HoloParade

HoloParade

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Mayo Dec 2, 2023 @ 7:23pm
UR Character Notes and Personal Tier List
Just a few Character Notes and a rough personal tier list based on the (UR) Characters I have unlocked.

Flare Tier:
  • A tier just for Flare. Midranged AOE (narrow) with 100% Guard Pierce. Completely invalidates the main difficulty mechanic for the latter half of the game (boss enemies who outrange her notwithstanding). The actual AOE is small and prone to whiffing, but is inconsequential due to how destructive each attack is. Also surprisingly tanky.


Healer Tier:
  • Azki - Wide AOE Healer. As someone who's completed World Tour and still doesn't have Chocolat, Azki is a lifesaver, being choosable (eventually) from the 0 Gen Gacha. The ability to heal both in front and behind her instantly is one thing, but with an 8 Piece Orchestra, she is able to outheal Moona's DPS, turning the last fight of the game into a complete joke.

High Tier - Characters that have major impact/value just from being summoned and are able to contribute significantly even if you break an 8 piece Symphony to include in your lineup:
  • Gura - Long Ranged AOE (Wide), with a 50% chance of piercing block. Also very important - she barely outranges Calliope. This is huge. Perfect with a % Ignore Block enchantment. Gura's main weakness is doubling up on instruments with Nekko and her instrument (single attack damage % up) contributing 0 value to her own DPS. Unless you run Marine or Roboco with her, the instrument is wasted. As of the 4th December Update, Gura's role is mostly interchangeable with Suisei on flag maps, though Gura's low cost still gives her the edge on non-flag maps where Suisei is much harder to bring onto the field.
  • Ina - Mid-Range AOE (Wide) and Boss DPS. Ina has probably the highest burst damage in the game, setback by her slow attack speed, suicidal AI and inability to pierce block. Her attack summons three tentacles in front of her, dealing 3x the on paper DPS/Damage. This absolutely wrecks anything without block (even small enemies tend to get hit twice). The multi-attack also lets you roll on the block thrice per attack, which alleviates the Pierce issue slightly. She will keep lanes clear all the way to the end game and rips through bosses if you can keep her alive despite her AI constantly trying to move her into range to hit with all 3 tentacles instead of staying at maximum range. Great paired with someone who can cover her inability to pierce enemies.
  • Calliope - Mid-range AOE (Wide), Calli has the advantage of 30% piercing and damage bonuses to Black and Gold enemies. Her attacks are fast and consistent, keeping her ability to clear out enemy waves higher than Ina's despite the lower overall damage and dps. Her biggest setback is the 36 cost.
  • Marine - Long Range Single Target. Probably the only Single Target character that's had enough impact to be in this tier for me, Marine has seemingly the longest range in the game, paired with high dps for her range and 50% block pierce, In the late-game, she absolutely needs to be paired with another AOE UR to keep the firing line to the bosses clear, but does so much damage from a safe distance that her placing feels warranted.
  • Suisei - Long Ranged AOE (Wide). Suisei was already on the cusp of top tier to begin with, given her comet was much stronger than Gura's trident, with nearly double the DPS and a wider explosion area. She also comes with a base 50% damage to Black Aura that she had originally been unable to make use of. Not anymore. The 4th December 2023 Update gave her the same 50% block piercing as Gura, giving her incredible value in spite of her 36 motivation cost. It is highly recommended to leverage her Cymbals instrument by sacrificing a flag to bring her onscreen quickly, whereupon her incredible killing power and voltage buff will let you quickly spawn a UR deathball of your favourite characters. The difficulty of bringing her onscreen on non-flag maps is honestly the only thing really keeping her from becoming as broken as Flare.


Mid Tier - Characters that require support and some degree of babysitting to realize full potential. Not typically units worth breaking an 8 piece symphony (for various reasons) to include in a lineup:
  • Pekora - Long Ranged AOE (Wide). Lower Damage and DPS than Suisei, with a slightly slower attack animation, but a full 8 cost cheaper and compatible with Bubba.
  • Roboco - "Single Target" Mid/Long Ranged - Roboco serves the same function as Marine, and also suffers from a complete mistranslation of her skills - she is a mid/long ranged attacker with bonuses against blue auras, not black. She fires her SMG wildly, landing (what seems like) 5 hits on random single targets in range with a 50% chance of piercing. Unlike Ina, the listed damage corresponds with the total damage of all hits. The distribution of damage results in what can technically be called AOE, but is generally not as useful as Marine's long range target deleting capabilities, while still requiring actual AOE support just like Marine.
  • Sora - AOE Attack Buff. Sora isn't terrible - her buff is fairly strong and can make your main damage dealers hurt that much more. However, she's difficult to fit into a team already carrying Azki and a DPS or two. She might be stronger if using Chocolat for healer, but i'm unable to test that, so she's relegated to Mid tier for now.

Low Tier - Characters that are likely to contribute less value than they cost or who remain difficult to use even with heavy support and babysitting:
  • Mio - "Single Target" Close Ranged. the Melee version of Roboco, with higher dps and far higher exposure to damage. Very stable early on, but in later levels, tends to take a beating and go down too quickly to justify the 22 cost. Doesn't even get to pierce block like Roboco does.
  • Moona - Long Ranged AOE (Narrow). The aoe itself is tiny and the damage is correspondingly low. She also gets a massive bonus against Gold aura enemies, but she's not that great at actually killing them due to not getting any piercing. Gura easily does her job far better. Kind of a bummer for a final reward, but I guess since her gen will eventually be added, they couldn't give her superboss powers.
  • Amelia Watson - Debuffs Block Rate. The debuff only lasts a few seconds, and Ame's range to apply the debuff is roughly mid-range. Against any stage you're actually having difficulty with blocks on, she usually just straight up dies before the debuff can be applied. The strength of the debuff supposedly scales with her level, but it's hard to tell by how much. Ironically excellent for pushing stage clear times.
  • Noel - Dedicated Tank - Close Ranged AOE (Narrow). The 30% block rate is very strong and can be further buffed with skills to 36-40%. Her placement here is mostly due to character limits, just like Sora - there's no real call for a tank when legions of Robosa can suffice, and the lack of damage from putting her on your team can become a real problem. There may be a party setup that can make use of her effectively, but i'm not able to do so at this time.
  • Miko - Close Ranged AOE (Narrow). Honestly, I have no idea. If there's a UR that badly needs a buff, it's Mikochi. As of 4th December 2023, she got one. Notably, she now has 50% piercing, although her 100% Black Aura damage was reduced to 50%. Not included in the patch notes - she was also adjusted to a mid range character. She still does a pitiful amount of aoe damage after a long delay. The description seems to imply the item that drops has some effect but it's impossible to determine. Her 26 Motivation cost is still a mystery.
Last edited by Mayo; Dec 19, 2023 @ 9:48pm
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Showing 1-15 of 15 comments
Meow Clawmore Dec 2, 2023 @ 9:32pm 
Got Noel for my first UR, stuck at 2-5... Then I got Flare and Azki just now, truly OP. Made the game into easy mode.
Gladius Dec 3, 2023 @ 5:12am 
pekora carry my ass to chapter 4 cause THE god of RNG gave me 4 dupes instead her genmates and i like her range
Orangekeeper Dec 3, 2023 @ 6:03am 
Just cleared World Tour. Final clear Squad used Korone(because my favorite) Okayu (good fast aoe and cymbals, 50% block breakthrough, plus bonuses against obnoxious black units), and Azki (kept my tank horde alive as my Ravens and Okakoro blasted everything else down).

While I could see Flare's theoretical power when using her the slow wind up and meh range meant she was constantly getting interrupted when I needed her most in 5-30, which is was when I rolled her(gacha luck in general was atrocious, SO MANY DUPES). Personally found units with good range to be by far the most reliable (Used Pekora zombie strats to finally clear 5-30) in general with true melee only kind of working if you already had a fat minion wall with a healer, which means most anything is fine as long as you have some block breakthrough% on at least a few units.
Last edited by Orangekeeper; Dec 3, 2023 @ 6:05am
erisiss0 Dec 3, 2023 @ 7:43am 
The mio is really bad.
It's hard to hit all the enemies with multiple attacks, and it's even worse when enemies are knocked back on hit.
And it's too fragile.
Mayo Dec 3, 2023 @ 7:50am 
Originally posted by Orangekeeper:
While I could see Flare's theoretical power when using her the slow wind up and meh range meant she was constantly getting interrupted when I needed her most in 5-30, which is was when I rolled her(gacha luck in general was atrocious, SO MANY DUPES). Personally found units with good range to be by far the most reliable (Used Pekora zombie strats to finally clear 5-30) in general with true melee only kind of working if you already had a fat minion wall with a healer, which means most anything is fine as long as you have some block breakthrough% on at least a few units.

Yeah, 5-30 and World Day 2 aren't kind to mid ranged units, with the Giant Luknight on World Day 2 feeling like a much more dangerous enemy for me than 5-30 overall.

Gura and Marine with Robosa+Nousagi zombie wave carried me through 5-30 my first go around. Though now that my Robosa can actually survive a hit with all lvl 8 defensive instruments, they usually just push the boss behind the wall for a 2+ minute win.

The gacha is definitely infuriating. I still don't have Chocolat and the road to 30 tickets for Azki gave me a 2 Star Miko.
Last edited by Mayo; Dec 3, 2023 @ 7:56am
Mayo Dec 4, 2023 @ 6:27am 
With the 4th December update, Suisei is now high tier.

50% penetration + 50% Black Aura + long range + wide area + high dps, with the only downside of a 36 Motivation cost.

As a cymbals unit, it's worth sacking a flag just to bring her on stage quickly, then proceeding to set up a UR deathball with the points from one-shotting most of the stack.

-----

Miko was also buffed with the same effect. She uh... Miko still needs help, but 50% def penetration is a start.
Last edited by Mayo; Dec 4, 2023 @ 6:30am
FallenAmberCloud Dec 5, 2023 @ 3:58pm 
We're at Healer (Bell) + Cymbal Meta since the game was out, the healers are still dominating the game with their heals while Cymbal speeds up motivation.
Despite the nerf for chocolate, it's still powerful enough to steamroll world tour with no effort. (as long as you don't mess up)

The game is centered around healers, so the tier will be revolved around them.
Chocolate is now more minutes on the clock = cannot die period. (it needs a cap for how many it can be summoned)
While Azki have wider AoE heal than chocolate and heals more, she can't compete with the healing upkeep of Chocolate (especially having more than 3 chocolate in the field)

We have Bubba for motivation, or swapping it for Okayu / Suisei. Or using two Cymbals for lv 9 (for someone who wants lv 9 cymbal for some reason)

The only reason Okayu & Suisei r not on Very High Tier is because we have Bubba for motivation, it's 7 cost while Okayu is at 22 & Suisei on the highest for 36.

The tanks ends up being Very High Tier is due to the synergize they have with the healers, can't go wrong with any of those tanks. (Noel, Kiara & Korone)
Even if using Lu-knight or Ganmo to tank. Those UR tanks are on a whole different tier in terms of cost-efficiency, damage or HP.

This is my tier list I made for having more than 2 Hololive members in a team, which corresponds to playing World Tour with 60+ Collection Trophies. (I played all the Hololive members with some changes in the team while spamming world tour).

Broken Tier:
Azkip - Her AoE heal range is much larger than chocolate, she dominates in any stages or tours. It's healing meta, use them if you want to clear World Tour.


Very High Tier: (Versatile, extremely high impact during the fight)
Amelia - Low cost, lowers defense by 30% on enemies, somewhat medium range. Also possible to lower the pressure put by the mobs / bosses. In a way, she also helps members who doesn't have ignore block to lower the chance of getting aura blocked.

Noel - Defensive Tank, she doesn't lose 70% Hp when used correctly (in world tour), the 30% block rate helps her survivability by a mile, not to mention she does AoE damage. Ease the pressure put by Bosses & Mobs.

Korone - Opposite of Noel, Offensive Tank, 30% block rate & 50% ignored block. Her trumpet synergize her damage output.

Kiara - Her higher HP somewhat helps if compared to Korone and having 2 black anti-aura ability to her kit makes her tankier in postgame. She has the longest range between two other UR tanks. 30% Block rate keeps her being a decent tank and has higher AoE damage than Noel. She have the highest cost on this tier.

Flare - 100% ignores block, she's one of the best versatile DPS that ignores enemy's aura blocking. 2nd highest cost on this tier.


High Tier: (Versatile, has a significant high impact during the fight)
Okayu - There's no need for Bubba if you have her, unless you want lv 9 Cymbal for some reason. Her 50% ignore Block puts her on this tier list.

Marine - Despite having one of the longest range, 50% ignore block & having average cost of 22. The Saxophone does not synergize her damage which lower her down to this tier. She is competing with 5 other saxophone members.

Miko - Having a Trombone as her form of defense, makes her survive longer and having 50% ignore block makes her more versatile.

Ina'nis - Despite having no ignore block rate, her special ability to do more damage to multiple enemies has placed her on this tier. However, her cost is higher than most members.

Kurokami - A versatile close range dps with 50% ignore block and gold anti-auras for atk & def, makes her good at endgame. The only downside to her is her cost.

Suisei - Giving her 50% ignore block had bump her up to this tier, despite having one of the highest cost.

Pekora - Long range that can nuke, I argue she have one of the best wave clears. Her cost is high but makes up with that nuke.

Calliope - 30% ignore block, check. Saxophone that benefits her damage, check. Have two anti-aura abilities, check. Cost-efficient... That's the trade-off, she's one of the two who have the highest cost.

Robocosan - The misleading description for having "long range" can fool anyone, she's close to mid range but with somewhat lower cooldown than average Hololive member.
She's have a hard time competing with Flare, who have 100% ignore block.

Moona - Her attack is sphere AoE. her cost is slightly higher compared to other UR. Despite competing with Flare, she has a longer range than Flare.


Borderline High Tier: (Having high impact during the fight)
Fubuki - Despite the high cost, she's backed with 2 different anti-aura abilities for atk & def, a total of 4 skills. The trumpet synergizes her damage, however having no ignore block and the presence of Korone had placed her here.

Mio - Flare has outclassed her in almost every aspect. Mio have faster attack animation compared to Flare, but having no ignore block places her here.

Sora - She's not a DPS but a buffer. The downside to her buff is that it does not stack with comments or Mio-fam, she's a redundant unit if someone wants to upkeep their atk buff. Not to mention, atk buff does not increase healing values.

Mid Tier: (Have some to little impact during the fight)
Gura - Having a Trumpet placed her on the lowest tier list, there are few major problems to her kit. If she had just two problems, I would have just put it on Borderline High Tier.
One- her trumpet does not synergize her damage output.
Two- She's competing with Korone, who's at the 2nd highest tier.
Three- Having 50% ignore block is not enough to help help her climb up to a higher tier.
Four- Her "long range" attack is a close-mid range attack, another misleading description.
Last edited by FallenAmberCloud; Dec 5, 2023 @ 4:54pm
Reitensen Dec 5, 2023 @ 7:02pm 
S Tier: Your Oshi
SaiColors Dec 5, 2023 @ 7:38pm 
Originally posted by FallenAmberCloud:

Broken Tier:
Azkip - Her AoE heal range is much larger than chocolate, she dominates in any stages or tours. It's healing meta, use them if you want to clear World Tour.

Very High Tier: (Versatile, extremely high impact during the fight)
Amelia - Low cost, lowers defense by 30% on enemies, somewhat medium range. Also possible to lower the pressure put by the mobs / bosses. In a way, she also helps members who doesn't have ignore block to lower the chance of getting aura blocked.

Mid Tier: (Have some to little impact during the fight)
Gura - Having a Trumpet placed her on the lowest tier list, there are few major problems to her kit. If she had just two problems, I would have just put it on Borderline High Tier.
One- her trumpet does not synergize her damage output.
Two- She's competing with Korone, who's at the 2nd highest tier.
Three- Having 50% ignore block is not enough to help help her climb up to a higher tier.
Four- Her "long range" attack is a close-mid range attack, another misleading description.

Chocolate is already enough for world tour, Azki is overheal and actually slow down the stage clear time due to the higher cost.

Luknight is tanky enough at this point too. So you only need 20 cost for tank+heal to hold your front line. No need to use any UR tank cause you can stack Luknight on the battlefield and they'll do decent damage by numbers.

Amelia is a must I agree, she shine at endgame and make your Luknight/Booba doing okay damage.

Gura is an AOE dpser, and her range is long enough not getting hit by almost all bosses. Compare with Ame she's enough for wave clearing and bossing.
FallenAmberCloud Dec 6, 2023 @ 6:45am 
Wall of text.

if the person cares about speed run, sure.
But other than that, the time has almost no impact on the game (except adding 10% enemy stats per minute) unless the person is bad at the game. The struggle will happen at the 4 to 6 min mark, which is more than enough to clear any stages and that's counting on using the wall and other tactics to slow down the clearing.

I didn't struggle with Azki with any random comps that I added to the team, so she's fine even in world tour.

I only use luknight when i feel like using random tanks just to switch things up since tank choices are very, very limited. We need more tanks. (And not healers, healers are broken. We don't need more options for healers when they are busted.)

It won't change for me that Gura is the lowest tier, that trumpet ruins her, and there's no damage boost for her, unless you waste 1 slot to boost her damage, which I say is a major downside for using Gura. (Even though, saxophone boost a lot of summons damages including UR, it won't change my opinion she's on the short end).

And there are better options to use other trumpet characters too. Korone & Fubuki, listing Fubuki here coz of Amelia can help with blocking issues. If I bring lower rarity summons then Rose Knight outshines Gura. Rose Knight may not have ignore block, but we have Amelia to make up for it, so this is hurting Gura a lot. Gura doesn't get bonus 48% bonus area damage, so you need to find saxophone member to help her damage which is a major trade off (even though getting saxophone members is pretty easy, you are wasting 1 team slot just to boost her damage when other options can benefits the whole team instead of 1 character)

Could say the same for Marine, but the range difference is very noticeable and she's one of the few single target damage dealers, who potentially melt the boss with Amelia when the perfect moment lands. We have so many Area damage dealers that Marine is on a higher tier just for being single target damage dealer.

I'm bringing up an instrument symphony effects, Gura and Marine are a pain to put into the team formation, they restrict some options just because their instrument doesn't sync with their damage. That's one of the downsides too. But Marine is doing better just because she has Saxophone.

We have plenty of Hololive Members that do AoE, Gura is sadly, replaceable.
Cost-efficient, let's use Okayu. Same cost also have AoE & 50% ignore block, but she's cymbal user. That's fine, just stall. Some minor tweak to the team and good to go.
We have Miko too, for AoE & 50% ignore block. Even though she cost 26, the difference of 24 and 26 is not that massive enough to impact the player.
Since 24 cost and 26 cost is not big enough to pressure the player, that means we can also throw in Moona who's at 26. She can AoE, but she needs Amelia to ignore blocks.
If I throw Flare instead of those two as example, Flare will replace Gura. Long animation from Flare? That's fine, she's here to break down the bosses not mobs. The cost between the two is just 1, not to mention Flare gets 24% bonus damage meanwhile Gura gets nothing (for damage) unless other member has horn or trumpet.

Now we add Amelia to the mix, we can just throw in any AoE members and they can replace Gura. We have 12 members that's capable to AoE damage (including the tanks), all of them brings in benefits that affect themselves and the whole team. Meanwhile, Gura brings benefits to the team but not herself. Korone does much better than Gura when it comes to symphony effects. Gura being Aoe DPSer, can be easily replaced with other hololive members, we have 12 members that are capable of doing so and some of them have a 50% ignore block.

As for Single Target DPer, there are only 5. Korone, Marine, Mio, Fubuki & Robocosan.
Swapping Marine to other members that's for single target, is very limited.
One of the reasons Marine is on high tier is she have saxophone, which pars well with any AoE members, opening to pairs with many members, especially if they have horn (she gets 24% bonus damage). The other reason is she pairs so well with Korone, who has a trumpet (the same instrument as Gura). Both get 48% single target bonus damage, adding Amelia to the mix and things start to melt. Having Gura instead of Korone gets similar results, but Korone brings more to the table that makes Gura less viable.

The reason I bring up Marine is she suffers a similar situation with Gura, having an instrument that doesn't benefit them. Until the devs do something for Gura, she remains on the lowest tier.



TLDR:
Gura have so many problems that no matter how much you give pros to her, her cons outweighs them by a mile.

Rose Knights are better than Gura with that 48% single target damage, Gura gets nothing from symphony effect unless someone babysits her (for her damage, so trumpet / horn).

Korone outshines Gura, you're better off having Korone than Gura, Korone uses the same instrument as Gura. So you are bound to compare the two.

Marine have a similar situation with Gura, but she's one of the few single target member that can potentially melt the boss (with Amelia). Her Saxophone saves her from being at High tier. Unlike Gura who have to suffer with trumpet which a few high rarity summon are single target.

High rarity = SR & UR.
Saxophone = Good for almost all high rarity summons that have Area.
Saxophone = A lot of High Rarity summons uses Area damage.

Trumpet = bad for members that can't use it (Gura)
Trumpet = not a lot of high rarity summons have single target.
Trumpet = Single target.
Last edited by FallenAmberCloud; Dec 6, 2023 @ 7:09am
Mayo Dec 6, 2023 @ 3:58pm 
Gura's main benefit for me is that she outranges the bosses for 5-30 and world day 2 and can keep the lanes clear for your trash units to advance and lock the boss in place. As a member that can do 5-30 at fairly low levels without a healer (stalling with 1/2 cost zombie waves), her range benefits feel important enough for me to give her a high impact rating as I didn't have a healer for the longest time (and still don't have Chocolat at level 57). The obvious synergy with Marine (mutual instruments, keeping lanes clear for Marine to hit the bosses, both compatible with 0 healer clears) is kinda brilliant given their recent joint MV too.

Every other character listed (Marine aside) would come with the addendum of requiring chocolat or azki, due to going down in 4 or 5 hits.

Is she outclassed by many other characters if they have a healer? Sure. Does she satisfy the requirement of "high impact" by being able to pin down the 5-30 boss at level 20 without a healer? Debatable, but definitely yes for me.
Last edited by Mayo; Dec 6, 2023 @ 4:42pm
Zunkin Dec 18, 2023 @ 10:18am 
I definitely agree with OP's assessment of Susie. I was surprised to find out how good she is when I took her for a test run. She is a bit expensive and shares her instrument with Bubba but cymbals are one of the least harmful instruments to double up on and she absolutely dominates at long rang area bombardment. I think the case that justifies her the most is any time you get stuck dealing with enemy chocolates spamming heal from the back ranks or when you face dangerous long ranged enemies and bosses. Nothing is more infuriating than trying to kill a troublesome pest in the back ranks that always seems to be like 10 pixels out of range. That never happens with her on the field. Most importantly she has 50% block piercing.

I think Flare slightly edges her out thanks to her 100% pierce and better price, but Flare often gets interrupted and doesn't quite have the reach to deal with some threats.
TheMaster_Rahl Dec 18, 2023 @ 11:16pm 
I don't know. If you just want to clear chapter 5 content, and clear world tours, then I think there are many team comps will work. I basically cleared the game with Gura and Cali and Chocolat because I only rolled on the myth banner after I unlocked it until I rolled all of myth. I don't really think there is content that is hard enough to justify serious conversations about chars being hugely better or worse. Not so if we are talking world tour clear times coin/ticket farming efficiency.

If we are talking clear times for world tour (which you will want for end game farming to collect the roster and max out more chars), I've found about 6 or so team comps so far that can average clears at 1:30-1:45. The main factor that limits what teams are viable is not really char stats here, but how fast the opponents can get your flag down. Like 3/4 of the spawns take over a min, and some of those you can't put Bubba out early to stack motivation without risks that cost you time overall.

None of them use healers, nor high cost URs (above 24 cost I've only gotten slower clears). All of the teams I found so far are using Lu-Knight to tank. Costs still need to be kept kinda low to get good clear times, and so I haven't found teams with more than 3 URs that are faster. Sora comes close to making up for the loss of a horn dps unit, but not quite. All of the teams use lvl 8 symphony. No stacking of buffs has gotten better times for me yet.

Every team that I've found so far that gets these kind of clear times uses Gura and Marine, so I'm not sure there's a reason to rank them low. They are the only 2 that out range all the boss attacks and are 'cheap'. It doesn't matter if they don't synergize with their own damage type, because at lvl 8 symphony, you will be buffing both aoe and single target damage, and most of your spam will be single target. Even with no Bubba out early to start stacking motivation, you can pop a Lu-knight, Bubba, Gura, and Marine down as soon as your flag dies except for like 2 spawn types(red Neko and Udin spawns iirc). Marine also just has a smaller attack interval than most other URs.

Mio preforms as well as Poyoyo for melee dps. Poyoyo spawn time is so long that you get usually only 2 out per stage, and they can also be killed a lot easier so Mio is almost always a 1-1 trade. Mio's attack interval is also pretty damn small, so she attacks a lot more, but knockback can make you lose out on full damage potential. I've actually gotten all my best clear times with Mio on the team, but its not as consistent as other comps.

Mio-fam can be better than Sora because you can stagger the spawns to get permanent up time on the damage buff(granted only for your front line, so pairs well with Mio), and not need a snare drum(aka Ame) to get comments buff up in time for boss spawns.

Okayu and Bubba basically preform the same. There are a lot of spawns that don't allow you to put out Bubba while they take out your flag(to start stacking early motivation), and Okayu will make up for the cost difference with the higher/safer dps and block ignore. So in world tour runs, they are a wash in terms of clear times.

In my mind those URs are top because they are useful on teams that get good average clear times on world tour farming.
S Gura, Marine
A Mio Okayu
B Ame Sora Roboco Korone
Everyone else
Last edited by TheMaster_Rahl; Dec 18, 2023 @ 11:28pm
i'm so afraid to rank a character to S tier after what happened to flare. but i do love using Gura + Marine + Roboco for that long ranged dps goodness. wishing marine wont get nerfed just because she's a strong long range sniper
Zunkin Dec 19, 2023 @ 9:33pm 
I just picked up Gura and so far she's been very good. Long range area damage has been a consistent performer for me. I was originally using Susie for this, but I think I might actually prefer Gura.
Last edited by Zunkin; Dec 19, 2023 @ 9:33pm
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