Filo
HP 704
Capacity 39.78
Str 260 (270)
Mag 260
Stamina 259 (269)
Mind 212
Speed 309 (319)
Movement 1.044
Atk 158
Matk 110
Def 142
Mdef 128
AtkSpd 47
EQUIPS:
Resonator (Atk90, Matk45, AtkSpd40, HP Absorb)
Vortex (Atk100, Matk50, AtkSpd40, Str+5, Spd+15, Thunder-elemental)
Eruptor (Atk90, Matk45, AtkSpd60, Fire-elemental)
Mirage Vest (Def75, Mdef75, Str+10, Sta+10, Spd+10, Weak Fire 1.25x, Resist Water 0.5x)
Azure Gilet (Def67, Mdef67, Spd+15)
Adamant Vest (Def60, Mdef60, Spd+15, Weak Water 1.25x, Resist Fire 0.5x)
Filo is a Flying-type, so she deals 1.3x damage to Melee units. (Regular damage Ranged attackers.)
She takes 0.45x damage from Melee attackers, and 1.8x damage from Ranged attackers.
PHYSICALS:
Attack (HP Absorb w/Resonator) - 18 {21;16w/Overdrive} {23/wDefSnare} {27;19w/OD&Dsnare} - Physical damage, absorbs 50% of damage inflicted as HP. Melee range 1, 0.26 sec wind-up; 1.5 wind-down.
GAMBITS:
Sonic Wave - 88 {106;78w/Overdrive} {110w/DefSnare} {133;98w/OD&DefSnare} - Physcial attack to an area. Melee range 1, 1.31 circular hitbox, 1 sec windup; 2 winddown; 10 sec recharge.
Power Snare - 53 {64;47w/Overdrive} {66w/DefSnare} {80;59w/OD&DefSnare} - Targetable Trap; Physical Damage + Str/Int decreased to 0.8x for 20 [25 w/Aviator's Monograph] seconds. Melee range 1, 1.31 circular hitbox, 1 sec windup; 2 winddown; 30 sec recharge.
Speed Snare - 53 {64;47w/Overdrive} {66w/DefSnare} {80;59w/OD&DefSnare} - Targetable Trap; Physical Damage + Speed/Move decreased to 0.5x for 20 [25 w/AM] seconds. Melee range 1, 1.31 circular hitbox, 1 sec windup; 2 winddown; 30 sec recharge.
Defense Snare - 53 {64;47w/Overdrive} - Targetable Trap; Physical Damage + Sta/Mnd decreased to 0.8x for 20 [25 w/AM] seconds. Melee range 1, 1.31 circular hitbox, 1 sec windup; 2 winddown; 30 sec recharge.
Overdrive - Increase all stats 1.5x for 10 seconds, then all stats 0.75x for 10 seconds. Self-target, 1 sec windup; 1 winddown; 60 sec recharge.
Decoy Bit - Divert 80 Damage from the team to Decoy. Self/All allies-target, 0.73 sec windup; 2 winddown; 30 sec recharge.
Glide - Increase team's movement speed to 1.2x for 15 sec. Self/All allies-target, 1 sec windup; 2 winddown; 30 sec recharge.
Wind Soul - Mist Quickening: Magic, Gives all allies Haste status + sets any recharge timers to 0, allowing instant use.
Passive Abilities: (Can only equip one of the following before battle)
Rejuvenate - Increases group's Speed 1.1x
Resist Stop - Grants group immunity to Stop.
Materialism - Increases scavenging speed 1.25x
Havoc - Increases rate of AP accumulation 1.2x
Aviator's Monograph - Increases duration of trap abilities 1.25x
Best '3-turn'/8.1 second damage output: 229
Defense Snare (53) - Speed Snare (66) - Sonic Wave (110)
Notes: Filo's usefulness doesn't translate very well, but she has a few things going for her. She's decently speedy, so she'll get some turns in. She has some decent debuffs (attached to damage!), and Sonic Wave might actually recharge at some point. But her best feature is by far her Flying-typing. She has greatly increased damage against Melee units, and takes decreased damage from Melee attacks. Archers and Mages destroy her, but her damage probably ends up better than most in practice. Her weapon also allows her some minor parasitic healing off of her speedy physical, which might help her if she's fully buffed.
Llyud
HP 774
Capacity 40
Str 261 (271)
Mag 167 (177)
Stamina 305
Mind 261 (271)
Speed 306
Movement 1.104
Atk 158
Matk 89
Def 136
Mdef 158
AtkSpd 70
EQUIPS:
Holy Lance (Atk90, Matk45, AtkSpd60)
Buluc Chabtan (Atk90, Matk45, AtkSpd60, Earth-elemental)
Gungnir (Atk100, Matk50, AtkSpd40, Str+15, Mnd+5, Fire-elemental, Area-targetting)
Luin (Atk90, Matk45, AtkSpd40, Thunder-elemental, Area-targetting)
Blood Lance (Atk80, Matk40, AtkSpd40, HP Absorb)
Gaia Amulet (Def60, Mdef90, Str+10, Mag+10, Mnd+10, Weak Thunder 1.25x, Resist Earth 0.5x)
Guardian's Torque (Def54, Mdef81, Sta+5)
Llyud is a Flying-type, so he deals 1.3x damage to Melee units. (Regular damage Ranged attackers.)
He takes 0.45x damage from Melee attackers, and 1.8x damage from Ranged attackers.
PHYSICALS:
Attack (Holy Lance/Buluc Chabtan) - 17 [18 w/Valor] (21 w/Enfuse) ([22]) - Physical (Earth) Damage. Melee range 1.5, 0.26 sec wind-up; 1 sec wind-down.
Attack (Blood Lance w/ HPAbsorb) - 16 [17 w/Valor] (20 w/Enfuse) ([21]) - Physical Damage (absorb 50% of damage as healing). Melee range 1.5, 0.26 sec wind-up; 1.5 sec wind-down.
GAMBITS:
Jump - 88 [92 w/Valor] (106 w/Enfuse) ([110]) - Physical Damage after User leaps into the air (no added time required, the Jump just ignores obstacles in the range). Range 6, 0.5 circular hitbox, 1 sec wind-up; 2 winddown; 15 sec recharge.
Crimson Wings - 88 [92 w/Val] (106 w/ Enfuse) ([110]) - Physical Damage in a line. Range 2, Line Target, 1 sec windup; 2 winddown; 10 sec recharge.
Enfuse Spirit - Consume 25%mHP to boost all allies' stats to 1.2x for 15 seconds. GT, 1 sec windup; 2 winddown; 30 sec recharge.
Lancet - User's basic physical gains 'Drain Target HP' attribute for 20 seconds. Lancet drains 80% [100% w/ Dragoon's Monograph] of the inflicted damage as HP for the user. Self-Target, 0.73 sec windup; 2 winddown; 40 sec recharge.
Vanishga - Casts Vanish on all allies in range for 20 seconds. Vanished units cannot be targetted by the enemy. Vanish wears off if the unit attacks anything. Range 5, 1.31 circular hitbox, 1 sec windup; 2 winddown; 40 sec recharge.
Transfuse - 288 Healing - Consume 25%mHP to restore ally's HP. GT, 1 sec windup; 2 winddown; 10 sec recharge.
Revive - Consume 25%mHP to revive and fullheal one ally. Range 2, ST, 0.73 sec windup; 2 winddown; 15 sec recharge.
Fanfare - Mist Quickening: All Summons instantly gain one level.
Passive Abilities: (Can only equip one of the following before battle)
Valor - Increases group's Strength 1.1x
Resist Confuse - Grants group immunity to Confuse.
Auto-Float - Gives Float to the group. Doubles effective Movement speed.
Attunement - Increases Affinity (Capacity) 1.41x
Dragoon's Monograph - Increases HP drained by Lancet 1.25x
Best '3-turn'/8.1 second damage output: 210
Jump (88) - Crimson Wings (88) - Attack (17) - Attack (17)
Notes: Llyud is a fairly average melee fighter. He's got the advantageous Flying-typing to handle Melee units, though dies quickly to Mages and Ranged units. Most of his support abilities don't translate to a one-on-one setting, but he has some healing and buffing, and Lancet+BloodLance can possibly drain enough HP each hit to keep him healthy in longer fights. His skills also have relatively short recharge times, and he can get a lot of hits in with his speed, so he's not bad overall.
Balthier
HP 678
Capacity 40
Str 260 (290)
Mag 260
Stamina 259
Mind 213
Speed 308 (318)
Movement 0.714
Atk 173
Matk 115
Def 155
Mdef 113
AtkSpd 42
EQUIPS:
Formalhaut (Atk100, Matk50, AtkSpd36, Str+15, Water-elemental)
Polaris (Atk90, Matk45, AtkSpd36, Increased Attack Range)
Regulus (Atk90, Matk45, AtkSpd36, Earth-elemental)
Brave Suit (Def90, Mdef60, Str+15, Spd+10)
Corsair's Frock (Def81, Mdef54, Sta+15, Weak Fire 1.2x, Resist Water 0.5x)
Balthier is a Ranged-type, so he deals 0.45x damage to Melee units and 1.8x damage to Flying units.
He takes 1.3x damage from Melee attackers. (Regular damage from Flying attackers.)
PHYSICALS:
Shoot (Formalhaut) - 15 (18 w/ Quicksilver) - Physical Damage (water elemental). Range 4.5, 0.3 sec windup; 1.66 winddown.
GAMBITS:
Tri-Shot - 115 (138 w/ QS) - Physical Damage over 3 hits. Range 5, 1 sec windup; 2 winddown; 15 [12.5 w/RapidFire] sec recharge.
Percussive Slug - 77 (92 w/ QS) Physical Damage, knocks target back by a range of 1.5. Range 5, 0.66 sec windup; 1 winddown; 10 [8.3 w/RF] sec recharge.
Hamstring - 38 (46 w/ QS) - Physical Damage, inflicts Immobilize for 10 seconds (100%). Immobile units cannot change their position, but can still act. Range 5, 0.73 sec windup; 2 winddown; 10 [8.3 w/RF] sec recharge.
Maim - 38 (46 w/ QS) - Physical Damage, inflicts Disable for 5 seconds (100%). Disabled units can change their position, but cannot take actions. Range 5, 0.73 sec windup; 2 winddown; 15 [12.5 w/RF] sec recharge.
Quicksilver - Increase User's Attack 1.2x for 15 seconds. Self-target, 1 sec windup; 2 winddown; 30 [25 w/RF] sec recharge.
Sniper Eye - Increase User's attack range 1.2x for 15 sec. Self-target, 1 sec windup; 2 winddown; 30 [25 w/RF] sec recharge.
Armor-Piercing Shot - User's basic physical gains 'piercing in a line' MT-targeting attribute for 20 seconds. Self-target, 0.73 sec windup; 2 winddown; 30 [25 w/RF] sec recharge.
Element of Treachery - 577 (693 w/ QS) - Mist Quickening: Physical Damage. Range 5, ST, instant.
Passive Abilities: (Can only equip one of the following before battle)
Headhunter - Increases gil gained during battle 1.25x
Resist Blind - Grants group immunity to Blind.
Rapid Fire - Reduces time between special attacks. Rechage gauge decreases at 1.2x speed.
Aspect Blitz - Increases potency of quickenings. Quickening damage 1.2x
Marksman's Monograph - Drastically increases attack range 1.2x
Best '3-turn'/8.1 second damage output: 245
Maim (38) - Tri-Shot (115) - Percussive Slug (77) - Attack (15)
Notes: Balthier translates to DL format better than he has a right to. He gets a few damage moves he can spam, including one that inflicts 100% Disable for 5 seconds. He's also fast enough to get a few attacks in during this time. If he comes across someone who is 100% melee range, he's already won due to having infinite 100% re-applicable Immobilize status on Hamstring. Quicksilver is a decent buff to boot. His best damage weapon is Water element, but he can opt for the Polaris for a slight (very slight) drop in damage to get a non-elemental weapon. Rapid Fire allows him to use his skills again more quickly than any other PC, so he has a decent shot of getting two Tri-Shots or Percussive Slugs in. His Mist Quickening is the strongest ST attack in the game, if he could actually get a chance to use it in the DL...
Fran
HP 612
Capacity 40
Str 259 (269)
Mag 307 (327)
Stamina 213
Mind 214
Speed 308 (328)
Movement 0.714
Atk 167
Matk 132
Def 128
Mdef 129
AtkSpd 71
EQUIPS:
Sagittarius (Atk100, Matk50, AtkSpd60, Mag+10, Spd+10)
Perseus Bow (Atk90, Matk45, AtkSpd20, Water-elemental, Added Stop)
Raidoujou (Atk90, Matk45, AtkSpd20, Thunder-elemental, Increased Attack Range)
Battle Suit (Def75, Mdef75, Str+10, Mag+10, Spd+10)
Rubber Suit (Def60, Mdef60, Resist Thunder 0.75x)
Fran is a Ranged-type, so she deals 0.45x damage to Melee units and 1.8x damage to Flying units.
She takes 1.3x damage from Melee attackers. (Regular damage from Flying attackers.)
PHYSICALS:
Bows (Saggitarius) - 11 [12 w/Steady Grip] - Ranged Physical Damage. Range 4, 0.53 sec windup; 1 winddown.
Bows (Added Stop w/Perseus) - 10 [12 w/SG] - Ranged Water-elemental Physical Damage + Inflicts Stop for 1 second (100%). Range 4, 0.53 sec windup; 3 winddown.
GAMBITS:
Barrage - 148 [163 w/SG] [241 w/ Hunter's Monograph] - Ranged physical damage over 10 shots. Range 4, ST, 0.73 sec windup; 2.5 winddown; 20 sec recharge.
Confusion Arrow - Spell gives user's basic physical "Added Confuse" for 15 seconds (100% accuracy). Confusion lasts 3 seconds. Confused units attack allies, heal enemies, and move randomly. Self-Target, 1 sec windup; 2 winddown; 40 sec recharge.
Silence Arrow - Spell gives user's basic physical "Added Silence" for 15 seconds (100% accuracy). Silence lasts 5 seconds. Silenced units cannot use magic. Self-Target, 1 sec windup; 2 winddown; 40 sec recharge.
Sleep Arrow - Spell gives user's basic physical "Added Sleep" for 15 seconds (100% accuracy). Sleep lasts 1.5 seconds. Sleeping units skip their actions until awakened by physical damage or the effect wearing off. Self-Target, 1 sec windup; 2 winddown; 40 sec recharge.
Blind Arrow - Spell gives user's basic physical "Added Blind" for 15 seconds (100% accuracy). Blind lasts 5 seconds. Blinded units' physical attacks miss 50% more often. Self-Target, 1 sec windup; 2 winddown; 40 sec recharge.
Ward of the Wood - 429 Healing - Heals HP and restores negative status and debuffs to allied targets in an area. Range 4 (1.5 circular hitbox), 1.33 sec windup; 2 winddown; 10 sec recharge.
Gaze of the Void - Mist Quickening: Removes all positive buffs from all enemies, including passive support abilities.
Passive Abilities: (Can only equip one of the following before battle)
Steady Grip - Increases group's ranged damage 1.1x. Attacks with range 3 or greater apply.
Resist Sleep - Grants group immunity to Sleep.
Attrition - Increases amount of HP restored when foraging 1.5x
Pinpoint - Increases duration of fletch abilities 1.5x
Hunter's Monograph - Increases potency of Barrage by 5
Best '3-turn'/8.1 second damage output: 192
Barrage (148) - Attack (11) - Attack (11) - Attack (11) - Attack (11)
Notes: Fran is pretty straight-forward as a status-slinging archer. She's not as good at it as Kytes because she has to use a skill before her attacks add status, but she -does- have the advantage of being able to use more than one status in battle, for all that only Silence is much use. She relies more on her decent healing and its short recharge that allows her to use it more than once in long battles. She's one of the few PCs who might bother with different passive abilities. Longer battles that favor status slinging might see Pinpoint get some use, but normally she'll probably want the big boost to her single big-damage skill: Barrage. Sleep immunity is good, too. And Steady Grip is an interesting option for team matches. Gaze of the Void, for all that Quickenings don't figure in much, has the interesting attribute of dispelling even passive support buffs from equipment.
Ashe
HP 658
Capacity 40
Str 214 (224)
Mag 307 (317)
Stamina 213 (223)
Mind 307
Speed 259
Movement 0.714
Atk 156
Matk 129
Def 146
Mdef 137
AtkSpd 31
EQUIPS:
Volcano (Atk100, Matk50, AtkSpd27, Str+10, Mag+10, Spread Damage (wider blast radius))
Tumulus (Atk90, Matk45, AtkSpd30, Fire-elemental)
Caldera (Atk90, Matk45, AtkSpd30, Non-elemental)
Fumarole (Atk85, Matk40, AtkSpd30, Added Blind)
Carmagnole (Def90, Mdef60, Sta+10)
Glimmering Robes (Def50, Mdef100, Mag+10, Spd+10, Weak Earth 1.25x, Resist Thunder 0.5x)
Cleric's Robes (Def45, Mdef90, Sta+10, Mnd+5)
Ashe is a Ranged-type, so she deals 0.45x damage to Melee units and 1.8x damage to Flying units.
She takes 1.3x damage from Melee attackers. (Regular damage from Flying attackers.)
PHYSICALS:
Hand-bombs (Volcano) - 17 [37 w/ FullForce] - Ranged GT Physical. Range 5 (1.0 circular hitbox), 0.26 sec windup; 2.16 (1.44 w/Haste) winddown.
GAMBITS:
Pyrotechnics - 156 [334 w/ FullForce] - Ranged Physical damage over 6 hits. Range 5 (.75 circular hitbox), 1 sec windup; 2.5 (1.67 w/Haste) windown; 30 (20 w/Haste) sec recharge.
Comet - 184 [207 w/ FullForce] - Non-Elemental GT Magic Damage. Range 6 (.75 circular hitbox), 1.33 sec windup; 2 (1.33 w/Haste) winddown; 30 (20 w/Haste) sec recharge.
Hastega - Magic, Adds Haste to allies for 20 seconds. Units with Haste status have their Cooldown and Recharge times sped up by 1.5x. Note: Does not effect Casting time. Range 5 (1.31 circular hitbox), 1 sec windup; 2 winddown; 40 sec recharge.
Regenga - Magic, Gives allies Regen status for 20 seconds, Units under Regen status recover 4%mHP every 2 seconds. Range 5 (1.31 circular hitbox), 1 sec windup; 2 (1.33 w/Haste) winddown; 40 (26.67) sec recharge.
Slowga - Magic, Slow for 20 seconds. Range 5 (1.31 circular hitbox), 0.73 sec windup; 2 (1.33 w/Haste) winddown; 25 (16.67) sec recharge.
Combustion - Increase User's Range to 1.5x for 20 sec. Self-Target, 0.73 sec windup; 2 (1.33 w/Haste) winddown; 30 (20) sec Recharge.
Teleport - Teleports all members of a team to user's location. Infinite Range; 0.73 sec windup; 2 (1.33 w/Haste) winddown; 10 (0.67) sec Recharge.
Empyrean's Edict - Mist Quickening: Prevents all enemies from summoning Espers for 25 sec
Passive Abilities: (Can only equip one of the following before battle)
Whistlewind - Reduces summoning time. Summoning speed is increased to 1.2x.
Knowledge to Power - Increases EXP gained during battle to 1.2x
Full Protection - Increases group's Stamina and Mind 1.2x when leader's HP is full.
Full Force - Increases group's Strength and Magick 1.2x when leader's HP is full.
Monarch's Monograph - Grants group immunity to all negative status and gravity attacks.
Best '3-turn'/8.1 second damage output: 357
Hastega - Pyrotechnics (156) - Comet (184) - Attack (17)
Notes: Ashe is the only PC in the game who doesn't naturally reach the STR multiplier limit by endgame levels. Most PCs have all their damage multiplied by 2 because the game does that once their base stats exceed 260. Ashe doesn't reach this on her STR naturally, so her physical damage is considerably worse. However, she's pretty close to it, and if she equips the Full Force ability, then she -does- exceed the limit at full HP. This makes it far more useful than it appears, and it allows Pyrotechnics to be the best opening attack in the game (Well over 2.5x average damage). It also means that Regenga might see use to keep her HP (and Damage) up. She's the only PC in the game who actually has decent physical -and- magical damage. Haste serves to make it all a little more spammable, too. Really good team player, and can immune Status to an entire team with the Ribbon/Monarch's Monograph.
Basch
HP 896
Capacity 40
Str 308 (323)
Mag 212
Stamina 356 (366)
Mind 213
Speed 211
Movement 0.714
Atk 171
Matk 98
Def 192
Mdef 103
AtkSpd 33
EQUIPS:
Tyrfing (Atk90, Matk45, AtkSpd30, Thunder-elemental, Drains user's HP for a 30-base skill power. Normal Basch physicals are only 10 power)
Galatyn (Atk90, Matk45, AtkSpd60, Water-elemental)
Save The Queen (Atk90, Matk45, AtkSpd60, Non-elemental)
Excalibur (Atk100, Matk50, AtkSpd60, Str+10, Sta+10, Spread Damage)
Maxmillian (Def100, Mdef50, Str+15, Sta+10, Weak Water 1.25x, Resist Fire 0.5x)
Carabineer Mail (Def90, Mdef45, Str+5, Sta+5)
Armatura (Def70, Mdef60, Stm+5, Mnd+5)
Basch is a Melee-type, so he deals 1.3x damage to Ranged units and 0.45x damage to Flying units.
He takes 0.45x damage from Ranged attackers and 1.3x damage from Flying attackers.
PHYSICALS:
Attack (Tyrfing) - 57 [65 w/Chivalry] - Thunder physical damage, inflicts 1% mHP damage on user. Melee Range 1, 0.26 sec windup; 2 winddown.
Attack (Excalibur) - 20 [23 w/Chivalry] - Melee damage. Melee Range 1, 0.26 sec windup; 1 winddown.
GAMBITS:
Shining Ray - 152 [173 w/Chivalry] - Ranged Physical damage. Range 4 (2.0 circular hitbox), 1 sec windup; 2 winddown; 30 sec Recharge.
Flash of Steel - 95 [108 w/ Chivalry] - Physical damage. Range 4, 1 sec windup; 2 winddown; 10 sec Recharge.
Cover - Basch takes damage for allies for 20 sec. 0.73 sec windup; 2 winddown; 30 sec Recharge.
Iron Will - Lowers User's Strength to 0.9x, Increase Stamina to 1.3x for 15 seconds. Self-Target, 1 sec windup; 2 winddown; 30 sec Recharge.
Inner Peace - Gives user Regen for 20 seconds and removes negative status and debuffs. Self-Target, 1 sec windup; 2 winddown; 15 sec Recharge.
Shellga - Magic, Adds Shell to allies for 20 seconds. Units with Shell status have their Mind raised to 1.4x. Range 5 (1.31 circular hitbox), 1 sec windup; 2 winddown; 40 sec Recharge.
Protectga - Magic, Adds Protect to allies for 20 seconds. Units with Protect status have their Stamina raised to 1.4x. Range 5 (1.31 circular hitbox), 1 sec windup; 2 winddown; 40 sec Recharge.
Apocalypse Shield - Mist Quickening: Gives invincibility to the whole team for 15 seconds.
Passive Abilities: (Can only equip one of the following before battle)
Lifeshield - Increases group's Max HP 1.2x
Resist Slow - Grants group immunity to Slow.
Gallantry - Increases group's Stamina and Mind 1.3x when leader's HP is below 25% maxHP.
Chivalry - Increases group's Strength and Magick 1.3x when leader's HP is below 25% maxHP.
Hero's Monograph - Increases Defense and Mind to 1.25x when using Cover.
Best '3-turn'/8.1 second damage output: 323
Shining Ray (152) - Attack (57) - Attack (57) - Attack (57)
Notes: Basch has upper-end damage, and it gets better as he takes more damage if he has Chivalry equipped. His best feature is that his basic physicals actually register on the damage scale (and don't take forever to winddown like Kytes). He's stupid-good in team matches with Cover, since it gets physicals AND ST magic in Revenant Wings. Also has good support spells, and Inner Peace is the best self-buff in the game - its Regen lasts longer than its Recharge time, so it can actually be a permanent effect for Basch (and cancel out the HP drain on Tyrfing). All of his attacks end up Thunder-elemental if he wants the option of a good basic physical, but he can push out slightly more damage from Shining Ray and Flash of Steel if he switches to Excalibur (and be non-elemental, but have crappy physicals). Basically, tanky and damaging with some nice support options. He has average speed with his skills, too, so probably ends up the best PC overall, though Ashe is also up there.