Lugas
Rares
Super Rares
Ubers and Legend Rares
Furiluga
Furiluga, or rather its Evolved Form Furilan Pasalan, is a pathetically weak Super Backliner. Its main ability is a 100% chance to break Star Alien Barriers and Aku Shields. It has 1.1k DPS with an 18-second attack rate. It stands at 700 range, and has the Nekoluga standard stats of 20k HP, 1 knockback, and a 325-second Cooldown. The First Form, as with other Lugas, is unusable.
Furilan can effectively break the shields of ranged Aku enemies which other options struggle to reach, like Le'Behemoth and Fallen Bear, from a safe distance. It is especially good against Le'Behemoth whose shield only needs to be pierced once and does not regenerate, as it doesn't matter that Furilan's attack rate is slow so much then. There are few options for piercing Aku Shields, and being able to do so is the most important ability for an anti-Aku as their huge shield HP cannot be easily broken with raw DPS, especially when level seals are active, and status effects do not work while the shield is up.
Every other attribute of Furilan makes it truly terrible. Even against the aforementioned Aku enemies, Furilan isn't too useful for two reasons. First, Furilan's very slow attack rate will often cause it to waste its first attack on a peon, then sit there doing nothing while the enemy's shield stays up for 18 more seconds. This also means that against Akus that regenerate their shields, he can only break it once every 18 seconds at best, and other units with faster attack rates like Aku Researcher and Lil Macho Legs will usually proc a Shield Pierce before then. Secondly, Aku stages frequently have Death Surge enemies like Condemned Peng and Sinner Snache which can potentially reach Furilan even from his huge standing range and potentially kill him due to his pathetic durability. Furilan's painfully long 5 minute+ cooldown means this renders him inactive for far longer than his alternatives after such a death, and greatly hinders his usefulness. Furilan's anti-Alien niche is even less impressive as it suffers from these same problems, but there are a plethora of Barrier Breakers available as alternatives. Finally, outside of these niches, Furilan is of no use whatsoever as a Super Backliner due to its extremely low DPS, lack of survivability, and incredibly long Cooldown; even non-Uber Super Backliners like Schoolbus Nyandam and Cyberpunk Cat render it obsolete in every way.
Overall, Furiluga's only value comes from being one of very few Shield Piercers in the game. It is bad at this job compared to other Uber and non-Uber options in most situations due to awful stats and a ridiculously long attack cycle, but the rarity of this ability means it is not quite entirely useless and may be of occasional help against longer-ranged Akus with very large barriers that only need to be broken a small number of times. In all other situations it is perhaps one of the worst ubers in the game.
Papaluga
Sukelan Kakulan is a terrible Backliner with the ability to Curse all traits except Metal for 5s on each of its three multihits over a 12.5s attack cycle. It has a 4900 DPS at 475 range, a 224.5s Cooldown, 30.6k HP, and 1 KB. It is also Surge Immune and Curse Immune. Its Evolved Form has a shorter Curse and no Surge Immunity, and as always with Lugas the First Form is not usable.
Papaluga has one mediocre strength: an above average standing range allowing it to counter enemies that barely outranged Crazed Bahamut and similar Ubers. Its 65% uptime Curse can be rarely helpful for support against Status enemies such as Winged Pigge, Angelic Sleipnir or Gobble but many of these are a threat due to their range and damage even if Curse is used to neutralize their special effects, and with a large gap in Papaluga's uptime you will often still suffer from them anyway.
Papaluga suffers from typical Nekoluga weaknesses of horrible survivability and a ridiculously high cooldown. It dies when anything gets to it, and it frequently misses due to badly timed multi-hits, which decreases its Curse uptime and already underwhelming DPS further. Additionally, Curse as an ability is often overshadowed due to the limited number of enemies that use CC as their main threat. Surge Immunity is not relevant as its low stats and excessive cooldown make it not desirable to use even against Surge enemies.
Papaluga is a near-useless unit with very little to no value throughout the whole game, due to it having a low-impact, unreliable ability and hugely underwhelming stats across the board. Overall, it is a greatly flawed and lacking Uber, who has all the weaknesses of a textbook Luga, but none of the strengths.
Nobiluga
Mystican Pasalan, Nobiluga's True Form, is an overall underwhelming Sniper unit, with 500 standing range and LD spanning from 400 to 1000. Its attack is a staggered multi-hit, split into equal parts for a total of 2900 DPS, along with horrendous trademark Luga survivability, at 31k HP and 1 KB. It has 4 Speed, 2250 cost, and a ~3 minute Cooldown as well as immunities to Slow, Freeze, Weaken, Warp, Knockback, Curse, and most notably, Waves. The only difference between the Evolved Form and the TF is a 50% reduction in cost and a ~40% reduction in cooldown, and like all Lugas, the First Form is useless.
Mystican Pasalan only has a few things going for it, such as its extremely long piercing range of 500, allowing it to snipe almost all enemies, with a workable amount of DPS for its standing and piercing range stats. It also has a few stages where its Wave Immunity can shine. For example, you can use Mystican on The Bloody Wharf to snipe Sunfish/Spacefish by using Berserkory as a stepping stone, and its high piercing range allows it to cheese stages such as The Red Cat Gambit, but these stages are few and far between. Finally, Mystican has an extremely low cost, making it one of the cheapest conventional Ubers to deploy.
All of these stats and abilities seem pretty good on paper, until you get to its awful survivability. First off, Mystican has a massive blindspot of 400 and only 100 inner range, allowing enemies to easily slip into the blindspot and kill it. Mystican’s Warp and KB immunities actually harm its survivability, as, along with its mere 1 KB, it now has no way at all to reposition. It can’t tank any hits, either, as its dismal HP means it is doomed the moment an enemy makes contact. Its status immunities are mostly worthless since if Mystican is getting hit by anything, it's going to die soon anyway. Although Wave Immunity is usually good, its usage is severely limited, as most wave enemies like Dober and Kories are melee-range, which once again brings us back to its huge blindspot. Its attack mechanic is also quite gimmicky, with the second hit landing much later than the first. This only makes it so that Mystican's already subpar DPS gets halved when enemies infiltrate into the blindspot between strikes. Like all Lugas, it has a long recharge time. Even though this is a great improvement from its Evolved Form and faster than the average Luga recharge of ~5 minutes, it's still not enough to compensate for its horrible survivability, and its price reduction does not excuse it from being horrible in nearly every other way.
Overall, Mystican Pasalan is a poor Sniper that suffers from terrible survivability and a huge blindspot. Its many immunities don't really improve its performance and can actually hurt its viability. Although it has a few stages where its large piercing range can shine, they are far too rare to justify its overall poor performance.
Togeluga
Togeluga, or rather its True Form Shishilan Pasalan, is a very good backline attacker at 445 range with 51k HP and 100 KBs, 3000 base DPS with a 17s attack cycle and 3.5s foreswing, Wave Immunity and a +200% Strengthen at 99% HP and CD of 158s. Before True Form, it has a pathetic 850 HP and is of very limited use, and as with all Lugas, the First Form is unusable.
While its base 3000 DPS may seem low, Shishilan's Strengthen ability very quickly increases it to an impressive 9000 strengthened DPS. Its activation threshold of 99% HP, paired with the insanely high knockback count means that virtually any hit from a weaker enemy can trigger the Strengthen, so Shishilan only needs to take very little damage to be at full power. This also boosts its base attack to deal an extremely high 153k strengthened Damage per hit to all enemies, meaning you often only need one good hit to land to turn the tide of battle. With excellent attacking power, a good standing range, as well as exceptionally good repositioning abilities, Shishilan is very capable as both a general Backliner and as a Wave Immune attacker with great compatibility against all recurring major wave enemies.
Shishilan's main weaknesses are its very slow attack rate and long attack foreswing. Fast pusher enemies with a high knockback count, such as Gory variants or Shadow Boxer K, can easily push close in between its attacks and also effortlessly interrupt its attack animation if they manage to hit. If you get unlucky, Shishilan can also miss due to the enemy being knockbacked as Shishilan finishes his attack. Despite having a strong matchup vs wave enemies, other piercing attackers with LD or surge such as Dolphina, Tackey, Kappy, or St Dober hard counter Shishilan, as they are able to juggle it due to the high knockback count and long foreswing. These problems are very noticeable in late/end-game because many of its relevant stages include fast bruisers or LD enemies. Its slow attack rate and inability to fully tank even weak hits make Shishilan less reliable compared to backline attackers with faster attack rate – even Awakened Ururun – and render it completely useless in mixed stages with LD enemies. In late game, Shishilan no longer gets to exploit its main strength of high KB count as most enemies will begin to kill it in a small number of hits, leaving you with a slow attacker with fairly normal survivability.
Overall, Shishilan is a very strong backline general Nuker with an excellent niche as an anti-Wave attacker. Its early to mid-game performance is exceptional. Due to a slow attack rate and long foreswing, however, it cannot deal well with fast, LD or surge enemies that become more prominent in the late-game, causing Shishilan to somewhat fall off more and more as you progress (and also likely obtain specialists with more than 9000 DPS in their niches). Despite these weaknesses, Shishilan remains a major carry unit in almost all wave stages in the game and can perform very well as a general Backliner until the late/end-game.
Balaluga
Balaluga, or rather its True Form Piccolan Pasalan, is a situationally useful general CC Support unit with extremely low DPS, but the ability to proc Freeze (3s) and Weaken (6s) against all enemies from a very long 940 range. Like all Lugas, the First Form is unusable. The Evolved Form only freezes for a bit over 2 seconds and has no Weaken proc, but is of minor use beyond the early game, after which True Form is highly recommended to unlock. It has the standard Luga stats of 20.4k HP, 1 knockback and 325 second Cooldown and an abysmally low 11 DPS.
Piccolan's most noticeable stat is its range, which is one of the highest in the game, allowing Piccolan to outrange nearly every enemy by a comfortable amount of distance. The guaranteed Freeze and Weaken proc offer generally useful support, especially in stages with enemies that need to be controlled but few cats can target, like Relic Bun Bun, or stages with complex mixtures of difficult high-range enemies like in Revenge of Red Sky. Piccolan synergizes well with Cyberpunk Cat and the meta around him, as they help fill in each others' CC downtime, and use different status effects so run no risk of overwriting one another.
With no chances to reposition and negligible HP, Piccolan is pretty much dead if enemies reach him. A long cooldown means you'll likely be unable to get another one out when it does die, and stacking is infeasible. Additionally, the proc uptime isn't great, only being around 18% for his Freeze proc and 37% for his Weaken proc, which is largely insufficient to control more aggressive enemy types alone. Besides its range, none of its stats are anything special and it's incapable of being used as an attacker with one of the worst DPS stats in the game. Piccolan is also terrible for many wave/LD/surge/Zombie stages where their attacks can reach and kill him swiftly.
Overall, Piccolan is a decent Support CC Uber with very long range and wide coverage but low health and damage. Piccolan's niche is fairly unique, saving him from being overshadowed by other Ubers. It is at least moderately effective on a good amount of relevant stages, however, due to its mediocre proc uptime, in many stages it may be more worth bringing specialized counters. Additionally, Piccolan being unable to function as even a bad super-backline attacker makes it undesirable to get at the start of the game. Despite this Piccolan has a unique role in the meta, especially with his support role in the Cyberpunk meta, and is overall situationally useful throughout the game.
Tecoluga
Tecoluga is a super powerful Single Target Super-Backliner with 20.4k HP with 1 KB, 620 range and a ridiculous 15.3k DPS with a 10% chance to perform a Critical Hit. Its True Form increases its already high range to 720 and increases its crit chance to 20%. Its cooldown is over 5 minutes long. Note that its First Form has completely different stats and is practically useless.
Tecoluga's biggest strength is its ultra-high DPS at a very good range. It is able to decimate enemies as long as it hits the target. This makes it especially good against stages with little to no peon spam such as Manic Mohawk and Manic Eraser. Its chance to crit is also a nice bonus to deal even more damage from time to time. Its crit also gives him the ability to one shot any Metal enemy, though inconsistently. It is especially nice against tankier Metals, most notably Sir Metal Seal. Also, while its Single Target does heavily limit its usage, on stages with a mix of peon spam and tanky enemies, it can still sometimes perform well if you use other units such as Manic Macho Legs to clear the path.
Tecoluga's one glaring weakness is its Single Target. This severely limits its usage as it struggles on stages with lots of peons to soak up its attacks; it can barely land any meaningful hits on said stages. Its anti-Metal capabilities are also held back by this, as it performs poorly against Metal Doge spam, which is very common in Metal stages. It also has problems with survivability, with pathetically low HP and no chances to reposition; if anything pushes to Tecoluga then it's done for. Its cooldown is also painfully long, so losing Tecoluga soon after you summon it may leave you with no opportunity to recover.
Overall, Tecoluga is an amazing Uber to have. It has a super useful niche being a Single Target Nuker. It is able to destroy many bosses easily and crush stages themselves. Sadly it doesn't have much general use due to Single Target. You can use it as a generalist by clearing the path with other units but it's still very tough to use.
Kubiluga
Kubiluga evolves into Kubilan Pasalan, which is a situational backline CC unit with a 100% chance to Knockback non-Metal enemies and create level 8 Waves (1733 range). In True Form, E. Kubilan Pasalan loses his Knockback effect and gains a 100% Critical Hit chance instead with 1.7k critical DMG. He has the typical Luga 5 minute Cooldown, 3.5s of foreswing, 12.8s attack frequency, 1 KB and 20.4k HP, and stands at 450 range. As with all Lugas, First Form is useless.
The biggest selling point of Kubilan in Evolved Form is the level 8 Knockback wave. The initial hit is Single Target, but the wave effectively gives him AoE Knockback over a huge range. His brand of CC is useful support for stages that gradually but relentlessly push such as Leadfoot Drive and Technocracy. Furthermore, the enemy hit by the initial attack is knocked back once by that hit and again by the wave. In some cases, his KB wave and low damage output can be applied to cheese stages (Ex: Floor 32, Mineral Treatment, etc). In True Form, E. Kubilan's crit/wave combination is good for clearing out larger numbers of low HP Metal enemies such as Metal Doge, Metal One Horn, and Koronium. He also has access to a very efficient Cat Combo with Giraffe Cat which increases Worker Start Level by two stages, and helps a lot in money-tight startups and Dojos.
Kubilan has the same weaknesses that most Lugas suffer from; low HP, no chances to reposition, and a long cooldown. It's hard to keep him alive, especially when wave/LD/surge enemies are present, and you don't get another one out for a long time afterwards. His KB ability is powerful, but not so useful in stages that push hard and fast, where Freeze or Slow are more favorable choices of CC. Additionally, his KB ability can make some of your other Ubers miss their attacks and sabotage your runs. Or, in reverse, your attackers can make Kubilan miss his slow, Single-Target attack and leave you without his support for an extended time. For the True Form, the same lack of survivability remains an issue, and furthermore E. Kubilan's damage is disgustingly low even when critical hits are factored in. He can barely scratch tankier Metals, severely limiting his range of compatible targets. His abysmal damage also completely invalidates any use as a generalist, despite his comfortable standing range.
In conclusion, Kubilan is a decent CC Support unit and in True Form, a good anti-Metal peon-clearer. Most of the time, you'll use his Evolved Form since while his True Form is good at clearing low HP Metal enemies, the lack of use against anything with more than a couple-hundred HP means you will usually choose other critters over Kubilan for Metal stages. His Evolved Form should almost never be your main source of CC and should be used as secondary support unless you are attempting to cheese the stage. Use Kubilan in stages that push gradually and he will be able to more or less undo the enemy's attempts at advancing. Try using him on a stage with fast melee rusher enemies who push hard and quick, though, and he'll die early.
Asiluga
Asiluga, or rather its True Form Assassinlan Pasalan, is a decent super backline Support unit. Its physical stats are too small to be worth anything (19k HP with 1 KB, 500 DPS), but its unbelievable 1250 standing range and 100% Slow against all enemies for 3s (3.6s with treasure) are instead its main tools. Talents can extend its Slow duration to 4s (4.8s) and grant it Dodge and Survivor abilities. It also has an average Luga cooldown of 325s.
Assassinlan stays safe from enemies by having such a large range that even heavy pushers need a long time to reach it. During this time, its Slow proc impedes enemy progress and buys you more time to deal with just about any threat, while also providing a small amount of chip damage against high range enemies which you may struggle to land hits on otherwise in the early game before wave/LD/etc cats are available. All of this is to say that it works similarly to Cyberpunk Cat, albeit without a blindspot. Notably, they work well in combination together, covering the gaps in each others’ uptimes such that Assassinlan's main role in the meta is to act as extra support when you're using Cyberpunk anyway. Assassinlan also has an accessible two-slot Slow Up M combo (with Macho Legs Cat) which further enhances the effectiveness of this strategy.
Assassinlan's main weaknesses are obvious. Again, much like Cyberpunk, it has essentially no relevant DPS and is not going to make an appreciable dent in any meaningful enemies outside of very early game. It is also extremely fragile, dying to almost any enemy that does manage to reach this deep into your backline, such as wave attackers or Zombies especially. This weakness is even worse when you notice its absurdly long cooldown. If he dies and you were relying on its support CC to keep your army alive, you probably won’t live to summon another one. Finally, Assassinlan’s Slow uptime of 29% is extremely poor, so it will rarely offer sufficient control by itself to actually suppress aggressive enemies.
In conclusion, Assassinlan is an effective universal Support unit with incredible standing range and a strong place in the Cyberpunk meta. However, with his shallow HP pool, obscene cooldown and lack of DPS, it is often preferable to use other, less slow strategies with specialized counters to the threat at hand. That being said, Assassinlan’s ability to work on just about anything still makes it a viable choice for much of the game when you just need a little bit of extra control to keep your defenses intact. It will never turn a bad lineup into an easy win, but it can certainly turn a close loss into a close victory when used correctly.
Nekoluga
Nekoluga, or rather its True Form Ultralan Pasalan, is a very niche super backline Support unit who can proc Freeze (2s, 100%) and Knockback (100%) against all non-Metal enemies from 650 standing range and a 19s attack rate. It has essentially no meaningful damage at 1800 DPS, awful survivability with 20k HP and 1 KB, and a crippling 5 minute Cooldown, relying only on its CC ability to contribute to the battle. The Evolved Form has only the Knockback ability without the Freeze proc, and is considerably less useful outside of the very early game, and like all Lugas its First Form is useless.
Ultralan's only "strength" is his huge standing range. This makes sure that he can provide support from a safe distance. He can control enemies by knocking them back, allowing you to reach the enemy base early, while interrupting their counterattacks with his Freeze. This is situationally useful, such as in long drawn out battles against Crazed/Manic Mohawk and Eraser in the early-to-mid game, and again in their reappearances in Heavenly Tower.
Unfortunately, Ultralan's attack rate is just bad, making his Freeze uptime only around 10%, which is not enough to effectively control more aggressive enemies. Due to the irrelevance of his Freeze in most situations, in the mid-to-late game he is obsoleted by Cat God, who can do the same job but use his Omnistrike to stand 850 range away from the enemy base. He also suffers from the common Luga issue of being ridiculously fragile. One touch from an enemy and he's done for, and with an incredibly long cooldown you will likely not see him return to the battle.
In conclusion, Ultralan is barely valuable after early game Crazed/Manic stages due to awful attack rate, poor abilities and almost non-existent stats, with range being its only impressive parameter. Its abilities are ineffective in most situations and he performs worse than a no gacha alternative available in the later stages of the game.
Legeluga
Legeluga, like all Luga First Forms, is useless. The Evolved Form, Legelan Pasalan, however, is a strong but flawed midrange Rusher with 20 Speed, 12k DPS from 300 range, 51k HP and 5 KBs. Further to this are its immunities, with Immunity to Waves, KB, Freeze, Slow, Weaken and Warp. Also of note are its 5 frame foreswing, 3.5s attack rate (all of which is either foreswing or backswing), 4500 cost and 2 minute Cooldown. Finally, it has Omnistrike from 300 to -700 to hit enemies behind itself.
Legelan has the outline of an excellent Rusher build, with a respectable attack rate and foreswing, full-backswing rebound mechanism with a solid KB count to exploit it, and a staggering 12k general DPS. With a wide range of immunities to better counter wave attackers and CC enemies too, Legelan can definitely influence the course of battle with a well timed rushdown, potentially dealing hundreds of thousands of damage over its life cycle. And while its speed looks a little on the low side for a Rusher, it is sufficient in practice more often than not.
Unfortunately, while a single Legelan certainly dishes out heavy punishment, its huge cooldown will see it lose out on total damage output across the battle compared to Rushers with more typical 50 to 90s respawn rates. This is amongst the worst cooldowns in the Rusher class, and severely limits Legelan's utility. Its standing range is also a little unimpressive, much less than other midranger Rushers like Kalisa, and sees it take damage a little more than you'd like, and KB/Warp Immunity can work against Legelan's survivability/rebound usage, though the scale of these problems are nothing compared to the cooldown issue.
Overall, Legelan could be great if not for its cooldown being around double the Rusher standard, essentially halving its performance compared to its peers. In very short battles where you would only have time to summon one Rusher, even one with a shorter cooldown, its performance is average to above average, albeit lacking the safety net of quickly sending out another should your first attempt at using it fail. However, in longer endurance battles it will consistently underperform. Legelan will also occasionally shine when you fight wave or CC enemies, but could have been so much more than this, and is generally considered one of the worst Legend Rares. Its negative range is of little use due to lack of Z-Kill, though would be questionable on a Rusher anyway.