Wondering who the best allies are in the mobile game Godzilla: Defense Force? Looking for a Godzilla: Defense Force ally tier list? We break down the most formidable allies in the game, helping players decide where to spend their Moonstones.

Introduced in version 2.1.1 of the game, the allies are supporters that can help the player hold off the defending monsters and Xilien forces. The allies themselves are a slice of Toho history, harking from work as diverse as The Mysterians (1957) to Godzilla: Final Wars (2004). Now the usefulness of allies is based on circumstance. Some allies will be more useful at other parts of the game than others. Furthermore, while only one ally can be equipped to an area at a time, there is nothing stopping the player from changing allies as needed. In fact, the player will likely use as many as 3-5 different allies during a run. Based on this, we have broken the 14 allies in the game into tiers. This is a total of six tiers in total, from S to F, with the first three tiers being the most important. Without further ado, the list.

Mysterian/Shobijin ’64

Attack with DPS x0.5% for the number of cards owned (+0.5% for each additional level)

Damage 1% of enemy HP every 16 seconds (+1% for each additional level)

or

Attack with DPS x2% for the number of artifacts owned (+2% for each additional level)

Damage 1% of enemy HP every 16 seconds (+1% for each additional level)

These two allies are similar enough that they are interchangeable. Of the two, the Mysterian is better as he deals more damage due to the current number of cards in the game versus number of artifacts. However, while they both pack a punch in their attacks, it’s their ability to take out a chunk of the target’s total health that allows them to stand out. This can be key in the late game, both for monster waves that would otherwise take too long or dealing with a strong boss. In the case of the latter, they an also help grind out upgrades when progress seems slow. Essentially if you ever find yourself in a place where you’re getting more money from a Weak Point hit than a relief package, this ally can have the same effect and generate a lot of cash from their ability and the flat % it deals.

Pros

Best way to deal with late game monster waves

Great source of income on tough bosses

Good in all scenarios

Cons

Require reaching level 5 and beyond before they become very useful

Shobijin ’04

Attack with 20% of DPS (+20% for each additional level)

Max City G-Cell +1

Adding an extra G-Cell, the Shobijin ’04 is the most efficient way to lay down three ★★★★ cards at a time. The end game is all about these combos as well due to the way damage stacks. Godzilla ’67 + Keizer Ghidorah + Godzilla ’03 is a favorite card combo of this ally. Through pausing the game, such as clicking city mission menu, the player can regenerate the nine G-Cells and fire again with more ★★★★ cards, such as Godzilla ’00 + Destoroyah (Perfect Type) + Godzilla ’01.

Pros

Optimal method for laying down three ★★★★ cards at a time

Best option for the Kaiju Dungeon where you can’t pause the game to regenerate G-Cells

Good at level 1 as their ability is not level dependent

Cons

Only useful in scenarios where you need to play a lot of cards

Shobijin ’61

Attack with 20% of DPS (+20% for each additional level)

City G-Cell Production Speed Increases 10% (+10% each additional level)

What’s better: playing cards faster or having an extra G-Cell? Arguments could be made for both and there are times when the player will prefer one over the other. So why is there a tier difference between them? A couple of reasons for this. One is that the extra G-Cell is optimal for the Kaiju Dungeon. Second is that even though it’s much faster to use the Shobijin ’61, it’s safer to wait the extra time for Shobijin ’04 and being able to play three cards at once. This is because it avoids times where you accidentally fumble and have the cards run a few seconds without a full combo in play.

Pros

The quickest method to play cards

Cons

Only useful in scenarios where you need to play a lot of cards

Shobijin ’66

Attack with 20% of DPS (+20% for each additional level)

Produce coins worth 100% of Shobijin DPS every 16 seconds (+100% each additional level)

When you first get the Shobijin ’66 their ability to generate income to upgrade units feels minimal. 20% of the city DPS is really not much money at all. However, after investing Moonstones and leveling them up they start to really shine. 500% of city DPS as money? Nice. …but what about maxing them out and producing 2000% of the city DPS as money? This ally really shines for speeding up the early stages of a run, rushing through parts of the game you can easily beat and not only that but set you up to do the next location in the run faster with money stored up.

Pros

Fastest way to speed through the early stages in a run

Cons

Require reaching level 5 and beyond before they become very useful

Shobijin ’03/Kilaaks

Attack with 20% of DPS (+20% for each additional level)

Produce 1 Moonstone every 180 seconds (+1 Moonstone at level 5 and level 10)

or

Attack with 50% of DPS (+50% for each additional level)

Produce 1 Moonstone every 180 seconds (+1 Moonstone at level 10)

Allies max out at level 10. This takes 24,055 Moonstones to bring them from level 1 to level 10. For players wanting to speed this process up, the Shobijin ’03 and Kilaaks are there to help. Their ability produces 1-3 Moonstones every three minutes. As the player progresses during their runs, the best time to unleash these is during the return visit to a location after stalling out on the Moon. For example, using them for stages 80-300ish on Tokyo up until the enemies get tough, and you switch to a combo of the Mysterian and the G-cell ally of your choice to take out the waves and bosses.

As for which Moonstone ally is better, it depends. From level 1-4, the Kilaaks are better. They generate the same amount of Moonstones and deal more damage. From level 5-10, the Shobijin ’03 pull ahead as they produce more Moonstones, which is more valuable than additional damage for how they are used.

Pros

Good way to squeeze a few more Moonstones from your run

Can start mining Moonstones at level 1

Cons

Since civilians carry over from time traveling now, the rarity of Moonstones has greatly decreased

Three minutes is a long time to wait… and many times you will have the meter at 70-80% full and need to switch allies

Minilla

Attack with 50% of DPS (+50% for each additional level)

Attack with 150% of DPS every 12 seconds (+50% for each additional level)

When it comes to damage, Minilla is at the top of the allies. While if you have every card in the game the Elias and Mysterian can deal higher regular damage, the standard 50% level will generally deal more damage for most players. Every 12 seconds, he can also hit the opponents for 150%-600%. This places him above other allies that focus on damage. …however, it’s not nearly enough to overcome allies with more diverse abilities, like helping play more cards or knocking off a percentage of the total health. The real negative is in almost every scenario there is a better ally. Early stages of a run? Use an ally that generates more money to help not just on this location but the next. Up against a tough boss? Use an ally that helps play more cards. Trying to take on tough monster waves? Use an ally that knocks off a percentage of the total health. Sadly there just really isn’t a need for damage only allies.

Pros

DPS king for allies

Cons

Damage only allies aren’t very useful compared to alternatives

Elias ’96/Black Hole Planet 3 Alien

Attack with DPS x0.5% for the number of cards owned (+0.5% for each additional level)

Attack with 120% of DPS every 12 seconds (+20% for each additional level)

or

Attack with DPS x2% for the number of artifacts owned (+2% for each additional level)

Attack with 120% of DPS every 12 seconds (+20% for each additional level)

…did I mention there wasn’t really a need for damage only allies? Given that statement, it’s probably not surprising to find the Elias and the Black Hole Planet 3 Alien in the D tier, since they can’t compare with Minilla’s damage output. Sadly, neither is a really appealing option, although of the two the Elias packs a greater punch.

Pros

None

Cons

Damage only allies aren’t very useful compared to alternatives

Empress of Mu

Attack with 50% of DPS (+50% for each additional level)

Produce coins worth 5% of DPS every 16 seconds (+5% each additional level)

Poor Empress of Mu. Design wise, she looks really cool, but she will forever live in the shadow of the Shobijin ’66. To put the two in perspective, with the relation between their damage and money output, at level one the Empress of Mu generates 2.5% of the city DPS as coins while at level ten the ally generates 250% of the city DPS as coins. In contrast, the Shobijin ’66 at level one generates 20% of the city DPS as coins while at level ten they generate 2,000% of the city DPS as coins. The two just don’t compare well. The damage boost of the Empress of Mu is not even close to offsetting the amazing money generation of the Shobijin ’66.

Pros

None

Cons

Generates way too little money, especially compared to the Shobijin ’66

Dorat/Emperor Antonio/Cosmos ’92

Attack with 50% of DPS (+50% for each additional level)

Reduce base Production Speed by 0.4 seconds every 12 seconds (+0.2 seconds each additional level)

or

Attack with 50% of DPS (+50% for each additional level)

Reduce base Production Speed by 0.1 seconds every 12 seconds (+0.1 seconds each additional level)

or

Attack with 20% of DPS (+20% for each additional level)

Reduce base Production Speed by 0.6 seconds every 12 seconds (+0.1 seconds each additional level)

Rounding out the tier list are the three production speed allies. Reading the description of their ability, it sounds like every 12 seconds the production counters should by slashed or run out. While this gives the mental image of a parade of troops coming out every 12 seconds, the ability doesn’t seem to work this way in practice. Furthermore, when doing a test of the Cosmos at level 8, dropping the production speed by 1.3 seconds, their ability accounted for less than a 40% DPS difference versus other allies. What does this mean? This means they are directly inferior to the DPS focused allies in the C and D tiers.

Pros

None

Cons

The worst of the bunch, with the Cosmos at the very bottom