Best of the Best Rare Cat Capsule Event
Rares
Super Rares
Ubers and Legend Rares
Hades the Punisher
Hades is a Mid-range Tanker with a non-standard 250 range. He has a massive HP pool of 425k HP with 2 KBs and 14.3k Damage spread evenly across a 3 hit multi-attack which amounts to roughly 7000 DPS. He isn't targeted at a particular trait, but instead is a general Tanker with immunities against Warp and Toxic, and in True Form unlocked after UL1, also Knockback and Slow. His talents are some of the most expensive in the game and very poor quality overall. His cooldown is 131.2s.
His strengths are the massive base HP pool (the highest in the game) and KB Immunity, making him the ultimate general wall to place into the enemy's path. His other immunities also prove situationally helpful, with his Warp Immunity working well against WanWan and other Star Aliens, Toxic Immunity hard-countering a small number of (admittedly not too hard) stages with Gobble or Zollow, and Slow Immunity helping him better approach Professor A and such. His unusually high range for a Tanker (bordering on midranger levels) can mean that melee range enemies have to first get through your meatshields to start damaging him, making him useful as a second line of defense (though also means he cannot effectively keep enemies away from shorter ranged cats).
For a tanker, his DPS is below par, so while he can wall enemies he is not doing much else. His rapid attack rate with low damage per hit is also a problem, as compared to other Tankers he needs a lot more time to do the same amount of damage. It also can cause him to make high KB enemies like Brollows or Gabriels rebound and repeatedly attack. His cooldown is also higher than a usual Tanker, around double the ideal value. His KB Immunity is one of his most useful abilities as a Tanker, but is locked behind completing UL 1, after which point his uses fall off as enemies become much more punishing to general tanks.
As a general tanker with no Resistance against any traits, he has half or less of the HP of a typical specialized Tanker. Combined with twice the cooldown, he is only about 1/4 as useful as a specialist. However, his good range of immunities and the fact that he works on all traits equally give him some use as a general Tanker for things like mixed trait or CC-heavy stages where more specialized alternatives would struggle. In such situations, when the stage design favors him, he can take punishment well. However, he still falls behind in dealing damage back in return even in his best use cases.
Lasvoss
Lasvoss Reborn is a situationally fantastic midrange Nuker with 153k Damage, 30% chance of Savage Blows, and 50% Strengthen at 30% HP. He has 68k HP, 320 range, 2 KBs, and a 100% chance to survive a lethal strike. His cooldown is also relatively short at 71.2s, but his cost is high at 5400. Since he is a Nuker, he has a slow attack frequency of 16.7s (putting him at ~9200 base DPS) and a 2.6s foreswing. Lasvoss also has every status immunity. His Evolved Form is considerably worse, with inferior damage, HP and abilities, making it very situational, but True Form requires Elder Fruit, Epic Seeds and Gold Fruit and is hence only available very late.
Lasvoss's strength lies in the fact that he is an incredibly min-maxed unit. With the ability to potentially deal over a million damage in one hit when strengthened at level 50 with Savage Blow, Lasvoss can make quick work of even the toughest of bosses; and his HP boost in True Form grants him the endurance he needs to land a hit on them. He's also useful for his many immunities, granting him usage in, for example, Henry stages. He also has a very versatile Research Up L combo (Bad Guys) with Killer Cat and Li'l Nyandam. This combo is remarkable in itself, and furthermore strengthens his synergy with Stone Cat, who can help him land hits more easily.
Lasvoss's True Form is what makes him good and it is only accessible in the late game at an immense cost. Before that, his low bulk, mediocre DPS and late Strengthen all make him unreliable. You can still find uses for him on wave stages, Midranger stages, or against certain bosses like Puffsley; but his scope is very limited. While his True Form fixes his lacking stats, Lasvoss is still a very high-risk high-reward Uber. His attacks, lacking any form of piercing range, can be easily soaked up by a stray peon that steps even slightly in front of the intended target. If this happens, he will be unproductive for the next 16.7 seconds, enough time for your run to fall apart. Reliance on RNG to land Savage Blow also adds to this inconsistency especially at lower levels. Additionally, while Lasvoss has high HP for his role, he can still get KB'd very easily by high damage enemies like Owlbrows, and only having a very mild range advantage against some midrange enemies like R. Osts pairs badly with his long foreswing, giving the enemy pushers plenty of time to cross that range gap and take him down before he can strike. Lastly, although his cooldown should make him a very expendable unit, Lasvoss is set back by a substantial deploy cost, further forcing the player to think well when (or if!) it is best to spawn him.
Lasvoss shines best in some stages where conventional Backliners fail, and you need raw damage output to push through. At other places he fails completely because of heavy peon spam or high DPS enemies. This puts him at a well-defined place in the meta, as a very unique unit who abandons all unnecessary things to instead focus on dealing potentially ridiculous damage. He is held back by his expensive True Form, without which he is mediocre even in ideal setups due to his weaknesses largely outshining his strengths. In True Form, though, the extra damage and health are enough to overcome his drawbacks and make him truly formidable in the right situation. It is recommended to highly invest in this unit (boost to level 40/50) after unlocking True Form to make the high cost worth it, and increase his damage output to unparalleled levels.
Relentless Gladios
Relentless Gladios is a decent backline attacker and anti-Traitless Support unit. In True Form, Gladios has a 100% chance to KB Traitless enemies, as well as a 100% chance to proc Slow for 5 seconds. He has a large amount of HP in True Form (122.4k) with 3 KBs, 4 Speed, and costs 5625. His DPS is 4800 at 440 range and has a 2s foreswing. In Evolved Form, he has less bulk and only 50% proc chance, but can still largely be used the same way with just more RNG involved. His cooldown is 154.53s.
Gladios core strength is his anti-Traitless ability, which has a Slow uptime of 54% and a Knockback every 9 seconds. As the list of Traitless enemies features a plethora of bosses or melee threats you will want to keep your distance from, such as Manic Eraser, R. Ost and Kory, Gladios's uncommon capability to hold back these threats lets him shine in a good number of situations. As a generalist Backliner, Gladios's average offensive capability is made up for by his very high HP, which give him good survivability and allow him to fully utilize his damage knockbacks even in late-game stages, letting him be used a better Crazed Bahamut/pre-TF Ururun for most of early to mid-game.
Gladios weaknesses begin with the standard high cost and long recharge of Dragon Emperors, along with a long-ish foreswing and a sluggish speed. When compared to no gacha anti-Traitless CC options, such as Glass and Tourist, Gladios will fail in scenarios where the player's backline is at constant risk, such as Kappy and Uril, without special setups. To further worsen his case, anti-Traitless super backline units such as Cyberpunk and Sniper the Deadeye can often perform similarly well, but safer. Gladios's Area KB + Slow at 100% chance also makes him undesirable on stages with enemy backliners where he can cause your units to suicide, or “Mizli Syndrome”. As a generalist, Gladios has just average DPS, being replaceable by Awakened Ururun in late-game once she is unlocked.
Overall, Gladios is a useful early-to-mid game Uber who works well at controlling Traitless enemies, and offers sufficient generalist potential throughout mid-game. As the player advances through the game and unlocks more reliable generalists and anti-Traitless CC options such as advent drops, Gladios ends up retired as he has neither amazing abilities or stats to stand out above his competitors.
Li'l Valkyrie
With 345 range and 32 Speed, Li'l Valkyrie is a generalist Rusher that can act as a Midranger in some situations. She has 49k Damage per hit with a 1.6s backswing, 11.5k DPS, and a short 51s Cooldown which is all great for her role. Less good are her 36k HP and 2 KBs, but with valuable Immunity to Waves, and immunity to nearly every status effect (no Toxic or Surge) she is not without defenses. She also has Barrier Breaker (30%) and Zombie Killer effects, which expands her offensive usage.
Li'l Valkyrie has huge DPS, a very short cooldown, high speed, fast attack rate and fast foreswing, giving her all the hallmarks of a great Rusher. Her speed and range also allow her to enter enemy blindspots very easily and work as an effective Midranger with her great DPS. She already has quite a respectable number of targets and use cases from her nice stat build alone, but then her large number of abilities, both offensive and defensive, allow her to even better counter many troublesome enemies with status effects (Henry, Gardeneel, Croakley, etc.), wave enemies, Zombies, and Star Aliens with barriers. With all this, Li'l Valk is versatile almost beyond compare, with an answer to many of the problems the game will throw at you in some form or another.
Lil Valk's main weakness is of course her low health and KB count. With 2 KBs and 18k endurance she does not have the ability to regularly reposition then resume attacking, like other rushers such as Yukimura. Her KB and Warp immunities rob her of any chances to claim additional repositions against enemies with these abilities. Her short backswing doesn't help, as she can often push into the enemy lines prematurely, before your other units have had a chance to keep up. As well as diminishing her effectiveness as a general Rusher, these factors also hurt her survivability. Her range is a little underwhelming, making her unusable against Teacher Bear variants, especially, and her high speed causes her to clip into enemies she could otherwise outrange such as The Face, H. Nah, and Winged Pigge, making her performance unreliable against them. Her Barrier Break is also inconsistent, with only a 30% chance. While some amount of suicidal tendencies are expected in a Rusher, these hurt her use as a general Midranger too, where it is less forgivable. All in all her survivability issues can lead to her being an inefficient use of money if you are not careful and selective in your use of Li'l Valk.
Despite these weaknesses sounding scary, Li'l Valk is still a very good unit with great overall stats only moderately hindered by some unfortunate matchups and build issues. Her value is quite good through the whole game, countering many hard stages and finding more uses than you might expect at first glance. However, she is not immune to Toxic and Surge effects which are more recently introduced than her, giving her a small, but growing, gap in coverage as an anti-effect unit.
Detective Vigler
Detective Vigler is a Midranger and CC Support unit with 3200 base DPS and 30.6k base Damage at 360 range, 47.6k base HP with 6 KBs and a 100% chance to create Level 3 Waves, and a 98s CD. His First/Evolved Forms both have a 50% chance to Freeze Aliens+Floating/Aliens+Zombies for 5s, while his True Form has 100% Freeze and is Strong against only Zombies. Forms that target Zombies have Z-Kill. With talents, he also targets Relics. The TF is basically required for him to be useful outside of his excellent Research Up M two-slot combo.
For the first 2 forms, the good point about him is that you can use his excellent two-slot Research Up M combo, Cheating Heart, along with Madame Sumo. It is better than Biohazard + Bony Bone as it takes up 1 less slot for the same effect. For the True Form, besides his combo, his good effective stats (119k/95k effective HP and 55k/46k effective Damage per hit vs Zombie/Relic respectively) combined with his waves give him an effective 11.4k/9.5k DPS vs Zombie/Relic should both the initial hit and wave connect. This, along with a good CC ability, allows him to be a respectable anti-Zombie/Relic. His Strong ability means his wave can now clear Zombie peons with a decent 373 effective piercing range and his guaranteed Freeze with a decent 52 to 62% uptime means he controls bigger Zombie threats better than previous forms. Against Relic, he can tank a few hits from backliners such as Othom and Dogumaru while having enough range to challenge and effectively control the hardest pushing Relics in the game like M. Ost and Relic Bun Bun. His freeze can also be used to open up opportunities for rushes using units like Awakened Bahamut and Idi on longer range Relics like Dogumaru. He has a high KB count, which can be good especially for Zombies, and his CD is also not bad for his role.
Vigler's First and Evolved forms are just bad in that they have too few significant strengths for the weaknesses to even matter. For the TF, however, despite vast improvements, various issues do hold him back. A long foreswing (3.3s) and awkward range can prevent him from landing hits, for example, when he gets ambushed by resurfacing Zombies, or misses due to enemies in his range getting knocked back, or gets sniped by long range Relics like Othom and Loris. This can be somewhat mitigated by his decent bulkiness against Zombies/Relics allowing him to tank some peons of Relic Backliners, and adjusting your playstyle to better suit him, but still remains quite a big weakness. His DPS outside of Zombies/Relics is also too low, as it gets outclassed by Manic Macho Legs (accounting for the CD) rendering him useless as a generalist.
Vigler has a decent place in the meta, in both his anti-Zombie/Relic capabilities in TF (though talented Housewife and Uril put a dent in the uniqueness of his role) as well as his combo, which is extremely good over the entire game, especially in 4 star restrictions. However, he is limited by very underwhelming stats for a waver and Midranger outside of these niches. Despite his very big flaws, he's quite valuable to have.
Bora
Bora is a decent spammable anti-Alien unit in First Form, and an excellent midrange Alien Nuker in Evolved and True Form. In First Form, Bora has 19k HP, 2300 base DPS, 330 range and 17s recharge. True Form, Bazibastra has longer cooldown in exchange for higher stats; 54k base HP with 3 KBs, 5200 base DPS, 390 range, 81s recharge, and 8 Speed. All forms have Massive Damage to Aliens, a 3s foreswing, 3 KBs, and Warp Immunity, and like all other Pixies, he also gains Resistance to Aliens as well as a guaranteed Barrier Break in Evolved/True Form. He can unlock a Strengthen talent which adds 50% attack when his HP is lower than 33%.
Even though Bora is more used in other forms, his First Form still works well as a semi-spammable anti Alien. He is essentially a longer recharge but higher survivability Chill Cat, and is a great asset in CotC cost restriction stages. In True Form, Bazibastra becomes one of the best anti-Alien Ubers in the game. He has 270k effective HP and 21k effective DPS against Aliens (with full treasures), allowing him to survive for a long time on the field while being able to cripple all Alien enemies with his massive damage output. Resistance to Aliens enables Bazi to use up all of his 3 KBs to reposition and survive almost indefinitely, while also allowing him to walk into backline Aliens and kill them easily. Besides, Bazi has a lower cost and shorter recharge compared to most Ubers, so it is easy to send out multiple Bazis in a battle. Having guaranteed Barrier Break and Warp Immunity also helps a lot against Starred Alien enemies. If his Strengthen talent is unlocked, he can produce an insane ~31.5k effective DPS while on his last KB, and still have nearly 100k HP left to ensure he doesn’t die before being able to make use of it.
The only weakness of Bazi against Aliens is his long foreswing causing some misses, though that doesn't matter most of the time given how much he overpowers them. Other than that, Bazi just has below average stats against non-Aliens. His awkward range makes him unusable as a Backliner, but with too little general DPS to be a successful Midranger instead. He doesn't perform well on mixed-trait stages with fast pushing or backliner non-Alien enemies too, as this makes Bazi die before contributing much to the battle.
In conclusion, Bora is one of the best anti-Alien Ubers in the game, with high effective HP to take a lot of hits, high effective DPS to cripple Alien enemies, great supplementary abilities and a low cost First Form for alternate uses like cost restrictions. However, with low range and below average base DPS, he functions as a subpar general Nuker outside of Alien enemies.
Wolfchild Deale
Wolfchild Deale is a decent anti-Alien/Angel Crowd Control unit with a 40% proc chance of Knockback on each of her 3 multi-hit attacks against her targeted traits with a 4 second attack cycle. She doubles as a good backline attacker with 7400 DPS at 415 range and 42.5k HP with 5 KBs. She also has a cooldown of 118s. Before True Form her longer attack cycle cuts her DPS down to a poor level, and is hence not recommended to use.
Deale's greatest strength is her excellent general DPS for her role, considerably more than Ururun/Bahamut and average Uber alternatives. She also easily outranges many of the hardest pushing Alien and Angel enemies such as Nimoy Bore and Boraphim, and controls them well with her rapid attack rate yielding one knockback every few seconds on average. She also has a solid matchup against higher ranged threats such as Angelic Sleipnir which typical Rare alternatives cannot handle. Her CC ability is never overwhelmingly effective, but often provides enough support to give you an edge over a difficult stage. Deale additionally has a unique Strengthen Up (M) combo.
Deale has two large weaknesses. Her first weakness is the disadvantages that come with multi-hit; she suffers from low damage per hit and more frequent misses due to damage knockbacks before her attack cycle completes. This detracts from her otherwise impressive DPS. Her other less obvious weakness is that, oftentimes, stages with Angel/Alien enemies that you might like to KB with Deale also have a tanky, long range backline enemy sitting behind them. In such situations, Deale's KB proccing too often can lead to your units walking into the range of that backliner and being wiped out, or known as “Mizli Syndrome”. Examples of this include Heavenly Creatures, Close Encounters, Narrow Docks, Electrosafari, Haunted Genome, A Moment Of Serenity, and many earlier stages in SoL. Her standing range is also on the low-end for a backliner, which can give enemies an easier time reaching her between attacks than some competitors.
Deale brings a good amount to the table, but not more than countless other anti-Aliens/Angels or other backline attackers. If she is one of few Ubers you own, you will find value in her as a generalist attacker and as a situational Support unit, but later on she will likely be replaced and at most used as an occasional combo slave.
Mighty Kat-A-Pult
Mighty Kat-A-Pult is an ok LD Sniper Uber with Resistance to Zombies, Zombie Killer as well as a 50% chance to weaken Zombies to 50% attack for ~8 seconds. In True Form, CAT-8-Behemoth has an effective range of 150 to 725 from 400 standing range, 136k base HP, 3200 DPS and 3 KBs. It also has a 4875 cost and a 3 minute long recharge. Talents give it a 20% chance to create a Level 4 wave with each attack.
Behemoth is a decent LD anti-Zombie Uber. Its attack can hit every long ranged Zombie in the game such as Zamelle, Lord Gravey and Cadaver Bear, making it an effective counter to these as long as there isn’t a spam of stronger burrowing enemy peons like Zeals, Zang Roo and Zory. For general usage, Behemoth works decently well on specific levels as it has a very huge coverage range. With 325 piercing and a small 150 blindspot, it can easily hit most enemies in the field, from frontliners to enemy backliners like Nyandam variants. It also has the highest HP among all Snipers in the game without Resistance applied. This gives it some interesting usage such as being used on stages that would normally stop you from using a backline LD unit entirely, with the main example being stages with piercing enemies (Dolphina/Mr.Mole etc). Despite the low proc chance, its wave is particularly helpful by increasing its damage per hit from time to time, and its wave covers its blindspot. Behemoth’s wave also has higher reach, thus allowing it to damage super backliners like Sunfish Jones variants.
Behemoth's biggest weakness is that being a LD unit doesn't fit well as an anti-Zombie. Most Zombie enemies have the Burrow ability, and they can easily burrow into Behemoth's blindspot (150 range blindspot + 320 hitbox). This leaves Behemoth unable to do anything other than just stand there and receive a lot of damage. Behemoth also has a below average DPS for a backline Sniper, so you will probably end up not using it as one unless boosted. While it is true that Behemoth’s wave talent can improve its usage and niche, it is not really worth the cost and more recommended to spend the NP on other units.
In conclusion, Behemoth is still workable as a counter to higher ranged Zombies like the infamous Cadaver Bear, but it requires support to clear out burrowing enemies. Behemoth works quite well as a general Sniper with huge LD coverage, but low base DPS might lower its usage.
Togeluga
Togeluga, or rather its True Form Shishilan Pasalan, is a very good backline attacker at 445 range with 51k HP and 100 KBs, 3000 base DPS with a 17s attack cycle and 3.5s foreswing, Wave Immunity and a +200% Strengthen at 99% HP and CD of 158s. Before True Form, it has a pathetic 850 HP and is of very limited use, and as with all Lugas, the First Form is unusable.
While its base 3000 DPS may seem low, Shishilan's Strengthen ability very quickly increases it to an impressive 9000 strengthened DPS. Its activation threshold of 99% HP, paired with the insanely high knockback count means that virtually any hit from a weaker enemy can trigger the Strengthen, so Shishilan only needs to take very little damage to be at full power. This also boosts its base attack to deal an extremely high 153k strengthened Damage per hit to all enemies, meaning you often only need one good hit to land to turn the tide of battle. With excellent attacking power, a good standing range, as well as exceptionally good repositioning abilities, Shishilan is very capable as both a general Backliner and as a Wave Immune attacker with great compatibility against all recurring major wave enemies.
Shishilan's main weaknesses are its very slow attack rate and long attack foreswing. Fast pusher enemies with a high knockback count, such as Gory variants or Shadow Boxer K, can easily push close in between its attacks and also effortlessly interrupt its attack animation if they manage to hit. If you get unlucky, Shishilan can also miss due to the enemy being knockbacked as Shishilan finishes his attack. Despite having a strong matchup vs wave enemies, other piercing attackers with LD or surge such as Dolphina, Tackey, Kappy, or St Dober hard counter Shishilan, as they are able to juggle it due to the high knockback count and long foreswing. These problems are very noticeable in late/end-game because many of its relevant stages include fast bruisers or LD enemies. Its slow attack rate and inability to fully tank even weak hits make Shishilan less reliable compared to backline attackers with faster attack rate – even Awakened Ururun – and render it completely useless in mixed stages with LD enemies. In late game, Shishilan no longer gets to exploit its main strength of high KB count as most enemies will begin to kill it in a small number of hits, leaving you with a slow attacker with fairly normal survivability.
Overall, Shishilan is a very strong backline general Nuker with an excellent niche as an anti-Wave attacker. Its early to mid-game performance is exceptional. Due to a slow attack rate and long foreswing, however, it cannot deal well with fast, LD or surge enemies that become more prominent in the late-game, causing Shishilan to somewhat fall off more and more as you progress (and also likely obtain specialists with more than 9000 DPS in their niches). Despite these weaknesses, Shishilan remains a major carry unit in almost all wave stages in the game and can perform very well as a general Backliner until the late/end-game.
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.
Kasa Jizo
Kasa Jizo (in First Form) is an excellent general spammable AoE attacker, with Massive Damage against Black and Angel. Jizo has 2100 DPS, 15k HP with 3 KBs, 320 range, 750 cost and a 3.9s Cooldown. In True Form, he becomes a great anti-Black/Angel Nuker, with 6100 DPS, a 13.37s attack cycle, 116k HP, 2 KBs, 4 Speed, and 485 range but now with a 151s Cooldown. Evolved Form stats are a bit worse overall, but True Form is not compulsory to perform well. True Form also has multi-hit while evolved doesn't, which makes it sometimes preferable even. You will likely use the First Form the most, regardless, as this is the main draw of Jizo.
Jizo's main strength is that his First Form can be quickly stacked and accumulate lots of DPS to melt shorter-ranged enemies. He is best compared to Cyborg Cat, another good spammable area attacker, which Jizo outclasses in almost every way even outside of his traits. Jizo's Massive Damage ability against Black and Angels (8300 effective DPS per stacked Jizo) of course makes him even more destructive against them, and a decent stack will quickly accumulate unparalleled DPS against short ranged threats of these traits such as Black and Angel Gories. He has good durability for a stackable area attacker, keeping your Jizo stacks alive and dealing considerable damage even in tight situations. In Castle form, meanwhile, Jizo outranges enemies that the First Form cannot such as Le'noir, Winged Pigge, and Sleipnir, still destroying them very quickly (18k-24k effective DPS depending on treasures) while also having the stats to perform as a very respectable general use Backliner.
Like all things, Jizo comes with flaws. Enemies with more range than the spammable First Form, while they can be countered by the True Form still, remove the option of using his main strength. Enemies with range less than Jizo who can push very hard such as R.Ost may also give him trouble compared to Cyborg with 350 range instead of Jizo's 320. A related note is that while Jizo is very good at his role there are non-Ubers that can safely take his place. In particular Pizza as an anti-Black, and Slapsticks in the late game Relic meta, cut into the need to own Jizo (especially as the alternatives unlock their talents). True Form suffers from its long attack cycle, sluggish movement speed, and a below average KB count, which are not ideal for countering the many Black/Angel melee rushers. Similarly, True Form's multi-hit is inconveniently timed to often miss the last hit containing most of the damage against such enemy types who often have a high KB count. For both forms, Black is a quite heavily powercrept trait that does not require a hard counter Uber, though Angel remains a highly relevant target.
Overall, Jizo is an excellent Uber who is famous, if a little overrated, for very good reasons that are relevant throughout the game. Between his two forms he can cover most enemies in his target traits, and perform impressively as both a general stackable area attacker and a serviceable generalist Backliner throughout the whole game (albeit falling off towards the end game). Either form alone would be a valuable Uber to own.
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.