Edge Maverick"Now you'll see what I'm made of!"Default equipment:
Arcana Sword: +750 Atk, MP costs -10% (final cost rounded up)
Ogre's Armour: +502 Def
Alternate equipment (% extra taken from physicals in brackets:
Duel Armour: +350 Def, +8% Def, 40% dark weakness, 10% resist to all other elements [+2%]
Flame Rune Mail: +302 Def, 40% fire resist, 20% ice weakness [+6%]
Earthrock Mail: +279 Def, 40% earth resist, 20% lightning weakness [+6%]
Bronto Armour: +144 Def, -20 Hit, 40% lightning resist, 20% wind resist, 20% earth weakness [+10%]
Aqua Mail: +84 Def, 40% ice resist, 20% fire weakness, 40% resistance to frozen [+12%]
Lv 63, BEAT Lv 17
HP 16000 -> 18720 / 24453 / 30420
MP 961
Atk 750 -> 1585 (base physical: 1243)
Int 244 -> 329
Def 567 -> 1154
Hit 240 -> 306
Grd 134 -> 200
Run speed 15 (112%)
Normal attack =
4101 = 3 hits, 330% (100+110+120), 9 rush
Special artsRising Blade =
4350 = 350%, 5 hits, 12 MP, 2 CP, 6 rush.
Stampede Slash =
5307 = 407-447%, 4-5 hits, 18 MP, 3 CP, 4-5 rush. Rapidly moves Edge towards his target as part of the attack.
Aura Spark =
3978 = 260%-380%, 2-4 hits, 21 MP, 3 CP, 8-16 rush. The first hit (200%) knocks the target away from further melee attacks, though the followup hits are long range.
Mystic Cross =
8079 = 600%-700%, 6-7 hits, 25 MP, 4 CP, 6-7 rush. This move airs the enemy (along with Edge) as it resolves, but finishes with the enemy and Edge both on the ground and at melee, and can be comboed with itself.
Cyclone Blade =
3915 = 105%-525%, 1-5 hits, 25 MP, 4 CP, 1-5 rush. Hits all enemies around Edge.
Chainable symbologyRadiant Lancer =
990 = 301% light magic, 9 hits, 14 MP, 2 CP, 12 rush. 1.9 seconds.
Menu symbologyHealing: Heals 40% of MHP + 100. 6 MP, 1.9 seconds.
Cure Condition: Heals status effects. 8 MP, 1.9 seconds.
Silence: Inflicts silence (no magic or special arts), small area of effect. 22 MP, 2.6 seconds. 45% hit rate. Permanent.
Symbolic Weapon: Inflicts a status which causes the target's basic physicals to restore MP. 17 MP, 2.4 seconds. On Edge, restores around 33 MP per hit (100 per attack string). Lasts 60 seconds.
Battle skillsTaunt: Draws enemy attention to user. Definitely useful, but can take multiple uses to work. 1 MP, 0.8 seconds.
Berserk: Doubles ATK (270% damage vs. avg enemy def), but doubles damage received. 8 MP, 0.8 seconds. Lasts 30 seconds.
Convert: Puts user in a status which converts 1.5% MHP to 2/3 that raw number in MP, twice a second. 4 MP, 0.8 seconds. Lasts until it would kill the user (it will not do so), or until the user's HP is healed.
Notable 3-part combosBest damage: Mystic Cross x3 = 35548, 75 MP, 19 rush
Possibly faster damage: Stampede Slash -> Mystic Cross x2 = 32776, 68 MP, 17 rush
Best ranged damage: Radiant Lancer -> Aura Spark x2 = 6061, 56 MP, 28 rush
Best magic, also best rush gain: Radiant Lancer x3 = 4356, 42 MP, 36 rush
Notable 6-part combosBest damage: Rising Blade x3 -> Stampede Slash -> Mystic Cross x2 = 71765, 104 MP, 35 rush
Possibly faster damage: Stampede Slash -> Rising Blade x3 -> Mystic Cross x2 = 70808, 104 MP, 35 rush
Best ranged damage: Radiant Lancer -> Aura Spark x5 = 16801, 80 MP, 52 rush
Best magic, also best rush gain: Radiant Lancer x6 = 11484, 84 MP, 72 rush
Reimi Saionji"Diligence, diligence!"Default equipment:
Spirit Bow "Darkstalker": +685 Atk, +22 Int, dark element, +20% damage vs. undead
Darkblood Chainmail: +480 Def, +130 Grd, 2% regen per 12 seconds, nulls damage 25% of the time, 50% dark resist, 10% fire resist, 30% holy weakness
Alternate equipment (note that armours give up the damage nulling and regen):
(best non-dark weapon) Homing Arc: +594 Atk, +30 Hit, Hit+10% [12% damage cut]
Holy Chainmail: +592 Def, Def+8%, 50% holy resist, 30% dark weakness [6% less taken from physicals]
Earthcrest Guard: +389 Def, +4 Grd, 2% regen per 12 seconds, 40% earth resist, 10% wind weakness, 20% lightning weakness [+3%]
Volcanic Chainmail: +220 Def, 40% fire resist, 20% ice weakness [+7%]
Streaked Chainmail: +119 Def, 40% lightning resist, 20% earth weakness [+10%]
Blizzard Protector: +56 Def, 40% ice weakness, 20% fire weakness [+12%]
Lv 63, BEAT Lv 17
HP 13165 -> 15403 / 21135 / 27103
MP 805
Atk 635 -> 1405 (base physical: 1003)
Int 156 -> 263
Def 502 -> 1067
Hit 249 -> 315
Grd 131 -> 327
Run speed 16 (105%)
*Reimi has an innate 10% resistance to all status
*All of Reimi's attacks are long range, unless otherwise noted
Normal attack =
2708 = 3 hits, 270% (80+90+100), 11 rush
Special artsSonic Thorn =
3169 = 316%, 4 hits (rarely 3 or 5), 12 MP, 2 CP, 4 rush. 2.6 seconds. Hits all enemies on a line. Difficult to use as a combo followup due to startup time + lack of tracking.
Seraphic Thunder =
3651 = 0-728% lightning, 0-7 hits (both dependent on enemy location and size), 18 MP, 3 CP, 0-7 rush. Hits all enemies around Reimi, but takes about 2 seconds to resolve, making it easily avoided or interrupted.
Crimson Squall =
4653 = 464%, 8 hits, 21 MP, 3 CP, 8 rush. 2.6 seconds. This attack's startup time is notably reduced as the non-first attack of a combo. It also tracks its target extremely well.
Chaotic Blossoms =
4072 = 377-435%, 9-11 hits, 25 MP, 3 CP, 9-11 rush. Melee. This attack knocks the target away from further melee attacks, but combos nicely into ranged attacks.
Hunter's Moon =
4213 = 420% (100%+8x40%), 9 hits, 25 MP, 4 CP, 9 rush. 2.6 seconds. This attack frees up Reimi for combo followups long before it finishes damaging the enemy, and for other actions shortly before (around 0.2 seconds?).
Crescent Wings =
4875 = 432-540%, 4-5 hits, 27 MP, 3 CP, 4-5 rush. 2.1 seconds. Hits all enemies on a line. Difficult to use as a combo followup due to startup time + lack of tracking.
Battle skillsTaunt: Draws enemy attention to user. Definitely useful, but can take multiple uses to work. 1 MP, 0.8 seconds.
Berserk: Doubles ATK (287% damage vs. average def enemy), but doubles damage received. 8 MP, 0.8 seconds. Lasts 30 seconds.
Focus: Raises critical hit rate to 20% (+25% avg damage increase, ITD). 6 MP, 0.8 seconds. Critical hits ignore defence and have their power multiplied by about 120%. Lasts 30 seconds.
Notable 3-part combosBest damage: Crescent Wings -> Crimson Squall x2 = 20695, 69 MP, 20 rush
Best rush gain: Hunter's Moon x3 = 18537, 75 MP, 27 rush
Notable 6-part combosBest damage, also best rush gain: Sonic Thorn -> Crimson Squall x5 = 52491, 117 MP, 44 rush
Faster damage: Crescent Wings -> Crimson Squall x4 = 41168, 101 MP, 36 rush
Lymle Lemuri Phi"Now I'm mad. Get 'em, doggie!"Default equipment:
Wand of Resonance: +460 Atk, +512 Int, Int+7%, MP costs -10% (final cost rounded up)
Dark Elf's Robe: +501 Def, +20% Max HP, 40% dark resist, 20% holy weakness
Alternate equipment (note that all armours reduce HP by 17%):
Lustrous Robe: +473 Def, +8% Def, 40% holy resist, 20% dark weakness [1% less taken from physicals]
Earthen Robe: +341 Def, 40% earth resist, 10% wind/lightning weakness [+4%]
Feathered Robe: +10 Int, +157 Def, +40 Grd, 2% regen per 12 seconds, 40% wind resist, 10% lightning resist, 20% earth weakness [+9% taken from physicals, +1% damage dealt]
Flare Robe: +175 Def, 40% fire resist, 20% ice weakness [+9%]
Alchemist's Robe: +180 Def, 20% lightning resist, 10% fire/ice resist [+9%]
Aqua Robe: +42 Def, 40% ice resist, 20% fire weakness [+12%]
Lv 63, BEAT Lv 16
HP 10911 -> 15188 / 22009 / 29108
MP 1385
Atk 364 -> 904 (base physical: 335)
Int 360 -> 1019
Def 365 -> 946
Hit 180 -> 242
Grd 102 -> 164
Run speed 18 (94%)
*Lymle has an innate 20% resistance to freeze
Normal attack =
335 = 1 hit, 100%, 6 rush (long range variant adds 5 rush)
Chainable symbologyFire Bolt =
3974 = 390% fire magic, 6 hits, 14 MP, 2 CP, 12 rush. 2.2 seconds.
Wind Blade =
2140 = 120-300% wind magic, 2-5 hits, 14 MP, 3 CP, 4-10 rush. 2.4 seconds. Hits all enemies on a line. Rather slow to reach its target. Difficult to use as a combo followup due to startup time + lack of tracking.
Tornado =
4137 = 348-464% wind magic, 6-8 hits, 16 MP, 5 CP, 12-16 rush. 2.4 seconds. Hits a short but relatively wide line. This attack's startup time is notably reduced as the non-first attack of a combo.
Lightning Blast =
4259 = 418% lightning magic, 11 hits, 14 MP, 3 CP, 22 rush. 2.2 seconds. Hits all enemies on a line, and travels instantaneously.
Special arts (magical)Hatchet Reel =
5823 = 435-708% magic (3 hits of 28% non-elem + 9-16 hits of 39% fire, somewhat dependent on enemy size), 12-19 hits, 12 MP, 2 CP, 12-19 rush. 1.6 seconds, but requires close range. The first three hits are melee and knock the target back, the fire hits are range. Has an area of effect. When used in a combo against an enemy at range (e.g. in self-combo), only the fire hits connect, and generally ~1 less than normal.
Scorching Star =
6990 = 686% magic (2 hits of 10% non-elem + 9 hits of 74% fire), 11 hits, 21 MP, 3 CP, 11 rush. 1.6 seconds, but requires close range. All the Hatchet Reel disclaimers apply here as well; the attack has a slightly smaller AoE and less knockback (though definitely still present).
Hound Grenade =
6789 = 666% (1 non-elem + 1 fire), 2 hits, 27 MP, 4 CP, 4 rush. 2.1 seconds. Hits a fairly large area of effect. Unusually slow when used as a followup move in a combo, but the AoE makes it not bad at comboing despite this.
Spiral Fang =
2619 = 164-368% (28% non-elem + 2-5 hits of 68% fire), 3-6 hits 27 MP, 4 CP, 3-6 rush. 2.1 seconds. Hits the target and enemies behind it on a line.
Menu symbology (charge times reduced by passive ability Fast Cast)Healing: Heals 40% of MHP + 100. 6 MP, 1.9 seconds.
Fairy Healing: Heals 35% of MHP + 100, MT. 18 MP, 2.3 seconds.
Explosion: 425% fire magic (=4331), 13 hits, 30 MP, 17 rush. 5.5 seconds (-_-). Hits a wide area.
Reflection: Positive status, raises target's elemental resistances by 15% raw. Stackable. 15 MP, 2.3 seconds. Lasts 60 seconds.
Silence: Inflicts silence (no magic or special arts), small area of effect. 22 MP, 2.6 seconds. 45% hit rate. Permanent.
Void: Inflicts void (buff immunity), small area of effect. 30 MP, 2.6 seconds. 100% hit rate. Lasts 60 seconds.
Battle skillsHide: Draws enemy attention to user's allies. Definitely useful, but can take multiple uses to work. 1 MP, 0.8 seconds.
Mindflare: Doubles INT, but triples MP costs (even for spells which ignore INT). 8 MP, 0.8 seconds. Lasts 30 seconds.
Notable 3-part combosBest damage: Hound Grenade x3 = 29872, 81 MP, 12 rush
Best non-fire damage, also best rush: Lightning Blast x3 = 18740, 42 MP, 66 rush
Best wind damage: Tornado x3 = 18203, 48 MP, 42 rush
Notable 6-part combosBest damage: Hatchet Reel x3 -> Scorching Star x3 = 64796, 99 MP, 65 rush
Best non-slow damage: Hound Grenade -> Hatchet Reel x4 -> Scorching Star = 59325, 96 MP, 62 rush
Best non-fire damage, also best rush: Lightning Blast x5 = 37479, 70 MP, 110 rush
Best wind damage: Tornado x3 = 18203, 48 MP, 42 rush (yes, unchanged!)
Bacchus D-79"All obstacles have been eliminated, Mr. Edge."Default equipment:
Vulcan Discharger: +930 Atk, thunder element
Folklore Plate: +712 Def, +10% Max HP
Alternate equipment (note that all armours reduce HP by 9%):
(best non-lightning weapon) Dragoon Blaster: +621 Atk, +20% damage vs. demons [29% damage cut]
Thunderbolt Gear: +600 Def, +20% Def, 50% lightning resist, 10% wind resist, 20% earth weakness [6% less taken from physicals]
Volcanic Gear: +454 Def, 40% fire resist, 20% ice weakness [+8%]
Lv 63, BEAT Lv 14/15
HP 21127 -> 26726 / 32924 / 39376
MP 667
Atk 701 -> 1701 (base physical: 1397)
Int 133 -> 203
Def 845 -> 1632
Hit 241 -> 295
Grd 122 -> 180
Run speed 19 (89%)
*Bacchus has an innate 20% resistance to poison
Normal attack (short range) =
2515 = 180%, 2 rush, chance of Stun
Normal attack (long range) =
2096 = 150%, 3 rush, chance of Stun
Force Breaker =
5728 = 369-451%, 9-11 hits, 8 MP, 3 CP, 9-11 rush. 1 second, medium range, tracks its target well.
Galvanic Shock =
9849 = 658-752% lightning, 7-8 hits, 13 MP, 2 CP, 14-16 rush. 50% chance of Stun. 1.2 seconds and requires *very* close range, so it's a bit difficult to get started (melee Black Hole Sphere works best).
Irradiation =
6566 = 329-611%, 7-13 hits, 15 MP, 4 CP, 21-39 rush. 2.8 seconds, medium range. Doesn't combo well due to setup time. Hits a reasonably wide area, but enemies move out of it fairly often before then.
Termination =
4701 = 168-505%, 1-3 hits, 18 MP, 3 CP, 2-6 rush. 2 seconds, medium range, tracks well and hits all enemies on a line.
Black Hole Sphere =
5588 = 400%, 19 hits, 18 MP, 4 CP, 19 rush. Hits a huge area (arguably MT) centred around primary target, takes some time to travel to target but becomes as fast as most melee attacks at close range. Draws all enemies towards the centre of its effect radius.
Blessed Buster =
7460 = 534%, 6 hits, 19 MP, 5 CP, 6 rush. 1.2 seconds, medium range. Hits all enemies on a line.
Battle skillsTaunt: Draws enemy attention to user. Definitely useful, but can take multiple uses to work. 1 MP, 0.8 seconds.
Berserk: Doubles ATK (262% damage vs. avg enemy def), but doubles damage received. 8 MP, 0.8 seconds. Lasts 30 seconds.
Scan Enemy: Reveals enemy elemental properties, HP (which remains viewable for rest of fight), and passive abilities. 1 MP, no charge or reaction time.
Convert: Puts user in a status which converts 1.5% MHP to 2/3 that raw number in MP, twice a second. 4 MP, 0.8 seconds. Lasts until it would kill the user (it will not do so), or until the user's HP is healed.
Emergency Repairs: Heals 55% of MHP, self only. 5 MP, 0.8 seconds.
Notable 3-part combosBest damage: Black Hole Sphere -> Galvanic Shock x2 = 39075, 44 MP, 49 rush, 75% Stun
Best damage against stunned/immobile target: Galvanic Shock x3 = 43336, 39 MP, 45 rush, 87.5% Stun
Best non-lightning damage [Dragoon Blaster]: Blessed Buster x3 = ~23300, 57 MP, 18 rush
Best rush gain: Black Hole Sphere x3 = 24587, 54 MP, 57 rush
Notable 6-part combosBest damage: Black Hole Sphere -> Galvanic Shock x5 = 109987, 83 MP, 94 rush, 96.9% Stun
Best damage against stunned/immobile target: Galvanic Shock x6 = 114248, 78 MP, 78 rush, 98.4% Stun
Best non-lightning damage [Dragoon Blaster]: Force Breaker x4 -> Blessed Buster = ~38700, 51 MP, 46 rush
Meracle Chamlotte"Bunnies! They're fluffy, and round, and yummy-looking!"Default equipment:
Dragon Claws: +610 Atk, +10% crit, +20% damage vs. demons
Darkblood Chainmail: +480 Def, +130 Grd, 2% regen per 12 seconds, nulls damage 25% of the time, 50% dark resist, 10% fire resist, 30% holy weakness
Alternate equipment (note that armours give up the damage nulling and regen):
Holy Chainmail: +592 Def, Def+8%, 50% holy resist, 30% dark weakness [6% less taken from physicals]
Earthcrest Guard: +389 Def, +4 Grd, 2% regen per 12 seconds, 40% earth resist, 10% wind weakness, 20% lightning weakness [+3%]
Volcanic Chainmail: +220 Def, 40% fire resist, 20% ice weakness [+7%]
Streaked Chainmail: +119 Def, 40% lightning resist, 20% earth weakness [+10%]
Blizzard Protector: +56 Def, 40% ice weakness, 20% fire weakness [+12%]
Lv 63, BEAT Lv 13
HP 14810 -> 16735 / 22272 / 28035
MP 707
Atk 964 -> 1639 (base physical: 1315, 1445 w/ crits)
Int 106 -> 171
Def 458 -> 1003
Hit 238 -> 288
Grd 143 -> 323
Run speed 15.5 (109%)
Note: Meracle's damage is listed with her crit rate factored in, since due to the multihit nature of SO4 the damage will tend to approach the crit-adjusted damage fairly reliably. If you want to know damage before crits, subtract 9% from the listed damage.
Normal attack =
4696 = 4 hits, 325% (60+70+65+130), 11 rush
Special artsRipper Pounce =
6828 = 448-497% (28% + 15 hits of 21% + two hits of 77%, the first two hits sometimes whiff), 18 hits, 12 MP, 2 CP, 22 rush. 30% chance of Stun.
Comet Impact =
9248 = 640%, 1 hit, 18 MP, 2 CP, 6 rush. 1.6 seconds and requires *very* close range. Knocks the target away from further melee attacks.
Acrobatic Vault =
5592 = 387%, 3 hits, 21 MP, 3 CP, 9 rush. This move airs the enemy (along with Meracle) as it resolves, but finishes with the enemy and Meracle both on the ground and at melee, and can be comboed.
Claws of Fury =
8359 = 526-631%, 18-23 hits, 25 MP, 5 CP, 19-24 rush. Low chance of Stun. Knocks the target away from further melee attacks.
Somersault Spike =
7247 = 355-648% (5-8 hits of 31% + 1-2 hits of 200%), 6-10 hits, 25 MP, 3 CP, 6-10 rush. 1 second and requires close range (more lenient than Comet Impact, though). This move briefly airs the enemy (along with Meracle) as it resolves, but finishes with the enemy and Meracle both on the ground and at melee, and can be comboed.
Drill Spike =
8092 = 448-672%, 4-6 hits, 27 MP, 3 CP, 4-6 rush. Starts at medium range (perfect after a Comet Impact or Claws of Fury). Hits all enemies on a line (which Meracle herself moves along). This move is a bit strange for comboing, as sometimes Meracle will use subsequent attacks in the wrong direction. This doesn't usually happen until it is used twice in a combo, though.
Battle skillsTaunt: Draws enemy attention to user. Definitely useful, but can take multiple uses to work. 1 MP, 0.8 seconds.
Berserk: Doubles ATK (254% damage vs. avg enemy def), but doubles damage received. 8 MP, 0.8 seconds. Lasts 30 seconds.
Focus: Raises critical hit rate to 20% (+18% avg damage increase, ITD). 6 MP, 0.8 seconds. Critical hits ignore defence and have their power multiplied by about 120%. Lasts 30 seconds.
Notable 3-part combosBest damage: Drill Spike -> Comet Impact -> Drill Spike = 37454, 72 MP, 16 rush
Stunfishing, also best rush gain: Ripper Pounce x3 = 30008, 36 MP, 66 rush, 65.7% Stun
Notable 6-part combosBest damage: Ripper Pounce x4 -> Drill Spike -> Comet Impact = 89014, 93 MP, 99 rush, 76% Stun
Stunfishing, also best rush gain: Ripper Pounce x6 = 79205, 72 MP, 132 rush, 88.2% Stun
Myuria Tionysus"Talk about all show and no go, huh?"Default equipment:
Calamity Staff: +576 Atk, +642 Int, +3% Int, MP costs -10% (final cost rounded up)
Dark Elf's Robe: +501 Def, +20% Max HP, 40% dark resist, 20% holy weakness
Alternate equipment (note that all armours reduce HP by 17%):
Lustrous Robe: +473 Def, +8% Def, 40% holy resist, 20% dark weakness [1% less taken from physicals]
Earthen Robe: +341 Def, 40% earth resist, 10% wind/lightning weakness [+4%]
Feathered Robe: +10 Int, +157 Def, +40 Grd, 2% regen per 12 seconds, 40% wind resist, 10% lightning resist, 20% earth weakness [+9% taken from physicals, +1% damage dealt]
Flare Robe: +175 Def, 40% fire resist, 20% ice weakness [+9%]
Alchemist's Robe: +180 Def, 20% lightning resist, 10% fire/ice resist [+9%]
Aqua Robe: +42 Def, 40% ice resist, 20% fire weakness [+12%]
Lv 63, BEAT Lv 12/13
HP 11532 -> 15637 / 22281 / 29197
MP 1497
Atk 420 -> 1056 (base physical: 537)
Int 372 -> 1106
Def 353 -> 909
Hit 182 -> 228
Grd 102 -> 152
Run speed 17 (99%)
Normal attack =
1611 = 3 hits, 300%, 17 rush
Normal attack (MP drain version) =
1074 = 2 hits, 200%, 12 rush. Drains ~70 MP per hit from the target.
Chainable symbologyIce Needles =
5884 = 532% ice magic, 9 hits, 14 MP, 2 CP, 9 rush. 1.5 seconds. 20% chance of Freeze. Very long range, tracks its target well.
Deep Freeze =
3108 = 281% ice magic, 9 hits, 16 MP, 4 CP, 16 rush. 2.2 seconds. 50% chance of Freeze. Hits an area of effect. This attack frees up Myuria for combo followups long before it finishes damaging the enemy, and for other actions shortly before (around 0.2 seconds?).
Lightning Blast =
4623 = 418% lightning magic, 11 hits, 14 MP, 3 CP, 22 rush. 1.5 seconds. Hits all enemies on a line, and travels instantaneously.
Thunder Flare =
4136 = 374% lightning magic, 8 hits, 16 MP, 4 CP, 16 rush. 2.5 seconds. Hits a wide area of effect. Damage is dealt out rather slowly but stuns as it does. This attack's startup time is notably reduced as the non-first attack of a combo.
Shadow Needles =
3716 = 252-420% dark magic, 6-10 hits, 14 MP, 2 CP, 12-20 rush. 3 seconds. Difficult to use as a combo followup due to startup time.
Menu symbology (charge times reduced by passive ability Fast Cast)Healing: Heals 40% of MHP + 100. 6 MP, 1.4 seconds.
Fairy Healing: Heals 35% of MHP + 100, MT. 18 MP, 1.6 seconds.
Restoration: Revives to 40% of MHP. 25 MP, 2.1 seconds.
Arctic Impact: 380% ice magic (=4203), 4 hits, 30 MP, 25 rush. 3 seconds.
Dark Devourer: 256-416% dark magic (=3716), 8-13 hits, 30 MP, 8-13 rush. 3 seconds. Hits all enemies on a line.
Enlighten: Positive status, raises target's INT by 30% of base. Stackable. 16 MP, 1.8 seconds. Lasts 60 seconds.
Reflection: Positive status, raises target's elemental resistances by 15% raw. Stackable. 15 MP, 1.8 seconds. Lasts 60 seconds.
Void: Inflicts void (buff immunity), small area of effect. 30 MP, 2.1 seconds. 100% hit rate. Lasts 60 seconds.
Battle skillsHide: Draws enemy attention to user's allies. Definitely useful, but can take multiple uses to work. 1 MP, 0.8 seconds.
Convert: Puts user in a status which converts 1.5% MHP to 2/3 that raw number in MP, twice a second. 4 MP, 0.8 seconds. Lasts until it would kill the user (it will not do so), or until the user's HP is healed.
Mindflare: Doubles INT, but triples MP costs (even for spells which ignore INT). 8 MP, 0.8 seconds. Lasts 30 seconds.
Notable 3-part combosBest damage: Ice Needles x3 = 25890, 42 MP, 27 rush, 48.8% Freeze
Freezefishing: Ice Needles -> Deep Freeze x2 = 16451, 46 MP, 41 rush, 80% Freeze
Best non-ice damage, also best rush: Lightning Blast x3 = 20341, 42 MP, 66 rush
Best dark damage: Ice Needles -> Thunder Flare -> Shadow Needles = 19190 (6689 of this dark), 44 MP, 39 rush
Notable 6-part combosBest damage: Ice Needles x6 = 68254, 84 MP, 54 rush, 73.8% Freeze
Freezefishing: Ice Needles -> Deep Freeze x3 = 22667, 62 MP, 57 rush, 90% Freeze
Best non-ice damage, also best rush: Lightning Blast x5 = 40682, 70 MP, 110 rush
Best dark damage: Ice Needles x4 -> Thunder Flare -> Shadow Needles = 57989 (10405 of this dark), 86 MP, 66 rush
Sarah Jerand"I feel like I'm walking on air!"Default equipment:
Sacred Spear: +860 Atk, +604 Int, light element
Dark Elf's Robe: +501 Def, +20% Max HP, 40% dark resist, 20% holy weakness
Alternate equipment (note that all armours reduce HP by 17%):
Sea Serpent Harpoon: +740 Atk, +465 Int, ice element, physicals have a 10% chance of freeze per 2-hit combo [15% damage cut]
Lustrous Robe: +473 Def, +8% Def, 40% holy resist, 20% dark weakness [1% less taken from physicals]
Earthen Robe: +341 Def, 40% earth resist, 10% wind/lightning weakness [+4%]
Feathered Robe: +10 Int, +157 Def, +40 Grd, 2% regen per 12 seconds, 40% wind resist, 10% lightning resist, 20% earth weakness [+9% taken from physicals, +1% damage dealt]
Flare Robe: +175 Def, 40% fire resist, 20% ice weakness [+9%]
Alchemist's Robe: +180 Def, 20% lightning resist, 10% fire/ice resist [+9%]
Aqua Robe: +42 Def, 40% ice resist, 20% fire weakness [+12%]
Lv 61, BEAT Lv 9/10
HP 11683 -> 15421 / 21889 / 28622
MP 1283
Atk 498 -> 1394 (basic physical: 988)
Int 308 -> 957
Def 332 -> 883
Hit 198 -> 232
Grd 92 -> 130
Run speed 19 (89%)
Normal attack =
1976 = 2 hits, 200%, 6 rush. Airs target.
Chainable symbologyWind Blade =
2010 = 120-300% wind magic, 2-5 hits, 14 MP, 3 CP, 4-10 rush. 1.8 seconds. Hits all enemies on a line. Rather slow to reach its target. Difficult to use as a combo followup due to startup time + lack of tracking.
Blast Hurricane =
3905 = 408%, 8 hits, 19 MP, 4 CP, 16 rush. 1.8 seconds. Hits all enemies on a line, and travels instantaneously.
Lightning Blast =
4000 = 418% lightning magic, 11 hits, 14 MP, 3 CP, 22 rush. 1.5 seconds. Hits all enemies on a line, and travels instantaneously.
Radiant Lancer =
2881 = 301% light magic, 9 hits, 14 MP, 2 CP, 12 rush. 2.2 seconds.
Aurora Rings =
2239 = 156-312%, 3-6 hit, 16 MP, 4 CP, 6-12 rush. 3 seconds. Hits an area of effect, but the attack locks on long before it resolves so enemies sometimes walk out of it.
Menu symbologyHealing: Heals 40% of MHP + 100. 6 MP, 2.2 seconds.
Ex Healing: Heals 80% of MHP + 1000, 10 MP, 2.4 seconds.
Fairy Healing: Heals 35% of MHP + 100, MT. 18 MP, 2.4 seconds.
Fairy Light: Heals 60% of MHP + 500, MT. 30 MP, 3 seconds.
Cure Condition: Heals status effects. 8 MP, 2.2 seconds.
Restoration: Revives to 40% of MHP. 25 MP, 2.8 seconds.
Enhance: Positive status, raises target's ATK by 30% of base (damage by 56% of base, for Sarah). Stackable. 18 MP, 2.6 seconds. Lasts 60 seconds.
Angel Feather: Positive status, raises target's ATK, INT, HIT, GRD, and DEF by 15% of base. Stackable. 14 MP, 2.8 seconds. Lasts 60 seconds.
Enshelter: Positive status, raises target's DEF by 30% of base. Stackable. 16 MP, 2.8 seconds. Lasts 60 seconds.
Sacred Pain: Negative status, lowers target's elemental resistances by 20% raw. Stackable. 17 MP, 2.6 seconds. Lasts 60 seconds.
Battle skillsHide: Draws enemy attention to user's allies. Definitely useful, but can take multiple uses to work. 1 MP, 0.8 seconds.
Focus: Raises critical hit rate to 20% (+4% avg damage increase). 6 MP, 0.8 seconds. Critical hits ignore defence (only for physicals) and have their power multiplied by about 120%. Lasts 30 seconds.
Mindflare: Doubles INT, but triples MP costs (even for spells which ignore INT). 8 MP, 0.8 seconds. Lasts 30 seconds.
Notable 3-part combosBest damage, also best rush gain: Lightning Blast x3 = 17600, 42 MP, 66 rush
Best non-lightning damage: Blast Hurricane x3 = 17182, 57 MP, 48 rush
Best light damage: Radiant Lancer x3 = 12676, 42 MP, 36 rush
Notable 6-part combosBest damage, also best rush gain: Radiant Lancer -> Lightning Blast x5 = 45281, 84 MP, 122 rush
Best non-lightning damage: Radiant Lancer x4 -> Blast Hurricane x2 = 38744, 94 MP, 80 rush
Best light damage: Radiant Lancer x6 = 33419, 84 MP, 72 rush
Best wind damage: Wind Blade x3 -> Blast Hurricane x2 = 26026, 80 MP, 53 rush
Arumat P. Thanatos"Amateurs! Throwing their lives away for nothing!"Default equipment:
Quadplex Scythe: +920 Atk, +7% Atk, -20 Def, +50 Hit, +20% damage vs. birds
Ogre's Armour: +502 Def
Alternate equipment (% extra taken from physicals in brackets:
Duel Armour: +350 Def, +8% Def, 40% dark weakness, 10% resist to all other elements [+2%]
Flame Rune Mail: +302 Def, 40% fire resist, 20% ice weakness [+6%]
Earthrock Mail: +279 Def, 40% earth resist, 20% lightning weakness [+6%]
Bronto Armour: +144 Def, -20 Hit, 40% lightning resist, 20% wind resist, 20% earth weakness [+10%]
Aqua Mail: +84 Def, 40% ice resist, 20% fire weakness, 40% resistance to frozen [+12%]
Lv 61, BEAT Lv 14/15
HP 16990 -> 19538 / 25174 / 31039
MP 1058
Atk 915 -> 2038 (base physical: 1847)
Int 250 -> 320
Def 430 -> 987
Hit 306 -> 410
Grd 133 -> 191
Run speed 15.5 (109%)
Normal attack =
6003 = 4 hits, 325% (85+90+50+100), 19 rush
Special artsUnholy Maelstrom =
6280 = 340%, 2 hits, 12 MP, 3 CP, 4 rush. Hits a small area of effect.
Nether Strike =
7495 = 406% fire, 7 hits, 18 MP, 2 CP, 14 rush. 1.8 seconds, long range. Airs target briefly. Combos well after itself and Earth Glaive, less so Fire Bolt.
Diabolic Edge =
7425 = 402%, 5 hits, 21 MP, 4 CP, 10 rush. Hits an area of effect.
Bloodstorm Revolution =
6030 = 284-369%, 7-9 hits, 25 MP, 4 CP, 7-9 rush. Hits an area of effect, airs targets slightly until attack ends.
Chainable symbologyEarth Glaive =
832 = 260% earth magic, 1 hit 14 MP, 3 CP, 9 rush. 1.2 seconds. Airs target briefly.
Stone Rain =
1376 = 430% 10 hits, 16 MP, 4 CP, 10 rush. 1.8 seconds. Hits an area of effect.
Fire Bolt =
1248 = 390% fire magic, 6 hits, 14 MP, 2 CP, 12 rush. 1.2 seconds.
Menu symbologyExplosion: 425% fire magic (=1360), 13 hits, 30 MP, 17 rush. 5.5 seconds (-_-). Hits a wide area.
Battle skillsTaunt: Draws enemy attention to user. Definitely useful, but can take multiple uses to work. 1 MP, 0.8 seconds.
Berserk: Doubles ATK (247% damage vs. avg enemy def), but doubles damage received. 8 MP, 0.8 seconds. Lasts 30 seconds.
Scan Enemy: Reveals enemy elemental properties, HP (which remains viewable for rest of fight), and passive abilities. 1 MP, no charge or reaction time.
Convert: Puts user in a status which converts 1.5% MHP to 2/3 that raw number in MP, twice a second. 4 MP, 0.8 seconds. Lasts until it would kill the user (it will not do so), or until the user's HP is healed.
Notable 3-part combosBest damage, also best rush gain: Nether Strike x3 = 34958, 54 MP, 42 rush
Faster damage: Earth Glaive -> Nether Strike x2 = 26315, 46 MP, 37 rush
Best non-fire damage: Diabolic Edge x3 = 32760, 63 MP, 30 rush
Best magic damage: Stone Rain x3 = 6054, 48 MP, 30 rush
Notable 6-part combosBest damage, also best rush gain: Nether Strike x6 = 86942, 108 MP, 84 rush
Faster damage: Earth Glaive -> Nether Strike x5 = 80279, 100 MP, 79 rush
Best non-fire damage: Unholy Maelstrom x3 -> Diabolic Edge x2 = 60302, 78 MP, 32 rush
Best magic damage: Fire Bolt x4 -> Stone Rain x2 = 15142, 88 MP, 68 rush