"F" Units
| SP-Faycal (FAILCAL) (FAYGOAT) | Stars | Tier:2 (T1.5 in SoC Team) Ascension: ✔️ | Rationale |
![]() | Can Stop | ⭐ ⭐ ⭐ | 3 Stars provides half the gains opposed to 5 stars and gains an additional alert count. For those who want decent performance at minimal cost, this is a fine stopping point. |
| Recommended | ⭐⭐ ⭐ ⭐ ⭐ | As a fairly selfish offensive unit, especially one who desperately needs stats and alert counts, 5 stars is the ideal. When compared to stopping at 3 stars, you raise the crit damage gain cap by 30%, crit chance by 5%, crit damage by 10%, and another 20% crit damage simply for having 100% crit chance, finally as well as gaining a +1 NRG gain on triggering his [Coordinated Response] Edit: Truthfully his output is still mediocre and simply not worth investing in |
| Role/Faction | ![]() ![]() ![]() Alert Long Range ST Phys DPS |
| Reasoning | SP Faycal arrives with somewhat mixed reception and perhaps some misconceptions about his potency. Regarding his playstyle, he plays by setting himself up on some high ground then rooting himself like Nungal and sniping through [Alerts] from a high position around an ally up to 5 times or 1 time a turn at a much higher damage multiplier if his ST skill is used. As it is generally the case with the new SoC members, he also has a [Coordinated Response] that fires an AoE in the large area of his alert(which centers his coordinated response follow up around the target instead of him) when triggered as well as firing a random ST attack against one enemy in range from his own trait. Alternatively, since his own stars increase [Alert] counts, you can run OG Faycal’s alert skill that is inherited and get value out of that as it would increase its total trigger count as well. He has a low base attack to compensate for his high damage ceiling from star investment into massive crit damage multipliers and alert procs, reaching absurd levels in the former. For this reason, SP-Faycals damage output is exceedingly tied to both good equipment investment and especially high stars. In terms of potential, his general lack of AoE is somewhat compensated with the ability to do extreme damage to a handful of targets and provide covering fire for the unit that his Alert is focused on, as well as [Coordinated Responses] triggering the AoE around the alerted ally, providing AoE that way. Overall, he power creeps layla offensively due to his excellent range and top crit synergy, as well as the strong faction based interactions. As a baseline however, due to his dependence on stars and faction, he has to be ranked T2 as a baseline, with the potential for T1 output once all the conditions are satisfied for optimal performance Post Ascension - Faycal now feels like a complete unit one that should have been released with these mechanisms. He is now able to cap his trait crit conversion much easier; they gave him a unique ST buff for both him and the target he puts his alert on too. On top of that with the addition of Anna he's the second best alert unit if that counts for anything. In the SOC team he's now the best ST for them. 7/6/26 |
| Post Ascension | Faycal now feels like a complete unit one that should have been released with these mechanisms. He is now able to cap his trait crit conversion much easier; they gave him a unique ST buff for both him and the target he puts his alert on too. On top of that with the addition of Anna he's the second best alert unit if that counts for anything. In the SOC team he's a pretty solid ST for them. 7/6/26 |
| Strengths | Weaknesses |
| Alert and [Coordinated Response] is centered around the alerted ally. When combined with OG inna, can spam extreme amounts of AoE with his incredible crit damage. Also provides valuable coverage and some protection for the ally Can opt between AoE and ST and easily deal high consistent damage Has easy access to highland through his initial mobility. Between highland and attack stance, his effective attack is fairly solid. He can also reach around 170% increased crit damage between trait, tarot, and his own skills. More if he equips Maverick Cloak. His excellent range means he is effectively out of reach for the majority of enemies for most battles. This also gives him the option to focus down high priority targets with impressive damage | His AoE is tied to [Coordinated Response] procs as well a significant part of his total potential damage contribution, as it also procs his trait damage Requires high stars for [Alert] count and Crit/Crit DMG stats His 1 star performance is terrible, and even worse for accounts lacking gear. Probably the worst unit performance wise for a newer account off the start compared to all the other units before him in recent history Outside of 5 stars, equipping his NRG passive, or triggering [Coordinated Response], he lacks the NRG he needs to use his alert regularly every turn, which puts him in an awkward position if you aren’t running him in a SoC team The debuff application on his NRG passive skill being tied to alerts means it is only preemptively applied against units walking into range unless you run the trinket Hunter’s Intuition. The item seems crucial to extracting the best value out of this passive Has no inherent healing in his own kit to proc his reaction for DMG2 and he also doesn’t want to have to run a lifesteal Tower |
| Skills | Reasoning | |
| Rank 11 | Steady Aim | “Steady Aim” provides crucial NRG sustain to use his alert skills every turn. His other rank 11 skill is just an enhanced shield break skill, which is completely impractical |
| Rank 9 | Charged Attack | Faycal should never really be using his default attack, however when you do, you are better off taking “Charged Attack”, since it will increase the damage of the next skill. And his Alert skills are the ones that benefit from his off turn equipment, resulting in more damage and benefit from “Charged Attack” |
| Rank 7 | ![]() Leap(castalia) Or/And Attack Stance | The choice between “Leap” and “Attack Stance” is difficult. When you can afford to not equip his NRG skill, you would run both of these skills to maximize his damage potential. While “Attack Stance” provides more total value and an infinite duration, leap importantly allows him to reposition to high ground for easy [Highland] access and compensate for his low base movement. For general play, since we have access to command skills, I would say it's better to take “Attack Stance” as a default option first. Also “Leap” has a 1 turn downtime, while “Attack Stance” does not |
| Rank 5 | Aoe Defence | Due to Faycal not having any access to heals, he cant take advantage of the healing reaction, so AoE defense is more practical, especially since AoE can be a threat to him |
| Rank 3 | ![]() Smashed into Pieces (castalia) Garrison Arrow Screen | “Smashed into Pieces” is his primary ST skill, but it can be ignored until you have a stronger need for eliminating high value targets. In the majority of cases you will be using his mobbing focused “Garrison Arrow Screen”. It is worth noting that “Smashed” doubles his trait damage, so between the actual skill and 1 proc of his trait, that is 240% from that alone, and more upon successive triggers. “Arrow Screen” is a 3 base count alert focused around an ally and his primary mobbing skill. It also focuses his [Coordinated Response] around the ally, allowing for long range AoE |
| Rank 1 | Scatter Arrow Shot | His only source of direct AoE damage. Despite the deceptively unimpressive 70% multiplier, when you consider his crit damage ceiling, this can do more damage than one would expect. However it will not be used in general play for most scenarios |
| Loadout | Skills | Notes |
| General | ![]() | You can swap out his “Attack Stance” for his Leap on preference. His inherited skill from OG Faycal is “Arrow of Guardian Convallaria”, and you can use that over “Garrison Arrow Screen” for more damage at the cost of limited range |
| General (Damage) | ![]() | If NRG is not an issue, especially at high investment, then you should take both rank 7 offensive buff skills instead of his NRG passive |
| ST | ![]() | His ST only requires 3 NRG, so he can get away without equipping an NRG passive usually. Allows him to maximize his damage. Good synergy with SP Saff’s Assault Order skill |
SP SKILL | ![]() |
| Weapons | ||||
| Best⭐ | Protect The Rebirth | IF you even pull this shit its his bis | ||
| Best | Irian Combat Bow | Best bow outside of sig | ||
| Trinket | ||||
| Best | ![]() SoJ/ Hourglass | Any stat stick will be best. | ||
| Best ⭐ | Hunter’s intuition | Buffs his off turn alerts the most. | ||
| budget | Maverickcloak | Will help cap his crits conversion if condition is met | ||
| budget | True lens | Usable for the 5% P ATK | ||
| Tarots | ||||
| Best⭐ | Justice | Will give most crit conversion | ||
| Best | Hiero | Best dmg boost overall when conversion is maxed out | ||
| budget | Tower | If you already have a good tower that's also good | ||
| Falin - Collab Unit | Stars | Tier: 2 Ascension:✔️ | Rationale |
![]() | Can Stop | ⭐ | Pretty usable at 1 as a support healer. |
| Recommended | ⭐⭐⭐ | Unlocks tier 2 shields (+40% mATK), 15% unique dmg reduction |
| Role/Faction | ![]() ![]() ![]() Shielder/Versatile Defensive and Offensive Support |
| Reasoning | Falin is a fantastic reinvention of the traditional support role and is perhaps the most potent source of reliably mitigating physical damage, and to an extent, damage in general at higher stars. Falin can provide shielding simply by using her skills and rewards units for maintaining them and satisfying other conditional factors. While she can consistently heal, provide random T2 buffs, grant DMG2 to allies, and grant high mitigation, she isn’t without failings. Unlike other top tier supports with offensive stat boosts baked into their traits, Falin’s offensive boost is forced into a passive skill. Moreover, healing becomes increasingly devalued in the overall context of a support function in direct proportion to your team's relative strength to the enemy. Shields are likewise similar in that too strong an emphasis on defensive diminishes their value in common play. As it concerns “unique” functions, it is worth noting she also has an unusually great reaction that can save nearby allies up to twice from death. She also has a convenient but not often practically useful ability to teleport nearby allies over to her, helping her setup her skills better. Overall though, while her unique characteristics aren’t on par with the top supports, Falin still reigns in the niche of being the most effective shield applicator and nails the more fundamental expectations of the support role well, giving her a solid T1 spot. 7/31/2025: With increasingly difficult future content where survivability becomes a more pressing concern, Falin has shown she can be an effective mitigation and teleportation toolbox unit. As the saying goes, one can not deal damage when dead, and there is value when you can afford to deploy multiple offensive but squishy units but guarantee some degree of survival opposed to being forced to deploy multiple tanky units with lower offensive ceilings. With the introduction of her R13, which provides 15% crit to nearby allies under her shield, as well as reactive healing on shields breaking and applying the no [reaction] debuff for two turns, she is very potent in her defensive support role |
| Strengths | Weaknesses |
| While a physical shielder, her kit is very effective versus magic attacks as well (40% aoe dmg reduction, 15% unique dmg reduction on active shields, dmg reduction2, reactive heals, and instant heal and debuff to lvl2 converter) R13 is 'free' with R13 liberation launch event, also top tier and relevant compared to older units due to early collab release:reactive 40% HP restore and dmg reduction 2 buff when ally shield destroyed (3 tile range) >> when under falin shields, crit +15% and null reaction skill on targets (3 tiles range) M.Def2 reduction, knockback, chance to stun on basic attack ally resolve reaction (2 per battle) | Cannot grant shields to herself until she is 4 stars Her ability to give shields is on a 2 turn cooldown Self harm / swap resolve reaction puts her at risk Sig trinket provide stats (mATK/HP/shield bonus) but recent star Tarot decreases value as it now offers another means of increasing shield value Collab unit who knows when we see her drop again. |
| Skills | Reasoning | |
| Rank 11 | ![]() Gentle Pillar Falin’s Blessings(castalia) | Instant party converts 2 debuffs to lvl2 buffs and attribute immunity, afterwards if target has no debuffs, restore hp and gain DMG2; applies trait/R13 abilities. Falin’s Blessings provides 8%/16%(Shielded) ATK% to allies within 3 tiles of herself, making it a great offensive support slot. |
| Rank 9 | Be Flexible | A fairly dual function basic that can apply -M.Def2 or if adjacent to the enemy, it it retreats you one tile and has a 30% to stun(the stun is too unreliable, making it more of a penalty compared to apply -M.Def2) |
| Rank 7 | ![]() Out of Magic Light of the Heart(Can castalia) | Party teleportation tech requiring shielded target, providing party heal, control cleanse, 2 lvl2 buffs, trait/r13 proc. (Right is instant party NRG option as needed) |
| Rank 5 | Sacrifice to Rescue | Provides [Unyielding] to an ally within 3 tiles that suffers fatal damage, swaps tiles with Falin, and gets healed for 90% of their HP, at the expense of Falin losing 60% of her HP. Fantastic reaction that can keep more valuable units alive |
| Rank 3 | Force Field - Modified | Unique 40% aoe dmg reduction for party w/shields within 3 tiles, otherwise 25% dmg reduction (flex). |
| Rank 1 | Restore Magic | Core aoe heal skill that cleanses, applies reactive heal/lvl2 buffs, protective shields, and enables R13 abilities |
| Loadout | Skills | Notes |
| General | ![]() | “Restore Magic” for a no CD general purpose heal/shield skill, “Falin’s Blessings for the party wide DMG2 at the start of the battle, and “Out of Magic” allows her to bring allies in for her reaction and to setup more support if necessary |
| Boss/Offense | ![]() | In bossing the teleport is not necessary and can be swapped out for her Attack Aura. |
| Weapons | ||||
| Best | Starry Sky Heritage | As a support scaling off M.ATK, this is ideal for better heals and shield values | ||
| Optional 1 | Reorganized Cube | Adds a dispel to her options. Recommended if you aren’t running Empress. | ||
| Trinket | ||||
| Best | Spice Bottle | Best for stats | ||
| Best 2 | Cooling Powder | Grants immunity to heal prevention | ||
| Tarots | ||||
| Best | Stars | For general play for beefier shields | ||
| Optional 1 (Bossing) | Judgement | 10% Damage amplification for the team is good. Mainly for bosses | ||
| Optional 2 (Dispels) | Empress | Harder stages can have crippling debuffs. This is a crucial option | ||
| Engraving | ||||
| Best | ![]() | Helps Falin with NRG and can reset a skill | ||
| Optional 2 | ![]() | More stats means higher heals/shields | ||
| Optional 3 | ![]() | Greater focus on higher heals | ||
| Unit/Skill/Buff Interactions | ||
| Tristan bypass healing | has unique synergy with Tristan (bypass heal reduction) while in rage. | |
| Shields | Any type of shield benefits from Enhanced AoE DMG reduction and Atk Aura | |
| Date | Comments/Retrospection/Examination |
| 5/20/25 | Contributed by jade from the discord |
| Faycal | Stars | Tier: Fun Ascension: ✔️ | Rationale |
![]() | Can Stop | ⭐⭐⭐ | Faycal can easily reach 3 stars simply from Voyager missions |
| Recommended | ⭐⭐⭐ | Faycal is a low priority F2P unit that should not go into shards. Main thing granted at 5 stars is crit chance for each debuff the target has, which can free up his Dharana spot, but this is more a convenience than a huge benefit |
| Role/Faction | ![]() ![]() ![]() Ranged Phys DPS |
| Reasoning | His addition of Rank 13 has substantially improved his damage and NRG sustain, unlocking Gale-Billow as a viable build through NRG sustain and gaining his crit bonuses on turn and improving his flexibility as a unit. He still remains a relatively mid unit however outperforms many older units, including others who got their R13. |
| Post Ascension | This ascension just made faycal an even better f2p alert when paired with units who buff him; he's a pretty reliable option. |
| Strengths | Weaknesses |
| Can output solid damage for a F2P unit thanks to two passives that boosts his Crit/Crit DMG to substantial levels. Alert build is low NRG cost and very damage efficient Good lvl 2 debuffer. | Requires investment into a maxed out Rank 13 unique skill to perform decently Low base stats as a watcher |
| Skills | Reasoning | |
| Rank 11 | ![]() Gale-Billow Volley (Can castalia) Heart of Alert | Heart of Alert is a large damage boost for Alert skills and in general a core slot once you have R13. Gale Billow is also unsustainable NRG wise until Rank 13 |
| Rank 9 | Rapid Fire | Can apply debuffs from his trait twice |
| Rank 7 | Alert Shot | Bread and Butter Alert that's stronger than his Rank 3 one |
| Rank 5 | Eye for an Eye | A stronger than average counter with global range |
| Rank 3 | Arrow of Guardian Convalaria | While neither skill is regularly used, the interrupt of the alert can have some use. Moreover in the unlikely event you have his SP version, this skill is inherited by the SP version |
| Rank 1 | Dharana | Solid crit chance boost |
SP SKILLl | ![]() |
| Loadout | Skills | Notes |
| General (Alert) | ![]() | Best general playstyle with Hunter’s Intuition. |
| General (Nuker) | ![]() | Only viable with R13. Rock Climbing can used if highland can be accessed |
| Weapons | ||||
| Best | Megamelee Crossbow | Megamelee provides less alert damage than Irian, but more importantly works on his active abilities. Best on his Gale-Billow Nuke build | ||
| Optional 1 | Irian Combat Bow | Better for pure Alert builds | ||
| Optional 2 | Longbow of Martyrs | If for whatever reason you also want to grant him some support value | ||
| Trinket | ||||
| Best | ![]() Shield of Justice or Hourglass | For Gale-billow builds | ||
| Best | Hunter’s Intuition | For standard alert builds | ||
| Optional | ![]() Hourglass or Maverick’s Cloak | Good filler for stats | ||
| Tarots | ||||
| Best | Justice | Best for damage in general and especially for Gale-Billow | ||
| Best | Tower | Solid option for alert, and provides lifesteal, including from his reaction counterattack | ||
| Engraving | ||||
| Best | ![]() | Best for stats | ||
| Unit/Skill/Buff Interactions | ||
| Date | Comments/Retrospection/Examination |
| Flavia | Stars | Tier: 2.5 Ascension:❌ | Rationale |
![]() | Can Stop | ⭐ or ⭐⭐⭐ | Has her entire function at 1S. 3 star provides a stat boost + pant summon is stronger when on grass |
| Recommended | ⭐⭐⭐ | Flavia is a low priority unit for shard farms. Unfortunately her trait’s value to the team doesn't improve significantly until 5 stars. You can however stop at 3s for improvement for the plant. While 3 isn't an inherent huge buff in itself, outside sources of DMG buffs are doubled, meaning Edda Dmg2 and DmgR3 effectively become 4 and 6 respectively |
| Role/Faction | ![]() ![]() Multipurpose AoE/Tank/Heal/Buff |
| Reasoning | In spite of her many options on paper, she does not excel in any particular category, and the cadence of her gameplay of setting up grass fields and forcing allies to remain within limited areas for ideal benefits makes it awkward for general play. However she is well suited for more adverse environments and is proven in multiple ToAs to be useful when the circumstances demand due to her flexibility and the fact her Flower can heal nearly allies for a percentage of their max hp, which is rare. She can be good for helping to round out teams with extremely lopsided roles in other categories |
| Strengths | Weaknesses |
| Has a 3 in 1 skill that adapts her flower’s role based on the circumstances or provides buffs for various situations Her ST buff provides both Atk2 and Crit2(30%) for 3 turns Her healing plant heals %Max HP Has the potential for a solid AoE burst (with setup) DmgRes 2 while touching the grass on higher stars levels Unique flower tiles that can replace other tiles. | Allies must remain standing in grass to receive her Dmg and DmgR buffs Needs 5 stars for Dmg2 buff Requires using her ST buff on her plants to transform/enhance them, losing out on buffing an ally Due to lacking Instant skills, she requires multiple turns to perform |
| Skills | Reasoning | |
| Rank 11 | ![]() Breath of Cornucopia The One Beloved By The Plants (castalia) | “Breath” provides important NRG sustain, hp sustain, and flower tile generation. “Beloved” is also a good skill because aside from the minor stat increase, it provides valuable damage reduction, which the flower desperately needs, especially in more of a support setup |
| Rank 9 | ![]() Verdant Strike OR Invigorating Strike | Flavia rarely ever uses her basic attack, so either is fine, however both r11 skills produces flower tiles within 2 tiles at the end of the turn, which is the same range as her basic attack, meaning in many cases it’s redundant to run Verdant strike because you would create flower tiles under the enemy anyway when using a basic attack in most cases. Also, in the few cases you don't run her Left Rank 11, there are downtimes where you might need to use a basic attack due to a lack of NRG, and taking Invigorating Strike may be more useful |
| Rank 7 | ![]() Sprout Abundantly Nature’s Protection(castalia) | Sprout has a lower cost and is the preferred means of applying [Flower Field] tiles. Nature’s protection favors having a flower field already in place for a setup based nuke and -Move2 |
| Rank 5 | Lush Vitality | Lush is strictly better since it’s a reactive heal and more importantly applies [Flower Field] under ally tiles |
| Rank 3 | Earth’s Beloved | Support route is more useful overall |
| Rank 1 | ![]() Nourishing Dewdrop Earth blessing | Decent healing ability but normally not equipped in a standard loadout Pick what you need good for early levels Pretty solid movement boost |
| Loadout | Skills | Notes |
| General | ![]() | Hybrid support/damage with NRG sustain |
| Bossing Support | ![]() | Can give both shields while making the flower a healer can be useful for survival. |
| Bossing Support/Damage | ![]() | Debuff dmg 2 down for bossing with self Energy sustain. |
| Weapons | ||||
| Best (Summoner) | Life Fondness | Grants allies a random T2 buff, but more importantly grants summons a buff. Mostly only for summon oriented builds | ||
| Best 2 (General) | Starry Sky Heritage | More stats is always good. Starry is better as a general option | ||
| Support | Reorganized Cube | For some support tech | ||
| Trinket | ||||
| Best | Crystal Burst | Gives her more bulk | ||
| Usable | ![]() ![]() Fancy Hat Cooling Powder Or Spring Pill | She's a summoner not many trinket options | ||
| Tarots | ||||
| Best | Fools | Max her bulk. | ||
| Optional 1 | Fortune | Nrg giving tarot. | ||
| Engraving | ||||
| Best | ![]() | Refund nrg. | ||
| Optional | ![]() | More bulk. | ||
| Unit/Skill/Buff Interactions | ||
| Flower tiles | These tiles can be burned | |
| Date | Comments/Retrospection/Examination |








































































































