"P" Units
| PoochRunRun (Poochtrashtrash) | Stars | Tier: 1.5 Ascension:❌ | Rationale |
![]() | Can Stop | ⭐or⭐⭐ or ⭐ ⭐ ⭐ | Shes pretty ok at 1stars max of 2 dodge aoe procs and her aura for dot is only 15% increase At 2 stars she now inflicts 1 lvl 2 debuff on her dodge aoe procs “Restraint” is Gained every time she dodges or is attacked. |
| Recommended | ⭐ ⭐ ⭐ | Dot is buffed by 25%(35% at 5*) in a 3 tile aoe around her as an aura Starts the battle with “Restraint” which gives DR 1% up to 20% per stack From 4 stars up she gets 2 “Restraint” per hit or dodge Shes triggers her aoe dot 3 (4 at 5*) times NOTE - the mod% of her trait aoe varies from 25%(30% at 5*) when hitting more targets to 40%(50% at 5*) when single target Her trait proc have no height limit |
| Role/Faction | ![]() ![]() ![]() DoT Dodge/Taunt “Tank” |
| Reasoning | Pochi is an alternate interpretation of the DoT playstyle coupled with tanking through dodges and mitigation. In essence a dodge tank. However to limit a unit who might otherwise have an excess of damage, crowd control, and survivability all in one, she is naturally partially restricted by liberation stacks, cooldowns, and a forced alternation between damage/survivability if operating without adequate support. Regardless of which one of her primary skills she chooses to expend stacks on, she will always be able to cast the other afterwards and have some rollover buffs, but at a lower effectiveness without Lukamar. However she is still somewhat forced to use her taunt skill first, otherwise after using her ball skill turn 3, there would be a 1 turn downtime where she can only use a basic attack due to cooldowns. Moreover, using the skill turn 2 without stacks results in constant hp loss when she dodges and starting a battle with her ball skill first leaves her without the damage reduction buffs from her taunt skill and extremely vulnerable to damage. Which brings us to her main issue. Her survivability, which is linked to her taunt skill, is cooldown gated even with stacks expended, requiring the use of banner or an external source of CDR to utilize it again the next turn when tanking over more than a single turn becomes essential. Without the dodges, she is left with dmg reduction buffs the turn afterward, which is inadequate in harder stages since she has no inherent health scaling bonuses or other stat increases aside from multiplicative damage reduction buffs. In such challenge stages, using her offensive ball skill leaves her vulnerable if she doesn't finish them off the same turn she damaged them because they would then be attacking her as an entire group. Moreover the 2 tile radius of the skill is limited, because any enemy outside the range could conveniently walk in and deal significant damage. Lukamar providing stacks unfortunately doesn't solve her aforementioned survivability issue and simply either allows Pochi to use her ball skill twice in a row at any point, with it dealing more damage and reducing cost by 1(which doesn't really matter until a few turns in when the need for another use of her ball skill comes in), or removing the HP penalty cost from her taunt skill and reducing the cooldown by 1. In a supported and controlled environment where her debuffs can be applied without restriction, Pochi offers fantastic crowd control and solid damage. |
| Strengths | Weaknesses |
| Large amount of debuffs and crowd control allows her to effectively tie down enemies and punish them with respectable DoT damage Her Ball Roll skill is a reliable way of applying a DMG2 debuff and PiercingVuln2 Can dodge 8*(+1 if reaction included) times in one turn with her Taunt skill Her “Restraint” damage mitigation is a permanent buff and can’t be dispelled and stacks up to 20 meaning 20% dmg res Has a DoT damage enhancing aura built into her trait | The lack of HP increases from Trait or Skills leaves her with only damage reduction buffs, defensive debuffs, and dodge to survive. Vulnerable to AoE, dodge-ignoring skills. Requires being attacked to apply her trait damage Without Lukamar stacks, banner, or an external NRG source, she can run out of NRG and she lacks self NRG sustain She is a clown 🤡 2 Tile AoE is too limited and she lacks mobility getting across the map with a 3 base tile movement |
| Skills | Reasoning | |
| Rank 11 | ![]() Rousing Sharpened Blade - Extra | Top Skill- Instant skill- Gives her 10 Liberation cleans 2 debuff gives her ATK 2 Up and Attribute debuffs block last 2 turns Bottom Skill- Passive- when actively attacking get a 10% DMG buff and also get a 10% ATK buff during out of turn Gives block healing/ ATK 2 DOWN when dealing dmg |
| Rank 9 | Rending strike | Mandatory since she relies on dodge counters. “Scarring Rend” will always be inflicted on the enemy which will inflict a “DoT” which triggers at the start of turn rather than the end. Can be useful for killing weak mobs before they hit you |
| Rank 7 | ![]() Illusive Spectacle (Must castilla) Intermission | Top Skill- Aside from providing a stack of dodge, when a dodge is triggered, it allows her to counterattack up to 3 tile range and apply a lifeloss of 30% which lasts for 2 turns. Since dodging is her primary means of survival, it compliments her taunt skill well Bottom Skill- “Intermission ” allows her to have a more uptime on her dodge spams while giving her a full heals with DMG RES 3 and ATK 2 buffs for free This move also gives her 2 dodges which can stack with her reaction to give 3 max on off turns where her main skill is on cooldown |
| Rank 5 | ![]() Veiled Silhouette Energy Recovery | Top Skill- Generally having an opportunity to get an infinite Dodge at low HP is more valuable and not so hard to proc since she removes her own hp on counters. It has a long ass cd like Nergal 7cd so ya it's a 1 time thing. Bottom Skill - Well with the right build she doesnt really lack nrg so this reaction is pretty much for the free 8% DR |
| Rank 3 | ![]() The Show Begins! (OPTIONAL) ( not worth ) Spotlight Entrance (Core take first) | Top Skill- dashes then deals 50% dmg in 2x2 around the caster and applies “Scarring Rend”” DOT for 60%(+20% at the end of the move) of her PHY stat debuffs all units with DMG 2 down(20%) and piercing VUL 2(20%) for 2 turns. She gives herself 5 stacks of “Restraint” which lowers damage taken by 1% up to 20%. IF She has 10 “Liberation” stack she gains DOT DMG UP (10%) Bottom Skill- dashes then applies taunt in 2x2 around the caster she loses 10% hp per single target dodge up to 4 times. She also gains DMG res 3(30%) and Piercing RES 2 (20%). IF She has 10 “Liberation” stack she gains DOT DMG UP (10%) and gains 8 dodges. |
| Rank 1 | ![]() Knockback Combo (Def%) Sand bottle (Hp%) | Honestly just take whatever doesn't “matter” what you pick won't be playing both these skills unless you're a new player. |
| Loadout | Skills | Notes |
| General | ![]() | This build gives max uptime on dodge spam with lukamar as leader for the team to provide “Liberation” stacks |
| No luka cope set | ![]() | You'll only run this if you don't have lukamar/hesha to give you free “Liberation” stacks |
| Weapons | ||||
| Best ⭐ | Blade of Startagem | Give the most dmg boost for her | ||
| Optional 1 | Newborn Blade | Outside of Sig’s this just the best option | ||
| Trinket | ||||
| Best ⭐ | ![]() ![]() Memory of Teeth/SoJ/Hourglass/ | Any stat stick works best. | ||
| Usable | Mavericks Cloak | Her playstyle of wanting to be far from your team lets her proc her pretty easy | ||
| Tarots | ||||
| Best | Devil | Gives the most boost but you'll need max stacks | ||
| Best | Hangedman | When you cant use devil use this instand | ||
| Engraving | ||||
| Best | ![]() | Reset her cds | ||
| Optional | ![]() | Stats | ||
| Date | Comments/Retrospection/Examination |
| PoochRunRun . Offers a unique way of cheesing/tanking with high dodge counts and a type of piercing debuff that trigger before an enemies moves which is Useful for some hard FJ stages and other stages that can be cheesed and can't be tanked by ordinary means, however she suffers from a lack of uptime and is not that impressive outside her niche. |
| Parsifal (Lobster) | Stars | Tier: 1.5 Ascension:❌ | Rationale | FAQ |
![]() | Can Stop | ⭐⭐⭐or⭐⭐⭐⭐ | 3stars is the minimum investment for his output to be good enough ( crit/critdmg 20%) Increases his max curse stacks to 6 and enables his ST focused nuke to not drain all his stacks in one use (not really something worth while but it does let him stay in mode just a bit longer) | Should I pull?: Parsifal is only recommended for newer accounts who would benefit from a unit who is solid in Aoe/Tank/ST. Older players will find his lack of efficiency in one specific role less appealing. What content does he do well in?: His revive mechanic allows him to not count as having died when he retreats at the end of the effect, allowing the cheesing of ToA points. Otherwise he can thrive in more adverse environments thanks to his high bulk and lifesteal (such as being a lifesteal counter tank in hard FJ stages). Lastly he has the niche of having the largest AoE Resolve block debuff, which is useful in future content where it is a common characteristic of enemies. |
| Recommended | ⭐⭐⭐⭐ | 5 Stars is a steep investment, especially considering his banner order and his place in the meta. While 5 stars provides 2 additional starting stacks, 10% Crit/CritDMG, and 1 additional NRG sustain, his primary gateway to full functionality is unlocked at 4 stars and any further is purely luxurious |
Updated: 3/5/2026
| Role/Faction | ![]() ![]() ![]() AoE Focused Phys Nuker |
| Reasoning | “Lobster” in many ways feels like a unit designed to provide a high standard in multiple categories at once without being the lead in any of them. Excellent AoE coupled with a very high conditional ST and a great degree of Bulk makes this unit feel solid to deploy across most stages. It has been increasingly apparent however that this value in flexibility is more so desirable for less developed accounts that wish to get a good total package rather than a unit lopsided towards one extreme like Estra. Older players will find Lobster a luxury rather than a must priority, especially with his banner being between Credenza and SP Samantha and Camelot on the horizon. Recent tests have shown he is capable of the highest known ST phys nuke aside from Estra&Shams 3/5/2026: While Lobster has seen continuing depreciation in his value due to Geralt and increasingly more AoE options, he has recently gone up in value thanks to his high survivability and AoE resolve block in the Luccia arc. He remains a generally strong unit that doesn't excel in any particular role, but can be fairly easily slotted in most places. |
| Strengths | Weaknesses |
| Very large aoe coverage 7x7 from the middle point Has a conditional means of ST nuking to add some flexibility Tankier than average due to his favorable trait that restores his hp to full when transforming and his resolve into a forced transformation state with full stacks when he would be defeated Unique Potential Burst on AoE which gives lifesteal About to remove debuff from allies without spending a turn AoE stun and AoE resolve block very handy for harder mobs Can also absorb 2 attribute debuffs from allies within his range Passive that drains 1 nrg point in | Stops regenerating trait stacks while Transformed Requires a minimum of 4 curse stacks to enable his ST nuke and can not be sustained NRG sustain requires killing an enemy and he requires a +1 NRG source outside his kit on the first turn. The 4 cost of his AoE also affects [Act Again] mutation scenarios as he may end up unable to nuke back to back. Has a low base mobility of 3, which is designed to be fixed by his own Astral equipment. To add further insult, his only dash ability should've been an inherent trait skill but instead is a relatively low impact skill |
| Skills | Reasoning | |
| Rank 11 | Soul-corroded corpse | Parsifal's role isn't to tank and he has a form of Pseudo resolve, so Invulnerable isn't worth taking. Undead Armor can be taken when you can get value out of multiple counterattacks |
| Rank 9 | Ring slash | Cleave leans into his AoE playstyle and allows good total damage value during counterattacks in an AoE. Armor-piercing Strike is largely irrelevant |
| Rank 7 | ![]() Cursed blade Whirling Twist (optional) Cursed Blade - abyss | Spiral Torment is his primary AoE skill which shuts down all resolve blocks heal and stat gains also stuns units near death. Abyssal Prism has the potential for a 300% nuke, however you'll want 4 stars if you want to go down the ST path |
| Rank 5 | ![]() Blood Thorn OR Curse | If counterattacks did not deplete 1 stack, it would be an obvious choice for Thorns, however as it does, it can interfere with turn value of using his main AoE skill while transformed or using his ST focused nuke successively, so it may be preferable to take Curse. Alternatively you can take Thorns and simply unequip it when the situation demands. Vuln 2 is easily supplied elsewhere. |
| Rank 3 | ![]() Cursed blade bloodshed(castalia) Scythe of defilement | Cursed Blood provides generic damage% and a niche forced transformation that bypasses cooldown. It's a decent slot. However Soul Reaping will take priority early as it is his primary means of NRG Drain/sustain outside high stars or NRG support |
| Rank 1 | NRG-Depleting Blow | NRG-Depleting has a niche function with Estra, however you are effectively crippling Parsifal’s own functionality to improve another, and ultimately it is not worth it |
| Loadout | Skills | Notes |
| General | ![]() | AoE spam and NRG sustain build. Can replace the second skill for his dash if you want mobility. And great for nrg drain setups |
| Counter (Super Niche) | ![]() | Trades NRG sustain for +2 counterattacks. Each attack also costs one stack, so this will drain your transformation. Only viable at higher stars due to max stack count. This setup is a viable way to get value out of him without requiring constant long term NRG expenditure in harder stages such as hard FJ, especially when paired with a lifesteal resonance. |
| Boss | ![]() | Requires heavy NRG support and 4 curse stacks. Vuln 2 reaction can be used in some bossing stages however it has the added benefit of not wasting stacks from counterattacks which deplete one stack |
| Parsifal’s Astral Equipment | ||||
Fafnir the Scarlet Armor | When the initial movement is no more than 3, Increases the units movement by 1 tile; Increases ATK and DEF by (3,3,6,6,9%). At the start of the round grains 3 stacks of (Scarlet Armor). For each stack, reduces ATK and DEF by (4,3,3,2,2%) up to 3 stacks lasting 2 turns | The TLDR of this trinket is that in exchange for a dispellable debuff that lasts 3 turns, any unit with a base movement of 3 will have it increased to 4 permanently. Movement is important in this game and the impact of the feeling gaining +1 move is also significant. However, the trinket slot is a competitive slot and most units that need mobility have options built into their kit, want some other item, or don't have a base movement of 3. This makes this sig a non-must pull , but something that might be nice to build slowly in the future This Astral is not necessary for his functionality, but useful to have, especially because it can make reaching the movement tile threshold for Army-Breaking Spear easier and make his mobility not feel as bad. | ||
| Weapons | ||||
| Best ⭐ | Amy-breaking Spear | Parsifal's base movement of 3 makes the active portion difficult to trigger without March Command, especially if you aren't running his dash, which you generally don't. In general play however, this is not an issue and for those who have his trinket and a +1 Move buff from SP Inanna will find triggering this simple. More importantly however the weapon provides good stats. The NRG reset portion of the spear primarily comes into play against HP sponge enemies that don't die in one attack. | ||
| Optional 1 | Double-Sided Halberd | Free to play option and provides a bit more dmg damage but at the cost of no utility. | ||
| Trinket | ||||
| Best⭐ | Fafnir the Scarlet Armor | Gives him more movement and he's able to dispel the debuff upon transforming. | ||
| Option 1 | ![]() SoJ/Hourglass | Just best options outside of his sig. | ||
| Option 2 | Crystal Resonance (Astral Equipment) | With a 2Star sig, Parsifal can provide his own +1 NRG to cast his AoE turn 1 at the cost of losing out on stats. | ||
| Tarots | ||||
| Best | Magician | Gives the best dmg boost | ||
| Option 2 | Justice | Improves crit consistency but loses in damage. Value decreases further when you have a crit/crit damage buffer like Hesha/Ulya. | ||
| Engraving | ||||
| Best | ![]() | Stats | ||
| Niche | ![]() | Lifesteal is great in a counterattack setup and also provides sustain outside his transformation state. Useful in hard FJ or other mutation stages. | ||
| Unit/Skill/Buff Interactions | ||
| Freeze/Stun/Sleep | These debuffs will trigger a forced transformation while you have Blood Slaughter equipped. Taair’s AoE sleep skill can also be used to trigger this in some situations | |
| Assault Order | Unfortunately Abyssal Prism, despite being used for ST nuking, is considered an AoE, making it unable to be supported by SP Safiyah's fantastic ST enhancement skill | |
| Leaving the level shortly after triggering his trait | This doesn't count as Parsifal being “dead”, which matters for point calculation in modes like ToA or ToC | |
| Date | Comments/Retrospection/Examination |
| 3/25/2026 | Parsifal arrival on global is too late for anyone but new players. He is an overall well rounded and solidly performing unit in AoE and has some utility with nrg drain and resolve block. It's hard to justify the investment considering he is sandwiched between many higher priority options and only has value in day to day use or being a specialist unit. (Worth at least 10-30 pulls 🙂) |
| Pamina | Stars | Tier: 3 Ascension: ❌ | Rationale |
![]() | Can Stop | ⭐⭐⭐ or ⭐⭐⭐⭐ | Very subpar performance below 3 star because she will lack survivability and damage because of low aoe procs on trait. 4 star can max out her DEF to PATK conversion not something necessary but nice to have if your a fan |
| Recommended | ⭐⭐⭐ | The need to have her own Sig Weapon at a higher star is relatively higher demand in investment already. It is recommended to stay at 3 stars as she will still be effective, especially considering her next big jump is at 5 stars |
| Role/Faction | ![]() ![]() ![]() Tank/PhysAOE/CrowdControl |
| Reasoning | Pamina is a tanky AoE mobber that jumps into groups of enemies and tries to engineer a situation where she can defeat enemies through pseudo counterattacks and lifesteal to survive while managing enemy units aggro through taunts. Her role is largely reactive and especially suited for more challenging mobbing stages. Unfortunately her lack of crit affinity and playstyle puts her in a niche in the context of optimal AoE performance that other direct damage mages fare better in, however she plays smooth and is quite solid in general play as a good but not great unit |
| Strengths | Weaknesses |
| Nearly unkillable in melee range unless one shot AoE taunt is useful and rare PDef Conversion for more ATK Has really good dr 65% after using jump and running passives With life steal and self dispel plus heal has very good sustain AOE procs is 3 at 3* and 4 at 5* does 90% dmg but lowers with how many enemies are hit | High energy consumption & long cd without the use of high star signature Depends on getting her Sig weapon to maintain consistency |
| Skills | Reasoning | |
| Rank 11 | ![]() Frontline Action Counter Storm (Can castalia) | Frontline helps her take the initiative and offers reliable DR as she is often always healthy after triggering her Trait. Counter storm provides a ranged counter that can provide coverage against mages/archers and nearly double your trait dps for two turns |
| Rank 9 | Surefire Attack | Either one but you get 3% defense from Surefire |
| Rank 7 | Onslaught - No Foe Can Stand | Pamina doesn’t want to deal damage through actively attacking. Onslaught is the main means of getting into a fight, taunting, and is the ideal choice to reset cooldowns through her Signature weapon |
| Rank 5 | Upright Spirit | Great improvement to sustain in independent function and dispels the crippling heal block debuff |
| Rank 3 | Indomitable Stance | Indomitable offers both defense and offense passively. Inertia only activates on active attacks |
| Rank 1 | ![]() Who Dares to Contend Breakthrough Spear(Can castalia) | Contend offers Parry and DmgR2, which is more used in difficult environments and aids in her trait counter gameplay more so than an active damaging skill |
| Loadout | Skills | Notes |
| General | ![]() | Frontline Action adds an additional 20% DR that is easily maintained due to her healing keeping you in a Healthy State and the 50 Speed allow her to act earlier to setup the frontline, all without costing a turn to perform an action compared to the Tank loadout |
| Tank | ![]() | “Contend” provides Parry + DMG Reduction 2 to herself and Def 2 for all allies, maximizing her defensive ability. Front Defense is always activated during Parry since it Turns Pamina towards the enemy before being attacked |
| Damage | ![]() | Maximizing counterattack/Trait DPS. Somewhat niche and should use only when you lack enough AoE on team |
| Weapons | ||||
| Best | Army Breaking spear | Just best for her needing cd reset | ||
| Optional 1 | Double Sided Halberd | Best option outside of signature | ||
| Trinket | ||||
| Best | Hourglass | Any stat stick works | ||
| Usable | Cooling Powder | Best if you need heal immune | ||
| Tarots | ||||
| Best | Tower | Best for dps | ||
| Optional 1 | Hermit | Best for min maxing her bulk | ||
| Engraving | ||||
| Best | ![]() | Reset cds | ||
| Unit/Skill/Buff Interactions | ||
| Crystal Burst Armor | Pamina’s Trait is not considered an actual counter and is not buffed by Crystal Burst | |
| Date | Comments/Retrospection/Examination |














































































