TIER LIST 2026 — TYPING MUSOU

Typing MusouTier List

All 14 characters of the current balance, measured on exactly the live battle logic. Real matches are split into four typing-speed bands, each band runs a full round-robin (7,280,000 battles per star level), and the bands are weighted by how often they are actually played. Tiers come from that real-match win rate alone.

Published
Updated
Basis
☆0 · four WPM bands, weighted (avg 61.87 WPM)

Enhancement

Raw, unenhanced performance. All 14 sit between 48.3% and 51.5%, with only a small rarity tilt left on purpose — Common averages 48.8%, Legendary 51.1% (2.3 points). Shogun tops the board at 51.5%, with newcomer Seiryu second at 51.4%.

14

Characters measured

7,280,000

Round-robin battles per star (4 bands × 20,000 per pair)

4 bands

Real-match WPM bands, weighted by share of matches

0.89pt

Real-match win-rate standard deviation (lower = flatter)

TIER BOARD

Tier board

Tiers are cut mechanically from measured win rates, with the same cuts for ☆0 and ☆5 — and the cuts never move between runs. This time SS and C are empty at both levels (S 4, A 8, B 2): the 14-character rebalance left nobody extremely strong or extremely weak. Within a tier, characters are sorted by win rate. Click a character to jump to their entry.

SS

Tier SS is empty — no character's win rate is that far from the pack at this enhancement level.

S50.5–51.9%

Consistently ahead, with a job in every matchup and few blowout losses.

B47.5–48.9%

A defined role, but a step behind on flexibility — the yardstick of the roster.

C

Tier C is empty — no character's win rate is that far from the pack at this enhancement level.

MEASURED WIN RATE

Measured win rates

Real-match win rates straight from the round-robin, run in four bands (20,000 trials per pair per band) and weighted by share of matches. The 95% confidence interval is within ±0.10pt per character. 50% is the average line.

ROSTER — ALL 14

All 14 characters

Stats, real skill numbers, strengths and weaknesses, and all 13 matchups on one card. Switching to ☆5 swaps in the ☆5 skill values, the mastery trait, and the separately measured ☆5 matchups.

SSHOGUN

SHOGUN

将軍

51.5%

Measured win rate

Legendaryカウンター

#1 at ☆0 with a 51.5% real-match win rate. The reflect was halved, and Iron Wall's hit was raised to 1,580 in return.

HP
10,380
ATK
×0.90
DEF
×1.10

Mid · SP65

Iron Wall

  • Damage1,580
  • Reflect11% / 12s

Ult · SP100

Tenka Fubu

  • Damage1,500
  • Self heal550
  • Reflect12% / 12s

Mastery trait 'Realm of Thirty Provinces' is locked (switch to ☆5 to see it applied)

STRENGTH

  • Iron Wall (mid) hits for 1,580 and reflects 11%; Tenka Fubu (ult) reflects 12%. Both last 12 seconds, so the harder the opponent swings, the more comes back (55.0% vs Yamabushi, 53.6% vs Onmyoji, 53.5% vs Samurai).
  • 10,380 HP and 1.10 DEF — a thick frame. In the three bands from 40 WPM up it wins 51.7–52.6%, whatever the speed.

WEAKNESS

  • Under 40 WPM it drops to 49.0%: when the opponent barely lands keystrokes, there is little to reflect. Loses to Busou's barriers (48.1%, 44.9% at ☆5) and Miko's healing (49.1%).
  • Iron Wall costs 65 SP — the heaviest mid in the roster. The opening is a plain slugfest, and ATK 0.90 hits light.

Matchups / 13 opponents

○YAMABUSHI○HANNYA○ONMYOJI○SAMURAI△SEIRYU△FUJIN△RAIJIN△KYUUBI△ONI△TENGU△MIKO△BUSOU△NINJA
SSEIRYU

SEIRYU

青龍

51.4%

Measured win rate

Legendary流転

The 14th arrival lands straight at #2 on ☆0, with a 51.4% real-match win rate.

HP
10,000
ATK
×1.01
DEF
×1.00

Mid · SP40

Ryumyaku

  • Self combo+5
  • Damage1,000
  • Combo guard6s

Ult · SP100

Seiryu Engetsu

  • Self combo+10
  • Damage1,500 × own combo multiplier
  • Combo guard12s

Mastery trait 'Unbroken Dragon Vein' is locked (switch to ☆5 to see it applied)

STRENGTH

  • Ryumyaku (mid) is 40 SP for 1,000 damage, +5 to your own combo, and 6 seconds in which a typo cannot break your combo. In the simulation the other characters average a combo of about 1.4–2.5; Seiryu averages 3.0–5.1 (slow band to fast band), and every normal hit rides that multiplier.
  • Seiryu Engetsu (ult) adds +10 to your combo, then deals 1,500 × your combo multiplier (1,875 at minimum, 2,250 at 20 combo) and guards the combo for 12 seconds. It rewards accuracy: measured at 97% accuracy, it is #1 of all 14 at both ☆0 (53.4%) and ☆5 (53.5%).

WEAKNESS

  • It only guards against your own mistakes. Onmyoji's Shikigami Strike and Pentagram Seal (and Fujin's Nowaki) still reset or seal the combo — 48.7% vs Onmyoji at ☆0. The worst matchup is Shogun's reflect (48.6% at ☆0, 47.0% at ☆5).
  • 40,000 MC, the most expensive of all 14. With 10,000 HP, 1.01 ATK and 1.00 DEF the base stats are modest; most of its power comes from the combo multiplier.

Matchups / 13 opponents

○MIKO○SAMURAI△SHOGUN△FUJIN△RAIJIN△KYUUBI△ONI△TENGU△YAMABUSHI△HANNYA△ONMYOJI△BUSOU△NINJA
SFUJIN

FUJIN

風神

50.7%

Measured win rate

Epic加速妨害

#3 at 50.7%. A 35 SP mid that stacks your ATK while draining the opponent's SP.

HP
10,000
ATK
×1.11
DEF
×0.90

Mid · SP35

Kandachi

  • Damage620
  • Enemy SP-12%
  • Self ATK+25% / 9s

Ult · SP100

Nowaki

  • Damage1,820
  • Enemy comboReset
  • Self ATK+35% / 10s

Mastery trait 'Unceasing Gale' is locked (switch to ☆5 to see it applied)

STRENGTH

  • Kandachi is 35 SP (the cheapest mid) for 620 damage, -12% opponent SP, and +25% ATK for 9s. You push the tempo and delay their ultimate at the same time.
  • Nowaki (ult) resets their combo and adds +35% ATK. It crushes Hannya: 56.6% at ☆0, 57.2% at ☆5.

WEAKNESS

  • Loses to Raijin (46.8%) and Yamabushi (47.2%) at ☆0. In the fastest band, 80+ WPM, it slips to 49.5% (48.7% at ☆5).
  • 0.90 DEF is thin. Get pushed before the buffs land and there is no plan B.

Matchups / 13 opponents

○HANNYA○ONMYOJI○NINJA△SHOGUN△SEIRYU△KYUUBI△ONI△TENGU△MIKO△BUSOU△SAMURAI▲RAIJIN▲YAMABUSHI
SRAIJIN

RAIJIN

雷神

50.6%

Measured win rate

EpicSPエンジン

#4 at 50.6%. An engine that spins a 580-damage mid on 35 SP.

HP
9,950
ATK
×1.19
DEF
×0.95

Mid · SP35

Narukami

  • Damage580
  • Self SP+10%

Ult · SP100

Hyakurai

  • Damage1,950
  • Self SP+25%

Mastery trait 'Thunderclap Summons' is locked (switch to ☆5 to see it applied)

STRENGTH

  • Narukami is 35 SP (the cheapest mid) for damage plus +10% of your own SP. Every cast brings the next one closer, so in slow sub-40 WPM matches with room for many casts it wins 52.0% (52.7% at ☆5).
  • ATK 1.19 is second only to Oni — the plain trading game holds up too, and it beats Fujin 53.2%.

WEAKNESS

  • SP refund shortens the gap between ultimates, and in the 40–59 WPM band that only reaches 49.3% (47.9% at ☆5).
  • Loses to Shogun (47.7%) and Seiryu (48.1%); at ☆5, Shogun takes it 45.0%.

Matchups / 13 opponents

○FUJIN○NINJA△SHOGUN△SEIRYU△KYUUBI△ONI△TENGU△MIKO△YAMABUSHI△HANNYA△ONMYOJI△BUSOU△SAMURAI
AKYUUBI

KYUUBI

九尾

50.4%

Measured win rate

Legendary複合万能

#5 at 50.4%, and 50.1–50.8% in all four bands — an all-rounder that doesn't care about speed.

HP
9,500
ATK
×1.09
DEF
×1.05

Mid · SP55

Fox Fire

  • Damage830
  • Damage/sec80 × 6s (480 total)

Ult · SP100

Nine Tails Release

  • Damage1,320
  • Damage/sec88 × 8s (704 total)
  • Self heal450

Mastery trait 'Fox God Manifest' is locked (switch to ☆5 to see it applied)

STRENGTH

  • Fox Fire (mid) is damage plus DoT; Nine Tails Release (ult) is damage, DoT and a 450 heal. There is no hole in the kit.
  • 1.09 ATK and 1.05 DEF keep matchups close: apart from Shogun, nothing beats it by much (its next-worst at ☆0, Seiryu, is still 48.5%).

WEAKNESS

  • 38,000 MC — second only to Seiryu (40,000 MC). Not a first or second purchase.
  • Shogun's reflect takes it 46.9% at ☆0 and 43.5% at ☆5. Enhanced, the rest of the roster's mastery traits gain more (50.4% to 49.1%).

Matchups / 13 opponents

△SEIRYU△FUJIN△RAIJIN△ONI△TENGU△MIKO△YAMABUSHI△HANNYA△ONMYOJI△BUSOU△SAMURAI△NINJA▲SHOGUN
AONI

ONI

鬼

50.2%

Measured win rate

Epicドレイン

#6 at 50.2%, and 49.4–50.8% in all four bands — the old habit of winning only slow matches is gone.

HP
9,500
ATK
×1.34
DEF
×0.85

Mid · SP45

Devour

  • Damage650
  • Lifesteal52%

Ult · SP100

Soul Devour

  • Damage2,000
  • Lifesteal100%
  • Enemy SP-15%

Mastery trait 'Hungry Ghost Path' is locked (switch to ☆5 to see it applied)

STRENGTH

  • ATK 1.34 is the roster's highest. Devour (mid) is 650 damage plus 52% of it back as health; Soul Devour (ult) is 2,000 at 100%. The harder it hits, the more it heals.
  • 54.5% against Hannya, who tries to shrink its ATK, and 53.4% against Miko's healing.

WEAKNESS

  • 0.85 DEF is the lowest in the roster, and 9,500 HP ties for the lowest (with Tengu and Kyuubi). Once behind, lifesteal cannot catch up.
  • Loses to Busou's barriers (47.6%, 44.8% at ☆5) and to Kyuubi (47.7%).

Matchups / 13 opponents

○MIKO○HANNYA○NINJA△SHOGUN△SEIRYU△FUJIN△RAIJIN△KYUUBI△TENGU△YAMABUSHI△ONMYOJI△BUSOU△SAMURAI
ATENGU

TENGU

天狗

49.8%

Measured win rate

Epicバースト

Seventh at 49.8%. ATK 1.16 and a 35 SP mid — it wins on tempo.

HP
9,500
ATK
×1.16
DEF
×0.90

Mid · SP35

Lightning Gale

  • Damage850
  • Self ATK+26% / 9s

Ult · SP100

Tengu Storm

  • Damage2,450
  • Self ATK+45% / 10s

Mastery trait 'Unyielding Wings' is locked (switch to ☆5 to see it applied)

STRENGTH

  • ATK 1.16 is fourth-highest, behind Oni, Raijin and Onmyoji. Lightning Gale (35 SP — the cheapest mid) deals 850 and adds +26% ATK for 9s; Tengu Storm adds +45% for 10s. It all rides on the normal attacks you were already making.
  • Wins 50.4–50.9% in the 40–79 WPM bands, 54.1% against Hannya and 53.0% against Miko.

WEAKNESS

  • 0.90 DEF and 9,500 HP is thin. Loses to Shogun's reflect (47.5%) and to Samurai (47.6%).
  • The buffs are self-targeted timers with no way to stop the opponent. Under 40 WPM it sits at 48.5%, and at 80+ at 48.8% — weak at both ends.

Matchups / 13 opponents

○MIKO○HANNYA△SEIRYU△FUJIN△RAIJIN△KYUUBI△ONI△YAMABUSHI△ONMYOJI△BUSOU△SAMURAI△NINJA▲SHOGUN
AMIKO

MIKO

巫女

49.8%

Measured win rate

Rare回復持久

Eighth at 49.8%. A 1,100 heal on the mid and the roster's highest DEF, 1.14, to outlast you.

HP
10,800
ATK
×0.90
DEF
×1.14

Mid · SP50

Purification

  • Self heal1,100

Ult · SP100

Grand Purification

  • Self heal2,300
  • Self SP+25%
  • Damage taken-12% / 8s

Mastery trait 'Divine Majesty' is locked (switch to ☆5 to see it applied)

STRENGTH

  • 1.14 DEF is the roster's highest; with 10,800 HP, everything that lands lands smaller.
  • 59.0% into Busou's barriers (61.0% at ☆5) — the most lopsided pair in the game — and 57.5% into Yamabushi's DoT.

WEAKNESS

  • 0.90 ATK is on the low end. Hannya, who shrinks its ATK further, takes it 43.6% (42.0% at ☆5) — Miko's worst matchup.
  • The swing between bands is large (47.7–51.8% at ☆0): the 40–59 WPM band is only 47.7% (46.9% at ☆5).

Matchups / 13 opponents

◎YAMABUSHI◎BUSOU△SHOGUN△FUJIN△RAIJIN△KYUUBI△ONMYOJI△SAMURAI△NINJA▲SEIRYU▲ONI▲TENGU▲HANNYA
AYAMABUSHI

YAMABUSHI

山伏

49.7%

Measured win rate

Rare持続ダメージ

Ninth at 49.7%. The DoT specialist, at 51.8% in slow sub-40 WPM matches.

HP
10,800
ATK
×1.00
DEF
×1.05

Mid · SP40

Fire Mantra

  • Damage/sec100 × 8s (800 total)

Ult · SP100

Fudo Myoo

  • Damage/sec190 × 12s (2,280 total)
  • Enemy ATK-20% / 12s

Mastery trait 'Hellfire Mantra' is locked (switch to ☆5 to see it applied)

STRENGTH

  • Fire Mantra (mid) is a cheap 40 SP DoT — 100 per second for 8 seconds, 800 total — that goes straight through barriers and damage reduction: 54.8% vs Onmyoji.
  • Fudo Myoo (ult) is a 12-second DoT plus -20% opponent ATK — chipping them down while lowering their ceiling. 52.8% vs Fujin.

WEAKNESS

  • DoT is damage paid in time. Matches last about 115 seconds under 40 WPM but only about 14 seconds at 80+, so in fast matches the duration often goes unspent (48.9% in the 40–79 WPM bands).
  • Heals and reflect both beat it badly: 42.5% vs Miko, 44.5% vs Shogun.

Matchups / 13 opponents

○FUJIN○ONMYOJI○NINJA△SEIRYU△RAIJIN△KYUUBI△ONI△TENGU△HANNYA△BUSOU△SAMURAI▲SHOGUN✕MIKO
AHANNYA

HANNYA

般若

49.6%

Measured win rate

Rare呪い弱体

A curse-worker who strips the opponent's ATK before finishing them — tenth at 49.6%.

HP
10,300
ATK
×0.90
DEF
×1.05

Mid · SP45

Hour of the Ox

  • Damage1,010
  • Enemy ATK-18% / 12s

Ult · SP100

Demoness Mask

  • Damage1,500
  • Enemy ATK-35% / 14s
  • Damage/sec130 × 12s (1,560 total)

Mastery trait 'Grudge Unending' is locked (switch to ☆5 to see it applied)

STRENGTH

  • Hour of the Ox is 45 SP for 1,010 damage and -18% opponent ATK over 12s; Demoness Mask adds -35% over 14s plus a DoT. Hannya is the only character carrying an ATK debuff on both skills (Yamabushi's ult has -20% as a rider).
  • Anyone who wins by trading blows simply gets smaller: 56.6% vs Busou and 56.4% vs Miko (57.8% and 58.0% at ☆5).

WEAKNESS

  • The debuff is a subtraction, so high-ATK Oni shrugs it off (45.5%). Fujin takes it 43.4% (42.8% at ☆5), and Shogun 45.6%.
  • 0.90 ATK means little raw pressure. In 80+ WPM matches it drops to 47.1% (46.7% at ☆5) — the race ends before the debuff fully lands.

Matchups / 13 opponents

○MIKO○BUSOU△SEIRYU△RAIJIN△KYUUBI△YAMABUSHI△ONMYOJI△SAMURAI△NINJA▲SHOGUN▲FUJIN▲ONI▲TENGU
AONMYOJI

ONMYOJI

陰陽師

49.1%

Measured win rate

Rare呪術テクニカル

Eleventh at 49.1%. A 1,050-damage mid that also resets their combo and drains SP.

HP
9,600
ATK
×1.17
DEF
×0.95

Mid · SP50

Shikigami Strike

  • Damage1,050
  • Enemy comboReset
  • Enemy SP-5%

Ult · SP100

Pentagram Seal

  • Damage2,350
  • Enemy SP-25%
  • Combo lock10s

Mastery trait 'Layered Hex' is locked (switch to ☆5 to see it applied)

STRENGTH

  • Shikigami Strike lands 1,050 damage, a combo reset and -5% SP in one cast. ATK 1.17, third behind Oni and Raijin, keeps the plain typing dangerous too.
  • Pentagram Seal shuts combo accumulation off entirely for 10 seconds — Seiryu's combo guard cannot stop it (51.3% vs Seiryu at ☆0). 53.3% vs Ninja.

WEAKNESS

  • 9,600 HP and 0.95 DEF is a thin frame; Yamabushi (45.2%) and Shogun (45.3%) both run it over.
  • No heal, no barrier — once behind, there is no way back. At ☆5, Busou (44.1%) and Samurai (44.3%) beat it badly too.

Matchups / 13 opponents

○NINJA△SEIRYU△RAIJIN△KYUUBI△ONI△TENGU△MIKO△HANNYA△BUSOU△SAMURAI▲SHOGUN▲FUJIN▲YAMABUSHI
ABUSOU

BUSOU

武僧

49.1%

Measured win rate

Common重装防御

Twelfth at 49.1%. Its barriers now last 27s and 29s, so slow matches no longer waste them.

HP
11,200
ATK
×0.87
DEF
×1.10

Mid · SP60

Diamond Barrier

  • Barrier1,610 / 27s

Ult · SP100

Holy Ward

  • Barrier2,300 / 29s

Mastery trait 'Adamantine Body' is locked (switch to ☆5 to see it applied)

STRENGTH

  • 11,200 HP and 1.10 DEF give the roster's largest effective HP. Stack the 1,610 (27s) and 2,300 (29s) barriers and Busou simply does not fall.
  • Refusing to trade blows beats Shogun's reflect (51.4% at ☆0, 54.5% at ☆5). At ☆5 it also takes Onmyoji 55.9% and Oni 55.2%.

WEAKNESS

  • Both skills are barriers, so the only damage is normal typing — on 0.87 ATK, the lowest in the roster.
  • Miko heals forever: 41.0%, and 39.0% at ☆5 — the most lopsided pair in the game. Under 40 WPM neither side can finish, the timeout goes to the higher remaining HP, and Busou falls to 12.8%.

Matchups / 13 opponents

○SAMURAI△SHOGUN△SEIRYU△FUJIN△RAIJIN△KYUUBI△ONI△TENGU△YAMABUSHI△ONMYOJI△NINJA▲HANNYA✕MIKO
BSAMURAI

SAMURAI

侍

48.9%

Measured win rate

Commonバランス

Thirteenth at 48.9%. The free starter, with a plain 1,170-damage Iaigiri.

HP
10,000
ATK
×1.06
DEF
×1.00

Mid · SP50

Iaigiri

  • Damage1,170

Ult · SP100

Musou Slash

  • Damage2,450

Mastery trait 'Single-Stroke Severance' is locked (switch to ☆5 to see it applied)

STRENGTH

  • 10,000 HP, 1.06 ATK, 1.00 DEF — no quirks at all. 52.4% vs both Onmyoji and Tengu at ☆0 (55.7% and 54.8% at ☆5).
  • The enhanced trait turns the finishing blow from 1,229 into 1,413. In slow sub-40 WPM matches with room for many casts, ☆5 Samurai wins 54.8%.

WEAKNESS

  • No sharp edge either. The skills are raw damage with no status effect attached.
  • Shogun's reflect (45.4%) and Seiryu (45.8%) are the bad matchups.

Matchups / 13 opponents

△FUJIN△RAIJIN△KYUUBI△ONI△TENGU△MIKO△YAMABUSHI△HANNYA△ONMYOJI△NINJA▲SHOGUN▲SEIRYU▲BUSOU
BNINJA

NINJA

忍者

48.3%

Measured win rate

Common速攻スタン

With its stuns cut to 0.8s and 2.0s, last at ☆0 with 48.3%. The stun is still unique in the roster.

HP
10,000
ATK
×1.07
DEF
×0.90

Mid · SP40

Smoke Screen

  • Damage1,020
  • Stun0.8s

Ult · SP100

Phantom Art

  • Stun2s
  • Damage2,800

Mastery trait 'Shadow Clone' is locked (switch to ☆5 to see it applied)

STRENGTH

  • Smoke Screen is a light 40 SP that bundles 1,020 damage and a stun. Ninja is the only one of the 14 with a stun at all (0.8s mid, 2.0s ult).
  • A stunned opponent can neither type nor cast. That beats Miko's healing: 52.2% (53.8% at ☆5).

WEAKNESS

  • 0.90 DEF is paper. Loses to Onmyoji (46.7%), Fujin (46.9%) and Oni (47.0%).
  • No heal and no barrier, so a losing race cannot be reset. 48.0–48.8% in all four bands — a little short at every speed.

Matchups / 13 opponents

△SHOGUN△SEIRYU△KYUUBI△TENGU△MIKO△HANNYA△BUSOU△SAMURAI▲FUJIN▲RAIJIN▲ONI▲YAMABUSHI▲ONMYOJI

MATCHUP CHART 14 × 14

Full matchup chart

Row = your character, column = the opponent. Hovering a cell highlights the row and column and names the matchup above.

Measured at ☆0 (unenhanced). The most lopsided matchup is Miko into Busou at 59.0% — which makes Busou into Miko, at 41.0%, the lowest on the board. In slow sub-40 WPM matches alone it widens to 87.2%: neither side can finish, the timeout goes to the higher remaining HP, and Miko heals. It is a known issue the 14-character rebalance did not fix (in the 60–79 WPM band it is 53.0%).

  • ◎Strong
  • ○Good
  • △Even
  • ▲Bad
  • ✕Awful
Hover a cell
You \ Opp.SHOGUNSEIRYUFUJINRAIJINKYUUBIONITENGUMIKOYAMABUSHIHANNYAONMYOJIBUSOUSAMURAININJA
1SSHOGUN—△△△△△△△○○○△○△
2SSEIRYU△—△△△△△○△△△△○△
3SFUJIN△△—▲△△△△▲○○△△○
4SRAIJIN△△○—△△△△△△△△△○
5AKYUUBI▲△△△—△△△△△△△△△
6AONI△△△△△—△○△○△△△○
7ATENGU▲△△△△△—○△○△△△△
8AMIKO△▲△△△▲▲—◎▲△◎△△
9AYAMABUSHI▲△○△△△△✕—△○△△○
10AHANNYA▲△▲△△▲▲○△—△○△△
11AONMYOJI▲△▲△△△△△▲△—△△○
12ABUSOU△△△△△△△✕△▲△—○△
13BSAMURAI▲▲△△△△△△△△△▲—△
14BNINJA△△▲▲△▲△△▲△▲△△—

Every cell is that pair's real-match win rate (20,000 battles in each of the four bands, weighted by share of matches). ◎ = 57.5%+, ○ = 52.5–57.5%, △ = 47.5–52.5%, ▲ = 42.5–47.5%, ✕ = below 42.5%. Draws (mostly mutual KOs) average 0.12% (0.15% at ☆5), so the chart is effectively antisymmetric across the diagonal. The most draws come from Shogun vs Samurai, where reflect causes mutual KOs: 1.1% at ☆0, 1.5% at ☆5.

HOW WE MEASURED

How we measured

We took the last 30 days of live 1v1 matches (396,456 player-match records, as of 2026-10-09) and split them into four typing-speed bands. Matches flagged for cheating and banned accounts are excluded.

WPM bandShare of matchesAvg WPMAvg accuracy
Under 4018.7%27.784.0%
40–5929.6%49.688.0%
60–7928.1%69.191.1%
80+23.5%95.993.5%

In each band, both sides type at that band's average speed and accuracy across a full 14-character round-robin. Weighting the bands by their share of real matches gives what we call the real-match win rate. Ranked pairs you with players near your rating, so both sides are assumed to sit in the same band.

Why not a single point at the overall average (61.87 WPM / 89.43% accuracy)? Because the strongest characters change with typing speed. Flat-value skills — damage, heals, barriers, SP gain and drain — matter most in slow matches, while ATK and percentage effects — reflect, ATK buffs and debuffs, stuns — matter most in fast ones.

The simulator runs the live game code as-is: the keystroke model, skill resolution, the damage formula, and the ☆5 multipliers and mastery traits. Every character fires its skills on the same CPU timing, so human habits — such as typing flat out during a combo guard — aren't modeled. 2v2 and matches between different speed bands aren't measured.

READY?

The strongest pick is still your own fingers.

At ☆5 the free Samurai (51.1%) climbs to fourth overall, ahead of the 38,000 MC Kyuubi (49.1%). Enhancement beats rarity, and typing speed beats both. Before the tiers, play one match. Free, no login required.