Soul Nomad is an SRPG by Nippon-Ichi. This means lots of demons, huge numbers, and generics. The interesting feature this time around is Ogre Battle-style squads. In the game, a squad (of up to 9 units) takes on the characteristics of its Leader as it moves about the map. All leaders have a few special skills they can use on the map, known as 'Field Tactics'. These generally boosts stats, but a few heal or attack whole squads. Leaders also have 'Special Attacks', which can only be accessed below 80% Stamina (STM), that are generally high-powered attacks or full-healing for an entire squad. Finally, all units have individual 'Basic commands' according to what row in a squad they are placed (Front, Middle, Back), akin to Ogre Battle, only characters can't switch their row mid-battle.
This topic assumes that all PCs are measured as squads consisting only of themselves as the Leader, and so have access to all of their personal unique skills.
Stats:
HP : Hit Points. Determines how much punishment a unit can take.
ATK: Attack Power. Determines physical damage output.
DEF: Defense. Determines damage reduction from physical attacks.
HIT: Hit. Determines if you can hit an enemy (magical and physical).
INT: Intelligence. Determines magical damage output.
SPD: Speed. Determines avoidance (magical and physical).
RES: Resistance. Determines magical damage reduction.
STM: Stamina. Determines how many actions a unit can perform. Special combo skills can only be used if your squad is below 80% stamina. Most actions use 5 Stamina. This includes movement and counterattacks but it varies depending on terrain. Only the squad leader's STM matters. When this decreases below 50%, you'll begin to lose some stats on a % basis. The maximum value for this is 200.
ACT: Action. Determines how far a squad can move, and how frequent it takes a turn. Only the squad leader's ACT matters. The maximum value for this is 50.
All forms of acting during a battle takes up STM.
Basic attacks take 5 STM.
All Field tactics take 5 STM.
Special Attacks always occur in addition to Basic attacks when available, and do not take up additional STM. Basically, anything other than moving or standing still takes 5 STM.
All characters that are within their range will Counter-attack when attacked. This also takes 5 STM.
Moving takes 1 STM per tile moved.
Standing still or Defending recovers 15% STM.
Ranged and Magic-type characters can initiate attacks from a distance.
Melee characters with ranged Basic commands can Counter-attack, but not initiate attacks from a distance.
Melee characters can use a maximum of 9 STM a turn by moving 4 tiles around their enemy and attacking (5 STM). Some may be able to increase this to 13 STM by moving their full movement range (most units can move between 5 and 8 tiles) and then using a Field Tactics (5 STM). This is important because the sooner a unit can reach the 80% STM mark, the sooner they can use their Special Attack, which is most characters' only good damage. Once they reach this range, they want to stop moving though, as under 50% STM, a unit's total stats begin to slowly decrease. They can skip a turn or defend to recover 15% STM when this happens. Since Counter-attacks also use up 5 STM, characters can reach this range pretty quickly.
Ranged characters can use their full movement and attack every turn, so most of them will reach their limit range faster and won't have to sacrifice their Counter-attacks.
Match bonus:
All characters and classes have innate strengths and weaknesses against other classes. In general, Melee does more damage against Ranged, Ranged > Magic > Melee. This is signified specifically in-game by a Heart/Skull system, where 2 Hearts means a unit will do lots of extra damage against the opponent, and 2 skulls means the attacker won't be doing much damage at all. I don't know the exact formula, but after a lot of damage tests, it averages out that damage increases/decreases based on the following. (X=skull; O=heart)
Attack matches
vs. XX: 33%
vs. X : 55%
Base: 100%
vs. O : 133%
vs. OO: 155%
Revya, for example, has OO vs. Archers, and so does 155% of normal damage when attacking one. On the flip side, Revya has XX vs. Dancers and does a mere 33% of normal damage when attacking one. Interpretation is up to you.
All damage tests were done against the same allied unit over numerous resets using a Match Bonus-nulling decor and neutral terrain.
Lv.56 Drache (affectionately named 'Meeple')
HP 604
Def239
Res179
STM150
His DEF/RES are about 20 points higher than the average squads on the final map.
Revya
"Flowing power of the onyx blade! Embrace me... appear before us... and destroy!"
Hero/Heroine
Movement Type: Flatland
Attack Type: Melee
(w/ Fusion)
HP: 526 (1115)
Stm: 140 (140)
ACT: 20 (20)
ATK: 424 (581)
DEF: 242 (513)
HIT: 244 (452)
INT: 211 (375)
SPD: 250 (478)
RES: 188 (464)
Basic Commands:
QuickSlash - Sword Attack, ST, hits row 1, 2 hits 180 (245)
Plasmbomb - Firebolt, ST, hits row 1/2, 1 hit 163 (220)
Plasmbomb - Firebolt, ST, hits row 1/2, 1 hit 130 (175)
Field Tactics: All OPB
Demon Force - Ranged Sword Attack (It's exactly the same as Disgaea's Dimension Slash) 419 (580)
Iron Will - Increase DEF & RES by 50%, GT, Lasts 3 turns
Courage - Increase ATK & HIT by 50%, GT, Lasts 3 turns
Last Act - Increase ACT & CRT by 50%, GT, Lasts 3 turns
Special Attack: Usable by Turn 4 when attacking every round, with no counters.
Demon Blast - Engulf the enemy in the corrupt power of darkness, ST, 54 hits (5 uses) 540 (735)
Match Bonuses:
Attack:
OO: Saboteur/Archer
O: Phynx/Deathblossom/Schemestress/Cleric
-: Soldier/Gryphos/Ghobb/Hydrone/Drache/Cherub/Seraph/Whirwin/Redflank/Nereid/
Dracosage/Bandit/Bard/Bareknuckle/Swordsman/Gideon/Pyremage/Phynx Knight/Knight
X: Gryphos Rider
XX: Gypsy
Defensive:
XX: Bard
X: Soldier/Phynx/Deathblossom/Seraph/Bandit/Saboteur/Archer
-: Gryphos/Ghobb/Hydrone/Drache/Cherub/Whirwin/Redflank/Nereid/Schemestress/
Dracosage/Bareknuckle/Swordsman/Gideon/Pyremage/Cleric/Gryphos Rider/
Phynx Knight/Knight
O: Gypsy
OO: -
Demon Force is a great turn 1 skill and puts Revya way above everyone else for turn 1 damage.
Revya's crit rate is ridiculously high, and not currently factored into the damage tests.
Revya is the only character who can increase stats using Gig Edicts on villagers, so some people may allow this stat boost, but these stats listed here are without any boosting. The stats and damage numbers in parentheses are with Revya having Fused with every available NPC in the game. If you allow this, Revya's damage and durability skyrocket.
Revya is also the only character who can Summon squads, and if you allow this, s/he is an unrankably High Bluelike (a Maronalike?).
Revya can skip a turn of damage and move a little further and use a Field Tactic buff instead so that he can start using his Demon Blast Special limit attack on Turn 3.
If he opts for the slightly-less-powerful Plasmbomb to counter ranged attacks, then any Counter-attacking he does will also speed up how quickly he can use Demon Blast.
Danette
Sepp Girl
Movement Type: Mountain
Attack Type: Melee
HP: 423
Stm: 160
ACT: 24
ATK: 396
DEF: 184
HIT: 250
INT: 59
SPD: 350
RES: 77
Basic Commands
Combo Cut - Dagger Attack, ST, hits row 1, 2 hits 145
QuickSlash - Dagger Attack, ST, hits row 1, 1 hit 135
Knife Throw - Ranged Dagger Throw, ST, hits row 1/2, 2 hits 135
Field Tactics: OPB, Lasts 3 Turns
Voltage Shot - Increase ATK & CRT by 50%, GT
Axle Heart - Increase SPD by 80%, GT
Enliven - Increase ACT by 80%, GT
Special: Usable by Turn 5 when attacking every round, with no counters
Blaze Slash - Bloody the enemy with several blazing fast attacks, ST, 15 hits (3 uses) 450
Match Bonuses:
Attack matches
OO: Phynx/Deathblossom/Archer
O: Cleric
N: Gypsy/Swordsman/Knight/Soldier/Nereid/Redflank/Bandit/Bareknuckle
X: Pyremage/Gryphos Rider/Dracosage/Seraph/Feinne
XX: Bard
Defensive matches
Danette is the fastest PC in the game. She's also decently durable and her Blaze Slash limit is one of the more damaging ones. However, that's her only game - rushing for her limit Special. She can buff her movement and turnspeed significantly to do this, as well as increase her evade and attack for when she finally attacks. Her back-row ranged attack, KnifeThrow, counters long-range attacks and is only a few points less damage than her front-row attack, so she'll probably want to default to this most of the time.
Unfortunately for Danette, her lack of initiating Ranged attacks and her high STM means that she won't see her limit Special attack until Turn 5 with the usual melee strategy of move-and-attack every round. She can sacrifice early damage and opt to use Enliven to boost her ACT significantly. This not only increases her turnspeed, but also her movement, so she can waste more STM to get to her limit Special sooner. If she does this again on her second turn and uses one of her other Field Tactics (she'll be too far from the enemy to attack, but a FT wastes 5 STM too), she'll be able to see her limit on Turn 3 (and she can have boosted her ATK/CRT for it, too). If she's able to Counter-attack (5 STM) her opponent at all, this also speeds up how early she'll be able to use her limit.
Juno
Nereid
Movement Type: Water
Attack Type: Melee
HP: 524
Stm: 140
ACT: 20
ATK: 447
DEF: 269
HIT: 321
INT: 265
SPD: 279
RES: 383
Basic Commands
Lethal Stab - Spear Attack, ST, hits row 1, 1 hit 160
Water Blast - Bubble blowing attack, ST, hits row 1/2, 4 hits 150
Field Tactics: OPB
Energize - Heal 60% HP
Bold Move - Increase ATK & ACT by 30%. Lasts 3 turns.
Only Hope - Increase EXP gain by 50%
Special: Usable by Turn 4 attacking every round, with no counters.
Hydro Fang - A gushing gout of water crushes all. GT, attacks a column, 7 hits (4 uses) 470
Match Bonuses:
Attack matches
OO: Archer
O: Soldier/Deathblossom/Saboteur/Cleric/Gypsy
N: Gryphos/Hydrone/Phynx/Cherub/Seraph/Nereid/Schemestress/Dracosage/Bandit/Bareknuckle/Swordsman/Gideon/Pyremage
X: Drache/Whirwin/Redflank/Phynx Knight/Knight
XX: Ghobb/Bard/Gryphos Rider
Defensive matches
XX: Gypsy
X: Deathblossom/Seraph/Saboteur/Archer
N: Soldier/Gryphos/Ghobb/Hydrone/Phynx/Cherub/Whirwin/Redflank/Nereid/Schemestress/Dracosage/Bandit/Bareknuckle/Swordsman/Gideon/Pyremage/Cleric/Gryphos Rider/Phynx Knight/Knight
O: Drache/Bard
OO: -
Juno is Revya-lite, trading in good damage for slightly better durability. A losing trade. She can't buff her ATK as high, and she lacks anything like Demon Force for Turn 1 damage. Her limit Special attack is decently powerful and she'll get it by Turn 4 at the latest. Oh, and she has a shot of 60% healing. She has to sacrifice 2 turns of damage-dealing to access her Special limit by Turn 3 (unless she's countering, then it'll be earlier anyway). Her Match bonuses aren't quite as good as Revya's, but she's basically average.
Vitali the Ethereal
Cleric
Movement Type: Flatland
Attack Type: Special
HP: 371
Stm: 120
ACT: 17
ATK: 254
DEF: 129
HIT: 248
INT: 339
SPD: 249
RES: 458
Basic Commands:
Big Strike - Book Thwack, ST, hits row 1, 1 hit 93
Heal One - Heal a single ally 90%
Heal All - Heal all allies 80%
Field Tactics: OPB, Buffs last 3 turns.
Corpus Grace - Increase DEF by 50%
Animus Grace - Increase RES by 50%
Restore Life - Heal HP to maximum
Special: Usable by Turn 4 attacking every round and no counters.
Blockade - Heal and form a defensive barrier. MT Fullheal and DEF/RES up 70%. (3 uses)
Match Bonuses:
Attack matches
OO: Ghobb/Dracosage/Pyremage
O: Hydrone/Schemestress
N: Gryphos/Drache/Phynx/Deathblossom/Cherub/Seraph/Whirwin/Redflank/Nereid/Bandit/Bard/Bareknuckle/Swordsman/Gideon/Saboteur/Cleric/Archer/Gryphos Rider/Phynx Knight/Knight
X: Soldier
XX: Gypsy
Defensive matches
XX: Ghobb/Hydrone/Schemestress/Dracosage/Bard/Pyremage
X: -
N: Gryphos/Drache/Deathblossom/Cherub/Redflank/Gideon/Saboteur/Cleric/Gypsy/Gryphos Rider/Phynx Knight/Knight
O: Soldier/Phynx/Seraph/Whirwin/Nereid/Bandit/Bareknuckle/Swordsman/Archer
OO: -
Classic healer/buffer with very limited resources. His buffs are pretty good, and if he lives to see his limit Special, he'll be dealing his max damage (93!) and full-healing and buffing every round. He can sacrifice a round of damage to see his Special by Turn 3. His Match Bonuses and amazing RES stat make him a great mage-slayer. Pity about that HP and DEF, though. Could be a good Light.
Galahad
Knight
Movement Type: Flatland
Attack Type: Melee
HP: 563
Stm: 150
ACT: 17
ATK: 370
DEF: 355
HIT: 204
INT: 130
SPD: 93
RES: 79
Basic Commands:
Quick Slash - Sword Attack, ST, hits row 1, 1 hit 145
Force Blast - Ranged Sword Slash Attack, ST, hits row 1, 1 hit 135
Field Tactics: OPB. Lasts 3 Turns. Buffs Stack.
Valiant - Increase DEF by 30%
War Drum - Increase ATK & DEF by 30%
Fortress - Increase DEF by 60%
Special: Usable by Turn 4 attacking every round, with no counters.
Tiger Blade - The special skill of a Chevalier. GT, attacks a column, 6 hits. (2 uses) 375
Match Bonuses:
Attack matches
OO: -
O: Deathblossom/Saboteur/Archer
N: Soldier/Phynx/Redflank/Nereid/Schemestress/Bandit/Bard/Bareknuckle/Swordsman/Gideon/Cleric/Phynx Knight/Knight
X: Gryphos/Ghobb/Hydrone/Drache/Cherub/Seraph/Whirwin/Gryphos Rider
XX: Dracosage/Pyremage/Gypsy
Defensive matches
XX: Seraph/Bard/Archer
X: Gryphos/Phynx/Cherub/Whirwin/Nereid/Bandit/Bareknuckle/Swordsman/Saboteur
N: Soldier/Ghobb/Drache/Deathblossom/Redflank/Gideon/Cleric/Gryphos Rider/PhynxKnight/Knight
O: Gypsy
OO: Hydrone/Schemestress/Dracosage/Pyremage
Galahad's durable and that's about it. He's slow, his damage isn't great, he's limited to Melee range, and even his Match Bonuses suck. His limit Special is weaker than most, and he can only use it twice. He can buff his attack a little to be more effective... and he can buff his DEF into 'you can't damage me range' to spoil some low-resource fighters, but he's not good. Might do okay in Light.
Grunzford
Redflank
Movement Type: Mountain
Attack Type: Melee
HP: 657
Stm: 180
ACT: 16
ATK: 608
DEF: 311
HIT: 198
INT: 189
SPD: 93
RES: 83
Basic Commands:
Boilermaker - Axe attack, ST, hits row 1, 1 hit 270
Axe Toss - Ranged Axe attack, ST, hits row 1/2, 1 hit 230
Field Tactics: OPB
Coerce - Convince an enemy to stop moving. 100% Don't move. Lasts 3 turns.
Energize - Heal 60% HP
Hot Rage - Increase ATK by 60%, decrease DEF by 30%. Lasts 3 turns.
Special: Usable by Turn 5 attacking every round, with no counters.
Gaea Dream - Gaea dreams of an empty world. GT, attacks in a line, 2 hits. (2 uses) 510
Attack matches
OO: Saboteur/Archer
O: Soldier/Phynx/Deathblossom/Bareknuckle/Swordsman
N: Gryphos/Ghobb/Drache/Cherub/Seraph/Whirwin/Redflank/Nereid/Schemestress/Bandit/Bard/Gideon/Cleric/Gryphos Rider/Phynx Knight/Knight
X: Hydrone
XX: Dracosage/Pyremage/Gypsy
Defensive matches
XX: Seraph/Bard/Archer
X: Soldier/Gryphos/Phynx/Cherub/Whirwin/Nereid/Bandit/Bareknuckle/Swordsman/Saboteur
N: Ghobb/Drache/Deathblossom/Redflank/Gideon/Cleric/Gryphos Rider/Phynx Knight/Knight
O: Gypsy
OO: Hydrone/Schemestress/Dracosage/Pyremage
Now there's some damage. Grunzford's regular attack is better than characters' limit Specials. And his Special is nearly game-best damage. He's slow, but he's even more tanky than Galahad, and he can buff his attack 60% and even has a little healing. Unless he's countering a lot, he won't be seeing his limit before Turn 5, but he's durable enough that he can probably handle that. A shame about that RES stat, so he's not a fan of magic. His Field Tactic 'Coerce' stops enemies from moving, but they can still attack. Since his range is only Melee, this means the only way he can take advantage of this is every other turn he can attack first and then move out of another Melee character's threat range. But to attack on the next round, he'd have use up his move phase to move back into his own attack range. Could be useful for him to cast his buffs or healing against a dangerous Melee-ranged opponent.
Tricia
Archer
Movement Type: Flatland
Attack Type: Ranged
HP: 369
Stm: 130
ACT: 18
ATK: 272
DEF: 197
HIT: 534
INT: 243
SPD: 359
RES: 422
Basic Commands:
Side Shot - Ranged Bow Attack, ST, hits row 1/2, 4 hits 100
Gatling Shot - Ranged Bow Attack, GT, attacks in a column, 1 hit 90
Sniper Shot - Ranged Bow Attack, ST, hits anywhere, 1 hit, 'smart' targetting (attacks the biggest threats first: healers, mages, MT attacks, strong physicals, leader, buffers, in that order) 95
Field Tactics: OPB, lasts 3 turns.
Long Shot - Increase Range by 1.
High Ground - Increase ATK & CRT by 30%, makes people named Anakin cry.
Only Hope - Increase EXP gain by 50%.
Special: Usable by Turn 3 attacking every round, with no counters.
Nova Storm - A group of shooting stars pierce the enemy. GT, attacks in a line, 2 hits. (3 uses) 260
Attack matches
OO: Gryphos/Hydrone/Cherub/Seraph/Whirwin/Schemestress/Dracosage/Pyremage
O: Drache/Cleric/Gryphos Rider
N: Deathblossom/Gideon/Saboteur/Gypsy/Archer
X: Soldier/Phynx/Nereid/Bareknuckle/Swordsman/Phynx Knight
XX: Ghobb/Redflank/Bandit/Bard/Knight
Defensive matches
XX: Dracosage/Pyremage/Gypsy
X: Gryphos/Ghobb/Hydrone/Drache/Cherub/Seraph/Gryphos Rider
N: Deathblossom/Schemestress/Gideon/Saboteur/Cleric/Archer
O: Soldier/Phynx/Whirwin/Bandit/Bard/Phynx Knight/Knight
OO: Redflank/Nereid/Bareknuckle/Swordsman
Tricia is a Ranged fighter, and so she can move further every turn and still attack her opponent with her regular damage. This allows her to get her limit Special much quicker than most of the cast. This is good because her durability and damage are overall somewhat low. Even her limit Special is notably not OHKO damage. She can buff her ATK & DEF for some extra kick against healers. Probably a decent Middle, and makes mages, flyers, and evasion whores cry.
Odie
Dracosage
Movement Type: Flatland
Attack Type: Magic
HP: 364
Stm: 110
ACT: 16
ATK: 80
DEF: 77
HIT: 205
INT: 636
SPD: 145
RES: 302
Basic Commands:
Big Strike - Staff whack, ST, hits row 1, 1 hit. 9
Thunderclap - Thunder spell, GT, attacks in a line, 1 hit. 280
Dark Bolt - Thunder sniping spell, ST, hits anywhere, 1 hit. 340
Field Tactics:
Static Lance - Ranged spell, GT 365
Deepspell - Ranged spell, GT, inflicts 100% Despair, which deals continuous 10% mHP damage to an enemy per turn. Lasts 10 turns. (1 use).
Pain Rune - Ranged trap spell, GT, use a rune to inflict continuous 25% mHP damage in an area. Lasts 3 turns. (1 use)
Special: Usable on Turn 3 attacking every round, with no counters.
Hellthunder - An imitation of the legendary skill. MT, 1 hit. (3 uses) 480
Match Bonuses:
Attack matches
OO: Ghobb/Redflank/Bareknuckle/Swordsman/Knight
O: Soldier/Drache/Phynx/Bandit/Phynx Knight
N: Hydrone/Nereid/Dracosage/Bard/Gideon/Pyremage/Gryphos Rider
X: Gryphos/Deathblossom/Whirwin/Schemestress
XX: Cherub/Seraph/Saboteur/Cleric/Gypsy/Archer
Defensive matches
XX: Ghobb/Redflank/Bard/Bareknuckle/Swordsman/Knight
X: Gryphos/Phynx/Whirwin/Schemestress/Bandit/Gryphos Rider/Phynx Knight
N: Soldier/Hydrone/Drache/Nereid/Dracosage/Gideon/Pyremage
O: Deathblossom/Gypsy
OO: Cherub/Seraph/Saboteur/Cleric/Archer
Yikes that durability! Odie's a Glass Cannon. He can deal gamebest regular damage every turn, has a strong, uncounterable, opening move in Static Lance, and gets his amazing limit Special on Turn 3... if anything lives that long. His RES is pretty good, so he's decent against mages. His DEF is horrible, but his Match Bonuses are strong against Melee types, so he might have a shot there. Ranged fighters destroy him. Also, if he needs physical damage for whatever reason, all he has is his measely single-digit-damage staff whack. He also cries if you consider his attacks Thunder-elemental and resistable. Soul Nomad doesn't have elements, so his spells are Thunder in animation only. Overall, his high 2HKO damage might make him a a low Heavy.
Agrippa
Seraph
Movement Type: Flying
Attack Type: Ranged
HP: 370
Stm: 130
ACT: 20
ATK: 267
DEF: 137
HIT: 472
INT: 246
SPD: 471
RES: 363
Basic Commands:
Headbutt - Unarmed strike, ST, hits row 1, 1 hit 85
Shotgun - Gun salvo, GT, attacks a column, 1 hit 90
Deadeye - Sniping gunshot, ST, hits anywhere, 1 hit 105
Field Tactics: OPB. Lasts 3 turns.
Energize - Heal 60% HP
High Ground - Increase ATK & CRT by 30%
Wind Raid - Increase ACT & SPD by 40%
Special: Usable by Turn 3 attacking every round, with no counters.
Blossom Shot - This special bullet blooms inside the enemy. Exposion bullet, MT, 1 hit. (3 uses) 200
Attack matches
OO: Dracosage/Pyremage
O: Gryphos/Hydrone/Cherub/Seraph/Whirwin/Cleric
N: Drache/Schemestress/Bard/Bareknuckle/Swordsman/Gryphos Rider
X: Soldier/Phynx/Deathblossom/Nereid/Gideon/Saboteur/Archer/Phynx Knight
XX: Ghobb/Redflank/Bandit
Defensive matches
XX: Ghobb/Dracosage/Bard/Pyremage
X: Soldier/Gryphos/Hydrone/Gryphos Rider/Phynx Knight/Knight
N: Drache/Phynx/Cherub/Redflank/Nereid/Schemestress/Bareknuckle/Swordsman/Gideon/Cleric
O: Seraph/Whirwin/Bandit/Saboteur/Gypsy
OO: Deathblossom/Archer
Another Ranged mage-slayer. This time flying. Agrippa's ACT, STM, and Range make him the only Soul Nomad PC able to pull off a limit Special on Turn 2, assuming he counters his opponent. Too bad his limit Special is game-worst. He has one shot of healing and can buff his ATK, so he's not unsalvagable, but he's still not very good. With his turnspeed, he might be a low Middle. Archers destroy him.
Pinot
Cherub
Movement Type: Flying
Attack Type: Special
HP: 368
Stm: 120
ACT: 20
ATK: 209
DEF: 132
HIT: 252
INT: 303
SPD: 430
RES: 472
Basic Commands:
Big Strike - Flying staff strike, ST, hits row 1, 1 hit 65
Heal One - Heal a single ally 90%
Heal Group - Heal a row of allies 80%
Field Tactics:
Metabolize - Heal HP & recover STM over time. Heals 15% mHP/round. Lasts 5 turns. (1 use)
Total Focus - Increase HIT by 30%. Lasts 3 turns. (1 use)
Clever Heist - Increase ACT & SPD by 30%. Lasts 3 turns. (1 use)
Special: Usable on Turn 4 attacking every round, with no counters.
Another Kiss - Keeps you going, into the early morning. Full healing + Increases ACT & SPD by 30% for duration of battle. (3 uses)
Attack matches
OO: Dracosage/Pyremage
O: Hydrone/Schemestress
N: Soldier/Gryphos/Ghobb/Drache/Phynx/Cherub/Seraph/Whirwin/Nereid/Bandit/Bareknuckle/Swordsman/Cleric/Gypsy
X: Deathblossom/Redflank/Gideon/Saboteur/Archer/Gryphos Rider/Phynx Knight/Knight
XX: Bard
Defensive matches
XX: Ghobb/Hydrone/Schemestress/Dracosage/Bard/Pyremage/Gypsy
X: Soldier/Phynx Knight/Knight
N: Gryphos/Drache/Cherub/Whirwin/Redflank/Nereid/Bandit/Bareknuckle/Swordsman/Gideon/Cleric/Gryphos Rider
O: Phynx/Seraph/Saboteur
OO: Deathblossom/Archer
Oh look, a flying Vitali... but with worse damage and durability. Pinot is probably the worst duelist of the cast. Her only healing are her limit Special and Metabolize (which HP regen, but also STM regen, meaning that it takes even longer for her to reach her limit!). And her buffing isn't great either. She has decent turnspeed, but she's basically a low-resource no-damage healer with crappy buffs. She might have a decent chance against some mages in Light thanks to her Match Bonuses.
Layna
World Eater
Movement Type: Flatland
Attack Type: Melee
HP: 778
Stm: 140
ACT: 22
ATK: 538
DEF: 306
HIT: 329
INT: 426
SPD: 440
RES: 335
Basic Commands:
Last Gasp - Sword Combo, ST, hits row 1, 5 hits. 223
Stingshot - Dashing sword attack, GT, attacks in a line, 1 hit. 190
Energy Shot - Ranged Firebolt, ST, hits anywhere, 1 hit. 215
Field Tactics: OPB. Lasts 3 turns.
Iron Will - Increase DEF & RES by 50%
Courage - Increase ATK & HIT by 50%
Enliven - Increase ACT by 80%
Special: Usable by Turn 4 after moving, attacking every round, with no counters.
Rising Aura - A beam of pure energy penetrates the enemy. ST, targets leader, 16 hits. (3 uses) 485
Match Bonuses:
Attack matches
O: Archers/Deathblossom
N: Revya/Cleric/Gypsy/Soldier/Danette
XX: Bards
Defensive matches
And here's the smash! Layna has some of the highest-damage Basic attacks AND one of the best Specials (easily OHKOs average). She's faster than Revya, and has Enliven like Danette to speed up her limit range. She can sacrifice one round of damage to Enliven up and move to expend some STM and can use her limit Special by Turn 3. She can even buff her ATK for a particularly durable opponent. She has gamebest HP by a large margin, so she's possibly a good Heavy.
Levin
Bareknuckle
Movement Type: Mountain
Attack Type: Melee
HP: 535
Stm: 160
ACT: 22
ATK: 400
DEF: 242
HIT: 291
INT: 182
SPD: 353
RES: 72
Basic Commands:
Close Call - Punch-punch-kick, ST, hits row 1, 3 hits 155
Energy Arm - Chi blast, ST, hits row 1, 1 hit 145
Field Tactics:
Spring - Increase ACT by 50%. Lasts 3 Turns. (1 use)
Burning Soul - Increase ATK & SPD by 40%. Lasts 3 Turns. (1 use)
Energize - Heal 60% of mHP. (1 use)
Special: Usable by Turn 5 when attacking every round, with no counters.
Nine Heroes - Assault the enemy with multiple body doubles. GT, attacks in a cross, 8 hits. (2 uses) 435
Match Bonuses:
Attack matches
OO: Ghobb/Archer
O: Gryphos/Drache/Phynx/Deathblossom/Saboteur/Cleric
N: Soldier/Cherub/Seraph/Nereid/Bandit/Bard/Bareknuckle/Swordsman/Gideon/Phynx Knight
X: Hydrone/Whirwin/Redflank/Schemestress/Gryphos Rider/Knight
XX: Dracosage/Pyremage/Gypsy
Defensive matches
XX: Bard
X: Phynx/Saboteur/Archer
N: Soldier/Gryphos/Ghobb/Deathblossom/Cherub/Seraph/Whirwin/Nereid/Bandit/Bareknuckle/Swordsman/Gideon/Cleric/Gryphos Rider/Phynx Knight/Knight
O: Drache/Redflank/Gypsy
OO: Hydrone/Schemestress/Dracosage/Pyremage
Levin is a temp that is with your party for most of the game, and under certain conditions, you can get him back in your party at the endgame. I'm including him in the averages as the default, but I'll also provide a non-Levin'd average.
As a duelist, he's a really limited Melee fighter. He's basically Juno, but a little faster and a little less damaging. He also takes one more turn to reach his limit Special, but he's still basically an average Middle. Loves you if you allow his incredibly illegal boss form.
Endorph
Bandit Leader
Movement Type: Flatland
Attack Type: Ranged
HP: 406
Stm: 120
ACT: 20
ATK: 341
DEF: 207
HIT: 527
INT: 264
SPD: 387
RES: 355
Basic Commands
X-Slash - Slash Attack, ST, hits row 1, 1 hit 155
Hellfire - Ranged Gun Attack, RT, hits row 1/2/3, 6 hits 100
Deadeye - Ranged Gun Attack, ST, hits row 1/2/3, 1 hit 135
Field Tactics: OPB, Lasts 3 Turns
Chrome Heart - Increase ATK & ACT by 50%, GT
Omega Spirit - Increase CRT by 80%, GT
Last Oxide - Increase GP earned by 100%, GT
Special: Usable by Turn 3 when attacking every round, with no counters
Psycho-Burgundy - Destroy enemies with the legendary attack, MT, 2 hits (1 use) 300
Endorph is...a lot less impressive than expected. He's a ranged fighter, with low stamina, so he can get that special attack up pretty fast. It's...decent, though again, not as good as expected. Still, he can get it turn 2 if he gets countered - and that will kill things dead. Also likes having Chrome Heart, which boosts ATK and ACT, so he's actually a bit better than he looks at first glance. His stats are otherwise ok, but...he looked more impressive before I statted him >_>
Averages (w/o Levin)
HP: 487.3333333 (483)
Stm: 140 (138.1818182)
ACT: 19.33333333 (19.09090909)
ATK: 355.4166667 (351.3636364)
DEF: 215.0833333 (212.6363636)
HIT: 295.6666667 (296.0909091)
INT: 269.0833333 (277)
SPD: 292.6666667 (287.1818182)
RES: 269.5 (287.4545455)
Average HP: 487.3 (483)
778 Layna
657 Grunzford
563 Galahad
535 Levin
526 Revya
524 Juno
487.3 *Average*
423 Danette
406 Endorph
371 Vitali
370 Agrippa
369 Tricia
368 Pinot
364 Odie
Average ACT: 19.3 (19)
24 Danette
22 Levin
22 Layna
20 Endorph
20 Revya
20 Juno
20 Agrippa
20 Pinot
19.3 *Average*
18 Tricia
17 Vitali
17 Galahad
16 Grunzford
16 Odie
19.33333333 Average
Average ATK: 355 (351)
608 Grunzford
538 Layna
447 Juno
424 Revya
400 Levin
396 Danette
370 Galahad
355 *Average*
341 Endorph
272 Tricia
267 Agrippa
254 Vitali
209 Pinot
80 Odie
355.4166667 Average
Average DEF: 215 (213)
355 Galahad
311 Grunzford
306 Layna
269 Juno
242 Levin
242 Revya
215 *Average*
207 Endorph
197 Tricia
184 Danette
137 Agrippa
132 Pinot
129 Vitali
77 Odie
215.0833333 Average
Average HIT: 296 (296)
534 Tricia
527 Endorph
472 Agrippa
329 Layna
321 Juno
296 *Average*
291 Levin
252 Pinot
250 Danette
248 Vitali
244 Revya
205 Odie
204 Galahad
198 Grunzford
295.6666667 Average
Average SPD (This is Evasion) : 293 (287)
471 Agrippa
440 Layna
430 Pinot
387 Endorph
359 Tricia
353 Levin
350 Danette
293 *Average*
279 Juno
250 Revya
249 Vitali
145 Odie
93 Galahad
93 Grunzford
292.6666667 Average
Average RES: 269.5 (287.5)
472 Pinot
458 Vitali
422 Tricia
383 Juno
363 Agrippa
355 Endorph
335 Layna
302 Odie
269.5 *Average*
188 Revya
83 Grunzford
79 Galahad
77 Danette
72 Levin
269.5 Average
Damage Average (Best Continuous Damage) : 165 (166 w/o Levin)
340 Odie Dark Bolt
270 Grunzford Boilermaker
(245 Fusion Revya QuickSlash)
223 Layna Last Gasp
180 Revya QuickSlash
165 *Average*
160 Juno Lethal Stab
155 Levin Close Call
155 Edorph X-Slash
145 Danette Combo Cut
145 Galahad QuickSlash
105 Agrippa Deadeye
100 Tricia Side Shot
93 Vitali Big Strike
65 Pinot Big Strike
Average: 165 (166)
Kill Point: 413 (415)
First-Turn Damage Average: 187 (190 w/o Levin)
(580 Fusion Revya Demon Force)
419 Revya Demon Force
365 Odie Static Lance
270 Grunzford Boilermaker
223 Layna Last Gasp
187 *Average*
160 Juno Lethal Stab
155 Levin Close Call
145 Danette Combo Cut
145 Galahad QuickSlash
105 Agrippa Deadeye
100 Tricia Side Shot
93 Vitali Big Strike
65 Pinot Big Strike
Average: 187 (190)
Kill Point: 468 (475)