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Platinum Tier List

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  1. Platinum Tier List
  2.  
  3. SS - Units listed here are universally useful in almost every stage they can be deployed in, excelling in all situations.
  4.  
  5. Saria
  6. +: Extended range, extremely powerful area heal that would be moderately bursty even if she were only healing a single target, essential in high-tier majin stages with great frequency.
  7. -: SAW slightly slower than her regular skill.
  8. Synergies: Dancers and attack boosts are more effective for her than any other healer, feng shui or shaman, rearguard tactician lets her use her broken skill more often.
  9. Majin Viability: 5/5
  10.  
  11. Rachel
  12. +: SAW provides massive area coverage(450+) and consistent damage output(1600+) along with faster attack speed, dominates flying and fast-moving mobs, good skill uptime with a relatively short initial and cooldown for what you get out of it, hitscan damage means she never wastes an attack. Amazing roll for a F2P.
  13. -: Ineffective against enemies with extremely high defense.
  14. Synergies: 'Pirate tribal' setups(attack boost stacking and cost reductions from Anelia, Amelie, Helena, Sabrina, etc.).
  15. Majin Viability: 3/5
  16.  
  17. Totone
  18. +: Ramps for more than any other unit in spite of her not being a soldier, extremely cheap to deploy, best tokens in terms of cost:effectiveness, has gold get and enhances other units with gold get, top tier cute.
  19. -: Skill can theoretically get her killed if used at an inopportune time, she can't block early rushes by herself without a token.
  20. Synergies: Marnie, any gold-related passive unit, Jerome, Rearguard tacticians.
  21. Majin Viability: 4/5
  22.  
  23.  
  24. S - Units listed here are generally excellent, being some combination of powerful and versatile.
  25.  
  26. Jerome
  27. +: Auto-skill ramp saves on time, effectively CR's the first deployed unit by 2, generically useful whenever ramp is required.
  28. -: Has no stat boosts on either regular or SAW activation, so he's best kept out of the way in combat.
  29. Synergies: Rearguard tacticians, Totone(combined cost with mincost Jerome+Toto is 16, huge UP generation for the tiny cost).
  30. Majin Viability: 4/5
  31.  
  32. Nadia
  33. +: SAW deals heavy damage in an area and provides strong defense on a permanent basis once activated - a duelist+anti-swarm in one unit, has the highest stats of all platinum units and beats most black units too, the queen of subjugtion maps.
  34. -: Long skill windup and high cost prohibit her from being used on fast stages.
  35. Synergies: Effective when placed in front of a blocker, especially ones that also deal AoE damage(Dina, Deine, mage armors, etc.), ace duelist - likes any and all stat buffers.
  36. Majin Viability: 3/5
  37.  
  38. Miruno
  39. +: Remarkable damage and range on an extremely low-cost unit, all angels make handy lightning rods, provides status immunity to herself and all other angels, is an event unit of incomparable value.
  40. -: Needs to be activated to attack, her high attack speed and long-range frequently means she may shoot 1-2 extra arrows at a target that is already dead.
  41. Synergies: Other angels, rearguard tacticians, sort of a chameleon unit that will be effective regardless of team composition.
  42. Majin Viability: 3/5
  43.  
  44. Marnie
  45. +: Most useful dancer, dancer boost scales with skill use, strong synergies with many units, but especially Nanaly and Rion; a mincost Marnie is also a nice pseudo-ramp option since she reduces the cost of all melee units by 1 after her deployment.
  46. -: By herself, she does nothing but take up a slot.
  47. Synergies: Rearguard tacticians, multi-hit/multi-target/AoE/fast ASPD allies, additionally has a broken combo with B. Iris that gives almost any unit over 2k defense for 18 seconds - albeit not all that practical.
  48. Majin Viability: 5/5
  49.  
  50. Uzume
  51. +: While a decent combatant for her cost and featuring -3 cost to all future deployed units with deployment, her real claim to fame is her unconditional +5% attack to everyone and damage-boosting active.
  52. -: Benefits burst-heavy premium teams the most, the weaker your team's output the less effective those damage boosts are.
  53. Synergies: Dancers, multi-hit/multi-target/AoE/fast ASPD allies.
  54. Majin Viability: 4/5
  55.  
  56.  
  57. A - Units listed here are of high quality, thouh they may come with a downside or two.
  58.  
  59. Anelia
  60. +: Her SAW is really strong, providing 'hitscan' magic damage to the targets closest to the exit with flying priority, excellent at taking out groups and bypasses high defense.
  61. -: In situations where MR exists in large quantities(demons), she's really bad.
  62. Synergies: 'Pirate tribal' setups, wave-clearing setups(Kayou, Aisha, Sherry, etc.), Estelle.
  63. Majin Viability: 2/5
  64.  
  65. Raven
  66. +: If it doesn't resist assassination, it dies; if it does, it takes a good bit of damage, low CD activation, decent duelist stats, wonderful toolbox unit, especially for players with few rare units, full potential as of yet unknown since she doesn't have her SAW.
  67. -: Stats aren't so high that you'd want her to tank especially dangerous enemies.
  68. Synergies: Rearguard tacticians(skill spammer), skill has high multiplier so if damage is your goal she benefits a lot from passive attack.
  69. Majin Viability: 2/5
  70.  
  71. Erenia
  72. +: High stats combined with status immunity make her an ideal unit for tanking any and all paralyzing mobs and means she can be unaccompanied by a healer in poison stages, skill is very long range and does black-level magic damage over its duration.
  73. -: High cost means she isn't getting deployed in the fastest stages.
  74. Synergies: Ace duelist - likes any and all stat buffers.
  75. Majin Viability: 2/5
  76.  
  77. Julius
  78. +: The premier tanking unit that makes all other tanks look inadequate - from an ehp standpoint, anyway, he'll block pretty much anything that can possibly be blocked, features magic resistance on a heavy armor.
  79. -: No damage output whatsoever.
  80. Synergies: Black Iris, his SAW boosts MR multiplicatively so base MR boosts are amazing(Grace, Liselotte, that male event archer), any ehp increasers in general.
  81. Majin Viability: 3/5
  82.  
  83. Alicia
  84. +: For the cheap price of 1400 DMM points, a guaranteed on-point tank with great defensive stats and a black-tier passive that boosts the stats of units that really want the stats, does reasonable damage during SAW, has superb potential ehp with defense-stacking effects.
  85. -: She's not a heavy armor and only blocks two, which is sometimes an upside(think Amon's ants) and sometimes not, her SAW initial and CD are quite long, but even if you keep her regular skill she is a solid investment.
  86. Synergies: Rearguard tactician + Black Iris can keep her defense up.
  87. Majin Viability: 3/5
  88.  
  89. Thetis
  90. +: Extremely cost-effective and practical, auto-SAW has great uptime and provides bonus ramp and her stats are good enough to ramp off of tougher enemies.
  91. -: If timing of skills is crucial, Thetis can be difficult to use.
  92. Synergies: Rion, can be withdrawn for surplus UP with a vanguard/Marnie, her lowest potential cost 5 which is insane value since she has good stats and ramps.
  93. Majin Viability: 2/5
  94.  
  95. Marle
  96. +: Outside of Saria, the only other reliable source of long-range healing for more than three targets for a duration, good skill uptime, though not quite as strong as Saria she is cheaper to deploy and has greater range.
  97. -: Is not a compelling choice for healing a single target.
  98. Synergies: Likes dancers - better with them than Saria without skill, worse with, likes rearguards for skill uptime since she is underwhelming without it.
  99. Majin Viability: 3/5
  100.  
  101. Sherry
  102. +: Her SAW is one of a number of multi-target attacks, but does more damage than most and is magic damage in form, her gold stat-boosting passive is becoming more relevant again as the devs release powerful gold units like Reno and Margaret.
  103. -: Her SAW's 'charge' action leaves her useless for the duration, so place her well.
  104. Synergies: Pretty good with dancers and stat boosts, Estelle, benefits a lot more than most princesses from Sarah, good in wave-clear compositions, also likes Margaret, Reno, etc.
  105. Majin Viability: 2/5
  106.  
  107. Elizabeth
  108. +: Hits hard and fast, her skill bypasses the weakness that is her low attack on top of giving her huge ASPD; burst is comparable to units like Nanaly and Margaret - good CD/initial timers for a burst unit of this level, +15 range helps, annihilates all undead.
  109. -: Her low range gimps her in situations where such a thing is important - but this has recently been buffed, putting her at 225 range.
  110. Synergies: Dancers and attack boosts of course, also alchemisPAlts.
  111. Majin Viability: 3/5
  112.  
  113. Camilla
  114. +: Low initials and cooldowns with short-term, high-power scaling attack boosts and global heals; during her third stage she also gets substantially increased range.
  115. -: Outside of her skill, her heals are weaker than others.
  116. Synergies: Rearguards, great companion for high HP characters like bandits or Alice, can also supplment 'guerilla' strategies by healing units far away from a healer with her low CD healing burst.
  117. Majin Viability: 3/5
  118.  
  119. Inari
  120. +: Behaves somewhat like an angel with magic damage when min/maxed, unit that deals very heavy magic damage to two targets in melee with SAW while gaining huge HP and defense multipliers, has 70% evasion to further reduce damage dealt and to protect her during her very brief downtimes.
  121. -: Self-paralysis after skill, squishy when skill is down; somewhat weaker during blind runs, but still pretty safe.
  122. Synergies: Kayou, Rearguard + a non-Healer healer(Feng Shui/Shaman/War Priest) means her skill is up as soon as her paralysis ends, effectively causing her paralysis to protect herself, scales incredibly well with all forms of stat buffing actives and passives.
  123. Majin Viability: 3/5
  124.  
  125. Supura
  126. +: Her SAW turns her into something similar to Mikoto - slower attacks and AoE damage with a slow, but with the added perks of stealth, higher range/attack and true damage. Great uptime. There's few situations she can't be useful in due to the reliability and consistency of her SAW.
  127. -: She has no multiplier and her attack is slowed during SAW, so she isn't going to be very strong against low defense, singular targets - albeit, her true damage will also make her do more damage against many of the more dangerous enemies. Squishy.
  128. Synergies: Strong with a dancer, especially a stage 3 Marnie, but also likes all other attack boosts due to having AoE true damage; she synergizes well with other AoE slows like Mikoto, benefits from Olivia's elf passive for some free HP and a cost reduction.
  129. Majin Viability: 4/5
  130.  
  131. Leona
  132. +: Low-cost and high DPS, provides nullification with skill, then a heal or a DPS boost depending on whether it is the regular skill or SAW.
  133. -: There's actually not much to complain about; she's cheap and effective for her cost - every free player should run her, and most p2p players without Aisha should too.
  134. Synergies: Dancers, most units benefit from her cooldown reduction.
  135. Majin Viability: 4/5
  136.  
  137.  
  138. B - Units listed here are useful in most stages, but may compete with higher tier units or are dependant on stage layout or enemy mobs types.
  139.  
  140. Jessica
  141. +: SAW is a short duration burst with low cooldown, strong wave clear with her high AoE DPS, a good mid-range heavy option when you don't need someone to tank so much as to simply block for brief periods at a time.
  142. -: She blocks four but can't actually tank all that well without additional support since she has no defensive boosts, consider A-tier if you have B. Iris, has high cost.
  143. Synergies: Rearguard tactician(skill spammer), B. Iris makes her the wall she wants to be, any ehp increasers, Estelle.
  144. Majin Viability: 2/5
  145.  
  146. Palfy
  147. +: SAW makes her a serious wall for the duration, boosting both MR and defense as well as making her a priority target for any and all projectiles, better when you need to tank, not as much to block.
  148. -: Her damage output is significantly lower than Jessica; Palfy is much more of a supplement than true DPS so she'll need other allies to add to her damage, consider A-tier if you have B. Iris, high cost.
  149. Synergies: Likes flat MR boosts since her SAW multiplies her MR, B. Iris, ehp increasers.
  150. Majin Viability: 3/5
  151.  
  152. Sienna
  153. +: Lots of magic damage with her permanent SAW, very effective for afk's and as an offensive melee support. Her passive protects 3* clear even if she does die.
  154. -: Her fragility stands a good chance of causing problems in tougher maps; she must be built around and protected, since she is as flimsy as they come.
  155. Synergies: Estelle, Ingrid, mage armors.
  156. Majin Viability: 2/5
  157.  
  158. Melvina
  159. +: A 13-second stun attached to a body that may also sometimes do damage. Great skill uptimes, can be used aggressively since she has no death penalty.
  160. -: One-shot passive; anti-synergistic with defensive boosts and leveling when you want to use her for her suicide bomb.
  161. Synergies: Any short-term bursts like Nanaly or Rion, Karma, Rakshasa, Mikoto, vampires.
  162. Majin Viability: 3/5
  163.  
  164. Shizuka
  165. +: Her active is similar to the prince's, but instead of nullification she heals damage dealt back; great passive for ninjas while also buffing herself.
  166. -: Mediocre during skill downtime, since she's just a rather costly anti-swarm unit. Long cooldown.
  167. Synergies: Stat boosting passives and skills work well with her as she attacks rather fast and her skill gives huge multipliers, Black Iris helps samurai a lot.
  168. Majin Viability: 2/5
  169.  
  170. Waltz
  171. +: If you have Marnie or are willing to invest into two copies of Waltz, you can turn her into a long-term buffer; her skill lasts for a longer duration than Marnie's so she has specific uses with units with burst actives that have longer durations(most notably, Margaret and Elizabeth).
  172. -: Not Marnie, her passive is rather silly, does little by herself.
  173. Synergies: Like Marnie, any multi-hit/multi-target/AoE/fast ASPD allies.
  174. Majin Viability: 4/5
  175.  
  176. Fran
  177. +: Ridiulously tanky unit from a ranged slot, also features a good attack multiplier; pretty good DPS.
  178. -: She's a ridiculously tanky unit in a ranged slot - how useful this is depends on how many good melee tanks you have in most cases.
  179. Synergies: Dancers, enchanters and attack boosts, funny with additional ehp boosters.
  180. Majin Viability: 2/5
  181.  
  182. Sabine
  183. +: A great source of true damage - also features an attack multiplier, large range and a long duration on her SAW...
  184. -: But her initial timer and CD holds her back a bit and reduces her usefulness in blind clears.
  185. Synergies: She is a generically useful unit in any team lacking true damage, but is best-placed behind a heavy blocker, picking off enemies one by one.
  186. Majin Viability: 2/5
  187.  
  188. Rakyua
  189. +: A specialist unit that paralyzes enemies, is immune to status effects and boasts massive damage reduction and solid stats/multipliers; she also never permanently dies, reviving on death after a time.
  190. -: Cannot be healed, numerous buffs have improved her usability in blind runs but she still runs certain risks.
  191. Synergies: Time stop shenanigans, Mikoto/Rakshasa/Melvina/etc. are her friends; B. Iris can make her tank mithril golem hits like a boss, letting her easily paralyze incredibly dangerous mobs.
  192. Majin Viability: 3/5
  193.  
  194. Liselotte
  195. +: Free plat soldier with good stats, passive and a better initial timer than Katie or Aria.
  196. -: Her mincost is two higher than other soldiers, forever gating her from 'true' mincost status.
  197. Synergies: Provides MR to soldiers and heavy armors, best buddies with Julius when combined with Grace.
  198. Majin Viability: 3/5
  199.  
  200. Mia
  201. +: +15% gold saves a lot of time and resources on gold farming, even benefitting from it when auto-farming normal story stages; Has a long duration heal skill with high uptime and good range, although it's not as splashy as Marle's.
  202. -: Suited only for sustained healing, large impact damage heals should be sought elsewhere.
  203. Synergies: Totone and gold get units; dancers are decent at buffing her heals.
  204. Majin Viability: 2/5
  205.  
  206. Sedis
  207. +: High base attack and long-duration heal skill means she is relevant for long periods of a stage; does best in long-form stages where her initial timer isn't an issue.
  208. -: Abysmal initial timer and CDs means the stage may be over before she really gets to take advantage of her skill; really fragile.
  209. Synergies: Benefits from Olivia's passive for a free -1 cost, like most healers, just generically useful.
  210. Majin Viability: 2/5
  211.  
  212. Zenobia
  213. +: An aggressive soldier, her speciality is being a unit that can be used into mid-stage with her SAW. She wave-clears the best of all soldiers with her passive, and can tank enemies like maid golems and minotaurs. SAW has a larger initial ramp than other soldiers.
  214. -: Many players are more concerned with soldiers ramping, not damage-dealing, and you can only gain UP from her once with SAW.
  215. Synergies: Gains the most per point of attack when compared to other soldiers, so attack boosts are helpful; combining Holy Awakening with B. Iris results in a wall that can deal consdierable damage.
  216. Majin Viability: 3/5
  217.  
  218. Hina
  219. +: SAW, when combined with dancer, has one of the highest potential DPS counts of all plat units - has a true damage proc which, while not reliable, noticeably increases her DPS against enemies with middling defense.
  220. -: Low base attack and range combined with subpar defenses means she will need support to really excel in most circumstances.
  221. Synergies: Greatly benefits from attack buffs, far more than most units - +7% attack for her can equal out to 50+ levels of stat gains, also strong with dancers or enchanters since she attacks fast and has a double during her SAW.
  222. Majin Viability: 2/5
  223.  
  224. Lyla
  225. +: SAW is very compelling, incredible attack power, good duration, low cooldown, absolutely massive AoE damage - also has gold get.
  226. -: Bandits have become rather difficult to use blind in a lot of content thanks to the numerous enemies that like to attack fast for physical damage.
  227. Synergies: Higher skill uptime is a big boon for Lyla so rearguards are nice, Totone, Mia or Noel for gold, Amanda for Great Bandit Age - benefits a lot from HP % boosts like Adele and Aisha, loves dancers cause she gets defense from her, add B. Iris+Marnie for almost 2k defense for 18 seconds.
  228. Majin Viability: 3/5
  229.  
  230. Rikka
  231. +: More true damage. Relatively low cooldowns combined with a ranged attack and regen, with high base stats.
  232. -: Lacks range when not using skill and cannot be healed, so her functionality as a melee unit is pretty questionable against tougher enemies.
  233. Synergies: Rearguard = more true damage, she likes a tank in front of her when possible, as well.
  234. Majin Viability: 2/5
  235.  
  236. Flamel
  237. +: Generically useful warrior priest, has a skill that protects herself, heals other allies more(and with priority) and increased range, as well as decent duration/CD; has a critical passive that increases healing DPS and does heavy bonus damage to undead.
  238. -: Like all warrior priests you want them healing, not attacking, so it can be a bit troublesome if no one is blocking Flamel without her skill up.
  239. Synergies: Like most melee supports, putting a blocker in front of them always makes them more reliable, she'll just be healing instead of attacking.
  240. Majin Viability: 2/5
  241.  
  242. Helena
  243. +: Free vanguard tactician with a strong on-deploy passive if you are a fan of pirates, merchants or cannons, easily mincost and has an attack buff active skill like Uzume. She won't replace Uzume, but is still pretty useful on her own.
  244. -: Uzume is a bit easier to use since there's no finaggling with her toggles and her SAW doesn't just buff ranged unit attack; additionally, Helena is helpless during skill.
  245. Synergies: Pirates, obviously, but she also really wants a rearguard so her actives can be used more often.
  246. Majin Viability: 3/5
  247.  
  248. Junon
  249. +: Owner of the much-desired silver drop rate boost, has a powerful auto-skill that makes her perfect for afk runs as it does a ton of damage and assassinates.
  250. -: She's still pretty damn squishy.
  251. Synergies: Survivability increases like Aisha or Adele; cooldown reduction makes her already short cooldowns even shorter, Berna lets you use her as a high DPS token without any risk of 3 star failure.
  252. Majin Viability: 1/5
  253.  
  254. Seria
  255. +: Glasses bandit has the much-desired fairy drop rate boost, has global damage reduction to physical for a normal skill and a mini-Sybilla active for SAW, the latter of which is actually pretty decent if invested into; high ehp.
  256. -: Doesn't really do what bandits should be doing, per se.
  257. Synergies: ehp boosts are very effective, B. Iris too; a rare bandit with a defense affection and a skill that doesn't set defense to zero.
  258. Majin Viability: 2/5
  259.  
  260. Sera
  261. +: Free plat war priest with generally good abilities, free AoE heal, flashy SAW. Better if you mincosted her during event.
  262. -: Doesn't do what you want her to do most, namely, heal while blocking.
  263. Synergies: Best with a blocker in front of her to keep her healing and not attacking.
  264. Majin Viability: 1/5
  265.  
  266. Charles
  267. +: Global SAW buffs defense and halves enemy defense for the duration; cheaper than a normal alchemist.
  268. -: More costly and her role is more niche than a dancer.
  269. Synergies: Physical multi-hitters, dancers, and midrange attackers when they're attacking to breakthrough something with heavy defenses; she also buffs tanks, but that is of lesser concern.
  270. Majin Viability: 2/5
  271.  
  272. Pippin
  273. +: Her normal skill is surprisingly strong, healing two targets for a solid amount instead of three for a small amount, making her a good duelist healer for a tiny(14) cost. One of the better item collection event units.
  274. -: Her SAW is cute but really silly, turning her into a sort of ranged mini-Miruno.
  275. Synergies: Other Feng Shui, specifically Marle and Mia, dancers.
  276. Majin Viability: 2/5
  277.  
  278. Amelie
  279. +: SAW protects her from counterattack damage and provides tons of damage for such a cheap unit; strong passive for pirates and sailors when deployed.
  280. -: Small board presence out of skill, like all sailors.
  281. Synergies: Rearguards, a solid pirate meta support unit.
  282. Majin Viability: 3/5
  283.  
  284.  
  285. C - Units listed may be useful, either strong+niche or are good but have competition in higher tiers.
  286.  
  287. Prim
  288. +: New plat witch shows promise as a general utility unit with her duplicates. Clones are an on-demand DPS increase that scale with unit passives and boosts + stackable slow. Has stealth.
  289. -: Low skill multipliers.
  290. Synergies: Towa, Estelle, stall strategies.
  291. Majin Viability: 2/5
  292.  
  293. Juno
  294. +: A free healer with the lovely healer attack +7% passive; that's about it.
  295. -: Her skill is probably best ignored.
  296. Synergies: Other healers.
  297. Majin Viability: 2/5
  298.  
  299. Bashira
  300. +: Free platinum archer, quite solid with a good mini-burst skill/SAW with very low initial and CD's; her passive is niche but does effective protect herself from enemies that may attack, and is proven effective in some maps(most notably the SAW maps).
  301. -: Her SAW doesn't synch up so well with dancers, so her maximum DPS is limited, isn't as compelling as other ranged options(notably, Miruno).
  302. Synergies: Dancers, enchanters.
  303. Majin Viability: 2/5
  304.  
  305. Spica
  306. +: Trading post archer with high attack, has a long-lasting attack/damage buff OR a magic damage conversion skill. Has attack +7% for archers, which is nice since you get another plat archer for free.
  307. -: Her DPS against mobs with zero MR is quite high, but her normal skill is good enough that people often keep it over it, creating some tension between the two choices.
  308. Synergies: Archers, Estelle/Ingrid if she's using her SAW.
  309. Majin Viability: 1/5
  310.  
  311. Adele
  312. +: HP +10% passive is the big selling point, but she also features a pretty effective SAW that deals AoE damage + witch-tier slow to groups.
  313. -: Low base attack for a witch, witch utility has become increasingly down-played as more choices become available.
  314. Synergies: Towa, Estelle/Ingrid, Mikoto; really wants a rearguard.
  315. Majin Viability: 2/5
  316.  
  317. Patra
  318. +: Basically a mage with free global heals. Her attack multiplier is solid and on a fairly low CD, has +20 range over mages and has gold get for a passive.
  319. -: There's so many easy sources of magic damage now that even bishops aren't all that compelling anymore; there's four event bishops.
  320. Synergies: Totone, Mia, Noel, Estelle; Sorry, Towa doesn't work.
  321. Majin Viability: 1/5
  322.  
  323. Fermi
  324. +: Becomes pretty hard to kill and has a very helpful passive that boosts healer attack by +10%, but only while she is deployed; powerful one-time SAW that results in the highest HPS in the game for 25s.
  325. -: She doesn't really do what you want a war priest to be doing - and by that, I mean healing while blocking.
  326. Synergies: Healers, tank buffers like B. Iris.
  327. Majin Viability: 2/5
  328.  
  329. Chloe
  330. +: Effective wave-clearing for a low cost; capable lightning rod.
  331. -: Lacks defenses to take on larger threats.
  332. Synergies: Miruno, general stat boosts.
  333. Majin Viability: 2/5
  334.  
  335. Cypria
  336. +: SAW makes her very compelling, huge damage and 90% evasion, has a niche as an evasion tank in subjugation.
  337. -: Squishy!
  338. Syneries: Berna lets you use Cypria as a high DPS token without any risk of 3 star failure.
  339. Majin Viability: 1/5
  340.  
  341. Eden
  342. +: Paralyzes faster than Rakyua and drains HP with each strike, deals reasonable damage and has good stats.
  343. -: Situational practicality and isn't immune to death like Rakyua so you must be cautious when using her; awful in blind runs, can't tank large threats for long.
  344. Synergies: Time stop sheaninagans, defense, nullification and evasion effects of any sort can help keep her out longer.
  345. Majin Viability: 2/5
  346.  
  347. Gloria
  348. +: Instant heavy damage to nearby enemies, especially if they are on the ground; makes for a reasonable duelist; effective for weaker players.
  349. -: Doesn't have much presence when waiting for her skill to cooldown.
  350. Synergies: Rearguard for more skill spamming, attack boosts for more powerful activations.
  351. Majin Viability: 1/5
  352.  
  353. Sandra
  354. +: Instant heavy true damage, infinite range in four directions/cross pattern, ignores enemies that counterattack and deals bonus damage to air; especially effective for weaker players.
  355. -: Doesn't have much presence when waiting for her skill to cooldown, crappy passive.
  356. Synergies: Rearguard for more skill spamming, attack boosts for more powerful activations.
  357. Majin Viability: 2/5
  358.  
  359. Ur
  360. +: Does a ton of true damage and becomes very tanky during her first skill activation, so she can serve as a very solid boss duelist, decent anti-rush unit.
  361. -: Her skill gets weaker with each activation, so she scales poorly into late game; should be withdrawn after first or second use, passive is pretty lame, though it allows for early sustain.
  362. Synergies: Anything that increases her damage during her first activation; scales strongly off of HP % and ATK % for the skill duration.
  363. Majin Viability: 2/5
  364.  
  365. Reanbell
  366. +: SAW provides a strong AoE burst and has good uptime for very little cost.
  367. -: During downtime has very little board presence; needs support to be truly good.
  368. Synergies: Dancers are practically necessary; other attack boosts are helpful.
  369. Majin Viability: 2/5
  370.  
  371. Charlotte
  372. +: Effective in afk strats, good uptime.
  373. -: Semi-poor in blind runs; general DPS unit, not a key player.
  374. Synergies: Rearguard, Estelle, Ingrid.
  375. Majin Viability: 1/5
  376.  
  377. Horace
  378. +: Is pretty good at killing something big, range permitting.
  379. -: Is useless for a long time after killing something big.
  380. Synergies: Rearguard, Estelle, Ingrid.
  381. Majin Viability: 1/5
  382.  
  383. Faa
  384. +: Niche use as a zero block unit with a ranged attack that can become a pseudo-duelist for a brief period; effective lightning rod.
  385. -: SAW is lame; stats are significantly worse than the premium black, which puts a damper on things.
  386. Synergies: ehp buffs make her really tanky, but against what exactly? Hermits lack prominent enablers.
  387. Majin Viability: 1/5
  388.  
  389. Erusha
  390. +: GOLEM; also, has a long-reaching magic damage conversion skill - can be essential for enabling your burst units to take down high defense targets.
  391. -: Absolutely pointless against heavy MR stages as she herself contributes little outside of her golem.
  392. Synergies: Like dancers, but a bit more specialized - benefits multi-hitters the most.
  393. Majin Viability: 1/5
  394.  
  395. Dolce
  396. +: Very long range, demons are among the most annoying monsters and her attack stat is obscenely high thanks to her passive - both facts that save her, to a degree - hopefully she gets a strong SAW.
  397. -: Her ASPD is really slow, though she at least gets an ASPD buff with skill use and it has a good uptime.
  398. Synergies: Rearguard to keep her skill going more often, slows and stalls should be effective as well.
  399. Majin Viability: 2/5
  400.  
  401. Shiho
  402. +: Free shaman is surprisingly effective and has fast cast speed as well as being easily mincost - can toggle between modes with SAW, at a pretty nice clip too; high hps.
  403. -: She's an underwhelming witch; try to keep her healing.
  404. Synergies: Very good at sustaining units with high defense due to her fast casting.
  405. Majin Viability: 2/5
  406.  
  407. Lilia
  408. +: A princess that can stand and actually fight with her SAW, has status immunity during skill activation.
  409. -: Princess style of play prefers avoiding direct confrontation, feels 'low impact' compared to the other premium princesses.
  410. Synergies: She appreciates the stat boosts from the black maid almost as much as Sherry, and actually gets something out of the HP/DEF.
  411. Majin Viability: 2/5
  412.  
  413. Paula
  414. +: Really good at healing, compelling as a f2p.
  415. -: Skill disables attack for a very long period, so she is best used with the expectation of not attacking.
  416. Synergies: Estelle/Ingrid, sort of.
  417. Majin Viability: 1/5
  418.  
  419. Marius
  420. +: Yet another bishop. This one toggles between healing and damage! Extended range.
  421. -: Mild, short duration multipliers; there's four event ones.
  422. Synergies: Estelle/Ingrid, sort of.
  423. Majin Viability: 1/5
  424.  
  425. Celina
  426. +: More redundant bishops. This one heals for a ton, boasting the highest HPS in the game.
  427. -: Be even more disappointed when you roll Patra and Marius from your plat tickets.
  428. Synergies: Estelle/Ingrid, sort of. Angels, I guess?
  429. Majin Viability: 1/5
  430.  
  431. Sorano
  432. +: Low cooldown, low initial timer true damage.
  433. -: Reno exists for everything not requiring true damage.
  434. Synergies: Summoner maid makes her really cheap to deploy, rearguards.
  435. Majin Viability: 2/5
  436.  
  437. Moldevort
  438. +: A mage with attack up IV, has good uptime, status immunity means she's at no risk from poison or ranged paralysis.
  439. -: Unimpressive without skill, SAW is of debatable usefulness due to being one-time use and there are better sources of f2p true damage.
  440. Synergies: Estelle/Ingrid(no SAW), Towa, rearguards.
  441. Majin Viability: 1/5
  442.  
  443. Garania
  444. +: SAW is high-impact and does lots of damage in a wide area.
  445. -: SAW uptime is rather underwhelming.
  446. Synergies: Estelle/Ingrid, Towa, rearguards.
  447. Majin Viability: 1/5
  448.  
  449. Sasha
  450. +: Fast-casting mage that does the most DPS of mages out of skill. SAW further speeds her up and provides utility evasion.
  451. -: Weak uptime on skill.
  452. Synergies: Dancers, Estelle/Ingrid, Towa.
  453. Majin Viability: 1/5
  454.  
  455. Victoria
  456. +: High attack multiplier and range combined with her magic-targeting passive make her ideal for assassinating magic enemies before they become a problem. Defense is also rarely a problem.
  457. -: Lowered ASPD makes her DPS weaker against low defense targets.
  458. Synergies: Attack passives.
  459. Majin Viability: 2/5
  460.  
  461. Ristis
  462. +: Can potentially do tons of damage; her SAW makes her multi-target.
  463. -: Requires substantial planning and preparation to use her to the best of her ability; units like Sherry are much easier to use out of the box.
  464. Synergies: If protected, Kayou can enable hp thresholds for damage, attack passives and HP passives.
  465. Majin Viability: 2/5
  466.  
  467. Roana
  468. +: Mentioned solely for being a f2p status-immune unit. She can presently fight all paralysis mobs with reasonable levels of healing support.
  469. -: Unimpressive and high-maintenance outside of being status immune.
  470. Synergies: HP passives.
  471. Majin Viability: 1/5
  472.  
  473.  
  474.  
  475. Majin Viability
  476.  
  477. 5/5
  478. ---
  479. Saria (Strong AoE heal with fast speed is nearly essential in some Majin and very useful in others, great with dancer)
  480. Marnie (Flat stats have proven very effective in strategies across all Majin stages, -1 cost to Melee makes her serve as pseudo-ramp)
  481.  
  482. 4/5
  483. ---
  484. Jerome (Auto-ramp saves time in tight moments)
  485. Totone (Cheap cost, strong ramp effect and tokens are all valuable in Majin stages)
  486. Uzume (+5% passive, stacking attack buff are universally useful)
  487. Supura (Good attack stat for an archer type, AoE true damage, slow, stealth, traps and even weather immunity, should it become relevant - super versatile)
  488. Leona (Cooldown reduction, good non-skill DPS, nullification+heal/burst)
  489. Waltz (Marnie alternative, longer duration with less stats/longer cooldown, but still very useful)
  490.  
  491. 3/5
  492. --
  493. Rachel (Stable long-range DPS from a ranged slot with reasonably high DPS, good for zoning hordes)
  494. Julius (Super wall with scaleable MR should you have the right units, useful for stalling and tanking if he has the right supports)
  495. Alicia (Cornelia alternative, not as good but has a strong passive and should suffice with the right supports, black-tier passive)
  496. Marle (Not Saria, but still has a strong AoE heal with extended range and good uptimes; great with a dancer, too)
  497. Elizabeth (If you can get her within range she does great DPS work, the strongest physical damage available in platinum rarity, enabled by dancers)
  498. Camilla (A healer that can emergency global heal on demand and scales very well; very high HPS with great uptime at stage 3)
  499. Inari (Protects self when skill is off and has good uptime combined with very high stats during SAW, 70% evasion and high magic damage; really wants Kayou in the team, though)
  500. Palfy (High defenses with scaleable MR and a powerful taunt effect; good for stalling)
  501. Melvina (She has a decent skill, but her real selling point is the 13s stun she has and the massive time that affords a crafty player)
  502. Rakyua (She's gonna require planning to use, but her attributes are abusive when pushed to their limit, theoretically high potential)
  503. Liselotte (She ramps, but not as well as Totone or Jerome... but she is a strong enabler for Julius)
  504. Zenobia (She has a situationally strong SAW that provides 20 UP, but only once - otherwise, use her regular skill)
  505. Lyla (Devastates most mobs with her dervish, but requires really strong healing support as backup)
  506. Helena (Suffices as a damage amp in Uzume's place, but lacks the passive and damage ramping effect)
  507. Amelie (Stealth + moderate AoE damage with good uptime make her useful against counterattacks and large waves)
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