Galaxy Gals
Rares
Super Rares
Ubers and Legend Rares
Huntress Terun
Huntress Terun is a good anti-Red/Alien CC Backliner that stands at 430 range with a guaranteed AoE Slow against Red and Alien for 4s. Alongside this, she has a 20% chance of a triple damage Savage Blow, Colossus Killer and Immunities to Freeze and Weaken. Her stats are 35.7k HP with 4 KBs, 3700 DPS, 3000 cost, 61s Cooldown and 8 Speed. It is not recommended to use her First Form as it has inferior stats and abilities.
Terun's core strength lies on a very high Slow uptime of 70% (84% when all Fruit treasures are at max) paired with an amazingly fast Cooldown and low cost for her role. This allows her to completely shut down any Red or Alien she can outrange, such as JK Bun Bun and Ursamajor, especially when after a minute you can easily have two Teruns working together. Her Savage Blows increase her average DPS to 5200, which is average for attackers of her Range Class but very high for a unit of her Cost and Cooldown, which gives her an edge especially in stages where your backliners die and need to be cycled back in regularly. Colossus Killer grants her extra bulk to be able to survive a hit at high levels from maximum power Baron Seal, against whom she is a good pick due to compatible Range and CC effectiveness against enemies in the stage.
Terun's most noticeable weakness is her low HP, making her vulnerable to Long Distance foes, such as Tackey and Loris, who may be supporting Terun's targets. Her DPS is luck-dependent and only especially potent when she is stacked, so you will likely only use it as a bonus when you are bringing her for CC anyway. Terun also has a long foreswing of 3 seconds, making her prone to sometimes miss lower endurance enemies, cutting back the effectiveness of both her damage output and CC. Colossus Killer does not grant enough of a damage increase to really matter in the face of Colossal enemies so it remains mostly a gimmick, and any other similar range anti-Red/Alien units are likely to do about equally well against them. Furthermore despite being designed as an anti-Colossus with an Alien trait target, she is not effective against Super Hyppoh due to interference from Tackey there. Finally, Terun suffers harsh competition in her target traits, as many short range Red enemies and Aliens can already be shut down by lower rarity units such as Can Can and Seafarer, limiting Terun's relevance to cases where those units are outranged or unavailable.
Huntress Terun can be a valuable addition to the player's arsenal early on when they lack a good number of counters to her target traits, such as in ItF. As the game progresses and more units become available, her role is limited to the few stages where LD enemies are not present and her high range is helpful, such as Swim Meet, though in these situations her potent CC combined with low Cost and Cooldown make her very efficient. Despite her Colossus Killer ability, the unimpressive stat bonus it grants means she is not notably better than regular ubers with a similar build against Baron Seal, and completely inviable against Super Hyppoh.
Lilin
Lilin is a poor midranger with 350 range, 4000 DPS, and Strong Against Aku and Angel traits. She has 42.5k base HP with 3 KBs, 11 Speed, and a cooldown of 85s. Most notably, she has a 100% chance of piercing Aku Shields, with an attack frequency of 6.2s.
Lilin's most relevant aspect is her ability to pierce shields from a decent range with a decent attack rate. Being able to break an Aku's shield is often the most important factor when dealing with it, as the shields are often too large to quickly remove with pure damage (especially with levels sealed by the Aku Base), and status effects do not work until the shield is gone. Unlike non-uber Shield Piercers such as Aku Researcher and talented Li'l Macho Legs, her ability is guaranteed to trigger and has AoE. Additionally, she can outrange Fallen Bear. She also wields 85k HP against Aku enemies (106.3k against Angels, with ItF fruit treasures), so she can endure some low-level damage if she needs to. 5900 DPS against Aku (7100 against Angels) isn't anything phenomenal, but it's good enough by mid-game standards. She has quite a short cooldown (84.5s), which somewhat makes up for her poor stats.
Lilin, like other Galaxy Gals Ubers without a True Form, suffers from major stat deficiencies. Her general usage is almost none, and even against her target traits with Strong, she is nothing special. With both lackluster survivability and damage output, there's very little reason to use her even over non-gacha generalists like Ururun or Urs. She is also held back by her somewhat long foreswing (2.1s), which can be an issue against hard-pushing enemies like Angelic / Aku Gories. Even in her shield-piercing niche, she can only realistically work against Aku Cyclone and Fallen Bear as her mediocre range prevents her from reaching most others. Even against Fallen Bear her matchup is shaky as she outranges him by only 5. Against higher ranged Akus or boss enemies like Empress or Jagando, she can get one or two hits in between their attacks, but then dies and suffers from a full minute of downtime. It can work, but it is uncomfortable.
Guaranteed, high-frequency Shield Piercing is extremely powerful on paper but due to range/bulk issues and few good matchups in which she can consistently deliver her attacks, Lilin is painfully mediocre even as a specialist. She can neither outrange nor tank through most relevant shield enemies. That said, most alternatives have similar or more debilitating downsides too, such as a slow attack rate, a non-guaranteed proc, or even worse stats. As a generalist, don't expect anything from her, just use Ururun instead. Even against Angel / Aku enemies, Awakened Ururun performs better.
Myrcia
Myrcia is a below average midrange wave Sniper, standing at 330 range with a multi-hit attack which is guaranteed to create a level 4 Wave on the second hit, increasing her DPS from 4300 to 7100. Her other core ability is a 2s Dodge against Traitless enemies with a 30% proc chance, along with 81.6k base HP and 4 KB for her general survivability. True Form is highly recommended as her HP is halved and her wave is only level 2 before this.
Defensively, Myrcia's power lies on her ability to sometimes become invincible to the attacks of any Traitless enemy for 2 seconds. Since a good portion of this trait is composed of peons, their weak attacks can help in triggering this ability more frequently. Her cooldown is relatively fast for an Uber and 4 KBs are decent for repositioning. Offensively, she can snipe foes up to 933 range whenever her second hit connects, with a DPS of 2800 on her waves, acting as a kind of "Uber Manic Macho Legs".
For weaknesses, her multi-hit can not only diminish her effective DPS and lengthen the "foreswing" of her wave attack but also knock away low endurance foes and peons before the all-important Wave hit can connect, limiting Myrcia's Sniper capability to bulky targets or really fast stepping stones. Her wave attacks also often eliminate waves of peons which she could utilize to trigger her Dodge. Both of these points highlight her key weakness of her abilities working against each other. When it comes to her Traitless niche, she lacks any extra defensive skill to support her Dodge, forcing her to rely completely on luck.
In the end, despite having an array of special abilities (Multi-hit, wave attack, Dodge), Myrcia fails to be competent in most of her roles. Against Traitless, you are probably better off using more specialized stalling units, but her Dodge may or may not function well in a situation where your units are at constant risk. As a Sniper, her wave reach is pretty good, but overall DPS is similar to no gacha options, like Hermit Cat or Awakened Mina, limiting her wave usage to peon clearer. As a redeeming point, she does have sufficient range to act as a Midranger, but don't expect anything spectacular.
Twinstars
Twinstars is a good anti-Alien/Black midrange Rusher unit with 350 range, 32 Speed and AoE attack. They have 28.6k base damage which is spread evenly across a 3 hit multi-hit and amounts to around 7100 base DPS. Durability isn't their main selling point as they have 37.4k HP and 4 KBs, but a 61s Cooldown. Their core ability is Massive Damage to Alien and Black, as well as Weaken Immunity.
Their strength is in countering swarms of enemies with rapid attacks, and alleviating the pressure on your frontline. Multi-hit also helps them not to overextend in some cases. They shine against melee bosses like Bun Buns and even strong peon spam as their DPS in their niche (28k effective DPS) coupled with their fast attack rate makes them very useful when encountering tremendous pushing power. Their CD and lower cost can lead to having multiple of them and makes replacing them when they fall easier.
Their speed can make them clip into the enemy lines too much, which alongside their small HP pool makes them often rather short-lived. Having multi-hit can also decrease their potential DPS on a target. Their role as a midrange attacker/swarm stopper can be replaced by a stack of Super Rares for either trait (Seafarer, Pizza, even general midrange spam like Camera/Cyborg/Drama).
In conclusion, Twinstars are a very potent, though not irreplaceable, Midranger in their niches. Their use as a general Rusher is limited by mediocre base DPS, but the high speed is viable for infiltrating blindspots. Their short CD and their DPS in their niche makes them a force to be reckoned with in Black-Alien stages like Gestalt Decay, which, with sufficient support, they make a joke.
Kalisa
Kalisa is an excellent midrange Rusher with 355 range, 27 Speed, ~8400 DPS and 42.5k Damage per hit. She has a 40f foreswing with a 111f backswing. Her short respawn time for a 4125 cost unit (65s) and 5 knockbacks compensate for her mediocre 43k HP. Although she performs best against Angel enemies thanks to her Massive Damage ability, her high attack power and decent range make her useful against all traits. Her shorter range and considerably worse DPS before True Form mostly limit her to anti-Angel uses, but TF is highly recommended and will be the form discussed henceforth. She unlocks Slow proc against Angels with talents, but it is of low chance and duration so not considered here.
Kalisa is relevant in most of the game, able to eliminate many Angel threats with her incredible 33.8k effective DPS, including the dreaded Winged Pigge. Her rather high speed (especially with talent) and short TBA allow her to easily attack the enemy frontline and enter the blind spot of LD enemies (most notably Cruel Angel Clionel, whom she effectively counters in both the debut and revenge stages). Among midrange Rushers, her range is also on the high end, allowing her to outrange some midrange enemies, such as R. Ost and H. Nah, as well as of course Angel peons like Angelic Gory, who she can thoroughly destroy even at high magnifications. In addition, her long backswing and high knockback count grant her considerable survivability and aid her performance as a Rusher.
Kalisa's main weaknesses are her relatively low health/endurance and long attack foreswing making her easy to interrupt, making her survivability and damage output quite low against any enemies that outrange her, especially when compared to other Rushers in late game. Her high speed can also prove suicidal, making her likely to rush into enemies such as Sleipnir who can juggle her with knockbacks, or cause her to clip into Winged Pigge's range, especially if you unlock her Speed Up talent, which can make her better in some places but worse in others due to this, and cannot be turned off. Her matchup against Relics and mixed Relic-Angel stages in the late game is unfortunately not great even with Curse Immune talent unlocked.
Ultimately, Kalisa is a strong performer in the midrange Rusher class, with some of the highest anti-Angel DPS in the game. Her great overall stats allow her to excel against any enemy she outranges, and she improves considerably with hypermax for late-game use. Kalisa is a versatile unit with substantial generalist and specialist uses, and would be a welcome addition to any player's collection.
Coppermine
Divine Coppermine is a decent anti-Floating Support unit and an okay generalist Backliner, with 75% chance to Freeze Floating enemies for 4.67 to 5.6 seconds depending on treasures. She has 45k HP, 5300 DPS, 410 range, 3 KBs and 7 Speed. She also has a 3720 cost and a 66 second recharge. Before true form she is worse in just about every way and not relevant to the game today.
Coppermine works fine against Floating enemies. She outranges most common Floating enemies, thus making her stay safe behind your meatshields while doing great Crowd Control on them, this good range giving her a slight edge over the anti-Floating Rares and Super Rares. For general usage, Coppermine is just an average Backliner Uber, still usable but nothing impressive. The only thing that makes her stand out compared to other general Backliner is her cheaper cost and fast recharge, making it much easier to send her out.
Despite being able to provide constant good control towards Floating, Coppermine isn't much desirable as her role is replaceable and even outclassed by most anti-Floating Rares and Super Rares, such as Sanzo Cat, Cameraman Cat, Octopus Cat and Fishman Cat. This makes it not worth the cost to True Form her. Besides, her usage as a general Backliner falls off in late-game due to unimpressive stats, and being outclassed by some no gacha options such as Awakened Ururun Cat by late-game.
In a nutshell, despite being able to stall Floating enemies quite well, she doesn't stand out due to how powercrept the Floating trait is, and her role can be fulfilled by Rares and Super Rares. Coppermine also doesn't have impressive stats, so she's very replaceable as a generalist.
Kai
Kai is a great melee Tanker, with her main ability being Resistance to Floating enemies. She has a typical tank build; 194k base HP with 2 KBs, high 119k Damage per hit (11k DPS) with a 2.5s foreswing and a 10.5s time between attacks, a short 175 range, 16 Speed, and a fast 71 second Cooldown. She also comes with Knockback Immunity and Survive, and can unlock a rare 100% Shield Pierce ability with talents. All of this is dependent on True Form, before which Kai is a poor Uber without the stats needed to execute her role, and not worth using.
Kai can effectively wall most mid-to-late game Floating enemies (effective HP being 775k to 969k against Floating depending on treasures) and even tank attacks from many non-Floating enemies. Her high attack stat also lets her act as a short-ranged Nuker, delivering devastating damage to any enemy that she can tank long enough to land even a single hit on. Her fast speed and short range are well suited to infiltrating enemy blindspots and destroying the enemy from there. Kai's speed is also useful for reaching the frontline quickly, with little delay between deployment and beginning to do her job. Her Knockback Immunity is helpful on stages with enemies such as Mr. Mole, holding your defensive line and ensuring her attacks are not interrupted prematurely. With a heavy NP investment, Kai can become one of the few 100% Shield Pierce units in the game, and can exploit this to great effect against Aku enemies. With her high base HP, she tanks long enough to deliver the all-important Shield Pierce attack in most situations. Being able to pierce shields is the most important ability for an anti-Aku as they can neither be CC'd nor reasonably killed with pure DPS without a shield piercer. Kai's attack rate and consistent proc let her take down a shield once every 10 seconds, outperforming most alternatives.
Kai's main weakness is her long foreswing, which, coupled with her short range and long time between attacks, can make her miss enemies, especially ones with lots of knockbacks. Additionally, despite her high HP, Kai dies very quickly against hordes of high-DPS enemies (even Floating ones, occasionally), so she's not very usable on stages with lots of melee rusher enemies. This reduces the relevancy of her anti-Floating role, since Floating enemies backed up by other high-DPS attackers become increasingly common later in the game and many easier Floating setups are easily handled with Rare cats. Her Survive ability is useless as hanging on with 1 HP will neither let her tank nor land further hits except against super-melee range peons. Against Akus, her low range means she is forced to tank in order to pierce shields, and sometimes this is infeasible. Additionally she can be caused to miss her main target by stray peons standing in front of an Aku backliner.
Overall, Kai is a rare example of a Tanker who can work well in general use, as well as a melee attacker who excels against long-ranged enemies that are otherwise difficult to take down. She's sometimes useful to have as an anti-Floating Tanker, though this role becomes less valuable later in the game. She is also one of the best anti-Aku units available with a great Shield Piercing talent for those who can afford to unlock it. Despite her long attack animation and vulnerability to swarms of high DPS enemies, Kai is therefore a great Uber who is useful throughout most of the game.
Kuu
Kuu is a below average backline Nuker, with 410 range, 73k HP and 5 KBs, 80k Damage per hit (5200 DPS), a 2s foreswing and a 15.3s attack frequency, Strong against Red/Black, and Weaken Immunity. Before True Form, her stats are much lower and not really useful. A Wave Resist talent can complement her bulky build to better counter enemies with waves. Her cooldown is 131s.
Kuu already delivers a very high damage per hit in general, but against her target traits this increases to a huge 120k (7800 DPS), or 144k (9400 DPS) with full ItF treasure. Her HP is also rather high for a Backliner, and is further enhanced to 146k (183k with treasure). Strong is a great ability for her stat build, allowing both her immense stats to be amplified at once. It lets her shine on stages with powerful bosses that need to be tanked, particularly Hannya in Realm/Wrath of Carnage and Professor A in I'll Be Bug. The Red Trait also has a good amount of dangerous wave enemies (such as Two Can and Berserkory), and her high effective health + the possibility (albeit a costly one) of investing in Wave Resist talents can make her an effective counter to these threats, and to a lesser extent general wavers. Unlike a pure Tanker, though, she maintains enough range for some general use as a backline attacker, and doesn't have to eat damage from shorter ranged threats.
One of the most crippling weaknesses that Kuu has is her rather long attack animation. With a very long attack frequency, if Kuu misses her attack, which she is prone to thanks to her decently long foreswing, her effective DPS can plummet. Black enemies are a bad matchup for her in general, as their typically high KB count exacerbates this problem, and non-Uber options like Pizza Cat already cover this job well. Her awkward range also plays into this weakness, as enemies can more easily push to and interrupt her during this time; her standing range is just a bit too low to be a good Backliner, yet too much to be the specialist Tanker which her build would otherwise allow (though her high KB count makes this questionable too). This unfortunate situation where she doesn't fully commit to being a Tanker or a Nuker means other anti-Reds including non-Ubers are often more suited to the task.
In conclusion, despite having a good ability against two traits, Kuu finds use in only a few niche, albeit relevant, stages and rarely as an early-game general Backliner. She falls off immensely in late game due to her weaknesses, and is almost unusable until True Form. None of her talents are worth investing into aside from Wave Resist, which can be quite nice if you don't own a full Wave Immune option, as her high bulk and good compatibility with some common wavers let her often do the job well enough, though the NP cost of this means it should only be done as a last resort.
Thundia
Thundia is a good anti-Red Backliner which performs a similar role to Crazed Bahamut, but with better stats all-around. In True Form she has 440 range, 10 Speed, 51k HP with 5 KBs, and 5200 DPS with 69k base Damage. She has 4410 deploy cost as well as 106s respawn time. Pre-TF stats are worse across the board, and mostly not worth using. Her talents include the standard attack and defense buffs, 50% Wave Resist, Curse Immunity, and a Strengthen that lets her gain +50% Damage at 50% HP.
Thundia accomplishes her role as a serviceable Backliner with her comfortable range, and will nuke any Red enemies within that range with her great 21k effective DPS, including Bores, Capies, and JK Bun Buns. Red enemies typically have high endurance, making her giant 276k effective Damage attacks more likely to hit than whiff. With her stats and DPS in True Form, she can essentially replace or add on to the lineup of backliners: Crazed Bahamut and Ururun Cat. With her balanced stats and moderate speed she performs consistently well in her role, neither lagging behind nor charging ahead recklessly. Her only relevant talent, her Strengthen talent, pairs well with her survivability and boosts her role as both an anti-Red Nuker (31k effective DPS when strengthened) and a general Backliner (7800 strengthened DPS). If protected adequately, Thundia will destroy all Red enemies within her range.
Unfortunately, there are many Red threats which outrange Thundia or have access to waves to reach her through a protective meatshield. Professor A and Dark Emperor Nyandam outrange her by a large amount, and Berserkory and Two Can both have a 100% chance to create a wave through your entire army. Thundia will require proper support in order to fulfill her role as an anti-Red Nuker properly. While Reds do have incredibly high endurance, in general her long foreswing can make her miss, especially against enemies with high KB counts.
Overall, Thundia is still a good generalist which has better stats all around in comparison to Crazed Bahamut. She can still serve as a 450ish range Backliner to any trait, but destroys any frontline Red enemy in most stages. Thundia will not destroy every Red enemy in the game by herself, but will do an excellent job against the grand majority of them. While Backliners may not be nearly as great in later stages of the game, Thundia remains quite good and on top, with fast cooldown and good talents giving her an edge over Awakened Ururun as a general Backliner.
Windy
Windy is a backline Nuker with Massive Damage against Floating enemies, 450 range, 51k HP, 5100 DPS with a 13.6s attack frequency and a 2.7s foreswing. She is excellent at exterminating almost all Floating enemies, and has great survivability with 6 KBs. Her talents include the standard defense and damage buffs, Freeze proc (2 seconds, 40% chance), Strengthen (50% increase at 50% HP), and Curse Immunity. Before True Form her stats are worse and generally not recommended.
Windy's 5100 DPS at a comfortable 450 range means she is a decent generalist Backliner, acting as a better C Baha/Ururun for early to mid-game. Her Massive Damage to Floating means she deals 276k effective damage in one shot to Floating enemies (20k effective DPS). Her decent health and high KB count means she can stay on the field for a long time and land more shots. She works especially well against tanky Floating enemies like Face variants, but generally nullifies almost all enemies with the Floating trait.
Unfortunately, Windy has a long foreswing as well as a long TBA. Her long TBA means that she must land her shots, but her long foreswing may make it difficult to land her shots, especially against enemies with high KBs, such as Li'l Bun Bun. Also, Floating enemies are heavily powercrept by units that are of a lower rarity, such as Fishman and Cameraman. By late-game Windy is also outclassed as a generalist Backliner by A. Ururun who has higher DPS and is without her TBA and foreswing issues.
Overall, Windy is a good generalist and also works extremely well in her niche. Even though Floating enemies are heavily powercrept, Windy is still extremely helpful in Floating-dominant stages due to her massive effective DPS and average regular DPS. However, long foreswing coupled with long TBA limits her effectiveness. Her Freeze talents are almost useless, but her Strengthen talents increase her destructive power and trigger at a decent amount of HP. Her Curse Immunity talents are of low priority, as there are almost no end-game stages that need a backline Nuker with Curse Immunity.
Headmistress Jeanne
Headmistress Jeanne is an outstanding specialist Backliner with Insane Damage against Red and Floating enemies. She packs a base DPS of 3900, 400 range with LD (200 to 550 range) and a quick attack frequency of 2.9s. She has 20 Speed, 54k HP and 4 KBs, as well as a 116.5s CD.
Jeanne's entire build is made specifically for the purpose of countering Floating enemies, melting them with 23.2k effective LD DPS. With her fast attack rate, she can easily handle multiple waves of Floating peons like Brollows or Li'l Bun Buns. The LD gives her splash damage, allowing her to hit staggered clusters of peons or midrangers (like Owlbrows, Mooth variants, Gobbles) which other anti-Floating specialists might struggle with. It also helps her reach Capies standing behind the frontline. These abilities don't help her as much versus Red enemies however. Still, she's a great anti-Red specialist through her damage alone. Her high speed and quick attack frequency also make her fantastic for pinning down dojo bosses of her target traits. Her blindspot is negligible at just 200, and you'll almost never see anything entering it other than a Shy Boy.
Her dangerous speed is also one of her most fatal flaws. It cuts down on her survivability, which is already pretty average owing to her HP/KB values, and mediocre standing range. Her base DPS is subpar, and her small 150 piercing range makes her painfully mediocre as a general Sniper. Even within her target traits, she struggles to snipe backliner enemies like Professor A or Calamary effectively. Her cooldown is average for a Backliner, but due to her low survivability it falls short sometimes.
Jeanne outclasses almost every other specialist in her traits by raw damage alone. Her usability as an anti-Floating is unbeatable, and only few anti-Reds can match up to her. As a generalist, her damage is lacking for a Backliner of her range, and she lacks the piercing range to be an effective general Sniper.