Ultra Souls


Rares


Super Rares


Ubers and Legend Rares

Shitakiri Sparrow



ChunChun Haunters are a mediocre Surge Immune anti-Angel/Aku unit with a 100% chance to Knockback and Curse for 3s, and a 40% chance to create level 2 miniwaves. They boast 4000 DPS at 400 range, a 4.2s attack cycle, 4350 cost and 111 second CD, and 58k HP with 4 KBs. They are also quite fast for a backliner, moving at 20 speed. The First Form, Shitakiri Sparrow, is essentially a better Acrobat Cats, though is still very bad due to unreliability (30% KB chance) and is pretty much useless against Aku, so will not be evaluated here.

ChunChun Haunters find use primarly against bulky Angel enemies, such as Boraphim, Sleipnir, Winged Pigge and especially St. Dober thanks to Surge Immunity. They can reliably KB them every 4.2 seconds, letting you hold or gain ground where you otherwise wouldn't be able to. Additionally, they can Curse the aforementioned Winged Pigge and Sleipnir with a nice 71% uptime (or up to 86% with treasures), significantly reducing the threat of their debuffs. Miniwaves enhance these abilities further, allowing them to occasionally KB and Curse incoming enemies or those hiding in the backline behind peons. The Haunters aren't particularly great against Akus by comparison due to Shields stopping status effects, but they can be effective against shieldless Akus such as Aku Gory, and especially Surge or Death Surge users like Condemned Peng or Medu-san.

Despite this, ChunChun Haunters come with a pretty long list of flaws. They possess incredibly poor stats for a backliner; 4000 DPS at 400 range is laughable and outperformed by just about any generalist, while a relatively high 20 speed makes it hard to keep behind slow meatshields and other cats. Their extremely effective KB ability greatly hampers their use on heavy Angel stages with backline enemies other than Sleipnir, as it instead becomes too effective and gains so much ground that your units will move into the backliner's range and die a miserable death. Matchups that look good one-on-one, as described in the above paragraph, can thus suddenly become awkward or inviable when other backline enemies are present. Lack of Curse Immunity also becomes an issue in UL, where the Angel+Relic pairing becomes common. They also perform terribly against Akus in general due to the lack of Shield Pierce as hinted above, and lack the DPS to reliably brute force shields to make up for this.

Overall, Shitakiri Sparrow suffers from too many flaws, with a near useless First Form and subpar general stats with a flawed Anti-Angel debuffer / Surge Immune niche in Evolved Form. Certainly not without uses, but very limited in scope.



Kintaro



Kintaro is a decent midrange Sniper with 9200 HP, 1200 DPS, 840 cost, and 7.8s cooldown. He stands at 350 range and his LD extends from 250 to 450 range. He has the ability to Slow Angels for 3 seconds at a 30% proc rate and has a 10% chance to deliver a Savage Blow giving him an average DPS of 1500. When True Formed, he becomes a good super backline Sniper with 46k HP, 3500 DPS with 3.4s foreswing, 4650 cost, and 145s cooldown. His range is increased to 500 standing with LD reaching from 300 to 750 range. Both abilities are improved with a 50% chance to proc Slow against Angels for six seconds, a 20% chance to deliver a Savage Blow plus a new ability: 50% chance to Curse Angels for four seconds. Kintaro's attacks are delivered in a rapid three stage multi-hit in all forms.

Kintaro has amazing stackability, being essentially untalented Housewife but with half the cooldown, which is especially helpful in mid-late UL stages where Housewife and Fiend occupy a rare niche (stackable midranger with LD) that can always use more units. His pierce can reach all but a few common Angel enemies and due to his stackability, he has no problem permaslowing everything that walks into his range when taking into account his quick three-part multihit where each hit has 30% chance to proc, giving him a good 65.7% chance to proc per attack cycle. While Sanzo is heavily used in Angel CC, Kintaro provides extra value in also being able to slow the mid-backliner enemies Sanzo cannot reach such as Angelic Sleipnir and most importantly, Winged Pigge. Kinrangers can also be used to snipe super backliner enemies such as Prof. A and Nyandam variants, provided there is a stepping stone in front of them, due to his incredible piercing range. Angelic Sleipnir, Winged Pigge, and Chickful A are three Angel enemies where his Curse can be put to good use, turning off their annoying status effects. His Slow effect now has a. 87.5% chance of hitting each attack cycle with multi-hit factored in, and can provide consistent long range support. His Savage Blow is also very relevant in both forms as Kintaro's stacked damage escalates quickly whilst Kinrangers has one of the highest damage outputs (4900 effective DPS) for a Super Backline LD Sniper unit when factoring in Savage Blows.

While on paper, Kintaro has the capability of slowing melee Angel enemies such as Gabriel and Angelic Gory, he does struggle a lot in practice when his Slow doesn't proc and they quickly push into his small but visible blindspot. One hit from Angelic Gory is enough to severely damage or even kill him outright, ruining all chances of a stack being formed. Kinrangers suffers from extraordinarily high speed causing him to clip and making his standing range an inaccurate representation of his true placement in front of enemy units whilst also taking unnecessary early damage since he just rockets past any and all meatshields, lowering his survivability. It should also be noted that this can be easily alleviated by sending him later once a decent meatshield wall has been established. Additionally Kinrangers' foreswing can feel a little sluggish at times, giving time for enemies to interrupt his attacks.

Kintaro actually reaches almost all common Angel enemies with his pierce so if it's strictly slowing Angels you need then First Form is best. His TF is used for more consistent Slow if stepping stones aren't available along with additional range + Curse options. It should also be noted that he requires two Elder Catfruit to True Form which is both costly and locking him behind SoL completion. His Evolved Form is still available to use and is very similar to his True Form although lacking the Curse ability. He is incredibly good for general usage as either a midrange LD unit or as a super backline Sniper and overall a solid pull that will benefit you throughout the whole game and occupying two niches that are not too common.



Sarukani



Due to the nature of Sarukani, we must go over its First Form and True Form, both with different usages. Sarukani (First Form) is an excellent spammable anti-Zombie uber and decent anti-Angel, with 12k base HP with 4 KBs, 2200 DPS, 300 Range and 7.2s Cooldown. The True Form of Sarukani (OHW) is a decent generalist Backliner, an amazing anti-Zombie Backliner and a very good anti-Angel with 5700 DPS, 98k HP, 4 KBs, 460 range as well as Slow Immunity and Weaken Immunity. Its CD is much longer than the first form, at 151s. Both forms have Z-Killer and Strong against Zombies and Angelic enemies.

Sarukani is, as said before, an excellent spammable anti-Zombie with the Strong ability giving it an effective 4000 DPS against Zombies, combined with its rather quick cooldown, decent range and survivability (29k effective HP with 4 KBs) allows for Sarukani to be quickly stacked and accumulate DPS. Sarukani performs incredibly well against shorter-range enemies like Zory and Angelic Gory, with their shorter range allowing for a stack of Sarukani to melt them. A perk of Sarukani is its quick attack animation allowing for Sarukani to quickly react to Zombie ambushes by peons, and a short cooldown which allows Sarukani to be ready for any Zombie ambush. OHW with its good range means it outranges and can safely hit most Angel and Zombie enemies from a distance, and with its 10k effective DPS, means OHW deals nicely against enemies like Cadaver Bear and Winged Pigge, while its First Form cannot. It also has a good effective HP of 244k HP and 4 KBs (60k+ endurance) allowing some moderate tanking of Angels and Zombies, notably against Daboo and Zamelle. Its Weaken Immunity and Slow Immunity is also worth mentioning, allowing for better countering of Daboo, Zroco, Winged Pigge, Sunfish Jones and deals with enemies like Calamary.

While Sarukani can deal effectively with shorter-ranged Zombies/Angels, it suffers in its performance against enemies with longer range such as Cadaver Bear, Zamelle or Sleipnir. Sarukani against these enemies usually gets killed before being able to stack or do any damage at all depending on the enemy. And since Sarukani by itself also is rather lackluster in overall stats, usually requiring a stack to do any meaningful damage meaning, this nullifies Sarukani against any longer range enemy. This overall damages Sarukani's performance against Angels, as Angels contain more Backliners to nullify Sarukani than Zombies. OHW mainly suffers from his decently long TBA and foreswing, with this resulting in enemies with high push-power managing to push towards OHW during his long TBA. More relevant is the fact that Zombies, a trait which OHW is meant to counter, has a lot of high DPS peons which can burrow and ambush TF Sarukani, and due to long foreswing means that these peons can chip Sarukani's HP, and chip away over time. OHW’s repositioning ability (4 KBs) is average at best, leaving him not quite as much flexibility to deal with burrowing Zombies and heavy-pushpower enemies like Cadaver as you might like. Finally is the fact that OHWs long foreswing means enemies can sometimes burrow behind OHW, nullifying him entirely, although this can be remedied with HBlast.

Overall Sarukani as a whole is an excellent Uber, with its 2 forms allowing for great versatility against Zombies, together effectively countering nearly every Zombie in the game. The first form is like a Li'l Flying or Cadaver BearCat with less raw power but much higher survivability. Sarukani's two forms also perform well against most Angels. Sarukani is made even better as the traits it counters (Angel and Zombie) are very relevant from mid to end game, and also being a decent generalist Backliner means Sarukani can practically last you from EoC all the way to UL.



Kachi-Kachi



Kachiyama Assault Brigade is a rather bad overall Backliner, but with usable anti-Angel and Alien niches. They have 3600 base DPS, 54k base HP, 460 range, 48 Speed, a 71s Cooldown and 2 KBs. They target Aliens and Angels with a guaranteed Weaken (50% Power) for 4.67 to 5.6s depending on treasures as well as the Strong Against ability. The First Form is completely irrelevant, with poor range, stats and ability and will not be analyzed here.

Their main strengths come from specialist use, with a guaranteed perma-weaken AoE debuff helping suppress two traits with hard-hitting enemies. Strong Against further grants them 6500 effective DPS and 136k effective HP against Aliens/Angels which solidly outclasses most similar-range generalists.

While this may seem decent on paper, Kachiyama suffers from many issues. Kachiyama's abnormally high speed is a prominent problem, which causes range clipping, moving in front of meatshields and general suicidal tendencies. Combined with a low 2 KBs, they often die too early without contributing much to the battle. Kachiyama also suffers from terrible generalist stats, with base DPS lower than even C. Baha and pre-TF Ururun, so that even overlooking their other issues they are not usable as a general backliner, and perform worse than most specialists in their niche. Weaken is also a rather underwhelming CC to apply, with Slow and Freeze being preferable in most cases.

Overall, Kachiyama Assault Brigade is a terrible generalist with bad base stats. Despite having a usable niche, they are dragged down by their suicidal speed and low KB count, and are more or less replaceable by other specialists even ignoring that. While you may find some occasional usage with Kachiyama Assault Brigade in their niche, they are never the best choice and overall a bad uber.



Princess Kaguya



Princess Kaguya is a great specialist CC / Support unit in First Form, and also serves as a decent general Backliner in True Form. All forms inflict Slow against Angel and Metal. The First Form serves as a spammable 280 standing range CC unit similar to Puppetmaster & Charley, with the added benefit of having AoE, and base stats of 7700 HP with 3 KBs, 600 cost, 2800 DPS and a 7.2s Cooldown. She has a 20% chance to Slow for 2.3 seconds, attacking every 1.5 seconds. In True Form, her build changes to be more like a typical Uber Backliner. Her attack rate drops to every 9 seconds, but the Slow proc becomes guaranteed and 3.7s long, and she stands at a much better 455 range with around 5500 DPS at 48k HP. Note that her Evolved Form has less range (425), less DPS (~4400), and only a 50% Slow proc, so is of very limited use.

Kaguya's main strength lies in her ability to area Slow Metal enemies in First Form. Before Cyclone drop TFs are acquired, she is a useful CC option on Metal stages. It's possible to permanently slow groups of Metals with just 2 or 3 of her on the field, and she has a short cooldown with a low cost to aid this stacking/spamming strategy. Her usage versus Angel enemies is not as remarkable, but if one does not have talented Sanzo she is still usable against Boraphims or Angelic Gories. It should be noted that her 280 range is higher than a lot of other CC options in these traits. True Form, on the other hand, can be used to control higher range Angels like Angelic Sleipnir or Winged Pigge. First Form is always preferable against Metals, however. The True Form is also adequate to use as a standard generalist backline attacker, essentially serving as a better Crazed Bahamut.

First Form Kaguya suffers from strong competition on both fronts. As an anti-Metal she competes against Puppetmaster & Charley, as well as talented Lollycat. Puppetmaster has a more consistent Slow proc than her, but is also single target with a longer cooldown, less range, and higher speed. So Kaguya still retains the upper hand on Metal enemy spam stages such as Bionic Seaweed or Utopia is Over There. Meanwhile Lollycat needs NP investment. However, there is no such silver lining for her as an anti-Angel, where she's outclassed by Sanzo on all fronts. While Kaguya has decent DPS and cooldown for her range, she cannot be used as a general Midranger due to her horrible HP. She is outclassed by Cameraman in this regard. In True Form, Kaguya's performance as a general attacker is inhibited by her above-average cooldown, and is completely outclassed by late-game by Awakened Ururun.

Kaguya stands as a competent stackable anti-Metal area CC in First Form, although she faces stiff competition. She becomes more of a novelty than a necessity once cyclone drop TFs are unlocked. You would never choose the First Form as an Angel counter over talented Sanzo, but True Form's 455 range gives her some uses against Angel backliners. True Form loses any relevance against Metals due to the worse slow uptime and lack of Critical Hit, but remains an adequate backline attacker in general use.



Kasa Jizo



Kasa Jizo (in First Form) is an excellent general spammable AoE attacker, with Massive Damage against Black and Angel. Jizo has 2100 DPS, 15k HP with 3 KBs, 320 range, 750 cost and a 3.9s Cooldown. In True Form, he becomes a great anti-Black/Angel Nuker, with 6100 DPS, a 13.37s attack cycle, 116k HP, 2 KBs, 4 Speed, and 485 range but now with a 151s Cooldown. Evolved Form stats are a bit worse overall, but True Form is not compulsory to perform well. True Form also has multi-hit while evolved doesn't, which makes it sometimes preferable even. You will likely use the First Form the most, regardless, as this is the main draw of Jizo.

Jizo's main strength is that his First Form can be quickly stacked and accumulate lots of DPS to melt shorter-ranged enemies. He is best compared to Cyborg Cat, another good spammable area attacker, which Jizo outclasses in almost every way even outside of his traits. Jizo's Massive Damage ability against Black and Angels (8300 effective DPS per stacked Jizo) of course makes him even more destructive against them, and a decent stack will quickly accumulate unparalleled DPS against short ranged threats of these traits such as Black and Angel Gories. He has good durability for a stackable area attacker, keeping your Jizo stacks alive and dealing considerable damage even in tight situations. In Castle form, meanwhile, Jizo outranges enemies that the First Form cannot such as Le'noir, Winged Pigge, and Sleipnir, still destroying them very quickly (18k-24k effective DPS depending on treasures) while also having the stats to perform as a very respectable general use Backliner.

Like all things, Jizo comes with flaws. Enemies with more range than the spammable First Form, while they can be countered by the True Form still, remove the option of using his main strength. Enemies with range less than Jizo who can push very hard such as R.Ost may also give him trouble compared to Cyborg with 350 range instead of Jizo's 320. A related note is that while Jizo is very good at his role there are non-Ubers that can safely take his place. In particular Pizza as an anti-Black, and Slapsticks in the late game Relic meta, cut into the need to own Jizo (especially as the alternatives unlock their talents). True Form suffers from its long attack cycle, sluggish movement speed, and a below average KB count, which are not ideal for countering the many Black/Angel melee rushers. Similarly, True Form's multi-hit is inconveniently timed to often miss the last hit containing most of the damage against such enemy types who often have a high KB count. For both forms, Black is a quite heavily powercrept trait that does not require a hard counter Uber, though Angel remains a highly relevant target.

Overall, Jizo is an excellent Uber who is famous, if a little overrated, for very good reasons that are relevant throughout the game. Between his two forms he can cover most enemies in his target traits, and perform impressively as both a general stackable area attacker and a serviceable generalist Backliner throughout the whole game (albeit falling off towards the end game). Either form alone would be a valuable Uber to own.



Momotaro



Momotaro in First Form is a decent spammable (4.5s CD) anti-Angel and Red midrange Support unit with a 30% chance of Freeze proc for 2.3s, attacking every 2.6s for about 89% uptime, or 106% with treasures. He can also serve as a damager with 2000 DPS at 280 range and 12k HP with 3 KBs. In True Form, The Peach Devils is a good anti-Angel and Red backline Support Uber with general stats now 4300 DPS at 435 range and 68k HP with 4 KBs. He loses spammability with a longer 58s Cooldown, but the Freeze increases to a 40% chance for 3.33s with a 4.5s attack cycle. Talents can improve the Freeze duration to 4.33s (>100% uptime with treasure) and add a 4s Weaken. Finally, True Form also has a massive 48 Speed, adding potential to be used as a Rusher. Evolved Form has considerably worse stats, range and ability, and should probably not be used; stick with First and True Forms with Momotaro.

One Momotaro provides inconsistent control, but his very fast spam rate allows you to quickly build up a stack which can easily permafreeze anything in range. Decent HP for a spam unit and an above average 280 range for a spammable Support unit keep your stack alive, making Momotaro a very effective choice for Red/Angel CC, completely shutting down almost all melee range threats and dealing some solid area spam DPS in the process. Peach Devils cannot be spammed to achieve easy permafreeze, but stands at a better backline range to provide supporting/secondary control against a wider range of enemies, and with a short cooldown, they can often still stack for more thorough control, especially with talents unlocked. True Form also doubles as a general Rusher with somewhat low damage, but backliner range to sustain that damage for longer.

First Form's stack DPS works, but suffers stiff competition from Rare and Super Rare area spam units like Camera. As far as his support role goes, while 100% Freeze units like iCat can sometimes work even when outranged as they just need to land one attack to render an enemy helpless for some time, Momo relies on either insane luck or stacking to produce a complete enough Freeze to do this, and is hence strictly limited to work within his range class. High-midrange and backline Angel threats like Chickful A or Sleipnir especially ruin First Form Momotaro's day. True Form overcomes the range issue but, thanks to his low backswing, can sometimes speed clip and lose part of his range advantage such that even a mild push from the enemy frontline can bring Peach Devils into the danger zone, and the Freeze only saves you from this 40% of the time. Certain tougher Angel/Red stages will kill your first Peach Devils before you can get a second out. His base stats are also poor for a general Backliner or Rusher, with his DPS falling far short of his competitors in this role.

Momotaro has solid matchups against most Reds and a good amount of melee Angels in First Form, and can provide top class CC in those situations if allowed to stack. Peach Devils brings the number of valid targets up to cover all but super backline enemies in these traits, but does not shut them down as completely. Nevertheless, he is a great Supporter, if perhaps not your main CC in these traits. His backline range, short cooldown and high speed make him quite unique and able to perform many general roles too, but low DPS limits his effectiveness in them.



The Grateful Crane



The True Form of The Grateful Crane (Ultima Galaxy Cosmo) is a decent Super Backliner with good anti-Floating and anti-Angel CC. Cosmo has 850 range, 54 Speed, 2800 DPS, 27k HP with 4 KBs, 21s attack frequency, 11s foreswing and additional abilities of 100% chance to KB and Freeze (6s) against Angel and Floating. Cosmo has 131s CD. The Evolved Form has no Freeze and worse stats across the board, but can function as a Super Backliner if desperate, while the First Form is essentially useless due to poor stats and pitiful range.

Cosmo's main strength is his incredible 850 range, being able to outrange nearly every single enemy in the game, with the exception of a few enemy super-backliners. Cosmo’s rather low DPS, while not amazing for general use, can be very useful chip damage for long-ranged enemies you struggle to otherwise hit, like Camelle or Perfect Cyclone. Cosmo also packs a useful anti-Angel/Floating CC, with both KB and a long Freeze, allowing him to gain ground for the rest of your army, and help them keep it, suppressing heavy pushers such as Winged Pigge.

The most prominent problem of Cosmo is his very long TBA and foreswing. This can cause either Cosmo to miss which can be fatal with his long TBA, or be interrupted, and with his low HP, Cosmo can easily be killed once he is reached, meaning good support is required to use Cosmo effectively. This combined with his below-average DPS, means his general use is rather poor. Another problem is Cosmo's immense speed, which can cause Cosmo to run carelessly into the range of enemies or hit the enemy base prematurely. Particularly against Sunfish Jones, his speed may cause him to move farther than his standing range. It should also be noted that Cosmo's unusually high TF cost of 30 Yellow and 10 Epic Catfruits can make him less worth investing in than other units.

Overall Ultima Galaxy Cosmo is a situational Uber, with a large array of weaknesses like his foreswing and speed. But with a uniquely large range, he can at least somewhat work as a Super-Backliner as well as a decent support unit with his CC abilities.



Urashima Taro



Due to the irrelevance of Urashima's First Form, I'll mainly focus on his True Form (King Gamereon). King Gamereon is a good general ranged Tanker, and is an excellent anti-Angel and Black tanker; with 246.5k (296k with HP talents) base HP, 5800 DPS, 380 range, 3 KBs, 165s Cooldown and the additional ability of Resistance against Blacks and Angels. With talents Gamereon can also assume the role of a CC / Support unit, unlocking a 40% Slow chance against his target traits, lasting 4.8s with full treasures.

Gamereon's main strength is his good tanking ability, with his large health pool and good 82k endurance making him a good general Tanker, protecting your ranged DPS units. Better yet is his incredible effective HP against Blacks and Angels, at 1.23M (2.3M at level 50 with max HP talent!), making Gamereon an incredible Tanker against them. This incredible tanking ability allows him to counter most Black and Angel stages with support. Gamereon's high range allows for him to work as a Midranger with usable DPS, and also as a ranged Tanker, adding an extra layer of defense behind your meatshields. Gamereon also packs CC in his talents, a high duration Slow which can be useful for a Midranger.

Gamereon, like all things, has weaknesses that should be taken into consideration. Due to his long cooldown at nearly 3 minutes, Gamereon shouldn't be used too carelessly, especially when using him as a generalist Tanker or in UL, as carelessly deploying Gamereon and getting him killed quickly will result in him being down for a long time. His high range can be very troublesome for a Tanker, with a Tanker meant to be on the frontline protecting your ranged units, making him more unreliable overall. Gamereon also targets Black, a trait that has already been mostly powercrept and is usually easily dealt with, however Gamereon deals well against the more troublesome Black enemies. Gamereon's performance also suffers in UL where his role becomes less relevant, and the advent of Curse and high-DPS Relics further diminishes his performance there. Lastly, his Slow talent is dragged down by its subpar proc rate, and considering Gamereon's tanking role, there are much better talents to unlock.

Gamereon is a good Tanker who can deal effectively with most Angel and Black stages in the game, while having a few notable weaknesses like his high range and his performance in UL. While his Black trait is already quite powercrept, Gamereon deals with Angels very well, which is a relevant trait throughout the game; and has good generalist use, meaning Gamereon is a solid Uber throughout the game, albeit suffering in late-game.



Ushiwakamaru



Ushiwakamaru is a good spammable midrange anti-Angel in First Form, and a backline anti-Angel nuker in Evolved Form as Colossal Benkei. Ushiwakamaru has 16.8k HP with 2 KBs, 2700 DPS at 250 range, 12 Speed, and a 5.9s Cooldown paired with a cost of 825. Colossal Benkei boasts 127.5k HP with 3 KBs, 6300 DPS at 450 range, a 2s foreswing, 7 Speed, and a 158s Cooldown with 6000 cost. Both forms combine the two core abilities of Resistance and Insane Damage against Angels.

Ushiwakamaru’s strength lies in his absolute anti-Angel capability, stat-checking every single Angel with his Insane Damage and regular Resistance. He can switch between two roles; in his First Form he is a spammable AoE Midranger with 16.2k effective DPS and 84k effective HP who can be spammed to stack absurdly high DPS against swarms of melee-range Angels. His Evolved Form is a backline Nuker who can hold off all Angels with 638k effective HP and destroy them with 38k effective DPS, outranging or tanking and destroying any Angel foe with ease. These stats make Ushiwakamaru the ultimate anti-Angel specialist. Outside of his excellent anti-Angel role, Colossal Benkei has decent combat stats for a general Backliner too, serving as a better Ururun/C Baha for early to mid-game

However, Ushiwakamaru still has weaknesses which hinders his usage. He is vulnerable to Curse, often losing his abilities in late-game Angel and Relic combination stages. Colossal Benkei’s somewhat long foreswing can quite often cause him to miss, especially against high KB count Angel peons. His long cooldown, high cost and slow movement speed also hinder his usage as a generalist Backliner. Meanwhile, in First Form, Ushiwakamaru’s range and DPS are too low, and his cooldown too high, to be of meaningful use outside of Angels as a spammable Midranger.

Overall, Ushiwakamaru is the epitome of the anti-Angel unit. From the beginning to the end of the game, he stands at the pinnacle of the anti-Angel niche. Benkei’s general performance is adequate to make him a valuable unit to own outside of this niche too, but it is the total domination of Angels that grants him most of his value to the player.