Choose by the way you fight
These recommendations compare level 1 passives and starting classes in v1.1.9. They are role-based choices rather than a ranking of maximum-level damage.
| Your priority | Leader to consider | Tradeoff |
|---|---|---|
| Keeping Cobun alive | Kamonelo | The 5% heal needs a successful Fall In command; it is not automatic healing. |
| Learning defense | Harigittan | Extra 15% Guard reduction helps only when you use Guard. |
| Accurate normal attacks | Pyokorappa | Just normal attacks gain 10%; base HP is 250. |
| Hustle Tech damage | Mimizukyun | Just Hustle Tech gains 10%; you still need MP and a suitable Tech. |
| Ailment damage | Mashuma | +50% ailment damage needs an ailment source; it is not +50% to ordinary attacks. |
| Mobility and critical stats | Nyandola | Movement speed and CRT gain 10%; benefits depend on your attacks. |
| Knockback and resistance | Buttonda | +30% applies to knockback effects, not directly to damage; base HP is 375. |
| Recovering after Cobun fall | Keroronpa | Cobun revive with 20% more HP; this does not prevent knockdowns. |
Solo and co-op choices
For solo play, start with the reason you lose. If your squad dies before it can attack, try healing or guarding before adding more damage. If survival is comfortable, choose the passive that matches your main attack source.
In co-op, choose around your own Cobun and attacks. Kamonelo’s and Keroronpa’s listed effects concern Cobun; do not assume they grant an identical party-wide effect to every other player’s squad.
For an ailment route you can begin with starting units, see the Mashuma build guide.