Ranger guide
Ranger is one of three professions in Phantasy Star Online Blue Burst. It consists of four classes, distinct by their high accuracy potential and use of ranged weapons. Rangers have a large toolbox for any gameplay situation and fit easily into almost every party composition.
Weapon specials are more manageable for Rangers due to their high accuracy potential. In addition to that, Rangers have access to powerful, unreduced multi-hit or multi-target weapons like
ES Needle,
ES Shot and
ES Mechgun. This combination makes Ranger unmatched in utilizing weapon specials.
Classes
| Class | Stats (Max) | Traps | Status Effect & HP/Exp Steal |
Devil's & Demon's % HP Cut | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| HP | TP | ATP | DFP | MST | ATA | EVP | LCK | ||||||
| RAmar | 1770 | 1114 | 1260 | 515 | 665 | 249 | 715 | 100 | 15 | - | No | 100% | 50%/75% |
| RAmarl | 1565 | 1480 | 1145 | 577 | 1031 | 241 | 900 | 100 | 20 | 20 | No | 100% | 50%/75% |
| RAcast | 2214 | 0 | 1350 | 606 | 0 | 224 | 699 | 100 | - | - | Yes | 130% | 25%/45% |
| RAcaseal | 2140 | 0 | 1175 | 688 | 0 | 231 | 787 | 100 | - | - | Yes | 130% | 25%/45% |
- RAmar - Highest ATA class with access to
Shifta and
Deband lv15. Easiest class to reach Hit% breakpoints.
- RAmarl - Second highest ATA class with
Shifta,
Deband,
Jellen, and
Zalure lv20. Has the highest base EVP (900) of any class, which makes it possible to dodge almost every physical enemy attack by equipping
Red Ring and
Stealth Suit.
- RAcast - Highest ATP but lowest ATA Ranger with
Traps. ATA is still high compared to non-Ranger classes, and the ability to utilize freeze traps makes the disadvantage of having the lowest Ranger ATA almost negligible. HP cut weapon specials are reduced, while Paralysis weapon specials are boosted.
- RAcaseal - Highest DFP class--which can be a hindrance for multi-hitting attacks from enemies, dying instantly instead of being knocked down--with
Traps. HP cut weapon specials are reduced, while Paralysis weapon specials are boosted. With slightly higher ATA compared to RAcast, RAcaseal is unmatched in paralyzing enemies.
Playstyle
Most of this will be relating to ultimate.
Positioning for the most part is the same throughout for Ranger. You want to be able to be safely at a distance and close enough at the same time to shoot majority of the spawn. This takes time but its not as bad as Hunter's precise positioning as your toolkit makes most of the game a cakewalk.
Majority of the dense enemy spawns you'll be using Charge Arms till you can get 50% Hit Baranz Launcher. Sometimes you'll get swarmed so it's a good idea to use Frozen Shooter or Spread Needle to stun the enemies if possible. RAcast and RAcaseal can use Freeze Traps on the dense mobs or Confuse Trap if they are trash mobs to get them to clump group on each other. If you Frozen Shooter an enemy you can use them as a shield to avoid enemies trying to walk closer to you as their ai will loop around failing to walk towards you, making it a viable strategy to AOE the enemies down while they're frozen.
Grunts/Elites
Grunts - You'll want to just Charge Arms or 50% Hit Baranz Launcher and picking off any stragglers with Heaven Striker.
Elite Enemies - Most of the time they're a hassle so you want to kill them asap. Mechgun and Heaven Striker if they're far away and if they're close you'll want to use Excalibur or Daylight Scar. RAmar and RAmarl can always use Slicer of Fanatic, Demon Mechguns/ 50%H Bringer's Rifle from afar and Galatine up-close to take down elites. If you're in an experienced party with traps you can just AOE them down with Charge Arms and Baranz Launcher together if positioned well.
Some Enemies have charge and can be stopped with a low level Gifoie, most of time by Twin Blaze. e.g. Death Bringer, Delbiter, and Dorphon.
Episode 1
I won't write much for episode 1 as it's pretty straight forward and most of the elites aren't noteworthy enough to write about.
RAcast and RAcaseal : You can place Damage/Fire Traps on the spawn points of Ep1 Pofuilly Slime's to instant kill them.
Baranz - Missiles in Ultimate the missiles aim to hit behind you. Being against a wall will prevent them from hurting you. Viable strategy in low levels is have the missiles explode onto other enemies or onto the Baranz.
Chaos Sorcerers - They will always teleport to the Rangers in the party. If you have multiple Rangers in your lobby, it's ideal to clump together in waves they spawn.
Delsaber - Not really for Rangers to worry about but good to know that if a FO is in party they'll jump onto them right away.
Dark / Death Gunner - You can freeze them to make them vulnerable to attacks if you don't want to wait for them to pop their head out to fire at you.
Episode 2
Episode 2 has lots of the grunts that are weak to hell if you can get your hands on V502 and a Hell Rifle early then progress to getting a Hell Needle/Shot.
e.g. Rappy, Gulgus, Gulgus-Gue, Gilchic, Dubchic, Delsaber, Pan Arms, Merillia, Meriltas, Gees, Ul Gibbons, Rico Boxes, Dolmolm, Dolmdarl, Morfos, and Sinow Zele.
Zol Gibbons - are very agile so I recommend using Arms over Baranz and NNH Combo unless someone freeze traps them.
Elites in ep2 are very scary from being able to Megid kill you instantly or straight up being downright rude like Ill Gill with his large arsenal of skills.
Sinows - They're pretty annoying with teleporting behind you, casting spells upon teleportation, and disarming melee hits.
Delbiter - Very annoying dog that'll make or break lots of lobbies as they spawn in charging and killing people. They have decent HP, DFP, and EVP. Making them a well rounded nightmare. Freezing and using a higher ATP weapon is recommended.
Del Depths - Frozen Shooter this guy or Freeze Trap him right away PLEASE. If there's someone spamming techs/attacks tell them to stop immediately lol. Del Depths has the highest EVP but low hp pool but he pops in and out of invulnerability like Dark/Death Gunner.
Del Lily - Evil Megid Flower with moderate EVP.
Merikle/Mericarol - Evil Megid Flower. These 2 large flowers have low DFP so you can Mechgun them down.
Mericus(Yellow Flower) - Evil Megid Flower. Large DFP and High HP so better to use Daylight Scar, Excalibur, or Heaven Striker to kill.
Gi Gue - This guy makes you want SD 30 because he can dispel SD20 and Cast JZ20. Burst them on spawn if possible.
Ill Gill - Best to freeze right away because of the heach-ache he gives and because he has high evasion its so hard to hit him. If you need to you can stand on the edge of the map to avoid their leap dash attacks.
Gibbils - Not that bad of an enemy, they'll leap towards and do a 3 hit combo Attack but also will try to guard attacks against you. You can stand on edge of the map to glitch them out and make them go into a funny jump animation where they'll keep trying to leap but unable to find a position to leap to.
Epsilon - Miniboss level type enemy with large hp and dfp. Demons is just insanely good against him on any class. Daylight Scar, Excalibur, and Heaven Striker Epsilon down if you can't demons.
Episode 4
Rushed episode so not many enemies in here honestly.
Grunts
Boota Trio - Straight forward trash mobs. Ba Boota can cast Foie from afar pretty annoying.
Gorans Trio - All of them hit like trucks and will slap you silly. Teleports on being shot at and very long arms. Really tough for pugs if no coordination with Freeze Traps or Force CC Botting them. Currently most people are using Heaven Striker + Striker Unit on Even Beat Timer (Beat Timer is the @3 Numbers when you open menu and first number dictates odd or even. Roughly 2hours 24mins every 100 Beats) or Heaven Punisher + Divine Filter to kill Gorans as it stuns locks them and they have low resistance to ELT.
Goran Detonator - I recommend either spawn killing with Mechguns or Freezing them with Traps or Frozen Shooter for people to kill as they're very obnoxious.
Merissa A - Very Agile so Charge Arms or Heaven Striker them. RAcast and RAcaseal are suggested to use Confuse Traps over Freeze Traps as they can become Non-Targetable if Frozen during certain animations. I recommend not being near them as they have high static damage and can freeze you in multiple ways.
Satellite Lizard & Yowie - You can't shoot them in the face but you can from behind or side. Most people opt to use melee them weapons against them as positioning is awkward to shoot them.
Elites
Dorphon - cannot be Frozen but Paralyzed so if you can v501/v502 + Spread Needle/Arrest Needle first its ideal. If they're grouped up you can probably AOE it down with Baranz, Excalibur, or Charge Arms and RAmar/RAmarl you can demons the clump with Slicer of Fanatic or Demons Shot/Needle. If it's a single Dorphon, you can Mechgun, Daylight Scar, Galatine(RAmar/RAmarl)
Zu - Awkward to Mechgun but if you can they die pretty easily. Heaven Striker's Special auto targetting makes you feel MLG against these guys lol.
Girtablulu - Has 3 Hit Boxes so you have 3 chances of Paralyzing and Demon'ing it. Making it viable for every class to Spread Needle and then using Demon.
Bosses
Episode 1
Dragon - Cannon rouge / Charge Arms / Baranz Launcher makes quick work. Charge Vulcans is still a good option and if you're new Final Impact isn't bad but Charge Arms is 1pd.
De Rol Le - Excalibur just wrecks them and Cannon Rouge if we're in Pre-Ult you can shoot from far away.
Vol Opt -
Phase 1
Every Class can use any Needle NNN 2nd attack cancel to kill Vol Opt. Attack cancel is where you hit back palette right after using doing an attack. Reason for doing this is because the 2nd combo does not do damage to Vol Opt so its killing the screen faster than hurting the Boss. Vol Opt has weird coding that there's ways to killing it: 1. dealing damage to him behind the screen or 2. breaking all the screens and pillars.
Gizonde Lock
RAmar can Barehand Gizonde Stunlock with Angry Fist/Sacred Duster + Machine%
RAmarl can Gizonde Lock v801 Excalibur / Galatine +Machine%
Phase 2
Just kill Vol Opt with Charge Arms or Baranz Launcher
Dark Falz - Pretty easy fight, you mostly just Heaven Striker the Dervants and then Mechgun or Heaven Striker him down rest of the phases.
Episode 2
Barba Ray - Cannon Rouge from afar and Excalibur when they land.
Gol Dragon - Literally like episode 1 Dragon. Cannon Rouge, Charge Arms or Baranz Launcher, and Mechgun works fine.
Gal Gryphon - Cannon Rouge when they're flying and in the air. Mechgun it when it lands.
Olga Flow -
Phase 1. Mechgun it at the beginning and swap to Heaven Striker if its too far from Mechgun Range.. If you have decent Dark on your Heaven Striker it's worth using at the beginning as you can accuracy glitch him.
Phase 2. Mechgun when the boss starts moving its arms and shoulders. If you shoot too early it'll do a possible party wipe attack. Heaven Striker its feet when it starts moving or keep trying with Mechguns.
Episode 4
Shambertin/Saint Million/Kondrieu - Look for the Green, Yellow, Orange, and Red colored spinner to kill. Colors go from shortest to longest the tail will stay up. Once the tail comes up its best to break them all at once if possible with Charge Arms or Baranz Launcher. If you end up doing the cave section Divine Punishment (via Heaven Striker + Striker Unit or Heaven Punisher+Divine Filter) makes it really chill but if you don't have it using Needle is just fine too. Breaking all the crystals at once makes the fight faster as you don't need to run constantly back and fourth to break each crystal on the boss.
Starting weapons
Vulcan (50% Hit) Charge/Berserk/Spirit - High burst, multi-hit, single-target, medium-range with long ending animation. Not great against enemies with high defense.
Arms (50% Hit) Charge/Berserk/Spirit - Multi-target weapon with long range, decent damage, and animation speed. Being able to hit 5 enemies at a safe distance makes this weapon your early choice of handling large enemy waves.
Spread Needle (0% Hit) - Fast animation speed, low damage, small range, and a special to paralyze enemies. Charge Arms and Baranz Launcher will always be the better option to damage enemies, but common use is paralysing against Girtablulu and Dorphon as they cannot be Frozen.
Frozen Shooter (0% Hit) - Long range rifle with a special that uses heavy attack accuracy instead and ignores activation chance of freeze specials. This will be your utility for freezing elite enemies that give you a hard time. Common use against Garanz, Delsaber, Ill Gill, Gi-Gue, Sinows, Delbiter, Mericus, Merikle, Mericarol, Gibbles, Astark, and Goran Detonator.
Heaven Striker (0% Hit) - Handgun with rifle range normal and heavy attack. Special attack with berserk special that has shot ranges. This handgun touts insanely high single-target attack damage. Especially effective against high defense enemies on which Vulcans perform poorly. Has a set effect with
Striker Unit, enabling usage of Divine Punishment when the hundreds digit of the beat time is even. Commonly used in Episode 4 to deal with Gorans and Lizards. You'll be wanting to sphere this weapon once you have one with a comfortable amount of Hit % as this will be your go-to weapon to kill elites and bosses.
Cannon Rouge (0% Hit) - Strongest Bazooka in the game and can be used to hit Dubchic switches. Commonly used against bosses such as: Dragon/
Sil Dragon, De Rol Le/Dal Ra Lie, Barba Ray, Gol Dragon, and Gal Gryphon. Niche uses against Canabin Ring, Chaos Sorcerers, Gilchics, and Girtablulu.
Slicer of Fanatic - (0% Hit) - Entry level demon's weapon used for waves with Elites generally close to each other. A notable unreduced multi-target option. The accuracy glitch can be utilized reliably with this weapon, making it effective at all Hit % levels.
| Weapon | Targets | ATP | ATA | Special |
|---|---|---|---|---|
| Vulcan | 1 | 20 | 12 | Charge/Berserk/Spirit |
| Arms | 5 | 140 | 33 | Charge/Berserk/Spirit |
| Spread Needle | 5 | 110 | 40 | Seize |
| Frozen Shooter | 1 | 250 | 60 | Unique (See page) |
| Heaven Striker | 1 | 660 | 55 | Unique Berserk (See page) |
| Cannon Rouge | 10 | 750 | 45 | Chaos |
| Slicer of Fanatic | 3 | 360 | 40 | Demon's |
Gungnir (50% Hit) Charge/Berserk/Spirit - Melee weapon used for enemy spawns larger than 5, up to 10 targets. Really good against Chaos Sorcerer Clumps because of the orbs soaking damage. Primarily will be used to kill Yowies and Satellite Lizards.
Excalibur (0% Hit) - Multi-target saber with berserk targeting up to 3 enemies and second strongest saber in game. Commonly used against Yowie, Satellite Lizard, De Rol Le, and Barba Ray. Due to this being a weapon unlocked after killing 10,000 enemies from
Lame d'Argent, an attribute slot is lost. You can only have 2 Stats for this weapon and one is usually reserved for hit%.
Galatine (0% Hit) - Strongest single target melee damage. Used to kill elite enemies with high defense.
Daylight Scar (0% Hit) - Strongest single target with multi-hit.
Twin Blaze (0% Hit) - Gifoie Special to stop enemies charging such as: Dorphon, Zu, and Delbiter. Other use is for instant breaking traps.
| Weapon | Targets | ATP | ATA | Special |
|---|---|---|---|---|
| Gungnir | 10 | 180 | 32 | Charge/Berserk/Spirit |
| Excalibur | 3 | 950 | 60 | Berserk |
| Galatine | 1 | 1260 | 77 | Spirit |
| Daylight Scar | 1 | 550 | 48 | Berserk |
| Twin Blaze | 1 | 520 | 40 | Gifoie (1-10) |
Endgame weapons
Single-target guns
Demon Mechgun - Very Powerful on RAmar and RAmarl even after sphere'ing Heaven Striker. It'll melt most elites and works really good against Epsilon even on RAcast.
Vulcan (50+% Hit) Charge/Berserk/Spirit - High burst, multi-hit, single-target, medium-range with long ending animation. Not great against enemies with high defense.
M&A60 Vise (50+% Hit) - Same as Vulcans but +5 ATP and +3 ATA
TypeMe/Mechgun (40% Hit) - 10 ATP but 21 more Grind levels and 2 Less ATA than 50% Vulcans.
Heaven Striker (15-35% Hit) - Pistol with rifle range's normal and heavy attack. Special attack with berserk special that defaults back to pistol range but has auto tracking like the Rianov weapon-series. This pistol touts insanely high single-target attack damage. Destroys enemies with high defense where Vulcans cannot overcome. Has special interaction with
Striker Unit. During even beat timer(1st number of the 3digit numbers located bottom right of menu screen), gives access to Divine Punishment. Popularly used in Ep4 to deal with Gorans and Lizards. You'll be wanting to sphere this weapon once you have one with a comfortable amount of Hit % as this will be your go-to weapon to kill elites and bosses.
Frozen Shooter (25-35%) - Long range rifle with a special that uses heavy attack accuracy instead and ignores proc chance of ice specials. This will be your utility to freezing elite enemies that are giving you a hard time to kill. Common use against Garanz, Delsaber, Ill Gill, Gi-Gue, Sinows, Delbiter, Mericus, Merikle, Mericarol, Gibbon, Astark, and Goran Detonator.
Snow Queen (25-40% Hit) - Same use as
Frozen Shooter. Special pierces and freezes everything it travels but can bounce off hitbox and cannot combo. Break Points for Snow Queen. 40% Hit for hitting Delbiters.
Hell Rifle (70% Hit) or
Hell Sniper (65% Hit) or
Hell Blaster (65% Hit) or
Hell Laser (50%+ Hit) - I find myself using this really often in episode 2 where the map has enemies spread out often. If its a trash mob enemy in episode 2, it's usually able to be killed with Hell Special. Elite enemies in ep2 are resistant for the most part so clearing trash rooms with Hell is often preferred for faster runs.
| Weapon | Target Range | ATP | Grind | ATA | Special |
|---|---|---|---|---|---|
| Vulcan | 1 | 20 | 9 | 12 | Charge/Berserk/Spirit |
| ES Mechgun | 1 | 10 | 50 | 20 | Hell/Demon's |
| TypeME/Mechgun | 1 | 10 | 30 | 20 | Charge/Berserk/Spirit |
| Frozen Shooter | 1 | 250 | 9 | 60 | Unique (See page) |
| Snow Queen | INF | 350 | 18 | 60 | Unique (See page) |
| Heaven Striker | 1 | 660 | 20 | 55 | Unique Berserk (See page) |
Multi-target guns
Spread Needle (35+% Hit) - At 35+% Spread Needle is comparable to Arrest Needle and effective on RAcast and RAcaseal due to their bonus to paralysis specials.
Arrest Needle - Is favored over
Spread Needle to
Paralyze enemies on RAmar and RAmarl.
Hell Needle - Essential Episode 2 weapon, you'll want either this or
Hell Shot to take care of grunt mobs with low EDK. Shorter range than the Shot but compensates with higher attack speed and excels in smaller maps.
Demon Needle - Really good on RAmar and RAmarl until you can get your Baranz Sphered up. Really good for groups of stronger enemies (especially Delbiters and Dorphons) and Girtablulu.
Berserk Needle - Not being able to have Hit % makes it difficult to utilize in multiplayer, but shines in One Player Mode on early area grunts.
Hell Shot - Essential Episode 2 weapon, you'll want either this or
Hell Needle to take care of grunt mobs with low EDK. Slower to fire than the Needle, but compensates with longer range and can be pre-fired to hit incoming spawns with S2 or S3. Excels on larger maps.
Demon Shot - Really good on RAmar and RAmarl until you can get your Baranz Sphered up. Useful on niche spawns with scattered stronger enemies but requires positioning to hit them all.
Zalure Shot - Applies
Zalure level 21 on hit (no accuracy check). Has limited use in parties with Forces, but can excel in One Person mode on every Ranger but RAmarl, or in multiplayer when a Force is not present.
Arms (50+% Hit) Charge/Berserk/Spirit - Multi-target weapon with long range, decent damage and animation speed. Being able to hit 5 enemies at a safe distance makes this weapon your early bread and butter for taking care of large waves of enemies.
TypeSH/Shot (40% Hit) Charge/Berserk/Spirit - 3 Less ATA than 50% Hit Arms but the Max Grind makes it stronger than Arms once fully sphered.
Baranz Launcher (50% Hit)- Slower and one less target than Shot weapon but huge increase in firepower. This will be your first or second weapon to sphere as you'll be pulling this out to kill mobs.
Cannon Rouge (25-60% Hit) - Strongest Bazooka in game and can be used to hit Dubchic switches. Commonly used against bosses such as: Dragon/
Sil Dragon, De Rol Le/ Dal Ral Lie, Barba Ray, Gol Dragon, and Gal Gryphon. Has other niche uses against Cave mobs (RAcast 50H+), Canabin rings (RAcast 60H+), Chaos Sorcerers, Gillchics, and Girtablulu.
| Weapon | Target Range | ATP | Grind | ATA | Special |
|---|---|---|---|---|---|
| Spread Needle | 5 | 10 | 40 | 40 | Seize |
| ES Shot | 5 | 10 | 125 | 40 | Hell/Demon's/Zalure |
| ES Needle | 5 | 10 | 70 | 40 | Hell/Demon's/Arrest/Berserk |
| Arms | 5 | 140 | 10 | 33 | Charge/Berserk/Spirit |
| TypeSH/Shot | 5 | 10 | 60 | 40 | Charge/Berserk/Spirit |
| Baranz Launcher | 4 | 240 | 30 | 40 | Charge |
| Cannon Rouge | 10 | 750 | 30 | 45 | Chaos |
Melee weapons
Excalibur (15-35% Hit) - Multi-target saber with berserk targeting up to 3 enemies and second stronger saber in game. Commonly used against Yowie, Satellite Lizard, De Rol Le, and Barba Ray. Due to this being a weapon unlocked after killing 10,000 enemies from
Lame d'Argent, an attribute slot is lost. You can only have 2 Stats for this weapon and one is usually reserved for hit%. This is up there on your list of weapons to sphere.
Daylight Scar (15-45% Hit) - Strongest single target with multi-hit.
Galatine (15-35% Hit) - Strongest single target melee damage for RAmar and RAmarl, as it requires TP to use. Used to kill elite enemies with high defense.
Twin Blaze (0% Hit) - Gifoie Special to stop enemies charging such as: Dorphon, Zu, and Delbiter. Other use is for instant breaking traps.
Hell Scythe - This is a niche weapon only really for RAmar as his ATA is high enough to make use of a Hell Scythe against Lizards.
| Weapon | Target Range | ATP | Grind | ATA | Special |
|---|---|---|---|---|---|
| Excalibur | 3 | 950 | 0 | 60 | Berserk |
| Galatine | 1 | 1260 | 9 | 77 | Spirit |
| Daylight Scar | 1 | 550 | 25 | 48 | Berserk |
| Twin Blaze | 1 | 520 | 9 | 40 | |
| ES Scythe | 10 | 10 | 180 | 40 | Hell |
Sphering Priority
Really comes down to whatever you want and can get first but usually Baranz Launcher -> Heaven Striker -> Excalibur -> Cannon Rouge -> Daylight Scar -> Charge/Berserk/Spirit Arms.
Baranz Launcher
- Baranz Launcher will be your go to weapon with its 230 ATP and hitting 4 Enemies. Having a set for all attributes will speed your run times immensely.
Native + Machine - Ep2 Mountain and CCA
A.Beast + Dark - Ep2 Temple and Seabed. Ep4 Desert
Heaven Striker - 30-35% Hit is recommended to keep value if you ever plan on upgrading. 30% Native / A.Beast and 35% Machine/Dark is ideal playing on RAcast comfortably to making combo kills. You'll find yourself swapping to this weapon picking off final hits often and destroys bosses.
Native + Dark - Great for Ep4
Excalibur
- 25-30% Hit is recommended to perform most combo kills. 30-35% if you wish to use all your Excaliburs across Forces too. 30% Hit Native and A.Beast and 35% Hit Machine and Dark.
Cannon Rouge - 25%+ Hit is recommended to retain value and 10% is break point for RAcast to 100% land Heavy on Gal Gryphon. Really good to sphere A.Beast to take down De Rol Le, Barba Ray, and Gal Gryphon.
Daylight Scar - 40-45% Hit is recommended for sphering. Can Combokill Frozen Delbiters on RAcast.
Frames
| Frame Name | Rarity | DFP | EVP | Elemental Resists | Req. | Classes | AE | Notes | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| EFR | EIC | ETH | EDK | ELT | HUmr | HUnl | HUct | HUcl | RAmr | RAml | RAct | RAcl | FOmr | FOml | FOnm | FOnl | |||||||
| 9★ | 30 | 30 | 0 | 0 | 0 | 70 | 0 | None | ○ | × | ○ | × | ○ | × | ○ | × | ○ | × | ○ | × | Yes | ||
| 10★ | 300-330 | −200 | 2 | 2 | 2 | 2 | 2 | Level 121 | × | × | ○ | ○ | × | × | ○ | ○ | × | × | × | × | No | ||
| 10★ | 115-125 | 85-92 | 0 | 0 | 0 | 15 | 25 | Level 51 | × | × | ○ | ○ | × | × | ○ | ○ | × | × | × | × | No | +35 ATP | |
| 10★ | 1 | 300-325 | 0 | 0 | 0 | 0 | 0 | Level 120 | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | Yes | Prevents slingshotting (see page); character warps 5-7 frames faster | |
| 11★ | 235-285 | 134-154 | 0 | 0 | 0 | 20 | 20 | Level 152 | ○ | ○ | × | × | ○ | ○ | × | × | ○ | ○ | ○ | ○ | Yes | Slowly drains TP | |
| 11★ | 190-240 | 116-136 | 0 | 0 | 0 | 25 | 20 | Level 111 | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | Yes | ||
| 11★ | 176-226 | 164-184 | 2 | 2 | 2 | 10 | 10 | Level 131 | × | ○ | × | ○ | × | ○ | × | ○ | × | ○ | × | ○ | No | Weapon ATP increases near males; DFP decreases near males; set effect (See page) | |
| 12★ | 240-290 | 90-110 | 0 | 0 | 0 | 15 | 15 | Level 156 | ○ | ○ | × | × | ○ | ○ | × | × | ○ | ○ | ○ | ○ | Yes | ||
Units
Heavenly/Battle - Best Battle unit with 40% increase attack speed.
Heavenly/Arms - Capping out your character's ATA is always priority to land more special attacks. Wear 1-3 and replace them with Cure/Units when they stop benefitting you.
V501 - Raises weapon special proc chance by 50% for Freeze, Shock, Paralysis, Confusion, and Instant Kill. Cheap effective unit for increasing
Spread Needle's paralysis chance.
V101 - Same attack speed boost as Heavenly Battle but has added stats, between
Hero/Ability and
God/Ability +15 All Stats + 1.5ATA
V502 - Upgrade from v501 with 50% -> 100% Instant Kill increase on proc rate. Ideally, used with a hell weapon.
Cure/Freeze - Probably the most helpful Cure unit. Dark Falz Phase 3, Ep2 Sinows, Ep4 Merissa A, and Girtablulu I usually equip this unit for.
Cure/Paralysis - RAmar and RAmarl only. Used usually in Ep1 and 2 against Lilys.
Cure/Confuse - Good against Gi-gue and map with confuse traps.
Cure/Shock - Hidelts, Vol Opt, Ul Zol, and Shock Traps.
Cure/Slow - Rarely ever use this but Gilchic's autos and Dark Falz jump can slow
Resist/Devil - +15 EDK for Females to avoid Ob Lily (96 EDK) and Del Lily(92 EDK) instant death. Brightness Circle 25EDK + Anti-Dark Ring 60EDK + Resist/Devil is enough to fully resist every time.
Heavenly/Resist - +12 All Resist. Same as Resist/Devil but barely makes the cut at 97EDK to avoid instant death.
Barriers
| Frame Name | Rarity | DFP | EVP | Elemental Resists | Req. | Classes | Notes | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| EFR | EIC | ETH | EDK | ELT | HUmr | HUnl | HUct | HUcl | RAmr | RAml | RAct | RAcl | FOmr | FOml | FOnm | FOnl | ||||||
| 10★ | 90 | 80 | 0 | 0 | 0 | 0 | 60 | Level 30 | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | Good against Dark Falz early level farming. | |
| 9★ | 70-80 | 145-155 | 15 | 15 | 18 | 0 | 0 | Level 41 | × | × | × | × | ○ | ○ | ○ | ○ | × | × | × | × | +20 ATA | |
| 10★ | 20 | 135 | 0 | 0 | 0 | 60 | 0 | Level 80 | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ||
| 11★ | 95 | 180 | 40 | 40 | 40 | 0 | 0 | Level 101 | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | Built-in | |
| 11★ | 150-235 | 232-257 | 30 | 30 | 30 | 5 | 5 | Level 180 | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ○ | +20 ATP, MST, ATA and LCK Restores 1 HP/TP every 15 seconds | |