Last updated: 18/02/2026
The Reverse: 1999 Team Tierlist compares the performance of various archetypes (and teams within those archetypes) against each other. As factors we take things like the team’s overall DPT (damage per turn), how difficult it is to pilot and the relevancy of specific team compositions. All of these teams can comfortably clear general content like Story, Limbo and Events while player competence and adherence to specific stage mechanics dictates whether they can clear endgame content like Mane’s Bulletin and Reveries or not.
The rankings of these archetypes are based largely on their usage in said endgame content, so the early and mid-game isn’t really factored in (unless explicitly stated otherwise).
It is important to note that teams/archetypes generally have more team flexibility than what is shown here, in the tier list we display only the optimal compositions per team. Consider flexing out units depending on your needs or access to specific characters.
Final note, yes most of these team names are vines. We are losing the ancient texts, and I am adamant about bringing unc culture to the new generations.
We have not divided this Tierlist into categorizations. With the aim to accomplish the following:
When assessing the power of an archetype for its placement, only the best character combinations are considered (with flex slots where the viability of a unit is equal to certain others). As mentioned before, placements on the tier list are determined by their overall DPT across stages in the endgame (Raid, Reveries) with higher teams being strictly stronger than those in the tiers below.
All teams shown are capable of easily clearing all content that isn’t considered high-end.
The compositions listed aren’t the only synergies that function for an archetype, but they are the ones capable of outputting the highest damage. For a ranking of all characters, please refer to the standard Tierlist.
Initial release of the tier list.
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