With more Aurorians getting introduced into Alchemy Stars, a recommended Aurorian listing would probably eventually get overwhelming, so here’s a tier list focusing on the shiny 6-star Aurorians. The Silent Hunters, namely the Old Seal Aurorians, will not be included here as you will still need to clear enough story to get to that point, and by then you should be able to decide which element you want to invest in. Collab characters are also not included due to unpredictability of reruns.
Aurorians are ranked accordingly to Ascension 3, Equipment level 10, no Breakthroughs.
WATER
TIER S
CARLEEN
CLASS: Detonator
ROLE: Converter / Teleporter / DPS / Knockback
Carleen is rated highly, and for good reason. Her Active Skill gives her a teleport, conversion, nuke and knockback all in one. Her Equipment further boosts her damage potential, increasing her Attack power and later having a Pierce modifier attached. Her Chain Combo is also easy to trigger, with respectable coverage.
Where she falters can be her cooldown – 4 turns to a standard Converter’s 2 – so she’s definitely not to be your only Converter, or teleporter for that matter. Her Double Water can also put her out of the running in off-element compositions.
FLEUR
CLASS: Sniper
ROLE: DPS
Fleur’s Active Skill being able to mark a target gives him both more reach and focus for pesky smaller enemies, or to double up on damaging bosses from a safe distance. The fact that he can use it every other turn is pretty ridiculous, and a minimum 4 tile requirement for a Chain Combo is not a very big demand. He even gets a damage bonus when an enemy is at lower health. You also have the option to hold off spamming his Active to get another damage bonus. He’s not lacking in swarm situations, with a token AOE to put the cherry on top. With a Thunder secondary, he can help out off-element too, what a nice guy.
His biggest weakness is not being able to mark Shielded enemies, as he needs to deal damage in order to mark a target.
BETHEL
CLASS: Detonator
ROLE: DPS
Who cares if her skill’s AOE is “just” a cross shape? Her damage potential is pretty absurd considering Frankel can deal damage to enemies within a cluster, and deals bonus damage to a solo enemy, and can keep damaging when an Active Skill is used, AND does one last hurrah when it disappears? That’s not even considering her Chain Combo calling Frankel over.
TIER A
SHARONA
CLASS: Detonator
ROLE: Teleporter / DPS
Sharona is by no means a “bad” unit, but when pitted against Carleen, “just” teleporting doesn’t necessarily turn into fantastic combos. Make no mistake though: she can move to anywhere on the map, and her nuke on landing has a wide range. It also applies her unique Dragontooth Marks, and her Equipment assists her in this to make her hit even harder as fights get longer.
Really, her weakness is arguably just being in the same element as Carleen. With a Fire Secondary element, she could see some use off-element for some teleporting shenanigans. Her Dragontooth Marks could also help offset the lower base damage scaling from her Secondary.
RAPHAEL
CLASS: Support
ROLE: Converter / Healer
Raphael brings the hurt, burst healing and tile conversion in one tiny powerhouse. She’s ranked lower than Carleen as her Chain Combo affects columns instead of an easier-to-trigger radial area, nor is her conversion guaranteed. She’s definitely better once hitting Ascension 3 for a map-wide reset where you can try to roll for more Blue tiles. She also has the same weakness of having Double Water, and resetting all non-Blue means she can be challenging to fit into an off-element composition.
She brings some passive healing thanks to her Equipment, and she’ll be able to heal quite a bit if you’re in the red. However, a 4 turn cooldown can be tough to rely on to use her as your sole healer.
BETHLEHEM (LIMITED)
CLASS: Converter
ROLE: Converter / Buffer
With people calling her nerfed from her beta incarnation, Bethlehem certainly seems to have fallen off in favour. Still, a Converter is still incredibly useful no matter the content, and being able to select which tiles to change is a step up from Sariel in Tier B. Additionally, her party buff isn’t reliant on her own skill, so a minimum 5% ATK buff that you can get for the rest of your Water Aurorians is hardly anything to scoff at. Since the buff does only last a single round, you could prefer to use someone more flexible instead.
TIER B
CONNOLLY
CLASS: Sniper
ROLE: DPS
Connolly unfortunately is easily overshadowed by her 6-star peers. Her kit leans closer to managing swarms over bosses, and a 5 turn Active cooldown is pretty long if you’re intending to use her to tackle waves of enemies without using her as a Captain. Inflicting Fright can be a hit or miss, as it can move the enemy outside of her active range. Her Shiver Mark stacks can help alleviate some of her weaknesses in fighting single targets, but this will require a decent investment.
SARIEL
CLASS: Converter
ROLE: Converter
What’s a Converter doing so low in the ranks? Sariel’s problem is that her Chain Combo is random targetting, and halves its damage if it hits a target more than once. Not helping her case is her Equipment increasing her DEF instead, so her damage becomes even more dubious. Her getting a Forest Secondary is essentially irrelevant. At best, she will not be your primary reroll target unless you really like her design.
FIRE
TIER S
CHARON
CLASS: Detonator
ROLE: DPS / Knockback / Converter
The funny train man has the firepower to justify his high ranking. His Active Skill can deal a generous amount of damage to units while knocking them back, with the added bonus to reset all non-red tiles in the area of effect. It does center around him, so if you happen to be right on the edge of a map, you can’t fire the skill in that direction. His Chain Combo is also pretty wide, burning plebeians who stand in his way.
He greatly benefits from his Ascension 3 thanks to his Normal Attacks now able to attack diagonally, alongside his DEF-ignoring damage multiplier. Getting more hits in is always a wonderful benefit. His Forest Secondary allows him to be that bit more flexible for off-element compositions.
URIEL
CLASS: Converter
ROLE: Converter / Debuffer / Buffer
Uriel can reset all non-red tiles, while also potentially generating them herself. Her Active Skill can also guarantee an enemy-occupied tile turning red, to further synergize with her Equipment. Her Equipment inflicts Burn on enemies occupying red tiles, with the Burn stack in turn buffing her Fire team members’ damage. A 4 turn cooldown will not make her the most reliable converter, but she can assure damage over time with her kit, giving her that bit of range outside of her column Chain Combo.
She does lean heavily specialized to mono Fire teams, being Double Fire herself, so her off-element chances are limited.
SINSA
CLASS: Detonator
ROLE: DPS
That diagonal attack Charon gets at Ascension 3? Sinsa gets it at Ascension 1, and he can also reduce a target’s defense while he’s at it. He’s an extremely easy to use damage powerhouse, with an incredibly wide – though sometimes awkward – area of affect on his Active Skill. He can even move forward one tile if he has to, obliterating foes near him. This man will bat at anything with his wrench and come out laughing. Shenanigans are possible off-element with his Thunder Secondary.
NOVIO
CLASS: Support
ROLE: Healer / Off-DPS???
Novio can fit the bill of “I’m a healer, but…” With a 2 turn cooldown on his heal scaling 220% (!) off his ATK, and 90% shield scaling off his HP, that alone leaves poor Alice benched immediately. As if that wasn’t enough, overhealing converts into even more damage, and his chain combo does damage ON TOP of his healing. Just build him and go.
TIER A
VICTORIA
CLASS: Support
ROLE: DPS / Healer
Victoria brings both damage and healing, making her a decently versatile unit. The reason she’s not ranked higher is due to her damage being a bit more conditional on debuff stacks, Bleeding in this case. She has some range with cluster targetting, and she herself can also inflict Bleeding so you could assure at least one stack for a modest multiplier. Her Equipment skill is almost negligible since the increased recovery effect occurs only if the enemy has more HP than your party, and is already Bleeding, but it does give a little more sustain.
Arguably anti-synergy with her fellow True Order Aurorian, Nails, who inflicts Bleeding and has a more low HP playstyle. With Pasolo in the game, you could have another option. If you do use Pasolo, as a Forest Converter, her Active cannot synergize with Victoria whose Secondary is Water.
JONA
CLASS: Sniper
ROLE: DPS
Jona is unfortunately outshone by Charon and Sinsa, who both bring that extra flavour to their DPS capabilities, besides arguably being less conditional. Jona’s Active Skill increases her damage while lightly enabling her comrades for 2 turns on a 3 turn cooldown, so she has some downtime. She does have the benefit of more range from the start, but that’s about it. Her team buff helps her place a little higher in this list.
EICY
CLASS: Converter
ROLE: Converter
Eicy would have ranked lower if her Active Skill remained at 3 turn cooldown, but fortunately, she’s been brought in line with her peers with a 2 turn cooldown. She can be a pseudo-Sniper with her cluster-targetting, with some unreliable heals that may come in clutch. Otherwise, she’s your standard Converter.
SMOKEY
CLASS: Converter
ROLE: Teleporter / “Converter” (Reset)
Make way for Smokey! Being able to teleport decently far away is always handy, though not being able to guarantee Red when resetting tiles could be less desirable over more consistent Converters, granted Charon also doesn’t guarantee Red. She can deal DEF-ignoring damage, but its decreasing effectiveness is another point against her.
GRAM
CLASS: Detonator
ROLE: DPS
Gram basically Hulks out, jumping into the fray – though with limited range – to smack down fools. Losing his ATK stacks is a little less detrimental to himself, as he can heal up based off the stacks he’s lost, which is great to further encourage aggressive play. If you want a self-sustaining DPS, then he’s an option.
FOREST
TIER S
HIIRO
CLASS: Detonator
ROLE: Converter / DPS
Hiiro easily synergizes with herself thanks to her Active Skill creating enhanced tiles for her Duel stance. Her damage potential is there as she can trigger multiple Duel instances as she runs past enemies with enhanced tiles in her path. She also has some reach with her Active, dealing damage while she converts two tiles. At 3 turns, it’s not the most spammable skill, but she can deal a lot of damage to larger enemies or snipe smaller ones with its AOE. She’s pretty simple to pilot, with the tile conversion being added utility.
MIGARD
CLASS: Sniper
ROLE: DPS / Teleporter
While not boasting the same range as Sharona, Migard is nonetheless extremely lethal. With a 2 turn cooldown, she can try to reap anything near her, potentially assassinating any single foe or smaller enemies. Her damage can rapidly increase exponentially, with a bonus attack that can deal 100% damage. If you get to rack up the kills, not even bosses can stand a chance. Even if she doesn’t outright kill them, the bonus attack DPS is pretty damn good. In a team, putting her in the fourth or even fifth slot would be best, to maximize her team dealing as much damage as possible before she lands the killing blow.
BERYL
CLASS: Detonator
ROLE: DPS
Beryl’s kit is simple: nuke the map. She works both in swarm situations or bosses thanks to her Active Skill’s multiplier. Her Active marks her current location, which comes into play with her Equipment. Her Equipment lets her form crystals around the marked location, with its coverage depending on her Chain Combo. You can’t really go wrong with just firing at will, maybe setting her as Captain to ensure she gets a Chain Combo off for additional chip damage.
HEDY
CLASS: Converter
ROLE: Converter / Teleporter
Here’s a gal who really wants to be Carleen, except in the disadvantaged element. Much of what makes Carleen good also makes Hedy good. Hedy isn’t even the one doing the attacking most of the time, with Pompey keeping the blood off her hands. Whatever the case, build her.
TIER A
NIKINIS
CLASS: Converter
ROLE: Converter
There’s not much to say about Nikinis. She converts, and her Chain Combo damages rows. Her Equipment is negligible in regular play, nor would it really make much of a difference since it gives only Nikinis the 100% DEF bonus. She can refresh it every 2 turns, and that’s about it. If you have Hiiro, Nikinis would probably be an auto-include since she can generate enhanced tiles.
GABRIEL
CLASS: Converter
ROLE: Converter
With only a single tile conversion on a 4 turn cooldown, Gabriel makes up for it by passively enhancing tiles as she goes along. Her conversion also retains any enhanced effects of a tile, reducing potential drawbacks. Her cooldown does mean she’s not going to be your most reliable Converter. Her Chain Combo is easy to trigger – with a minimum 2 tile count – and has a decent range, so she can attempt to be a sub-DPS in a pinch.
PALOMA
CLASS: Sniper
ROLE: DPS / “Buffer” (via Enhanced tiles)
Paloma would love to place her vines everywhere, and them being able to extend on their own certainly helps. It should be noted that her ability to Enhance tiles doesn’t Convert them, and she doesn’t retain all her stacks when crossing said Enhanced tiles. With regards to ease of use, placement of vines might prove a bit much for some, and being double Forest means she can’t fully take advantage of any enhancements if she’s not Captain.
THUNDER
TIER S
MICHAEL
CLASS: Detonator
ROLE: Teleporter / DPS
If you want to go fast, Michael’s your gal. Ramming enemies in her trajectory is a nuke in itself, and her Active Skill is flexible enough to teleport to any point in the map you need to go to. Granted, this does mean her AOE varies. She still can deal respectable damage, with some range on her Chain Combo and using her Silent Thunder stacks to deal extra damage.
REVY
CLASS: Detonator
ROLE: DPS
You can probably consider her an easier to use version of Eve, with column attack skill and gradually decreasing damage on hit. She can also ramp up over time thanks to Dauntless Heart stacks from her equipment, and diagonal normal attacks are admittedly weighted very heavily in her favour.
TIER A
GRONRU
CLASS: Converter
ROLE: Converter / Debuff
Gamer girl’s Active Skill is nothing special, being a standard converting skill. She brings extra utility with Paralysis and bonus damage on her Chain Combo every 3 turns.
IRRIDON
CLASS: Converter
ROLE: Converter
Unlike Gronru’s straightforward converting, Irridon’s Prism tiles turns tiles near it to yellow, dependent on the direction you’re entering the Prism tile. This could take some time getting used to, but it does make her potential conversion range wider. She can also gradually ramp up damage with her Gold Marsh Marks when moving through Prism tiles. Pair this with her Chain Combo, she’ll be fine in swarm situations.
EVE
CLASS: Detonator
ROLE: DPS
Sinsa’s sister needs more time to ramp up compared to her hot-headed brother, gradually increasing damage with every use of her Active Skill, with some utility in Stunning the last enemy hit. At 4 turns, it’s not that easy to spam it, but she’s not limited to her skill alone. Rack up enough hits and a nearby enemy gets zapped every 8th instance of damage. Since her Active isn’t actually map wide, killing an enemy early without a target to bounce to could be seen as a “waste”.
LUKE
CLASS: Sniper
ROLE: DPS / Debuffer
Slanting towards damage over time, Luke might be harder to use due to his Parasitic Marks only applying on Chain Combo or Active Skill. Should you always have enough Vis, that wouldn’t be an issue, allowing him to focus fire as needed. If you somehow don’t have enough Vis, it could be harder to justify using him over a more straightforward DPS. He does get increased damage on an enemy with the highest Mark stack, but again, you might prefer someone more straightforward.
TIER B
WRATH
CLASS: Sniper
ROLE: DPS
Unlike Jona who has some team utility, Wrath is entirely selfish. Her 5 turn cooldown for a 2 turn self buff unfortunately makes her outclassed by much easier to use DPS options. She can potentially do some immense burst damage, but that will require you to build around her.
How’s that for an Alchemy Stars tier list? Lower rarity Aurorians are certainly not to be underestimated but let’s be real here: people want to see the shiny 6-stars. Good luck, Navigator.