SUPERFEST Exclusives


Ubers and Legend Rares

Iz the Dancer



Iz the Dancer is an excellent Midranger. Unlike other Uberfest exclusives, Iz's First Form is just a weaker version of the Evolved Form instead of a spammable small form. The Evolved Form has 60k HP with 2 KBs and 3500 DPS with an equally spaced three-part multihit. She stands at 300 range with Omnistrike from 350 to -350, has 20 speed, 3150 cost and a 46 second cooldown. She has Massive Damage towards all Traited enemies, 100% Strengthen at 50% HP, and Immunities to Wave, Slow, Freeze, Knockback, and Weaken.

Iz has an impressive 10.5k DPS (14k with treasures) vs Traited enemies, which gets further boosted to 21k DPS (28k with treasures) while her Strengthen is active. This is considerably more than most specialists and allows Iz to dominate every Traited enemy she outranges, especially tanky ones which receive the full force of her multihit without being knocked back. Her 50 piercing range improves accuracy and further helps demolish layered frontline enemies. Appropriate for a midranger, she also has decent bulk (30k endurance) and speed to often enable her to get close and land a few hits even when outranged. What truly makes Iz shine though is her insanely low cooldown, even by midranger standards. This lends her well to disposable suicide rusher-like use, or alternatively stacking her for maximum destruction. With boost, Iz can reach over 40k DPS and nearly 100k HP to keep up with stronger late-game enemies.

As powerful as Iz can be, she has somewhat major drawbacks that keep her from dominating the entire game. Firstly is her multihit; while it may be good for juggling enemies, this can severely cut her damage output if her target gets knocked back mid-Multihit. Combined with the fact that her unstrengthened DPS is lower than the average specialist midranger, this can make her feel underwhelming while she's at full health. However, her biggest downfall is her standing range. While she can of course not handle enemy backliners which don't let her rush in like Professor A, even certain Midrangers like Owlbrow and M. Ost fall outside her reach and make for uncomfortable or even completely unviable matchups. All of these weaknesses are accomodated well by her disposable cooldown through mid-game as you can afford for her to rush in, land a few big hits and die, but in late game where almost every major Relic enemy can outrange her and Curse away her Massive Damage before she can do much, she starts to encounter more situations where she is not effective.

Iz is a disposable glass cannon. Her peak damage output is among the best in the game, shredding through bulky melee enemies and posing a major threat to anything else that she can suicide rush with her rapid cooldown. Relics pose the largest problem for Iz as she lacks Curse Immunity and has insufficient range to avoid getting cursed in many Relic stages in the late game, though with appropriate boost to keep her bulk and DPS competitive, she continues to dominate most Relic-free Traited stages all the way until end game.



Dark Aegis Garu



Dark Aegis Garu is a good midrange anti-Traitless Tanker and attacker. He has 153k base HP with 2 KBs, 320 range (Omnistrike with -150 to 400 range), 6400 DPS, 7 Speed, 151s CD and 5400 cost. Additional abilities in his arsenal include the ability to create level 5 Mini-Waves, Strengthen (+100% DMG at 50% HP), Survivor, Wave Immunity, and Resistance to Traitless.

Dark Aegis Garu has an impressive 612k effective HP vs Traitless, making it the tankiest unit in this niche, with Survive and a slow speed keeping him alive as long as possible. He also boasts an impressive offense, having a whopping 15.3k effective DPS when accounting for Strengthen and mini-waves. Overall, he tanks and eradicates Traitless enemies easily. His mini-waves have a good 813 pierce, and his main attack has 80 Omni piercing, allowing him to chip enemy backliners and hit multi-layered enemies more easily. Wave Immunity also ensures that he can easily destroy most wave stages in the game with his DPS, outranging most common wave enemies.

All of this may seem very impressive, but Dark Aegis Garu has several major weaknesses that can prevent him from being as good as he first seems. The first is its sub-par survivability outside of the Traitless category. An insufficient base HP and KB count, at a low-end standing range, leaves him vulnerable to enemy backliners and fast pushers. Mixed or Traited stages will often punish this and by late game, he will often not survive the early stages of a tough battle. Midrangers are generally susceptible to damage, and thus need a faster cooldown than longer-ranged alternatives, so his painfully long 151s CD makes it hard to recover from losing him early, with one Dark Aegis Garu often dying long before you can summon another.

In conclusion, Dark Aegis Garu is a unit with lots of impressive qualities, but is plagued by a long CD and sub-par base survivability. Dark Aegis Garu is limited by these flaws to not reach his full potential and only be able to perform decently, not exceptionally, in most general stages. However, he can still perform impressively in most Traitless stages. This is a rare and valuable niche which remains hard to find competent alternatives for, thus making him nice to own despite his issues.



Baby Garu



Baby Garu is a terrible meatshield in First Form and a decent midrange Tanker in Evolved Form (Mighty Aegis Garu). First Form has 17k HP, 200 range (-150 to 200 Omnistrike), 2900 DPS, 4 Speed, 2 KBs, 825 cost, and 15s Cooldown. Evolved Form has 119k HP, 320 range (-150 to 400 Omnistrike), 6400 base DPS, 7 Speed, 3 KBs, 5400 cost, 151s Cooldown and the ability to cause level 5 Mini-Waves. Both forms resist Traited enemies and have Wave Immunity and Zombie Killer.

Mighty Aegis Garu has an impressive 476 to 595k effective HP (depending on ItF / CotC treasures) against all Traited enemies. His mini-waves (813 piercing range) give him some piercing damage (1300 DPS), able to snipe most enemies in the game, while also raising his effective DPS to his direct targets by 20%, to a very serviceable 7600. Zombie Killer and his bulk are good for tanking and quickly killing Zombies that unburrow/revive in his range, and mini-waves let him chip Zamelle or Z-Kill Zollows. 80 Omni-piercing range is good for hitting closely packed enemy clusters like Brollows or Pigeons and not missing attacks if other units knock back a front line enemy. He also has the range and DPS to work as an anti-Wave unit, outranging most common wave enemies. His speed is low, but it usually plays in his favor, as it prevents him from rushing in front of meatshields.

Baby Garu is intended to be a bulky meatshield against all traited enemies. 68 to 85k effective HP on a meatshield sounds promising, but having similar effective HP to Ramen doesn't justify his long cooldown, and so he is better replaced by more accessible Rare and Super Rare specialist meatshields or generic stallers like Green Shell or Boulder. Meanwhile, Mighty Aegis Garu has good Tanker stats in Evolved Form, but he's set back by his enormous cooldown. Other good Tankers with similar builds have a much shorter 60 to 80s Cooldown. His mini-waves are also unimpressive, with sniping DPS no better than Manic Macho Legs and much less spammability. Lack of Curse Immunity hurts him in late game, since his bulk relies on his Resistant ability, which can get cursed away in Relic or mixed stages very easily. With only 150 negative range in his Omnistrike (regular AoE attacks hits back to -320), some Zombies (especially Zroco) can burrow into his blindspot where he can’t attack them, which weakens his anti-Zombie niche.

Baby Garu has too long of a cooldown to work as a meatshield and is rendered useless by trait specialist meatshields and stallers like Shell or Rock. Garu's Evolved Form has the stats of a good Tanker, but unusually large cooldown and Curse Immunity and oddities like low damage mini-waves and nerfed negative range harm his other potential niches as an anti-Zombie or a Sniper. Overall he can definitely work in places, but falls short of being anything special, especially for a Fest Uber.



Kasli the Bane



Kasli the Bane (Dark Kasli) is an amazing surge Sniper. She creates a level 3 Surge (spawns 400 to 700) from 400 standing range (LD 275 to 675). Aside from these offensive capabilities, her defenses include 78.2k HP with 5 KBs, immunities to Wave, Weaken, Warp, Curse and Surge, and the rare Curse ability (100% chance, >100% uptime) which disables enemy status effects, so they cannot Slow/Freeze/etc any of your cats. Her cooldown is 125s.

Dark Kasli is near unstoppable. Her main strength is her utterly overwhelming 12k LD+Surge DPS against all non-Metal enemies, drastically higher than even the next best general LD attackers. Her damage output would be considered excellent even on a non-LD Midranger (on par with a top Midranger like Keiji after his Strengthen triggers), but with a higher standing range than most Midrangers, 275 piercing range, and the lingering hitbox of surges improving her accuracy and consistency, it is truly a game-breaking level of power. She does more than enough damage to quickly melt annoying backliners while also juggling fast melee peons that repeatedly walk into the surge, countering most classes of enemies well. Many things that would prevent other units from doing their job are no issue for Dark Kasli. You cannot Weaken her, and there aren't that many status effect enemies out there, but when there are, her Curse severely limits the chance they will get a chance to Freeze, Slow, Knockback or Toxic her or your other units, completely breaking stages that rely on these gimmicks to create difficulty. Waves and Surges cannot affect her, and her bulk and high KB count give her considerably above average survivability. Beyond her raw DPS, she hard counters Relics by turning off their signature Curse ability, enabling your other units to function as usual in their presence, while being uncursable herself, dominating the late-game Relic meta better than any other unit. Access to the rare Surge Immune ability makes Kappy and Floor 50 considerably easier challenges, and she is a dominant anti-Wave unit.

Dark Kasli is not infallible, despite her vast strengths. For one thing, she has a 275 range blindspot with only 125 inner range. It is rare that anything will bypass her bombardment of damage to infiltrate this blindspot, but faster or tankier peons may occasionally succeed. If her surge spawns at 700 range, most of her damage only hits from 450 to 825 range, making her effective blindspot bigger. Though at the same time, if it spawns at 400 range, it covers 250 to 525, and may cover more of her blindspot, but instead offer limited piercing. The randomness of this means sometimes she will be more vulnerable than normal, but make up for it with greater reach, or be less vulnerable than normal at a cost of less piercing power. She remains vulnerable to status effects (other than Weaken and Curse) until her first hit lands, and slower KB’d enemies might stay out of her attack zone for long enough to escape her curse and land a hit, so her Curse can be circumvented too, though often not an issue with proper setup. Curse can also turn off enemy Knockback or Warp abilities that sometimes help keep your units alive longer. These are, however, nitpicks that barely detract from her overall dominance in the game.

Kasli the Bane is undeniably one of the best Ubers in the game. She holds her edge all the way into the endgame, and has few to no bad matchups. At least one of her sheer power, her Curse, her immunities, or her durability will find application in essentially any stage. Her weaknesses are minor, and usually just result in her falling back on another strength instead of failing entirely. If you own Dark Kasli, you have essentially won the game.



Kasli the Scourge



Ritual Saint Kasli is an excellent LD/Surge Midrange Sniper with 375 standing range (LD from 275 to 675) who creates a level 2 Surge spawning between 400 and 700. This leads to a surprising 8900 DPS after the surge is accounted for. Kasli is also an incredibly powerful CC unit with a 50% chance of Knockback against Traited enemies. If this Knockback effect procs, her surge will also cause Knockback on both hits. Kasli’s defenses consist of 49.3k HP with 5 KBs, an intermediate 10 Speed and 3 immunities (Curse, Wave and Weaken) with a 118s Cooldown. The First Form, as is standard for Uberfest exclusives, performs a similar role but is more spammable (12.53s Cooldown). In Kasli's case, this is not useful and the Evolved Form should almost always be chosen.

Kasli is a near-universal powerhouse. If her ability procs, it hard-controls enemies by juggling them with three rapid succession LD Knockbacks, stunlocking or relentlessly pushing through all defenses. If it doesn't proc, or if the enemy is Traitless or otherwise immune, her huge 9000 LD DPS reliably destroys all in its path instead. Unlike other Uberfest exclusives, she remains devastatingly effective vs Traitless enemies for this reason. Given that Kasli has LD and surge, her Knockback effect hits the frontline and the backline at the same time. This means that, unlike with other KB control units, your other cats won't just walk into regular backline enemies like Le'Noir while the frontline is knocked back. Her attack cycle is efficient, with one attack starting as soon as the previous one ends, giving her steady and reliable control and DPS and leaving her enemies no relief and no escape from her relentless pressure. Curse Immunity makes her unfazed by enemy attempts to disable her CC abilities, Wave Immunity with her standing range allows her to overwhelm almost all wave enemies easily, and her Weaken Immunity is the icing on the cake which ensures her monstrous DPS remains intact.

Kasli has only 2 true weaknesses: enemies that slip in her blindspot and enemies that have very long range. The first problem can be handled with better meatshielding and a strong frontline, but the second is not so approachable. Sometimes the surge will not hit far enough ahead to knockback enemy super backliners such as Director Kurosawa, and you'll make your units walk into its powerful attacks, running the risk of Mizli Syndrome. On the other hand, sometimes the surge will hit farther away than average and increase the size of the effective blindspot where enemies are safe from Kasli. In either case, combined with the 50% chance of a KB occurring, you might not always get a proc when you need one (or might get a proc when you want just DPS). In summary, she can sometimes be just slightly inconsistent.

Overall, Kasli is one of most powerful Ubers in the game with numerous strengths, near unmatched ability to push and pressure the enemy army, and just a few weaknesses that can mostly be worked around. She can be brought almost anywhere and with proper support will easily overcome all but a few abnormal stages. While she was built for late/end game with Curse Immunity, she still breaks the early/mid game very well too.



D'arktanyan



D'arktanyan is an incredible midrange LD Rusher with Massive Damage to Traitless, and Strengthen doubling his damage when below 60% HP. From a standing range of 340, he attacks with 5100 DPS over an LD area of 200 to 550 with full backswing lasting 2.5s. He is Wave Immune and Warp Immune, and has 91.8k HP with 5 KBs and 30 Speed. He costs 4350 to deploy, and has a 91.2s Cooldown

D'arktanyan has more HP than a unit of his class has any business with. His immense bulk ensures you can almost always use all of his 5 KBs and trigger his Strengthen reliably. After Strengthen triggers, D'arktanyan still has more HP (>50k) than most of his competitors and can stay on the field in this state for a very long time, during which his enhanced 10k DPS is amongst the best in the game for general LD attackers. His long backswing further sustains his lifespan by keeping him out of danger after pushing the enemy frontline, while also increasing his offensive potential via using his KBs to rebound attack. Even when D'arktanyan does die, his short cooldown means there's another one coming soon. Factor in his rare ability to deal triple this damage output (30k effective DPS when Strengthened) to Traitless enemies and D'arktanyan's destructive power is nothing short of monstrous. He can outrange, tank or reach via stepping stone the majority of Traitless enemies, and his Wave Immunity lets him shut down essentially every wave enemy in the game, combining with his sheer power to make him near unmatched in these niches. Warp Immunity also allows him to exploit his bulk against ranged Star Aliens.

The main thing holding D'arktanyan back is his mid-level standing range which in some situations can make his performance suboptimal against high DPS enemy backliners, including certain Traitless bosses. Yulala and Crazed Tank variants directly outrange him, with too much damage to tank, and cannot be reliably stepping-stoned in their stages. Manic Dark's range and Freeze ability stop him in his tracks. Kappy's and Uril's surges eat through his HP very quickly, but as his speed and fast attacks let him often still land a few high damage hits on them, this only reduces him to a bit of a glass cannon rather than completely stops him. On the other end of the range spectrum his 200 range blindspot, while small, does exist and lets super melee range pushers like Bore variants annoy him.

It is interesting to note that D'arktanyan's strengthened general DPS is close to Meowsketeer's anti-Traited DPS. This should illustrate how broken he is; his general LD DPS is competitive with specialists, and his specialist DPS is out of this world. Combined with unusually large bulk to let him sustain that damage far longer than a typical Rusher, and a very short list of downsides, it is clear that he is easily one of the best units in the game and will be useful almost anywhere, save a few situations where range issues take hold. Given his high HP, high damage build, he benefits immensely from boost, and a hyper or ultramaxed D'arktanyan is borderline unstoppable, even in end game stages.



D'artanyan



D'artanyan is a versatile anti-Traited LD midrange Rusher with two distinct forms. In First Form, D'artanyan is a decent spammable attacker with 11s CD and 810 cost. He has 1700 base DPS at 250 range (LD 140 to 360) and ~15k HP with 4 KBs. In Evolved Form, Meow-sketeer loses spammability (91s CD) but gains much better stats across the board, with 325 range (LD 200 to 550), 3400 base DPS, 46k HP, 6 KBs, and 24 Speed, as well as immunities to Warp and Wave. The main feature of both forms is Massive Damage against all Traited enemies. Both forms have uses, but it is by far the Evolved Form which performs better overall.

Meow-sketeer's biggest strength is his extremely high effective anti-Traited LD DPS of 10.1k to 13.5k (depending on treasures), on par with the strongest general Nukers in the game. Almost every aspect of his build makes great use of this power, with a big 225 piercing range, a quick attack rate, high movement speed, and a rebound attack cycle all enhancing his destructive potential and keeping enemies out of his blindspot. You can be sure he will quickly and consistently shred the enemies in any situation you can use him in, and his auxiliary abilities expand the situations you can use him in vastly. His medium range and high speed let him easily infiltrate blind spots while also sniping enemy midrangers and lower-end backliners comfortably. Wave Immunity enhances his versatility with good matchups against all recurring wavers, and Warp Immunity maximizes his utility across Star Alien stages. Last but not least, Meow-sketeer has fairly good survivability for a midrange Rusher, with a high KB count and high backswing keeping him out of danger as much as you could really hope for. His First Form similarly derives its worth mostly from high anti-Traited LD DPS, and a stacked group of D'artanyans can quickly melt through crowds of tough melee enemies, though this is rarely preferred over the Evolved Form's overall superiority.

Meow-sketeer's below average base DPS and high reliance on Massive Damage to be fully effective means he is relatively underwhelming against Traitless enemies and late game Curse stages. His other main weakness is that his HP is not too impressive, which stops him from taking full advantage of his high KB count, especially in late/endgame where he can die in just a few hits. His high speed worsens this issue by causing him to run ahead of your frontline often, taking hits that a slower unit would avoid. Late game Zombies also pose a problem as he cannot Z-Kill them, and their burrow/revive mechanics can infiltrate his blindspot and deal some heavy damage. D'artanyan in First Form, meanwhile, as a Sniper loses to other midrange LD and Wave units such as Housewife, Fiend or talented Pizza in piercing and standing range, and despite his high DPS you can often make use of even more spammable units such as Cameraman and Manic Flying to more quickly build up close range DPS.

While D'artanyan's First Form faces tough competition from non-Uber Midrangers with better survivability, higher spammability and longer piercing range, his Evolved Form truly shines as an extremely destructive and versatile midrange Rusher with anti-Wave and sniping capabilities. Despite his less impressive matchups against Traitless, Relic and Zombie, Meow-sketeer is still far from bad in these situations, and almost unstoppable elsewhere. Given the huge value of Rushers and LD in the meta, he will certainly carry you through most of the game effortlessly, and even in the worst case scenarios where his mediocre health holds him back in the end-game, his raw power is still more than enough to be a worthwhile glass cannon.



Dark Mitama



Dark Mitama is an extremely powerful anti-Traitless midrange CC / Support unit, whose core ability is to Slow and Weaken (50% power) Traitless enemies for 3.33 seconds. Defensively, she features 44.6k base HP, 6 Speed, and an astonishing 15 KBs to reposition herself on the field, as well as Resistance against Traitless. She also has immunities to Slow, Freeze, Weaken and Knockback and the trademark Wave Immunity of all Fest Ubers. Offensively, she can act as a Sniper that stands at 375 range, with LD that hits from 250 to 650 and DPS of 5400. Lastly, her cost is 5250, with a bit more than 2.5 minutes of recharge time.

Dark Mitama's main strengths are her powerful anti-Traitless abilities. With around 66% Slow and Weaken uptime, she is able to nullify or greatly reduce any Traitless enemy's pushing power. Another one of her strengths is her very high 178.5k effective HP, which is further doubled to 357k once her Weaken is factored. This lets her actually utilize most of her incredibly high KB count in her niche, granting her incredible survivability against Traitless. As her attack cycle is mostly backswing, she counterattacks on each of these KBs, instantly punishing the enemy that hit her. This also ensures she does not advance until she is ready to attack, increasing her already great survivability further. Her great stats in general let her counter a wide spectrum of enemies, especially annoying Traitless threats like R. Ost, Rain D, Kappy and Dolphina. Additionally, compared to other LD Snipers, her DPS is high and is paired with a quite large 275 piercing range, letting her reach backliners such as THE SLOTH, Camelle, and Master A. Her immunities extend her uses further, hard-countering Traitless wave attackers like Kory, Dober and Hermit, and CC enemies like Henry and Croakley.

When it comes to her flaws, the main ones are her below average standing range and slow speed. Despite her good offensive stats as a general LD unit, her base HP is low for a unit of her range class. Her speed, long backswing and high number of KBs, while very helpful for keeping her away from harm, reduce her offensive capability as it is hard for her to invade the blindspots of LD enemies as a Midranger. This often can be remediated by employing slower meatshields and support units, but she can still struggle on stages that feature both LD and Omnistrike enemies, such as Curry Comet. Lastly, as her cooldown is longer than average and her cost is somewhat expensive, you normally won't have multiple of her on the field.

Overall, Dark Mitama is a very valuable anti-Traitless unit with broken crowd control capabilities against them, being able to single handedly dominate any Traitless-heavy stage and counter almost all enemy types including CC and wave threats. As a midrange LD unit for general use her health is low, but when properly protected you can utilize her impressive DPS and piercing power to great effect. In conclusion, Dark Mitama is a very good unit which can work in multiple situations and features a niche that is difficult to replace.



Shadow Gao



Shadow Gao is an excellent Backliner with almost complete dominance against Traitless enemies. It has 97k HP with 4 KBs, 6300 DPS at 480 range, 6000 cost, 158s Cooldown and 9 Speed. It also has Wave and KB Immunities, as well as Massive Damage and Freeze for 1s against Traitless.

Shadow Gao's main strength lies in its immense power against Traitless enemies. Not only does it have an almost unrivaled 17k effective DPS and a bonus Freeze to mildly disrupt anything that survives, it also outranges most common Traitless enemies, and has high enough HP and endurance to sometimes tank and directly hit those that it doesn't. KB Immunity further helps it land attacks uninterrupted, giving it a rare and especially good matchup against Mr. Mole. All of this combined means it destroys most Traitless bosses throughout the game effortlessly, completely dominating Floor 30/40, and makes it essentially the top counter to high range Traitless bosses like Crazed Wall/Axe variants which can give even other Epicfest exclusives some trouble. Shadow Gao also works very well in general wave stages, especially those with Traitless wave enemies, and does quite well even in purely Traited stages thanks to solid base DPS and survivability.

While very strong, Shadow Gao isn't without its flaws. Its high cost could make it hard to spawn on cash-tight rush stages, and KB immunity could hurt it in high pressure stages where getting repositioned by an occasional KB would be preferable. While Shadow Gao's rather high HP somewhat justifies it, its high cooldown can also make it painful and hard to recover from when one does die. Within the anti-Traitless meta, its only real counters are Traitless bosses with Surge like Kappy or Uril, as these can bypass its range advantage while also shredding through its HP, though usually not before it lands a few hits and takes a good chunk of their HP anyway.

Shadow Gao is a strong and well-rounded backliner with extra abilities allowing it to counter Traitless and Wave enemies extremely well, which are 2 very desirable niches. While it does have a few flaws in its build, these do not stop Shadow Gao from being excellent at its job, and very desirable to own.



Miko Mitama



Miko Mitama, or rather her Evolved Form Mitama the Oracle, is an excellent midrange CC unit and Sniper. She has 30k base HP with 15 KBs, 4200 DPS at 350 range (LD 250 to 650), 6 Speed, 5250 cost and a 160 second CD. Her core CC ability is 100% Slow against Traited enemies for 3.33s. Furthermore she is Resistant to all Traited, and has Immunity to Waves, KB, Freeze, Slow, and Weaken. Her attack cycle has a short 15f foreswing, and then full 136f backswing, adding up to a ~5s attack frequency. First Form has the same core Resistant to Traited ability and is a weaker, more spammable LD attacker, but is essentially never used over the Evolved Form.

Mitama's Slow ability is extremely overpowered, with high 70% uptime, a rebound attack (with 15 KBs to use it repeatedly) and a huge 300 piercing range. It would be considered good even as a single trait ability, but it targets all Traited enemies. This not only gives her a huge amount of viable targets, but even breaks multiple trait stages a specialist would have trouble on. Her survivability coming from her incredible KB count and Resistant ability is equally overpowered, with 150k effective HP against Traited, as well as low speed and full backswing to never advance carelessly making her almost unkillable. Short foreswing makes both her CC and damage output remarkably consistent, and her immunity to almost all relevant debuffs means not even status enemies like Henry, Croakley or Calamary can disrupt her. Her DPS is also not bad for an LD unit with such a big piercing range, even allowing her to work decently as a Sniper or anti-Wave attacker when needed, meaning her uses are not limited to Traited enemies. There are almost no situations in which she will not be useful in one of these many roles, and almost no enemies which can meaningfully stand against her.

While Mitama is clearly one of the best Ubers in the game, she has some situational weaknesses that stop her from being omnipotent. One of these is her standing range; while she can safely outrange most melee/midrange enemies with her 350 standing range and LD, many enemy backliners outrange her in a 1-on-1 fight, and she can be juggled if not provided with adequate stepping stones. She also has somewhat low base HP, meaning that when Traitless threats are mixed in with her Traited targets (or when inflicted with Curse, one of the few statuses she isn't immune to) she can lose the near-immortality her Resistance and KB count usually grant her. Her slow speed can also hinder her in some cases, especially against enemy LD units such as Tackey. Mitama additionally lacks a solid counter to Zombies who revive or burrow and score free hits on her. She also has a high deploy cost and very long CD, meaning that when her weaknesses do become a problem, using her carelessly can be a costly mistake.

Mitama provides a free win on a majority of stages in the game with her insanely overpowered CC ability against all Traits, respectable DPS to back it up, as well as absurd survivability, consistency and debuff immunities to make her borderline unstoppable. She has few fears. The main one being that tougher Traitless enemies and Curse can ignore her all-important abilities and reduce her to "just" a decent midrange Sniper though even that is a useful role to fulfill. Despite this, her sheer dominance in the meta means her usage never truly falls off, and she remains one of the best units to own deep into the end game.



Baby Gao



Gao is a versatile Uber, with a spammable Midranger First Form and a Backliner Evolved Form. In First Form, Baby Gao has a solid 13.6k base HP with 2200 base DPS at 310 range, along with a cost of 900, 5 KBs, and a 7.2 second Cooldown. In Evolved Form, Mighty Lord Gao boasts 64.6k base HP, 5200 base DPS at 470 range, 4 KBs with a rather high 6000 cost and 2.5 minute Cooldown, as well as Wave Immunity and a 5% Critical Hit chance. The main feature of both forms is being Strong against all Traited enemies.

Gao's main strength lies in his wide range of uses. In Evolved Form, he can't necessarily break many stages as obviously as some of the other Uberfest/Epicfest Ubers, but his solid stats and diverse ability set is good enough that he can be used in virtually any level and will still perform well. Thanks to his Strong ability, Mighty Lord Gao has 161.5k effective anti-Traited HP and 9400 effective DPS at full treasure, making him a great generalist. His huge HP pool thanks to Strong means he uses all of his repositions, and his above average range for a Backliner keeps him safe from many threats. This being especially noticeable against Aku enmies, enabling Gao to tank multiple threatening death surges. Because his base stats are good, and he relies on Strong rather than Massive Damage to deal with Traited enemies, he is also very much still usable against Traitless enemies as an at least average Backliner, and similarly is not quite as ruined by Curse as other anti-Traited units. Wave Immunity ensures he remains just as good on wave stages, and crits mean he can even work on Metals, although is rarely needed and is rather inconsistent. There is really almost nowhere you cannot bring him and get some kind of useful result. Baby Gao, the First Form, is also useful as a midrange stackable area attacker with above average durability (34k effective HP) and damage (4000 effective DPS) against Traited enemies.

Mighty Lord Gao's biggest weakness from his raw stats is his above-average cost which can lead to difficulty in cash tight stages, but other than that he looks very solid at first glance. However, as you get into late-game, Gao becomes less noticeable as your Uber roster increasingly expands. Usually being outclassed by specialists on stages with specific traits and going into UL, Gao also noticeably suffers from the occasional appearance of Loris which is able reach and cripple Gao with curse. He doesn't really have an answer to status effect enemies or barriers, and overall is just built more so to handle the early-to-mid game. Even if he's one of the best choices in a stage, you should be aware that there are limitations to his fame as the best basic all-rounder. Despite this, Gao still works well within the lategame in absence of any specialist and in various mixed stages with a variety of traits when you might not have specialists to cover them all. First Form suffers from the same limitations in late game, and is overall just less used than Evolved Form; as Cyborg, Time Traveller, Slapsticks, and so on get the job done well enough most of the time. Baby Gao also suffers from slightly worse range than such competitors, which worsens or totally ruins his matchup against enemies like Winged Pigge, where stacking spammable AoE units is a valid strat.

Gao is the epitome of "Jack of All Trades, Master of None". This is meant as both a good and a bad thing, and it defines the unit. Few other Ubers can be so brainlessly included in just about any mid-game stage and yield great results. He'll fill just about any gaps in your roster; if you don't have a specialist anti-Red, Gao will handle Red enemies fine until you get one, but once you do you probably won't use him for them again. Later on, his performance does begins to falter with Loris and as you get more specialsits but he's still a high performance anti-Wave unit and a solid Backliner for mixed stages, Akus and as a subsitute for specialists.