Girls & Monsters


Rares


Super Rares


Ubers and Legend Rares

Adventurer Kanna



Fabled Adventure Girl Kanna is an LD and Surge Sniper with Massive Damage to Black enemies. She has 400 standing range with a 3 part multiarea LD from 300 to 800|250 to 750|500 to 1000. The first hit also generates a level 3 Surge that spawns between 400 and 700 range. She has 2600 base DPS excluding Surge, 47k HP with 3 KBs, 12 Speed, a 131.2s cooldown, and a cost of 4725. Lastly, she has the Behemoth Slayer ability (with a 5% chance of a 1s dodge). Her Evolved Form, Swashbuckler Kanna, has identical stats but no Behemoth Slayer and a Surge level of only 2.

Kanna works well as an anti-Black Uber. She boasts up to 20.7k effective LD DPS towards Black enemies in the ideal range interval and if Surge connects. She can easily cripple high endurance Black foes such as Le’Noir and Dark Otter, while juggling low endurance Black enemies with her mutlihit and Surge leading to 6 hits per attack cycle. Her multi-hit works well with her high piercing range to avoid missing too many attacks, and her last hit in particular has a huge 600 piercing range to catch any enemies that were knocked back by prior hits, while also reaching Super Backline enemies like Kurosawah. Kanna is also usable as a general Sniper with up to 5.2k effective LD DPS, provided all hits and surges land, with sufficient range and pierce to hit most backliners with a stepping stone. Her Behemoth Slayer ability offers a nice DPS boost against Behemoths, though many Behemoths are Surge Immune which is not ideal for her. However, it does mean she is able to completely obliterate the Black+Behemoth Ragin' Gory, with an absurdly high 51.7k effective DPS.

One of the weaknesses of Kanna is that her effective DPS is much lower on low endurance Black enemies as they are not hit by all of her attacks while they are juggled. However, Kanna's DPS can also vary quite a bit in general: while the area her Surge lands in is quite consistent, it doesn't consistently overlap much with all of her main attacks which can usually result in lower than expected DPS. Another weakness is that Kanna can lose her range advantage due to clipping, as her somewhat high speed and short backswing make her advance prematurely. She also has the problem of low inner range on her attacks (with her third attack having none at all) which makes her very suspectible to tough and/or fast melee pushers such as Black Gory swarms invading her blindspot. This means her KBs could be consumed rather quickly and her time on the field might not be long. Quickly killing Black enemies is also simply not that valuable due to the dominance of Pizza Cat (especially with talents) in this niche. Lastly, Kanna's base DPS among Snipers of her range works well enough but makes her somewhat replaceable by Awakened Mina in late game when combined with all of her weaknesses.

In a nutshell, Kanna works well against Black enemies with her juggling ability and effective LD DPS, though offers little in this department that Pizza doesn't other than a convenience against longer-ranged Black threats like Le’noir. Kanna doesn't perform super well outside of them due to unremarkable stats, and isn't anything special against most Behemoths either, but can still function well as a general Sniper.



Graveflower Verbena



Graveflower Verbena is a mediocre midrange critter. She has 345 range, a base DPS of 2100, 65k HP with 3 KBs, 3750 cost, and 91s Cooldown. Uniquely among critters, Verbena has a 3 stage multi-hit with a 25% chance to perform a Critical Hit on each one, with 2550/5100/7650 Damage. Evolved Form performs poorly by comparison with only 15% critical chance and less HP, so True Form is recommended.

Verbena's two main strengths consist of her high survivability and her multi-hit giving multiple chances to land Critical Hits. She comfortably outranges all common Metals, and her decent HP means she can hold her ground better than average and usually make use of all of her KBs if they do reach her. Paired with a rather quick recharge time and decently cheap price, she is not too hard to deploy or replace. Verbena's 3 stage multi-hit elevates her unimpressive-looking 25% base chance to crit to actually about a 58% chance of at least one Critical Hit per attack cycle, making her good for clearing out weaker Metal swarms.

The most obvious weakness of Verbena is her pitiful DPS, 2600 even accounting for crits, which is unacceptably low for a general Midranger. This renders her completely obsolete against any stage that does not largely consist of Metal enemies. The other big weakness she possesses is her inconsistent multi-hit damage; depending on which hit happens to go critical, her damage to Metals can vary wildly. With bad luck, you can find that even when she does crit, she can simply juggle bulkier Metals like Super Metal Hippoe or Sir Metal Seal without ever doing the damage needed to kill them. The final thing working against her is the current state of Metal stages. Cyclone drop True Forms are perfectly capable of clearing most Metal-centric stages in the game at present, so the value of a pure Critical Hitter is relatively low and mostly for convenience.

While Graveflower Verbena is certainly not a useless Uber, she is one that will very seldom be used or make a huge impact. She has nothing to stand out among the crowd of critter Ubers, and her wild inconsistency stemming from both the randomness of critical hits and her variable damage per hit makes her less reliable than other gacha and non-gacha alternatives. She can make pure Metal stages easier with some luck, but there's no reason to ever use her outside of Metal stages.



Wolfchild Deale



Wolfchild Deale is a decent anti-Alien/Angel Crowd Control unit with a 40% proc chance of Knockback on each of her 3 multi-hit attacks against her targeted traits with a 4 second attack cycle. She doubles as a good backline attacker with 7400 DPS at 415 range and 42.5k HP with 5 KBs. She also has a cooldown of 118s. Before True Form her longer attack cycle cuts her DPS down to a poor level, and is hence not recommended to use.

Deale's greatest strength is her excellent general DPS for her role, considerably more than Ururun/Bahamut and average Uber alternatives. She also easily outranges many of the hardest pushing Alien and Angel enemies such as Nimoy Bore and Boraphim, and controls them well with her rapid attack rate yielding one knockback every few seconds on average. She also has a solid matchup against higher ranged threats such as Angelic Sleipnir which typical Rare alternatives cannot handle. Her CC ability is never overwhelmingly effective, but often provides enough support to give you an edge over a difficult stage. Deale additionally has a unique Strengthen Up (M) combo.

Deale has two large weaknesses. Her first weakness is the disadvantages that come with multi-hit; she suffers from low damage per hit and more frequent misses due to damage knockbacks before her attack cycle completes. This detracts from her otherwise impressive DPS. Her other less obvious weakness is that, oftentimes, stages with Angel/Alien enemies that you might like to KB with Deale also have a tanky, long range backline enemy sitting behind them. In such situations, Deale's KB proccing too often can lead to your units walking into the range of that backliner and being wiped out, or known as “Mizli Syndrome”. Examples of this include Heavenly Creatures, Close Encounters, Narrow Docks, Electrosafari, Haunted Genome, A Moment Of Serenity, and many earlier stages in SoL. Her standing range is also on the low-end for a backliner, which can give enemies an easier time reaching her between attacks than some competitors.

Deale brings a good amount to the table, but not more than countless other anti-Aliens/Angels or other backline attackers. If she is one of few Ubers you own, you will find value in her as a generalist attacker and as a situational Support unit, but later on she will likely be replaced and at most used as an occasional combo slave.



Queen Reika



Queen Reika is a very good backline attacker at 450 range with 6200 base DPS from an equal two-part multi-hit, Massive Damage to Aliens and Zombies and the Zombie Killer ability. She has a high KB count at 6 with a respectable 49k HP, and her CD is average at 125s. Her stats are much worse before True Form, and so unlocking it is important in drawing out her full potential, though pre-TF will still satisfactorily handle early game Aliens such as in ItF.

Her base stats place her slightly above average in general use, and paired with an impressive KB count and sufficient HP to exploit most or all of them in many situations, she has good survivability. Her Alien and Zombie DPS (18.5k to 24.7k effective DPS depending on treasures) is more than enough to destroy the majority of such enemies. She especially serves as an excellent counter to Cadaver Bears who are troublesome to handle without anti-Zombie Ubers and appear in many of the harder Zombie centric stages.

There are gaps in her coverage of her traits, however; certain longer-ranged Aliens such as Calamary and Alpacky will be a problem for her, she lacks Barrier Breaker or Warp Immunity to deal with Starred Alien threats optimally (though with the right support can still help kill them very fast), and burrowing/reviving Zombies can quickly eat through her KB count faster than you might like, or even bypass her entirely. In general use, her multi-hit can also reduce her effective DPS against enemies with low endurance (~20k Damage per hit), but on the other hand when combined with her fast attack rate, it is useful to control crowds of enemies, break a barrier and then deal damage, or catch a Zombie as it burrows, so it has good and bad points.

In essence, she is a straightforward solid Backliner with two very nice traits to target and good performance against them, useful from early to end game. She will carry you through the majority of Alien stages with little trouble, though not to the same extent as all-out Alien specialists like the Pixies. Reika will remain a useful anti-Zombie deep into late game where their huge 300% or even 450% magnifications can make Zombies very difficult to kill quickly, as her immense DPS even at level 30 is still sufficient to keep these in check, where other Zombie Killers might start to fall off without considerable boost.



Sea Maiden Ruri



Sea Maiden Ruri is a mediocre anti-Red Tanker with high base stats but Single Target to compensate. She has 127.5k base HP, 2 KBs, 11.5k DPS, and 380 range, with guaranteed Weaken proc and Resistance against Red enemies (also Relics with talents). She has a 6.63 second attack frequency, spread across three multi-hits in rapid succession. The first two hits do significantly less damage than the third. She has a 98s cooldown.

Ruri has phenomenal stats. Her damage output is huge when you can get it to hit the right target. Her effective anti-Red HP meanwhile is 638k with full ItF treasure, and against weakened targets it is an amazing 1.28M. Furthermore, she has a 4 slot Resistant Up L Combo, which if used raises this further to an insane 1.83M (and more with talents). Her anti-Relic stats are a bit below this due to lack of a Relic fruit treasure, but still immense and sufficient to be near indestructible against M. Ost or Dogumaru. Her Weaken ability being guaranteed and with >100% uptime makes it consistent and reliable to both enhance her survival as well as your other cats, and her multi-hit attack is useful to alleviate the limitations of her Single Target nature; all three hits inflict weaken, so one or two peons being in the way is workable. Her short cooldown for a unit with her range and survivability also plays in her favor; you can normally summon another before the first one dies.

To balance her high stats and weaken, Ruri has Single Target attacks. The main disadvantage of this is that she won't be weakening any backliners protected by more than a few peons. This, and her multi-hit damage split, reduce her effective DPS too. Her base stats and range are insufficient to work as a general Tanker, or in mixed trait stages, so she is little more than a wall against one or two traits without anything to fall back on.

Ruri is highly situational, incredibly potent on select stages and virtually useless on most others. While her anti-Red usage is unremarkable since Roe can fit into her role and do about as well, her anti-Relic ability is very unique and relevant, though it costs a lot of NP to activate. There are, however, several key stages in which you may find her talents worth the cost, as her performance is outstanding in, for example, The Old Queen, Primitive Souls, Heron's Call, and The Belated Priest.



Trickster Himeyuri



Fox Queen Himeyuri is a decent Backliner and good support unit with a 50% chance to Slow Floating and Angel enemies for 6s (7.2s with full treasures) with all three of her multi-hit attacks. She has 445 range with 5800 DPS, 52k HP and 5 KBs. Her deploy cost is 4740, her speed is 11, and she has a 115 second cooldown. Her CC quality, DPS and HP are a little worse before True Form, but she will function adequately without it, especially in the early game. With talents she gains Target Relic as well as Curse Immunity.

Himeyuri's biggest strength is her consistent control against her target traits from a high range. She can safely outrange and effectively control many Angel enemies that Sanzo cannot, such as Angelic Sleipnir and Winged Pigge, and counter Floating boss enemies such as Bun-Bun variants while also laying down a good amount of DPS. Additionally, her multi-hit gives her an effective 88% chance to Slow at least once per attack cycle, making her quite consistent, and with treasures she is even able to permaslow Floating and Angel. She can also act as a general backline damage dealer, as her DPS and survivability make her a much better Crazed Bahamut, especially in True Form. Target Relic and Curse Immunity talents work well with her build to effectively control ranged Relics such as M. Ost, especially when they appear alongside Angels which is common in late game. Finally, she also has an extremely useful combo, Kimono Champs, one of only two Research Up L combos in the game.

Himeyuri's biggest weakness has less to do with her, and more to do with the fact that before her talents, she shares her traits with Sanzo Cat, who more than adequately controls the majority of Floating/Angels. Sanzo is a spammable unit with extremely high uptime and is hence often preferable against swarms of shorter-ranged enemies, and longer ranged enemies tend to not need controlling as much. Additionally, her multi-hit can cause her subsequent attacks to miss against enemies with a high KB count like Angelic Gory or Li'l Bun Bun, reducing both her DPS and CC consistency. Lastly, her Relic CC's utility is limited by lacking the range or endurance to consistently deal with the many Relics with high standing range or piercing range, and alternatives such as Master Uril can provide similar or more effective results.

Despite untalented Himeyuri targeting the same traits as talented Sanzo, she can outrange many enemies Sanzo could have trouble dealing with, and can also act as a nice backline attacker. She is very useful to have for some late game high magnification Sleipnirs or Floating enemies, with Curse Immunity and Target Relic complementing this well, and her combo utility is excellent.



Kyosaka Nanaho



Kyosaka Nanaho is an excellent Sniper, with a wide LD area of 300 to 750 and a standing range of 400. She has Zombie Killer, as well as Barrier Breaker and 50% chance to produce a Critical Hit on the second hit of her multi-hit, and also Insane Resistance against Metal enemies. She also has a DPS of around 5200, 51k base HP with 7 KBs and the Survive ability. She moves with 15 Speed, and has a cooldown of 118s with 4050 cost.

The main selling point of Nanaho is her ability to counter many enemies. As mentioned previously, she has a wide range of abilities. This means you can go into a stage blindly, or throw her into a team for a stage you already know about, and can even beat Zombies, Metals, and Starred Aliens with barriers, which is not something most units can do. Her 5200 LD DPS is on the higher side of units with similar range, allowing her to act as a general Backliner or Sniper and work fine. Her 7 KBs and Survive also give her many chances to reposition herself and with her decent HP means she has good survivability overall. Furthermore, her anti-Metal DPS is one of the highest in the game and very reliable. Her Insane Resistance towards Metal (360k effective HP), while not the best ability for this role, can also help her use all of her many KBs against Metal enemies more effectively, as well as occasionally tank for long enough to get out another crit before repositioning.

While Nanaho has great piercing range, her inner range is very narrow and easy to get into. This does not pair well with her abilities to counter Zombies, Metals and Starred Aliens with barriers, as many such enemies are melee range. Zombies in particular with revive and burrow can pose a problem. Her Barrier Breaker and crit being only on the second hit only does not help here either. Her high-ish speed can also hurt her at times, as she can push too much into the enemy frontline, losing a chunk of her already limited inner range.

Overall, the weaknesses can hinder Nanaho's performance a bit, but she is still excellent at doing all the jobs she is meant to, and can be thrown into almost any lineup against almost any stage and she works, whether she is there for breaking barriers, Z-Killing Zombies, critting on Metals, or just being a good general Sniper.