Final Fantasy Brave Exvius Wiki

Unit Rankings

Warning!
  • These lists provide a rough estimate of units' utility.
  • Anyone is be able to discuss and rate units in the Discord channel. Discussions and ratings will be compiled and added to this page by moderators.
  • Current moderator: none. If anyone is willing to become a moderator please inform @Cysidus in the Discord channel above or through private message.
  • For more information about how units are ranked or rated, visit Unit Rating Notes.
  • Updates: Read recent changes here.

Role Rankings

Main article: Role Rankings
For rankings that exclude base 5-star5 Star Rarity units, click here.

Raw Damage
Role 1 2 3 4 5
Physical Damage
(inc enhanced units)
A2 Veritas of the Flame 2B Dark Knight Cecil Luneth
A2 Veritas of the Flame 2B Dark Knight Cecil*
(enhanced)
Luneth*
(enhanced)
Physical Damage
(base units only)
A2 Veritas of the Flame 2B Knight Delita Veritas of the Dark
A2 Veritas of the Flame 2B Knight Delita Veritas of the Dark
Magical Damage Trance Terra Fryevia Barbariccia Grim Lord Sakura Emperor
Trance Terra*
(enhanced)
Fryevia Barbariccia Grim Lord Sakura Emperor*
(enhanced)

Chaining
Role 1 2 3 4 5
General Chaining A2 Randi Veritas of the Dark Orlandeau Fryevia
A2 Randi*
(enhanced)
Veritas of the Dark Orlandeau Fryevia
Physical Chains
(raw damage, no imperils)
A2 2B Randi Onion Knight Orlandeau
A2 2B Randi*
(enhanced)
Onion Knight Orlandeau
Magical Chains (raw damage) Trance Terra Fryevia Barbariccia Grim Lord Sakura Veritas of the Light
Trance Terra*
(enhanced)
Fryevia Barbariccia Grim Lord Sakura Veritas of the Light

Support
Role 1 2 3 4 5
Damage Reduction 9S Crowe Zargabaath Rikku Veritas of the Earth
9S Crowe Zargabaath Rikku Veritas of the Earth
Elemental Marie Chloe Minfilia Zargabaath Orran
Marie Chloe Minfilia Zargabaath Orran
Imperils
Depends on element - refer to Unit Comparison Charts
 
Stat Buff Soleil Zargabaath Wilhelm Minfilia Lunera
Soleil*
(enhanced)
Zargabaath Wilhelm Minfilia Lunera
Stat Debuff Veritas of the Dark Loren Seabreeze Dark Fina Warrior of Light Ling
Veritas of the Dark Loren Seabreeze Dark Fina*
(enhanced)
Warrior of Light Ling
Refer to Unit Comparison Charts for more options
Status Ailments Noctis Toxic Rain Setzer Ling Dark Fina
Noctis (any unit equipped with Toxic Rain) Setzer Ling Dark Fina
(or Seabreeze variant)

Healing
Role 1 2 3 4 5
Healing & Status Recovery Ayaka Tilith Luka Aria Refia
Ayaka Tilith Luka*
(enhanced)
Aria Refia*
(enhanced)
MP Recovery Ace Lunera Bran Ayaka Tilith
Ace*
(enhanced)
Lunera Bran Ayaka Tilith

Other
Role 1 2 3 4 5
Tanks - Provoke Wilhelm Demon Rain Unit-White Knight Noel-6.png Cagnazzo Snow
Wilhelm Demon Rain*
(enhanced)
White Knight Noel Cagnazzo Snow
Tanks - Cover Wilhelm, Demon Rain or White Knight Noel, paired with Illusionist Nichol Warrior of Light Veritas of the Earth Charlotte Cecil
Warrior of Light Veritas of the Earth Charlotte Cecil*
(enhanced)
Arena Noctis Amelia Ashe Veritas of the Dark Ayaka
Noctis Amelia Ashe Veritas of the Dark Ayaka
See also Support - Status Affliction rankings


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
A2
A2
5-star5 Star Rarity Physical-Damage
Chaining
15.0 15.0 Unit Page
Summary Notes
Trance Terra
Trance Terra
5-star5 Star Rarity Magical-Damage
(Chaining)
15.0 12.5 Unit Page
Summary Notes
Ability awakenings (costly)
Wilhelm
Wilhelm
5-star5 Star Rarity Tank
Support
15.0 14.5 Unit Page
Summary Notes
Ability awakenings (costly)
Fryevia
Fryevia
5-star5 Star Rarity Hybrid-Damage
Chaining
14.5 14.5 Unit Page
Summary Notes
Veritas of the Dark
Veritas of the Dark
5-star5 Star Rarity Physical-Damage
Chaining
Support
14.5 14.5 Unit Page
Summary Notes
2B
2B
5-star5 Star Rarity Physical-Damage
Chaining
14.5 14.5 Unit Page
Summary Notes
Barbariccia
Barbariccia
5-star5 Star Rarity Magical-Damage
Chaining
1-hit-Finisher
14.5 14.5 Unit Page
Summary Notes
Grim Lord Sakura
Grim Lord Sakura
5-star5 Star Rarity Magical-Damage
Chaining
Support
14.5 14.5 Unit Page
Summary Notes
Onion Knight
Onion Knight
5-star5 Star Rarity Physical-Damage
Chaining
Support
14.0 14.0 Unit Page
Summary Notes
Orlandeau
Orlandeau
5-star5 Star Rarity Physical-Damage
Chaining
14.0 14.0 Unit Page
Summary Notes
Veritas of the Flame
Veritas of the Flame
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
14.0 14.0 Unit Page
Summary Notes
Dark Knight Cecil
Dark Knight Cecil
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
14.0 6.5 Unit Page
Summary Notes
Ability awakenings (costly)
Luneth
Luneth
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
14.0 11.0 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)
Randi
Randi
5-star5 Star Rarity Physical-Damage
(Chaining)
14.0 11.0 Unit Page
Summary Notes
Ability awakenings (costly)
Aileen
Aileen
5-star5 Star Rarity Physical-Damage
Chaining
13.5 13.5 Unit Page
Summary Notes
Charming Kitty Ariana
Charming Kitty Ariana
5-star5 Star Rarity Healing
Support
13.5 13.5 Unit Page
Summary Notes
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
Tilith
Tilith
4-star4 Star Rarity Healing
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
Warrior of Light
Warrior of Light
4-star4 Star Rarity Tank
Support
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)
Demon Rain
Demon Rain
5-star5 Star Rarity Physical-Damage
Tank
13.5 7.5 Unit Page
Summary Notes
Ability awakenings (costly)
Knight Delita
Knight Delita
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
13.0 13.0 Unit Page
Summary Notes
Loren
Loren
5-star5 Star Rarity Physical-Damage
Chaining
Support
13.0 13.0 Unit Page
Summary Notes
Reberta
Reberta
5-star5 Star Rarity Physical-Damage
Chaining
13.0 13.0 Unit Page
Summary Notes
Tidus
Tidus
5-star5 Star Rarity Physical-Damage
Chaining
13.0 13.0 Unit Page
Summary Notes
Veritas of the Light
Veritas of the Light
5-star5 Star Rarity Hybrid-Damage
Chaining
1-hit-Finisher
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
Healing
13.0 12.0 Unit Page
Summary Notes
Ability awakenings (costly)
Firion
Firion
3-star3 Star Rarity Physical-Damage
1-hit-Finisher
13.0 11.5 Unit Page
Summary Notes
Ability awakenings (costly)
Gilgamesh
Gilgamesh
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
13.0 11.5 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)
Luka
Luka
4-star4 Star Rarity Healing 13.0 11.0 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)
Black Cat Lid
Black Cat Lid
3-star3 Star Rarity Physical-Damage
1-hit-Finisher
Support
12.5 9.5 Unit Page
Summary Notes
Ability awakenings (costly)
Charlotte
Charlotte
3-star3 Star Rarity Tank 12.5 12.5 Unit Page
Summary Notes
Ability awakenings (non-essential)
Fohlen
Fohlen
5-star5 Star Rarity Physical-Damage
Chaining
12.5 12.5 Unit Page
Summary Notes
Grace
Grace
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
12.5 9.5 Unit Page
Summary Notes
Ability awakenings (costly)
Lunera
Lunera
5-star5 Star Rarity Magical-Damage
Chaining
Support
12.5 12.5 Unit Page
Summary Notes
Nyx
Nyx
5-star5 Star Rarity Physical-Damage
Chaining
1-hit-Finisher
12.5 12.5 Unit Page
Summary Notes
Olive
Olive
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)
Rem
Rem
5-star5 Star Rarity Magical-Damage
1-hit-Finisher
Healing
12.5 12.5 Unit Page
Summary Notes
Rikku
Rikku
4-star4 Star Rarity Chaining
Support
12.5 12.5 Unit Page
Summary Notes
Seabreeze Dark Fina
Seabreeze Dark Fina
5-star5 Star Rarity Magical-Damage
1-hit-Finisher
12.5 11.0 Unit Page
Summary Notes
Ability awakenings (costly)
Victoria
Victoria
4-star4 Star Rarity Magical-Damage
1-hit-Finisher
12.5 12.5 Unit Page
Summary Notes
White Knight Noel
White Knight Noel
5-star5 Star Rarity Tank 12.5 12.5 Unit Page
Summary Notes
Currently bugged
White Witch Fina
White Witch Fina
4-star4 Star Rarity Healing 12.5 7.5 Unit Page
Summary Notes
Ability awakenings (costly)
9S
9S
4-star4 Star Rarity Support 12.0 12.0 Unit Page
Summary Notes
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
Ling
Ling
4-star4 Star Rarity Support 12.0 12.0 Unit Page
Summary Notes
Mercenary Ramza
Mercenary Ramza
5-star5 Star Rarity Tank
Healing
12.0 12.0 Unit Page
Summary Notes
Minfilia
Minfilia
4-star4 Star Rarity Support 12.0 12.0 Unit Page
Summary Notes
Noctis
Noctis
5-star5 Star Rarity Physical-Damage
Support
12.0 12.0 Unit Page
Summary Notes
Vargas
Vargas
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
12.0 12.0 Unit Page
Summary Notes
Y'shtola
Y'shtola
5-star5 Star Rarity Healing
Support
12.0 12.0 Unit Page
Summary Notes
Dark Fina
Dark Fina
5-star5 Star Rarity Magical-Damage
1-hit-Finisher
12.0 11.0 Unit Page
Summary Notes
Ability awakenings (costly)
Elza
Elza
5-star5 Star Rarity Physical-Damage
Support
12.0 11.0 Unit Page
Summary Notes
Ability awakenings (costly)
Mercedes
Mercedes
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
12.0 8.5 Unit Page
Summary Notes
Ability awakenings (costly)
Queen
Queen
5-star5 Star Rarity Physical-Damage
Healing
12.0 8.5 Unit Page
Summary Notes
Ability awakenings (costly)
Bran
Bran
4-star4 Star Rarity Physical-Damage
Chaining
Healing
11.5 11.5 Unit Page
Summary Notes
Cagnazzo
Cagnazzo
4-star4 Star Rarity Tank 11.5 11.5 Unit Page
Summary Notes
Glauca
Glauca
4-star4 Star Rarity Physical-Damage
Chaining
1-hit-Finisher
11.5 11.5 Unit Page
Summary Notes
Pirate Jake
Pirate Jake
4-star4 Star Rarity Physical-Damage
Chaining
11.5 11.5 Unit Page
Summary Notes
Prishe
Prishe
5-star5 Star Rarity Physical-Damage
Chaining
Support
Healing
11.5 11.5 Unit Page
Summary Notes
Rubicante
Rubicante
4-star4 Star Rarity Magical-Damage
1-hit-Finisher
11.5 11.5 Unit Page
Summary Notes
Setzer
Setzer
4-star4 Star Rarity Physical-Damage
Chaining
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
Gaffgarion
Gaffgarion
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
11.5 7.5 Unit Page
Summary Notes
Ability awakenings (costly)
Garland
Garland
3-star3 Star Rarity Physical-Damage
1-hit-Finisher
11.5 9.9 Unit Page
Summary Notes
Ability awakenings (costly)
Shine
Shine
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
11.5 10.5 Unit Page
Summary Notes
Ability awakenings (costly)
Nine
Nine
4-star4 Star Rarity Physical-Damage 11 11 Unit Page
Summary Notes
Santa Roselia
Santa Roselia
4-star4 Star Rarity Healing 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
Yun
Yun
5-star5 Star Rarity Physical-Damage 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)
Chizuru
Chizuru
4-star4 Star Rarity Physical-Damage
Chaining
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
Xon
Xon
4-star4 Star Rarity Physical-Damage
Support
10.5 10.5 Unit Page
Summary Notes
Zyrus
Zyrus
4-star4 Star Rarity Magical-Damage
1-hit-Finisher
10.5 10.5 Unit Page
Summary Notes
Amelia
Amelia
4-star4 Star Rarity Physical-Damage
Chaining
Healing
10.0 10.0 Unit Page
Summary Notes
Cupid Artemios
Cupid Artemios
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
10.0 10.0 Unit Page
Summary Notes
Desch
Desch
4-star4 Star Rarity Support 10.0 10.0 Unit Page
Summary Notes
Ilias
Ilias
4-star4 Star Rarity Healing
Support
10.0 10.0 Unit Page
Summary Notes
Maxwell
Maxwell
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
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
Vaan
Vaan
3-star3 Star Rarity Physical-Damage
Chaining
Support
10.0 10.0 Unit Page
Summary Notes
Delita
Delita
5-star5 Star Rarity Support 10.0 7.5 Unit Page
Summary Notes
Ability awakenings (costly)
Dracu Lasswell
Dracu Lasswell
5-star5 Star Rarity Physical-Damage
1-hit-Finisher
10.0 8.5 Unit Page
Summary Notes
Ability awakenings (costly)
Lightning
Lightning
5-star5 Star Rarity Physical-Damage 10.0 8.0 Unit Page
Summary Notes
Ability awakenings (costly)
Goken
Goken
4-star4 Star Rarity Physical-Damage
Chaining
9.5 9.5 Unit Page
Summary Notes
Helena
Helena
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
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
Adam
Adam
4-star4 Star Rarity Physical-Damage 9.0 9.0 Unit Page
Summary Notes
Beach Time Fina
Beach Time Fina
4-star4 Star Rarity Healing 9.0 7.5 Unit Page
Summary Notes
Ability awakenings (costly)
Eve
Eve
4-star4 Star Rarity Physical-Damage
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
Meliadoul
Meliadoul
4-star4 Star Rarity Support 9.0 9.0 Unit Page
Summary Notes
Werei
Werei
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
9.0 9.0 Unit Page
Summary Notes
Xiao
Xiao
3-star3 Star Rarity Physical-Damage
1-hit-Finisher
9.0 9.0 Unit Page
Summary Notes
Yda
Yda
4-star4 Star Rarity Physical-Damage 9.0 9.0 Unit Page
Summary Notes
Exdeath
Exdeath
3-star3 Star Rarity Magical-Damage
1-hit-Finisher
9.0 8.5 Unit Page
Summary Notes
Ability awakenings (costly)
Lasswell
Lasswell
2-star2 Star Rarity Physical-Damage
1-hit-Finisher
9.0 8.0 Unit Page
Summary Notes
Ability awakenings (costly)
Story Unit - Gains levels 2x faster
Rain
Rain
2-star2 Star Rarity Physical-Damage
1-hit-Finisher
Support
9.0 8.0 Unit Page
Summary Notes
Ability awakenings (costly)
Story Unit - Gains levels 2x faster
Snow
Snow
4-star4 Star Rarity Tank 8.5 8.5 Unit Page
Summary Notes
Ability awakenings (non-essential)
Sozhe
Sozhe
4-star4 Star Rarity Physical-Damage
1-hit-Finisher
Support
8.5 8.5 Unit Page
Summary Notes
Bartz
Bartz
3-star3 Star Rarity Physical-Damage
Support
8.5 8.0 Unit Page
Summary Notes
Ability awakenings (costly)
Kefka
Kefka
3-star3 Star Rarity Magical-Damage
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)
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
Chic Ariana
Chic Ariana
4-star4 Star Rarity Magical-Damage
1-hit-Finisher
8.0 8.0 Unit Page
Summary Notes
Gains levels 2x faster
Kelsus
Kelsus
5-star5 Star Rarity Physical-Damage 8.0 8.0 Unit Page
Summary Notes
Cloud of Darkness
Cloud of Darkness
3-star3 Star Rarity Physical-Damage
Support
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)
King
King
4-star4 Star Rarity Physical-Damage 7.5 7.5 Unit Page
Summary Notes
Papalymo
Papalymo
4-star4 Star Rarity Magical-Damage 7.5 7.5 Unit Page
Summary Notes
Ramza
Ramza
5-star5 Star Rarity Magical-Damage
1-hit-Finisher
Support
7.5 7.5 Unit Page
Summary Notes
Dangerous Ariana
Dangerous Ariana
4-star4 Star Rarity Magical-Damage
Support
7.0 7.0 Unit Page
Summary Notes
Gains levels 2x faster
Moogle
Moogle
4-star4 Star Rarity Physical-Damage
Support
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)


Unit Summaries (6★ Units)

2B

  • Speed is her main chaining skill. It unlocks Extract Speed, which has the same chaining frames but deals more damage.
  • Speed/Extract Speed perfect chaining is possible with a clone. You will have to chain both 2B within 0~1 frame offset, according to calculations. Otherwise, her second set of hits will run into the first and can interrupt the chain.
  • However, the frames are unique, and she cannot chain well with other units. Being a limited unit, it may be difficult to find a 2B friend after a few months.
  • Avoid Attack is another chaining option, but it requires unlocking beforehand with Avoid. Again, frames are unique.
  • Not worth it to use her to lower Thunder resistance - use another unit to do it.
  • Equipment & TMRs: Doesn't need Dual Wield. Use standard ATK materia.

9S

  • Support unit with good stat debuffs, imperils, and an partymitigation buff
  • (full notes coming soon)

A2

  • Offensive Heal Combo now can chain perfectly, with its drain effect doing hits in between the main hits.
    • Perfect chaining is possible with a clone. You will have to chain both A2 very close together (0~1 frame offset). This is because her second set of hits will run into the first.
    • However, the frames are unique, and she cannot chain well with other units. Being a limited unit, it may be difficult to find an A2 friend after a few months.
  • Her LB applies a very strong ATK buff to herself. The damage to herself can be overcome with healing. This allows her to deal plenty of damage using her chains.
  • Equipment & TMRs: Doesn't need Dual Wield. Use 2 Champion's Belt and standard ATK materia.

Ace

  • Without ability awakenings, a decent magical finisher centred around Wild Card, which deals magical damage but is affected by killer effects and weapon element.
  • Ability awakenings:
    • Ace becomes a top tier support unit with good MP recovery and excellent imperils.
    • Tri-beam Laser +2 (Power: 3 Purecrysts and 6 Giancrysts) now hits considerably harder, but more importantly, lowers enemies' fire/lightning/light resistances (-75%!). This is the highest multi-element imperil, and is particularly worthwhile since units that specialize fire or lightning or light damage are common (e.g. Olive, Orlandeau). Tri-beam Laser+2 can also chain with a clone, although the damage does not carry element and thus is inferior to most other chaining skills.
    • Spirit Hand +2 (Healing: 1 Giancryst) also gives more MP to allies, including himself. Starting with at least 45 (35 to himself including the skill cost), it can restore up to 140 MP to all allies. This provides enough mana for virtually everything except DC Alterna, and since it is an active skill, it is particularly helpful against enemies who Osmose frequently after MP regen has happened at the end of the player turn.
    • Devotion +2 (Support: 1 Purecrysts and 3 Giancrysts) adds some extra MAG and LB generation, and does not significantly improve his gameplay.
    • Equipment & TMRs: Use MAG gear with an eye on HP/DEF/SPR. Ace is probably better used as support than as a magical attacker, so there is little need to equip him with a fire/lightning/light weapon for Wild Card. Consider equipping with Pod 153 or Rikku's Pouch to provide more utility as a support unit.

Adam

  • Wannabe physical attacker with self-mitigation, but poor ATK and skills
  • (full notes coming soon)

Agrias

  • Without ability awakenings, she's an average light chainer with not enough ATK.
    • Still usable, but her version of Divine Ruination +0/+1 doesn't chain with Orlandeau/Veritas of the Dark.
    • Probably the most lenient chainer available in terms of timing - when chaining with another Agrias, the offset can be 0~10 frames.
  • Learns Curaga and Full Break, but other units will do those roles better.
  • Ability awakenings:
    • Divine Ruination +2 (Power: 4 Purecrysts and 12 Giancrysts) adds damage and hits, such that it becomes a copy of Orlandeau's skill. Must awaken.
      • Perfect chaining is relatively easy - it can accommodate up to 0~5 frame offset.'
      • Particularly valuable since she now forms a trio of non-dupe units that are able to chain well with each other: Veritas of the Dark, Orlandeau and Agrias. This will become relevant soon, since future "Chamber of Arms" trials will not allow you to bring duplicates.
    • Knighthood +2 (Support: 2 Giancrysts) gives extra ATK for wielding a greatsword - repairs her biggest original flaw. Must awaken.
    • Full Break +2 (Power: 1 Giancryst) adds some elemental reduction and debuff duration, but 30% is superseded by skills from many other units. Not necessary, but cheap to awaken anyway.
  • Equipment & TMRs: Use Dual Wield, Excalibur to take advantage of light resistance reduction, and various ATK materia. If enemy is light immune, use a greatsword with different element (e.g. Crimson Saber).

Aileen

  • Solid earth physical chainer with a splash of support skills.
  • Piledriver is her main skill, dealing decent damage and lowering earth resistance (-50%). Her own TMR is an earth-element weapon, so the imperil is quite useful
  • Regarding earth imperil: Earth is a double-edged sword - few bosses resist it, but few skills/weapons confer it. For her own use, Gaia Blade or Artisan (her own TMR) are great options, or you can give her earth element by using Ground Work beforehand.
  • In terms of chaining, Piledriver hits are widely spaced but the skill animation involves walking up to the enemy. Hence, her skill timing will vary depending on her unit slot and the distance to the monster's sprite. In most cases, perfect chaining is possible even with Dual Wield. It simply means that you will have to experiment with which slots work for a particular boss (rather than just rely on a clicking macro).
  • Recovery Oil and Refreshing Tool are handy utility skills that recover HP and MP respectively.
  • Statwise, she is not tied to a specific weapon type. She has decent ATK and 2 uncommon killer passives.
  • Equipment & TMRs: Use Dual Wield, at least one earth weapon, and standard ATK gear.

Amelia

  • Dual-wields (guns only) - does damage twice
  • Ricochet can inflict Stop on all enemies
  • Disorder chains well, but damage is average
  • Can also do some healing or buff ATK/DEF

Aria

  • Good healer with AoE 100% revive and support spells.
  • In terms of healing, she learns Curaga, but doesn't have Dualcast. Equipping it on her is a must. Her LB heals allies to 100%, but it may not be available often enough in a serious fight. Protectga and Shellga can also be used on free turns.
  • Miracle of Rebirth revives all dead allies to 100% HP. Healing Affection recovers all status ailments for all allies. Water Maiden Blessing can lay down some regeneration preemptively (~1500+ hp per turn). However, all three are abilities and cannot be dualcast or used in the same turn as Curaga, forcing you to choose your action carefully.
  • Durability-wise, Maiden of Water heals herself every turn, but she has no innate status immunities.
  • In summary, she is capable of good healing, but the fact that she cannot multi-task any of the healing skills means it requires some finesse to keep the rest of your team alive and healthy. It may be good to partner her with other units who can side-heal or recover status ailments, to give yourself flexibility.
  • Equipment & TMRs: Use Dualcast and Ribbon. Use her exclusive materia if you expect to use Water Maiden Blessing. Otherwise, standard HP/DEF/SPR gear.

Ashe

  • Unique magical attacker with healing effects attached to her damage skills. Effective for arena.
  • (full notes coming soon)

Ayaka

  • Top healer with anything and everything you could want.
  • To begin with her spells, the brand new Curaja heals ~6000 hp with 400 SPR (easily reached), essentially refilling HP to full for all units except stocky tanks. The ability to use this with Dual White Magic makes her a big improvement on Tilith, since you can now choose a second spell like Esunaga or Full-Life. Being able to resurrect an ally AND fully heal all party members is very handy.
    • The Reraise spell is also of note here, since it auto-revives at high hp, and so if ever Ayaka has nothing to do for her second spell, you can always use it as further backup protection.
  • If you need more than just healing, Resurgence raises all allies, Hi Regen lays down future healing, Dedication gives HP and MP to other allies, and Purify cures all status ailments (including disease and petrify, which Esunaga doesn't cover). Even the dreaded stop can be removed using Stop Detach.
  • Ayaka also comes with a large set of useful passives that give her critical status immunities and stats, including immunity to stop (so she can remove it from allies!), some HP and some reduced targeting. Auto-refresh is standard on healers by now.
  • To top it off, her LB does all the healing and status removal that she normally can do, but in one big go. It's a giant reset button for your team. The only downside is that it costs 56 LB crystals - almost 3 times what it costs to charge other units.
    • A good way around this is to get another unit to Entrust their LB to her - this fills based on gauge percentage, not on LB crystals. This is even better when the Entrusting unit charges LB at an accelerated rate, like Ling does.
  • Equipment & TMRs: Wield a staff, and use standard HP/DEF/SPR gear for survival. SPR above ~400 is probably superfluous.
    • Her own TMR, Pure White Blessing, provides a strong regenerative buff for both HP and MP, and increases LB charge rate.

Barbariccia

  • Flexible wind magical attacker who can even finish her own chain.
  • Using her innate Dual Black Magic, Barbariccia has two main primary damage options.
    • Tornado is a decent wind chaining skill (perfect chainable if DCing, 0~3 frame offset between clones) which lowers wind resistance (-50%), but the damage modifier is mediocre. Shantotto learns this, and some future units will learn it too.
    • Aeroja is a 1-hit finishing skill that maxes out at 6x damage modifier after using it 5 times.
  • This means she can perform either role for your team, but this has limited impact midfight since you will need to decide beforehand whether to bring 2 Barbariccia for chaining.
  • However, due to the unique way stacks work, you can alternate Aeroja with some other non-stacking skills/spells/LB without it going back to 2x. This means she can potentially cast Tornado then Aeroja at max 6x in the same turn, and fulfil both roles efficiently.
  • Other utility skills include Refreshing Winds, which restores HP and MP to allies over time, Cyclone Shield, which allows her to self-buff evade attacks, and Storm Ward, which can increase allies' wind and lightning resistance by (+70%). Her LB also deals damage and lowers wind/lightning resistances (up to -74%!), but it does not chain well. She also comes with important status immunities and decent MAG passives.
  • Slight downsides are that she is very wind-focused, and stacks will reset on death, forcing her to ramp up again.
  • Equipment & TMRs: Use standard MAG gear. She is one of the few mages able to wear Malboro's Tentacle and/or Serpent Mace. Consider using her own TMR.
    • Her own TMR, Barbariccia's Spirit adds rare magic killer effects against four races, which is stronger than MAG materia in most cases.

Bartz

  • Enhanced
  • Can suicide to heal HP and MP (one ally)
  • Can transfer LB gauge to an ally
  • Low ATK and MAG and mediocre skills
  • Should wield a sword

Beach Time Fina

  • Poor healer with inadequate status recovery and no standout strengths
  • (full notes coming soon)

Bran

  • Good fibre for digestion (real notes coming soon)

Cagnazzo

  • Provoke tank with innate draw and decent mitigation, but clumsy to use.
  • Statwise, Cagnazzo boasts decent DEF and SPR and 50% innate provoke effect (from Conspicuous Existence). Final Struggle allows him to survive one ultra-heavy hit per battle, and he gains extra DEF/SPR when he reaches low hp. the "Carapace" skills are simply gimmicky, since the self-buffs are short and are less efficient than guarding.
  • Defensive Stance seems to be his primary defensive skill, providing 60% mitigation, minor self-healing and increased provoke, but it locks his 2 following turns. This is a big downside, since normally you can simply guard for 50% damage reduction, with more flexibility in turn use, and you can also stack additional mitigation from other sources (e.g. 9S's Spread Shield). Hence, the advantage from this skill is that Cagnazzo is relatively self-sufficient, and also the extra provoke.
    • Importantly, during these turns, he cannot be swapped in 10-man fights, or counter enemy attacks.
  • As with other provoke tanks, he can offer good synergy with Illusionist Nichol.
  • His other downsides are his poor equipment selection (can't equip weapons or hats with evasion, and can't equip shields), and his counters. These deal no damage (and most bosses are immune to status ailments), so he does not generate LB crystals like other provoke tanks. His status immunities cover paralyze but not confusion or petrify.
  • Equipments & TMRs: Use standard HP/DEF/SPR gear. Consider Winged Saint for extra DEF, or equipment with damage counter abilities. Equip L Shield/Equip H Shield may be more efficient than normal HP/DEF/SPR materia.

Cecil

  • Enhanced
  • Can cover one ally with high mitigation at high chance
  • Good bulky tank as long as cover triggers
  • Covering one ally at a time leaves other units to fend for themselves
  • Can do some healing, and can buff ATK/DEF/SPR (all allies) with LB

Cerius

  • Can cast 2 spells/turn, but little to do
  • Can buff fire/ice/lightning/dark resistance (all allies)
  • Can buff DEF (all allies)
  • (Can't equip Cura, but can get it from Carbuncle or Healing Staff)

Charlotte

  • Without ability awakenings:
    • A decent tank with less stats and less frills, but does the job. She can cover allies from physical attack, and survive a big damage burst, but her skillset is narrower with fewer stat passives. Notably, she still lacks Provoke in any form.
  • Ability awakenings:
    • They slightly improve her in every way and make her more useful, but lack of Provoke-type skill still leaves questions. The question is - why invest when better tanks like Warrior of Light and Veritas of the Earth are readily available?
  • Immortal Spirit +2 (Support: 1 Purecrysts and 3 Giancrysts) greatly improves the chance and window for surviving a large damage burst. This is the only reason you would want to use her, and so is possibly worthwhile.
  • Grandshelt Shield +2 (Guard: 3 Purecrysts and 6 Giancrysts) improves her covering skill somewhat, but the large cost is prohibitive.
  • Royal Armlet +2 (Guard: 1 Giancryst) is cheap, but only boosts her resilience against hybrid/magical attacks AFTER a physical attack has forced her to cover, but in most cases Grandshelt Shield will take precedence and completely negate this skill.
  • Lift Spirits +2 (Healing: 2 Purecrysts and 6 Giancrysts) is an expensive investment for a skill that only extends the turn duration - the MP recovered per turn stays the same (tiny).
  • Equipment & TMRs: Use her unit-exclusive shield Patriot as it unlocks a status recovery move. Otherwise, standard HP/DEF/SPR gear.

Charming Kitty Ariana

  • Great Healer with powerful supporting ability.
  • Learns Charming - Refresh, a Curaga-like ability that can also clear most status aliments, except Blind and Poison.
  • Learns a 100% raise ability (Charming - Revival) and a 80% reraise ability (Charming - Survival)
  • Can support nicely with:
    • Great offensive (Charming - Offense) and defensive (Charming - Defense) for 60% buff
    • No Distractions! offers a niche break resist
    • No Worries! offers a decent, even if not amazing 40% elemental resist, which can help in a pinch
    • Aqua Touch offers the totally unique ability to grant water element to an ally, which can provide niche use, in a Fixed Dice build or for elemental chaining
    • Can regen MP nicely while singing for 2 turns with Chorus
    • Sole unit that can clear Charm with Charming - Seductionand is immune to Charm (similar in that regard to Ayaka and stop).
  • Her LB, while a bit costly, though 100% LB Fill rate from Singer's Appeal helps, provides a 100% heal, clears all breaks on your team, and imperils for 50% water and light to all enemies. This goes along nicely with her Aqua Touch.
  • Finally, she possesses the ability to dual cast all of her Charming skill with Charming, making her healing and supportive ability more potent.

Chic Ariana

  • Magical attacker with some ice and earth skills, but they aren't affected by Dual Wield.
  • Quake Verse & Enhanced Quake Verse can boost her MAG.
  • Learns Blizzaga/Stonga/Ultima, but these are comparatively weak and she has no innate Dualcast.
  • LB lowers ice/earth resistance, but the few strong units that use ice/earth have their own skill with similar effect.
  • Equipment & TMRs: Use her event gear (these have unit-exclusive bonuses), and standard MAG gear. Dualcast not particularly needed since her abilities are approximately the same modifier.

Chizuru

  • Physical attacker with good ATK, but outdated damage skills.
  • (full notes coming soon)

Chloe

  • Elemental resistance buffer with unique ability to grant killer effects to mages.
  • Chloe's main strength is similar to that of Minfilia - she has 8 different "Anti-element Method" skills which increase allies' resistance to one particular element. Often, 70% extra resistance can make or break a battle, but you will need to rotate these diligently against multi-element bosses.
  • She also learns 6 different "Research" skills. These boost one ally's magic damage (+50%) against a particular race (beasts/plants/birds/demons/dragons/stone monsters), but the buff is rather short and doesn't affect all allies.
  • There are a few unusual gimmicky skills as well. Strong Memory is the most useful, debuffing an enemy's DEF/SPR (-45%). Elemental Rule can weakly lower all enemies' resistance to all elements. Objection deals tiny damage on counter.
  • Like Minfilia, she is immune to all status ailments. She also boasts decent base HP.
  • Her LB can buff resistance against all elements at the same time (+74%!) while also boosting MAG/SPR. This is excellent, but without LB rate boosts, she will find it difficult to use it every 3 turns.
  • Equipment & TMRs: Use standard HP/DEF/SPR gear to prioritize survival.

Cloud of Darkness

  • Enhanced
  • Some resistance to all elements and status ailments
  • Can recover most status ailments (all allies)
  • Can buff all elemental resistance (all allies)
  • Extra damage vs humans, but weak skills

Crowe

  • Support unit with good mitigation buffs, that can dabble in magic or healing.
  • For Hearth and Home can reduce damage to all allies by 30%, a valuable skill.
  • Crowe's LB does the same and more - it reduces damage to all allies by 30%, as well as increasing resistance to all elements by up to 64%. However, she does not have any passives that speed up her LB gauge filling. Lone Woman can be used, but it only increases filling by 50%.
  • She also buff allies' ATK/DEF or MAG/SPR, or specifically boost one stat for one ally for 3 turns.
  • Magic-wise, she learns Dual Black Magic, but learns no strong black magic spell. In terms of healing, Crowe can use Curaga, or cure all status ailments for one ally, but lacks Dual White Magic/Dualcast or Raise or AoE status recovery.
  • Equipment & TMR: Use status immunity equipment and standard HP/DEF/SPR gear.

Cupid Artemios

  • Skills are all light-element
  • Can debuff dark resistance (one or all enemies) while hitting
  • Good status immunities
  • Should wield a bow
  • Can suicide trying to cover for no reason

Dangerous Ariana

Dark Fina

  • Enhanced
  • Can cast 2 damage spells/turn
  • Ultima deals excellent non-elemental damage with her high MAG
  • Retaliate is dangerous in arena
  • Can also inflict status ailments, or debuff ATK/DEF (all enemies)

Dark Knight Cecil

  • Without ability awakenings, his skills are suicidal and deal mediocre damage. Do not use.
  • Ability awakenings:
    • They transform him into a heavy hitting dark-element chain finisher. Soul Eater +2 and Shikkoku +2 complement each other, so you will need to +2 both, as costly as that is.
    • Soul Eater +2 (Power: 3 Purecrysts and 12 Giancrysts) increases damage modifier to 7.5x, and it lowers dark resistance (-100%) while dealing dark damage. Chain finishing moves don't get any better than this....except that the HP cost also increases, and he would normally die if dual-wielding.
    • When using two weapons, it is possible to heal him in between the two sets of hits such that he survives. Timing is reportedly fairly generous. However, this alone still leaves him on low HP.
    • Shikkoku +2 (Support: 1 Purecryst and 3 Giancrysts) remedies this, by allowing him to heal 9999 at the end of turn, which should be full HP in standard gear.
    • Dark Cannon +2 (Power: no Purecrysts/Giantcrysts) is cheap and boosts AoE damage slightly.
  • Equipment & TMRs: Use Dual Wield and standard ATK materia.

Delita

  • Enhanced
  • Can debuff DEF or SPR (one enemy) while hitting
  • Can buff MAG/SPR (all allies)
  • Decent ATK, but mediocre skills

Demon Rain

  • Without ability awakenings, a doublehand-counter unit with good ATK but lacking in damage skills, mitigation and provoke. Do not use.
  • Ability awakenings:
    • Key ability awakenings allow him to draw attacks and gain mitigation, as well as improving ATK and counter damage dramatically. These allow him to be a potent, one-of-a-kind counter-tank, especially when synergized with Illusionist Nichol. Being able to unlock damage skill is a bonus.
  • Defend +2 (Guard: 1 Purecryst and 3 Giancrysts) is absolutely essential, since it allows him to halve any incoming damage and avoid dying from it. Without this, Demon Rain will die easily. It also helps him to draw enough enemy attacks, so that he can counter several times per round and rack up good damage.
  • Counter +2 (Guard: 2 Giancrysts) is equally important, and inexpensive to awaken. It more than triples his counter damage (!!!) and also increases his effective counter chance to 100% in tandem with Demon's Revenge.
  • Demonic Fury +2 (Support: 1 Purecryst and 3 Giancrysts) gives him much needed bulk, and a decent conditional DEF buff.
  • Doublehand +2 (Tech: 3 Purecryst and 6 Giancrysts) is much more costly, but immediately grants him extra ATK when using a single weapon. Since his counters don't benefit from dual-wielding, it is basically a potent
  • Ignite +2 (Support: 3 Giancrysts) improves the ATK/MAG buff to 80%, but since you will need to spend 1 per 3 turns using Defend+2, realistically you will only use the unlocked skills for 1 turn only, if Demon Rain is tanking. Hence, Ignite+2 opens up the option of not using him as a counter-tank, and simply as a direct attacker. These include:
    • Demon's Wrath - a passable 1-hit finishing skill with 5x mod, and
    • Inner Fire - a decent SPR self-buff with a little bit of MP regen.
  • Equipment & TMRs: Use a single weapon, and equip for HP/ATK/DEF as per tanking needs. Consider using equipment with high flat ATK (e.g. Desch's Earring, Ifrit's Claw), or high variance (e.g. Zodiac Spear) to maximize the benefit of his doublehand passive. Another good build is using a fist weapon together with Equip Fist, Martial Arts Mastery and Champion's Belt.

Desch

  • Debuffer with decent bulk, but 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.
  • Can also remove buffs/debuffs from enemies or lower lightning resistance (-50%), but these are only situationally useful, and have been paired with mediocre physical attacks.
  • Has some defensive stat passives and two status immunities, but poor stat distribution and no ATK passive.
  • Equipment & TMRs: Focus on HP/SPR/DEF, as his stats are too poor to make into a decent hitter. No Dual Wield or Dualcast required.

Dracu Lasswell

  • Can debuff ATK/DEF and debuff ice resistance (one enemy) while hitting
  • Less likely to be targeted
  • Mediocre ATK, and no good ice weapons to use

Elza

  • Enhanced
  • Her DEF/SPR debuff (one enemy) is particularly heavy
  • Madness Rush hits hard (random enemy) but can't cap a chain
  • Good ATK, but can only wield spears

Emperor

  • Without enhancements:
    • Can cast 2 damage spells/turn
    • Learns Firaga, Blizzaga, Thundaga and Aeroga
    • Fire From Below, his signature damaging skill, starts out at a 2x modifier, but can get as high as a 20x modifier after 10 casts.
    • Control is a solid self MAG buff of 100%, however it's counterbalanced by breaking your remaining party's SPR by 20% - both last 5 turns
    • Can inflict stop (all enemies)
  • After enhancements:
    • Fire From Below's max modifier jumps up to 25x, while also providing a 50% fire imperil, basically boosting it to 37.5x
    • Control gains better synergy with Fire From Below - SPR break also affects enemies, SPR break and MAG buff values are increased to 50% and 200% respectively, and it also gets an increased duration to 11, matching the full warm-up period of Fire From Below's modifier to the max.

Eve

  • Emo Noctis in the Afterlife (real notes coming soon)

Exdeath

  • Enhanced
  • Can cast 2 damage spells/turn
  • Learns Meteor, Firaga, Blizzaga and Thundaga
  • LB inflicts status ailments (all enemies) while hitting
  • Extra damage vs some races balances out poor armor selection

Fina

  • Weak Fina (real notes coming soon)

Firion

  • Enhanced
  • Can use all weapon and most armor types
  • Extra, extra damage vs 6 races
  • Low ATK and mediocre damage skill

Fohlen

  • Sonic Blast chains decently, hits hard and negates next 3 physical attacks against him
  • Has additional evasion, and can draw attacks to make use of his evasiveness
  • Skills are mostly wind element
  • Can reduce encounters to make explorations faster

Fryevia

  • Hybrid ice chainer able to reach high MAG and deal excellent damage.
  • Frost Flower Blitz is a very strong chaining skill, as it lowers ice resistance (-50%) whilst doing ice damage, and is hybrid. It is affected by Dual Wield, and the second set of hits benefits from the resistance reduction laid down by the first set.
    • Perfect chaining while dual-wielding is possible within 0~2 frame offset with a clone.
    • The gap between dual-wield hits for Frost Flower Blitz is particularly small, so the entire chain is relatively short. This makes it harder to fit both DW hits of a chain finisher - although past trials/events have not been hard enough to make this an issue (she already does plenty of damage by chaining with herself).
  • Many bosses have lower SPR than DEF, and thus are more susceptible to hybrid attacks than physical. This is the main reason she is such a strong unit - she can outdamage units like Orlandeau easily while in MAG build. ATK build is possible, but she doesn't reach as high ATK.
  • Aside from her obvious strengths, she also learns some evasion, and her AoE skill inflicts paralyze (30%). Her LB can also deal heavy damage to all enemies while inflicting stop (up to 84%!!).
  • Equipment & TMRs: Use Dual Wield, her own TMR (Fryevia's Needle) and 3~4 Letters and Arms. Sorcery is a viable alternative weapon.

Gaffgarion

  • Without ability awakenings, he is a poor dark attacker with suicidal skills. Do not use.
  • Ability awakenings:
    • They turn him into a semi-functional dark chain finisher, but without good synergy like Dark Knight Cecil and still moderately suicidal.
    • Abyssal Blade +2 (Power: 4 Purecrysts and 12 Giancrysts) boosts damage massively (damage modifier 7.5x!), and is first priority to awaken, if you do awaken his abilities at all. However, it is still hampered by the HP sacrifice (90% of current HP if dual-wielding!), and (despite costing 1 extra Purecryst!) it doesn't lower enemy resistance like Dark Knight Cecil's Soul Eater +2.
    • Divine Knight +2 (Support: 1 Giancryst) boosts his ATK and damage against humans. Cheap and effective, but it doesn't give him enough ATK to compete with the top attackers.
    • Self-Sacrifice +2 (Tech: 1 Purecryst and 5 Giancrysts) allows him to spend a turn to make Blood Weapon/Dark Weapon AoE next turn. Too fussy to be useful.

Garland

  • The original dark knight (real notes coming soon)

Gilgamesh

  • Without ability awakenings, he is an average physical attacker with good weapon selection.
    • Use bladed weapons for maximum ATK and Snowpetal to deal damage.
  • Ability awakenings:
    • These significantly improve his ATK and damage, but leaves him just shy of top-tier.
    • Weapon Collector +2 (Tech: 1 Purecryst and 6 Giancrysts) is first priority, giving additional ATK (since you will want to dual-wield two different weapon types) and giving him even broader choice.
    • Snowpetal +2 (Power: 3 Purecryst and 12 Giancrysts) is expensive, but adds significantly more damage to his main damage skill (3.6x => 5.71x). Worth the investment if you intend to use Gilgamesh regularly.
    • Tri-Attack +2 (Power: 1 Purecryst and 3 Giancrysts) adds more hits, but doesn't improve damage modifier. The new chaining frames are irregular, so perfect chaining is only possible with a clone.
  • Equipment & TMRs: Many options are possible, but probably best using Dual Wield, a greatsword and another of his favored weapons. Use standard ATK gear otherwise.
    • His own TMR, Genji Glove, grants dual-wield from an accessory slot - much better than the normal materia.

Glauca

  • Average physical attacker with chain and finish options, with preference for light or dark
  • Daybreak Darkness lowers light and dark resistance (-50%) and can perfect chain with a clone (0~2 frame offset), but damage is a bit weak.
  • For straight damage, Great Chop is a straightforward damage skill (4x damage modifier). Otherwise, Glauca can inflict stop (50%) with Flash of Despair or dispel an enemy with Wall Smash.
  • Passives give 50% resistance to all status ailments, extra ATK when using a greatsword, and the useful Man-Eater killer effect. All in all, he makes a usable all-round attacker, but better units exist.
  • Equipment & TMRs: Use Dual Wield, at least one greatsword, and standard ATK gear. Deathbringer, Excalibur, Organyx and Durandal are worth considering if available.

Goken

  • Physical attacker with chainable skills, but hampered by skill unlocks and changing chain frames.
  • He looks to have decent ATK on paper, but Bare Knuckle Extreme is only helpful if you don't have good equipment (ATK TMRs). This is because without a weapon, Goken will only hit once - whereas Dual Wield will hit twice and deal more damage as long as he has been equipped with good ATK.
  • Otherwise, his attack skills involve sequential unlocks, with them getting progressively stronger. Each time, a single-target and an AoE option is available:
  • The main issue is that these skills don't have the same hit frames from turn to turn. This means that you must use two Gokens to chain (a different unit would only match one chaining skill as it comes up), and that both Gokens need to be on the same turn rotation as well. It only takes one Goken to die to entirely disrupt your plans. Given the hassle in ensuring the above, Goken's skillset has severely limited practicality.
  • Other downsides include poor equipment selection (only fist weapons) and lack of defensive passives.

Grace

  • Unlimited either self-buffs strongly, or self-inflicts Berserk for damage boost
  • Can deal heavy damage while suiciding
  • No innate ATK passive and mediocre weapon selection

Grim Lord Sakura

  • Decent magical chainer requiring her own TMR to optimize MAG and HP.
  • Unlike some other magic users, most of her skills can be used twice in a turn via Dual Black Magic or Grim Lord, without ever needing Dual Wield.
  • Of these, Grim - Soul Barrage is an excellent non-elemental chaining skills with decent damage (perfect chaining with a clone is easy = 0~6 frame offset window). For an elemental option, Grim - Eldritch Flames deals dark/fire damage and lowers resistance to these (-50%), but has lower modifier. Unfortunately, dark and fire are commonly resisted, and the skill forces you to use both elements, which means Soul Barrage is more useful of the two. If lightning damage is required, DC Thundaja is handy.
  • She also has some support skills. Undying Fervor grants immunity to debuffs and some status ailments, and Sacrifical Barrier boosts allies' DEF/SPR (+100%) while boosting fire resistance (albeit with the drawback of nearly dying). Thunder's Protection is also available for resistance against light/dark/lightning.
  • Her passives are a double-edged sword. In order to access the bulk of her stat buffs, she must use a single dual dark/fire weapon with high flat MAG and HP. Her own TMR, Reaver, is all of these things, but the problem is that it is a spear and not a longsword. This prevents her using Letters and Arms for even more MAG, although she has enough MAG and a lot of HP to make the spear worthwhile. It also makes it very unlikely for other units to benefit from using it.
  • The only downsides are low DEF and no reduced targeting or evasion (although he has high HP), and that she uses MP very quickly. This makes her better for short fights where you need burst damage.
  • Equipment & TMRs: Use her own TMR, Reaper, and standard MAG gear. No need for Dual Wield. HP is low priority due to her passives.

Hayate

  • Without ability awakenings, he is a wannabe fire hybrid attacker that is too weak to be competitive. Do not use.
    • His main problem is lack of damage. His base stats are low, he doesn't get strong ATK/MAG passives, and Flame Type 2 and Wildfire Type 2 both have very low modifiers for hybrid skills.
    • The only reason to use him is Spy, which reduces encounter rate more than any other skill. This may allow you to walk through exploration maps with minimal fuss - but there is little reward from explorations at the moment.
  • Ability awakenings:
    • They slightly improve his evasion and damage, but still too weak to be useful.
    • Mirage +2 (Tech: 1 Giancryst) adds 1 extra dodge and turns.
    • Flame Type 2 +2 (Power: 3 Giancrysts) and Wildfire Type 2 +2 (Power: 1 Purecryst and 6 Giancrysts) improve damage slightly and can now be alternated with Mirage while maintaining overall damage per turn, but still far too weak.

Helena

  • Nosy adventurer
  • Dual-wield physical attacker with insufficient ATK, with cluttered, impractical skillse
  • (full notes coming soon)

Ilias

  • Capable of using any item on the whole party
  • Can clear most ailments from allies with Recovery
  • Can make all allies fully immune to ailments via Immunization
  • Special Recipe unlocks HP/MP recovery and area Full Break
  • Extract unlocks ATK/MAG and DEF/SPR area buffs + elemental debuffing

Illusionist Nichol

  • Unique support unit able to confer tank role onto an ally
  • (full notes coming soon

Kefka

  • Mediocre magical attacker without innate Dualcast or anything to stack or chain.
    • The only useful skill is Last Footstep, which does decent magic damage to all enemies (more than Light of Judgment +0!) and debuffs enemy SPR.
    • Has evasion and a counter effect, but not enough to compensate for not dealing enough damage.
  • Ability awakenings:
    • They give him a boost, but still doesn't do enough damage to be significantly competitive. Theoretically some niche use in arena, but costs too much.
    • Mage of Destruction +2 (Support: 1 Purecryst and 3 Giancrysts) adds MAG and a chance to counter with damage, but the damage will be insignificant outside of arena.
    • Light of Judgement +2 (Black: 3 Purecrysts and 12 Giancrysts) adds damage to a weak skill, but the outcome is still subpar. There are better uses for those Black crysts.
    • Roar of Laughter +2 (Tech: 2 Purecrysts and 6 Giancrysts) improves his counter-debuff by a tiny bit only.

Kelsus

  • Dual-wields (fists only) - does damage twice
  • Good elemental coverage on damage skills (all enemies)
  • LB slow to charge, but self-buffs ATK/DEF/SPR strongly
  • Decent self-protective skills

King

  • Dual-wields (guns only) - does damage twice
  • High ATK and critical chance
  • Normal attacks hit three times but can't cap a chain
  • Damage skills are mediocre, and poor weapon selection

Knight Delita

  • Solid physical attacker, with both chaining and chain finishing options, and a preference for lightning element.
  • Strategic Blade deals decent damage (5x) while lowering lightning resistance (-50%). The paucity of good lightning weapons is an issue, but you can use Raikiri, or prepare him with Commanding Blade beforehand (which still deals 4x damage)
  • Commanding Blade - seems to be a viable chaining skill. Frames appear widely spaced, but DW causes the second set of hits to run into the first set. Perfect chaining is possible with 0~2 frame offset - slightly more lenient than Onion Knight, Tidus and A2.
  • Crush Weapon and Shield Break are handy debuffs - ATK/MAG (-40%) and DEF (-40%) respectively.
  • Equipment & TMRs: Use Dual Wield, a sword, heavy armor, Dark Knight's Soul and standard ATK gear. Raikiri and Katana Mastery is a good combination if enemy is not immune to lightning.

Lasswell

  • Enhanced
  • Can break DEF and debuff ice resistance (one enemy) while hitting
  • Exorcising Storm counts as two attacks in arena (all enemies)
  • Low ATK, and no good ice weapons to use

Lightning

  • Enhanced
  • Dual-wields - does damage twice
  • Learns elemental skills, but this confers no advantage as other units can just switch weapons
  • Crushing Blow can't chain or cap a chain
  • Once good, now outdated

Ling

  • Can debuff ATK/MAG or DEF/SPR really well (all enemies)
  • Can revive or recover most status ailments (all allies), allowing your healer to focus on healing
  • Evasion and status immunities, but slightly low HP
  • Can also recover MP (all allies), or transfer her LB gauge to an ally

Loren

  • Physical chainer with innate dual-wield and good debuff, but best chaining skill requires unlocking
  • She is a fantastic stat debuffer. Full Break+ debuffs all four of an enemy's stats (-45%), and sometimes she will even do it on counter and free up an action. If there are multiple enemies, Arms Eraser and Armor Eraser are perfect for the job.
  • On the downside, Loren was designed to be a damage-dealing chainer, but Blade Prison will only perfect chain if you can spark chain with a clone (0 frame offset). Hence, on turn 1, she isn't a good chainer.
  • Using Model of Ares or LB will unlock the following for 3 turns:
    • Swiftwind Blade - different frames, but same problem - perfect chain only when sparking (0 frame offset),
    • Quickbolt Blade - lightning-element finisher skill, 1 hit, damage is alright, and
    • Greased Lightning - has highest mod of all of skills and is easy to perfect chain when dual-wielding. The ideal window is 0~6 frame offset, but because of the way the frames fall, even if you're way off, this chain should never break in the middle - the final hit/s would just drop off the end of the chain.
  • This presents a dilemma, since the raw damage mod on Greased Lightning, when the unlocking turn is taken into account, isn't enough to be fully competitive. On the other hand, once unlocked, it will deal damage consistently. Unlocking it via LB is probably the better option (since it lowers wind/lightning resistance (-74%!)), but her LB has irregular frames and cannot form a perfect chain. Also, there are very few wind/lightning weapons with high ATK.
  • However, on the bright side, Loren has more HP/DEF/SPR than most attackers, innate Dual Wield, good ATK, and important status immunities. These things make Loren a good utility unit with good bulk.
  • Equipment & TMRs: Use at least one sword and a wind or lightning-element weapon (e.g. Raikiri, Zwill Crossblade). Standard ATK gear apply. No need for Dual Wield.

Luka

  • Can heal and recover most status ailments (all allies) in one skill
  • Also learns Raise, covering all healer basics
  • Can buff DEF/SPR (all allies)

Lunera

  • Elven waifu + Ramza wannabe (real notes coming soon)

Luneth

  • Without ability awakenings:
    • One-dimensional unit with only attack skills.
    • Cut Through is usable and 1-hit, making it very straightforward for chain finishing.
    • He gains important status ailment immunities and learns Dual Wield innately, both quite handy features.
  • Ability awakenings:
    • Sword Master +2 (Tech: 3 Giancrysts) is a must-get. It gives him more flexibility with weapons and an easy 50% ATK.
    • Cut Through +2 (Power: 3 Purecrysts and 12 Giancrysts) improves the damage modifier to 7.5x total, greatly increasing damage output. It's costly, but worth the investment.
    • Advance +2 (Support: 2 Purecrysts and 6 Giancrysts) is debatable, since the skill is only setting up ATK for Cut Through.
  • Equipment & TMRs: Use standard ATK materia. Katana Mastery could be useful if using a katana.

Marie

  • Can buff all elemental resistance (all allies)
  • Can debuff all elemental resistance (all enemies)
  • Can cast 2 spells/turn
  • Can buff DEF or MAG/SPR (all allies)

Maxwell

  • Good single target and aoe damage options with Destiny and Rune
  • Impressive auto hp regen
  • Able to self buff ATK/DEF by 80% and reraise
  • LB hits many times, enabling chains
  • Innate Man-Eater
  • Limited equipment selection and locked into light damage

Medius

  • Enhanced
  • Should wield a gun
  • Skills weak except Blazing Glory and Hyper Fire
  • Low HP and Draw Attacks - suicidal

Meliadoul

  • Stat debuffer with little else in her skillset.
  • Crush Weapon and Crush Armor supersede some of her initial skills, and apply important 40% ATK/MAG or DEF/SPR debuffs.
  • Can buff all allies' with DEF or MAG or SPR on other turns.
  • Counters generate LB crystals, but seems to be a gimmick without any Provoke-like skill
  • Equipment & TMRs: Dual-wield/Dualcast is unnecessary. Use standard HP/DEF/SPR gear, and include items that confer skills (e.g. Pod 153 or Rikku's Pouch) to give her more utility.

Mercedes

  • Enhanced
  • High ATK, should wield an axe
  • No skills attacking all enemies
  • (TMR: Viking Axe is perfect for herself)

Mercenary Ramza

  • Looks less like a girl (real notes coming soon)

Minfilia

  • Can buff resistance to any element, one at a time (all allies)
  • Immune to all status ailments
  • Can buff stats (all allies, or higher for one ally)
  • Can recover all status ailments (one ally)

Moogle

  • Kupo kupo? Kupokupokupo!!! (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

  • Many skills capable of filling different roles
  • Blizzard Flask and Fire Flask are the most infamous, since they inflict ailments to all enemies
  • LB extra slow to charge, but hits hard and buffs all stats strongly (all allies)
  • (TMR: Ring of the Lucii gives evasion and Alterna, the strongest available spell)

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.

Olive

Onion Knight

  • Chaining physical attacker 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. For all of these, perfect chaining can only be performed with 0 frame offset (i.e. both Onion Knights need to use their skill within the same frame and spark chain). Otherwise, the chain breaks in the middle.
    • 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
  • He learns innate Dual Wield, good ATK passives, important status immunities and some elemental resistance. He can use all weapons except guns, whips and maces. These advantages him somewhat more general-purpose than other chainers. However, he doesn't lower enemy elemental resistance in any way.
  • Equipment & TMRs: Use his unit-exclusive gear, including Onion Sword, and standard ATK gear. No Dual Wield required.

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 debuffs ATK/MAG (40%) and protects your team.
  • Equipment & TMRs: Use Dual Wield, Excalibur to take advantage of light resistance reduction, and various ATK materia. If enemy is light immune, use a greatsword with different element (e.g. Crimson Saber).

Orran

  • Support unit with a touch of magic damage
  • Durai Papers give elemental resistance to allies and buffs MAG/SPR - easily his best skill.
  • Angelsong can give allies' MP, but drains his own
  • Can also buff allies' ATK or DEF or SPR, or even do some healing with Song of Life
  • Learns Meteor and innate Dualcast, but he doesn't have strong MAG or killer passives to boost damage.
  • Equipment & TMRs: Dual-wield is unnecessary. In general, use standard HP/DEF/SPR gear, and include items that confer skills (e.g. Pod 153 or Rikku's Pouch) to give him more utility. Use MAG gear only if you are using him as a magical attacker (and you don't have a better MAG unit).

Papalymo

  • Can cast 2 damage spells/turn
  • Can self-buff MAG while hitting
  • Learns Flare, Firaga, Blizzaga and Thundaga
  • No spell/ability with particularly good damage

Pirate Jake

  • Physical attacker with semi-decent damage mods and some thief skills.
  • (full notes coming soon)

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 attacker with good support skills, but takes many turns to build up combos to reach her strong damage skills.
  • The main sequences for her attack are:
  • Alternatively, her LB can do decent damage while debuffing DEF/SPR (up to -64%)
  • She also auto-heals 1800+ hp each turn. Since Prishe has decent HP and SPR and some evasion, survival is not a problem.
  • Her main downside is that her skills have to used in consecutive turns to obtain the full effect, making it difficult to take advantage of particular turns against bosses, who often cycle through their big attacks.
  • (TMR: Prishe's Hairpin is by far the best hat for physical attackers.)
  • Equipment & TMRs: Use Dual Wield, at least one fist weapon, and standard HP/ATK gear.

Queen

  • Needs to drop to <3% HP to deal good damage
  • Flinchproof Martyr can help, but still risky
  • Devastate hits hard (random enemy) but can't cap a chain

Rain

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

Ramza

  • Some resistance to all status ailments
  • Can debuff ATK or MAG (one enemy) while hitting
  • Can buff all stats (all allies) while singing
  • Can transfer LB gauge to an ally

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

  • (real notes coming soon)

Reberta

  • Can debuff fire/ice/lightning resistance
  • Mystic Thrust chains decently
  • Extra damage vs dragons, and can self-heal
  • Jumps strong on paper, but hard to chain and unaffected by element and killer effects

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

Rikku

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

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.

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)

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

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)

Silvia

  • Decent support unit with elemental and stat debuff protections, with a splash of hybrid damage.
  • Her main strengths are her 4 "Gem" skills, which deal hybrid damage to all enemies while granting elemental resistance to all allies (+70% in either fire, ice, wind or light). However, the damage is very weak (4x hybrid) and there are insufficient hits to generate a strong chain (4 hits each).
    • Sunlight Gem has slightly different chain frames to the other three.
  • For direct damage, she also learns 4 "Blade" skills, which have slightly better modifier (4.6x hybrid).
  • Aside from these, Cover Shield and Stop Shield provides temporary immunity to debuffs and stop respectively, but there isn't much else of note.
  • Magic Field is a counter that potentially restores MP to all allies, but it is too sporadic and unpredictable at 5% chance.
  • Supposedly, future units will be able to chain with her, but her damage is too mediocre nonetheless to be top tier.

Snow

  • Enhanced
  • High HP, but average DEF
  • Can draw attacks with no mitigation
  • High chance to counter for weak damage
  • Poor weapon and armor selection

Soleil

  • Enhanced
  • Good status immunities
  • Can buff any stat (all allies) for 1 turn, or just ATK or MAG for longer
  • Can inflict silence/blind/confuse (all enemies)

Sozhe

  • Can debuff fire resistance (single enemy) 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

Terra

  • Can cast 2 spells/turn and cast Meteor after Unlock Magic used, but slow
  • Can revive an ally to full
  • Can recover all status ailments (all allies)
  • Learns Firaga and Flare

Tidus

  • Quick Hit chains decently and hits hard
  • Can give himself water element, and reduce water resistance on enemy via LB
  • The reduction is great (-100%!) but will need to wait for for LB to charge up, though

Tilith

  • Goddess's Miracle heals and recovers most status ailments (all allies) in one skill
  • Can heal allies to full, or revive dead allies to full
  • Can also buff elemental resistances, restore allies' MP, or buff stats
  • Low base HP and can't equip weapons/shield, so rather squishy

Trance Terra

  • Can cast 2 damage spells/turn
  • Learns Ultima, Holy, Firaga, Thundara and Blizzara
  • Can do powerful chain after Magical Activation used
  • Can revive an ally to full

Vaan

  • (real notes coming soon)

Vargas

  • Supreme Blaze deals very high damage to all enemies
  • Can buff ATK (all allies) if need arises
  • Skills are mostly fire element

Veritas of the Dark

  • Excellent dark chainer able to reduce dark resistance, with additional utility skills.
  • Dark Punishment lowers dark resistance (-50%), and can chain with clones or Orlandeau's Divine Ruination, or Agrias's enhanced Divine Ruination (Agrias) +2.
    • Perfect chaining is relatively easy - it can accommodate up to 0~5 frame offset.
  • Dark Retribution can further lower dark resistance (to -100%)
  • Impact is excellent when not chaining, since it debuffs ATK/MAG/DEF/SPR (45%) and protects your team, even though it deals weak damage.
  • Equipment & TMRs: Use Dual Wield, Organyx/Deathbringer to take advantage of dark resistance reduction, and various ATK materia. His own TMR works well for him. If enemy is dark immune, use a greatsword with different element (e.g. Crimson Saber).

Veritas of the Earth

  • (real notes coming soon)

Veritas of the Flame

  • A top-notch chain finisher with excellent imperil skills as well.
  • Full Charge Stomp is going to be your bread and butter. It's a 1-hit skill with 10x modifier.....enough said. It does need to be unlocked via a counter, but Heavy Stomp is a adequate substitute (5x modifier) when its not available.
  • 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, but weapon selection is challenging.
  • The biggest strength is that he can equip Fixed Dice, a weapon which can make his damage monstrous. Even though it means forgoing his innate Axe Mastery and elemental imperils, equipping FD means his attacks are multiplied by that high damage variance, resulting in very high damage.
  • Equipment & TMRs: Use Fixed Dice and standard ATK gear. If this is not possible or the enemy has specific elemental weakness, Dual Wield is a viable alternative - use an axe and any weapon with suitable ATK materia.

Veritas of the Heavens

  • Awkward unit with a powerful imperil, a chaining skill and some jumping skills.
  • His LB can lower wind resistance dramatically (-104%), although he doesn't gain any skills to charge it faster.
  • This makes Heavenly Wind more potent, a 10-hit physical attack with decent modifier. The frames are regular and it should be easy to chain with a clone.
  • Several "Spineshatter Dive" jumps are available, and are meant to be used in sequence for increasing damage. However, he only gets +100% to Jump skills (c.f. Nine who gets +260%!), and since Jump skills currently are not affected by elements or killer passives, it's not as strong as simply using his wind attacks.
  • This makes him a one-trick pony, with weak ATK passives.

Veritas of the Light

  • Decent hybrid chainer/chain finisher restricted by element and equipment selection.
  • Divine Shot is a decent hybrid 7-hit skill, dealing decent light damage while lowering light resistance (-50%). The frames are regular and easy to chain with a clone. She can lower an enemy's light resistance more (-100%) as a counter.
  • Saint Buster can be unlocked after 1 turn, and deals heavy light hybrid damage in a single hit.
  • However, she can only innately dual-wield guns and throwing weapons. She gets stat bonuses for using these, but there are only a few good weapons and they happen to be TMRs. However, being able to wear swords means you can equip multiple Letters and Arms for MAG.
  • Her LB can lower DEF/SPR by 74% - worth leveling.
  • Equipment & TMRs:
    • She is hybrid, but MAG is expected to be stronger. Nue is important - it gives good MAG as well as triggering her MAG passive for throwing weapons. Use it with Dual Wield, then either a rod plus Rod Mastery, or a sword plus multiple L&As. No light or heavy armors give good MAG.
    • ATK builds would use Dual Wield, a good gun, a sword, heavy armor, and Dark Knight's Soul.

Veritas of the Waters

  • Average healer with some unlockable support skills.
  • Learns Curaga/Esunaga/Raise, but doesn't have Dualcast immediately. Instead, Dualcast needs to be unlocked via Forbidden Arts, creating a heavy inconvenience.
  • Waterja could potentially deal good damage if repeated over consecutive rounds, but her gear options limit her MAG.
  • The other unlocked skills are decent. She can buff elemental resistance, buff stats, or debuff enemies' stats once Aqua Prison and Elemental Power are unlocked. Swift Current is not as strong as DC Waterja.
  • She has only 2 status immunities, so that aspect needs to be supplemented with gear. Also, her SPR is lower than her MAG, although her skillset makes her a much better healer than magical attacker.
  • Equipment & TMRs: Wear Dualcast to avoid waiting to unlock it every 3 rounds. Standard HP/DEF/SPR gear applies. Alternatively, if using her as a magical attacker, you can try use MAG items, although there are few armors/helms available to her in that regard.

Victoria

  • Fire/Dark magical finisher with excellent MAG, boosted by stack transfer mechanics.
  • With innate Dual Black Magic, Victoria can DC Firaja. This spell ramps up to 6x after 5 uses, providing a decent finishing skill that's better than her Meteor. She learns some other "-ga" spells, but these are not potent enough for harder bosses by now. For dark damage, Victoria can stack Overflow, which maxes at 9.4x by the 7th use.
  • However, like Zyrus, the stacking mechanics help her to greatly boost her output. Since stack values transfer from one skill to another, Victoria can potentially deal high damage by moving from maxed Overflow to Firaja. One efficient way to ramp up her stacks is:
    • Turns 1-2: DC Firaja (stack = 2x - 4x)
    • Turns 3-6: Overflow (stack = 5.2x, 6.4x, 7.6x, 8.8x)
    • Turn 7: Go back to DC Firaja.
  • The two Firajas at the end of the above cycle now does (1 + 8.8)x, which means Victoria is dealing 19.6x MAG damage per turn. This provides a relatively easy way to deal high damage with a base 4-star4 Star Rarity unit.
  • Aside from these, she can use Time Crush to stall weaker enemies, or Farewell to Wisdom to debuff enemies' MAG/SPR (-40%). Note that using these skills will not interrupt her stacks.
  • Equipment & TMRs: Use a hat, a robe, and standard MAG gear. She is one of the few units who can use Serpent Mace.

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

  • Can draw attacks with high mitigation
  • Excellent bulky tank if equipped properly
  • His unique mitigation stacks with other forms of "all damage reduction" (e.g. Rikku's Hyper NulAll)
  • Damage spells and counters are negligible in boss fights, but dangerous in arena

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

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)

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)

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

Zargabaath

  • Not Balthier (real notes coming soon)

Zyrus

  • Decent magical finisher due to FFBE's stacking mechanics.
  • His primary spell arsenal is normally unremarkable. Even Dual Black Magic Waterga and Stonga are relatively commonplace and mediocre. In terms of skills, again, none of the "Blood" skills are particular standouts, except Blood Pulsar, which can stack upto 6.5x damage after 4 uses.
  • Zyrus' LB somewhat improves on this, since it allows him use 2 "Blood" skills/turn for 2 turns. Together with the MAG self-buff, it helps him to ramp up faster on Blood Pulsar.
  • Surprisingly, however, his main strength is Comet, since for unknown reasons, stack "value" transfers from 1 skill to another. If you max Blood Pulsar's stack to 4x, then DC Comet in the following turn, surprisingly the stack transfers to Comet and he ends up doing 5.6x twice instead of starting over at 1.7~1.8x.
  • Aside from this, he gets decent MAG from his passives and has immunity to paralyze.
  • Equipment & TMRs: Use a rod, a robe, and standard MAG gear.