Name
|
Best Archetype(s)
|
PVE
|
PVP
|
PVE |
PVP |
Offense |
Defense
|
Alice
|
|
|
4 |
4 |
4 |
- |
- |
Pros |
- Very powerful in PVP as Die for Me! bypasses Endure-type skills and Instant Kills a demon allowing her to swiftly delete key threats.
- Godly Panels, especially Panel 3, as this allow her to spam Die for Me!: this makes her Top Tier.
- High damage potential due to good stats and Dark Amp in Purple.
- Can be used to in most PVE content like Aura Gate, Brands of Sin (especially Vanity 11) and certain Kiwami.
- She's cute!!
|
Cons |
- Needs Dark Pierce (weak) and Panel 3 to really shine, without those her PVP rating would be around 7.
- Needs to run Divines without Panel 2 for first turn Die for Me!.
|
Notes |
- She has pretty bad AI (will sometimes Mamudoon instead of spamming DFM), keep this in mind when using her for Defense.
|
|
Alice A
|
|
|
5 |
5 |
5 |
- |
- |
Pros |
- The only demon in the game with AOE Mortal. When paired with curse support like Nebiros, she can easily decimate entire teams without Null Curse and/or Null Mortal.
- Drains 1 MP from the enemy at the start of their turn, which stops MANY T1 sweepers (eg Baal, Anat, Uriel) in their tracks.
- Trivializes almost all PVE content like Aura Gate and Hell's Park - pair her with an AOE curse inflictor and instakill everyone!
- Purple gains Null Mortal which prevents her from being killed by other Mortal users.
- She's cute!!
|
Cons |
- Hard countered by Null Curse and Null Mortal.
- Weak to light and by extension the Archangels matchup. Teal fixes this somewhat but you lose Null Mortal in return.
- Cannot be used in the same team with OG Alice.
|
Notes |
- |
|
Alilat
|
|
|
4 |
3 |
3 |
- |
- |
Pros |
- While alive, Repel Pierce will prevent pierce skills from going through Repel resistances. Pair her with demons with a lot of Repels (like Asura Lord or Vairocana) or with Repel Phys (like Teal Gogmagog and Teal Quetzalcoatl).
- Very high LUK stat allows her to be built as an Ailment caster by transfering an Ailment skill.
- Thanks to stats and passives, she has extreme Ailment resistance: transfer her Silent Prayer or Prayer, she will be an Ailment cleanser.
- A near Must-Have demon for PVE, particularly Aura Gate 2, as Repel Pierce paired with appropriate demons is perfect for cheesing most Boss fights.
- Good HP and Vit stats and no weaknesses give her a lot of bulk.
- Very cheap to fuse.
|
Cons |
- Megidola is a wasted skill as her Magic stat is low.
- Lack of offensive demons with Repel Phys makes it hard to craft teams around her in PVP.
|
Notes |
- |
|
Amaterasu
|
|
|
4 |
2 |
2 |
- |
- |
Pros |
- One of the best PVE support demons in the game. Tenson Kourin is the best buff spell in the game, guaranteeing you will have all 3 buffs at the end of cast.
- Gains access to discounted Mediarahan in Yellow, which heals for a lot thanks to her high magic stat.
|
Cons |
- High MP cost
- Elec Weakness
- Panels are very lackluster.
- Maragion is a wasted slot for support builds.
- Healing is less important in PvP, reducing her potential there.
|
Notes |
- |
|
Ananta
|
|
|
1 |
3 |
3 |
- |
- |
Pros |
- Purple provides all 3 Auto-Buffs, which is incredibly strong
- Reasonable bulky with 3 Nulls makes him a decent support demon.
- Works well in slow double Intimidating Stance Teams, and can be left at level 1 to lower battle speed if used as a pure buff bot.
|
Cons |
- Force weakness and no attack skills
- Buffs disappear after a wave is cleared in PvE, so Auto-Skills arent as valuable there.
- Relies heavily on transfer skills to function well. Unfortunately most good transfer skills are Gacha-only.
|
Notes |
- |
|
Anat
|
|
|
4 |
5 |
4 |
- |
- |
Pros |
- Thunderstorm is an extremely powerful piercing AOE.
- High MAG stat, passive skills and Panels further her AOE DPS.
- Killer Impulse may add another layer of damage.
- Red gives Thunder Reign which can circumvent Elec Anti-Pierce such as Rama + Mother Harlot. Note that it does not pierce though!
|
Cons |
- Force weakness
- Panel 2 is Mandatory for Turn 1 Thunderstorm.
- Expensive to fuse and only available in clear. Colored variants are Gacha exclusive.
- Only Thunderstorm and Killer Impulse have pierce.
- Requires additional MP Support when going against Alice A teams
|
Notes |
- |
|
Asherah
|
|
|
3 |
4 |
4 |
- |
- |
Pros |
|
Cons |
- Two weaknesses to common attacking elements.
- Low AGI means she will need Lead Brands or even slower teammates to work as a Ailment cleanser.
- Resurrection is not useful in PVE as your demons are not supposed to die. Healing is also subpar in PVE.
|
Notes |
- |
|
Asura
|
|
|
4 |
2 |
2 |
- |
- |
Pros |
|
Cons |
- As nothing in his kit provides damage, damage booster transfers are mandatory.
- His only Piercing attack being Random Target makes him near unusable in PvP. Using Ashura against Masakado means your death.
|
Notes |
- |
|
Asura Lord
|
|
|
4 |
4 |
5 |
- |
- |
Pros |
- Very high ST damage that also generates press turns thanks to his high Crit Rate.
- Slaughter All is fully unblockable and ignores Endure-type skills, allowing you to delete key demons in PVP.
- Endless War passively increases Crit Rate and Crit Damage of the team. Paired with Kartikeya, the total is +40% Crit Rate.
- Very good synergy with Hero Masakado T1, an excellent Defense Team for PVP.
- Gigantomachia in Red and his innate passives makes him an excellent PVE sweeper.
- Good repel resistances makes him a natural partner for Alilat or Atavaka. Fire and Light repel perfectly counter Archangels teams.
|
Cons |
- Hard to raise Slaughter All's damage further as it is of the Almighty element.
- High MP cost mandates the use of Divine Brands, if not P2, this reduces his damage output.
- Risky to use for PVP Random Battle as he is suboptimal in Slow or Midrange teams and may put you in a difficult position in Fast teams whenever he fails to crit.
|
Notes |
- |
|
Atavaka
|
|
|
4 |
4 |
5 |
- |
- |
Pros |
- While alive, War Aid will prevent pierce skills from going through Repel resistances. Pair him with multiple-Repels Demons (like Asura Lord or Vairocana) or with Phys Repel (like Teal Gogmagog).
- Intimidating Stance is a very powerful passive for PVP and synergizes with his low AGI.
- Enemy Annihilation fully debuffs enemies 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 Physical NDR, allowing him to spam it without concern.
- Amazing set of panels that provide him extra damage.
- Like Alilat, his Repel Pierce ability is perfect for cheesing Aura Gate 2 Boss fights.
|
Cons |
- Very high MP costs. And compensating with Divine Brands hurts his damage/Bulk.
- Weak to Ice. A common element in PVP especially in very Offensive Teams.
- Does not have natural Pierce. This can cause issues with his PVP AI attacking into Tetra Shift and/or Physical NDR when out of MP.
- The fact the debuff from Enemy Annihilation only lasts 1 turn with high MP-cost makes him unsuitable as a debuffer in PVE unless Panel 2.
|
Notes |
- |
|
Baal
|
|
|
4 |
5 |
4 |
- |
- |
Pros |
|
Cons |
- Ice weakness
- Without Panel 2, his PVP tier rating is lower than 8.
- Expensive to fuse and only available in clear. Colored variants are Gacha exclusive.
- Only has pierce through Tempest.
- Requires additional MP Support when going against Alice A teams
|
Notes |
- |
|
Barong
|
|
Any |
4 |
2 |
2 |
- |
- |
Pros |
- Barong Dance is a healing skill with infinite uses which is useful for drawn out battles in PvE while buffing the team.
- If Panel 1 + max lvl, it can be cast Turn 1 PvP or spammed in PvE.
- Niche use in Aura Gate as giving him Support AI with his MAtk low enough guarantees he'll heal you with Barong Dance no matter your HP.
- This is useful to recover HP lost from Talk and in F50 of Aura Gate 2 where you meet the Self Destruct Forneuses.
|
Cons |
- 2 weaknesses if not in Teal archetype.
- Low Magic and Bulk is inconvenient as a healer/support.
- PvP is too fast for healings that are not passives to be useful.
|
Notes |
- |
|
Bayonetta☆
|
|
Any |
2 |
2 |
2 |
- |
- |
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.
- Recent buffs have made her a lot more viable. Panel 2 in particular gives her Pierce which she desperately needs.
- Gomorrah (B) has high base damage and crit chance, letting you delete an enemy and charm the rest of the team.
|
Cons |
- Gomorrah (B) takes two turns to charge: impossible to use T1.
- Difficult to build due to Gomorrah (B) scaling off both PATK and MATK.
- Mediocre overall stats, bad bulk.
- Absolutely requires at least P2 to have any relevancy in PVP: get a PVP rating much lower than 6 if not paneled.
- No longer meme :(
|
Notes |
- Limited-time Collaboration unit. Nobody knows if she will be rerun.
|
|
Belial
|
|
|
4 |
3 |
3 |
- |
- |
Pros |
- Flames of Gomorrah is a hard hitting fire phys skill that pierces, crits and can be cast T1 even with War brands. Fire Amp in Purple makes it even deadlier.
- Sins of Sodom provides Fast-Debilitate if an enemy is cursed which pairs perfectly with the 80% curse-rate of Flames of Gomorrah.
- He pairs well with Nebiros who can curse before your turn.
- PvE enemies including Bosses are not immune to curse, making him an insane PvE Debuffer.
- Panel 2 allows him to Crit indefinitely.
|
Cons |
|
Notes |
- |
|
Black Frost
|
Any |
Any |
3 |
2 |
2 |
- |
- |
Pros |
- High Magic stat and innate Pierce on Go to Hell! makes him a good magic sweeper.
- Curse of Anguish and Panels pair well with Yama who automatically curses everyone at the start of the Boss wave.
- Go to Hell! has a high Curse chance, which lets him setup for other curse-based sweepers like Alice A.
- Yellow gains access to Concentrate to further increase his sweeping potential.
- His innate Mabufudyne and Ice Amp (in Purple) is excellent for Democalypse.
|
Cons |
- Light Weakness
- Go to Hell! has low base power and does not gain damage on level up.
- His damage output is below average and needs his Curse gimmick.
- Dark element AOEs are severely countered by the PVP Meta (Masakado + Rama or Atavaka + Hecate)
|
Notes |
- |
|
Black Rider
|
|
|
2 |
3 |
3 |
- |
- |
Pros |
- Soul Divide punishes healing by dealing Fractional damage based on their current health. Useful in Brands of Sin Vanity stages where healing is abundant.
- Famine deals fractional damage and saps MP at the end of enemies turn.
- Best used to deal with enemies that have auto-healing such as P2 Vishnu.
- Decent Magic stat and good Panels can make him a strong Ice mage.
|
Cons |
- Soul Divide damage is based on Current Health and cannot kill targets.
- Healing is not very common rendering his utility niche at best.
- Needs Panels (especially P2) to be an effective Mage.
|
Notes |
- |
|
Cu Chulainn
|
|
|
3 |
2 |
2 |
- |
- |
Pros |
- One of the budget pierce sweeper, he can be fused cheaply through 4x4 fusions.
- One of the best demons to fuse early: trivializes early PVE.
- Panels maintain his relevance late game. He's cheap to Panel.
- Innate Savage Glee and powerful Gae Bolg mean you can build him as a Phys attacker and he will be good for Phys Democalypse.
- Low AGI makes him useable in Intimidating Stance teams.
|
Cons |
- High MP costs, cannot sweep Turn 1 in PVP unless Panel 3.
- Purple Archetype mandatory for PVP as he needs Force Pierce.
- Mediocre Magic stat: needs passives to be transferred for decent damage.
- No Single-Target attack: he will have trouble against Anti-Force-Pierce like Rama + Susano-o A, popular in PVP.
|
Notes |
- |
|
Cu Chulainn A
|
|
|
4 |
4 |
4 |
- |
- |
Pros |
- Has full pierce on two elements.
- Barbed Spear deals three separate hits, allowing it to function as an Endure breaker. He is a good candidate for Hero Masakado T1
- Auto-Charge at end of turn allows him to deal massive damage if he is not taken out.
- Teal has Drain Phys to pair with Rama in Drain Teams, increasing his survivability which is needed if you want to use Auto-Charge.
|
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.
- Requires damage booster transfers kit provides none.
- Auto-Charge does not activate when waves are cleared in PVE! This reduces his damage potential in auto-farming PVE greatly!
|
Notes |
- |
|
Cybele
|
|
|
3 |
2 |
2 |
- |
- |
Pros |
|
Cons |
- Heavy fire specialisation + lack of Fire Pierce means she will struggle against Fire NDR.
- In PVP, Fire Pierce (weak) is insufficient due to the popularity of Asherah and Rama
- Expensive multi-fusion that requires clear Asherah.
|
Notes |
- |
|
Daisoujou
|
Any |
|
5 |
5 |
5 |
- |
- |
Pros |
- Preach makes him immune to all ailments and will punish enemy teams attempting to use Charm. Cleansing Shout is an Ailment and Debuff Cleanse packed into one skill. This makes him the best Counter to Ailments.
- Particularly good against the high Tier Alice A Defense Teams.
- Good stats, no weaknesses and perfect base kit allow freedom in builds.
- Can work as a bulky tank, evasion tank, healer and/or revive support based on build.
- Very useful for Brands of Sin Sloth 11 auto-runs.
|
Cons |
- Is a hard support unit, relies on transfer skills to offer anything outside cleanse.
|
Notes |
- |
|
Dante☆
|
Any |
|
2 |
2 |
2 |
- |
- |
Pros |
- High Str plus Auto-Rebellion from Rapid Shot makes him a good Phys Sweeper.
- Very bulky with no weaknesses.
- Million Stab is a multihit AOE skill, breaking Endures and piercing while in Might.
- Pairs well with Hell Biker for free Rebellion setup.
|
Cons |
- Low AGI and LUK affects his accuracy.
- Will not autocast Rebellion if any of his Rapid Shot misses.
- Million Stab is high MP-cost and need difficult setup to Pierce.
- This is bad in PVP to the point it's probably better to use Megaton Raid and a transferred Hades Blast in a Hell Gongen Teams than playing him as it was intended with Rapid Shot and Million Stab.
|
Notes |
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
- Currently does not have panels, reducing his potential.
|
|
Fafnir
|
|
|
1 |
1 |
1 |
- |
- |
Pros |
|
Cons |
- In PvP Drain Teams, can at most be a mediocre support.
- 2 Weaknesses.
- Ailments fall flat in late PvE because of inflated enemy stats.
- Hard countered by Ailment Cleansers like Daisoujou in PVP.
- Comprehensively outclassed by Pale Rider as Poison caster.
|
Notes |
- |
|
Frost Ace
|
|
|
3 |
3 |
3 |
- |
- |
Pros |
- Very good Ice Nuker with built-in Ice Boost and Master Assassin in purple.
- Good Ice sweeper with Mabufula in red
- Vengeful Frost Fist is a heavy hitting Ice-element Physical attack that can Crit and autocasts Rebellion on hit. This allows him to crit infinitely at the cost of a measly 4 MP.
- Icy Rage provides a teamwide Ice damage buff, incredible for Democalypse.
|
Cons |
|
Notes |
- |
|
Gabriel
|
|
|
4 |
4 |
4 |
- |
- |
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 even before battle really begins.
- Chain effects do not consume press turns even when hitting NDR.
- Innate Thunderclap and Elec Enhancement in Purple means she can function well as an Elec Mage too, particularly for Democalypse.
|
Cons |
- Needs a specific team built fully around her.
- Chain effects kills demons before they have a chance to talk, making her less useful for Aura Gate.
- Reflected God's Word will damage her because of innate pierce. Beware of Alilat and Atavaka.
- Requires additional MP Support when going against Alice A teams
|
Notes |
- |
|
Garuda
|
Any |
|
4 |
3 |
3 |
- |
- |
Pros |
- One of the fastest and most flexible demons in the game. Good set of resistances plus battlespeed makes him useful for most PVE content including Aura Gate and Brands of Sin Vanity 11.
- Auto-Rakunda: excellent offensive skill for Turn 1 Teams.
- Vahana, excellent defensive passive. Allows dodge-tank builds or even cleric ones if Prayer is transferred.
- Red gives 6-MP Maragidyne, allowing him a Turn 1 nuke.
- Yellow makes him more support-oriented with Fog Breath.
|
Cons |
- Doesn't have innate Speedster: you must use a transfer slot for it.
- Very low bulk and has an Ice weakness.
- Is outclassed by Hresvelgr in PVP Turn 1 Teams.
|
Notes |
- |
|
Garuda A
|
|
|
3 |
4 |
4 |
- |
- |
Pros |
|
Cons |
- Needs a team built around him to be really effective
- Useless against Magic teams
- Gale Talon takes time to reach full potential, reducing his T1 potential.
|
Notes |
- |
|
Gogmagog
|
|
|
4 |
3 |
3 |
- |
- |
Pros |
- Very high bulk and innate Earthquake lets him hit hard off that bulk.
- Three weaknesses makes him a good partner for Orcus.
- Less competition for Brands compared to your other demons, as he relies on PDEF for damage.
- Panels let him play a more support-oriented role, providing team-wide bonuses as long as he is alive. Crit resistance is especially valuable in the current PVP meta, which has heavy crit emphasis.
- Repel Phys in Teal pairs well with Alilat or Atavaka as an Anti-Pierce.
|
Cons |
- Abysmal AGI means he misses. A lot.
- Added damage from Weakness can be too much for his passive heal.
- No innate pierce and is a bad choice for Hell Gongen due to his AGI.
|
Notes |
- |
|
Guan Yu
|
|
|
4 |
5 |
5 |
- |
- |
Pros |
- No weaknesses and high VIT stats make him very tanky, especially with Life Brands.
- High STR and native Phys Pierce make him a physical powerhouse.
- Loyal God of War refunds MP and heals him on a kill, giving him insane amounts of self-sustain.
- Innate Savage Glee lets him Crit and generate Press Turns effectively, especially if given Epitome of Carnage or paired with Crit boosters like Asura Lord or Kartikeya.
- Null Mortal in Purple, Drain Phys for pairing with Rama in Teal, Red for pure PvE.
|
Cons |
- Low Agi stat means he will have accuracy issues. Dragon Blade's chain effect will not activate if it misses on the first target.
- Highly dependant on the first kill for tempo. Failing to secure the first kill will result in him not having enough MP for the next turn.
- Only has ST skills unless in Red, which reduces his overall PvP usefulness
|
Notes |
- |
|
Guts
|
|
|
4 |
5 |
5 |
- |
- |
Pros |
- Very high Crit rate thanks to Savage Glee and The Struggler.
- Dragon Slayer does insane AOE Piercing Physical damage and bypasses Endure-type skills. It can also be cast Turn 1 due to its low MP cost.
- Butcher in purple further augments his damage.
- Excellent set of Panels that give him access to a Piercing Fire AOE chain, Phys Pierce and more damage.
|
Cons |
- Having no innate ST skills means he will be walled by Drain Teams. It is recommended to pair him with demons like Alice to eliminate Phys Anti-Pierce demons that prevent him from sweeping.
- No natural Pierce outside P2 might cause issues when out of MP.
|
Notes |
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
|
Hecate
|
|
|
4 |
5 |
4 |
- |
- |
Pros |
|
Cons |
- Not very bulky. Light weakness is bad against Archangels.
- Lunar Awakening only triggers at the end of the enemy's turn. This makes her useless for Brands of Sin Sloth 11, as the ailments trigger at the beginning of the turn.
|
Notes |
- |
|
Hresvelgr
|
|
|
4 |
5 |
5 |
- |
- |
Pros |
- Highest Base AGI and +20% to his Battle Speed on Panel 3: invaluable for fast teams.
- His unique North Wind deals AOE Ice damage whenever an opposing demon dies. This adds to the damage of fast Turn 1 teams and allows him to clear Endures.
- Auto-Rakunda in Purple further increases Turn 1 kill potential.
- Good MAG and innate Ice Boost let him fire strong Bufudyne.
- One of the best Demon to have for Aura Gates farming.
|
Cons |
- No ice pierce.
- No innate Speedster. You MUST transfer it to him.
- 2 weaknesses. Phys weakness is particularly bad.
|
Notes |
- |
|
Huang Di
|
|
|
4 |
2 |
3 |
- |
- |
Pros |
- Superior Power gives him Phys Pierce and an accuracy boost.
- Yinglong Killer hits incredibly hard and has a high crit rate, demolishing teams without anti-Pierce.
- Extremely good PvE demon especially if Paneled.
|
Cons |
- Pretty much outclassed by Guts.
- Needs to rely on transfer skills to increase his damage.
- Lack of ST skills unless Red.
- AI is very unreliable for PvP Defense; will occasionally Yinglong Killer into Anti-Pierce and lose press turns.
- Middling AGI, low bulk and his only excellent attack being 7MP mean he can't fit in well-built PvP Teams.
|
Notes |
- |
|
Huang Long
|
|
|
4 |
2 |
2 |
- |
- |
Pros |
|
Cons |
|
Notes |
- |
|
Indrajit
|
|
|
3 |
4 |
4 |
- |
- |
Pros |
- High Magic and good Agi Stats
- High Burst Damage in Lightning Shower, which refunds MP on kill allowing him to loop it again.
- Casts Five Elements on kill, which completely walls off Almighty attackers like Mother Harlot.
- Maxed Lightning Shower lets him use Spell Brands and still cast it Turn 1 in PvP
|
Cons |
- Highly dependant on the first kill for tempo. Failing to kill will result in MP Problems.
- AI tries to hit Tanks he can't one-shot: bad for Defense PVP.
- Ice Weakness (Sort of mitigated by Five Elements on kill, but beware pierce users as well as being outsped).
|
Notes |
- |
|
Ishtar
|
|
|
2 |
2 |
2 |
- |
- |
Pros |
- Extremely high magic, combined with her Panels, compensates her lack of high damage attacks.
- Her unique spell Mesopotamian Star deals Almighty damage while autocasting Tarukaja and Tarunda. At Panel 3, this further applies Rakukaja and Sukukaja.
- Gains Concentrate in Yellow, letting her nuke even harder.
- Easy 4x4 fusion paths and good panels.
|
Cons |
- Very high MP costs.
- Mesopotamian Star has low base power.
- 2 weaknesses.
- Low AGI stat and bad bulk.
|
Notes |
- |
|
Ixtab
|
Any |
|
1 |
3 |
3 |
- |
- |
Pros |
- Yaxche autocast is almighty Mortal and ignores Endure-type skills.
- You can leave her at Lv 1 to bait the AI into killing her and trigger Yaxche. Use teammates with Revive to repeat this cycle. Nidhoggr is perfect for this.
- At Lv 1, she works well in Intimidating Stance Teams as she'd lower Battle Speed.
- Yellow gives her a good Ailment skill to spam.
|
Cons |
- Five Elements and Null Mortal blocks Yaxche, shutting her down.
- Most important targets in PvE are immune to Mortal (Bosses, Kiwami Adds etc.)
- There is no way to reset her lv at 1 if you mistakenly lvled her up.
|
Notes |
- |
|
Izanami
|
|
|
3 |
3 |
3 |
Pros |
|
Cons |
- In PVP, she badly needs the Elec Pierce ability from Panel 2. Without Panel 2, her PVP ratings would be 5 or less.
- Very expensive to fuse
- Has no true ST or AOE spells.
|
|
Jeanne☆
|
|
|
2 |
2 |
2 |
- |
- |
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, making T1 shenanigans impossible.
- 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.
- Pretty much outclassed by P3 Lilith, who does "Bind upon Charm" better.
- Panels do not benefit her much.
|
Notes |
- Limited-time Collaboration unit. Nobody knows if she will be rerun.
|
|
Kali
|
|
|
4 |
3 |
3 |
Pros |
|
Cons |
- 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.
- Weak to Ice.
|
|
Kartikeya
|
|
|
5 |
5 |
4 |
Pros |
- Fastest demon in the game especially when passive is maxed, allowing you to hit battlespeed requirements in PVE easily.
- Skanda proides teamwide Accuracy and Crit chance boost.
- Mortal Jihad plus Great Aim means he will rarely miss, while having a good crit rate to generate press turns for your team.
- No weaknesses and innate Speedster gives him great flexibility over transfer slots and lets him fulfill a variety of roles.
- Important demon in the Hero Masakado T1 strategy, one of the strongest strategy.
|
Cons |
|
|
Lakshmi
|
Any |
|
2 |
3 |
3 |
Pros |
- Extremely high Magic and Luck stats allow her to be built as either a Sweeper or an Ailment inflictor.
- Her High Luck, Insanity combined with Lotus Dance's high Charm rate virtually guarantees she will Charm everything that does not Null it.
- Panel 3 allows her to generate MP for the team, enabling certain first-turn kill strats like Shiva A, or counter MP drain teams like Alice A.
|
Cons |
- Force weakness
- Lack of good innate offensive skills wastes her sweeper potential.
- Countered very hard by Daisoujou clearing her charms and punishing her for using them.
- Very bad bulk
|
|
Lakshmi A
|
|
|
4 |
4 |
4 |
Pros |
|
Cons |
- In Yellow, AI prioritizes Defensive Cry which does not trigger Diwali.
- Force weakness and mediocre bulk hurt her longevity.
|
|
Lilith
|
Any |
|
2 |
2 |
3 |
Pros |
- Two strong Dark and Elec AOE skills.
- Decent Magic allows her to deal damage while also inflicting ailments on the enemy.
- Panel 3 casts a teamwide Bind whenever an enemy is charmed, and can be triggered multiple times per turn.
- Easy 4x4 fusion paths and good panels make her a decent Panel 3 goal to strive toward.
|
Cons |
- No pierce, requires Dark Pierce (weak) to really shine.
- Countered very hard by Daisoujou clearing her charms and punishing her for using them.
- 2 weaknesses
|
|
Lucifer
|
|
|
3 |
2 |
3 |
Pros |
- Morning Star is the most powerful Almighty AOE magic spell.
- In Purple and with Panels, it is among the most powerful AOE.
- Good bulk especially with Panel 2 unlocked. This helps him live long enough to build up the MP necessary for Morning Star.
- Innate Repel Dark is good in PvP if paired with Atavaka.
- Paired with Panel 1 Lucifuge, you can also use him in a devastating Turn 1 Sweeper team.
|
Cons |
- Very MP hungry. Even when paired with P1 Lucifuge, he cannot Turn 1 Morning Star against Alice A teams without dedicated MP support.
- Light weakness.
- Very expensive to fuse and panel.
- High MP costs means he loses all his value in long battles.
- Panel 3 and excellent Brands are mandatory to avoid long battles.
- Shut down by Five Elements and hindered by Alice A's passive.
|
|
Lucifuge
|
|
|
3 |
2 |
3 |
Pros |
- Hell's Ministry reduces Almighty cost for all Tyrant race demons and improves their bulk. Paired with his Panel 1 Bonus, this will give a whopping 2MP discount and enable powerful Turn 1 combos such as Lucifer's Morning Star.
- Light Devourer is a hard-hitting single target Dark spell, further amplified by innate Dark Amp.
- Clear gains access to discounted Necro Dogma. As it only costs 6MP when maxed (5MP if Panel 1), it can be fired off Turn 1 and giving your whole party a defensive buff as a bonus.
|
Cons |
- Extremely expensive to fuse: You are looking at nearly 10 million Magnetite from scratch.
- Requires Panel 1 to really shine.
- Unimpressive without good teammates. His best partner Lucifer is another very expensive fusion, and requires Panel 3 to be really competitive in PVP.
- Middling AGI hurts battle speed for fast T1 teams.
- Light weakness
|
|
Mahakala
|
|
|
4 |
4 |
3 |
Pros |
- High Magic stats and innate Concentrate + Pierce from The Great Darkness make him a very powerful ST Nuker.
- Wrathful Flame reduces defense, allowing your teammates to hit harder. It can also be cast on turn 1 PVP with spell brands if maxed.
- Very effective in Democalypse boss rounds as buffs/debuffs are difficult to come by.
- Goes through Endure as Wrathful Flame counts as three separate hits.
|
Cons |
- Lack of MP recovery means he cannot effectively spam Wrathful Flame in PVP.
- Combination of ST and AOE in his kit, coupled with innate Fire Amp makes it difficult to further boost damage.
- If Mahakala is not alive at the beginning of the turn The Great Darkness won't increase the turn count until Mahakala is revived and survives until the start of the following turn.
|
|
Mara
|
|
|
3 |
2 |
2 |
Pros |
- Only fuseable source of Phys Pierce.
- High STR and LUK means he will hit hard and crit often.
- Hell Thrust is very strong against bosses and in Democalypse, especially if he is P3.
- Meme
|
Cons |
- Ice Weakness and non-existent bulk makes him go limp at the sight of Ice skills.
- High MP costs give Mara a big refractory period.
- Expensive to fuse, will quickly blow through your Magnetite reserves.
- Requires damage boost transfer to supplement his damage.
- Middling AGI means he will have accuracy issues and occasionally miss the hole. Also doesn't slot into Intimidating Stance teams well as a result.
- Due to mara having no single target besides his thrust attack, Anti-Pierce units like Rama, Alilat and Atavaka are a turn off.
|
|
Masakado
|
|
|
5 |
5 |
5 |
Pros |
- Innate Phys Amp in purple combined with a MASSIVE STR stat allow him to dish out ridiculous amounts of Physical damage.
- Warlord's Wrath is a loaded passive that combines Intimidating Stance, Faithful Counter 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 perfect base kit, allowing you to tailor his remaining transfer slots however you like.
- Gains Drain Phys in Teal, allowing you to pair him Rama to act as a Phys Anti-Pierce unit.
|
Cons |
- Low Agility leads to accuracy issues, especially against evasive targets.
- Is very frail thanks to a low VIT and HP stat.
- Unable to be paired with Masakado A.
|
|
Masakado A
|
Any |
|
5 |
5 |
5 |
Pros |
- Guardian of the East provides 1 extra Press Turn when going first, enabling devastating Turn 1 Kill strats like Hero Masakado T1.
- Kuyo Flash can be cast 1st turn and swings offensive buffs entirely in your favor through autocast Tarukaja, Rakunda, Sukukaja and Sukunda.
- Panel 2 provides team wide Null Mortal for one turn. This is useful for sweeping Ixtab defenses, or protecting your allies from being counterswept by Alice A if you fail to kill them Turn 1.
- Incredible set of resistances with 3 Nulls (Phys, Dark, Light) and no weakness allows you to tailor the rest of his transfer slots however you please.
|
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 very reliable.
- Easily countered by outspeeding. This is a problem for last hour PVP, as Masakado A defenses will get relentlessly targetted by players looking to climb last minute.
- Unable to be paired with Masakado
|
|
Mastema
|
|
|
3 |
2 |
3 |
Pros |
- Good Magic coupled with Trial of Hate's high base power makes him an incredible Light sweeper. The debuff is icing on the cake.
- Good set of resistances with 1 Null and 2 Reflects.
- Easy 4x4 fusion paths and good panels make him a decent P3 goal to strive toward.
- Laughs at his enemies occasionally
- Works well in Archangel Teams to provide more sweeping power.
|
Cons |
- No innate pierce, requires Light Pierce (weak) to really shine.
- Fire weakness
- Binding Cry, while a flavorful skill is unfortunately wasted on Mastema.
|
|
Metatron
|
|
|
3 |
2 |
3 |
Pros |
- Good HP and Vit stats paired with great resistances gives him decent of bulk, especially with innate Enduring Soul in Clear.
- High Magic stat and Infinite Chakra lets him function well as a magic sweeper.
- Works well in an Archangel Team, as Fire of Sinai is great for cleaning up and breaking Endures.
- Gains discounted Mahamadyne in Red which is great for Brands of Sin Sloth 10 and 11 farming.
- P3 amplifies all Magic damage.
|
Cons |
- Very difficult to fuse, only 1 recipe available.
- Full Almighty / non-Piercing kit means he is shut down hard by Five Elements.
- Low AGI stat penalizes him in the Archangels PVP strat.
|
|
Michael
|
|
|
3 |
1 |
1 |
Pros |
- Soul Judgement deals massive damage against single targets, ideal for Bosses and Democalypse.
- While he has pretty mediocre MAG stats, panels help to offset this by providing him a lot of damage.
- Yellow gives him access to discounted Mediarahan, allowing him to double as a healer.
- Very good set of resistances, especially in Teal.
|
Cons |
- No innate Pierce and mediocre Stats
- High STR stat is wasted on a Mage.
- Random targeting is ill-suited for PVP.
|
|
Mot
|
Any |
|
3 |
3 |
2 |
Pros |
|
Cons |
- Elec weakness
- High MP costs
|
|
Mozgus
|
|
|
2 |
2 |
2 |
- |
- |
Pros |
- The only unit in the game that has a Critical Counter, God 1000 Fist Cannon will unleash a random barrage of piercing Physical attacks whenever the enemy scores a crit.
- 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.
|
Cons |
|
Notes |
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
|
Mother Harlot
|
Any |
|
2 |
5 |
5 |
Pros |
- Babylon Goblet drains MP from all enemies while providing her MP sustain, allowing her to loop the same attack over and over even without Divine Brands. With Panel 2 unlocked, she will additionally spread charm all over the enemy's team.
- Teal gives her Drain Phys, ideal for pairing with Rama. Notably, she is the only Drain Phys unit that can function as a magic sweeper.
- Has access to discounted Debilitate in Yellow, letting her play a more support role if needed.
- Works very well in a slow Ailment Team, or with Alice A in MP denial teams.
- Incredible set of Panels. With Panel 3 unlocked, she can keep enemies permanently charmed by reapplying Charm each turn.
|
Cons |
- Force weakness
- Full Almighty kit means she is shut down hard by Five Elements.
- Low AGI and high MP costs makes her unsuitable for fast teams.
- Countered very hard by Daisoujou clearing her charms and punishing her for using them.
- The MP drain aspect of Babylon Goblet is less useful for PVE, as the AI has infinite MP. It does allow you to replenish her MP indefinitely though.
|
|
Nebiros
|
|
|
4 |
5 |
5 |
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 healing support like Nadja.
- As Call of the Dead triggers at the end of the enemy turn, it lets you start your turn with full press turns, and proc any start of turn chain effects like Archangels.
- Hand of Glory provides AOE Curse + Luster Candy on ally death. The Curse is great setup for Alice A (and his own passive) while the buffs increase your likelihood of surviving the turn.
- Highest LUK in the game paired with innate Epitome of Madness makes him a great Dodge tank.
- P2 grants Null Mortal which makes him even harder to kill.
|
Cons |
- Hard countered by Null Curse and revive sealing skills like Sword of Actuation.
- Weak to light and by extension the Archangels matchup. Teal fixes this somewhat but you lose Null Bind in return.
- Call of the Dead can be mitigated by a Cleric removing Curse before end of the turn.
|
|
Nergal
|
|
|
1 |
3 |
3 |
- |
- |
Pros |
- Plague of Babylon removes Barriers and has a very high chance of landing Weak status, making him incredible setup for Ailment Teams.
- High STR, Auto-Tarukaja and increased Accuracy from Meslamtaea make him a decent Physical demon, especially when Paneled.
- Auto-Rebellion on Poison boosts his damage and synergizes with Pale Rider.
|
Cons |
- Ailments fall flat in late/endgame PvE because of inflated enemy stats
- Hard countered by Ailment Cleansers like Daisoujou or Kinmamon in PVP.
- AGI too low for Ailment Teams standards.
|
Notes |
- P3 Samael offers similar barrier break without consuming a Press Turn. This is vital versus double Intimidating Stance Teams, as Nergal consuming a Press Turn means you are left with a single Press for casting a true ailment.
- Compared to P3 Samael, Nergal gives your other demons more flexibility in choosing brands, as they can forego Ailment Infliction completely. Weigh the extra Press Turn versus stat flexibility carefully.
|
|
Nero☆
|
Any |
|
3 |
3 |
2 |
- |
- |
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.
- High MP costs and no MP recovery prevent him from spamming his spells freely.
|
Notes |
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
- Currently does not have panels, reducing his potential.
|
|
Orcus
|
|
|
3 |
4 |
4 |
- |
- |
Pros |
- One of the strongest support demons in the game. Law of Hell denies bonus turns when striking weakness, while Hell's Gate grants AOE damage reduction for each open weakness.
- This eliminates the need to cover weaknesses for all your demons, allowing them to inherit more valuable transfer skills like Epitome of Fortitude, Recarmdra, Auto-Tarunda etc.
- Very good buff control with War Cry and Nocturne in Yellow.
|
Cons |
- Hell's Gate damage reduction does not apply to single target attacks.
- Very MP Hungry. Divines help with MP costs but reduce his bulk.
- Needs specific team compositions to work well.
|
Notes |
- You still receive extra damage from open weaknesses.
- Due to the way Law of Hell is coded, it will also deny bonus turns gained from a Crit if the attacked demon has a Physical weakness. This ironically makes Slime a great partner for him, as Slime has six open weaknesses including Phys.
|
|
Pale Rider
|
|
|
1 |
4 |
4 |
- |
- |
Pros |
- Very good in an Ailment Team, as Pestilence will kill any enemy after 2 turns, no questions asked. Allows the rest of your Ailment team to focus on bulk instead of damage.
- Perfect synergy with a set-up based sweeper Nergal. Nergal helps to remove any barriers and ensures Plague's poison can land via Weak, which in turn triggers his own Meslamtaea passive.
- Gains the strongest debuff Debilitate in Yellow, letting him double as a debuffer.
|
Cons |
- Ailments generally fall flat in late/endgame PvE because of inflated enemy stats
- Hard countered by Ailment Cleansers like Daisoujou or Kinmamon in PVP.
- Pestilence only kicks in at the end of enemy's turn, giving them one whole turn to cleanse it away or just outright kill him.
- Requires a specific team built around him to really work.
- P1 and P2 don't contribute to the Ailment build.
|
Notes |
- |
|
Quetzalcoatl
|
Any |
|
2 |
2 |
2 |
Pros |
- Usually run as a support demon. Ce Acatls' Return is an incredible ressurection spell that brings all fallen party members back to life.
- Repel Phys in Teal pairs well with Alilat or Atavaka as an Anti-Pierce unit.
- Has 2 strong AOE spells, 3 if in Red.
|
Cons |
- High MP costs
- Dark weakness
- Low Magic stat wastes his AOE potential, despite having good spells and panels.
|
|
Quetzalcoatl A
|
|
|
4 |
5 |
4 |
- |
- |
Pros |
- Has full Fire Pierce and Fire Amp by default, plus Butcher in Purple. This makes him a deadly Fire Sweeper for both Fire Democalypse and PVP.
- Aztec Pulse costs only 5 MP when maxed and does massive damage when combined with his other passives. The low MP cost also means you can spam it twice with Divine Brands going first, or twice with Spell Brands going second.
- Ce Acatl grants him a free revive once per battle, while refunding the press turn lost from his death. This makes him a great counter for Fast T1 Teams on offense, as anything short of a full team wipe will result in him coming back to life and reverse-sweeping with double Aztec Pulses.
- Pairs well with Rama has he has Drain Fire by default. This is especially useful versus Herald team comps to counter Uriel's Sunrise.
- Red gives him access to discounted Trisagion, useful versus Fire Anti-Pierce.
|
Cons |
- Weak to Dark. Dark is a very bad weakness to have, as Alice and Hecate are very common among higher tier PVP.
- Purple has troubles versus Fire Anti-Pierce comps like Atavaka-Vairocana and Rama-Surt.
|
Notes |
- As press turn count is determined at the start of the round, Ce Acatl press turn generation only cancels out the lost press turn from his death.
|
|
Rama
|
Any |
|
5 |
3 |
3 |
- |
- |
Pros |
- One of only three demons that can negate pierce.
- While alive, Drain Pierce will prevent pierce skills from going through Drain resistances and is the cornerstone of the Drain Teams archetype.
- Brahmastra is a three-hit Almighty skill that functions as an Endure-breaker.
- Good base stats and no weaknesses allow him to fulfill a variety of roles, be it support or sweeper. Yellow Rama can function as a good support demon with discounted Luster Candy whereas Purple gives him Ice Pierce which lets him sweep with Mabufudyne.
|
Cons |
|
Notes |
- Teal gives him Drain Ice which pairs well with Drain Pierce and can be used to cheese certain difficult PvE content like Hell's Park Floor 100 and Celestial Gui Xian.
|
|
Raphael
|
|
|
3 |
3 |
3 |
- |
- |
Pros |
- Tailwind does massive damage against single targets, ideal for Bosses or cleaning up in PVP.
- Works well in an Archangel Team.
|
Cons |
|
Notes |
|
|
Red Rider
|
|
|
2 |
3 |
3 |
Pros |
- Good Str, decent Agi and Luck means he will hit hard without much Accuracy issues.
- Blade of Terror deals consistent Fractional damage based on enemies current HP, unaffected by buffs. Blade of Terror will bypass the accuracy check since it is a fractional skill.
- Blade of Terror has high AOE Bind chance when maxed, and can be used Turn 1 due to it's low MP cost.
|
Cons |
- Blade of Terror falls off later in the fight as it is based on Current HP (and is capped against late game targets in PVE).
- Buffs and damage boosts only work on Bloodshed's Physical damage and not Blade of Terror's Fractional damage.
- No innate Pierce means Panel 2 or a Phys Pierce (weak) transfer is mandatory.
|
|
Samael
|
|
|
2 |
4 |
4 |
- |
- |
Pros |
|
Cons |
- Elec weakness
- Countered very hard by Daisoujou clearing his ailments and punishing him for using Charm.
- Middling AGI hurts battle speed for fast Ailment teams.
|
Notes |
- Great set of Panels that provide additional Ailment Infliction, reduce MP costs and the aforementioned breaks. Easy 4x4 fusion paths make him a good P3 goal to strive toward.
- Compared to Nergal, Panel 3 Samael gives you better Press Turn efficiency, but in return all your other demons will require some degree of Ailment Infliction from brands or transfers. Weigh the extra Press Turn versus stat flexibility carefully.
- Panel 3 pairs well with Alice A and Nebiros teams, allowing them to land Curse without worrying about Barriers. He also negates Xi Wangmu's Panel 2, as he will continuously break her recasted Barriers each turn.
|
|
Schierke
|
Any |
Any |
3 |
1 |
1 |
Pros |
|
Cons |
- You are at the AI's Mercy on which Element gets casted.
- Summon Elementals is only useable once every two turns.
- Both her skills have levels, making her a very costly investment Kasane-wise.
- No pierce on Elemental Magic.
|
|
Seraph
|
|
|
3 |
1 |
1 |
Pros |
|
Cons |
- Only obtainable through Democalypse grinding.
- High MP costs make him unsuitable for anything outside Democalypse.
|
|
Seth
|
|
|
4 |
2 |
2 |
Pros |
- Ouas is a very powerful ST nuke that has a high crit rate and a strong heal.
- Extremely high STR and LUK means he will hit hard and crit often.
- Teal covers his weakness while Clear gives him an AOE skill in Titanomachia.
- Yellow gives him Nocturne which allows him to play a more support-oriented role, especially with innate Debilitate.
- Good set of panels that provide him damage, bulk and MP reduction.
|
Cons |
- Lacks Phys Pierce, reducing his viability in certain areas which require it.
- Fire weakness
- Zandyne is a wasted slot.
- Requires damage boost transfers
|
|
Shiva
|
|
|
4 |
3 |
3 |
Pros |
- High STR, AGI and LUK paired with innate Serial Killer and Vorpal Blade make him an effective Physical Sweeper.
- Good candidate for the Hell Gongen team as patches out his biggest weakness - lack of Phys Pierce.
- Great set of Panels especially Panel 3 which provides insane MP-cost reduction.
- Has three sets of Drain resistances and no weakness if in Teal, making him an ideal teammate for Rama.
|
Cons |
- Pralaya has a high MP cost and is blocked by Five Elements.
- No innate Pierce
- Very expensive to fuse.
|
|
Shiva A
|
|
|
4 |
4 |
5 |
- |
- |
Pros |
- Third Eye is fully unblockable and will go through any elemental NDRs and barriers like Five Elements. It is also treated as a physical attack and as such can Crit.
- Ishvara provides auto-Rebellion and passively boosts his accuracy and crit chance.
- Insane set of panels that give him everything he needs (accuracy, better ST and reduced MP cost).
- Incredible Elemental resistances especially in Teal. All these Elemental Drains make him an excellent partner for Rama in PVE.
|
Cons |
- Hard to further boost Third Eye's damage as Almighty has no innate Boost/Amp.
- Force weakness if not Teal.
- Very MP Hungry and prone to MP denial teams like Alice A.
|
Notes |
|
|
Siegfried
|
|
|
3 |
3 |
3 |
- |
- |
Pros |
- Arms Mastery passively boosts his damage and accuracy, letting him sweep hard with discounted Titanomachia in Red.
- Innate Drain Phys makes him a decent candidate for Drain Teams.
- Incredible set of panels that provide him further damage reduction, Phys Pierce and MP reduction.
|
Cons |
- High investment - He requires Panels, good transfers and a proper team built around him to really shine.
- Mediocre AGI and LUK stats.
|
Notes |
|
|
Skull Knight
|
|
|
3 |
5 |
5 |
- |
- |
Pros |
- Demons die when they are killed by Sword of Actuation, unable to be revived. This lets him counter Nebiros and Xi Wangmu revive strats, making him an exceptional Anti-Meta unit.
- Sword of Actuation has a ridiculously low MP cost at max level (5 MP) - Even without Panels it can be cast Turn 1 with War Brands. Panel 2 further reduces it to 4 MP, allowing it to be cast regardless of brands or matchup.
- Foe of Demons defensively buffs your team at the start of your opponent's turn, increasing your odds of surviving.
- Repel Phys in Teal makes him a good partner for Alilat and Atavaka.
|
Cons |
- Difficult to boost Sword of Actuation further due to it being Almighty Phys.
- Requires a good team setup around him to truly shine.
- Middling AGI makes him slightly awkward to fit in fast or slow teams.
|
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.
|
|
Surt
|
|
|
3 |
3 |
3 |
- |
- |
Pros |
|
Cons |
- Ice weakness.
- No innate Fire Pierce if Clear.
|
Notes |
- Divine brands are recommended if using him for PVP Defense. Otherwise, his AI will Ragnarok once and then default to spamming Berserker God every other turn, wasting all his damage potential.
|
|
Susano-o
|
|
|
3 |
2 |
2 |
- |
- |
Pros |
- Very powerful Force nuker. Kusanagi hits extremely hard and autocasts Tarukaja to further buff your team's attack.
- As Kusanagi is treated as a spell, it bypasses any accuracy checks letting him land it reliably.
- Both Kusanagi and Mortal Jihad scale from Phys Attack, allowing him cover two elements decently (albeit without pierce).
|
Cons |
- No innate pierce.
- Fire Weakness
|
Notes |
- Easy 4x4 fusion paths and good panels make him a decent P3 goal to strive toward.
|
|
Susano-o A
|
|
|
3 |
4 |
5 |
- |
- |
Pros |
|
Cons |
- No added Accuracy in his kit. Requires extra Accuracy investment from Brands, Panels or skill transfer to hit reliably.
- Fire Weakness.
- Heavenly Valor can be countered, and misses will trigger passives like Andalucia and Brilliant Wings.
|
Notes |
- Xi Wangmu is a very oppressive partner for him as her passive helps to keep him (and by extension, Heavenly Valor) alive. She also allows him to forgo bulk stats entirely to focus on damage and accuracy.
- Heavenly Valor has lower base accuracy compared to typical Physical AOEs.
|
|
Thor
|
|
|
3 |
2 |
2 |
Pros |
- Mjolnir deals massive damage against single targets, ideal for Bosses and Democalypse.
- Panels grant him a lot of damage, making him an ideal Elec mage especially with Elec Pierce in Purple.
|
Cons |
- Force Weakness.
- High STR is wasted on him as an Elec Mage. Megaton Raid and Charge are wasted slots.
- Random targetting is very hard to use for PVP.
|
|
Tokisada
|
|
|
4 |
3 |
4 |
- |
- |
Pros |
- Flag of Salvation boosts your entire team's light damage, making him useful for Brands of Sin: Sloth 11 and Light Democalypse. It also passively restores 1 MP to your whole party when clearing a wave.
- Amakusa Uprising deals heavy single target damage and can crit. Combined with innate Death Blow and Light Amp in purple, this makes him a very strong Light nuker, especially with Panel 2 unlocked. It also provides your team Tarukaja and Sukukaja buffs, allowing your following demons to hit harder.
- Great set of Transferable skills being one of the only two sources of Death Blow and the only source of Auto-Rebellion.
|
Cons |
- Requires Panel 2 to unlock his full potential for PVP, as being able to guarantee crits for extra turns is very powerful.
- Only has pierce through Amakusa Uprising, no Piercing AOE.
- Needs accuracy investment for PVP, as Amakusa Uprising can miss.
|
Notes |
- Light is a very good element in the current Meta, as several popular demons usually do not have it covered (Alice A, Nebiros and Hecate to name a few).
- The additional MP from Flag of Salvation allows your other demons to drop Divine Brands and/or Mana Aid in favor for more offensive brands and passives.
- Red gives is discounted Mahamadyne. Note that having this unlocked might mess up your Brands of Sin: Sloth 11 runs, as the AI will prioritize it over Amakusa Uprising.
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Trumpeter
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Any |
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2 |
2 |
2 |
Pros |
- Apocalypse deals heavy Almighty AOE damage while having a high mute chance for a low MP cost.
- Access to Concentrate to further increase his damage.
- No weaknesses and 2 Nulls give him a lot of flexibility in skill transfers.
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Cons |
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Tzitzimitl
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Any |
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2 |
3 |
2 |
Pros |
- Demons die when they are killed by Dark Premonition, unable to be revived.
- Revive seal is very useful in certain PVE content (like several AG2 bosses) and to counter Nebiros and Xi Wangmu revive strats in PVP.
- High innate dodge rate which compliments the Mute from Dark Premonition.
- Red gains discounted Mind Blast, which can be used to further disable enemies.
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Cons |
- Needs to be below 50% HP to unlock most of her kit, making her a glass cannon.
- Dark Premonition only has mediocre base damage, and can be stopped by Dark Anti-Pierce such as Rama + Masakado.
- Mediocre stats.
- Ailments fall flat in late PvE because of inflated enemy stats.
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Uriel
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4 |
4 |
4 |
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.
- 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.
- Chain effects do not consume press turns even when hitting NDR.
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Cons |
- Needs Team built around him
- Chain effects kills demons before they have a chance to talk, making him less useful for Aura Gate.
- Reflected God's Fire will damage him because of innate pierce. Beware of Alilat and Atavaka.
- Requires additional MP Support when going against Alice A teams.
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