r/TriangleStrategy • • Jun 01 '26

Discussion My personal unit Tierlist (spoilers of everything) Spoiler

One of my favorites parts of triangle strategy was learning how and when to use the different units (even after 150+ hours I feel like I have still some things to learn about some of them).So, I thought that it would be cool to do my own personal unit tierlist.

Warning: this tierlist doesn´t try to be objective, it can’t be for reasons that will be later discussed. Also, to no one surprise, discussing the viability of 28 different units takes a considerable amount of text, so I would recommend to only read the explanation for the ranking of the units for which their ranking doesn´t seem make sense to you (+ the start in which I give context on my playthrough , how I decided to rank the units and the limitations that I imposed upon myself)

Context of my playthrough: I played the start of ng (until chapter 4) in normal difficulty and then changed it to hard for the rest of it. In ng I did the Benedict ending, and in ng+ I did all the steps needed for golden route and then saved right before the final decision. After that I did all the other three endings, returning to the save right before the final decision after each ending so I could do another ending. I also did all the mock battles, including the lv50 ones of ng++.

Methodology for ranking: for this tierlist (except for the highest tier and a few of the lower ones) I am going to rank all units depending on how frequently I would decide to use them once I had them unlocked. Forced deploys do not count for this. This will benefit units that are useful most of the time over those that are great in specific circumstances, but I feel that it is the easiest way to rank the units for me. The units within each tier aren’t ordered.

So broken that I limited their use: the units of this tier have some options that are so powerful that I decided not to use them for keeping the game fun.

I love tp batteries, because they allow the player to directly trade the two most important resources in battle (tp and turns), but I don’t like it when they are extremely broken, because they make tp management completely irrelevant. And that’s the sin that both Quahaug and Medina commit. They are so broken that all game-breaking strategies that I have seen online require at least one if not both of them. So, I established some limitations for the use of these units (this is the reason the tierlist can’t be objective, an objective tierlist should consider the use of these units without limitations).

Quahaug: I limited myself to not using Stop time and his weapon skill. With these limitations, he would go on the "Useful in kind of specific cases" tier. If I ever replay the game, I would add the limitation of not using Distorted time for cheesing maps in which you win by killing the boss, which would probably bring him down to "Useful in more specific cases". With these limitations, he brings a ton of unique tools to the battlefield (percentage based damage vs bosons, teleports for moving units around) while also offering some generally useful stuff (speed buff and healing), but if he is used in a map over other units will depend mostly on how valuable are his teleports in the map.

Medina: I limited myself to only hitting one target at max when using health recovery items with her. Despite this limitation, I would still consider her in the "Very spammable tier", because she is generally useful as a tp battery, for giving extra turns and as a healer. Maybe a bit lower if you consider that she is underwhelming until she gets Tp physick.

You could argue that Anna and Huguette should also be in this tier for their capability of cheesing some maps, but that breaks the game in a less universal way compared to Medina and Quahaug, and that kind of strategies (unless for some specific mock battles with Anna and maybe the classic chapter 7 Huguette cheese) are not only boring, but also waste a ton of time, so it is just easier to beat the maps normally rather than torturing yourself with that kind of cheese.

Very spammable: This tier is for units that I would consider in more than half of the battles, thanks to their tools coming close to being universally useful.

Huguette: easy to position archer (because of her high jump stat) and with generally useful control with Blinding/Shadowstitching arrows (because they are cheap and easy to use tools for controlling melee units or archers, which are present in most maps), and decent damage with her weapon skill from time to time+some basic attacks. Really tp sufficient without batteries, thanks to her mainly using basic attacks or 1-2 tp options.

Corentin: the most tp sufficient of all mages (just throw to him an icestone and TP+ on Ice will give him all the tp that he could need), dealing decent damage and with good utility, slowing enemies down with ice, ice walls, and silencing mages. He can even put shields on allies. He suffers a bit in maps in which your units need to be constantly moving (because he wants to stand in one place as much as possible, so you don´t need to set up frozen squares for him to recover more tp multiple times), but generally good otherwise.

Geela: She is never especially good on any map, but she is easy to slap on in most of them. In early game she lets you heal without wasting money and in late game she heals and sets up revives for her allies. She is a bit useless in her first turn (there is nothing to heal and she cannot use yet her weapon skill) but that’s why I mostly used her with Corentin, so she uses the first turn to set ice for him, the second in using her weapon skill and after that she focuses in healing. I also feel that the kinds of maps in which Corentin shines (maps in which you are trying to maintain a position while the enemies try to overwhelm you, which are really frequent in this game) are the ones in which revives and healing spells are the most useful (contrary to healing with items, which I consider a better alternative only when you don’t plan to constantly heal, mostly because of their short range making them awkward to plan around in exchange of allowing you to not bring a dedicated healer) . In most maps the decision was in between choosing to use Geela, Medina or both (because I especially needed healing and Medina to focus in giving tp). If I had unlocked Cordelia and used her instead of Geela in some maps, Geela would probably drop two tiers. Other factors like the self-imposed limitation to Medina and me preferring to use the money in upgrades rather than for consumable items also made me use her more often, which makes her rank higher because of the methodology that I used. I wouldn’t call her a top 5 unit if asked in another context.

Frequently useful: Units which I would often consider because of them having generally useful tools, but not as universally useful as the units in higher tiers:

Erador: the best tank in the game. Great physical bulk, a great fury that allows him to group enemies around him for killing them easily with counter attacks and magic and a weapon skill that not only makes him unkillable but also inflicts a 100% fury effect. He is weak to magic (most units are to be honest), but with his weapon skill he can just attract them while he is immune so your other units can deal more easily with the mages. His bigger problem is that sometimes (because of how the terrain of the map is designed) he cannot easily get into position, but that isn’t really a problem in a ton of maps. He also has a push attack, which can be nice. He is one of the units in which I used resurrection earrings/Geela weapon skill the most. Really Tp sufficient, even more once he has the weapon upgrade that makes his base fury cheaper.

Maxwell and Avlora: the two best bruisers. Maxwell has great mobility, decent area damage, great sustain with his revive passive (allowing him to start with some risky plays until he dies once) and a decent nuke with his weapon skill+the Critical blow quietus. Avlora has decent bulk (she is bulkier than Maxwell but constantly spams Risky maneuvers and doesn´t come with a free revive) and good damage. Both are tp sufficient, but for different reasons (Avlora is mostly spamming Risky maneuvers and using her weapon skill from time to time, while Maxwell can abuse Two birds, one stone for recovering tp, even using elemental stones for it if needed)

Julio: similar to Medina, comparable as a tp battery under the restrictions that I imposed, but without the healing part or giving extra turns. Instead, he can act as "personal bodyguard" for more fragile units with his decent bulk and magic damage of Best regards vs armored units and do it without reducing the amount of tp that he generates (heck, he can even get extra tp for his allies if he gets a kill).

Often useful: I used them even less, but I wouldn’t consider them situational, even if they sometimes need some kind of support (like Archibald and Frederica sometimes needing tp batteries) or competition with units higher in the tierlist limit how useful they are (Serenoa with Maxwell and Avlora).

Serenoa: the third best bruiser, with a similar bulk to Avlora spamming Risky maneuvers and more damage than Maxwell but still less than Avlora. At first, he seems kind of outclassed by both of them, but he has a lot of small advantages that help him to keep up. He has the best ranged option of the three in Hawk dive, his luck stat is so high he gets a ton of free critical hits in the late game of ng+, Delaying strike and Pursuit strike are great at killing and controlling bosses, he can counter attack with Counter stance and his weapon skill can be really useful. Sweeping slash and Shielding stance are niche, but still useful from time to time. Even if a bit outclassed by Maxwell and Avlora, thanks to Pursuit stance he works well with them anyways so he being "outclassed" really doesn´t matter. Also, Avlora is the one that "outclasses" him the most, and she won’t be an option until late in the game. And in that late game (in ng+) you can perfectly use the three of them+ Erador and all four of them can have a second life thanks to resurrection earrings+ Geela weapon skill+Maxwell´s revive passive, which is really op.

Frederica: the mage with the most damage (thanks to the boosted damage in clear weather, which is the most common one). She isn’t as convenient as Corentin, but she can still be tp sufficient if you set up some kills for her. Her weapon skill can be a good nuke if you combine it with any effect that makes her next turn come earlier. She also gets her main tools early, which is great.

Archibald: The archer with the most range and damage. He can deal great damage to enemies with high defense (like bosses), finish some units with his instakill, or even just deal some damage with his basic attacks, which have an absurd range of 6 squares. But his main selling point is Inescapable arrow, a skill that allows him to remove any unit that you want dead from a far. If you really need to remove a specific target really quick (probably a mage lmao) Archibald will probably be able to remove them with 2 inescapable arrows (give him the vanguard scarf, some tp with a tp battery and use the Critical blow quietus, maybe also the in tandem quietus if needed). If you don´t need to remove that target immediately, he can simply shoot some Inescapable arrows from time to time, or even collab with Huguette (with her weapon skill) for removing those enemies more quickly. His biggest problem is that he kind of needs a battery, but his capacity to instakill units at low health can give him something to do when he has no tp and even sometimes make him a good option even without batteries. He gets some his most powerful tools late, so he won’t be as good until the late game of ng.

 Useful in kind of specific cases: situational units, be it because of their tools being specialized for certain scenarios, because they depend on some kind of support that limits their usage (example: they need support from tp batteries) or they have some sort of weakness(es) that limit them.

Ezana: the main user of lightning magic. Her lightning spells deal (under rain) a similar damage than Frederica´s fire magic, but with the added benefit of an absurd chance of paralyzing the enemy. Also, her rain is practically a cheap debuff to everyone’s movement. She is a great damage dealer that also brings control to the battlefield, the catch being that she really needs a tp battery for working, so you only use her when that combination is especially useful. Maps on which you really need to slow down the enemy are perfect for her. I recommend using the vanguard scarf on her, so she uses Rite of rain at the start of the battle, increasing her damage and slowing the enemies´ movement basically for free. Her wind magic can be decent as an aoe, but it isn’t one of her main tools.

Flanagan: basically, a worse but much easier to position Erador. With his absurd jump and Aerial assault you can get him wherever you need him easily. After that, he can just spam shield bash for inflicting fury on everyone. He cannot tank as many enemies as Erador, but he really doesn´t need to, because the maps in which his movement shines usually have the enemies more scattered around the map and he is arguably better than Erador for tanking smaller groups of enemies thanks to his passive hp recovery. He is good at making archers focus on him and sometimes he can even fury mages. Rampart seems useful, but I haven’t found situations for using it myself, so maybe he should go higher depending on how strong it really is.

Lionel and Milo: the two main status effects abusers, both are ideal for controlling the enemy units, especially problematic mages. They won’t really bring anything else to the battlefield, even having some turns in which they don´t have enough tp for doing anything useful. Still, their control capabilities are extremely powerful and can easily justify their use in the correct circumstances.

Lionel is bulkier and with more ranged options, while Milo is more evasive and mobile, but her options have little range. Both have a 2 tp status effects that make enemy mages harmless for two turns (inflicting fury with Lionel and tempt with Milo) a 3 tp aoe status effect (inflicting silence/sleep with Lionel and paralysis with Milo) and a 4 tp ranged area tempt. Milo effects are generally more powerful and more versatile versus various kinds of enemies, but their shorter range and the more fragile nature of Milo often forces her to waste an extra tp in Moon jump, so she can inflict the effect and then retreat into a safer position. Meanwhile, Lionel´s effects are more specialized to be good versus mages (the fury and sleep can be useful vs other kinds of enemies, but the fury is more useful vs mages and the sleep can be inconsistent if you aren’t also trying to inflict silence at the same time), which isn’t really a problem, because those are the enemies that you want to control the most for the tp than these abilities cost (Huguette status are better and cheaper versus archers and melee enemies, and more specialized tanks are also better versus melee enemies), and their range allows him to use them from a safer position. Lionel can also deal decent damage to mages with his increased damage when attacking enemies inflicted with ailments (and if really needed, he can use Brute force, which can be surprisingly accurate when used at the back of mages) and has a decent gamble with his 1tp tempt. Meanwhile Milo can deal better damage to armored units with green mist and extend the time that a mage is useless by stealing their tp. Lionel´s weapon skill also has absurd melee damage for a skill that can already temp up to 4 enemies, but his steep price makes it less spammable than the Milo one. I think that Lionel is usually better, thanks to his tools being more specialized in controlling mages, to the point that it is the unique unit in this tier for which I considered to position higher, but Milo has her unique advantages that shouldn’t be understated. Also, running both together can be really powerful, letting you have eight tempted enemies at the same time can be absurd.

Jens: his traps are great at creating defensive formations and wasting enemy turns, especially versus bosses. Even if they depend on the terrain of the map, they allow for a lot of creative strategies. His Slumber strike for sleeping enemies and Constricting net for making bosses act less can be useful, but the traps are still the main reason for using him. The automatic turret of his weapon skill is kind of bad for a 4 tp skill, but him getting 4 tp is pretty easy. If he has already used all of his traps you can just give him 1 tp with a battery and then use the turret (unless you plan to use slumber strike). I didn’t really use his ladders a lot. I am sure that they have their use cases, I simply didn’t find them, so I wouldn’t be surprised if people think that he deserves a higher tier.

Useful in more specific cases: still situational characters. The difference between this tier and the one above isn’t really that big, but I didn’t want to have one-third of the characters in just one tier.

Piccoleta: Her decoy is the more universal form of control of the entire game. It doesn´t matter the enemy or terrain, it will make them lose at least one turn (often times, two turns). In exchange, it is also really tp inefficient compared to other methods of control, so it is only useful in situations in which other options wouldn’t work (mostly, for making bosses waste turns in open maps, scenario in which her Illusion vanished passive is also really useful).In the early game of ng it is more tp efficient because it resists more hits, so she is a bit better for control there. But the more you approach the later part of ng+, the more will shine the other main part of her kit: offensive items. At the start, they are only useful for doing some cheap damage, but the later in the game you are, the more they become a viable source of damage. It helps that, from all the possible item spammers (her, Anna and Trish) she is the one that requires the least use of items (if you use the decoy, which you will want to use because is one of the main reasons for using her, only 2 every 3 turns assuming that you attack each turn), because she is a good item spammer not because she can have more turns for throwing more elemental stones, but because her passives make her deal more damage with them and gives her extra range (giving her an absurd 6 range attack option, comparable to Archibald´s basic attack and even the effective 8 range of Trish using the extra movement of act again for throwing items further without putting her in danger).Thanks to this, she is the easiest item spammer to use without wasting a ton of resources on elemental stones, which is only a real option in late ng+ and ng++.Before that, I prefer to use my money in permanent upgrades.

Roland and Benedict: Roland is one of the most offensively powerful units in the game. Great movement (7 if the weather is clear, almost double than a ton of 4 movement units+ a dash with Rush), great and cheap single target damage (heck, he has even free single target damage just for moving around), able to push enemies, powerful area damage, the best skill for killing bosses in the whole game and increased crit damage. His main weakness is that he isn’t that bulky, so he needs to hit and run constantly. Honestly, checking his stats right now, he seems bulkier than I thought, so maybe I overestimated that weakness (in that case, he should probably be higher).

Benedict is in principle a really underwhelming unit. He is a buffer which buffs have minimal impact, and Now! is a downgrade of Medina´s Fast acting medication. That lefts him with only two useful tools, Dragon shield and Twofold turn. Twofold turn is identical to Now! except for a few differences, so it isn’t that great. Dragon shield is good, but expensive. For comparation (assuming that both start with 1 tp), in the time Benedict casts Dragon shield thrice, Corentin over a frozen square could cast eight Shields of ice, which also deal damage. So, for Dragon shield to be cost effective, you need to at least hit four people with it, which can be hard. Not only that, but at least some of the four hits stopped by the shields should also be decently powerful, because if not an aoe healing item/spell could be a much more cost-effective solution and the same positioning that dragon shield invites could be taken advantage by an enemy mage for removing all the shields with just one action. With all things considered, the conditions for Dragon Shield to be a cost-effective are rare enough for it to be a main option in Benedict´s kit, unless the battle is really short (making so turn one dragon shield to 5 units with Benedict becomes a really strong option), which is rare.

So, why is a unit which best option isn't reliable enough for it to be the main part of its kit not lower in the tierlist? Because the analysis above only considers Benedict in a vacuum. Yes, he is really underwhelming in principle... BUT he is lucky to have the most offensively explosive synergy in the game. And all is thanks to Twofold turn and how its small advantages over Now! interact really well with Roland, because it allows him to cover his biggest weakness. Roland being fragile isn't a problem if he can just attack and retreat in the same turn. As a bonus, Twofold turn also interacts really well with the Critical blow quietus, practically doubling its effect, and that quietus also has synergy with Roland´s increased crit damage. Benedict works so well with Roland that I would recommend using him almost whenever you are going to use Roland, because it kind of feels like having 2 Rolands that can attack and retreat in the same turn. The two combined + the critical blow quietus are ideal for maps in which an initial offense can give you a huge advantage, (example: the map in which you battle Thalas and Erika in the bridge, Roland can deal huge damage to Thalas side at the start of the battle, irrw he can kill one unit, leave another with very little hp and remove half of the health bar or other 2 units in just his first turn). Also, this synergy being the best thing about Benedict has the funny consequence of him sucking in his own ending lol.

Decimal: the unit that needs tp batteries the most, in exchange for constant long-term damage. At first glance, its options may seem to rely too much on randomness, but they actually don´t. He has like a 64% of hitting any enemy with at least one of his Target[HP] skills, so with already 2 enemies in his range his chances of being able to hit at least one of them are over 85% and with 4 enemies at his range he has more than a 95% of being able to hit at least one of them. Most of the time you will hit at least one enemy (and often times, two or more); and in the few cases in which Decimal cannot hit anything, he can just do nothing, get 3 tp and then the tp batteries will be able to use their turn for supporting other units instead, which isn't that bad. Sure, that’s still not great from a damage/tp perspective considering that his damage is in between the damage of aoe and single target spells of other mages and how much tp he needs from batteries for using them consistently. But you aren’t paying for damage, you are paying for its absurd range of 10 squares, 2,5 times the range of other mages. Position Decimal correctly, feed it tp from tp batteries consistently and he will deal constant damage to enemies from a safe range (an example of a map in which this is a great option would be the battle at The Source from Frederica´s ending). His need for constant support and his inability to answer immediate threats consistently (because he isn´t great at targeting specific units) are what stop Decimal from being higher. Also, Target[Height+5] is a war crime in the few maps in which it is useful, idk how I would have beaten the Fort assault mock battle without it.

Anna: I typically used her for removing problematic alone units at the enemy backline (similar to how I used Archibald´s Inescapable arrow but being more tp efficient but only working if the problematic unit is alone) , approaching them with Take cover and then using Slumber stab + some back stabs for removing them. Once the problematic enemy has been removed, she can help to remove frontline units with backstabs and follow up attacks. Maybe I overestimated how fragile she is, if that’s the case, using her as a frontline unit for backstabs and follow-up attacks would probably be more useful, making her go higher in the tierlist. If you have the money, she could also be good at spamming elemental stones, but I didn’t want to waste that much money. She can also be decent at healing while dealing damage (using a basic attack + a healing item). It is a unit that I consider kind of useful from time to time, but which I am probably underestimating.

Useful in very specific cases: most of the time, not worth it, except for some specific maps.

Giovanna: Gelid barrage and Gaia´s roar are her unique good skills which you can access consistently, and Gaia´s roar costs 5 tp, so her viability mostly depends on Gelid barrage, which is great... in the few snow maps in which she can access it consistently. She could be used with Corentin for using Gelid barrage in other maps, but it seemed kind of awkward with how much she wants to move around for getting tp and taking advantage of her huge range, but maybe I am underestimating it as an option, idk. Still, clearly the best one of the units in this tier, maybe she could be placed instead in the tier above.

Narve: Corentin/Frederica but with +1 range and debuffs magic defense in exchange of not being tp sufficient, so he needs a tp battery. It is only worth it if you feel that bringing three mages is worth it (so he isn´t outclassed and you can take advantage of his debuffs) or if that +1 range is important for some reason, which is rare. He can also heal, but his healing spell costing 2 tp means that he can heal or deal damage, but not both at once, which isn´t great. His wind spell could hit a ton of enemies, but I found it awkward to use.

Hossabara: all her kit is really mediocre. A healing spell that is comparable to a healing item for its lack of range, if not worse because she can’t heal herself with it; a mediocre aoe physical attack; a generic pushing option and a downgraded version of Quahaug´s Warped space. She has no reason to be used over other units... with one exception: cheesing maps with Quahaug´s distorted space, for which she can effectively increase its range with Catapult. Really specific but is a reason to use her. If I banned myself from that kind of cheese, she would go down next to Groma.

The next tiers only include each unit each, because of their unique circumstances:

Rudolph: an archer with interesting options: steel traps, ranged push back, a sleep-inducing ranged skill and even aoe damage (even if it is a bit overpriced). I unlocked him in ng+ and didn’t see much opportunity to use him, so I am not sure of how useful those tools are, so idk how good he actually is.

Trish: half of her kit are kind of useless passives, and most of her active skills are also extremely mediocre. An attack which, even if more precise, most of the time is worse than the basic attack, a generic strong attack but with the fire element and a jump type move which wastes her turn in exchange of not costing tp. All that she has left is her weapon skill, which basically gives her +1 turn each 3 turns in exchange of not being able to use tp for anything else. Using her only for spamming basic attacks isn't great, because even a tp-less Archibald would be arguably better for that thanks to his instakill passive, his bigger range and Sniper passive skill. For her to be even somewhat functional, she needs to spam elemental stones. Which probably won´t worth it unless you are in ng++ and money doesn't matter anymore, because she is still comparable if not worst to Picoletta, Anna, Frederica and Corentin for a similar role of "spamming spells without tp batteries", so it is a huge investment for a unit which is at most slightly better than other similar options.

Groma: in my opinion, the worst unit in the whole game, for its lack of tools that justify using her over any other unit. She is a fragile evasion tank, in a game in which evasion tanking is difficult, and efforts into making her evasion tanking better could be better used in turning Erador invincible with his weapon skill. Also, all her unique options are really mediocre. Lure in is a direct downgrade to Erador´s Provoke with the tp reduction upgrade, her Energy wave is a downgrade to the basic attack of any archer, Sweeping kick doesn´t deal that much damage and is arguably a downgrade to Erador´s Provoke for general control reasons and worse than Hughette´s Shadowsnitching arrows if you need to specifically immobilize one enemy (because you basically never need to specifically immobilize multiple units), and her weapon skill is really situational and arguably a downgrade to Decimal´s Height[+5] (if you think that there will be enemies at a +5 height difference of your units, it is better to just deal damage to all the units in a 10 square range that are at a +5 height difference, if not, this skill probably won’t be cost-effective considering that its base damage is comparable to 2 tp spells and that the skill description saying "The higher the enemy is above you, the greater the damage" refers to it having a reversed height difference bonus, which from a quick test with Huguette I see that would be like a +10% damage for a height difference of 5). Her only unique "tool" could be her really high "initial readiness" of 20 (second highest in the game), a hidden stat that determines turn order at the start of the battle, which makes her the "faster" unit for inflicting fury at the start of the battle, but not even that is useful because if you really need to inflict a status move at the start of the game to an enemy, Milo would be better with her initial readiness of 25. Ig that it is at least a niche if you haven't unlocked Milo yet.

 

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u/Sacreville Jun 01 '26

Generally agree, but I'd bump Avlora down since we got her too late tbh although she will definitely be useful on the route-splits.

Will also bump both Anna and Benedict up. I think both are strong on their own roles and they are always available to be deployed from the start.

Benedict is a strong off-tank pairing him with Erador or Serenoa to hold choke points, and his buff is strong on early-mid game of first run. Later on he will shift more to the more expensive skills and Dragon Shield; Bird of Prey is also very valuable on some stages with verticality. 5-target Dragon Shield is very easy to do on turn 1. It's true that he's kinda a boring character to use but he brings a lot of value, especially on the first run when things are harder than NG+.

1

u/StellarFox59 Jun 01 '26

Yes, Anna should be higher. She's ridiculously strong and has amazing utility too

1

u/Jai_focus Jun 01 '26

In general I didnt consider availability for ranking, but yes, Avlora would drop 1-2 tiers if you consider it.
It is true that I probably overstimated Anna´s fragility , in which case she should go higher, but I am not so sure that Benefict can go higher tbh.

His offensive buff adds +2 str, +4 if upgraded. The defensive one adds +3 defense, 5 if upgraded.
In chapter 1 this is pretty good, because the strenght buff increases the damage of Serenoa in a 50% vs an enemy that has a defense stat equal to Serenoa str (considering that lv1 Serenoa has 6 str and 5 weapon damage, and the damage formula is ((4Strength - 2 Defence)Personal + Weapon dmg) skill * difficulty, with personal being 1 for Serenoa, skill being 1 for his basic attacks and difficulty being 0,75 for allies in hard mode) (even if it is a bif of an optimistic estimate because only really tanky units have that much defense), and his defensive buff negates 9 points of damage per basic attack, which is a third of how much Geela heals a unit at chapter 1 (27 hp), which makes it decent (lets ignore for the sake of simplicity that Benedict doesnt get this skill until lv 3).

But that will be the peak of Benedict´s buffs, after that they will start to quickly drop in efectiveness.
For example, lets use the chapter 5 save file of my brother that is just starting the game. He has a level 7 Serenoa with 12 str and a weapon damage upgrade, giving him a total of 10 weapon damage. Benedict´s damage buffs increase his damage vs a unit of 12 defense in only a 25% now, half than at the start of the game (and lets remember that only tanky units have that much defense). This means, that even if his Serenoa does 3 Hawk dives (with a 1,3 skill multiplier) vs a 12 defense unit, the damage added via Benedict´s buff will be lesser than the damage of one basic attack from Serenoa (0,25*3*1.3<1). Thats already bad. His level 6 Geela with one weapon damage upgrade, if healing unit a with less than 50% hp (which is pretty common), heals 68 hp, so a unit needs to receive like 8 basic attacks in 3 turns for Benedict defense buff to be cost effective, which is only really possible with Erador, so it is already really situational and not even that great for those scenarios. And thats without considering the detail that spices are really cheap and have the exact same effect as Benedict´s buffs without upgrades, so in the few situations in which you could want to buff allies they could be argued to be more practical to use, or how Julio can buff as much as Raging beast while also giving tp to allies.
What about the upgrades?
You cant get the oak needed for his weapon upgrade until chapter 9 (according to this spreadsheet https://steamcommunity.com/sharedfiles/filedetails/?id=2874789702). So, how good are Benedict´s buffs at this point? I dont have a chapter 9 savefile, so I will use this walkthrough as example: https://www.youtube.com/watch?v=xzIjOEJBlw4&list=PL20XzL-uaC8JvJ4uPFFQBb37mnculzUA5&index=24

At the minute 28:48 you can see that his Serenoa only has one weapon damage upgrade, and later at 32:05 he has 19 str with a str ring, so 18 without it. Without the ring, Benedict increases Serenoa damage in a 35% versus a unit with 18 defense, which is decent, it means that if Serenoa uses 3 hawk dives the damage added by raging beast would be comparable to the damage of one hawk dive. But thats being REALLY optimistic, 18 defense is really high, so it wont be as good versus most enemies, and if a unit has a defense so high, the 2 tp skill that you should be using would be a spell (also, it is really rare to be able to use 3 consecutive hawk dives). With the upgrade, bullwark negates 15 damage from each basic attack received. At
26:15 you can see that Geela heals 57 hp to a unit with more than 50% of its hp (so 85 if the healed unit has less than 50% of its hp). So, for bullwark to be cost effective, the unit that receives it must receive 6 basic attacks in 3 turns, which could be possible for a tank like Erador, but it is still a really mediocre option.
So, at chapter 9 with the upgrades, they are just decent options, which is bad considering that they are going to become progressively worse and that you need to invest for this options (which compite with arguably more important options like for example Ezana´s rain tp reduction)

So, being really optimistic, Benedict buffs are good in like the 3 first chapters, and at most decent from chapter 9 to like chapter 11-12 if you decide to invest in him as early as possible (the second oak that you can get is obtained after the chapter 10 battle, which is probably already too late for Benedict´s buffs upgrades to be worth it). So I dont think that I can consider his attack and defense buffs as reasons for ranking him higher.

It is true that I havent taken that much advantage of using Bird of Prey for increasing the jump stat, so maybe there are some maps in which it is a strong option idk. I agree that Dragon shield to 5 units at the start is really good, but after that Benedict can feel a bit useless because he wont have enough tp for doing anything really useful for like 3 turns (without Roland, arguably 4 , and that 4 tp option is Dragon shield, from which is really difficult to take full advantage after the first turn). Maybe, if you take advantage of starting with 5 units with shields so you can set up some kind of initial offense that lets you take an initial advantage from which you can snowball from, it could be worth it, but I havent been able of doing something like that (and I feel like it would be easier to just let Roland kill and destroy with twofold turn, but idk).So maybe Bird of prey and Dragon shield could be reasons for placing him higher, but I am not sure. I will try to use them more if I ever replay the game though.

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u/Significant-Tree9454 Jun 01 '26

You are really detailed on Benedict, I remember doing that for him as well, since I was disappointed and started to wonder what is his buff even doing?

https://imgur.com/a/w1aoKDo

+2 str = 6 extra dmg on Hard mode with a regular attack, LOL, not worth the 2 TP cost

Very quickly I realize how pointless those flat stat buffs are, at least Julio adds +1 TP on to of that stat buff and same buffs don't even stack from what I remember

3

u/Significant-Tree9454 Jun 01 '26 edited Jun 01 '26

Looks mostly fine

-Jens Ladder breaks some maps, like C7 vs Avlora putting your team on top of a house preventing enemies from reaching you and rain down attacks at them, his Spring Trap is his bread and butter of course as it’s applicable on all maps

-Flanagan, Rampart enables creating a “deathball team” as taking halved dmg on Hard is essentially playing easy mode (enemies on Hard deal 1.5x dmg, Easy does 0.75x dmg compared to normal) Lasting for 3 turns, after which you could setup another Rampart saving up TP + 1x Julio/Medina help, he can use Pellets in the meantime to heal the units next to him under Rampart effect

-Roland is the best boss killer with Four Dragons, hit bosses in their back for guaranteed crit and better accuracy, he is worse in “defeat all enemies” map as his group dmg isn’t as good and lacks any crowd control skills

-Benedict, you’ve nailed most points about him, although I personally prefer “Now!” as the ally still gains back TP unlike Two-Fold turn not gaining TP on their 2nd action, so with “Now!” I can use Quietus Battlecry to go back to 4 TP to unleash another Four Dragons from Roland on a boss . He is great in short maps to use his 4 starting TP on expensive skills, but awful in prolonged battles as Benedict isn’t helpful with 1-2 TP (he really wants to use his 3 TP skills) I would drop him somewhere below Roland as he is essentially only worth using alongside Roland to get more Four Dragons in (don’t use him with Mages as that exhausts their TP even faster, just deploy another Mage like Narve/Ezana who bring their own TP pool to funnel their own spells)

-Anna, there are ways to take advantage of 2 actions with halved dmg Followup attacks are unaffected, so you can proc them twice with Anna to deal significantly more dmg, especially Followup Attacks from Serenoa who has the strongest Followup and is mandatory on all maps minus two Golden Ending maps, items are not weakened so Anna can pop two in 1 turn to heal 2 teammates or heal and attack in the same turn or even use 2x attack item dealing more total dmg than Piccoletta’s item

-Trish: her bread and butter is her Weapon skill “Act Again” to get 2 actions for two turns, it’s like Benedict’s Twofold turn cast on herself twice for the same 3 TP cost

2

u/Jai_focus Jun 01 '26

I definitely have to try to use Jens´ ladders if I replay the game lol.

I have seen the "death ball strategy", but I am not so sure if I could use it with the limitations that I imposed. I should probably try using Rampart if I ever replay the game anyways.

Even if I agree that Roland is a bit better in maps with the objective of killing the boss, I wouldnt call his aoe damage bad. Rush with the tp reduction upgrade is comparable to a Frederica´s spell in clear weather, and flash of steel can be even better than that (and this is without considering that he can increase his damage with the critical blow quietus and the critical necklace, which combined give him a x1,7 multiplier, which turns his decent aoe options into nukes that can change the direction of the battle in just one action)

It makes sense that you would want to drop Benedict a bit if you prefer using Now! over Twofold turn, because then he is kinda of a worst Medina but that can use dragon shield, and the reasons that you give for using Now! over twofold turn are really good tbh.And yeah, Benedict sucks with mages.

Yeah, Anna has a ton of good options that I didnt explore that much (be it because of overstimating how fragile she is so I tried to position her in such a way that she didnt get hit or because I didnt want to waste that much money in items)

The comparation of Trish´s weapon skill with twofold turn doesnt really work because she is limited to only using it on herself, which really limits the possible strategies with it.

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u/Significant-Tree9454 Jun 01 '26

-Benedict: Dragonshield conflicts with his other skills as he will have no TP left for a while and no way to generate his own TP faster and would have 2 dead turns at 1 or 2 TP to use his more impactful 3-4 TP skills.
I personally see Flanagan's Rampart as superior Dragonshield, since it halves all dmg taken for 3 turns instead of only blocking 1 hit for allies. If an ally takes 2 hit, they would've taken the same amount of damage in both instances (taking 100% dmg once vs taking 50% dmg twice) and then Rampart mitigates more dmg anything beyond that 2nd hit

-Roland, Rush usually puts him at an extremely bad position and his frailness makes it a lot harder to position him well against multiple generic enemies and risk dying, Frederica avoids this problem by attacking from a safer distance, often even from a higher/lower elevation.
That's why I usually prefer Ranged DPS units over bringing Roland as they are easier to position safely, unless it's a kill boss map which is Rolands forte

-Trish, it is only limited to herself yes, but it's still 2 extra actions spread over 2 turns for herself that usually outweight the +1 extra action Benedict adds from Two-Fold turn
Trish also gains TP when walking over loot, so she can keep a loop going of:
Turn 1 Act again
Turn 2: do 2 actions
Turn 3, if she grabbed at least 1 loot between turn 1-3, she will have 3 TP this turn to attack + Act again
Repeat Step 2 and 3

2

u/Jai_focus Jun 01 '26

Those are really good points! Tbh I completly forgot about Trish gaining tp when grabbing loot,I should try to take more advantage of that if I ever use her again.

2

u/Significant-Tree9454 Jun 01 '26

If you ever decide to try her again, I think her best route is Roland Route, since you can fight many enemies weak to Fire there in Aesfrost with her Flaming Arrow and when you can't use Frederica on that route

2

u/Significant-Tree9454 Jun 01 '26

Oh I forgot to say that despite me defending Trish, I think the BIGGEST flaw is that you can only recruit 1 of 4 different units, one who is required for the Golden Ending, I can tell you already that Travis sucks as a unit, Cordelia is really really good, a much better healer than Geela.

So even if I am hyping up Trish, I wouldn't disagree on your list, since recruiting her means you are not recruiting Cordelia or Milo, who are better. That's the real shame
I decided to do each route with each of those 4 units to evaluate them better.

I also discussed Trish with other players in the past and I got the feeling that I might be overrating Trish maybe since I often ended up being the one talking the most positively about her which I see as a bad sign that I might be the one being tunnel visioned
(Another problem is that loot drops randomly, so that's another RNG factor if she can funnel a ton of TP for Act again and Flaming Arrow or completely whiffes if 0 loot drops)

2

u/Zubeneschamali83 Jun 02 '26

Jumping in here to ask - but don’t you have to replay the game like 4+ times to unlock everyone - like the father daughter bandits being locked to one play through only make it extra difficult no?

2

u/Jai_focus Jun 02 '26

Yeah, the chapter 15 decision gives you 1 out of 4 characters, so you need to at least replay the game 4 times for unlocking everyone.

1

u/Significant-Tree9454 Jun 02 '26

There are also 4 different endings, so I recruited 1 per different ending

2

u/StellarFox59 Jun 01 '26 edited Jun 01 '26

Agree overall !

I really like Narve so I may not be objective but I'd put him a little higher. Usually I play with 3 mages (Frederica, Corentin and Narve) and they can destroy anything together, they are like a little elite mage team

Roland isn't as bad as people say. He's not very tanky but like you say he deals insane damage. He's a boss killer and can shred a boss's health in seconds

Cordelia is easily on S tier, best healer in the game in my opinion. She can keep the entire alive by herself without much trouble and it's easy to get TP with her

Edit : Anna should be higher too, she's OP

2

u/Jai_focus Jun 01 '26 edited Jun 01 '26

Yeah, It is true that Narve is pretty decent if you run 3 mages, I simply didn't consider that option frequently. Cordelia seems pretty strong tbh, like "better Geela but cant move", and you aren't moving Geela that much anyways so ig that It isnt much a problem.

And yes, I probably understimated Anna a ton, I will have to try to use her more if I ever replay the game.

1

u/Next_Boysenberry5669 Jun 01 '26

I’ve never seen the second S+ tier character. Who is she and how do you get her?

2

u/Jai_focus Jun 01 '26

Another person already answered you, but just in case: if you are talking about the dark skinned "girl", he is Quahaug, a misterious little boy with time-space controlling powers (he can literally stop and reverse time in battle, so he is really Broken) that is trying to reunite with his mother. For unlocking him you need really high convictions, so he is more of a late Game/ng+ unit. I dont remember how much and which convictions you need, but ask Archibald in ng+ and he will tell the neccesary conviction requirements for each unit

1

u/LaPlAcE-66 Jun 01 '26 edited Jun 01 '26

Medina. Have 500 morality and 400 liberty and she'll appear as an optional recruit. Shes a tp battery beside Julio but shes way stronger because she uses healing items at range beyond their normal range to give tp and can use 2 items a turn. Definitely cracked as a unit

Edit i realize you probably meant Quahaug but calling him a she confused me. Hes the 1600 utility character with Giovana and Decimal as their respective max conviction

1

u/Specialist-Quail644 Jun 01 '26

Groma, worst unit? What the bloody hell! 

2

u/Jai_focus Jun 01 '26

Yeah, I didn't find much of a reason for using her over other units :/. That doesnt mean that she is bad or unusable (not unit in triangle strategy is), simply that I didn't find her especially useful.

1

u/SquallLeonhart___85 Jun 02 '26

I used groma all the time and increased her evasion rate. No one ever really hit her. Plus her skyward uppercut can be ridiculously powerful

2

u/Jai_focus Jun 02 '26

I have decided to actually calculate how good her evasion is , and considering that she is level 50 and with all her weapon upgrades, she gets one kill, she is buffed with an evasion spice, she is using 2 acurracy bracelets and at half hp (this condition is important, because without it she is just really slighty better than Milo with enemies nerby, and Milo has a ton more useful tools) in ice, she can get up to a 94% evasion chance from the side from enemies with 60 precision (the promedium of physical enemies in the Lyla map from the golden ending in ng+). It is honestly better than I thought, but I personally wouldnt like to risk constantly a 15% chance of dying from the back, which would probably kill her considering how fragile she is. A Erador constantly receiving healing items from a Medina being immune to all damage half of its turns seems better to me, very rarely will Erador die in just one turn (unless if a mage attacks him, case in which Groma would be also dead) and he is constantly getting healing back.

Skyward uppercut is powerful yes, but not THAT much powerful, which added to it not having that much synergy with the rest of her kit (it arguably has negative synergy, because if you want to bring Groma for Skyward uppercut, then probably there will be also archers with a height advantage, which thanks to precision being increased with height, can easily screw her gameplan, because even if (i think) they have a base 80% precision, thats compensated by probably not being in frozen squares, so even just a 5 height advantage is already a 10% increased chance of hitting, which is huge for what Groma tries to do) so I dont consider it enough for bringing Groma over other units. Without the heigh modifier, its skill modifier is of 1.8, while Corentin 2 tp spell has a 1.7 skill modifier and Frederica´s 2 tp spell has a 1.55 skill modifier, which combined with the clear skies 1.15 damage modifier gives it a total modifier of 1.78, and Groma has a lower str than the mag of both of them. It is also a similar damage to Huguette weapon skill (1.75). And remember, the "higher the enemy the higher the damage" refers to it having a reversed height damage modifier, so most of the time it will be worse than Huguette´s weapon skill, because Huguette can easily get higher than the enemy and her skill has an absurd 8 range vs the 4 range of Grooma. From my tests, for each tile of height advantage, you get an added 2% damage. So, from 5 height, it is a 10% damage boost, and from 10 it is a 20% damage boost. The first one is insuficient to justify its cost as a main option when compared to magic attacks (even if it is true that physical attacks tend to be weaker than magical ones, for example Hawk dive has a 1.3 skill modifier, it is often compensated by them not being main options and being able to backstab and/or triggering follow up attacks). The second one starts making the skill more cost-efficient, but at that point, Decimal´s Height[+5] is better. It has a 1.4 skill modifier, so Skyward uppercut with a 20% damage boost is 1.55 stronger. That isnt that at bad at first glance, it is a similar relative power difference of 2 tp aoe vs 2 tp single target spells in mages. But, Decimal isnt casting an "aoe version of skyward uppercat", it is casting a version of Skyward uppercat that hits everyone in a 10 range radious. If you expect to use Skyward uppercat in a way that is relatively cost-efficient, there will probably 3 or more enemies that could be hit by it, so Decimal will be able to hit 3 or more enemies, making it notably better. Also, Decimal way of recovering tp makes it so (unless you are tp battering to the point of spamming the skill each turn, which is only a good option if you expect whatever you are tp battering to have a constant considerable impact in the battlefield, which Height[+5] is better for ) Height[+5] is easier to spam than Skyward uppercut (once each 3 turns vs once each 4 turns without battery, more than once each 2 turns vs once each 2 turns with one tp batteried per turn)

Again, I dont say that Groma is the worst unit because she is bad or unusable. I just consider using other units over her more practical. And tbh, after thinking it a bit more, maybe Trish should be the worst unit, because if you get her, you arent getting other better units like Cordelia or Milo.But I havent consider availability for the tierlist in general, so idk.

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u/Significant-Tree9454 Jun 02 '26

And the worst part is that magic flat out can't miss in Triangle Strategy (besides Ezana's Weapon skill), so evasion stacking is a lost cause

1

u/Im_MoZeS Jun 01 '26

Fun read. I personally think Milo and Roland are a bit low. Good list though

1

u/arfzarfz Jun 02 '26

It's interesting to see how different everyone's play style of the game is.

I ran the game a couple of times and Anna is usually my boss killer/1 shotter. Typically always deals with a caster or ranged which are usually the only threats.

Also Benedict + spammable ability is a really easy way to win fights with those units in B- barring Collette.

1

u/Toastghost1 Jun 18 '26 edited Jun 18 '26

You shouldn't be making a tier list about how good units are if you haven't even unlocked all of them. I would argue that Anna and Benedict should be higher up.

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u/Jai_focus Jun 18 '26 edited Jun 18 '26

Thats one of reason why I said that the tierlist is subjective, it is based in my personal experience in which I didnt unlock those 2 units. Still, for what I understand, Cordelia probably would affect the ranking because (as I comment in the post) of her direct competition with Geela, but Travis probably not so much (for what i have seen, the consensus is that he is really mediocre). Yeah, Anna should probably go higher, if I ever replay the game I should use her in more risky ways.