Tier List

Anime Ascendants Units Tier List

Parody roster ranks for story, raids, infinite, and legend.

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Units Tier List

This is the unit board for live Anime Ascendants on Roblox. Names below are the in-game parody names, not the anime titles they riff on. Ranks assume a 16-player online lobby on desktop or mobile, with upgrades, traits, and evolutions actually finished. If a unit is still at placement one with no trait, it will play a full rank worse than the row suggests.

The companion pages are the tier list hub for ranking rules, the best units guide for carry kits, and farm and support for the economy slots that make these ranks real.

S+ — the late-game argument

Sukuno is the nuke you evolve toward. Line area coverage plus absurd late-game burst makes raid bosses and deep infinite waves collapse once the evolved form is on the board. It is not a cheap story crutch; it is the reason you run legend acts and flashback farms. Put your rarest damage trait here after you finish the evolution guide.

Yuto is raid burst with clean targeting. When a health bar needs to vanish in a window, Yuto is the unit that actually does it. Placement is efficient for the damage it returns, which is why it stays in the top row even when flashier event names rotate in.

Itochi is the hybrid that refuses to be only a carry. Damage is real, burn support is real, and the last evolution upgrade adding line area coverage is the breakpoint that keeps it relevant in mixed teams. If you only have room for one “does two jobs” unit, this is the one.

S — build around these if they drop

Free Ren is stable damage that does not tilt. It comes from the Mage Pass, so the obtainment path is clearer than a 0.1% secret. You will not clip a one-shot thumbnail with it; you will clear long stages without wondering where the damage went.

Shonks is the accessible full-board option. Coverage wins story and many raid trash waves, and you can summon it without waiting on an event calendar. If your lobby still leaks at corners, this is the first S-rank to plant.

Orwin is support damage, not a fake carry. The roughly 30–35% ally damage buff is why it sits in S instead of a utility footnote. Do not waste Ascendant on it; the farm-and-support page covers the trait split.

Bolma is the best farmer in the game. Extra cash is extra upgrades, and extra upgrades are how S+ units actually reach the numbers people quote. Bring Bolma on anything longer than a short story map.

Goju and Hosoko round out the row as flexible high damage with good uptime. Goju plays well as support damage when you already have a nuke; Hosoko is a summonable damage spike that does not need a raid shop to exist.

A — how you actually beat story

Sand Madman, Kollua, Ariva, Nobora, Hosino, Megomu, Gambler, Miki, Senko, Hino, and Limo are the workhorses. This is the row that clears story and then sits behind a true carry in harder modes.

Hosino and Megomu are the beginner mythic rush. They are good enough to stop you living on D-tier starters, and they remain useful as secondary damage after you pull an S unit. Miki is the free exclusive from the Roblox group—claim it, do not ignore it. Senko is farm plus modest support, which is why it sits here instead of with the D leftovers. Gambler is a hybrid roller: spikes feel great, consistency is the tax. Sand Madman, Kollua, Ariva, and Nobora cover lanes without asking for event currency. Hino and Limo are honest mid-board splash that fall off when boss health inflates.

B — respectable, not a raid plan

Demon Lord, Benimaro, Togu, Gen (Serious), Touci, Mako, and Thick-Browed carry new accounts through story. Touci is the legendary damage rush; Orwin is the legendary support rush. Keep Touci until an S damage dealer lands, then demote it. The rest of B is filler with a pulse: fine while you learn placement, expensive if you keep upgrading them after mythics arrive.

C and D — replace on purpose

C is Saske (Curse Mark), Ichago, Gen, Genas, Soboto, Tanji, and Saske Kid. They function, they do not scale, and they eat upgrade cash that Bolma should have sent to a real carry. D is Niruto Kid, Goko, and Luffo—tutorial bodies. If any of those three is still your first placement in a raid lobby, you are practicing the wrong habit.

Shifting UPD2 and event names

Update 2 and later event kits move the ceiling without deleting the table above. Treat these as shifting, not as a second permanent S+ row:

  • Itadori (Final Vessel), Maka (Revenge), and Megumin & Mahoraga are the rush targets while you can farm them. If a guide says “rush these,” it means now, during the window.
  • Guts, Griffith, and Skeleton Knight are raid-and-banner carries. Guts and Griffith come from the banner path; Skeleton Knight drops from Berserk Raid acts four and five. Shop items (Seals of Sacrifice and raid-act currency) are part of the kit, not optional flavor.
  • Charmi (Love) is a money-and-damage amplifier, especially beside Bolma. Rank it as support meta, not as a solo carry.
  • Assassin is the flexible pickup: damage, starter value, and support potential in one body.
  • Homura Time Traveler and the Madoka event secret define the Cycles of Fate window. Play them while the event is in the client; do not assume they remain summonable next month.

None of those names make Sukuno, Yuto, or Itochi bad. They change what you farm this week. When the banner ends, return to the permanent rows and to the best units kits.

Beginner rush order

  1. Claim group Miki and any working codes.
  2. Play story with Hosino or Megomu as the mythic, Touci or Orwin as the legendary.
  3. Add Bolma the moment you own it.
  4. Evolve the first real carry using the evolution guide.
  5. Only then spend a week inside an event shop.

If your board still starts with Niruto Kid, Goko, or Luffo, treat that as a tutorial lineup, not a raid plan. Swap the first mythic you pull into the carry slot, keep Touci or Orwin as the legendary crutch, and only then chase Update 2 names that might leave with their banners.

FAQ

Frequently Asked Questions

Quick answers for codes, traits, summons, and story progress.

Who should I rush first as a new player?

Hosino or Megomu for mythics, Touci or Orwin for legendaries, then Bolma. Event names are a later rush, not a day-one board.

Why are farm units in S if they deal less damage?

Because cash is upgrades. Bolma sitting in S is how Sukuno actually reaches the last evolution upgrade before the boss, not a joke rank.

Are Madoka and Homura always this high?

They are shifting event carries. Use them while Cycles of Fate is live, then re-check this list after the event shop closes.

Where do I learn how to evolve these units?

Follow the evolution guide, then come back here to decide which body deserves the materials. The best units page covers obtainment per carry.