Notes:
-Taking endgame level at 45. I'm giving everyone their starting class with class levels taken to 41. No, this set-up isn't very representative of in-game, but find me a better way and you get a cookie. I will say that no one person is screwed by this method (they all get something) and they all wind up somewhat neat in their own ways. Beats being all average. The classes are as follows:
Shu: Sword Master
Jiro: White Magic
Kluke: Black Magic
Marumaro: Monk. (Lvl 3 Sword/White/Black)
Zola: Assasin. (L6 Sword/White/Black)
-For the purposes of this topic, I'm assuming everyone has taken enough of Generalist to equip all of their class skills and one accessory. The accessory is only really relevant in that there is a storebought accessory that blocks petrification. This is an excessively minor issue but purists might want to limit them to three skills+Class skill only.
- The game allows you to "Charge" Monk attacks and all spells for greater effect. The effect ranges from what is listed at no charge and 2x that at full. The characters can use any level of charge in between (to act right before an enemy, for example). There is a "Sweet Spot" on the charge that lets you gain a bonus for landing in there. Spells will cost 75% of the normal MP expenditure, and supposedly decreases wait time for the next turn. Kluke's spells generally have the sweet spot at 50% charge unless otherwise noted. Maru's sweet spot is near full. It takes ~2/3rds of the time it would take to get your next turn to charge an attack to full.
-Equipment: Equips are listed as accessories, but they serve clear armor/weapon roles. They are universal with 3 exceptions that will be noted. Equips used in this topic are either storebought or unique. These aren't totally reflective of endgame (you pick up a haul of equips in sidequests/final dungeons), but they work well enough anyway.
-Relevant Storebought Equips. Assume everyone is using these unless otherwise noted:
Eternal Engine Bracelet: +165 Attack
Eternal Engine Ring: +160 Magic Attack
Eternal Engine Earring: +160 Magic Defense
Eternal Engine Necklace: +170 Defense
(Mithril Braclet: +50 Attack, +20 HP. Kluke wants this.)
(Special Accessory Stone Shoes: Resist Earth and block Petrify. +30 HP)
-Corporeal Attacks: If a character has taken/dealt enough damage, he or she will gain enough Tension to be able to use a Corporeal attack. These are ITE non-elemental damages ala limits. They generally do ~2500 damage, so they should kill by a good margin. Barring a battle that drags out for a massive amount of time or one in which the targetted character does a whole, whole lot of healing, these shouldn't come up, and I'm not going to include them in a damage average. The game very deliberately sets this to 0 for every battle, so no starting half-full or any such thing.
Shu: "I won't give up!" I won't give up! I won't give up!" Ad nauseam
HP: 583
MP: 251
Defense: 315
M.Defense: 196
Agility: 71
Skills:
Absorb HP: Heals him for 25% of the damage he inflicts with a normal physical.
Boost Critical damage: Critical hits do more damage.
Absorb MP: Heals his MP for 25% of the damage inflicted with a normal physical.
Mow Down 2: Using this command attacks the enemy front row for his basic physical's damage.
Magic Sword: Lets him use the Magic Sword skillset. Class innate skill.
Attack: 350 physical damage. Drains 25% to HP and 25% to MP (80)
Mow Down: 350 physical damage to the enemy front row.
Magic Sword: Skillset is not usable when silenced (other physical skills are)
Flarus Sword (25MP) : 800 physical damage to a target, 2/3rds of which is fire damage.
Waterus Sword (25MP): 700 physical damage to a target, 2/3rds of which is water damage.
Windus Sword (25MP): 700 physical damage to a target, 2/3rds of which is wind damage.
Groundus Sword (25MP): 800 physical damage to a target, 2/3rds of which is earth damage. Low chance of petrification? I haven't seen it.
Shadowus Sword (25MP): 1000 physical damage to a target, 2/3rds of which is shadow damage. Low chance of ID? I haven't seen it.
Erase Sword: 350 physical damage. Dispels targets positive buffs.
Shina Sword: Chance of stun and damage to undead only.
Comments: Solid. Multible damage options and his best isn't a commonly resisted element. Dispel for a pinch and even some scrubby HP/MP draining!
Jiro: "We need to think of a plan"
HP: 523
MP: 402
Defense: 249
M.Defense: 217
Agility: 49
Skills:
Ressurect: Upon dying for the first time in a battle, Jiro will automatically rise up with fully restored HP and MP. Once per battle only.
Enhance Item Effect: Items used by Jiro have 1.5x the effectiveness they otherwise would.
Double Item: Jiro may use two items in one round.
Quick Magic Charge: Cuts charge time by 50%.
White Magic: Lets Jiro use White Magic. Class innate Skill.
Physical: 258 physical damage.
Spells:
Heal (6MP): Restores 268 HP to the target. Amount increases with Charge.
Cure Poison (8MP): Cures the target of poison. Can be made GT with Charge.
Shine (9MP): Chance of stun and damage to undead.
Cure Kelolon (10MP): Cures the target of the Kelolon status effect (think Imp/toad). Can be made GT with Charge.
Zephyr (12MP): Heals the entire party for 260 HP. Amount increases with Charge.
Regenerate (10MP): Adds 4% HP regen This regen takes effect about 1.5x a round. Can be made GT with Charge.
Heala (12MP): Restores 306 HP to the target. Amount increases with Charge.
Revive (25MP): Revives the target with 280 HP. Amount increases with Charge.
Cancel (14MP): Cancels a charging enemies action. Can be made GT with Charge.
Cure Paralysis (20MP): Cures the target of paralysis. Can be made GT with Charge.
Zephyra (24MP): Heals the entire party for 290 HP. Amount increases with Charge.
Shina (22MP): Chance of stun and damage to the undead, MT.
Healus (24MP): Restores 420 to the target. Amount increases with Charge.
Regenera (28MP): Adds 10% HP regen. This regen takes effect about 1.5x a round. Can be made GT with Charge.
Erase (32MP): Dispels targets positive buffs. Can be made GT with Charge.
Zephyrus (48MP): Restores 320 HP to the entire team. Amount increases with Charge.
Cure-All (30MP): Cures the target of any status ailment. Can be made GT with Charge.
Previve (40MP): If Jiro is dies, he will automatically be revived for 560 HP. This takes priority over Ressurection, so if Jiro dies while both are in effect, Previve will be used first.
Double Item: (listed storeboughts only)
Ultra Medicine: Heals 200 (300) HP.
Ultra Magical Medicine: Heals 100 (150) MP.
Phoneix Talon: Revives Target who has been KO'd with 50% HP.
Status curing Items: Can cure poison, stink, paralysis, confusion, Kelolon, Petrification, sleep/confuse/stun (MT), and Zombie/Ghost.
Stout Garlic: Heals 250 (375) HP and adds Stink (attracts enemies on the field).
Comments: Egads, the healing. So much healing. He can heal for ages, and then he can get killed, come back with full MP, and do it again. And thats assuming you don't allow him Double-Item to heal his HP/MP at the same time. Short Charge means that he can make his healing full with little time wasted charging. His damage bites, but its worth noting that the tension meter that fuels the Corporeal attack doesn't reset upon being killed/revived, so he can abuse Previve and everything else to make sure he gets one. Pretty cool overall.
Kluke: "I'll take both!"
HP: 523
MP: 600
Defense: 254
M.Defense: 242
Agility: 51
Equipment Note: Kluke has a custom Shu's Ring with +150 Magic, +20 HP, and +9defense, and +5 Mdef. You're not guaranteed to get this stat spread but you can control it and this is probably best. She also wants the Mithril Bracelet for the HP boost over her physical damage.
Skills:
MP+50%: Increases Kluke's MP score by 50%
Black Magic: Lets Kluke use Black Magic. Class innate skill.
Physical: 110 physical damage.
Spells: Unless noted otherwise, Charging increases effectiveness to 2x.
Shadowus (48MP): 1100 magical darkness damage. Supposedly has a chance to ID but I haven't seen it do so on the PC version. Sweet spot is anywhere she wants it to be on this spell.
Flarus (24MP): 950 magical fire damage to one.
Waterus (40MP): 650 magical water damage to a row.
Groundus (56MP): 860 magical earth damage to all. Does not hit fliers.
Windus (32MP): 780 magical wind damage. Charge makes GT instead of increasing damage.
Extract (20MP): Absorbs 300 HP from a foe.
Extracta (10MP): Absorbs 300 MP from a foe. Enemies that have their MP reduced to 0 by this spell will be unable to use magic.
Extractus (30MP): Absorbs 300 HP and 300 MP from a foe. Enemies that have their MP reduced to 0 by this spell will be unable to use magic. Sweet spot is anywhere she wants it to be on this spell.
Comments: Kluke gets the cool job. She casts the spells that makes the peoples fall down. Unlike the FF1 Black Mage though, Kluke doesn't suck. In fact, she kinda kicks ass, with great damage and the ability to charge it on up. If you don't OHKO Kluke, you may very well be looking at overkill damage. Extractus can be used for healing and MP draining/busting, and it can be charged up to be full without too much trouble. Overall great, but the speed/durability hurt.
Marumaro: "Devee dance of SUICIDE!" (one could only wish)
HP: 604
MP: 211
Defense: 321
M.Defense: 160
Agility: 87
Skills:
Charged Attack: Maru can charge his basic physical to do up to 2x damage.
Attack Amp: Charging his attack also makes it GT.
Perfect Counter: Maro will always counter physical attacks directed at him (counter isn't chargable)
Meditate: Using this skill, Maro can heal 50% of his HP. He can charge the skill to make it full.
Less is More: Maro gets a stat bonus for every empty accessory slot he has. In this case, it just means he wants to forsake a ring in the DL. If he removes his other accessories, he will lose their stats (obviously), and will gain 18 ATK, 10 DEF, and 6 AGL per one removed.
Critical Hit Lift: Maru hits a critical more often with his attacks. Not really notable, but he crits about 25% of the time for 1.4x damage.
(White Magic 1 he starts with this skill in her list, if you allow it)
(Black Magic 1: he starts with this skill in her list, if you allow it)
(Sword Magic 1: he starts with this skill in her list, if you allow it)
Physical: 410 physical damage to a target. Can be Charged.
Meditation: Restores 50% MHP to Maru. Can be charged to be full.
Comments: Maru is an annoying little bastard, but he's fairly good. Fast with unsilenceable infinite healing that he can manipulate to be what he needs. Counters help him deal damage to physical foes, and he can rely on the infinite healing to see a Corporeal. If you allow the starting skills from other classes, he gets... some really scrubby magic/elemental damage and healing that is infinitely worse than Meditate. If he did want either of those to do anything, he would lose the Less is More bonus by equipping a ring.
Zola: "..."
HP: 592
MP: 225
Defense:
M.Defense:
Agility: 96
Equipment note: Zola uses the Royal's Ring, a unique equip for her. Atk+10, Def+5, Mag+145, MDef+5, Agility+5, HP+15, MP+15
Skills:
Long-Range Attack: Zola's attack ignores range, hitting any enemy row and enabling her to attack for normal damage from the back row.
Double-Strike: Zola attacks twice with the Attack command.
Control: Enables the use of Control.
Loot: Zola has a low chance of stealing an item from an enemy upon attacking.
Stun Bomb: Grants Zola's team initiative against enemies on the field. Works on some superbosses. DL-useless but I felt like noting it.
(White Magic 1 she starts with this skill in her list, if you allow it)
(Black Magic 1: she starts with this skill in her list, if you allow it)
(Sword Magic 1: she starts with this skill in her list, if you allow it)
Attack: 2 hits for 720 physical damage. Ignores range.
Control: Zola takes control of an enemy, 70% hit-rate. Controlled enemies are given an order on their turn while Zola keeps her own turn. Lasts until the enemy takes damage. Only one enemy can be controlled at a time.
Comments: Speedy gal with good damage. Whether or not you allow Control is up to you, obviously. It hits just about every random in the game. It doesn't necessarily mean an instant win for Zola, although it definitely helps. If you allow her starting skills for White/Black/Sword, she gets about 150 HP healing through Cure and some terrible elemental damage.
Averages:
HP: 565
Maru: 604
Zola: 592
Shu: 583
Kluke: 523
Jiro: 523
Damage: 698
Kluke's Shadowus: 1100
Shu's Shadowus Sword: 1000
Zola's Attack: 720
Maru's Attack: 410
Jiro's Attack: 258
Defenses seem to be straight-up subtraction.
Defense: 289
Maru: 321
Shu: 315
Zola: 310
Kluke: 254
Jiro: 249
Magic Defense: 204.4
Kluke: 242
Jiro: 217
Zola: 207
Shu: 196
Maru: 160
Agility: 70.8 (actual speed adds a constant of ~45)
Zola: 96 (~122%)
Maru: 87 (~114%)
Shu: 71 (100%)
Kluke: 51 (~83%)
Jiro: 49 (~81%)