Name
|
Best Archetype(s)
|
PVE
|
PVP
|
PVE |
PVP |
Offense |
Defense
|
Adramelech
|
|
|
A |
B |
B |
B |
Pros |
- Sun God's Majesty punishes any form of MP restore, burning 1 MP and dealing 30% Fractional damage to their entire team, while also renewing Barriers for your team. This makes him an incredibly strong counter to MP-batteries like Alice A, Camael and Demeter.
- He also has a niche against some of the more recent demons, as Inanna and Vanitas recover MP for themselves.
- In addition, Sun God's Majesty provides him Fire Pierce and more importantly +25% to Fire damage—this gives him a whopping +60% to Fire damage in Purple, even with ZERO transfers and ZERO panels. When combined with Sacrificial Inferno's massive Base Power (which also ignores Endures and Bulwark), Adramelech can easily nuke down any target he chooses.
- But that's not all! Sun God's Majesty downgrades the enemy's Fire resistances by 2 stages, meaning that anyone who doesn't NDR Fire is now Weak to it. This also completely shuts down anti-pierce for Fire. This gives him synergy with Fire units like Lost Name and Inanna.
- To cap it off, Sun God's Majesty also provides a 3-turn Luster Candy at the start of battle, aiding you in winning the buff war. With Panel 2 unlocked, it further chains into a 3-turn Debilitate, literally swinging every buff by himself for free.
- Trivializes a lot of PvE content, due to opening up a Fire weakness where normally a weakness would not exist. Hell's Park 100 is a prime example of this, where King Frost's anti-pierce Null can be bypassed by reducing his Fire resistance to Neutral, letting a Fire team sweep the fight with ease.
- Great panels, with a built-in Infinite Chakra in Panel 1, a Rakunda effect when Sacrificial Inferno is cast in Panel 2, a 120 BP AoE Fire attack when he strikes a weakpoint in Panel 3, and a follow-up to Sun God's Majesty's MP burn effect that burns 1 MP (making it counter Camael or Demeter) and decreasing the Fire affinity of all enemies by 1 (which guarantees all enemies are weak to Fire) in Panel 4.
|
Cons |
- Weak to Ice unless Teal.
- High AGI makes him awkward to fit into slow teams, more or less mandating Epitome of Endurance.
|
Notes |
- |
Synergies |
|
|
Alice
|
|
|
C |
D |
D |
- |
Pros |
- Die for Me! inflicts Mortal (instant kill), has pierce, and bypasses Endure-type skills, making her incredibly valuable for deleting key demons in PvP.
- High MAG stat combined with Dark Amp in Purple makes her a very powerful Dark Mage.
- Incredible panels that give her damage amplification, MP cost reduction, and increased uses of her signature unique skill.
- Panel 4 makes DFM trigger a second DFM as a chain effect, meaning she can score 2 mortal kills per cast. Even if an enemy doesn't die to mortal, Alice still effectively doubles her damage output per DFM cast.
- She's cute!!
|
Cons |
- Ideally wants to be run with Divines or an MP battery demon, along with P2, to spam Die for Me! as much as possible.
- Die for Me! has only one charge unless P3 is unlocked, limiting her usefulness at low panels. This is especially a problem in scenarios where she cannot be Panelled, such as Tokyo Abyss.
- Only has pierce on Die for Me, her other dark skills will not pierce.
- She has pretty bad AI (will sometimes Mamudoon instead of spamming DFM), keep this in mind when using her for Defense.
- Mortal is lot less powerful against units like Idun, Walpurgisnacht, Masakado B, and Panel 2 Camael, all who are key defensive demons currently. Gozu-Tennoh and Masakado A completely shut her down as well, as they grants teamwide Tetraja.
|
Notes |
- Cannot be used in the same team as Alice A.
|
Synergies |
- |
|
Alice A
|
|
|
A |
B |
B |
B |
Pros |
- One of few demons with an AOE Mortal, and the only one who can cast it T1. When paired with Curse support like Nebiros and Belial, she can easily annihilate entire teams without Null Curse and/or Null Mortal.
- Drains 2 MP from the enemy at the start of their turn, which can prevent T1 sweepers from having immediate access to their skills. This is especially nasty when paired with Camael, as the double MP drain makes it very hard for demons with Spirit Chains (Indignation) to cast anything.
- Pair with Old Ones and or unlock her P4 to double down on the MP shutdown even HARDER.
- Trivializes almost all PvE content like Aura Gate and Hell's Park—pair her with an AOE curse inflictor ((or just herself!) and insta-kill everyone!
- Purple gains Null Mortal which prevents her from being killed by other Mortal users like Madoka Kaname.
- P1 provides a damage debuff aura from Cursed enemies, which grows even stronger with her uncles Nebiros and Belial.
- P2 gives her a more potent damage debuff aura and a huge max MP boost, increasing her max MP by 5 while also granting her team 1 MP every time an enemy is defeated.
- P3 places 1 count of Decay on all enemies upon enemy death after healing her for 30% max HP.
- Many top meta threats like Krishna only block the more troublesome ailments such as Charm or Bind, leaving them wide open to Curse.
- She's cute!!
|
Cons |
- Hard countered by Null Curse and Null Mortal, or Demeter and Apsu teams.
- Do Me A Favor costs a whopping 9MP which can be incredibly hard to cast if going first in PvP without MP support.
|
Notes |
- If even one enemy is already Cursed, Alice A's skill will switch to the Mortal version, which doesn't inflict Curse.
- Cannot be used in the same team as OG Alice.
- Buffed during the 9/12/24 data update.
|
Synergies |
|
|
Alilat
|
|
|
D |
F |
F |
- |
Pros |
- While alive, Repel Pierce will prevent Pierce skills from going through Repel resistances. This is very useful when combined with demons that have a lot of natural Repels like Nyarlathotep or against popular attack elements like Phys like Gozu-Tennoh or Teal Gogmagog.
- Very high Luck stat allows her to be used as both an Ailment inflictor and a cleanser (especially with innate Infernal Mask and P1, which together grant -110% chance of receiving ailments).
- Good HP and VIT stats and no weaknesses give her a lot of bulk. Panels 2, 3, 4, and levels on Repel Pierce increase her bulk further.
- Panel 4 grants Alilat 30% Magic damage reduction and a free 15% HP self-heal whenever a party member repels an attack, helping her stay alive.
- Very cheap to fuse, at only about 1 million magnetite per copy from scratch - the cheapest fusible 5★ in the game.
|
Cons |
- Megidola is a wasted skill as her Magic stat is low.
- Relies heavily on transfers to do much other than heal.
- Attribute affinity down completely shuts down her niche.
- Overshadowed by Metatron, who is also a fusible source of Repel Pierce via Divine Proxy, but has higher damage, more bulk and is overall a more useful demon to have.
|
Notes |
- |
Synergies |
- |
|
Amaterasu
|
|
|
D |
F |
F |
- |
Pros |
- Tenson Korin is a powerful buff that removes Debuffs then gives your team a 6 turn Luster Candy
- Mediarahan in yellow costs only 8 MP, letting her cast it every other turn with Divine brands.
- Panel 4 gives Tenson Korin a 1 turn Zenith, making her the only fusible source of Zenith.
|
Cons |
- Maragion is a waste in support builds
- Her MP costs are absurdly high and completely outclassed by Barong
- Has an Elec weakness unless Teal, making her even more of a liability in PvE, and ensures her death when facing Elec Bros (Zeus, Botis, Odin A).
- Healing isn't particularly valuable in PvP, and her high costs make her nigh worthless there.
- Her Zenith only lasts one turn, compared to the 6 turns of every other buff on the skill.
- Absolute garbage panels.
|
Notes |
- How the mighty have fallen. If any launch player could imagine saying "Just make Barong, Amaterasu is useless" you'd be told you're crazy.
|
Synergies |
- |
|
Amon
|
|
|
B |
B |
C |
- |
Pros |
- Immensely tanky. Between every skill and panel, he has a potential 150% 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 bulwark up to 4 times per battle when hit by Magic or Fractional damage or if going second. On top of that, after the end of the first enemy turn, it grants Concentrate, allowing him to countersweep.
- Abyss Flare and Abyss Flame uniquely scale off of Mag DEF instead of Mag ATK, while both ignoring endures. Additionally Abyss Flare has Remnants and Bulwark Pierce. 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.
- 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.
- Like Kuzuryu, he removes 1 count of Corrosion on self, making him more likely to survive Cleopatra teams.
|
Cons |
- Not even he is necessarily tanky enough to fully withstand assaults from demons like The 6th Angel, The 10th Angel and Morrighan due to the sheer damage they deal.
- While he's strong against T1 teams, he can struggle to be useful against T2 teams, especially those reliant on Phys damage.
- Abyss Flare has really low BP when compared to current Meta demons.
- Only defends against Bind, and can be vulnerable to being Muted or Charmed.
- Panels are a pretty big deal with how powerful they are, meaning he requires a hefty investment.
- Requires brands that balance between HP and Mag DEF in order to optimize his tankiness.
- Hard countered by any attackers that do Physical damage like Camael or Lost Name.
- His Bulwark is negated by the existence of Bulwark Pierce.
- Completely and absolutely overshadowed by Kuzuryu.
|
Notes |
- |
Synergies |
|
|
Anahita
|
|
|
A |
B |
B |
- |
Pros |
- Reasonably fast, with 202 Agility and Ice Accele, along with 20% more speed in Aqua Grace, helping cement her role as a T1 magic nuker.
- Has very high endure and Bulwark piercing ST Ice damage in Hell Stream, which additionally gives her team some buff and debuff control if the attack is successful.
- Aqua Grace not only gives her team a turn of 1000HP Bulwark, but also gives anybody with a bulwark 30%(45% if P2) magic damage boost, letting her team do massive magic damage, extremely useful for Democalypse.
- Solar Downfall in yellow and Ice Amp in purple both work well with her role as a fast damage dealer.
- If P3, grants the party one count of Fortify at start of 1st turn.
- BoS Avarice is made for her, with her cheap, massive single target ice damage.
- Has strong synergy with magic T1 teams with Elohim, Morrighan, The 6th Angel, and Vivian.
- Aqua Grace can close the window where Demeter's Bulwarks are offline, hard countering Tiamat A's Charm/Poison chain effect and potentially preventing a team wipe.
|
Cons |
- She's a fast demon with Bulwark, which is really a role mismatch.
- She's not super fast, meaning she'll lower your speed compared to some of the faster demons.
- Even with her Bulwark gimmick seemingly synergizing with Demeter, the existence of Bulwark Pierce completely nullifies what extra bulk Aqua Grace provides.
- Newer Ice demons like Vivian and Apsu fulfil the role of fast Ice demons with a supportive side much better.
|
Notes |
- Buffed during the 6/19/24 Data Update.
|
Synergies |
|
|
Ananta
|
|
|
B |
F |
F |
- |
Pros |
- He casts all 3 Buffs at the start of both his team's turn and the enemy team's turn, offering consistent buff control at no MP cost.
- Panel 4 also casts Debilitate at the start of the enemy turn, or when your team casts any skill with a healing effect - this includes life steal and chain effects, such as Seth's Ouas or Huang Di's panel 3. (This does NOT include Lydia, however).
- Mabufudyne in Red plus Infinite Chakra helps him pull his weight beyond just being a buffbot in Ice Democalypse prelim. He also performs decently in any other element, except Phys.
- Works well in slow double Intimidating Stance teams, providing buff control simply by staying alive, which Demeter can practically guarantee. Could be a decent Tetraja holder.
- Even though he auto-casts all buffs at the start of your turn, Auto-Taruka in purple for PvP is still his best. Because of the timing of Endless One, Auto-Taruka can function mainly to counter the enemy Auto-Tarunda to ensure you get the attack buff from Endless One at the start of your turn.
|
Cons |
- Weak to Force.
- Mag is only average and he has no innate pierce, so even if Red he's still more of a support than a sweeper.
- Newer demons have buff chains on their skills, which reduces Ananta's niche substantially.
- Offers nothing more than buff control in PvP.
|
Notes |
- Panels 1-3 don't offer very much, so it's panel 4 or nothing.
|
Synergies |
- |
|
Anat
|
|
|
B |
D |
D |
- |
Pros |
|
Cons |
- Weak to Force unless Teal.
- Expensive to fuse and only available in clear (approx 8 million mag per copy, 5 million of that is unaffected by discounts). Colored variants are Gacha exclusive.
- 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 |
- |
Synergies |
- |
|
Angra Mainyu
|
|
|
C |
D |
D |
- |
Pros |
- Everything Evil is a powerful passive that gives your whole team 3 MP at the beginning of the turn. Not only does this counter the MP Drain from Camael's One Who Sees God, it also allows your team to run Spell/War brands instead of Divine for more damage.
- 16 Scourges chips off 25% of Max HP from the opposing team and inflicts them with every single ailment in the game. The chip damage helps your main sweeper to clean up, while the Ailments can be used to set up for demons like Alice A and Tiamat A.
- Thanks to his High Luck and Infernal Mask in Purple, he can be run as a Pseudo Cleric if Prayer is transferred (preferably with another Ailment Resist passive like Epitome of Illusion).
- Panel 2 provides a single turn Luster Candy in addition to the 3 MP, making it even easier for your team to sweep.
|
Cons |
- Weak to Light unless Teal.
- Not very useful for PvE as his passive has limited uses, and Ailments generally fall flat late game due to inflated enemy stats.
- He doesn't have any form of Barrier Break in his kit, meaning someone else with it has to go before him, or else his ailments won't stick.
- 16 Scourges deals fractional damage, which doesn't scale from MATK, meaning that his high Magic stat is wasted without transferred skills.
- Demeter essentially removed him from PvP, doing a better job as an MP battery while simultaneously preventing him from using ailments, while negating his fractional damage with Bulwarks.
|
Notes |
- |
Synergies |
|
|
Apsu
|
|
|
A |
A |
B |
- |
Pros |
- The First Drop is a strong passive granting Ice Pierce, 100% crit rate, 50% battle speed, and a unique effect which places all allies in a state of Lydia at the start of the first turn, increasing their MP gain by 1 while they have Lydia, and giving them 20% damage reduction and ailment immunity. On top of this, the first time his team downs a demon each turn, he generates a press turn.
- Primordial Vortex is a strong 300 BP Physical Ice attack, that also casts a one turn Debilitate if successful and ignore endures. Since this can crit, it can do a massive amount of ST damage.
- Functions similarly to Demeter, offering MP support, ailment immunity, damage reduction, and healing instead of a bulwark.
- Gains even more speed in panels, along with a self bulwark when going first, more damage, HP, and accuracy.
- While Demeter theoretically outclasses him, Masakado B's Spirit Chains (Suppression) shuts her re-application of Bulwark down. Apsu, on the other hand, applies Lydia at the start of battle AND has a teamwide Infinite Chakra effect, meaning he works much more effectively as a mana battery as well as providing bonus damage and speed.
|
Cons |
- 169 AGI is extremely low for his battle speed boosting effects. He's nowhere near as good as boosting speed as other speedy demons like Astaroth.
- Has no way to reapply Lydia after it expires.
|
Notes |
- |
Synergies |
- |
|
Aniel
|
|
|
B |
B |
B |
- |
Pros |
|
Cons |
- God's Grace requires him to have two Archangels on his team to activate, severely limiting his teambuilding.
- Weak to Dark unless Teal.
|
Notes |
- |
Synergies |
Gabriel Uriel Raphael |
|
Ardha
|
|
|
B |
C |
C |
- |
Pros |
- Sahasrara is an incredibly stacked passive that provides additional MP regen, damage, hit rate and healing effectiveness. Additionally, when any member of the party uses a skill that recovers HP, Ardha chains a 60 BP Phys skill with 50% crit rate that scales on Mag ATK and ignores counters.
- This has powerful synergy with Vivian, who will chain a heal letting you start to chain effects. Other options to add to this combo include Kangiten, along with the Lakshmi A and Mithras combo. This leads to a strong T0 comp that can wipe a team before a single turn even happens.
- Ruin and Grace is a very hard-hitting ST skill that has a high critical rate and heals your whole party if it hits, and ignores counters and endures. Combined with high natural MAG and innate Epitome of Carnage, Ardha can deal massive damage while keeping your party healthy.
- Naturally drains Fire and Elec while gaining Drain Phys in Teal. This makes Ardha an incredible partner for Demiurge.
- Can be used in Phys Democalypse as a powerful boss unit, especially in Purple for Merciless Blow.
- P3 adds additional MP regen, making Ardha regen 5 MP per turn, baseline.
- Commonly used alongside Hachiman and Vivian for chain effect galore.
|
Cons |
- The extra Phys hit granted by Sahasrara does not bypass Endures.
- Does not hit hard enough to be worth running against Demeter in PvP unless paired with Hachiman and Vivian.
- Drain Elec doesn't matter against Zeus.
|
Notes |
- Run Ardha with Lakshmi A to give your whole team near unlimited MP.
|
Synergies |
|
|
Arioch
|
|
Any |
C |
D |
D |
- |
Pros |
- Has a sizable Bulwark on the first turn, making it fairly hard 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 Agility, 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 opponent's first turn, he enters a state of Charge and Rebellion, meaning his next hit will hit like a truck, and he additionally chips at their Max hp
- Both of his unique attacks go through endures, making it easier for him to sweep with Lionfall.
- His panels are great, making him even harder to kill and giving him much needed accuracy. In particular damage reduction while under bulwark has good synergy with Demeter.
- Red has both ST and AoE making it easier for him to avoid anti pierce.
|
Cons |
- 64 Agility is nice for going slow, but it means he's also completely blind. Needs a ton of accuracy and buff control to hit evasive targets, especially against teams running Guedhe.
- Lionfall does not have MP reduction in levels, and this can be abused by MP drainers like Camael or Alice A.
- High HP totals mean fractional damage skills are going to hit harder on him.
- Has some AI issues when anti-pierce comes into play, which can lead to him wasting his Charge and Rebellion combo on an auto attack.
- Innate Elec weakness means he'll have a bad time against Elec Bros (Zeus, Odin A and Botis.
- Only gets his Charge and Rebellion effect once. After his big hit, his damage is effectively neutered making him hard to use against Demeter.
- Bulwark Pierce completely shuts him down.
|
Notes |
- |
Synergies |
- |
|
Asherah
|
|
|
C |
D |
D |
- |
Pros |
- Mother's Creation revives a unit with full HP while also generating a Press Turn, allowing the resurrected unit to act immediately.
- Silent Prayer in Yellow allows her to act as a Pseudo-Cleric and also removes Barrier, Tetraja, Charge etc. This can work well with Gozu-Tennoh, though he is currently less popular in PvP.
- Innate Mediarama and Recovery Amp in Purple lets her function as a decent PvE Healer.
- Gains a lot through panels, including 70% HP helping her tank, Null Mortal, an extra use of Mother Creation, and 70% Fire reduction, helping her survive teams running Elohim or Lost Name, and revive those that did die to counter sweep.
|
Cons |
- Weak to Ice (unless Teal) and Dark.
- Low AGI means she will need Lead Brands or even slower teammates to work as a Cleric.
- Low LUK and lack of ailment immunities or resistances means she may get ailmented herself, making her unable to cleanse her team.
- Requires Panel 4's Null Mortal and HP boost to make her a reliable tank in today's meta.
|
Notes |
|
Synergies |
- |
|
Astaroth
|
Any |
|
A |
B |
B |
- |
Pros |
- Demons are Revive Sealed when they are killed by Lord Astaroth, letting him be a hard counter to revive teams that don't have Maria or Ouroboros.
- When enemies die, he offers powerful buff control, swinging both attack and evasion buffs and debuffs in his team's favor. In addition to this, the first time an enemy dies, he gives his team a press turn, allowing for tons of press turns when partnered with demons like Zeus, Cleopatra, Pascal or Camael.
- Lord Astaroth has high damage, doing 250 damage total with bonus crit rate. The second hit can also be used to check evasive targets without risking press turns. With max skill level and panel 1, its cost can be reduced to 4 MP, meaning when paired with Apsu or Kalki, he can use it every turn even with War brands.
- Commonly used as bait for Camael's Spirit Chains (Indignation), as he has Phys Pierce and is hit less hard by the inability to use his attacks. This is currently his strongest use, boosting team speed while also offering a press turn, buff control and redirecting Spirit Chains onto himself in order to allow other demons to do their jobs more effectively.
- He has 100% crit rate built right into his kit, meaning unless he's against Epitome of Fortitude or Wild Instinct, he's essentially guaranteed to crit.
- With top 10 AGI in the game, and 70% battle speed built into his kit with 20% more in panels, he's going to make your teams quite fast.
- Amazing panels, with the aforementioned MP reduction in P1, a huge party crit rate and hit rate buff in p2, and even more speed and damage in p3
- Amazing awaken skills, offering AoE MP drain, buff control, damage, or Repel Phys, depending on what you need.
|
Cons |
- Red's awaken skill Cleaving Aura, while a great MP drain skill, performs poorly in the current meta. Kalki's and Femto's unpiercable Drain/Repel Phys respectively makes the move unusable when facing him. On defense, Astaroth's AI will also use Cleaving Aura to attack into NDR, limiting his own team's actions.
- T1 teams built with him have to choose between speed, or being able to deal with the bulk of Idun and Bulwark teams, meaning randoming can be risky.
- His damage has fallen off, and he often now is more used for his supportive effects and as Camael bait.
- Constantly chains effects, slowing down PvE clear times.
- No innate Mara
|
Notes |
- |
Synergies |
|
|
Asura
|
|
|
B |
F |
F |
- |
Pros |
- High STR and Ashura are devastating against lone targets like Bosses. This makes him a very strong Phys Democalypse unit. P4 offers even more damage once per turn.
- Three Faces Six Arms and his good innate bulk are the perfect counter to skills like Fire of Sinai in Brands of Sin Deceit, and the buffed 50% HP helps him tank it. P2 furthers this effect.
- Single-handedly trivializes the enemy's offenses in Brands of Sin Deceit.
- In Deceit 14, Teal is recommended to prevent the first wave from using Mortal.
- Mana Aid is fantastic for PvE farming as it lets him spam Ashura.
- Repel Phys in Teal and high VIT make him a good partner for Atavaka, Alilat, Demiurge, and Kalki
|
Cons |
- Weak to Ice.
- No damage boosters until panel 3.
- Until P3, Ashura costs 7 mp, making it expensive to spam.
- The Random Target chain of Ashura can be problematic PvP. He will tickle Demeter's bulwark and just give her more.
|
Notes |
- |
Synergies |
|
|
Asura Lord
|
|
|
B |
D |
D |
- |
Pros |
- Incredibly high ST damage that also generates Bonus Turns thanks to his high Crit Rate.
- Passively increases your team's Crit Rate and Crit Damage through Endless War. Pairs very well with Kartikeya, as their combined passives will give your team a whopping +40% boost to Crit Rate.
- Slaughter All ignores Endure-type skills, allowing you to delete any demon he claps with 260 BP Almighty (Physical) damage. It is also very useful to clean up any remaining enemies (usually bosses) after your AOE demons have unleashed their wrath, notably BoS Deceit Metatron (up to Deceit 13).
- Gives an automatic Offensive Cry and Agile Cry at the beginning of battle, allowing his team to start in great shape.
- Red gives him a powerful AOE in Gigantomachia. Combined with his innate Great Aim and Pierce in Endless War, this makes him a terrifying sweeper.
- Good repel resistances makes him a natural partner for Metatron, Kalki, or Demiurge.
- With panels, he offers his team a total of 60% critical hit rate, helping out teams like Hachiman Democalypse prelim teams.
|
Cons |
- High MP cost mandates the use of Divine Brands if Panel 2 is not unlocked, which can slightly reduce his damage potential.
- Middling AGI makes him slightly awkward to fit in fast or slow teams.
|
Notes |
- Red also helps against Beelzebub (Human), as it gives Asura Lord a way to keep doing significant damage despite Lord of the Dead's barrier. Beware of Anti-Pierce, though!
|
Synergies |
- |
|
Atavaka
|
|
|
C |
F |
F |
- |
Pros |
- While alive, War Aid will prevent Pierce skills from going through Repel resistances. This is very useful when combined with demons that have a lot of natural Repels like Nyarlathotep or against popular attack elements like Phys like Gozu-Tennoh or Teal Gogmagog.
- Intimidating Stance is a great 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 Tetraka Shift and/or Physical NDR when out of MP or under Spirit Chains (Indignation).
- Stiff competition from Demiurge, Yggdrasil and Kalki, who not only have both Drain Pierce and Repel Pierce, but also incredible support capabilities. Kalki and Yggdrasil even come with much stronger damage capabilities that Atavaka can only dream of.
- Even the fusible Metatron outclasses Atavaka, as Metatron has higher bulk and damage potential while also having Repel Pierce.
- Attribute affinity down completely shuts down his niche.
|
Notes |
|
Synergies |
- |
|
Atropos
|
|
|
C |
D |
D |
- |
Pros |
- Passionate Rage dishes out 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, 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 |
- |
Synergies |
- |
|
Azazel
|
|
|
D |
F |
F |
- |
Pros |
- One of the few demons in the game with access to multiple innate Endures in Purple. He can stack up to 5 Endures with transcend as a result, giving him decent survivability as long as it is not bypassed.
- Fallen Grigori provides him HP and MP sustain every turn (as long as he is below the 80% threshold). Combined with his Endure stacks, this can make him annoying to kill unless the enemy has death prevention nullification.
- Guillotine Blaze is a low MP single target Fire Nuke that pierces, ignores Endures and has high crit rate. This is further augmented by innate Fire Amp and constant Rebellion from Fallen Grigori.
- Panel 2 fire off a free Guillotine Blaze every turn, letting him deal extra damage without consuming MP.
|
Cons |
- Weak to Elec, which guarantees his demise against Elec Bros (Zeus, Odin A, Botis).
- 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.
- His Mortal is a huge gamble, only working 10% of the time. Also, Gozu-Tennoh completely shuts him down.
- 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!
|
Synergies |
- |
|
Baal
|
|
|
B |
F |
F |
- |
Pros |
|
Cons |
- Weak to Ice unless Teal.
- Expensive to fuse and only available in clear (approx 8 million mag per copy, 5 million of that is unaffected by discounts). Colored variants are Gacha exclusive.
- Only Tempest has Pierce.
- Will have MP issues with Tempest unless Panel 2 and with MP support.
|
Notes |
- Red gives him discounted Killing Wind, which can be used against Force Anti-Pierce. Note that it does not pierce though!
|
Synergies |
- |
|
Ban
|
Any |
Any |
B |
D |
D |
- |
Pros |
- Drains MP from the enemy team at the start of his team's turn, allowing him to keep his MP topped off and control enemy mp
- Good single target piercing physical damage in Physical Hunt, which also drains 3 mp, allowing him to drain potentially 7 mp from a target in a single turn, or four from two.
- Decent bulk with a good vit stat, innate Epitome of Fortitude, along with additional hp% from panels, and a built in endure with hp% in levels, combined with null mortal, can keep him alive draining MP
- Offers some buff control with p2
- Flexible with his colors, with each color offering different uses, letting him flex into many different teams.
|
Cons |
- Because he drains MP at the start of his team's turn, he won't steal MP from a T1 team, potentially letting him get swept in a single turn.
- His Agility is too high for a slow team, but slow for a fast team, making him hard to slot into pvp teams.
- While far from weak, his damage is low compared to the highest tier of damage dealers, and the mp drain doesn't really counteract that enough to warrant a slot in a team.
- Has decent bulk and decent damage, but isn't exceptional enough at either of them to excel at anything.
|
Notes |
- Only gains phys pierce in p1, meaning his auto attacks or Vorpal Blade in red are a liability without his panels
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
Synergies |
- |
|
Barong
|
|
Any |
C |
D |
D |
- |
Pros |
- Barong Dance provides a decent AOE heal while giving the party a full Luster Candy buff. It also has infinite uses and can be reduced to a mere 5 MP when maxed with Panel 1 unlocked.
- Panel 4 makes Barong Dance apply a 1-turn 500 HP Bulwark, which can stack to 1,000 HP if you get 2 casts off during your turn. This increases the value of his heal significantly, as you can set up bulwarks to soak damage while patching up teammates at the same time, particularly helping him keep frail targets alive. Wth the addition of Demeter extra bulwark strength is greatly appreciated.
- Very high AGI allows him to be used as a fast support, especially with Speedster transferred for Battle Speed requirements.
- Can be used as a buffer for Elec Democalypse thanks to Barong Dance having high cast priority.
|
Cons |
- Weak to Dark (unless Teal) and Force.
- Low MAG stat means he won't heal for much.
- Elec attack spells (and Elec Amp in Purple) are wasted slots considering his bad Magic stat.
- Does not have Null Mortal like some of his competition, particularly Maria.
- Only has one revive in Recarmdra in yellow, and can be vulnerable to having teammates Revive Sealed.
|
Notes |
- Niche use in Aura Gate as giving him Support AI with his MATK low enough guarantees he'll heal you with Barong Dance no matter your HP. This is useful to recover HP lost from Talk and/or enemy encounters.
|
Synergies |
- |
|
Batou
|
|
|
D |
F |
F |
- |
Pros |
- Tachikoma Support gives him a whopping +75% Battle Speed and autocasts a two-turn Rakunda + Sukunda when going first, making him very useful for Fast Teams.
- Against single targets, SEBURO C-40A deals massive damage, totalling up to 320 Base Power - this is even higher than Hassou Tobi (280 BP) and Ashura (300 BP), and is further augmented by Death Blow in Purple.
- Due to being coded as a conditional "when attacking first" skill (like Solars), Tachikoma Support will activate even during the Boss Phase in Democalypse. Combined with SEBURO C-40A's high base power, this makes him very useful for Phys Democalypse - provided you transfer another Single Target attack to use once he runs out of Seburo charges.
- Panel 2 provides an additional Seburo charge and gives him additional accuracy + crit rate, very useful (and borderline mandatory) if going for a Democalypse boss build.
- His middling AGI is both a blessing and a curse. On the plus side, having low AGI lets him go last in terms of turn order, where you can fully utilize SEBURO C-40A against softened / less targets. On the flip side however...
|
Cons |
- ... Low base AGI means he won't be able to fully take advantage of the +75% Battle Speed from Tachikoma Support, roughly making him the equivalent of an uninvested P0 Garuda in terms of Battle Speed contribution.
- Epitome of Fortitude is a laughably wasted skill on a Turn 1 unit.
- Does nowhere near enough damage to even begin to puncture Demeter bulwarks.
|
Notes |
- If using for Democalypse, be aware that his AI will refuse to use Luster Candy on Turn 1, even with Support AI and massive VIT investment. This is likely due to SEBURO C-40A's insane base power affecting the AI's decision-making.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
Synergies |
- |
|
Bayonetta☆
|
|
|
D |
F |
F |
- |
Pros |
- Madama Stomp levels and Savage Glee in Purple give her enormous crit rates.
- Madama Stomp autocasts an Almighty attack that also charms whenever she lands a crit. Deals decent damage after being buffed to scale off her PATK.
- Gomorrah (B) has high base damage and crit chance, letting you delete an enemy and charm the rest of the team.
|
Cons |
- Highly dependant on having Panel 2 unlocked for Phys Pierce.
- Gomorrah (B) takes two turns to charge, and is difficult to build due to it scaling off both PATK and MATK.
- Mediocre overall stats, bad bulk.
- Same problem Jeanne☆ has. Gets completely outclassed even by fusable phys attackers like Fafnir, let alone other gacha only phys attackers, something that particularly sucks considering how rare of a unit she is.
|
Notes |
- Cannot be used in the same team as the regular 4★ Bayonetta.
- No longer meme :(
- Limited-time Collaboration unit. Nobody knows if she will be rerun.
|
Synergies |
- |
|
Beelzebub (Human)
|
|
|
C |
C |
C |
- |
Pros |
- Lord of the Dead autocasts Almighty Tetrakarn and Rakukaja every turn. This is incredibly useful to counter Almighty Physical attackers like Yggdrasil 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 Camael 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 |
|
Synergies |
- |
|
Beelzebub☆
|
Any |
|
B |
D |
D |
- |
Pros |
- Death Flyers deals Almighty AOE damage and ignores Endures. This makes him powerful for cleanup, especially after a big nuke like Morning Star or Third Eye. On top of that, it grows stronger with each passing turn, gaining increased damage on Turn 2 and AOE Mortal on Turn 3.
- When going first, King of Hell provides him 3 MP and a free Offensive Cry debuff. If paired with Angra Mainyu or Camael, this effectively gives him full MP on Turn 1, paving the way for combos like Concentrate into Death Flyers.
- When going second, King of Hell acts as Intimidating Stance while providing the team a Defensive Cry buff, increasing the team's survivability.
- King of Hell also gives him an 800-HP Endure. The healing from Panel 1, an Almighty Survivor transfer and his good defensive stats make him quite a hard bug to squash.
- Panel 2 provides him immunity to Charm, Bind and Mute, allowing him to be run as a Cleric if Prayer is transferred.
- Purple gains Null Mortal which prevents him from being killed by other Mortal users. Teal gains access to Drain Phys, which can be useful for pairing with Demiurge.
- The auto-Offensive Cry from King of Hell lasts 3 turns and triggers in both phases of Democalypse, making him a very powerful tech unit there.
|
Cons |
- Middling AGI makes him awkward to slot in slow teams. Consider an Epitome of Endurance transfer if you want to do so.
- As his kit is entirely Almighty, Five Elements counters him pretty hard. 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 |
|
Synergies |
- |
|
Belial
|
|
|
C |
B |
B |
B |
Pros |
- Flames of Gomorrah is an AoE Fire (Physical) skill that Bulwark Pierces and has a chance to inflict Curse on those hit. His innate 65% hit rate allows this move to land more easily, and Fire Amp in Purple allows him to hit even harder.
- Sins of Sodom provides a Fast-Debilitate while removing Barrier and Tetraja on all when an enemy is cursed, which pairs perfectly with the 80% curse-rate of Flames of Gomorrah, or with Nebiros and Alice A who can curse before your turn.
- This passive also provides both Fire and Phys Pierce, which is useful while under Indignation or against Repel Phys.
- Up to three times per battle, Belial applies 1 count of Decay on all Cursed enemies whenever a successful application of Curse happens. If going second in battle, he applies an additional 2 counts of Decay to the enemy with the highest current HP.
- His role as a T2 unit is bolstered by P1, as he can decrease the enemy's PT icons by 1 if going second.
- Panel 2 allows him to Crit indefinitely, as well as providing a -20% party-wide damage debuff aura from Cursed enemies.
- Panel 3 increases his Phys and Fire damage, while also increasing the enemy's damage taken by 30% if they're Cursed.
- Panel 4 removes 1 count of Intimidation on self, while dealing a light AoE Fire-physical, Bulwark-Piercing attack up to 3 times per turn on cursed enemies. This also applies Might, preventing the waste of his critical from P2.
- Many top meta threats like Masakado B only block the more troublesome ailments such as Charm or Bind, leaving them wide open to Curse.
|
Cons |
- Weak to Ice.
- Lack of ST skills gives him trouble with Fire Anti-Pierce.
- Reliance on ailments means that teams with Demeter and Apsu shut him down completely.
|
Notes |
- Many PvE enemies including certain Bosses are not immune to curse, making him an insane Debuffer for PvE.
- Buffed during the 9/12/24 data update.
|
Synergies |
|
|
Berserker Guts
|
|
|
A |
A |
A |
A |
Pros |
- Berserk hits incredibly hard, sporting a massive combined 320 BP with high Crit Rate, which also ignores any Endures and counters. The attack being split between two hits can also be used to hit two targets, or potentially check with the second hit if you can hit an evasive target, without risking press turn loss. It is worth noting this skill has 3 uses only.
- Good STR and decent AGI, combined with up to 50% battle speed in his kit solidify his role as a T1 sweeper.
- Berserker Armor and Great Aim give him a massive amount of passive bonuses, including 50% Phys Damage, 100% crit rate, 40% damage reduction, 40% accuracy, and an Offensive Cry passive at the start of his turn. When combined with Demeter, he has 60% damage reduction, and Berserker Armor's self damage triggers her bulwark, mostly negating the self damage and giving the team another Luster Candy.
- Death Blow in purple and Repel Phys in yellow have good use in different situations. Binge Eating in red can be useful if you run out of charges of Berserk.
- Absolutely incredible panels. 35% more phys damage, 20% HP, Accuracy, Crit Rate, Damage Reduction, Battle Speed, 6 more uses of Berserk, and a press turn generation any time an opponent is downed take him from a strong sweeper to an Astaroth sidegrade, where he isn't as fast as Astaroth, but instead does higher damage and can generate a press turn every turn rather than just once. He also has much more defensive utility, with 80% damage reduction after P2 under Demeter's bulwark.
- Transfers like Gigantomachia and Mana Aid or Phys Prana turn him into a pve beast.
|
Cons |
- Berserk only has three charges before P3, so if he misses, it's a huge loss.
- Berserker Armor takes off 30% of his Max HP and the end of the opponent's turn, effectively turning him into a ticking time bomb. This can be mitigated by using Embattle Brands (only 1 Turn) or pairing him with demons that can cast Bulwark (e.g., P4 Barong, Demeter). The fractional damage will subtract from the Bulwark first, before touching his actual HP.
- Panels are extremely important for him, and he's a limited collab unit
- While his innate speed bonus is nice, battle speeds have escalated quite a bit since his original release, meaning he can potentially slow your team down.
|
Notes |
- Cannot be used in the same team as regular Guts.
- Berserker Armor reduces ALL damage he takes by 40%. As damage reduction stacks additively, it is possible to reach over 100% AOE Reduction if combined with demons like Orcus + Slime and take literally zero damage (outside of Fractional damage).
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
- Due to how powerful crits are in Phys Democalypse, he is a fantastic Prelim sweeper due to Berserker Armor's high crit boost, provided you transfer an AOE like Gigantomachia.
|
Synergies |
- |
|
Black Frost
|
|
|
C |
F |
F |
- |
Pros |
- High Magic stat and innate Pierce on Go to Hell! makes him a good magic sweeper.
- Curse of Anguish and Panels pair well with Yama, who automatically curses everyone at the start of the Boss wave.
- Go to Hell! has a high Curse chance, which lets him setup for other curse-based sweepers like Alice A.
- Yellow gains access to Concentrate to further increase his sweeping potential.
- Innate Mabufudyne and Ice Amp in Purple lets him function as an excellent Ice sweeper too, especially for Democalypse.
- P4's MP battery, buffs, and team advantage vs Curse are useful for Vanity 13 and Deceit 14 farming.
|
Cons |
- Weak to Light.
- Go to Hell! has low base power and does not gain damage on level up.
- His damage output is below average and needs his Curse gimmick. If Curse doesn't land, most of his kit will not function.
- His low damage and reliance on ailments means Demeter shuts him down entirely.
|
Notes |
|
Synergies |
- |
|
Black Maria
|
|
|
D |
F |
F |
- |
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 |
- |
Synergies |
- |
|
Black Rider
|
|
|
D |
D |
D |
- |
Pros |
- Famine's levels and boosts from panels sum to 70% Ice damage before transfers.
- Soul Divide punishes healing by dealing Fractional damage based on the enemy's current health. Useful in Brands of Sin Vanity stages where healing is abundant.
- Soul Divide also punishes passive healing such as Erlkonig's Alder King, Hecate's Lunar Awakening and Beelzebub☆'s Panel 1.
- If panel 2, Soul Divide additionally casts Tarukaja and Tarunda.
- Famine deals fractional damage to all enemies and depletes 2 MP at the end of their turn. Pairs well with Alice A for a devastating MP denial combination.
- Panel 4 offers a large HP boost and reduces all magic damage.
|
Cons |
- Weak to Fire unless Teal.
- Soul Divide damage is based on Current Health and cannot kill targets.
- High AGI makes him awkward to slot in slow teams, despite the great synergy with Alice A.
- Soul Divide can potentially outdamage Demeter's bulwark generation, but for the most part it's not going to be relevant or useful, and will work against you.
|
Notes |
- The Baphomet Prelim in Light Democalypse will occasionally cast Life Drain, triggering Soul Divide for massive damage. It is a rather unreliable tech though, especially if you have demons that NDR Dark in the same team.
|
Synergies |
- |
|
Botis
|
|
|
B |
B |
B |
- |
Pros |
- Good AGI, high MAG, and innate Elec Accele make him a clear choice for T1 Elec teams, making him a great teammate for Zeus, Odin A, and Loup-Garou.
- Dark Eclipse Voltage adds Elec Pierce, Null Mute, Deadly Mute, and makes enemies take 40% more damage from Elec attacks, making him similar to an Elec Mithras. In addition, when he uses Accursed Lightning or Vile Lightning, or anybody on his team uses an elec skill, a one turn Debilitate is cast, along with a 50% chance AoE Mute, and a 60 BP Elec attack on a single enemy.
- Accursed Lightning is a 4-hit ST Elec skill with 280 total BP and 50% chance to mute with each hit. The multi-hit Mute is particularly relevant because it can remove a demon's Bulwark and then inflict Mute.
- Vile Lightning in red is an AoE version with 120 total BP, while Solar Prosperity gives him buff control or Elec Debuff for more damage and higher ailment chance.
- Strong panels, granting an automatic Barrier Break if his team goes first, more Battle Speed, Buff control, stronger damage, and a higher ailment infliction chance—everything he could need.
- Him being a Magic unit means he doesn't have the risk of missing that Zeus and Odin A do.
|
Cons |
- 216 AGI is on the lower side for a fast unit, making speed a concern for his teams.
- Without Zeus on his team in particular, he loses a lot of potency and won't work as well, making him a hard unit for people without Zeus to run.
- Even with Zeus and Odin A, tanky teams are so tanky these days it can be challenging to break through their team in a single turn.
- Most of the current meta's most threatening units block Mute, which hinders his ailment utility.
|
Notes |
- |
Synergies |
|
|
Cerberus A
|
|
|
B |
B |
B |
- |
Pros |
- Is the only unit in the game with a skill, Hell Hound, that gains back a press turn lost to Intimidating Stance, giving him a unique niche on faster teams, and also giving him buff control, reducing their ATK/DEF.
- Hell Hound also grants an additional Press Turn whenever any party member downs an enemy demon, and applies Charge to Cerberus A.
- Hell Blaze inflicts 1 count of Intimidation to a single enemy, while Bulwark Piercing and having a follow-up AoE Chain Effect.
- As his unique attack skill ramps up, it begins to really hurt opposing teams that aren't built for tanking Physical or Fire damage.
- Phys Pierce along with Fire Pierce in Hell Blaze grants flexibility in avoiding NDR and allows him to be used as bait for Camael and Old Ones' Indignation.
- P1 allows his Hell Blaze to immediately start at Boost Level 1 while lowering the DEF of all enemies.
- P2 gives Cerberus A two endures, while lowering the damage output of all foes afflicted with Intimidation. This pairs well with Hell Blaze's application of Intimidation.
- P3 powers up application of Intimidation even more as whenever an enemy gets afflicted with it, the enemy with the lowest current HP will have its Fire affinity lowered, making it guaranteed being weak to Fire.
|
Cons |
- With high hit counts, his accuracy can be a liability, requiring a high accuracy investment and therefore, sacrificing damage.
- His STR and AG stats are both good, but not spectacular, leading to him being outclassed by his competition in terms of damage and speed.
- Ramp up time in his skill isn't ideal for a team that wants to kill as fast as possible.
|
Notes |
- |
Synergies |
|
|
Clotho
|
|
|
D |
F |
F |
- |
Pros |
- A powerful (but not mandatory) addition to the Moirai Sisters team composition, as Woven Fate is a 6 times use AOE Heal that also randomly revives one of your fallen teammates. Not only does this allow you to constantly revive Atropos, but it also ensures that all of the Sisters' chain effects can go off.
- When combined with two other Lady or Femme demons (preferably her two other sisters), Passionate Allure charms all enemies at the end of the enemy team's turn. 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.
- Passionate Allure's Auto-Charm can be completely shut down by Demeter or Maria.
- Requires a good team built around her to work.
- Due to the way the Moirai Sisters archetype is typically built, Revive Sealing units like Zeus and Astaroth 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.
- In the current meta, Moirai Sisters are nothing more than a bad dream.
|
Synergies |
|
|
Cthulhu
|
|
|
C |
C |
C |
- |
Pros |
- Very flexible, with Call of R'lyeh offering TWO Intimidating Stance turn removals if he goes second, reducing enemy MP if he goes first along with chip damage, gives him Null Mortal, inflicts Gloom on the opponent at the start of their every turn, and offers a 30% damage boost to enemies afflicted by Gloom
- As if that weren't enough MP drain, Lost Sanity 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, all while costing 5 MP at max level?
- In theme with his kit, Suk Flexi offers different effects depending on whether or not he goes first, furthering his role as a midrange monster.
- Panels increase his tankiness and almighty damage, while also offering additional buff control and Null Bind, so his chain effect to apply Gloom will always activate.
- Has a great stat spread, with high Magic, Luck, Vitality, and middling Agi, which suits him perfectly as his kit doesn't care if he goes first or second.
- Has innate Almighty Survivor for additional survivability and damage.
- To match Nyarlathotep, he has four Drain attributes, giving him incredible anti-pierce capability when paired with Kalki or Demiurge.
|
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 or Camael paired with Maria will essentially make any amount of MP drain pointless.
- Weak to Light unless Teal, a massive problem in a meta with units like Lugh, Camael and The 6th Angel running around.
- Not particularly special in PvE where enemies have unlimited MP, and Charm and Bind are virtually impossible to land on high level enemies.
|
Notes |
- |
Synergies |
- |
|
Cu Chulainn
|
|
|
D |
F |
F |
- |
Pros |
- Cheap fusible sweeper with Force Pierce in Purple, passable MAG stat, and can be easily fused through 4x4 fusions.
- No weaknesses is a lifesaver early on and gives him more flexibility in transfer skills.
- Very flexible kit. He can be either a Phys or a Force demon. Innate Savage Glee paired with Panel 4's accuracy and damage boost, as well as Gae Bulg hitting hard, makes him a great option for Phys Democalypse.
- A whopping 100% accuracy in his panel 4 (140% if you're attacking with maxed out Gae Bulg).
- Has a niche as a budget demon for BoS Deceit 14, as enemies there will only take damage from random Phys/Almighty attacks, which Gae Bulg happens to be.
|
Cons |
- High MP costs. Cannot use Mazandyne or Gae Bulg Turn 1 in PvP unless Panel 3.
- No Phys Pierce until panel 4.
- Low AGI and LUK means his physical accuracy is poor until Panel 4 is unlocked.
- No Single-Target attack means he will have trouble against Anti-Pierce and in PvP in general.
- Does nowhere near enough reliable damage to have a role in modern PvP.
|
Notes |
- He is mostly an early-game demon, and will fall off once you gain access to stronger Pierce sweepers like Baal and Anat.
- Low AGI makes him useable in Intimidating Stance teams.
- If run as a Phys attacker, transferring a better AOE Phys spell like Vorpal Blade isn't a bad idea, as he offers an impressive 100% physical accuracy in panel 4, innate Savage Glee, and another 20% crit rate from panel 1. With panels and Phys Amp / Butcher transferred on his other skill slot, whatever AOE Phys spell you transfer will hit hard as well as his own Gae Bulg.
|
Synergies |
- |
|
Cu Chulainn A
|
|
|
B |
B |
B |
- |
Pros |
- Has full Pierce on two elements.
- Barbed Spear deals three separate hits to all enemies while its follow-up Chain Effect hits twice on random enemies, allowing it to function as an Endure breaker. It becomes more powerful with each use as its boost levels give extra hits to its Chain Effect.
- Culann's Hound provides him an Auto-Charge at the end of turn. This allows him to deal big damage the next attack if he is not dealt with. Additionally, he increases Phys and Force damage for the party with an additional boost if they are AoE or random targeting skills.
- Teal has Drain Phys to pair with Kalki, Femto, or Yggdrasil in Drain Teams, increasing his survivability.
- P1 gives extra hit rate to make sure Barbed Spear lands all 12 hits.
- P3 increases his Force damage while immediately adding a boost level to Barbed Spear and lowering DEF if attacking first.
- P4 gives his team a full additional Press Turn whenever him or an ally strike a weak point.
|
Cons |
- Needs to survive an entire round to make use of Auto-Charge.
- Missing just one of Barbed Spear's 12 hits results in lost Press Turns.
- His PTgen is locked behind P4.
|
Notes |
- Auto-Charge does not activate when waves are cleared in PvE.
- Barbed Spear has a hidden accuracy bonus. Combined with innate Epitome of Aggression this gives him more accuracy than one would initially expect.
|
Synergies |
|
|
Cybele
|
|
|
C |
F |
F |
- |
Pros |
- High MAG stat, Magna Mater, Merciless Blow and innate Trisagion + Maragidyne make her an extremely good Fire caster.
- Magna Mater provides a team-wide Fire damage boost, incredible for Democalypse.
- Panel 4 casts a 1-turn ATK buff at the start of her team's turn, and again whenever she casts Trisagion or Maragidyne - allowing for great buff control. She also casts a Maragi-lite whenever this triggers, for a little more damage.
|
Cons |
- Lack of Fire Pierce means she will struggle against Fire NDR.
- Expensive multi-fusion that requires clear Asherah.
|
Notes |
- In PvP, Fire Pierce (weak) is insufficient due to the high prevelance of damage reduction through units like Demeter and Chi You.
- Panel 4 specifically requires Trisagion or Maragidyne in order to trigger it, so stronger Fire transfers such as Fiery Soul Prison or Maragibarion won't work.
- Also, only Cybele's own casts of Maragidyne/Trisagion count. Allies' casts will not activate p4.
- Difficult to Panel due to Clear demons only giving 60 spirits.
|
Synergies |
- |
|
Daisoujou
|
Any |
|
B |
F |
F |
- |
Pros |
- Preach makes him immune to all ailments and will punish enemy teams attempting to use Charm. Cleansing Shout is both an Ailment and Debuff Cleanser at the same time. These two skills have perfect synergy together and make him one of the best Clerics in the game that's fusible (via multi-fusion).
- Panel 3 further improves his role, as it removes all opponents' buffs after Cleansing Shout is cast.
- Panel 4 reduces the cost of Cleansing Shout to 3 MP at max level, assuring he can always cast it.
- Good balanced stats coupled with no weaknesses and a perfect base kit allows total freedom in builds: he can work as a bulky tank, evasion tank, healer and/or a revive support.
- Purple comes with innate Enduring Soul, which makes him bulkier and synergize well with Recarmdra as the Premium Skill.
- Useful for Brands of Sin: Sloth auto-runs.
|
Cons |
- Is a hard support unit, relies on transfer skills to offer anything outside cleansing.
- Soul Drain is a wasted slot, as it is MP expensive and doesn't add to Daisoujou's support build. It also wastes MP in auto, as the AI will cast it when no Ailments are currently active.
- As he needs to constantly spam Cleansing Shout, P4, Divine Brands, or a Mana Aid transfer are mandatory for Sloth auto-farming, especially in Red.
- Overshadowed entirely by Demeter, Maria, Okuninushi, Lugh and Mahamayuri. Poor guy.
|
Notes |
- When he has access to offensive spells (in Red or through transfers) his AI will prioritize those over Cleansing Shout if they can hit enemy weak points. This does not occur if your team is Binded and/or Charmed.
- Comparatively, Daisoujou is better as a pure support demon (no weaknesses, provides buff control, can focus purely on survivability/evasion, more flexible on transfers), while Mahamayuri offers more offensive pressure and better Press Turn economy. Pick whoever your team needs more.
- As of 2022, he's multi-fusible, but only Common Archetype (Clear) and at an approximate cost of 8 million mag per copy (3 million of that is unaffected by discounts), making it slow and expensive to fully Panel him.
|
Synergies |
- |
|
Dante☆
|
|
|
C |
F |
F |
- |
Pros |
- Rapid Shot deals five hits and puts him in a state of Rebellion without consuming any MP. This can be useful versus MP Denial teams like Alice A.
- High STR and VIT make him a bulky Phys Sweeper with with no weaknesses, perfect for slower Intimidating Stance Teams.
- Million Stab is a piercing multihit AOE skill, useful for breaking Endures. At max levels it also refunds 2 MP on cast, making it easier to spam in PvE.
|
Cons |
- Low AGI and LUK affects his accuracy.
- Missing just one of Rapid Shot's 5 hits results in lost Press Turns. The Rebellion Autocast will also not trigger if any shot misses.
- Million Stab has high MP costs, making it difficult to use for PvP unless you pair him with Angra Mainyu.
- No natural Pierce outside Panel 1 might cause issues when out of MP (Rapid Shot does not naturally Pierce).
- His Awakening Skills are mostly useless.
|
Notes |
- Cannot be used in the same team as the regular 4★ Dante.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
Synergies |
- |
|
David
|
|
|
D |
F |
F |
- |
Pros |
- He is essentially an entire Ailment Team neatly packaged into one demon. Not only does Bohemian-- err Bemusing Rhapsody remove Barriers, it also has a high chance of inflicting Charm and Curse, while only costing 5 MP to cast.
- Deadly Melody autocasts two random buffs and debuffs every time ailments land, allowing you to repeatedly swing buffs in your favor especially when paired with other ailment demons like 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.
|
Synergies |
- |
|
Demeter
|
|
|
S |
A |
A |
- |
Pros |
- Casts bulky Bulwarks very often - at the start of the battle, whenever any teammate other than herself takes damage, and whenever casting her unique skill My Harvest!. If Panel 2, she also Bulwarks at the start of the enemy's turn and debuffs the foe's ATK. This makes her team incredibly tanky.
- My Harvest! Bulwarks the team and gives each of them 2 MP, offering both defensive and offensive pressure against the enemy. It also has Remnants, ensuring she uses up only half a press turn to cast it.
- Whenever any teammate (other than herself) is attacked or takes fractional damage, she Bulwarks the team and casts a 1-turn Luster Candy. This heavily punishes AoE and random attacks, 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 Idun, 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 |
- Somewhat countered by Bulwark Pierce, although her damage reduction, buff swing and ailment immunity still make her a great unit for PvP.
- Hard countered by Loup-Garou who just straight up removes Bulwark.
- Countered EVEN HARDER by Masakado B who just straight up removes her ability to create Bulwark.
- Regarding the effect where Demeter casts Bulwarks upon an ally being attacked:
- This effect will still activate if the enemy's attack misses.
- The Defense Support mechanic in PvP will also trigger this effect, letting Demeter's team tank through it for a while.
- Oddly, Recarmdra does not trigger this effect, despite it effectively being 100% Fractional Damage to the user.
- If the Luster Candy chain effect is activated during the enemy's turn (it usually will be), the buffs will wear off once her own team's turn starts.
- Anahita and Madoka Kaname casts Bulwarks at the start of her team's turn - this can close the window where Demeter's Bulwarks are offline. Alternatively, if the enemy has a "start of enemy turn" AoE that doesn't ailment (and doesn't hurt too much), that will restore Demeter's Bulwarks with the same timing.
- Can generate a lot of buff stacks in Demon Alliance Invasion events.
|
Synergies |
|
|
Demiurge
|
Any |
|
C |
D |
D |
D |
Pros |
- One of three demons 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 decent MAG stat and boost to Almighty damage. This makes him particularly useful versus demons like Elohim and The 6th Angel who are forced to deal AOE damage as part of their kit.
- 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.
- Has a niche with The 10th Angel teams, as his Panel 2 removes all Makarakarn effects, meaning teams that run demons that can cast Repel Magic (including Almighty) like Indrajit become vulnerable to Rejection.
|
Cons |
- Does nothing against Almighty and Fractional damage, both of which are extremely common in higher tiers of PvP.
- Completely overshadowed by Kalki, Yggdrasil and Baphomet A, who all have Drain Pierce and Repel Pierce and also a whole lot of utility and damage.
- Difficult to build optimally as he wants both damage and bulk/evasion; focusing on one will cause the other to suffer as a result.
- Attribute affinity down completely shuts down his niche. He went from being high tier in PvP to 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.
|
Synergies |
- |
|
Demonee-Ho
|
|
|
D |
F |
F |
- |
Pros |
- Desperate Hit deals damage to random enemies at the end of either team's turn. This is great for cleaning up lone surviving targets and/or breaking Endures.
- 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.
- Desperate Hit is a liability against Demeter teams as it will just trigger Bulwarks, as his damage isn't high enough.
|
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!
|
Synergies |
- |
|
Echidna
|
|
|
C |
C |
C |
- |
Pros |
- Freezing Gale deals Ice damage multiple times to all enemies. In addition to it being a pseudo Endure breaker, it also revive seals any enemy it downs, making her the first unconditional AOE Revive Sealer in the game.
- Fecund Womb will randomly revive a dead ally with full HP at the end of an opponent's turn. It also gives her Null Bind, ensuring the skill will always pop off as long as she is alive.
- Massive HP stats, combined with innate Epitome of Endurance and Null Mortal with Panel 1 make her very difficult to kill.
- Butcher in purple helps to amplify her damage, while Teal gives her Repel Elec to cover her weakness.
- Useful on stall teams made to encourage people to give up rather than fight, when combined with Demeter, Idun, and Ouroboros.
|
Cons |
- Weak to Elec unless Teal.
- Difficult to build due to needing both bulk and damage.
- Fecund Womb is limited to 3 charges.
- Unlike most other revive seal attacks, Freezing Gale doesn't ignore endures upon a killing blow. Although this is somewhat offset by the fact that Freezing Gale hits each enemy demon four times, it can make killing demons with multiple endure skills quite difficult.
- Panel 1 is very important due to it conferring her with Null Mortal. Without it, her survivability against enemy demons with mortal attacks is significantly reduced.
|
Notes |
- |
Synergies |
|
|
Elizabeth
|
|
|
F |
F |
F |
- |
Pros |
- Innate ailment resistance in p1 helps her chain to cleanse the whole party as well as passively heal.
- Lots of healing bonus along with decent magic stat means she's going to heal for a lot.
- Ark is a cheap almighty single target attack that revive seals, letting her contribute both offensively and defensively to the party, and mostly avoid ndr.
- Cleanses passively with Goddess Aid, meaning she doesn't take press turns from your bigger damage dealers.
- Purple has Null Drk Zone-Dmg Panel, making Aura Gate exploration easy while taking up only one team slot.
|
Cons |
- Needs p1 to even remotely function, which is a tough ask of a collab unit.
- Does not block charm, nor does she cleanse it, meaning to properly function as a cleanser, the entire team needs null charm, or she needs to use her transfers as Null Charm and Prayer, removing any build flexibility
- Also does not block or cleanse curse, hurting her healing.
- Healing is not strong in this game, meaning she's mediocre at a job that isn't too good to begin with.
- Her damage simply isn't high enough with the escalating life totals in this game, and almighty damage is difficult to boost.
- She's split between offense and defense and fails miserably at both. Daisoujou, a choice file unit, does her job far better, as does Mahamayuri, who has had reruns, while collab reruns are few and far between
- Has almost no buff control for a support, with her only innate buff control being in P2.
- Ark does not bypass endures and has low damage, hurting its capacity as a revive seal.
|
Notes |
- Limited-time Collaboration unit. Nobody knows if she will be rerun.
- Would be in E tier if we had one.
|
Synergies |
- |
|
Elohim
|
|
|
B |
B |
B |
- |
Pros |
- Solar Flare is a fire magic attack reminiscient of Dragon Blade, doing a strong ST hit and then an aoe follow up. However, both hits ignore endures, and this skill introduces the Remnants mechanic, 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 tied (with Kalki and Astaroth) 4th highest Agility 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 The 6th Angel, where if 6th can kill a demon, Elohim will continue the carnage with Light of Elohim.
|
Cons |
- He is fragile, so if the enemy gets to act, he will near certainly be going down. This is mitigated to a degree with Demeter.
- His high Agility and battle speed contribution can make him troubling to slot into teams other than turn 1 fast teams.
- While far from slow, a good chunk of his battle speed comes from panels, meaning an unpaneled Elohim can be a speed liability compared to the highest tiers of players/whales.
- 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 and Kalki. 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.
|
Synergies |
|
|
Erlkonig
|
Any |
|
B |
A |
A |
- |
Pros |
- Alder King heals your team on your turn, decreases the enemy's press turns by 1 if going second, and debuffs the enemy's attack on theirs. When paired with P3, this turns into a full defensive buff swing in your favor. It also adds 1 count of Intimidation to the enemy with the highest Phys Attack.
- Has massive survivability thanks to Power of Black Forest providing auto-Lydia, Alder King's healing, his massive HP and VIT stats (further boosted by skill levels and panels) and Null Mortal in Purple. His good bulk allows him to fully capitalize on Recarmdra.
- Power of Black Forest heals the team for 10% HP whenever a party member adds a Bulwark, making him an amazing ally to Demeter.
- Low AGI makes him perfect for bulky slow teams.
- One of the very few fusible demons with PvP viability.
|
Cons |
- Weak to Fire. This is particularly bad when facing Elohim or Lost Name.
- Maziodyne is a wasted slot.
- Does not have a way to re-cast Bulwark after his initial one wears off. Consider pairing him with units who can generate Bulwarks frequently.
- While being good for Demeter teams because he has nice healing (which helps recover after being dealt damage with Bulwark Pierce) and Null Mortal, he doesn't have powerful innate revive skills like Idun or Ouroboros, making him a subpar choice.
|
Notes |
- Due to Alder King's effect timing, it actually procs after most of the enemy's auto-skills have activated. When paired with demons that have similar timings (like Vairocana and Lachesis), it guarantees a full defensive buff swing regardless of what your opponent runs (Solar skills, Angra Mainyu's Panel 2, etc. all go off first, before getting wiped out).
|
Synergies |
|
|
Fafnir
|
|
|
B |
C |
C |
- |
Pros |
- Golden Greed automatically breaks Barriers and inflicts Poison on the enemy team at the start of their turn. This works regardless of whether Fafnir's team goes first.
- This timing strikes during the short window where Demeter's Bulwarks (and thus her team's ailment immunity) may be offline, which combos well with Tiamat A.
- With skill levels, Golden Greed increases Poison's damage from 5% HP fractional to 25% HP fractional, applying at the end of each demon's action. This elevates Poison from a minor annoyance to a legitimate threat.
- Panels 2 and 3 grant him 50% damage reduction from Poisoned enemies, making it difficult for the foe to kill him to disable Golden Greed.
- Teal ups his Elec resistance to Repel, helping his bulk against Zeus teams.
|
Cons |
- 2 weaknesses in Ice and Elec.
- No boosts to attack damage in his kit, plus Blight's power being low, means his high STR is under-utilized.
- Underwhelming if Poison does not land - neither the Poison damage pressure nor his vs-Poison bulk will apply in that case.
- Ailments aren't helpful in lategame PvE, due to inflated enemy stats.
|
Notes |
- Since his main niche is chain effects before the enemy can act, you want to string together as many as possible:
- P4 Nergal + Hachiman chains Poison into team-wide Might (Nergal) + Phys AoE (Nergal P4) + Zenith (Hachiman) + another Phys AoE (Hachiman) + team-wide Might again (Hachiman P2). This can apply a huge amount of damage pressure.
- Fafnir + Kabuso + p3 Lilith creates a combo of Poison + Charm + Bind. If Kabuso is not available, Gurr can chain Bind from Poison.
- To counter Demeter, Fafnir's team needs to go first, so that Demeter's start-of-battle Bulwark wears off when her team's turn comes up.
- Buffed during the 8/1/24 data update.
|
Synergies |
|
|
Fariedone
|
|
Any |
B |
C |
C |
- |
Pros |
- Hero of Prophecy grants Phys Pierce, puts his team into Zenith at the start of his team's turn, grants an ATK buff, and additionally grants 25% damage to physical skills and 30% acc to any allies in a state of Zenith. This massively buffs the power of any physical damage team.
- Demonsbane also puts the team into a state of Zenith, and then chains a high damage aoe phys attack, all for 5 mp. Since the phys part is a chain effect, no press turns will be lost on miss or drain/repel, making it safe to use even against evasive enemies. Having two ways to grant Zenith really helps controlling statuses against enemies that use Gloom.
- His awaken skills all have their own uses, depending on the situation.
- Panels grant battle speed, buff control, and damage, along with a little bit of bulk, all things he needs to help his team sweep.
- Good synergy with Hachiman, granting extra buffs to the team in Zenith.
|
Cons |
- 180 agi and only 20% battle speed in panels is going to likely lower the battle speed of any fast team.
- Demonsbane may be nice for not taking press turns on miss, but also will always take a full press turn as the phys is a chain effect, meaning you need to arrange turn order so he attacks on a half press turn. This also hurts his viability on democ prelim, where you need to transfer an aoe skill, rather than use Demonsbane.
|
Notes |
- |
Synergies |
- |
|
Flauros
|
|
|
D |
F |
F |
- |
Pros |
|
Cons |
- Weak to Ice unless Teal.
- Does not gain true Phys Pierce unless fully panelled. This can cause issues with his innate Death Counter and/or when he runs out of MP. It also makes his Red Archetype less appealing as a result.
- Low Base power on his skills means he will struggle to do damage.
- P2 will consume the Rebellion buff granted by Hell Leopard. This ends up decreasing his damage, as the Rebellion buff is wasted on the 75BP chain instead of his 130BP (more if levelled) Iron Fist.
- Due to each chain being a different skill, he procs tons of Demeter bulwarks, making him absolutely useless in the current pvp meta.
|
Notes |
- In Democalypse Preliminary Phase, you can only gain the +0.1 weakness hit multiplier once per skill, no matter how many times the skill hits. This is why you cannot gain more than +0.4 multiplier from skills like Ashura, Dragon Blade and MahaLantine. However, Flauros can repeatedly gain weakness hit multiplier, as Hell Leopard, Iron Fist and his Panel 2 chain effect are coded as different skills, bypassing the "only once per skill" limitation.
|
Synergies |
|
|
Flauros Hallel
|
|
|
B |
D |
D |
- |
Pros |
- Demons are Revive Sealed when they are killed by Baptisma, unable to be revived.
- Unlike Zeus' Keraunos and Astaroth's Lord Astaroth, Baptisma is a Magic skill instead of being a Physical Skill. While it cannot crit as a result, it also cannot miss, giving Flauros Hallel the edge against evasive units.
- Halo of Hallel gains boost levels as the fight drags on. At max level, it confers team-wide Lydia and Luster Candy, providing your team an incredible amount of sustain.
- Has synergy with Apsu, as he can re-apply Lydia.
|
Cons |
- Repel Elec is no longer as useful as it used to be due to Zeus.
- No damage boosters until panel 3, so 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.
|
Synergies |
- |
|
Frost Ace
|
|
|
A |
C |
C |
- |
Pros |
- Very good Ice Nuker with built-in Ice Boost and Master Assassin in Purple.
- Vengeful Frost Fist is a heavy hitting Ice-element Physical attack with Bulwark Pierce that can Crit and autocasts Rebellion on hit. This allows him to crit infinitely at the cost of 5 MP.
- Icy Rage gives him +20% accuracy, to mitigate the chance of Vengeful Frost Fist missing.
- Icy Rage and panel 2 provide a teamwide Ice damage buff, incredible for Democalypse and Avarice 14.
- When activating Vengeful Frost Fist or when a party member (including self) reflects an attack, he does 50 Ice physical damage with Bulwark Pierce and 50% crit rate to a single enemy, and then proceeds to apply Might to the entire party.
- If P3, can work as a budget Queen Frost option for Avarice 14 as he applies Repel Phys (Almighty) when anyone on his team performs a critical hit.
- At P4, he applies Charge to self when he is about to act, allowing Vengeful Frost Fist to do even more damage.
|
Cons |
|
Notes |
- Hee Ho
- Since his Repel Phys (Almighty) only activates when a party member lands a Critical hit, Avarice 14's Kali's Goddess of Slaughter+ will still hit at the beginning of the turn. This can be avoided by using Jack the Ripper or Lugh, who are the only demons able to crit before Kali's attack, but this is subpar compared to using Queen Frost.
- Will trigger one heal from Shiva in A14, as Icy Rage will proc another chain of Destruction and Creation after repelling it the first time
- Buffed during the 8/1/24 data update.
|
Synergies |
|
|
Futsunushi
|
|
|
B |
D |
D |
- |
Pros |
- Sword Deity's Might provides team-wide Rebellion every turn, massively increasing your team's physical damage. This is exceptionally powerful in Phys Democalypse, as scores there widely fluctuate depending on crits. It also increases the accuracy and damage of all allies in a state of Rebellion.
- This has incredible synergy with Panel 3 Zaou-Gongen, getting the ball rolling on infinite Rebellion to grant the entire team Phys Pierce, while also helping ZG's accuracy.
- Ryujin Reflection procs an AOE counter whenever your allies receive Physical damage, similar to how Asura shield functions in Battle Tower. It also casts Tarunda and Rakunda when it procs. This makes him a good check against faster, Physical-based teams like Astaroth and Hachiman. Also has some synergy with Hachiman as it will trigger his chains.
- Yellow provides him Iai Isshin, a Physical AOE that puts him in a state of Charge if the attack is successful. This is very devastating for Phys Democalypse Prelim, similar to how Nero☆ racks up insane numbers in Elec Democalypse Prelim.
- Red gives him access to Tempest Slash +, a souped up version of Tempest Slash that hits harder and ignores Endures. However, it is still a random-target attack, so it's only useful against lone targets.
- Has synergy with Sukuna-Hikona, as the team-wide Rebellion and Charge from Iai Isshin proc Invincibility Aid
|
Cons |
- Weak to Dark unless Teal.
- No unique active means he is stuck using the generic Berserker God, which is underwhelming to say the least.
- Middling AGI makes him awkward to fit in teams, and Asura Lord is an overall stronger Aura demon for T1 Physical Teams.
- The AoE counter upon receiving a Phys attack can be exploited by Demeter teams to restore their Bulwarks - they just spam normal attacks on any party member.
|
Notes |
- The AoE counter upon receiving a Phys attack will still activate if the attack misses.
|
Synergies |
- |
|
Gabriel
|
|
|
B |
B |
B |
- |
Pros |
- One of the core demons in the Archangels archetype. When combined with two other Herald or Divine demons, God's Word dishes out massive damage and increases the party's EV/AC at the start of own turn. Since it is a Chain effect, it does not consume Press Turns even when hitting NDR.
- Innate Thunder Reign, Elec Pierce and Elec Enhancement in Purple means she can function well as an Elec Mage too, particularly for Democalypse.
- Ascension will revive one fallen ally at random with 50% HP up to 6 times, given that she is not afflicted with Suppression. The revive chain becomes more threatening the more Archangels are on your team.
- P1 increases her overall damage dealt, while P2 lowers the Light affinity of all enemies by 1 level if there are 3 or more Divine/Heralds alive on your team.
- P3 grants a 40% Light/Elec damage boost to Divine/Herald party members, as well as an additional Press Turn to the team whenever Gabriel is revived from a demon skill.
- P4 activates a 60BP Light AoE Chain Effect that proceeds to lower the enemy's DEF at the start of their turn.
|
Cons |
- Needs a specific team built fully around her.
- Chain effects kill demons before they have a chance to talk, making her less useful for Aura Gate.
- Weak to Dark unless Teal.
|
Notes |
|
Synergies |
|
|
Garuda
|
|
|
B |
D |
D |
- |
Pros |
- One of the fastest and most flexible demons in the game. With Speedster transferred, he can help your team hit various PvE battle speed requirements, while fulfilling either a support or additional DPS role depending on his build.
- P3 increases his speed even further.
- Vahana, p3, and p4 provide additional Evasion, and can stack with other evasion passives like Evade to make him a dodge tank.
- Vahana and p4 sum to -100% chance of receiving ailments.
- Auto-Rakunda increases your team's damage output and synergizes well with his Turn 1 focus.
|
Cons |
- No innate Force Pierce until Panel 4.
- No Fire Pierce at all.
- Does not have Speedster innately which in turn consumes a skill slot.
- Very low bulk.
- Weak to Ice.
- Modern attackers like Odin A and Lost Name either gain tons of accuracy through Gloom and Zenith, or tons of innate accuracy, making evasion tanks far less useful than they used to be, especially when Garuda has no real other benefits on a team.
- More or less outclassed by Hresvelgr and Kartikeya as fusible speedbots in PvP nowadays.
|
Notes |
- |
Synergies |
- |
|
Garuda A
|
|
|
C |
D |
D |
- |
Pros |
- Brilliant Wings fires a Piercing AOE Force attack every time any of your demons successfully dodges an attack. This makes him a powerful pick versus pure physical demons like Camael and Astaroth.
- Brilliant Wings fits well with evasive demons such as Nekomata A.
- Gale Talon is very damaging against lone targets like Bosses, making him very potent for Democalypse. It can also be used for PvP cleanup and/or Endure breaking.
- Synergizes well with Guedhe.
|
Cons |
- Weak to Ice unless Teal.
- Evasion is useless against Magic teams.
- Gale Talon takes time to reach full potential, reducing his T1 effectiveness.
- Needs a team built around him to be really effective.
- Brilliant Wings doesn't hit very hard, especially when built for pure evasion, just giving Demeter teams bulwark if you do manage to dodge.
- Completely outclassed by Guedhe as a dodge tank.
|
Notes |
|
Synergies |
- |
|
Gemori
|
|
|
D |
F |
F |
- |
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 |
- |
Synergies |
- |
|
Gogmagog
|
|
|
B |
D |
D |
- |
Pros |
- Very high bulk, which he can capitalize on thanks to innate Earthquake.
- Three weaknesses makes him a good partner for Orcus.
- Less competition for Brands compared to your other demons, as he relies on PDEF for damage.
- Panels let him play a more support-oriented role, providing team-wide bonuses as long as he is alive. Damage reduction is particularly nice paired with Demeter.
- Repel Phys in Teal pairs well with Repel Pierce units such as Kalki or Metatron for Phys Anti-Pierce.
|
Cons |
- Abysmal AGI means he misses. A lot.
- No innate Pierce until Panel 4.
- Only gets his Charge from Panel 4 once, limiting him as an attacker.
|
Notes |
- Single target nukes will still hurt him a lot, especially with bonus damage from exploiting his multiple weaknesses.
|
Synergies |
- |
|
Gozu-Tennoh
|
|
|
B |
B |
B |
- |
Pros |
- Bulkiest unit in the game, with a whopping 267 VIT and 140% HP base, and even more in awaken skills, and panels. On top of this, he has a base 20% damage reduction, making him a living wall.
- Supreme Might is our first multi-turn Intimidating Stance style skill, removing a press turn from the opponent up to three times per battle. If other demons remove two press turns on the first turn, this skill will still activate three times, removing press turns for up to four turns for the opponent. In addition, this skill grants Phys Pierce, casts a two turn Tetraja and Rakukaja on your team, and passively grants +30% damage dealt and +50% hit rate to allies that are immune to Mortal.
- Mantra is the glue that pulls his kit together, being a 100 BP aoe that scales on his HP and ignores endures. This skill has up to 30 boost levels, and gains a boost level each time a skill that buffs stats for his team is used. After 10 boost levels, it inflicts mortal on all enemies if the skill is successful.
- Solid awaken skills, though usually Prodigious Ability is the best call.
- The lowest AGI in the game really helps him outslow other teams, and high LUK helps outweight the accuracy penalty of low AGI.
- Doesn't rely too much on Bulwark for bulk, making Bulwark Pierce hit less hard for him than other meta demons.
- 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. This makes Kalki more or less a hard counter.
- 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.
|
Synergies |
- |
|
Griffith
|
|
|
C |
C |
C |
- |
Pros |
- Blade of the Absolute is an Almighty Physical 250 BP attack with increased innate accuracy (1.5x), high crit rate and hits the same target multiple times, shredding Endures. The skill also has a chance to charm the target, and if it's successful, puts Griffith in a state of Might.
- Hawk of Light refunds 3 MP and sets up Almighty Tetrakarn on kill, letting him spam Blade of the Absolute repeatedly while completely walling off demons like Shiva A. Additionally, at the start of the first turn it provides a 3 turn Zenith, additionally granting 25% Physical damage and 30% ailment infliction rate to any ally in a state of Zenith, including himself.
- Has evasion thanks to innate Evade and Hawk of Light providing an Evasion bonus. Hawk of Light also additionally provides 20% Accuracy in levels.
- Panel 2 provides him Null Charm, Null Bind, and Null Mute. Thanks to Hawk of Light's team-wide cleanse effect when he downs an enemy, he can function as an evasive cleric that can also help with DPS if a cleanser is not required. He also removes Tetrakarn from opponents when they enter that state with Panel 2.
- His other panels add much needed damage boosters, more evasion, a big chunk of battle speed, and a charm multi target skill similar to Mother Harlot every time he enters a state of Might, solidifying a secondary role as a charmer.
|
Cons |
- As he does not have any damage booster in his kit outside of panels, damage transfers are mandatory if building him as an assassin.
- Difficult to build as he requires too many stats to function, forcing you to choose which parts of his kit to specialize in.
- Needing a kill to function as a cleanser can be really inconvenient.
- Requires a good team built around him to really shine.
- Outclassed by Beelzebub (Human) as an Almighty (Physical) Repeller.
|
Notes |
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
- Red gives him access to discounted Vorpal Blade, which can be useful if you want a piercing AOE for PvE, especially since ANY kill will trigger Hawk of Light.
- Panel 3 will make an enemy Narcissus deal more damage.
|
Synergies |
- |
|
Guan Yu
|
|
|
C |
F |
F |
- |
Pros |
- No weaknesses and high VIT stats make him very tanky, especially with Life Brands.
- High STR and native Phys Pierce make him a physical powerhouse.
- Loyal God of War refunds MP and heals him on a kill, giving him insane amounts of self-sustain.
- Innate Savage Glee lets him Crit and generate Press Turns effectively, especially if given Epitome of Carnage or paired with Crit boosters like Asura Lord or Kartikeya.
- Purple gives him access to Null Mortal, making him even harder to kill.
- P4 gives him Charge on an ally death, helping him make comebacks.
|
Cons |
- Low AGI stat means he will have accuracy issues. Dragon Blade's chain effect will not activate if it misses on the first target.
- Only has ST skills unless in Red, which reduces his overall PvP usefulness.
- Highly dependent on the first kill for tempo. Failing to secure the first kill will result in him not having enough MP for the next turn.
- AoE chain after Dragon Blade makes it hard for him to avoid triggering Demeter, severely hurting any potential in PVP.
|
Notes |
|
Synergies |
- |
|
Guedhe
|
|
|
B |
B |
B |
- |
Pros |
- A unique evasion tank, with 65% evasion baked into his kit, and many benefits from evading attacks.
- Hedonistic Reaper guarantees that if his team goes second, the opponents will end up in Gloom, because first the skill removes Zenith, then inflicts Gloom. Additionally, if anybody on his team dodges a Physical attack, he inflicts Gloom, a two turn Sukunda, and enemies in Gloom take 25% extra damage from Physical type attacks, deal 25% less damage with the same, and also have a 20% reduced hit rate and 30% reduced evasion rate, helping him dodge and also hit enemies. Additionally, this skill grants Dark Pierce.
- Dark Gift is a Dark Physical attack with high 250 BP scaling off MATK, and a 100% crit rate, that also inflicts Gloom if it is successful.
- Strong 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 |
|
Synergies |
- |
|
Guts
|
|
|
B |
C |
C |
C |
Pros |
- Extremely high Crit rate thanks to innate Savage Glee and The Struggler. Butcher in Purple further augments his damage. Additionally, The Struggler grants Phys Pierce, 20% damage done with physical skills, 20% accuracy, and reduces mp cost of all Physical skills by 1.
- Dragon Slayer does ramping aoe physical damage, starting at 130 and ramping up to 160, matching Gigantomachia's damage, but at 4MP and with added crit rate and a 2MP removal at boost 2. It also ignores all counter skills and at Boost 1, ignores Endures.
- Is decently tanky thanks to good bulk and The Struggler providing him a better Enduring Soul that triggers 5(!) times.
- Panel 1 gives him access to a Bulwark-Piercing Fire Physical AOE that does not cost MP, very useful against MP denial teams, and panel 4 makes a similar effect occur every time an enemy is downed, potentially chaining to sweep the enemy.
- Other panels add more accuracy, damage, and HP, and cause Dragon Slayer to start at boost level 1.
- His Panel 1 and 4 Chains Bulwark Pierce, allowing him to break through Demeter teams.
|
Cons |
- Having no innate Single Target skills means he has trouble with Repel Pierce demons, such as Kalki. He also isn't the best at taking down bosses.
- Average speed, bulk, and utility make it hard for him to fit into any team as the best slot.
|
Notes |
- Cannot be used in the same team as Berserker Guts.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
- Buffed during Femto Collab re-run.
|
Synergies |
- |
|
Hachiman
|
|
|
A |
A |
A |
A |
Pros |
- Automatically casts Zenith and ATK + EV/AC buffs on his team's first turn.
- When he uses Berserker God or Vorpal Blade, or when a teammate uses any physical attack (miss/crit capable, not just Phys element), he automatically casts Zenith and a 50% crit Phys AoE.
- This also works on the standard attack that all demons have, so MP draining can't stop Hachiman's team from activating this chain effect. It won't work for demons that overwrite their standard attack with magic though, 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.
|
Synergies |
- |
|
Hagen
|
|
|
A |
B |
B |
- |
Pros |
- Burgundy's Resentment is a heavily loaded passive granting Phys Pierce, 50% accuracy, a 500 HP Endure, and most importantly, at the start of his turn and every time he activates Sword of Fealty, reduces the opponents Phys Affinity by one level, and inflicts gloom. Additionaly at the end of his turn does a 100 BP Physical attack on a random target that also inflicts mortal, revive seals, and ignores counters and Endure.
- Sword of Fealty is a 200 BP Phys skill with 100% crit rate, that places the team in a state of Might and gives a 1 turn Tarukaja and Sukukaja effect.
- Has Phys Accele innately which is nice for fast teams, and Intimidating Stance in purple, giving him use in every speed.
- Panels offer more speed, teamwide accuracy, damage, and buff control when gloom activates.
- Hard counters Kalki's Drain Phys and Femto's Repel Phys.
|
Cons |
- Yggdrasil hard counters his affinity reduction.
- His personal damage isn't the highest, meaning he needs powerhouse teammates to make up for it.
- Is heavily countered by Shaddai, because his teammates will near certainly be critting because of his teamwide state of Might, meaning Shaddai will limit your press turn generation.
- Overshadowed by Homura Akemi as she lowers Phys Affinity by 3 levels compared to his 1, and she is considerably faster by comparison.
|
Notes |
|
Synergies |
- |
|
Hecate
|
|
|
B |
D |
D |
- |
Pros |
|
Cons |
- Not very bulky due to middling VIT and HP stats.
- Weak to Light (unless Teal) and by The 6th Angel and Camael.
- 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 |
|
Synergies |
- |
|
Heimdall
|
|
|
C |
D |
D |
- |
Pros |
- Bifrost Keeper boost his bulk up to 50% hp, and at the start of the first two enemy turns, gives him a 2500 hp Bulwark, and increases his teams defense, making him and his entire team harder to kill. Additionally, on the start of his own turn, he raises the attack of his team, helping his team counter sweep.
- Stout Horn is a versatile attack, doing a high amount of ST almighty damage, and adding a bulwark to his whole team when his hp is above 80%, or doing fractional damage based on max hp to the whole enemy team when his hp is below 80%.
- Intimidating Stance in purple works well with his low agi of 102, and Lunar Downfall works as well if both stances are covered, say by a demon like 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.
- Bulwark Pierce completely shuts him down.
|
Notes |
- |
Synergies |
- |
|
Hinokagutsuchi
|
|
|
B |
D |
D |
- |
Pros |
- High VIT and 70% HP boost from skills and panels makes him very tanky. Gains Null Mortal on Panel 2. Additionally, he takes 60% less damage unless the enemy hits his weak point.
- If hit by a physical attack (miss/crit capable, not just Phys element), he retaliates by casting Gloom and a Fire AoE on the enemy team. If panel 1, he also debuffs their DEF.
- Scarlet Chop is a strong Fire ST attack that hits two separate times with 80% crit rate each. This combined with +20% from innate Epitome of Finesse means he effectively has 100% crit rate.
- Low AGI but 65% accuracy boost from skills and panels means he can fit well into slow teams, while still being able to hit decently often. Intimidating Stance in Purple synergizes well with this.
- Works well in fire Democalypse with Rending Fire innate and Hinokagutsuchi (Skill) giving extra damage in boss, or extra ratio in prelim.
|
Cons |
- Weak to Ice and Dark.
- Will have accuracy issues if not Panel 2, since 50% of his 65% accuracy boost is in there.
- 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 will be exploited by Demeter teams to recover their Bulwarks - they can just spam normal attacks on him to recharge bulwarks to full.
|
Notes |
- |
Synergies |
- |
|
Hresvelgr
|
|
|
C |
D |
D |
- |
Pros |
- One of the highest base AGI in the game, making him great 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 or Bulwark 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.
- His only use in PvP is as a speedbot.
|
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).
- Panel 3 has -20% Force damage received for the party, but his lack of bulk does not synergize with this.
|
Synergies |
- |
|
Huang Di
|
|
|
C |
F |
F |
- |
Pros |
- Superior Power gives him Phys Pierce and an accuracy boost.
- Yinglong Killer hits incredibly hard and has a high crit rate, demolishing teams without anti-Pierce.
- P4 helps with Yinglong Killer's ludicrous MP cost and gives him an accuracy boost, along with some bulk, helping with his role of healing while critting the enemies in PVE.
|
Cons |
- As nothing in his kit boosts damage, damage booster transfers are mandatory.
- Yinglong Killer has a very high MP cost and cannot be fired off Turn 1.
- Below average HP and VIT stats.
- His panels focus on a bizarre healing role which in theory could be useful doing damage and healing, but he doesn't really have the bulk to survive PVE nukes.
|
Notes |
- Outclassed by a lot of demons. Oh how the mighty have fallen!
- AI is very unreliable for PvP Defense; he will occasionally Yinglong Killer into Anti-Pierce and lose Press Turns.
- Panel 3 healing has some fun applications together with Lakshmi A, allowing him to restore both HP and MP to the whole party upon a crit, and fire off 220 BP Light (Magic) damage.
|
Synergies |
- |
|
Huang Long
|
|
|
C |
F |
F |
- |
Pros |
- High AGI, good resistances and decent bulk make him a useful PvE support demon.
- Five Elements walls every magical demon without Pierce, including Almighty mages such as The 10th Angel and Demeter.
- Luster Candy in Yellow gives him even more support utility in buff control. Purple provides him Speedster, giving him full flexibility over which skills to transfer.
- Trivializes Brands of Sin Stages 10, opening up brand farming on Auto.
- If Panel 4, any team member in a state of magic repel takes 20% less magic damage (Almighty is reduced by another 15%) and deals 20% more magic damage. The defensive portion is essentially a magic version of Beelzebub (Human), while the offensive portion helps Huang Long act as an offensive support.
- Huang Long Gaming
|
Cons |
- Pierce bypasses Five Elements.
- Five Elements can be removed through Makara Break, most notably by P3 Samael.
- When Five Elements blocks an attack, it's broken - meaning only the first attack is blocked, so if the enemy has a chance to attack again in the same turn, that attack will pass.
- Very MP hungry, needs Divine Brands or Mana Aid to function well.
|
Notes |
- Yellow AI has issues on auto as it will sometimes cast Luster Candy when you want to be spamming Five Elements instead. Due to this, Yellow is mostly recommended for Manual Play, and Purple for Auto-ing.
- Has a small niche in offense teams to block My Harvest!.
- Skills like Makaraka Shift should work with his panel 4, giving the same effect as caveman
- Huang Long Gaming
|
Synergies |
- |
|
Indra
|
|
|
B |
C |
C |
- |
Pros |
- Thunder God's Fighting Spirit grants Phys Pierce, 20% Battle speed, and grants himself Charge and a teamwide Zenith at the start of his turn. Allies in Zenith will also do 15% extra damage and take 30% less Phys and Elec damage. Additionally, while Indra is in a state of Charge, any ally attack, be it physical magic or fractional, will cause him to do a 150 BP physical chain, with a 50% crit rate.
- Indra (Skill) is a strong ST Phys attack, doing a 150 BP attack with 50% crit rate, and an additional 150 BP chain, with both attacks ignoring counters and Endures.
- Panels offer 50% Phys and Elec damage reduction, more HP, Speed, and Damage, and an additional 20% accuracy and crit hit rate to allies in Zenith, giving him decent team support.
|
Cons |
- He lacks any real reason to use him over any other demons. In most situations, another demon offers more damage, or more utility.
- 190 Agi is high, but it's a far cry from the likes of Astaroth and Kalki being at 259, both with much more utility.
- Just a really underwhelming demon at a point where kits need to be overloaded to be powerful.
- Since his chain effect after ally attack will use the Charge effect, he can only do one per turn.
|
Notes |
- Why is the unit whose skill literally has Thunder God in the name a Phys unit?
- Why is his active skill named after himself instead of the super famous weapon he owns, the Vajra?
|
Synergies |
- |
|
Indrajit
|
|
|
B |
C |
C |
- |
Pros |
- Lightning Shower provides incredible burst damage due to its high Base Power combined with Indrajit's high base MAG and innate Master Assassin. It can also be looped indefinitely thanks to its low MP cost and Lord of Clouds refunding 3 MP on kill.
- Innate Merciless Blow combined with high damage output makes him very valuable for Democalypse, and gives him synergy with Zeus
- Gains an additional 80% battle speed from panels, a large amount of damage, elec damage reduction for the whole team, and Concentrate when his team downs a unit on P4 once per turn, making his next Lightning Shower hit like a truck.
- Lord of Clouds provides Elec Pierce and autocasts Five Elements on kill, which completely walls off Almighty mages like Kalki and Demeter. Additionally it offers 20% Battle Speed.
- The Five Elements effect on Lord of Clouds is incredibly powerful against The 10th Angel, making Indrajit a decent counter for Elec T1 teams against her. Consider a 4 MP Magic skill like Zio or Mana Gain transfer to help fight against Camael.
|
Cons |
- Weak to Ice unless Teal.
- Low bulk means he will get killed easily if outsped.
- 100% innate battle speed is a lot, but it requires massive investment at P4, and is still being applied to only 168 base AGI.
|
Notes |
- Highly dependent on the first kill for tempo. Failing to kill will result in MP Problems.
- Has AI issues when used on defense - AI will occasionally target demons with high HP instead of trying to finish off demons to secure Lord of Clouds activation.
|
Synergies |
- |
|
Ishtar
|
|
|
C |
D |
D |
- |
Pros |
- Extremely high MAG stat. Panel 1 further increases her AOE damage.
- Due to this, she works very well as an elemental caster for Democalypse, provided you transfer the appropriate elemental spell.
- Her unique spell Mesopotamian Star deals Almighty damage with Remnants while auto-casting Luster Candy and Debilitate, allowing her to deal damage while simultaneously buffing and debuffing.
- This allows her to be used as a manual buffer in Democalypse Boss. Red's Thunderclap synergizes with this in Light Democalypse, letting her deal good damage after buffing.
- Gains Concentrate in Yellow, letting her nuke even harder.
- Panel 3 offers Almighty damage to the team, and Panel 4 gives herself a free Mesopotamian Star cast plus Concentrate once per turn when anyone on her team uses Almighty.
- This synergizes very well with Metatron in Kiwami fights, especially since Ishtar also has 2 Repels.
- 90% HP boost from panels helps her normally-low bulk, and makes it easier to manipulate her AI to cast Mesopotamian Star in Democalypse.
|
Cons |
- Mesopotamian Star has low base power.
- Weak to Force (unless Teal) and Dark.
- Her low AGI can be a problem in PvE, especially if she doesn't have her panels' bulk yet.
|
Notes |
- Regarding Democalypse:
- Since Mesopotamian Star has Remnants, she doesn't need to go second in the team order. Ideally, she should go first so the buffs + debuffs are online ASAP.
- Making multiple Ishtars for different elements is cheap and effective.
- Despite panel 1's AoE damage boost for Prelim, it's more important to have her manually-buff for Boss. Only consider her for Prelim if Boss's buffing is already handled by someone else.
- Panels 2 and 3 do nothing for her Democalypse builds.
- Panel 4's Concentrate can be useful to improve the damage of Thunderclap, or her transferred attack skill. However, she's unlikely to Concentrate more than once, due to Boss's off-element damage reduction.
- The AI in Democalypse doesn't cast Yellow's Concentrate.
|
Synergies |
|
|
Ixtab
|
Any |
|
F |
D |
D |
- |
Pros |
- Upon death, Yaxche autocasts an almighty Mortal spell that will instakill the enemy that killed her, bypassing Endures.
- Panels 1, 2, and 4 further punish killing her by buffing her team, debuffing the enemy's team, and dealing fractional damage to the enemy team.
- Panel 3 has her cast Yaxche's chain effect every third turn, punishing leaving her alone for too long.
- Yellow gives her access to discounted Mahashibabooon, letting her also function as an Ailment inflictor.
- Some key units like Chi You, Beelzebub (Human), Barong, Zeus, and Odin A do not have null mortal, potentially letting her prey on them.
|
Cons |
- Five Elements and Null Mortal blocks Yaxche, shutting her down.
- Most important targets in PvE are immune to Mortal (Bosses, Kiwami Adds, etc.).
- Pretty much every slow unit in the current PvP meta has Null Mortal, making her Yaxche completely useless besides the buffs and debuffs from her panels. Teams using units without Null Mortal are prepared with Tetraja, meaning she's a hard sell.
|
Notes |
- There is no way to reset her level once you have leveled her up.
- You can leave her at Lv 1 to bait the AI into killing her and triggering Yaxche. Pair her with teammates that carry resurrection spells to repeat this cycle like Nebiros and Xi Wangmu.
- Leaving her at Lv 1 also sharply drops your battle speed, perfect for slow teams.
|
Synergies |
- |
|
Izanami
|
|
|
C |
F |
F |
- |
Pros |
- Very high Magic stat. Combined with innate Merciless Blow, her unique Yomotsu Okami and Elec Amp in Purple, she will annihilate anything weak to Elec or Dark.
- Yomotsu Okami and panel 3 provide a teamwide increase to Dark and Elec damage, perfect for Democalypse.
- Great set of panels that provide her MP reduction, Elec Pierce and increased damage.
- Panel 4 grants a 1 MP discount to all Elec or Dark spells in the team.
- Very helpful in Brands of Sin: Vanity 14, which demands Elec/Dark damage and a slow team.
|
Cons |
- Weak to Fire.
- No Dark Pierce.
- Very expensive to fuse (Only 5+5 fusion paths are available, and the cheapest ones require Vishnu or Michael, who are themselves 5+5.).
- No innate AOE spells, and Bolt Storm is not very good. You will probably have to transfer a better attack onto her.
- Very RNG reliant in Elec Democalypse Boss, as you cannot rely on Eileen to weather out bad Bolt Storm rolls.
|
Notes |
- Panel 2 for Elec Pierce is mandatory for PvP.
- Red gives her Hell Gaze, while Purple provides Elec Amp. Both are very useful for their respective elemental Democalypse, so consider having two Izanamis if at low investment. If you decide to go for panel 4, build a single Purple Izanami and Transcend her for skill switches instead of building a Red one. (A Red one built for Dark Democalypse boss with 2 damage boosters is only a 5-11% damage gain over a Purple one with Hell Gaze transfer + 1 damage booster.)
|
Synergies |
|
|
Jeanne☆
|
|
|
D |
F |
F |
- |
Pros |
- Madama Uppercut autocasts a follow-up Almighty attack upon Charm that also inflicts Bind.
- Evade and Madama Uppercut levels increase her evasion and allow her to function as a dodge tank.
- Gomorrah (J) has high base damage and crit chance, with a high chance to Bind all enemies.
- Pairs well with Bayonetta☆ or any other sources of charm like Lakshmi.
|
Cons |
- Gomorrah (J) takes two turns to charge, and is difficult to build due to it scaling off both PATK and MATK.
- Awkward combination of balanced stats and having both Physical and Magic skills make her pretty mediocre at everything.
- Very bad bulk means she will get shredded by Magic teams, which ignore her evasion.
- Panels do not benefit her much.
|
Notes |
- Cannot be used in the same team as the regular 4★ Jeanne.
- Limited-time Collaboration unit. Nobody knows if she will be rerun.
- Pretty much outclassed by P3 Lilith, who does "Bind upon Charm" better.
|
Synergies |
- |
|
Kali
|
|
|
C |
F |
F |
- |
Pros |
|
Cons |
- Weak to Ice.
- Requires a state of Rebellion to reach full potential. This mandates either one turn of warm up, or an Auto-Rebellion transfer.
- Loses turns if she misses even 1 of 6 Violent Dance hits.
- Her damage has been outscaled to a point she just isn't effective anymore.
|
Notes |
- |
Synergies |
- |
|
Kalki
|
|
|
B |
B |
B |
- |
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 It'll be all right.
- For a demon that has 70% HP built into his kit, 152 VIT isn't particularly high, meaning if you want him to survive, you still need to stack quite a bit of HP on him.
- Tends to need to choose between building damage, speed, and bulk, and can't generally excel in all three roles at once.
|
Notes |
|
Synergies |
- |
|
Kangiten
|
|
|
C |
B |
B |
- |
Pros |
- A uniquely designed demon who rather than having a regular normal attack, through Kangiten's Mystery does an 80 BP Almighty magic attack, meaning it cannot miss. This also does a chain which heals the user for 50 BP.
- This leads into a chain with Kangiten's Dharma, where every time a party member uses a healing skill, Kangiten will do a 200 BP Magic chain to a single target. This chain also does a 1 turn Debilitate chain and if Kangiten's HP is above 70%, will grant the team a 1000 HP bulwark.
- This means as long as anybody on your team is healing, Kangiten will chain massive BP almighty attacks, while also supporting the party. He also has good bulk in order to stay alive to keep chaining.
- Any time an enemy or ally dies, Kangiten will do an 80 BP team heal, which starts more chains of almighty attacks.
- Gains Null Mortal, Charm, and Bind in P1, making him hard to stop with ailments. Additionally panels grant more Healing effectiveness, HP, Damage, and P2 notably grants his team 20% damage under bulwark.
|
Cons |
- Absolutely needs P1 for the Null Mortal effect.
- Needs to choose between bulk and damage, and has trouble surviving a T1 team if built for damage.
- Low amount of boosters in his kit means his damage is limited.
- Doesn't offer the level of utility that some T2 powerhouses do, meaning you have to make sacrifices that often aren't worth it to slot him in.
|
Notes |
- Good synergy with Vivian and Lakshmi A, allowing him a potential role in T0 sweeping comps.
- Sega should feel guilty for taking away the Luster Candy effect, even if it wasn't intended.
|
Synergies |
- |
|
Kartikeya
|
|
|
B |
D |
D |
- |
Pros |
- One of the fastest demons in the game especially when Skanda is maxed, allowing you to hit battlespeed requirements in PvE easily.
- Skanda provides teamwide Accuracy and Crit chance boost.
- Mortal Jihad plus Great Aim means he will rarely miss, while having a good crit rate to generate Press Turns for your team.
- No weaknesses and innate Speedster gives him great flexibility over transfer slots and lets him fulfill a variety of roles.
|
Cons |
- No innate Pierce means he will have trouble with Repel Physical effects (notably Tetraka Shift), unless you inherit Phys Pierce (weak).
- Very expensive to fuse (approx 8 million mag per copy, 500k of that is unaffected by discounts).
- Essentially has no role other than boosting battle speed.
|
Notes |
- Difficult to Panel due to Clear demons only giving 60 spirits.
|
Synergies |
- |
|
Koga Saburo
|
|
|
B |
D |
D |
- |
Pros |
- Dragon of Defense passively increases his accuracy and provides a full Agile Cry buff swing, which greatly helps him (and his allies) land hits.
- Soaring Blades is a multi-hitting Force (Physical) ST nuke that chains into another multi-hit Force AOE. Not only does it hit hard thanks to high base crit rate (50%) and innate Force Amp in Purple, it's also very spammable thanks to a low MP cost of 5.
- High base AGI and increased Battle Speed from Panel 2 make him 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.
- Synergises well with Morrighan and Lugh, allowing him to hit weak points for maximum damage.
|
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.
- The forced Force AoEs will cause problems against Demeter teams, as it'll cause her to re-cast Bulwarks - in some cases undoing the damage you just dealt.
- His damage has fallen to a point where he isn't particularly useful in PVP, and his usage limits severely hurt his PVE usage.
|
Notes |
- 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 or Guedhe.
- While Soaring Blades has a high crit rate, it is not infallible 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.
|
Synergies |
- |
|
Lachesis
|
|
|
D |
D |
D |
- |
Pros |
- One of the core demons in the Moirai Sisters archetype. When combined with two other Lady or Femme demons (preferably her two other sisters), Passionate Embrace debuffs enemies' attack and defense while buffing yours. Not only does this make Atropos' Passionate Rage stronger, it also makes it harder for the opponents to fight back as they will have to deal with a massive reduction in damage.
- Measured Fate removes all debuffs from your team and buffs from the enemy team. This ensures the following Passionate Embrace will fully swing buffs in your favor.
- Intimidating Stance in Purple synergizes well with the rest of the Moirai Sisters who have very low AGI.
- Her Panels provide valuable ailment immunity, making it harder for Ailment Teams to sweep her on revenge.
|
Cons |
- Requires a good team built around her to work.
- Due to the way the Moirai Sisters archetype is typically built, Revive Sealing units like Astaroth are a very powerful counter.
- Moirai Sisters comps are no longer meta, and all she does without her sisters is remove Tetraja with Measured Fate.
|
Notes |
- The AI will not cast Measured Fate if there are no buffs on your opponent and/or debuffs on you. As she does not have any other actives, this causes her to auto-attack most of the time, which can be a problem facing NDR Phys or evasive targets.
|
Synergies |
- |
|
Ladon
|
|
|
C |
C |
C |
- |
Pros |
|
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 |
- This tier entry is not up to date
|
Synergies |
- |
|
Lakshmi
|
|
|
D |
F |
F |
- |
Pros |
- Extremely high Magic and Luck stats allow her to be built as either a Sweeper or an Ailment inflictor.
- Her High Luck and Insanity combined with Lotus Dance's high Charm rate virtually guarantee she will Charm everything that does not Null it.
- Lotus Dance and Panel 3 allows her to generate MP for the team, letting her work as a fusible MP battery for PVE usage.
|
Cons |
- Trying to use her as a force boss Democalypse unit in red can be a pain as the AI will sometimes use Twister over Killing Wind.
- Expensive to fuse (only 5+5 fusion paths are available).
- Weak to Force unless Teal.
- Lack of good innate offensive skills wastes her high MAG stat.
- Made completely useless in PvP by Demeter and Maria.
- Very bad bulk.
- Panel 4 requires Charm to hit, which is unlikely in both PVE and PVP, meaning it's not a very useful panel.
- Panel 3 has its MP recovery as a chain effect, allowing Adramelech to punish the team twice for every usage of Lotus Dance.
|
Notes |
- |
Synergies |
- |
|
Lakshmi A
|
|
|
B |
B |
B |
- |
Pros |
- Diwali restores MP to the whole team upon receiving any healing from skills, and fires off a 220 BP Light chain, as well as 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.
- Strong synergy with Vivian, Mithras and Ardha, who will allow her to do T0 chains, potentially sweeping teams before anything can happen.
|
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.
- If using her as an ailment cleanser, she will need a Null Bind transfer.
- Is absolutely tied to Mithras for most team builds.
|
Synergies |
- |
|
Lanling Wang
|
Any |
|
B |
C |
C |
- |
Pros |
- Flying High hits like a truck, doing 200 BP with 50% crit rate for 5mp, or 4mp with p2, while ignoring endures, and when he hits, sends his team into Zenith. It hits hard, especially charged in Zenith, that even with brands that make you choose between accuracy and damage, you can get some extra accuracy and still do tons of damage.
- Additionally, when your team is in a state of Zenith, he gives the entire party Phys Amp and 30% crit rate, making him exceptional for fast physical teams
- Once per turn, Mask of Veiled Beauty will give him charge when an opponent is downed. If he's in charge from a previous turn, he can kill something with a charged Flying High and still go into charge, enabling massive damage over multiple turns.
- Is fast with 232 Agility, along with 20% innate battle speed, 20% more from panels, and 20% more from Phys Accele in purple.
- Good panels in general, providing innate MP reduction to Flying High, innate Phys Prana, and battle speed and damage.
|
Cons |
- 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 |
- |
Synergies |
- |
|
Lilith
|
|
|
D |
D |
D |
- |
Pros |
- Two strong Dark and Elec AOE skills.
- Decent Magic allows her to deal damage while also inflicting ailments on the enemy.
- Panel 3 casts a teamwide Bind whenever an enemy is charmed, and can be triggered multiple times per turn.
- Can be combined with Tiamat A to do a chain of ailments that happens before Demeter's bulwark.
|
Cons |
- Weak to Light (unless Teal) and Force.
- No Dark Pierce until Panel 4.
- No Elec Pierce at all.
- Countered very hard by Daisoujou, who clears her charms and punishes her for using them.
- Maria is common enough to deal with her ailments as well.
|
Notes |
- Easy 4x4 fusion paths and good panels make her a decent Panel 4 goal to strive toward.
- Cannot be used in the same team as Lilith A.
|
Synergies |
|
|
Lilith A
|
|
|
C |
F |
F |
- |
Pros |
- Demons are Revive Sealed 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 Camael 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 even the most crit resistant units
|
Cons |
- Weak to Light unless Teal, which is a problem when facing against Camael and The 6th Angel.
- 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.
|
Synergies |
|
|
Longinus
|
|
|
A |
C |
C |
C |
Pros |
- Bulky, with 202 Vit, 70% innate HP, and attacks that scale based on Phys DEF, allowing him to build a defensive stat and still deal damage.
- Centurion grants an extra press turn once per turn when Holy Lance of Longinus is used, 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's 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.
- Spirit Chains of Corrosion gut his damage entirely, Holy Lance of Longinus relies on Phys Def for damage.
|
Notes |
- He is essentially immune to the AI not being able to use the same skill more than 3x in a row feature, because the Phys and Light versions of his skill are counted as different skills.
- If his random buffs are activated during the enemy turn (they usually will be), those buffs will wear off once his own team's turn starts.
|
Synergies |
- |
|
Lucifer
|
|
|
B |
C |
C |
- |
Pros |
- Morning Star is the most powerful Almighty AOE spell in the game, with 170 BP and Bulwark Pierce. Combined with Butcher in Purple, this allows him to deal massive amounts of damage.
- Strong panels, with Panel 1 offering 15% universal damage boost, bulk, 6 additional uses of Morning Star, and a debilitate effect after casting it.
- P2 gives him a large amount of bulk and once per battle, a 50% heal and 50% bulwark at the end of his turn. P3 offers 25% more almighty and fire damage, and grants Lucifer a Concentrate effect once per turn when he downs a demon, giving massive damage potential.
- Fast-Debilitate from Panel 4 is incredibly useful in both phases of Democalypse.
|
Cons |
- Weak to Light unless Teal, a problem when facing Camael and The 6th Angel.
- Very MP hungry, requires teammates like Demeter and Maria to help with MP Management.
- While his effects may at a glance seem enticing, he still struggles with the prevalence of MP drain in the meta, and while Morning Star is strong, with no endure pierce it's hard for him to get the first kill to get his concentrate, let alone cast the skill a second time.
- Very expensive to fuse and panel (Only 5+5 fusion paths are available, and the cheapest one requires Vishnu, who is himself 5+5.).
- No Pierce and full Almighty kit means he is shut down hard by Five Elements.
|
Notes |
- |
Synergies |
- |
|
Lucifuge
|
|
|
C |
F |
F |
- |
Pros |
- Hell's Ministry reduces Almighty cost for all Tyrant-race demons and improves their bulk. Paired with his Panel 1 Bonus, this will give a whopping 3 MP discount and enable powerful Turn 1 combos such as Lucifer's Morning Star.
- Light Devourer is a hard-hitting single target Dark spell, further amplified by innate Dark Amp.
- Has access to discounted Necro Dogma which only costs 5 MP when maxed (4 MP if Panel 1), allowing him to fire it Turn 1 and give your whole party a defensive buff as a bonus.
|
Cons |
- Weak to Light.
- Extremely expensive to fuse (approx 9 million mag per copy, 6 million of that is unaffected by discounts).
- Middling AGI hurts Battle Speed for fast T1 teams.
- Offers very little in the current meta, where Demeter and Maria can feed any potential MP needs.
|
Notes |
- Requires Panel 1 to really shine.
- Unimpressive without good teammates. His best partner Lucifer is another very expensive fusion, and requires Panel 4 to be really competitive in PvP.
|
Synergies |
|
|
Mada
|
|
|
B |
D |
D |
- |
Pros |
- Drunken Giant reduces fire and phys damage taken, adds fire pierce, and gives his team a bulwark when his team goes second, or any time an enemy is charmed. Additionally it offers 20% max hp when leveled.
- Scarlet Inferno does 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.
- Demeter can protect her team from ailments, shutting Mada down entirely.
- Bulwark Pierce is also a hard counter to anything Mada can do.
|
Notes |
- He only reduces Fire and Phys damage, so it's important to keep that in mind when you're facing other damage sources.
|
Synergies |
- |
|
Mahakala
|
|
|
B |
D |
D |
- |
Pros |
- High Magic stats and innate Concentrate + Pierce from The Great Darkness make him a very powerful ST Nuker.
- Wrathful Flame reduces defense, allowing your teammates to hit harder.
- Very effective in Democalypse boss rounds as buffs/debuffs are difficult to come by. His automatic Concentrate effect on the first two rounds of boss ensure he will do massive damage, amplified even more by P4.
- Goes through Endure as Wrathful Flame is three separate hits.
|
Cons |
- Combination of ST and AOE in his kit makes it difficult to further boost his damage.
|
Notes |
- Unlike Indrajit, lack of MP recovery means he cannot spam Wrathful Flame as easily in PvP.
- If Mahakala is not alive at the beginning of the turn The Great Darkness won't increase the turn count until he is revived and survives until the start of the following turn.
- Offers nothing other than damage and buffs for a PvP team.
|
Synergies |
- |
|
Mahamayuri
|
|
|
B |
D |
D |
- |
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 them 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 Repel Force, which makes him a great pair for Repel Pierce units such as Kalki.
- Teal can be used to patch up his Elec Weakness, while Master Assassin in Purple lets him hit harder.
- Synergises with Morrighan.
|
Cons |
- Weak to Elec (unless Teal), meaning he is vulnerable to Elec Bros (Botis, Zeus, Odin A).
- 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.
- Completely overshadowed by Lugh.
- This is especially the case in Sloth 14, where outspeeding with Mahamayuri will make him useless - his cleanse will activate before the enemy's ailments activate.
|
Notes |
- 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~
|
Synergies |
- |
|
Mara
|
|
|
B |
F |
F |
- |
Pros |
- One of the few fusible demons with Phys Pierce, in Purple.
- High STR and LUK means he will hit hard and crit often.
- Hell Thrust is very strong against bosses and in Democalypse, especially if he is Panel 3 for auto-charge after every use. At max level it also refunds 2 MP when used, ensuring he doesn't have a big refractory period between casts - so he can spam it even without Divine brands.
- Panel 4 grants auto-charge upon Mara's first turn, ensuring he is immediately up and running.
- Meme
|
Cons |
- Ice Weakness and non-existent bulk makes him go limp at the sight of Ice skills.
- Expensive to fuse, will quickly blow through your Magnetite reserves. (only 5+5 fusion paths are available)
- Requires damage boost transfers to supplement his damage.
- Middling AGI means he will have accuracy issues and occasionally miss the hole. Also doesn't slot into Intimidating Stance teams well as a result.
- Due to Mara having no single-target attack besides his regular thrust, Anti-Pierce units like Metatron, Kalki and Demiurge are a turn off.
- Random target skills are a liability against Demeter, and my lawyer has advised not to continue this joke.
|
Notes |
- A staple of Phys PvE teams with Zaou-Gongen to pound through waves and bosses (such as in AG2 Boss Rush and Hells Park 91-99), as Auto-Charge is an incredibly powerful effect.
|
Synergies |
|
|
Maria
|
|
|
B |
C |
C |
C |
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 pretty tanky, with 70% hp boost built into her kit, and more bulk in panels. This innate bulk allows her to still have high hp totals even when built for evasion.
- Is immune to ailments and has Salvation built into her kit to cleanse for her party, with a large mp reduction and additional charges in p1.
- Swings defensive buffs in her team's favor every turn with p2.
- 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.
|
Cons |
- While still amazing without them, her power really spikes with P1 and P2.
- If she is revive sealed, Idun will not revive her even though she removes the revive seal due to how the game is coded, with on self death triggers activating after ally death triggers
- Her AOE auto-revive and on-death effects are completely blocked by Masakado B's Spirit Chains (Suppression), making her useless when defending against teams using him.
- 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 |
- |
Synergies |
|
|
Marici
|
|
|
B |
C |
C |
- |
Pros |
|
Cons |
|
Notes |
- For manual play, Shimmer Arrow will hit whoever your cursor is on. On Auto and/or Defense however, you are at the mercy of the AI for who she snipes.
|
Synergies |
|
|
Masakado
|
|
|
B |
C |
C |
- |
Pros |
- Innate Phys Amp in Purple combined with THE HIGHEST STRENGTH stat allows him to dish out ridiculous amounts of Phys damage.
- Warlord's Wrath is a great passive that gives him a double Intimidating Stance, a 200 BP Counter with 100% counter rate and Phys Pierce.
- Occult Flash is a high damage, high crit-rate single target skill that will inflict Mortal with 100% chance.
- Has no weakness and a perfect base kit, allowing you to tailor his remaining transfer slots however you like.
- Gains Drain Phys in Teal which synergizes well with his innate Drain Dark, allowing him to act as Anti-Pierce for both Phys and Dark when paired with Drain Pierce units such as Rama or Demiurge.
- Counters Chi You and to a lesser extent Camael and Zeus, having both mortal and a 200 BP counter, severely punishing his lack of counter resistance.
|
Cons |
- Low Agility leads to accuracy issues, especially against evasive targets.
- Is very frail thanks to a low VIT and HP stat.
|
Notes |
|
Synergies |
- |
|
Masakado A
|
|
|
A |
C |
C |
- |
Pros |
- Guardian of the East provides 1 extra Press Turn when going first, enabling devastating Turn 1 Kill strategies like Hero Masakado T1. Additionally, it gives the team 2 MP, a one turn Tarukaja and Sukukaja effect, and at the start of the first turn, a two turn Tetraja effect.
- Kuyo Flash does a 160 BP Almighty attack scaling on PATK, that does a full Luster Candy and Debilitate swing for one turn.
- His panels offer great Democalypse support, with him granting up to 35% party damage to AOE attacks while under Tetraja.
- P3 reduces his MP costs, and grants his team another Tarukaja and Sukukaja effect along with 2 more MP the first time a teammate downs a demon each turn, and P4 gives him an improved Great Idea, granting him 30 to each stat, and 30% battle speed.
- This MP granting effect gives him potential in PvP as an MP battery and PT gen all in one.
|
Cons |
- No good physical attacks to exploit his innate Phys Pierce. Only Phys attack available to him is Myriad Arrows in Red, which has random targeting and is thus not very reliable.
- Easily countered by outspeeding. This is a problem for last hour PvP, as Masakado A defenses will get relentlessly targetted by players looking to climb last minute.
- Kuyo Flash would almost be better if it didn't do damage, as it doesn't hit hard enough to pierce through Demeter's bulwarks, and then she chains her own Luster Candy negating half of the buff control.
- Overshadowed by Unit 01 Dx2 Type.
|
Notes |
- Cannot be used in the same team as Masakado.
- None of his Awaken skills are particularly useful for him. Enduring Soul is his "best" one but it won't be that useful considering that he's built for a fast team where the only thing that matters is high offensive power and high accuracy for Phys attackers. Myriad Arrows could be useful to take advantage of his innate Pierce, but as just said it isn't a good Phys spell.
|
Synergies |
- |
|
Mastema
|
|
|
C |
F |
F |
- |
Pros |
- Good Magic coupled with Trial of Hate's high base power makes him a great Light sweeper. The debuff is icing on the cake.
- Good set of resistances with 1 Null and 2 Repels.
- Works well in Archangel Teams in light Democalypse.
- Panel 4 fixed the issue of his AI eventually only casting Judgement Light if his MP fell low.
- Laughs at his enemies occasionally.
|
Cons |
- No innate Pierce until Panel 4.
- Weak to Fire. This is especially problematic in Brands of Sin Sloth 11 and above, as the boss has innate Trisagion.
- Binding Cry while a flavorful skill is unfortunately wasted on Mastema.
- The random debuffs on Trial of Hate and Panel 3 can roll duplicate stats, and the duplicates don't stack.
|
Notes |
- Easy 4x4 fusion paths and good panels make him a decent Panel 4 goal to strive toward.
- Red has a single-target Ice spell in Ice Age, helpful for Ice Democalypse Boss. However, his panels don't boost its damage aside from panel 2's +100 MATK.
|
Synergies |
|
|
Master Therion
|
Any |
|
F |
F |
F |
- |
Pros |
- Blasphemy is a decent piercing Ice/Fire attack 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). This can be useful with Tiamat A if you really need a barrier break.
|
Cons |
- Panel 2 is mandatory for the Auto-Barrier Break. He is just another mediocre ailment demon otherwise.
- Offers absolutely nothing in a meta filled with Maria and Demeter.
- Weak to Light, meaning he gets deleted by Camael and The 6th Angel.
- No longer has a Mara.
|
Notes |
- |
Synergies |
- |
|
Maya
|
|
|
C |
F |
F |
- |
Pros |
- Will virtually never have MP issues thanks to Glamorous Allure giving her a free Almighty AOE attack that has a chance of charm.
- Upon any allies being Muted, she will counter with Illusionary World, cleansing the Mute and retaliating with an Almighty AOE 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.
- One of the only demons to be unaffected by Camael's Spirit Chains (Indignation), as she can attack normally via Glamorous Allure.
|
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.
|
Synergies |
- |
|
Melchizedek
|
|
|
C |
C |
C |
- |
Pros |
- Gains 60% damage reduction and a 50% damage boost when below half HP, applying offensive and defensive pressure if the opponent can't 1-shot him. 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, especially against Gozu-Tennoh.
- 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.
|
Synergies |
- |
|
Meliodas
|
Any |
Any |
B |
D |
D |
- |
Pros |
- High base Strength, Agility, and decent luck make him a good candidate for fast sweeping teams.
- Innate crit rate and hit rate from The Ten Commandments help him pass turns and land his hits even against the most evasive enemies.
- His 2mp physical discount allows him to fire off cheap Megaton Raids and Gigantomachias freely, giving him flexibility in targeting as well.
- Trillion Dark's chain effect adds even more damage to his hard hitting attacks and also can be used to help chip down evasive targets safely, without risking press turns.
- Every color has a niche, allowing flexibility in team building.
|
Cons |
- No innate buff control other than Auto-Taruka in yellow and Rakunda in p2 means he needs either transfers or his team to cover buff control, and transfer slots are highly contested in fast teams
- No innate speed boosters without panels, along with his agi not being THAT high means he slows your team down.
- Is outclassed at his role by other stronger sweepers like Astaroth and Koga Saburo
- His chain being dark can be a liability and lead to him killing himself against anti-pierce
|
Notes |
- |
Synergies |
- |
|
Metatron
|
|
|
B |
C |
C |
- |
Pros |
- Divine Proxy gives him some bulk, magic damage, Infinite Chakra, and Repel Pierce (plus Concentrate when a party member repels something), making it one of the most loaded unique skills on a fusible demon.
- Good HP and VIT stats paired with great resistances gives him decent bulk. This is further improved by his whopping +50 to Vitality in Panel 4, as well as the total +40% Max HP, -40% magic damage, and -20% all damage he gets from Panels.
- Fire of Sinai is a heavy-hitting random target Almighty attack with Bulwark Pierce and Revive Ban upon kill, making him a supreme option for Hell's Park 100 and Brands of Sin: Deceit 14.
- Gains discounted Mahamadyne in Red, which is great for Brands of Sin Sloth 10 and 11 farming.
- Divine Proxy amplifies ALL Magic damage, and Panel 3 does the same but for everyone, making their magic hit even harder.
|
Cons |
- Very difficult to fuse, only 1 recipe available (Barong + Vishnu, with Vishnu himself being a 5+5 fusion).
- Only random-target skills is a disadvantage in PvP, even with Bulwark Pierce. Mahamadyne in Red does not really resolve the problem, and it doesn't Pierce.
- Full Almighty / non-Piercing kit means he is shut down hard by Five Elements effects, especially from popular demons like Morrighan and Indrajit.
- Still needs some kind of MP sustain and possibly Panel 1 to cast Fire of Sinai T1 when facing MP drain units such as Camael or Alice A. Camael is also a massive issue for Metatron, as Fire of Sinai costs 5 MP when maxed + Panel 1, meaning he cannot cast it under Spirit Chains (Indignation) unless he has cost reduction from demons like Skull Knight.
- Attribute affinity down makes Repel Pierce ineffective.
|
Notes |
- The bonus hits provided by Panel 4 are coded as a different skill from Fire of Sinai and will not inherit effects such as Concentrate.
|
Synergies |
- |
|
Michael
|
|
|
S |
B |
B |
B |
Pros |
- Archangel's Revelation casts a 1-turn Luster Candy and Tetraja, then grants his team a large Bulwark at the start of every own turn. Additionally, he will lower all enemies' Light Affinity by 3 levels for 1 turn. This is unprecedented for a fusible and does not have a battle limit!
- As a bonus under Tetraja, his team will take -20% damage from enemies' random-targeting skills.
- Soul Judgement deals massive damage against single targets, ideal for bosses and Democalypse. If panel 2, it also generates an extra press turn icon (once per turn). It is also incredibly useful for Sloth 14 as it Bulwark Pierces while healing his party for 15% of their HP and casts a 1-turn Debilitate.
- While he has pretty mediocre MAG stats, Panels 1, 2, and 3 help to offset this by providing +75% to his overall damage output.
- Panels 1, 2, and 3 increase his Battle Speed by 90% in total, allowing him to act as the team's Speedster particularly for Archangels or for a slow Sloth 14 team.
- Panel 3 confers Light Pierce and a 15% damage increase to all Herald and Divine demons in the party. This is very useful, as most demons of those races have Light spells, but several don't have Light Pierce (specifically Mastema pre-P4, Red Metatron, and demons 4-star or below).
- Panel 4 provides an extra single hit to a random enemy after Michael activates any random skill (mostly used for Soul Judgement). This also chains with itself, meaning it triggers twice. This is great for finishing off Endures or a low HP enemy.
- This being a separate chain from Soul Judgement also means that Mithras or Metatron M's light damage chains will trigger twice whenever Michael casts his skill.
- Very good set of resistances, especially in Teal.
|
Cons |
- Weak to Dark unless Teal.
- Expensive to fuse (only 5+5 fusion paths are available).
- No innate Light Pierce (before p3) can cause trouble in PvP when going against Attribute Affinity Reinforcement demons, such as Baphomet A.
- This is worsened by Soul Judgement being a random target skill, which is a liability against such teams. Red's Thunderclap can help a little, but it lacks Bulwark Pierce.
- Not great transfer or awakening skills. Red is not suited for Democalypse boss, since it may cause his AI to use Thunderclap instead of Soul Judgement, resulting in less damage output.
|
Notes |
- The bonus hits provided by Panel 4 are coded as a different skill from Soul Judgement and will not inherit effects such as Concentrate.
- Michael is effectively a straight upgrade from Barong in terms of fusible supports. Synergizing with this, both demons prefer Teal, and Michael's cheapest fusion path is Barong + Ishtar. Newer players can consider making a Teal Barong, using him to progress (but not investing into him too heavily, i.e. no panels, evolving, or skill levels), then fusing the Barong with a Clear Ishtar to get a Teal Michael.
|
Synergies |
- |
|
Mithras
|
|
|
B |
B |
B |
- |
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, Lakshmi A 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.
- Has a massive synergy with Lakshmi A, as they will chain off each other's effects, leading to massive damage. This becomes even better as a T0 team when paired with Sukuna-Hikona
|
Cons |
- 165 agi is quite low for a T1 team, he can be vulnerable to being outsped.
- Random target and only 40 BP on his chain 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 |
|
Synergies |
- |
|
Mot
|
|
|
C |
F |
F |
- |
Pros |
- His high bulk pairs well with Harmonious Death, letting him ramp up his damage and generate more turns in extended fights.
- Has two decent AOE spells.
- Amazing set of panels that provide him MP reduction, Null Mortal, even more Press Turns, and fast-Debilitate.
|
Cons |
- Weak to Elec.
- High MP costs.
- The damage boost from Harmonious Death resets when clearing a wave.
- Extremely low damage even with Harmonious Death's damage boost for PVP. Offers nothing but bonus turns for his team against Demeter.
|
Notes |
- |
Synergies |
- |
|
Mother Harlot
|
|
|
D |
F |
F |
- |
Pros |
- Babylon Goblet drains MP from all enemies while providing her MP sustain, allowing her to loop the same attack over and over even without Divine Brands. With Panel 2 unlocked, she will additionally spread charm all over the enemy's team.
- Panel 4 drains another 1 MP at the start of the enemy's turn.
- Teal gives her Drain Phys, ideal for pairing with Rama. Notably, she is one of only two Drain Phys units that can function as a magic sweeper.
- Has access to discounted Debilitate in Yellow, letting her play a more support role if needed.
- Works very well in a slow Ailment Team, or with Alice A in MP denial teams.
- Incredible set of Panels. With Panel 3 unlocked, she can keep enemies permanently charmed by reapplying Charm each turn.
|
Cons |
- Weak to Force.
- Full Almighty kit means she is shut down hard by Five Elements.
- Low AGI and high MP costs makes her unsuitable for fast teams.
- Offers very little in the Demeter meta other than a bit of mp drain, with the downside of creating a bulwark due to the damage.
|
Notes |
- The MP drain aspect of Babylon Goblet is less useful for PvE, as the AI has infinite MP. It does allow you to replenish her MP indefinitely though.
- As of 2022, she's multi-fusible, but only Common Archetype (Clear) and at an approximate cost of 8 million mag per copy (3 million of that is unaffected by discounts), making it slow and expensive to fully Panel her.
|
Synergies |
- |
|
Motoko Kusanagi
|
|
|
C |
D |
D |
- |
Pros |
- She is essentially an entire Ailment Team neatly packaged into one demon. Not only does Ghost Hack remove Barriers, it also has a high chance of inflicting Bind and Mute, in addition to only costing 5 MP to cast. With Panel 2 unlocked, this further chains into a Tarukaja and Sukukaja buff.
- At the end of her team's turn, Optical Camouflage hits every demon suffering an ailment with a Piercing Phys AOE. This damage can be further ramped up by the discounted Charge she gains in Yellow.
- Due to how packed her kit is, she can easily be splashed into teams looking for some Ailment control, or in Defense teams to catch players randoming without sufficient Ailment protection.
- Panel 3 gives her increased Battle Speed, allowing her to act as a pseudo-Speedster.
|
Cons |
- Her damage is fairly underwhelming due to a low STR stat and lack of any damage boosters in her kit.
- Hard-countered by Ailment immunity, most notably Demeter and Maria
- Can be used to punish fast teams running without Demeter and Maria but those are few and far between.
|
Notes |
- Yellow discounts Charge to 5 MP. With Divine Brands, she can cast both Ghost Hack and Charge on the same turn going first. This is not possible against Alice A without some MP support though.
- Limited-time Collaboration unit. Nobody knows if she will be rerun.
|
Synergies |
- |
|
Mozgus
|
|
|
C |
A |
A |
A |
Pros |
- The only unit in the game that has a Critical Counter, God 1000 Fist Cannon will unleash a random barrage of piercing Phys attacks whenever the enemy scores a crit, that also ignores counters.
- Extremely high bulk and damage reduction from Bloody Scripture make him a powerful tank. Building him as a tank also increases God 1000 Fist Cannon and Muscle Punch damage, as they both depend on Phys DEF for damage. Earthquake in Red furthers this synergy.
- Yellow gives him access to discounted War Cry, letting him play a support role if required.
- Extremely potent panels take him from an average tanky demon to an anti-t1 powerhouse. 70% hp, 650 flat PDEF, 20% accuracy, a start of turn heal, Null Mortal, 25% crit damage reduction, and a Charge effect once per turn when God 1000 Fist Cannon goes off gives him massive potential to counter sweep T1 teams when they crit.
|
Cons |
- Weak to Fire unless Teal.
- God 1000 Fist Cannon has low base power.
- Needs a lot of Accuracy investment due to bad AGI.
- Panels are absolutely mandatory for his power.
- Almost dead weight against magic damage, or when the opponent doesn't rely on crits.
|
Notes |
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
Synergies |
- |
|
Murmur
|
|
|
C |
F |
F |
- |
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 attack with a high crit rate. If it lands, it will also resurrect ALL your allies at 30% HP, making it a pseudo-Recarmdra that can grant a half-turn if you crit. It also provides a 20% accuracy bonus if maxed, which pairs well with his innate Epitome of Aggression and Panel 1 both granting accuracy.
- Purple gains access to Null Mortal, whereas Yellow grants him Auto-Sukunda for PVE.
- Can get massive amounts of damage reduction paired with Demeter and units like Barong or Beelzebub (Human)
|
Cons |
- You still receive extra damage from open weaknesses. Fire weakness is particularly annoying against Lost Name and Elohim, and attribute affinity down ironically makes him useless.
- No innate damage boosters means he is forced to rely on Duke of Hell for damage.
- Difficult to build optimally as he wants both damage and bulk; focusing on one will cause the other to suffer as a result.
- Overshadowed by Rahab as an anti-weakness unit.
|
Notes |
- Dynamic Evil Spear only has 6 charges. Be very careful when using it, as you might end up running out of charges and be forced into a regular attack.
|
Synergies |
- |
|
Nebiros
|
|
|
A |
B |
B |
B |
Pros |
- Call of the Dead is the only revive skill in the game without a usage limit. This enables infinite revives, especially if paired with supports like Idun. In addition, after a revival chain effect, all party members receive 2 counts of Fortify which also has no battle limit.
- Since the chain also triggers at the end of the enemy turn, it lets you start yours with full Press Turns, and proc any start of turn chain effects like Tempestuous Malice.
- Call of the Dead changes the effect of Normal attacks to an AoE Bulwark Piercing Almighty attack on all enemies with a chance to inflict Curse, as well as restoring 1MP to all party members. This enables Nebiros to ignore Spirit Chains of Indignation and Mute as no MP usage is needed to cast the attack.
- Hand of Glory provides AOE Curse + Luster Candy on ally death. The Curse is a great setup for partners Alice A and Belial, while the buffs increase your likelihood of surviving the turn. Survivability is further enhanced as this passive reduces the damage output of all Cursed enemies by 60%.
- If P3, upon activation of this passive, he will also heal his party for 30% of their max HP.
- Second highest Luck in the game paired with innate Epitome of Madness makes him a great Dodge tank and increases his likelihood of applying Curse.
- Panel 2 grants Null Mortal which makes him even harder to kill, coupled with another -20% damage debuff for all Cursed enemies. Panel 3 casts Curse on all enemies whenever an ally takes any direct damage up to three times per turn.
- Panel 4 offers a revival effect reminiscent of Quetzalcoatl A's Ce Acatl, which fully revives Nebiros (if not revive sealed) at start of own turn while granting 1 additional PT.
- Many top meta threats like Inanna only block the more troublesome ailments such as Charm or Bind, leaving them wide open to Curse.
|
Cons |
- Hard countered by Null Curse and demons like Demeter and Apsu who make it hard to ailment teams.
- Has nothing in order to remove revive seal.
|
Notes |
- Buffed during the 9/12/24 data update.
|
Synergies |
|
|
Nergal
|
|
|
D |
F |
F |
- |
Pros |
- Plague of Babylon removes Barriers and has a very high chance of landing Weak and Poison status, making him an incredible setup for Ailment Teams.
- High STR, Auto-Taruka in Purple and increased Accuracy from Meslamtaea make him a decent Physical demon, especially when Paneled.
- Team-wide Auto-Rebellion upon inflicting Poison boosts his damage and synergizes with Pale Rider.
- At Panel 4, deals AoE Phys damage upon Poisoning an enemy, once per turn, which can trigger Hachiman giving him potential use with Tiamat A as a quick sweep.
|
Cons |
- Weak to Ice.
- Ailments fall flat in late/endgame PvE because of inflated enemy stats.
- Hard countered by Ailment Cleansers like Maria, Lugh or Okuninushi in PvP.
- No innate Pierce until Panel 3 is unlocked.
- Panel 4 will consume the Rebellion granted by Meslamtaea, unless you inflict poison a second time later in the turn.
- Low damage on Panel 4 makes his use with Hachiman difficult as he'll create bulwarks for Demeter, which block ailments.
|
Notes |
- |
Synergies |
- |
|
Nero☆
|
Any |
|
C |
F |
F |
- |
Pros |
- Overture deals Piercing damage while giving him free Concentrate, letting him sweep hard.
- Voltage synergises perfectly with Overture and gives your party attack and accuracy/evasions buffs.
- Very good for Democalypse where he does not have to worry about MP issues and can repeatedly spam Concentrated Overtures while on Spell Brands for insane damage.
|
Cons |
- Hard countered by Anti-Pierce, as Overture will not autocast Concentrate (and by extension Voltage) if the attack hits into NDR.
- Mediocre stats, relies on Concentrate from Overture to deal damage.
- No ST skills if not in Red.
- Red's Ziodyne does less damage to Elec Democalypse Boss than spamming Overture would, so if using him for that, then he either should NOT be Red, or needs Thunder Reign transferred to stop Ziodyne from being cast.
- High MP costs and no MP recovery prevents him from spamming his spells freely.
|
Notes |
- Cannot be used in the same team as the regular 4★ Nero.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
Synergies |
- |
|
Norn
|
|
|
C |
F |
F |
- |
Pros |
|
Cons |
- Has no offensive skills despite possessing Merciless Blow. Heavily relies on transfers for an offensive presence or at least do more than heal.
- Not really better than Amaterasu and Barong as a PvE healer/support.
- Only obtainable through Democalypse grinding.
|
Notes |
- Very good for Dark and Light Alter-World.
- As the AI will not cast debuffs in Democalypse, Abaddon A still has an edge over her being able to provide both buffs and debuffs.
- Her Transcend Stones can be redeemed for Democalpyse Coins, so make use of that to unlock skill switches. This lets you give her multiple builds without needing multiple Norns.
|
Synergies |
- |
|
Nyarlathotep
|
|
|
B |
C |
D |
- |
Pros |
- Demons are revive sealed when they are killed by Otherworldly Force, a strong force sweeping skill reminiscent 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 Gloom to enemies at the start of the 1st turn.
- In addition, while Nyarly is alive, all enemies will take 25% additional damage from magic and deal 25% less magic damage, as long as they are affected by Gloom
- With an absurd four repels, he combos well with 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 |
|
Synergies |
- |
|
Odin A
|
|
|
S |
B |
B |
A |
Pros |
- Chief God's Rage is a massively overloaded passive, granting 100% crit rate, 20% hit rate, 40% damage boost to damage done by crits, 40% boost to Phys/Elec damage while his team is in Zenith, 40% crit rate received by enemies in Gloom, and at the start of the first turn, puts his team in Zenith and the enemy team in Gloom for 3 turns each. On top of all of this, when striking a weak point, his attacks will not use press turns outside of Democalypse.
- Divine Spear Gungnir is the skill that brings his kit together with it doing either Phys or Elec Physical damage to a single target, chaining an aoe attack of the same element after. This skill also has both Bulwark Pierce and boost levels that go up after use, increasing first the single target damage, and then the aoe damage, doing a massive amount of damage. Since it's physical damage, it can crit, and with 120% innate crit rate, he can easily even crit on the Elec boss in Democalypse.
- As of the current meta, Idun is a popular demon with an Elec weakness, meaning Odin A can obliterate her.
- Panels have a good mix of damage and utility, granting a bit of tankiness while also granting Phys/Elec damage, another +20% hit rate, and a once a turn Charge effect any time his team downs a demon, leading to potential crit + charge situations for even more damage. P3 puts his team into a state of Zenith and the enemy party into a state of Gloom for 1-turn when landing a crit, allowing Chief God's Rage's aura effects to stay active throughout the battle.
- His press turn passive is not prevented by Orcus.
- Can completely trivialize most of the Celestial fights (except Celestial Huang Long) - just equip Divine brands and a 4 MP skill to hit the enemy's weakness, spam it and you win without them even touching you (though it will take a while).
- Incredible synergy with Zeus, who ensures after a cast of Keraunos that the enemy will be weak to elec.
|
Cons |
- If the foe's weaknesses are covered, his press turn efficiency passive is irrelevant.
- Countered by Shaddai if he can't score a weakness to not use a press turn.
- Needs his team to be in Zenith and his attacks to crit to get most of his damage boosters.
- Is generally only useful in T1 teams for PvP, but 160 Agility and no innate speed boosters limits his speed. Compared to Botis, this is by far his biggest weakness.
|
Notes |
- Forms the notorious Elec Bros trio with Zeus, Botis and himself.
- Buffed during the 6/19/24 Data Update.
|
Synergies |
- |
|
Okuninushi
|
|
|
B |
B |
C |
- |
Pros |
- Incredibly speedy with 282 agi and +115% battle speed from skills and panels.
- Sword of Izumo is a strong 240BP ST attack that ignores endures and has Remnants, so it will always use only half a press turn. With maxed skill level and Panel 1, it only costs 4 MP.
- Works as a cleanser since he's immune to ailments, and Sword of Izumo cleanses the team after use. This synergizes with Sword of Izumo's Remnants to conserve press turn use, as well as his high agi to ensure he goes first.
- Casts an ATK buff and DEF debuff at the start of his team's every turn. This is the perfect timing for an offensive buff swing in T1, as it comes after "start of the 1st turn" effects.
- Yellow grants a team-wide boost to all magic damage (though not his own), while Purple boosts his own light damage and grants an endure.
- Red grants the rare and powerful AoE Mahamabarion, which is otherwise only available from PvP rewards/exchange. Panel 1's -1 MP to Light skills also makes it somewhat cheap, at 6 MP.
- Hits surprisingly hard if under Concentrate due to innate light or magic damage boosts (total 60% from skills and panels; If Purple then 80%), despite having low MAG.
|
Cons |
- Hard to sweep in a single turn with Bulwark and Fortify in the meta.
- Low MAG stat.
- Extremely low VIT stat, plus no HP boosts on panels, means he's incredibly frail. This makes it very hard for him to survive against Tiamat A teams, as they often have multiple chains, making even Purple's endure not enough. This also means he'll be the one receiving Camael's Spirit Chains (Indignation) from One Who Sees God unless you manipulate HP values to make someone else take the chains.
- If the team doesn't get ailmented, then he can't get the Concentrate effect from Kunitsukami's Pride. This is especially a problem in Light Democalypse, which does not inflict any ailments.
- Completely overshadowed by Femto as a fast ailment cleanser.
|
Notes |
- |
Synergies |
- |
|
Orcus
|
|
|
C |
D |
D |
B |
Pros |
- Law of Hell denies bonus turns when weaknesses are struck, while Hell's Gate grants AOE damage reduction for each open weakness. This eliminates the need to cover weaknesses for all your demons, allowing them to inherit more valuable transfer skills like Epitome of Fortitude, Recarmdra, Auto-Tarunda etc.
- Good buff control with War Cry and Nocturne in Yellow.
- Panel 4 offers great bulk, something he desperately needed.
- Stacks massive damage reduction, working as a stall tank with Demeter.
- Gets better and better the more attribute affinity down demons are released.
- He's especially a great partner for Rahab in the Tournament gamemode, where Orcus' bonus turn null and Rahab's incredible defense against weakpoints means demons like Metatron M and Homura Akemi struggle to significantly damage them. This team was used to win the first season of Tournament by player OneSpace.
|
Cons |
- Hell's Gate damage reduction does not apply to single target attacks.
- Very MP Hungry. Divine brands help with MP costs but reduce his bulk.
- Needs specific team compositions to work well.
- Has no Null Mortal. Consider a Tetraja transfer.
|
Notes |
- You still receive 1.5x damage from open weaknesses.
- Due to the way Law of Hell is coded, it will also deny bonus turns gained from a Crit if the attacked demon has a Physical weakness. This ironically makes Slime a great partner for him, as Slime has six open weaknesses including Phys.
- Law of Hell will also deny the bonus turn of Remnants if the attacked demon has a weakness to the element used.
- Needs specific team compositions to work well.
|
Synergies |
Rahab |
|
Ose Hallel
|
|
|
B |
D |
D |
- |
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 Metatron or Kalki.
- 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.
|
Synergies |
- |
|
Pale Rider
|
|
|
D |
F |
F |
- |
Pros |
- Plague's levels and boosts from panels sum to 70% Force damage before transfers. This combined with Auto-Rakunda in Purple makes him great for Force prelim in Democalypse, just transfer him a Force AoE.
- Casts 100%-chance Poison and 10% HP fractional whenever he uses a Force skill, and at the end of his team's turn. This lets him spam Poison rolls to more-consistently set up Pestilence, without sacrificing damage.
- Pestilence deals 50% HP fractional to poisoned enemies the end of the enemy's turn, putting on pressure to either kill him or cleanse it.
- If panel 2, Pestilence will also cast Rakukaja and Rakunda.
- Panel 4 is very similar to Fafnir's Golden Greed and his own panel 3, greatly enhancing poison damage while increasing bulk against poisoned enemies. If Pale Rider is paired with Fafnir, poison becomes a 35% HP fractional per demon turn, and poisoned foes have to take down two tanky poison boosters instead of one. If they fail to take down Pale Rider in that time, the 50% fractional from Pestilence will likely finish them off.
- Perfect synergy with a set-up based sweeper Nergal. Nergal helps by removing barriers, then casting Weak and Poison. If Nergal's Poison doesn't land, then Pale Rider can still exploit Weak through Force-into-Poison casts or the Poison cast at the end of his team's turn. Poison also triggers Nergal's own Meslamtaea passive to grant party-wide Might, and Nergal's panel 4 immediately casts a Phys AoE enhanced by the Might.
- Good AGI and high LUK allow him to work as an Evade Tank. Panel 3 also boosts his evasion a little.
- Gains Debilitate in Yellow, letting him double as a debuffer.
- Great choice for Celestial Gui Xian, as the boss does not reduce fractional damage.
|
Cons |
- Weak to Elec unless Teal.
- Ailments generally fall flat in late/endgame PvE because of inflated enemy stats.
- Hard countered in PvP by Ailment Cleanser demons and skills, like Daisoujou or Hecate's Lunar Awakening.
- Pestilence only kicks in at the end of enemy's turn, giving them all the time to cleanse the Poison away or just outright kill him.
- Requires a specific team built around him to really work.
- Ailments are no longer effective with Demeter and Maria, and his chains also are liabilities against Demeter. No longer useful in PVP.
- Due to the Anti-Ailments nature of the current meta, Pale Rider-centered teams are extremely unsuited for random matches.
|
Notes |
- Bosses in Strange Signal are not immune to ailments. For new players, he can be a decent demon to kickstart your Aether farming, since Pestilence's damage is fixed and does not depend on brands or transfers.
|
Synergies |
- |
|
Pales
|
|
|
D |
F |
F |
- |
Pros |
- Vile Glare provides Intimidating Stance when paired with another Vile, Drake or Jaki demon. This stacks up to twice, giving you double Intimidating Stance if you run two other partners instead.
- Cry of the Poor deals Fractional damage at the end of 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 Lost Name and Elohim.
- 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 |
- |
Synergies |
- |
|
Party Pixie
|
|
|
B |
D |
D |
- |
Pros |
- Fortune's Kiss gives the party Luster Candy + Lydia, and has infinite uses. This is essentially an active version of Halo of Hallel, offering great sustain for longer fights. What's more, it can be cast immediately unlike Halo of Hallel, which needs to ramp up its Boost Levels first.
- Super high AGI, so she's a great Speedster user to enhance your Battle Speed.
- Immune to ailments and has a cleanse skill, so she can work as a cleanser. Her high AGI synergizes with this, helping ensure she goes first and making her less reliant on Lead Brands.
- +2 MP per turn for herself, so she shouldn't have MP issues. This combined with no weaknesses vastly opens up her build options, though she should not pursue dealing damage.
|
Cons |
- Her native cleanse is only single-target, so she will need a Prayer transfer to compete with native full-party cleansers like Daisoujou. Silent Prayer, while a more-budget option, will remove Lydia.
- Lydia heal procs upon each demon's turn, as opposed to immediate heals such as Barong Dance. So if your demons don't cycle around turns after getting Lydia, then they don't get healed.
- Her stats other than AGI are terrible. This also means she won't heal for much, due to low MATK.
- Megidolaon is a wasted slot (aside from memes) due to low MATK.
|
Notes |
- Event Only, and it's unknown if she'll be rerun.
- No panels.
|
Synergies |
- |
|
Quetzalcoatl
|
|
|
C |
D |
D |
- |
Pros |
- Usually run as a support demon. Ce Acatls' Return is an incredible resurrection spell that brings all fallen party members back to life and casts a 3-turn Luster Candy. When maxed and with Panel 2, it only costs 4 MP to cast.
- Panel 4 increases Ce Acatls' Return's usage limit to 3, and automatically removes Revive Ban from the team at the start of his team's turn. This allows Quetz to immediately and repeatedly revive and buff allies when it gets to his turn, giving him a role similar to Maria. He's also the only source of Revive Ban cleansing aside from Maria herself, and the only fusible one.
- Repel Phys in Teal pairs well with Pierce Negation units such as Alilat or Metatron.
- Has 2 strong AOE spells, 3 if in Red.
|
Cons |
- High MP costs.
- Weak to Dark.
- Low Magic stat and lack of pierce wastes his AOE potential, despite having good spells and panels.
- Ce Acatls' Return has to be cast manually, and it does not give extra press turns - so if Quetz is the sole survivor when he casts it, then your newly-revived team won't be able to do anything before the enemy's turn.
- Since revive-ban cleanse is at the start of his team's turn, if one of your demons somehow gets revive-banned in the middle of your turn, you have to wait for your team's next turn to cleanse it.
- Overshadowed completely by Maria.
|
Notes |
|
Synergies |
- |
|
Quetzalcoatl A
|
|
|
B |
B |
B |
- |
Pros |
- Has full Fire Pierce and Fire Amp by default, plus Butcher in Purple.
- Aztec Pulse is a strong ramping fire aoe, starting at 120 BP and ramping up to 160, while also casting Tarunda and Rakunda. As it gains boost levels, it gains Remnants and Endure pierce. Additionally, with P4 it will revive a teammate with 50% HP twice.
- Ce Acatl grants him 30% HP, Null Mortal, a free revive twice per battle, while refunding the Press Turn lost from his death, and giving his team a one turn Luster Candy. This means if a team fails to sweep his whole team, he'll always come back the next turn.
- Additionally, when he gets a kill, he grants his team a 20% HP Bulwark, heals 30% of their HP, and removes all revive bans. This gives him decent support utility.
- Red gives him access to discounted Trisagion, useful versus Fire Anti-Pierce.
- His P1 grants Null Bind, and P3 grants a unique effect where every time a teammate gets a kill, he will do a 100BP fire chain and remove all revive bans.
- Works as good bait for Camael's chain effects.
- Has good synergy with The 10th Angel, as leaving Quetz as frail as possible will cause her to fire off a Rejection. Running him in Yellow and using Recarmdra is another way to trigger this.
|
Cons |
- Needs ramp up before he has remnants unless he has Panel 2, meaning it's not always easy to place him in turn order.
- Has trouble piercing through Demeter bulwarks without heavy investment.
- Fire anti-pierce will wreck his day.
|
Notes |
- As the Press Turn count is determined at the start of the round, Ce Acatl's Press Turn generation only cancels out the lost Press Turn from his death.
|
Synergies |
- |
|
Rahab
|
|
|
C |
C |
C |
A |
Pros |
- Enemy of God is a passive reminiscient of Murmur, granting party wide damage reduction when their weak points are struck, along with Tarukaja, Rakukaja, and a self state of Might every time a unit on either team strikes a weak point. Additionally to these party passives, the skill grants 25% damage reduction to Rahab when his weak points are struck, along with 50% accuracy and Ice Pierce.
- Sea Dragon's Fury is a 200 BP Physical Ice attack with 50% crit, that has a similar stacking boost mechanic to Mantra, where every buff skill used by the party adds 10BP up to 15 times. This skill also ignores endures and counters.
- Intimidating Stance in purple helps solidify his role in tanky slow teams.
- Strong panels, especially with P2 granting his party bonus damage when hitting weak points and even more damage reduction when their weak points are attacked.
- 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 Lost Name and Inanna, and having only natural Light resist will make him weak when Metatron M reduces Light affinity, meaning he'll be taking massively reduced damage from two of the meta's biggest attackers.
|
Cons |
- No Null Mortal and only 40% innate HP boosters before panels makes him vulnerable as a tank when his weak points aren't being struck.
- Even with 65% accuracy, can still need accuracy investment to hit extremely evasive targets.
- Struggles to find a slot in slow teams in the current meta.
|
Notes |
- |
Synergies |
|
|
Rama
|
|
|
B |
D |
D |
- |
Pros |
- One of only few demons that can Anti-Pierce through Drain, and thus an amazing choice for Drain Teams.
- Brahmastra is a three-hit Almighty skill that functions as an Endure-breaker.
- Good base stats and no weakness allow him to fulfill a variety of roles, be it support or sweeper. Yellow Rama can function as a good support demon with discounted Luster Candy, whereas Purple gives him Ice Pierce which lets him sweep with Mabufudyne.
- Panels 3 and 4 combined offer a 2 MP discount to all AoE or random-target skills, while Panels 1 and 4 combined increase those skills' damage by 65%. This alongside a high MAG stat allows Rama to act as a strong generalist in Democalypse.
|
Cons |
|
Notes |
- Teal gives him Drain Ice, which pairs well with Drain Pierce and can be used to cheese certain difficult PvE content, like Hell's Park Floor 100 and Celestial Gui Xian.
|
Synergies |
- |
|
Raphael
|
|
|
B |
B |
B |
- |
Pros |
- Very effective cleanser for Sloth 14 - his Tailwind cleanses the party's ailments, plus he's immune to Bind, Charm, and Mute, ensuring he cannot be stopped from using it. Tailwind also pierces Bulwarks, letting him contribute to damage dealt.
- Tailwind will also revive one fallen ally at random with 50% HP up to 6 times, given that he is not afflicted with Suppression. The revive effect becomes more threatening the more Archangels are on your team.
- P1 increases his overall damage dealt, while P2 lowers the Force affinity of all enemies by 1 level if there are 3 or more Divine/Heralds alive on your team.
- P3 grants a 40% Light/Force damage boost to Divine/Herald party members, as well as an additional Press Turn to the team whenever Raphael is revived from a demon skill.
- P4 deals a little extra damage and gives him Concentrate when entering a boss battle.
|
Cons |
- If using him for anything other than cleansing, he'll need a team built around him to work well.
- God's Blessing does not deal damage, unlike Uriel and Gabriel's passives.
- Panel 4 only works against bosses, making it useless in PvP. This, combined with the high cost of P4, makes it a very questionable investment.
- His healing, DEF buff, and ATK debuff chain effects are all defensively oriented, however he is somewhat fast and lacks bulk - a role mismatch.
- Weak to Dark unless Teal.
|
Notes |
|
Synergies |
|
|
Red Rider
|
|
|
D |
F |
F |
- |
Pros |
- Good STR and decent AGI and LUK means he will hit hard without much Accuracy issues.
- Savage Glee, Bloodshed, and panels add up to an impressive offensive boost of 50% Phys damage, 60% crit rate, and 30% crit damage.
- Blade of Terror deals consistent Fractional damage based on enemies' current HP, unaffected by buffs. It will also bypass the accuracy check since it is a fractional skill.
- Blade of Terror has high AOE Bind chance when maxed and panel 4 (40 + 20 + 15 + 30 = 105%), and can be used Turn 1 due to its low MP cost (4 MP when max level and panel 2).
- After the fractional hit and Bind, Blade of Terror follows up with a piercing Phys AoE with 50% crit rate (when combined with the above passives and panels, it has 110% crit rate). As it is a chain effect, you will not lose Press Turns even if you hit into NDR, similar to Atavaka's Enemy Annihilation chain.
- Blade of Terror also casts Sukukaja and Sukunda if panel 2, helping accuracy and evasion.
- Panel 4 grants him Charge upon any party member killing an enemy, similar to Zaou-Gongen and Yoshitsune's panel 4 effects.
|
Cons |
- Blade of Terror falls off later in the fight as it is based on Current HP (and is capped against late game targets in PvE).
- Since Blade of Terror's Phys AoE is a chain effect, it will always use one whole press turn, even if it crits.
- Weak to Ice unless Teal.
- Demeter and Maria preventing ailments, along with Demeter's bulwark make Red Rider extremely unsuited for pvp currently.
|
Notes |
- Buffs and damage boosts only work on Blade of Terror's Phys chain, and not the Fractional damage.
|
Synergies |
- |
|
Sabaoth
|
|
Any |
B |
D |
D |
- |
Pros |
- Has midrange potential with Sabaoth's Voice giving him differing effects depending on whether or not his team goes first or second, removing 2 MP from the enemy if they go first and inflicting weak, or giving his team 2 MP if he goes first. Additionally, he gets a Concentrate effect at the start of the round, and opponents afflicted by ailments do 30% less damage.
- Sanction not only binds and does 120 BP Force damage that ignores endures, but also has remnants effect and generates a press turn if used on a bonus turn, once per turn. This makes him 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 a 120 BP 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 |
- |
Synergies |
- |
|
Samael
|
|
|
C |
D |
D |
- |
Pros |
- Panel 3 is insanely powerful, providing free Barrier Break and Makara Break at the start of the turn without consuming Press Turns.
- God's Malice is very good to lock down a single target with multiple Ailments.
- Panel 4 casts a mini version of God's Malice at the end of his team's turn (10% chance instead of 30% chance for the four ailments).
- Infinite Chakra helps to reduce MP requirements, allowing him to spam God's Malice.
- Great set of Panels that provide additional Ailment Infliction, reduce MP costs and the aforementioned breaks. Easy 4x4 fusion paths make him a good Panel 3 goal to strive toward.
|
Cons |
- Weak to Elec.
- Countered very hard by Daisoujou clearing his ailments and punishing him for using Charm.
- Middling AGI hurts Battle Speed for fast Ailment teams.
- Demeter and Maria's presence in the meta severely hamstring his usage.
|
Notes |
- Mana Aid is a great transfer skill.
- Compared to Nergal, Panel 3 Samael gives you better Press Turn efficiency, but in return all your other demons will require some degree of Ailment Infliction from brands or transfers. Weigh the extra Press Turn versus stat flexibility carefully.
|
Synergies |
- |
|
Samyaza
|
Any |
|
B |
D |
D |
- |
Pros |
- Path of the Mage is both an offensive and supportive passive, reducing the innate cost of his Thunder Reign by 1, giving him Force and Elec pierce, 20% boost to both Force and Elec, and reducing the cost of his entire team's magic, ailment, support, and healing skills by 1, allowing his entire team to work better against MP removal.
- Thunderforce allows Samyaza to once a turn chain a free Thunder Reign after a teammate (including himself) casts an elec skill, and a free Killing Wind after a teammate casts a force skill. This allows him to rack 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 agility, 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 |
- |
Synergies |
- |
|
Schierke
|
|
Any |
C |
F |
F |
- |
Pros |
- The only unit in the game with quadruple pierce in Panel 1, gaining Fire/Ice/Elec/Force Pierce.
- Summon Elementals debuffs a fixed stat depending on Element. The Rakunda effect from Fire Elemental Summon makes her particularly good for Fire Democalypse.
- Access to three elements (four if Red) and innate Mana Aid makes her a useful PvE and Democalypse sweeper.
- Gains a variety of supportive effects in her panels, granting team Fire/Ice/Elec/Force damage, Barrier to her team, along with Fire/Ice/Elec/Force pierce and damage, weak point damage, and a end of turn Concentrate effect for herself.
|
Cons |
- If the enemies don't all have the same elemental weakness, then you are at the AI's Mercy as to which Element gets cast.
- Summon Elementals is only usable once every two turns.
- Both her skills have levels, making her a very costly investment Kasane-wise.
- No Pierce on Elemental Magic and Red's Thunder Reign unless panel 1.
- No Bulwark Pierce.
- Pretty much hard designed for Democalypse and PVE, and even in Democalypse she doesn't compare to the higher level Hachiman teams.
|
Notes |
- |
Synergies |
- |
|
Seraph
|
|
|
B |
F |
F |
- |
Pros |
- Very high Magic stat, combined with Garden of Eden and Merciless Blow it lets him hit weaknesses hard.
- Innate Trisagion and Thunderclap deal massive damage when targeting weaknesses.
- Ideal for Democalypse boss: Garden of Eden casts Offensive Cry at the start of a boss fight, and grants a team-wide damage aura when hitting weakness. Panels increase his damage further, ramping up across the 3 turns of boss. At panel 4, he also generates an additional Press Turn as icing on the cake.
- Can be used in an Archangels team if banking solely on Uriel and Gabriel's passives.
|
Cons |
- Only obtainable through Democalypse grinding.
- High MP costs make him unsuitable for anything outside Democalypse.
- Weak to Ice.
- No pierce.
|
Notes |
- The best way to build him for both Democalypses is by focusing on one element (most likely Light, see below) by transferring its respective Enhancement skill (ex. Light Enhancement) and Master Assassin. As the +10% damage to weak points given by Enhancements affects all the demon's skills regardless of element, this will ensure a +45% on the chosen element and a +30% on the other one (on comparison, a fully-focused Seraph with both an Amp and an Enhancement gets a total of +50% on the chosen element and of 15% on the other one).
- His Transcend Stones can be redeemed for Democalpyse Coins, so make use of that to unlock skill switches. This lets you give him multiple builds without needing multiple Seraphs.
- P4 Michael is a great mate for Seraph in Light Democalypse, as they both give damage boost to the whole party (Michael only to Divine/Heralds) and are both of the Herald race, meaning that you can kick in another Archangel (likely Gabriel), boost their damage and proc their passive, for a stellar amount of damage!
- Seraph Gaming.
|
Synergies |
- |
|
Shaddai
|
|
|
C |
B |
B |
A |
Pros |
- Shaddai's Eye is a source of double Intimidating Stance, and additionally grants 70% hp with levels, along with 30% reduction to incoming damage from Crit attacks. Additionally, the opponents will not generate bonus turns when they crit, preventing crit passing.
- El Rey is an almighty skill that scales off HP, while additionally granting Debilitate. If used on a bonus turn, it does an additional smaller aoe attack.
- Slow, with only 117 agi, along with innate Almighty Slowda, helping cement his role as a 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 Kalki, Godly Shield helps fight against The 6th Angel and Camael teams, draining light and dark.
|
Cons |
- Isn't as strong on defense when players can choose whether or not to attack on whole press turns, potentially negating his crit pass denial.
- Doesn't do much damage, even at high HP totals.
- His panels are pretty important, as he doesn't have Null Mortal before P1, and P2 is a strong source of damage reduction for his team.
|
Notes |
- There are translation errors in the Global version, saying Crit Rate Reduction, not Crit Damage Reduction.
|
Synergies |
- |
|
Shiva
|
|
|
B |
D |
D |
D |
Pros |
- Effective physical sweeper - his Vorpal Blade-esque Standard Attack plus high strength, automatic DEF debuff, +90% crit rate, and panel 4's auto-charge upon landing a crit all let him output high AoE damage.
- Does not require MP to use his AoE standard attack, meaning he is not impeded by Spirit Chains of Indignation.
- Has three sets of Drain resistances and no weakness if Teal, making him a valuable teammate for Pierce Negation users. This can also combo with his panel 3 to deal a punishing AoE when an enemy hits into NDR.
- Pralaya removes Repel Almighty Physical such as the chain effect from Lord of the Dead. This makes him a good complement for Almighty Physical attackers like Shiva A, who are otherwise walled by it.
- Pralaya deals a pursuing chain attack towards the lowest-HP enemy, potentially helping to secure a kill.
|
Cons |
- Pralaya cannot remove Repel Almighty Magic, as the skill must hit before the removal chain is triggered.
- Even though Pralaya and his panel 3 have bulwark pierce, his standard attack does not.
- Pralaya and his panel 3 deal magic damage, meaning they cannot benefit from Might, Charge, or his crit rate boosts. Pralaya also lacks Remnants, meaning it is not press-turn-efficient to use compared to crit-spamming with his standard attack. The 4 MP cost and auto-Might from panel 2 aren't enough to make up for this.
- His automatic Repel Magic is only the normal version, meaning Almighty can go through it. Given that most demons have pierce, this means the shield is unlikely to protect your team from anything.
- Weak to Ice unless Teal.
- Very expensive to fuse (Cheapest path requires Vishnu, who is 5+5. All other paths are 5+5 and require demons that are at least 5+4).
- This is also bad since Kartikeya can only be obtained through a Multi-Fusion involving a Clear Shiva, making it difficult to panel them both at the same time.
- Expensive with limited damage output. Unsuited for the current meta.
|
Notes |
- |
Synergies |
|
|
Shiva A
|
|
|
B |
B |
C |
- |
Pros |
- Third Eye can only be blocked by four demons in the whole game (Griffith, Queen Frost, Frost Ace and Beelzebub (Human)), which are seldom seen in the current meta. It is also treated as a Physical attack and as such can Crit.
- Ishvara provides auto-Rebellion and Zenith while passively boosting his accuracy and crit chance normally, and Almighty damage under Zenith.
- After he downs a demon, he does a 1 turn Debilitate and proceeds to deal 100 Almighty (physical) damage with Bulwark Pierce on all enemies. Combined with P4, this can allow Shiva A to potentially sweep teams.
- Good Drain Affinities pair well with Femto and Kalki especially since Lost Name is very popular in the current meta.
- P1 gives extra Almighty damage, physical hit rate, critical hit rate, and more damage under Zenith. P3 gives an additional 40% to physical and Critical hit rate under Zenith.
- P2 changes his normal attack to a hard-hitting ST Almighty (physical) that restores 1 MP to himself and entering a state of Charge. This can hard counter Camael and Old Ones.
- P4 allows his Third Eye to hit an extra single enemy with a strong Almighty Bulwark Piercing attack upon activation.
|
Cons |
- Weak to Force unless Teal.
- Very MP hungry and prone to teams using Camael or Old Ones if not P2 or above.
- Completely walled off by Repel Physical (Almighty).
- Most of his extra power is locked behind panels.
|
Notes |
- |
Synergies |
|
|
Siegfried
|
|
|
C |
F |
F |
- |
Pros |
- Arms Mastery passively boosts his damage and accuracy, as well as discounts all Phys skills by 1 MP, letting him sweep hard with discounted Titanomachia in Red.
- Panel 4 casts a free Megaton Raid that also ignores endures, after using any Phys skill, once per turn.
- Innate Drain Phys makes him a decent candidate for Drain Teams.
- Incredible set of panels that provides him further damage reduction, Phys Pierce and MP reduction. The Phys Reduction from Panel 1 in particular makes him very useful for Alter-World Phys.
|
Cons |
- High investment - He requires Panels, good transfers and a proper team built around him to really shine.
- Mediocre AGI and LUK stats.
- Not really suited in a PvP meta with Demeter, especially as Panel 4 will provide her team with free bulwarks.
|
Notes |
|
Synergies |
- |
|
Skull Knight
|
|
|
C |
C |
C |
- |
Pros |
- Demons are Revive Sealed when they are killed by Sword of Actuation, unable to be revived.
- Sword of Actuation is a 4 MP, 240 BP Almighty Phys attack, making it one of the strongest almighty skills in the game.
- Foe of Demons defensively buffs your team at the start of your opponent's turn, increasing your odds of surviving, grants Phys Pierce, 20% ST damage, and reduces all almighty skill cost for the team by 1MP.
- Repel Phys in Teal makes him a good partner for Kalki, Metatron, and Alilat, while Master Assassin boosts his damage.
- His panels grant him HP, damage, and accuracy, while also granting the party Almighty damage, and a chain effect where he follows up any Almighty skills cast by his party with an 80 BP almighty chain, that puts him in a state of Might. When paired with other almighty units, such as Kalki and Demeter, this skill will proc constantly.
|
Cons |
- Difficult to boost Sword of Actuation further due to it being Almighty Physical, especially in Purple where Master Assassin is already provided.
- Requires a good team setup around him to truly shine.
- Middling AGI makes him slightly awkward to fit in fast or slow teams.
- Panels massively boost his power, making them near mandatory for a collab unit.
- With Maria still high in the meta, Revive Seal isn't what it used to be.
- Lacks innate crit rate.
|
Notes |
- Has AI issues when used on defense - AI will occasionally target demons with high HP instead of trying to finish off demons with Sword of Actuation. This can be circumvented by pairing him with sweepers like Hecate or Atavaka to soften everyone up, ensuring Sword of Actuation will kill whoever his AI targets. Auto-Rebellion also supposedly fixes this issue.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
Synergies |
- |
|
Sraosha
|
|
|
B |
C |
C |
- |
Pros |
|
Cons |
- Weak to Dark.
- Unimpressive STR means he will need damage transfers to really shine.
- Demons like Demeter can cause serious troubles with his chain effect, as his chain can actually help the enemy build up their bulwark.
|
Notes |
|
Synergies |
|
|
Sukuna-Hikona
|
|
|
C |
C |
B |
- |
Pros |
- Speedy with 243 base agi, and 40% battle speed innately between Light Accele and his Panel 1.
- Invincibility Aid is a unique passive that grants him Light Pierce, 40% Light damage with levels, grants him Might if he attacks first, and has a unique chain where every time a unit on his team enters either Might, Charge, or Concentrate, once per effect per turn, he will chain a 100 BP Light attack on a random enemy. Building an entire team around this can lead to wiping out squishier teams before they even get a chance to act. Additionally, this skill grants Sukukaja and Tarukaja for each chain, granting strong buff control.
- Exorcise Evil is a 4MP Light Physical 150BP ST attack that ignores counters, that when paired with his Panel 2, also does an additional 100BP Light chain once per turn, while also granting Sukukaja and Tarukaja. Combined with his innate Might, this can hit hard. Note that skill levels for this skill raise accuracy, not damage, helping him hit more evasive targets.
- Has good synergy with Metatron M, as he massively buffs Sukuna's damage via attribute affinity down, while also casting his own chains constantly to follow up Sukuna's numerous chain effects. This synergy has been expanded to Mithras, leading to a potent team that can overpower even the tankiest teams. Consider giving Sukuna Auto-Rebellion for the guaranteed T0 chain.
- With panels, skills leveled, and in purple, he has innately 105% Light damage boost.
|
Cons |
- Random targeting means he can't deliberately avoid anti-pierce.
- 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 |
|
Synergies |
|
|
Surt
|
|
|
C |
D |
D |
- |
Pros |
|
Cons |
- Weak to Ice unless Teal.
- No innate Fire Pierce if not Purple.
|
Notes |
- MATK is the primary stat to boost, as Ragnarok still greatly relies on it for damage. %PATK is his preferred tertiary stat on Arm and Leg brands, while Head and Body brands will still prefer %MATK as a tertiary.
- Divine brands are recommended if using him for PvP Defense. Otherwise, his AI will Ragnarok once and then default to spamming Berserker God every other turn, wasting all his damage potential.
|
Synergies |
- |
|
Surt A
|
Any |
|
C |
C |
C |
- |
Pros |
- Low AGI and Intimidating Stance in Purple makes him a great candidate for slow Intimidating Stance Teams and T2 teams.
- Twilight Inferno deals massive damage to the enemy team when he dies, useful against frail T1 teams. This skill will go off even if he is bound on death, revive sealed, afflicted with Spirit Chains of Suppression, etc., there is currently no way to stop it other than killing him last.
- Eruption deals respectable AOE damage and procs a random-hit AOE chain if the attack is successful, useful for cleaning up Endures and/or demons who survived the initial hit.
- Panel 2 turns his regular attack into a Single-target Nuke dependent on MATK. Not only does this absolve him of any MP issues, it also gives him an out to Fire Anti-Pierce, as he can just nuke another demon instead.
- Works well in Battle Tower as the enemy team is forced to either kill him (which procs Twilight Inferno) or deal with extra damage reduction on your MC.
|
Cons |
|
Notes |
- Has goofy idle animations.
|
Synergies |
- |
|
Susano-o
|
|
|
B |
F |
F |
- |
Pros |
- Powerful Force nuker for PvE. Kusanagi hits extremely hard, ignores endures, and autocasts Tarukaja to further buff your team's attack.
- As Kusanagi is treated as a spell, it bypasses any accuracy checks letting him land it reliably.
- Both Kusanagi and Mortal Jihad scale from Phys Attack, allowing him to cover two elements decently (albeit without Phys Pierce).
- Easy 4x4 fusion paths and good panels make him a decent Panel 4 goal to strive toward.
|
Cons |
- No innate Force Pierce until Panel 4.
- No innate Phys Pierce at all.
- Weak to Fire.
- No place in PvP.
|
Notes |
- |
Synergies |
- |
|
Susano-o A
|
|
|
C |
C |
B |
- |
Pros |
- Innate Epitome of Carnage and Master Assassin in Purple makes him a terrific Phys powerhouse, especially considering Violent Slash's high Base Power and Crit.
- Heavenly Valor punishes enemies who pass when used in PvP Defense teams, as well as granting 50% hp, 20% hit rate, and a one turn Debilitate effect every time it activates.
- Violent Slash is a high BP phys skill, starting at 280BP and ramping up to 320, while also going from 30% to 100% crit rate. Additionally, it now reduces the target's MP by 2, up to 3 on boost level 3.
- Simple but effective panels, with hit rate, HP, MP Recovery on kill, and Damage. Additionally, P4 causes Heavenly Valor to put him in a state of Charge.
|
Cons |
- Very little Accuracy in his kit. Requires extra Accuracy investment from Brands, Panels or skill transfers to hit reliably.
- Weak to Fire.
- Heavenly Valor can be countered. Kalki will have a great time fighting Susano-o A
- Not only can Heavenly Valor be countered, it simply will not activate on offense, limiting his access to his new P4.
- Demeter can just build Bulwark if any units need to pass.
- His bulk isn't high enough nor is his damage high enough to have a place on a team in the current PVP meta.
- Pairing him with Camael on defense is a bad idea, as Camael's Spirit Chains (Indignation) will prevent the enemy from passing, disallowing Heavenly Valor from proccing.
|
Notes |
- Heavenly Valor has lower base accuracy compared to typical Physical AOEs.
|
Synergies |
- |
|
Tezcatlipoca
|
|
|
B |
D |
D |
- |
Pros |
- Ome Acatl is a heavily loaded passive, offering Dark Pierce, a damage amp to cursed enemies, Barrier Break for free if his team attacks first, and a revive punish, doing fractional damage that can curse to the opponent any time an enemy is revived.
- Over 200 magic and innate Dark Amp make Yohuallipoca hit hard, especially on a single opponent, doing up to 270 bp to a single target, making him extremely powerful for both the wave and boss phases of democ.
- His panels are well suited to his role, offering battle speed, damage, and offensive buff control when an enemy is cursed.
- Can be an enabler for fast AG2 farming teams with Alice A, along with BoS Vanity 13.
|
Cons |
- Relies heavily on going first to get his barrier break, but is outsped by the faster demons in the game.
- He has niches, especially in democalypse, but he's a demon that just came out too late for what his kit has to offer.
- His revive punish isn't as good as you might expect against Osiris, Maria, and Echidna, because those revives activate at the end of your turn and his punish is current HP based and can't kill, meaning you're vulnerable to being counterswept.
- Overshadowed by Moloch as an anti-revive unit.
|
Notes |
- |
Synergies |
- |
|
Thor
|
|
|
C |
F |
F |
- |
Pros |
- Mjolnir deals good damage against single targets, ideal for Bosses and Democalypse. At max level it also refunds 2 MP when used, allowing to be used repeatedly even without Divine brands.
- Panel 4 casts a free Mjolnir at the end of his team's turn, once per battle.
- Panels grant him a lot of damage, making him an ideal Elec mage especially with Elec Pierce in Purple.
- If pierce is not needed, Clear's Maziodyne is able to handle sweeping while using the same boosts as Mjolnir (panel 1, transfers like Serial Killer, etc)
|
Cons |
- Weak to Force.
- Despite his high STR, building him for Phys is not very viable due to his low AGI and LUK - he's going to miss a lot. His panels also don't support a Phys build at all.
- Megaton Raid and Charge are wasted slots for an Elec mage build.
- Random target skills are very hard to use for PvP.
|
Notes |
- AI is extremely bad on Auto, as Charge will mess him up.
|
Synergies |
- |
|
Thor A
|
|
|
B |
C |
C |
- |
Pros |
- Megingjord provides a massive amount of passive bonuses, in 50% HP, full Phys and Elec Pierce, 50% crit rate, 20% hit rate, 30% damage reduction for all physical attacks, including physical elemental attacks, 50% crit rate reduction, and an Intimidating Stance effect.
- Thunderous Hammer is a strong Elec physical attack, doing a 150 BP hit and a 125 BP chain, starting with 50% crit rate. As it gains boost levels, the crit rate scales up to 100%, and the chain effect goes up to 150 BP, making it potent in pvp and Democalypse alike.
- Very bulky thanks to innate Life Surge, great HP and VIT stats and the damage reduction from Megingjord.
- Decent synergy with Zeus, who will enable Thunderous Hammer to hit weakness for massive damage.
- His panels grant him 20% more physical damage reduction, and 30% elec damage reduction, giving him an innate 80% elec physical damage reduction, making him a potential counter to Zeus as well.
- Panels also grant Null Mortal, more HP, damage, and crit rate. Additionally, Thunderous Hammer will place the user in a state of Charge at P4, though it should be noted this only applies to the first hit of his attack.
|
Cons |
- Middling AGI and LUK plus no very few hit boosters lead to accuracy issues.
- While he's strong against Physical Elec attacks, he has no damage reduction against anything else, leaving him vulnerable to just being targeted by other attacks.
- Hard to justify a slot in a T2 team because so many units have more utility than him, but he's also not fast enough for T1.
|
Notes |
- |
Synergies |
- |
|
Tiamat A
|
|
|
S |
A |
B |
- |
Pros |
- Tempestuous Malice essentially guarantees teams need to be prepared for her to random in PvP, granting Dark Pierce, and by offering a chain at start of turn and additionally at the start of the first turn that reduces Dark Attribute Affinity by one level, and inflicting Poison and Charm. If an enemy is afflicted with a status ailment, she will do a chain that does a 1 turn Debilitate, and 100 BP Physical Dark damage, that also reduces MP by 2, once per turn. This skill is debilitating to teams that are not prepared to handle it. It is worth noting that if she outspeeds you, her chains will occur before Demeter's bulwarks, 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, Apsu and Masakado B entirely nullify 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 Cleopatra and Hachiman as a T0 team.
|
Synergies |
Cleopatra Hachiman Metatron M |
|
Tokisada
|
|
|
C |
F |
F |
- |
Pros |
|
Cons |
- Requires Panel 2 to unlock his full potential for PvP, as being able to guarantee crits for extra turns is very powerful.
- Only has Pierce through Amakusa Uprising, Mahamadyne in Red does not pierce.
- Needs accuracy investment for PvP, as Amakusa Uprising can miss.
|
Notes |
|
Synergies |
- |
|
Trumpeter
|
Any |
|
C |
F |
F |
- |
Pros |
- Apocalypse deals decent Almighty AOE damage while having a high mute chance for a low MP cost.
- Access to Concentrate to further increase his damage.
- No weaknesses and 2 Nulls give him a lot of flexibility in skill transfers.
- At Panel 4, he auto-casts Gloom at the start of his team's turn. He also does a massive 50% damage boost to targets under Gloom. This makes him a strong Democalypse generalist.
|
Cons |
- Very high MP costs.
- Very low Vi stat which hinders his bulk.
- Hard countered by Five Elements, plus stiff competition from other Almighty sweepers like Cthulhu.
- Needs incredible investment to deal damage through Demeter's bulwark, but Concentrate and Gloom give him potential.
|
Notes |
- |
Synergies |
- |
|
Tzitzimitl
|
Any |
|
F |
F |
F |
- |
Pros |
- Demons are revive sealed 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.
- Completely useless in Democalypse, as the AI will make her do normal physical attacks, instead of firing Dark Premonition.
- Weak to Light unless Teal.
|
Notes |
- |
Synergies |
- |
|
Uriel
|
|
|
B |
B |
B |
- |
Pros |
- One of the core demons in the Archangels archetype. When combined with two other Herald or Divine demons, God's Fire dishes out massive damage even before battle really begins. As it is a chain effect, it doesn't consume Press Turns even when hitting NDR+Anti-Pierce.
- God's Fire gives your party a Tarukaja attack buff, and at Panel 2 even adds in a Rakunda debuff, swinging offensive buffs to your favor.
- Sunrise will revive one fallen ally at random with 50% HP up to 6 times, given that he is not afflicted with Suppression. The revive effect becomes more threatening the more Archangels are on your team.
- P1 increases his overall damage dealt, while P2 lowers the Fire affinity of all enemies by 1 level if there are 3 or more Divine/Heralds alive on your team.
- P3 grants a 40% Light/Fire damage boost to Divine/Herald party members, as well as an additional Press Turn to the team whenever Uriel is revived from a demon skill.
- P4 allows Sunrise to hit even harder, allowing him to clean up on Endures.
|
Cons |
- Needs a team built around him to work well.
- Chain effects kill demons before they have a chance to talk, making him less useful for Aura Gate.
- Weak to Dark unless Teal.
- A unique AoE passive and random target chain make using him a liability against NDR Pierce teams.
- His innate Mahamadyne basically became useless when his Sunrise gained the attribute of selecting either Fire or Light.
|
Notes |
|
Synergies |
|
|
V☆
|
|
|
D |
D |
D |
- |
Pros |
- Griffon-Bolt is very good when combined with Turn 1 teams with lots of Crits passing and generating Press Turns. Good teammates include Masakado A, Asura Lord and Kartikeya.
- Will virtually never have MP issues thanks to Shadow-Shock giving him a free Almighty ST attack.
- Balanced stats and no weaknesses give him flexibility in transfer skills.
- Red and Yellow give him an Almighty AOE skill that debuffs.
- Can be used as bait for Camael's Spirit Chains (Indignation).
- Laughs at his enemies occasionally.
|
Cons |
- Very harshly countered by Five Elements effects on Defense, as the AI does not know how to pass and will lose Press Turns attacking into it.
- Relies on auto-attacks, does not contribute much if his teammates are spamming skills instead.
- Demons with AOE reduction passives like Hecatoncheires and Orcus significantly reduces his damage.
|
Notes |
- Cannot be used in the same team as the regular 4★ V.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
Synergies |
- |
|
Vairocana
|
|
|
C |
F |
F |
- |
Pros |
- Radiant Mantra constantly resets all opponents' buffs and allies' debuffs at the start of the enemy turn. When used in a slow team, this allows him to nullify harmful Auto-skills, giving your other demons more flexibility in skill transfers as they don't have to counter them anymore.
- Good Repel resistances makes him a natural partner for Metatron and Kalki. Fire and Light Repel is especially useful to counter Elohim, Camael and The 6th Angel teams, as it makes him immune to 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.
- Radiant Mantra is very useful for certain PvE content to remove Fast Luster Candy and Fast Debilitate.
- Good synergy with Skull Knight - Radiant Mantra will purge away all debuffs, allowing Foe of Demons to guarantee a positive buff.
|
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 |
- |
Synergies |
- |
|
Vasuki
|
|
|
B |
C |
C |
- |
Pros |
- Innate Ice Debuff, Butcher in Purple, and another 65-85% damage from panels 1 and 2 make him a powerful Ice mage.
- Halahala deals massive damage against single targets and debuffs ATK and DEF, ideal for Bosses and Democalypse. It's also useful for breaking the multiple endures in Brands of Sin: Avarice.
- Very high chance for Halahala to inflict Poison: 165% chance when adding up its base 50%, Insanity, Ice Debuff, panels 1 + 3, and Gloom. The skill also attempts infliction 6 times per cast.
- Panel 1 offers synergy with Auto Barrier Break and +20% to Poisoned enemies for the party, while Panel 4 casts a follow-up Bulwark-piercing AoE when an enemy gets Poisoned.
- Allies can access 60% of that chance boost, making Vasuki a solid partner for ailmenters.
|
Cons |
- Being limited to only random targeting can be a problem in PvP.
- Weak to Fire unless Teal.
|
Notes |
- Halahala does not have Bulwark pierce, only his panel 4 chain effect does.
|
Synergies |
- |
|
Vishnu
|
|
|
D |
F |
F |
- |
Pros |
- Avatar provides him free a Enduring Soul +, while giving him additional MAG and HP from levels. Combined with decent natural bulk and Healing from Panel 1, this makes him a very tanky Mage.
- Panel 4 provides him a free Megido-proc at the end of your turn, useful for breaking Endures and/or cleanup. In addition, it also gives him free Intimidating Stance which synergizes well with his low AGI.
- Red gains access to discounted Megidolaon, which is further reduced to 5 MP once Panel 3 is unlocked.
- Null Bind from Panel 1 ensures his chain effects will always go off. Null Curse from Panel 2 ensures he will always heal for decent amounts, in addition to being immune to Alice A's AOE Mortal.
|
Cons |
- Weak to Fire.
- Expensive to fuse (only 5+5 fusion paths are available).
- Bufudyne and Holy Wrath are wasted skills for PvP builds, and don't synergize with each other in PvE ones.
- Lack of damage boosters means he will have poor damage output.
- Lack of Pierce and an Almighty-based kit means he is shut down hard by Five Elements and similar effects.
- Slow chip damage builds are no longer viable due to Demeter, making him absolutely useless in PvP.
|
Notes |
|
Synergies |
- |
|
Vishnu A
|
|
|
A |
D |
D |
- |
Pros |
- God of Ubiquity is a loaded passive, offering Light and Dark Pierce, 20% Light and Dark Amp, 30% Battle speed, along with a chain effect at the start of his team's turn that does Dark AoE damage while also reducing the enemy's attack and defense.
- Nirvana is an absurd ability that ramps up over his turns, dealing 120 BP Light AoE and more importantly, giving his team an additional press turn once a turn, letting him massively increase his teams potential. It also additionally ramps up to 160 BP and ignores endures, making it an incredibly powerful sweeping skill. It was also buffed to give a 1 turn Debilitate effect on Boost level 2.
- Tar Flexi joins Suk Flexi in skills that grant a team a variable advantage whether or not the team went first.
- Panels help make him tankier to help guarantee additional press turns, and increase his MP regen, to the point that with Maria and P2, Nirvana can always be cast as long as it is maxed, meaning no amount of MP drain can prevent it.
|
Cons |
- Anti-pierce with Light really shuts him down, preventing him from doing his main roles of damage and press turn generation. This can make him less useful on defense and for randoming in PvP.
- God of Ubiquity can be easily stopped by Dark Anti-Pierce, something that is very unintentionally popular as there's so many demons that get paired with Kalki who also happen to possess innate Repel Dark or Drain Dark (for example Astaroth and Tiamat A).
- The automatic Dark AoE has further problems against Demeter teams, as it'll trigger her to re-cast Bulwarks. If Vishnu's damage isn't high enough, this could result in a net gain of bulk for her team.
- A fire weakness and only Null Fire in teal means he can be vulnerable to demons like Lost Name and Elohim.
- Makes you choose between midrange and fast, because his speed is too high to really use in a slow team, but he also isn't necessarily bulky enough to survive if his team doesn't go first, even with Tar Flexi.
|
Notes |
- |
Synergies |
- |
|
Vritra
|
Any |
|
B |
D |
D |
- |
Pros |
- Has a streamlined kit designed to make enemies evaporate with Raijin Koryu Palm Strike, a 240 BP Elec attack, with 40% elec damage baked right into his base kit, 55% in purple, and also offers buff control if it is successful.
- When he downs an enemy, 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.
|
Cons |
- Does very little beyond large amounts of elec damage.
- 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.
|
Synergies |
- |
|
Xi Wangmu
|
Any |
|
C |
C |
C |
- |
Pros |
- Peach of Immortality revives a random ally whenever someone is downed with 100% HP up to two times per battle. This is especially powerful if coupled with naturally tanky demons and other revivers like Idun, Osiris and Ouroboros, or demons with on-death effects such as Kuzuryu and The 10th Angel.
- Goddess' Fan removes all buffs from the opponent and fully debuffs them, swinging the buff advantage in your favor.
- Null Mortal in Purple allows her to survive most onslaughts and resurrect her fallen teammates.
- Has great synergy with Idun and Ouroboros stall teams, taking forever to sweep the entire team.
- Decent PvE Healer with innate Mediarama.
|
Cons |
- Hard countered by revive sealing skills such as Lord Astaroth and Keraunos.
- Peach of Immortality can be blocked via Bind. Ailment blocking passives and brands are recommended to remedy this.
- It is also blocked by Masakado B's Spirit Chains (Suppression), making her incredibly hard to use in the current meta.
- Disappointing bulk compared to more recent demons.
- If multiple demons are killed at once through the same AOE, Peach of Immortality will only trigger once. This slightly disadvantages her in regards to AOE sweeping.
- Demons are immediately raised by Peach of Immortality upon death. This can be a disadvantage against Hyper Offensive comps, who can simply kill said demon again in the same turn.
|
Notes |
- |
Synergies |
|
|
Yama
|
|
|
C |
F |
F |
- |
Pros |
|
Cons |
- Guilty only works on Boss waves, rendering it useless for PvP and most of PvE.
- No strong, unique Active to take advantage of his powerful passives. Mudodyne is fairly unimpressive.
|
Notes |
- |
Synergies |
- |
|
Yoshitsune
|
|
|
C |
F |
F |
- |
Pros |
- Widely considered a great Phys DPS demon for PvE as he has access to an AOE in Vorpal Blade, a boss-killing skill in Hassou Tobi, MP refresh in Mana Aid and a damage booster in Purple's Phys Amp.
- Innate Mana Aid lets him repeatedly spam Vorpal Blade or Hassou Tobi in PvE.
- Hassou Tobi does massive damage against lone targets, making it ideal against bosses and Democalypse.
- Teal can be used to cheese certain PvE Content.
- Excellent set of panels that grant him Accuracy, more MP and more damage, as well as Phys Pierce on Panel 4.
|
Cons |
- If not Panel 4, he only has innate Pierce on Hassou Tobi.
- Random Targeting on Hassou Tobi makes it bad against Waves and in PvP.
- Will have MP issues if Panel 2 is not unlocked.
|
Notes |
- |
Synergies |
|
|
Zaou-Gongen
|
|
|
C |
F |
F |
- |
Pros |
- Kongo Zaou is a powerful passive that grants Phys Pierce to all your demons under Rebellion.
- Panel 3 grants team-wide Rebellion whenever he crits. This is very powerful for Physical-based Hero Masakado T1 teams, as it cranks up their damage to insane levels and guarantees virtually infinite crits.
- Red gives him a cheap AOE attack in Herculean Strike.
- While not common, he can work as a Fire Mage as he has passable Magic and Fire Amp in Purple.
- Can be used as a counter to Camael's Spirit Chains (Indignation), as demons without innate Phys Pierce will be able to hit through Null Phys or Tetraka Shift.
- Great set of Panels that provide additional damage, accuracy and team-wide Rebellion.
- Panel 4 grants himself Charge and Rebellion when any party member scores a kill (once per turn), synergizing with Yoshitsune's panel 4 that has a similar effect. This could allow him to forego Auto-Rebellion in PvE, if the first kill happens quickly. It also makes God's Hand far more affordable at 5 MP, improving performance against single-targets.
|
Cons |
- Weak to Elec.
- Middling AGI affects his Accuracy and Speed. Missing can be disastrous for a T1 team, as they aim to win on the very first turn.
- Expensive to fuse (only 5+5 fusion paths are available).
|
Notes |
- Auto-Rebellion is a very powerful transfer skill for him, as it will guarantee he can start the crit loop. Note that this won't work on Democalypse boss, though.
- Purple can run Fire Slash or Rending Fire to make use of his PATK stat. However, these skills are event-locked and may be hard to obtain. Also note that ZG doesn't have Fire Pierce, and Kongo-Zaou only applies to the Phys element.
|
Synergies |
|
|
Zeus
|
Any |
|
S |
B |
B |
- |
Pros |
- Omniscience and Omnipotence downgrades the enemy's Elec resistances by 2 stages - meaning that anyone who doesn't NDR Elec is now Weak to Elec. This also completely shuts down anti-pierce for Elec.
- 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.
- No Bulwark Pierce hurts a lot in a meta where Bulwark is spammed to no end thanks to demons like Walpurgisnacht and Madoka Kaname. Consider pairing him up with Loup-Garou to mitigate this.
|
Notes |
- Attribute affinity down does not work in Democalypse.
- For manual play, the 100BP ST at start of enemy turn will hit whoever your cursor is on. On Auto and/or Defense however, you are at the mercy of the AI for who he hits.
- If building him for Democalypse, try to transfer a "Rending <element>" skill (for Prelim) or an "<element> Slash" skill (for Boss) to make use of his PATK. These skills are only available through events, though - so if you don't have them, you may have to run a magic skill instead.
|
Synergies |
Botis Odin A Loup-Garou |
|
Zodd
|
|
|
C |
D |
D |
- |
Pros |
- Rip does AOE Piercing Physical damage and heals him by 50% of the damage dealt. It also refunds 2 MP when maxed, allowing you to spam it repeatedly. At max boost it has 170 BP and 70% crit rate, making it do massive damage when combined with his sky high STR stat.
- Nosferatu increases his damage every turn (up to 100% after 5 turns). This makes him excellent for long, sustained fights, especially since he can heal himself with Rip. It also grants Phys Pierce, bulk, accuracy, an endure, and damage bonus and reduction when he's under 50% HP.
- Mana Aid in Clear is very useful for PvE, as it ensures he can spam Rip every wave.
- Very tanky thanks to incredible bulk and Nosferatu providing him a better Enduring Soul. Purple gives him Null Mortal which makes him even harder to kill.
- Red grants a ST skill and Teal grants Drain Phys, both having their uses.
- Great panels, with damage, accuracy, hp, an Infinite Chakra effect, and a chain effect when he's hit by a physical attack, doing an HP draining 80BP physical attack.
|
Cons |
- Has accuracy issues due to low AGI and middling LUK.
- Being aoe focused can be a liability against Demeter. Consider using Charge to bypass her bulwarks.
|
Notes |
- A very useful unit for beginners to cruise through the early parts of PvE.
- Limited-time Collaboration unit. Nobody knows if he will be rerun.
|
Synergies |
- |
|
The 6th Angel
|
|
|
B |
C |
C |
C |
Pros |
- With 50% innate Light Damage, 237 Mag stat, 40% damage amp under bulwark, and 25% magic damage in purple, 6th is going to hit hard. Add in the fact that Last Nemesis is a 280 BP light magic skill that pierces bulwark, has remnants, ignore Endures, AND casts Five Elements on the team after use, and 6th is going to be doing a LOT of light damage. The Five Elements effect is also powerful against The 10th Angel, countering her Rejection chain.
- Impregnable is a loaded passive that adds Light Pierce, grants a 100% hp bulwark for 3 turns at the start of the first turn, grants 20% HP, and at the start of their own turn, does a 100 BP bulwark piercing light attack, and does a one turn Debilitate every time this demon does a magic or fractional attack.
- Gains damage, self healing, Null Mortal, and party damage from panels, making it a loaded set of panels.
- Incredibly powerful at farming BoS S14. One of the key demons for doing faster clears.
|
Cons |
- In PvP doesn't quite do enough to always be a good choice. When competing with demons like Demeter, The 10th Angel, Camael, and Maria, it can be challenging to slot it into a team.
- Has issues with Camael's MP cost increase, especially as Last Nemesis cannot be reduced to 4 MP cost.
|
Notes |
- A limited collab unit. Nobody knows if or when it will be rerun.
|
Synergies |
- |
|
The 10th Angel
|
|
|
C |
B |
B |
- |
Pros |
- With a double Intimidating Stance effect, Null Mortal, and 70% innate HP% in Rejection, Almighty Slowda lowering battle speed, 40% damage reduction while at full HP, and a 100% HP bulwark for 3 turns at the start of battle, she can take a lot of damage. It's difficult to overstate how much she can increase the team's bulk, especially against teams without Bulwark Pierce.
- If you try to take down her team first, every time a teammate dies, she chains a Rakunda effect, then does a 140 BP almighty chain that pierces bulwark, scaling off of 30% max HP. This can easily sweep a team, especially a frail T1 team, even through Demeter's bulwark.
- Ray of Ruin continues the almighty trend, being a 100 BP almighty aoe also scaling on 30% HP, with remnants and bulwark pierce. Additionally, when it is successful, it does an additional 150 BP ST chain on the enemy with lowest HP, and both hits ignore endures.
- Demonic Growth in purple grants 20% almighty damage boost and a free Endure as well.
- Her panels grant healing, damage, Null Bind and Null Charm, along with HP, giving her everything she could ask for, especially as bind stops her chain effects.
|
Cons |
- Demons like The 6th Angel and Indrajit have ways to fight her Rejection chains, causing her to potentially nuke herself. Building full damage boosters can actually be dangerous for this.
- Masakado B's Spirit Chains (Suppression) completely shut down Rejection, making her useless if outsped by him.
- Bulwark Pierce demons quickly bypass the massive damage reduction from Rejection.
- Not nearly as useful in PvE as she is in PvP.
- Devil Connector AoEs hit before her Bulwark goes up - so if they deal enough damage to knock her below 99% HP, then her damage reduction will be disabled.
|
Notes |
- A limited collab unit. Nobody knows if or when she will be rerun.
|
Synergies |
- |
|
Unit 01 Dx2 Type
|
|
|
A |
A |
A |
- |
Pros |
- Is very fast, with 240 agi, 70% innate Battle speed, and press turn generation when going first.
- With 60% dark damage in Purple and 100% innate crit rate, Demonic Sword, a bulwark piercing 260 BP Dark Physical attack with an extra 50% crit rate, is going to hit hard. Additionally, this skill revive seals, bypasses endure, and casts a one turn Luster Candy afterwards, helping with buff control for the whole team.
- Alongside the other mentioned bonuses, Demonized Form grants Dark Pierce, 20% Hit Rate on levels, and a chain effect when any party member downs a demon that casts a 1 turn Debilitate and once per turn, also does a 100 BP Dark Physical aoe chain that ignores death prevention skills as well.
- With Repel Dark in teal, Chaos Incarnate granting great passive bonuses in purple, and yellow blocking Tiamat A's ailments, a variety of colors can be useful in different teams and situations.
- P1 grants much need accuracy, turns Demonic Sword in a 4MP skill, which is incredibly valuable against Camael, P2 grants full Agile Cry buff swing at the start of turn, and P3 grants more damage and accuracy.
- Being able to bulwark pierce helps a massive amount against The 10th Angel, because she can pierce through 10th's bulwark and damage hp directly, meaning the rest of the team isn't fighting against their 40% damage reduction at full HP.
|
Cons |
- The damage chain going off only once a turn hurts sweeping potential
- If only one demon on your team has bulwark pierce, it can make it hard to actually use it effectively because the rest of your team still needs to push through Demeter's full bulwark, and if you never break through the bulwark, you're always fighting against her 20% damage reduction when a unit is under bulwark.
- Not having Phys Pierce is an issue against Camael. Often 01 will be the unit affected by his start of turn chain, and even with MP support, 01 will not be able to cast Demonic Sword on their first action. This means a Null Phys transfer or Tetraka Shift will cause problems. Consider a Phys Pierce (weak) transfer if possible.
|
Notes |
A limited collab unit. Nobody knows if or when she will be rerun. |
Synergies |
- |
|
Dagon
|
|
|
B |
C |
C |
B |
Pros |
- Law of the Sea God is a passive reminiscent of Odin A, which gives Dagon Ice Pierce, an ability where he does not use press turns when he crits, and also puts him into a state of Might at the start of his turn as well as when he downs a demon. Additionally, when this chain procs, he will cast a one turn Sukunda and Rakunda effect. Additionally, as long as he is alive, his entire party will get +40% damage when hitting a crit, and 20% accuracy.
- However, this passive does come with the cost of reducting his critical hit rate by 100%, meaning without might, it's not likely he'll crit.
- Lethal Flood is a 200BP Physical Ice attack that pierces Bulwark, and does an additional 70 BP chain on all enemies when the attack is successful. Additionally it ignores counters and Endure type effects. This combined with his Might effects allows him to do a lot of bulwark piercing damage while also not using press turns, helping sweep a tanky team.
- His panels aren't necessary either, but a welcome bonus, adding more damage, accuracy, and additional buff control.
- Top tier Ice Democ unit, with buff control and high ice damage, though against the boss with a 200% crit reduction, it's essentially impossible to get him to crit outside his first attack each turn.
- This totally changes if paired with the newly updated Frost Ace, who is naturally slower and puts the entire party in a state of Might after his move, not to mention that both of their teamwide buff aura overlap in increasing the power of Ice Critical hits that they will now use each action.
|
Cons |
- Weak to Fire unless Teal, a liability against Lost Name.
- He doesn't offer enough to his team to be useful in PVP. He's not exceptionally bulky or fast, nor does he have any game changing chain effects, making him a poor choice compared to the more powerful bulwark piercing units.
- His 100% crit rate demerit means you essentially need to be giving him Might in order to use his passive.
- Vivian, the ice support released alongside him, works better with other units like Ardha, Lakshmi A, Kangiten, and Mithras.
|
Notes |
- |
Synergies |
- |
|
Vivian
|
Any |
|
B |
B |
B |
- |
Pros |
- Lady of the Lake is an extremely loaded support passive, granting her Ice Pierce, 30% battle speed, reducing the party's Ice MP costs by 1, and granting the party 30% damage bonus when in a state of Zenith. Additionally, all enemies will take 40% additional ice damage.
- On top of those effects, when attacking first, as well as when Teardrop is used, she casts a one turn Tarukaja and also places her team in a state of Zenith. Whenever she enters a state of Zenith, she also heals 20% hp to the whole party.
- Teardrop is a single target 180 BP Ice attack with Remnants. When it is successful, she also casts a one turn Debilitate. Due to her passive, this skill will also only cost 4MP when maxed, meaning it can potentially be cast even when affected by Spirit Chains (Indignation).
- Ice Accele helps her team go first, and Solar Downfall helps her control buffs if this isn't a concern.
- The heal on her passive creates a powerful T0 comp with units like Ardha, Kangiten, and the Lakshmi A and Mithras combo. All of these units have effects that happen after a heal, letting them chain massive amounts of damage before the enemy can retaliate at all.
- Top tier for Ice Democ as her buff control is exceptional and her damage boosters are massive.
- Useful panels that offer additional speed, damage, as well as some extra HP and HP recovery.
- Good for BoS Avarice as ice is one of the two needed elements.
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Cons |
- Ironically because ice units aren't generally the strongest, outside of PvE content, her ice supportive abilities aren't especially useful. She's stronger as a healing chain starter for T0 comps in PvP.
- While she's a fast demon, with 236 agi and up to 70% battle speed in her kit, competition like Astaroth is still faster. Her teammates for an ideal T0 comp also aren't the fastest which can create battle speed issues. If she doesn't go first, she loses.
- Outside of these two specialized roles, she's not the most useful, meaning compared to more meta supports she isn't nearly as versatile.
- Incredibly reliant on having specific teammates. Absolutely useless in PvP if you don't have her partners.
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Notes |
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Synergies |
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Camael
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A |
S |
S |
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Pros |
- Camael is an incredibly powerful MP denier unit. With One Who Sees God, at the start of each enemy turn, he does a 60 BP Physical Light chain that bulwark pierces, drains 1 MP, and inflicts a new Spirit Chains of Indignation effect twice to the enemy with the lowest HP, raising their MP costs by 6, going over 10, and preventing passing. Each turn the opponent takes removes one stack. This means any demon that has a skill that costs over 4 will need to have a max MP of 11 or above to even begin to have a chance to cast their skills. This chain will only activate 3 times.
- One Who Sees God additionally grants Light Pierce, 70% HP, 100% crit rate, and restores 2 MP to the team at the start of every turn. On top of that, it offers a Tarukaja and Rakunda effect at the start of each turn.
- Impure Sword of Light is another Spirit Chain of Indignation source, doing 260 BP Physical Light damage with 50% crit rate, adding a stack of Spirit Chains of Indignation, and ignoring endures, while also generating a press turn once per turn.
- Brightness Incarnate granting 20% light damage and 20% acc gives Camael exactly what he needs to help sweep and actually hit his attacks.
- P1 makes Impure Sword of Light a 4mp skill, meaning it can potentially be cast even with Spirit Chains of Indignation effects on him, and the panel also grants Light damage. P2 grants Null Mortal and teamwide 20% acc, and P3 grants more damage and acc for Camael, making his panels useful, but not entirely mandatory either.
- Versatile in every single kind of team, from slow teams to fast teams, because of his myriad of MP effects, high damage, press turn generation, and large health pool.
- Null Phys and Tetraka Shift transfers can help punish demons that don't have Phys Pierce affected by Spirit Chains of Indignation. Consider stacking these effects and teammate evasion to help keep your team alive.
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Cons |
- Weak to Ice.
- His effects are all physical, meaning he needs accuracy investment on top of damage and potentially bulk to survive.
- Even with Demeter and P1, he still can't cast Impure Sword of Light immediately if he's affected by an enemy Spirit Chains of Indignation on the first turn if his team goes first, so going second can be very important. Phys Pierce (weak) transfers can help alleviate these issues.
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Notes |
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Synergies |
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Lugh
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A |
C |
C |
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Pros |
- Innate Wretched Blow is extremely rare, making him hit weaknesses hard.
- Samildanach is a role defining skill, granting ailment immunity, partywide 30% damage boost when hitting weak points, and reducing enemy force and light affinity by 1 level at the start of his turn.
- Additionally, it does a Light Physical 60 BP chain that casts a one turn Tarunda and Sukunda if it's successful. When any demon in the party hits a weak point, Lugh also enters a state of charge once per turn.
- Tathlum Strike finishes off his kit, with a 200 BP ST Physical Force attack with 100% crit rate that also reduces the Force affinity of that enemy by 1 level. Additionally it clears any ailments for the rest of the party.
- His kit is hand crafted to be used in BoS Sloth 14. From ailment cleansing to Light and Force support, along with his bulwark pierce, he's a demon made to clear that stage.
- P1 reduces the cost of his active by 1 which is always useful, and the rest of his panels help with speed, damage and accuracy, making them effective but not necessary for his role of clearing BoS Sloth 14.
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Cons |
- His start of turn physical chain occurs after the enemy Demeter would have created her first bulwark, making him not work as a T0 Hachiman chain starter, severely limiting his PvP use.
- Has stiff competition in PvE from Okuninushi, who is much faster than him and also offers similar ailment cleansing effect. While he is better at doing more damage and supporting his team's damage, and clearly outclasses him in Sloth 14, Okuninushi does offer much more battle speed which can be useful in other situations. Additionally, Demeter often can handle all ailment issues in PvE on her own, while offering much more party support.
- Ideally wants to act first to cleanse ailments but only has 181 agi. You may need to use Lead/Trail brands or careful infusion in order to manipulate turn order.
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Notes |
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Synergies |
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Lost Name
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S |
S |
S |
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Pros |
- Azure Demon Dog is an extremely loaded passive, granting him Fire Pierce, +50% max HP, +100% crit rate and Null Mute/Charm. He also has extremely high bulk and fairly high speed, boasting (as of writing) the 7th highest Vitality and Agility stats.
- He also inflicts Spirit Chains (Intimidation) on all enemies at the start of the first turn, which helps cement him as an anti-T0 demon, as Spirit Chains (Intimidation) cut PATK and MATK in half. Spirit Chains are also removed after an action, dampening the initial chain effect damage of demons such as Tiamat A and Hachiman.
- Furthermore, when he's about to act, he gets Zenith, Charge and Tarukaja. This massively boosts his damage, allowing him to potentially oneshot anything that doesn't have mass amounts of damage reduction. This even prevents effects like Vasuki's damage boost or Echidna's damage reduction from activating, as they require all enemies to be in a state of Gloom.
- Fatal Burn is another source of Spirit Chains (Intimidation), doing 250 BP Fire (Physical) damage to a single enemy and adding a stack of Spirit Chains (Intimidation), and ignoring endures, while also generating a press turn once per turn. Damage is calculated via HP, meaning you can go all-in with maximising his bulk.
- Versatile in every single kind of team, from slow teams to fast teams, because of his insanely high damage, great speed, press turn generation, and massive health pool.
- P1 provides 20% AC and reduces the cost of all Fire skills by 1 MP, meaning Fatal Burn and Robust Fire Dance can potentially be cast even with Spirit Chains (Indignation). P2 grants Null Mortal and teamwide 20% AC, and P3 grants more damage and AC for Pascal, making his panels useful, but not entirely mandatory either.
- Good for BoS Avarice as Fire is one of the two needed elements, and he hits hard with the boost he gets from Azure Demon Dog.
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Cons |
- High AGI makes him awkward to slot in slow teams, but he doesn't have any speed boosters other than Panel 3, meaning a hefty investment is required to boost his speed without majorly sacrificing bulk and damage.
- Azure Demon Dog's Charge effect only procs if Pascal isn't bound or not under Spirit Chains of Suppression.
- Even with Demeter, P1 and Camael, he still can't cast Fatal Burn immediately if he's affected by an enemy Spirit Chains of Indignation on the first turn if his team goes first, and being forced into a basic attack also wastes one Charge chain.
- Lost Name is a stupid name.
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Notes |
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Synergies |
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