"T" Units
S
| Taair | Stars | Tier 1 Ascension: ❌ | Rationale |
![]() | Can Stop | ⭐⭐ or ⭐⭐⭐ | 2 stars doubles his max stack cap to 4. 3 stars allows starting with 3 books and enables him to cast an additional time by picking up a book on the first turn. More importantly he gains +1 move, allowing him better reach towards gathering books |
| Recommended | ⭐⭐⭐⭐⭐ | 4 stars maxes out his stacks to 6. 5 star is a long investment for relatively minor gain, as he can already fulfill his full supporting potential earlier. He doesn't require another use of an instant early, or the additional range |
| Role/Faction | ![]() ![]() NRG/Buff Support |
| Reasoning | SoC’s premier NRG battery. Still to date the most effective unit to grant NRG in an AoE or 4 NRG to a ST. Being a suitable user of Reorganized Cube and/or Empress allows him to reliably dispel debuffs for your team in a wide AoE. His Historic Instant skill system allows him to choose between 3 skills to cast instantly alongside his regular skills to provide useful support/utility and heal a little while he is at it. One of which is an instant Vuln2 debuff on an enemy, which is unusual for a support. His main skills provide various options such as being able to distribute damage among teammates and allow your team to survive ordinarily unsurvivable attacks and amplify DMG by 15%, grant 100 Speed/1NRG in an AoE, Atk2/4NRG to 1 unit, or sleep enemies/grant 30% crit to allies for one turn. Moreover his ability to reliably dispel, perform more than one support action a turn thanks to his Historic Instant skill system, and utilities such as damage distribution/speed manipulation make him a top tier support. |
| Strengths | Weaknesses |
| “Caged Reverie” can distribute damage amongst the team, allowing them to survive attacks that you would not otherwise Has two skills that can restore NRG in an aoe High speed coupled with the ability to increase the speed of others allows Taair to pull them up in turn priority to go before enemies or manipulate turn order among your own units. Fantastic user of Reorganized cube to regularly and reliably dispel debuffs Low star friendly and super turn economical at 3* | +4 NRG + Atk2 skill has a 3 turn cooldown and only affects one ally Does not provide traditional Crit/Crit DMG buffs(except Tipsy from Campfire skill) and his Atk2 and Dmg2 are not unique and increasingly easy to supply from other meta units Mediocre healing until higher investment Caged Reverie has a 7 turn cooldown Many future units have built in NRG sustain from skills or stars, resulting in a less pressing need for outside NRG, and a stronger valuation of CD reduction |
| Skills | Reasoning | |
| Rank 11 | Caged Reverie | Allows your team to tank extremely hard hits by distributing damage for 2 turns |
| Rank 9 | Dispelling Strike | Either works, but dispelling has more practical uses than the alternative |
| Rank 7 | Campfire Night Talks | Campfire has use in some scenarios, while Flagellant is not very useful |
| Rank 5 | Pacifism | I believe 20% DR is more reliable. The cases where you are hard crowd controlled are far rarer than instances where you take damage |
| Rank 3 | Inner Light | Aside from being an instant NRG skill, it can also be used to reset movement by walking to a book then casting the skill |
| Rank 1 | ![]() Seed of Wisdom Thousand-Mile Echo(castalia) | Take both no questions asked |
| Loadout | Skills | Notes |
| General | ![]() | In truth, “Healing Spell” is rarely equipped, but that slot can be replaced by any other skill as the circumstances demand. While it might be a given that Taair’s focus is not healing, having one skill dedicated to a solid heal reduces healing demand elsewhere and makes for a good emergency heal, as it only costs 1 NRG and has no cooldown. “Divine Healing” is too costly and directly interferes with Taair’s main strength of granting NRG and is therefore not used in most cases |
| Pure NRG | ![]() | Optional general play setup. Useful when you lack book and are at low stars, as “Inner Light” being instant and having a fairly long range allows you to move over a scroll then cast an instant to reset movement |
| Boss | ![]() | “Caged Reverie” allows units to survive damage they would not otherwise be able to. This can cheese some defensive requirements |
| Boss 2 | ![]() | “Campfire Night Talks” is Taair’s only way of providing crit chance to allies, however it requires having a tarot/weapon equipped that provides dispel, which will dispel the sleep on using the skill but keep the Tipsy buff which provides 30% crit chance. This setup is useful in cases where you need crit consistency |
| Weapons | ||||
| Best | Dream Turbidity | Min max heals.. | ||
| Best ⭐ | Reorganized Cube | Best for healers and has dispels | ||
| Trinket | ||||
| Best ⭐ | Book | Book for more speed control | ||
| Best | Cooling Powder | Best for boosting heals | ||
| Tarots | ||||
| Best | Empress | Best for healing | ||
| Optional 1 | Judgement | Best for support in bossing thanks to the range boost | ||
| Best | Empress | Dispel is always good. | ||
| Engraving | ||||
| Best | ![]() | Reset cds | ||
| Unit/Skill/Buff Interactions | ||
| Scrolls | Taairs scrolls can reset movement whenever you use an Instant skill | |
| Date | Comments/Retrospection/Examination |
| Teadon | Stars | Tier: 3 Ascension: ✔️ | Rationale |
![]() | Can Stop | ⭐ or ⭐⭐⭐ | Can do unlimited alerts at 1 star. 3 stars is reasonable investment for better damage |
| Recommended | ⭐⭐⭐ | While it’s good to have more stars, hard to argue for more of them for Teadon |
| Role/Faction | ![]() ![]() Unlimited Alert Works / Meme of the game |
| Reasoning | Teadon suffers many inherent flaws as a unit. From an awkward limited range Alert that is prone to being interrupted without R13, high cooldowns, needing to build up his shield value, his Alert Stun overriding his own trait alert resulting in less damage, and high NRG costs with no inherent way of recovering it, he leaves much to be desired. However with the introduction of Rank 13, his Alert can no longer be interrupted and he can now be played some with offensive efficiency as the unit with the highest alert ceiling in the game with proper setup. Also SOC best dad. |
| Post Ascension | +1 alert trigger alerts can’t be interrupted are the most notable things. |
| Strengths | Weaknesses |
| Can proc his trait alert unlimited number of times AoE vuln 2 Provides Phys shields for the whole team Has medium range alert skill with stun, getting up to 2 procs with liberation skill Very bulky against Phys damage | Hard to set up to reach ceiling Deploying “Shield of Sanction” alert overwrites his trait alert High NRG costs with no innate NRG sustain Long cooldowns on his core skills Alert has a limited range outside R13 Sanction, making it awkward when depending on enemies to simply walk into range. |
| Skills | Reasoning | |
| Rank 11 | Impregnable Shield | Provides undispellable shields to allies |
| Rank 9 | Powerful Attack | Either one works |
| Rank 7 | Shield of Sanction | Decent zone control skill |
| Rank 5 | Thick Shield | Shield off start enhances bulk, increases block reliability and contributes to his DPS with R13 |
| Rank 3 | Hit and Run Tactics | AoE vuln 2 is fairly good and thankfully it only has a 1 NRG cost. Teadon needs a filler in his kit as a third slot due to his high NRG costs |
| Rank 1 | Intimidate | Knockout blow has too long of a cooldown and unreasonable NRG cost for what it does. It will also never be taken over Shield of Sanction. Intimidate makes for usable filler |
| Loadout | Skills | Notes |
| General | ![]() | High NRG costs results in a third slot requiring to be filler |
| R13 Setup | ![]() | Sanction can proc twice once once you have his R13 unique skill and is usable however there are still NRG problems. |
| Weapons | ||||
| Best | Void stabs | Best for dps | ||
| Trinket | ||||
| Best | Hunter’s Intuition | Alert booster is just best for him. | ||
| Usable | Hourglass | Any stat stick | ||
| Tarots | ||||
| Best | Stars | Shield booster | ||
| Optional 1 | Justice | Best for dps. | ||
| Engraving | ||||
| Best | ![]() | Stats | ||
| Unit/Skill/Buff Interactions | ||
| Funneling enemies into trait alert + hunter’s intuition | The ideal setup for Teadon is him with two allies or objects to the side. It means that each enemy is incentivized to stop in the alert zone for attack (triggers his alert twice) and anyone already in the zone will also get hit. | |
| Date | Comments/Retrospection/Examination |
| Team Meteor | Stars | Tier: Fun Ascension: ✔️ | Rationale |
![]() | Can Stop | ⭐⭐⭐ | 3 stars doubles Fat Storage stacks gained per non-instant active skill used and increases starting stacks by 1 |
| Recommended | ⭐⭐⭐ | 4 star gain is negligible and 5 stars is too steep an investment for a niche unit |
| Role/Faction | ![]() ![]() Tanky ST Phys/Magic Nuker |
| Reasoning | Meteor Team’s primary role is being a bulky ST charging Nuker that can choose between Magic or Phys damage for their damage. However their weakness is their dependence on a shield stack system that is expended and requires rebuilding without taking enough damage that they would be lost. Even in optimal scenarios they still technically don't compare with the true higher end DPS units like Tristan/Estra |
| Post Ascension | This ascension is only good for those who 5* them. Just like many other ascension TDLR just more damage/dr which they needed perfect for when playing in papal content or in their team |
| Strengths | Weaknesses |
| Their ability to stack many layers of shields can make them very tanky Their charge range can reach huge distances Can Self buff with Crit2/CritDam2 on an instant skill Has the choice of Phys or Magic as an active offensive skill Can deal with damage with KBs | Hampered by vertical mobility High NRG cost till 5 stars and have low stats Their abilities often remove their Fat Storage/Shield stacks as part of costs for extra benefits, requiring them to have high Stars for Fat Storage recoup on subsequent turns Suffers from the feeling of needing one more skill slot due to Remarkable Tonnage and Comfortable fat reserves feeling necessary, leaving only one offensive skill. High NRG cost also deters from ever running more than one offensive skill Requires high stars for solid Fat Storage sustain Their multipliers are not that impressive despite being ST focused, requiring Remarkable Tonnage as a necessary passive to have decent damage |
| Skills | Reasoning | |
| Rank 11 | Remarkable Tonnage | Adds a substantial damage boost to ST |
| Rank 9 | Hot Grilled Meat Impact | KB Basic is always solid |
| Rank 7 | ![]() Stylish Confident Strike(Can castalia) Victory Meteor Piercing The Sky | Victory Meteor is their primary ST Nuke, however Stylish Strike can be a potential magic ST option |
| Rank 5 | Comfortable Fat Reserve | Aids in Fat Storage stack gain passively |
| Rank 3 | ![]() Cooperation Division of Labor(Can castalia) Flash of Brilliant Wisdom | Extra range is largely a convenience, however getting up to 20% attack is good, but not as strong as Crit2/CritDam2 + 4 Fat Storage stacks. Especially at low stars, where they won't be gaining 5 fat storage stacks anytime soon. Flash of Wisdom allows easy setup |
| Rank 1 | Battlefield Snack of Morale | Battlefield Snack is a niche skill but better than the redundant charge skill |
| Loadout | Skills | Notes |
| General | ![]() | If you really want, at high stars, you can replace Flash of Brilliant Wisdom for Cooperation Division of Labor |
| Weapons | ||||
| Best | Barbecue Hammer | ………no | ||
| Best ⭐ | Feast Axe | Best. | ||
| Trinket | ||||
| Best | SoJ | Any stat stick | ||
| Tarots | ||||
| Best | Heiro | Best ST booster | ||
| Engraving | ||||
| Best | ![]() | Stats | ||
| Unit/Skill/Buff Interactions | ||
| Date | Comments/Retrospection/Examination |
| Tristan | Stars | Tier: 3 Ascension: ❌ | Rationale |
![]() | Can Stop | ⭐⭐⭐ | Realistically Tristan will have nearly all of her output at 3 stars however it is still recommended to get 4 |
| Recommended | ⭐⭐⭐⭐ | As a primary DPS it is essential to maximize her DPS potential. 4 star gives her the full crit chance and damage she wants. 5 Star mainly affects One-Punch and allows completely independent NRG sustain, but this is largely a luxury |
| Role/Faction | ![]() ![]() ![]() Aoe/ST Magic/Phys flexible DPS |
| Reasoning | Tristan is the second significant DPS to release after Auguste and fixes many of the inherent issues he had, such as limited mobility and cooldowns in exchange for only performing very well within a fixed period in her Transformation state. She doesn’t require the enemy to have conditions for optimal damage, both of which is a potential limitation of Estra. Moreover she can deal AoE and magic damage, giving her general flexibility that other carries do not. Overall she remains of the top DPS units that many accounts would benefit from pulling |
| Strengths | Weaknesses |
| Fairly solid mobility with teleport/dash High burst and multiple abilities allows good synergy with Homa NRG reset on transformation and reduced costs at 5 Star makes her NRG independent Infinite resolve(unkillable) for 1-2 turns allows her to frontline and tank easily for a short period and ensure she gets off her damage Destroyer has high base stats and performs consistently against other classes Has the ability to dispel enemy shields(some can't be) and deal extra damage to them Going into transformation resets all CD/and gives Full nrg back | Vulnerable the moment her infinite resolve expires Damage pretty mid outside of transformation Transformation can only be used once per battle One-Punch is only a 2 tile AoE and requires being one tile nearby to cast and Luxite Dust’s damage multiplier is not particularly impressive. |
| Skills | Reasoning | |
| Rank 11 | Family | Neither skill is normally used, but Family is family so it has a better niche |
| Rank 9 | Fatal Attack | More damage is better |
| Rank 7 | ![]() One-Punch Burial Controlled Demolition(Optional castalia) | Her default skill “Luxite Dust” is more practical in general play, meanwhile One-Punch is more useful once you have Tristan at 5 Stars Controlled Demolition adds too much of an NRG cost to be used off the start, but it is still an aoe vuln2, so it is better to default to taking that |
| Rank 5 | Street Style | “Street Style” provides some DR against melee and counters with some damage in some circumstances, but this skill usually plays little impact on her overall performance since she is normally operating on low HP and the counter only activates against an enemy [Preempt] or [Strike Back] |
| Rank 3 | ![]() Fervent Lunge Blazing Blood (castalia) | Both are core skills |
| Rank 1 | Furious Pursuit | “Furious Pursuit” does more damage than her right side skill and is where her main ST DPS is |
| Loadout | Skills | Notes |
| General | ![]() | “Burning Blood” can be replaced with “Controlled Demolition” if you need a source of AoE vuln2, but will need NRG support turn 1 since it requires 4 NRG total to cast both demolition and Luxite Dust. Luxite Dust can be replaced with One-Punch at 5 stars or for fun. |
| Boss | ![]() | Alternatively you can swap out pursuit for her AoE Punch, but Tristan deals her highest damage with Pursuit as a Phys damage DPS |
| Secret build | ![]() | One punch man. 5 stars only. |
| Weapons | ||||
| Best | Galesword | Cant get it anymore so use tuning | ||
| Optional 1 | Tuning Hammer | Tuning is the way to go because you can't get gale sword outside of paying | ||
| ST build only | Undying Flame | One of best sig for st. | ||
| Best⭐ | Alex sp sig | Gives crit/crit dmg/atk. Beats all axes in the game. | ||
| Trinket | ||||
| Best | Blood Luxite amulet | Best for magic build | ||
| Usable | SoJ | Stat Stick | ||
| Tarots | ||||
| Best | ![]() Justice/Heiro | Crit for me consistency but hero is best st booster. | ||
| Optional 1 | Magician | Best for her aoe build. | ||
| Engraving | ||||
| Best | ![]() | Stats | ||
| Unit/Skill/Buff Interactions | ||
| Trinkets | Crimson Fury resets can reset the cooldown of Trinkets, so Armguard can be used twice in the same turn | |
| Skill Usage Order/Priority/Scenario Examples | ||
| Boss | Lunge -> Headbutt -> Crimson Fury -> Lunge -> Headbutt -> Pursuit If you have armguard, use it after each Lunge | |
| Date | Comments/Retrospection/Examination |
| Triss- Collab Unit | Stars | Tier:1.5 Ascension:✔️ | Rationale |
![]() | Can Stop | ⭐⭐⭐ | Immunity to Burning and Frozen tiles and their effects. Reduces self-healing effects by 50%, but increases Shield Value by 50%. When having a shield, immune to interrupt effects. Magic attack increases by 15%. When triggering Ice and Fire Rhythm , damage increases by an additional 10%, restores 2 energy points, and reduces the cooldown of all Class Skills by 1 turn. After an active attack, apply Ice and Fire Vulnerability to the target. |
| Recommended | ⭐⭐⭐⭐⭐ | When having a shield, immune to interrupt effects. Magic attack increases by 25%. When triggering Ice and Fire Rhythm , damage increases by an additional 20%, restores 2 energy points, and reduces the cooldown of all Class Skills by 2 turns. At the end of the action, if standing on Burning or Frozen terrain, gains a Physical Shield and Magic Shield equal to 20% of magic attack which starts at 4 stars. |
| Role/Faction | ![]() ![]() ![]() AoE DPS Fire/Ice Terrain Applicator |
| Strengths | Weaknesses |
| Teleport skill with big range & built in Resolve Can make both ice/fire tiles and have full uptime of both. High aoe dmg potential up to 330% with 100% crit when using her full ice to fire combo and triggering rhythm of Fire and Ice. | Fire/ice unique vulnerability is only for 1 hit. Rhythm of Fire and Ice can only proc 2 times on a singular enemy. Has nrg / cd problems without higher stars or a passive slotted in AoE are pretty small when not triggering chains |
| Skills | Reasoning | |
| Rank 11 | Elemental Harmony | Alternating between ice/fire skills will provide NRG sustain and reduced cooldowns, making it a very solid passive |
| Rank 9 | Flame Arrow | Scorch is strictly better than slow and also makes a fire tile. |
| Rank 7 | ![]() Frost Control (can castalia later if needed) Triss’s Wrath | Frost control should be taken as a cheese only skill when you want to evolve your knockback setup and incorporate triss into it. Triss Wrath will be more genuinely more applicable even at lower stars thanks to it just being a great dmg boosting passive. |
| Rank 5 | Magic barrier | Reactive shields are great! |
| Rank 3 | ![]() Hailstorm Firestorm(castalia) | On a default build, you take both and alternate between the two. Take Hailstorm first to gain access to her alternate build option which includes her rank 7 Frost Mastery. In a typical combo you start off with Hailstorm |
| Rank 1 | Fireball | Fireball has a surprisingly high multiplier on top of applying ignite, and is one of the few consistent sources of -ATK2 down in the game, making it a useful niche skill. Pocket Elixir offers largely insignificant buffs that are easily provided by any traditional buffer and only works on collab units. Also the healing is limited to a single unit, making it overall a mediocre skill |
| Base Skill & Trait Skill | Teleport | Fantastic trait skill that provides initial mobility and NRG. |
| Loadout | Skills | Notes |
| General UP to 3 stars | ![]() ![]() ![]() ![]() ![]() | Standard alternation between ice/fire, with ice used first |
| 3S+ | ![]() ![]() ![]() ![]() ![]() | High Mobility with resolve thanks to teleport will make her sort of a tank mage pretty solid build to try out since it's just her core skills plus your base skill added . |
| Best build for 5 stars Triss. | ![]() ![]() ![]() ![]() ![]() | At five stars she's pretty much self-sufficient on -cds and nrg so she can switch over to max crit output. |
| Cheese build | ![]() ![]() ![]() ![]() ![]() | Creating ice tiles and using your teleport to move out the way can be pretty good for a knock-back setup. |
| Weapons | ||||
| Best | Diffusing Prism | Safe option for DMG | ||
| Optional 1 | The Light That Purges All Evil | She doesn't have full uptime so its option | ||
| Optional 2 | Flames of the fearless | Very minor sidegrade over other options, though it is technically slightly better at 5 stars | ||
| Optional 3 | Starry Sky Heritage | The M.ATK and Health means higher shields and stronger DoTs on top of her direct damage, affecting every part of her kit. Pretty solid if your looking for dot/bulk | ||
| Trinket | ||||
| Best | Blood Luxite Amulet | As usual, BL is best for offensive mages | ||
| Best 2 | Cloak | Pairs well with her teleport skill | ||
| Usable | ![]() Shield of Justice or Hourglass | Triss actively has shields, making the condition for SoJ easy to proc and sustain. Hourglass is a decent non sig alternative | ||
| Usable high star ring only. | Fire ring | This can help proc rhythm of fire and ice | ||
| Tarots | ||||
| Best | Magician | Triss lacks DMG mods, making this the safest choice overall. Does not affect her DoTs | ||
| Optional 1 | Devil | Affects the DMG output of both her direct damage and her DoTs, as well as provides bulk | ||
| Option 2 | Justice | Only useful for her ice variant with high crit | ||
| Engraving | ||||
| Best | ![]() | Stats | ||
| Ascension Materials | ||||||
The Fearless(U) | Foresight | Courage | When attacking targets with [Dot], increases DMG by (15,20,25)% and Crit by (0,20,20)%; when triggering [Rhythm of Frostfire], increases M.ATK by (0,0,10)%. | |||
In Full Bloom(G) | ![]() | When [Unharmed], DMG is increased by (4,8,12)% and DMG taken is reduced by (4,8,12)%. | ||||
| Triss’s Astral Equipment | ||||
Flames of the Fearless | “Ice” and “Fire” skills gain +(10,10,15,15,20)% Crit DMG. When triggering [Rhythm of Frostfire], gain an additional +(10,15,15,20,20)% Crit DMG. | Practical/Usable on other units?: No This equipment is a sidegrade/min max if you want to get the most value out of Triss but not worth pulling for | ||
| Unit/Skill/Buff Interactions | ||
| Date | Comments/Retrospection/Examination |




















































































































