Updated Oct 10, 2026· 5 min read

Key takeaways

  • Damage. Single-target DPS wins boss rounds; total wave damage (DPS × targets hit) wins farming rounds. A unit doing 60k DPS to one enemy loses to one doing 25k across eight targets once the wave spawns in numbers.
  • Range. Measured in studs, range decides whether your damage is even in the fight. Under 20 studs, a unit has to sit almost on the path and often covers one straight stretch. At 30–45 studs it reaches around a corner or across two lanes, which is what turns a good DPS number into actual coverage.
  • Farming value. Roughly, waves cleared per minute when the unit is placed well and upgraded on curve — not the theoretical maximum, but the realistic rate during a normal run.
  • Upgrade cost. Look at the total spend to max, and also at the shape of the curve. A unit that eats 60–70% of its total cost in the final two upgrades is a liability in early rounds even if its maxed stats are excellent.

The best Anime Reborn units are the ones that clear an entire lane by themselves — high damage, enough range to cover a corner or two, and an upgrade path you can afford before the round ends. Ranking units on raw damage alone is the fastest way to build a bad roster, so the tiers below sort by four levers at once: damage, range, farming value, and upgrade cost.

What actually separates a top-tier unit from a flashy one

Every unit in the game can look impressive on a preview screen. What matters in a live round is how those stats convert into cleared waves.

  • Damage. Single-target DPS wins boss rounds; total wave damage (DPS × targets hit) wins farming rounds. A unit doing 60k DPS to one enemy loses to one doing 25k across eight targets once the wave spawns in numbers.
  • Range. Measured in studs, range decides whether your damage is even in the fight. Under 20 studs, a unit has to sit almost on the path and often covers one straight stretch. At 30–45 studs it reaches around a corner or across two lanes, which is what turns a good DPS number into actual coverage.
  • Farming value. Roughly, waves cleared per minute when the unit is placed well and upgraded on curve — not the theoretical maximum, but the realistic rate during a normal run.
  • Upgrade cost. Look at the total spend to max, and also at the shape of the curve. A unit that eats 60–70% of its total cost in the final two upgrades is a liability in early rounds even if its maxed stats are excellent.

The tier list, ranked by profile

Unit names and exact numbers move with every balance patch, so this ranks by profile. Match the unit in your inventory to the profile and you get the tier — that holds up across updates far better than a list of names.

S tier — the units that do everything

Wide AoE damage plus respectable single-target output, 30–45 studs of range, and a full upgrade under roughly 600k in-game currency. These units farm mid-game waves without support and still contribute meaningful damage on a boss. If you own one, it is almost always worth a permanent slot and the first upgrade priority.

A tier — specialists worth building around

Either a dedicated boss-killer (100k+ single-target DPS but narrow range) or a pure wave-clearer (40k–70k DPS across several targets, 25–35 studs). They outperform S-tier units in their one job and underperform everywhere else, which is fine — a roster is supposed to have specialists in it. Total upgrade cost typically lands between 200k and 450k.

B tier — reliable early and mid game

30k–60k DPS, 12–25 studs of range, and a cheap first three upgrades. These are the units that get you through the first ten rounds and fund the S-tier you actually want. They are not wasted investment, but stop upgrading them once a wave spike kills them faster than they can clear it.

C tier — starter filler only

10k–25k DPS, short range, and a low ceiling. Useful for the first few rounds, then actively harmful because they occupy a slot that a better unit could use. Do not chase max upgrades here.

The numbers behind the tiers

Treat these as bands, not datamined constants — a rebalance can shift a unit a full tier. They are still useful for judging a unit you just pulled.

Tier Profile Single-target DPS AoE range Targets hit Total upgrade cost Waves/min solo
S AoE carry with boss damage 80k–150k 30–45 studs 5–8 300k–600k 9–12
A Boss-killer or wave-clearer 100k+ single, or 40k–70k AoE 18–35 studs 3–6 200k–450k 6–9
B Solid early/mid carry 30k–60k 12–25 studs 2–4 80k–250k 4–6
C Starter filler 10k–25k 8–15 studs 1–2 25k–90k 2–4

Cost per DPS: the math that decides your roster

Divide total upgrade cost by single-target DPS and you get a rough efficiency score. A B-tier unit at 200k total for 50k DPS costs about 4 currency per point of damage; an S-tier at 600k for 120k DPS costs about 5. The S-tier is worse on paper and still the better pick, because efficiency ignores range and target count. The rule that works: use the cheap unit to fund the expensive one, then stop feeding the cheap one.

Watch the curve, too. If the last upgrade doubles the price of the previous four combined, you are paying for a stat increase you may not need until you are already clearing the wave comfortably.

Team building by situation

Slots are the real constraint. Four slots is the common setup, and the composition matters more than the individual tiers.

Your situation What to prioritize Slot plan
New account, low currency Cheapest unit that clears the first 10 rounds 1 cheap carry + 1 buffer; upgrade the carry first, nothing else
Stuck on a mid-game boss Single-target burst and enough range to reach the boss path 2 boss-killers, 1 AoE, 1 buffer
Farming currency fast AoE range over raw DPS 2 AoE carries, 1 buffer, 1 flexible slot
Co-op with other players Buffs and debuffs, since damage stacks across players 1 buffer, 1 debuffer, 2 AoE
Endgame, everything unlocked One unit that covers both jobs 1 S-tier carry, 2 AoE, 1 support

The most common mistake is stacking three carries and no support. A buffer that adds 20–30% damage to three units is worth more than a fourth carry that only fires when enemies reach its short range.

Two habits that separate fast and slow progression

  • Place by range, not by habit. A 35-stud unit dropped at the first corner covers the lane and the one after it. The same unit at the spawn point covers nothing once enemies pass.
  • Re-check the tier list after each patch. Balance updates usually hit AoE range and upgrade costs first, and those two changes move a unit a full tier faster than a damage tweak does.

Grinding for hours without wrecking your setup

Long farming sessions are where a bad desk hurts. For most adults, a desk surface 28–30 inches (71–76 cm) high puts the keyboard at roughly elbow height, and the top of the monitor should sit at or just below eye level, about 24–30 inches from your face. A chair seat 16–20 inches off the floor keeps hips level with knees. Standing desks in the $250–$600 range and ergonomic task chairs in the $200–$600 range cover most needs; a $25–$60 footrest fixes a desk that is a couple of inches too tall. Take a two-minute break every 45–60 minutes — the rounds are long enough that you will not lose progress.

FAQ

Is the highest-rarity unit always the best?

No. Rarity usually signals a higher stat ceiling, but a rare unit with 30+ studs of AoE range and a cheap upgrade curve often farms better than a mythic boss-killer with 15 studs of range.

Should I max one unit or spread upgrades?

Max one carry first. Upgrades are multiplicative in effect and additive in cost, so a single unit at full power clears more than three units at half power.

How much range do I actually need?

Around 30 studs is the practical threshold for covering a corner or two lanes. Below 20 studs, plan on two placements to cover the same ground.

How often do these tiers change?

Whenever the game rebalances AoE range or upgrade costs. Damage-only tweaks rarely move a unit more than one spot; range and cost changes move it a full tier.

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