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User - Bamiji - Tier List - Another Eden Wiki
User - Bamiji - Tier List - Another Eden Wiki
User:Bamiji/Tier List
Major credit to gbf for the layout format.
Contents
1 Why Mono Teams
2 Roles
3 Ratings
4 Tier List
5 General Characters
6 Further Reading
The best way to use this, and many a tier list, is to strive to understand the reasons behind the ratings of the top characters. As you do this, you should
gain information that will allow you to become independent of it. This is important because tier lists are inherently limited on the contexts they can
cover, so it is better to build an understanding of the game overall, than to rely on them.
If you're interested in knowing more about the concepts behind this tier list, you should check this page.
You would basically be throwing away a lot of power to not capitalize on these synergies. Naturally then, characters are primarily thought of with
respect to how they hold up against other characters for their matching teams. With that being said, still keep in mind that in some cases it can be
beneficial to not focus on a single team synergy and instead use a few different/mismatched ones--this can allow you to leverage the combined
strength of particularly powerful characters. There are also a few characters that slant more towards general utility than fitting into limited teams, who
can serve to patch holes or provide unique support.
This leads into understanding why this tier list is divided. Teams are broadly defined by their element or attack type, for the buffs/debuffs/Zone
available to them. Characters marked "Zone enabler" serve as the primary foundations for their respective columns. It is still possible to build
around the column's synergies without them, but the teams might lack a lot of power depending on the strategy, and ratings do consider their presence
(min. 1) to a fair degree. Still, keep in mind that in certain cases it can be preferred to not activate a Zone at all--usually when an enemy has a
weakness.
Note that this list is directed towards optional superboss fights and certain characters may have strengths in other areas such as farming.
Roles
Roles characters generally fall into are as follows:
Ratings
General standards are used as a baseline but ratings are still relative to their columns and do not necessarily equate horizontally. For characters that do
not completely fit into this scheme and play more general situational roles, please refer to the General Characters section at the bottom of this page.
SS: Characters that: provide a lot of near-essential utilities to the team, while also being capable of notable damage; are exceptional at damage
S+: The best characters: high quality support and/or insane damage
S: Missing a little bit of power than to qualify for S+
S-: Strong characters similar to those in higher tiers but missing notable power relatively
A: Good characters but notably situational to get value from
B: Weaker characters damage-wise that may be useful for their support
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C: Weaker characters damage-wise but with minimal to no support
D: Characters with basic kits with minimal upsides, for the specific team
D-: Characters with basic kits with no practical upsides, for the specific team
You'll basically find that the best and most underpowered characters come to define the ends of the list and everyone else ends up somewhere in
between. Keep in mind that some lower rated characters perform notably better with the presence of specific other characters. Likewise, the value of
certain effects, such as Zones, influence the rating of some characters that may lose notable value in the presence of other users of them, depending on
party synergies. At the end of the day, the intent of this list is to serve as general early guidance on character value for learning the game, planning
teams, and so on. It cannot possibly cover the myriad of scenarios different players will be in, nor does it immediately tell you anything about team
building, and so it is best to not be overly reliant on the ratings. The game is also very flexible and you will not need to have top table characters to
win fights. Some fight gimmicks can wildly swing value of specific characters as well.
Please note that the remarks provided for characters are not meant to be used as a substitute for their full wiki pages and several details might be lost
in their summaries.
Tier List
For more focused views, you can use the filtered tier lists.
Fire Tier List • Water Tier List • Earth Tier List • Wind Tier List
Slash Tier List • Pierce Tier List • Blunt Tier List • Magic Tier list
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SS
S+
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S-
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D-
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Amy
Role(s): Damage Dealer/Offense Support
C
Free Character.
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Capable of okay damage by virtue of her self PWR buff, but her basic multipliers limit
this.
Can debuff Physical Resistance of a single target by 25%.
Can buff party PWR by 20%.
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Bivette
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Has the option of a good (20%) single-target INT debuff but non-guaranteed from a
non-Fire skill.
Can buff party Physical Resistance by up to 29%.
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Cynthia
Role(s): Damage Dealer/Offense Support/Defense Support
S
Capable of a very high (1200%+) single-target effective damage multiplier, but this is
mostly limited to Another Force, with critical rate support.
Can buff party SPD by 30%, while also buffing party Earth Type Resistance by 50%,
with the same skill.
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Can buff party Wind type Attack by 30%, with a Wind skill, and may also debuff
PWR of all enemies, with the same skill.
Deirdre
Role(s): Damage Dealer/Offense Support
S+
Free Character.
Manifest Weapon required.
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Effectively very high (956%+) single-target damage multiplier potential, due to high
skill multiplier and a very strong self PWR buff.
debuffs Physical Resistance of the target by up to 60%, with the same skill.
Can inflict guaranteed Pain on all enemies, but without a fixed duration.
Dewey (Alter)
Role(s): Damage Dealer/Offense Support/Defense Support
SS
Unreleased
Very high (900%+) single-target effective damage multiplier, owing to his Lunatic.
this skill also guarantees criticals for the party for 3 actions.
Buffs party PWR & INT by 35% each and increases party Weakness multiplier, with a
Water skill.
this skill also increases the damage boost of Water Zone to +100% instead of
+50%, via Zone Awakening.
Can guarantee Pain on a single enemy with a fixed 3-turn duration, with a Water skill.
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Dunarith
Role(s): Damage Dealer/Offense Support/Defense Support/Healer
S-
Manifest Weapon required.
Effectively very high (~1000%+) single-target damage multiplier potential.
this skill buffs party INT by up to 60%.
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Can guarantee critical hits of the party for 3 moves, but not while attacking.
this skill also restores HP of the party.
Can buff party Wind Type Attack by 30%.
Can buff party SPD by 50% for 1 turn.
Can buff party Type Resistance by 30%.
Can moderately debuff PWR of all enemies, by 15%, while also cleansing the party of
status ailments.
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Can significantly debuff INT of all enemies, by 25%, with a Wind skill that may also
inflict permanent Poison.
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Felmina
Role(s): Damage Dealer/Offense Support
S+
Manifest Weapon required.
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Garambarrel
Role(s): Damage Dealer/Defense Support
S+
Exceptionally high (~2000%+) single-target damage multiplier potential.
Can provide one-time 100% party damage reduction at battle start.
Can buff party Type Resistance by 35%.
Can significantly debuff PWR & INT of all enemies, by 25%.
this skill also guarantees Pain on the enemies, but without a fixed duration.
Can debuff SPD of all enemies by 25%.
~High gearing requirement.
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Guildna
Role(s): Damage Dealer/Offense Support/Defense Support
A
Free Character.
Capable of an 800% all-target damage multiplier, further boosted by self buffs, but
possesses a weak damage average.
His damage can further spike with his personal equipment and dead party
members.
Can debuff PWR, INT and Physical Resistance of all enemies by 20%, with the same
skill.
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Heena
Role(s): Damage Dealer/Defense Support
S-
Very high (640%~880%+) single-target damage multiplier potential, further
augmented by strong self buffs.
Can preemptively debuff SPD of all enemies by 50%, but it is not guaranteed.
Can preemptively debuff PWR of a single enemy significantly, by 20%, but it is not
guaranteed.
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Hozuki
Role(s): Damage Dealer/Offense Support/Defense Support
S
Manifest Weapon required.
Very high (1480%) single-target damage multiplier potential.
Can preemptively debuff SPD of a single enemy by 80%, while also debuffing Fire
Type Resistance by 50%.
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Can moderately (15%) debuff PWR & INT of all enemies at the cost of 15% of her
SPD.
Her low SPD limits how effectively she can do this as you will likely take
damage before she can debuff.
~Her low speed can also limit her Another Force potential.
Ilulu
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Isuka (Alter)
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Can guarantee Rage on all enemies and debuff their PWR & INT significantly, by
30%, while also effectively doubling her HP.
If present in the frontline at battle start, inflicts 5-turn guaranteed Poison on all
enemies.
Passively restores party MP and buffs Sword/Katana/Ax damage, based on party Slash
move count, each turn in any Zone (max 20 MP/40%).
Joker
Role(s): Damage Dealer/Offense Support
D-
Free Character.
Very weak Fire damage even when its condition is fulfilled.
Performs slightly better if the enemy is weak to Fire or Slash, due to his
passive re-casting it then.
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Can debuff Type Resistance of a single enemy by 25%/35% but non-guaranteed from
a non-Fire skill.
Laclair
Role(s): Offense Support/Defense Support
D
Manifest Weapon required.
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Passively restores 30 MP for the party each turn-end while poisoned, which she can
self-enable.
Mana
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Melody
Role(s): Damage Dealer/Offense Support
C
Capable of okay random-target damage due to slightly high base multipliers and her
buffs.
Can buff party Magic Critical Rate to a degree.
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Morgana
Role(s): Offense Support/Defense Support/Healer
B
Free Character.
Can buff party Wind Type Attack by 50%, for 1 turn.
Can moderately debuff PWR, INT & SPD of all enemies, by 15%, with a single skill.
Can heal the party for 1500 HP.
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Necoco
Role(s): Damage Dealer/Offense Support/Defense Support/Healer
SS
Very high (960%) all-target damage multiplier potential, while also healing the party
by 3000 HP with the same skill.
Provides 3 stacks of guaranteed critical hits to the party, while also notably buffing
party Critical Damage +50%, with a single skill.
Can buff party Water Type Attack and debuff Water Type Resistance of all enemies by
50% each, with a single skill.
Can buff Physical and Type Resistance of the front and reserve party by 35% each,
with a single skill.
Capable of providing significant MP Regen as well as status cleanse, which are rare
utilities.
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Primary skills change to match any active Elemental Zone, but effect strengths are
also dependent on Elemental Zone presence.
Philo
Role(s): Damage Dealer/Offense Support/Defense Support
S+
Manifest Weapon required.
Very high (975%) single-target effective damage multiplier.
this skill also debuffs its target's Water Type Resistance by up to 60%.
this skill also buffs party Slash weapon character damage by 50%.
Can preemptively buff party Critical Rate +100% for 3 actions.
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Prai
Role(s): Offense Support/Defense Support/Healer
B
Passively buffs party Fire Type Attack based on party Fire move count each turn (max
50%).
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Can uniquely redirect and live through an entire turn's attacks at the cost of 250 MP
and being stunned next turn.
Can heal a fixed 1500 HP to the party with a Fire skill that might debuff Type
Resistance by 25%.
Can cleanse the party of status ailments.
Radica
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Renri
Role(s): Damage Dealer/Offense Support/Defense Support
S-
Manifest Weapon required.
Strong (1040%) neutral single-target damage multiplier potential, further augmented
by her Non-Type Attack +100% buff.
this skill also guarantees Pain on its target.
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Debuffs PWR & INT by 25% and SPD by 50% for all enemies, all guaranteed from a
single Slash skill.
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Can debuff Physical Resistance of a single enemy by 20% but non-guaranteed from a
non-Fire skill.
Can debuff PWR & SPD of random enemies by 15%/25% each.
Can buff his own Physical Resistance by 70% and may inflict Rage on all enemies
with the same skill.
His Valor Chant buffing his PWR & Physical Resistance by 30%/40% for 3 turns can
be used to augment his damage and resistance slightly.
Suzette
Role(s): Damage Dealer/Defense Support
S+
Unreleased True Manifest
Exceptionally high (1890%) all-target damage multiplier, further augmented by her
self buffs.
Can preemptively guarantee Pain and Poison on all enemies for a fixed 5-turn
duration.
this skill also significantly debuffs PWR of all enemies, by 30%.
Without Unreleased True Manifest (S-), Manifest Weapon required:
High (840%) all-target damage multiplier potential.
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Can guarantee both Pain and Poison on all enemies, with one skill, but without a fixed
duration.
As her damage depends on these, she's potentially weaker outside of Another
Force without more reliable sources of them on the team.
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Tiramisu
Role(s): Damage Dealer/Offense Support/Defense Support
C
Capable of up to a 600% single-target multiplier, but requires a fairly long rotation for
it.
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Her initially low SPD can limit how effectively she can do this as you may
take damage before she can debuff.
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Can significantly debuff PWR of all enemies, by 30%, while also buffing party
Physical Resistance by 30%, for 1/5 turns each.
Can preemptively debuff INT & SPD of a single enemy by 20%, while attacking, but
they are not guaranteed.
Yipha
Role(s): Offense Support/Defense Support
S+
Blunt Zone enabler.
Buffs party Critical Rate +100% for 1 action with a Blunt skill that also debuffs up to
60% Blunt Resistance of all enemies.
Provides a high power (50%) party Critical Damage buff for early turns after she's
switched in.
Passively buffs party Blunt weapon damage based on party Blunt move count each
turn in Blunt Zone (max 60%).
Can buff party SPD by 30%, and buff party Type Attack by 30% for 5 actions, with a
single skill.
Can debuff both PWR & INT of a single target by 30% each, with a single skill,
which is exceptional mitigation.
Can buff party Physical and Type Resistance +25% each, with a skill that also
cleanses status ailments and grants HP Regen.
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Yuri
Role(s): Damage Dealer/Offense Support/Defense Support/Healer
S
Free Character.
Can near guarantee party critical hits, with a Slash skill, in Another Force.
His Valor Chant can buff both party SPD & Critical Damage, by 30%.
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Can heal the party for 1500 HP, while also buffing party Type Resistance by 25%,
with the same skill.
Capable of notable damage at high Another Force Combo values and in combination
with his self buffs.
General Characters
You may come to notice that several characters listed in relatively low tiers are actually somewhat commonly used in varied teams for their support
effects. This is because the list primarily considers characters with respect to their potential Zone synergies, which a lot of general support characters
are lacking in and only technically classify as belonging to a specific Zone.
It should be noted, though, that frequently these characters are not exclusive sources of their support and you may yet find more synergistic characters
for the Zone you're using that provide the same desired effects, which is also reflected in their ratings. Still, in cases where you do not have these
better fits, there's nothing wrong with using any character capable of providing the specific support you need. For instance, healing is fairly
uncommon to get within some Zone synergies, but many Staff characters can be employed for it.
Again, it is better to use the tier list as a rough/vague starting ground to get familiar with characters. Technically everyone can become general,
provided you have the right knowledge to mix and match beyond Zone synergies. Still, some particularly notable mentions follow below.
Special Mentions
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Prai is capable of the unique feat of redirecting virtually every enemy attack to himself for a turn, while being incapable of dying that turn. The
difference with Rage being that "all enemy" attacks will only hit him as opposed to bypassing it. This can make it notably more convenient to deal
with certain enemies or scenarios.
Pizzica, while offering more benefits for Physical and Pierce weapon damage, still can provide significantly notable boosts for offense or defense in
general, due to her songs being unique multipliers, on top of their useful end-of-turn effects. Most notably for this context: provided she's singing, she
will give 10% AF gain in any Zone or no Zone, at end-of-turn. This lets her technically match any Zone for per-turn AF gain purposes, with the
caveat that her in-AF contribution may still be lackluster or non-existent.
Flash Zone
Flash Zone primarily serves to enable a turn 1 AF in which virtually any character can receive increased AF gain on their attacks, as opposed to the
limitations present on other Zones. This creates strategies that allow you to use characters that would typically not pair well together in AF. The catch,
of course, is that you only have the first turn to use it.
This flows into a number of things. Sometimes, the ability to skip a boss' first action entirely, with an AF you would otherwise not be able to pull off,
can be notably convenient compared to other options you have available. But also, the ability to use a wider variety of characters while enjoying
increased AF gain can also lead to more convenience sometimes, but this is heavily dependent on who the characters are and what equipment you
have available. The general idea behind this is that you would be able to end the fight within a few turns (usually, AF for setup and then nukes after
AF), keeping complications to a minimum.
It should be noted that quick clears are far from exclusive to Flash Zone:
Allowing bosses a first turn frequently does not impact much, so you can activate a regular Zone without much worry.
When bosses have weaknesses, high AF gain can be achieved without the need for a Zone.
Fire Zone can be activated mid-AF with a skill gained from a Grasta (Boss Rush EX7). Slash Zone will also have this in the future.
In some cases, AF is not necessary for quick kills.
Flash Zone mostly just enables some unconventional team compositions to clear a little faster or to clear at all, if you have the roster to match. With or
without Flash Zone, it generally requires very specific character combinations to attempt quick clears for the hardest fights, but they are far from
impossible without those, and such clears are mostly for showing off.
Melissa has a lot of team damage support that can make it easier to set up quick kills with her as your activator. Hardy (Another Style), instead, has
notably higher personal damage multipliers, but does not have much to contribute to others' damage.
Self-Infliction
Pom, despite being a 4*, is capable of enabling otherwise situational, high damage bonuses, when used with Pain/Poison grasta dormant upgrades on
herself and "Pain/Poison Enhance" ore upgrades on allies. This is because Profane Medicine is capable of inflicting status ailments on allies, when
"When Attack" passives that allow such are equipped on her (so Dragon Bone Staff works too). This is mostly useful for extreme strategies that try to
have tons of damage in a limited amount of turns, outside of Another Force, and do not have more convenient ways of achieving this, as the rng cost
of attempting this is fairly high.
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Levia (Another Style) works similar to Pom but with notable differences: she can only inflict Poison on allies--this comes as part of one of her skill
effects rather than any weird interactions. The Poison has a very high chance of landing but it isn't guaranteed. It possesses infinite duration but can be
cleansed. Overall, her kit can provide a lot of other utility beyond this, allowing reliable use of Poison Enhance ores without being forced into a quick
strategy for concerns of Pom's survivability.
Buff Removal
In some cases, enemies can buff themselves, making them notably harder to deal with. While not strictly necessary, it can be more convenient for
some parties to just outright do away with the buffs. Erina and Mana have skills that allow this, but note they will also remove debuffs from the
enemies as well.
Krervo, on the other hand, allows you to clear all buffs & debuffs from your party. This can help to remove some debuffs inflicted on you that you'd
rather not deal with.
Note that Erina and Krervo being 4*s can make using them for these purposes difficult.
It should also be noted that there exists a "Curse of Reversion" Grasta, from Boss Rush EX6, that allows anyone to have a skill that removes all
buffs/debuffs from both the party and enemies.
Further Reading
As previously explained, a tier list is fairly limited in the help it can provide. Below are sources of further info to build upon it for more practical
knowledge.
https://anothereden.miraheze.org/wiki/User:Bamiji/Tier_List 59/59