for him to focus down an important enemy.
- No Bulwark Pierce nor Remnants can really hurt if his T0 strategy fails.
|
Notes |
|
Synergies |
- |
|
Mitra-Buddha
|
|
|
A |
B |
B |
- |
Pros |
- Introduces Stat Buffs+, which provide an extra layer of protection against debuffs and provide a slight increase in stat changes.
- Power of the Three Jewels offers protection against the most troublesome ailments, +50% to max HP, +20% to Phys damage, a +100% crit rate and an extra +40% hit rate. Additionally, it comes with a built-in Intimidating Stance, and a T0 Chain Effect that puts all party members into a state of Might while restoring 2MP and placing 3 counts of Fortify to the party member with the highest current HP.
- If going second, this skill applies Rakukaja+ and Sukukaja+ for one turn, providing an extra layer of protection.
- He provides a similar (but better) aura to Zaou-Gongen, as he grants his entire party Phys Pierce, a +20% damage increase when landing Critical hits and decreases the Critical hit rate of attacks received by 50%.
- Combined with his transferable 6th Sense Survivor, this gives Mitra-Buddha an innate -100% Critical hit rate reduction of all damage received.
- Impartial Fist lowers the hit enemy's Phys Attribute Affinity by 2 levels, allowing other party members or himself to hit harder next time. If successful, this will also send his team into Might while restoring another 2MP and casting Rakukaja+ and Sukukaja+.
- Because this skill scales off PDEF, this allows Mitra-Buddha to fully invest in his physical bulk while not giving up physical prowess.
- Good awakening skills that can work in different situations. Good panels as well that provide him with beneficial effects.
- P1 being the highlight, as this grants him Null Mortal and reduces the counts of Corrosion on himself by 1.
|
Cons |
- Introduced in a meta where he unfortunately offers nothing against the central meta force, Vanitas.
- Weak to Force, which is particularly bad in a meta with Krishna, Inanna, and Baphomet A running rampant.
- Stat Buffs+, as of the moment of writing, is not necessarily a meta-changing element.
|
Notes |
- |
Synergies |
- |
|
Moloch
|
|
|
C |
C |
C |
- |
Pros |
- Moloch is a unique anti-revive demon that through his skill Blood Cradle, punishes any revive units by making revives only have 1 HP, and once per turn, follows up revives with a 120 BP fire chain, near certainly guaranteeing the revived units will die.
- On top of this, the skill also grants Fire Pierce, Null Bind, 70% max HP, 20% personal fire damage, and a 40% fire damage aura for the team, making him a powerful fire demon and giving him high power in fire democalypse.
- Quivering Flames emphasizes the role of a fire sweeper with 280 BP Fire skill with remnants that ignore endures, inflicts Bind on all enemies, and scales off 30% of his HP, meaning the tankier your Moloch is, the more damage he does. Innate Fire Debuff helps with both the damage and making sure the ailments land.
- Red also grants an AOE skill also scaling on max HP in All-Consuming Furnace.
- Intimidating Stance in purple gives him good synergy with his low AGI.
- Null Mortal and an automatic Barrier Break in P1, more HP and Bind recovery rate reduction in P2, and more fire damage and HP in P3 create a solid set of panels that help his role as a tanky ailment demon that scales with HP.
|
Cons |
- Ailments are virtually useless, with most meta-relevant demons completely blocking them, such as Vanitas and Inanna.
- Idun, the most popular demon with a revive, applies Fortify on revival, meaning that they are not revived at 1 HP and may not die to Blood Cradle.
- In PvE content where there aren't many revives, he's not particularly special either.
|
Notes |
- If revives become more popular, he could see more use, but for the meantime, he's not the best pull.
|
Synergies |
|
|
Moloch A
|
|
|
A |
A |
A |
A |
Pros |
- Hits hard, with innate Wretched Blow and a +40% damage aura for the party against enemies inflicted with Spirit Chains.
- Blazing Sacrifice grants +50% Max HP, +100% crit rate, +20% hit rate and Null Bind, along with lowering the Fire Affinity level of all enemies by 1 level, inflicting Fire damage to all enemies with Spirit Chains, restoring 1MP and increasing the ATK/EV/AC of own party when an enemy is inflicted with any Spirit Chains not already afflicting them.
- This passive synergizes well with other demons who can inflict Spirit Chains at the start of the battle, such as Lost Name, Cleopatra and Masakado B.
- Heartless Flames deals hard hitting physical-Fire damage on a single enemy, while also inflicting two counts of Corrosion on the hit target, bypassing both Inanna and Vanitas' 1-count Corrosion immunity.
- If successful, Heartless Flames deal 50% bulwark-piercing Fractional damage on the enemy with the highest current HP. At level 1, it caps at 3000 damage and adds an extra 1000 for each following level.
- Bloodstained Demon King boosts Max HP, hit rate and crit rate by 20%, providing a good increase to all stats that Blazing Sacrifice already grant. Auto-Debilitate is great for weakening the enemy party quickly at the start of battle.
- Panels that add extra Fire damage, a bit of extra bulk, Null Charm/Null Bind, and free skill level boosts to Heartless Flames at the start of battle.
|
Cons |
- Struggles when up against Baphomet A and teal Inanna, as Blazing Sacrifice will need to go off twice before being able to hit them with Fire damage.
- Also struggles without other party members who inflict Spirit Chains, as Heartless Flames is Moloch A's only way to inflict Spirit Chains.
- Heartless Flames's fractional damage cap is quite low in the current meta, reaching max boost level is also not easy to do before the enemy gets a turn to act.
|
Notes |
- take a shot for every time i said "spirit chain" in this entry
|
Synergies |
|
|
Morrighan
|
|
|
S |
A |
A |
A |
Pros |
- Monstrously fast with 291 Agility and +90% battle speed from skills and panels.
- War Goddess is one of, if not the most loaded passives in Dx2, giving her everything she needs to succeed as a T1 demon. It gives her Phys/Force pierce (countering Camael's Spirit Chains (Indignation)), a Force damage increase, battle speed, a Five Elements effect if attacking first (countering The 10th Angel's notorious T1-killing Rejection) and a hit rate and evasion aura for herself and her allies.
- But wait, there's more! She comes with her own Spirit Chain, Spirit Chains of Corrosion, which lowers PDEF and MDEF by a whopping 80%, crippling the defenses of even the bulkiest teams and even lowering the firepower of demons that rely on their defensive stats to attack like Amon and Longinus. War Goddess makes having Corrosion hurt even more, as it gives those inflicted with it a -25% to physical evasion and 20% damage taken AND she applies it on enemy demons with the highest PATK and MATK when she (or any ally) kills a demon, marking the enemy's hardest hitters for death.
- Ruthless Death Gale is one of the most powerful active skills in the game, hitting a single target 3 times with 90 BP Force (Magic) damage for a total of 270 BP, with each hit reducing the target's Force affinity by 1 stage, guaranteeing the target is weak to Force after 1 cast. Additionally, it adds 1 count of Spirit Chains (Corrosion) for a total of 3 counts onto the target, meaning they take more and more damage after every hit of the attack. If that's not enough, she also fully buffs (1-turn Luster Candy) her party after every cast of this skill.
- Has good, all-rounded panels with Panel 1 offering a battle speed increase and a reduction to the cost of Ruthless Death Gale to 4 MP (making it usable even under Camael's Spirit Chains (Indignation)), Panel 2 offering an Acid Breath chain after a cast of Ruthless Death Gale and Panel 3 giving her the standard +20% to Force damage and max HP.
- Can be a surprisingly effective evasion tank with Force Avoid in Purple as well as her evasion-boosting and hit-rate-lowering auras.
|
Cons |
- In PvP, if she doesn't win Turn 1, she offers no defensive utility other than boosting evasion, meaning it's all or nothing.
- After the Five Elements effect is removed, she cannot recast it, leaving her team vulnerable to a second Rejection.
- Similarly, if she is outsped, she will not activate her Five Elements chain at all, allowing for Almighty users like The 10th Angel and Ainz to go to town on her team.
- The most popular T2 units, Vanitas and Inanna, are both naturally immune to a single count of Corrosion with P1 unlocked. This greatly hinders Morrighan's usefulness in the current meta, as she cannot get her reverse damage reduction effects to activate against them.
|
Notes |
- |
Synergies |
|
|
Motoko Kusanagi
|
|
|
C |
D |
D |
- |
Pros |
- She is essentially an entire Ailment Team neatly packaged into one demon. Not only does Ghost Hack remove Barriers, it also has a high chance of inflicting Bind and Mute, in addition to only costing 5 MP to cast. With Panel 2 unlocked, this further chains into a Tarukaja and Sukukaja buff.
- At the end of her team's turn, Optical Camouflage hits every demon suffering an ailment with a Piercing Phys AOE. This damage can be further ramped up by the discounted Charge she gains in Yellow.
- Due to how packed her kit is, she can easily be splashed into teams looking for some Ailment control, or in Defense teams to catch players randoming without sufficient Ailment protection.
- Panel 3 gives her increased Battle Speed, allowing her to act as a pseudo-Speedster.
|
Cons |
- Her damage is fairly underwhelming due to a low STR stat and lack of any damage boosters in her kit.
- Hard-countered by Ailment immunity, most notably Demeter and Maria
- Can be used to punish fast teams running without Demeter and Maria but those are few and far between.
|
Notes |
- Yellow discounts Charge to 5 MP. With Divine Brands, she can cast both Ghost Hack and Charge on the same turn going first. This is not possible against Alice A without some MP support though.
- Limited-time Collaboration unit. Nobody knows if she will be rerun.
|
Synergies |
- |
|
Mozgus
|
|
|
C |
A |
A |
A |
Pros |
- The only unit in the game that has a Critical Counter, God 1000 Fist Cannon will unleash a random barrage of piercing Phys attacks whenever the enemy scores a crit, that also ignores counters.
- Extremely high bulk and damage reduction from Bloody Scripture make him a powerful tank. Building him as a tank also increases God 1000 Fist Cannon and Muscle Punch damage, as they both depend on Phys DEF for damage. Earthquake in Red furthers this synergy.
- Yellow gives him access to discounted War Cry, letting him play a support role if required.
- Extremely potent panels take him from an average tanky demon to an anti-t1 powerhouse. 70% hp, 650 flat PDEF, 20% accuracy, a start of turn heal, Null Mortal, 25% crit damage reduction, and a Charge effect once per turn when God 1000 Fist Cannon goes off gives him massive potential to counter sweep T1 teams when they crit.
|
Cons |
- Weak to Fire unless Teal.
- God 1000 Fist Cannon has low base power.
- Needs a lot of Accuracy investment due to bad AGI.
- Panels are absolutely mandatory for his power.
- Almost dead weight against magic damage, or when the opponent doesn't rely on crits.
|
Notes |
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
Synergies |
- |
|
Murmur
|
|
|
C |
D |
D |
- |
Pros |
- Duke of Hell provides him damage and ST damage reduction for each open weakness on your party. This gives him a natural spot in Orcus or Rahab comps, who typically run a large amount of open weaknesses.
- Dynamic Evil Spear is a piercing Dark ST attack with a high crit rate. If it lands, it will also resurrect ALL your allies at 30% HP, making it a pseudo-Recarmdra that can grant a half-turn if you crit. It also provides a 20% accuracy bonus if maxed, which pairs well with his innate Epitome of Aggression and Panel 1 both granting accuracy.
- Purple gains access to Null Mortal, whereas Yellow grants him Auto-Sukunda for PVE.
- Can get massive amounts of damage reduction paired with Ouroboros and units like Idun or Michael M.
|
Cons |
- You still receive extra damage from open weaknesses. Fire weakness is particularly annoying against Lost Name and Moloch A, and attribute affinity down ironically makes him useless.
- No innate damage boosters means he is forced to rely on Duke of Hell for damage.
- Difficult to build optimally as he wants both damage and bulk; focusing on one will cause the other to suffer as a result.
- Overshadowed by Rahab as an anti-weakness unit.
|
Notes |
- Dynamic Evil Spear only has 6 charges. Be very careful when using it, as you might end up running out of charges and be forced into a regular attack.
|
Synergies |
- |
|
Narcissus
|
Any |
Any |
A |
A |
A |
- |
Pros |
- Great damage, with high Mag and up to 95% damage boost from his skills and panels.
- Tanky with high Vit, 50% damage reduction while Charmed, and immunity to all ailments except Charm. He Charms himself at the start of his every action, as well. Panel 2 increases this damage reduction by 20% but for the whole team and any ailment, while panel 3 adds 50% crit rate reduction.
- Whenever he gets Charmed, whether by himself or by the foe, he casts a Bulwark-piercing, Charming revenge AoE and gives Bulwarks to his team. This makes it very dangerous for Charm-based attackers to attack into him, as they risk getting their own team Charmed and giving the enemy team more bulk in response.
- His unique Standard Attack from Merciless Love and Red's Love Pain have Remnants, ensuring he always uses only half of a press turn when he acts. While he will hit his team with the first hit of each of these (since he's Charmed), it's weak enough that the Bulwarks should soak it, and the strong follow-up chain effects are guaranteed to target the enemy team instead.
- At the end of his team's turn, he hits all Charmed enemies with Mortal.
- Does not require any MP in order to operate (aside from Love Pain) - he can always use his Standard Attack. Therefore, he cannot be stopped by Spirit Chains of Indignation.
- Every color has a justifiable use:
- Clear boosts his damage, even if only a little. It's the only one of his colors that does so.
- Red adds Love Pain for more single-target damage and extra chances to charm enemies (although it's RNG as to whether he'll use it)
- Purple increases his own bulk, grants an endure, and decreases enemy auto cure rate of Charm (mainly to counter-play against Yellow Narcissus).
- Yellow focuses on team bulk by casting a DEF buff at start of enemy turn, and drastically increasing the team's auto cure rate for Charm. While auto cure rate is usually not important, his boost is so large that teammates will be able to recover from Charm instantly - provided the foe does not reduce auto cure rate.
- Teal covers his weakness and can synergize with Drain Pierce.
|
Cons |
- Weak to Fire unless Teal.
- Since he Charms himself constantly, you can't choose his actions. To consistently damage the enemy, he needs to use either his Standard Attack or Love Pain - therefore, his transfers need to be passives as to not disrupt this.
- Heavily reliant on chain effects from passives, and thus is shut down hard by Spirit Chains of Suppression.
- Anti-synergy with Demeter, who will make Narcissus immune to his own Charm, disabling many of his chain effects.
- Anti-synergy with anti-pierce on Force. If he hits a teammate that has reinforced Repel/Drain Force, you lose 2 press turns.
- His Mortal effect requires charming the foe, which ranges from very difficult to impossible against late PvE's inflated-stat enemies.
|
Notes |
- Narcissus counters himself in mirror matches, unless the attacked Narcissus has Null Mortal from panel 2.
- The Charm-on-self can be leveraged by Okuninushi to gain infinite uses of Concentrate.
- His Clear version was an event reward, and probably won't get a rerun.
|
Synergies |
- |
|
Nebiros
|
|
|
A |
B |
B |
B |
Pros |
- Call of the Dead is the only revive skill in the game without a usage limit. This enables infinite revives, especially if paired with supports like Idun. In addition, after a revival chain effect, all party members receive 2 counts of Fortify which also has no battle limit.
- Since the chain also triggers at the end of the enemy turn, it lets you start yours with full Press Turns, and proc any start of turn chain effects like Tempestuous Malice.
- Call of the Dead changes the effect of Normal attacks to an AoE Bulwark Piercing Almighty attack on all enemies with a chance to inflict Curse, as well as restoring 1MP to all party members. This enables Nebiros to ignore Spirit Chains of Indignation and Mute as no MP usage is needed to cast the attack.
- Hand of Glory provides AOE Curse + Luster Candy on ally death. The Curse is a great setup for partners Alice A and Belial, while the buffs increase your likelihood of surviving the turn. Survivability is further enhanced as this passive reduces the damage output of all Cursed enemies by 60%.
- If P3, upon activation of this passive, he will also heal his party for 30% of their max HP.
- Second highest Luck in the game paired with innate Epitome of Madness makes him a great Dodge tank and increases his likelihood of applying Curse.
- Panel 2 grants Null Mortal which makes him even harder to kill, coupled with another -20% damage debuff for all Cursed enemies. Panel 3 casts Curse on all enemies whenever an ally takes any direct damage up to three times per turn.
- Panel 4 offers a revival effect reminiscent of Quetzalcoatl A's Ce Acatl, which fully revives Nebiros (if not revive sealed) at start of own turn while granting 1 additional PT.
- Many top meta threats like Inanna only block the more troublesome ailments such as Charm or Bind, leaving them wide open to Curse.
|
Cons |
- Hard countered by Null Curse and demons like Demeter and Apsu who make it hard to ailment teams.
- Has nothing in order to remove revive seal.
|
Notes |
- Buffed during the 9/12/24 data update.
|
Synergies |
|
|
Nero☆
|
Any |
|
C |
F |
F |
- |
Pros |
- Overture deals Piercing damage while giving him free Concentrate, letting him sweep hard.
- Voltage synergises perfectly with Overture and gives your party attack and accuracy/evasions buffs.
- Very good for Democalypse where he does not have to worry about MP issues and can repeatedly spam Concentrated Overtures while on Spell Brands for insane damage.
|
Cons |
- Hard countered by Anti-Pierce, as Overture will not autocast Concentrate (and by extension Voltage) if the attack hits into NDR.
- Mediocre stats, relies on Concentrate from Overture to deal damage.
- No ST skills if not in Red.
- Red's Ziodyne does less damage to Elec Democalypse Boss than spamming Overture would, so if using him for that, then he either should NOT be Red, or needs Thunder Reign transferred to stop Ziodyne from being cast.
- High MP costs and no MP recovery prevents him from spamming his spells freely.
|
Notes |
- Cannot be used in the same team as the regular 4★ Nero.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
Synergies |
- |
|
Nyarlathotep
|
|
|
B |
C |
D |
- |
Pros |
- Demons are revive sealed when they are killed by Otherworldly Force, a strong Force revive-sealing AoE. With 218 magic and innate Force Survivor and Butcher, this skill can hit hard.
- Additionally gains 35% Force damage through panels, further increasing his damage output.
- Applies Gloom to enemies at the start of the 1st turn.
- In addition, while Nyarly is alive, all enemies will take 25% additional damage from Magic and deal 25% less Magic damage, as long as they are affected by Gloom.
- With an absurd four repels, he combos well with Baphomet A or Yggdrasil.
- Offers buff control in P2 when Gloom is applied, helping him contribute even more to the team.
- He is of special note in democalypse prelim rounds, where he adds a 25% damage boost to the entire team.
|
Cons |
- Has no way to reapply Gloom, so if a unit dies and is revived, the benefits are lost.
- Otherworldly Force isn't a true endure breaker, so it won't always be able to punch through enemies, especially if they have multiple endures or a Bulwark.
- Isn't the tankiest demon, so he will struggle to survive in slower teams, and if he dies, the Magic damage amp on Gloom is lost.
- His damage has completely fallen off, so he is best used as a supporting unit rather than a defensive or offensive one.
|
Notes |
|
Synergies |
- |
|
Okuninushi
|
|
|
B |
B |
C |
- |
Pros |
- Incredibly speedy with 282 agi and +115% battle speed from skills and panels.
- Sword of Izumo is a strong 240BP ST attack that ignores endures and has Remnants, so it will always use only half a press turn. With maxed skill level and Panel 1, it only costs 4 MP.
- Works as a cleanser since he's immune to ailments, and Sword of Izumo cleanses the team after use. This synergizes with Sword of Izumo's Remnants to conserve press turn use, as well as his high agi to ensure he goes first.
- Casts an ATK buff and DEF debuff at the start of his team's every turn. This is the perfect timing for an offensive buff swing in T1, as it comes after "start of the 1st turn" effects.
- Yellow grants a team-wide boost to all magic damage (though not his own), while Purple boosts his own light damage and grants an endure.
- Red grants the rare and powerful AoE Mahamabarion, which is otherwise only available from PvP rewards/exchange. Panel 1's -1 MP to Light skills also makes it somewhat cheap, at 6 MP.
- Hits surprisingly hard if under Concentrate due to innate light or magic damage boosts (total 60% from skills and panels; If Purple then 80%), despite having low MAG.
|
Cons |
- Hard to sweep in a single turn with Bulwark and Fortify in the meta.
- Low MAG stat.
- Extremely low VIT stat, plus no HP boosts on panels, means he's incredibly frail. This makes it very hard for him to survive against Tiamat A teams, as they often have multiple chains, making even Purple's endure not enough. This also means he'll be the one receiving Camael's Spirit Chains (Indignation) from One Who Sees God unless you manipulate HP values to make someone else take the chains.
- If the team doesn't get ailmented, then he can't get the Concentrate effect from Kunitsukami's Pride. This is especially a problem in Light Democalypse, which does not inflict any ailments.
- Completely overshadowed by Femto as a fast ailment cleanser.
|
Notes |
- |
Synergies |
- |
|
Old Ones
|
|
|
A |
S |
S |
- |
Pros |
- Tanky, with +70% innate Max HP (with extra in skill levels and panels) and good hit rate despite his low AGI stat, with Epitome of Interception and Unknown Predator giving a combined +55% accuracy. Gloom spam from Weird Pain also helps tremendously with his aim.
- Unknown Predator increases the MP cost of skills for the enemy party by 2, while also reducing the MP cost of allies' skills by 1MP. In addition, it also casts Spirit Chains of Indignation onto the enemy with the lowest current HP, removes Zenith, and inflicts Gloom on all enemies at the start of the first turn. The enemy inflicted with Indignation will have the cost of their skills increased by EIGHT MP, absolutely stopping them from using any skills at all.
- To add insult to injury, all enemies under gloom will deal -60% less damage. Ally demons will also do an extra +20% damage, letting them sweep with ease.
- Weird Pain is not only one of the funniest names of a skill ever, but also a strong bulwark-piercing physical-Force nuke with an innate +100% crit rate built right in. It also removes 1MP from whoever it hits and inflicts gloom on all enemies when successful.
- Intimidating Stance in yellow helps in a T2 team when going second. Force Avatar ups both damage and accuracy, great for when building him with an offensive build. Drain Force helps in mirror matches when paired with anti-pierce such as Yggdrasil.
- Good panels that offer Null Mortal, an aura effect that increases how much damage enemies take under gloom by 20%, and bonus Force damage/accuracy.
|
Cons |
- Weird Pain doesn't ignore endures, which can be an issue in PvP.
- Without his P1, he is vulnerable to being swept by Metatron M’s mortal effect.
|
Notes |
|
Synergies |
- |
|
Odin A
|
|
|
S |
B |
B |
A |
Pros |
- Chief God's Rage is a massively overloaded passive, granting 100% crit rate, 20% hit rate, 40% damage boost to damage done by crits, 40% boost to Phys/Elec damage while his team is in Zenith, 40% crit rate received by enemies in Gloom, and at the start of the first turn, puts his team in Zenith and the enemy team in Gloom for 3 turns each. On top of all of this, when striking a weak point, his attacks will not use press turns outside of Democalypse.
- Divine Spear Gungnir is the skill that brings his kit together with it doing either Phys or Elec Physical damage to a single target, chaining an aoe attack of the same element after. This skill also has both Bulwark Pierce and boost levels that go up after use, increasing first the single target damage, and then the aoe damage, doing a massive amount of damage. Since it's physical damage, it can crit, and with 120% innate crit rate, he can easily even crit on the Elec boss in Democalypse.
- As of the current meta, Idun is a popular demon with an Elec weakness, meaning Odin A can obliterate her.
- Panels have a good mix of damage and utility, granting a bit of tankiness while also granting Phys/Elec damage, another +20% hit rate, and a once a turn Charge effect any time his team downs a demon, leading to potential crit + charge situations for even more damage. P3 puts his team into a state of Zenith and the enemy party into a state of Gloom for 1-turn when landing a crit, allowing Chief God's Rage's aura effects to stay active throughout the battle.
- His press turn passive is not prevented by Orcus.
- Can completely trivialize most of the Celestial fights (except Celestial Huang Long) - just equip Divine brands and a 4 MP skill to hit the enemy's weakness, spam it and you win without them even touching you (though it will take a while).
- Incredible synergy with Zeus, who ensures after a cast of Keraunos that the enemy will be weak to elec.
|
Cons |
- If the foe's weaknesses are covered, his press turn efficiency passive is irrelevant.
- Countered by Shaddai if he can't score a weakness to not use a press turn.
- Needs his team to be in Zenith and his attacks to crit to get most of his damage boosters.
- Is generally only useful in T1 teams for PvP, but 160 Agility and no innate speed boosters limits his speed. Compared to Botis, this is by far his biggest weakness.
|
Notes |
- Forms the notorious Elec Bros trio with Zeus, Botis and himself.
- Buffed during the 6/19/24 Data Update.
|
Synergies |
- |
|
Osiris
|
|
|
A |
A |
A |
- |
Pros |
- Bulky, with innate +100% to Max HP from Life Surge and Inventio. Dark Vital in purple grants an extra +20% HP.
- Once per turn, Inventio will revive all downed party members, including Osiris, at the start of own turn and when Underworld Miasma is used, it also generates one extra Press Turn when an ally is revived via a skill. This effect is incredible for getting the party back up and able to countersweep the enemy team if they are not able to win on the first turn.
- As if that wasn't enough, Inventio lets the skill user start the battle with 2 counts of Fortify applied, along with giving a -10% damage reduction effect per count of Fortify applied, adding up to -50% damage received at max effect.
- At the start of enemy turn, Inventio also heals 30% HP of all party members at the start of enemy turn, keeping everyone healthy enough to survive.
- Underworld Miasma is a strong Dark nuke that scales off 30% Max HP, perfect for Osiris, who already wants the extra bulk to support his team.
- If successful, Underworld Miasma will add 1 count of Fortify to the skill user, further increasing both their bulk and damage.
- Good panels that add Null Bind, great for helping Osiris's chains always fire off, extra dark damage and bulk, and a 1-turn Defensive Cry, helping with survivability.
|
Cons |
- No way to remove revive seal can be an issue against demons like Mephisto and Unit 01 Dx2 Type.
|
Notes |
- |
Synergies |
- |
|
Ose Hallel
|
|
|
B |
D |
D |
- |
Pros |
|
Cons |
- Requires casting Heavenly Sword once to begin the Charge cycle. This mandates one turn of warm-up, which is really risky in the current meta.
- Does not gain Charge and Rebellion if Heavenly Sword misses.
- 125 base damage is really low even with Charge and Might given the amounts of Bulwark and Fortify in the current meta.
|
Notes |
- If you spend your Charge and Rebellion on Hades Blast, then you need to use a turn on Heavenly Sword to get Charge and Rebellion back again. For this reason, it's best to save Hades Blast until you're sure it will end the fight, or at least kill multiple targets at once.
- In auto-battle against multiple enemies, his AI tends to just use Hades Blast raw instead of charging it first. Due to this, Red is only going to reach its full potential in manual play.
|
Synergies |
- |
|
Ouroboros
|
|
|
A |
S |
S |
- |
Pros |
- Strong multipurpose T2 demon, with Eternize providing the rest of the party with a -30% damage reduction effect. This skill also removes Revive Ban, revives all allies, and puts the party into a state of Lydia when Ouroboros is downed, offering heavy pressure on the enemy party, forcing them to down Ouroboros last.
- Eternize inflicts Poison/Bind/Charm/Mute/Curse/Weak on all enemies, removes Repel Magic and puts the user into a state of Concentrate at both the first turn and when Ouroboros is revived via a demon skill. This includes the revival effect from Eternize itself, allowing for Ouroboros to revive herself and set up for a large hit with Concentrate when downed.
- Boundless Wave changes Ouroboros's basic attack to a Bulwark Piercing, 200bp Almighty nuke that inflicts all enemies with the same ailments as Eternize. It also introduces Status Ailment Resonance, where various effects are added based on the number of enemies inflicted with ailments.
- At Resonance Count 1, Boundless Wave fires off extra Almighty damage on all enemies when the user does damage with their basic attack. Resonance Count 2 doubles down and activates it twice per cast.
- Eternal Strife in Yellow is the perfect passive for Ouroboros, as it reduces the recovery rate from ailments for the enemy party and increases own party's recovery rate, offering both offensive pressure for the enemy party and support for allies. Intimidating Stance is essential for a T2 comp to minimize the enemy party's actions.
- Good panels that offer extra Almighty damage, ailment infliction rate, Null Bind and Null Charm, and an auto Concentrate when downing an enemy.
|
Cons |
|
Notes |
- |
Synergies |
|
|
Pales
|
|
|
D |
F |
F |
- |
Pros |
- Vile Glare provides Intimidating Stance when paired with another Vile, Drake or Jaki demon. This stacks up to twice, giving you double Intimidating Stance if you run two other partners instead.
- Cry of the Poor deals Fractional damage at the end of your turn, which is useful for cleaning up Endures. If you have three or more Vile/Jaki/Drake demons alive, it will instead proc twice, letting it break multiple Endures in one go.
- Unlike other racial combos, Vile Glare and Cry of the Poor both work even with just 1 other partner, which allows a lot more freedom in team building.
- Surprisngly good synergy with Vile Baphomet A as he helps to fulfill the Vile requirement, while Pales has three Repel and Drain resistances to complement Chaos Seeker.
- With Panel 1 unlocked and a Rallying Survivor transfer, he can stack up to 85% increased ailment recovery, which means a confirmed Turn 1 recovery from Bind and Charm. This allows him to run a pseudo-cleric set with a Prayer transfer.
- Teal patches up his Fire weakness, while Yellow provides him discounted Recarmdra to further support the team.
|
Cons |
- Weak to Fire unless Teal.
- No innate skills means he relies heavily on transfer skills to do anything at all.
- 300 Fractional damage is a complete joke.
- Strict teambuilding requirements combined with large amounts of low damage chains make him extremely unsuited to the Vanitas meta.
|
Notes |
- |
Synergies |
- |
|
Party Pixie
|
|
|
B |
D |
D |
- |
Pros |
- Fortune's Kiss gives the party Luster Candy + Lydia, and has infinite uses. This is essentially an active version of Halo of Hallel, offering great sustain for longer fights. What's more, it can be cast immediately unlike Halo of Hallel, which needs to ramp up its Boost Levels first.
- Super high AGI, so she's a great Speedster user to enhance your Battle Speed.
- Immune to ailments and has a cleanse skill, so she can work as a cleanser. Her high AGI synergizes with this, helping ensure she goes first 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 turn, 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. This also means she won't heal for much, due to low MATK.
- Megidolaon is a wasted slot (aside from memes) due to low MATK.
|
Notes |
- Event Only, and it's unknown if she'll be rerun.
- No panels.
|
Synergies |
- |
|
Pendragon
|
|
|
C |
C |
C |
- |
Pros |
- At boost level 1, Dragon Chief fires off a 60BP Ice or Force attack on all enemies when an ally strikes a weakpoint. At boost level 5, it is upped to 80BP, letting Pendragon work as a fantastic Ice/Force prelim unit.
- This skill also increases damage when hitting a weakpoint by 20% per level, capping off at an incredible +100% damage against weaknesses. Combined with innate Butcher, Pendragon's sheer amount of damage boosters make him a prime choice for Ice/Force democalypse.
- Ruler of the Skies is the glue that brings this kit together, as it inflicts Ice or Force damage to all enemies and increases the boost level of Dragon Chief by 1 if successful, solidifying his role as a prime democalypse player.
- Strong panels that further boost his utility. With P1 and P3 offering +20% and +30% to Ice/Force damage respectively, and P2 dealing Ice/Force damage to the enemy party when Ruler of the Skies is used.
- Dragon King's Pride is the perfect awakening skill for Pendragon, offering the rest of the party +20% damage when attacking a weakpoint, letting the rest of the party hit harder during democalypse. Dragon King's Rage in red is a cheaper, single-target Ice/Force nuke with Bulwark pierce. Solar Downfall offers debuffs on the first turn, helping out with buff control.
|
Cons |
- While still great for democalypse, his lack of Bulwark pierce outside of Dragon King's Rage, no offensive buff swing, and no extra effects like Queen Mab and Ame no Futotama greatly decrease his usefulness for both PVE and PVP.
- Bulwark pierce only being on Dragon King's Rage means that Pendragon's potential use in Sloth 14 as a Force sweeper is nonexistent.
|
Notes |
|
Synergies |
- |
|
Queen Frost
|
|
|
A |
B |
B |
- |
Pros |
- Completely trivializes Avarice 14 due to her Almighty-Physical repel effects, helping her party survive.
- In addition, while Queen Frost is alive, all allies take -20% damage and -50% chance of receiving a critical hit while in a state of Repel Phys, further increasing her party's survivability.
- Frost Queen casts a 1-turn Almighty Tetrakarn and puts the user into a state of Concentrate at both start of own turn and when an Almighty skill is repelled. This lets Queen Frost to quickly set up the necessary damage reduction needed for Avarice 14.
- Frost Comet restores 2MP to the party while Bulwark-piercing with Remnants. Tarukaja is the icing on the cake. This lets her act as both an MP battery and buffer, perfect for Avarice 14, where you want all party members to be casting their skills.
- Good awakening skills with Ice Amp being a good pick for extra firepower, and Tag being useful for triggering Frost Queen's Press Turn generation.
- Panels offer extra Ice damage, HP, Null Charm and a +20% damage aura to the party while under Tetrakarn.
|
Cons |
- Frost Queen's Press Turn generation being locked behind using Tag hinders its usefulness, as it is incredibly difficult to use in Democalypse.
|
Notes |
- |
Synergies |
- |
|
Queen Mab
|
|
|
B |
B |
B |
- |
Pros |
- Queen of the Night removes barriers and casts Tarukaja at the start of turn, in addition to firing off a 60bp bulwark-piercing Fire/Elec attack to all enemies and casting Rakunda any time another party member acts. This passive also gives Fire Pierce, Elec Pierce, +15% to both Fire/Elec damage, as well as granting the party (including herself) another +25% Fire/Elec damage, making Queen Mab a democalypse beast.
- Cuailnge is a hard hitting AOE magic attack with 180bp and Bulwark Pierce, which picks between either Fire or Elec damage. It also casts Concentrate when successful letting your next hit from Queen of the Night hurt bad.
- Incredible amount of innate damage boosters, with +20% from Merciless Blow, +35% from Queen of the Night (another +10% in levels), and +25% from purple's Sage of Slaughter, letting Queen Mab hit like a truck.
- Panels offer even more damage boosters and effects, with P1 granting +20% to Fire/Elec damage, P2 activating the damage dealing/Rakunda portion of Queen of the Night when its Queen Mab's turn to act, and P3 granting ANOTHER +30% Fire/Elec damage.
- Null Charm-Poison in yellow offers better protection against ailment teams, while Sage of Slaughter is good for more firepower.
- Can be devastating in PvE for how many attacks she can dish out. Demons like Zeus and Adramelech also greatly increase her utility since they can open up Fire/Elec weaknesses.
|
Cons |
- Constant AoE attacks can be an issue in PvP, since Idun can revive an enemy that was knocked down and not revive sealed, potentially undoing your progress.
|
Notes |
- |
Synergies |
- |
|
Quetzalcoatl A
|
|
|
B |
B |
B |
- |
Pros |
- Has full Fire Pierce and Fire Amp by default, plus Butcher in Purple.
- Aztec Pulse is a strong ramping fire aoe, starting at 120 BP and ramping up to 160, while also casting Tarunda and Rakunda. As it gains boost levels, it gains Remnants and Endure pierce. Additionally, with P4 it will revive a teammate with 50% HP twice.
- Ce Acatl grants him 30% HP, Null Mortal, a free revive twice per battle, while refunding the Press Turn lost from his death, and giving his team a one turn Luster Candy. This means if a team fails to sweep his whole team, he'll always come back the next turn.
- Additionally, when he gets a kill, he grants his team a 20% HP Bulwark, heals 30% of their HP, and removes all revive bans. This gives him decent support utility.
- Red gives him access to discounted Trisagion, useful versus Fire Anti-Pierce.
- His P1 grants Null Bind, and P3 grants a unique effect where every time a teammate gets a kill, he will do a 100BP fire chain and remove all revive bans.
- Works as good bait for Camael's chain effects.
- Has good synergy with The 10th Angel, as leaving Quetz as frail as possible will cause her to fire off a Rejection. Running him in Yellow and using Recarmdra is another way to trigger this.
|
Cons |
- Needs ramp up before he has remnants unless he has Panel 2, meaning it's not always easy to place him in turn order.
- Has trouble piercing through Demeter bulwarks without heavy investment.
- Fire anti-pierce will wreck his day.
|
Notes |
- As the Press Turn count is determined at the start of the round, Ce Acatl's Press Turn generation only cancels out the lost Press Turn from his death.
|
Synergies |
- |
|
Rahab
|
|
|
C |
C |
C |
A |
Pros |
- Enemy of God is a passive reminiscient of Murmur, granting party wide damage reduction when their weak points are struck, along with Tarukaja, Rakukaja, and a self state of Might every time a unit on either team strikes a weak point. Additionally to these party passives, the skill grants 25% damage reduction to Rahab when his weak points are struck, along with 50% accuracy and Ice Pierce.
- Sea Dragon's Fury is a 200 BP Physical Ice attack with 50% crit, that has a similar stacking boost mechanic to Mantra, where every buff skill used by the party adds 10BP up to 15 times. This skill also ignores endures and counters.
- Intimidating Stance in purple helps solidify his role in tanky slow teams.
- Strong panels, especially with P2 granting his party bonus damage when hitting weak points and even more damage reduction when their weak points are attacked.
- 65% innate accuracy and even more in panels helps him hit even evasive targets.
- Fire Weakness helps him tank Lost Name and Inanna, and having only natural Light resist will make him weak when Metatron M reduces Light affinity, meaning he'll be taking massively reduced damage from two of the meta's biggest attackers.
|
Cons |
- No Null Mortal and only 40% innate HP boosters before panels makes him vulnerable as a tank when his weak points aren't being struck.
- Even with 65% accuracy, can still need accuracy investment to hit extremely evasive targets.
- Struggles to find a slot in slow teams in the current meta.
|
Notes |
- |
Synergies |
|
|
Raphael
|
|
|
B |
B |
B |
- |
Pros |
- Very effective cleanser for Sloth 14 - his Tailwind cleanses the party's ailments, plus he's immune to Bind, Charm, and Mute, ensuring he cannot be stopped from using it. Tailwind also pierces Bulwarks, letting him contribute to damage dealt.
- Tailwind will also revive one fallen ally at random with 50% HP up to 6 times, given that he is not afflicted with Suppression. The revive effect becomes more threatening the more Archangels are on your team.
- P1 increases his overall damage dealt, while P2 lowers the Force affinity of all enemies by 1 level if there are 3 or more Divine/Heralds alive on your team.
- P3 grants a 40% Light/Force damage boost to Divine/Herald party members, as well as an additional Press Turn to the team whenever Raphael is revived from a demon skill.
- P4 deals a little extra damage and gives him Concentrate when entering a boss battle.
|
Cons |
- If using him for anything other than cleansing, he'll need a team built around him to work well.
- God's Blessing does not deal damage, unlike Uriel and Gabriel's passives.
- Panel 4 only works against bosses, making it useless in PvP. This, combined with the high cost of P4, makes it a very questionable investment.
- His healing, DEF buff, and ATK debuff chain effects are all defensively oriented, however he is somewhat fast and lacks bulk - a role mismatch.
- Weak to Dark unless Teal.
|
Notes |
|
Synergies |
|
|
Sabaoth
|
|
Any |
B |
D |
D |
- |
Pros |
- Has midrange potential with Sabaoth's Voice giving him differing effects depending on whether or not his team goes first or second, removing 2 MP from the enemy if they go first and inflicting weak, or giving his team 2 MP if he goes first. Additionally, he gets a Concentrate effect at the start of the round, and opponents afflicted by ailments do 30% less damage.
- Sanction not only binds and does 120 BP Force damage that ignores endures, but also has remnants effect and generates a press turn if used on a bonus turn, once per turn. This makes him an extremely powerful unit in Democalypse.
- Offers minor damage reduction to his team with P2, making them take 15% less magic damage.
|
Cons |
- Doesn't really offer much when used in midrange or T2 teams. He isn't particularly tanky and doesn't offer utility like Krishna and Inanna neutering press turn generation, or Vanitas counter sweeping teams.
- Is extremely slow for T1 teams, with only 200 agi after full infusion.
- Only really hits hard once, because once the Concentrate effect is gone, Sanction is a 120 BP nuke and Godly Judgement being almighty is hard to boost. Inanna only aggravates these problems.
- Other than democalypse, is often just a subpar choice and rarely the best choice for a team.
|
Notes |
- |
Synergies |
- |
|
Samyaza
|
Any |
|
B |
D |
D |
- |
Pros |
- Path of the Mage is both an offensive and supportive passive, reducing the innate cost of his Thunder Reign by 1, giving him Force and Elec pierce, 20% boost to both Force and Elec, and reducing the cost of his entire team's magic, ailment, support, and healing skills by 1, allowing his entire team to work better against MP removal.
- Thunderforce allows Samyaza to once a turn chain a free Thunder Reign after a teammate (including himself) casts an elec skill, and a free Killing Wind after a teammate casts a force skill. This allows him to rack up damage as his team sweeps. The levels on this skill further increase his elemental damage.
- Each awaken skill has its own use, depending on the situation.
- Well focused panels that increase his damage output, reduce his costs even further, and increase his battle speed.
- Two innate repels and a third in teal can help him cheese PvE content.
|
Cons |
- Not the best pick for PvP, because HP totals are so inflated that the additional force and elec damage just isn't enough to take down tanks.
- As his chain effects will hit random targets when he's on defense, he can't focus a specific target down when he's not being played manually on offense.
- Two weaknesses is a liability. Additionally, his teal awaken skill covers neither.
- While he's got decent agility, and a little speed in his panels, he's far from as fast as the fastest demons in the game, meaning he can easily get outsped.
|
Notes |
- |
Synergies |
- |
|
Schierke
|
|
Any |
C |
F |
F |
- |
Pros |
- The only unit in the game with quadruple pierce in Panel 1, gaining Fire/Ice/Elec/Force Pierce.
- Summon Elementals debuffs a fixed stat depending on Element. The Rakunda effect from Fire Elemental Summon makes her particularly good for Fire Democalypse.
- Access to three elements (four if Red) and innate Mana Aid makes her a useful PvE and Democalypse sweeper.
- Gains a variety of supportive effects in her panels, granting team Fire/Ice/Elec/Force damage, Barrier to her team, along with Fire/Ice/Elec/Force pierce and damage, weak point damage, and a end of turn Concentrate effect for herself.
|
Cons |
- If the enemies don't all have the same elemental weakness, then you are at the AI's Mercy as to which Element gets cast.
- Summon Elementals is only usable once every two turns.
- Both her skills have levels, making her a very costly investment Kasane-wise.
- No Pierce on Elemental Magic and Red's Thunder Reign unless panel 1.
- No Bulwark Pierce.
- Pretty much hard designed for Democalypse and PVE, and even in Democalypse she doesn't compare to the higher level Hachiman teams.
|
Notes |
- |
Synergies |
- |
|
Shaddai
|
|
|
C |
B |
B |
A |
Pros |
- Shaddai's Eye is a source of double Intimidating Stance, and additionally grants 70% hp with levels, along with 30% reduction to incoming damage from Crit attacks. Additionally, the opponents will not generate bonus turns when they crit, preventing crit passing.
- El Rey is an almighty skill that scales off HP, while additionally granting Debilitate. If used on a bonus turn, it does an additional smaller aoe attack.
- Slow, with only 117 agi, along with innate Almighty Slowda, helping cement his role as a solid T2 demon.
- Panels grant aoe crit damage reduction, more HP and damage, while also granting Null Mortal helping keep him alive.
- When paired with Baphomet A, Godly Shield helps fight against Metatron M teams, draining light and dark.
|
Cons |
- Isn't as strong on defense when players can choose whether or not to attack on whole press turns, potentially negating his crit pass denial.
- Doesn't do much damage, even at high HP totals.
- His panels are pretty important, as he doesn't have Null Mortal before P1, and P2 is a strong source of damage reduction for his team.
|
Notes |
- There are translation errors in the Global version, saying Crit Rate Reduction, not Crit Damage Reduction.
|
Synergies |
- |
|
Shalltear
|
|
|
B |
B |
B |
- |
Pros |
|
Cons |
|
Notes |
- This is a placeholder tier entry in order to remove missing pages.
- The rating and recommended colors are accurate though
- Actual tier entry coming soon
|
Synergies |
- |
|
Shiva A
|
|
|
B |
B |
C |
- |
Pros |
- Third Eye can only be blocked by four demons in the whole game (Griffith, Queen Frost, Frost Ace and Beelzebub (Human)), which are seldom seen in the current meta. It is also treated as a Physical attack and as such can Crit.
- Ishvara provides auto-Rebellion and Zenith while passively boosting his accuracy and crit chance normally, and Almighty damage under Zenith.
- After he downs a demon, he does a 1 turn Debilitate and proceeds to deal 100 Almighty (physical) damage with Bulwark Pierce on all enemies. Combined with P4, this can allow Shiva A to potentially sweep teams.
- Good Drain Affinities pair well with Femto and Kalki especially since Lost Name is very popular in the current meta.
- P1 gives extra Almighty damage, physical hit rate, critical hit rate, and more damage under Zenith. P3 gives an additional 40% to physical and Critical hit rate under Zenith.
- P2 changes his normal attack to a hard-hitting ST Almighty (physical) that restores 1 MP to himself and entering a state of Charge. This can hard counter Camael and Old Ones.
- P4 allows his Third Eye to hit an extra single enemy with a strong Almighty Bulwark Piercing attack upon activation.
|
Cons |
- Weak to Force unless Teal.
- Very MP hungry and prone to teams using Camael or Old Ones if not P2 or above.
- Completely walled off by Repel Physical (Almighty).
- Most of his extra power is locked behind panels.
|
Notes |
- |
Synergies |
|
|
Skull Knight
|
|
|
C |
C |
C |
- |
Pros |
- Demons are Revive Sealed when they are killed by Sword of Actuation, unable to be revived.
- Sword of Actuation is a 4 MP, 240 BP Almighty Phys attack, making it one of the strongest almighty skills in the game.
- Foe of Demons defensively buffs your team at the start of your opponent's turn, increasing your odds of surviving, grants Phys Pierce, 20% ST damage, and reduces all almighty skill cost for the team by 1MP.
- Repel Phys in Teal makes him a good partner for Kalki, Metatron, and Alilat, while Master Assassin boosts his damage.
- His panels grant him HP, damage, and accuracy, while also granting the party Almighty damage, and a chain effect where he follows up any Almighty skills cast by his party with an 80 BP almighty chain, that puts him in a state of Might. When paired with other almighty units, such as Kalki and Demeter, this skill will proc constantly.
|
Cons |
- Difficult to boost Sword of Actuation further due to it being Almighty Physical, especially in Purple where Master Assassin is already provided.
- Requires a good team setup around him to truly shine.
- Middling AGI makes him slightly awkward to fit in fast or slow teams.
- Panels massively boost his power, making them near mandatory for a collab unit.
- With Maria still high in the meta, Revive Seal isn't what it used to be.
- Lacks innate crit rate.
|
Notes |
- Has AI issues when used on defense - AI will occasionally target demons with high HP instead of trying to finish off demons with Sword of Actuation. This can be circumvented by pairing him with sweepers like Hecate or Atavaka to soften everyone up, ensuring Sword of Actuation will kill whoever his AI targets. Auto-Rebellion also supposedly fixes this issue.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
Synergies |
- |
|
Sukuna-Hikona
|
|
|
C |
C |
B |
- |
Pros |
- Speedy with 243 base agi, and 40% battle speed innately between Light Accele and his Panel 1.
- Invincibility Aid is a unique passive that grants him Light Pierce, 40% Light damage with levels, grants him Might if he attacks first, and has a unique chain where every time a unit on his team enters either Might, Charge, or Concentrate, once per effect per turn, he will chain a 100 BP Light attack on a random enemy. Building an entire team around this can lead to wiping out squishier teams before they even get a chance to act. Additionally, this skill grants Sukukaja and Tarukaja for each chain, granting strong buff control.
- Exorcise Evil is a 4MP Light Physical 150BP ST attack that ignores counters, that when paired with his Panel 2, also does an additional 100BP Light chain once per turn, while also granting Sukukaja and Tarukaja. Combined with his innate Might, this can hit hard. Note that skill levels for this skill raise accuracy, not damage, helping him hit more evasive targets.
- Has good synergy with Metatron M, as he massively buffs Sukuna's damage via attribute affinity down, while also casting his own chains constantly to follow up Sukuna's numerous chain effects. This synergy has been expanded to Mithras, leading to a potent team that can overpower even the tankiest teams. Consider giving Sukuna Auto-Rebellion for the guaranteed T0 chain.
- With panels, skills leveled, and in purple, he has innately 105% Light damage boost.
|
Cons |
- Random targeting means he can't deliberately avoid anti-pierce.
- In PvP, if teams built around Invincibility Aid chains don't immediately win, he offers no defensive utility, meaning it's all or nothing.
- Only single target, which can be troublesome against teams of 4 massive tanks.
- Borderline useless in PvP without Metatron M.
|
Notes |
- |
Synergies |
|
|
Sukuna-Hikona A
|
|
|
A |
B |
B |
- |
Pros |
- THE Camael counter. Low HP to take Spirit Chains (Indignation), high amounts of Ice damage and MP regen lets Sukuna-Hikona A be the perfect anti-Camael unit.
- Ashihara no Nakatsukuni's Might boosts speed by 20% and adds 2 1HP endures, letting him survive damage dealing chain effects such as One Who Sees God.
- Also, Ashihara no Nakatsukuni's Might drops the enemy's Ice affinity by 2 levels and casts a 1-turn Offensive Cry along with restoring 1MP to the entire party when a party member hits a weakpoint, countering Camael's MP drain.
- Descent of Ice and Snow changes his basic attack to be a strong bulwark-piercing Ice nuke that hits twice and does extra Ice affinity down. At max skill boost, Descent of Ice and Snow ignores endures and gets an incredible 240BP, in addition to following up with an extra AoE hit.
- Kushinokami's Conviction adds another endure along with extra Ice damage, while Solar Prosperity helps with buff control.
- Panels add extra speed, damage, Null Mute, Null Charm and a free level boost to Descent of Ice and Snow at the start of the first turn.
- Trivializes a lot of PvE content, due to opening up an Ice weakness where normally a weakness would not exist. Hell's Park 100 is a prime example of this, where King Frost's anti-pierce Null can be bypassed by reducing his Ice resistance to Neutral or Weak, letting an Ice team sweep the fight with ease.
|
Cons |
- Weak to Elec.
- Many revelant demons ignore endures outright.
- Has paper-thin defenses as part of his design, so if he is outsped he has a very high chance to die.
- This also prevents him from actually reaching maximum boost levels, despite their massive damage potential, because he will most likely have perished before reaching that point.
|
Notes |
- 4 endures if he has ice survivor!
|
Synergies |
- |
|
Surt A
|
Any |
|
C |
C |
C |
- |
Pros |
- Low AGI and Intimidating Stance in Purple makes him a great candidate for slow Intimidating Stance Teams and T2 teams.
- Twilight Inferno deals massive damage to the enemy team when he dies, useful against frail T1 teams. This skill will go off even if he is bound on death, revive sealed, afflicted with Spirit Chains of Suppression, etc., there is currently no way to stop it other than killing him last.
- Eruption deals respectable AOE damage and procs a random-hit AOE chain if the attack is successful, useful for cleaning up Endures and/or demons who survived the initial hit.
- Panel 2 turns his regular attack into a Single-target Nuke dependent on MATK. Not only does this absolve him of any MP issues, it also gives him an out to Fire Anti-Pierce, as he can just nuke another demon instead.
- Works well in Battle Tower as the enemy team is forced to either kill him (which procs Twilight Inferno) or deal with extra damage reduction on your MC.
|
Cons |
|
Notes |
- Has goofy idle animations.
|
Synergies |
- |
|
Susano-o A
|
|
|
C |
C |
B |
- |
Pros |
- Innate Epitome of Carnage and Master Assassin in Purple makes him a terrific Phys powerhouse, especially considering Violent Slash's high Base Power and Crit.
- Heavenly Valor punishes enemies who pass when used in PvP Defense teams, as well as granting 50% hp, 20% hit rate, and a one turn Debilitate effect every time it activates.
- Violent Slash is a high BP phys skill, starting at 280BP and ramping up to 320, while also going from 30% to 100% crit rate. Additionally, it now reduces the target's MP by 2, up to 3 on boost level 3.
- Simple but effective panels, with hit rate, HP, MP Recovery on kill, and Damage. Additionally, P4 causes Heavenly Valor to put him in a state of Charge.
|
Cons |
- Very little Accuracy in his kit. Requires extra Accuracy investment from Brands, Panels or skill transfers to hit reliably.
- Weak to Fire.
- Heavenly Valor can be countered. Kalki will have a great time fighting Susano-o A
- Not only can Heavenly Valor be countered, it simply will not activate on offense, limiting his access to his new P4.
- Demeter can just build Bulwark if any units need to pass.
- His bulk isn't high enough nor is his damage high enough to have a place on a team in the current PVP meta.
- Pairing him with Camael on defense is a bad idea, as Camael's Spirit Chains (Indignation) will prevent the enemy from passing, disallowing Heavenly Valor from proccing.
|
Notes |
- Heavenly Valor has lower base accuracy compared to typical Physical AOEs.
|
Synergies |
- |
|
Tezcatlipoca
|
|
|
B |
D |
D |
- |
Pros |
- Ome Acatl is a heavily loaded passive, offering Dark Pierce, a damage amp to cursed enemies, Barrier Break for free if his team attacks first, and a revive punish, doing fractional damage that can curse to the opponent any time an enemy is revived.
- Over 200 magic and innate Dark Amp make Yohuallipoca hit hard, especially on a single opponent, doing up to 270 bp to a single target, making him extremely powerful for both the wave and boss phases of democ.
- His panels are well suited to his role, offering battle speed, damage, and offensive buff control when an enemy is cursed.
- Can be an enabler for fast AG2 farming teams with Alice A, along with BoS Vanity 13.
|
Cons |
- Relies heavily on going first to get his barrier break, but is outsped by the faster demons in the game.
- He has niches, especially in democalypse, but he's a demon that just came out too late for what his kit has to offer.
- His revive punish isn't as good as you might expect against Osiris, Maria, and Echidna, because those revives activate at the end of your turn and his punish is current HP based and can't kill, meaning you're vulnerable to being counterswept.
- Overshadowed by Moloch as an anti-revive unit.
|
Notes |
- |
Synergies |
- |
|
The 6th Angel
|
|
|
B |
C |
C |
C |
Pros |
- With 50% innate Light Damage, 237 Mag stat, 40% damage amp under bulwark, and 25% magic damage in purple, 6th is going to hit hard. Add in the fact that Last Nemesis is a 280 BP light magic skill that pierces bulwark, has remnants, ignore Endures, AND casts Five Elements on the team after use, and 6th is going to be doing a LOT of light damage. The Five Elements effect is also powerful against The 10th Angel, countering her Rejection chain.
- Impregnable is a loaded passive that adds Light Pierce, grants a 100% hp bulwark for 3 turns at the start of the first turn, grants 20% HP, and at the start of their own turn, does a 100 BP bulwark piercing light attack, and does a one turn Debilitate every time this demon does a magic or fractional attack.
- Gains damage, self healing, Null Mortal, and party damage from panels, making it a loaded set of panels.
- Incredibly powerful at farming BoS S14. One of the key demons for doing faster clears.
|
Cons |
- In PvP doesn't quite do enough to always be a good choice. When competing with demons like Demeter, The 10th Angel, Camael, and Maria, it can be challenging to slot it into a team.
- Has issues with Camael's MP cost increase, especially as Last Nemesis cannot be reduced to 4 MP cost.
|
Notes |
- A limited collab unit. Nobody knows if or when it will be rerun.
|
Synergies |
- |
|
The 10th Angel
|
|
|
C |
B |
B |
- |
Pros |
- With a double Intimidating Stance effect, Null Mortal, and 70% innate HP% in Rejection, Almighty Slowda lowering battle speed, 40% damage reduction while at full HP, and a 100% HP bulwark for 3 turns at the start of battle, she can take a lot of damage. It's difficult to overstate how much she can increase the team's bulk, especially against teams without Bulwark Pierce.
- If you try to take down her team first, every time a teammate dies, she chains a Rakunda effect, then does a 140 BP almighty chain that pierces bulwark, scaling off of 30% max HP. This can easily sweep a team, especially a frail T1 team, even through Demeter's bulwark.
- Ray of Ruin continues the almighty trend, being a 100 BP almighty aoe also scaling on 30% HP, with remnants and bulwark pierce. Additionally, when it is successful, it does an additional 150 BP ST chain on the enemy with lowest HP, and both hits ignore endures.
- Demonic Growth in purple grants 20% almighty damage boost and a free Endure as well.
- Her panels grant healing, damage, Null Bind and Null Charm, along with HP, giving her everything she could ask for, especially as bind stops her chain effects.
|
Cons |
- Demons like The 6th Angel and Indrajit have ways to fight her Rejection chains, causing her to potentially nuke herself. Building full damage boosters can actually be dangerous for this.
- Masakado B's Spirit Chains (Suppression) completely shut down Rejection, making her useless if outsped by him.
- Bulwark Pierce demons quickly bypass the massive damage reduction from Rejection.
- Not nearly as useful in PvE as she is in PvP.
- Devil Connector AoEs hit before her Bulwark goes up - so if they deal enough damage to knock her below 99% HP, then her damage reduction will be disabled.
|
Notes |
- A limited collab unit. Nobody knows if or when she will be rerun.
|
Synergies |
- |
|
Thor A
|
|
|
B |
C |
C |
- |
Pros |
- Megingjord provides a massive amount of passive bonuses, in 50% HP, full Phys and Elec Pierce, 50% crit rate, 20% hit rate, 30% damage reduction for all physical attacks, including physical elemental attacks, 50% crit rate reduction, and an Intimidating Stance effect.
- Thunderous Hammer is a strong Elec physical attack, doing a 150 BP hit and a 125 BP chain, starting with 50% crit rate. As it gains boost levels, the crit rate scales up to 100%, and the chain effect goes up to 150 BP, making it potent in pvp and Democalypse alike.
- Very bulky thanks to innate Life Surge, great HP and VIT stats and the damage reduction from Megingjord.
- Decent synergy with Zeus, who will enable Thunderous Hammer to hit weakness for massive damage.
- His panels grant him 20% more physical damage reduction, and 30% elec damage reduction, giving him an innate 80% elec physical damage reduction, making him a potential counter to Zeus as well.
- Panels also grant Null Mortal, more HP, damage, and crit rate. Additionally, Thunderous Hammer will place the user in a state of Charge at P4, though it should be noted this only applies to the first hit of his attack.
|
Cons |
- Middling AGI and LUK plus no very few hit boosters lead to accuracy issues.
- While he's strong against Physical Elec attacks, he has no damage reduction against anything else, leaving him vulnerable to just being targeted by other attacks.
- Hard to justify a slot in a T2 team because so many units have more utility than him, but he's also not fast enough for T1.
|
Notes |
- |
Synergies |
- |
|
Thoth
|
Any |
Any |
S |
B |
B |
A |
Pros |
- Extremely versatile, with Guardian of Records offering pierce on every element excluding Phys, +20% to Magic damage dealt and -20% to Magic damage received, Null Mortal and a free Endure. Additionally, this skill provides the party a -20% damage reduction aura while inflicted with Barrier.
- At the start of the first turn, God of Wisdom drops the Fire/Ice/Elec/Force/Light/Dark affinities of all enemies by 1 level while also casting a Barrier on the entire party, essential for setting up Guardian of Records' damage reduction. Skill levels also increase Magic damage dealt to up to +15%.
- God of Wisdom also casts a 1 turn ATK debuff on the enemy party at the start of battle when attacking second, and casts a 1 turn ATK buff on own party at the start of turn. Lastly, when its Thoth's turn to act, God of Wisdom automatically puts him into a state of Concentrate once per turn.
- Good awakening skills that offer something for every situation and build, with Deity's Melody inflicting Bulwark Piercing Almighty damage with Remnants on a single target, Epitome of Wisdom 2 for further boosting Thoth's Magic damage output, Epitome of Swiftness for increasing the party's speed and Null Dark simply for covering up his lone weakness.
- Strong panels that boost bulk and Magic damage, grants immunity to all ailments, reduces the cost of Magic skills by 2MP, an auto Rakukaja and Rakunda at the start of the first turn, and also denying bonus turns to enemies when attacking allies inflicted with any Good Status Effect.
- Most notable about Thoth is his large pool of transferable unique skills, allowing for more freedom than usual to customize his kit.
- The "Technique" line of actives are heavy hitting elemental Magic attacks that also lower the respective attribute affinity of the hit target. With P2 unlocked, each one costs a mere 4MP to use.
- Insane Transferable passives, with each and every one of them offering something extremely worthwhile to use.
- Corrosion's Wisdom boosts own Agility stat by 30 and raises Battle Speed by 30%. It also casts a single count of Spirit Chains of Corrosion on a single random enemy when an ally is hit with either Magic or Fractional damage, great for Democ.
- Recovery's Wisdom offers the same stat boosts as Corrosion's Wisdom, but instead casts Prayer when an ally is hit with Magic/Fractional damage.
- Sorcery's Wisdom grants a party-wide Wretched Blow effect, while also letting attacks not use up a Press Turn Icon while under a state of Concentrate for self.
- Control's Wisdom reduces the critical hit rate of damage received by 70% for all party members inflicted with Barrier. Also, this skill inflicts a fixed 500 damage and drains 1MP from all enemies at the start of the first turn.
- Divine's Wisdom increases the amount of naturally recovered MP by 1 for the party and drops the Fire/Ice/Elec/Force/Light/Dark affinities of all enemies by 1 level when an ally downs a demon. This effect activates twice per turn.
- Iron Defense's Wisdom further increases Thoth's Max HP and drop to Magic damage taken by 20%, while giving the entire party a -20% damage taken effect while at 99% HP or higher.
- Intimidation's Wisdom boosts Max HP by 20%, places 1 count of Spirit Chains of Intimidation on the enemy with the highest Mag ATK and heals 30% HP for all allies when the enemy attacks first at the start of battle.
|
Cons |
- Very grindy demon to max out, as his skills and spirits are locked behind the tournament shop.
- Doesn't offer anything worthwhile enough for PVP usage. His damage reduction and Spirit Chains aren't good enough and are too situational to slot into any PVP comp.
|
Notes |
- smart monkey reads book instead of using phone
|
Synergies |
Seraph Norn |
|
Tiamat A
|
|
|
S |
A |
B |
- |
Pros |
- Tempestuous Malice essentially guarantees teams need to be prepared for her to random in PvP, granting Dark Pierce, and by offering a chain at start of turn and additionally at the start of the first turn that reduces Dark Attribute Affinity by one level, and inflicting Poison and Charm. If an enemy is afflicted with a status ailment, she will do a chain that does a 1 turn Debilitate, and 100 BP Physical Dark damage, that also reduces MP by 2, once per turn. This skill is debilitating to teams that are not prepared to handle it. It is worth noting that if she outspeeds you, her chains will occur before Demeter's Bulwarks and Apsu’s Lydia, making them not prevent the ailments.
- Fangs of Vengeance is a massive 300 BP Physical 50% crit rate Dark skill that also inflicts Charm, and generates a press turn once per turn if the skill is not NDR'd. Boost levels increase the crit rate of the skill to 100% and the damage up to 400 BP. Combined with a high STR stat and her Dark Attribute Affinity reduction, this skill hits absurdly hard.
- Yellow offers a skill that protects her in the mirror match, and Purple offers a powerful passive with 20% acc and 20% dark damage.
- High Luck helps her land ailments and also helps her hit and crit.
- As usual, Panels offer everything she could need, with accuracy, higher chance to land ailments, an additional chain to apply Poison and Charm at the start of enemy turn, MP cost reduction, buff control when ailments do land, and Dark damage. However, she also functions very well without these panels.
|
Cons |
- Needs to build Accuracy or she'll miss easily on evasive targets.
- If she's outsped, Demeter and Apsu entirely nullify all of her ailment chains.
- Absolutely no bulk—she is incredibly easy to snipe.
- Also has middling speed, on a demon that ideally really wants to go first. Outspeeding the opponent can be a challenge.
|
Notes |
- On the first turn if she attacks first, she will reduce Dark Affinity by 2 because her passive activates twice. Every other turn, it only happens once.
- Consider using with Cleopatra and Metatron M as a T0 team.
|
Synergies |
Cleopatra Hachiman Metatron M |
|
Unit 01 Dx2 Type
|
|
|
A |
A |
A |
- |
Pros |
- Is very fast, with 240 agi, 70% innate Battle speed, and press turn generation when going first.
- With 60% dark damage in Purple and 100% innate crit rate, Demonic Sword, a bulwark piercing 260 BP Dark Physical attack with an extra 50% crit rate, is going to hit hard. Additionally, this skill revive seals, bypasses endure, and casts a one turn Luster Candy afterwards, helping with buff control for the whole team.
- Alongside the other mentioned bonuses, Demonized Form grants Dark Pierce, 20% Hit Rate on levels, and a chain effect when any party member downs a demon that casts a 1 turn Debilitate and once per turn, also does a 100 BP Dark Physical aoe chain that ignores death prevention skills as well.
- With Repel Dark in teal, Chaos Incarnate granting great passive bonuses in purple, and yellow blocking Tiamat A's ailments, a variety of colors can be useful in different teams and situations.
- P1 grants much need accuracy, turns Demonic Sword in a 4MP skill, which is incredibly valuable against Camael, P2 grants full Agile Cry buff swing at the start of turn, and P3 grants more damage and accuracy.
- Being able to bulwark pierce helps a massive amount against The 10th Angel, because she can pierce through 10th's bulwark and damage hp directly, meaning the rest of the team isn't fighting against their 40% damage reduction at full HP.
|
Cons |
- The damage chain going off only once a turn hurts sweeping potential
- If only one demon on your team has bulwark pierce, it can make it hard to actually use it effectively because the rest of your team still needs to push through Demeter's full bulwark, and if you never break through the bulwark, you're always fighting against her 20% damage reduction when a unit is under bulwark.
- Not having Phys Pierce is an issue against Camael. Often 01 will be the unit affected by his start of turn chain, and even with MP support, 01 will not be able to cast Demonic Sword on their first action. This means a Null Phys transfer or Tetraka Shift will cause problems. Consider a Phys Pierce (weak) transfer if possible.
|
Notes |
A limited collab unit. Nobody knows if or when she will be rerun. |
Synergies |
- |
|
Uriel
|
|
|
B |
B |
B |
- |
Pros |
- One of the core demons in the Archangels archetype. When combined with two other Herald or Divine demons, God's Fire dishes out massive damage even before battle really begins. As it is a chain effect, it doesn't consume Press Turns even when hitting NDR+Anti-Pierce.
- God's Fire gives your party a Tarukaja attack buff, and at Panel 2 even adds in a Rakunda debuff, swinging offensive buffs to your favor.
- Sunrise will revive one fallen ally at random with 50% HP up to 6 times, given that he is not afflicted with Suppression. The revive effect becomes more threatening the more Archangels are on your team.
- P1 increases his overall damage dealt, while P2 lowers the Fire affinity of all enemies by 1 level if there are 3 or more Divine/Heralds alive on your team.
- P3 grants a 40% Light/Fire damage boost to Divine/Herald party members, as well as an additional Press Turn to the team whenever Uriel is revived from a demon skill.
- P4 allows Sunrise to hit even harder, allowing him to clean up on Endures.
|
Cons |
- Needs a team built around him to work well.
- Chain effects kill demons before they have a chance to talk, making him less useful for Aura Gate.
- Weak to Dark unless Teal.
- A unique AoE passive and random target chain make using him a liability against NDR Pierce teams.
- His innate Mahamadyne basically became useless when his Sunrise gained the attribute of selecting either Fire or Light.
|
Notes |
|
Synergies |
|
|
V☆
|
|
|
D |
D |
D |
- |
Pros |
- Griffon-Bolt is very good when combined with Turn 1 teams with lots of Crits passing and generating Press Turns. Good teammates include Masakado A, Asura Lord and Kartikeya.
- Will virtually never have MP issues thanks to Shadow-Shock giving him a free Almighty ST attack.
- Balanced stats and no weaknesses give him flexibility in transfer skills.
- Red and Yellow give him an Almighty AOE skill that debuffs.
- Can be used as bait for Camael's Spirit Chains (Indignation).
- Laughs at his enemies occasionally.
|
Cons |
- Very harshly countered by Five Elements effects on Defense, as the AI does not know how to pass and will lose Press Turns attacking into it.
- Relies on auto-attacks, does not contribute much if his teammates are spamming skills instead.
- Demons with AOE reduction passives like Hecatoncheires and Orcus significantly reduces his damage.
|
Notes |
- Cannot be used in the same team as the regular 4★ V.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
Synergies |
- |
|
Vairocana
|
|
|
C |
F |
F |
- |
Pros |
- Radiant Mantra constantly resets all opponents' buffs and allies' debuffs at the start of the enemy turn. When used in a slow team, this allows him to nullify harmful Auto-skills, giving your other demons more flexibility in skill transfers as they don't have to counter them anymore.
- Good Repel resistances makes him a natural partner for Baphomet A and Yggdrasil. Fire and Light Repel is especially useful to counter Lost Name and Metatron M teams.
- High MAG and Butcher in Purple allow him to function as an Almighty attacker. In addition to dealing Almighty damage, Path of Prominence also applies a mini Luster Candy buff, extending his role as a buff control specialist.
- Yellow gives him access to discounted Mediarahan, allowing him to function as a decent PvE Healer.
- Radiant Mantra is very useful for certain PvE content to remove Fast Luster Candy and Fast Debilitate.
|
Cons |
- Very hard to further boost his damage.
- Despite wanting to go second to fully abuse Radiant Mantra, his AGI is on the high side.
- Very high MP costs. Even with maxed Path of Prominence and Divine Brands, he won't be able to spam it consistently unless Panel 2 is also unlocked.
- Full Almighty / non-Piercing kit means he is shut down hard by Five Elements effects.
- Completely powercrept in terms of support by most newer units.
|
Notes |
- |
Synergies |
- |
|
Vanitas
|
|
Any |
S |
SS |
SS |
SS |
Pros |
- 6th Day Miracle is one of the most powerful passives in the entire game, granting +100% to Max HP, +5 to Max MP, Null Mortal, 1 count of Fortify along with a Bulwark worth 100% of Max HP at the beginning of battle, and most notably, reduces all damage by 100% while under a count of Malice, making Vanitas nigh unkillable.
- Additionally, at the start of the enemy turn, 6th Day Miracle adds 1 count Malice, restores 100% HP, and regens 4MP. The 1 count of Malice immediately sets up Vanitas' damage reduction, right before the enemy is about to attack. It also adds 1 count of Malice each time either an ally or enemy is downed.
- At the end of the own turn when Vanitas is inflicted with 5 counts of Malice, 6th Day Miracle removes Bulwark and Malice from all enemies, and inflicts 5 heavy hitting Dark hits on random enemies, while also dropping Dark affinity by 1 level per hit. The Malice removal portion counters other Vanitas in mirror matches, allowing 6th Day Miracle to sweep the entire team.
- Malicious Scale is a 300BP, Bulwark piercing, Dark nuke with Remnants on a single target, and follows up with another Bulwark piercing hit on the enemy with the lowest current HP when used while under 2 or more counts of Malice. With both hits combined, this skill can hit for 600BP in a single cast, making it the strongest skill in the game at the time of writing.
- Since both the damage from 6th Day Miracle and Malicious Scale are based off Mag DEF, one can build Vanitas purely for Mag DEF to boost damage and lower Magic damage taken.
- Incredible awakening skills, with each one being a unique passive that offers something for every situation.
- Amazing panels, with P1 reducing the count of Corrosion received by 1 and adding immunity to all ailments. P2 increases Mag DEF by 500 and boosts Magic damage by 30% and reduces Magic damage received by 30% while under 1 or more counts of Malice.
|
Cons |
|
Notes |
- Because of the timing for when 6th Day Miracle adds Malice when the enemy attacks first, there is an opening in which T0 teams can attack before Vanitas gets damage reduction.
- The five hits of 6th Day Miracle, and to a lesser extent the one hit of Attack Function, do not need to be successful to decrease the Dark affinity of enemies. This means that fighting against an NDR team, even if it has teal Yggdrasil, will not turn into a deadlock.
|
Synergies |
|
|
Vishnu A
|
|
|
A |
D |
D |
- |
Pros |
- God of Ubiquity is a loaded passive, offering Light and Dark Pierce, 20% Light and Dark Amp, 30% Battle speed, along with a chain effect at the start of his team's turn that does Dark AoE damage while also reducing the enemy's attack and defense.
- Nirvana is an absurd ability that ramps up over his turns, dealing 120 BP Light AoE and more importantly, giving his team an additional press turn once a turn, letting him massively increase his teams potential. It also additionally ramps up to 160 BP and ignores endures, making it an incredibly powerful sweeping skill. It was also buffed to give a 1 turn Debilitate effect on Boost level 2.
- Tar Flexi joins Suk Flexi in skills that grant a team a variable advantage whether or not the team went first.
- Panels help make him tankier to help guarantee additional press turns, and increase his MP regen, to the point that with Maria and P2, Nirvana can always be cast as long as it is maxed, meaning no amount of MP drain can prevent it.
|
Cons |
- Anti-pierce with Light really shuts him down, preventing him from doing his main roles of damage and press turn generation. This can make him less useful on defense and for randoming in PvP.
- God of Ubiquity can be easily stopped by Dark Anti-Pierce, something that is very unintentionally popular as there's so many demons that get paired with Kalki who also happen to possess innate Repel Dark or Drain Dark (for example Astaroth and Tiamat A).
- The automatic Dark AoE has further problems against Demeter teams, as it'll trigger her to re-cast Bulwarks. If Vishnu's damage isn't high enough, this could result in a net gain of bulk for her team.
- A fire weakness and only Null Fire in teal means he can be vulnerable to demons like Lost Name and Elohim.
- Makes you choose between midrange and fast, because his speed is too high to really use in a slow team, but he also isn't necessarily bulky enough to survive if his team doesn't go first, even with Tar Flexi.
|
Notes |
- |
Synergies |
- |
|
Vivian
|
Any |
|
B |
B |
B |
- |
Pros |
- Lady of the Lake is an extremely loaded support passive, granting her Ice Pierce, 30% battle speed, reducing the party's Ice MP costs by 1, and granting the party 30% damage bonus when in a state of Zenith. Additionally, all enemies will take 40% additional ice damage.
- On top of those effects, when attacking first, as well as when Teardrop is used, she casts a one turn Tarukaja and also places her team in a state of Zenith. Whenever she enters a state of Zenith, she also heals 20% hp to the whole party.
- Teardrop is a single target 180 BP Ice attack with Remnants. When it is successful, she also casts a one turn Debilitate. Due to her passive, this skill will also only cost 4MP when maxed, meaning it can potentially be cast even when affected by Spirit Chains (Indignation).
- Ice Accele helps her team go first, and Solar Downfall helps her control buffs if this isn't a concern.
- The heal on her passive creates a powerful T0 comp with units like Ardha, Kangiten, and the Lakshmi A and Mithras combo. All of these units have effects that happen after a heal, letting them chain massive amounts of damage before the enemy can retaliate at all.
- Top tier for Ice Democ as her buff control is exceptional and her damage boosters are massive.
- Useful panels that offer additional speed, damage, as well as some extra HP and HP recovery.
- Good for BoS Avarice as ice is one of the two needed elements.
|
Cons |
- Ironically because ice units aren't generally the strongest, outside of PvE content, her ice supportive abilities aren't especially useful. She's stronger as a healing chain starter for T0 comps in PvP.
- While she's a fast demon, with 236 agi and up to 70% battle speed in her kit, competition like Astaroth is still faster. Her teammates for an ideal T0 comp also aren't the fastest which can create battle speed issues. If she doesn't go first, she loses.
- Outside of these two specialized roles, she's not the most useful, meaning compared to more meta supports she isn't nearly as versatile.
- Incredibly reliant on having specific teammates. Absolutely useless in PvP if you don't have her partners.
|
Notes |
- |
Synergies |
|
|
Vritra
|
Any |
|
B |
D |
D |
- |
Pros |
- Has a streamlined kit designed to make enemies evaporate with Raijin Koryu Palm Strike, a 240 BP Elec attack with 40% elec damage baked right into his base kit, 55% in purple, and also offers buff control if it is successful.
- When he downs an enemy, Between Heaven & Earth chains in a 70 bp aoe elec chain, and regens 3 mp for Vritra.
- Innate Elec Survivor and HP% in Between Heaven & Earth skill levels help him builk up a little bit.
- Each color has its own use, offering aoe, buff control, more damage, or covering his force weakness as an option.
|
Cons |
- Does nothing beyond large amounts of elec damage.
- Completely powercrept in terms of damage and utility.
|
Notes |
- When using red, be aware of any anti-pierce before using Maziodyne.
- Surprisingly simple for a 2022 demon. His entire basic kit has fewer words than King of Hell.
|
Synergies |
- |
|
Walpurgisnacht
|
|
|
B |
A |
A |
A |
Pros |
- Extremely bulky with Null Mortal, top-20 vit, up to 110% innate HP boosts, 25% damage reduction when weak point is hit, a 100% HP bulwark for 2 turns at start of battle, and most-scarily, 100% damage reduction while under Bulwark. If this reduction is not counterplayed, she can be effectively invincible for those 2 turns.
- Two repels can synergize well with anti-pierce from demons like Yggdrasil.
- Reducing her affinities to weak may actually make her bulkier, as opponents would then be forced to hit into the 25% reduction. This stacks additively with the 100% reduction from the Bulwark, meaning she can have 125% reduction. This is very effective at countering demons with Attribute affinity down such as Homura Akemi and Metatron M
- Panel 2 gives her a fortify stack, increasing her bulk further.
- Very slow, and has double Intimidating Stance as well as an automatic defensive buff swing, allowing her to fit well into slow teams.
- Has 15 MP max, and panel 2 also has her recover 4 MP at start of battle, so MP drain strategies and Spirit Chains (Indignation) may not be very effective in stopping her.
- Immune to Bind, as well as Mute and Charm if panel 1, again making it difficult to stop her.
- Her unique has Remnants, Bulwark Pierce, ATK + DEF debuffs, and has a pursuing chain against the weakest foe if she uses it during a bonus turn. This skill's damage is dependent on her HP, allowing her to build for bulk and damage simultaneously.
- Purple boosts her damage output, while Yellow can offer more buff control in PvP if her defensive buff swing won't be enough.
|
Cons |
- Bulwark-removal effects (such as from Loup-Garou or Madoka Kaname) will fully negate her 2-turn invulnerability. Alternatively, anti-damage reduction (such as from Mithras or Botis) can partially negate the damage reduction, as they share a bracket in the damage formula.
- Does not have any way to restore her bulwark after it wears off. Consider pairing her with demons like Madoka Kaname or Demeter to keep her Bulwark topped off.
- Vulnerable to Decay, which can simultaneously cut her bulk and make her unique skill weaker. It won't reduce the size of her Bulwark, though, as that will always use her original HP.
|
Notes |
- Limited-time Collaboration unit. Nobody knows if she will be rerun.
- Teal covers her weakness, but that might actually be bad, as she then won't get the 25% damage reduction when that weakness is hit.
- Damage reduction does not affect fractional damage, so she takes the full brunt of those attacks. However, fractional damage also doesn't have Bulwark Pierce, so you'd still have to manually wear down her Bulwark. This combined with the low damage caps on most Fractional effects means it'll take too long to break the Bulwark.
- Red's skill is useless, as it does less damage than her unique, is inconsistent due to random-targeting, and scales off of MATK instead of HP.
|
Synergies |
|
|
Xi Wangmu
|
Any |
|
C |
C |
C |
- |
Pros |
- Peach of Immortality revives a random ally whenever someone is downed with 100% HP up to two times per battle. This is especially powerful if coupled with naturally tanky demons and other revivers like Idun, Osiris and Ouroboros, or demons with on-death effects such as Kuzuryu and The 10th Angel.
- Goddess' Fan removes all buffs from the opponent and fully debuffs them, swinging the buff advantage in your favor.
- Null Mortal in Purple allows her to survive most onslaughts and resurrect her fallen teammates.
- Has great synergy with Idun and Ouroboros stall teams, taking forever to sweep the entire team.
- Decent PvE Healer with innate Mediarama.
|
Cons |
- Hard countered by revive sealing skills such as Lord Astaroth and Keraunos.
- Peach of Immortality can be blocked via Bind. Ailment blocking passives and brands are recommended to remedy this.
- It is also blocked by Masakado B's Spirit Chains (Suppression), making her incredibly hard to use in the current meta.
- Disappointing bulk compared to more recent demons.
- If multiple demons are killed at once through the same AOE, Peach of Immortality will only trigger once. This slightly disadvantages her in regards to AOE sweeping.
- Demons are immediately raised by Peach of Immortality upon death. This can be a disadvantage against Hyper Offensive comps, who can simply kill said demon again in the same turn.
|
Notes |
- |
Synergies |
|
|
Yama
|
|
|
C |
F |
F |
- |
Pros |
|
Cons |
- Guilty only works on Boss waves, rendering it useless for PvP and most of PvE.
- No strong, unique Active to take advantage of his powerful passives. Mudodyne is fairly unimpressive.
- Powercrept damage and support make him useless - even in Boss waves, as most newer demons tend to hit much harder, have better support auras, and might even generate extra Press Turns.
|
Notes |
- |
Synergies |
- |
|
Yggdrasil
|
|
|
C |
S |
S |
S |
Pros |
- Extremely bulky, with innate -30% damage reduction against single target skills, Null Mortal, Null Bind, +90% to max HP with World Tree and Epitome of Interception, and another +20% HP in Towering Tree, Yggdrasil is one tough foe to take down.
- In addition, at the start of the first turn, World Tree applies 3 layers of affinity attribute reinforcement to all party members, countering the first 3 counts of incoming affinity reduction. This skill also acts as double IS and removes 2 Press Turns from the enemy when Yggdrasil’s party goes second.
- Great Trunk combines both Repel Pierce and Drain Pierce, letting Yggdrasil act as a full-on anti pierce unit. Also, Great Trunk prevents enemies from receiving any bonus turns while attacking allies under attribute affinity reinforcement. This includes attacks that hit weak points, attacks with Remnants, and attacks that land critical hits. In addition to this, it also removes all buffs and 1 extra Press Turn from the enemy party when an ally drains or repels an enemy attack.
- It also changes Yggdrasil’s basic attack to a single target physical Almighty attack with a 100% crit rate, allowing him to crit pass even while inflicted with Spirit Chains (Indignation).
- Recarmdra in Yellow lets Yggdrasil revive his entire party, solidifying his role as a support tank unit. Towering Tree boosts his max HP and adds a 500HP endure while Drain Dark in Teal helps fiend off against demons like Tiamat A, Mephisto and Unit 01 Dx2 Type.
- Good panels that gives extra accuracy, Null Charm-Poison, and a -15% damage aura against single target skills for the party.
|
Cons |
- Weak to Fire, which can be dangerous against Lost Name.
- Has no way to reapply attribute affinity reinforcement, which means that after it wears off, Yggdrasil has no way to prevent enemies from receiving bonus turns.
|
Notes |
|
Synergies |
- |
|
Zeus
|
Any |
|
S |
B |
B |
- |
Pros |
- Omniscience and Omnipotence downgrades the enemy's Elec resistances by 2 stages, meaning that anyone who doesn't NDR Elec is now Weak to Elec. This also completely shuts down anti-pierce for Elec if they don't have Affinity reinforcement.
- Keraunos downgrades Elec resistance by 1 stage and stacks with the above effect, up to a cap of 3 stages. 3 stages guarantee the enemy is now Weak to Elec. This skill also ignores counters and endures, Revive Bans the enemy if it kills, and attacks 2 separate times per cast, potentially landing 2 kills. With maxed skill level and Panel 1, it only costs 4 MP.
- Panel 2 increases his team's accuracy and damage against weak points, and his innate Wretched Blow increases his own damage against weak points. Further, he casts a 100BP AoE when any party member hits a weak point, and generates a press turn (once per turn).
- These effects are all extremely valuable in Democalypse.
- Automatically casts a 100BP ST attack at the start of the enemy's turn. This can chain into effects such as Hachiman's Jingu's Divine Light, potentially offering a lot of offensive pressure before the enemy can act.
- This ST attack can help counter Bulwarks on the enemy team, as their Bulwarks will wear off at the start of their turn - leaving their HP bars exposed.
- All of his colors have a use, but for general purposes Purple is best.
- Trivializes a lot of PvE content, due to opening up an Elec weakness where normally a weakness would not exist. Hell's Park 100 is a prime example of this, where King Frost's anti-pierce Null can be bypassed by reducing his Elec resistance to Neutral or Weak, letting an Elec team sweep the fight with ease.
|
Cons |
- Weak to Force unless Teal.
- No crit rate support in his kit (aside from Rending Thunder).
- No Bulwark Pierce hurts a lot in a meta where Bulwark is spammed to no end thanks to demons like Walpurgisnacht and Madoka Kaname. Consider pairing him up with Loup-Garou to mitigate this.
|
Notes |
- Attribute affinity down does not work in Democalypse.
- For manual play, the 100BP ST at start of enemy turn will hit whoever your cursor is on. On Auto and/or Defense however, you are at the mercy of the AI for who he hits.
- If building him for Democalypse, try to transfer a "Rending <element>" skill (for Prelim) or an "<element> Slash" skill (for Boss) to make use of his PATK. These skills are only available through events, though, so if you don't have them, you may have to run a magic skill instead.
|
Synergies |
Botis Odin A Loup-Garou |
|
Zodd
|
|
|
C |
D |
D |
- |
Pros |
- Rip does AOE Piercing Physical damage and heals him by 50% of the damage dealt. It also refunds 2 MP when maxed, allowing you to spam it repeatedly. At max boost it has 170 BP and 70% crit rate, making it do massive damage when combined with his sky high STR stat.
- Nosferatu increases his damage every turn (up to 100% after 5 turns). This makes him excellent for long, sustained fights, especially since he can heal himself with Rip. It also grants Phys Pierce, bulk, accuracy, an endure, and damage bonus and reduction when he's under 50% HP.
- Mana Aid in Clear is very useful for PvE, as it ensures he can spam Rip every wave.
- Very tanky thanks to incredible bulk and Nosferatu providing him a better Enduring Soul. Purple gives him Null Mortal which makes him even harder to kill.
- Red grants a ST skill and Teal grants Drain Phys, both having their uses.
- Great panels, with damage, accuracy, hp, an Infinite Chakra effect, and a chain effect when he's hit by a physical attack, doing an HP draining 80BP physical attack.
|
Cons |
- Has accuracy issues due to low AGI and middling LUK.
- Being aoe focused can be a liability against Demeter. Consider using Charge to bypass her bulwarks.
|
Notes |
- A very useful unit for beginners to cruise through the early parts of PvE.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
Synergies |
- |
|
Arshes Nei
|
|
|
A |
A |
A |
A |
Pros |
- Good STR, with top 5 AGI in the game make her a powerful T1 unit.
- Empress of Thunder and her transferable Elec Survivor give her an innate +35% to her Elec damage, with the former also granting her +20% extra hit rate, a +100% Critical hit rate, and a Speedster boost, furthering solidifying her role as a T1 monster.
- To further strengthen her power, she reduces 1 count of Indignation and Intimidation received on self, as well as applying Charge and Might to herself, and then recovers 2MP for all party members. The MP recovery works well when facing MP drain teams.
- Her best feature would be the 25% Reverse damage reduction from all damage while the enemy has a Bulwark. This makes her a solid check to enemies such as Vanitas, who have insane amounts of damage reduction.
- When paired with Artemis, Arshes can get up to 45% RDR against enemies with Bulwark, almost cutting Vanitas' damage reduction in half. She can also be paired with the Elec bros to give them an even bigger upper hand against Bulwarked enemies.
- Despite Haouken Thunder Claw Strike having rather low base power in 180, her auto-Charge & Might make her hit like a truck. Additionally, it will lower the hit enemy's Elec attribute affinity by 1 level as well as applying 1 count of Salvation.
- Her Salvation-on-demand is really useful as it can finish off any demon if her sheer damage can't. Since Krishna can't necessarily choose whom to apply his Salvation to, it makes her a worthy alternative in case one doesn't have Krishna.
- Good awakening skills in Purple and Yellow, as well as good panels with worthy offerings, although not mandatory.
|
Cons |
|
Notes |
- Limited-time Collaboration unit. Nobody knows if she will be rerun.
|
Synergies |
|
|
Anthrasax
|
|
|
B |
B |
B |
A |
Pros |
|
Cons |
|
Notes |
|
Synergies |
|
|
Dark Schneider
|
|
|
A |
B |
B |
B |
Pros |
|
Cons |
|
Notes |
|
Synergies |
|
|
Danu
|
|
|
S |
S |
S |
S |
Pros |
|
Cons |
|
Notes |
|
Synergies |
|
|
Fionn mac Cumhaill
|
|
|
S |
S |
S |
S |
Pros |
|
Cons |
|
Notes |
|
Synergies |
|
|