TIER LIST — TYPING MUSOU
Typing Musou Tier List
- Published
- Updated
All 10 characters sorted into SS / S / A / B / C tiers. Evaluated at WPM 60 (speed bonus 1.0×, between CPU difficulty 3 and 4). Click any character name in the table to jump to their entry.
SSApex — clearly above the rest right now
SUniversally strong vs anyone
ASpecialist — dominant where favored
BSituational, matchup-dependent
CHard solo wins; beginner-friendly
Tier table at a glance
SS Tier

TENGU
天狗
Epic/バースト
ATK 1.20 + permanent buff = effective ATK 1.45. Highest DPS at WPM 60.
- HP
- 8,500
- ATK
- ×1.20
- DEF
- ×0.90
Pros
- Mid Ult costs only 35 SP — keeps the +25% ATK buff (8s) up basically without gaps. Buffs add (not multiply), so effective ATK becomes 1.20 + 0.25 = 1.45.
- Grand Ult: 2,200 dmg + ATK +30% for 10s — can close out matches in one window.
Cons
- HP 8,500 / DEF 0.90 — among the lowest. Forget to fire Mid and you're just a fragile high-ATK character.
Good vs:Sohei, Miko, Yamabushi
Bad vs:Ninja, Shogun, Onmyoji
S Tier

KYUUBI
九尾
Legendary/複合万能
Universal toolkit. ~3,000 effective swing on Ult.
- HP
- 9,500
- ATK
- ×1.10
- DEF
- ×1.05
Pros
- Grand Ult: 1,200 + 1,200 DoT + 600 self-heal = ~3,000 net swing per use.
- ATK 1.10 / DEF 1.05 / HP 9,500. No catastrophic matchup losses.
Cons
- Mid SP 75 is heavy; rotation is slower than Tengu or Ninja.
Good vs:Yamabushi, Sohei
Bad vs:Onmyoji, Oni

SAMURAI
侍
Common/バランス
Pure damage. Grand Ult 2,800 is among the largest single hits in the game.
- HP
- 10,000
- ATK
- ×1.00
- DEF
- ×1.00
Pros
- Mid Ult 1,400 dmg, Grand Ult 2,800 dmg. The whole kit. No tricks to remember.
- Standard stats (HP 10,000 / ATK 1.00 / DEF 1.00) — works on day one.
Cons
- Zero disruption. Combo lock is unanswerable.
Good vs:Yamabushi, Sohei
Bad vs:Onmyoji, Shogun
A Tier

NINJA
忍者
Common/速攻スタン
Tempo wrecker. 12 mids per minute at WPM 60 — disruption loop.
- HP
- 8,500
- ATK
- ×1.10
- DEF
- ×0.90
Pros
- Mid 'Smoke Screen' costs only 25 SP. At WPM 60: 12 uses/min — 1.5s stun × 12 = 18s of opponent input stolen per minute.
- Grand Ult: 3s stun + combo reset + 800 dmg. Resets even Tengu's ATK buff loop.
Cons
- HP 8,500 / DEF 0.90 — fragile; missed reads collapse the round.
Good vs:Tengu, Kyuubi, Samurai (combo-dependent)
Bad vs:Sohei (barriers absorb stun pressure)

SHOGUN
将軍
Legendary/カウンター
Counter-puncher. HP 11,000 + reflect eats aggressors.
- HP
- 11,000
- ATK
- ×1.00
- DEF
- ×1.10
Pros
- HP 11,000 + DEF 1.10 + Ult 800 self-heal — top legendary survivability.
- Grand Ult 'Tenka Fubu' — 35% reflect for 15s. Aggressors burn themselves on it.
Cons
- ATK 1.00 — average raw damage. Vs disruption-style characters, no killing blow.
Good vs:Tengu, Oni, Samurai
Bad vs:Onmyoji, Ninja

ONMYOJI
陰陽師
Rare/呪術テクニカル
Combo assassin. 8s combo lock kills DPS-dependent picks.
- HP
- 9,500
- ATK
- ×1.05
- DEF
- ×0.95
Pros
- Grand Ult: 1,500 dmg + opponent SP -25% + 8s combo lock. Three pressure layers in one button.
- Mid 'Shikigami Strike' — 1,200 dmg + combo reset. Damage and disruption together.
Cons
- Mid SP 70 is among the heaviest in the game — limits how often it fires.
Good vs:Tengu, Kyuubi, Samurai
Bad vs:Sohei, Miko
B Tier

ONI
鬼
Epic/ドレイン
Drain brawler. Big numbers, fragile chassis.
- HP
- 9,000
- ATK
- ×1.15
- DEF
- ×0.85
Pros
- ATK 1.15 + Mid 'Devour' (45 SP, 800 dmg + 500 heal). Wins straight brawls.
- Grand Ult 'Soul Devour' — 1,600 dmg + 1,000 heal + opponent SP -15%.
Cons
- HP 9,000 / DEF 0.85 — soft. Vs Shogun: 'the more you hit, the more you bleed.' Worst possible matchup.
Good vs:Miko
Bad vs:Shogun, Ninja

YAMABUSHI
山伏
Rare/持続ダメージ
DoT specialist. Strong if he controls the pace.
- HP
- 10,500
- ATK
- ×0.95
- DEF
- ×1.05
Pros
- Grand Ult 'Fudo Myoo' — 12s DoT 2,400 + opponent ATK -15%. Long fights are his.
- Mid 'Fire Mantra' — 8s DoT 1,040 for 40 SP. Cheap, repeatable.
Cons
- ATK 0.95 — below-average regular damage. Loses to fast finishers (Tengu, Samurai) before DoT pays off.
Good vs:Oni
Bad vs:Tengu, Samurai, Kyuubi
C Tier

SOHEI
武僧
Common/重装防御
Heavy defense incarnate. Highest HP, almost no offense.
- HP
- 11,500
- ATK
- ×0.90
- DEF
- ×1.10
Pros
- HP 11,500 (highest) + 4,300 total barrier absorption — effective HP exceeds 15,000.
- In CPU duels and beginner brackets, 'don't die' alone produces a stable win rate.
Cons
- ATK 0.90 with no offensive skills. Can't out-damage anyone in mid+ ranked.
Good vs:Oni
Bad vs:Tengu, Samurai

MIKO
巫女
Rare/回復持久
Heal-only sacred guardian. Won't die, can't kill.
- HP
- 11,000
- ATK
- ×0.85
- DEF
- ×1.15
Pros
- HP 11,000 + DEF 1.15 (highest) + heal kit — top-tier survivability.
- Inputs are 'type, then heal.' New players extract value immediately.
Cons
- ATK 0.85 — lowest in the roster. Zero offensive skills — no active win condition.
Good vs:Yamabushi
Bad vs:Oni, Tengu
Full 10-character matchup chart
Row = your character, column = opponent. Each cell shows the advantage from your character's perspective.
Legend
- ◎Strong
- ○Good
- △Even
- ▲Bad
- ✕Awful