Karol: "Am I really that emo?"
HP: 5285
TP: 377
P.ATK: 1404.1
M.ATK: 292
AGL: 230
P.DEF: 752 (104% taken from physicals)
M.DEF: 366 (114% taken from magic)
Physical Durability: 1.31
Magical Durability: 1.2
Equipment:
Infinity: 820 P.ATK (Eternal Weakness)
Rending Drill Hammer: 815 P.ATK, 300 M.ATK, 50 P.DEF, 50 M.DEF. Fire/Wind elemental (Charge Smash)
Golden Hammer: 800 P.ATK, fire/earth elemental. (Vitality 4, Steel Defense)
Bahamut's Tear+1: 699 P.ATK. Water Elemental.
Bravior: 550 P.ATK, Light elemental.
Crimson Axe+1a: 430 P.ATK, 100 M.ATK, Fire elemental.
Riot +1a: 470 P.ATK, 30 P.DEF, 20 M.DEF, Wind Elemental.King Size Bag: 120 P.ATK (Play Dead, Critical Recover)
Medium Size Bag: 60 P.ATK, 60 P.DEF
Normal Size Bag: 30 P/M.ATK, 30 P/M.DEFBrave Helm: 126 P.DEF, 22 M.DEF
Pirate Hat: 40 P.DEF, 29 M.DEF, Resist water.
Pointed Hat: 32 P.DEF, 22 M.DEF. Resists Earth.
Straw Hat: 25 P.DEF, 8 M.DEF, Resists Wind.
Cowboy Hat: 92 P.DEF, 40 M.DEFStar Mail: 330 P.DEF, 70 M.DEF.
Mumbane Aer: 310 P.DEF, 68 M.DEF, Resist Fire/Water/Holy
Rune Mail: 290 P.DEF, 96 M.DEF, Resists Fire/Earth/Wind/WaterSkills:
*Combatir (4): Increases P.ATK by 5% of the base if an axe is equipped.
Raynard (4): Increases P.ATK by 5% of the base if a hammer is equipped.
Bug Busters (4): Increase amount of damage deald and received for insect enemies.
*Second Attack (8): Karol's attacks (not counting the first hit in a combo) deal 30% more damage.
*Critical (6): Increases the chance of inflicting critical damage. This does almost nothing at all.
Critical Break (7): Increases the chance of guard breaks.
*Mighty Charge (5): Karol can charge his basic attack.
Charge Hold (8): Maintain a Mighty Charge even after missing the attack.
*Speed Charge (14): Makes Mighty Charge faster.
Charge Smash (20): Guard break enemies after Mighty Charge. (Super Armor excluded...?)
*Attack Arte Charge (8): Allows Karol to charge attack Artes. This makes them unable to be combo'd into.
*Steel Defense (8): Reduce damage received to 10% when at or below 20% HP.
Break Down (10): Hit a stunned enemy to extend stun once.
Down Hit (9): Inflicts 20% more damage when attacking an enemy that has been knocked down.
Healing Arte Charge (7): Allows Karol to Charge his Healing Artes. This disables his ability to combo into them.
Run (8): Able to flee battles more quickly.
Taunt & Evade (6): Taunt an enemy to avoid being targetted!
Member Taunt (8): OL gauge fills more quickly when taunting near an ally.
Motion Change (8): Changes standby and moving motion. I still can't tell what this actually does.
Play Dead (12): Karol can remain on the ground after being knocked down and slowly regenerate HP/TP.
*Vitality 4 (12): Increases Max HP by 1200.
*Medical Smash (12): Increases the strength of Karol's healing artes depending on his current HP. Increases linearly from 1x at 1 HP to 1.5x at full.
*Eternal Weakness (8): Effects of debuffs sometimes last the entire battle (~20% ?)
Support Arte Charge (6): Karol can charge his debuff-inflicting arte attacks.
Heavy Weight: Karol is heavy and reduces staggering, but moves slowly. Losing trade.
*Critical Recover (15): Karol recovers 10 TP upon a critical hit
Safety (10): Sometimes earn more EXP from battle by finishing without taking damage.
Coward (15): Avoid surprise encounters.
Physical*2: 2522
Base Artes:
Dragon Upper (6 TP): 3500
Destroying Rock (10 TP): 3200 Earth damage.
Nice Aid Smash (12 TP): Heals 18% HP for nearby allies and Karol.
Destructo Pain Shot (12 TP): 2100 Inflicts Defense Down status. Increases damage by about ~20%. Only lasts 5 seconds.
Lightning Wave (14 TP): 3500 Fire/Wind elemental.
Nice Recovery Smash (18 TP): 1000 Heals Karol and nearby allies/enemies of physical statuses.
Bug Breath (17 TP): 2750 More damage to bugs.
Punishing Smash (18 TP): 4000
Gaia Bug (15 TP): 2300 THROW FISH
Destructo Spider Web (22 TP): 1900 Lowers enemy movement speed for 5 seconds.
Havok Break (15 TP): 3800
Coil Beat (8 TP): Raises Karol's physical damage by 20% for 10 seconds.
Roaring Revolution (18 TP): 4500 Karol ends up on the other side of the enemy, behind them.
Destructo Booing (22 TP): 1800 Halves physical damage dealt by enemy for 5 seconds.
Arcane Artes:
Hammer Flow Upper (18 TP): 4600 Downs enemy.
Punishing Aid Smash (24 TP): 2000 Doesn't combo with itself. Heals Karol for 18% HP.
Reaper Knock (28 TP): 12000 Downs enemy. Hard to combo with. Noticeable stun rate.
(Charged Reaper Knock): 22000
Punishing Beast Flash (22 TP): 6000 Downs enemy
Roaring Dragon Blow (28 TP): 4800
Devil Rage Rise (30 TP): 5500
Rending Drop (32 TP): 6800 Of which 4000 is earth elemental damage. Downs enemy.
Ultimate Divine Destruction (34 TP): 7000 Downs enemy.
Altered Artes:
Destruction Street (16 TP): 4100 Downs enemy.
Twin Punishing Smash (20 TP): 4500
Nice Healing Smash (22 TP): Heals 36% HP for nearby allies and Karol.
Nice Curing Smash (30 TP): Heals 50% HP for nearby allies and Karol.
Havok Thunder (22 TP): 4600 Of which 1000 is fire/wind elemental.
Death Quake Spark (38 TP): 6200 Earth damage.
Best:
Charged Reaper Knock: 22000Comments: Steel Defense makes Karol awesomely, incredibly, unbelievably durable. Against multi-hit foes. 20% isn't a hard limit to dodge for normal fighters. Still, Reaper Knock is his best damage and downs the enemy, giving him time to use Coil or one of his instant healing moves. If it weren't for his limited TP he'd be quite good. Anyway, Middle.
Rita: "Blahblahblah VIOLENT PAIN!."
HP: 3408
TP: 730
P.ATK: 980
M.ATK: 1354.8
AGL: 354
P.DEF: 583 (126% taken from physicals)
M.DEF: 676 (84% taken from magic)
Physical durability: 0.7
Magical durability: 1.04 (infinite with perfect magic)
Equipment:
Aspion: 660 P.ATK, 720 M.ATK (Reducer, Magic 4)
Ivy Blade: 690 P.ATK, 670 M.ATK (Over Cast 3, Spirits 4)
(Rita has weapons in all the other elements but Light. She'll use her spells if she wants to hit weakness though <_<)Thanatologos: 120 M.ATK (Levitation)
Hydronomos: 30 P.ATK, 50 M.ATK, 20 P.DEF, 20 M.DEF
Storm Bringer: 50 P/M.ATK, 20 M.DEFElemental Goggles: 106 P.DEF, 56 M.DEF, Resists Fire/Earth/Wind/Water.
Elemental Ribbon: 78 M.DEF, Resist fire/earth/wind/water
Purple Ribbon: 26 M.DEF, Resist Dark.Empress Dress: 195 P.DEF, 218 M.DEF. Resists Light/Dark.
Rune Cloak: 184 P.DEF, 208 M.DEF, Resists fire/earth/wind/water.Skills:
*Magic 4 (9): Increases M.ATK by 20% of the base value
*Critical Magic (5): Enables critical hits to occur on spells.
*Heavy Magic (7): Increases the damage done by a spell, its TP cost, and its casting time (time before Rita starts the quote) by 1.5x. The casting time is still nulled by Overlimit. (not factored into damages shown)
Light Magic (10): Decrease the damage done by a spell, its TP cost, and its casting time (time before Rita starts the quote) by 50%.
Over Cast (8): Allows Rita to increase the effect of a novice spell by extending the casting time. Seems to cap out at a 50% boost. This also takes 50% more TP to cast the spell.
Over Cast 2 (12): Same as Over Cast 1, but for Intermediate spells.
Over Cast 3 (16): Same as Over Cast 1, but for Advanced spells.
Absorption (9): Nullifies a spell attack when casting a spell of the same element.
Resilience (26): Rita will not stagger when casting spells (can't be interrupted barring stun)
*Perfect Magic (16): Consumes 1 TP a second (trivial). Rita becomes immune to all offensive magic.
Elemental Effect (3): Weather and climate will have a greater effect on spells.
Levitation (12): Rita can fly during a jump while consuming ~5 TP a second. This generally keeps her above low-lying physical attacks, but most humanoid enemies have an attack that hits her and knocks her out of the air. While flying, her casting animation is much shorter than normal.
*Magic Combo (10): Enables Rita to instantly cast an Altered spell after using the spell from which it derived. So Violent Pain->Bloody howling, for example.
Liner Shot (8): Makes Rita's basic physical ranged.
Spell Charge 1/2/3 (9/12/15): Rita can hold A to move around and delay the casting of a spell after its casting animation is completed.
Rhythm (4): Rita can cast a spell more quickly (player taps B button). Seems to be about a 30% reduction in casting time or so. Doesn't seem to stack with Speed Cast?
Randomize (4): Casting time for a novice/intermediate spell will be either zero or doubled. Zero is actually about 1 second though, so you can't just arte button->cancel->arte button to get instant casting.
Recast (8): Resume casting the same spell if the spell was interrupted.
Overheat (4): No casting time with 1/8th the TP cost for a novice spell if HP is below 120 and TP is over 60... how very specific...
*Speed Cast (9): Halves the casting time for a spell (time between Rita starting the casting and saying the quote). This gets applied to the Light/Heavy magic alterations. Light Magic+Speed Cast = 25% casting time, while Heavy Magic+Speed Cast = normal casting time.
*Spell End (4): Rita can move instantly after casting a spell. (not exactly, but it shortens wait time after casting significantly)
Revenge Spell (8): No casting time for a novice spell if used while staggering. I can't get this to work.
*Spirits 4 (7): Increases Max TP by 150
Combat Force (3): Decreases Max HP by 25% of the base value. Increases max TP by 25% of the base value.
Convert Absorption (6): When finishing an enemy with a spell, possibly absorb the enemies remaing HP as TP. The rate for this is shockingly high.
*Reducer (5): Reduce the TP cost of a spell by 25% if Rita has *attempted* to cast that spell as her last action. She can start, cancel, and continue to get the effect on her first cast.
Spirit Absorb (3): Occasionally recovers the same amount of TP used to cast a spell when hit by a spell attack (Perfect Magic makes this uselss)
Physical*2: 1300
Base Artes:
Rudolf (23 TP): 1700
Phi (12 TP): 2100
Descartes (16 TP): 3000 Downs enemy.
Arcane Artes:
Laplace (20 TP): 2500
Wallis (14 TP): 1200*# hits. Minimum of 3 at base uses, max of 14 hits at 9000 uses.
Ideal (20 TP): 2700. Downs enemy
Spells:
Fireball (8 TP): 2100*# hits. 10 fireballs at 3500 uses. Probably around 3-4 at endgame barring spamming it (which you may allow). Fire elemental. (Can chain into Eruption with Magic Combo)
Stone Blast (10 TP): 4172. Earth elemental. (Can chain into Ivy Rush with Magic Combo)
Champagne (14 TP): 4387. Water elemental.
Spread Zero (12 TP): 5500. Dark elemental (can chain into Demon's Lance with magic combo)
Splash (22 TP): 4300 Water elemental. (can chain into Aqua Laser or Freeze Lancer with Magic Combo)
Stalagmite (34 TP): 5300 Earth damage. (can chain into Riot Horn with Magic Combo)
Tractor Beam (42 TP): 4500 Non elemental damage. (Can chain into Gold Cat with Magic Combo). With Light Magic, Speed Cast, and Spell End Rita can chain this into itself until she runs out of damage. Damage done is less than Heavy Magic Meteor Storm but it causes a Red FS.
Negative Gate (46 TP): 6000 Dark elemental.
Spiral Flare (38 TP): 6700 Fire damage. (can chain into Flame Dragon with Magic Combo)
Tidal Wave (72 TP): 6000 Water elemental. Full MT.
Violent Pain (50 TP): 5200 Dark elemental. (can chain into Bloody Howling with Magic Combo)
Blade Roll (54 TP): 5200 Non elemental damage. (Can chain into Thunder Blade with Magic Combo)
Ground Dasher (64 TP): 8300 Earth damage.
Crimson Flare (62 TP): 5000 Fire damage.
Meteor Storm (76 TP): 18000 Randomness plays a large role in the # of hits. This is an average. Note that with Levitation and Speed Cast/Spell End Rita can cast another Meteor Storm before the first ends, but the randomness factor does not lock down enemies.
Eruption (18 TP): 5200 Fire damage. (With Levitation, Light Magic, and Spell End, Rita can chain this spell into itself until she runs out of TP for a total of 41000 damage. This also triggers a Blue FS.Ivy Rush (16 TP): 4500 Earth damage. Downs enemy.
Demon's Lance (20 TP): 3500 Dark damage.
Aqua Laser (32 TP): 5300 Water damage. Downs enemy.
Freeze Lancer (28 TP): 6300 Water/Wind elemental.
Riot Horn (36 TP): 8500 Earth damage.
Gold Cat (46 TP): 5100+40*#coins Number of coins based on current Gald and a number of other factors, like where the enemy is standing when the statue hits them.
Flame Dragon (30 TP): 5400 Fire elemental.
Bloody Howling (58 TP): 6400 Dark elemental.
Thunder Blade (68 TP): 8100 Fire/Wind elemental. Downs enemy.
Best:
Heavy Magic Meteor Storm: 27000 damage.Comments: Squishy mage. Magic immunity is cool. That physical durability is NOT. Her Levitation/Light Magic/Speed Cast/Rhythm/Spell End combo lets her Fatal Strike things when she gets a turn though, so Middle works. Worth noting she's the best PC at endgame thanks to Overlimit + Heavy Magic and some other skills that are universal.
Raven: "Fight like I'm gonna die, huh?"
HP: 3813
TP: 481
P.ATK: 1186
M.ATK: 1059
AGL: 377
P.DEF: 744 (105% taken from physicals)
M.DEF: 545 (97% taken from magic)
Physical durability: 94%
Magical durability: 101%
Equipment:
Celestial Star+1: 700 P.ATK, 575 M.ATK. Holy elemental (Escape Step)
Crusader 13: 680 P.ATK, 500 M.ATK.
Death Slinger+1b: 660 P.ATK, 520 M.ATK, Dark elemental.
Splash Bow: 522 P.ATK, 425 M.ATK. Water elemental (Special, Dispersion, Great Deluge)
Breaker Bow: 488 P.ATK, 380 M.ATK. Earth elemental. (Special, Crucible, Athenor)
Burn Spreader: 280 P.ATK, 277 M.ATK. Fire elemental (In Step, Chain, Hell Fire)
Gale Spreader: 277 P.ATK, 266 M.ATK. Wind elemental (In Step, Alembic, Gale)Sword Breaker: 80 P.ATK, 40 M.ATK (Appeal Target)
Main Gauche: 50 P.ATK, 40 M.ATK, 15 P/M.DEFGlorious Helm: 130 P.DEF, 26 M.DEF
Pointed Hat: 32 P.DEF, 22 M.DEF. Resists Earth.
Straw Hat: 25 P.DEF, 8 M.DEF, Resists Wind.
Cowboy Hat: 92 P.DEF, 40 M.DEFGlorious Guard: 280 P.DEF, 184 M.DEF, Resists wind.
Rune Jacket: 250 P.DEF, 174 M.DEF, resists fire/earth/wind/water
Moon Guard: 216 P.DEF, 152 M.DEF, Resists Dark.Skills:
*Strength T (12): Increases P.ATK by 25% of the base value when HP is over 75%. Translates into about a 25% damage increase, too.
*Magic T (12): Increases M.ATK by 25% of the base value when HP is over 75%. Translates into about a ~18% damage increase.
*Light Force (3): Increase M.ATK by 20% of the base value when a light bow is equipped
Hunter (5): Increases damage done to aerial enemies by 20% and reduces damge from aerial enemies by 20%
***TP Attack (7): Inflicts TP damage on enemy with normal attacks (TP damage inflicted is damage done/10). This is a high 2HKO/OHKO to endgame enemy TP.
*Change Style (11): At close range, Raven will use a dagger attack instead of his bow attack for his basic physical.
*Change Style 2 (15): Changes some artes when they are used at close range.
Endless Shot (20): Releases a steady stream of arrows after Raven uses his basic physical. Does not tie down enemies, so essentially worthless.
*Defend T (7): Increases P.Def by 25% of the base value when HP is over 75%
*Resist T (7): Increases M.Def by 25% of the base value when HP is over 75%
Revenge Arrow (8): Release an Arrow when staggering if timed correctly.
Escape Step (15): Nullifies all attacks during backstep.
Heavy Arrow (10): Double damage done by basic arrow attacks while making the attacks slower. This essentially disables his ability to combo together multiple basic bow attacks.
Power Shot (14): Increases enemy staggering time. Largely worthless as it still doesn't let him combo with Heavy Arrow.
Heavy Energy (3): Raises P.DEF by 20% of the base value when a heavy bow is equipped.
In Step (5): Increases advance distance of Critical Guard
Long Step (4): Increases Backstep distance.
Step Cancel (12): Able to cancel actions into a backstep.
Quick Arrow (11): Makes basic arrow attacks faster but decreases their power by 50%
Long Range (10): Extends the range of a basic bow attack.
*High Tension (6): The Overlimit gauge fills more quickly.
Lucky Magic (3): Occasionally decreases TP consumption when casting a spell.
Chivalry (3): All of Raven's stats (including HP and TP) go up by 10% for each female that is in his active battle party.
Hunter 2 (11): Increases Exp given by aerial enemies for the whole party.
Appeal Target (3): Increases the chance of being targetted by enemies with taunt.
Technical Half (12): Halve all of Raven's stats (including HP and TP), but earn more TP after battle... worst. Skill. Ever.
Vacance (16): Increase max HP occasionally if battle is won without Raven attacking any enemies.
Cooking Plus (5): Sometimes increases the effect of auto-cooking after battles.
Physical*3: 2500 (250 TP damage)
Physical*4 (can't combo into Artes): 3300 (330 TP damage)
Base Artes:
Rain (8 TP): 2000
Bouquet (12 TP): 1600 55% chance of confusing target.
Serpent (11 TP): 2500 Earth damage. This move makes a trap that explodes on contact with the enemy. Downs victim.
Glimmer of Heaven (15 TP): 2000 Arrow comes down 2 or 5 seconds after being used. Raven's choice. (good to fire off when the enemy is Downed)
Around (13 TP): 3600
Love Shot (18 TP): Fires 3 arrows that heal allies for 15% HP each. The arrows focus on Raven in a duel, but unfocus if he has a party.
Dark Chase (16 TP): 4740 The four arrows fired by this technique will hunt down their target.
Violent Snake (12 TP): 3600 Downs enemy.
Violent Weasel (12 TP): 3600 (Change Style 2 altered version of Violent Snake)
Arcane Artes:
Just Like Dancing (24 TP): 3400
Cyan Instant (18 TP): 2800 Hits all surrounding enemies.
Heaven's Tear (18 TP): 3444 Downs enemy
Falling (28 TP): 3800 Downs enemy
Flying (28 TP): 3800 Downs enemy. Change Style 2 Altered version of Falling.
Azure Heavens (23 TP): 580*# hits Number of hits varies a lot. This does not combo with other moves. Generally not good for anything but triggering Red Fss.
Falling Stars (21 TP): ~1000*#hits This move pushes the enemy back a certain ways, damaging them. The number of hits is dependent on how far they are pushed, which depends on current positioning. I think about 6-7 hits is standard, with a max of 12 or so. This move does not combo with other attacks. Good move, hard to actually use
Crime (26 TP): 3600
Punishment (26 TP): 2200 Change Style 2 Altered version of Crime.
The Wind's Howl (23 TP): 4500
The Wind's Rage (23 TP): 4800 Wind elemental. Change Style 2 Altered version of The Wind's Howl.
Altered Artes:
Rainsong (8 TP): 1200
Rain Down (18 TP): 2000 Lands 10 seconds after being fired.
Around and Around (15 TP): 3000 Separates Raven and target.
Rain of Heaven's Tears (20 TP): 6275 (Raven adds more attack to this by mashing attack button)
Cloud of Heaven's Tears (20 TP): 3500 Downs enemy
Falling Further (30 TP): 4100 Downs enemy.
The Growing World (18 TP): 700 After hitting on enemy, this attack splits and hits nearby enemies. Good for getting Green FSs.
Spells:
Wind Blade (10 TP): 2100 Wind elemental.
Arrivederci (22 TP): 3000 Wind elemental. Downs enemy.
Havoc Gale (40 TP): 3700 Wind elemental. Downs enemy.
Vanji Lost (60 TP): Confuses all enemies at 100% hit rate.
Inverno (34 TP): 3300 Water/Wind elemental.
Tempest (52 TP): 3000 Fire/Wind elemental. Hits large area. Downs enemies.
Stop Flow (100 TP): Stops all enemies for ~6 seconds. Useless for Raven unless you see him being able to squeeze more basic physicals (TP damage) out of it.
Combos:
Physical*3 -> Violent Weasel -> The Wind's Rage: 10900Physical*3 -> Violent Weasel -> Flying: 10200. Downs enemy so Raven can get off a Love Shot.
Comments: TP busting is Raven's best DL trait. Outside that he has the threat of a looming Fatal Strike and the same kind of gimmicky attack->healing as Karol.
Judith: "You poor thing."
HP: 3823
TP: 411
P.ATK: 1320
M.ATK: 314
AGL: 396
P.DEF: 773 (101% taken from physicals)
M.DEF: 423 (108% taken from magic)
Physical durability: 97%
Magical durability: 91%
Equipment:
Brionac: 770 P.ATK (Aerial Combo 3, Aerial Armor)
Gungnir+1: 758 P.ATK, 420 M.ATK, Fire/Wind elemental. (Landing, High Combo)
Unicorn Horn+1B: 660 P.ATK. Light elemental. (Aerial OVL)
Beast Slayer: 435 P.ATK, 20 M.DEF, Earth elemental (Aerial Artes 3, Jump Cancel)
Serpent Staff: 410 P.ATK, Wind elemental (Gale)
Death Scythe: 390 P.ATK, 120 M.ATK, Dark elemental.
Shiva: 335 P.ATK, Water elemental (Aerial Artes 2, Dispersion, Great Deluge)
Ahriman: 330 P.ATK, 100 M.ATK, Fire elemental (Aerial Artes 2, Chain, Hell Fire)Dragon Skin: 120 P.ATK (Aerial Finish, Aerial Tension)
Dragoon Boots: 65 P.ATK, 10 M.ATK, 45 P.DEF. (Aerial Guard, Aerial Magic Guard)Terra Crest: 112 P.DEF, 47 M.DEF.
Mirage Crest: 80 P.DEF, 40 M.DEF. Resists light.
Elemental Ribbon: 78 M.DEF, Resist fire/earth/wind/water
Purple Ribbon: 26 M.DEF, Resist Dark.Dragon Coat: 310 P.DEF, 76 M.DEF, Resists fire.
Rune Coat: 282 P.DEF, 92 M.DEF, Resists fire/earth/wind/water.
Bloody Coat: 230 P.DEF, 84 M.DEF. Resists dark.Skills:
*Aerial Force (10): Increases damage by 20% against enemies that are in the air. Yes, this means enemies Judy herself has knocked into the air.
*Aerial Artes 1/2/3 (10/12/14): Allows Base/Arcane/Altered artes to be used in the air.
Aerial Finish (6): Increases the bonus for a blue FS
*High Combo (7): Links a jump attack and a ground attack. Hard to work with.
Aerial Guard (5): Able to guard in mid-air.
Aerial Magic Guard (7): Able to use Magic Guard in mid-air. Also floats in the same position for the duration.
Aerial Armor (26): Avoids staggering when hit while in the air.
Escape Jump (4): Able to jump when cancelling guard. Short invincibility frame.
*Spear Master (5): Increase M.DEF by 20% of the base value when using a spear.
Rod Master (5): Increase P.DEF by 20% of the base value when using a Rod.
Recovery Artes (3): Able to move in mid-air after Recover.
*Aerial Jump (5): Judy can jump while in the air once.
*Aerial Jump 2 (8): Judy adds another jump to the above skill.
*Jump Cancel (6): Able to cancel actions with a jump.
Aerial OVL (5): Able to activate Overlimit while airborne.
Aerial Step/Dash (6/6): Allows Judy to dash back/forward once while airborne.
Touch Down (7): Enables an instant landing while airborne.
*Landing (8): Reduces the amount of time Judy is unable to move after landing.
Aerial Combo 2 (13): Adds 2 hits to Judy's aerial combo.
*Aerial Combo 3 (18): Adds 3 hits to Judy's aerial combo.
*Aerial Tension (14): Recover TP for every third hit in midair.
Rod (12): Reduces TP consumption when equipped with a rod by 20%
Lucky Spear (16): Occasionally increases EXP earned when a spear is equipped.
Physical*6: 7000
Base Artes:
Crescent Moon (6 TP): 3000
Luna Fang (8 TP): 3200
Moonlight Havoc (7 TP): 3200
New Moon Blade (11 TP): 3500
Crescent Strike (12 TP): 3500
Luna Rise (17 TP): 3600 Downs enemy
Moonlight Talon (9 TP): 4200
Dawn Moon (10 TP): 2700 Hard to combo with on the ground.
Moonlight Blast (14 TP): 3700 Downs enemy
Luna Storm (16 TP): 2500 Wind elemental. Difficult to combo with.
Piercing Moon (15 TP): 4000 Forces enemy into air with Judy
Luna Gale (22 TP): 3300 Can force a downed enemy into the air.
Luna Ascendent (20 TP): 3800 Downs enemy
Luna Rondo (23 TP): 3800 Downs enemy
Rising Moonlight Havoc (22 TP): 4000 Downs enemy
Moonbeam (24 TP): 3500 Downs enemy
Luna Crush (28 TP): 4700 Downs enemy
Thunder Moon Rising (23 TP): 6600 Of which 3000 is Fire/Wind elemental. This move does not combo with itself.
Luna Havoc (30 TP): 4400 Downs enemy. Separates Judy and target.
Sundering Moon (29 TP): 5300 Downs enemy.
Moon Glare (36 TP): 7200 Downs enemy
Luna Talon (11 TP): 3700 Can be canceled with a jump to refresh Judy's combo. Extensively skilled use of this can give Judy infinite combo potential.
Moonlight Drop (12 TP): 4000
Raging Luna Storm (19 TP): 4500 Wind elemental. Difficult to combo with. Downs enemy.
Rising Luna Rondo (26 TP): 4300
Thunder Moon (21 TP): 4200 Fire/Wind elemental. Downs enemy.
Luna Storm (34 TP): 3500 Fire/Wind elemental. Downs enemy. Yes, she has two moves with the same name.
Combo:
Physical*6 -> Moonlight Talon -> Moon Glare -> Luna Talon: 17200Disclaimer: Yes, Judy can do better than this. Unfortunately I can not get her do do anything better very reliably so this is what I'm using for her.
Comments: Judy deserves better. Anyways, Light.
Averages:HP: 3879
TP: 478.14
P.ATK: 1231.87
M.ATK: 664.11
AGL: 396.43
P.DEF: 783.71
M.DEF: 512.54
Damage: 28442 (16350 without Yuri)
101000: Yuri's long, long combo.
27000: Rita's Heavy Magic Meteor Storm
22000: Karol's Reaper Knock
17200: Judy's aerial acrobatics.
11500: Repde's combo.
10900: Raven's combo
9500: Estelle's Holy Rain.