Featured demons: Naamah, AlephOfficial Dx2 News artwork
Tier ratings[edit]
Offense and defense ratings consider turn economy, survival, recovery, counters and team synergy. Usage is supporting evidence, not a win rate. Assume relevant skills and panels are unlocked and suitable brands are equipped. Each reviewed demon includes strengths and limitations; unreviewed demons remain Unranked.
Offense[edit]
| Tier |
Demons
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| SS
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| S
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NaamahTeam Fortify, damage reduction, enemy turn removal and revive-sealing damage give unusually broad value. Charm and Laceration-dependent bonuses can be countered. AlephExtra turns, repeated Recurrence, nine Endures, revive punishment and flexible healing/damage make a versatile core. Anti-revival effects and trigger suppression still matter. HirokoRepeated revive-ban removal and full-party revival, chain cleansing and enemy-turn removal justify a top support tier even on offense. Imprisonment targeting and summon choice depend on the matchup. AmanozakoDeath-triggered revival and enemy-turn removal punish attempts to wipe a slow team; Fortify support and Recurrence add resilience. Less direct finishing power than top offensive cores. InarunaLaceration, added-turn and ailment triggers supply repeated revive-sealing damage and anti-healing pressure. Excellent with compatible teammates, but trigger dependence prevents a universal SS rating. FlynnUp to three turn-free attacks, Bulwark-piercing options, party MP and single-target protection provide strong offensive efficiency. Fortify removal and loss of good status weaken the engine. NanashiFortify removal, death-prevention bypass and an added turn give focused offensive utility. Magic/fractional-damage synergy and own-turn Sky Field favor deliberate team construction. PhoenixSpeed, an opening extra turn, Decay and revive-sealing follow-up damage excel at initiating a snowball. Much of the opening value requires striking first. NyxAdded-turn reactions feed party Fortify and Corrosion; attacks bypass death prevention and seal revivals. Repel-dependent reactions and Mortal immunity reduce reliability in some matchups.
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| A
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NemhainParty Endures/mitigation, turn-free attacks and enemy Endure punishment remain useful even with few occurrences. Field-dependent bonuses and death-prevention bypass matter. DemeterReactive party Bulwarks, Fortify, MP and Mercy field make a strong defensive engine. Bulwark piercing/removal and field replacement limit universal value. AbdielImprisonment, an added turn and damage amplification enable focused kills. Needs successful attacks and is less broadly protective than stronger support options. HayataroTurn-free attacks, party MP and Fortify-based ailment immunity support efficient offense. Protection is conditional on keeping Fortify, and personal defenses are less comprehensive. Nero☆Decay, Endure punishment and party damage reduction support multi-hit magic teams. Concentrate and Decay conditions favor synergy over independent dominance. SuezoSeal Decay, party mitigation, reactive Fortify and revive-sealing retaliation are well suited to defense. Offensive output relies partly on receiving damage or allies falling. AmunraEnemy good-status/revival punishment, death-prevention bypass and party Endure support offer broad pressure. Needs triggers or an active turn and remains matchup dependent. Loki MExtra turns and Spirit Chains Resonance can produce strong barrages. Needs accumulated chains/Malice or kills; less reliable before the engine starts. ShaxAilment-triggered area damage, several Spirit Chains and party Fortify/MP make a useful pressure engine. Ailment immunity and trigger restrictions can disrupt it. Azhi DahakaTwo opening enemy turns removed, party mitigation and Zenith-based magic bonus-turn denial provide strong slow-team utility. Losing Zenith or facing other damage types weakens its protection. KhonsuGood-status removal, enemy-turn removal and Endure follow-ups directly disrupt several survival engines. Its strongest reactions are conditional and do not replace complete team protection. DagdaNothingness, heavy Decay and reactions to turn-free enemy attacks offer a relevant counter role. Damage reduction depends on Nothingness sticking to enemies. Shiva MOpening turns, Malice-based burst and renewable Almighty-magic repel support physical offense. Requires striking first and a suitable Malice/critical-hit team. ChefeiRevive-ban removal, repeated team revival and area-damage mitigation are valuable despite low occurrences. Sky Field timing can conflict with revival plans and demands care. NyarlathotepSuper Gloom, magic suppression and Decay-triggered barrages support sustained pressure. Gloom removal and alternative damage types limit the counter role. PaimonRepeated party revivals, Decay and revival-triggered barrages provide substantial recovery and pressure. Revive restrictions and chain control can interrupt the engine. AsahiMercy field, reactive healing/Fortify, MP drain and revive-ban removal support endurance teams. Field replacement and reduced access to Endure triggers limit reliability. Chaos HeroParty-wide turn-free attacks and magic amplification can enable an offensive engine. Fortify must remain intact and personal survival is comparatively limited. En no OzunoSpecial-damage amplification, Decay-linked MP pressure and healing fit Special-attack teams. Conditional synergy and enemy access to actions keep it below universal support cores. Raidou Kuzunoha & GoutoTurn-free Special attacks, Bulwark piercing and repeated ally revivals provide an offensive niche. HP thresholds and limited revival coverage make support important. LahmuEnemy-turn removal, turn-free attacks and good-status-based party mitigation fit slower teams. Good-status removal and trigger limits weaken its coverage. Meisuke NuenoOpening Fortify removal, area-damage mitigation and party Endure support deserve more credit than rarity of use alone. Finite Endures and death-prevention bypass remain concerns. MocchiEnemy Seal Fortify, Super Gloom and stacking Fortify create strong disruption and burst. Fortify removal and immunity/control matchups can break the setup. Hakumen no MonoTurn-free attacks, Super Gloom, enemy critical suppression and Malice reduction offer targeted counterplay. Many benefits require enemies to remain in Gloom. Queen FrostRepel-based support, party MP and a death-prevention-bypassing finisher support a coherent counter team. Bonuses depend on Repel Physical and repel/tag triggers.
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| B
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AnielStrong Divine/Herald mitigation, Fortify reactions and Repel Magic reward a race-focused team. Three-member race requirements impose a major team-building cost. DanuMercy field protects death-prevention effects and supplies chain resistance plus a large party Endure. Field replacement and repeated lethal hits limit protection. HeroineRepeated revive-ban removal, party revival and single-target bonus-turn denial support recovery teams. Crest timing and area attacks can limit that protection. MariaRevive-ban removal and end-of-enemy-turn full revival remain useful. A complete wipe prevents the revival, and the main recovery is once per battle. V☆Party Decay cleansing, reactive Fortify removal and area retaliation give a defensive counter role. Normal-attack and damage-trigger dependencies require suitable teammates. ShaddaiEnemy-turn removal, critical bonus-turn denial and physical targeting provide a valuable physical-matchup counter. Magic and attacks ignoring counters reduce its coverage. ElohimDeath-prevention-bypassing burst and kill follow-ups still finish vulnerable targets. Limited innate modern survival/control makes safe setup more important than raw power. OkuninushiAilment cleansing, speed and death-prevention-bypassing damage retain a useful support niche. Less layered survival and enemy control than current leading cores. MushussuImprisonment/kill-linked Decay barrages plus party Bulwark and MP offer useful synergy. Needs compatible triggers rather than supplying a universal core. KalkiPierce denial for matching Repel/Drain affinities, party MP and revival create a matchup specialist. Affinity reduction and attacks outside covered attributes can bypass the plan. Lucifer FrostOpening extra turn, MP support and elemental affinity reduction can accelerate Fire/Ice teams. Limited personal durability and first-strike dependence constrain defense. The Frost FiveRepel-based Pierce denial and broad affinity reduction enable specialist teams. Affinity manipulation and uncovered attributes prevent blanket protection. AriochEnemy-added-turn reactions supply party Bulwark and buffs, with end-of-enemy-turn fractional pressure. Must survive enemy actions; Bulwark counters reduce value. AstarothSpeed, death-prevention-bypassing kills and a kill/Imprisonment extra turn can finish targets. Less modern survival and team protection make it a supported attacker. BarbatosDecay-triggered follow-ups and MP drain fit a specific pressure team. Fragility and dependence on ally triggers restrict general use. Beelzebub☆Enemy-turn removal and Salvation-based party damage/mitigation are useful. Active damage ramps over several own turns and protection depends on chains landing. Dante☆Preferential targeting, reactive Fortify and Endure punishment suit a defensive bruiser. Single-target dependencies and limited broad recovery make it specialized. MorrighanOpening Almighty-magic repel, Corrosion and accuracy/evasion support have matchup value. Needs first strike and lacks the recovery of leading defensive supports. Fionn mac CumhaillRevive-sealing attacks, an extra turn and Gloom removal retain offensive utility. Zenith dependence and limited survival constrain general defense. Law HeroPhysical bonus-turn denial, chain removal and reactive party recovery counter physical pressure. Magic and other attack types make the protection incomplete. Old OnesGloom-based damage suppression and enemy MP pressure offer a control niche. Gloom removal and modest innate survival restrict reliability. YukimeCrest-based turn efficiency and first-strike MP/Zenith support aid magic offense. Losing the crest or failing to strike first reduces consistency.
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| C
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| D
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| F
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Defense[edit]
| Tier |
Demons
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| SS
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—
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| S
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NaamahTeam Fortify, damage reduction, enemy turn removal and revive-sealing damage give unusually broad value. Charm and Laceration-dependent bonuses can be countered. AlephExtra turns, repeated Recurrence, nine Endures, revive punishment and flexible healing/damage make a versatile core. Anti-revival effects and trigger suppression still matter. HirokoRepeated revive-ban removal and full-party revival, chain cleansing and enemy-turn removal justify a top support tier even on offense. Imprisonment targeting and summon choice depend on the matchup. AmanozakoDeath-triggered revival and enemy-turn removal punish attempts to wipe a slow team; Fortify support and Recurrence add resilience. Less direct finishing power than top offensive cores. DemeterReactive party Bulwarks, Fortify, MP and Mercy field make a strong defensive engine. Bulwark piercing/removal and field replacement limit universal value. InarunaLaceration, added-turn and ailment triggers supply repeated revive-sealing damage and anti-healing pressure. Excellent with compatible teammates, but trigger dependence prevents a universal SS rating. SuezoSeal Decay, party mitigation, reactive Fortify and revive-sealing retaliation are well suited to defense. Offensive output relies partly on receiving damage or allies falling. KhonsuGood-status removal, enemy-turn removal and Endure follow-ups directly disrupt several survival engines. Its strongest reactions are conditional and do not replace complete team protection. Azhi DahakaTwo opening enemy turns removed, party mitigation and Zenith-based magic bonus-turn denial provide strong slow-team utility. Losing Zenith or facing other damage types weakens its protection.
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| A
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Law HeroPhysical bonus-turn denial, chain removal and reactive party recovery counter physical pressure. Magic and other attack types make the protection incomplete. ShaddaiEnemy-turn removal, critical bonus-turn denial and physical targeting provide a valuable physical-matchup counter. Magic and attacks ignoring counters reduce its coverage. AsahiMercy field, reactive healing/Fortify, MP drain and revive-ban removal support endurance teams. Field replacement and reduced access to Endure triggers limit reliability. NanashiFortify removal, death-prevention bypass and an added turn give focused offensive utility. Magic/fractional-damage synergy and own-turn Sky Field favor deliberate team construction. NyxAdded-turn reactions feed party Fortify and Corrosion; attacks bypass death prevention and seal revivals. Repel-dependent reactions and Mortal immunity reduce reliability in some matchups. Nero☆Decay, Endure punishment and party damage reduction support multi-hit magic teams. Concentrate and Decay conditions favor synergy over independent dominance. AmunraEnemy good-status/revival punishment, death-prevention bypass and party Endure support offer broad pressure. Needs triggers or an active turn and remains matchup dependent. DagdaNothingness, heavy Decay and reactions to turn-free enemy attacks offer a relevant counter role. Damage reduction depends on Nothingness sticking to enemies. ShaxAilment-triggered area damage, several Spirit Chains and party Fortify/MP make a useful pressure engine. Ailment immunity and trigger restrictions can disrupt it. FlynnUp to three turn-free attacks, Bulwark-piercing options, party MP and single-target protection provide strong offensive efficiency. Fortify removal and loss of good status weaken the engine. ChefeiRevive-ban removal, repeated team revival and area-damage mitigation are valuable despite low occurrences. Sky Field timing can conflict with revival plans and demands care. AriochEnemy-added-turn reactions supply party Bulwark and buffs, with end-of-enemy-turn fractional pressure. Must survive enemy actions; Bulwark counters reduce value. PaimonRepeated party revivals, Decay and revival-triggered barrages provide substantial recovery and pressure. Revive restrictions and chain control can interrupt the engine. Dante☆Preferential targeting, reactive Fortify and Endure punishment suit a defensive bruiser. Single-target dependencies and limited broad recovery make it specialized. LahmuEnemy-turn removal, turn-free attacks and good-status-based party mitigation fit slower teams. Good-status removal and trigger limits weaken its coverage. NyarlathotepSuper Gloom, magic suppression and Decay-triggered barrages support sustained pressure. Gloom removal and alternative damage types limit the counter role. V☆Party Decay cleansing, reactive Fortify removal and area retaliation give a defensive counter role. Normal-attack and damage-trigger dependencies require suitable teammates. DanuMercy field protects death-prevention effects and supplies chain resistance plus a large party Endure. Field replacement and repeated lethal hits limit protection. HeroineRepeated revive-ban removal, party revival and single-target bonus-turn denial support recovery teams. Crest timing and area attacks can limit that protection. MocchiEnemy Seal Fortify, Super Gloom and stacking Fortify create strong disruption and burst. Fortify removal and immunity/control matchups can break the setup. NemhainParty Endures/mitigation, turn-free attacks and enemy Endure punishment remain useful even with few occurrences. Field-dependent bonuses and death-prevention bypass matter.
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| B
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Hakumen no MonoTurn-free attacks, Super Gloom, enemy critical suppression and Malice reduction offer targeted counterplay. Many benefits require enemies to remain in Gloom. Old OnesGloom-based damage suppression and enemy MP pressure offer a control niche. Gloom removal and modest innate survival restrict reliability. Queen FrostRepel-based support, party MP and a death-prevention-bypassing finisher support a coherent counter team. Bonuses depend on Repel Physical and repel/tag triggers. PhoenixSpeed, an opening extra turn, Decay and revive-sealing follow-up damage excel at initiating a snowball. Much of the opening value requires striking first. HayataroTurn-free attacks, party MP and Fortify-based ailment immunity support efficient offense. Protection is conditional on keeping Fortify, and personal defenses are less comprehensive. Shiva MOpening turns, Malice-based burst and renewable Almighty-magic repel support physical offense. Requires striking first and a suitable Malice/critical-hit team. AbdielImprisonment, an added turn and damage amplification enable focused kills. Needs successful attacks and is less broadly protective than stronger support options. MushussuImprisonment/kill-linked Decay barrages plus party Bulwark and MP offer useful synergy. Needs compatible triggers rather than supplying a universal core. Beelzebub☆Enemy-turn removal and Salvation-based party damage/mitigation are useful. Active damage ramps over several own turns and protection depends on chains landing. Raidou Kuzunoha & GoutoTurn-free Special attacks, Bulwark piercing and repeated ally revivals provide an offensive niche. HP thresholds and limited revival coverage make support important. Loki MExtra turns and Spirit Chains Resonance can produce strong barrages. Needs accumulated chains/Malice or kills; less reliable before the engine starts. Chaos HeroParty-wide turn-free attacks and magic amplification can enable an offensive engine. Fortify must remain intact and personal survival is comparatively limited. En no OzunoSpecial-damage amplification, Decay-linked MP pressure and healing fit Special-attack teams. Conditional synergy and enemy access to actions keep it below universal support cores. AnielStrong Divine/Herald mitigation, Fortify reactions and Repel Magic reward a race-focused team. Three-member race requirements impose a major team-building cost. KalkiPierce denial for matching Repel/Drain affinities, party MP and revival create a matchup specialist. Affinity reduction and attacks outside covered attributes can bypass the plan. MariaRevive-ban removal and end-of-enemy-turn full revival remain useful. A complete wipe prevents the revival, and the main recovery is once per battle.
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| C
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AstarothSpeed, death-prevention-bypassing kills and a kill/Imprisonment extra turn can finish targets. Less modern survival and team protection make it a supported attacker. BarbatosDecay-triggered follow-ups and MP drain fit a specific pressure team. Fragility and dependence on ally triggers restrict general use. Fionn mac CumhaillRevive-sealing attacks, an extra turn and Gloom removal retain offensive utility. Zenith dependence and limited survival constrain general defense. ElohimDeath-prevention-bypassing burst and kill follow-ups still finish vulnerable targets. Limited innate modern survival/control makes safe setup more important than raw power. MorrighanOpening Almighty-magic repel, Corrosion and accuracy/evasion support have matchup value. Needs first strike and lacks the recovery of leading defensive supports. OkuninushiAilment cleansing, speed and death-prevention-bypassing damage retain a useful support niche. Less layered survival and enemy control than current leading cores. Lucifer FrostOpening extra turn, MP support and elemental affinity reduction can accelerate Fire/Ice teams. Limited personal durability and first-strike dependence constrain defense.
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| D
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| F
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Most used this week in PvP[edit]
This week’s published snapshot. Season 462 · 2026-10-12 – 2026-10-18.
Source: PVP Ranking/Season 462 · Snapshot: 2026-10-13T14:00:42Z · Retrieved: 2026-10-14T06:24:32.907Z.
Percentages show usage in the source’s Top-500 team lists, not win rates. Only demons reported in each usage table are shown.