Not updating this anymore; check out the R7 vs R8 vs R9 list
IF YOU'RE RUNNING NINON OR RINO IN PVP YOU MIGHT WANT TO READ RINO AND MITSUKI'S ENTRY
NOTE THAT PURPOSELY AVOIDING ARMOR PIECES MAY BE IMPORTANT FOR TP GAIN
NOTE THAT GAINING STARS LOWERS TP GAIN MUCH MORE THAN FORGOING AN EQUIPMENT PIECE
NOTE THAT MANY PEOPLE DISAGREE ON WHETHER OR NOT TO R8 MAGES, BUT I THINK THEY'RE BRAINLETS
THIS IS NOT A TIER LIST

tl;dr R8 everyone except for Kokkoro, Yukari, and maybe mages.

Honestly, other than Anna, I don't see why you wouldn't R8-5 mages.

This is a chart for all my EN brainlets out there that are too fucking retarded to read machine translations of CN or KR.

Stat changes are considered at 3 stars, 8 bond. The stats themselves don't change per star, but the values are slightly adjusted.

The HP Regen and TP Regen stats are ignored since these values are the HP girls heal between PvE waves.

IMPORTANT: Have your shit farmed up BEFORE you rank up a girl. This means that you'll want 40 blueprints instead of 20, about 500k mana, and you'll want to make sure you have the other two items ready. The comparison is between max refinement.

Girl R8-5 R9-3 Rec Notes
Akari +158m.atk, +775HP, +15def, +22m.def, -5TPBoost R8 R7 generates more TP per action and when hit (99 per action vs 94 at R8) but both values are 11 turns per UB, so it makes no difference unless she's taking particular amounts of residual AoE damage.
Akino +258atk, +9 def, +4 m.def, +20 crit, +8 HPDrain, +10 TPBoost, -22 HP R8 Duly note that Akino's kit is very slow, so it is very unlikely for her to get a 3rd UB, so sac'ing the armor piece for "more TP gain" will likely not make a difference. Without the Elemental Heart, she actually risks only getting one UB off.
Anna +237m.atk, +827HP, +8def, +8m.def, +22crit, +1HPDrain, -5TPBoost R8; R7 in some cases Anna can be used against Tamaki in several comps. Anna baits Tamaki's S1 and generates a lot of TP from the damage taken. By losing 5TP Boost, Anna would receive 5% less TP gain from this, and this may lead to Anna no longer being able to UB before Tamaki does. Since Anna just dies after UB'ing regardless, any bulk she gains doesn't matter as much.
Aoi +239atk, +203HP, +15def, +14dodge, +20crit, +15TPBoost, -1m.def R8 TP Boost on its own is good enough, and when coupled with no real detriment, this is an easy R8. At the end of the day, however, you're not using her until her school shooter alt.
Arisa +307atk, +132HP, +11def, +5m.def, +2dodge, +20crit, +15TP Boost R8 TP Boost on its own is good enough, but when coupled with no real detriment, this is an easy R8.
Ayane +186atk, +537HP, +13def, +20crit, +8HPDrain, +10TPBoost R8 Getting lifesteal will be useful towards self sustaining against bosses that AoE, but you can probably leave her at 7-6 until 8-5 comes out without any significant loss in output.
Chika +158m.atk, +759HP, +15def, +22m.def, +40HealBoost, -5TPBoost R8 +40HealBoost makes her UB heal for 21.05% more. In PvE, her UB timing is often delayed either for move negation (via her spirit) or to ensure all units eat AoE damage (to avoid healing nothing), so the TPBoost rarely makes a difference.
Djeeta +275atk, +299HP, +11def, +2m.def, +20crit, +10TPBoost R8 No brain choice. With how her kit works, it's unlikely that forgoing the armor slot will be the difference maker between a UB or not (she often overpools with her charge), so forgoing the armor just costs attack in most cases.
Eriko +294atk, +199HP, +11def, +2m.def, +20crit, +10TPBoost R8 No brain choice. Eriko's made of paper and has no lifesteal, so forgoing armor may just be suicide. You can be brave and test it out during lap 2; the next CB isn't that strong.
Hatsune +107m.atk, +1150HP, +16def, +21m.def, +1HPDrain, +22crit, -5TPBoost R8 If you are taking Hatsune into CB for whatever fucking reason, then she'll only get 2 or 3 UB's depending on boss AoE regardless of rank. More likely, you're using her in PvP where the extra bulk is always appreciated.
Hiyori +360atk, +14def, +2dodge, +30crit, +22TPBoost, -47HP, -1m.def, -3HPDrain R8 The HP Drain loss may cause some issues if you're using her to do Kokkoro+DrainDPSTank, but if you're doing that, you're likely starring her up and that will resolve that issue.
Io +91m.atk, +1299HP, +25def, +22m.def, +1HPDrain, -5TPBoost R8 The extra tankiness can fuck over Rinon cannon. Unless she's your only mage, she won't be baiting Tamaki, so the TP Boost does not result in an earlier UB (105% and 110% both take the same number of turns to get UB off). Even if you consider her S2, R7-6 gains 151TP vs R8-5 gaining 145TP. This 6TP difference does not budge her to get her UB a turn earlier.
Jun +79atk, +1468HP, +11def, +6m.def, +10dodge, +30HealBoost, -4HPDrain R8 Duly note that purposely keeping Jun less tanky (either by withholding stars or forgoing some pieces of equipment) can get her UB one turn quicker. This is only good against very specific bosses where you need to negate a specific knockback or stun. For everything else, tankier is better for Jun.
Kaori +307atk, +149HP, +15def, +4m.def, +2dodge, +22TPBoost, -3HPDrain R8 The HP Drain loss may cause some issues if you're using her to do Kokkoro+DrainDPSTank, but if you're doing that, you're likely starring her up and that will resolve that issue.
Kyaru +296m.atk, +283HP, +7m.def, +22crit, +1HPDrain, -2p.def, -5TPBoost R8 Kyaru can see play with Kyouka+Akari in CB; however, since she is a backliner, she will not be taking significant enough AoE damage for an extra UB. Duly note 5 vs 10 TP Boost are both the same amount of actions per UB. For PvP, the stat gains are useful.
Kokkoro +1823HP, +17def, +19m.def, +10dodge, +30HealBoost, -40atk R7 Her UB's healing is typically enough to keep her alive in situations where she is able to tank (by using her UB during her S2), so the upgrade is purely a loss in attack. The attack loss is small, however, while the eHP gain is decent; there's also the consideration that at R8-5, the +30HealBoost is a +28.5% boost to her UB's self healing. For PvP, you may want to consider the upgrade, but for CB R7 is ideal. You'll also want to consider that the +10 dodge brings her dodge rate from 9.09% to 16.67% which can really fuck over some UB timings in CB if she dodges an extra hit. Think it through, Allergy-sama.
Kuka +56atk, +1120HP, +12def, +19m.def, +10HealBoost, -5TPBoost R8 She finds compensation in that while she may take an extra hit to UB (in some cases) due to the TP Boost loss, she gains +10 Heal Boost which makes her UB heal her for 8% more health and when coupled with the eHP gains from defenses, it becomes worth.
Kurumi +71atk, +1710HP, +16def, +10m.def, -4HPDrain R8 Due to her EX Skill, the HP gain is close to negligible whereas the m.def loss may be significant. Having +HP on EX Skill makes defense stat losses a bigger eHP loss than normal.
Kyoka +326matk, +288HP, +4mdef, +22crit, -2def, -5TPBoost R8 R7 generates more TP per action and when hit (99 per action vs 94 at R8) but both values are 11 turns per UB, so it makes no difference unless she's taking particular amounts of residual AoE damage.
Lima +36atk, +765HP, +21def, +25mdef, +8HPDrain R8 No cost gain.
Mahiru +319atk, +573HP, +9def, +2dodge, +20crit, +10TPBoost, -3mdef R8 No cost gain.
Maho +129matk, +1036HP, +11def, +25m.def, +40HealBoost, -5TPBoost R8 A +21.05% boost in healing is significant and makes up for the TPBoost loss. The gain in healing increases to +21.05% at R8-5. You may instead want to consider that when Tamaki hits Maho, the extra 5% TP may be the difference maker between one action to Maho's UB which is true at certain star value differences between Tamaki and Maho; however, the extra healing more than likely makes up for that, and if your Maho's starred up enough, there is no difference regardless.
Makoto +326atk, +3HP, +10def, +20crit, +2HPDrain, +20TPBoost -3mdef R8 She goes from UB every 10 actions, to UB every 9 actions while also gaining damage. This is a no brainer. Since Makoto's primary function is to defense break, you can test out if forgoing her armor piece will let her UB one action sooner against some bosses.
Mifuyu +127atk, +1035HP, +8def, +7mdef, +10dodge, +30HealBoost R8 She gains some matk which lets her bait Tamaki in an all physical team. Her self heal also improves by 30% and her dodge rate goes up to 15.3% which will dodge 2 of Tamaki's hits on average. I still have no idea what she does.
Mimi +241atk, +839HP, +14def, +20crit, +10TPBoost, -3mdef R8 Mimi is a good girl.
Misaki +296matk, +283HP, +7mdef, +1HPDrain, +22crit, -2def, -5TPBoost R8 Made of paper, so it's too risky to keep her at R7-6 since she'll more likely die than shave an action off to UB.
Misogi +52atk, +898HP, +25def, +20mdef, +14dodge, +12TPBoost, +20matk R8 She gains some matk and her dodge rate goes up to 22.5% which lets her bait Tamaki decently well. This may give her a niche use, if you really want to use her.
Mitsuki +44atk, +1398HP, +22def, +13mdef, +20matk R8 She's there for the massive defense down more than anything, so you can keep her at R7 and not lose out on much at all. It's very unlikely that withholding eHP items will give her a 3rd UB since her UB timing holds it to cancel her S1 animation anyways. WARNING: Having Mitsuki at 1 star higher than Ninon will brick your Ninon fan offense comp by making Hatsune stun Mitsuki and fucking over her rose field. You may also want to leave Mitsuki at R7-6 for the same reason. R8 also gives her 20matk which lets her bait Tamaki; this can be dangerous since Tamaki can kill her depending on their star difference.
Miyako +118atk, +643HP, +28def, +20mdef, +4dodge, +20matk R8 She gains more eHP on the defense gains than the HP lost. Also +dodge. At R8-5, she gets some matk to bait Tamaki. For those curious, her dodge rate is 29.5%. Pudding!
Monika +83atk, +692HP, +21def, +18mdef, +20crit, +2dodge, +8HPDrain, +10TPBoost R8 No loss gain. NOTICE: Monika can usually only bait Hatsune if she has 1 more star than whatever she's trying to protect. There are some cases where 5 star Monika cannot bait for some 4 star units. If running her as bait is important to your comp, you may want to hold on ascending some units.
Ninon +326atk, +4def, +1mdef, +20crit, +2HPDrain, +20TPBoost, -184HP R8 More damage and more TP generation. No brain R8.
Nozomi +80atk, +1454HP, +11def, +7mdef, +10dodge, +30HealBoost, +20matk, -4HPDrain R8 No loss gain. She gains +30% healing and 20matk to bait Tamaki.
Pecorine +100atk, +833HP, +10def, +14mdef, +10dodge, +30HealBoost, +20matk R8 No loss gain.
Rei +153atk, +536HP, +15def, +8,def, +5HPDrain, +20crit, +10TPBoost R8 Her armor piece gives no attack, so if she still lives without it, forgoing the equipment piece grants more S2 damage.
Rin +92atk, +1341HP, +11def, +7mdef, +20crit, +30HealBoost, +10TPBoost R8 zzz
Rino +179atk, +464HP, +19def, +1mdef, +14dodge, +20crit, +15TPBoost ?? I'll get back to you on this one since the extra TP Boost may un-brick her for some people. NOTICE Until higher levels, keep the total level of Yukari and Yuki's TP Boost skill to 150 to avoid Rino using her UB in the dead time between Mitsuki's field. With Hatsune on the enemy team, Rino will UB on first circle. If your TP gain is too high, then levels above 150 or R8-3 will cause Rino to UB in the dead time whereas 150 levels total on Yuki+Yukari will have her UB on 2nd circle. This will become irrelevant at higher levels.
Saren +258atk, +8def, +4mdef, +20crit, +8HPDrain, +10TPBoost -22HP R8 No loss gain.
Shinobu +215atk, +11def, +9mdef, +20crit, +6HPDrain, +20TPBoost, -9HP R8 See Makoto. Also note that Shinobu's dad can come in clutch for many things even if her shred is significantly worse.
Shiori +307atk, +134HP, +11def, +5mdef, +20crit, +2dodge, +15TPBoost R8 TP Boost on its own is good enough, and when coupled with no real detriment, this is an easy R8.
Shizuru +116atk, +282HP, +13def, +17mdef, +10dodge, +8HPDrain, +30HealBoost R8 Sshe gains a +27.2% boost to her heal as well as 20matk to bait Tamaki.
Suzume +128matk, +1037HP, +11def, +25mdef, +40HealBoost, -5TPBoost ?? ??? Worse than Misogi
Suzuna +314atk, +68HP, +7def, +8mdef, +2dodge, +15TPBoost R8 See Shiori
Tamaki +171atk, +525HP, +22def, +8mdef, +14dodge, +20crit, +10TBoost, -3HPDrain R8 The 14 dodge WILL fuck over people that hit you with Ninon+Mitsuki.
Yori +340matk +183HP, +22crit, +1HPDrain, -2def, -2mdef, -5TPBoost R7 Yori is one of the strongest mage options in the game at the moment, but her issue is that her shards are whale only. Her S1 makes the gain in matk from the rank up worth very little whereas the TP Boost could make the difference between a UB or not in rare cases.
Yui +194matk, +803HP, +7def, +12mdef, +25HPBoost, -5TPBoost R8 +20.83% heal boost to her UB compensates for the lower TP Boost. The lower TP Boost only makes her UB faster in rare cases, anyways.
Yukari +1123HP, +19def, +27mdef, +10dodge, +30HealBoost, +4HPDrain, +20matk -54atk R8 The 30% healing boost makes up for the attack loss. WARNING The attack loss will cost you 500 damage or so per entry on average, so you could opt to keep her at R7-6 if you think that matters.
Yuki +114matk, +1201HP, +15def, +24mdef, -5TPBoost R8 The eHP is useful in PvP to survive AoE's.

The following is information for autists that want to think for themselves rather than blindly following these charts

Why is "TP Boost" so fucking good?

TP Boost influences three major things:
TP Gained Per Action = 90 * (100 + TP_Boost)/100
TP Gained When Taking Damage = 500 * %HP_lost * (100 + TP_Boost)/100
TP Gained From Skills = Skill_value * (100 + TP_Boost)/100

Also, %HP_lost is obviously going to be worse if you're tankier. This idea, taken to its extreme, is where the "Bond Levels will brick your account" comes from. Duly note that it's not just specific bond levels, but even equipping certain gear make %HP_lost lower. Honestly, while it is a consideration, you'd have to be within the top 10 clans with a CB specific focus to get that specific on Bond Levels.

Being able to UB earlier is vital for PvP and being able to UB more is vital for CB.

Think back to your first CB; notice how many units got their first UB at 50 seconds left, then a 2nd UB at like 20 seconds left, then never had enough time for a third? TP Boost can shift those timelines.

Many units would prefer to be less tanky since the more %HP_lost you take without dying, the better for your TP gain.

This chart details some important TP Boost breakpoints (the stat can't go this high, obviously)

TP_Boost TP_Gain_Per_Action Actions_per_UB
0 90 12
2 91 11
12 100 10
25 112 9
39 125 8
59 143 7
86 167 6
123 200 5
178 250 4
272 334 3
456 500 2
1012 1000 1

Then why do you recommend, for example, to keep Akari at R7 if the comparison is between 5 and 10 TP Boost, both of which are at the 11 actions per UB threshhold? Because of the damage taken part of the equation. While hitting an action/UB threshhold is a huge deal, being between threshholds still helps. Furthermore, if you have TP regenerating abilities from other sources, being between threshholds also helps.

Why is X damage not good enough?

You have to consider your unit's stars and EX Skill.
For example:
3 star Anna has about 4400 m.atk base (3100ish base plus 1300ish from EX)
What does +27 m.atk mean for that? Well, at 3 star, it's 0.61%-ish more m.atk.
Not only is this fucking awful, but you have to consider that skills have base damage, so the %gain to damage is even worse.
Minuscule gains like this are not worth TP Boost loss.

PS: Tim is a bugman that got 24th in his whale clan despite 1.1x modding his damage. top kek lmao

Edit Report
Pub: 17 Feb 2021 23:49 UTC
Edit: 05 Apr 2021 19:34 UTC
Views: 17246