Fuji
Wayward Warrior
Equips: Arc Bringer (10% Parry) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Accelerator (Mv+1, Jm+18)
Stats
HP: 17946 | SP: 2880
ATK: 5040 | DEF: 2839
INT: 1152 | RES: 2286
HIT: 1872 | SPD: 2090
1.154x PCHP | P.Dur: 1.34 (w/ Soft Sword Parry rate) | M.Dur: 1.06
5 MOV, 3 Counters, 11% Crit Rate
Elem. Resists: 25% Fire | 25% Wind | -50% Ice
Wpn Resists: 20% Fist | 25% Sword | -10% Bow
-10% Gun | 20% Axe | -20% Staff | 10% Monster
Evilities (Cost) : Effect
Dirtier the Better (Unique) : Increase attack power by 5% after attacking from behind. (Max 100%)
Two-Part Plan (Unique) : Attack twice when attacking with sword specials.
Soft Sword (1) : Parry rate is boosted by 15% when swords are equipped.
Refined Swordplay (2) : Sword skill SP cost -50%.
Zeni Geba (3) : Increase HL gained by 50% & Mana gained by 50%.
Vital Strike (3) : Increase critical damage by 50%.
Hell Unleashed (3) : Increase damage dealt by 50% when in Hell Mode.
Jumbility: Rear Attack DMG Up : Increase damage dealt by back attacks by 50%
Jumbified Strike: 10774 Damage
Hell Mode Activation: Land attacks on foes (20% per attack)
Kanzan Musashi (Sword) : During Attack, decrease target's defending stat by 100%
Basic Physical: 3959 Damage
Skills
Blazing Fang: 4221 Phys. Fire Damage, Hits 3 panels horizontally in front (54 SP)
Roaring Stampede: 3959 Phys. Damage, Hits 8 panels in length-3 cone from user (216 SP)
Divine Kazan: 12834 Phys. Sword Damage, Ignores Target DEF, Single-target Melee range, Decreases target's DEF by 50% for 3 turns, Hell Mode ONLY, ends Hell Mode when used (0 SP)
Blazing Fang (Hell Mode w/ Hell Unleashed): 7927 ITD, Boosted Phys. Sword Fire Dmg (Blazing Fire Hell Mode)(Hell Mode boosts damage 20% and base stats 20%, Fuji's Hell Mode ignores DEF)
Roaring Stampede (Hell Mode): 7550
Blazing Fang (Turn 1, doubled w/ Two-Part Plan & boosted by Dirtier the Better): 10454
Blazing Fang (Turn 2, doubled/boosted): 11750
Blazing Fang (Turn 3, doubled/boosted): 13044
Blazing Fang (Turn 4 Hell Mode, doubled/boosted): 20906
Divine Kazan (Turn 4 Hell Mode): 19377
Divine Kazan (Turn 5 Hell Mode): 20845
3-turn Average Damage: 11749
Blazing Fang (doubled) x3 (increasing buffs from rear attacks)
Fuji is kind of lackluster for most of the game given his relatively limited range and lack of support options. But once he gets his Two-Part Plan Unique evility in Ch.14, his whole kit comes together. This Evility allows him to attack twice with any Sword or Unique Skill, combined with his naturally high offense stats and halved SP costs from his Refined Swordplay evility, he quickly starts racking up damage. Additionally, the doubled attack actions count for his Hell Gauge charging, meaning he can charge it 40% per round and use his ridiculously powerful fight-ending Hell Mode effects by his fourth turn (he needs to have a full gauge at the start of his turn to activate Hell Mode, though activation itself is a free action).
He might prefer an HP-boosting accessory to help his survivability, though I have defaulted to a Movement-boosting one because of his other Unique evility. With Dirtier the Better, Fuji gets a unique boost whenever he attacks from the back, with a permanent 5% stacking power upgrade (up to 100%) for a fight. While most units are assumed to be attacking from the Side (average of the damage boost between front and rear attacking), Fuji is sacrificing some passive durability for movement to ensure these back attacks for a 20% increase in damage over time.
His Soft Sword evility boosts his Parry rate to a 25% to halve incoming damage, a unique feature of swords in Disgaea 7. So his durability isn't quite as bad as it seems compared to other frontliners with better HP. He's not a fan of Ice Magic though. With the default Evility layout here, Fuji still has 2 slots free for statusblockers too, so he's not complete ailment-bait.
Heavy
Pirilika
Hinomoto Otaku
Equips: Indra (Rng=4, Wind-elem Physicals) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)
Stats
HP: 21695 (w/ Syndicate Head) | SP: 8585
ATK: 2582 | DEF: 2648
INT: 2152 | RES: 3705
HIT: 3930 | SPD: 1584
1.395x PCHP | P.Dur: 1.36 | M.Dur: 1.69
4 MOV, 2 Counters, 23% Crit Rate
Elem. Resists: -10% Fire | 25% Wind | -10% Ice
Wpn Resists: -10% Sword | -10% Spear
20% Gun | -20% Axe 10% Staff
Evilities (Cost) : Effect
Syndicate Head (Unique) : Increase unit's max HP and SP by 10% per digit of held HL.
Wave of Restoration (Unique) : Cure and heal allies within 2 panels by 30% of own max HP when turn ends.
Cheerful Aura (2) : Increase Team Attack rate of adjacent allies by 20%.
Super-Positivity (2) : When in battle inside the base panel, increase own stats by 100%.
Development Support (3) : Increase EXP gained by adjacent allies by 50%.
Overbig (1) : Increase duration of Jumbification by 1 turn.
EM Barrier (3) : Nullify damage taken when attacked. (Once per stage)
Jumbility: Sleep Attack : Normal attacks gain a 10% chance to inflict Sleep
Jumbified Strike: 6355 Damage
Hell Mode Activation: Use healing Spells/items on ally units, must restore HP, does not proc on self-use. (20% per use)
Zenryo Yoichi (Bow) : When activated, revive all dead allies with 100% HP inside the Base Panel
Basic Physical: 2037 Damage
Skills
Electroball: 2535 Wind Damage, Single Target up to 4 panels away (54 SP)
Maximum Ray: 2203 Damage, 2x3 Area Target up to 3 panels away, detonates explosive targets (216 SP)
Tir na Nog: 99% Max HP Healing Targets 5x5 area around user, Increase all stats by 30% for 3 turns, Hell Mode ONLY, Ends Hell Mode (0 SP)
Omega Heal: 12597 healing (139 SP)
Jumbified Strike (w/ Jumbificationer's Squad): 12084
Heal (11 SP): 3334
Mega Heal (35 SP): 4446
Giga Heal (69 SP): 5928
Espoir: Cure all ailments (11 SP)
Braveheart: ATK+20% for 3 turns (23 SP)
Shield: DEF+20% for 3 turns (23 SP)
Magic Boost: INT+20% for 3 turns (23 SP)
Magic Wall: RES+20% for 3 turns (23 SP)
3-turn Average Damage: 2535
Electroball x3
Pirilika is primarily a support unit, her Infernal Treasure skill cannot be used in a duel because she must heal an allied unit to charge it. Instead, she will primarily be heal-stalling in an attempt to fill the Rage Meter to activate Jumbification, which instantly heals her HP/SP and turns her giant for 3 (4 in her case!) turns so she can finally deal some real damage apart from her Bow counters. Her Syndicate Head evility gives her surprisingly good durability (a 70% boost based on lowballed endgame HL totals) and deep resources, so she can stall quite well.
One important interpretation for her is using the Jumbificationers Squad, boosting her damage and stats 75% while Jumbified. Her Overbig evility makes her uniquely suited for Jumbify. While most Hell Modes charge by turn 5/6, Jumbification charges by turn 20 (unless in the Squad, which cuts it down to turn 13). Most stallers in the cast would want this option, but Pirilika is the best at utilizing the strategy.
Her stat-buffing spells cannot stack, but they can be refreshed, and this might be helpful for saving some SP over her long stalling matches.
High Light
Yeyasu
Shogun
Equips: Prinny Scepter (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / World Muscle (HP Up+5%)
Stats
HP: 12574 | SP: 3672
ATK: 1008 | DEF: 2243
INT: 5927 (w/ Keen Mind) | RES: 3429
HIT: 1980 | SPD: 1440
0.809x PCHP | P.Dur: 0.73 | M.Dur: 0.92
4 MOV, 2 Counters, 21% Crit Rate
Elem. Resists:
Wpn Resists: -20% Sword
-10% Axe | 25% Staff | -10% Monster
Evilities (Cost) : Effect
Shogun's Influence (Unique) : If 2 or more allies are within 2 panels, boost own stats by 50%.
Shogun's Orders (Unique) : Boost stats of allies on map by 20%.
Human Shield (1) : Controlled units within 2 panels will cover this unit when this unit is attacked.
Tactical Guidance (2) : Boost attack power for adjacent ally units by 20%.
Wariness (3) : 50% chance to face attacker when attacked from behind.
Keen Mind (2) : Increase INT by 30%.
Cautious Soul (5) : Increases Evasion Rate by 50% when target is 2 panels or more away.
Jumbility: DEF Up Per Ally : Increase defensive stat by 5% per ally on map
Jumbified Strike: 12728 Damage
Hell Mode Activation: Use Spells (34% per use)
Tokugawa Tenge (Staff) : When activated, inflict Puppet (3 turns) to all targets in an 11x11 area around user
Basic Physical: 0 Damage
Skills
Whimsical Wahoo: 5775 Magic Damage, Single Target up to Range 3 (54 SP)
Party Night: 6172 Healing to allies and increases DEF/RES+25% for 3 turns, cannot target self (216 SP)
Bright Order: 10340 Magic Staff Damage, Hits 3x3 area in front of user, Inflicts Stun (100%) for 2 turns, Hell Mode ONLY, ends Hell Mode when used (0 SP)
Giga Wind/Star: 6380 Magic Wind/Star Damage (69 SP)
Wind/Star (11 SP): 4566
Mega spells (34 SP): 5473
Omega spells (139 SP, requires level 200): 7287
Armor Break: Inflicts DEF-20% for 3 turns (12 SP)
Resist Break: Inflicts RES-20% for 3 turns (12 SP)
Enfeeble: Inflicts ATK-20% for 3 turns (12 SP)
Mind Break: Inflicts INT-20% for 3 turns (12 SP)
Giga Wind/Star (Hell Mode): 9470
3-turn Average Damage: 6380
Giga Wind/Star x3
Yeyasu is mostly built as a passive support unit, but in a duel, he's a surprisingly evasive magic nuke with a turn-4 "I win" status ailment. He activates his Hell Mode by casting spells (any spells, which is 90% of his skillset), so he's guaranteed to fill his Hell Gauge after turn 3. When he activates his Hell Mode on turn 4, he inflicts the Puppet ailment at a 100% rate to everything in the area. The Puppet ailment allows the user to directly control the actions of the afflicted as if they were a party member. It is incredibly strong and it lasts 3 turns, and Yeyasu still gets to take his turn as normal during this. Adding insult to injury, he can drop 2 turns of spell damage and then finish up his Hell Mode by casting his Bright Order special for more damage AND 100% 2 turns of Stun to keep the opponent from acting after Puppet would have worn off.
His evasion largely comes from his Cautious Soul Evility, which gives him a flat extra 50% chance to evade any foe attacking from range. He can also opt for his Wariness Evility, which (half the time) makes him automatically face the foe when they attack him, giving him a 20% boost to avoiding attacks.
High Light
Ceefore
Chivalric Thief
Equips: Parting Shooter (Rng=5, SPD-10% 3 turn) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Foresight (Crit+1%)
Stats
HP: 12363 | SP: 2664
ATK: 1440 | DEF: 2409
INT: 3399 | RES: 2702
HIT: 5339 (w/ Phantom's Mask) | SPD: 3382
0.795x PCHP | P.Dur: 0.74 | M.Dur: 0.78
6 MOV, 3 Counters, 23% Crit Rate, 34.9% Evade Rate
Elem. Resists: 50% Fire | -50% Ice
Wpn Resists: 10% Spear | 20% Bow
25% Gun | -20% Axe | -10% Staff | 20% Monster
Evilities (Cost) : Effect
Extreme Takeover (Unique) : 50% chance of stealing after defeating enemy unit.
Distance Shot (Unique) : Increase critical damage by 10% per panel away from enemy.
HE Rounds (2) : Increase critical rate by 20% when guns are equipped.
Phantom's Mask (1) : Increase stat boost from equipped glasses by 20%.
Ready, Snort! (3) : Increase attack power by 30% when performing a fire attack.
Phantastic Escape (3) : Increase movement by 5 after making an attack.
Unclouded Vision (4) : Guaranteed hit when attacking a unit 4 or more panels away.
Jumbility: Fire Resist -99 : Decrease Fire resistance by 99%
Jumbified Strike: 8945 Damage
Hell Mode Activation: Attack enemies (gain 10% per panel of distance to target)
Hicchu Ryoma (Gun) : Increase normal attack range by 32
Basic Physical: 3163 Damage
Skills
Ecstacy Bomb: 3163 Phys. Fire Damage, Hits X-shape area 2 spaces away (4 range total with proper spacing) (54 SP)
Burglar Delivery: 4942 Phys. Fire Damage, Range 3 (216 SP)
Billion Blast: 9346 Phys. Gun Damage, Hits Infinite-length range in a cardinal direction, Hell Mode ONLY, Ends Hell Mode (0 SP)
Giga Fire: 3157 Magic Fire Damage (69 SP)
Fire (11 SP): 2117
Mega spells (34 SP): 2637
Omega spells (139 SP, requires level 200): 3677
Stun: Inflict Paralysis at 100% rate (Paralysis drops SPD to 1 and afflicted cannot Move, but can still Act) (24 SP)
Giga Fire (w/ Ready, Snort!): 4431
Ecstacy Bomb (w/ Ready, Snort!): 4471
Burglar Delivery (w/ Ready, Snort!): 6773
Burglar Delivery (Hell Mode w/ Ready, Snort!): 10062
Billion Blast (Critical, 100% CritRate at Range 8+): 13240
3-turn Average Damage: 6518
Giga Fire x2 + Hell Mode Billion Blast Critical
Ceefore is built for sniping single targets. She has great move and attack ranges, and her Hell Mode charges faster by attacking from further away. She has two options for attacking from Range 5 - her basic gun physical and her Fire spells. These aren't the best damage, but she can charge her Hell Mode in two turns, dropping big damage on turn 3. She can opt for her best front-loaded damage but a turn-5 Hell Mode with her Range-3 Burglar Delivery special. Or split the difference with her slightly-more-damaging but Range-4 Ecstacy Bomb. Once she hits Hell Mode, her damage and range skyrockets.
Her other interesting option is her 100% affliction rate of Paralysis, which keeps a foe from moving, but they can still act (it also drops their SPD to 1, meaning they aren't evading anything, ever). With her opponent locked in place, if they don't have any long-range attacking options, Ceefore is free to kite around from outside their range, dropping damage and charging her Hell Gauge at her leisure. Paralysis lasts 3 turns but cannot be refreshed until it wears off, though.
She can drop her impressive Crit Rate slightly to equip her Unclouded Vision evility for any foes with pesky evasion tricks that Paralysis can't handle.
High Light
Higan
Wickedest of All
Equips: Elder Spear (Rng=2, Pierce) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Accelerator (Mv+1, Jm+18)
Stats w/ Vainglory (w/ Peerless)
HP: 19542 (w/ 19542) | SP: 2520 (w/ 2520)
ATK: 6447 (w/ 10087) | DEF: 6054 (w/ 6790)
INT: 1944 (w/ 1944) | RES: 3694 (w/ 2592)
HIT: 2484 (w/ 2484) | SPD: 2309 (w/ 1944)
1.257x PCHP (w/PL: 1.257x) | P.Dur: 2.92 (w/PL: 3.72) | M.Dur: 1.52 (w/PL: 1.21)
5 MOV, 3 Counters, 10% Crit Rate, 4.7% Evade Rate
Elem. Resists: 20% Fire | 20% Wind | 20% Ice
Wpn Resists: 10% Fist | 30% Sword | -10% Bow
-10% Gun | 10% Axe -20% Staff | 10% Monster
Evilities (Cost) : Effect
Shinrabanshosai (Unique) : Increase range by 2 and counter-attacks by 5 when using spears.
Higan's Pledge (Unique) : Decrease damage taken when attacked by monster units by 50%.
Spear Parry (2) : Can parry when equipped with a spear.
Peerless (2) : Increase equipped weapon's stats when no armor is equipped by 200%.
Intimidating Aura (3) : Decrease Evasion rate for enemies within 2 panels by -30%.
Heavy Stance (4) : Increase defense power by 50%. Can't be lifted.
Vainglory (4) : Increase stats by 50% when no other units enter battle.
Jumbility: Nullify Magic DMG: Nullify magical damage taken
Jumbified Strike: 14141 Damage
Hell Mode Activation: Be successfully hit by foe (20% per attack)
Banji Tadakatsu (Spear) : Unit can move and act 3 times per turn
Basic Physical: 5423 Damage
Skills
Basic Form: 6764 Phys. Damage, Hits cross-shaped area 2 spaces away (54 SP)
Unrestrained: Self-Buff, increases stats by 30% for 3 turns (216 SP)
Ultimate Rekka: 20515 Phys. Spear Damage based on ATK/SPD, Hits large trident-shaped area, Hell Mode ONLY, Ends Hell Mode (0 SP)
Basic Form (Hell Mode): 10048
Basic Form (Hell Mode w/ Unrestrained): 12945
Basic Form (w/ Peerless loadout): 11062
Basic Form (w/ Peerless loadout & Unrestrained): 14766
3-turn Average Damage: 6764
Basic Form x3
Higan is just a big brick house of a duelist. High durability and high damage. Her Hell Mode charges from her taking hits. After 5 hits, Higan gets to triple-act, which spells doom for pretty much any opponent. While multi-hit attacks to do not charge her Hell Gauge separately, multiple discrete actions (such as Fuji or Adell's double-attacking) will count as separate charges.
Her default Evility loadout focuses on her being alone and having boosted durability against monster-type foes. However she can opt to stack on her Peerless Evility and remove her all her accessories to boost her turn-1 damage to a high 2HKO, but drastically reducing her magic durability and accuracy.
Heavy
Suisen
Living Weapon
Equips: Fenrir's Fang (Crit Dmg+3%) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)
Stats
HP: 20663 | SP: 3690 (w/ Powerful Souls)
ATK: 4391 | DEF: 2767
INT: 1584 | RES: 2182
HIT: 3300 | SPD: 1656
1.329x PCHP | P.Dur: 1.33 | M.Dur: 1.19
4 MOV, 2 Counters, 15% Crit Rate
Elem./Wpn Resists: None
Evilities (Cost) : Effect
Foreseeing Mag. (Unique) : Adjacent allies always hit when attacking.
Foreseeing Mag. 2.0 (Unique) : Adjacent allies always land critical hits when attacking.
Self-Repairing (1) : Restore 20% of HP and SP if no movement or action taken at end of turn.
Pure Bonds (2) : Boost damage dealt by 3% per number of combos. (Max 60%)
Powerful Souls (3) : Increase Max HP by 25% and max SP by 25%.
A Curious Friend (3) : Increase attack and defense power by 30% when Yeyasu is deployed as an ally.
Machine Learning (4) : Decrease damage taken by 50% when attacked with a previously-used Special.
Jumbility: Monster ATK Up: Increasing attacking stat of Monster units by 50%
Jumbified Strike: 14474 Damage
Hell Mode Activation: Have allies join a team attack (34% per ally)
Zenchi Kintoki (Phys. Monster Weapon) : Increases Accuracy by 100%, gain a 100% chance to evade attacks
Basic Physical: 3284 Damage
Skills
Jade Bird Attack: 4197 Phys. Damage, Hits 1 melee-range target, Cannot Miss (48 SP)
Mr. Torpedo: 3055 Phys. Damage, Hits 2x5 area starting 3 spaces away, pushes foes up to 3 spaces (144 SP)
Tower of Light: 3284 Phys. Damage, Hits 4 rows in a wide cone (216 SP)
Jade Boat: 6023 Phys. Monster Damage, Hits 3x3 area up to a range of 5, Always Critical, Cannot Miss, Hell Mode ONLY, Ends Hell Mode (0 SP)
Blank Out: Inflict Amnesia/Forget 100% (Target cannot use spells or skills for 3 turns)
Slumber: Inflict Sleep 100% (Target cannot act for 3 turns, awakened by damage, but always takes critical damage while asleep)
3-turn Average Damage: 4197
Jade Bird Attack x3
Suisen is primarily a support unit, but comes with some interesting tricks in a duel setting. Having two 100% accuracy status ailments gives him a lot of flexibility to use his Self-Repairing evility to heal up if necessary and stall for his Jumbified attack. His Hell Gauge won't charge in a duel, so if he needs to break a stall, this is his best bet.
Additionally, his Evilities help his durability in general, with his Machine Learning evility a particularly good trick against opponents who always spam their best damage.
He's also lucky enough that his cheap first skill is also his highest-damaging and has a built-in evasion-ignoring effect.
High Middle