Key takeaways
- Animation commitment. How long is the longest uninterruptible animation? Anything above roughly two seconds is a problem in fights with frequent area attacks.
- Range band. Does the character need to be inside melee range, mid-range, or can they operate at the edge of the arena? This decides which fights they can even participate in.
- Energy or resource generation. A character who generates their own resource is worth far more than one who needs a teammate to fund them, because it frees a slot.
- Off-field contribution. Damage, buffs, or shields that persist after you swap out are the single most reliable indicator of long-term value.
The Ananta character roster is best organised by combat role — on-field damage dealer, sub-DPS or breaker, support, and sustain — rather than by a single ranked list, because what actually limits a team is slots and rotation time, not how many characters exist. The caveat that matters more than any tier list: the developer has not published a final, locked roster, so every “complete list” circulating in 2026 is a blend of confirmed reveals and unconfirmed leaks. This guide separates the two, then maps roles to situations so your team plan survives the roster changing underneath it.
Confirmed vs unconfirmed: the roster at a glance
Before you memorise names, know which facts are load-bearing. Per the developer’s official announcements, Ananta is an urban open-world action RPG from Naked Rain, published by NetEase, first shown publicly under the working title Project Mugen before being rebranded. Everything beyond that broad description — roster size, kits, cooldowns, who is playable on day one — should be treated as provisional until official patch notes say otherwise.
| Detail | Status | Why it matters to you | Where to verify |
|---|---|---|---|
| Game, developer, publisher | Confirmed | Naked Rain / NetEase; formerly Project Mugen | Official announcements and developer channels |
| Genre and format | Confirmed | Urban open-world action RPG with a co-op component and gacha-style character acquisition | Publisher store listing |
| Platform family | Announced | PC and mobile are core targets, console is in the announced family — confirm before buying hardware | Publisher store pages |
| Final launch roster size | Unconfirmed | No official number exists; any figure is an estimate or datamine | Launch-day patch notes |
| Individual kits, cooldowns, scaling | Unconfirmed | Pre-launch kits are routinely reworked between beta builds and release | Official patch notes |
| Story faction alignment and “playable” tags | Unconfirmed | Appearing in story footage does not make a character playable | Official character pages |
The practical rule: a kit shown in a beta build is a proposal, not a promise. Plan around roles and mechanics, which rarely get redesigned wholesale, rather than around specific numbers that do.
Organising the roster by role
Role is the stable axis. Whatever the final names turn out to be, almost every squad-based action RPG resolves into four jobs, and a team that covers all four clears content that a team of four damage dealers cannot.
On-field damage dealer (main DPS)
This is the character who occupies the field most of the time and whose damage scales with uninterrupted uptime. Their trade-off is fragility and dependence: they need a support to buff them and a sustain unit to keep them upright, which means they consume the largest share of your rotation budget. Before investing heavily in one, check whether their damage comes from a long animation-locked combo (high ceiling, punished hard by interruption) or from short, cancellable strings (lower ceiling, far more forgiving in real fights).
Sub-DPS and breaker
Sub-DPS units deal their damage off-field or in short bursts, and breakers specialise in stripping enemy stagger or shield bars so the main DPS can actually connect. Their value is measured in damage-per-second-of-field-time, not raw damage — a sub-DPS who deals 60% of the main DPS’s damage in 25% of the field time is the stronger pick. The trade-off is that breakers often contribute little once the target’s guard is down, so they are the first slot cut in short, low-stagger fights.
Support and buffer
Supports apply attack, elemental, or speed buffs and usually do it in a two- to four-second window before swapping out. Their trade-off is obvious: every second a support spends on field is a second your damage dealer is not attacking. Judge a support by how much of its buff survives the swap, and by whether the buff is tied to a fixed duration or to a resource you have to maintain.
Sustain: healer or shielder
Sustain units keep the team alive and are the most situational of the four. In content with unavoidable chip damage, a healer is mandatory; in content where you can dodge or block everything, a shielder or a support who also heals covers the slot and frees a position for more damage. The trade-off is opportunity cost — a dedicated healer is a slot that deals no damage.
Weapon and combat style: what to check on any kit
Weapon class determines your range band and your risk profile more than it determines your damage. Melee weapons typically front-load damage into committed animations; ranged weapons trade burst for safety and consistent uptime. Four things are worth checking on any kit before you commit resources:
- Animation commitment. How long is the longest uninterruptible animation? Anything above roughly two seconds is a problem in fights with frequent area attacks.
- Range band. Does the character need to be inside melee range, mid-range, or can they operate at the edge of the arena? This decides which fights they can even participate in.
- Energy or resource generation. A character who generates their own resource is worth far more than one who needs a teammate to fund them, because it frees a slot.
- Off-field contribution. Damage, buffs, or shields that persist after you swap out are the single most reliable indicator of long-term value.
Story status: playable, story-only, and unrevealed
Roster guides routinely confuse three different lists. The first is characters confirmed playable, which should be sourced to official character pages or patch notes. The second is story-only figures — antagonists, faction leaders, and NPCs who appear in cutscenes and trailers but have no announced playable status. The third is unrevealed characters, which includes everything datamined from a beta client; datamined entries frequently exist as partial assets and never ship. If a guide does not label which of these three a character belongs to, treat the whole list as unreliable.
Team-building decision matrix
The numbers below are planning targets, not official game data — they are the field-time shares that a four-slot team generally needs to keep a rotation tight. Use them as a budget you spend, and adjust once real cooldowns are published.
| Your situation | Recommended role split | Field-time target per 20s rotation | Sacrifice first |
|---|---|---|---|
| New account, first 20 hours | 1 DPS, 1 sub-DPS, 1 support, 1 sustain | 45% / 25% / 15% / 15% (9s / 5s / 3s / 3s) | Sub-DPS damage — survivability first |
| Free-to-play, limited pulls | 1 strong DPS, 1 universal support, 2 flexible | 50% / 20% / 20% / 10% (10s / 4s / 4s / 2s) | The dedicated sustain slot, if your support heals |
| Co-op / multiplayer focus | Two self-sufficient units over one hypercarry | 35% / 35% / 15% / 15% | Peak damage — consistency wins with random teammates |
| Speed-clear / timed content | 1 DPS, 2 off-field damage, 1 support | 40% / 30% / 30% / 0% (8s / 6s / 6s / 0s) | Sustain entirely — dodge and shields instead |
| Struggling to survive fights | 1 DPS, 1 sub-DPS, 1 support, 1 shielder | 40% / 20% / 20% / 20% | Sub-DPS field time, then sub-DPS itself |
Worked example: budgeting a 20-second rotation
Say your damage dealer needs 9 seconds on field to complete two full combos, your sub-DPS needs 5 seconds for its burst, your support needs 3 seconds to apply a buff, and your sustain needs 3 seconds to top the team up. That is 9 + 5 + 3 + 3 = 20 seconds — a clean rotation.
Now suppose your support’s buff actually takes 5 seconds to apply, not 3. The rotation becomes 22 seconds, which is 10% longer, so you lose roughly 10% of your rotations per minute — and therefore roughly 10% of your damage — without changing a single character. Your options are to cut the damage dealer’s window to 7 seconds (a 22% loss on the largest damage share, usually the worst choice), shorten the sub-DPS burst to 3 seconds, or replace the support with a faster one. This is the arithmetic behind “best character” arguments: the unit that fits the budget beats the unit with the bigger raw numbers.
Common mistakes when reading a pre-launch roster guide
- Treating leaks as confirmed. Beta assets are frequently cut or reworked before release.
- Building an entire team around one unconfirmed kit. If that kit changes, your supports and sub-DPS may no longer fit it.
- Ignoring role overlap. Two characters who both apply the same buff waste a slot; overlap is the most common cause of a team that looks strong on paper and clears slowly.
- Assuming story appearances equal playability. Trailers are marketing, not patch notes.
- Spending premium currency before launch. Across the genre, a guaranteed rate-up character typically costs somewhere between 90 and 180 pulls, which at the common 160-currency-per-pull rate works out to roughly 14,400–28,800 currency. That is a general market range, not a figure specific to this game — but it is enough to justify waiting for published kits.
Frequently Asked Questions
How many characters are in the Ananta roster?
No official roster size has been published. Any specific number you see is an estimate, a beta datamine, or a community count, and none of those are reliable before launch. Treat roster size as unknown and plan by role instead.
Is the Ananta character roster final?
No. Kits shown in pre-release builds are routinely reworked between beta and release, and characters have been cut entirely at that stage in other games in the genre. Until official patch notes list a character as playable, treat that character as provisional.
Who is the best character in Ananta?
There is no defensible answer yet, because the data a tier list depends on — cooldowns, scaling, energy costs — has not been published. What you can do now is identify which role your account is missing and plan around that, since role value holds up even when individual kits change.
Do I need a healer on every team?
No, but you need a way to survive. In content with unavoidable chip damage a healer is effectively mandatory; in content you can dodge or block cleanly, a shielder or a support with healing covers the slot and frees a position for damage. Match the sustain slot to the fight, not to a rule.
Is Ananta free to play, and how do characters unlock?
The game is positioned as a free-to-play title with gacha-style character acquisition, consistent with its publisher and genre. Confirm the exact currency, pity structure, and rates on the official store listing and in-game notices rather than on third-party wikis.
Will the roster change after launch?
Almost certainly. Live-service action RPGs add characters on a regular banner cadence and rebalance existing ones through patch notes. Build your account around a flexible core of one damage dealer and one universal support, and you will absorb roster changes far better than someone who invested everything in a single pre-launch favourite.