New WH Character Impressions Archive: 2026

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All of Misinfo Danchou 2.0's old impressions from 2026 are stored here, including UE updates for Characters originally reviewed in 2026.

Impressions are ordered from newest to oldest.

Valkyria Lia Light Tank Magic

Maybe she needs just a little more "correction"

Release Date: June 22, 2026

Valkyria Lia Character Reference

Lia is back from the dead to be a Tank again. Unlike last time, she's actually good now. Valkyria Lia's kit is pretty much what you'd expect from a modern Tank, and she should be the new standard Light Mage Tank moving forward.

Valkyria Lia primarily exists to keep your team alive by Buffing their Physical Defense, healing them, Deploying a Physical Nullification Barrier, Applying Damage Reduction (the Buff that reduces Damage you take by a flat amount - 4000 in this case), and Debuffing the nearest Enemy's Physical Attack. She also has decent shred, Increases Critical Damage Received, and her own Damage output isn't bad either. Some of her effects depend on the nearest Enemy having a DoT, but she can apply that with her own UB. Her DoT lasts long enough that I don't expect she will always need support from the other Valkyria Alter Maidens' DoTs to function.

The odd thing missing from her kit is anything to help you survive against Magic Damage. This means we'll continue to mostly rely on S.Anemone for Magic Damage mitigation; we would auto-include S.Anemone anyways, so this shouldn't be that big of a deal. The other point to make is that Valkyria Lia does nothing special for Multi-Target, as all her abilities to help with Damage are strictly Single-Target. Kururu is the current Multi-Target Light Mage Tank, but she's kind of bad and selfish, so maybe Valkyria Lia will see use against 2-Target Bosses until Kururu is replaced?

Overall, Valkyria Lia is very good and will be used a lot. She's not in must-pull territory, but your Light Mages will miss her if you skip. Pull her if you think you'll still have a comfortable amount of Jimmies for all of your summer "needs."

  • Limited

Pros:

  • A third DoT for Light
  • Keeps your team alive and helps with Damage output against Single-Target
  • Always Crits if the nearest Enemy has a DoT
  • Passive which consumes stacks to deal more Damage and shred when you inflict a DoT on the nearest Enemy
    • Identical to V.Lily/V.Precia's SP

Cons:

  • Summer is coming up soon
  • Cygames forgot to give her a way to mitigate Magic Damage
  • Does nothing special for Multi-Target
  • All three Valkyria Alter Maidens are likely to have a joint rerun banner in the future

Recommendation: Medium-High to High priority. Valkyria Lia is the most useful of the Valkyria Alter Maidens and should appear as the standard Tank for Light Mages moving forward. She doesn't do anything new or unique like I.Violet, but it's hard to justify skipping a utility Character like a good Tank who will appear a lot. The only thing she's missing is protecting your team from Magic Damage, but that shouldn't hurt her utility too much.

Summer Kokkoro (UE2 Only) Water Healer Physical

S.Kokkoro

Release Date: June 30, 2018

Summer Kokkoro Character Reference

S2 was so weak it may as well not have existed. S2+ is much better, adding Physical Attack, Physical/Magic Defense, Physical Critical Damage, healing, and a dual Nullification Barrier for your whole team. The first time Summer Kokkoro uses S2+, she changes her Attack Pattern to use S1 and S2 a higher percentage of the time, with 1/5 Actions being S1 and 2/5 Actions being S2 now.

The UE2 stats make her significantly tankier, so Tank swapping with her is a bit better than before in the niche scenarios where that might be useful (weird Labyrinth runs mostly).

Overall, this is a nice upgrade and means she might see some use. Because she's an easy to farm welfare, I'd suggest equipping her UE2 as soon as you can. You probably already have the Pure Shards for it from Start Dash.

UE2 Stats:

  • +24000 HP
  • +240 Magic Defense
  • +240 Physical Defense

Summer Karyl (UE2 Only) Water Breaker Magic

S.Karyl

Release Date: July 31, 2018

Summer Karyl Character Reference

Summer Karyl's old S2 was basically just shred with a token amount of Damage attached to it. It might actually have been the weakest non-meme attack in the game with how bad its scaling was. S2+ turns it into a real move with respectable scaling, a second Damage Calculation, good Selfish Buffs focused on Damage, a Critical Damage Received Debuff, and the same good shred from before. Unfortunately, Summer Karyl also retains the same bad Loop, using S2 only 3/11 Actions.

UE2 just gives a lot of Magic Attack, which is very nice. It would have been better if she got some TP stats to cancel more of her basic attacks to help patch up her Loop, but oh well.

If you already have her, equipping this is a no-brainer. If you don't have her, I wouldn't advise rolling for her unless you also have another Character or two you want from the rerun banner.

UE2 Stats:

  • +7200 Magic Attack

Valkyria Precia Light Buffer Magic

Reformed

Release Date: June 10, 2026

Valkyria Precia Character Reference

For once, Precia isn't committing fraud. She has the stats of a Mage and is actually a Mage for real this time. She is a Buffer and fills a support role, mainly providing Magic Attack, Magic Critical, and Magic Critical Damage Buffs to your team.

The previous Buffer support for Light Mages was Dream Park Maho, who isn't shabby when it comes to Damage either. Dream Park Maho fits in well on Single-Target and Multi-Target teams, while Valkyria Precia really only works for Single-Target. I'm going to compare the two to see how much better Valkyria Precia looks on paper.

Valkyria Precia's Buffs double in value if the frontmost Enemy has a DoT, which should be a given, since her and Valkyria Lily can apply it with their UBs (Valkyria Lia should be able to apply a DoT as well). All the comparisons below assume a DoT is active. I'm also assuming [Curtain Call] from Dream Park Maho's UB is active.

Test Valkyria Precia Dream Park Maho Verdict
Loop AA >> S2 >> S1 >> AA S1 >> AA >> S2 >> AA Same; both Loops take basically the same amount of time as well
Magic Attack [40 * (S. Lv + 1)] on UB
[20 * (S. Lv + 1)] on S1
[30 * (S. Lv + 1)] on UB
[36 * (S. Lv + 1)] on S1+
Slight DP.Maho unless high UB spam
Magic Critical 100 on UB
100 on S1
100 on S2
150 on UB
100 on S1+
Slight V.Precia
Magic Critical Damage 16% on UB
6% on S1
15% on UB
10% on S1+
Slight DP.Maho
TP Stats 32 TP Boost
17 TP Retain
34 TP Boost
11 TP Retain
Slight V.Precia
TP Recovery 100 TP for all Allies on S2 80 TP for all Allies on S2 &
5 TP Boost for all Allies on S2
Very close, considering other sources of TP
Damage [90 * (S. Lv + 1) + 7.2 * M.Atk] on UB (always crits)
[45 * (S. Lv + 1) + 3.6 * M. Atk] on S1 (always crits)
[27.5 * (S. Lv + 1) + 2.2 * M. Atk] on SP when a DoT applies (always crits)
2x [30 * (S. Lv + 1) + 2.4 * M. Atk] on UB
[20 * (S. Lv + 1) + 1.6 * M. Atk] &
[30 * (S. Lv + 1) + 2.4 * M. Atk] on S1+
V.Precia should be better for Single-Target
DP.Maho is better for Multi-Target
Other DoT on UB
Healing on S2
Tiny shred on SP
Tiny shred on S2
P. Def & M. Def on S1+
P. Atk & M. Atk Debuff on S2
Depends

Overall, I'd say Valkyria Precia is the new standard Buffer support for Single-Target Light Mages, while Dream Park Maho retains the title for Multi-Target. The only place where Valkyria Precia is clearly stronger is on personal Damage output in Single-Target. I will add the slight caveat that because Dream Park Maho has multiple Damage Calculations, she might be able to have comparable Damage when Log Barrier is a factor. If you have Dream Park Maho and don't want to pull Valkyria Precia, you'll be behind, but I'm not sure it's a disastrously large gap.

I'm planning on skipping, so I won't be doing any practical tests comparing the two. I encourage you to check other reviews for Valkyria Precia if you want to see her in action.

  • Limited

Pros:

  • A second DoT for Light
  • Good Damage
  • Always Crits if the nearest Enemy has a DoT
  • Very good Magic Attack, Magic Critical and Magic Critical Damage Buffs for your team
    • V.Precia is a Buffer, so all of these benefit from the Buff Potency Role Mastery
  • Passive which consumes stacks to deal more Damage and shred when you inflict a DoT on the nearest Enemy
    • Identical to V.Lily's SP

Cons:

  • Dream Park Maho looks like a decent cope, if you already have her
  • Needs the other two Valkyria Alter Maidens to be at full power
  • Valkyria Lia looks more useful
  • Summer is coming up soon
  • All three Valkyria Alter Maidens are likely to have a joint rerun banner in the future

Recommendation: Either Medium or Medium-Low priority. The Valkyria Alter Maidens seem to be designed as a set, so it's up to you to decide whether you want to pull all three, two + borrow, or just one. If you're planning on doing two + borrow, Valkyria Precia looks like the least detrimental to skip. If you're only pulling one, go for Valkyria Lia instead, as she looks to be Light Mage's Super Tank and should appear pretty much everywhere Light Mages need a Tank.

Valkyria Lily Light Breaker Magic

Who says only evil women get to be sexy?

Release Date: May 31, 2026

Valkyria Lily Character Reference

Lily is back and is a Light Mage this time. She looks strong and appears to have synergy with the upcoming alts for Lia and Precia. We actually know this for certain this time because Cygames screwed up and included Lia and Precia's data in this update.

Valkyria Lily is a Single-Target DPS, with some extra effects to directly support your Damage output, including shred, Critical Damage Received, Magic Attack, and Magic Critical. She also boasts Light's first DoT, which if active, helps her deal more Damage with a second Damage Calculation on UB and S1, as well as making her Skills always Crit.

She has a stacking mechanic, where she Gains 1 stack with each use of S1 and up to 6 stacks on S2, depending on how many Allies are present (a normal party of 5 gives max stacks). She also has a passive SP where each time you inflict a DoT on the nearest Enemy, she Consumes 2 stacks to Deal Damage which always Crits and shreds them. You're going to want to ensure you don't cancel her S2, so she's going to probably be better on Auto than SET, but manual control will always be best.

Our sneak peek of Lia and Precia let us know what they are going to do: Lia appears to be the Super Tank Light Mages were waiting for and Precia is a Buffer. Both have interactions with DoTs, which should help Lily do more Damage through her passive SP. As I'm sure you're aware, Summer is coming up, and those girls are usually very strong (or at least home screen core), so if you are looking to preserve your Jimmies, Valkyria Lia appears to be the best one to pull.

  • Limited

Pros:

  • Light's first DoT
    • Should be good in Labyrinth
  • Good Damage + 2x Damage Calculations on UB and S1 if the nearest Enemy has a DoT
  • Always Crits if the nearest Enemy has a DoT
  • Some decent Buffs on S2
  • Good shred
  • Good Crit Damage Received Debuff on UB + S1
  • Passive which consumes stacks to deal more Damage and shred when you inflict a DoT on the nearest Enemy

Cons:

  • Self Damage on S2
  • Needs the other two Valkyria Alter Maidens to be at full power
  • Valkyria Lia looks more useful
  • Summer is coming up soon
  • All three Valkyria Alter Maidens are likely to have a joint rerun banner in the future

Recommendation: Either Medium-High or Medium-Low priority. The Valkyria Alter Maidens seem to be designed as a set, so it's up to you to decide whether you want to pull all three, two + borrow, or just one. If you're only pulling one, go for Valkyria Lia instead, as she looks to be Light Mage's Super Tank and should appear pretty much everywhere Light Mages need a Tank.

Lului Wind Debuffer Physical

Squid or kid, I know you will either way...

Release Date: May 22, 2026

Lului Character Reference

It has been many moons since we have seen a perma, but we finally have another. Lului/Rurui/R'lyeh/Cthulhu-chan is here to act as a support for Water Physical, as expected. She seems decent, but you know the drill when it comes to permas...

I'm going to call her Lului until we have something official to point to, and then I might ignore it anyways if it's stupid like with Kururu. The basic gist of Lului is that her UB and S2 hit the nearest Enemy with basically every Debuff under the sun, while S1 (and UB) Buff your team and provide a bit of extra utility like healing, a Barrier, and TP Recovery. When she uses her UB, everyone on your team also is hit with a 1% Physical Attack Debuff that can't be removed by I.Violet. I don't think this matters much, since it's fairly small and the positive effects of S1 will apply twice to anyone with a Physical Attack Debuff. I don't know if the 1% is increased by Debuff Potency from Role Masteries, but I think the effect would be so small as to be negligible if it does.

A slight note about S1 - it's effects only apply to Water Attribute Allies; the Skill also states it applies to Allies within a radius around Lului, but the radius is large enough to encompass every Character in the game, so you can ignore the bit about Range.

Fun fact - Cygames seems to like using the number 8 in a lot of places in her Skill formulas.

  • Perma

Pros:

  • S1 effects last 18s
  • S1 provides TP to the whole team
  • UB has good Damage

Cons:

  • Perma
  • S1's effects only apply to Water Attribute Allies
  • Actually an octopus, not a squid
  • Physical Attack Reduction for your team on UB, but it's very small

Recommendation: Perma = skip. She's probably good enough to warrant having someone in your clan pull her, but I would conserve your Jimmies unless you're a whale. She runs through the end of the month, so you can emergency pull her if you absolutely must for CB.

Anne (UE1SP and Rework) Light Booster Magic

Anne

Anne got UE1SP and a rework of her other Skills too. It's not a redesign on the level of NY.Karyl, but she looks significantly better than before. She now provides more Magic Attack to your team, has better Damage and a new second Multi-Target Damage Calculation on her UB. Her S2 also gives 3 stacks now and gains more Magic Attack and a +50% Action Speed Boost (doesn't stack, unfortunately).

Anne's S1++ now always gives TP, rather than being dependent on whether Anne has a stack. The most notable effect is that she summons Grea at the start of the Battle. This is an NPC Grea, but she seems to have the same stats as normal Grea and can use her UB as well when auto is on. I have no idea if NPC Grea benefits from Role Masteries, but would lean towards no, since that's how other summons work. I'm also 99% sure NPC Grea doesn't have any EX gear.

NPC Grea is considered Light Attribute, but I wasn't sure whether she counted towards your number of Light Attribute Characters for the purposes of determining the Attribute Bonus, so I tested it:

Tests against T1 Living Mail with Anne + extra Light Attribute Characters that don't influence Magic Damage

Number of Light Attribute Characters NPC Grea First Hit Damage Expected Attribute Bonus Actual Attribute Bonus (compared with 0% case) Note
1 (Anne) 693,136 0% - -
2 (+Shizuru) 751,012 8.3% 8.35% -
3 (+Peco) 809,582 16.6% 16.8% We'd expect to see the first big jump here if NPC Grea counted
4 (+Nozomi) 1,275,370 83% 84% -
5 (+Laby) 1,857,604 166% 168% -

As you can see, NPC Grea doesn't count. However, she still benefits from the Light Attribute Bonus, so that's nice. As an aside, does anyone know why the observed Attribute Bonus is slightly higher than what the game says I should get? I tested to confirm it has nothing to do with EX Equips, Anne, or Grea specifically, so I really don't know why I'm getting a bit extra.

Update - the extra Attribute Bonus is because Connect Rank 3 (and 12) gives +1% Attribute Bonus, and I forgot about that.

The last thing to mention about NPC Grea is that she stands in front of Angel Yori and behind Kururu. Luckily, NPC Grea won't get instantly exploded when used with Angel Yori, because she isn't on the Field before Angel Yori's Taunt is up.

Anne's Loop is still bad, with 3/5 Actions being her basic attack, but her TP stats are probably the best in the game (60 TP Boost and 31 TP Retain), so you can always cancel at least 1 of these per Loop.

Overall, I'm cautiously optimistic about Anne and would encourage you to equip her UE1SP, even if only for Labyrinth.

Grea (UE1SP and Rework) Fire Attacker Magic

Grea

Grea got a similar rework to Anne, where she got better numbers, an extra Damage Calculation on UB, and summons a Fire Attribute Anne at the start of the battle. See above for the changes to Anne and how her NPC version works. I am less confident about Grea's potential use than Anne's because Fire Mages currently live in Isla's very large shadow.

Another issue is that Grea stands in front of Lind, so Christmas Yui is your only Tank. She should be very good for Multi-Target, but once again, Fire Physical probably still does that better.

Like Anne, Grea's Loop is terrible, with half of it being her basic attack. Also like Anne, Grea has great TP stats (74 TP boost and 17 TP Retain), meaning you should be able to cancel a lot of these.

Overall, I'm not too confident in Grea.

Lou (UE1SP and Rework) Dark Attacker Magic

Lou

I've never used Lou and had absolutely no idea what she does until now. I still kind of don't know.

Her Damage is better than before and she gains more Mr. Gawker stacks. her reflect Damage no longer gives Enemies TP and she now generates TP for herself on S2, up to 400 with 5 stacks. I have no idea if she'll be good. I think she might have been used a bit in PvP a long time ago? I have no idea if she'll see use. She's not that hard to farm, so you may as well do it, just in case.

I'll leave you with a ¯\_(ツ)_/¯

Erika (Girls und Panzer) Wind Debuffer Physical

I got both her and Maho in the first 10 pull on my alt. I might have to watch Girls und Panzer now.

Release Date: May 11, 2026

Erika (Girls und Panzer) Character Reference

Erika got me very excited and then slowly more and more disappointed as I thought about her. It feels like she's either going to be broken or awful, but I'm leaning way more towards awful with some niche utility. She's a Wind Physical giga shredder with a side of DPS. Her potential for shredding is insane, but she's held back by bad TP stats, self TP Drain, a lack of the turbo TP support Wind would need to really get her going, and limited number of Enemies worthy of her shred.

I haven't watched Girls und Panzer far enough to know who Erika is, so maybe this is in Character for her, but think of her as having a fast start, then burning out quickly. She uses 3x S1 and then S2, followed by nothing but her basic attack until she uses UB to restart the cycle. You'll ideally want her to have enough TP to use it after S2. The problem is that she Drains her own TP by 200 every time she uses a Skill, so you'd somehow have to find a way to either counteract the 800 TP loss, or sneak in 1000 TP all at once. Wind doesn't really have good options for either, with Fio providing 200 TP (252 with Eriks's TP Boost) every 3 Actions and Wakana providing 150 TP (189 for Erika) every 5 Actions.

Misinfo Danchou 1.0's other wife... Chieruuuuuuun! Winter Chieru has appeared off-Element many times to deliver TP to your girls in need. I foresee that happening with Erika.

The reason we want to keep Erika using her Skills is because she is built around spamming shred, and all of her Skills provide it for 18s. She also consistently targets the Enemy with the lowest Physical Defense, so you can really stack it up high on one Enemy if there are multiple. I was able to get 7 stacks in some PvP testing I did with her, Yukari, and Fio. Getting 8 or maybe even 9 in a manual timeline may be possible.

  • At Lv. 391 and Debuff Potency 7.0 from Role Masteries (+23% Debuff Potency)
    • 1 stack of Erika's shred reduces Physical Defense by 337.5
    • 7 stacks = 2362.5
    • 8 stacks = 2700
    • 9 stacks = 3037.5

With shred like that, you'd be turning some like Peco into Kot. Now for a dose of reality - shred this high isn't always needed, and Wind Physical already has other sources spread out across various Characters like Shiori, Wakana, and S.Lia. In CB, Bosses always have some minimum amount of Defense that can't be shredded, and Erika's numbers are way above what's required for most Single-Target Bosses. I was thinking maybe we could do some fun shenanigans like giga shred the front Target on a Multi-Target Boss to open it up for more Damage, but her targeting mechanics prevent her from ever hitting it. It's not all doom and gloom; there are some Single-Target Bosses that her numbers would be suitable for, if she can reach them:

  • Last time we saw these Bosses in CB, they required the following amount of shred to reach their minimum Physical Defense:
    • Torpedon (February 2026): 2900 or 6050 if no Debuff from killing his Summons
    • Living Mail (April 2026): 2500
    • Madame Electra (November 2025): 2350
    • Maybe others, but I didn't look farther back than November

These Bosses won't always be weak to Wind either, so the situations where Erika is needed in CB will be somewhat rare.

As for miscellaneous items, Erika has a Critical Damage Received Debuff on her UB and also reduces Physical and Magic Attack by a good amount on her S2. In PvP she may have some uses, but you'd likely need to go up against a pure stall team to see them. If they have someone like Ayumi, Erika is a bit too squishy to be comfortable. She also isn't great for sniping Nebbia, since in my testing, all she did was feed Nebbia a free UB.

  • Limited (Collab)

Pros:

  • Giga shred potential
  • Decent DPS
  • Debuffer Role Masteries make her shred even better
  • All of Erika's Debuffs last 18s

Cons:

  • We don't know if Cygames will give Wind gets the TP support Erika really wants
  • If you miss her, she won't have a rerun for 1 year
    • If it takes UE to fix her, you won't really lose much by waiting for her rerun
  • Shred on the level Erika can provide is not always needed
  • She was significantly outperformed by my S.Lia against the EXTREME Gargoyle (no giga shred required)

Recommendation: Medium priority. Because Wind Physical does not currently possess the amount of TP generation necessary to really spam Erika's shred, she's probably relegated to more niche uses at the moment. If Wind ever gets the TP support Erika needs, she's going to become a lot stronger in her niche, but I don't think she'll become core. Her UE might also play a role in increasing her TP generation, but you should have a chance to roll for her again when it come out. 20 pulls from the two tickets gives you a 13.11% chance of pulling her. You aren't getting much of a discount, so I wouldn't factor that too strongly into your decision to pull.

Maho (Girls und Panzer) Fire Attacker Physical

Maho looks different from usual

Release Date: April 30, 2026

Maho (Girls und Panzer) Character Reference

Princess Connect already had a Maho, so hopefully this doesn't get too confusing. Girls und Panzer Maho is a Fire Physical DPS who looks like she will be very strong on Single-Target and Multi-Target teams. She's kind of like an alternative to Isla in a way, though there's no reason you couldn't just run both. She's going to be very strong and I think she will be used a lot.

Maho's Skills have fairly straightforward synergy with each other. S2 gives her a permanent Physical Attack Buff, [High-Explosive Shell], and 1000 TP to use UB right away. UB deals big Damage to the Enemy with the lowest Physical Defense, percentage-based damage to all Enemies around that Enemy, and also consumes [High-Explosive Shell] to place down a Field that Burns any Enemies in a larger radius. While Enemies are Burned, S1 deals double Damage and gains an extra instance of percentage-based Damage on top of that. Overall, Maho deals very big Damage.

On the miscellaneous side of things, S1 has a very small amount of shred, and S2 has 6s of Physical Attack Invulnerability. Maho uses S2 1/5 Actions in her Loop, so she'll spend a decent amount of time Invulnerable to Physical Attacks. This may prove useful, as she's very squishy. She also is positioned fairly far back, which already keeps her a bit safer than someone like Isla.

Maho appears in some Fire 10-6 solutions in Deep Quests, so she already proving herself to be useful. I wouldn't be surprised if we see a CB boss weak to DoTs this month, so keep that in mind as well. Poor Fire Mages will probably never see the light of day again.

  • Limited (Collab)

Pros:

  • Good DPS
  • Safer positioning than Isla
  • Very good Burn DoTs
    • Frost Hound and Toughgeist are Bosses that are weak to DoTs
  • Appears to have Single-Target and Multi-Target use
  • S2 has a permanent Physical Attack Buff, 1000 TP, and 6s Physical Attack Invulnerability

Cons:

  • Percentage-based Damage is capped and will not scale as our levels or stats increase
  • It remains to be seen if Cygames is willing to let a collab Character be optimal in the long-term
  • If you miss her, she won't have a rerun for 1 year

Recommendation: Medium-high priority. You will have 70 rolls on her for free between the 50 free rolls, 10 more from the ticket you get as a login reward, and 10 more from the webstore ticket (ask in the general how to get this one; I have no clue). 70 rolls gives you a 38.84% chance of getting her for free. I'd say she's very much worth the discounted spark if you don't get her for free.

Miho (Girls und Panzer) Fire Healer Magic

Every time she speaks, all I hear is Shizuru

Release Date: April 30, 2026

Miho (Girls und Panzer) Character Reference

It's been a long time, but we finally got another welfare. Miho herself is Magic, but her Skills all support Physical. Overall, she functions as a Fire Physical Healer/Buffer with a Summon that has a Taunt. She also randomly has a tiny amount of shred.

Her main draw is her Summon, Boko. He has a Taunt and a basic attack. The Taunt should always be up unless he gets Stunned. The basic attack is just a meme and only deals 1 Damage (though I saw it deal 2 in testing against the Easy Gargoyle). I don't recall Fire Physical having a Taunter before this, so Miho will be a welcome addition when one is necessary. She's going to at least have niche use because of this.

Miho's Healing and Buffs all only apply to Allies within 300 Range. For Fire Physical, this notably misses Maho (the Princess Connect Maho, not the Guppie one), Akino, Muimi, and A.Peco. Maho doesn't really care about Physical Buffs and is tanky enough not to need the healing. Akino and Muimi are a bit of a bummer, since they just got UE1SP. A.Peco probably isn't much of a loss, since she likely won't be used in tandem with Miho, as both are competing to be your Tank.

One other thing to note is that Miho has self Physical Attack Invulnerability for 3s on her S1. She uses S1 1/3 Actions, so she'll be invulnerable fairly regularly. Her stats make her quite tanky, not counting Boko, so I'm not sure how useful the Invulnerability will be in practice.

  • Welfare (Collab)

Pros:

  • Summon with a Taunt
  • Decent Buffs and Healing
  • Small amount of shred
  • 3s Physical Attack Invulnerability on S1

Cons:

  • Collab Welfares will probably have a rerun 1 year from now
    • Anything beyond that is not guaranteed
  • Seems all around "OK" but not super great
  • Fire Physical is stacked, so she may only see niche use for her Taunt

Kaiser Karyl Dark Debuffer Magic

My eyes are up here. Yeah, but your legs are down there.

Release Date: April 22, 2026

Kaiser Karyl Character Reference

Karyl might be Wide Hips material after all. She joins the rest of the original trio in gaining a new powerful alt, and comes in at a time that Dark Mages are being restructured. She's a bit of a mix between Single-Target and Multi-Target, so I think she'll appear on both. I think Kaiser Karyl will be a mainstay in the new Dark Mage teams, so it's not a bad idea to roll.

Luckily for us, she's pretty straightforward. She's a good Debuffer with strong Damage potential and some utility on top of that. To start with her offensive Debuffs, her UB and S1 provide good shred, while S1 and S2 provide Critical Damage Received. Of note is that UB and S2 are Multi-Target, while S1 is only Single-Target. Her S2 also has a handful of Debuffs that lower the Damage Enemies can deal to your team.

Damage-wise, she has decent Single-Target Damage on S1 and appears to have Princess Karyl levels of Damage on her UB. However, her Damage on UB is Multi-Target, and is divided by the number of Targets she hits (like Ceremonial Ranfa). This means she won't be outputting Princess Karyl levels of Damage to all Enemies, but will if there is only one. Unfortunately, she doesn't have the same level of TP generation that Princess Karyl has, so she won't be able to spam her UB as much.

Like with both Little Guidance Kokkoro and Astraea Peco, Kaiser Karyl has special effects that activate the first and fourth time she uses her UB. The first time she will permanently increase your team's Debuff Potency by 10%. This is the first time we've seen this effect, and it stacks nicely with the 20% we already got from Role Masteries at 5.5, which will eventually grow to 30% at 10.5. If you look at her Debuff numbers in the Character Reference and increase those by 40%, that's pretty darn good. The fourth time Kaiser Karyl uses her UB, she gains a few extra effects on S1 and S2; S1 starts targeting the Enemy with the lowest Magic Defense and Ignores 50 Magic Defense, while S2 makes all Dark Attribute Allies Invincible for 6s. When timed properly, the temporary team-wide Invincibility is going to be very useful to avoid guaranteed death in certain Boss fights and to allow you to run teams with more squishy DPS Characters that would otherwise die.

  • PriFes

Pros:

  • Good support and DPS
  • Unique 6s team-wide Invincibility on S2 after 4 UBs
    • She has 6s Invincibility for herself only before the 4th UB
  • Single-Target and Multi-Target potential
  • Her Role is Debuffer, so her various Debuffs will increase in power over time from Role Masteries

Cons:

  • Only skip if you really need to heal your Jimmies, you can get another pass at her in 3 months
  • A minor theoretical future con, but among Dark Mages, only Eris and Gothic Kyouka stand behind her currently
    • Eris seems to be on her way out, and Gothic Kyouka may not stick around once we get the next 100% Action Speed booster for Dark Mages
    • If no one else stands behind Kaiser Karyl, she will be vulnerable to Bosses that target your back row, like Goblin Rider and Rai Rai

Recommendation: Medium-high priority. Very strong Damage and a great Debuffer with a unique team-wide Invincibility on S2 after four uses of UB. I do not recommend skipping, especially if you skipped Gothic Kyouka. The only reason I'm not giving her high priority is because you could try to pick her up next PriFes. It's a bit dubious as to whether skipping is a good idea unless your Jimmy stash is thrashed, but your call.

Croce (UE Only) Light Attacker Physical

Croce

Release Date: ?

Croce Character Reference

Anyone want to take bets on how long Cygames delays giving Homare a UE? Croce was a bit unexpected from me, but after looking her over, she's a welcome surprise. Croce's UE appears to make her significantly more powerful by adding a few things to her kit. S1+ gains some extra effects the first time it's used. It now gives Croce a permanent Physical Attack and Physical Critical Buff, permanently shreds the farthest Enemy's Physical Defense, gives Croce 1000 TP, and also gives her [Super Gigantic Arm].

[Super Gigantic Arm] adds a Crit Damage modifier to her UB, SP1+, and SP2 that scales with the number of Batteries she has, which further increases her already good Crit Damage, from 3x on Crit to a maximum of 4x on Crit. Yukari Notes isn't displaying this properly, but if I understand correctly, SP1+ and SP2 gain an extra 0.1x per Battery for 3.7x on Crit at 7 Batteries, and UB is always 4x on Crit if Croce has at least 1 Battery.

If Croce ever overheats, she loses [Super Gigantic Arm] permanently, and you're basically boned for the rest of the fight. You were already trying to avoid overheating before, so it's not really a new downside.

Croce is fairly Crit-dependent, but with the new permanent Physical Critical Buff the first time she uses S1+ and the extra Physical Critical from UE, she effectively gains 689 Physical Critical. My Croce had 2277 with only CB EX equips, meaning she's at 2966 after factoring in the 689 extra Physical Critical. This would give a Level 391 Croce (Limit Break + Connect Rank 9) guaranteed Crits on an Enemy up to Level 579. In reality, you'll be able to go a bit higher, since you'll have more sources of Physical Critical.

UE gives TP Boost and Physical Critical, both of which she really wants. When it comes time to use her in CB, I'd recommend using a Grow Sphere and maxing UE out on top of that.

UE Stats:

  • +14 TP Boost
  • +1390 Physical Attack
  • +389 Physical Critical

Worker Aoi (UE2 Only) Fire Debuffer Physical

W.Aoi

Release Date: May 31, 2021

Worker Aoi Character Reference

S2+ gained a decent amount of shred and an 8% Critical Damage Received Debuff. Overall, it's a nice improvement, but she hasn't been used in forever, and I can't see UE2 breathing new life into her with Fire Physical being as crazy strong as it is right now.

You are probably safe hedging your bets and sitting on either 50 Aoi Shards, or one of those leftover tickets that gives you 50 Pure Shards (I know you forgot about them). Don't spend on her UE2 until she is required for something.

UE2 Stats:

  • +4800 Physical Attack
  • +1200 Physical Critical

Worker Mifuyu (UE2 Only) Fire Attacker Physical

Misinfo Danchou 1.0's Wife

Release Date: June 16, 2021

Worker Mifuyu Character Reference

Poor Misinfo Danchou 1.0 can't catch a break. Cygames hates his wife, and this is no exception. It looks to me like they tried to turn her into a stunlocking machine to deal with hard stall teams in PvP. After using S2+ 5 times, she will spam S1 only, and now it deals more Damage and Stuns on every hit.

Theoretically, this means she can help you deal with stall teams in PvP that can't kill her in time, but there's a couple problems with that.

  • Stall teams usually have some form of decent Damage or disruption
  • Worker Mifuyu is not a Jammer, so her Stun won't always work on Tanks
  • She is way too slow (no stunlocking potential until her 10th Action)

I would be shocked if she ever appears in PvE, and she seems to serve no useful purpose in PvP. If you need to lock down a hard stall team with tons of crowd control, try Fio, MG.Kasumi, Ayumi, Mahiru, and Tsumugi; they'll usually get the job done.

UE2 Stats:

  • +4800 Physical Attack
  • +1200 Physical Critical

Gothic Kyouka Dark Breaker Magic

Equidna de verano forma de cunny

Release Date: April 10, 2026

Gothic Kyouka Character Reference

After da bunny, we move on to the cunny. I'm a bit disappointed Kyouka hasn't figured out how to become Wide Hips yet, but at least we got to see her mom as a consolation prize. Gothic Kyouka is a Dark Mage who needs to be protected at all times otherwise she'll start attacking your team. On paper, she seems decent and is basically a minor upgrade over Summer Echidna. I guess this is Cygames' way of telling us to stop using her.

Imagine a Summer Echidna who is better in CB, but worse in PvP. That's effectively what Gothic Kyouka is. Their Skills have a lot of overlap. In terms of Buffs/Debuffs, Gothic Kyouka has better shred, slightly better Magic Critical, better Magic Attack, worse Magic Critical Damage, the same Critical Damage Received, and better TP Recovery. They both have 60% Action Speed, meaning you might be able to get away with running another DPS instead of Eris in some cases. Gothic Kyouka is a bit more Crit-dependent, dealing 3x Damage on Crit, with lower base numbers to offset that. With the Level differences we saw last CB, she'll still Crit most of the time, so RNG shouldn't be that much of a factor.

Gothic Kyouka does have one interesting mechanic; she'll start a fight by Gaining 3 stacks and won't ever get any more. If she ever uses her S1 while not at full HP, she loses 1 stack. If she uses S1 with 0 stacks, she hits herself with permanent Confusion and starts trying to kill your team. Your team won't even gain any TP from this. She stands the farthest back of any Dark Character, but you will still need to protect her at all times to avoid this. Eris and Violet usually appear with Dark Mages and seem like the obvious picks for keeping Gothic Kyouka at full health. You may need Halloween Tsumugi in cases where a Taunt is required to keep Enemies from targeting her.

I'm not that impressed with Gothic Kyouka overall, and there will be cases where you just can't consistently keep her at full health. Summer Echidna didn't appear much in CB, and while I think Gothic Kyouka is better and will replace her, I'm still not sure how good she'll be or how often she will be used. Roll if you're a cunny friend. Give her some thought otherwise.

  • Limited

Pros:

  • Her mom is nice
  • Upgrade over Summer Echidna for CB
  • Good pick-up if you don't have Summer Echidna
    • Summer Echidna is a collab Character and may never have a rerun

Cons:

  • Not Wide Hips
  • Need to keep her HP full nearly always

Recommendation: Medium priority. Dark Mages haven't had a good shake-up in a while, and I suspect Cygames is looking to put a few heads on the chopping block in the future. Summer Echidna seems to be the first. At a glance though, Gothic Kyouka seems like a minor upgrade over Summer Echidna, but I don't feel like she's a super-high impact Character. I'd also expect them to go after Eris at some point soon, since they've proven they are willing to replace 100% Action Speed Boosters after they replaced Laby.

Bunny Grace Water Attacker Physical

I gave everything that I had for da bunny

Release Date: March 31, 2026

Bunny Grace Character Reference

This new event features da bunny and the cunny. We'll be taking a look at da bunny first. The most important thing to mention is that she's Wide Hips approved. Bunny Grace is a Water Physical DPS who is pretty straightforward. She's based around Crits and has some interesting mechanics to guarantee them, as well as bonus Damage when she lands one.

Normally, Crit-based Characters live at the mercy of RNG, but Grace had a plan for that. Her UB gives her a Buff that causes all her Attacks to be guaranteed Crits for 18s. The way her Loop is set up results in her using UB twice per Loop without assistance, meaning she's going to have 100% uptime on her guaranteed Crit Buff. Her TP stats are really bad, so I wouldn't expect a third UB per Loop without some major TP assistance (W.Chieru at a minimum).

Both UB and S1 have two Damage Calculations, and S2 comes with an interesting tradeoff; Bunny Grace Debuffs her own Physical Attack by 40%, but in exchange gains +100% Physical Critical Damage, 1000 TP for herself, 100 TP for the rest of your team, and a special effect that deals 5% of an Enemy's max HP every time Bunny Grace Crits (which is always), up to 500,000 extra Damage. Unfortunately, Isanami Violet's Debuff cleanse does not remove Bunny Grace's -40% Physical Attack Debuff.

In other news, Bunny Grace has a short Freeze on S2. This might give her some utility against the Bee in CB or some niche PvP uses, since her first Action is S2. The Bee is rare, and I would never advise pulling for PvP, so treat the Freeze like a very niche utility effect once in a blue moon.

I've got two sparks at the moment and may consider pulling her myself, but I'm also heavily contemplating letting my Jimmies recover. I'll have a bad time if I skip and she's frequently used with Winter Shiori, but there are no obvious synergies between the two, other than both having good Damage.

  • Limited

Pros:

  • Wide Hips approved
  • Homescreen core
  • Good Damage
  • Has the Skills to guarantee Crits consistently
  • Makes Water 10-10 easier if you have W.Shiori and S.Eriko

Cons:

  • We're still recovering our Jimmy stockpiles
  • Isanami Violet doesn't remove Bunny Grace's -40% Physical Attack Debuff
  • Really bad TP stats
    • Somewhat mitigated by good selfish TP generation
  • I don't think her existence automatically kills the other Water Physical DPS Characters
    • She doesn't have any shred, for example

Recommendation: Medium-high priority (low confidence). Bunny Grace is a good Water Physical DPS, and Cygames seems to be replacing the currently crowded Water Physical DPS pool with new Characters. It's kind of hard to say what Bunny Grace's staying power is going to be, since she's mostly a selfish DPS with a bit of TP for the rest of the team every six Actions in her Loop.

I'm going to go out on a bit of a limb and predict that Lului (the squid girl) will be the last member of the new Water Physical team as a support, meaning that W.Yuni, W.Shiori, B.Grace, I.Violet, and Lului will eventually be the new standard Water Physical team. If that ends up being true, Winter Shiori skippers will want to consider Bunny Grace a bit higher priority.

Winter Shiori Water Breaker Physical

I think she'd survive...

Release Date: March 16, 2026

Winter Shiori Character Reference

We've got another very tempting non-gameplay reasons girl to pull. Winter Shiori is one I've been wanting for a while, and she's quite good in addition to being homescreen core. She's an interesting mix of Single-Target and Multi-Target DPS for Water Physical, who will probably be present in many Water Physical Single-Target teams, as well as any teams for two-Target Multi-Target Bosses, due to how her Skills work.

Winter Shiori's targeting mechanics are similar to her vanilla version - she targets the two nearest Enemies with both UB and S1, and she applies a few Debuffs to them if the Damage isn't blocked by a Barrier. If there's only one Enemy, both hits will be on that Enemy. She also charges her TP on S1 and S2, as well as gives herself some decent Buffs on all her Skills. Where she differs from her vanilla version is that she applies a stack to any Enemy that receives a Debuff, and all Enemies with 20 stacks take percentage-based Damage when Winter Shiori uses her S2. This consumes all stacks on those Enemies, so you'll have to stack again before her next S2 to maximize the Damage.

Reaching 20 stacks isn't that hard; Winter Shiori applies two stacks to both Enemies hit with S1, and three stacks to both with UB. If there's only one Enemy, she'll apply four and six stacks, respectively. Her normal teammates can help quite a lot with the Debuffing, and Winter Shiori has quite nice synergy with Isanami Violet, as both of their stacks increase when Enemies receive Debuffs.

We've seen Winter Shiori in a few Deep Quest teams, but I was able to clear all the way up to Water 10-10 without her, despite having a not so great Water box. She's part of the only solution for Water 10-10 at the moment, but it's pretty much just for whales. Still, it proves she's good against Single-Target Bosses. Where I think she's going to be irreplaceable is against two-Target Multi-Target Bosses. These have always been the place where Single and Multi-Target compete, and Winter Shiori's skills seem perfect here. She's able to hit both Targets with all of her skills, and I think she'll outperform the dedicated Multi-Target Characters here. However, I don't think the same will hold true for three or more Targets.

I wish I could get her, but I'm down to my emergency spark, which I will only ever use for an absolute must-have or Maho.

  • Limited

Pros:

  • S2 Self Buffs are permanent
  • Probably core for Single-Target
  • Probably giga-core for Two-Target Bosses
  • Definitely core for your homescreen
  • Good Self TP charging on S1 and S2

Cons:

  • I have no Jimmies
  • DPS Characters are usually slightly safer to skip than supports

Recommendation: Medium priority. Winter Shiori seems like a good all-rounder for Water Physical and is probably optimal against two-target Multi-Target Bosses, but those are rare. I don't think pulling her is a mistake, but skipping doesn't seem like an obvious mistake either. If your Jimmies are hurting, I'd recommend skipping.

Newcutie Corner: Winter Shiori is another Character with percentage-based Damage, which is helpful in pushing non-Boss Deep Quest stages up to 8-1, where the scaling catches up to you, and percentage-based Damage stops working. S.Nanaka is a perma, so you'll need one of W.Shiori or I.Violet to round out the team and make the strategy work. If you can wait for I.Violet, she's the better choice, but W.Shiori is an option to push now.

New Year's Karyl (UE2 and Rework) Dark Attacker Magic

NY.Karyl

UE2 Release Date: March 16, 2026

New Year's Karyl Character Reference

NY.Karyl is potentially back, but not gamebreaking this time. In addition to her S2+, she also got a rework, so I'll give a bit of an overview of all the changes.

S2+ increases the Magic Attack bonus and now drains all of NY.Karyl's TP to grant her 13 stacks (the stacks are new). When she has 99 stacks, S2+ will give her full TP and she will use her UB 10 times in a row. UB also gained a Damage Boost of 100% (up to 5,000,000) when she uses her UB at 99 stacks. Because of the new stacking mechanic, NY.Karyl effectively doesn't use her UB until the very end of the fight, then unloads everything all at once. I guess she likes being edged.

I've seen her do over 100 million at the end of a fight. She'll definitely see use, and is even on one March 2026 CB team, but it's not quite the most optimal team this CB.

I'm kind of on the fence about her. I don't know if this makes her worth a pull if you're low on Jimmies. If you have a lot, she's probably not a bad investment.

UE2 Stats:

  • +6000 Magic Attack

New Year's Pecorine (UE2 and Rework) Light Buffer Physical

NY.Peco

UE2 Release Date: March 16, 2026

New Year's Pecorine Character Reference

S2+ gains an additional Debuff for the targeted Enemy when NY.Peco has 90% or more of her Maximum HP. She also now Recovers 75 TP for all Allies at 100% of her Maximum HP. The extra effects on her skills at 90% and 100% of Maximum HP are on S1+ and UB as well. Overall, she mostly has bigger numbers and slightly better effects on her Skills. See the Character Reference for exact details.

NY.Peco is actually on an optimal team in the March 2026 CB, so she might be more worth pulling than NY.Karyl. Still, if you have low Jimmies, you should probably rebuild your stockpile.

UE2 Stats:

  • +4800 Physical Attack
  • +1200 Physical Critical

New Year's Kokkoro (UE2 and Rework) Light Tank Physical

NY.Kokkoro

UE2 Release Date: March 16, 2026

New Year's Kokkoro Character Reference

S2+ increases the Physical Attack bonus and adds 100 TP Recovery for all Allies. NY.Kokkoro's other reworks are more interesting. UB now provides way more positive effects than before, including both a Physical and Magic Absorb Barrier (two separate Barriers, not a dual Barrier). UB also shreds all Enemies for some reason. The Barrier on S1 is now for all Allies, and she gained a Physical Defense and Magic Defense Buff for all Allies as well. I think between her UB and S1, Kokkoro is now the first Character who can apply three separate Barriers to your whole team on her own. That's kind of neat.

I see her one one team in the March 2026 CB, but it's far from optimal. She seems the least useful of the three, but may appear if her Barriers and Taunt are ever needed.

UE2 Stats:

  • +18000 HP
  • +360 Physical Defense
  • +360 Magic Defense

Winter Wakana Dark Debuffer Physical

Fun fact - Fubuki's bikini has pink around the outside here, but doesn't in Winter Wakana's UB animation

Winter Wakana Character Reference

It's going to be hard not to pull Winter Wakana for non-gameplay reasons. It's also going to be hard not to pull her for gameplay reasons. Winter Wakana is basically Single-Target, and functions as a support. Think of her as Makoto's replacement, but with the ability to do more than just shred the chicken when Madame Electra shows up in CB. The disparity in total Damage dealt by your team between her and Makoto looks to be rather extreme, so I think our beloved wolf girl is finally dead unless UE1SP saves her.

Being a Debuffer, Winter Wakana's kit is focused on shred and increasing Critical Damage Received. Her shred is on par (arguably better) than Makoto, and despite Wakana generally being a derp in combat, she somehow outperforms Makoto when it comes to Damage. She also makes the rest of your team deal way more Damage than Makoto can. From posts I've seen against Land Sloth from the February 2026 CB, Winter Wakana allows Dark to deal about 30 million more Damage than the best Water team from the sheet, and ~180 million more than the best Dark team that was available at the time.

In addition to Debuffing, Winter Wakana offers healing, some TP Recovery, a dual Nullification Barrier, and a shield for whoever is in front. The shield Nullifies up 2 Hits (that's Hits, not Damage Calculations), and deals Damage to the nearest Enemy for each one. Unfortunately, Damage from self-inflicted DoTs (Violet) does not trigger the counter Damage to the nearest Enemy. The shield seems to allow you to sometimes run teams without Violet, which can deal even more Damage. Note that the shield being based on Hits limits its effectiveness in tanking big UBs in PvP.

Speaking of PvP, Winter Wakana's Skills all target the Enemy with the lowest Physical Defense, so she can potentially take out squishies in the back if there isn't a Taunt to ruin your fun. She also has a Stun on her UB and a small amount of Multi-Target Damage in a radius around the Enemy she targets. You could maybe use her on chonky teams that slowly eat out the other team from behind. Still, I don't recommend ever pulling a Character for PvP reasons.

  • Limited

Pros:

  • Homescreen core
  • Dark Physical Single-Target Core as well
  • S2 effects last 18s

Cons:

  • I have no Jimmies
  • I also have no Satsuki or Sarasaria Hiyori
  • RIP Makoto
    • I liked Makoto...
      • Please come back Makoto

Recommendation: Medium-high priority. If you skipped Satsuki or Sarasaria Hiyori, Winter Wakana is more important. This kind of sucks because most of us are probably low on Jimmies after the 8th anniversary limited rush into PriFes. Winter Wakana is Dark Physical Single-Target core, and you should get her if you can.

If Winter Shiori ends up being a perma (cope, I know), skipping Shiori will give your Jimmies an opportunity to heal. If Shiori is limited, you might strategically skip both and try to pick them up on their inevitable dual rerun banner.

Newcutie Corner: Focus on the rerun banner instead; Summer Anemone is a 100% Action Speed Booster and is a mandatory pull for Light Mages. Ceremonial Ranfa and Summer Lia are also good pick-ups if you get Summer Anemone early. If you get really lucky, you can get Ceremonial Chika too, but she's a perma, so don't feel too bad if you miss her.

Astraea Pecorine Fire Tank Physical

Her dress is open on the sides so Jun can skewer her with her fingers easier

Astraea Peco Character Reference

Astraea Peco feels like a re-imagining of Princess Peco as a modern Character. She has a lot of utility for Fire Physical teams and fulfills the role of "Super Tank" for them. You're going to want her.

Besides doing all the standard Super Tank things like tanking (obviously), Buffing and healing your team, Debuffing the nearest Enemy's Damage output, and shredding the nearest Enemy, Astraea Peco has a few more unique mechanics to go over. She introduces Damage Reduction, which is different from the percentage-based Damage Cut we are used to with characters like Ameth. I think Damage Reduction just reduces the final Damage you take by a flat amount, but I don't have confirmation for this. It applies to the whole team, so it might keep your squishies like Isla alive a little longer. The amount is only 2500, so I'm not sure how much it will matter.

Astraea Peco gains extra effects on all her skills after she uses UB 4 times: her Skills will always Crit, S1 starts Ignoring 50 Physical Defense and heals herself, and Damage Reduction doubles from 2500 to 5000. The Crits will make her more consistent against higher level Bosses, like in Clan Battle. It shouldn't take that long to get to 4 UBs, since Fire Physical Teams tend to have a lot of TP generation.

Despite being a Super Tank, she isn't a slouch when it comes to Damage output either; Astraea Peco boasts a very powerful UB, a 2x Damage Calculation S1, and Damage Boost for herself (she gains +30% Damage per Damage Calculation, up to 1,500,000). She also has a passive counterattack that activates any time she takes Damage, which heals her for 10% of her max health when she's below 50%.

If you looked over her Skills already, you might have thought she looks like she could be good in PvP for stall teams and chonky attackers. I think so too, but I would not recommend pulling her for PvP reasons.

She's safe to go up to Rank 40-3 for you gear min-maxers out there.

  • PriFes

Pros:

  • Fire Physical's Super Tank
  • Much better than Summer Nea
  • Seems to have good PvP potential
  • Bonds give HP

Cons:

  • May be inferior to Kanon, if Kanon can survive

Recommendation: High priority. The Super Tanks have all proven extremely useful, and I don't think Astraea Peco is an exception. This PriFes is also a Prize Gacha with a lot of goodies like Memory Shards, Heart Shards and Connect Coins. The only thing that might screw you over is that NY.Peco Bonds give TP, and if you don't have her, eventually some Astraea Peco Timeline is bound to be bricked for you. I think this is minor, and you shouldn't factor it in to your decision to pull.

You could try to argue that because Kanon exists, Astraea Peco may not see as much use as some of the other Super Tanks, but I don't think that's a great reason to skip. Astraea Peco also isn't Multi-Target, but I don't think that's a major knock against her priority. You should really get her unless you just can't.

Oh, and set Muimi as the Character to receive Shards for while you pull Astraea Peco. You'll get 200 Shards for Astraea Peco when you pull her, and the Prize Gacha Shards will get you closer to Muimi's UE1SP.

Bodhisattva Nefi=Nera Light Booster Physical

Imagine the handjobs

Bodhisattva Nefi=Nera Character Reference

With all the new systems coming at us at once, this is going to have to be a quickie. Luckily for us, Bodhisattva Nefi=Nera has all the hands she needs for that. She is incredibly obviously good, so this shouldn't take long.

Short version: she's Labyrista, but better. Bodhisattva Nefi=Nera has a 100% Action Speed Boost on S2, and does basically everything a top tier Physical Support should do, including some incredibly large TP Recovery near the end of the battle when it's worth the most. Her Damage and shred are Multi-Target, so she'll be good for both Single-Target and Multi-Target Light Physical teams.

Bodhisattva Nefi=Nera has a stacking mechanic, where every time she uses UB, she gains a stack. She gains new effects on her UB and Skills every 2 stacks, and caps at 6. The most important to note is that she gives 300 TP one time only on her UB at 4 stacks, and 600 TP one time only at 6 stacks. She also gives continuous TP Recovery on S2 at 4 stacks, and 100 TP at 6 stacks (these are not limited to one time only). Practice your Luce cancels with Ameth.

  • Limited

Pros:

  • 100% Action Speed that should always be up
  • Basically every Buff you'd want for a giga support
  • S2 effects last 18s
  • Very tanky
  • Super big TP near the end of the battle

Cons:

  • Probably a wide gap between set & forget vs manual Timelines

Recommendation: High priority. 100% Action Speed Boosters are basically mandatory, and Bodhisattva Nefi=Nera is now that for Light Physical. You have 130 or 140 free pulls, depending on how you want to allocate the 10 on the final day. 130 pulls gives you a 59.9% chance of pulling her at least once, and 140 gives you a 62.6% chance; finish the spark if you don't get her for free.

Nea (6* Only) Water Jammer Physical

Kiski-kun and Kariza-kun got slimed

Nea Character Reference

Nea's 6* gives her a slight Damage boost on her UB, some Multi-Target shred, and two summons (the Red and Blue slimes). If the other slimes are already on the Field when she uses her UB, she gets 2 extra small hits. She also gains stats from her 6*, making her tankier, and increasing her potential to be annoying in PvP.

The slimes have their own skills, with Red having Single-Target Damage, and an associated Stun, Physical Attack Reduciton, and shred if its Damage isn't blocked by a Barrier. Blue offers various attack Buffs for your team, as well as healing and small TP Recovery.

Nea was only used in PvP before this, and I'd say I haven't had any trouble with her in a long time. I don't think this improves her much there, but she does have greater potential to stall out teams that can't kill her quickly. I'm not sure her numbers are big enough to justify her use in PvE content, but I suppose we'll see.

her rerun banner goes through CB, so we'll have to chance to see if she shows up on any teams before committing to the pull. I recommend ignoring her unless I'm catastrophically wrong.

Perfect Lailael Wind Breaker Magic

Where can I find a copy of the Cygames version of the Bible?

Perfect Lailael Character Reference

I don't remember Angels dressing like that in my copy of the Bible. Perfect Lailael graces us with her presence, but how could she become perfect now when she was already perfect before? She is a Wind Mage this time and looks like she's going to be incredibly strong at first glance.

Perfect Lailael has a stacking mechanic where she gains a stack every time she receives a Buff. When she uses S1 or S2 after hitting 60 stacks, she switches to Attack Pattern 2, where her Skills gain a medium selfish Magic Attack Buff and selfish TP Recovery. SP1 also swaps the team-wide Magic Attack Buff from S1 for a team-wide Magic Damage Buff. Every time she uses a Skill while in Attack Pattern 2, she loses 10 stacks; she switches back to Attack Pattern 1 when she is down to 10 stacks left. It looks like you can get two full cycles in Attack Pattern 2 very comfortably. There might be Timelines than can sneak in a third, but I'm not sure if that's possible.

Although I've only mentioned her Buffs and stacks so far, Perfect Lailael is primarily a DPS who has 2x Damage Calculations on her UB, S2, and SP2. In addition to the Damage, each of these 3 Skills also comes with pretty good shred. The last Buff I've yet to mention is team-wide Magic Critical Damage on S1/SP1.

I think the standard Wind Mage Single-Target team is going to be S.Eris, Fio, LG.Kokkoro, P.Lailael, and NY.Shizuru. C.Ranfa used to be there, but should be pushed out by P.Lailael. Sp.Suzume or other Characters may still replace NY.Shizuru in situations where a Tank is not needed, like against Rai Rai.

As a bonus, I neglected to consider Bosses with 2 Targets when I evaluated NY.Rino. They skirt the line between Single-Target and Multi-Target, and as a result, I overlooked Sis.Kasumi as an option when forming Light Mage teams against them. The main 2 Target Boss I want to discuss here is Goblin Rider, since you can create a Wind Mage team where he instantly kills S.Eris to activate her permanent Buffs early. Although it wasn't the highest Damage team available, we saw a Wind Mage team with S.Eris, C.Ranfa, C.Chika, Fio, and Sp.Suzume used against him in the December Clan Battle. The current roster of Wind Multi-Target Mages are very strong, and I'm not sure Perfect Lailael can justify stealing a spot on this team. I don't think we'll really see her in Multi-Target scenarios.

  • Limited

Pros:

  • Underboob
  • Big Damage and shred
  • Selfish TP during Attack Pattern 2
  • Only uses Skills during Attack Pattern 2
  • Big Magic Crit Damage on S1/SP1
  • Magic Damage on SP1

Cons:

  • Upcoming Nefi and PriFes may require you to be more careful with your Jimmies
  • Seems to only be applicable for Single-Target
  • C.Ranfa should still be a decent cope option

Recommendation: Medium-high priority. I'm confident she'll be a core Wind Mage for Single-Target teams, but I don't think she has a strong case for making cameos on Multi-Target teams, even when the Boss only has 2 Targets (ex: Goblin Rider). Because of this, I can't really give her high priority. She is going to be a good pull if you have the Jimmies in reserve. If you're low on Jimmies, wait until Nefi is announced to see what Element/Role she is and whether we get free rolls on her banner.

Newcutie Corner: Pulling on the Alpha rerun banner may be higher value than pulling Perfect Lailael. I know she's strong and will likely be Wind Mage core, but Alpha Chris and Alpha Neneka are also very core for Dark and aren't going anywhere soon. They're also part of the three teams used to defeat Kiski-kun in the final Luna Tower EX fight. Alpha Laby is core for Water Mages, but I'd say she's not as important when compared with the other two.

Isanami Violet Water Tank Physical

Count me in, Violet. Let's begin feeding the sickness.

Isanami Violet Character Reference

We have another Violet and another Tank. She's Water this time and should work with both Physical Single-Target and Multi-Target teams, though she seems to be better suited for Multi-Target.

Isanami Violet has a stacking mechanic, where she gains a stack every time an Enemy receives a Debuff. She gains extra effects on her Skills at 30 stacks. Her UB also gains a couple new effects when she is at 60 stacks, but she will consume 30, so you'll have to earn them back to get those effects again. Because she gains a stack per Enemy Debuff, and all her Skills have at least one Debuff that applies to all Enemies, she will be more effective at gaining stacks on Multi-Target teams.

Like other modern Tanks, Isanami Violet brings a full course of defensive and offensive Buffs/Debuffs to help your team survive and deal more Damage. On the defensive side, she Debuffs both attack stats for all Enemies, drains their TP, lowers their TP Boost, heals your team, Buffs both defenses, and provides a unique Debuff cleanse on her UB at 60 stacks. She's the only Character who can cleanse Debuffs right now, so be on the lookout for Bosses where this is a requirement; she may see off-Element use because of this. As for offense, she shreds Physical Defense by a large amount between UB and S1, deals percentage-based damage on UB (good for newcuties), gives a decent amount of Physical Attack, TP Boost, TP Recovery, and provides a permanent 6% Physical Damage Buff on UB at 60 stacks.

Of very minor note is that Isanami Violet has a Magic Attack Buff on S2. It's smaller than what I'd consider a "standard" Buff, and she does nothing else for Magic. I don't think she'll be used on Magic teams, but thought this was worth a mention in case there's ever some super-niche scenario where it's relevant.

Water Physical already had some decent Tanks, and they will still see some use, since Isanami Violet does not have a Taunt. Outside of situations where a Taunt is mandatory, I'm fairly certain she'll see lots of use as the standard Tank for Water Physical moving forward. If your Water box is really struggling, Isanami Violet should help you patch up a big hole.

  • Limited

Pros:

  • Water Tank who should work in both Single-Target and Multi-Target
  • The percentage-based Damage on her UB will be very helpful for newcuties looking to push Deep Quests as early as possible
  • Tanks are typically higher value pulls, since they are used more often
  • Big shred
  • TP Recovery
  • Permanent Physical Damage Buff on UB with 60 stacks
  • Unique Debuff cleanse on UB with 60 stacks

Cons:

  • No Taunt
  • Water has always felt like a lower impact Element

Recommendation: Medium-high priority. I'd probably bump her up to high priority if she wasn't Water. In my experience, I've been fine without running the most optimal Water teams. We're probably getting free pulls soon, but not for Isanami Violet. Anniversary PriFes also tends to be the time of the year where Cygames becomes Cygenerous, so expect to take in more Jimmies than normal during February.

If you're a newcutie, I recommend pulling her so you can push your Deep Quests more easily. Percentage-based and fixed Damage are very good when you're small and weak, since you don't have the Princess Knight level to make your normal DPS Characters shine. A team of Eris, Summer Nanaka (with UE2), Isanami Violet, Violet, and 1 more Water/Dark Multi-Target filler should help you easily push non-boss stages surprisingly far, even if you use this team off-Element.

Newcutie team Yes, I made this image before pulling her, so that's the support Isanami Violet from the event. No, Sono does not deserve a ring.

New Year's Rino Light Buffer Magic

How many times did Shizuru use New Year's Sister Headbutt on her?

New Year's Rino Character Reference

Do imoutos understand abuse? Even if they could, Rino might have too much brain damage for that. She also forgot she's supposed to be Physical, and somehow ended up on the relatively new Light Mage Multi-Target lineup instead.

New Year's Rino, like her other alts, has an affinity for Crits. She gains extra effects on all of her skills when she has a Magic Critical Buff, and she deals extra Damage than normal when she Crits (4x this time) in exchange for very low base Damage. Some of you might have noticed her EX Skill gives a Magic Critical Buff at the start of the Battle. Unfortunately, this Buff doesn't count; you'll need to give her another one after the start of the Battle to gain her extra effects.

She provides basically all the Buffs. Notably, she has Continuous TP Recovery on S1, but only after she has received a Magic Critical Buff. If you can turbo out a Magic Critical Buff (you can with S.Anemone and Uzuki's first Action TP), New Year's Rino can start providing you with TP on her second Action. The other extra effects from having a Magic Critical Buff are a 3% Magic Damage Buff on UB and a second Damage Calculation on S2.

Light Multi-Target Mages are kind of fully formed now, with DP.Maho, S.Anemone, Uzuki, and Kururu filling out the remaining spots on the team. New Year's Rino looks like she's going to have some pretty nice synergies with the other members of this lineup.

  • DP.Maho
    • +15% Magic Critical Damage on UB
    • +10% Magic Critical Damage on S1+
    • TP Boost
  • Kururu
    • +15% Magic Critical Damage on UB after 40 stacks
  • S.Anemone
    • TP on first Action
  • Uzuki
    • TP on first Action
    • TP Boost

Hopefully pulling New Year's Rino let's you form the Light Mage Multi-Target team. If you can't, you can at least take solace in the fact that Multi-Target is used less often than Single-Target.

  • Limited

Pros:

  • Completes Light Mage Multi-Target
  • 4x Damage on Crit
  • Bonds give HP

Cons:

  • Very Crit-dependent
    • Bosses that are much higher level than you will cause her Damage output to be inconsistent (relevant for CB)
  • Not relevant for Single-Target

Recommendation: Medium priority. Light Mage Multi-Target core, but she isn't suitable for Single-Target. Multi-Target is less critical than Single-Target, so that would affect her priority a bit. Plan accordingly Uzuki skippers - I'm not sure if she'll have another rerun.

New Year's Shizuru Wind Tank Physical

Slop fingers?

New Year's Shizuru Character Reference

I think she likes me I'll just leave this here

Shizuru blesses us with another alt, and she's a Tank again - Wind this time. She offers her support to both Physical and Magic teams, but seems more obviously useful for the Mages.

New Year's Shizuru uses both Physical and Magic Attack, as well as both Crit stats, so you aren't losing anything by running her in a Physical or Magic team. She has extra effects on S1 and S2, depending on whether she has a Physical Attack Buff, Magic Attack Buff, or both. Luckily for us, her UB gives everyone on your team both a Physical and Magic Attack Buff, meaning her own UB activates the full effect of her other Skills.

She does everything a modern Tank is expected to do: keeping your team alive and increasing their Damage output at the same time. On the defensive side, she directly Tanks, Heals, Taunts, resists Stuns, and reduces the Enemy's Physical and Magic Attack. As for offense, she shreds, increases Critical Damage Received, increases both Physical and Magic Attack, and gives TP to your whole team.

Since I got her so early, I was able to do some full Auto testing against the last 2 CB Bosses that were weak to Wind to see how she performed in comparison to other Characters. Overall, she's not as impressive as I had hoped, but definitely decent enough to have potential. Hover over each image to see the total Damage.

232,678,096 184,833,197 160,225,836 175,148,350 155,652,754 228,357,797

She only did better than X.Yori vs Algedi, which is a team where Wind Mages needed a Tank to survive. She did worse than Wakana on a Physical team vs Algedi. Finally, she did substantially worse against Goblin Rider than Sp.Suzume, where it was better to run a DPS in Position 1 since you didn't need a proper Tank.

I will note that since I skipped both S.Precia and S.Lia, I wasn't able to test both at the same time with New Year's Shizuru. Theoretically, she is a good partner with S.Precia, since she uses both Physical and Magic Attack for her Damage Calculations. Anemone is another Character New Year's Shizuru might be good with, since her Damage Calculation functions the same way.

She seems okay for now and appears to be a direct upgrade over X.Yori. I think New Year's Shizuru is the sort of Character that may be significantly better with a timeline, since she can overlap 2x S1 Debuffs and a UB fairly easily for very large shred and Critical Damage Received Debuffs on an Enemy. I think you could also still have her S2 Buffs active in this window for even more Damage. It's hard to say she's high priority; there's no singular thing about her that feels really broken. Still, she does at least have a useful role to fulfill for Wind Mages, and I think she might see some use on other teams too.

  • Limited

Pros:

  • Should be fairly easy to stack 2x S1 Buffs & UB
  • S2 effects last 18s
  • Can work in Physical and Magic
    • Most commonly will see use as the designated Tank for Wind Mages
    • Still kind of good everywhere else
  • Dual Attack Buffs may make her a good partner for S.Precia and Anemone
  • Good Shred
  • Taunt on S2
  • TP on S2
  • UB alone activates her extra effects on S1 and S2 that require both Physical and Magic Attack Buffs

Cons:

  • Tanking for Anemone means she won't gain TP from taking Damage
  • In cases where a Tank isn't necessary, another DPS is much better

Recommendation: Medium-high priority. She seems like she is pretty clearly the best tank for Wind Mages when they absolutely need one, and may be a good partner for S.Precia/Anemone with her Physical and Magic Attack Buffs. I think Physical is still going to like Wakana most of the time, but New Year's Shizuru may be used in some situations.

New Year's Monika (UE Only) Light Breaker Physical

NY.Monika

New Year's Monika Character Reference

S1+ adds a small second Damage Calculation that is Multi-Target, and the shred becomes Multi-Target as well. It's going to be a nice little boost for when you use her against Multi-Target Bosses or in Deep Quest.

The UE stats might be useful for survivability, but the increase to Physical Attack is fairly small. Another one to park at UE30.

UE Stats

  • Physical Attack
  • Physical Defense
  • Magic Defense

Little Guidance Kokkoro Wind Buffer Magic

Wide Hips Kokkoro

Little Guidance Kokkoro Character Reference

DaughterMommyWife. Even Kokkoro is joining Wide Hips. She's a support Mage with some very interesting new Buffs we haven't seen on a Character before. I think she's going to be very strong and definitely worth a pull.

The most interesting Buff she has is the 10% Damage Boost for all Allies the first time she uses her UB. How this works is that after Damage Calculation is complete, the game increases the final number by 10%, up to a maximum of +500,000 extra Damage. This extra Damage is not affected by Log Barrier.

Example:

Scenario Outcome
No Damage Boost After Log Barrier, C.Ranfa Deals 7,000,000 Damage
10% Damage Boost After Log Barrier, C.Ranfa Deals 7,000,000 Damage + 500,000 extra Damage (down from 700,000)

Other than that, she also gives 10% Buff Potency with her first UB, which was previously only available through Role Mastery and certain Buff Relics in Labyrinth.

Once Little Guidance Kokkoro uses her UB 4 times, she doubles the values of the Buffs on her S1 and S2, which means a huge amount of Magic Attack, some Magic Crit Rate, and (less rare than it used to be) Magic Damage. She also gives Magic Crit Damage on UB, but it doesn't get doubled after 4 uses. Her direct Damage output is good as well, with the Damage scaling on her UB being identical to P.Kot, while also providing a small amount of shred.

Her S2 reduces the HP of all Allies by 25%, but in exchange, has some pretty large scaling based on the remaining HP of all Allies. The HP bonuses cap out at 400,000 HP before her 4th UB. I'm not sure if the required HP goes up a bit or if some weird rounding is happening, but it might be a bit higher after the 4th UB. You may want to target ~430,000 HP to be safe and ensure you receive the maximum Buffs after her 4th UB.

She seems really good and will definitely see use on Wind Mage Single-Target. I think she will also be used on Multi-Target, as I think her Damage Boost can give +500,000 Damage per Target, so C.Ranfa and C.Chika will really appreciate her presence. As a final note, her Bonds give HP, so you should read them. It's been relevant for some TLs before.

  • PriFes

Pros:

  • Wide Hips approved
  • New Damage Boost cheats Log Barrier
  • Increases Buff Potency (like Role Mastery)
  • P.Kot level Damage on UB
  • Really big Buffs on S2
  • S2 Buffs last 18s

Cons:

  • How could you even think to say something bad about your mother?

Recommendation: High priority. You should pull her, doubly so if you skipped Arachne like me. We have 40 free rolls on Wide Hips Kokkoro, so stay strong and don't blow your load on her until you use all your free rolls first.

Edit

Pub: 10 Apr 2026 02:07 UTC

Edit: 01 Jul 2026 06:26 UTC

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