"M" Units
| SP Maitha | Stars | Tier: .5 (T.5 w/ Faction/Support) Ascension: ✔️ | Rationale | FAQ: |
![]() | Can Stop (But not really) | ⭐⭐⭐ or ⭐⭐⭐⭐ | 3S upgrades her inherent SoC leader aura and increases her health and improves her damage buffer. 4S does the same, increasing her health and damage buffer by another 5% and upgrading her aura to level 3(max). SP Maitha is mostly a 5 star or bust unit however | Should I pull? : If you want to vary your damage type options she is worth having, SP Maitha is the best in the piercing damage niche. Her damage is direct and not a DoT, which is a solid perk. She is also proven to be strong in the upcoming World Boss. Does SP Maitha have a good scaling potential? : SP Maitha has a fantastic investment ceiling for content that does not depend on Warhorn/Vuln scaling, basically mostly everything that isn't ST bossing. She is one of the best utilizers of Innana’s [Act Again] and Pursuit Order, which can trigger her [Response] skills from both her and SoC faction allies every time she uses her Rank 7 “Full Armor Attack”, doing very high piercing damage. SP Maitha excels in AoE output potential. Do I need to pull the other SoC members to get value? : No, just having SP Inanna alone is enough, although she is still a good unit even if you have 0 SoC members aside from her. Without any forms of Inanna or Soc members, she “can” do just as well as other DPS if she gets into close range. Does she have good A.I/Auto? : When using “Full Armor Attack”, her primary AoE skill, she will always try to maximize the number of enemies she hits, but does not try to get in close enough range to get the [Rally Response] off, resulting in lost potential damage, especially if you have her equipped with Whirling Hammer, which will almost never successfully land. |
| Recommended | ⭐⭐⭐⭐⭐ | Reduces NRG cost of all skills by 1. This makes her [Rally Response] from Whirling Hammer cost 0, allowing her effectively to have another 50% multi in her effective damage range. |
| Role/Faction | ![]() ![]() AoE Piercing DPS/SoC Anchor |
| Units that Maitha Supports | ||
| Core For Unit | ![]() ![]() ![]() | |
| Optional / Beneficial | ![]() ![]() | |
| Reasoning | (Old/initial impression on release in TW) Historically the role of piercing is in effective AoE mobbing, and the devs lean into this strongly with SP Maitha as well, however this time with direct piercing opposed to the many previous piercing DoT units. The implication of this is largely lower but quicker initial damage, with a higher damage ceiling through [Rally Commands]. Unfortunately however, after much testing, it would seem SP Maitha is not as impressive as she appears on paper. Unlike other DoT units who output very high total damage with collectively high multipliers from multiple DoTs and high main stat values, SP Maitha is gated behind multiple conditions to perform optimally. Her attack stat is only solid when her meter is full, and she immediately expends it on using both her offensive or support abilities. Moreover, her tankiness is also directly tied to the fullness of the bar. If it's full, she does not buffer and feels squishy as a result, especially since in regular loadouts she does not take her defensive skill. Moreover, it can be a detriment in trying to maintain a constant full bar. To make matters worse, if she is not in close proximity to enemies, she does a measly 80% multi AoE. In simpler content where enemies have fairly low health pools, she feels solid because she meets the expected level of output to delete groups of enemies in close proximity, however the harder the content, the more apparent her need to partner with other SoC faction units becomes. When you consider that AoE is something we have sufficiently, especially with the recent SP Samantha, SP Maitha can seem like a luxury pull. Even more so when you consider she has little to no ST bossing potential and may need expensive min-maxing such as with her own sig and high stars just to keep up. She also is useless turn 1 unless you run urgent order or run her other low cost missile skill instead until 5 stars or have a NRG battery, since she is 1 NRG off from being able to use her AoE missile skill. Overall, she is good, but deceptively more than she actually is and you will not lose out on skipping her unless you bring out her value when invested and supported -------------------------- 7/31/2025: Recent content has demonstrated she exhibits great value in her niche on account of her consistency and coverage. While she may suffer various flaws, her potential when supported is particularly effective, such as in the case of [Act Again], where the effect is compounded due her to [Rally Commands] value in regards to not only SoC members, but her own response, especially at 5 star once her slam response skill can be equipped and costs no NRG, allowing an additional 50% multi to nearby units. When paired with OG and SP Inna, she is capable of ulting 3 times in succession in a turn. At the present, she offers the best balance between turn on turn consistency with solid damage. It is also probable that every older account will have SP Inanna which will also proc SP Maitha’s AoE response, always guaranteeing improved value and output. She is a useful toolbox unit for the near future past her release. Her overall position is that she is a favorable unit to diversify damage types, but does not feel essential and is a hefty investment at 5 or bust. |
| Post Ascension | Post Ascension - Maitha ascension makes her more self-sufficient on the energy side and on her support side using [Field Medic] now gives a unique immunity to disrupt which is pretty handy when she's being used as a tank. 7/6/36 |
| Strengths | Weaknesses |
| Can take 50% of the damage allies suffer onto herself within 3 tiles Can build up a huge P.Atk due to her stack system that can grant up to 40% of her max HP as Atk for skills. Also, the conversion value only updates according to the damage buffer at the start of a turn, meaning if you utilize [Act Again] and expend your damage buffer, the P.ATK bonuses will not decrease until the next turn. Great AoE Piercing damage Solid HP pool coupled with a damage buffer system(40-60% of DMG) makes her quite tanky Has an inherent leader Aura for SoC members as part of her Trait which boost dmg/piercing by 10% and 10% increase of Collaborative Response activations If you take her R11 “Fully Armored Maitha, Attack!”, SP-Maitha is the fastest unit in the game with 443 Speed | Increasing [DMG Buffer Module] aka her bar, which increases her ATK, can only be reliably filled through a 3CD passive or using “Emergency Toolbox”, both of which have downtime or downsides, otherwise you need to be attacked by the enemy. Outside of a SoC oriented team her value diminishes quite a bit Allies for follow up attacks need to be near the focused area 3cd on her passive that replenishes her bar to full and grants speed Has a short effective range of about 3 tiles for AoE, but dealing a substantial 180%+ DMG(Solo) piercing in that area, but a measly 80% outside. Relatively poor A.I that does not attempt to get in optimal close proximity for damage and if you have her “Field Medic” skill equipped, defaults to using that over dealing damage. Updated 8/5/2026 |
| Skills | Reasoning | |
| Rank 11 | Full Armor Maitha Attack! | This provides 200 Speed passively while filling her resource bar to max every 3 turns. It is an alternate resource sustain skill |
| Rank 9 | Arm Slam | Just a generally fine basic attack that does Piercing damage. It is better than her default. Notably however this is a [Rally Commands] skill, so it can trigger other SoC faction [Rally Responses] skills |
| Rank 7 | ![]() Field Medic (Can castalia) Full Armor Attack | “Full Armor Attack” is her best skill for total potential damage. It also forces an AoE follow up around herself after using it. Combined with other SoC faction members, this can deal massive damage and is easily sustained by “Peak Performance” Field First aid is a solid defensive skill that also grants SP-Maitha the ability to share part of the damage ally takes unto herself, which can potentially be very useful |
| Rank 5 | Reinforced Joints | This grants a 10% regen buff every turn as well as giving regen buffs the added benefit of improving the damage buffer ratio. It is however not mandatory and her Thorn counter skill can be taken |
| Rank 3 | Peak Performance | “Peak Performance” is also core to sustain the NRG cost pre 5 stars. |
| Rank 1 | ![]() Bulwark Charge Or Crystal Burst Twin shot (Preferable) | Bulwark Charge is not really used, but it does have the added benefit of being a niche gap closer that can also trigger “Whirling Hammer” effectively being a 130% damage charge. It also passively grants 1 Move while equipped. Alternatively for those coping with OG maitha, it can allow her to trigger other SoC responses. Twin Shot can deal 100% to a ST, and then 50% in an AoE. Afterwards triggers her equipped “Response” skill, such as her default skill “Whirling Hammer”, which follows up with another 50% AoE, resulting in 200% total to a ST, 100% AoE if they are close enough. For 2 Cost this is a great skill that can be used if you dislike the lack of sufficient NRG turn 1. However, it is not used over her “Full Armor Attack” in most cases even in spite of a dead turn 1 if you lack Resonant Crystal. This skill is used in the upcoming Hard mode Fool's Journey as KB cheese. |
| Default | Whirling hammer | Equipped normally when SP Maitha is at 5 stars to sustain the NRG cost |
| Loadout | Skills | Notes |
| General Pre 5 stars set up | ![]() | Her R11 can also be swapped out for Emergency Kit instead |
| Maximum Damage (Needs 5 stars) | ![]() | Best played when 5 stars as she wont have nrg problems + will always have a ton of self buffs |
| Utility/Damage | ![]() ![]() ![]() ![]() ![]() Or | Field Medic grants allies heal, Regen, and Atk2 + immunity to disturb makes these two sets pretty good for support. |
SP skill inherited from Maitha OG | ![]() |
| SP Maitha’s Astral Equipment | ||
Super Heavy Assault Blade (Axe) | Increases max HP by (5,10,10,15,20)% and increases DMG and Piercing DMG by (4,4,7,7,10)%. Before the character’s [Rally Command] skills trigger allies’ [Rally Response], grant the targets [Supreme Armored Assault](1,1,2,2,3) for 1 turn. Supreme Armored Assault Effect: DMG and Piercing DMG increased by (4,7,10)%. Non-Dispellable/Immune | |
| Weapons | ||||||
| Best⭐ | Supreme Assault Blade | Best for damage and buffing the DMG of other SoC faction members | Should you pull SP Maitha’s Astral Equipment? : Although the weapon doesn’t provide any difference in mechanical function, the total bonuses it provides makes it BiS by a significant amount over Feast Axe. The bonus HP means an increase in P.ATK from her Buffer, as well as improved bulk. SP Maitha herself gains 10% DMG and both her and SoC allies will receive an additional 10% DMG from the unique buff. If you are F2P, it's better to skip but consider building it slowly in the future through bundles, as the weapon is only good on her and the SoC faction as a whole isn't strong enough to warrant min maxing a weapon designed to buff them. | |||
| Optional 1 | Feast Axe | Budget option will give the best dmg for a non-sig weapon | ||||
| Optional 2 | Tuning Hammer | Dispel in aoe and just a great sub for not having feast axe | ||||
| Optional 3 | Great Company on the Journey | Support | ||||
| Trinket | ||||
| Best General | ![]() SoJ or Hourglass | Any stat stick also works | ||
| Best pre 5⭐+ Comp | Resonant Crystal | In a competitive scenario this is the best option if you are [act again] spamming and helps fill up her meter. This can also be used to allow her to cast “Full Armor Attack” pre 5 stars | ||
| Niche | Crystal Brust armor | This is almost just as good as a stat stick when you have a high “BAR” 85%+ uptime. | ||
| Clash | Book | For clash use | ||
| Tarots | ||||
| Option 1 | Death | Good consistent damage. Perhaps about 3-5% better than Fools assuming your meter is full and better than Devil for shorter maps | ||
| Option 2 | Fools | Just best for bulk and her HP to P ATK Conversion, however her HP to P.ATK conversion only comes into play when her meter is filled. | ||
| Best⭐ | Devil | Just for stats will beat other options at max stacks | ||
| Engraving | ||||
| Best | ![]() | Stats | ||
| Optional | ![]() | Bulk | ||
| Unit/Skill/Buff Interactions | ||
| Date | Comments/Retrospection/Examination |
| 3/25/2026 | SP-SoC faction: SP-Maitha is the primary unit worth strongly considering, as she maintains her niche as the most potent direct piercing damage dealer. SP-Faycal is terrible and should be avoided. SP-Nungal is actually solid, but her banner is likewise situated very inconveniently, wants high stars, and her performance depends on maitha being fielded as well. The other issue with SP maitha’s banner is the Fate’s Favor selection banner, where SP Inanna is selectable, making it a crucial banner for players who don't have her yet. |
| 3/25/2026 | Dio- I find (SP-Maitha) to be quite expensive to build as well as you want at least 1 other SOC Unit ( That’s not the free ones) Momo/Beryl/Nonowill/ Nungal SP from Faction to really add some flair to her rally mechanic. She's more for veteran players who already have that sink cost from being an older player. Her individual strength is Very Good by herself and when paired with act again spam but she doesn't really have much else to provide outside of SOC synergy and highest piercing damage. |
| 8/25/2026 | Matiha managed to crawl back to relevance because of her team getting new units. She's nice again. |
| Maitha | Stars | Tier: Fun Ascension: ✔️ | Rationale |
![]() | Can Stop | ⭐⭐⭐ | Fully functional regardless of stars |
| Recommended | ⭐⭐⭐ | The game gives you 3* Maitha for free. It is not recommended to shard her. |
| Role/Faction | ![]() ![]() Tank/Support/Healer |
| Reasoning | The very first legendary you get after creating your account. Maitha is helpful during the early stages of the game if one is lacking units. She is able to fulfill both the tank role and healer role. |
| Post Ascension | Lowers her cd is the most important thing |
| Strengths | Weaknesses |
| Group 20% heal that grants ATK I & PDEF 1 is useful early High speed character with knockback can find use in content such as Tower of Conquest for new players Can get tanky against physical hits | Healing and buff values that she grants to allies is very low Inherently long cooldowns that is only mitigated by Rank 13 |
| Skills | Reasoning | |
| Rank 11 | Invulnerable | Will make her a better tank. |
| Rank 9 | Armor-Piercing Strike | Pick whatever doesn't matter. |
| Rank 7 | Bandage | Rawiyah carries a better Sword of Convallaria faction Leader Aura. The stats increase of Leader’s Aura don’t stack. So you are not gonna play this on Maitha. |
| Rank 5 | Block and Counter | Gives block which boost her overall bulk |
| Rank 3 | Come on, everybody! | Core skill |
| Rank 1 | Co-Defense | Guard might seem appealing but the Rank 3 allows Maitha to take physical attacks for allies as well with no limitation. So the better defense buff is preferred. |
| Loadout | Skills | Notes |
| General | ![]() | Healing with some KB support. With rank 13 she can spam all her moves. |
| Tanking | ![]() | Max tanking set up for bossing |
Sp Skill | ![]() |
| Weapons | ||||
| Best | Newborn Blade | Best hp boost. | ||
| Trinket | ||||
| Best | Crystal burs t | Boost her bulk | ||
| Best | Cooling Powder | Boost her healing from cheese | ||
| Tarots | ||||
| Best | Hermit | gives the best sustain | ||
| Best⭐ | Empress | Free Dispels | ||
| Engraving | ||||
| Best | ![]() | Hp booster and gives DR. | ||
| Date | Comments/Retrospection/Examination |
| Magnus | Stars | Tier: Fun Ascension:✔️ | Rationale |
![]() | Can Stop | ⭐ | Functions perfectly well at 1 star |
| Recommended | ⭐ | As it is often the case with early units, their trait scaling from stars is atrocious and not worth the time investment to shard any higher due to abysmal returns |
| Role/Faction | ![]() ![]() AoE Debuff/Buff Tank |
| Reasoning | Magnus’s primary function is creating a stat discrepancy between your team and the enemy team through his trait and skills, which usually entails him walking up and casting “Mountain Breaker”, which will grants DMG2 to allies in a large 5 tiles and -Atk2 to enemies in the same area and his aura which also reduces Atk/Def of enemies from 8-15%. While useful on release where stat manipulation and large scale DMG buffs were uncommon, these assets are extremely commonly granted elsewhere while also providing better options in other units. Magnus himself offensively is relatively weak even in spite of his extra Atk from his trait. His last recent usage was in the first revamped ToA stage where these stat changing effects were necessary to survive against the boss, but is since not used. Flavia is effectively a complete upgrade of Magnus, while providing more, but even then Flavia is still considered Niche, illustrating how relatively unimportant these benefits are in the form they provide. |
| Post Ascension | Magnus has become more bulky with steal life + 40% dmg res when attacked by target with “isolation” and he also provides the team with a rare defensive buff in the form of P-DEF3. his st dmg has been buffed as well even though it's not anything groundbreaking it's good enough for him. still this ascension didn't fix his nrg problems or give him a more impactful role outside of PVP potential |
| Strengths | Weaknesses |
| Still has a good Fortitude Aura, though realistically most Fortitude members at the present are non-meta and the Leader aura for Fortitude is now present on a better unit (Ayisha) Does Not require star investment to perform his function as a budget stat buffer/debuffer | DMG2 and -Atk2 are common debuffs that are easily supplied elsewhere and not good enough to provide sufficient value Runs out of NRG fast |
| Skills | Reasoning | |
| Rank 11 | Sharpened Blade | Neither skill is used. Sharpened blade is for counter builds only while Iron chariot is too expensive and isn't even worth putting into his skill slots |
| Rank 9 | Mighty Swing | Mighty Swing is actually preferable because lifesteal won't contribute any meaning amount of healing and more important Mighty Swing’s AoE function means he can apply AoE dispels with Tuning Hammer |
| Rank 7 | ![]() Crushing Bash Or Blood and Steel | Take Crushing Bash only if you lack a source of Vuln2 against bosses, otherwise in general play his leader aura makes for a good filler third slot to improve his bulk |
| Rank 5 | Hardening | Hardening is Magnus’s only source of Damage Reduction native to his own kit. If you “want” to lean into his counterattack build, you can take the counter but its not recommended |
| Rank 3 | Cry of Victory | “Cry of Victory” is absolutely necessary as it’s his primary source of support and easily procs from his “Mountain Breaker” default skill |
| Rank 1 | Resolve | While “Offensive Stance” helps improve his low damage output, truthfully it isnt worth leaning into his damage potential since the ceiling is too low so “Resolve” is much more practical and helps his support side |
| Loadout | Skills | Notes |
| General | ![]() | It's usually better to take the Aura in general play where there isn't as much of a risk of Magnus dying |
| Boss | ![]() | Vuln 2 for bosses |
| Weapons | ||||
| Best | Feast Axe | Best for his dps build with rank 13 | ||
| Optional 1 | Hollow Axe | Best for bulk (not really worth using) | ||
| Best | Undying Flame | If you have it it will be the best dmg boost for him. | ||
| Trinket | ||||
| Best | Hourglass | Any stat stick | ||
| Usable | Crystal burst | Makes him more bulk | ||
| Tarots | ||||
| Best | ![]() Heiro/Justice | Heiro is much better if your criting already/ and justice to make sure you can land more crits | ||
| Optional 1 | Hermit | Best for tanking | ||
| Engraving | ||||
| Best | ![]() | Stats | ||
| Optional | ![]() | Reset cds and nrg. | ||
| Date | Comments/Retrospection/Examination |
| Marcille - Collab Unit | Stars | Tier: 3 Ascension:✔️ | Rationale |
![]() | Minimum | ⭐ | Still technically functions at 1 star |
| Can Stop | ⭐⭐⭐ | Starts with an additional mana stack | |
| Recommended | ⭐⭐⭐ | She has all her functions early and starts with max starts at 3. 5 stars is unnecessary as it grants 2 stacks on standby and slightly more M.atk. The main purpose of the additional stack per standby is to allow you to skip running Mana Recovery for another utility skill |
| Role/Faction | ![]() ![]() ![]() AoE DPS/Nuker/Offensive Support |
| Reasoning | A very smooth and straightforward large AoE DPS. Her main attraction is her straightforward offensive ability that requires relatively low shard investment(3 Stars), as well as innate NRG sustain and an option to deal ST damage. On a lesser note, she also offers a few minor utility options, such as being able to grant allies Atk2/NRG on standby at full stacks and options for negative tile immunity and Vuln2. Newer players will find that she drastically improves QoL in clearing and gameplay options. Despite being overall solid, she doesn't lean into anything mechanically unique enough as to fear missing out on something incredible. Future units will have plenty of better AoE output and other strengths that make them preferable to draft once your roster is more developed. Older players will likely skip Marcille on account of SP Samantha being right around the corner. It doesn't help either that Parsifal, another AoE destroyer is not many banners down the line after her |
| Strengths | Weaknesses |
| Reliable and large coverage AoE with high damage for a couple turns Has a pretty solid ST basic attack and ST bossing skill With “Mana Recovery” plus a passive she can heal(20%) and give Atk2/1 nrg to the allies. “Incantation” is a preparation skill that inflicts Vuln2 and -Move2 in an AoE for control Has access to -M.DEF3 debuff at an accessible net NRG cost Very low investment needed to be reliable | Needs sig 3* for constant magic power stacks Needs to maintain magic power for consistent damage and upgrade effects Collab unit who knows when we see her drop again. “Mana Recovery” stack gain/check is applied prior to her own trait, so she can't fulfill the condition of “Mana Recovery” for the ATK2/NRG the same turn after attacking since you either gain +1 stack and are not considered to be “already have 2 stacks”, or you don’t attack and can then proc the Atk2/NRG the following standby since you didn’t expend any stacks |
| Skills | Reasoning | |
| Rank 11 | ![]() Incantation (Optional castalia) Powerful Explosion | “Incantation” skill is mainly used when you lack a Vuln 2 source and want to control a large area’s mobility. It is also a [Preparation] skill, however it notably does not require you to skip the subsequent turn like nearly every prep skill prior to Marcille, making it a proper turn on turn AoE skill and a surprisingly effective option against tougher melee enemies. “Powerful Explosion” is her primary offensive AoE skill for mobbing. It has a fantastic radius and solid damage |
| Rank 9 | Fireball | Can inherently have an additional 60% dmg increase on the basic attack simply for being at max stacks |
| Rank 7 | Mana Surge | “Magic Surge applies -M.DEF3 against enemies in a large AoE, but it is a support skill and usually you would prefer to utilize Marcille offensively. However in certain circumstances, having Marcille take a partial support role to apply this is fine, especially when paired with a stronger magic DPS like SP-Samantha . Marcille’s Healing should be avoided as expending either 3 NRG or a stack to heal a single unit on top of applying a large debuff is mediocre |
| Rank 5 | Magic Counter | One of the best defensive reactions against magic skills because it can simply shut down a unit for that turn for attempting to attack marcille |
| Rank 3 | ![]() Short Route (Optional castalia) Perfect Shield-Extra | “Perfect Shield-Extra” provides up to 16% Atk and 20% DMG and suits her role as a glass cannon aoe nuker well, making it the preferable skill to pick up. Starting off a battle with +1-2 Move is very convenient and moreover the immunity to burning tiles can be utilized effectively in some situations however the cost means you are expending a stack and pre 3 star you only start with one. At 3 stars, you are also losing out on granting Atk2/1NRG to allies the first turn when you start off with 2 stacks, so its a choice between the two |
| Rank 1 | Mana Recovery | Great skill to sustain her stacks. If at max stacks when doing standby, the passive gives 20% hp heal, ATK II buff and 1 NRG to all allies in 3 range around Marcille. The passive triggers before her trait. This skill can be replaced with anything else if stack sustain is not an issue and you are not intending to proc the support benefit of “Mana Recovery” |
| Loadout | Skills | Notes |
| General | ![]() Or | These two builds utilize a primary offensive skill for the first slot, a utility skill for the second, and a self buffing passive skill for the third slot. The first build can provide stack sustain and ATK2/1NRG if you standby the first turn as you prepare by moving closer to the enemy. As mentioned before, “Mana Recovery” is not needed if you have stack sustain, usually from her Sig or 5 stars, and dont need the support value The second build grants Move2 to improve mobility/protect against negative tiles, but lose stack sustain. Primarily an issue pre 3 stars and without her sig. |
| Boss | ![]() Or | Her default skill Explosive Magic has the potential for some pretty solid ST damage against high priority targets |
| Weapons | ||||
| Best | Diffusing Prism | Max dmg. | ||
| Optional 1 | Spoon | Can cope without just using prism staff for max dmg and march tactic for movement. | ||
| Trinket | ||||
| Best | Blood Luxite Amulet | Will give the best dmg boost | ||
| Usable | Hourglass | Any stat stick works | ||
| Tarots | ||||
| Best | Magician | Gives the best dmg boost | ||
| Engraving | ||||
| Best | ![]() | Stats | ||
| Unit/Skill/Buff Interactions | ||
| Yserinde with “Royal Guard Escort” | Royal Guard Escort let Marcille get magic stacks after she moves again from stepping on dagger. This lets her do so in situations where the spoon is on CD or wouldn’t work, for example casting her heal or “Convenient Path” | |
| Mana Recovery + Royal Guard Escort | If you perform standby while at full mana stacks, you’ll be able to proc the atk/nrg/heal effect of the skill. Yserinde daggers let you chain this effect, making Marcille into an AoE nrg+heal battery. | |
| Date | Comments/Retrospection/Examination |
| Miguel | Stars | Tier: Fun Ascension:✔️ | Rationale |
![]() | Can Stop | ⭐ | If you main goal is simply to Knockback or apply buffs/debuffs, Miguel does that fine at 1S aside from scorch which is locked behind 5 stars |
| Recommended | ⭐⭐⭐ | Needs at least 3 stars in order to gain the +1 NRG sustain |
| Role/Faction | ![]() ![]() ![]() Utility Buff/Debuff DPS |
| Reasoning | Miguel is an unusual mix of many various traits that in practice, don’t work well enough to provide good value. Moreover a good portion of his damage in general play is locked behind 5 stars. A combination of his cooldowns being too long, RNG in some skills, and not unique/essential functions on top of largely mid damage makes him a poor investment |
| Post Ascension 1 | What luvata wishes she had lol burn everything using fortune tarot |
| Post Ascension 2 | Pretty mid tbh they didn't even bother to mix his first ascension with this one. They just gave him -1cd and a ton of dmg buffs like not his dmg was never stellar to begin with but it's more useable for those 5* Miguel out there. |
| Strengths | Weaknesses |
| Can deal very large amounts of %Max hp damage through multiple scorch procs through Mourner and Brutal Kick R13 allows him to force proc fire tiles, leading to even more Scorch application and zone control | Scorch is resisted by bosses and mutations Long cooldowns on all his main abilities except “Brutal Kick” Very awful base stats for a DPS watcher means poor damage Requires Jumping over something before he can even proc Scorch at 5s The buffs he can grant to allies is random and non unique and gated behind a large cooldown for other targets |
| Skills | Reasoning | |
| Rank 11 | Mourner | His best AoE skill that can proc scorch up to 3 times |
| Rank 9 | Fire Bomb | It’s best to lean into his ranged Fire AoE playstyle |
| Rank 7 | Blinding Powder | Niche survival skill. His Aura is only marginally better than a regular aura and not worth taking |
| Rank 5 | Protective Razor | Highland advantage is far too difficult to proc |
| Rank 3 | ![]() Flaming Shot(Can castalia) Bounty Hunting | Flaming Shot is a decent skill that can also force proc fire tiles at R13 but does not take priority over mourning, so it is situational. Bounty Hunting provides T2 buffs, but unfortunately only for 1 turn |
| Rank 1 | Intuition | Generic damage reduction is far better than a restrictive RNG heal ban |
| Loadout | Skills | Notes |
| General | ![]() | Burn spreading with support |
| General 2 | ![]() | Knock back with some aoe burn spread |
| Weapons | ||||
| Best | Melee Mega Crossbow | Best dmg bow for him | ||
| Trinket | ||||
| Best | Roaring flint | Makes firetiles. | ||
| Usable | Hourglass | Stat stick | ||
| Tarots | ||||
| Best | Fortune | Support for firetile making with rank 13 | ||
| Optional 1 | Magician | Dps | ||
| Engraving | ||||
| Best | ![]() | Reset cds/nrg | ||
| Unit/Skill/Buff Interactions | ||
| Basic attack | Can kill his own teammates / green allies in combat | |
![]() | AOE blast can make fire tiles with rank 13 | |
| Date | Comments/Retrospection/Examination |
| Momo | Stars | Tier: 3 (2.5 in soc team) Ascension:✔️ | Rationale |
![]() | Can Stop | ⭐⭐⭐ or ⭐⭐⭐⭐ | 3 star starts off with an additional repulsion barrier, which is important for her survivability and damage. 4 provides one additional at the start and a little extra DoT amplification |
| Recommended | ⭐⭐⭐ | It is not probable that Momo is attacked more than 3 times in a single turn, making it unlikely she will run out of stacks after using Doom Waken. 4 star is convenient, but it's a steep time investment for mostly one additional stack |
| Role/Faction | ![]() ![]() ![]() Alert DPS |
| Reasoning | Momo was our first alert unit, and as it is usually the case with firsts, they quickly power crept. Unfortunately the rest of her kit is something of a secondary priority to her Doom Waken Alert, and it shows, as everything else is lackluster. The increased bulkiness of future enemies and Momo’s limited ceiling exacerbates her existing limited alert count when she cant even defeat enemies in a single alert proc, therefore rendering her main strength diminished. |
| Post Ascension | The addition of another alert proc and some additional AoE damage is a mild improvement to her clear, however this effect can not be stacked when activated again through [Coordinated Response], limiting its output and unfortunately not entirely addressing her other weaknesses. It does not help Momo’s base 3 move limits her ability to effectively get into range for [Coordinated Response] AoE activations |
| Strengths | Weaknesses |
| Built in lifesteal and high Dmg Reduction on Repulsion Barrier makes her fairly tanky Has an AoE Push/Pull which is useful for position manipulation Trait buffs all DoT up to 35% (strong with piercing DoT) Ascension just boosted momo aoe alert by giving it one more free proc on top of a dark ripple aoe in 2 tiles | Her maximum alert count is limited and does not scale. -Post Ascension she can Alert an additional time and deals 70% AoE, however it still suffers from the same issue of a limited alert count and minimal scaling Lacks self buffing and crit synergy Infection is nerfed in a lot modes Short legs (low movement) Her Unique Ascension effect does not stack and requires timed triggers in sequence, which is clunky |
| Skills | Reasoning | |
| Rank 11 | Doom Waken | Her bread and butter that makes her usable |
| Rank 9 | Invigorating Strike | Great way to gain back NRG during cooldown downtime |
| Rank 7 | Dark Ripple | Decent situational skill to turn off enemy reactions and passives in an AoE. Toughness is rarely ever active since Momo can lifesteal to full |
| Rank 5 | Erosive Force Field | The damage reduction from Repulsion Barrier is enough for most cases, making the ranged only conditional reaction of “Defense” fairly mediocre. The counterattacks from Erosive Force Field also can lifesteal from Doom Waken |
| Rank 3 | ![]() Repulsion Application Erosive Power (Can castalia) | Repulsion is her standard active skill to use. Useful for pushing enemies off maps or causing knockback damage. Erosive power is BiS for her as a passive slot offensively, but it also doesn't provide all too much to begin with and can be skipped if you wish to save castalia |
| Rank 1 | Field | Neither sees any common use, but field may be useful in a niche scenario |
| Loadout | Skills | Notes |
| General | ![]() | Her alert playstyle is most effective |
| Pre 55 | ![]() | Momo Pre 55 is quite awful |
| Weapons | ||||
| Best | ![]() Focus Wand/Paradox Crystal Chain | Both focus wand and her own sig increase her alert range by 1 and provide dmg | ||
| Optional 1 | Light to Purge All Evil | Since much of her damage is offturn, she can benefit from this on a crit build | ||
| Optional 2 | Starry | Good filler non-sig weapon | ||
| Trinket | ||||
| Best | Hunter’s Intuition | Allows her alert to proc on the same unit twice and adds an additional activation condition of the enemy casting an ability | ||
| Usable | ![]() Shield of Justice Origin Hourglass | Generic stats | ||
| Tarots | ||||
| Best | Tower | Good generic offturn damage and sustain | ||
| Optional 1 | Justice | More niche crit build with SP-sam’s sig | ||
| Engraving | ||||
| Best | ![]() | Generic stats | ||
| Optional | ![]() | To reset her alert | ||
| Unit/Skill/Buff Interactions | ||
| Doom Waken + Focus Wand | Since her alerts count as a ST skill, Focus Wand increases her effective alert range | |
| Date | Comments/Retrospection/Examination |











































































































































