YUKIHP: 2909............................(102%)
SP: 160 MAX
ATK: 300 (169 Base)
MAG: 173 (155 Base)
DEF: 322 (163 Base).........(Cuts by 104 or 9%)
RES: 175 (157 Base).........(Takes extra 72 or 6.2%)
INI: 64 (52 Base) (Covers Main Part of Bar in 6.75 Seconds)
Gandalf- +99 Atk
Spirit Armor: +125 DEF
Heavy Leggings: +12 INI, +12 MOV
Alternate Equips
Robes of Light: +72 DEF, +36 RES...(Takes extra 14/1.2% from Phys; Cuts Magic by 10/0.9%)
Rune Armor: +25 DEF, +50 RES.......(Takes extra 120/10.5% from Phys; Cuts Magic by 42/3.7%)
Combo: 480 Physical Damage, +0.7 RT
Aerial Slash (25 SP): 1150 Physical Damage+Cancel Effect, +0.9 RT
Flash (25 SP): Doubles Combo Hits and MOV, Grants Flash Status, 45 Second Duration, +0.35 RT
--->Flash Status allows for Perfect Evasion* as long as the character isn't in the action part of the bar charging a move**
*Perfect Evasion in game extends to basic physicals as well as certain magic, although a large rapid number of hits can often break this. High class magic generally avoids this.
**Yuki is slightly suspectible while physically attacking, but the doubled MOV means that he'll often run out of the way regardless.
***Yuki can avoid by throwing in quick charging Aerial Slash if using physicals at a specific time would get him hit.
Whirlwind (40 SP): 2420 AoE Thunder Physical, +1.2 RT
Blade Storm (50 SP): 3610 Thunder Physical, +1 RT
Dragon Slash (99 SP): 5500 MT Physical Damage, +1.35 RT
Speed Notes:
Bladestorm: 102% Turn 1, 104% Turn 2
--->Physicals used after this are at 90% Speed Turn 3 and then approximately 150% Speed
Aerial Slash: 126% Turn 1 and subsequent
Flash: 117% Speed Turn 1
--->Turn 2 Aerial Slash is 310%, Bladestorm is 250%, Physicals are 180%
--->Post Physicals actions are 210% for Aerial Slash, 180% for Bladestorm, and 130% for more physicals
Dragon Slash: 81% Speed Turn 1
--->Afterward has a massive speed penalty, so this is only really good as a finisher
Notes: Flash gives him spoiling ability, especially since he can regains the SP for casting. Better than Ulf at keeping the evasion up. Other stats are solid, although not getting him wins generally.
ALFINAHP: 2768........................(97%)
MP: 500
SP: 150 MAX
ATK: 152
MAG: 173
DEF: 254 (142 Base).....(Takes extra 32 or 2.8%)
RES: 305 (187 Base)......(Cuts by 190 or 16.6%)
INI: 66 (48 Base) (Covers Main Part of Bar in 6.5 Seconds)
Diviner's Staff- 60 Attack, 50 Magic, Allows for itemcast of Meteor Strike (Alfina has a staff with 10 more magic, but it's use is limited)
Maiden's Dress- 85 Defense, 85 Resistance, Status Immunity
Witch's Pumps: +18 INI
Comet Spike (25 SP): 740 Physical Damage + Cancel, +0.9 RT
Stun Force (30 SP): 240 Physical Damage+100% Paralysis**, +1.1 RT
--->Paralysis lasts for approximately 17 Seconds and the effect is stackable
--->It takes 9.75 after using Stun Force to recast. If she uses it 3 times in a row, against average speed, she does 720 damage and gains approximately 29.25 seconds to unleash Meteors Strike. Meteor Strikes take 8.5 seconds, so she manage to sneak in 3 (27.75 seconds needed).
**Paralysis is 100%, but against enemies that normally null paralysis, the duration is so laughable that there isn't really a use. I believe extreme (150%ish) speed makes this pretty bad, but it may have a few uses even against 125%
Ripple Shot (40 SP): 1700 Physical Damage, +1.15 RT
Holy Circle (60 SP): Immunes Alfina from melee physicals (Basic physicals in G3), 40 Damage and 10% Delay per hit, 1-3 hits when attacked
--->Occasionally Alfina will randomly position herself next to an enemy and they'll be stuck in the rotation for a short time
--->Lasts Approximately 30 Seconds. She just manages to fit in 3 Meteor Strikes in this time period for 6750 damage
Armaggedeon (99 SP): 4180 Magical Damage, +1.35 RT
--->Halves Enemy Stats for 25 Seconds (Allows for two Meteor Strikes). I'll get the exact effects later.
--->Hits Mdef, but isn't subject to Magic Immunity
Meteor Strike: 2250 Earth Magic, +0.85 RT
Speed Notes:
Armaggedeon: 93% Speed Turn 1
--->Follow up Meteor Strike: 74% Speed
Meteor Strike: 85% Speed Turn 1, 113% on subsequent uses
Comet Spike: 133% Speed Turn 1 and Subsequent
Holy Circle: 122% Speed Turn 1
--->Follow up Meteor Strike: 74%
Stun Force: 108% Speed, 99% Subsequent Turns
--->Follow up Meteor Strike: 90% Speed
Notes: Status and buff durations can been badly overstated. She can try squeezing out 3 turns with Paralysis or Anti Physical Moves, or stat bust with Armaggedeon. Meteor Strike saves her badly. Very over her head in Heavy.
ULFHP: 3303..........................(115%)
SP: 160 MAX
ATK: 341 (209 Base)
MAG: 155 (139 Base)
DEF: 274 (150 Base)......(Cuts by 8 or 1%)
RES: 141 (126 Base).......(Takes extra 145 or 12%)
INI: 76 (64 Base) (Covers Main Part of Bar in 5.75 Seconds)
Rashik's Hammer: +96 ATK, lowers SP cost by 25%
Phalanx: +95 DEF, 10% Chance of Nulling Damage (Could be 5%)
Heavy Leggings: +12 INI, +12 MOV
Alternate Equips:
Hell Spike: +81 ATK, 3% ID a Hit (11.5% on a Shadow Warrior Attack String)
--->Approximate 9 SW Attack Strings Needed to ID
Rune Armor: +25 DEF, +50 RES (Takes extra 150/13.1% from Phys; Takes extra 26 or 2.3% from Magic)
Attack: 670 Physical Damage, +0.7 RT
Critical: 510 Physical Damage, +0.7 RT
Rockbreaker (19 SP): 1410 Physical Damage+Cancel Effect, +0.9 RT
Flame Spike (30 SP): 4460 Fire Physical Damage, +1 RT
Shadow Warrior (25 SP): Doubles Combo Hits and MOV, Grants Flash Status, +0.35 RT
--->45 Second Duration
*Perfect Evasion in game extends to basic physicals as well as certain magic, although a large rapid numbe of hits can often break this. High class magic generally avoids this.
**Ulf is susceptible while physically attacking, and unlike Yuki, doesn't have the 2x MOV to get him out of the way. Maybe 10%-20% of physicals may get him under this strategy
***Ulf can avoid by throwing in quick charging Rockbreaker if using physicals at a specific time would get him hit.
Dynamite Rush (Level 4) (75 SP): 5380 Physical Damage, +1 RT
**Dynamite Rush (Level 5) (75 SP): 7180 Physical Damage, +1 RT
Speed Notes:
Flame Spike x3: 117% Speed turn 1 and later
Rockbreaker: 150% Speed Turn 1 and later, 128% Speed if used after Flame Spike or Dynamite Rush
Shadow Warrior: 137% Speed Turn 1; Insane Recharge Means anything going after it has excellent speed
---->Post Rockbreaker is about 367%, Flame Spike/Dynamite is 285%, Physicals are around 200%
---->Post Physical Moves are 250% for Rockbreaker, 210% for Flame Spike, 150% for other Physicals
Notes: Shadow Warrior is probably going to be interrupted by some people at points (Whether by quick multi hits or just someone getting a lucky hit in at some point). Damage is very good, and near OHKO if you allow L5 Dynamite Rush.
DAHNAHP: 2471.........................(86%)
MP: A lot! (550-600 range. Get later)
SP: 150 MAX
ATK: 241 (146 Base)
MAG: 319 (201 Base)
DEF: 230 (134 Base)......(Takes extra 80 or 7%)
RES: 221 (162 Base).......(Cuts by 22 or 2%)
INI: 64 (46 Base) (Covers Main Part of Bar in 6.75 Seconds)
Sublime Cards: +70 ATK, +84 MAG
Robes of Light: +72 DEF, +36 RES
Witch's Pumps: +18 INI
Other equipment options:
Judge's Cards: +108 ATK, Inflicts Silence; Effect Lasts 24 Seconds
Alluring Cards: +99 ATK, inflicts Confusion; Effects Lasts 12 Seconds
(Just of note, Sleep Cards are too big an attack penalty for too little effect to be worth it)
Angel Dress: +64 DEF, +64 RES, Immune to Instant Death (Takes extra 98/8.6% from Phys; Cuts Magic by 84/7.4%)
Holy Cloak: +55 DEF, +55 RES, Immune to Sickness (Takes extra 108/9.4% from Phys; Cuts Magic by 74/6.6%)
Fairy Cloak: +36 DEF, +36 RES, Immune to Confusion (Takes extra 129/11.3% from Phys; Cuts Magic by 53/4.7%)
Attack: 270 (440 + 28% Silence) (400 + 28% Confusion), +0.7 RT
Critical: 200 (330 + 15% Silence) (300 +15% Confusion), +0.7 RT
SKILLS
Homing Shot (25 SP): 850 (1175) (1140) Physical Damage+Cancel, +0.9 RT
Dancing Cards (25 SP): Summons 10 cards; These either counter attacks (Number of hits in enemy of attack = number of cards used in counter) or can be used with a Critical to have the remaining cards attack simaltenously., +0.7 RT
--->Judge's Cards Critical Swarm: 2860 Physical Damage+83% Silence (Over 11 Checks) assuming all cards remain
--->Alluring Cards Critical Swarm: 2600 Physical Damage+83% Confuse (Over 11 Checks)
SPELLS
Burnstrike (9 MP)- 1350 (930) Fire Magic, +1 RT
--->Burnstrike delays the enemy long enough to Dahna gains about half her turn back before the enemy can resume gaining speed.
Heal (4 MP)- 650 Healing, +0.8 RT
Speed Notes:
Burnstrike- 90% Turn 1, 99% on Subsequent Turns
Homing Shot- 126% Turn 1 and Later
Dancing Cards- 117% Speed Turn 1;
--->Cancel after Dancing Cards is approximately 145% speed
--->Recasting Dancing Cards post Cancel is approximately 200% speed
Notes: Game is using a burst of physical damage+status or magic that delays the enemy a little. Like Alfina, wishes status duration was better.