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The best units in Artery Gear: Fusion are the ones that do two jobs at once: a squad-wide attack, crit, or speed buff attached to real damage, plus a healer-shielder that can strip debuffs. Ranked on that basis, the S tier is four role classes — hybrid buff-and-damage carry, speed/action-gauge buffer, defense shredder, and cleansing healer-shielder — while everything that does one of those jobs for a single target or on a long cooldown lands in A, and pure damage dealers with no team effect sit in B. This list is organized by role class rather than by banner name, because the specific units sitting in S tier change with every balance patch while the jobs a squad needs never do.
What the tiers actually measure
A unit’s placement here comes from four things, weighted in this order:

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View on Amazon- Role coverage — how many squad problems one kit solves. A unit that buffs the team and deals damage covers two; a unit that only hits hard covers one.
- Investment value — how much of its power arrives early. Kits that are 80% functional at a few skill levels beat kits that only work when fully maxed.
- Team flexibility — whether it fits story stages, bosses, and PvP without a rebuild. Single-mode units get demoted.
- Endgame performance — whether it still earns a slot once enemy debuffs, resistances, and enrage timers show up.
Quick comparison: the tier list at a glance
| Tier | Role class | Best for | Typical kit shape | Investment priority | Main trade-off |
|---|---|---|---|---|---|
| S | Hybrid buff-and-damage carry | First build on any account | Squad ATK or crit buff lasting 2–3 turns, attached to an area hit; buff on a 3–4 turn cooldown | 1 | Wants the most gear and skill materials of any role |
| S | Speed / action-gauge buffer | PvP and turn-order control | Squad-wide speed buff or action push, 3–5 turn cooldown | 1 (right after the carry) | Deals almost no personal damage; worthless if the rest of the squad is unbuilt |
| S | Defense shredder / breaker | Bosses, raids, long fights | 2–3 turn DEF-down debuff, often paired with a break or stun | 2 | Debuff can be resisted; needs accuracy on gear |
| S | Cleansing healer-shielder | Debuff-heavy late-game stages | Heal plus cleanse or shield on the same skill | 2 | Slow clears if your carry is under-built |
| A | Single-target burst DPS | Single-boss damage checks | One large hit on a 4–5 turn cooldown, no team effect | 3 | Falls off badly in multi-target stages |
| A | Control / stun specialist | PvP disruption | Stun or freeze on a 3–4 turn cooldown | 4 | Frequently resisted by late-game bosses |
| A | Pure tank with taunt | Learning fight timings | Taunt plus flat damage reduction | 4 | Adds no damage and slows farming |
| B | Self-buffing damage dealer | Filler while you build S tier | Buffs only itself | 5 | Replaced by the next damage banner |
| C | Healer with no cleanse, shield, or damage | Early story only | Single-target heal | 6 | Almost always replaced by the S-tier healer |
S tier in detail
S — Hybrid buff-and-damage carry
This is the unit that clears stages for you, because it scales your whole squad while also being the thing that kills. Who it suits: brand-new accounts and anyone who has been spreading materials across five half-built units. Main trade-off: it is the most expensive role to finish, so it should get every skill material you own until its damage skill is maxed.
S — Speed and action-gauge buffer
Turn order decides most fights, and this class is how you control it. A squad-wide speed buff or action push means your carry and your shredder act before the enemy’s, which is often worth more than a raw attack buff of the same size. Who it suits: PvP players and anyone stuck on a stage where the boss acts twice before your healer moves. Trade-off: it contributes almost nothing on its own, so build it after your carry, not before.
S — Defense shredder / breaker
Defense-down debuffs are multiplicative with everything else you do, which is why this class ages better than raw damage. Who it suits: mid-game players who can clear the trash but stall on bosses. Trade-off: debuffs can be resisted, so it needs accuracy stats that a pure damage build would never slot.
S — Cleansing healer-shielder
One healer that also removes debuffs covers what two single-purpose units used to. Who it suits: late-game and raid content where poison, burn, or silence ends runs. Trade-off: if you run two healers and no shredder, your clears get slow enough that you lose to timers instead.
A tier: strong, but conditional
A-tier units are not weak — they are specialists. A single-target burst dealer can be the best answer in the game to one specific boss and a liability in every multi-target stage. A control specialist wins PvP matches outright and gets resisted through most of the late-game PvE ladder. Build them when a specific wall demands it, not as your foundation.
How to choose which unit to build next
Read the kit before you read the numbers. The single most useful calculation is buff uptime:
Uptime = buff duration ÷ cooldown. A buff that lasts 2 turns on a 3-turn cooldown is active 67% of the time. The same “2 turns” buff on a 5-turn cooldown is active 40% of the time. Two units with near-identical skill text can therefore differ by 27 percentage points of coverage, and the one with the shorter cooldown is the one that carries you through long fights.
Decision matrix: what to build, by situation
| Your situation | Build first | Why | Rough resource target |
|---|---|---|---|
| Account under a week old | Hybrid buff-and-damage carry | One unit clears story, events, and early PvP at once | Every skill material into the damage skill first |
| Free-to-play, saving pulls | Speed buffer | Its value scales with your squad, not with gear or duplicates | Levels and speed gear only; skip dupes |
| Mid-game, stuck on a boss | Defense shredder | Shortens the fight and beats enrage timers | Start only after the carry is skill-maxed |
| PvP-focused | Speed buffer + control | Turn order resolves most matches before damage matters | Speed sub-stats on every gear piece you keep |
| Late-game raider | Cleansing healer-shielder | Debuffs, not raw damage, end most runs | One healer, never two |
| Wide roster, many half-built units | Nothing new | A finished unit beats three unfinished ones | Finish one unit end to end before the next banner |
What a “finished” unit actually costs
Assume your best farming stage costs 12 stamina per run and drops the skill material you need roughly one run in three.
Cost per material = 12 ÷ (1/3) = 36 stamina. A unit needing about 30 materials therefore costs 30 × 36 ≈ 1,080 stamina for skills alone. On natural regeneration of roughly 240–300 stamina a day plus event refills, that is four to six days of dedicated farming per unit — before you touch gear.
Gear is the bigger sink. Expect to enhance and discard 10–20 pieces per slot before one lands the sub-stat spread you want, and that cost repeats every time you replace a unit. The practical consequence: building three units in parallel spreads one week across three half-finished kits, while building one at a time gives you a carry that can actually clear the stages dropping the next unit’s materials.
Ownership realities and common mistakes
- Damage-only units decay fastest. If a unit’s value is its numbers, the next banner replaces it. If its value is a squad-wide effect, it survives patches.
- Spreading gear thin is the number-one stall. Six units in mediocre gear lose to one unit in good gear plus five fillers.
- Ignoring speed sub-stats. A carry that acts after the enemy’s buffer is a carry that never gets its turn.
- Two healers, no cleanse. Healing through a debuff you could have removed costs you turns you do not have.
- Chasing the banner mid-build. Pulling is fine; abandoning a 70%-finished unit to start a new one is what actually costs you progress.
Frequently Asked Questions
Is it worth pulling a new S-tier unit if I already have an A-tier carry?
Only if the new unit covers a role you are missing — a squad buff, a shred, or a cleanse — rather than simply hitting harder. A direct damage upgrade over an already-built carry means paying full skill and gear costs twice for a marginal gain. If your carry is finished and your buffer is not, the better use of pulls is a banner that fills the gap.
How many units should a new player build before moving on?
One, then a second. Get a single hybrid carry to maxed damage skills and usable gear before you invest anything meaningful in another unit, then add a speed buffer. From there, add a shredder or a cleansing healer depending on whether your wall is damage or survival.
Do units need duplicates to be good?
Not for the S-tier role classes. Buffs, debuffs, and cleanses scale with skill levels and gear far more than with duplicate copies, so a buffer at low duplicates usually outperforms a damage dealer at high duplicates on an under-built account. Duplicates matter most for units whose only job is raw damage, which is exactly the category that gets replaced soonest.
Does the tier list change between PvE and PvP?
Yes, and the shift is mostly about speed. In PvE, survivability and debuff removal decide fights, so the shredder and cleansing healer rise. In PvP, turn order decides them, so the speed buffer and control specialist rise while slow burst damage falls. Units that hold S tier in both modes are the ones with a squad-wide effect and a short cooldown.
How often should I expect this ranking to change?
Role classes are stable; individual units are not. Balance patches typically reshuffle which specific unit fills a role, while the four jobs a squad needs stay constant across updates. Re-check your roster against the role list after each patch rather than rebuilding your account around whatever is currently strongest.
Should I build a second damage dealer or a healer first?
Build the healer if you are failing stages to debuffs or attrition, and the second damage dealer if you are clearing comfortably but running out of turns. A rough test: if your squad survives to the last third of a fight and still loses, you need damage; if it dies early, you need support.
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