Tier lists

This page contains multiple tier lists that rank Global version Arks and Units in different gameplay modes.

Initial draft by Throne, WGT and potato. Formerly coauthored with Legion. Additional insight from Envy and WGT.

This guide is currently authored by potato, with additional input from many Discord users, including ranked Arena players.


Have questions? Ask in #gl-help on Discord or in the Questions megathread on Reddit.
Have complaints? Ping potato on Discord.

See the ark ether guide for ark ether equipment, and the skill guide for ark skills.

Table of contents



Tower unit tier list

Only includes units that excel in Tower.
Assumes the units are built to their intended specifications with AT LEAST 50SC invested in skills (i.e. pure tank/healer).
Do not use this tier list for rerolling.

Damage Tank / support Break

Meta

Best in their roles

Tier 1

Excellent alternatives

Trishula tier

Bypassing element resistance with Trishula, the ether reward from Kaldina the Great (SSR)

  1. Thunderbolt Sevia is ranked as a DPS instead of a Support unit because she only buffs allies' STR on her Special. Healing is not special to her since God Heal can be learned from Kaldina the Great SSR ark and her primary healing boost (+50%) comes from a paid weapon.
  2. Zaix has stupid break values on his S3. Use him to wreck bosses. He has great damage output too, but needs Trishula because of his elemental skills. His teleport-on-evade talent is very helpful at increasing survival in Tower.
  3. Kohaku has stupid break values on her S3. She also has excellent damage, but needs Trishula to ignore Earth resist.
  4. Senku has a number of unique powercreep support spells and some of the highest base MP in the game. His S2 is a party-wide heal and his Special is like Saintly Theria's Ult on crack: it restores SCT to all allies, protects its user and blinds all enemies.
  5. Princess Lilah is ranked based on her innately high MP, free God Heal and MP regeneration on Special.
  6. Gorm is used in conjunction with Yggdrasil summon (Giant Tree ark Lv4 unlock) to provide a soft battle reset for an almost-wiped party. Use Gorm to stall for time until Yggdrasil is ready, then use Yggdrasil followed by Gorm's ultimate for a party heal on low-hp revived allies.
  7. Gorm, Senku and Thunderbolt Sevia can recover allies' SCT by using their skills/Specials that heal allies and having Spirit Breath equipped on allies.
  8. Sevia is used for her -50% physical/magic damage buff on Ultimate. Her damage can also be decent, but requires manual control.
  9. Zekus is measured as a Physical DPS/Breaker. Some players build Zekus as a hybrid support unit as well.
  10. Saintly Theria and Lily are capable of carrying any team to level 40+ with Shining Zok.
  11. Phantom Thief Robin is measured as a neutral element PDPS (Skill 1 and Skill 2).
  12. Phantom Thief Robin and Shin cannot juggle flinch-resist enemies. However, as neutral-element PDPS there are no better alternatives.
  13. All mages in Global are penalised in damage because even with the best MP Ark ether equipment and 40% MP regen per wave (Archangel Blessing + Ale of Honor), the base MP nerf (base stat + ability tree nodes) effectively halves their usable MP.

  1. Romel is no longer relevant because his auto-attacks cannot stun-lock enemies with anti-flinch. Since this was his main value in early Tower, he has been removed from the list. (For those wondering, the Tower tier list was written when the Tower only had 30 levels.)
  2. Kyle is no longer relevant because there are now much better Breakers/Fainters.
  3. Shin is no longer relevant in comparison with newer units.

General mage tier list

Mages are units that focus exclusively on attack magic to the exclusion of everything else that requires MP.
However, many mages are specced with the ability to be hybrid support (healer/buffer/tank) or PDPS units.
These units are evaluated here on their capability as a pure mage.
Mages are primarily used to farm story stages by targeting element weaknesses.
Mages are also capable of instant-cast time-stop spells that can cheese high level content.

Pure mage Hybrid support

Meta

Best in their roles

Tier 1

Tier 2

Tier 3


General physical DPS tier list

Physical DPS (PDPS) units rely on their physical skills – the 3 skills unique to each unit.
Certain PDPS units are focused on breaking and fainting bosses/mobs in difficult content. They are invaluable for endgame.
Some PDPS units are hybrid mages or tanks. These units are evaluated here on their capability as a pure PDPS.
Physical DPS units are primarily used to counter enemies that resist mage sweeping, such as Tower bosses.

Pure PDPS Break PDPS

Meta

Best in their roles

Tier 1

Excellent with minimal drawbacks

Tier 2

Tier 3

Waifu tier

For the skirt-chasers


General tank tier list

Tanks are units with incredibly high survivability. Some tanks function as semi-support units.
Hybrid mage/PDPS tanks are evaluated here on their capability as a pure tank.
Tanks are used to survive boss sweeps in difficult content.

Pure tank Damage tank

Meta

Best in their roles

Tier 1

Tier 2


General support and healer tier list

Support units excel in healing and/or buffing and de-buffing.
Hybrid support units are evaluated here as purely support units.
Support units are primarily used to weaken strong bosses and buff/heal allies in difficult content.

Pure healer Pure support Hybrid

Meta

Best in their roles

Tier 1

Tier 2

Pokkuru tier

Have you ever seen a Pokkle cast Grand Cross?


General ark tier list

Arks here are rated by their passives (and sometimes stats) when equipped.
All arks are reviewed at level 10.
Do not use this list for re-rolling. Ark skills are more important for a new player.

Meta arks


Ark Notes

Pirate Ship Legnis (SSR)
HP: 2368
MP: 43
STR: 274
DEF: 290
INT: 93
MND: 206
  1. Restores party's SCT by 15 seconds each wave
  2. When female ally dies, all stats +35% (Unlock Lv5)
  3. Grants party Flinch resistance for first 10 seconds of battle (Unlock Lv7)
Party Flinch resist + DPS buff if female ally dies

Terror of the Grana Seas (SSR)
HP: 2664
MP: 23
STR: 367
DEF: 299
INT: 99
MND: 141
  1. Break level +120%
  2. When an axe is equipped, chance to reduce enemy DEF by half and deal damage (Unlock Lv4)
  3. At start of battle, STR +40% (returns to baseline over time) (Unlock Lv8)
Highest Break buff in the game currently. Great for any DPS in Tower and Arena.

Phoenix Blow (SSR)
HP: 2496
MP: 35
STR: 359
DEF: 252
INT: 105
MND: 210
  1. Break value +100%
  2. 25% chance to increase Ultimate gauge by 10% when killing an enemy (Unlock Lv3)
  3. Special skill damage +25% (Unlock Lv7)
Second best option to Grana Seas ark for breakers. Highly recommended for both Tower and Arena.

Abandoned City of the Sea (SSR)
HP: 2024
MP: 56
STR: 243
DEF: 212
INT: 199
MND: 219
  1. Battle start: Restore all skill SCT by 15 seconds
  2. Physical damage +20% when MP is near empty (Unlock Lv5)
  3. Disable STR debuff from enemy (Unlock Lv10)
Meta for any Arena PDPS that uses STR. T1 for general use.

Archangel Smile (SSR)
HP: 2058
MP: 48
STR: 192
DEF: 249
INT: 220
MND: 241
  1. 50% chance of surviving a fatal blow with 1 HP
  2. Physical damage taken from Knights and Spirits -20% chance (Unlock Lv5)
  3. Battle start: Give Regenerate to all allies (Unlock Lv10)
For tanks. Gives party HP regeneration.
Meta for Tower, T1 for Arena.

Icy Guardian (SSR)
HP: 2324
MP: 32
STR: 356
DEF: 123
INT: 234
MND: 219
  1. Critical physical attacks inflict +40% extra damage
  2. Adds Ice element additional hit (48-50% of damage) to physical critical attacks (Unlock Lv5)
  3. Fire resistance +20, Ice resistance +20 (Unlock Lv10)
Adds a +50% damage additional hit to every critical hit, effectively bypassing the damage cap despite it being Ice element. Meta in Arena due to the increased damage.

Tier 1 arks


Ark Notes

Secret of Mana (SSR)
HP: 2455
MP: 49
STR: 266
DEF: 243
INT: 91
MND: 223
  1. When a sword is equipped, physical attack power increases in proportion to number of active buffs (up to 6 buffs, +30%)
  2. When the party includes a full set of Male, Female, and Other units, increase HP +25% (Unlock Lv3)
  3. STR, INT, DEF and MND +5% (Unlock Lv7)
Any physical DPS with sword equipped – however, all 6 charges are needed for the full boost.

Divine Beast, Loug Mekia (SSR)
HP: 2167
MP: 43
STR: 305
DEF: 102
INT: 366
MND: 102
  1. Damage of the first attack magic activated +50% (Excludes magic that will do constant damage)
  2. God: automatic MP recovery (Unlock Lv4)
  3. All attribute magic attacks have a chance of dealing critical damage (Unlock Lv10)
Lily wants to use more than 2 elements. Loug Mekia makes that possible.

Also good for Popoi and Senku.


The Sword of Corpses (SSR)
HP: 2830
MP: 30
STR: 340
DEF: 285
INT: 143
MND: 135
  1. When a Sword is equipped, +3% Critical rate and +30% Critical damage
  2. +2 Curse resistance (Unlock Lv4)
  3. Boosts STR by 4% when defeating enemies. (Up to 10 times. Resets on incapacitation) (Unlock Lv8)
Any Physical DPS that is heavily built on Criticals, e.g. Phantom Thief Robin

Kaldina the Great (SSR)
HP: 3120
MP: 38
STR: 133
DEF: 275
INT: 127
MND: 268
  1. Restores the HP of all party members with each item drop from the enemy
  2. During battle, all allies +10% HP (Unlock Lv5)
  3. When taking lethal damage, HP is recovered and Barrier is activated (Once) (Unlock Lv10)
In the rebalanced Arena, the HP barrier and increased HP for all allies means much higher survival rates for damage-dealing units. Recommended for Arena, less so for general use.

Bell Tower of Guidance (SSR)
HP: 2209
MP: 42
STR: 143
DEF: 245
INT: 122
MND: 382
  1. Periodically give a buff for -80% magical damage from enemies (Upper limit to total damage received; rises with LV.)
  2. When close to death, MND +50% (Unlock Lv6)
  3. No fainting from enemy attacks (Unlock Lv10)
Faint immunity is top priority in the current Arena. This Ark grants that for a single unit.

Militia of the Departed (SSR)
HP: 2718
MP: 55
STR: 325
DEF: 242
INT: 274
MND: 0
  1. Fire, Thunder, and Dark damage rise by 30% as allied dead increase. (Undead always count as dead.)
  2. When HP reaches 0, automatically return once (Unlock Lv5)
  3. Constant HP reduction and +50% SCT speed (Unlock Lv8)
The equivalent of Forbidden Book for PDPS units. Combine with Proud Force and multi-hit attacks to not lose health.
Sevia is an example of an ideal unit because of her multi-hit skills.
Beware of the 0 MND stat on a low MND unit. Tower also has a number of crit-immune floors, which limits this Ark's usage.

Gorde War (SSR)
HP: 2391
MP: 39
STR: 290
DEF: 339
INT: 137
MND: 117
  1. Damage done to human enemies +20%
  2. Damage from human units -20% (Unlock Lv1)
  3. When close to death, be less likely to be targeted by enemies and DEF +35% (Unlock Lv5)
  4. 4. DEF reduction from enemies is nullified (Unlock Lv10)
Decent against Human enemies, which are common in both Arena and higher levels of Tower.

Aldana Colosseum (SR)
HP: 1986
MP: 35
STR: 245
DEF: 228
INT: 108
MND: 161
  1. Battle start: Grants flinch resistance for a certain time
  2. Damage -10% from humans (Unlock Lv3)
  3. MND increases over time (up to +20%) (Unlock Lv7)
30 seconds of flinch resist for tanks or physical DPS.

Grand Bargain (SR)
HP: 2694
MP: 14
STR: 213
DEF: 257
INT: 93
MND: 186
  1. Increase HP recovered by 15%
  2. Increase STR and DEF the higher your HP is (Up to +30%) (Unlock Lv3)
  3. Recover HP when you defeat an enemy (Unlock Lv7)
For tanks and physical DPS. The stats scale with your HP. One of the best arks for damage tanks like Zouglas.

Altar of the Forbidden Book (SR)
HP: 756
MP: 66
STR: 128
DEF: 93
INT: 288
MND: 224
  1. MP consumption -50%, and HP decreases with each magic cast
  2. Magic damage +25% (Unlock Lv5)
  3. Spellcasting will be not be interrupted most of the time (Unlock Lv10)
For any Mage with element critical and Proud Force health regen. Usable in most content, but not in current Arena.

Tier 2 arks


Ark Notes

Skyship Lonvalion (SSR)
HP: 1942
MP: 44
STR: 238
DEF: 231
INT: 237
MND: 238
  1. Battle start: Automatic Barrier
  2. Grants ability to dodge stat debuffs (25% chance) (Unlock Lv3)
  3. Neutral attack damage +25% (Unlock Lv7)
For neutral element physical DPS units, e.g. Randi, Sevia, Phantom Thief Robin

Treasured Sword Eliud (SR)
HP: 1717
MP: 35
STR: 184
DEF: 222
INT: 231
MND: 158
  1. Ice magic costs -2 MP
  2. Ice pursuit attack for every regular attack (Unlock Lv5)
  3. Ice damage +25% (Unlock Lv10)
For Ice element DPS units.

Geist Training Mountain (R)
HP: 1716
MP: 22
STR: 242
DEF: 159
INT: 102
MND: 136
  1. Four or More Enemies: STR +20%
  2. Recover HP when you defeat a Human enemy (Unlock Lv3)
  3. Battle start: Boosts STR (up to 3 times) (Unlock Lv7)
For physical DPS units.

Sorcerer's Eden (SR)
HP: 627
MP: 57
STR: 77
DEF: 110
INT: 236
MND: 194
  1. When casting magic, recovers a small amount of HP
  2. Cast speed for Sorcerers in Party +5% (Unlock Lv3)
  3. Battle start: Chance of enemy MND -20% (Unlock Lv7)
Budget mage ark.

Golem Core (SSR)
HP: 2999
MP: 19
STR: 194
DEF: 334
INT: 91
MND: 268
  1. Light and Dark resistances +20
  2. Adds magic Guard when guarding (Unlock Lv5)
  3. HP will not fall to 0 when Guarding (Unlock Lv10)
For tanks.

FINAL FANTASY Adventure (SSR)
HP: 1808
MP: 61
STR: 159
DEF: 191
INT: 274
MND: 240
  1. Mana Series Magics damage +20%
  2. Special skill damage +30% (Limited to Arena) (Unlock Lv5)
  3. Damage taken from enemies -10% (Unlock Lv10)
For Popoi to boost the damage of Popoi's Mana spells, or for any Skill Charge/Quick Trigger physical DPS build.

Great Temple Maja (SR)
HP: 1236
MP: 60
STR: 106
DEF: 177
INT: 324
MND: 327
  1. Light magic costs -2MP
  2. During each wave, slowly increase magic damage over time (up to +50%) (Unlock Lv5)
  3. Immune to INT down debuffs from enemy (Unlock Lv10)
Light magic MP reduction for Light element mages (Saintly Theria, Lily)

Grave of the Blademaster (SR)
HP: 607
MP: 34
STR: 254
DEF: 177
INT: 237
MND: 226
  1. SCT speed +15%
  2. Light damage +25% (Unlock Lv3)
  3. Increase all allies' Dark resist +20 (Unlock Lv7)
Party-wide 20% Dark resist, Light damage boost and SCT buff.

Thunderstone Luster (R)
HP: 1302
MP: 44
STR: 96
DEF: 75
INT: 212
MND: 205
  1. Thunder magic attack damage +15%
  2. -1 MP for Thunder magic (Unlock Lv5)
  3. Chance of Paralysis effect on Thunder magic (Unlock Lv10)
Best for a magic stun Phal build.

Collab units

Units featured in collaborations with other games/licenses.
The most limited units in the game.


Tsukasa
Dr. Stone

Positives

  • Learns Attack Up IV, Attack Up MAX, Critical Impact (additional damage on critical) and Dark Attack Raise II
  • High STR and DEF.
  • Skill 3 is a large AOE, has significant break value and 3 base stock
  • Strongest Primate (Talent 1) nullifies all Slayers and Killers against Tsukasa, which gives him viability against Seilios/similar units in Arena.
  • In one blow (Talent 2) has 25% chance to ignore enemy defense by 100% on an attack. It's incredibly strong and the proc is fairly high.

Negatives

  • Has a garbage paid weapon that only buffs slayers/killers.
  • Very defensive physical DPS with no actual skill support for a tank build. Be aware of the heavy SC investment regardless of how you build Tsukasa.
  • Lacks most core offensive or defensive passives.
  • Extremely low MND.
  • Locked to Dark element. A sidegrade over Zouglas, and in some situations Zouglas will do better than Tsukasa.

Senku
Dr. Stone

Positives

  • Learns Science Level Up (INT +15% and stacks with Magic Up MAX), Archangel Blessing, Immovable Object, Staff High Boost, Quick Trigger, Spark of Science (Recover SCT during battle), Yuzuriha Healing (Recover HP and occasionally MP at start of each wave)
  • Extremely high INT and base MP.
  • Elemental spells are Tier 3 and non-timestop, so preferable for farming with. Directly powercreeps Popoi and Mana spells.
  • Support spells directly powercreeps base buffs (i.e. Brave is 20% STR, Doping (Force) is 25% STR).
  • Skill 1 has a chance of debuff enemy's physical attack power.
  • Special recovers SCT for all allies, buffs Senku with damage reduction, and blinds enemies. It's a better version of Saintly Theria's Special.
  • Can keep stacking unique magic buffs to stupid levels. For example, the AER on The Light of Science (SSR) is +50% Science magic. Talent 1 is another +50%. Talent 2 is another +20%.

Negatives

  • Crashed the game for half a week on release.
  • Hybrid physical DPS, mage and support. You can do either mage or physical DPS/support. Be aware of the heavy SC investment.
  • All Science attack spells are non-timestop and learnable on the Dr. Stone Arks. Non-timestop makes Senku non-viable for difficult content such as Tower. But people have also cleared Tower with no timestop spells, which might say more about them than us...
  • Lacks a number of core mage/support skills that other units learn for free.
  • Lowest base HP in the game.
  • The damage cap still exists, so all these magic buffs aren't really going anywhere. If only Senku had Lily's split damage for magic attacks...
  • Locked to non-Light/Dark elements. Since half the game is weak to Light, his large element coverage isn't worth much.

Kohaku
Dr. Stone

Positives

  • Learns Attack Up IV, Light Movements (Auto Speed + Auto Haste), Earth's Bounty (+20% Earth/Thunder attribute attacks, stacks with Thunder Attack Raise/Earth Attack Raise), Dual Wield, Sharp Eyes, Sword High Boost, Skill Charge 1, Suika's Encouragement (Chance to recover SCT when attacking) and Ginro's Support (basically Piercing 2)
  • Extremely high STR and decent HP.
  • Skill 1 warps Kohaku from anywhere on the map to the enemy. It's basically her movement skill, with the bonus of doing multi-hit damage.
  • Skill 2 is wide-range AOE that draws enemies in, then spits them back at their original positions. It's great for farming with.
  • Skill 3 has stupid break values, and makes Kohaku one of the best breakers in the game.
  • Companionship (Talent 2) keeps a party member alive by transferring some of Kohaku's HP to them. Given Kohaku's innately high HP, as long as the party is evenly balanced in DPS this talent can potentially be very useful in Tower.

Negatives

  • Has a strange mix of tank skills which are throwing some players off. Kohaku is not a hybrid tank. These passives are there to buff herself from being as squishy as other physical DPS.
  • Despite learning a number of core physical DPS passives for free, Kohaku still requires significant SC investment to cover the remaining bases. The average 50 SC, max 80 SC builds still applies.
  • Earth element locked. Requires Trishula to bypass Earth resist.

Randi
Secret of Mana

Positives

  • Unique skills: Neutral Element Attack Raise
  • Excellent auto AI
  • Extremely tanky for a damage-oriented PDPS
  • Can bypass physical-resistant bosses with Ultimate
  • The unit equivalent of an oversized lawnmower sweeping through stages with large AOE
  • 1-hit regular attack synergises with Megrona (SSR) ether reward weapon for the full +50% damage bonus.

Negatives

  • Lacks crowd control
  • Hits damage cap

Popoi
Secret of Mana

Positives

  • Free Dark/Earth/Fire/Ice/Lightning element coverage. Learns Tier 3 Dark/Earth/Fire spells for free
  • Mana Magic buffs PDPS in party
  • Glutton talent regens MP on kill, including kills with spells (better than Pose of Honor)
  • Very cheap to build (30SC to reach same functionality as other 50SC mages)
  • No time-stop spells, so Popoi can sync with PDPS
  • Excellent for farming or as a secondary mage

Negatives

  • Directly powercrept by Senku.
  • Costs too much SC to specialise in all elements. Requires Loug Mekia (SSR) lv10 ark for element crit.
  • Auto attacks with extremely weak regular attack if Popoi runs out of MP or doesn’t have an element to exploit
  • Instant-cast Popoi will go through MP faster than Paula Deen with a vat of butter
  • No time-stop spells – not viable for extremely difficult content without investment

Primm
Secret of Mana

Positives

  • Mana Magic buffs PDPS in party
  • Large element coverage on normals with unique Saber spells
  • Talent increases buff duration. Stack with Magic Mirror Pomram (SR) ether accessory and Eternal Clock De=Rowe (SR) ark passive for unrivalled buffing durations

Negatives

  • Equal stats (STR/DEF/INT/MND) across the board. Hard to build, and harder to be good at anything.
  • Has built-in support spells but no core passives, so maxes out 60-80 SC quickly
  • Defaults to melee AI, which can be suicidal in certain content

Limited units

Units featured in seasonal banners or other events.
Reruns annually or at the developer's discretion.


Saintly Theria
Christmas 2019

Positives

  • Learns Light Critical, Shining Zok, Staff High Boost and Light Attack Raise
  • Has a significant cache of support spells for a viable support build: Full Shelter, Critical Phaser, Grand Brave
  • Party gets random buffs (Regen, HP Up, Barrier, etc.) as soon as battle starts.
  • Once Upon a Wish (Skill 3) buffs all allies with 20% STR for 20 seconds. Stacks with existing STR buffs.
  • Ultimate recovers SCT for allies.
  • Talent buffs Light element magic damage by +20% and has a chance to ignore 50% of enemies' MND.
  • Black Santa Coat is +20% dark damage, making it viable for a 2-element Light-Dark hybrid mage build.

Negatives

  • Not enough SC to max out both light and dark elements. Abyss Gate and Dark Critical is the most
  • Some skills (i.e. Full Shelter) have bloated unlock costs on the ability tree
  • Powercrept hard by Lily in SC saves. Future viability is dependent as a SCT-buffing support unit.

Sea Princess Lilah
Summer 2019

Positives

  • Learns Diamond Dust, Ice Attack Raise, Ice Boost and High Level Magic Chant.
  • Has some support spells for a PDPS/support hybrid: Resurrection, Cure All and High Regeneration.
  • Skill 1 and Skill 3 can be activated from anywhere. Only Skill 2 needs to be aligned with "line of sight" (similar to snipers like Phal)
  • Mercury Road (Skill 1) and Assault Water (Skill 2) has mild crowd-control in pushing enemies. Skill 2 pushes at the end of its skill animation.
  • Summer Tears (Skill 3) has a low chance (20%) to debuff enemies' movement speed by 2
  • Ultimate regenerates MP for all allies over time while also dealing damage. The amount of MP recovered is superior to Princess Lilah's Ultimate (60 MP vs 40 MP), but is recovered over 40 seconds instead of instantly.
  • Talent buffs all magic critical damage by +50%. Viable as a 2-element crit mage with Heaven's Cry (Loug Mekia SSR ether reward) for unprecedented magic crit damage.
  • Extremely high base INT.

Negatives

  • Not enough SC to max out either element if running 2 elements (ice/??).
  • Ice element is inferior to Light/Dark in current content.
  • Powercrept hard as a mage by Saintly Theria, then Lily. No content in the game currently demands magic critical damage.

Descent of Heroes units

Units featured in Descent of Heroes banners. These feature the Council of Ten units.
Reruns monthly. Usually good to reroll on for new players.


Lanceveil

Positives

  • Good tank centered passives that put him on par with Gorm for SC saves.
  • The highest HP stats in the game, also has a respectable MND stat for a tank.
  • His first talent when paired with the Guard Bell (automatic Guard) and Aigis Shield (Golem Core ether reward) gives him an average of 33% dmg mitigation per hit taken.

Negatives

  • Powercrept in DEF stat by Zouglas.
  • His second talent only prevents the Rage status which is a very uncommon debuff. It’s almost useless.
  • His skills lack the crowd control that Goroth and Gorm have, with most pushing the enemies away.
  • Damage reduction only.
  • Whoever translated his lore should revise Strunk’s The Elements of Style before touching a keyboard again.

Eliza

Positives

  • Learns unique versions of all Fire spells with increased damage potential.
  • Learns Magic Aura for free (no need for Skyship Lonvalion SSR ark)

Negatives

  • Powercrept hard by newer mages
  • Fire element-locked.
  • Not much better than Dyne, and Dyne has innate 2-element which is better for farming with.

Davan

Positives

  • Starts battle with three charges of Skill 1 and two charges of Skill 2 if his unique paid weapon is equipped.

Negatives

  • Earth element-locked.
  • Requires paid weapon to be better than average. It costs $130 USD.

Zouglas

Positives

  • All 3 skills are extremely powerful as long as enemy does not resist Dark element.
  • Can DPS without dual wield and hit cap on all his skills.
  • Very good at tanking damage
  • His skills S2 and S3 can be used from long range
  • Extremely good with Quick Trigger and Pose of Glory

Negatives

  • Dark element-locked.
  • Slow movement speed.

Lily

Positives

  • Learns roughly 90SC of basic Mage skills for free.
  • Talent bypasses damage by splitting damage into 60% double-hit.
    Double-hit allows for double the number of critical hits and synergises with Proud Force + Moonlight when using Forbidden Book SR ark passives.
  • Boosts Light and Dark magic damage by +30%, higher than Saintly Theria and her unique robe combined.
  • Has strong PDPS skills for a viable PDPS build.

Negatives

  • Dark and light element-locked.

Zaix

Positives

  • Learns Sky High 2, Attack Up IV, Life Brave (less HP = more STR) and Reverse Cross (+5% crit rate and +50% crit damage when attacking from behind).
  • Encourages debuffs and additional effects on regular/physical attacks: Death God, Corrosion Fang, Shockwave.
  • Skill 1 lets Zaix teleport to target while within line of sight (nerfed from JP, where Zaix could teleport from anywhere).
  • Shares the Extort talent with Phantom Thief Robin, with the caveat of having to attack from behind instead of critical hits.
  • Talent allows Zaix's frontal attacks to have a 25% chance to be recognised as a back attack. When combined with innate skills, Zaix has very high damage potential as long as he's mostly attacking the enemy from behind.
  • Has decent survivability, especially in Arena, from second talent triggering random teleport when evading an attack. Mercury Veil also protects from a status ailment every 30 seconds.
  • Extremely high base STR.

Negatives

  • Do not learn Zaix's teleportation talent if you want to maximise Zaix's damage output. The talent enables Zaix to randomly teleport around the map when evading enemy attacks, and it will disrupt your attacks. You cannot unlearn it.
  • You can't improve Extort chances on Zaix, whereas you can stack crit buffs on Phantom Thief Robin. Furthermore, Zaix is focused on stacking damage buffs, so he will usually kill enemies before extorting them. It's a wasted talent.
  • Zaix's physical skills are different elements, making it difficult to maximise his damage potential. Trishula (Kaldina the Great SSR ether reward) can bypass element resistances on physical skills, but Zaix's Ultimate is Dark element and Trishula does not affect Ultimates.
  • Learns a number of auxiliary PDPS passives but has few core skills.
  • Not recommended for autoing.
  • Low base MND.

Gacha units

Units obtainable from the permanent gacha.
Some units will have rate-ups every so often.


Sevia

Positives

  • Learns Dual Wield for free
  • -50% Party-wide damage reduction buff on Ultimate.
  • Talent boosts SCT and physical skills have low SCT costs – with enough SCT regen buffing S1 will fill faster than you can use it

Negatives

  • Eternal Stella (S3) uses INT instead of STR.

Thunderbolt Sevia

Positives

  • Learns Dual Wield, God Heal, Attack Up IV, Quick Trigger, Thunder Critical Raise (Increase 5% critical rate and 50% critical damage of Thunder attacks) and Combo Master II (30% damage at 50+ hit combo).
  • Skill 3 has higher Break value to original Sevia's skill 3.
  • Ultimate buffs all allies by 50% STR for 40 seconds and heals allies.
  • Skill 3 and Ultimate both heal allies, and can synergise with Spirit Breath for SCT recovery.
  • Levin Lifeyield (Talent 2) buffs SCT regen higher than original Sevia's talent since it's a 5% proc on each hit rather than a proc every 20 hits.
  • Has incredibly good paid equipment that buffs an additional +50% damage and +50% healing.
  • One of the best Thunder element physical DPS units and an excellent beginner unit.

Negatives

  • Thunder element locked.
  • Powercreeps original Sevia in stupid ways: the actual parts that matter saw very slight increase, such as SCT regen, and TSevia's STR buff is far inferior to the damage reduction on original Sevia. TSevia's damage output is much better than original Sevia, but it's Thunder element locked while original Sevia had Neutral element skills.
  • Twinblade Thunder (Talent 1) requires 2 swords, and Trishula is a Machine weapon, so for TSevia to bypass Thunder element resistance, she would be giving up 40% damage.
  • TSevia's damage is only average when compared to previous units.
  • Despite her SC saves, TSevia still requires significant SC investment compared to other recent units. Her base skillset recommends a Crit build, and Crit is no longer the only or best meta for PDPS units.
  • Dedicated support units do what TSevia does better (i.e. SCT regen for allies), and without needing a paid weapon or sharing their MP pool with Sharp Eyes (skill).

Prince Gorm

Positives

  • Tank meta skillboard: Allure, Guard (and variants), Royal Armor, etc.
  • Skill 1 is a low SCT AOE crowd control skill that juggles a group of enemies.
  • Can go from one end of a map to the other with Spinning Strike (Skill 2) faster than any movement buffed dps.
  • Ultimate is party-wide heal. Can restore everyone's SCT with his Ultimate if allies have Spirit Breath equipped.
  • Synergises with Yggdrasil summon. Yggdrasil revives allies but leaves them at low health. Gorm can immediately top off allies' HP with his Ultimate.

Negatives

  • High break value only on Skill 3, which only holds 1 charge.
  • Alternative builds (i.e. Debuff tank, Crit tank) require significant SC investment
  • Some people can’t stand that Gorm is rich and scatters gold coins everywhere in his victory animation
  • Extremely low base MND for a tank

Robin

Positives

  • Skill 2 warps from anywhere on the map, but is single hit and only holds 1 base charge.
  • Skill 3 is single-target crowd-control juggle.
  • Talent is chance to steal on kill. Steal chance can be increased by 5% with the accessory from Pirate Ship Legnis ether reward, for a maximum of 20%.
  • Can equip all weapons.
  • Best Ultimate attack animation in the game.

Negatives

  • Low damage and overall stats.
  • Raven’s Edge (Skill 2) is a 1-hit skill that reaches damage cap
  • To maximise loot, Mage Robin build with time-stop spells is recommended. This takes significant SC and Ark investment.
    • On lower level maps where Mage Robin can wipe consistently, it's better to run Mage Robin over Phantom Thief Robin.
    • The new Science spell introduced with the Dr. Stone collab, After 3700 Years (timestop), is highly recommended for a Mage Robin build.

Phantom Thief Robin

Positives

  • Fast auto attacks
  • Strong Dark damage on Skill 3 and Ultimate. Very high damage output if built for damage instead of low damage crit-based Extort.
  • Extort talent is a chance to steal on critical hit (2-5%).
  • Can equip all weapons.
  • Usable in every game mode (Tower, Arena, Story mode).

Negatives

  • Unlike his original variant, Phantom Thief Robin's Extort chance maxes at 5%.
  • Some people think Phantom Robin’s victory animation looks lame because he had the audacity to bring his own chair.

Shin

Positives

  • Can airlock enemies with multiple physical skills.
  • Learns a large list of core PDPS passives for free, plus Auto Brave and Piercing.
  • Extremely high damage on single target ultimate.

Negatives

  • Hits the damage cap too easily (requires Dual Wield)
  • Shin is literally an overpowered isekai protagonist. Who said games couldn't jump on the isekai bandwagon too?

Lukiel

Positives

  • Learns Archangel Blessing, Grand Regeneration and Magic Castle.
  • First talent regens SCT, but at a much lower rate than Sevia's.
  • Second talent reduces Light magic MP consumption, making Lukiel viable for certain gimmicky mage builds.

Negatives

  • Requires significant SC investment to be a PDPS or support (60SC minimum)
  • Melee AI.
  • Extremely low defensive stats and overall low stats.

Leena

Positives

  • Learns Healing Boost, Healing High Boost (Unique for now), Star/Stardust Heal and Cure All.
  • Ridiculously high MND.

Negatives

  • Has suicidal melee AI with MAGICAL CANE skill
  • Lacks support spells or any defensive passive, so expect a minimum 50SC build to protect Leena from her dumb AI.
  • Extremely low HP.

Summoner Leena

Positives

  • Learns Magic Up III, Godly Body, High Level Magic Chant and Grand Aura.
  • Also learns a number of supporting skills such as Grand Regeneration and Vitality.
  • Super cute.

Negatives

  • Summoner Leena's entire concept is summoning strong beasts that can kill stuff. Those beasts are unfortunately neither strong nor reliable. The developer said in a Q&A that they may revisit the concept in the future, which can be fairly interpreted as "We don't plan on buffing this unit anytime soon."
  • SLeena has the dubious honor of having some of the worst translated lore in the game.

Princess Lilah

Positives

  • Learns Shining Zok, Light Critical and God Heal
  • Party-wide MP regen on Ultimate.
  • Innately high MP. When paired with MP regeneration, Lilah can function much longer than other units in Global version, especially as a support unit.

Negatives

  • Skill damage scales purely on STR, making these skills almost useless.
  • Flash Heal (Skill 1) charges extremely slowly.
  • Low INT for a mage.

Melza

Positives

  • Free support DPS/tank unit.
  • Learns Grand Protection and High Regeneration.
  • Very fast auto attack.
  • Can heal up to 1000+ per crit with Proud Force if her HP falls below 30% due to her talent.

Negatives

  • Increased soul costs to unlock Unit story
  • Outdated skill-board, even at launch – Gorm is a better tank, and Leena a better support.

Soul Reaper Melza

Positives

  • Learns Death God, Terror Melt, Phase Change, Dark Critical and Abyss Gate.
  • Phase Change proof of concept unit – converting INT to STR for additional damage on normals.

Negatives

  • Powercrept by Lily as a Dark mage and Phantom Thief Robin as a Dark physical DPS.
  • Missing most meta physical DPS and mage passives, so much that any build will easily run over 50SC.

Dyne

Positives

  • Learns Immovable Object, Poison Cloud, Tornado Storm, Crimson Flare, Silence Nil and Flame Critical.
  • Second talent allows Dyne to switch any spell's element to Dark if the enemy resists Fire more than Dark.
  • Talent gives Fire magic MP cost reduction.
  • The meta mage at launch. Still very usable, but Light element is preferred to Fire/Dark.

Negatives

  • Powercrept by Lily in general and by Eliza as a Fire mage. The damage gap between Dyne and Eliza is small but noticeable, and Lily is just overall much better than both.
  • Saves less SC than newer mages.

Doura

Positives

  • Learns Pirate's Feast, Counter and High Counter.
  • Doura's talent allows him to counter 9999dmg crits with Lapis Axe (Terror in the Grana Seas (SSR) ether reward) because all Counter buffs stack.
  • Has the best lore and best male unit design in the game.

Negatives

  • Slow auto attacks, to the point that attacks can miss enemies.
  • Low defensive stats for a tank, and Counter is an underperforming gameplay mechanic that hasn't featured on any other unit since launch.
  • Low damage.

Gravein

Positives

  • Learns Sorcerer Killer and a number of party buffs (Critical Phaser, Brave Phaser).
  • One-man CC unit, juggles enemies in the air with all his skills.

Negatives

  • Most units can’t hit enemies that are in the air, so Gravein will be soloing most of the time.
  • Low damage.
  • Significantly falls off in end-game due to most enemies having anti-flinch.
  • For a while people were convinced (because of a mistake in the JP datamine) that Gravein had the best break values in the game. He doesn’t.

Blood Rose

Positives

  • Learns Venomous Rainfall, High Level Magic Chant and Silence Research.
  • Decent base INT.
  • Can be used to farm Dark-weak stages quickly with Venomous Rainfall.

Negatives

  • Physical skills are all STR-based.
  • Melee AI and slow movement.
  • Talent decreases Dark resistance on critical hit, but his entire skillset is Neutral element.

Goroth

Positives

  • Learns Beast Slayer, Determination and Shockwave.
  • Auto attacks and Skill 1 are large and cause flinching
  • Skill 2 groups enemies together.
  • Skill 3 has high break/faint values.
  • Talent gives SCT regen when using skills.
  • Good damage tank, made better with the anti-flinch from Aldana Colosseum (SR) ark

Negatives

  • Slow auto attacks and movement.
  • Skill 1 and Skill 2 cause battle slowdown.
  • Ultimate is useless.
  • Easily flinched without anti-flinch buff.

Romel

Positives

  • Learns Awaken, Fire Attack Raise and Dragon Slayer.
  • Very powerful multi-hit auto attack.
  • Strong physical skill damage.

Negatives

  • Needs Trishula (Kaldina the Great SSR ether reward) to bypass Fire element resistance for Tower.

Maddine

Positives

  • Learns Earth High Boost, Earth Critical, Grand Cross, Determination and Guard Charge
  • Tank, mage and physical DPS that can excel at any single role.
  • Shares some of the best lore in the game with Doura

Negatives

  • Doesn't save enough SC to be a true hybrid unit.
  • Needs the ether reward from Final Oath (SSR) to excel at damage.
  • Grand Cross is one of the weaker Tier 3 attack magic, and Earth-weak content is lacking.

Luger

Positives

  • Learns Sorcerer Killer, Machine Slayer and Shockwave.
  • Incredibly strong enemy when you fight him in Tower. Don't be fooled though.

Negatives

  • Luger's concept is a "tank sniper". In his ideal meta, you stack aggro (Allure) on him, and kite enemies from a distance. Excellent idea, terrible execution.
  • His talents are focused on buffing his damage, and he hits like a wet noodle.

Phal

Positives

  • Learns Thunder Attack Raise, Magleon, Stun Research, Fast Critical, Thunder Critical and Valza Riser.
  • Hits damage cap with Dual Wield + Magleon + Sharp Eyes on Skill 1 and Skill 2 when both skill stocks are at max capacity (Charge Shot talent)
  • Can be built as a Thunder mage with Thunderstone Luster (R) ark to stun enemies

Negatives

  • Low defensive stats.
  • Needs Trishula (Kaldina the Great SSR ether reward) to bypass Thunder element resistance.

Vaughn

Positives

  • Learns Sword High Boost, Fire Attack Raise, Special Boost and Chance Drive.
  • Talents boost damage and SCT regen during Break.

Negatives

  • Extremely niche unit focused on Breaking bosses and dealing high damage during Break.
  • Needs Trishula (Kaldina the Great SSR ether reward) to bypass Fire element resistance.
  • Supreme Flare damage talent requires the correct Killers/Slayers to be equipped.

Seilios

Positives

  • Learns Ice Attack Raise II (unique), Auto Critical, Advanced: Aim Vitals, Soldier Slayer and Sorcerer Slayer.
  • Learns the whole set of Human killers/slayers for Arena
  • Talents are focused on boosting Ice damage by significant amounts, making Seilios arguably one of the best damage dealers with highest potential Ice-element damage.
  • Lawn-mows enemies just as well as Randi, but with the advantage of being a permanent gacha unit – easy to obtain dupes of.
  • High base STR.

Negatives

  • Needs Trishula (Kaldina the Great SSR ether reward) to bypass Ice element resistance.
  • Extremely low base DEF. Be wary when you run a Dual Wield build.

Story units

Units obtained through Story. The protagonists and sidekicks.


Kyle

Positives

  • Fast auto attack which interrupts enemies.
  • Short cooldown on all skills.
  • Significant break value on physical skills
  • Overtuned damage on Ultimate

Negatives

  • Powercrept by Vaughn as a breaker.
  • Need to learn most core PDPS passives at significant SC investment.

Rei

Positives

  • Learns Thunder Attack Raise.
  • Innately high HP and DEF for a physical DPS.
  • Strong AOE Ultimate for when you want a panic button.

Negatives

  • Need to learn most core PDPS passives at significant SC investment.
  • Needs Trishula (Kaldina the Great SSR ether reward) to bypass Thunder element restriction.

Lilebette

Positives

  • Very fast auto attack.
  • High damage potential with Magleon equipped.

Negatives

  • Auto attack pathing on AI is horrendous – constantly readjusting, then readjusting, and then a bit more.
  • Requires significant SC investment for any build.

Zekus

Positives

  • Learns Diamond Dust, High Level Magic Chant, and Ice Boost/Ice High Boost.
  • Talent is Immovable Object with damage taken reduction bonus.
  • Physical skills are all INT-based.
  • Ice Coffin (Skill 1) has one of the highest break values in the game, charges reasonably fast and can hold 5 stock. It's the basis of any Faint Zekus build.
  • Ultimate is a party-wide +50% STR/INT buff
  • Saves just enough SC to afford a 2nd element as a mage.

Negatives

  • Powercrept by Lily as a mage.
  • Zekus can’t double as both mage and PDPS without significant SC investment and skill juggling.
  • Diamond Dust has the lowest damage multiplier and actual damage of all the T3 element spells.
  • Low INT – up to a 200 INT difference (vs. SSLilah, STheria, etc.) with the same passives/equipment. When combined with Diamond Dust, Zekus can feel underwhelming. Endgame viability is usually as a PDPS breaker/support.

Theria

Positives

  • Learns Resurrection and MP Up MAX.
  • High base MP.
  • Kyle's waifu for laifu.

Negatives

  • Significant SC investment needed for Theria to be an endgame healer.
  • Some players wanted to run a mage Theria at launch because lolwhynot and we soon learned that Theria can reach 1.8k INT. The problem isn't whether we can, but whether we should. And my answer is, and has always been, no.

Monster units

Monster units are unlocked by collecting 50 souls of each from story and event stage maps.
These units do count towards your achievements, so unlock them when you can.


Gaoul

Positives

  • Learns Blessed Speed and Sniper Killer.
  • Increases STR based on number of Beasts in party. Works well with other Beast units. A future ark teaches Mimicry [Beast] to make this function easier.
  • If you own Saintly Theria and have farmed her story, you should have Gaoul maxed already

Negatives

  • Almost no standout points of value over actual units.

Gobl

Positives

  • Learns Illness Research.
  • Skill 3 has become a meme: The skill has insanely high break values and 3 base stock, so you can potentially charge into a boss fight, spam Skill 3, and watch the boss's break bar vanish. You can force this on a 1-wave boss fight with Skill Charge 3, Quick Trigger or Honey Elixir.

Negatives

  • No damage and slow auto attack. Not recommended for Tower except certain stages.

Hobgobl

Positives

  • Learns Determination and Counter.
  • Talent provides damage reduction and lifesteal on kill.

Negatives

  • Hobgobl is so unpopular that it was tied with Dabourne for being one of the hardest units in retrieving lore for. It really is a unit that exists for the sake of existing.

Pokkle

Positives

  • Learns Grand Cross. Have you ever seen a Pokkle instant-cast Grand Cross?
  • Talent triggers party-wide heal on Pokkle's death.

Negatives

  • Underwhelming. It's a Pokkle, what did you expect?

Skeleton

Positives

  • Revives on death, then revives again, and when you think you’ve finally killed it, revives again.
  • All skills have a chance to inflict Ailments.

Negatives

  • Good for a joke and certain 1-wave stages (like pre-balance Arena)
  • Slow auto attack

Dabourne

Positives

  • Learns Grand Protection.
  • Skill 3 is the self-destruct nuke button.
  • Talent boosts stats and provides a 25% chance of surviving lethal damage.

Negatives

  • Powercrept by Soul Spark (skill). The current sacrificial strategy is to equip Soul Spark on your desired kamikaze unit – preferably a self-reviving unit, like Gorm.
  • No-one we know has built Dabourne, so we can't review Dabourne very well. If you have a second opinion on this unit, contact us.

Phantom

Positives

  • Learns Annula Meth (-1 AOE Ailment debuff) and Giga Lostoma.
  • High base INT.
  • Ultimate gives 35% damage reduction from Human units, and has one of the shortest cooldowns in the game.

Negatives

  • Low defensive stats
  • Melee AI because auto attack is melee.
  • Annula Meth will become an Ark skill in the future, thus invalidating Phantom's niche.
  • Future content has +3 resist to certain ailments, thus making a -1 debuff useless.

Sahagin

Positives

  • Learns Fish Slayer.
  • Skill 1 debuffs Ice resistance, and Skill 3 buffs allies' Ice damage
  • Wet Skin talent gives self-HP recovery anytime an Ice element attack is used, whether by self or allies. Auto attacks are counted.

Negatives

  • Only useful for Ice-weak content.

Vazard

Positives

  • Learns Attack Up II, Chance Drive and Soldier Killer.
  • Dragon Blood talent boosts movement speed and STR while under 30% HP.
  • Vazard Arts talent boosts Break values on all skills up to +100%.
  • Potentially the strongest Monster unit in the game with the Birth of the Rivazard ether reward that gives +20% to all stats.

Negatives

  • Skill 3 is terrible.

DXR-MK02

Positives

  • Learns Allure, Magic Guard and other basic tank passives.
  • The best auto attack in the game with 5 AOE (10 with Dual Wield) hits that can work very well with an ailment focused build.
  • +30 element resist to all elements other than Thunder and Dark.

Negatives

  • -50 element resist to Thunder attacks.
  • Talent gives MND/DEF debuff chance at 50% health. Avoid unlocking the last node to lower the talent activation % chance.