Charm Guide
Class bonuses, the shared class lane, and every fighter's unique perk — pulled straight from the game
How charms work
Charms are a deep, expensive late-game system. Copies are scarce enough that most players only ever take one or two fighters to Lv30, so the real question is always whether the payoff is worth it. There are two halves to it.





Earned by upgrading the charms of any fighters in a class. Once unlocked, they apply to every fighter of that class in battle.
example shown: a Tank charm
Perks 1-3 are set by the fighter's class — the same lane for everyone of that class. Perk 4 is unique to the fighter, unlocks at Lv30, and is what you're really chasing.
The real cost: the bottleneck is fighter-specific copies (hero talismans), not gold. You'll only fully build a handful of charms — so spend them where the unique perk actually changes your lineup.
Bonuses you earn by upgrading a whole class
Separate from any single charm. Every charm level you add to any fighter counts toward a class-wide total — and crossing certain totals unlocks a passive that buffs all fighters of that class in battle.
Each number is a running total of charm upgrades summed across every fighter of the class. A Tank tier at 60 / 140 / 200 / 325, for example, means that perk turns on at 60 total upgrades and then strengthens at 140, 200, and 325. Tiers 1-2 are the two bonuses every class shares (Favored Vitality, Faction Fury); tiers 3-5 are unique to each class.

While in the front line, at the end of each round heal the adjacent ally (behind or in front of you) for 5/10/15/20% of their max HP.
At the end of each round, grant all other allies +3/5/7/10% Armor for 2 rounds.
At the end of each round, if you are below 50% HP, 15/30% chance to heal yourself to full (100% of max HP).

Before attacking while outnumbered, gain +2/3/4/5% True Damage for each living enemy.
At the end of each round while below 25% HP, gain +10/20/30% Attack and +10/20/30% Armor.
Gain +20/40% Damage Reduction against Support and Mage attackers.

When an enemy you have the faction advantage over is killed, gain 10/20/30/40 Energy.
When you land a killing blow, 30/40/50% chance to gain a Magic Shield.
While at or below 25% HP, gain +20/40% Crit Chance, Crit Damage, and Block.

Before attacking an enemy you have the faction advantage over, gain +10/20/30/40% Crit Damage.
While at full Energy, gain +10/15/20/25% Block.
When you die, 50% chance to grant all allies 30/60 Energy.

At the end of round 1, 20/30/40/50% chance to heal same-row allies for 20/30/40/50% of their max HP; each round, grant all other allies +5/10% Skill Damage, Control Precision, and Control Resist for 2 rounds.
When you block an attack, 3/5/7/10% chance to gain a Magic Shield.
At the end of each round, grant all allies +5/10% Skill Damage, Control Precision, and Control Resist for 2 rounds.
At the start of battle, gain +3/5/7/10/15% HP for each enemy of the opposing faction.
At the start of battle, gain +2/4/6/8/10% Attack for each enemy of the opposing faction.
- • A few effect descriptions are our reading of the raw game data. The values and unlock thresholds are accurate, but some wording may be phrased slightly differently in-game.
Charm tier list
Level 30 is the default recommendation board. Level 60 is the expensive follow-up board for players deciding whether the extra 12 copies are justified. Tap any fighter to jump to their full charm breakdown below.
Level 30 charm board
The first real recommendation surface. Start here unless you already know the fighter is worth deeper investment.
Charm pairing tier list
The cauldron upgrades two fighters at once — so if you build only two, build a pair whose charms amplify each other. Ranked by synergy strength, with a slight demerit for same-faction pairs (shared upgrade materials). Tap a portrait to jump to that fighter's charm.
Jasper + Talon
cross-factionBoth seed Petrify and are Petrify-immune. Talon deals +50% damage to Petrified targets; Jasper gains +20% Attack/Armor and heals 30% of Max HP per Petrified enemy each round, and counter-Petrifies attackers. Genuinely mutual and cross-faction.
Dax + Talon
cross-factionDax starts all allies +30 energy and repeatedly grants Brawler allies energy/speed plus +35% True Damage on his revive; Talon is a Brawler whose skill cadence and Berserk double-attack feed on that energy, and both stack Brawler True Damage.
Teryx + Zykan
cross-factionZykan blankets the other Finisher (Teryx) in Spinning Blades (+50% Skill Damage + counter) and Mayan Shields (shield + energy), and starts with +60 energy for having a Finisher ally; Teryx grants a permanent +25% Attack aura to all Finishers once both orbs are active.
Teryx + Lucius
cross-faction· needs adjacencyLucius tethers Teryx and bodyguards him — 30% Damage Reduction, 30% Block, soaks 20% of his damage, +30 Armor/round, +50 energy, and a repeatable full-HP revive — keeping the fragile, hard-scaling Teryx alive to snowball his orbs and 1000% death-bomb.
Locke + Xeno
same factionLocke's high-volume freeze (~70% Hailstorm) feeds Xeno's +500% damage vs Frozen, and Locke gains +125% back — a mutual freeze loop (same-faction demerit).
Lily + Necro
cross-factionNecro's Dark Corruption (+20% damage from all sources on 4 enemies) is detonated by Lily's whole-team AoE and True-Damage Carnivora; both amplify each other's Mage Skill Damage.
Abe + Leon
cross-factionSleeper loop of two low-solo fighters: Abe mass-stuns the front line (75%); that stun count simultaneously fuels Abe's energy/tank stats and Leon's runaway +20% Attack/Crit/Skill per Stunned enemy, while Leon executes stunned targets and attacks twice.
Raja + Zemus
same factionDark Raja blankets the enemy team in Curse; Zemus scales energy and crit per Cursed enemy and is Curse-immune himself (same-faction demerit).
Karma + Spekkio
same factionKarma's Golden Guardian (25% DR + 25% Armor + stun-immunity + heal) and +40% Attack/Armor/Skill tag-in keep the fragile Finisher Spekkio alive long enough to snowball (same-faction demerit).
Lucius + Scythe
cross-faction· needs adjacencyLucius's tether (30% DR/Block + 20% damage-soak + repeatable revive) keeps another fragile snowball Finisher's seal/execute engine online.
Chancer + Laguna
same factionChancer floods Paralyze/Silence; Laguna heals the team 20% per Paralyzed enemy and cheats Chancer's death, sustaining his end-of-round Attack engine (same-faction demerit).
Each fighter's charm, by class
Every fighter's charm in one place — the shared class lane (Perks 1-3) plus the unique 4th perk, with exactly what changes between Lv30 and Lv60.

Tank
12 fighters
At the start of battle, Abe gains 50→150 Speed and grants himself and back-line allies 20%→60% Control Resist. Additionally, at the end of each round, for each Stunned enemy, Abe gains 20→60 Energy and increases his Attack, Armor, and Armor Break by 10%→30% for 3→5 rounds. Lastly, Abe's basic attacks now have a 30%→50% chance to Vine Snare the target for 2 rounds.
Same for every Tank. Full text is in the Perks 1-3 section above.
On an A-sewers/campaign CC tank the +50 Speed, 20% back-line Control Resist, and 30% Vine-Snare basic are immediately useful, but the real scaling (energy + ATK/Armor per stunned enemy) needs multi-stun states that his weak modes lack.
At cap the per-stunned-enemy ramp becomes +60 Energy and +30% ATK/Armor/Armor-Break, back-line Control Resist hits 60%, and Vine-Snare hits 50% — genuinely good in his sewers/campaign stun niche, but everything is gated on multi-enemy stuns landing.

Skill attacks now have a 20%→40% chance to Silence enemies for 2 rounds. Additionally, direct attacks targeting Benji or the ally directly behind or in front of him cannot deal more than 70%→50% of their Max HP.
Same for every Tank. Full text is in the Perks 1-3 section above.
Muzzle Strike is a strong tank charm in isolation — a 20% skill Silence plus a damage-cap shield (no single direct hit on Benji or his adjacent ally can exceed 70% of Max HP at lv30). The cap is real one-shot protection for a carry slotted next to him. But Benji is graded D in ALL six modes; he has no carry damage and his Bear Mark needs ally crits to do anything. The charm doesn't fix his core problem or open a mode. There IS one niche: at charm-30 his Bear Mark works as a budget Tianlu S1 in endgame 50B+ mech comps — a genuine (if narrow) reason to invest. That niche plus the protection cap keeps it off the floor. Low C.
At cap the Silence rises to 40% and the damage cap tightens to 50% of Max HP — a strong, guaranteed two-hits-to-die protection bubble on Benji and his neighbor that has real anti-burst value in PvP/sewers. But the host remains a D-tier fighter with no offensive contribution, so the protection lands on a body you rarely want to field anyway. The endgame mech Bear-Mark niche is the realistic reason to take him this high, not generic tank survivability. Mid C — a good perk trapped on a weak owner.

At the start of battle, Duke gains 15%→25% increased Attack, Hit Chance, and Armor Break, plus 20→60 Energy for each enemy Finisher or Mage. Whenever Duke targets a Finisher or Mage with his skill attack, he earns 60→100 Energy and heals himself for 30%→50% of his Max HP. If Duke dies, all allies receive 20%→40% increased Attack and Armor for the remainder of the battle.
Same for every Tank. Full text is in the Perks 1-3 section above.
On a B-tier anti-carry tank the battle-start stats/energy per enemy Finisher/Mage and the energy-refund + 30% heal on skilling a Finisher/Mage already create a real re-stun matchup engine, plus an on-death team ATK/Armor buff.
At cap he refunds 100 energy and heals 50% Max HP per carry he hits — a self-sustaining stun-lock loop that hard-counters glass-cannon comps — and grants allies +40% ATK/Armor on death, but the entire payoff is conditional on the enemy fielding Finishers/Mages and dead in single-target boss modes.

Gorongo has a 50%→100% chance to deal a third round of attacks during skill attacks. Additionally, at the end of the round, for each Confused enemy, Gorongo will heal his row for 10%→20% of their max HP and grant 10%→30% Skill Damage and Hit Chance to the ally in front of or behind him for 3 rounds. Lastly, the ally behind Gorongo will begin the battle with a Gorilla Guard for 1→3 rounds.
Same for every Tank. Full text is in the Perks 1-3 section above.
Gorongo is a legitimate A-tier tank in smash/pvp/hard/sewers/campaign (only C in mech). Primal Overload turns a passive wall into an active engine, but the headline clauses key off Confusion, which his own active only applies at ~20% and which is dead against bosses. At lv30 the third-strike on Silverback Smash is only a 50% chance, the per-Confused-enemy row heal/buff is small (10%), and the pre-battle Gorilla Guard on the back ally lasts just 1 round. Useful on a real PvP/Smash tank but heavily Confusion-gated and win-more. Mid B.
At cap the third round of Silverback Smash becomes guaranteed (100%) — a real flat 50% damage/Confusion-roll increase on his active every cast, independent of conditions — the row heal doubles to 20%, the adjacent-carry buff triples to +30% Skill Damage/Hit Chance, and the back-ally Gorilla Guard lasts 3 rounds. The guaranteed extra attack pass is the standout and is not condition-gated, which carries it to the top of B. Not A: the heal/buff payoffs still need landed Confusion (absent vs bosses) and it never patches his low personal damage.

If Jasper is outnumbered, he has a 50%→100% chance on skill attacks to target an additional enemy. Additionally, if Jasper is the last remaining ally, he also has a 50%→100% chance on skill attacks to target an additional enemy. At the end of the round, there's a 50%→100% chance for the ally behind or in front of Jasper to gain a Boulder Barrier (this effect can only happen once per battle). Lastly, if Jasper lands a Killing Blow, he heals all allies for 20%→40% of their Max HP and grants them 10%→30% Damage Reduction for 2 rounds.
Same for every Tank. Full text is in the Perks 1-3 section above.
Sentinel's Stand sits on an elite team tank (S smash/pvp/sewers/campaign) but the charm budget is mostly anti-comeback insurance. Two of four clauses (extra-target on skill) only fire when 'outnumbered' or 'last ally alive' — losing states good comps avoid — and the kill-heal needs a tank to land a Killing Blow. At 30 the one genuinely useful effect (a bonus Boulder Barrier on a neighbor) is a 50% coinflip and the kill-heal is only 20% Max HP / 10% DR. Solid-but-incremental polish on a role he already plays at S.
At 60 the neighbor Boulder Barrier becomes guaranteed — a second roughly-Jasper-HP shield (~6M+ HP) on a carry is a real durability stack — and the kill-heal climbs to 40% Max HP / 30% DR team-wide. The extra-target clauses also go to 100% but stay gated behind outnumbered/last-ally states. This is meaningful added survivability on an already-dominant tank, but it's win-more on his strength rather than a new dimension, so it stays mid-B even at cap.

Karma now has a 50%→100% chance to strike the next two enemies preparing to attack with her basic attack. When attacked, Karma receives 5%→15% Damage Reduction for each consecutive Block prior to the attack. Additionally, when Karma tags in a fighter, they gain 20%→40% Attack, Armor, and Skill Damage for the rest of the battle. Finally, on her second skill attack, Karma has a 50%→100% chance to apply Golden Guardian to Finisher and Mage allies for 2→4 rounds, and on her third use, the same chance applies to Brawler allies.
Same for every Tank. Full text is in the Perks 1-3 section above.
On the SS-mech / S-everywhere foundational Kodiak tank, the 50% double-pre-attacker strike, per-Block DR stack, and the +20% ATK/Armor/SkillDmg tag-in buff are already meaningful, but the Golden Guardian aura is only 50%/2 rounds at 30.
At cap the pre-attacker strike is guaranteed, tag-in becomes +40% ATK/Armor/SkillDmg, and the Golden Guardian application hits 100% for 4 rounds across Finisher/Mage/Brawler allies — every clause aligns with her two mode-defining mechanics on a top-meta tank.

If Lucius's tethered ally dies while he remains alive, there's a 50%→100% chance to revive them with full HP. At the end of each round, he grants his ally an extra 10→30 Armor for 3 rounds and restores 30→50 Energy. Additionally, if Lucius or his tethered ally dies, each remaining enemy has a 10%→30% chance to be Stunned for 2 rounds—this chance is doubled if Lucius is outnumbered.
Same for every Tank. Full text is in the Perks 1-3 section above.
Lucius is S in all six modes — an always-fielded elite tether tank. Colossal Protector at 30: 50% chance to revive his tethered carry at full HP, +10 Armor and +30 energy/round to that ally, and a 10% (doubled if outnumbered) death-trigger stun on each enemy. The per-round energy feed accelerates his carry's skill cadence (real, repeatable value), and even a 50% full-HP carry revive is a genuine board-swing in attrition. But the headline revive is a coin flip at 30 and the death-stun is low-odds.
At 60 the tethered-carry revive becomes 100% full-HP — genuinely game-state-altering in mech/hard/sewers attrition where Lucius is S-tier — plus +30 Armor / +50 energy/round and a 30% (doubled outnumbered) death-stun. Guaranteed resurrection of your boss-killer on an elite, always-fielded tank is strong additive value. Held at A (not S) because it amplifies a support-enabler role rather than redefining him, and the best clause is tether-gated and only guaranteed at cap.

If Mazu dies, he has a 50%→100% chance to cast Koi Protection on the back line for 3 rounds. Additionally, when Mazu uses a skill attack on a Crane or Finisher target, he steals 20→60 Energy and has a 20%→60% chance to Stun the target for 2 rounds. Lastly, each time Mazu counter-attacks, he gains 3%→5% Attack, Armor, and True Damage for the rest of the battle.
Same for every Tank. Full text is in the Perks 1-3 section above.
Mazu is an elite tank (S pvp/sewers/campaign, A smash/hard, C mech), reliably fielded, so the host supports investment. Deepwater Counter stacks onto his block-and-counter loop: a death-cast of his signature Koi Protection (50% at 30), a permanent +3%/counter Attack/Armor/True ramp, and an anti-Crane/Finisher energy-steal + 20% stun. At 30 it's solid but every clause is win-more on an already-tanky body and the values are small.
At 60 the death-cast becomes guaranteed, the ramp grows to +5%/counter (snowballs in long fights), and the energy-steal jumps to 60 with a 60% stun. Meaningfully stronger but still comp-gated (anti-Crane/Finisher), win-more, and it doesn't patch his one soft spot (mech). Stays high-B rather than A because it amplifies an already-secure tank rather than adding a new dimension.

At the end of the 3rd round, Raja fully heals and purifies himself, and transforms into Dark Raja. He also has a 50%→100% chance to revive two allies with full HP. (Dark Raja: Gains 10%→30% Skill Damage and Damage Reduction, and skill attacks now deal an additional 200%→600% Curse damage for 3 rounds.)
Same for every Tank. Full text is in the Perks 1-3 section above.
Divine Revival lands on a 3x-SS tank (pvp/sewers/campaign) and patches his one weakness — low personal damage. At end of round 3 he transforms into Dark Raja (+10% Skill Damage/DR, +200% Curse on skills) and has a 50% chance to revive two allies at full HP, stacking on his native Ancient Arts revive for brutal attrition resilience. At 30 the revive is a coinflip and the Dark Raja stats are modest, but the package is fully on-kit and the offense injection is exactly what he needed. Strong additive value on an elite tank.
At 60 the two-ally full-HP revive becomes guaranteed — a fight-warping attrition swing on top of his native team revive — and Dark Raja jumps to +30% Skill Damage/DR with +600% Curse on every skill attack for 3 rounds, finally giving a great tank real recurring offense. The guaranteed double-revive plus the tripled Curse damage is a clear back-loaded breakpoint that meaningfully raises his ceiling. High A; held under S because the transform timing (round 3) and his tank role cap how much the new offense actually swings boss/mech modes.

At the start of the battle, Sarge grants 30%→50% Damage Reduction to all allies in the back-line, which is reduced by 10% each time they take damage. Additionally, if a Taunted enemy dies, Sarge heals himself for 50%→100% of his Max HP and gains 30%→50% Skill Damage for the rest of battle.
Same for every Tank. Full text is in the Perks 1-3 section above.
Fortified Formation patches Sarge's two biggest holes: it gives his taunt a payoff (battle-start +30% DR to the entire back line at lv30) and adds self-sustain (heal 50% Max HP + 30% Skill Damage when a taunted enemy dies). The back-line DR is the genuinely useful piece — a real opening defensive buff for the carries he protects. But it decays 10% per hit (gone after ~3 hits at lv30), the offensive half is dead weight on a 45k-ATK tank, and Sarge is graded D in all six modes (the data literally calls him 'food'). A well-designed charm welded to an unfieldable tank. Bottom of C.
At cap the opening back-line DR rises to 50% (a strong turn-1 team shield that survives ~5 hits before decaying) and the taunt-kill payoff becomes a full-HP heal + 50% Skill Damage. The 50% team DR is a legitimately impactful opening for a defensive comp and is the clear reason to prefer cap. But it still decays, the Skill-Damage scaling is wasted on a no-damage body, and the host is D everywhere with no path to being fielded over real tanks. Low C — back-loaded but trapped on the worst natural elite in the game.

After Snake receives damage 6 times in a battle, he will heal himself for 50%→100% of his max HP and transform into Dark Snake. (Dark Snake: Gain 10%→30% Attack, Armor, and Damage Reduction. Additionally, skill attacks now target all enemies and reduce their Hit Chance by 20%→40% for 3 rounds.)
Same for every Tank. Full text is in the Perks 1-3 section above.
Cellblock Resurgence genuinely transforms Snake's role — after taking 6 hits (naturally guaranteed on a Taunt anchor built to be focused) he becomes Dark Snake: a big self-heal, +10% Attack/Armor/DR, and skills go AoE with a -20% enemy Hit-Chance debuff. But Snake is D in all six modes, so the transform rarely affects an outcome you care about. At 30 the heal is 50% and the stat/debuff values are the weak half, so even the transform is underwhelming.
At 60 the transform is real — 100% self-heal of his huge HP pool, +30% Attack/Armor/DR, AoE skills with a -40% Hit-Chance debuff — and the trigger is reliable on a taunt body. That earns bottom-of-C on charm quality, but with a straight-D host across every mode you almost never field him, so the practical investment value sits at the floor.

Direct attacks targeting Spike or the ally positioned directly behind or in front of him cannot deal more than 90%→60% of their Max HP. Additionally, after Spike gains 6 or more stacks of Stone Skin, he transforms into Techno Spike. (Techno Spike: Attacks deal an additional 100%→200% True Damage and increase his Crit Chance and Hit Chance by 30%→50%. Additionally, Techno Spike gains 2 stacks of Stone Skin each time he receives damage.)
Same for every Tank. Full text is in the Perks 1-3 section above.
Spike is a C/D tank (C in 3 modes, D in 3) with no mode above C — outclassed by Komodo/Lucius for the Mantis frontline slot. Techno Tricera at 30 is well-designed: a burst cap (no direct hit on him or an adjacent ally exceeds 90% Max HP) plus a Techno Spike transform at 6 Stone Skin stacks granting +100% True Damage and +30% Crit/Hit. The transform genuinely turns a debuff-wall into an armor-ignoring threat and patches both his weaknesses. But the L30 burst cap (90%) is nearly useless and the +100% True Damage rides a fighter who's rarely worth fielding.
At 60 the burst cap tightens to a real anti-one-shot floor (50% Max HP) and Techno Spike jumps to +200% True Damage with +50% Crit/Hit — a strong transform that makes him a credible threat once 6 stacks land. Excellent design and a clear improvement, but the host ceiling caps practical value: no mode above C, and the slot is taken by better Mantis tanks. The charm makes a bench tank a better bench tank rather than opening a mode.

Brawler
14 fighters
At the end of the round, if Baron is outnumbered, he gains 10%→30% Damage Reduction and Crit Chance for 2 rounds, as well as 20→60 Energy. Additionally, Baron's skill attacks have a 50%→100% chance to apply Torment to each target for 5 rounds. If Baron lands a Killing Blow, he reduces the Attack, Hit Chance, and Crit Chance of all enemies by 10%→30% for 3→5 rounds and has a 20%→60% chance to Stun each of them for 2 rounds.
Same for every Brawler. Full text is in the Perks 1-3 section above.
Apex Predator is an A-caliber design in isolation — outnumbered DR/Crit/+Energy, skill Torment, and a Killing-Blow AoE -10% Attack/Hit/Crit + 20% stun that suits his block-counter, stun-punish identity. But Baron is C in smash/pvp/sewers/campaign and D in mech/hard, and the charm is triple-gated (be outnumbered, land skills, secure kills) at its weak half. Investment priority follows the fighter: a flashy charm on a never-above-C host caps low. C, not D, because the kill-stun can genuinely flip a scrappy fight.
At 60 it's genuinely scary — guaranteed Torment on skills, 30% DR/Crit + 60 Energy when outnumbered, and a -30% AoE debuff with a 60% AoE stun on a kill. But it never lifts a C-at-best fighter into a mode where you'd actually field him, and the best clauses still need a kill or a losing (outnumbered) board state. High-C: strong perk, wrong owner.

Bishop now gains 10→20 Energy and heals himself for 5%→10% of his Max HP after each successful block. Additionally, he begins the battle with 1→3 stacks of Eagle's Fury. If Bishop polymorphs an enemy, he fully heals and purifies himself, transforming into Dark Bishop. (Dark Bishop: Immune to DOTs and all Paralyze effects. Skill attacks now have a 50%→100% chance to ignore Armor. Gains 10%→20% True Damage and Damage Reduction at the end of each round for the rest of the battle.)
Same for every Brawler. Full text is in the Perks 1-3 section above.
Mechanical Fortitude is one of the few genuinely transformative charms here: polymorphing an enemy converts Bishop into Dark Bishop (full heal/purify, armor-ignore skills, DOT/Paralyze immunity, and permanent stacking +TrueDmg/+DR every round). His own Pecking Order natively casts Polymorph at 6 Eagle's Fury stacks, so the transform is self-enabled. At 30 the charm starts him with only 1 bonus stack (his back-line bonus alone gives +3, so the ramp help is small) and Dark Bishop is 50% armor-ignore with +10%/round stacks, but the snowball-bruiser identity is already live. The capping factor: Bishop's base power is only B (smash/pvp/sewers/campaign), C/D in mech/hard, so the transform raises a mid disruptor rather than an elite carry. Strong additive value held below S by his ceiling.
At 60 the 3 starting Eagle's Fury stacks fully fix his slow ramp (he can reach the Polymorph/transform threshold turn 1), Dark Bishop becomes 100% armor-ignore skills, and the permanent end-of-round stacking jumps to +20% True Damage AND +20% Damage Reduction — a progressively-unkillable true-damage threat. This is the rare charm that addresses every named weakness (slow ramp, fragility, no armor pen) and changes how he plays. Still capped under S because even a transformed Bishop tops out around B in his playable modes; the charm makes a mid fighter much better, not a meta threat.

All of Dax's allies begin the battle with 10→30 extra Energy. Additionally, at the end of each round, if Dax has 100 Energy or higher, he has a 20%→60% chance to grant himself and all Brawler allies 20→60 Energy. Otherwise, he has a 20%→60% chance to grant himself and all Brawler allies 40→80 Speed for 3 rounds. Also, if Dax has 100 Energy or higher, all attacks against him have a 5%→15% chance to completely miss. Lastly, if Dax revives himself, he gains 100→300 Energy and grants himself and all Brawler allies 15%→35% True Damage for the rest of battle.
Same for every Brawler. Full text is in the Perks 1-3 section above.
Velocity Wave is fused to Dax's win condition: every clause keys off his >=100-Energy fork (Storm Strider/Pulse Breaker), so there is zero anti-synergy. On a fighter who is SS in all six modes, that coherence is the highest-priority profile here. At 30 allies start with +10 energy, the per-round procs are 20% (+20 energy or +40 speed), 5% attacks miss him, and a self-revive grants +15% team True Damage. Real, on-kit value across modes — strong additive — but the proc rates are low enough at 30 to keep it just under the cap-level breakpoint.
Dramatic back-load on the best base fighter in the set: allies start with +30 energy, the per-round procs triple to 60% (+60 energy self-feeding his Energy-scaling Board Blitz extra attacks, or +80 speed for the Brawler team), 15% of attacks miss him, and the revive now grants +300 energy (instant recast) plus a permanent +35% team True Damage. This is a build-defining energy/damage economy bolted onto a universal SS carry with perfect synergy and no dead clauses — a top-tier investment. Just short of SS because the value compounds an already-dominant carry rather than redefining a role.

Flint starts the battle with 5%→15% Attack and Hit Chance for each Mantis enemy and 5%→15% HP and Armor for each Brawler ally. Once an enemy row has been defeated, Flint now gains 20→60 Energy after each skill attack. Additionally, if Flint has over 50% HP, his skill attacks have a 30%→100% chance to trigger an additional attack. Otherwise, he heals himself for 10%→30% of his Max HP. Lastly, if Flint is Ascended, he has a 20%→40% chance at the end of each round to remove all debuffs from himself.
Same for every Brawler. Full text is in the Perks 1-3 section above.
On an SS smash/pvp/hard carry the row-defeat energy and the 30% extra Cinder Barrage attack are real, but a 30% proc is a soft bonus rather than a guaranteed extra pass at this level.
At cap the extra Cinder Barrage attack becomes 100% while above 50% HP — effectively a third skill pass that multiplies his burn, Ring of Fire, stun rolls, and Kodiak +25%ATK/+50Speed team buff on a fighter already SS in three modes.

Hawk now has a 50%→100% chance to attack twice with skill attacks. The second attack deals an additional 25%→75% True Damage. Additionally, each time an ally dies, Hawk will heal himself for 50%→100% of his Max HP, gain 10%→30% Crit Chance, 20%→60% Crit Damage, and 60→100 Energy.
Same for every Brawler. Full text is in the Perks 1-3 section above.
The 50% double skill attack with +25% True Damage rider and the ally-death snowball (50% heal, +crit, +60 energy) are clean mode-agnostic mechanics — but Hawk is D-tier in ALL six modes and the death trigger rewards exactly the losing game-state PvE wants to avoid.
At cap the double attack is guaranteed with +75% True Damage and the ally-death payoff jumps to full heal + 30%/60% crit + 100 energy — strong on paper, but it gives him no CC/AoE/team utility and amplifies a fighter who never earns a slot.

If Kotaro lands a Killing Blow, he has a 50%→100% chance to immediately use his skill attack again. Additionally, Kotaro now has a 10%→30% chance to apply Molten Fury to targets hit by his skill attacks. Lastly, his basic attacks now deal 100%→300% Burn damage for 3 rounds to all front-line enemies. (Molten Fury: Increases damage dealt to the target from Finishers by 10%. Inflicts 300% Burn damage each time the target attacks. After 3 rounds, deals 700%→900% Burn damage before Molten Fury is removed.)
Same for every Brawler. Full text is in the Perks 1-3 section above.
On a good-not-great A-tier PvE brawler the 50% guaranteed-recast-on-kill, 100% front-line Burn basics, and 10% Molten Fury are decent offensive help, but the best component is a coin flip and gated on securing kills.
At cap every Killing Blow guarantees an immediate re-cast of his 500%x3 skill (a reliable chain-kill snowball) with tripled Molten Fury and 300% front-line Burn — sharpens his three A-grade modes but fixes none of his structural holes (no S mode, no CC).

Locke's skill attacks now inflict an additional 200%→400% Frostbite damage over 2→4 rounds. His basic attacks now target a random enemy with a 20%→40% chance to Freeze them for 2 rounds. Upon entering Ice Tomb, all allies gain 15%→25% Armor and Damage Reduction for 3 rounds. Each time Locke is revived, he permanently increases his Skill Damage by 20%→50%.
Same for every Brawler. Full text is in the Perks 1-3 section above.
Locke is SS in PvP/sewers/campaign and S in smash — an elite Crane control fighter whose whole engine is Freeze (more Freeze -> +50 energy/Frozen enemy -> more Hailstorm casts -> +125% damage to Frozen). Glacial Commander adds a 20% basic-attack Freeze that seeds his loop without spending his active, a +200% Frostbite DoT, a team Armor/DR buff on Ice Tomb entry, and +20% Skill Damage per revive. At lv30 the basic-Freeze is only 20% (inconsistent seeding) and the revive stack is small, but the package is fully on-theme and the Frostbite/team-buff are immediately useful. Strong additive value on an elite host.
At cap the basic-attack Freeze doubles to 40% (now reliably self-seeds his energy-and-damage loop), Frostbite doubles to 400% over 4 rounds, the Ice Tomb team buff rises to 25% Armor/DR, and each revive stacks +50% Skill Damage permanently. This tightens the exact loop that makes him SS in PvP and sewers, and improves him as Xeno's Freeze-combo partner. High A. Not S because none of it adds a new axis — it deepens an already-elite control kit rather than raising his ceiling into a new role.

Nova now gains 25%→75% True Damage for 3→5 rounds and heals herself for 20%→60% of her Max HP after each skill attack. Additionally, the first time Nova uses her skill attack, she grants allies in her row 20%→40% Armor and a shield for 20%→40% of her Max HP for 3 rounds.
Same for every Brawler. Full text is in the Perks 1-3 section above.
Robotic Renewal is tightly kit-aligned: per-skill +25% True Damage (pierces armor on her 2 priority targets) and a 20% Max HP self-heal turn a durable bruiser into a stickier armor-piercing threat, plus a first-cast row Armor/shield. On a mid fighter (B mech/smash/pvp, A hard/sewers/campaign) this is solid incremental value addressing her two named weaknesses (modest DPS, attrition survival). At 30 the True Damage and heal are modest and it does nothing for her hard 2-target cap, so it's a clean-but-bounded B.
At 60 the per-skill True Damage triples to +75% for 5 rounds and the self-heal to 60% Max HP, making her a near-unkillable armor-piercing priority assassin, with a stronger first-cast row shield (40% Armor / 40% Max HP shield). That's a meaningful damage-and-sustain jump that genuinely improves her in her good modes — high B. But it does NOT remove her 2-target ceiling, so it can't unlock her weak modes (mech/smash/pvp stay B), keeping it solidly incremental rather than transformative.

If Okami lands a Killing Blow, gain 50→150 Energy and transform into Twin Okami. (Twin Okami: Increases Skill Damage, Armor, and Damage Reduction by 15%→35%. Also attacks twice if there is only one enemy left.)
Same for every Brawler. Full text is in the Perks 1-3 section above.
Twin Takedown is a kill-gated transform: on a Killing Blow Okami gains energy (50 at lv30, ~a partial skill refund) and becomes Twin Okami (+15% Skill Damage/Armor/DR, double-attack when one enemy remains). The Armor/DR half nicely patches his frailty and the energy chains his Werewolf Form, fitting his Last-One-Standing snowball identity. But the host is C/D in every mode — slow to come online, single-target only, no CC/AoE/team utility. The transform is gated on already-winning (a kill) and the lv30 numbers are small. Decent on-kit synergy, weak owner: mid C.
At cap the energy gain triples to 150 (an effectively instant skill reset, letting him chain Werewolf Form) and the transform jumps to +35% Skill Damage/Armor/DR — a notable durability+damage spike that makes his late-fight snowball arrive faster and hit harder. The +150 energy reset is the standout and meaningfully improves his hard-mode/long-fight ceiling. Still C: it is kill-gated win-more, does nothing for his floor (he is C/D in all six modes), and never adds the AoE/CC/immediate-impact he actually lacks.

At the start of battle, gain 20%→60% Damage Reduction, reduced by 10% each time Pocky takes damage. Additionally, Pocky gains a Magic Shield, 30%→50% Skill Damage, 60→100 Energy, and heals himself for 60%→100% of Max HP each time he lands a Killing Blow. Lastly, direct attacks against Pocky cannot deal more than 70%→50% of his Max HP.
Same for every Brawler. Full text is in the Perks 1-3 section above.
On a B-mech/hard role-player the battle-start +20% decaying DR and the per-kill package (Magic Shield, 30% SkillDmg, 60 energy, 60% heal) give a real durability floor and kill-chain, plus a 70%-of-Max-HP anti-burst cap.
At cap the opener is +60% DR and the hard cap drops incoming direct hits to 50% Max HP — a genuine new anti-burst layer — with per-kill full heal + 50% SkillDmg + 100 energy, but it amplifies a fighter who tops out at B and adds no AoE/CC/team utility.

Each time Saban blocks an attack, he has a 25%→75% chance to transform into Super Saban. (Super Saban: Increases Attack, Skill Damage, and Armor Break by 20%→60%. Additionally, skill attacks now have a 25%→75% chance to reduce the target's Energy by 20.→60. Super Saban also heals himself for 20%→40% of his Max HP at the end of each round.)
Same for every Brawler. Full text is in the Perks 1-3 section above.
Only a 25% chance per block to even trigger Super Saban, and the whole package is double-gated behind blocking (which only fires on basic attacks) on a fighter rated D in all six modes.
At cap the transform reaches 75% per block for +60% ATK/SkillDmg/Armor-Break, 60-energy drain, and 40% heal/round — coherent when awakened, but skill attacks bypass block entirely, it gives the team nothing, and it deepens his already-dead core mechanic.

At the start of battle, Talon grants all Brawler allies 10%→20% True Damage and Damage Reduction. Additionally, at the end of the round, for each enemy Mage, Talon heals himself for 10%→20% of his Max HP. While in Berserk Mode, Talon now has a 50%→100% chance to attack twice. Lastly, if Talon dies while in Berserk Mode, he revives with 50%→100% HP and 60→100 Energy (this can only happen once per battle).
Same for every Brawler. Full text is in the Perks 1-3 section above.
Talon is S in smash/pvp/sewers/campaign (C mech/hard), and Sacred Rage is welded to his Berserk win-condition: it makes reaching Berserk survivable (in-Berserk revive + anti-Mage heal) and more lethal (extra Berserk attacks that re-apply the buff via kills, a compounding loop), plus a +10% True/DR Brawler aura. At 30 the double-attack is only 50% and the revive is 50% HP, so the loop is real but inconsistent.
Clean back-load that hits his core loop: guaranteed (100%) double-attack in Berserk doubles his kill output and thus how often Berserk re-triggers, the revive becomes 100% HP + 100 Energy, anti-Mage heal scales to 20%/Mage, and the aura to +20% True/DR. Multiplies the exact mechanic that defines his best fights on a four-mode-S host.

Teepo's skill attacks now deal an additional 20%→40% True Damage and increase his Crit Damage by 40%→80% for 3→5 rounds. Additionally, after each skill attack, there is a 20%→40% chance to gain 60→100 Energy.
Same for every Brawler. Full text is in the Perks 1-3 section above.
Teepo is a clean secondary single-target shredder: S mech (3x650% Poison Combo, back-line ~90% crit), B in 3 modes, C in 2 — a real but narrow host. Ribbit Rampage at 30 is a pure amplifier: skills +20% True Damage, +40% Crit Damage for 3 rounds, and 20% chance for +60 energy after each skill. The +40% Crit Damage pairs perfectly with his ~90% crit chance and True Damage adds armor-piercing burst, sharpening exactly what he does in mech. But at 30 the numbers are modest and the energy proc is a low-odds coin flip — no AoE or control, so it doesn't open his weak multi-target modes.
At 60 +80% Crit Damage (5 rounds) on a 90%-crit body is a substantial multiplier, +40% True Damage piles on armor-ignoring burst across his 3-hit combo, and the energy proc doubles to 40%/+100 for faster recasts. Genuinely makes him a sharper mech/boss damage dealer — a strong amplifier on a useful secondary carry. Held in B (high-B) because it's single-target only and rides a fighter with one S mode and no CC/AoE; it amplifies, never transforms.

Leon now has a 50%→100% chance to attack twice with skill attacks. Additionally, skill attacks also heal Leon for 10%→30% of his max HP and increase his Damage Reduction by 10%→20% for 3 rounds. Lastly, at the end of each round, Leon gains 10%→20% Attack, Crit Chance, and Skill Damage for 3 rounds for each Stunned enemy.
Same for every Brawler. Full text is in the Perks 1-3 section above.
Leon is a niche anti-DoT/anti-crit tank: C in 4 modes, D in mech/hard, never above C. Crocodile Crush at 30: 50% to double-cast his skill, skills heal 10% Max HP + 10% DR (3 rounds), and +10% Attack/Crit/Skill Damage per stunned enemy at end of round. The sustain stacks on his already-strong block/DoT-heal kit, and his own Croc Business has a 60% multi-stun to feed the offensive ramp. But at 30 the double-cast is a coin flip, the heal is small, and the ramp needs landed/persistent stuns — making him an oppressive PvP/sewers sustain wall in his niche, no more.
At 60 the double-cast is guaranteed (100%), the per-cast heal triples to 30% Max HP + 20% DR, and the stun-scaling doubles to +20% Attack/Crit/Skill Damage per stunned enemy — turning him into a genuinely oppressive sustain bruiser in PvP/sewers where his anti-DoT Sacred Scales already shines. A strong, well-synergized charm. But the offensive scaling is dead vs CC-immune bosses (his D mech/hard), and a C/D-tier host caps practical investment value at the C/B border. Lands at low-B value but C tier given the host ceiling.

Finisher
14 fighters
At the end of each round, Cyborg has a 50%→100% chance to gain a Magic Shield and increase his Crit Chance, Block Chance, and Damage Reduction by 10%→20% for 3→5 rounds. Additionally, his first skill attack deals an additional 50%→150% True Damage.
Same for every Finisher. Full text is in the Perks 1-3 section above.
Steel Resolve is a clean defensive patch (50% end-of-round Magic Shield + 10% Crit/Block/DR, +50% True Damage opener) but it lands on a structurally weak Finisher. Cyborg is D mech, C smash/pvp/sewers/campaign, B hard — his core problems are a 2-target cap and zero team utility, and the charm fixes neither. At 30 the shield is a coinflip and the buffs are short (3 rounds), so it's minor situational sustain on a fighter who rarely sees serious play. The +50% True Damage first-skill opener is real but small.
At 60 the shield becomes guaranteed every round with +20% Crit/Block/DR for 5 rounds and the opener jumps to +150% True Damage piercing defenses alongside his native armor-ignore Neutralize Threat. That's a solid, reliable sustain-plus-burst package that meaningfully patches his glaring lack of survivability and gives him a real burst window in his one good mode (hard). The clear 50%->100% shield delta plus 50%->150% True Damage is a genuine back-loaded jump, lifting him from C to a low B — but his 2-target cap and no team utility keep it from going higher.

At the end of the round, if Fenrus is outnumbered, he will heal himself for 20%→60% of his Max HP; otherwise, he will gain 10%→20% Crit Chance and Crit Damage for 3 rounds. Additionally, enemies with Focus Mark now take an additional 5%→15% damage from all sources. If only one enemy is remaining, Fenrus deals an additional 100%→200% True Damage on skill attacks.
Same for every Finisher. Full text is in the Perks 1-3 section above.
Fenrus is a 4x-S Mantis cleaner whose value lives in the Executioner chain-kill loop and Praying Protection team shield. Mantis Protocol at 30 is a tidy but additive package: outnumbered 20% heal else +10% Crit Chance/Damage (feeds his kill chain modestly), a +5% Focus-Mark team damage amp, and +100% True Damage vs the last enemy. The last-enemy True Damage overlaps his native Executioner mega-hit (+1500% on the final skill), so it's partly redundant, and +5% team amp is small. Solid polish on a strong fighter, not a new mechanic.
At 60 the numbers grow (60% heal, +20% Crit, +15% Focus-Mark amp, +200% last-enemy True Damage) but the structure is identical and still front-loaded — nothing new comes online at cap. The crit auto-switch compounds his Killing-Blow chain and +15% Focus-Mark is a respectable coordinated-fire amp, lifting it to high-B. Strong host keeps it relevant, but the headline still double-dips on his own execute, capping it short of A.

At the end of each round, Otto heals himself for 10%→30% of his max HP for each Bleeding enemy. Additionally, if there is only one enemy remaining, Otto fully heals himself and transforms into Cyber Otto. (Cyber Otto: Gain 25%→75% Crit Damage. Also, when there is only one enemy remaining, attack them twice. At the end of each round, gain 5%→15% True Damage for the remainder of the battle).
Same for every Finisher. Full text is in the Perks 1-3 section above.
Otto is an elite PvE finisher (SS mech, S hard, A sewers/campaign, B smash/pvp). Cybernetic Overdrive synergizes tightly with his War Roar bleed engine: a round-end heal of 10% Max HP per Bleeding enemy (and he's bleed-immune), plus a 1-enemy-left transform into Cyber Otto (double-hits his Scent-of-Blood nuke, +25% Crit Dmg, +5% True/round). The heal is modest at 30 and the transform is gated behind a 1v1 state, but mech is the mode that decides rosters — and Otto is SS there — so that single-mode dominance carries the charm to S even before it scales.
Back-loaded payoff: heal triples to 30% Max HP per Bleeding enemy (up to ~150% vs a full bleeding team — strong attrition sustain on a host that reliably stacks bleed), and Cyber Otto scales to +75% Crit Dmg and +15% True/round, doubling his execute nuke. The transform's 1v1 gate and bleed-count dependence are real, but on an SS-mech finisher — and mech is the mode that matters most — that ceiling lands exactly where it counts, so it clears the S bar.

At the start of battle, Primm enters Cloak for 2→4 rounds, gaining 20%→60% increased Attack, Skill Damage, and Armor Break. While in Cloak, her skill attacks reduce the target's Energy by 40.→80. If Primm is defeated, she reduces the Energy of all enemies by 20.→60.
Same for every Finisher. Full text is in the Perks 1-3 section above.
Primm (Jade) is the most fragile fighter in the Mantis roster (2.37M HP) and rated D in all six modes. Veiled Menace at 30: start in Cloak 2 rounds with +20% Attack/Skill Damage/Armor Break, an 80... (40 at L30) energy skill-drain while cloaked, and a 60... (20 at L30) energy death-drain. It's a clean assassin front-load + energy-denial package — the cloak window and self-buff help her open strong, and energy strip has PvP value. But it does nothing for the survivability that defines all six of her D grades; the death-drain even concedes she dies early.
At 60 the package fattens: 4-round Cloak with +60% Attack/Skill Damage/Armor Break (a real opening burst window), an 80-energy cloaked skill-drain, and a 60-energy death-drain on all enemies. Genuinely strong disruption/burst polish — if she saw play she'd be a sharp energy-denial assassin. But she's a straight-D glass cannon outclassed across the board, and the charm fixes none of her HP problem, so realized investment value stays low. The 30->60 gain (longer cloak, bigger buff/drain) is real but lands on a host you rarely field.

Komodo's skill attacks now deal an additional 20%→60% True Damage and have a 50%→100% chance to steal 20→40 Energy from each target. Additionally, basic attacks now have a 50%→100% chance to Stun the enemy for 2 rounds if they have below 50 Energy.
Same for every Finisher. Full text is in the Perks 1-3 section above.
Komodo's real value is the mech block-build (S mech as Spekkio-enabler via Bo Fury's 60% Hit/Crit reduction on 3 carries) plus his Throat Punch counter-stun; he's B in the other 5 modes. Reptilian Shock at 30 is coin-flip: skills +20% True Damage, 50% chance to steal 20 energy per target, and basics 50% to stun enemies under 50 energy. At base values the energy-steal->stun lockdown loop is unreliable (two 50% gates) and patches his weak offense only a little. Useful in PvP/club where energy denial matters, but not transformative at this rank.
Strong, genuine back-load. At 60 the coin-flips become guarantees: skills steal 40 energy from all 3 highest-Attack targets (100%), pushing them under 50 energy, which makes his auto-low-HP-targeting basics a guaranteed 2-round stun — a self-fueling energy-denial + hard-CC lockdown that's a real new mechanic, not just numbers. +60% True Damage patches his offense. On a fighter who is S in mech and a solid PvP/club disruptor, this meaningfully raises his ceiling. Held at A (not S) because the lockdown shines in PvP/smash but does little vs single bosses (mech, where stun/energy-denial don't apply).

Masamune now begins the battle in Cloak for 1→3 rounds. If Masamune is Cloaked and receives direct damage, he has a 50%→100% chance to counter-attack the enemy, dealing 250%→750% Curse damage for 3 rounds. Additionally, if Masamune lands a Killing Blow, he transforms into Super Masamune. (Super Masamune: Gains 20%→60% Attack, Damage Reduction, and Crit Damage. Also, Super Masamune gains 60→100 Energy and heals himself for 25%→75% of his Max HP at the end of each round if he is Cloaked.)
Same for every Finisher. Full text is in the Perks 1-3 section above.
The opening 1-round Cloak, 50% Curse counter, and a Super-Masamune-on-kill (+20% ATK/DR/Crit, energy/heal while cloaked) bring his cloak-gated kit online and genuinely improve a fighter who is otherwise C/D everywhere.
At cap the opening Cloak is 3 rounds, the counter is guaranteed 750% Curse, and Super Masamune hits +60% stats with a 100-energy/75%-heal-per-round loop — near-unkillable in long fights, but it just deepens a single-target assassin who has no AoE/CC and never sees competitive play.

If Rex lands a Killing Blow, he fully heals himself, gains 60→100 Energy, and transforms into Dark Rex. (Dark Rex: Gains 20%→60% Attack, Skill Damage, and Armor Break. Skill attacks now target all enemies. Additionally, if Dark Rex lands a Killing Blow, there is a 30%→50% chance to Silence each remaining enemy for 2 rounds.)
Same for every Finisher. Full text is in the Perks 1-3 section above.
Jaws of Darkness is a genuinely strong, weakness-patching charm — on a Killing Blow Rex fully heals, gains energy, and becomes Dark Rex (+20% ATK/Skill Damage/Armor Break, skill attacks now hit ALL enemies, 30% Silence on Dark Rex kills). It patches his three named flaws (fragility, no CC, single-lane back-line-only ult). But the host is C in pvp/smash, B in hard/sewers/campaign, and a hard D in mech (bosses are Bleed-immune, negating his entire damage model). The transform is also kill-gated — it rewards already winning and needs ramp time PvP rarely allows. Strong mechanic, mediocre owner: C.
At cap Dark Rex gets +60% ATK/Skill Damage/Armor Break and a 50% AoE Silence on kills, and the heal/energy refund grows — a meaningful snowball that compounds with Sharky Waters' per-kill +35% ATK stacking. The board-wide ult + Silence genuinely improves him in his playable modes (sewers/campaign/smash). But it cannot rescue his D-tier mech relevance and the whole package is conditional on landing the first kill on a fragile fighter who is only B at best anywhere. Top of C, just shy of B.

If there's only one enemy remaining and Rocco is in Scorpion Stance, he'll stay in Scorpion Stance for the rest of the battle and deal an additional 25%→75% True Damage on all attacks. Additionally, while in Scorpion Stance, if Rocco receives direct damage, he now has a 20%→50% chance to counter-attack the enemy for 200%→600% damage and Stun them for 2 rounds. Lastly, when Rocco is revived by his Scorpion Tail, there is a 25%→75% chance to Stun each remaining enemy for 2 rounds, and Rocco gains 20%→50% Crit Chance, Crit Damage, and True Damage for the rest of the battle.
Same for every Finisher. Full text is in the Perks 1-3 section above.
Rocco is an elite finisher (SS hard, S smash/sewers... actually S sewers/campaign, A mech/smash/pvp) so the host justifies investment. Dune Hunter is heavily conditional and back-loaded to winning states: +25% True Damage only after locking Scorpion Stance vs the last enemy, a 20% in-stance counter-stun, and a 25% revive-stun. At 30 the numbers are the weaker half of every clause, so it reads as a modest closer amplifier rather than a fight-changer.
Big back-loaded delta: the closer bonus triples to +75% True Damage (defense-agnostic execute that complements his armor-ignore identity), the counter becomes 50% for 600% + stun, and his Scorpion-Tail revive becomes a 75% board-wide stun plus permanent +50% Crit Chance/Crit Dmg/True Damage. Real, compounding value on a fielded carry, but every clause is still conditional (last enemy / in stance / revived), keeping it out of S.

Rosa's skill attacks now deals an additional 50%→150% True Damage. If she lands a Killing Blow, she immediately begins another skill attack. Additionally, when attacking a Cursed enemy, she has a 20%→60% chance to Silence them for 2 rounds. If Rosa dies, she applies 300%→900% Curse Damage to all enemies for 3 rounds.
Same for every Finisher. Full text is in the Perks 1-3 section above.
Shadow Reckoning is a genuinely good, tightly-synergized finisher charm — +50% True Damage on skills, a Killing-Blow skill-reset chain, Silence on Cursed targets, and a 300% death-Curse AoE. The pieces combine well. But Rosa is rated D across all six modes, so even a strong charm can't lift her into relevance — you'd have to field a bottom-tier fighter to use it. At 30 the True Damage and death-Curse are at half values, dampening even the ceiling.
At 60 the charm is clearly strong on paper — +150% True Damage on skills, the kill-chain reset (which can cascade), 60% Silence on Cursed enemies, and a 900% death-Curse AoE. That quality earns bottom-of-C at cap, but Rosa's straight-D viability is the binding constraint: a scarce charm here is the definition of an inverse trap (great charm, wrong owner).

Scythe now performs two additional strikes on skill attacks after round 5.→3. Additionally, Scythe has a 10%→30% chance to Silence any targets for 2 rounds with Skullbound Seal when he uses his skill attack. Lastly, Scythe's basic attacks now deal 200%→300% Bleed damage for 2 rounds. Alternatively, if Scythe hits no targets with his basic attack, he now has a 50%→100% chance to gain a Magic Shield.
Same for every Finisher. Full text is in the Perks 1-3 section above.
Scythe is S mech / SS in five other modes — an elite finisher whose Feathered Fury hit-count engine (extra attacks on crit and on kill) is multiplicative. Sky Butcher's headline is +2 guaranteed skill strikes, but at lv30 that only comes online after round 5, so in fast mech/PvP clears it often never triggers. The 10% Silence is negligible and the Bleed/whiff-shield clauses are weak no-synergy filler. What you get reliably at 30 is a modest late-fight strike boost on a top carry. Solid A floor from the host quality, not the charm strength.
At cap the +2 strikes trigger after round 3 (much more reachable in real fights) and Silence rises to 30%. Two extra strikes feed his crit/kill->more-hits->Skullbound-Seal-detonation loop, which is exactly his multiplicative win condition, so this compounds well on an elite finisher. Pushed to the top of A. Stops short of S because two of four clauses (Bleed, whiff-shield) remain dead weight and the strikes still only matter in longer fights, while Chancer has already displaced him as the #1 mech carry.

Spekkio has a 20%→50% chance to perform an extra strike when using a skill for each Finisher ally on the battlefield (max 3). The first time his HP falls below 25%, he gains 20%→40% Damage Reduction for 2 rounds and restores 30%→100% of his Max HP. When outnumbered, Spekkio has a 30%→100% chance to attack twice each turn.
Same for every Finisher. Full text is in the Perks 1-3 section above.
The single most important mech fighter; even at 20%-per-Finisher the extra Wave Cutter strikes add damage-cap hits to the highest-throughput carry in the game, plus a panic 30% heal.
At cap the extra strike is 50% per Finisher (up to ~150% in a 3-Finisher comp) directly multiplying his 40 damage-cap hits and feeding his permanent crit/ATK snowball, with a 100% full-heal and guaranteed double-attack when outnumbered.

If Teryx dies with a Dino Orb, he has a 25%→75% chance to Silence each enemy for 2 rounds. With two Dino Orbs, he also deals 500%→1000% damage to all enemies. At the end of each round, Teryx has a 25%→75% chance to Short Circuit all Tank enemies for 2 rounds (this can occur once per battle). Additionally, each time Teryx summons a Dino Orb, he has a 50%→100% chance to purify himself and allies in his row. Lastly, upon landing a Killing Blow for the first time, reduce all enemy Hit Chance by 20%→60% for 3 rounds.
Same for every Finisher. Full text is in the Perks 1-3 section above.
Prehistoric AI lands on a true elite (SS mech/hard/sewers/campaign, S smash/pvp). His kit already guarantees a death->Techno-Spike revive and reliable Dino Orbs, and the charm turns death-with-orbs into an offensive event (Silence + up to 500% AoE at 30), adds anti-Tank [unresolved raw effect: short circuit], a 50% self/row purify on orb summon, and a first-kill team -20% accuracy. Every clause synergizes cleanly with mechanics he already runs. At 30 the values are half-strength (25% Silence, 500% burst, 50% cleanse, -20% accuracy) — strong additive polish on a dominant carry, but it amplifies rather than redefines.
At 60 every hook roughly triples: 75% Silence on death, 1000% AoE with two orbs, 75% [unresolved raw effect: short circuit] on tanks, guaranteed (100%) self/row cleanse on every orb summon, and a -60% first-kill team accuracy debuff. The cleanse going guaranteed and the death-burst doubling are real, repeatable value that compounds a top-tier finisher and adds team-wide CC/utility his raw kit lacks. Stays in A rather than S only because his kit is already complete — this is excellent reinforcement of dominance, not a new ceiling.

If there is only one enemy remaining, all of Zemus's skill attacks will now have a 40%→80% chance to ignore Armor and a 20%→60% chance to gain 100 Energy. Additionally, at the end of the round, for each Cursed enemy, grant 20→60 Energy to 2 allies with the lowest Energy. Lastly, at the end of the round, Zemus has a 50%→100% chance to remove any Paralyze effects on himself.
Same for every Finisher. Full text is in the Perks 1-3 section above.
Phantom Strike pours its budget into 'when only one enemy remains' — the exact win-more condition Zemus's own Reactive Armor double-attack already keys off. He's an elite boss-killer (SS mech/hard) but the charm's armor-ignore is partly redundant with his +50% Armor Break, the Cursed-enemy ally energy battery needs Curse uptime, and the guaranteed Paralyze cleanse is narrow. At 30 the marquee armor-ignore is 40%, energy gain 20%, cleanse 50% — situational riders that fix none of his real gaps (no AoE/CC/burst). Minor value on a strong fighter.
At 60 the values double (80% armor-ignore and 60% energy on last-enemy skills, +60 energy per Cursed enemy to allies, 100% Paralyze cleanse), which is reliable in his single-boss strongholds. But it remains concentrated on the phase he already wins and adds no new mechanic, so it's win-more polish. The deltas push it to the top of C, not into B — the charm makes an elite boss-killer marginally better at boss-killing rather than expanding his playable space.

Starting at round 6,→2, Zykan has a 25%→50% chance to perform an additional attack. Additionally, Zykan gains 10%→30% Attack for each Mantis ally in the battle and starts the battle with 20→60 Energy for each Finisher ally in the battle. Also, Zykan has a 25%→75% chance to heal himself for 20%→40% of his Max HP each time his Magic Shield is broken. Lastly, if Zykan is Ascended, at the start of battle, Zykan and all Mantis allies gain 30→100 Speed.
Same for every Finisher. Full text is in the Perks 1-3 section above.
Zykan is the strongest host in this set — S in 5 modes (club/pvp/hard/sewers/campaign), A mech, highest power (43761) and a snowball/support engine. Sun Blessing at 30 scales what already wins: +20 starting energy per Finisher ally (in a stacked Finisher lane that's a turn-1 skill, kicking off his Astral-Ring kill-snowball immediately), +10% Attack per Mantis ally, a 25%-from-round-6 extra attack, Magic-Shield-break healing, and +30 Speed to Mantis allies if Ascended. The turn-1 energy is a real tempo breakpoint on a top fighter; the extra-attack clause is weak this early (25% only from round 6).
At 60 the front-load explodes: +60 starting energy per Finisher ally (a stacked lane = ~+300, guaranteeing a round-1 skill to start the snowball), +30% Attack per Mantis ally, a 50%-from-round-2 extra attack (a major uptime jump from 25%-from-round-6), and +100 Speed to Mantis allies. Every clause compounds an SS-in-5-modes carry's existing win-conditions with dramatic cap scaling. Held just under S because it's comp-gated (needs Finisher/Mantis-stacked teams) and adds no new mechanic — it amplifies rather than redefines a kit that's already elite.

Mage
13 fighters
At the end of the round, Chancer gains 5%→10% Attack multiplied by his Dice Roll for 3→5 rounds and has a 20%→60% chance to apply Slow to a random enemy for 2 rounds. Additionally, if Chancer dies, he has a 10%→20% chance to cast a random Paralyze effect for 2 rounds on a number of random enemies equal to his Dice Roll, and a 20%→40% chance to cast a Magic Shield on the same number of allies. Lastly, if there is only one enemy left, Chancer has a 10%→30% chance to attack twice with skill attacks.
Same for every Mage. Full text is in the Perks 1-3 section above.
Chancer is SS in all six modes — the consensus best mech carry alongside Spekkio and a top arena/campaign carry. Shadow Odds bolts a dice-scaled offensive ramp (+5%xDiceRoll ATK = up to +30% for 3 rounds) plus a 20% Slow, onto his already-dominant multi-hit Dice Storm. The headline for his bread-and-butter (single-target mech burst) is the 10% chance to attack twice when one enemy remains — at lv30 it is too low-odds to materially change his 10B+ damage runs, and the death-trigger Paralyze/Magic Shield procs (10%/20%) are RNG flavor. Real additive value on a build-defining fighter, but at lv30 nearly every effect is low-probability, so it amplifies modestly rather than transforming. Top of A on the strength of the host.
At cap the proc rates jump meaningfully: the double-skill-attack vs a lone enemy goes 10%->30% (directly multiplies his damage-cap mech burst, his single best mode), Slow climbs to 60%, the ATK ramp doubles to +10%xDiceRoll for 5 rounds (up to +60%), and the death Paralyze/Shield go 20%/40%. On the single best generalist carry in the game, a ~30% chance to triple-tap a mech boss is a genuine throughput bump worth chasing. Held just into low S — not SS because it is still RNG-gated and compounds an already-elite kit rather than redefining it.

At the end of the round, if any enemies are Frozen, Glacio fully heals himself, gains a Magic Shield, and transforms into Super Glacio. (Super Glacio: Increases Skill Damage and Damage Reduction by 20%→40%. Additionally, adds 250%→750% Frostbite damage for 3 rounds to skill attacks.)
Same for every Mage. Full text is in the Perks 1-3 section above.
Glacial Transformation is the right charm for Glacio: at round end, if any enemy is Frozen (his kit guarantees this via two 90%-Freeze vectors — Ice Storm and Icy Touch), he fully heals, gains a Magic Shield, and becomes Super Glacio (+20% Skill Damage/DR, +250% Frostbite on skills at lv30). His sole defining weakness is fragility (lowest max HP in the game), and this hands him exactly the durability he lacks plus an offensive Frostbite rider that stacks on his +700% Freezing Frenzy. But the host is brutal: D in mech/hard/sewers, B in smash/pvp, A only in campaign. The charm makes a fragile combo survivable, but he is still strictly outclassed by Locke who does the freeze role with native durability. Mid B — strong synergy, weak owner.
At cap Super Glacio gets +40% Skill Damage/DR and a massive +750% Frostbite on skills — the heal-and-shield trigger is unchanged (already reliable via his 90% freezes), so the scaling is purely the offensive/defensive numbers tripling. That genuinely makes him a freeze-locking bruiser in the modes he can play (PvP/Smash/campaign), and the +750% Frostbite layered on +700% Freezing Frenzy is real burst. High B. Capped there because the host is D in half the game and Locke remains the better-durability alternative — the charm fixes the symptom (death) without fixing his low base ceiling.

If Djinn dies, he revives himself as Super Djinn, heals himself, and gains 50→150 Energy. (Super Djinn: Increases Attack, Skill Damage, and Damage Reduction by 15%→25%. Additionally, skill attacks now have a 50%→100% chance to add 4 fireball attacks to random surviving targets.)
Same for every Mage. Full text is in the Perks 1-3 section above.
The revive-into-Super-Djinn (full heal, +15% stats, 50% chance for +4 fireballs/skill) is a genuinely transformative two-life damage engine — but Djinn is D-tier in all six modes, hard-walled by Ruby for the Kodiak mage slot, and the charm patches none of his structural gaps.
At cap the revive grants 150 energy (instant recast), +25% stats, and a guaranteed +4 fireballs per skill — roughly doubling post-revive AoE — but a strong mechanic on a fighter who never gets fielded is a low-priority investment by the base-power principle.

Lily starts the battle with 2→4 stacks of Nectar Essence and grants herself and all Mage allies 15%→35% Skill Attack and Control Precision. As Carnivora, Lily deals an additional 50%→150% True Damage and gains 10%→30% Damage Reduction against direct attacks. Upon transforming, she also grants 20%→40% Attack and Skill Damage to allies in her row for the rest of the battle. Additionally, at the end of each round, Lily gains 40→80 Energy for each Vine Snared enemy. Lastly, if Lily dies, she has a 10%→30% chance to Vine Snare each enemy with 50% or more HP. If she is in Carnivora form, she will instead target enemies with 25% or more HP, and the chance is doubled.
Same for every Mage. Full text is in the Perks 1-3 section above.
Lily is an SS mech/club carry, S elsewhere — an elite host. Savage Petal at 30 already strengthens two axes at once: start with 2 Nectar (faster ramp to her 10-stack Carnivora transform, her one real flaw), +15% Skill Attack/Control Precision to all Mages, +40 energy/round per Vine-Snared enemy, Carnivora gains +50% True Damage and +10% DR, and a +20% row Attack/Skill buff on transform. The energy engine directly fixes her slow ramp and the True Damage rider helps melt high-HP mech bosses. Setup-heavy but every piece is on-kit and meaningful.
Back-loaded scaling that compounds her dominant carry profile: start with 4 Nectar (nearly halves her ramp), +35% Mage aura, +80 energy/round per Vine-Snared enemy, and Carnivora loads +150% True Damage onto her triple-strike (shreds armored bosses) plus a +40% row buff. The ramp fix + a +150% True Damage breakpoint on an SS mech/club carry, plus patching her weak PvP, crosses into S. Held just under SS because it's still setup-dependent (needs Nectar/Carnivora online).

Magus's skill attacks now have a 20%→60% chance to apply Dark Corruption for 3 rounds. Additionally, start the battle with 40→120 Energy and 20%→60% increased Skill Damage. (Dark Corruption: Corrupted targets take 20% extra damage from all sources.)
Same for every Mage. Full text is in the Perks 1-3 section above.
Magus is a mode-polarized utility mage: A in PvP/club (buff-strip + Curse), but D in mech/hard and only B in sewers/campaign — fragile, AoE-only, no single-target. Dark Infusion at 30: skills 20% to apply Dark Corruption (+20% damage from all sources, a team-wide vulnerability aura) and start with +40 energy and +20% Skill Damage. The +40 energy is minor tempo, +20% SD is generic, and the aura is only 20% to land. The vulnerability aura amplifies the whole squad in PvP/smash but does nothing vs unbuffed single bosses (dead in his D modes).
At 60 the energy front-load jumps to +120 (lets him fire Disintegrate turn 1 to strip enemy buffs before they matter) and +60% Skill Damage, and Dark Corruption rises to a 60% application — making the team-wide +20% vulnerability aura reliable. That genuinely amplifies whole-team damage in his good modes (PvP/club) and is a real tempo/buff-strip breakpoint. But the aura is worthless against single bosses, so it's dead weight in mech/hard, keeping it out of A despite the big PvP value.

Mogu's skill attacks now increase all back-line allies' Skill Damage by 20%→50% for 3 rounds and have a 25%→75% chance to Silence each enemy for 2 rounds. Additionally, Mogu has a 50%→100% chance on death to revive himself with 50%→100% HP and grant himself and all allies 40→80 Energy (can only happen once per battle).
Same for every Mage. Full text is in the Perks 1-3 section above.
Majestic Revival is the most role-changing charm among Mogu's weak-host cohort: it adds three things his anti-buff dispel kit lacks — a team +20% backline Skill-Damage amp, 25% AoE Silence, and a 50% full self-revive + 40 team Energy. That genuinely converts a niche counter-pick into a mage-comp force multiplier. But Mogu is C in five modes and D in mech, and at 30 the amp/Silence/revive all sit at their weaker values, so the practical impact is limited. C over D because the kit-completing direction is real.
Strong back-load: backline Skill-Damage amp to +50%, AoE Silence to a near-guaranteed 75%, and a 100% full self-revive + 80 team Energy dump. This is the rare weak-host charm that meaningfully changes his job (support/disruptor + lockdown), so it earns low-B at cap. Capped there — and not higher — because the host tops out at C/D and the charm is weak vs single bosses, so it's never a priority project over the elite Howlers.

Necro's skill attacks now also reduce the target's Attack, Crit Chance, Crit Damage, and Skill Damage by 10%→20% for 3→5 rounds. Additionally, when Necro revives himself, he gains 60→100 Energy and 50%→100% Skill Damage for the rest of the battle.
Same for every Mage. Full text is in the Perks 1-3 section above.
Necrotic Withering adds an always-on enemy stat-down rider (-10% ATK/Crit/CritDmg/SkillDmg at 30) and a revive payoff (+60 energy, +50% Skill Damage). But it scales neither of the mechanics that make Necro matter — Dark Corruption (+20% team damage taken) and Curse anti-heal — so it polishes the edges of an S-mech/A-PvE mage. At 30 the debuff is small and the revive bonus is the back half of a once-per-battle event. Minor situational value on a fighter whose real worth lives elsewhere in his kit.
At 60 the rider doubles to -20% across four enemy stats for 5 rounds (a meaningful, always-on team-wide damage/defense reduction) and the revive grants +100 energy (near-instant recast of Dark Mind) plus a permanent +100% Skill Damage. That's a real personal damage spike and a respectable debuff, enough to clear into solid B — but it still leaves his defining Dark Corruption/Curse engine untouched, so it's an additive amplifier, not a ceiling-raiser. The -10%->-20% and +50%->+100% deltas justify the bump from C.

If Pyra is in the front-line, her skill attack has a 20%→60% chance to reduce the target's Energy by 20→60 and a 50%→100% chance to apply Torment for 5 rounds. When in the back-line, it has a 10%→20% chance to reduce each target's Energy by 20→40 and a 20%→40% chance to apply Torment for 5 rounds. Additionally, Pyra's basic attacks have a 20%→40% chance to Petrify each enemy for 2 rounds. At the start of the battle, Pyra gains 20→40 Energy and 20%→50% Crit Damage for each ally Mage.
Same for every Mage. Full text is in the Perks 1-3 section above.
Pyra is an SS-tier carry in smash/pvp/sewers/campaign (S hard, A mech), so any real charm here is a top-priority investment. Ancient Pact adds genuinely new repeatable CC to a kit that previously did energy-drain tempo: 50% Torment on skills front-line, 20% Petrify on basics, and a meaningful per-Mage opener (+20% Crit Dmg / +20 Energy each) that self-feeds Obelisk's Blessing's 100-Energy DR/anti-paralyze state. At 30 the whole package is online at base values and already shifts her from drain-mage to control-mage. Held below S only because the front-line Torment and Petrify are still probabilistic at 30.
Strong, not merely incremental, back-load: front-line Torment becomes guaranteed (100%), energy strip jumps to 60% for 60, Petrify doubles to 40%, and the opener scales to +50% Crit Dmg / +40 Energy per Mage. That converts her into a hard-lockdown control mage whose new CC layer is repeatable and reliable, raising the ceiling of an already-elite host. Lands at low S rather than SS because it amplifies/redirects an SS fighter rather than redefining the game.

Ruby's skill attacks now have a 20%→50% chance to Stun each enemy for 2 rounds if they are of the Mantis faction. Additionally, if there is only one enemy remaining, Ruby will now deal 500%→1000% damage on skill attacks and an additional 250%→500% damage if Trigger Happy is active. Lastly, at the end of the round, if Ruby has under 50% HP and has no active shields, she has a 20%→60% chance to gain another Dragon Shell for 35%→75% of her max HP.
Same for every Mage. Full text is in the Perks 1-3 section above.
An always-fielded S-mech / A-everywhere mage; the emergency Dragon Shell re-arm (35% HP) is real sustain in long PvE and feeds her on-break AoE burn + team energy, but the headline last-enemy execute and Mantis stun are conditional at 20%.
At cap the shield re-arm jumps to 60%/75% HP (strong attrition value that triggers her team-energy break engine), the Mantis stun hits 50%, and the last-enemy execute scales to +1500% with Trigger Happy — a clean force-multiplier on a strong, universally-played carry.

Safros now has a 20%→60% chance to attack twice with skill attacks. Additionally, at the end of the second round, Safros will revive all allies in his row with 60→100 Energy and increase their Skill Damage by 20%→50% for 3 rounds. Lastly, at the start of battle, grant 20→60 bonus Energy to all Mage and Griffin allies.
Same for every Mage. Full text is in the Perks 1-3 section above.
Necropolis Awakening's headline is a chance to double-cast Hand of Anubis — his entire engine (which stacks +90% Skill Damage per use, applies Mark of Anubis for death-trigger heal/energy, and Silences). At 30 that double-cast is only 20%, so the marquee effect is mostly dormant; what's live is a round-2 row revive (+20% Skill Damage, 60 energy) and a +20 energy battery for Mage/Griffin allies. Decent team utility on a good-not-elite mage (A in 4 modes, weak in mech/hard). Solid but the best part hasn't arrived.
Clear back-load: the double-cast triples to 60%, which now reliably doubles his +90% self-stack, Mark applications, and Silence rolls in extended fights, and the row revive jumps to 100 energy / +50% Skill Damage with a +60 energy team battery. The 20%->60% double-cast is a large delta that compounds his whole loop and adds real enabler value to Mage/Griffin comps. Strong additive value on a good carry; held below S because the payoff still needs setup and his floor modes (mech/hard) stay weak.

At the end of each round, gain 10%→30% increased Attack and Skill Damage for the remainder of the battle. Additionally, receive a Magic Shield whenever Toro ends a round with 100 Energy or more. If Toro is defeated, he has a 20%→60% chance to Stun each enemy for 2 rounds.
Same for every Mage. Full text is in the Perks 1-3 section above.
Toro is a filler/niche utility caster: A in 4 modes (all caveated — low 50k ATK, falls off late) and D in mech/hard. Electric Vigor at 30: +10%/round compounding Attack & Skill Damage (permanent), a Magic Shield whenever he ends a round at 100+ energy (he starts with +80 and gets +200 on first skill, so this is reliable), and a 20% death-stun on all enemies. The ramp directly patches his defining weakness (anemic attack) and the death-stun turns his fragile body into a delayed CC bomb. Good design, but at 30 the ramp is slow and the death-stun is low-odds.
At 60 the per-round ramp triples to +30% Attack/Skill Damage (a serious compounding fix to his ~50k ATK over a long fight) and the death-stun jumps to a near-guaranteed 60% per enemy — a reliable multi-enemy AoE-stun bomb that's a genuine new threat in club/pvp/sewers where he's A. The Magic Shield sustain is steady given his energy generation. Strong on-kit weakness-patching, but it can't lift a filler caster into a core slot (and is dead in his D mech/hard modes), so it stays high-B.

If Vex dies within the first 2→6 rounds, he revives immediately, purifies all debuffs, and heals himself. He then inflicts 200%→600% Bleed damage to the attacker for the rest of the battle and gains Blood Shield. Additionally, Vex's attacks heal him for 10%→30% of his max HP for each target afflicted by Bleed. (Blood Shield: Dodge skill attacks for 2 rounds.)
Same for every Mage. Full text is in the Perks 1-3 section above.
Vex is a mid DoT mage: B in 4 modes, B PvP, C/D in mech/hard. Sanguine Rebirth at 30 is a defensive revive: if he dies in the first 2 rounds he revives, purges, heals, retaliates 200% Bleed/round on his killer, and gains Blood Shield (2-round skill-dodge); plus attacks heal 10% Max HP per Bleeding target. It deepens his already-decent sustain but the revive window is tiny (2 rounds), it adds no burst, and it's useless in mech. Makes him a slightly stickier PvP/attrition anchor at base.
At 60 the revive window stretches to 6 rounds (covers most of a real fight), the killer takes 600% Bleed/round, and lifesteal jumps to 30% Max HP per Bleeding target — turning him into a genuinely sticky PvP/sewers attrition wall. A meaningful improvement, but it only deepens his existing strength (sustain) and fixes none of his real gaps: no burst, dead in mech, and the whole package is conditional on dying early then living in a DoT-heavy fight. High-C on a mid host.

When Xeno's HP drops below 50% after a direct attack for the first time, he fully heals himself, gains a Magic Shield, and transforms into Dark Xeno. (Dark Xeno: Gain 50%→100% Attack. Skill attacks now have a 10%→30% chance to Freeze each target for 2 rounds. Additionally, he heals himself for 30%→50% of his max HP each time an enemy or ally dies.)
Same for every Mage. Full text is in the Perks 1-3 section above.
Xeno is S in smash/pvp/campaign, A in hard/sewers, but only B in mech (single-hit ult, power-crept by Chancer). Dark Transformation triggers the first time he drops below 50% from a direct hit: full heal, Magic Shield, and Dark Xeno form (+50% ATK at lv30, 10% per-target Freeze, 30% death-heal). The Freeze clause is the clever part — it self-completes his Silence->Freeze->+500% (No Sound in Space) combo without needing Locke. At lv30 the +50% ATK and 30% death-heal genuinely turn a glass mage into a frontline sustain bruiser, but the 10% Freeze is too thin to reliably fire the combo and the trigger is gated on taking a near-fatal hit. Good PvP-home value; B because it is mode-narrow (does nothing for his dead mech role).
At cap the transform delivers +100% ATK (doubling his damage), the Freeze rises to a usable 30% per target (now actually self-completes his combo most casts), and the death-heal climbs to 50% per death. This is the clearest back-loaded jump in the group: the Freeze going 10%->30% is the difference between a flavor clause and a reliable combo-enabler, and +100% ATK with recurring heals makes frontline PvP/Smash Xeno a real sustain carry. Low A. Held there because it remains gated on a near-death trigger and contributes nothing to mech, his weakest mode.

Support
10 fighters
Skill attacks now have a 20%→40% chance to Stun enemies for 2 rounds. Additionally, allies healed by Face's basic attack gain 20→60 Energy and 10%→30% Damage Reduction for 3 rounds.
Same for every Support. Full text is in the Perks 1-3 section above.
Concussive Impact adds the two dimensions Face's too-passive kit lacked: a 20% Stun on his AoE active and an energy-battery rider (allies healed by his basic gain 20 Energy and 10% DR). The energy-acceleration is the useful part — it can fund an extra ally cast. But the host is power-crept: C in mech/smash/pvp/hard, B only in sewers/campaign, and community consensus is that Chancer 'completely erased Face from the meta.' At lv30 the Stun is a thin 20% and the energy grant is modest. A reasonable CC-and-tempo patch on a bench support: C.
At cap the Stun doubles to 40% (now an occasionally-relevant AoE control roll) and the heal-rider jumps to +60 Energy and +30% DR — a genuine skill-acceleration and survivability package for healed allies, with real value at his one strong home (high-floor Crane sewers, where his healing/DR already carry). The back-loaded energy grant is the standout. Still C: it elevates a power-crept support who is outclassed by Laguna and Chancer in five of six modes, so the realized investment value stays minor.

Figaro's skill attacks now increase the Attack, Crit Chance, and Crit Damage of all allies by 10%→30% for 2 rounds, and grant 40→80 Energy to the ally with the lowest HP. Lastly, the first time Figaro dies, he revives himself with 60→100 Energy and heals all allies for 25%→75% of his Max HP.
Same for every Support. Full text is in the Perks 1-3 section above.
Spiritual Surge would be an A-caliber support perk on a fighter who saw play: a team +10% Attack/Crit aura, a 40-Energy battery to the lowest-HP ally, and a self-revive that heals all allies. But Figaro is rated D in all six modes and is explicitly outclassed by Malric in every one. A scarce charm spent here is wasted on a bench unit. At 30 the aura is small (+10%) and the revive heals only 25%, so even the ceiling case is muted. Classic inverse trap.
At 60 the perk is legitimately good — +30% team Attack/Crit/Crit-Dmg aura, an 80-Energy battery, and a self-revive that heals all allies 75% Max HP. That's enough to nudge it from D to the bottom of C in raw quality, but Figaro's straight-D viability means you'd have to field a worse host to use it; investment priority stays near the floor.

On her second skill attack, Hana now has a 50%→100% chance to grant a Sonic Shield for 3 rounds to the ally with the lowest HP. Hana has a 50%→100% chance to begin the battle with a Sonic Shield for 3 rounds. Starting in Round 3,→1, Hana has a 50%→100% chance for her skill attacks to trigger two additional hits on surviving targets. This effect activates twice starting in Round 3.→5. At the start of battle, Hana increases all allies' Skill Damage by 3%→7% for 2→4 rounds for each unique class the team has.
Same for every Support. Full text is in the Perks 1-3 section above.
Hana is an SS support in 5 of 6 modes; her engine is on-hit volume (Sleep rolls, 50-energy drains, Boombox procs, +200% vs sleeping). Rhythm Roar at 30 adds two extra hits on surviving targets at 50% from round 3 (effectively up to ~doubling skill-hit volume in the back half of fights), a 50% chance for self + ally Sonic Shields, and a per-unique-class team Skill-Damage buff (3% each, ~15% for a 5-class team). Multiplying her proc-heavy skill is exactly the right lever on an elite enabler, but at 30 the extra-hit clause is coin-flip and delayed to round 3.
Clear back-loaded payoff: at 60 the extra-hits become 100% from round 1 (vs 50% from round 3 at L30) — that's a step change, roughly tripling her skill-attack volume from the opening turn, and every hit is another Sleep/drain/Boombox/amp roll. Guaranteed self+ally Sonic Shields and a ~35% team Skill-Damage buff round it out. On an SS-everywhere support that multiplies a control engine from turn 1, this clears the S bar.

Laguna's skill attacks now heal the ally in front of or behind her for 20%→50% of their max HP and have a 25%→75% chance to purify herself and allies in her row. Additionally, if Laguna dies, she has a 50%→100% chance to cast a random Paralyze effect on her killer for 2 rounds. Lastly, at the end of the round, she heals herself and all allies for 10%→20% of their Max HP for each Paralyzed enemy.
Same for every Support. Full text is in the Perks 1-3 section above.
Laguna is SS in all six modes — the Crane support backbone whose kit (Bon Voyage buffs/heals, Octo Aid massive ally-death heal, Bubble Mark, Paralyzing Odds CC) already over-sustains and over-buffs her team. Tidal Embrace layers on more of the same: a 20% adjacent-ally heal, a 25% row purify, a 50%-chance death Paralyze on her killer, and a Paralyzed-enemy-scaling team heal. The cleanse and random control are genuinely useful utility, but on a fighter who is already healing and CCing to capacity, the marginal value of yet more sustain is low. The over-credit-good-fighter trap: elite host, redundant charm. Solid B.
At cap the adjacent heal rises to 50%, the row purify to 75% (now near-reliable, a real cleanse tool against debuff-heavy modes), the death Paralyze becomes guaranteed, and the team heal doubles to 20% per Paralyzed enemy. The purify reliability and guaranteed death-control are meaningful adds, lifting her to the top of B. Still capped there: it deepens an already-SS support's existing strengths rather than adding a missing dimension, and her team rarely needs the extra healing.

Whenever an ally dies, Leene has a 50%→100% chance to revive them at full HP, grant them a Magic Shield, and Cloak them for 3 rounds. This effect can trigger only once per battle. Additionally, while Cloaked, Leene's basic attacks have a 20%→40% chance to Polymorph the target. (Polymorph: Transforms the target, preventing them from attacking until they are hit 3 times by enemies.)
Same for every Support. Full text is in the Perks 1-3 section above.
A useful PvE attrition patch — but at 30 the headline ally revive is only a 50% chance and the Polymorph rider is 20%, so it is inconsistent on a support whose one elite mode (A mech) is about energy denial, not reviving.
At cap the once-per-battle ally revive becomes guaranteed full-HP + Magic Shield + Cloak and Polymorph rises to 40%, a genuine team-fragility safety valve and a soft-CC tool she previously lacked — but it does nothing for mech or PvP.

If the ally in front or behind Malric dies and Malric has full energy, then he has a 10%→30% chance to revive them. Additionally, at the end of the round, Malric now has a 25%→50% chance to apply a Hex Shield to the ally with the lowest HP for 2 rounds. This effect can only happen once per battle. Lastly, Malric's skill attacks now have a 5%→15% chance to Stun each target for 2 rounds.
Same for every Support. Full text is in the Perks 1-3 section above.
Malric is an elite, always-fielded Howler support (S smash/pvp/sewers/campaign, A mech/hard), but Spirit Recall is the textbook strong-host-weak-charm case: a heavily-gated neighbor revive (correct row-mate + full energy + 10%), a once-per-battle bonus Hex Shield (25%), and a 5% per-target skill stun. None of these scale his actual win conditions (Hex Shield engine, Crit aura, energy disruption, Death Mark) — his base kit already does all of this far better. At 30 it's near-noise.
At 60 the riders improve (30% neighbor revive, 50% Hex Shield, 15% stun) but remain low-odds and redundant on a kit that already generates Hex Shields and CC. The investment doesn't raise his ceiling; he's S with or without it. Stays C because, despite the premium host, the charm is the weakest in this Howler set relative to what the fighter already provides.

If Nyx is outnumbered, she has a 50%→100% chance to ignore Armor on all attacks, and at the end of the round, she has a 20%→60% chance to heal herself for 15%→45% of her max HP. Additionally, Nyx now has a 20%→60% chance to Polymorph a random enemy if she lands a Killing Blow. Lastly, after the second round, Nyx will revive all dead allies in her row for 50%→100% of their Max HP and increase their Energy by 60.→100.
Same for every Support. Full text is in the Perks 1-3 section above.
Nano Restoration is a strong-fighter-weak-charm trap. Nyx is SS in 5 modes, but the charm's headline — revive dead row allies after round 2 — is a strictly-weaker clone of her own Razor Revival (revives the WHOLE team after round 1 at 100% HP). The genuinely new effect, 100% armor-ignore, is gated on being outnumbered, a losing state good comps avoid (and at 30 it's only 50%). Self-heal (20% at 20% chance) and kill-Polymorph (20%) are probabilistic flavor she largely already provides. Mostly redundant value on an elite support.
At 60 the numbers climb (100% armor-ignore when outnumbered, 60% self-heal for 45%, 60% kill-Polymorph, row revive at 100% HP/+100 energy) but the structural problem persists: nearly every clause overlaps her own kit or is gated on losing states, and her base kit already does revives and Polymorph better. The deltas are real enough to push toward the top of C, but the charm fails to add a dimension she lacks, so it cannot reach B despite her elite base power. Investment priority stays low.

Pan's skill attacks now have a 25%→75% chance to Petrify each target for 2 rounds and a 50%→100% chance to apply a Magic Shield to all allies (can only happen once per battle). Lastly, Pan will heal the ally with the lowest HP for 20%→50% of their Max HP each time he blocks an attack.
Same for every Support. Full text is in the Perks 1-3 section above.
Capricorn's Shield is a clean, on-theme support amplifier — a team-wide Magic Shield (50% at 30), 25% skill-Petrify that feeds his Healing-Stones AoE-to-heal engine, and a heal-on-block ticker off his 40% block. But Pan is C in smash/pvp and D in the other four modes, explicitly outclassed at the support slot by Malric and Zura. A nice amplifier on a marginal support is still a marginal investment.
At 60 it's notably better — a guaranteed team Magic Shield, 75% AoE Petrify, and a 50% Max HP heal-on-block — and the Petrify-feeding-heal loop is satisfying. But none of it lifts Pan out of his C/D viability or past the supports who already do his job better, so it stays high-C: a slightly better marginal support, not a priority charm.

Tseng's skill attacks now have a 50%→100% chance to grant a Magic Shield to himself and a 25%→75% chance to grant a Magic Shield to the two allies with the lowest HP. These attacks also have a 20%→40% chance to Silence each enemy for 2 rounds. Additionally, whenever a Magic Shield on Tseng is broken, he heals himself and the ally with the lowest HP for 25%→75% of his Max HP.
Same for every Support. Full text is in the Perks 1-3 section above.
Serene Silence adds a control axis Tseng's pure-healer kit lacks (board-wide Silence) plus a multi-target Magic Shield wall and a Max-HP-scaled break-heal — clever because it routes around his weak Attack. On a strong support (A in 5 modes, B mech) this is valuable. But at 30 the self-shield is 50%, the ally shields 25%, the Silence only 20%, and break-heal 25% Max HP, so the 'shield wall' and lockdown are unreliable coinflips. Solid additive support value that hasn't yet become oppressive.
Strong back-load: the self-shield becomes guaranteed (100%), ally shields jump to 75% on the two lowest-HP allies, Silence to 40% board-wide, and the break-heal to 75% Max HP per broken shield — a near-guaranteed 3-target shield wall feeding a heavy heal loop, layered on a new Silence dimension. That converts an already-elite enabler into an oppressive control-support. Held below S because the Silence remains RNG and he adds no offense, but the 50/25/20 -> 100/75/40 jump is a clear A-tier breakpoint.

Zura's skill attacks now reduce enemy Crit Chance and Hit Chance by 10%→25% for 3→5 rounds. When Zura's HP drops below 50% for the first time, he grants 20→60 Energy, 10%→25% Attack, and Damage Reduction to all allies for 3 rounds. Additionally, he heals them for 20%→60% of their max HP. Finally, if an ally dies, Zura heals the ally with the lowest HP for 25%→75% of their Max HP.
Same for every Support. Full text is in the Perks 1-3 section above.
Zura is a strong secondary support (S mech, A everywhere else). Sands of Time piggybacks his existing sub-50% trigger and basic-attack debuff: a Crit/Hit-Chance enemy debuff, a one-time team Energy/Attack/DR + heal on his first drop below 50%, and an ally-death heal. At 30 the values are modest (10% debuff, +20 Energy, 20% heal, 25% death heal), so it's a clean but incremental thickening of what he already does.
Clear back-load: the debuff jumps to -25% Crit/Hit for 5 rounds, the sub-50% package to +60 Energy / +25% Attack & DR / 60% team heal (a real tempo+sustain swing that can fund an extra ally cast), and the death-recovery heal to 75% Max HP. Genuine value on an A/S support, but it deepens his existing strengths rather than transforming him, so low-A.
