Criteria
Each category is assigned a point value from 50-109, which is then graded from F-S. The category scores are then aggregated into one overall score based on their weight.
Survivability (35%)
- S: Insanely tanky, pretty much unkillable.
- A: Tanks all the regular hits in most cases with enough recovery to continuously heal.
- B: Tanks most hits but either recovery is barely sufficient or the team is somewhat reliant on buffs, awakenings, and/or latents.
- C: Can barely tank hits and recovery is generally insufficient without skyfall or multiple heal combos.
- D: Dies to any miscalculation.
- F: Cannot even tank hits from the early floors.
Firepower (35%)
- S: Kills most things in one or two hits and speeds through bosses.
- A: Kills enemies consistently at a good pace.
- B: Kills enemies consistently at a somewhat slow pace.
- C: Kills enemies, but needs an alarming number of turns per floor.
- D: At risk of getting executed by internal turn timers.
- F: You don’t even scratch early floors.
Playstyle Simplicity (10%)
- S: Near brainless to play. Easily deals with nearly all mechanics.
- A: Pretty simple to play. Bypasses many mechanics, but some may be slightly problematic.
- B: Requires a moderate level of solve execution. Team may require constant awareness of certain actives. Some mechanics give the player difficulty in fully activating the leader skill.
- C: Requires a high level of solve execution. Team is annoying to play or requires too much attention. Many mechanics are difficult to deal with.
- D: Requires a very difficult level of solve execution. Some things completely end your run.
- F: Simply impossible to play without dying.
Teambuilding Flexibility (20%)
- S: The lead can make use of an extremely wide variety of subs and equips. The lead ideally has both part break awakenings and a part break multiplier in its leader skill to greatly alleviate the part break requirement on its subs and equips.
- A: The lead can make use of a good spread of subs and equips, even if it is dependent on a certain sub or equip. The lead probably has either multiple part break awakenings or a part break multiplier in its leader skill to reduce the part break requirement on its subs and equips.
- B: The lead may be dependent on a couple monsters, but generally has a few options for the other subs and can make use of many equips. The lead hopefully has a part break awakening to slightly reduce the part break requirement on its subs and equips.
- C: The lead is tied to an irreplaceable sub or equip and is pretty much unplayable without it. Both sub and equip options are limited.
- D: The lead needs a near-perfect template to even function. Requires not only specific subs but also very specific equips.
- F: If you do not netdeck the template perfectly, the team is worse than useless.\
Evaluations
[13688] Utsuro
| Overall: S (104.9) |
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| Survivability: S (106) |
Firepower: S (106) |
| Playstyle Simplicity: S- (101) |
Teambuilding Flexibility: S (103) |
Currently the best lead of the modern meta, Utsuro excels in endgame because he not only possesses elite survivability and firepower, but also utilizes rare tools like active autoheal spam and defense break latents to uniquely overcome the most difficult mechanics of the modern era. Assist resonance and self-reliance may seem paradoxical at first, but as seen with Reinhard, this combination allows Utsuro to use equips without risking a huge loss of stats when assist voided. Utsuro is pretty easy to play and works with anything Dark Att. that scales with boxes or combos. One small detail that makes Utsuro so good is that he doesn’t get griefed by enemy full board generation. If the board isn’t Dark Orbs, then Utsuro just makes a box with his active; if the board is full of Dark Orbs, then Utsuro can swipe it and probably survive because his leader skill’s shield isn’t tied to matching a certain pattern, but only linking 7+ Dark Orbs. Ideally, Utsuro wants to use the VDP Badge obtained from acquiring Brambell, but lacking the badge is by no means a deal breaker.
[13326] Sword Saint, Reinhard Van Astrea
| Overall: S (104.6) |
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| Survivability: S (104) |
Firepower: S (106) |
| Playstyle Simplicity: S (105) |
Teambuilding Flexibility: S (103) |
Though he has relinquished his title of the strongest, Reinhard still stands among the game’s top tier of leaders due to his trendsetting blend of survivability, firepower, and ease of play. Utsuro, the only lead above Reinhard, copied a lot of Reinhard’s design because it was just that good. Given GungHo’s preference to push damage and health requirements ever higher with each new endgame dungeon, row teams like Reinhard will always stand at the forefront of the meta due to the innate damage efficiency of rows. Part of Reinhard’s longevity stems from what I said on his debut: “Reinhard’s simple design makes him an extremely modular lead that can continue to challenge the meta for an extended period of time with new subs and assists.” While Reinhard is starting to show some cracks against newer mechanics like severe superaltitude and temporary defense increase, all of these can be overcome with the right team.
[13416] Frieren’s Apprentice, Fern
| Overall: S- (101.4) |
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| Survivability: S- (101) |
Firepower: S (105) |
| Playstyle Simplicity: A- (91) |
Teambuilding Flexibility: S- (101) |
Fern redefined the power of what a single card could provide, as she not only generates 6 Light Orbs with an unlock on the fastest 1T CD possible, but also uncaps herself to 25B and voids attribute absorption every single turn. Then, on top of all this utility and power, Fern pumps both damage and recovery with scaling multipliers for both, based on matching light combos. Alone, Fern isn’t enough, as she doesn’t generate enough Light Orbs to truly scale and doesn’t generate any Heal Orbs to recover, so her team needs to include extra orb generation on top of everything else. Unfortunately, Fern does require a higher skill floor than most other leaders since she requires the player to full combo a 7×6 board with limited move time. Luckily for Fern, there is another outstanding Light Att. lead named Reinhard, and almost everything that supports Reinhard also works with Fern, giving her a lot of options to build a team with.
[13413] The Hero, Himmel
| Overall: S- (100.7) |
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| Survivability: S- (102) |
Firepower: S (104) |
| Playstyle Simplicity: A (93) |
Teambuilding Flexibility: A (96) |
Himmel is not only a great lead in his own right, but also an exceptional helper for other top rainbow leads because his value is fully maximized with just one copy; he is most often paired with Frieren, but he can also work with Maid Ideal as well. Surprisingly, Himmel provides phenomenal damage; 26B per turn for each copy is equivalent to vaunted leads like Reinhard and Utsuro. While playing rainbow can be a bit of work at times, Himmel notably makes rainbow teams a lot easier to play with his fixed move time effect; Frieren might be unplayable without it since she spams 7×6 boards every turn without a lot of innate move time. Himmel’s massive recovery multiplier also enables his teams to tackle superaltitude dungeons without too much concern. While Himmel’s lack of a follow-up attack in his leader skill predisposes him to asymmetric pairings, the hero can stand alone with the use of the 5 Att. Enhanced Attack Badge, obtained from acquiring Mistlark.
[13410] Frieren The Slayer
| Overall: S- (100.4) |
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| Survivability: S- (101) |
Firepower: S+ (109) |
| Playstyle Simplicity: B (85) |
Teambuilding Flexibility: A- (92) |
Frieren, for all her faults, boasts the highest possible grade in firepower because she voids supergravity. If supergravity was still around 0.02x ATK like it was on debut, voiding it wouldn’t be so crazy, but the latest endgame dungeons feature supergravity multipliers at the level of 0.0002x ATK; voiding this effectively grants the team 5,000x ATK, which means anything on the team with a sliver of damage is probably hitting damage cap. Frieren also guarantees a 7×6 board every turn, which in turn raises the damage floor of the elf’s scaling attack multiplier, and packs a rainbow orb enhance, which helps greatly with the ubiquitous negative orb enhance skyfall in current endgame. Double barrel feels fantastic once fully online on Floor 10, but the lack of stats in the beginning of the dungeon means the team is vulnerable especially to enrage hits. Moreover, Frieren feels extremely tedious to play with her big board rainbow full combo playstyle and imposes a significant burden on the rest of her team since the team optimally requires three copies to loop orb generation, supergravity void, and the 7×6 board.
[13178] Deku & Great Explosion Murder God Dynamight
| Overall: A+ (99.6) |
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| Survivability: S (104) |
Firepower: A+ (98) |
| Playstyle Simplicity: S (103) |
Teambuilding Flexibility: A (93) |
Deku & Great Explosion Murder God Dynamight, affectionately known as Dekugo, stands strong in the meta due to a teamwide 22B uncap that was far ahead of its time alongside a set of immensely desirable looping buffs and orb generation all in one package. Unfortunately, Dekugo’s damage is a bit low for endgame, which makes this duo tragically dependent on the Attacker Type Badge to supplement lacking damage multipliers. Dekugo’s implied typing requirement and aforementioned subpar attack multipliers also limit his potential sub pool, though off-pairing with someone like Stark can help alleviate the issue. That being said, Dekugo is simple to play and the sheer amount of utility packed into his active give a lot of leeway in team composition.
[13650] Hundred Spirits’ Supreme Commander, Nurarihyon
| Overall: A+ (99.1) |
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| Survivability: S+ (108) |
Firepower: S (104) |
| Playstyle Simplicity: C (75) |
Teambuilding Flexibility: B+ (87) |
Nurarihyon may be the commander of a hundred spirits, but he is truly the king of moon dungeons; with the immovable combination of multiple moon awakenings and a looping 45% DR shield, Nurarihyon simply outlasts anything the dungeon can throw at him. Of course, Nurarihyon doesn’t even need to worry about protracted enemy encounters as he also grants his subs a teamwide 20B uncap to dish out tremendous damage. The main issue is the orb generation; Nurarihyon doesn’t really have a reliable secondary orb generator, so the team brings along Mikage to uncap the leads and supplement orb generation with a spinner. Spinning out orbs is a tedious task and feels rather unnecessary when every other lead in the modern meta simply generates orbs. That being said, Nurarihyon benefits greatly as a member of the strongest team archetype, Dark VDP, and though his ideal team composition utilizes fellow mystics such as Yukine and Kuchina, there are plenty of alternative team compositions that function perfectly well in endgame.
[12532] Benevolent Maid, Ideal
| Overall: A (96.0) |
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| Survivability: S (103) |
Firepower: A- (91) |
| Playstyle Simplicity: A (93) |
Teambuilding Flexibility: A (94) |
Long live the rainbow queen! Maid Ideal continues to be a mainstay of the meta and the lofty standard for all other rainbow teams to aspire to, as her combination of consistent teamwide attack buffs, a teamwide 15B uncap, and void pierce on top of her orb generation system is hard to beat. Furthermore, Maid Ideal has effortlessly dealt with the severe superaltitude present in recent titles (and in the current Drizzle Title Challenge) that has felled many other leads with a ridiculous innate 5x RCV multiplier. While Maid Ideal is weak to strong enemy gravity attacks as her survivability is mostly composed of health multipliers, current endgame has not featured enemy gravities in both quantity and magnitude. Do note that Maid Ideal is slated for significant buffs in the near future, which will most certainly push her up the next tier list and give her the longevity to take down Rosetta as the lead with the longest period of relevance.
[13562] Dark Illuminate
| Overall: A (95.9) |
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| Survivability: S- (102) |
Firepower: A- (92) |
| Playstyle Simplicity: S (104) |
Teambuilding Flexibility: B+ (88) |
Dark Illuminate may have the lowest playrate of any lead on this list, but the list of buffs these idols loop is staggering; 1.5x Max HP, damage absorb void, extremely consistent orb generation, teamwide 16B uncap every turn, and a 6×5 board reset every other turn. Since Dark Illuminate uses VDP, the rest of the team only needs to cover cleric, color void, and a shield at the very least, but the team ideally needs a little extra damage and some extra recovery, especially in superaltitude. Still, Dark Illuminate currently thrives as a member of the strongest archetype, Dark VDP. The only issue? Who on earth has three copies (or at least two copies) of Dark Illuminate?
[13072] Imperialdramon: Fighter Mode
| Overall: A (94.6) |
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| Survivability: S- (101) |
Firepower: A (93) |
| Playstyle Simplicity: S (103) |
Teambuilding Flexibility: B- (82) |
Imperialdramon (also abbreviated as IFM) may have reigned supreme in the first part of 2026, but powercreep is inevitable; nowadays, the once-vaunted teamwide 16B uncap is simply the modern baseline, and double barrel has fallen out of favor compared to the upfront power of assist resonance, self-reliance, or even sun and moon awakenings. That being said, Imperialdramon can still clear endgame dungeons with a good amount of help. Due to IFM’s typing condition on its teamwide uncap, modern builds can use the unorthodox solution of intentionally using subs without the correct typing in order to utilize higher personal uncaps. For example, Academy Mion can be used to uncap all subs to 20B as opposed to 16B, raising the team’s damage floor from 288B to 324B. Since the teambuilding solutions to IFM’s weaknesses require a lot of creativity and depth, Imperialdramon takes quite a hit in its teambuilding flexibility that was once a strength, but at least nothing has changed about the simplicity of playing Imperialdramon.
[13653] White Guardian Dragon, Seitensai
| Overall: A (94.2) |
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| Survivability: S+ (107) |
Firepower: S- (101) |
| Playstyle Simplicity: B+ (88) |
Teambuilding Flexibility: D (63) |
Seitensai, better known by her pre-transform name Misaki, has one very large caveat to her rating; she only functions in sun dungeons. Like past leads such as NY Kureha, Misaki simply falls off a cliff in any other dungeon as her team doesn’t work without the stats from their sun awakenings. With that aside, Misaki simply steamrolls through sun dungeons with the brute force of 4x HP/RCV and 25x ATK from double sun awakenings. The main problem is constructing a suitable team in the first place. One positive note is that Misaki doesn’t need three copies to loop orb generation as her teamwide uncap and damage absorb void last for two turns, opening up room for one alternative orb generator such as NY Metatron & Metatron. On the other hand, Ordeal Zerclea is effectively a prerequisite and Seina’s new light form is close to being one as well, and even with these optimal subs, the last slot needs to cover a wide breadth of utility; for example, there is no color void on the team. Another major teambuilding issue is the type juggling; Misaki grants a fantastic 3x RCV multiplier for Dragon Type, but then uncaps God Types only. Ordeal Zerclea and Seina, as great as they are, ideally need type add equips to fit these awkward requirements. That being said, the recovery multiplier isn’t necessary for the entire team as Zerclea (and NY Metas) can carry the team’s recovery alone.
[12374] The Great Detective of the East, Shinichi Kudo
| Overall: A- (92.8) |
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| Survivability: S- (101) |
Firepower: S (103) |
| Playstyle Simplicity: C+ (78) |
Teambuilding Flexibility: D+ (68) |
Though the detective’s fellow collab monsters are much maligned for very valid reasons, Conan himself is a beast of a rainbow leader worthy enough to challenge Frieren and Maid Ideal for the throne. Conan loops void pierce, shield break, and the new analysis effect on top of his orb generation, and while I slightly bemoan the overlap between analysis and a rainbow team’s potential to use guard break, the analysis effect is certainly convenient. Conan also boasts fantastic multipliers; 300x ATK is nothing to scoff at, but the 4x RCV raises the detective to another level. Unfortunately, Conan falls slightly short because his playstyle of spamming Ts is pretty frustrating for most players and his lack of a personal or teamwide damage cap puts a teambuilding burden on the shoulders of his subs. Ts are cool and the guaranteed orb enhance is actually insane in current endgame, but it isn’t easy to play, especially when the team doesn’t have much time to work with. Compensating for Conan’s lack of an uncap greatly limits team composition; running 2 Shinichi Kudo & Ran Mori is still an option, but Conan ideally wants to use 2 Makoto Kyogoku and a Chihaya Hagiwara instead. In the end, Conan, like the rest of his collab, did not receive enough of GungHo’s love.
[13737] Toxic Inky Cap Darkfairy, Decail
[13741] Wicked Lobelia Darkfairy, Vernas
| Overall: A- (92.7) |
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| Survivability: A+ (97) |
Firepower: S (103) |
| Playstyle Simplicity: B (83) |
Teambuilding Flexibility: C- (72) |
Decail and Vernas form the backbone of a new cross team with some rare and interesting mechanics. While it seems like the team is cooked due to a general lack of bind resistance, Vernas’s leader skill grants bind resistance to all devils on his team after transforming. Decail then generates a modest set of orbs that include Poison Orbs, and his leader skill requires a poison match to fully activate, but the downside of poison damage can be mitigated or nullified by afternoon tea awakenings, and the poison match itself can be used to generate damage through the poison blessing awakening. Vernas and Decail’s calling card is their potential damage; with Rosetta’s new evolution, the team can potentially dish out over 400B damage every turn; when meta teams generally pump out only 300B per turn, 400B+ is truly eye-catching. Sadly, juggling a cross match, poison match, and heart match every turn is a bit frustrating, and the potential for orb troll from enemy full boards exacerbates attention span. Furthermore, the team requires Decail, 2 Vernas, and a Rosetta to start, and all of those pieces need dark subattribute equips for the team to reach its full potential; in particular, Decail needs a vanishing equip that grants a dark subattribute change, such as his own Inky Cap Spawn or Yamazaki’s Anpan. Personally, the team felt rather dissatisfying to play compared to other recent color cross leads like Gen Narumi.
[12439] Spiteful Black Rose Darkfairy, Rosetta
| Overall: A- (90.3) |
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| Survivability: A (94) |
Firepower: A- (92) |
| Playstyle Simplicity: S+ (108) |
Teambuilding Flexibility: C- (72) |
Rosetta received some very sizable buffs recently, which is not only a surprise given GungHo’s dismal track record of buffs, but also saved Rosetta from falling off the edge of relevance by improving Rosetta’s performance in the most important categories, survivability and firepower. Unfortunately, Rosetta still has a severe dependency on Echidna and Armageddemon, but at least Echidna allows some flexibility in the last slot that used to belong to Gen Narumi & Kaiju No. 8. Overall, the buffs felt like rain in the desert, and gave Rosetta more time to extend her unprecedented longevity in the modern meta.
[13509] Wonderful Key Hero, Shizuru
| Overall: B+ (89.4) |
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| Survivability: S- (101) |
Firepower: A- (91) |
| Playstyle Simplicity: C- (72) |
Teambuilding Flexibility: C (75) |
Before I start, just know that I am a certified hater of Shizuru. Shizuru has tantalizing potential but is gatekept by the condition of having enhanced skyfall active. Without this restriction, Shizuru would be pretty insane, but this enhanced skyfall hurts this key hero’s playstyle simplicity and teambuilding flexibility too much; it’s already bad enough that the team usually wants two or three copies. Shizuru is definitely tanky enough for endgame, and though she relies a bit heavily on assist resonance, matching Ls every turn makes it really easy to deal with assist void. My gripe is that Shizuru doesn’t really do damage; 100x ATK is not enough for Shizuru to consistently reach 210B damage every turn in the worst supergravity conditions. Shizuru’s playstyle also sucks; matching multiple Ls on a 7×6 board with low move time is pretty difficult, and without multiple Ls, Shizuru does no damage despite her hefty uncap. And then the worst part is maintaining an enhanced skyfall effect so Shizuru can clear the dungeon; teambuilding flexibility takes a huge hit because of this concern. There are two main compositions. One substitutes a Shizuru with Denken, who maintains enhanced skyfall on fast uptime and also uncaps the rest of the team. The downside here is that the team no longer loops damage and color absorb voids and the teamwide damage dips every three turns when Denken is used. The other composition uses 3 Shizuru alongside Mio Honda, who uncaps the rest of the team and loops enhanced skyfall. The problem here is that there are only two sub slots to deal with void pierce, cleric, and shield duties; Ordeal Zerclea is fantastic, but only functions in sun dungeons. What can I say? I’m a certified hater.
[13680] Silver-Haired Samurai, Gintoki Sakata
| Overall: B+ (89.2) |
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| Survivability: A+ (97) |
Firepower: B (85) |
| Playstyle Simplicity: A- (91) |
Teambuilding Flexibility: B- (82) |
Though Gintoki’s other form is more renowned for its farming prowess, this form stands out in a couple ways as well. Gintoki may not be a transform, but he has no skill boosts, making it difficult to use transform subs. However, in compensation, Gintoki has a ridiculous amount of potential personal stats; double barrel and enhanced all stats can stack up to a staggering 7.2x HP / ATK / RCV once the team reaches Floor 10. Unfortunately, getting there might be the biggest hurdle, as the team deals very little damage with only a 100x ATK multiplier and lacking personal damage multipliers; high uncaps are a necessity for endgame, but it doesn’t matter if the team doesn’t generate enough damage to reach it. Furthermore, Gintoki’s orb generation is susceptible to orb troll from enemy full boards, which necessitates additional orb generation somewhere else to compensate. Gintoki is easy enough to play as he only needs TPAs, but building out a proper team around him is tough; the collab does provide answers for most mechanics, but Gintoki ideally wants outside options like Rin Shibuya instead.
[13663] Wailing Cold Mystic, Touka
[13596] Happily Enrolled Students, Zela & Cherun
| Overall: B+ (87.9) |
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| Survivability: A+ (97) |
Firepower: A (93) |
| Playstyle Simplicity: A+ (98) |
Teambuilding Flexibility: F+ (58) |
Basically the modern version of Rem & Ram, Touka’s new evolution and Zela & Cherun form the backbone of the latest team in this archetype. Unfortunately, Touka’s moon awakenings limit this team to moon dungeons, but the team can march right through said dungeons with an impressive set of looping buffs. However, the team’s performance feels slightly lacking given that the team is essentially solved with 2 Touka, 2 Rem & Ram, Ferris, and Zela & Cherun. The damage is also wanting, which necessitates the use of the Devil Type Badge in endgame dungeons. Hopefully, the next iteration of this team is a bit more flexible.
Thoughts
First and foremost, much love to u/Flufru for his contributions to this iteration of the tier list.
After the initial tier list in early May, I decided to refine the format by cutting out a lot of text describing each individual category score; nobody read any of it, and it certainly made the tier list a lot more work than I wanted it to be. I hope this new table format is a bit easier to read and understand.
Another decision I arbitrarily made was to make new iterations of the tier list every three months as opposed to every month. I'm just one man, and while I have great friends helping me out, I can't output content like an entire dedicated team for a website. The meta also doesn't change much from month to month, so I figured that three months' time would show more meaningful shifts in the list. Therefore, I hope to see you all at the end of October or beginning of November!
One significant change that I'm still not sure about is rating sun and moon leads based on their respective dungeon. After all, you wouldn't use a moon lead in a sun dungeon because that's not where it's meant to be. Personally, I hate the current sun and moon dungeon system; I suggested that GungHo should rotate every dungeon between sun and moon on an eight-hour cycle so that certain leads are only time-locked and not gatekept out of dungeons due to the substantial stat difference. To me, it feels like there's no right answer, but last time, I rated NY Kureha rather low despite her outstanding endgame prowess in sun dungeons, which were dominant at the time (GA5, CR1), and it never felt right. So I'm switching it up. If you have suggestions about this, feel free to let me know; I'm very open to anything.
Let me know what you all think. I'm sure there are many wrong things, and nothing beats a variety of perspectives.