RANKED CHARACTERSAsellus:Notes: Asellus has a plot claim to the Golden Lion, a very powerful sword available only her quest. It's given to her explicitly and is a legit advantage she has as a swordsman on said quest. If you don't allow it, she loses around 500 points of damage or so. Also, Asellus has been built exclusively as a swordsman since her magic, if even allowed, doesn't care about her magic stats and won't need to be used often. She could probably snag quite a few more JP at little cost to her other stats if needed (up to 30 or so easily).
HP 789
STR 73+10 [+0]
QUI 68+10 [+5]
INT 15
WIL 41 [+19]
PSY 10
VIT 73
CHA 41
WP 108, JP 8, LP 8
GoldenLion (75 Atk)
ShellShield (25% evade vs. all physical)
PoweredSuit (50/50/50/50/50/30/30/30, STR/QUI+10, immunes Blind)
HyperWear (10/10/10/10/10/10/15/15)
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Total defences: 60/60/60/60/60/40/45/45
Effective speed: +0.01 (+1.54 after MysticalChange)
Durability: SLA 1.12, PRC 1.00, BLU 1.08, FIRE/ICE 1.07, ELEC 0.95, FRC 0.96
Post-MysticalChange: SLA 1.27, PRC 1.14, BLU 1.23, FIRE/ICE 1.21, ELEC 1.04, FRC 1.05
Abilities:
MysticSword (0): 750 (1070) slash/force, chance of coup de grace.
MysticGlove/Boots (0): Same as the above, but blunt/force instead. Asellus will only want to set one of these.
After using this the first time in a battle (hit or miss), Asellus undergoes MysticalChange: she is healed of all status and becomes a mystic, upping all her stats by 60 (capped at 99) and granting her the ability to make use of any abilities stored in her mystic weapons. Not dispellable. This notably caps her speed, ups her durability, and increases her damage and Deflect/Kasumi rates (and likely status odds).
(Sword)
*Lifesprinkler (10): 4400 (4600) slash, ignores evadeTripleThrust (7): 3300 (3500) slash/pierce, disables shield blocking, quarter target evade
RosarioImpale (8): 3100 (3300) slash/pierce, ignores defence against undead
RisingNova (7): 2600 (2800) slash/fire, half target evade
DeadEnd (6): 2500 (2700) slash/pierce, half target evade, 4% [23%] (62%) chance of instant death
Deflect (1): Reaction, consumes WP when triggered. 27% (31%) chance to block a singletarget physical attack directed at this character's self or nearby allies.
Kasumi (4): Reaction, consumes WP when triggered. 27% (31%) chance to evade and counter a melee singletarget physical attack. 2000 damage to the target's lowest defence.
(*Mystic Magic)
Fascination (1): Inflicts Charm. 33% (47%) hit rate.
PhantasmShot (3): Varying effects. Averages 263 (883) force magic, checks piercing evade, chances of Mess, Sleep, Venom+Null Regen, Petrify, and Death.
GlassShield (5): Caster is immune to the next attack as long as said attack only has one target (even if it can target more). If blocked attack is melee, the attacker takes ~1000 damage.
MirrorShade (7): Summons 3 images, up to a maximum of 5, who die if attacked. Only really useful against attacks with random targetting.
Notes: Asellus has an argument to the ShadeRobe (stats in square brackets), which is her initial armour on Emelia's quest. (This may invalidate her claim to the GoldenLion... your milage may vary on the whole situation.) Using the ShadeRobe lowers her physical/fire/ice durability significantly (defences become 33/33/33/44/44/39/49/49), and drops her to below average speed (-0.36 SD), and lowers her strength (-200 physical damage or so)... though the latter two problems go away once she uses MysticChange. Anyway, the relevant ability gained:
ShadeRobe (0 WP): 363 (461) healing
Comments: Untransformed stats could be a bit better but they're still on the right side of average. GoldenLion kicks ass, she's obnoxious to hit with physicals, DeadEnd is a decent status option (as is Fascination), and in a long fight, going mystic only makes her look even better. Really wants you to find it in your heart to give her access to healing, but even without it, she's solid; it might determine which of the upper divisions she belongs in, however.
Emelia:Notes: Emelia has a plot claim to the AngelBroach, which is given directly to her while she's alone for personal reasons. As far as plot claims go it's very good, although it has little gameplay backing. I've assumed it here, but your milage may vary.
HP 784
STR 13+10
QUI 81+10
INT 66
WIL 80
PSY 37
VIT 72
CHA 50
WP 83, LP 9
LethalGun (60 atk, 5 bullets)
[any gun, won't be used]
ShellShield (25% evade vs. all physical)
PoweredSuit (50/50/50/50/50/30/30/30, STR/QUI+10, immunes Blind)
HyperWear (10/10/10/10/10/10/15/15)
AngelBroach (5/5/5/15/15/15/15/15, immunes Angry/Charm/Mess)
-----
Total defences: 65/65/65/75/75/55/60/60
Effective speed: +0.96 SD (... kinda)
Durability: SLA 1.23, PRC 1.11, BLU 1.19, FIRE/ICE 1.51, ELEC 1.20, FRC 1.24
Abilities:
(Gun)
TwoGun: Passive. Greatly increases gun damage if two guns are equipped.
QuickDraw: Passive. Gun attacks have initiative unless character reloads this turn.
TrickShot (2): 3500 pierce
BoundShot (5): 3000 pierce, 55% chance to ignore defence (=4600, average is 3900), ignores evadeComments: Gunners lack skillset variety, but that doesn't make them bad. Great speed and great, hard-to-wall damage. Running out of bullets is a potential concern for the speed hit that round, but 5 handles most. No tricks, although the AngelBroach does up her magic durability pretty notably (if you don't consider it, see Asellus for her effective durability, more or less). Scary even though she's boring.
Fuse:HP 829
STR 78+10
QUI 63+10
INT 47
WIL 65
PSY 49
VIT 71
CHA 23
WP 99, JP 76, LP 9
ShellShield (25% evade vs. all physical)
PoweredSuit (50/50/50/50/50/30/30/30, STR/QUI+10, immunes Blind)
HyperWear (10/10/10/10/10/10/15/15)
-----
Total defences: 60/60/60/60/60/40/45/45
Effective speed: -0.36 (+1.54 after Awakening)
Durability: SLA 1.15, PRC 1.03, BLU 1.11, FIRE/ICE 1.10, ELEC 0.99, FRC 0.99
Post-Awakening: SLA 1.33, PRC 1.20, BLU 1.29, FIRE/ICE 1.27, ELEC 1.09, FRC 1.11
Abilities:
(Mind Magic)
MindHeal (2): 759 (951) healing, heals all status except stun, self only
Spellbound (2): Inflicts Palsy. 103% hit rate.
Awakening (2): Raises all stats by 50% of base (capping at 99), and doubles WP/JP cost of all abilities. Lasts for five rounds, including the one on which it is cast. Boosted damage is in parentheses.
(Fist)
Lastshot (9): 2750 (3400) blunt, chance of coup de grace, ignores evadeLocomotionG (5): 2200 (2450) blunt, throw, 5% chance of stun, ignores evade
GiantSwing (6): 1900 (2100) blunt, throw, chance of coup de grace, ignores evade
Suplex (4): 1800 (2000) blunt, throw, 5% chance of stun, ignores evade
AirThrow (1): 750 (850) blunt, throw, 5% chance of stun, ignores evade
Comments: Full healing is good, but he's a little slow on the slow side with 3HKO damage. Awakening can remedy both of those and also buffs everything else, but it makes his attacks eat through his WP extremely quickly and doesn't last that long, so it's not nearly as cool as it could be. Having instant death against the beaten up really helps. A mediocre Heavy unlike the previous two, but can definitely hang there.
Gen:HP 834
STR 82+10
QUI 70+10
INT 8
WIL 39
PSY 12
VIT 79
CHA 21
WP 115, LP 10
ZeroSword (60 atk)
ShellShield (25% evade vs. all physical)
PoweredSuit (50/50/50/50/50/30/30/30, STR/QUI+10, immunes Blind)
HyperWear (10/10/10/10/10/10/15/15)
-----
Total defences: 60/60/60/60/60/40/45/45
Effective speed: +0.16
Durability: SLA 1.20, PRC 1.08, BLU 1.16, FIRE/ICE 1.15, ELEC 1.02, FRC 1.03
Abilities:
(Sword)
Lifesprinkler (10): 3900 slash, ignores evadeHeaven/Hell (3): 1900 slash, half target evade, 0% chance of stun
Deflect (1): Reaction, consumes WP when triggered. 28% chance to block a singletarget physical attack directed at this character's self or nearby allies.
Kasumi (4): Reaction, consumes WP when triggered. 28% chance to evade and counter a melee singletarget physical attack. 1500 damage to the target's lowest defence.
(Fist)
GiantSwing (6): 1950 blunt, throw, chance of coup de grace, ignores evade
BabelCrumble (5): 2350 blunt, throw, 0% chance of stun, ignores evade
KO Throw (2): Reaction, consumes WP when triggered. Similar to Kasumi (28% rate), but only works for punches.
DragonTurn (3): Reaction, consumes WP when triggered. Similar to Kasumi (28% rate), but only works for kicks.
Comments: Good stats all-around and a 60% or better chance to evade any melee physicals that come his way. GiantSwing isn't a great instant death option for a few reasons (kills his evade, doesn't work well against a good healer) but he's still pretty mean, and likely belongs in Heavy as well despite his current DL ranking.
Red:Notes: Red is assumed to start battles as Alkaiser, like he does in the final dungeon and when he, y'know, fights an arena match in-game. Alkaiser is thus fully considered in the averages. Red's claim to sword abilities is a little shaky, since it relies on him learning them through RaySword. Sword abilities he has talent in but are not learned directly from RaySword are starred.
HP 759+250 (999)
STR 71+35 (99)
QUI 59+35
INT 11+25
WIL 38+25
PSY 9+25
VIT 70+75 (99)
CHA 22+25
WP 99, LP 9
RaySword (45 atk, HP+250, VIT+75, other stats +25, immunes all status except Blind/Stun/Venom, locked/hidden while Alkaiser)
ZeroSword (60 atk)
ShellShield (25% evade vs. all physical)
PoweredSuit (50/50/50/50/50/30/30/30, STR/QUI+10, immunes Blind)
HyperWear (10/10/10/10/10/10/15/15)
-----
Total defences: 60/60/60/60/60/40/45/45
Effective speed: +1.18
Durability: SLA 1.60, PRC 1.44, BLU 1.55, FIRE/ICE 1.53, ELEC 1.32, FRC 1.33
Abilities:
(Alkaiser)
Re-Al-Phoenix (10): 5000 pierce/force, ignores evadeFinalCrusade (2): Spends 1 LP to fully heal entire party except self. Not DL-relevant (probably).(Sword)
*TripleThrust (7): 2900 slash/pierce, disables shield blocking, quarter target evade
*RosarioImpale (8): 2700 slash/pierce, ignores defence against undead
RisingNova (7): 2200 slash/fire, half target evade
DeadEnd (6): 2100 slash/pierce, half target evade, 26% chance of instant death [36-41% with higher-WIL setups]
Heaven/Hell (3): 2000 slash, half target evade, 3% chance of stun
Deflect (1): Reaction, consumes WP when triggered. 30% chance to block a singletarget physical attack directed at this character's self or nearby allies.
*Kasumi (4): Reaction, consumes WP when triggered. 30% chance to evade and counter a melee singletarget physical attack. 1600 damage to the target's lowest defence.
(Fist)
BabelCrumble (5): 2400 blunt, throw, 3% chance of stun, ignores evade
SwayBack (1): Reaction, consumes WP when triggered. 30% chance to evade a physical attack.
DragonTurn (3): Reaction, consumes WP when triggered. Similar to Kasumi (30% rate), but only works for kicks.
Comments: See Emelia's entry? Red's pretty much a better version of the same thing. Durable, damaging, fast, and with a pretty good type of damage (long-range unevadable). The rest of his skillset lets him chip while having good evade or inflict instant death. Could be seen as a Heavy or a Godlike.
Roufas:HP 804
STR 49+10
QUI 74+10
INT 69
WIL 72
PSY 50
VIT 66
CHA 47
WP 91, JP 97, LP 9
LethalGun (60 atk, 5 bullets)
[any gun, won't be used]
ZeroSword (60 atk)
ShellShield (25% evade vs. all physical)
PoweredSuit (50/50/50/50/50/30/30/30, STR/QUI+10, immunes Blind)
HyperWear (10/10/10/10/10/10/15/15)
-----
Total defences: 60/60/60/60/60/40/45/45
Effective speed: +0.45 (+1.54 after Awakening) (... kinda)
Durability: SLA 1.09, PRC 0.98, BLU 1.06, FIRE/ICE 1.04, ELEC 0.94, FRC 0.95
Post-Awakening: SLA 1.29, PRC 1.16, BLU 1.25, FIRE/ICE 1.23, ELEC 1.06, FRC 1.07
Notes: By the conventions I adopted for this stat topic, Roufas will have to drop either the LethalGun, ZeroSword, or PoweredSuit if he wants to afford a BloodChalice. Usually the ZeroSword.
Abilities:
(Mind Magic)
MindHeal (2): 909 (999) healing, heals all status except stun, self only
Spellbound (2): Inflicts Palsy. 117% hit rate.
Awakening (2): Raises all stats by 50% of base (capping at 99), and doubles WP/JP cost of all abilities. Lasts for five rounds, including the one on which it is cast. Boosted damage is in parentheses.
(Gun)
TwoGun: Passive. Greatly increases gun damage if two guns are equipped.
QuickDraw: Passive. Gun attacks have initiative unless character reloads this turn.
TrickShot (2): 3350 (3900) pierce
CrossShot (4) 4100 (4900) pierce, requires 5 bullets
BoundShot (5): 2750 pierce, 44% chance to ignore defence (=4100, average is 3500), ignores evadeAfter Awakening: 4000, 66% chance of 5700, average is 5150
(Sword)
Lifesprinkler (10): 3400 (3850) slash, ignores evade
Kasumi (4): Reaction, consumes WP when triggered. 25% (30%) chance to evade and counter a melee singletarget physical attack. 1000 (1500) damage to the target's lowest defence.
Comments: Definitely the better of the two mind mages. Roufas brings a slightly inferior version of Emelia's game by default, but has the option to gain more evade while very solidly 2HKOing with Lifesprinkler -> CrossShot, or tank out with Mind Magic and some very damaging BoundShots. Another borderliner. What's up with all the ranked Saga Frontier humans being good duellers? Well...
Rouge:HP 746
STR 9+10
QUI 47+10
INT 82
WIL 81
PSY 80
VIT 8
CHA 42
JP 123, LP 7
PoweredSuit (50/50/50/50/50/30/30/30, STR/QUI+10, immunes Blind)
HyperWear (10/10/10/10/10/10/15/15)
-----
Total defences: 60/60/60/60/60/40/45/45
Effective speed: -1.53
Durability: SLA 0.80, PRC 0.72, BLU 0.77, FIRE/ICE 0.76, ELEC 0.73, FRC 0.73
Abilities:
(Realm Magic)
EnergyChain (1): 627 (541) fire, chance of palsy
Implosion (3): 999 (913) fire, 44% chance of instant death [54-59% with high-WIL setups]
VermilionSand (8): 2155 (2050) pierce MT, quarter target evade, chance of BlindPsychicPrison (7): The next spell used by the target will automatically fail, and he or she will take damage equal to 100 * the WP/JP cost of the spell used
PsychoArmor (2): +32 to PSY/VIT. This can be recast and stacks with itself. At the end of each round, the total buff improvement to these stats is reduced by 20% of the current value. Not really worth the turn spent casting it.
Comments: Very slow and very frail, the only thing Rouge really does well is instant death, and that's a bit dicy since he'll often need two shots. Middle, but a bad one, and the worst ranked Saga Frontier dueller fairly easily. Unless you're OK.
T260G:HP 200+500 [+450]
STR 20+20 [+60]
QUI 20+75 [+70]
INT 48+25 [+0]
WIL 20+50 [+0]
PSY 20
VIT 20+30
CHA 20
WP 50, LP 15
PoweredSuit (50/50/50/50/50/30/30/30, HP+100, STR/QUI+20)
ElectroArmor (25/33/25/35/35/35/35/25, HP+75, QUI/VIT+15)
ElectroArmor (25/33/25/35/35/35/35/25, HP+75, QUI/VIT+15)
MirrorGlass (8/8/8/4/4/4/4/4, HP+75, INT/WIL+25)
HyperBlaster (uses DestructionBeam, HP+175, QUI/WIL+25)
MegaBeamSword (uses BeamSword, 55 atk, locked)
V-System (uses V-Max, locked)
FortBody (20/30/20/20/20/5/5/5, immunes all status except Stun, allows Graviton, locked)
-----
Total defences: 99/99/99/99/99/99/99/89
Effective speed: +1.26 (+1.54 after V-MAX)
Durability: SLA 2.91, PRC 2.62, BLU 2.82, FIRE/ICE 2.78, ELEC 3.47, FRC 3.24
Post-V-MAX, ignoring the HP boost: SLA 3.53, PRC 3.18, BLU 3.42, FIRE/ICE 3.38, ELEC 4.22, FRC 3.94
Notes: T2 can roughly half her magic durability in exchange for ~15% more physical/fire/ice/durability, 3 more QUI, and about 8% more damage with DestructionBeam and Magnify. If she wants even more damage (around 15% total increase from the listed numbers), swapping the second ElectroArmor for a second MachineVulcan is an option. T2's defences are still pretty solid even then (78 phys, 88 pierce, 74 fire/ice, and 39 thunder/force). However, this definitely means giving up the ultratanky build and T2 is now quite easy to outslug, so it's mostly a "for turn 1 OHKO only" build.
Finally, T260G has a physical setup in which the two WIL-boosting equips are traded for:
CyberGlove (9/9/9/9/9/4/9/4, HP+100, STR+20)
ZeroSword (60 atk, HP+100, STR/QUI+20)
This results in much less turn 1 damage as well as lower QUI (90) and HP (650), but it serves her well in longer fights. Damage of this setup will be shown in square brackets. Physical attacks with the ZeroSword in this setup do about 150 less points of damage than BeamSword, for reference, and of course are purely slash-elemental.
Abilities:
V-MAX: Raises HP by 100 and all stats by 10, enables the melee attacks CosmicRave and StarlightShower. Lasts 5 turns including the one on which it is used, after which V-END is activated, draining 1 LP and reducing T260G's stats by an untested amount. OPB.
CosmicRave (7): 5500 [7000] blunt/fire/electric/force
StarlightShower (7): 3600 [4500] blunt/fire/electric/force MT
DestructionBeam (7 uses): 1500 (1600) electric/force
BeamSword (2): 850 (1000) [1150 (1200)] slash/fire/force
Graviton (8): 1270 (1516) [528 (746)] force, goes last in round
The following abilities take ability slots. T260G has 6 [5] by default:
CombatMastery: Passive. Increases damage dealt by melee attacks, factored in.
ShootingMastery: Passive. Increases damage dealt by ranged attacks, factored in.
SelfRepair: Passive. Regens 57 (67) HP at the end of each round.
MaxwellProgram: Passive. Regens 1 WP at the end of each round.
PluralSlash (5): 1700 (2450) [3850 (4300), -350 if activated through the MegaBeamSword] slash/fire/force. Requires a sword.Magnify (15): 6650 (6900) electric/force. Requires and disables the HyperBlaster after use.
InterceptSystem (0): Reaction. 24% (25%) [26% (28%)] chance to evade and counter a melee singletarget physical attack. Damage untested.
Comments: Fast, insanely tanky (and status isn't a solution), and Magnify deals out pseudomagical death before many opponents can even get started. For a longer fight, she can always fall back on physicals with PluralSlash, V-MAX, and CosmicRave... which deals OHKO damage to the
other defence up to four times. The regen thrown in there just makes outslugging her even harder. Yeah. Saga mecs are really good in the DL, and T260G makes all the rest look bad. Godlike for certain.
TimeLord:HP 705
STR 75
QUI 88+5
INT 81
WIL 84+15
PSY 91
VIT 77
CHA 43
WP ~90, JP ~90, LP 10
MysticMail (23/23/23/13/13/13/23/23, immunes Angry/Charm/Mess/Sleep, locked)
MagicWear (4/4/4/14/14/14/4/4, WIL+5)
LaserScope (7/7/7/3/3/3/3/3, WIL+10, immunes Blind)
JetBoots (7/7/7/7/7/2/7/7, QUI+5, immunes Ground attacks)
-----
Total defences: 41/41/41/37/37/32/37/37
Effective speed: +1.10
Durability: SLA 0.73, PRC 0.66, BLU 0.71, FIRE/ICE 0.66, ELEC 0.77, FRC 0.77
Abilities:
MysticSword (0): 660 slash/force, chance of coup de grace
MysticGlove (0): 660 blunt/force, chance of coup de grace
MysticBoots (0): 660 blunt/force, chance of coup de grace
(Time Magic)
OverDrive (10): Initiative. The current round immediately ends, and the caster is placed in OverDrive status. Next round, only the caster can act, and gets 8 actions. All actions taken during that time cost 0 WP/JP and consume no bullets; this significantly lowers the damage done by attacks as a result. After that round, the caster has all his WP/JP and bullets reduced to 0. Damage in OverDrive is listed in brackets.
TimeEclipse (5): 1371 [904] force, high chance of Petrify and also has a chance to lower QUI, ignores evadeTimeLeap (3): The target gets no turns for the rest of the round. Works on everything. Questionable DL relevance.(Mystic Magic)
Fascination (1): Inflicts Charm. 47% hit rate.
PhantasmShot (3): Varying effects. Averages 1049 [769] force magic, checks piercing evade, chances of Mess, Sleep, Venom+Null Regen, Petrify, and Death.
GlassShield (5): Caster is immune to the next attack as long as said attack only has one target (even if it can target more). If blocked attack is melee, the attacker takes ~1000 damage.
MirrorShade (7): Summons 3 images, up to a maximum of 5, who die if attacked. Only really useful against attacks with random targetting.
Comments: Well, his durability is bad! This doesn't matter very often. OverDrive leads to enough damage to kill average handilly enough (although by less than once thought), and even if you're tanky, you'd better be blocking stone and death. So he has free wins against almost all PCs and a few fragile bosses. His other tricks aren't nearly as relevant, but don't underestimate GlassShield's melee spoiling and possible tricks involving doubleturns using that and slowed opponents. Obvious Godlike.
White Rose:HP 758
STR 76
QUI 78+5
INT 85
WIL 79+10
PSY 85
VIT 75
CHA 54
WP ~90, JP ~90, LP 8
ShellShield (25% evade vs. all physical) [only very rarely useful]
MysticMail (23/23/23/13/13/13/23/23, immunes Angry/Charm/Mess/Sleep, locked)
HyperWear (10/10/10/10/10/10/15/15)
LaserScope (7/7/7/3/3/3/3/3, WIL+10, immunes Blind)
JetBoots (7/7/7/7/7/2/7/7, QUI+5, immunes Ground attacks)
-----
Total defences: 47/47/47/33/33/28/48/48
Effective speed: +0.37 (+1.10 after LightSword)
Durability: SLA 0.85, PRC 0.77, BLU 0.82, FIRE/ICE 0.66, ELEC 0.78, FRC 0.96
Post-LightSword: SLA 0.89, PRC 0.80, BLU 0.86, FIRE/ICE 0.69, ELEC 0.81, FRC 1.01
Abilities:
MysticSword (0): 670 (800) slash/force, chance of coup de grace
MysticGlove (0): 670 (800) blunt/force, chance of coup de grace
MysticBoots (0): 670 (800) blunt/force, chance of coup de grace
(Light Magic)
*LightSword (7): Initiative. Creates a sword which raises all of the caster's stats by 10, and has 80 atk. The sword also grants the passive ability LightSword Deflect, which has a 40% chance of triggering and blocks singletarget physical attacks against the caster and nearby allies, regardless of the action type the caster is using (unlike normal Deflect). Physical attacks with this sword do 900 slash.
*MegaWindblast (9): 3153 (3508) Fire/Ice/Electric MTStarlightHeal (2): 396 (420) healing, heals Venom
(Mystic Magic)
Fascination (1): Inflicts Charm. 45% hit rate.
PhantasmShot (3): Varying effects. Averages 970 (1122) force magic, checks piercing evade, chances of Mess, Sleep, Venom+Null Regen, Petrify, and Death.
GlassShield (5): Caster is immune to the next attack as long as said attack only has one target (even if it can target more). If blocked attack is melee, the attacker takes ~1000 damage.
MirrorShade (7): Summons 3 images, up to a maximum of 5, who die if attacked. Only really useful against attacks with random targetting.
Comments: Durability could be better, especially to a couple common elements, but the speed is nice, and she has the one thing most mystics would kill for: damage. Light spells are still quite a nasty set, giving her both the most damaging spell in the game by far, and LightSword, which is a healer's dream (permanent stat buff with 40% evade). If her healing was better she'd make Heavy, but as is she's still an excellent Middle.