Jujutsu: Soulbound might be marketed as an idle RPG, but the team-building matters way more than people expect.
When I first started, I tried to brute-force progress with whatever characters I pulled, and it worked for maybe the first hour, until bosses started wiping my team before I could even rotate a second ultimate.
After experimenting with multiple team comps and a few rerolls, the pattern became obvious: the top units don’t just have high stats, they have skills that synergize with multiple roles without needing heavy investment.
This guide breaks down the best characters, the ones worth leveling early, when to replace mid-tier picks, and how to reroll effectively without wasting time.
Understanding How Characters Scale
The game is built around three pillars:
- Burst AoE damage for clearing waves and timed boss fights
- Sustain and utility to survive long PvE battles
- Hard initiation and anti-carry pressure for PvP
Early-game feels forgiving because the game funnels you attacking auto waves, but once you hit late chapters and PvP brackets, characters without scaling, sustain, or CC just fall off completely.
This is why some characters might feel fine initially but collapse when you move into synergy-based battles.
From my own runs, the game rewards:
- One hard carry (Gojo/Sukuna/Yuta depending on pull)
- One frontline sustain unit
- At least one healer or defensive support
- One burst DPS that hits multiple rows
Anything outside this structure struggles in late game unless heavily over-leveled.
S-Tier Characters
These characters power through both PvE and PvP without needing perfect synergy. If you reroll for anything, it should be from this group. Every one of them stayed viable all the way into late game for me.
Gojo
Gojo is simply the strongest all-rounder. He scales harder the longer fights go, his AoE damage deletes entire waves, and he’s one of the few units who doesn’t randomly fold in PvP.
I used Gojo from my first pull and he never left the team — nothing else matches his mix of burst, range, and durability.
Sukuna
If Gojo is controlled destruction, Sukuna is pure violence. His lifesteal and wide-area attacks let him solo PvE waves while staying alive longer than he should.
In PvP he forces teams to build specifically against him, which is usually a good sign.
Kinji Hakari
Hikari fits the tank-that-also-carries archetype. His sustain lets him front-line without constantly needing heals, and he speeds up the team’s ability rotations.
I found him insanely useful in long boss fights where pure tanks would be dead weight.
Shoko Ieiri
If you don’t pull a proper healer, you will hit a wall. Shoko doesn’t just heal — she reduces damage taken and cleanses effects, which is critical in PvP where disables stack fast.
You can brute force past early missions without her, but mid-game feels smoother with her in the backline.
Toji Fushiguro
Toji hits like a truck and deletes backliners before they can ult. If you want to win PvP, having a unit like him matters unless you’re willing to run full-control comps.
He isn’t as universal as Gojo or Sukuna, but when he fits, he carries.
A-Tier Characters
These characters are strong, but they need support or specific comps to shine. I used a mix of these while climbing before switching to full S-tier builds.
Yuji Itadori
Yuji carried me early simply because he’s tanky and refuses to die the first time he’s dropped. He’s great as a placeholder frontline until you pull Hakari or Hanami.
Yuta Okkotsu
Feels like a hybrid Gojo-lite option. He does damage, supports, and works well in almost any comp, especially when paired with stronger carries.
Suguru Geto
Good AoE with decent uptime; better when fights last long enough for him to rotate multiple ultimates.
Hanami
A pure tank with hard CC that actually matters. If you don’t have Hakari, Hanami fills the role well and doesn’t require insane gear to function.
Maki
High damage, but needs healing to stay alive. I liked running Maki with Shoko or Ui Ui — without that support, she dies to bursts too quickly.
Kento Nanami
Consistent and safe. He doesn’t hard-carry, but he’s perfect in comps built for long battles.
B-Tier Characters
These characters can help you push early chapters, but they don’t scale well enough to justify late-game investment.
Aoi Todo, Mei Mei, Utahime, Ui Ui, Haruta, Mai Zenin
Mei Mei in particular feels good because of her sustain and range, and I used her for quite a while. The issue is that her damage falls off as enemies start scaling health and defense faster than she scales abilities.
Utahime and Ui Ui are fine early supports, but once you unlock Shoko or optimized tanks, they become redundant.
C-Tier Characters
Megumi, Eso, Mahito, Nobara, Mechamaru, Panda
Megumi is great conceptually, summoning extra units sounds powerful, but summons stop being threatening once you progress past early campaigns.
Mahito has good debuffs, but needs a comp built entirely around him, which isn’t worth the tradeoff unless you just enjoy playing him.
D-Tier Characters
Junpei, Momo, Kamo, Inumaki
These characters either lack damage, survivability, synergy, or all three. You might level them early because they drop often, but they don’t hold long-term value.
Best Team Compositions
These teams are based on what actually worked in practice and the setups I tested while progressing through campaign and PvP.
Best Beginner PvE Team
- Toji (main killer)
- Yuji (early tank)
- Yuta (secondary front)
- Ui Ui / Utahime (early healing)
- Gojo (ranged burst)
This lineup carried me until better synergy units dropped. You can also replace Gojo with Sukuna if he’s your main pull.
Best Late-Game PvE Team
- Hikari (main tank)
- Maki or Yuta (secondary bruiser)
- Mei Mei or Nanami (range DPS slot)
- Shoko (main healer)
- Gojo / Sukuna (primary carry)
This comp balances sustain and burst so you’re not sitting through endless boss timers.
Best Beginner PvP Team
- Toji diving backline
- Yuji tanking front
- Utahime / Ui Ui supporting
- Yuta bruising midlane
- Sukuna ranged burst
This lineup is simple but wins a lot of early brackets.
Best Late-Game PvP Team
- Gojo (burst)
- Sukuna (AoE control)
- Shoko (support)
- Hakari (frontline)
- Hanami or Maki (secondary pressure)
This is essentially the meta wall, most players end up building some variation of this.
How to Reroll
If you’re rerolling, aim specifically for:
- Gojo
- Sukuna
- Hakari
- Shoko
- Toji
Here’s the clean reroll loop:
- Start with Guest login so data doesn’t save.
- Finish tutorial until you unlock summons.
- Use every ticket immediately.
- If pulls are bad, go to Settings → Others → Switch Account.
- If you want full reset, change server instead.
- Once you get a top-tier pull, bind the account.
I needed about four full loops to pull Gojo early, but it was worth it, progress after that felt way faster.
If you’re just starting, don’t dump resources into mid-tier units, even if you get attached to them early.
The game ramps difficulty hard after mid-chapter progression, and swapping to proper units too late costs more resources than rerolling early.
Focus on:
- One hard carry (Gojo, Sukuna, Toji)
- A real tank (Hakari, Hanami, Yuji early)
- A healer that scales (Shoko)
- Units that hit multiple rows, not single targets
Once you get this structure down, the game becomes more about optimizing power scaling than just spamming pulls.
Visit our blog for more guides