Tier List
Beat the Anime Boss tier list ranked on income, boss damage and mutation scaling, with the criteria explained so you can judge any unit yourself.
Introduction
A tier list is only useful if you know what it is ranking for, and in Beat the Anime Boss the answer is contribution to an account rather than raw power. A unit that produces enormous income per second but cannot damage a high-tier boss is not an S tier account unit, and a heavy damage dealer with no income behind it will leave you unable to pay for its own levels. The rankings here weigh three things: how much income a unit contributes once levelled, how much damage it adds during boss and raid fights, and how well it holds value as you reinvest into upgrades and mutations. Because this is a young game that rebalances frequently, tiers move. A balance pass can promote a band that was previously filler, and a new boss tier can make damage specialists worth more than income units for a while. Treat the criteria below as the durable part and the individual placements as the part that changes.
Tier Criteria and What Each Tier Is For
| Tier | What qualifies | Income value | Boss value |
|---|---|---|---|
| S | Carries both income and boss damage at every stage | Top per-second payouts that scale hardest with levels | Main damage for high-tier and raid content |
| A | Excellent at one job, replaceable at the other | Bumps income enough to justify their level cost | Reliable damage against mid and high tier bosses |
| B | Solid through the early and middle game | Working income backbone while you build a roster | Support damage that keeps fights stable |
| C | Fodder and teaching units | Small but non-zero early payouts | Enough to clear the opening tier only |
Tier Breakdown
S Tier
Units that solve two problems at once and stay worth their upgrade cost at every stage of the game.
A Tier
Specialists that do one job extremely well and remain core to most mid-game rosters.
B Tier
The working tier: solid, dependable and quietly responsible for most of a mid-game account's income.
C Tier
Starter units and fodder, useful for learning the loop and then better converted than hoarded.
Core Mechanics
The ranking method is deliberately mechanical so that you can reproduce it on your own account. Each unit is scored on three questions. First, what does it add to income per second once it is levelled, because that number compounds during offline hours and funds everything else. Second, what does it add to damage in a boss or raid fight, since progression is gated by clears rather than by wealth. Third, how well does it hold up when you mutate it or push into a higher boss tier, because a unit whose value collapses after the mid game is not really an S tier investment. A unit that scores well on two of the three typically lands in A; one that scores well on all three lands in S; and anything that only teaches the basics sits in C. Because the game rebalances frequently, the criteria are stable while placements move, and a placement is best read as advice about where to put your next batch of levels rather than a permanent verdict.
Advantages
The value of ranking on contribution rather than raw power is that it prevents the most expensive mistake in the game, which is investing deeply into a unit that cannot do the job your account actually needs. An income-weighted list tells a player with limited time to build the unit that pays while they are away, and a damage-weighted list tells a player stuck at a boss tier to stop farming and start building a fighter. Showing the criteria openly also means you can rerun the judgement when a balance patch moves the goalposts, instead of waiting for someone else to publish a new list. The tier structure maps onto progression stages as well, so a new account can read C and B as its current targets and treat S as the thing it is building towards, which turns a ranking into a plan.
Challenges
The unavoidable weakness is that tiers are a snapshot in a game that changes. Balance passes, new boss tiers and new units all shift relative value, and a placement can be correct in September and misleading by the next update. There is also a data problem: the game publishes no drop rates and no scaling tables, so community judgements about which band performs best are informed observations rather than measurements. That is why this page explains criteria in detail and avoids quoting precise numbers it cannot verify. A third limitation is context. A unit that is excellent for a player with two hours a day is less useful to someone who plays in short bursts, because offline income matters far more to the second player. Any tier list flattens those differences, so use it as a starting point and adjust for how you actually play.
Frequently Asked Questions
What is a tier list actually ranking in this game?+
How often does the tier list change?+
Should I follow the tier list or just level what I enjoy?+
Why is there no exact damage or drop-rate data?+
Quick Tips
Read the criteria before the placements. Knowing that ranking weighs income, boss damage and mutation scaling lets you judge a unit the list has not covered yet, which matters in a game that adds content faster than any list can be rewritten. The criteria also tell you when to disagree with a placement, because your account may need a different job from the one the list is optimising for.
Concentrate levels instead of spreading them. A single deeply levelled unit usually outperforms four shallow ones, and the cash you save by not spreading thin is what lets you respond quickly when a better unit finally arrives. Wide rosters look impressive in a collection screen and underperform everywhere else, because every unit you own still has to pay for its own levels.
Re-check the list after every significant update. A balance pass can move an entire band, and continuing to invest in a demoted unit means paying today's upgrade costs for yesterday's value. Because rebalances are usually announced in a single line of patch notes, the habit of re-reading the criteria after each update is worth more than any individual placement on the list.
Treat S tier as a target rather than a requirement. Most accounts spend their first hours entirely in the B and C bands, and the point of a ranking is to tell you which direction to build rather than to make the game feel unplayable until you get lucky. A well-levelled mid-tier roster clears more content than a lucky pull you cannot afford to upgrade.
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