Anime Origins Tier List Wiki
An Anime Origins tier list for comparing units, Roxi, role fit, mode priorities, starter teams, and anime origins wiki tier list searches.
What this page is for
If you searched anime origins tier list, tier list anime origins, anime origins tierlist, or anime origins wiki tier list, this is the page you want. It gives the shortest practical answer first, then explains why the ranking looks the way it does.
Quick Answer
- Start with SS if you want the safest one-unit build target.
- Use S for strong utility and A for flexible roster growth.
- Treat B as a bridge, not a final destination.
- If you are still early, keep one carry, one support, and one economy-friendly flex instead of spreading resources across the whole roster.
Current launch snapshot
Anime Origins launched with a 37-unit roster, and public tier guides still keep circling the same core names. That is useful: it means searchers want a practical build answer, not a long lore page.
How this ranking is built
This is a launch snapshot, not a patch promise. The current grouping favors:
- Damage that clears waves without too much setup.
- Role fit for carry, support, and flexible slots.
- Early-game value, because the first 10-15 minutes matter most for new players.
- Trait synergy when a unit clearly benefits from a known reroll target.
- Mode fit, because some units feel stronger in faster modes than in slower ones.
Choose by mode
The tier list is a starting point. Use the goal of the run to decide which roles matter most instead of treating one overall rank as the answer for every mode.
| Run goal | Prioritize first | How to use the list |
|---|---|---|
| Early progression | A reliable carry, one support or economy slot, and low setup | Start with an SS carry when you have one, then fill the team with the simplest S or A support and flex options. |
| Repeat farming | Consistent wave clear, useful range or cooldown, and easy placement | Prefer units that keep clearing without constant rebuilding; a flexible A unit can be more useful than a narrow high-rank pick. |
| Harder or challenge content | Coverage, support value, and a carry that can handle pressure | Keep the carry, then replace open flex slots with support or coverage rather than adding a second carry automatically. |
| Roster testing | One unit to keep, one unit to compare, and open slots | Change one role at a time so you can tell whether the new pull actually improved the run. |
These are team-building rules, not official mode rankings. If a patch changes a mode’s rules, update the role priorities before changing every tier.
Role slots
Think in six roles before thinking in six names. A team does not need six premium units to be useful.
| Slot | Job | What to look for |
|---|---|---|
| Main carry | Does most of the damage or wave clearing | A unit from SS or S is the safest starting point when available. |
| Support | Improves the carry’s consistency or damage window | Use a support unit when it helps the carry stay on the field longer or clear a difficult checkpoint. |
| Economy | Makes the rest of the run easier to fund | Keep this slot when extra income or resource value matters more than another damage unit. |
| Coverage | Handles a gap in range, speed, or enemy pressure | Choose a flexible unit that solves the problem your carry cannot solve alone. |
| Utility flex | Tests control, cooldown, range, or another situational need | This is the first slot to swap when the run feels close but inconsistent. |
| Open slot | Holds a second carry, event unit, or future upgrade | Do not fill it just to complete the roster; keep it available for the next meaningful pull. |
Launch consensus
| Tier | Units | Role / use case | Why they land there |
|---|---|---|---|
| SS | Cursed Lover, Valcrad, Madaro | Main carry anchors | These are the launch names that keep showing up at the top of public tier lists. They are the safest long-term build targets if you want one unit to carry a lot of work. |
| S | Bon, Bluma, Tango | Utility and support | Strong utility names that keep a roster stable while you search for the exact carry you want. |
| A | Vegita, Aneko, Igritto, Sosuke, Tojei, Noroto, Starku, Yoto, Goju, Shinoru, Mykie, Goki | Flexible roster pieces | These units become more valuable once you know your main carry and support slots. They are good bridges and comp fillers. |
| B | Melio, Roxi | Early-fill or situational units | Fine for now, but not the names to chase first if you can get a higher-tier pull. |
How to read the ranking
- If you want one safe build target, start with SS.
- If you want a balanced roster, S and A matter more than chasing every flashy name.
- If your roll lands in B, treat it as a temporary bridge rather than a final answer.
- Rank shifts after patches are normal; this page is a snapshot, not a promise.
Where Roxi fits
Roxi currently sits in the B-tier early-bridge group. That does not mean Roxi is unusable. It means the safer early decision is to use Roxi when the slot solves a real gap, while reserving expensive rerolls and long-term investment for a carry, support, or economy unit that you expect to keep.
If Roxi is your best current unit, build enough to clear the next progression checkpoint, then reassess after your next meaningful pull. For a wider roster view, start with Anime Origins Units.
Trait patterns that keep showing up
Public launch guides keep linking the top units to a handful of traits:
- Immortal and Overseer for premium carries
- Rupture for crit-heavy damage
- Hustler for economy-linked value
- Stride for fast, cooldown-driven units like Tango
Starter teams
These are not hard rules. They are the fastest ways to stop wasting early resources.
| Start state | Good early plan |
|---|---|
| You pulled an SS carry | Build around that unit first, then add one support and one flex slot before chasing anything else. |
| You pulled a strong S or A unit | Keep it as your bridge unit, spend light resources, and save rerolls for a clearer carry pull. |
| You only have B-tier units | Use them to clear early waves, then stop investing once a better carry is available. |
| You are unsure about traits | Keep the strongest raw unit first, then reroll traits only after the roster settles. |
Starter team templates
Use these as six-slot templates, not fixed best-in-slot teams. Replace a role only when the replacement solves a real problem in the current run.
| Team state | Six-slot template | Swap rule |
|---|---|---|
| Fresh roster | Carry, support, economy, coverage, utility flex, open slot | Keep the open slot until a pull clearly improves one of the first five roles. |
| Carry already secured | Main carry, support, economy, coverage, utility flex, trait test | Test traits on the carry or the unit you expect to keep; do not reroll every slot at once. |
| No clear carry yet | Best current damage, support, economy, two flex slots, open slot | Treat the damage unit as a bridge and stop expensive investment when a better carry arrives. |
| Run feels inconsistent | Current carry, support, economy, problem-solving coverage, utility flex, replacement slot | Change the role that matches the failure instead of replacing the whole team. |
What to do after a pull
- Check whether the new unit changes your main carry plan.
- If it does not, keep the current carry and let the new pull fill support or utility.
- If the pull unlocks a better trait target, move rerolls there after the next checkpoint.
- If you are choosing between two similar units, use the one that clears early content more smoothly.
What to read next
Notes for launch
If a patch changes the roster or a new guide overturns the current consensus, update this page first and split the special case into its own article later.
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