Tier List

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.

4
Tiers
3 criteria
Ranked On
Each update
Re-ranked After

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

TierWhat qualifiesIncome valueBoss value
SCarries both income and boss damage at every stageTop per-second payouts that scale hardest with levelsMain damage for high-tier and raid content
AExcellent at one job, replaceable at the otherBumps income enough to justify their level costReliable damage against mid and high tier bosses
BSolid through the early and middle gameWorking income backbone while you build a rosterSupport damage that keeps fights stable
CFodder and teaching unitsSmall but non-zero early payoutsEnough to clear the opening tier only

Tier Breakdown

S

S Tier

Units that solve two problems at once and stay worth their upgrade cost at every stage of the game.

Why SThey generate serious income and still hit hard enough to matter in the boss fights that gate progression.
Upgrade priorityHighest on any account, and the natural home for mutation crystals once they become available.
Where they come fromRare summon outcomes, raid drops and exclusive code or milestone rewards.
Watch outAn S tier unit left unlevelled is still weak; the ranking assumes steady investment rather than ownership alone.
A

A Tier

Specialists that do one job extremely well and remain core to most mid-game rosters.

Why AThey dominate their role, whether that is damage or income, without covering the other side of the account.
Upgrade priorityHigh, but pair them properly: a damage specialist needs an income unit behind it to fund its levels.
Where they come fromBetter summon results once the Summoner has been levelled, plus mid and high tier boss drops.
Watch outThey lose relative value as your roster broadens, so do not treat an A tier placement as a permanent ceiling.
B

B Tier

The working tier: solid, dependable and quietly responsible for most of a mid-game account's income.

Why BThey do a useful job at a cost that makes sense, without the ceiling of a specialist or the weaknesses of fodder.
Upgrade prioritySteady but modest, and it is usually right to stop levelling them once something better is in the roster.
Where they come fromStandard summon results and drops from starter and mid-tier bosses.
Watch outThey fall off sharply once mutations and raid content enter the picture, so do not over-invest late.
C

C Tier

Starter units and fodder, useful for learning the loop and then better converted than hoarded.

Why CTheir per-second income and damage fall below what any later band delivers, even when levelled.
Upgrade priorityMinimal: level one just enough to establish your first income stream, then move on.
Where they come fromThe earliest boss drops and the bottom of the summon table before the Summoner is improved.
Watch outDo not sell a working starter unit early just for cash; it earns while you are offline, which cash in hand does not.

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?+
It ranks what a unit contributes to a real account, which is a combination of income per second, boss damage, and how well the unit holds value after upgrades and mutations. That is different from ranking raw stats. A unit with spectacular damage but no income contribution is not an S tier account unit, because you still have to pay for its levels from somewhere. Reading the criteria first and the placements second is what makes the list useful, especially once a balance update moves individual entries around.
How often does the tier list change?+
Whenever something changes the underlying maths: a balance pass, a new boss tier, a new unit band or a change to how mutations multiply a unit. In practice that means re-checking after each significant update, because a single balance change can promote a whole band or demote a previous favourite. The criteria themselves rarely change, so once you understand how the ranking works you can re-evaluate your own roster without waiting for the list to be rewritten.
Should I follow the tier list or just level what I enjoy?+
Follow it for the units that pay your bills and play favourites with the rest. The game's progression is gated by clears and by income, and both respond to investment, so pouring levels into a low tier unit slows down everything downstream. A reasonable compromise is to keep one or two sentimental units in the roster while concentrating real investment where the list says it returns the most, which keeps the account moving without turning the game into a spreadsheet.
Why is there no exact damage or drop-rate data?+
Because the game does not publish it and community measurements are not consistent enough to quote responsibly. Multiplying bosses, changing health pools and update-driven rebalances all make snapshot numbers go stale quickly, and a wrong figure is worse than no figure. Instead, the tiers describe the job each band does and the reasoning behind the placement, which stays useful even when specific values shift. If you want hard numbers for your own roster, the honest approach is to test on your account and compare cash per hour before and after an upgrade.

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.

Explore More