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Memel0rd's Unit Rankings

Discussion in 'Unit Discussion' started by Memel0rd, May 22, 2017.

  1. Memel0rd

    Memel0rd Forum-Crash-L0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    Leads:
    GL: Warrior of Light Bartz
    Rank:
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    Memel0rd's Unit Rankings!


    The way how this will work:
    P2P rankings are based in Best in Slot builds, maximum potential and are targeted towards experienced players and whales. Meaning the rarity of a unit is not included / important at all. These rankings look at the perspective of experienced players. Sometimes 10 man trial synergy for close comparisons will matter. STMRs are currently not included, though as the disclaimer displays, there aren't any changes in rankings when including STMRs.
    F2P rankings are based on no to a few TMR's, beginners and new-ish players and people, who don't spend any money on this game. Meaning, no 5* bases are allowed. These rankings look at the perspective of new players. This is not as frequently looked on recently, so if you have any suggestions on 4*s that should make it into the rankings, feel free to let me know. They are currently outdated and will likely not be updated anytime soon, though for beginners can still show which units will get you through the early game with relative ease.



    Please do note that those are personal opinions and you are free to disagree with my thoughts. If you disagree, let me know in the comments with reasonable arguments.


    Keep in mind:
    You can find most damage comparisons in this spreadsheet
    , however some comparisons have different pre-requirements, thus they are not 1:1 taken over in these rankings: here

    Units with no reviews will have their wiki page linked. Some units with significant changes to their kits will also have the wiki page linked in case they did not receive any kind of reviews.


    Units with "*" are limited units.
    Units with "**" are fully enhanced units.



    We also have reasonings for the P2P rankings where I explain all the unit positionings!



    Updated: 9/18/19

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    P2P unit rankings
    (BiS, Whales, All Rarities, Full Enhancements, No STMRs)
    Physical Damage
    Rankings 1. 2. 3. 4. 5.
    Physical Chainer [​IMG]Warrior of Light Bartz [​IMG]Radiant Lightning [​IMG]Zeno of the Beta Star [​IMG]Aloha Lasswell [​IMG]Esther
    Physical Finisher [​IMG] Cid** [​IMG]Regina [​IMG]Zack [​IMG]Ignacio** [​IMG]Nameless Gunner Jake**

    Magic Damage
    Rankings 1. 2. 3. 4. 5.
    Magic Chainer [​IMG]Kimono Fina [​IMG]Sol [​IMG]Tsukiko [​IMG]Christine* [​IMG]Circe
    Magic Finisher [​IMG]Blossom Sage Sakura** [​IMG]Elly* [​IMG]Rinoa** [​IMG]Seabreeze Dark Fina** [​IMG]Dark Fina**

    Hybrid Damage
    Rankings 1. 2. 3. 4. 5.
    Hybrid Chainer [​IMG]Elena [​IMG]Malphasie [​IMG]Nagi [​IMG]Kurasame [​IMG]Felix*
    Hybrid Finisher [​IMG]Karlette [​IMG]Beatrix** [​IMG]Aurora Fryevia [​IMG]Veritas of the Light** [​IMG]Felix*

    Healer and Summoner
    Rankings 1. 2. 3. 4. 5.
    Healer [​IMG]Warrior of Light Lenna [​IMG]Myra [​IMG]Folka** [​IMG]Lotus Mage Fina** [​IMG]Aerith
    Summoner [​IMG]Citra** [​IMG]Pure Summoner Rydia** [​IMG]Yuna** [​IMG]Eiko** [​IMG] Garnet**

    Supporter
    Rankings 1. 2. 3. 4. 5.
    Buffer [​IMG]Maritime Strategist Nichol** [​IMG]Yuraisha [​IMG]Primrose* [​IMG]Sylvie [​IMG]Seaside Nichol
    Debuffer [​IMG]Summer Fina and Lid [​IMG]Kryla* [​IMG]Heavenly Technician Lid** [​IMG]Auron [​IMG]Loren**

    Tanks
    Rankings 1. 2. 3. 4. 5.
    AoE Physical Tank [​IMG]Sieghard** [​IMG]Olberic* [​IMG]Wilhelm** [​IMG]Demon Rain*/** [​IMG]Basch**
    Aoe Magic Tank [​IMG]Sacred Shield Charlotte [​IMG]Chow*/** [​IMG]White Knight Noel*/** [​IMG]Awakened Rain** [​IMG]Lilith*
    Passive Provoke Tank [​IMG]Sieghard** [​IMG]Wilhelm** [​IMG]Olberic* [​IMG]Sacred Shield Charlotte [​IMG]Demon Rain*/**
    Active Provoke Tank [​IMG]White Knight Noel** [​IMG]Sieghard** [​IMG]Demon Rain*/** [​IMG]Wilhelm** [​IMG]Olberic*
    P2P Mobile Rankings + Reasonings

    Physical Damage
    Disclaimer: This takes TDH FD into account. Even though it is a hard to achieve build, even 100% TDH is already worth it over the Dualwield option for Fixed Dice users.

    1.Warrior of Light Bartz - Despite the slight disadvantage in terms of damage compared to Radiant Lightning, I chose to rank Bartz in the #1 spot due to several factors.
    Not only can he be built for a lot of bulk due to TDW similar to Lightning, but after a few turns he has permanent 200% all stat buffs that can't be dispelled while now also having a guts passive. His protagonist passive that allows him to have immediate access to his LB at the start of the fight can also be used to Entrust to units such as Charlotte, Sieghard or Olberic in order to ensure high mitigations right from the get go.
    On top of it, his burst rotation takes up a total of 2 turns and is absolutely disgusting, making it very easy for you to control the fight alongside his huge 120% wind imperil and a 6250% modifier with 6x chain cap and dual wield.
    Survivability, Flexibility and ease of use with a ton of burst damage makes this guy the #1 chainer for me even if his average damage is a tad lower than Lightning.
    2.Radiant Lightning - High damage with a more traditional kit.
    Radiant Lightning has a lot of damage in her kit and now that we have Bartz's TMR and Aloha Lasswell's got buffed, it's quite easy to get her up to 200% TDW.
    At that point her average damage is currently the highest and even then she has decently strong burst turns as well.
    She's consistent with high average damage and also quite strong from the get-go, being well-suited for short fights and brings her own lightning imbue as well as 120% imperil.
    Due to being a TDW unit it's easy for her to reach high defensive stats while maintaining high ATK stats. She also comes with a reliable guts passive, which can be very important as you don't want her to die early on. Both of her CD buffs have an 11 turn cooldown and contribute quite a lot to her damage output.

    3.Zeno of the Beta Star - Zeno, one of our meta defining units, often considered to be inferior to Esther by many which is pretty much a misconception at this point, though I'll get to that in a second.
    Zeno has huge base stats alongside great passives such as a 200% innate TDW as well as the 6x chain cap. He has very high modifiers that partially need to stack up though the stacking up process is very quickly and if he dies he doesn't lose out on a lot compared to Akstar. His stats are even more absurd if you take into account that he has a permanent 200% ATK Buff and after his CD ability (without dispels) a permanent 250% ATK Buff.
    His LB and his both CDs buff almost all of his modifiers and partially grant him access to T-Cast. His stacking modifier at this point reaches a 2850% modifier and alongside the unlockable T-Cast makes Zeno have the highest burst damage in the game as of right now.
    The main argument used against Zeno is the missing bulk in comparison to Esther, which isn't true. His bulk is comparable to Esther, missing around 1k HP and 50 DEF but in return has a permanent 10% physical / magic mitigation. IF you are a whale you can also equip him with Queen's STMR in order to provide the guts passive even to Zeno.

    4.Aloha Lasswell - Previously a worse version of Hyoh with no redeeming qualities as he as a tank was just... awful.
    Now he has high TDW damage with really easy access to 100% evasion as well as reliable tank capabilities.
    If the enemy doesn't throw around strong accuracy or fixed damage attacks that bypass covers, he can very well work as your chainer as well as provoke tank, though that's not the point why he's ranked here.
    Aloha Lasswell is capable of permanently triple casting his chains with 100% imperils for wind and water while also imbuing them. He plays out very similarly to a TDH unit just with the neat traits that he's focusing on TDW and gets the 6x chain cap.
    Constantly high damage with really easy to use kit selling points that don't require any set up while also being able to provoke and occasionally AoE cover is pretty good and unique in my book. Definitely worth to check him out if you haven't yet!​


    5.Esther - Another one of our GLEX meta breaking physical chainers!
    Esther starts off very quickly with an immediate AoE 100% lightning imperil and self-imbue as well as reliably filling up her LB gauge to 100% after 2 turns of set up max and her LB deals a ton of damage with a large base modifier, a ton of LB damage boosts and especially after the first LB hits even harder due to a self 250% ATK buff and a 35% LB damage buff!
    She's also exceptionally bulky with a ton of HP/DEF/SPR without putting in any effort, guts passive and innate stop / charm immunity, which makes her very easy to use by anyone.


    Disclaimer: Finishers are currently not worth a unit slot as Esther and Zeno of the Beta Star both have a higher burst than Cid while being chainers, which renders the role of any finisher currently redundant unless you need to bring a ton of damage.

    1.Enhanced Cid - Cid is the OTKO god when it comes down to burst damage. His burst turn with the proper set up is more than double of what Ang is capable of and Cid should be able to one shot almost everything that can be hurt by him.
    The correct set up would ideally include an external imbue and imperil, which is a high demand for a high outcome. Support chainers, especially if you do have Pod 153, are easy to come by and due to being a burst finisher you only have to chain for him once every ~3-4 turns! It's affordable and you shouldn't underestimate how much damage he can deal.
    He pairs up nicely with Ignacio, who was a prior contender of the finisher rankings.
    After his enhancements he's basically the same except for more than double the modifiers and higher stats! This time around I'd recommend you to build him for TDW though as it as easier than ever to build for it with Lightning's and Bartz's TMR and the new 200% cap.

    2.Regina - The Queen of being babysitted.
    Sounds harsh but in order for her to work out you do need... EVERYTHING. She is frail, she has no utility at all with no imbues nor imperils and builds for TDH guns so it'll be impossible for most players to give her an elemental 2h gun.
    This means you need the support to get her up there BUT if you do, she can deal extraordinary burst and average damage at the same time with barely no downtime.
    She's simple and requires a very specific team but has incredible potential.

    3.Zack - Oh? A FF7 unit in a ranking? Fans, rejoice!
    Zack is mostly an LB finisher for his highest burst and shouldn't be hard to cap at all. His LB with only an additional materia can reach a 8100% modifier, though that can be a lot higher, too, depending on your gear.
    If you don't have his LB up you have pretty strong off-turn finishers, too. Through his CD ability Lucky Star and Moogle Power's buffs you can expect a 6900% modifier each turn from Zack.
    While he has his own Fire, Ice and Lightning 80% imperil, he lacks all sorts of imbues and therefore either needs a 2h greatsword with innate element OR an external imbue.
    He's strong but doesn't have the outstanding potential of Regina.

    4.Enhanced Ignacio - Bignacio, the one and only big "daddy"!
    Mostly held back by his poor axe selection to choose from in GL (an event axe that isn't available and his STMR as primary options), Ignacio has a lot of potential as a unit now.
    His damage went up to the point where he can have a ~6600% modifier every turn with a 110% fire imperil , good amount of bulk and a high damage variance from axes.
    Additionally he has really good support capabilities with LB Fillrate buffs, AoE 180% ATK/MAG and DEF/SPR buffs as well as an AoE fire imbue, which can be crucial for teams with Regina, Cid or if you don't have any e.g. good fire weapons for one of your chainers.
    One of my personal favourite units who received awesome GL buffs and now deals a heck ton of damage!

    5.Enhanced Nameless Gunner Jake - NG Jake is a unit that requires more whale gear than anything else. He has a very strong Limit Burst but his competition is a lot stronger than you might think. The only way to efficiently increase his LB damage currently would be through STMRs such as "A Lion's Heart" or his own STMR. If you have these NG Jake fares a lot better, but without them he's still good but not amazing.
    He has access to 4 different imbues, which makes him really really easy to fit into most fights and also requires less external support but also comes with his own imperils, making him probably the easiest to use out of all the other finishers in this section.
    His damage does fall a bit short when compared to the likes of Cid or Regina but he is reliable even if nobody is filling up your LB gauge and has a nice elemental versatility.


    Magic Damage
    1.Elly - Another very frail mage however she packs quite a punch with her 1450% wind chain alongside a 100% wind imperil , penta-cast occasionally and permanent T-Cast. She also has the option to chain with Earth and self-cap with her earth finisher and while it's definitely inferior in terms of damage opposed to her wind chains it's an option to utilise if needed.
    Elly's high damage makes her the #1 chainer though can be hard to use as her durability is considerably low and dying makes her lose all the stacks.

    2.High Seraph Ultima - While her bulk isn't on the same level of Sophia, she's still incredibly bulky with a permanent 10% physical / magic mitigation, TDW based (which means you can enhance two weapons with HP etc as opposed to one), good passives and even a guts passive that ignores one fatal attack.
    She is based on non-elemental Chaos Wave frames that hit pretty damn hard to the point where she is almost on Elly's level however is also locked to that and provides no elemental diversity, which is a major flaw as many current trial bosses have resistances / immunities towards non-elemental damage.

    3.Sophia - Sophia can be considered an upgraded version of Trance Terra. She has the same chaining family but instead of having a Quad Cast every 6 turns she has access to PERMANENT Triple Cast alongside imperils by her own, making her a very strong and consistent magic chainer.
    What stands out about Sophia is her massive bulk with 90% innate HP, which makes her a lot easier to use in many trials that also deal damage to your damage dealers whereas other units might have to sacrifice more offensive stats to survive certain benchmarks.

    4.Maria - Maria is the only mage on this list who isn't based on Chaos Wave frames, which makes her quite unique. With her fire chains that have AT frames she can be used alongside Zeno of the Beta Star if needed as he's one of our most meta defining units in a long time.
    Outside of that she brings a strong 80% on-demand imperil as well as a huge 300% MAG self-buff and a high uptime on T-Cast, however her mediocre modifier and frailty make her inferior to the higher ranked mages.

    5.Black Mage Golbez - By far the coolest sprite out of all mages!
    Golbez has a massive MP consumption problem though also is more of a burst mage, capable of bursting stronger than Elly due to his CD ability having a massive 3600% modifier and also having Quad-Cast in the same turn. He's also based on Chaos Wave frames with a dark chain though can swap to Fire / Water / Wind chains that are significantly weaker but if needed serviceable and nice to have for many different events.
    His stats are also quite well suited against elemental heavy fights due to having 50% dark / light resistance alongside 20% fire / water / earth / wind resistance.
    Also cool sprite.

    1.Elly - Do I have to explain why?
    With permanent T-Cast and occasional access to Penta-cast alongside 3 finishers (water, earth and fire) that stack up to a 1450% modifier each cast and having a 100% imperil on top of it makes her a really strong finisher. Though it might be hard to chain cap all of her casts during the penta-cast turn.
    Elly can be very hard to use in a few fights due to her low durability, so make sure to gear her towards that or you'll lose all your precious stacks!

    2.Mediena - Mediena while not being as fast as Dragonlord stacks up within 3 turns to max through her permanent T-Cast. Afterwards she's left with a 4200% ice finisher that she can amplify a lot by herself through her CD ability: An AoE 100% Ice imperil + a self 100% MAG stack buff. Combine these and she will burst a lot harder than the other competitors.
    Post enhancements her ice finisher will ramp up by a considerable amount.

    3.Enhanced Dragonlord - The Dragonl0rd returns with way higher MAG stacks, 210% innate MAG and a 35x modifier on his Kafrizzle. After you use his CD ability it goes up to a 44x modifier so Dragonlord has consistently very high damage output at any point of the fight and can even power up some more to prepare for nukes. This will always be his niche in the future but as of right now his prowess keeps him at the top at all times.

    4.Enhanced Emperor - He's still very simple and for longer fights will be able to outdamage Dragonlord quite easily, though often enough the immediate access for DL to instantly finish makes him the better choice.
    Emperor in GL has a 50% fire imperil on his Fire From Below+2 as well as now having the ability to W-Cast it for a powerful 5000% finisher every turn after you stacked it up. Due to his high innate MP regen he basically uses no MP effectively.

    5.Maria - Maria, despite being very frail and making her hard to use, has a high uptime on triple-cast with a huge 300% MAG buff alongside a non-elemental stacking finisher that (after taking T-Cast into consideration) hits almost a 9000% modifier, making Maria a good finisher though hard to use due to dying very quickly.


    Hybrid Damage
    1.Kurasame - A new hybrid chainer, hooray!
    Kurasame is a deadly chainer and while you often focus on ATK with him, even then he can still reach a decent MAG stat due to his high 200% / 250% ATK/MAG self-buffs that are included in his rotation. Kurasame can unlock Triple Cast as well as a new hybrid move that has a 2400% modifier to wreck everything. He is way above Malphasie and our other current hybrid chainers and isn't featured in any other ranking types because he still deals hybrid damage which gets affected by both physical and magic mitigation even if you have a very low MAG stat. His damage output is way above e.g. Hyoh's, too.

    2.Felix - Salute, soldier!
    Felix has higher stats than Kurasame, but compared to Kurasame's early turns damage (frontloaded), his damage ramps up as the fight goes on because of how his kit is designed. His first turns are not very exciting and weaker than Kurasame, once he catches up he has a rotation where he focuses either on fire or earth damage. He has a high uptime on T-Cast with 2400% modifiers that can chain perfectly, however they have 4 hits and thus a lower chain mod. Overall his average damage in 10 turns is higher than Kurasame, but his burst is noticeably lower while he starts off slower, making him #2. He also has no chaining partners other than him with his 4-hit 2400% chain.

    3.Karlette - A very elementally versatile chainer with access to AT Wind / Thunder frames or Quick Hit Water chains that all deal considerably high amount of damage almost reaching the likes of Kurasame.
    Aside from the frame diversity, which is valuable due to Zeno being an AT chainer, she provides great elemental resistance buffs and debuffs (4x 100% imperil), temporary ATK/MAG breaks and even mitigation buffs.

    4.Aurora Fryevia - A.Fry without taking Sun Breaker into account is still a good unit but loses a good chunk of damage. If you have it she deals a lot more damage, without it she's around KH Cloud's damage, which is still fine.
    Despite having low modifiers on some of her chains, A.Fry is capable of chaining with the AR, AT, Onion Slice and DR family. Having access to these many common chain families will always be a great treat. Her DR chain has innate holy element and comes with a 100% light imperil, too!
    A.Fry has almost always T-Cast up through her CD ability or her LB.

    5.Beowulf - As a damage dealer pretty mediocre and on the lower end of damage dealing though has a major burst turn with his CD ability which is one of the strongest hybrid bursts currently available. His ability to break and chain with the AT family is highly valuable after the introduction of Zeno of the Beta Star.

    1.Karlette - Opposed to her chainer role where she has a lot of elemental versatility, Karlette as a finisher is a lot more linear in that regard as her only great finisher option is a fire finisher though it hits pretty damn hard. On top of her 100% fire imperil and great versatility, capable of chaining when needed, supporting through temporary ATK/MAG breaks, Phys/mag mitigation, heals / ele resistance buffs or perhaps even imperils can make Karlette a very fun to use and efficient finisher.

    2.Enhanced Beatrix - Beatrix at 7* is a simple hybrid finisher: You either have a 1400% light hybrid finisher available at all times oooor after using her own CD ability making it go up to a beastly 4200% modifier. You can rotate your CD ability into the empowered finisher into the generic finisher, which makes for a pretty consistent hybrid finisher with a lot of damage output. You can also skip the generic finisher and use her Limit Burst instead, which would make Beatrix a supportive finisher with AoE 74% ATK/MAG breaks and even an AoE 30% damage mitigation buff!
    Enhanced Beatrix now has a high ATK/MAG buff giving her an additional oomph.

    3.Aurora Fryevia - Also more of a filler ranking though A.Fry is capable of dealing a pretty hefty amount as a finisher due to her 4000% hybrid cap on the CD ability.

    4.Enhanced Veritas of the Light - You have to unlock her big finishing move. Which is a 1600% light 1-Hitter! Pretty neat. But as stated in the hybrid chainer section: her equipment selection and base stats really drag her down. Post enhancements she can now gain her finisher on Turn 1 already, making VotL a powerful T1 finisher but also helping her out significantly if you need it. Her killers also go up to 100% and she has 4 of them, while not the most common ones they still contribute a lot once they proc.
    At 7* VotL gains a new CD finisher that is available at Turn 5. A 4000% hybrid finisher to be exact. She plays out the same as before with the new addition of that beastly move. Her GL buffs also gave her another 25% on all of her killers, which makes for 4 innate 125% killers!

    5.Felix - More of a filler ranking though his 4-hit chains with huge modifiers can be capped quite easily.


    Healer + Summoner
    1.Lotus Mage Fina - A very versatile version of Ayaka in many aspects. She has Curaja, Full-Life, Reraise, Dualcast, very high stats, AoE MP regen or HP regen, AoE element resistance buffs and most importantly her Limit Burst: An AoE 100% HP Reraise. Combined with 100% innate LB fillrate you can actually get her LB fairly easy. And if you don't feel like using it: you still have Entrust! Overall unless facing stop inflicting enemies, Lotus Mage Fina is an upgrade from Ayaka but not a big one.

    2.Folka - (Can be #1)
    Folka is a massive healer that instead of trying to be the best healer per se has a lot of support utility that is especially useful in a lot lot lot of trials.
    On Turn 1 she can apply an AoE Ribbon + Charm / Stop resistance + Break resistance on-demand. Even if you get dispelled, you can easily just buff your team again, it's not on a cooldown.
    Her CD abilities are Curaja heals with 20% physical / magic / generic mitigation, which are partially not too easy to come by and can help a lot when facing strong threshholds. Other than that she can also imperil / buff water resistance and immediately recover 180 AoE MP through some LB abilities.

    3.Myra - Myra is a very interesting healer and depending what team you are running a unit with a lot of potential.
    Through her innate W-Ability and decent heals she can not only heal for a considerable amount on the same turn but also ENTRUST. Her Entrust is especially easy to use due to buffing her own LB fillrate by 200% each time you use it. It's easy to build her so you can entrust half / full LB gauge each turn while healing. Considering there are units like Zargabaath that have an AoE 50% mitigation locked behind their LB this has a lot of potential.
    Other than that she stole a bit of Folka's flair regarding the status immunities, but it's not as reliable as Folka's.

    4.Yuna - Yuna got so much healer capabilities with her 7* version and will perform really well in the upcoming elemental tetris trials. Her LB has a good DEF/SPR buff alongside huge HP/MP regens. She can cast Curaja or Reraise now as well as combine them with one of her four Bar-Ga spells (with an esper skilled for it even five). On off turns she can utilise Espers such as Fenrir for buffs / mirage or Golem for mitigation. Or dealing a respectable amount of damage which might make you kill the boss. She's a great healer and versatile at the same time.

    5.Rena - Rena is a fun healer and can easily replace your support as long as your team has access to generic mitigation (such as Sieghard's Limit Burst).
    She comes with the usual stuff (Curaja, Reraise) but on top of her previous 20% AoE magic mitigation she now has an AoE 200% LB fillrate buff AND through her LB an AoE 150% all stat buff! This is still one of the highest buffs available and on double healer compositions she fares really well because of it.
    She also has an AoE Reraise now locked behind her CD ability, though you got to be careful not to waste it!

    1.Enhanced Eiko - Eiko as a summoner performs a lot better than Citra due to many things.
    First up, her kit already allowed quick access to espers due to her cheap LB filling it up by 6~10 while applying a Curaja heal and curing all breaks. It still does the same thing but even better, higher heals and 9~10 esper orbs, which makes it more reliable. Eiko also gains 100% hightide. Her own kit features a new move that fills the esper gauge by 5~6 and recovers your allies' MP by 100. Eiko's CD ability can remove all debuffs from your team, including imperils, etc., which was currently only able through Seaside Nichol. Eiko for evoking an actual Esper will also deal more damage than Citra due to 120% innate EVO MAG passives.
    Enhanced Eiko is a more viable healer with better utility and higher EVO MAG passives.

    2.Citra - Citra is a summoner somewhat similar to PS Rydia. Citra mostly focuses on damage output through evoke abilities, which are quite strong. With a full esper gauge and her own W-Cast she can dish out a 4000% evoke finisher easily, 4500% with her CD ability. This gets amplified by quite a lot due to Citra's innate 110% EVO MAG passives and even more through other materia slots or STMRs. Citra can also holy chain while healing and filling your esper gauge, though it's fairly weak, or buff your party's magic mitigation by 20% while filling the esper gauge.

    3.Yuna - Yuna is a summoner who's the best healer out of all the units you can see here, which makes her naturally easier to slot in. However in terms of filling up your esper gauge or dealing damage with espers, she is strictly worse than Eiko as well as Citra due to lower EVO mag passives and less esper orbs gained through abilities.

    4.Enhanced Garnet - A 4* unit that has some decent healing capabilities but most importantly innate 70% summon damage, a spammable LB that almost always instantly fills up your Esper Gauge and the ability to summon all party members' Espers. She can be used as a pretty strong AoE finisher that way, but offers pretty much only damage.

    5.Pure Summoner Rydia - Rydia appears twice in the rankings!
    PS Rydia has many different summon tools: 60% innate EVO MAG, multiple elemental evoking damage abilities + Tornado / Quake. She also has a very powerful evoke chaining Limit Burst, that can be utilised with a dupe Pure Summoner Rydia to deal some serious damage.
    Her elemental finishers vary from earth, water and fire. Most notably are her Water / Fire moves. The water move doesn't have to be unlocked and has a 16x multiplier, while the fire move has 21x mulitplier but needs to be unlocked. One of the major downsides of her is her relatively slow esper gauge collecting (especially on turns where you don't chain) and not being able to use magic killers.


    Supporter
    1.Sylvie - A great buffer with many tools to play around with! To keep it brief:
    • Triple Cast (which means fast pace)​
    • Large elemental resistance buffs​
    • Thunder / Earth / Light imbues​
    • Chains to any ally​
    • 25% Phys / Mag mitigation​
    • Spammable HP barriers​
    • Great regens​
    • AoE Ribbon / Break resistance​

    2.Yuraisha - Yuraisha is very similar to MS Nichol but with higher parameters in most areas.
    Her LB is spammable after its first use due to the AoE 200% LB fillrate buff while also buffing all stats by 170%.
    After one of her CD abilities you have a spammable 3000 HP barrier for several turns while also always having 20% phys / mag mitigation and partially 40% generic damage mitigation alongside ST Demon / Beast killer buffs, making Yuraisha a very strong buffer. Similar to MS Nichol she has 4 70% resistance buffs with Earth, Wind, Dark and Light.

    3.Maritime Strategist Nichol - MS Nichol is huge and I don't mean his size.
    He has a ton of things to play around with: AoE buffs + LB Fillrate, AoE buffs regens, AoE Buffs + Self Breaks (great synergy with Folka), AoE mitigation, 4x AoE 70% resistance buffs, CD abilities that buff stats and mitigation by a lot while filling up esper gauge, AoE Auto LB and even a ST Water imbue that also synergyses well with Folka's Water Imperil on many different units.
    MS Nichol has it all for a support that is currently wanted and his LB can even cure breaks if necessary. He's a great buffer for every team.

    4.Seaside Nichol - S.Nichol is an incredible buffer when it comes down to defensive prowess.
    He has AoE damage mitigation, AoE phys / magic mitigation as well as ST phys / magic mitigation with high DEF/SPR buffs and can even cure / redirect breaks + imperils, which is a trait we haven't seen before like that. His LB also applies a massive 170% DEF/SPR buff onto everybody while also granting everyone a 3000 HP barrier. If you couldn't survive before I'm quite confident you will be able to survive now.
    His main drawbacks are the lack of all ATK/MAG buffs as well as having no regen buffs, which especially hurts in the HP regen department.
    S.Nichol rose in the rankings due to most damage dealers having their own ATK buffs (/permanently).

    5.Enhanced Zargabaath - Zargabaath got a lot of upgrades in his 7* form and while he has similar traits as Ignis, where you can't use everything he offers, the tools he does offer are great.
    His LB is very expensive and can't be maintained unless you have access to gear like Dream of the Fayth, but it buffs your entire party by 150% all stats and your damage mitigation by 50% for 2 turns. Locked behind his CD moves, which is either an AoE 60% all ele resistance buff or an AoE 140% all stat buff + 30% mitigation, he can W-Cast a good amount of his abilities, including his ST Reraise + HP/MP recover + HP/MP regens. As I said, he can't do everything at the same time / rotation, but he has a lot of possibilities and synergyses well with many teams.

    First off: MAG / ATK Breaks are always better than DEF / SPR / Elemental breaks, because those just increase the damage you are dealing. But most bosses require to survive everything and deal rather small damage overtime, that's why ATK / MAG Breaks > the others. Knight Delita can also be used as a finisher in the meantime, not only covering massive breaks but some good DPS.

    1.Auron - Not only one of the coolest characters in the final fantasy franchise, Auron has a great breaker kit.
    He comes with W-/T-Cast capabilities alongside Fire / Wind AT chains, which are very common currently and many of the top damage dealers in the future will also use AT chains, making his frames worthwhile.
    His LB can chain with a dupe Auron for a good chunk of damage around Hyoh's level of damage but also fullbreaks for 74%.
    His CD ability is massive for any event OTKO or general OTKO as well as easing up your support's buff rotation as it has an AoE 70% fullbreak + an AoE 140% all stat buff!
    And if you really don't have anything to do with Auron you can use his innate finisher capabilities and gain a slight damage advantage for free.

    2.Enhanced Loren - Loren is a force to be reckoned with. She as a breaker is powerful. Her CD ability is available on Turn 1 and immediately unleashes an AoE 70% fullbreak that lasts 3 turns as well as a 200% LB fillrate buff which is incredibly powerful for herself as well as for your team depending on what LBs you have. Her LB itself has an AoE 74% fullbreak as well as a 79% wind / lightning / holy imperil! On off turns she can generate a lot of crysts or chain with another Onion Slicer / Aureole Ray chainer.

    3.Beowulf - An unexpected ranking though has its reasons:
    He's capable of maintaining his breaks despite giving the impression that he can't in multi target fights. His CD ability is the classical AoE 74% fullbreak and during that time you can either re-apply breaks (which he has pretty strong on-demand breaks) or use him to chain / imperil.
    Beowulf has AT frames that are especially valuable now after the introduction of Zeno and can offer even more imperils with 75% ice / dark or 100% light!


    4.Heavenly Technician Lid - The new best breaker in the game as of right now. She has all the breaks you want: AoE 50% ATK/MAG or DEF/SPR breaks. ST 60% ATK or MAG or DEF or SPR breaks. And on top of that her Limit Burst has a 2 turn AoE 70% FULLBREAK! That's right! It is quite expensive but can be spammed with the right set up. Even if you don't have access to her Limit Burst, her on demand breaks are fantastic and easily outshine the units we already have.
    She's ahead of 2B now due to 2B's damage dealing niche being less important now after the introduction of Esther and Zeno.

    5.2B - 2B got very similar numbers as Loren with a different kit. Her CD ability is available on Turn 1 with an AoE 3 turn 70% fullbreak as well as a self 250% ATK/DEF buff and unlocking three crucial abilities that either imbue her, imperil lightning by 100% or chain + LB fill. The latter grants her 9 LB crysts or 18 with DW. Her LB has a massive 2800% modifier that can be used to chain with a dupe or actually be capped in a chain, which should be quite easy. That way 2B offers a lot of damage output while being your breaker. The LB breaks have the same strength as Loren's but in return lack imperils.


    Tanks
    1.Sieghard - The new top dog. Not because he is beautiful but because of what he offers. His tank stats are ridiculously high, even higher than Wilhelm, while being a lot easier to gear and not having to use up a shield slot for his TMR ability, meaning other builds with higher ele resistance etc. will only favour him.
    Sieghard has the standard AoE cover with a 75% chance + 60% average mitigation. His LB is easily spammable due to 150% innate hightide and it has an AOE 3 turn 45% mitigation. This for most team compositions will be a (/large) upgrade from your current mitigation and when facing a lot of AoE phys + magic damage or even uncoverable damage increases the likeliness of your team surviving.
    Sieghard also has some other fun stuff to play around such as his provoking (especially auto provoking), a 100% earth imperil, a CD AoE magic cover for facing certain phases / threshholds and 90% mitigation CDs for both physical and magic damage. In general this makes Sieghard the best current physical tank.
    Sieghard lacks counters, but this can be fixed by equipping him with Assassin Dagger or Black Belt if you do depend on counters for LB cryst generation.

    2.Enhanced Wilhelm - While Wilhelm's 7* didn't add a magic cover, it added everything else. Wilhelm has monstrous tank stats, Wilhelm has a 60% ATK or MAG break that mitigates a whole lot of damage. Wilhelm can AoE cover physical attacks AND use his provoke with a 40% mitigation buff to tank all the ST magic attacks as well. Wilhelm has ignore fatal attacks in case the damage output is too high. Wilhelm still has his 3 auto LB and his AoE 54% mitigation buff for strong Threshholds. With the current addition of so many content that required a full evasion tank before, Wilhelm perfectly fits at #2.

    3.Enhanced Demon Rain - Not only having a pretty dope sprite but also finally receiving high base stats alongside a looooooooot of defensive passives to make up for his previously lacking defensive prowess. In fact, he focuses a lot more on tankyness as well as having his physical AoE cover now that his counters naturally became worse because they didn't receive any modifier boosts and compared to other damage dealers it's more of a nice way to gain esper orbs and lb crysts than anything. He also has a 104% fire imperil through his LB and Entrust.

    4.Enhanced Mercenary Ramza - His 7* had a GE buff so that his physical cover IS NOT a CD ability anymore, making him a much more powerful AoE physical cover tank than he was before with innate ribbon + charm immunity, high stats and even being able to either use his 60% break rotation or use him as an AoE phys cover tank + provoker, which is a trait that can be really good due to his high DEF and SPR.

    5.Basch - Basch is very similar to his 6* version: Breaks, AoE magic and phys cover. His stats are higher than previously and his huge equipment selection makes it very easy to bring him up to 100% dodge. He now has a CD break that's available at turn 1 which fully breaks the enemy's stats by 65% for 3 turns while buffing his own stats by 150%, which can be huge if your breaker is down or you need to reapply a break fast. He can also ST reraise him now and can LB fill your team slightly, which makes LB users a lot more reliable. He even has an AoE 120% DEF/SPR buff that heals on a Curaga level.

    1.Enhanced Chow - Chow, the good boi.
    While not being tankier than WKN in a comparison, which is one of the harder things to achieve in FFBE, Chow comes with utility that WKN will never have: Curaja and break resistance. These two are awesome traits and if you remember back to the old days where we used Cecil with his Curaga heals you know how useful a strong heal from a tank can be, thus Chow with his high stats and access to Curaja is a really nice unit to have to either completely bench your healer in easier fights or support them throughout the fight.

    2.Enhanced White Knight Noel - WKN 7* got an AoE magic cover which makes him a monster of a tank if you use his provoke at the same time. Why?
    Because WKN's provoke buffs his own stats by 150% and grants him a 50% physical + magic mitigation. This can stack with the cover mitigation, guard and general mitigation coming from your supports. With his high defensive stats alongside his huge mitigation WKN can become ridiculously tanky. Since his counters were based on getting hit by magic attacks, he will also reliably imperil ice by 50~75%, which can be useful if your units have weaker or no imperils. He can also chain with Tornado or Freeze, though that's only chain utility as his mods are very low.

    3.Awakened Rain - A new addition as well as having a more unique playstyle. His main selling points are his great base stats, massive passive boosts and his AoE magic cover. However, he wouldn't be on #2 alone even if he is the tankiest AoE magic cover unit since Chow's support aspects are really good.
    What A.Rain can innately do that others need specific setup for is utilising his provoke. His stats allow him to (currently) mostly cover AoE magic damage and tank the incoming ST hits unless the enemy has insanely high attack stats.
    With 7*s he gains way higher stats, higher ele resistances, AoE status ailment resistance buffs as well as stop resistance and heals.

    4.Lilith - Lilith while being a better magic tank than physical isn't too far off from Awakened Rain statwise. A TMR BiS only is ~1k HP below what A.Rain offers, thus meaning she is very bulky. She can chain with AR frames and Kingsglaive while also offering dark / fire imperils for e.g. Trance Terra users as well as a great self-sustain and AoE break resistance.
    She does lack an innate provoke though.

    5.Basch - Basch is very similar to his 6* version: Breaks, AoE magic and phys cover. His stats are higher than previously and his huge equipment selection makes it very easy to bring him up to high element resistances. He now has a CD break that's available at turn 1 which fully breaks the enemy's stats by 65% for 3 turns while buffing his own stats by 150%, which can be huge if your breaker is down or you need to reapply a break fast. He can also ST reraise him now and can LB fill your team slightly, which makes LB users a lot more reliable. He even has an AoE 120% DEF/SPR buff that heals on a Curaga level.

    What is a passive provoke tank?
    A passive provoke tank achieves 100% draw attacks through Gear. That includes Moogle Shield, K Producer Jacket or Wrapped Gift. This version does not have to use up an action for their provoke nor will their provoke be able to be dispelled. Upon reraising they will redirect all attacks, too.

    1.Sieghard - Seeing Sieghard on this ranking might surprise you as his provoke only lasts for 2 turns. However overall he has two aspects that others (except WKN partially) don't have.
    His Provoke lasts 2 turns, which is a big bummer, but instead of giving him a 40% general mitigation, it grants him a 40% physical mitigation. If you have external sources of general mitigation which can be either his LB on off turns or by various supports (especially units such as Zargabaath), his tankiness on the first provoke turn becomes ridiculous and on the following off turn with a guard even higher. Overall even with only 2 turns his bulk throughout that duration is a lot higher.
    The second aspect is 100% auto provoke, which is significant and unique in its own as Demon Rain and Wilhelm would both lose a ton of stats in comparison. Auto Provoke saves turns, is immune against Dispel and upon getting reraised you still redirect all attacks. Auto Provoke also works really well with both of his AoE covers.
    Sieghard lacks counters, but this can be fixed by equipping him with Assassin Dagger or Black Belt if you do depend on counters for LB cryst generation.

    2.Enhanced Wilhelm - He has it all in regards to a provoke tank, 100% provoke with damage mitigation, status ailment resistance, HP recovery upon guarding, insane LB with spam potential, insane stats + passives and counter chances. Currently the best tank because of these features. He also has strong AoE buffs, but lacks MP to constantly use them. Post enhancements he gains way higher HP and SPR while also having great buffs. Combined with his LB spam, he can be a valuable support while soaking all hits. Now also has AoE physical cover, 60% ATK and MAG break as well as huge tank stats.
    With Moogle Shield + Wrapped Gift he can hit 100% auto provoke, which is really strong but you are losing a lot of stats while doing so.

    3.Enhanced Demon Rain - With his 7* upgrade you can make Demon Rain a really good provoke tank. His tankyness through high stats and his 50% mitigation buff are beastly while still having his previous 100% counter rate to generate a lot of esper orbs and LB crysts. He can also AoE cover if needed against physical damage, offers an Entrust, a 150% AoE ATK/MAG buff AND a 104% fire imperil through his LB.
    With Moogle Shield + Wrapped Gift he can hit 100% auto provoke, which is really strong but you are losing some stats while doing so.

    4.Enhanced White Knight Noel - WKN can reach 100% auto provoke, but loses a ton of stats from it as well as doesn't benefit from his massive mitigations. His support utility is really mediocre to a point where he almost doesn't support your team compared to the higher ranked options.

    5.Enhanced Snow - Filler ranking

    What is an active provoke tank?
    An active provoke tank is using up an action for their provoke, but in return can remain higher stats through gear and gets a mitigation buff from their provoke. For maximum tankiness, this is the better version though can be dispelled and removed through death.

    1.Enhanced White Knight Noel - WKN's provoke buffs his own stats by 150% and grants him a 50% physical + magic mitigation. This can stack with the cover mitigation, guard and general mitigation coming from your supports. With his high defensive stats alongside his huge mitigation WKN can become ridiculously tanky. Sadly his counters are based on getting hit by magic damage, if you use him as a provoker without the aoe cover you will not counter nearly as much as you would otherwise, toning down his overall utility even further. He can also chain with Tornado or Freeze, though that's only chain utility as his mods are very low.

    2.Enhanced Demon Rain - Demon Rain with his provoke and 7* upgrades is beefy. He has high defensive passives as well as a 50% mitigation coming from his provoke. His 100% counter rate as well as Entrust in his kit makes him a reliable to choice to spam LBs on otherwise expensive units, which can be a gamechanger. He even has a 104% fire imperil coming from his LB. This can be used by a large roster of units and for instance Trance Terra appreciates that.

    3.Enhanced Wilhelm - As a pure provoker without the covers, Wilhelm is a downgrade from Demon Rain with less mitigation and less counter rates. What he does have though is an AoE 54% 1 turn mitigation that can be used for threshholds or for any turn you feel like it. Upon guarding Wilhelm even recovers his own HP up to 3k. In some scenarios this is actually useful, especially for no healer runs that a lot of current trials can be used on.

    4.Sieghard - His Provoke lasts 2 turns, which is a big bummer, but instead of giving him a 40% general mitigation, it grants him a 40% physical mitigation. If you have external sources of general mitigation which can be either his LB on off turns or by various supports (especially units such as Zargabaath), his tankiness on the first provoke turn becomes ridiculous and on the following off turn with a guard even higher. Overall even with only 2 turns his bulk throughout that duration is a lot higher.
    Sieghard lacks counters, but this can be fixed by equipping him with Assassin Dagger or Black Belt if you do depend on counters for LB cryst generation.

    5.Enhanced Mercenary Ramza - Truly one of the FFBE underdogs. With massive global enhancements, Mercenary Ramza went from complete garbage to a top tier unit. And he deserves that. He basically has the same provoke as Wilhelm, 100% Provoke + 40% mitigation. His passives are massive to balance out his slightly outdated base stats. Generally he can reach very high HP and DEF stats with good gear. The twist though is that M.Ramza can use breaks. 45% ATK/MAG ST breaks firstly after his provoke that transition into 60% single breaks. And 60% breaks are very strong. However, it does take him some time. He can also be used as a chain bridger in case some need this for weird strategies.



    (being worked on)
    (Beginners, near to no TMR's, no 5* base units, Cheap Enhancements only)

    Physical Chainer Physical Finisher Magic Chainer Magic Finisher Healer Buffer Debuffer Tank
    1.Agrias** 1.Cupid Artemios*/** 1.Lexa 1.Garnet** 1.Tilith* 1.Yan* 1.Ling*/** 1./2.Mystea / Shylt
    2.Camille 2.Killian 2.William 2.Rubicante 2.Roselia** 2.Soleil** 2.9S* 1./2.Barusa*/**
    3.Aura 3.Firion** 3.Victoria** 3.Victoria** 3.Yan* 3.Rikku 3.Desch 3.Liquid Metal Slime*/**
    4.Pirate Jake* 4.Setzer 4.Shantotto 4.William 4.Luka** 4.Ryumynui 4.Warrior of Light 4.Warrior of Light**
    5.Zidane 5.Cor 5.Ashe 5.Veritas of the Waters 5.Aria 5.Crowe 5.Veritas of the Waters 5.Cagnazzo
    F2P Mobile Rankings + Reasonings
    Physical Chainer Physical Finisher Magic Chainer Magic Finisher Healer Buffer Debuffer Tank
    1.Agrias** 1.Cupid Artemios*/** 1.Lexa 1.Garnet** 1.Tilith* 1.Yan* 1.Ling* 1./2.Mystea / Shylt
    2.Camille 2.Killian 2.William 2.Rubicante 2.Roselia** 2.Soleil** 2.9S* 1./2.Barusa*/**
    3.Aura 3.Firion** 3.Victoria** 3.Victoria** 3.Yan* 3.Rikku 3.Desch 3.Liquid Metal Slime*/**
    4.Pirate Jake* 4.Setzer 4.Shantotto 4.William 4.Luka** 4.Ryumynui 4.Warrior of Light 4.Warrior of Light**
    5.Zidane 5.Cor 5.Ashe 5.Veritas of the Waters 5.Aria 5.Crowe 5.Veritas of the Waters 5.Cagnazzo





    In the past I worked together with @Jose and later on @Parade on these rankings. For a long time now I have been working on them alone, so if they aren't always up to date, please keep in mind that I am not always able to update them right away.



    Have a nice day!
     
    Last edited: Sep 21, 2019
  2. Asf

    Asf Dead ace VIP

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    Why isnt there a 5 base in the f2p attackers bracket while theres rem all over the place in other brackets.?
    Getting rem is harder than getting firion for sure.
    But its not like a f2p cant get any 5 base attackers tho..
     
  3. Memel0rd

    Memel0rd Forum-Crash-L0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    Like in Jose's previous ones, 5* receive huuuuuge drop offs in rating for being a 5*. Because a f2p can't really decide which one they'll get really. That being said, Rem is still really incredible etc.
     
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  4. Asf

    Asf Dead ace VIP

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    If basing of f2p friendly and the zero need for tmr to become good units I think luneth will take this cake.
    Without tms luneth is the best thing you can build.. even if hes a 5 base. You dont even need a zidane and grinded him to be effective.
    Firion with no dw no tm and even pots.. eh.. just lacking.
     
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  5. Carnefix

    Carnefix Taking a break from News Staff Member Moderator VIP Supporter German Moderator Arena Runner Up S2 Arena Runner-Up S1

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    Thanks for the work :)

    There is a small error:
    F2P Magic Attackers: 5th place is Rems sprite instead of Ace
     
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  6. Memel0rd

    Memel0rd Forum-Crash-L0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    It's fixed + It should've been rem in the first place. ^^ Ace is not on the F2P list anymore
     
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  7. Veritas of the Wine

    Veritas of the Wine Miss Vanjie VIP Supporter

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    Yeah, I feel like we kind of need a blend here, as most of us long-time FTPs probably fall somewhere in the middle, with a few 5* bases (unless supremely unlucky) & a few common farmed TMRs (DW, DC etc), good event weapons/materias etc. So neither of these lists really apply to us.

    Also, I have to ask why no place for Noctis anywhere? I appreciate that a lot of his attacks are hybrid based & therefore his DPS may not be enormous compared to recently released units, but he should at least get a spot on the debuffers list. Warp Break & Thunder Flask can inflict all breaks & the other two Flasks can wreak havoc with just about anything that doesn't have immunities. That's almost comparable to Ling. Noctis would lose slightly due to WB being ST, but he does also contribute DPS with his debuffs. Where as Oldmandude has a place on the list , but can only debuff ST Atk & Mag (without his exclusive materia, which nobody ever equips), light resist & ST silence/stop/confuse, one at a time.
     
  8. Memel0rd

    Memel0rd Forum-Crash-L0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    Quote: "First off: MAG / ATK Breaks are always better than DEF / SPR / Elemental breaks, because those just increase the damage you are dealing. But most bosses require to surive everything and deal rather small damage overtime, that's why ATK / MAG Breaks > the others."

    Noctis is not bad at all, this ranking is just role specified. Yes, his warp break does break attack and def, but those are only 30%. 10% more breaks are way higher than you might think. Orlandeau can inflict ATK and MAG on the same turn, too, with 10% more breaks.
     
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  9. Veritas of the Wine

    Veritas of the Wine Miss Vanjie VIP Supporter

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    Fair enough. I normally use my Ling to break in most cases anyway (lets Orlandeau get straight down to business), but I tend to take Noctis for the harder fights as I don't have 100% evade (yet) & Noctis is easier for me to keep alive (higher HP & Damage Warp).
     
  10. Memel0rd

    Memel0rd Forum-Crash-L0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    Noctis, like I said, is Really good. I usually only use him for his cover. In gilgamesh trial his thunder flask is also really good, break + thunder seal.
    But for a specific category, he doesn't exceed in anything anymore really. Overall still great
     
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  11. Resnesky

    Resnesky Ascended Member Supporter

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    Nice that you're reworking on it Meme and Jose, I really liked Jose's ranking before.

    Suggestion and current testing I've done... As P2P, Reberta > Aileen currently.
    Yes she chains with herself, but it's tricky, even more so if you DW both of her.
    While Rebeta is 7 Hits and Chain perfectly with herself AND with landus. Hence doing more Damage.
    I'm only using Aileen for her MP recovery now in my Team... I know kind of sad, but until she gets her enhancements (if they come), to me reberta > Aileen.

    Also, it has been calculated (I need confirmation) that Rebeta's Jump chaining was doing almost same damage as Orlandeau's chain...

    Another point to put reberta above Aileen, and I love Aileen, much more waifu material.


    Anyway, keep up the good work.
     
  12. Memel0rd

    Memel0rd Forum-Crash-L0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    The main point, why we put Aileen > Reberta is, that Aileen has far more versatility in builds and doesn't require turns to set up. Yes, Reberta deals more damage overall, but she is still slow. Physical chainers tend to pretty much clear everything really fast rn, meaning turns to setup will slow you down quite a bit.
     
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  13. Veritas of the Wine

    Veritas of the Wine Miss Vanjie VIP Supporter

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    How does she chain with Orlandeau? I've been pretty much ignoring the Rebertas on my list, but I may have to check this out!
     
  14. Resnesky

    Resnesky Ascended Member Supporter

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    It's a bit tricky, gotta launch Landu first, since he has a bit of latency before his first hit lands.

    I have the 3 of them, Aileen/Landu/Reberta. Had several perfect chains with 2 landu (of course), several perfect chain with 2 reberta (needs practice, a bit), never had once a perfect chain with 2 Aileen...

    So Yeah, I love her MP recovery since I don't have Noctis, and yes, she can wear any weapon, but she doesn't get any ATK boost from wearing particular weapon, and the only bonus she gets is when using her imperil with her TMR.

    If Reberta not above Aileen, she should at least be on Par. Mystic thrust chain out the box on turn one like any of the above.
     
  15. Jose

    Jose Purple lord VIP Supporter

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    I'd like to say that jumps aren't affected by killers nor elements, so trying to make Reberta over Aileen in that way it's kind of a stretch, not counting utility as well.

    Also, Reberta needs 1 turn worth of setup to get her "mega jump" going, while Aileen can just go ham by only using 1 move basically.
     
  16. spada

    spada All hail the baconl0rd! VIP Supporter Arena Runner-Up S1

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    Nice rebuild of the rankings. Only thing i would change/add/etc is concerning the limited units in the F2P rankings since new players won't be getting them unless gumi graces them with a banner with them. Other than that, i mostly agree on the rankings and might elaborate more on it as soon as i get some sleep (which won't be happening for the next 9 hours)
     
  17. Kinsz85

    Kinsz85 VIP VIP

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    jump isn't all Reberta has though, she can chain better than Aileen and she can finish.
     
  18. Jose

    Jose Purple lord VIP Supporter

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    Aileen is one of the best chainers if you put your mind into it. By that i mean having Aileen be on slot 1 & 3 or slot 4 & 6. Tested out by some people i know in jp, this way, she perfect chains.

    As for Reberta she has 3 skills that drop elemental resistance, which is quite useless for the fact that jumps, her main way of damage, don't get affected by it. As for mystic thrust, again, it takes 1 turn worth of setup to properly put it in motion.

    And, a finishing touch, her gear. She can only equip 1 single 50% attack TM, while Aileen can equip 2 of them (GS + DKS/BM). If you want to counter this argument with the fact that in the future wind veritas has a tm that adds 50% attack with spear, i can use another argument that is called Aigaion.
     
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  19. Kinsz85

    Kinsz85 VIP VIP

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    No it doesn't take any turn to set up Mystic thrust, you can use it right off the bat ( you could boost it to be Aoe chain by setting it up but it's not required)Jp Aileen is a top tier Chainer, ours is not. She is inferior to Reberta, she does 5 hits while Reberta does 7 ( she will be better when her enhancements hit but that won't be for a while).
     
  20. Jose

    Jose Purple lord VIP Supporter

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    Aileen piledriver = 400% base + 600% (earth imperil factored) = 1000% modifier (1st turn) + 1200% (2nd turn = 2200% mod

    Reberta mystic thrust = 400% x 2 turns x 2 = 1600%

    With breaths, which takes 1 turn of setup, it's 500% (1st turn) + 1200 (2nd turn factored with ice imperil) = 1700% mod
     
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