terrible tornado OPM the strongest
  • Some of the unreleased LSSR info taken (with permission) from this google sheet here (done by Mikha from Club SG Discord)
  • Bos Ayam’s LSSR Guide Videos here

Limited SSRs

Boros (Esper/Monster) [Dragon]

Basic: Deals 120% ATK dmg to a single target, and enter the Berserk state for 1 round (dmg increases by 30%).
Ultimate: Attacks a single target with 3 consecutive strikes for 210% ATK dmg. Every Esper ally will increase Boros’s attack to increase skill dmg by 105%, stacks up to 3 times.
Passive: When allies restore HP, Boros is healed for 50% of this value. Can be triggered up to 6 times per round. *Boros’ own heals can activate his passive
Ultra-Ultimate:
Dmg 210% > 264%
Inc skill dmg 105% > 158%
Extreme-Passive:

Heal 50% > 70%
Trigger 6x > 8x
5P Passive:
Heal > 80%

Commentary: Boros is an absolute beast when it comes to Bossing or PvE in general. When properly invested and geared, it deals a ton of damage. He is a must have if you only focus on PvE. His KS also boosts his damage significantly and the increased damage is nothing to scoff at!

King (Esper/Hero) [Class S2]

Basic: King gazes at a single target with his King Face technique, afflicting Shatter for 2 rounds (dmg received increases by 30%) and heals you for 80% ATK HP.
Ultimate: King stands in the middle of the battlefield and threatens all enemies. It will inflict Fear to the enemy (seals 2 energy for 1 round, the highest value source will prevail). In addition, heals your team for 50% ATK HP.
Passive: When taking action, deals 20% ATK as extra dmg to affected enemies, increased by 20% for every 1 energy you have, dealing up to 120% of ATK as extra dmg.
Ultra-Ultimate:
Heal 50% of atk > 65%
Extreme-Passive:

ATK 20% > 25%
Increased ATK for every energy 20% > 25%
Capped at 120% > 175%

Commentary: King is not so useful in the anime, but he’s pretty strong here in the game! His AOE is surprisingly strong for PvE if properly geared, especially for Nightmare CC DSK since his damage ignores shield. Important to note that he doesn’t actually ‘deal’ damage, but it all comes from extra damage from his passive. Hence crit/crit dmg etc all doesn’t have any impact on him.

Metal Knight (Hi-Tech/Hero) [Class S2]

Basic: Deals 120% ATK dmg to a single target, with a 100% chance of afflicting the target with Burn for 2 rounds (50% ATK as DoT).
Ultimate: Attacks all enemies with 5 consecutive strikes for 100% ATK dmg, has a 50% chance to inflict Injury to all enemies for 2 rounds (when attacked, grants 50% ATK extra dmg) with a 100% chance to make the main target Burn for 2 rounds (50% ATK as Dot).
Passive: Every Injured enemy will increase your team’s ATK by 10%, stacks up to 3 times. And makes Burn enemies Weakened for 1 round (ATK is decreased by 10%).
Ultra-Ultimate:
Dmg 100% > 120%
Injury extra dmg 50% > 65%
Burn extra dmg 50% > 100%
Extreme-Passive:

Stacks 3x > 4x
Burn ATK decrease 10% > 20%

Commentary: A pretty “meh” hero, mainly used for the passive, especially when combined with TT. Has one of the highest base SPD.

Silverfang/Bang (Grappler/Hero) [Class S2]

Basic: Deals 120% ATK dmg to a single target, and enter the Berserk state for 1 round (dmg increases by 30%).
Ultimate: Attacks each enemy in a column with 5 consecutive strikes for 150% ATK dmg, 100% chance to inflict Internal Injury (when attacked, takes follow-up extra dmg of Silverfang 140% ATK. Once triggered, the effect disappears) on the hit target.
Passive: At the start of battle, adds 30% Block Rate for all your team for 2 rounds. When one ofo your character triggered Block, obtain Tenacity (7% own HP shield, 3 times each round).
Ultra-Ultimate:
Dmg 150% > 190%
Internal injury dmg 140% > 160%
Extreme-Passive:
TBC

Commentary: Alright damage and support via passive. Grants free energy (due to shields) with ZBM core, problem with him is that he doesn’t deal enough damage to be a DPS, nor is he tanky enough to be a tank.

Zombieman (Duelist/Hero) [Class S2]

Basic: Attack target once, dealing 120% damage, with a 100% chance to inflict Injury (100% extra damage when attacked) Pro-Tip: Highest injury extra damage skill in the game!
Ultimate: Attack target 5 times, dealing 240% damage. Restores HP to all allies equal to 100% of Zombieman’s attack.
Passive: When Zombieman dies, he deals 60% of his ATK as damage to all enemies. On the next turn, he will revive with 15% of his max hp. This skill can activate up to 4 times per battle.
Ultra-Ultimate:
Dmg 240% > 300%
Heal 100% of atk > 150%
Extreme-Passive:

Death AoE dmg 60% > 80%
Resurrect 4 > 6 times
5P Passive:
Death AoE dmg > 90%
Recover HP >18%

Core: 3 Grappler + 1 Duelist (himself)
Basic Core (2 Grapplers) : Gain 2 energy when an ally gains Tenacity. Gain 2 energy when an enemy receives Injury/Internal Injury. (equals to 4 energy per round if the conditions are fulfilled.)
Advanced Core (3 Grapplers):
Level 1: Restore 4% of Max HP to all allies after any unit takes its turn (including opponent), lasting for 2 rounds. After applying Internal Injury, ult dmg +20% permanently
Level 4: Gain 1 energy when inflicting Internal Injury. Can activate maximum once per round.
Level 10: Inflict 2 energy seal on enemies at the beginning of each round (only the highest seal will take effect).

Commentary: An absolute must for all F2Ps (at his debut), his core will change how you progress both in PvP and PvE. Players without him will find themselves struggling to progress on Club Boss Boros, World Disasters, Nightmare CC and more.

Metal Bat (Duelist/Hero) [Class S1]

Basic: 1-hit, 120% damage to one foe. Restores 10% of Metal Bat’s maximum HP when used, up to 3 times per round.
Ultimate: 5 hits Column Damage deal 150% to enemy. 50% Apply [Injury for 2 round, 50% Effective], meanwhile create shield for himself (10% of Metal Bat MAX HP)
Passive: As Metal Bat’s HP lowers, his damage reduction potency increases, up to a maximum of 50% damage reduction from direct damage. Whenever Metal Bat takes damage and his current HP is 80% or lower, Metal Bat will counterattack with 80% damage.
Ultra-Ultimate:
Column dmg 150% > 190%
Injury rate 50% > 60%
Tenacity 10% > 20%
Extreme-Passive:

Dmg Reduction 50% > 55%
Counterattack dmg 80% > 110%

Commentary: One of my favourite characters, MB can be pretty strong in the game as well. He is another ‘CK’ if you will, super tanky and deals decent dps as well. Only issue is SEA server didn’t release him in an LSSR banner but a paid event – one that is even beyond reach for most P2W.

Garou (Grappler/Martial Artist) [Martial Artist]

Basic: 1-hit 120% damage to one foe, and 100% chance to inflict Internal Injury to that foe (deals 100% of Garou’s ATK as damage when foe is attacked again – effect disappears after foe is hit)
Ultimate: 5 hits AOE Attack deal 100% damage and apply internal injury(130% Damage based on Garou ATK Stat) to random 3 enemies.
Passive: Whenever an enemy takes their turn, Garou has a 40% chance to perform a follow-up on that foe with 80% damage and 100% Internal injury. If the enemy that takes their turn is a Hero unit, Garou has a 100% chance to perform a follow-up instead. Can perform up to 3 follow-ups per round. Whenever Garou takes fatal damage, grants Unyielding and revives Garou with 30% of his maximum HP.
Ultra-Ultimate:
AoE ATK 100% > 120%
Internal Injury dmg 130% > 145%
Random enemies 3 > 4
Extreme-Passive:

Counter atk dmg 80% > 90%
Follow-up 3x > 4x

Commentary: All round great unit, great dps, great survivability. Definitely get him, esp if you run a strong Hero team.

Gouketsu (Grappler/Monster) [Dragon]

Basic: 1-hit 120% damage to one foe, and 100% chance to inflict Internal Injury to that foe (deals 100% of Gouketsu’s ATK as damage when foe is attacked again – effect disappears after foe is hit)
Ultimate: Deal 180% AOE Damage to all enemy and heal himself by 20%.
Passive: Whenever received non-critical damage, it will reduce by 30%. First 2 round, Gouketsu and ally that surround him will gain 70% boost for in Tenacity and Healing Rate.
Ultra-Ultimate:
AoE dmg 180% > 210%
Heal self 20% > 30%
Extreme-Passive:

TBC

Commentary: Strongest AoE for monsters side. Great passive. And ugly as hell.

Gyoro-Gyoro (Esper/Monster) [Dragon]

Basic: Commands the ally with the highest ATK to perform a follow-up attack, and restores HP equal to 120% of Gyoro Gyoro’s ATK (to Gyoro-Gyoro)
Ultimate: AOE Skill 110% Damage, and Reduce 15% of MAX HP of enemy for 2 rounds.
Passive: Increases the maximum HP of all allies by 15% for two rounds. If the ally that is in the same column as Gyoro Gyoro is a Monster ally, they will redirect 50% of the damage Gyoro Gyoro takes to themselves. Ally will no longer redirect damage if their HP is lower than 20%.
Ultra-Ultimate:
AoE dmg 110% > 140%
Reduce max HP 15% > 25%
Extreme-Passive:

Ally max HP 15% > 20%
5P Passive:
Ally max HP > 25%

Core: 3 Espers + 1 Grappler
Basic Core (2 Espers): At the start of each round, gain 3 Energy. All allies start with Berserk for 1 round (Increases damage dealt by 30%).
Advanced Core (3 Espers):
Level 1: Effects that increase allies’ maximum HP will have 4x additional potency for the first two rounds. If any ally’s HP drops to 50% or below, they will restore 40% of their maximum HP. Activates once per round, for the first two rounds.
Level 4: Increases all allies’ damage from Ultimate skills by 30% for the entire battle. If any ally’s HP drops to 50% or below, they will restore 40% of their maximum HP. Activates once per round, for the first two rounds.
Level 10: Increases the potency of DoT damage by 80%.
If any ally’s HP drops to 50% or below, they will restore 40% of their maximum HP. Activates once per round, for the first two rounds.
Level 17: Effects that increase allies’ maximum HP will have ???x° additional potency for the first two rounds. If any ally’s HP drops to 50% or below, they will restore ???%° of their maximum HP. Activates once per round, for the first two rounds.

Commentary: Another very strong and essential core, he is a must get for F2Ps. He has a lot of synergy with LSSRs around his period, such as Genos for HP boost, Gouketsu passive, and more. His core4 also is super good for PVE bossing.


Phoenix Man (Esper/Monster) [Demon]

Basic: 3-hit, 120% damage to one foe.
Ultimate: Attacks all enemies in the back row dealing 150% Damage and 70% chance of inflicting Burn to enemies hit by phoenix air strike. (Burn damage is 100% ATK Stat of Phoenix).
Passive: Whenever Phoenix Man takes fatal damage, he will be temporarily defeated until his next turn. On Phoenix Man’s next turn, he will revive with 15% of his maximum HP. Can activate up to 3 times per battle. Whenever Phoenix Man deals damage, he will deal additional damage equal to 35% of his missing HP.
Ultra-Ultimate:
Backrow dmg 150% > 180%
Burn rate 70% > 100%
Burn dmg 100% > 120%
Extreme-Passive:

TBC

Commentary: The only revival unit for monster’s side, and a direct counter to RMG. Also deals high backline DPS so them squishies can’t hide! Being only a demon class, he is cheaper to ascend his insignia using only demon badges.

Flashy Flash (Duelist/Hero) [Class S1]

Basic: 2-hit, 120% damage to one foe, and increases Flashy Flash’s SPD by 20% for one round.
Ultimate: 5 hits row attack deal 140% damage and 70% chance to inflict shatter on enemies hit by flash for 2 rounds (Increases damage taken by 30%). For every foe who’s SPD is lower than Flash after the skill is used, gain a 7% HP shield, up to a maximum of 42% HP shield.
Passive: Whenever an enemy takes their turn, and if their SPD is lower than Flashy Flash’s, Flashy Flash will counterattack with 80% damage, up to 3 times per round. Whenever an ally* performs a follow-up or counter, Flashy Flash will deal 80% of his ATK as extra damage to all foes, up to 3 times per round. *Flash himself counts as an ally
Ultra-Ultimate:
Row atk 140% > 170%
Shatter rate 70% > 80%
Increase dmg taken 30% > 35%
HP shield 7% > 10%
Max HP shield 42% > 60%
Extreme-Passive:

TBC

Commentary: Super expensive to run so it’s recommended for F2Ps to skip. However this is a beast when geared properly. Surprisingly painful in Live Clash, not too bad for PVE too.

SSR Genos (Hi-Tech/Hero) [Class S1]

Basic: 2-hit, 180% damage to one foe.
Ultimate: Deal AOE Damage based 24% of his Max HP. And has 70% chance to apply burn (70% ATK) based on selected enemy and enemy surround them (cross shape). Genos will reduce 30% of max HP after use this move until end of the turn.
Passive: If Genos takes fatal damage, he will be temporarily defeated until his next turn, where he will revive with 50% HP. If he takes fatal damage again, deal damage equal to 160% of his ATK as extra damage to all foes.
Ultra-Ultimate:
AoE dmg 24% > 32%
Burn dmg 70% > 90%
Max HP reduction 30% > 20%
Extreme-Passive:

Revive hp 50% > 75%
Dmg 160% > 180%
5P Passive:
Dmg > 200%

Commentary: The absolute king of AOE and PVP (pre Bomb core), this guy is super expensive to invest in if you want to see great results – I’m talking about above 300 SACs at the very minimum – Whales usually go around 500-700.

Red/Scarlet Mosquito Girl / RMG (Esper/Monster) [Demon]

Basic: 4-hit, 180% damage to one foe, and deal an additional 60% damage to the target as extra damage. This extra damage stacks after every round, up to 3 stacks for a maximum of 360% damage at round 3.
Ultimate: Gains Life Steal 50% for 2 round, and target one of the enemy from back and perform 2 hit single attack, deal 500%.
Passive: When received non-critical damage, it will reduce by 33% (45% when purple star) From the second round onwards, after an ally attacks, Mosquito Girl will perform a follow-up attack for 80% damage, plus any additional effects, on the foe with the lowest HP% remaining, up to four times per round.
Ultra-Ultimate:
Life steal 50% > 70%
Atk dmg 500% > 600%
Extreme-Passive:

Dmg reduction 33% > 38%
5P Passive:
Dmg reduction > 45%
Follow-up atk > 100%
Follow-up 4x per round > 5x
Follow-up start 2nd round > 1st round

Commentary: The ONLY unit you must have as a F2P. Get her, 5* her, 5 pink* her, throw everything you have into her, and watch her carry your team.

Watchdog Man (Grappler/Hero) [Class S1]

Basic: 1-hit, 150% damage to one foe. Restores HP to Watchdog Man equal to 30% of his max HP.
Ultimate: 3 hits Row Damage with 25% of Max HP and apply [Fear] to enemy [Seal 2 Ability Point]
Passive: Gain 2 Energy at the start of round for 2 rounds, and raises the max HP of Watchdog Man and the ally in the same column as him by 25% for 3 rounds. Whenever Watchdog Man takes fatal damage, activates Unyielding and restores 20% of his max HP. Unyielding can activate twice per battle.
Ultra-Ultimate:
Row dmg 25% > 30%
Energy Seal 2 > 3
Extreme-Passive:

HP Boost 25% > 30%
Last for 3 rounds > 5
Revive 20% HP > 25%
5P Passive:
HP Boost > 33%
Last for > 10 rounds
Revive HP > 50%
Additional effect: Gain 2 energy points for first 3 rounds

Commentary: Superb utility unit, giving you an energy boost while sealing the opponent’s energy. If that’s not enough, he also boosts same-column ally max HP (good for Genos), and has unyielding.

Awakened TT (Esper/Hero) [Class S2]

Basic: Attacks a single target, dealing 140% of ATK (+x) dmg, and self enters [Tenacity] state (absorbs 30% of own max HP)
Ultimate: 3 hits AOE deal 150% damage and apply DOT Amplifier by 50%. Meanwhile will have 100% chance to apply [Force Field] to all attacked enemy . (Force Field, before action will take damage by 160% of her ATK Stat). 50% chance to ignore immunity.
Passive: After taking action, removes enemy sealed energy (once per round). When receiving NON CRIT DMG, decrease dmg taken taken by 30% (all type of dmg). Absorbs 50% of DoT DMG and convert back to self’s HP.
Ultra-Ultimate:
AoE dmg 150% > 180%
Forcefield dmg 160% > 220%
FF 1round > 2 rounds
Extreme-Passive:

Decrease dmg taken 30% > 35%
Absorbs DoT dmg 50% > 75%
5P Passive:
Decrease dmg taken > 40%
Absorbs DoT dmg > 100%

Commentary: Also known as the Queen of Live Clash for a long time, ATT is your go-to for AOE dps post Bomb core, regardless of PVP or PVE.

SSR Amai Mask (Grappler/Hero) [Class A]

Basic: Attacks a single target dealing 130% ATK as dmg, and decrease the target’s current max/remaining HP by 30% for 2 rounds (dmg beyond the HP decreased will be removed immediately and permanently)
Ultimate: (no need energy) AOE Heal based on 100% of ATK stat and boost speed for himself by 10% and allies to 90% of amai speed. (Will not affect allies that speed faster than him).
Passive: At the start of the round, grants [Tenacity] to all ally (absorbs 30% of the units own max HP). For every enemy slower than own SPD, increase own ULT DMG reduction by 15%, (up to 3 stack). After taking action, [Follow-up] on the highest max HP enemy (Attack with 80% basic ATK DMG and effect, with a 70% chance of follow up, up to 3 times each round).
Ultra-Ultimate:
AoE Heal 100% > 150%
Speed boost of Amai’s spd 90% > 95%
Extreme-Passive:

Ult dmg reduction 15% > 18%
Follow-up 70% > 100%
5P Passive:
Shield > 40%
Ult dmg reduction > 20%
Follow-up > 4x per round

Commentary: SSR Amai is one of kind support unit, with a very unique skill set that no other unit can fill. With shields, follow-up, speed boosts, and aoe heals, he is a core for PVP!

Drive Knight (Hi-Tech/Hero) [Class S2]

Basic: Single target 130% ATK as dmg
Ultimate: (no need energy) 120% row ATK. Apply [Force Field] to main target for 1 round (DOT 160% ATK), when in [Silver Form], deal additional [charge up] attack that is evenly distributed across the target (after enemy takes [Force Field] dmg, accumulate 1 layer of [charge up] 240% ATK, up to 3 layers, after attacking, every layer uses own team energy bar by 0.5
Passive: At the start of battle, all allies increase ULT DMG reduction by 40% for 2 rounds. Drive Knight permanently receives 50% less dmg for non-crit dmg, and permanently reduce its speed by 90%. When the enemy is hit by [Force Field] dmg, Drive Knight transforms into Silver Form.
*SSR Amai unable to boost Drive Knight SPD. Force Field DMG can come from Awakened Tatsu.

Ultra-Ultimate:
Row Atk 120% > 150%
DoT dmg 160% > 220%
Forcefield dmg 240% > 330%
Extreme-Passive:

Ult dmg reduction 40% > 45%
Self-dmg reduction for non-crit 50% > 55%
5P Passive:
Ult dmg reduction > 50%
Lasts for > 3 rounds
Self-dmg reduction for non-crit > 65%

Commentary: Synergizes well with ATT due to Force Field dmg. Able to deal quite high DPS if geared properly, and also great support for ULT dmg reduction.

Bomb (Grappler/Martial Artist) [Martial Artist]

Basic: Deals 130% attack as damage and decrease the target’s healing effect by 30% (last for 2 rounds)
Ultimate: 3 hit 195% attack to front row of enemy, 100% chance to reduce the main target healing, 50% chance to other target healing (healing effect reducing by 45% for 2 rounds)
Passive: At the start of the round, self and surrounding ally receive [Agility] (the lesser number of hit received, the more direct damage is nullified, 1 hit 60%, 2 hit 48%, 3 hit 36%, 4 hit 24%, 5 hit 12%) (only one effect, [Agility] OR [non-crit dmg free] will be activated). When taking fatal damage, grant unyielding and heal 40% of self max HP (up to 1 time)

Ultra-Ultimate:
3hit atk 195% > 240%
Healing effect reduction 45% > 65%
Extreme-Passive:

Revive 40% heal HP > 45%
Agility surrounding allies > All allies

Core: 1 Duelist + 1 Grappler+ 1 Hi-Tech
Basic Core: Every turn gain 3 energy, permanently increase all ally block rate by 30%
Advanced Core (Basic +1 Esper):
Level 1: At the start of the match, all ally gain 100% of Resilience. Any Tenacity effect will automatically transform into Resilience and can be stacked up to 480% Max HP. (granting effect up to 3 rounds)
Level 4: At the start of the battle, grant all ally 150% max HP [Resilience], and permanently grant 50% DOT rate
Level 10: At the start of the battle, grant all ally 150% max HP [Resilience], and permanently grant 50% injury rate
Level 17: At the start of the battle, grants all ally 130% max HP Resilience effect. Any Tenacity effect will automatically transform into Resilience and can be stacked up to 480% Max HP (granting effect up to 3 rounds) *Changes Basic Core to increase all ally block rate by 40% when adv core 4 activated

Commentary: His core spells the end for the Genos meta due to his shields, that’s where ATT comes in! Definitely also a better core than ZBM for hero side, so you still want to get him.

Suiryu (Grappler/Martial Artist) [Martial Artist]

Basic: Single target 2 hit 140% atk dmg and gain tenacity (absorb dmg of 25% of max hp)
Ultimate: 5 hit 120% atk to enemy backrow, every layer of [charge up] suiryu has, deal extra 160% atk as charge-up dmg
Passive: When Suiryu gain [tenacity], gain 1 layer of [charge-up], up to 2 times. permanently increase 25% atk of allies in [charge-up]. Suiryu himself permanently gain 40% [non crit dmg free] (reduce all types of dmg, only one effect [dexterity] or [non crit dmg free] will be activated)

Ultra-Ultimate:
5hit atk 120% > 150%
Charge-up extra dmg 160% > 240%
Additional charge-up effect – and when crit on target, weaken their atk by 30%
Extreme-Passive:

Increase allies charge-up atk 25% > 35%
Rebellion (non-crit dmg dmg) 40% > 45%

Commentary: As with all units, he can be very devastating to the backline if geared properly, but nothing too special and many other LSSRs can fill his slot.

Awakened Sonic (Duelist/Outlaw) [Outlaw]

Basic: 3 hits to a single target ,120% attack damage
Ultimate: 5 hits to a single backline target, dealing 600% attack damage, on top of charge up damage of 60% of the target’s max HP, (capped at 500% of attack), continuously heal for 1 round (up to 50% of damage done)
Passive: At the start of the battle, increase own speed by 15%, gives tenacity (20% of ally’s HP) to allies in the same row that has no tenacity on them, up to 2 times per battle.

Ultra-Ultimate:
Atk dmg 600% > 750%
Charge up dmg 60% > 80%
Capped at atk 500% > 800%
Heal up to 50% > 60%
Extreme-Passive:

Additional effect: Raise speed for ally units in the same row to 90% of his speed (even if Sonic is dead)

Commentary: Sonic is great for both PVP and PVE and PVB. High DPS, shields, healing, and super speed boost even when he’s dead (Need 5*), he’s a great addition to any team.

Awakened VM (Esper/Monster) [Dragon]

Basic: 2 hits to a single target for 120% attack damage, 100% chance to land [Force Field] on that unit for 1 turn (deals 150% DOT dmg before that unit moves)
Ultimate: 3 hits AoE for 150% ATK, 100% chance to land [Force Field] on all units for 1 turn (deals 160% DOT dmg before that unit moves), if in gargantuan mode, increase DOT dmg by 50%.
Passive: Whenever any unit moves, detonate all [Force Field] (deals detonate dmg as 100% of Force Field dmg and remove Force Fields), max 3 times per round. After detonation, enter gargantuan mode, which allow Awakened VM to activate Unyielding and restore 50% of max HP whenever taking fatal damage, up to twice per battle.

Ultra-Ultimate:
AOE 160% ATK > 180%
DoT dmg 160% > 230%
Extreme-Passive:

ForceField Dmg 100% > 110%
Unyielding restore HP 50% > 60%
5P Passive:
ForceField Dmg > 120%
Unyielding restore HP > 80%

Commentary: Since his passive removes force field, it’s not a very good synergy with ATT since she needs them to stay alive. Not too bad for PVE though if you want to invest in him.

Gale Wind (Grappler/Monster) [Demon]

Basic: 2 hits single target, 160% ATK. 100% chance to inflict [Internal Injury] (155% of Gale Wind’s ATK)
Ultimate: Ult only uses 900 points (1 energy). Cross shape – 4 hits, 200% ATK. For the first 2 rounds, 100% chance to inflict 2 random enemy units with [Stun] (Not affected by Hit%). 50% chance to ignore immunity.
Passive: 40% NON CRIT DMG Reduction. After any character action, does a [Follow-Up] to the enemy with the highest ATK (80% of Gale Wind’s ATK, up to 3 times per round)

Ultra-Ultimate:
ATK 200% > 260%
Energy bar 900 > 950 points
Stun random enemies 2 > 3
Extreme-Passive:

Non-crit dmg reduction 40% > 50%
Follow-up ATK 80% > 100%
Follow-up ATK 3x > 4x per round
5P Passive:
TBC

Commentary: Also a recommended must get, his follow-up and stun are great for both PVE and PVP. Super annoying especially in live clash. KS is a must get for 3 stuns!

Hellfire Flame (Duelist/Monster) [Demon]

Basic: Single target 130% ATK. Increases own MAX HP by 20% for 2 rounds.
Ultimate: 3 hits front row for DMG equal to 30% of the Main Target’s MAX HP (DMG cannot be more than 30% of Hellfire’s MAX HP). 100% chance to deal [Burn] on main target for 2 rounds(100% ATK).
Passive: At the start of round, grants [Orange Tenacity] (allows [Tenacity] and [Resilience] effects to absorb [DOT], [Injury], [Internal Injury] and [Charge] type attacks) to self, column ally, and 1 other random ally for 2 rounds. (Limit break4: Cross-shaped). At the start of every round, absorb up to 20% of Hellfire’s MAX HP for self and column ally (effect gone if Hellfire dies)

Ultra-Ultimate:
Dmg target Max HP 30% > 40%
Dmg cannot be more than self Max HP 30% > 40%
Extreme-Passive:

Grants Orange Tenacity to ALL allies for 2 rounds
Absorb HP% 20% > 25%
5P Passive:
Grants Orange Tenacity to ALL allies for 3 rounds
Absorb HP% > 30%

Commentary: His passive synergizes very well with Bomb core, and makes your team very tanky. However, usually not worth the investment for F2P since you’re only delaying your death if you don’t have strong DPS to defeat the enemy.

Upgraded Child Emperor SSR+ (Hi-Tech/Hero) [Class S2]

Basic: 2 hit single target for 120% ATK
Ultimate: 5 hit AOE of 250% ATK and reduces max HP by 20% of all enemies for 2 rounds.
Passive: At start of battle, increases 25% crit rate to self and same row for 2 rounds. Grants permanent immunity to burn/force field/injury/internal injury to self and his row.
Awaken Passive: At start of battle, summon robot dog (100% ATK of CE). After allies take action, robot dog will followup on lowest HP enemy (200% ATK) as EXTRA DMG and heal lowest HP ally by 25% HP.

Ultra-Ultimate:
Ult ATK 250% > 300%
Reduce max HP 20% > 30%
Extreme-Passive:

CRIT rate 25% > 30%
Rounds 2x > 3x
5P Passive:
CRIT rate >35%
Awaken 2:
Dog Summon 1x > 2x

Commentary: The start of SSR+ era, and also one of the first direct counter to ATT with ForceField immunity. Also, his freaking dog still follows-up long after CE is dead!

Monsterized Bakuzan SSR+ (Grappler/Monster) [Dragon]

Basic: 2 hit single target for 140% ATK
Ultimate: Attacks column of enemy, deals 200% per layer as [Bide] dmg. (When there are 2 layers, there is a 40% chance to increase to 3 layers).
Passive: Before any units take action, remove all ATK buffing effects from 3 random enemy units.
Awaken Passive: When you take fatal damage, revive with 70% HP on the next round. Gains Tenacity upon revival (absorbs up to 50% Max HP of DMG). Activates once per battle.

Ultra-Ultimate:
TBC
Extreme-Passive:

TBC
5P Passive:
TBC
Awaken 2:
Revive 1x > 2x
Tenacity upon revival 50% > 70%

Commentary: Not too bad as a ‘free’ LSSR obtainable during the event as long as you complete the quests. However I recommend NOT fusing Bakuzan and save the evolution stones for other monster SSR+.

Awakened Boros SSR+ (Esper/Monster) [Dragon]

Basic: Attacks a single target with 2 consecutive strikes that deal 140% ATK(+10) DMG.
Ultimate: Attacks a column of enemies with 5 consecutive strikes for 1300% ATK(+10) damage split among targets. If enemy’s Unyielding is triggered, ignores Unyielding 1 time.
Passive: When allies restore HP, Boros is healed for 60% of this value. Triggered up to 6 times per round.
Awaken Passive: At start of battle, summons 1 Dark Pirate Member, with HP equal to 1800% of Boros ATK. Summoned unit shares 80% of damage taken by allies in the same row (all damage type except Emblem skill atk or reflect damage). After HP is depleted, deals extra DMG by summoned unit’s 30% max HP to 3 random enemies.

Ultra-Ultimate:
Dmg ATK 1300% > 1500%
Increases CRIT dmg of ult by 40%
Extreme-Passive:

Healing 60% > 80%
Trigger 6x > 7x
5P Passive:
Healing >85%
Trigger > 8x
Awaken 2:
Dark Pirate Summon 1x > 2x
Share dmg Allies in same row > All units
Awaken 3:
Increases 150 energy gauge after action

Commentary: He deals a crap ton of DPS, so very good for PVE, PVP and PVB. On top of that, there is also team support due to share damage with his minions. However like most DPS, you’ll need his KS to really see him shine.

Extreme Carnage Kabuto (CK) SSR+ (Grappler/Monster) [Dragon]

Basic: 5 hits 35% of Max HP as [Charge-Up] damage.
Ultimate: 3 hits Single target attack dealing 35% of Max HP as [Charge-Up] damage, giving himself [Uncontrollable] (lasts 1 turn) – He will Chase with [Ultimate] when enemy makes a move. Chasing up to 2 times per turn.
Passive: After taking damage or being defeated, reflects 50% incoming damage (as EXTRA dmg) to 4 random enemies (Tenacity/Resilience +lost HP).
Awaken Passive: At start of battle, will increase self Max HP by 25%, and HP boost effect will boost 4 times (Exactly same with Gyoro core) and will regain 50% of his Max HP (basically is fill up his missing HP at beginning).

Ultra-Ultimate:
After Ult, gives himself continuous Heal for 1 turn (35% Max HP)
Extreme-Passive:

Reflect 4 random units > ALL enemies
5P Passive:
Reflect 60% to all enemies
Awaken 2:
Self heal 25% Max HP > 30%
After defeated, rez with 70% HP in the next round once per battle
Awaken 3:
Increases 150 energy gauge after action

Commentary: The big boy CK, a must get for F2Ps since he really helps in almost every content. Reflect activates when CK is hit (not damaged), hence the reflect works even with shields or upon defeat.

Unparalleled Metal Bat (MB) SSR+ (Duelist/Hero) [Class S1]

Basic: 3 hits deal 150% single damage.
Ultimate: Deal 3 hits 120% [Direct Damage] + 380% [Charge Damage] to the selected target and perform 2 times chasing with same effect (the chasing unit will be any lowest hp from enemies, but if enemies left 1 on stage, he will chase that one aka. remaining unit)
Passive: Immune to stun for row but not himself. Immune to extra damage after 2 round, for himself only.
Awaken Passive: When MB dies, he will revive (like zombie, up to 3 times, however he can revive even when all other allies died), once he revives, he will gain 40% Max HP and perform [Ultimate] to the lowest HP enemy.

Ultra-Ultimate:
3hits Direct Dmg 120% > 150%
Charged Dmg 380% > 420%
Chasing 2x > 3x
Additional effect – Every follow-up heals 12% of his max HP
Extreme-Passive:
Immune to stun for row and himself. Immune to extra damage after 1 round, for himself only.
5P Passive:
Immune to stun for row and himself. Immune to extra damage from the start, for himself only.
Awaken 2:
Revive 3x > 4x
Revive heal 40% > 70%
Perform Ult 1 enemy > 3 enemies

Commentary: This is how powerful Metal Bat is supposed to be as in the anime! He provides partial counter against stun meta, but is also quickly countered by Geryu’s core. Super good for PVE/PVB but not so for PVP post Geryu core.

Awakened King SSR+ (Esper/Hero) [Class S1]

Basic: Restore an ally’s HP by 150% ATK
Ultimate: (No energy consumed) Apply [Fear] to all enemies (seal 2 energy for 1 round). Reduce the [Resillience/Tenacity] of 3 highest HP enemies by 40% and heal for 2 allies with lowest HP by 300% of their ATK.
Passive: Increase row speed by 90% of King’s SPD.
Awaken Passive: Summon drone at start of match (ATK &HP are 100% & 800% respectively of King’s ATK). Drone will absorb 90% of all types of DMG received by King (excluding emblem and reflect effect) until its HP is 1%. Drone will follow up (after allies move) on 1 random enemy (350% ATK, up to 2 times each round).

Ultra-Ultimate:
Energy seal 2 > 3
Reduce Resilience/Tenacity of 3 highest HP enemies > ALL enemies
HP reduce 40% > 50%
Heal allies 2 > 4
Extreme-Passive:
Increase own speed by 16%
5P Passive:
Increase own speed > 20%
Increase row speed 90% > 95%
Awakened 2:
Drones 1x > 2x

Commentary: The next team speedster after Sonic V2. He provides a slightly higher speed boost than Sonic at 5P, but the returns are way too diminishing for F2Ps. Needs high investment and KS to work.

Awakened Geryuganshoop SSR+ (Esper/Monster) [Dragon]

Basic: Deal single target 120% ATK
Ultimate: Requires 0 energy to activate ult. 5 hits 120% ATK to all enemies, grants allies in same row [Enhanced Berserk] for 1 round (First hit deals CRIIT-able [Berserk DMG] equal to 200% of Geryu’s ATK). For each enemy hit with this [Berserk DMG], reduce 150 of own energy.
Passive: Start of battle, reduce all enemy heroes by 30% ATK for 1 round. 2nd round onwards, apply 35% injury resistance to self. (Note that injury resistance reduces charge DMG, so its not a useless buff)


Ultra-Ultimate:
5 hits 120% ATK > 150%
Grants berserk to allies in same row > to ALL allies
Extreme Passive: Reduce all enemies by 30% ATK for 2 consecutive rounds, apply 45% injury resistance to self.
P5: Start of battle, reduce all enemies by 40% ATK for 2 consecutive rounds, apply 50% injury resistance to self.

Core:
Basic Core Effect (1 Grappler, 2 Esper): Gain 3 energy per round
Advance Core Effect (2 Grappler 2 Esper): When receiving fatal damage, gains [Enhanced Unyielding] (ignores anti-unyielding) and (immune DMG), after any 4 unit takes action, the effect is released and allies heal 100% of HP, triggered twice per battle
TLDR: All allies have extra 2 lives
L4: Trigger 3x per battle for each unit, heals 60% of MAX HP
L10: Trigger 2x per battle for each unit, heals 100% of Max HP, and every trigger deals 150% ATK as Extra DMG to 3 random enemies.

Awakened 2 (Basic & Advanced Core): Each round gain 3 energy, the accompanying support character follow-up will gain 1 extra energy, triggers once per round.

Commentary: As always, core units are a must-get. It’s been a while we’ve had a new core since Bomb, so let’s see how this will shake up the meta. His core basically gives all allies extra 2 lives, and also provide some nice support buffs for your team and debuffs for enemies.

ssr+ silverfang

Extreme Silverfang (SF) (Grappler/Hero) [Class S2]

Basic: Single target 2 hit 120% ATK. Triggers [Combo Attack]
Ultimate: 5 hit AOE 300% ATK. 100% chance to inflict 3 random enemies with [Internal Injury] (When attacked, inflicts 200% of SF’s ATK, disappears after triggered). Triggers [Combo Attack]
Passive: For first 2 rounds, remove enemy’s sealed energy, once per round. 30% chance to activate [Evade] (Reduce direct/extra/charge/berserk DMG to 1 DMG)
Awaken Passive: Whenever Bang attacks, summons Bomb to [Combo Attack] with a similar attack:
Basic – deals 100% ATK to random enemy
Ult – 3 hit AOE 180% ATK
[Combo Attack] uses Bang’s ATK stat as DMG (Bomb doesn’t need to be in your team)

Ultra-Ultimate:
AOE ATK 300% > 350%
3 random enemies > ALL enemies
Internal injury ATK 200% > 250%
Extreme-Passive:
First 2 rounds > 3 rounds
Evade chance 30% > 40%
5P Passive:
First 3 rounds > 4 rounds
Evade chance 40% > 50%
Awakened 2:
[Combo attack] ULT ATK 180% > 210%
For every internally injured enemy, reduce 250 enemy’s energy gauge

Commentary: Insane AOE DPS but you’ll need to invest a lot in him, including KS. The second AOE unit in SSR+, apart from CE+.

Unparalleled Atomic Samurai (AS) (Duelist/Hero) [Class S2]

Basic: Single target 120% ATK
Ultimate: 5 hit column 650% ATK. Reduces target’s triggered/existing [Enhanced Unyielding] state by 2 actions.
Passive: Grants self 60% non-CRIT DMG free (cannot co-exist with Agility). After any unit moves, heals self by 10% of own MAX HP.
Awaken Passive: Marks the main target, reducing the target’s Max HP by 600% of Atomic’s ATK (up to 50% of target’s Max HP), and negates target from any Max HP increase effects. After action, if Atomic kills or triggers [Unyielding] or [Enhanced Unyielding] on marked target, activate [Chase] (Ultimate Follow-up) on a random target enemy, dealing 80% of the Ult dmg.

Ultra-Ultimate:
Column ATK 650% > 750%
Increases ally’s [Enhanced Unyielding] state by 1 action
Extreme-Passive:
non-CRIT DMG FREE 60% > 70%
Self-heal 10% > 15%
5P Passive:
non-CRIT DMG FREE > 80%
Self-heal > 20%
Awakened 2:
Additional effect: Permanently decrease 40% ATK for marked enemy
Ultimate Follow-up ATK 80% > 120% (now after taking any action)

Commentary: This guy is just madness, he can heal, he can tank, he can dish out crazy DPS, he can weaken (with AWK2), he can follow-up ult, he can reduce enemy unyielding state + increase allies unyielding state, he can reduce Max HP of enemy. Superb all rounder unit, especially great for countering HP enemy units like CK+ and Gouketsu+.

Extreme Garou (Grappler/Martial Artist) [Martial Artist]

Basic: 4 hit single target 120% ATK
Ultimate: 5 hit single target 950% ATK, when Garou crits, will trigger [Breakthrough] condition (ignores normal and special unyielding effect), trigger once every attack.
Passive: After any unit moves, remove own stun condition. After any ally moves, Garou will perform follow up (based on 50% of ULT DMG) to a random enemy that has breakthrough condition, up to 2 times per round.
Awaken Passive: At the start of match, Garou obtains 2x unyielding effect based on 50% MAX HP. Once unyielding effect is reduced, Garou activates Specialized Guard effect (800% of ATK). Absorbs incoming dmg up to 1500% of original Max HP, removes extra HP effects).

Ultra-Ultimate:
Single ATK 950% > 1200%
Breakthrough can trigger without CRIT
Heal up to 50% HP once breakthrough is triggered
Extreme-Passive:
Follow-up DMG 50% > 60%
5P Passive:
Follow-up DMG > 70%
Awakened 2: Once allies under unyielding/special unyielding condition is expired, Garou obtains 100% of own MAX HP Specialized Guard, max 3 times per match.

Commentary: Specializing in follow-ups, breakthrough and specialized protection, he is a great grappler to add in the line-up.

Awakened Phoenix Man (Esper/Monster) [Demon]

Basic: Attacks a single target with 5 consecutive strikes for 150% ATK
Ultimate: Attacks a single target with 2 consecutive strikes, dealing DMG of 150% ATK + 40% MAX HP. After action, makes the target [Exit] (not affected by Formal Set, summoned characters like Boros’ Dark Matter Thief or CE’s Underdog Man Robot are not affected), returns in next round (Exited character is unable to perform any move, unable to activate passive attack and unable to receive damage but still able to increase allies’ speed)
Passive: When battle begins, permanently increases self MAX HP by 100%, recovers 50% of MAX HP (Basically another ACK). Triggers [Resurrection] after receiving fatal damage without any [Unyielding] effect. (When ally is present, recovers 15% HP before action, up to 1 time). Unable to [Exit], for himself only.
Awaken Passive: Immediately let defeated allies return to battle with 100% HP (total 4 times per battle) (Effect will be removed if Phoenixman dies before the number of revival is used up.)

Ultra-Ultimate:
MaxHP as dmg 40% > 50%
Extreme Passive:
Trigger Resurrection per battle 1x > 2x
5P Passive:
HP Revive 15% > 25%
Awakened 2: 
Revive allies 4x > 6x
Additional effect – Grants allies 30% non-CRIT DMG FREE (cannot co-exist with Agility)

Commentary: The very first ‘remove enemy from the battle’ mechanic.

  • SSR+ CK does not reflect damage if removed from battle
  • Cannot remove Bosses (pve) from the battle, like Boros Club Challenge (obviously)
  • Cannot remove units that are dead but waiting to revive (eg ZBM on the ground)
  • If there is only one enemy unit left, then cannot remove that unit from the battle

Extreme Gouketsu (Grappler/Monster) [Dragon]

Basic: 120% ATK single target
Ultimate: Attacks enemies in a column with 3 consecutive strikes, dealing DMG of 150% ATK and 42% MAX HP. Triggers [Breakthrough] (cancels normal and special unyielding effect). Trigger once on each target in an attack.
Passive: When battle begins, permanently increases self MAX HP by 100%, recovers 50% of MAX HP (Basically another ACK). Before next round begins, recovers 50% of MAX HP. Before any unit moves, remove [Stun] from an ally. (Up to 2 times per round)

Awaken Passive: When battle begins, summons 1 crow (400% of Gouketsu’s original HP). One of them will share 85% damage for allies in Gouketsu’s row. After consuming all HP, deals EXTRA DMG by 30% of its Max HP to 3 random enemies which are not in any [Unyielding] state. Reduces main target’s [Enhanced Unyielding] state by 2 actions.

Ultra-Ultimate:
Increase Crit Rate and Crit DMG by 30%
Column ATK 150% > 180%
Max HP DMG 42% > 54%
Extreme Passive:
Recover HP 50% > 70%
5P Passive:
Recover HP > 90%
Remove stun 2x > 3x
Awakened 2: 
Summon crows 1 > 2

Commentary: Super thicccc boy, Gouketsu is the next tank from CK+. With minions sharing damage, and a HP% based ULT, this guy is pretty strong. Do note that his HP buffs will be somewhat countered by AS+.

  • Gouketsu’s crows can share damage with Boros’ minions (the highest goes first-Crow-Boros)
  • KING’s drones can share damage together with Gouketsu’s crows and Boros’ minions (drone will reduce first)
  • Gouketsu’s damage will not share between others
  • Gouketsu’s HP will be cut based on 200% HP (same as PXM v2)
  • Gouketsu’s dmg need crit (if tank just stack HP)
  • Gouketsu’s crows remain on the field even after removed from battle by PXM v2
  • All enemies will be reduced unyielding by 2 turns after the explosion from crow
  • Crow’s explosion extra damage can be shared by crow itself for 85%
  • If Gouketsu breakthrough unyielding, Garou’s follow up cannot breakthrough unyielding (because only trigger once per turn if ally move in the same target with same effect)
  • Unyielding will be affected by SSR+AS (increase the unyielding turn and decrease the turn)

Unparalleled Flashy Flash (Duelist/Hero) [Class S1]

Basic: 120% ATK single target
Ultimate: (No energy consumed) Attacks all enemies with 5 consecutive strikes and deals DMG by 120% ATK. Grants [Enhanced Acceleration] (Increases SPD of ally in the same column to 90% of Flashy Flash’s SPD, only when ally SPD is lower than expected), lasts for 1 round. Removes 1 energy (Once per round, after removing successfully, unable to inflict [Fear] on the enemy again in the same round)
Passive: At the start of the battle, grants [Enhanced Acceleration] (Increases SPD by 5%), if the main target’s SPD is lower than Flashy Flash, deals 300% ATK as Extra DMG). After any character acts, remove enemy’s [Basic Acceleration]

Awaken Passive: Flashy Flash has a 70% chance and ally in the same column has a 50% chance to trigger [Evade] (Reduce direct/extra/charge/berserk DMG to 1 DMG). After any character acts, if Flashy Flash triggers [Evade], deals 400% ATK as Extra DMG to 1 random enemy which is not in any [Unyielding] state and restores HP by 150% ATK (3 [4] times per round).

Ultra-Ultimate:
Dmg 120% > 150%
SPD of ally 90% > 95%
Removes energy 1 > 3
Extreme Passive:
Increase SPD 5% > 20%
5P Passive:
Increase SPD 20% > 25%

Awakened 2: 
Ally has 50% chance to trigger [Evade]
Restores HP by 150% ATK 4x per round

Commentary: As usual, speed is a whale’s game, and not recommended for F2Ps. He is the 3rd AOE unit in SSR+, and with 0 energy cost too.

  • If King is faster than Flashy Flash, the energy King sealed will not be affected by Flashy Flash. (King seals 3 energy, FF removes 1 energy, enemy is left with 2 energy)
  • Metal bat is also immune to Extra DMG by Flashy Flash
  • Flashy Flash is faster than King only when Flashy Flash reaches 5P
  • Chance of [Evade] does not stack with SF+
  • King can still be used if the enemy has no flash. Train Flashy Flash to 5P then replace King
  • King can speed up Flashy Flash in the same row, and then let Flashy Flash pull the character in the same column (if the enemy does not have FF)
  • The character accelerated by FF+ can also deal 300% of the character’s own attack as Extra DMG.
  • Eliminating the acceleration can eliminate the passive acceleration of the king and the acceleration of the same row
  • FF is ok for normal PVE stages but requires support for PVE Boss.

Awakened Gyoro-Gyoro (Esper/Monster) [Dragon]

Basic: Heals an ally by 150% ATK
Ultimate: Deals 5 consecutive attacks to all targets, dealing damage by 160% ATK. Has a 100% chance to inflict [Silence] on the main target and 1 random enemy for 1 round (Unable to perform [Ultimate], but [Ultimate Follow-up] will not be affected
Passive: After any character’s action, if a support dies, launches [Ultimate Follow-up] (80% damage and effect). Permanently grants 60% Non-Crit DMG Free (effective for all types of DMG, cannot co-exist with [Agility])

Awaken Passive: When battle begins, summons 1 Candle Monster for itself and ally in the same column separately. (Unable to summon if ally has more support characters than Gyoro-gyoro). Candle Monster will inherit 100% basic ATK of Gyoro-gyoro. After any character’s action, every Candle Monster has a 50% chance to launch [Follow-up] against any enemy which is not in any [Unyielding] state, dealing damage by 150% ATK. After Candle Monster moves 4 times or [Self-detonation] when Gyoro-gyoro is defeated, deals 200% ATK to 3 random enemies.

Ultra-Ultimate:
ATK DMG 160% > 250%
Inflict Silence 1 random enemy > 2
Extreme Passive:
Ultimate Follow-up 80% > 100%
Non-Crit DMG Free 60% > 65%
5P Passive:
Ultimate Follow-up 100% > 120%
Non-Crit DMG Free 65% > 70%
Awakened 2:
Summons Candle 1 > 2

Commentary: New mechanic Silence is crazy, and it’s not uncommon to see your whole team just doing basic attack because they’re all silenced! Since this also affects PVE, theoretically it should be great for PVE as well, maybe some bosses will be immune. The 4th AOE unit in SSR+.

  • [Silence] cannot be stacked. Faster character is unable to perform Ultimate in the next round.
  • Formal set works for [Silence]
  • Gyoro’s [Ultimate Follow-up] only triggers once per round and only if the support character dies. (CE+ dog does not die so it is not counted)
  • [Ultimate Follow-up] can also inflict [Silence]
  • Silence can be affected by Hit% and Res% (At present, the beta server is not affected by hit and resistance, but will be tested after the official server is released)
  • Keepsake is recommended if you have characters that summon support
  • [Silence] is removed after [Reborn]

Awakened Pig God (Esper/Hero) [??]

Basic: Deal 2 consecutive strikes to a single target, dealing 120% ATK
Ultimate: Deals 4 consecutive attacks to a single target, dealing damage by 300% ATK. [Devour] the enemy and make the enemy [Exit] for 1 round. After [Devour], reduces [Enhanced Unyielding] state by 2 actions.
Passive: When battle begins, obtains [Enhanced Protection] of 1000% ATK (removes damage, stackable with extra HP effects, accumulated damage removed will not be more than 15x of his original HP). After entering [Enhanced Unyielding], gains another [Enhanced Protection] of 600% ATK. Immune to [Disengage] and [Devour].

Awaken Passive: 
When an ally triggers [Disengage] effect, release one Special Corrode (150% ATK DoT), after any character action, transfer the DoT to random enemy (up to a max of 3 times). Once surrounding ally is dead, Pig God can consume one ally. After any character action, Pig God will vomit the ally out of his stomach and heal the ally up to 60% of Max HP, triggered up to 3x.

Ultra-Ultimate:
TBC
Extreme Passive:
TBC
5P Passive:
TBC
Awakened 2:
TBC

Commentary: Another ‘remove from battle’ mechanic, probably great for PVE as well.

Unparalleled Subterranean King (Duelist/Monster) [Dragon]

Basic: Deal 2 consecutive strikes to a single target, dealing 120% ATK
Ultimate: Attacks all enemies with 4 consecutive strikes, dealing DMG by 240% ATK. Can trigger [Breakthrough] (cancels normal and unyielding state), only once per target in an attack
Passive: When battle begins, obtains [Specialized Protection] of 800% ATK (removes damage, stackable with extra HP effects, accumulated damage removed will not be more than 15x of his original HP)

Awaken Passive: Has a 50% chance to inflict [Specialized Burn] (DOT by 150% ATK. After any character acts, transfers the effect to a random target, disappears after transferring 3 times). Absorbs [Specialized Burn] DOT DMG on enemies to restore [Specialized Protection].

Ultra-Ultimate:
ATK 240% > 400%
Extreme Passive:
Specialized Protection 800% > 1500%
5P Passive:
Specialized Protection 1500% > 2200%
Awakened 2: 
Inflict chance 50% > 90%
Specialized Burn DoT 150% > 200%
Permanently grants 30% bonus ULT DMG

Commentary:

  • [Specialized Burn] can be affected by HIT%/RES%.
  • [Specialized Burn] will first transfer to characters which are not in any [Unyielding] state.
  • [Specialized Burn] can be stacked up to 6 times.
  • M.Choze and Vaccine Man can deal Extra DMG by the [Specialized Burn]
  • [Specialized Burn] can transfer to [Revived] and [Resurrected] characters.
  • [Specialized Burn] can be affected by Formal Set.
  • [Specialized Burn] is not affected by [Evade].

Extreme Deep Sea King (Grappler/Monster) [Demon]

Basic: Deal 100% ATK to a single target. 50% chance to inflict [Specialized Corrode] (DOT by 100% ATK. After any character acts, transfers the effect to a random target, disappears after transferring 1 time.)
Ultimate: Attacks a single target with 5 consecutive strikes, dealing DMG by 1050% ATK. Can trigger [Breakthrough] (cancels normal and specialized unyielding state), only once per round. Has a 75% chance of inflicting [Specialized Corrode] on the main target and its surrounding characters (DOT by 100% ATK. After any character acts, transfers the effect to a random target, disappears after transferring 3 times.) Obtains [Specialized Protection] of 450% ATK (removes damage, stackable with extra HP effects, accumulated damage removed will not be more than 15x of his original HP)
Passive: When enemies suffer DOT, deals Extra DMG to all enemies by 60% DoT DMG (Only 1 effect of the same type works throughout the whole battle).

Awaken Passive: Causes enemies with [Specialized Corrode] to be [Stuck] (Unable to launch [Follow-up] and [Consecutive Follow-up], lasts for 2 rounds) After any ally acts, has a 60% chance of inflicting [Combo Follow-up] to a random enemy (Deep Sea King and ally in the same column will launch [Ultimate Follow-up], once per round)

Ultra-Ultimate:
DMG ATK 1050% > 1300%
Proc chance 75% > 90%
Specialized Prot. 450% > 600%
Extreme Passive:
Extra DMG 60% > 80%
5P Passive:
Extra DMG 80% > 86%
Awakened 2: 
Proc chance 60% > 70%
Combo Follow-up per round 1x > 2x

Commentary: DSK looks to be the next DPS powerhouse, especially for bosses. His awaken passive is insane, causing himself and ally in same column to ULT follow-up!

Extreme Tank-Top Master (Grappler/Hero) [Class S1]

asic: Deal 2 consecutive strikes to a single target, dealing 120% ATK
Ultimate: Attacks enemies in a column with 5 consecutive strikes, dealing DMG by 110% Max HP. Can trigger [Breakthrough] (cancels specialized and normal unyielding state), only once per target per round
Passive: When battle begins, obtains [Specialized Protection] of 180% HP (removes damage, stackable with extra HP effects, accumulated damage removed will not be more than 15x of his original HP). When battle begins, remove enemies team [DMG sharing]. When attacked or defeated, reflects 51% of damage taken to 4 random units (including [Specialized Protection] and decrease in HP, only 1 effect of the same type works throughout the whole battle)

Awaken Passive: When battle begins, summons Tank-Top Tiger (ATK by 30% of TTM’s HP). After an ally acts, Tank-Top Tiger will deal damage to 1 random enemy by 100% ATK. Prioritises enemies in [Specialized Unyielding] and trigger [Breakthrough] (cancels specialized and normal unyielding state). Restores Tank-Top Master’s [Specialized Protection] by 20% Max HP

Ultra-Ultimate:
ULT DMG Max HP 110% > 140%
Extreme Passive:
Specialized Protection 180% > 200%
Dmg reflect 4 random units > entire enemy team
5P Passive:
Specialized Protection 200% > 230%
Reflect 51% > 61%
Awakened 2: 
Summons Tank-Top Blackhole

  • Tank-Top brothers can still [Follow-up] if TTM is [Stuck]
  • Tank-Top brothers never fall even if TTM is dead
  • Only 1 DMG reflect will be triggered
  • Can reflect DMG received in [Specialized Protection]
  • Removal of [DMG sharing] applies to all support characters
  • Tank-Top brothers have no follow-up limit
  • Cannot reflect if TTM is [Exited]
  • TTM can restore [Specialized Protection] faster with SSR+ DSK

Commentary: Another super strong hero. This guy totally counters units like Boros and Gouketsu due to the removal of damage sharing. Plus he reflects damage. Plus he has Specialized Protection. Plus he has Breakthrough. Insane.


SSRs

Atomic Samurai (Duelist/Hero)

Basic: Attacks a single target for 130% ATK dmg
Ultimate: Attacks all enemies with 5 consecutive strikes for 100% ATK dmg, First phase ATK has a 50% chance to make the target Shatter for 2 rounds (receive 30% more dmg)
Passive: After a duelist ally attacks, Atomic Samurai immediately Follow-up (attack with 80% Basic ATK dmg and effect, up to 3 times each round)
Ultra-Ultimate:
Dmg 90% > 125%
Extreme-Passive:
Follow-Up Dmg 80% > 120%
5P Passive:
Follow-Up Dmg > 130%

Commentary: Great starting SSR, especially for the Shatter build. Especially good in Daily Training Challenge (Dojo) as well due to his follow-up.

OPM Child emperor

Child Emperor (Hi-Tech/Hero)

Basic: Attacks a single target for 120% ATK dmg
Ultimate: Attacks each enemy in a row with 5 consecutive strikes that deal 130% ATK dmg. Has a 50% chance to afflict the main target with Stun for 1 round (cannot take action and this effect is not affected by Hit). Dealing Crit dmg afflicts the target with Shatter for 2 rounds (receives 30% more dmg).
Passive: Every time Child Emperor finishes his action, allies in the same row enter Berserk state for 1 round (dmg increases by 30%)
Ultra-Ultimate:
Dmg 130% > 165%
Shatter 30% more dmg > 40%
Extreme-Passive:

Same row allies > Allies around you
Berserk 30% > 45%
5P Passive:
Berserk > 50%

Core: 1 of each type
Basic Core (1 Duelist + 1 Grappler + 1 Hi-Tech): Grants 2 energy when allies land a critical hit. Can only trigger 4 times per battle.
Advanced Core (Basic + 1 Esper):
Level 1: Increases ally Ult dmg by 30% in the first round.
Level 4: When enemies are in Shatter status, you immediately gain 1 energy. Can only trigger once per round.
Level 10: Increases the Crit dmg and Hit of ally characters by 30% at the start of the battle. Lasts for 2 rounds.
Level 17: Increases ally Ult dmg by 40% in the first round.

Commentary: Great core for starters, you’ll be struggling without him in both PVE and PVP. Excels in short battles and gains energy quickly for the first 2 rounds, but very quickly runs out of gas towards the end, so focus on bursting down the enemy fast!

OPM carnage kabuto

Carnage Kabuto (Grappler/Monster)

Basic: Deals 120% ATK dmg to a single target, and deals 8% of your Max HP as extra dmg.
Ultimate: Attacks a single target with 2 consecutive strikes for 210% ATK dmg. Heals self for 20% of Max HP. If the second phase of the attack deals crit dmg, there’s a 100% chance to apply Injury for 2 rounds (receives 50% ATK as extra dmg)
Passive: When attacked, reflects 20% of dmg taken to entire enemy team. Pro-tip: The dmg reflect is under Extra dmg, and it’s different from DSK/Suit reflect, it’s not instant and only reflects after the action, and only if CK does not die. If he dies, there will be no dmg reflected. Does not stack with Suit or DSK.
Ultra-Ultimate:
Dmg 210% > 262%
Heal 20% > 35%
Injury dmg 50% > 80%
Extreme-Passive:

Dmg reflect 20% > 30%
5P Passive:
Dmg reflect > 35%

Commentary: One of the best tanks from the start, and can last you for a long time until the mid game. His damage reflect is super good, shutting down burst builds, as well as certain PVE stages.

Deep Sea King (Grappler/Monster)

Basic: Deals 120% ATK dmg to a single target, with a 100% chance to make the main target Corrode for 2 rounds (8% ATK as DoT)
Ultimate: Attacks a single target with 3 consecutive strikes for 210% ATK dmg, and deals 50% of your missing HP as extra dmg.
Passive: When your HP is under 50%, you become Tenacious (absorb dmg of 10% of your HP) for a max of 3 times per round.
Ultra-Ultimate:
Dmg 210% > 264%

Missing HP dmg 50% > 75%
Extreme-Passive:

Tenacity 10% > 15%
5P Passive:
Tenacity > 18%

Core: 1 of each type
Basic Core (1 Duelist + 1 Grappler + 1 Hi-Tech): When your characters block attacks, you immediately gain 1 energy. Can only trigger 4 times per round.
Advanced Core (Basic + 1 Esper):
Level 1: Increases your team’s dmg reflect by 30%.
Level 4: At the start of each round, seal 2 enemy energy points for 1 round. When same effects coexist, the highest effect shall prevail.
Level 10: All ally characters are immune to one fatal attack when near death.
Level 17: Increases your team’s dmg reflect by 40%.

Commentary: His core is great when combined with CK in a damage reflect build, causing burst builds like Shatter to basically kill themselves. The lv4 core is also great due to the 2 energy seal, which really messes up CE’s core since they can’t ult and is energy starved.

Geryuganshoop (Esper/Monster)

Basic: Attacks a single target with 3 consecutive strikes for 120% ATK dmg. Grants a random ally Berserk state (dmg increased by 30% when attacking) after action is taken
Ultimate: Attacks each enemy in a row with 5 consecutive strikes that deal 130% ATK dmg, and afflicting the enemies with Fear (seals 1 energy for 1 round)
Passive: After taking action, removes main target’s sealed Energy (max 1 time per round). Every point of energy deducted deals extra dmg of 40% ATK to all the targets.
Ultra-Ultimate:
Dmg 130% > 165%
Seals 1 energy > 2 energy
Extreme-Passive:
Additional effect Every point of energy deducted deals extra dmg of 50% ATK to all the targets

Commentary: Great when combined with King since he removes sealed energy and deals damage.

Puri-Puri Prisoner (Grappler/Hero)

Basic: Attacks a single target for 120% ATK dmg.
Ultimate: Attacks a single target in the back row with 5 consecutive strikes for 210% ATK dmg, and applies Weaken to target (ATK is decreased by 40% for 2 rounds)
Passive: The last hit deals 40% ATK splash dmg to enemies surrounding the target, critical hit increases the splash dmg by 10)%, up to 2 stacks.
Ultra-Ultimate:
Dmg 210% > 265%
Weaken 40% > 50%
Extreme-Passive:

Splash dmg 40% > 45%
Crit splash stack Up to 2x > 3x
5P Passive:
Splash dmg > 48%

Commentary: Very niche unit, useful for certain PVE situations like HxM or club bosses. Can work in PVP at the start, but quickly gets phased out.

Subterranean King (Duelist/Monster)

Basic: Attacks a single target with 2 consecutive strikes for 130% ATK dmg.
Ultimate: Attacks each enemy in a row with 5 consecutive strikes that deal 140% ATK dmg, with a 100% chance to afflict the main target with Burn for 2 rounds (60% ATK as DoT), and a 50% chance to afflict targets in the same row with Burn for 2 rounds (60% ATK as DoT).
Passive: After an enemy in the Burned state has taken action, STK immediately launches a Follow-up (attack with 80% basic ATK dmg) up to 3 times each round.
Ultra-Ultimate:
Dmg 140% > 165%
Burn dmg 60% > 80%
Extreme-Passive:

Follow-up dmg 80% > 120%
5P Passive:
Follow-up dmg > 130%

Commentary: Great starting duelist for monster side (it’s either him or Sonic), but don’t invest too much in him as he falls off quickly. Burn is not a great debuff in the game.

Superalloy Blackluster/Darkshine (Grappler/Hero)

Basic: Attacks a single target with 2 consecutive strikes for 120% ATK dmg, and grants you Tenacity (10% HP shield)
Ultimate: Deals 130% ATK dmg to targets in a cross-shaped area. Has a 100% chance to afflict the main target with Injury for 2 rounds (when attacked, deals a follow-up attack of 50% ATK as extra dmg). Shares 40% of dmg taken by 2 low-HP allies for 2 rounds. By sharing dmg, reduces dmg taken by 20% (cannot share dmg when HP is below 20%)
Passive: When battle starts, increases the Ult dmg reduction rate of self and allies in the same row by 40% for 2 rounds. When taking fatal dmg for the first time each battle, heals you for 30% of your max hp.
Ultra-Ultimate:
Dmg 130% > 160%
Dmg Reduction 20% > 40%
Extreme-Passive:
Ult Dmg Reduction 40% > 50%
Heal upon death 30% > 40%
5P Passive:
Ult dmg Reduction > 55%
Heal upon death > 45%

Commentary: One of the best tanks available since you don’t really need to invest in him or use energy for him to benefit the team. Just by being there, he gives his allies in the same row ult reduction. If you have spare energy, ult and he will share even more damage. His basic itself generates shield for him. A great unit overall for almost any situation and meta.

Melzargard (Esper/Monster)

Basic: Deals 120% ATK dmg to a single target and reduces dmg taken by 20% for 1 round.
Ultimate: Attacks enemies in a cross-shaped area with 5 consecutive strikes that deal 130% ATK dmg and heals self for 20% of Max HP. All allies are healed for 8% of Melzargard’s Max HP
Passive: Shares 20% of dmg taken by all allies. By sharing dmg, Melzargard reduces dmg taken by 50% (cannot share dmg when HP is below 20%).
Ultra-Ultimate:
Dmg 130% > 165%
Self heal 20% > 25%
All allies heal 8% > 12%
Extreme-Passive:
Share dmg 20% > 30%
Reduce dmg taken 50% > 65%
5P Passive:
Share dmg > 35% (tbc)
Reduce dmg taken > 85%

Commentary: Great if you manage to pull him, his protect helps to spread out dmg across the team. However super hard to limit break him due to his rarity, unless you put him in extreme challenge.

Vaccine Man (Esper/Monster)

Basic: Deals 120% ATK dmg to a single target and deals 5% of your Max HP as extra dmg.
Ultimate: Attacks each enemy in a row with 3 consecutive strikes that deal 132% ATK dmg with a 50% chance of afflicting the target with Burn for 2 rounds (80% ATK as DoT).
Passive: When enemy receives DoT, immediately deals 50% of the DoT to all enemies.
Ultra-Ultimate:
Dmg 132% > 165%
Burn chance 50% > 75%
Extreme-Passive:
DoT 50% > 70%
5P Passive:
DoT > 75%

Commentary: The main highlight for DOT builds, you need him with another DOT unit (eg ATT, Groribas, Konbu, MotS) and watch the enemy slowly die of corrode/burn. Corrode is better since it ticks after every action, as compared to only at the unit’s turn for Burn. His passive does NOT work if he’s dead so keep him alive!

Groribas (Esper/Monster)

Basic: Attacks a single target with 2 consecutive strikes for 120% ATK dmg. Dealing crit dmg has a 100% chance to afflict the main target with Corrode for 2 rounds (15% ATK as DoT)
Ultimate: Attacks each enemy in a row with 5 consecutive strikes that deal 130% ATK dmg. There’s a 100% chance to afflict the main target with Corrode for 2 rounds (20% ATK as DoT). It has a 100% chance to inflict Corrode for 2 rounds to the enemy who received crit.
Passive: Every enemy on the field afflicted with Corrode increases your team’s ATK by 10% to a max of 3 stacks.
Ultra-Ultimate:
Dmg 130% > 165%
Corrode DoT 20% > 30%
Extreme-Passive:

Attack Increase 10% > 15%
5P Passive:
Attack Increase > 18%

Commentary: A great monster in general, this guy can only be obtained by buying his shards via mystery shop. One of the better ‘Dotters’ since he can inflict up to 3 corrode on a single ult (potentially 4 with formal set), and also grants an ATK boost for each corroded enemy.

Speed-o’-Sound Sonic (Duelist/Outlaw)

Basic: Deals 120% ATK dmg to a single target, with a 100% chance to make the target Shatter for 2 rounds (receive 30% more dmg).
Ultimate: Deals 210% ATK dmg to a single target, has a 50% chance to increase the SPD of the caster and adjacent allies immediately 20% for 1 continuous round. When landing a critical hit, increases SPD. Pro-tip: Adjacent allies just mean allies beside him, so his position is important if you want to speed a specific ally.
Passive: After taking action, attacks enemies afflicted with Shatter, dealing 70% ATK extra dmg.
Ultra-Ultimate:
Dmg 210% > 263%
Adjacent allies > All allies
Extreme-Passive:
Shatter dmg 70% > 80%
5P Passive:
Shatter dmg > 95%

Commentary: Mainly used for his Basic Shatter for PVE. Nothing else. Please don’ invest in him.

Terrible Tornado/Tatsumaki (Esper/Hero)

Basic: Attacks a single target with 3 consecutive strikes for 120% ATK dmg. Triggering crit makes the target enter Weaken state for 1 round (ATK is decreased by 10%).
Ultimate: Attacks all enemies with 5 consecutive strikes for 100% ATK dmg, with a 50% chance of afflicting the main target and its nearby allies with Injury for 2 rounds (receive 50% ATK extra dmg when attacked). This attack has 20% increased crit.
Passive: Every Injured enemy increases Tornado’s crit dmg by 30% for a max of 3 stacks.
Ultra-Ultimate:
Dmg 100% > 120%
Injury dmg 50% > 65%
Injury affects enemies nearby main target > All enemies
Extreme-Passive:

Dmg from crit 30% > 40%
5P Passive:
Dmg from crit > 45%

Commentary: A great AOE dps for a while, a strong TT can absolutely destroy! However she quickly falls off right before Gyoro.

Tank-Top Master (Grappler/Hero)

Basic: Deals 120% ATK dmg to a single target and reduces dmg taken by 20% for 1 round.
Ultimate: Deals 150% ATK dmg to each enemy in a column. It grants Tenacity to self and allies in the same row (20% HP shield).
Passive: Deals 8% of your Max HP as extra dmg.
Ultra-Ultimate:
Dmg 150% > 188%
Tenacity 20% of HP > 30%
Extreme-Passive:

Extra dmg 8% of HP > 9%
Additional effect 50% chance to deal equal dmg to enemies on the same row as main target
5P Passive:
Extra dmg > 9.5%

Commentary: Another great tank, TTM is amazing and can be used in almost any situation and meta. With his shields, he synergizes well with ZBM core, Gyoro core, Gouketsu, and more!

G4 (Hi-Tech/Monster)

Basic: Attacks a single target with 2 consecutive strike, dealing 140% of ATK (+x) DMG, 100% chance to inflict [Shatter] on target, last for 2 round (DMG increase by 15%)
Ultimate: 3 hits single attack and deal 240% damage and 100% apply shatter (take more damage by 30%), and when critical procs, will apply [Weaken, deal 25% less damage].
Passive: For every type of debuff enemy had, [Charge-Up] itself. (when attacking, deals 117% of ATK as Charge-Up attack, up to 3 stacks). When there is a [Shattered] enemy unit, self enter [Tenacity] (absorbs 20% of own max HP, every round up to one time).
Ultra-Ultimate:
3hits atk 240% > 300%
Shatter take more dmg 30% > 40%
Weaken 25% > 45%
Extreme-Passive:

Charge DMG 117% > 130%

Commentary: A great unit for PVE with his shatter, weaken, charge-up dmg and shields.

Monster Choze (Esper/Monster)

Basic: Attack a single target for 3 hit, dealing 120% ATK damage
Ultimate: Attack the row enemy for 3 hit, dealing 195% ATK damage, 100% chance to apply [Force Field] on main target for 1 round, and 50% chance to apply [Force Field] on the target in the same row (before action, take 160% of Choze’s ATK as DOT damage)
Passive: After action heal 30% of max HP. when enemy receives [DOT], immediately deals 60% of the damage to all enemies as EXTRA damage (Not stackable with VM passive) (5 star heal 35% max HP and 78% EXTRA damage)
Ultra-Ultimate:
3hit atk 195% > 240%
Force field 1 round > 2 rounds
Force Field Proc rate 50% > 75%
DoT dmg 160% > 180%
Extreme-Passive:

Heal 30% > 35%
DoT dmg 60% > 78%
5P Passive:
Heal > 40%
DoT dmg > 85%

Commentary: The next ‘VM’ to use, but not really worth the effort and resources to invest in him as most people would already have a 5 or 6* VM at this point.

Awaken Hellish Blizzard / Fubuki (Esper/Hero)

Basic: Attack a single target for 120% ATK damage
Ultimate: Attacks all enemies with 5 consecutive strikes and deals dmg by 140% ATK. After attack, inflicts ForceField on up to 3 targets (without Unyielding effects triggered on them), and instantly Ignites the ForceField, dealing dmg by 150% ATK, with a 60% chance to ignore immunity.
Passive: When battle begins, grant 30% Non-CRIT DMG FREE to self. Removes Fear on allies after action
Ultra-Ultimate:
TBC
Extreme-Passive:

TBC

Commentary:


SRs

Genos (Hi-Tech/Hero)

Basic: Attacks a single target with 5 consecutive strikes for 100% ATK dmg.
Ultimate: Attacks each enemy in a column with 4 consecutive strikes for 140% ATK dmg, with a 100% chance to make the main target Burn for 2 rounds (50% ATK as DoT).
Passive: If an enemy is Burning, you enter Berserk state (deal 30% more dmg when attacking).
Ultra-Ultimate:
+50% chance to make the targets in the same column Burn for 2 rounds (50% ATK as DoT)
Extreme-Passive:
Berserk inc dmg 30% > 40%

Core: 1 of each type
Basic Core (1 Duelist + 1 Grappler + 1 Hi-Tech): Grants 1 energy point per round, grants 1 extra point when an ally enters Berserk state (effective once per round).
Advanced Core (Basic + 1 Esper):
Level 1: Increases ally ATK by 10%.
Level 4: When enemies are in the Burn status, you immediately gain 1 energy. Can only trigger once per round.
Level 10: Increases strength of all DoT skills by 100%.
Level 17: Increases ally ATK by 15%.

Mosquito Girl (Esper/Monster)

Basic: Attacks a single target with 5 consecutive strikes for 100% ATK dmg.
Ultimate: Attacks enemies in a cross-shaped area with 3 consecutive strikes that deal 120% ATK dmg. The last hit drains 100% of dmg as HP.
Passive: After taking action, heals the ally with the lowest % of HP for 100% of Mosquito Girl’s ATK.
Ultra-Ultimate:
Additional effect The first and second hits have a 100% chance to drain 100% of dmg as HP
Extreme-Passive:

Heals 1 ally > 2 allies

Core: 1 of each type
Basic Core (1 Duelist + 1 Grappler + 1 Hi-Tech): Grants 1 energy point per round. Grants 3 energy points at the beginning of the second round.
Advanced Core (Basic + 1 Esper):
Level 1: At the beginning of next round, revives a defeated ally with 60% HP (can be triggered once per round).
Level 4: When your characters restore HP, you immediately gain 1 energy. Can only trigger once per round.
Level 10: At the start of round 3, team SPD increases by 30%. Ult dmg increases by 20%.
Level 17: At the beginning of next round, revives a defeated ally with 90% HP (can be triggered twice per round).

Amai Mask (Grappler/Hero)

Basic: Attacks a single target with 3 consecutive strikes for 105% ATK dmg.
Ultimate: Attacks single target in the back row with 2 to 5 consecutive strikes that deal a max of 500% ATK dmg.
Passive: When attacking Monster or Outlaw, it will inflict Injury on the target for 2 rounds (when attacked, grants 50% ATK extra dmg)
Ultra-Ultimate:
Attacks 2-5x > 3-5x
Extreme-Passive:

Inflict Injury on Monster or Outlaw > Target (all types)

Core: 1 of each type
Basic Core (1 Duelist + 1 Grappler + 1 Hi-Tech): Restores 6 energy when defeating an enemy character. Can only trigger once per battle.
Advanced Core (Basic + 1 Esper):
Level 1: Your first character to take action each round gains the Berserk effect.
Level 4: Grants 2 energy at the start of the battle.
Level 10: When any character is defeated, you gain 30% drain until the end of the battle.
Level 17: Your first character to take action each round gains the Berserk effect. Increases power by up to 50%.

Doctor Genus (Hi-Tech/Outlaw)

Basic: Attacks a single target with 4 consecutive strikes for 120% ATK dmg.
Ultimate: Heals an ally target for 250% ATK as HP, and increases their SPD by 20%.
Passive: Increases ATK of allies who recovered HP by 20%.
Ultra-Ultimate:
Spd 20% > 30%
Extreme-Passive:
ATK inc 20% > 30%

Core: 1 of each type
Basic Core (1 Duelist + 1 Grappler + 1 Hi-Tech): Grants 1 energy point per round, grants 1 extra point when ally recovers HP (effective once per round).
Advanced Core (Basic + 1 Esper):
Level 1: Whenever front row characters are defeated, a clone is summoned. Up to 2 clones can be summoned to each character position.
Level 4: Immediately grants 5 energy at the start of the second round.
Level 10: Heals all allies for 10% of their Max HP at the end of each round.
Level 17: Whenever front row characters are defeated, a clone is summoned. Up to 3 clones can be summoned to each character position.

Bakuzan (Grappler/Martial Artist)

Basic: Attacks a single target for 100% ATK dmg.
Ultimate: Deals 200% ATK dmg to a single target, has a 100% chance to inflict Internal Injury (when attacked, takes follow-up extra dmg of Bakuzan 140% ATK, effect disappears after trigger) on the target.
Passive: If there is an enemy afflicted with Internal Injury, enter Berserk state (dmg increased by 30% when attacking).
Ultra-Ultimate:
Internal Injury dmg 140% > 160%
Extreme-Passive:
Berserk 30% > 40%

Core: 1 of each type
Basic Core (1 Duelist + 1 Grappler + 1 Hi-Tech): Grants 3 energy at the start of the battle and 1 bonus energy every round.
Advanced Core (Basic + 1 Esper):
Level 1: At the start of battle, all your characters go Berserk for 1 round (dmg +20%).
Level 4: TBC
Level 10: TBC
Level 17: TBC

Lightning Max (Hi-Tech/Hero)

Basic: Deals 100% ATK dmg to a single target, with a 100% chance of afflicting the target with Burn for 2 rounds (40% ATK as DoT).
Ultimate: Deals 200% ATK dmg to a single target, with a 100% chance of afflicting the Burning target with Stun for 1 round (cannot take action and this effect is not affected by Hit).
Passive: Attacking Burning enemy deals 100% ATK as extra dmg.
Ultra-Ultimate:
+50% chance to make the targets in the same column Burn for 2 rounds (50% ATK as DoT)
Extreme-Passive:

ATK 100% > 120%

Hammerhead (Hi-Tech/Outlaw)

Basic: Attacks a single target for 100% ATK dmg.
Ultimate: Attacks a single target with 5 consecutive strikes for 200% ATK dmg, with a 50% chance to afflict the target with Stun for 1 round (cannot take action and this effect is not affected by Hit)
Passive: When attacked, if the last hit is a crit, Hammerhead has a 50% chance to enter Tenacity state (20% HP shield). Otherwise there’s a 50% chance to enter Berserk state (30% inc ATK).
Ultra-Ultimate:
+50% chance to grant you 50% dmg reflection for 2 rounds
Extreme-Passive:
Chances 50% > 100%

Hellish Blizzard (Esper/Hero)

Basic: Attacks a single target with 3 consecutive strikes for 105% ATK dmg.
Ultimate: Attacks all enemies with 5 consecutive strikes for 85% ATK dmg, recovers 20% HP in Berserk state.
Passive: After taking action, grants the ally with the lowest HP % (including self) Tenacity (20% HP shield).
Ultra-Ultimate:
Additional effect – attacks of adjacent allies ignore 60% DEF for 2 rounds
Extreme-Passive:
+50% chance to grant yourself Tenacity

Stinger (Duelist/Hero)

Basic: Attacks a single target with 2 consecutive strikes for 100% ATK dmg.
Ultimate: Attacks each enemy in a column with 5 consecutive strikes for 150% ATK dmg, with a 100% chance to afflict the main target with Shatter for 2 rounds (dmg received increased by 35%).
Passive: When defeating enemies, deals 100% ATK extra dmg to the enemy target with the lowest % of HP. Can trigger up to 2 times.
Ultra-Ultimate:
+50% chance to afflict targets in the same column
Extreme-Passive:

Dmg 100% > 120%
Trigger 2 times > 4 times

Golden Ball (Duelist/Hero)

Basic: Attacks a single target for 100% ATK dmg.
Ultimate: Attacks all enemies with 5 consecutive strikes for 80% ATK dmg, with a 100% chance to afflict 2 random targets with Shatter for 2 rounds (dmg received increased by 30%).
Passive: After taking action, if there is a Shattered enemy, deal 10% ATK as extra dmg to the target who just attacked. Each additional Shattered enemy results in 10% ATK as extra dmg.
Ultra-Ultimate:
Shatter 2 random targets > 3
Extreme-Passive:

Extra dmg 10% > 15%
Additional Shattered enemy extra dmg 10% > 15%

Spring Mustachio (Duelist/Hero)

Basic: Attacks a single target with 2 consecutive strikes for 100% ATK dmg.
Ultimate: Attacks all enemies in a column with 2 consecutive strikes that deal 140% ATK dmg, with a 100% chance to afflict Shatter to target in the back row for 2 rounds (dmg received increased by 35%).
Passive: Spring Mustachio receives 40% less dmg if his attacker is in the Shattered state.
Ultra-Ultimate:
+50% chance to Shatter targets in the same column
Extreme-Passive:

Dmg reduction 40% > 50%

Iairon (Duelist/Hero)

Basic: Attacks a single target for 100% ATK dmg.
Ultimate: Attacks every enemy in the row with 2 consecutive strikes for 120% ATK dmg, with a 100% chance to afflict the main target with Shatter for 2 rounds (dmg received increased by 30%).
Passive: When an ally attacks a Shattered enemy, Iairon enters the Berserk state for 1 round (deals 30% more dmg).
Ultra-Ultimate:
+50% chance to Shatter enemies in the same row
Extreme-Passive:
Berserk dmg 30% > 40%

Smile Man (Duelist/Hero)

Basic: Attacks a single target for 100% ATK dmg.
Ultimate: Attacks each enemy in a row with 5 consecutive strikes that deal 120% ATK dmg, and heals himself for 20% of his Max HP.
Passive: When Smile Man is in your lineup, every time he heals himself, he heals allies in his column for 80% of the amount healed.
Ultra-Ultimate:
Heal 20% of Max HP > 30%
+50% chance to heal allies in the same row
Extreme-Passive:

Heal 80% > 100%

Snek (Grappler/Hero)

Basic: Attacks a single target for 120% ATK dmg.
Ultimate: Attacks a single target in the back row with 5 consecutive strikes for 200% ATK dmg, with a 100% chance of granting yourself Tenacity (20% HP shield).
Passive: When an ally Tenacity disappears, launches a Follow-up (attack with 80% Basic ATK dmg and effect).
Ultra-Ultimate:
Tenacity shield 20% > 30%
Extreme-Passive:

Follow-up dmg 80% > 100%

Messenger of the Seafolk (Grappler/Monster)

Basic: Attacks a single target with 2 consecutive strikes for 100% ATK dmg.
Ultimate: Attacks all enemies with 3 consecutive strikes for 81% ATK dmg, has a 100% chance to afflict the main target with Corrosion for 2 rounds (20% ATK as DoT).
Passive: Make Corroded enemy Weakened (for 1 round, ATK is decreased by 20%).
Ultra-Ultimate:
+50% chance to inflict Corrode on enemies surrounding the main target
Extreme-Passive:

Weaken 20% > 30%

Blue Fire (Hi-Tech/Hero)

Basic: Attacks a single target for 100% ATK dmg.
Ultimate: Attacks each enemy in a row with 4 consecutive strikes that deal 120% ATK dmg, with a 100% chance to make the main target Burn for 2 rounds (80% ATK as DoT).
Passive: When enemy’s Burn disappears, one random enemy target is afflicted with Burn for 2 rounds (50% ATK as DoT).
Ultra-Ultimate:
+50% chance to Burn main target’s row
Extreme-Passive:
DoT ATK 50% > 70%

Armored Gorilla (Grappler/Monster)

Basic: Attacks a single target for 100% ATK dmg.
Ultimate: Attacks enemies in a cross-shaped area for 120% ATK dmg, with a 100% chance to grant yourself with Tenacity (20% HP shield).
Passive: Every Grappler ally in your team will increase Armored Gorilla’s dmg reduction rate by 15%, stacks up to 3 times.
Ultra-Ultimate:
After taking action, cleanses all of your abnormal statuses
Extreme-Passive:

Stacks 3x > 4x

Beast King (Grappler/Monster)

Basic: Attacks a single target for 100% ATK dmg.
Ultimate: Attacks each enemy in a row with 5 consecutive strikes that deal 120% ATK dmg, with a 100% chance to afflict the main target with Injury for 2 rounds (when attacked, deals a follow-up attack of 50% ATK as extra dmg).
Passive: Whenever an ally attacks a target afflicted with Injury, Beast King launches a Follow-up (attack with 80% basic ATK dmg and effect, up to 3 times each round).
Ultra-Ultimate:
+50% chance to Injure main target’s row
Extreme-Passive:

Follow-up dmg 80% > 100%

Sky King (Esper/Monster)

Basic: Attacks a single target for 100% ATK dmg.
Ultimate: Attacks each enemy in a column with 4 consecutive strikes for 140% ATK dmg, with a 50% chance to afflict the main target with Stun for 1 round (cannot take action and this effect is not affected by Hit).
Passive: When battle starts, increases extra dmg dealt by the entire team by 20% for 2 rounds.
Ultra-Ultimate:
+increase Res of allies in the same column by 40% for 2 rounds
Extreme-Passive:
Inc extra dmg 20% > 30%

Konbu Infinity (Esper/Monster)

Basic: Attacks a single target with 2 consecutive strikes for 100% ATK dmg.
Ultimate: Attacks all enemies with 2 consecutive strikes for 80% ATK dmg, with a 100% chance to afflict the main target with Corrosion for 2 rounds (20% ATK as DoT).
Passive: When an enemy afflicted with Corrode takes action, heals self for 10% of max HP (a max of 3 times per round).
Ultra-Ultimate:
+50% chance to corrode enemies beside main target
Extreme-Passive:
Heal 10% > 15%

Fukegao (Hi-Tech/Outlaw)

Basic: Deals 100% ATK dmg to a single target, Critical hit has a 100% chance to inflict Corrode on the main target for 2 rounds (15% ATK DoT).
Ultimate: Attacks all enemies with 3 consecutive strikes for 81% ATK dmg, with a 100% chance to afflict the main target with Injury for 2 rounds (when attacked, deals a follow-up attack of 50% ATK as extra dmg).
Passive: Makes Injured enemies Weakened (for 1 round, ATK is decreased by 20%).
Ultra-Ultimate:
+50% chance to Injure main target’s row
Extreme-Passive:
Weaken 20% > 30%

Subterranean (Grappler/Monster)

Basic: Deals 120% ATK dmg to a single target, and deals 10% of Max HP as extra dmg.
Ultimate: Deals 200% ATK dmg to a single target, and deals 15% of Max HP as extra dmg.
Passive: After an ally of the same column has attacked, immediately launches a Follow-up (Attack with 80% basic ATK dmg and effect).
Ultra-Ultimate:
Additional effect +50% chance to deal 15% of Max HP to enemies in main target’s column
Extreme-Passive:

Follow-up atk 80% > 100%

Magicman (Duelist/Hero)

Basic: Attacks a single target for 100% ATK dmg.
Ultimate: Attacks targets in a row with 2 consecutive strikes that deal 120% ATK dmg, has a 100% chance to afflict target receiving the crit dmg with Burn for 2 rounds (50% ATK as DoT).
Passive: Grants 20% Bonus DMG Free to everyone in the same row when battle begins, lasts 3 rounds.
Ultra-Ultimate:
Burn DoT 50% > 80%
Extreme-Passive:

Bonus DMG Free 20% > 30%

Choze (Grappler/Martial Artist)

Basic: Attacks a single target with 2 consecutive strikes for 100% dmg.
Ultimate: Attacks a single target with 4 consecutive strikes for 200% dmg and Weaken injured or internally injured targets (reduces atk by 30% for 1 round)
Passive: When attacking a target with a lower ATK, cast Internal Injury on the hit target (inflicting a bonus dmg 120% of Choze’s ATK. Once triggered, the effect disappears).
Ultra-Ultimate: TBC
Extreme-Passive:

Internal Injury dmg 120% > 140%

Lin Lin (Grappler/Martial Artist)

Basic: 3-hit, 102% damage to one foe, and 100% chance to inflict Internal Injury to that foe (deals 100% of Lin Lin’s ATK as damage when foe is attacked again – effect disappears after foe is hit)
Ultimate: 4 hit single attack deal 140% damage and heal All Ally by 100% of her ATK Stat.
Passive: First 3 round of the game, all ally will have 50% more healing rate effect. (60% when 5 star, 70% when 5 purple star)
Ultra-Ultimate:
Heal allies 100% > 120%
Extreme-Passive:

Healing rate 50% > 60%

Heavy Tank Loincloth (Grappler/Hero)

Basic: Attacks a single target for 100% ATK damage.
Ultimate: Deals 210% ATK dmg with 3 consecutive strikes to a single target. Has a 100% chance to inflict Injury for 2 rounds (when attacked, takes follow-up extra dmg 75% ATK) on the target.
Passive: After taking action, surrounding allies gains Tenacity (15% own HP).
Ultra-Ultimate: TBC
Extreme-Passive:
TBC

Tank-Top Vegan (Grappler/Hero)

Basic: Deals 100% ATK dmg to a single target.
Ultimate: Attacks a single target with 5 consecutive strikes for 250% ATK dmg. Grants Tenacity to the whole column (absorbs DMG by 30% HP)
Passive: Increases 50% shield rate of all allies when battle begins, lasts 2 rounds.
Ultra-Ultimate: TBC
Extreme-Passive:
TBC

Fist Fight Djinn (Grappler/Monster)

Basic: Attacks a single target with 2 consecutive strikes for 100% ATK dmg.
Ultimate: Attacks each enemy in a row with 5 consecutive strikes that deal 150% ATK dmg. Heals everyone in the same row by 20% Max HP.
Passive: Encourages all allies before battle starts (grants 1 extra energy point for 2 rounds). Grants 50% ULT DMG FREE when battle starts, last 2 rounds.
Ultra-Ultimate: TBC
Extreme-Passive:
TBC

Lightning Genji (Hi-Tech/Hero)

Basic: Attacks a single target with 2 consecutive strikes for 120% ATK dmg.
Ultimate: Attacks targets in a cross-shaped area with 4 consecutive strikes and deals dmg by 150% ATK. Grants Tenacity to the whole column. (30% HP)
Passive: After any character’s action, increases ATK of allies with Tenacity/Resilience by 25%.
Ultra-Ultimate: TBC
Extreme-Passive:
TBC

Bushidoriru (Duelist/Hero)

Basic: Attacks a single target for 100% ATK dmg.
Ultimate: Attacks a column with 4 consecutive strikes, dealing 140% ATK dmg. Has a 100% chance to afflict the main target with Shatter for 2 rounds (dmg received increased by 30%). In addition, deal extra dmg of 50% ATK to enemies surrounding the main target.
Passive: After taking action, if there is a shattered enemy on the battlefield, gain Tenacity (30% max HP).
Ultra-Ultimate: TBC
Extreme-Passive:
TBC

Death Gatling (Duelist/Hero)

Basic: Attacks a single target with 3 consecutive strikes for 120% ATK.
Ultimate: Attacks each enemy in a row with 5 consecutive strikes that deal 250% ATK dmg. Has a 75% chance to inflict Shatter on the main target for 2 rounds (incoming dmg increased by 35%). Has a 75% chance to inflict Shatter on remaining targets in the same row for 2 rounds (incoming dmg increased by 30%).
Passive: Reduces Crit Res Rate of enemies with Shatter by 25% for 2 rounds.
Ultra-Ultimate: TBC
Extreme-Passive:
TBC


R/Ns

Not gonna document all Rs, but special mentions to these select few

Mumen Rider (Grappler/Hero)

Basic: Deals 90% ATK dmg to a single target.
Ultimate: Grants an ally Berserk state for 1 round (inc ATK dmg by 30%) and increases SPD by 20%
Passive: When taking fatal dmg for the first time each battle, heals you for 5% of your Max HP.
Ultra-Ultimate: TBC
Extreme-Passive:

Heal 5% > 10%

Why Mumen is good is because firstly he’s super cheap to level, requiring only blue grappler badges, and his shards are easily farmable in boss challenges. Secondly, he has an unyielding effect, which makes him a common ‘pseudo-tank’ spot for the front for some niche scenarios, like club bosses or HxM.
He also has natural high base SPD stats (due to his bicycle) so he can often go first if you gear more spd on him, and then you can select an ally to speed up (like King, or Konbu) without them having to wear SPD gear. Max him to 5 stars and Level 40 is high enough IMO.
Wearing a suit set will also make him reflect twice in the event of a one-shot (due to his unyielding!)

Clone (Hi-Tech/Other)

You don’t have to care about his skills, just know that he has unyielding too like Mumen, so use him in a niche scenario whenever you require something to tank the front (eg Institute, using Suit set).

Men’s Esthetician Man (Duelist/Monster)

A lot of people may not take a second look at this weird guy (apart from his weird name and looks), but he is actually pretty useful. His basic attack does a 100% shatter, so he is a ‘lesser Sonic’ if you will. If you happen to need a duelist slot (like Core Trial), he is a decent pick if nothing else is better.

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By Nemi

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