#Shonen Unleashed Tier Listing [UPDATE 1] (November 2024)
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Table of Contents
Choosing a most important out of all of the characters in SU is one hell of a activity. In case you have any doubts about which character to deliver into the battle subsequent, then this Shonen Unleashed tier listing is right here that can assist you make that selection!
Desk of Contents
- Shonen Unleashed Character Tier Listing – Solo Modes
- Shonen Unleashed Character Tier Listing – Staff Modes
- Shonen Unleashed Character Listing – Professionals & Cons of Every Character
Shonen Unleashed Character Tier Listing – Solo Modes

First off, we determined to embody character variations within the tier listing as a result of in Shonen Unleashed, you spend nearly half the battle within the woke up state, and it modifications your gameplay drastically. Additionally, though Guts, Renji, and Tanjiro are meta proper now in SU solos, nearly each character has large potential if used correctly. So, the ones ranked larger are simply extra suited to 1v1 battles typically.
Shonen Unleashed Character Tier Listing – Staff Modes

The tier listing for pubs differs considerably from the solo tier listing, as there are particular characters in Shonen Unleashed whose equipment is best for crew modes. The elements that distinguish them are AoE expertise, crowd management potential, disengage choices, vary, and tank potential.
Chaining CC and utilizing AoE expertise on the proper time can simply wipe out the enemy crew. Additionally, with the ability to tank injury from a number of enemies without delay can result in dealing with uncovered enemies with their expertise on cooldown.
Shonen Unleashed Character Listing – Professionals & Cons of Every Character
The entire roster of characters in Shonen Unleashed is extraordinarily well-balanced in comparison with related experiences, equivalent to ABA, and the low quantity of tiers within the tier listing displays that. The present tier listing displays the modifications from the newest replace, and a lot of characters, though decrease on the tier listing, are nice counters to a few of the meta picks. Right here is the listing of all of the professionals and cons for every character and their awakening variations.
Character | Professionals | Cons |
---|---|---|
Goku [Namek Saga] | • Principally ranged equipment with respectable AoE • Good combo potential • Sturdy poke in opposition to melee |
• No disengage in regular • Lac of hyper armor in regular • Zero gap-closing expertise should you use the charge-up model of Ability 2 |
– Goku Variation – Goku [Kaio-Ken Gamble] |
• Large injury potential if in a position to pull off the charge-ups • Balanced equipment with each vary and melee strikes • Very quick in later levels |
• Lengthy wind-up • Ability 3 is definitely avoidable • Lack of disengage • No AoE aside from Massive Spirit Bomb |
Vegeta [Android Saga] | • Balanced equipment with vary expertise, poke, and hole closers • Good combo potential • A number of auto-aim and monitoring strikes |
• No disengage • Simply centered in crew battles |
– Vegeta Variation – Vegeta [Saiyan Saga] |
• Will get 200 max HP in pubs, which is nice for tanking • Full AoE equipment with a number of CC and a disengage choice • Immunity to most CC • Enhanced M1’s |
• Very susceptible with out cooldowns • Simply avoidable gap-closing ability • Kiteable |
Luffy [Early] | • Balanced equipment with nice combo potential, strong AoE, and a little bit of CC • A whole lot of disengage choices • Very sturdy awakening for solos |
• Zero gap-closing expertise in regular • No tremendous/hyper armor in a lot of the equipment, making him susceptible in pubs |
– Luffy Variation – Luffy [Marineford] |
• Highly effective AoE equipment with CC • Busted T ability that places enemies to sleep • Good disengage and zoning |
• The one hole shut can also be a disengage, leaving him susceptible to poke and vary expertise • No combo potential |
Zoro [Early] | • Full AoE equipment with a mixture of melee and vary expertise • Nice combo potential • Shorter cooldowns |
• Lack of disengage • All expertise are telegraphed |
– Zoro Variation – Zoro [Enies Lobby] |
• A whole lot of CC with very excessive injury and good combo potential • A number of gap-closing expertise • Respectable AoE |
• Higher for solos due to his pure melee • No disengage |
Naruto [Early] | • Insane gap-closing potential with good CC choices • A whole lot of medium and long-range AoE choices whereas woke up • Respectable combo potential |
• No tremendous/hyper armor in regular • Lack of disengage |
Sasuke [Early] | • Balanced equipment with melee and vary choices together with a boosted counter evasive whereas woke up • A number of gap-closing expertise • Respectable AoE • Good poke |
• No tremendous/hyper armor in regular • No disengage • Chidori is punishable |
– Sasuke Variation – Sasuke [Curse Mark Lv.2] |
• Very balanced equipment with vary, hole shut, and CC capabilities • Sturdy combo potential • Respectable poke |
• Just one tremendous armor transfer • Lack of disengage choices • Chidori Lament is punishable |
Ichigo [Soul Society] | • Very balanced equipment with a little bit of every thing • Good combo potential • Sturdy gap-closing potential whereas woke up together with a projectile block • Excessive injury final ability |
• Very melee-oriented • Low injury of expertise • Lack of tremendous/hyper armor whereas woke up, making him susceptible to CC |
– Ichigo Variation – Zangetsu [Hollow Side] |
• Nice AoE and a number of gap-closing expertise • Nice combo potential • Very sturdy CC |
• Telegraphed strikes • Totally offensive equipment |
Renji Abarai | • Properly-rounded equipment with a number of CC • Wonderful combo potential • Enhanced M1s whereas woke up with nice CC, AoE, and vary |
• Susceptible to vary expertise • No gap-closing expertise whereas woke up |
– Renji Variation – Renji Abarai [TYBW] |
• All expertise have CC, block breaking, and tremendous/hyper armor • Nice combo potential • Excessive injury |
• Just one gap-closing ability in a melee-oriented equipment • No disengage choices |
Jonathan Joestar | • Very balanced equipment • Respectable combo potential • A number of disengage and spacing choices • Sturdy regular injury |
• Totally solos-oriented equipment with only one AoE ability • Low injury whereas woke up |
Jotaro Kujo | • Properly-rounded equipment with CC, gap-closes, and disengage • Nice combo potential • Highly effective final time cease |
• Small AoE • No vary choices |
– Jotaro Variation – Jotaro Kujo [Part 4] |
• A whole lot of CC expertise with strong combo potential • Excessive injury final ability • Sturdy disengage |
• Lack of vary choices and gap-closing skills, making him susceptible to poke and vary |
Tanjiro Kamado | • Excessive mobility with a number of gap-closing choices • Nice combo potential • Respectable AoE however extra becoming for solos |
• No disengage choices • Lack of vary in regular |
– Tanjiro Variation – Giyu Tomioka |
• Upgraded counter-evasive • Wonderful combo potential • Full mobility equipment with respectable AoE, CC, and a faint • Highly effective final ability that grants a variety of buffs |
• Lack of disengage • No tremendous/hyper armor strikes |
Inosuke Hashibira | • Properly-balanced equipment with gap-closes, CC, and disengage • Most expertise apply a bleed impact • Respectable AoE • Excessive combo potential |
• No vary choices • Closely solos-oriented however respectable in pubs due to his escape choices |
Izuku Midoriya | • Nice combo potential with a number of AoE, CC, and gap-closing expertise • A number of disengage choices • Very sturdy final ability |
• Just one ranged ability • Telegraphed expertise and just one armored potential in regular |
Shoto Todoroki | • Excessive zoning and disengagement potential • Utility that unlocks high-damage expertise • A whole lot of AoE and vary choices with CC |
• Low injury whereas chilly • Near no combo potential |
Yuji Itadori | • Enhanced M1’s • Nice mobility and CC • Extraordinarily highly effective ranged AoE equipment whereas woke up • Highly effective final ability that’s nearly unavoidable |
• Restricted AoE and disengage whereas in regular • Depends on profitable quick-time occasions for optimum injury |
Saitama | • Sturdy disengage and punish in opposition to melee • Respectable combo potential • Powered up M1’s and full AoE equipment whereas woke up • Sturdy final that can also be a stun break |
• Susceptible in opposition to vary expertise whereas in regular • Low quantity of tremendous/hyper armor strikes |
Guts | • Wonderful hole shut choices, good CC, and an nearly full AoE equipment • Utility ability that allows you to swap between ranged expertise • Enhanced M1s whereas woke up and a dying ward passive • Wonderful combo potential |
• Not a single ability with tremendous/hyper armor |
Now that you’ve got gone by way of our tier listing and discovered which characters to make use of for which mode in Shonen Unleashed, the one factor that’s left so that you can do is begin working in your combos!
For extra guides, together with the entire listing of controls and the official SU Trello hyperlink, go to the Shonen Unleashed part on our web site.
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