Best of the Best Rare Cat Capsule Event


Rares


Super Rares


Ubers and Legend Rares

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.



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.



Cat Machine



Cat Machine is a decent Tanker unit that is made for melee ranged combat as seen from his low 140 range pre-TF and 190 range in True Form. He has a relatively high 153k base Health with 1 KB, along with a 65 second Cooldown and 3600 cost. He deals 94k Damage per hit with a 5.6s foreswing, for 11k DPS. Cat Machine has decent stats as a Tanker and can be used in stages where Tanker units are favorable, but his most defining feature is his Wave Blocker ability in True Form, cancelling out wave attacks entirely. Talents grant him a Freeze proc (50% chance, 4s - not useful), Immunity to Knockback and faster movement speed.

Cat Machine's ability to cancel out wave attacks is extremely helpful in stages with annoying bosses such as Dober P.D, Elizabeth the LVIth, Berserkory, and many more. Additionally, its Resistant ability can help it tank more attacks (750k effective HP) from certain Red and Alien traited waver enemies which in turn allows it to stay on the field longer to keep blocking the waves. It also has decently fast speed (which can be enhanced further with Talents) which can help it arrive in the heat of battle quicker to assist your frontline. Other than that, it is also fairly cheap with low cooldown which allows it to be more disposable than many other tanks. It also only has one knockback which can be favorable as it increases its endurance and holds the line longer.

Unfortunately, that's where the positives stop. Its most notable weakness has to be it’s incredibly long foreswing which can make his attacks miss easily and reduce the overall damage it does on the field. Lack of Curse Immunity really limits his usage in Uncanny Legends where high DPS enemies in his traits could quickly destroy him after he gets cursed, and lack of Warp Immunity renders him almost null as a tank against Star Aliens. KB Immunity needs to be unlocked for 100NP to make him work against the likes of Nimoy Bore. Tanking Red and Alien enemies is a rather odd niche to have as Red and Alien enemies generally have really high damage output that can even eat through hundreds of thousands of HP in a short time. Worse of all, waves as a whole have been powercrept, with Talented Dancer and Octopus handling most wave enemies. Octopus in particular outperforms Cat Machine at his Wave Blocker role due to greater disposability and spam rate.

Overall, Cat Machine can be a good unit in certain levels but is a rather situational unit to have. It can help clean up certain wave enemies like Two Can variants and Kory variants which can be difficult to deal with at times. Although there are many Tanker units out there that can outperform it in certain situations, it is still a decent Red and Alien Tanker that can get its job done if used correctly.



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.



Megidora



Megidora is a decent backline attacker and anti-Floating CC with Slow and Knockback against Floating, both with a 50% proc rate. In True Form, God Emperor Megidora has 82k HP with 3 KBs, 6200 DPS, 20 Speed and 425 range. He also has 5700 cost and a 151s Cooldown. Before True Form, his stats are a little worse and his range is lower, making him mostly unimpressive outside of the early game. He has access to a level 3 Wave Attack talent with 15% chance to trigger at max level.

Megidora is a decent generalist. He has a decent amount of HP, ensuring he will use all of his repositions, and solid DPS for his range class. His fast attack rate ensures that he can handle enemy spam better and that your run will not be affected as heavily by missed attacks (unlike those of Crazed Bahamut and other slow Nukers). As for his CC ability, he works well enough as a counter to Bun Bun variants. His wave talent also expands his general use to include some high damage piercing power if you want it, though you will likely not invest NP in this over more important talents.

Despite being a decent generalist, sadly that's all he offers. His anti-Floating niche can be easily outclassed by Rares and Super Rares such as Sanzo, Octo, Cameraman etc. Knockback is also typically not a desirable ability, as many Floating-oriented stages contain a backline attacker that you want to not hastily push too hard against, else your cats get wiped out, or “Mizli Syndrome”. His lower-end range by backliner standards combined with his moderate movement speed, also expose him to more risk than slower or higher ranged alternatives.

In conclusion, Megidora is a decent generalist, and if you get him in the early game he will be very nice against Bun Buns until your Rare/Super Rare anti-Floatings are ready to go, but that’s all he is. Given this state of affairs he naturally drops in relevance in the late game, where Awakened Ururun clearly outclasses him as a generalist for the occasions when you lack a specialist for a given situation.



Thundia



Thundia is a good anti-Red Backliner which performs a similar role to Crazed Bahamut, but with better stats all-around. In True Form she has 440 range, 10 Speed, 51k HP with 5 KBs, and 5200 DPS with 69k base Damage. She has 4410 deploy cost as well as 106s respawn time. Pre-TF stats are worse across the board, and mostly not worth using. Her talents include the standard attack and defense buffs, 50% Wave Resist, Curse Immunity, and a Strengthen that lets her gain +50% Damage at 50% HP.

Thundia accomplishes her role as a serviceable Backliner with her comfortable range, and will nuke any Red enemies within that range with her great 21k effective DPS, including Bores, Capies, and JK Bun Buns. Red enemies typically have high endurance, making her giant 276k effective Damage attacks more likely to hit than whiff. With her stats and DPS in True Form, she can essentially replace or add on to the lineup of backliners: Crazed Bahamut and Ururun Cat. With her balanced stats and moderate speed she performs consistently well in her role, neither lagging behind nor charging ahead recklessly. Her only relevant talent, her Strengthen talent, pairs well with her survivability and boosts her role as both an anti-Red Nuker (31k effective DPS when strengthened) and a general Backliner (7800 strengthened DPS). If protected adequately, Thundia will destroy all Red enemies within her range.

Unfortunately, there are many Red threats which outrange Thundia or have access to waves to reach her through a protective meatshield. Professor A and Dark Emperor Nyandam outrange her by a large amount, and Berserkory and Two Can both have a 100% chance to create a wave through your entire army. Thundia will require proper support in order to fulfill her role as an anti-Red Nuker properly. While Reds do have incredibly high endurance, in general her long foreswing can make her miss, especially against enemies with high KB counts.

Overall, Thundia is still a good generalist which has better stats all around in comparison to Crazed Bahamut. She can still serve as a 450ish range Backliner to any trait, but destroys any frontline Red enemy in most stages. Thundia will not destroy every Red enemy in the game by herself, but will do an excellent job against the grand majority of them. While Backliners may not be nearly as great in later stages of the game, Thundia remains quite good and on top, with fast cooldown and good talents giving her an edge over Awakened Ururun as a general Backliner.



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.



Catman



Catman is a Backliner with 440 range and 67.2k HP with 5 KBs. He deals 42.5k base Damage per attack, every 9.3 seconds, which amounts to roughly 4600 base DPS. As with some other Dark Heroes, Catman has a main trait and a trait that changes between forms. His main trait is Alien, and his side traits are Floating in First Form, Angel in Evolved, and Relic in True. He has Massive Damage against whichever traits he’s targeting as his core ability. His cooldown is 148s, with 5520 cost.

His strengths are good survivability owing to his large HP and KB count, decent DPS for his range (effective 18k DPS vs target traits), and of course, his traits. He outranges every single common Floating enemy, some painful Angels like Sleipnir, Chickful A, and Winged Pigge. For anti-Alien, Catman outranges everything except some backliners like Alpacky and Overseer Nyandam, and as a result, performs excellently against the typing. As an anti-Relic in True Form, he has the rather rare position of a Relic Nuker without needing to invest NP, and can help bolster your DPS in many situations, countering M. Ost especially well. As well as all of these trait specialties, he’s also just a solid generalist with a lot of HP and otherwise average, serviceable stats for the mid game.

Catman does have some flaws, the first being his high cost which makes it harder to put him out early. This can be his death sentence in stages with intense startoffs. The second weakness being his attack rate, which is somewhat slow and can be unfavorable in some stages, as it gives a lot of time for enemies to push to him. Lastly, his anti-Relic use is rather lackluster, as the only enemies that Slapsticks can’t already handle are those like Othom, Lowkey, and Loris, who can snipe/reach Catman anyway. This is made even worse by his expensive TF cost, which includes 2 Elder Catfruits.

In general Catman is a very solid Uber with high DPS and survivability, basically a better Crazed Bahamut. His weaknesses aren't as prominent compared to other Ubers. His bane however is his replaceability. His DPS against Floating can be matched by a stack of Cameraman, and against Relic by Slapsticks. His anti-Angel and anti-Alien aren't comparable with SRs or Rares. Despite all that Catman is still a very strong Backliner and his generalist usage is good too.



Radiant Aphrodite



Radiant Aphrodite is an amazing general super-backline LD Sniper and a superb anti-Alien nuker with Massive Damage against them. She has 3400 base DPS with a 12s attack cycle at 600 standing range with 450 to 850 LD reach. She also has 44k HP with 4 KBs, 7 Speed and 131s Cooldown. Her True Form gives her slightly more HP at 52.7k but no increase in DPS/damage or interesting talents, so she is perfectly fine to keep in Evolved Form even when her TF becomes available in late game.

Aphrodite's main strength comes from her huge standing range and LD reach, able to comfortably outrange most enemies in the game and snipe them from afar with a formidable 250 piercing range. It is not uncommon to even find Aphrodite can snipe the enemy base and destroy it before you have even finished dealing with the enemies on a stage, especially in Manic Mohawk/Eraser-like stages with a bulky boss. Her DPS is low compared to general purpose attackers, but for her range class it is very much adequate as it lets her deliver that DPS against targets that your typical generalist cannot reach at all. The combination of this amazing Sniper build with Massive Damage against Aliens, a trait infamously filled with many relevant backliners, is what truly defines her as an exceptional Uber to own. Her 13.6k effective DPS over a 400-width LD area completely destroys most if not all tricky Alien-heavy stages. Finally her slow movement speed combined with her high range keeps her far from danger, and even when enemies do reach her, her 4 KBs help extend her time on the field to the point where she rarely dies. In sufficiently long battles, you will often obtain a stack of Aphrodites, at which point you would struggle to lose.

Having such a large standing range and maximum LD reach comes with the price of a huge 450 blindspot which can be infiltrated by melee and midrange enemies if not protected. Aphrodite’s long attack cycle provides ample opportunity for fast, hard-pushing enemies to break through your defenses and at the very least avoid her attacks, if not damage or kill her. Aphrodite's base DPS also becomes rather subpar for general use by the late stages of the game, as increasingly magnified enemy backliners will take too long to kill without other sources of damage.

All in all, Aphrodite is one of the best Ubers in the game, granting a free win in many stages with her immense range, LD width, and dominating anti-Alien firepower. Aliens are one of the most common enemy types, especially in story chapters, so you will never run out of uses for her. While she does suffer from her large blindspot, long attack cycle and somewhat low base DPS, none of these are enough to outweigh her unique and overwhelming strengths.



Mighty Bomburr



Mighty Bomburr is an average Backliner with an okay anti-Zombie niche. Bomburr has good survivability with 71k HP and 7 KBs, a safe 450 range, average attack stats with 4900 DPS and 6.3s attack rate, decent 10 Speed, higher cost of around 5000, with a 3 minute Cooldown, much longer than the average CD of Backliners at around 2 minutes. It also has 100% KB VS Zombies and Z-Killer, and gains Soulstrike, Toxic Immunity and a +50% Strengthen that triggers at 43% HP via talents.

Bomburr's biggest strength is its good stats as a Backliner. In terms of survivability, it is very strong, as its combination of good range, good health and high KB count makes it able to survive for very long in the battlefield, and deal a respectable amount of damage over its lifetime. Its attack stats are quite good as well, mostly due to Strengthen talent boosting its DPS to a very good 7300 DPS with Z-Kill, and its base DPS without is still respectable for early to mid-game. Its AoE KB VS Zombie can be used to control most Zombies decently well, including Cadaver Bear. This is unlike Ectoweight, which having Single Target means it can only reliably control several tanky frontline Zombies. Toxic Immunity can also allow it to work well in most Gobble and Zollow stages, while Soulstrike lets it fulfil a rare but not all that needed niche of anti-Corpse control.

The biggest downside of Bomburr is its very long CD, a common problem of most Iron Legions which significantly damages their general viability. You will likely not spawn multiple Bomburrs unless in very long fights, and if you lose it early, it won’t be available again for a long time, which is risky. Most Zombies can also burrow past Bomburr, avoiding its control effects. Cadaver BearCat may patch this weakness somewhat in late game, as it destroys most burrowed Zombie peons quite easily. However, also by late-game, Awakened Ururun outclasses/replaces Bomburr as a generalist Backliner, unless you choose to talent it, an expensive investment for a mediocre improvement.

Bomburr is a decent unit. As a Backliner it has lots of competition, but it can stand out somewhat even with its 3 minute CD. With that, it is just decent at the job. Its anti-Zombie ability is pretty decent in controlling most Zombies, but it can't do much when Zombies burrow past it. It also will see use in stages with Toxic enemies if you struggle with them, thanks to its talents, if you do decide to sink in the required NP. Overall, although it might seem unremarkable, it is quite a reliable unit that can work decently well generally, as well as in its niches.



Voli



Voli is a spammable (16.2s CD) anti-Alien CC unit with a 50% chance to proc Freeze for 3 seconds in First Form, 19k HP with 3 KBs, 320 range, 2.2k DPS and Warp Immunity. In True Form, Gigavolta becomes less spammable (83s CD) but gains a guaranteed 3.67s Freeze proc, Resistance to Aliens and Barrier Breaker. This makes him an excellent anti-Alien unit. Additionally, Gigavolta has 54k base HP with 3 KBs, 5700 DPS, 370 range, and 20 Speed.

Although Voli is more used in other forms, his First Form still works quite well. If paired with Seafarer Cat, it is easy to achieve permafreeze on Alien enemies quickly. In True Form, Gigavolta is a Midranger with ~60% Freeze proc uptime (or nearly 75% uptime with treasures). With his >215k effective HP (or 272k with treasures), low cost and CD, it's easy to always have him on the field, and permafreeze with just two unsynced Gigavoltas. Barrier Breaker helps a lot to let your units push too. Gigavolta still works decently well on mixed Alien + non-Alien stages, but more support is needed to prevent other traited enemies from reaching him.

The only weakness of Gigavolta against Aliens is that he has a somewhat low range but even then, it doesn't matter most of the time on pure Alien stages since Gigavolta has the effective HP to tank a few hits from Backliners and then walk up to freeze them. Outside of Aliens, he simply lacks the stats to be effective as a midrange attacker and is outclassed by almost any generalist in his range class, and even many safer-range backliners.

In conclusion, Voli is an excellent anti-Alien CC Uber that is useful in a lot of Alien stages throughout the game. His usage as a midranger isn't really recommended outside of the very early game, due to simple poor stats. He relies entirely on his abilities against Aliens for value.



Hell Warden Emma



Hell Warden Emma is an underwhelming anti-Wave Uber, despite being the Wave Buster Exclusive, with the core ability of Wave Block. Stat wise, she has 255k HP with 10 KBs giving her 25k endurance, 3800 DPS at 200 standing range (Omnistrike 350 to -600), 4350 cost, 30 Speed and a 120 second CD. Each strike of her three stage multi-hit has a 20% chance to proc Weaken against all enemies for 2 seconds.

Emma's main strength lies in her ability to block waves. Paired with her very high base HP and KB count to keep her alive easily, she can keep protecting your other units from waves for a long time. Her survivability is further enhanced by her Weaken, which is somewhat unreliable but nice to have as it covers all enemies. Her 150 Omni piercing lets her land Weaken on midrange enemies, and her 200 standing range can also allow her to outrange some enemies that her main competitor, Octopus Cat, cannot at 130 range. She also has high speed, letting her get to the front lines and block waves soon after you spawn her.

Unfortunately, Emma has many weaknesses which lower her usability by a large degree. The first one is her terribly high KB count which, while good for her survival, hinders her ability as a Wave Blocker as during the KB animation she cannot block waves. Her endurance before being knocked back is 25k Damage, less than Octopus Cat. Aside from certain situations where Octo dies too fast to be useful due to being outranged, but Emma's slightly higher range would keep her alive and blocking waves longer, there is little reason to use her over simply summoning multiple Octopus Cats. Her high speed causes her to clip into the enemy frontline and lessen her already minor range advantage, compounding the problem. As stated previously, her Weaken is also unreliable, and will rarely proc. Even if it does, it has a short duration, resulting in it not contributing too much. Her DPS is also extremely low for her range, making her useless as an attacker as well.

Overall, Emma has lacking endurance for a Wave Blocker, making it difficult to use her, especially when you already own Octopus Cat. Nevertheless, her higher standing range gives her occasional moments to shine over Octo, even if it is still much less than that of the top level Wave Blockers like Eva Unit 00 and Tokyo Miku. The Weaken ability does not function well in practice due to the low chance, and her usage as an attacker is non-existent. At very high levels, she can begin to alleviate her problems as her base HP becomes sufficient to tank a wider range of enemies, but this requires high investment to simply make a lackluster unit decent.