Sengoku Wargods Vajiras


Rares


Super Rares


Ubers and Legend Rares

Hattori Hanzo



Wargod Hanzo is a backline attacker who targets Black and Floating and has Colossus Killer. He comes with 61.2k HP and 4 KBs, 4600 DPS at 450 range and abilites of Massive Damage and a 1.67s Freeze on a 4.23s attack frequency. He is also Immune to Freeze and Slow, costs 5325 and respawns every 145s.

Hanzo's fast attack cycle makes him reliable at delivering close to his theoretical DPS; even if on paper he looks about on par with Pre-TF Ururun or C.Bahamut, his much smoother attack cycle does not leak DPS to missed hits like especially the latter of those. His solid HP and KB count keeps him on the field longer than those two No Gacha backliners, though it does come at a slightly higher deploy cost. Massive Damage to Black and Floating lets him do well against backliners of those traits alone, but his Freeze also keeps weaker peons out of the way for a moment, and creates vulnerabilities for your other units to exploit.

Unfortunately, Black and Floating are perhaps the two traits which least need a Massive Damage / Freeze backliner as the usual lineup of Rare and Super Rare options, plus Bombercat, almost perfectly takes care of these niches. Further to this, his Freeze is extremely short with less than half uptime, making it little more than a bonus. Colossus Killer is a small stat boost, not enough to keep up with the immense stats of Colossal enemies at least, but even if it were stronger he lacks the range to actually work against Le'Grim or Megamooth regardless so it wouldn't matter. Similarly being Freeze and Slow Immune is odd considering the lack of significant Black and Floating enemies exploiting these effects.

While Hanzo is far from awful and new players might find him useful, he has nothing to really stand out from the wide range of regular anti-Black/Floating cats, and only barely stands out above Ururun Wolf as a general backline attacker (and is completely obsoleted by its True Form in late game).



Shiro Amakusa



Shiro Amakusa is a poor anti-Black/Aku Backliner. His stats are 4900 DPS, 54k HP with 3 KBs, 420 range and 138 seconds Cooldown. Amakusa deals Massive Damage against Black enemies and Akus, has a triple Multi-Hit which evenly spreads his attack damage, and he is Surge Immune. His First Form has overall worse stats than his Evolved Form, so use Evolved Form at all times.

His main strength lies in his high effective DPS of 14.6k against Akus and 19.4k against Black enemies with relevant treasures, enabling him to quickly shred such enemies provided they are kept away from him. Against weaker Aku Shields, such as Fallen Bear's, Amakusa is capable of quickly breaking them with sheer brute force thanks to this DPS, working faster sometimes than a unit with Shield Pierce would. With Surge Immune and Backliner range, he can outrange most Surge threats and provide constant damage so long as he is supported by meatshields that can withstand such Surges.

While Amakusa's strengths are few and straightfoward, his weaknesses are many and multifaceted. To begin, his lack of Shield Piercing as an Anti-Aku specialist is troubling, as a good portion of relevant Aku enemies depend on their Shields for a majority of their actual HP and can't be pushed or controlled until it is gone. Amakusa is hence very reliant on the Seal Level of the Aku Base, as he needs raw damage and hence as high a level as possible to function respectably against Shields, while the Pierce ability works just as well even with a low seal ability. On this note, while his Multi-Hit can be useful to allow him to break a Shield and damage the enemy's actual HP in a single attack cycle, this also causes Amakusa to regenerate his enemies Shields by causing a damage knockback, perhaps without harming them directly very much. Even against Black enemies or Shieldless Akus, Amakusa's attack has a fast tempo that often causes him to miss his 2nd and 3rd hits by KBing his foes on the 1st. With a long attack cooldown, Amakusa also tends to struggle against hordes of Black enemies or Aku Gories. Regarding his quality against tougher enemies that aren't easily KBed, the relevant choices in his traits are Le'Boin variants, to which Amakusa is also a poor choice due to barely outranging them by a mere 10 range. Though Amakusa does not get damaged by Surges, the same can't be said for most of the meatshields protecting him, potentially leaving him exposed to direct attacks and dying anyway. Finally, his below average DPS and range for a Backliner make him undesirable for general use.

To wrap up, Shiro Amakusa is incompetent in most of his roles due to a lack of compatibility of his build with his niches. Against Black enemies, he has insufficient range to deal comfortably with his most compatible target and his awkward attack cycle makes him suboptimal elsewhere. Against Akus, he lacks the most important ability to properly dispatch them and is considerably hindered by the Seal Level mechanic, as he relies purely on stats. Against general Surge enemies, meanwhile, he has sufficient range to work but his DPS is poor for late game where such Surge threats are relevant.



Narita Kaihime



Narita Kaihime is a decent general Backliner with a guaranteed Slow proc against Black enemies and Zombies that lasts 3 seconds with full treasures. In her True Form she has 109k HP, 2 KBs, 440 range, 4800 base DPS, and 5 Speed. She also has Zombie Killer and a 25% chance for a Savage Blow.

Kaihime's main usage is as a powerful Backliner, boasting a solid 7200 effective DPS after factoring in average luck on her Savage Blows, as well as a very high health pool which allows her to tank hits from some LD enemies. Alongside her general stats, she is also a decent Zombie Killer. Her high health lets her tank Zombie peons that have revived or unburrowed into her hitbox, and her low speed allows her to act as a base guardian, being able to kill unburrowing Zombies near the base. Against Zombies her CC effect can help to control strong pushers such as Cadaver Bear and Dread Bore, with uptime varying from 47% to 57% depending on treasures.

However, Kaihime has a number of weaknesses. Her slow speed, while good against Zombies, hurts her general usage since it takes a while for her to reach the frontline. Her health is very high, but her survivability is low since her low KB count limits her chances for repositioning. Additionally, her 7200 effective DPS is dependent on Savage Blow RNG, so you won't always get consistent damage output from her. Her Slow ability isn't too useful against Black enemies since anti-Black CC is dominated by Bombercat.

Overall, Kaihime's strong general stats make her a very good Backliner despite her weaknesses, and she is able to perform well as a Zombie Killer. Her usage falls off later in the game as her high health becomes less effective against buffed enemies and the demand for generalists falls as players get more specialists. Despite this, she is still a nice unit to pull to counter Zombies.



Imagawa Yoshimoto



Yoshimoto is a decent anti-Black CC/Support Uber and LD Sniper. He has Strong against Black and has a 100% chance to Weaken them for 9 seconds (10.8 with ItF fruits) with a standing range of 450 and LD from 250 to 700. His base stats include 54k HP and 3 KBs, 3100 DPS and 8 Speed. He also has a 131s Cooldown. In Evolved Form his Weaken lasts only for 6 seconds, his base HP is lower, and his standing range is 425; still usable, but his True Form is much more viable and consistent overall.

Yoshimoto’s main strengths are, of course, his anti-Black abilities. His Weaken exceeds 100% uptime with treasures, giving him a solid 270k effective HP against weakened Blacks. His LD DPS is also boosted to an effective 5600 against Blacks which is very respectable for a Sniper. These abilities make him able to provide decent support in almost all Black stages, suppressing the pushing power of large crowds of enemies, and let him hard counter ranged threats such as Le'Noir and Tackey, who have few direct non-Uber counters compared to most Blacks. His LD damage is good enough for general Sniper use, with low speed to stay behind your other cats and chip away at enemy backliners with his huge 250 piercing range.

Yoshimoto’s main weakness is his LD blindspot of 250, which leaves him vulnerable to melee range Black pushers avoiding his Weaken and dealing heavy damage to your cats while unchecked. His long foreswing and attack cycle leave a large window of opportunity for this to happen, and reduce his general viability too, especially when matched against non-Black LD or Wave enemies that can readily interrupt him.

Overall, Yoshimoto is a decent anti-Black Support unit and an average general Sniper. His abilities work well for his typing and open up a rare opportunity to counter Tackeys and other threats which Uberless lineups can struggle with (though Pizza Wave talent can often work and deal much more damage). In general use he is similar to Awakened Mina, with a bit of an edge in durability and range but less damage output, so he's not amazing but far from unusable in this role.



Uesugi Kenshin



Uesugi Kenshin is a nice Midranger with around 76k base HP, 3 KBs and 6400 base DPS, as well as Strong + 100% KB proc against Blacks. With talents, she also gains Target Relic and Curse Immunity. Kenshin has a high cost of 5475, 405 range, and 18 Speed. Her cooldown is 145s.

Boasting great stats against Relics (effective 9600 DPS, 152k HP) plus reliable CC, Kenshin is able to effectively counter a good portion of the Relic enemies in the game, and holds very well against longer range ones too with her tanky health. Against Blacks, Kenshin is a good attacker, able to hold the frontline and outrange most Black enemies, and can counter tanky ones quite well such as Dark Otter, Le’noir or sometimes Razorback. Her fast attack rate also helps keep up with enemy spam, especially Black enemies as they are often found in groups.

Kenshin does have a high summoning cost, and this can hurt in end game as some stages are extremely stingy on cash. While her KB can be great, it can also be harmful at times by pushing the enemy frontline and causing your units to push into the enemy backliner's range, or “Mizli Syndrome”. Against Blacks, her KB isn't very useful as they for the most part already have a high KB count, with the exception of a few like Le'noir and Dark Otter. For Relic usage, she is indeed effective, but requires a hefty NP investment. For her general usage, her range is too little to work as a reliable Backliner but her DPS is a little underwhelming for your typical midrange needs, so best to keep her as a specialist for her target traits.

With her abilities and stats, Kenshin's usage is highlighted in end game as her combination of power and durability is highly compatible with the Relic meta, and such formidable Relic counters are hard to come across. Prior to that, her usage is only mediocre, with Pizza replacing her niche as an anti-Black, but still works against enemies which Pizza can’t, like Le’noir with her higher backline range and KB. Her role in endgame as a good anti-Relic makes her a valuable unit to obtain.



Takeda Shingen



Takeda Shingen is an excellent backline Nuker. He is one of the few Target Only ubers, targeting Black, Alien, and (with talents) Angels. To balance out his inability to target most enemies, he has base stats including 134k HP with 2 KBs, 129k Damage per hit and 16.8k DPS with a 3.7s second foreswing. His True Form grants an increase in range from 440 to 470 as well as generally improved stats so it is highly recommended to unlock if you are going to use Shingen. He has a 161s Cooldown and 5985 cost.

Shingen delivers crushingly powerful attacks from a comfortable range to deal with most enemies in his target traits, especially in True Form. For Black enemies, Shingen’s large range sets it apart from Pizza Cat, because while Pizza is more stackable, it is outranged by the few Black backliners like Le'Noir, which makes Shingen great at disposing of XP stages in early game. Shingen shines in both Cats of the Cosmos and Into the Future where Aliens are plentiful. When Shingen can’t directly outrange his target, such as against Alien super backliners, his huge HP pool lets him often tank their attacks long enough to approach and attack them anyway. His Angel Target talent is cheap to unlock, and greatly expands his usage as his anti-Angel performance is great, and harder to replace than his other traits which have many more counters.

Shingen's biggest weakness is obviously his Target Only trait, resulting in no use as a generalist. He has limited use in SoL with only so many compatible stages to use him on, and in UL can be dangerous to choose as Curse renders him unable to attack anything other than the enemy base. He has a very long foreswing that causes him to miss, especially when combined with other high DPS area attackers. He also boasts an expensive price tag, although with talents that can be reduced dramatically to make him pretty cheap for his weight class (4485), but that requires a large NP investment.

Unless you own one of a handful of the most broken specialists in these traits, Shingen will likely be one of your greatest weapons against Blacks, Aliens and Angels. His awkward attack cycle, high cost and most of all his Target Only bring down his potential, but he has more than enough strengths, thanks primarily to his monster stats for his range class, to remain a highly effective and desirable uber even after accounting for his notable weaknesses.



Date Masamune



Date Masamune is a decent anti-Black and anti-Red CC unit in True Form, with a 40% chance to Knockback every ~3.5 seconds. He also fills the role of a general backline attacker. He has 54.4k HP with 3 KBs, 6200 DPS at 425 range, 16 Speed, and 4200 cost with 2 minutes Cooldown. Evolved Form has drastically worse stats in every area and is not useful beyond the early game.

Masamune has good compatibility against Red enemies especially, where KB can often be useful to counter their typically high endurance. Masamune's fast attack rate and decent proc rate yield a Knockback on average every 8 seconds. AoE attack also gives him an advantage over Rare/Super Rare alternatives in Red or Black spam stages, where even a large stack of single target KBers will quickly be overwhelmed, and his high range keeps him safe from harm long enough to land a proc while a shorter ranged stack might die before doing much. His backline-class standing range also means that he remains safe from enemy midrangers and lower range backliners should you expose them by knocking back the front line, and can then proceed to attack them directly. He also has across the board average to good stats, and especially solid DPS for a Backliner that remains relevant even into late game for generalist use.

Knockback is redundant against most Black enemies who have high KB counts and are more than likely going to be controlled by damage output with or without a proc, reducing his good matchups to mostly just Le'noir and Dark Otter. His compatibility with some of the more threatening Red enemies is also questionable. Masamune can't even touch Professor A, and in pure Red stages will even cause your front line cats to advance into Professor A's attacks more often than not. Berserkory is a bit better; with enough luck you can keep him controlled but if you get a dry spell and let him attack a few times then it's game over. Talented Catley with Wave Immunity pretty much obsoletes him in this role.

Overall, Masamune has good general DPS worthy of being your go-to generalist throughout early and mid game, and a reasonably good ability, but unfortunate matchups against the most relevant Red enemies and few use cases against Blacks overall. In both his effective traits, Special, Rare and Super Rare cats can satisfactorily cover most of his feasible targets already, but his higher range, area attack and fast attack rate still let him shine from time to time.



Oda Nobunaga



Oda Nobunaga is a good anti-Black CC unit, though is held back by fatal flaws and outclassed by Bombercat. In True Form, he has 64.6k HP with only 1 KB, 20.4k Damage with 5500 DPS, 410 range, and the ability to AoE freeze Blacks for a massive 8s, or 9.6s with appropriate treasures. He has a long foreswing of almost 3 seconds, but a very fast attack rate of around 4 seconds to compensate. Before True Form, the Freeze is shorter, though still more than long enough to do its job, and the overall stats are much worse, limiting his already shaky usefulness further.

Oda's biggest asset is his insanely long Freeze duration vs Black enemies, with his >200% uptime easily perma-freezing anything he can touch. While his 1 KB means that he has no chances to reposition and this certainly does hinder his survivability, it also means that he can endure up to 64.6k damage before being interrupted, which can be used to tank awkward Black enemies (Le'Grim, Le'Noir, Tackey, Two Can waves) long enough to land the first Freeze, after which they are permafrozen and thus neutralised. His DPS is not exceptional but still decent for a CC unit of his range class, which is a nice bonus to his Freeze.

Oda's biggest weakness is his poor survivability. His range is awkwardly too much to work as a Midranger and infiltrate common blindspots comfortably, but too little to get the safety of a typical Backliner. Having no chance to reposition means if an enemy pushes to him, such as a fast Black melee rusher during his long foreswing before it can be frozen, it can often be game over for him. This can be alleviated slightly with his expensive Survive talent. Against non-Black enemies who he can't even Freeze, his vulnerability becomes too great a hindrance and his general use and applicability in mixed stages are hence almost non-existent.

Overall, Oda is an interesting unit but his potential is unfulfilled. His DPS is good but sadly cannot be used due to his terrible survivability and long foreswing. The real nail in his coffin though is that his niche is completely outclassed by Bombercat. One Oda is better than one Bomber, but Bomber's spammability and lower foreswing make it better in essentially every stage besides a few situations where Oda's higher range gives him a purpose. Even when outranged, a Bomber can often slip between the attacks of enemies to land a Freeze proc regardless. Even Oda's Curse Immune talent does not give him an edge as there are few applicable situations, and Bomber's disposability means it can simply afford to be cursed and let the next one take over.



Maeda Keiji



Immortal Keiji is a very powerful general Midranger, as well as a solid anti-Black Tanker and anti-Wave unit. He has 98.6k base HP and 2 KBs, 6000 base DPS at 320 range, 68s CD, 3585 Cost, and the Strengthen ability which adds +100% damage below half HP. This can be increased to +150% power with talents. Additionally, he is Wave Immune and Resistant to Black.

Keiji's main strength is his damage output with 12k effective DPS after Strengthen, or 15k when talented. This role is enhanced by his high base HP allowing him to stay alive even in the often-dangerous midrange region, as well as approach enemies even when outranged or sniped. All of this paired with a low cost and cooldown makes him very impressive from a raw stats point of view. Additionally, his Resistance to Black makes him a good specialist Tanker, with nearly 500k effective HP, capable of shrugging off attacks from backliners like Kurosawah, snipers like Tackey, or even low-magnification Assassin Bears. He can also keep hard melee Black pushers like Razorback, Gory Black and Shadow Boxer K from advancing for a few seconds while your Bombercat comes in to Freeze them, and this synergy is further improved by the two cats sharing a Freeze Duration Up Sm combo. His Wave Immunity and ability to outrange most wavers, combined with his bulk and DPS, also makes him a very effective anti-Wave attacker throughout the game, especially for Two Can or mixed Wave+Black stages.

Although Keiji's bulk is impressive, his low range and speed mean that he can often burn through most of his HP while still approaching enemy backliners and not have very long to dish out damage before being knocked back or killed. Outside of Black enemies where he uses his 2 KBs to have high endurance for tanking, his ability to tank general melee pushers is quite limited, so this lack of repositioning opportunities becomes a drawback and drags down his survivability instead. He also relies on Strengthen to have noteworthy DPS; 6000 is average at best and it is only when he is below half HP that he shines, but this is also when he is in most danger.

Overall, Keiji is an excellent general Midranger to use in nearly any stage with Black enemies or Wavers, and plenty of general use situations too. He has the raw stats to do his job effectively and can deal very impressive damage under the right circumstances, especially when talented.



Sanada Yukimura



Yukimura is an incredibly strong Rusher, with Massive Damage to Black enemies. He has a two-part multihit with 38.3k and 3800 damage, a 1 frame foreswing, 75 Speed, 29k HP, a 51s Cooldown and 3075 cost. He has 5 KBs and a rebound mechanism such that when knocked back, he will instantly attack again. As Yukimura gains a large stat boost in True Form, it is important to unlock this as soon as possible. This also gives access to his powerful Strengthen talent, doing 50% extra damage when below 40% HP.

With exceptional stats and a large number of stages where he shines, Yukimura has cemented his standing as an incredibly valuable Rusher. He can annihilate most stages where Rushers are viable with 9200 base DPS, enhanced to potentially 13.8k with Strengthen Talent active, and even higher when repeated rebound attacks are factored in. This is especially true when Black enemies are present (effective 168k Damage per hit, 37k DPS, or 55k strengthened). He is a particularly effective choice against troublesome backline Blacks like Tackey or Le'Noir, removing them from the field faster than any other option once you expose them. His incredibly short foreswing, combined with high KB count, full backswing and high speed, means that even when he is being attacked repeatedly he almost always manages to land multiple hits before dying unlike other Rushers which can be juggled before their foreswing finishes. He competes with Awakened Bahamut for the crown of best general Rusher, with one Bahamut outperforming one Yukimura in damage output, but Yukimura’s faster recharge time and access to higher levels and talents arguably giving him an edge.

Yukimura's main flaw is in his design as a Rusher. While amazing on many stages, when a stage does not favor rushing, such as Bun Bun stages, Bore stages, and spam stages, Yukimura can become almost useless and is not worth bringing. His relatively small health pool also creates issues when the player uses Yukimura carelessly; he can die before contributing much, especially against high-damage enemies like Capy or Nyandams who can kill him in one hit and nullify his powerful rebound attacks.

Yukimura dominates the mid and late game meta, proving an effective choice essentially anywhere Awakened Bahamut is useful. Having a faster and more disposable Bahamut-style Rusher unit breaks many stages. At initial level 30 untalented conditions, he is less destructive than Bahamut, but his power scales well with boost and talents, and those who invest heavily in him will not be disappointed. At full potential he can match and even exceed Bahamut's performance, and of course they can be used together for extra destruction.



Musashi Miyamoto



Musashi Miyamoto is a solid midrange anti-Black Legend Rare. He stands at 400 range with 9300 base Single Target DPS, 83k HP with 4 KBs, 4275 cost and 91s Cooldown. He has a fast 2.2s attack cycle with a two part multi-hit, 20.4k base Damage split equally between them, and both Resistance and Insane Damage to Black enemies.

Miyamoto outranges most Black enemies. Le'noir and Kurosawah are the main exceptions but his ~400k effective HP and 100k endurance against Blacks means he still handles them without issue. Similarly, his DPS is 46k to 56k against Black enemies, so he cuts through them like paper. With his high effective HP and enormous effective DPS, he is a near-unmatched powerhouse against Black enemies. In general use, he behaves like a one-click Dragon stack, with the same range as Dragon Cat variants but several times the single target DPS at several times the cost and recharge. Anywhere you can stack Dragons to great effect, Musashi can join in. His large HP and fine KB count aid him in surviving situations a Dragon variant might not, and his fast attack rate applies constant pressure, letting him do pretty well at this job.

Miyamoto's most glaring weakness is his Single Target nature being poorly compatible with swarms of enemies, which Black-heavy stages he's supposed to counter feature heavily. Large groups of enemies, even Black ones, easily overwhelm him where even an average Rare or Super Rare area attacker would easily handle things. Lacking the convenience of AoE, he is limited to mostly crippling exposed single boss-class enemies and needs robust support to contribute in stages with any real peon presence.

Miyamoto fulfils the usual Legend Rare requirements of dominating his niche. However, it is unfortunate that his niche happens to be Black which is already easily taken care of by a plethora of accessible Rare, Super Rare and Special Cats such as Assassin Bearcat and Pizza, many of which handle enemy spam better than him. His generalist usage quickly drops off as you move past the mid-game and the traditional Dragon stack largely falls out of the meta, and the likes of Awakened Ururun in late game will give similarly large AoE DPS.