Banner Demon Tier List

From SMT: Dx2 Wiki
Revision as of 02:21, 17 August 2023 by Benny0 (talk | contribs) (5 star Tier List)
Jump to: navigation, search

Overview

  • This List shows the relative strength of a demon and how/where it can be used.

Rating

  • The PVP Tier List assumes all demons have all Panels unlocked, good brands, the best transfer skills and are rated based on the highest tier of Random-Match PVP (Top 100).
    • However a Tier List comparing demons solely in their Panel 0/1/2 forms would not be largely different from this one.
  • 5★ PVP scores are defined as such
    • 5: These demons are a central force in the current Metagame. Expect to see them >3 times out of 10 matches.
    • 4: These demons have a more specific role but can still thrive very well with proper support in the current Meta. Expect to see them at least once every 10 matches.
    • 3: These demons are not very popular or only work in very specific / niche teams, requiring a lot of support.
    • 2: These demons do not work well outside low-rank PVP (Gold 1 and below).
    • 1: These demons are ill-suited for PVP, regardless of rank.
  • 5★ PVE scores are defined as such
    • 5: Amazing (Usably nigh anywhere and is kind of a staple)
    • 4: Great (Usable for most things and has great defining elements)
    • 3: Good (Is usable for a good chunk of content but is not the greatest)
    • 2: Meh (Has uses few and far between)
    • 1: Terrible (Hardly usable)
  • 5★ Democalypse (the Guild vs Guild game mode) scores are defined as such
    • 5: These demons are a staple for their respective elements and used by all top 1% teams.
    • 4: These demons are very good for their respective elements and are often used in top 3% teams.
    • 3: These demons are decent for their respective elements, but are overshadowed by other demons in higher ranks.
    • 2: These demons are filler demons at best.
    • 1: These demons are ill-suited for Democalypse.
    • For a more comprehensive Democalypse Tier List, refer to the Democalypse page
  • For the 4★ tier list, anything above a score of 4 is worth considering, as they are equal or even better than several 5★ demons

What do the flags mean?

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

  • Fusible s.png - Demon is fuseable. Clicking this icon shows you all fusion combinations for this demon.
  • Gacha s.png - Demon is Gacha only.
  • Banner s.png - Demon is Banner Gacha only. You can only obtain this demon by pulling from their seasonal banners.
  • Event s.png - Demon is Event only. Nobody knows if they will be rerun.

Last Updates

  • 19/08/2020 - Tier list overhaul beta
  • 25/08/2020 - Automated visual tables added. Thanks Abyss!!
  • 26/08/2020 - Redefined PVE rating definitions.
  • 13/11/2020 - Added Democalypse ratings. Note that this is still a beta feature!
  • 11/12/2021 - Added Echidna, Ladon and Futsunushi and Adramelech. Significant rating adjustments to existing demons.
  • 19/02/2022 - Added Nyarlathotep, and corrected various typos and mistakes on recent entries.
  • 08/04/2022 - Added Mada
  • 11/05/2022 - Added Cthulhu and Tezcatlipoca.
  • 25/07/2022 - Added demons up to Elohim and began work on buffs and P4 updates.
  • 09/12/2022 - Added Sukuna-Hikona through Odin A
  • 17/01/2023 - Began Demeter era tier list revamp. Adra -> Griffith are currently done. Added demons to be current.
  • 18/01/2023 - Completed Demeter era revamp.
  • 08/03/2023 - Added Gozu through Rahab to the tier list, minor tweaks to ratings based on meta changes.

5★ Summary

  • Synced daily (~24:00 JST)
PVE
Score Demons
5

Alice A.jpgAstaroth.jpgAsura Lord.jpgBarong.jpgBeelzebub☆.jpgDemeter.jpgElohim.jpgHachiman.jpgKalki.jpgKartikeya.jpgMasakado.jpgMasakado A.jpgOdin A.jpgOkuninushi.jpgTiamat A.jpgVishnu A.jpgYoshitsune.jpgZaou-Gongen.jpgZeus.jpg

4

Adramelech.jpgAlice.jpgAlilat.jpgAmon.jpgAnahita.jpgAnat.jpgAniel.jpgArdha.jpgAsura.jpgAtavaka.jpgBaal.jpgBan.jpgBerserker Guts.jpgBotis.jpgCerberus A.jpgCu Chulainn A.jpgDaisoujou.jpgDemiurge.jpgFariedone.jpgFlauros Hallel.jpgFutsunushi.jpgGabriel.jpgGaruda.jpgGogmagog.jpgGozu-Tennoh.jpgGuan Yu.jpgGuts.jpgHagen.jpgHecate.jpgHinokagutsuchi.jpgHresvelgr.jpgHuang Long.jpgIndra.jpgKali.jpgKoga Saburo.jpgLakshmi A.jpgLanling Wang.jpgLonginus.jpgMada.jpgMahakala.jpgMahamayuri.jpgMaria.jpgMeliodas.jpgMithras.jpgNebiros.jpgNyarlathotep.jpgOse Hallel.jpgParty Pixie.jpgQuetzalcoatl A.jpgRama.jpgSamyaza.jpgShiva.jpgShiva A.jpgSraosha.jpgTezcatlipoca.jpgTokisada.jpgUriel.jpgVritra.jpg

3

Ananta.jpgAngra Mainyu.jpgArioch.jpgAsherah.jpgBelial.jpgBlack Frost.jpgChi You.jpgClotho.jpgCthulhu.jpgCu Chulainn.jpgCybele.jpgDante☆.jpgDavid.jpgErlkonig.jpgFrost Ace.jpgGaruda A.jpgGemori.jpgGriffith.jpgGuedhe.jpgHeimdall.jpgHuang Di.jpgIndrajit.jpgIzanami.jpgKangiten.jpgLilith A.jpgLucifer.jpgLucifuge.jpgMara.jpgMastema.jpgMaya.jpgMelchizedek.jpgMetatron.jpgMichael.jpgMot.jpgMotoko Kusanagi.jpgMurmur.jpgNero☆.jpgNorn.jpgOrcus.jpgRahab.jpgRaphael.jpgSabaoth.jpgSchierke.jpgSeraph.jpgSeth.jpgShaddai.jpgSiegfried.jpgSkull Knight.jpgSukuna-Hikona.jpgSurt.jpgSurt A.jpgSusano-o.jpgSusano-o A.jpgThor.jpgThor A.jpgVairocana.jpgXi Wangmu.jpgYama.jpgZodd.jpg

2

Amaterasu.jpgAtropos.jpgAzazel.jpgBatou.jpgBayonetta☆.jpgBeelzebub (Human).jpgBlack Maria.jpgBlack Rider.jpgCernunnos.jpgDemonee-Ho.jpgEchidna.jpgFlauros.jpgIshtar.jpgJeanne☆.jpgLachesis.jpgLadon.jpgLakshmi.jpgLilith.jpgMarici.jpgMaster Therion.jpgMother Harlot.jpgMozgus.jpgPales.jpgQuetzalcoatl.jpgRed Rider.jpgSamael.jpgTrumpeter.jpgTzitzimitl.jpgVasuki.jpgVishnu.jpgV☆.jpg

1

Elizabeth.jpgFafnir.jpgIxtab.jpgNergal.jpgPale Rider.jpg

PVP Offense
Score Demons
5

Botis.jpgDemeter.jpgElohim.jpgGozu-Tennoh.jpgKalki.jpgMaria.jpgOdin A.jpgShaddai.jpgZeus.jpg

4

Amon.jpgAstaroth.jpgAsura Lord.jpgBerserker Guts.jpgCthulhu.jpgGuedhe.jpgHachiman.jpgHagen.jpgLakshmi A.jpgLonginus.jpgMithras.jpgMozgus.jpgNyarlathotep.jpgOkuninushi.jpgRahab.jpgSkull Knight.jpgSukuna-Hikona.jpgTiamat A.jpgXi Wangmu.jpg

3

Adramelech.jpgAlice.jpgAlice A.jpgAnahita.jpgAnanta.jpgArdha.jpgArioch.jpgAsherah.jpgBarong.jpgBeelzebub (Human).jpgBeelzebub☆.jpgChi You.jpgDemiurge.jpgEchidna.jpgFafnir.jpgFariedone.jpgGemori.jpgGogmagog.jpgGriffith.jpgGuts.jpgHinokagutsuchi.jpgHuang Long.jpgIndra.jpgIndrajit.jpgKangiten.jpgKartikeya.jpgLilith.jpgLucifer.jpgMasakado.jpgMelchizedek.jpgOrcus.jpgOse Hallel.jpgQuetzalcoatl A.jpgSraosha.jpgSusano-o A.jpgThor A.jpgZodd.jpg

2

Alilat.jpgAnat.jpgAngra Mainyu.jpgAniel.jpgAtavaka.jpgAtropos.jpgBaal.jpgBan.jpgBelial.jpgBlack Rider.jpgCerberus A.jpgCernunnos.jpgClotho.jpgCu Chulainn A.jpgDaisoujou.jpgDante☆.jpgDavid.jpgDemonee-Ho.jpgErlkonig.jpgFlauros Hallel.jpgFrost Ace.jpgFutsunushi.jpgGabriel.jpgGaruda.jpgGuan Yu.jpgHecate.jpgHeimdall.jpgIxtab.jpgKali.jpgKoga Saburo.jpgLachesis.jpgLadon.jpgLanling Wang.jpgMada.jpgMahakala.jpgMarici.jpgMasakado A.jpgMeliodas.jpgMichael.jpgMot.jpgMother Harlot.jpgMotoko Kusanagi.jpgMurmur.jpgNergal.jpgNero☆.jpgQuetzalcoatl.jpgRama.jpgRaphael.jpgSabaoth.jpgSamael.jpgSamyaza.jpgSeth.jpgSiegfried.jpgSurt.jpgSurt A.jpgSusano-o.jpgThor.jpgTokisada.jpgTrumpeter.jpgUriel.jpgVairocana.jpgVishnu A.jpgVritra.jpgYama.jpg

1

Amaterasu.jpgAsura.jpgAzazel.jpgBatou.jpgBayonetta☆.jpgBlack Frost.jpgBlack Maria.jpgCu Chulainn.jpgCybele.jpgElizabeth.jpgFlauros.jpgGaruda A.jpgHresvelgr.jpgHuang Di.jpgIshtar.jpgIzanami.jpgJeanne☆.jpgLakshmi.jpgLilith A.jpgLucifuge.jpgMahamayuri.jpgMara.jpgMastema.jpgMaster Therion.jpgMaya.jpgMetatron.jpgNebiros.jpgNorn.jpgPale Rider.jpgPales.jpgParty Pixie.jpgRed Rider.jpgSchierke.jpgSeraph.jpgShiva.jpgShiva A.jpgTezcatlipoca.jpgTzitzimitl.jpgVasuki.jpgVishnu.jpgV☆.jpgYoshitsune.jpgZaou-Gongen.jpg

PVP Defense
Score Demons
5

Botis.jpgDemeter.jpgElohim.jpgGozu-Tennoh.jpgKalki.jpgMaria.jpgOdin A.jpgTiamat A.jpgZeus.jpg

4

Amon.jpgAsherah.jpgAstaroth.jpgBeelzebub (Human).jpgBerserker Guts.jpgCthulhu.jpgGuedhe.jpgHachiman.jpgLakshmi A.jpgLonginus.jpgOkuninushi.jpgOrcus.jpgRahab.jpgShaddai.jpgSukuna-Hikona.jpgXi Wangmu.jpg

3

Adramelech.jpgAlice.jpgAlice A.jpgAnahita.jpgAnanta.jpgArdha.jpgArioch.jpgAsura Lord.jpgBarong.jpgBeelzebub☆.jpgChi You.jpgDemiurge.jpgEchidna.jpgErlkonig.jpgFafnir.jpgFariedone.jpgGogmagog.jpgGriffith.jpgGuts.jpgHagen.jpgHinokagutsuchi.jpgIndra.jpgIndrajit.jpgKangiten.jpgKartikeya.jpgLilith.jpgLucifer.jpgMasakado.jpgMelchizedek.jpgMithras.jpgMozgus.jpgNyarlathotep.jpgOse Hallel.jpgQuetzalcoatl A.jpgSkull Knight.jpgSraosha.jpgSusano-o A.jpgThor A.jpgZodd.jpg

2

Alilat.jpgAnat.jpgAngra Mainyu.jpgAniel.jpgAtavaka.jpgAtropos.jpgBaal.jpgBan.jpgBelial.jpgBlack Rider.jpgCerberus A.jpgCernunnos.jpgClotho.jpgCu Chulainn A.jpgDaisoujou.jpgDante☆.jpgDavid.jpgDemonee-Ho.jpgFlauros Hallel.jpgFrost Ace.jpgFutsunushi.jpgGabriel.jpgGaruda.jpgGemori.jpgGuan Yu.jpgHecate.jpgHeimdall.jpgHresvelgr.jpgHuang Long.jpgIxtab.jpgKali.jpgKoga Saburo.jpgLachesis.jpgLadon.jpgLanling Wang.jpgMada.jpgMahakala.jpgMarici.jpgMasakado A.jpgMeliodas.jpgMichael.jpgMother Harlot.jpgMotoko Kusanagi.jpgMurmur.jpgNergal.jpgNero☆.jpgQuetzalcoatl.jpgRama.jpgRaphael.jpgSabaoth.jpgSamael.jpgSamyaza.jpgSeth.jpgSiegfried.jpgSurt.jpgSurt A.jpgSusano-o.jpgThor.jpgTokisada.jpgTrumpeter.jpgUriel.jpgVairocana.jpgVishnu A.jpgVritra.jpgYama.jpg

1

Amaterasu.jpgAsura.jpgAzazel.jpgBatou.jpgBayonetta☆.jpgBlack Frost.jpgBlack Maria.jpgCu Chulainn.jpgCybele.jpgElizabeth.jpgFlauros.jpgGaruda A.jpgHuang Di.jpgIshtar.jpgIzanami.jpgJeanne☆.jpgLakshmi.jpgLilith A.jpgLucifuge.jpgMahamayuri.jpgMara.jpgMastema.jpgMaster Therion.jpgMaya.jpgMetatron.jpgMot.jpgNebiros.jpgNorn.jpgPale Rider.jpgPales.jpgParty Pixie.jpgRed Rider.jpgSchierke.jpgSeraph.jpgShiva.jpgShiva A.jpgTezcatlipoca.jpgTzitzimitl.jpgVasuki.jpgVishnu.jpgV☆.jpgYoshitsune.jpgZaou-Gongen.jpg

Democalypse Prelim (Beta)
Score Demons
5

Adramelech.jpgAnahita.jpgAnat.jpgArioch.jpgAstaroth.jpgAsura Lord.jpgBaal.jpgBelial.jpgBerserker Guts.jpgBlack Frost.jpgChi You.jpgCu Chulainn A.jpgCybele.jpgEchidna.jpgElohim.jpgFlauros.jpgFutsunushi.jpgGabriel.jpgGuts.jpgHachiman.jpgHagen.jpgHinokagutsuchi.jpgHresvelgr.jpgHuang Di.jpgIzanami.jpgKoga Saburo.jpgLucifer.jpgMasakado.jpgMasakado A.jpgMastema.jpgMeliodas.jpgMot.jpgNero☆.jpgNyarlathotep.jpgOdin A.jpgQuetzalcoatl A.jpgRahab.jpgSabaoth.jpgSurt A.jpgTezcatlipoca.jpgTrumpeter.jpgVishnu A.jpgYama.jpgZeus.jpg

4

Alice.jpgAmon.jpgAnanta.jpgAsura.jpgAzazel.jpgBan.jpgBeelzebub☆.jpgBotis.jpgCu Chulainn.jpgDante☆.jpgFariedone.jpgGogmagog.jpgIshtar.jpgKali.jpgMahakala.jpgMetatron.jpgMithras.jpgNergal.jpgOkuninushi.jpgOse Hallel.jpgPale Rider.jpgQuetzalcoatl.jpgSchierke.jpgShiva.jpgSiegfried.jpgSukuna-Hikona.jpgTiamat A.jpgUriel.jpgVritra.jpgYoshitsune.jpgZaou-Gongen.jpg

3

Amaterasu.jpgAtropos.jpgBarong.jpgBlack Rider.jpgCerberus A.jpgCthulhu.jpgFlauros Hallel.jpgGaruda.jpgGaruda A.jpgGozu-Tennoh.jpgGuan Yu.jpgGuedhe.jpgIndra.jpgIndrajit.jpgKalki.jpgLanling Wang.jpgLilith.jpgLilith A.jpgLonginus.jpgLucifuge.jpgMada.jpgMara.jpgParty Pixie.jpgRama.jpgShiva A.jpgSraosha.jpgVairocana.jpgZodd.jpg

2

Aniel.jpgAsherah.jpgBatou.jpgCernunnos.jpgFrost Ace.jpgHecate.jpgHeimdall.jpgKartikeya.jpgLakshmi.jpgMahamayuri.jpgMichael.jpgMotoko Kusanagi.jpgMozgus.jpgMurmur.jpgNorn.jpgRaphael.jpgRed Rider.jpgSamyaza.jpgSeraph.jpgSeth.jpgShaddai.jpgSkull Knight.jpgSurt.jpgSusano-o A.jpgThor.jpgThor A.jpgTokisada.jpgVasuki.jpg

1

Alice A.jpgAlilat.jpgAngra Mainyu.jpgArdha.jpgAtavaka.jpgBayonetta☆.jpgBeelzebub (Human).jpgBlack Maria.jpgClotho.jpgDaisoujou.jpgDavid.jpgDemeter.jpgDemiurge.jpgDemonee-Ho.jpgElizabeth.jpgErlkonig.jpgFafnir.jpgGemori.jpgGriffith.jpgHuang Long.jpgIxtab.jpgJeanne☆.jpgKangiten.jpgLachesis.jpgLadon.jpgLakshmi A.jpgMaria.jpgMarici.jpgMaster Therion.jpgMaya.jpgMelchizedek.jpgMother Harlot.jpgNebiros.jpgOrcus.jpgPales.jpgSamael.jpgSusano-o.jpgTzitzimitl.jpgVishnu.jpgV☆.jpgXi Wangmu.jpg

Democalypse Boss (Beta)
Score Demons
5

Adramelech.jpgAlice.jpgAnahita.jpgAniel.jpgArdha.jpgAstaroth.jpgAsura.jpgBaal.jpgBatou.jpgBeelzebub☆.jpgBerserker Guts.jpgBotis.jpgCerberus A.jpgCernunnos.jpgCybele.jpgElohim.jpgFrost Ace.jpgGabriel.jpgGaruda A.jpgGuedhe.jpgHagen.jpgHecate.jpgHinokagutsuchi.jpgIndra.jpgIndrajit.jpgKali.jpgLakshmi A.jpgLanling Wang.jpgLonginus.jpgLucifer.jpgMada.jpgMahakala.jpgMahamayuri.jpgMara.jpgMeliodas.jpgMichael.jpgMithras.jpgMot.jpgOdin A.jpgOkuninushi.jpgOse Hallel.jpgRahab.jpgRaphael.jpgSabaoth.jpgSamyaza.jpgSeraph.jpgSukuna-Hikona.jpgSurt.jpgSurt A.jpgSusano-o.jpgSusano-o A.jpgTezcatlipoca.jpgThor.jpgThor A.jpgTiamat A.jpgTokisada.jpgUriel.jpgVasuki.jpgVishnu A.jpgVritra.jpgYoshitsune.jpgZaou-Gongen.jpgZeus.jpg

4

Ban.jpgCu Chulainn.jpgFariedone.jpgFlauros.jpgFutsunushi.jpgGuan Yu.jpgHachiman.jpgIzanami.jpgLucifuge.jpgMetatron.jpgNorn.jpgSeth.jpgSiegfried.jpgTrumpeter.jpgYama.jpg

3

Amaterasu.jpgAmon.jpgAnanta.jpgAnat.jpgArioch.jpgAsura Lord.jpgAtropos.jpgAzazel.jpgBarong.jpgChi You.jpgCthulhu.jpgCu Chulainn A.jpgDemiurge.jpgFlauros Hallel.jpgGogmagog.jpgGozu-Tennoh.jpgHresvelgr.jpgHuang Di.jpgIshtar.jpgKoga Saburo.jpgLakshmi.jpgLilith A.jpgMasakado.jpgMasakado A.jpgMastema.jpgNero☆.jpgNyarlathotep.jpgParty Pixie.jpgQuetzalcoatl A.jpgRama.jpgShiva.jpgSraosha.jpg

2

Alice A.jpgAsherah.jpgBayonetta☆.jpgBelial.jpgBlack Frost.jpgBlack Rider.jpgDante☆.jpgGuts.jpgHeimdall.jpgIxtab.jpgKalki.jpgKartikeya.jpgMozgus.jpgMurmur.jpgNergal.jpgPale Rider.jpgSchierke.jpgShaddai.jpgVishnu.jpg

1

Alilat.jpgAngra Mainyu.jpgAtavaka.jpgBeelzebub (Human).jpgBlack Maria.jpgClotho.jpgDaisoujou.jpgDavid.jpgDemeter.jpgDemonee-Ho.jpgEchidna.jpgElizabeth.jpgErlkonig.jpgFafnir.jpgGaruda.jpgGemori.jpgGriffith.jpgHuang Long.jpgJeanne☆.jpgKangiten.jpgLachesis.jpgLadon.jpgLilith.jpgMaria.jpgMarici.jpgMaster Therion.jpgMaya.jpgMelchizedek.jpgMother Harlot.jpgMotoko Kusanagi.jpgNebiros.jpgOrcus.jpgPales.jpgQuetzalcoatl.jpgRed Rider.jpgSamael.jpgShiva A.jpgSkull Knight.jpgTzitzimitl.jpgVairocana.jpgV☆.jpgXi Wangmu.jpgZodd.jpg

5 star Tier List

Name Best Archetype(s) PVE PVP Democalypse
PVE PVP Offense Defense Prelim Boss
Adramelech.jpg Adramelech
Purple Purple 4 2 2 5 5
Pros
  • Sun God's Majesty punishes any form of MP restore, burning 1 MP and dealing 30% Fractional damage to their entire team, while also renewing Barriers for your team. This makes him an incredibly strong counter to MP-batteries like Alice A, Angra Mainyu and Beelzebub☆.
  • In addition, Sun God's Majesty provides him Fire Pierce and more importantly +25% to Fire damage - this gives him a whopping +60% to Fire damage in Purple, even with ZERO transfers and ZERO panels. When combined with Sacrificial Inferno's colossal Base Power (which also ignores Endures), Adramelech can easily nuke down any target he chooses.
  • But wait, there's more! Sun God's Majesty also provides a 3-turn Luster Candy at the start of battle, aiding you in winning the buff war. With Panel 2 unlocked, it further chains into a 3-turn Debilitate, literally swinging every buff by himself for free.
  • To cap it off, Sun God's Majesty gives him +20% Max HP if fully levelled. Paired with his passable VIT-stat and innate Fire Survivor, this makes him surprisingly bulky, especially if Epitome of Endurance is transferred.
Cons
  • Weak to Ice unless Teal.
  • High AGI makes him awkward to fit into slow teams, more or less mandating Epitome of Endurance.
  • Sun God's Majesty doesn't really counter Demeter's 2 MP restore from My Harvest!. Not only does her team still gain 1 MP, they also take only a net 5% fractional damage from Adra's effect (he deals 30% fractional, then Demeter responds with 25% fractional Bulwarks). My Harvest itself also sets up a 20% HP Bulwark, so at most Adra can only hope to take off 10% of the foe's actual HP bar this way.
Notes
Alice.jpg Alice
Purple Teal Teal Purple 4 2 2 4 5
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.
Notes
  • Cannot be used in the same team as Alice A.
  • 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 Xi Wangmu, Demeter, Maria, and Shaddai, all who are key defensive demons currently. However, there are key attackers that are vulnerable so she does have use.
  • 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.
Alice A.jpg Alice A
Teal Purple Teal 5 3 3 1 2
Pros
  • One of few demons with an AOE Mortal, and the only one who can cast it T1. When paired with curse support like Nebiros, she can easily annihilate entire teams without Null Curse and/or Null Mortal.
  • Drains 2 MP from the enemy at the start of their turn, which can prevent T1 sweepers from having immediate access to their skills.
  • Trivializes almost all PvE content like Aura Gate and Hell's Park - pair her with an AOE curse inflictor and instakill everyone!
  • Purple gains Null Mortal which prevents her from being killed by other Mortal users.
  • P2 gives her team a 1 MP battery every time an enemy is defeated.
  • She's cute!!
Cons
  • Hard countered by Null Curse and Null Mortal. Demeter preventing ailments while bulwark is active, while also being a powerful mp battery essentially removed Alice A's role in pvp.
Notes
  • Cannot be used in the same team as OG Alice.
Alilat.jpg Alilat
Clear Clear 4 2 2 1 1
Pros
  • While alive, Repel Pierce will prevent Pierce skills from going through Repel resistances. This is very useful when combined with demons that have high natural Repels (like Asura Lord or Vairocana) or against popular attack elements like Physical (example 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 a free self-heal whenever she or an ally 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
Notes
  • One of the few demons that can negate Pierce, and the only fusible one. A near Must-Have demon for PvE, as Repel Pierce paired with appropriate demons is perfect for cheesing most Boss fights.
Amaterasu.jpg Amaterasu
Yellow Clear 2 1 1 3 3
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, 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 elec weakness, making her even more of a liability in PvE.
  • 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.
Amon.jpg Amon
Red Purple Red Yellow Purple 4 3 3 4 3
Pros
  • Immensely tanky. Between every skill and panel, he has a potential 130% HP boost, along with having the 2nd highest VIT in the game. Additionally, Demonic Flame's Aid also reduces magic damage received by 40% and grants Fire Pierce, while additionally giving him a 1500 HP up to 4 times per battle when hit by a magic or fractional damage attack. On top of that, after the end of the first enemy turn, it grants Concentrate.
  • Abyss Flare and Abyss Flame uniquely scale off of Mag DEF instead of Mag ATK, while both ignoring endures. Additionally Abyss Flare has Remnants. This skill can easily counter sweep a T1 team combined with his Concentrate if he survives.
  • Low AGI at 116 and innate Epitome of Endurance really solidify his role as a powerful tank, meant to power through even the strongest teams like Elohim and Mithras.
  • Less competition for Brands compared to your other demons, as he relies on MDEF for damage.
  • Extremely powerful panels that give him nearly everything he needs, granting Null Mortal, Null Bind, up to 650 flat MDEF, more damage reduction in bulwark, along with extra HP and Fire damage.
Cons
  • Not even he is necessarily tanky enough to fully withstand assaults from Elohim and Mithras due to the sheer damage those teams can put out.
  • While he's strong against T1 teams, he can struggle to be useful against T2 teams, especially those reliant on Phys damage.
  • Only defends against Bind, and can be vulnerable to being muted or charmed.
  • Panels are a pretty big deal with how powerful they are.
  • Requires brands that balance between HP and Mag DEF in order to optimize his tankiness.
Notes -
Anahita.jpg Anahita
Red Purple Yellow Purple 4 3 3 5 5
Pros
  • Reasonably fast, with 202 agi and Ice Accele, along with 20% more speed in P1, helping cement her role as a T1 magic nuker.
  • Has extremely endure piercing high ST ice damage in Hell Stream, which additionally gives her team some buff control if the attack is successful.
  • Aqua Grace not only gives her team a turn of 400HP Bulwark, but also gives anybody with a bulwark 30% magic damage boost, letting her team do massive magic damage, extremely useful for democalypse.
  • Solar Downfall in yellow and Ice Amp in purple both work well with her role as a fast damage dealer.
  • BoS Avarice is made for her, with her cheap, massive single target ice damage.
  • Has strong synergy with magic T1 teams with Elohim, Nyarlathotep, Vishnu A, and Mithras.
Cons
  • She's a fast demon with a bulwark, which is really a role mismatch. A 400 hp bulwark isn't keeping a fast team alive.
  • For her to do her best in democ, she needs to have P2, because she only has a bulwark for 1 turn without it, meaning her team won't take full advantage of her damage boost.
  • She's not super fast, meaning she'll lower your speed compared to some of the faster demons.
  • T1 is currently not in the meta, limiting her usage, even with her bulwark gimmick seemingly synergizing with Demeter.
Notes -
Ananta.jpg Ananta
Red Purple 3 2 2 4 3
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 may reduce Ananta's niche.
  • Offers nothing more than buff control in pvp.
Notes -
Anat.jpg Anat
Purple Purple Clear 4 2 2 5 3
Pros
Cons
  • Weak to Force unless Teal.
  • Expensive to fuse and only available in clear (approx 8 million mag per copy, 5 million of that is unaffected by discounts). Colored variants are Gacha exclusive.
  • Only Thunderstorm and Killer Impulse have Pierce.
  • Will have MP issues with Thunderstorm unless Panel 2 and with MP support.
  • Even though she might seem to have good synergy with Zeus, she just doesn't hit hard enough to deal with Demeter's bulwarks and her aoe and chain in Killer Impulse can actually make the bulwark situation worse.
Notes
  • Red gives her discounted Thunder Reign which can be used against Elec Anti-Pierce such as Rama + Mother Harlot. Note that it does not pierce though!
  • Killer Impulse can be denied by having Endure on all demons. This is becoming more commonplace after the introduction of Survivor skills.
Angra Mainyu.jpg Angra Mainyu
Teal Red Purple Teal 3 2 2 1 1
Pros
  • Everything Evil is an incredibly powerful passive that gives your whole team 3 MP at the beginning of the turn. Not only does this counter the MP Drain from Alice A's Give me Jewels, it also allows your team to run Spell/War brands instead of Divine for more damage.
  • 16 Scourges chips off 25% of Max HP from the opposing team and inflicts them with every single ailment in the game. The chip damage helps your main sweeper to clean up, while the Ailments can be used to set up for demons like Alice A and Pale Rider.
  • When used with Atavaka or Alilat, innate Repel Elec helps to soft-counter Atropos, as the second part of Passionate Rage will not proc if the first Elec part is Anti-Pierced.
  • Thanks to his High Luck and Infernal Mask in Purple, he can be run as a Pseudo Cleric if Prayer is transferred (preferably with another Ailment Resist passive like Epitome of Illusion).
  • Panel 2 provides a single turn Luster Candy in addition to the 2 MP, making it even easier for your team to sweep.
Cons
  • Weak to Light unless Teal.
  • Not very useful for PvE as his passive has limited uses, and Ailments generally fall flat late game due to inflated enemy stats.
  • He doesn't have any form of Barrier Break in his kit, meaning someone else with it has to go before him, or else his ailments won't stick.
  • 16 Scourges deals fractional damage, which doesn't scale from MATK, meaning that his high Magic stat is wasted without transferred skills.
  • Demeter essentially removed him from pvp, doing a better job as an MP battery while simultaneously preventing him from using ailments, while negating his fractional damage with bulwarks.
Notes
  • Be very wary of any enemy Daisoujou, as he will respond with a Mute Counter the moment you fire off 16 Scourges. This can severely mess you up if your sweepers end up getting Muted.
Aniel.jpg Aniel
Purple Purple 4 2 2 2 5
Pros
Cons
  • God's Grace requires him to have two Archangels on his team to activate, severely limiting his teambuilding. Even worse, many Archangels have low damage chain effects on turn start, which will create more bulwarks through Demeter.
Notes -
Ardha.jpg Ardha
Teal Purple Teal 4 3 3 1 5
Pros
  • Sahasrara is an incredibly stacked passive that provides additional MP regen, damage, hit rate and healing effectiveness. Additionally, when any member of the party uses a skill that recovers HP, Ardha chains a 60 BP Phys skill with 50% crit rate that scales on Mag ATK and ignores counters.
  • Ruin and Grace is a very hard-hitting ST skill that has a high critical rate and heals your whole party if it hits, and ignores counters and endures. Combined with high natural MAG and innate Epitome of Carnage, Ardha can deal massive damage while keeping your party healthy.
  • Naturally drains Fire and Elec while gaining Drain Phys in Teal. This makes Ardha an incredible partner for Demiurge.
  • Can be used in Phys Democalypse as a powerful boss unit, especially in Purple for Merciless Blow.
  • P3 adds additional MP regen, making Ardha regen 5 MP per turn, baseline.
Cons
  • The extra Phys hit granted by Sahasrara does not bypass Endures.
  • Does not hit hard enough to be worth running against Demeter in pvp.
  • Drain Elec doesn't matter against Zeus.
Notes
  • Run Ardha with Lakshmi A to give your whole team near unlimited MP.
Arioch.jpg Arioch
Teal Yellow Purple Any 3 3 3 5 3
Pros
  • Has a huge hp barrier on the first turn, making it a challenge for T1 teams to kill him, especially when paired with revivers like Xi Wangmu or Maria
  • Perfect for T2 teams, with Intimidating Stance, incredibly low agi, and innate Epitome of Endurance.
  • His abilities scale off of max HP, allowing him to do huge amounts of damage based off his hp.
  • At the end of the opponents first turn, he enters a state of Charge and Rebellion, meaning his next hit will hit like a truck, and he additionally chips at their Max hp
  • Both of his unique attacks go through endures, making it easier for him to sweep with Lionfall.
  • His panels are great, making him even harder to kill and giving him much needed accuracy. In particular damage reduction while under bulwark has good synergy with Demeter.
  • Red has both ST and AoE making it easier for him to avoid anti pierce.
Cons
  • 64 agi is nice for going slow, but it means he's also completely blind. Needs a ton of accuracy and buff control to hit evasive targets, especially with evasion popular in the current meta
  • Lionfall does not have mp reduction in levels, and this can be abused by players using mp drain like Mind Break.
  • High hp totals mean fractional damage skills are going to hit harder on him.
  • Has some ai issues when anti-pierce comes into play, which can lead to him wasting his Charge and Rebellion combo on an auto attack
  • Only gets his Charge and Rebellion effect once. After his big hit, his damage is effectively neutered making him hard to use against Demeter.
Notes -
Asherah.jpg Asherah
Teal Purple Yellow Teal 3 3 3 2 2
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 Elohim and Mithras teams, 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.
  • Requires Panel 4's Null Mortal and HP boost to make her a reliable tank in today's meta.
Notes
Astaroth.jpg Astaroth
Any Purple Teal 5 5 5 5 5
Pros
  • Demons die when they are killed by Lord Astaroth, letting him be a hard counter to revive teams that don't have Maria
  • When enemies die, he offers powerful buff control, swinging both attack and evasion buffs and debuffs in his team's favor. In addition to this, the first time an enemy dies, he gives his team a press turn, allowing for tons of press turns when partnered with demons like Zeus.
  • Lord Astaroth has high damage, doing 250 damage total with bonus crit rate. The second hit can also be used to check evasive targets without risking press turns. With max skill level and panel 1, its cost can be reduced to 4 mp, meaning when paired with Maria, he can use it every turn even with War brands.
  • With the third highest AGI in the game, and 70% battle speed built into his kit with 20% more in panels, he's going to make your teams fast. This is currently his strongest use, boosting team speed while also offering a press turn and buff control.
  • He has 100% crit rate built right into his kit, meaning unless he's against Epitome of Fortitude or Wild Instinct, he's essentially guaranteed to crit.
  • Amazing panels, with the aforementioned mp reduction in p1, a huge party crit rate and hit rate buff in p2, and even more speed and damage in p3
  • Amazing awaken skills, offering aoe mp drain, buff control, damage, or Repel Phys, depending on what you need
Cons
  • Red's awaken skill Cleaving Aura, while a great MP drain skill, performs poorly in the current meta. Demeter will just re-cast Bulwarks and buffs, and give her team the 2 MP back when she casts My Harvest!. Kalki's unpiercable Drain Phys makes the move unusable when facing him. On defense, Astaroth's AI will also use Cleaving Aura to attack into ndr, limiting his own team's actions.
  • T1 teams built with him have to choose between speed, or being able to deal with the bulk of Maria and Demeter teams, meaning randoming can be risky
  • His damage has fallen off, and often now is more used for his supportive effects.
  • Constantly chains effects, slowing down pve clear times
  • No innate Mara
Notes -
Asura.jpg Asura
Red Teal 4 1 1 4 5
Pros
Cons
  • Weak to Ice.
  • As nothing in his kit boosts damage, damage booster transfers are mandatory.
  • Until P3, Ashura costs 7 mp, making it expensive to spam.
Notes
  • His only Piercing attack being Random Target makes him near unusable in PvP. He will tickle Demeter's bulwark and just give her more.
Asura Lord.jpg Asura Lord
Red Purple Purple Teal 5 3 3 5 3
Pros
  • Incredibly high ST damage that also generates Press 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 can only be blocked by two demons (Beelzebub (Human) and Griffith) and ignores Endure-type skills, allowing you to delete any demon he claps. It is also very useful to clean up any remaining enemies (usually bosses) after your AOE demons have unleashed their payload, notably BoS Deceit Metatron.
  • 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 Alilat, Atavaka, Kalki, or Demiurge.
  • With panels, he offers his team a total of 60% critical hit rate, helping out teams like Hachiman Democalypse prelim teams. With Endless War also offering Tarukaja and Rakunda, he's a natural pairing for him.
Cons
  • Hard to raise Slaughter All's damage further as it is of the Almighty element.
  • High MP cost mandates the use of Divine Brands if 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!
Atavaka.jpg Atavaka
Purple Teal Purple 4 2 2 1 1
Pros
  • While alive, War Aid will prevent Pierce skills from going through Repel resistances. This is very useful when combined with demons that have high natural Repels (like Asura Lord or Vairocana) or against popular attack elements like Physical (example Teal Gogmagog).
  • Intimidating Stance is a very powerful passive for PvP and synergizes with his low AGI.
  • Enemy Annihilation fully debuffs enemies before chaining into a piercing physical AOE sweep. Because the AOE is a chain effect, you will not lose Press Turns even if it misses and/or hits into Phys NDR+Anti-Pierce, allowing him to spam it without concern.
Cons
  • Weak to Ice unless Teal.
  • Very high MP costs. Running Divine sets hurt his overall damage and/or Bulk.
  • Does not have natural Pierce. This can cause issues with his AI attacking into Tetra Shift and/or Physical NDR when out of MP.
  • Stiff competition from Demiurge, who not only has Drain Pierce, not only has Repel Pierce and two powerful passives, but also has Null Mortal.
  • Attribute affinity down completely shuts down his niche.
Notes
Atropos.jpg Atropos
Purple Purple Red 2 2 2 3 3
Pros
  • Passionate Rage dishes out massive damage before the battle even really begins. Since it triggers at the start of the opponent turn, she can easily kill frail Turn 1 Sweepers, especially if combined with the buff swing from Lachesis' Passionate Embrace.
  • Severed Fate deals Piercing Single Target damage and will automatically target Fire, Ice, Elec or Force weaknesses. Combined with innate Merciless Blow, she can heavily punish any demons who leave a weakness open.
  • Purple gives her Infinite Chakra, allowing her to spam Severed Fate repeatedly even while on Spell Brands. Red gives her access to discounted Judgement, useful if you want an AOE to compliment her passive chains.
  • Her Panels provide valuable ailment immunity, making it harder for Ailment Teams to sweep her on revenge.
Cons
  • If the first Elec part of Passionate Rage is Anti-Pierced (for example Rama-Mother Harlot, Atavaka-Aniel), the second Fire part will not proc, literally halving her damage.
  • Requires a good team built around her to work.
  • Awkward mix of 4 Elements plus having both ST and AOE skills makes it difficult to boost her damage outside Elemental Cycle.
  • As Press Turns are calculated based on the number of demons alive at the start of the turn, any demons who survive Passionate Rage will gain access to multiple Press turns. Several demons like Guts and Anat can abuse this to reverse sweep instead.
  • Her chains are not very effective against Demeter as they don't do enough damage, and will end up just creating more bulwarks
Notes -
Azazel.jpg Azazel
Teal Purple Teal 2 1 1 4 3
Pros
  • The only demon in the game with access to two innate Endures in Purple. He can stack up to 5 Endures with transcend as a result, giving him immense survivability as long as it is not bypassed.
  • Fallen Grigori provides him HP and MP sustain every turn (as long as he is below the 80% threshold). Combined with his Endure stacks, this can make him very difficult to kill.
  • Guillotine Blaze is a low MP single target Fire Nuke that pierces, ignores Endures and has high crit rate. This is further augmented by innate Fire Amp and constant Rebellion from Fallen Grigori.
  • Panel 2 fire off a free Guillotine Blaze every turn, letting him deal extra damage without consuming MP.
Cons
  • Weak to Elec, which many units can abuse.
  • Damage is lackluster in Fire Democalypse Boss Phase, as the Boss has +100% Crit Resist.
  • Only Guillotine Blaze has Pierce.
  • Many damage skills completely ignore Endures, negating a huge portion of his kit. This also applies to skills with Mortal effect.
  • Mortal could make him useful in theory against certain attackers but with a 10% chance, there's simply no point in gambling on it. Additionally, his chain effect in P2 is a liability against Demeter teams as it will just trigger bulwarks, as his damage isn't high enough.
Notes
  • Red provides him discounted Maragidyne, giving him access to an AoE skill for PvE and/or Democalypse. Note that it will not pierce though!
Baal.jpg Baal
Purple Purple Red 4 2 2 5 5
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 such as Rama + Susano-o A. Note that it does not pierce though!
Ban.jpg Ban
Any Any 4 2 2 4 4
Pros
  • Drains MP from the enemy team at the start of his team's turn, allowing him to keep his MP topped off and control enemy mp
  • Good single target piercing physical damage in Physical Hunt, which also drains 3 mp, allowing him to drain potentially 7 mp from a target in a single turn, or four from two.
  • Decent bulk with a good vit stat, innate Epitome of Fortitude, along with additional hp% from panels, and a built in endure with hp% in levels, combined with null mortal, can keep him alive draining MP
  • Offers some buff control with p2
  • Flexible with his colors, with each color offering different uses, letting him flex into many different teams.
Cons
  • Because he drains mp at the start of his team's turn, he won't steal mp from a T1 team, potentially letting him get swept in a single turn.
  • His agi is too high for a slow team, but slow for a fast team, making him hard to slot into pvp teams.
  • While far from weak, his damage is low compared to the highest tier of damage dealers, and the mp drain doesn't really counteract that enough to warrant a slot in a team.
  • Has decent bulk and decent damage, but isn't exceptional enough at either of them to excel at anything.
Notes
  • Only gains phys pierce in p1, meaning his auto attacks or Vorpal Blade in red are a liability without his panels
  • Limited-time Collaboration unit. Nobody knows if he will be rerun.
Barong.jpg Barong
Teal Any 5 3 3 3 3
Pros
  • Barong Dance provides a decent AOE heal while giving the party a full Luster Candy buff. It also has infinite uses and can be reduced to a mere 5 MP when maxed with Panel 1 unlocked.
  • Panel 4 makes Barong Dance apply a 1-turn 500 HP Bulwark, which can stack to 1,000 HP if you get 2 casts off during your turn. This increases the value of his heal significantly, as you can set up bulwarks to soak damage while patching up teammates at the same time, particularly helping him keep frail targets alive. With the addition of Demeter extra bulwark strength is greatly appreciated
  • Very high AGI allows him to be used as a fast support, especially with Speedster transferred for Battle Speed requirements.
  • Can be used as a buffer for Elec Democalypse thanks to Barong Dance having high cast priority.
  • Works decently in the current meta against Zeus and Odin A as he gives the entire party 20% elec damage reduction, on top of 70% for himself.
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.
Batou.jpg Batou
Purple Purple 2 1 1 2 5
Pros
  • Tachikoma Support gives him a whopping +75% Battle Speed and autocasts a two-turn Rakunda + Sukunda when going first, making him very useful for Fast Teams.
  • Against single targets, SEBURO C-40A deals massive damage, totalling up to 320 Base Power - this is even higher than Hassou Tobi (280 BP) and Ashura (300 BP), and is further augmented by Death Blow in Purple.
  • Due to being coded as a conditional "when attacking first" skill (like Solars), Tachikoma Support will activate even during the Boss Phase in Democalypse. Combined with SEBURO C-40A's high base power, this makes him very useful for Phys Democalypse - provided you transfer another Single Target attack to use once he runs out of Seburo charges.
  • Panel 2 provides an additional Seburo charge and gives him additional accuracy + crit rate, very useful (and borderline mandatory) if going for a Democalypse boss build.
  • His middling AGI is both a blessing and a curse. On the plus side, having low AGI lets him go last in terms of turn order, where you can fully utilize SEBURO C-40A against softened / less targets. On the flip side however...
Cons
  • ... Low base AGI means he won't be able to fully take advantage of the +75% Battle Speed from Tachikoma Support, roughly making him the equivalent of an uninvested P0 Garuda in terms of Battle Speed contribution.
  • Epitome of Fortitude is a laughably wasted skill on a Turn 1 unit.
  • Does nowhere near enough damage to even begin to puncture Demeter bulwarks.
Notes
  • If using for Democalypse, be aware that his AI will refuse to use Luster Candy on Turn 1, even with Support AI and massive VIT investment. This is likely due to [SEBURO C-40A]]'s insane base power affecting the AI's decision-making.
  • Limited-time Collaboration unit. Nobody knows if he will be rerun.
Bayonetta☆.jpg Bayonetta☆
Purple Purple 2 1 1 1 2
Pros
  • Madama Stomp levels and Savage Glee in Purple give her enormous crit rates.
  • Madama Stomp autocasts an Almighty attack that also charms whenever she lands a crit. Deals decent damage after being buffed to scale off her PATK.
  • 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.
Beelzebub (Human).jpg Beelzebub (Human)
Purple Purple Yellow 2 3 3 1 1
Pros
  • Lord of the Dead autocasts Almighty Tetrakarn and Rakukaja every turn. This is incredibly useful to counter Almighty Physical attackers like Shiva A and Skull Knight.
  • With Panel 2 unlocked, Lord of the Dead also reduces Piercing Physical damage as long as the barrier is up. This pretty much gives the team a 30% damage reduction from Physical Pierce, as most of them cannot remove Tetrakarn. This also applies to Elemental Physical attackers like Koga Saburo and Zeus.
  • Great Chaos deals piercing Dark damage to a single target which also Mutes them, before chaining into an AOE piercing Elec attack that binds whoever it hits. This provides him great ailment control, especially if Panel 1 is unlocked to provide the team a free Barrier Break.
  • Has good bulk thanks to decent VIT/HP stats and Lord of the Dead providing him a 500-HP Endure.
  • Purple gains Intimidating Stance which synergizes well with his low AGI.
Cons
  • His damage output is rather low, as nothing in his kit boosts it (outside of Panel 3) and his MAG stat is fairly average for a mage.
  • This is made worse by his kit having a combination of ST, AOE, Dark and Elec elements, making it even harder to augment his damage.
  • Heavily reliant on Panel 1 and 2 to shine, otherwise he is rather mediocre.
  • Doesn't have Null Mortal, and with Silent Prayer common in the meta, Tetraja isn't as useful as it used to be. This massively hurts him against Gozu-Tennoh teams.
  • Doesn't have any active skills other than Great Chaos, which can be a problem versus Demeter as his damage is very low and will just grant her team bulwarks, while it's unlikely to do any ailments with her ailment immunity under bulwark.
  • Beelzebub (Human) is a silly name.
Notes
Beelzebub☆.jpg Beelzebub☆
Any Purple Teal 5 3 3 4 5
Pros
Cons
  • Middling AGI makes him awkward to slot in slow teams. Consider an Epitome of Endurance transfer if you want to do so.
  • As his kit is entirely Almighty, Five Elements counters him pretty hard. Pairing him with a Demiurge with Panel 2 unlocked offsets this weakness though.
  • Heavily reliant on Panel 1 and 2 to shine, otherwise he is fairly easy to deal with.
  • Does not do much to Demeter teams other than aoe Mortal, so if he can't abuse that, he's a wasted slot.
Notes
Belial.jpg Belial
Purple Purple 3 2 2 5 2
Pros
  • Flames of Gomorrah is a hard hitting Fire (Physical) skill that pierces, crits and can be cast T1 even with War brands. Fire Amp in Purple makes it even deadlier.
  • Sins of Sodom provides Fast-Debilitate if an enemy is cursed, which pairs perfectly with the 80% curse-rate of Flames of Gomorrah, or with Nebiros who can curse before your turn.
  • Panel 2 allows him to Crit indefinitely.
Cons
Notes
  • Many PvE enemies including certain Bosses are not immune to curse, making him an insane Debuffer for PvE.
Berserker Guts.jpg Berserker Guts
Purple Red Teal Purple Teal 4 4 3 5 5
Pros
  • Berserk hits incredibly hard, sporting a massive combined 320 BP with high Crit Rate, which also ignores any Endures and counters. The attack being split between two hits can also be used to hit two targets, or potentially check with the second hit if you can hit an evasive target, without risking press turn loss. It is worth noting this skill has 3 uses only.
  • Good STR and decent AGI, combined with up to 50% battle speed in his kit solidify his role as a T1 sweeper.
  • Berserker Armor and Great Aim give him a massive amount of passive bonuses, including 50% Phys Damage, 100% crit rate, 40% damage reduction, 40% accuracy, and an Offensive Cry passive at the start of his turn. When combined with Demeter, he has 60% damage reduction, and Berserker Armor's self damage triggers her bulwark, mostly negating the self damage and giving the team another Luster Candy.
  • Death Blow in purple and Repel Phys in yellow have good use in different situations. Binge Eating in red can be useful if you run out of charges of Berserk.
  • Absolutely incredible panels. 35% more phys damage, 20% HP, Accuracy, Crit Rate, Damage Reduction, Battle Speed, 6 more uses of Berserk, and a press turn generation any time an opponent is downed take him from a strong sweeper to an Astaroth sidegrade, where he isn't as fast as Astaroth, but instead does higher damage and can generate a press turn every turn rather than just once. He also has much more defensive utility, with 80% damage reduction after P2 under Demeter's bulwark.
  • Transfers like Gigantomachia and Mana Aid or Phys Prana turn him into a pve beast.
Cons
  • Berserk only has three charges before P3, so if he misses, it's a huge loss.
  • Berserker Armor takes off 30% of his Max HP and the end of the opponent's turn, effectively turning him into a ticking time bomb. This can be mitigated by using Embattle Brands (only 1 Turn) or pairing him with demons that can cast Bulwark (e.g., P4 Barong, Demeter). The fractional damage will subtract from the Bulwark first, before touching his actual HP.
  • Panels are extremely important for him, and he's a limited collab unit
  • While his innate speed bonus is nice, battle speeds have escalated quite a bit since his original release, meaning he can potentially slow your team down.
Notes
  • Cannot be used in the same team as regular Guts.
  • Berserker Armor reduces ALL damage he takes by 40%. As damage reduction stacks additively, it is possible to reach over 100% AOE Reduction if combined with demons like Orcus + Slime and take literally zero damage (outside of Fractional damage).
  • Limited-time Collaboration unit. Nobody knows if he will be rerun.
  • Due to how powerful crits are in Phys Democalypse, he is a fantastic Prelim sweeper due to Berserker Armor's high crit boost, provided you transfer an AOE like Gigantomachia.
Black Frost.jpg Black Frost
Purple Red Yellow Red Purple Yellow 3 1 1 5 2
Pros
  • High Magic stat and innate Pierce on Go to Hell! makes him a good magic sweeper.
  • Curse of Anguish and Panels pair well with Yama, who automatically curses everyone at the start of the Boss wave.
  • Go to Hell! has a high Curse chance, which lets him setup for other curse-based sweepers like Alice A.
  • Yellow gains access to Concentrate to further increase his sweeping potential.
  • 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 BoS Vanity 13 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. Panel 4 doesn't remedy this issue.
  • Dark element AOEs are severely countered by the PvP Meta (Masakado + Rama or Atavaka + Hecate)
Notes
Black Maria.jpg Black Maria
Teal Purple Teal 2 1 1 1 1
Pros
  • Black Beckoning grows stronger with every passing turn, culminating in a massive Fractional damage nuke on turn 4.
  • Black Lullaby provides an AOE Heal while Muting all enemies. This further chains into a Rakukaja + Sukukaja buff with Panel 2 unlocked.
  • High Luck helps her with landing ailments and run a Dodge Tank build relatively well, especially if you have access to Panel 1 and/or Epitome of Madness.
Cons
  • Weak to Force unless Teal.
  • Black Beckoning has a low damage cap (3400 Max Damage combined). As a result, she will have trouble killing bulky units without additional damage support.
  • Black Beckoning boost level only increases if she is alive at the start of your turn. By repeatedly killing her, you can delay the Fractional nuke indefinitely.
  • Black Beckoning has a usage cap of 1 - once the max boost level nuke is fired, it will simply stop functioning for the rest of the battle.
  • Demeter all but nullifies this demon's use, as her bulwark will prevent any ailments and nullify her chain damage.
Notes -
Botis.jpg Botis
Purple Yellow Red Purple Yellow 4 4 4 4 5
Pros
  • Good AGI, high MAG, and innate Elec Accele make him a clear choice for T1 Elec teams, making him a great teammate for Indrajit, Odin A, and Zeus.
  • Dark Eclipse Voltage adds Elec Pierce, Null Mute, Deadly Mute, and makes enemies take 40% more damage from Elec attacks, making him similar to an Elec Mithras. In addition, when he uses Accursed Lightning or Vile Lightning, or anybody on his team uses an elec skill, a one turn Debilitate is cast, along with a 50% chance aoe mute, and a 60 BP Elec attack on a single enemy.
  • Accursed Lightning is a 4 hit ST Elec skill with 280 total BP and 50% chance to mute with each hit. The multi-hit mute is particularly relevant because it can remove a Demeter's bulwark then inflict Mute.
  • Vile Lightning in red is an aoe version with 120 total BP, while Solar Prosperity gives him buff control or Elec Debuff is more damage and ailment chance.
  • Strong panels, granting an automatic Barrier Break if his team goes first, Battle Speed, Buff control, damage, and ailment chance, everything he could need.
  • Him being a Magic unit means he doesn't have the risk of missing that Zeus and Odin A do.
Cons
  • 216 AGI is on the lower side for a fast unit, making speed a concern for his teams.
  • Without Zeus on his team in particular, he loses a lot of potency and won't work as well, making him a hard unit for people without Zeus to run.
  • Even with Zeus and Odin A, tanky teams are so tanky these days it can be challenging to break through their team in a single turn.
  • Maria still is ailment immune and can clease his ailments with Salvation if he does manage to hit a unit with Mute.
Notes -
Black Rider.jpg Black Rider
Teal Purple 2 2 2 3 2
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.
Camael.jpg Camael
Purple Red Purple 5 5 5 5 5
Pros
  • Camael is an incredibly powerful MP denier unit. With One Who Sees God, at the start of each enemy turn, he does a 60 BP Physical Light chain that bulwark pierces, drains 1 MP, and inflicts a new Spirit Chains of Indignation effect twice to the enemy with the lowest HP, raising their MP costs by 6, going over 10, and preventing passing. Each turn the opponent takes removes one stack. This means any demon that has a skill that costs over 4 will need to have a max MP of 11 or above to even begin to have a chance to cast their skills. This chain will only activate 3 times.
    • One Who Sees God additionally grants Light Pierce, 70% HP, 100% crit rate, and restores 2 MP to the team at the start of every turn. On top of that, it offers a Tarukaja and Rakunda effect at the start of each turn.
  • Impure Sword of Light is another Spirit Chain of Indignation source, doing 260 BP Physical Light damage with 50% crit rate, adding a stack of Spirit Chains of Indignation, and ignoring endures, while also generating a press turn once per turn.
  • Brightness Incarnate granting 20% light damage and 20% acc gives Camael exactly what he needs to help sweep and actually hit his attacks.
  • P1 makes Impure Sword of Light a 4mp skill, meaning it can potentially be cast even with Spirit Chains of Indignation effects on him, and the panel also grants Light damage. P2 grants Null Mortal and teamwide 20% acc, and P3 grants more damage and acc for Camael, making his panels useful, but not entirely mandatory either.
  • Versatile in every single kind of team, from slow teams to fast teams, because of his myriad of MP effects, high damage, press turn generation, and large health pool.
  • Null Phys and Tetra Shift transfers can help punish demons that don't have Phys Pierce affected by Spirit Chains of Indignation. Consider stacking these effects and teammate evasion to help keep your team alive.
Cons
  • His effects are all physical, meaning he needs accuracy investment on top of damage and potentially bulk to survive.
  • Even with Demeter and P1, he still can't cast Impure Sword of Light immediately if he's affected by an enemy Spirit Chains of Indignation on the first turn if his team goes first, so going second can be very important. Phys Pierce (weak) transfers can help alleviate these issues.
Notes -
Cerberus A.jpg Cerberus A
Red Yellow Purple Yellow Purple 4 2 2 3 5
Pros
  • Is the only unit in the game with a skill that gains back a press turn lost to Intimidating Stance, giving him a unique niche on faster teams, and also giving him buff control, reducing their atk/def. Additionally, if this skill procs, he will enter a state of charge, allowing him to do massive damage with his first cast of Hell Blaze
  • As Hell Blaze ramps up, it begins to rival the sheer numbers that Koga Saburo's Soaring Blades can put out, for less mp at p2
  • Pierce in Phys along with his Hell Blaze piercing allows flexibility in avoiding NDR.
  • Looks badass as hell
Cons
  • While the flexibility of two element pierce is nice, it's difficult to raise the damage of two separate elements
  • With high hit counts and no hit rate boosts outside p1 and his purple awaken skill, his accuracy can be a liability
  • His str and agi both are good, but not spectacular, leading to him being outclassed by his competition in terms of damage and speed
  • Ramp up time in Hell Blaze isn't ideal for a team that wants to kill as fast as possible
  • A single big Charged hit is no longer enough versus Demeter, meaning he can't sweep core targets anymore and has fallen off greatly.
Notes -
Cernunnos.jpg Cernunnos
Purple Purple 2 2 2 2 5
Pros
  • Life & Death randomly revives an ally demon whenever an enemy dies. It is one of the few revive spells with no usage limit, and is useful to keep momentum swinging in your favor, particularly with Panel 2 unlocked giving you a Rakukaja and Tarukaja chain.
  • Soul Hunt deals Piercing Dark damage that bypasses Endures and applies a Rakunda effect. With Dark Amp in Purple, this makes him a perfect choice for Dark Democalypse.
  • Innate Enduring Soul + is useful to let him last around longer.
Cons
  • Weak to Force unless Teal.
  • Has only fairly average stats.
Notes
Chi You.jpg Chi You
Red Yellow Teal Yellow Teal Purple 3 3 3 5 3
Pros
  • Omen of Rebellion is one of the most loaded skills in the game, and his defining trait. Phys Pierce, 50% acc, 50% phys damage, 40% incoming aoe damage reduction, on top of 40% more universal damage reduction when he's in a state of Charge, and a chain that activates any time an ally dies, as well as at the end of his team's turn, dealing 4x20BP aoe to the enemy team, and granting Charge after the effect. This effect devastates T1 teams, nearly guaranteeing a wipe if two teammates die separately before he is killed, and additionally does great damage to tankier T2 or Midrange teams.
  • Arms Dance debuffs the enemy defense and ev/ac, and then does 200BP phys damage to a single target as a chain, meaning if any hit does manage to miss, despite your innate 85% acc, you don't lose press turns.
  • Zealous Rebel, which is his teal Gacha skill, is the perfect skill for him, helping him fight against other Chi Yous, while giving him more HP.
  • Solid panels which give him damage, buff control, HP, and even more accuracy.
  • Has innate Force Repel, helping him fight against demons like Sabaoth and Nyarlathotep, along with Repel Fire in teal, letting him be a powerful demon against Elohim when paired with Demiurge or even Atavaka.
  • Combined with Shaddai, really punishes T1 teams that rely on crit passing and Elohim's high AoE damage.
  • Has incredible staying power with his innate repels and high damage reduction when in a state of Charge.
  • Does incredibly high amounts of damage in Phys Democ when paired with Zaou-Gongen and Futsunushi to get around his crit penalty.
Cons
  • Weak to Elec, a major weakness with Odin A's popularity.
  • Both Arms Dance and Omen of Rebellion hit 4x without preventing counters. Many players will use transfers like Faithful Counter, Zealous Rebel, and even Death Counter in a pinch to counter Chi You. Due to chain effect timing, he won't have his Charge damage reduction, and as they're single target attacks, he won't have his aoe damage reduction either.
  • Has only fairly average stats. It's not always easy to make him do a ton of damage while also being able to survive long enough to proc his chains.
  • Not having Null Mortal neutered him versus Gozu-Tennoh, where most opponents have Silent Prayer, removing his Charge and any Tetraja effects, quickly removing him from the meta.
  • Vulnerable to Discord and Silent Prayer.
  • Kalki completely counters him, nearly removing him from the meta entirely.
Notes -
Clotho.jpg Clotho
Purple Purple 3 2 2 1 1
Pros
  • A powerful (but not mandatory) addition to the Moirai Sisters archetype, as Woven Fate is a 6 times use AOE Heal that also randomly revives one of your fallen teammates. Not only does this allow you to constantly revive Atropos, but it also ensures that all of the Sisters' chain effects can go off.
  • When combined with two other Lady or Femme demons (preferably her two other sisters), Passionate Allure charms all enemies at the end of the enemy team's turn. This forces teams to constantly waste turns curing Charm, while Passionate Rage constantly chips at them.
  • Has arguably the best Panels for ailment immunity. Panel 1 prevents the team from being swept by Alice A, while Panel 2 makes them immune to Charm in the events of a mirror match.
  • High Luck helps her with landing ailments and run a Dodge Tank build relatively well, especially if you have access to Epitome of Madness.
Cons
  • Passionate Allure's Auto-Charm can be punished by Daisoujou on the opposing team. This point is moot if you have Panel 2 Atropos, which makes your team immune to Mute.
  • Requires a good team built around her to work.
  • Due to the way the Moirai Sisters archetype is typically built, Revive Sealing units like Skull Knight are a very powerful counter.
  • Limited uses on healing, no Null Mortal, and the downfall of the Sisters archetype really limits her use in PVP in the Demeter meta.
Notes
  • As it is classified as a Recovery skill, the AI will spam Woven Fate to heal HP even if there are no downed demons, wasting the charges.
  • Highly reliant on having Panels to do well, as she faces stiff competition from other Lady / Femme demons like Xi Wangmu and Asherah for the slot in Moirai Sister teams.
Cthulhu.jpg Cthulhu
Yellow Purple Yellow Purple 3 3 3 3 3
Pros
  • Disgustingly flexible, with Call of R'lyeh offering TWO Intimidating Stance turn removals if he goes second, reducing enemy MP if he goes first along with chip damage, gives him Null Mortal, inflicts Gloom on the opponent at the start of their every turn, and offers a 30% damage boost to enemies afflicted by Gloom
  • As if that weren't enough MP drain, Lost Sanity accurately describes the sanity of the devs at this point, being Megidolaon, an improved Mahamarin Karinon and Mahashibabooon, and a 2 MP removal all in one. Did I mention that instead of 8 mp cost like Megidolaon, it costs 5 mp at max level?
  • In theme with his kit, Suk Flexi offers different effects depending on whether or not he goes first, furthering his role as a midrange monster, and helping in the current meta where evasion can be king.
  • Panels increase his tankiness and almighty damage, while also offering additional buff control and Null Bind, so his chain effect to apply Gloom will always activate.
  • Has a great stat spread, with high Magic, Luck, Vitality, and middling Agi, which suits him perfectly as his kit doesn't care if he goes first or second.
  • Has innate Almighty Survivor for additional survivability and damage, because at this point what else does he need?
  • Oh, that's right, to match Nyarlathotep, he has four drain effects, giving him incredible anti-pierce capacity.
Cons
  • If he goes first, he won't have Gloom on the opponents without Nyarlathotep on your first turn, which is worth considering.
  • Suk Flexi is a skill name so terrible it gives Great Idea or the Slowda skills a run for their money.
  • He does suffer slightly from being a bit of an all rounder, in that he's too fast for a dedicated slow team, while not offering enough to run in a dedicated fast team, as even his mp drain in that case probably won't be enough to keep a T1 team alive if they fail to sweep.
  • Demeter paired with Maria will essentially make any amount of MP drain pointless. However, does better against Demeter teams that use Barong without Maria and can actually prevent Demeter from casting My Harvest!
  • Not particularly special in PvE where enemies have unlimited MP, and Charm and Bind are virtually impossible to land on high level enemies.
Notes -
Cu Chulainn.jpg Cu Chulainn
Purple Purple Teal Clear 3 1 1 4 4
Pros
  • One of the best demons to fuse early on for pve. He has access to Force Pierce, passable MAG stats 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), making him one of the best fusible Phys attackers.
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.
  • Since Gae Bulg is random-hitting, it isn't the most reliable Phys spell for pvp.
  • 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.
Cu Chulainn A.jpg Cu Chulainn A
Teal Teal Purple 4 2 2 5 3
Pros
  • Has full Pierce on two elements.
  • Barbed Spear deals three separate hits, allowing it to function as an Endure breaker.
  • Culann's Hound provides him an Auto-Charge at the end of turn. This allows him to deal massive damage the next one if he is not dealt with.
  • Teal has Drain Phys to pair with Rama in Drain Teams, increasing his survivability.
Cons
  • Needs to survive an entire round to make use of Auto-Charge.
  • Missing just one of Barbed Spear's 12 hits results in lost Press Turns.
  • As nothing in his kit boosts Force damage, damage booster transfers are mandatory.
Notes
  • Auto-Charge does not activate when waves are cleared in PvE.
  • Barbed Spear has a hidden accuracy bonus. Combined with innate Epitome of Aggression this gives him more accuracy than one would initially expect.
Cybele.jpg Cybele
Clear Clear 3 1 1 5 5
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.
Daisoujou.jpg Daisoujou
Any Purple 4 2 2 1 1
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 the best Cleric in the game, only on par with Mahamayuri.
  • 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 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 synergyze well with Recarmdra as the Premium Skill.
  • Very 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.
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.
Dante☆.jpg Dante☆
Red Purple Red 3 2 2 4 2
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.
David.jpg David
Purple Purple 3 2 2 1 1
Pros
  • He is essentially an entire Ailment Team neatly packaged into one demon. Not only does Bohemian-- err Bemusing Rhapsody remove Barriers, it also has a high chance of inflicting Charm and Curse, while only costing 5 MP to cast.
  • Deadly Melody autocasts two random buffs and debuffs every time ailments land, allowing you to repeatedly swing buffs in your favor especially when paired with other ailment demons like Lilith A and Angra Mainyu. This is very powerful with Panel 2 unlocked, as it gives your teammtes increased damage against Cursed and Charmed units.
  • Panel 3 reduces ailment cure rate by 25%. This is incredibly strong as it ensures Bind and Charm will always last a turn (as long as they don't have increased recovery).
  • Panels 1 and 3 give him increased Battle Speed, allowing him to act as a Speedster.
  • Innate Epitome of Madness and Insanity in Purple, combined with Bemusing Rhapsody's high ailment base chance means he is almost guaranteed to land his ailments, allowing you to forego ailment infliction for other brand stats like Speed instead.
Cons
  • Panels are mandatory on him, without them he is a rather mediocre ailment unit.
  • Stiff competition from Motoko Kusanagi who is also pretty much a standalone (heh) ailment package on her own. In a vacuum, Bind and Mute are arguably more useful ailments, and Motoko has the advantage of being fully useable without Panels.
  • Hard-countered by Ailment immunity, most notably Demeter, Maria, and Panel 2 Beelzebub☆.
Notes
  • While Bind and Mute might be more powerful on their own, Charm and Curse have more abuseable combos, most notably Lilith A, Alice A and to a lesser extent Panel 3 OG Lilith.
Demeter.jpg Demeter
Yellow Purple Yellow Teal Purple 5 5 5 1 1
Pros
  • Casts bulky Bulwarks very often - at the start of the battle, whenever any teammate other than herself takes damage, and whenever casting her unique skill My Harvest!. If Panel 2, she also Bulwarks at the start of the enemy's turn and debuffs the foe's ATK. This makes her team incredibly tanky.
  • My Harvest! Bulwarks the team and gives each of them 2 MP, offering both defensive and offensive pressure against the enemy. It also has Remnants, ensuring she uses up only half a press turn to cast it.
  • Whenever any teammate (other than herself) is attacked or takes fractional damage, she Bulwarks the team and casts a 1-turn Luster Candy. This heavily punishes AoE and random attacks, effectively undoing much of the damage dealt by the enemy. This is especially a problem for demons that are forced into automatic AoEs, such as Elohim or Vishnu A.
  • Elusis's Blessing makes any Bulwarked teammate immune to ailments and take -20% damage, making her team even more bulky. Panel 1 also doubles down on this for Demeter herself.
  • She's very difficult to take down due to the Bulwarks, damage reduction on top of that, and Null Mortal - but the foe will inevitably need to prioritize taking her down with Single-Target attacks. If paired with revivers such as Maria or Xi Wangmu, Demeter can be a menace. With an ally-downed punisher like Chi You, she can double as a landmine.
  • Yellow casts a 1-turn Defensive Cry to make it harder to take her down turn 1, while Purple gives her an endure.
  • Teal ups her Elec resistance to Null, so she won't be Weak to Elec until after the first hit of Zeus' Keraunos each turn.
Cons
  • Due to how duration ticks work, her Bulwarks will always go offline at the start of her team's turn, and won't go back online until she casts My Harvest. This makes her team susceptible to "at start of enemy turn" chain effects, as their HP bars are exposed and the ailment immunity isn't active.
  • If her team gets ailmented somehow, she doesn't have an innate way to cleanse them.
  • While she makes your team nearly unkillable in pve, it's worth noting if you want fast clears, her chains massively slow you down.
Notes
  • Regarding the effect where Demeter casts Bulwarks upon an ally being attacked:
    • This effect will still activate if the enemy's attack misses.
    • The Defense Support mechanic in PvP will also trigger this effect, letting Demeter's team tank through it for a while.
    • Oddly, Recarmdra does not trigger this effect, despite it effectively being 100% Fractional Damage to the user.
  • If the Luster Candy chain effect is activated during the enemy's turn (it usually will be), the buffs will wear off once her own team's turn starts.
  • Panel 2 Anahita casts Bulwarks at the start of her team's turn - this can close the window where Demeter's Bulwarks are offline. Alternatively, if the enemy has a "start of enemy turn" AoE that doesn't ailment (and doesn't hurt too much), that will restore Demeter's Bulwarks with the same timing.
Demiurge.jpg Demiurge
Any Purple Red 4 3 3 1 3
Pros
  • The only demon in the game with access to both Drain Pierce and Repel Pierce, Demiurge makes it incredibly easy to outfit your team with Anti-Pierce coverage, shutting down most elemental AOEs.
  • To add insult to injury (or in this case more injury to injury), False God triggers an Almighty AOE counter as powerful as Megidolaon upon a repel, which deals respectable damage thanks to his high MAG stat and boost to almighty damage. This makes him particularly useful versus demons like Atropos, Vishnu A, and Guan Yu who are rather forced into their AOE spells.
  • Supreme Creator provides a team-wide HP and MP heal upon a drain, which can be useful if run in bulky sustain teams. It also passively reduces the MP cost of all his skills by 1 MP, giving you more flexibility in brands.
  • Null Mortal in Purple makes him the only Anti-Pierce demon in the game who is immune to Mortal effects.
  • Red grants him access to discounted Ars Magna, a powerful single target Almighty attack.
Cons
  • Does nothing against Almighty and Fractional damage, both of which are extremely common in higher tiers of PvP.
  • Stiff competition from Atavaka, who not only has Repel Pierce but also the extremely useful Intimidating Stance passive in Purple.
  • Difficult to build optimally as he wants both damage and bulk/evasion; focusing on one will cause the other to suffer as a result.
  • Attribute affinity down completely shuts down his niche. He went from being high tier in pvp to nearly unused.
Notes
  • He can cast Invasion during the Democalypse Boss Phase, providing you a one-turn Offensive Cry. It only lasts one turn though, so he will need to repeatedly waste turns casting it, making it an average tech at best.
  • Has niche uses against Gozu-Tennoh with a Repel Phys or Drain Phys partner, helping prevent aoe mortal.
Demonee-Ho.jpg Demonee-Ho
Yellow Purple Purple Yellow 2 2 2 1 1
Pros
  • Desperate Hit deals damage to random enemies at the end of his team's turn. This is great for cleaning up lone surviving targets and/or breaking Endures.
  • Desperate Hit deals Almighty (Physical) damage, which can currently be negated only by Lord of the Dead and Hawk of Light.
  • Iron Judgement deals Piercing Physical damage with a high chance to Bind, helping him land Desperate Hit shots. Low MP cost also makes it possible to be cast twice per turn even with War Brands.
Cons
  • Combination of ST, AOE, Phys and Almighty elements in his kit makes it difficult to further boost his damage.
  • Fairly mediocre stats.
  • Iron Judgement has unimpressive Base Power.
  • Does not have natural Pierce. This can cause issues with his AI attacking into Tetra Shift and/or Physical NDR when out of MP.
Notes
  • If you went first, Desperate Hit will trigger before opposing "end of turn" chain effects (like those from Nebiros and/or Hecate), giving you one last chance to clean up before they kick in.
  • If Charge or Rebellion is activated before the end of the turn, the effect will carry over to Desperate Hit. It will consume the buff after the attack though!
Echidna.jpg Echidna
Purple Teal Purple 2 3 3 5 1
Pros
  • Freezing Gale deals Ice damage multiple times to all enemies. In addition to it being a pseudo Endure breaker, it also revive seals any enemy it downs, making her the first unconditional AOE Revive Sealer in the game.
  • Fecund Womb will randomly revive a dead ally with full HP at the end of an opponent's turn. It also gives her Null Bind, ensuring the skill will always pop off as long as she is alive.
  • Massive HP stats, combined with innate Epitome of Endurance and Null Mortal with Panel 1 make her very difficult to kill.
  • Butcher in purple helps to amplify her damage, while Teal gives her Repel Elec to cover her weakness.
  • Useful on stall teams made to encourage people to give up rather than fight, when combined with Demeter, Maria, and Xi Wangmu.
Cons
  • Weak to Elec unless Teal.
  • Difficult to build due to needing both bulk and damage.
  • Fecund Womb is limited to 3 charges.
  • Unlike most other revive seal attacks, Freezing Gale doesn't ignore endures upon a killing blow. Although this is somewhat offset by the fact that Freezing Gale hits each enemy demon four times, it can make killing demons with multiple endure skills quite difficult.
  • Panel 1 is very important due to it conferring her with Null Mortal. Without it, her survivability against enemy demons with mortal attacks is significantly reduced.
  • Not as cute as a certain Witch of Greed who shares her name.
Notes -
Elizabeth.jpg Elizabeth
Purple Teal Yellow Teal 1 1 1 1 1
Pros
  • Innate ailment resistance in p1 helps her chain to cleanse the whole party as well as passively heal.
  • Lots of healing bonus along with decent magic stat means she's going to heal for a lot.
  • Ark is a cheap almighty single target attack that revive seals, letting her contribute both offensively and defensively to the party, and mostly avoid ndr.
  • Cleanses passively with Goddess Aid, meaning she doesn't take press turns from your bigger damage dealers.
  • Purple has Null Drk Zone-Dmg Panel, making Aura Gate exploration easy while taking up only one team slot.
Cons
  • Needs p1 to even remotely function, which is a tough ask of a collab unit.
  • Does not block charm, nor does she cleanse it, meaning to properly function as a cleanser, the entire team needs null charm, or she needs to use her transfers as Null Charm and Prayer, removing any build flexibility
  • Also does not block or cleanse curse, hurting her healing.
  • Healing is not strong in this game, meaning she's mediocre at a job that isn't too good to begin with.
  • Her damage simply isn't high enough with the escalating life totals in this game, and almighty damage is difficult to boost.
  • She's split between offense and defense and fails miserably at both. Daisoujou, a choice file unit, does her job far better, as does Mahamayuri, who has had reruns, while collab reruns are few and far between
  • Has almost no buff control for a support, with her only innate buff control being in p2.
  • Ark does not bypass endures, hurting its capacity as a revive seal.
Notes
  • Limited-time Collaboration unit. Nobody knows if she will be rerun.
Elohim.jpg Elohim
Purple Purple Yellow 5 4 4 5 5
Pros
  • Solar Flare is a fire magic attack reminiscient of Dragon Blade, doing a strong ST hit and then an aoe follow up. However, both hits ignore endures, and this skill introduces the Remnants mechanic, meaning this skill will always only take half a press turn. No need to crit, no need to hit weakness, this skill will still take only half a press turn. Better yet, at P1 and max level, it costs 4 mp, making MP denial less effective as with Maria or divines, he will always be able to cast it.
  • Light of Elohim is just as loaded of a skill, offering him 35% magic damage, Fire Pierce, buff control every time he casts Solar Flare and at the start of battle, AND a free Maragidyne the first time his team kills a demon each turn, except this Maragidyne also ignores endures.
  • With the third highest magic and third highest agi in the game, along with innate Fire Accele and 40% battle speed from panels, he's fast, and hits hard, meaning you need to take fewer sacrifices to keep a high battle speed and still kill tanky teams.
  • Every single awaken skill is unique to Godly race demons, offering ST revive sealing almighty damage in red, immunity to mute charm and bind in yellow, 25% magic damage in purple, and drain light and dark in teal. Every single one of these skills has a situation where it's useful.
  • Has strong synergy with other demons with damaging chain effects, including even Atropos, where if she can kill a demon, he'll continue the carnage with Light of Elohim
Cons
  • He is fragile, so if the enemy gets to act, he will near certainly be going down. This is mitigated to a degree with Demeter.
  • His high agi and battle speed contribution can make him troubling to slot into teams other than turn 1 fast teams.
  • While far from slow, a good chunk of his battle speed comes from panels, meaning an unpaneled Elohim can be a speed liability compared to the highest tiers of players/whales.
  • Remnants can be stopped by attacking into a unit with a fire weakness while the opponent has Orcus.
  • The forced Fire AoEs will cause problems against Demeter teams, as it'll cause her to re-cast Bulwarks - in some cases undoing the damage you just dealt.
Notes
  • While he is incredibly powerful in PvE content, he will slow down your clears due to all of his chain effects.
  • He has the exact same agility as Astaroth. Make sure you watch your party setup to manipulate the turn order in the desired manner. Often Elohim into Astaroth is a useful order to make use of Elohim's guaranteed half press turn usage.
Erlkonig.jpg Erlkonig
Any Yellow Purple 3 2 3 1 1
Pros
  • Alder King heals your team on your turn, and debuffs the enemy's attack on their's. When paired with P3, this turns into a full defensive buff swing in your favor.
  • Has massive survivability thanks to Power of Life providing auto-Lydia, Alder King's healing, his massive HP and VIT stats (further boosted by skill levels and panels) and Null Mortal in Purple. His good bulk allows him to fully capitalize on Recarmdra, as he will usually be the last one standing.
  • Low AGI makes him perfect for bulky slow teams.
Cons
  • Weak to Fire. This is particularly bad in an Elohim-heavy meta.
  • Maziodyne is a wasted slot.
  • Not the best choice for Demeter stall teams because while he has nice healing and Null Mortal, he doesn't have powerful innate revive skills like Maria or Xi Wangmu, making him a subpar choice.
Notes
  • Due to Alder King's effect timing, it actually procs after most of the enemy's auto-skills have activated. When paired with demons that have similar timings (like Vairocana and Lachesis), it guarantees a full defensive buff swing regardless of what your opponent runs (Solar skills, Angra Mainyu's Panel 2, etc. all go off first, before getting wiped out).
Fariedone.jpg Fariedone
Purple Yellow Teal Any 4 3 3 4 4
Pros
  • Hero of Prophecy grants Phys Pierce, puts his team into Zenith at the start of his team's turn, grants an ATK buff, and additionally grants 25% damage to physical skills and 30% acc to any allies in a state of Zenith. This massively buffs the power of any physical damage team.
  • Demonsbane also puts the team into a state of Zenith, and then chains a high damage aoe phys attack, all for 5 mp. Since the phys part is a chain effect, no press turns will be lost on miss or drain/repel, making it safe to use even against evasive enemies. Having two ways to grant Zenith really helps controlling statuses against enemies that use Gloom.
  • His awaken skills all have their own uses, depending on the situation.
  • Panels grant battle speed, buff control, and damage, along with a little bit of bulk, all things he needs to help his team sweep.
  • Good synergy with Hachiman, granting extra buffs to the team in Zenith.
Cons
  • 180 agi and only 20% battle speed in panels is going to likely lower the battle speed of any fast team.
  • Demonsbane may be nice for not taking press turns on miss, but also will always take a full press turn as the phys is a chain effect, meaning you need to arrange turn order so he attacks on a half press turn. This also hurts his viability on democ prelim, where you need to transfer an aoe skill, rather than use Demonsbane.
Notes -
Fafnir.jpg Fafnir
Teal Teal 1 3 3 1 1
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.
  • 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 turn. 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
  • Weak to Elec (unless Teal) and Ice.
  • No Phys Pierce until panel 3.
  • 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.
Flauros.jpg Flauros
Purple Purple Clear 2 1 1 5 4
Pros
  • With Panel 2 unlocked, Flauros absolutely wrecks Phys Democalypse Preliminary Phase, farming an absurd amount of multiplier due to the way his skills are coded (see Notes for more details).
  • Comboes well with Marici, as Iron Fist and Hell Leopard are considered different skills and will hence trigger Shimmer Arrow twice.
  • Can also be used in the Democalypse Boss Phase, as Hell Leopard will confer Tarukaja and Sukukaja to the team, allowing your other teammates to hit harder.
Cons
  • Weak to Ice unless Teal.
  • Does not gain true Phys Pierce unless fully panelled. This can cause issues with his innate Death Counter and/or when he runs out of MP. It also makes his Red Archetype less appealing as a result.
  • Low Base power on his skills means he will struggle to do damage.
  • P2 will consume the Rebellion buff granted by Hell Leopard. This ends up decreasing his damage, as the Rebellion buff is wasted on the 75BP chain instead of his 130BP (more if levelled) Iron Fist.
  • Due to each chain being a different skill, he procs tons of Demeter bulwarks, making him absolutely useless in the current pvp meta.
Notes
  • In Democalypse Preliminary Phase, you can only gain the +0.1 weakness hit multiplier once per skill, no matter how many times the skill hits. This is why you cannot gain more than +0.4 multiplier from skills like Ashura, Dragon Blade and MahaLantine. However, Flauros can repeatedly gain weakness hit multiplier, as Hell Leopard, Iron Fist and his Panel 2 chain effect are coded as different skills, bypassing the "only once per skill" limitation.
Flauros Hallel.jpg Flauros Hallel
Red Teal 4 2 2 3 3
Pros
Cons
  • Repel Elec is no longer as useful as it used to be due to Zeus.
  • As nothing in his kit boosts damage, damage booster transfers are mandatory.
  • Requires a good team built around him to really shine.
Notes
  • As he does not gain Null Curse until he actually gets a turn, he can be killed by Angra Mainyu + Alice A combos if outsped.
  • Red grants him access to discounted Mahamadyne, which can be useful if you want a piercing AOE.
Frost Ace.jpg Frost Ace
Purple Purple 3 2 2 2 5
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 that can Crit and autocasts Rebellion on hit. This allows him to crit infinitely at the cost of a measly 4 MP.
  • Icy Rage and panel 2 provide a teamwide Ice damage buff, incredible for Democalypse.
Cons
  • May need Accuracy investment, as Vengeful Frost Fist is prone to missing.
  • No Ice Pierce until panel 3.
Notes
  • Hee Ho
Futsunushi.jpg Futsunushi
Yellow Yellow Purple 4 2 2 5 4
Pros
  • Sword Deity's Might provides team-wide Rebellion every turn, massively increasing your team's physical damage. This is exceptionally powerful in Phys Democalypse, as scores there widely fluctuate depending on crits. It also increases the accuracy and damage of all allies in a state of Rebellion.
    • This has incredible synergy with Panel 3 Zaou-Gongen, getting the ball rolling on infinite Rebellion to grant the entire team Phys Pierce, while also helping ZG's accuracy.
  • Ryujin Reflection procs an AOE counter whenever your allies receive Physical damage, similar to how Asura shield functions in Battle Tower. It also casts Tarunda and Rakunda when it procs. This makes him a good check against faster, Physical-based teams like Astaroth and Hachiman. Also has some synergy with Hachiman as it will trigger his chains.
  • Yellow provides him Iai Isshin, a Physical AOE that puts him in a state of Charge if the attack is successful. This is very devastating for Phys Democalypse Prelim, similar to how Nero☆ racks up insane numbers in Elec Democalypse Prelim.
  • Red gives him access to Tempest Slash +, a souped up version of Tempest Slash that hits harder and ignores Endures. However, it is still a random-target attack, so it's only useful against lone targets.
Cons
  • Weak to Dark unless Teal.
  • No unique active means he is stuck using the generic Berserker God, which is underwhelming to say the least.
  • Middling AGI makes him awkward to fit in teams, and Asura Lord is an overall stronger Aura demon for T1 Physical Teams.
  • The AoE counter upon receiving a Phys attack can be exploited by Demeter teams to restore their Bulwarks - they just spam normal attacks on any party member.
Notes
  • The AoE counter upon receiving a Phys attack will still activate if the attack misses.
Gabriel.jpg Gabriel
Red Purple Purple 4 2 2 5 5
Pros
  • One of the core demons in the Archangels archetype. When combined with two other Herald or Divine demons, God's Word dishes out massive damage even before battle really begins. Since it is a Chain effect, it does not consume Press Turns even when hitting NDR.
  • Innate Thunder Reign and Elec Enhancement in Purple means she can function well as an Elec Mage too, particularly for Democalypse.
Cons
  • Needs a specific team built fully around her.
  • Chain effects kill demons before they have a chance to talk, making her less useful for Aura Gate.
  • Weak to Dark unless Teal.
  • No innate Elec Pierce.
  • Chains can be a liability against Demeter.
Notes
Garuda.jpg Garuda
Yellow Red Purple Red Purple 4 2 2 3 1
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 Chi You 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.
Notes
  • More or less outclassed by Hresvelgr in PvP nowadays.
  • Red gives him access to discounted Maragidyne, giving him a cheap T1 nuke. Yellow makes him more support-oriented with Fog Breath, and synergizes with evasion builds.
  • His panels increase Force damage, but not Fire damage (aside from Panel 2's +100 MATK).
Garuda A.jpg Garuda A
Purple Yellow Purple Red 3 1 1 3 5
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 Masakado and Guan Yu.
  • 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.
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.
Notes
Gemori.jpg Gemori
Teal Purple Teal 3 2 2 1 1
Pros
Cons
  • Weak to Ice unless Teal.
  • Mediarama is a rather bad healing spell.
  • Doesn't really do much other than a bit of buff control and accelerating Odin A and Beelzebub☆
Notes -
Gogmagog.jpg Gogmagog
Teal Teal 4 3 3 4 3
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 Atavaka 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.
Gozu-Tennoh.jpg Gozu-Tennoh
Purple Yellow Purple Yellow 4 4 4 3 3
Pros
  • Bulkiest unit in the game, with a whopping 267 VIT and 140% HP base, and even more in awaken skills, and panels. On top of this, he has a base 20% damage reduction, making him a living wall.
  • Supreme Might is our first multi-turn Intimidating Stance style skill, removing a press turn from the opponent up to three times per battle. If other demons remove two press turns on the first turn, this skill will still activate three times, removing press turns for up to four turns for the opponent. In addition, this skill grants Phys Pierce, casts a two turn Tetraja and Rakukaja on your team, and passively grants +30% damage dealt and +50% hit rate to allies that are immune to Mortal.
  • Mantra is the glue that pulls his kit together, being a 100 BP aoe that scales on his HP and ignores endures. This skill has up to 30 boost levels, and gains a boost level each time a skill that buffs stats for his team is used. After 10 boost levels, it inflicts mortal on all enemies if the skill is successful.
  • Solid awaken skills, though usually Prodigious Ability is the best call.
  • The lowest AGI in the game really helps him outslow other teams, and high LUK helps outweight the accuracy penalty of low AGI.
  • Even more bulk in panels, along with damage, much needed accuracy, and auto buffs if his team goes second, helping him rack up boost levels.
Cons
  • Low AGI makes it hard for him to hit evasive targets. Accuracy investment is a must, as if he misses a target, even the hit targets won't be hit by mortal.
  • His Tetraja can be removed, so he is vulnerable to mortal if it is removed by Silent Prayer, making him vulnerable in the mirror match.
  • Phys anti-pierce can be hard to work around, especially as his Red awaken, Crushing Force, doesn't have the mortal.
  • Loses a lot of value against enemies with innate Null Mortal, as they can't be comboed with Silent Prayer for a quick mortal kill.
Notes
  • Combos extremely well with Silent Prayer, consider Yellow Asherah as a budget teammate.
Griffith.jpg Griffith
Teal Red Teal Purple 3 3 3 1 1
Pros
  • Blade of the Absolute is an Almighty Physical 250 BP attack with increased innate accuracy (1.5x), high crit rate and hits the same target multiple times, shredding Endures. The skill also has a chance to charm the target, and if it's successful, puts Griffith in a state of Might.
  • Hawk of Light refunds 3 MP and sets up Almighty Tetrakarn on kill, letting him spam Blade of the Absolute repeatedly while completely walling off demons like Shiva A. Additionally, at the start of the first turn it provides a 3 turn Zenith, additionally granting 25% Physical damage and 30% ailment infliction rate to any ally in a state of Zenith, including himself.
  • Has evasion thanks to innate Evade and Hawk of Light providing an Evasion bonus. Hawk of Light also additionally provides 20% Accuracy in levels.
  • Panel 2 provides him Null Charm, Null Bind, and Null Mute. Thanks to Hawk of Light's team-wide cleanse effect when he downs an enemy, he can function as an evasive cleric that can also help with DPS if a cleanser is not required. He also removes Tetrakarn from opponents when they enter that state with Panel 2.
  • His other panels add much needed damage boosters, more evasion, a big chunk of battle speed, and a charm multi target skill similar to Mother Harlot every time he enters a state of Might, solidifying a secondary role as a charmer.
Cons
  • As he does not have any damage booster in his kit outside of panels, damage transfers are mandatory if building him as an assassin.
  • Difficult to build as he requires too many stats to function, forcing you to choose which parts of his kit to specialize in.
  • Needing a kill to function as a cleanser can be really inconvenient.
  • Requires a good team built around him to really shine.
  • Outclassed by Beelzebub (Human) as an Almighty (Physical) Repeller.
Notes
  • Limited-time Collaboration unit. Nobody knows if he will be rerun.
  • Red gives him access to discounted Vorpal Blade, which can be useful if you want a piercing AOE for PvE, especially since ANY kill will trigger Hawk of Light.
Guan Yu.jpg Guan Yu
Red Teal Purple Teal 4 2 2 3 4
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
Guedhe.jpg Guedhe
Yellow Purple Yellow 3 4 4 3 5
Pros
  • A unique evasion tank, with 65% evasion baked into his kit, and many benefits from evading attacks.
  • Hedonistic Reaper guarantees that if his team goes second, the opponents will end up in Gloom, because first the skill removes Zenith, then inflicts Gloom. Additionally, if anybody on his team dodges a Physical attack, he inflicts Gloom, a two turn Sukunda, and enemies in Gloom take 25% extra damage from Physical type attacks, deal 25% less damage with the same, and also have a 20% reduced hit rate and 30% reduced evasion rate, helping him dodge and also hit enemies. Additionally, this skill grants Dark Pierce.
  • Dark Gift is a Dark Physical attack with high 250 BP scaling off MATK, and a 100% crit rate, that also inflicts Gloom if it is successful.
  • Strong against units like Gozu-Tennoh, who tend to have trouble hitting evasive targets. By dodging Mantra, he can help counter sweep. Also helps counter Odin A's Zenith and Gloom combo, by removing his Zenith constantly.
  • Strong in Dark Democ, where Dark Gift can easily crit when combined with Glee brands, making him extremely powerful against the boss.
  • Powerful panels, with accuracy, evasion, damage, and a once a turn Charge if a party member dodges an attack, making his next Dark Gift hurt.
Cons
  • Lacks any innate HP boosters, and has only 147 VIT, meaning if he is hit, or hit by magic skills, he tends to melt quickly. He tends to be an all or nothing unit.
  • 154 AGI is relatively high for a unit with Intimidating Stance but also low for an evasive unit, meaning even with his 65% innate, he could still be hit.
  • No Null Mortal means if he is hit, he will be hit by Mantra's mortal.
  • Suffers from the same problem every other evasion unit does: In order to invest enough in evasion to consistently dodge, he misses out on a lot of damage investment, meaning his skills won't be as threatening.
  • The minimum hit chance of 15% can come to bite you no matter how evasive you are.
Notes
  • Cool ass hat.
Guts.jpg Guts
Purple Purple 4 3 3 5 2
Pros
  • Extremely high Crit rate thanks to innate Savage Glee and The Struggler. Butcher in Purple further augments his damage. Additionally, The Struggler grants Phys Pierce, 20% damage done with physical skills, 20% accuracy, and reduces mp cost of all Physical skills by 1.
  • Dragon Slayer does ramping aoe physical damage, starting at 130 and ramping up to 160, matching Gigantomachia's damage, but at 4MP and with added crit rate and a 2MP removal at boost 2. It also ignores all counter skills and at Boost 1, ignores Endures.
  • Is decently tanky thanks to good bulk and The Struggler providing him a better Enduring Soul that triggers 3 times.
  • Panel 1 gives him access to a Piercing Fire Physical AOE that does not cost MP, very useful against MP denial teams, and panel 4 makes a similar effect occur every time an enemy is downed, potentially chaining to sweep the enemy.
  • Other panels add more accuracy, damage, and HP, and cause Dragon Slayer to start at boost level 1.
Cons
  • Having no innate ST skills means he has trouble when a certain demon, such as Demeter, needs to be focused first. He also isn't the best at taking down bosses.
  • Average speed, bulk, and utility make it hard for him to fit into any team as the best slot.
  • His Panel 1 and 4 chains, along with Dragon Slayer's aoe nature hurt him against Demeter, limiting his PVP use.
Notes
  • Cannot be used in the same team as Berserker Guts.
  • Limited-time Collaboration unit. Nobody knows if he will be rerun.
Hachiman.jpg Hachiman
Red Purple Purple Yellow 5 4 4 5 4
Pros
  • Automatically casts Zenith and ATK + EV/AC buffs on his team's first turn.
  • When he uses Berserker God or Vorpal Blade, or when a teammate uses any physical attack (miss/crit capable, not just Phys element), he automatically casts Zenith and a 50% crit Phys AoE.
    • This also works on the standard attack that all demons have, so MP draining can't stop Hachiman's team from activating this chain effect. It won't work for demons that overwrite their standard attack with magic though, such as Panel 2 Surt A.
  • -1 MP cost to all Phys skills and Vorpal Blade in Red means he can cast Berserker God or Vorpal Blade for 5 MP each - allowing for casting either of them turn 1 in PvP with War Brands. He shouldn't have MP issues.
  • Enables powerful T0 comps that go before Demeter's bulwark activates if comboed with abilities like Tiamat A's chains. These can be a counter-meta team. Jack the Ripper and Sraosha can be budget options.
  • If Panel 2, grants team-wide Might whenever he enters Zenith, once per turn. This combined with his automatic Zenith on the first turn, and whenever he attacks, and whenever a teammate attacks, makes him similar to Panel 3 Zaou-Gongen but with built-in Auto-Rebellion and infinite Zenith.
  • He can rack up incredible amounts of damage in Democalypse Prelim, due to the AoE chain effect and team-wide Might. This is to a point where Hachiman + some Phys demons can dominate Prelims of any element, not just Phys.
Cons
  • Weak to Force unless Teal.
  • No unique attack skill - he's stuck with Berserker God. Transferring a better one doesn't really work, as he can only proc Jingu's Divine Light with specifically Berserker God or Vorpal Blade.
  • The buffs he casts on the first turn last for only 1 turn, and he lacks any other way of casting buffs.
  • His forced chain effect AoEs can be a problem against anti-pierce, as well as AoE punishers such as Demeter. He needs to be built very strong in order to pierce her Bulwarks, but it is possible.
Notes
  • Has an interesting synergy with Jack the Ripper, allowing him to potentially sweep squishier teams before anybody even has a turn, especially when paired with a well built Sraosha.
Hagen.jpg Hagen
Red Yellow Purple Yellow 4 3 3 5 5
Pros
  • Burgundy's Resentment is a heavily loaded passive granting Phys Pierce, 50% accuracy, a 500 HP Endure, and most importantly, at the start of his turn and every time he activates Sword of Fealty, reduces the opponents Phys Affinity by one level, and inflicts gloom. Additionaly at the end of his turn does a 100 BP Physical attack on a random target that also inflicts mortal, revive seals, and ignores counters and Endure.
  • Sword of Fealty is a 200 BP Phys skill with 100% crit rate, that places the team in a state of Might and gives a 1 turn Tarukaja and Sukukaja effect.
  • Has Phys Accele innately which is nice for fast teams, and Intimidating Stance in purple, giving him use in every speed.
  • Panels offer more speed, teamwide accuracy, damage, and buff control when gloom activates.
Cons
  • While Phys Affinity Reduction seems scary, at the moment he is hard to slot into teams without causing issues.
  • His personal damage isn't the highest, meaning he needs powerhouse teammates to make up for it.
  • Is heavily countered by Shaddai, because his teammates will near certainly be critting because of his teamwide state of Might, meaning Shaddai will limit your press turn generation.
Notes -
Hecate.jpg Hecate
Purple Purple 4 2 2 2 5
Pros
  • Hell's Trivia is a cheap, hard-hitting spell that also functions as an Endure breaker. Coupled with her respectable MAG stat and Dark Enhancement in Purple, she can be built as a powerful dark mage.
  • Virtually immune to ailments thanks to Null Bind and Lunar Awakening. Transferring a cleanse skill like Prayer or Silent Prayer will allow her to function as a cleric, while still maintaining her offensive presence.
  • Panel 2 lets her run Life or Spell brands without worrying about MP.
Cons
  • Not very bulky due to middling VIT and HP stats.
  • Weak to Light (unless Teal) and by extension the Archangels matchups.
  • As Lunar Awakening only cleanses at the end of the enemy's turn, she can still be killed by Alice A if she is cursed in the same turn (such as through Mahaju).
Notes
Heimdall.jpg Heimdall
Yellow Yellow Purple 3 2 2 2 2
Pros
  • Bifrost Keeper boost his bulk up to 50% hp, and at the start of the first two enemy turns, gives him a 2500 hp Bulwark, and increases his teams defense, making him and his entire team harder to kill. Additionally, on the start of his own turn, he raises the attack of his team, helping his team counter sweep.
  • Stout Horn is a versatile attack, doing a high amount of ST almighty damage, and adding a bulwark to his whole team when his hp is above 80%, or doing fractional damage based on max hp to the whole enemy team when his hp is below 80%.
  • Intimidating Stance in purple works well with his low agi of 102, and Lunar Downfall works as well if both stances are covered, say by a demon like Cthulhu
  • Panels include Null Bind to help him do his chain effects, an almighty damage boost, and a large amount of additional HP.
Cons
  • No Null Mortal leaving him vulnerable to demons that have mortal attacks.
  • Focuses mostly on tankiness for himself, meaning his team might be vulnerable to being swept. Additionally, even if he is the sole survivor against a fast sweeping team, it's unlikely he can counter sweep with his skill set.
  • With no ability to hit weakness or crit, his almighty skills are liable to use a full press turn, hurting your press turn economy.
  • While the chain with Stout Horn is good with Demeter, the chain on Heroic Horn is if anything, a liability, giving him poor placement in the current meta.
Notes -
Hinokagutsuchi.jpg Hinokagutsuchi
Purple Red Purple Yellow 4 3 3 5 5
Pros
  • High VIT and 70% HP boost from skills and panels makes him very tanky. Gains Null Mortal on Panel 2. Additionally, he takes 60% less damage unless the enemy hits his weak point.
  • If hit by a physical attack (miss/crit capable, not just Phys element), he retaliates by casting Gloom and a Fire AoE on the enemy team. If panel 1, he also debuffs their DEF.
  • Scarlet Chop is a strong Fire ST attack that hits two separate times with 80% crit rate each. This combined with +20% from innate Epitome of Finesse means he effectively has 100% crit rate.
  • Low AGI but 65% accuracy boost from skills and panels means he can fit well into slow teams, while still being able to hit decently often. Intimidating Stance in Purple synergizes well with this.
  • Works well in fire Democalypse with Rending Fire innate and Hinokagutsuchi (Skill) giving extra damage in boss, or extra ratio in prelim.
Cons
  • Weak to Ice and Dark.
  • Will have accuracy issues if not Panel 2, since 50% of his 65% accuracy boost is in there.
  • Questionable in PvP, since he has major problems when against Zeus or Demeter:
    • Attribute affinity down level 2, combined with Hino not having any NDR (aside from Teal's Null Phys), means he will become Weak to that element - nullifying his 60% damage reduction.
    • The retaliatory AoE can be exploited by Demeter teams to recover their Bulwarks - they can just spam normal attacks on him to recharge bulwarks to full.
Notes -
Hresvelgr.jpg Hresvelgr
Purple Red Purple Yellow 4 1 2 5 3
Pros
  • Second highest base AGI in the game, making him invaluable for fast teams. P3 increases his speed even further.
  • His unique North Wind deals AOE Ice damage whenever an opposing demon dies. This adds to the damage of fast Turn 1 teams and allows him to clear Endures.
  • Auto-Rakunda in Purple further increases Turn 1 kill potential.
  • Decent MAG with innate Ice Boost lets him fire off strong Bufudynes.
Cons
  • No Ice Pierce.
  • Does not have Speedster innately which in turn consumes a skill slot.
  • Weak to Phys and Fire, both very bad ones in the current meta. Phys Weakness is particularly terrible unless paired with Orcus for Press Turn denial.
  • North Wind chains are just not damaging enough to be anything more than a liability against Demeter. His only role in PVP is currently being a speed trap for fast teams without Demeter which are few and far between.
Notes
  • Red gets Mazandyne and panel 1 has -50% Ice/Force damage received, so he is helpful for Force Alter-World. However, note that nothing in his kit boosts Force damage (aside from panel 2's +100 MATK).
Huang Di.jpg Huang Di
Red Red Purple 3 1 1 5 3
Pros
  • Superior Power gives him Phys Pierce and an accuracy boost.
  • Yinglong Killer hits incredibly hard and has a high crit rate, demolishing teams without anti-Pierce.
  • 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
  • Only gains 30% acc in P4, not 100%. Intern error!
  • More or less outclassed by Guts. 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.
Huang Long.jpg Huang Long
Yellow Purple Yellow Purple 4 3 2 1 1
Pros
  • High AGI, incredible resistances and decent bulk make him a coveted PvE support demon.
  • Five Elements walls every magical demon without Pierce, including Almighty mages such as Mother Harlot, Trumpeter, 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
Indra.jpg Indra
Purple Red Purple 4 3 3 3 5
Pros
  • Thunder God's Fighting Spirit grants Phys Pierce, 20% Battle speed, and grants himself Charge and a teamwide Zenith at the start of his turn. Allies in Zenith will also do 15% extra damage and take 30% less Phys and Elec damage. Additionally, while Indra is in a state of Charge, any ally attack, be it physical magic or fractional, will cause him to do a 150 BP physical chain, with a 50% crit rate.
  • Indra (Skill) is a strong ST Phys attack, doing a 150 BP attack with 50% crit rate, and an additional 150 BP chain, with both attacks ignoring counters and Endures.
  • Panels offer 50% Phys and Elec damage reduction, more HP, Speed, and Damage, and an additional 20% accuracy and crit hit rate to allies in Zenith, giving him decent team support.
Cons
  • He lacks any real reason to use him over any other demons. In most situations, another demon offers more damage, or more utility.
  • 190 Agi is high, but it's a far cry from the likes of Astaroth and Kalki being at 259, both with much more utility.
  • Just a really underwhelming demon at a point where kits need to be overloaded to be powerful.
  • Since his chain effect after ally attack will use the Charge effect, he can only do one per turn.
Notes
  • Why is the unit whose skill literally has Thunder God in the name a Phys unit?
Indrajit.jpg Indrajit
Purple Purple 3 4 4 3 5
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.
  • 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.
  • 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.
  • 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 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.
  • Even buffed, requires too much investment to too little gain to be meta in pvp, even with his synergy with Zeus.
Notes
  • Highly dependant 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.
Ishtar.jpg Ishtar
Red Yellow Teal Yellow 2 1 1 4 3
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 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.
Cons
  • Very high MP costs.
  • Mesopotamian Star has low base power.
  • Weak to Force (unless Teal) and Dark.
  • Low AGI stat and bad bulk.
  • Panel 4 only activates if she goes second, but she doesn't really have the bulk to survive going second in PVE or PVP.
Notes
  • Regarding Democalypse:
    • Panels past 1 do nothing for her Democalypse builds (and even then, panel 1 only helps Prelim). However, this also means she doesn't need a lot of investment to reach her full potential for Democ. This combined with 4+4 fusion paths means it's easy to build multiple Ishtars for different Democ elements as needed.
    • Despite her AoE potential from panel 1 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.
    • The AI in Democalypse doesn't cast Yellow's Concentrate.
Ixtab.jpg Ixtab
Any Yellow Purple 1 2 2 1 2
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.
Izanami.jpg Izanami
Purple Red Purple 3 1 1 5 4
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 provides 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.
Cons
  • Weak to Fire.
  • No Dark Pierce.
  • Very expensive to fuse (only 5+5 fusion paths are available).
  • No innate AOE spells.
  • Very RNG reliant in Democalypse 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. As both are very useful for their respective elemental Democalypse, consider building two of them if your Faction does these elements.
Jeanne☆.jpg Jeanne☆
Purple Purple 2 1 1 1 1
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.
Kalki.jpg Kalki
Purple Purple Yellow 5 5 5 3 2
Pros
  • Fast, with 299 AGI fully infused, matching Elohim and Astaroth, allowing for flexible turn order without Lead/Trail brands when on the same team. Additionally, in Purple and with panels, he has 60% innate battle speed boosting.
  • Eternal Order is a loaded passive, adding 70% HP, making him surprisingly tanky for a fast unit, Repel Pierce and Drain Pierce, Infinite Chakra for the whole party, Phys Pierce, Null Bind, Null Mute, making him an incredibly powerful support by merit of existing. Of note, he innately has Drain Phys, making him cheese PvE content like nobody's business, and gives Gozu-Tennoh trouble, while also working well with him to prevent another Gozu-Tennoh from mortaling him.
  • Ratnamaru is a 240 BP Phys ATK scaling Almighty skill with remnants, that also casts a 1 turn Luster Candy, heals 30% of the hp of all party members, and three times, combined with Eternal Order, will revive a party memeber with a 50% HP Bulwark. This allows him to consolidate the role of Drain and Repel Pierce, Healing, Reviving, Battle Speed, Press Turn control, and some damage, all into one demon.
  • Silent Prayer discounted in Yellow helps him set up for Gozu-Tennoh sweeps, and Almighty Accele increases his damage and battle speed, helping hit speed targets.
  • With a Null Charm transfer, in Yellow he can work as a cleanser for ailments.
  • Works well in almost every kind of team. He has powerful synergy with Gozu in T2 teams, offers immense utility in Midrange teams, and damage, speed, and the unique ability to tank attacks like Mantra in T1 teams, allowing him to potentially let a T1 team survive past their first turn to clean up stragglers, especially when combined with Demeter.
  • Useful but not necessary panels, offering himself a turn 1 Bulwark, offensive buff control, and more damage, HP, and speed.
Cons
  • No Null Mortal which might not be a problem with Mantra, but leaves him open to abilities like Death Flyers.
  • For a demon that has 70% HP built into his kit, 152 VIT isn't particularly high, meaning if you want him to survive, you still need to stack quite a bit of HP on him.
  • Tends to need to choose between building damage, speed, and bulk, and can't generally excel in all three roles at once.
Notes
Kali.jpg Kali
Purple Red Purple 4 2 2 4 5
Pros
Cons
  • Weak to Ice.
  • Requires a state of Rebellion to reach full potential. This mandates either one turn of warm up, or an Auto-Rebellion transfer.
  • Loses turns if she misses even 1 of 6 Violent Dance hits.
  • Her damage has been outscaled to a point she just isn't effective anymore.
Notes -
Kangiten.jpg Kangiten
Purple Teal Purple 3 3 3 1 1
Pros
  • A uniquely designed demon who rather than having a regular normal attack, through Kangiten's Mystery does an 80 BP Almighty magic attack, meaning it cannot miss. This also does a chain which heals the user for 50 BP.
    • This leads into a chain with Kangiten's Dharma, where every time a party member uses a healing skill, Kangiten will do a 200 BP Magic chain to a single target. This chain also does a 1 turn Debilitate chain and if Kangiten's HP is above 70%, will grant the team a 1000 HP bulwark.
  • This means as long as anybody on your team is healing, Kangiten will chain massive BP almighty attacks, while also supporting the party. He also has good bulk in order to stay alive to keep chaining.
  • Any time an enemy or ally dies, Kangiten will do an 80 BP team heal, which starts more chains of almighty attacks.
  • Gains Null Mortal, Charm, and Bind in P1, making him hard to stop with ailments. Additionally panels grant more Healing effectiveness, HP, Damage, and P2 notably grants his team 20% damage under bulwark.
Cons
  • Absolutely needs P1 for the Null Mortal effect.
  • Needs to choose between bulk and damage, and has trouble surviving a T1 team if built for damage.
  • Low amount of boosters in his kit means his damage is limited.
  • Doesn't offer the level of utility that some T2 powerhouses do, meaning you have to make sacrifices that often aren't worth it to slot him in.
Notes
  • Sega should feel guilty for taking away the Luster Candy effect, even if it wasn't intended.
Kartikeya.jpg Kartikeya
Clear Clear 5 3 3 2 2
Pros
  • One of the fastest demons in the game especially when passive is maxed, allowing you to hit battlespeed requirements in PvE easily.
  • Skanda proides teamwide Accuracy and Crit chance boost.
  • Mortal Jihad plus Great Aim means he will rarely miss, while having a good crit rate to generate Press Turns for your team.
  • No weaknesses and innate Speedster gives him great flexibility over transfer slots and lets him fulfill a variety of roles.
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.
Koga Saburo.jpg Koga Saburo
Purple Purple 4 2 2 5 3
Pros
  • Dragon of Defense passively increases his accuracy and provides a full Agile Cry buff swing, which greatly helps him (and his allies) land hits.
  • Soaring Blades is a multi-hitting Force (Physical) ST nuke that chains into another multi-hit Force AOE. Not only does it hit incredibly hard thanks to high base crit rate (50%) and innate Force Amp in Purple, it's also very spammable thanks to a low MP cost of 5.
  • High base AGI and increased Battle Speed from Panel 2 make him invaluable for fast teams. Transfer Speedster if you need even more zoom!
  • Force Anti-Pierce is very rare in the current meta, allowing him to sweep with impunity. Even on the rare occasion you do encounter Force Anti-Pierce, you can simply cast Soaring Blades on another demon that does not Drain/Repel it - even if the chain AOE is Anti-Pierced, it won't consume Press Turns due to it being a chain effect.
  • Has pretty much the perfect stats for a glass cannon T1 sweeper - top tier AGI, STR and high LUK.
Cons
  • Weak to Ice, though admittedly this is less of a concern for T1 teams.
  • Loses turns if he misses even 1 of 4 ST Soaring Blades strikes. Missing on the AOE is fine though, as missed chain effects won't consume Press Turns.
  • Very frail, needs an Endure-type transfer (preferably Force Survivor) to reliably survive Moirai sister comps.
  • His damage has fallen to a point where he isn't particuarly useful in PVP, and his usage limits severely hurt his PVE usage.
Notes
  • He is nigh unusable without Panel 2 in Democalypse, as Soaring Blades only has 3 charges by default. Unlocking Panel 2 increases this to 6, which is just enough for a Prelim team, or a non-Mot team for Boss.
  • Has AI issues when used on defense - AI will usually target demons with high HP instead of trying to kill off frail demons. This can be very devastating if he decides to go for evasive demons like Angra Mainyu.
  • While Soaring Blades has a high crit rate, it is not unfailable especially against targets running Epitome of Fortitude. Crit-boosting transfers like Epitome of Finesse, Savage Glee and Auto-Rebellion go a long way in improving his consistency.
Lachesis.jpg Lachesis
Purple Purple 2 2 2 1 1
Pros
  • One of the core demons in the Moirai Sisters archetype. When combined with two other Lady or Femme demons (preferably her two other sisters), Passionate Embrace debuffs enemies' attack and defense while buffing yours. Not only does this make Atropos' Passionate Rage stronger, it also makes it harder for the opponents to fight back as they will have to deal with a massive reduction in damage.
  • Measured Fate removes all debuffs from your team and buffs from the enemy team. This ensures the following Passionate Embrace will fully swing buffs in your favor.
  • Intimidating Stance in Purple synergizes well with the rest of the Moirai Sisters who have very low AGI.
  • Her Panels provide valuable ailment immunity, making it harder for Ailment Teams to sweep her on revenge.
Cons
  • Requires a good team built around her to work.
  • Due to the way the Moirai Sisters archetype is typically built, Revive Sealing units like Skull Knight are a very powerful counter.
  • Moirai Sisters comps are no longer meta, and all she does without her sisters is remove Tetraja with Measured Fate.
Notes
  • The AI will not cast Measured Fate if there are no buffs on your opponent and/or debuffs on you. As she does not have any other actives, this causes her to auto-attack most of the time, which can be a problem facing NDR Phys or evasive targets.
Ladon.jpg Ladon
Teal Teal Purple 2 2 2 1 1
Pros
Cons
  • Weak to Ice.
  • Doesn't do much damage due to lack of damage boosters in his kit.
  • Due to Demeter punishing lightly damaging chain effects, and preventing ailments, Ladon heavily suffers in the current meta.
Notes -
Lakshmi.jpg Lakshmi
Red Purple Teal Purple 2 1 1 2 3
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.
  • Countered very hard by Daisoujou, who clears her charms and punishes her for using them.
  • 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 -
Lakshmi A.jpg Lakshmi A
Yellow Red Purple 4 4 4 1 5
Pros
  • Diwali restores MP to the whole team upon receiving any healing from skills, and fires off a 220 BP Light chain, as well as gives the team a one turn Tetraja. This has incredible synergy with Mithras, who will do his own chains because of the light attack, or start the chain with his healing after another unit uses a light attack.
  • One of the best healers thanks to innate Recovery Amp and Virtuous Prosperity, which also cases Barrier, and an Almighty repelling Makarakarn as it gets boost levels, making it a potent skill for topping off your team, starting Diwali chains, and potentially protecting your team as well.
  • Her panels give her exactly what she needs, with P1 giving damage, evasion and resistance to light damage, P2 giving healing effectiveness and making her team take less damage under Tetraja, P3 giving defensive buff control and HP, and P4 giving even more HP, light damage, and a 30% damage booster to her whole team's magic damage while under a Makarakarn effect.
Cons
  • While she does a ton of damage through sheer number of chain effects, she has very few boosters for damage in her kit before P4. She also has relatively low VIT so you have to choose between bulk or damage to a degree.
  • Needs specific team comps to be successful, and they tend to be all or nothing. If your team cannot win on the first turn, you will not survive to a second turn in most situations.
Notes
  • In Yellow, AI prioritizes Defensive Cry which does not trigger Diwali.
  • Is absolutely tied to Mithras for democalypse. Without Mithras, her democ boss score would likely remain a 1.
Lanling Wang.jpg Lanling Wang
Any Purple Yellow 4 2 2 3 5
Pros
  • Is the first demon to come with a counter to Gloom, called Zenith, granting his team accuracy, evasion, crit rate, ailment infliction, crit resist, and ailment resist through the status. Additionally, when your team is in a state of Zenith, he gives the entire party Phys Amp and 30% crit rate, making him exceptional for fast physical teams
  • Flying High hits like a truck, doing 200 bp with 50% crit rate for 5mp, or 4mp with p2, while ignoring endures, and when he hits, sends his team into Zenith. It hits so hard, especially charged in Zenith, that even with brands that make you choose between accuracy and damage, you can get some extra accuracy and still do tons of damage.
  • Once per turn, Mask of Veiled Beauty will give him charge when an opponent is downed. If he's in charge from a previous turn, he can kill something with a charged Flying High and still go into charge, enabling massive damage over multiple turns.
  • Is fast with 232 agi, along with 20% innate battle speed, 20% more from panels, and 20% more from Phys Accele in purple.
  • Good panels in general, providing innate mp reduction to Flying High, innate Phys Prana, and battle speed and damage.
Cons
  • His AI is garbage and will not Flying High three times in a row, regardless of MP. This means if he could get 3 in a turn due to press turn generation, he still won't use it, even though the third would be under a state of Zenith against Gloom.
  • Turn order is complicated because you want him to go after units like Astaroth and Hero Masakado, who can end up killing units and using skills to swing buffs, also leading to him getting charge, but on the other hand, you want Lanling early in turn order to provide Zenith to the rest of your team.
  • Doesn't actually put your team into Zenith until after his second Flying High versus Gloom.
  • Is essentially exclusively single target, because if you aren't using Flying High, you miss his gimmick of Zenith, and the massive buffs he provides, making him less useful.
  • If you miss on a fast phys team, you're as good as done, and his early actions in a turn could still potentially be under Gloom, making missing a real potential.
  • Needing a kill to get Charge is challenging in the current meta.
Notes -
Lilith.jpg Lilith
Clear Teal Clear 2 3 3 3 1
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 Fafnir and Kabuso 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 3 goal to strive toward.
  • Cannot be used in the same team as Lilith A.
Lilith A.jpg Lilith A
Purple Purple 3 1 1 3 3
Pros
  • Demons die when they are killed by Temptation, unable to be revived.
  • Temptation can be fired off Turn 1 due to its low MP cost (5 MP), even against Alice A by using Divine Brands. It will also apply an AOE Charm if the attack is successful, which synergizes well with her passive.
  • In addition to granting her Dark Pierce, Forbidden Fruit fires off another Temptation at the end of the turn if anyone is charmed. This lets her break Endures and/or clean up any remaining units.
  • Panel 2 grants her a whopping +50% Crit Chance, which helps to boost her damage.
  • With Glee Brands and Panels, she can crit against the Dark Democalypse boss.
Cons
  • Weak to Light unless Teal.
  • Requires a good team setup around her to truly shine, as Temptation has relatively low BP and no increased crit rate. Even with Dark Amp in Purple, she will have damage issues unless you grant her Auto-Rebellion and ensure buffs are in her favor (for example via Kuyo Flash).
  • The Democalypse boss has 100% crit resist, meaning even with her high crit rate she'll need Panels and Glee Brands to make a crit happen consistently.
  • Relatively frail, requires Panels and/or Life Brands to survive in PvP, Passionate Rage in particular.
  • If she does manage to get her chain against a Demeter team, it still won't do enough damage to actually do anything other than swing buffs in her favor and create a Bulwark.
Notes
  • Red gives her access to discounted Mamudodyne, useful if you want a piercing AOE. She can run it relatively well due to Temptation also scaling off MATK.
  • Cannot be used in the same team as Lilith.
Longinus.jpg Longinus
Purple Red Purple 4 3 3 3 5
Pros
  • Bulky, with 202 Vit, 70% innate HP, and attacks that scale based on Phys DEF, allowing him to build a defensive stat and still deal damage.
  • Centurion grants an extra press turn once per turn when Holy Lance of Longinus is used, even when the skill is NDR'd, and also acts as Intimidating Stance when his team goes second. Additionally, any time he receives damage, he casts two random buffs on the party, giving him good defensive utility.
  • Holy Lance of Longinus pulls together the kit, being a 250BP Physical skill that picks between Phys and Light damage, with a high 80% crit rate, scaling on Phys DEF. This allows him to take his defensive utility and still do damage. On top of the high damage this skill can do, it also removes good statuses, and ignores counters and endures. This is a loaded skill that can be useful against demons like Gozu-Tennoh, who grants his entire team Tetraja.
  • Phys DEF is easier to raise than ATK stats, helping him reach higher damage numbers.
  • Innate 65% acc in his kit in Purple, and 35% otherwise helps him hit evasive targets.
  • Incredible for democ boss on both phys and light, offering a press turn while doing substantial damage.
  • Impressive panels that offer Null Mortal, flat Phys and Mag DEF, even more accuracy, Physical damage reduction for the whole team, and Phys/Light damage.
Cons
  • P1 is nearly mandatory for the Null Mortal.
  • No damage boosters in his kit aside from P3, meaning he might not hit as hard as you expect from a 250 BP skill.
  • Offers very little in terms of magic damage reduction, so while he can tank physical damage well, things like Botis are still extremely threatening to him.
  • His AI will attack into Kalki NDR, costing his team press turns. This is a massive liability when used on defense teams.
  • Feels like a sidegrade at best to other defensive options in many cases.
Notes
  • He is essentially immune to the AI not being able to use the same skill more than 3x in a row feature, because the Phys and Light versions of his skill are counted as different skills.
  • If his random buffs are activated during the enemy turn (they usually will be), those buffs will wear off once his own team's turn starts.
Lucifer.jpg Lucifer
Purple Purple 3 3 3 5 5
Pros
  • Morning Star is the most powerful Almighty AOE spell in the game. Combined with Butcher in Purple, this allows him to deal massive amounts of damage.
  • Panel 4 casts a 1 turn Debilitate at the start of his team's turn. Not only does it augment your team's damage, it also procs AFTER enemy auto skills, making it very useful to reapply debuffs or cancel out their auto-buffs.
  • Good bulk especially with Panel 2 unlocked. This helps him live long enough to build up the MP necessary for Morning Star.
  • Fast-Debilitate from Panel 4 is incredibly useful in both phases of Democalypse.
Cons
  • Weak to Light unless Teal.
  • Very MP hungry, requires teammates like Demeter and Maria to help with MP Management.
  • Very expensive to fuse and panel (Only 5+5 fusion paths are available).
  • No Pierce and full Almighty kit means he is shut down hard by Five Elements.
  • Practically needs Concentrate to be able to break through Bulwarks, hurting his MP and turn efficiency.
Notes
Lucifuge.jpg Lucifuge
Clear Clear 3 1 1 3 4
Pros
  • Hell's Ministry reduces Almighty cost for all Tyrant-race demons and improves their bulk. Paired with his Panel 1 Bonus, this will give a whopping 3 MP discount and enable powerful Turn 1 combos such as Lucifer's Morning Star.
  • Light Devourer is a hard-hitting single target Dark spell, further amplified by innate Dark Amp.
  • Has access to discounted Necro Dogma which only costs 5 MP when maxed (4 MP if Panel 1), allowing him to fire it Turn 1 and give your whole party a defensive buff as a bonus.
Cons
  • Weak to Light.
  • Extremely expensive to fuse (approx 9 million mag per copy, 6 million of that is unaffected by discounts).
  • Middling AGI hurts Battle Speed for fast T1 teams.
  • Offers very little in the current meta, where Demeter and Maria can feed any potential MP needs.
Notes
  • Requires Panel 1 to really shine.
  • Unimpressive without good teammates. His best partner Lucifer is another very expensive fusion, and requires Panel 4 to be really competitive in PvP.
Mada.jpg Mada
Red Purple Purple Teal 4 2 2 3 5
Pros
  • Drunken Giant reduces fire and phys damage taken, adds fire pierce, and gives his team a bulwark when his team goes second, or any time an enemy is charmed. Additionally it offers 20% max hp when leveled.
  • Scarlet Inferno does potentially 310 fire damage to a single target, and also charms on the eight random hits, enabling more bulwarks.
  • A solid set of panels that give him more hp, damage reduction, fire damage, and gives him Dionysus's passive, with a 50% chance to charm anybody who strikes him with a physical attack.
  • Intimidating Stance in purple synergizes great with his skill set and his low agi.
  • A kit hand crafted to disable fast turn 1 physical attacker teams.
  • A solid stat spread with high luck, vit, and mag, while also having only 93 agi.
Cons
  • What is arguably his signature trait in charming attackers is locked behind Panel 2.
  • His strengths are pretty one sided. While he is exceptional against fast teams, he struggles against slower teams and doesn't provide much value.
  • While devastating against a single opponent, besides the first hit, the secondary hits of Scarlet Inferno will only tickle, especially against a bulky set of opponents.
  • Has no way to remove barriers, and also is vulnerable to mortal.
  • Vulnerable to fire anti-pierce because you can't control the secondary hits of Scarlet Inferno
  • He can become near invulnerable to Phys damage when combined with Demeter and Beelzebub (Human) but he still offers nothing other than being hard to kill.
Notes
  • He only reduces Fire and Phys damage, so it's important to keep that in mind when you're facing other damage sources.
Mahakala.jpg Mahakala
Purple Red Red Purple 4 3 3 4 5
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.
Mahamayuri.jpg Mahamayuri
Teal Purple Teal Purple 4 1 1 2 5
Pros
  • Kujaku Myo-o makes him immune to Ailments and Auto-cleanses your entire party at the start of turn. This is incredibly powerful for Battle Tower - as the MC is forced to move first, other Clerics cannot prevent him from wasting a Press Turn.
  • Hits fairly hard due to innate Force Amp, high BP on Blossoming Cyclone and a good MAG stat. As a bonus, it also heals your whole party, allowing him to provide sustain the same way Ardha does.
  • Possesses the extremely coveted Repel Force, which makes him a great pair for Repel Pierce units such as Demiurge (for comparison, the only other "generalist" Repel Force demons are Mot and Mastema, as Raphael and Pale Rider only work in specific compositions).
  • Teal can be used to patch up his Elec Weakness, while Master Assassin in Purple lets him hit harder.
Cons
  • Weak to Elec (unless Teal).
  • Difficult to build optimally as he wants both damage and bulk/evasion; focusing on one will cause the other to suffer as a result.
  • Offers almost nothing to a team when Demeter and Maria already exist. Completely powercrept out of PVP.
Notes
  • 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 whichever your team needs more.
  • The AOE version of Mayuri. Tutturu~
Mara.jpg Mara
Purple Purple 3 1 1 3 5
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 Rama, Alilat and Atavaka are a turn off.
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.
Maria.jpg Maria
Yellow Purple Yellow Purple 4 5 5 1 1
Pros
  • Demons no longer die when they are killed by revive sealing skills, because Maria cleanses revive seal on ally death, including on herself.
  • In addition to removing revive seal, she also casts a one turn Luster Candy on her team and heals.
  • Is ridiculously tanky, with 70% hp boost built into her kit, and more bulk in panels. This innate bulk allows her to still have high hp totals even when built for evasion.
  • Is immune to ailments and has Salvation built into her kit to cleanse for her party, with a large mp reduction and charge increase in p1
  • Swings defensive buffs in her teams favor every turn with p2.
  • In addition to making her team near impossible to kill, she also gives her entire team Infinite Chakra, allowing them to use their skills much more freely.
  • If anybody on her team gets killed, then at the end of the enemy's turn, she will revive her entire team once per game. She additionally has more revives through a skill in yellow.
  • Is so absurdly powerful that she can fit in any team from slow teams to a mana battery in fast teams, and anything in between.
Cons
  • While still amazing without them, her power really spikes with P1 and P2
  • If she is revive sealed, Xi Wangmu will not revive her even though she removes the revive seal due to how the game is coded, with on self death triggers activating after ally death triggers
  • Has no innate evasion so you really need cracked brands to get her evasion high.
  • Her bulk has been crept, so if your team is extremely tanky, she may actually be the most frail unit at this point.
  • Her agi is middling, making her a bit tricky to fit into slow and fast teams.
Notes -
Marici.jpg Marici
Purple Purple 2 2 2 1 1
Pros
  • Shimmer Arrow lets her follow up ANY physical skill with a piercing Light ST nuke. This is great for cleaning up Endures and spreading out chip damage.
  • Daylight Blade deals Piercing Phys damage while putting her into a state of Concentrate, allowing her chained Shimmer Arrow to hit much harder. This effectively gives her a 300 Base Power ST nuke (360 if it crits!) that also ignores Endures.
  • Incredible synergy with Sraosha, as Shimmer Arrow will proc off his Soul Judgement chain, letting you snowball kills with multiple chain effects.
  • Works great in Brands of Sin Sloth 10-12 where a majority of the enemies are weak to light.
Cons
  • Unimpressive STR stats, low base power on both her skills and no damage boosters in her kit severely hurt her damage output.
  • Difficult to boost her damage due to her being a dual Physical and Light Hybrid attacker.
  • Does not have natural Pierce. This can cause issues with his AI attacking into Tetra Shift and/or Physical NDR when out of MP.
  • Shimmer Arrow is nowhere near strong enough in PVP to do anything other than trigger additional Demeter bulwarks.
Notes
  • For manual play, Shimmer Arrow will hit whoever your cursor is on. On Auto and/or Defense however, you are at the mercy of the AI for who she snipes.
  • Could be used with the Hachiman, Jack the Ripper, and Sraosha comp to add some additional damage to the chains.
Masakado.jpg Masakado
Purple Teal Purple 5 3 3 5 3
Pros
  • Innate Phys Amp in Purple combined with a MASSIVE STR stat allows him to dish out ridiculous amounts of Physical damage.
  • Warlord's Wrath is a loaded passive that combines Intimidating Stance, Faithful Counter and Phys Pierce.
  • Occult Flash is a high damage, high crit-rate single target skill that will inflict Mortal with 100% chance.
  • Has no weakness and a perfect base kit, allowing you to tailor his remaining transfer slots however you like.
  • Gains Drain Phys in Teal 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.
  • Hand crafted to counter Chi You, 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
  • Cannot be used in the same team as Masakado A.
  • As of 2022, he's multi-fusible, but only Common Archetype (Clear) and at a staggering cost of 20 million mag per copy (unaffected by discounts), making it slow and expensive to fully Panel him.
Masakado A.jpg Masakado A
Purple Teal Purple 5 2 2 5 3
Pros
  • Guardian of the East provides 1 extra Press Turn when going first, enabling devastating Turn 1 Kill strategies like Hero Masakado T1.
  • Kuyo Flash can be cast 1st turn and swings offensive buffs entirely in your favor by autocasting Tarukaja, Rakunda, Sukukaja and Sukunda.
  • Panel 2 provides team wide Null Mortal for one turn. This is useful for sweeping Ixtab defenses, or protecting your allies from being counterswept by Alice A if you fail to kill them Turn 1.
  • Incredible set of resistances with 3 Nulls (Phys, Dark, Light) and no weakness allows you to tailor his transfer slots however you please.
Cons
  • No good physical attacks to exploit his innate Phys Pierce. Only Phys attack available to him is Myriad Arrows in Red, which has random targeting and is thus not very reliable.
  • Easily countered by outspeeding. This is a problem for last hour PvP, as Masakado A defenses will get relentlessly targetted by players looking to climb last minute.
  • Generating a press turn is far more common today, and needing to do chip damage to buff swing is also a liability against Demeter. He's fallen a long way from being ubiquitous in T1 teams.
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.
  • If building for Democalypse Prelim, try to transfer a "Rending <element>" skill to make use of his PATK. However, these skills are event-locked and may be hard to obtain. If none are available, an AoE magic skill is fine.
  • Part of the Hachiman Odin A prelim democ strats, racking up massive modifier regardless of the element.
Mastema.jpg Mastema
Purple Purple 3 1 1 5 3
Pros
  • Good Magic coupled with Trial of Hate's high base power makes him an incredible Light sweeper. The debuff is icing on the cake.
  • Good set of resistances with 1 Null and 2 Repels.
  • Works well in Archangel Teams in light Democalypse.
  • Panel 4 helped 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.
Master Therion.jpg Master Therion
Any Purple 2 1 1 1 1
Pros
  • Blasphemy is a piercing Ice/Fire nuke that also Charms and Poisons their whole party. With innate Null Mute, he does not need to worry about Preach from opposing Daisoujou, though make sure not to get your other allies muted!
  • Mark of the Beast deals fixed damage and mutes all enemies at the end of his team's turn. Fixed damage goes through the Main Character's shield in Battle Tower, allowing you to deal full damage even if his allies are still alive.
  • P2 gives him Auto-Barrier Break if going first, turning him into a standalone ailment package similar to Motoko Kusanagi (except less visually appealing).
Cons
  • Panel 2 is mandatory for the Auto-Barrier Break. He is just another mediocre ailment demon otherwise.
  • Offers absolutely nothing in a meta filled with Maria and Demeter.
  • No longer has a suggestive silhoutte.
  • Weak to Light.
Notes -
Maya.jpg Maya
Purple Yellow Purple 3 1 1 1 1
Pros
  • Will virtually never have MP issues thanks to Glamorous Allure giving her a free Almighty AOE attack that has a chance of charm.
  • Upon any allies being Muted, she will counter with Illusionary World, cleansing the Mute and retaliating with an Almighty AOE Sweep. This makes her ideal for punishing Daisoujou, whose team will take chip damage from Illusionary World every time his Preach is triggered.
  • Innate Null Charm, Null Bind in Purple and Illusionary World makes her virtually immune to skill-restricting ailments. Transferring a cleanse skill like Prayer will allow her to serve as the team's Cleric, while still being able to deal chip damage thanks to Glamorous Allure.
  • High Luck and huge amount of built-in Ailment Infliction help her land Charm from Glamorous Allure reliably.
Cons
  • Fairly mediocre MAG and unimpressive Base Power on both skills hurt her damage potential.
  • Very harshly countered by Five Elements on Defense, as the AI does not know how to pass and will lose Press Turns attacking into it.
  • Offers nothing during a meta filled with Maria and Demeter.
Notes
  • She has a powerful niche during certain Tower seasons that guarantee Ailments, as she will never run out of MP for charming.
Melchizedek.jpg Melchizedek
Purple Teal Purple Yellow 3 3 3 1 1
Pros
  • Gains 60% damage reduction and a 50% damage boost when below half HP, applying offensive and defensive pressure if the opponent can't 1-shot him. Combined with Demeter he's near immortal at low HP.
  • Super tanky with high VIT and 70% HP boost from skills and panels.
  • Low AGI but 50% accuracy boost from skills and panels means he can fit well into slow teams, while still being able to hit decently often.
  • Automatically revives a random teammate when one dies (once per battle), and gives them a massive Bulwark. If panel 2, it's raised to a full Bulwark, and also gives smaller Bulwarks to the rest of the team. This can add considerable bulk to your #1 threat, which is presumably who the enemy will try to kill first. This effect can also revive Melchi himself if he dies, so attacking him first doesn't solve the issue.
  • Mighty Blow deals Almighty Physical ST damage with a 50% crit rate and counter-ignoring, followed by a 10-hits random-target attack with the same traits. This combined with his high LUK means he should crit often, and the many hits of the chain effect could break endures. Repel Almighty Physical is also quite rare, and even if it did show up, the multiple small hits will just break it with little penalty - so he usually won't be blocked out of dealing damage with this skill.
Cons
  • Weak to Force unless Teal.
  • Lacks Null Mortal, potentially making his high bulk irrelevant.
  • If the enemy takes out 2 or 3 allies in one skill cast, they likely took out your #1 threat and whoever was next to them. The random targeting of Melchi's revive might revive the less-threatening one.
  • Can't cast Bulwarks until somebody dies first, and can't re-cast Bulwarks after the ones from the chain effect wear off.
  • Shut down by Revive Ban - not only can he not revive anyone, he can't Bulwark anyone either.
  • Mighty Blow's random-targeting chain effect can be inconsistent if most of the enemies are still alive. It also has problems against Demeter teams, where hitting an enemy other than Demeter means she'll re-Bulwark her whole team.
Notes
  • The damage boosters in his kit only apply to Almighty, so Red's Gigantomachia only gets the accuracy boosts.
Meliodas.jpg Meliodas
Any Any 4 2 2 5 5
Pros
  • High base str, agi, and decent luck make him a good candidate for fast sweeping teams.
  • Innate crit rate and hit rate from The Ten Commandments help him pass turns and land his hits even against the most evasive enemies.
  • His 2mp physical discount allows him to fire off cheap Megaton Raids and Gigantomachias freely, giving him flexibility in targeting as well.
  • Trillion Dark's chain effect adds even more damage to his hard hitting attacks and also can be used to help chip down evasive targets safely, without risking press turns.
  • Every color has a niche, allowing flexibility in team building.
Cons
  • No innate buff control other than Auto-Taruka in yellow and Rakunda in p2 means he needs either transfers or his team to cover buff control, and transfer slots are highly contested in fast teams
  • No innate speed boosters without panels, along with his agi not being THAT high means he slows your team down.
  • Is outclassed at his role by other stronger sweepers like Astaroth and Koga Saburo
  • His chain being dark can be a liability and lead to him killing himself against anti-pierce
Notes -
Metatron.jpg Metatron
Red Clear Yellow 3 1 1 4 4
Pros
  • Good HP and VIT stats paired with great resistances gives him decent bulk, especially with innate Enduring Soul in Clear. This is further improved by Panel 2 providing Magic Resistance and Panel 4 reducing all forms of damage he takes by 20%.
  • High Magic stat and Infinite Chakra lets him function well as a magic sweeper.
  • Works well in an Archangels Team, as Fire of Sinai is great for cleaning up and breaking Endures (especially with Panel 4) and can be cast T1 thanks to Infinite Chakra and Panel 1.
  • Gains discounted Mahamadyne in Red, which is great for Brands of Sin Sloth 10 and 11 farming.
  • Panel 3 amplifies all Magic damage.
Cons
  • Very difficult to fuse, only 1 recipe available (Barong + Vishnu). This is particularly bad as he has four panels to work on instead of the regular three.
  • No damage boosters until panel 3.
  • Only random target skills is a great disadvantage in PvP. Mahamadyne in Red does not really resolve the problem.
  • Full Almighty / non-Piercing kit means he is shut down hard by Five Elements.
  • Low AGI stat penalizes him in Archangels teams.
  • Panel 4 makes him even worse against Demeter as it will trigger her bulwark a second time.
Notes
  • Still needs some kind of MP sustain (and possibly Panel 1) to cast Fire of Sinai T1 when facing Alice A.
  • 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.
Michael.jpg Michael
Teal Red Yellow Red Teal 3 2 2 2 5
Pros
  • Soul Judgement deals massive damage against single targets, ideal for Bosses and Democalypse.
  • While he has pretty mediocre MAG stats, Panels 1 and 3 help to offset this by providing him a whopping +40% to Light damage.
  • Panel 2 and 4 increase his Battle Speed, allowing him to act as the team's Speedster particularly for Archangels.
  • Panel 4 confers Light Pierce to all Herald and Divine demons in the party. This is very useful for Mastema who does not have Light Pierce until panel 4.
  • Panel 4 also provides a 15% damage boost to all Herald and Divine demons in the party (himself included). This is very useful for Archangel teams in both PvP and Democalypse.
  • Yellow gives him access to discounted Mediarahan, allowing him to double as a healer in PvE.
  • 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 Pierce until Panel 4 and overall mediocre stats.
  • Does not have Speedster innately which in turn consumes a skill slot.
  • Needs Panel 4 to be good in PvP, requiring a lot of investment.
  • Mostly helps as a speedy demon that might help trigger Aniel without chain effects triggering Demeter in PVP.
  • Soul Judgement being random target is ill-suited for PvP, especially considering Light is commonly covered by Anti-Pierce (for example Pales + Demiurge).
  • Red is not suited for Democalypse boss, since it may cause AI to use Thunderclap instead of Soul Judgement, resulting in less damage output.
Notes -
Mithras.jpg Mithras
Red Yellow Purple Yellow Purple 4 4 4 4 5
Pros
  • Covenant Bless is an incredibly overloaded passive, granting Fire Pierce and Light Pierce, and debuffing the enemy team to receive 40% more Fire and Light damage, deal 40% less Fire and Light damage, and every time any demon, ally or enemy, uses a Fire or Light skill, he chains a 40 BP skill of the same element on a random enemy, while also healing himself that same amount. When paired with units that do large amounts of Fire and Light damage like Elohim and Sukuna-Hikona, he does a large amount of damage while simultaneously massively amping up the damage they do.
    • The Fire damage increase works against Demeter's damage reduction, helping his team pierce through her bulwarks.
  • Mark of Punishment is a ST 240 BP skill that picks between Fire and Light, depending on the situation, while also ignoring Endures.
  • 236 Magic puts him at the 4th highest magic in the game, and his kit and panels do a good job boosting his Fire and Light damage as well.
  • His healing and innate HP% in skills and panels can help him survive longer to do more chains, and keep debuffing the enemy.
  • Strong awaken skills in Tar Flexi and Radiant Light, giving him and his team even more damage potential.
  • Is devastatingly powerful in Democalypse boss waves, as the constant 40 BP chains really add up.
Cons
  • 165 agi is quite low for a T1 team, he can be vulnerable to being outsped.
  • Random target and only 40 BP on his chain makes it hard for him to focus down an important enemy.
    • Demeter aggravates this issue, making him more of a liability on defense teams, as he may just undo any damage done by building bulwarks for her.
Notes
Moloch.jpg Moloch
Red Purple Red 3 3 3 5 5
Pros
  • Moloch is a unique anti-revive demon that through his skill Blood Cradle, punishes any revive units by making revives only have 1 HP, and once per turn, follows up revives with a 120 BP fire chain, near certainly guaranteeing the revived units will die.
    • On top of this, the skill also grants Fire Pierce, Null Bind, 70% max HP, 20% personal fire damage, and a 40% fire damage aura for the team, making him a powerful fire demon and giving him high power in fire democalypse.
  • Quivering Flames emphasizes the role of a fire sweeper with 280 BP Fire skill with remnants, that ignore endures, inflicts Bind on all enemies, and scales off 30% of his HP, meaning the tankier your Moloch is, the more damage he does. Innate Fire Debuff helps with both the damage and making sure the ailment hits.
  • Red also grants an aoe skill also scaling on max HP in All-Consuming Furnace
  • Intimidating Stance in purple gives him good synergy with Gozu-Tennoh, fulfilling the full two press turn denial.
  • Null Mortal and an automatic Barrier Break in P1, more HP and Bind recovery rate reduction in P2, and more fire damage and HP in P3 creates a solid set of panels that help his role as a tanky ailment demon that scales with HP.
Cons
  • The most powerful revive demon in the game, Maria, is no longer a must have in every T2 team anymore. By this fact alone, a massive chunk of Moloch's power is immediately neutered because he's a counter to a demon that isn't used as much anymore.
  • Ailments are in a tricky spot right now because Demeter offers such strong ailment protection and Moloch doesn't have multi-hit skills to help potentially pierce that like Botis or Indrajit.
  • While he can function in a midrange team, or even in a fast team, it's hard to work especially in the current Camael meta as of writing.
  • Fire damage isn't meta right now, so his 40% fire damage aura is mostly unused in pvp as well.
  • In PvE content where there aren't revives, he's not particularly special either.
Notes
  • If revives become more popular, he could see more use but for the meantime, he's not the best pull.
Mot.jpg Mot
Purple Red Yellow Purple 3 2 1 5 5
Pros
  • His high bulk pairs well with Harmonious Death, letting him ramp up his damage and generate more turns in extended fights.
  • Harmonious Death's extra press turns makes Mot a must-have in Democalypse Prelim teams. At Panel 3, he generates even more press turns and becomes perfect for Democalypse Boss teams.
    • High bulk plus Life Surge in Purple means it's easy to manipulate his AI into buffing for the Boss phase.
    • At Panel 4, he casts a 1-turn Debilitate at the start of his team's turn, just like the star Democalypse generalist Lucifer. This combined with manual buffing allows for full offensive buff swing.
  • Has two strong 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
  • Regarding Democalypse:
    • If he's panel 3, use him in Boss. If he's not, use him in Prelim.
    • He should go last, so the extra press turns go to your damage dealers. His AGI isn't very high, so this shouldn't be hard to achieve - but Trail brands can help as extra insurance.
Motoko Kusanagi.jpg Motoko Kusanagi
Purple Teal Yellow 3 2 2 2 1
Pros
  • She is essentially an entire Ailment Team neatly packaged into one demon. Not only does Ghost Hack remove Barriers, it also has a high chance of inflicting Bind and Mute, in addition to only costing 5 MP to cast. With Panel 2 unlocked, this further chains into a Tarukaja and Sukukaja buff.
  • At the end of her team's turn, Optical Camouflage hits every demon suffering an ailment with a Piercing Phys AOE. This damage can be further ramped up by the discounted Charge she gains in Yellow.
  • Due to how packed her kit is, she can easily be splashed into teams looking for some Ailment control, or in Defense teams to catch players randoming without sufficient Ailment protection.
  • Panel 3 gives her increased Battle Speed, allowing her to act as a pseudo-Speedster.
Cons
  • Her damage is fairly underwhelming due to a low STR stat and lack of any damage boosters in her kit.
  • Hard-countered by Ailment immunity, most notably Demeter and Maria
  • Can be used to punish fast teams running without Demeter and Maria but those are few and far between.
Notes
  • Yellow discounts Charge to 5 MP. With Divine Brands, she can cast both Ghost Hack and Charge on the same turn going first. This is not possible against Alice A without some MP support though.
  • Limited-time Collaboration unit. Nobody knows if she will be rerun.
Mother Harlot.jpg Mother Harlot
Teal Yellow Purple Teal Yellow Purple 2 2 2 1 1
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.
Mozgus.jpg Mozgus
Red Yellow Teal 2 3 3 2 2
Pros
  • The only unit in the game that has a Critical Counter, God 1000 Fist Cannon will unleash a random barrage of piercing Phys attacks whenever the enemy scores a crit, that also ignores counters.
  • Extremely high bulk and damage reduction from Bloody Scripture make him a powerful tank. Building him as a tank also increases God 1000 Fist Cannon and Muscle Punch damage, as they both depend on Phys DEF for damage. Earthquake in Red furthers this synergy.
  • Yellow gives him access to discounted War Cry, letting him play a support role if required.
  • Extremely potent panels take him from an average tanky demon to an anti-t1 powerhouse. 70% hp, 650 flat PDEF, 20% accuracy, a start of turn heal, Null Mortal, 25% crit damage reduction, and a Charge effect once per turn when God 1000 Fist Cannon goes off gives him massive potential to counter sweep T1 teams when they crit.
Cons
  • God 1000 Fist Cannon has low base power.
  • Needs a lot of Accuracy investment due to bad AGI.
  • Panels are absolutely mandatory for his power.
  • Almost dead weight against magic damage, or when the opponent doesn't rely on crits.
Notes
  • Limited-time Collaboration unit. Nobody knows if he will be rerun.
Murmur.jpg Murmur
Yellow Purple Yellow 3 2 2 2 2
Pros
  • Duke of Hell provides him damage and ST damage reduction for each open weakness on your party. This gives him a natural spot in Orcus comps, who typically run a large amount of open weaknesses.
  • Dynamic Evil Spear is a piercing Dark ST nuke with a high crit rate. If it lands, it will also ressurect ALL your allies at 30% HP, making it a pseudo-Recarmdra that can grant a half-turn if you crit. It also provides a 20% accuracy bonus if maxed, which pairs well with his innate Epitome of Aggression and Panel 1 both granting accuracy.
  • Purple gains access to Null Mortal, whereas Yellow grants him Auto-Sukunda for PVE.
  • Can get massive amounts of damage reduction paired with Demeter and units like Barong or Beelzebub (Human)
Cons
  • You still receive extra damage from open weaknesses. Fire weakness is particularly annoying against Surt A and Atropos.
  • No innate damage boosters means he is forced to rely on Duke of Hell for damage.
  • Difficult to build optimally as he wants both damage and bulk; focusing on one will cause the other to suffer as a result.
  • Orcus comps are very vulnerable to Mortal, which is rampant in the current PvP Meta thanks to Beelzebub☆.
Notes
  • Dynamic Evil Spear only has 6 charges. Be very careful when using it, as you might end up running out of charges and be forced into a regular attack.
Nebiros.jpg Nebiros
Teal Purple Teal Purple 4 1 1 1 1
Pros
  • Call of the Dead is the only revive skill in the game without a usage limit. This enables infinite revives, especially if paired with healing supports like Nadja.
  • As Call of the Dead triggers at the end of the enemy turn, it lets you start yours with full Press Turns, and proc any start of turn chain effects like Archangels.
  • Hand of Glory provides AOE Curse + Luster Candy on ally death. The Curse is a great setup for Alice A (and his own passive), while the buffs increase your likelihood of surviving the turn.
  • Second highest Luck in the game paired with innate Epitome of Madness makes him a great Dodge tank.
  • Panel 2 grants Null Mortal which makes him even harder to kill.
Cons
  • Hard countered by Null Curse and demons like Demeter and Maria who make it hard to ailment teams. Offers almost nothing when his Curse is blocked.
  • Call of the Dead can be mitigated by a Cleric removing Curse before the end of the turn.
Notes -
Nergal.jpg Nergal
Red Purple Purple 1 2 2 4 2
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-Tarukaja 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.
  • Nergal is particularly strong against Cleric Angra Mainyu, as he can stack massive amounts of infliction to brute-force Weak through Angra's ailment resistance, which then lets you land your own Ailments to disable him from cleansing.
  • Panel 4 can trigger Hachiman giving him potential use with Fafnir 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 Daisoujou or Mahamayuri 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.
Notes
  • P3 Samael offers similar barrier break without consuming a Press Turn. This is vital versus double Intimidating Stance Teams, as Nergal consuming a Press Turn means you are left with a single Press for casting a true ailment.
  • Compared to P3 Samael, Nergal gives your other demons more flexibility in choosing brands, as they can forego Ailment Infliction completely. Weigh the extra Press Turn versus stat flexibility carefully.
Nero☆.jpg Nero☆
Any Purple Red 3 2 2 5 3
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.
Norn.jpg Norn
Clear Clear 3 1 1 2 4
Pros
Cons
  • Has no offensive skills despite possessing Merciless Blow. Heavily relies on transfers for an offensive presence or at least do more than heal.
  • Not really better than Amaterasu and Barong as a PvE healer/support.
  • Only obtainable through Democalypse grinding.
Notes
  • Very good for Dark and Light Alter-World.
  • As the AI will not cast debuffs in Democalypse, Abaddon A still has an edge over her being able to provide both buffs and debuffs.
  • Her Transcend Stones can be redeemed for Democalpyse Coins, so make use of that to unlock skill switches. This lets you give her multiple builds without needing multiple Norns.
Nyarlathotep.jpg Nyarlathotep
Purple Red Purple Red 4 3 3 5 3
Pros
  • Demons die when they are killed by Otherworldly Force, a strong force sweeping skill reminiscient of Echidna's pseudo-endure breaking revive sealing aoe. With 218 magic and innate Force Survivor and Butcher, this skill hits hard.
  • Additionally gains 35% force damage through panels, only further increasing sweeping potential.
  • Applies the unique ailment Gloom, which cannot be blocked or cleansed. The only way to remove it is death.
  • Gloom offers a huge variety of effects, debuffing the opponent's hit rate, evasion rate, crit rate, ailment infliction, and ailment resistance.
    • In addition, while Nyarly is alive, all enemies will take 25% additional damage from magic and deal 25% less magic damage, as long as they are affected by Gloom
  • With an absurd four repels, he combos well with Demiurge or Atavaka and he also happens to be a Vile demon, helping him fit with Pales. This is of particular note with him countering Koga Saburo well, as force repel is rare.
  • Offers buff control in P2 when Gloom is applied, helping him contribute even more to the team.
  • He is of special note in democalypse prelim rounds, where he adds a 25% damage boost to the entire team.
Cons
  • Has no way to reapply Gloom, so if a unit dies and is revived, the benefits are lost.
  • Otherworldly Force isn't a true endure breaker, so it won't always be able to punch through enemies, especially if they have multiple endures.
  • Isn't the tankiest demon so he will struggle to survive in slower teams, and if he dies, the magic damage amp on Gloom is lost.
  • More or less needs Concentrate to do damage to Demeter teams. This makes him more useful as an offense demon over defense, where you can't guarantee his casting habits.
Notes
Odin A.jpg Odin A
Purple Purple 5 4 4 5 5
Pros
  • Chief God's Rage continues the recent trend of massively overloaded passives, granting 100% crit rate, 40% damage boost to damage done by crits, 40% boost to Phys/Elec damage while his team is in Zenith, 30% evasion reduction to the enemy team while they're in Gloom, and at the start of the first turn, puts his team in Zenith and the enemy team in Gloom for 3 turns each. On top of all of this, when striking a weak point, his attacks will not use press turns outside of Democalypse.
  • Divine Spear Gungnir is the skill that brings his kit together with it doing either Phys or Elec Physical damage to a single target, chaining an aoe attack of the same element after. This skill also has boost levels that go up after use, increasing first the single target damage, and then the aoe damage, doing a massive amount of damage. Since it's physical damage, it can crit, and with 120% innate crit rate, he can easily even crit on the Elec boss in Democalypse.
  • At the time of writing, Arioch and Chi You especially are popular demons with an elec weakness. When their weakness is uncovered, he obliterates them.
  • Panels have a good mix of damage and utility, granting a bit of tankiness while also granting phys/elec damage, and a once a turn Charge effect any time his team downs a demon, leading to potential crit + charge situations for even more damage.
  • His press turn passive is not prevented by Orcus.
  • Can completely trivialize most of the Celestial fights (except Celestial Huang Long) - just equip Divine brands and a 4 MP skill to hit the enemy's weakness, spam it and you win without them even touching you (though it will take a while).
  • Incredible synergy with Zeus, who ensures after a cast of Keraunos that the enemy will be weak to elec.
Cons
  • If the foe's weaknesses are covered, his press turn efficiency passive is irrelevant.
  • Needs his team to be in Zenith and his attacks to crit to get most of his damage boosters.
  • Is generally only useful in T1 teams for pvp, but 160 agi and no innate speed limits his speed. Compared to Botis, this is by far his biggest weakness.
  • Chief God's Haki, while a potentially interesting skill, costs too much MP to really see use, especially considering you use this demon mostly to abuse his press turn passive.
Notes
  • Honorary 1/1/1/1/1 for leading to Sega nerfing Tag, ruining one of the oldest strats in the game for cheesing content, Tag Bros.
Okuninushi.jpg Okuninushi
Yellow Purple Red Yellow Purple 5 4 4 4 5
Pros
  • Incredibly speedy with 282 agi and +115% battle speed from skills and panels.
  • Sword of Izumo is a strong 240BP ST attack that ignores endures and has Remnants, so it will always use only half a press turn. With maxed skill level and Panel 1, it only costs 4 MP.
  • Works as a cleanser since he's immune to ailments, and Sword of Izumo cleanses the team after use. This synergizes with Sword of Izumo's Remnants to conserve press turn use, as well as his high agi to ensure he goes first.
  • Casts an ATK buff and DEF debuff at the start of his team's every turn. This is the perfect timing for an offensive buff swing in T1, as it comes after "start of the 1st turn" effects.
  • Yellow grants a team-wide boost to all magic damage (though not his own), while Purple boosts his own light damage and grants an endure.
  • Red grants the rare and powerful AoE Mahamabarion, which is otherwise only available from PvP rewards/exchange. Panel 1's -1 MP to Light skills also makes it somewhat cheap, at 6 MP.
  • Hits surprisingly hard due to innate light or magic damage boosts (total 60% from skills and panels; If Purple then 80%), despite having low MAG.
Cons
  • Hard to sweep in a single turn with Demeter in the meta.
  • Low MAG stat.
  • Extremely low VIT stat, plus no HP boosts on panels, means he's incredibly frail. This makes it very hard for him to survive against Tiamat A teams, as they often have multiple chains, making even Purple's endure not enough.
  • If the team doesn't get ailmented, then he can't get the Concentrate effect from Kunitsukami's Pride. This is especially a problem in Light Democalypse, which does not inflict any ailments.
Notes -
Orcus.jpg Orcus
Yellow Yellow 3 2 2 1 1
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.
  • Very 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.
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 extra damage from open weaknesses.
  • Due to the way Law of Hell is coded, it will also deny bonus turns gained from a Crit if the attacked demon has a Physical weakness. This ironically makes Slime a great partner for him, as Slime has six open weaknesses including Phys.
  • Law of Hell will also deny the bonus turn of Remnants if the attacked demon has a weakness to the attack used (example: Elohim uses Solar Flare on a demon that has a Fire weakness). However, if the attacked demon didn't have a weakness hit, then Remnants will receive its bonus turn as normal.
  • Needs specific team compositions to work well.
Ose Hallel.jpg Ose Hallel
Red Purple Purple Red Teal 4 3 3 4 5
Pros
  • Heavenly Sword puts him in a state of Charge and Rebellion after a single cast. This allows him to deal OBSCENE damage by spamming it over and over, especially if you have P2 unlocked for the MP reduction. It also bypasses Endures as a bonus.
  • Sword of Hallel gains boost levels as the fight drags on. At max level, it autocasts Debilitate at the start of turn, which is incredibly valuable for Phys Democalypse Boss Phase.
  • Can reliably crit for Press Turns thanks to Heavenly Sword constantly putting him in a state of Rebellion.
  • Phys Amp in Purple greatly increases his damage output. Teal can be used for Repel Phys if you plan to combo him with Repel Pierce units such as Atavaka.
  • Red gives him access to discounted Hades Blast, which is extremely powerful when combined with the Charge effect from Heavenly Sword. As a bonus, this also evokes memories of simpler times, where Charge + Hades Blast Teal Ose was all the rage in PvP.
Cons
Notes
  • If you spend your Charge and Rebellion on Hades Blast, then you need to use a turn on Heavenly Sword to get Charge and Rebellion back again. For this reason it's best to save Hades Blast until you're sure it will end the fight, or at least kill multiple targets at once.
    • In auto battle against multiple enemies, his AI tends to just use Hades Blast raw instead of charging it first. Due to this, Red is only going to reach its full potential in manual play.
Pale Rider.jpg Pale Rider
Teal Purple Yellow Teal 1 1 1 4 2
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 the strongest debuff Debilitate in Yellow, letting him double as a debuffer.
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.
Notes
  • Great choice for Celestial Gui Xian, as the boss does not reduce fractional damage.
  • 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.
  • Due to the Anti-Ailments nature of the current meta, Pale Rider-centered teams are extremely unsuited for random matches.
  • Cannot trigger panel 2's effect in Democalypse, since the enemies are immune to ailments.
Pales.jpg Pales
Teal Teal Yellow 2 1 1 1 1
Pros
  • Vile Glare provides Intimidating Stance when paired with another Vile, Drake or Jaki demon. This stacks up to twice, giving you double Intimidating Stance if you run two other partners instead.
  • Cry of the Poor deals Fractional damage at the end of turn, which is useful for cleaning up Endures. If you have three or more Vile/Jaki/Drake demons alive, it will instead of proc twice, letting it break multiple Endures in one go.
  • Unlike other Racial combos, Vile Glare and Cry of the Poor both work even with just 1 other partner, which allows a lot more freedom in team building.
  • Incredible synergy with Vile Demiurge - Demiurge helps to fulfill the Vile requirement, while Pales has three Repel and Drain resistances to complement False God and Supreme Creator.
  • With Panel 1 unlocked and a Rallying Survivor transfer, he can stack up to 85% increased ailment recovery, which means a confirmed Turn 1 recovery from Bind and Charm. This allows him to run a Pseudo-cleric set with a Prayer transfer.
  • Teal patches up his Fire weakness, while Yellow provides him discounted Recarmdra to further support the team.
Cons
  • Weak to Fire (unless Teal), which hurts a lot against Surt A and Atropos.
  • No innate skills means he relies heavily on transfer skills to do anything at all.
  • Very underwhelming without Demiurge.
  • Strict teambuilding requirements combined with large amounts of low damage chains make him extremely unsuited to the Demeter meta.
Notes -
Party Pixie.jpg Party Pixie
Clear Clear 4 1 1 3 3
Pros
  • Fortune's Kiss gives the party Luster Candy + Lydia, and has infinite uses. This is essentially an active version of Halo of Hallel, offering great sustain for longer fights. What's more, it can be cast immediately unlike Halo of Hallel, which needs to ramp up its Boost Levels first.
  • Super high AGI, so she's a great Speedster user to enhance your Battle Speed.
  • Immune to ailments and has a cleanse skill, so she can work as a cleanser. Her high AGI synergizes with this, helping ensure she goes first and making her less reliant on Lead Brands.
  • +2 MP per turn for herself, so she shouldn't have MP issues. This combined with no weaknesses vastly opens up her build options, though she should not pursue dealing damage.
Cons
  • Her native cleanse is only single-target, so she will need a Prayer transfer to compete with native full-party cleansers like Daisoujou. Silent Prayer, while a more-budget option, will remove Lydia.
  • Lydia heal procs upon each demon's turn, as opposed to immediate heals such as Barong Dance. So if your demons don't cycle around turns after getting Lydia, then they don't get healed.
  • No panels.
  • Her stats other than AGI are terrible. This also means she won't heal for much, due to low MATK.
  • Megidolaon is a wasted slot (aside from memes) due to low MATK.
Notes
  • Event Only.
Quetzalcoatl.jpg Quetzalcoatl
Teal Red Yellow Purple Teal 2 2 2 4 1
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 Atavaka.
  • 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.
Notes
Quetzalcoatl A.jpg Quetzalcoatl A
Red Purple Purple 4 4 4 5 3
Pros
  • Has full Fire Pierce and Fire Amp by default, plus Butcher in Purple. This makes him a strong fire sweeper in Democalypse.
  • Aztec Pulse is a strong ramping fire aoe, starting at 120 BP and ramping up to 160, while also casting Tarunda and Rakunda. As it gains boost levels, it gains Remnants and Endure pierce. Additionally, with P4 it will revive a teammate with 50% HP twice.
  • Ce Acatl grants him 30% HP, Null Mortal, a free revive twice per battle, while refunding the Press Turn lost from his death, and giving his team a one turn Luster Candy. This means if a team fails to sweep his whole team, he'll always come back the next turn.
    • Additionally, when he gets a kill, he grants his team a 20% HP Bulwark, heals 30% of their HP, and removes all revive bans. This gives him decent support utility.
  • Red gives him access to discounted Trisagion, useful versus Fire Anti-Pierce.
  • His P1 grants Null Bind, and P3 grants a unique effect where every time a teammate gets a kill, he will do a 100BP fire chain and remove all revive bans.
  • Works as good bait for Camael's chain effects.
Cons
  • Needs ramp up before he has remnants, meaning it's not always easy to place him in turn order.
  • Has trouble piercing through Demeter bulwarks without heavy investment.
  • Fire anti-pierce will wreck his day.
  • His bulk isn't the highest, and while he can come back from the dead, these days you still want everybody to sponge up as much damage as possible before death to try to survive.
Notes
  • As the Press Turn count is determined at the start of the round, Ce Acatl's Press Turn generation only cancels out the lost Press Turn from his death.
Rahab.jpg Rahab
Purple Yellow Purple Yellow 3 3 3 5 5
Pros
  • Enemy of God is a passive reminiscient of Murmur, granting party wide damage reduction when their weak points are struck, along with Tarukaja, Rakukaja, and a self state of Might every time a unit on either team strikes a weak point. Additionally to these party passives, the skill grants 25% damage reduction to Rahab when his weak points are struck, along with 50% accuracy and Ice Pierce.
  • Sea Dragon's Fury is a 200 BP Physical Ice attack with 50% crit, that has a similar stacking boost mechanic to Mantra, where every buff skill used by the party adds 10BP up to 15 times. This skill also ignores endures and counters.
  • Intimidating Stance in purple helps solidify his role in tanky slow teams.
  • Strong panels, especially with P2 granting his party bonus damage when hitting weak points and even more damage reduction when their weak points are attacked.
  • Protecting teammates against weak point damage is useful especially against Zeus, whose entire identity revolves around making opponents weak to Elec.
  • 65% innate accuracy and even more in panels helps him hit even evasive targets.
  • Fire Weakness helps him tank Elohim, and having only natural Elec resist will make him weak when Zeus reduces elec affinity, meaning he'll be taking massively reduced damage from two of the meta's biggest attackers.
Cons
  • No Null Mortal and only 40% innate HP boosters before panels makes him vulnerable as a tank when his weak points aren't being struck.
  • Even with 65% accuracy, can still need accuracy investment to hit extremely evasive targets.
  • Struggles to find a slot in slow teams in the current meta.
Notes -
Rama.jpg Rama
Yellow Purple Teal Yellow Purple Teal 4 2 2 3 3
Pros
  • One of only two demons that can Anti-Pierce through Drain, and thus an invaluable 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.
Raphael.jpg Raphael
Teal Purple Purple 3 2 2 2 5
Pros
  • Tailwind does massive damage against single targets, ideal for Bosses or cleaning up in PvP.
  • Works well in an Archangels Team.
Cons
  • God's Blessing does not deal damage, unlike Uriel and Gabriel's passives.
  • Needs a team built around him to work.
  • Weak to Dark unless Teal.
  • No innate Light Pierce.
Notes
Red Rider.jpg Red Rider
Teal Purple Purple 2 1 1 2 1
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 Yoshistune'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.
Sabaoth.jpg Sabaoth
Purple Teal Any 3 2 2 5 5
Pros
  • Has midrange potential with Sabaoth's Voice giving him differing effects depending on whether or not his team goes first or second, removing 2 MP from the enemy if they go first and inflicting weak, or giving his team 2 MP if he goes first. Additionally, he gets a Concentrate effect at the start of the round, and opponents afflicted by ailments do 30% less damage.
  • Sanction not only binds and does 120 BP Force damage that ignores endures, but also has remnants effect and generates a press turn if used on a bonus turn, once per turn. This makes him a good choice for press turn generation with T1 teams, and also is extremely powerful in Democalypse.
  • Godly Judgement has pretty good synergy with his auto concentrate effect, letting him do a massive ST almighty nuke, both ignoring endures and sealing revives.
  • Offers minor damage reduction to his team with P2, making them take 15% less magic damage.
Cons
  • Doesn't really offer much when used in midrange or T2 teams. He isn't particularly tanky and doesn't offer utility like Shaddai and Orcus neutering press turn generation, or Chi You counter sweeping teams.
  • Is extremely slow for T1 teams, with only 200 agi after full infusion.
  • Only really hits hard once, because once the Concentrate effect is gone, Sanction is an 80bp nuke and Godly Judgement being almighty is hard to boost. Demeter only aggravates these problems.
  • Other than democalypse, is often just a decent choice and rarely the best choice for a team.
Notes -
Samael.jpg Samael
Purple Purple 2 2 2 1 1
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.
  • Mana Aid is a great transfer skill.
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
  • 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.
  • Compared to Nergal, Panel 3 Samael gives you better Press Turn efficiency, but in return all your other demons will require some degree of Ailment Infliction from brands or transfers. Weigh the extra Press Turn versus stat flexibility carefully.
  • Panel 3 pairs well with Alice A and Nebiros teams, allowing them to land Curse without worrying about Barriers. He also negates Xi Wangmu's Panel 2, as he will continuously break her recasted Barriers at the start of his team's turn.
Samyaza.jpg Samyaza
Any Yellow Purple 4 2 2 2 5
Pros
  • Path of the Mage is both an offensive and supportive passive, reducing the innate cost of his Thunder Reign by 1, giving him force and elec pierce, 20% boost to both force and elec, and reducing the cost of his entire team's magic, ailment, support, and healing skills by 1, allowing his entire team to work better against MP removal.
  • Thunderforce allows Samyaza to once a turn chain a free Thunder Reign after a teammate (including himself) casts an elec skill, and a free Killing Wind after a teammate casts a force skill. This allows him to rack of massive amounts of damage as his team sweeps. The levels on this skill further increase his elemental damage.
  • Each awaken skill has its own use, depending on the situation.
  • Well focused panels that increase his damage output, reduce his costs even further, and increase his battle speed.
  • Relatively high agi of 201 makes him a decent pick for an elemental sweeping T1 comp.
  • Two innate repels and a third in teal can help him cheese PvE content.
Cons
  • Not the best pick for PvP, because HP totals are so inflated that the additional force and elec damage just isn't enough to take down tanks.
  • As his chain effects will hit random targets when he's on defense, he can't focus a specific target down when he's not being played manually on offense.
    • Demeter makes this issue even worse.
  • Two weaknesses is a liability. Additionally, his teal awaken skill covers neither.
  • While he's got decent agi, and a little speed in his panels, he's far from as fast as the fastest demons in the game, meaning he can get outsped.
Notes -
Schierke.jpg Schierke
Red Yellow Any 3 1 1 4 2
Pros
  • Summon Elementals debuffs a fixed stat depending on Element. The Rakunda effect from Fire Elemental Summon makes her particularly good for Fire Democalypse.
  • Access to three elements (four if Red) and innate Mana Aid makes her a useful PvE and Democalypse sweeper.
  • Gains a variety of supportive effects in her panels, granting team Fire/Ice/Elec/Force damage, Barrier to her team, along with Fire/Ice/Elec/Force pierce and damage, weak point damage, and a end of turn Concentrate effect for herself.
Cons
  • If the enemies don't all have the same elemental weakness, then you are at the AI's Mercy as to which Element gets cast.
  • Summon Elementals is only usable once every two turns.
  • Both her skills have levels, making her a very costly investment Kasane-wise.
  • No Pierce on Elemental Magic and Red's Thunder Reign unless panel 1.
  • Pretty much hard designed for Democalypse and PVE, and even in Democalypse she doesn't compare to the higher level Hachiman teams.
Notes
Seraph.jpg Seraph
Clear Clear 3 1 1 2 5
Pros
Cons
  • Only obtainable through Democalypse grinding.
  • High MP costs make him unsuitable for anything outside Democalypse.
  • Weak to Ice.
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!
Seth.jpg Seth
Purple Teal Clear Teal Purple 3 2 2 2 4
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.
  • Teal covers his weakness while Clear gives him an AOE skill in Titanomachia. Purple gives him Force Amp, which is valuable when aiming to use Ouas as a force attack.
  • Good set of panels that provide him damage, bulk and MP reduction.
    • With P1, P4, and Purple archetype, he can reach 40% Phys damage up and 65% Force damage up.
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.
  • Due to elemental Democalypse bosses having 100% crit resist, Force Ouas will not crit without insane amounts of additional crit rate, making it not as powerful as you might expect for force boss.
Notes
  • Easy 4x4 fusion paths and good panels make him a decent Panel 4 goal to strive toward.
  • Difficult to build in both elements simultaneously - generally it's best to pick one and stick with it. If you unlock his Skill Switches from Transcend, you could swap the builds around at will.
  • Purple no longer meme :(
Shaddai.jpg Shaddai
Yellow Teal Yellow Teal 3 4 4 2 2
Pros
  • Shaddai's Eye is a source of double Intimidating Stance, and additionally grants 70% hp with levels, along with 30% reduction to incoming damage from Crit attacks. Additionally, the opponents will not generate bonus turns when they crit, preventing crit passing.
  • El Rey is an almighty skill that scales off HP, while additionally granting Debilitate. If used on a bonus turn, it does an additional smaller aoe attack.
  • Slow, with only 117 agi, along with innate Almighty Slowda, helping cement his role as a strong T2 demon.
  • Panels grant aoe crit damage reduction, more HP and damage, while also granting Null Mortal helping keep him alive.
  • When paired with Demiurge, Godly Shield helps fight against Vishnu A teams, draining light and dark.
Cons
  • Isn't as strong on defense when players can choose whether or not to attack on whole press turns, potentially negating his crit pass denial.
  • Doesn't do much damage, even at high HP totals.
  • His panels are pretty important, as he doesn't have Null Mortal before P1, and P2 is a strong source of damage reduction for his team.
Notes
Shiva.jpg Shiva
Red Red 4 1 1 4 3
Pros
  • High STR, AGI and LUK paired with innate Serial Killer and Vorpal Blade make him an effective Physical Sweeper.
  • Good candidate for the Hell Gongen team as it patches out his biggest weakness - lack of early Phys Pierce.
  • Great set of Panels, especially Panel 3 which provides insane MP-cost reduction and Panel 4 which gives him Phys Pierce.
  • Has three sets of Drain resistances and no weakness if Teal, making him an ideal teammate for Rama or Demiurge.
  • Pralaya removes Almighty Tetrakarn 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.
Cons
  • Pralaya has a high MP cost and is blocked by Five Elements.
  • No Pierce until Panel 4, requiring a lot of investment.
  • Weak to Ice unless Teal.
  • Very expensive to fuse (only 5+5 fusion paths are available). This is also bad since Kartikeya, one of the most important demons for both PvE and PvP, 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
Shiva A.jpg Shiva A
Purple Teal Teal Purple 4 1 1 3 1
Pros
  • Third Eye can only be blocked by two demons in the whole game (Griffith and Beelzebub (Human)), going even through Five Elements-like barriers. It is also treated as a Physical attack and as such can Crit.
  • Ishvara provides auto-Rebellion and passively boosts his accuracy and crit chance.
  • Insane set of panels that give him everything he needs (accuracy, ST damage and reduced MP cost).
  • Incredible Elemental resistances especially in Teal. All these Elemental Drains make him an excellent partner for Rama and Demiurge - Drain Elec in particular allows him to soft-counter Passionate Rage.
Cons
Notes
Siegfried.jpg Siegfried
Red Red 3 2 2 4 4
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.
Notes
Skull Knight.jpg Skull Knight
Purple Teal Teal Purple 3 3 3 2 1
Pros
  • Demons die when they are killed by Sword of Actuation, unable to be revived.
  • Sword of Actuation is a 4 MP, 240 BP Almighty Phys attack, making it one of the strongest almighty skills in the game.
  • Foe of Demons defensively buffs your team at the start of your opponent's turn, increasing your odds of surviving, grants Phys Pierce, 20% ST damage, and reduces all almighty skill cost for the team by 1MP.
  • Repel Phys in Teal makes him a good partner for Kalki, Atavaka, and Alilat, while Master Assassin boosts his damage.
  • His panels grant him HP, damage, and accuracy, while also granting the party Almighty damage, and a chain effect where he follows up any Almighty skills cast by his party with an 80 BP almighty chain, that puts him in a state of Might. When paired with other almighty units, such as Kalki and Demeter, this skill will proc constantly.
Cons
  • Difficult to boost Sword of Actuation further due to it being Almighty Physical, especially in Purple where Master Assassin is already provided.
  • Requires a good team setup around him to truly shine.
  • Middling AGI makes him slightly awkward to fit in fast or slow teams.
  • Panels massively boost his power, making them near mandatory for a collab unit.
  • With Maria still high in the meta, Revive Seal isn't what it used to be.
  • Lacks innate crit rate.
Notes
  • Has AI issues when used on defense - AI will occasionally target demons with high HP instead of trying to finish off demons with Sword of Actuation. This can be circumvented by pairing him with sweepers like Hecate or Atavaka to soften everyone up, ensuring Sword of Actuation will kill whoever his AI targets. Auto-Rebellion also supposedly fixes this issue.
  • Limited-time Collaboration unit. Nobody knows if he will be rerun.
Sraosha.jpg Sraosha
Purple Yellow Purple Yellow 4 3 3 3 3
Pros
  • His unique Soul Judgement (Sraosha) deals AOE Phys damage whenever an opposing demon dies. This adds to the damage of fast Turn 1 teams and allows him to clear Endures.
  • High base AGI and innate Speedster make him invaluable for fast teams. Panel 2 further increases his Battle Speed.
  • Both Soul Judgement (Sraosha) and Soul Break have innate Pierce, giving him more flexibility over transfers.
  • Death Blow in Purple increases his crit damage. Yellow gives him access to Auto-Sukuka, which can be useful to ensure his attacks do not miss.
  • Being a Herald, he can be used in an Archangels team to great effect.
  • A fusible or budget option for Hachiman T0 comps.
Cons
  • Weak to Dark.
  • Unimpressive STR means he will need damage transfers to really shine.
  • Newer demons like Mada, Futsunushi, and Surt A can cause serious troubles with his chain effect.
Notes
Sukuna-Hikona.jpg Sukuna-Hikona
Purple Red Yellow Purple 3 3 4 4 5
Pros
  • Speedy with 243 base agi, and 40% battle speed innately between Light Accele and his Panel 1.
  • Invincibility Aid is a unique passive that grants him Light Pierce, 40% Light damage with levels, grants him Might if he attacks first, and has a unique chain where every time a unit on his team enters either Might, Charge, or Concentrate, once per effect per turn, he will chain a 100 BP Light attack on a random enemy. Building an entire team around this can lead to wiping out squishier teams before they even get a chance to act. Additionally, this skill grants Sukukaja and Tarukaja for each chain, granting strong buff control.
  • Exorcise Evil is a 4MP Light Physical 150BP ST attack that ignores counters, that when paired with his Panel 2, also does an additional 100BP Light chain once per turn, while also granting Sukukaja and Tarukaja. Combined with his innate Might, this can hit hard. Note that skill levels for this skill raise accuracy, not damage, helping him hit more evasive targets.
  • Has good synergy with Mithras, as he massively buffs Sukuna's Light damage, while also casting his own chains constantly to follow up Sukuna's numerous chain effects. This synergy has been expanded to Lakshmi A, leading to a potent team that can overpower even the tankiest teams.
  • With panels, skills leveled, and in purple, he has innately 105% Light damage boost.
Cons
  • Random targeting means he can't deliberately avoid anti-pierce.
    • This also means he struggles with Demeter bulwarks.
  • In PvP, if teams built around Invincibility Aid chains don't immediately win, he offers no defensive utility, meaning it's all or nothing.
  • Only single target, which can be troublesome against teams of 4 massive tanks.
Notes -
Surt.jpg Surt
Purple Clear Clear 3 2 2 2 5
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.
Surt A.jpg Surt A
Any Purple 3 2 2 5 5
Pros
  • Low AGI and Intimidating Stance in Purple makes him a great candidate for slow Intimidating Stance Teams.
  • Twilight Inferno deals massive damage to the enemy team when he dies, useful against frail T1 teams. This skill will go off even if he is bound on death, revive sealed, etc., there is currently no way to stop it other than killing him last.
  • Eruption deals respectable AOE damage and procs a random-hit AOE chain if the attack is successful, useful for cleaning up Endures and/or demons who survived the initial hit.
  • Panel 2 turns his regular attack into a Single-target Nuke dependant on MATK. Not only does this absolve him of any MP issues, it also gives him an out to Fire Anti-Pierce, as he can just nuke another demon instead.
  • Works well in Battle Tower as the enemy team is forced to either kill him (which procs Twilight Inferno) or deal with extra damage reduction on your MC.
Cons
  • Weak to Ice unless Teal.
  • Heavily dependant on Panel 2, otherwise he is hard-walled by Fire Anti-Pierce like Demiurge + Ardha, Atavaka + himself/Vairocana etc.
  • Lost a lot of power with the introduction of Demeter, who can protect squishy units from his explosion.
Notes
Susano-o.jpg Susano-o
Purple Purple 3 2 2 1 5
Pros
  • Very powerful Force nuker. 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).
Cons
  • No innate Force Pierce until Panel 4.
  • No innate Phys Pierce at all.
  • Weak to Fire.
Notes
  • Easy 4x4 fusion paths and good panels make him a decent Panel 4 goal to strive toward.
Susano-o A.jpg Susano-o A
Purple Red Teal Purple Teal 3 3 3 2 5
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.
Notes
  • Heavenly Valor has lower base accuracy compared to typical Physical AOEs.
Tezcatlipoca.jpg Tezcatlipoca
Purple Yellow Red Purple Yellow 4 1 1 5 5
Pros
  • Ome Acatl is a heavily loaded passive, offering Dark Pierce, a damage amp to cursed enemies, Barrier Break for free if his team attacks first, and a revive punish, doing fractional damage that can curse to the opponent any time an enemy is revived.
  • Over 200 magic and innate Dark Amp make Yohuallipoca hit hard, especially on a single opponent, doing up to 270 bp to a single target, making him extremely powerful for both the wave and boss phases of democ.
  • His panels are well suited to his role, offering battle speed, damage, and offensive buff control when an enemy is cursed.
  • Can be an enabler for fast AG2 farming teams with Alice A, along with BoS Vanity 13.
Cons
  • Ultimately, Tezca is an ailment demon coming into a meta where the most popular demon, Maria, is ailment immune and has discounted Salvation.
    • Demeter just makes this problem worse with Bulwarks and team ailment immunity under them. Even his chain won't be very effective against her.
  • Relies heavily on going first to get his barrier break, but is outsped by the faster demons in the game.
  • He has niches, especially in democalypse, but he's a demon that just came out too late for what his kit has to offer.
  • His revive punish isn't as good as you might expect against Maria and Echidna, because those revives activate at the end of your turn and his punish is current hp based and can't kill, meaning you're vulnerable to being counterswept.
  • Something that is very unintentionally popular are demons paired with Demiurge who also happen to possess innate Repel Dark or Drain Dark (for example Masakado, Beelzebub☆ and Beelzebub (Human)). Because of this, AOE Dark damage tends to be useless or at least unreliable for pvp and therefore, hindering Tezca's usefulness even more.
Notes -
The 6th Angel.jpg The 6th Angel
Purple Teal Red Purple 5 5 5 5 5
Pros
  • The second of the Eva units, with a more midrange focus, and a light damage emphasis.
  • With 50% innate Light Damage, 237 Mag stat, 40% damage amp under bulwark, and 25% magic damage in purple, 6th is going to hit hard. Add in the fact that Last Nemesis is a 280 BP light magic skill that pierces bulwark, has remnants, ignore Endures, AND casts Five Elements on the team after use, and 6th is going to be doing a LOT of light damage. The Five Elements effect is also powerful against The 10th Angel, countering her Rejection chain.
  • Impregnable is a loaded passive that adds Light Pierce, grants a 100% hp bulwark for 3 turns at the start of the first turn, grants 20% HP, and at the start of their own turn, does a 100 BP bulwark piercing light attack, and does a one turn Debilitate every time this demon does a magic or fractional attack.
  • Gains damage, self healing, Null Mortal, and party damage from panels, making it a loaded set of panels.
  • Incredibly powerful at farming BoS S14. One of the key demons for doing faster clears.
Cons
  • In pvp doesn't quite do enough to always be a good choice. When competing with demons like Demeter, The 10th Angel, Camael, and Maria, it can be challenging to slot her into a team.
  • Has issues with Camael's MP cost increase, especially as Last Nemesis cannot be reduced to 4mp cost.
Notes
  • A limited collab unit. Nobody knows if or when she will be rerun.
The 10th Angel.jpg The 10th Angel
Purple Red Purple 3 5 5 2 2
Pros
  • The 3rd and final Eva demon, and our slow T2 unit. With a double Intimidating Stance effect, Null Mortal, and 70% innate HP% in Rejection, Almighty Slowda lowering battle speed, 40% damage reduction while at full HP, and a 100% HP bulwark for 3 turns at the start of battle, she can take a lot of damage. It's difficult to overstate how much she can increase the team's bulk, especially against teams without Bulwark Pierce.
    • If you try to take down her team first, every time a teammate dies, she chains a Rakunda effect, then does a 140 BP almighty chain that pierces bulwark, scaling off of 30% max HP. This can easily sweep a team, especially a frail T1 team, even through Demeter's bulwark.
  • Ray of Ruin continues the almighty trend, being a 100 BP almighty aoe also scaling on 30% HP, with remnants and bulwark pierce. Additionally, when it is successful, it does an additional 150 BP ST chain on the enemy with lowest HP, and both hits ignore endures.
  • Demonic Growth in purple grants 20% almighty damage boost and a free Endure as well.
  • Her panels grant healing, damage, Null Bind and Null Charm, along with HP, giving her everything she could ask for, especially as bind stops her chain effects.
Cons
  • Demons like The 6th Angel and Indrajit have ways to fight her Rejection chains, causing her to potentially nuke herself. Building full damage boosters can actually be dangerous for this.
  • Bulwark Pierce demons quickly bypass the massive damage reduction from Rejection.
  • Not nearly as useful in PvE as she is in PvP.
Notes
  • A limited collab unit. Nobody knows if or when she will be rerun.
Thor.jpg Thor
Purple Clear Purple 3 2 2 2 5
Pros
  • Mjolnir deals massive 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.
Thor A.jpg Thor A
Purple Purple Teal 3 3 3 2 5
Pros
  • Megingjord provides a massive amount of passive bonuses, in 50% HP, full Phys and Elec Pierce, 50% crit rate, 20% hit rate, 30% damage reduction for all physical attacks, including physical elemental attacks, 50% crit rate reduction, and an Intimidating Stance effect.
  • Thunderous Hammer is a strong Elec physical attack, doing a 150 BP hit and a 125 BP chain, starting with 50% crit rate. As it gains boost levels, the crit rate scales up to 100%, and the chain effect goes up to 150 BP, making it potent in pvp and Democalypse alike.
  • Very bulky thanks to innate Life Surge, great HP and VIT stats and the damage reduction from Megingjord.
  • Decent synergy with Zeus, who will enable Thunderous Hammer to hit weakness for massive damage.
  • His panels grant him 20% more physical damage reduction, and 30% elec damage reduction, giving him an innate 80% elec physical damage reduction, making him a potential counter to Zeus as well.
  • Panels also grant Null Mortal, more HP, damage, and crit rate. Additionally, Thunderous Hammer will place the user in a state of Charge at P4, though it should be noted this only applies to the first hit of his attack.
Cons
  • Middling AGI and LUK plus no very few hit boosters lead to accuracy issues.
  • While he's strong against Physical Elec attacks, he has no damage reduction against anything else, leaving him vulnerable to just being targeted by other attacks.
  • Hard to justify a slot in a T2 team because so many units have more utility than him, but he's also not fast enough for T1.
Notes -
Tiamat A.jpg Tiamat A
Purple Red Teal Purple Yellow 5 4 5 4 5
Pros
  • Tempestuous Malice essentially guarantees teams need to be prepared for her to random in PvP, granting Dark Pierce, and by offering a chain at start of turn and additionally at the start of the first turn that reduces Dark Attribute Affinity by one level, and inflicting Poison and Charm. If an enemy is afflicted with a status ailment, she will do a chain that does a 1 turn Debilitate, and 100 BP Physical Dark damage, that also reduces MP by 2, once per turn. This skill is debilitating to teams that are not prepared to handle it. It is worth noting that if she outspeeds you, her chains will occur before Demeter's bulwarks, making them not prevent the ailments.
  • Fangs of Vengeance is a massive 300 BP Physical 50% crit rate Dark skill that also inflicts Charm, and generates a press turn once per turn if the skill is not NDR'd. Boost levels increase the crit rate of the skill to 100% and the damage up to 400 BP. Combined with a high STR stat and her Dark Attribute Affinity reduction, this skill hits absurdly hard.
  • Yellow offers a skill that protects her in the mirror match, and Purple offers a powerful passive with 20% acc and 20% dark damage.
  • High Luck helps her land ailments and also helps her hit and crit.
  • As usual, Panels offer everything she could need, with accuracy, higher chance to land ailments, an additional chain to apply Poison and Charm at the start of enemy turn, MP cost reduction, buff control when ailments do land, and Dark damage. However, she also functions very well without these panels.
Cons
  • Needs to build Accuracy or she'll miss easily on evasive targets.
  • If she's outsped, Demeter entirely nullifies all of her ailment chains.
  • Absolutely no bulk. She is incredibly easy to snipe, even with Demeter protecting her.
  • Also has middling speed, on a demon that ideally really wants to go first. Outspeeding the opponent can be a challenge.
Notes
  • On the first turn if she attacks first, she will reduce Dark Affinity by 2 because her passive activates twice. Every other turn, it only happens once.
  • Consider using with Hachiman as a T0 team.
Tokisada.jpg Tokisada
Purple Red Purple 4 2 2 2 5
Pros
Cons
  • Requires Panel 2 to unlock his full potential for PvP, as being able to guarantee crits for extra turns is very powerful.
  • Only has Pierce through Amakusa Uprising, Mahamadyne in Red does not pierce.
  • Needs accuracy investment for PvP, as Amakusa Uprising can miss.
Notes
Trumpeter.jpg Trumpeter
Any Teal 2 2 2 5 4
Pros
  • Apocalypse deals heavy Almighty AOE damage while having a high mute chance for a low MP cost.
  • Access to Concentrate to further increase his damage.
  • No weaknesses and 2 Nulls give him a lot of flexibility in skill transfers.
  • 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 -
Tzitzimitl.jpg Tzitzimitl
Any Purple Red 2 1 1 1 1
Pros
  • Demons die when they are killed by Dark Premonition, unable to be revived.
  • High innate dodge rate which compliments the Mute from Dark Premonition.
  • Red gains discounted Mind Blast, which can be used to further disable enemies. Purple gains Enduring Soul to bolster her survivability.
Cons
  • Needs to be below 50% HP to unlock most of her kit, making her a glass cannon.
  • Dark Premonition only has mediocre base damage, and can be stopped by Dark Anti-Pierce such as Rama + Masakado.
  • Mediocre stats.
  • Ailments fall flat in late PvE because of inflated enemy stats.
  • Weak to Light unless Teal.
  • Moirai sisters are no longer relevant, massively ruining any potential she had as a sweeper.
Notes -
Unit 01 Dx2 Type.jpg Unit 01 Dx2 Type
Red Purple Teal Purple Yellow 5 5 5 3 5
Pros
  • 01 is the fast of the three Eva units, with 240 agi, 70% innate Battle speed, and press turn generation when going first.
  • With 60% dark damage in purple and 100% innate crit rate, Demonic Sword, a bulwark piercing 260 BP Dark Physical attack with an extra 50% crit rate, is going to hit hard. Additionally, this skill revive seals and casts a one turn Luster Candy afterwards, helping with buff control for the whole team.
  • Alongside the other mentioned bonuses, Demonized Form grants Dark Pierce, 20% Hit Rate on levels, and a chain effect when any party member downs a demon that casts a 1 turn Debilitate and once per turn, also does a 100 BP Dark Physical aoe chain.
  • With Repel Dark in teal, Chaos Incarnate granting great passive bonuses in purple, and yellow blocking Tiamat A's ailments, a variety of colors can be useful in different teams and situations.
  • P1 grants much need accuracy, turns Demonic Sword in a 4MP skill, which is incredibly valuable against Camael, P2 grants full Sukukaja buff swing at the start of turn, and P3 grants more damage and accuracy.
  • Being able to bulwark pierce helps a massive amount against The 10th Angel, because she can pierce through 10th's bulwark and damage hp directly, meaning the rest of the team isn't fighting against their 40% damage reduction at full HP.
Cons
  • The damage chain going off only once a turn hurts sweeping potential
  • If only one demon on your team has bulwark pierce, it can make it hard to actually use it effectively because the rest of your team still needs to push through Demeter's full bulwark, and if you never break through the bulwark, you're always fighting against her 20% damage reduction when a unit is under bulwark.
  • Not having Phys Pierce is an issue against Camael. Often 01 will be the unit affected by his start of turn chain, and even with MP support, 01 will not be able to cast Demonic Sword on their first action. This means a Null Phys transfer or Tetraka Shift will cause problems. Consider a Phys Pierce (weak) transfer if possible.
Notes A limited collab unit. Nobody knows if or when she will be rerun.
Uriel.jpg Uriel
Teal Purple Purple 4 2 2 4 5
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.
Cons
  • Needs a team built around him to work.
  • Chain effects kill demons before they have a chance to talk, making him less useful for Aura Gate.
  • Weak to Dark unless Teal.
  • No innate Light Pierce.
Notes
Vairocana.jpg Vairocana
Purple Yellow Purple Teal 3 2 2 3 1
Pros
  • Radiant Mantra constantly resets all opponents' buffs and allies' debuffs at the start of the enemy turn. When used in a slow team, this allows him to nullify harmful Auto-skills, giving your other demons more flexibility in skill transfers as they don't have to counter them anymore.
  • Good Repel resistances makes him a natural partner for Alilat and Atavaka. Fire and Light Repel is especially useful to counter Archangels teams, as it makes him immune to both their AOE elements.
  • High MAG and Butcher in Purple allows him to function as a strong Almighty sweeper. In addition to dealing respectable Almighty damage, Path of Prominence also applies a mini Luster Candy buff, extending his role as a buff control specialist.
  • Yellow gives him access to discounted Mediarahan, allowing him to function as a decent PvE Healer.
Cons
  • Very hard to further boost his damage.
  • Despite wanting to go second to fully abuse Radiant Mantra, his AGI is on the high side.
  • Very high MP costs. Even with maxed Path of Prominence and Divine Brands, he won't be able to spam it consistently unless Panel 2 is also unlocked.
  • Full Almighty / non-Piercing kit means he is shut down hard by Five Elements effects.
  • Offers very little against Demeter, being nothing more than some buff control.
Notes
Vasuki.jpg Vasuki
Purple Red Purple Clear 2 1 1 2 5
Pros
Cons
  • Poison (and by extension Insanity) does literally nothing for his Ice builds.
  • Lack of Pierce and being limited to only random targeting makes him very bad for PvP.
  • Weak to Fire unless Teal.
Notes -
Vishnu.jpg Vishnu
Clear Red Red 2 1 1 1 2
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.
  • Clear's Mudodyne gets reduced to 3MP with Panel 3 unlocked, ensuring Vishnu can always cast it, even with Spell brands. This can be helpful in auto Vanity farming, where the boss is weak to Dark.
  • 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 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 -
Vishnu A.jpg Vishnu A
Red Yellow Purple Yellow Purple 5 2 2 5 5
Pros
  • God of Ubiquity is a heavily loaded passive, offering Light and Dark Pierce, 20% Light and Dark Amp, 30% Battle speed, along with a chain effect at the start of his team's turn that does Dark AoE damage while also reducing the enemy's attack and defense.
  • Nirvana is an absurd ability that ramps up over his turns, dealing 120 BP Light AoE and more importantly, giving his team an additional press turn once a turn, letting him massively increase his teams potential. It also additionally ramps up to 160 BP and ignores endures, making it an incredibly powerful sweeping skill. It was also buffed to give a 1 turn Debilitate effect on Boost level 2.
  • Tar Flexi joins Suk Flexi in skills that grant a team a variable advantage whether or not the team went first.
  • Panels help make him tankier to help guarantee additional press turns, and increase his MP regen, to the point that with Maria and P2, Nirvana can always be cast as long as it is maxed, meaning no amount of MP drain can prevent it.
  • Incredible in light democalypse and in certain situations, any democalypse, as press turn generation is king.
Cons
  • Anti-pierce with Light really shuts him down, preventing him from doing his main roles of damage and press turn generation. This can make him less useful on defense and for randoming in PvP.
  • God of Ubiquity can be easily stopped by Dark Anti-Pierce, something that is very unintentionally popular as there's so many demons that get paired with Demiurge who also happen to possess innate Repel Dark or Drain Dark (for example Masakado, Beelzebub☆ and Beelzebub (Human)). Because of this, AOE Dark damage tends to be useless or at least unreliable for pvp.
    • The automatic Dark AoE has further problems against Demeter teams, as it'll trigger her to re-cast Bulwarks. If Vishnu's damage isn't high enough, this could result in a net gain of bulk for her team.
  • A fire weakness and only Null Fire in teal means he can be vulnerable to demons like Adramelech.
  • Makes you choose between midrange and fast, because his speed is too high to really use in a slow team, but he also isn't necessarily bulky enough to survive if his team doesn't go first, even with Tar Flexi.
Notes -
Vritra.jpg Vritra
Any Yellow Purple 4 2 2 4 5
Pros
  • Has a streamlined kit designed to make enemies evaporate with Raijin Koryu Palm Strike, a 240 BP Elec attack, with 40% elec damage baked right into his base kit, 55% in purple, and also offers buff control if it is successful.
  • When he downs an enemy, which is not a hard feat, Between Heaven & Earth chains in a 70 bp aoe elec chain, and regens 3 mp for Vritra.
  • Innate Elec Survivor and hp% in Between Heaven & Earth skill levels help him builk up a little bit.
  • Each color has its own use, offering aoe, buff control, more damage, or covering his force weakness as an option.
  • Fast, helping him outspeed other teams to sweep before they can even attack, with additional speed in panels, along with better buff control and more damage.
  • Exceptional as a boss unit in elec democalypse.
Cons
  • Does very little beyond large amounts of elec damage.
  • Is weak to Force (unless Teal), and Koga Saburo will do massive damage due to this, along with generate press turns. Teal also only provides Null Force, meaning he can't use anti-pierce to stop this, only the press turns.
  • Demeter punishes his weak 70 BP elec chains, making him not as useful with Zeus as you'd expect.
Notes
  • When using red, be aware of any anti-pierce before using Maziodyne.
  • Surprisingly simple for a 2022 demon. His entire basic kit has fewer words than King of Hell
V☆.jpg V☆
Red Yellow Red Yellow 2 1 1 1 1
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.
  • 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.
Xi Wangmu.jpg Xi Wangmu
Any Purple 3 4 4 1 1
Pros
  • Peach of Immortality gives all your demons two extra lives. This is especially powerful if coupled with naturally tanky demons like Demeter and Maria, or demons with on-death effects such as Ixtab and Nadja.
  • Goddess' Fan removes all buffs from the opponent and fully debuffs them, swinging the buff advantage in your favor.
  • Above average bulk and Null Mortal in Purple allows her to survive most onslaughts and resurrect her fallen teammates.
  • Has great synergy with Demeter and Maria stall teams, taking forever to sweep the entire team.
  • Decent PvE Healer with innate Mediarama.
Cons
Notes
  • Demons are immediately raised by Peach of Immortality upon death. This can be a disadvantage against Hyper Offensive comps, who can simply kill said demon again in the same turn.
Yama.jpg Yama
Red Purple Purple 3 2 2 5 4
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 -
Yoshitsune.jpg Yoshitsune
Purple Teal Purple Teal 5 1 1 4 5
Pros
  • Widely considered the best 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 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
  • As of 2022, he's multi-fusible, but only Common Archetype (Clear) and at an approximate cost of 11 million mag per copy (3 million of that is unaffected by discounts), making it slow and expensive to fully Panel him.
Zaou-Gongen.jpg Zaou-Gongen
Red Red 5 1 1 4 5
Pros
  • Kongo Zaou is a powerful passive that grants Phys Pierce to all your demons under Rebellion. Hell Gongen is a team archetype based specifically around this ability.
  • 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.
  • 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 Masakado A 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.
    • Due to elemental Democalpyse bosses having 100% crit resist, Fire Slash won't crit without tons of crit support. No crit means no P3 Rebellion chaining.
    • Prelim does not have crit resist, so using Rending Fire and/or Auto-Rebellion there for crits shouldn't be a problem.
Zeus.jpg Zeus
Any Purple Yellow 5 5 4 5 5
Pros
  • Omniscience and Omnipotence downgrades the enemy's Elec resistances by 2 stages - meaning that anyone who doesn't NDR Elec is now Weak to Elec. This also completely shuts down anti-pierce for Elec.
  • Keraunos downgrades Elec resistance by 1 stage, and stacks with the above effect, up to a cap of 3 stages. 3 stages guarantees the enemy is now Weak to Elec. This skill also ignores counters and endures, Revive Bans the enemy if it kills, and attacks 2 separate times per cast, potentially landing 2 kills. With maxed skill level and Panel 1, it only costs 4 MP.
  • Panel 2 increases his team's accuracy and damage against weak points, and his innate Wretched Blow increases his own damage against weak points. Further, he casts a 100BP AoE when any party member hits a weak point, and generates a press turn (once per turn).
    • These effects are all extremely valuable in Democalypse.
  • Automatically casts a 100BP ST attack at the start of the enemy's turn. This can chain into effects such as Hachiman's Jingu's Divine Light, potentially offering a lot of offensive pressure before the enemy can act.
    • This ST attack can help counter Bulwarks on the enemy team, as their Bulwarks will wear off at the start of their turn - leaving their HP bars exposed.
  • All of his colors have a use, but for general purposes Purple is best.
  • Trivializes a lot of PvE content, due to opening up an Elec weakness where normally a weakness would not exist. Hell's Park 100 is a prime example of this, where King Frost's anti-pierce Null can be bypassed by reducing his Elec resistance to Neutral or Weak, letting an Elec team sweep the fight with ease.
Cons
  • Weak to Force unless Teal.
  • No crit rate support in his kit (aside from Rending Thunder).
  • The AoE upon hitting a weak point is counter-productive against Demeter, as it will cause her to re-cast Bulwarks on her team. Additionally, it doesn't prevent counters, which can lead to Zealous Rebel Chi You killing him on his own turn.
Notes
  • Attribute affinity down does not work in Democalypse.
  • For manual play, the 100BP ST at start of enemy turn will hit whoever your cursor is on. On Auto and/or Defense however, you are at the mercy of the AI for who he hits.
  • If building him for Democalypse, try to transfer a "Rending <element>" skill (for Prelim) or an "<element> Slash" skill (for Boss) to make use of his PATK. These skills are only available through events, though - so if you don't have them, you may have to run a magic skill instead.
Zodd.jpg Zodd
Clear Red Purple 3 3 3 3 1
Pros
  • Rip does AOE Piercing Physical damage and heals him by 50% of the damage dealt. It also refunds 2 MP when maxed, allowing you to spam it repeatedly. At max boost it has 170 BP and 70% crit rate, making it do massive damage when combined with his sky high STR stat.
  • Nosferatu increases his damage every turn (up to 100% after 5 turns). This makes him excellent for long, sustained fights, especially since he can heal himself with Rip. It also grants Phys Pierce, bulk, accuracy, an endure, and damage bonus and reduction when he's under 50% HP.
  • Mana Aid in Clear is very useful for PvE, as it ensures he can spam Rip every wave.
  • Very tanky thanks to incredible bulk and Nosferatu providing him a better Enduring Soul. Purple gives him Null Mortal which makes him even harder to kill.
  • Red grants a ST skill and Teal grants Drain Phys, both having their uses.
  • Great panels, with damage, accuracy, hp, an Infinite Chakra effect, and a chain effect when he's hit by a physical attack, doing an HP draining 80BP physical attack.
Cons
  • Has accuracy issues due to low AGI and middling LUK.
  • Being aoe focused can be a liability against Demeter. Consider using Charge to bypass her bulwarks.
Notes
  • A very useful unit for beginners to cruise through the early parts of PvE.
  • Limited-time Collaboration unit. Nobody knows if he will be rerun.

4★ Summary

  • Synced daily (~24:00 JST)
PVE
Score Demons
5
4

Abaddon A.jpgFenrir.jpgHell Biker.jpgYatagarasu.jpg

3

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

2

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

1

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

PVP Offense
Score Demons
5
4

Nekomata A.jpgNidhoggr.jpgZhong Kui.jpg

3

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

2

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

1

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

PVP Defense
Score Demons
5
4

Nekomata A.jpgNidhoggr.jpgZhong Kui.jpg

3

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

2

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

1

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

Democalypse Prelim (Beta)
Score Demons
5

Agni.jpgAnubis.jpgAnzu.jpgBeelzebub.jpgBeiji-Weng.jpgKing Frost.jpgPrometheus.jpgTitania.jpgYm.jpgZhong Kui.jpg

4

Baldur.jpgOberon.jpgOdin.jpgPazuzu.jpgRakshasa.jpgWu Kong.jpg

3

Dante.jpgFenrir.jpgHanuman.jpgHel.jpgKikuri-Hime.jpgMatador.jpgMishaguji.jpgNero.jpgOrochi.jpgPallas Athena.jpgSarasvati.jpgSkadi.jpgSphinx.jpgTachikoma.jpgTitan.jpgTlaltecuhtli.jpgYatagarasu.jpg

2

Ame no Uzume.jpgChernobog.jpgGirimekhala.jpgGurr.jpgHalloween Jack.jpgHecatoncheires.jpgHelper Frost.jpgNidhoggr.jpgPersephone.jpgRangda.jpgSandalphon.jpgSleipnir.jpgSonic.jpgSuccubus.jpg

1

Abaddon.jpgAbaddon A.jpgAlraune.jpgAttis.jpgAzrael.jpgBayonetta.jpgBeloved.jpgBishamonten.jpgCait Sith.jpgCerberus.jpgDantalian.jpgDionysus.jpgEs.jpgGanesha.jpgGucumatz.jpgHell Biker.jpgJeanne.jpgJeanne d'Arc.jpgJikokuten.jpgKama.jpgKudlak.jpgLoki.jpgLong.jpgMan Eater.jpgNeko Shogun.jpgNekomata A.jpgOngyo-Ki.jpgParvati.jpgThrone.jpgTsukuyomi.jpgV.jpgVouivre.jpgWhite Rider.jpgYurlungur.jpg

Democalypse Boss (Beta)
Score Demons
5

Abaddon A.jpgAnubis.jpg

4

Agni.jpgAzrael.jpgBaldur.jpgOberon.jpgSonic.jpg

3

Anzu.jpgBeiji-Weng.jpgDante.jpgHel.jpgKing Frost.jpgLoki.jpgNero.jpgPallas Athena.jpgPrometheus.jpgTitan.jpgTitania.jpgWhite Rider.jpgWu Kong.jpgYm.jpgZhong Kui.jpg

2

Ame no Uzume.jpgAttis.jpgBeelzebub.jpgCerberus.jpgChernobog.jpgDantalian.jpgGanesha.jpgGirimekhala.jpgGurr.jpgHanuman.jpgKikuri-Hime.jpgLong.jpgNidhoggr.jpgOdin.jpgOngyo-Ki.jpgPazuzu.jpgPersephone.jpgRakshasa.jpgRangda.jpgSandalphon.jpgSarasvati.jpgSkadi.jpgSleipnir.jpgSphinx.jpgSuccubus.jpgTachikoma.jpgTlaltecuhtli.jpgTsukuyomi.jpgYatagarasu.jpg

1

Abaddon.jpgAlraune.jpgBayonetta.jpgBeloved.jpgBishamonten.jpgCait Sith.jpgDionysus.jpgEs.jpgFenrir.jpgGucumatz.jpgHalloween Jack.jpgHecatoncheires.jpgHell Biker.jpgHelper Frost.jpgJeanne.jpgJeanne d'Arc.jpgJikokuten.jpgKama.jpgKudlak.jpgMan Eater.jpgMatador.jpgMishaguji.jpgNeko Shogun.jpgNekomata A.jpgOrochi.jpgParvati.jpgThrone.jpgV.jpgVouivre.jpgYurlungur.jpg

4 star Tier List

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

See also