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Memel0rd's Unit Rankings

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

  1. Memel0rd

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

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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.



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

    We also have Reasonings for both P2P and F2P Rankings, CHECK THEM OUT!




    Disclaimer: The addition for TMR VS STMR rankings will come once they actually make a difference. Current



    The rankings without TDH:



    Updated: 1/17/19
    Do note that Aurora Fryevia will be added with the launch of her banner.​

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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]2B* [​IMG]Sora* [​IMG]Cloud (KH)* [​IMG]Sephiroth [​IMG]Tifa
    Physical Finisher [​IMG]Veritas of the Flame** [​IMG]Duke** [​IMG]Cloud (KH)* [​IMG]Olive** [​IMG]Shadow Lord

    Magic Damage
    Rankings 1. 2. 3. 4. 5.
    Magic Chainer [​IMG]Tiana* [​IMG]Christine*/** [​IMG]Trance Terra** [​IMG]Grim Lord Sakura*/** [​IMG]Barbariccia**
    Magic Finisher [​IMG]Dragonlord*/** [​IMG]Emperor** [​IMG]Blossom Sage Sakura [​IMG]Livid Shantotto [​IMG]Barbariccia**

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

    Healer and Summoner
    Rankings 1. 2. 3. 4. 5.
    Healer [​IMG]Lotus Mage Fina [​IMG]Folka [​IMG]Yuna [​IMG]Ayaka** [​IMG]Rem**
    Summoner [​IMG]Eiko [​IMG]Citra [​IMG]Yuna [​IMG] Garnet** [​IMG] Pure Summoner Rydia

    Supporter
    Rankings 1. 2. 3. 4. 5.
    Buffer [​IMG]Zargabaath** [​IMG]Ignis [​IMG] Maritime Stratgist Nichol [​IMG]Seaside Nichol [​IMG]Elephim
    Debuffer [​IMG]Loren** [​IMG]Kryla*/** [​IMG]2B* [​IMG]Machina [​IMG] Heavenly Technician Lid

    Tanks
    Rankings 1. 2. 3. 4. 5.
    AoE Physical Tank [​IMG]Sieghard [​IMG]Wilhelm** [​IMG]Demon Rain*/** [​IMG]Mercenary Ramza** [​IMG]Basch
    Aoe Magic Tank [​IMG]White Knight Noel*/** [​IMG]Awakened Rain [​IMG]Lilith* [​IMG]Basch [​IMG]Beryl
    Passive Provoke Tank [​IMG]Sieghard [​IMG]Wilhelm** [​IMG]Demon Rain*/** [​IMG]White Knight Noel*/** [​IMG]Snow**
    Active Provoke Tank [​IMG]White Knight Noel** [​IMG]Demon Rain*/** [​IMG]Wilhelm** [​IMG]Sieghard [​IMG]Mercenary Ramza**
    P2P Mobile Rankings + Reasonings
    Physical Damage
    Rankings 1. 2. 3. 4. 5.
    Physical Chainer 2B* Sora* Cloud (KH)* Sephiroth Tifa
    Physical Finisher Veritas of the Flame** Duke** Cloud (KH)* Olive** Shadow Lord

    Magic Damage
    Rankings 1. 2. 3. 4. 5.
    Magic Chainer Tiana* Christine*/** Trance Terra** Grim Lord Sakura*/** Barbariccia**
    Magic Finisher Dragonlord*/** Emperor** Blossom Sage Sakura Livid Shantotto Barbariccia**

    Hybrid Damage
    Rankings 1. 2. 3. 4. 5.
    Hybrid Chainer Kurasame Felix* Fryevia** Malphasie Kunshira
    Hybrid Finisher Veritas of the Light** Beatrix Fryevia** Kurasame Kunshira

    Healer and Summoner
    Rankings 1. 2. 3. 4. 5.
    Healer Lotus Mage Fina Folka Yuna Ayaka** Rem**
    Summoner Eiko Citra Yuna Garnet** Pure Summoner Rydia

    Supporter
    Rankings 1. 2. 3. 4. 5.
    Buffer Zargabaath** Ignis Maritime Strategist Nichol Seaside Nichol Elephim
    Debuffer Loren** Kryla*/** 2B* Machina Heavenly Technician Lid

    Tanks
    Rankings 1. 2. 3. 4. 5.
    AoE Physical Tank Sieghard Wilhelm** Demon Rain*/** Mercenary Ramza** Basch
    Aoe Magic Tank White Knight Noel*/** Awakened Rain Lilith* Basch Beryl
    Passive Provoke Tank Sieghard Wilhelm** Demon Rain*/** White Knight Noel*/** Snow**
    Active Provoke Tank White Knight Noel*/** Demon Rain*/** Wilhelm** Sieghard Mercenary Ramza**

    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.

    1.2B - Her 7* upgrade turned 2B into a deadly chainer AND breaker. Even at the same time!
    You can either use her as a really powerful TDW chainer and keep up 70% / 74% fullbreaks up at all times while still dealing buttloads of damage or you can choose to use her with TDH and a two-handed weapon! Anything works really, but Fixed Dice would be the best option. Her damage compared to the others is incredibly high even matching Kurasame's damage. Especially her burst is outstanding. Imo the break utility on top of high damage output makes up for the lack of chaining partners.

    2.Sora - Sora is a bland unit that focuses solely on dealing damage without any imperils nor imbues.
    His equipment selection is rather good and he has 150% innate TDH as well as a lot of unconditional ATK, making 2h weapons great and the Equip Bow+ 2h ele bow even better. With Cataract, Fierce Shot or Killer Bow+ Sora as well as an external imperil Sora can deal a lot of damage as an AT or DR chainer. He has a very high uptime on T-Cast.

    3.Cloud (KH) - Cloud (KH) is basically the same as Sora as a damage dealer. Same build, no imperils / imbues but his DR chain has a worse modifier and he doesn't have access to T-Cast, making him the worse version as a chainer between the two.

    4.Sephiroth - The swiss knife of FFBE in terms of physical chainers.
    Sephiroth was previously known for having many chaining families, but now he has 5 different chaining families he can be used with! QH, DR, AT, Onion Slicer and Octaslash! His arsenal of potential units to chain with is massive and he himself has a 60% / 100% dark + light imperil, making him a powerful chainer. His damage after many turns is below Tifa but the utility his frames bring with him puts him above.

    5.Tifa - Tifa is similar to Sephiroth in that she can imbue herself as well as imperil, which makes her quite easy to use from the getgo.
    She focuses on water and her LB is excellent at doing so with a 100% water imperil, 74% DEF break and self 200% ATK buff. Her frames focus on DR with an 850%~1350% chain that needs to stack up, putting her a bit on the slower side of chainers but her damage capabilities are still high.

    1.Enhanced VotF - Veritas of the Flame is now an incredible finisher due to very generous GL upgrades.
    With his own Trust Ability and enhancements, equipping VotF with an Axe grants him innate 280% ATK! This means you can slot in Tomb Raider or any killer you want without losing any ATK, which is a nice boost in damage. His trust ability also grants him 2x the chance to proc his counters, which means he has an innate 80% chance to get his Uplift +2 at any attack. Due to the AoE physical and magic attacks that most trials have nowadays this is a consistent option opposed to the previous trials where 2 tanks could soak up all damage.
    At Turn 4 VotF goes insane and gets access to a 3000% fire finisher, which, especially when you proc'd your 100% fire imperil counter, deals outstanding damage. He is also very versatile due to his double axe ability. He can imbue and imperil four different elements at the start of the battle.

    2.Enhanced Duke - Duke is simple: High ATK with TDW and jumps. First will spend some time using his 470% jumps and with his CD you will get an okay 700% finisher with an AoE 100% ice imperil that enables a 750% ice jump the turn afterwards, which packs a strong punch capable of reaching VotF's damage output. Sadly he is not as versatile in elements and takes a few more turns to get there, which ranks him lower than VotF.

    3.Cloud (KH) - Cloud (KH) is a bland damage dealer with no imperils nor imbues. However with equip bow + one of the three elemental bows with high ATK he can function as a strong finisher, too. His LB has a 70% damage contribution on its last hit which results in a lot of damage due to its total ~3200% modifier. If you can fit in more of the hits the damage output is even better. His off turns are quite strong as well due to his high self ATK buff.

    4.Enhanced Olive - Olive's 7* added some really high damage output. With Sparky she now has innate 250% DH, making her very easy to build. Olive's True Shot now goes up to a 1000% modifier, Scattering Shot to a 450% modifer. Not only that, her CD ability adds an even more powerful finisher: A 1500% AoE finisher with an AoE 100% Fire/Thunder imperil AND an AoE 70% DEF break, however it'll kill herself. Which means you have to apply Reraise on her with your healer. Once Sparky is equipped onto Olive her Limit Burst goes up to a whopping 2600% modifier, making Olive a disgusting finisher currently and very valuable for the upcoming Omega Trial.
    Do note that Adam with TDH FD and Bomb Arms will outdamage her.

    5.Shadow Lord - Shadow Lord has massive burst potential as a chainer as well as a finisher. When we look at his finisher capabilities he can be a monster and pairs up really really well with someone like Delita who has a 120% dark imperil and a 65% DEF break. Since Shadow Lord has to set himself up a turn before finishing anyway the combination fits quite well.
    His finisher after Blood Weapon goes up to a 1900% with innate dark element meaning you can utilise his innate 100% TDH with a large sword or even equip bow + Sun Breaker for insane amount of damage.
    Do note that TDH FD Adam with Bomb Arms outdamages Shadow Lord.


    Magic Damage
    1.Tiana - Tiana while at the top of the ranking focuses on earth damage, which isn't the best choice in upcoming trials.
    Tiana has so much in her kit but sadly uses only a small part of it due to having low modifiers. She has a weak chaos wave frame move that you could use to chain with Trance Terra in the arena.
    Tiana has a high uptime on Quad Cast due to TMR passive, CD ability and LB. On quad cast turns she can stack her earth move that has similar modifiers to Trance Terra's and thus at the top currently.

    2.Enhanced Christine - Christine is pretty much the ice version of Trance Terra with one noticeable difference: her LB grants her quad cast instead of her CD ability compared to Trance Terra, which means that a high LB uptime will get rewarded a lot more. Her damage with an LB every third turn rotation is decently above Trance Terra.

    3.Enhanced Trance Terra - The previous magic chaining queen is back and her prowess got enhanced by a lot through her 7* upgrades.
    Now she has access to Quad cast on Turn 1 as well after her CD move and her two new moves are simply perfect. She has both an AoE fire and dark chaining move that stack up the more you use it up to 1400%. So after your CD ability, if the enemy didn't die yet, you unleash a powerful 5600% AoE chain with innate element!

    4.Enhanced Grim Lord Sakura - GLS at 7* got a lot of damage.
    Her enhanced Soul Barrage is already quite powerful through her new Triple Cast at all times, though she now got an AoE 5-hitter that has a double element with fire dark as well as a double imperil on them, making her a consistently strong chainer except for the beginning because... they have to stack up first. Though it's not as bad.

    5.Enhanced Barbariccia - Barbariccia's GL upgrades through her 7* were really solid. With her own TMR she has innate 100% killers against stones, humans, avians and sea monsters. Barbariccia with spark chains cap self-cap her new chaining move, Raging Winds, twice in one Tornado chain, though that requires a dupe Barbariccia. She can imperil Wind by 120% / 104% through various ways and in very long fights pulls ahead of Trance Terra. The issue is though that there currently is no content that she is the preferable choice on either due to being easily KO'd by Trance Terra or because of elemental weaknesses. Barbariccia with her STMR also gains more modifiers on Tornado, Raging Winds and Aeroja, which amplify her power by a lot, especially with two copies of them. The issue against comparing her to Trance Terra remains the same though.

    1.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.

    2.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.

    3.Blossom Sage Sakura - BS Sakura got some nice utility upgrades through her 7* while not focusing as heavily on her finisher capabilities than Emperor or Dragonlord. What she does have though is her mod boost on her finisher as well as a potential Penta-Cast. The reason why she is only at #3 is due to her Penta-Cast not fitting into most chains. Often enough she will only get 2 out of 5 casts chain capped because her frames are really slow.

    4.Livid Shantotto - Shantotto as a finisher is strong. She has innate triple cast, instant 700% modifier spells with 50% imperils for early fights and for long fights her burst potential is amazing.
    She has access to easy stacking spells through her LB, her CD move and through Elemental Seal. They are all AoE and she has ALL elemental finishing spells except for Dark and Light, making her not only a very versatile finisher but due to their high modifiers and the ability to boost her stacking MAG by 300% as well as having a self 150% MAG buff currently easily the best magic finisher.
    You can also use her as Solo DPS with the reflect method.

    5.Barbariccia - Barbariccia at 7* gained more modifiers on her Aeroja, the Zoblizza version of wind spells (Raging Winds) which stacks up to a total of 1200% and even triple cast through her CD ability. Barbariccia can imperil wind by either 104% with her LB or 120% with her CD ability. She also has access to Reflect solo DPS and a self 300% MAG stack buff. If you combine all of these with a lot of setup, you can unleash an incredibly powerful Raging Winds (except for the reflect part).


    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.Enhanced Fryevia - Fryevia with enhancements and her 7* is a strong chainer that has access to an innate elemental DR move with Frost Flower Blitz+2 as well as a 75% imperil and a 1200% mod or an non-elemental Octaslash move that can be handy if you rather go for a fire build or when the boss is immune to ice. Overall higher damage than Hyoh but still doesn't win against Kurasame.

    4.Malphasie - One of the five fan festa units.
    Malphasie is mainly a hybrid chainer with huge innate bird / demon killers. She can chain with the Divine Ruination family as well as Aureole Ray AND Tornado family, making her incredibly versatile while being a 7* with high stats and decent modifiers easily taking over Fryevia.

    5.Kunshira - Even with her 7* Kunshira's hybrid damage is significantly lower than the #1 / #2 spots. In this case Kunshira could be considered a filler rank due to how low it is. Even with her innate killers and elemental versatility it can be hard to utilise her damage potential because other options even though having way less support are likely to be stronger, thus making Kunshira a #5 chainer here.

    1.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!

    2.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!

    3.Enhanced Fryevia - More of a filler ranking due to the lack of hybrid finishers, but she can do the job quite well. Fryevia has a strong hybrid finisher that can be combined with other finisher casts, which alongside her self 200% ATK/MAG buff can hurt quite a bit.

    4.Kurasame - Filler ranking due to 7* stats. His best finisher is an 800% AoE move with nothing else really. His LB also functions as a strong finisher, though is rather unreliable.

    5.Kunshira - Kunshira shares a very similar fate in the finisher rankings as in her chainer rankings.


    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)
    Will be updated after the review!

    3.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.

    4.Enhanced Ayaka - She has it all, she has Dual Cast White Magic, She has the new Curaja that heals about 9k per cast easily, she has Reraise as spell (so it can be used twice), she has really high stats and status ailment protection, cure all status ailments, stop resistance + cure, decent buffs.
    Ayaka is a very broken healer and instantly moves to the #2 in this list because of her sheer power as a healer.
    With enhancements and 7* she is better at preventing stops, filling AoE LB and applying some strong HP barriers reliably.

    5.Enhanced Rem - Rem is a really interesting healer, slots in nicely against most content but does suffer from this format quite a bit.
    As a single healer she isn't as strong as Ayaka or Fina. But she still has her 6 turn cooldown move that grants an AoE Reraise alongside a few defensive buffs that are mostly outclassed. She can recover 180 MP to everyone by using up 10 of her own LB gauge, which is fairly cheap. Rem has access to Curaja, Quake and Tornado now, which means with Dualcast Rem could technically heal while chaining either of them, even if it isn't for a lot of damage. You can also use her offturns to use her as a finisher with Dagger Boomerang or break the enemy's SPR by 60% OR even self-sacrifice her to gain an instant Esper. The fact that Rem can only single cast her Reraise hurts her quite a bit.

    1.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.

    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.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.

    2.Ignis - Ignis is one of the most interesting supports you will see in a very long time.
    While being generally not as easy to use as MS Nichol and not as consistent, his potential is insane. On Turn 1 you can buff everyone up by 150% while also being resistant against incoming breaks as well as buffing your own HP or MP regen, which is pretty neat. Afterwards you can use his unlock ability to gain a lot of new incredible tools to use, which I'd recommend you to just read the review for because it's a lot to explain. There are many combinations.
    Ignis can also imperil and imbue lightning, fire and ice by 100%. These imbues can be used on any party member, making him an interesting offensive support but still enough defensive capabilities to keep your team alive. Just give him a few turns.

    3.Maritime Strategist Nichol - The unit many players have been waiting for. He can dualcast pretty much any of his innate abilities, has an instant 100% all stat buff that he can combine with a 30% mitigation on turn 1. He has seperate 110% single AoE buffs that last 5 turns and are great LB supports at the same time or even has 130% buffs with self party breaks which means you can get quite big ability buffs if you do bring an Eiko or Tilith to counteract those self breaks. His Limit Burst is an AoE 134% all stat buff, which is currently the highest, while also curing all stat breaks and recovering some % HP/MP.

    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.

    5.Elephim - Elephim is a bard that combines songs + breaks similarly to Roy. What differs her from Roy though is her LB, which is NOT a song and has an AoE 145% all stat buff + AoE 75% fullbreak on it! The problem is that it is a very costly LB that often needs 3 turns to get and even then it isn't "guaranteed" to be up. She also has problems keeping up your MP without taking the risk of not getting her LB up. Dispel also hurts her a lot more than the others, which is why she is at #5.

    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.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.

    2.Enhanced Kryla - Kryla is another 70% fullbreaker unit. Her CD move applies an AoE 70% 3 turn fullbreak as many other meta breakers for quite a while, however instead of focusing on her LB directly she can enable abilities that cost her 13 LB crysts per cast and apply an AoE 3 turn 74% ATK/MAG or DEF/SPR break. With other setup she can dualcast these for a few turns as well while having a self 13 LB fill ability alongside a 60% all imperil at turn 5 and her fixed damage, which is a fun niche tool to use.

    3.2B - 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.

    4.Machina - Machina is a really strong breaker.
    He has access to both a turn 1 70% DEF/SPR or ATK/MAG break that will deminish over the turns but can be reapplied easily. His LB has a massive 3 turn 79% ATK/MAG break and in combination with his innate breaks you can safely have a high ATK/MAG breaks at all times, which can be especially useful when the enemy needs to be dispelled or dispels his own breaks.
    He can also chain with AT frames, which currently are only featured by Dracu Lasswell, as well as having a 60% ice, lightning and fire imperil attached to it.
    When using Machina you have to keep in mind though that all his breaks are only ST opposed to Lid's AoE breaks.

    5.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.


    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 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.

    2.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.

    3.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.

    4.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.

    5.Beryl - Beryl is a very versatile unit that can be used as a breaker, as a magic chainer, a provoker OR as a magic tank and metawise the latter is his best role in comparison to the others. Beryl offers a good amount of tankyness alongside decent breaks (especially his LB break) while also capable of DW chaining with Octaslash, Divine Ruination or Chaos Wave. Overall a fun magic tank but the lack of shields and h.armor hinders him from reaching high ele resistances more easily.

    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.



    F2P unit rankings (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


    1.Enhanced Agrias - Agrias now is basically Orlandeau with full enhancements besides a small difference in base Attack. She has the same ATK passives, the same hits, frames, modifier and imperil as Orlandeau and can be seen as a reeeaaaally good budget version of him. Thus she beats all other 4* chainers easily, especially if you happen to have a Dual Wield Materia.

    2.Camille - her newly obtained 6* really makes her a lot better. She now has a mediocre base ATK with 70% innate passives, a few new supportive niche options that might turn out to be pretty good, a LB with a double water/earth imperil that can even go up to 74% AND most importantly two new moves. Each has a 300% damage modifier with an innate 50% imperil to earth or water. The earth move perfectly chains with an e.Aileen dupe or Ex.Aileen, while the water move perfectly chains with the strongest current chainer: e.Tidus. This alone makes her a much stronger choice than any other on the list if you can get a decent setup, but that's still rather expensive.

    3.Aura - 4* wind chainer with very high damage capabilities for a 4*. She has a perfect chainable 12 hit 360% modifier, a max 780% 10 hit LB with innate wind elemental and a 72% wind imperil and also can infuse the wind element onto her own attacks. Her chain modifier without DW can go up to a ~620% mod so a 1240% mod with DW! Quite some power.

    4.Pirate Jake - A really strong chainer with a 6-Hit move with a 350% base mod and a 50% water imperil, 60% ATK passives, very high HP and really strong base HP + innate DW swords + guns. He is easily the best F2P chainer if you do not have the best equipment for Agrias, but once you collect two very easy to get TMRs, Agrias outshines him by a long shot.

    5.Zidane - 3* base unit who just received his 6* version and enhancements. But the enhancements aren't really worth it. Zidane has two chain moves, one consistent one that deals decent damage and a random move, that either deals pitiful, mediocre or really high damage. He also has innate restricted Dual Wield and some decent breaks.

    1.Enhanced Cupid Artemios - Even without any TDH gear, C.Artemios still shines without any issues. Even with his free bow from the event, which grants 10% ATK/HP/MP and a 1.5x damage variance, he can deal massive damage with his Flash Barrage +2 or even Lux Magna. If you are looking out for a very strong 4* finisher, here you will find everything you need. He is very powerful.

    2.Killian - 4* base finisher with great potential. Not only capable of imbuing fire onto his attacks for 5 turns, but also getting access to QUAD casting his best finisher move for one turn afterwards: A 120% build up (max 420%) move that will deal devastating damage combined with his quad cast. Especially if you used his LB before, which imperils fire by 60% - 84%!

    3.Enhanced Firion - Including his enhancements now, Firion becomes a very powerful finisher. With all the possible freebie gear to get, he can still reach very high ATK and his killers are just super strong. His very strong finisher also only costs 16 MP and he has innate 100%~150% killers against 8 types of enemies in the game. Once you proc on of these, Firion becomes very strong.

    4.Setzer - 4* base unit with really strong finishing capabilties. The only reason he is inferior to Firion is, that his main damage is random. His Double Dice deals 111 - 77777 damage, making him really strong against high DEF bosses like Gilgamesh. This damage also is affected by DW, Killers, Elemental and Chaining, making him one of the biggest cheesers and thus very valuable for F2P's. He became really good again with the latest Malboro trial who has 20,000 DEF and SPR.

    5.Cor - 80% ATK passives, decent ATK base stats, 80% innate DH. You just have to equip an Katana. As a finisher, you want to use his 8-Hit move first (you might be able to chain cap that as well) and then start spamming his Limit Burst. Because his Limit Burst is one of the best 4* finishers in the game with a 700% -> 940% mod from base to max with also 20% -> 44% fullbreak attached to it! Outside of that, he has an AoE 80% ATK/MAG buff , high survivability and 40% breaks.

    1.Lexa - Lexa doesn't have a very exciting kit. However, her damage output is basically the exact same as Barbariccia's due to having similar equipment choices, both Tornado and Aeroja and only having one less base MAG, which basically means: her damage output is on Barbariccia level which makes her an fantastic 4* unit.

    2.William - 4* base mage with the access to DC, Quake and Stonja. As a chainer, you will focus on using DC Quake, which has a high MP consumption but also a high damage output. The good thing about this is, that William imperils earth with quake by 50% and also brings some decent supportive buffs.

    3.Victoria - 4* base mage who has a really powerful dark chain move with Overflow that becomes devastating over the time. Overflow can become a strong chain move, but doesn't have an innate dark imperil and it also takes a decent amount of time. Once you get there, it will hurt.

    4.Shantotto - 3* base mage that can only go up to 5*. While this sounds bad, she has horrible HP/MP stats. But the power she offers is massive with a DC Tornado, that has a high modifier with high elemental chain count and innate wind imperil to be able to do really good AoE chains.
    Her only drawback is miserable defensive stats.

    5.Ashe - 4* mage that has not the strongest chain, but she contributes a good MAG stat combined with good AoE healing on her chaining move, which makes her very valuable.

    1.Enhanced Garnet - 4* base summoner that, through enhancements, has access to 70% summon damage! Combined with Leviathan or Bahamut, Garnet is able to unleash massive damage that is super easy to access because almost everybody will have Garnet. She is well known as the best way for no 5* units to do the damage job and she really does. She can also be used for decent side healing.

    2.Rubicante - 4* base mage with high HP but only 30% MAG. He is a Firaja user and has innate Dual Cast, while also having 100% innate fire resistance. Unlike Victoria, he is way tankier and can make himself resistant to all elements for 1 turn while healing himself. This is important because using Guard would reset your stacks. Rubicante has lower MAG than Victoria, but he has the advantage with his Limit Burst. He has innate Hightide, a self 150% lb fillrate buff and his Limit Burst deals decent AoE damage, heals himself AND imperils for 50% -> 74% (depending on your LB lvl) Fire! With this high fire imperil he easily outdamages Victoria.

    3.Enhanced Victoria - 4* base mage who can either chain really powerful with Overflow or as fire finisher with Firaja. Both are very dangerous moves and she also has a good MAG base stat with 70% innate magic passives. Very powerful mage.

    4.William - 4* base mage with DC and Stonja. Can also imperil himself by using Quake and he has pretty high MAG with decent side buffs, making him a great magic finisher. You will focus on stacking DC Stonja, but unlike Victoria, he doesn't have innate MP refreshs.

    5.Veritas of the Waters - 4* base mage / healer hybrid who has access to a setup Dual Cast and Waterja while having a decent MAG stat and good supportive aspects with healing aspects.

    1.Tilith - 4* base limited healer that has insane healing capabilities. She does not differ very much from her P2P version since her abilities don't scale with anything besides her curaja + AoE esuna. All she really needs is HP and MP MAINLY. She is soooo much more valuable than many other units as F2P and is also a great investment for the future with 100% HP AoE Heal, 100% HP AoE Raise, 50 MP AoE Heal with 2500 HP heal except herself, etc.

    2.Enhanced Roselia - Roselia finally gains her 6* form in which she now has innate triple cast white magic! Combined with her Curaga+2 and buffs, she can heal up to 8000~9000 HP per turn, which is a signifcant boost from Rem. Sadly, Roselia doesn't have innate raise, but can kill herself in order to fully heal / raise your entire party if needed.

    3.Yan - Yan is a very interesting unit. She not only has very good supportive aspects, but she has fixed heals. 2000 HP fixed which can be dualcasted alongside an AoE 20 MP recover and an AoE 100% LB fillrate buff, already making her a versatile choice as a healer. Which complements her even more is that Yan has an AoE 100% HP Raise and an AoE 80% Reraise with her limit burst while also increasing elemental resistances!

    4.Enhanced Luka - High HP, high AoE HP regens, strong AoE heal + cure all status ailments on the same move as well as innately great MP refreshs, which makes Luka a perfect alternative for beginners without Tilith.

    5.Aria - Slightly worse because of the lack of a DC, but she has a fairly spammable LB that is an amazing heal, especially against water damage dealing enemies since it buffs your water resistance by A LOT. Basically try to spam her LB, but she also has an AoE Fullraise, which can help out a lot.

    1.Yan - Yan, which I talked about in the healer section, is a very versatile unit while also a good healer. What makes her great as a buffer is her AoE 80% Reraise + 40~64% elemental resistance, AoE 30% damage mitigation and the AoE 100% LB fillrate. Combining this with the rest of her kit and solid stats, she is an allround 4* monster when it comes down to versatility and I definitely recommend her.

    2.Enhanced Soleil - look at P2P reasonings

    3.Rikku - AoE 40% all ele resistance coupled with AoE 30% damage mitigation with a 1 turn delay already is massive, but her Limit Burst is so good for all beginners as its not only spammable, but also grants AoE 50-74% DEF/SPR and an AoE Auto Revive, which makes almost everything cheesable.

    4.Ryumynui - A 4* bard who can either buff all stats by 65% while singing or with one setup turn all stats by 80% while also boosting LB Fillrate. She is quite simple and the reason why she is below Rikku is due to her still low-ish buffs and AoE Reraise being very valuable the weaker your gear / units are.

    5.Crowe - Crowe's main selling point is her "For Hearth and Home" which provides 30% damage mitigation to the whole party for 3 turns. Crowe's skill is on-demand, as opposed to Rikku's Hyper NullAll, which requires one turn to set up. Moreover, Crowe's LB has exactly the same effect as Hyper NullAll at its base level (maxed LB gives 64% all-element resistance instead of 40%). However, Crowe is still inferior to Rikku overall, since nothing Crowe can do is capable of matching the AoE reraise provided by Rikku's LB. Crowe's "For Hearth and Home" is exactly the same skill as 9S's Spread Shield, but, as a buffer, Crowe is better than 9S, mainly thanks to the added supportive aspects given by her LB and her "Lone Woman" skill, which can be helpful to increase your allies' LB fill rate, especially if you don't have access to Rikku's Pouch. Crowe's two AoE buff skills are pretty outdated for the current state of the meta (inferior to Embolden or Mentality) and also give either ATK/DEF or MAG/SPR buffs, rather than the more optimal ATK/MAG and DEF/SPR buffs. Her ability of increasing a single stat to a single ally for 100% can be ok for early-game content but is not reliable for harder battles and, in any case, is completely outclassed by Soleil's buffing capacities.

    5.9S - 9S can only buff one thing - but it's one thing that matters quite a bit, and that's 30% AoE Damage Mitigation for three turns. The only other unit who can do this much is Rikku, who has to cast a 16 MP prep move followed by the 40(!) MP Hyper NulAll. Also, while units are not evaluated for this list based off of the TMR they offer, it's worth noting that if you own 9S, you have access to Pod 153, which can add yet another 40% Physical Damage Mitigation for three turns to the party (NOTE: "Physical Damage Mitigation" stacks additively with "Damage Mitigation"!).

    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.

    1.Enhanced Ling - 4* base debuffer/breaker with 4 turn breaks, that are AoE, depending on the rotation increase either AoE 35% elemental resistance OR decrease for that amount. Ling can also be a decent MP battery for your team while increasing damage mitigation or entrust her LB to others while her own LB at max also imperils fire by 74%.

    2.9S - 9S is a debuffing machine (literally). He can debuff all stats -50%, although they are split in a less than ideal way (ATK+DEF, and MAG+SPR). Very few debuffers can get higher than this. Warrior of Light may be able to do AoE with a more ideal split, but it's -5% less, which sounds a lot less impactful than it really is (Memel0rd describes the difference here: **INSERT LINK TO BREAK THREAD**). In addition to that, 9S offers ST -50% Element Resistance debuffs for all elements but Light and Dark (split into two moves - Fire/Lightning/Wind, Ice/Water/Earth) that allows you to easily fit non-Imperiling chainers and finishers (like A2) into your party.

    3.Desch - Desch is a very interesting unit with four different break splits that are not only AoE, but also at 45% for three turns to open up a lot of possibilites. He also has a 50% thunder imperil, which is nice to see since thunder imperils are quite rare while he also has the ability to grant a unit thunder elemental to his physical attacks, which means, you can undergo a three turn rotation between a break of your choice, thunder infuse and then thunder imperil.

    4.Warrior of Light - Same reasoning as in p2p rankings. Arms eraser and Armor eraser which are 45% breaks and aoe for 3 turns make him the best breaker on global currently.

    5.Veritas of the Waters - 4* base unit that has a 45% AoE Fullbreak locked behind a setup move with good DPS options and good healing options.

    1./2.Mystea - Our very first AoE Magic tank. She is not the absolute tankiest, but having that role covered with an AoE 50% Magic Cover is just amazing. Outside of that, she has a few supportive aspects that are more or less niche, but work out well enough if they are needed! Since Shylt has pretty much the exact same kit with slightly different stats and some other supportive aspects, I'll consider him the same.

    1./2.Enhanced Barusa - A 4* tank with good base stats and great passives. 50% HP/DEF really isn't bad. His enhanced AoE cover has an average 60% mitigation and he can even buff one of your allies' type mitigation by 30%. Which means you can also run him as a provoker and grant your magic tank a 30% magic mitigation. Using the 30% physical mitigation on himself as an AoE tank is worse than guarding though. But his physical mitigation on himself isn't worth it over guarding.

    3.Enhanced Liquid Metal Slime - A 4* to 5* tank that is super easy to equip. With innate 30% evasion, 50% all ele resistance and massive 999 base DEF + 80% phys/magic resistance he will be your provoke tank to go. The only real requirement is Carbon Bangle, which was a free accessory from the FF7 King Mog event. He can even match the tankyness of Wilhelm with all these, however he has absolutely no support in his innate kit. Why doesn't he appear higher on the list? WoL and Mystea are 1./2. because of their AoE cover capability.

    4.Enhanced Warrior of Light - With his enhancements he now has access to a better AoE cover, higher stats and way better self buffs when dropping below 30% HP while also having a 3 turn provoke instead of a 2 turn, making him overall a very versatile tank and with his great equipment selection also able to use a few evasion gears to help him survive.

    5.Cagnazzo - 4* base tank who has innate draw attacks, high defensive stats and focuses on provoke tanking. His main advantage over Snow is the way higher stats and the 60% self mitigation buff. He can innately reach 100% provoke with his abilities, but his provoke locks him for the next two turns while granting him more provoke, high damage mitigation and a good HP regen to make it easier to sustain him. Cagnazzo is brainless to use, but you can also use him as regular provoke tank with Golem and take advantage over his AoE 50% ATK debuff.


    Special Units
    The Special Unit Rankings don't affect the regular rankings, though they show some unique units that don't receive a lot of value in the rankings above even though they can be one of the best units in the game.
    Please feel free to submit units here that I can add!

    Special Units
    Gladiolus While not being top tier as a generic unit, for whales this guy is incredible. With two enhanced 7* versions of him and a good amount of tank gear, he can basically cover your two chainers. They will be unharmed and this strategy has been "mastered" by Py Cheng, where he shows off that he can clear any new trial basically blind with this method.
    Illusionist Nichol* An interesting support that makes any other unit you want an AoE physical tank, which can be combined with evasion supports or perhaps even healers / damage dealers.
    Folka A good healer that has access to an instant AoE Ribbon, AoE Charm/Stop resistance, AoE break resistance all in one turn at any point in the fight, making her very unique.
    Setzer The Gambler that deals random fixed damage that can be abused hard in early content or low HP content.


    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: Jan 17, 2019 at 11:05 AM
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  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 oofers 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 Newsl0rd Staff Member Moderator Arena Runner Up S2 VIP Supporter German Moderator 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 oofers 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 oofers 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 oofers 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 oofers 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 "Hall of Fame" Member 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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