Welcome to our Another Eden tier list & unit breakdown. What this breakdown of units is designed to do is to show each unit’s strengths and drawbacks and how they can be used in Another Eden content. The simple rule that must be remembered by all readers is that all 5*s are good in some way. Rather than comparing units like in a tier list, we want this guide to explain why certain units shine in specific fights.

Things to Note:

  • This list will only cover 5* units, as 4*s will eventually fall off, and are not worth covering long-term. The units covered consist only of what is currently released in Another Eden GL, and will be updated as the game updates. (Units are in order of official release; AS units are placed after OG units).
  • It is assumed that units are already 5*, rather than 4.5*, with fully completed board and max level VC.
  • Units are explained in such a way where comparisons to JP and other units are minimal. This breakdown is to show how each unit works by itself, rather than comparing to others.
  • When reading, remember that this is not a proper ‘tier listbecause all units are useful. All comments made – good or bad – are as factual as possible and do not assume that one unit is inherently better than another.
  • The green highlights in this document states the unit’s main role. In the case of a hybrid unit, it will be phrased in the format of main role/sub role. It is to be noted that many of the 5* support units will come with a damaging move which will do more damage than most of the 4* units. However, we will still categorise them under the support role as that is where they shine the most when potentially compared to other 5* units.

Categories

DescriptionA short explanation of the unit’s main use.
Notable SkillsA breakdown of the unit’s exceptionally useful skills as well as their benefits. 
Valor ChantA breakdown of the unit’s Valor Chant that explains why it’s useful.
DrawbacksThe biggest flaws of the unit – what do they lack?
UsabilityWhere are these units most useful? (Bosses/Mobs/Region/etc.)
FutureproofIs this unit still usable in the future?
tier list for another eden gameplay

Mariel

Another Eden Tier List & Unit Breakdown 1

Description:

Mariel is a non-elemental healer/support mage widely recognized by many for her large heal numbers and her type resist buff. For many people, a reroll account would absolutely need 5* Mariel on it.

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Notable Skills:

Pure Cradle – Heal (L) + Regen (M) [3 Turns]

As a heal skill, this is notably one of the most reliable in terms of raw numbers – followed up by the regeneration buff that is stuck on after. 

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Aurora Force – Type resistance of all party members +50% [2 Turns]

Extremely reliable buff to help protect from against INT-based dmg and/or element attacks.

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Cure Leaf – Restore all party members’ HP (S) + Restore all statuses (poison etc.)

A low-cost move that may be used if you want to conserve MP, as with her high INT Mariel is able to heal enough for survivability anyway. In addition, it provides a free cleanse.

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Refresh Leap – Speed of all party members +15% [3 Turns] + Restore all statuses 

Her often forgotten skill – able to assist the slower party members to move before the enemies, as well as a free cleanse on top of it to remove any poison/sleep/stun etc.

[Although Mariel has her Holy Burst skill, its damage is low in comparison to other attackers and is not recommended.]

Valor Chant:

Type resistance of all party members +35% [1 Turn]

Much like Aurora Force, this VC can be used to swap Mariel in on an incoming INT-based attack to mitigate a large chunk of damage for the whole team.

Drawbacks:

> She lacks any kind of offensive buffs or debuffs and offers little in terms of attacking other than her two single-target neutral magic attacks. This could potentially limit the damage output of your party as a whole, as long as she is in the front. 

> She suffers from a complete lack of support in physical resistance, creating a need to bring a second support to cover this area.

Usability:

Mariel is popular for a reason. Her large heal numbers and resistance make her a safe unit to take anywhere, allowing you to go into battles blind – knowing that she will most likely out-heal a lot of damage.

Assists with:

> Surviving a lot of magic-attacking enemies

> Helping slower units move first

> Curing status conditions

Futureproof:

Mariel will continue to stay relevant in the foreseeable future due to the simplicity of her setup. Big heal numbers = less deaths. Her simplistic usability will make her a staple in many parties for almost all content within AE.

Shion

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Description:

Shion is a fire-elemental attacker unit, recognized for his multi-hit fire attacks.

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Notable Skills:

Phoenix Slash – Fire type slash attack on a single enemy x3 (XL)

This is Shion’s signature move and is often used repeatedly to help build up the AF bar on mobs/bosses that have weakness to slash or fire.

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Itto-Ryuu: Dragon – Slash attack on a single enemy (XL) + Physical resistance -25% [3 turns]

A solid XL attack that can help increase damage if used with a party with physical attackers, or before an AF. Although the land rate of this defence debuff is not 100%, it is still relatively high.

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Scarlet Tengu – Fire type slash attack on a single enemy x2 (L) + Fire type resistance -25% [3 turns]

Another fire-based multi-hit that can help increase overall damage for a full party of fire attackers, or right before an AF.

Valor Chant:

Power of all enemies -20% and Slash resistance -25% [1 turn]

A VC used to safely avoid any inbound physical attack, as well as boost the damage for (mostly) katana, sword or axe users.

Drawbacks:

> Shion has two solid multi-hit fire attacks for AF building. However, this also means that he loses two of his best attacks against anything that may resist fire, and will have to rely on spamming his defence break skill. 

> His END stat is on the lower side, matching that of some 5* mages. This can put him in dangerous situations against hard-hitting physical attacks. 

> He lacks an AoE skill of any kind.

Usability:

Shion’s primary use is against single target enemies such as bosses. His AF building ability as well as his multiple offensive assists can help nuke bosses at a much faster rate, whether they are weak to fire or not.

Assists with:

> Building up AF bar

> Sticking on PWR debuff and physical defence/fire resistance debuffs

Futureproof:

Shion will continue to stay relevant against any content that is weak to Fire-units. He will continue to shine against bosses primarily.

Shion (Another Style)

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Description:

Shion AS is a non-elemental pseudo-tank/attacker unit, recognized for his counterattack and multi-hit neutral attack.

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Notable Skills:

Slumbering Dragon – Physical resistance of user +50% + performs Fire type slash counterattack when physically attacked (XL) [1 turn], stacks a Warrior’s Spirit [Max Stack: 3]

This skill allows Shion to turn into a pseudo-tank with his drastic increase in physical resistance, and the stacks gained will increase the power of Edged Assault significantly. Like all counterattack moves, it is most effective when you know that he will get hit by the boss’ fixed rotation moveset.

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Edged Assault – Slash attack on one enemy x3 to 5 (XL). Effect’s power will increase based on number of Warrior’s Spirits. User will no longer counterattack

This is Shion’s main attacking move. Being a multi-hit move, it is able to build and sustain AF effectively, and the stacks of Warrior’s Spirit burnt allows him to hit hard. Unfortunately, it will not benefit from any elemental modifier.

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Ito-Ryuu: Storm – Slash attack on a single enemy (L) + Physical resistance -20% [3 turns]

A good skill to be combined with Edged Assault as it can greatly increase his damage output. It will also increase physical damage output of your team significantly.

[It may instead be better to use Scarlet Tengu over Ito-Ryuu: Storm if you are running a fire team as they will benefit more from the fire resistance down provided.]

Valor Chant:

Power of user +30% and Physical resistance +30% [3 turns]

A VC that can further increase his tankiness against physical attacks, and increases damage output on the side.

Drawbacks:

> It is fairly difficult to stack Shion’s Warrior’s Spirit if you do not have a plan against the boss, or the boss does not have a fixed rotation stack. This is especially so since Shion lacks any skills that can inflict Rage, so he cannot ensure that he is the unit being attacked.

> Hence, it will be hard for Shion to deal large amounts of damage with Edged Assault.

> His low HP pool makes it harder for him to tank hits.

Usability:

Shion AS may be used in bosses that hit hard physically to soak up damage and counterattack hard in return. However, he has a slow playstyle that usually requires rotations and planning ahead.

Assists with:

> Building up and sustaining the AF bar

> Tanking physical hits 

Futureproof:

Shion AS will still be useful against physical-hitting bosses, especially because he provides great damage on the side. ((Fun fact: you can use him to solo kill Azami as he is right now!))

Mighty

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Description:

Mighty is a highly versatile water-elemental attacker mage. He comes with impressive MP and a strong AoE skill, as well as a defensive skill against fire units. Coupled with his ability to Sleep enemies, he is a flexible unit who fits into almost any team. Like all staff users, he has high magic defence and can be trusted to tank magic hits.

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Notable Skills: 

Nightmare Gift – Water type magic attack on a single enemy x2 (XL) + Inflict Sleep

A strong offensive and defensive skill with the ability to Sleep enemies (especially horrors), Mighty can deal a good amount of damage to bosses, and also help lock horrors into a state where they cannot fight back. Since he’s probably slower than all your other units, you will not run the risk of other units waking the enemy up from their Sleep condition. 

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Waterfall – Water type magic attack on all enemies (XL)

His AoE is able to deal a lot of damage to mobs – most of the time leaving them with a sliver of HP, if not one-shotting them. With the aid of other units’ AoE skill or auto attacks, this allows him to reliably clear VH ADs without struggling at all.

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Aqua Wall – Physical resistance of all party members +15% + Fire type resistance +50% [3 turns]

Aqua Wall is a staple skill against fire enemies, crippling their damage output and protecting your units from near-death nukes.

Valor Chant:

Water type resistance of all enemies -30% [1 turn]

When Mighty comes into the battlefield, he significantly boosts the damage of your water units. However, if he is the sole water unit in your team, it is best to simply keep him in the battlefield at all times to deal damage and protect your units.

Drawbacks:

> As a DPS mage he is incredibly slow, and a speed buff may be required for him to reliably outspeed bosses (eg. Flame Eater).

Usability:

Mighty is an incredibly versatile unit, dealing both high numbers and providing defensive support against fire enemies.

Assists with:

> Mob clearing, and consequently EXP farming

> Consistently dealing damage to enemies (bosses and long fights in particular)

> Locking down horrors and mobs (note that bosses are immune to Sleep)

> Greatly reducing fire damage 

Futureproof:

Due to his versatility, Mighty will most definitely stay relevant for all different types of content that involves taking down mobs quickly as well as dealing large damage to bosses.

Mighty (Another Style)

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Description:

Mighty AS is a powerful water-elemental attacker mage. Unlike OG Mighty, AS Mighty focuses more on nuking hard with his multi-hit skill rather than controlling mobs with sleep.

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Notable Skills: 

Aqua Wall – Physical resistance of all party members +15% + Fire type resistance +50% [3 turns]

Aqua Wall is a staple skill against fire enemies, crippling their damage output and protecting your units from near-death nukes.

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Meditation – User gains 3 Hypnosis stacks and puts self to sleep [1 turn] 

When user wakes up, HP and MP is restored + Intelligence +50% [3 turns]

[If user does not wake up on their own, effects stated in purple will not activate.]

Hypnosis: Increases Critical Rate to 100% for one attack

Mighty can greatly increase his INT by 50% for 3 turns, but this will only work if he doesn’t get attacked by an enemy or awakened by an ally while he’s sleeping. This is especially hard to pull off if the enemy has a random attack pattern that you cannot plan ahead for.

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Hypnoblizzard – Water type magic attack on random enemies x3~5 (XL)

A simple attack that (when multiple enemies are present) will randomly choose and hit one enemy at a time. If only one enemy is present, this attack will hit that one enemy 3~5 times. This is AS Mighty’s main attacking skill, and is best used after Meditation.

Valor Chant:

Intelligence of all enemies -25% [1 turn]

A nice defence VC for nerfing any kind of incoming INT-based or elemental-type attack.

Drawbacks:

> His meditation skill can be tricky to use, as you have to ensure he doesn’t take a hit during the time that he’s sleeping.

[Although AS Mighty is slow, this can actually benefit him in successfully setting up meditation. If he moves after the enemy, there is one less chance for him to get attacked and woken up by the enemy.]

Usability:

AS Mighty becomes a nuking unit who is used for dishing out large damage numbers, especially with the critical rate buff. Although random, his Hypnoblizzard skill can be useful for both mob and boss fights.

Assists with:

> AF Building – 3~5 hits in one attack is an exceptional AF extension skill

> Greatly reducing fire damage

Futureproof:

Although not quite as versatile as OG Mighty due to less crowd-control skills, AS Mighty is still exceedingly strong at nuking down bosses with the combination of his two new skills. He will stay a powerful attacker staple for water-based teams. The inclusion of his Aqua Wall skill also allows him to play the role of support in some cases.

Toova

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Description:

Toova is an earth-elemental attacker mage. She is well known for her ability to buff her own INT for one turn – allowing her to hit huge damage numbers during AF. 

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Notable Skills:

Great Wall – Earth type magic attack on all enemies (XL)

A simple XL AoE attack to clear out mobs.

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Double Crush – Earth type magic attack on a single enemy x2 (L)

Her main single-target skill. This is often used during AF due to it being a multi-hit, allowing for a longer AF bar.

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Dark Deal – Damage on user 30% + Intelligence +70% [1 turn]

Although this skill does damage to Toova herself, if used directly before an AF, she will hit much harder than she would usually.

[While Toova’s Call to the Dark is a self-healing skill, her poor DEF stat means that she’s likely to get hit for more damage than she heals in the first place. On top of this, her other skills are too superior to replace.]

Valor Chant:

Earth type resistance of all enemies -30% [1 turn]

A somewhat useful VC for when you’re building a whole team based on earth-elemental damage. Generally, this is not used because you would want to use Dark Deal the turn before AF, and not swap her in for her VC.

Drawbacks:

> Much like many mages, she suffers from a lack of SPD as well as DEF.

> Outside of her VC, she offers nothing in terms of defensive/offensive support to her surrounding team.

Usability:

Toova can be useful for mob clearing with her (XL) AoE, as well as a hard-nuker against bosses when set up with her INT self-buff.

Assists with:

> Mob clearing, and consequently EXP farming

> Dealing huge damage to bosses

Futureproof:

Although Toova doesn’t bring much to a team in terms of buffs and debuffs, her ability to hit harder than most units during an AF makes her a staple unit for bosses that are weak to earth-elemental attacks.

Toova (Another Style)

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Description:

Toova AS is an earth-elemental attacker mage. She is known for her capability to deal huge damage with her INT buff and passive damage at the end of the turn.

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Notable Skills:

Spiritual Utterance – Stacks Underworld Lanterns on user [Max Stack: 3]. 

Underworld Lanterns: Perform an earth type slash attack on a random enemy at the end of the turn based on number of Underworld Lanterns.

Although there is no instant damage, the damage of Toova’s skeletons will ramp up each turn, making her a good unit for long fights where you want consistent damage while maintaining MP. The physical damage from her skeletons also makes her more versatile when dealing with enemy weakness.

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Requiem Bouquet – Earth type magic attack on a single enemy (XL). Consumes 1 Underworld Lantern for an additional attack

This is Toova’s best damage dealing move, allowing her to deal great damage to bosses, and is further amplified with Dark Deal.

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Dark Deal – Damage on user 30% + Intelligence +70% [1 turn]

Although this skill does damage to Toova herself, if used directly before an AF, she will hit much harder than she would usually.

Valor Chant:

Water type resistance of all party members +40% (1 turn)

A great (but specific) defensive VC to reduce water damage dealt to all allies.

Drawbacks:

> Requires setup and long waiting to deal huge damage.

> Underworld Lantern DoT does not extend AF gauge yet.

> Much like many mages, she suffers from a lack of SPD as well as DEF.

Usability:

Toova is able to passively deal earth damage to enemies, which is a great asset in long fights where you need to conserve MP and cannot repeatedly use skills. 

Assists with:

> Consistency in long battles

> Greatly reducing water damage dealt to party with her VC

Futureproof:

Currently she is one of the best earth DPS. Her skillset is harder to use compared with her original form, but she will stay relevant in the foreseeable future.

Suzette

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Description:

Suzette is a wind-elemental attacker used mostly for her VC, and as a mob clearer. Like all spear users, she has high innate physical defence and can be trusted to tank physical hits.

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Notable Skills:

Dragon Assault – Wind type piercing attack on all enemies x2 (XL)

This is Suzette’s main damage dealing move. Being a multi-hitting elemental attack, it deals good damage to enemies weak to wind or piercing, while also refilling the AF gauge quickly during AF.

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Demonic Thrust – Piercing attack on all enemies (XL) + Inflict Poison

An attack good for mob clearing, but less so for bosses. Poison will deal little to no damage due to the combination of it being based off the INT and Suzette having low INT.

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Dark Thrust – Piercing attack on all enemies (S) + Inflict Poison

Dark Thrust is an excellent mob clearing move, especially when paired with other AoE moves since it has a low mana cost and Suzette does not have a good mana pool.

Valor Chant:

Power of all party members +30% and Intelligence +30% [1 turn]

The main draw for this Netherworld Princess: this greatly increases the damage of your team, letting them one-shot mobs they previously cannot (mitigating the damage you would have taken), and boosting AF damage significantly if used on the turn before AF.

Drawbacks:

> Being equipped with a skill-set entirely with AoE damaging moves which have lower damage modifiers than single target moves, Suzette struggles with dealing damage to bosses. 

> Her low MP pool and high cost AoE moves also lead her to burn out quickly.

Usability:

Suzette is greatly valued for her VC and mob clearing skills. Sometimes, her AoEs may also be used on boss fights (eg. Flame Eater, Hornets boss in Ratle Otherlands).

Assists with:

> Boosting damage of entire team (VC)

> Dealing damage to bosses with multiple bodies that are weak to wind/piercing

Futureproof:

Suzette suffers greatly from her low MP pool when spamming her strongest skill, Dragon Assault, meaning there are many times that she has to move to the back row in the middle of a fight. As more units are released, her primary usage moves from doing heavy damage against bosses to clearing mob waves. Her VC will stay useful for many teams in the future, but her simplistic attack pattern becomes less viable for long fights.

Suzette (Another Style)

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Description:

AS Suzette – much like regular Suzette – is a wind-elemental attacker. She is well known as being one of the hardest hitting units released for a long time.

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Notable Skills:

Elegant Cavort – Wind type piercing attack on a single enemy x2 (XL)

(Stacks 1 Spirit Petal on user every time this skill is used [Max Stack: 3])

(Stacks 2 Spirit Petals on user if skill crits)

Spirit Petal: Increases Critical Rate

This is AS Suzette’s stack-gain skill. The idea is to use this skill until she has 3 stacks of Spirit Petals before moving on to her Exquisite Blossom skill.

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Exquisite Blossom – Wind type piercing attack on a single enemy (XL), number of attacks will increase based on Spirit Petals stacked.

Once this skill is used, all Spirit Petal stacks will be consumed.

This is her huge burst damage skill. With a maximum of three Spirit Petal stacks, she will attack a single enemy four times, doing an exponentially large amount of damage in one turn. 

Valor Chant:

Power of user +35% [3 turns]

A selfish VC – only affecting AS Suzette herself – but extremely powerful due to it lasting three turns. This allows her to keep it while she builds up some Spirit Petal stacks before triggering an AF.

Drawbacks:

> She loses her most powerful AoE, Dragon Assault, making her less viable for multiple mob clearing.

> Outside of providing damage much larger than a majority of previously released characters, she does no buffs or debuffs of any sort. This means she has to be covered by other units as she nukes.

> Her VC is not team-friendly.

Usability:

Simply put, AS Suzette is a boss killer. She hits incredibly hard with Exquisite Blossom at full stacks and can give herself a further boost with her PWR VC as well as her critical rate boost. This makes her an excellent unit for any boss or content (unless it resists wind), especially with other units as damage support.

Assists with:

> Dishing out huge damage to single targets

> Good at extending AF bar due to her double-hit, followed up by the quadruple-hit at full stacks

Futureproof:

Although she is not particularly a team player, AS Suzette will stay relevant as a unit who is able to nuke bosses down exceedingly quick. Her multiple hits make her a great addition to any wind team, as she can extend the AF bar by a large amount due to all her multi-hit skills.

Lokido

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Description:

Lokido is an earth-elemental attacker used mostly against horrors and certain dungeons where the bosses are weak to earth.

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Notable Skills:

Ground Breaker – Earth type blunt attack on all enemies x2 (XL)

This is his mainly-used skill: this double-hit AoE skill helps to fill the AF gauge, dealing high damage and being able to wipe out weaker mobs in one move.

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Demonic Smash – Blunt attack on a single enemy (XL) + Blunt resistance -25% [3 turns] + Inflict Stun

Stun is very effective against horror fights, where they are almost guaranteed to be Stunlocked with two to three Stunning skills. The blunt resistance down also increases the damage Lokido deals.

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Beastly Attack – Blunt type attack on a single enemy (L) + Earth type resistance -25% [3 turns]

A support skill which is good to use in a full-earth team and before AF.

Valor Chant:

Power of all enemies -20% and Physical resistance -20% [1 turn]

His VC is useful against physical based moves which, when coupled with his high HP pool, allows him to tank physical hits given the opportunity. Physical resistance down also increases potential damage against enemies.

Drawbacks:

> Low MP pool.

> No single-target Earth skill above M, making him less favored against single-target boss fights.

Usability:

He is a nice crowd control unit against horrors with Stun and blunt resistance down in one skill. His Earth AoE skill with two hits is also useful in clearing enemy mobs in AD and can be used in AF for bosses with multiple bodies. When he runs out of MP, he can still be used for his VC.

Assists with:

> Mitigating enemy damage 

> Stunning horrors

> Mob clearing

Futureproof:

He starts out decent but falls off relatively fast because he lacks single-target DPS and multi-hits. His VC and Stun aren’t unique to him and other units with higher MP pools can play the same role. 

Anabel

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Description:

Anabel is a water-elemental tank recognized for her ability to tank many hits on her own.

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Notable Skills:

Deliverance Sword – Slash attack on a single enemy (XL) + Power -25% [3 turns] + Inflict Rage

Rage taunts an enemy to target her, forcing any single target moves to be aimed at her. The PWR down also lowers physical damage very effectively.

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Holy Saber – Slash attack on all enemies (L) + Intelligence -20% [3 turns]

An AoE move that is quite useful against multiple targets, shielding your team from magic attacks at the same time. 

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Elemental Wall – Type resistance of all party members +30% + Regen (S) [3 turns]

Elemental Wall reduces magic attacks from enemies, making it a good complement to Anabel’s debuffs. Additionally, this skill has a low mana cost, resulting in a cheap but effective buff. It is, however, worth noting that her Regen only heals for 100-150HP. 

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Guardian Soul – Physical resistance of all party members +20% [3 turns]

While her VC has a stronger buff, this skill can stack with her VC, and it also lasts for 3 turns.

Valor Chant:

Physical resistance of all party members +35% (1 turn)

A straightforward VC that allows her to come in and provide a defensive buff to the whole party, avoiding any lethal damage from physical attacks.

Drawbacks:

> Low MP pool.

> Her debuffs and Rage do not have 100% accuracy. 

> Tanks have niche utility because AoE moves will still hit all allies.

> Lacks DPS potential and elemental damage.

> Her SPD is quite low as a debuffer and tank, where you want her fast to debuff  

enemies before they can move. To combat this, you will need to Rage enemies the turn before you want Rage to be effective.

Usability:

There are only a few tanks in Another Eden. She’s a good one, but the tank role itself is not always necessarily needed in boss fights. As a debuffer she covers all defensive needs moderately, making her a versatile unit to have. There are some fights that she excels in, such as the Azami chance encounter.

Futureproof:

On paper she seems to be a perfect defensive unit. She tanks, she debuffs PWR and INT, and also buffs physical defence and type resistance. The problem is that her debuffs are unreliable as it can fail to stick, while other unit’s VCs can cover debuffs with 100% accuracy.

In short – she’s a decent stand-in unit until you get a better debuffer, and then you can replace her with said unit. She has little use for a lot of content in the future.

Laclair

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Description:

Laclair is a water-elemental support/attacker unit. She is an all-rounder support, specializing in mob control and AF-bar extension.

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Notable Skills:

Dragon Hand – Water type piercing attack on a single enemy x3 (XL)

Dragon Hand is Laclair’s main damage dealing move. Being a triple-hit move, this can extend and build the AF bar greatly.

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Dragon Music – Piercing attack on a single enemy (XL) + Physical resistance -20% [3 turns] + Inflict Poison

Laclair is able to use this move to aid other physical damage dealers in increasing their damage output.

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Aiming Flood – Water type piercing attack on all enemies (M) + Power -20% [3 turns]

As an AoE debuff move, if the PWR debuff lands, this is an excellent skill that can cripple mobs or bosses with multiple bodies.

Valor Chant:

Power of all enemies -20% and Physical resistance -20% [1 turn]

A good defensive VC to have on a team, especially against bosses whose attacks are physical based. 

Drawbacks:

> Bow users will naturally have low PWR, resulting in Laclair being a poor damage dealer and being used mostly for support. 

> Her debuffs will not land consistently, so other units who can do the same may be used to ensure those debuffs. 

Usability:

Laclair is often used as both a defensive and offensive support, as well as an AF gauge extender against bosses weak to pierce or water. 

Assists with:

> Mitigating damage of enemies with physical attacks (eg. Baruoki Otherlands, Ratle Otherlands)

> Increasing damage of physical attackers in your team 

> Extending AF gauge 

Futureproof:

Laclair will almost always have a use in future content to be released. Whether she is brought in as an AF-extender for a boss, or used as mob control against enemies in Otherlands, she is a multi-purpose unit that excels as a support.

Laclair (Another Style)

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Description:

Laclair AS is a water-elemental attacker/support unit. She is an all-rounder attacker with both pierce and slash attacks, also capable of acting as a support.

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Notable Skills:

Sirius Wolves Twin Dance  – Water type slash attack on a single enemy x2 (XL) + Inflict Pain. Attach Seal of the Sirius Wolf to the enemy.

(Seal of the Sirius Wolf: Reduce enemy’s physical resistance.)

This skill applies a permanent physical resistance debuff on an enemy if you do not use Heliacal Rising to boost your entire team’s damage. The stack also has a 100% land rate, improving damage even more.

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Heliacal Rising – Water type piercing attack on all enemies x2 (XL). Increased effect when Seal of the Sirius Wolf is attached.

This is a strong AoE skill. Upon use, Seal of the Sirius Wolf is cleansed from the enemy. The idea is to alternate the use of Heliacal Rising and Sirius Wolves Twin Dance to maximise Laclair’s damage. 

Additionally, even when Seal of the Sirius Wolf is removed during AF, subsequent Heliacal Rising attacks still get the damage boost. 

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Aiming Flood – Water type piercing attack on all enemies (M) + Power -20% [3 turns]

As an AoE debuff move, if the PWR debuff lands, this is an excellent skill that can cripple mobs or bosses with multiple bodies.

Valor Chant:

Power of all party members +35% [1 turn]

An excellent VC to be used before an AF to greatly increase your team’s damage output, and its effects stack well with Seal of the Sirius Wolf

Drawbacks:

> Her PWR debuff does not land consistently.

> Since her Seal of the Sirius Wolf debuff will get removed after using Heliacal Rising, it is difficult for Laclair to continuously boost your team’s physical damage, unless you forgo her main damaging move to keep the Seal.

Usability:

Laclair AS is a very versatile offensive unit, because she has both slash and pierce based moves. She goes well with any water elemental units, especially physical damage dealers.

Assists with:

> Dealing great single target and AoE damage

> Mitigating damage of enemies with physical attacks

> Increasing damage of physical attackers in your team with her stacks (guaranteed land rate) and power buff VC

Futureproof:

Laclair AS’ role as a damage dealer and offensive support will continue to be useful in the future, especially as more physical damage dealers are released.

Azami

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Description:

Azami is a free wind-elemental attacker, obtainable through a chance encounter. She is used mainly as a boss killer and AF extender due to her triple-hit wind skill, but also offers an incredible defensive VC to use against bosses with magic attacks. 

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Notable Skills:

Heavenly Dance – Wind type slash attack on a single enemy x3 (XL)

Her main damage dealing move. It is often used repeatedly not only to build and extend AF, but also as a nuking move against bosses. 

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Culmination Winds – Slash attack on a single enemy (XL) + Wind type resistance -30% [3 turns]

Using this move allows Azami to further increase the damage on your wind units, and is particularly useful against bosses weak to wind. 

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Flat Strike – Blunt attack on a single enemy (S) + Inflict Stun

A cheap move that is able to Stun and lock horrors into a state of not being able to attack your units. 

Valor Chant:

Intelligence of all enemies -25% [1 turn]

Azami’s VC is one that is highly coveted due to its ability to cripple bosses with magic based attacks due to its huge INT debuff percentage.

Drawbacks:

> Azami’s DEF stat is on the lower side, matching that of some 5* mages. This can put her in dangerous situations against hard-hitting physical attacks. 

> She completely lacks AoE skills. 

> Currently there’s no reliable way for her to improve light, resulting in her being stuck at 4 light.

Usability:

Azami sees great use against bosses using magic attacks due to her VC (resulting in her INT debuff never missing). Additionally, her kit allows herself and other wind units to excel against bosses weak to wind.

Assists with:

> Increasing wind damage output 

> Crippling magic-based enemies 

> Stunning horrors and enemies 

> Extending and sustaining AF

Futureproof:

Azami will stay a staple wind-user against bosses who are weak to wind, as well as a reliable INT debuffer for other bosses. As she suffers from a lack of AoE, she will primarily only be used in boss fights.

Isuka

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Description:

Isuka is a wind-elemental support/attacker. She is well known for her incredibly defensive VC.

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Notable Skills:

Utopia – Wind type slash attack on all enemies (XL)

Although it is only a single-hit move and comes with no added effects, this AoE hits relatively hard and is good for regular mob clearing.

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Butterfly’s Dream – Slash attack on a single enemy (XL) + Speed -25% [3 turns] + Inflict Pain

With Isuka’s decent PWR, her Pain debuff can add quite a decent amount of damage to every turn. On top of this, the speed debuff can help your team outspeed faster enemies.

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Hastening Melody – Power of all party members +20% and Speed +20% [3 turns]

An exceptional skill to use on a full physical attacking team at any time. Due to its 3-turn duration, it can be used in preparation for an AF to help your team as a whole do significantly more damage.

Valor Chant:

Power of all enemies -20% and Intelligence -20% [1 turn]

Many people use Isuka in certain fights for this VC alone. The ability to debuff both PWR and INT with 100% accuracy makes it an overwhelmingly powerful tool against certain bosses.

Drawbacks:

> If a boss uses purely physical or magic attacks, a unit specifically catered to mitigating those is better than isuka’s VC.  

> Her attacking skills use quite a large amount of MP, resulting in times where she needs to be switched into the back row for MP recovery.

> While she can set up her buff for AF, she does not have any multi-hit skills and is therefore not optimal for AF extension.

Usability:

Isuka is – for the most part – used against bosses. Outside of her simple AoE attack, most of her skills (and her VC) are more beneficial for a boss fight.

Assists with:

> Preparing a full physical attacking team with buffs for AF

> Reducing all forms of enemy damage with her VC

> Simple mob killing

Futureproof:

Isuka’s VC is a safe way to ensure that one can take a boss’ hit without having to worry about getting one-shot by it. There is a chance that she will fall off as more units are released with similar methods of debuffing, however her ATK+SPD buff is exceedingly beneficial to physical teams.

Isuka (Another Style)

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Description:

AS Isuka is a wind elemental support/attacker. Her speciality is providing atk/int debuffs on an enemy to help reduce damage taken, as well as boost offensive teams. Her skills are very different compared to previous units, making her difficult to use at first.

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Notable Skills:

All Equal – 

[Cyclone Form] Wind type slash attack on a single enemy (L) and Power + Intelligence of enemy -10% [2 turns: max stack x3] and inflict Pain

[Butterfly Form] Wind type resistance of all enemies -20% [2 turns] [Max stack: 3]

(United) stacks Passionate Warmth on user

[Passionate Warmth] SPD + Physical Resistance up 

This is her spammable skill. If you want to keep a steady stack of debuffs on the enemy, you can consistently use this attack while also stacking up Passionate Warmth orbs. (United) in this case means she will stack up orbs regardless of which Form she is in. The fact that both these Form skills last 2 turns means that she’s free to take a turn to use a different skill in-between if needed.

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Billowing Cloud –

[Cyclone Form] Wind type slash attack on a single enemy (XL)

[Butterfly Form] Critical Rate of all party members +60% [1 turn]

(United) effect’s power will increase based on number of Passionate Warmth

(Using this skill will cause Isuka to change Form)

This skill is what will change her Form while doing either large damage or giving a good crit buff to her team. Upon using this skill, she will do the attack of the Form she is currently in and then switch to the other Form. (United) in this case means she will use the stacked Passionate Warmth orbs regardless of what Form she’s in.

> A good tactic is to use All Equal until Isuka has stacked 3 orbs and then use Billowing Cloud to get a huge effect boost when switching Forms. 

Note: Isuka will always begin a fight in Cyclone Form

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Hastening Melody – Power of all party members +20% and Speed +20% [3 turns]

An exceptional skill to use on a full physical attacking team at any time. Due to its 3-turn duration, it can be used a few turns before an AF to help your team as a whole do significantly more damage.

Valor Chant:

Speed of all party members + Physical resistance +30% (1 turn)

A good VC to either help your units outspeed or increase survivability against physical bosses. The downside to this VC is that the two buffs don’t go well together, as speed is usually used to go on the offensive rather than defensive. Thus, most cases would involve using it for one or the other, rather than both.

Drawbacks:

> Especially since she provides quite a range of support to the team through different Forms, it takes a while to get used to using her properly at first.

> Her ATK/INT debuffs are capped at a somewhat low 20% total, considering the time it takes to get 3 stacks.

> If Isuka changes Forms, she will be unable to get back to the previous form in time to maintain the debuff stacks unless she double swaps during an AF.

> Although she has a wind resistance debuff, it’s not primarily used due to the amount of turns it takes to set up.

Usability:

Isuka shines the best against single target fights such as bosses. Having the ability to debuff both ATK/INT in one skill makes her a safe unit to take into any boss fight. Top this off with the ability to also raise crit rate for the entire team makes her a good offensive support too.

Assists with:

> Debuffing all types of damage against single-targets

> Greatly increasing damage of party members by increasing Critical Rate

> Increasing damage of wind units

Futureproof:

Being a good all-round support allows her to be used in various types of teams without having to worry too much about who she’s with. However, due to her versatility with stances, she does not particularly excel at any one thing. This means that she is able to be replaced by various other units that provide similar effects needed for the occasion

(This does not reflect her usefulness.)

Yuna

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Description:

Yuna is a non-elemental support with a 100% accuracy debuff rate. Her skill kit makes her a nice unit to have in reserve.

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Notable Skills:

Iridescent Blessing – Regen (XL) [3 turns] + Restore all status (poison etc.)

This skill helps a lot against annoying boss fights where you’re continuously inflicted by status conditions. It also regens 500-700 HP per turn, arguably making her a stronger healer than most 4*.

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Malign Expulsion – Intelligence of all enemies -15% + Type resistance -15% [3 turns] || Vigorous Charm – Power of all enemies -15% + Physical  resistance -15% [3 turns]

Typically you only pick one of these and use other units to cover the other debuff. Although, on boss fights without an inclination to magic/physical skills, both of these skills may be equipped. They have 100% accuracy rate so it is very practical.

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Divine Utterance – Power of all party members +25% + Intelligence +25% [3 turns]

This makes Yuna a very nice buffer, especially if you don’t have any other units who do the same. This skill also improves Yuna’s own Regen to 700-900HP per turn.

However, you typically will not find the time to use this on fights as Yuna’s slots will be filled up with her debuffing and status clear skills. 

[Yuna does come with a Megapoison skill (Invoked Spirit). However, she does better as a full-support unit and it is generally not beneficial to stick this skill on her.]

Valor Chant:

All type resistance of enemies -20% [1 turn] + Restore all status (poison etc.)

Yuna’s VC is handy to have in case your healer gets stunned/slept as a backup for some bosses. 

Drawbacks:

> Sub-par damage skills, making her useless in AF.

> No instant heal as a pseudo-healer as her regen only heals at the end of the turn.

> Sacrifices debuff percentage and damage for a 100% accuracy rate.

Usability:

Yuna is very fast, making her a very good buffer/debuffer; Her high MP pool and low MP cost also allow her to fight long battles. She is one of the most flexible supports in the game, and may be used in any team to fill in any gaps in debuffs or buffs.

Assists with:

> Cleansing status effects as well as adding regen to your team

> Debuffing PWR and/or INT of enemies

> Buffing PWR and INT of your own team 

Futureproof:

Although she can supply both types of debuffs at 100% accuracy, the 15% debuff rate falls off rather quickly in terms of survivability. For a lot of content, teams will be better off by putting in units that can both debuff and assist in other ways, rather than relying on Yuna to carry all the debuffs by herself.

Gariyu

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Description:

Gariyu is a highly versatile fire-elemental attacker mage obtainable from a Chance Encounter. He comes with impressive MP and a strong AoE skill, as well as a defensive skill against wind units. Like all staff users, he has high magic defence and can be trusted to tank magic hits.

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Notable Skills:

Explosion – Fire type magic attack on a single enemy x2 (XL)

A strong offensive skill which allows Gariyu to deal a good amount of damage to bosses.

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Inferno – Fire type magic attack on all enemies (XL)

His AoE is capable to deal a lot of damage to mobs – most of the time leaving them with a sliver of HP, if not one-shotting them. With the aid of other units’ AoE skill or auto attacks, this allows him to reliably clear VH ADs without struggling at all.

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Burning Shield – Physical resistance of all party members +15% + Wind type resistance +50% [3 turns]

Burning Shield is a staple skill against wind enemies, crippling their damage output and protecting your units from near-death nukes

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Fiendish Flame – Fire type magic attack on a single enemy (L) + Power -15% [3 turns] + Inflict Poison

This move is used largely for its PWR debuff on enemies, allowing Gariyu to reduce damage by enemies with physical attacks. However, it is worth noting that the landing of PWR down is not consistent.  

Valor Chant:

Fire type resistance of all enemies -30% [1 turn]

When Gariyu comes into the battlefield, he significantly boosts the damage of your fire units. However, if he is the sole fire unit in your team, it is best to simply keep him in the battlefield at all times to deal damage and protect your units.

Drawbacks:

> He is one of the slowest out of all the 5*s, sometimes being outsped by enemies in Otherlands VH, making it difficult for him to be an effective mob clearer. 

> Currently no reliable way to get shadow, resulting in him being stuck with 4 shadow.

Usability:

Gariyu is a versatile unit, dealing both high damage numbers and providing defensive support against wind enemies.

Assists with:

> Mob clearing, and consequently EXP farming

> Consistently dealing damage to enemies (bosses and long fights in particular)

> Greatly reducing wind damage 

Futureproof:

Although versatile, Gariyu suffers from his exceedingly low speed. This causes him to suffer due to his inability to outspeed mobs before they get a turn. For certain content that involves fighting a strong wind-elemental boss, he could still be useful for his wind-resistance skill.

Nagi

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Description:

Nagi is an earth-elemental attacker. Her most prominent use is for large single-target nuke skills.

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Notable Skills:

Depletion Edge – Slash attack on a single enemy (M) + Restore user HP + Inflict Pain

A decently powerful skill to help maintain her own HP during times with no healer.

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Calamity Ax – Earth type slash attack on a single enemy x2 (XL)

Nagi’s main attacking skill being a single-target allows her to hit exceptionally hard during AFs as the percentage multiplier is built up.

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Intertwine – Slash attack on a single enemy (XL) + Slash resistance -30% [3 turns]

A non-elemental skill that could be used during times where a boss or mob resists earth attacks. The slash resistance is also good to set up right before AFs.

Valor Chant:

Power of all party members +30% and slash resistance of all enemies -25% [1 turn]

A VC that shines the most when used in a team of slash-type units as this allows for a boost in their own PWR while also debuffing the enemy’s resistances.

Drawbacks:

> Nagi’s large MP skills do not go together well with her tiny MP pool, meaning she has very little time to stay out before needing to go to the back to regen.

> Access to no AoEs makes her less useful for any content outside of single-enemy encounters such as bosses.

> Outside of her VC for PWR buff, her slash debuff is very specific and needs a specialized team to be of any use.

> Very low SPD. She would benefit greatly from a SPD buff from another unit before using AF.

Usability:

Nagi’s primary use is to hit hard against a single target. Her large PWR stat, thanks to being an axe user, combined with her XL single-target percentage skills allows her to do exactly this. 

Assists with:

> Setting up a PWR buff in preparation for AF

> Building up AF bar against units weak to earth with her multi-hit

Futureproof:

Although Nagi can hit harder than some units due to her focus on damage, she falls off as a unit due to her lack of MP as well as her versatility outside of bosses weak to earth. There are other units available who can hit almost just as hard as she can but can also provide buffs or debuffs to support more varied teams. Nagi can only shine in very specialized teams and is therefore not used as much.

Levia

Another Eden Tier List & Unit Breakdown 79

Description:

Levia is a free water-elemental attacker mage with strong AoE and single-target magic skills obtainable from fishing minigame.

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Notable Skills:

Echo Wave – Water type magic attack on a single enemy x2 (L)

Levia’s most commonly used multi-hit skill. This skill is better used in AF because it extends the AF bar more than Aquatic Maelstrom, hence dealing overall more damage.

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Ice Pack – Water type magic attack on a single enemy (M) + Water type resistance -25% [3 turns]

Her 25% water resistance debuff is good to boost the overall damage of a water team and is also nice to use in preparation for AF.

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Levia Cannon – Water type magic attack on all enemies (XL)

A very good skill to farm mob fights and multiple-target battles. As a mage, she has a high MP pool and therefore use this skill with little concern about MP.

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Aquatic Maelstrom – Water type magic attack on a single enemy (XL) + Intelligence of user +25% [1 turn]

This can be used right before an AF to increase the overall damage she does. However, it is better to use her VC as an INT buff instead, especially since it increases INT of your entire team.

Valor Chant:

Intelligence of all party members +35% [1 turn]

An amazing VC to boost magic-based offensive skills. It also improves healing skills, including regen.

Drawbacks:

> A lot of time and effort needed to get Levia from fishing.

> Lacks defensive utility or moves.

> Currently no reliable way to improve light, which makes her stuck at 16 light.

> Useless against water resistant enemies.

Usability:

Her high MP pool makes her useful in grinding and also good for boss and horror fights. 

Assists with:

> Boosting self and allies’ magic-based skills 

> Providing offensive support for water units 

Futureproof:

Her highest multi-hit skill is L which weakens her performance a little. She can boost her INT and apply water resistance debuffs, but that requires a few turns of preparation before AF. Future units have more multi-hits or higher damage multipliers which are easier to use compared to her. Nevertheless, she is useful for experience farming and always good to have in water teams if you are willing to invest 80+ hours in fishing.

Ewan

Another Eden Tier List & Unit Breakdown 85

Description: 

Ewan is a fire-elemental attacker unit with strong single-target and stun AoE moves.

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Notable Skills:

Lava Impact – Fire type blunt attack on a single enemy x2 (XL)

Ewan’s main attack move, deals decent damage with Ewan’s decent crit rate.

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Flame Break – Blunt attack on a single enemy and Fire type resistance -25% [3 turns]

Fire resistance debuff to support your fire units.

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Destruction – Blunt attack on a single enemy (XL) + Power of user +25% [1 turn]

Non-Elemental damage skill for fire resistant enemies with 25% PWR buff. A good skill to use right before an AF.

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Shock Flame – Fire type blunt attack on all enemies (L) + Inflict Stun

A good skill for mob clearing and stunning horrors so they cannot attack your units. 

Valor Chant:

Power of all party members +30% and intelligence +30% [1 turn]

This greatly increases the damage of your team, letting them one-shot mobs they previously cannot (mitigating the damage you would have taken), and boosting AF damage significantly if used on the turn before AF.

Drawbacks:

> Low MP pool.

> Low magic defence.

> Low SPD, making it difficult for him to clear mobs. Additionally, if Ewan is slower than the enemies, he will not be able to Stun them with Shock Flame, removing one of his greater benefits.

Usability:

While his 25% Fire resistance debuff and 2-hit (XL) fire attacks are decent for boss fights, his AoE with stun is great for both mob and horror fights. This AoE stun is particularly useful in areas such as Otherlands, where mobs can not always be killed in one turn.

Assists with:

> Stunning mobs and horrors that cannot be killed in one turn

> Buffing a varied team’s damage with his VC

> Increasing damage for your fire units

Futureproof:

Ewan’s strongest use right now is as an AoE stun unit to help control mobs and horrors. He falls off slightly in terms of boss fights, but will continue to be a reliable unit for mob control through his stuns.

Cetie

Another Eden Tier List & Unit Breakdown 90

Description:

Cetie is a hybrid between fire-elemental attacker and defensive support, used for his (separate) skills that cripple an opponent’s INT and nuke heavily. Like all spear users, he has high innate physical defence and can be trusted to tank physical hits.

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Notable Skills:

Blaze Impact – Fire type piercing attack on a single enemy (XL) + Power +20% [1 turn: max stack x3]

His main nuking skill – while he may start off with low damage, it ramps up with his PWR up stack, allowing him to hit bosses like a truck. 

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Vigilant Lance – Piercing attack on a single enemy (XL) + Intelligence -25% [3 turns]

Being a skill that reduces an enemy’s INT significantly, this can shield your team against magic attacks and elemental physical attacks.

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Tri-Assault – Piercing attack on a single enemy x3 (L) + Fire type resistance -25% [2 turns]

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This is Cetie’s only multi-hit skill that is worth using. Not only can it help to build your AF gauge, it increases the damage of your fire units, albeit for a shorter amount of turns than most other skills. 

Valor Chant:

Intelligence of all enemies -20% and Speed -20% [1 turn]

Cetie’s INT down on entry may be used to reduce damage from magic attacks and elemental physical attacks from enemies. Additionally, the SPD down on this VC may help your team to outspeed and one-shot enemies, mitigating the damage the enemies could have dealt.

Drawbacks:

> His lack of multi-hitting elemental skills results in his struggle to build and extend the AF gauge. 

> His high cost moves and low MP pool leads to a low ability to gain PWR stacks outside of AF, so it is recommended that you only build his stacks during an AF.

Usability:

An excellent unit to bring to bosses with magic skills. Being paired with a unit that can extend the AF gauge also allows him to reliably ramp and nuke bosses who are weak to fire and pierce.

Assists with:

> Reducing damage from magic and elemental physical attacks

> Increasing damage of fire units

> Dealing great damage to bosses

Futureproof:

Cetie will continue to shine in boss battles that require INT debuffs. However, there is a chance that many people will find themselves using him less as more elemental multi-hit units come out.

Cerrine

Another Eden Tier List & Unit Breakdown 94

Description:

Cerrine is a unique earth-elemental attacker with a combination of earth, pierce, and blunt moves. Albeit using fist as a weapon, her normal attack has pierce attribute instead of blunt. She is obtainable for free as a Chance Encounter.

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Notable Skills:

Ground Raiser – Earth type blunt attack on all enemies x2 (XL)

This move is the one used during an AF once Cerrine gets her PWR and SPD stacks up, since it is a multi-hit elemental move that helps to extend the AF gauge. 

It is also her only blunt skill, as her other skills have pierce attribute. This makes her slightly more versatile in case the enemy resists pierce or is weak to blunt.

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Invigorating Flog – Earth Type piercing attack on a single enemy (XL) + Power and Speed +30% [1 turn: max stack x3]

Cerrine’s strongest single-target skill with self-stacking buffs. While it takes a while to ramp up, these will allow her to hit very hard on bosses. 

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Shock Whip – Piercing attack on a single enemy (S) + Inflict Stun

Great skill for horror fights not only because of its low MP cost, but also because when Stunned, horrors cannot attack your team.  

Valor Chant:

Power of all party members +30% and Speed +30% [1 turn]

Cerrine’s VC is incredibly good for AF, not only increasing your damage output directly with the PWR buff, but also decreasing skill cooldown of your units. 

Drawbacks:

> Mediocre HP with low Pdef and Mdef.

> Low MP pool.

> Lacks multi-hit single-target but makes it up with atk and spd self-stacking buff.

> Outside of her VC, she does not provide any kind of buffs/debuffs to benefit the whole team.

> Currently there’s no reliable way for her to improve light, resulting in her being stuck at 4 light.

Usability:

She’s extremely useful against enemies weak to Earth because she has both AoE and single-target skills.

Assists with:

> Clearing up easy-to-kill mobs with her x2 XL AoE

> Setting up a team to attack before AF with her own VC

Futureproof:

She lacks multi-hit single-target skills which future units will have but she’s still a strong unit to use due to how relatively easy it is to fight and recruit her. Her VC also stays relevant.

Shanie

Another Eden Tier List & Unit Breakdown 98

Description:

Shanie is a water-elemental damage support/attacker. She is most commonly known for her ability to stack water debuffs on a single enemy to allow for a full water team to nuke harder.

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Notable Skills:

Epic Tale – Water type slash attack on a single enemy (XL) + Water type resistance -30% [1 turn: max stack x3]

This is Shanie’s most notable skill. As long as she is in a party filled with water units, this skill will benefit everyone when it comes to dealing more damage, with a total of 60% water resist debuff being applied when all 3 stacks are on.

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Oasis Wave – Water type slash attack on all enemies x2 (XL)

Although no bonus effects are applied, this is a powerful AoE which can sometimes be used during AF to help extend the bar.

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Ascension Sword – Slash attack on a single enemy (L) + Power +20% [2 turns]

This skill could give Shanie’s damage a boost if used before an AF.

[Shanie carries one more skill known as Shock Slash. This is an S-size AoE skill that stuns multiple targets at once. Although its damage is extremely low, this is a great skill for cases where you want to stun multiple mobs at once, and could be used for certain content such as region.]

Valor Chant:

Power of all party members +30% and intelligence +30% [1 turn]

A great VC to benefit all types of party members if brought in right before an AF.

Drawbacks:

> While Shanie can apply a 60% water resist debuff to the enemy, the skill itself only lasts 1 turn. This causes her to be locked into simply spamming it so that the rest of the party can benefit from the extra damage.

> Shanie’s biggest draw is her ability to buff water-attacking team’s damage. This also means that she is not exceptional as a unit by herself in terms of skills.

Usability:

Shanie’s primary use for debuffing water resistance is a single-target skill, meaning she shines greatly against single bosses weak or neutral to water.

Assists with:

> Making full-water teams hit much harder

> Clearing mobs with XL AoE

Futureproof:

Shanie will stay relevant against bosses who can be nuked down by water teams. Although she is not as versatile alone, she is an important asset for this one specific type of team.

Melina

Another Eden Tier List & Unit Breakdown 102

Description:

Melina is a water-elemental mixed-attacker/offensive support. She is known for her ability to make physical attacking teams hit harder with the combination of atk buff & def debuff skills that she carries.

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Notable Skills:

Affluent Surge – Water type blunt attack on a single enemy (XL) + Power of all party members +30% [1 turn]

A solid power attack to help boost your team’s attack. Usually used after Mana Drench, due to the fact that this skill only lasts 1 turn.

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Mana Drench – Water type blunt attack on a single enemy (XL) + Physical resistance -20% [3 turns]

Combine with Affluent Surge and your physical attacking team will benefit hugely.

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Stifling Song – Power + Speed of all enemies -15% [3 turns]

Often used in cases of extremely powerful and speedy bosses that you need to apply debuffs like this on.

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Mana Rain – Water type magic attack on all enemies (L)

Melina’s only INT-based attack. A simple AoE, usually used for clearing up mobs.

Valor Chant:

Blunt resistance of all enemies -25% and Water type resistance of all enemies -25% [1 turn]

This valor chant is a little selfish, as there are a lot of cases where it will only benefit Melina herself, but is still good to use before an AF.

Drawbacks:

> Melina is a mixed attacker with both PWR and INT-based attacks. This means that her stats are split between these two stats, making both of them somewhat mediocre.

> Is really only useful in teams that are heavily based around P.Atk damage.

> Low MP pool with somewhat high MP-cost skills means she’s swapping back quite often.

Usability:

Majorly used against any bosses where she can apply her debuff skill, or simply help the team she is in nuke harder.

Assists with:

> Full-team PWR buff and enemy physical resistance debuff

> PWR and SPD debuff enemies with 100% accuracy

Futureproof:

While Melina applies all these offensive buffs/debuffs, there is nothing particularly special about this combination of skills. She could be replaced by other units who would be able to do the same thing as she can. Her PWR/INT being split means she will generally deal lesser damage than a unit who specializes in one area. Her most beneficial skill for long-term use is her PWR and SPD debuff which could come in handy in many areas of the game.

Myrus

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Description:

Myrus is an earth-elemental support/attacker. She specializes in covering the team’s physical defences with her buff support.

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Notable Skills:

Terra Fortress – Earth type magic attack on a single enemy (L) + Physical resistance of all party members +25% [3 turns]

One of her most widely-useful support skills. Although it is applying a physical buff to the party, it also allows her to attack the enemy at the same time, allowing for continued damage while supporting.

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Beastly Impact – Earth type magic attack on a single enemy (XL) + Physical resistance -20% [3 turns]

Her main attacking skill – used to debuff the enemy’s physical resistance for the rest of her team.

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Power Heal – Heal (M)

A regular heal to the whole party. Although it is only an M heal, it still reaches numbers of around 1300 HP with no INT buff on. The benefit to this heal is that it has a measly 20 MP cost and can be used for a long time before she runs out of MP.

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Earth Wall – Physical resistance of all party members +15% + Water type resistance +50% [3 turns]

A great skill for very specific areas where a lot of incoming attacks are water-based. 

Valor Chant:

Intelligence of all party members +30% and physical resistance +30% [1 turn]

Myrus coming in with this VC means she applies a physical resist buff to her team, but also somewhat buffs her own heal if she decides to use it on the next turn, due to the INT buff.

Drawbacks:

> Tries to specialize in both support and offense, meaning she loses out in both areas. She doesn’t hit hard enough to be an offensive mage; as a healer, an M heal can feel lacking.

> She has a similar speed to regular attack mages, and is somewhat slow for a support unit.

Usability:

Myrus is usable in a variety of teams, due to her simplistic skills of generally setting up physical defence buffs and healing. This makes her a solid support unit that can be used in many areas of the game.

Assists with:

> Covering a team’s physical resistance while also healing

> Covering a huge amount of water resistance for specific bosses/content

> Attacking with earth-elemental damage while she supports

Futureproof:

Many support units are versatile and Myrus is no exception. Although her heal is not as powerful due to its size, it is usually more than enough for most teams. On top of this, her ability to attack while supporting a team’s physical defence makes her a useful hybrid unit in many fights.

Aldo

Another Eden Tier List & Unit Breakdown 112

Description:

Aldo is a fire-elemental attacker/slash-support who specialises in mob clearing and providing offensive support to slash units. 

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Notable Skills:

X Slash Mk II – Fire type slash attack on all enemies x2 (XL)

This is Aldo’s main damage-dealing move. When combined with Dragon God Slash and his VC, he’s able to hit hard against multiple enemies.

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Dragon God Slash – Slash attack on a single enemy (XL) + Slash resistance -20% [1 turn: max stack x4]

Going up to a maximum of 50% slash resistance down, this skill complements sword, katana and ax units extremely well, allowing them to deal incredible amounts of damage on enemies.

Valor Chant:

Power of all party members +30% and Physical resistance +30% [1 turn]

A good VC that is balanced on the offensive-defensive scale, where the PWR up provided stacks well with Aldo’s slash resistance debuff. It is also worth noting that his physical resistance buff will reduce damage less than a PWR down debuff.

Drawbacks:

> Aldo has a low MP pool like all other sword units, so repeated use of Dragon God Slash may drain him quickly, especially since it requires a high upkeep as it lasts for one turn.

> Lacking single target multi-hits may hinder his ability to deal damage to bosses, although it is arguable that his slash resistance debuff and VC mitigates this flaw. 

Usability:

Aldo will fit in perfectly in a team with slash attackers due to his impressive slash resistance debuff, and those units are not hard to come by. His AoE skill is useful for both mob clearing and boss killing.

Assists with:

> Significantly boosting slash damage

> Increasing survivability of team with VC

> Dealing damage to bosses with multiple bodies/mob clearing 

Futureproof:

Aldo will stay relevant not only for his powerful multi-hit XL AoE, but also for his VC that can assist the team both offensively and defensively. However, his skills remain very basic and will need a specific team to build around his slash resistance debuff stacks.

(He’s also the protagonist…)

Bertrand

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Description:

Bertrand is an earth-elemental physical tank. His ability to provoke multiple enemies combined with his self-buffing skill makes him an extremely reliable tanking unit. Like all spear units, Bertrand has impressive END, allowing him to absorb physical hits even more effectively. 

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Notable Skills:

Iron Clad – Physical resistance of user +70% [3 turns]

An overwhelmingly powerful self-buff that highlights Bertrand as one of the tankiest units in the game.

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Decoy Lance – Piercing attack on all enemies (S) + Inflict Rage

Being a low MP-cost move, even with his low MP pool Bertrand is able to inflict Rage on enemies over and over again, ensuring that your team is well protected.

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Overbear – Piercing attack on a single enemy (XL) + Power -20% [3 turns] + Inflict Pain

The PWR down provided by Overbear stacks with his physical defence up skills and VC, further reducing incoming physical damage. 

Valor Chant:

Physical resistance of all party members +30% [1 turn] and inflict Rage on all enemies

A great and unique tank-related VC. With 100% accuracy, this guarantees that whatever single target attack is thrown at you next, it will be aimed at Bertrand who also supplies himself with the physical resistance buff.

Drawbacks:

> Low MP pool and high MP-usage skills require constant backline regenerating.

> Even with high SPR he has no skills that shield against magic based attacks. 

> Unable to shield against AoE attacks. 

[Although he lacks SPD, moving slower than enemies allows Bertrand to absorb one more hit on the turn of him switching out, shielding your incoming unit from possibly lethal damage.]

Usability:

Bertrand is essentially used against bosses. There are many cases where a boss will have multiple AoE attacks – in which case his Rage debuff becomes useless. However, due to his self-buff for physical defence, he could be left out front to tank specific hits by himself while the rest of the team heals up in the back row.

Assists with:

> Tanking a lot of physical hits by himself

> Applying PWR debuffs and Rage so other units can avoid damage altogether

Futureproof:

As long as new bosses are made, Bertrand will stay relevant and usable for the foreseeable future. In terms of raw physical defence, he’s more than tanky enough to take multiple hits before needing heals. AE overall has very few tanking units, so at times when a tank is needed, Bertrand is exceptional at taking on any task.

Felmina

Another Eden Tier List & Unit Breakdown 119

Description:

A wind-elemental attacker who is well known for her single-target multi-hit attacks.

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Notable Skills:

Tri-cataclysm – Wind type blunt attack on a single enemy x3 (XL). Increased damage if target is inflicted with Poison or Pain.

Felmina’s best attack. As an elemental attack with 3 hits, it is extremely useful for filling up and maintaining AF bar against both neutral and weak enemies. As it is a single-target skill, it has huge nuke power which is further emphasized when combined with Pain or Poison.

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Licorice Blossom – Slash attack on a single enemy (XL) + Inflicts Poison + Power of user +20% [2 turns]

The power boost of this skill can be useful for setting up right before an AF – especially since it lasts for 2 turns, and the Poison further enhances her damage with Tri-Cataclysm.

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Accelerator – Physical resistance of user +15% + Speed +30% [3 turns]

A nice self-buff for a speed boost right before an AF. Although Felmina isn’t particularly tanky in END, the physical resistance is a nice addition in some cases.

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Skyward Shock – Wind type blunt attack on a single enemy (M) + Inflict Stun

A low-MP attack that could be used against horrors or single enemies that can be stunned.

Valor Chant:

Speed of all enemies -20% and blunt resistance -25% [1 turn]

Although a somewhat specialist VC with a blunt debuff, the speed debuff could be useful for some boss fights that you need to keep slowed down consistently. The blunt resistance down would also be useful if you are running a team of hammer and fist users, especially if the team is meant to be a non-elemental team.

Drawbacks:

> No AoE attacks

> Like most fist-users, has a somewhat low MP pool.

> Poison is based off of INT meaning that although she applies poison, it will not do that much extra damage.

Usability:

Bosses and horrors. She specializes in hard-hitting and AF-bar extension; with a lack of AoE, she falls off in any kind of multi-enemy fights but shines in single-target nuking.

Assists with:

> Building up and extending the AF bar

> Slowing down faster enemies with her VC

Futureproof:

Although Felmina does not apply many debuffs that benefit the whole team, her multi-hit elemental attack will come in handy against many bosses or horrors weak to wind. Her speed debuff VC could also be spammed in any fights where a consistent speed debuff is necessary.

Miyu (5*)

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Description:

A fire-elemental support/attacker who applies various buffs and debuffs while attacking.

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Notable Skills:

Princess Bloom – Fire type slash attack on a single enemy x2 (L) + Wind elemental resistance of all party members +30% [4 turns]

A decent mix between offense and defence. While the multi-hit allows for AF building, it also protects the party from any enemies that use wind elemental attacks which could come in handy for specific bosses.

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Little Stars – Slash attack on all enemies (XL) + Type resistance -25% [3 turns]

A further upgrade to her 4* skill, adding an extra 5% type resistance to the debuff for more possible damage to a group of enemies.

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Rune Blade – Slash attack on a single enemy (L) and Intelligence -20% [3 turns]

Another solid support skill that can work particularly well against bosses that use INT-based attacks.

Valor Chant:

Type resistance of all party members +35% (1 turn)

A simple yet effective buff that can help mitigate incoming INT-based or elemental damage at times.

Drawbacks:

> While Miyu mixes attacks with her buffs and debuffs, she doesn’t excel in damage and is better used for simply setting up support before moving to back row.

> You need 30 tomes to promote her. While you get 20 from story rewards, you still need to grind AD or buy her tomes in tsubura shop. As she is a mediocre unit, promoting her may not be worth the grinding effort.

> She has a low MP pool.

Usability:

Primarily shines in fights that involve enemies attacking with INT-based and wind-elemental attacks. Her 4-turn resistance is very long and allows her to swap into the back row to heal MP as long as it’s up. 

Assists with:

> Providing wind resistance buff for 4-turns

> Applying an INT debuff to a single target

> Providing element-resistance debuff as an AoE for quicker mob kills

> Slight support in building AF bar against fire-weak enemies

Futureproof:

As a more specialist support, Miyu won’t see much use outside of battles that involve enemy wind-elemental attacks. Her somewhat low damage makes her hard to use as solely an attacker. In fights that she can be used however, she will be particularly useful to take in as both buffer and debuffer. She could be taken in solely for her INT debuffs but she may not be the preferred unit to use in this case.

Tsukiha

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Description:

Tsukiha is a fire-elemental support/attacker who is well recognised for her various defense debuffs.

Notable Skills:

Scalding Serenade – Slash attack on a single enemy x2 (XL) + Fire type resistance -20% [2 turns : max 3 stacks]

A skill which can greatly boost the damage of fire teams, despite taking a few turns to set up. Another bonus is that it lasts for two turns, allowing more flexibility in Tsukiha’s actions as she does not need to continuously refresh the debuff. Its biggest drawback is that it is non-elemental, so is not beneficial to spam in terms of overall damage.

Cogitated Deluge – Fire type Slash attack on all enemies (XL) + Restore user HP

A good skill for simple mob clearing, with a small amount of self-sustainability. Its major drawback is that by being a single-hit attack, it does a poor job of extending the AF gauge.

Unburdened Embers – Fire type Slash attack on a single enemy x2 (L)

Tsukiha’s main single-target attacking skill. Despite only having L damage, the other debuffs she provides makes up for it and amplifies her damage potential greatly. As an elemental multi-hit skill, she is also able to extend the AF gauge.

Howling Surge – Physical Resistance of all enemies -25% + Damage on user +30% [3 turns]

This skill has 100% land rate, making her a very effective physical damage amplifier against both single target or multiple mobs. It also stacks effectively with her fire resistance debuff. The benefits of this greatly outweighs the self-damage drawback since it lasts for many turns, and Tsukiha may simply be healed by other units.

Valor Chant:

Slash resistance of all enemies -25% and Fire type resistance -25% [1 turn]

A decent offensive VC when there is no time to stack debuffs. This VC also stacks well with her Howling Surge skill.

Drawbacks:

> As a katana user, Tsukiha has low physical defense.

> Several turns are required to maximize her debuffs, which may take away from her damage dealing potential.

Usability:

Tsukiha supports physical and fire teams very well with her varied debuffs, and is able to hold her own with her other DPS skills.

Assists with:

> Options to deal with single target or multiple target fights

> Increasing damage potential of fire and slash allies greatly

Futureproof:

She specializes in fire/slash support and will be a nice staple unit for these types of teams. Although she has an AoE, it may not be a preferred choice for some people as she shines the most in assisting against boss fights.

Claude

Another Eden Tier List & Unit Breakdown 129

Description:

Claude is a wind-elemental support/attacker known for his versatile skill set, having both offensive and defensive buffs and debuffs.

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Notable Skills:

Forefather – Piercing attack on a single enemy (XL) and Power -20% and Intelligence -20% [3 turns]

This skill works very well to reduce damage from all types of moves, provided that Claude lands one or both debuffs. 

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Stormbite – Wind type piercing attack on all enemies (XL) and piercing resistance -20% [1 turn : max 3 stacks]

Claude’s AoE move for clearing mobs. More importantly, It is very useful against bosses to increase the damage of piercing-based moves and is often the skill used during AF.

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Acute Inciting – Intelligence of all party members +15% and Speed +15% [1 turn: max 3 stacks]

Mages typically have mediocre-to-low speed so this skill is great to boost mage’s damage output for mob/boss fights or before an AF. 

Valor Chant:

Power of all enemies -20% and Speed -20% [1 turn]

This VC helps reliably debuff bosses in cases where you might be in danger otherwise.

Drawbacks:

> As a bow unit, his DPS is on the lower side.

> Stacking buffs and debuffs only last 1 turn each, making it so he has to lock himself into one of them to keep it up.

Usability:

Claude can boost piercing moves’ damage greatly with his stacking debuff of up to 40% and support mage units with INT and SPD buff of up to 30%. He has PWR and INT debuffs in one move, making it easier to fight bosses without having to worry about being nuked by either type of attack.

Assists with:

> Debuffing enemy attacks regardless of attack type

> Increasing damage potential of mage and piercing allies greatly

Futureproof:

Claude has PWR, INT and SPD debuffs. Along with this, having high SPD makes him a solid unit for defensive purposes. He can only support magic and piercing based attacks which makes him quite a specialized unit but will always be relevant in these areas.

Saki (Another Style)

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Description:

Saki AS is a water-elemental support/attacker mage recognized for her support utility skills as well as AoE counter. She is obtainable as a Chance Encounter after you have obtained Saki as a 4*.

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Notable Skills:

Jotun Effect – Fire Resistance of all party members +50% + when attacked by Fire type attack, counterattack with Water type magic to all enemies (L) [1 turn]

An incredibly unique skill thus far because of the counter mechanic. If Saki acts before the enemies, this skill’s duration is effectively two turns. It’s very useful against fire enemies and bosses.

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Absolute Zero Chain – Water type magic attack on all enemies (XL) + physical resistance -15% [3 turns]

Saki’s best AoE skill, with the AoE physical resistance debuff being good to support a physical-based team.

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Sundae – Water type magic attack on a single enemy (L) and Regen on user (L) [3 turns]

Despite only dealing L and not XL damage, this skill also self-sustains Saki, raising her survivability in battle.

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Binding Ice – Intelligence of all enemies -15% and Speed -15% [3 turns]

A practical debuff because it has 100% land rate against all enemies; The low MP cost also allows it to be used in tandem with her other support skills easily.

Valor Chant:

Physical Resistance of all allies +35% (1 turn)

A simple VC to decrease physical damage done to party and increase their survivability.

Drawbacks:

> Lacks multi-hit skills.

> Jack of all trades but master of none; She has a bit of everything but none of them are particularly outstanding.

> To recruit her you need to fight bosses capable of changing weakness and resistance every 25% HP threshold. This fight can be hard if you lack the necessary units.

Usability:

She is an excellent defensive unit against fire type enemies. Her self-sustenance with regen and naturally high SPR may also lend her the ability to be a magic tank.

Assists with:

> Protecting allies against fire attacks and countering against them

> Multiple target and mob clearing battles

Futureproof:

Apart from her 50% fire resistance, her skills are not particularly outstanding and her single-target damage is pretty lackluster. While her counter remains effective, it is still hard to use due to the one turn duration, and there are alternative units with similar defensive potential and greater attack potential. However, she is ultimately a free unit, and will be useful if you lack other units.

Ciel (5*)

Another Eden Tier List & Unit Breakdown 139

Description:

Ciel is an earth-elemental support recognized for his support utility skills, particularly his defensive support skills that aid against both magic-based and physical-based bosses.

Notable Skills:

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Hope – Piercing attack on a single enemy (XL) + Power -25% [3 turns]

A very effective debuff against physical moves as 25% is among the highest debuff percentage. Its one drawback is that it will not land 100% of the time.

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Earthly Serenade – Earth type piercing attack on all enemies (L) + Earth type resistance -25% [3 turns]

A nice AoE skill to amplify earth damage and clear normal battle mobs.

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Elemental Song – Type resistance of all party members +30% [5 turns]

Arguably Ciel’s most noteworthy skill because of its long 5 turn duration and low MP cost, allowing for more flexible actions to be taken while this buff is active.

Valor Chant:

Intelligence of all party members +30% and Speed +30% [1 turn]

A very good VC for mages and healers, but Ciel himself does not benefit from the INT buff. This is especially so as it counters the slow innate SPD of most mages.

Drawbacks:

> As a bow user, his damage is on the lower side.

> Lacks multi-hit skills.

> He requires 30 tomes to promote. While you get 20 from story rewards, you still need to grind AD or buy his tomes in tsubura shop. This can be somewhat costly and require time.

Usability:

Ciel is primarily a support, so do not expect too much damage potential from him. While he’s not too great on the offensive side, his defensive support is great. Type resistance will decrease all elemental damage, magical and physical.

Assists with:

> Amplifying damage with earth elemental debuff and VC

> Providing physical damage mitigation and elemental damage mitigation

Futureproof:

His VC is unique to him alone and it provides a very nice boost to mages and healers. He is also relatively easy to get if you have enough AD keycards to spare. While his skill kit is not outstanding, it’s practical to have him in reserves for his resist buff and power debuff if absolutely necessary.

Shannon

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Description:

Shannon is a wind-elemental attacker recognized for various crowd control and offensive debuffs.

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Notable Skills:

Blast Shock – Wind type Slash attack on a single enemy x2 (XL) + Inflict Stun

2-hit attack followed by Stun is very effective against horrors. Although bosses cannot be stunned, this skill still deals great damage.

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Cyclonic Edge – Wind type Slash attack on a single enemy (XL) + Physical resistance -20% [3 turns]

A skill to amplify physical damage done to an enemy, by having wind attribute this skill will also deal decent damage against enemies weak to wind.

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Wind Break – Slash attack on a single enemy (M) + Wind type resistance -25% [3 turns]

A nice debuff to amplify wind damage on all of her other skills and for your wind units.

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Whirlwind – Wind type Slash attack on all enemies x2 (M) + Inflict Sleep

Another crowd control skill which is good to stall enemies you can’t kill in one turn or to let other party members recover in the back row while she remains safe.

Valor Chant:

Type resistance of all enemies -20% and Speed -20% [1 turn]

A good VC to ensure other party members to act before enemies, and amplifies all elemental damage.

Drawbacks:

> Mediocre HP and MP.

> Low magic defense.

Usability:

She is a great unit against horrors thanks to her many crowd-control skills, and she can still deal decent damage while landing debuffs. Her physical defense and wind resistance debuff also works nicely to amplify other wind attacker’s damage.

Assists with:

> Preventing horrors and mobs to move with sleep, stun and speed down VC.

> Amplifies both physical and elemental damage with VC and Skill, especially Wind damage.

Futureproof:

She is a decent wind character but her skill kit is more tailored for crowd control, especially horrors. While she actually deals good damage, there are (and will be) other wind character with better synergy and damage potential. Nevertheless, if you lack other wind characters, she is good to use.

Renri

Another Eden Tier List & Unit Breakdown 148

Description:

Renri is a non-elemental and fire-type attacker whose strength lies not only in dealing great damage but also crippling enemies’ damage output.

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Notable Skills:

Lasting Scars – Slash attack on a single enemy x2 (XL) + inflict Pain

This is Renri’s main damage-dealing move. Although it does not come with elemental modifiers, combined with Slashing Sabre, Renri is capable of dealing huge amounts of damage to bosses. Pain will deal negligible damage compared to the main attack.

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Judgement – Slash attack on all enemies (XL) + Power -20% [3 turns]

A good skill to take down multiple enemies at once, and to greatly reduce damage output of physical-based bosses or groups of enemies.

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Slashing Sabre – Non-type physical attacks of user +100% [3 turns]

This buff tremendously increases the damage potential of Renri’s moves, and is what makes her such a well-known neutral attacker. It should be used before an AF, although its low mana cost allows it to be used more liberally.

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Flame Rage – Fire type slash attack on a single enemy x2 (L) + Slash resistance -20% [3 turns]

This move may be used to damage bosses weak to fire, and the slash resistance debuff is especially useful considering the large number of fire slash attackers in the game. Although, it is worth noting that her non-elemental damage potential is still greater than this.

Valor Chant:

Power of all party members +35% [1 turn]

An excellent VC to be used before an AF to greatly increase your team’s damage output, and it will stack effectively with Renri’s non-elemental attack buff and offensive buffs/debuffs from your other units.

Drawbacks:

> Low mana pool and moves with a high mana cost will lead to quick depletion of her MP.

Usability:

Renri is an incredible damage dealer (especially as a non-elemental attacker), both thanks to her skills and her being an axe-user, which have high PWR. Additionally, her utility to inflict PWR down will allow her to fit into almost any general team.

Assists with:

> Reducing physical damage from bosses

> Increasing team damage through VC and slash resistance debuff (especially useful for a fire/slash team) 

Futureproof:

Renri can continue to be used as a general damage dealer and defensive support for the reasons stated above. Her VC will stay very relevant, and non-elemental teams can still be used to take down bosses (a place she will shine in). However, future bosses may sometimes require a team that targets elemental weakness, hence Renri’s lack of strong elemental attacks will be a greater drawback, although she may still be used. 

Amy

Another Eden Tier List & Unit Breakdown 153

Description:

Amy is a free wind and non-elemental attacker known for her versatile skill kit, capable of dealing both wind and non-elemental damage on top of her excellent VC.

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Notable Skills:

Blast Elysium – Wind type blunt attack on a single enemy (XL) + Critical Rate of user +100% [1 move]

Not only will this skill allow Amy to deal great damage, it guarantees a critical hit for the next move, meaning it can be chained for critical hits for every use. This makes it a very powerful skill to be used against bosses weak to wind, even though it is a single hit move.

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Triple Down – Blunt attack on a single enemy x3 (XL) + Inflict Stun

Although Triple Down does not receive an elemental modifier, it is a great non elemental skill that’s also useful to lock horrors into Stun. As a triple-hitting, non-elemental move, Amy will be able to sustain and refill the AF bar in almost every situation.

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Charge Stance – Power of user +40% [3 turns]

A decent skill to increase Amy’s damage on Triple Down.

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Double Hurricane – Wind type blunt attack on a single enemy x2 (L)

A useful skill to help fill the AF gauge on bosses weak to wind, although in most cases Triple Down is the better move to use to achieve this. Double Hurricane may also be used in AF to build damage multiplier, before dealing the final blow with Blast Elysium.

Valor Chant:

Power of all party members +30% and Speed +30% [1 turn]

An incredible VC to increase damage potential before AF, and to help all party members to move and kill enemies before the enemies can act.

Drawbacks:

> Low MP pool.

> Blast Elysium is only a single-hit move. 

Usability:

She is very good against any boss or horror who are weak to wind; Even if the enemies resist wind, she is still great with her non-elemental damage, team support via VC, and ability to Stun.

Assists with:

> Locking horrors into Stun

> Boosting damage potential greatly with VC

> Building and sustaining AF gauge

Futureproof:

Amy is equipped with a versatile skill kit and great VC, and being a main character means you can farm her light to cover her statistical drawbacks while also boosting your light in ADs. She does not have an apparent drawback apart from a low MP pool and a single-hit wind move (which can be mitigated with Double Hurricane), allowing her to stay a strong unit throughout the game.

Elga

Another Eden Tier List & Unit Breakdown 158

Description:

Elga is an earth and non-elemental attacker known for her amazingly defensive VC and multi-hit skills.

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Notable Skills:

Binary Drive – Earth type slash attack x2 (XL) + Speed of user +25% [1 turn: stacks 3 times]

Not only is this Elga’s best damage-dealing skill, it can boost her speed up to 50%, allowing her to move faster before enemies and making her a great unit to fill and sustain the AF gauge during AF.

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Quattro Drive – Slash attack on a single enemy x4 (XL), increased damage if target is inflicted with Pain

An excellent non-elemental skill for bosses who are not weak to earth, especially because this skill greatly fills AF gauge. She also owns another Pain-inflicting skill to boost this skill’s damage even further.

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Amplify Aura – Power of user +20% + Physical resistance +20% [3 turns]

A self-explanatory buff to increase Elga’s survivability and damage potential.

Valor Chant:

Physical resistance of all party members +30% and Power of all enemies -20% (1 turn) 

An amazing VC to greatly reduce any physical damage dealt to party, especially since these two effects stack effectively.

Drawbacks:

> Low HP and END.

> She lacks an AoE skill of any kind.

Usability:

Elga owns a versatile skill set, making her a decent damage dealer that does not depend on other unit to boost damage, and her VC covers her lack of defensive skills. Having a high SPD with her self-buff also allows her to become an effective VC swapper.

Assists with:

> Dealing great earth damage and non-elemental damage with a self-stacking SPD buff

> Building and sustaining AF gauge

> Greatly reducing physical damage using VC

Futureproof:

Her DPS–particularly her non-elemental damage–will fall off a bit compared with upcoming characters, however her damage potential stays decent and her VC is quite unique to her, especially when hard-hitting physical-based bosses become more common, making her a great offensive and defensive unit to have on your team. It is also to be noted that she will still fit well in a non-elemental team, which may be used against bosses in the future.

Veina

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Description:

Veina is a highly versatile wind-elemental attacker mage. She comes with impressive MP and a strong AoE skill, as well as a defensive skill against earth units. Like all staff users, she has high magic defence and can be trusted to tank magic hits. She is also notably faster than other mages of her archetype.

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Notable Skills:

Omniscient Howl – Wind type magic attack on a single enemy x2 (XL)

A strong offensive skill which can deal a good amount of damage to bosses.

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Elven Twister – Wind type magic attack on all enemies (XL) + Regen all party members (L) [3 turns]

Veina’s AoE move is capable of dealing a lot of damage to mobs – most of the time leaving them with a sliver of HP, if not one-shotting them. This skill also allows Veina to act as a pseudo healer as she has high INT.

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Windy Wall – Physical resistance of all party members +15% + Earth type resistance +50% [3 turns]

Windy Wall is a staple skill against earth enemies, crippling their damage output and protecting your units from near-death nukes.

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Gusty Slumber – Wind type magic attack on a single enemy (L) + Inflict Sleep

A good crowd-control skill to stall horrors you can’t kill in one turn or to let other party members recover in the back row while she remains safe on the field.

Valor Chant:

Wind type resistance of all enemies -30% (1 turn)

When Veina comes into the battlefield, she significantly boosts the damage of your wind units. However, if she is the sole wind unit in your team, it is best to simply keep her in the battlefield at all times to deal damage and protect your units.

Drawbacks:

> She has low HP and END.

> Elven Twister costs a lot of MP, making her less efficient as a mob clearer.

Usability:

Veina is a great unit to use against Earth enemies due to her 50% earth resistance buff, and her high MP pool allows her to be a great mob-clearer and damage-dealer.

Assists with:

> Mob clearing, and consequently EXP farming

> Consistently dealing damage to enemies (bosses and long fights in particular)

> Locking down horrors and mobs (note that bosses are immune to Sleep)

> Greatly reducing earth damage 

Futureproof:

Veina is a versatile wind mage with high MP pool, covering the high MP costs of her moves (particularly Elven Twister). Her 50% earth resistance buff is unique to her and will make her relevant until the foreseeable future.

Guildna

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Description:

Guildna is a fire-type attacker unit characterised by his stacking mechanics and unique weapon that increases his power when allies are dead. [We try not to talk about the preferred weapons for characters, but Guildna’s one is so unique to his usage that we decided to add it in.]

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Notable Skills:

Celestial Sabre – Slash attack on a single enemy (XL), stacks 1 Beast Orb on User every time the skill is used [Max Stack: 3]

Beast Orb: Increases Power of user

The main strategy is to use this skill until Guildna has three stacks, then swap to Calamity.

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Calamity – Fire type slash attack on all enemies (XL), effect’s power will increase based on number of Beast Orbs
Once this skill is used, all Beast Orbs will be consumed.

The main attacking move for Guildna, it is able to deal large damage, especially when paired with his signature weapon. The best use of this is as a finisher as it requires a lot of set-up to deal good damage. 

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Distortion – Intelligence -20% + Physical Resistance -20% on all enemies

Used mostly for its INT down, this skill is good to guarantee a debuff on the boss and increase the survivability of your team against magic attacks.

Personal Weapon: 

Sword of Despair: Miasma of Misfortune – Increase damage dealt based on number of defeated allies + Increase Physical Resistance of user

While this weapon is largely useless because you do not want your team to die, if used strategically, Guildna’s weapon is able to make him deal a huge amount of damage with Calamity to finish off the boss (not recommended). 

Valor Chant:

Power of all enemies -15% and Physical resistance -15% [1 turn]

Unfortunately capped at Level 2, Guildna’s VC is still good enough to increase the survivability of your team against physical-based attacks.

Drawbacks:

> Guildna lacks multi-hit moves that allows him to sustain AF.

> Stacking Beast Orbs takes time; Without it, Calamity does not do much damage.

Usability:

Guildna may be used against bosses who hit hard thanks to his valuable debuffs, and against bosses weak to fire.

Assists with:

> Mitigating both physical and magic-based damage

Futureproof:

Guildna’s skill set is niche, and hard to use. While the idea of Calamity being a one-hit finisher will continue to be applicable, there are other units easier to use. Nevertheless he will still be used in cases where you lack fire units.

Dewey

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Description:

Dewey is a water-type support/attacker unit recognisable for the support he provides for water teams, strong INT debuff and AoE Sleep.

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Notable Skills:

Vapor Cannon – Water type blunt attack on a single enemy (XL) + Intelligence -20% + Speed -20% [3 turns]

By being able to provide INT and SPD down on an enemy, Dewey is able to shield your units from magic attacks very well, and allow them to outspeed the boss to attack or further apply buffs or debuffs. Do note that neither of these debuffs are guaranteed.

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Mist Blast – Water type blunt attack on a single enemy x2 (XL)

This is Dewey’s main attacking skill to be used in AF–a straightforward skill that deals more damage with his water-type buff skill and water resistance down VC.

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Steam Assist – Water type attacks of all party members +30% + Power of user +20% [2 turns]

This is a unique skill–the first one to provide an elemental attack buff to the rest of your team, which stacks well with Dewey’s water resistance down VC and similar skills of your other units. The PWR up on this skill will also be helpful for Dewey, but is more selfish than the water-type buff.

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Sleep Spread – Blunt attack on all enemies (S) + Inflict Sleep

A very useful skill to kill mobs, especially when it can Sleep enemies you cannot kill. Unfortunately, this is weak on bosses as it deals little damage, and bosses cannot be Slept.

Valor Chant:

Intelligence of all enemies -20% and Water type resistance -25% [1 turn]

Paired with Vapor Cannon, this VC can further reduce enemies’ magic based attacks to protect your team. The water type resistance down is able to stack well with Steam Assist.

Drawbacks:

> Dewey’s biggest draw is his ability to buff the attack of water units greatly (there are many other alternatives for INT debuff/type resistance buff), and he loses that if not placed with other water units.

> As a fist user his MP pool is very low.

Usability:

Dewey is useful as a mob clearer thanks to Sleep Spread and is a good unit for water teams.

Assists with:

> Mitigating magic-based damage

> Casting Sleep on multiple enemies to give time for heals

> Boosting damage of water units

Futureproof:

Dewey will continue to be beneficial to full-water teams, whether used as more of an offensive unit, or a support one. His greatest use will be for buffing water-users that use physical attacks against any type of boss.

Radica

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Description:

Radica is a fire-type support unit known for her skills with additional random effects.

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Notable Skills:

Apollo Lune – Slash attack on all enemies (XL) + Speed -20% + Fire type resistance -20% [3 turns]

This skill scales off Radica’s INT and will hence do decent damage. Additionally, the fire type resistance down she provides will be very useful in a fire-type team to boost their damage.

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Flamme De La Mort  – Fire type magic attack on all enemies (L)
Additional effects apply according to the type of card drawn
[Red]: Power of all enemies -20% (2 turns)
[Green]: Inflict Poison on all enemies
[Blue]: Intelligence of all enemies -20% (2 turns)

Radica’s only fire-elemental skill, and the effects of it act as a defensive support. 

The additional effects you want Flamme De La Mort to have depends greatly on the attacking preferences of the boss – INT down for magic-attacks (Blue) and PWR down for physical attacks (Red) – to increase team survivability. The Poison inflicted is less recommended than the defensive support she can instead provide (Green).

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Chariot Etincelle – Fire type attacks of all party members +20% [3 turns]
Additional effects apply according to the type of card drawn

[Red]: Physical Resistance of all enemies -20% [3 turns]

[Green]: Restore all party members’ HP (M)

[Blue]: Type resistance of all enemies -20% [3 turns]

This skill is Radica’s offensive support skill, as a counterpart to Flamme De La Mort. The fire-type buff will stack very effectively with the fire resistance debuff provided with Apollo Lune, further boosting the damage of your fire units. 

If you are using a physical team, drawing the Red card to cast the physical resistance debuff is better than drawing the Blue card, even if they use elemental physical moves. Using her heal from the Green card is not as recommended as Radica will have regen up for most turns.

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Raison Couleur – Intelligence of all party members +25% + Regen (L) [2 turns]
The next card drawn will definitely be [Green]

This allows Radica to function as a pseudo-healer, and the INT buff may be useful for mages, or her own regen (which usually has low numbers). The Green card may be used in sync with Chariot Etincelle to further increase her healing.

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Fantastique Couleur – Intelligence of all party members +20% + Regen (M) [2 turns]
The next card drawn will definitely be [Red]

Once more, the INT buff provided can help to increase this weaker regen skill, but Fantastique Coleur is used more as a move to set-up additional effects of other moves.

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Chance Couleur – Intelligence of all party members +15% + Regen (S) [2 turns]
The next card drawn will definitely be [Blue]

The INT buff and regen on this is so small that it is used as a set-up skill for her two main buff/debuff moves.

Valor Chant:

Intelligence of all party members +30% and Type resistance +30% [1 turn]

An amazing VC to improve both magic-based attacks and her healing. It can also reduce all incoming elemental damage (including magic-based attacks) to increase survivability.

Drawbacks:

> If you do not equip her set-up skills, the card she draws next is random, and against difficult bosses, a random effect is extremely hard to plan around.

> Hence, Radica requires a lot of planning and setup to optimize buffs and debuffs. This makes her both hard to use against bosses who do not have a fixed move rotation, and a slow unit since she requires set-up.

> Units will only have three slots, so you must plan ahead to decide which colour card will be best suited for the content you are tackling, and then bring the corresponding set-up skill(s).

> Her defensive debuffs only last 2 turns, and must be constantly reapplied. This is made hard since you need to use set-up skills in between reapplications to ensure you draw the card you need.

Usability:

Radica is a very flexible unit due to her varied effects, and her use can be moulded to whichever boss you plan to fight. She is also a great fit into any fire-type team. Additionally, the fact that her regen moves last for 2 turns allow her to rotate between set-up moves and debuff/buffs while constantly providing heals over time.

Assists with:

> Reducing physical and/or magical damage done to allies

> Increasing all allies physical and/or magical damage potential (especially for fire-types)

> Providing constant heals to your team (numbers are decent with the INT buff)

Futureproof:

Radica will continue to be a great fire-type support, and since bosses tend to have a preference for either magic or physical-based attacks, her debuffs will still be effective. However, other attacking units may also provide similar support skills along with their attacks; For most content it is better to use them with a committed healer rather than relying on Radica to carry all the debuffs and healing by herself.

Ilulu

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Description:

Ilulu is a wind-elemental attacker who is best known for her skill that deals more damage when she is at full HP. While she has a low PWR stat for an axe user, her MP pool is still significantly larger than other axe users.

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Notable Skills:

Reincarnation – Wind type slash attack on all enemies x2 (XL) + Increased damage when at max HP

This is Ilulu’s signature damage dealing move. Being a multi-hitting elemental attack, it deals good damage to enemies weak to wind or slash, while also refilling the AF gauge quickly during AF. The key to best using Ilulu is to maintain her HP at max so Reincarnation may deal more damage.

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Soul Thief – Slash attack on all enemies (XL) and Restore user’s HP

An attack good for mob clearing, but less so for bosses. Its main use is to maintain Ilulu at max HP to boost Reincarnation damage.

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Death Scythe – Slash attack on a single enemy (L) + Power of user +20% [2 turns]

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This move may be used before an AF to boost Ilulu’s damage. As it lasts for 2 turns, you can use Soul Thief to ensure Ilulu is also at max HP the turn before triggering AF. While it has a higher attack modifier than her AoE skills, this is still worse to spam during an AF as it only hits once.

Reap of Regret – Slash attack on a single enemy x2 (S) + Power -15% [3 turns]

The PWR down provided by Reap of Regret may be useful in mitigating a little physical damage, but 15% is low and easily overshadowed by PWR down skills on your other units.

Valor Chant:

Slash resistance of all enemies -25% and Wind type resistance -25% [1 turn]

While a unique valour chant in that it is quite specific, if you find yourself running a wind-slash team, Ilulu’s VC will significantly boost team damage due to both debuffs stacking. Otherwise, it may be used to boost damage in wind or slash teams separately.

Drawbacks:

> Being equipped with a skill-set mostly with AoE damaging moves which have lower damage modifiers than single target moves, Ilulu struggles with dealing damage to bosses. 

> It is very difficult to maintain Ilulu at max HP without constant heals, especially if you are using her against bosses.

Usability:

Ilulu is valued for her mob clearing skills. Sometimes, her AoEs may also be used on boss fights (eg. Flowers boss in Ratle Otherlands).

Assists with:

> Clearing mobs

> Slightly reducing physical-based damage

Futureproof:

As more units are released, Ilulu’s primary usage moves from doing heavy damage against bosses to clearing mob waves.