Key takeaways
- S: Redirects enemy targeting, self-heals or shields every rotation, and applies damage reduction to the row behind it. This is the profile that lets a fragile carry survive round one.
- A: High health and defense with a team-wide shield, but no targeting control — your carry still gets focused.
- B: Bruisers that deal damage instead of absorbing it. They work when the enemy has no burst, and fold when it does.
- C: Tanks whose survivability lives entirely in gear you don’t have yet.
The best figures in Figure Fantasy are the ones that fill the slot your team is missing — a frontline that survives the opening burst, a carry that turns every promotion material into damage, and a support that keeps both of them standing. If you want the short version: run one S-tier carry, one A-tier frontline, one support with a cleanse, and two flexible damage or utility slots, and push 45–55% of your upgrade resources into the carry.
This list ranks roles and stat profiles rather than a fixed set of names, because figure names, factions, and multipliers move every patch while the job descriptions never do. Use the in-game figure index for exact current stats, and use the tiers below to decide what deserves your materials.
What the tiers actually measure
A figure earns a high tier for four reasons: it wins its role even at low investment, it makes the other four slots better, it scales cleanly with levels and gear instead of needing a specific partner, and it fits several team archetypes instead of one narrow counter.
| Tier | What it means in practice | Investment before it feels good | Roster priority |
|---|---|---|---|
| S | Wins its role with no support, fits 3+ team types | Base level and first promotion tier | Build immediately, then deepen |
| A | Best-in-class at one job, needs a partner to shine | Mid promotion, one gear set | Build after your S-tier carry |
| B | Strong numbers, replaceable by an S-tier in the same slot | Two promotion tiers to stay relevant | Keep leveled, don’t over-invest |
| C | Niche counters or heavy late-game scaling | Top-tier gear to function | Bench until the rest of the team is finished |
The tier list, by role
Frontline and tanks
- S: Redirects enemy targeting, self-heals or shields every rotation, and applies damage reduction to the row behind it. This is the profile that lets a fragile carry survive round one.
- A: High health and defense with a team-wide shield, but no targeting control — your carry still gets focused.
- B: Bruisers that deal damage instead of absorbing it. They work when the enemy has no burst, and fold when it does.
- C: Tanks whose survivability lives entirely in gear you don’t have yet.
Single-target carries
- S: Damage that stacks on itself (crit, combo, or ramp), plus a self-buff so it doesn’t need a dedicated buffer taking a slot.
- A: Excellent damage that requires a specific buffer or debuffer beside it — two slots for one job.
- B: Strong against one enemy type or armor class, mediocre otherwise.
Area damage and wave clear
- S: Hits three or more targets and leaves a debuff behind, so it clears waves and softens bosses.
- A: Big area numbers on a slow rotation; fine for farming, awkward in timed fights.
- B: Pure swarm clear with almost no single-target value.
Supports, healers, and cleansers
- S: Heals and removes a debuff, or shields and regenerates. Two jobs in one slot is what makes a five-figure team work.
- A: Reliable raw healing with no cleanse. Strong until the enemy applies a stun or burn.
- B: Single-target healing only — usually one figure too late.
Buffers, debuffers, and control
- S: Team-wide attack, speed, or defense buff, or a reliable stun that lands on the first rotation.
- A: Strong single-target debuff such as armor shred or healing reduction.
- B: Control with a low or inconsistent activation rate.
The balanced five-slot template
Most rosters fail because they hold four damage dealers and one healer. The template below holds up in campaign, arena, and boss content; adjust the flex slot to the fight, not the other four.
| Slot | Role | Share of promotion materials | Failure symptom if wrong |
|---|---|---|---|
| 1 | Frontline with redirect or team shield | 20–25% | Carry dies in the first two rotations |
| 2 | Main single-target carry | 45–55% | Fights time out with the boss at half health |
| 3 | Second damage: area or secondary single-target | 10–15% | Waves take twice as long as they should |
| 4 | Support with heal plus cleanse or shield | 10–15% | Team survives damage but not debuffs |
| 5 | Flex: buffer, debuffer, or control | 5–10% | Damage is fine but fights stall |
Build order in five steps
- Lock one carry from the S or A band and never move resources off it. Swapping carries mid-build is the single most expensive mistake.
- Add a frontline that redirects targeting before you add a second damage dealer.
- Add a support that does two jobs — heal plus cleanse, or shield plus regen.
- Fill the last two slots with whatever counters the content you’re stuck on.
- Only after slots 1–4 are promoted should you raise a bench figure, and only if it counters something you actually fight.
Match the tier list to your situation
| Your situation | Build this | Skip for now |
|---|---|---|
| Brand-new account | Any A-tier carry plus the first tank you pull | Multiple carries, faction-specific synergy |
| Free-to-play, no spending | One S-tier carry and one cleanse support | Chasing every new banner figure |
| Stuck on campaign waves | Area damage plus a debuffer | Single-target specialists |
| Arena and PvP focus | Speed buffs, control, and a fast frontline | Slow area damage that never gets a rotation |
| Boss and guild content | Armor shred plus your highest single-target carry | Swarm clearers |
| Returning after a long break | Whatever currently sits in S for your old carry’s role | Rebuilding three figures at once |
Mistakes that quietly break a good tier list
- Reading tiers as absolutes. An S-tier figure at base investment loses to a B-tier figure you’ve actually built. Tier lists assume equal investment; your account doesn’t have equal investment.
- Stacking damage. Four carries and a healer loses to two carries, a tank, a support, and a flex in almost every mode.
- Spreading materials evenly. Five figures at mid promotion lose to two figures at high promotion plus three at base.
- Ignoring faction and brand synergy. Bonuses are usually worth more than one tier of individual stat difference — check whether your five figures share a faction before chasing a marginally stronger pull.
If you also collect physical figures: display and storage numbers
Screen teams and shelf displays fail for the same reason — the wrong slot sizes. These are the measurements that matter when you’re setting up a collection in a room.
| Measurement | Typical number | Why it matters |
|---|---|---|
| Shelf depth | 10–12 in (25–30 cm) | Fits a 6–8 in figure on its base with 2 in of backdrop clearance |
| Vertical clearance between shelves | 12–14 in | Room for taller pieces and a riser without headroom collisions |
| Floating shelf load rating | 15–25 lb per bracket set, stud-mounted | A full row of resin figures commonly runs 10–15 lb; drywall anchors alone are not enough |
| Enclosed display case | Usually $80–$300 by size and lighting | Glass doors cut dusting from monthly to twice a year |
| Distance from a window | Keep out of direct sun | UV fades painted detail long before the shelf fails |
FAQ
Should I pull a new S-tier figure if my A-tier in that role is already built?
Only if the new one does something your current figure can’t — a cleanse, a redirect, or team-wide buff. A pure stat upgrade costs you an entire rebuild for a gain you could get from one more promotion tier.
How many damage dealers should a team have?
Two, and one of them should be area damage. Three damage dealers means no cleanse, no control, and no way to survive a burst rotation.
Do tier lists go stale?
The names do, the roles don’t. Frontline, carry, area damage, support, and flex have been the five jobs since the game launched, and a figure that does two of them well will stay useful across patches.