Banner Demon Tier List

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Revision as of 12:16, 23 January 2020 by Maaster (talk | contribs) (Overview)
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Overview

  • This List shows the relative strength of a demon and how/where it can be used.
  • If you have any problems with evaluations/ratings here, feel free to edit them yourself (See How to Edit Section below), or discuss it with us on Discord!
  • You can also DM me directly on Discord: Maaster#6969

Rating

  • Highly subjective, we dont have a clear objective rating System to base them on.
    • As such, take all ratings with a grain of salt and focus on the Notes instead! Those explain why a demon is good/bad and how one can utilize the demon.
  • One thing we agree on though is that a 10 means that the demon can be used in pretty much every way for that area
    • As in: A 10 in PvE can be used in pretty much every PvE Content and be very effective, a 10 in PvP Offense can be used against nearly every defense team and still be very effective.
  • Feel free to change ratings, but if you do explain your reasoning in the summary!
    • You are also free to discuss anything regarding this Tier List on the Discord.

How to Edit

  • Go to the demon page whose evaluation you want to change
  • Go to the Builds Subpage
    • For Example: If you want to change Yoshitsunes Evaluation, you would go to Yoshitsune/Builds
  • Change the TierData Template thats entered there.
    • Demon is the Demon Name; shouldnt be changed
    • pvebest1 to pvebest4 are the best Archetypes for this demon
      • Valid entries are Clear, Purple, Teal, Yellow, Red or Any
    • Same for pvpbest1 through pvpbest4
    • pve, offense and defense are for Ratings for the respective Content
      • See Rating Section above
    • pro and con are for the Strength and Weaknesses for the demon.
      • For better formatting, start each Pro/Con with a *, this results in a bullet point.


  • Please refrain from simply stating Panel Information or the likes. We want this to be a quick glance at the relative power and the role of the demon.
    • State where this demon can be used and how effective it is for this - or how it isnt even effective.


  • For actual Builds, please go to the respective Builds Page of the demon.

To-do List

  • Add notable 4* Demons
  • Add an indicator for Gacha/Event/Multifusions/etc
  • Add a more objectively based indicator for ratings
    • If you have any suggestions for this that are feasible, tell us on Discord!

Last Updates

  • 23/01/2020 - Initial Table uploaded!

Tier List

Name Best Archetype(s) PVE PVP
PVE PVP Offense Defense
Alice.jpg Alice
Purple Teal Teal Purple C D D -
Pros
  • Die for Me! inflicts Mortal (instant kill), has pierce, and bypasses Endure-type skills, making her incredibly valuable for deleting key demons in PvP.
  • High MAG stat combined with Dark Amp in Purple makes her a very powerful Dark Mage.
  • Incredible panels that give her damage amplification, MP cost reduction, and increased uses of her signature unique skill.
  • Panel 4 makes DFM trigger a second DFM as a chain effect, meaning she can score 2 mortal kills per cast. Even if an enemy doesn't die to mortal, Alice still effectively doubles her damage output per DFM cast.
  • She's cute!!
Cons
  • Ideally wants to be run with Divines or an MP battery demon, along with P2, to spam Die for Me! as much as possible.
  • Die for Me! has only one charge unless P3 is unlocked, limiting her usefulness at low panels. This is especially a problem in scenarios where she cannot be Panelled, such as Tokyo Abyss.
  • Only has pierce on Die for Me, her other dark skills will not pierce.
  • She has pretty bad AI (will sometimes Mamudoon instead of spamming DFM), keep this in mind when using her for Defense.
  • Mortal is lot less powerful against units like Idun, Walpurgisnacht, Masakado B, and Panel 2 Camael, all who are key defensive demons currently. Gozu-Tennoh and Masakado A completely shut her down as well, as they grants teamwide Tetraja.
Notes
  • Cannot be used in the same team as Alice A.
Synergies -
Alilat.jpg Alilat
Clear Clear D F F -
Pros
  • While alive, Repel Pierce will prevent Pierce skills from going through Repel resistances. This is very useful when combined with demons that have a lot of natural Repels like Nyarlathotep or against popular attack elements like Phys like Gozu-Tennoh or Teal Gogmagog.
  • Very high Luck stat allows her to be used as both an Ailment inflictor and a cleanser (especially with innate Infernal Mask and P1, which together grant -110% chance of receiving ailments).
  • Good HP and VIT stats and no weaknesses give her a lot of bulk. Panels 2, 3, 4, and levels on Repel Pierce increase her bulk further.
  • Panel 4 grants Alilat 30% Magic damage reduction and a free 15% HP self-heal whenever a party member repels an attack, helping her stay alive.
  • Very cheap to fuse, at only about 1 million magnetite per copy from scratch - the cheapest fusible 5★ in the game.
Cons
  • Megidola is a wasted skill as her Magic stat is low.
  • Relies heavily on transfers to do much other than heal.
  • Attribute affinity down completely shuts down her niche.
  • Overshadowed by Metatron, who is also a fusible source of Repel Pierce via Divine Proxy, but has higher damage, more bulk and is overall a more useful demon to have.
Notes -
Synergies -
Amaterasu.jpg Amaterasu
Yellow Clear Teal D F F -
Pros
  • Tenson Korin is a powerful buff that removes Debuffs then gives your team a 6 turn Luster Candy
  • Mediarahan in yellow costs only 8 MP, letting her cast it every other turn with Divine brands.
  • Panel 4 gives Tenson Korin a 1 turn Zenith, making her the only fusible source of Zenith.
Cons
  • Maragion is a waste in support builds
  • Her MP costs are absurdly high and completely outclassed by Barong
  • Has an Elec weakness unless Teal, making her even more of a liability in PvE, and ensures her death when facing Elec Bros (Zeus, Botis, Odin A).
  • Healing isn't particularly valuable in PvP, and her high costs make her nigh worthless there.
  • Her Zenith only lasts one turn, compared to the 6 turns of every other buff on the skill.
  • Absolute garbage panels.
Notes
  • How the mighty have fallen. If any launch player could imagine saying "Just make Barong, Amaterasu is useless" you'd be told you're crazy.
Synergies -
Ananta.jpg Ananta
Red Purple B F F -
Pros
  • He casts all 3 Buffs at the start of both his team's turn and the enemy team's turn, offering consistent buff control at no MP cost.
  • Panel 4 also casts Debilitate at the start of the enemy turn, or when your team casts any skill with a healing effect - this includes life steal and chain effects, such as Seth's Ouas or Huang Di's panel 3. (This does NOT include Lydia, however).
  • Mabufudyne in Red plus Infinite Chakra helps him pull his weight beyond just being a buffbot in Ice Democalypse prelim. He also performs decently in any other element, except Phys.
  • Works well in slow double Intimidating Stance teams, providing buff control simply by staying alive, which Demeter can practically guarantee. Could be a decent Tetraja holder.
  • Even though he auto-casts all buffs at the start of your turn, Auto-Taruka in purple for PvP is still his best. Because of the timing of Endless One, Auto-Taruka can function mainly to counter the enemy Auto-Tarunda to ensure you get the attack buff from Endless One at the start of your turn.
Cons
  • Weak to Force.
  • Mag is only average and he has no innate pierce, so even if Red he's still more of a support than a sweeper.
  • Newer demons have buff chains on their skills, which reduces Ananta's niche substantially.
  • Offers nothing more than buff control in PvP.
Notes
  • Panels 1-3 don't offer very much, so it's panel 4 or nothing.
Synergies -
Asherah.jpg Asherah
Teal Purple Yellow Teal C D D -
Pros
  • Mother's Creation revives a unit with full HP while also generating a Press Turn, allowing the resurrected unit to act immediately.
  • Silent Prayer in Yellow allows her to act as a Pseudo-Cleric and also removes Barrier, Tetraja, Charge etc. This can work well with Gozu-Tennoh, though he is currently less popular in PvP.
  • Innate Mediarama and Recovery Amp in Purple lets her function as a decent PvE Healer.
  • Gains a lot through panels, including 70% HP helping her tank, Null Mortal, an extra use of Mother Creation, and 70% Fire reduction, helping her survive teams running Elohim or Lost Name, and revive those that did die to counter sweep.
Cons
  • Weak to Ice (unless Teal) and Dark.
  • Low AGI means she will need Lead Brands or even slower teammates to work as a Cleric.
    • Low LUK and lack of ailment immunities or resistances means she may get ailmented herself, making her unable to cleanse her team.
  • Requires Panel 4's Null Mortal and HP boost to make her a reliable tank in today's meta.
Notes
Synergies -
Asura.jpg Asura
Teal Red Teal 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.
    • 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 Atavaka, Alilat, Demiurge, and Kalki
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 PvP. He will tickle Demeter's bulwark and just give her more.
Notes -
Synergies
Asura Lord.jpg Asura Lord
Red Purple Purple Teal 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. Pairs very well with Kartikeya, as their combined passives will give your team a whopping +40% boost to Crit Rate.
  • Slaughter All ignores Endure-type skills, allowing you to delete any demon he claps with 260 BP Almighty (Physical) damage. It is also very useful 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 terrifying sweeper.
  • Good repel resistances makes him a natural partner for Metatron, Kalki, or Demiurge.
  • With panels, he offers his team a total of 60% critical hit rate, helping out teams like Hachiman Democalypse prelim teams.
Cons
  • High MP cost mandates the use of Divine Brands if Panel 2 is not unlocked, which can slightly reduce his damage potential.
  • Middling AGI makes him slightly awkward to fit in fast or slow teams.
Notes
  • Red also helps against Beelzebub (Human), as it gives Asura Lord a way to keep doing significant damage despite Lord of the Dead's barrier. Beware of Anti-Pierce, though!
Synergies -
Baal.jpg Baal
Purple Purple Red B F F -
Pros
Cons
  • Weak to Ice unless Teal.
  • Expensive to fuse and only available in clear (approx 8 million mag per copy, 5 million of that is unaffected by discounts). Colored variants are Gacha exclusive.
  • Only Tempest has Pierce.
  • Will have MP issues with Tempest unless Panel 2 and with MP support.
Notes
  • Red gives him discounted Killing Wind, which can be used against Force Anti-Pierce. Note that it does not pierce though!
Synergies -
Barong.jpg Barong
Teal Any C D D -
Pros
  • Barong Dance provides a decent AOE heal while giving the party a full Luster Candy buff. It also has infinite uses and can be reduced to a mere 5 MP when maxed with Panel 1 unlocked.
  • Panel 4 makes Barong Dance apply a 1-turn 500 HP Bulwark, which can stack to 1,000 HP if you get 2 casts off during your turn. This increases the value of his heal significantly, as you can set up bulwarks to soak damage while patching up teammates at the same time, particularly helping him keep frail targets alive. Wth the addition of Demeter extra bulwark strength is greatly appreciated.
  • Very high AGI allows him to be used as a fast support, especially with Speedster transferred for Battle Speed requirements.
  • Can be used as a buffer for Elec Democalypse thanks to Barong Dance having high cast priority.
Cons
  • Weak to Dark (unless Teal) and Force.
  • Low MAG stat means he won't heal for much.
  • Elec attack spells (and Elec Amp in Purple) are wasted slots considering his bad Magic stat.
  • Does not have Null Mortal like some of his competition, particularly Maria.
  • Only has one revive in Recarmdra in yellow, and can be vulnerable to having teammates Revive Sealed.
Notes
  • Niche use in Aura Gate as giving him Support AI with his MATK low enough guarantees he'll heal you with Barong Dance no matter your HP. This is useful to recover HP lost from Talk and/or enemy encounters.
Synergies -
Bayonetta☆.jpg Bayonetta☆
Purple Purple 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 -
Black Frost.jpg Black Frost
Purple Red Yellow Red Purple Yellow C F F -
Pros
  • High Magic stat and innate Pierce on Go to Hell! makes him a good magic sweeper.
  • Curse of Anguish and Panels pair well with Yama, who automatically curses everyone at the start of the Boss wave.
  • Go to Hell! has a high Curse chance, which lets him setup for other curse-based sweepers like Alice A.
  • Yellow gains access to Concentrate to further increase his sweeping potential.
  • Innate Mabufudyne and Ice Amp in Purple lets him function as an excellent Ice sweeper too, especially for Democalypse.
  • P4's MP battery, buffs, and team advantage vs Curse are useful for Vanity 13 and Deceit 14 farming.
Cons
  • Weak to Light.
  • Go to Hell! has low base power and does not gain damage on level up.
  • His damage output is below average and needs his Curse gimmick. If Curse doesn't land, most of his kit will not function.
  • His low damage and reliance on ailments means Demeter shuts him down entirely.
Notes
Synergies -
Black Rider.jpg Black Rider
Teal Purple D D D -
Pros
  • Famine's levels and boosts from panels sum to 70% Ice damage before transfers.
  • Soul Divide punishes healing by dealing Fractional damage based on the enemy's current health. Useful in Brands of Sin Vanity stages where healing is abundant.
  • Soul Divide also punishes passive healing such as Erlkonig's Alder King, Hecate's Lunar Awakening and Beelzebub☆'s Panel 1.
  • If panel 2, Soul Divide additionally casts Tarukaja and Tarunda.
  • Famine deals fractional damage to all enemies and depletes 2 MP at the end of their turn. Pairs well with Alice A for a devastating MP denial combination.
  • Panel 4 offers a large HP boost and reduces all magic damage.
Cons
  • Weak to Fire unless Teal.
  • Soul Divide damage is based on Current Health and cannot kill targets.
  • High AGI makes him awkward to slot in slow teams, despite the great synergy with Alice A.
  • Soul Divide can potentially outdamage Demeter's bulwark generation, but for the most part it's not going to be relevant or useful, and will work against you.
Notes
  • The Baphomet Prelim in Light Democalypse will occasionally cast Life Drain, triggering Soul Divide for massive damage. It is a rather unreliable tech though, especially if you have demons that NDR Dark in the same team.
Synergies -
Cu Chulainn.jpg Cu Chulainn
Purple Purple Teal Clear D F F -
Pros
  • Cheap fusible sweeper with Force Pierce in Purple, passable MAG stat, and can be easily fused through 4x4 fusions.
  • No weaknesses is a lifesaver early on and gives him more flexibility in transfer skills.
  • Very flexible kit. He can be either a Phys or a Force demon. Innate Savage Glee paired with Panel 4's accuracy and damage boost, as well as Gae Bulg hitting hard, makes him a great option for Phys Democalypse.
  • A whopping 100% accuracy in his panel 4 (140% if you're attacking with maxed out Gae Bulg).
  • Has a niche as a budget demon for BoS Deceit 14, as enemies there will only take damage from random Phys/Almighty attacks, which Gae Bulg happens to be.
Cons
  • High MP costs. Cannot use Mazandyne or Gae Bulg Turn 1 in PvP unless Panel 3.
  • No Phys Pierce until panel 4.
  • Low AGI and LUK means his physical accuracy is poor until Panel 4 is unlocked.
  • No Single-Target attack means he will have trouble against Anti-Pierce and in PvP in general.
  • Does nowhere near enough reliable damage to have a role in modern PvP.
Notes
  • He is mostly an early-game demon, and will fall off once you gain access to stronger Pierce sweepers like Baal and Anat.
  • Low AGI makes him useable in Intimidating Stance teams.
  • If run as a Phys attacker, transferring a better AOE Phys spell like Vorpal Blade isn't a bad idea, as he offers an impressive 100% physical accuracy in panel 4, innate Savage Glee, and another 20% crit rate from panel 1. With panels and Phys Amp / Butcher transferred on his other skill slot, whatever AOE Phys spell you transfer will hit hard as well as his own Gae Bulg.
Synergies -
Cybele.jpg Cybele
Clear Clear C F F -
Pros
  • High MAG stat, Magna Mater, Merciless Blow and innate Trisagion + Maragidyne make her an extremely good Fire caster.
  • Magna Mater provides a team-wide Fire damage boost, incredible for Democalypse.
  • Panel 4 casts a 1-turn ATK buff at the start of her team's turn, and again whenever she casts Trisagion or Maragidyne - allowing for great buff control. She also casts a Maragi-lite whenever this triggers, for a little more damage.
Cons
  • Lack of Fire Pierce means she will struggle against Fire NDR.
  • Expensive multi-fusion that requires clear Asherah.
Notes
  • In PvP, Fire Pierce (weak) is insufficient due to the high prevelance of damage reduction through units like Demeter and Chi You.
  • Panel 4 specifically requires Trisagion or Maragidyne in order to trigger it, so stronger Fire transfers such as Fiery Soul Prison or Maragibarion won't work.
    • Also, only Cybele's own casts of Maragidyne/Trisagion count. Allies' casts will not activate p4.
  • Difficult to Panel due to Clear demons only giving 60 spirits.
Synergies -
Daisoujou.jpg Daisoujou
Any Purple B F F -
Pros
  • Preach makes him immune to all ailments and will punish enemy teams attempting to use Charm. Cleansing Shout is both an Ailment and Debuff Cleanser at the same time. These two skills have perfect synergy together and make him one of the best Clerics in the game that's fusible (via multi-fusion).
  • Panel 3 further improves his role, as it removes all opponents' buffs after Cleansing Shout is cast.
  • Panel 4 reduces the cost of Cleansing Shout to 3 MP at max level, assuring he can always cast it.
  • Good balanced stats coupled with no weaknesses and a perfect base kit allows total freedom in builds: he can work as a bulky tank, evasion tank, healer and/or a revive support.
  • Purple comes with innate Enduring Soul, which makes him bulkier and synergize well with Recarmdra as the Premium Skill.
  • Useful for Brands of Sin: Sloth auto-runs.
Cons
  • Is a hard support unit, relies on transfer skills to offer anything outside cleansing.
  • Soul Drain is a wasted slot, as it is MP expensive and doesn't add to Daisoujou's support build. It also wastes MP in auto, as the AI will cast it when no Ailments are currently active.
  • As he needs to constantly spam Cleansing Shout, P4, Divine Brands, or a Mana Aid transfer are mandatory for Sloth auto-farming, especially in Red.
  • Overshadowed entirely by Demeter, Maria, Okuninushi, Lugh and Mahamayuri. Poor guy.
Notes
  • When he has access to offensive spells (in Red or through transfers) his AI will prioritize those over Cleansing Shout if they can hit enemy weak points. This does not occur if your team is Binded and/or Charmed.
  • Comparatively, Daisoujou is better as a pure support demon (no weaknesses, provides buff control, can focus purely on survivability/evasion, more flexible on transfers), while Mahamayuri offers more offensive pressure and better Press Turn economy. Pick whoever your team needs more.
  • As of 2022, he's multi-fusible, but only Common Archetype (Clear) and at an approximate cost of 8 million mag per copy (3 million of that is unaffected by discounts), making it slow and expensive to fully Panel him.
Synergies -
Dante☆.jpg Dante☆
Red Purple Red 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 -
Fafnir.jpg Fafnir
Teal Teal B C C -
Pros
  • Golden Greed automatically breaks Barriers and inflicts Poison on the enemy team at the start of their turn. This works regardless of whether Fafnir's team goes first.
    • This timing strikes during the short window where Demeter's Bulwarks (and thus her team's ailment immunity) may be offline, which combos well with Tiamat A.
  • With skill levels, Golden Greed increases Poison's damage from 5% HP fractional to 25% HP fractional, applying at the end of each demon's action. This elevates Poison from a minor annoyance to a legitimate threat.
  • Panels 2 and 3 grant him 50% damage reduction from Poisoned enemies, making it difficult for the foe to kill him to disable Golden Greed.
  • Teal ups his Elec resistance to Repel, helping his bulk against Zeus teams.
Cons
  • 2 weaknesses in Ice and Elec.
  • No boosts to attack damage in his kit, plus Blight's power being low, means his high STR is under-utilized.
  • Underwhelming if Poison does not land - neither the Poison damage pressure nor his vs-Poison bulk will apply in that case.
  • Ailments aren't helpful in lategame PvE, due to inflated enemy stats.
Notes
  • Since his main niche is chain effects before the enemy can act, you want to string together as many as possible:
    • P4 Nergal + Hachiman chains Poison into team-wide Might (Nergal) + Phys AoE (Nergal P4) + Zenith (Hachiman) + another Phys AoE (Hachiman) + team-wide Might again (Hachiman P2). This can apply a huge amount of damage pressure.
    • Fafnir + Kabuso + p3 Lilith creates a combo of Poison + Charm + Bind. If Kabuso is not available, Gurr can chain Bind from Poison.
  • To counter Demeter, Fafnir's team needs to go first, so that Demeter's start-of-battle Bulwark wears off when her team's turn comes up.
  • Buffed during the 8/1/24 data update.
Synergies
Frost Ace.jpg Frost Ace
Purple Purple A C C -
Pros
  • Very good Ice Nuker with built-in Ice Boost and Master Assassin in Purple.
  • Vengeful Frost Fist is a heavy hitting Ice-element Physical attack with Bulwark Pierce that can Crit and autocasts Rebellion on hit. This allows him to crit infinitely at the cost of 5 MP.
  • Icy Rage gives him +20% accuracy, to mitigate the chance of Vengeful Frost Fist missing.
  • Icy Rage and panel 2 provide a teamwide Ice damage buff, incredible for Democalypse and Avarice 14.
  • When activating Vengeful Frost Fist or when a party member (including self) reflects an attack, he does 50 Ice physical damage with Bulwark Pierce and 50% crit rate to a single enemy, and then proceeds to apply Might to the entire party.
  • If P3, can work as a budget Queen Frost option for Avarice 14 as he applies Repel Phys (Almighty) when anyone on his team performs a critical hit.
  • At P4, he applies Charge to self when he is about to act, allowing Vengeful Frost Fist to do even more damage.
Cons
Notes
  • Hee Ho
  • Since his Repel Phys (Almighty) only activates when a party member lands a Critical hit, Avarice 14's Kali's Goddess of Slaughter+ will still hit at the beginning of the turn. This can be avoided by using Jack the Ripper or Lugh, who are the only demons able to crit before Kali's attack, but this is subpar compared to using Queen Frost.
  • Will trigger one heal from Shiva in A14, as Icy Rage will proc another chain of Destruction and Creation after repelling it the first time
  • Buffed during the 8/1/24 data update.
Synergies
Gabriel.jpg Gabriel
Red Purple Purple 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.jpg Garuda A
Purple Yellow Purple Red C D D -
Pros
  • Brilliant Wings fires a Piercing AOE Force attack every time any of your demons successfully dodges an attack. This makes him a powerful pick versus pure physical demons like Camael and Astaroth.
  • Brilliant Wings fits well with evasive demons such as Nekomata A.
  • Gale Talon is very damaging against lone targets like Bosses, making him very potent for Democalypse. It can also be used for PvP cleanup and/or Endure breaking.
  • Synergizes well with Guedhe.
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, just giving Demeter teams bulwark if you do manage to dodge.
  • Completely outclassed by Guedhe as a dodge tank.
Notes
Synergies -
Garuda.jpg Garuda
Yellow Red Purple Red Purple B D D -
Pros
  • One of the fastest and most flexible demons in the game. With Speedster transferred, he can help your team hit various PvE battle speed requirements, while fulfilling either a support or additional DPS role depending on his build.
  • P3 increases his speed even further.
  • Vahana, p3, and p4 provide additional Evasion, and can stack with other evasion passives like Evade to make him a dodge tank.
  • Vahana and p4 sum to -100% chance of receiving ailments.
  • Auto-Rakunda increases your team's damage output and synergizes well with his Turn 1 focus.
Cons
  • No innate Force Pierce until Panel 4.
  • No Fire Pierce at all.
  • Does not have Speedster innately which in turn consumes a skill slot.
  • Very low bulk.
  • Weak to Ice.
  • Modern attackers like Odin A and Lost Name either gain tons of accuracy through Gloom and Zenith, or tons of innate accuracy, making evasion tanks far less useful than they used to be, especially when Garuda has no real other benefits on a team.
  • More or less outclassed by Hresvelgr and Kartikeya as fusible speedbots in PvP nowadays.
Notes -
Synergies -
Gogmagog.jpg Gogmagog
Teal Teal B D D -
Pros
  • Very high bulk, which he can capitalize on thanks to innate Earthquake.
  • Three weaknesses makes him a good partner for Orcus.
  • Less competition for Brands compared to your other demons, as he relies on PDEF for damage.
  • Panels let him play a more support-oriented role, providing team-wide bonuses as long as he is alive. Damage reduction is particularly nice paired with Demeter.
  • Repel Phys in Teal pairs well with Repel Pierce units such as Kalki or Metatron for Phys Anti-Pierce.
Cons
  • Abysmal AGI means he misses. A lot.
  • No innate Pierce until Panel 4.
  • Only gets his Charge from Panel 4 once, limiting him as an attacker.
Notes
  • Single target nukes will still hurt him a lot, especially with bonus damage from exploiting his multiple weaknesses.
Synergies -
Guan Yu.jpg Guan Yu
Red Teal Purple Teal C F F -
Pros
  • No weaknesses and high VIT stats make him very tanky, especially with Life Brands.
  • High STR and native Phys Pierce make him a physical powerhouse.
  • Loyal God of War refunds MP and heals him on a kill, giving him insane amounts of self-sustain.
  • Innate Savage Glee lets him Crit and generate Press Turns effectively, especially if given Epitome of Carnage or paired with Crit boosters like Asura Lord or Kartikeya.
  • Purple gives him access to Null Mortal, making him even harder to kill.
  • P4 gives him Charge on an ally death, helping him make comebacks.
Cons
  • Low AGI stat means he will have accuracy issues. Dragon Blade's chain effect will not activate if it misses on the first target.
  • Only has ST skills unless in Red, which reduces his overall PvP usefulness.
  • Highly dependent on the first kill for tempo. Failing to secure the first kill will result in him not having enough MP for the next turn.
  • AoE chain after Dragon Blade makes it hard for him to avoid triggering Demeter, severely hurting any potential in PVP.
Notes
Synergies -
Huang Di.jpg Huang Di
Red Red Purple C F F -
Pros
  • Superior Power gives him Phys Pierce and an accuracy boost.
  • Yinglong Killer hits incredibly hard and has a high crit rate, demolishing teams without anti-Pierce.
  • P4 helps with Yinglong Killer's ludicrous MP cost and gives him an accuracy boost, along with some bulk, helping with his role of healing while critting the enemies in PVE.
Cons
  • As nothing in his kit boosts damage, damage booster transfers are mandatory.
  • Yinglong Killer has a very high MP cost and cannot be fired off Turn 1.
  • Below average HP and VIT stats.
  • His panels focus on a bizarre healing role which in theory could be useful doing damage and healing, but he doesn't really have the bulk to survive PVE nukes.
Notes
  • Outclassed by a lot of demons. Oh how the mighty have fallen!
  • AI is very unreliable for PvP Defense; he will occasionally Yinglong Killer into Anti-Pierce and lose Press Turns.
  • Panel 3 healing has some fun applications together with Lakshmi A, allowing him to restore both HP and MP to the whole party upon a crit, and fire off 220 BP Light (Magic) damage.
Synergies -
Huang Long.jpg Huang Long
Yellow Purple Yellow Purple C F F -
Pros
  • High AGI, good resistances and decent bulk make him a useful PvE support demon.
  • Five Elements walls every magical demon without Pierce, including Almighty mages such as The 10th Angel and Demeter.
  • Luster Candy in Yellow gives him even more support utility in buff control. Purple provides him Speedster, giving him full flexibility over which skills to transfer.
  • Trivializes Brands of Sin Stages 10, opening up brand farming on Auto.
  • If Panel 4, any team member in a state of magic repel takes 20% less magic damage (Almighty is reduced by another 15%) and deals 20% more magic damage. The defensive portion is essentially a magic version of Beelzebub (Human), while the offensive portion helps Huang Long act as an offensive support.
  • Huang Long Gaming
Cons
  • Pierce bypasses Five Elements.
  • Five Elements can be removed through Makara Break, most notably by P3 Samael.
  • When Five Elements blocks an attack, it's broken - meaning only the first attack is blocked, so if the enemy has a chance to attack again in the same turn, that attack will pass.
  • Very MP hungry, needs Divine Brands or Mana Aid to function well.
Notes
  • Yellow AI has issues on auto as it will sometimes cast Luster Candy when you want to be spamming Five Elements instead. Due to this, Yellow is mostly recommended for Manual Play, and Purple for Auto-ing.
  • Has a small niche in offense teams to block My Harvest!.
  • Skills like Makaraka Shift should work with his panel 4, giving the same effect as caveman
  • Huang Long Gaming
Synergies -
Indrajit.jpg Indrajit
Purple Purple 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 -
Ishtar.jpg Ishtar
Red Yellow Teal Yellow C D D -
Pros
  • Extremely high MAG stat. Panel 1 further increases her AOE damage.
    • Due to this, she works very well as an elemental caster for Democalypse, provided you transfer the appropriate elemental spell.
  • Her unique spell Mesopotamian Star deals Almighty damage with Remnants while auto-casting Luster Candy and Debilitate, allowing her to deal damage while simultaneously buffing and debuffing.
    • This allows her to be used as a manual buffer in Democalypse Boss. Red's Thunderclap synergizes with this in Light Democalypse, letting her deal good damage after buffing.
  • Gains Concentrate in Yellow, letting her nuke even harder.
  • Panel 3 offers Almighty damage to the team, and Panel 4 gives herself a free Mesopotamian Star cast plus Concentrate once per turn when anyone on her team uses Almighty.
    • This synergizes very well with Metatron in Kiwami fights, especially since Ishtar also has 2 Repels.
  • 90% HP boost from panels helps her normally-low bulk, and makes it easier to manipulate her AI to cast Mesopotamian Star in Democalypse.
Cons
  • Mesopotamian Star has low base power.
  • Weak to Force (unless Teal) and Dark.
  • Her low AGI can be a problem in PvE, especially if she doesn't have her panels' bulk yet.
Notes
  • Regarding Democalypse:
    • Since Mesopotamian Star has Remnants, she doesn't need to go second in the team order. Ideally, she should go first so the buffs + debuffs are online ASAP.
    • Making multiple Ishtars for different elements is cheap and effective.
    • Despite panel 1's AoE damage boost for Prelim, it's more important to have her manually-buff for Boss. Only consider her for Prelim if Boss's buffing is already handled by someone else.
    • Panels 2 and 3 do nothing for her Democalypse builds.
    • Panel 4's Concentrate can be useful to improve the damage of Thunderclap, or her transferred attack skill. However, she's unlikely to Concentrate more than once, due to Boss's off-element damage reduction.
    • The AI in Democalypse doesn't cast Yellow's Concentrate.
Synergies
Ixtab.jpg Ixtab
Any Yellow Purple F D D -
Pros
  • Upon death, Yaxche autocasts an almighty Mortal spell that will instakill the enemy that killed her, bypassing Endures.
  • Panels 1, 2, and 4 further punish killing her by buffing her team, debuffing the enemy's team, and dealing fractional damage to the enemy team.
  • Panel 3 has her cast Yaxche's chain effect every third turn, punishing leaving her alone for too long.
  • Yellow gives her access to discounted Mahashibabooon, letting her also function as an Ailment inflictor.
  • Some key units like Chi You, Beelzebub (Human), Barong, Zeus, and Odin A do not have null mortal, potentially letting her prey on them.
Cons
  • Five Elements and Null Mortal blocks Yaxche, shutting her down.
  • Most important targets in PvE are immune to Mortal (Bosses, Kiwami Adds, etc.).
  • Pretty much every slow unit in the current PvP meta has Null Mortal, making her Yaxche completely useless besides the buffs and debuffs from her panels. Teams using units without Null Mortal are prepared with Tetraja, meaning she's a hard sell.
Notes
  • There is no way to reset her level once you have leveled her up.
  • You can leave her at Lv 1 to bait the AI into killing her and triggering Yaxche. Pair her with teammates that carry resurrection spells to repeat this cycle like Nebiros and Xi Wangmu.
  • Leaving her at Lv 1 also sharply drops your battle speed, perfect for slow teams.
Synergies -
Izanami.jpg Izanami
Purple Red Purple C F F -
Pros
  • Very high Magic stat. Combined with innate Merciless Blow, her unique Yomotsu Okami and Elec Amp in Purple, she will annihilate anything weak to Elec or Dark.
  • Yomotsu Okami and panel 3 provide a teamwide increase to Dark and Elec damage, perfect for Democalypse.
  • Great set of panels that provide her MP reduction, Elec Pierce and increased damage.
  • Panel 4 grants a 1 MP discount to all Elec or Dark spells in the team.
  • Very helpful in Brands of Sin: Vanity 14, which demands Elec/Dark damage and a slow team.
Cons
  • Weak to Fire.
  • No Dark Pierce.
  • Very expensive to fuse (Only 5+5 fusion paths are available, and the cheapest ones require Vishnu or Michael, who are themselves 5+5.).
  • No innate AOE spells, and Bolt Storm is not very good. You will probably have to transfer a better attack onto her.
  • Very RNG reliant in Elec Democalypse Boss, as you cannot rely on Eileen to weather out bad Bolt Storm rolls.
Notes
  • Panel 2 for Elec Pierce is mandatory for PvP.
  • Red gives her Hell Gaze, while Purple provides Elec Amp. Both are very useful for their respective elemental Democalypse, so consider having two Izanamis if at low investment. If you decide to go for panel 4, build a single Purple Izanami and Transcend her for skill switches instead of building a Red one. (A Red one built for Dark Democalypse boss with 2 damage boosters is only a 5-11% damage gain over a Purple one with Hell Gaze transfer + 1 damage booster.)
Synergies
Jeanne☆.jpg Jeanne☆
Purple Purple 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 -
Kartikeya.jpg Kartikeya
Clear Clear B D D -
Pros
  • One of the fastest demons in the game especially when Skanda is maxed, allowing you to hit battlespeed requirements in PvE easily.
  • Skanda provides teamwide Accuracy and Crit chance boost.
  • Mortal Jihad plus Great Aim means he will rarely miss, while having a good crit rate to generate Press Turns for your team.
  • No weaknesses and innate Speedster gives him great flexibility over transfer slots and lets him fulfill a variety of roles.
Cons
  • No innate Pierce means he will have trouble with Repel Physical effects (notably Tetraka Shift), unless you inherit Phys Pierce (weak).
  • Very expensive to fuse (approx 8 million mag per copy, 500k of that is unaffected by discounts).
  • Essentially has no role other than boosting battle speed.
Notes
  • Difficult to Panel due to Clear demons only giving 60 spirits.
Synergies -
Lakshmi.jpg Lakshmi
Red Purple Teal Purple D F F -
Pros
  • Extremely high Magic and Luck stats allow her to be built as either a Sweeper or an Ailment inflictor.
  • Her High Luck and Insanity combined with Lotus Dance's high Charm rate virtually guarantee she will Charm everything that does not Null it.
  • Lotus Dance and Panel 3 allows her to generate MP for the team, letting her work as a fusible MP battery for PVE usage.
Cons
  • Trying to use her as a force boss Democalypse unit in red can be a pain as the AI will sometimes use Twister over Killing Wind.
  • Expensive to fuse (only 5+5 fusion paths are available).
  • Weak to Force unless Teal.
  • Lack of good innate offensive skills wastes her high MAG stat.
  • Made completely useless in PvP by Demeter and Maria.
  • Very bad bulk.
  • Panel 4 requires Charm to hit, which is unlikely in both PVE and PVP, meaning it's not a very useful panel.
  • Panel 3 has its MP recovery as a chain effect, allowing Adramelech to punish the team twice for every usage of Lotus Dance.
Notes -
Synergies -
Lilith.jpg Lilith
Clear Teal Clear D D D -
Pros
  • Two strong Dark and Elec AOE skills.
  • Decent Magic allows her to deal damage while also inflicting ailments on the enemy.
  • Panel 3 casts a teamwide Bind whenever an enemy is charmed, and can be triggered multiple times per turn.
  • Can be combined with Tiamat A to do a chain of ailments that happens before Demeter's bulwark.
Cons
  • Weak to Light (unless Teal) and Force.
  • No Dark Pierce until Panel 4.
  • No Elec Pierce at all.
  • Countered very hard by Daisoujou, who clears her charms and punishes her for using them.
  • Maria is common enough to deal with her ailments as well.
Notes
  • Easy 4x4 fusion paths and good panels make her a decent Panel 4 goal to strive toward.
  • Cannot be used in the same team as Lilith A.
Synergies
Lucifer.jpg Lucifer
Purple Purple B C C -
Pros
  • Morning Star is the most powerful Almighty AOE spell in the game, with 170 BP and Bulwark Pierce. Combined with Butcher in Purple, this allows him to deal massive amounts of damage.
  • Strong panels, with Panel 1 offering 15% universal damage boost, bulk, 6 additional uses of Morning Star, and a debilitate effect after casting it.
  • P2 gives him a large amount of bulk and once per battle, a 50% heal and 50% bulwark at the end of his turn. P3 offers 25% more almighty and fire damage, and grants Lucifer a Concentrate effect once per turn when he downs a demon, giving massive damage potential.
  • Fast-Debilitate from Panel 4 is incredibly useful in both phases of Democalypse.
Cons
  • Weak to Light unless Teal, a problem when facing Camael and The 6th Angel.
  • Very MP hungry, requires teammates like Demeter and Maria to help with MP Management.
  • While his effects may at a glance seem enticing, he still struggles with the prevalence of MP drain in the meta, and while Morning Star is strong, with no endure pierce it's hard for him to get the first kill to get his concentrate, let alone cast the skill a second time.
  • Very expensive to fuse and panel (Only 5+5 fusion paths are available, and the cheapest one requires Vishnu, who is himself 5+5.).
  • No Pierce and full Almighty kit means he is shut down hard by Five Elements.
Notes -
Synergies -
Mahakala.jpg Mahakala
Purple Red Red Purple B D D -
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.
  • Very effective in Democalypse boss rounds as buffs/debuffs are difficult to come by. His automatic Concentrate effect on the first two rounds of boss ensure 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.
Notes
  • Unlike Indrajit, lack of MP recovery means he cannot spam Wrathful Flame as easily in PvP.
  • 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.
  • Offers nothing other than damage and buffs for a PvP team.
Synergies -
Mara.jpg Mara
Purple Purple B F F -
Pros
  • One of the few fusible demons with Phys Pierce, in Purple.
  • High STR and LUK means he will hit hard and crit often.
  • Hell Thrust is very strong against bosses and in Democalypse, especially if he is Panel 3 for auto-charge after every use. At max level it also refunds 2 MP when used, ensuring he doesn't have a big refractory period between casts - so he can spam it even without Divine brands.
  • Panel 4 grants auto-charge upon Mara's first turn, ensuring he is immediately up and running.
  • Meme
Cons
  • Ice Weakness and non-existent bulk makes him go limp at the sight of Ice skills.
  • Expensive to fuse, will quickly blow through your Magnetite reserves. (only 5+5 fusion paths are available)
  • Requires damage boost transfers to supplement his damage.
  • Middling AGI means he will have accuracy issues and occasionally miss the hole. Also doesn't slot into Intimidating Stance teams well as a result.
  • Due to Mara having no single-target attack besides his regular thrust, Anti-Pierce units like Metatron, Kalki and Demiurge are a turn off.
  • Random target skills are a liability against Demeter, and my lawyer has advised not to continue this joke.
Notes
  • A staple of Phys PvE teams with Zaou-Gongen to pound through waves and bosses (such as in AG2 Boss Rush and Hells Park 91-99), as Auto-Charge is an incredibly powerful effect.
Synergies
Masakado A.jpg Masakado A
Purple Clear Teal Purple A C C -
Pros
  • Guardian of the East provides 1 extra Press Turn when going first, enabling devastating Turn 1 Kill strategies like Hero Masakado T1. Additionally, it gives the team 2 MP, a one turn Tarukaja and Sukukaja effect, 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 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.
  • Kuyo Flash would almost be better if it didn't do damage, as it doesn't hit hard enough to pierce through Demeter's bulwarks, and then she chains her own Luster Candy negating half of the buff control.
  • Overshadowed by Unit 01 Dx2 Type.
Notes
  • Cannot be used in the same team as Masakado.
  • None of his Awaken skills are particularly useful for him. Enduring Soul is his "best" one but it 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 Phys attackers. Myriad Arrows could be useful to take advantage of his innate Pierce, but as just said it isn't a good Phys spell.
Synergies -
Masakado.jpg Masakado
Purple Teal Purple 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 perfect 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 such as Rama or Demiurge.
  • Counters Chi You and to a lesser extent Camael and Zeus, having both mortal and a 200 BP counter, severely punishing his lack of counter resistance.
Cons
  • Low Agility leads to accuracy issues, especially against evasive targets.
  • Is very frail thanks to a low VIT and HP stat.
Notes
Synergies -
Mastema.jpg Mastema
Purple Purple C F F -
Pros
  • Good Magic coupled with Trial of Hate's high base power makes him a great Light sweeper. The debuff is icing on the cake.
  • Good set of resistances with 1 Null and 2 Repels.
  • Works well in Archangel Teams in light Democalypse.
  • Panel 4 fixed the issue of his AI eventually only casting Judgement Light if his MP fell low.
  • Laughs at his enemies occasionally.
Cons
  • No innate Pierce until Panel 4.
  • Weak to Fire. This is especially problematic in Brands of Sin Sloth 11 and above, as the boss has innate Trisagion.
  • Binding Cry while a flavorful skill is unfortunately wasted on Mastema.
  • The random debuffs on Trial of Hate and Panel 3 can roll duplicate stats, and the duplicates don't stack.
Notes
  • Easy 4x4 fusion paths and good panels make him a decent Panel 4 goal to strive toward.
  • Red has a single-target Ice spell in Ice Age, helpful for Ice Democalypse Boss. However, his panels don't boost its damage aside from panel 2's +100 MATK.
Synergies
Metatron.jpg Metatron
Red Teal Teal Yellow B C C -
Pros
  • Divine Proxy gives him some bulk, magic damage, Infinite Chakra, and Repel Pierce (plus Concentrate when a party member repels something), making it one of the most loaded unique skills on a fusible demon.
  • Good HP and VIT stats paired with great resistances gives him decent bulk. This is further improved by his whopping +50 to Vitality in Panel 4, as well as the total +40% Max HP, -40% magic damage, and -20% all damage he gets from Panels.
  • Fire of Sinai is a heavy-hitting random target Almighty attack with Bulwark Pierce and Revive Ban upon kill, making him a supreme option for Hell's Park 100 and Brands of Sin: Deceit 14.
  • Gains discounted Mahamadyne in Red, which is great for Brands of Sin Sloth 10 and 11 farming.
  • Divine Proxy amplifies ALL Magic damage, and Panel 3 does the same but for everyone, making their magic hit even harder.
Cons
  • Very difficult to fuse, only 1 recipe available (Barong + Vishnu, with Vishnu himself being a 5+5 fusion).
  • Only random-target skills is a disadvantage in PvP, even with Bulwark Pierce. Mahamadyne in Red does not really resolve the problem, and it doesn't Pierce.
  • Full Almighty / non-Piercing kit means he is shut down hard by Five Elements effects, especially from popular demons like Morrighan and Indrajit.
  • Still needs some kind of MP sustain and possibly Panel 1 to cast Fire of Sinai T1 when facing MP drain units such as Camael or Alice A. Camael is also a massive issue for Metatron, as Fire of Sinai costs 5 MP when maxed + Panel 1, meaning he cannot cast it under Spirit Chains (Indignation) unless he has cost reduction from demons like Skull Knight.
  • Attribute affinity down makes Repel Pierce ineffective.
Notes
  • The bonus hits provided by Panel 4 are coded as a different skill from Fire of Sinai and will not inherit effects such as Concentrate.
Synergies -
Michael.jpg Michael
Teal Red Red Teal S B B B
Pros
  • Archangel's Revelation casts a 1-turn Luster Candy and Tetraja, then grants his team a large Bulwark at the start of every own turn. Additionally, he will lower all enemies' Light Affinity by 3 levels for 1 turn. This is unprecedented for a fusible and does not have a battle limit!
    • As a bonus under Tetraja, his team will take -20% damage from enemies' random-targeting skills.
  • Soul Judgement deals massive damage against single targets, ideal for bosses and Democalypse. If panel 2, it also generates an extra press turn icon (once per turn). It is also incredibly useful for Sloth 14 as it Bulwark Pierces while healing his party for 15% of their HP and casts a 1-turn Debilitate.
  • While he has pretty mediocre MAG stats, Panels 1, 2, and 3 help to offset this by providing +75% to his overall damage output.
  • Panels 1, 2, and 3 increase his Battle Speed by 90% in total, allowing him to act as the team's Speedster particularly for Archangels or for a slow Sloth 14 team.
  • Panel 3 confers Light Pierce and a 15% damage increase to all Herald and Divine demons in the party. This is very useful, as most demons of those races have Light spells, but several don't have Light Pierce (specifically Mastema pre-P4, Red Metatron, and demons 4-star or below).
  • Panel 4 provides an extra single hit to a random enemy after Michael activates any random skill (mostly used for Soul Judgement). This also chains with itself, meaning it triggers twice. This is great for finishing off Endures or a low HP enemy.
    • This being a separate chain from Soul Judgement also means that Mithras or Metatron M's light damage chains will trigger twice whenever Michael casts his skill.
  • Very good set of resistances, especially in Teal.
Cons
  • Weak to Dark unless Teal.
  • Expensive to fuse (only 5+5 fusion paths are available).
  • No innate Light Pierce (before p3) can cause trouble in PvP when going against Attribute Affinity Reinforcement demons, such as Baphomet A.
    • This is worsened by Soul Judgement being a random target skill, which is a liability against such teams. Red's Thunderclap can help a little, but it lacks Bulwark Pierce.
  • Not great transfer or awakening skills. Red is not suited for Democalypse boss, since it may cause his AI to use Thunderclap instead of Soul Judgement, resulting in less damage output.
Notes
  • The bonus hits provided by Panel 4 are coded as a different skill from Soul Judgement and will not inherit effects such as Concentrate.
  • Michael is effectively a straight upgrade from Barong in terms of fusible supports. Synergizing with this, both demons prefer Teal, and Michael's cheapest fusion path is Barong + Ishtar. Newer players can consider making a Teal Barong, using him to progress (but not investing into him too heavily, i.e. no panels, evolving, or skill levels), then fusing the Barong with a Clear Ishtar to get a Teal Michael.
Synergies -
Mot.jpg Mot
Purple Red Yellow Purple C F F -
Pros
  • His high bulk pairs well with Harmonious Death, letting him ramp up his damage and generate more turns in extended fights.
  • Has two decent AOE spells.
  • Amazing set of panels that provide him MP reduction, Null Mortal, even more Press Turns, and fast-Debilitate.
Cons
  • Weak to Elec.
  • High MP costs.
  • The damage boost from Harmonious Death resets when clearing a wave.
  • Extremely low damage even with Harmonious Death's damage boost for PVP. Offers nothing but bonus turns for his team against Demeter.
Notes -
Synergies -
Mother Harlot.jpg Mother Harlot
Teal Yellow Purple Teal Yellow Purple D F F -
Pros
  • Babylon Goblet drains MP from all enemies while providing her MP sustain, allowing her to loop the same attack over and over even without Divine Brands. With Panel 2 unlocked, she will additionally spread charm all over the enemy's team.
  • Panel 4 drains another 1 MP at the start of the enemy's turn.
  • Teal gives her Drain Phys, ideal for pairing with Rama. Notably, she is one of only two Drain Phys units that can function as a magic sweeper.
  • Has access to discounted Debilitate in Yellow, letting her play a more support role if needed.
  • Works very well in a slow Ailment Team, or with Alice A in MP denial teams.
  • Incredible set of Panels. With Panel 3 unlocked, she can keep enemies permanently charmed by reapplying Charm each turn.
Cons
  • Weak to Force.
  • Full Almighty kit means she is shut down hard by Five Elements.
  • Low AGI and high MP costs makes her unsuitable for fast teams.
  • Offers very little in the Demeter meta other than a bit of mp drain, with the downside of creating a bulwark due to the damage.
Notes
  • The MP drain aspect of Babylon Goblet is less useful for PvE, as the AI has infinite MP. It does allow you to replenish her MP indefinitely though.
  • As of 2022, she's multi-fusible, but only Common Archetype (Clear) and at an approximate cost of 8 million mag per copy (3 million of that is unaffected by discounts), making it slow and expensive to fully Panel her.
Synergies -
Nergal.jpg Nergal
Red Purple Purple D F F -
Pros
  • Plague of Babylon removes Barriers and has a very high chance of landing Weak and Poison status, making him an incredible setup for Ailment Teams.
  • High STR, Auto-Taruka in Purple and increased Accuracy from Meslamtaea make him a decent Physical demon, especially when Paneled.
  • Team-wide Auto-Rebellion upon inflicting Poison boosts his damage and synergizes with Pale Rider.
  • At Panel 4, deals AoE Phys damage upon Poisoning an enemy, once per turn, which can trigger Hachiman giving him potential use with Tiamat A as a quick sweep.
Cons
  • Weak to Ice.
  • Ailments fall flat in late/endgame PvE because of inflated enemy stats.
  • Hard countered by Ailment Cleansers like Maria, Lugh or Okuninushi in PvP.
  • No innate Pierce until Panel 3 is unlocked.
  • Panel 4 will consume the Rebellion granted by Meslamtaea, unless you inflict poison a second time later in the turn.
  • Low damage on Panel 4 makes his use with Hachiman difficult as he'll create bulwarks for Demeter, which block ailments.
Notes -
Synergies -
Nero☆.jpg Nero☆
Any Purple Red 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 -
Orcus.jpg Orcus
Yellow Yellow Purple C D D B
Pros
  • Law of Hell denies bonus turns when weaknesses are struck, while Hell's Gate grants AOE damage reduction for each open weakness. This eliminates the need to cover weaknesses for all your demons, allowing them to inherit more valuable transfer skills like Epitome of Fortitude, Recarmdra, Auto-Tarunda etc.
  • Good buff control with War Cry and Nocturne in Yellow.
  • Panel 4 offers great bulk, something he desperately needed.
  • Stacks massive damage reduction, working as a stall tank with Demeter.
  • Gets better and better the more attribute affinity down demons are released.
    • He's especially a great partner for Rahab in the Tournament gamemode, where Orcus' bonus turn null and Rahab's incredible defense against weakpoints means demons like Metatron M and Homura Akemi struggle to significantly damage them. This team was used to win the first season of Tournament by player OneSpace.
Cons
  • Hell's Gate damage reduction does not apply to single target attacks.
  • Very MP Hungry. Divine brands help with MP costs but reduce his bulk.
  • Needs specific team compositions to work well.
  • Has no Null Mortal. Consider a Tetraja transfer.
Notes
  • You still receive 1.5x damage from open weaknesses.
  • Due to the way Law of Hell is coded, it will also deny bonus turns gained from a Crit if the attacked demon has a Physical weakness. This ironically makes Slime a great partner for him, as Slime has six open weaknesses including Phys.
  • Law of Hell will also deny the bonus turn of Remnants if the attacked demon has a weakness to the element used.
  • Needs specific team compositions to work well.
Synergies Rahab.jpg Rahab
Pale Rider.jpg Pale Rider
Teal Purple Yellow Teal D F F -
Pros
  • Plague's levels and boosts from panels sum to 70% Force damage before transfers. This combined with Auto-Rakunda in Purple makes him great for Force prelim in Democalypse, just transfer him a Force AoE.
  • Casts 100%-chance Poison and 10% HP fractional whenever he uses a Force skill, and at the end of his team's turn. This lets him spam Poison rolls to more-consistently set up Pestilence, without sacrificing damage.
  • Pestilence deals 50% HP fractional to poisoned enemies the end of the enemy's turn, putting on pressure to either kill him or cleanse it.
  • If panel 2, Pestilence will also cast Rakukaja and Rakunda.
  • Panel 4 is very similar to Fafnir's Golden Greed and his own panel 3, greatly enhancing poison damage while increasing bulk against poisoned enemies. If Pale Rider is paired with Fafnir, poison becomes a 35% HP fractional per demon turn, and poisoned foes have to take down two tanky poison boosters instead of one. If they fail to take down Pale Rider in that time, the 50% fractional from Pestilence will likely finish them off.
  • Perfect synergy with a set-up based sweeper Nergal. Nergal helps by removing barriers, then casting Weak and Poison. If Nergal's Poison doesn't land, then Pale Rider can still exploit Weak through Force-into-Poison casts or the Poison cast at the end of his team's turn. Poison also triggers Nergal's own Meslamtaea passive to grant party-wide Might, and Nergal's panel 4 immediately casts a Phys AoE enhanced by the Might.
  • Good AGI and high LUK allow him to work as an Evade Tank. Panel 3 also boosts his evasion a little.
  • Gains Debilitate in Yellow, letting him double as a debuffer.
  • Great choice for Celestial Gui Xian, as the boss does not reduce fractional damage.
Cons
  • Weak to Elec unless Teal.
  • Ailments generally fall flat in late/endgame PvE because of inflated enemy stats.
  • Hard countered in PvP by Ailment Cleanser demons and skills, like Daisoujou or Hecate's Lunar Awakening.
  • Pestilence only kicks in at the end of enemy's turn, giving them all the time to cleanse the Poison away or just outright kill him.
  • Requires a specific team built around him to really work.
  • Ailments are no longer effective with Demeter and Maria, and his chains also are liabilities against Demeter. No longer useful in PVP.
  • Due to the Anti-Ailments nature of the current meta, Pale Rider-centered teams are extremely unsuited for random matches.
Notes
  • Bosses in Strange Signal are not immune to ailments. For new players, he can be a decent demon to kickstart your Aether farming, since Pestilence's damage is fixed and does not depend on brands or transfers.
Synergies -
Quetzalcoatl.jpg Quetzalcoatl
Teal Red Yellow Purple Teal C D D -
Pros
  • Usually run as a support demon. Ce Acatls' Return is an incredible resurrection spell that brings all fallen party members back to life and casts a 3-turn Luster Candy. When maxed and with Panel 2, it only costs 4 MP to cast.
  • Panel 4 increases Ce Acatls' Return's usage limit to 3, and automatically removes Revive Ban from the team at the start of his team's turn. This allows Quetz to immediately and repeatedly revive and buff allies when it gets to his turn, giving him a role similar to Maria. He's also the only source of Revive Ban cleansing aside from Maria herself, and the only fusible one.
  • Repel Phys in Teal pairs well with Pierce Negation units such as Alilat or Metatron.
  • Has 2 strong AOE spells, 3 if in Red.
Cons
  • High MP costs.
  • Weak to Dark.
  • Low Magic stat and lack of pierce wastes his AOE potential, despite having good spells and panels.
  • Ce Acatls' Return has to be cast manually, and it does not give extra press turns - so if Quetz is the sole survivor when he casts it, then your newly-revived team won't be able to do anything before the enemy's turn.
  • Since revive-ban cleanse is at the start of his team's turn, if one of your demons somehow gets revive-banned in the middle of your turn, you have to wait for your team's next turn to cleanse it.
  • Overshadowed completely by Maria.
Notes
Synergies -
Rama.jpg Rama
Yellow Purple Teal Yellow Purple Teal B D D -
Pros
  • One of only few demons that can Anti-Pierce through Drain, and thus an amazing choice for Drain Teams.
  • Brahmastra is a three-hit Almighty skill that functions as an Endure-breaker.
  • Good base stats and no weakness allow him to fulfill a variety of roles, be it support or sweeper. Yellow Rama can function as a good support demon with discounted Luster Candy, whereas Purple gives him Ice Pierce which lets him sweep with Mabufudyne.
  • Panels 3 and 4 combined offer a 2 MP discount to all AoE or random-target skills, while Panels 1 and 4 combined increase those skills' damage by 65%. This alongside a high MAG stat allows Rama to act as a strong generalist in Democalypse.
Cons
Notes
  • Teal gives him Drain Ice, which pairs well with Drain Pierce and can be used to cheese certain difficult PvE content, like Hell's Park Floor 100 and Celestial Gui Xian.
Synergies -
Raphael.jpg Raphael
Teal Purple Purple 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
Red Rider.jpg Red Rider
Teal Purple Purple D F F -
Pros
  • Good STR and decent AGI and LUK means he will hit hard without much Accuracy issues.
  • Savage Glee, Bloodshed, and panels add up to an impressive offensive boost of 50% Phys damage, 60% crit rate, and 30% crit damage.
  • Blade of Terror deals consistent Fractional damage based on enemies' current HP, unaffected by buffs. It will also bypass the accuracy check since it is a fractional skill.
  • Blade of Terror has high AOE Bind chance when maxed and panel 4 (40 + 20 + 15 + 30 = 105%), and can be used Turn 1 due to its low MP cost (4 MP when max level and panel 2).
  • After the fractional hit and Bind, Blade of Terror follows up with a piercing Phys AoE with 50% crit rate (when combined with the above passives and panels, it has 110% crit rate). As it is a chain effect, you will not lose Press Turns even if you hit into NDR, similar to Atavaka's Enemy Annihilation chain.
  • Blade of Terror also casts Sukukaja and Sukunda if panel 2, helping accuracy and evasion.
  • Panel 4 grants him Charge upon any party member killing an enemy, similar to Zaou-Gongen and Yoshitsune's panel 4 effects.
Cons
  • Blade of Terror falls off later in the fight as it is based on Current HP (and is capped against late game targets in PvE).
  • Since Blade of Terror's Phys AoE is a chain effect, it will always use one whole press turn, even if it crits.
  • Weak to Ice unless Teal.
  • Demeter and Maria preventing ailments, along with Demeter's bulwark make Red Rider extremely unsuited for pvp currently.
Notes
  • Buffs and damage boosts only work on Blade of Terror's Phys chain, and not the Fractional damage.
Synergies -
Samael.jpg Samael
Purple Purple C D D -
Pros
  • Panel 3 is insanely powerful, providing free Barrier Break and Makara Break at the start of the turn without consuming Press Turns.
  • God's Malice is very good to lock down a single target with multiple Ailments.
  • Panel 4 casts a mini version of God's Malice at the end of his team's turn (10% chance instead of 30% chance for the four ailments).
  • Infinite Chakra helps to reduce MP requirements, allowing him to spam God's Malice.
  • Great set of Panels that provide additional Ailment Infliction, reduce MP costs and the aforementioned breaks. Easy 4x4 fusion paths make him a good Panel 3 goal to strive toward.
Cons
  • Weak to Elec.
  • Countered very hard by Daisoujou clearing his ailments and punishing him for using Charm.
  • Middling AGI hurts Battle Speed for fast Ailment teams.
  • Demeter and Maria's presence in the meta severely hamstring his usage.
Notes
  • Mana Aid is a great transfer skill.
  • Compared to Nergal, Panel 3 Samael gives you better Press Turn efficiency, but in return all your other demons will require some degree of Ailment Infliction from brands or transfers. Weigh the extra Press Turn versus stat flexibility carefully.
Synergies -
Seraph.jpg Seraph
Clear Clear B F F -
Pros
  • Very high Magic stat, combined with Garden of Eden and Merciless Blow it lets him hit weaknesses hard.
  • Innate Trisagion and Thunderclap deal massive damage when targeting weaknesses.
  • Ideal for Democalypse boss: Garden of Eden casts Offensive Cry at the start of a boss fight, and grants a team-wide damage aura when hitting weakness. Panels increase his damage further, ramping up across the 3 turns of boss. At panel 4, he also generates an additional Press Turn as icing on the cake.
  • Can be used in an Archangels team if banking solely on Uriel and Gabriel's passives.
Cons
  • Only obtainable through Democalypse grinding.
  • High MP costs make him unsuitable for anything outside Democalypse.
  • Weak to Ice.
  • No pierce.
Notes
  • The best way to build him for both Democalypses is by focusing on one element (most likely Light, see below) by transferring its respective Enhancement skill (ex. Light Enhancement) and Master Assassin. As the +10% damage to weak points given by Enhancements affects all the demon's skills regardless of element, this will ensure a +45% on the chosen element and a +30% on the other one (on comparison, a fully-focused Seraph with both an Amp and an Enhancement gets a total of +50% on the chosen element and of 15% on the other one).
  • His Transcend Stones can be redeemed for Democalpyse Coins, so make use of that to unlock skill switches. This lets you give him multiple builds without needing multiple Seraphs.
  • P4 Michael is a great mate for Seraph in Light Democalypse, as they both give damage boost to the whole party (Michael only to Divine/Heralds) and are both of the Herald race, meaning that you can kick in another Archangel (likely Gabriel), boost their damage and proc their passive, for a stellar amount of damage!
  • Seraph Gaming.
Synergies -
Seth.jpg Seth
Purple Teal Teal Purple B D D -
Pros
  • Ouas is a piercing, powerful, cheap ST nuke that crits often and heals as well. Additionally, it hits either as Phys or Force damage, depending on what will do more damage.
  • Extremely high STR and LUK means he will hit hard and crit often.
  • Purple gives him Force Amp, which is valuable when aiming to use Ouas as a force attack. Teal covers his weakness, while Clear gives him an AOE skill in Titanomachia.
  • Good set of panels that provide him damage, bulk and MP reduction. Also easy to fuse with 4x4 fusion paths.
    • With P1, P4, and Purple archetype, he can reach 40% Phys damage up and 65% Force damage up before transfers.
  • 100% HP boost from panels helps make up for his low VIT.
Cons
  • Pierce is only on Ouas, so Clear's Titanomachia will not pierce.
  • Weak to Fire unless Teal.
  • Extremely low MAG means Zandyne is a wasted slot.
Notes
  • Difficult to build in both elements simultaneously - generally it's best to pick one (probably Force) and stick with it. Master Assassin is a good transfer that boosts both. If you unlock his Skill Switches from Transcend, you could swap the builds around at will.
  • Charge is a very effective transfer against PvE bosses.
Synergies -
Shiva A.jpg Shiva A
Purple Teal Teal Purple B B C -
Pros
  • Third Eye can only be blocked by four demons in the whole game (Griffith, Queen Frost, Frost Ace and Beelzebub (Human)), which are seldom seen in the current meta. It is also treated as a Physical attack and as such can Crit.
  • Ishvara provides auto-Rebellion and Zenith while passively boosting his accuracy and crit chance normally, and Almighty damage under Zenith.
  • After he downs a demon, he does a 1 turn Debilitate and proceeds to deal 100 Almighty (physical) damage with Bulwark Pierce on all enemies. Combined with P4, this can allow Shiva A to potentially sweep teams.
  • Good Drain Affinities pair well with Femto and Kalki especially since Lost Name is very popular in the current meta.
  • P1 gives extra Almighty damage, physical hit rate, critical hit rate, and more damage under Zenith. P3 gives an additional 40% to physical and Critical hit rate under Zenith.
  • P2 changes his normal attack to a hard-hitting ST Almighty (physical) that restores 1 MP to himself and entering a state of Charge. This can hard counter Camael and Old Ones.
  • P4 allows his Third Eye to hit an extra single enemy with a strong Almighty Bulwark Piercing attack upon activation.
Cons
  • Weak to Force unless Teal.
  • Very MP hungry and prone to teams using Camael or Old Ones if not P2 or above.
  • Completely walled off by Repel Physical (Almighty).
  • Most of his extra power is locked behind panels.
Notes -
Synergies
Shiva.jpg Shiva
Red Red B D D D
Pros
  • Effective physical sweeper - his Vorpal Blade-esque Standard Attack plus high strength, automatic DEF debuff, +90% crit rate, and panel 4's auto-charge upon landing a crit all let him output high AoE damage.
  • Does not require MP to use his AoE standard attack, meaning he is not impeded by Spirit Chains of Indignation.
  • Has three sets of Drain resistances and no weakness if Teal, making him a valuable teammate for Pierce Negation users. This can also combo with his panel 3 to deal a punishing AoE when an enemy hits into NDR.
  • Pralaya removes Repel Almighty Physical such as the chain effect from Lord of the Dead. This makes him a good complement for Almighty Physical attackers like Shiva A, who are otherwise walled by it.
  • Pralaya deals a pursuing chain attack towards the lowest-HP enemy, potentially helping to secure a kill.
Cons
  • Pralaya cannot remove Repel Almighty Magic, as the skill must hit before the removal chain is triggered.
  • Even though Pralaya and his panel 3 have bulwark pierce, his standard attack does not.
  • Pralaya and his panel 3 deal magic damage, meaning they cannot benefit from Might, Charge, or his crit rate boosts. Pralaya also lacks Remnants, meaning it is not press-turn-efficient to use compared to crit-spamming with his standard attack. The 4 MP cost and auto-Might from panel 2 aren't enough to make up for this.
  • His automatic Repel Magic is only the normal version, meaning Almighty can go through it. Given that most demons have pierce, this means the shield is unlikely to protect your team from anything.
  • Weak to Ice unless Teal.
  • Very expensive to fuse (Cheapest path requires Vishnu, who is 5+5. All other paths are 5+5 and require demons that are at least 5+4).
    • This is also bad since Kartikeya can only be obtained through a Multi-Fusion involving a Clear Shiva, making it difficult to panel them both at the same time.
  • Expensive with limited damage output. Unsuited for the current meta.
Notes -
Synergies
Siegfried.jpg Siegfried
Red Red C F F -
Pros
  • Arms Mastery passively boosts his damage and accuracy, as well as discounts all Phys skills by 1 MP, letting him sweep hard with discounted Titanomachia in Red.
  • Panel 4 casts a free Megaton Raid that also ignores endures, after using any Phys skill, once per turn.
  • Innate Drain Phys makes him a decent candidate for Drain Teams.
  • Incredible set of panels that provides him further damage reduction, Phys Pierce and MP reduction. The Phys Reduction from Panel 1 in particular makes him very useful for Alter-World Phys.
Cons
  • High investment - He requires Panels, good transfers and a proper team built around him to really shine.
  • Mediocre AGI and LUK stats.
  • Not really suited in a PvP meta with Demeter, especially as Panel 4 will provide her team with free bulwarks.
Notes
Synergies -
Surt.jpg Surt
Purple Clear Clear C D D -
Pros
Cons
  • Weak to Ice unless Teal.
  • No innate Fire Pierce if not Purple.
Notes
  • MATK is the primary stat to boost, as Ragnarok still greatly relies on it for damage. %PATK is his preferred tertiary stat on Arm and Leg brands, while Head and Body brands will still prefer %MATK as a tertiary.
  • Divine brands are recommended if using him for PvP Defense. Otherwise, his AI will Ragnarok once and then default to spamming Berserker God every other turn, wasting all his damage potential.
Synergies -
Susano-o A.jpg Susano-o A
Purple Red Teal Purple Teal 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 -
Susano-o.jpg Susano-o
Purple Purple B F F -
Pros
  • Powerful Force nuker for PvE. Kusanagi hits extremely hard, ignores endures, and autocasts Tarukaja to further buff your team's attack.
  • As Kusanagi is treated as a spell, it bypasses any accuracy checks letting him land it reliably.
  • Both Kusanagi and Mortal Jihad scale from Phys Attack, allowing him to cover two elements decently (albeit without Phys Pierce).
  • Easy 4x4 fusion paths and good panels make him a decent Panel 4 goal to strive toward.
Cons
  • No innate Force Pierce until Panel 4.
  • No innate Phys Pierce at all.
  • Weak to Fire.
  • No place in PvP.
Notes -
Synergies -
Thor.jpg Thor
Purple Clear Purple C F F -
Pros
  • Mjolnir deals good damage against single targets, ideal for Bosses and Democalypse. At max level it also refunds 2 MP when used, allowing to be used repeatedly even without Divine brands.
  • Panel 4 casts a free Mjolnir at the end of his team's turn, once per battle.
  • Panels grant him a lot of damage, making him an ideal Elec mage especially with Elec Pierce in Purple.
  • If pierce is not needed, Clear's Maziodyne is able to handle sweeping while using the same boosts as Mjolnir (panel 1, transfers like Serial Killer, etc)
Cons
  • Weak to Force.
  • Despite his high STR, building him for Phys is not very viable due to his low AGI and LUK - he's going to miss a lot. His panels also don't support a Phys build at all.
  • Megaton Raid and Charge are wasted slots for an Elec mage build.
  • Random target skills are very hard to use for PvP.
Notes
  • AI is extremely bad on Auto, as Charge will mess him up.
Synergies -
Trumpeter.jpg Trumpeter
Any Teal C F F -
Pros
  • Apocalypse deals decent Almighty AOE damage while having a high mute chance for a low MP cost.
  • Access to Concentrate to further increase his damage.
  • No weaknesses and 2 Nulls give him a lot of flexibility in skill transfers.
  • At Panel 4, he auto-casts Gloom at the start of his team's turn. He also does a massive 50% damage boost to targets under Gloom. This makes him a strong Democalypse generalist.
Cons
  • Very high MP costs.
  • Very low Vi stat which hinders his bulk.
  • Hard countered by Five Elements, plus stiff competition from other Almighty sweepers like Cthulhu.
  • Needs incredible investment to deal damage through Demeter's bulwark, but Concentrate and Gloom give him potential.
Notes -
Synergies -
Uriel.jpg Uriel
Teal Purple Purple 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
Vasuki.jpg Vasuki
Purple Red Purple Clear B C C -
Pros
  • Innate Ice Debuff, Butcher in Purple, and another 65-85% damage from panels 1 and 2 make him a powerful Ice mage.
  • Halahala deals massive damage against single targets and debuffs ATK and DEF, ideal for Bosses and Democalypse. It's also useful for breaking the multiple endures in Brands of Sin: Avarice.
  • Very high chance for Halahala to inflict Poison: 165% chance when adding up its base 50%, Insanity, Ice Debuff, panels 1 + 3, and Gloom. The skill also attempts infliction 6 times per cast.
    • Panel 1 offers synergy with Auto Barrier Break and +20% to Poisoned enemies for the party, while Panel 4 casts a follow-up Bulwark-piercing AoE when an enemy gets Poisoned.
    • Allies can access 60% of that chance boost, making Vasuki a solid partner for ailmenters.
Cons
  • Being limited to only random targeting can be a problem in PvP.
  • Weak to Fire unless Teal.
Notes
  • Halahala does not have Bulwark pierce, only his panel 4 chain effect does.
Synergies -
Vishnu.jpg Vishnu
Red Red D F F -
Pros
  • Avatar provides him free a Enduring Soul +, while giving him additional MAG and HP from levels. Combined with decent natural bulk and Healing from Panel 1, this makes him a very tanky Mage.
  • Panel 4 provides him a free Megido-proc at the end of your turn, useful for breaking Endures and/or cleanup. In addition, it also gives him free Intimidating Stance which synergizes well with his low AGI.
  • Red gains access to discounted Megidolaon, which is further reduced to 5 MP once Panel 3 is unlocked.
  • Null Bind from Panel 1 ensures his chain effects will always go off. Null Curse from Panel 2 ensures he will always heal for decent amounts, in addition to being immune to Alice A's AOE Mortal.
Cons
  • Weak to Fire.
  • Expensive to fuse (only 5+5 fusion paths are available).
  • Bufudyne and Holy Wrath are wasted skills for PvP builds, and don't synergize with each other in PvE ones.
  • Lack of damage boosters means he will have poor damage output.
  • Lack of Pierce and an Almighty-based kit means he is shut down hard by Five Elements and similar effects.
  • Slow chip damage builds are no longer viable due to Demeter, making him absolutely useless in PvP.
Notes
Synergies -
V☆.jpg V☆
Red Yellow Red Yellow 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 -
Yama.jpg Yama
Red Purple Purple 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.
Notes -
Synergies -
Yoshitsune.jpg Yoshitsune
Purple Teal Purple Teal C F F -
Pros
  • Widely considered a great Phys DPS demon for PvE as he has access to an AOE in Vorpal Blade, a boss-killing skill in Hassou Tobi, MP refresh in Mana Aid and a damage booster in Purple's Phys Amp.
  • Innate Mana Aid lets him repeatedly spam Vorpal Blade or Hassou Tobi in PvE.
  • Hassou Tobi does massive damage against lone targets, making it ideal against bosses and Democalypse.
  • Teal can be used to cheese certain PvE Content.
  • Excellent set of panels that grant him Accuracy, more MP and more damage, as well as Phys Pierce on Panel 4.
Cons
  • If not Panel 4, he only has innate Pierce on Hassou Tobi.
  • Random Targeting on Hassou Tobi makes it bad against Waves and in PvP.
  • Will have MP issues if Panel 2 is not unlocked.
Notes -
Synergies
Zaou-Gongen.jpg Zaou-Gongen
Red Teal Red Teal C F F -
Pros
  • Kongo Zaou is a powerful passive that grants Phys Pierce to all your demons under Rebellion.
  • Panel 3 grants team-wide Rebellion whenever he crits. This is very powerful for Physical-based Hero Masakado T1 teams, as it cranks up their damage to insane levels and guarantees virtually infinite crits.
  • Red gives him a cheap AOE attack in Herculean Strike.
  • While not common, he can work as a Fire Mage as he has passable Magic and Fire Amp in Purple.
  • Can be used as a counter to Camael's Spirit Chains (Indignation), as demons without innate Phys Pierce will be able to hit through Null Phys or Tetraka Shift.
  • Great set of Panels that provide additional damage, accuracy and team-wide Rebellion.
  • Panel 4 grants himself Charge and Rebellion when any party member scores a kill (once per turn), synergizing with Yoshitsune's panel 4 that has a similar effect. This could allow him to forego Auto-Rebellion in PvE, if the first kill happens quickly. It also makes God's Hand far more affordable at 5 MP, improving performance against single-targets.
Cons
  • Weak to Elec.
  • Middling AGI affects his Accuracy and Speed. Missing can be disastrous for a T1 team, as they aim to win on the very first turn.
  • Expensive to fuse (only 5+5 fusion paths are available).
Notes
  • Auto-Rebellion is a very powerful transfer skill for him, as it will guarantee he can start the crit loop. Note that this won't work on Democalypse boss, though.
  • Purple can run Fire Slash or Rending Fire to make use of his PATK stat. However, these skills are event-locked and may be hard to obtain. Also note that ZG doesn't have Fire Pierce, and Kongo-Zaou only applies to the Phys element.
Synergies