IT FINALLY HAPPENED

seen from Spain
seen from Türkiye
seen from United States
seen from Canada

seen from Germany
seen from United States
seen from United States
seen from China

seen from United States
seen from Malaysia
seen from United States
seen from Vietnam

seen from Canada
seen from China
seen from China

seen from Malaysia
seen from United Kingdom
seen from Türkiye
seen from China

seen from Malaysia
IT FINALLY HAPPENED
yeah you stay in there you goddamn furry
is this plus or minus elemental defense
one random complaint I have about the battle system that might just be me: starting a battle with at least a few cards always greyed-out/unable to be used feels... bad. You can get rid of two of them, sure, but maybe you can't! You might just get them back! And that's just the way the game is, it makes sense to show them like that if they can't be used, but... I don't know. I have nowhere I'm going with this lol
protect armilly
is this a long game, I'm on chapter 9
Copernica: *don't be intimidated, Copernica. Try to imagine the headmistress in her underwear.*
Copernica: *OH NO SHE'S HOT*
The tiering list of usefulness in the game at the moment for me:
1. Copernica: the only real "pure" mage. She can do a lot of damage which is great, but I find her most useful when it comes to defence. She can't heal, but she can help stall. Also has a lot of elements to choose from which makes her very versatile. I tend to feel it when she's not in the party.
2. Armilly: would have been lower a few chapters ago, but with everything gaining a fire weakness she's become a killer! And that one card alone that gives a small health boost and cures all status ailments is incredible. She also gets some great battle interactions with the others.
3 and 4 are a tie between Galleo and the Twins. Galleo is the medic and a tank, and can dish out some decent damage. I used the combo of his water gun + Copernica's freeze moves a lot through the early and midgame. Repair is a life saver.
The Twins took some getting used to, they have so many things they can do. For the moment they've settled into a utility/poison/arcane damage role. The card to increase dodge a turn is really good and costs nothing! They're a bit weak defensively, but I just gotta keep an eye on them.
The reason they're tied: other members started getting healing capabilities that, while not as good as Galleo's abilities, do help and make his niche less important. The Twins are also the only ones (so far) with access to arcane power. Plus I like stabbing people for extra money.
Orik: sadly mask boy comes last. He's great if you need storm damage, but as the game progressed I found storm resistances becoming more common. Maybe I'm just not using the masks to their full potential, but God there's so much to keep in mind for everyone already especially on a first playthrough.