PLAY: https://scratch.mit.edu/projects/1047699970/ Individual tiers are also ordered (left > right). Assumptions: 1) Close to ideal substats are assumed. This means 96% in Skill/Normal/Ex attack stat if I specify "pure" (with the remainder ideally going into +ATK). For rankings without substats, check out the V1.3 tier list. 2) Only normal mode battles are considered (no chaotic, no blast, no boss). "The meta" is defined as the most effective tactic available VS a random level 80 enemy team comp (most notably the daily battles). 3) The entire cast is unlocked, and all comparisons are made at level 60 (max). 4) Blind matchups are assumed. Yeah, some characters perform better if you know the enemy comp and you cherry-pick a team that has a favorable element. To avoid this kind of bias, we will assess combat under the assumption that your team has to face every possible matchup (not just the favorable ones). 5) Independence ranks higher. A character that can perform strong on any team is more versatile and centralizing than a character who falls apart without specific teammates. Exceptions made if the specific interdependence is so tight that the team becomes functionally invincible. 6) Characters are judged as part of the player team, not the enemy team. This is because some characters are really annoying and oppressive to face as enemies (usually due to poor matchup), but when you try using them, they are suddenly underwhelming. Examples include Chen, who is a tough enemy but a pathetic teammate; or Xuan, who is a wimpy enemy but a menace on the player team.