Doing a Challenge run for FF6, playing the Advance version since there are 2 bonus dungeons and I don't like playing hacks in general. Anyway, so the twist to this replay is that we're going to assign points to each character and use a ratio system for determining parties. I've waffled on some numbers during the initial hours of the game, but finally decided on what to roll with. Crucially, the challenge doesn't even take off until the party regroups back in Narshe since that is the first time you actually have control on who you place in the party. Also, because Magic is broke in FF6, I'm going to assign an Esper limit to each PC so that you can't just dump Espers on everyone. This I'm still playing around with but will probably have my final decision once I reach the top of Zozo. So the basic rules can be summarized like this:
1) Each PC is assigned a set number of "Ratio points". Parties cannot exceed a total of 8 points. The tiers for each PC are basically broken down as such:
5s: Terra, Celes (Obvious)
4s: Edgar, Mog, Shadow (Waffled on Edgar being a 5, but settled on 4 because his WoR is definitely weaker plus he will have one less esper choice than the girls)
3s: Sabin, Gau, Relm, Gogo (swapped Relm with Strago as Strago is more projecty)
2s: Sezter, Strago (Waffled on Sezter being a 3, but his main strength comes from Early Fixed Dice. And raiding Kefka's tower early is risky, so going to go with a lower value)
1s: Locke, Cyan (Waffled on Locke being a 2, but decided to go for a bell curve shape, so this works. Also, Locke is generally preeetty bad until late)
0s: Umaro (Is Umaro)
For the most part, I followed the DL Char ranking chart and modified it some based on my own playstyle and knowledge. Not perfect by any means, but a good place to start!
2) Each PC has a set number of espers they can learn from. Once they choose that esper, that Esper becomes off the table for everyone else and is theres. There are a total of 31 espers in FF6A, so the breakdown went something like this:
4 Espers - Relm only (Relm's a project and I think if you are willing to sink 3 points and time into her, she should at least pay off)
3 Espers - Terra, Celes, Strago (Makes sense plotwise and justifies the 5s for the girls. Strago is generally weaker than Relm as a pure caster so I want something else to help him out)
2 Espers - Basically everyone else
1 Esper - Locke, Sabin (Sort of a balancing decision. Sabin is basically used very often. Locke...I was going to give him a higher cost to start, but since he's dropped to 1, giving him only 1 esper to offset).
End Esper count = 4 + 9 + 16 + 2 = 31. Of course one of those comes from beating a Super boss and another is basically at the end of the game dungeon so hey. In practice, this is probably going to feel more restrictive.
Everything else is on the table. No use of obvious cheese stuff like Vanish Doom. The advance version doesn't allow it anyway. So far, I'm at the outskirts of Zozo. To the surprise of no one, Edgar kinda wrecks the WoB pretty hard. Using a team of Edgar/Sabin/Locke (4+3+1) and hardly taking any damage because Edgar just confuse locks everything so far. I've never done the tower climb in Zozo without Celes' healing though, so this will be fun.
KAN was probably the first time I've actually decided to use Gau because I couldn't just power through to the bottom with a team of 4. The split ended up being Terra/Sabin (5+3), Edgar/Gau (4+4) then Celes gets Locke and Cyan (5+1+1). Edgar and Gau basically demolished their battles since Brawler's Stone can hit most if not all the enemies and they can all be confused locked. Edgar also has BioBlaster as a fallback. Kefka then dies to Celes' team. Runic lock stops Kefka from doing anything dangerous, while Locke and Cyan go on the offense.
Zozo Climb: So nothing eventful happens until here. This is where the real fun starts since you usually bring with you a team of 4. In this challenge, that's not possible due to the ratio limitation. I run Edgar/Sabin/Locke. Edgar at this point, is still god. Noiseblaster wrecks randoms something fierce and lets Locke stock up on stuff. Sabin then does all the work. The main scare aside from the Dancer enemies are the Hill Gigas as they can do Magnitude 8 as a death counter. Without Celes, healing the entire party requires 3 Hi-Potions so they go down pretty quick if you get an unlikely string of counter rolls. Boss at the top died super quick. Sabin with 2 Earrings and AuraBolt dealt about 650 damage and Locke can pump out a little less than that but still very solid (550-600 without double Moonring Blades).
Opera: I forget where the switch to the ceiling was and end up with only about 3 minutes to stop Ultros from turning Celes into Wile E Coyote. Also, because the game forces me to use Celes and Locke, I have no choice but to run Cyan as the last person since every other available PC breaks the ratio cap. Doing the rat randoms with JUST Locke and Cyan is painful since they have no MT and Dispatch is complete random as to who it hits. Thankfully, Locke's double Moonring Blade set up is still strong enough to get kills quickly on the gold rats. I ended up getting to the target with just 13 seconds left on the clock. Ultros himself was also no slouch this tine. I had a limited supply of Green Cherries so Imp Song was actually of some concern. I also stupidly gave my Ribbon to Cyan instead of Locke so I couldn't just ignore it. At this point, I had assigned Kirin to Locke and Ramuh to Cyan in preparation for the long-game but Cyan's Dispatch was still the best damage I got. This meant I had to juggle between hitting Ultros with it, eating Acid Rain counters and healing myself. Probably the first time in a long while I had a tense Ultros 2 fight! He does eventually go down but boy did it take awhile. At one point, Cyan even goes down and I had to rush Locke to revive him despite being Imp'd.
Magitek Factory: Ugh. This place really sucks when you don't have Gau or the Figaro brothers. So Dispatch at least ignore defense. Thankfully. But the random targeting really leaves something to be desired. I have no choice but to hope Cyan targets the right enemy since the start of the dungeon, no one is really strong enough to pull even 2HKOs. Locke is even a more sad bastard here because all the enemies have high defense. So he went from dealing about 600 damage in Zozo to barely breaking 100. The randoms don't have a ton of damage other than the ProtoArmor but this makes them all horrible slogs. Once I get a level or two under my belt though, things get a lot smoother since now Cyan + Celes can 2HKO.
Shiva/Ifrit was an interesting battle. A lot of the danger can be mitigated with Runic. However, Celes is also my best damage dealer, so I sometimes forgo the defense and go offense with Ice on Ifrit to deal a whopping 800 damage. The rest of the fight is really about having Locke spam items for healing when needed, while Cyan does the heavy lifting. Enjoy this while it lasts, Cyan.
Number 24 and 128 are pretty sad. 24 basically goes down like a chump. I basically see nothing from him other than a basic L1 spell. Okay. 128 does better because I only have Locke/Cyan and he has three parts and Dispatch still has random targeting. However, 128 doesn't have high defense so double Moonring Blades to the rescue. Cyan chips in with the occasional Bolt 2, but I conserve his magic because of the following fight.
Cranes are tough. I forget which one absorbed Lightning and accidentally hit the wrong one with my first spell. Whoops. The also do a lot of damage since you are pincered. Locke has Cure 2 now though, so that keeps most of the team afloat. I have Sezter assist with Items while Cyan spams Bolt 2 until the right Crane dies to it. Cyan pulling out 1000 damage so early was not something I expected. Once one of the cranes go down, the rest is easy. I have Locke chip in with physicals while Sezter does the healing with Hi-Potions. Cyan then switches back to Dispatch spamming and the left cranes dies shortly after.
Picked up Mog, then did some Veldt training for Gau. Made way to the Seal Cave with Terra/Locke/Sezter
Sezter is pretty bad since Chocobo Stampede hits nothing, Flash doesn't even 3HKO and he lacks any spells. Still fine, because this area is mostly undead, so a lot of encounters was just "Drop Revivify or Phoenix Down". In the rare occasion where I wanted to save some supplies, Locke can deal about 300 x2 with 2 Hawkeyes and Terra can use Fire to light up the Zombie Dragons. Eventually Sezter gets strong enough to aid with killing Ings. Which is good because they were the enemies that were the most frequent but also cumbersome to deal with without the undead cheese.
Banquet sequence resulted in a max score, so I got all the goodies. Huzzah! Now on the way to Thamasa with Terra and Locke.
Thamasa: Strago joins up with Terra and Locke making for a perfect ratio score of 8. Flame House is basically the Strago and Terra show. By this point, Terra has Ice 2 and a Morph'd Ice 2 on Flame Eater basically 2HKOs him. Strago uses Aqua Rake on the adds and randos. Locke circle jerks the entire dungeon more or less.
Warring Triad Mountain: For the most part, more of the above. Aqua Rake is 2, Terra Fire 2 is good. Just have to watch MP. Locke's ST damage is passable, so I often have him hit something, the just use Fire to conserve MP. Also, I gave Strago the Heal Rod so he can heal my dudes without needing to have access to Cure. Ultros 3 is much worse than Ultros 2 and is basically a wuss. Morph'd Terra T2s really hurt and basically KOs him real quick. Afterwards, I have to carry Relm to complete the dungeon so we do as quickly as possible to get it over with.
The Air Force: In case it wasn't obvious, Terra is pretty much Godlike for the rest of the WoB, so she was the obvious choice here. I could run Sezter, Strago, Locke or Cyan as her teammates, or just take a ratio 3 Sabin/Mog. I settled for Locke and Cyan because both had Cure 2 and really, Morph'd Terra can handle most other stuff. The Air Force enemies can do quite a bit of damage, especially the Spit Fire. Luckily, having had Cyan learn Bolt 2 means he's not absolute deadweight and a Bolt 2 from Cyan + Locke physical is enough to kill one. As a bonus, these all carry Tinctures, so I spent my MP pretty freely. Ultros 4 is still a wuss because Terra. As for the Soul Cannon/Plane boss thingy, it also died really quick because Terra T2s and some occasional help from Cyan. Any actual damage they could put out, my two Cure 2 bots can handle it allowing Terra to go nuts.
Floating Continent: Really dangerous area. I'm forced to carry Shadow for a bit. Eventually realized that the escape point is near the end so I just killed Shadow off to run my 8 point party. Certain formations are real scary or tanky. The Platinum dragons are the only scrub enemies because they die to a MT Bolt 2 from Terra. As for the rest...Brainpans, Apocrypha are also weak to Lightning. So Cyan and Terra can MT and deal good damage here. They are still dangerous thanks to Smirk and the Level spells which can occasionally hit. Misfits are real dangerous and you should cheese them out because only Terra has Fira and when unfocused, the damage isn't enough and then Lifeshaver really hurts, so better to toss a Revivfy. Dragons are tanks. Lots of HP, can counter with Snort which can ruin all sorts of attempts at killing them. I usually just leave these to Terra and have Cyan and Locke be Cure 2 bots.
Atma Weapon - Terra carry basically. Morph'd Fire 2 does 5000 damage on neutral and thanks to the high AP value of enemies here, Terra has a really long Morph timer. Atma's pretty dangerous if you let it get going so I do cast Kirin to help with the heals and just have the Cure 2 bots do their thing. On free turns, Locke steals and was able to get a Ribbon from it, so very nice.
Escape Sequence - I murder Celes because who needs her when Terra can basically carry the team? Terra with T2s carry more or less.
WoR Time! I grab Sabin from Tzen to immediately give me an 8 point party.
Moblitz: Phunbaba's 1000 needles is the main concern, but the dude is no pushover. I don't have Cure 2, so unlike what I usually do, I have to recruit Sabin and get him to assist here. Celes basically keeps them both healthy while Sabin does all the damage. Takes awhile because one Aurabolt a piece deals only about 1200 damage and Phunbaba has 15000 HP or something. He does eventually die and I never even saw 1000 Needles this time. What a chump.
Figaro Caves - Sabin uses Fire Dance. With the Mag boosts from Stray, he can pretty effectively MT KO most enemies. Any stragglers get killed by Ice 1 from Celes.
Tentacles - So Edgar is auto forced here but he basically does one action and then nothing else because the Tentacles keep Seizing him. I imagine this fight to be a headache in an Edgar solo. So for the most part, this was a Sabin/Celes carry while Edgar used Bioblaster than basically sat there and circle jerked. Fire Dance + Ice 2 quickly kills 2 off, and once that happens, the rest of the fight is cake. Having both Sabin and Celes with RunningShoes equipped basically makes this a cakewalk.
Darill's Tomb - I go through most of the dungeon with just Sabin and Edgar. The enemies are basicallly freebies because all of the die instantly to Revivify except for the Malboro, who can get Fire Dance'd + Drill. DULLAHAN on the other hand is a real asshole. Lots of damage from Holy and Ice 3. And at this point I don't really have gear to try and ward this damage. With no Cure 2, I can't really keep both brothers alive because he deals damage way faster than I can heal. Charka helps but its basically White Wind so as soon as Sabin gets hit, it loses potency. I don't make it far before he blasts me with a MT Ice 3 and wipes me. On the 2nd attempt, I kill Edgar and use Celes instead. Celes equips RunningShoes again while Sabin goes double Earrings. The entire strategy is for Celes to be fast enough to Runic lock while Sabin does all the legwork with Aura Bolt. Like with Phunbaba, this takes awhile, but it does get the job done. Any damage Celes takes can be healed with Charka, while I let Sabin go below 50% before I blow a X-Potion or two.
With the airship, we can do basically anything else now. So first things first, I grab Bum Rush. Sabin is now the best damage dealer in the entire roster for awhile. I run back to Moblitz and have Phunbaba a second time with just Celes and Sabin. Different battle but same story. Celes keeps them both healthy and Sabin basically wrecks house. Then, I head towards Narshe to grab Mog and the Moogle Charm. I tried fighting the Ice Dragon but he basically murders me with Absolute Zero. Whoops.
After getting Mog, I get the Moogle Charm and cheat some annoying backtracking. I do Mt. Zozo next though to grab Cyan since Ratio 1 fillers acting as Cure 2 bots worked pretty well for the 1st half of the game. Getting Cyan is no issue. I fight Stormy here and using Terra and Sabin, I do manage to kill him in a close damage race. Terra was at 400 HP and Sabin was at 100. Bum Rush + Morph'd Tier 2s did its magic. After Cyan, I run to the Veldt and grab Gau, then trigger Shadow's recruitment. The Senior Behemoth dies to the same song and dance and it's undead form goes down to a P.Down. Then I make the trip to the Arena and finish off recruiting Shadow. So far so good.
I grab the Minerva at this point cause it's easy and a major piece of equipment for the ladies. Now that I have some better gear, I raid Kefka's tower just for the Fixed Dice because Sezter kind of sucks. He is still nothing special, but at least Fixed Dice make him "okay" instead of "Locke with no benefits". Afterwards, time to tackle to Phoenix Cave to grab my last Ratio 1 character.
The Phoenix Cave is real annoying. Settling on the two teams wasn't easy either. I wanted both teams to have healing and good damage, but due to the way I've split the Espers, this mean bringing Cyan along and Cyan's glory has long been gone. So I run teams: Celes/Sabin and Edgar/Shadow. I then give Seraph to Shadow to teach him some recovery spells. At this point, we're ready to go. The 1st floor enemies are real dangerous. Namely Nercomancers and Face. Face have Smirk and Stop goes through Ribbon. Yuck. They also have 1000 needles and my HP pools haven't reach 2K yet, so this is a clear 2HKO. Necromancers can Zombie, have powerful magic and even X-Zone. Luckily they are undead so you can cheese them out and should. A lot of the underground is more about MT and Sabin at this point is pretty much a beast since he is spending so much time with Stray. Air Blades or Fire Dance both can hit close to 2-3K damage, allowing for MT OHKOs. So Celes just does backup healing most of the time. On the other side, Shadow has his scrolls and Edgar has a couple of MT Tools. I do get T2s finally on the other party members and Bolt 2 to Celes thanks to the elemental shields. I haven't banned these, so might as well go ahead and use them! Although just because they can, doesn't mean everyone is good with them. Edgar's T2 is notably pretty bad in the Quartet, but its stronger than Flash, so it has merit. Also, this makes Maduin an interesting Esper since its short term power vs. long term benefit. I obviously chose the former since Terra with T2s rekt the WoB.
There are no boss battles (I skipped over the Flame Dragon), but the randoms area deadly enough that at one point, I run into Necrox2, Face and this umbrella enemy and ALMOST wipe from full health. Sabin got Zombie'd so I had to quickly off the Necros, then spent a large portion of time being Stopped and eating damage from the 2 enemies. At one point, I go down to critical with Celes and I am constantly praying that I don't get sprayed by 1000 Needles because my health was almost always below that while trying to recover. Everytime I res'd Sabin, Umbrella dude would use Flash Rain and kill him. Rude. I eventually decide to get Celes to a safe enough HP level and blast him to kingdom come with Ice 2. Turns out, having Zoneseek equipped for over 7 levels or something results in like 69 Magic Power so he kind of explodes. Finally, I reach the end and recruit Locke. Going to have to redo this area with Mog to kill the Flame Dragon, but hey, Progress!
I gamble one of the Behemoth Suits to get the Snow Muffler for Mog. With this and his magic set, he's now a tanky durable healer. No Magic boosting but we can make do without. Still vulnerable to magic though, so gotta be careful. With Locke, I go back to Narshe to grab Ragnarok. The choice between the Sword and the Esper is pretty obvious in this playthrough. Since Ultima can only be taught to one person through the Esper, it's use is otherwise pretty limiting unless you want to gamble on Metamorphisis for items. That sounds like a special kind of hell. Maybe if I'm like super bored or doing a regular playthrough and just want to power grind but it's pretty obvious that the sword is going to be the better option since it's available for 4 party members, 3 of which who are the game best characters anyway. I also run back and kill the Snow Dragon with Mog/Sabin/Locke. With my significantly better equipment, this was pretty easy. One problem though is that I still do not have a way to thaw Freeze quickly. I might end up assigning Ifrit to someone just for that since Esuna doesn't heal it and Ribbons don't block it, making it nasty when it hits. Tritoch dies similarly easily with my new gear. Sabin does all the heavy lifting while Mog just heals him as needed. Locke does like 14 damage from his physicals and is basically deadweight but we needed him to open doors earlier so whatever. Yeti cave opens up and it's time for Umaro. Tonberry is pretty scary with Step Mine counters but thankfully, I only run into one. Most of the other randoms get killed by Sabin using MT Razor Gale. Umaro goes down to the tried and tested strategy of Sabin carrying, but what else is new?
Earth Dragon - So at this point I'm feeling pretty confident. I go into this fight with Locke/Sabin/Mog/Umaro, thinking "Alright bro, what's the worst you can do". Get hit by double Quake and instantly lose everyone but Locke. Uh oh. I then play a war of attrition using Cure 2 to repeatedly bring Locke to a safe HP level and then attempting to Res Sabin so he can get off a Bum Rush before dying. I manage to get 3 hits in but eventually get overwhelmed. Second try, I cast Float on everyone before hand (should've done that initially) and laugh track all the way to the end. In most normal plays, I'll be running something like Terra/Celes/Edgar+1 and the Quakes can be handled with MT Cure 2s, but challenge runs always remind you that hey, enemies can actually do things sometimes.
Owzer's Mansion - I run Terra/Locke/Sezter. For the most part, this was largely the Terra show again. Tier 2s still kinda wreck randoms something fierce. For everything that survived, Locke/Sezter can usually combine their attacks together to get the kill. As for Chardy, when you realize what his gimmick is, the fight is pretty elementary. Morph'd Fire 2s bring the painting down real quick and Sezter added one or two high value dice rolls here for the finish. I grab Mog + whoever after raid the Cultist Tower of it's goodies.
Doma Castle - I run Edgar/Sabin/Locke. Sabin basically murders the entire dungeon on his own because his magic boosted Razor Gales basically do like 3500 damage so things basically die instantly. Edgar hits the Dream Stooge with the Air Anchor and Sabin slowly kills the other two with ST damage. Locke's physicals chip in a hit or two here but he's largely useless and just around as a warm body. As for Wrexy boy, I don't have X-Zone, so I can't cheese this fight. Luckily, he stupidly decides to possess Locke. Thanks dude. I prompt murder Locke, then Edgar uses Drill while Sabin attacks with Bum Rush. I forget why I didn't use Razor Gale. Probably because the numbers were pretty paltry and it's not like you can actually kill the adds. He doesn't possess another target so he eventually dies a somewhat slow death compared to all the other bosses thus far.
Zone Eater's Belly - I get crushed by the ceiling once because playing this on a phone doesn't have the best control scheme. Falling ceilings OP. Laggy, pls nerf.
Ancient Castle - The road down to the Castle is littered with enemies that have really high Magic Defense or something because T2s were barely breaking 100 damage even with 70 Magic Power Celes. The team I sent down was Celes/Locke/Strago/Umaro, so the lack of magic casting was offset somewhat because Celes/Locke/Umaro all have usable physicals. Just not anywhere near as good as the Magic I can sling. Strago learns some Lores effortlessly as I make my way, which is nice. The Master Tonberry isn't anywhere near as scary as the regular ones since he doesn't seem to counter with Step Mine (or if he does, it's a low% chance as I never saw it). The Gladius is kinda eeeh as a weapon, but sure, I'll take it.
Once we get to the castle, I immediately swap out Odin for Raiden because Meteor is just such a meh spell. Also, I'd probably end up with Crusader and he learns it 10x as fast, so whatever. I fight the Blue Dragon but he's kind of a chump and dies pretty quickly to the team's offense. I have Strago cast Haste and bounce spells off him due to him wearing a Reflect Ring as all the enemies have Auto-Reflect. Now, the Samurai Soul enemy, ooh boy. He was an asshole. Unfortunately, one has to fight him to get the Offering.
Samurai Soul has 3 really nasty abilities. The first is Assassin Blade. It is single target ID. This can be easily dealt with from a Phoenix Down, but being able to drop anyone in one hit is obviously some cause of concern here. The second is Throw X Weapon. Like Assassin Blade, it is single target. However, it is scarier because it cannot be blocked by ID immunity and deals like 7800-9999 damage. Celes does have Life 3 by now, so one could juggle Reviving with Life 3 Casts to hold ground and win by sandbagging. However, his 3rd threat ruins any thought of that. Gil Toss does about 1200 damage to everyone and I believe this damage focuses. So the less party members you have, the more damage it does. This makes him extremely deadly since you need all 4 characters alive at this point or the damage probably just wipes you. You also need them relatively healthy or you will be spending multiple turns juggling all the reviving again. I do beat him in one try by keeping Offense down strictly to Locke/Umaro. Celes occasionally helps, but she's usually busy between Reviving, casting Life 3 and the occasional Cure 3 as needed. Strago can't do much here, but
? and the Heal Rod mean he can at least assist in some way. Plus Haste was good to give Celes more turns. At one point, I come extremely close to wiping when Samurai Soul does Throw Ashura on Celes -> Gil Toss -> CleanSweep. This sequence insta-kills Celes. Then as I lock in Locke to P.Down Celes, Gil Toss kills everyone but Locke who goes down to 107 HP. Locke revives Celes, then CleanSweep hits and kills Locke and drops Celes to
2 HP. So yeah, I win this one by the skin of my teeth. Good times.
Just a few quests left including the optional espers, namely revisiting some areas to wipe out some of the still existing bosses. Not sure what to do about Magimaster yet. I might bring Celes along since she's spec'd really well for that fight. Buuuut that means climbing up the tower legit and THAT sounds terrible.
Party thoughts and assigned Espers so far:
Terra (Maduin, -, -) - Even at 5 points, still the best character in the game. Very limited parties doesn't matter much when you can mostly one woman carry. I gave her Maduin due to the +1 Mag on level bonus PLUS Terra with Tier 2s and Morph can easily hit the damage cap anyway. So Tier 3s were kinda superfluous. Basically the best at damage. Even her healing isn't bad because of good magic power despite only have Cure 1/2. Tier 2s basically carry all the way through most of the game. I still have 2 empty slots yet and haven't decided on what else to give her.
Locke (Kirin) - Okay, for a Ratio 1, Locke is surprisingly good...as long as you give him the Genji glove. With it, he's able to do equal damage to the other chars most of the time. And with the Bandit's Glove, he can steal twice in one go which fattens up your inventory nicely. Downsides are many, but aside from being kind of glassy, Locke has no MT, so instantly he falls behind like everyone but Cyan. He's also extremely one dimensional since with only 1 Esper slot, he has no offensive magic. The logic for doing this was basically, "Well Cure 2 pretty much carries on healing, and you don't need super high magic for great healing with Cure 2", ensuring he can always do something as a Ratio 1 slot in. At ratio 2, he'll be pretty bad so maybe in the future he'll be Ratio 2 with +1 Esper slot or ratio 1.5.
Edgar (Bismark, Starlet) - Edgar wrecks the WoB something fierce. Noiseblaster is too good. Yeah he has other tools, but I haven't used them much. Maybe Drill or Chainsaw for a boss. I gave him Bismark pretty much strictly for the Vigor+2 at level up, in preparation of his late game. As a Ratio 4 though, he's pretty middling. WoB isn't hard enough that I feel not having him was a cmplete loss and in WoR, he a stretch in the middle (right after getting the airship) where he is pretty mediocre without any Esper boosts. I got more use out of him later once I got some better gear, but yeah, biggest surprise in the run so far. Probably should go down 1/2 a point to 3.5 and see what happens.
Sabin (Stray) - Does what he does basically. Even on a normal playthrough, you'll probably be largely using his Blitz's anyway, so the Magic Boost on level is probably more important. Snags OHKOs pretty easy and even MT OHKOs with Fire Dance earlier. Given his early join in WoR and the fact that you end up running smaller parties most of the time, one of the few things I didn't anticipate was how quickly you might level. And with Stray's +1 Mag, this translates to a lot of additional magic power, making Sabin something of a major powerhouse. He even has some decent healing for smaller parties thanks to Charkra. Probably should go up 1/2 a point to Ratio 3.5 instead.
Celes (Zoneseek, Phoenix,-) - So while I had Terra with more Short-Term, offense oriented build, Celes is basically the opposite. More defensive + status magic build. No Espers assigned until the start of WoR made her pretty weak to start. HOWEVER, the +2 Mag from Zoneseek let her quickly catch up. Once I got access to Elemental Shields, she can start producing actual damage since I have more than Ice 1 now that I can sling. A different build style might make her more worthwhile at Ratio 5, but yeah she's still really good.
Cyan (Ramuh, Unicorn) - Along the same lines as Locke, but not as worthwhile because Cyan falls off pretty quick. Dispatch at least is ITD so he's more useful than Locke in this challenge for the Magitek factory. I did give him Ramuh to supplement him with some attack magic for the long game. Otherwise, Unicorn for Cure 2 back up as with Kirin on Locke. He's about what you expect. For a Ratio 1, nice and easy to at least be a warm body who can toss healing around.
Gau (Siren, -) - Gau doesn't care too much about Espers if you plan on using some Rages. I plan so, so I'm not too concerned regarding his magic list. The tough part I think for using Gau is 2 parts. For starters, his training requires going to the Veldt specifically, where you don't get EXP and Gau gets very limited AP. So, if you want to get some extra levels or learn magic FOR Gau, you actually have to do 2 training trips. That's pretty yucky. But also adding to that, you then have to know what Rage does what. And with over 200 choices, that's tough if you don't have like Meeple FF6 knowledge. I've been referencing some guides but even still it's a hassle. In the future, he's probably better as a ratio 2. This will give you the incentive to use him more. I hardly bring him along because the need to grind Veldt for new Rages and the knowledge needed for the new Rages you get is a real mind tax. Wish there was someway you can tell in-game what each Rage would give you.
Shadow (Shoat, Seraph) - Shadow's reeeaal unique. He doesn't need L2s because Throw + Elemental Sabres are basically better AND he has Scrolls for MT. He can also get some hard to hit elements from Throw, so him and Edgar are basically best friends. As a result, his magic set ended up being heals + some status magic via Shoat. On the whole, Shadow is actually real good. Like I want to use him actively most of the time because he can put out real damage with relatively little investment into Magic/stats. The only problem is that he's super expensive. Sabres aren't cheap at 7000 Gil a pop. And yeah, late game there isn't MUCH to buy because storebought equipment gets outclassed by a plethora of actual good stuff. But 7000 a throw? On randoms? That drains money real quick. I'll still leave him as a Ratio 4 though.
Sezter (Phantom, Terrato) - Kind of bad. At least his weapon is long range. Flash and Chocobop are good but one doesn't do a lot of damage and the other is too easily avoided right now. Doesn't matter though since WoB Sezter is pretty forgettable regardless. His real value comes in WoR and he needs both the Offering AND the Fixed Dice. Granted once you get both, the game basically explodes, but until then, he's a slightly better Locke on account of having actual MT before elemental shields but not much else. I'd change his cost to like 1.5 or something.
Mog (Shiva, Golem) - Pretty unremarkable in the WoB since there is no real reason to ever even recruit him. In WoR, there are some fights in the Arena that benefit off his equip list. And "Physical tank healer" is actually valuable in Advance where M-Eva no longer functions as actual evade either. Dance is pretty obsolete at this point since Mog's entire job is to absorb physical hits and cast Cures when necessary. Moogle Charm is godlike but Mog's actual combat worth probably isn't worth a 4. Like Edgar, probably should be 3.5 instead.
Strago (Carbuncle, -, -) - Uh yeah, Strago should join the 1s. When you aren't actually grinding he joins way too late to get any WoB Esper time and since his recruitment first requires Relm, he's basically going to be delayed before rejoining. Overall, he's way more projecty than Relm because at this point, I still only have his starting 3 Lores. For contrast, at this point, I can basically turn Relm into a nuke relatively painlessly. Basically massively hurt being overpriced on points + late join doomed him from never being in the active party.
Relm (Tritoch, -, - ,-) - We all know the story here. Relm has no esper time in WoB, but assuming you get her faster than I did in WoR, she can start adding real value quickly since you start picking up some good espers. I have enough now that I can actually round out her spell list with stuff so that's probably the next step. Probably not worth a ratio 3 but a ratio 2 or even 2.5, probably.
Umaro - Well he's a meme more or less. I add him in because he's a warm body and warm bodies are valuable. But even at 1 point or 0.5 point, I'm not sure I'd ever actively bring him along. So yeah, 0 sounds right!