Table of Contents
- Tier List
- Q: Why don’t you divide the tier list by Burst Type?
- Q: Why is X unit rated so high or so low?
- Q: What happened to the synergies and skill levels recommendations? Cube recommendations?
- Q: How are ratings decided?
- Q: How do you define “Early” and “Late”?
- Q: How do you define “Low Skill Floor”, “High Skill Floor”, and “High Skill Ceiling”?
- Q: Why are Wish List ratings included?
- Q: Bugs?
- Game Mechanics and Concepts
- Q: What is hit rate?
- Q: Where is the Elevator?
Below are the most frequently asked questions. Please Ctrl+F your question here first, in case it has already been answered.
Q: Why don’t you divide the tier list by Burst Type?
Please use the filters provided at the top of the tier list to view by Burst Type.
Q: Why is X unit rated so high or so low?
The tier list is, in the end, based on my personal opinion. My personal ratings for a unit’s strength has some biases towards:
- Mid-to-Late game. I do not consider early game strength when rating a unit.
- Manual mode. All ratings are skewed towards optimal play on manual mode.
- Team synergies. All ratings are skewed towards optimal team compositions.
- 0LB~3LB, 0~4 core up. I believe this to be the range of what is achievable for most players by the late game. Max core potential is currently not considered.
Q: What happened to the synergies and skill levels recommendations? Cube recommendations?
We have decided to only keep the most relevant information on the tier list to avoid clutter. This information has been moved to the team compositions guide and individual character pages.
Q: How are ratings decided?
Testing is done by our team, using multiple accounts. Results are recorded or shared over stream and discussed before reaching a final conclusion. In the end, everything is based on my personal opinion, so please take this tier list with a grain of salt.
Units are tested in each mode with gear, no gear; alone, in synergy pairs, in teams; at skill level 1, 4, 5+; with cubes, without cubes. This is done for consistency when comparing units with each other and between accounts.
Q: How do you define “Early” and “Late”?
I define everything before the first full clear of Interception S (Gravedigger) to be “Early Game”. This is typically Synchro level 1~120, Chapters 1~10, skill levels 1~4. From Interception S (Gravedigger) clear to Chapter 16 clear and Special Interception unlock is what I define as “Mid Game”, which is typically level 121~160, skill levels 4~5. Chapters 17+ is what I define as “Late Game”, which is typically level 161+, skill levels 5+.
The ratings on the tier list is aimed to be accurate for Late Game. Early Game performance is not considered for the tier list, other than the “Strong Early” and “Strong Early & Late” tags.
For the tags “Strong Early” and “Strong Early & Late”, Mid Game strength is included as part of “Early”.
Q: How do you define “Low Skill Floor”, “High Skill Floor”, and “High Skill Ceiling”?
“Low Skill Floor” means the unit will perform accurate to their rating on the tier list even in auto play. “High Skill Floor” means the unit will only perform at their given rating with manual play, and have significantly lower performance in auto play. “High Skill Ceiling” means the unit requires a thorough understanding of that unit’s kit and mechanics, or other technical play (fast charge shot spamming, i-framing, pierce angles, maintaining stacks, etc) to reach maximum potential.
Q: Why are Wish List ratings included?
The Wish List ratings do not affect the overall ratings. Since many players use our tier list to inform their wish list drafting, the wish list ratings have been included. Refer to the wish list guide for more detailed information.
This tier list rates units by how they perform currently in the live version. The If No Bug rating has no effect on Overall ratings. See the If No Bugs section.
Game Mechanics and Concepts
Q: What team should I use? What units should I use?
Q: How do you clear X stage? Why am I stuck?
Refer to the Common Stuck Stages guide. More stage and boss guides are in the works.
If you wish to consistently push story stages under the Combat Power deficit, you must learn to play on manual mode. This means learning how to spam RL/SR shots for energy generation, learning how to time full burst mode, learning skill timings, etc.
At the end of the day, this is an idle game. You can simply wait until your Combat Power increases.
Q: What is a Core Hit?
There are four types of damage:
- White: Normal Hit
- Orange: Critical Hit
- Light Red: Core Hit
- Dark Red: Core Critical Hit
Core hits are hits on the red orb near the centre of a rapture. Core hits deal bonus damage. When you land a core hit, a smaller red reticle will appear in the middle of your aim reticle.
Q: What is hit rate?
Accuracy. Hit rate reduces bullet spread. Currently, it is most effective for shotguns, but can help increase the number of core hits for all hit rate affected weapons (SG, SMG, AR, MG).
Q: What is HP Potency?
Healing Efficiency. Increased HP Potency increases the amount of healing received.
Q: How does the damage formula work? Why are attack buffs good? Why are crit buffs bad? Why is defense down bad? Is Helm, Novel, Isabel good?
Please refer to the Damage Formula guide.
Q: How does burst gauge energy generation work?
Please refer to the burst gauge generation guide.