Okay, done with the nitty gritty stuff, time for the fun part: PCs. Bonus from skill trees are just listed with the PCs information. I have not added them to the character's stats since they might want to choose a different bonus depending on the situation. Enemy defense intuitively should work the same way as PC defenses (so subtractive). I don't have the average (and doubt I ever will), however, I suspect that most enemies either have very low defense or none at all. Most arts damage doesn't seem to fluctuate too much from one enemy to another.
NOTE: All damage figures are without factoring in crits unless otherwise noted. This is done so people can adjust damages. For example, if you don't think Shulk should be defaulting to his Bravery Skill tree boost, then you can adjust the damage figures to consider 80% crit instead of 100% crit. The only things I have factored are passive skills which would always be in effect.
SHULK -
"This is the Monado's Power!"Level 79
HP: 4839
Strength: 381
Ether: 393
Agility: 113
Crit: 100% Crit (5% base rate)
Block: 15% Block (0% base rate)
P.Def: 745 (assumes Lancelot gear)
E.Def: 829 (assumes Lancelot gear)
Weight: 5
SKILL TREE BONUSIntegrity: +15% Block rate
Intuition: +15 Agility
Humanity: +50 Ether
Pessimism: +50 E. Def
Bravery: +20% CritWEAPON: True Monado. +25 P.Def, +25 E.Def, +75% Crit, +15% Block. Unlike other weapons, the damage from the Monado is effected by Shulk's level. At level 79, it deals an average of 1645 damage a hit before crit. Deals 2138 damage on average per hit when crits are factored. Note that the True Monado is similar to the Glance Reviver. Completely unique to Shulk but usable for only one battle unless you do NG+. Regular Swing speed is 2.0 seconds.
Alternative equipsNote that the Monado Dogma and the Monado Saga are pretty much after game, requiring you to kill a level 99 monsters for the ingredients. They also only have two slots instead of 3. Listing them anyway of course. All other weapons for Shulk have 3 free slots.
Replica Monado: +25 P.Def, +25 E.Def, +10% Crit, +5% Block. Can be considered his initial equip
Monado Rudra: +25 P.Def, +25 E.Def, +5% Crit, +5% Block. Average of 1179 damage a hit
Monado Agni: +50 P.Def, +50 E.Def, +5% Crit, +25% Block. Average of 1020 damage a hit
Monado Abyss: +25 P.Def, +25 E.Def, +15% Crit, +5% Block. Average of 1163 damage a hit. Pretty much a straight upgrade of the Replica Monado. Shulk's default if you disallow the True Monado.
Monado Dogma: +25% Crit, Average of 1163 damage a hit
Monado Saga: +150 P.Def, +150 E.Def + 5% Crit, + 15% Block. Average of 1013 damage a hit
NOTABLE PASSIVE SKILLSMedium Equipment - Allows Shulk to use Medium weight equipment
Healing Wisdom - Boosts Healing techniques by 15%. Already factored.
Resilient Warrior - Boosts P.Def and E.Def by 5%. Does not effect Skill Tree Bonuses. Already factored.
Battle Cry - Increases Tension at the beginning of battle by 20 points.
Equipment Master - Allows Shulk to lower the weight of his overall equipment by 5. This bonus is not applied to each piece of equipment individually. Already factored.
Element of Surprise - Adds a bonus 100% multiplier on skills that do increased damage from the back
Immunization - 100% Resistance to Stat downs
Fight the Future - Allows Shulk to see farther ahead into the future, giving him a +4 second bonus to react to visions
Ultimate Defense - Boosts P.Def and E.Def by 10% for the entire party. Already factored.
Glorious Future - Instantly fills Talent Gauge to full upon seeing a future.
ARTSSlit Edge: Physical. Drops enemy's defense by 50% for 9.5 seconds if hit from the side. Average damage of 3355. Cooldown of 8.2 seconds
Backslash: Physical. On hit on enemy's back, damage dealt is multiplied by 3 (2 default, +1 from Element of Surprise). Average damage of 6251. Cooldown of 14.6 seconds
Light Heal: Restores HP equivalent to Ether * 3.87 (modifier's average). Translates to about 1749 HP healed when the his passive is also factored in. Cooldown of 18.2 seconds
Shaker Edge: Physical. If enemy is Toppled, hitting with this art stuns them for 2.0 seconds. Noticeable start up (about 2.0 seconds). Average damage of 4047. Cooldown of 14.8 seconds
Air Slash: Physical. Inflicts Break. Also inflicts Slow if used on the enemy's side. Cooldown of 8.2 seconds. Average damage of 4984.
Stream Edge: Physical. Inflicts Break on hit. Fills Talent gauge by 15% for each enemy struck in this way. Fan-shaped in front of Shulk. Cooldown of 21.9 seconds. Average damage of 4984.
Shadow Eye: Miscellaneous. Drops all enemy's aggro on Shulk by 75%. Increases all art damage by 1.5x for the next 5 seconds. Cooldown of 36.9 seconds
Battle Soul: Miscellaneous. Decreases own HP by 50% of its current value to increase talent gauge by 52%. Cooldown of 43.8 seconds
Talent Art - Activate Monado
When the talent gauge is full, Shulk can access the Monado's power and utilize any of the following arts. Gauge must be maxed before he can use it. Note that unlike other character's Shulk's usage of his talent art doesn't always completely drain his metre.
Monado Buster: Deals 11515 physical damage in a straight line. Inflicts 2x damage on machines. Uses all metre
Monado Eater: Deals 5021 magic damage in a fan-shape in front of Shulk. Dispels all buffs. Inflicts Bleed on hit, which causes 1004 Bleed damage every 2 seconds for 20 seconds. 15061 damage total (assuming full 20 seconds). Uses 2/3s metre
Monado Purge: Deals 5849 magic damage to a single target. Long range. Inflicts Aura Seal for 14.5 seconds on hit and removes all buffs. Uses 2/3s metre
Monado Cyclone: Deals 6761 magic damage surrounding Shulk. Inflicts Topples on enemies for 3 seconds if they were under the Break status before being hit. Uses all metre.
Monado Enchant: Allows regular weapons to be able to deal damage to mechon. Questionable DL use. Adds an additional 50 damage for each level invested to all attacks (so 500 for every attack). Uses 1/3 Metre.
Monado Shield: Reduces all enemies' talent arts to 1 point of damage. Barrier stays intact until it takes a hit or for 15 seconds. Note there are a few ways to interpret this. The way that made the most sense to me is that it blocks unique attacks from other duellers (so something like a FF7 Limit Break or an attack no other enemy/PC posses in game such as Raquel's Iron Divide). Alternatively, you can throw it out altogether and just write it off as being junk like Monado Enchant >_>. Uses 1/3 Metre.
Monado Speed: Adds 190 points of Agility for 12.5 seconds when rolling for evade. In short, unless it's ITE, it will probably miss (I've never seen physical attacks hit if under Speed). Uses 2/3 metre.
Monado Armor: Creates a barrier around Shulk that reduces all incoming damage by 75% after defenses for 15 seconds. Uses all metre.
Initial Comments:How good Shulk is depends on a couple of factors, although his game plan is typically the same. Build to a full metre so he can access his Monado Arts and then use the appropriate counter ability to negate or stop the enemies from doing anything effective. Glorious Future does give him some neat Limit potential. He can inflict Topple by himself and then from there go for a Boosted Back Slash which results in massive damage (about 36568 when crits and Shadow Eye are considered). Alternatively, pull out Shaker Edge to reset the charge time on the spell/tech that the enemy might use on him. Subject to change of course, but likely a
High Middle or a
Low Heavy of some sort. His healing is nearly useless unless he can crit-lock people like P3/P4 characters. See below for a full analysis + adjusted numbers for crits.
REYN - "
It's Reyn time!"
Level 79
HP: 9417
Strength: 452
Ether: 252
Agility: 113
Crit: 10% Crit (5% base rate)
Block: 20% Block (0% base rate)
P.Def: 812 (698)
E.Def: 591 (747)
Weight: 17 (10)
() numbers are with Lancelot armor while unbracketed is with Rex armor. Depending on the enemy he faces, Reyn may want more of one type of defense over another. Also, due to the large Agility penalties associated with Heavy armor, he may want to use something that doesn't penalize him as much, but still gives him the best defense otherwise.
SKILL TREE BONUSSpirit: +100 Strength Diligence: +15 Agility
Enthusiasm: +15% Crit
Impatience: +20% Counter attack rate
Camaraderie: +50 P.Def
WEAPON: Atomic Driver. +75 P.Def, +50 E.Def, +5% Crit, +20% Block. 3 Empty Skill slots. Deals an average of 1237 damage a hit. With his passive skill, this increases to about 1360 damage. Note that this boost does NOT effect arts damage calculations. Regular swing speed is 2.8 seconds.
Alternative equipsVangarre Driver: +50 P.Def, +50 E.Def, +10% Crit, +15% Block. Average of 1117 damage. 3 Free slots. Battle Character boosts this to 1228 damage.
Machina Driver II: +85 P.Def, +40 E.Def, +14% Crit, +18% Block. Average of 982 damage a hit. 3 Free slots. Battle Character boosts this to 1080 damage.
Safe Driver: +80 P.Def, +40 E.Def, +0% Crit, +10% Block. Average of 982 damage a hit. Fixed slots. Resists all status by 20%, Resist Topple by 30%, Resist Stun by 30%. Battle Character boosts this to 1080 damage.
Rigel Hand: +25 P.Def, +15 E.Def, +16% Crit, +0% Block. Average of 1142 damage a hit. Fixed slots. Increases Aggro drawn by 25%, extends Topple duration on enemies by 40% and increases chance to Double attack by 30%. Battle Character boosts this to 1256 damage.
NOTABLE PASSIVE SKILLSMedium Equipment: Allows Reyn to equip Medium weight equipment
Heavy Equipment: Allows Reyn to equip Heavy weight equipment
Feel the Heat: When Reyn takes damage, his tension increases by 5
Body Builder: Boosts HP by 5%. Already factored.
Battle Character: Causes Reyn's equipped weapons to do 10% more damage.
Wall of Muscle: Boosts HP by 10%. Already factored.
Rampage: Reyn gains a 10% base chance to double attack from auto attacks
Speed Strike: If Reyn misses an attack, 10% chance of receiving the Haste status, boosting his next auto-attack to occur 15% faster. Lasts 10 seconds.
Channeled Pain: When Reyn takes damage, his Talent Gauge increases by 5%
Flying Start: At the start of battle, Reyn receives Haste status, boosting his auto-attacks to occur 15% faster. Lasts 30 seconds.
ARTSSetLast Stand: Aura. When activated, Reyn auto revives if he receives fatal damage/instant death status within the next 15 seconds. Restores 75% of his HP on revival. Cooldown of 87.6 seconds
Sword Drive: Physical. Reyn punctures an enemy with his pilebunker. Deals 7459 damage on average. Cooldown of 57.6 seconds
Dive Sobat: Physical. If used after Bone Upper, adds Agility Down 25% on top of paralysis for 19.2 seconds. Deals 3166 damage on average. Cooldown of 19.2 seconds
Bone Upper: Physical. Boosts the Talent gauge by 30% on hit. Very fast. Deals 2400 damage on average. Cooldown of 5.8 seconds
Aura Burst: Magical. On hit, drops opponent's strength by 25% for 14.5 seconds. Reyn must have an aura triggered for this attack to be available. Deals 2624 damage on average. Cooldown of 16.4 seconds
Magnum Charge: Miscellaneous. Increases the damage on the next attack art by 4.2x the damage. Note that to activate Magnum Charge, Reyn's talent gauge MUST be full. Cooldown of 65.6 seconds
Berserker: Aura. Increases Reyn's strength by 210% while dropping his defense by 25% for 15 seconds. Cooldown of 24.8 seconds.
Guard Shift: Miscellaneous. When activated, Reyn goes into a defensive stance, raising his Block rate to 100% for 24.6 seconds. During this time, he cannot attack or use any other arts unless he cancels out of Guard Shift by selecting it again. While under Guard Shift, arts will still cooldown as normal. Cooldown of 25.6 seconds.
In Reserve/Not usedHammer Beat: Physical. Attacks in a circle surrounding the target. Deals 3142 damage on average. Cooldown of 9.8 seconds
Wild Down: Physical. Topples an enemy over if they are suffering from Break for 3.0 seconds. Deals 2548 damage on average. Cooldown of 13.8 seconds
War Swing: Physical. Attacks the area surrounding Reyn for 3 hits. Each hit raises talent gauge by 1 0%. Deals 816 damage per hit. Cooldown of 22.2 seconds
Shield Bash: Physical. Stuns target if already inflicted with Topple for 2 seconds. Deals 2301 damage on average. Cooldown of 8.4 seconds
Engage: Adds Lock On status to the enemy, increases aggro generated from Mad Taunt for 24 seconds. Cooldown of 49.5 seconds
Rage: Decreases strength by 25%, Increases defense by 25% (?) and gradually fills up talent gauge for 30 seconds. Cooldown of 33 seconds
Anchor Chain: Prevents Reyn from being knocked back or thrown into the air for 33 seconds. Also removes aggro loss from opposing allies' damage and increases own aggro to target over time. Cooldown of 29.4 seconds
Lariat: Physical. Attacks a fan-shaped area in front of Reyn. On hit, increases talent gauge by 25%. Deals 4367 damage on average. Cooldown of 16.5 seconds
Talent Art - Mad Taunt
Increases Aggro by 100% from one enemy on to Reyn. Reyn's passive skills help boosts this to 145%. DL useless barring team battle hype.
Initial Comments:Reyn's got a really nasty tanking game going. His ultimate goal in any match is to set up Berserker, Magnum Charge and then Sword Drive for about 55300 damage. If for some bizarre reason that doesn't kill, he can set up Guard Shift and just reduce incoming damage practically forever (there's only about a 1 second period between the duration and art cool down) until Magnum Charge and Sword Drive have recovered and then set up the combo again. To help him out, he's got a few tricks up his sleeve such as Aura Burst to reduce the enemy's strength and Bone Upper/Dive Sobat combo to reduce their hit and evade. And if he's about to die at any point, he pulls out Last Stand to auto revive, and then go through this process all over again. Some form of
Heavy tentatively.
SHARLA -
"I could really use a shower right now"Level 79
HP: 4280
Strength: 338
Ether: 458
Agility: 117
Crit: 20% Crit (5% base rate)
Block: 15% Block (10% base rate)
P.Def: 716
E.Def: 820
Weight: 10
Assumes Lancelot gear. Note that while Sharla can use Heavy equipment, she generally won't want to due to Agility penalty and her passive skill which boosts the defense gains on Medium armor.
SKILL TREE BONUSDevotion: +50 Ether
Confidence: +100 Strength
Perseverance: +50 P.Def
Reliance: +50 E. Def
Affection: +15% HPWEAPON: Endless Rifle. +50 E.Def, +15% Crit, +5% Block. 3 free slots. Deals an average of 1158 damage a hit. Regular Swing speed is 3.5 seconds.
Alternative equipsMachina Sniper II: +30 P.Def, +8% Crit, +13% Block. 3 free slots. Deals an average of 928 damage a hit.
Agape: +40 P.Def, +10% Crit, +15% Block. Deals an average of 1108 damage a hit. Fixed slots. Increases HP by 30%, decreases amount of metre generated by Arts by 20%. Provides a constant 30% chance to survive any fatal attack at 1 HP.
NOTABLE PASSIVE SKILLSMedium Equipment: Allows Sharla to equip Medium weight equipment
Heavy Equipment: Allows Sharla to equip Heavy weight equipment
Long Range: Increases the range of long distance arts (5 metres?)
Always Ready: Increases Agility by 10. Already factored.
Rapid Healing: Cooldown of healing arts is reduced by 15%. Already factored.
Firm Defense: Increases P.Def by 5%. Already factored.
Ether Expansion: Increases Ether by 25. Already factored.
Solid Defense: 75% chance to increase P.Def at the start of battle by 20% for 30 seconds.
Ether Unleashed: When Sharla's HP drops below 50%, her Ether score increases by 15%
Ultimate Sniper: Reduces the real time taken by Sharla to cool off her rifle. Already factored.
Ether Assault: Boosts damage dealt by Ether attacks by 20%. Already factored (only one art of hers considers this ._.)
Initial Endurance: 50% chance to reduce Physical damage received at the start of battle by 20% for the first 30 seconds.
Middleweight Expert: Boosts the defensive ratings of middle weight armor by 10%. Already factored.
Adrenaline: Increases tension by 5 when damage is taken
Memory of Gadolt: Increases base block rate by 10%. Already factored
Vendetta: Increase counter rate by 15%
Ether Explosion: Increase Ether by 75. Already factored
Vote of Confidence: Increases the power of healing immediately after seeing a vision by 25%
Bedside Manner: Improves Healing by 10%
Shield of Kindness: 75% chance to reduce Ether damage received at the start of battle by 20% for the first 30 seconds.
ARTSSetHeal Bullet: Restores HP equivalent to Ether * 5.265 (modifier's average). Translates to about 2652 HP healed when Bedside Manner is factored in. At 50% HP or lower, increases to 3050 HP healed. Generates 10% Heat. Cooldown of 15.5 seconds.
Shield Bullet: Creates a barrier that absorbs 2650 points of damage for the 34.4 seconds. Generates 15% Heat. Cooldown of 49.5 seconds.
Cure Bullet: Removes status effects and prevents being afflicted by status effects for the next 9.5 seconds. Generates 10% Heat. Cooldown of 16.5 seconds.
Thunder Bullet: Magical. Fires two rounds, each shot dealing 3741 electric damage (7483 total). If used on flyers, deals an extra 25%, boosting it to 9354. Generates 10% Heat. Cooldown of 11 seconds.
Tranquilizer: Magical. Adds Sleep to the target for 29.4 seconds. Generates 15% Heat. Cooldown of 22 seconds.
Head Shot: Physical. Deals 7808 damage. Has a 100% crit rate (already factored) and if used on a Stunned target, a 15% chance of ID. Generates 25% Heat. Cooldown of 33.6 seconds.
Heal Blast: Restores HP equivalent to Ether * 9.675 (modifier's average). Translates to about 4872 HP healed when Bedside Manner is factored in (so full for her). At 50% HP or lower, increases to 5605 HP healed. Generates 20% Heat. Cooldown of 28.1 seconds.
Heal Counter: Creates a barrier that automatically restores 5% of Sharla's max HP when she is struck by any attack. Protects her for either 14 attacks or 39.8 seconds, whichever occurs first. Generates 15% Heat. Cooldown of 37.2 seconds.
In Reserve/Not usedDrive Boost: Aura. Reduces the cool down of all other arts by 65% for 25.8 seconds, with the exception of Drive Boost itself. Cooldown of 66 seconds.
Cure Round: Removes status effects for the whole party and prevents the party from being afflicted by status effects for the next 9.5 seconds. Generates 25% Heat. Cooldown of 24.8 seconds.
Heal Round: Restores HP equivalent to Ether * 5.88 (modifier's average). Translates to about 2962 HP healed when Bedside Manner is factored in to all allies. At 50% HP or lower, increases to 3497 HP healed. Generates 25% Heat. Cooldown of 41.8 seconds.
Metal Blast: Physical. Deals 3381 damage. Line fire, and penetrates targets. Adds Break for 9.5 seconds. Generates 20% Heat. Cooldown of 49.2 seconds.
Heat Bullet: Miscellaneous. Increases all allies' tension around target by 158 points. Generates 15% Heat. Cooldown of 16.5 seconds.
Head Shaker: Physical. Deals 5038 damage. Stuns target for 2 seconds if they are suffering from Topple. Cooldown of 57.6 seconds.
Aura Bullet: Miscellaneous. Increases the duration of any aura by 10 seconds. Generates 15% Heat. Cooldown of 38.4 seconds.
Covert Stance: Aura. Drops Aggro by 52% and prevents any aura gain at this time for 29.5 seconds. Cooldown of 32.8 seconds.
Talent Art - Cool Down
As Sharla uses her arts, her gun will heat up and fill up her talent gauge. If the amount of heat generated by the art will exceed the gauge's maximum point, the art cannot be used. Instead, she must Cool Down her rifle first (resetting the talent gauge to 0) before being allowed to use the desired art. The maximum point of the talent gauge is 100% (easy enough). Note that Sharla has a bonus/penalty effect on her arts. As the heat in the rifle goes up, the amount of damage dealt by her arts increase by 56% at maximum while healing is penalized and decreases to 85% efficiency. When the heat of the rifle is at 0, Healing is improved by 25%.
Initial Comments:Weird case. Being the team's dominant healer, she has multiple techniques that focus on healing or status removal. This isn't necessarily bad perse, but it does leave her relatively strapped for having good damage arts. Sharla's go-to money move is Thunder Bullet. It's fast, deals a good deal of damage and can be boosted. A lot of Sharla's other arts (especially physical) have longer cool downs, which limits their use. Drive Boost is therefore, a good option if she can afford it by giving up status healing. Her healing gradually gets better the more she is injured, so she can afford to delay healing a little to get more bang for each healing art and be efficient with handling cool downs. One more notable aspect about Sharla is her Tranquilizer skill. It is absolutely devastating if the enemy doesn't have any sleep protection as it has great range, and 100% success barring resistances/immunities. So if an enemy isn't sleep immune, she can effectively sleep lock them (due to the cool down/duration) and wait for her better arts or healing to recharge. Heal counter is their for multi-attack moves that deal a lot of damage in total, but individual hits are not very strong; also replaceable depending on circumstances. Kneejerk is some form of
MiddleDUNBAN -
"Amateurish!"Level 79
HP: 5216
Strength: 511
Ether: 330
Agility: 142
Crit: 20% Crit (5% base rate)
Block: 10% Block (0% base rate)
P.Def: 606 (787)
E.Def: 726 (541)
Weight: 0 (2)
() numbers are with Rex armor while unbracketed is with Rondine armor. Shifts the focus of his defenses essentially.
SKILL TREE BONUSBravery: +15% Counter rate
Wisdom: +15 Agility
Prudence: +15% Block rate
Obstinance: +50 P.Def
Enthusiasm: +100 StrengthWEAPON: Wyvern Cutlass. +50 P.Def, +15% Crit, +10% Block. 3 free slots. Deals an average of 1326 damage a hit. Regular swing Speed is 1.8 seconds.
Alternative equipsDarkness Sickle: +18% Crit. 3 free slots. Deals an average of 1281 damage a hit.
Machina Sword II: +26 P.Def, +13% Block. 3 free slots. Deals an average of 1171 damage a hit.
Chosen One: +30 P.Def, +15% Block. Deals an average of 1314 damage a hit. Fixed slots. Decreases aggro drawn from using arts by 40%, increases damage dealt if attacking an enemy's back by 50% and increases the first attack's damage by 100%.
Calming Spear: +25 P.Def, +20 E.Def, +5% Block. Deals an average of 1066 damage a hit. Fixed slots. Increases resistance to all status by 20%, increases resistances to Topple and Stun by 30% each.
Reward Defender: +10% Crit. Deals an average of 994 damage a hit. Fixed slots. Increases EXP gained by 25% and AP gained by 50%. HE GETS MORE EXPS FROM WINNING NOW.
NOTABLE PASSIVE SKILLSMedium Equipment: Allows Dunban to equip Medium weight equipment
Heavy Equipment: Allows Dunban to equip Heavy weight equipment
Invincible Hero: When Dunban's HP is maxed, his strength increases by 10%
Warrior's Ambition: Increases tension at the start of battle by 25 points
Hero's Valour: 75% chance to increase Dunban's Max HP at the start of battle by 20% for the first 40 seconds. Note that this does NOT
refill his HP to the new maximum (so yes, it has poor synergy with Invincible Hero)
Gentleman's Valour: 25% chance Dunban's Max HP at the start of battle by 30% for the first 40 seconds. Note that this does NOT
refill his HP to the new maximum. Stacks with Hero's Valour.
Sustained Spirit: Increases the duration of auras active by 10 seconds. Already factored.
Lightweight Expert: Boosts the defensive ratings of middle weight armor by 10%. Already factored.
Critical Drain: Restores 2% of Dunban's HP when he scores a crit
Natural Born Warrior: Allows Dunban to lower the weight of his overall equipment by 5. This bonus is not applied to each piece of equipment individually. Already factored.
Equipment Expert: Allows Dunban to lower the weight of his overall equipment by 10. This bonus is not applied to each piece of equipment individually. Already factored.
Body of Steel: Cuts physical damage received by 15%. Already factored.
Steel Protection: Reduces Spike damage by 20%
Solid Foundation: 100% Resistance to attacks that knock back or will send Dunban flying
Reckless Abandon: Increases Dunban's Agility by 15% when his HP is 50% or below
Twin Swords: 5% base chance to double attack on auto-attacks
Counter Rage: Increase counter rate by 10%.
Ardent Strike: Increases tension by 10 for every critical hit made
Deadly Determination: Increases tension by 10 for every time an art is used.
Charge Acceleration: At the start of a battle, 25% chance of receiving the Haste status, boosting his next auto-attack to occur 30% faster. Lasts 15 seconds.
Inner Peace: If Dunban has no armor equipped, his base agility increases by 30% (up to 184)
ARTSSetGale Slash: Physical. A dashing slash attack at the enemy. Deals 2758 damage and adds Bleed for 10 seconds on hit, which then deals 552 damage every 2 seconds. Total 8274 damage. Cooldown of 12.3 seconds.
Worldly Slash:Physical. A 2 hit slash combo with each hit dealing 2135 damage (4270 in total). On hit, drops opponent's defense by 20% for 20.8 seconds. If Gale Slash was used immediately before hand, also drops enemy's strength by 20% for the same duration. Cooldown of 19.2 seconds.
Steel Strike: Physical. Dunban delivers a precise shoulder rush that his for 4681 damage. If the enemy is under Break or Stun before hand, also topples the target for 3 seconds. Cooldown of 16.5 seconds.
Tempest Kick: Magical. Deals 3469 damage. If Gale Slash is used before hand, this also removes 1 buff from the enemy. After use, Dunban will always be facing away from his enemy. Cooldown of 19.2 seconds.
Thunder: Magical. Deals 4614 damage. Can only be used on a target behind Dunban. When used in conjunction with an Aura, automatically forces Stun on to the target for 2 seconds. Cooldown of 22 seconds.
Soaring Tempest: Physical. 3 hits of 1512 damage in a circle surrounding Dunban. Each hit raises his talent gauge by 10%. Cooldown of 49.5 seconds.
Peerless: Aura. Boosts Dunban's strength by 145% for 31.5 seconds. Draws aggro from allies when activated. Cooldown of 24.8 seconds
Serene Heart: Aura. When activated, Dunban's Hit and Evade are boosted by 50% for 34 seconds. If Dunban is at 50% HP or lower, this boost is increased to 75%. Cooldown of 24.8 seconds.
In Reserve/Not usedJaws of Death: Aura. Boosts physical arts by 1.5x and auto-revives Dunban to 75% of his HP if he will take fatal damage while active. 40 second duration. Cooldown of 66 seconds.
Final Flicker: Miscellaneous. Sacrifices 20% of Dunban's HP to fill his talent gauge by 50%. Cooldown of 33 seconds.
Electric Gutbuster: Physical. If used after Gale Slash, Adds Break for 9.5 seconds. Cooldown of 6.6 seconds.
Spirit Breath: Aura. Removes status effects and adds Haste, increasing auto-attack speed by 95% for 24.5. Cooldown of 20.7 seconds.
Blinding Blossom: Absorbs 56% of an ally's accumulated aggro. Cooldown of 21.9 seconds.
Demon Slayer: Physical. Noticeable start up (about 2.1 seconds). Deals 6007 damage. If used as a killing blow on an enemy, inflicts Topple on all adjacent enemies for 3 seconds. Cooldown of 87.6 seconds
Battle Eye: Inflicts Lock On to selected target. Increases double attack rate by 25% and allows evasion to fill up talent gauge. Active for 34.9 seconds. Cooldown of 41.2 seconds.
Heat Haze: Aura. When activated, Dunban's crit rate is boosted to 100% for 49.8 seconds. Drops all accumulated aggro. Cooldown of 65.7 seconds.
Talent Art - Blossom Dance
Dunban performs a series of 5 slashes in 4 consecutive attacks. Each hit needs to be timed via QTE (fairly easy to do as long as the screen is not lagging). 1 hit at 1.5x, 1 hit at 2.0x, 2 hits at 1.25x and the final hit at 4.5x for a total multiplier of 10.5x total. Deals 13923 damage by default.
Initial CommentsScary. Dunban is the man (tentatively speaking). Aside from having a buff that makes him hard to hit and another aura that auto-revives him once when activated, his moves all have combo like properties. While Thunder is normally difficult to set up, Tempest Kick puts him in the perfect position after it's use. If used with an Aura active, Dunban can automatically stun targets, and then Steel Strike them to keep them defenseless. If he adds Final Flicker (and setting up his arts differently), he can get to his Talent Art quickly to deal lots of damage. Worldly Slash adds to his repetoire by dropping defense and the opponent's attack when combo'd. Has lots of usable auras and skills depending on the situation, so he likely has other art sets or equips to take advantage of some other passives. Some form of
Heavy on initial inspection I want to say.
MELIA -
"Oppose me, and your destruction shall be inevitable"Level 79
HP: 3535 [4242]
Strength: 292 [350]
Ether: 604 [724]
Agility: 112 [134]
Crit: 23% Crit (5% base rate)
Block: 30% Block (15% base rate)
P.Def: 603
E.Def: 650
Weight: 5
NOTE: Unadorned Beauty does not effect P.Def or E.Def - only HP/Strength/Ether/Agility. Stats boosted by unadorned beauty noted with []. P.Def/E.Def numbers used the Hierex set. Melia doesn't have much of an option to adjust for P.Def, so any boosts that she can get will probably be her default.
SKILL TREE BONUSSerenity: +15 Agility
Honesty: +15% Crit
Reliability: +50 P.Def
Reticence: +50 E.Def
Passion: +100 EtherWEAPON: Sun Staff. +50 P.Def, +50 E.Def, +18% Crit, +15% Block. 3 free slots. Deals an average of 832 damage a hit. Regular swing speed is 2.5 seconds.
Alternative equipsEmpress Staff: +10% Block. Deals an average of 792 damage a hit. Fixed slots. Increases Electric damage dealt by 50%. Increases Max HP by 50%. Provides a constant 30% chance to survive any fatal attack at 1 HP.
Alcor Staff: +50 E.Def, +15% Crit. Deals an average of 927 damage a hit. Fixed slots. Increases Electric and Fire damage dealt by 50% each. Decreases aggro gained from using Arts by 40%.
NOTABLE PASSIVE SKILLSAmplified Healing: Healing used on Melia is 15% more effective
High Speed: Boosts Agility by 15. Already factored
Palace Guard: Increases Block rate by 15%. Already factored.
Ether Awareness: Boosts Ether by 25. Already factored
Ultimate Ether: Boosts Ether by 50. Already factored
Unadorned Beauty: Increases Strength, HP, Ether and Agility by 20% if Melia does not have any gems equipped. Denoted by []
Nonchalant Heart: Reduces tension loss when an attack misses by 5
Unyielding Heart: Reduces accuracy penalty from low tension by 50% (in essence, low tension penalty of -50 Agility is cancelled for attacking purposes)
Mental Barrier: Decreases damage taken from Ether attacks by 25%
Rejection of Evil: Cuts Spike damage by 50%
Power of the Moon: Melia's strength increases by 15% during Nighttime. Most likely DL useless for multiple reasons >_>. Average of 7.5%. Factored into the next post.
Awakening Strike: Increases the damage dealt to enemies suffering from sleep by 50%
Serenity of Water: Increases the HP drained from Summon Aqua by 25%. Already factored.
Whisper of the Wind: Increases damage dealt from Summon Wind by 25%. Already factored.
Glistening Ice: Increases the duration of the Chill status inflicted by Summon Ice for 6 seconds. Already factored.
Playing with Poison: Increases the duration of the Poison status inflicted by Summon Earth for 15 seconds. Already factored.
Passion of Flame: Increases the duration of the Flame status inflicted by Summon Flare for 20 seconds. Already factored.
Electric Shock: Increases damage dealt from Summon Bolt by 25%. Already factored.
Ether Guard: Immunity to effects that will decrease Ether Attack.
Enlightenment: Increases Ether accuracy by 20% (from 150% to 180%)
ARTSSetSummon Bolt: Magical. Boosts Ether by 20% until dismissal. Effect can be stacked up to 3 times, once for each elemental. Dismissal deals 6371 lightning damage (factors in one Ether+20% boost and her passive). Cooldown of 12.3 seconds.
Summon Earth: Magical. Cuts Physical damage by 15% until dismissal. Effect can be stacked up to 3 times, once for each elemental. Dismissal deals 1304 poison damage on initial hit. Inflicts Poison on hit, which deals an additional 1304 Poison damage every 2 seconds for 45 seconds. 29996 damage total (assuming full duration of Poison). Cooldown of 49.5 seconds.
Summon Flare: Magical. Boosts Strength by 20% until dismissal. Effect can be stacked up to 3 times, once for each elemental. Dismissal deals 1750 fire damage on initial hit. Inflicts Blaze on hit, which deals an additional 700 Blaze damage every 2 seconds for 40 seconds. 15750 damage total (assuming full duration of Blaze). Cooldown of 24.6 seconds.
Summon Ice: Magical. Cuts Magic damage by 15% until dismissal. Effect can be stacked up to 3 times, once for each elemental. Dismissal deals 2299 ice damage on initial hit. Inflicts Chill on hit, which deals an additional 1380 Chill damage every 2 seconds for 16 seconds. 13337 damage total (assuming full duration of Chill). Cooldown of 16.7 seconds.
Summon Wind: Magical. Boosts Agility by 10% until dismissal. Effect can be stacked up to 3 times, once for each elemental. Factoring in her passive, dismissal deals 4333 wind damage on initial hit. Cooldown of 18.2 seconds.
Summon Copy: Re-summons the last elemental summoned. Cooldown of 24.8 seconds.
Reflection: Protects Melia for 5 seconds from all physical and magical attacks by reducing all damage to 0. During this period, she is only vulnerable to damage from talent arts. Cooldown of 16.5 seconds.
Hypnotize: Puts an enemy to sleep for 30.8 seconds. Cooldown of 33 seconds.
In Reserve/Not usedSummon Aqua: Magical. Regenerates 109 HP every 2 seconds while summoned. Effect can be stacked up to 3 times, once for each elemental. Factoring in her passive, drains 672 HP on dismissal. Cooldown of 12.3 seconds.
Spear Break: Physical. Deals 2122 damage. On hit, adds Slow for 9.5 seconds. Cooldown of 13.8 seconds.
Starlight Kick: Physical. Deals 2596 damage. If Spear Break was used immediately before hand, auto-forces Topple for 3 seconds. Cooldown of 22 seconds.
Shadow Stitch: Magical. Adds Bind for 25.8 seconds on all enemies surrounding Melia. Cooldown of 87.6 seconds.
Burst End: Magical. On hit, drops enemy defense by 10% and enemy ether defense by 25% for 19.9 seconds. Only usable when Melia is under Element Burst state. Cooldown of 33 seconds.
Mind Blast: Magical. Noticeable start up (about 4.3 seconds). Deals 5182 damage. Only usable when Melia is under Element Burst state. Adds Art Seal on hit for 29.8 seconds. Cooldown of 57.6 seconds.
Power Effect: Aura. Doubles the range of each element's boost effects for 29.4 seconds. Cooldown of 32.8 seconds.
Healing Gift: Drains 20% of Melia's Max HP to heal an ally for 29% of her Max HP. Cooldown of 8.2 seconds.
Talent Art - Element Burst
When her Talent gauge is full, Melia enters into Burst state, which causes the dismissal of any summoned elements to deal 2x their original damage. Unlike other characters, Melia's Talent gauge resets itself to 0 on random chance basis tied directly to her level of tension:
Max - 10% chance to drop out of Burst state
High - 25% chance to drop out of Burst state
Normal - 40% chance to drop out of Burst state
Low - 50% chance to drop out of Burst state
Zero - 100% chance to drop out of Burst state
Also unlike other characters, Melia's talent gauge only increases normally when she dismisses elements. Her auto attack does not fill up her talent gauge unless equipped to do so.
NOTE that Melia can have three elements summoned at anyone time. She cannot summon more than three and the order of dismissal is always the last element summoned is the first one dismissed.
Initial CommentsDamage, damage, damage. Aside from packing the strongest single hit tech with the fastest recharge time in the game (hi Summon Bolt), Melia also has the same DoTs as Riki, which as you can see above, do stupid high damage if they can hold their duration. Her biggest problem is trying to find a way to milk those DoTs since she is frail. Her biggest help in doing that might be Sleep. Hypnotize the enemy, then run out of attack range and watch the damage pile up. Secondary to that is Shadow Stitch, which allows her to do something similar, but won't work on other ranged opponents. Reflection can block a single attack to help things out and if all else fails, Summon Earth x2 or Summon Ice x2 will cut the incoming damage by 30%, although she can't have both up. She can also try dodge tanking with unadorned beauty and Summon Wind x2, although this is probably not as viable as the previous two. Possibly a Heavy, but leaning more
High Middle myself. Unless of course, someone else finds a better way to keep damage off her.
RIKI -
"Riki like fighting easy monsters~"Level 80
HP: 9147
Strength: 484
Ether: 378
Agility: 120
Crit: 20% Crit (5% base rate)
Block: 15% Block (0% base rate)
P.Def: 551 (787)
E.Def: 685 (566)
Weight: 5 (17)
() numbers are with Rex armor while unbracketed is with Rondine armor. Note that due to the large agility penalty associated with Heavy armor, Riki may not necessary want to use it.
SKILL TREE BONUSVivacity: +15% HP
Innocence: +50 E.Def
Flexibility: +15 Agility
Cowardice: +20% Block Heroism: +20% Crit
WEAPON: Comet Biter. +50 P.Def, +25 E.Def, +20% Crit, +15% Block. 3 free slots. Deals an average of 1144 damage a hit. Regular Swing speed is 1.9 seconds.
Alternative equipsBanquet Biter: +30 P.Def, +20 E.Def, +15% Block. Deals an average of 1161 damage a hit. Fixed slots. Increases Fire, Ice and Poison damage all by 50%.
Calming Biter: +30 E.Def, +20% Crit, 5% Block. Deals an average of 1136 damage a hit. Fixed slots. Increases resistance to all status by 20%, increases resistances to Topple and Stun by 30% each.
NOTABLE PASSIVE SKILLSHeavy Equipment: Allows Riki to equip Heavy weight equipment
Adventure Time!: Increases movement speed by 5%
Make it all better!: If Riki's HP drops below 50%, his healing improves by 20%
Like Sun!/Pretty Stars!: These boost Riki's strength depending on the time of the day. Daytime is +10%, Nighttime is +15%. Average 12.5%, which is factored in the next post.
Love Sun!/Amazing Stars!: These reduce the cooldown period for Riki's arts. Daytime is 10%, Nighttime is 15%. Average is 12.5% Cooldown reduction, which is already factored.
Bullseye!: Riki gains increased accuracy (+50%?) if he's attacking an enemy's back
Riki Strong!: Riki is immune to Strength down effects.
Watch Out!: If Riki's HP drops to 50% or below, his Agility increases by 20%
Nutritious!: Increases Riki's strength by 50. Already factored.
Ouchies!: Increases Spike damage dealt by Riki by 25%
Cuddly Hero!: Riki resists all status by 30%. Stacks with Calming Biter for 50% resistance to all status.
ARTSSetFreezinate: Magical. 1640 initial Ice damage. Inflicts Chill on hit, which causes 984 Chill damage every 2 seconds for 10 seconds. 6560 damage total (assuming full 10 seconds on Chill). Cooldown of 7.2 seconds.
Burninate: Magical. 1739 Fire damage that hits around Riki. Inflicts Blaze on hit, which causes 714 Blaze damage every 2 seconds for 20 seconds. 8927 damage total (assuming full 20 seconds on Blaze). Cooldown of 22 seconds.
Lurgy: Magical. 695 Poison damage that hits in a fan shape in front of Riki. Inflicts Poison on hit, which causes 695 Poison damage every 2 seconds for 30 seconds. 11127 damage total (assuming full 30 seconds on Poison). Cooldown of 28.7 seconds.
Hero Time: Aura. Prevents tension loss for Riki and any allies around him. Further boosts a random stat of Riki's by 156%. Lasts 24.5 seconds. Cooldown of 14.4 seconds.
Bitey Bitey: Physical. 2642 damage. Inflicts Bleed on hit, which deals 529 Bleed damage every 2 seconds for 10 seconds. 5285 damage total (assuming full 10 seconds on Bleed). If attack hits from behind, Bleed duration is doubled, dealing another ~2700 damage or so. Cooldown of 21.5 seconds.
Say Sorry: Physical. Deals 4038 damage by default (base tech modifier is 3.53). If opponent is inflicted with status effects, increase the tech modifier on this attack by 1 for every status. With this default set up, tech modifier can go up 7.53. Cooldown of 38.3 seconds.
You can do it: Restores HP equivalent to Ether * 4.05 (modifier's average). Translates to about 1531 HP healed. If Riki is suffering from status effects, the multiplier on this art increases by 1 for every status (I think). His passive boosts this to 1837 HP healed if he is under half HP. Cooldown of 16.8 seconds.
Riki is Angry Aura. When activated, Riki automatically reflects any damage dealt to him as spike damage for 25.8 seconds. The amount of damage reflected varies between 2, 4 or 8 times (becomes 2.5, 5 or 10 when factoring in his passive). Reflects all sources of damage except those dealt by Talent Arts. Further testing is needed to see if the rate of variation is the same across all three modifiers or if one modifier is more prevalent than another. Assuming that each of the modifiers has an equal chance of kicking in, the average amount of damage reflected back is x4.66. Cooldown of 48.2 seconds.
In Reserve/Not usedHappy Happy: Riki powers up the Party Gauge by a full bar. Useless unless for team battles where all team members are XB characters.
Sneaky: Physical. Deals 2380 damage. If attack hits from behind, damage is tripled. Cooldown of 10.8 seconds.
Roly Poly: Miscellaneous. Random chance to auto-force Topple. If Topple fails, inflicts Bind. Can completely miss and does when level difference is too large. Cooldown of 28.9 seconds.
Bedtime: Magical. Riki inflicts sleep to himself and all enemies surrounding him for 29.4 seconds. Cooldown of 57.8 seconds.
Behave: Magical. Riki inflicts Paralysis for 19.9 seconds. Has a chance to remove Crazed (enemy only status). Cooldown of 24.1 seconds.
Tantrum: Physical. Deals 3 hits of 1739 damage (total 5217 damage). Adds Break for 8.6 seconds. Cooldown of 9.6 seconds.
Peekaboo: Physical. Deals 4039 damage. If hitting machines from the side, adds Confuse for 9.5 seconds. Cooldown of 12.1 seconds.
Play Dead: Aura. Riki plays dead, dropping his accumulated aggro to 0. He recovers HP equivalent to genuine revival (about 25%) and his physical arts are 1.5x stronger during the duration. Cooldown of 43.3 seconds.
Talent Art - Yoink!
Riki steals something random from an enemy. Can be anything from an item, EXP or AP. No damage is dealt by this. BUT HE CAN LEVEL UP MID BATTLE AND GAIN LEVEL ADVANTAGE OVER OTHER DUELERS OMG no.
Initial Comments:I'll need to do some more analysis into Riki is Angry, but for now...um, Jesus Christ. Riki is surprisingly competent and possibly the game's best dueler. I was going over my notes and lamenting at how bad he is since he requires time for his damage to stack up (just look at this DoTs!). Then I realized that Riki is Angry actually has DL use. And then further realized just how amazingly bad ass it is in the DL. It wouldn't be anywhere near as cool if Riki himself wasn't durable or if he can't heal. He does both, albeit, not the best in either category. And as result, you get someone who can reflect on average, 4.66x the damage he receives back to his attacker and that's BEFORE his passive which further boosts spike damage by another 25%. That might outright scare people from attacking Riki while that Aura is up, and it works to his advantage because now he can let his DoTs take effect if they decide to be passive. He might need a bigger punch against healer, but he has a Sleep move and Say Sorry for that. He may have a little less variation than Dunban and Seven, but Riki's a threat no doubt.
High Heavy on initial evaluation, subject to change of course.
SEVEN - "One-hit kill, or something~"
Level 80
HP: 5984
Strength: 567
Ether: 336
Agility: 134
Crit: 20% Crit (5% base rate)
Block: 10% Block (0% base rate)
P.Def: 876 (695 /w Storebought)
E.Def: 688 (no change)
Weight: 8 (7)
SKILL TREE BONUSCourage: +15% Crit
Zeal: +15% HP
Daring: +100 StrengthRashness: +20% Counter Rate
Innocence: +50 E.Def
WEAPON: Conviction Blades. +25 P.Def, +50 E.Def, +15% Crit, +10% Block. 3 free slots. Deals an average of 930 damage a hit. Randomly double attacks even without Double Attack skills or gems. Regular swing speed is 1.5 seconds. Her Speed armor boosts her swing speed to 0.95 seconds.
ARMOR:Ether V Goggles: Innate Resist all status 75%. +130 Defense, +150 Ether Defense, 2 Weight.
Speed V Frame: Innate Haste+45%. +187 Defense, +210 Ether Defense. 0 Weight
Attack V Arms: Free slot. +152 Defense, +94 Ether Defense, 2 Weight.
Attack V Boosters: Free slot. +232 Defense, +104 Ether Defense, 2 Weight.
Sedna Drones: No slot. Allows usage of Sword Drones X Talent Art. +175 Defense, +130 Ether Defense, 2 Weight.
NOTE that Seven is the only one who gets all this detail regarding her armor (since all this is completely unique to her). In particular, all of the above require fighting some really powerful monsters to get (Level 95+). So YMMV on it. If you disallow this, then she wants the storebought set of parts as her default:
Ether IV Goggles: Innate Resist all status 75%. +130 Defense, +130 Ether Defense, 2 Weight.
Speed IV Frame: Innate Haste+45%. +173 Defense, +195 Ether Defense. 1 Weight
Speed IV Arms: Innate Agility+40 (caps at +50). +92 Defense, +135 Ether Defense, 1 Weight.
Speed IV Boosters: Innate Agility+40 (caps at +50). +140 Defense, +156 Ether Defense, 1 Weight.
Segment Drones: Free slot. Allows usage of Sword Drones II Talent Art. +160 Defense, +72 Ether Defense, 2 Weight.
Alternative equipsDystopia: +10% Crit, 3 free slots. Deals an average of 947 damage a hit.
Infinity: +10% Crit. Deals an average of 912 damage a hit. Fixed slots. Increases tension at the start of any battle by 50, increases chance to double attack by 30%, heals 50 HP every time and Art is used.
Loki Drones: Free slot. Allows usage of Cannon Drones II Talent Art. +155 Defense, +135 Ether Defense, 1 Weight.
Eris Drones: Free slot. Allows usage of Gun Drones II Talent Art. +100 Defense, +100 Ether Defense, 1 Weight.
Ardi Drones: No slot. Allows usage of Shield Drones II Talent Art. +110 Defense, +232 Ether Defense, 1 Weight.
Mitra Drones: No slot. Allows usage of Shield Drones I Talent Art. +138 Defense, +186 Ether Defense, 3 Weight.
NOTABLE PASSIVE SKILLSMechonis Equipment: Allows Seven to equip mechonis armor parts and only mechonis armor parts.
Desperate Daggers: When Seven's HP drops below 50%, her counter rate goes up by 15%
Desperate Defense: When Seven's HP drops below 50%, her block rate goes up by 15%
Ultimate Counter: Causes Seven's counter attacks to all crit
Critical Combo: Causes Double attacks from Seven to all crit
Physical Resilience: Cuts Physical damage taken by 10%. Already factored
Strength of Will: Cuts Magic damage taken by 10%. Already factored
Opening Blow: Increases the first attack made by Seven by 50%
Nimble Feet: Seven's movement speed increases by 4%
Ultimate Strike: Increases the critical modifier by an additional 20% (so 1.5x for her)
Vision Mode: Boosts the damage of the next art by 25% upon seeing a Vision
Explosion of Energy: Increases tension by one level every time Talent Arts are used. This allows Seven to reach max tension (no other character can do this).
Vital Force: 2% chance of completely filling the Talent gauge on auto-attacks
Battle Stance: 75% chance of increasing Strength by 15% at the start of battle for 30 seconds.
Strong Links: Grants Haste buff at the start of battle, increasing her auto-attack speed by 20% for the first 15 seconds. Stacks with Haste from her armor.
ARTSSetSpeed Shift: Aura. Adds Haste, increases auto attack speed by 95% (stacks with her armor and strong links to about bring her swing speed to about 0.4 seconds) for 29.4 seconds. During this time, adds double attack rate by 25% as well, while dropping own defense by 25%. Cooldown of 87.6 seconds.
Second Gear: Miscellaneous. Increases physical arts damage by 1.5x for 5 seconds. Cooldown of 44 seconds.
Power Drain: Magical. Drops enemy strength by 20%, increases own strength by 20% for 19.9 seconds. Cooldown of 16 seconds.
Spear Blade: Physical. Deals 3655 damage on average. Damage dealt triples if the enemy is suffering from Topple. Cooldown of 24.6 seconds.
Double Wind: Physical. Deals 3116 damage on average. Increases tension on hit by 50. Cooldown of 29.2 seconds.
Air Fang: Physical. Hits 2 times, each hit dealing 2864 damage on average (Total: 5728). Adds Break for 8.6 seconds. Cooldown of 8.2 seconds.
Final Cross: Magical. Can only be used when tension is maxed. Hits 4 times, each dealing 2852 damage on average (Total: 11408). Auto-Topples for 3 seconds on hit. Cooldown of 115.2 seconds.
Shutdown: Physical. 100% chance of inflicting Sleep for 14.9 seconds on hit barring resistance. Deals 2818 damage on average. If used on machines, this attack also acts like full Dispel (removes all buffs and debuffs). Cooldown of 24.8 seconds.
In Reserve/Not usedDouble Blade: Physical. Deals 2372 damage on average. Triples if hitting the enemy's back. Cooldown of 12.3 seconds.
Cross Impact: Physical. Deals 2409 damage on average. Stuns target if they are already Toppled for 2 seconds. Cooldown of 24.8 seconds.
Healing Energy: Aura. Removes all status effects and restores Seven's HP every 2.5 seconds for 250 HP. Lasts 29.4 seconds. Cooldown of 38.4 seconds.
Zero Gravity: Magical. 100% Paralysis barring resistance for 29.4 seconds and deals 2684 damage on average. On hit, fills up talent gauge by 25%. Cooldown of 65.7 seconds.
Mag Storm: Magical. Deals 2405 damage on average. Forces Stun when used on machines for 2.0 seconds. Cooldown of 49.2 seconds.
Ether Drain: Magical. Drops enemy ether by 20%, increases own ether by 20% for 19.9 seconds. Cooldown of 16.5 seconds.
Lock On: Aura. Inflicts Lock On status to target for 19.9 seconds. Auto attacks from Seven fills up talent gauge faster than normal. Cooldown of 49.5 seconds.
Guard Shift: Aura. Seven gains 100% Block rate while reducing her strength by 25% for 29.4 seconds. Cooldown of 32 seconds.
Talent Art - Drone formation
Seven's auxiliary equipment transforms into different devices to attack the enemy. She has a choice of the following:
Gun: AoE Magic attack that deals 7549 damage, spread over 6 hits.
Sword: ST Physical attack that deals 13950 damage, spread over 10 hits.
Cannon: Line Magic attack that deals 10485 damage over a single hit.
Shield I: Blocks 1 talent art. Shield disappears after 30 seconds
Shield II: Removes all status effects and creates a barrier that protects Seven from being inflicted by status for the next 30 seconds.
She will want Sword drones by default, although depending on the circumstances, she may have uses for Shield, Shield II and Cannon drones.
Initial Comments:Holy attack speed Batman! While Seven has other armor sets (which I will get eventually), the speed set is pretty much her default. 45% faster attack speed, that then stacks with Strong Links AND Speed Shift, giving her an improved speed of 160%. Seven shreds enemies ridiculously fast due to how quickly she attacks. Vital Force would normally be terrible, but given how quickly she's attack, there's a good chance that it might actually go off. And when it does, she can always Power Drain/Second Gear to boost the power of Sword Drones. Her one weakness would be counter abilities such as Spikes from in-game. With limited free slots, Seven always needs to be aware of counter attack/auto counter abilities because she causes them go off a ridiculous number of times. Like Dunban, she has some other skills too that may come into play (such as Guard Shift or Ether Drain), so this may not be her best art set for all situations. Again, tentatively
Heavy.
To come...