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.
This is not the kind of game mode where having the S tier characters means that you win. Unless it is specified as a rerun, every Fiend Hunt is completely different, even if the fiend has the same name and element as one from the past. Today's MVP might be tomorrow's minor contributor. If your goal is to be competitive, then you pretty much need everything. If you just want to clear level 10, some investments pay off better than others.
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, you want to focus on the first two groups plus Seir.
- 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
- The most valuable are marked with a gold border
| Core | Auxiliary | Notes |
|---|---|---|
| Essentials (almost every FH) | ||
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The buffs from Magical Innovator's summons stack independently (ie. if you have 2 summons, you'll get 2 buffs with 2 stacks, rather than a single buff with 4 stacks), though you'll rarely summon more than 1 outside of Guild Raids due to the long cooldown. Anti-Dystopia's energy guard is sometimes necessary in high level Fiend Hunt (13+). You'll want at least +4 when teaming up with Granhildr so that the cooldown can synchronize with her Boo Ghost costume. |
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The auxiliary costumes are practically mandatory. Poolside Fairy needs at least +3 for buff duration. |
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Onsen Manager can technically be used by itself for a magic team, but rarely is in practice. Miracle Rose is a nice to have for chaining. |
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Shrine Maiden of Purification can technically be used by itself for a physical team. |
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Teresse is a staple for FH, but niche for GR. If you're missing her limited Beachside Angel costume, her value drops quite a lot, since it's the main reason to take her. There has yet to be a low-chain team composition for GR, so you'll rarely take her unless you're using a mixed physical/magic team or relying on damage that happens on the enemy turns (eg. DoT, counter). Angel of Destruction is just a nice to have because it can generate 1 extra SP over a regular attack at +3. |
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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. In addition to chains, her non-limited costumes also provide damage mitigation in the form of stat reduction, which is useful at high levels. |
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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. |
| Common | ||
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Mamonir is a tanky, low-SP chainer. Miracle Marine provides the largest source of vulnerability on a single tile, outclassing New Hire Seir in situations where the fiend generates stacks slowly. |
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Rou is a strong choice for pairing with characters who's abilities scale based on something other than ATK, like Angelica. Red Riding Hood's shield is useful for surviving high level FH. Her other costumes are useful for generating additional damage and chains. |
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Eleaneer deals a modest amount of damage when dark has the advantage, but she's earned a near permanent team 3 position with her Shadow Bunny costume. She's typically placed on the weakest team in FH and used on the last turn, granting the domain to the following team. It's unlikely she'll be useful in Guild Raids as a support, but the cooldown should be a non-issue with Lancelot's reset ability. |
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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 mega damage amplifier, requires at least +3 to be good. She's almost always teamed up with Wilhelmina and is basically mandatory for Ventana. |
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Helena's usage has slipped dramatically since Granadair's release, but she's still a solid choice. The SP recovery from Top Idol is often a necessity, and the damage reduction is immensely useful at high levels. |
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His auxiliary costumes are very frequently used for chaining, but you might have trouble working them into rotations if you lack their SP reductions (and they all require +3 for that). 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 has very rare use cases and may require +5 for the extra duration. |
| Uncommon | ||
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Palette shines brightest as a support when you can take advantage of the debuff extension from Shattered Dream and you only need the chains from Miracle Violet every other turn. |
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Levia deals significant damage when fire has the advantage and fills a supporting role for the other elements. Night of Jealousy is mostly used for chaining. Overheat must be used with caution because it will remove all sources of vulnerability, including ones applied by the fiend. |
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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, though the ability to remove shields has been relevant in the past. |
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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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Olstein is occasionally used on high level FH for his strong damage mitigation from Sage of Blue Clouds. He's also useful as a chainer for characters where the bulk of their damage happens every other turn, needs the range and CD pots to be useful. The Fiend Scholar's SP recovery is an added bonus. |
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There are two reasons to use Rubia as a support: you have a DoT team or because the fiend has Defense, though the later is quite rare. Maid Name C is her least likely to be used costume. |
| Very Rare | ||
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Eris [COLLAB] is occasionally used for the single tile of vulnerability + chains. | |
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Elise very rarely makes an appearance when the fiend has defense or magic resist. Code Name O is a nice to have for some extra SP. |
Damage Characters as Supports
These characters provide substantial damage contributions when they have elemental advantage, but they can take a support role off-element.
| Core | Auxiliary | Notes |
|---|---|---|
| Uncommon | ||
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Olivier can be used as a support for a magic team in low SP situations. If your strongest team is magic, Retired Legend is your domain of choice. |
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Sonya occasionally makes a team 3 appearance as a support. Little Pumpkin Girl adds a moderate amount of extra damage when teamed up with multi-hit attackers. |
| Very Rare | ||
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Morpeah is used as a support in rare cases when you need concentrated fire for multiple teams. You'll typically use Beach Vacation on preemptive, then use Apostle every turn. The summons auto attack every turn to help generate chains and SP, then blow up on the final turn. |
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Luvencia has been replaced as an off-element chainer by better options, but might still be useful if you lack them. | |
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Blade is very rarely used for the single tile of vulnerability + chains. One less hit than Eris (Mushoku Tensei collab) in exchange for more damage and range. The extra hit is usually more valuable in off-element situations, making Eris the support of choice if you have both. | |
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 that strongly influence character selection for Fiend Hunt:
- Element
- Weak tile placement
- Fiend's abilities
You should expect to take 1-2 characters per team from this list in the element that is strong to the fiend. For Guild Raids, anything below Combat Supports is very rarely used as a damage dealer.
- 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
- If you're going to Burst a damage dealer, these are your best choices
- Usual Suspects
- Can be top damage when conditions are favorable
- Most common reason these characters won't be used is because their range does not match weak tile placement
- 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
- Well worth gearing if you have any to spare when they have elemental advantage
- Mid Picks
- Damage tends to be unremarkable
- If you're missing the more specialized characters, these are good to fall back on
- 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
- Pure Supports
- Supports with minor damage contributions
- Worth gearing when they have elemental advantage if you have any to spare
- 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
- Last Resort
- If you really lack any other choices, these are better than nothing
- Level them, but don't invest in potentials or engrave them
- Most of these are collaboration characters that were either power crept or not very strong to begin with
Color key:
- Characters most likely to be used off-element for damage
- Characters with limited costumes (yearly reruns)
- Collaboration Characters (irregular reruns, if they rerun at all)
| Light | Dark | Fire | Water | Wind | |
|---|---|---|---|---|---|
| Carries | (hard to pick a true carry, all of the Usual Suspects are strong in their own way) |
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| Usual Suspects |
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| Combat Supports |
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| Mid Picks |
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| Niche |
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| Pure Supports |
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| New |
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| Last Resort |
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- Sylvia
- Compared to the carries in other elements, she's the weakest.
- Nebris
- Despite being one of the highest damage characters in the game, she's never used off-element because she's too support hungry.
- Ventana
- Typically top damage for light
- Often sabbotaged in FH, either by the fiend's abilities or the weak tile placement
- Granhildr
- Commonly co-carries with Ventana or Yuri.
- If you don't have Boo Ghost, you won't use her at all.
- Michaela
- Commonly co-carries with Olivier.
- Angelica
- When used off-element, it's almost always with Ventana or Rubia
- Unless you lack other choices, you won't use her if you don't have Neon Savior.
- Sonya
- Has the highest damage potential for dark, but must co-carry with someone who can consistently use multi-hit attacks.
- Yumi
- She has pretty good damage potential, but you'll only use her if she can hit at least 3 weak tiles.
- Last time she was relevant, she was a co-carry with Morpeah.
- Gray
- His best costumes require the enemy to have very high stats in order to do good damage, something you don't start seeing until level 13+ FH.
- Hikage
- She was incredibly important for several months after her release, then Wilhelmina walked all over her. For a brief time, they were used together, but it was Wil's 2nd costume that sealed Hikage's fate. I wouldn't completely rule out the possibility of her being useful again outside of Last Night, but the addition of new wind characters in the future makes it increasingly unlikely.
Irrelevant
The following characters are currently irrelevant for Fiend Hunt and Guild Raid. The're better suited for Mirror Wars.





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