Reborn: Tales of Goddess – Runes Tier List

All Runes Tier List

Ву Jay.

I made two tier lists one for what to first start getting and one starting at lv 3+ runes to talk about late game potential since I think some runes get much better later on. I’ll also include my rationale on why I put them in their respective spots. 

Level 1 Runes / Early Game

Level 3+ Runes / Late Game

Early On for Legendary Runes (Orange)

I’d always tell you to go with Cake party. It’s simply the best of the 4, no competition. There’s only 2 dedicated healing runes at the moment, and it’s one of them. At level 3+, it adds attack bonuses too, making it even better. Damage on runes is really mediocre and ignorable, but on top of that, the bonuses of the legend runes aren’t even that great. For a secondary rune, I think Weakness sniping is decent, mainly because it also has a small amount of heal but also has the most damage.

As you upgrade them to level 3+, this still doesn’t change.

Early On for Mythic Runes / Level One (Red)

This can be a point of preference for some runes. They’re all pretty “decent” and none truly stand out more than the others, other than I think Deer Fire is the worst of them all. However, when you think of how a battle goes, you ALWAYS want a strong first 2 turns, which hedges some runes in favor of others, which is why I value Nursing Arts so highly even if the rune itself isn’t super crazy to me. It not only imbues with Aqua Torture, which is a really good aurora rune, but it’s also one of the only good “turn one” runes to use in general.

I then would suggest to go for the passive runes, which are Everlasting Fire and Butterfly Melody, Everlasting Fire being the best of the two. This is because while Whip of Love is a great rune for example, you’ll be stuck on a level one Whip of Love for a good amount of time while your Cake Party is likely to be level 3-4+. And while level one Whip is still better than even a level 4 Cake Party, it’s not that big of an amount that I’d warrant using resources on another healing rune. Passive runes also allow you to have essentially 5-6 runes instead of just 4. But on top of that, you’re essentially using 3-4 runes the first 2 turns vs your opponent’s 2 if you have them and they don’t, since they’re always active.

Whip of Love and Water Cyclone are tied/preference to me as a 4th rune to go for; both are very good. Denying revives is one of the craziest things in this game, as reviving happens CONSTANTLY between the 2-3 healers on every team, runes, sigils, etc. But it’s only a 20% chance and the damage on runes is ignorable, making it not as crazy as it realistically should be. I personally prefer Water Cyclone because it’s a great second rune to use, which happens turn 2. Whip of Love is ALWAYS a super good healing rune, so if you want this, go for it. It can be used as your 2nd or 3rd rune, but I think its most opportune time is as a 3rd rune on turn 4 if you have Water Cyclone as well already.

Deer Fire isn’t “bad” at level one and can be argued it’s better than it should be like Nursing due to being useable turn 1. However, with Eula being so popular and good to dispel it, along with the damage itself being so ignorable, I think it’s not even worth considering compared to Nursing Arts. Then turn 2-4 you’re never going to want to use this over a different red rune.

Late Game / Level 3 Mythic Runes (Red)

This is a lot later on in the game where things shake up a lot. We have the right idea for how we want to make our formations and battle strategies and know which runes we prefer. Some runes get massive upgrades at level 3, while others get minor upgrades/more ignorable ones which change their rankings.

  • Whip of Love goes from a decent rune to, in my opinion, the best red rune at level 3, gaining a revive or a block shield as well as a really big heal bonus. It can be used both turn 2 and 3 depending on if you want to prevent resets from Tina/Christine with the extra shielding and being healthier, or if you want the revive on turn 4.
  • Nursing Arts is still great because it’s the “best turn 1 rune” and is an imbue rune with Aqua Torture still, but now it also gains a speed boost and dodge boost. This may not seem that impactful, but if you’re the same maxed out level as your opponent, it means you’re now faster than them and can nuke them first.
  • Everlasting Fire is mostly so strong still due to it being a passive rune, making it useful not only all game, but more importantly the first 2 turns. It gains some extra heal and damage reduction which is a nice bonus.
  • Water Cyclone falls down a lot because honestly its level 3 upgrade is pretty mediocre. It gains an additional 20% bonus revive chance and some damage. But preventing revives is one of the craziest things to do in this game, especially late game, so it’s still good enough even when there’s a risk to it.
  • Butterfly Melody is decent as it’s a passive rune, but its level 3 bonus really isn’t anything worth resources compared to the other runes. It ups the damage increase a very small amount and gives you a 50% chance now to proc on ALLIES dying as well.
  • Deer Fire went from being, in my opinion, the worst myth rune to somehow being even worse than that. It gains a small amount of damage and CC immunity for one turn to one unit at level 3. This is such a horrible and useless upgrade in my opinion, especially when you factor that your biggest carry is Tina, which already has immunity.
Volodymyr Azimoff
About Volodymyr Azimoff 517 Articles
Volodymyr Azimoff has been passionate about video games for many years, and over the past decades he has managed to turn his main hobby of life into a profession. It is important to note that this is not the first successful project for Volodymyr. Right now he is the owner of several other sites on gaming topics. Surprisingly, this workaholic finds free time for his family, playing games on his favorite consoles and watching TV series.

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