Holy Emblems

=Full List=
Emblem	Description
=By Role=
Emblems can be split in four categories depending on the role of a unit they augment.
There are however other sub-synergies to consider, which may rely on:
* General - these are very flexible emblems as they don't rely on specific formation building or work particularly better against specific effects.
* Synergy - these synergize with specific effects, unit types, stats etc. (generally good for specific units)
* Formation - these emblems rely not on units themselves but how you build your formation.
==DPS==
The role of all these emblems is to improve the damage output of units. They are therefore recommended for units that fit a "damage dealer" role in your formation.
Status Synergy 	 	 	 	
Status Synergy 	Stun 	Bleed 	Slow 	Burn
Target Synergy 	 	 	 	
Target Synergy 	Ground 	 	 	
Critical Hit Synergy	 	 	 	
Critical Hit Synergy	Crit 	 	 	
Formation Synergy 	 	 	 	
Formation Synergy 	Class 	Faction	 	
General 	 	 	 	
General 	ATK Speed	HP>50% 	HP<50%	Burst
==Defense==
Provides defensive benefits to units. Primarily recommended for your tanks (defense units), you may also find some usage for them on other units.
Status 	 	 	 	 	
Status 	Stun, Silence	Stun, Freeze, Petrify	Stun, Freeze, Petrify	 	
Synergy 	 	 	 	 	
Synergy 	Heal 	Dodge 	Critical Hit 	 	
Player Formation	 	 	 	 	
Player Formation	Class 	Faction 	 	 	
General 	 	 	 	 	
General 	HP Decrease 	Early 	Trigger HP<35% 	Trigger HP<35%	Flat Bonus
==Support==
In general these emblems don't directly improve damage or play a defensive role, but still improve the performance of your units in a way or another. They are most often recommended for your support units.
General	 	 	
General	+Skills	+Ultimate	Healer
==Debuff==
Debuff emblems allow your units to apply negative effects to enemy units. Best fit for offensive support units with low innate damage. 
	General 	Reduce Healing
	Critical Hit Synergy	Stun
	General 	Lower Damage Reduction
=Emblem Comparison=
It is very difficult to give a vacuum recommendation of emblems to units. The reason here is twofold:
* Many emblem effects rely on the entire formation or multi-unit synergies
* The same unit may fill a different role in different contexts (for example, Pegasus plays a support role in Dragon Invasion while Gem players may utilize her as a DPS unit)
However, read below for some comparisons that will hopefully better help you make the right decision. Keep in mind that all comparison values assume Orange emblems and focus exclusively on the 4-set bonus. 
==Class or Role==
When deciding between a class and a role emblem it is important to look at your entire formation.
These emblems are quite flexible as they don't rely on other synergies.
Some facts to consider:
* Most premium heroes are Faction-heavy so Faction emblems tend to perform well.
* Non-Faction specific heroes may want to consider Class emblems instead.
* It's highly unlikely you will play more than 4 units of the same class (and most often those units are either Defense or Caster).
# Units	Faction	Class
1 	4% 	5%
2 	8% 	10%
3 	12% 	15%
4 	16% 	20%
5 	20% 	25%
6 	24% 	30%
7 	28% 	35%
8 	32% 	40%
==DPS Status Emblems==
The DPS Status emblems can optimally gain a bonus of 20% (assuming you can keep the relevant status effect applied). This may seem like a lot, but keep the following in mind:
* Some status effects like slow and burn are more abundant and easier to inflict than others.
* Some units are immune to specific statuses, such as burn and bleed - this makes the emblem ill-suited against such units.
* If the equipped damage dealing unit can itself inflict the status on its target, or if your team has a reliable way of ensuring the relevant status effect stays applied to enemy units, these emblems can be a very good choice.
==Everlasting Secret or Anger==
In order to evaluate these properly you need to consider the following:
* Most commonly used on support units as a way to boost their effectiveness. If the unit is a high-damage or front-line defensive unit, there are usually better options.
* All unit skills scale using a linear formula (that is, growing the level from 1-to-2, 5-to-6 or 14-to-15 for the same skill, you will obtain the exact same bonus)
* Anger will boost only the ultimate skill level by +4 while Everlasting Secret will improve each skill by +2.
* Different skills have different scaling bonuses - consult the specific unit pages for a detailed description of the skills and their scaling elements.