OPM God Punch Tier List 2025 – Best — SSR (Global Launch)

Starting fresh on Global and wondering who actually carries in OPM: God Punch? This OPM God Punch Tier List ranks SSRs against other SSRs in the current US/Global pool, focusing on real match value—energy economy, crowd control, survivability, and team synergy—so you know exactly who to build first. Use it as a practical roadmap for Campaign, Bosses, and Arena, and expect updates as new banners land and the meta shifts.

S Tier — Meta‑defining or team‑warping

Atomic Samurai

All‑enemy ultimate with a five‑hit combo and reliable Shatter on the main target. Exceptional AOE burst that can one‑shot squishier teams and carry early progression.

Deep Sea King

Core ability that generates energy when allies block, plus Tenacity loops and high single‑target damage scaling with missing HP. Brings corrosion on basics. Top‑tier anchor for the sustain and energy economy.

Terrible Tornado (Tatsumaki)

AOE ultimate with Injury application to the main and nearby targets; passive ramps crit damage per injured enemy. One of the strongest AOE + crit scalers in the pool.

Carnage Kabuto

Best pure tank in this context. Reflects a portion of damage taken to the entire enemy team, self‑heals on ult, and can inflict Injury on crit. Enables “hit me and suffer” lines that punish AOE spam.

Child Emperor

Energy engine on crits (row‑wide Berserk enabling), row AOE with stun chance and Shatter on crit. Hybrid control + damage with a top‑tier core for team consistency.

A Tier

Superalloy Darkshine

Cross‑shaped AOE with Injury; damage share and row damage reduction at start of battle; Tenacity on basic. Premium mitigator that makes squishy lines playable.

Melzargard

Single‑target ult that self‑heals (20% max HP) and team‑heals (8% of his max), plus 20% damage share with 50% mitigation and extra damage reduction on basic. Durable sustain‑tank that keeps lines upright.

Geryuganshoop

Row attacker with Energy Seal (one of the rare energy blockers), Fear, and Berserk enabling. High tactical value by denying enemy ult cycles while buffing allies.

Metal Knight

All‑enemy five‑combo ult with Injury chance and guaranteed Burn on the main target; passive grants team Attack per Injured enemy and reduces Attack of Burning enemies. Very strong right now, but placed A (not S) per the video’s view that future banners likely power‑creep him.

B Tier

Subterranean King

Row AOE with guaranteed Burn and follow‑ups versus burning targets. Works in Burn comps; weaker outside that lane due to row limitation.

Tank‑Top Master

Column AOE, Tenacity, and modest damage reduction tools. Solid frontline, but outclassed by Superalloy and Kabuto.

Groribas (Plant, Corrosion core)

Row AOE with Corrosion application and crit‑based spread; passive grants team Attack per Corroded enemy. Can pop in crit‑tuned Corrosion teams; inconsistent if crits are unreliable.

C Tier

Speed‑o’‑Sound Sonic

Single‑target focus; speed buff is largely redundant due to gear‑based speed stacking. Shatter on basic is nice, but overall kit impact is low relative to peers.

Puri‑Puri Prisoner

Back‑row single‑target with Weaken and minor splash on crits; functions like a worse single‑target diver compared to premier picks.

Vaccine Man

Row AOE with a chance to Burn and a passive that adds extra team damage when DoTs tick. Lacks the control or burst ceiling of top AOE units; reliant on DOT stacking to feel relevant.


Team‑building

Energy Engines: Deep Sea King (block → energy), Child Emperor (crits → energy). Pairing them stabilizes ult rotations.

Control Cores: Child Emperor (stun), Terrible Tornado (injury spread), Geryuganshoop (Energy Seal), Superalloy (row DR + share), Melzargard (share + DR).

Reflect/Share Frontlines: Carnage Kabuto + Superalloy/Melzargard compress incoming damage while feeding reflect or mitigation win conditions.

AOE Win‑Cons: Atomic Samurai and Terrible Tornado close matches quickly; protect them with mitigation tanks and energy feeders.

Burn/Corrosion Lines: Subterranean King, Metal Knight, Groribas can work together if you commit to DOT gear and crit lines; otherwise they underperform versus pure AOE or control comps.