Alicia"I think I got some dirt on my clothes."
Class: Light Warrior
HP: 5088
Str: 129
Int: 67
Dex: 102
Agl: 94
Con: 92
Innate Resists: 20% Ice, -20% Earth
Skills: None
Equipment:
Holy Sword (95x3, 30 Magic, Holy Elemental, Soul Crush)
Phylactic Helm (10 RDM, 25 Resist)
Fairy Garb (75 RDM, AVD -5, 30 Resist, Fire/Ice/Lightning/Earth+30%, Holy/Dark-30%, Frailty+100%)
Holy Gauntlet (40 RDM, 5 Rst)
Magic Boots (20 RDM, 10 Rst)
Notes: Should Alicia face a plant, she can opt for the Lotus Slicer which is 110x2 attack, with no Soul Crush, but has a Plant Slayer effect.
Stats after equips:
Attack: 224
Mag: 97
Hit: 102
Avd: 89
Rdm: 186
Rst: 150
Elemental Resists: 50% Ice, 30% Fire/Lightning, 10% Earth, -30% Dark/Holy
Attacks:
Cutting Edge: 193 damage, 25 of which is ITD Holy elemental, 6 AP, gains 10 energy
Imperious Act: 142 damage, 25 of which is ITD Holy elemental, 7 AP, gains 9 energy
Mirage Pierce: 320 damage, ignores defense, 25 of that damage is Holy elemental, 8 AP, gains 11 energy
Turnaround: 159 damage, 25 of which is ITD Holy elemental, 5 AP, gains 11 energy
Cross Slash: 29 damage spread over 3 hits, 25 of which is ITD Holy elemental, 7 AP, gains 9 energy
Tri Crusade: 201 damage spread over 3 hits, 25 of which is ITD Holy elemental, 8 AP, gains 9 energy
Deep Impact : 143 damage spread over 2 hits, 25 of which is ITD Holy elemental, 6 AP, gains 6 energy, Launch effect
Gale Winds: 251 damage spread over 3 hits, 25 of which is ITD Holy elemental, 8 AP, gains 15 energy
Spiral Pierce: 310 damage spread over 3 hits, 25 of which is ITD Holy elemental, 9 AP, gains 15 energy, 5% chance of adding faint each hit, 14% effective chance per attack
Sky-high Edge: 226 damage spread over 3 hits, 25 of which is ITD Holy elemental, 9 AP, gains 12 energy
Soul Crush - Nibelung Valesti: 7 hits of 0.45 damage, 1 hit of of 1.45x damage, 772 base damage (meaning 0 hits)
Menu Spells:
Heal: Heals 80% of PCs MHP, 35 AP
Normalize: Recovers from all status but Curse and Frailty, 12 AP
Invoke Feather: Revives a PC at 20% MHP, 40 AP
Ideal Combo: Cutting Edge -> Spiral Pierce -> Gale Winds, 100 Energy gained, 18 Hits total
Total Damage: 2960, 200 of which is ITD Holy Elemental
Total Damage w/ Heal: 1508, 150 of which is ITD Holy Elemental
Comments: Stats kind of suck, being averagish at best. And her damage is worse, being a swordsmen and thus hosed for weapons. HOWEVER, she can abuse Heal, for effectively *80%* Regen. This means that unless you status her, OHKO her, has some sort of limit lying around, or something to stop the strategy, you've lost.
Low Heavy probably.
Rufus"Leave the rest to me!"
Class: Archer
HP: 4887
Str: 112
Int: 82
Dex: 120
Agl: 69
Con: 80
Innate Resists: 20% Lightning, -20% Ice
Skills: None
Equipment:
Blue Gale (180x3, 100 Hit, 100% Critical hit rate)
Phylactic Helm (10 RDM, 25 Resist)
Elfin Taffeta (55 RDM, 10 Resist, Earth/Lightning+20%)
Holy Gauntlet (40 RDM, 5 Resist)
Magic Boots (20 RDM, 10 Resist)
Stats after equips:
Attack: 294
Mag: 82
Hit: 120
Avd: 69
Rdm: 165
Rst: 125
Elemental Resists: 40% Lightning, 20% Earth, -20% Ice
Attacks:
Three-way Attack: 580 damage, spread over 3 hits, 6 AP, gains 15 energy
Thunder Arrow : 488 damage spread over two hits, 98 of which is Lightning Elemental Magic, 250 of which is ITD Lightning, 7 AP, adds 12 energy
Absolute Wave: 704 damage spread over 4 hits, 8 AP, gains 20 energy
Stony Decree: 299 damage, 30% chance of adding stone, 7 AP, gains 9 energy.
Aiming Wisp: 515 damage spread over 3 hits, 49 of which is Holy Elemental Magical, 150 of which is Holy Elemental ITD, 7 AP, gains 12 energy
Freezing Lance: Does between 269 and 403, depending on number of hits (tends to average 2 to 3 hits, position pending), 49 to 73 of said damage is Ice Elemental Magical, 150 to 225 of which is Ice elemental, 3% chance of adding Freeze per hit (averages between 5 to 10% per use), 8 AP, 6 to 9 Energy gain
Killing Thorn: does anywhere between 176 and 492 damage, depending on number of hits, which depends on a variety of factors (distance from enemy and their size, mainly, along with the enemies positioning; tends to average between 5 and 14 hits), 7 AP, energy gained is between 2 and 28, depending on number of hits.
Shrapnel Shatter: Does between 0 and 833 damage, between 0 and 114 of said damage is Fire Elemental magical, between 0 and 350 of that damage is ITD Fire elemental, depending on number of hits (varies a lot between 0 and 7; potential is 8, but I've never actually seen all 8 hit unless it was a large enemy), 9 AP, gains between 0 and 21 energy
Thunder Fall: 1207 damage spread over 3 hits, 246 of which is Lightning Elemental Magical, 750 of which is ITD Lightning, 8 AP, gains 15 Energy
Thunder Break: 936 damage spread over 2 hits, 136 of which is Lightning Elemental magical, 600 of which is ITD Lightning, 9 AP, gains 12 energy. Note that this move has a 3rd hit which tends to miss human sized targets (Berserkers of the SG for example), so if you see the target as somewhat larger than an average human, raise damage by 150%.
Note: If he were to use nothing but Stony Decree for his attacks, the effective rate of Petrify per turn is 76%. In Freezing Lance's case, its roughly 25% if spammed in such a manner (depends on # of hits.), or more accurately, ranges from 22% to 30%.
Menu Spells:
Might Reinforce: Raises Attack by 150%, 18 AP
Guard Reinforce: Raises RDM and Rst by 150%, 15 AP
Spell Reinforce: Raises Mag by 150%, 18 AP
Dampen Magic: Adds Silence Status, 50%~ hit rate, 15 AP
Sap Power: Lowers Target's Attack to 70% of the original value, 15 AP
Sap Guard: Lowers target's RDM to 70% (?) of the original value, 15 AP
Ideal Combo: Absolute Wave -> Thunder Fall -> Thunder Break, energy irrellevant.
Total Damage: 6398 damage , 1284 of which is Lightning Elemental Magical, 2700 of which is ITD Lightning Damage
Total damage on turn using Might Reinforce: 7152 damage, 1284 of which is Lightning Elemental Magical, 2700 of which is ITD Lightning damage
Total damage on subsequent turns after Might Reinforce: 7806 damage, 1284 of which is Lightning Elemental Magical, 2700 of which is ITD Lightning damage
Comments: Nasty damage, being one of the top dealers due to his weapon and how he gets elemental attacks. Also has some nice support spells to help him out too. Stats could be better though. Overall, a solid dueller. Oh, did I mention he has some status to fall back on as well, like petrify? Decent
Heavy nonetheless.
Arngrim"You will die!"
Class: Heavy Warrior
HP: 5568
Str: 202
Int: 52
Dex: 75
Agl: 58
Con: 101
Innate Resists: 20% Fire, -20% Ice
Skills:
Survival: User cannot be killed if their HP > 10%. Basically, yes, this works similar to Kingdom Hearts "Second Chance"
Equipment:
Durandal (240x3, Soul Crush)
Phylactic Helm (10 RDM, 25 Resist)
Full Plate (70 RDM, -15 Avd)
Holy Gauntlet (40 RDM, 5 Resist)
Magical Boots (20 RDM, 10 Resist)
Stats after equips:
Attack: 442
Mag: 52
Hit: 75
Avd: 43
Rdm: 190
Rst: 95
Elemental Resists: 20% Fire/Dark, -20% Ice
Attacks:
Highwind: 408 damage, 7 AP, gains 10 energy
Wrenching Swing: 387 damage, 6 AP, gains 9 energy, Launch effect
Spinning Back-Knuckle: 301 damage, 6 AP, gains 12 energy, 5% chance of inflicting Faint status
Wild Break: 430 damage, 7 AP, gains 11 energy, 100% of inflicting Frailty status
Total End: 365 damage, 5 AP, gains 8 energy
Double Wind: 516 damage spread over 2 hits, 8 AP, gains 10 Energy
Lost Life: 365 damage, 6 AP, gains 10 energy
Hurricane Edge: 645 damage spread over 2 hits, 8 AP, gains 10 energy
Storm Edge: 516 damage spread over 2 hits, 9 AP, gains 12 energy
Dead End: 752 damage, 8 AP, gains 13 energy
Soul Crush - Final Blast: 1 hit of 0.95x damage, then 5 hits of 0.225x damage, then 1 hit of 1.4, then 6 more hits of 0.225 damage, 1978 base damage (meaning 0 hits)
Ideal Combo: Storm Edge -> Dead End -> Hurricane Edge. Gains 56 energy, 18 AP left over, 2 hits total
Total Damage damage: 4342
Total Damage on turn w/ Final Blast: 6454
Comments: Outside of Survival, and the ability to hit Hamsters (hi Jogurt, you just lost a victim!), this form is flat out worse than his VP1 self. Worse damage, worse durability, not real anti Healing trick...yeah. Worst of the plot duellers, quite easily, and wants his VP1 form in just about all situations. Borderline
Middle/Heavy, I'm thinking.
Brahms"My Strength is the Sword of the Oppressed!"
Class: Heavy Warrior, uses different weapons mind
HP: 7120
Str: 189
Int: 48
Dex: 75
Agl: 89
Con: 148
Innate Resists: 20% Ice/Earth/Darkness, -20% Fire/Holy
Skills:
Victorious Vitality: Fully Heals user after each fight…IN A DUEL!!!
Mind Lock: Grants immunity to Status, both positive and negative. This includes stat breaks like Sap Power, apparently.
Mighty Blow: Raises the chance of inflicting Faint Status and breaking enemy guard
God Destroyer: Raises damage dealt to Divine enemies by 50%, as well as increasing the Crit Rate against them.
NOTE: Unlike most characters, Brahms actually pushes the CP limit with his skills, even without Victorious Vitality, he goes over the limit by 1. As such, he'll be needing to get rid of one (relevant) skill, preferably God Destroyer, since its too situational.
Equipment:
Bloody Claw (340x3, -10 RDM, 10 Resist, Soul Crush)
Phylactic Helm (10 RDM, 25 Resist)
Valiant Armor (85 RDM, Frailty +50%)
Holy Gauntlet (40 RDM, 5 Resist )
Magical Boots (20 RDM, 10 Resist)
Note: Brahms can opt for the Bloody Nails, if he really needs the defense, sacrificing 20 Attack. If for whatever reason you allow the Seraphic Gate equips, he can use the Bloody Murder at 1350x3, Soul Crush capable. Yes, this is ridiculously strong
Note 2: ALL of Brahms Weapons grant about a 25% chance to heal him equal to damage he does PER HIT (so a 3 hit move makes 3 separate checks.) I'll just be taking this as it healing 25% of his damage dealt, since that's what it'll come out to on average. This will *NOT* kick in on Soul Crush hits, though.
Stats after equips:
Attack: 529
Mag: 48
Hit: 75
Avd: 89
Rdm: 219
Rst: 116
Elemental Resists: 20% Ice/Earth/Darkness, -20% Fire/Holy
Attacks:
Bloody Knuckle: 480 damage, 6 AP, gains 10 energy, 3% chance of inflicting faint status
Ravaging Rush: 453 damage, 7 AP, gains 10 energy, places Brahms behind the enemy yielding 1.5x damage for other moves. Note that this move is always taken as hitting the backside, and follow up uses will put him into the front position again.
Deadly Raid: 640 damage spread over 3 hits, 8 AP, gains 12 energy
Soul Shaker: 640 damage spread over 3 hits, 8 AP, gains 12 energy
Overhammer: 747 damage, 7 AP, gains 11 energy
Earth Break: 640 damage spread over 3 hits, 8 AP, gains 12 energy
Bloody Chisel: 640 damage spread over 3 hits, 9 AP, gains 12 energy
Smashing Hammer: 747 damage spread over 2 hits, 8 AP, gains 12 energy
Immortal Blow: 640 damage spread over 8 hits, 10 AP, gains 16 energy
Blood Rain: 1047 damage spread over 3 hits, 780 of said damage is ITD Dark elemental, gains 12 energy
Soul Crush - Bloody Curse: 13 hits of 0.18x damage, followed by one hit of 0.96x damage, then 6 hits of 0.18x damage, then a hit of 0.22x damage, base damage (meaning 0 hits) of 2456
Ideal Combo: Deadly Raid -> Smashing Hammer -> Earth Break. Gains 80~ energy, 19 hits total
Total Damage: 5441 damage, 1360 healing on average
Total Damage on turn w/ Bloody Curse: 8624, 1360 healing on average.
Comments: Excellent HP offsets the questionable Resistance (Nice to see SOME things don't change), and his occassional parasitic healing means he'll be a pain to kill...oh, and he's immune to status too that isn't Instant Death, so he kind of forces the opponent into a slug fest. Overall a good slugger, though he misses his physical immunity and ridiculous overkill damage. Probably worse than his VP1 form, but at the same time, this form lacks any arguements about being legal. Yet another
Heavy from this cast,
Godlike if you allow the Bloody Murder.
Hrist Valkyrie"I have struck home, now you shall die!"
Class: Light Warrior, uses different weapons mind
HP: 4609
Str: 155
Int: 60
Dex: 139
Agl: 137
Con: 90
Innate Resists: Holy +20%, Darkness-20%
Skills:
Heat Up: Raises Energy Gain by 20%, this has been already factored into all her attacks
Spirit Control: Seems to double or triple the amount of Purple Gems gained. Purple Gems restore 2 AP each, so due to this, she can get a few more actions than normal
Cure Condition: Halves the Duration of Status effects
Equipment:
Lunar Bardiche (350x2, 50 Magic, Soul Crush)
Phylactic Helm (10 RDM, 25 Resist)
Mithril Plate (90 RDM, 40 Resist, Fire/Ice/Lightning/Earth+20%, Holy+50%)
Mithril Gauntlet (55 RDM , Resist 10)
Mithril Greaves (50 RDM)
Note: If Hrist needs some defense ignoring damage, or to hit magic defense, or something Holy elemental, she has the Saint's Halberd at 160x3, Soul Crush, and 20 Rst, with a +20% Holy damage. Spear "Basilisk" is another option, being 340x2, 50 Hit, randomly inflicts stone (rate TBA), and -10 RDM.
If…for whatever reason, you DO allow the Seraphic Gate, Hrist is one of the only characters with a unique weapon, that being Gungnir, which is 1000x3, 1200 Magic, 100 Hit, and +50% Lightning. And yes, this weapon is as insane as it sounds, even by SG standards.
Stats after equips:
Attack: 505
Mag: 110
Hit: 139
Avd: 137
Rdm: 255
Rst: 173
Elemental Resists: 70% Holy, 20% Fire/Ice/Lightning/Earth, -20% Dark
Attacks:
Sideswiper: 556 damage, 6 AP, gains 10 energy, Launch Effect,
Trial of Existence: 683 damage over 3 hits, 8 AP, gains 12 energy
Endangerment: 430 damage, 5 AP, gains 8 Energy
Entrapment: 404 damage over 2 hits, 7 AP, gains 10 energy
Over Arc: 480 damage, 6 AP, gains 11 energy
Armor Break: 607 damage, 7 AP, gains 11 energy
Hurricane Bolt: 506 damage, 7 AP, gains 11 energy
Hurricane Raid: 556 damage over 2 hits, 8 AP, gains 14 energy
Downward Split: 860 damge over 4 hits, 8 AP, gains 16 energy
Furious Advance: 1012 damage, 10 AP, gains 19 energy
Soul Crush - Nibelung Valesti: 7 hits of 0.45 damage, 1 hit of of 1.45x damage, 2327 base damage (meaning 0 hits)
Ideal Combo: Downward Split -> Trial of Existence, gains 70 energy, 6 hits total
Total Damage: 6173 damage
Total Damage w/ Soul Crush: 8739 damage
Comments: Hey look everyone! Its the Puny who failed worse than Jogurt! Everyone mock he-...wait, those Hit and Avoid values are among the highest in the game. And the damage is hardly something to sneeze at? Wait, are we CERTAIN this is Hrist here? Regardless, yes, Hrist suddenly got everything she never had, as well good defensive equips to offset her low HP. Decent damage, excellent accuracy and evade, though a bit lacking on options, I think its safe to say she redeems herself.
Like the previous duellers, another decent
Heavy, if you for whatever reason allow her Gungnir in the DL...well, she basically becomes equivalent to the VP1 version of...
Lenneth Valkyrie"It shall be engraved upon your soul!"
Class: Light Warrior
HP: 6189
Str: 141
Int: 86
Dex: 118
Agl: 118
Con: 109
Innate Resists: 20% Holy, -20% Dark
Skills:
Heroism: All stats +20% for every enemy killed on the field. IOWs, this is completely worthless in a duel format unless the enemy can summon allies (hi…uh…CHONGARA!)
Forcefield 1000: Nulls the first 1000 damage in the fight, regardless. IOWs, this is like adding an extra 1000 uncurable HP at the start of the fight, as another means to look at it.
Equipment:
Glance Reviver (350x3, Soul Crush)
Mithril Helm (50 RDM)
Reflect Armor (120 RDM, 30 Resist, +50% Holy, -20% Dark)
Mithril Gauntlet (55 RDM , Resist 10)
Mithril Greaves (50 RDM)
Stats after equips:
Attack: 491
Mag: 86
Hit: 118
Avd: 118
Rdm: 329
Rst: 142
Elemental Resists: 70% Holy, -40% Dark
Attacks:
Bolt Slash: 489 damage, 6 AP, 10 energy gain
Moment Slide: 366 damage, 5 AP, gains 12 energy, 5% chance of inflicting Faint status
Vertical Raid: 391 damage spread over 2 hits, 7 AP, gains 12 energy
Grim Force: 391 damage, 6 AP, gains 9 energy, Launch effect
Feather Sail: 489 damage, 7 AP, gains 12 energy, 5% chance of inflicting Faint status
Glowing Pierce: 733 damage spread over 3 hits, 8 AP, gains 15 energy, 5% chance of faint a hit, 14% chance on average
Multiple Attack: 733 damage spread over 4 hits, 9 AP, gains 12 energy
Succession Slide: 586 damage spread over 2 hits, 7 AP, gains 8 energy
Ptero Attack: 978 damage, 8 AP, gains 13 energy
Code Break: 342 damage, 8 AP, gains 9 energy, 30% chance of Instant Death
Note: If used by itself in a combo four times in a row, the effective chance of Code Break's instant death is about 76%.
Menu Spells:
Heal: Heals 80% of PCs MHP, 35 AP
Normalize: Recovers from all status but Curse and Frailty, 12 AP
Invoke Feather: Revives a PC at 20% MHP, 40 AP
Might Reinforce: Raises Attack by 150%, 18 AP
Guard Reinforce: Raises RDM and Rst by 150%, 15 AP
Spell Reinforce: Raises Mag by 150%, 18 AP
Dampen Magic: Adds Silence Status, 50%~ hit rate, 15 AP
Sap Power: Lowers Target's Attack to 70% of the original value, 15 AP
Sap Guard: Lowers target's RDM to 70% (?) of the original value, 15 AP
Reflect Sorcery: Reflects the next spell back at the opponent. Note that it does *NOT* Reflect back the casters Heal (it does on Might and Guard Reinforce though), however, casting Heal while Reflect Sorcery is up will negate Reflect Sorcery.
Soul Crush - Nibelung Valesti: 7 hits of 0.45 damage, 1 hit of of 1.45x damage, 2249 base damage (meaning 0 hits)
Ideal Combo: Glowing Pierce -> Ptero Attack -> Feather Sail, 100 Energy, 5 hits total
Total Damage: 8568 damage
Total damage w/ Heal: 4401 damage
Total damage on turn using Might Reinforce: 8221
Total damage on subsequent turns after Might Reinforce: 13722
Total damage on Subsequent turns after Might Reinforce w/ Heal: 7101
Comments: Yep, she's back! And she's as
Godlike as ever! Basically, take Alicia, give her some insanely good starting equips, and game best damage, as well as a few other annoying support spells. Yes, you read that right; this is someone with 80% Regen, high durability, game best damage, and a few tricks up her sleeve like instant death. While she traded in her ridiculous damage, she still probably retains her godlike self, and arguably, becomes better.
Silmeria Valkyrie"If you do not fear the sword, then come!"
Class: Archer
HP: 4806
Str: 123
Int: 93
Dex: 133
Agl: 88
Con: 95
Innate Resists: 20% Holy, -20% Dark
Skills:
Regenerate Health: Recovers HP equal to 75% of the users Level each second. This comes out to 4-5% healing a turn.
True Seeing: Supposedly boosts Critical Hit Rate. I haven't noticed much of a boost personally, nor might it matter depending on her weapons.
Equipment:
Crescent Arrow (300x2, 10 Resist, Soul Charge) (Blue Gale (180x3, 100 Hit, 100% Critical hit rate))
Rune Crown (15 RDM, 20 Magic, +30% Silence)
Fairy Garb (75 RDM, AVD -5, 30 Resist , Fire/Ice/Lightning/Earth+30%, Holy/Dark-30%, Frailty+100%)
Holy Gauntlet (40 RDM, 5 Resist)
Magic Boots (20 RDM, 10 Resist)
Stats after equips:
Attack: 423 (303)
Mag: 113 (a Fighter who can break enemy Resist, wow…)
Hit: 133 (233)
Avd: 83
Rdm: 197
Rst: 123
Elemental Resists: Fire/Ice/Lightning/Earth 30%, Holy-10%, Dark-50%
Note: Given Silmeria's equips effect not only her Resist and RDM, but also her avoid, I have decided to NOT list all alterations for all of them. Figured it'd be cleaner saying that here instead of in the actual stats <.<
Attacks:
Stony Decree: 343 (309) damage, 7 AP, adds 9 energy, 30% chance of inflicting Stone status
Dual Tusks: 488 (435) damage spread over 2 hits, 6 AP, gains 12 energy
Binding Distortion: does between 325 (290) and 407 (363) damage, depending on number of hits (tends to vary between 4 and 5), 8 AP, gains 12 to 15 energy (hit pending)
Stardust: 407 (363) damage spread over 4 hits, 7 AP, gains 12 energy
Target Throat: 366 (326) damage, 7 AP, gains 10 energy, 30% chance of inflicting Silence status
Flame Shot: 722 (867) damage, 22 (203) of which damage is Fire elemental magical, and 375 of that damage is ITD Fire elemental, 9 AP, gains 16 energy
Rising Wisp: 537 (598) damage spread over 2 hits, 12 (108) of which is Holy Elemental magical, and 200 of which is ITD Holy elemental, 8 AP, gains 14 energy
Wave Motion: 569 (508) damage spread over 2 hits, 7 AP, gains 18 energy
Aiming Wisp: 525 (557) damage spread over 3 hits, 9 (81) of which damage is Holy elemental magical, and 150 of said damage is Holy Elemental ITD, 7 AP, gains 12 energy
Rebellious Truth: does anywhere between 142 (127) and 705 (635) damage, depending on number of hits (5 potential, how many she actually gets depends on her distance from the enemy, Closer = Better), 9 AP, gains between 4 to 20 energy.
Soul Crush - Nibelung Valesti: 7 hits of 0.45x damage, 1 hit of of 1.45x damage, 1807 base damage (meaning 0 hits). Not listing damage with Blue Gale since she can't use it with the Blue Gale.
Note: Silmeria can use Stony Decree and Target Throat up to 4 times if they're used by themselves. This leads to an effective 76% chance of the status kicking in per turn.
Ideal Combo (Crescent Arrow): Flame Shot -> Binding Distortion, gains about 70 energy (tends to vary, this is a rough average; point is, its over 50), about 18 AP left over (again, varies depending on how many purple gems are knocked out), 1 hit total
Total Damage: 3986 damage, 88 of said damage is Fire Elemental Magical, 1500 of said damage is ITD Fire Elemental
Total Damage on turn w/ Nibelung Valesti: 5976 damage, 88 of said damage is Fire Elemental Magic, 1500 of said damage is ITD Fire Elemental
Ideal Combo (Blue Gale): Flame Shot -> Rising Wisp -> Aiming Wisp
Total Damage: 4911 damage, 378 of which is Holy Elemental Magical, 609 of which is Fire Elemental magical, 1125 of which is ITD Fire Elemental, 700 of which is ITD Holy elemental
Comments: And last but not least, we finally see the 3rd Valkyrie sister in action! How does she stand up? Well, worst damage of the three, but she makes up for it with some status options on the side, which might put her ahead of Hrist (though still considerably behind Lenneth.) In esscence, she's Rufus trading in damage for better stats. Probably a losing trade here, but she's still solid by her own right, and enough to, surprise surprise, make
HeavyTemporary Characters:
Dylan:
"I shall cut asunder your earthly bonds!"
Class: Heavy Warrior
HP: 5931
Str: 154
Int 55
Dex: 64
Agl: 72
Con: 114
Innate Resists: 20% Holy, -20% Fire
Skills:
Nothing: When this skill is equipped, the character is allowed to equip another skill of their choice over it, so long as they have learned the skill they desire.
Equipment:
Durandal (240x3, Soul Crush)
Phylactic Helm (10 RDM, 25 Resist)
Valor Armor (65 RDM)
Holy Gauntlet (40 RDM, 5 Resist)
Magical Boots (20 RDM, 10 Resist)
Stats after equips:
Atk: 394
Mag: 55
Hit: 64
Avd: 72
Rdm: 192
Rst: 93
Elemental Resists: 20% Holy, -20% Fire
Attacks:
Heavyweight: 409 damage, 6 AP, gains 11 energy
Double Swing: 446 damage spread over 2 hits, 7 AP, gains 12 energy
Absolute Strike: 669 damage, 8 AP, gains 14 energy, 5% chance of inflicting Faint
Ground Edge: 279 damage, 6 AP, gains 10 energy, 5% chance of inflicting Faint
High Spike: 372 damage, 6 AP, gains 10 energy
Blast Kick: 334 damage, 7 AP, gains 12 energy
Twister Swing: 409 damage spread over 2 hits, 8 AP, gains 10 energy
Spin Edge: 334 damage, 7 AP, gains 10 energy
Full Swing: 818 damage, 9 AP, gains 15 energy, Launch Effect
Dismember Legion: 651 damage spread over 7 hits, 8 AP, gains 28 energy
Soul Crush - Violent Rage: 2 hits of 0.5x damage, 2 hits of 1x damage, and 1 hit of 1.6x damage, 1711 base damage (0 hits)
Ideal Combo: Full Swing -> Absolute Strike -> Dismember Legion, gains 85~ energy (varies a little based on exact timing, but never hits that 100 benchmark, which is what matters), 1 hit total
Total Damage: 5094 damage, 7.5% chance of inflicting Faint status
Total Damage on turn w/ Violent Rage: 6847 damage, 7.5% chance of inflicting Faint
Comments: Rather straightfoward, he hits things hard, and not much else. However, its completely inferior to Brahms in everyway, so there's absolutly no reason for Brahms to use this form (if you allow it), so yeah, good Not Ranked material or something.
HeavyLezard Valeth"These foes are a joke!"
Class: Sorceror
HP: 4591
Str: 57
Int: 185
Dex: 54
Agl: 53
Con: 66
Innate Resists: 20% Darkness, -20% Holy
Skills:
Nothing: Same godly skill Dylan has!
Equipment:
Monster Manifesto (800 Mag, 10 RDM, 30 Resist, Great Magic)
Annointed Crown (10 Mag, 6 RDM)
Dark Cleric Robes (200 RDM, 50 Avoid, 100 Resist, Lightning/Holy +50%)
Wind Glove (35 RDM , 20 Hit, 20 Avoid)
Magic Boots (20 RDM, 10 Resist)
Stats after equipment:
Atk: 57
Mag: 995
Hit: 74
Avd: 123
Rdm: 304
Rst: 258
Elemental Resists: 50% Lightning, 30% Holy, 20% Darkness
Attack Spells:
Fire Storm: 1403 Fire elemental damage, 150 of which is ITD, 18 AP
Frigid Damsel: 1120 Ice elemental damage spread over 3 hits, 315 of which is ITD, 16 AP, 10% chance of inflicting Freeze per hit, 14% chance effectivly
Lightning Bolt: 824 Lightning elemental damage spread over 6 hits, 180 of which is ITD, 17 AP, 2% chance of inflicting paralysis a hit, 11% chance effectivly
Poison Blow: 1125 Earth elemental damage, 212 of which is ITD, 17 AP, 30% chance of inflicting poison status
Dark Savior: 1317 dark elemental damage, 825 of said damage is ITD, 21 AP
Menu spells:
Spiritual Thorn: Instant Death, 55% hit rate, 28 AP
Chaotic Rune: Lowers all opponents stats by 20%, 24 AP
Invoke Feather: Revives a PC at 20% MHP, 40 AP
Guard Reinforce: Raises RDM and Rst by 150%, 15 AP
Spell Reinforce: Raises Mag by 150%, 18 AP
Dampen Magic: Adds Silence Status, 50%~ hit rate, 15 AP
Sap Power: Lowers Target's Attack to 70% of the original value, 15 AP
Sap Guard: Lowers target's RDM to 70% (?) of the original value, 15 AP
Reflect Sorcery: Reflects the next spell back at the opponent. Note that it does *NOT* Reflect back the casters Heal (it does on Might and Guard Reinforce though), however, casting Heal while Reflect Sorcery is up will negate Reflect Sorcery.
Explosion: 2104 Fire elemental damage, 225 of which is ITD, 20 AP
Glacial Blizzard: 1120 damage over the course of 5 hits, 315 of which is ITD, 20 AP, 5% chance of of inflicting Freeze a hit, 23% chance effectively
Earth Grave: 1588 Earth elemental damage spread over the course of 5 hits, 300 of which is ITD, 20 AP, 5% chance of inflicting Faint a hit, 23% chance effectivly
Thunder Storm: 1202 Lightning elemental damage spread over the course of 7 hits, 262 of which is ITD, 20 AP, 3% chance of inflicting Paralysis a hit, 19% chance effectivly
Optimal Damage: Frigid Damsel - 3360 damage over the course of 3 castings, 945 of which is ITD, 10% chance to freeze target per hit, 61% effective chance per turn.
Comments: You know, you'd expect him to do some really sick damage with an 800 Power Wand, and be an awesome dueller due to being a tankish Mage. There are a few problems though. First problem is Magic damage sucks, PERIOD. The second problem is that he lacks an important spell, Heal, to make use of the turtling buff game he could have had. Its pretty sad all things considered. On the upside, this form is flat out better than his VP1 form! Hard to peg exactly where he belongs, though probably
Middle/HeavyLeone:
"The passion of the battle envelops me!"
Class: Light Warrior
HP 4110
Str 157
Int 72
Dex 115
Agl 109
Con 92
Innate Resists: 20% Earth, -20% Lightning
Skills:
Spirit Control: Increases the amount of Purple Gems dropped by the enemy. This move isn't as useful as it sounds, as Leone is mostly about aerial combos which don't produce many gems to begin with, so it doesn't really help her much.
Equipment:
Holy Sword (95x3, 30 Magic, Holy Elemental, Soul Crush)
Phylactic Helm (10 RDM, 25 Resist)
Fairy Garb (75 RDM, AVD -5, 30 Resist, Fire/Ice/Lightning/Earth+30%, Holy/Dark-30%, Frailty+100%)
Holy Gauntlet (40 RDM, 5 Resit)
Magic Boots (20 RDM, 10 Resist)
Notes: Should Leone face a plant, she can opt for the Lotus Slicer which is 110x2 attack, with no Soul Crush, but has a Plant Slayer effect.
Stats after equipment:
Atk: 252
Mag: 102
Hit: 115
Avd: 104
Rdm: 191
Rst: 160
Elemental Resists: 50% Earth, 30% Fire/Ice, 10% Lightning, -30% Holy/Dark
Sunset Luster: 204 damage, 22 of which is Holy elemental Natural ITD, 6 AP, gains 9 energy
Assault Step: 181 damage spread over 2 hits, 20 of which is Holy elemental Natural ITD, 5 AP, gains 6 energy
Descending Sword: 204 damage spread over 4 hits, 22 of which is Holy elemental Natural ITD, 7 AP, gains 8 energy
Overspin: 158 damage, 17 of which is Holy elemental ITD, 6 AP, gains 13 energy, 10% chance of inflicting Faint
Sneaky Throw: 204 damage spread over 2 hits, 22 of which is Holy elemental Natural ITD, 6 AP, gains 12 energy
Double Wind: 249 damage spread over two hits, 27 of which is Holy Elemental Natural ITD, 8 AP, gains 10 energy
Soul Pierce: 227 damage, 25 of which is Holy Elemental natural ITD, 8 AP, gains 8 energy, 10% chance of inflicting Instant Death
Tri Crusade: 238 damage spread over 3 hits, 26 of which is Holy elemental ITD, 8 AP, gains 9 energy
Mist Phantom: 227 damage spread over 4 hits, 25 of which is Holy Elemental ITD, 9 AP, gains 8 energy, note that if you take front and back into account, this move acts as though its hitting the OPPOSITE side, so from front, it acts like its hitting the back and does 150% damage and vice verse. If you take this into account, adjust damage accordingly
Second Ruin: 272 damage spread over 5 hits, 30 of which is Holy Elemental Natural ITD, 9 AP, gains 10 energy
Soul Crush - Sublime Horn: 1 hit of 0.18, 1 hit of 0.09, 1 hit of 0.18, 1 hit of 0.36, 1 hit of 0.55, 1 hit of 0.33, 2 hits of 0.24, 1 hit of 0.54, 2 hits of 0.225, 1 hit of 0.33, 1 hit of 0.225, 1 hit of 0.33, 1 hit of 0.225, 1 hit of 0.33, 929 base damage (0 hits) and if this isn't the most complex SC in the game, I don't wanna hear about it!
Note: If Leone were to use Soul Pierce and nothing else, she'd have an effective 34% chance of having the instant death kick in. The same applies to Overspin's Faint, difference is, its freaking VP2 Faint, and is totally negligible as such.
Ideal Combo: Tri Crusade -> Sunset Luster -> Second Ruin, gains 55 energy, 7 hits total
Total Damage: 1870 damage, 204 of which is Holy elemental ITD
Total Damage on turns w/ Sublime Horn: 2938 damage, 204 of which is Holy elemental ITD
Comments: Being a swordsmen, you can tell off the bat she has issues. Doesn't help that she has no spells (something most Light Warriors DO have), and one of the lowest HP scores in the game. All she has, really, is the two turn instant death. Textbook
Light if you ask me.
As a side note, yes, I think I do allow this form for Hrist (unlike Dylan and Brahms, the game made it clear that Leone was literally just a disguise of Hrist which she could change in and out of at will, less so than an actual merging of two people like Dylan and Brahms were). It also doesn't matter cause its worse than her FRUE form in everyway, unless Hrist desperatly needs Instant Death
Valkyrie"Let it be done!"
Class: Light Warrior
HP: 6500
Str: 147
Int: 89
Dex: 119
Agl: 119
Con: 114
Innate Resists: 20% to all elements
Note: Valkyrie's stats at taken at level 55, unlike most characters, since that's the level she joins at. This is why her elemental damage is a bit higher than you'd expect (by like 7 points a hit granted, but that's still something...maybe?)
Skills:
Toughness: Doubles HP of the user in battle. That last part basically means "your healing is effectivly doubled outside of battle." Yes, this skill is as sick as it sounds.
Mind Lock: Grants immunity to all status, both positive and negative, not including Instant Death. Given this character has absolutly no spells whatsoever, the "Positive status" part only matters for team matches, making her + Rika a bad combination, maybe? Ok, fine, Mind Lock doesn't block Silence, but you know, when you lack magic, its kind of hard to care...
Observation: Stats increase as time progresses (as in, when you actually do actions. Simply standing there does not count as time in VP2, so no UBER STALLING!!! tactics), at a rate of 10% a minute, maxing at 100%. This means 10% every 9 turns or so.
Note: The total CP these skills require exceeds the limit of 12, so she'll have to drop one of them. In general, Observation is probably the best to drop, but she'll want to mix and match her skills depending on the fight (like Mind Lock is completely useless against someone who lacks status)
Equipment:
Rangrid's Blade (450x3,10 hit, Soul Crush)
Mithril Helm (50 RDM)
Alvitr's Armor (200 RDM, 80 Resist)
Mithril Gauntlet (55 RDM , Resist 10)
Mithril Greaves (50 RDM)
Stats after equips:
Atk: 597
Mag: 89
Hit: 129
Avd: 119
Rdm: 412
Rst: 193
Elemental Resistance: 20% to all elements
Cutting Edge: 636 damage, 82 of which is Holy Elemental natural ITD, 6 AP, gains 10 energy
Imperious Act: 451 damage, 82 of which is Holy Elemental natural ITD, 7 AP, gains 9 energy
Spiral Pierce: 1110 damage spread over 3 hits, 247 of which is Holy Elemental natural ITD, 9 AP, ganis 15 energy, 5% chance of inflicting Faint a hit, 14% chance on average
Mirage Pierce: 798 Defense Ignoring damage, 82 of which is Holy Elemental, 8 AP, gains 11 energy
Turnaround: 513 damage, 82 of which is Holy Elemental natural ITD, 5 AP, gains 11 energy
Gale Winds: 893 damage spread over 3 hits, 247 of which is Holy Elemental natural ITD, 8 AP, gains 15 energy
Cross Slash: 739 damage spread over 3 hits, 247 of which is Holy Elemental natural ITD, 7 AP, gains 9 energy
Tri Crusade: 709 damage spread over 3 hits, 247 of which is Holy Elemental natural ITD, 8 AP, gains 9 energy
Deep Impact: 473 damage spread over 2 hits, 165 of which is Holy Elemental natural ITD, 6 AP, gains 6 energy, Launch effect
Sky-high Edge: 801 damage spread over 3 hits, 247 of which is Holy Elemental Natural ITD, 9 AP, gains 12 energy
Soul Crush - Nibelung Valesti: 7 hits of 0.225x damage, 1 hit of 1.45x damage, 1 hit of 1.7x damage, 2897 base damage (0 hits)
Note: Everytime I tried Valkyrie's version of Nibelung Valesti, it aways came out to 4.7x, making me wonder if they made it slightly stronger than all other Soul Crushes (all of which are 4.6x), just to make it stand out. Not a huge deal, granted, but could use some verification from people who've played the US version (again, listing Mults from a japanese guide DOES NOT HELP cause its already been proven they've changed the Mults from 4.9x to 4.6x)
Ideal Combo: Cutting Edge -> Spiral Pierce -> Gale Winds, 100 Energy gained, 18 Hits total
Total Damage: 9523, 1485 of which is ITD Holy Elemental
Comments: The best analogy to Valkyrie is "Lucian on crack." Her damage is similar, but then she adds insane amounts of tankishness to the combo, with the game best defensive stats by far, high HP, which gets DOUBLED by Toughness, and status immunity to boot. Her damage is just shy of a OHKO, and combined with those defenses and that nearly 250% PCHP, you never want to be forced into a slugfest with.
Godlike most likly.
Of course, if you compare her to the final battle alone, her effective damage is increased 10 fold since she's the only one who can do full damage to the final boss >_>