Sukono Evolved Dual Element Apex Carry
Best for endgame players who are pushing high-wave Infinite runs or tackle high-tier Shibuya Station acts and need a dual-status carry that completely ignores enemy damage reduction.
Sukono’s attack wind-up animation makes straight-lane positioning a waste of currency, since fast-moving enemies can exit his attack radius before the damage frames register. Position him at the apex of 90-degree bends or acute-angle U-turns to guarantee his cone and circle Area of Effect (AoE) hits every target.
Pairing Sukono with other high-frequency status-effect units (such as Choy Jong En and Kafka) can create a server-side bottleneck where overlapping Burn and Bleed damage ticks overwrite each other, which can reduce overall damage output unless support units’ attack speeds are deliberately desynchronized.
| Technical Parameter | Metric Value |
|---|---|
| Element Type | Curse (Transitioning to Fire at Upgrade 9) |
| Base Placement Cost | ¥2,000 |
| Cumulative Upgrade Cost | ¥98,200 |
| Attack Speed (SPA) | 7.0s to 7.5s |
| Base Damage Range | 614 to 3,866 |
| Target Profile | 8-Range Circle to 12-Range Circle AoE |
| Operational Strengths (Pros) | Real-World Bottlenecks (Cons) |
|---|---|
| Complete status-effect immunity at Upgrade 9 protects against freezes | Steep investment curve requires ¥100,200 to fully max out |
| Multi-hit profile (four hits per cycle) melts enemy barrier shields | Extremely high placement fee makes him unviable as an early-game wave starter |
| Infinite scaling via Sinister Sanctum increases direct damage by up to 30% | Demands the rare Vanguard-rarity finger familiar to unlock true meta scaling |
To estimate his peak hit damage, use the following scaling formula:
D(total) = D(0) x 1.40 x 1.30 x 3.0
Here, D(0) represents his base Upgrade 11 damage (3,866), 1.40 is the flat +40% Divine Flames modifier, 1.30 is the maxed Sinister Sanctum stack, and 3.0 represents the +200% scaling from the Sukono’s Finger familiar. This works out to roughly 21,108 damage per hit if fully supported.
Gujo Infinity Cosmic Crowd Control Specialist
Best for players who need unmatched map control, massive base damage-per-second, and a global time-stop safety net for late-wave boss rushes.
Gujo (Infinity) is a strong panic-button unit, but his utility is heavily bottlenecked by the game’s economy. Placing him too early without a fully operational Sprintwagon or Takaroda farm engine risks leaking fast-moving fodder mobs. Farming the weekly rotating Boss Events for resources before heavily investing in his summon path is recommended, though redeeming active codes for free gems and trait rerolls can speed that process up considerably.
His Void active ability, which stuns the entire map for 10 seconds and grants him a 50% damage boost, does not freeze the actual stage bosses. Relying on him as a solo boss-stopper is a quick way to lose matches; his true strength lies in halting the high-HP mobs behind the boss, allowing single-target carries to focus their fire.
| Technical Parameter | Metric Value |
|---|---|
| Element Type | Cosmic |
| Base Placement Cost | ¥1,800 |
| Cumulative Upgrade Cost | ¥90,200 |
| Attack Speed (SPA) | 5.5s to 14.5s (Highly variable) |
| Base Damage Range | 89 to 887 (Raw scaling) |
| Target Profile | 10-Range Circle to Global Time Stop |
| Operational Strengths (Pros) | Real-World Bottlenecks (Cons) |
|---|---|
| Global time-stop active provides 10 seconds of complete field control | Massively fluctuating SPA (up to 14.5 seconds) leaves large defensive gaps |
| Evolved Cosmic element cleanses all self-inflicted stuns and debuffs | Maximum placement is strictly capped at three units per match |
| Synergizes exceptionally well with the Monarch trait for a massive single-unit buff | Upgrade paths are incredibly expensive, offering poor early-game value |
Cha-In Blade Dancer Precision Multiplier
Best for speed-running short story chapters, clearing Paragon challenges, and dominating any gameplay mode that requires high-frequency critical strikes.
Cha-In is a strong choice for short-duration modes. Unlike Sukono, who requires minutes of setup to scale his kills, Cha-In functions at near-peak efficiency from the moment she is placed on the map. Her unique dodging and counter-attacking mechanics allow her to survive boss stuns that completely disable other physical carries.
She struggles heavily in ultra-late Infinite Mode. Once enemy health scales into the tens of millions, her raw physical critical strikes lose their relative value compared to dual-status percentage-based damage dealers. Rolling for the Deadeye trait, which boosts her critical rate and critical damage, raises her total damage-per-second modifier significantly.
| Technical Parameter | Metric Value |
|---|---|
| Element Type | Unbound (Gains native +5% Critical rate) |
| Base Placement Cost | ¥1,600 |
| Cumulative Upgrade Cost | ¥36,000 |
| Attack Speed (SPA) | 5.5s (Flat) |
| Base Damage Range | 300 to 4,339 |
| Target Profile | 60-Degree Cone to 135-Range Circle |
| Operational Strengths (Pros) | Real-World Bottlenecks (Cons) |
| Highly budget-friendly, requiring only ¥37,600 to completely max out | Completely lacks damage-over-time status effects (no Burn or Bleed) |
| Evade and counter mechanics negate boss-inflicted stun locks | Suffers from rapid scaling drop-off in high-wave Infinite runs |
| Phantom Dance multi-hit cone attack quickly shreds basic enemy shields | High dependency on the Deadeye trait to achieve her optimal damage ceiling |
Tuji Sorcerer Killer Shield Shredder
Best for players struggling with high-difficulty Legend Stages or Raids where enemies spawn with massive barrier shields that block standard physical attacks.
Tuji (Sorcerer Killer)’s primary value is utility rather than raw damage-per-second. Against late-game bosses like Saber (Alternate) or the Colossal Giant, Tuji is close to mandatory. Evolving him requires farming Shibuya Station Act 6 to obtain the Cursed Worm quest item and then defeating the Reanimated Tuji boss, following similar pattern needed to evolve any other unit in the game.
His passive allows him to instantly remove any enemy shield on-hit, after which he receives a temporary +30% damage boost. His limited placement cap of three means he cannot cover multiple split-path lanes simultaneously and must be placed strictly near the main choke point where shield-mobs spawn.
| Technical Parameter | Metric Value |
|---|---|
| Element Type | Physical (Traitless) |
| Base Placement Cost | ¥1,500 |
| Cumulative Upgrade Cost | ¥23,400 |
| Attack Speed (SPA) | 5.5s (Flat) |
| Base Damage Range | 389 to 5,143 |
| Target Profile | 6.5-Range Wide Line to Small Circle AoE |
| Operational Strengths (Pros) | Real-World Bottlenecks (Cons) |
|---|---|
| Instantly deletes any enemy shield profile on a single hit | Low base damage-per-second compared to other mythic carries |
| Extremely cheap cumulative upgrade curve (¥24,900 total) | Limited placement cap of three prevents multi-lane coverage |
| Gains a temporary +30% damage boost immediately after breaking shields | Obtainment is gated behind a tedious, high-difficulty raid and boss-fight quest |
Updated: Jul 10, 2026 03:56 pm