A useful Grand Summoners tier list ranks units by the problems they solve, not only by their damage. For most players, a unit that improves the whole squad is a better investment than another attacker with no supporting team. In general PvE, broad-use supports such as Hart, Mako, and Liza can be more valuable than another damage dealer, while Thetis or Sanstone can solve survival checks that raw damage cannot. The rankings below weigh role coverage, team synergy, equipment dependence, and upgrade value. They are a practical starting point rather than a permanent verdict because game versions, awakenings, true equipment, and crossover availability can change how easily a unit fits your account.

Grand Summoners tier list for general PvE

These tiers measure broad account value. S-tier units tend to stay useful across many teams; A-tier units can be excellent but usually need a clearer role, a particular partner, or a suitable quest. A conditional unit is not weak. It simply gives less value as a first investment when your roster still lacks basic support, sustain, or damage. The table is a practical priority guide, not an exhaustive ranking of every unit.

Grand Summoners characters

Tier Priority examples Typical value What to check
S Hart, Mako, Liza, Thetis, Sanstone Arts support, healing, mitigation, or tanking Choose the missing role instead of forcing several similar units together.
A+ War Hero Fen, Cestina, Berwick, Emperor Isliid Hybrid utility or high-output damage Confirm that your equipment, Arts cycle, and supporting units fit the kit.
A Vox, Feena, Miranda, Gerald, Priscilla, Priestess, Rosetta Reliable carry, healer, tank, or specialist utility Build them when their role answers a real roster or quest problem.
Conditional or B Breakers, elemental specialists, and other niche or crossover units Strong answers to a specific mechanic or matchup Prioritize them when you can name the team or quest that needs them.

Quick picks by roster gap

  • Arts and team support: Compare Hart, Mako, Liza, and War Hero Fen. The right choice depends on whether you need gauge generation, team buffs, healing, or equipment utility.
  • Damage protection: Compare Thetis, Sanstone, Miranda, and Gerald according to the type of pressure the quest applies.
  • Healing or status support: Hart, Feena, and Priestess are useful names to examine when recovery or harmful effects are limiting progress.
  • Damage core: Berwick, Emperor Isliid, Cestina, and Vox can serve as strong carry options, but their value depends on damage type, element, equipment, and support.

The S tier is intentionally support-heavy. Grand Summoners rewards teams that can cycle Arts, survive incoming pressure, and keep a carry active. A support unit that strengthens several different squads can therefore offer more account value than a damage dealer that only works in one setup. Thetis and Sanstone also represent different ways to solve a defensive problem, so owning one does not automatically make the other unnecessary.

The A+ group contains units that can form the centre of a strong team but deserve closer inspection. War Hero Fen and Cestina bring more than simple damage, while Berwick and Emperor Isliid make more sense when the rest of the team can feed their Arts rotation and protect their damage window. A high displayed attack value does not compensate for a team that cannot keep its carry active.

An A-tier unit is not a consolation prize. Feena may be the best next investment when healing or status support is the reason a quest keeps failing. Miranda or Gerald may be more useful than another attacker when the team is defeated before the boss can be finished. Crossover units such as Priestess can be excellent, but their value should be judged against your current roster rather than their rarity or event status.

Match the unit to the role your team actually needs

Before moving a unit up or down, identify the job it performs. A damage dealer can be outstanding and still be the wrong choice if your party cannot generate Arts or survive the boss’s first attack. Use the following comparison when diagnosing a team that looks powerful but fails in practice.

Role What to value When it matters Common mistake
Arts support Steady gauge flow, useful buffs, and a rotation the team can sustain Long fights and expensive Arts cycles Stacking gauge effects without checking how they interact
Tank or mitigation Damage reduction, barriers, or protection tools Burst phases and fragile damage dealers Using a tank in a stage where speed or damage is the real check
Healer or status support Reliable recovery and answers to harmful effects Attrition and status-heavy quests Assuming healing will fix a one-shot mechanic
DPS or carry Damage type, element, uptime, and scaling with team buffs Boss phases and time pressure Choosing raw rarity over team fit
Breaker or debuffer Break pressure or debuffs that the quest actually rewards Break windows and high-defense targets Forcing a breaker into every team

Role overlap is not automatically bad. Two supports may be worthwhile if one supplies gauge while the other provides healing or damage mitigation. The problem is redundancy: four highly ranked units can still leave a squad without sustain, a reliable Arts engine, or a way to answer a specific resistance.

How to build a squad from the tier list

Use this order when making a team for a difficult quest:

Grand Summoners characters

  1. Read the quest condition. Check elemental resistances, physical or magic defenses, status effects, break behavior, and any restriction that changes the value of a unit. A general tier placement cannot override a stage mechanic.
  2. Choose the team’s Arts engine. Start with one reliable source of Arts support, then add a second only when the two kits complement each other. Some gauge effects interact differently, so more generators do not automatically mean a faster or safer rotation.
  3. Add survival before extra damage. Decide whether the stage calls for a tank, team mitigation, healing, status support, or a defensive equipment slot. If your carry dies before using True Arts, another carry will not solve the basic problem.
  4. Select a carry that benefits from the core. Compare physical or magic damage, element, buff type, attack windows, and equipment needs. Berwick, Emperor Isliid, Vox, or another high-ranked attacker is most useful when the support around it improves its actual rotation.
  5. Test the rotation, not just the roster screen. Watch whether Arts arrive when needed, whether equipment cooldowns line up, and whether defensive effects cover the boss’s dangerous phase. If the team fails, change one slot at a time so you can identify the real bottleneck.

Upgrade priorities by account stage

The best unit to build changes as your roster grows. Use the following decision guide instead of copying a team from another player whose equipment, awakenings, and quest options may be different.

Account stage Build first Avoid
New account One Arts or support option, one dependable carry, and one sustain or mitigation option Several attackers with no gauge support or healing
Growing roster Missing tanks, healers, breakers, damage types, and useful equipment combinations Spending rare resources on a duplicate role without a clear benefit
Endgame or specialized Quest-specific specialists and alternate team cores Forcing one generalist squad into every boss encounter

For a new account, broad support often offers the strongest upgrade value because it can accompany several carries. That does not mean skipping damage: you still need a unit capable of finishing stages. If the choice is between an attacker that needs a very specific setup and a support that improves several units you already own, the support is usually the safer resource decision.

Once the core team works, build depth. A second tank can matter when quests pressure the team differently, while a status-focused healer, breaker, or alternate damage type can open content that your first team cannot handle. This is where A-tier value often rises, not because the unit’s general placement has changed, but because its role now fills a real gap.

Grand Summoners battle screen

Late-game players can ignore universal rankings more often. A specific boss may reward break timing, elemental matching, status resistance, cleansing, damage mitigation, or a strict defensive rotation. A conditional unit can outperform an S-tier generalist when its kit directly answers the stage’s mechanic.

Resource checks before building a top-ranked unit

Tier placement cannot tell you whether your account can use a unit efficiently. Before spending scarce upgrade materials, run through these checks:

  • Role gap: Is the unit filling a missing job, or merely replacing one that your roster already handles?
  • Kit access: Have you checked the unit’s Arts, True Arts, passives, and equipment slots?
  • Team fit: Can your existing support keep the unit’s gauge and cooldown cycle moving?
  • Equipment: Do you have usable equipment now, or is the unit dependent on a future pull?
  • Content fit: Does the stage reward its damage type, element, break pressure, healing, or mitigation?
  • Long-term use: Can you place the unit in more than one plausible team, or is this a single-quest investment?

That last question is not a ban on specialists. A single-quest unit can be worth building if the quest blocks progress or the unit answers a mechanic no one else in your roster handles. It simply deserves a different resource priority from a unit that strengthens nearly every run.

fantasy RPG boss battle

Common tier-list mistakes

  • Reading rarity as a final verdict. Rarity can signal investment potential, but it does not tell you whether the unit supplies Arts, protection, healing, or the right damage type for the quest.
  • Building four attackers. A squad full of damage can still fail if Arts gauges arrive slowly or the boss defeats the team before the carry reaches its strongest attack.
  • Copying another player’s exact team. Their setup may depend on equipment, awakenings, or a quest matchup you do not have. Copy the structure—support, sustain, and carry—not only the names.
  • Ignoring equipment and rotation. A unit can look strong on paper but feel poor if its equipment cooldowns, Arts timing, or defensive windows do not line up with the rest of the squad.
  • Replacing a useful unit too early. A new release or higher-tier name is not automatically an upgrade. Change the unit when it solves a real problem or improves a clear part of the rotation.

Frequently Asked Questions

Who is the best unit in Grand Summoners?

There is no single best unit for every quest. Hart, Mako, and Liza are strong broad-use support priorities, while Thetis or Sanstone may be the better choice when survival is the issue. A carry becomes the right pick when your team already has those foundations.

Should a new player prioritize support or damage?

Start with a workable balance: one Arts-support core, one damage dealer, and one form of healing or protection. If your account already has a functional carry, another support often improves more future teams than a second attacker. If damage is the actual bottleneck, choose a carry that matches your available equipment and support.

Are S-tier units always better than A-tier units?

No. S-tier in this guide means broad value, not automatic superiority in every stage. An A-tier healer, tank, breaker, or elemental specialist can be the better pick when the quest demands that role.

Do crossover units belong at the top of a Grand Summoners tier list?

Some crossover units can be excellent, but the label alone does not decide their priority. Consider whether the unit is available in your version, whether its role is missing from your roster, and whether your equipment can support its rotation. Build a crossover unit for a clear job, not just because it is limited.

How should I use this list if I do not own the named units?

Use the roles as your fallback guide. Pick the best Arts support, healer or mitigation option, tank, and carry available to you, then compare how their kits interact. A lower-ranked unit with complete team synergy will usually serve you better than an isolated top-tier name you cannot support.

Use this Grand Summoners tier list as a resource filter, not a substitute for reading the quest. Start with the role your squad lacks, build one dependable Arts and survival core, and then spend resources on a carry that benefits from it. That approach gives each high-ranked unit a clear job and makes it easier to recognise when a lower-ranked specialist is actually the best choice for the stage in front of you.