Almighties


Rares


Super Rares


Ubers and Legend Rares

Lucifer the Fallen



Lucifer the Fallen is a great anti-Floating/Aku Super Backliner. In Evolved Form, he has 38.3k HP with 3 KBs and 25k damage/3500 DPS at 550 range with LD from 400 to 700. He has Strong vs Floating/Aku, a 50% chance to create a Level 1 Surge (between 250 and 650), and Immunity to Surge. He costs 4650 to deploy and comes with a cooldown of 118s.

Lucifer’s greatest strength is his extremely high range. The vast majority of Floating and Aku enemies, including bosses such as Jagando, simply can't reach him. Akus in particular can usually counter high range with their Death Surges, but Lucifer's immunity to Surges means he remains a safe option regardless. Against his traits, his Strong ability not only counteracts his somewhat low HP (effective 76.5k vs Aku, 95.6k vs Floating with treasures), but also boosts his effective DPS. Combined with his 50% Surge chance, he reaches up to a whopping 7800 average DPS vs Aku (9400 vs Floating with treasures). Despite not being able to directly pierce Aku Shields, Lucifer's high safety and great effective DPS allow him to make up for this by outliving most Shield Piercers to steadily build up his damage over the course of battle. His Surge having a low minimum spawn point also means it can cover his blindspot to occasionally counter fast pushers who have infiltrated it. Outside of his traits, his average DPS is up to 5200 which is among the highest for his range class.

Unfortunately for Lucifer, his immense DPS for his range is only theoretical. His Surge DPS is inconsistent, not only due to it being a coin flip chance, but also because of the wide area it randomly spawns in meaning it sometimes will not connect with the desired target. His average DPS accounting for this decreases the farther away an enemy is, ranging from maximum 5200 DPS at 400 range to 3900 DPS at 700 range. This also means his ability to cover his large 400-range blindspot with Surges is inconsistent, making him weak against hard pushers such as Li'l Bun Buns and Brollows. Furthermore, while his build does allow him to chip down Shields, this is a slow process which you might not have time for in many stages, meaning he still often requires the support of a Shield Piercer.

Breaking the trend of the anti-Aku ubers, Lucifer for once is not one of the worst units in his banner. He is a very effective general and anti-Floating/Aku Super Backliner with superb power and safety. Although his blindspot is large and his Surge is inconsistent, these are tolerable weaknesses and do not stop him from being a valuable unit to own.



Hades the Punisher



Hades is a Mid-range Tanker with a non-standard 250 range. He has a massive HP pool of 425k HP with 2 KBs and 14.3k Damage spread evenly across a 3 hit multi-attack which amounts to roughly 7000 DPS. He isn't targeted at a particular trait, but instead is a general Tanker with immunities against Warp and Toxic, and in True Form unlocked after UL1, also Knockback and Slow. His talents are some of the most expensive in the game and very poor quality overall. His cooldown is 131.2s.

His strengths are the massive base HP pool (the highest in the game) and KB Immunity, making him the ultimate general wall to place into the enemy's path. His other immunities also prove situationally helpful, with his Warp Immunity working well against WanWan and other Star Aliens, Toxic Immunity hard-countering a small number of (admittedly not too hard) stages with Gobble or Zollow, and Slow Immunity helping him better approach Professor A and such. His unusually high range for a Tanker (bordering on midranger levels) can mean that melee range enemies have to first get through your meatshields to start damaging him, making him useful as a second line of defense (though also means he cannot effectively keep enemies away from shorter ranged cats).

For a tanker, his DPS is below par, so while he can wall enemies he is not doing much else. His rapid attack rate with low damage per hit is also a problem, as compared to other Tankers he needs a lot more time to do the same amount of damage. It also can cause him to make high KB enemies like Brollows or Gabriels rebound and repeatedly attack. His cooldown is also higher than a usual Tanker, around double the ideal value. His KB Immunity is one of his most useful abilities as a Tanker, but is locked behind completing UL 1, after which point his uses fall off as enemies become much more punishing to general tanks.

As a general tanker with no Resistance against any traits, he has half or less of the HP of a typical specialized Tanker. Combined with twice the cooldown, he is only about 1/4 as useful as a specialist. However, his good range of immunities and the fact that he works on all traits equally give him some use as a general Tanker for things like mixed trait or CC-heavy stages where more specialized alternatives would struggle. In such situations, when the stage design favors him, he can take punishment well. However, he still falls behind in dealing damage back in return even in his best use cases.



Empress Chronos



Chronos is an excellent CC / Support unit who freezes all Traited enemies with LD multi-hit attacks, with each of her three strikes freezing for 1 second. She has 450 standing range (300 to 700 LD), and deals around 3800 DPS. She has 51k HP and 3 KBs, and a CD of 125s. True Form changes little except unlocking talents, and is only available after completing SoL.

Her DPS is respectable for an LD Sniper of her range class. These offensive qualities are nonetheless a distant second place to her superb defensive uses, controlling all Traited enemies. Chronos's use of multi-hit to deliver three short-duration Freeze procs instead of a single long Freeze is unique, and gives your meatshields more opportunities to gain and regain ground, which proves to be very effective throughout the game. In addition to this, the uncommon combination of LD and Freeze allows her to control large groups of mixed-trait enemies at once, making her one of the most powerful CC units in the game.

Chronos has few downsides, and most of them can be worked around or overcome. A major one is the vulnerability to Curse in late game, but this is partly fixed by a 70% Curse Resist (not Immune, unfortunately) talent. Furthermore, the staggered multi-hit Freeze is not all good, as the overall uptime of it is on the low side and does not work as well against strong pushers who you want to completely shut down rather than simply disrupt. The short 1s Freeze duration per hit also discourages the use of other Freeze units as support, as Chronos can overwrite their longer Freeze durations.

All things considered, Chronos is an extremely versatile Support unit who will find extensive use throughout the game. Targeting all traits with a relevant and unique ability places her among the top generalist Ubers in the game, and one of the most dominant CC units. Her LD range and DPS make her a good enough Sniper, though this isn't her main use. Specialist units vs single traits often outperform her in their domain, but she is still largely respectable vs each individual trait. That being said, vulnerability to burrow-revive disruption from Zombies, Relics not being fully countered even with Curse Resist, and the inability to damage Metals, make her a step worse against these traits compared to the others.



Wrathful Poseidon



Poseidon is an excellent CC / Support unit with a 100% chance 3.33s AoE Freeze against Metals and Zombies. He also serves as a decent general midrange rebound Rusher. He stands at 350 range with 51k HP and 5 knockbacks, as well as about 5800 DPS with a 53f foreswing. His CD is quite short as well at 85s. He moves at a fast 30 Speed. True Form boosts his stats across the board, with extra HP (56.1k), damage (6300 DPS) and speed (36), and gives him access to Savage Blow talent with 30% chance, which further boosts his DPS to an average of 10k.

Poseidon's biggest strength lies in his Freeze proc. The Freeze is long enough (45% uptime, 54% after CotC treasure) to consistently stall heavy pusher Zombies like Dread Bore or Zyclone. He's also a potent choice against Metals before you unlock the True Form of cyclone units, and even after that he's a decent Support unit in this role. With his DPS he's also a good midrange attacker, and his high speed allows him to work as a Rusher as well. This latter role especially is enhanced by his high KB count, enabling multiple rebound attacks.

One downside is that Poseidon's True Form is locked behind UL, restricting its availability, and he needs the expensive Savage Blow talent to reach his full potential as a Midranger. Additionally, relying on inconsistent Savage Blows for damage output is not ideal as his high speed can be suicidal at times (although high backswing helps him in this regard). You might find that he dies before you are lucky enough to score the all-important Savage Blow because of this, which can cause his DPS to remain at its fairly average base value even after high investment into talents. His cooldown is a bit longer than other midrange Rushers, and a combination of low endurance and high foreswing also makes him prone to being interrupted and juggled, most notably by Zamelle.

Poseidon pre-TF is usable as a Rusher if you don't have anything better, but it is in late game with True Form and talents that he truly awakens to this role. As a Midranger he's decent throughout the game, but what he shines best at is CC. He's one of the best CC Ubers against his two traits, thanks to his guaranteed high-uptime Freeze and good survivability. His range does hold him back for generalist usage to some degree, though.



Splendid Ganesha



Splendid Ganesha is an excellent Long-Distance attacker. He has 400 range (275 to 725 LD) with a base DPS of 3600, with +50% Strengthen, triggered at 80% HP remaining. He has 59.2k base HP with 5 KBs, a 2.66s foreswing, and 115s CD. His True Form is essentially locked behind completing 1 Crown SoL to obtain an Epic Seed, but boosts his already good HP to 66.8k and improves his Strengthen ability from +50% to +100% power. With talents this can be further boosted to +150% power.

Ganesha has great stats across the board. His DPS initially does not seem great, but his Strengthen ability quickly increases it to a respectable 5400 in Evolved Form, a formidable 7200 in True Form, and an insane 9000 with the talent, on par with some of the best LD attackers in the game like Kasli. Ganesha's high HP and 5 KBs combined with the activation threshold of 80% HP means he only needs to be knocked back once to be at full power, and is not left in critical condition by doing so. This ease of activation allows him to deal high consistent damage without a risky setup. His effective range is also great. Ganesha has a great 325 piercing range, which means he has no trouble sniping enemy midrangers and backliners, even super backliners like Camelle.

While Ganesha has very high strengths, there are weaknesses to keep in mind. His DPS may be slightly underwhelming in late 1* SoL stages, though this is fixed in True Form. His standing range is small relative to other units with his backline-style usage, who ideally have at least 450 range. Enemies such as THE SLOTH variants with higher standing range or fast pushers like Cadaver Bear can deal high damage to Ganesha. Additionally, though his blindspot is not huge, when paired with his long foreswing, it can be infiltrated by fast low-range pusher enemies like Angelic Gory. Ganesha's worst matchup is against Mr. Mole, due to Ganesha's long foreswing causing him to get interrupted easily. This weakness can be averted with a Knockback Immune talent, but this lowers his general survivability and is not recommended for standard use.

Ganesha serves as a very valuable Long-Distance attacker throughout the entire game. While there are enemies that can give him a hard time, his sheer DPS lets him slay some of SoL and UL's most notorious stages and makes him well-deserving of a spot in many stages throughout. Ganesha is also one of the best candidates for investment via Catseyes and NP. Level increases paired with Ganesha's Strengthen and Attack Buff talents give him almost unrivaled DPS.



Shining Amaterasu



Amaterasu is an amazing generalist backline attacker. In Evolved Form, she has 50.7k HP with 4 KBs, 455 range, 17k base Damage and 2600 base DPS. Her main ability is to deal Massive Damage to all Traited enemies. Her True Form increases her base DPS to 3500, although her TF is locked behind SoL completion. She comes with a 125s Cooldown.

Amaterasu has above average stats across the board but her biggest strength is her very large effective DPS at a very good range. Her 14.1k effective DPS is among the strongest out of any generalist Backliner in the game. She can crush almost all Traited enemies that she outranges. Being able to target all traits grants Amaterasu extreme versatility. Her attacks are also very consistent; she has decent attack speed and a quick attack animation. Her survivability is also great, having good health and above-average knockback count. Talents also grant her Zombie Killer, which makes her a very competent anti-Zombie, countering Cadaver Bear in particular very well.

Amaterasu doesn't have many weaknesses; her only weakness on the battlefield is struggling versus tanky Traitless enemies who can almost ignore her presence, and in stages with a mix of Traitless and Traited enemies. While she does shred through the Traited enemies, bulky Traitless enemies will remain almost unscathed, hold the front line, and severely limit the pressure she can exert on the enemy. Also, her True Form, while giving her great improvements, requires an Epic Catfruit Seed (which you can only obtain after completing SoL). Amaterasu before True Form and talents is still very very decent, but isn't as gamebreaking as she is with True Form and talents.

Overall, Amaterasu is an outstanding generalist backline attacker. Her versatility combined with her DPS creates many opportunities to use her. She destroys many generic SoL and event stages. She can also perform well in UL but it's harder to use her due to her lack of Curse Immune/Resist.



Radiant Aphrodite



Radiant Aphrodite is an amazing general super-backline LD Sniper and a superb anti-Alien nuker with Massive Damage against them. She has 3400 base DPS with a 12s attack cycle at 600 standing range with 450 to 850 LD reach. She also has 44k HP with 4 KBs, 7 Speed and 131s Cooldown. Her True Form gives her slightly more HP at 52.7k but no increase in DPS/damage or interesting talents, so she is perfectly fine to keep in Evolved Form even when her TF becomes available in late game.

Aphrodite's main strength comes from her huge standing range and LD reach, able to comfortably outrange most enemies in the game and snipe them from afar with a formidable 250 piercing range. It is not uncommon to even find Aphrodite can snipe the enemy base and destroy it before you have even finished dealing with the enemies on a stage, especially in Manic Mohawk/Eraser-like stages with a bulky boss. Her DPS is low compared to general purpose attackers, but for her range class it is very much adequate as it lets her deliver that DPS against targets that your typical generalist cannot reach at all. The combination of this amazing Sniper build with Massive Damage against Aliens, a trait infamously filled with many relevant backliners, is what truly defines her as an exceptional Uber to own. Her 13.6k effective DPS over a 400-width LD area completely destroys most if not all tricky Alien-heavy stages. Finally her slow movement speed combined with her high range keeps her far from danger, and even when enemies do reach her, her 4 KBs help extend her time on the field to the point where she rarely dies. In sufficiently long battles, you will often obtain a stack of Aphrodites, at which point you would struggle to lose.

Having such a large standing range and maximum LD reach comes with the price of a huge 450 blindspot which can be infiltrated by melee and midrange enemies if not protected. Aphrodite’s long attack cycle provides ample opportunity for fast, hard-pushing enemies to break through your defenses and at the very least avoid her attacks, if not damage or kill her. Aphrodite's base DPS also becomes rather subpar for general use by the late stages of the game, as increasingly magnified enemy backliners will take too long to kill without other sources of damage.

All in all, Aphrodite is one of the best Ubers in the game, granting a free win in many stages with her immense range, LD width, and dominating anti-Alien firepower. Aliens are one of the most common enemy types, especially in story chapters, so you will never run out of uses for her. While she does suffer from her large blindspot, long attack cycle and somewhat low base DPS, none of these are enough to outweigh her unique and overwhelming strengths.



Anubis the Protector



Anubis the Protector (Anubis the Unblemished) is a mediocre Wave Immune Backliner with 54.4k HP and 3 KBs, 5300 DPS at 425 range, Zombie Killer, 18 speed, and Immunity to Waves and Slow. He has an 8.9s attack cycle with a nearly 4s long foreswing, costs 4200 and has a 138s cooldown. In True Form, Almighty Anubis, he becomes a decent Wave Immune and great Surge Immune Backliner, gaining stat increases to 68k HP and 6700 DPS as well as Knockback Immunity. With Talents, he can unlock a 30% chance to create a Level 1 Surge between 200 and 450 range, and become Surge Immune.

Anubis serves as just a passable Wave Immune uber in First and Evolved forms, being a bit stronger than Awakened Musashi, though this is a low bar. His real strength comes out only in his True Form. Almighty Anubis's raw stats are already a bit above average for a Wave Immune Backliner, and his Surge Attack talent elevates his damage output further to an average 8700 DPS. With his Surge Immune talent he then brings these solid stats into the Surge Immune niche where, thanks to most of the competition being anti-Aku specialists with weak base stats, he is one of the best general options and suitably effective in Death Surge Aku stages. Wave and Surge enemies tend to be rather bulky, making Anubis's large foreswing less of an issue while also ensuring they take the damage of both his initial hit and the Surge afterwards. His Zombie Killer ability may sometimes come in handy for mixed stages with Zombies and Wave/Surge enemies together.

Pre-TF Anubis is an infamously poor anti-Wave uber, outclassed even by the non-gacha talented Dancer Cat. Anubis's huge foreswing makes him prone to missing attacks against low-endurance enemies who are repositioning regularly, and his long attack cycle means that such a miss gives your enemies a large window of opportunity to counterattack. His uncomfortably high speed for his role also often leads to him zooming past your slower meatshields and exposing himself to danger and dying prematurely. Despite the improvements of his True Form, these problems do not go away and his general use is thus nearly non-existent. At the same time to maximise his specialist uses, a substantial investment of 235 NP is needed to unlock his Surge Attacks. Additionally, Anubis's accuracy issues combined with the 30% proc rate mean that even if you buy his Surge talent, it might not trigger as often as you would like and his real-world DPS might not reach the impressive theoretical values in many situations. Surge Immunity is a further 100 NP and while it does keep Anubis safe from the Surges themselves, it does not stop your meatshields from falling to those Surges and exposing Anubis to direct attacks. It is only with the support of specialized defenders like talented Gato Amigo, Stone Cat, or for Akus/Red EnerG talented Bellydancer, that Anubis can fulfill his potential in the Surge Immune niche.

While for the first parts of the game Anubis is a poor anti-Wave option with severe weaknesses, his True Form and Talents give him a new life in the late-to-end game. His weaknesses and survivability issues do not go away, but his Surge Attack provides him with considerably above average firepower for a backline anti-Wave unit, and his Surge Immune talent gives him a rare niche to thrive in. Due to these enhancements, he now at least provides something to help offset his infamous weaknesses. While his reputation is certainly not entirely unfair, a well-built Anubis will perform better than you might expect in the late game, albeit at a hefty NP cost.



Thunder God Zeus



Zeus is a decent Backliner with 480 range, enough to outrange the majority of enemy threats, 5400 DPS with a 6s attack frequency, 64.6k base HP, 4800 cost, 160 second Cooldown and 2 KBs. When his True Form (which is locked behind completion of SoL) is unlocked, his DPS is bumped to 6100 and has around 71k HP. He has Resistance against Angels (and with talents, Zombies).

Zeus gets most of his value from his solid stats at a better than average backline range, safely outranging enemies that a typical 450-ish Backliner can't, such as Master A or THE SLOTH. Furthermore, his high attack frequency lets him deal with enemies with low endurance decently well, such as Rain D and his DPS is decently high for this range. His Resistant ability (258k to 323k effective HP depending on ItF treasures) can be very useful vs a few tricky Angels like Clionel, and with Zombie talent he can also carry Daboo’s Wrath stage if you haven't cleared that by the time you beat SoL to unlock his True Form.

Zeus has a few flaws which can hurt quite a bit. The first one is his low KB count. This would work for a Tanker but is very low for a Backliner, and gives Zeus minimal chances at repositioning after entering enemy range. This sometimes makes him die relatively fast, especially when enemies are pushing, and especially hurts considering his above average cost and hefty cooldown. His lack of offensive abilities and very limited defensive ability (few Angels outrange him, and by the time melee Angels reach him you are in trouble anyway) makes it hard to find specialist uses for him. This leaves you with just his ok base stats and general use as his main job, and little potential for exceeding those parameters. His talents are not the greatest either. Target Zombie is especially sad, as his build is not ideal for Zombies, with not enough repositions to counter burrows/revives, and a lack of Z-Kill. Like his anti-Angel use, it's mostly just a 1-2 stage situational thing and should not be invested in unless you're desperate. Similarly his Wave Resist talent does not do much for him.

Overall, Zeus is a decent Backliner who can work for the mid game and parts of the late game as a generalist Backliner (though later is outclassed by TF Ururun), and carry a couple of advents and other tricky stages quite comfortably. His flaws such as low KB count and long respawn can make him awkward to use, and neither True Form nor talents open up his uses beyond mundane high-range backline attacker for the most part. He looks to be intended to be a Tanker, but his range, cooldown, and DPS are infeasible for this purpose. Not the kind of Uber you go out of your way to try and obtain, but good enough to use if you do happen to roll him, especially earlier on.



Gaia the Creator



Gaia the Creator is an excellent LD Backliner. She sports 4700 base DPS, with Insane Damage against all Traited enemies. She stands at 400 range, with LD spanning from 350 to 550. She has 68k HP with 2 KBs, 8 Speed, a triple multi-hit, and a 123s Cooldown.

Gaia's strength is, very obviously, her insane 28.5k effective DPS to Traited enemies, which is on par with some of the strongest single-trait specialists. This alone would be enough to make Gaia a great attacker, but account for the fact that this is LD DPS with some piercing range for extra accuracy and sniping potential against midrange enemies, and her power becomes among the most devastating in the game. Gaia's staggered multi-hit spreads her damage across her attack cycle, which combines with her sheer damage output to even act as improvised Crowd Control, keeping enemies out of her blindspot by brute force. Her low speed works in her favor as well, helping her stay behind most meatshields. Gaia also has decent endurance, which in the mid-game or when boosted, helps her tank some damage from high range, wave or LD enemies for long enough to land a hit. Her low inner range, while primarily a weakness, can also be exploited to stack multiple of her, aided by her quite respectable cooldown, leading to unparalleled devastation.

Gaia's strengths come at the cost of a tiny effective range; 150 piercing range is unreliable for hitting enemy backliners and her mere 50 inner range leaves her vulnerable to both speedy peons (like Angelic Gories or Sir Rels) and low-range rusher bosses (like Bun Buns or Bores). Combined with her low KB count, she has barely any repositioning opportunities and any successful infiltration into her blindspot could prove fatal. Gaia's DPS against Traitless (or when cursed), while still good for an LD attacker, is drastically reduced. Particularly against Curse, her lower-end backline range leaves her vulnerable to Curse from Othom, Loris or Lowkey.

Gaia's philosophy is "a good offense is the best defense". Her traditional defenses are poor with a small LD width and little repositionability, so if you judge her by usual Uber standards she may seem underwhelming, but her raw attack power can comfortably knockback or outright kill most things daring to try and exploit these weaknesses. Her damage is insane enough to be Crowd Control in itself. Additionally, her weaknesses are far from unpreventable. With support from good meatshielding, Stone Cat, and basic Crowd Control units or Breakerblast, even the tankiest of enemies can be kept within her effective range for long enough for Gaia to melt them. This requires more thought to pull off than the average Uber, but for those who do learn to use her well, her versatility is on par with even Fest Ubers