Fiend Hunt Top Character/Costume Picks
Work in progress.
This is primarily a guide for characters/costumes in Fiend Hunt, though a lot of this is still relevant for Guild Raids. The goal is to find the most optimal composition for 1-3 teams, without the ability to rest or share characters between them. Unlike regular battles, there is some amount of automatic SP recovery every turn, so SP recovery abilities are typically low priority.
Supports
While supports are the highest priority for upgrades, they're usually chosen after the damage characters have been picked. You're going to have a hard time using many of these costumes unless you have all of their SP reductions. For Guild Raids, it's best to have these characters fleshed out and rent your damage characters.
- Core
- These are the highest priority costumes for this character
- It doesn't matter if you have the other costumes, it's usually not worth bringing if you don't have these
- Auxiliary
- Useful costumes to have if you're already bringing this character
- Some of these can make the character a mandatory pick.
| Core | Auxiliary | Notes |
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| Mandatory | ||
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Anti-Dystopia is not used that often, but is very helpful in high level Fiend Hunt. |
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Auxiliary costumes are practically mandatory. |
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Onsen Manager can technically be used by itself for a magic team, but rarely is in practice. |
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Auxiliary costumes are very frequently used for chaining, but you might have trouble working them into rotations without getting their SP reductions. Promise of Vengeance is a pure damage costume that's occasionally used for extra damage, which can be quite substantial vs wind fiends, instead of using a chaining ability. Dark Knight was relevant in 1 Fiend Hunt, and it required +5 for the extra duration. |
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The SP recovery from Top Idol is often a necessity, and the damage reduction is immensely useful at high levels. |
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Shrine Maiden of Purification can technically be used by itself for a physical team. |
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The limited Masquerade Bunny costume makes Celia truly remarkable. If you're between reruns, the cooldown potentials are mandatory for her core costumes. Those pots are still worth having even if you do have all three, priority on The Curse. |
| Very Common | ||
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Teresse is a staple for FH, but niche for GR. Medical Club can technically be used without the limited Beachside Angel, but the later is the main reason to take her at all. There has yet to be a low chain team composition for GR, so Medical Club is the core costume there. Angel of Destruction is just a nice to have because it can generate 1 extra SP at +3. |
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Zenith is only occasionally used for the Concentrated Fire if all you have is Robin Hood. The addition of Poolside Guardian transforms her into a meta damage amplifier, but the cooldown makes it unusable on its own. |
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Wilhelmina is the single-target counterpart to Celia and capable of generating more chains than anyone else. Both costumes need to be at least +4 to be good. |
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Levia provides significant damage when fire has the advantage, and fills a supporting role for the other elements. Night of Jealousy is mostly used for chaining. If Overheat is used when she doesn't have elemental advantage, it's just for some bonus damage. |
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Rafina deals significant damage when water has the advantage, and fills a supporting role for the other elements. Code Name A is mostly used for chaining, but her range is often difficult to take advantage of. If Steel Engine is used when she doesn't have elemental advantage, it's just for some bonus damage. |
| Uncommon | ||
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[NEW] Eleaneer is occasionally used for team 3 as a damage dealer when dark has the advantage, but Shadow Bunny allows her to provide support as well. The cooldown is quite long, making the auxiliary costumes quite valuable for filling in the dead turns by generating chains. The current strategy is to use her on the last turn for your weakest team in FH so that it can buff the following team. It's unclear if she'll be useful in Guild Raids, but the cooldown should be a non-issue with Lancelot's reset ability. |
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Seir's only used if the fiend has multiple multi-hit attacks. Demon's Daughter is rarely used, but often requires the taunt potential when it is. |
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Luvencia is often top damage when dark has the advantage, but she's also used as a chainer for other elements. | |
| Niche | ||
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Eris is occasionally used for the single tile of vulnerability + chains [COLLAB]. | |
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Blade is occasionally used for the single tile of vulnerability + chains. One less hit than Eris in exchange for more damage. | |
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Rou is occasionally used with Blade to help her survive. She's a strong choice for pairing with characters who's abilities scale based on the enemy's stats, like Angelica. | |
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Olstein is occasionally used with characters where the bulk of their damage happens every other turn. The Fiend Scholar's SP recovery is an added bonus for Olivier. |
Damage Characters
Keep in mind that if you're missing costumes or are missing critical upgrades, it can lower the character's value or may make them unusable.
Currently, physical compositions are the strongest. For FH, this might mean having physical for team 1 and 2, with magic for team 3, depending on the element. For GR, you're unlikely to use magic unless it's Doomsday Machina, which has 90% physical resist.
There are 3 things to consider when picking characters for Fiend Hunt:
- Element
- Weak tile placement
- Fiend's abilities
Just because a character isn't listed here doesn't mean you can't use them. These are just the best choices if you're aiming for the highest possible damage. If the hunt favors water characters, but all you have is Roxy, by all means use her! Or use another character in the list who's element isn't wind.
- Carries
- Consistent high performer or picked almost every FH
- Most likely to be picked for GR
- Often performs well even when conditions significantly favor the other choices
- Some of them are usable off-element if you lack choices in the favored element
- Common Picks
- Very strong picks and frequently used
- High chance of being a team 2 pick
- Limited by Range
- Typically excluded because their range does not match weak tile placement
- Can be top damage when conditions are favorable
- Hyper Niche
- Has abilities with a conditional component that can't always be taken advantage of
- When conditionals are met, they can outdamage some of the other choices
- Combat Supports
- Supports with significant damage contributions
- Some are strong enough to carry a team depending on conditions, but they're usually second fiddle to someone else
- Some are used off-element, but their damage is less remarkable
- After pure supports, this is the 2nd most important group to have developed, especially for GR
- Pure Supports
- Supports with minor damage contributions
- Worth gearing for damage when they have elemental advantage
- Very Rare
- Used once in a blue moon
- Always plays second fiddle to someone else
- Typically used on team 3
- New
- New character or an old character with a new costume that significantly changes how they perform
- Needs additional time or costumes to see where they truly rank
| Light | Dark | Fire | Water | Wind | |
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| Carries |
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| Common Picks |
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| Limited by Range |
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| Hyper Niche |
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| Combat Supports |
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| Pure Supports |
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| Very Rare |
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| New |
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Note: Elise got a significant balance update in December 2025 in the form if increased range. This may make her relevant for team 3 in Fiend Hunt. Angelica's damage cap was raised as well, but it might not be enough to make her relevant.

























