Final Fantasy Brave Exvius Wiki

E3/Anniversary summary: 2nd Year Anniversary

Unit Rankings

Warning!
  • Ratings are maintained by FFBE subreddit's Discord. Newbie questions and question whether a certain unit is good or not should be asked in #global-help. If you have experience with the game you may freely discuss unit ratings in #wiki-unit-ratings.
  • These lists provide a rough estimate of units' utility when used by newbies. Veterans should assess the unit based on their needs instead.
  • The ratings for attackers are calculated using a unit builder based on specific criteria. Visit Unit Rating Notes.
  • Updates: Read recent changes here.


Unit Ratings (6★ Units)

Only units that can be awakened to 6-star6 Star Rarity are rated, since 5-star5 Star Rarity units are now generally obsolete.
The archives (>6 months unupdated) for 5★ Units and 4★ Units are still available.
Unit Ratings (6★ Units)
Unit Base
Rarity
Role Abilities Awakened Base Links/Notes
Ayaka
Ayaka
5-star5 Star Rarity Healing
Support
15.5 15.5 Unit Page
Summary Notes
Lotus Mage Fina
Lotus Mage Fina
5-star5 Star Rarity Healing
Support
15.5 15.5 Unit Page
Summary Notes
Ang
Ang
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
Chaining
15.0 15.0 Unit Page
Summary Notes
Time limited unit
Christine
Christine
5-star5 Star Rarity Magical-Damage
Chaining
15.0 15.0 Unit Page
Summary Notes
Time limited unit
Fryevia
Fryevia
5-star5 Star Rarity Hybrid-Damage
Chaining
15.0 14.0 Unit Page
Summary Notes
Ability awakenings (costly)
Maritime Strategist Nichol
Maritime Strategist Nichol
5-star5 Star Rarity Support
15.0 15.0 Unit Page
Summary Notes
Reberta
Reberta
5-star5 Star Rarity Physical-Damage
Chaining
15.0 13.0 Unit Page
Summary Notes
Ability awakenings (costly)
Tidus
Tidus
5-star5 Star Rarity Physical-Damage
Chaining
15.0 13.5 Unit Page
Summary Notes
Ability awakenings (costly)
May be difficult to chain with.
Trance Terra
Trance Terra
5-star5 Star Rarity Magical-Damage
(Chaining)
15.0 12.5 Unit Page
Summary Notes
Ability awakenings (costly)
Best when spark chaining.
2B
2B
5-star5 Star Rarity Physical-Damage
Chaining
14.5 14.5 Unit Page
Summary Notes
Time limited unit
A2
A2
5-star5 Star Rarity Physical-Damage
Chaining
14.5 14.5 Unit Page
Summary Notes
Time limited unit
Barbariccia
Barbariccia
5-star5 Star Rarity Magical-Damage
Chaining
1-hit-Finisher
14.5 14.5 Unit Page
Summary Notes
Basch
Basch
5-star5 Star Rarity Tank
Support
14.5 14.5 Unit Page
Summary Notes
Blossom Sage Sakura
Blossom Sage Sakura
5-star5 Star Rarity Magical-Damage
1-hit-Finisher
Support
14.5 14.5 Unit Page
Summary Notes
Chow
Chow
5-star5 Star Rarity Tank
Support
14.5 14.5 Unit Page
Summary Notes
Time limited unit
Grim Lord Sakura
Grim Lord Sakura
5-star5 Star Rarity Magical-Damage
Chaining
Support
14.5 14.5 Unit Page
Summary Notes
Time limited unit
Heavenly Technician Lid
Heavenly Technician Lid
5-star5 Star Rarity Support
14.5 14.5 Unit Page
Summary Notes
Lila
Lila
5-star5 Star Rarity Physical-Damage
Chaining
14.5 14.5 Unit Page
Summary Notes
Magic damage skills use SPR scaling.
Onion Knight
Onion Knight
5-star5 Star Rarity Physical-Damage
Chaining
Support
14.5 14.5 Unit Page
Summary Notes
Difficult to chain with DW.
Roy
Roy
5-star5 Star Rarity Support
14.5 14.5 Unit Page
Summary Notes
Sephiroth
Sephiroth
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
Chaining
14.5 14.5 Unit Page
Summary Notes
Aileen
Aileen
5-star5 Star Rarity Physical-Damage
Chaining
14.5 13.5 Unit Page
Summary Notes
Ability awakenings (costly)
Knight Delita
Knight Delita
5-star5 Star Rarity Physical-Damage
Chaining
14.5 13.0 Unit Page
Summary Notes
Ability awakenings (costly)
Lunera
Lunera
5-star5 Star Rarity Magical-Damage
Chaining
Support
14.5 12.5 Unit Page
Summary Notes
Ability awakenings (costly)
Mercenary Ramza
Mercenary Ramza
5-star5 Star Rarity Tank
14.5 12.0 Unit Page
Summary Notes
Ability awakenings (costly)
Orlandeau
Orlandeau
5-star5 Star Rarity Physical-Damage
Chaining
14.5 13.5 Unit Page
Summary Notes
Ability awakenings (costly)
Ramza
Ramza
5-star5 Star Rarity Support
14.5 7.5 Unit Page
Summary Notes
Ability awakenings (costly)
Wilhelm
Wilhelm
5-star5 Star Rarity Tank
Support
14.5 14.0 Unit Page
Summary Notes
Ability awakenings (costly)
Yun
Yun
5-star5 Star Rarity Physical-Damage
(Chaining)
14.5 11.0 Unit Page
Summary Notes
Ability awakenings (costly)
Time limited unit
Eiko
Eiko
5-star5 Star Rarity Healing
Summoner
14.0 14.0 Unit Page
Summary Notes
Explorer Aileen
Explorer Aileen
5-star5 Star Rarity Physical-Damage
Chaining
1-hit-Finisher
14.0 14.0 Unit Page
Summary Notes
Time limited unit
Kunshira
Kunshira
5-star5 Star Rarity Hybrid-Damage
Chaining
1-hit-Finisher
14.0 14.0 Unit Page
Summary Notes
Fohlen
Fohlen
5-star5 Star Rarity Physical-Damage
Chaining
14.0 12.5 Unit Page
Summary Notes
Ability awakenings (costly)
Marie
Marie
5-star5 Star Rarity Support
(Healing)
14.0 12.5 Unit Page
Summary Notes
Ability awakenings (costly)
Noctis
Noctis
5-star5 Star Rarity Physical-Damage
Support
14.0 13.0 Unit Page
Summary Notes
Ability awakenings (costly)
Warrior of Light
Warrior of Light
4-star4 Star Rarity Tank
Support
14.0 13.5 Unit Page
Summary Notes
Ability awakenings (costly)
White Knight Noel
White Knight Noel
5-star5 Star Rarity Tank
(Magical-Damage)
14.0 12.5 Unit Page
Summary Notes
Ability awakenings (costly)
Time limited unit
Charming Kitty Ariana
Charming Kitty Ariana
5-star5 Star Rarity Healing
Support
13.5 13.5 Unit Page
Summary Notes
Time limited unit
Illusionist Nichol
Illusionist Nichol
4-star4 Star Rarity Magical-Damage
Support
(Tank)
13.5 13.5 Unit Page
Summary Notes
Can confer tank role on ally, Time limited unit
Loren
Loren
5-star5 Star Rarity Physical-Damage
Chaining
Support
13.5 13.5 Unit Page
Summary Notes
Lulu
Lulu
5-star5 Star Rarity Magical-Damage
Chaining
1-hit-Finisher
13.5 13.5 Unit Page
Summary Notes
Mystea
Mystea
4-star4 Star Rarity Tank
Support
13.5 13.5 Unit Page
Summary Notes
Prompto
Prompto
5-star5 Star Rarity Physical-Damage
Chaining
Support
13.5 13.5 Unit Page
Summary Notes
Shylt
Shylt
4-star4 Star Rarity Tank
Support
13.5 13.5 Unit Page
Summary Notes
Tilith
Tilith
4-star4 Star Rarity Healing
Support
13.5 13.5 Unit Page
Summary Notes
Time limited unit
Veritas of the Dark
Veritas of the Dark
5-star5 Star Rarity Physical-Damage
Chaining
Support
13.5 13.5 Unit Page
Summary Notes
Veritas of the Earth
Veritas of the Earth
4-star4 Star Rarity Tank
Support
13.5 13.5 Unit Page
Summary Notes
Veritas of the Light
Veritas of the Light
5-star5 Star Rarity Hybrid-Damage
Chaining
1-hit-Finisher
13.5 13.5 Unit Page
Summary Notes
Ace
Ace
5-star5 Star Rarity Magical-Damage
Support
(Chaining)
13.5 11.0 Unit Page
Summary Notes
Ability awakenings (costly)
Cupid Artemios
Cupid Artemios
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
13.5 10.0 Unit Page
Summary Notes
Ability awakenings (costly)
Time limited unit
Demon Rain
Demon Rain
5-star5 Star Rarity Physical-Damage
Tank
13.5 7.5 Unit Page
Summary Notes
Ability awakenings (costly)
Time limited unit
Dragonlord
Dragonlord
5-star5 Star Rarity Magical-Damage
1-hit-Finisher
13.5 13.0 Unit Page
Summary Notes
Ability awakenings (costly)
Time limited unit
Garnet
Garnet
4-star4 Star Rarity Healing
Summoner
13.5 11.5 Unit Page
Summary Notes
Ability awakenings (costly)
Randi
Randi
5-star5 Star Rarity Physical-Damage
(Chaining)
13.5 11.0 Unit Page
Summary Notes
Ability awakenings (costly)
Time limited unit
Rem
Rem
5-star5 Star Rarity Magical-Damage
1-hit-Finisher
Healing
13.5 12.5 Unit Page
Summary Notes
Ability awakenings (costly)
Atoning Dragoon Kain
Atoning Dragoon Kain
5-star5 Star Rarity Physical-Damage
Chaining
13.0 13.0 Unit Page
Summary Notes
Aura
Aura
4-star4 Star Rarity Physical-Damage
Chaining
13.0 13.0 Unit Page
Summary Notes
Barusa
Barusa
4-star4 Star Rarity Tank
Support
13.0 13.0 Unit Page
Summary Notes
Time limited unit
Beatrix
Beatrix
5-star5 Star Rarity Physical-Damage
Chaining
1-hit-Finisher
13.0 13.0 Unit Page
Summary Notes
Cagnazzo
Cagnazzo
4-star4 Star Rarity Tank
13.0 13.0 Unit Page
Summary Notes
Camille
Camille
3-star3 Star Rarity Physical-Damage
Chaining
Support
13.0 13.0 Unit Page
Summary Notes
Cloud
Cloud
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
Chaining
13.0 13.0 Unit Page
Summary Notes
Emperor Shera
Emperor Shera
5-star5 Star Rarity Physical-Damage
Chaining
13.0 13.0 Unit Page
Summary Notes
Kryla
Kryla
5-star5 Star Rarity Support
13.0 13.0 Unit Page
Summary Notes
Time limited unit
Nyx
Nyx
5-star5 Star Rarity Physical-Damage
Chaining
1-hit-Finisher
13.0 13.0 Unit Page
Summary Notes
Ozetta
Ozetta
4-star4 Star Rarity Tank
Support
13.0 13.0 Unit Page
Summary Notes
Pirate Jake
Pirate Jake
4-star4 Star Rarity Physical-Damage
Chaining
13.0 13.0 Unit Page
Summary Notes
Time limited unit
Prishe
Prishe
5-star5 Star Rarity Physical-Damage
Chaining
Support
Healing
13.0 13.0 Unit Page
Summary Notes
Pure Summoner Rydia
Pure Summoner Rydia
5-star5 Star Rarity Magical-Damage
Chaining
Summoner
13.0 13.0 Unit Page
Summary Notes
Ray Jack
Ray Jack
5-star5 Star Rarity Physical-Damage
Chaining
13.0 12.0 Unit Page
Summary Notes
Ability awakenings (costly)
Time limited unit
Rico Rodriguez
Rico Rodriguez
5-star5 Star Rarity Physical-Damage
Chaining
13.0 13.0 Unit Page
Summary Notes
Time limited unit
William
William
4-star4 Star Rarity Magical-Damage
1-hit-Finisher
Chaining
13.0 13.0 Unit Page
Summary Notes
Yan
Yan
4-star4 Star Rarity Support
13.0 13.0 Unit Page
Summary Notes
Time limited unit
Yuna
Yuna
5-star5 Star Rarity Healing
Summoner
13.0 13.0 Unit Page
Summary Notes
Zargabaath
Zargabaath
5-star5 Star Rarity Support
13.0 13.0 Unit Page
Summary Notes
Agrias
Agrias
4-star4 Star Rarity Physical-Damage
Chaining
13.0 12.0 Unit Page
Summary Notes
Ability awakenings (costly)
Emperor
Emperor
5-star5 Star Rarity Magical-Damage
1-hit-Finisher
13.0 11.5 Unit Page
Summary Notes
Ability awakenings (costly)
Ling
Ling
4-star4 Star Rarity Support
13.0 12.0 Unit Page
Summary Notes
Ability awakenings (costly)
Time limited unit
Luka
Luka
4-star4 Star Rarity Healing
13.0 11.0 Unit Page
Summary Notes
Ability awakenings (costly)
Minfilia
Minfilia
4-star4 Star Rarity Support
13.0 12.0 Unit Page
Summary Notes
Ability awakenings (costly)
Time limited unit
Roselia
Roselia
3-star3 Star Rarity Healing
Support
13.0 12.0 Unit Page
Summary Notes
Ability awakenings (costly)
Soleil
Soleil
4-star4 Star Rarity Support
13.0 7.0 Unit Page
Summary Notes
Ability awakenings (costly)
Zidane
Zidane
3-star3 Star Rarity Physical-Damage
Chaining
13.0 12.5 Unit Page
Summary Notes
Ability awakenings (costly)
9S
9S
4-star4 Star Rarity Support
12.5 12.5 Unit Page
Summary Notes
Time limited unit
Charlotte
Charlotte
3-star3 Star Rarity Tank
12.5 12.5 Unit Page
Summary Notes
Ability awakenings (non-essential)
Divine Soleil
Divine Soleil
4-star4 Star Rarity Healing
Support
12.5 12.5 Unit Page
Summary Notes
Time limited unit
Emilia
Emilia
4-star4 Star Rarity Physical-Damage
Chaining
12.5 12.5 Unit Page
Summary Notes
Time limited unit
Goken
Goken
4-star4 Star Rarity Physical-Damage
Chaining
12.5 12.5 Unit Page
Summary Notes
Lara Croft
Lara Croft
5-star5 Star Rarity Physical-Damage
Chaining
12.5 12.5 Unit Page
Summary Notes
Great unit for farming, Gains levels 2x faster, Time limited unit
Pyro Glacial Lasswell
Pyro Glacial Lasswell
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
12.5 12.5 Unit Page
Summary Notes
Refia
Refia
4-star4 Star Rarity Healing
12.5 12.5 Unit Page
Summary Notes
Ability awakenings (non-essential)
Rikku
Rikku
4-star4 Star Rarity Chaining
Support
12.5 12.5 Unit Page
Summary Notes
Ability awakenings (non-essential)
Victoria
Victoria
4-star4 Star Rarity Magical-Damage
1-hit-Finisher
12.5 12.5 Unit Page
Summary Notes
Ability awakenings (non-essential)
Kuja
Kuja
3-star3 Star Rarity Magical-Damage
1-hit-Finisher
12.5 9.0 Unit Page
Summary Notes
Ability awakenings (costly)
(Flare Star awakening non-essential)
Olive
Olive
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
12.5 10.5 Unit Page
Summary Notes
Ability awakenings (costly)
Orochi
Orochi
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
(Chaining)
12.5 9.5 Unit Page
Summary Notes
Ability awakenings (costly)
Time limited unit
Vivi
Vivi
3-star3 Star Rarity Magical-Damage
1-hit-Finisher
12.5 11.0 Unit Page
Summary Notes
Ability awakenings (costly)
White Witch Fina
White Witch Fina
4-star4 Star Rarity Healing
Support
12.5 7.5 Unit Page
Summary Notes
Ability awakenings (costly)
Yang
Yang
4-star4 Star Rarity Physical-Damage
Chaining
12.5 12.5 Unit Page
Summary Notes
Y'shtola
Y'shtola
5-star5 Star Rarity Healing
Support
12.5 12.0 Unit Page
Summary Notes
Ability awakenings (costly)
Time limited unit
Aria
Aria
4-star4 Star Rarity Healing
Support
12.0 12.0 Unit Page
Summary Notes
Ashe
Ashe
4-star4 Star Rarity Magical-Damage
Chaining
Healing
12.0 12.0 Unit Page
Summary Notes
Chloe
Chloe
4-star4 Star Rarity Support
12.0 12.0 Unit Page
Summary Notes
Gladiolus
Gladiolus
5-star5 Star Rarity Tank
12.0 12.0 Unit Page
Summary Notes
Iris
Iris
3-star3 Star Rarity Healing
Support
12.0 12.0 Unit Page
Summary Notes
Bran
Bran
4-star4 Star Rarity Physical-Damage
Chaining
Healing
12.0 11.5 Unit Page
Summary Notes
Ability awakenings (costly)
Luneth
Luneth
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
12.0 11.0 Unit Page
Summary Notes
Ability awakenings (costly)
Mario Frigo
Mario Frigo
4-star4 Star Rarity Physical-Damage
Chaining
12.0 12.0 Unit Page
Summary Notes
Time limited unit
Santa Roselia
Santa Roselia
4-star4 Star Rarity Healing
12.0 11.0 Unit Page
Summary Notes
Ability awakenings (costly)
Time limited unit
Ukiyo
Ukiyo
5-star5 Star Rarity Magical-Damage
Chaining
Support
12.0 12.0 Unit Page
Summary Notes
Time limited unit
Balthier
Balthier
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
11.5 11.5 Unit Page
Summary Notes
Dark Knight Cecil
Dark Knight Cecil
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
11.5 6.5 Unit Page
Summary Notes
Ability awakenings (costly)
Rubicante
Rubicante
4-star4 Star Rarity Magical-Damage
1-hit-Finisher
11.5 11.5 Unit Page
Summary Notes
Veritas of the Heavens
Veritas of the Heavens
4-star4 Star Rarity Physical-Damage
Chaining
11.5 11.5 Unit Page
Summary Notes
Wadow
Wadow
4-star4 Star Rarity Hybrid-Damage
Chaining
11.5 11.5 Unit Page
Summary Notes
Elfreeda
Elfreeda
5-star5 Star Rarity Tank
Support
Physical-Damage
11.0 11.0 Unit Page
Summary Notes
Jiraiya
Jiraiya
5-star5 Star Rarity Hybrid-Damage
Chaining
11.0 11.0 Unit Page
Summary Notes
Veritas of the Waters
Veritas of the Waters
4-star4 Star Rarity Healing
Support
11.0 11.0 Unit Page
Summary Notes
Verun
Verun
4-star4 Star Rarity Support
11.0 11.0 Unit Page
Summary Notes
Yuri
Yuri
3-star3 Star Rarity Physical-Damage
Hybrid-Damage
Chaining
11.0 11.0 Unit Page
Summary Notes
Cecil
Cecil
3-star3 Star Rarity Tank
Healing
Support
11.0 10.5 Unit Page
Summary Notes
Ability awakenings (costly)
Elza
Elza
5-star5 Star Rarity Physical-Damage
Support
11.0 10.0 Unit Page
Summary Notes
Ability awakenings (costly)
Time limited unit
Firion
Firion
3-star3 Star Rarity Physical-Damage
1-hit-Finisher
11.0 9.0 Unit Page
Summary Notes
Ability awakenings (costly)
Queen
Queen
5-star5 Star Rarity Physical-Damage
Healing
11.0 8.5 Unit Page
Summary Notes
Ability awakenings (costly)
Setzer
Setzer
4-star4 Star Rarity Physical-Damage
Chaining
11.0 9.5 Unit Page
Summary Notes
Ability awakenings (costly)
Xon
Xon
4-star4 Star Rarity Physical-Damage
Support
11.0 10.5 Unit Page
Summary Notes
Ability awakenings (costly)
Great unit for farming
Zyrus
Zyrus
4-star4 Star Rarity Magical-Damage
1-hit-Finisher
11.0 10.0 Unit Page
Summary Notes
Ability awakenings (costly)
Crowe
Crowe
4-star4 Star Rarity Magical-Damage
Healing
Support
10.5 10.5 Unit Page
Summary Notes
Duke
Duke
5-star5 Star Rarity Physical-Damage
Chaining
10.5 10.5 Unit Page
Summary Notes
Kaede
Kaede
4-star4 Star Rarity Physical-Damage
Chaining
10.5 10.5 Unit Page
Summary Notes
Kaliva
Kaliva
4-star4 Star Rarity Healing
Magical-Damage
10.5 10.5 Unit Page
Summary Notes
Time limited unit
Tinkerer Carrie
Tinkerer Carrie
4-star4 Star Rarity Physical-Damage
Support
10.5 10.5 Unit Page
Summary Notes
Time limited unit
Amelia
Amelia
4-star4 Star Rarity Physical-Damage
Chaining
Healing
10.5 9.0 Unit Page
Summary Notes
Ability awakenings (costly)
Chizuru
Chizuru
4-star4 Star Rarity Physical-Damage
Chaining
10.5 9.5 Unit Page
Summary Notes
Ability awakenings (costly)
Gaffgarion
Gaffgarion
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
10.5 7.5 Unit Page
Summary Notes
Ability awakenings (costly)
Gilgamesh
Gilgamesh
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
(Chaining)
10.5 9.0 Unit Page
Summary Notes
Ability awakenings (costly)
Ilias
Ilias
4-star4 Star Rarity Healing
Support
10.5 10.0 Unit Page
Summary Notes
Ability awakenings (costly)
Desch
Desch
4-star4 Star Rarity Support
10.0 10.0 Unit Page
Summary Notes
Nameless Gunner Jake
Nameless Gunner Jake
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
Chaining
10.0 10.0 Unit Page
Summary Notes
Orran
Orran
4-star4 Star Rarity Magical-Damage
Support
10.0 10.0 Unit Page
Summary Notes
Silvia
Silvia
4-star4 Star Rarity Hybrid-Damage
Support
10.0 10.0 Unit Page
Summary Notes
Veritas of the Flame
Veritas of the Flame
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
10.0 10.0 Unit Page
Summary Notes
Black Cat Lid
Black Cat Lid
3-star3 Star Rarity Physical-Damage
1-hit-Finisher
Support
10.0 7.5 Unit Page
Summary Notes
Ability awakenings (costly)
Time limited unit
Delita
Delita
5-star5 Star Rarity Support
10.0 7.5 Unit Page
Summary Notes
Ability awakenings (costly)
Ruggles
Ruggles
3-star3 Star Rarity Support
10.0 9.5 Unit Page
Summary Notes
Ability awakenings (costly)
Vaan
Vaan
3-star3 Star Rarity Physical-Damage
Chaining
Support
10.0 9.5 Unit Page
Summary Notes
Ability awakenings (costly)
Aranea
Aranea
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
9.5 9.5 Unit Page
Summary Notes
Gilbert
Gilbert
3-star3 Star Rarity Support
9.5 9.5 Unit Page
Summary Notes
Rasler
Rasler
4-star4 Star Rarity Physical-Damage
Chaining
Healing
9.5 9.5 Unit Page
Summary Notes
Sportive Ariana
Sportive Ariana
4-star4 Star Rarity Tank
Support
9.5 9.5 Unit Page
Summary Notes
Gains levels 2x faster, Time limited unit
Mercedes
Mercedes
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
9.5 7.5 Unit Page
Summary Notes
Ability awakenings (costly)
Cedona
Cedona
4-star4 Star Rarity Physical-Damage
Chaining
1-hit-Finisher
9.0 9.0 Unit Page
Summary Notes
Cor
Cor
4-star4 Star Rarity Physical-Damage
Chaining
1-hit-Finisher
9.0 9.0 Unit Page
Summary Notes
Fina
Fina
2-star2 Star Rarity Healing
9.0 9.0 Unit Page
Summary Notes
Ability awakenings (non-essential)
Story Unit - Gains levels 2x faster
Glauca
Glauca
4-star4 Star Rarity Physical-Damage
Chaining
1-hit-Finisher
9.0 9.0 Unit Page
Summary Notes
Meliadoul
Meliadoul
4-star4 Star Rarity Support
9.0 9.0 Unit Page
Summary Notes
Miyuki
Miyuki
3-star3 Star Rarity Physical-Damage
Chaining
9.0 9.0 Unit Page
Summary Notes
Ohga
Ohga
4-star4 Star Rarity Physical-Damage
Tank
9.0 9.0 Unit Page
Summary Notes
Vargas
Vargas
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
9.0 9.0 Unit Page
Summary Notes
Time limited unit
Beach Time Fina
Beach Time Fina
4-star4 Star Rarity Healing
9.0 7.5 Unit Page
Summary Notes
Ability awakenings (costly)
Grace
Grace
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
9.0 6.5 Unit Page
Summary Notes
Ability awakenings (costly)
Helena
Helena
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
9.0 8.5 Unit Page
Summary Notes
Ability awakenings (costly)
Lightning
Lightning
5-star5 Star Rarity Physical-Damage
9.0 6.5 Unit Page
Summary Notes
Ability awakenings (costly)
Nine
Nine
4-star4 Star Rarity Physical-Damage
9.0 8.0 Unit Page
Summary Notes
Ability awakenings (costly)
Snow
Snow
4-star4 Star Rarity Tank
8.5 8.5 Unit Page
Summary Notes
Ability awakenings (non-essential)
Dark Fina
Dark Fina
5-star5 Star Rarity Magical-Damage
1-hit-Finisher
8.5 7.0 Unit Page
Summary Notes
Ability awakenings (costly)
Garland
Garland
3-star3 Star Rarity Physical-Damage
1-hit-Finisher
8.5 7.0 Unit Page
Summary Notes
Ability awakenings (costly)
Seabreeze Dark Fina
Seabreeze Dark Fina
5-star5 Star Rarity Magical-Damage
Support
1-hit-Finisher
8.5 7.0 Unit Page
Summary Notes
Ability awakenings (costly)
Seven
Seven
4-star4 Star Rarity Support
8.5 6.0 Unit Page
Summary Notes
Ability awakenings (costly)
Shine
Shine
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
8.5 7.0 Unit Page
Summary Notes
Ability awakenings (costly)
Sozhe
Sozhe
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
Support
8.5 7.5 Unit Page
Summary Notes
Ability awakenings (costly)
Terra
Terra
3-star3 Star Rarity Magical-Damage
Chaining
Healing
8.5 6.5 Unit Page
Summary Notes
Ability awakenings (costly)
Cerius
Cerius
3-star3 Star Rarity Support
8.0 8.0 Unit Page
Summary Notes
Lasswell
Lasswell
2-star2 Star Rarity Physical-Damage
1-hit-Finisher
8.0 8.0 Unit Page
Summary Notes
Story Unit - Gains levels 2x faster
Maxwell
Maxwell
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
Support
8.0 8.0 Unit Page
Summary Notes
Time limited unit
Olif
Olif
4-star4 Star Rarity Support
8.0 8.0 Unit Page
Summary Notes
Rain
Rain
2-star2 Star Rarity Physical-Damage
1-hit-Finisher
Support
8.0 8.0 Unit Page
Summary Notes
Story Unit - Gains levels 2x faster
Sandee
Sandee
4-star4 Star Rarity Healing
Support
8.0 8.0 Unit Page
Summary Notes
Time limited unit
Steiner
Steiner
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
8.0 8.0 Unit Page
Summary Notes
Werei
Werei
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
8.0 8.0 Unit Page
Summary Notes
Dracu Lasswell
Dracu Lasswell
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
8.0 7.0 Unit Page
Summary Notes
Ability awakenings (costly)
Primm
Primm
4-star4 Star Rarity Magical-Damage
1-hit-Finisher
Healing
8.0 6.0 Unit Page
Summary Notes
Ability awakenings (costly)
Time limited unit
Drace
Drace
4-star4 Star Rarity Magical-Damage
Support
7.5 7.5 Unit Page
Summary Notes
Nyalu
Nyalu
4-star4 Star Rarity Magical-Damage
Support
7.5 7.5 Unit Page
Summary Notes
Time limited unit
Papalymo
Papalymo
4-star4 Star Rarity Magical-Damage
7.5 7.5 Unit Page
Summary Notes
Time limited unit
Vayne
Vayne
4-star4 Star Rarity Physical-Damage
Support
7.5 7.5 Unit Page
Summary Notes
Wakka
Wakka
3-star3 Star Rarity Physical-Damage
1-hit-Finisher
7.5 7.5 Unit Page
Summary Notes
Yda
Yda
4-star4 Star Rarity Physical-Damage
7.5 7.5 Unit Page
Summary Notes
Time limited unit
Bartz
Bartz
3-star3 Star Rarity Physical-Damage
Support
7.5 7.0 Unit Page
Summary Notes
Ability awakenings (costly)
Cloud of Darkness
Cloud of Darkness
3-star3 Star Rarity Physical-Damage
Support
7.5 6.5 Unit Page
Summary Notes
Ability awakenings (costly)
Exdeath
Exdeath
3-star3 Star Rarity Magical-Damage
1-hit-Finisher
7.5 6.5 Unit Page
Summary Notes
Ability awakenings (costly)
Kefka
Kefka
3-star3 Star Rarity Magical-Damage
1-hit-Finisher
7.5 6.5 Unit Page
Summary Notes
Ability awakenings (costly)
King
King
4-star4 Star Rarity Physical-Damage
7.5 6.5 Unit Page
Summary Notes
Ability awakenings (costly)
Adam
Adam
4-star4 Star Rarity Physical-Damage
7.0 7.0 Unit Page
Summary Notes
Time limited unit
Eve
Eve
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
7.0 7.0 Unit Page
Summary Notes
Time limited unit
Dangerous Ariana
Dangerous Ariana
4-star4 Star Rarity Magical-Damage
Support
7.0 7.0 Unit Page
Summary Notes
Gains levels 2x faster, Time limited unit
Kelsus
Kelsus
5-star5 Star Rarity Physical-Damage
7.0 7.0 Unit Page
Summary Notes
Time limited unit
Kupolkan
Kupolkan
4-star4 Star Rarity Support
7.0 7.0 Unit Page
Summary Notes
Time limited unit
Moogle
Moogle
4-star4 Star Rarity Physical-Damage
Support
7.0 7.0 Unit Page
Summary Notes
Time limited unit
Seymour
Seymour
4-star4 Star Rarity Magical-Damage
1-hit-Finisher
7.0 7.0 Unit Page
Summary Notes
Xiao
Xiao
3-star3 Star Rarity Physical-Damage
1-hit-Finisher
7.0 7.0 Unit Page
Summary Notes
Hayate
Hayate
3-star3 Star Rarity Hybrid-Damage
7.0 6.5 Unit Page
Summary Notes
Ability awakenings (costly)
Medius
Medius
3-star3 Star Rarity Physical-Damage
7.0 5.5 Unit Page
Summary Notes
Ability awakenings (costly)
Popoi
Popoi
3-star3 Star Rarity Magical-Damage
Support
7.0 6.5 Unit Page
Summary Notes
Ability awakenings (costly)
Time limited unit
Ashteroze
Ashteroze
4-star4 Star Rarity Physical-Damage
Support
6.5 6.5 Unit Page
Summary Notes
Time limited unit
Chic Ariana
Chic Ariana
4-star4 Star Rarity Magical-Damage
1-hit-Finisher
6.5 6.5 Unit Page
Summary Notes
Gains levels 2x faster, Time limited unit
Grinfield
Grinfield
4-star4 Star Rarity Hybrid-Damage
6.0 6.0 Unit Page
Summary Notes
Time limited unit


Unit Summaries (6★ Units)

2B

  • Physical damage dealer with solid output.
  • Innate dual wield and varied weapon selection make her easy to gear.

9S

  • Support unit with decent stat breaks, several imperils, and a 30% party mitigation buff.
  • Unfortunately, his dual-stat breaks are split the wrong way-- ATK/DEF and MAG/SPR, rather than ATK/MAG and DEF/SPR, which means you need a second breaker to survive the first turn anyways.
  • His LB is a tad more powerful than his on-demand breaks, but only when maxed, which may not be worth the investment.

A2

  • Physical damage dealer with solid output.
  • Innate dual wield and varied weapon selection make her easy to gear.
  • Her primary chaining move, Offensive Heal Combo, has unique chaining frames which means the chains may break depending on various factors. She's best paired with herself.

Ace

  • Without ability awakenings, he is unremarkable.
  • With ability awakenings, he becomes a good instant mana battery, which is useful for story events, as well as trial bosses that drain MP.
  • He provides powerful imperils for fire, light, and lightning.
  • His personal damage output is fairly low, or too rng-based to be practical.

Adam

  • Adam wants to be a provoke tank. Unfortunately, he can't provoke.
  • Leave him on the bench.

Agrias

  • Without ability awakenings, she's an average light chainer with not enough ATK.
  • With ability awakenings (more specifically, Divine Ruination +2), she can chain that 7-hit ability with Orlandeau and the rest of the DR family.
  • Her own damage is still not great due to her stats, but she'll see some use in 10-man trials if you need a chaining partner.

Aileen

  • Solid earth physical chainer.
  • Her ability awakenings change the number of hits and thus hit frames of Piledriver, so you'll need to awaken your own Aileen if you want to chain with a friend's.
  • She's a walking chainer, which means that her chains may break on some enemies depending on where the game has them positioned.
  • Has a bit of utility-- minor AoE MP regen and earth resist.

Amelia

  • Has innate dual wield for guns only.
  • Can be used as a physical chainer if you're desperate, but her damage is very low.

Ang

  • Good physical fire chainer. Unlike most units, his chaining move is delayed by a turn, but will always spark chain perfectly with a copy of himself.
  • After spending several turns chaining, use his limit burst, which is the source of most of his damage.

Aranea

  • Aranea wants to be a physical damage dealer. Sadly, she's not very good at her job.
  • Her damage output is alarmingly terrible for a unit of her rarity.

Aria

  • Good healer with AoE 100% revive and support spells.
  • As with most 3* and 4* healers, she needs a dualcast materia (or Holy Wand) to shine.
  • Can also provide a bit of MP regen for the party, although it can be hard to fit this in since she can't heal on the turn that she uses it.

Ashe

  • Non-elemental magical chainer with healing effects attached to her damage skill (Heaven's Fury).
  • She can also use Thundaja to serve as a competent (but not amazing) solo damage dealer.

Ashteroze

  • Can break ATK/MAG and DEF/SPR, but the breaks are a bit subpar. Could be useful if you're new and desperate for a breaker.
  • The rest of her kit is poison focused, so completely irrelevant.

Atoning Dragoon Kain

  • Physical chainer with elemental flexibility.
  • His damage output is okay but not amazing.
  • Lacks chaining partners.

Aura

  • Decent wind physical chainer.
  • Finding chaining partners will be nigh-impossible since friends won't be using her.

Ayaka

  • Ayaka is an excellent healer. She has access to Curaja, Reraise, Esunaga, Full Life, and Dispelga, allowing her to handle all of the standard healing duties better than almost any other unit in the game.
  • Has innate dualcast, and can serve as an MP battery for the team by using Dedication.
  • Is immune to Stop and can cure it.

Balthier

  • A mediocre solo physical damage dealer with elemental flexibility.
  • He takes a couple of turns to ramp up as he goes through his rotation.

Barbariccia

  • Excellent AoE wind magic chainer.
  • Can provide MP regen and lightning/wind resistance.
  • Her personal MP consumption is a bit on the high side, so she may have trouble on longer fights without a battery.

Bartz

  • Dated physical damage dealer with a focus towards wind.
  • Can suicide to refill an ally's HP/MP. Also has Entrust.
  • With ability awakenings, can suicide to provide reraise to one ally.

Barusa

  • Can serve as a physical cover tank or provoke tank. He's not that great at either job due to his poor equipment selection and low mitigation.
  • Can provide physical or magical mitigation buffs to an ally.
  • Should it be sought, his chaining skill Primeval Howl, based on his DEF rather than ATK stat, can provide some support

Basch

  • Amazing cover tank-- can cover either magical or physical attacks (but can only cover one type at a time).
  • Has an excellent gear selection, making it easy to gear him for elemental resistances.
  • Has great dual-stat breaks for ATK/MAG and DEF/SPR, as well as slightly stronger single-stat breaks for all four stats.

Beach Time Fina

  • Standard healer with a standard kit. Not awful, but nothing special, either.
  • Can provide a bit of AoE MP regeneration and aoe water resist.

Beatrix

  • Good (but not great) light physical chainer.
  • Her chains will always break in the middle when dual wielding, which hampers her damage output significantly.
  • Her LB is a very strong ATK/MAG break, which will drastically reduce boss damage.

Black Cat Lid

  • A mediocre physical solo damage dealer.
  • Has killer effects that cause her to deal bonus damage to certain types of enemies, but she's very lackluster outside of those specialties.

Blossom Sage Sakura

  • Works very well as a solo damage dealer on fights where you can't fit two chainers into your team composition. It takes her a few turns to get going, but once Quick Final Thunder is stacked up, she hits hard.
  • She also brings some solid utility to the table. She can regenerate the team's MP, provide immunity to all status ailments, increase mitigation, and even buff a few elemental resists.
  • Her AoE damage via Quick Rebel Intention is okay but not amazing.
  • Her limit burst is a lot less useful than you'd think, since it takes so long to fill and only chains with a copy, and you'd rather run two chainers than two copies of her.

Bran

  • Decent physical lightning/light chainer and a competent mana battery.
  • Thunder Clap is Bran's chaining skill, dealing AOE Light and Lightning damage, while imperiling those two elements. The damage is fairly low by today's standards, but AoE physical chainers are relatively rare.
  • Elven Song provides AoE HP/MP regen.

Cagnazzo

  • Durable provoke tank who is good at his job and nothing else.
  • He can't take any other actions while provoking.
  • His equipment selection and stats aren't amazing, but the extremely high mitigation on his provoke makes up for it.

Camille

  • Physical chainer that can use water or earth.
  • She can chain with either Aileen or Tidus, both of whom are extremely powerful, making her a good budget option for players who don't have a good chainer of their own and want to pair up with a stronger friend.

Cecil

  • Physical cover tank who can only protect one ally.
  • He's badly outdated and should not be used unless you're just starting out and lack better options.
  • Can also provide a bit of AoE healing.

Cedona

  • Physical DPS with very poor damage output.
  • Has some weird counter abilities that might be useful if the proc chances weren't so low.

Cerius

  • Can provide powerful increases to fire, ice, lightning, and dark resistance.

Charlotte

  • Without her ability awakenings, Charlotte is an average physical-based cover tank with some additional utility (AoE MP regen), but her stats are a bit too low for her to safely soak up large amounts of damage.
  • Her enhancements aren't a massive upgrade, but they do slightly improve on every aspect of her.

Charming Kitty Ariana

  • Excellent ability-based healer with built-in dualcast for most of her moves and lots of utility.
  • In addition to standard healer fare like AoE healing and ailment cures, she can provide reraise, break resistance, and elemental resistances.

Chic Ariana

  • Weak magic chainer.
  • Also has a couple of elemental skills that are even worse.

Chizuru

  • Dated AoE physical chainer.
  • Phantom Shadow is her best skill, but that's not saying much.
  • Ability awakened Molt gets her 2/5th of the way towards full evade.

Chloe

  • Support unit that can provide 70% buffs to any elemental resistance.
  • Can also provide some damage boosts by imperiling enemies, granting magic killer effects to your other units, or breaking DEF/SPR.

Chow

  • Excellent magic cover tank with amazing utility and great gear selection.
  • His LB is arguably the strongest skill in the game, combining powerful AoE mitigation with massive party-wide MP recovery.
  • Other useful abilities include AoE Stop and Charm immunity, powerful self healing + reraise, and Curaga.
  • Look at him. He is the best dog, and he deserves hugs and treats and love.

Christine

  • Powerful ice magic chainer.
  • Snow Burial is her main chaining move. It chains perfectly with Trance Terra's awakened Chaos Wave.
  • She can also create her own chaining partner by using Hand in Hand on an ally, but the damage is unimpressive.

Cloud

  • Mediocre physical solo damage dealer, with the bulk of his damage output loaded into his LB.
  • Can also be used as a decent (but not great) chainer, but finding friend partners will be difficult.

Cloud of Darkness

  • Dated physical damage dealer with some very weak ailment cure and elemental resistance skills.

Cor

  • Subpar solo physical damage dealer.
  • Has a 40% ATK/MAG break, which could be decent for new players that don't yet have anything better.

Crowe

  • Mediocre support unit with a 30% mitigation buff.
  • Can grant single-target buffs of 100% to a single stat, provide a bit of healing, or use her LB to buff elemental resistances.

Cupid Artemios

  • Prior to ability awakenings, is an awful unit that should not be used for any reason.
  • With awakened Flash Barrage, he becomes a competent solo damage dealer.
  • Unfortunately, he has a passive that can cause him to suicide by covering female units, which is especially problematic if you're using a female tank like Mystea or Ozetta.

Dangerous Ariana

  • Weak magic damage dealer with some equally weak stat buffs.
  • Can increase LB fill rate for the party.

Dark Fina

  • Without ability awakenings, she is a very weak solo magic damage dealer.
  • With ability awakenings, she's a weak magic chainer.

Dark Knight Cecil

  • Solo dark physical damage dealer.
  • Without ability awakenings, his skills are suicidal and deal very little damage. Do not use.
  • With ability awakenings, his skills do decent damage... but will still kill him.
    • When Dual Wielding, a well timed heal between two sets of hits will allow him to survive, albeit still at low HP.

Delita

  • Without ability awakenings, he has absolutely no skills worth mentioning.
  • With ability awakenings, he can provide strong DEF/SPR breaks and minor AoE MP regen, but is still not worth using on harder encounters.

Demon Rain

  • Without his ability awakenings, Demon Rain is terrible and should not be used.
  • With his ability awakenings, he has the ability to draw attacks and mitigate damage which, when coupled with his boosted enhanced passives, allow him to tank much more effectively.
  • His counters are even more effective with boosted attack passives and damage modifiers.
  • However, if you gear him for ATK, his survivability may suffer to the point that he'll have trouble surviving, so his counters are primarily useful for the LB and esper crystals they generate.

Desch

  • Support unit with not enough to offer.
  • Learns 4 different "Spark" skills which debuff two stats at a time, but the most useful combinations (normally ATK/MAG and DEF/SPR, available from other units) are glaringly missing. His atypical combos might save time in specific trials, but are not as useful generally.

Divine Soleil

  • Serviceable ability-based healer.
  • Her actual healing output is lower than that of most other healers, but she can grant mitigation to specific units while healing, which helps to make up the difference if most of the damage is concentrated on a single unit (like a cover tank).
  • Has access to single-target reraise. Also, her LB grants a large stat buff to all allies and cures breaks.

Drace

  • Weak support unit with a couple of stat buffs and minor MP restoration.
  • One of the only units in the game that can cure Stop without dispelling other buffs.

Dracu Lasswell

  • Awful damage dealer both before and after his ability awakenings. Do not use.

Dragonlord

  • Magical damage dealer with the hardest hitting on-demand ability in the game.
  • Burns through insane amounts of MP (150 per turn), which makes him extremely difficult to use on any fight that lasts more than a couple of turns.

Duke

  • Weak ice physical chainer.
  • On top of his mediocre modifier, his chains will always break before the last hit, which limits his damage even further.

Eiko

  • Excellent healer and summoner with innate dualcast.
  • Can both heal and fill the summon gauge at the same time, or provide an LB fill rate buff and fill the esper gauge simultaneously.
  • Can AoE cure stat breaks.

Elbis

  • Terrible physical fire solo damage dealer.
  • Do not use.

Elfreeda

  • A mix between a breaker, provoke tank and counter-based DPS. Unfortunately, she does not excel at any of those roles.
  • The lack of mitigation on her provoke means that she'll typically die to harder-hitting bosses unless she is extremely well geared, and even that may not be enough.
  • Her ST breaks provide a dispel and are serviceable at best, but due to the low turn duration on her provoke skills she won't have that many turns to use them. Clever Smile has special mention here as it breaks both offensive stats while also having a provoke attached to it, rendering most of her other breaks null.
  • Note that the dispel attached to her single-stat breaks will dispel other breaks, which typically means that they're a very bad idea unless you have another unit to reapply an ATK/MAG break.

Elza

  • Solo damage dealer/breaker.
  • Prior to ability awakenings, she's extremely weak. Even with her awakenings, though, her damage is relatively unimpressive.
  • Has good DEF/SPR breaks, but they are probably not worth the cost to awaken them.

Emilia

  • Weak physical chainer with innate dual wield for daggers.
  • Her modifiers are low, but she can chain with Onion Knight's Splendors or Onion Slice abilities. Unfortunately, this attack is locked behind a setup move.

Emperor

  • Solo fire magical damage dealer who takes many turns to get going, but deals very high damage once he gets there.
  • Fire From Below increases in damage with each use up to a cap, reaching its maximum potential after nine uses.
  • Control is a massive MAG buff and SPR break, but also reduces the SPR of your own units, which may get them killed if you don't have a way to deal with it.

Emperor Shera

  • Competent fire physical chainer.
  • Has AoE break resistance and a decent DEF/SPR buff with attached fire resistance.
  • Finding friends to chain with will be extremely difficult.

Eve

  • Like his brother Adam, Eve has various skills that help him to survive damage, but nothing that lets him actually protect his party.
  • He's awful. Don't use him.
  • Those abs, though.

Exdeath

  • Weak mage with bad skills, terrible gear selection, and poor base stats.

Explorer Aileen

  • Great physical chainer. She's best off using earth weapons so that she can elemental chain with regular Aileen and take advantage of her imperil. Unless you have TDH gear, give her dual wield, rather than using her innate doublehand.
  • She's a walking chainer, which means that her chains may break on some enemies depending on where the game has them positioned.
  • Has excellent utility in the form of a 50% ATK/MAG break.
  • Can chain with Aileen, Camille, and Lara Croft.

Fina

  • For a starting healer she is quite serviceable with Curaga, Raise and Superior Healing (which can cleanse most ailments). She can provide additional utility with Entrust.
  • She can equip her exclusive equipment which provide decent stats, but more importantly a steady source of MP regeneration.
  • Her enhancements aren't particularly necessary, and it may be better not to spend the crysts and gil on such minor upgrades.
  • As you begin to move into endgame content, she falls off in effectiveness, and you'll want to look for other, better healers.

Firion

  • Dated solo physical damage dealer.
  • Without his ability awakenings, his damage is awful.
  • With them, it's something approaching usable against the enemy types he has killer passives for, but is still not great.

Fohlen

  • Mid-tier physical wind chainer.
  • Gets Mirage (physical evasion) as a bonus from his chaining move.
  • Finding chaining partners will be difficult.
  • Can reduce encounter rate in exploration missions.

Fryevia

  • Hybrid ice chainer able to reach high MAG and deal excellent damage.
  • Despite her innate Doublehand effect, she's better off being built for dual wield with an emphasis on the MAG stat.
  • Her frames change with her enhancements. With Frost Flower Blitz +2, she chains perfectly with Orlandeau and the rest of the DR family.
  • Is locked into dealing ice damage, which can cause problems against ice immune bosses.

Gaffgarion

  • Without ability awakenings, he is a poor dark attacker with suicidal skills. Do not use.
  • His ability awakenings increase his damage somewhat, but not by enough to make him worthwhile.

Garland

  • Awful damage dealer both before and after his ability awakenings.

Garnet

  • Prior to enhancements, she's an average healer/summoner combo. She has access to the basic Curaga and Raise. She does extra damage when evoking espers, which can help to one-shot bosses from certain thresholds when used to cap a chain.
  • Prayer to the Eidolons and her LB (coupled with her innate High Tide) allow her to build the esper gauge quickly (and without your units needing to attack).
  • After enhancements her Raise turns into a Full-Life (essentially) and her Curaga receives a slight boost in effectiveness. Her summoning damage is also boosted considerably.

Gilbert

  • Weak support unit.
  • Has terrible stat buffs and a bit of AoE MP regen.

Gilgamesh

  • Without ability awakenings, he is a poor physical chainer.
  • His ability awakenings significantly improve his ATK and damage, but his damage is still subpar at best.
  • Finding chaining partners will be nigh-impossible.

Gladiolus

  • Gladiolus is a physical cover tank.
  • Unfortunately, he has no utility, and the 3* and 4* physical cover tanks are usually a better option.
  • He does have some damaging moves, but if you gear him for ATK, he has trouble surviving, and if you gear him for survivability, his damage will be awful.

Glauca

  • Weak dark/light physical chainer.
  • Daybreak Darkness can chain imperfectly with Knight Delita.

Goken

  • Subpar physical chainer.
  • However, he is one of the very few physical units that can AoE chain.
  • Several of his skills allow him to chain with other units-- for instance, Falcon Kick can chain with Sephiroth's Octaslash. However, these skills require you to take time to unlock them for a single use, and this makes him a poor chaining partner.

Grace

  • Prior to her ability awakenings, she is a literal suicide bomber who can blow herself up to deal mediocre damage.
  • With her ability awakenings, she can instead use Destroy Arm to deal similar damage without dying.
  • However, her low stats means that she's still fairly weak.

Grim Lord Sakura

  • Good magical chainer requiring her own TMR to optimize MAG and HP. Can use either nonelemental abilities or a dark/fire mix.
  • Has some good utility. AoE break immunity, several elemental resist buffs, a DEF/SPR buff, single-target reraise, and a handful of AoE ailment immunities.
  • She burns through quite a bit of MP, and may have trouble on longer turns. She has the ability to kill your own party members to restore her MP, but that's quite a downside.

Grinfield

  • Extremely weak physical/hybrid chainer.

Hayate

  • Very poor solo hybrid damage dealer, both before and after his ability awakenings. Do not use.
  • Can reduce encounter rate in exploration missions.

Heavenly Technician Lid

  • Powerful support unit with the best breaks in the game.
  • Arms Dissolver, Magic Absorb, and Attack Absorb will drastically reduce enemy damage. Her limit burst is even stronger, cutting enemy damage by 91%.
  • She can also provide AoE MP regen and (somewhat unreliable) 30% mitigation.

Helena

  • Physical solo damage dealer with poor stats and even worse modifiers.
  • Has innate dual wield, but only for guns, daggers, whips, and throwing weapons-- none of which have high ATK in the first place.

Heltich

  • Subpar magical chainer or awful solo damage dealer.
  • Liberation is likely to get him killed, so don't use it.

Ilias

  • Support unit that covers several uncommon niches.
  • Capable of using any item (most notably Elixir) on the whole party.
  • Can make allies fully immune to ailments via Immunization, provide break immunity, restore MP, cure ailments, and buff DEF/SPR.
  • However, most of his skills must be unlocked by using another skill first, and many of them only last for one turn.

Illusionist Nichol

  • Unique support unit able to turn any ally into an AoE physical cover tank.
  • Can break ATK/MAG by 45%.
  • He works best with provoke tanks and particularly durable non-tank units, such as Zargabaath.
  • He can dualcast most of his abilities.
  • His LB grants AOE mirage, as well as HP and MP regen over 3 turns.

Iris

  • Decent ability-based healer.
  • Her actual skills are pretty good, but she periodically has to spend a turn to unlock the ability to dualcast them, and taking a turn off from healing can get your units killed.
  • MP costs are quite high, causing her to run dry very quickly.
  • Can restore the MP of allies.

Jiraiya

  • Mediocre hybrid fire/lightning hybrid chainer.
  • Finding chaining partners will be nigh-impossible.

Kaede

  • Subpar physical chainer.
  • Has a slight amount of utility. Minor ATK/MAG buff and very minor LB fill rate buff.

Kaliva

  • Prior to his ability awakenings, he is basically unusable.
  • With his ability awakenings, his damage is still unimpressive. His healer skills are even worse.
  • Has a good water/ice imperil.

Kefka

  • Mage with very low damage.
  • Can escape from battles, so that you can go replace him with a better unit.

Kelsus

  • Very weak delayed physical chainer.
  • Has innate dual wield for fists only.

Killian

  • Physical fire solo damage dealer with poor output.
  • Relies on unlocking the ability to quadruple-cast his abilities, but his modifiers are low enough that his damage is still unimpressive.

King

  • Absolutely awful solo physical damage dealer who focuses on using his basic attack.
  • Output is very, very low and his attacks take forever.
  • Has innate dual wield for guns only.

Knight Delita

  • Without ability awakenings, a mediocre damage dealer. With them, he's an excellent physical lightning chainer.
  • His limit burst is one of the strongest ATK/MAG breaks in the game and will drastically reduce the damage of bosses who are not immune to it. He also has a much weaker on-demand break for those two stats.
  • He gets a massive amount of %ATK from his passives post-enhancements, which makes him quite strong even with minimal gear.
  • Is locked into dealing lightning damage.

Kryla

  • Solid support unit with 50% breaks and imperils.
  • She can dualcast almost all of her abilities.
  • Can AoE dispel all allies and enemies, and deal fixed damage.

Kuja

  • Subpar magic lightning solo damage dealer. Requires his ability awakenings.
  • Can buff lightning resistance for the party by 100%.

Kunshira

  • Mediocre hybrid chainer with lots of elemental flexibility.
  • Has innate dual wield for swords and rods.
  • Can buff various elemental resistances.
  • Finding friends to chain with will be nearly impossible.

Kupolkan

  • Weak support unit that can buff elemental resistances.

Lara Croft

  • Physical chainer with low modifiers.
  • Can chain with enhanced Aileen and Explorer Aileen, making her a decent budget partner.
  • Has innate dual wield for daggers, whips, throwing weapons, and guns.

Lasswell

  • Extremely weak physical damage dealer.
  • Do not use.

Lexa

  • Excellent magic wind chainer with Tornado and Aeroja.
  • Has innate dualcast.

Lightning

  • Terrible physical damage dealer.
  • Without her ability awakenings, she's the worst 5* base in the game.
  • With her ability awakenings... she's arguably still the worst 5* base in the game.
  • Keep her anyways. She'll be useful in the future.

Lila

  • Physical damage dealer with unusual mechanics.
  • Her strongest skills scale off of SPR rather than ATK, and she should be built accordingly.
  • Can imbue and imperil several different elements, and triplecast her abilities after a setup move.
  • Has a decent AoE chaining move.

Ling

  • Excellent support unit with a versatile kit.
  • Can break ATK/MAG (45%), restore MP to allies, cure ailments, raise dead allies, and use Entrust.
  • With her ability awakenings, she also gains the ability to buff mitigation and elemental resists after setup.

Loren

  • Physical lightning/wind chainer with innate dual-wield and good utility, but mediocre damage.
  • Her strongest attacks are locked behind a setup.
  • Can break ATK/MAG and DEF/SPR by 45%.
  • Finding chaining partners will be difficult.

Lotus Mage Fina

  • Excellent healer with access to Curaja, Esunaga, Full Life, and Dispelga, allowing her to handle all of the standard healing duties. She is also one of the few units with Reraise, which can be dualcast alongside her other spells.
  • Also has great utility. She can restore the party's MP, provide AoE reraise with her limit burst, and buff all elemental resists.
  • Has some very limited damage potential which she could use on turns when you don't need as much healing, although this is typically not significant or worthwhile.

Luka

  • Competent ability-based healer. Requires ability awakenings to be worth using.
  • Has a powerful 20-turn heal over time effect, and can heal and cure ailments at the same time.

Lulu

  • Competent AoE magic water/lightning chainer.
  • Has innate dualcast.
  • Her damage is heavily reliant on her counter imperil proccing, which makes her inconsistent.
  • Finding chaining partners will be very difficult.

Lunera

  • Requires her ability awakenings.
  • Elven Song turns her into a good support unit, capable of providing powerful stat buffs and massive HP/MP recovery.
  • She also has a few offensive skills, including a chaining move, but their damage is very low.

Luneth

  • Mediocre solo physical damage dealer.
  • Requires ability awakenings to deal decent damage.

Marie

  • Specialized support unit that excels at her niche.
  • Has innate dual cast.
  • Can provide powerful elemental resistance buffs.
  • With ability awakenings, can grant ailment immunity and AoE healing.

Mario Frigo

  • Subpar physical chainer.
  • His primary attack has the same frames as Divine Ruination, giving him several possible chaining partners.
  • Can break ATK by 45% and buff LB fill rate by 100%.
  • In the absence of TDH TMs, he should be built for dual wield, not Doublehand.

Maritime Strategist Nichol

  • Extremely powerful support unit with access to a wide range of potent abilities.
  • Can massively buff all stats, regenerate HP/MP for the party, provide mitigation, buff elemental resistances, and cure breaks. Almost all of his abilities can be dualcast via Linked Stance.
  • Burns through a lot of MP, so try to give him gear that will help to sustain his usage.

Maxwell

  • Very weak physical damage dealer.
  • Can hypothetically form long chains with her LB, but finding a chaining partner will be absolutely impossible.
  • Can apply a self-reraise effect.

Medius

  • Extremely weak physical chainer with a death wish.
  • His damage is terrible, and his innate Draw Attacks will frequently get him killed.
  • Do not use.

Meliadoul

  • Mediocre support unit.
  • Has slightly subpar breaks (40%) and can provide single-target reraise.
  • Her ability awakenings bring her breaks up to 50%, which is a noticeable upgrade, but her lack of versatility keeps her from being very useful.

Mercedes

  • Very weak water physical solo damage dealer.
  • Has a large water imperil.

Mercenary Ramza

  • Prior to ability awakenings, he is a terrible excuse for a damage dealer.
  • With his ability awakenings, he becomes an extremely powerful provoke tank with immunity to all ailments and excellent utility.
  • He can break ATK and MAG by 45% with Blade of Justice, which then unlocks even stronger 60% breaks.

Minfilia

  • Support unit that can buff any elemental resistance and provide decent stat buffs.
  • Also has access to AoE immunity buffs for Stop and certain ailments.

Miyuki

  • Lightning-based physical chainer. Use Kunai Rain to apply a -50% lightning imperil, then spam Thundersplit Blade.
  • She has dual wield via Twin Edge, but Fixed Dice is more effective than any other weapon you can give her.
  • Man-Eater means she outperforms other budget chainers against human-type targets, but otherwise she's lacking.
  • She has several hybrid attacks, but they aren't very good, and neither are her hybrid gearing options.

Moogle

  • With ability awakenings, Mog Barrage +2 can chain perfectly with Tidus. Also, he can imbue his attacks with almost any element.
  • Can provide AoE stop immunity.
  • Unfortunately, his stats are low and Camille is a better and more accessible budget partner for Tidus.

Mystea

  • She is the first magic cover tank, with Triteleia Wall.
  • Can sustain herself with Reinstate, which recovers 100% of her HP and clears all the breaks from herself
  • Can further increase her tanking with Destination, which boosts her SPR by 100% and mitigate 20% of the damage
  • Can help her team with Clear Veil, which protects against stop & all statuses for 3 turns, Mind Fortress, which increases the SPR of the team by 80% and her LB, Field of Resistance, which buffs the SPR of the team by 94% & mitigates 42% of the damage for 3 turns.
  • Her HP is a bit lacking and she doesn't get any HP passive, so be aware of that when you gear her up. Alternatively, focus on elemental resist adapted to what you're fighting, since most magic is elemental

Nameless Gunner Jake

  • Can use Escape to run away from battles
  • So you can go and summon better units
  • (real notes coming soon)

Nine

  • Decent ATK and good boosts to Jump skills
  • Jump hard to chain and unaffected by element and killer effects
  • Can inflict stop (all enemies)
  • Hyper Dive takes too long

Noctis

  • He can do a lot of different things, but isn't very good at most of them.
  • His damage is third-rate at best, his breaks are split the wrong way, and there are better options for buffers and evasion tanks.
  • He sees the most use as an alternative to Soleil, providing stat buffs via his LB. Unfortunately, this requires enhancements, at least a turn of ramp-up, and maxing his LB.
  • Blizzard Flask and Fire Flask are excellent for arena.
  • (TMR: Ring of the Lucii gives evasion and Alterna, the strongest available spell)

Nyalu

  • Cute cat costume (real notes coming soon)

Nyx

  • Unusual unit with preference for fire and daggers, but poor weapon selection
  • Kingsglaive on paper looks like a decent chaining skill that lowers fire resistance, but calculations suggest perfect chaining is only possible by spark chaining with a clone (0 frame offset). This is because when dual-wielding, Nyx will land two hits on exactly the same frame, inevitably breaking the chain if the two clones are even slightly off.
  • Desperate Blow provides an excellent chain finishing option. The HP sacrifice is only 40% while dual-wielding, which can be easily recovered using Curaga.
  • Main downside is the chaining problem above, his poor weapon selection (can't use greatswords, fists or guns) and the fact that his main ATK passive requires a dagger. Daggers tend to have less ATK, and there is currently no dagger mastery materia. This means that compared to other units who can equip two different weapon types with corresponding materia, Nyx gets much less ATK.
  • Having innate Dual Wield balances this out slightly, but still not top tier.
  • Equipment & TMRs: Wield a dagger and a fire-element weapon, and standard ATK gear. Dark Knight's Soul and Vernard worth considering, or Fixed Dice if you won't be using him to chain.

Ohga

  • Terrible provoke tank.
  • Has a lot of counters which might be halfway decent if he didn't die so easily.

Olif

  • Possesses the Bar-ga for Fire, Ice, Lightning, Wind, Earth, and Water, allowing him to increase elemental resistance in those elements by 70%, but no innate Dualcast to back it up
  • Rather weak SPR damage skill
  • Can boost 4 elements at once, either ice, water, earth, and dark or fire, lightning, wind, and light for 3 turns, with Dark Drake Crest and Light Drake Crest, but only for 30%, which is weak
  • Can also regen MP for the team with Whisper of the Wyrm, but it's once again, weak
  • Can grant to his allies physical & magical dragon killer with Drake Slay Ritual but only for 10%, which is weak
  • Able to mitigate 15% of the damage for the team and to increase elemental resist by 20% for 5 turns with Drake Formation, but once again, the values are way to weak
  • His LB, Full Enhance, is decent, boosting ATK/MAG/DEF/SPR by 74% when fully leveled, curing all statuses for the team, and increasing resistance to all statuses for 3 turns

Olive

  • Physical lightning solo damage dealer with high output.
  • Has a powerful lightning imperil and DEF break.

Onion Knight

  • Physical chainer with multiple elemental skills.
  • He learns 6 skills with the same chaining frames - 4 Splendors with different elements, 1 non-elemental AoE, and 1 single-target.
    • Additionally, Onion Cutter (available from his TMR) is a more powerful version (with more hits and more damage!).
  • On another note, his LB has irregular frames and is not as useful for chaining, but applies a powerful ATK buff to allies and DEF break to enemies, allowing for massive damage on the following turn.
  • Has innate dual wield, and can provide AoE resistance buffs for several elements.

Orlandeau

  • Straightforward light chainer able to reduce light resistance.
  • Divine Ruination deals solid damage, lowers light resistance (-50%), and can chain with clones or Veritas of the Dark's Dark Punishment, or Agrias's enhanced Divine Ruination (Agrias) +2.
    • Perfect chaining is relatively easy - it can accommodate up to 0~5 frame offset.
  • Crush Weapon is good to have in a pinch, since it breaks ATK/MAG (40%) and protects your team.
  • Ability awakenings increase his damage significantly and improve his break.

Orochi

  • (real notes coming soon)

Orran

  • Mediocre and very niche support unit.
  • Can slightly buff all elemental resists, restore a bit of MP to allies, and buff certain stats.

Ozetta

  • Solid provoke tank with built-in mitigation.
  • Powerful AoE mitigation on her LB.

Papalymo

  • Extremely weak magic damage dealer.
  • Do not use.

Pirate Jake

  • Mediocre physical chainer.
  • Innate dual wield for guns and swords.
  • With dual wield, Feed the Fishes can chain with Doublehand Tidus, but doing so requires frame-perfect timing that can only be consistently achieved with a macro. Due to oddities in the way that chaining works, this will only work if Pirate Jake is in a party slot *after* Tidus, which means that you cannot use your own Pirate Jake to chain with a friend's Tidus.

Popoi

  • Aims to be a magical attacker. Without ability awakenings, his damage skills are weak. Do not use.
  • Ability awakenings:
    • Still weak with both Acid Storm +2 and Burst +2. Waste of ability awakening material. Do not awaken or use.
    • Acid Storm +2 (Power: 1 Giancryst) adds some minor damage and debuffs enemies' ATK/DEF by 40%, but you can get 40% debuffs from other units with less investment.
    • Burst +2 (Power: 1 Purecryst and 12 Giancrysts) similarly makes it hit for better damage and debuffs enemies' MAG/SPR by 40%, but not enough to make Popoi worthwhile.

Primm

  • Skills weak except Saintly Beam (magical)
  • Can buff ATK/MAG (all allies), or do minor healing
  • LB debuffs SPR while hitting (one enemy), but is physical

Prishe

  • A decent physical chainer with some support skills, but she takes a few turns to build up combos to reach her strong damage skills, which limits her effectiveness.
  • Her LB can do decent damage while debuffing DEF/SPR (up to -64%).
  • Utility includes AoE MP regen, on-demand single-target reraise, and AoE reraise at the end of a three-turn combo.

Prompto

  • (real notes coming soon)

Pure Summoner Rydia

  • Magic wind/earth chainer and summoner.
  • Damage output is mediocre at best, but she does have a few chaining partners, such as William and Barbariccia.
  • Her esper gauge skills aren't that impressive.

Pyro Glacial Lasswell

  • Easy to gear and has innate dual wield, but has lackluster damage output.
  • He doesn't chain, and he doesn't work well as a solo damage dealer, so he will sit on the bench for almost every endgame trial unless you're severely lacking in options.
  • His damage relies heavily on his limit burst, which takes a long time to fill.

Queen

  • Without ability awakenings, she is nigh unusable, as having to go under 3% HP is very risky, therefore do not use.
  • Ability Awakenings:
    • Her ability awakenings work together beautifully to make her a very powerful finisher.
    • Devastate+2 is a hard-hitting ST (single target) ability that allows her to cap a chain. However, it is harder to use compared to most finishing moves, since it is still 5 frames. A TDH build is recommended to allow her to fit Devastate in the chain to cap.
    • Berserk+2 gets an increase to its ATK buff (300%!) as well as a high DEF/SPR buff which makes her a tankier, higher damage dealer for 3 turns. It can be activated unlimited times within 1 life at a higher activation HP, which means using Magic Martyr+2 allows her to proc it right away.
    • Magic Martyr+2 gives more MP and lingers more, but will usually be used to proc Berserk+2 in a single turn.
    • Justice Guard+2 gives her confuse immunity (all that ATK won't kill your allies anymore) and allows her to survive a death blow when over 50% HP once per life, making it easier to proc Berserk+2.
  • Needs a turn to set up but becomes a fearful force for 3 turns after it.
  • Can't imbue elements to her attacks, which is very important for finishers.
  • TMR and Equipment: Use a Buster Style/Marshal Glove TDH build if possible, otherwise use Dual Wield (not recommended if used as a chain finisher) and stack as much ATK on her as possible.
  • Units to be paired with: Christine and Charming Kitty Ariana (limited time units) as they would allow her to get rid of her biggest weakness.

Rain

  • Enhanced
  • Can AoE buff all stats
  • Can debuff all stats on a single enemy
  • Low ATK and weak skills

Ramza

  • Is absolutely awful until you awaken his abilities, particularly Hero's Rhyme. Once you do, though...
  • Can provide powerful stat buffs and restore HP/MP to the entire party while singing, making him one of the best support units in the game.
  • He can also break the enemy's ATK and MAG by 60%, drastically reducing their damage, although these two breaks are on separate skills and he can't use them (or anything else) while singing.

Randi

  • Without ability awakenings, he is a mediocre physical attacker. The race killers do compensate somewhat, but fairy/undead bosses are uncommon.
  • Ability awakenings:
    • 5 skills can be awakened, all of which contribute to making him a chaining/chain finish powerhouse. He doesn't get any extra killers, but his damage skill becomes decent (important when killers don't apply), and he gains ATK and status immunity.
    • The downside is that it takes a lot of crysts to awaken them all - but the result is arguably worthwhile.
    • Power Charge +2 (Tech: 1 Purecryst and 3 Giancrysts) is probably the main point - Relatively cheap, it gives him a temporary boost and unlocks Torrential Slash for chaining. Torrential Slash is able to perfect chain while dual-wielding (can accommodate 0~4 frame offset), and the high modifier compensates for the turn consumed by unlocking.
      • It could be hard to find a clone to chain with, but reportedly there are enough to go around. Try asking around community sites if you can't find one.
      • You could also setup some wind synergy using Whirlwind Slash before chaining, although that skill doesn't chain well.
    • Mana's Bond +2 (Guard: 1 Purecryst and 3 Giancrysts) makes him immune to status ailments, gives him MP regen, and is relatively cheap, so why not.
    • Auto-Charge +2 (Support: 1 Purecryst and 3 Giancrysts) is a relatively cheap boost to ATK.
    • Hero of Legend +2 (Support: 2 Purecrysts and 12 Giancrysts) is disputable. It is the most expensive, but it adds a lot of ATK particularly if its Doublehand-like effect is triggered. However, since Doublehand can't be stacked, it may not be viable to single-wield until more DH items are added later on. If you dual-wield, the 35% ATK by itself isn't worth it.
    • Slice Thrice +2 (Power: 1 Purecryst and 3 Giancrysts) is awful. Unfortunately, it changes the hit frames to his default one and destroys his ability to chain finish. +1 only has 3x modifier and isn't competitive enough, although it might be usable if you like the -50% DEF debuff and are really desperate to use Randi.
  • Equipment & TMRs: Use either Dual Wield or Doublehand, a good sword, and standard ATK gear.

Rasler

  • Good innate stats for a tank, but impractical skills
  • All Resist Light gives light resist to all, as the name suggests, up to 50%.
  • Patriotic Slash is a light physical move with a decent 3x modifier. It chains with Ashe's Sword of Kings
  • Royal Obligation is an impractical AOE Cover. Its only one turn long, has a 20% chance to proc, and only mitigates 30% of the damage. The weakest AOE cover available.
  • Can offer some healing with Curaga and its weaker version and cure most status ailments for the team with Esunaga
  • Passives are decent, 70% DEF while using Heavy Armor with Vanguard Slasher, 20% DEF/HP/SPR, and 50% ATK when using a sword with Sword Mastery. 100% innate light resist & a resistance to blind. Sentinel allows him to cover one unit from physical damage with 50% damage mitigation (30% chance to proc).

Ray Jack

  • Get Ray Jacked (real notes coming soon)

Reberta

  • Prior to her ability awakenings, she's a mediocre physical chainer.
  • After her ability awakenings, Death Crimson becomes a monstrously powerful attack that allows her to either partially chain with a copy for massive damage, or function as a potent solo damage dealer.
  • Mystic Thrust +2 also allows her to AoE chain. Note that the hit count changes with the enhancement, so she cannot chain with unenhanced Rebertas.

Refia

  • Enhanced
  • Can revive an ally to full
  • Also learns Curaga/Esuna, covering all healer basics
  • Can buff ATK/DEF (all allies)
  • LB recovers all status ailments (all allies)

Rem

  • Can cast 2 spells/turn
  • Learns the standard healer spells, but can also deal damage with magic or Dagger Boomerang
  • Can heal and recover all status ailments (all allies) in one skill
  • Should wield Defender's Daggers + another dagger

Rico Rodriguez

  • Competent physical chainer.
  • Innate dual wield.
  • Can AoE chain, and has Octaslash frames, giving him several chaining partners.
  • Has ATK/MAG and DEF/SPR breaks (45%).

Rikku

  • LB charges fast, boosts DEF/SPR, and grants auto-revive for 3 turns (all allies)
  • Learns 4 chaining skills of different elements
  • Mix uses a turn to unlock some fancy support skills

Roselia

  • (real notes coming soon)

Roy

  • All of Roy's buffs and heals are while singing, which lock him down for the duration of the songs
  • Hero's Prologue increases DEF and SPR by 100% for the team and provides as well a decent HP regen over 2 turns
  • Angel's Whim increases ATK and MAG by 100% for the team and regens an enormous amount of mana for 1 turn
  • Life's Refrain heals a more than decent amount of HP for the team
  • Twin Blade Beauty provides a decent imperil for wind & lightning for his friend Loren
  • Fool's Ballad breaks all enemies stats for 1 turn by 45%
  • Roy's songs become really powerful when they are used in succession
  • If Hero's Prologue was used last turn, Angel's Whim become Ares Protection which increases ATK/MAG/DEF/SPR by 100% for the team, and also regen a decent amount of HP & MP
  • If Ares Protection was used last turn, Fool's Ballad become War of the Gods, which keeps all the effects of Ares Protection and adds a 40% break for all enemies on top of it
  • War of the Gods lets you unlock Victory to the Brave which keeps all the element of War of the Gods but make the buff 10% stronger & the break 5% stronger
  • If Roy dies, you have to start all over again from Hero's Prologue
  • Alternatively, Roy's Limit Burst, Dragon's Madrigal, increases ATK/DEF/MAG/SPR by 124% when fully leveled and regens around the same amount of HP as his combos songs, but offers a better MP regen. It doesn't offer the break that his combo offers, though. At the cost of 20 LB crysts, it's quite easy to be able to use it once every 3 turns
  • On the stats side, Roy base stats are great, flaunting a great amount of HP and SPR and a decent DEF, supported by good passives and a more than decent equipement selection

Rubicante

  • Fire magical finisher, with gimmicky skills and counters. Decent for arena.
  • Rubicante's main strength comes from being able to use Firaja with Dual Black Magic, maxing at 12x modifier per turn after 2 turns of ramping up. To further improve his output, his LB is a 1-hit finisher that lowers enemies' fire resistance (up to -74%!) while dealing damage and self-healing, and it does not reset the Firaja stack. His role is to simply do damage.
  • Face Me! grants him a high chance to counter any physical or magical attacks taken, with different AoE spells. While these do not deal significant damage for harder bosses, it can be devastating in arena, since two Rubicantes will spark-chain if they counter simultaneously with the same spell.
  • Cloak Closed can protect him from all elements for 1 turn while healing him. Cloak Open boosts his LB charge rate, but temporarily leaves him weak to ice. I'll Recover You! self-buffs his MAG, but heals all enemies by a small amount. These unusual skills may come in handy in niche situations.
  • He has only 30% MAG in his passives, and no status ailment resistance.
  • Equipment & TMRs: Use standard MAG gear.

Ruggles

  • (real notes coming soon)

Sandee

  • (real notes coming soon)

Santa Roselia

  • Learns Curaga/Esuna but doesn't have Raise (!)
  • Can counter with healing (self or all allies) or status recovery (self)
  • Can transfer LB gauge to an ally
  • LB heals and recovers status ailments (all allies)

Seabreeze Dark Fina

  • Virtually identical to Dark Fina without enhancements (see notes here)
  • Doesn't have her enhancements yet
  • Can buff water resistance (all allies)

Sephiroth

  • landu, prompto ish, and ok chainer, not dh (real notes coming soon)

Setzer

  • Excellent at inflicting status ailments (all enemies)
  • Two decent chaining skills, but hits are fast = need fast fingers
  • Double Dice does high fixed damage, but at random
  • Should wield a throwing weapon
  • (TMR: Fixed Dice can boost damage greatly, but at random = niche weapon for certain cappers)

Seven

  • Enhanced
  • Can debuff fire/ice/lightning resistance (one enemy) while hitting
  • Can debuff SPR (one enemy) while hitting
  • Some skills use ATK, others use MAG
  • LB inflicts paralyze (all enemies) while hitting
  • Low ATK and MAG and mediocre skills

Seymour

  • (real notes coming soon)

Shine

  • Can debuff DEF and lower dark resistance (one enemy) in one skill
  • Skills are all dark-element
  • Mediocre ATK, but skill modifiers are decent
  • (TMR: Quick Assault adds ATK and evasion, is stackable)

Shylt

  • Mystea but with break resistance (real notes coming soon)

Silvia

  • Support unit that can provide a wide variety of elemental resistance buffs, as well as AoE immunity to breaks and Stop.
  • Her skills do very little damage, so it's not worth focusing on her offensive stats.

Snow

  • Snow serves as an object lesson in how there's more to being a provoke tank than just making the boss attack you-- you have to be able to survive.
  • Has terrible defensive stats and poor equipment selection. Also, he doesn't have mitigation, which leads to him taking a dirt nap if he tries to tank harder bosses.
  • Has a decent counter chance, so if he somehow survives the onslaught (spoiler: he won't), he'll generate some LB and esper crystals for your party.

Soleil

  • Without her ability awakenings, Soleil is basically useless.
  • With them, she becomes a solid buffer, with high stat boosts to the entire team, along with some weak breaks.
  • However, she is locked into a constant rotation and does nothing else, which may not be worth a unit slot on harder encounters.

Sozhe

  • Can debuff fire resistance (all enemies) while hitting
  • Can buff DEF/SPR (all allies, or higher for self)
  • Decent ATK, and Hell Shaft is decent damage
  • Skills mostly fire-element - commonly resisted
  • Can Provoke, but nothing else tankwise

Sportive Ariana

  • Messy provoke tank with some useful supportive skill
  • She possesses an innate Provoke which means you won't have to rely on Golem having it.
  • Meditate is a really limited self-status heal, clearing blind, poison & silence.
  • Strong Heart can be of use, clearing DEF and SPR break for herself
  • Flame Heart gives her 30% self mitigation, which is totally useless, since she learns Solid Resolution, which grants her and the team 30% mitigation for 4 turns. It's a pretty cool buff.
  • Her LB, when maxed grants a bit more of mitigation (34%) and also acts as a fire/wind imperil, up to 50%.
  • Her passives are surprisingly decent. 50% DEF/HP when wearing a light shield. 20% SPR, 10% MP. The light shield restriction hurts her quite a bit, as all the good shields will be a Heavy Shield. She can also cover, but to a really limited rate with Dangerous Facade. Finally she counters magical attacks with Pop Heart, a pretty decent self heal.
  • Even with her excellent HP/DEF passive, her low base DEF prevents her from reaching a good amount of DEF. Her base SPR is quite higher, but not supported by a lot of passive. All of that, along with her extremely limited equipment selection for a tank (Can't use Heavy Armor, Light Armor, Helm, Heavy Shields) makes her really dysfunctionnal.

Steiner

  • (real notes coming soon)

Terra

  • Weak magic chainer and even weaker healer, even with her ability awakenings.
  • Chaos Wave deals okay damage, but has to be unlocked by using another ability.

Tidus

  • Prior to ability awakenings, Tidus is a solid physical water chainer with decent damage modifiers, a strong imperil, and some utility (MP Refresh, Entrust).
  • His ability awakenings boost his damage into the stratosphere, leaving him as one of the strongest physical damage dealers in the game.
  • His water imperil is attached to his LB, but his innate High Tide effect means that it only takes a turn or two to charge up.

Tilith

  • Powerful ability-based healer with a versatile kit.
  • Can heal all party members to full, or revive all dead allies, but not at the same time.
  • Goddess's Miracle heals and recovers most status ailments (all allies) in one skill.
  • Can also buff elemental resistances, grant break immunity, and restore MP.

Tinkerer Carrie

  • (real notes coming soon)

Trance Terra

  • Needs ability awakenings to be good.
  • Deals absurdly high AoE magic damage by dualcasting Chaos Wave - Awakened.
  • Must spend the first turn using Magical Activation, and needs to use it again once every five turns.

Ukiyo

  • Actually decent (real notes coming soon)

Ulrica

  • Non limited Counter arena fun (real notes coming soon)

Vaan

  • A weak chainer with a decent side utility
  • Base stats are really low.
  • A lot of outdated/useless skill (Steal, Armor Break, mainly).
  • Biohazard can inflict disease, which has close to no use, but is worth mentioning.
  • Focus can buff the team MAG/SPR by 40% for 3 turns.
  • Full Break can break an enemy ATK/DEF/MAG/SPR by 30% for 3 turns, which was great early on, but is largely outdated and easily accessible.
  • Accelerate lets him negate 3 physical attacks for 2 turns.
  • Resist Stop makes your party immune to stop for 3 turns. Mainly of use in arena, and situation for some other content.
  • Assault Strike lets Vaan ST chain, but with a weak 2.7x modifier.
  • Passives are okay, 50% ATK, 20% DEF, 20% HP, innate Bird Killer, 15% innate phys. evade with Sprint and 20% chance to counter magic with Counter Break breaking all stats by 40%.

Vargas

  • Has extremely low damage output by today's standards.

Vayne

  • (real notes coming soon)

Veritas of the Dark

Veritas of the Earth

  • Physical cover tank with some good utility.
  • Has powerful AoE mitigation on his LB, AoE earth resistance, and 20% AoE mitigation.
  • He *can* provoke but usually shouldn't, since it lacks mitigation and will probably get him killed.

Veritas of the Flame

  • A subpar solo damage dealer who can use a wide variety of elements.
  • His strongest move is only usable at random as a counter unlock, and his other attacks are quite weak.
  • He learns 4 "Axe" skills that can lower resistance (-50%) to fire, wind, earth or dark. Fire is preferred, since he can also lower fire resistance (-100%) via counter.

Veritas of the Heavens

  • Physical wind damage dealer that totally blows.
  • Puns aside, he's not good. He has a halfway decent chaining move, a good wind imperil on his LB, and absorbs wind damage. Sadly, that's not enough to make him a worthwhile unit.

Veritas of the Light

  • Solid hybrid light chainer, but unfortunately suffers from being restricted to a single element, one that tends to be resisted quite often.
  • Her stats and modifiers are a bit on the low side, which means she falls short of doing top tier damage.
  • Has innate dualwield (guns, throwing weapons) as well as a light imperil to boost her own damage. Her LB has special mention as it is an extremely powerful DEF/SPR break, nearly quadrupling her damage output.
  • One of the very few AoE chainers in the game.

Veritas of the Water

  • A serviceable healer with access to Curaga, Raise and Esunaga. While she does have an innate dualcast this is locked behind using a particular skill, meaning it will not be available turn 1. Also worth mentioning is an unlockable AoE full break in the same vein as Dualcast.
  • She's better off using an external source of Dualcast rather than wasting turns to temporarily unlock it.

Verun

  • Mediocre support unit with powerful AoE stat buffs from his limit burst.
  • He also has a few imperils and breaks, and the ability to grant killer effects to allies.
  • Very similar to Soleil, albeit with a bit of ramp-up time before he can get his stat buffs going. Once he does, though, he's arguably stronger.

Victoria

  • Victoria can be used in one of two ways-- either as a solo damage dealer by dualcasting Firaja, or by chaining with another Victoria using Overflow.
  • Her damage isn't top tier, but it's solid enough that you can make good use of her if you lack better units.
  • Equipment & TMRs: Use a hat, a robe, and standard MAG gear. She is one of the few units who can use Serpent Mace.

Vivi

  • (real notes coming soon)

Wadow

  • (real notes coming soon)

Wakka

  • (real notes coming soon)

Warrior of Light

  • Only unit able to cover whole party from physical damage
  • Can debuff ATK/MAG or DEF/SPR really well (all enemies)
  • Chance to self-heal if hit by magic
  • Good bulky tank as long as cover triggers

Werei

  • Subpar attacker with decent ATK but low modifiers on damage skills. Prefers Earth.
  • Stone Fall is the only skill of note, lowering earth resistance (-50%) while dealing 2.7x damage.
  • Master Fencer gives him a bonus with greatswords, but ironically, his unit-exclusive weapon is an axe. There are very few earth weapons, none of which are greatswords.
  • (TMR: Proud Fencer grants 20% HP, and 40% ATK if using a greatsword. Unstackable, but massively useful to equip even 1 on a greatsword wielder.)
  • Equipment & TMRs: Use Dual Wield, a greatsword plus Gaia Blade/Galkan Dagger, and standard HP/ATK gear.

White Knight Noel

  • Noel is the most durable provoke tank in the game by a wide margin. Ignore the magic damage aspects of his kit and focus on his survivability-- he will pull all single-target attacks to himself and simply refuses to die no matter what happens.
  • His unique mitigation stacks with "universal" mitigation (e.g. Rikku's Hyper NulAll)
  • Damage spells and counters are negligible in boss fights, although his ability to imperil can occasionally be relevant.

White Witch Fina

  • Learns Raise, but no Curaga (!) or unified Esuna
  • Ritual heals HP and MP for all allies except herself
  • Can buff ATK/DEF (all allies)
  • Can transfer LB gauge to an ally
  • No innate way to recover own MP

Wilhelm

  • Can draw attacks with good mitigation
  • Excellent bulky tank with good SPR
  • LB charges fast and grants high damage reduction (all allies)
  • Also does excellent stat buffs (all allies)

William

  • Great mage with some decent side utility
  • Withdraw allows him to buff his team DEF by 110%, but decrease their ATK by 50%, Open Heart does the same for MAG and SPR.
  • You can avoid that issue by using a break resistance skill, getting only the buff.
  • Innocent Magika is a weak chaining move, but gets the advantage to be non-elemental, if your enemy resists earth (To be honest, if your enemy resists earth, don't use William).
  • Lacking any form of innate mp regen, there's Osmose. Spell selection also includes Stonja which is a really potent finishing spell, once ramped up. Quake allows for elemental chain while reducing earth resist for the enemies. Frames are a bit wonky, but can still perfect chain.
  • The above spells are supported by a really useful Dual Black Magic.
  • Passives are good, 70% MAG while equipping a Rod, 30% MP & an innate resistance to petrify.

Xiao

  • Can debuff ATK/DEF (one enemy)
  • Can self-heal
  • Can self-afflict Berserk status to boost damage (stacks with other buffs)
  • Can only wield fists

Xon

  • Can steal from all enemies at once
  • Can uniquely copy stat buffs onto allies, then dispel them (one enemy)
  • Supposedly improves drop rates of rare items

Y'shtola

  • Can cast 2 spells/turn
  • Learns the standard healer spells, but can also buff DEF or SPR (all allies)
  • Has some damage spells, but low MAG
  • LB grants high damage reduction (all allies)

Yan

  • Comparable to Rikku (real notes coming soon)

Yang

  • Subpar physical chainer with W-Ability.
  • Unfortunately, the lack of TDH options outside of 5* TMs limits his damage severely.

Yda

  • "Combo" attacker - gains access to increasingly powerful skills when used in sequence
  • Can debuff stats while hitting (one enemy), but only MAG to begin with
  • Can deal heavy damage after sequence maxes on 4th turn
  • Too finicky to use as a reliable chainer or capper

Yun

  • Normal attacks hit twice, high critical chance
  • Can store power for next normal attack
  • Raging Bird can chain well
  • Good status immunities, and can self-heal

Yuna

  • Excellent healer with innate dualcast.
  • One of the few units in the game that can dualcast Reraise.
  • Also has a few summoner skills, including the ability to partially fill up the esper gauge.
  • Can significantly buff the DEF/SPR of all allies via her LB.

Yuri

  • Extremely weak hybrid chainer.
  • Can chain with Prompto, Reberta, and Sephiroth.

Zargabaath

  • Has a diverse set of support skills. Stat buffs, resistances, mitigation, single-target MP recovery, and AoE immunity to certain ailments.
  • He doesn't have enough turns to do everything in his kit, so he needs to pick two or three things and focus on those on any given fight.
  • None of the things he does are best-in-class, but they're all still pretty good, and versatility counts for a lot.
  • He burns through quite a bit of MP. He can self-cast Rejuvenate to keep himself going, but if you gear him for MP regen, it helps to free up his actions to do other things.

Zidane

  • Serviceable entry-level physical chainer.
  • You'll want to replace him with someone better as soon as possible.

Zyrus

  • Weak solo magic damage dealer, both before and after his ability awakenings.
  • Relies heavily on his LB to unlock W-Ability, but cannot fill it up efficiently and cannot sustain the MP use of dualcasting Blood Pulsar.

Role Rankings

Main article: Role Rankings
These rankings are no longer supported, meaning they won't be heavily maintained after each new unit batch. For rankings that exclude base 5-star5 Star Rarity units, click here.