WARNING: The 8th character is a mild spoiler (think Magus in Chrono Trigger, but even less spoilerific). They're named below, so… you were warned.
Luminary / Hero / Eleven
Level: 77,
HP: 641,
MP: 354
Attack: 580,
Defense: 465,
Agility: 263
Strength: 365,
Resilience: 164,
Magical Might: 375,
Magical Mending: 363,
Deftness: 164,
Charm: 568
PCHP: 1.16,
Physical Durability: 1.26,
Agility (std. deviations from average): -0.03
Default setup: Sword & Shield. (Alternates: 2x Swords, Greatsword)
Supreme Sword of Light (Deals Lightning elemental damage. 3% chance to remove beneficial buffs from enemies when attacking. Cures an ally of negative status effects when used as an item.)
Erdwin's Shield (25% resistance to Fire/Ice/Dark, 10 MP restored a turn, 10% Block chance)
Irwin's Helm (20% resistance to all elements, resists curse by 50%)
Erdwin's Tunic (25% resistance to all elements, 10 MP restored a turn)
If Luminary shield-blocks or greatsword parries an attack, he gets a free counterattack (use regular attack damage).
Attack - 170 lightning damage
Sword Dance (8 MP) - 510 damage over 4 hits
Miracle Slash (4 MP) - 170 damage, recovers 69 HP (scales with damage dealt).
Sword Stance (2 MP) - Increases parrying chance by 33% for four turns
Blade of Ultimate Power (48 MP) - 700 pseudomagic damage
Gigagash (32MP) - 410 pseudomagic lightning damage to all
Quadraslash (24MP) - 355 pseudomagic damage to all
Flamesplitter, Seasplitter, etc. (32 MP) - 420 fire/ice/wind/earth/dark/light pseudomagic damage to all enemies
Pep Up (25MP)** - Enter Pepped Up state. Lasts 4-6 turns as opposed to the natural 6-8 turns. Phys Durability rises to 1.37. Will buff Sword Dance damage to 895 when equipped with a Greatsword, but Kazap / Blade of Ultimate Power are already soft-capped. Crit rate increases as well.
Spells
Kazap (48 MP) - 720 lightning damage to a groupKafrizz (21 MP) - 320 fire damage
Kasizz (16 MP) - 220 fire damage to a group
Boom (12 MP) -145 light damage to all enemies
Kasnooze (8 MP) - Sleep a group of enemies, 80% base success rate
Kaclang (8 MP) - Metalizes an ally for 2-4 turns. (Invincible, but no actions.)
Fullheal (24 MP) - Heals all HP for an ally
Moreheal (12 MP) - Heals an ally for 220 HP
Greatswords
Metal King Gooreatsword (Attack goes to 689, lose 93 Defence & 10% Block rate, gain 3% Parry rate)
Attack - 225
Sword Dance (8 MP) - 675 damage over 4 hits
Gigacrash (32 MP) - 470 pseudomagic lightning damage to a group
Greatsword Guard (2MP) - Increases parry chance by 33% for four turns
** You might respect the Luminary entering fights pre-Pep'd Up due to the Pep Up ability; you can certainly use it on a random encounter just before a boss battle if you desire, or just spam it near the end of random encounters, if you don't mind the Luminary being a nervous wreck.
Notable optional equips:
* Metal King Shield: Gets 10% resistance to all elements and (still) a 10% Block rate.
* Erdwin's Coronet (helm): 50% resistance to Sleep, Confusion, Spell-sealing, and instant death. (No elemental resistance though.)
* Sword options: If Hero is using Sword Dance but doesn't want to use Supreme SoL, he can also opt for Metal King Sword (perhaps Lightning is resisted?), Uber Miracle Blade (restore 30% of damage dealt as HP, bit of a damage hit though), or can use a 2x sword Supreme SoL + Super SoL combo if he wants to hit a physical lightning weakness hard?? None of these will affect Blade of Ultimate Power, though, so no Uber Miracle Blade healing off that.
ErikLevel: 79,
HP: 530,
MP: 275
Attack: 479,
Defense: 345,
Agility: 469
Strength: 260,
Resilience: 136,
Magical Might: 243,
Magical Mending: 0,
Deftness: 374,
Charm: 432
PCHP: 0.96,
Physical Durability: 0.91,
Agility (std. deviations from average): +2.05
Default setup: Swords, Guile, Knives
2x Metal King Swords
Pirate King's Cap (2% evasion, 45 Agility, 90 Charm, 50% resistance to Lightning)
Pirate King's Coat (4% evasion, 45 Agility, 90 Charm, 50% resistance to Wind)
Erik has a natural 10% dodge rate from passive skills (16% evasion total).
Divide (6MP) - Buff self, 1-turn duration. On next turn, if Erik takes an action, it happens 3x times. (If Erik loses his turn or defends or something, it does NOT persist.)
Swords
Attack: 2x hits of 147 damage (294 total)
Fatal Slash (8 MP) - 735 damage, 40% chance of instant deathCritical Claim (64 MP) - 535 damage guaranteed critical hit. Ignores blind / evasion / defense.
Miracle Slash (4 MP) - 294 damage, recovers 98 HP (scales with damage dealt).
Sword Stance (2 MP) - Increases parrying chance by 33% for four turns
Spells
Ridgeraiser (36 MP) - Plants a sigil under an enemy group. Deals 270 earth damage at the beginning of enemy's turns for three turns (810 damage total). Not affected by Bounce / Snub / magic reflection or nulling (think WA4 hex status).
Knives
Knife of Strife x2 (12% chance to Dazzle enemies on hit, attack-per-hand falls to 479)
Attack: 2x hits of 120 damage (240 total)
Sleeper Hit (3MP) - 290 damage to a single enemy, 50% chance of inflicting sleep
Persecutter (5MP) - 1490 damage to a single enemy if they're afflicted by sleep or confusion. Removes the ailments upon hit.
Cobra Strike (3MP) - 290 damage to a single enemy, 50% chance of inflicting envenomation (= generally 55 HP per turn damage at endgame)
Victimiser (5MP) - 1490 damage to a single enemy if they're afflicted by poison, envenomation, or paralysis. Removes the ailments upon hit.
Assassin's Stab (5 MP) - 240 damage, 20% chance of instant death
Boomerangs
Untested, not what Erik wants in a duel.
Starburst Throw (10MP) - 130 psuedomagic light damage
Notable optional equips:
* Metal King Jacket (armor): 10% resistance to all elements and 8% evasion (+4% evasion vs. default), at the cost of a bit of defense and Pirate King's Coat's Agility & Wind Resistance.
* Erik can mix in Uber Miracle Swords at a slight damage cut (-27 attack vs. Metal King Swords) but gain 30% of damage dealt restored as HP effect for that attack.
VeronicaLevel: 78,
HP: 443,
MP: 579
Attack: 300,
Defense: 266,
Agility: 276
Strength: 197,
Resilience: 113,
Magical Might: 730,
Magical Mending: 90,
Deftness: 270,
Charm: 310
PCHP: 0.80,
Physical Durability: 0.70,
Agility (std. deviations from average): +0.10
Default setup: Heavy Wands / Vim
Rod of Paradise
Crown of Eternity (3% Critical Spell Chance Increase, 100% MP Theft Reduction)
Angel's Robe (18% resistance to all elements, 50% resistance to instant death)
Veronica naturally resists all non-Dark elements by 20% from her Vim skill tree. (Total: Resists Fire/Ice/Wind/Earth/Light/Lightning by 38%, Dark by 18% before accessories).
Enchanting Echo: Veronica's spells naturally have a chance to cast themselves again for free. (25% or so?)
Spells
Magic Burst (All MP) Deals 3 * MP in non-elemental damage. With a full 579 max MP, that is 1737 damage. (With 2x Spirit Bracers, 1977 damage.) (Not affected by Magical Might buffing/debuffing, but is affected by Spooky Aura / Anathematize, and of course reflection or immunity.)
Kafrizzle (52MP) - 650 fire damageKaboomle (60MP) - 620 light damage to all enemies
Kasizzle (48MP) - 550 fire damage to a group of enemies
Kacrack (20MP) - 240 ice damage to all enemies
Drain Magic (0MP) - Drains ~30 MP. (Enemies can run out of MP, but many/most enemy attacks aren't magic.)
Kafuddle (8MP) - Confusion for a group of enemies, 95% base success rate
Bounce (6MP) - Reflects all spells cast by enemies for one ally, lasts ~4-6 turns.
Sap (2 MP) - Lower a single enemy's defense by -2 (-75%), 95% success rate. (Twin Dragon Lash goes to 760 damage.)
Magic Barrier (4 MP) Raises all allies' spell resistance by +1 (-50% damage; -75% damage if stacked)
Decelerate (2 MP) - Debuff target's agility by -2 (-40%), 95% base success rate
Fizzle (3MP) - Silence an enemy group, 95% base success rate
Oomphle (8MP) Increases ally's attack by +2 (+50% Attack).
Blunt (6 MP) - Inflict debuff to reduce enemy Attack by 1 level, ~95% base hit rate, lasts 4-6 turns. (Increases Veronica's durability to 0.98 PDur vs. average damage. If stacked, increases to 1.70 PDur vs. average damage.)
Dedazzle (2MP) - Cures an ally of blindness
Abilities
Spooky Aura (3MP) - Reduce Spell Resistance -1. (+25% damage taken from magic, +50% if stacked.)
Staff of Salvation (4MP) - Heals 60 HP to an ally.
Antimagic (2MP) - Silence an enemy, 90% success rate
Wizard Ward (3MP) - Raise Spell Resistance +2 (-75% Damage taken from magic), lasts 4-6 turns.
Sage's Breath (0MP)- Restores 5% of max MP each turn, lasts 5 turns, does not activate on the turn it is used
Channel Anger (16MP) - Raises magical might by 50% for 4-6 turns. (Kafrizzle goes to 765 damage, Kaboomle to 720 damage.)
Wand attack: 35 damage, restores ~9 MP or so
Whips (if skill'd for):
Anchor of Rancor (10% chance of Oomph when battle begins), Attack goes to 438
Attack: 99 damage
Twin Dragon Lash (8MP) - 395 damage over 2 hits
Hypnowhip, Hit the Hay, Trammel Lash, Starstrike (5 MP): 110 damage + meh status odds. 25% on Confuse/Sleep/Paralysis, 50% on Dazzle.
Whipcrackle (16MP): 315 lightning damage to group, high critical hit chance
Wyrm Whip (12MP): 180 damage over 3 hits, removes positive buffs
All whips allegedly have a hidden +10% damage boost vs. humanoids, so mildly better vs. a lot of the DL.
Notable optional equips:
* If Veronica optimizes around being a pure Magic Burst battery and you let her fool with accessories, she can equip 2x Spirit Bracers for +80 max MP, and +240 damage on her Magic Burst.
* Gown of Eternity (armor): Veronica gets +4% critical spell chance and mildly more defence / magical might with this (but loses Angel's Robe elemental defense).
SerenaLevel: 74,
HP: 503,
MP: 521
Attack: 275,
Defense: 368,
Agility: 193
Strength: 210,
Resilience: 122,
Magical Might: 47,
Magical Mending: 749,
Deftness: 230,
Charm: 325
PCHP: 0.91,
Physical Durability: 0.89,
Agility (std. deviations from average): -0.74
Default skill setup: Wands & Harpistry
Fantastick (Start battle with Snap, Crackle, Poof buff in-effect: Serena is immune to non-instant death status ailments for ~4-6 turns.)
Metal King Shield (10% resistance to all elements, 10% block chance)
Serenica's Circlet (Immune to instant death, 50% resistance to turn skip, +30 Max MP)
Angel's Robe (18% resistance to all elements, 50% resistance to instant death)
Abilities
Snap, Crackle, Poof (8MP) - Buff that renders ally immune to status effects. Lasts 4-6 turns.
Grace of the Goddess (10MP) - Auto-Life buff on self, revives at 359 health if Serena dies. Doesn't seem to lose turn on revival either. Lasts 5 turns.
Divine Restitution (32MP) - 320 light damage to a group of enemies, also applies healing-over-time effect to Serena that heals her for 95 health every turn. Healing buff lasts 5 turns, but does not kick in on turn used.
Doleful Dirge (12 MP) - 67% chance of inflicting a debuff that causes all elemental damage to deal (normal final damage) * 1.4. Nothing resists this in-game.
Hymn of Fire/Ice/Air/Earth/Thunder/Light (6 MP): Applies a buff to all allies that reduces fire/ice/wind/earth/thunder/light damage by 40%. (This is additive, so if Serena already resists ice by 60% say, she immunes ice rather than going to 76% resistance with Hymn of Ice.) This is all DQ11 elements except Dark. Lasts 5-7 turns.
Spells
Kaswooshle (50 MP) - 420 wind damage, high variance.Fullheal (24 MP) - Restores all HP to an ally.
Moreheal (12 MP) - Restores 320 HP to an ally.
Kathwack (20 MP) - 80% base chance of instant death to all foes
Dazzle (3 MP) - 80% base chance of blind to a group
Fizzle (3 MP) - 80% base chance of silence to a group
Buff (3 MP) - Buff def by +2 (2x defense, PDur goes to 1.40)
Accelerate (2 MP) - Buff agility by +2 ( = +40%), lasts 5-7 turns
Anathematise (4 MP) - Attempts to debuff an enemy's spell resistance, ~55% success rate. -1 is +25% damage from spells, -2 if stacked is +50% damage.
Squelch (2 MP) - Cures ally of poison / envenomation
Attack w/ Wand: 18 damage, but gain ~6 MP or so! (more MP theft against low-Def enemies too)
Spears
Metal King Spear (Serena gains an 8% Parry chance and Attack rises to 506, but loses the 10% block rate & elemental resistance and some Magical Might & Magical Mending. Phys Durability falls to 0.80. Damage figures below assumes she skills up and grabs all the Spear passives, so feel free to dock her some damage if you don't allow skill retooling.)
Attack - 133 damage
Crushed Ice (16 MP) - 480 ice damage over 4 hits, low crit chanceThunder Thrust (4MP) - 50% chance of critical hit for 506 damage, ignores evasion / blind / defense.
Be Like Water (12MP) - Increases parry chance by 20%, evasion chance by 50%, enables counter attacks at normal damage (133) for two turns. (Total: .5 * .72 = 36% chance for enemies to hit Serena through this.)
Notable optional equips:
* Serenica's Surplice (armor): Absorb 20% MP from incoming enemy spells and gain 50% status resistances to Confuse/Curse/Beguilement; usually unneeded since Fantastick covers this.
SylvandoLevel: 76,
HP: 527,
MP: 294
Attack: 412,
Defense: 468,
Agility: 249
Strength: 255,
Resilience: 167,
Magical Might: 256,
Magical Mending: 274,
Deftness: 233,
Charm: 544
PCHP: 0.95,
Physical Durability: 1.04,
Agility (std. deviations from average): -0.17
Default skill setup: Chivalry, Litheness, Showmanship, Knives, Swords.
High-Born Blade (+18 Max MP, +40 Charm, 12% chance to beguile humanoids on attack, that rate buffed by ? amount by Nastier Knives passive)
Metal King Shield (10% resistance to all elements, 10% block chance)
Tiara Tremendisima (50% resistance to spell-sealing / ability-sealing / sleep, +100 Charm)
Gladder Rags (4% evasion, +100 Charm)
Abilities
Finger of Justice (24 MP) - 380 psuedomagic damage, high variance. (If Pepped Up, 600 damage.)Gold Rush (0 MP, 1000 gold) - 300 psuedomagic damage to all enemies
Have A Ball (12 MP) - 260 damage over 6x hits to random enemies, 10% base chance of applying confusion per hit (47% total chance of confusion if on a single enemy) (with a sword: 310 damage)
Hustle Dance (12 MP) - 290 healing to all allies
Fuddle Dance (8 MP) - 50% chance of confusion to all enemies.
Pied Piper (4 MP) - 67% chance to beguile (charm) an enemy for 2-3 turns. Beguiled enemies with no targets to attack will "assess the situation" and pass their turn. Regular attacks will remove Beguilement, but psuedomagic or magic (read: Finger of Justice) will not.
Grand Stand (6MP) - Raise Atk & Def of self by +1. See Oomphle for effects of atk buffing once stacked to +2; +1 def means ~1.40 PDur, +2 is 2.23 PDur vs. average damage.
Spells
Accelerate (2 MP) - Buff agility by +2 ( = +40%), lasts 4-6 turns
Deceleratle (4 MP) - Attempts to lower a group of enemies' AGI by -1 (-20%), ~90% base success rate
Re-Moreheal (16 MP) - Heals an ally for 62 HP for 5 turns (including turn cast).
Swoosh (10 MP): 124 wind damage to a group
Oomphle (8 MP) - Raises an ally's attack by +2 (+50% ATK) for 4-6 turns. With this buff and a 1H sword, Have A Ball goes to 645 damage.)
Knives
Attack: 86 damage (Highborn Blade), 97 damage (Knife of Strife) (values below assume Highborn, buff slightly for Strife)
Sleeper Hit (3MP) - 105 damage to a single enemy, 50% chance of inflicting sleep
Persecutter (5MP) - 535 damage to a single enemy if they're afflicted by sleep or confusion. Removes the ailments upon hit.
Cobra Strike (3MP) - 105 damage to a single enemy, 50% chance of inflicting envenomation (= generally 55 HP per turn damage at endgame)
Victimiser (5MP) - 535 damage to a single enemy if they're afflicted by poison, envenomation, or paralysis. Removes the ailments upon hit.
Sudden Death (8MP) - 170 light damage, 20% chance of instant death to target.
Swords
Metal King Sword (Attack rises to 446)
Attack: 103 damage
Sword Stance (2MP): Increases parry chance by 33% for four turns
Miracle Slash (4 MP): 103 damage, restore 45 HP
Whips
Untested, probably not good in a duel, main advantage in-game is hitting groups. Sylvando does get Wyrm Whip to remove enemy buffs at least. Sylvando loses a shield from going Whips and doesn't even deal more damage with Have A Ball than Sword & Shield. Some weak group-hitting status options though.
Dual-wielding swords or knives
Also untested, see whips entry, Sylv's best damage is usually pseudomagic anyway, even if Oomphle'd the damage boost will be small since he lacks Erik's Dually Deadly.
Notable optional equips:
* Knife of Strife (dagger) has +21 attack (=+10 base damage) on the High-Born Blade, or 2 of them if he wants to go really YOLO, but loses the 40 Charm & max MP, and it doesn't help Finger of Justice. It has a 12% chance to Dazzle opponents on attack, with the rate buffed by some unknown amount by the Nastier Knives passive.
* Metal King Jacket (armor) has 10% elemental damage reduction and 8% evasion, but -25 Def and -100 Charm.
* Mardi Garb (armor) is +150 Charm, but at a horrific 82 point cut to Defense by the postgame. (Great for the normal ending though!)
* Note that High-Born Blade is technically not unique to Sylvando and there's only 1 of them, but Erik gets nothing from its charm and would rather have higher attack daggers anyway, so it's clearly a Sylv weapon.
JadeLevel: 76,
HP: 617,
MP: 189
Attack: 585,
Defense: 352,
Agility: 324
Strength: 279,
Resilience: 141,
Magical Might: 0,
Magical Mending: 0,
Deftness: 377,
Charm: 635
PCHP: 1.12,
Physical Durability: 1.07,
Agility (std. deviations from average): +0.59
Default skill setup: Fisticuffs / Spears
Metal King Spear (3% Parry chance)
Xenlon Hair Ring (25% resistance to status ailments)
Xenlon Gown (15% resistance to all elements, 8% evasion rate)
Attack: 173 damage
Multifeet (10 MP): 605 damage over 7 hits. (if one of the hits crits: 810 damage. If two: 1015 damage. Probably better DPS than Crushed Ice due to the higher crit rate.)
Crushed Ice (16 MP): 620 ice damage over 4 hits, low crit chance.Miracle Moon (16 MP): Deals 435 damage over 5 hits. Recovers HP equivalent to damage from the first attack (87).
Pink Tornado (18 MP): 400 pseudomagic wind damage to all, 10% chance of turn skip.
Lightning Storm (24 MP): 300 pseudomagic lightning damage, 20% chance of paralysis.
Lightning Thrust (9 MP): 67% chance of critical hit for 585 damage. Ignores evasion, blind, and defense.
Re-Vamp (16 MP) - Buffs Jade's Defense & Attack by 1 level each, also increases deftness (critical hit rate) and resistance to status ailments (probably 50% reduction?). Lasts four turns. At Def+1, Jade is ~1.30 PDur; at Def+2, Jade is ~1.64 PDur. At +1 Atk, Jade's Multifeet is 860 damage and Miracle Moon is 615 damage; at +2 Atk, Jade's Multifeet is 1115 damage / MM is 795 damage. Flavor-wise, might give Jade a monster type for weakness-hitting weapons?
Flashback (10 MP) - Applies a buff to Jade that lasts two turns. Her defense is lowered to 1, but her evasion goes to 100%, and she deals 260 damage counterattacks to evaded attacks.
Claws
Untested, but.. gonna be way worse than a spear build. Hardclaw is a DMG*3.6x skill, similar to Multifeet/Crushed Ice, but for comparison, Crystal Claws +3 are 96 Atk, Metal King Spear +3 is 251 Atk. No Parry rate either. Only advantage is an HP-theft effect, but Spear Jade can get that from Miracle Moon anyway. Claws have hypothetically better regular attack damage vs. very low-defense targets.. yeah that doesn't matter.
Jade has the highest crit rate of any character, but not sure on the exact rules for it, especially since she gets various buffs to this off Re-Vamp and Pepping Up. It's still not likely to happen unless you're using Multifeets's 7x chances, and even then it's not really guaranteed to go off. I would wildly guess her crit rate is about 5% normally and about 10% after Re-Vamp'd and maybe 13% if both Re-Vamp'd and Pep'd Up.
Notable optional equips:
* Minerva's Raiment (armor) offers +3% critical rate and +37 Agility, at a bit of a Defense / Charm / Evasion cut vs. Xenlon Gown.
* Minerva's Tiara (helm) offers +1% critical rate vs. the Hair Ring's status resist.
* Golden Tiara (helm), while not unique to Jade, has a strong plot claim (she's directly given it in a cutscene). It reduces the odds of Sleep, Confusion, Spell-Sealing, and Instant Death by 80%.
* Empress's Robe (armor) offers 20% resistance to all elements at a substantial defense cut.
* Jade has a unique accessory, Belle's Bow, that restores 6 MP a round. (So yes, infinite Flashbacks if desired.)
RabLevel: 74,
HP: 469,
MP: 614
Attack: 322,
Defense: 284,
Agility: 215
Strength: 652,
Resilience: 128,
Magical Might: 652,
Magical Mending: 637,
Deftness: 185,
Charm: 229
PCHP: 0.85,
Physical Durability: 0.76,
Agility (std. deviations from average): -0.52
Default skill setup: Enlightenment & Heavy Wands.
Rod of Paradise
Yggdrasil Crown (3% Critical Spell Chance Increase, 100% MP Theft Reduction)
Yggdrasil Dress Coat (50% resistance to spell-sealing, confusion, and beguilement (=charm))
Spells
Kacrackle (60 MP) - 565 ice damage to allKazammle (42 MP) - 460 dark damage, 4x critical rate. (if crit, 1035 damage.)
Fullheal (24MP) - Restore all HP.
Moreheal (12 MP) - Heals 290 HP.
Drain Magic (0MP) - Drains ~30 MP. (Enemies can run out of MP, but many/most enemy attacks aren't magic.)
Bounce (6MP) - Reflects all spells cast by enemies for one ally, lasts ~4-6 turns.
Kasnooze (8MP) - Inflicts sleep, ~95% base hit rate.
Dazzle (3MP) - Inflicts dazzle (=blind), ~90% base hit rate.
Thwack (10MP) - Instant death to all enemies, ~60% base hit rate.
Blunt (6 MP) - Inflict debuff to reduce enemy Attack by 1 level, ~95% base hit rate, lasts 4-6 turns. (Increases Rab's durability to 1.09 PDur vs. average damage. If stacked, increases to 1.91 PDur vs. average damage.)
Insulate (4MP) - Increase breath resistance of one ally (-50% damage from breath attacks at 1 level, -75% damage at two levels), lasts ~4-6 turns.
Anathematise (4MP) - Attempts to debuff an enemy's spell resistance, ~65% success rate. -1 is +25% damage from spells, -2 if stacked is +50% damage.
Infinite Wisdom (32MP) - Raises magical might and magical mending by 50% on self, lasts 4-6 turns. (Kacrackle goes to 720 damage, Kazammle goes to 555 damage, Moreheal goes to 360 healing.)
Sap (2 MP) - Lower a single enemy's defense by -2 (-75%), 95% success rate. (Wild Animaul goes to 645 damage.)
Benediction (2MP) - Remove curse from an ally.
(Rab has various other status-healing that doesn't matter in a duel)
Abilities
Right as Rain (12MP) - Buff that restores 42 HP at start of round. Lasts 5 turns.
Clear Your Mind (10MP) - Removes buffs from a single enemy
Antimagic (2MP) - Silence an enemy, 90% success rate
Staff of Salvation (4MP) - Heals 140 HP to an ally.
Pearly Gates (24 MP) - 280 wind damage to all enemies; vs. undead, 420 wind damage.
Staff attack: 45 damage, restore ~10 MP or so
Claws
(Usually not invested much in. If Rab wants to get Hand of God & the claw passives, he needs to give up one of Kacrackle & Clear Your Mind, or Kazammle & Infinite Wisdom. Not closely tested.)
Crystal Claws (Attack goes to 345)
Attack 53 + 37 = 90 damage
Hand of God (24 MP) - 420 psuedomagic light damage
Wild Animaul (24MP) - 240 damage over 5 hits, low critical hit chance.
Notable optional equips:
* Angel's Robe (18% resistance to all elements, 50% resistance to instant death) is a good alternate to the Yggdrasil Dress Coat.
HendrikLevel: 77,
HP: 696,
MP: 232
Attack: 510,
Defense: 586,
Agility: 140
Strength: 318,
Resilience: 209,
Magical Might: 0,
Magical Mending: 278,
Deftness: 123,
Charm: 367
PCHP: 1.26,
Physical Durability: 1.60,
Agility (std. deviations from average): -1.27
Default skill setup: Everything! (Yes, Hendrik has enough skill points to easily cover all the DL skills & passives in all his weapons, so Heroism / Fraternity / Swords / Greatswords / Axes.)
Drustan's Sword
Drustan's Shield (25% resistance to all elements, restores 25 HP a turn, 14% block rate improved to 20% via skills)
Drustan's Helmet (+30 Max HP)
Metal King Armor (20% resistance to all elements)
Hendrik can dual-wield 1h swords & axes, but this is almost always a worse idea than Greatswords.
Spells:
Moreheal (12 MP) - Heals 205 HP to an ally.
Buff (3 MP) - Raises an ally's DEF by +2 (+100%,Hendrik's durability rises to… 8.50 PDur or so vs. average damage, take this figure with a grain of salt.).
Magic Barrier (4 MP) Raises all allies' spell resistance by +1 (-50% damage; -75% damage if stacked)
Abilities:
Double Up - Applies +2 Atk buff, -1 Def debuff to self (= +50% Attack, -50% Defense) for 4-6 turns. (Hendrik's durability falls to 1.18 PDur, Gryfalcon Slash rises to 1050 damage, Unbridled Blade rises to 1140 damage)
Hurt Converter (16MP) - Applies buff to self that causes Hendrik to heal 50% of all damage dealt, lasts 4 turns.
Blind Man's Biff - 380 damage to random enemy (w/ sword), high crit chance, ignores blind / evasion.
Sword
Attack - 135 damage
Gyrfalcon Slash (16 MP) - 540 damage over 4 hitsMiracle Slash (4MP) - 135 damage, heals 55 HP.
Shield abilities:
Blockenspiel (3MP) - 65 damage, takes 50% of usual damage until next turn
Holy Impregnable (5MP) - Become status immune, lasts ~5 turns.
Desperate Measures (10MP) - Blocks desperate/critical attacks for 4 turns? Untested, horrible.
Axe
Aristocrat's Axe (Attack goes to 530)
Attack - 145 damage
Parallax (10MP) - 435 damage, 25% chance of inflicting paralysis.
Hatchet Man (4MP) - 50% chance of 530 damage critical hit to enemy, ignore defense / blind / evasion
Scrap Mettle (9MP) - 220 damage, 50% chance of lowering the enemy's DEF by -2 (-75%). Gryfalcon Slash goes to 900 damage vs. average defense if debuff hits.
Greatsword abilities
Metal King Gooreatsword (Attack rises to 665, lose 93 Defence & block rate, gain 7% Parry rate - new PDur 1.41 PCHP or so)
Attack - 213 damage
Unbridled Blade (16 MP) - 640 damage, can't crit
Greatsword Guard (2MP) - Increases parry chance by 33% for four turns
Pep up note: If Hendrik gets Pepped Up, he has one of the best Pep Up stat boosts - his agility is multiplied by 2.5, pushing him to +0.70 standard deviations vs. average speed. His durability is further boosted (Resilence * 1.4) and there's the usual critical rate boost as well.
Notable optional equips:
* Drustan's Armor (armor): Has 25% resistance to fire & ice, a bit more defense, and a silly-looking DQ3 Soldier costume change.
* Hendrik has a unique accessory, Field Marshal's Footwear, that is one of the best pure-stat items. If he equips one from a "naive" perspective (e.g. the rest of the cast still has no accessories), then his PCHP rises to 1.32, his PDur rises to 1.77, and his speed rises to -1.02 Std Deviations below average. If you assume that the rest of the cast equips Angel's Sandals in response, he keeps the durability improvements but the relative speed increase is mostly lost (maybe -1.23 Std. Dev or so?). He could hypothetically equip 2x of these as well, but I don't particularly encourage allowing that.