Tokyo Afterschool Summoners (Housamo) Tier List
(Gameplay-Based)
Special thanks to the Housamo wiki for most of the information, as well as character and skill icons.
Please note this is not a husbando tier list, as the title implies, this is a gameplay-based tier list.
If you disagree or are confused with a tier placement or feedbacks, kindly refer to the Discord server linked above.
Welcome to the Tokyo Afterschool Summoners (or Housamo for short) Unit Tier List, before you proceed, there are some things to take into account:
Characters will have a few “roles”, defined as follows:
–Glass Cannons: Refers to summons that have high damage but have no defensive buffs or ways to protect itself. Generally suited for killing before they’re killed.
–Bruisers: Refers to summons that can deal respectable damage, not as high as Glass Cannons, but trade in with durability through defensive buffs or the like.
–Tanks: Refers to summons that can soak hits thanks to their skills mostly oriented to this, they sacrifice offensive power in exchange for a lot of durability.
–Healers: Refers to summons that can heal their allies in some way, be it through heal-per-turn buffs or healing skills.
–Supports: Refers to summons that support their allies in a variety of ways, be it through offensive or defensive buffs as well as certain ailments. Comes in variants of Offensive, Defensive, Disruptive and Mixed if it fills more than one.
Note: In the case a unit has different rankings between both of their rarities, their position will remain with the higher-placed rarity, but will still be considered as the specified tier.
To learn more about Tokyo Afterschool Summoner (Housamo), please visit these following pages:
-Wiki: https://wiki.housamo.xyz/Main_Page
-Battle System: https://wiki.housamo.xyz/Battle_System
-Skills: https://wiki.housamo.xyz/Skills
-Familiars or Transients list: https://wiki.housamo.xyz/Catalog
-Mobs list: https://wiki.housamo.xyz/Catalog:Mobs
-Tips like ☆3s vs Higher Rarities and Starting Party Composition: https://wiki.housamo.xyz/Tips
Gold Ticket Exchange for Beginners (Update Pending)
With the release of Gold Tickets, you can choose any 3☆currently released, below is a list of recommended units to exchange with it in order to smoothen your early game. Please note that:
-None of the units are listed in a particular better->worse order, it all depends on if you got the unit already or not
-For the sake of shortening things, only the reasons as to why they’re in this list will be included, if you wish more information on the character, see the list itself.
Aizen
-Scales very well from Default towards LB3, with his skills inclining towards offense and a lot of damage reduction for him and his party.
Ophion
-Very good at dishing out damage while also offering good healing+CP support on the sides, scales well in the long run.
Thunderbird
-Starts very strong and grows even stronger as a damage dealer, being its main focus.
Arsalan
-Universally coveted for having an amazing set of buffs, covering both offensive, defensive and a small bit of healing all at once.
Surtr
-Quite good at protecting his allies and himself, offering partial healing and being able to pack a punch himself.
Tangaroa
-Great at damaging, protecting his allies and healing, though has a very selfless playstyle so he must be handled carefully.
Ebisu (3☆)
-Takes a bit of investment to get going, but grows to be a fantastic healing unit and ends with a very strong late game.
Hougen
-Readily available budget Binder that grows to hurt periodically at his peak, also good at positioning.
Tadikarao
-Consistently good at damaging, something very uncommon of a Grass unit.
Melusine (3☆)
-Simplistic glass cannon with good positioning abilities, but nonetheless a strong starting unit.
New Units (Update Pending)
(SS) Licho (4☆)
Class: Light Disruptive Support
Range: Magic
(A+) Licho (3☆)
Class: Light Bruiser
Range: Pierce
Skills:
Default: After attacking, apply Weapon Change: Strike () to enemies hit (35%->70%); When attacking, apply Curse () to enemies hit (30%->60%); Naturally decreases strike damage taken to 0.7x
LB1: After moving, apply Tenacity () to self + Gain 8~16 CP to self (50%->100%)
LB2: Deal 1.5x Extra damage against units for each instance of Any Weapon Change () and Skill Lock () on them
LB3: After attacking, apply Skill Lock () to enemies hit (35%->70%); On phase start, apply Brawn () to self (45%->90%)
Charge: (3☆) Deal Magic Light damage + Apply Dazzle () to enemies hit, apply Glint () to self adjacent allies. (4☆) Deall All-Range Light damage + Apply Dazzle () to enemies hit, apply Glint () to self and all allies.
Pros
-Incredible disrupting capabilities with Skill lock, Curse and the ability to force Weapon Change: Strike on opponents.
-Very decent durability as well thanks to his element, Tenacity on demand, Curse and resistance to strike attacks, which he can force opponents into.
-Decent damage after his first due to his Brawn and special attack conditions which he can apply all on his own
-can grant Glint both to himself and allies with CS, helping in whatever activation rate problem his team may have
Cons
-A lot of his activation rates, while not bad, leave something to be desired, and may miss every now and then until he gets to his CS
-forced strike can be crippling, but if not taken care of, may result in an enemy dealing heavy damage to one specific frontline ally, specially if Curse didn’t activate.
Overview:
The pen is mightier than the sword, or at least, that seems to be the case with our new character. Li Chou takes the concept of “disarming” opponents in this game to a whole new level by quite literally changing their weapon types to Strike, not only that, but he can also reduce their offensive might with Curse, and deny them of their skills with Skill Lock, to top it all off, he has easy access to both an offensive and a defensive buff to himself and both special attack and special defense conditions that he can fulfill all on his own, making him quite the solid frontline unit as well. both rarities play off rather differently, his lower one serves as a decent, somewhat tough to kill bruiser due to his pierce range. He truly shines however, in his higher rarity, acting out as a superb disruptive support unit capable of spreading all those debuffs to whatever foe is caught in his magic range.
(A) Tetsuox (4☆)
Class: Grass Glass Cannon
Range: Strike
Skills:
Default: After Move, apply Weapon Change: Magic () and Lose 600 HP to self (50%->100%)
LB1: On phase start, apply Crit () to self (45%->90%); After Buff, Gain 6~12 CP to self (40%->80%)
LB2: After Move, apply Ardor () + Gain 10~20CP to self (45%->90%); After Move, apply Guts () to self (15%->30%)
LB3: When Leaving, apply ATK Up () + apply DEF Up () to allies within two spaces of unit (50%->100%); During status ailment, remove Stigma () from self.
Charge: Deal Magic Grass damage + Apply Limit () to self and –2000~4000 HP flat damage to enemies hit
Pros:
-Default and LB1 together allows some effective phase start sweeps each level.
-LB2 allows him to rapidly reach his CS without much difficulty
-Can benefit his team even on death, as LB3 can give them powerful, long-lasting buffs.
-Limit synergizes with his self-destructive HP loss in order to make Charge a very potent, map-clearing nuke.
Cons:
-Past Guts, his durability is very shaky, he’s bound to lose HP often due to Default if you want to fully exploit his potential.
-Mostly reliant on Charge’s Limit to nuke, which is a scaling effect, bad news for this skill.
-Reverts back to Strike if not moved every so often, which makes his offense much less approachable.
Overview:
Everyone’s self-destructive black tornado is back, and prepared for Halloween this time. Tetsuox fills the somewhat niche role of a Grass damage dealer, which he does fairly well, thanks to his phase start nuke, easy access to ardor and ability to switch from the dreaded strike to the much better magic range. He also can get to CS quickly for even more damage, as each buff he gets pumps his CP, his LB2 directly feeding CP to him and Ardor granting him a passive CP gain per turn. Of course, while Tetsuox can cause destruction, he may not stick around too long to see it, with only Guts as a defensive buff and his default constantly eating at his HP. His durability is rather low, though because of his LB3, you still have two options when building a team with him: either bring defensive supports to patch up his durability or let him rampage until he dies and reap the benefits of the buffs from his LB3. Use with care, since while his potential is there and can be achieved on his own, he’s a very do or die character, in the more literal sense.
(B) Babalon(4☆)
Class: Grass Offensive Support
Range: Slash
Skills:
Default: After moving, Apply Nourishment () + Apply Immobility () to adjacent allies (45%->90%)
LB1:On phase start, apply Def Up () to self (40%->80%); After attacking, Gain 200~400 HP to self (35%->70%)
LB2: On phase start, apply Blessing () to nearby allies (40%->80%); Naturally decreases Magic damage taken to x0.7.
LB3: After moving, Apply Ardor () to adjacent allies (45%->90%); During status ailment, remove Charm () from self (50%->100%)
Charge: Deal Grass Pierce damage + Apply Crit+ () to self + Gain 1000~2000 HP to self and nearby allies per enemy hit.
Pros:
–
Cons:
–
Overview:
(A+) Krampus (5☆)
Class: Fire Glass Cannon/Disruptive Support
Range: Shot
Skills:
Default: When appearing, Apply Atk Up () to self (50%->100%); When appearing, Apply Def Up () to self (45%->90%)
LB1: When attacking, Apply Nullify Buff () to enemies hit (30%->60%); When attacking, Apply Remove Buff () to enemies hit (25%->50%)
LB2: On turn start, apply Limit () to self (45%->90%); During Status ailment, remove Damage Reduction debuffs from self (50%-100%)
LB3: Every 5 turns, Apply Stigma () to all enemies + apply Blessing () to self and all allies (50%->100%); Deal 2.0x Extra damage against units with Stigma ()
Charge: Deal Fire Shot damage + Apply Break () to enemies hit.
Pros:
–
Cons:
–
Overview:
(S)Sanatkumara(5☆)
Class: Shadow Glass Cannon/’Special’ Support
Range: Magic
Tier List/Guide (Abridged/Full)
(WIP) Because the list has grown to a large and inconvenient size, each tier has been split into its own document, refer to each document to see each tier in more detail.
-Mobs Tier (Update Pending)
Please consult here for the Abridged/Resumed version (Courtesy of Bancho).
General Info:
-Everyone’s opinion of who is better and worse varies, this list is not definitive and is mostly there as a guideline for (in)experienced players alike, a character that’s lower shouldn’t discourage you from using them if you wish to.
-Skills are what define a character’s power and efficiency, most characters have very similar stat growths within their rarity or the difference between them falls short to the skills themselves, thus they’re not as influential in their position on the list.
-Characters with 3☆ Strike variants that have a 4☆ or 5☆ with any other range and same skills are excluded due to generally inefficient attack range in comparison to the rarer version, it’s heavily discouraged to use any of them.
-Availability may sometimes be taken into account, mostly for 5☆ in their Cons, especially if they’re from event gachas.
-Regardless of tiers and order some may excel more than others depending on the situation, most units can be excellent with sufficient investment and/or dedication.
-Please note that the Cons stated are mostly pointers to what you could do to patch up in a character or a downside to consider, they’re not meant to be taken completely negative or strip a character off of their positive qualities.
-Units with a “+” on their rank means that they’re essentially the best units of that rank and may or may not be exchangeable with the upper tier.
Protagonist (Update Pending)
Specifically for the character mentioned because they’re your very starting unit and their performance can vary.
(A) Protagonist (3☆).
Class: Neutral Glass Cannon/Mixed Support.
Ranges: Slash.
Skills:
Default: On Attack, apply Critical () to self. (20%->40%).
LB1(+): After Move, Heal 100->200HP to self. (+) After Move, Heal 200->400HP and apply Cleanse to self. (50%->100%).
LB2: After Attack, apply Remove Buff to enemies. (25%->50%).
LB3: After Attack, apply Cleanse to allies in a Slash range behind you. (32%->64%)
Charge: Deal Neutral Slash damage and apply Cleanse to self.
Pros:
-Default greatly amplifies their damage just by attacking.
-LB1+ serves well to shrug off most ailments and has a small heal as a bonus, allowing their damage to be unhindered by the likes of Curse or Bewitched.
-LB2 is a fairly rare boon that involves erasing enemy buffs progressively through attacking, which can work to erase especially obnoxious buffs.
-Despite its slightly unorthodox range, being able to Cleanse allies just by attacking can prove great to erase ailments progressively, just like LB1+.
-They have no Cost to them, meaning they can be fit in literally any party and make no difference in the Cost cap.
Cons:
-LB1 is pretty useless before upgrade.
-Charge isn’t worth noting unless you’re under Bind, Fear or Skill Seal to prevent you from Cleansing through LB1+, making it situational.
-Being Neutral means they deal and take damage without worrying about elemental strengths or weaknesses, which can make their damage a little outclassed.
Overview:
Protag/MC is your very starting unit, the one you create at the beginning and who you’ll stick with for a large part in the game. Curiously enough, they start fairly strong thanks to Default, just like any other character that has it, introduces you to how effective Critical is as a damage buff and grow from there as a form of support thanks to LB2 removing enemy buffs and LB3 removing ailments from allies despite its slightly unorthodox range. LB1 is generally useless, but thanks to the currently growing skill upgrade system, it turns into LB1+, a fantastic skill to let them shrug off most ailments they come across. Another thing to mention, they have no weakness or strengths against any element with their Neutral element, they will hit and be hit with damage at its most base form, which gives them the upper hand when defending themselves. An unique perk they have is that they have no Cost when it comes to parties, you can always, and I mean always fit them in any party and they won’t affect the available space, they also gain all of the things they need to get up to LB3 just by going through the story as well. As expected from a protagonist character, they work very well with just about any kind of buff, mix and match and explore your possibilities, it may just prove worthwhile to make parties around them, or a party with them as backup.