UBERFEST 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.



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 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'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.



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.