IgraineLVL 50
HP 138
MP 381
ATK 7
wATK 0
DEF 15
eDEF 36
MAG 120
MC 31
MOVE 5
AGI% 10
CTR% 0
ACC% 0
CRT% 0
Nifle
Topaz Amulet (Def+18)
Topaz Amulet (Def+18)
Seven Menace: 661 (564 w/oWL, 757 w/Med, 854 w/both) Dark Magic dmg ranged ST (60 MP)
Megido Nova: 645 (551 w/oWL, 740 w/Med, 834 w/both) Fire Magic dmg ranged MT (125 MP)
Sedna Prison: 462 (412 w/oWL, 511 w/Med, 561 w/both) Ice ITD Magic dmg ranged MT (125 MP)
Storm Rave: 338 (288 w/oWL, 387 w/Med, 437 w/both) Thunder dmg ranged MT (75 MP)
Yumil Magna: 522 (446 w/oWL, 599 w/Med, 675 w/both) Ice Magic dmg, hits all targets in a line (125 MP)
Abyss Gate: 430 (367 w/oWL, 493 w/Med, 556 w/both) Dark Magic dmg ranged ST (46 MP)
Meditation (+50% Mag, -40% Def for 3 turns, stacks 3x)
Pain Transfer: mHP-cHP * 1.5 * OB dmg to targets (205/ 411/ 616 at 1 HP)
OverBreak
Pain Transfer: mHP-cHP * 1.5 * OB dmg to targets
Passives
Dark Magic MP costs -20%
Dark damage +25%
Standard Skill Loadouts:
Rune Master
Seven Menace
Megido Nova
Sedna Prison
Meditation (+50% Mag, -40% Def for 3 turns, stacks 3x)
Invoke Mind (+25% Mag)
Abyss Shard (+25% dmg for Dark spells)
Arcane Evil (-40% MP costs for Dark spells)
Torus Spell (20% MP regen)
Magic Guard (-20% dmg from spells)
Persistence (25% chance to survive attack with 1 HP)
Wisdom Lock (+25% Mag, -20% Def & Agi)
Abyss Ward (25% Dark res)
Skill Options:
Warlock > Rune Master
Invoke Mind (+25% Mag)
Abyss Shard (+25% dmg for Dark spells)
Arcane Evil (-40% MP costs for Dark spells)
Torus Spell (20% MP regen)
Magic Guard (-20% dmg from spells)
Persistence (25% chance to survive attack with 1 HP)
Wisdom Lock (+25% Mag, -20% Def & Agi)
Abyss Ward (25% Dark res)
Seven Menace
Megido Nova
Sedna Prison
Meditation (+50% Mag, -40% Def for 3 turns, stacks 3x)
Storm Rave
Abyss Gate
Yumil Magna
Cleanse (75% chance to restore status)
Ice Spear
Spark Edge
Ignite Lore
Meteor Gate
Magna Volt
Fire Raid
Manafont* (gives ally roughly full MP)
Will of Magi* (heal 25% MP to ally run through)
Comments:
Igraine is sort of a Dark version of Marie. Only trading infinite healing for second best damage in the game and the ability to take a magical beating decently. She fears ITD magic though. That HP is just so bad. 0.28 physical durability is worse than Arios, though better than Marie. A winning trade overall for Igraine, but "Marie Variant" isn't getting anyone out of Light. At worst, she has Persistence which should guarantee 25% odds she'll see a second turn, which is all she needs against most duelists. (That aren't resistant to dark or magic).
ShinoLVL 50
HP 266
MP 294
ATK 40
wATK 24
DEF 29
eDEF 36
MAG 102
MC 33
MOVE 7
AGI% 25
CTR% 0
ACC% 153
CRT% 77
Fuuma Kunai
Pochi Photo x4 (charges one half-level of OB for Shino or Izuna only, 5% for anyone else)
Topaz Amulet (Def+18)
Topaz Amulet (Def+18)
Rekka Slip: 437 (375 w/oWL) Fire Magic dmg ranged MT (25 MP)
Jinrai Slip: 373 (320 w/oWL) Thunder Magic dmg ranged MT (25 MP)
Physical: 80 ranged dmg
Physical w/ Honor Code x1, x2: 115, 150 ranged dmg
Critical: 176 (220, 264 w/HC1,2) ITD ranged dmg
Honor Code (+40% Atk & Acc, -40% Def/Range for 3 turns, stacks 3x)
Ten'i Slip*: see FE Rescue Staff
OverBreak
Cheer Up!: Restores Izuna's HP and increases her OB gauge
Passives
Move +1
OB rate increase +25%
(6 wpn upgrades)
Standard Skill Loadouts:
Kunoichi
Jinrai Slip
Rekka Slip
Honor Code (+40% Atk & Acc, -40% Def/Range for 3 turns, stacks 3x)
Invoke Mind (+25% Mag)
Stand Fast (+25% Def)
Foresight (+15% Agility)
Sharpshot (+15% Accuracy)
Earth Shard (+20% dmg for Talisman skills)
White Light (50% chance to restore from negative status per turn)
Berserk (+25% Crit rate, -25% Acc)
Cyclone (+25% Crit rate, -25% Def)
Wisdom Lock (+25% Mag, -20% Def & Agi)
Sprint* (+3 Mov)*
Ten'i Slip*
Comments:
Shino is a Mage variant, despite being a Ninja. She has decent magical durability, crap physical durability, a magical 2HKO and hopes for evade to not die. She DOES actually have a ranged physical attack though, which is an option to fall back on that requires buffing and a crit to get any kind of registering damage out of, but it's there. Shino can use the Pochi Photo consumable that's unique to her and Izuna, but her OB is literally worthless outside of a team match with Izuna, so unlikely to see use. Lack of any good tricks prolly put her in Light.
AegilLVL 50
HP 364
MP 875
ATK 13
wATK 0
DEF 28
eDEF 36
MAG 96
MC 65
MOVE 6
AGI% 20
CTR% 0
ACC% 0
CRT% 0
Heimdal Gem
Lazuli Ring (+6 Mag) (+27 dmg to numbers)
Topaz Amulet (Def+18)
Topaz Amulet (Def+18)
Oratoriorae: 354 (304 w/o WL) Light magic dmg (105 MP)
Cure Drop: 80% mHP healing (35 MP) OR 65% mHP healing (28 MP @ Lv4)
Holy Prayer (3 turns of status immunity, can be refreshed)
OverBreak
Mass Blessing: MT ally healing 20/50/80% mHP
Passives
Innate +20% mMP
Standard Skill Loadouts:
Cardinal Lord
Cure Drop
Oratoriorae
Holy Prayer (3 turns of status immunity, can be refreshed)
Invoke Mind (+25% Mag)
Invoke Mana (+75% max MP)
Stand Fast (+25% Def)
Vital Power (20% regen)
Foresight (+15% Agility)
Arcane Light (-30% MP costs for Light spells)
Magic Guard (-20% dmg from spells)
ZOC
Wisdom Lock (+25% Mag, -20% Def & Agi)
Skill Options:
Healer > High Priest > Cardinal Lord
Cure Drop
Oratoriorae
Holy Prayer (3 turns of status immunity, can be refreshed)
Invoke Mind (+25% Mag)
Invoke Mana (+75% max MP)
Stand Fast (+25% Def)
Vital Power (20% regen)
Foresight (+15% Agility)
Arcane Light (-30% MP costs for Light spells)
Magic Guard (-20% dmg from spells)
ZOC
Wisdom Lock (+25% Mag, -20% Def & Agi)
Arrow Guard (-20% dmg from ranged physical attacks)
Angelic Word (50% reduction to status hit rate)
Abyss Ward (25% Dark res)
Fierce Cry (-50% target’s OB gauge (Limit meter))
White Light (50% chance to restore from negative status per turn)
Cleanse (75% chance to restore status)
Testament*
Holy Favor*
Prowess* (EXP gain +50%)
Comments:
Laser Pope is probably the best healer Mage in the game. In the DL, she's got a high 3HKO, deep resources, good healing, 20% regen, status immunity and resistance, and ZOC for a nasty little trick on Melee range fighters. Her physical durability is not good, but it's not pitiful like most RoS mages, and her magical durability is damn high. Add in Arrow Guard for non Melee range physical fighters and you've got a better defensive package than most. Likely to survive a hit or two and that's enough for High Light.
YumilunaLVL 50
HP 299
MP 491
ATK 42
wATK 0
DEF 59
eDEF 36
MAG 90
MC 50
MOVE 4
AGI% 0
CTR% 0
ACC% 0
CRT% 0
Lia-Phail
Topaz Amulet (Def+18)
Topaz Amulet (Def+18)
Oratoriorae: 336 (279 w/o WL, 392 w/Med, 449 w/both) Light magic dmg (105 MP)
Cure Drop: 80% mHP healing (35 MP) OR 65% mHP healing (28 MP @ Lv4)
Meditation (+50% Mag, -40% Def for 3 turns, stacks 3x)
Testament: 75% chance to restore status (15 MP)
Kaleido Cure: quickens status effect recovery time by 2/3/4 turns for all alies for the remainder of battle
OverBreak
Kaleido Cure: quickens status effect recovery time by 2/3/4 turns for all alies for the remainder of battle
Passives
Exp gain rate +50%
5% mHP Regen
Standard Skill Loadouts:
High Priest > Cardinal Lord
Oratoriorae
Cure Drop
Meditation (+50% Mag, -40% Def for 3 turns, stacks 3x)
Testament
Stand Fast (+25% Def)
Invoke Mana (+75% max MP) (+75% max MP)
Arcane Light (-30% MP costs for Light spells)
Magic Guard (-20% dmg from spells)
Angelic Word (50% reduction to status hit rate)
White Light (50% chance to restore from negative status per turn)
Wisdom Lock (+25% Mag, -20% Def & Agi)
Will of Magi* (heal 25% MP to ally run through)
Holy Favor*
Comments:
Yumiluna is boring. She's a RoS healer with a 3HKO like Aegil, but less durability, no status immunity tricks, and only 5% regen. Too good for Puny, so she's not even hilariously bad. Light.
SimonLVL 50
HP 480
MP 43
ATK 51
wATK 39
DEF 85
eDEF 36
MAG 40
MC 54
MOVE 9
AGI% 10
CTR% 10
ACC% 153
CRT% 0
Triumph
Topaz Amulet (Def+18)
Topaz Amulet (Def+18)
Physical: 178 (226 w/o Garrison) melee dmg + 50% mMP dmg + 30% reduced counter chance inflicted on enemy
Physical w/ Lion Rage x1,x2: 275, 373 (323, 421 w/o Garrison)
Counter: 57 melee dmg + inflict "Crazed": all stats 70%
Knight Codex (Raise MC +25)
Revitalize (heal flat 300 HP)
High Barrier (MT Def+50% for 3 turns, can be refreshed)
Fortify (+50% Def, -3 Mov for 3 turns, stacks 3x)
Lion Rage (+50% Atk, -40% Def for 3 turns, stacks 3x)
Desperation (MAX: -50% Def but grant ZOC for 3 turns, OR Lv3: -30% Def but grant ZOC for 2 turns, can be refreshed)
OverBreak
Rising Sun: Def and MC up 15/30/45% until unit's next turn
Passives
MC increase rate +1
Move +1
(6 wpn upgrades)
Standard Skill Loadouts:
Chevalier
Knight Codex (Raise MC +25)
Revitalize (heal flat 300 HP)
High Barrier (MT Def+50% for 3 turns, can be refreshed)
Fortify (+50% Def, -3 Mov for 3 turns, stacks 3x)
Lion Rage (+50% Atk, -40% Def for 3 turns, stacks 3x)
Desperation (MAX: -50% Def but grant ZOC for 3 turns, OR Lv3: -30% Def but grant ZOC for 2 turns, can be refreshed)
Duelist (+50% dmg when attacking a single target)
Melee Guard (-20% dmg from melee attacks)
Mana Break (-50% mMP in addition to regular attack)
Frontal Fury (-30% enemy Counter rate when attacking from Front)
Angelic Word (50% reduction to status hit rate)
Garrison (+25% Def, -25% Atk)
Skill Options:
Templar > Chevalier
Duelist (+50% dmg when attacking a single target)
Melee Guard (-20% dmg from melee attacks)
Mana Break (-50% mMP in addition to regular attack)
Knight Codex (Raise MC +25)
Revitalize (heal flat 300 HP)
High Barrier (MT Def+50% for 3 turns, can be refreshed)
Fortify (+50% Def, -3 Mov for 3 turns, stacks 3x)
Lion Rage (+50% Atk, -40% Def for 3 turns, stacks 3x)
Desperation (MAX: -50% Def but grant ZOC for 3 turns, OR Lv3: -30% Def but grant ZOC for 2 turns, can be refreshed)
Frontal Fury (-30% enemy Counter rate when attacking from Front)
Angelic Word (50% reduction to status hit rate)
Garrison (+25% Def, -25% Atk)
Cyclone (+25% Crit rate, -25% Def)
Empower (+50% Def, -40% Atk for 3 turns, stacks 3x)
White Light (50% chance to restore from negative status per turn)
Holy Prayer (3 turns of status immunity, can be refreshed)
Comments:
Simon is a pretty fun mix of Margus and Kay. He has Kay's MP depleting effect and anti-counter tricks. And he combines that with Margus' defense-buffing and infinite healing game. He also can boost his MC to 81 (aka status immunity) turn 1, so he's arguably better at it, were he more durable. He does have more damage than Margus, with a 6HKO, that he can buff like Kay. He also might be the only good user of Desperation for that temporary ZOC boost that'll drop his opponents stats enough that he might be able to overcome them. An interesting staller and stall-breaker. Middle will have fun with him.
IzunaLVL 50
HP 804
MP 181
ATK 115
wATK 47
DEF 31
eDEF 36
MAG 49
MC 71
MOVE 6
AGI% 20
CTR% 10
ACC% 75
CRT% 0
Musou Blade
Pochi Photo x4 (charges one half-level of OB for Shino or Izuna only, 5% for anyone else)
Topaz Amulet (Def+18)
Topaz Amulet (Def+18)
Rekka Slip: 199 Fire Magic dmg ranged MT (25 MP)
Jinrai Slip: 169 Thunder Magic dmg ranged MT (25 MP)
Last Stand (+50% Atk, -3 Mov for 3 turns, stacks 3x)
Physical: 351 melee dmg
Physical w/ Last Stand x1,x2: 451, 551
Counter: 148 melee dmg + inflict "Crazed": all stats 70%
Blade Blast: 920/ 1380/ 1840 melee dmg (kickass fire katana!)
Pochi Photo (charges one half-level of OB for Shino or Izuna only, and Shino's OB is useless, can stock up to 4)
OverBreak
Blade Blast: (6*Atk-Def)*OB, OB=1/1.5/2 dmg fire katana attack melee range
Passives
Max HP + 20%
Standard Skill Loadouts:
Kunoichi
Jinrai Slip
Rekka Slip
Last Stand (+50% Atk, -3 Mov for 3 turns, stacks 3x)
Invoke Might (+25% Atk)
Frontal Blow (+30% dmg when attacking from Front)
Invoke Life (+40% max HP)
Vital Power (20% regen)
Persistence (25% chance to survive attack with 1 HP)
Lion Strike (OB gain rate +50%)
Angelic Word (50% reduction to status hit rate)
Blind Rage (+25% Atk, -25% Acc)
Fearlessness (+50% dmg when attacking a 2nd or more target in one turn)
Ten'i Slip*
Comments:
The Unemployed Ninja herself is a pretty durable and damaging unit, with her unique effect consumable Pochi Photo actually being pretty useful for her. Izuna might be the only unit who can both survive enough hits to see an OverBreak, AND have any use for it. Her Lv3 is te highest damage output in a single turn in the game, and while it may be tough for her to reach it, she has good durability and regen and can apply enough pressure with her physical that it's a good option for her. She also has magic damage as an option against the physically resistant, but it's not likely winning her any matches apart from letting her build up OB meter. Angelic Word and her naturally high MC means she's not fearing much from status slingers either. Persistence exists for a 25% chance at avoiding death in tiebreaks. A very High Middle or Low Heavy, I'd guess.
GalahadLVL 50
HP 217
MP 327
ATK 19
wATK 0
DEF 26
eDEF 36
MAG 88
MC 50
MOVE 5
AGI% 10
CTR% 0
ACC% 0
CRT% 0
True Sight
Topaz Amulet (Def+18)
Topaz Amulet (Def+18)
Seven Menace: 421 (491 w/WL, 562 w/Med, 633 w/both) Dark Magic dmg ranged ST (60 MP)
Oratoriorae: 332 (387 w/WL, 443 w/Med, 499 w/both) Light Magic dmg, hits all targets in a line (150 MP)
Cure Drop: 80% mHP healing (50 MP) OR 65% mHP healing (40 MP @ Lv4)
Meditation (+50% Mag, -40% Def for 3 turns, stacks 3x)
Hot Blood: Increase MC Gauge for all units in range by 20/30/40
OverBreak
Hot Blood: Increase MC Gauge for all units in range by 20/30/40
Passives
Dark Magic MP costs -20%
Max MP +20%
Standard Skill Loadouts:
Cardinal Lord
Seven Menace
Oratoriorae
Cure Drop
Meditation (+50% Mag, -40% Def for 3 turns, stacks 3x)
Invoke Mind (+25% Mag)
Abyss Shard (+25% dmg for Dark spells)
Arcane Evil (-40% MP costs for Dark spells)
Torus Spell (20% MP regen)
Magic Guard (-20% dmg from spells)
Angelic Word (50% reduction to status hit rate)
White Light (50% chance to restore from negative status per turn)
Abyss Ward (25% Dark res)
Skill Options:
High Priest > Cardinal Lord
Invoke Mind (+25% Mag)
Abyss Shard (+25% dmg for Dark spells)
Arcane Evil (-40% MP costs for Dark spells)
Torus Spell (20% MP regen)
Magic Guard (-20% dmg from spells)
Angelic Word (50% reduction to status hit rate)
Seven Menace
Oratoriorae
Cure Drop
Meditation (+50% Mag, -40% Def for 3 turns, stacks 3x)
White Light (50% chance to restore from negative status per turn)
Wisdom Lock (+25% Mag, -20% Def & Agi)
Cleanse (75% chance to restore status)
Abyss Gate
Abyss Ward (25% Dark res)
Testament*
Holy Favor*
Will of War* (heal 25% HP to ally run through)
Comments:
A Dark Healer. He's got Marie-like crap durability to physicals AND spells, which he can make even worse to bring his 3HKO dark damage up to a 2HKO. I have his default as slightly more defensive because if he can survive to a second turn, he can stall with his infinite healing and hope for an opening or to run his opponent out of resources. He really likes having that 20% MP regen. Doesn't get status immunity, but is decently resistant passively with his Skills. Has backup Light 3HKO for those that resist Dark, but his resources can't keep up pressure with that. Low Light.
AliciaLVL 50
HP 568
MP 48
ATK 54
wATK 42
DEF 58
eDEF 36
MAG 42
MC 74
MOVE 6
AGI% 27
CTR% 32
ACC% 125
CRT% 60
Shouhaku
Mango Ring (+7% mHP)
Dragon Medal (+10 Acc%)
Topaz Amulet (Def+18)
Topaz Amulet (Def+18)
Physical: 184 melee dmg
Physical w/ Last Stand x1,x2: 257, 330 melee dmg
Critical: 324 (414, 506 w/LS1,2) ITD melee dmg
Counter: 162 (206, 252 w/LS1,2) ITD melee dmg + inflict "Crazed": all stats 70%
Divine Seal (MT -50% Magic damage reduction for 3 turns, can be refreshed)
Revitalize (heal flat 300 HP)
Knight Codex (Raise MC +25)
Last Stand (+50% Atk, -3 Mov for 3 turns, stacks 3x)
OverBreak
Union Soul: Transfer OB gauge to another unit in 4 range, transfers 20/50/90% gauge
Passives
Counterattacks become ITD
Standard Skill Loadouts:
Hyperion
Divine Seal (MT -50% Magic damage reduction for 3 turns, can be refreshed)
Revitalize (heal flat 300 HP)
Knight Codex (Raise MC +25)
Last Stand (+50% Atk, -3 Mov for 3 turns, stacks 3x)
Lateral Blow (+35% dmg when attacking from Side)
Melee Guard (-20% dmg from melee attacks)
Sharpshot (+15% Accuracy)
Foresight (+15% Agility)
Lateral Stab (+35% crit rate when attacking from Side)
Vital Strike (+15% Crit Rate)
Karma Strike (+25% Counter damage)
Retaliation (+15% Counter Rate)
Skill Options:
Highlander > Hyperion
Lateral Blow (+35% dmg when attacking from Side)
Revitalize (heal flat 300 HP)
Melee Guard (-20% dmg from melee attacks)
Divine Seal (MT -50% Magic damage reduction for 3 turns, can be refreshed)
Sharpshot (+15% Accuracy)
Foresight (+15% Agility)
Knight Codex (Raise MC +25)
Lateral Stab (+35% crit rate when attacking from Side)
Vital Strike (+15% Crit Rate)
Last Stand (+50% Atk, -3 Mov for 3 turns, stacks 3x)
Karma Strike (+25% Counter damage)
Retaliation (+15% Counter Rate)
Stance Shift (+25% Counter rate, -25% Def)
Rook (+25% Def, -20% Counter rate)
Mount Guard (-20% dmg from mounted units)
Fierce Cry (-50% target’s OB gauge (Limit meter))
Garrison (+25% Def, -25% Atk)
Lion Strike (OB gain rate +50%)
Frontal Blow (+30% dmg when attacking from Front)
Fearlessness (+50% dmg when attacking a 2nd or more target in one turn)
Will of War* (heal 25% HP to ally run through)
Comments:
Sort of a more anti-magical version of Altrius. She's solidly tanky in both flavors, has notable dodge and counter rates for pulling off Crazed spoiling and her counters are amusingly ITD so they actually register for damage. Her Crit rate is notably high so her high 6HKO is more of a 5HKO in practice, not to mention counters helping out. She has infinite healing to play a good stalling game and her naturally high MC is two turns from status immunity (less if she counters or uses Knight Codex). She has a unique and resource free Magic Defense buff that gives Mages fits, and the better of the attack buffing skills to break stalls and help chipping strategies. Against Melee and Mounted types, she tanks even better than her durability numbers suggest. A very solid package, probably Low Heavy.
NajiLVL 50
HP 146
MP 8
ATK 34
wATK 35
DEF 37
eDEF 36
MAG 67
MC 25
MOVE 5
AGI% 42
CTR% 0
ACC% 214
CRT% 37
Tsukuyomi
Topaz Amulet (Def+18)
Topaz Amulet (Def+18)
Physical: 83 (100 w/Daredevil) ranged dmg + 50% mMP dmg + 75% added effect "Sap": 10% mMP poison + 75% added effect "Clumsy": disables item use
Physical w/ Honor Code x1,x2: 110, 137 (127, 154 w/DD) ranged dmg + effects
Critical: 172 (193 w/DD) ITD ranged dmg + effects
Critical w/ Honor Code x1,x2: 206, 240 (227, 261 w/DD)
Hero: 290/ 435/ 580 ST 15-range physical dmg (5*Atk-Def)*OB, OB=1/1.5/2
Divine Seal (MT -50% Magic damage reduction for 3 turns, can be refreshed)
Honor Code (+40% Atk & Acc, -40% Def/Range for 3 turns, stacks 3x)
Cleanse (75% chance to restore status)
OverBreak
Hero: ST 15-range physical dmg (5*Atk-Def)*OB, OB=1/1.5/2
Passives
Attack Range +1
Attack Range +1
(6 wpn upgrades)
Standard Skill Loadouts:
Strike Ranger
Divine Seal (MT -50% Magic damage reduction for 3 turns, can be refreshed)
Honor Code (+40% Atk & Acc, -40% Def/Range for 3 turns, stacks 3x)
Cleanse (75% chance to restore status)
Foresight (+15% Agility)
Vital Strike (+15% Crit Rate)
Mana Break (-50% mMP in addition to regular attack)
Lion Strike (OB gain rate +50%)
Sin Brand (75% chance to add “Sap”: 10% mMP poison per turn)
Mind Chains (75% chance to add “Clumsy”: can’t use items)
Sharpshot (+15% Accuracy)
*Daredevil (+25% Atk, -20% Def)*not set standardTrue Arrows (+3 range for archers)*
Skill Options:
Hawk Eye > Strike Ranger
Foresight (+15% Agility)
Vital Strike (+15% Crit Rate)
Mana Break (-50% mMP in addition to regular attack)
Divine Seal (MT -50% Magic damage reduction for 3 turns, can be refreshed)
Lion Strike (OB gain rate +50%)
Honor Code (+40% Atk & Acc, -40% Def/Range for 3 turns, stacks 3x)
Cleanse (75% chance to restore status)
Sin Brand (75% chance to add “Sap”: 10% mMP poison per turn)
Mind Chains (75% chance to add “Clumsy”: can’t use items)
Sharpshot (+15% Accuracy)
Daredevil (+25% Atk, -20% Def)
True Arrows (+3 range for archers)*
Will of Magi* (heal 25% MP to ally run through)
Comments:
I promised you Fail, and RoS delivered! While in-game, he's an RoS Archer (meaning awesome), his supreme range and mobility domination just doesn't translate. If you're feeling generous you can give him initiative for his threat range (in game he's never taking hits and is constantly contributing free damage til he builds his OB). Naji has a cool enough skillset, with an awesome Magic buff and a solid spoiling potential for anyone reliant on MP... But it just doesn't matter because he has the worst collective durability spread in a game that has an impressively frail collection of PCs, even when I handed out defense buffers all around. His hilarious .33 physical AND magical durability means he's not seeing a second turn anywhere. Even should he drain a mage's MP, their pitiful physical will probably still get the job done due to his amazing 12HKO. What an adorable child you have, RoS. Puny, but an interesting one!
AlberichLVL 50
HP 401
MP 17
ATK 73
wATK 50
DEF 50
eDEF 36
MAG 35
MC 79
MOVE 12
AGI% 35
CTR% 10
ACC% 95
CRT% 20
Amaterasu
Black Ring (Mov+1)
Topaz Amulet (Def+18)
Topaz Amulet (Def+18)
Physical: 211 (179 w/oBlind Rage) melee dmg + 50% mMP dmg + 30% reduced counter chance inflicted on enemy
Critical: 339 ITD melee dmg + effects
Counter: 99 melee dmg + inflict "Crazed": all stats 70%
Arc Charge (Raise OB gauge +35% of a meter)
Ragnarok Dusk: 378/ 567/ 756 MT Line target ranged contact physical (3.5*Atk-Def)*OB, OB=1/1.5/2
OverBreak
Ragnarok Dusk: MT Line target ranged contact physical (3.5*Atk-Def)*OB, OB=1/1.5/2
Passives
Status Immunity
Standard Skill Loadouts:
Obsidian Dragoon
Arc Charge (Raise OB gauge +35% of a meter)
Frontal Fury (-30% enemy Counter rate when attacking from Front)
Vital Strike (+15% Crit Rate)
Mana Break (-50% mMP in addition to regular attack)
Lion Strike (OB gain rate +50%)
Foresight (+15% Agility)
Blind Rage (+25% Atk, -25% Acc)
Mount Guard (-20% dmg from mounted units)
Null ZOC (Only useful against other RoS characters)
Sprint* (+3 Mov)
Comments:
Finishing up the cast, we have the game's late joining prepromo who comes fully equipped right out of the box. Decent durability, a 4HKO with his crit rate, high threat range, MP depleting game, a good OB that he can charge quickly enough with Lion Strike and Arc Charge, spoiling Mounted units' damage, and some dodge and counter rates that might see use sometimes. A solidly Middle duelist.