Hawkeye:
HP: 5114 (PCHP:) 101.11% MP: 469
STR: 61 VIT: 61 INT: 76 MND: 76 DEX: 76
AGI: 55 Stdev: -0.4168258291
P.Atk: 252 #Hits: 10
P.Def: 157
M.Atk: 178 Mult: 2.875
M.Def: 178
Aim: 210 Eva%: -1
Physical Durability: 79.94%
Magical Durability: 64.20%
Base Attack Damage: 1458
Equipment: M328, Circlet, Magus' Robes, Adamant Gauntlet
Abilities:
Sidewinder (1BP): Select a number of enemies of your choice, This does 2x basic physical damage to one, scaling down as more targets are added.
Warhead (16MP): Increase physical damage by ~200 and add an element of your choice.
Harpoon (16MP): Attacks ignore physical defense for 5 turns. (raises damage to 2268 w/gun , 1404 w/axe)
Maverick (8MP): Unleash a 1.25x physical attack against enemy with the lowest HP at the end of the turn.
Condor (8MP): Buff that makes physical attacks pierce Default state (and deal 1.5x damage to defaulting enemies)
Sparrow (8MP): Deal a 2650 damage (1656 w/Axe) magic attack based on right hand P.Atk. 100 power, 4x mult.
Passives:
Barrage (1): For each successful damage-dealing action performed, damage from subsequent actions in the same turn will be multiplied by 1.1
*Eagle Eye (2): Increase accuracy by 100%
Rifle Lore (1): Increase gun rank to 'S'
Crossfire (1): 25% chance of following up with an attack when an ally inflicts damage upon an enemy.
Notes:
Gun, Pdef Optimized: 204 Pdef, 94 Mdef
Base phys damage w/ Axe: 594
Axe, Mdef Optimized: 221 Pdef, 232 Mdef
Axe, Pdef Optimized: 269 Pdef, 148 Mdef
3-turn Damage: 17752.32
Default->Sparrowx2->Sparrowx4
Turn 1 sparrow blitz: 12188 gun, 7617 Axe
Comments: For all the neat physical gimmicks with ITD and default ignoring damage and elemental damage and damage at the end of a round... Sparrow is just better at damaging things than any of that. So that's what the game is, try to kill with Sparrow and probably fail.
Patissier
HP: 4687 (PCHP:) 92.67% MP: 512
STR: 56 VIT: 51 INT: 86 MND: 86 DEX: 71
AGI: 75 Stdev: 1.1736937818
P.Atk: 122 #Hits: 12
P.Def: 183
M.Atk: 218 Mult: 2.875
M.Def: 218
Aim: 109 Eva%: 25
Physical Durability: 84.67%
Magical Durability: 96.80%
Base Attack Damage: 345.6
Equipment: Falcon Knife, Pentacle, Circlet, Magus Robe, Adamant Gauntlets
Attack: 307.584 (523 after Debuffing Def)
Abilities:
Harvest: Get an item used in Bon Appetit
Flambe: 442 Fire physical on all enemies (564 after debuffing def), 50 power, 0.5x mult at 0 enemy BP, 1x at 1, 1.5x at 2, 2x at 3.
Decoration: Raises likelihood of being targetted by foe to the max for a selected ally (not self)
Digestion (8): Removes ghost status and any attribute bonuses (not penalties) from whole team.
Piestorm: Throw four pies that hit random foes and inflicts debuffs for 4 (8) turns. Always goes P.Atk -25%, M.Atk -25%, P.Def -25%, and M.Def -25%
Bon Apetit:
Use two desert items to throw a desert at an enemy or ally that has the following effects:
Status: Choose one of Poison/Blind/Silence/Sleep/Paralysis/Dread/Berserk(100%)/Confuse/Charm/Instant Death(50%)/Ghost (50%). Accuracy is 75% unless otherwise noted. BEFORE Status amp adds 25%.
Enweaken: Choose one of Fire/Ice/Thunder/Wind/Earth/Light/Dark to make enemy weak to (1.5x) for 4 turns
Debuff: Choose one of P.Atk/M.Atk/P.Def/M.Def/Speed to lower on target by 50% for 4 (8) turns. Note this won't drop foe below 75% of their normal stat.
Passives:
Status Ailment Amp (1): Increase chance of landing a status ailment by 25%
Glace (1): Double HP and MP restored by consumable items
Prolong Enfeeble (1): Status afflictions last twice as long when inflicted by user
Items for All (1): Consumable items and Bon Appetit abilities will affect all allies or enemies
Critical Hitter (1): 25% chance of scoring critical hits with spells or attack items (2x damage). Useless for Patissier itself.
Notes:
Pdef Optimized: 217 Pdef, 132 Mdef
Gun Physical: 757 (955 after debuffing Def)
Gun Flambe: 673 (784 after Debuffing Def)
Gun, Mdef Optimized: 147 Pdef, 188 Mdef, 65 Agi
Gun, Pdef Optimized: 181 Pdef, 102 Mdef, 65 Agi
Dual Falcon Knives speed: 85 Agi, (+1.97 stdev)
3-Turn damage: 2656.8
Flambex6
Comments: Did someone order status to go? Good question, it depends on what food items you allow Patissier. The debuffing off Piestorm is impressive regardless, but without status Patissier is quite pitiful. That 'S' in Knives works magic for speed.
White Mage
HP: 4687 (PCHP:) 92.67% MP: 597
STR: 40 VIT: 35 INT: 86 MND: 91 DEX: 45
AGI: 55 Stdev: -0.4168258291
P.Atk: 78 #Hits: 8
P.Def: 167
M.Atk: 223 Mult: 3.1428571429
M.Def: 223
Aim: 99 Eva%: 24
Physical Durability: 77.27%
Magical Durability: 105.29%
Equipment: Wonder Rod, Pentacle, Circlet, Magus Robe, Adamant Gauntlets
Abilities:
Cure (10MP): Recover 10xMnd HP.
Aero (10MP): Wind damage, 20 Power, 3x Mult
Esuna (18MP): Cures Poison, Blindness, Silence, Sleep, Paralyze, dread, berserk, confuse, and charm.
Raise (18MP): Revives with minimal HP
Cura (20MP): Restore 20*Mind HP
Aerora (25MP): 1414 Wind damage, (55 Power, 4x mult)
Curada (30MP): Heals 2730 (30xMind) HP
Esunaga (36MP): Casts Esuna on all (can't be reflected
Curaga (40MP): Restores 4550 (50*Mnd) HP
Aeroga (45MP): 2036 Wind damage (90 power, 4.5x mult)
Arise (50MP): Revive ally with full HP
Holy (80MP): 3055 Holy damage (110 power, 6x mult)
Raise All (60MP): Revive all allies with minimal HP
Passives:
Angelic Ward (1): 50% chance to reduce any damage taken by 50%.
Silence Immunity (1): Immune to silence.
Group-Cast Master (2): Multi-targetting spells won't reduce their potency at all.
Circle of Life (2): When KO'd, revive any other dead allies with full HP. Once per battle, but no effect on user.
Notes:
Pdef Optimized: -33% magic damage, 201 Pdef, 137 Mdef
Dual Wonder Rods: +22% magic damage, 131 Pdef, 193 Mdef
3-turn Damage: 18329.1428571429
Holyx6:
Blitzing:
Holyx4 Blitz: 12219 Holy magic damage (14935 with 2 rods)
Aerogax4 Blitz: 8144 Wind magic damage (10180 with 2 rod)
Comments: Can put out some damage in a hurry or heal/chip a bit. The high cost of healing is a downer for any strategy other than “Kill with Holy ASAP”, as is the cruddy durability/speed combo.
Merchant
HP: 4687 (PCHP:) 92.67% MP: 469
STR: 56 VIT: 45 INT: 81 MND: 76 DEX: 56
AGI: 65 Stdev: 0.3784339764
P.Atk: 122 #Hits: 9
P.Def: 177
M.Atk: 208 Mult: 2.875
M.Def: 208
Aim: 106 Eva%: 25
Physical Durability: 81.74%
Magical Durability: 83.35%
Equipment: Falcon Knife, Pentacle, Circlet, Magus Robe, Adamant Gauntlets
Abilities:
Pay to Play: Spend 50*Level (3750) to raise critical hit rate by 300% (max crit rate is +500%)
Pharmacy: Spend pg to purchase a recovery item and use it on a single target. Best is X Potion for 1500 HP and pg.
Salesman: Force enemy to buy a consumable at 2.5x regular selling price
Hedge Risk: Halve damage suffered for 5 turns by spending money equal to half the damage.
Takeover: Spend Level * 50 (~3750) pg to do that much damage to one target.
BP Drink: Spend Pg to gain BP: 1000 = 1BP, 10,000 = 2BP, 100,000 = 3BP.
Big Pharma: Restore one enmy HP and make target pay pg equal to HP recovered.
Payoff: Pay2win. Seems like the demand is about 10x what you'd win in battle (before chain is considered) Pricy
Passives:
White Knight (1): Ally with most HP protects user from single-target physical attacks when below 20% HP
More Money (2): Multiplies money earned by 1.5x. Does not stack with other instances of More Money (nerf!)
Insurance (2): When damaged, receive pg equal to half the damage received.
Notes:
Pdef Optimized: 211 Pdef, 122 Mdef
Falcon Knifex2 Mdef Optimized: 75 Agi, 141 Pdef, 178 Mdef
Falcon Knifex2 Pdef Optimized: 75 Agi, 175 Pdef, 92 Mdef
3-turn Damage: 22500
Takeoverx6
Takeoverx4 Blitz: 15000
Comments: No more High/Low Leverage! Tries to kill with Takeover, with Falcon Knife/Shield options being selected as applicable.
Black Mage
HP: 4687 (PCHP:) 92.67% MP: 597
STR: 35 VIT: 35 INT: 91 MND: 86 DEX: 45
AGI: 55 Stdev: -0.4168258291
P.Atk: 83 #Hits: 8
P.Def: 167
M.Atk: 218 Mult: 3.5
M.Def: 218
Aim: 99 Eva%: 24
Physical Durability: 77.27%
Magical Durability: 96.80%
Equipment: Wonder Rod, Pentacle, Circlet, Magus Robe, Adamant Gauntlets
Abilities:
Fire (10MP): 1899 Fire damage, 20 power, 3x mult
Blizzard (10MP): 1899 Ice damage, 20 power, 3x mult
Thunder (10MP): 1899 Thunder damage, 20 power, 3x mult
Aspir (1MP): MP drain, 50 power, 0.1x mult
Fira (25MP): 2602 fire damage, 55 power, 3.5x mult
Blizzara (25MP): 2602 Ice damage, 55 power, 3.5x mult
Thundara (25MP): 2602 Thunder damage, 55 power, 3.5x mult
Drain (8MP): Absorbs 1946 HP, 25 power, 3x mult
Firaga (45MP): 3841 Fire damage, 90 power, 4.5x mult
Blizzaga (45MP): 3841 Ice damage, 90 power, 4.5x mult
Thundaga (45MP): 3841 Thunder damage, 90 power, 4.5x mult
Dark (80MP): 4426 Dark damage, 100 power, 5x mult
Flare (80MP): 2607 Fire damage to all, 120 power, 2.75x mult
Passives:
Rod Lore (1): Raises Rod proficiency to S rank
*Black Resonance (1): Black magic damage rises with amount of this skill set amongst the party (1 PC: 0%, 2 PCs: 10%, 3: 15%, 4: 20%)
Pierce M.Def (3): Ignore enemy M.Def when calculating damage.
Group-Cast All (2): Group-cast spells even when they wouldn't normally be group-cast.
Notes:
Two-Rods: +18% damage, 131 Pdef, 188 Mdef
Pdef Optimized: -24% damage, 201 Pdef, 132 Mdef
3-turn Damage:
'Aga' spellx4 Blitz: 15364
Darkx4 Blitz: 17703
Comments: Well Black Mage can KO in a blitz, but otherwise... No more status! Like with White Mage, they moved status to one of the new jobs and nerfed BM. Has a 'C' in Daggers so could get +7 Speed per Falcon Knife, but at a significant hit to durability or damage or both.
Ranger
HP: 4687 (PCHP:) 92.67% MP: 469
STR: 66 VIT: 56 INT: 65 MND: 65 DEX: 76
AGI: 65 Stdev: 0.3784339764
P.Atk: 244 #Hits: 12
P.Def: 152
M.Atk: 167 Mult: 2.875
M.Def: 167
Aim: 110 Eva%: 0
Physical Durability: 71.42%
Magical Durability: 53.11% 1.4257608868
Base Attack Damage: 1663.2
Equipment: Elven Bow, Circlet, Magus Robe, Adamant Gauntlets
Attack: 1496.88 (28% chance of doing 42.6% more damage, 9% crit chance)
Abilities:
Berserk: Enter Berserk mode for 6 turns, P.Atk increased 50% and perform conventional attacks repeatedly. Does not use Brave.
Targeting (1BP): A 1x physical attack that is an automatic critical hit.
Bug/Plant/Beast/Aquatic/Dragon Slayer (6MP): 1x physical attack that does 1.5x against relevant type of target.
Multiburst (1BP): Deal 4 hits of 0.6x damage (2.4x damage total).
0.2824295365
Passives:
*Precision (2): If and only if all hits land on a conventional attack, deal (1.03^#hits (12) =1.426) times the damage. Without an accuracy boost all 12 hits (90% accuracy) connecting is only a 28% chance
Bow lore (1): Gives an “S” in Bows
Savage Beast (1): When in Berserk mode, have an 80% chance of using a random physical skill that costs no BP or MP. Unfortunately the list of usable abilities includes all of the “Slayer” abilities.
Notes:
Pdef Optimized: 186 Pdef, 81 Mdef
3-turn Damage: 11975.04
Default, Default, Multiburstx3
Blitzing: Multiburstx2: 7983
Comments: Pretty sad. Nerfed from the original on account of no longer having an accuracy boost to pair with Precision. Multiburst is the best consistent damage and the abilities are not useful in a duel.
[bKnight[/b]
HP: 5540 (PCHP:) 109.54% MP: 384
STR: 66 VIT: 76 INT: 40 MND: 61 DEX: 45
AGI: 45 Stdev: -1.2120856345
P.Atk: 66 #Hits: 9
P.Def: 346
M.Atk: 241 Mult: 2.875
M.Def: 241
Aim: 9 Eva%: 49
Physical Durability: 4178.47%
Magical Durability: 181.88%
Equipment: Pentaclex2, Circlet, Dragonscale Armor
Abilities:
Stomp (Deal a 1.25x physical attack, but reduce P.Def and M.Def by 25% for 2 turns
Ironclad (5MP): Initiative, Raise P.Def to max (150%) for the turn used.
Shield Strike (8MP): 1x physical attack, raise P.Def by 25% for 2 turns. (only if shield equipped)
Full Cover: Initiative, Take all single-target physical attacks for a selected ally. Take only half damage.
Super Charge (1BP): 4876 damage, 1x physical attack that uses 2x P.Def instead of P.Atk for the calculation
Iron Wall: Initiative, Take any single-target physical attacks directed at any party member, halves physical damage.
Passives:
Two-Handed (1): Use a 1-handed weapon in two hands to double its attack power
Protect Ally (1): Take any single-target physical attacks directed at allies with < 20% HP
Shield Lore (1): Grants an “S” in shields
Dual Shields (1): Able to equip two shields at once
Chivalrous Spirit (1): Each time Knight takes a physical hit for an ally, P.Def raises by 25% for 5 turns
Notes:
2-H gives Knight at best a paltry 995 damage physical, so 2-shields is always the way to go.
Mdef-Optimized: 306 Pdef, 303 Mdef, 4180 S-Charge.
Pdef Optimized: 363 Pdef, 219 Mdef, 5152 S-Charge
Mdef/Pdef split: 333 Pdef, 281 Mdef.
Comments: Like Bravely Default Knight, only with less damage and ridiculous Mdef to go with that Pdef.
Ninja
HP: 4687 (PCHP:) 92.67% MP: 469
STR: 61 VIT: 45 INT: 71 MND: 71 DEX: 71
AGI: 95 Stdev: 2.7642133927
P.Atk: 127 #Hits: 16
P.Def: 141
M.Atk: 173 Mult: 3.1428571429
M.Def: 173
Aim: 109 Eva%: 1
Physical Durability: 67.66%
Magical Durability: 56.09%
Base Attack Damage: 1065.6
Equipment: Falcon Knifex2, Circlet, Magus Robe, Adamant Gauntlets
Attack: 948
Abilities:
Shippujinrai (12MP): 1066 damage with initiative. 1X physical attack with initiative
Shunshin: Raise evade to max (1.5x normal) for 6 turns
Utsumemi: Evade the next physical attack (Even if it is normally ITE)
Ikkikasei (12MP): For this turn only, double hit count.
Kairai: Initiative, redirect all single-target attacks by enemies to a selected ally.
Impermanence (24MP): Reverse effect of attribute bonuses and penalties for an ally or enemy team. 4 turns. Stacking this will refresh duration of this 'swap' status.
Passives:
*Dual Wield (2): No attack penalty for using a weapon in each hand.
Confuse Immunity (1): Immunity to Confuse
Transience (1): Anytime a physical attack is evaded a 1x ITE counter will trigger
Comeback Kid (1): Anytime a physical attack is evaded, +25% P.Atk and M.Atk for 3 turns (+86% damage for one, +172% for two)
Frentic Fighting (1): Double the number of max hits from 16 to 32
Notes:
Mdef Optimized: 444 damage, 177 Pdef, 203 Mdef
3-turn Damage:
Shippujinraix2, Ikkikasei,Physicalx3 8994.7296
Blitzing: Ikkikasei, Physicalx3: 5690
Comments: Speedy and can laugh off physical attacks via Utsumemi. Mages will tear Ninja apart because of a) Lack of durability and b) Lack of damage. Really only suitable to taking out physical-only foes. I guess the weird dispel trick could be useful maybe?
Exorcist
HP: 4687 (PCHP:) 92.67% MP: 597
STR: 45 VIT: 51 INT: 86 MND: 91 DEX: 56
AGI: 55 Stdev: -0.4168258291
P.Atk: 133 #Hits: 8
P.Def: 183
M.Atk: 223 Mult: 3.1428571429
M.Def: 223
Aim: 101 Eva%: 24
Physical Durability: 84.67%
Magical Durability: 105.29%
Equipment: Rune Blade, Pentacle, Circlet, Magus' Robe, Adamant Gauntlets
Physical: 251
Abilities:
Undo HP (20MP): Revert target HP to value at beginning of previous turn. Can also revive target from KO
Undo Action (16MP): Grants immunity to the next single action an enemy takes against a target.
Purgation (8MP): Cancels Regen, Stop, Reraise, as well as anything effecting elemental/status resistance and status buffs/debuffs. Single-target
Undo MP (1BP): Reverts target MP to what it was at beginning of previous turn
Undo BP (3BP): Reverts target BP to what it was at the beginning of the previous turn.
Eradication (32MP): 33% flat chance of resistance-ignoring instant death, MT. (checks each foe individually)
Tongues: Able to use any magic in friends summon list... Random but frequently good!
Passives:
Steady MP Recover (1): Recover 30MP at the end of every turn
* Undo Trois (1): Instead of just reverting to the previous turn 'Undo” skills allow the selection of one of the previous 3 turns.
Ectoplasm (1): Upon death, instead of entering KO state enter the “Ghost” State, which allows the use of magic but counts as a game-over if everyone has it.
Glossolalia (1): Enables the Tongues command
Auto-Undo (3): At the end of every turn, revert HP/MP to what it was at the beginning of that turn. Does not trigger if it would reduce HP/MP or if it KO'd
Notes:
Falcon Knife instead of Rune Blade: +8 Agi, 43 damage attack instead of 251...
Def-Optimized: 217 Pdef, 157 Mdef
Two Falcon Knives, Mdef Optimized: +16 Agi, 147 Pdef, 193 Mdef, can only kill with Eradicate
Falcon Knifex2, Pdef Optimized +16 Agi, 181 Pdef, 107 Mdef, can only kill with Eradicate
3-turn Damage: 1857.6
Physicalx6
Comments: Eradication is a turn 1 KO, Auto-Undo ensures that you must either fatally status out Exorcist or else OHKO. Purgation frustrates buff-> KO strategies. Honestly a frustrating foe to fight. I am unsure how doubles should interact with Auto-Undo, since they are based on the turn-based system and not Exorcist's own. The Agi buff from a Falcon Knife may be preferable to the better sword damage but such low damage begs for even a 1% high-variance critical hit from a foe before the end of a fight.
Monk
HP: 5966 (PCHP:) 117.96% MP: 341
STR: 71 VIT: 66 INT: 35 MND: 45 DEX: 56
AGI: 65 Stdev: 0.3784339764
P.Atk: 442 #Hits: 11
P.Def: 66
M.Atk: 45 Mult: 2.6666666667
M.Def: 45
Aim: 101 Eva%: 0
Physical Durability: 63.38%
Magical Durability: 32.51%
Base Attack Damage: 3484.8
Equipment: Naked
Strong Strike: a 2x physical attack with a 50% chance of missing.
Inner Alchemy (5MP): Cure user of poison, blindness, silence, dread, and confusion
Invigorate: Raise P.Atk by 25% for two turns, 25% chance of failing and instead causing 20% Max HP damage to self.
Hidden Dragon: 4356 damage at the end of a turn.1.25x physical that executes at the end of the turn
Qigong Wave (12MP): 4356 damage. 1.25x physical that ignores Default
Pressure Point (1BP): 8752 ITD damage. 2X physical attack that ignores defense
Phoenix Flight (Reduce HP to 1 and convert HP sacrificed to damage on a single target.
Crouching Tiger: Reduce all allies BP by 1 and deal a 4x MT physical (Does not work with dead party members, DOES work and consumes nothing if no other PCs in party... but only applicable in a low-level area in NG+
Passives:
Paralyze Immunity (1): Immunity to paralysis
*Knuckle Lore (1): S in Knuckle proficiency, and when no weapons equipped a fist of P.Atk = Level is assumed
Natural Talent: Raise P.Atk by 100% when nothing is equipped in any slots.
Notes:
Damage w/ Hammer Knuckles: 2091 Quigong Wave, 5091 Pressure Points
Hammer Knuckle, Pdef Optimized: 196 Pdef, 81 Mdef
Hammer Knuckle, Mdef Optimized: 162 Pdef, 167 Mdef
3-turn Damage: 26254.8
Default->Default->Pressure Pointx3
Blitzing:
Naked Physical damage turn 1 (Qwx4): 17424
Naked ITD damage turn 1: 17504
Naked with Phoenix flight turn 1 (PF->QW->PP) 19073
Hammer Knuckle turn 1: (Ppx2): 10182
Comments: Go naked, smash stuff. It is a valid strategy! Trying to have durability halves the damage so it probably isn't worth it unless an OHKO is avoided. Phoenix Flight is best used in conjunction with naked damage to KO. Really all about Koing as soon as possible, and is likely to die to a magic poke unless sacrificing that damage. I advise ignoring Crouching Tiger.
Valkyrie
HP: 5114 (PCHP:) 101.11% MP: 427
STR: 66 VIT: 61 INT: 60 MND: 60 DEX: 56
AGI: 60 Stdev: -0.0191959263
P.Atk: 148 #Hits: 11
P.Def: 221
M.Atk: 216 Mult: 2.875
M.Def: 216
Aim: 101 Eva%: 25
Physical Durability: 119.60%
Magical Durability: 102.31%
Equipment: Roncone, Pentacle, Circlet, Magus's Robe, Adamant Gauntlets
Abilities:
Crescent Moon (1BP): A 1x physical attack to all enemies
Jump (1BP): At the end of the turn, jump up. Come down during normal turn order the next turn and deal 1723 (2x damage,3x if a spear is equipped)
Spirit Barrier (10 MP): For 10 turns, Sacirifce 10% of damage taken as MP and that will negate HP damage. (effectively a 4170 HP buffer)
Soul Crush (16MP): Do a 0.1x physical attack that hits target MP.
High Jump (2BP): Jump off the screen at normal turn order. The next turn, deal 2584 (3x the damage of a normal attack, 4.5x if a spear is equipped)
Super Jump (3 BP): Jump off the screen and come down two turns later to deal 1723 (2x damage to all enemies, 3x if a spear is equipped).
Passives:
Spear Lore (1): Grants an S in spears
*Soul Mates (1): Anytime an ally is KO'd, P.Atk and M.Atk rise by 25% for 5 turns
Pierce Default (1): Attacks ignore Default
BP Skill Amp (1): skills that cost BP deal 50% more damage and cost 1BP more.
Quickening (1): Time delay between jumping and coming down is reduced by 1 turn.... but BP cost is unaffected. WTF. A skill that INCREASED time in the air would have been good!
Notes:
Pdef Optimized:
3-turn Damage: 4340.952
Attack, Super Jump
Comments: Worst top-tier skill by far. Fairly durable but damage is terrible. Jump may be preferable to High Jump if slower than an enemy, as it gives enemies 1 action on the ground/Jump instead of 2.
Pirate
HP: 5540 (PCHP:) 109.54% MP: 384
STR: 81 VIT: 66 INT: 55 MND: 55 DEX: 35
AGI: 55 Stdev: -0.4168258291
P.Atk: 187 #Hits: 8
P.Def: 226
M.Atk: 211 Mult: 2.6666666667
M.Def: 211
Aim: 92 Eva%: 24
Physical Durability: 134.79%
Magical Durability: 102.80%
Equipment: Cross Axe, Pentacle, Circlet, Magus' Robe, Adamant Gauntlet
Physical: 503
Abilities:
Double Damage (50MP): Attack that does 1396 (2x base damage)
Provoke: Raise chance of being attacked to the highest level possible
Shell Split (9MP): 692 (1x) physical attack, and for 4 turns lower target P.Def by 25% (a 23% increase in damage, not accounting for Bully)
Scale Strip (9MP): 692 (1x) physical attack, and for 4 turns lower target M.Def by 25%
Shin Smash (9MP): 692 (1x) physical attack and for 4 turns lower target Spd by 25%
Defang (9MP): 692 (1x) physical attack and for 4 turns lower target P.Atk by 25%
Skull Bash (9MP): 692 (1x) physical attack and for 4 turns lower target M.Atk by 25%
Amped Strike (150MP): 2768 (4x) physical attack to one.
Passives:
*Adrenaline Rush (1): For 5 turns, P.Atk and P.Def rise by 50% when HP falls below 20%
Axe Lore (1): Gives an 'S' in axes
Bully (1): Increases damage dealt by 10% for every status affliction (including debuffs) a target currently suffers from.
Notes:
Def-Optimized: 260 Pdef, 125 Mdef
Damage post Shell Split: 860 Base damage (x1.232)
Damage post Adrenaline Rush: 1372 Base damage (x1.964) [1534 post Shell Split or x2.2]
Durability post Defang: (Depends on enemy Atk)
Durability post Skull Bash: (Depends on enemy M.Atk)
3-turn Damage (not including debuffs): 9079.2
Amped Strike, Amped Strike, Double Damage->Physicalx3
Blitzing: (including Bully & Shell Split def debuff)
Shell Split → Amped Strikex2 → Double Damage 10070
Comments: Debuffing enemy attack is a very effective strategy that can make Pirate virtually indestructible to Def or Mdef subject attacks. Beyond that, Applying some debuffs and blitzing is a good idea but Amped Strikes are really really expensive
Performer
HP: 4687 (PCHP:) 92.67% MP: 469
STR: 45 VIT: 45 INT: 81 MND: 76 DEX: 56
AGI: 65 Stdev: 0.3784339764
P.Atk: 125 #Hits: 9
P.Def: 184
M.Atk: 214 Mult: 2.875
M.Def: 214
Aim: 101 Eva%: 25
Physical Durability: 85.18%
Magical Durability: 90.93%
Equipment: Hammer Mace, Pentacle, Circlet, Magus' Robe, Adamant G
Attack: 230
Abilities:
Love Power (30MP): Raise all targets' P.Atk by 20% for 4 turns
One More for You (26MP): Raise target's BP by one. Can't self-target
Got Your Back (24MP): Raise all targets' P.Def by 20% for 4 turns
Key to Your Heart (24MP): Raise all targets' M.Def by 20% for 4 turns
Little Devil (24MP): Raise all targets' M.Atk by 20% for 4 turns
Zero Sum (30MP): Reduce BP to zero for all targets with one or more BP
My Hero (2BP): Raise all allies' BP by 1
Hearts On Fire (45MP): Raise all targets' P.Atk and M.Atk by 25% for 5 turns
The Grand Ship (45MP): Raise all targets' P.Def and M.Def by 25% for 5 turns
Passives:
Encore (1): 25% chance of instantly following up any song with another random song at no BP/MP cost. BP songs don't count.
Power Up (2): P.Atk/M.Atk/P.Def/M.Def all raise 5% for 5 turns at the end of each turn (Since it triggers every turn and both increases the amount and refreshes duration, this is permanent)
Notes:
1.5x Buffed Attack: 640 w/ Hammer Mace
Pdef Optimized: 218 Pdef, 128 Mdef
Hammer Knuckle damage: 564 damage (1142 after 1.5x attack)
Hammer Knuckle, Mdef Optimized: 141 Pdef, 178 Mdef
Hammer Knuckle, Pdef Optimized: 175 Pdef, 92 Mdef
3-turn Damage:
Hearts on Firex2, Physicalx4
Comments: Can actually get up to some really good defensive stats in this game (especially Mdef). Damage is lackluster but buffed can add up over time to something resembling decent, unlike the previous game. A massively improved encore for Performer.
Time Mage
HP: 4687 (PCHP:) 92.67% MP: 597
STR: 35 VIT: 35 INT: 91 MND: 81 DEX: 56
AGI: 55 Stdev: -0.4168258291
P.Atk: 78 #Hits: 8
P.Def: 167
M.Atk: 213 Mult: 3.5
M.Def: 213
Aim: 101 Eva%: 24
Physical Durability: 77.27%
Magical Durability: 89.57%
Equipment: Wonder Rod, Pentacle, Circlet, Magus Robe, Adamant Gauntlets
Abilities:
Haste (8MP): Raise target's speed by 50% for 4 turns
Quake (5MP): 20 Power, 3x mult earth magic
Regen (5MP): Restores 3% Max HP at the end of each turn. Doesn't wear off.
Quick (20MP): Raise one target's hit count by 50% for 4 turns.
Quara (15MP): 55 power, 4x mult earth magic damage.
Gravity (12MP): 50% chance (very high in practice) to deal 50% of target's max HP (capped at 9999)
Comet (25MP): 4 shots of 50% accurate damage to one target, each shot is 30 power/4x mult
Hastega (32MP): Raise allies' speed by 50% for 4 turns
Stop (10MP): 75% (higher in practice) chance to inflict Stop on target.
Quakga (45MP): 3229 earth damage. 90 Power, 5x mult earth magic damage
Reraise (80MP): Enable one ally to automatically recover from K.O. With minimal HP
Meteor (99 MP): 5670 damage. Four hits of magic damage, each hit is 110 power, 2x mult. (110 power, 8x mult overall)
Quickga (40MP): Raise all allies' Hit count by 100% for 5 turns.
Passives:
Stop Immunity (1): Immunity to Stop
Slow Parry (1): 60% chance to lower attacker's speed by 50% when taking a single target physical attack.
*Time Slip (1): Return to the start of a battle if the entire party is wiped out, rather than getting a game over. Only triggers once.
M.Atk 20% Up (1): Increase M.Atk by 20%
Notes:
Dual Wonder Rod magic: 7031 damage meteors, 131 Pdef, 183 Mdef
Pdef Optimized: 3856 damage meteors, 201 Pdef, 127 Mdef
3-turn Damage: 34020
Meteor x 6
Blitzing: 4x Meteor: 22680 (28123 w/ 2 rods) [15422 def optimized]
Comments: Drop the meteors of doom, rar. Time Slip can help tilt the odds in Time Mage's favor, and Stop exists (although it's value against faster foes is questionable), but mostly battles are on or lost in whether that Meteor Swarm comes out and whether it's fatal.
Dark Knight
HP: 5114 (PCHP:) 101.11% MP: 427
STR: 71 VIT: 56 INT: 65 MND: 55 DEX: 56
AGI: 60 Stdev: -0.0191959263
P.Atk: 159 #Hits: 11
P.Def: 216
M.Atk: 211 Mult: 3.1428571429
M.Def: 211
Aim: 101 Eva%: 25
Physical Durability: 115.14%
Magical Durability: 94.90%
Base Attack Damage: 683
Equipment: Rune Blade, Pentacle, Circlet, Magus' Robe, Adamant Gauntlets
Physical: 0
Abilities:
Dark Bane: Sacrifice 20% MHP to deal 854 (1.25x) dark physical damage to a target
Minus Strike (16MP): Damage one target by difference between CHP and MHP
Black Bane: Sacrifice 30% MHP to deal 1025 (1.5x) dark physical damage to all enemies
Absorb Magic: Triggers at start of turn and nullifies magic against Dark Knight. Instead, Dark Knight's MP is restored by whatever the MP cost of the spell he is hit with.
Dark Nebula: Sacrifice 20% Max HP to deal 2732 (4x) dark damage to all COMBATANTS (Dark Knight takes 0 as Pdef > Patk
Life or Death: Buffs own P.Atk/M.Atk/P.Def/M.Def by 50% for 5 turns but also inflicts 5 turn Doom.
Rage (2BP): Unleash Dark Bane against random targets up to 5 times or until HP falls to 1.
Funeral Pyre: Sacrifice 20% HP to deal a dark physical that does has a 1.25*(Target BP+1) multiplier
Passives:
Blind Immunity (1): Immunity to Blind
*Adversity (1): When accumulating damage equal to 25% HP, raise P.Atk/M.Atk/P.Def/M.Def by 10% for 3 turns. Won't trigger twice if taking > 50% damage.
Blaze of Glory (1): When KO'd, do a 4x damage physical to all enemies (can't win with this if last PC to fall)
Notes:
Damage w/ Katana: 644 base damage, 24% Crit)
Pdef-Optimized: 268 Pdef, 129 Mdef
Pdef/Mdef Mixed: 238 Pdef, 191 Mdef
Double Katana: 455 base damage, 39% crit rate. 152 Pdef, 157 Mdef [or 203 Pdef, 64 Mdef]
Life & Death Damage: 1470 base damage Rune Blade, 1574 double Katana. [Dark Nebula does 4x this]
3-turn Damage: 22244.4
Life&Death, Dark Nebulax3, Minus Strike (assume 10% HP)
Blitzing:
Life & Death, Dark Nebula x3 17340
Minus Strikex4 overtakes this below 15% HP. Below 60% Minus Strike prevents the damage from dropping much.
Double Katana L&D → Dark Nebulax3 (one crit): 25186
(This falls off if not above 60% HP as a 39% crit chance may not be good enough to score a crit out of 2 attacks)
Comments: The P.Def and M.Def are quite good, and with a little buffing get ridiculous. A Katana and Life&Death->Dark Nebulax3 is ideal. Since after Life&Death Dark Knight will laugh off most defense/Mdef-subject attacks, it gives some wiggle room to play with Dark Nebula and Minus Strike. (i.e. get to 1 HP, unleash as many Minus Strikes as possible). Absorb Magic → Life & Death is a valid strategy to prevent extreme magic OHKOs that fail before the boosted Mdef. Against Dark resistance, getting into a fatal Minus Strike HP range is the gameplan.
Guardian
HP: 6392 (PCHP:) 126.38% MP: 299
STR: 66 VIT: 76 INT: 55 MND: 96 DEX: 35
AGI: 35 Stdev: -2.0073454399
P.Atk: 148 #Hits: 8
P.Def: 266
M.Atk: 238 Mult: 2.875
M.Def: 238
Aim: 97 Eva%: 23
Physical Durability: 229.58%
Magical Durability: 194.87%
Equipment: Roncone, Pentacle, Armet, Magus' Robe, Adamant Gauntlet
Attack: 321
Abilities:
Possession (8MP): Transfer P.Atk/M.Atk/HP/MP and soul power to target and take control of them. Max HP/MP will be increased. While possessing a target Guardian will be unable to take any actions. Note that the PCs automatically lose if this is used by the sole remaining PCs, so useless in a duel.
Soul Smash : Consume 20% soul power and deal a physical strike with 50 extra power and a 1.5x mult (1166 damage)
Soul Blaster: Consume 50% Soul Power and deal Soul Smash to all enemies (1166 damage)
Soul Link (16MP): Use Soul power of chosen ally for abilities. They will gain soul power after this is used even if they wouldn't normally.
Soul Mirror (36MP): Creates a barrier that reflects physical attacks for 3 turns. Note that reflecting an attack won't let Guardian get any Soul Power from it.
Posessed (8MP): Transfer target's P.Atk/M.Atk/HP/MP and soul power to Guardian and prevent that target from performing actions. Enemies targetted are automatically killed. Note that if the last PC/s are in this state, they lose, so this is again useless in a duel.
Soul Cannon: Consume 100% Soul Power to deal a physical strike with 50 extra power and an 8x mult (6221 damage)
Passives:
Soul Boost (1): Start battle with 50% Soul Power
*Guardian Spirit (1): Can accumulate Soul Power. Will rise by 25% for every attack sustained up to a maximum of 100%
Armor Lore (1): Gives an S in Heavy Armor and Helm proficiency.
Twin Souls (1): When possessing or being possesed, grants the ability to access both PC's skillsets.
Notes:
Pdef Optimized: 306 Pdef, 178 Mdef
3-turn Damage: 7828.56
Physial, Physical, Physicalx3->Soul Cannon
Comments: Set up for excellent M.Def and use Soul Mirror to mock physicals. This will generally give Guardian enough time to kill a foe, even though it is slow. Too bad about it's gimmick being worthless.
Kaiser
HP: 5540 (PCHP:) 109.54% MP: 555
STR: 71 VIT: 66 INT: 91 MND: 86 DEX: 66
AGI: 65 Stdev: 0.3784339764
P.Atk: 169 #Hits: 11
P.Def: 226
M.Atk: 242 Mult: 3.1428571429
M.Def: 242
Aim: 98 Eva%: 25
Physical Durability: 134.79%
Magical Durability: 186.67%
Equipment: Flamberge, Pentacle, Circlet, Magus' Robes, Adamant Gauntlet
Attack: 610
Abilities:
Blinding Light (1BP): Deal damage equal to Half current HP to all enemies (Damage equal to current HP to one enemy with Centurion)
Sonneblume (16MP): Initiative will be reversed for all combatants for 5 turns (Lowest speed first, This goes for initiative moves too).
Spring Awakening (24MP): All combatants will be healed for 9999 HP at the end of every turn for 5 turns.(Note this occurs at the end of turn even under Sonneblume)
Westwind (16MP): P.Def and M.Def values will be switched for 5 turns for all allies and enemies.
Winter Storm (16MP): Nullify all HP/MP/BP recovery for all enemies and allies for 3 turns.
Nobe Eagle (16MP): Increase P.Atk and M.Atk for all enemies and allies to 200% for 5 turns. (Note an enemy attacking while under this buff will clobber Kaiser 8 ways from Sunday)
Overlord (24MP): All attacks will hit for critical damage for 5 turns for all allies and enemies. (unless attack can't normally crit, ala spells)
Passives:
Centurion (1): Converts certain multi-target attacks into single-target attacks that deal double damage.
Citadel (1): Once every two turns, all enemies and allies lose 1 BP
Cerberus (2): After every battle, HP/MP/Status are restored to pre-battle conditions (KO and other status potentially leading to game over will also return, if applicable)
Dawn of Odyssey (1): Once every 4 turns, all enemies and allies gain 1BP.
Notes:
Pdef Optimized:
Gun: 1011 damage (2805 after Noble Eagle), 162 Pdef, 188 Mdef (alternatively 209 Pdef, 104 Mdef)
3-turn Damage:
Blinding Lightx2 (80% HP assumed):
Blitzing:
Noble Eagle->Overlord → Physicalx2: 7660 (11221 w/Gun)
Spring Awakening/Sonneblume combo into 3 Blinding Lights: 16620
Comments:While Overlord and Noble Eagle are normally the go-to for blitzing damage for Kaiser (Especially with a gun), Using Spring Awakening and if needed Sonneblume to build BP and unleash 3x Blinding Lights is probably the better option, especially if the 3 Blinding Lights can be followed up with a Noble Eagle/Overlord/physicalx2.A really neat trick except against status. Has good Mdef, and Overlord is free auto-crits vs. mages with bad physicals.
Templar
HP: 5540 (PCHP:) 109.54% MP: 384
STR: 66 VIT: 71 INT: 55 MND: 86 DEX: 56
AGI: 40 Stdev: -1.6097155372
P.Atk: 164 #Hits: 9
P.Def: 231
M.Atk: 242 Mult: 3.1428571429
M.Def: 242
Aim: 96 Eva%: 24
Physical Durability: 140.45%
Magical Durability: 186.67%
Equipment: Flamberge, Pentacle, Circlet, Magus' Robes, Adamant Gauntlet
Attack: 456
Abilities:
Rampart (2BP): Grants a shield to all allies that will negate the next physical attack
Giant Slayer (1BP): 1198 Physical (2x) Physical attack, Mult goes up by 1 (599 damage) for every BP the foe has.
Radiant Blast (40MP): 1048 (1.75x) physical attack Light damage. Ignores Default
Desperation: A 3200 damage physical attack that adds P.Def ot P.Atk and ignores enemy Defense. But after using it P.Def drops to 75% for the remainder of that turn. (2732 damage on subsequent uses in one turn)
Heaven's Gate (3 BP): A physical light attack that varies in number of hits with how much BP the user has... At max BP it has a mult of only 5x (2995 damage).
Passives:
Charm Immunity (1): Immune to charm
*BP Limit Up (1): Makes max BP 4 instead of 3
Greatsword Lore (1): Gives an 'S' in Greatswords
Fortitude (1): Gain 1 BP for every attack sustained while Defaulting
Default Guard (1): Reduce damage taken when defaulting to 25% instead of the usual 50%
Weapon Guard (1): If attacking with a physical attack with a weapon equipped that turn, reduce damage taken by 25%
Notes:
Pdef/Mdef Mix: 249 Pdef, 220 Mdef (3345 Desperation, 2841 followup @ 75% Pdef)
Pdef Optimized: 289 Pdef, 160 Mdef (3669 Desperations, 3084 followup @ 75% Pdef)
3-turn Damage:
Desperation, Desperation, Desperationx4
Blitzing:
Desperation x4: 11395 (12922 if pdef optimized)
Comments: Desperation Desperation Desperation. That along with fantastic defenses can win many a match. Defaulting can help increase longevity too, since Templar will gain 2BP if the foe is attacking. Which can be used for more Desperations! The penalty isn't going to hurt Templar much because few will be slower than her to take advantage of that.
Yokai:
HP: 5540 (PCHP:) 109.54% MP: 597
STR: 61 VIT: 56 INT: 91 MND: 91 DEX: 66
AGI: 65 Stdev: 0.3784339764
P.Atk: 104 #Hits: 11
P.Def: 209
M.Atk: 241 Mult: 3.5
M.Def: 241
Aim: 103 Eva%: 25
Physical Durability: 118.54%
Magical Durability: 181.88%
Equipment: Ice Rod, Pentacle, Circlet, Magus Robe, Adamant Gauntlets
Attack: (451 with Katana, 1011 with Gun)
Abilities:
Lust (20MP): 50% chance (higher in practice) to charm all enemies.
Gluttony (20MP): All allies enter Gluttony state. While in Gluttony state, damage taken becomes HP recovery, but exceeding max HP will result in KO
Avarice (3BP): Absorb 1BP from all foes
Sloth (99MP): Full MT dispel on foes and they become weak to all elements.
Wrath (20MP): Has a 75% chance (higher in practice) of inflicting Berserk on all enemies.
Envy (99MP): Full MT dispel on foes and lowers their P/M.Atk and P/M.Def by 25%
Pride (99MP): Full MT Dispel on foes and raises P/M.Atk and P/M.Def by 25%
Thundaja (99MP): 2685 damage, 120 power, 3.6x mult thunder magic attack on all foes.
Blizzaja (99MP): 2769 damage, 120 power, 3.6x mult Ice magic attack on all foes.
Firaja (99MP): 2702 damage. 120 power, 3.6x mult fire magic attack on all foes.
Aeroja (99MP): 2685 damage. 120 power, 3.6x mult wind magic attack on all foes.
Acid Breath (2BP): (1090 Damage w/ Katana) 2x physical attack on all foes that lowers P/M.Def by 25%
Three Blades (2BP): Attack on all foes that has a 50% (higher in practice) of doing one-half of targets max HP in damage.
Consume Life (2BP): (2180 damage w Katana) Unleash 4 attacks against random foes (each has a 1x mult). Each hit also has a 50% chance of inflicting Instant Death
Disguise (8MP): Assume job of chosen target, including access to all job commands (IF the Disguised PC has sufficient job level in the class in question). Can exit at any time with Reveal Self.
Passives:
Obliteration (1): Instantly inflict Instant-Death on enemies 20 or more levels below user at the beginning of combat (before actions are input)
Echo (2): 25% chance to follow up a spell with an additional duplicated spell at no cost... an Echo CAN trigger off itself, making it effectively a 36% instead of 25% damage boost on average
Awakening (1): Allows user to gain BP towards job level 11 when equipped (I assumed everyone used this)
Notes:
Pdef Optimized: 243 Pdef, 155 Mdef
Katana: 545 base damage physicals, +15% crit (24% crit chance)
Dual rods: 3442 “Ja” spells, 152 Pdef, 193 Mdef [Or 186 Pdef, 107 Mdef]
Dual Falcon Knives: 81 Agi, Either 152 Pdef/193 Mdef [Or 186 Pdef/107 Mdef]
M2380 Gun weapon: 1148 damage, Either 152 Pdef/193 Mdef [Or 186 Pdef/107 Mdef]
Magic damage buffs: Envy adds 299 damage per spell, Pride adds 617 damage per spell.
Katana Attack buffs: Envy Adds 223 base damage with Katana, Pride adds 359.
Gun Attack Buffs: Envy adds 223 base damage, Pride adds 510 per Pride
3-turn Damage:
Blitzing:
4 (5 with Echo) x Ja spells: 13846 magic damage (17214 with two rods)
Sloth, 3 (4 with Echo) x Ja-spells: 16615 magic damage (20657 with two rods)
Comments: Yokai's best strategy is spamming Blizzajas or Firajas. If elemental resistance is in play, using Sloth to overwrite them (and boost Yokai's damage!) is the way to go. Otherwise if magic won't cut it, Falcon Knife speed boosted Instant Death might. Failing THAT, use a Katana or gun and Envy to boost durability/damage, Consume Life to deal physical damage, and Gluttony as a sort of one-shot pseudo-healing.