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.
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.
| 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. |
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.
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.
Use this order when making a team for a difficult quest:
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.
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.
Tier placement cannot tell you whether your account can use a unit efficiently. Before spending scarce upgrade materials, run through these checks:
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.
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.
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.
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.
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.
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.