Haken Browning“Of course I’m only doing this to get the girl!”
Base Stats
HP: 4589
SP: 400
Attack: 198
Defense: 190
Speed: 193
Tech: 197
Equipment Set (Default)
(Weapon) Night Fowl v.X: +104 Attack, +10% Critical
(Armor) Doll Armor: +90 Defense, +10% Guard, +5% Evade
(Accessory) Bon-Dri: +200 HP, +100 SP, +10 Speed, +10 Tech, +10% Critical
(Accessory) Slug: +8 Speed, +8 Tech, +10% Critical
Alternative Equips
(Armor) Dorothy's Blouse: +150 SP, +82 Defense
(Armor) Power Shirt: +86 Defense, +6 Attack, +5% Guard, %5 Evade
Equipped Stats
HP: 4789
SP: 500 (650 with Dorothy's Blouse)
Attack: 302 (308 with Power Shirt)
Defense: 280 (276 with Power Shirt, 272 with Dorothy's Blouse)
Speed: 211
Tech: 215
Mentalities
Brink of Death: Fully heals HP, SP and COM. Activates when HP, SP and COM are all below 10%.
Potential: Critical +10%, Evade +10%, Defense +10%. 50% chance of activating when HP is below 30%.
Bored: Tech -10. 5% chance of activating.
Fighting Spirit: Casts Spirit. 10% chance of activating.
Pioneer Spirit: Casts Spirit. 30% chance of activating when Frontier Gauge is below 30%.
Gunfight: Casts Target. 10% chance of activating.
Spirits
Vigor (20 SP): Restores 50% mHP to caster.
Spirit (15 SP): Restores 30% COM to caster.
Snipe (15 SP): Stuns an enemy for one turn. 60% accuracy. Pretty worthless due to how Stun works.
Loner (30 SP): Raises caster's maximum COM to 150% for three turns. Adds +50% COM to the caster's current COM as well, which means he can take immediate advantage of the COM boost.
Focus (15 SP): Raises the caster's Tech by 15% for three turns (Haken's Tech becomes 247 with this).
Morale (60 SP): Raises the entire party's Critical by 20% for three turns.
Luck (30 SP): The party gains 1.5x more money after the battle.
Alert (30 SP): Causes the next attack string of an enemy to miss the caster entirely. This reduces damage by 70%, and attached status misses as well. Overrides ITE. Lasts until caster is attacked.
Valor (45 SP): The caster's next attack string will deal 1.5x damage, but critical hits will be disabled. Lasts until caster attacks.
Stack (80 SP): Adds the effects of Accel, Fury, Zeal, Target, Valor and Gain on the caster.
Attack Skills
Texas Hold 'Em: 5904 damage, 25% COM, 4% Frontier Gauge. 4374 damage when cancelled, 8% Frontier Cancel Bonus, 12% total Frontier Gauge when cancelled. Can cause stun at low odds.
High-Low Draw: 3704 damage, 10% COM, 1% Frontier Gauge. Cannot be Frontier Cancelled.
Best Flush: 3646 damage, 10% COM, 5% Frontier Gauge. 1017 damage when Frontier Cancelled, 9% Cancel Bonus, 11% total Frontier Gauge when cancelled.
Five-Card Stud: 6564 damage, 35% COM, 2% Frontier Gauge. 5631 damage when cancelled, 13% Frontier Cancel Bonus, 15% total Frontier Gauge when cancelled.
Jackpot: 6502 damage, 20% COM, 3% Frontier Gauge. Cannot be Frontier Cancelled.
Overdrive
Last Showdown: 21153 damage. Requires a full Frontier Gauge to use, ignores Blocking. 31730 under Valor.
Special Skills
Rampage Spectre: 42725 damage, 50 SP, 80% COM (64088 under Valor).
Ultimate Gespenst Kick: 14966 damage, 50 SP, 50% COM. Targets two selectable enemies.
Jackpot: 7610 damage, 20 SP, 30% COM. Targets three selectable enemies.
Optimal Frontier Building Strings: Strictly speaking, Loner => Five-Card Stud x4 => Best Flush, for 26170 damage (39225 under Valor), 65% Frontier Gauge and 150% COM (!). If he wants something he can access without burning through 50% more COM than anyone else has, Five Card Stud x2 => Best Flush x3 for 16942 damage (25413 under Valor), 100% COM and 57% Frontier Gauge.
Optimal Damage Strings: Jackpot x5 for 32510 damage (48765 under Valor), 100% COM and 15% Frontier Gauge. The best damage option for him, though, honestly, is just spamming Rampage Spectre for 42725 damage (64088 under Valor).
Three-turn average: Valored Rampage Spectre three times, for 64088 damage, peppered with Spirit castings whenever he needs the COM. For a string that gets him to use the Overdrive, Loner+Valor => Five-Card Stud x4 => Best Flush (26170), Valor+Spiritx3 => Five-Card Stud x2 => Jackpot x3 (46152), then Valor+Spiritx2 => Jackpot => Last Showdown (80494), averaging 50938. The latter is obviously sub-optimal outside of a killer turn string, though.
Comments: First thing that jumps to mind is “lol spammable 50% healing that doesn’t take a turn+Alert off decent speed”. This makes him a complete pain in the -ass- to kill, and if it wasn’t enough, he also has decently competent offense. Valored Rampage Spectre just scrapes a 2HKO, and he can build Frontier Gauge for the sake of a stronger killer hit. He obviously has issues with deep-resource healers that don’t fail at taking hits and high-profile buffers, but this package can handle Godlike sluggers. Also isn’t all too fond of evade whores even if he’s accurate, and physical walls also pose a problem. Everybody else weeps. Oh, and if you’re dim enough to hit him into his full healing limit, I honestly pity you.
Low Godlike he goes.
Aschen Brodel“I will devote myself to kicking your asses until you feel better.”
Base Stats
HP: 4861
SP: 364
Attack: 196
Defense: 196
Speed: 187
Tech: 187
Equipment Set (Default)
(Weapon) V-UP Unit: +104 Attack
(Armor) Z.O. Armor: +86 Defense, +300 HP
(Accessory) Custom CPU: +100 SP, +14 Speed, +5% Evade
(Accessory) Thruster: +10 Speed, +5% Evade
Alternative Equips
(Armor) Dorothy's Blouse: +150 SP, +82 Defense
(Armor) Doll Armor: +90 Defense, +10% Guard, +5% Evade
Equipped Stats
HP: 5161
SP: 464 (614 with Dorothy's Blouse)
Attack: 300
Defense: 282 (286 with Doll Armor, 278 with Dorothy's Blouse)
Speed: 211
Tech: 187
Mentalities
Repair Kit: Recovers 10% mHP. 10% chance of activating.
Short Circuit: Takes 5% mHP damage.5% chance of activating.
Solar Panel: Frontier Gauge +20%. 10% chance of activating.
Fuel Tank: Casts Hope. 10% chance of activating when SP is below 10%.
Infight: Casts Focus. 10% chance of activating.
Full Blocker: Casts Resolve. 10% chance of activating.
Spirits
Trust (25 SP): Restores 30% mHP to a target. Can self-target.
Rouse (25 SP): Restores 30% COM to an ally. Can self-target.
Shackle (20 SP): Lowers an enemy's Speed by 10% for one turn.
Poison (10 SP): Poisons an enemy for five turns. 60% accuracy.
Zeal (35 SP): Increases caster's COM to 120% max for three turns. Adds +20 COM to the caster's current COM as well, which means she can take immediate advantage of the COM boost.
Accel (15 SP): Raises the caster's Speed by 15% for three turns.
Target (25 SP): Raises the caster's Critical by 20% for three turns.
Gain (15 SP): The caster gains 1.5x EXP at the end of the battle. Worthless in the DL.
Alert (30 SP): Causes the next attack string of an enemy to miss the caster entirely. This reduces damage by 70%, and attached status misses as well. Overrides ITE. Lasts until caster is attacked.
Strike (20 SP): Makes the caster's next attack string unguardable and unevadable. Remains until the caster attacks.
Attack Skills
Genbu Spike: 3685 damage, 10% COM, 4% Frontier Gauge. 3245 damage when cancelled, +8% Frontier Cancel Bonus, 11% total Frontier Gauge when cancelled.
Tigress Bite: 5102 damage, 15% COM, 1% Frontier Gauge. 3399 damage when cancelled, 10% Frontier Cancel Bonus, 11% total Frontier Gauge when cancelled.
Divine Lancer: 6500 damage, 30% COM, 2% Frontier Gauge. Can be Frontier Cancelled, but hell if I can figure the exact timing, and it basically kills the move's damage, which you do not want from a 30% COM move. Since I don't remember its cancel bonus either, it's not getting listed, as I'm failing to trigger the damned cancel.
Demon's Lancer: 6134 damage, 25% COM, 2% Frontier Gauge. 4157 damage when cancelled, 8% Frontier Cancel Bonus, 10% total Frontier Gauge when cancelled.
Dragon Scale: 6378 damage, 15% COM, 3% Frontier Gauge. 3065 damage when cancelled, +10% Frontier Cancel Bonus, 13% Frontier Gauge when cancelled.
Special Skills
Code Lamia: 8725 damage. Heals from 40 to 70% of Lamia's HP. Can also heal 30% COM and 30~ SP. 20 SP, 30% COM.
Code Empusa: Inflicts Shackle and Confuse on three selectable enemies. 15 SP, 30% COM.
Overdrive
Phantasm Phoenix. 22575 damage. Requires a full Frontier Gauge to use, ignores Blocking.
Optimal Frontier Building Strings: Dragon Scale x5, for 18638 damage, 55% Frontier Gauge and 75% COM. For more damage, she can do Tigress Bite x4 => Dragon Scale for 19974 damage, 47% Frontier Gauge and 75% COM.
Optimal Damage String: Strictly speaking, Divine Lancer => Dragon Scale x4, for 32012 damage and 95% COM. However, this combo is incredibly useless when Dragon Scale x5 deals 31890 damage (only 122 less!) for 20% less COM and more Frontier Gauge. Like with Suzuka, I'd rather use the latter for these purposes.
Three-turn average: 31890 damage by spamming Dragon Scale over and over. For something that accounts for a turn three Overdrive, Tigress Bite x4 => Dragon Scale (19974) two times, then Rouse => Dragon Scale x5 => Phantasm Phoenix (54465), averaging 31471 damage.
Comments: Like Haken, she gets the hideously cruel Alert+healing combo. Fundamental differences are her shallower resource pool, worse healing and the damage being a shade of fail instead of solid. However, she just consoles herself with a mean stalling game. Poison the enemy, then just be impossible to kill until those pathetic little pokes and the poisoning get through. If she wants her healing to be better, Code Lamia is a horrible damage option, but can be surprisingly decent healing. She can also make her attacks ignore evade, which is a boon given her poor accuracy. Solid speed and durability off the bat complete the package.
Heavy/Godlike, probably.
Kaguya Nanbu“CHESTOOOOOOOOOOOO!”
Base Stats
HP: 4098
SP: 548
Attack: 192
Defense: 181
Speed: 191
Tech: 189
Equipment Set (Default)
(Weapon) Nanbu Ultimate: +102 Attack, +80 SP
(Armor) Doll Armor: +90 Defense, +10% Guard, +5% Evade
(Accessory) Bamboo Hairpin: +100 SP, +4 Attack, +4 Defense, +4 Speed, +4 Tech
(Accessory) Angelwing Robe: +100 SP, +4 Attack, +10 Defense, +4 Speed, +4 Tech
Alternative Equips
(Armor) Dorothy's Blouse: +150 SP, +82 Defense
(Armor) 24-Layer Kimono: +86 Defense, +100 SP
Equipped Stats
HP: 4098
SP: 828 (928 with 24- Layer Kimono, 978 with Dorothy's Blouse)
Defense: 285 (281 with 24-Layer Kimono, 277 with Dorothy's Blouse)
Speed: 197
Tech: 197
Mentalities
Shy: Speed -10. 5% chance of activating.
Concentration: Casts Hope. 10% chance of activating when HP is below 10%.
Deadly Strike: Casts Valor. 30% chance of activating when HP is below 10%.
Infight: Casts Focus. 10% chance of activating.
Ticklish: Casts Alert. 30% chance of activating when HP is below 30%.
Persistence: Casts Gain. 50% chance of activating when HP is below 50%.
Spirits
Trust (20 SP): Restores 30% mHP to a target. Can self-target.
Love (80 SP): Restores the entire party to full HP.
Hope (25 SP): Restores 20 SP to a target. Can self-target.
Rouse (15 SP): Restores 30% COM to an ally. Can self-target.
Prayer (10 SP): Cures all status ailments on a single target.
Guard (45 SP): Increases the caster's Defense by 20% for three turns. In practice, this roughly halves damage.
Resolve (20 SP): The caster becomes immune to all status ailments for three turns.
Gamble (5 SP): Casts a random spirit on the caster. Only ST spirits can be cast through this, and the stat-busting spirits cannot be cast from it.
Fury (15 SP): The caster's next attack will break through Blocking. If the combo is broken and the user attacks again during that turn, enemy Blocking will work normally. Have fun working out what -this- does in a DL setting. >_>
Miracle (120 SP): Grants the effects of Accel, Strike, Alert, Spirit, Soul and Luck to the caster. Impossibly broken.
Attack Skills
Tsubakuro no Kai: 4883 damage, 20% COM, 1% Frontier Gauge. 897 damage when cancelled, 13% Frontier Cancel Bonus, 14% total Frontier Gauge when cancelled.
Nyorai no Hachi: 4124 damage, 15% COM, 5% Frontier Gauge. Can be Frontier Cancelled for no damage loss, 10% Frontier Cancel Bonus, 15% total Frontier Gauge when cancelled.
Hourai no Eda: 3573 damage, 10% COM, 7% Frontier Gauge. 2574 damage when Cancelled, 10% Frontier Cancel Bonus, 13% total Frontier Gauge when cancelled.
Hinezumi no Koromo: 5593 damage, 20% COM, 4% Frontier Gauge. Cannot be Frontier Cancelled.
Ryuagito no Tama: 9456 damage, 35% COM, 6% Frontier Gauge. 6183 when cancelled, 15% Frontier Cancel Bonus, 20% total Frontier Gauge when cancelled.
Overdrive
Nanbu Ittouryu Gekka Bijin: 23798 damage. Requires a full Frontier Gauge to use, ignores Blocking (47596 under Miracle).
Special Skills
Nanbu Reijutsu Tukimi Zake: Casts Gamble and heals 20% mHP to the entire party. 20 SP, 30% COM.
Nanbu Reijutsu Hanami Zake: Inflicts Poison and Paralysis on all foes. 60% accuracy. Each status check is made separately. 20 SP, 30% COM.
Nanbu Ittouryu Teppou: 13731 damage. Hits all enemies. 80 SP, 50% COM.
Optimal Frontier Building String: Nyorai no Hachi x4 => Hourai no Eda for 20620 damage (41240 under Miracle), 70% COM and 67% Frontier Gauge. All things considered, this is an intensely practical combo, if not terribly damaging.
Optimal Damage String: Ryuagito no Tama x2 => Hourai no Eda x3, for 29631 (59262) under Miracle) damage, 100% COM and 33% Frontier Gauge. It's funny how she only needs one cancel at all here for this string to reach 100% Gauge by turn 3.
Three-turn Average: Miracle => Ryuagito no Tama x2 => Frontier Cancelled Hourai no Eda => Hourai no Eda x2 (57264), Miracle+Rouse => Ryuagito no Tama x2 => Hourai no Eda x3 (59262), Miracle+Rouse => Ryuagito no Tama x2 => Hourai no Eda x3 => Gekka Bijin (106858), for 74461 damage. Sorta eye-popping, really. And since Kaguya SP is retarded, she spends less than half of it on these three turns.
Comments: Dear god. You look at the middling durability and the subpar speed and you’ll think she’s not much good. However, a quick glance at her skillset won’t let looks deceive you: Kaguya is a beast. As soon as she gets a turn, she casts Miracle off a ridiculous SP pool and suddenly you have a damaging, nearly impossible to kill monstrosity who can also augment the durability further by casting Guard, and Resolve to get past those annoying status whores. Oh, and she still has ridiculously cheap 30% healing that doesn’t take a turn and her Overdrive turn fucking hurts. And she can even spam Hanami Zake for deadly status whoring so she can handle those pesky PCs. Basically, you let the werecow princess get a turn and you’re in deep. Nearly impossible to wall once she gets rolling, and that takes no time at all. You better OHKO her, status before she gets a turn or die a horrible death. She manages to stand out as insane even in a brutal duelling cast as this. The first turn being pretty slow is very worrisome, but she feels nearly impossible to shut down as soon as she gets that one turn.
Godlike.
Suzuka“I’m not cut to be a tomb raider. I don’t have the figure.”
Base Stats
HP: 3989
SP: 466
Attack: 191
Defense: 179
Speed: 201
Tech: 195
Equipment Set (Default)
(Weapon) Jyurisen Fan: +102 Attack, +6 Defense, +6 Speed, +6 Tech
(Armor) Extreme Tube Top: +90 Defense, +6 Speed, +10% Guard
(Accessory) Holy Hat: +200 SP, +8 Speed, +10% Guard, +10% Evade
(Accessory) Ogre Pumps: +4 Attack, +8 Speed, +10% Evade
Alternative Equips
(Armor) Dorothy's Blouse: +150 SP, +82 Defense
(Armor) Doll Armor: +90 Defense, +10% Guard, +5% Evade
(Accessory) Ogre Pumps: +4 Attack, +8 Speed, +10% Evade
Equipped Stats
HP: 3989
SP: 666 (816 with Dorothy's Blouse)
Attack: 297 (301 with two Ogre Pumps)
Defense: 275 (267 with Dorothy's Blouse)
Speed: 229 (223 with Dorothy's Blouse)
Tech: 201
Spirits
Vigor (20 SP): Restores 50% mHP to caster.
Revive (60 SP): Revives a fallen ally at 50% mHP.
Inspire (40 SP): Restores 30% COM to the entire party.
Dance (25 SP): Heals all status ailments on the entire party.
Enchain (20 SP): Lowers the Speed of all enemies by 10% for one turn.
Uplift (10 SP): Enemies will be juggled higher during a combo for three turns. DL-useless.
Cheer (20 SP): Raises EXP gain by 1.5x for this battle. ST, targettable.
Steady (15 SP): Raises caster's Guard by 50% and reduces the next enemy attack string's damage by 30%. The Guard boosting effect does not work against ITE. Rough guard rate seems to be 70% under this spirit. If an attack is guarded while under Steady, that attack will deal 35% of its normal damage.
Strike (20 SP): Makes the caster's next attack string unguardable and unevadable. Remains until the caster attacks.
Passion (10 SP): Raises the amount of gauge obtained from attacks by 1.5x for the next attack string. Frontier Cancels aren't affected by this.
Mentalities
Cold Feet: Frontier Gauge -10%. 5% chance of activating.
Potential: Critical +10%, Evade +10%, Defense +10%. 50% chance of activating when HP is below 30%.
Daredevil: Casts Loner. 30% chance of activating when HP is below 10%.
Moon Walk: Casts Accel. 50% chance of activating when SP is below 10%.
Gunfight: Casts Target. 10% chance of activating.
Lucky: Casts Luck. 10% chance of activating when SP is below 50%.
Attack Skills
Jyaki-GUN Dancer: 7388 damage, 15% COM, 2% Frontier Gauge, 3% Gauge under Passion (6812 cancelled, 8% cancel bonus. 9% total gauge when cancelled. 10% total gauge under Passion when cancelled)
Jyaki-GUN Bomber: 3767 damage, 10% COM, 3% Frontier Gauge, 5% Gauge under Passion (2500 cancelled, 9% cancel bonus. 12% total gauge, 14% Gauge cancelled under Passion)
Suzuka Beat: 5438 damage, 20% COM, 5% Frontier Gauge. Can't be Frontier Cancelled. 7% gauge under Passion.
Jyaki-GUN Fever: 7438 damage, 25% COM, 3% Frontier Gauge. Can't be Frontier Cancelled. 5% Gauge under Passion.
Jyaki-GUN Finger: 8485 damage, 35% COM, 7% Frontier Gauge. Can't be Frontier Cancelled, 8% Gauge under Passion.
Special Skills
Suzuka Trance: Chooses two targets randomly among foes and allies. The first target is healed for 10000~ HP, also restoring 200~ SP and 200%~ COM. The second target suffers 60000 damage. None of these actions can target Suzuka, and a target hit by the healing cannot be targeted by the damage. This -can- hit dead allies. And yes, it's as psyduck as it sounds. In practice, duel-wise, one way to see it is as a d4 roll to see if the healing will hit the foe. Afterwards, it's a d3 to see if the damage will hit the enemy - if the healing didn't hit the enemy first. If it did, you can just stop the rolling there (I told you it was psyduck). I just try not to think about it instead. Have fun with this in RPGmon. 20 SP, 30% COM.
Jyaki-GUN Heavy Metal: 9209 damage, attacks all enemies. 25 SP, 30% COM.
Overdrive
Jyaki-GUN Disco: 26393 damage. Requires a full Frontier Gauge to use, ignores Blocking.
Optimal Damage String: Jyaki-GUN Dancer x5, for 36940 damage and 10% Gauge. Not really arguable. No feasible combination of the other skills can do appreciably better or even as much (the only one surpassing it, involving four Dancers and a Finger, is higher by like 100 damage and costs all her COM), and she can use this string twice in a row before needing to heal COM.
Optimal Frontier Building Strings: Full Jyaki-GUN Bomber cancel string, for 13000 damage, 50% COM and 49% Frontier Gauge (going over 50% when under Passion). She probably doesn't want this, though. The alternative is a cancelled Jyaki-GUN Dancer string, for 34060 damage, 75% COM and 38% Frontier Gauge, which is notable. This goes up to 43% with Passion, so it's fair enough.
Three-turn average: Pretty simple. Passion => Cancelled Jyaki-GUN Dancer (34636) x5 twice, then Inspire+Passion => Cancelled Jyaki-GUN Dancer x2, Jyaki GUN Dancer x3 (35788) => Jyaki-GUN Disco (26393), for an average of 43817. Lacking damage-boosting spirits makes Suzuka's damage pretty easy to figure out.
Comments: Um, wow, she’s really fast on the first turn. The durability has issues and the damage doesn’t impress, but she outspeeds a lot of things, which lets her get the stalling game started very easily. Off those resources, she can spam Vigor+Steady a goddamned lot while she pelts at the enemy. Unlike Haken, Kaguya and Aschen, though, she’s vulnerable to ITE. Can ignore evasion herself, at least, and, as said before, the healing+defense spirit combo is mean as is. Suzuka Trance is hilarious, but I don’t think it’ll see much use in the DL. She’s game-worst dueller and still makes
High Heavy at worst. Go girl. Also, it’s only fitting, given how freaking awesome she is. >_>