Milanor, the Silver Wolf
Bandit leader with a Heart of Gold, the only source of snark in the game, and swings a badass Axe to the Face.Class: Stray Thief (Bandit variant)
Stats: Relevant Big Stars=Equivalent# of Small Stars (w/ Default Equipment)
Level 18
HP: 8320 (8520)
GEN: 3=23 (4=24)
ATK: 5=28 (6=30)
TEC: 4=26 (5=28)
LUK: 4=27 (5=28)
Innate abilities:
Petrify Immunity (Immune to Petrify Status)
Rockfall Immunity (Immune to Earth-type damage)
Terrain Bonus: Wasteland (+10% damage while on Wasteland terrain)
Weapon-type: Axe
Axe-users deal more damage to Spear-users, and less damage to Sword/Scythe-users.
Equipment Options:
Mjollnir: GEN+UP, ATK+UP, TEC+UP, LUK+UP, 1-hit Kill Percentage UP (25% chance of any offensive attack instantly being worth all 6 possible SUs and overcoming type-resistance)Dragon Eater: ATK+6, TEC+6, Strong Against Dragons
Ogre Blade: GEN+6, ATK+UP, POW+25% Effect (Adds an additional 25% damage after the regular damage formula is calculated.)
Kill Blade: GEN-DN, ATK+UP, Auto-Win Clashes if both sides have one SU. In-game this generally makes Milanor immune to basic physical assaults, but Skills/Spells get around it easily. Also may not translate to DL format due to complete lack of an SU equivalent for other games. Luckily, the stats from Mjollnir are almost always better.
CARD SKILLS:
'Average Card': POW 2800
Average (basic physical): 2240 physical damage
Average (w/ Mjollnir's 1-hit kill effect): 3640 physical damage
Average (vs. Spears, Foes with Weaknesses in general): 2800 physical damage
Average (vs. Swords, Scythes, Resistant foes in general): 0, gets countered.
Steal: Axe-Ace, Milanor-only, POW 2460
Steal (basic physical): 1968 physical damage.
Steal (w/ Mjollnir's 1-hit kill effect): 3198 physical damage, overcomes typing.
Steal (w/OgreBlade): 2583 physical damage Steal (offensive Card Skill): 2460 damage + Steals an opponent's Equipped Item at 100% rate if TEC is greater than or equal to opponent's GEN. (Milanor's TEC is 5, average endgame enemy GEN is 3.) In YU, units can only have one piece of Equipment, so this ability can remove any kind of Equipment (weapons, armor, accessories, etc). Your mileage may vary on how it works.
Steal (off.Skill w/OgreBlade): 3075 damage +Steal equipment (TEC is 4)Steal (defensive Card Skill): 0 damage, cannot prevent damage, however, it can still Steal an opponent's Equipment as if it was being used offensively.
Steal (vs. Spears, Weakness): 2952 damage + Steal Equipment
Steal (vs.Spears,Weak w/ OgreB.): 3567 damage + Steal equipment (TEC is 4)Steal (vs. Swords, Scythes, Resistance): 0 damage, cannot prevent damage, but can still Steal an opponent's Equipment.
Milanor's big trick is Stealing equipment. He's good at it, and thanks to how YU's battle system works, he can do it twice. Once on his own turn, and once during his opponent's attack while the Steal Card is still active.
Dragon Killer: Axe-Ace, Only vs. Dragons/Dragon-riders, POW 3296
Dragon Killer (basic physical): 2636 physical damage
Dragon Killer (offensive Card Spell): 6262 (3955 of which is magical) damage
Dragon Killer (defensive Card Spell): 5273 (3955 of which is magical) damage
Dragon Killer (vs. Spears, Weakness): 6262 (3955 of which is magical) damage
Dragon Killer (vs. Swords, Scythes, Resist): 6262 (3955 of which is magical) damage
Only useable against Dragons/Dragon-riders, but it sure does destroy them. Gives an innate +4 to damage rating against Dragons, and adds an additional 80% damage bonus. It already maxes out 6 SU, so it doesn't increase in effectiveness when it hits Weakness, but it still does awesome damage against Resistance since it overwrites Weapon-typing. Probably one-rounds most Ryus~
Gravity Chaos: Axe-Ace, POW 2944
Gravity Chaos (basic physical): 2355 damage
Gravity Chaos (w/ Mjollnir's 1-hit kill effect): 3827 physical damage
Gravity Chaos (w/ OgreBlade): 3091 physical damageGravity Chaos (offensive Card Spell): 3238 (1177 of which is Dark-typed magical) damage + Curse status at 100% rate if TEC is greater than or equal to opponent's GEN (Milanor's TEC is 5, average enemy GEN is 3).
Gravity Chaos (defensive Card Spell): 0 damage, cannot prevent damage, but can still inflict Curse status as if attacking offensively.
Gravity Chaos (vs. Spears, Weakness): 3827 (1177 of which is Dark-typed magical) damage + Curse status
Gravity Chaos (vs. Swords, Scythes, Resist): 0 damage, gets countered, but can still inflict Curse status.
Gravity Chaos does magical damage based on 1+TEC-GEN, which adds to the SU count. Doesn't have any notable physical or weakness/defensive/resistance effects. Additionally, if the user's TEC is greater than or equal to GEN (status resistance), it inflicts the Curse status at 100%. Cursed units' Damage Rating is decreased -1 and their movement is lowered to 1 per turn.
Commentary: Milanor has some varied options for Yggdra Union PC. He essentially gets 2 shots of equipment-stealing due to the Card system which allows him to use Steal Skill once on his offensive turn and once (or more if he's doubled) on his opponent's turn. However, since most PCs have multiple pieces of equipment, there's no telling which piece Milanor will Steal, unless you translate it as "Since Milanor steals -all- of a YU unit's Equipment, then he steals -all- of any other PC's equipment."
Axes suck for weapon-typing as the only thing he's hitting weakness against is Spears. And Sword-users murder him. His only hope against Swordsmen is the 25% chance to insta-win clashes with Mjollnir.
Dragon Killer and the Dragon Eater axe ensure that he destroys Dragons though.
He's only got Gravity Chaos for magic damage, so he's not great against physical walls either.
Like all YU PCs, he has a big problem with stallers, as if he can't win in the 14-round limit, he's out of attacks. Also, all of his cards are OPB, though his Steal and Gravity Chaos Skills can be used during an opponent's turn too!
Durant
Loyal Retainer of Lady Yggdra and commander of the remaining forces of her Kingdom.Class: Knight
Stats: Relevant Big Stars=Equivalent# of Small Stars (w/ Default Equipment)
Level 18
HP: 8460 (8540)
GEN: 5=29
ATK: 4=26 (5=28)
TEC: 3=22 (4=24)
LUK: 2=10
Innate abilities:
Large-sized Unit (Durant only has 3 units, but each is worth 2 SUs. This gives him a slight advantage when attacking since his SU can never be lower than 2 if his damage isn't nulled.)
Terrain Bonus: Road (+10% damage while on Roads)
Terrain Bonus: Bridge (+10% damage while on Bridges)
Terrain Penalty: Forest (-40% damage while in Forests)
Griffon Rider Disadvantage (Durant deals -40% less damage against Griffon Riders)
Ivy Whip Weakness (Durant receives 40% more damage from Ivy Whip, the only plant-type attack in the game)
Weapon-type: Spear (Mounted)
Spear-users deal more damage to Sword-users, and less damage to Axe/Scythe-users.
Equipment Options:
Knight Killer: ATK+6, TEC+2, Strong against Knights
OR
Phalanx: ATK+4, TEC+2, Strong against Archers (same effect on stats, and both give a +40% damage against their respective species weakness)Hyper Drill: ATK+UP, TEC-Down, Morale Damage MAX (Successful SU damage always = 60%, effectively 50% ITD. Unfortunately, it lowers Durant's TEC so low that he can't use his Card Skills effectively.)
Stray Dragon: Changes Durant's Class to Dragon Knight while equipped. Dragon Knight Durant has the following attributes.
Class: Dragon Knight
Stats: Relevant Big Stars=Equivalent# of Small Stars (w/ Default Equipment)
Level 18
HP: 8460
GEN: 5=29
ATK: 4=26
TEC: 3=22
LUK: 2=10
Innate abilities:
Large-sized Unit (Durant only has 3 units, but each is worth 2 SUs. This gives him a slight advantage when attacking since his SU can never be lower than 2 if his damage isn't nulled.)
Fire Immunity (Immune to all Holy-type damage)
Terrain Bonus: Wasteland (+10% damage while in Wasteland areas)
Fire Affinity (Can make his basic physical Fire-typed in exchange for being unable to use any Card Skills for the round, which is great because Scythes don't have any associated Card Skills)
Weapon-type: Scythe (Mounted, Flying)
Scythe-users deal more damage to Axe/Spear/Sword-users, and have no weaknesses.CARD SKILLS:
'Average Card': POW 2800
Average (basic physical w/KnightKiller/Phalanx): 2240 physical damage
Average (vs. Swords, Foes with Weaknesses in general): 2800 physical damage
Average (vs. Knights, Archers, or Species Weakness): 3360 physical damage
Average (vs. Axes, Scythes, Resistant foes in general): 0, gets countered.
Average (basic physical w/HyperDrill): 3360 physical damage
Average (vs. Swords, Weakness w/HyperDrill): 3360 physical damage
Average (vs. Axes, Scythe, Resist w/ HyperDrill): 0, gets countered.
Average (basic physical w/ StrayDragon): 1960 physical damage
Average (vs. Swords,Spears,Axes,Fire-Weak,Weakness in General w/StrayDragon): 2520 physical damage
Average (vs. Resistance w/StrayDragon): N/A, nothing in the game resists Scythes.Chariot: Spear-Ace, Durant-only, POW 2846
Chariot (basic physical): 2277 physical damage.
Chariot (offensive Card Skill): 2846 physical damage
Chariot (defensive Card Skill): 2277 physical damage, prevents basic physical damage
Chariot (vs. Swords, Weakness): 3130 physical damage
Chariot (vs. Mounted units OR Archers, Species Weakness): 3415 physical damage
Chariot (vs. Axes, Scythes, Resistance): 1992 physical damage
Chariot sets Opponent's SU equal to user's current SU, base 3 for Durant. Effective +3 SU damage offensively or overcomes physical attacks defensively. Cannot be used with Stray Dragon equippped. If used with Hyper Drill equipped, Durant's TEC is too low to activate it.
Blizzard: Spear-Ace, POW 2585
Blizzard (basic physical): 2068 physical damage
Blizzard (offensive Card Spell): 2068 (517 of which is Ice/Water-type magical) damage
Blizzard (defensive Card Spell): 0 damage, cannot prevent damage.
Blizzard (vs. Swords, Ice-Weak, Weakness): 2585 (517 of which is Ice/Water-type magical) damage
Blizzard (vs. Mounted units OR Archers, Species Weakness): 2843 (517 of which is Ice/Water-type magical) damage
Blizzard (vs. Axes, Scythes, Resist): 0 damage, gets countered.
Blizzard does magical damage based on 1+TEC-GEN, which adds to the SU count. Durant's TEC is pretty crappy, so this does very little magical damage. Cannot be used with Stray Dragon equippped. If used with Hyper Drill equipped, Durant's TEC is too low to activate it.
Commentary: Durant's Large-typing gives him a slight damage boost overall compared to most of the cast when attacking. His weapon-typing is pretty solid, hitting weakness against Swords. He also can hit two Species weaknesses with KnightKiller or Phalanx, which are the best kind of weaknesses to hit in YU. Additionally, he has an interesting 50% ITD weapon choice in Hyper Drill. And he's the only YU PC who can change his Weapon TYPING by using the class-changing Stray Dragon, giving him access to Scythes, which help him get around any pesky weaknesses to Axes. It also grants Fire immunity, though opens him up to Dragon Species Weakness if he runs into that.
His one (worthwhile) Card skill is Chariot, which will allow him one round of physical-nulling/countering to play around with.
Nietszche
A young Undine searching for the Gem that will save her species from inevitable extinction.Class: Undine
Stats: Relevant Big Stars=Equivalent# of Small Stars (w/ Default Equipment)
Level 18
HP: 8020 (8280)
GEN: 3=22 (4=24)
ATK: 4=26
TEC: 3=18 (3=20)
LUK: 4=27 (5=28)
Innate abilities:
Water Immunity (Immune to all Ice/Water-type damage)
Water Affinity (Can make her basic physical Ice/Water-typed in exchange for being unable to use any Card Skills for the round.)
Fire Weakness (Receives 20% more damage from Fire-typed attacks)
Terrain Bonus: Water (+50% damage while in Water)
Terrain Penalty: Sand (-20% damage while in Sand)
Sandstorm Weakness (Nietszche receives 40% more damage from Sandstorm, a desert-type attack)
Weapon-type: Spear (Aquatic)
Spear-users deal more damage to Sword-users, and less damage to Axe/Scythe-users.
Equipment Options:
Black Maria: GEN+4, TEC+2, LUK+6, Blocks Counters (This also generally adds +1 SUs to her offensives, so it ends up better than the Gungnir's ATK boost in general.Gungnir: GEN+6, ATK+4, LUK+4, A-Type Skills Last 2x Longer (useless because Nietszche has no legal A-type skills)
Shell Breastplate: GEN+2, TEC+2, LUK+UP, Evade critical hits (prevents Criticals from hitting her, meaning that if she's nulling someone's physicals, their critical will never be able to save them)
Small Breastplate: GEN+2, TEC+2, LUK+4, Strong against Archers (allows her to hit Species weakness against Archers)
CARD SKILLS:
'Average Card': POW 2800
Average (basic physical w/BlackMaria/Gungnir): 1960 physical damage
Average (vs. Swords, Water/Ice-Weak, Foes with Weaknesses in general): 2520 physical damage
Average (vs. Axes, Scythes, Resistant foes in general): 0, gets countered.
Average (basic physical w/Shell/SmallBreastplate): 1680 physical damage
Average (vs. Swords, Water/Ice-Weak, Weakness w/Shell/SmallBreastplate): 2240 physical damage
Average (vs. Archers, or Species Weakness w/ SmallBreastplate): 2800 physical damage
Average (vs. Axes, Scythes, Resist w/Shell/SmallBreastplate): 0, gets countered.Blizzard/Diamond Dust: Spear-Ace, POW 2585
Blizzard (basic physical): 1809 physical damage
Blizzard (offensive Card Spell): 1809 (258 of which is Ice/Water-type magical) damage
Blizzard (defensive Card Spell): 0 damage, cannot prevent damage.
Blizzard (vs. Swords, Ice-Weak, Weakness): 2326 (258 of which is Ice/Water-type magical) damage
Blizzard (vs. Axes, Scythes, Resist): 0 damage, gets countered.
Blizzard does magical damage based on 1+TEC-GEN, which adds to the SU count. When used by Nietszche, this Card Skill automatically becomes Diamond Dust, which has the exact same effect as Blizzard except that it also freezes all Water-type Terrain squares and turns them to 'Ice' until the next Day-Time turn. (Pretty useless DL-wise, but awesome in-game.)
Commentary: Nietszche sucks in a duel. She can't take advantage of use unique Aquatic typing which allows her a 50% damage boost in water, which really hurts her game. That pesky Fire weakness isn't doing her any favors either.
Stopping counters is a nice little ability though, and she has a nice Weapon advantage against Swords and can hit Water/Ice weakness nicely.
If she really wants to, she can also immune basic physicals from Archers with the Small Breastplate. And the Shell Breastplate is good for making sure that she doesn't lose any favorable matches due to a lucky Criticaller. Her high LUK also means that she'll get her own Criticals fairly often (30% of the time against average, and adds an additional 20% damage plus disabling counters for that turn).
Roswell of the Black Rose
A descendent of a great mage with the power of an Ankh Cannon. He follows Yggdra when she saves his country from a plot to have it destroyed by civil war.Class: Necromancer
Stats: Relevant Big Stars=Equivalent# of Small Stars (w/ Default Equipment)
Level 18
HP: 8360 (8140)
GEN: 4=26 (4=24)
ATK: 3=22 (4=24)
TEC: 3=23 (4=24)
LUK: 3=23 (3=19)
Innate abilities:
Dark Immunity (Immune to all Dark-type damage)
Dark Affinity (Can make his basic physical Dark-typed in exchange for being unable to use any Card Skills for the round)
Holy Weakness (Receives 20% more damage from Holy-typed attacks)
Skeleton Advantage (Deals 40% more damage to Skeleton-species opponents)
Summoning (Can use the Necrogate Card to Summon Skeleton Underling units at Night to aid him.)
Weapon-type: Rod (Warp-type movement)
Rod-users deal more damage to Unarmed(monster)/Sword/Spear/Axe-users, and less damage to Bow/Book-users.
Equipment Options:
Gargoyle Rod: GEN-2, ATK+4, TEC+4, LUK-4, Strong at Night (Every third turn, all of Roswell's attacks are +2 SU.)Black Rose Crest: GEN-4, ATK+4, TEC-4, LUK+4, Dark Attacks UP (All Dark-type attacks, like Roswell's charged physical, are +2 SU.)
CARD SKILLS:
'Average Card': POW 2800
Average (basic physical): 1680 physical damage
Average (At Night or Vs. Swords, Spears, Axes, Unarmed attackers, Dark-Weak, Foes with Weaknesses in general): 2240 physical damage
Average (vs. Skeletons, Species Weakness): 2800
Average (vs. Bows, Books, Holy-aligned, Resistant foes in general): 0, gets countered.
Flame: Rod-Ace, POW 2560
Flame (basic physical): 1536
Flame (offensive Card Spell): 1792 (512 of which is Fire-typed magical) damage
Flame (defensive Card Spell): 0, cannot prevent damage.
Flame (At Night or Vs. Swords, Spears, Axes, Unarmed attackers, Dark-Weak, Foes with Weaknesses in general): 2304 (512 of which is Fire-typed magical) damage
Flame (vs. Skeletons, Species Weakness): 2816 (512 of which is Fire-typed magical) damage
Flame (vs. Bows, Books, Holy-aligned, Resistant foes in general): 0, gets countered.
Flame does magical damage based on 1+TEC-GEN, which adds to the SU count.
Necro Gate: Rod-Ace, Roswell-only, Only at Night (Turn 3, 6, 9, etc.), POW 2446
Necro Gate (basic physical): 1467 physical damage.
Necro Gate (offensive Card Skill): 1712 (244 of which is magical) damage + Summons a Skeleton Underling
Necro Gate (defensive Card Skill): 0, cannot prevent damage.
Necro Gate (At Night or Vs. Swords, Spears, Axes, Unarmed attackers, Dark-Weak, Foes with Weaknesses in general): 2201 (244 of which is magical) damage + Summons a Skeleton Underling **Note that this is his normal damage with this card due to only being able to use the Skill on Night turns (where he's already powered-up thanks to his default equipment)
Necro Gate (vs. Skeletons, Species Weakness): 2690 (244 of which is magical) damage + Summons a Skeleton Underling
Necro Gate (vs. Bows, Books, Holy-aligned, Resistant foes in general): 0, gets countered.
Kills one SU, effectively increasing SU damage +10%; Summons a Skeleton unit for the next turn. Skeletons are a small size unit, with a weakness to light. Skeletons can only be summoned during night, and are inflicted with Sleep during noon (they are awakened automatically after noon). While asleep, they cannot be moved, they do not fight back in battle. See Below.
Skeleton Underling
Class: Skeleton
HP: 6580
GEN: 2
ATK: 2
TEC: 3
LUK: 4
Innate Abilities:
Void Ailments (Immune to all Status Ailments)
Day Sleep (During Day turns, like turn 1, 4, 7, 10, etc, Skeletons cannot act or attack or even defend themselves.)
Holy Weakness (Receive 20% more damage from Holy-typed attacks)
Necromancer Disadvantage (Receive 40% more damage from 'Necromancer-species' opponents)
Draw Aggression (Opponents always attack summoned monsters instead of PCs)
Weapon: Unarmed
Unarmed (monster) units deal less damage to Rod/Book-users. **Skeletons have no advantage types.
CARD SKILLS:
'Average Card': POW 2800
Average (basic physical): 1680
Average (vs. Holy-aligned, Resistance in general): 0 damage, gets countered.
Poison Breath: Unarmed-Ace, Skeletons-only, POW 2613
Poison Breath (basic physical): 1045 physical damage
Poison Breath (offensive Card Skill): 0 damage, gets countered, but inflicts Poison status if TEC is greater than or equal to opponent GEN.
Poison Breath (defensive Card Skill): 0, cannot prevent damage, but can still inflict Poison status.
Poison Breath (vs. Holy-aligned, Resist): 0 damage, gets countered, but can still inflict Poison status.
Inflicts Poison at a 100% rate if TEC greater than or equal to GEN. Skeletons have 3 TEC to an enemy average of 3 GEN. Poisoned units lose 10% MaxHP at the start of turn and their Damage Rating is decreased -1 SU.
Commentary: Roswell is definitely the worse of the two Summoners for Dueling. His base stats are a little better than Rosary's, but otherwise, he's generally on the losing end.
He has no Skills that will allow him to null an incoming physical unless the opponent is Dark-Weak. However, thanks to his default equipment, he gets powered up during his third turn (and all other Night time turns) and will null/counter basic physicals that turn. The Night turn is also when he can finally Summon a Skeleton!
Skeletons really only have one purpose - to take hits for Roswell. They can inflict Poison, but this status is terrible, and they can't even use it until the second turn after they've been summoned. This is because they must be Summoned at Night, but then they immediately fall into a Sleep state during the next turn, Day. They can only attack during the Twilight and Night turns. Apart from their innate Sleeping habits, they are at least immune to status effects. Only one Skeleton can be summoned at a time.
Roswell's Weapon-typing is pretty awesome though. Rods are good against most everything but Bows really.
Rosary of the White Rose
A descendent of a great mage with the power of an Ankh Cannon. She follows Yggdra when Yggdra saves her country from a plot to have it destroyed by civil war.Class: Witch
Stats: Relevant Big Stars=Equivalent# of Small Stars (w/ Default Equipment)
Level 18
HP: 8160 (8200)
GEN: 3=23
ATK: 2=17 (3=18)
TEC: 4=27 (5=28)
LUK: 5=29
Innate abilities:
Fire Immunity (Immune to all Fire-type damage)
Fire Affinity (Can make her basic physical Fire-typed in exchange for being unable to use any Card Skills for the round **Note that with her Formular equipment, she can actually use both the Fire physical AND a Card Skill on the offensive AND defensive turns)
Summoning (Can use the Doll Craft Card to Summon Golem Underling units to aid her.)
Weapon-type: Rod
Rod-users deal more damage to Unarmed(monster)/Sword/Spear/Axe-users, and less damage to Bow/Book-users.
Equipment Options:
Formular: ATK+UP, TEC+UP, Gauge=MAX (This gives her a full Skill Gauge for every clash. Effectively, she can use special skills on Offensive and Defensive turns with no penalties, generally adds about +1 SU to her offensive damage.)CARD SKILLS:
'Average Card': POW 2800
Average (basic physical): 1680 physical damage
Average (vs. Swords, Spears, Axes, Unarmed attackers, Fire-Weak, Foes with Weaknesses in general): 2240 physical damage
Average (vs. Bows, Books, Fire-Resist, Resistant foes in general): 0, gets countered.
Flame: Rod-Ace, POW 2560
Flame (basic physical): 1536
Flame (offensive Card Spell): 2048 (768 of which is Fire-typed magical) damage
Flame (defensive Card Spell): 1536 (768 of which is Fire-typed magical) damage, nulls and counters opponent's basic physical offense. **Note: Thanks to Formular, this can be used on the same round as using the Flame Card Spell offensively too!
Flame (vs. Swords, Spears, Axes, Unarmed attackers, Fire-Weak, Foes with Weaknesses in general): 2560 (768 of which is Fire-typed magical) damage
Flame (vs. Bows, Books, Resistant foes in general): 1536 (768 of which is Fire-typed magical) damage. **Yes, Rosary's TEC is good enough that she overcomes Resistance with a simple elemental Card Spell. She's the only one who does this. Doesn't work against Fire Resistance higher than 20% reduction though.
Flame does magical damage based on 1+TEC-GEN, which adds to the SU count. Rosary can really take advantage of it, in addition to her already Fire-typed physical.
Doll Craft: Rod-Ace, Rosary-only, POW 2486
Doll Craft (basic physical): 1491 physical damage.
Doll Craft (offensive Card Skill): 1491 (248 of which is magical) damage + Summons a Golem Underling
Doll Craft (defensive Card Skill): 994 (248 of which is magical) damage + Summons a Golem Underling **Only one Underling can be summoned at same time
Doll Craft (vs. Swords, Spears, Axes, Unarmed attackers, Fire-Weak, Weakness): 1988 (248 of which is magical) damage + Summons a Golem Underling
Doll Craft (vs. Bows, Books, Resist): 0, gets countered.
Kills one SU, effectively increases SU damage +10%; Summons a Golem unit for the next turn. Golems are a large size unit, with a weakness to lightning. Their move type is slow, which means that they can only move one square per turn. As soon as they step on an Object on the map, it is destroyed.
See Below.
Golem Underling
Class: Golem
HP: 5700
GEN: 4
ATK: 4
TEC: 2
LUK: 2
Innate Abilities:
Large-size Unit (Golem groups are made up of 3 units, each worth 2 SU, so they can never deal less than 2 SU worth of damage if they break defense.)
Void Ailments (Immune to all Status Ailments)
Object Destruction (Destroys nearby Field Obstacles just by walking on their square)
Thunder Weakness (Receive 20% more damage from Thunder-typed attacks)
Valkyrie Disadvantage (Receive 40% more damage from 'Valkyrie-species' opponents)
Draw Aggression (Opponents always attack summoned monsters instead of PCs)
Weapon: Unarmed
Unarmed (monster) units deal less damage to Rod/Book-users. **Golems have no advantage types.
CARD SKILLS:
'Average Card': POW 2800
Average (basic physical): 1960
Average (vs. Rods, Books, Thunder-aligned, Resistance in general): 0 damage, gets countered.
Earthquake: Unarmed-Ace, Golems-only, POW 2647
Earthquake (basic physical): 1852 physical damage
Earthquake (offensive Card Skill): 2117 physical damage
Earthquake (defensive Card Skill): 0, cannot prevent damage
Earthquake (vs. Rods, Books, Thunder-aligned, Resist): 1588 damage.
Kills 1/2 of current enemy SU. Effectively, SU damage +30%. Additionally destroys any Objects/Structures within 2 squares. Useless DL-wise extraneous effect. The attack itself is good for overcoming resistance at least.
Commentary: Rosary is a fun duelist. Her one unique weapon in the game, the Formular, is ridiculously awesome. It allows her to use her Card Spells on both her offensive and defensive turns, to really maximize damage. Unfortunately, she only has 2 legal Spells. Still, she can open with Doll Craft to null her opponent's physical -and- summon a Golem.
Unlike Skeletons, Golems are actually useful. For starters, she doesn't have to wait for turn 3 to call one out. They draw all attacks away from Rosary until they are killed, which really helps Rosary's durability. Note that this also means that Rosary won't get a chance to null physicals on her opponent's turns if they're attacking her Golem, so she might want to save Flame until the Golem dies and she gets the chance to double-use it thanks to her Formular.
Rosary and her Golem can both attack in the same turn provided that Rosary attacks first (and thus decides what Card they are using for that round). If the Golem leads (like if it wants to use Earthquake for whatever reason), then Rosary can't attack that turn, due to how YU's Union System works.
Rods also have a great typing advantage and her biggest worries are Bow-users and Fire resistance.
Cruz
Resistance Leader of the remnants from Fantasina. Joins with Yggdra when she comes to his rescue. Completely optional PC who sucks!Class: Hunter
Stats: Relevant Big Stars=Equivalent# of Small Stars (w/ Default Equipment)
Level 18
HP: 8180 (8300)
GEN: 4=26
ATK: 3=23
TEC: 4=26 (5=28)
LUK: 2=10 (2=14)
Innate abilities:
No Countering (Bow-users cannot Counter any attacks, nor can they be countered by any attacks, including other ranged attackers.)
Terrain Bonus: Forest (+20% damage while in Forests)
Day Time Bonus (Gains a +2 SU bonus to all attacks during the Day time turns, starting on turn 1, then 4, 7, 10, etc.)
Golem Species Advantage (+4 SU against Golem-species opponents.)
Weapon-type: Bow
Bow-users deal more damage to Rod/Book-users, and less to Sword/Spear/Axe-users.
Equipment Options:
Elfin Bow: TEC+UP, LUK+4, Heals Morale when below 50% (Heals 15% Max HP at start of turn whenever HP falls below 50% total.)CARD SKILLS:
'Average Card': POW 2800
Average (basic physical): 1680 physical damage
Average (At Daytime, Vs. Rods, Books, Foes with Weaknesses in general): 2240 physical damage
Average (vs. Swords, Spears, Axes, Resistant foes in general): 0, gets countered.
Thunderbolt: Bow-Ace, POW 2678
Thunderbolt (basic physical): 1606 physical damage
Thunderbolt (offensive Card Spell): 2142 (803 of which is Thunder-type magical) damage
Thunderbolt (defensive Card Spell): 0 damage, cannot prevent damage.
Thunderbolt (At Daytime, Vs. Rods, Books, Weakness): 2678 (803 of which is Thunder-typed magical) damage
Thunderbolt (vs. Swords, Spears, Axes, Thunder-resist, Resist): 1606 (803 of which is Thunder-typed magical) damage
Thunderbolt does magical damage based on 1+TEC-GEN, which adds to the SU count. Cruz's high TEC makes it a good choice for overcoming Resistance. His inability to counter means that he should never bother to try to use it defensively, he'll always lose, even with his amazing TEC.
Medusa Eye: Bow-Ace, POW 2832
Medusa Eye (basic physical): 1699 physical damage
Medusa Eye (offensive Card Skill): 1499 physical damage + Petrify Status at 100% rate if user's TEC is greater than or equal to opponent's GEN.
Medusa Eye (defensive Card Skill): 0 damage, cannot prevent damage, but can still inflict Petrify status as if attacking.
Medusa Eye (At Daytime, Vs. Rods, Books, Weakness): 1982 damage + inflicts Petrify Status as normal
Medusa Eye (vs. Swords, Spears, Axes, Resist): 0 damage, gets countered, but can still inflict Petrify status as normal.
Medusa Eye adds the Petrify status if the user's TEC is greater than or equal to the defender's GEN (Status resistance). Petrified units are unable to act, and if the last unit standing is Petrified, the battle ends.
Commentary: Cruz ends up much better in a duel than in-game. He has 100% Petrify status, plus the Daytime bonus to get around his bad weapon-typing (though he's good against mages!). His TEC doesn't help him too much apart from one shot of Thunderbolt, and his ATK is pitiful, but that's still a lot better than his in-game self.
Elfin Bow's regen is the only DL-legal healing effect in the PC cast, and it's not too shabby if he goes against other Lights.
Russel, the Astral Swordsman
Once a famed general in the army that destroyed Yggdra's Kingdom, he decides to help her out when she saves the love of his life from his own comrades.Class: Fencer
Stats: Relevant Big Stars=Equivalent# of Small Stars (w/ Default Equipment)
Level 18
HP: 7660 (7720)
GEN: 2=17
ATK: 5=28 (6=30)
TEC: 4=27 (5=28)
LUK: 3=23 (4=24)
Innate abilities:
Thunder Immunity (Immune to all Thunder-type damage)
Thunder Affinity (Can make his basic physical Thunder-typed in exchange for being unable to use any Card Skills for the round)
Weapon-type: Sword
Sword-users deal more damage to Axe-users, and less damage to Spear/Scythe-users.
Equipment Options:
Shin Zantetsu: ATK+UP, TEC+UP, LUK+UP, Max Morale Damage (Any successful hits always deal a full 60% SU damage, effectively making his physicals 50% ITD.)Misanga of Life: ATK+4, LUK+4, (Revives user once per battle with 50% MaxHP. It's notable that the Misanga doesn't break after use, it simply only works OPB.)
Death Bringer: GEN-Down, ATK+6, TEC+4, LUK+2, Critical Rate=50% (Critical rate automatically becomes 50%. Critical attacks overcome typing and generally add +20% damage)
Zantetsu: ATK+UP, TEC+UP, Strong against Golems (Does +4 SU damage against Golem-species opponents.)
**Note: Shin Zantetsu is so good that it should almost always be Russel's default weapon. However, since it makes all of his successful attacks the same value, regardless of typing, I'm listing it first, and then listing the other possibilities in parentheses for the other weapons so that this section resembles the other PCs'.CARD SKILLS:
'Average Card': POW 2800
Average (w/ Shin Zantetsu): 3640
Average (basic physical): 2268 physical damage
Average (vs. Axes, Thunder-Weak, Foes with Weaknesses in general): 2800 physical damageAverage (vs. Spears, Scythes, Resistant foes in general): 0, gets countered.
Item Break: Sword-Ace, Russel-only, POW 2836
Item Break (w/ Shin Zantetsu): 3686 physical damage
Item Break (w/ SZ, offensive Card Skill used): 4254 +break opponent's equipment if user's TEC is greater than or equal to opponent's GEN
Item Break (basic physical): 2268 physical damage.
Item Break (offensive Card Skill): 2552 physical damage + break opponent's equipmentItem Break (defensive Card Skill): 0 damage, cannot prevent damage, but can still break equipment as normal.
Item Break (vs. Axes, Weakness): 2552 physical damage + break opponent's equipment.Item Break (vs. Spears, Scythes, Resistance): 0 damage, gets countered, but still breaks equipment as normal.
Item Break will destroy an opponent's equipment at a 100% rate if the user's TEC is greater than or equal to the opponent's GEN (Status resistance). Russel's TEC is 4 or 5 depending on his equips and average enemy GEN is 3. In YU, units can only have one piece of equipment at a time, and this includes all weapons, armors, and accessories. Could be interpreted at breaking -all- of an opponent's gear (it breaks all of a YU unit's gear after all), or it could break one piece at random, I suppose. Regardless, successfully activating this card +20% bonus damage.
Banish: Sword-Ace, POW 2570
Banish (w/ Shin Zantetsu): 3341 (514 of which can be Holy-typed magical) damage
Banish (basic physical): 2056 physical damage
Banish (offensive Card Spell): 2313 (514 of which is Holy-typed magical) damageBanish (defensive Card Spell): 0 (not powerful enough to stop enemy attacks)
Banish (Vs. Axes, Holy-Weak, Weakness): 2827 (514 of which is Holy-typed magical) damageBanish (Vs. Spears, Scythes, Holy-Resistant, Resistance): 0 (not powerful enough to overcome enemy resistance)
Banish deals 1+TEC-GEN damage to an opponent's SU and deals partial Holy-typed magical damage. A shame that its charge makes it take too long to really overcome enemy offensives or resistance.
Banshee's Cry: Sword-Ace, POW 2435
Banshee's Cry (w/ Shin Zantetsu): 3165 physical damage
Banshee's Cry (basic physical): 1948 physical damage
Banshee's Cry (offensive Card Skill): 2435 physical damage
Banshee's Cry (defensive Card Skill): 1948 physical damage, nulls and counters incoming physical damage.
Banshee's Cry (vs. Axes, Weakness): 2922 physical damage
Banshee's Cry (vs. Spears, Scythes, Resistance): 1948 physical damage, overcomes resistance.Banshee's Cry works by lowering an opponent's ATK to 1 for a turn. This translates into a +3 SU increase overall during the turn, and is great for blocking Enemy offensives and overcoming resistances. Works especially well with Russel's Shin Zantetsu, so he can block incoming attacks and still do Max damage.
Commentary: Russel has nearly game-worst durability (which isn't too bad considering the spread). But he dishes out damage like crazy. Shin Zantetsu is awesome. He also gets Milanor's Equip-Breaking trick, although it only adds 20% damage instead of Steal's 30%. Banshee's Cry is still awesome for stopping an attack or two defensively if he needs it.
Overall a good, but kind of bland, duelling package.
Elena
Former assassin working for the country which destroyed Yggdra's kingdom.Class: Assassin
Stats: Relevant Big Stars=Equivalent# of Small Stars (w/ Default Equipment)
Level 18
HP: 7580 (7660)
GEN: 2=17
ATK: 3=22 (4=24)
TEC: 5=28 (6=30)
LUK: 4=24
Innate abilities:
No Countering (Bow-users cannot Counter any attacks, nor can they be countered by any attacks, including other ranged attackers.)
Night Time Bonus (Gains a +2 SU bonus to all attacks during the Night time turns, starting on turn 3, then 6, 9, 12, etc.)
Dark Immunity (Immune to all Dark-type damage)
Dark Affinity (Can make her basic physical Dark-typed in exchange for being unable to use any Card Skills for the round)
Weapon-type: Bow
Bow-users deal more damage to Rod/Book-users, and less to Sword/Spear/Axe-users.
Equipment Options:
Carnage Claw: ATK+6, TEC+4, Infinite Aggressiveness (Generally +20% SU damage)Meteor: ATK+2, TEC+6, Critical Rate=50% (Critical rate automatically becomes 50%. Critical attacks overcome typing and generally add +20% damage)
CARD SKILLS:
'Average Card': POW 2800
Average (basic physical): 1960 physical damage
Average (At Night, Using Inf. Aggressive, Vs. Rods, Books, Dark-Weak, Foes with Weaknesses in general): 2520 physical damage
Average (vs. Swords, Spears, Axes, Resistant foes in general): 0, gets countered.
Bloody Claw: Bow-Ace, Elena-only, Only at Night-time, POW 2880
Bloody Claw (basic physical): 2016 physical damage
Bloody Claw (Using Inf. Aggressive): 2592 Dark-typed physical damage
Bloody Claw (offensive Card Skill): 3168 physical damage
Bloody Claw (defensive Card Skill): 2016 physical damage, nulls and counters opponent's physicals AND Skills, regardless of typing. Criticals can still get around this.
Bloody Claw's Skill can only be used at Night, so Elena's Nighttime Bonus automatically kicks in (and overwrites her weapon/elemental-typing). It essentially works like a suped-up, guaranteed Critical Hit, so it works great as a defensive card skill to stop opponent physicals AND Skills/Spells. A shame that it can only be used on Night-time turns (turns 3, 6, 9, etc).
Thunderbolt: Bow-Ace, POW 2678
Thunderbolt (basic physical): 1874 physical damage
Thunderbolt (basic phys w/ Inf.Agg): 2410 Dark-typed physical damage
Thunderbolt (offensive Card Spell): 2678 (1071 of which is Thunder-type magical) damage
Thunderbolt (off.Spell w/ Inf.Agg): 3213 Dark-type physical (1071 of which is Thunder-type magical) damage
Thunderbolt (defensive Card Spell): 1606 (1071 of which is Thunder-type magical) damage
Thunderbolt (def.Spell w/ Inf.Agg): 2142 Dark-type physical (1071 of which is Thunder-type magical) damage
Thunderbolt (At Night, Vs. Rods, Books, Thunder-Weak, Weakness): 3481 (1071 of which is Thunder-typed magical) damage
Thunderbolt (vs. Swords, Spears, Axes, Thunder-resist, Resist): 2142 (1071 of which is Thunder-typed magical) damage
Thunderbolt does magical damage based on 1+TEC-GEN, which adds to the SU count. Elena gets max TEC (6) through her equips, so this is a great card to use to null and counter physicals. She can even use Infinite Aggression to further boost its damage (provided the enemy doesn't resist Dark).
Medusa Eye: Bow-Ace, POW 2832
Medusa Eye (basic physical): 1982 physical damage
Medusa Eye (w/ Inf. Aggressive): 2548 Dark-type physical damage
Medusa Eye (offensive Card Skill): 1699 physical damage + Petrify Status at 100% rate if user's TEC is greater than or equal to opponent's GEN.
Medusa Eye (defensive Card Skill): 0 damage, cannot prevent damage, but can still inflict Petrify status as if attacking.
Medusa Eye (At Night, Vs. Rods, Books, Weakness): 2265 damage + inflicts Petrify Status as normal
Medusa Eye (vs. Swords, Spears, Axes, Resist): 0 damage, gets countered, but can still inflict Petrify status as normal.
Medusa Eye adds the Petrify status if the user's TEC is greater than or equal to the defender's GEN (Status resistance). Petrified units are unable to act, and if the last unit standing is Petrified, the battle ends.
Commentary: Elena is Cruz++. She has to wait for turn 3 to get her time boost, but thanks to her better stats (and better skill options), she comes out ahead. Her Carnage Claw's Infinite Aggression ability that boosts most of her attacks by about +20% SU damage is probably one of the better options she has. And having a guaranteed Critical Hit on turn 3 that will block both basic physicals -and- Skills/Spells is certainly something the rest of the cast envies.
If she's up against someone with an advantageous typing, she might want to opt for the Meteor equipment instead. 50% Crit rate will allow her to overcome any resistance (and add +20% damage to her physicals, too!).
Toss in 100% Petrify and No Countering, and you have a great duelist.