Arc the Lad Twilight of the Spirits
Top
Kharg
Maru
Choco
Middle
Darc
Volk
Ganz
Bebedora
Paulette
Low
Tatjana
Delma
Camellia
Diekbeck
Arc the Lad Twilight of the Spirits
Top
Kharg
Maru
Choco
Middle
Darc
Volk
Ganz
Bebedora
Paulette
Low
Tatjana
Delma
Camellia
Diekbeck
Why isnât Darc top as well? The fact that Darc and Kharg can both use special moves and magic should be auto top tier for the both of them IMO. I will say that Kharg has better early skills since his have additional effects like lowering enemy defense or attack. He is also more useful overall as a spell caster because he is a healer. But Darc isnât far behind from his brother in terms of usefulness.
God Tier:
CPU
after that, you put yourself anywhere. Of course this is if weâre talking the original Mario Baseball on Gameboy.
Mario Strikers Charged
Captain Tiers
Uber Tier
Top Tier
Mid Tier
Low Tier
Shit Tier
Sidekick Tiers
Uber Tier
Top Tier
Mid Tier
Low Tier
Crap Tier
As a note, Mega Strikes are mostly useless since theyâre easy to block for the most part. Only use Mega Strikes if youâre really far behind in points.
Mario & Luigi Bowserâs Inside Story Specials Tier List-
Mario & Luigi
God Tier-
Magic Window: It does tons of damage, is fun to use, hits multiple enemies or a single one multiple times, and occasionally causes dizzy status. The downsides are that the sp cost is the second highest in the game. It also fails against spiky or flaming enemies. However, there arenât really that many of those in the game.
Mighty Meteor: This one hits all enemies, it occasionally weakens their power, it nets you a free item, it does good damage, and it barely costs any SP at all. Can you say âversatile?â Itâs not as damaging as some other moves, but itâs good in tons of situations. It helps that it also hits the enemies that Magic Window cannot.
High Tier-
Snack Basket: It does very good damage to all the enemies at once. It canât hit airborne enemies, but there arenât that many of those either. The SP cost is cheaper than magic window and falling star.
Falling Star: This costs a lot of sp, but it also does a lot of damage. It may also lower defense. Importantly, you get it at a point in the game where SP isnât as big of an issue anymore. Itâs best used against the final bosses.
Mid Tier-
Jumping Helmet: This does medium damage to a single enemy. At the time you get it, itâs very useful because itâs probably the strongest move you have at the time. It can end those early gauntlet bosses pretty quickly. If you have the tight belt equipped, itâs also a good move to use against bosses if youâre running low on SP and donât want to use any syrups.
Super Bouncer: At the time you get it, this is the best move you have to hit multiple enemies. It does more damage than the Yoo Who Cannon and occasionally causes dizzy. The move becomes obsolete later on though.
Spin Pipe: This is actually a better move than the jumping helmet. It can hit multiple enemies once you kill your original target. It also occasionally dizzies opponents. I rank it below the jumping helmet because you get it too late in the game. By the time you get spin pipe, you also have the opportunity to get the magic windows and are on your way to getting snack basket. You already have the mighty meteors as well. In terms of usefulness in the game, it is simply not as useful as jumping helmet due to when you get it within the game.
Low Tier-
Green Shell: This isnât a very good move, but it also has the cheapest SP cost in the game. Itâs pretty good early on in the game when you need to conserve SP. And hell, I used it from time to time throughout every part of the game. Itâs not a good move, but itâs not terrible either. If you donât want to waste a turn but are low on SP, you can always throw out a green shell.
Yoo Who Cannon: Extremely easy to use and better than some items, but itâs weaker than super bouncer despite costing the same SP.
Crap Tier-
Fire Flower: Itâs easy to use, but it does terrible damage. The green shell is more likely to kill enemies than fire flower. It inflicts burn sometimes, but very rarely. Burn isnât even a good status effect to begin with. Dizzy, power down or defense down are much preferable.
Bowser Special Tier List-
God Tier-
Magikoopa Mob: Easy as hell to use, hits multiple enemies, and does a ton of damage. Oh, it causes burn too. Thatâs not as useful as some of the other benefits of this skill, but itâs still worth mentioning.
High Tier-
Koopa Corps: Given the relatively cheap SP cost, this does pretty good damage. Bowserâs so powerful that after awhile you wonât need the magikoopa mob to wipe out enemies. Youâll probably be able to use the koopa corps to wipe them out just as easily. This move is also your most powerful before you get the magikoopas. Itâs useful at any point in the game.
Broggy Bonker: This is Bowserâs most powerful move, and the SP cost shows. It can cause dizzy, it can attack other enemies after it has killed one as well (like goomba storm). The SP cost is really pretty high though given that magikoopas can pretty much kill anything by the point in the game that you obtain Broggy. If you train a little bit more, even koopa corps can kill things. Broggy Bonker is best used against the final bosses in the game. It will do more damage to them than anything else in your arsenal.
Mid Tier-
Shy Guy Squad: Before you get Broggy Bonker, it is a solid, easy-to-use, and damaging option to use against single-enemy bosses. It also costs very little SP. That means that you can use it practically every turn.
Goomba Storm: Bowserâs first move isnât terrible. Itâs just that almost everything else he has is better.
Bob-Omb Blitz: This is Bowserâs worst move in my opinion. Itâs too difficult to accurately line bob-ombs up to attack multiple enemies 100% of the time. Against a single enemy, it can still be pretty good. However, the high SP cost is really annoying given that this move isnât all that much better than any of Bowserâs other options. Overall, Bowser just has way better moves than this. On the other hand, Bob-Omb Blitz is not a bad move either. If you manage to line up all the bombs to hit an enemy, the damage is good. If youâre really skilled and can consistently hit multiple enemies, itâs even better. Dizzy is also a great status effect. Bowser has no low tier moves. This one is just pretty average in my opinion
Got it from Gamefaqs maybe there tier for SS as well Advance Chopper Bros and Advance Knockback Bros are god tier
The one where Mario swung Luigi into the enemy was top tier, I canât remember what itâs called. In PIT I think it was the Mix Flower, but I havenât played it in forever.
Final Fantasy 1 (Original NES) Tiers
High
Fighter- The tank, and youâll need him. Really only dies to dragons and spells if using the right armor.
Red Mage- Learns both Black and White magic but also has good Defensive stats.
White Mage- Heal and uses Invs to raise evade. Nothing will touch you.
Middle
Black Mage- Damage dealer and can buff your tanks, but spell limit and frailty hurt him oh so much.
Thief- Fast but weak.
Low
Black Belt- Strong in beginning, but quickly becomes outclassed.
Upgrades
High
Warrior- Great tank plus can learn some white magic.
Red Wizard- Healing, buffing, attacking. He has it all.
White Wizard- If used right, you will never die.
Mid
Ninja- Fast damage dealer, plus can use some black magic. Still frail.
Grand Master- Does damages in the thousands without any buffs. Can kill basically anything in 2-3 hits. Weak as paper.
Low
Black wizard- Frail as paper and his spells are outclassed by buffed attacks.
I havenât played the game in a long time. Just made it off of what I could remember and hopefully see if someone else could make a better one whoâs payed it more recently.
You should include the class upgrades. I agree that Black Belt is low tier, but once you get the Grand Master upgrade, he becomes the best in the game. I literally killed the final boss in two turns because of the mass damage Grand Masters can do.
Whoops! I forgot to. Iâll go fix it now.
And I never knew the GM was that powerful till now.
Actually, this is bullshit- the Master is the exact same as the Black Belt- in fact, itâs worse in the NES version, because it has all the same stat games and equipment options as the Black Belt, but itâs bugged to have worse growth to Magic Defense. Which stinks because while Black Belts have the best magic defense in the game on their own, Masters have the worst. (Fun Fact: In the NES version, most classes have the EXACT SAME stat growth in both their normal and advanced forms- only the Master is different, and itâs WORSE. Class Change is entirely for access to more Equipment and Magic, which is where most of the power in FF1 NES is anyways)
(Also, yay, it can kill Chaos in two blows, but it has to grind the hell out of levels to do that. At the same levels a Fighter or Red Wizard can start killing things, itâs struggling to actually find itâs ability to do damage at all to most of the games more durable enemies, like the Fiends. Master/Black Belt is awesome at level 50, this is true, but itâs usually down there with Thief/Ninja and the monochromatic Mages at sane levels)
FF1âs NES tier list usually looks something like this-
Top-
Knight- Best survivability due to armor and natural defensive and HP growth trends. Best DPS due to weapon equips and strength growth until 40s, where a Black Belt surpasses it. Gets access to RUSE and INVS on Class Change, making it even more busted.
Mid-
Red Wizard- Jack of all trades benefits from having good early-game survivability through decent HP, armor, Ruse/Invis post-upgrade & Cure spells and good early-game DPS through decent weapons and Magic. Later on it starts to drop off, but access to all the important Black Magic and most of the good White Magic keeps him ahead of most of the rest until very late, where the Ninja and Black Belt slip past him in raw damage.
LowMid-
Ninja- The ability to equip nearly every weapon and a lot in the armor in game doesnât really make up for terrible stat growth in every area but the nearly-useless Luck, but access to Fast for itself can. Access to Tier 2 elemental magic would matter more if you werenât going to be able to use Lit2 for free by the time you get to Ninja
Black Belt- Due to the bug with Magic Defense growth and lack of any other reason to class change since it gains no new equipment options or spells, BB is superior to itâs advanced class. At the same levels as a Knight/Red Wizard make clearing things doable, is often unable to contribute on itâs own, but makes an ok dump for Fast as long as itâs capable of doing some damage (Some enemies with good defenses can surpass what a Black Belt can actually hurt, since most of itâs damage is based on # of hits, not raw strength, for most of itâs life.) In later levels (35+) it wins the arm race but remains a fragile class compared to anything else but the Black Wizard due to bad defense and mediocre HP.
Bottom-
White Wizard- Redundant to a Red Wizard in the NES version, since INT is bugged and doesnât affect magic at all, and the only useful spells a Red Wizard loses out on the White Wizard gets are the HARM spells (which the RW doesnât need thanks to lv 2/3 Elemental Magic) HEL2 (Which is bugged to work like HEL3 when cast in mid-combat) and LIF2, none of which are a deal breaker on their own. Hard to make up for the fact that White Wizards tend to spend most of their time standing in the back hoping not to die while being your official âUse Heal Helm/Thorâs Hammerâ bitch late in the game. Surprisingly good HP growth makes White Wizard decent at survival later in the game compared to Black Wizard.
Black Wizard- About as bad off as the White Wizard- many spells which could be useful for him are bugged (see TMPR/SABR) and a lot of his high level spells are Save or Dies that never work. Access to lv 3 Elemental magic and NUKE means he can clean up normal enemy packs pretty quickly, but his low ammo count, even when leveled, can keep him from being as useful as most would like. Dies when sneezed on.
If anyone hasnt said it yet:
[media=youtube]qR6sxFBm1P8[/media]
Better than mine. Thank you.
Heh, 's not a problem. Thereâs a lot of misinformation about FF1 NES due to a lot of people not realizing about the bugs (Like TMPR/SABR not working or that the Master is actually worse then itâs base form) and the fact that the Nintendo Power FF1 issue was pretty much full of lies. Fighter/Black Belt/White Mage/Black Mage is actually one of the weakest teams in the game that is sorely hurting for damage unless overleveled, yet itâs their recommendation for a balanced group that has a fairly easy time rolling through the game.
The other reason is that FF1: Dawn of Souls and FF1: Anniversary Edition changed the game so much, and FF Origins FF1 fixed most of itâs bugs, and theyâre all lot fresher in most peopleâs memory- the tiers donât change much in Origins due to the fact that a lot of the gap between characters is in raw stat growth and equipment options- the Black Belt and Ninja move up due to TMPR finally working right making them good secondary TMPR/FAST dumps after a Knight, and the Black Wizard probably moves firmly past the White Wizard due to his spell list not being full of bugs outside his Elemental spells and (still useless) instant kills. As for DoS/Anniversary EditionâŚ
Top:
Fighter- Still the best, but itâs nowhere near as firm of a lead, since he benifits less from the changed magic system and new equipment options then most of his peers.
Upper:
White Wizard- By far the biggest winner in the remake, the White Wizardâs spells being changed to the MP system and being buffed by stats now make 'em the bar-none best way to keep a party healthy, making mid-combat healing viable and frequently usable. Ruse and Invis are still very important against many of the gameâs beefier bosses, and Holy is surprisingly spammable as an attack in the late-game. Some ok new equips, too, but nothing that makes the changes that the spell system does.
Mid:
Ninja- New equipment options help the Ninja more then any other class, and with Temper now working as scripted, makes him the most self-sufficient smacker in the game. Still behind on the damage curve then a Knight/Master due to the fact that they got better raw stats and that, if thereâs a Ninja on the team, thereâs someone to buff them with Temper and Fast too.
Master- Absolutely awesome Temper/Fast dump, and now that higher levels are a lot more likely to come up with four extra dungeons, his stupid-good endgame attack is a lot more relevant. Still has fragility issues.
Low:
Black Wizard- Still dies when glared at and can be a liability vs bosses, but MP unlimited his face-blasting in dungeons- heâs a walking nuke now and easily the fastest way to mop up random encounters. Temper and Fast are almost as important as Ruse and Invis against the super-bosses.
Red Wizard- Not many new equipment options and the fixes to the magic system help the other wizards more then him. Doesnât help that the extended late game hurts him more then everyone else. Primarily a buff-bot later in life, being the only class with access to all of Ruse/Invis/Temper/Fast.
Anyone have FF4: The After Years tiers?
Itâs not widely played so I couldnât really find too much on it.
Scott Pilgrim vs the world:
S: Ramona: Awesome crowd controller, long reach and axis coverage with hammer, and most of allâŚINSTANT HYPER MODE FOR HER STRIKER!!!
A: Scott: Does everything fairly good but falls just short of Ramona because he canât bunch everyone up as well.
B:Stills: Fast and long reaching hard attack by way of haymaker redeems him somewhat but he is too slow. His striker is nice though as it throws spears like Arthur from GaG in a diagonal motion for big damage.
C:Kim: Everyone else does everything better than herâŚ
dynasty warriors 3
God: LU BU
Bottom: Jiang Wei, Huang Zhong, Da Quiao
dynasty warriors 3
God: LU BU
Bottom: Jiang Wei, Huang Zhong, Da Quiao
Nothing meaningful to contribute, but just had to say: This paints all those old-school RPGs in a new light. I HAVE to go back and play Chrono Trigger with tiers in mind!
Lu Bu ainât that good. His musou sucks a lot. Iâd definitely add Lu Xun, Cao Cao, and Gan Ning to some form of top tier list.