"Y" Units
| Yeganeh 💀💀 | Stars | Tier: 2.5 Ascension:❌ | Rationale |
![]() | Can Stop | ⭐⭐⭐ | Requires at least 3 stars for +1 NRG sustain |
| Recommended | ⭐⭐⭐ | Just keep it here at 3 unless you love her art. |
| Units that Support Yeganeh with Buffs/Debuffs and Liberation stacks. | ||
| Core For Unit | ![]() ![]() ![]() ![]() | |
| Others. | ![]() | |
| Role/Faction | ![]() ![]() MEH DPS pretending to be a support hybrid |
| Reasoning | In spite of her mystical appearance, she offers virtually nothing unique or sufficiently effective to endorse her. Her usefulness in any direction, whether DPS/Utility/Support, is all conditional or just simply inefficient. Being a newer generation unit, she does perform at a higher baseline than most older units, and is a particularly comfy and easy to operate unit, but nothing to praise. Despite also being a [Shackles of Liberation] resource Elaman unit, unlike some other units, she isn’t as dependent on Lukamar for stacks, but at the same time the extra effects are not very impactful and feel as if they should have simply been an unconditional part of her kit. While she is a summoner type unit, her summon does NOT scale off buffs or other additional stat gains. Effectively all stat gains that are not present on her character screen before battle, such as through equipment, do not buff it, limiting abuse. Overall her ceiling is not particularly high, but perhaps she may turn out more valuable than expected in the future. Until then, she is rather disappointing, though oddly satisfying to use. 12/7/2025: Yeganeh’s position has only mildly improved, if only thanks to the introduction of Kianshir and Shenaz, both of which can trigger her constructs attacks without manual input from Yageneh herself, circumventing the damage penalty downside. However this only matters against ST, which is still niche, and therefore doesn't affect her overall ranking, especially since she still depends on another unit for full function. Her construct’s reaction is what her primary multi hitting move attack count draws from, putting a cap on the number of times it can attack overall. This coupled with her other limitations leaves her inflexible aside from just doing slightly higher than average damage relative to older units. Rest of her page updated 6/6/2026 |
| Strengths | Weaknesses |
| She has a relatively long effective range and area of influence due to how she commands and interacts with her summon, allowing her to safely deal damage or heal at a distance out of harms way Can deal decent damage, especially if its a few enemies Her summon counts as an off turn which can bypass reactions that can harm you ex. like buff stealing or mass debuffs on hits etc. Unique aoe cooling powder effect | Summon does not scale off equipment/tarot effects outside of raw stats on the character page Unlocking her full damage requires 10 [Shackles of Liberation] stacks, an additional passive skill for buffs on the summon, and between the 4 direct cost and the +1 cost to buff it, a 5 NRG cost the first turn. It seems clear the devs want to discourage a full offensive loadout, but at the same time the alternative is not very effective. The rest of her damage is usually out of turn, through counters/assisting attacks, making her gameplay pace offensively slow Her defensive support abilities, such as shields or deflection only apply to her and her summon(when equipped with another passive…), limiting her support ability to mostly just healing(regen) The summon is very squishy as a baseline and there is an expectation for the player to utilize her defensive skills to keep it alive, otherwise resummoning it will incur both a cost and a turn Any form of attack from the Cube all draws from the same charge resource pool from its reaction, ultimately leading to an effective attack hard cap. Also her ST potential is locked behind triggering her Cube’s reaction as otherwise forceful triggering of its reaction using Yegane’s 4 NRG skill incurs a 50% multi penalty per same target hit. Triggering manually without that skill is locked behind Kianshir or Shahnaz or acambe both of which can proc the Cube 3x additional times to reach the hard manual cap. Her crystal refraction buff that adds two additional reaction charges can ONLY be triggered by an enemy and can not be manually activated, hindering her ST potential. Her Rank 11 can only share shields/DR buffs with her own cube, and sacrifices 15% of her cubes 75% multi just for 20% lifesteal Requires the assistance of another unit to deal her peak ST damage |
| Skills | Reasoning | |
| Rank 11 | Artistry | You lose damage in exchange for the Cube gaining lifesteal and gaining additional defensive buffs from her shielding skill. It is pretty ok nice to have |
| Rank 9 | Focused strike | Makes the cube hit whoever you hit pretty good basic within 4 tiles of its self |
| Rank 7 | ![]() Reconstruct Kaleidoscope Light forge (take this ) | Right skill Teleports the cube to a location and starts triggering it’s own reaction up to its available count(scales with stars) and adds +2, prioritizes hitting each nearby enemy at least once. Functions as her main AoE/general content skill. Consumes 10 lib stacks for a large increase in damage. Weak for ST damage because of the damage multiplier penalty. Left skill is a 140% ST skill used as a filler in ST scenarios when Yegane’s allies are triggering the Cube’s reaction count rather than manually ordering the cube to attack. It is also possible to run this skill as a means of self generating Liberation stacks/NRG so you have a much stronger AoE nuke every other turn. |
| Rank 5 | Master Craftsperson | Pretty solid passive. The Cube heals and dispels debuffs every turn and has 10% DR |
| Rank 3 | ![]() Blinding gleam ( maybe cast if your missing buffers ) Reconstruction Mirror (take this ) | Left side skill: When teleporting the cube, the Cube gains [Atk.3], [Dmg 2], and [Crit 2] for 2 turns. Core for general play use Right side skill: Causes the Cube to teleport to the marked location and gains a buff that adds to the total reaction trigger count of the Cube. All friendly units in the AoE also receive a random T2 buff, Regen2, and remove anti heal debuffs. Provides additional benefits to the Cube if you have her R11 passive equipped. Since the ability adds to the total reaction trigger count, it can be used prior to using the cubes 4 NRG AoE skill to add more total damage, or for ST scenarios. |
| Rank 1 | NRG Restoration | NRG restoration is strictly better. It can be equipped to sustain an AoE focused loadout |
| Loadout | Skills | Notes |
| Hassle-free AoE option 1 | ![]() | Utilizing only her 4 NRG mobbing skills, buffed by her passive and helped sustained by her NRG regen skill. |
| Offensive AoE option 2 | ![]() | An alternative to the AoE version and probably better, but this allows liberation stack generation, allowing Yegane to alternate between this 1 NRG skill and her 4 NRG skill, on the condition you can successfully kill an enemy or item/object using the 1 NRG skill. Failing to do so means no NRG sustain |
| Defensive (Niche) | ![]() | This setup trades away her AoE capability to make her summon particularly bulky and focus on leveraging its reaction normally by getting hit. Yegane will also provide allies with regen and prevent their healing from being blocked. |
| Mixed (Niche) | ![]() | This keeps the support regen utility and sustain for the cube while retaining the offensive cube buffs and AoE capability of her 4 NRG skill, but at the cost of 0 NRG sustain. Largely infeasible to sustain except with NRG support |
| ST with Shanaz or Kianshir (Niche) | ![]() | She can only realize her full 300% ST multi against an enemy if her cube’s reaction is triggered from attacking the cube using Kianshir or Shenaz. At most, this is for Sub Dps niche purposes and not a “real” build. The 1 NRG skill is there because it triggers her cubes reaction without a penalty and deals some direct damage. Between Yegane herself dealing 140% and the cube 300%, This results in 440%. |
| Most reliable loadout | ![]() ![]() ![]() ![]() ![]() or If no luka heshan | In a team which supports this build will be the most useful for her dps. |
| Weapons | ||||
| Best⭐ | Her sig | Her sig is not even better than 1-5 stars flavia sig for dps. But this Sig does give 6-15% dr but who cares lmao. | ||
| Optional 2 | Corn Staff | Gives her all the nrg she’ll need | ||
| Optional 1 | Starry | Best Cope in slot for her outside of sigs. | ||
| Optional 3 | Hasna | Free movement sig. | ||
| Trinket | ||||
| Best | ![]() ![]() Memory of Teeth/SoJ/Hourglass/ | Any stat sticks | ||
| Support | ![]() Book/Spice Bottle | Book is great for her speed tier/ spice bottle is boost the hp of the summon and gives her MATK for free as well shes proc the 5 stars | ||
| Tarots | ||||
| Best | ![]() Fortune/Empress | She a summon and doesnt really a have BIS pick whats best for you play style | ||
| Engraving | ||||
| Best | ![]() | Stats | ||
| Best | ![]() | Best for boost her summon stats | ||
| Unit/Skill/Buff Interactions | ||
| Shahnaz | Can trigger her Cube’s reaction | |
| Kianshir | His summons can trigger the Cube’s reaction as well | |
![]() | Give it a ST buffer to buff her summon even more | |
| Date | Comments/Retrospection/Examination |
| 6/6/26 | Yegane. She's a solid tank, has free cool powder and does a lot better than cope units that provide nothing because they cant survive current meta. At least Yeganeh can do that, and will be a solid asset for UD teams and TOA free floors. (nothing burger) |
| Yennefer- Collab Unit | Stars | Tier: 1 Ascension:✔️ | Rationale |
![]() | Can Stop | ⭐⭐⭐ | Yenn starts with [Magic Exhaustion] at the start of her first turn until 3 stars. |
| Recommended | ⭐⭐⭐⭐⭐ | Low priority five stars she's pretty complete at three stars/4 stars for what she's needed for which is being a support unit. 3/5/26- The bug with [magic exhaustion] being dispelled with any of her pre 5 stars has been fixed and she now needs 5 stars to spam every other turn. |
| Role/Faction | ![]() ![]() ![]() AoE DPS/Support/Teleport Utility/Debuff |
| Reasoning | Yennifer is a control/debuff mage heavily focused on manipulating board factors such as position, tiles, and stats to provide an advantage rather than raw damage. She has relatively mid multipliers and plays around highs/lows of impact based on her [Magic Boost] mechanic to amplify specific skills based on the situation. Unfortunately this sort of kit of being a jack of all trades usually results in struggling to perform against other focused units. She is particularly excellent for newer accounts to provide general role compression and access to DMG3/Vuln3, but older accounts will likely find her mostly a toolbox unit for harder challenge content and not a must pull compared to more extreme future performers. Shanaz in particular outperforms her in most areas. |
| Strengths | Weaknesses |
| Has a 6 tile target teleport/reposition that also can apply Vuln 3 and become an instant skill on enemies or be used to allies to buff with DMG3/Spd2. Multiple other abilities can also apply Vuln3 and buff DMG3 for allies. Has a 0CD AoE skill that can heal allies, grant DMG3, and grant immunity to both Fire/Ice tiles. Don't really need any stars to function for her support role. Can Provide your team with immunity to fire tiles/ ice tiles via Embrace of Shadows. | Magic Exhaustion doesn't let her spam her powered up moves. Competitive skill slots |
| Skills | Reasoning | |
| Rank 11 | ![]() Tissaia’s Teaching Yennefer’s Mockery (EH dont cast this) | Tissaia’s is a generally better skill to take since it offers better uptime and NRG sustain. Yennefer’s Mockery is pretty niche as the condition of [Bound] diminishes its overall value and only 30% DMG is not impressive. |
| Rank 9 | Charged Strike | Either skill works. I would probably take Charged Attack for the HP inherent bonus and for extra DMG. |
| Rank 7 | ![]() Charming Illusion (castalia when you find an actual need for it) Portal | Charming Illusion is a great debuff skill, but not practical for general play. It is a toolbox utility for hard stages and can be castalia when you actually need it Portal is an insanely good utility skill that should be taken. It can be used to reposition an ally and have them follow up with their turn faster alongside a DMG3 buff or you can use it on an enemy to apply Vuln3 in an AoE and deal damage. |
| Rank 5 | Evasive Shift | Strictly superior to her other reaction. It offers damage, dodge, debuffs, and protective reposition, all on a 2 sec CD |
| Rank 3 | ![]() Embrace of Shadows(Can castalia) Elemental Control | Embrace of Shadows is Yennefer’s primary means of providing AoE healing for allies as part of her role compression. It is also useful for buffing allies. However for those who don't require AoE support and instead want to utilize the portal, you can skip this or take it later. Elemental Control is Yennefer’s primary offensive skill and should be taken first |
| Rank 1 | Yenner’s Heal | This is a slightly upgraded version of the pretty standard ST heal skill, however it is still filler and taken primarily for the 3% HP passive. |
| Base Skill & Trait Skill | Magic Surge | [Instant] Can be cast when not having [Magic Exhaustion]; after using, gains [Magic Boost] for 1 turn. Magic Boost: Some skills are replaced with [Magic Empowerment] effects. [Magic Empowerment] skills have no NRG cost and no CD; after use, all skills revert to original skills. Note: [Magic Boost] is charge based, and is used up on the first empowered skill used. |
| Loadout | Skills | Notes |
| General | ![]() ![]() ![]() ![]() ![]() or in place of Elemental Control | Standard loadout mixing damage, sustain/cdr, and portal utility. You can use the portal to throw SP Samantha or any other AoE unit with limited movement directly into enemies and nuke them at the start. Yennefer is Maneuver Command, the unit. |
| Support | ![]() ![]() ![]() ![]() ![]() or | Pure support set with DMG 3 SPD 2 with TP and VUL 3 Support if needed with summon and ice tile support. |
| Weapons | ||||
| Best | Diffusing Prism | Diffusing is as solid offensively if not slightly more than her own sig as it provides a consistent 20% DMG and 10% M.ATK vs 16% DMG + 16% DMG every other turn, which averages out to an additional 8% DMG. At 5 star however, it provides dispel for a debuff on an ally and a buff for enemies, making it a slightly better overall sidegrade, but it is expensive. Due to the cost of the sig, Diffusing is rated best overall. | ||
| Option 1 | Obsidian Star | Requires 5 stars to be good unless you value the hybrid dps/support values. However it is generally not worth investing. | ||
| Option 2 | Starry Sky Heritage | Decent filler option but not as good as the two above options | ||
| Option 3 | Reorganized Cube | Only for the more niche support route | ||
| Option 4 | Focus wand | Gives Portal and all her st skills +1 range | ||
| Trinket | ||||
| Best | Blood Luxite Amulet(Sig) | Blood Luxite offers the best damage | ||
| Usable | ![]() Shield of Justice(Sig) Hourglass | Both are good stat boosting options | ||
| Usable | Scrolls of Auguste | For semi support purposes | ||
| Best | ![]() Resonant Crystal/spacetime time | Can help reset her CD and lower her trait debuff with Tissaia’s Teaching slotted. | ||
| Tarots | ||||
| Best | Magician | Best for consistency and average DMG | ||
| Option 1 | Fortune | Can provide NRG sustain, DMG, Healing, and trigger equipment effects such as dispel from her sig or cube | ||
| Option 2 | Judgement | Yenn’s mobility makes it easy to get within range to apply Judgement, offering a 10% damage taken debuff. | ||
| Optional 3 | Justice | Niche for slightly better damage with a crit buff or specifically with Hesha/Cocoa | ||
| Option 4 | Empress | Certain hard content requires consistently high levels of dispel. Empress with Cube/Sig can help in that niche | ||
| Engraving | ||||
| Best | ![]() | Can be used to reset the cost/cd of portal or another skill | ||
| Best 2 | ![]() | Sword+Wand is preferable for offensive setups | ||
| Ascension Materials | ||||||
Magical Insight | Hope | Founding | When under [Magic Boost], increases DMG by +(5,10,15)% and healing by +(15,20,30)%. When not under [Magic Boost], increases DMG by (0,0,8)% and Healing by (0,0,15)%. | |||
Blessing of Divine Shield | Oathkeeping | M.DEF is increased by (10,20,20)% and magical DMG taken is reduced by (10,10,20)% | ||||
| Yennefer’s Astral Equipment | ||||
Obsidian Star | Increases Magical DMG by +(8,8,12,12,16)% and Healing +(6,6,9,9,12)%. Before using [Magic Empowerment] skills, gain [Obsidian Star](1,2,2,3,4) for (1,1,2,2,2) turns. Obsidian Star 1-4: Increases Magical DMG by +(8,8,12,12,16)% and Healing +(6,6,9,9,12)%. [Obsidian Star Buff LVL4] After using a skill: -If the target is an [ally], dispels 1 debuff. -If the target is an enemy, dispels 1 buff. | Practical/Usable on other units?: Somewhat This equipment is solid, but it requires to be 5 stars to have its important dispel debuff/buff line . Considering Yennifer is likely to be the best collab unit, it may be worth aiming for this weapon | ||
| Unit/Skill/Buff Interactions | ||
| Date | Comments/Retrospection/Examination |
| Yserinde(Giraffe) | Stars | Tier: 1 Ascension:❌ | Rationale |
![]() | Can Stop | ⭐ or ⭐⭐⭐ | All her utility skills work perfectly at 1 star. 3 star will remedy potential NRG problems that you usually won’t have anyway if you run her sig otherwise you will need an nrg support at 1-2 star. |
| Recommended | ⭐⭐⭐ | The increase in piercing and dot damage from aura at 4* and 5* only applies to herself. While it’s still very good if you use her often, it’s not a priority |
| Role/Faction | ![]() ![]() Queen of Board Interactions, Mobility/Piercing/DoT Support |
| Reasoning | Yserinde is an interesting addition to the game, offering a unique defensive mechanic, another interpretation of piercing/dot gameplay, and a variety of tactical options at the somewhat inconvenient expense of multi-action manual play. Yserinde is an ultimate tech unit. She can be anything you want her to be : extend the movement on allies, hurt enemies both on player and enemy phase, give shields or DR to allies and kite. Her playstyle revolves around managing her daggers - they can be used both as offensive tools and as a powerful buff + movement source to your allies/herself. You usually want to keep several of them staying on the field untouched so they can be a “magnet” for her “Plume Rend” or a resource to be used later through “Royal Guard Escort”. Yserinde is surprisingly efficient as sub-dps even in non-DoT setups, also providing them with a lot of extra TP. Whenever you need to do damage or give extra push in several corners of a large map - she’s indispensable. |
| Strengths | Weaknesses |
| “Royal Guard Escort” let units with effects on standby abuse them several times in a row. Including Marcille , Credenza , World tarot. Each time your own unit (not enemy!) triggers her dagger, you get 10 TP. Highest mobility in the game both for her and her allies. Farthest reach and fine-grained damage spread. Conditional teamwide all damage types (piercing, DoT, regular) support combined in one package with DR buffs Can grant allies shields and “Deflection” - a buff that applies a high DR to one incoming attack. | Forced unreducible “cooldown” on ult Skill slots are extremely competitive |
| Skills | Reasoning | |
| Rank 11 | ![]() Plume Array(optional) Endless Web(Prio) | Her ult “Endless Web” is a no brainer. 3 daggers, team-wide damage (all types!) buffs, secondary DoT application on union units with deflection, so powerful that devs nerfed it with an unreducible CD. The other “Plume Array” skill is a damage reduction utility that you might never need, but it’s a very powerful option if you do. It also lets you team get “Deflection” buff easier which is needed for taking advantage of ult’s aura. It is also a map-wide support skill which can be useful for things like priestess tarot or nocturnal glow weapon. |
| Rank 9 | Surefire attack | A basic with anti-dodge that you’ll rarely use anyway |
| Rank 7 | Plume Rend | This is a solid damage source that will strike anyone within range of dagger or with feather debuff when the count of “dagger procs” reaches 4 with both piercing damage and frostbite debuff. It will not hit the same target multiple times though. The alternative is a power creeped version of invulnerable buff - a bit generic and too niche. |
| Rank 5 | Silent Wing | Unique reaction skill that provides far more value than a generic counterattack alternative |
| Rank 3 | Black Feather Field | Defensive aura that looks slightly more usable than the alternative passive with 10% atk/def when unharmed. On paper the alternative passive could be usable (for hitting kill breakpoints), but it’s not heard of in practice. You will probably never slot either. |
| Rank 1 | ![]() Royal Guard Escort(castalia) Phantom Shift(Prio) Phantom Shift > Royal Guard Escort if you absolutely have to choose | Phantom Shift lets you swap with a unit or into a dagger within 5 spaces, immediately getting extra instant dagger placement. Core skill, mandatory for Yserinde mobility. Royal Guard Escort gives shield and deflection to allies walking on daggers, but most importantly - move again, which lets you proc standby as many times as you step on dagger. Extremely abusable skill, core for many useful interactions. Also treats your allies with deflection as daggers for Plume Rend and Plume Array Missing either of these skills gimps her a lot. But Phantom Shift will be present on more loadouts. |
| Loadout | Skills | Notes |
| General (support focus) | ![]() | Sacrifices AoE passive for standby+deflection+shield on daggers which means Ysirende does less damage herself, but her allies apply more extras and get new cheese options |
| General (agile damage focus) | ![]() | The most default kit that keeps her mobility, damage and ult but sacrifices all dr/deflection/shield support. This means you’ll need some other source of 30% hp shield for aura-enabled minor frostbites from union team |
| Defensive support focus | ![]() Or | A theorycraft idea trying to fit in her “Plume Rend” skill |
| Weapons | ||||
| Best⭐ | ![]() Newborn Blade/Stratagem | Will give the best dmg boost / lutfi is best overall | ||
| Optional 1 | Nocturnal Glow | Only good for her full support build using Plume Array | ||
| Optional 2 | Dawnmoon | Good for body swap support on a unit with high DEF conversion | ||
| Optional 3 | Frostspine Grip | Pretty ok cope weapon if you happen to have it 5 stars. | ||
| Trinket | ||||
| Best | Crimson Quill | Stat stick on top of providing her Infinite Energy | ||
| Optional 1⭐ | ![]() Soj/hourglass | Any Stat Stick | ||
| Tarots | ||||
| Best⭐ | Devil | Will give the best dmg results at maximum stacks | ||
| Optional 1 | ![]() Hangedmen/Death | For dot / piercing boost respectively on what you need but are also bis depending on the content | ||
| Optional 2 | Empress | Goes well with her support build | ||
| Engraving | ||||
| Best | ![]() | Stats | ||
| Optional | ![]() | For cheese is the best options lets her TP spam more often | ||
| Unit/Skill/Buff Interactions | ||
| Marcille | Mana stacks on standby. See her interactions section | |
| Credenza | Holy revelations stacks on standby. See her interactions section | |
| Dawnmoon ( Ayisha sig) + Phantom Shift | Swapping with ally gives both you and ally “Dawnmoon Glow” buff. May be useful since her ATK scales from her PDEF | |
| Nocturnal glow + Plume Rend | Yserinde after Saf Sp is the second unit to have map-wide support skill and it’s also an instant | |
| Yserinde trait | “At the start of turn” here is actually “at the start of round”. Which means that if you reduce skill’s CD after round starts, you won’t get “becomes [Instant” effect. | |
| Date | Comments/Retrospection/Examination |









































































































