8th Sword (Berserk)
Full-AoE carry
Full-area damage and an exceptional documented ceiling after Berserk activates at 25 takedowns.
Every known release unit ranked from S to D for current team building, with role-aware reasons and clear notes for trait- or setup-dependent placements.
Late-game carries and hybrids with exceptional damage, utility, or both.
Full-AoE carry
Full-area damage and an exceptional documented ceiling after Berserk activates at 25 takedowns.
Summoner / support
Combines summon damage, enemy pushback, and a domain that strengthens Magical allies.
Bleed synergy
Copied follow-ups scale from a nearby ally while Bleed stacks create additional Spirit Bat pressure.
Amplifier / control
High damage shares a slot with amplification, summons, and enemy rewind utility.
Arcane / crit DPS
Arcane follow-ups scale unusually well with critical chance and critical damage investment.
DPS / walls
Giant form delivers top-end damage while rock follow-ups and defensive walls add practical value.
Strong endgame choices that need the right setup or sit just below the highest ceiling.
Crit DPS
Excellent permanent crit scaling and repositioning, but wants multiple placements and strong equipment.
Control / follow-up
Cocoon control and linked follow-up attacks make it valuable in both damage and support lineups.
Mark / zone DPS
Delayed marks, explosions, and Crimson pools sustain useful pressure with a lower ceiling than S tier.
Summoner
A-tier only with Unbound; its one-placement limit pushes it toward B or C without that trait.
Slow / stagger support
Slow plus a two-second Stagger window creates elite control for fast waves and boss damage windows.
Reliable role players that depend on team composition, map needs, or a specific damage condition.
Burn / DoT DPS
Spreads Burn and adds fire-wall damage, but does not match the solo ceiling of the top carries.
Burn payoff
Useful damage when another unit maintains Burn; noticeably weaker without that setup.
Freeze / finisher
Two-second Freeze and a low-health damage bonus offer dependable control and finishing power.
Boss DPS
Fox Hunt makes this an accessible boss specialist while broader wave damage remains less flexible.
Magical buffer
A strong aura choice when several Magical carries can remain inside its upgrade-scaled buff.
Farm / economy
Extra Yen from kills can accelerate long maps, though income breakpoints still need live-panel checks.
Ramping DPS
Repeated hits build damage on one target, making it a practical and accessible sustained attacker.
Shield support
A regenerating debuff shield improves safe clears when protection matters more than another attacker.
Physical buffer
Valuable in Physical-heavy squads that can keep multiple carries inside the aura.
Useful early or situational units that are normally replaced as a specialized roster develops.
Starter DPS / mark
An accessible early carry whose damage falls behind evolved Mythic and Secret options.
Farm / economy
Early economy can help on long maps, but the slot becomes harder to justify in faster modes.
Early DPS
Affordable damage for progression while its full passive remains incompletely documented.
Slow / control
Accessible early-wave slowing is useful until stronger control specialists enter the roster.
Early DPS
A serviceable roster bridge with limited verified information about its complete passive.
Early DPS
Fills a damage slot during progression but offers less documented specialization than higher tiers.
Early coverage
Temporary lane coverage that should be reassessed against the current in-game skill panel.
Low-cost beginner units intended to be replaced by role rather than rarity alone.
Starter DPS
Cheap Beginner Path coverage with limited value once a dedicated damage option is available.
Starter DPS
An early damage filler while banner pity grows, not a long-term investment target.
Ranged coverage
Low-cost reach helps on beginner maps before stronger ranged specialists arrive.
Starter coverage
Budget lane coverage that is quickly outscaled by units with verified role utility.
Starter DPS
Affordable first-step damage that should be replaced as soon as the squad gains a specialist.
Starter DPS
Usable early coverage, but lacks the damage or utility required for later progression.
Toy Maker depends heavily on Unbound, Hollow needs a reliable Burn source, and aura supports need matching carries inside their range. Confirm current stats, availability, traits, and equipment in the live game before spending scarce materials.