Yeah, finally got off my ass and am putting this back up!
Follows basic FF6 rules, blah blah blah, level 40, blah blah blah, you know the rest.
Anyway, things that have changed since the first stat topic!
-Mog doesn't exist anymore. He is instead replaced by a certain anomaly of Quantum Physics.
-Roy is no longer our boy, as it seems We Like Ike instead.
-Ninja Golf was declared a temporary MEME and all of one person cared about it...and said person doesn't count. So he got replaced by another Magical Swordgirl.
-Lenneth has gotten a much expanded skill set. You'll see what I mean if you saw the original stat topic!
And yes, all traces of Ninja Golf have been removed from MF6, even the Golfball item!
There are some item name changes as well since the original topic. Most of the stuff does the same thing, or if they were changed, minor tweaks (eg Terra's random spell cast from her physical is now Dark Elemental instead of Holy)
And no, the classes listed below the characters rae not in MF6; they're just something I intend to add in if possible in the future and place holders.
But by now, you know the drill, so lets get this topic posted or something! I'll put up legal status immunity stuff in the future. In general, just assume "Its FF6, but now with Instant Death and Sleep Immunity accessories that are store bought."
Terra Branford:
Mage Knight
HP: 2850
MP: 464 (560 after Minerva)
Equipment:
Apocalypse
ZirconShield
Mothra's Veil
Minerva
Stats:
Vigor: 31 (39)
Speed: 33 (43)
Stamina: 28 (35)
Magic Power: 39 (53)
Battle Power: 255
Defense: 204
Magic Defense: 162
M. Block: 77%
Terra immunes Fire, Ice, Lightning and Wind due to the Minerva, as well as halves Dark, Holy, Earth and Water damage. The Minerva also grants the ability to use "X-magic" when equipped.
Terra can opt for the Veil of Void instead of Mothra's Veil, granting +8 Defense, and +6 Magic Defense, at the cost of 1 Speed, 3 Magic Power, and 10% M. Block
Abilities:
All of Terra's damage is going to assume she is morphed, given she has no reason to not do that turn 1. Also, only listing Magic damage cast once, since she can use 2 spells per turn.
Fight: 5082, 100% Crit rate (already factored into damage) that uses 10 MP on average, perfect accuracy, 25% chance of randomly casting Dark Holy, doing an extra 9999 (11380 w/out the cap) Dark damage, 7581 (7927 w/out the cap) average damage.
NOTE: If Terra's MP is insufficient, the damage decreases to 2/3rd's the listed value.
Morph: Doubles all damage besides Ultima, which hits the damage cap anyway, and halves all Magic damage dealt to her. ...well, fine, only raises physical by 150% when Apocalypse is used due to wonkiness of FF6 Multipliers
Ultima: 9999 damage, Magical, Ignores Defense, Evade, and Reflect, 80 MP (it does 10400~ if you ignore the caps, mind)Fire 3: 8550 damage, Magical, Fire Elemental, 51 MP
Ice 3: 8550 damage, Magical, Ice Elemental, 52 MP
Holy: 7587 damage, Magical Holy elemental, 40 MP
Heal: 1844 healing, 25 MP
Drain: 2502 damage, heals user equal to damage dealt, restricted to caster's MHP, 15 MP
Dispel: Removes positive status effects, 25 MP
Break: Adds Petrify status, 90% hit rate, 25 MP
Quarter: 75% CHP Gravity, 75% hit rate, 48 MP
Antidote: HEALS POIZN STATUS!!! 3 MP.
Terra also has Life (12.5% resurrection) and Life 2 (100% Resurrection) for Team battles, costing 30 and 60 MP respectively. Terra can opt for the Dark Sword, which has a 25% chance of instant death, and does 2021 MP damage...on paper. Its restricted to her own MP score, however, and will never do more than her MMP - CMP, so its never going to be remotely that good; note that despite being Physical, it actually hits Magic Defense and Shell, for some strange reason. Relative to Apocalypse (her default), though, she gets -7 to Vigor, Stamina and Speed, -5 to Stamina, and -50 to M. Block.
Yuri Hyuga:
Harmonixer
HP: 3183
MP: 419 (471 after SplinterHelm)
Equipment:
Falcon Punch
Rune'sGloves
SplinterHelm
Father'sCoat
Vigor: 44 (53)
Speed: 40 (49)
Stamina: 53 (57)
Magic Power 28 (35)
Battle Power: 245
Defense: 182
Magic Defense: 119
M. Block: 41%
Yuri halves Dark and Holy damage due to his armor
Yuri has an SOS Safe and SOS Shell status, due to his weapon, which kicks in when his HP is 1/8th or lower. Also has Auto Float status. his Weapon also increases all damage by 25%; this is already factored into his damage.
Yuri can opt for the PaladinCrown for +7 Defense, +2 Vigor, +1 Speed, +3 Stamina, and +4 Magic Power, but loses 2 Magic Defense, and 10% M. Block, compared to the SplinterHelm.
Abilities:
Fight: 2196 damage
For The Child: 5371 damage (5933 w/ PaladinCrown), pseudo-magic, ignores evadeFor Everyone: Grants Haste, Safe, Shell, and Image status
For Tommorrow: 2177 damage (2410 w/ PaladinCrown), pseudo-magic, heals user equal to damage done, ignores evade
Revive: Full Healing
The End!: 3350 damage, physical, ignores defense and evade
Shady Thousand:
Quantum Kitty
HP: 3165
MP: 432 (486 after SplinterHelm)
Equipment:
Gungnir (Beast Spear)
KnightShield
PaladinCrown
ZemeckisMail
Vigor: 29 (55) (57)
Speed: 36 (37) (30)
Stamina: 26 (29) (33)
Magic Power 35 (46) (39)
Battle Power: 255 (220)
Defense: 239
Magic Defense: 178
M. Block: 22%
Shady immunes Fire and Lightning due to his armor
Gungnir naturally raises Shady's Magic damage by 25%. This is already factored into Shady's Damage. Furthermore, it also changes "Fight" into "Jump."
Beast Spear grants Auto Siezure status, and 75% Counter Attack rate. It also increases physical damage by 25%. This is already factored into damage.
Shady can opt for Rune'sGloves in place of the KnightShield, trading 2 defense for 1 Magic Defense.
Shady can opt for SplinterHelm, gaining +2 Magic Defense, and +10% M. Block, but loses 6 Defense, 1 Speed, 4 Magic Power, 3 Stamina, and 2 Vigor.
For a loss of 58 Defense and 28 Magic Defense, Shady can opt for the Quantum Cape, which grants Fire/Ice Immunity but Water Weakness, in addition to Float Status. This also lowers his HP to 2848 UNLESS he uses the Beast Spear.
Abilities:
Jump (Gungnir only): 3676 damage, one turn charge time, during which he is invincible, 25% chance of casting Bolt 2, doing 3751 damage, 4436 damage on average, 2218 net damage.Fight (Beast Spear only): 2101 damage
Dance: When Shady uses Dance, he can't do anything but one of 4 actions based on the Dance he uses. He has a 100% chance of using Wind Song (assuming the Terrain is like the FF6 Colosseum) successfully, and 50% chance of any other dance. Note once one successful dance is pulled off, Shady will not fail from there. Note ALL damage dealt by dances is (pseudo) Magical, unless said otherwise. Dances are ordered in rates of 7/6/2/1, all out of 16.
Wind Song:
Gust: 1536 Wind elemental damage, ignores evade
Rest: Full Healing
Solar Beam: 3390 Lighting elemental damage, ignores evade
Skarmory: Adds Stone status, 2825 if target is immune, ignores Defense, 96% hit rate
Earth Blues:
Rock Slide: 3672 damage, Ignores Defense and evade
Air Cutter: 62.5% CHP Gravity, cannot miss outside of immunity
Rest: Full Healing
Diglett: 2994 damage, ignores defense and evade, misses if Target has "Float" status
Love Sonata:
Fire Spin: 2034 Fire elemental damage, ignores evade
Confuse Ray: Adds confusion status, 120% hit rate
Fissure: Instant Death, 75% hit rate
Phanpy: Heals from all negative status, including Slow and Countdown
Dusk Requim:
Rock Tomb: 75% Gravity, adds Seizure status, cannot miss outside of immunity
Fissure: Instant Death, 75% hit rate
Fire Spin: 2034 Fire elemental damage, ignores evade
Croagunk: 1582 Dark elemental damage, adds Poison status, cannot be dodged
Fayt Leingod:
Video Game Hero
HP: 3178
MP: 426 (479 after SplinterHelm)
Equipment:
DivineAvengr
ZirconShield
SplinterHelm
Valiant Mail
Vigor: 39 (46)
Speed: 30
Stamina: 34
Magic Power: 29
Battle Power: 239
Defense: 219
Magic Defense: 158
M. Block: 68%
Fayt can opt for PaladinCrown, giving +2 Vigor, +1 Speed, +3 Stamina, and +4 Magic Power, as well as +6 Defense, at a cost of -2 Magic Defense and -10% M. Block. Also loses some MP (Mattters since he can actually use it)
Abilities:
Fight: 3341, 100% Crit rate (already factored into damage) that uses 10 MP on average (if no MP, then damage is lowered to 1/2 the listed value), 25% chance to cast "Ethral" for 3508, 4218 average damage
Jump: 2505 damage, hits 2 to 4 times (2.3~ times on average), Fayt is forced to skip one turn, during which he's untargettable, ignores evade, 25% chance to cast "Ethral" for 3508, 6671 average, 3335 after Charge time
Divine Blade: 1207 MP damage, 18 MP, ignores defense
Ethereal Blast: 3508 physical damage, ignores defense and evade, 70 MPRolf Landale:
Agent
HP: 3190
MP: 428 (481 after SplinterHelm)
Equipment:
*Elsydeon
Rune's Gloves (Nothing)
SplinterHelm
BattleDress
*Elsydeon can be equipped with 2 Hands, for increased damage. Obviously, his defenses will be compensated.
Vigor: 38 (57)
Speed: 41 (47)
Stamina: 39
Magic Power: 38
*Battle Power: 246 (492)
Defense: 167 (133)
Magic Defense: 112 (88)
M. Block: 14%
Rolf can opt for the PaladinCrown for +7 Defense, +2 Vigor, +1 Speed, +3 Stamina, and +4 Magic Power, but loses 2 Magic Defense, and 10% M. Block, compared to the SplinterHelm. Also loses some MP (Matters since he can actually use it.)
Rolf has Auto-Safe Status due to his Weapon.
*The Value listed in parantheses is merely what the game claims; in reallity, the value is closer to 430 due to how the algorithms work.
Abilities:
Fight: 905 (1382) damage, Holy elemental, hits 4 times, ignores Evade, 3621 (5530) total damage
Nafoi: 3476 (3813) damage, magical, Fire elemental, costs 53 MP
Nathu: 4171 (4576) damage, magical, Holy elemental, costs 63 MPNazan: 2703 (2966) damage, magical, Wind elemental, costs 45 MP
Gires: 2896 (3178) healing, costs 35 MP
Megid: 75% CHP gravity damage (hits Allies if he has any), Holy elemental (IOWs, if person takes 2x damage from Holy, its 150% of their CHP. If Target nully they immune this too), 64 MP
Note Rolf has Gigra for Non elemental magic damage, but not to mince words, the damage FAILS beyond all reason. Rolf also has 25% resurrection w/ Rever, costing 25 MP, for team battles.
Tir McDohl:
Tenkai Star
HP: 3181
MP: 454 (510 after Soul Eater)
Equipment:
HeavenFangSt
Rune'sGloves
SplinterHelm
Master Garb
Soul Eater
Hades Rune
Vigor: 37
Speed: 45 (57)
Stamina: 30
Magic Power: 42 (51)
Battle Power: 223
Defense: 187
Magic Defense: 175
M. Block: 48%
Tir counters physicals 75% of the time due to his weapon.
Due to the Soul Eater, Tir immunes INstant Death, and halves all elements.
Tir gets a 25% Magic damage boost due to the Soul Eater (already factored into his damages.)
Tir can opt for the PaladinCrown for +7 Defense, +2 Vigor, +1 Speed, +3 Stamina, and +4 Magic Power, but loses 2 Magic Defense, and 10% M. Block, compared to the SplinterHelm.
Tir has a few other unique Runes, but they're obsolete compared to his current equips.
If Tir wants to drop an accessory for some status resistance, Hades Rune would be the one to drop; its stat boosts are 10 Magic Defense, 2 Magic Power (he still hits the Damage Cap, mind) and 1 Speed.
Abilities:
Fight: 1503 damage
Deadly Fingertips: Instant Death, never fails (outside of immunity), 20 MP
Judgment: 9999 damage, magical, Dark elemental, ignores reflect and evade, etc., 70 MP (it does 12957 damage without the caps, if you care)Tir has BlkShw for Team battles, but its typically low damage anyway. Also, he has Hell, which is MT version of D.Fing, costing 53 MP.
Ike of the Greil Mercenaries:
Vanguard
HP: 3183
MP: 416 (468 w/ SplinterHelm)
Equipment:
Ragnell
ZirconShield
SplinterHelm
Battle Dress
Vigor: 36 (39)
Speed: 30 (37)
Stamina: 79 (80)
Magic Power: 27 (30)
Battle Power: 240
Defense: 185
Magic Defense: 129
M. Block: 34%
Ike counters physicals 75% of the time due to his Weapon. His weapon follows all the rules of his standard physical, down to its special effect.
Ike has auto Safe due to his Weapon.
Ike can opt for the PaladinCrown for +7 Defense, +2 Vigor, +1 Speed, +3 Stamina, and +4 Magic Power, but loses 2 Magic Defense, and 10% M. Block, compared to the SplinterHelm.
Abilities:
Fight: 1610 damage, 50% chance of being thrown for 1.5x damage (3x damage if against someone with "Float" status), 2012 average damage, ignores Back Row (Ie ranged)
Throw Tomahawk: 4574 physical damage, ignores evade and defenseThrow Urvan: 6441 physical damage, ignores evade and defense
Note: Urvan isn't store bought, so allowing this is up to you (gotten in bulk by betting Tomahawks in the Colloseum, which IS storebought)
Laharl, Overlord of the Netherworld:Demon Prince
HP: 2494 (3117 w/ Veinslay, 2805 w/ DreamCutlass)
MP: 426 (479 after SplinterHelm)
Equipment:
Diabolic
ZirconShield (Nothing)
SplinterHelm
Battle Dress
Imperial Seal
*Diabolic can be equipped with 2 Hands, for increased damage. Obviously, his defenses will be compensated.
Vigor: 42 (67)
Speed: 29 (38)
Stamina: 31 (34)
Magic Power: 30 (33)
*Battle Power: 255 (510)
Defense: 181 (131)
Magic Defense: 138 (104)
M. Block: 16%
Laharl can opt for DreamCutlass, which does laughable damage, but randomly adds Sleep. Note sleep does not undo itself from Magic attacks (worth noting since OvrlrdWrth is Magical.) Laharl, like Fayt, has the option of the Veinslay open, which can randomly apply Instant Death 25% of the time, but has laughable damage.
Laharl can opt for PaladinCrown, giving +2 Vigor, +1 Speed, +3 Stamina, and +4 Magic Power, as well as +6 Defense, at a cost of -2 Magic Defense and -10% M. Block. He can also use the CustomHelm for +10 Defense, -2 Magic Defense and -10% M. Block in comparison to the SplinterHelm.
Laharl also has the option of the Maximillian over the Battle Dress, which is +2 Defense, and +1 Magic Defense, but -6 speed…typically not worth it, but still there. Additionally, he has the Kaiser Rin, which gives +10% M. Block, +5 Magic Power, and +4 Magic Defense, but loses -6 speed.
Skills:
Fight: 1950 (3034) damage, hits 4 times, ignores evade, 7800 (12136) damage totalSlots: Laharl's slots work just like Setzer's, in that they are rigged against/for him in different manners. Listing them from best odds to worst.
Power of Love: Fails in a duel (normally, heals allies and not Laharl himself), occurs during any failure slots.
Overlord's Wrath: 1900 pseudo magic damage, ignores evade, happens when 3 diamond's occur, which is very close to 100% chance of success
Prinny Raid: 1629 pseudo magic damage, ignores evade and defense, automatically misses against those with "Float" status, occurs when 3 Chocobos appears, which is very close to 100% chance of success
Meteor Impact: 2941 pseudo magic damage, ignores evade, occurs when 3 Airships appear, which happens about 75% of the time
Anything after Meteor Impact (that being Random Summon, Outrage, and the instant death moves) are a bit unreasonable to get and not really worth considering. If you're curious, though, Laharl's Outrage does 4072 damage.
*The value listed in parentheses is what the game claims. In reality, its closer to 446
Lenneth Valkyrie:Valkyrie
HP: 2852
MP: 418
Equipment:
GlanceRevivr
ZirconShield
SeraphicGarlnd
SeraphicGarb
NibelungRing
Vigor: 36 (64)
Speed: 30
Stamina: 34
Magic Power: 29 (32)
Battle Power: 255
Defense: 226
Magic Defense: 174
M. Block: 45%
Lenneth counters physicals 75% of the time due to her weapon.
All of Lenneth's damage is increased by 25% due to her weapon. THis is already factored into damage.
She resists Holy by 50% due to her helmet, Ice by 50% due to her Armor, and Darkness by 50% due to her accessory.
Lenneth has a few other elemental resistance options hanging around but they compensate her defenses to varying degrees (notably). Maybe when my computer starts working again, I'll actually bother to list them.
All of Lenneth's MP Costing abilities 1 MP due to her Armor; her helmet halves MP Costs, but that's overridden by the 1 MP Cost.
Lenneth can opt for the Mothra's Veil, for +1 Speed, +3 Magic Power, and +10% M. Block, but at a cost of 12 Defense and 13 Magic Defense, but sacrifices her 1 MP cost.
Skills:
Fight: 4805 damage, 100% Critical hit rate (already factored into damage) using 10 MP on average (halve damage if MP is too low), 25% chance of causing instant death
Nibelung Valesti 3: 9900 magic damage, ignores defense, evade and reflectHeal: 1540 Healing
Shield: Adds Safe status
Protect: Adds Shell status
Mute: Adds Silence status, 100% Hit Rate (against 0% M. Block, mind)
Remedy: Recovers Negative status effects barring Zombie and Imp
Reflect: Grants Reflect Status
Lenneth has Bows for MT damage for group fights, but their damage isn't worth much, for the most part. She also has Life for 12.5% Ressurection, for team battles.
Vyse, the King of Rogues:Sky Pirate
HP: 2857
MP: 425
Equipment:
Sky Fang
Rune'sGloves
Captain'sHat
BattleDress
Vigor: 36 (72)
Speed: 37 (45)
Stamina: 32
Magic Power: 25
Battle Power: 233
Defense: 176
Magic Defense: 113
M. Block: 1%
Vyse counters physicals 75% of the time due to his Helmet. He can opt for the SplinterHelm to alter his defensive stats some, but his damage takes a noticeable drop, as well as losing counter attacks. Note that counters can't kick in if he's charging an attack.
Vyse can also use the Soul Sword for 20% Instant Death, and the DreamCutlass for 25% chance to randomly cast sleep. The damage they do is fairly low, and they take a slight bit of damage away, but just know they're there.
Abilities:
Fight: 2354 damage, note the Sky Fang has 254 accuracy.
Incremus: Adds Safe status
Counter Stance: 1974 pseudo-magic damage, ignores evade and defense, kicks in only if hit with a physical, as a counter attack, 100% of the time, 0.4 turn charge time (aka this move is worthless)
Pyres: 969 pseudo-magic damage, Fire elemental, ignores evade, 0.8 turn charge time (also worthless!) Note in game this is MT and ignores split damage <_<
Cutlass Fury: 2140 physical damage, ignores evade, hits 4 times, 1.2 turn charge time, 8560 damage total
Skull Shield: Adds Image status, 1.6 turn charge time
Rain of Swords: 4992 physical damage, ignores evade and defense, 2 turn charge time (note this move is MT in game)
Pirate's Wrath: 4992 physical damage, ignores evade and defense, hits 4 times, 19968 damage total, 2.4 turn charge timeBlue Rogues: Vyse will immediately get 2 turns after using this, which are uninterrupted, though note the ATB gauges still raise in the game, for whatever that's worth, 2.8 Turn charge time. Note that its two turns Vyse actually ACTS, not two raw turns (as in, yes, he can use as much time as he wants to charge.) Note that he can't stack Blue Rogues if he's already under one of the two Blue Rogues turns (as in, none of this Blue Rogues -> Pirate's Wrath -> Blue Rogues for UNLIMITED TURNS!!!! The 2nd Blue Rogues in that combo will fail. He can use Blue Rogues again later if he pleases, mind)
Ryu, the Destroyer:Ranger
HP: 3305
MP: 421
Equipment:
Dragon Blade
ZirconShield
Dragon Helm
Life Armor
Vigor: 42 (49)
Speed: 28 (31)
Stamina: 40
Magic Power: 30 (37)
Battle Power: 240
Defense: 232
Magic Defense: 174
M. Block: 7%
Ryu counters physicals 75% of the time due to his weapon, as well as his MP costs being halved and gaining X-magic. He can opt for the Legend Blade, which lowers his speed by 7, and Magic Power by 7, in comparison to the Dragon Blade, and makes him lose his MP Halving, but does instant death 20% of the time. Note the MP Halving is already factored into the MP costs.
Due to his Helmet, Ryu is immune to all status, including instant death, sans Seizure, which his Armor covers anyway. His Helmet also grants Fire Absorption.
Abilities:
Fight: 3408, 100% Crit rate (already factored into damage) that uses 10 MP on average (if he has insufficient MP, then halve this damage)
Crimson Raid: 1026 physical damage, heals user equal to damage dealt, restricted to caster's MHP, 150% hit rate, 2 MP
Deathbringer: 3564 physical damage, ignores defense, 120% hit rate, 13 MP
Terabreak: 4400 physical damage, ignores defense and evade, damage is based upon targets level (average level of enemy in final dungeon is 55), 25 MPRyu has a few other moves, but they're typically worthless/obsolete in the DL setting.
Virginia "Ginny" Maxwell:Drifter
HP: 2494
MP: 516
Equipment:
RapierEZ
Bantorain93r
Prism Crown
Drifter's Coat
Vigor: 10 (11)
Speed: 55 (57)
Stamina: 22 (24)
Magic Power: 41 (44)
Battle Power: 154
Defense: 141
Magic Defense: 151
M. Block: 83%
Note that Virginia's Battle Power is actually split in two; one is 11 Battle Power, and the other is 143. You should be able to figure out why it was done that way when you see her physical <_<
Virginia immunes all elements, regens 56 HP a turn, and gains Safe/Shell status when HP < 1/8th, all due to her helmet. Oh, and her Helmet grants an Earringslike effect; actually noting it here since unlike other PCs, she actually has relics that can stack with it, and it can only be stacked twice (as in, a second equip raises damage further, but a 3rd won't), so…yeah
Alright, cause she has TOO DAMN MANY, here are a list of all her unique Relics, and what they do. Not factoring these into averages cause what she wants is pretty much situational, so…yeah <_<;
Love Charm: HP and MP +12.5%, +3 Magic Power, +30 Magic Defense
Aqua Wisp: Raises Magic Damage by 25%, +3 Magic Power, +12.5% HP
Firery Rage: +3 Vigor, Raises Fight damage by 25%, immunes Poison
Terra Roar: +12.5% HP, +20 Defense
Gale Claw: +3 Speed, Grants Haste status, counter attacks 75% of the time
Moon Spark: +5 Defense, +5 Magic Defense, +20% M. Block, Immunes Sleep
Flash Hit: +12.5% HP, +10% M. Block
Cosmic Cog: +5 Def, +5 Magic Defense, +4 Speed, +20% M. Block, Instant Death Immunity, turns "Fight" into "Replay" (aka FF6 Mimic)
Abilities:
Fight: Ok, this is a bit complex. Virginia's physical consists of two parts; one is 160 ITD damage that increases as she loses her HP, the other is 433 damage with no special strings attached. She hits 4 times with each attack, totaling 2372 damage, assuming she has max HP.
Petrify: 2028 magic damage, Earth elemental, 6 MP
Implse: 3687 magic damage, 53 MPDecel: Adds Slow status, 120% hit rate, 5 MP
Shield: Adds Safe status, 12 MP
Sleep: Adds Sleep status, 111% hit rate, 5 MP
Quickn: Adds Haste status, 10 MP
Reflect: Adds Reflect status, 22 MP
Protect: Adds Shell status, 15 MP
Mystic: Full HP and Status Healing (including death, noteworthy for teams), 50 MP
Force Charge: 221 MP Healing, 10 MP
Jelze, the God Emperor Foomy:Foomy
HP: 2517
MP: 0
Equipment:
Egg Sword
Onion Armor
FakeEgg Ring
Hurly Glove
Vigor: 26 (38)
Speed: 26 (33)
Stamina: 46 (53)
Magic Power: 20 (32)
Battle Power: 255
Defense: 190
Magic Defense: 155
M. Block: 15%
Note: Jelze immunes Poison and Imp due to his armor. Also note that his Weapon and Armor are locked, though his Relics are not. He can sacrifice one (preferably the FakeEgg Ring) which lowers his damage negligibly (storm gets replaced with Physicals, but his Tackle rate increases), for the sake of status immunity equips. The FakeEgg Ring absorbs Ice and Immunes Wind, the Hurly Glove absorbs Fire and immunes Dark.
Abilities:
Jelze has a random chance to use any of the following, and is totally AI controlled.
Fight: 1678 damage, 24.7% chance
Tackle: 3357 damage, physical, ignores evade, 50.2% chance
Storm: 2575 Magical, Ice elemental, 25.1% chance
Average: 2745Lina InverseSorceress
HP: 2850
MP: 671 (838 after Minerva)
Equipment:
Gorun Nova
Rune's Gloves
Mothra's Veil
Minerva
Vigor: 39 (47)
Speed: 37 (42)
Stamina: 30 (31)
Magic Power: 39 (53)
Battle Power: 255
Defense: 184
Magic Defense: 152
M. Block: 54%
Lina immunes Fire, Ice, Lightning and Wind due to the Minerva, as well as halves Dark, Holy, Earth and Water damage. The Minerva also grants the ability to use "X-magic" when equipped, which unfortunately, Lina cannot take advantage of due to the nature of her Magic skillset.
Lina has Half MP Cost on her skills due to her weapon, unfortunately, none of those skills are Legal.
Lina can opt for the Veil of Void instead of Mothra's Veil, granting +8 Defense, and +6 Magic Defense, at the cost of 1 Speed, 3 Magic Power, and 10% M. Block
Abilities:
Fight: 3526 Holy elemental damage, 100% Crit rate (already factored into damage) that uses 10 MP on average, ignores Row, 25% chance of randomly casting Tyranitar, doing an extra 7025 Dark elemental magic damage, it Lina's MP is insufficient, refer to Capture, 5282 average damage.Capture: 1763 Holy elemental damage, ignores Row, 25% chance of randomly casting Tyranitar, which does 3512 Dark Elemental magic damage, 2641 average damage
Lina functions like Gogo, so she can pretty much swipe most skills from other characters if you allow it. She misses out some noteworthy things (primarily most of Terra, Lenneth, Tir, Ginny and Ryu's skillsets.)
So what DOES she have access too? Yuri's Fusions, Rolf's Techs, Ike's Axes, Laharl's Slots, Shady's Dances, Vyse's S. Moves, Tir's Silent Lake, and Lenneth's Bows. Her Magic skillset is based on her current parties, so its useless outside of Team Battles.
Make of all that as you will!
HP:
1. Ryu 3305
2. Rolf 3190
3t. Yuri 3183
3t. Ike 3183
5. Tir 3181
6. Fayt 3178
7. Shady: 3165
8. Vyse 2857
9. Lenneth 2852
10t. Terra 2850
10t. Lina 2850
12. Jelse 2517
13t. Laharl 2494
13t. Ginny 2494
Average: 2949
Damage:
1. Terra's Ultima x2 19998
(Vyse's Pirate's Wrath Total 19968)
(Laharl's Double Grip Physical 12136)
2. Tir's Judgment 9999
3. Lenneth's Nibelung Valesti 3 9900
4. Ryu's Terabreak x2 8800
5. Vyse's Pirate's Wrath Average 8320
6. Laharl's Physical 7800
(Fayt's Total Jump Damage 6671)
(Ike's Throw Urvan 6441)
(Rolf's Double Grip Physical 5530)
7. Yuri's For the Child 5371
8. Lina's Physical 5282
9. Ike's Throw Tomahawk 4574
(Shady's Total Jump damage 2218)
10. Rolf's Nathu 4171
11. Virginia's Impulse 3687
12. Fayt's Ethereal Blast 3508
13. Jelze's Average 2745
14. Shady's Jump Average 2218
Average: 6883
Defense:
1. Shady 239
2. Ryu 232
3. Lenneth 226
4. Fayt 219
5. Terra 204
7. Jelze 190
8. Tir 187
9. Ike 185
10. Lina 184
11. Yuri 182
12. Laharl 181
13. Vyse 176
14. Rolf 167
14. Virginia 141
(Rolf w/ Double Grip 133)
(Laharl w/ Double Grip 131)
Average: 194
Magic Defense:
1. Shady 178
2. Tir 175
3t. Lenneth 174
3t. Ryu 174
5. Terra 162
6. Fayt 158
7. Jelze 155
8. Lina 152
9. Virginia 151
10. Laharl 138
11. Ike 129
12. Yuri 119
13. Vyse 113
14. Rolf 112
(Laharl w/ Double Grip 104)
(Rolf w/ Double Grip 88)
Average: 150
Speed:
1t. Virginia 57
1t. Tir 57
3. Yuri 49
4. Rolf 47
5. Vyse 45
6. Terra 43
7. Lina 42
8. Laharl 38
9. Shady 37
10. Ike 37
11. Jelze 33
12. Ryu 31
13t. Fayt 30
13t. Lenneth 30
Average: 41
Effective Physical Durability (Lower = Better):
1. Shady 24.4%
(Lenneth w/ Shield 32.9%)
2. Ryu 33.6%
3. Lenneth 49.2%
4. Fayt 54.8%
(Ike w/ Auto Safe 71.2%)
(Yuri w/ For Everyone 74.2%)
5. Terra 86.5%
(Rolf w/ Auto Safe) 89.4%)
(Vyse w/ Incremus 89.6%)
6. Tir 103.3%
7. Ike 106.3%
8. Yuri 110.9%
(Rolf w/ Double Grip and Auto Safe 123.9%)
9. Lina 120.4%
10. Jelze 124.8%
11. Rolf 133.3%
12. Vyse 133.6%
13. Laharl 143.4%
(Virginia w/ Shield 148.1%)
(Rolf w/ Double Grip 184.9%)
14. Virginia 221.0%
(Laharl w/ Double Grip 240.4%)
Effective Magic Durability:
(Terra w/ Morph 45.7%)
(Lenneth w/ Protect 53.3%)
1t. Ryu 68.3%
1t. Shady 68.3
3. Tir 69.9%
(Virginia w/ Protect 78.1%)
4. Lenneth 79.5%
5. Fayt 84.7%
6. Terra 91.3%
7. Jelze 98.2%
9. Lina 101.2%
9. Ike 110.1%
10. Virginia 116.5%
11. Yuri 118.8%
12. Rolf 124.9%
13. Laharl 131.1%
14. Vyse 139.4%
(Rolf w/ Double Grip 145.9%)
(Laharl w/ Double Grip 169.2%)
NOTE: Laharl and Rolf w/ double grip isn't as low as it looks since naturally average should be adjusted accordingly.
M. Block (just cause):
1. Virginia 83%
2. Terra 77%
3. Fayt 68%
4. Lina 54%
5. Tir 48%
6. Lenneth 45%
7. Yuri 41%
8. Ike 34%
9. Shady 22%
10. Laharl 16%
11. Jelze 15%
12. Rolf 14%
13. Ryu 7%
14. Vyse 1%
NOTE: All of the above averages can be skewed in different ways through Virginia's mediums but I really don't wanna figure out which should be default so meh.