DPS Ranking

General:

  • Sustained calculations represent a character's performance in fights with a substantial duration such as the Union boss, Co-Op Phantom Boss or lengthy Shell/Module runs. In this simulation mode each character often runs through their rotation at least once - if not multiple times. Each scenario uses the best Modules and Shell loadout for that damage type - AoE uses the best for that while single target uses the best for that type of fight (sometimes there is a difference in gear set).
  • Burst calculations represent a characters potential damage output with a greater amount of damage amplification but only one action available to them unless they’re able to immediately advance themselves to gain another. This simulation best represents a characters potential in one-shot themed compositions and to some extent their explosiveness in PVP (although less buffs/debuffs will be present in PVP). Like sustained calculations these make use of the best possible Modules and Shells for the situation, often resulting in Speed being dropped from the equation as a team member can boost them to allow the burst to happen.

Enemies:

  • Enemies Speed is set to 270 (only for Sustained),
  • Enemies HP is set to 500.000,
  • Enemies DEF is set to 1850,
  • Enemies don't have an element - so everyone attacks them without advantage/disadvantage,
  • Enemies are assumed to have 3 Debuffs on them (for Sustained) or 6 Debuffs (for Burst),
    • Outside of the DEF- debuff (and Vulnerability for Burst), the other debuffs don't do anything - they are only there for the purpose of Momentum set,
  • Number of enemies: 1 for Single target and 4 for AoE,
  • Battle duration: 400 AV (for Sustained) or 1 action (for Burst),
    • Characters Speed decides how often they act in the battle. The faster the character, the lower amount of AV they use per action. Meaning the more actions they can fit in the battle duration of 400 AV (Action Value).

Characters:

  • All characters are level 50,
  • All characters skills are leveled to level 5,
  • All characters dupes are set at 0 - both for SR and SSR,
  • All characters use optimal Shells and Modules,
  • All characters are allowed only half of optimal sub-stats on the Modules - so this isn't 'maxed' performance, but something that's achievable with some investment,
  • All stats are assigned to ensure maximum damage for the ranking it's for. In Sustained this favors Speed, and in the case of the CRIT characters, maximizing CRIT Stats. For Burst, this favors maximizing CRIT stats for CRIT characters and ATK% in most cases.
  • Characters party size is assumed to be 5 - this is done for the purpose of certain mechanics that require allies to attack. For example like for example Rosa or Rahu (only for Sustained),
  • The percentage of allies actions counter as Attacks is set at 70% (only for Sustained).
  • All ally characters Speed is set at 270 (only for Sustained).

Buffs/Debuffs:

  • While only the personal damage of each character is included (with their Shells), we gave them ATK% buff (or DEF% or HP% buff if their skills scale off that) and inflicted DEF- debuff on the enemies. While building teams, you will want to include both so this should make things more 'realistic',
    • TLDR (Sustained): [ATK%] + [-DEF%] + [+DEF%] + 1 stack of [Sania +HP%]
  • For the Burst preset, we've also included Vulnerability debuff on the enemy - as in one-shot teams and PVP, it's something you will want to have either way.
    • TLDR (Burst): [ATK%] + [-DEF%] + [+DEF%] + 1 stack of [Sania +HP%] + [Vulnerability]

Example screenshots of the calculations (for Rosa) - the CRIT DMG value you see there doesn't take into account the base 100% Crit DMG:

Guides


Guides

14.06.2025:

We have added

Holden and
Hoyan
Hoyan
to the DPS Ranking. Hoyan appears there in multiple version based on how many stacks of her passives she currently has (since it gives her big ATK boost).

  • Holden:
    • As a counter-attacker we assume 60% of enemy actions will be directed at Holden. Keep in mind enemies launch a mixture of AoE and single target attacks, so depending on the fight this assumption can be higher or lower.
    • Holden is especially potent in multi-target scenarios thanks to the fact he has 4 targets hitting him instead of 1.
  • Hoyan:
    • Hoyan is an incredibly polarizing character when it comes to all modes of play. We’ve included multiple breakpoints of her damage based on different stack sizes for this reason.
    • Hoyan also has a unique assumption associated with her kit - “Average Current HP%”. We’ve assumed Hoyan will be at 45% average current HP for the purpose of her S3 scaling - her bonus S3’s triggered from her S2 will naturally be at 90% though.
    • We have assumed Hoyan will gain 1 “free” ultimate use per fight in sustained fights. If you’re able to get more than this her damage will increase but if you gain none it will decrease.

We also made several other changes:

02.06.2025:

We’re updating the DPS ranking based on the most recent patch notes released by XD - please note these patch notes may not be final and we haven’t been able to test them in game yet ourselves so further changes may occur on launch. In addition to XD’s balance changes we have also found some optimization for certain character builds leading to increases in DPS. We’ve also updated one character's assumptions to be more inline with in-game scenarios.

Also:

  • All characters have gained 10 SPD baseline at 6 star rank, rising their sustained Single Target and AoE damage to varying degrees.
  • White Fang
    White Fang
    was many characters' best choice when it came to sustained single target, burst single target and in cases even AoE for sustained and burst as well. Characters that used this shell have experienced a reduction in damage across one or multiple categories. For sustained this loss is offset for the most part by the SPD gain, but in burst it’s very noticeable for some characters that relied on it for its high ATK multiplier.

Character specific changes:

  • Tiamat, Rahu & Lilith - Despite being HP/DEF stackers in order to access optimal matrixes for burst (Momentum/Keeneye, Fury, Furyedge) these characters are equipped with Striker shells for the purpose of burst damage calculations. As a result, in some of their rotations that used White Fang they have received a drop (or lesser increase than expected) to their maximum burst potential from its nerf, while their sustained remains untouched or higher,
  • Lian - Lian Burst AoE shell changed to Count (Both rotations) - this is a sizable improvement for her 2 action rotation as Count’s buff lasts both actions.
  • Xiada - Additional 10% ultimate multiplier factored into all rotations.
  • Victor - Total damage multiplier from passive at current assumptions reduced from 60% to 36% as a result of nerf. Also, Victor is hit particularly hard by the White Fang nerf as his passive amplified its damage as well as his own.
  • Rin - Rin Burst AoE shell changed to Count - this is a significant improvement.
  • Rilmocha - All of Rilmocha’s burst rotations have been changed to Count. This is a significant improvement to her AoE burst and takes the edge off the White Fang nerf in single target burst scenarios without being better than it pre-nerf.
  • Rahu - Wrath DEF% buff increase and Basic DMG% increase and Basic ATK multiplier increase factored into calculations. The gains from this buff are significant for sustained scenarios but much less so for burst as Rahu cannot launch his FuA’s or reach high stack sizes of Wrath under this simulations restrictions.
  • Massiah - Massiah Burst AoE shell changed to Count - this is a slight improvement.
  • Lilith - Skill multiplier increase factored in, resulting in a sizable increase in AoE damage output and a decent on in sustained single target.
  • Khloros - Khloros Ultimate/Passive damage multiplier increase included resulting in one of the biggest buffs of the patch. His sustained damage output is now significantly higher. Khloros shell in Sustained Single Target/AoE changed to Count for a slight improvement.
  • Gray - Suffers heavily in Single Target burst as White Fang was a meaningful part of the total ATK% multiplier Gray was able to output. Gray Burst AoE shell changed to Count - this is a significant improvement.
  • Fangus - Sustained AoE shell changed to Count - this is a slight improvement.
  • Borgne - When maximizing Borgne’s burst in AoE and Single target, the SPD based options provided by Jackal Guard are not useful, thus he has to use White Fang. As a result of this both his burst rotations suffer from the White Fang nerf while his sustained rotations do not. Ultimate multiplier increase and Passive buff implemented into calculations.
Single Target (Sustained)
AOE (Sustained)
Single Target (Burst)
AOE (Burst)