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Author Topic: Disgaea 5 Complete PC Stats  (Read 3171 times)

DjinnAndTonic

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Disgaea 5 Complete PC Stats
« on: April 22, 2023, 06:12:18 AM »
Welcome to the Disgaea 5 Complete endgame stat comparison topic. This topic includes all units, unique and generic, that are available during the main campaign, including bonus scenario cameo characters. It does not include Asagi and other postgame secret characters.

All units are taken at a rough endgame level of 125, with 7 Evility Slots, and with an endgame wallet of 45M HL for Equipment/Items and roughly 50,000 Mana to spend on Evilities or other effects.
Generic units are assumed to be Rank 5 for their assigned class, except for Dragon King and Horseman, which are obtained very late in the main campaign and unlikely to get enough experience to rank 5 by endgame. Unique units are assumed Rank 4 bonus stats from a basic Prinny class (this base subclass is always available and only gives flat bonuses to avoid skewing stat variance), but are not allowed access to any of the skills or evilities from this subclass.
Units are only allowed Weapons they have proficiency in, to ensure they can reach the assumed Weapon Mastery rank of 25. They are also forced to using one piece of Armor for the assumed endgame Armor Mastery rank of 15 and to give a baseline ranking for durability averages as well.
D5 allows all units to equip two weapons at once - one main and one off-hand weapon. The off-hand weapon only provides a small percentage of its stats, but the unique can quick-swap to this weapon mid-battle to receive all the benefits of using a different weapon-type. Additionally, the off-hand weapon's special Innocents are still active, such as adding elemental typing to non-elemental attacks.

Basic Damage Formula
ATK * Skill Power - DEF/2
ATK is whatever the main offense stat is plus any current Skill/Spell-given buffs. Buffs from Evilities usually count after Skill Power.
Offense Stats: Fist: (ATK+SPD)/2, Bow: (ATK+HIT)/2, Gun: (SPD+HIT)/2, Staff: INT, Everything Else: ATK
All Unique Skills take the Damage Type of the user's currently-equipped weapon. (E.g. Hellfire Shot does Fire-Element Phys. Sword-typed Damage w/ a Sword equipped, but Fire-Element Magical Staff-typed Damage w/ a Staff.) This also means that characters with balanced stats can easily swap weapons to hit both damage types.
Damage from the Front is +0%, Side +20%, Back +40%
Healing Skills are a flat Multiplier to user's RES: Heal is 90%, Mega 120%, Giga 160%, Omega 340%, Tera 580%, Sapphire's Legend White 400%
Critical hits deal 1.5x final damage. Crit rate is unique to each unit. There's also Critical failures called a "Nick" that deal 0.5x final damage. These have a roughly ~5% chance of happening across the board. Sword-users have a unique mechanic called "Parry" that activates roughly ~15% of the time that halves damage like Nicks do and negates incoming Crits when it procs.
Accuracy is basically HIT/SPD, with a floor of 2% hit rate from the Front, 30% from the Side, and 60% from the Back. This applies to basic physicals, Special Skills, and Spells.

ATK =   [ATKStat] * (100% + Stat% + SpellBuff%)      where [Stat] is the relevant attack stat(s), and both Stat% and SpellBuff% are capped at 100%; ATK caps at 99 999 999
BaseDamage =    SkillPower * ATK * (100% + ATKPowerBuffs% + RandATK%) - [DEFStat] * (100% + DEFPowerBuffs% + RandDEF%)/2      
TotalDamage_NoCrit =    BaseDamage * (100% + DamageDealt%) * DamageReceivedMods% * (100% - ElementRes/100) * (100% - WeaponRes/100) * MagicRangeMultiplier * ComboMultiplier      
TotalDamage_Critical =    TotalDamage_NoCrit * (150% + CritDamageBoosts%) * CritDamageBoosts

Stats are capped at 99 999 999
RandATK% is a random percentage between 0% and another value that varies with main weapon: axes go to 29%, staves go to 9%, guns go to 2%; the rest goes to 4%.
RandDEF% is a random percentage between 0% and 14%.
Since it applies before enemy DEF, +ATK% buffs are very important in order to actually deal non-zero damage in the first place,
but then +Damage% is useful once you are dealing damage, and if you can crit (since some bosses are immune) then the multiplicative crit boosts are incredibly important too.

Revenge Mode
The Revenge Gauge is a unique mechanic to Disgaea 5, similar to Limit Breaks. The Revenge Gauge carries over from battle to battle, and when the gauge is filled to 2000 points, the Unit enters Revenge Mode, which allows certain units to utilize their Overload skills in addition to other effects.
Revenge Mode: Lasts 3 turns, 25% reduction to damage taken, specials cost 1 SP, 100% crit rate.
The Revenge Gauge is filled by a unit's Vengeance Value every time they are targeted by an attack, whether the attack connects or not. The Revenge Gauge is filled by 0.54x a unit's Vengeance Value every time one of their teammates is attacked and filled by a whopping 5x the Vengeance Value whenever one of their teammates is KO'd.
Etna's Prinnies and Zeroken's clones dying don't seem to give any Revenge gauge.
Any unit can sacrifice a cheap Burning Hand item to make a Curry Field Effect that doubles the rate of Revenge gain, and this can be assumed to be in effect at all times. Or one can assume that every unit comes in with a half-filled Revenge gauge since the gauge carries over between battles.
Another option is to use the cheap 50-Mana "Critical Situation!" Assembly Bill that instantly fills the Revenge Gauge for the unit after being targeted by one attack.
This topic presumes some version of Revenge gauge boosting to allow the effect to potentially matter. Most units must be targeted between 7 to 12 times to reach Revenge Mode at half-boost, or 14 to 24 times with none of the various easy boosting options in play.

Status Ailment Resistance in Disgaea 5 is largely handled by store-bought Evilities. These all cost a trivial 200 Mana and 1 Evility slot to equip, and can be seen as equivalent to storebought status accessories.
Ailments immuned by individual Evilities: Poison, Paralysis, Sleep, Weaken, Amnesia (Skill/Spell lock), Charm, and Shrink (Skill/Physical lock but can cast Spells)
There is also the Vaccine storebought Evility that grants a blanket 50% resistance to all status ailments at once.
There is no common Instant Death (Deathblow) blocker, but a handful of units learn an Evility to block it naturally.
Giant is a buff that can be applied to any unit, doubling their current and max HP and SP, and increasing stats by 30%. A Giant unit won't be able to use Unique or Weapon skills, but they'll gain the exclusive Giant Press skill.

Averages Up Top
HP: 9706 (10982 Uniques-only)
SP: 1006 (1231 Uniques-only)
ATK: 2649 (2837 Uniques-only)
DEF: 2582 (2742 Uniques-only)
INT: 1605 (1852 Uniques-only)
RES: 2482 (2715 Uniques-only)
HIT: 1789 (1908 Uniques-only)
SPD: 1433 (1724 Uniques-only)

3-turn Damage Average: 4834 (5711 Uniques-only)
Kill Point: 12085 (14277.5 Uniques-only)
« Last Edit: April 22, 2023, 09:05:50 AM by DjinnAndTonic »

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Re: Disgaea 5 Complete PC Stats
« Reply #1 on: April 22, 2023, 06:23:44 AM »

Killia
Cryo Blood Overlord
Equips: Satan's Sword/Three-Year Killer (Counters+1)/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Bravery Belt

HP: 11085
SP: 1012
ATK: 4022
DEF: 2477
INT: 900
RES: 1859
HIT: 1181
SPD: 1704
5 MOV, 2 Counters, 11% Crit Rate
130 Vengeance Gain Rate
1.142x PCHP, 1.39x P.Dur, 1.03x M.Dur, 17.8% Evasion
Resistances: -25% Fire / 0% Wind / 50% Ice / 0% Star
20% Fist / 20% Sword / -20% Spear / 0% Bow / 0% Gun / 0% Axe / -20% Staff / -10% Monster Wpn
*Flying unit* in Awakened form
Evilities: (Slots - Mana Cost - Effect)
War Demon - All stats +2% after each attack
Destructive Demon - Attacking Power +100% during Revenge
(3) - 100 - Close Combatant - Take 20% less damage from adjacent units
(2) - 250 - Muscle Increase - Increase ATK by 10%
(4) - 1000 - Fatal Hit - Increase Crit Rate by 10%
(4) - 5000 - Bolster Spirit - Increase Revenge Gauge gain of deployed ally units by 1%
(5) - 30000 - Reliable Ally - Increase Attacking Power during Combo Skills by 100%

Skills (damage in Awakened form)
2818.44 (10260.66) Basic Physical
3023.56 (10869.99) Ice Phys. Dmg - 3 Rng Line AoE - 10 SP - Exploding Tiger
3433.81 (12088.66) Fire Phys. Dmg - 1-3 Rng Cross AoE - 30 SP - Hellfire Shot
5279.9 (17572.66) Phys. Dmg - 1-3 Rng ST - 72 SP - Avidya Holy Water
6100.39 (20009.99) Phys. Dmg - Melee ST - 160 SP - Macrocosm
6248.08 Phys. Dmg - Melee ST - 160 SP - Macrocosm (turn 2 w/ War Demon)
6395.77 Phys. Dmg - Melee ST - 160 SP - Macrocosm (turn 3 w/ War Demon)

Overload: Tyrant Revelio: Allows unit to do 3 actions and move 3 times this turn. (Movement will refresh after an action. Also grants flying-type movement)

3-turn Average Damage: 6248.1 Macrocosm x3 (increasing War Demon buffs)

Despite what the story implies, Killia has an equal affinity for Fists and Swords, so he generally wants to use a Sword for higher damage. Though he does have the option of switching to Fists for notably better SPD (evasion, a little over 50%) to help his stalling game for roughly a fifth in damage loss. Using a Sword does give him access to Parries, an extra mechanic that grants a roughly ~15% chance to halve incoming damage for Sword-wielders. His Evilities give him some extra damage reduction too. He's slightly above average all around, so his most interesting trick is to try to stall through 8 hits of his opponent's attacks to hit Revenge Mode, instantly giving him a free turn to use his Overload to transform into Awakened Killia and allowing him to attack 3 times, uninterrupted, with 100% Critical Rate, for a decisive finisher.



Seraphina
Gorgeous Overlord
Equips: Cosmo Gun (Range=6)/Cosmo Gun (Range=6)/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Crosshair (Crit%+5)

HP: 9334
SP: 1181
ATK: 787
DEF: 2270
INT: 1285
RES: 1980
HIT: 3629
SPD: 2588
4 MOV, 1 Counters, 15% Crit Rate
120 Vengeance Gain Rate
0.962x PCHP, 0.91x P.Dur, 0.88x M.Dur, 45.9% Evasion
Resistances: 50% Fire / 25% Wind / 0% Ice / 0% Star
0% Fist / -10% Sword / 0% Spear / 30% Bow / 30% Gun / -20% Axe / 20% Staff / -20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Queen's Temper - Increase damage dealt to male units by 50%
Unrequited Love - Increase Stats by 25% when Killia is on the map
(3) - 100 - Search Coin - If unit is on the map, get bonus HL based on the unit's Lv.
(2) - 250 - Dynamic Vision - Increase HIT by 10%
(3) - 1000 - Dream Invitation - Increase chance Male units killed by this character will Surrender
(4) - 5000 - Reverse Harem - Increase stats by Male Ally units on map *5%, disabled when ally female is on the map
(4) - 30000 - Life and Death - Deathblow all Charmed or Controlled units

Skills
1855.59 Basic Physical - Rng 1-6
2012.56 Phys. Dmg - Inflicts Charm at 20% Rate (Charmed units will attack randomly but will not target user's team) - 1-3 Rng 1x3 AoE - 10 SP - Dazzling Eyes
2483.5 Phys. Dmg - 2 Rng 2x3 AoE - 30 SP - Two-Handed Draw
3268.4 Phys. Dmg - 5 Rng Line AoE - 72 SP - Battle Orchestra
4902.6 Phys. Dmg (vs. Males) - 5 Rng Line AoE - 72 SP - Battle Orchestra

Overload: True Brionic Gaze - Control all Male Enemy units with 5 panels for one turn

3-turn Average Damage: 3268.4 Battle Orchestra x3

Sera's damage is fairly bad, but not completely unsalvagable against male enemies, since she has a 3HKO at that point instead of a 5HKO.  Her evasion is decent, but she's likely not getting through 9 attempted hits to see her Overload. Though if she could, it inflicts a special version of Charm on every male in range that allows her to actually choose the afflicted unit's actions for that turn, and also giving her a path to her insta-kill strategy on male enemies through Life and Death.



Red Magnus
S. Flame Overlord(Giant Form values)
Equips: Holy Axe Clover/Romulus' Spear (Range=2)/Hachiryu Armor/Bravery Belt/Crosshair (Crit%+5)

HP: 14422 (28425)
SP: 984 (1941)
ATK: 4812 (6621)
DEF: 3020 (4357)
INT: 1 (1)
RES: 1 (1)
HIT: 1371 (2037)
SPD: 892 (1326)
4 MOV, 2 Counters, 38% Crit Rate
100 Vengeance Gain Rate
1.486x (2.929x) PCHP, 1.57x (3.83x) P.Dur, 1.09x (2.15x) M.Dur, 0% (0%) Evasion
Resistances: 50% Fire / -30% Wind / -30% Ice / 0% Star
20% Fist / 0% Sword / 0% Spear / -20% Bow / 20% Gun / 20% Axe / -30% Staff / 0% Monster Wpn
*Occupies 5 tiles, Rng2 Physical* in Giant form
Evilities: (Slots - Mana Cost - Effect)
Super Crush     -     Decrease DEF of target unit during an attack by 50%.
Leader's Spirit     -     Increase stats by same squad member units x 3%.
(    2    ) -     100     -    Muscle Power     -     When attacking normally, increase ATK by 30%.
(    2    ) -     250     -    Iron Body     -     Increase DEF by 10%.
(    3    ) -     1,000     -    Abandon Knowledge     -     Increase ATK by 30%, but INT & RES become 1.
(    4    ) -     5,000     -    One Hit Victory     -     Increase stats by 10% when defeating an enemy who had full HP.
(    4    ) -     30,000     -    Battle Mania     -     Increase stats by enemy units within 2 panels x 5%.

Skills
6269.34 Basic Physical (boosted by Muscle Power)
5652.2 Phys. Dmg - Inflicts Shrink at 10% rate (Shrunk units cannot use normal attacks or special skills, but can use spells) - 2 Rng Line AoE - 10 SP - Steel Arm Lariat
6478.66 Phys. Dmg - Inflicts Shrink at 15% rate - 1-2 Rng 1x3 AoE - 30 SP - Giant Body Slam
7029.64 Fire Phys. Dmg - Inflicts Shrink at 20% rate - 2 Rng Cross AoE - 72 SP - Super Damage Lord
 
Giant Form Skills
13325.02 Basic Physical (boosted by Muscle Power) - Rng 1-2
12619.88 Phys. Dmg - Inflicts Shrink at 10% rate - 3 Rng Line AoE - 10 SP - Steel Arm Lariat
14325.62 Phys. Dmg - Inflicts Shrink at 15% rate - 1-2 Rng Cross AoE - 30 SP - Giant Body Slam
15462.77 Fire Phys. Dmg - Inflicts Shrink at 20% rate - 2 Rng 3x3 AoE - 72 SP - Super Damage Lord
 
Overload: Super Universe: Enter a special Giant state for 3 turns, doubling max HP and SP(also fully restoring them) and increasing stats by 50%. All non-Unique skills are disabled, but Unique skills gain increased AoE and +5 Power

3-turn Average Damage: 7029.6 Super Damage Lord x3

Red Magnus is a physical bruiser with a few quirks. He can output a decent chunk of damage, even with his basic physical thanks to the Muscle Power evility. And his best damage has a 20% chance to land the Shrink status effect that seals unique specials and basic attacks. But he has little he can do about mages. Additionally, his good damage comes at the cost of all his RES, so he's particularly vulnerable. His best damage is also walled by Fire resistance. He can opt for a little more damage at the cost of accuracy if he swaps out a pair of Glasses for another Belt, but it's risky. If he somehow lasts through 10 attempted hits from his opponent, he can Overload into his Giant form and that's enough damage to end almost any match. But it's likely not saving him from low Middle.



Christo
Certain Giant Overlord
Equips: Eclipse Wand (Range=2 to 9, depending on Mastery)/Eclipse Wand
/Hachiryu Armor/Hachiryu Armor/Hachiryu Armor


HP: 9334
SP: 1462
ATK: 1125
DEF: 4108
INT: 2904
RES: 4892
HIT: 1237
SPD: 900
4 MOV, 1 Counters, 12% Crit Rate
75 Vengeance Gain Rate
0.962x PCHP, 1.2x P.Dur, 1.39x M.Dur, 0% Evasion
Resistances: 25% Fire / 0% Wind / 50% Ice / 0% Star
-20% Fist / 0% Sword / 0% Spear / 0% Bow / 20% Gun / -20% Axe / 50% Staff / 20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Tactician     -     Adjacent ally unit's accuracy becomes 100% and evasion becomes 25%.
Supreme Partner     -     Increase adjacent ally units ATK by 20% of own INT.
(    3    ) -     100     -    Cool and Calm     -     As long as unit doesn't move, increase INT & RES by 20%.
(    2    ) -     250     -    Fountain of Facts     -     Increase INT by 10%.
(    3    ) -     1,000     -    Eye For Discovery     -     If unit is on the map when clearing the stage, receive an item.
(    3    ) -     5,000     -    Battle of Wits     -     Physical defense is based on RES.
(    4    ) -     30,000     -    Analyzer     -     Decrease damage taken from skills that were previously used on the stage by 30%.

Skills
0 Basic Physical
4892 Healing - targets all units within range 2 of user except self - Demon's Solace
2518.12 Magic Dmg - 1 Rng ST + 3 Rng 2 targets - 30 SP - Piercing Light
3276.79 Magic Dmg - 3 Rng Cross AoE - 72 SP - Gospel of Power
 
4402 Heal (6 SP)
4890 Mega Heal (24 SP)
7827 Giga Heal (73 SP)
 Espoir (12 SP): Restores all Ailments
 Armor Break (12 SP): Inflicts DEF-30% (3 turns)
 Resist Break (12 SP): Inflicts RES-30% (3 turns)
 Enfeeble (12 SP): Inflicts ATK-30% (3 turns)
 Mind Break (12 SP): Inflicts INT-30% (3 turns)

Overload: Evangel of Purity: Set all ally units' accuracy to 100%(ignore evasion boosts) and increase their evasion by 100% for one turn.

3-turn Average Damage: 3276.8 Gospel of Power x3

Christo is the best support unit in the game, but he struggles to deal damage on his own. His deep resources and strong healing means he can stall through 14 attempted hits for Revenge Mode to get a boost to damage/durability and hope that's enough to end a match. His Overload effect is perfect Accuracy and Evasion for one turn, but that's likely not as important as the Auto-critical effect from normal Revenge Mode. His Analyzer evility is particularly helpful in helping him survive to fill the Gauge since it means that opponents who primarily rely on dealing damage with one skill are quickly seeing that damage nerfed 30%, giving Christo more time to set up. That's more than enough for a solid high Light or low Middle healer.



Usalia
Toto Bunny Overlord
Equips: Angel's Medal/Fenrir's Fang/Hachiryu Armor/Hachiryu Armor/Crosshair (Crit%+5)

HP: 8459
SP: 1125
ATK: 1209
DEF: 4188
INT: 2767
RES: 5162
HIT: 1651
SPD: 1631
5 MOV, 2 Counters, 18% Crit Rate
85 Vengeance Gain Rate
0.872x PCHP, 1.11x P.Dur, 1.33x M.Dur, 14.2% Evasion
Resistances: 0% Fire / 0% Wind / 25% Ice / 25% Star
-30% Fist / 0% Sword / 10% Spear / 0% Bow / -20% Gun / 20% Axe / 30% Staff / 20% Monster Wpn
*Rng2 Physical* in Rage form
Evilities: (Slots - Mana Cost - Effect)
Anti-Bully Aura     -     Decrease damage taken by you or adjacent ally units by adjacent ally units x 10%.
Precious People     -     Increase ATK by adjacent ally units x 20%.
(    3    ) -     100     -    I Love Curry     -     After using Curry, increase Offensive Power by 30% and grant temporary Invincibility. (Lasts 3 turns)
(    2    ) -     250     -    Mystic Protection     -     Increase RES by 10%.
(    3    ) -     1,000     -    Status Guard     -     Stats will not decrease past 90%.
(    4    ) -     5,000     -    Death Resistance     -     Deathblows will not occur on any units on the map.
(    5    ) -     30,000     -    Bunny Ear Radar     -     Evade attacks from the side and back at the rate of 50%.

Skills
0 Basic Physical
2635.47 Magic Dmg - Range 1 AoE 1 - 10 SP - Flatty Dance
2635.47 Magic Dmg - Range 3 Line, AoE 2 perpendicular line - 30 SP - Assault Circus
3069.2 Magic Star Dmg - Range 3 Line, AoE 3x3 Box - 72 SP - Prinnical Meteor
 Braveheart (12 SP): Grants ATK+30% (3 turns)
 Magic Boost (12 SP): Grants INT+30% (3 turns)
 Seafood Curry (15000 HL each, strongest storebought Curry) - 45% max HP healing (and Offensive Power+30%  and 3 turns of Invincibility when I Love Curry Evility is equipped)
 
1567.7 Magic Dmg - Infinite Rng MT - Free Action at full Revenge Meter - transforms Usalia into Rage form (auto-crit from Revenge Mode) - Murmur of Rage

Rage Form Skills
0 Basic Physical
5254.39 Magic Dmg - 2 Range, 3x3 Square - 72 SP - (auto-crit from Revenge Mode) - Berserk Stream

Overload: Murmur of Rage: Deal damage to all enemies on the map(Base Power: 75%), then switch to Berserk form for 3 turns. While transformed, enable Support Attacks with infinite range(Base Power: 100%. Damage Modifier: -50%). Enables the Berserk Stream skill, but disables all other Unique skills.

3-turn Average Damage: 3069.2 Prinnical Meteor x3

Usalia is all about Curry. Her "I Love Curry" Evility allows her to use a Curry item to access Invincible status for 3 turns. This is a unique interaction with the otherwise relatively-useless Curry items and she is the only unit a player would bother to use those for as a result. This gives her a near guaranteed path to victory if she can activate and keep the effect up off her speed. If storebought items with unique interactions with characters are not allowed, then Usalia relies on her solid defenses to get through matches. While she doesn't deal a lot of damage, she can be difficult to take her down through her solid durability and decent status-blocking coverage, uniquely including ID. This gives her a chance to survive the 12 attempted hits she needs to fill her Revenge Gauge and transform into her Rage mode, finally giving her some respectable damage. Her default weapon is magical due to average enemy RES being slightly lower, but she can swap to a physical monster weapon for practically no change in damage output.



Zeroken
Netherheart Overlord
Equips: Three-Year Killer (Counters+1)/Three-Year Killer (Counters+1)/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Angel's Shoes (Mv+1, Jm+14)

HP: 8751
SP: 1125
ATK: 2198
DEF: 2063
INT: 1068
RES: 1923
HIT: 1237
SPD: 4017
6 MOV, 3 Counters, 46% Crit Rate
100 Vengeance Gain Rate
0.902x PCHP, 0.83x P.Dur, 0.82x M.Dur, 75.1% Evasion
Resistances: 0% Fire / 50% Wind / -25% Ice / 0% Star
20% Fist / 0% Sword / 0% Spear / 20% Bow / 20% Gun / 0% Axe / -20% Staff / -20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Flowing Water     -     Increase evasion by enemy units within 2 panels x 10%.
Underdog Bravery     -     Increase damage dealt to equal or higher level enemy units by 50%.
(    3    ) -     100     -    Retreat Technique     -     When moving after an attack, increase movement by 2.
(    2    ) -     250     -    Reflexes     -     Increase SPD by 10%.
(    3    ) -     1,000     -    Ambition     -     If unit is on the map when clearing the stage, all ally units on the map earn EXP.
(    4    ) -     5,000     -    Sonic Charge     -     Increase Critical Rate by panels moved x 3%.
(    4    ) -     30,000     -    Kamikaze     -     Increase critical damage dealt by 100% if target unit's SPD is lower than yours.

Skills
2828.48 Basic Physical
3066.2 Phys. Wind Dmg - Range 1, 3 panels horizontal - 10 SP - Exploding Tiger
3541.65 Phys. Fire Dmg - Range 3, AoE 2 - 30 SP - Hellfire Shot
4967.99 Phys. Dmg - Hits 3 rows of widths 1:3:5 in front - 72 SP - Rising Gale Kick
 
Overload: Superluminal Wolf: Create controllable clones in your 4 adjacent panels(those panels must be free).
The clones last for up to 3 turns, have a 30% stats debuff, and their actions don't increase the Combo counter.
Any EXP/Mana/Class Proficiency gained by the original or a clone is also gained by the others.

3-turn Average Damage: 4968 Rising Gale Kick x3

Zeroken is Disgaea 5's way of making Fists decent by turning agility into power. His collection of evilities gives him a high natural crit rate just from moving around his opponent. He also gets gamebest evasion (with a bonus 10% just for having a foe within range) to help him survive 10 attempted attacks to get Revenge Mode if necessary. His Overload creates four clones of himself that can pile on the damage, even if they're created only at 30% of his own stats. He hopes that his natural 50% damage buff to same-level-or-higher opponents can finish the job before that, though. High Middle or Low Heavy, depending how good you view his evasion.

Zeroken Clone
Shadow Clone

HP: 8751
SP: 1125
ATK: 1539
DEF: 1444
INT: 748
RES: 1346
HIT: 866
SPD: 2556
6 MOV, 3 Counters, 46% Crit Rate

0.902x PCHP, 0.77x P.Dur, 0.76x M.Dur, 55.2% Evasion
Resistances: 0% Fire / 50% Wind / -25% Ice / 0% Star
20% Fist / 0% Sword / 0% Spear / 20% Bow / 20% Gun / 0% Axe / -20% Staff / -20% Monster Wpn

Skills
804.45 Basic Physical
908.87 Phys. Wind Dmg - Range 1, 3 panels horizontal - 10 SP - Exploding Tiger
1117.72 Phys. Fire Dmg - Range 3, AoE 2 - 30 SP - Hellfire Shot
1744.25 Phys. Dmg - Hits 3 rows of widths 1:3:5 in front - 72 SP - Rising Gale Kick
« Last Edit: April 23, 2023, 01:12:08 AM by DjinnAndTonic »

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Re: Disgaea 5 Complete PC Stats
« Reply #2 on: April 22, 2023, 07:23:00 AM »

Laharl
Overlord
Equips: Holy Axe Clover/Three-Year Killer (Counters+1)/Hachiryu Armor/Bravery Belt/Crosshair (Crit%+5)

HP: 11085
SP: 1012
ATK: 5667
DEF: 1219
INT: 1285
RES: 901
HIT: 1513
SPD: 963
5 MOV, 2 Counters, 36% Crit Rate
130 Vengeance Gain Rate
1.142x PCHP, 0.95x P.Dur, 0.92x M.Dur, 0% Evasion
Resistances: 50% Fire / 0% Wind / -25% Ice / 0% Star
20% Fist / 20% Sword / -20% Spear / -10% Bow / 0% Gun / 0% Axe / 0% Staff / 10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Overlord's Dignity     -     Increase stats by 10% per unit defeated.

(    3    ) -     500     -    Strong Personality     -     Increase damage dealt by Unique Skills by 20%.
(    3    ) -     5,000     -    Gaze of Supremacy     -     When enemy's HP is under 50%, reduce damage taken by 30%.
(    3    ) -     30,000     -    Legendary Strength     -     When no allies are on the map, increase Attack Power by 50%, but decrease Defense Power by 50%.

Skills
5204.72 Basic Physical
6634.98 Phys. Fire Dmg - Range 1, AoE 1 (all sides) - 10 SP - Blazing Knuckle
9360.24 Phys. Dmg - Range 3, AoE 2 - 30 SP - Overlord's Wrath
8581.6 Phys. Dmg - Hits 4 rows of widths 1:3:3:1, in front of you - 72 SP - Meteor Impact
12163.37 Phys. Dmg - Range 1-4, AoE 1 - 160 SP - Overlord Dimension [Level 200]

15208.33 Star Phys. Dmg - 5 Rng AoE (centered around user) - Free Action at full Revenge Meter (auto-crit from Revenge Mode) - Atrocious Prince
 
Overload: Atrocious Prince: Hits radius-5 circle around you(WeaponStat-based Star damage. Base Power: 150%).

3-turn Average Damage: 9360.2 Overlord's Wrath x3

Laharl is a straightforward bruiser. His evilities make him hit hard, and since he can opt to equip an Axe based on his proficiencies, he can hit very hard indeed. He has a high crit rate that could easily turn things in his favor, even in shorter matches. His defenses take a slight hit due to his attack-focused evilities, but it's not hurting him too badly. He can opt to play more defensively and try to survive through 7 attempted attacks to hit his Overload, which is an easy OHKO as a free action once Revenge Mode procs. If you allow grandfathered-in unique overlevelled skills, his Overlord Dimension skill is a big boost to his already-good damage.



Girl Laharl
Overlord?
Equips: Holy Axe Clover/Three-Year Killer (Counters+1)/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 11085
SP: 1012
ATK: 4034
DEF: 2439
INT: 1181
RES: 1803
HIT: 1032
SPD: 963
5 MOV, 2 Counters, 31% Crit Rate
120 Vengeance Gain Rate
1.142x PCHP, 1.11x P.Dur, 1.02x M.Dur, 0% Evasion
Resistances: 50% Fire / 0% Wind / -25% Ice / 0% Star
20% Fist / 20% Sword / -20% Spear / -10% Bow / 0% Gun / 0% Axe / 0% Staff / 10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Overlord's Dignity     -     Increase damage dealt by 20% when attacking.

(    2    ) -     500     -    Dead Sexy     -     Increase damage dealt by 30% when attacking male units.
(    3    ) -     5,000     -    Bodyguards     -     Increase Attack Power of male units in assigned squad by 5%.
(    4    ) -     30,000     -    Hasty Rush     -     At the beginning of the stage, after the very first attack, unit can attack again.

Skills
4001.92 Basic Physical
4279.05 Phys. Fire Dmg - Range 1, AoE 1 (all sides) - 10 SP - Blazing Knuckle
6219 Phys. Dmg - Range 3, AoE 2 - 30 SP - Overlord's Wrath
5664.73 Phys. Dmg - Hits 4 rows of widths 1:3:3:1, in front of you - 72 SP - Meteor Impact
8214.38 Phys. Dmg - Range 1-4, AoE 1 - 160 SP - Overlord Dimension [Level 200]

10159.91 Star Phys. Dmg - 5 Rng AoE (centered around user) - Free Action at full Revenge Meter (auto-crit from Revenge Mode) - Atrocious Prince

Overload: Atrocious Prince: Hits radius-5 circle around you(WeaponStat-based Star damage. Base Power: 150%).

3-turn Average Damage: 8292 Overlord's Wrath x4 (double-attacks on first turn)

Another form of Laharl, that basically does all the same things, but slightly worse, except vs. male targets, where she gets 30% more damage, bring her damage up to about her male version's level. It's only a slight increase in damage overall. Technically functions as a separate unit from normal Laharl in-game, so some may want to rank her separately, but she's not included in the averages in this topic, and only here for completeness's sake.



Etna
Vassal
Equips: Holy Axe Clover/Cosmo Gun (Range=6)/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 10210
SP: 1125
ATK: 3683
DEF: 2740
INT: 1350
RES: 1972
HIT: 1247
SPD: 979
4 MOV, 2 Counters, 33% Crit Rate
120 Vengeance Gain Rate
1.052x PCHP, 1.07x P.Dur, 0.96x M.Dur, 0% Evasion
Resistances: -25% Fire / 50% Wind / 0% Ice / 0% Star
0% Fist / -20% Sword / 20% Spear / 10% Bow / 20% Gun / -10% Axe / 0% Staff / -10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Sadistic     -     When target has full health, increase damage dealt by 50%.

(    2    ) -     500     -    Lethal Throw     -     Double the damage dealt from exploding Prinnies.
(    4    ) -     5,000     -    Busty Killer     -     Increase Attack Power by 50% when attacking a female unit that does not have a flat chest.
(    3    ) -     30,000     -    Taunt     -     Increase Revenge Gauge gain of enemy units on the map by 5%.

Skills
2933.04 Basic Physical
3565.59 Phys. Dmg - Range 1-3, AoE 1 - 10 SP - Prinny Raid
1878.78 Phys. Dmg - Hits four rows in a 3:5:5 heart-shaped AoE - 30 SP - Sexy Beam
5463.26 Phys. Dmg - Hits all panels around Etna in a square - 72 SP - Chaos Impact
6306.66 Phys. Dmg - Range 1-5, AoE 1 - 160 SP - Dead End Chaos [Level 200]
8836.88 (vs. "Non-Flat Female" foes) Phys. Dmg - Hits all panels around Etna in a square - 72 SP - Chaos Impact

845 Fixed Dmg per Prinny that explodes within range of target
10985 Fixed Dmg w/ max no. of Prinnies exploding within range of target (12 + 1 thrown Prinny)

Overload: Chaotic Ordina: Summon 24 non-controllable Prinnies(Tier 1) around you. They have Etna's same level, base stats(except max HP is reduced by 90%) and equipment(with her Humanoid weapon being replaced for a Monster equivalent). Any EXP/Mana/Class Proficiency earned by them is also earned by Etna.

3-turn Average Damage: 6373.8 Chaos Impact (buffed by Sadistic) + Chaos Impact x2

Etna's leaving her spear behind to wield an Axe, thanks to her equal proficiency in it. This is a huge boon to her damage, and her Evilities help even further. Her Sadistic evility deals an extra 50% damage to full-health targets, allowing her to get a solid first hit in, or help keep full-healers struggling for resources. Her Busty Killer evility is pretty on-brand, allowing her to get a huge boost to damage against 'non-flat' female units. Jealousy is a hell of a drug, and it likely means she's 2HKO-ing or better against these foes. Should she find herself in a protracted match, she has a solid crit rate and her Overload is available after the foe makes 8 attempted hits at her. Should she pull this off, her Chaotic Ordina Overlord summons a hoarde of Prinnies that can attack individually, be used as meat shields, or more likely, tossed as bombs that chain-explode, almost certainly finishing off any foe unfortunate enough to be on the receiving end of it. While her best tricks are somewhat niche, she has a solid 2HKO and good enough durability for a High Middle borderliner.


Prinny (Chaotic Ordina)

Equips: Strange Feelers/(None)/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 845
SP: 787
ATK: 3170
DEF: 2214
INT: 1012
RES: 1634
HIT: 867
SPD: 567
4 MOV, 1 Counters, 17% Crit Rate
100 Vengeance Gain Rate
0.087x PCHP, 0.08x P.Dur, 0.08x M.Dur, 0% Evasion
Resistances: -25% Fire / 0% Wind / 25% Ice / 0% Star
0% Fist / 0% Sword / 10% Spear / 15% Bow / 15% Gun / 0% Axe / -15% Staff / 0% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Explosive Body     -     Explode when thrown, dealing damage to a range of 2 equal 50% of Max HP.

Skills
1949.4 Basic Physical
2536.26 Prinny Barrage+3
2133.7 Prinny Bomb+2
2468.36 Pringer Beam+1
3727.77 Prinny Fusilade
 Target Lock+2 (12 SP): Grants HIT+30% (3 turns)



Flonne
Fallen Angel (Pure Flonne form stats)
Equips: Three-Year Killer (Counters+1)/Eclipse Wand (Range=2 to 9, depending on Mastery)/Hachiryu Armor/Hachiryu Armor/Hachiryu Armor

HP: 9334
SP: 1293
ATK: 2257 (2934)
DEF: 4448 (5782)
INT: 1365 (1774)
RES: 4285 (5570)
HIT: 1406 (1828)
SPD: 2115 (2749)
4 MOV, 2 Counters, 16% Crit Rate
90 Vengeance Gain Rate
0.962x PCHP, 1.28x (1.69x) P.Dur, 1.24x (1.61x) M.Dur, 33.8% (49.1%) Evasion
Resistances: 50% Fire / 50% Wind / 50% Ice / 0% Star
20% Fist / -10% Sword / -10% Spear / 10% Bow / 0% Gun / -20% Axe / 30% Staff / -20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Love Field     -     Decrease damage taken by ally units by ally units x 1%. (Max 20%)

(    1    ) -     500     -    Iron Love Fist     -     Damage by a fist attack is based on RES.
(    3    ) -     5,000     -    Love Protection     -     Nullify status ailments against unit.
(    3    ) -     30,000     -    Have You Loved?     -     Increase range of healing magic by 9.

Skills (Pure Flonne form dmg)
3086.7 (9152.73) Basic Physical
3684.27 (10260.6) Magic Dmg - Range 1-4, AoE 1 - 10 SP - Love Knuckle
3902.81 (10814.54) Magic Dmg - Range 5, AoE 2 - 30 SP - Holy Arrows
4995.48 (13584.22) Magic Dmg - Range 1-4, AoE 2 - 72 SP - Flonnezilla
 
3856.5 (5013) Heal (6 SP)
5142 (6684) Mega Heal (24 SP)
6856 (8912) Giga Heal (73 SP)
14569 (18938) Omega Heal (144 SP)
24853 (32306) Tera Heal (192 SP) [Lv200]
 Espoir (12 SP): Restores all Ailments
 Magic Wall (12 SP): Grants RES+30% (3 turns)
 Mind Boost (12 SP): Grants INT+30% (3 turns)
 
Pure Flonne-only Skills
16907.84 Magic Dmg - Range 1-2, 1:3:3 AoE in rows - 160 SP - Love Extreme (Level 200)

Overload: Volunteer Sauveur: Transform into Pure Flonne for 3 turns, increasing stats by 30% and enabling the Love Extreme skill.

3-turn Average Damage: 4995.5 Flonnezilla x3

Flonne has gotten quite an upgrade since her Disgaea 1 days. For one, she's now actually a Healer that can target herself, and keep herself full-healed every turn with relative ease. This alone would give her a great stalling strategy to last through 11 attempted hits to activate Revenge Mode and her overpoweringly strong Overload damage. But she's also got solid defenses and is one of the only units in the game with a unique evility that immunes status ailments, one of the biggest weaknesses of the Disgaea cast. To top it off, she has much better damage than the average healer even without her Overload, giving her solid options in a straightforward duel as well. Feels like a textbook Heavy PC.



Sicily
Laharl's Sister
Equips: Eclipse Wand (Range=2 to 9, depending on Mastery)/Eclipse Wand (Range=2 to 9, depending on Mastery)/Hachiryu Armor/Hachiryu Armor/Hachiryu Armor

HP: 9626
SP: 1125
ATK: 1125
DEF: 4957
INT: 2960
RES: 4305
HIT: 1237
SPD: 1012
5 MOV, 2 Counters, 14% Crit Rate
80 Vengeance Gain Rate
0.992x PCHP, 1.45x P.Dur, 1.29x M.Dur, 0% Evasion
Resistances: 25% Fire / 25% Wind / 25% Ice / 25% Star
10% Fist / 10% Sword / 10% Spear / 10% Bow / 10% Gun / 10% Axe / 10% Staff / 10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Li'l Sis Aura     -     Decrease damage taken from elemental attacks by 75%.

(    3    ) -     500     -    We All Get Along     -     Increase team attack chance for ally units on the map by 100%.
(    3    ) -     5,000     -    Prinny Lover     -     Increase stats by Prinnies on the map x 5%.
(    3    ) -     30,000     -    Sibling Love     -     Increase stats of Laharl and Sicily by 20% when they're both on the map.

Skills
0 Basic Physical
2124.36 Magic Dmg - All adjacent Panels - 10 SP - Angelic Knuckle
3206.98 Magic Dmg - Range 3, AoE 2 - 30 SP - Prinny Parade
2897.66 Magic Ice Dmg - Range 1-3, AoE 2 - 72 SP - Sicily Delivery
 
3874.5 Heal (6 SP)
5166 Mega Heal (24 SP)
6888 Giga Heal (73 SP)
 Espoir (12 SP): Restores all Ailments
 Shield (12 SP): Grants DEF+30% (3 turns)
 Braveheart (12 SP): Grants ATK+30% (3 turns)
1660.38 Ice (6 SP)
2124.36 Mega Ice (24 SP)
2897.66 Giga Ice (73 SP)
3516.3 Omega Ice (144 SP)
4134.94 Tera Ice (192 SP) [Lv200]

3-turn Average Damage: 3516.3 Omega Ice x3

Sicily functions as a proper healer, but with some crazy tanking abilities. Her unique evility allows her to nullfying 75% of any incoming elemental damage, and her naturally high HP and supplemented-by-armor defensive stats allow her to outlast quite a lot of blitz-style foes. She doesn't get a lot of usage out of her other evilities, so she has plenty of slots available for storebought ailment blocker evilities, at least. If she can last 12 attempted hits, she can enter Revenge Mode, and even though she doesn't have an Overload, the auto-crit buff gives her a bit of burst damage in extended fights. And given her stall-oriented build, she's likely to see a lot of long fights in Middle.



Pleinair
Mascot
Equips: Cosmo Gun (Range=6)/Eclipse Wand (Range=2 to 9, depending on Mastery)/Hachiryu Armor/Crosshair (Crit%+5)/Angel's Shoes (Mv+1, Jm+14)

HP: 7876
SP: 1462
ATK: 956
DEF: 1799
INT: 1403
RES: 1669
HIT: 3991
SPD: 3993
6 MOV, 1 Counters, 20% Crit Rate
100 Vengeance Gain Rate
0.811x PCHP, 0.73x P.Dur, 0.71x M.Dur, 64.9% Evasion
Resistances: 25% Fire / 25% Wind / 25% Ice / 25% Star
-10% Fist / 0% Sword / 0% Spear / 0% Bow / 20% Gun / 0% Axe / 20% Staff / -10% Monster Wpn
*Flying unit*
Evilities: (Slots - Mana Cost - Effect)
Idol Assist     -     Increase stats of ally units on the map by 10%.

(    2    ) -     500     -    Hungry Warrior     -     Increase Attack Power by 20% when a curry effect is active.
(    5    ) -     5,000     -    Hungry Spirit     -     Increase Mana and EXP earned by ally units by 25%.
(    5    ) -     30,000     -    Acceleration Mascot     -     Increase movement of ally units on the map by 2.

Skills
3546.32 Basic Physical
4029.35 Phys. Dmg - All Adjacent Panels - 10 SP - Deicide Shooter
4512.38 Phys. Dmg - Range 1-5, AoE 2 X shape - 30 SP - Usagi of the Dead
5478.45 Phys. Dmg - AoE 1-9 Line from caster - 72 SP - Usagi Slash
 
404.37 Fire (6 SP)
659.01 Mega Fire (24 SP)
1083.42 Giga Fire (73 SP)
404.37 Ice (6 SP)
659.01 Mega Ice (24 SP)
1083.42 Giga Ice (73 SP)
404.37 Wind (6 SP)
659.01 Mega Wind (24 SP)
1083.42 Giga Wind (73 SP)
404.37 Star (6 SP)
659.01 Mega Star (24 SP)
1083.42 Giga Star (73 SP)

3-turn Average Damage: 5478.5 Usagi Slash x3

Pleinair is an evasive dodge-tank with above-average damage and stats to back it up. Her spells are a big drop in damage by comparison, but if she really needs to hit elemental weaknesses or get around physical immunity, she has the option to swap to a Staff for roughly 3000-ish damage off her Giga spells. Straightforward Middle.

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Re: Disgaea 5 Complete PC Stats
« Reply #3 on: April 22, 2023, 07:37:27 AM »

Valvatorez
Prinny Instructor (Tyrant form stats)
Equips: Satan's Sword/Romulus' Spear (Range=2)/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 10793
SP: 1125
ATK: 4540 (5902)
DEF: 2587 (3364)
INT: 1350 (1755)
RES: 2092 (2720)
HIT: 1293 (1681)
SPD: 1125 (1462)
5 MOV, 2 Counters, 10% Crit Rate
100 Vengeance Gain Rate
1.112x (1.112x) PCHP, 1.1x (1.23x) P.Dur, 1.03x (1.12x) M.Dur, 0% (4.2%) Evasion
Resistances: -25% Fire / 0% Wind / 50% Ice / 0% Star
0% Fist / 20% Sword / 10% Spear / 0% Bow / -10% Gun / 0% Axe / -20% Staff / 30% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Absorption     -     Absorb 20% of the defeated unit's stats.

(    3    ) -     500     -    Prinny Instructor     -     Increase EXP, Mana, & Class Prof gained by Prinnies in assigned squad by 100%.
(    1    ) -     5,000     -    Sardine Supremacy     -     Using sardines, recover 100% HP & SP and increase ATK by 50%. (Lasts 3 turns)
(    6    ) -     30,000     -    Tyrant     -     Increase stats of equipped weapons by 30%.

Skills
3346.8 Basic Physical
3346.8 Phys. Dmg + 5% Drain - Range 1-2, AoE 2 horizonal line - 10 SP - Impaler Prince
3809.88 Phys. Dmg + 10% Drain - All Adjacent Panels - 30 SP - Bloody Hole
5199.12 Phys. Star Dmg - 2 rows in 3:5 range - 72 SP - Tyrant Flughude
 
 Sardine (50 HL each, strongest Item World storebought Sardine) - 100% HP/SP Healing from Sardine Supremacy Evility
 
Tyrant form Skills
7104.06 Basic Physical
11167.59 Phys. Dmg - Range 1-3, AoE 3 (Horizontal) - 10 SP - Tyrant Sweep
13876.61 Phys. Dmg + 20% Drain - Range 1-4, AoE 1 - 30 SP - Blood Sting
12522.1 Phys Star Dmg - Three Rows in 3:5:5 pattern, minus center panel in furthest row - 72 SP - Demon Emperor

Overload: Tepes Nightmare: Become Tyrant Valvatorez for 3 turns, increasing stats by 30% and changing your Unique skills. While transformed, enemies defeated by you are revived as non-controllable helpful units.

3-turn Average Damage: 5199.1 Tyrant Flughude x3

Valvatorez sports some impressive overal stats and above-average damage. He can swap to his second-best damage for a bit of parasitic healing if he needs to stall through 10 attempted hits to reach his Overload transformation into his Tyrant form for a huge boost to his stats and damage output. If the parasitic healing isn't enough, his unique evility Sardine Supremacy gives him a unique interaction with the Sardine healing item. While normally Sardines heal a paltry amount, this evility turns them into a full HP/SP heal for Valzy, opening a lot of options for him in High Middle or Low Heavy.



Fenrich
Steward
Equips: Three-Year Killer (Counters+1)/Holy Axe Clover/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Angel's Shoes (Mv+1, Jm+14)

HP: 12835
SP: 900
ATK: 3029
DEF: 2559
INT: 990
RES: 1851
HIT: 1356
SPD: 3737
5 MOV, 2 Counters, 19% Crit Rate
110 Vengeance Gain Rate
1.322x PCHP, 1.31x P.Dur, 1.19x M.Dur, 62.5% Evasion
Resistances: 0% Fire / 50% Wind / -25% Ice / 0% Star
20% Fist / 0% Sword / 0% Spear / 0% Bow / 0% Gun / 10% Axe / -15% Staff / 10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Tyrant's Slave     -     Within 5 panels of Valvatorez, increase stats by panels moved closer x 10%.

(    1    ) -     500     -    Moon Promise     -     Increase stats by 10% when the weather is normal.
(    3    ) -     5,000     -    Intimidating Gaze     -     Decrease Defense Power of adjacent enemy unit in front by 10%.
(    2    ) -     30,000     -    Symbol of Loyalty     -     When Valvatorez takes damage, this unit will take the hit instead.

Skills
2286.66 Basic Physical
2804.26 Phys. Wind Dmg - Range 2, AoE 1, requires panel behind target be clear - 10 SP - Swift Power Shot
2976.79 Phys. Wind Dmg - Range 1-3, AoE 1 - 30 SP - Dual Canine Attack
3666.92 Phys. Wind Dmg - Space in front, and two spaces straight and diagonally from that - 72 SP - Vanargandr

3-turn Average Damage: 3666.92 Vanargandr x3

Poor Fenrich, sometimes the duel format just doesn't do a fighter any favors. Without Valvatorez around, Fenrich is largely a straightforward melee-range fist fighter with no gimmicks. He has good evasion, HP, and crit rate but is locked to wind-elemental damage and he has to hope that's enough for Light. He gets slightly worse is the opponent can change the weather, or if his opponent can avoid his counters by attacking from range.



Artina / Sister Artina
Angel of Avarice / Nun
Equips: Eclipse Wand (Range=2 to 9, depending on Mastery)/Cosmo Gun (Range=6)/Hachiryu Armor/Hachiryu Armor/Hachiryu Armor

HP: 9043
SP: 1462
ATK: 1181
DEF: 4051
INT: 2776
RES: 5268
HIT: 1351
SPD: 1293
4 MOV, 1 Counters, 16% Crit Rate
80 Vengeance Gain Rate
0.932x PCHP, 1.15x P.Dur, 1.46x M.Dur, 0% Evasion
Resistances: 25% Fire / 25% Wind / 25% Ice / 25% Star
-10% Fist / 0% Sword / 0% Spear / 10% Bow / 10% Gun / -20% Axe / 20% Staff / -10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Angel Glitter     -     Increase stats of adjacent male ally units by 20%.

(    2    ) -     500     -    Unconditional Love     -     Increase Attack Power by 30%, but obtained HL will become 0.
(    4    ) -     5,000     -    Phantom Angel     -     Increase the RARE of an item stolen from an enemy unit by 20.
(    6    ) -     30,000     -    Last Rites     -     Upon defeat, fully heal ally HP, SP, and increase stats by 30%. (Lasts 3 turns)

Skills
304.45 Basic Physical
2796.91 Magic Dmg - Range 1-4, AoE 1 - 10 SP - Mandatory Repo
3170.28 Magic Wind Dmg - AoE 3 (Vertical Line) - 30 SP - Angelic Whip
4103.71 Magic Dmg - 3 Rows in 3:3:5 pattern, minus middle panels of rows 2/3 - 72 SP - Goddess Artemis
 
Sister Artina Skills
5268 Healing - Range 2, AoE 2 (Can't hit self) - 10 SP - Holy Barrier
4477.08 Magic Wind Dmg - Range 1, AoE 1, requires panel behind to be clear - 30 SP - Self-Defense
4103.71 Magic Dmg - Range 1-3, square around center target space - 72 SP - Nun Punishment

4741.2 Heal (6 SP)
6321.6 Mega Heal (24 SP)
8428.8 Giga Heal (73 SP)
17911.2 Omega Heal (144 SP)
30554.4 Tera Heal (192 SP) [Lv200]
 Espoir (12 SP): Restores all Ailments
 Magic Wall (12 SP): Grants RES+30% (3 turns)
 Shield (12 SP): Grants DEF+30% (3 turns)

3-turn Average Damage: 4477.08 Self-Defense x3

While usually she's shown as a gunner, Artina prefers a Staff overall, though she can still swap back to Gun if she needs physical damage, at a loss of about a quarter. Swapping to Gun also ups her evasion to roughly 40%. She's primarily playing a stalling game with her great healing and high defenses, hoping to hit Revenge Mode eventually for some Auto-critical damage and 1-SP-costs to give her an edge. Otherwise, she's strictly a wind magic user who prefers her Sister Artina form for the slight damage boost.



Fuka
Prinny-esque Girl
Equips: Holy Axe Clover/Holy Axe Clover/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 9918
SP: 900
ATK: 4809
DEF: 2308
INT: 562
RES: 1683
HIT: 915
SPD: 884
5 MOV, 3 Counters, 40% Crit Rate
130 Vengeance Gain Rate
1.022x PCHP, 0.98x P.Dur, 0.9x M.Dur, 0% Evasion
Resistances: 50% Fire / 25% Wind / -50% Ice / 0% Star
10% Fist / 20% Sword / 10% Spear / -10% Bow / -20% Gun / 20% Axe / -10% Staff / -10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Dream Girl     -     Increase ATK of specials by 10%, and decrease damage from specials by 20%.

(    1    ) -     500     -    Prinny Hat     -     Will be treated like a Prinny. (Won't explode when thrown)
(    3    ) -     5,000     -    Powered By Sweets     -     Increase stats by 30% when using a sweets-type item. (Lasts 3 turns)
(    4    ) -     30,000     -    First Impression     -     At the beginning of the stage, nullify damage from the very first attack.

Skills
4222.31 Basic Physical
5301.93 Phys. Fire Dmg - Range 1-4 (Line), AoE 1, 10 Sp - Bomb-Bat-Stic
6499.37 Phys. Dmg - Range 1-2 (Line), non-back adjacent panels - 30 SP - Glorious Hitter
7696.81 Phys. Fire Dmg - AoE 4 (front Line) + AoE 3 Horizontal Line at fourth row - 72 SP - Prinny Kaiser XX
10391.05 Phys. Fire Dmg (after using Sweets) - AoE 4 (front Line) + AoE 3 Horizontal Line at fourth row - 72 SP - Prinny Kaiser XX
 Eclair (5000 HL each, best storebought Sweets item) - 5000 HP Healing (& +30% boost to all stats from Powered By Sweets Evility)

3-turn Average Damage: 7696.81 Prinny Kaiser XX x3

Fuka is primarily a slugger with a high crit rate and some tanky tricks. She decreases damage from 'specials' by 20% and immunes damage from the first attack she receives in the battle, which gives her some impressive durability in addition to her naturally tanky stats. Thanks to her Powered by Sweets evility, she has a claim to using the storebought sweets items in the game to give her some added offense and durability as well as access to some healing, which means she could potentially stall until she hits Revenge Mode for auto-criticals and 1-SP-costs to help her finish off her foes.



DESCO / Giant DESCO
Future Final Boss
Equips: Fenrir's Fang/Fenrir's Fang/Hachiryu Armor/Bravery Belt/Angel's Shoes (Mv+1, Jm+14)

HP: 11960 (23920)
SP: 1125 (2250)
ATK: 3722 (4839)
DEF: 2326 (3024)
INT: 900 (1170)
RES: 1875 (2437)
HIT: 2326 (3023)
SPD: 1361 (1769)
3 MOV, 2 Counters, 13% Crit Rate
100 Vengeance Gain Rate
1.232x (2.464x) PCHP, 1.18x (2.6x) P.Dur, 1.11x (2.39x) M.Dur, 0% (20.9%) Evasion
Resistances: 25% Fire / -50% Wind / 25% Ice / 0% Star
10% Fist / 10% Sword / 10% Spear / 10% Bow / 10% Gun / 10% Axe / 10% Staff / 10% Monster Wpn
*Flying unit* / *Flying unit, Occupies 5 tiles, Rng2 Physical* in Giant form
Evilities: (Slots - Mana Cost - Effect)
Final Boss Setting     -     Increase ATK by ally units within 2 panels x 10%.

(    2    ) -     500     -    Final Boss Glare     -     Increase ATK by 50% when giant.
(    5    ) -     5,000     -    No Escape     -     Movement of adjacent enemy units become 1.
(    5    ) -     30,000     -    Super Sis Legend     -     When Magichanging with a female unit, increase stats of weapon by 30%.

Skills
2512.44 Basic Physical
2512.44 Phys. Star Dmg - Range 1-4, AoE 1 either side + one row away - 10 SP - Final Boss Arises
3271.73 Phys. Star Dmg - Range 1-4, AoE 2 - 30 SP - True Godly Weapon
4031.02 Phys. Star Dmg - Range 1-5 (Line), 3x3 box AoE - 72 SP - Yog Sothoth
 
Giant DESCO Skills
6071.28 Basic Physical
8277.86 Phys. Dmg - All panels within Range 2 - 30 SP - Giant Press
 
Overload: Channel Azi Dahaka: Deathblow all enemies within 5 spaces whose sum of stats(ATK, DEF, INT, RES, HIT and SPD) is lower than the sum of yours.
Base form 3-turn Avg Dmg: 4031.02 Yog Sothoth x3
3-turn Average Damage: 8277.86 Giant Press x3

Desco is an interesting case, since she's the only unit in the game who makes special use of the Giant Squad, which bestows the Giant status on its members for the first 3 turns of combat. While many characters might appreciate a 30% boost to stats, it locks them out of most of their unique skills, and only Desco has an ability to make Giant status especially effective, giving her an incredible boost to damage and durability before reverting to her normal form. If you don't see Giant Squad as a legal equip for Desco, she basically has no gimmicks whatsoever and belongs in low Light instead of high Middle. Her Overload is multi-target ID, but it ends up pretty lackluster given she needs to survive a whole 10 attempted hits to use it.



Emizel
Death
Equips: Eclipse Wand (Range=2 to 9, depending on Mastery)/Erythron (Range=4)/Hachiryu Armor/Hachiryu Armor/Hachiryu Armor

HP: 8459
SP: 1462
ATK: 1174
DEF: 3598
INT: 3043
RES: 4514
HIT: 1178
SPD: 1237
5 MOV, 1 Counters, 14% Crit Rate
100 Vengeance Gain Rate
0.872x PCHP, 1x P.Dur, 1.17x M.Dur, 0% Evasion
Resistances: 25% Fire / 25% Wind / 25% Ice / 25% Star
-10% Fist / 10% Sword / 0% Spear / 0% Bow / -10% Gun / -10% Axe / 20% Staff / 20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Death Spell     -     20% chance to deathblow when using magic.

(    3    ) -     500     -    Charismatic Novice     -     Increase stats of adjacent ally units by 10%.
(    2    ) -     5,000     -    Death March     -     Increase damage dealt by units defeated x 2%.
(    3    ) -     30,000     -    Astral Body     -     When HP becomes 0, use 10% of SP and retain 1 HP.

Skills
0 Basic Physical
2374.43 Magic Dmg +50% Amnesia - Range 1-3, AoE 1 - 10 SP - Soul Reaper
2692.42 Magic Dmg - Range 2, AoE 2 - 30 SP - Grim Specter
3646.4 Magic Star Dmg - Range 1-3, AoE 1 + Circle 2 panels away - 72 SP - Delta of Death
 
1738.44 Fire (6 SP)
2215.43 Mega Fire (24 SP)
3010.42 Giga Fire (73 SP)
1738.44 Ice (6 SP)
2215.43 Mega Ice (24 SP)
3010.42 Giga Ice (73 SP)
1738.44 Wind (6 SP)
2215.43 Mega Wind (24 SP)
3010.42 Giga Wind (73 SP)
 
3-turn Average Damage: 3646.4 Delta of Death x3

Emizel's damage isn't anything to write home about, but his status game is pretty impressive. His cheap Soul Reaper skill can be spammed for 50% Amnesia, a status that locks all skills and spells, leaving the foe with only basic physicals. Thanks to his Death Spell evility, any magic damage he deals also has a 20% ID chance attached to it. While that's not super impressive on its own, Emizel can spam it for cheap while relying on his impressive durability gimmick from Astral Body to consume 10% SP to stay alive if his foe tries to kill him first. With how cheap Emizel's attacks are, he can easily survive 9 fatal hits from his foe while pelting them with his own onslaught. He's also very likely to survive to hit Revenge Mode if necessary, too, giving him auto-criticals on his damage and 1 SP cost for all his skills to help finish off any stalemates.



Nisa
Heroine
Equips: Satan's Sword/Cosmo Gun (Range=6)/Hachiryu Armor/Bravery Belt/Angel's Shoes (Mv+1, Jm+14)

HP: 12252
SP: 1462
ATK: 8359
DEF: 4574
INT: 2385
RES: 4419
HIT: 2865
SPD: 3724
6 MOV, 2 Counters, 15% Crit Rate
110 Vengeance Gain Rate
1.262x PCHP, 1.72x P.Dur, 1.67x M.Dur, 62.4% Evasion
Resistances: 50% Fire / -25% Wind / -25% Ice / 0% Star
10% Fist / 20% Sword / -10% Spear / -10% Bow / 20% Gun / 10% Axe / -30% Staff / 35% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Nippon Ichi     -     Increase stats by every 10 hours of Disgaea 5 played x 1%.

(    4    ) -     500     -    Dangerous Revival     -     When unit recovers HP, increase stats by percentage of HP healed.
(    3    ) -     5,000     -    Absolute Justice     -     Once, when HP is under 25%, heal HP & increase stats by 30%. (Lasts 3 turns)
(    3    ) -     30,000     -    Belated Hero     -     If she becomes the very last unit of a force, increase stats by 100%.

Skills
7242.18 Basic Physical
8521.11 Phys. Dmg - Range 2, AoE 2 - 10 SP - Justice Knife
14063.12 Phys. Dmg - Range 1-4, AoE 1 - 30 SP - V Extreme
10652.65 Phys. Dmg - Hits in Oval around Nisa, Range 1 at sides, Range 2 Front/Back - 72 SP - N I S A
18667.26 Phys. Dmg (after Absolute Justice Evility activates) - Range 1-4, AoE 1 - 30 SP - V Extreme

3-turn Average Damage: 14063.12 V Extreme x3

Nisa is about as good as a pure physical Disgaea character gets. Her stats are innately doubled in a duel, easily allowing her to outdamage the rest of the cast, as well as giving her stellar evasion and durability. If that wasn't enough, she gets a once-per-battle endurance effect that triggers if she goes under 25% max HP that full-heals her AND buffs all her stats an additional 30%. Her best damage costs a measly 30 SP and her default kit leaves her room to equip one of the generic status-blockers, making her one of the hardest Disgaea units to spoil.

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Re: Disgaea 5 Complete PC Stats
« Reply #4 on: April 22, 2023, 07:44:59 AM »

Mao
Evil Academy Dean (Astaroth Reform stats)
Equips: Satan's Sword/Eclipse Wand (Range=2 to 9, depending on Mastery)/Hachiryu Armor/Bravery Belt/Crosshair (Crit%+5)

HP: 10210
SP: 1237
ATK: 3493 (4564)
DEF: 2101 (2646)
INT: 1558 (1662)
RES: 1669 (2054)
HIT: 1493 (1733)
SPD: 900 (900)
5 MOV, 2 Counters, 40% Crit Rate
100 Vengeance Gain Rate
1.052x PCHP, 0.98x (1.05x) P.Dur, 0.93x (0.97x) M.Dur, 0% Evasion
Resistances: -25% Fire / 0% Wind / 50% Ice / 25% Star
-10% Fist / 10% Sword / 0% Spear / -10% Bow / 0% Gun / 0% Axe / 10% Staff / 10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Live Experiment     -     Increase damage dealt by allies within 3 panels by 20% and taken by enemies by 20%.

(    3    ) -     500     -    Star Gazing     -     Increase star damage dealt by 20%, and decrease star damage taken by 20%.
(    3    ) -     5,000     -    Weak Searcher     -     Increase critical rate by 20% when glasses are equipped.
(    4    ) -     30,000     -    Improved Alchemy     -     When leader of the Alchemy Squad, can synthesize Chara World items.

Skills (Astaroth Reform dmg)
2518.86 (5416.92) Basic Physical
2518.86 (5416.92) Phys. Dmg - Range 1-4, AoE 1 - 10 SP - Blast Finger
3450.18 (7338.25) Phys. Star Dmg - Range 2, AoE 2 (Vertical) - 30 SP - Shine Beam
4305.26 (9014.16) Phys. Star Dmg - Range 1-5, AoE 2 - 72 SP - Vasa Aergun
 
516.74 (918.32) Ice (6 SP)
755.12 (1299.75) Mega Ice (24 SP)
1152.41 (1935.47) Giga Ice (73 SP)
1470.24 (2444.04) Omega Ice (144 SP)
620.09 (1101.99) Star (6 SP)
906.14 (1559.7) Mega Star (24 SP)
1382.89 (2322.56) Giga Star (73 SP)
 
3649.21 (7498.53) Magic Star Dmg (w/Staff) - Range 1-5, AoE 2 - 72 SP - Vasa Aergun
3799.97 (7646.79) Omega Ice w/ Staff (144 SP)

Overload: Astaroth Reform: Increase the stats of the equipment on all allies on the map by 50% for 3 turns.

3-turn Average Damage: 4305.26 Vasa Aergun x3

Mao is the rare mixed attacker in this game. His balanced base stats and access to spells makes him one of the few characters who can swap from his main Sword weapon to his off-hand Staff weapon on the fly to deal magical damage instead at little loss in effectiveness, though he's reliant on "Star"-element damage either way. He sports a 40% Crit rate to give him some burst damage to threaten with. Additionally, if a match somehow runs long and he hits his Revenge Mode, it boosts the stats of his equips, more than doubling his damage output, likely ending any matches he has as a Light or Low Middle.



Raspberyl
Delinquent Teacher
Equips: Angel's Medal/Angel's Medal/Hachiryu Armor/Crosshair (Crit%+5)/Crosshair (Crit%+5)

HP: 8459
SP: 1237
ATK: 1012
DEF: 1989
INT: 3728
RES: 3616
HIT: 1973
SPD: 1012
5 MOV, 2 Counters, 30% Crit Rate
120 Vengeance Gain Rate
0.872x PCHP, 0.8x P.Dur, 1.01x M.Dur, 0% Evasion
Resistances: 50% Fire / 25% Wind / 0% Ice / 0% Star
-10% Fist / -10% Sword / 0% Spear / 10% Bow / 10% Gun / -10% Axe / 20% Staff / 10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Hello Throw     -     Increase stats by distance thrown this turn x 5%. (Receive counts)

(    1    ) -     500     -    Trash Pickup     -     Deathblow objects in the Item World. (Ignores invincibility)
(    4    ) -     5,000     -    Innocent Classes     -     When leader of the Innocent Aid Squad, increase Innocent growth rate by 3%.
(    3    ) -     30,000     -    Recruitment Drive     -     Increase chance defeated enemies will surrender by 10%.

Skills
0 Basic Physical
2967.05 Magic Dmg - Range 2, AoE 2 (Horizontal) - 10 SP - D-Rule: Recycle
2967.05 Magic Dmg - Range 1-3, AoE 2 - 30 SP - D-Rule: Volunteer
3940.99 Magic Dmg - Range 1-5, 2 rows of AoE 2 (Horizontal) - 72 SP - D-Rule: EcoFriend
 
2382.68 Fire (6 SP)
2967.05 Mega Fire (24 SP)
3940.99 Giga Fire (73 SP)
4720.14 Omega Fire (144 SP)
5499.29 Tera Fire (192 SP) [Lv200]

3-turn Average Damage: 4720.14 Omega Fire x3

Raspberyl has resource troubles for her best damage, and is dependent on fire-elemental and magic-typed attacks. Most of her unique gimmicks have no combat utility, but she's a decent ranged attacker in Light with respectable 30% Crit rate.



Salvatore
Diez Gentlemen
Equips: Cosmo Gun (Range=6)/Holy Axe Clover/Hachiryu Armor/Crosshair (Crit%+5)/Angel's Shoes (Mv+1, Jm+14)

HP: 11960
SP: 1012
ATK: 1884
DEF: 3001
INT: 1610
RES: 2730
HIT: 4291
SPD: 3398
5 MOV, 3 Counters, 20% Crit Rate
90 Vengeance Gain Rate
1.232x PCHP, 1.29x P.Dur, 1.25x M.Dur, 58.8% Evasion
Resistances: 25% Fire / 0% Wind / 50% Ice / 0% Star
-10% Fist / 10% Sword / 0% Spear / 0% Bow / 25% Gun / 10% Axe / -30% Staff / 0% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
G Master     -     Increase stats by 30% when gun is equipped.

(    4    ) -     500     -    T Interrogator     -     When leader of the Interrogation Squad, increase the effect of extort.
(    3    ) -     5,000     -    N Researcher     -     Increase Mana and Class Proficiency earned by units in the same research squad.
(    6    ) -     30,000     -    E Shield     -     Once per stage, make enemy unit within 3 panels take damage for you up to 3 times.

Skills
2598.95 Basic Physical
2793.09 Phys. Dmg - Range 4, AoE 2 (Vertical) - 10 SP - Short Recoil
2987.24 Phys. Dmg - Range 1-7 (Line), AoE 1 - 30 SP - The Great Gun King
3957.98 Phys. Dmg - Range 1-4 (Line), AoE 2 - 72 SP - Magnificent World
 
3-turn Average Damage: 3957.98 Magnificent World x3

Salvatore is a straightforward ranged attacker whose evilities make her rely on having a gun equipped to eke out even the low-end damage she manages to muster. In rare matches that have other enemy units around though, she can force any enemies in range to take damage for her up to 3 times per turn, making her an interesting spoiler and surprisingly durable in team matches.



Almaz
Hero
Equips: Satan's Sword/Romulus' Spear (Range=2)/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 10501
SP: 900
ATK: 3650
DEF: 2609
INT: 787
RES: 1458
HIT: 1012
SPD: 1237
5 MOV, 2 Counters, 15% Crit Rate
100 Vengeance Gain Rate
1.082x PCHP, 1.08x P.Dur, 0.93x M.Dur, 0% Evasion
Resistances: 25% Fire / 25% Wind / 25% Ice / 0% Star
0% Fist / 20% Sword / 10% Spear / 0% Bow / 10% Gun / 0% Axe / -30% Staff / -10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Hero's Proof     -     Against Overlords, increase Attack Power by 40%, and decrease damage taken by 30%.

(    3    ) -     500     -    Guard the Princess!     -     Increase Attack Power by 30% when Sapphire is on the map.
(    3    ) -     5,000     -    I Won't Lose!     -     When HP is under 50%, increase damage dealt by 40%.
(    4    ) -     30,000     -    Lucky!     -     Increase the RARE of an item when destroying a treasure chest by 30.

Skills
2439 Basic Physical
2439 Phys. Dmg - Range 1-3 (Line), AoE 1 - 10 SP - Spinning Swordance
3369.75 Phys. Dmg - Range 4, AoE 1 - 30 SP - Running Crosses
3369.75 Phys. Dmg - Range 3, 3x3 box - 72 SP - Summon Swordance
 
4717.65 Phys. Dmg (under 50%mHP w/ I Won't Lose evility) - Range 4, AoE 1 - 30 SP - Running Crosses

3-turn Average Damage: 3369.75 Running Crosses x3

Almaz's gimmick relies on him spoiling "Overlord"-type enemies. If he ever comes across any of those in Light (Evil Gaia!?). He also gets a big boost to his damage under half HP, making him a decent threat against Light foes who can't poke around this limit.



Sapphire
Robust Princess
Equips: Holy Axe Clover/Cosmo Gun (Range=6)/Hachiryu Armor/Bravery Belt/Crosshair (Crit%+5)

HP: 8751
SP: 1125
ATK: 3378
DEF: 2101
INT: 1117
RES: 1972
HIT: 1903
SPD: 826
5 MOV, 2 Counters, 40% Crit Rate
120 Vengeance Gain Rate
0.902x PCHP, 0.84x P.Dur, 0.82x M.Dur, 0% Evasion
Resistances: 25% Fire / 25% Wind / 25% Ice / 0% Star
0% Fist / 0% Sword / 0% Spear / 0% Bow / 15% Gun / 10% Axe / 10% Staff / -10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Robust     -     When HP is under 50%, increase Attack Power and Defense Power by 50%.

(    1    ) -     500     -    Precise Healing     -     When using healing magic, enemy units will not be included. (Except reverse damage)
(    4    ) -     5,000     -    Bring It On!     -     When leader of the Item Adventure Squad, increase the Item World invasion rate.
(    4    ) -     30,000     -    Pulverizing Spirit     -     Deal damage to enemy units within 2 panels at end of turn.

Skills
2583.81 Basic Physical
2777.2 Phys. Ice Dmg - Range 2, AoE 2 (Vertical) - 10 SP - Virgin Innocence
3744.15 Phys Dmg - Range 1, AoE 1 - 30 SP - Shunpu Moondance
7888 Healing & Ailment Recovery - Range 1-5, AoE 2 (X shape) - 72 SP - Legend White
3163.98 Phys. Dmg - 2 Panel Range/AoE - Evility - Pulverizing Spirit
1774.8 Heal (6 SP)
2366.4 Mega Heal (24 SP)
3155.2 Giga Heal (73 SP)
6704.8 Omega Heal (144 SP)
11437.6 Tera Heal (192 SP) [Lv200]
 Espoir (12 SP): Restores all Ailments
 
5939.85 Phys Dmg (under 50%mHP with Robust Evility) - Range 1, AoE 1 - 30 SP - Shunpu Moondance
5106.33 Phys. Dmg (under 50%mHP with Robust Evility) - 2 Panel Range/AoE - Evility - Pulverizing Spirit

3-turn Average Damage: 6908.1 Shunpu Moondance + Pulverizing Spirit x3

Sapphire manages to pull off a solid mix of offense, defense, and healing with her kit. While she's not OHKO-ing most foes in Heavy, she's got solid damage and defenses that only get better under half health. And as long as she can stay within 2 panels of her foe on her turn, she gets a free shot of Pulverizing Spirit damage each turn. (Note: testing shows that this extra hit counts towards filling the Revenge gauge, so presumably other passive sources of damage similar to this, like timed cards or additional effects, would similarly increase Revenge gauge for all D5 units.) Add this to her naturally high critical rate and she's got solid damage output.  Her unique healing skill, Legend White, is the only unique heal skill in the game that also hits its user, and she can nearly full-heal with it for relatively cheap (it also clears status ailments). A solid contender for Heavy.



Metallia
Swamp Witch
Equips: Angel's Medal/Angel's Medal/Hachiryu Armor/Crosshair (Crit%+5)/Crosshair (Crit%+5)

HP: 7292
SP: 2137
ATK: 1068
DEF: 1912
INT: 4866
RES: 4500
HIT: 2311
SPD: 1293
5 MOV, 1 Counters, 30% Crit Rate
100 Vengeance Gain Rate
0.751x PCHP, 0.68x P.Dur, 1.01x M.Dur, 0% Evasion
Resistances: 75% Fire / 75% Wind / 75% Ice / 75% Star
0% Fist / 0% Sword / 0% Spear / 0% Bow / 0% Gun / 0% Axe / 0% Staff / 80% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Swamp Witch     -     Once per stage, when taking lethal damage, use 50% of SP and retain 1 HP.

(    1    ) -     500     -    Mental Pain     -     When capturing a prisoner, halve the prisoner's remaining SP.
(    6    ) -     5,000     -    Absolute Ruler     -     Increase stats of all ally monster units on the map by 5%.
(    3    ) -     30,000     -    Mana Burner     -     Increase Offensive Power by 50%, but use Mana equal to 1% of Damage Dealt, does not work if Mana is 0

Skills
366.06 Basic Physical
7146.27 Magic Dmg - Range 1, AoE 1 - 10 SP - Metal Justice
7522.17 Magic Star Dmg - Range 1-4, AoE 1 - 30 SP - Twilight Elemental
8649.86 Magic Star Dmg - Range 2, 3x3 Box - 72 SP - World is Metallia's

5642.67 Fire/Ice/Wind/Star (6 SP)
10153.46 Omega Fire/Ice/Wind/Star (144 SP)
11657.05 Tera Fire/Ice/Wind/Star (192 SP)
 
2635.49 Magic Pseudo-Dmg - Free Attempt to attack all foes when in Revenge Mode, removes foe from battle if the Dmg amount would be fatal - Greedy Mekhashefa
 
Overload: Greedy Mekhashefa: Attempt to capture all enemies on the map(Int-based damage. Base Power: 50%). (Capture Skill mechanics: Perform a damage calculation against the target. If the result is a lethal hit they're captured, otherwise nothing happens)

3-turn Average Damage: 11657.1 Tera (Element) x3

Metallia is a pure magic glass canon. She has great SP, which is important because her damage spells cost a lot. Her durability is trash, but she does have a once-per-battle Endure effect that costs half her SP from her Swamp Witch evility. Mana Burner requires her to have some Mana in the tank before entering battle, but she's well below the Mana limit alotted to each unit so shouldn't have to worry about running out and always has that boost in effect. Her final trick is her Overload that grants her one of the few true AoE damage effects in the franchise, but it only works if the pitiful damage from it would be fatal, so largely a non-factor in a duel. Her pure damage output and OPD Endure on its own should let her swing it in Heavy.
« Last Edit: August 01, 2023, 05:20:48 AM by DjinnAndTonic »

DjinnAndTonic

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Re: Disgaea 5 Complete PC Stats
« Reply #5 on: April 22, 2023, 07:54:49 AM »

Adell
Demon Hunter
Equips: Three-Year Killer (Counters+1)/Three-Year Killer (Counters+1)/Hachiryu Armor/Bravery Belt/Angel's Shoes (Mv+1, Jm+14)

HP: 13419
SP: 787
ATK: 3251
DEF: 2308
INT: 787
RES: 1747
HIT: 1125
SPD: 3230
5 MOV, 3 Counters, 22% Crit Rate
130 Vengeance Gain Rate
1.383x PCHP, 1.32x P.Dur, 1.23x M.Dur, 56.7% Evasion
Resistances: 95% Fire / 0% Wind / -25% Ice / 0% Star
20% Fist / 10% Sword / 0% Spear / 0% Bow / -15% Gun / 0% Axe / -20% Staff / 20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Indomitable Fist     -     When attacking with a fist or unique skill, attack with it again.

(    1    ) -     500     -    Bend Than Break     -     Unit will be able to parry when fist is equipped.
(    3    ) -     5,000     -    Hard Boiled Man     -     Increase fire damage dealt by 20%, and decrease fire damage taken by 20%.
(    4    ) -     30,000     -    Bonds of Love     -     Increase Attack Power by 50% when Rozalin is within 3 panels.

Skills
2021.31 Basic Physical
2623.89 Phys. Fire Dmg - AoE 3 Line, move Adell to tile after that -10 SP - Crimson Flame
3417.17 Phys. Fire Dmg - Range 3, AoE 2 - 30 SP - Soaring Fire
5598.67 Phys. Fire Dmg - Range 1, AoE 1 - 72 SP - Vulcan Blaze

29396.44 Vulcan Blaze with Ameritat's Bravery
 
Overload: Ameretat's Bravery: Increase attacking stat by 200% and set Move to 32 for 1 turn.

3-turn Average Damage: 11197.3 Vulcan Blaze x2 x3

Adell is fire-locked and melee-range and short on resources, but he outputs a considerable amount of damage per turn thanks to his double-acting evility. Unfortunately his low SP means he only has 3 turns of this high damage ouptput. However, his high evasion, counter attacks, and parries means he can potentially dodge his way to an Overload, which boosts his offense immensely and is likely ending any confrontation that doesn't resist Fire. Parries are an extra ~15% to halve incoming damage that sword-users naturally have access to, but Adell's evility allows him this benefit with Fists equipped.



Rozalin
Overlord's Daughter
Equips: Cosmo Gun (Range=6)/Eclipse Wand (Range=2 to 9, depending on Mastery)/Hachiryu Armor/Crosshair (Crit%+5)/Angel's Shoes (Mv+1, Jm+14)

HP: 9918
SP: 1462
ATK: 1125
DEF: 1989
INT: 1544
RES: 2094
HIT: 3194
SPD: 2493
4 MOV, 1 Counters, 20% Crit Rate
100 Vengeance Gain Rate
1.022x PCHP, 0.94x P.Dur, 0.95x M.Dur, 43.8% Evasion
Resistances: 25% Fire / 25% Wind / 50% Ice / 0% Star
-15% Fist / 0% Sword / 0% Spear / 0% Bow / 20% Gun / -20% Axe / 10% Staff / 10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Queen Glitter     -     Increase Attack Power of male ally units on the map by 20%.

(    4    ) -     500     -    Queen Orders     -     Increase magic range of units in assigned squad by 1. (Max 3)
(    2    ) -     5,000     -    Love     -     When Adell is within 3 panels, both recover 5% HP & SP at end of turn.
(    3    ) -     30,000     -    Unbearable Power     -     Increase star element damage dealt by 50% during Revenge Mode.

Skills
1587.94 Basic Physical
1731.53 Phys. Dmg - Range 3, AoE 2 (Horizontal) - 10 SP - Rose Thorns
2018.73 Phys. Ice Dmg - Range 1-7 (Line), AoE 1 - 30 SP - Crest Roses
2593.11 Phys. Ice Dmg - Range 1-4, AoE 2 - 72 SP - Rose Liberation
 
Awakened-form Skills
4535.85 Basic Physical
12619.45 Phys. Star Dmg - Range 1-5, AoE 3 - 72 SP - Dark Liberation
 
Overload: Severe Aeshma: Switch to Awakened form for 3 turns, increasing attacking stat by 50%. Allows the use of the Dark Liberation skill, but disables all other Unique skills.

3-turn Average Damage: 2593.1 Rose Liberation x3

Rozalin is a straightforward ranged unit. She has mixed stats so she can swap her Gun for a Staff for slightly better damage but much worse accuracy, evasion, and crit rate. And she'll want that evasion too. Her only notable gimmick is trying to stall through 10 attempted attacks to get to Revenge Mode to transform into her Awakened state to destroy everything with Dark Liberation.



Axel
Legendary Dark Hero
Equips: Three-Year Killer (Counters+1)/Satan's Sword/Hachiryu Armor/Bravery Belt/Angel's Shoes (Mv+1, Jm+14)

HP: 10793
SP: 1125
ATK: 2942
DEF: 2308
INT: 1125
RES: 2100
HIT: 1237
SPD: 3050
5 MOV, 2 Counters, 19% Crit Rate
100 Vengeance Gain Rate
1.112x PCHP, 1.06x P.Dur, 1.03x M.Dur, 54.1% Evasion
Resistances: -25% Fire / 25% Wind / 25% Ice / 0% Star
20% Fist / 20% Sword / 0% Spear / 0% Bow / 0% Gun / 0% Axe / -20% Staff / -10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Obvious Tendency     -     Increase stats by female units on the map by 5%.

(    1    ) -     500     -    Withstand     -     Nullify warp events in the Chara World.
(    3    ) -     5,000     -    Electric Soul     -     Increase wind damage dealt by 20%, and decrease wind damage taken by 20%.
(    6    ) -     30,000     -    Explosive Skit     -     Once, units thrown will explode. (Nullified by boss and deathblow immunity)

Skills
1771.92 Basic Physical
1924.72 Phys. Dmg - Range 3, AoE 2 (Horizonal) - 10 SP - Have an Autograph!
2841.49 Phys. Dmg - Range 1, AoE 1 - 30 SP - Aching Heart
2688.7 Phys. Wind Dmg - Range 2, 3x3 Box - 72 SP - Love Dynamite T
 
3-turn Average Damage: 2841.5 Aching Heart x3

Axel sucks most of the time, but he has one useful trick, as is appropriate for him. His Explosive Skit evility allows him one shot of perfect instant death for any target he can Lift and Throw, causing them to explode. This doesn't work on bosses or deathblow immunity, and Axel is basically worthless if this doesn't work, but it's a solid trick against a vast amount of opponents. If he can't ID his foe, he likely wants to use his Electric Soul evility and Swords instead to eke out what little extra damage he can, otherwise he's using his default kit to maximize his evasion to make sure he survives his average-speed first turn to use his ID.



Zetta
Badass Overlord
Equips: Satan's Sword/Eclipse Wand (Range=2 to 9, depending on Mastery)/Hachiryu Armor/Crosshair (Crit%+5)/Bravery Belt

HP: 11085
SP: 1462
ATK: 4168
DEF: 2871
INT: 2233
RES: 2523
HIT: 2322
SPD: 1462
4 MOV, 2 Counters, 20% Crit Rate
130 Vengeance Gain Rate
1.142x PCHP, 1.25x P.Dur, 1.18x M.Dur, 4.2% Evasion
Resistances: 50% Fire / 50% Wind / 50% Ice / 50% Star
0% Fist / 10% Sword / 0% Spear / 0% Bow / 0% Gun / 0% Axe / 0% Staff / 10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Badass Overlord     -     Increase Attack Power by 10%, plus 1% for every 10,000 Reincarnation Lv. (Max 100%)

(    1    ) -     500     -    Badass Sound     -     When controlling this unit at the base, the system voice will default to his.
(    2    ) -     5,000     -    Strongest Body     -     Increase DEF by 30% on odd turns, and increase RES by 30% on even turns.
(    2    ) -     30,000     -    Ultimate Power     -     Increase ATK by 30% on odd turns, and increase INT by 30% on even turns.

Skills
4784.61 Basic Physical
6908.62 Phys. Star Dmg - 3 Rows in 1:3:5 pattern - 10 SP - Neo Zetta Beam
9639.49 Phys. Star Dmg - Range 1-2, AoE 1 - 72 SP - Badass Overdrive
 
6275.39 Magic Star Dmg (Even turns) - 3 Rows in 1:3:5 pattern - 10 SP - Neo Zetta Beam
8741.68 Magic Star Dmg (Even turns) - Range 1-2, AoE 1 - 72 SP - Badass Overdrive

Overload: Grand Avesta: Summon a structure at the Base Panel(Size: 3x3. Height: 38dm), raising its elevation and increasing the dispatch limit by 5 for the rest of the battle.

3-turn Average Damage: 9340.2 Badass Overdrive (ATK) x2, Badass Overdrive (INT)

Zetta has all around high stats with a weird mixed build that could be very swing-y against certain opponents. His evilities make it so that he has higher ATK/DEF on odd turns, and higher INT/RES on even turns. He can fortunately swap to Staff on even turns to make use of the boosted INT, so his damage doesn't falter much and it depends entirely on his opponent's defenses how much it effects his damage output. His good damage is locked to Star element but he has decent evasion and crit rate, so he could make a good High Middle or Low Heavy. Sadly, while his Overload is broken in-game, it's pretty useless in a duel.



Pram
Oracle
Equips: Eclipse Wand (Range=2 to 9, depending on Mastery)/Eclipse Wand (Range=2 to 9, depending on Mastery)/Hachiryu Armor/Hachiryu Armor/Hachiryu Armor

HP: 7876
SP: 1743
ATK: 1293
DEF: 3711
INT: 3833
RES: 4923
HIT: 1800
SPD: 1406
4 MOV, 0 Counters, 20% Crit Rate
100 Vengeance Gain Rate
0.811x PCHP, 0.95x P.Dur, 1.18x M.Dur, 0.4% Evasion
Resistances: 25% Fire / 50% Wind / 99% Ice / 50% Star
-10% Fist / -10% Sword / -10% Spear / 0% Bow / 0% Gun / 0% Axe / 30% Staff / 10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Punishing Prophecy     -     Deal damage to a random enemy unit at end of turn.

(    3    ) -     500     -    Hoarfrost Magic     -     Increase water damage dealt by 20%, and decrease water damage taken by 20%.
(    5    ) -     5,000     -    Calm Response     -     As long as unit doesn't move, evasion becomes 50%.
(    3    ) -     30,000     -    Overconcentrate     -     Magic range becomes 1, but increase Magic Attack Power by 50%.

Skills
67.19 Basic Physical
6102 Magic Ice Dmg - Range 4, AoE 2 (Vertical) - 10 SP - Freezing Prophecy
6582.66 Magic Ice Dmg - Range 3, AoE 2 - 30 SP - Ice Mirror
7303.65 Magic Ice Dmg - 4 Rows in 1:3:3:1 Pattern - 72 SP - Frost Dragon
3482.81 Magic Dmg - Infinite Range, Random Single Target - Evility - Punishing Prophecy
5047.54 Ice (6 SP)
6113.5 Mega Ice (24 SP)
7890.1 Giga Ice (73 SP)
9311.37 Omega Ice (144 SP)
10732.65 Tera Ice (192 SP) [Lv200]
4206.29 Star (6 SP)
5094.58 Mega Star (24 SP)
6575.08 Giga Star (73 SP)

Overload: Wisdom of Ipos: Increases your evasion by 100% for 2 turns.

3-turn Average Damage: 12794.2 Omega Ice x3 + Punishing Prophecy x3

Pram has one thing going for her: Ice damage.  Omega Ice on its own is a very respectable number, and once her turn ends, Punishing Prophecy slaps the opponent for another 3K. She is required to be in melee range to get the full force out of her damage, though, thanks to her Overconcentrate evility. If the enemy walls Ice, her damage is hurt by quite a bit, but she still has a respectable two turn KO, though at that durability it's a question on if she lives to see it.  One thing she can do to boost her damage is take advantage of a system mechanic to equip a Skadi's Ice Staff in her off-hand.  She loses 3 INT, but her Punishing Prophecy then gets to benefit from the damage bonus of Hoarfrost Magic.  She makes a good High Middle between that damage, hindered by her durability.



Petta
Badass Daughter
Equips: Eclipse Wand (Range=2 to 9, depending on Mastery)/Cosmo Gun (Range=6)/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Angel's Shoes (Mv+1, Jm+14)

HP: 6417
SP: 1462
ATK: 1012
DEF: 2101
INT: 2790
RES: 3127
HIT: 1693
SPD: 1880
5 MOV, 1 Counters, 15% Crit Rate
100 Vengeance Gain Rate
0.661x PCHP, 0.61x P.Dur, 0.71x M.Dur, 25.5% Evasion
Resistances: 50% Fire / -25% Wind / 25% Ice / 75% Star
-10% Fist / -10% Sword / -10% Spear / 10% Bow / 10% Gun / -10% Axe / 20% Staff / 0% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Badass Daughter     -     Increase ATK of adjacent ally Overlord units by 30%.

(    2    ) -     500     -    Critical Point     -     Increase critical damage dealt by 30% when not near enemy units.
(    3    ) -     5,000     -    Volunteer Work     -     Decrease duration of stat drops and ailments for ally units on the map by 2 turns.
(    5    ) -     30,000     -    Veteran Support     -     Once per turn, unit can act one more time after using support magic.

Skills
0 Basic Physical
1937.83 Magic Dmg - Range 4, AoE 2 - 10 SP - Azure Prison
2375.16 Magic Star Dmg - 4 Rows in 1:3:3:1 Pattern - 30 SP - Petta Beam
3541.38 Magic Dmg - Range 1-3, AoE 1 - 72 SP - Time Drive
 
1500.5 Star (6 SP)
1937.83 Mega Star (24 SP)
2666.72 Giga Star (73 SP)
3249.83 Omega Star (144 SP)
3832.94 Tera Star (192 SP) [Lv200]
 
Mind Boost (12 SP): Grants INT+30% (3 turns)
Shield (12 SP): Grants DEF+30% (3 turns)
Magic Wall (12 SP): Grants RES+30% (3 turns)
Speed Boost (12 SP): Grants SPD+30% (3 turns)
4940.84 Magic Dmg (after Mind Boost) - Range 1-3, AoE 1 - 72 SP - Time Drive
 
Overload: Future Eyre: All ally units on the map(except yourself) can use their Overload twice this battle.

3-turn Average Damage: 3541.4 Time Drive x3

Petta winds up being an unfortunate character in the DL, as nothing she has translates very well.  Her Unique is built around supporting ally Overlords, Volunteer Work doesn't target herself, and Veteran Support doesn't work because she doesn't have any Support Skills or spells in her default kit.  Critical Point is all she has going for her, and that only kicks in a quarter of the time.  Her damage is barely a 4HKO, and her durability is the nearly the worst in the game.  Puny.  If you're feeling generous, there do exist spell-learning scroll items in the game that Petta could potentially claim since she's literally the only one who could make use of the buffing spells in a duel. No one else has her unique ability to cast them without wasting their turn, and no one else can make up for the damage loss that comes from casting the buff in that turn economy. This would allow Petta to cast Mind Boost and defensive buffs in addition to dealing damage each turn, for a mild boost to her durability and damage output. This doesn't save Petta from Light, but it might get her out of Puny.



Priere
Other Overlord
Equips: Fenrir's Fang/Fenrir's Fang/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 11960
SP: 1237
ATK: 4496
DEF: 2421
INT: 1068
RES: 2148
HIT: 2529
SPD: 1350
5 MOV, 5 Counters, 20% Crit Rate
100 Vengeance Gain Rate
1.232x PCHP, 1.19x P.Dur, 1.15x M.Dur, 0% Evasion
Resistances: 0% Fire / 25% Wind / 0% Ice / 0% Star
5% Fist / 5% Sword / 5% Spear / 5% Bow / 5% Gun / 5% Axe / 20% Staff / 20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Bundle Attack     -     Increase damage dealt by empty panels in the attack range x 10%.

(    2    ) -     500     -    Critical Charge     -     Increase critical rate by attacks received this turn x 5%.
(    2    ) -     5,000     -    Terrific Counter     -     Increase Attack Power by 40% when counter attacking.
(    3    ) -     30,000     -    Seeking Strength     -     Increase Attack Power by 40% if any enemy unit's ATK is higher than yours.

Skills
3301.92 Basic Physical
4943.7 Phys. Fire Dmg - Two rows starting range 2, in pattern of (edge of 5):3 - 10 SP - Atomic Super Blast
5585.73 Phys. Dmg - Range 3, AoE 2 - 30 SP - Holy Breaker
8419.85 Phys. Dmg - Range 2, 3x3 Box - 72 SP - Requiem Aeternam
5100.32 Physical Counterattack

Overload: Extreme Mardock: For this turn, each time you kill an enemy your action and movement will be recharged but your total stats will be decreased by 10%.

3-turn Average Damage: 8419.9 Requiem Aeternam x3

Priere is an interesting character, as her Bundle Attack skill means that the less enemies she catches in her attack AoEs, the higher her damage is - that's why Requiem Aeternam is such a high jump over everything else she has.  Outside of that, Seeking Strength makes her the only character with an argument for wanting to *lower* her attack to deal better damage in certain circumstances.  Her high Counterattack damage means that it's incredibly not safe for opposing melee challengers, but mages have it somewhat safer.  Still, her level of 2HKO could see her into High Middle/Heavy.
Note: Priere's ATK is roughly 1.58x the Cast Average, and gets a 40% damage boost if her opponent is higher than that.

DjinnAndTonic

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Re: Disgaea 5 Complete PC Stats
« Reply #6 on: April 22, 2023, 08:06:19 AM »

Logan
Blood Parch Overlord
Equips: Three-Year Killer (Counters+1)/Three-Year Killer (Counters+1)/Hachiryu Armor/Bravery Belt/Angel's Shoes (Mv+1, Jm+14)

HP: 12835
SP: 1012
ATK: 2582
DEF: 2214
INT: 675
RES: 1282
HIT: 675
SPD: 2118
6 MOV, 2 Counters, 16% Crit Rate
80 Vengeance Gain Rate
1.322x PCHP, 1.25x P.Dur, 1.11x M.Dur, 33.9% Evasion
Resistances: -50% Fire / 0% Wind / 25% Ice / 0% Star
20% Fist / 0% Sword / 0% Spear / 0% Bow / -30% Gun / 40% Axe / 0% Staff / -20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Pro Tosser     -     When performing a throw without moving, it will not count as an action.

(    2    ) -     100     -    Attack Mastery     -     ATK Aptitude increased by 10%.
(    4    ) -     250     -    Power Throw     -     Increase throw range by 2.
(    4    ) -     1,000     -    Vacuum Lift     -     Increase lift range by 2.
(    4    ) -     2,500     -    Standing Suplex     -     When lifting anything, decrease damage taken by 30%.  End of turn damage for lifting an enemy is unaffected.
(    3    ) -     5,000     -    Captain Tower     -     Increase damage dealt by tower attacks and tower skills by 50%.

Skills
1113 Basic Physical
1448.58 Phys. Dmg + Lift - Range 1-4 (Line), AoE 1 - 24 SP - Heroic Backbreaker
2551.2 Phys. Dmg - Hits Lifted Target and places them in panel Range 1-3 - 48 SP - Super Piledriver

Overload: Largest Throw XXL: Double your Throw range for 3 turns.

3-turn Average Damage: 2551.2

Logan is based off the Wrestler class, so he shares their Unique skills and Evilities.  As such...  He doesn't get very much.  He's outstatted by a Tier 1 Wrestler, his damage is bad, and despite being a canon Overload, he has an argument for the most useless Overload in-game.  His gimmick is lifting and throwing, and between his exclusive Evility and his U1, he can keep an enemy perpetually lifted so they can't act while also dealing damage.  It'd only work on opponents that have a low HP anyway, but team matches arguably have some interesting synergy.  It's hard to argue any higher than Low Light for this one.



Geese
Deceased S.I. Overlord
Equips: Angel's Medal/Fenrir's Fang/Hachiryu Armor/Crosshair (Crit%+5)/Crosshair (Crit%+5)

HP: 8751
SP: 1237
ATK: 746
DEF: 2421
INT: 3125
RES: 3280
HIT: 2107
SPD: 562
4 MOV, 0 Counters, 25% Crit Rate
100 Vengeance Gain Rate
0.902x PCHP, 0.87x P.Dur, 0.99x M.Dur, 0% Evasion
Resistances: -25% Fire / -25% Wind / -25% Ice / 0% Star
20% Fist / 20% Sword / 20% Spear / 20% Bow / 20% Gun / -20% Axe / -50% Staff / 0% Monster Wpn
*Flying Unit*, Rng3 Physical*
Evilities: (Slots - Mana Cost - Effect)
Evil Eye     -     Decrease stats of enemy units on the map by 5%.

(    2    ) -     100     -    Reduction Curse     -     25% chance to inflict shrink when attacking normally.
(    3    ) -     250     -    Lock Eyes     -     Decrease evasion rate of enemy units on the map by 20%.
(    5    ) -     1,000     -    Grief Shout     -     When defeated, decrease DEF of enemy units by 30%. (Lasts 3 turns)
(    4    ) -     2,500     -    Day of Calamity     -     When attacking, chance to deathblow target equal to ailments on target x 10%.
(    5    ) -     5,000     -    Calamity Shield     -     Nullify damage from units that are inflicted with ailments.

Skills
0 Basic Physical
2631.97 Magic Dmg + 30% Forget - Range 1, AoE 1 - 3 SP - Third Eye
2631.97 Magic Dmg + 15% Weaken - Range 1-3, AoE 2 - 16 SP - Gloomy Tears
2958.53 Magic Dmg - Range 1-3 (Line), AoE 2 (Vertical - 48 SP - Soul Bind
3774.94 Magic Dmg + 50% Forget - Range 1-5, AoE 1 - 120 SP - Immortal Sanctuary
1815.56 Star (6 SP)
2305.41 Mega Star (24 SP)
3121.81 Giga Star (73 SP)
3774.94 Omega Star (144 SP)

Overload: Miracle Regen: Restore 20% max HP at the end of each turn for 7 turns.   

3-turn Average Damage: 3774.9

Geese is a Chimera, sharing model, skillset, and Evilities with the Generic class.  Lowering enemy's stats 5% map-wide is a nice Evility, and the 50% Forget on his best damage is a nice consideration.  It's still 4HKO damage so he's not winning fast, but his durability isn't garbage and is more likely to hit due to an Evility lowering target Evasion.  If he gets into Revenge, he gets 20% mHP Regen for 7 turns, so any match that's allowed to go that long means he gets a second life bar.  High Light/Low Middle Borderline.



Hedler
Poisondise Overlord
Equips: Angel's Medal/Fenrir's Fang/Hachiryu Armor/Crosshair (Crit%+5)/Angel's Shoes (Mv+1, Jm+14)

HP: 7584
SP: 787
ATK: 977
DEF: 1894
INT: 2899
RES: 3280
HIT: 1539
SPD: 2335
6 MOV, 1 Counters, 21% Crit Rate
120 Vengeance Gain Rate
0.781x PCHP, 0.71x P.Dur, 0.86x M.Dur, 40% Evasion
Resistances: 0% Fire / -25% Wind / 0% Ice / 0% Star
0% Fist / 0% Sword / 0% Spear / -30% Bow / 0% Gun / 0% Axe / 0% Staff / 30% Monster Wpn
*Flying Unit. Rng2 Physical*
Evilities: (Slots - Mana Cost - Effect)
Spreading Miasma     -     Increase chance to inflict ailments & stat drops to enemy units on the map by 30%.

(    2    ) -     100     -    Paralysis Dust     -     50% chance to inflict paralysis when attacking normally.
(    3    ) -     250     -    Lance Guard     -     Increase spear resistance by 20%.
(    4    ) -     1,000     -    Poison Accelerator     -     Increase poison damage dealt to enemy units on map by 25%.
(    4    ) -     2,500     -    Lengthen Ailment     -     Status ailments will last 2 turns longer on enemy units.
(    4    ) -     5,000     -    Overdose     -     Increase damage dealt to unit inflicted with an ailment from an ailment skill by 60%.

Skills
0 Basic Physical
2360.37 Magic Dmg + 19% Poison, Sleep, Paralyze (each) - Range 1-3 (Line), AoE 1 - 3 SP - Lepidoptera
2511.85 Magic Dmg + 65% Paralyze - Range 1, AoE 2 (Horizontal) - 16 SP - Sonic Wave
3178.33 Magic Dmg + 39% Forget - Range 1-3, AoE 1 - 48 SP - Tailspin Dive
3269.21 Magic Dmg - Range 1-4 (Line), AoE 2 - 120 SP - Simurgh
 Poison (24 SP): 65% chance to inflict Poison (5 turns)
 Stun (24 SP): 65% chance to inflict Paralyze (5 turns)
 Blank Out (24 SP): 65% chance to inflict Amnesia (5 turns)
 Charm (24 SP): 65% chance to inflict Charm (3 turns)
 Slumber (24 SP): 65% chance to inflict Sleep (3 turns)

Overload: Poison Party Mist: Inflict Poison on all enemies within 5 spaces for 3 turns.

3-turn Average Damage: 3269.2

Hedler is the Mothman of the Overlords, and there's a lot of synergy in the kit.  Spreading Miasma means that any status ailment gets +30% to its base hit rate (already factored in) while Lengthen Ailment means that any ailment that *does* land means it lasts for an extra two turns.  Against melee characters, the main idea would be to inflict Paralysis with Sonic Wave, and then slide in Poison and Sleep, the former of which can be fatal.  Getting into Revenge means that he's able to force Poison onto anything not immune as a free action, though very below average durability means he's not likely to see it. If he really needs durability, he can supplement his incredible naturally-high SPD with Shoes for great evasion, but it nerfs his damage quite a bit. Normally low durability means that his wins will be a coinflip if he can status, but he's not a bad Middle.



Erynder Z
Demunshroom Overlord
Equips: Fenrir's Fang/Angel's Medal/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 12252
SP: 675
ATK: 3426
DEF: 2308
INT: 620
RES: 1623
HIT: 2008
SPD: 675
4 MOV, 2 Counters, 20% Crit Rate
130 Vengeance Gain Rate
1.262x PCHP, 1.21x P.Dur, 1.11x M.Dur, 0% Evasion
Resistances: 25% Fire / -50% Wind / 50% Ice / 0% Star
40% Fist / -20% Sword / 30% Spear / 30% Bow / 30% Gun / -20% Axe / 0% Staff / 0% Monster Wpn
*Rng2 Physical*
Evilities: (Slots - Mana Cost - Effect)
Shroom Power     -     Decrease stats of adjacent female enemy units by 20%.

(    2    ) -     100     -    Listless Spores     -     25% chance to inflict weaken when attacking normally.
(    4    ) -     250     -    Self-Sacrifice     -     When defeated, increase Revenge Gauge of ally units on the map by 20%.
(    4    ) -     1,000     -    Macho Splendor     -     Decrease damage taken from female units by 30%.
(    4    ) -     2,500     -    Mushroom Doping     -     Increase one random stat by 20% at end of turn. (Lasts 3 turns)
(    4    ) -     5,000     -    Eryngi Fluid     -     30% chance to obtain an SP recovery item when attacked by an enemy unit.

Skills
2210.52 Basic Physical
2734.7 Phys. Dmg + 20% Paralysis - Range 1-3 (Line), AoE 1 - 3 SP - Eryngi Dance
3433.6 Phys. Dmg + 50% Paralysis - Range 1, AoE 1 - 16 SP - Erynger Punch
3608.33 Phys. Dmg - Range 1-2, AoE 1 - 48 SP - Mushroom Spin
3433.6 Phys. Dmg - Range 2, 3x3 box - 120 SP - Hyphae Infinity
 Stun (24 SP): 50% chance to inflict Paralyze (3 turns)

Overload: Indomitable Spread: Fully restore the HP of all ally units on the map.

3-turn Average Damage: 3608.3

Erynder Z is the Mushroom Overload, and he sports a fairly straightforward kit: attempt to inflict Paralysis with Erynder Punch, and then just spam Mushroom Spin.  Kind of like Serafina and Male characters, the Mushrooms are anti-Female, with his Unique Evility reducing the stats of adjacent female units by 20%, and Macho Splendor further reducing damage from them by 30%.  Against non-Female opponents, he'll instead want Mushroom Doping, which increases a random stat by 20% at the end of each turn.  There's not much hard to think about what he's doing, but a boring 4HKO is usually enough to clear the border into Low Middle.



Izuna
Chief of Dragon Fang
Equips: Angel's Medal/Angel's Medal/Hachiryu Armor/Crosshair (Crit%+5)/Crosshair (Crit%+5)

HP: 8168
SP: 1575
ATK: 905
DEF: 2049
INT: 4506
RES: 3844
HIT: 2754
SPD: 905
5 MOV, 2 Counters, 28% Crit Rate
100 Vengeance Gain Rate
0.842x PCHP, 0.78x P.Dur, 1.01x M.Dur, 0% Evasion
Resistances: 25% Fire / -25% Wind / 0% Ice / 0% Star
-20% Fist / 20% Sword / 20% Spear / 20% Bow / 0% Gun / 0% Axe / 0% Staff / -30% Monster Wpn
*Flying Unit. Rng3 Physical*
Evilities: (Slots - Mana Cost - Effect)
Good Fortune     -     Increase stats by Bonus Gauge level x 5%.

(    3    ) -     100     -    Punishment     -     Increase damage dealt to weakened units by 100%.
(    4    ) -     250     -    Fluffy Barrier     -     Decrease damage taken by 50% when attacked from behind.
(    4    ) -     1,000     -    Geo Damage     -     When enemy units take Geo damage, deal damage equal to 15% of target's HP.
(    5    ) -     2,500     -    Starlight     -     Increase star element damage dealt by units by 10% when targeting enemies.
(    4    ) -     5,000     -    Geo Protect     -     Nullify damage taken by ally units from Geo Effects and Geo Chains.

Skills
0 Basic Physical
3684.81 Magic Star Dmg - Range 2, AoE 2 (Horizontal) - 3 SP - Smoking Haze
5233.34 Magic Dmg - Range 1-4, AoE 1 - 16 SP - Murder Stone Story
5238.71 Magic Star Dmg - Range 1-4 (Line), AoE 2 - 48 SP - Fiery Pillar
5238.71 Magic Star Dmg - Range 3, 3x3 Box - 120 SP - Power Unleashed
3114.39 Fire (6 SP)
3820.71 Mega Fire (24 SP)
4997.9 Giga Fire (73 SP)
 Geo Change (20 SP): Rearrange Geo Panels/Symbols (Item World only)
 Geo Blast (20 SP): Destroy targeted Geo Panel (Item World only)
 Bonus Change (20 SP): Change the score bonus (Item World only)
 Geo Warp (20 SP): Warp to the selected area (Item World only)

Overload: Comet Disaster: Hits all enemies on the map(Int-based Star damage. Base Power: 50%).

3-turn Average Damage: 5233.3

Izuna is the Nine-Tails Overlord, and her kit is generally very unfortunatly unsynergistic.  Punishment would double her damage to enemies inflicted with Weaken!  She has nothing in her kit that inflicts Weaken.  Fluffy Barrier reduces damage taken from behind by 50%!  She has no way to force enemies to attack her back.  Geo Damage and Protection are Item World only.  Starlight winds up being her only useful common Evility, and it's just a 10% damage increase on low damage already.  Good Fortune is a coinflip as it increases her stats, but by how much depends on interpretation.  Almost a 3HKO character, but this time with nearly Hedler's durability and no gimmicks.  Light.



Drumdawn
Dragon Overlord
Equips: Fenrir's Fang/Fenrir's Fang/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 13419
SP: 450
ATK: 4485
DEF: 3022
INT: 1743
RES: 2493
HIT: 1108
SPD: 450
3 MOV, 2 Counters, 18% Crit Rate
50 Vengeance Gain Rate
1.383x PCHP, 1.46x P.Dur, 1.35x M.Dur, 0% Evasion
Resistances: 0% Fire / 0% Wind / 0% Ice / 0% Star
0% Fist / 0% Sword / 0% Spear / 0% Bow / 30% Gun / 30% Axe / 30% Staff / 30% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Twin Heads     -     When attacking without moving, attack again.

(    4    ) -     100     -    Dragon Treasure     -     Increase equipment effect by 20% when treasure is equipped.
(    4    ) -     250     -    Imperial Wrath     -     When hit with a critical, increase next attack's damage dealt by 100%.
(    4    ) -     1,000     -    Damage Cut     -     Nullify damage dealt that is less than 5% of Max HP.
(    4    ) -     2,500     -    King's Dignity     -     Increase damage dealt to boss units by 50%.
(    4    ) -     5,000     -    Double Attack     -     Increase damage dealt by 30% when attacking the same unit as the previous turn.

Skills
3290.7 Basic Physical
2604.5 Phys. Dmg - Range 2 and 3, AoE 2 (Horizontal) - 3 SP - Double Flame
3976.91 Phys. Ice Dmg + 20% Paralysis - Two Rows in 1:3 Pattern - 16 SP - Frosty Breeze
4663.11 Phys. Dmg - Range 1-3, AoE horizontal adjacent panels for row and next two rows - 48 SP - Icy Flame Shot
4800.35 Phys. Dmg - Range 2, 3x3 Box - 120 SP - Rebellion Breath

Overload: Attack on Giant: All ally units on the map become Giant for 3 turns.

3-turn Average Damage: 9326.2

Drumdawn is the Twin Dragon Overlord, and he does one thing: hit hard.  Not moving means he double acts, meaning his translated damage is very high.  However, he suffers from a garbage-level SP pool, meaning that his optimal three-turn damage is actually his second-strongest move, rather than his strongest.  If you're really particular about positioning, his next best move is then locked to Ice.  Even his common Evilities change based on what he's fighting, where fighting other PCs he'll be going Imperial Wall, and against Bosses he'll use King's Dignity, which makes him a weird boss killer.  His low SP means he's got three turns to kill before he's out of gas, but he makes good use of them.  High Middle, maybe even Low Heavy.



Brave
De Gaulle Overlord
Equips: Fenrir's Fang/Fenrir's Fang/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 28442
SP: 787
ATK: 3517
DEF: 2196
INT: 675
RES: 1634
HIT: 1756
SPD: 562
4 MOV, 4 Counters, 19% Crit Rate
100 Vengeance Gain Rate
2.93x PCHP, 2.76x P.Dur, 2.57x M.Dur, 0% Evasion
Resistances: 0% Fire / 0% Wind / 50% Ice / 0% Star
20% Fist / -10% Sword / 20% Spear / -30% Bow / 0% Gun / 40% Axe / -10% Staff / 20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Rage Charge     -     Increase ATK by attacks received x 5%.

(    3    ) -     100     -    Best Condition     -     Increase stats by 10% when HP is full.
(    3    ) -     250     -    Wild Power     -     Increase Max HP by 50%, but decrease INT & RES by 30%.
(    3    ) -     1,000     -    Survival Instincts     -     Cannot be deathblowed.
(    4    ) -     2,500     -    Hunting     -     Fully recover HP & SP when defeating an enemy unit by attacking normally.
(    4    ) -     5,000     -    Power of Adversity     -     For every 10% HP lost, increase damage dealt by 5%.

Skills
2303.34 Basic Physical
2123.97 Phys. Wind Dmg - Range 1, AoE 2 (Horizonal) - 3 SP - Cyclone Claw
3738.28 Phys. Dmg + 50% Lifesteal - Range 1, AoE 1 - 16 SP - Come Come Bear
3379.54 Phys. Dmg - Range 1-4 (Line), AoE 2 (Vertical) - 48 SP - Darkness Release
3917.64 Phys. Dmg - Range 2, AoE 2 - 120 SP - Hyper Suction
4177.73 Hyper Suction +5%ATK
4437.81 Hyper Suction +10%ATK
 
Overload: Immovable Vajra: Become invulnerable for 3 turns, but also become unable to move or act.

3-turn Average Damage: 4177.7

Brave is the Bear Overlord, with all the upsides that comes with.  His durability is massive to start with, Wild Power makes it even more massive, and he can be immune to ID.  While Come Come Bear isn't his best damage, it's almost as good and comes with 50% drain, and is much cheaper, meaning that he's well suited for long, drawn out duels.  His unique is well suited for this strategy as well, increasing his Attack Power by 5% each time he's hit, capping out at +200%.  He's kind of a variation on Ness in a way, though worse in some ways and a winning trade in others.  Heavy.

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Re: Disgaea 5 Complete PC Stats
« Reply #7 on: April 22, 2023, 08:13:51 AM »
The Prinny post~


H252 Prinny
Helper Prinny
Equips: Fenrir's Fang/Angel's Medal/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 11085
SP: 1406
ATK: 3855
DEF: 2619
INT: 1386
RES: 2257
HIT: 2400
SPD: 1687
4 MOV, 1 Counters, 20% Crit Rate
100 Vengeance Gain Rate
1.142x PCHP, 1.14x P.Dur, 1.08x M.Dur, 17% Evasion
Resistances: -25% Fire / 0% Wind / 25% Ice / 0% Star
0% Fist / 0% Sword / 10% Spear / 15% Bow / 15% Gun / 0% Axe / -15% Staff / 0% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Explosive Body     -     Explode when thrown, dealing damage to a range of 2 equal 50% of Max HP.

(    1    ) -  Flex All Muscles     -     Increase Max HP by 10% + 10,000, but stats will all become 1.
(    2    ) -     100     -    1 HL     -     Healing fee at the hospital becomes 1 HL.
(    2    ) -     250     -    Cross Bomber     -     When this unit explodes, it explodes in straight lines of 5 panels.
(    3    ) -     1,000     -    Through Adversity     -     Increase stats by 30% when inflicted with an ailment.
(    3    ) -     2,500     -    Focused Bomb     -     When this unit explodes, deals damage equal to 100% of HP.

Skills
2648.1 Basic Physical
3237.92 Phys. Dmg - Range 1-3 (Line), AoE 1 - 3 SP - Prinny Barrage
2844.71 Phys. Fire Dmg - Range 3, AoE 2 - 16 SP - Prinny Bomb
3237.92 Phys. Dmg - All panels in box around self - 48 SP - Pringer Beam
4810.76 Phys. Dmg - Range 1-4 (Line), AoE 1 - 120 SP - Prinny Fusillade
 Target Lock (12 SP): Grants HIT+30%
 
3-turn Average Damage: 4810.8 Prinny Fusillade x3

It's a Prinny with a Gimmick of increasing his HP by 100K, but making all his stats after equipment 1.  There's no duel he could win with that, and his only use with that Evility equipped is to be thrown like a bomb.  Somehow not the worst character in the cast.



Magical ☆ Prinny
Helper Prinny
Equips: Angel's Medal/Fenrir's Fang/Hachiryu Armor/Hachiryu Armor/Crosshair (Crit%+5)

HP: 11085
SP: 1406
ATK: 1395
DEF: 3945
INT: 3266
RES: 4465
HIT: 1934
SPD: 1687
4 MOV, 1 Counters, 25% Crit Rate
100 Vengeance Gain Rate
1.142x PCHP, 1.39x P.Dur, 1.52x M.Dur, 17% Evasion
Resistances: -25% Fire / 0% Wind / 25% Ice / 0% Star
0% Fist / 0% Sword / 10% Spear / 15% Bow / 15% Gun / 0% Axe / -15% Staff / 0% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Explosive Body     -     Explode when thrown, dealing damage to a range of 2 equal 50% of Max HP.

(    2    ) -     100     -    1 HL     -     Healing fee at the hospital becomes 1 HL.
(    2    ) -     250     -    Cross Bomber     -     When this unit explodes, it explodes in straight lines of 5 panels.
(    3    ) -     1,000     -    Through Adversity     -     Increase stats by 30% when inflicted with an ailment.
(    3    ) -     2,500     -    Focused Bomb     -     When this unit explodes, deals damage equal to 100% of HP.
(    5    ) -     5,000     -    Recycle Spirit     -     If this unit dies from exploding, the number of dispatched units recovers.

Skills
173.78 Basic Physical
2801.42 Magic Dmg - Range 1-3 (Line), AoE 1 - 3 SP - Prinny Barrage
2460.12 Magic Fire Dmg - Range 3, AoE 2 - 16 SP - Prinny Bomb
2801.42 Magic Dmg - All panels in box around self - 48 SP - Pringer Beam
4166.6 Magic Dmg - Range 1-4 (Line), AoE 1 - 120 SP - Prinny Fusillade
 Target Lock (12 SP): Grants HIT+30%
 Espoir (12 SP): Restores all Ailments
4018.5 Heal (6 SP)
5358 Mega Heal (24 SP)
7144 Giga Heal (73 SP)
15181 Omega Heal (144 SP)
1948.17 Fire/Wind/Ice/Star (6 SP)
2460.12 Mega Fire/Wind/Ice/Star (24 SP)
3313.36 Giga Fire/Wind/Ice/Star (73 SP)
3995.96 Omega Fire/Wind/Ice/Star (144 SP)
 
3-turn Average Damage: 4166.6 Prinny Fusillade x3

Somehow the best Prinny in the bunch of the DLC offerings, between the standard Fusillade and getting access to healing.



N2 Prinny
Helper Prinny
Equips: Fenrir's Fang/Angel's Medal/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 11085
SP: 1406
ATK: 3855
DEF: 2619
INT: 1386
RES: 2257
HIT: 2400
SPD: 1687
4 MOV, 1 Counters, 20% Crit Rate
100 Vengeance Gain Rate
1.142x PCHP, 1.14x P.Dur, 1.08x M.Dur, 17% Evasion
Resistances: -25% Fire / 0% Wind / 25% Ice / 0% Star
0% Fist / 0% Sword / 10% Spear / 15% Bow / 15% Gun / 0% Axe / -15% Staff / 0% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Explosive Body     -     Explode when thrown, dealing damage to a range of 2 equal 50% of Max HP.

(    4    ) - Focused Grenade     -     Damage dealt from exploding will become 150% of unit's HP.
(    2    ) -     100     -    1 HL     -     Healing fee at the hospital becomes 1 HL.
(    2    ) -     250     -    Cross Bomber     -     When this unit explodes, it explodes in straight lines of 5 panels.
(    3    ) -     1,000     -    Through Adversity     -     Increase stats by 30% when inflicted with an ailment.
(    3    ) -     2,500     -    Focused Bomb     -     When this unit explodes, deals damage equal to 100% of HP.

Skills
2648.1 Basic Physical
3237.92 Phys. Dmg - Range 1-3 (Line), AoE 1 - 3 SP - Prinny Barrage
2844.71 Phys. Fire Dmg - Range 3, AoE 2 - 16 SP - Prinny Bomb
3237.92 Phys. Dmg - All panels in box around self - 48 SP - Pringer Beam
4810.76 Phys. Dmg - Range 1-4 (Line), AoE 1 - 120 SP - Prinny Fusillade
 Target Lock (12 SP): Grants HIT+30%

3-turn Average Damage: 4810.8 Prinny Fusillade x3

It's a Prinny with the Gimmick of having an Evility that increases the damage it deals when thrown.  Of course it doesn't use that, so it's a generic Prinny.



Poor Clever Prinny
Helper Prinny
Equips: Fenrir's Fang/Angel's Medal/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 11085
SP: 1406
ATK: 3855
DEF: 2619
INT: 1386
RES: 2257
HIT: 2400
SPD: 1687
4 MOV, 1 Counters, 20% Crit Rate
100 Vengeance Gain Rate
1.142x PCHP, 1.14x P.Dur, 1.08x M.Dur, 17% Evasion
Resistances: -25% Fire / 0% Wind / 25% Ice / 0% Star
0% Fist / 0% Sword / 10% Spear / 15% Bow / 15% Gun / 0% Axe / -15% Staff / 0% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Explosive Body     -     Explode when thrown, dealing damage to a range of 2 equal 50% of Max HP.

(    2    ) -     100     -    1 HL     -     Healing fee at the hospital becomes 1 HL.
(    2    ) -     250     -    Cross Bomber     -     When this unit explodes, it explodes in straight lines of 5 panels.
(    3    ) -     1,000     -    Through Adversity     -     Increase stats by 30% when inflicted with an ailment.
(    3    ) -     2,500     -    Focused Bomb     -     When this unit explodes, deals damage equal to 100% of HP.
(    5    ) -     5,000     -    Recycle Spirit     -     If this unit dies from exploding, the number of dispatched units recovers.

Skills
2648.1 Basic Physical
3237.92 Phys. Dmg - Range 1-3 (Line), AoE 1 - 3 SP - Prinny Barrage
2844.71 Phys. Fire Dmg - Range 3, AoE 2 - 16 SP - Prinny Bomb
3237.92 Phys. Dmg - All panels in box around self - 48 SP - Pringer Beam
4810.76 Phys. Dmg - Range 1-4 (Line), AoE 1 - 120 SP - Prinny Fusillade
 Target Lock (12 SP): Grants HIT+30%
 
3-turn Average Damage: 4810.8 Prinny Fusillade x3

You know how the other DLC Prinnies had something going for them?  Nope, this one got nothing special compared to them.



Pringer? Prinny
Helper Prinny
Equips: Fenrir's Fang/Angel's Medal/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 11085
SP: 1406
ATK: 3855
DEF: 2619
INT: 1386
RES: 2257
HIT: 2400
SPD: 1687
4 MOV, 1 Counters, 20% Crit Rate
100 Vengeance Gain Rate
1.142x PCHP, 1.14x P.Dur, 1.08x M.Dur, 17% Evasion
Resistances: -25% Fire / 0% Wind / 25% Ice / 0% Star
0% Fist / 0% Sword / 10% Spear / 15% Bow / 15% Gun / 0% Axe / -15% Staff / 0% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Explosive Body     -     Explode when thrown, dealing damage to a range of 2 equal 50% of Max HP.

(    1    ) -  Defused     -     Unit will not explode.
(    2    ) -     100     -    1 HL     -     Healing fee at the hospital becomes 1 HL.
(    2    ) -     250     -    Cross Bomber     -     When this unit explodes, it explodes in straight lines of 5 panels.
(    3    ) -     1,000     -    Through Adversity     -     Increase stats by 30% when inflicted with an ailment.
(    3    ) -     2,500     -    Focused Bomb     -     When this unit explodes, deals damage equal to 100% of HP.

Skills
2648.1 Basic Physical
3237.92 Phys. Dmg - Range 1-3 (Line), AoE 1 - 3 SP - Prinny Barrage
2844.71 Phys. Fire Dmg - Range 3, AoE 2 - 16 SP - Prinny Bomb
3237.92 Phys. Dmg - All panels in box around self - 48 SP - Pringer Beam
4810.76 Phys. Dmg - Range 1-4 (Line), AoE 1 - 120 SP - Prinny Fusillade
 Target Lock (12 SP): Grants HIT+30%
 
3-turn Average Damage: 4810.8 Prinny Fusillade x3

See that "Defused" Evility?  That means this is the only Prinny capable of Soloing the game, given that there's stages that explode near your characters, and that's basically ID to characters considered like a Prinny.  Generic Prinny otherwise.

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Re: Disgaea 5 Complete PC Stats
« Reply #8 on: April 22, 2023, 08:24:57 AM »
Humanoid Generics


Warrior
Equips: Holy Axe Clover/Satan's Sword/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 9626
SP: 450
ATK: 4529
DEF: 2862
INT: 517
RES: 1556
HIT: 846
SPD: 321
4 MOV, 2 Counters, 31% Crit Rate
100 Vengeance Gain Rate
0.992x PCHP, 1.02x P.Dur, 0.86x M.Dur, 0% Evasion
Resistances: 0% Fire / 0% Wind / -50% Ice / 0% Star
-20% Fist / 20% Sword / 20% Spear / 0% Bow / -10% Gun / 20% Axe / -40% Staff / 20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Wild Cry     -     Increase stats by adjacent enemy unit x 15%.
(    2    ) -     100     -    Muscle Mastery     -     HP Aptitude increased by 10%.
(    2    ) -     250     -    Power Axe     -     Increase damage dealt by 10% when axe is equipped.
(    3    ) -     1,000     -    Fighting Instinct     -     Revenge Gauge gain increased by 50%.
(    4    ) -     2,500     -    Shaking Excitement     -     Increase stats by enemy units on the map x 3%.
(    4    ) -     5,000     -    Super Guts     -     For every 5% of HP lost, decrease damage taken by 5%. (Max 50%)

Skills
4291.88 Basic Physical
5717.94 Phys. Dmg + 20% ATK/HIT (3 Turns) - Range 1, AoE 1 - 24 SP - Bulk Up
BUFF: Next Damage +25% (Up to 8 stacks) - Self Target - 48 SP - Muscle Charge
7144.01 Bulk Up w/+20% ATK
 
3-turn Average Damage: 6668.7 Bulk Up x3

Warrior hits hard for a generic, though he's pretty one dimensional and locked to melee range for his best damage output. His best damage skill does buff his offense 20% just for using it, so he ends up slightly better in longer slugfights. Middle.



Valkyrie
Equips: Romulus' Spear (Range=2)/Satan's Sword/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Angel's Shoes (Mv+1, Jm+14)

HP: 9334
SP: 450
ATK: 2739
DEF: 3495
INT: 450
RES: 1265
HIT: 900
SPD: 1060
4 MOV, 2 Counters, 9% Crit Rate
100 Vengeance Gain Rate
0.962x PCHP, 1.09x P.Dur, 0.81x M.Dur, 0% Evasion
Resistances: 0% Fire / -50% Wind / 0% Ice / 0% Star
-20% Fist / 20% Sword / 20% Spear / 20% Bow / -10% Gun / 0% Axe / -40% Staff / 20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Assault Attack     -     Increase damage dealt by panels moved x 10%.
(    2    ) -     100     -    Defense Mastery     -     DEF Aptitude increased by 10%.
(    3    ) -     250     -    Effort     -     Increase EXP earned from higher level enemy units by 50%.
(    1    ) -     1,000     -    Pierce     -     When attacking normally, damage dealt can't be dispersed to multiple enemy units.
(    4    ) -     2,500     -    Start Dash     -     Increase movement by 3 when leaving the Base Panel.
(    5    ) -     5,000     -    Hit and Away     -     When defeating a unit after moving, you can move once again.

Skills
1509.78 Basic Physical
2208.23 Phys. Dmg + 20% SPD and MOV+2 (3 Turns) - Range 1, AoE 1 - 24 SP - Sonic Smash
BUFF: MOV+1, Jump+12 - Self Target - 48 SP - Accel Charge
2415.65 Basic Physical w/ 6 panels of MOV
3091.52 Sonic Smash w/ 4 panels of MOV
 
3-turn Average Damage: 3091.5 Sonic Smash w/4 Panels Moved x3

Valkyrie's best trick is to turn movement into damage. Assuming she can move, she should be able to add a minimum of 4 panels of movement x10% damage to her offense output each turn, making her pitiful-looking damage much better in practice. If she uses her range-2 Lance physical instead, she can buff that up to 60% more damage. A strange strategy, but should make a fun Light.



Magician
Equips: Eclipse Wand (Range=2 to 9, depending on Mastery)/Eclipse Wand (Range=2 to 9, depending on Mastery)/Hachiryu Armor/Crosshair (Crit%+5)/Crosshair (Crit%+5)

HP: 6709
SP: 1012
ATK: 506
DEF: 1556
INT: 3177
RES: 2614
HIT: 1916
SPD: 1012
4 MOV, 0 Counters, 25% Crit Rate
90 Vengeance Gain Rate
0.691x PCHP, 0.6x P.Dur, 0.69x M.Dur, 0% Evasion
Resistances: 25% Fire / 25% Wind / 25% Ice / 0% Star
-10% Fist / 0% Sword / 0% Spear / -10% Bow / -10% Gun / 30% Axe / 50% Staff / -10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Magic Bundle     -     Special skill power increased by 30%, but 50% more SP used.
(    2    ) -     100     -    Casting Mastery     -     INT Aptitude increased by 10%.
(    2    ) -     250     -    Magic Training     -     Increase Skill EXP earned when using skills by 100%.
(    3    ) -     1,000     -    Enlarge     -     Increase magic range by 2, but 50% more SP used.
(    3    ) -     2,500     -    Lights of Life     -     When remaining SP is insufficient, use HP for skills instead.
(    5    ) -     5,000     -    Over Limit     -     Special skill power increased by 50%, but SP drains by 10% each turn.

Skills
0 Basic Physical
3576.87 Magic Dmg - Range 2, AoE 1 - 12 (8) SP - Astral Wave
101.3 Magic SP Drain - Range 2, AoE 1 - 1 SP - Magic Syphon
 
2722.26 Fire/Ice/Wind (9 SP)
3363.22 Mega Spell (36 SP)
4431.48 Giga Spell (110 SP)
5286.1 Omega Spell (216 SP)
6140.71 Tera Spell (288 SP)
2722.26 Star (9 SP)
3363.22 Mega Star (36 SP)
4431.48 Giga Star (109 SP)
 Resist Break (18 SP): Inflicts RES-30% (3 turns)
 
3-turn Average Damage: 5286.1 Omega (Element) x3

Magicians in Disgaea 5 can learn all the spell tiers of a single element (Fire/Ice/Wind) of their choice plus 3 tiers of the Star element. Their Magic Bundle evility gives them a nice permanent boost to damage but can get costly. They have a decent pool of SP and their Lights of Life evility allows them to cast from HP if necessary for a few more shots of their best damage. If you allow grandfathered-in overlevelled unique skills, the Tera spells are a nice boon to their damage. With or without, they're a solid, though one-dimensional, package. Low Middle.



Witch
Equips: Eclipse Wand (Range=2 to 9, depending on Mastery)/Eclipse Wand (Range=2 to 9, depending on Mastery)/Hachiryu Armor/Crosshair (Crit%+5)/Crosshair (Crit%+5)

HP: 6417
SP: 1012
ATK: 506
DEF: 1660
INT: 3055
RES: 2614
HIT: 2224
SPD: 787
4 MOV, 0 Counters, 25% Crit Rate
90 Vengeance Gain Rate
0.661x PCHP, 0.58x P.Dur, 0.66x M.Dur, 0% Evasion
Resistances: 25% Fire / 25% Wind / 25% Ice / 0% Star
-10% Fist / -10% Sword / -10% Spear / 0% Bow / 0% Gun / 30% Axe / 50% Staff / -10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Magic Moderation     -     50% less SP used for skills.
(    2    ) -     100     -    Mind Mastery     -     SP Aptitude increased by 10%.
(    3    ) -     250     -    Expand     -     Increase magic range by 1.
(    3    ) -     1,000     -    Damage Convert     -     Increase INT by 10% when damaged by skills for the rest of battle.
(    4    ) -     2,500     -    Magic Collection     -     Recover 10% of Max SP when defeating an enemy unit with a skill.
(    5    ) -     5,000     -    Overflowing Magic     -     When remaining SP is 50% or less, increase damage dealt from skills by 30%.

Skills
0 Basic Physical
2068.98 Magic Dmg - Range 2 (Line), AoE 2 (Horizontal) - 4 (8) SP - Astral Impact
303.6 30% SP Healing - Self - 1 SP - Energy Potion
 
1749.73 Fire/Ice/Wind (3 SP)
2228.6 Mega Spell (12 SP)
3026.72 Giga Spell (36 SP)
3665.21 Omega Spell (72 SP)
4303.71 Tera Spell (96 SP)
1749.73 Star (3 SP)
2228.6 Mega Star (12 SP)
3026.72 Giga Star (36 SP)
 Armor Break (6 SP): Inflicts DEF-30% (3 turns)
 
3-turn Average Damage: 3665.2 Omega (Element) x3

Witches in Disgaea 5 can learn all the spell tiers of a single element (Fire/Ice/Wind) of their choice plus 3 tiers of the Star element. They don't have amazing damage, but they have deep resources and can cast their best damage spells forever. Their Damage Convert evility boosts their INT every time they take damage, so they'll get progressively more powerful as a fight goes on, but their poor durability likely means they aren't seeing many turns outside of Light.



Martial Artist
Equips: Three-Year Killer (Counters+1)/Three-Year Killer (Counters+1)/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Angel's Shoes (Mv+1, Jm+14)

HP: 10501
SP: 393
ATK: 2515
DEF: 2065
INT: 450
RES: 1377
HIT: 843
SPD: 2977
5 MOV, 4 Counters, 22% Crit Rate
110 Vengeance Gain Rate
1.082x PCHP, 1x P.Dur, 0.92x M.Dur, 53% Evasion
Resistances: 0% Fire / 0% Wind / 0% Ice / 0% Star
40% Fist / 0% Sword / 20% Spear / 0% Bow / -20% Gun / -10% Axe / -30% Staff / 0% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Fury     -     Increase Attack Power by # of counter attacks x 25%.
(    2    ) -     100     -    Grappler     -     Decrease damage taken from counter attacks by 50%.
(    3    ) -     250     -    Retribution     -     Increase number of counters by 2.
(    3    ) -     1,000     -    Blasting Fist     -     After attacking with a fist weapon, decrease target unit's DEF by 10% (Stacks, Infinite Duration).
(    4    ) -     2,500     -    Counter Chance     -     Increase critical rate of counter attacks by 50%.
(    5    ) -     5,000     -    Forced Counter     -     When attacking, forces enemy to counter attack. (Max 20 times)

Skills
1516.92 Basic Physical
BUFF: If hit by position-changing attack, long range counter - Self (1 Turn) - 24 SP - Karmic Punishment
2917.38 Phys. Dmg + Position Swap - Range 3 (Line), AoE 1 - 48 SP - Vigor Death Strike
1636.92 Basic Physical after 10% Def debuff from Blasting Fist
3037.38 Vigor Death Strike after 10% Def debuff from Blasting Fist
3157.38 Vigor Death Strike after 20% Def debuff from Blasting Fist


3-turn Average Damage: 3037.4 Vigor Death Strike x3

Martial Artists are the counterattack specialists of Disgaea 5. They can counterattack counters up to 4 times, making them pretty scary against other counter-focused fighters, but otherwise they're sadly melee-range locked to use their counters and their other skills aren't too impressive. Their Blasting Fist evility does give them a little extra utility in being able to stack defensive debuffs on their target each turn, so they might make some waves in Light.



Fight Mistress
Equips: Three-Year Killer (Counters+1)/Three-Year Killer (Counters+1)/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Angel's Shoes (Mv+1, Jm+14)

HP: 9918
SP: 506
ATK: 2357
DEF: 1906
INT: 450
RES: 1522
HIT: 843
SPD: 3152
5 MOV, 4 Counters, 22% Crit Rate
110 Vengeance Gain Rate
1.022x PCHP, 0.93x P.Dur, 0.88x M.Dur, 55.6% Evasion
Resistances: 0% Fire / 0% Wind / 0% Ice / 0% Star
40% Fist / 20% Sword / 0% Spear / 0% Bow / -20% Gun / -10% Axe / -30% Staff / 0% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Rapid Movement     -     Increase evasion rate by panels moved x 3%. (Max 64%)
(    3    ) -     100     -    Chi Charging     -     Increase attack range for normal attacks by 1 panel(s) when fist is equipped.
(    1    ) -     250     -    Impromptu     -     Team attack chance increased by 50%.
(    4    ) -     1,000     -    No-miss Counter     -     Counter attacks will never miss.
(    4    ) -     2,500     -    Smash Hit     -     Increase damage dealt by skills that relocate the target by 30%.
(    5    ) -     5,000     -    Counter Dodge     -     Evade all counter attacks.

Skills
1525.59 Basic Physical
BUFF: Evasion +50%, if evade, activate Active Despair Counter - SELF (1 Turn) - 24 SP - Active Despair
2649.43 Phys. Dmg - Range 1, AoE 1 + enemy behind target just hit (up to 15 targets) - 48 SP - Anaconda Impact
3211.34 Active Despair Counter + 100% Paralysis

3-turn Average Damage: 2649.4 Anaconda Impact x3

Fight Mistresses have a unique counterstance gimmick in Active Despair. If they know their opponent is going to attack them that round (such as from a set-up skill like FF Jump), they can easily evade the attack and inflict slightly better damage and 100% Paralysis status (can't move panels & evasion=1). Outside of this rarely-used gimmick, they can do a lot of ITE counterattacks against melee-range duelists. Low Light.



Clergy
Equips: Eclipse Wand (Range=2 to 9, depending on Mastery)/Eclipse Wand (Range=2 to 9, depending on Mastery)/Hachiryu Armor/Hachiryu Armor/Hachiryu Armor

HP: 7292
SP: 1068
ATK: 675
DEF: 4480
INT: 2341
RES: 4817
HIT: 675
SPD: 675
4 MOV, 1 Counters, 17% Crit Rate
80 Vengeance Gain Rate
0.751x PCHP, 1x P.Dur, 1.07x M.Dur, 0% Evasion
Resistances: 0% Fire / 25% Wind / 50% Ice / 0% Star
-10% Fist / -20% Sword / 20% Spear / 10% Bow / -10% Gun / 10% Axe / 30% Staff / -20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Medical Heal     -     Cure all ailments when using healing magic.
(    2    ) -     100     -    Healing Hands     -     Increase EXP earned when using healing magic by 200%.
(    3    ) -     250     -    Staff Rebellion     -     Damage of normal attacks is based on RES when staff is equipped.
(    3    ) -     1,000     -    Light Salvation     -     When using healing magic, you will also recover 30% of Max HP.
(    3    ) -     2,500     -    Staff of Healing     -     Reverse damage dealt by normal attacks when staff is equipped.
(    5    ) -     5,000     -    Light Protection     -     Increase DEF & RES of target unit by 20% when healing. (Lasts 3 turns)

Skills
3910.27 Basic Physical
BUFF: Immune to Status (3 Turns) - Range (Spell), AoE 1 - 36 SP - Ailment Barrier
BUFF: cHP/mHP/ATK/DEF/HIT +15% (3 Turns) - Range (Spell), AoE 1 - 36 SP - Physical Gain
 
4335.3 Heal (6 SP)
5780.4 Mega Heal (24 SP)
7707.2 Giga Heal (73 SP)
16377.8 Omega Heal (144 SP)
27938.6 Tera Heal (192 SP)
 Espoir (12 SP): Restores all Ailments
 Magic Wall (12 SP): Grants RES+30% (3 turns)
 Mind Break (12 SP): Inflicts INT-30% (3 turns)
 Shield (12 SP): Grants DEF+30% (3 turns)
 Enfeeble (12 SP): Inflicts ATK-30% (3 turns)

3-turn Average Damage: 3910.3 Physical x3

Clergy is a shockingly powerful healer archetype. He can get off some decent staff whacks thanks to Staff Rebellion using his RES for damage. Combined with some anti-status ailment tricks and tons of healing, he can buff and stall his way through 12 turns to get into Revenge Mode for some guaranteed crits if he needs the extra oomph. Shockingly, a Middle, potentially a High Middle.



Cleric
Equips: Erythron (Range=4)/Eclipse Wand (Range=2 to 9, depending on Mastery)/Hachiryu Armor/Hachiryu Armor/Hachiryu Armor

HP: 7584
SP: 1012
ATK: 1866
DEF: 4226
INT: 853
RES: 3932
HIT: 2082
SPD: 562
4 MOV, 1 Counters, 17% Crit Rate
80 Vengeance Gain Rate
0.781x PCHP, 1x P.Dur, 0.95x M.Dur, 0% Evasion
Resistances: 50% Fire / 0% Wind / 25% Ice / 0% Star
-10% Fist / 10% Sword / 10% Spear / 20% Bow / -10% Gun / -20% Axe / 30% Staff / -20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Expert Hands     -     Increase effect of healing magic by 100%.
(    2    ) -     100     -    Resist Mastery     -     RES Aptitude increased by 10%.
(    3    ) -     250     -    Res Arrows     -     Damage of normal attacks is based on RES and HIT when bow is equipped.
(    3    ) -     1,000     -    Heart of Affection     -     Increase RES by 10% when using healing magic to heal units to max HP.  Infinite Duration, Max 100%
(    3    ) -     2,500     -    Vital Arrow     -     Reverse damage dealt by normal attacks when bow is equipped.
(    5    ) -     5,000     -    Advanced Healing     -     When using healing magic, heal target unit an additional 25% of their Max HP.

Skills
1943.64 Basic Physical
BUFF: Immune to Debuffs (3 Turns) - Range (Spell), AoE 1 - 36 SP - Stat Barrier
BUFF: cSP/mSP/INT/RES/SPD +15% (3 Turns) - Range (Spell), AoE 1 - 36 SP - Spiritual Gain
2144.17 Basic Physical w/+10% RES from Heart of Affection
3948.96 Basic Physical w/+100% RES from Heart of Affection


7077.6 Heal (6 SP)
9436.8 Mega Heal (24 SP)
12582.4 Giga Heal (73 SP)
26737.6 Omega Heal (144 SP)
45611.2 Tera Heal (192 SP)
 Espoir (12 SP): Restores all Ailments
 Magic Wall (12 SP): Grants RES+30% (3 turns)
 Mind Break (12 SP): Inflicts INT-30% (3 turns)
 Shield (12 SP): Grants DEF+30% (3 turns)
 Enfeeble (12 SP): Inflicts ATK-30% (3 turns)

3-turn Average Damage: 1943.6 Physical x3

Cleric can heal forever and thanks to her specific combo of evilities, every time she heals herself to full, her RES and damage are buffed by about 10%, stacking all the way up to 100%. Her best strategy is just to top off of her HP every turn until she reaches this threshold and then slam the foe with as many arrows as possible. She can buff herself and ward off debuffs along the way if need be. Not an amazing duelist, but interesting enough for Light.



Thief
Equips: Cosmo Gun (Range=6)/Cosmo Gun (Range=6)/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Angel's Shoes (Mv+1, Jm+14)

HP: 5542
SP: 900
ATK: 675
DEF: 1556
INT: 787
RES: 1409
HIT: 2003
SPD: 3283
6 MOV, 1 Counters, 16% Crit Rate
100 Vengeance Gain Rate
0.571x PCHP, 0.5x P.Dur, 0.49x M.Dur, 57.4% Evasion
Resistances: 50% Fire / 25% Wind / -50% Ice / 0% Star
0% Fist / 20% Sword / -20% Spear / 20% Bow / 10% Gun / 0% Axe / -30% Staff / -25% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Thief Skills     -     Multiply the success rate of stealing by 2.
(    2    ) -     100     -    Dodge Mastery     -     SPD Aptitude increased by 10%.
(    2    ) -     250     -    Bomb Trainer     -     Increase explosive damage of thrown barrels by half of the barrel's HP.
(    2    ) -     1,000     -    Evade Danger     -     Nullify explosive damage.
(    3    ) -     2,500     -    Lucky Finger     -     Increase the Item Rank by 1 when defeating treasure chests.
(    5    ) -     5,000     -    Treasure Hunt     -     30% chance to generate a treasure chest when defeating an enemy unit.

Skills
1385.43 Basic Physical
FIELD: Create a Box or Barrel, Max Four per Battle (All thieves) - Range 2, AoE 1 - 24 SP - Create Box, Create Barrel
TARGET: Destroy Treasure Chest - Range 2, AoE 1 - 24 SP - Thief's Key
STEAL: Steal Equipped Item - Range 1, AoE 1 - 48 SP - Steal Item
STEAL: Steal Random Stats - Range 1, AoE 1 - 48 SP - Steal Heart

3-turn Average Damage: 1385.4 Physical x3

Thieves are weird. They don't have a lot going for them in the stats department, but they can steal equipped weapons out of their foe's hands. It's not a guaranteed win and they likely can't use the item themselves, but it's a pretty big debuff to many opponents. They have to hope it works because otherwise they're just relying on their evasion to last them 10 turns to get to Revenge Mode for auto-crits in hopes of dealing enough damage to finally eke out a victory in Low Light.



Maid
Equips: Romulus' Spear (Range=2)/Eclipse Wand (Range=2 to 9, depending on Mastery)/Hachiryu Armor/Hachiryu Armor/Bravery Belt

HP: 8168
SP: 562
ATK: 2527
DEF: 4292
INT: 915
RES: 2843
HIT: 1012
SPD: 843
5 MOV, 0 Counters, 9% Crit Rate
90 Vengeance Gain Rate
0.842x PCHP, 1.09x P.Dur, 0.87x M.Dur, 0% Evasion
Resistances: 10% Fire / 10% Wind / 10% Ice / 10% Star
-20% Fist / 0% Sword / 0% Spear / 0% Bow / 0% Gun / -20% Axe / 0% Staff / 40% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Efficient Work     -     Once per turn, you can use an item after completing your actions.
(    3    ) -     100     -    Know How to Use It     -     Increase healing item effect by 100%, and attack item damage by 50%.
(    4    ) -     250     -    Cannon for an Arm     -     Increase the range of consumable items by 2.
(    2    ) -     1,000     -    Relaxing Tea     -     When using healing items, target will also recover 20% of Max SP.
(    2    ) -     2,500     -    Winning Lottery     -     30% chance to obtain a new instance of a consumable item when using it.
(    3    ) -     5,000     -    Licensed Caregiver     -     When using a healing item, the range of its effect will be expanded.

Skills
1293.54 Basic Physical
BUFF: Increase base power of target's skills by 7% (3 Turns) - Range 3, AoE 1 - 24 SP - Trick Light
BUFF: Refresh Target's Action/Movement - Range 3 (Line), AoE 1 - 48 SP - Afternoon Tea

Toss Items (not spells)
12509.2 RES-based, Healing - Healing Shot
0 HIT-based Dmg, Inflict Poison on damage - Rotton Garbage
17.95 HIT-based Dmg - Medal
0 INT-based Dmg, Fire,/Ice/Wind - (Element) Scroll
159.55 HIT/SPD-based Dmg - Demon's Bullet
1795.12 ATK/SPD-based Dmg - Shuriken
3727.58 ATK-based Dmg - Handaxe

3-turn Average Damage: 5021.1 Attack + Handaxe x3

Maids are primarily a support class, but they do get unique access to using Attack Items as a free action each turn, as well as Evilities to boost their effects. She gets some amazing healing and solid damage added to her lackluster physical hits. Like with all healers, she has the option to stall 11 turns for Revenge Mode's auto-crits, but it likely isn't as much of a boon for her. Still a decent Middle.

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Re: Disgaea 5 Complete PC Stats
« Reply #9 on: April 22, 2023, 08:32:59 AM »

Archer
Equips: Erythron (Range=4)/Erythron (Range=4)/Hachiryu Armor/Crosshair (Crit%+5)/Bravery Belt

HP: 8459
SP: 787
ATK: 2485
DEF: 1971
INT: 658
RES: 1995
HIT: 3282
SPD: 675
4 MOV, 1 Counters, 22% Crit Rate
100 Vengeance Gain Rate
0.872x PCHP, 0.8x P.Dur, 0.8x M.Dur, 0% Evasion
Resistances: 25% Fire / 25% Wind / 0% Ice / 0% Star
-25% Fist / 0% Sword / -20% Spear / 50% Bow / 20% Gun / 0% Axe / 20% Staff / -20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Support Attack     -     Attack an enemy unit within range when an ally unit attacks it.
(    2    ) -     100     -    Hit Mastery     -     HIT Aptitude increased by 10%.
(    3    ) -     250     -    Bow Range     -     Attack range increased by 1 panel(s) when bow is equipped.
(    3    ) -     1,000     -    Arrow in the Knee     -     After an attack, decrease SPD of target unit by 10% when bow is equipped.  Infinite Duration
(    3    ) -     2,500     -    Fly Swatter     -     Increase Attack Power by 100% when attacking flying units.
(    5    ) -     5,000     -    Support Fire     -     Increase damage dealt by support attacks by 50%.

Skills
1657.17 Basic Physical
BUFF: Target's next attack won't miss - Range (Spell), AoE 1 - 36 SP - Hit Force
2392.46 Phys. Dmg + 30% Each Poison/Sleep/Paralysis/Forget/Weaken - Range 3, AoE 1 - 48 SP - Strange Shot
5996.84 Strange Shot vs. Flying w/ Fly Swatter

3-turn Average Damage: 2392.5 Strange Shot x3

Archer doesn't have great stats, but she gets a fun status ailment gimmick on her best damage, Strange Shot. She has a 30% each of landing any of Poison (20% mHP/turn), Sleep (can't act 3 turns unless hit), Paralysis (can't move panels & evasion=1), Weaken (all stats -30% for 3 turns), or Amnesia/Forget (skill & spell lock). Any of these could help out, but none are quite reliable outside of Light. She can also opt for the Fly Swatter evility against flying foes for a huge boost to her damage.



Gunner
Equips: Cosmo Gun (Range=6)/Cosmo Gun (Range=6)/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Crosshair (Crit%+5)

HP: 7584
SP: 900
ATK: 675
DEF: 1716
INT: 658
RES: 1875
HIT: 3157
SPD: 2566
4 MOV, 1 Counters, 19% Crit Rate
110 Vengeance Gain Rate
0.781x PCHP, 0.69x P.Dur, 0.71x M.Dur, 45.4% Evasion
Resistances: 0% Fire / 50% Wind / 0% Ice / 0% Star
-5% Fist / -5% Sword / -5% Spear / 20% Bow / 50% Gun / -10% Axe / 0% Staff / -15% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Assist     -     Register attack to give subsequent ally units 100% accuracy.
(    3    ) -     100     -    Hawk Eye     -     When attacking an enemy more than 3 panels away, accuracy becomes 100%.
(    3    ) -     250     -    Sniping     -     Attack range increased by 2 panel(s) when gun is equipped.
(    4    ) -     1,000     -    Second Attack     -     Increase ATK by 30% when performing Combos or Team Attacks.
(    3    ) -     2,500     -    Flying Bullets     -     Attack range is like a Bow when gun is equipped.
(    4    ) -     5,000     -    Marking     -     Register attack to increase Attack Power of subsequent ally units by 25%.

Skills
1606.12 Basic Physical
BUFF: Target's next attack is Critical - Range (Spell), AoE 1 - 36 SP - Critical Force
2964.47 Phys. Dmg, extra 10% base power per panel when further from target - Range 8 (Line), AoE 1 - 48 SP - Silent Sniper
3915.32 Silent Sniper (max range)

3-turn Average Damage: 2964.5 Silent Sniper x3

Gunner doesn't miss. That's his gimmick. He hits decently hard the further away he is. Have fun in Light.



Ninja
Equips: Three-Year Killer (Counters+1)/Satan's Sword/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Bravery Belt

HP: 8168
SP: 900
ATK: 2492
DEF: 1556
INT: 1068
RES: 1233
HIT: 1012
SPD: 2981
5 MOV, 3 Counters, 36% Crit Rate
100 Vengeance Gain Rate
0.842x PCHP, 0.73x P.Dur, 0.7x M.Dur, 53% Evasion
Resistances: 0% Fire / 25% Wind / 0% Ice / 0% Star
30% Fist / -10% Sword / -10% Spear / -10% Bow / -10% Gun / 50% Axe / 30% Staff / -15% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Mirage     -     Increase evasion rate by 50% when attacked from an adjacent panel.
(    2    ) -     100     -    Sharp Eye     -     Increase critical rate by 5%.
(    3    ) -     250     -    Sasuke     -     Increase movement by 1, and jump power by 12.
(    4    ) -     1,000     -    Feint     -     Cancel out the enemy's counter attack.
(    4    ) -     2,500     -    Assassination     -     Increase damage dealt by 30% when attacking from behind.
(    4    ) -     5,000     -    Secret Recon     -     Increase movement by 5, but Max HP becomes 1.

Skills
1507.23 Basic Physical
0 Swap places with Target - Range 3, AoE 1 - 8 SP - Ninja Art Switch
2623.72 Phys. Dmg, 10% chance of Deathblow - Range 3 (Line), AoE 1 - 48 SP - Ninja Art Darkness
 
 Poison (24 SP): 50% chance to inflict Poison (3 turns)
 Stun (24 SP): 50% chance to inflict Paralyze (3 turns)
 Blank Out (24 SP): 50% chance to inflict Amnesia (3 turns)
 Charm (24 SP): 50% chance to inflict Charm (1 turn)
 Slumber (24 SP): 50% chance to inflict Sleep (3 turns)
 Blind (12 SP): Inflicts HIT-30% (3 Turns)
 Slow (12 SP): Inflicts SPD-30% (3 Turns)

3-turn Average Damage: 2623.7 Ninja Art Darkness

Ninja has great evasion. The flat 50% dodge chance when attacked from melee range is great on its own, but his high SPD (evasion stat) helps as well. He has damage woes, but he can fish for criticals or 10% ID off of his best damage while dodge tanking and nullifying counters. He can also play a solid status effect game, hitting every major status in the game. A solid strategy for High Light or Low Middle.



Lady Samurai
Equips: Satan's Sword/Three-Year Killer (Counters+1)/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Bravery Belt

HP: 9334
SP: 675
ATK: 3606
DEF: 2385
INT: 562
RES: 1537
HIT: 1125
SPD: 886
6 MOV, 3 Counters, 15% Crit Rate
120 Vengeance Gain Rate
0.962x PCHP, 0.93x P.Dur, 0.83x M.Dur, 0% Evasion
Resistances: 25% Fire / -25% Wind / 0% Ice / 0% Star
-15% Fist / 30% Sword / 10% Spear / 10% Bow / -20% Gun / 0% Axe / -20% Staff / 30% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Bushido     -     Increase damage dealt by 50% when attacking a single unit.
(    3    ) -     100     -    Mind's Eye     -     Nullify any attack revisions when attacked from the side or behind.
(    4    ) -     250     -    Head-to-Head     -     Increase damage dealt by 30% when attacking enemy units from the front.
(    4    ) -     1,000     -    Euthanasia     -     Normal attack will deathblow targets with less than 25% HP.
(    4    ) -     2,500     -    Duelist     -     If the target is the only unit in its Squad, increase damage dealt by 50%. Does not affect targets with no Squad
(    5    ) -     5,000     -    To the Death     -     Increase ATK by 100%, but decrease DEF by 100% during Revenge Mode.

Skills
4309.42 Basic Physical
5699.75 Phys. Dmg + Move user 2 panels forward - Range 1, AoE 1 - 24 SP - Comedy to the Shins
6626.63 Phys. Dmg + Power gain for each time move has been used - Range 1, AoE 1 - 48 SP - Summer Rain Slash
6858.35 Summer Rain Slash second use
7090.07 Summer Rain Slash third use

3-turn Average Damage: 6858.4 Summer Rain Slash x3

Samurai are the one-on-one specialists in Disgaea 5 and their performance here reflects that. Attacking a single foe from the front grants a whopping 80% damage boost, on top of her best damage skill boosting its base power with each use. A physical powerhouse among the generic classes, but a bit one-dimensional. High Middle, but might crack Low Heavy.



Armor Knight
Equips: Romulus' Spear (Range=2)/Satan's Sword/Hachiryu Armor/Hachiryu Armor/Bravery Belt

HP: 10793
SP: 450
ATK: 2839
DEF: 5438
INT: 450
RES: 2993
HIT: 787
SPD: 450
4 MOV, 1 Counters, 7% Crit Rate
60 Vengeance Gain Rate
1.112x PCHP, 1.81x P.Dur, 1.17x M.Dur, 0% Evasion
Resistances: -10% Fire / -10% Wind / -10% Ice / 0% Star
30% Fist / 30% Sword / 20% Spear / 20% Bow / 20% Gun / -20% Axe / -40% Staff / -30% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Hero's Shield     -     When defending, protect ally units from attacks.
(    3    ) -     100     -    Synch Guard     -     When defending, decrease damage taken by adjacent ally unit by 10%.
(    4    ) -     250     -    Advance Guard     -     When defending, decrease damage taken by 50%.
(    4    ) -     1,000     -    Hold the Line     -     When defending, enemy units cannot enter within 2 panels of this unit.
(    4    ) -     2,500     -    Swift Stance     -     When defending, always counter attack. (Max 20 times)
(    4    ) -     5,000     -    Defensive Stance     -     Always defends when attacked from the front or side.

Skills
1611.78 Basic Physical
BUFF: 50% damage redirection from targeted ally - Spell Range, AoE 1 - 36 SP - Noblesse Oblige
2335.73 Phys. Dmg, Set Defend on self - Range 2, AoE 1 - 48 SP - Galahad's Shield

3-turn Average Damage: 2335.7 Galahad's Shield x3

Armor Knights are the Defensive Masters of Disgaea 5.  While their unique Evility isn't usable while alone, they're the only ones that get to use Defend basically for free thanks to Galahad's Shield.  For most units, this would halve damage taken, but for Armor Knights specifically, they instead take 25% of the damage instead.  Their damage isn't anything to write home about, relying on Galahad's Shield and weapon counters to get anywhere, but their sheer tankiness could see them into Revenge Mode for a decent damage push.  Low Middle.



Magic Knight
Equips: Satan's Sword/Eclipse Wand (Range=2 to 9, depending on Mastery)/Hachiryu Armor/Crosshair (Crit%+5)/Bravery Belt

HP: 8751
SP: 1012
ATK: 3155
DEF: 1876
INT: 1220
RES: 1556
HIT: 1155
SPD: 450
4 MOV, 1 Counters, 16% Crit Rate
100 Vengeance Gain Rate
0.902x PCHP, 0.82x P.Dur, 0.78x M.Dur, 0% Evasion
Resistances: 59% Fire / 59% Wind / 59% Ice / 21% Star
0% Fist / 20% Sword / -20% Spear / 0% Bow / 0% Gun / 20% Axe / 20% Staff / -20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Elemental Force     -     When performing an elemental attack, your resistance to that element(if positive) becomes an attacking stat bonus.
(    3    ) -     100     -    Elemental Rise     -     Increase resistances to all elements except star by 25%.
(    3    ) -     250     -    Mana Blade     -     When attacking normally, increase attacking power by 20% of INT when sword is equipped.
(    3    ) -     1,000     -    Oracle Sword     -     When attacking normally, recover 5% of Max SP.
(    4    ) -     2,500     -    Spirit Protection     -     Increase resistances of all ally units on the map to all elements except star by 10%.
(    4    ) -     5,000     -    Spirit Gun     -     When making a non-element attack, add element of unit's highest resistance.

Skills
1934.1 Basic Physical
4557.48 Phys. Wind Dmg - Range 4, AoE 1 - 12 SP - Killer Storm
4303.51 Phys. Ice Dmg - Range 2, AoE 2 (Horizontal) - 24 SP - Demon Ice Fang
4811.46 Phys. Ice Dmg - Range 2, AoE 2 (X-shape) - 48 SP - Biting Ice Blade X
4557.48 Phys. Fire Dmg - Range 2, AoE 3x3 Box (requires panel behind free) - 96 SP - Heavenly Red Slice

644.28 Fire/Ice/Wind (6 SP)
938.91 Mega Spell (24 SP)
1429.96 Giga Spell (73 SP)

3-turn Average Damage: 4811.5 Biting Ice Blade X x3

Magic Knights are an interesting unit - all of their worthwhile damage is elemental, but their damage is also amplified by their elemental resistance.  They could go for either a magical or physical build, but the physical build locks them to swords for their skills.  Their damage isn't bad despite being somewhat average, and they can switch elements without losing too much.  Low Middle?



Celestial Host
Equips: Eclipse Wand (Range=2 to 9, depending on Mastery)/Holy Axe Clover/Hachiryu Armor/Crosshair (Crit%+5)/Crosshair (Crit%+5)

HP: 8459
SP: 675
ATK: 1168
DEF: 2290
INT: 2343
RES: 2971
HIT: 2135
SPD: 548
4 MOV, 1 Counters, 24% Crit Rate
50 Vengeance Gain Rate
0.872x PCHP, 0.83x P.Dur, 0.91x M.Dur, 0% Evasion
Resistances: 0% Fire / 0% Wind / 0% Ice / 25% Star
0% Fist / 20% Sword / 20% Spear / -30% Bow / -10% Gun / 0% Axe / 0% Staff / 50% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Angel Song     -     Increase ATK of adjacent ally units by 25%.
(    3    ) -     100     -    Blessing of Love     -     Increase recovery for ally units within 2 panels by 70%.
(    4    ) -     250     -    Angel Majesty     -     Decrease Defense Power of adjacent enemy units by 20%.
(    4    ) -     1,000     -    Guardian Angel     -     Increase Defense Power of ally unit in front by 100%.
(    4    ) -     2,500     -    All Range +     -     Increase attack and magic range of adjacent ally units by 1.
(    4    ) -     5,000     -    Angel Leadership     -     Increase Attack Power of adjacent units by 50% if allies fill all adjacent panels.
*Flying unit*
Skills
0 Dmg Basic Physical
1727.04 Magic Dmg, half to Humanoids, double to Monsters, heals Angels - Range 1-3, AoE 2 (X-shape) - 24 SP - Holy Saber
REVIVE: Sacrifice self, revive one ally with 50% mHP - Base Panel - 72 SP - Miracle of Love
 
5347.8 Heal (6 SP)
7130.4 Mega Heal (24 SP)
9507.2 Giga Heal (73 SP)
20202.8 Omega Heal (144 SP)
34463.6 Tera Heal (192 SP)
 Braveheart (12 SP): Grants ATK+30% (3 turns)
 Magic Boost (12 SP): Grants INT+30% (3 turns)

3-turn Average Damage: 863.5 Holy Saber x3 (assumed half damage vs. humanoids in a duel)

If Clergy and Clerics set the bar for healers being good in a duel, you'd think that Celestial Hosts would be even more amazing, right?  And that's where you'd be wrong.  While their healing is good, that's all they have going for them - their only damage takes a penalty if they're facing humanoids, which is why their average damage looks so low.  Even against monsters, their damage doesn't even break average.  Low Light, and riding the border into Puny.

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Re: Disgaea 5 Complete PC Stats
« Reply #10 on: April 22, 2023, 08:42:53 AM »

Professor
Equips: Eclipse Wand (Range=2 to 9, depending on Mastery)/Eclipse Wand/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Crosshair (Crit%+5)

HP: 6417
SP: 1125
ATK: 675
DEF: 1669
INT: 2914
RES: 2895
HIT: 1885
SPD: 1023
4 MOV, 1 Counters, 19% Crit Rate
100 Vengeance Gain Rate
0.661x PCHP, 0.58x P.Dur, 0.68x M.Dur, 0% Evasion
Resistances: -25% Fire / 25% Wind / 25% Ice / 0% Star
0% Fist / 0% Sword / 0% Spear / -20% Bow / 0% Gun / 0% Axe / 20% Staff / 30% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Medical Insertion     -     Multiply effect of support magic by 2.
(    2    ) -     100     -    Research Desire     -     Increase EXP earned when using support magic by 200%.
(    3    ) -     250     -    Chemical Reaction     -     When using support magic, increase one stat that wasn't enhanced by 30%.
(    4    ) -     1,000     -    Tension Booster     -     When using support magic, increase target unit's Revenge Gauge by 10%.
(    4    ) -     2,500     -    Effective Delivery     -     The effects of support magic will last 3 more turn(s).
(    5    ) -     5,000     -    Demon Researcher     -     Increase stats of the Magichange weapons by 15%.

Skills
0 Basic Physical
BUFF: Target: Giant (3 Turns) - Range 3, AoE 1 - 24 SP - Clinical Trial
2987.43 Magic Star Dmg - Range 2, AoE 2 (Cross) - 48 SP - Element Device
BUFF: Target: +1 MOV, +12 Jump, +1 Throw, +2 Counter, +10% Crit, +1 Spell Range (3 Turns) - Spell Range, AoE Enhance-based - 72 SP - Medical Care
5453.98 Magic Boost Element Device
1617.12 Star (6 SP)
2073.89 Mega Star (24 SP)
2835.17 Giga Star (73 SP)
3444.2 Omega Star (144 SP)
 Target Lock (12 SP): Grants HIT+60% (6 turns)
 Speed Boost (12 SP): Grants SPD+60% (6 turns)
 Braveheart (12 SP): Grants ATK+60% (6 turns)
 Magic Boost (12 SP): Grants INT+60% (6 turns) (increases from evilities already included)
 
3-turn Average Damage: 3636 Magic Boost -> Element Device x2

Professors are interesting beasts in a duel, with the ability to cast buffs at double the effectiveness, and even grant the Giant status on command.  Due to this double buff effectiveness, they're the only unit in the cast to want to cast a buff as part of their three-turn damage, giving them a decent-but-backloaded push, and keep it going for slightly longer than most other units with buffs.  Middle.



Wrestler
Equips: Three-Year Killer (Counters+1)/Three-Year Killer (Counters+1)/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Bravery Belt

HP: 11668
SP: 450
ATK: 3139
DEF: 2326
INT: 562
RES: 1345
HIT: 843
SPD: 2674
5 MOV, 3 Counters, 19% Crit Rate
120 Vengeance Gain Rate
1.202x PCHP, 1.15x P.Dur, 1.02x M.Dur, 47.6% Evasion
Resistances: 0% Fire / -50% Wind / -25% Ice / 0% Star
50% Fist / -20% Sword / -30% Spear / 0% Bow / -20% Gun / 30% Axe / 0% Staff / 40% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Pro Tosser     -     When performing a throw without moving, it will not count as an action.
(    2    ) -     100     -    Attack Mastery     -     ATK Aptitude increased by 10%.
(    4    ) -     250     -    Power Throw     -     Increase throw range by 2.
(    4    ) -     1,000     -    Vacuum Lift     -     Increase lift range by 2.
(    4    ) -     2,500     -    Standing Suplex     -     When lifting an enemy, decrease damage taken by 30%.  Does not affect end-of-turn damage from lifting an enemy.
(    3    ) -     5,000     -    Captain Tower     -     Increase damage dealt by tower attacks and tower skills by 50%.

Skills
1680.63 Basic Physical
2095.68 Phys. Dmg + Lift - Range 1-4 (Line), AoE 1 - 24 SP - Heroic Backbreaker
3459.41 Phys. Dmg - Hits Lifted Target and places them in panel Range 1-3 - 48 SP - Super Piledriver

3-turn Average Damage: 3459.4 Super Piledriver x3

Wrestlers are the gimmick class of Lifting and Throwing.  Their first skill Lifts a target at range, while their second skill deals extra damage while throwing a target.  If they can handle the massive cost to their HP (50% of the target's mHP), they can also keep a target lifted, nullifying their turn.  While this gimmick shouldn't come up a lot, it does give them an interesting niche in Light.



Pirate
Equips: Cosmo Gun (Range=6)/Satan's Sword/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Crosshair (Crit%+5)

HP: 9334
SP: 675
ATK: 1215
DEF: 2065
INT: 779
RES: 1650
HIT: 3742
SPD: 3119
6 MOV, 2 Counters, 22% Crit Rate
100 Vengeance Gain Rate
0.962x PCHP, 0.89x P.Dur, 0.85x M.Dur, 55.1% Evasion
Resistances: 0% Fire / 0% Wind / 50% Ice / 0% Star
-10% Fist / 0% Sword / -20% Spear / 0% Bow / 40% Gun / -20% Axe / 30% Staff / 15% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Acceleration Shot     -     Increase damage dealt by panels between the unit and target x 15%.
(    4    ) -     100     -    Demonic Marksman     -     HIT & SPD Aptitudes increased by 30%.
(    4    ) -     250     -    Plunder     -     30% chance to acquire equipment from defeated enemy units.
(    2    ) -     1,000     -    Explorer     -     If unit is on map when clearing a floor, increase chance of a Mystery Room.
(    4    ) -     2,500     -    Gun Fight     -     Decrease damage taken from units at least 3 panels away by 50%.
(    5    ) -     5,000     -    Adventuring Spirit     -     When clearing 3 Item World stages, increase the item's level by 1. (Doesn't stack)

Skills
3489.29 Basic Physical
4875.21 Phys. Dmg, 3 Panel Knockback - Range 1-5 (Line), AoE 1 - 24 SP - Pirate Shell
3766.47 Phys. Dmg - Range 6, AoE 3x3 - 72 SP - Nether Buccaneer
 
  Geo Change (20 SP): Rearrange Geo Panels/Symbols (Item World only)
 Geo Blast (20 SP): Destroy targeted Geo Panel (Item World only)
 Bonus Change (20 SP): Change the score bonus (Item World only)
 Geo Warp (20 SP): Warp to the selected area (Item World only)

3-turn Average Damage: 4875.2 Pirate Shell x3

Remember how Gunners worked?  Pirates trade out 100% Hit for better damage, and the ability to keep out opponents better.  Acceleration Shot is averaged at 4 spaces here, but could go up to six very easily for how Nether Buckaneer works.  High Middle, since they have no other tricks past that.



Sage
Equips: Eclipse Wand (Range=2 to 9, depending on Mastery)/Eclipse Wand/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Crosshair (Crit%+5)

HP: 7584
SP: 1012
ATK: 1012
DEF: 1556
INT: 3308
RES: 3715
HIT: 1885
SPD: 876
4 MOV, 1 Counters, 20% Crit Rate
100 Vengeance Gain Rate
0.781x PCHP, 0.68x P.Dur, 0.92x M.Dur, 0% Evasion
Resistances: 25% Fire / 50% Wind / 25% Ice / 25% Star
-20% Fist / 0% Sword / -20% Spear / 30% Bow / -20% Gun / 30% Axe / 40% Staff / -20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Mass Blaster     -     Increase damage dealt by targets of the attack x 10%.
(    4    ) -     100     -    Wisdom Incarnate     -     SP, INT, & RES Aptitudes increased by 20%.
(    4    ) -     250     -    Magic Conversion     -     Every 2% of remaining SP increases INT by 1%.
(    3    ) -     1,000     -    Star Break     -     When making star element attacks, target enemy's star resistance becomes 0.
(    4    ) -     2,500     -    Anti-Demon Decoy     -     Evade magic attacks at the rate of 50%.
(    6    ) -     5,000     -    Concentration     -     Increase damage of single target magic attacks by 100%.

Skills
0 Basic Physical
BUFF: Target: Double Action (2 Turns - Range 1, AoE 1 - 70 SP - Multi-Attacker
0 Magic Dmg - All Panels except self - 256 SP - Land Decimator
 
2186.44 Star (6 SP)
2756.82 Mega Star (24 SP)
3707.46 Giga Star (73 SP)
4467.97 Omega Star (144 SP)
5228.48 Tera Star (192 SP)
 Geo Change (20 SP): Rearrange Geo Panels/Symbols (Item World only)
 Geo Blast (20 SP): Destroy targeted Geo Panel (Item World only)
 Bonus Change (20 SP): Change the score bonus (Item World only)
 Geo Warp (20 SP): Warp to the selected area (Item World only)

3-turn Average Damage: 4468 Omega Star x3

In-game, Sages have the unique distinction of being the only class with on-demand full-map damage (Overloads don't count).  In practice in a duel, it's far too weak to actually be worthwhile, as well as the hit rate being a joke.  In a duel, they're little more than Star-elemental Mages. She can sacrifice a chunk of damage to get flat 50% evasion to all magic attacks, though. Still probably only a High Light.



Dark Knight
Equips: Holy Axe Clover/Satan's Sword/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 10501
SP: 562
ATK: 5648
DEF: 3651
INT: 731
RES: 1832
HIT: 1323
SPD: 998
5 MOV, 3 Counters, 25% Crit Rate
120 Vengeance Gain Rate
1.082x PCHP, 1.26x P.Dur, 0.97x M.Dur, 0% Evasion
Resistances: 50% Fire / -25% Wind / -25% Ice / 0% Star
10% Fist / 30% Sword / 10% Spear / 10% Bow / -30% Gun / 30% Axe / -40% Staff / 0% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Ripple Impact     -     When attacking adjacent enemies, deal damage to enemies adjacent to target.
(    4    ) -     100     -    Veteran Hero     -     HP, ATK, & DEF Aptitudes increased by 20%.
(    4    ) -     250     -    Purgatory     -     Increase damage dealt by criticals by 50%.
(    4    ) -     1,000     -    In the Fight     -     Decrease damage taken from adjacent units by 50%.
(    4    ) -     2,500     -    Heavy Stance     -     Increase stats by 30%, but cannot be lifted.
(    5    ) -     5,000     -    Fighting Spirit     -     Increase ATK & DEF by 5% when attacking or being attacked. (Max 100%)

Skills
5182.96 Basic Physical
6153 Phys. Dmg + 100% Drain - Range 1, AoE 1 - 24 SP - Vital Steal
6411.68 Phys. Wind Dmg, gains power based on panels moved - Range 2, AoE 3x3 - 48 SP - Lightning Sword

3-turn Average Damage: 6411.7 Lightning Sword x3

Dark Knights have a lot of potentially useful Evilities, but only enough slots to equip one at a time. This topic assumes the one that best increases his on-paper damage, but he will often prefer to sacrifice the stats for the flat 50% incoming damage reduction. It pairs nicely with his parasitic draining from Vital Steal and turns him into a shockingly damaging bruiser with a lot of stalling power. Could be a Low Heavy.



Celestial Hostess
Equips: Satan's Sword/Eclipse Wand (Range=2 to 9, depending on Mastery)/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 7876
SP: 900
ATK: 3104
DEF: 1698
INT: 1142
RES: 2273
HIT: 1125
SPD: 506
4 MOV, 1 Counters, 9% Crit Rate
100 Vengeance Gain Rate
0.811x PCHP, 0.72x P.Dur, 0.77x M.Dur, 0% Evasion
Resistances: 0% Fire / 0% Wind / 50% Ice / 0% Star
-10% Fist / -20% Sword / 0% Spear / 20% Bow / 0% Gun / -30% Axe / 30% Staff / 50% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Angel Protection     -     Decrease damage taken by ally units within 3 panels by 5%. (Max 30%)
(    3    ) -     100     -    Angel Conciliation     -     Revenge Gauge of enemy units fills less frequently.
(    3    ) -     250     -    Angel Blessing     -     Adjacent ally units recover 10% SP at end of turn.
(    2    ) -     1,000     -    Angel Immunity     -     Immune to all Debuffs
(    5    ) -     5,000     -    Angel Cheering     -     Units in assigned squad recover 3% SP every turn.
(    5    ) -     30,000     -    Angel Flight     -     Movement type becomes flying for ally units on the map.
*Flying unit*
Skills
1882.08 Basic Physical
BUFF: Target: All Elemental Resist +30% - Spell Range, AoE 1 - 36 SP - Echoing Hymn
3465.12 Phys Dmg, Self-Sacrifice (Can't be revived in-battle) - Range 1-5, AoE All - 48 SP - Penalty of Death
 
4091.4 Heal (6 SP)
5455.2 Mega Heal (24 SP)
7273.6 Giga Heal (73 SP)
15456.4 Omega Heal (144 SP)
26366.8 Tera Heal (192 SP)
 Espoir (12 SP): Restores all Ailments
 Magic Wall (12 SP): Grants RES+30% (3 turns)
 Shield (12 SP): Grants DEF+30% (3 turns)

3-turn Average Damage: 1882.1 Physical x3

Celestial Hostess is a support unit through and through. She has amazing healing and not a whole lot else. Her Angel Conciliation evility decreases meter gain for limit-reliant types, which could potentially spoil some fighters. She also has an immunity to Debuffs (not status ailments), which is a fairly unique niche. She just doesn't have a whole lot she can do to actually end matches. Her only offensive skill also sacrifices herself so she's stuck equipping a Sword and whacking away with an awful basic physical. A weird Light.



Kunoichi
Equips: Three-Year Killer (Counters+1)/Satan's Sword/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Bravery Belt

HP: 6709
SP: 1012
ATK: 2492
DEF: 1556
INT: 1012
RES: 1409
HIT: 675
SPD: 2816
5 MOV, 2 Counters, 31% Crit Rate
100 Vengeance Gain Rate
0.691x PCHP, 0.6x P.Dur, 0.59x M.Dur, 50.3% Evasion
Resistances: -25% Fire / 0% Wind / 25% Ice / 0% Star
-10% Fist / -20% Sword / 10% Spear / 30% Bow / 30% Gun / 0% Axe / 30% Staff / -30% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Flame Haze     -     When an attack targets over 2 units, evasion rate becomes 50%.
(    3    ) -     100     -    Nirrti     -     Increase stats by 10% every time unit evades an attack.
(    3    ) -     250     -    Rebellious Blade     -     Able to use equipment as an attack item. (Based on ATK)
(    4    ) -     1,000     -    Body Replacement     -     When taking damage, make an ally unit take the damage up to 3 times.
(    6    ) -     5,000     -    Aggressive Spying     -     When entering a Skip Gate in the Item World, increase floor number by 2.
(    4    ) -     30,000     -    Emergency Evasion     -     When HP is under 25%, evasion rate becomes 50%.

Skills
1423.08 Basic Physical
BUFF: Target: Evasion +30% (3 Turns) - Range (Spell), AoE 1 - 36 SP - Ninja Art Wind Wrap
1829.14 Phys. Dmg + 50% Charm - Range 2, AoE 2 - 48 SP - 3 Year Crush Kill

4043.61 Phys. Dmg - Throw Holy Clover Axe
3709 Phys. Dmg - Throw Skeggiold

 Poison (24 SP): 50% chance to inflict Poison (3 turns)
 Stun (24 SP): 50% chance to inflict Paralyze (3 turns)
 Blank Out (24 SP): 50% chance to inflict Amnesia (3 turns)
 Charm (24 SP): 50% chance to inflict Charm (1 turn)
 Slumber (24 SP): 50% chance to inflict Sleep (3 turns)
 Blind (12 SP): Inflicts HIT-30% (3 Turns)
 Slow (12 SP): Inflicts SPD-30% (3 Turns)

3-turn Average Damage: 3709 Throw Skeiggold x3

Kunoichi acts as the FF archetype of Ninja - she's all about Throwing equipment to deal damage. Unlike the FF Ninjas, she doesn't get a lot of diversity, but it is an effect unique to her. Kunoichi opts for 4 slightly-less-than best-in-shop Axes rather than a pair of top-tier storebought Axes. She can technically throw any weapon or item, but since the only stat that matters for the damage is the Item's ATK, storebought Axes are the best option, and her budget only allows 2 Holy Clover Axes or 4 Skeiggolds before she's reduced to just whacking at things with her normal skills. She has pretty great SPD (evasion) so her Nirrti Evility may kick in and help her with extended matches. She also has a very solid Status Ailment game. Landing Amnesia, Paralyze, or Sleep on a coin toss could spoil quite a few duelists. Her best non-Throw damage even has 50% Charm (essentially 1-turn Stun in a duel) attached to it. But despite how powerful tossing post-game Weapons stolen from Item World might be in-game, her limitations here as an Endgame unit land her solidly in Middle.



Sorcerer
Equips: Eclipse Wand (Range=2 to 9, depending on Mastery)/Eclipse Wand/Hachiryu Armor/Hachiryu Armor/Hachiryu Armor

HP: 6709
SP: 1125
ATK: 787
DEF: 4622
INT: 2613
RES: 4554
HIT: 675
SPD: 675
5 MOV, 1 Counters, 16% Crit Rate
100 Vengeance Gain Rate
0.691x PCHP, 0.95x P.Dur, 0.94x M.Dur, 0% Evasion
Resistances: 50% Fire / 0% Wind / 25% Ice / 0% Star
0% Fist / 0% Sword / 0% Spear / 0% Bow / 0% Gun / 0% Axe / 30% Staff / 20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Cursed Dance     -     Increase damage enemy units on the map take by 3%.
(    4    ) -     100     -    Death Throes     -     Decrease ATK of enemy units on the map by 30% when defeated. (Lasts 3 turns)
(    3    ) -     250     -    Contagious Curse     -     Enemy units adjacent to a unit with an ailment at end of turn will get the ailment.
(    6    ) -     1,000     -    Gloomy Dance     -     Decrease critical rate of enemy units on the map by 20%.
(    6    ) -     5,000     -    Dullness Dance     -     Decrease movement of enemy units on the map by 2. (Doesn't stack)
(    4    ) -     30,000     -    Sorrowful Moment     -     When defeated, Revenge Gauge for enemy units on the map will become 0.

Skills
0 Basic Physical
0 Target: Decrease Equipment Aptitudes by 30% - Range (Spell), AoE 1 - 36 SP - Aptitude Down
0 30% Chance per status to inflict Poison, Paralysis, Amnesia, Charm, and Sleep - Range 1-5, AoE All Enemy in Range - 48 SP - Curse Storm
 
 
1334.03 Star (6 SP)
1743.61 Mega Star (24 SP)
 Single Stat Down (12 SP) - See Enfeeble, Armor Break, Mind Break, Resist Break, Blind, Slow
 Poison (24 SP): 50% chance to inflict Poison (3 turns)
 Stun (24 SP): 50% chance to inflict Paralyze (3 turns)
 Blank Out (24 SP): 50% chance to inflict Amnesia (3 turns)
 Charm (24 SP): 50% chance to inflict Charm (1 turn)
 Slumber (24 SP): 50% chance to inflict Sleep (3 turns)
 
 

3-turn Average Damage: 1743.6 Mega Star x3

Sorcerers are the pure status ailment class. They have access to every common ailment and debuff in the game. Their damage is pretty terrible, so they're likely hoping their foe can be Poisoned alongside any of their debilitating ailments (Sleep/Paralysis/Amnesia, depending on the foe) to avoid getting overwhelmed in the damage department. They're best off trying to turtle by wearing a full set of Armor for their defensive gear while they sling status to steal some wins in Middle.

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Re: Disgaea 5 Complete PC Stats
« Reply #11 on: April 22, 2023, 08:50:21 AM »
Monster Generics


Prinny
Equips: Fenrir's Fang/Fenrir's Fang/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 7001
SP: 900
ATK: 3360
DEF: 2065
INT: 562
RES: 1650
HIT: 1759
SPD: 1012
4 MOV, 1 Counters, 19% Crit Rate
100 Vengeance Gain Rate
0.721x PCHP, 0.67x P.Dur, 0.63x M.Dur, 0% Evasion
Resistances: -25% Fire / 0% Wind / 25% Ice / 0% Star
0% Fist / 0% Sword / 10% Spear / 15% Bow / 15% Gun / 0% Axe / -15% Staff / 0% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Explosive Body     -     Explode when thrown, dealing damage to a range of 2 equal 50% of Max HP.
(    2    ) -     100     -    1 HL     -     Healing fee at the hospital becomes 1 HL.
(    2    ) -     250     -    Cross Bomber     -     When this unit explodes, it explodes in straight lines of 5 panels.
(    3    ) -     1,000     -    Through Adversity     -     Increase stats by 30% when inflicted with an ailment.
(    3    ) -     2,500     -    Focused Bomb     -     When this unit explodes, deals damage equal to 100% of HP.
(    5    ) -     5,000     -    Recycle Spirit     -     If this unit dies from exploding, the number of dispatched units recovers.

Skills
2143.2 Basic Physical
2657.28 Phys. Dmg - Range 1-3 (Line), AoE 1 - 3 SP - Prinny Barrage
2314.56 Phys. Fire Dmg - Range 3, AoE 2 - 16 SP - Prinny Bomb
2657.28 Phys. Dmg - All panels in box around self - 48 SP - Pringer Beam
4028.16 Phys. Dmg - Range 1-4 (Line), AoE 1 - 120 SP - Prinny Fusillade
 Target Lock (12 SP): Grants HIT+30%
 
7001 Non-typed ITE Dmg but Unit dies - Explosion when Thrown

3-turn Average Damage: 4028.2 Prinny Fusillade x3

As would be expected, Prinnies aren't very impressive, but they are hardly the worst units in the cast! They do middling damage off middling stats and their only trick is a nice passive stat boost if they get hit with a non-match-ending status ailment. They do a nice chunk of damage when Thrown for Team Matches, though!



Imp
Equips: Angel's Medal/Angel's Medal/Hachiryu Armor/Crosshair (Crit%+5)/Crosshair (Crit%+5)

HP: 7001
SP: 787
ATK: 1012
DEF: 2065
INT: 2905
RES: 2073
HIT: 1916
SPD: 1012
5 MOV, 2 Counters, 29% Crit Rate
100 Vengeance Gain Rate
0.721x PCHP, 0.67x P.Dur, 0.67x M.Dur, 0% Evasion
Resistances: 0% Fire / 0% Wind / 0% Ice / -25% Star
-40% Fist / -10% Sword / 20% Spear / 20% Bow / 40% Gun / 0% Axe / 0% Staff / 0% Monster Wpn
*Flying unit*
Evilities: (Slots - Mana Cost - Effect)
Bullying     -     Increase damage dealt to lower level enemy units by 30%.
(    3    ) -     100     -    Poison Heal     -     Reverse damage dealt by poison.
(    3    ) -     250     -    Binding Dash     -     Multiply movement & SPD by 2 when paralyzed.
(    3    ) -     1,000     -    Elemental Reverse     -     Reverses elemental resistances.
(    3    ) -     2,500     -    Weaken Life     -     Reverses the effect of weaken.
(    4    ) -     5,000     -    Isolation     -     Increase stats by 20% when not adjacent to any units.

Skills
0 Basic Physical
2367.58 Magic Dmg - Range 4, AoE 1 - 3 SP - Stone
2671.16 Magic Dmg + 35% Weaken - Range 1-3, AoE 1 - 16 SP - Diving Booty Bump
2974.73 Magic Dmg + 20% Weaken - Range 1-3 (Line), AoE 1 - 48 SP - Dark Fist Volley
2822.94 Magic Dmg - Range 2, AoE 3x3 Box - 120 SP - Dark Illuminati
 Resist Break (12 SP): Inflicts RES-30% (3 turns)
 
3-turn Average Damage: 2974.7 Dark Fist Volley x3

Imps are pretty bland mage-type units. They fly and they can inflict Weaken with their best damage, which is their best strategy. Weaken status reduces the inflicted's stats by 30% for 3 turns. Imp has to hope that's enough.



Orc
Equips: Fenrir's Fang/Fenrir's Fang/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Bravery Belt

HP: 8168
SP: 1012
ATK: 3546
DEF: 2122
INT: 450
RES: 1650
HIT: 1643
SPD: 616
4 MOV, 1 Counters, 20% Crit Rate
100 Vengeance Gain Rate
0.842x PCHP, 0.78x P.Dur, 0.74x M.Dur, 0% Evasion
Resistances: 25% Fire / 0% Wind / -50% Ice / 0% Star
20% Fist / 0% Sword / 15% Spear / -40% Bow / -10% Gun / 40% Axe / -10% Staff / 0% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Group Strategy     -     Increase stats by ally units within 2 panels x 5%.
(    2    ) -     100     -    Amnesic Blast     -     50% chance to inflict amnesia when attacking normally.
(    3    ) -     250     -    Axe Guard     -     Increase axe resistance by 20%.
(    3    ) -     1,000     -    Toady     -     Increase ATK by 20% when adjacent to a higher level ally unit.
(    4    ) -     2,500     -    Mass Psyche     -     Increase stats by ally units on the map x 3%.
(    4    ) -     5,000     -    Boar Charge     -     Increase ATK by 50%, but decrease HIT by 30%.

Skills
2332.92 Basic Physical
2152.07 Phys. Dmg - Range 0, AoE 2 (exclude self) - 3 SP - Petite Slicer
3056.3 Phys. Fire Dmg - Range 1-3, AoE 1 - 16 SP - Land Crusher
3779.69 Phys. Dmg - Range 1 (Front, requires Range 1 Back empty), AoE 1 - 48 SP - Orc Juggler
3237.15 Phys. Dmg + 30% Charm - Range 2, 3x3 Box - 120 SP - Goddess of Orc

3-turn Average Damage: 3779.7 Orc Juggler x3

Orcs aren't anything to write home about in the stat department, but they have a few strategic options. They usually want at least one pair of shoes to ensure they can position themselves for their best damage skill Orc Juggler. They can sacrifice some damage and try Goddess of Orc for a 30% Charm status that prevents their foe from acting for one turn, which might swing things in their favor. They can sacrifice even more damage to use their basic physical, which inflicts Amnesia at a 50% rate and locks their target's skills for 3 turns. It's not a lot, but less one-dimensional than some units.



Rabbit
Equips: Fenrir's Fang/Fenrir's Fang/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Angel's Shoes (Mv+1, Jm+14)

HP: 7584
SP: 675
ATK: 4526
DEF: 1876
INT: 675
RES: 1345
HIT: 1566
SPD: 2163
5 MOV, 1 Counters, 16% Crit Rate
100 Vengeance Gain Rate
0.781x PCHP, 0.71x P.Dur, 0.66x M.Dur, 35.3% Evasion
Resistances: 25% Fire / 0% Wind / -25% Ice / 0% Star
-10% Fist / -10% Sword / 0% Spear / -20% Bow / -10% Gun / 0% Axe / 0% Staff / 20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Benefits of Gaea     -     Increase damage dealt when attacking from higher elevation by 30%.
(    2    ) -     100     -    Bunny Hop     -     Increase jump power by 48.
(    3    ) -     250     -    Bow Guard     -     Increase bow resistance by 20%.
(    3    ) -     1,000     -    Hidden Valley     -     Increase ATK & SPD by current elevation x 1%.
(    3    ) -     2,500     -    Lightning Speed     -     When HP is under 30%, increase movement by 2.
(    4    ) -     5,000     -    Fatal Slash     -     30% chance to deathblow if target has a lower SPD.

Skills
3332.52 Basic Physical
4025 Phys. Dmg - Range 1-4 (Line), AoE 1 - 3 SP - Double Usa Swipe
4255.82 Phys. Dmg - Range 1 (Front), AoE 2 (Horizontal) - 16 SP - Moon Shine Slash
4255.82 Phys. Fire Dmg - Range 1-3 (Line), AoE 2 - 48 SP - Carrot Funnel
4948.3 Phys. Star Dmg - Range 2, AoE 3x3 Box - 120 SP - Gold Moon Judgment
 Braveheart (12 SP): Grants ATK+30% (3 turns)

3-turn Average Damage: 4948.3 Gold Moon Judgment x3

Rabbits are somewhat of a surprise, but their dueling worth lives or dies by if you're lenient with Hidden Valley - it is currently being taken as if the unit is on a floor that is 44dm high, as is the average of heights of the last five stages. Good damage and stats with either no or interpretation-heavy tricks that translate to a duel format. Their best damage is locked to Star-element, with their backup being Fire damage. To top it all off, they can barely cast their best damage 5 times, so they hope a match ends quickly. They have highest evasion among Monster units and could potentially dodge-tank their way to Revenge Mode in hopes of ending a match with guaranteed criticals and 1-SP skill costs.



Fairy
Equips: Angel's Medal/Angel's Medal/Hachiryu Armor/Crosshair (Crit%+5)/Crosshair (Crit%+5)

HP: 5250
SP: 1237
ATK: 787
DEF: 1556
INT: 3165
RES: 3327
HIT: 1803
SPD: 1125
5 MOV, 0 Counters, 24% Crit Rate
100 Vengeance Gain Rate
0.541x PCHP, 0.47x P.Dur, 0.6x M.Dur, 0% Evasion
Resistances: -25% Fire / 25% Wind / 0% Ice / 25% Star
0% Fist / -10% Sword / -30% Spear / 0% Bow / 0% Gun / 50% Axe / -20% Staff / 10% Monster Wpn
*Flying unit*
Evilities: (Slots - Mana Cost - Effect)
Magic Creation     -     Recover 10% SP at end of turn.
(    2    ) -     100     -    Sleep Powder     -     50% chance to inflict sleep when attacking normally.
(    2    ) -     250     -    Staff Guard     -     Increase staff resistance by 20%.
(    3    ) -     1,000     -    Generate Pain     -     50% of damage taken recovers SP.
(    3    ) -     2,500     -    Blessing Bell     -     Ally units fully recover when they level up.
(    5    ) -     5,000     -    Mind Break     -     10% of damage dealt by an attack is also dealt to SP.

Skills
0 Basic Physical
2680.04 Magic Fire Dmg - Range 1-3 (Line), AoE 1 - 3 SP - Will-o'-the-Wisp
2845.41 Magic Dmg + 15% Shrink - Range 2, AoE 2 (except third space away) - 16 SP - Lantern Section
2845.41 Magic Dmg + 15% Shrink - Range 1-4, AoE 2 - 48 SP - Flame Demon's Fist
4168.38 Magic Dmg - Range 1-3, AoE 1 - 120 SP - Judgment Ray

 Armor Break (12 SP): Inflicts DEF-30% (3 turns)
 Resist Break (12 SP): Inflicts RES-30% (3 turns)
 Enfeeble (12 SP): Inflicts ATK-30% (3 turns)
 Mind Break (12 SP): Inflicts INT-30% (3 turns)
 Blank Out (24 SP): 50% chance to inflict Amnesia (3 turns)
 Slumber (24 SP): 50% chance to inflict Sleep (3 turns)
 
3-turn Average Damage: 4168.4 Judgment Ray x3

Fairies have a lot going for them. They're somewhat frail mages, but they have solid damage and enough SP and SP-recovery to use it. They can also inflict 3 different statuses, including 50% Sleep off their basic physical or the Sleep spell.



Sludge
Equips: Fenrir's Fang/Fenrir's Fang/Hachiryu Armor/Hachiryu Armor/Bravery Belt

HP: 4084
SP: 787
ATK: 3490
DEF: 5002
INT: 450
RES: 1664
HIT: 2213
SPD: 450
3 MOV, 2 Counters, 14% Crit Rate
100 Vengeance Gain Rate
0.421x PCHP, 1.25x P.Dur, 0.37x M.Dur, 0% Evasion
Resistances: -75% Fire / -75% Wind / -75% Ice / -75% Star
50% Fist / 60% Sword / 40% Spear / 40% Bow / 50% Gun / -10% Axe / -50% Staff / -20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Gel Body     -     Decrease non-elemental damage taken by 50%.
(    2    ) -     100     -    Poisonous Matter     -     50% chance to inflict poison when attacking normally.
(    3    ) -     250     -    Knuckle Guard     -     Increase fist resistance by 20%.
(    4    ) -     1,000     -    Poison Gel     -     When attacked by an adjacent non-elemental attack, inflict poison on the attacker.
(    4    ) -     2,500     -    Weak Gel     -     When attacked by an adjacent non-elemental attack, inflict weaken on the attacker.
(    4    ) -     5,000     -    Impact Charge     -     Increase ATK by 10% every time attacked by a non-elemental attack.

Skills
2275.8 Basic Physical
2631.78 Phys. Ice Dmg + 20% Poison - Range 1-3 (Line), AoE 1 - 3 SP - Gel Gel Laser
2631.78 Phys. Dmg + 30% Poison - Range 1-2, AoE 2 (Horizontal) - 16 SP - Rock-Paper-Sticky
3699.72 Phys. Dmg + 40% Poison - Range 1-3, AoE 1 - 48 SP - Slime Cheer
3165.75 Phys. Dmg + 50% Poison - All adjacent panels in square shape - 120 SP - Cell Division

3-turn Average Damage: 3699.7 Slime Cheer x3

Sludges pretty much instantly die to elemental damage, but wall non-elemental damage to the point of near-immunity. They inflict Poison with every attack they have, which might help turn the tide in their favor. Poison deals 20% of max HP in potentially-lethal damage at the start of the afflicted target's turn. Additionally, if the Sludge ends its turn adjacent to its foe, it inflicts the Weaken status on them, debuffing all the foe's stats by 30% for 3 turns. A solid melee spoiler for Middle.

DjinnAndTonic

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Re: Disgaea 5 Complete PC Stats
« Reply #12 on: April 22, 2023, 08:55:02 AM »

Slumber Cat
Equips: Fenrir's Fang/Fenrir's Fang/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 5542
SP: 675
ATK: 3585
DEF: 1858
INT: 562
RES: 1473
HIT: 2213
SPD: 1125
6 MOV, 1 Counters, 22% Crit Rate
100 Vengeance Gain Rate
0.571x PCHP, 0.74x P.Dur, 0.7x M.Dur, 0% Evasion
Resistances: 50% Fire / 0% Wind / -50% Ice / 0% Star
25% Fist / 0% Sword / -20% Spear / 0% Bow / -20% Gun / 25% Axe / 10% Staff / 0% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Weakening Aura     -     Decrease damage taken from humanoid units by 30%.
(    3    ) -     100     -    Sword Guard     -     Increase sword resistance by 20%.
(    3    ) -     250     -    Softening Aura     -     Nullify damage taken from ally units.
(    3    ) -     1,000     -    Asleep Attack     -     Increase damage dealt to sleeping units by 100%.
(    4    ) -     2,500     -    Cat Step     -     Evade attacks from lower elevations at the rate of 50%.
(    4    ) -     5,000     -    Kinship Awareness     -     Increase stats by units of the same class x 10%.

Skills
2372.7 Basic Physical
3104.04 Phys. Dmg + 30% Amnesia - Range 1, AoE 1 - 3 SP - Feigned Innocence
3469.71 Phys. Fire Dmg - Range 1-4 (Line), AoE 1 - 16 SP - Rolling Hairball
3286.88 Phys. Dmg - Range AoE 1-3, requires fourth space away clear - 48 SP - Cat Meteor Fist
3835.38 Phys. Dmg + 20% Weaken - Range 1-3, AoE 2 - 120 SP - Slumber Acrobatics
 
3-turn Average Damage: 3835.4 Slumber Acrobatics x3

Slumber Cats are pretty straightforward. They do have the interesting quirk of reducing damage from humanoids by a flat 30%, which would apply to most opponents. They also can inflict Weaken (-30% stats for 3 turns) with their best damage, or Amnesia (skill-lock for 3 turns) off one of their less-powerful skills. Their low SP might cause them issues, though. Decent in Light.



Winged Warrior
Equips: Angel's Medal/Fenrir's Fang/Hachiryu Armor/Crosshair (Crit%+5)/Bravery Belt

HP: 5834
SP: 787
ATK: 1142
DEF: 1254
INT: 2693
RES: 3636
HIT: 1405
SPD: 1125
7 MOV, 1 Counters, 25% Crit Rate
100 Vengeance Gain Rate
0.601x PCHP, 0.5x P.Dur, 0.7x M.Dur, 0% Evasion
Resistances: 25% Fire / -50% Wind / 25% Ice / 0% Star
50% Fist / 0% Sword / 20% Spear / -30% Bow / -20% Gun / 20% Axe / 20% Staff / 20% Monster Wpn
*Flying unit, Rng2 Physical*
Evilities: (Slots - Mana Cost - Effect)
Spreading Miasma     -     Increase chance to inflict ailments & stat drops to enemy units on the map by 30%.
(    2    ) -     100     -    Paralysis Dust     -     50% chance to inflict paralysis when attacking normally.
(    3    ) -     250     -    Lance Guard     -     Increase spear resistance by 20%.
(    4    ) -     1,000     -    Poison Accelerator     -     Increase poison damage dealt to enemy units on map by 25%.
(    4    ) -     2,500     -    Lengthen Ailment     -     Status ailments will last 2 turns longer on enemy units.
(    4    ) -     5,000     -    Overdose     -     Increase damage dealt to unit inflicted with an ailment from an ailment skill by 60%.

Skills
0 Basic Physical
2112.81 Magic Dmg + 19% Poison, Sleep, Paralyze (each) - Range 1-3 (Line), AoE 1 - 3 SP - Lepidoptera
2253.52 Magic Dmg + 65% Paralyze - Range 1, AoE 2 (Horizontal) - 16 SP - Sonic Wave
2872.64 Magic Dmg + 39% Amnesia - Range 1-3, AoE 1 - 48 SP - Tailspin Dive
2957.07 Magic Dmg - Range 1-4 (Line), AoE 2 - 120 SP - Simurgh
 Poison (24 SP): 65% chance to inflict Poison (5 turns)

3-turn Average Damage: 2872.6 Tailspin Dive x3

The Winged Warrior mothmen are status specialists. They can swap their damage type between physical and magical monster weapons with basically no change in damage output. They've been defaulted to Magical here since there tends to be lower Magic Resistance across the board. As status specialists, they're using their second-best damage as their default due to it having attached Amnesia status (skill-lock for 5 turns thanks to their evility). The damage difference is neglible, but the SP cost is much cheaper for their somewhat limited resources. They have a range-2 physical they can inflict Paralysis (can't move + evasion=1) as an interesting backup trick against melee fighters.



Undead
Equips: Fenrir's Fang/Fenrir's Fang/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 11085
SP: 675
ATK: 3675
DEF: 2394
INT: 450
RES: 1409
HIT: 1699
SPD: 450
4 MOV, 3 Counters, 16% Crit Rate
100 Vengeance Gain Rate
1.142x PCHP, 1.3x P.Dur, 1.06x M.Dur, 0% Evasion
Resistances: -50% Fire / 0% Wind / 25% Ice / 0% Star
30% Fist / -10% Sword / -10% Spear / 20% Bow / 20% Gun / -40% Axe / -30% Staff / 30% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Predation     -     When dealing damage with attacks, recover 10% HP.
(    3    ) -     100     -    Rifle Guard     -     Increase gun resistance by 20%.
(    3    ) -     250     -    Poison Chance     -     Increase damage dealt to poisoned units by 100%.
(    4    ) -     1,000     -    Undead     -     Increase defense by 50%, but reverse the recovery of healing magic.
(    4    ) -     2,500     -    Regeneration     -     When attacked, recover HP equal to 30% of the damage taken.
(    4    ) -     5,000     -    Corpse Cannibal     -     Recover HP & SP by units defeated x 3% when defeating units.

Skills
2464.5 Basic Physical
3026.78 Phys. Dmg + 40% Poison - Range 1, AoE 1 - 3 SP - Rotten Headbutt
3026.78 Phys. Dmg - Range 0, AoE 2 (except self) - 16 SP - Zombie Tornado
3589.05 Phys. Dmg - Range 1-2, AoE 2 - 48 SP - Ultra Zombeam
4451.21 Phys. Dmg + 100% Poison - Range 1-5, AoE 1 - 120 SP - Resident Undead

3-turn Average Damage: 4451.2 Resident Undead x3

Undead zombies are considered the weakest demons after Prinnies in the lore, but they're pretty amazing in a duel. Their best damage inflicts Poison (20% mHP damage at start of target's turn for 3 turns) and their best evility deals 100% more damage to Poisoned targets. Combined with their great durability, they are extremely good sluggers and only have to worry about status cheese and running out of resources as they play around in Heavy. Well, and Poison immunity.



Shroom
Equips: Fenrir's Fang/Fenrir's Fang/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 8459
SP: 731
ATK: 3709
DEF: 2329
INT: 450
RES: 1882
HIT: 2157
SPD: 562
4 MOV, 0 Counters, 16% Crit Rate
110 Vengeance Gain Rate
0.872x PCHP, 0.84x P.Dur, 0.79x M.Dur, 0% Evasion
Resistances: -25% Fire / 0% Wind / 25% Ice / 0% Star
20% Fist / -20% Sword / 0% Spear / 25% Bow / 30% Gun / 0% Axe / 30% Staff / -40% Monster Wpn
*Rng2 Physical*
Evilities: (Slots - Mana Cost - Effect)
Shroom Power     -     Decrease stats of adjacent female enemy units by 20%.
(    2    ) -     100     -    Listless Spores     -     25% chance to inflict weaken when attacking normally.
(    4    ) -     250     -    Self-Sacrifice     -     When defeated, increase Revenge Gauge of ally units on the map by 20%.
(    4    ) -     1,000     -    Macho Splendor     -     Decrease damage taken from female units by 30%.
(    4    ) -     2,500     -    Mushroom Doping     -     Increase one random stat by 20% at end of turn. (Lasts 3 turns)
(    4    ) -     5,000     -    Eryngi Fluid     -     30% chance to obtain an SP recovery item when attacked by an enemy unit.

Skills
2499.18 Basic Physical
3066.66 Phys. Dmg + 20% Paralysis - Range 1-3 (Line), AoE 1 - 3 SP - Eryngi Dance
3823.29 Phys. Dmg + 50% Paralysis - Range 1, AoE 1 - 16 SP - Erynger Punch
4012.45 Phys. Dmg - Range 1-2, AoE 1 - 48 SP - Mushroom Spin
3823.29 Phys. Dmg - Range 2, 3x3 box - 120 SP - Hyphae Infinity
 Stun (24 SP): 50% chance to inflict Paralyze (3 turns)

3-turn Average Damage: 4012.5 Mushroom Spin x3

Eryngi Shrooms are the anti-female specialists of the game (it's a penis joke, get it!?!) but they aren't particularly good at it. Since their stat-debuffing evility only works when standing adjacent to female units, it kind of offsets their natural 2-range physical + Paralysis gimmick. They do get somewhat better damage and nice durability versus female units, but they are still primarily sluggers with resource problems and a lackluster status ailment game. Paralysis inflicts zero movement/evasion but foes can still act, while Weaken lowers all stats by 30% for 3 turns. Against non-female opponents, they can trade out their Macho Splendor evility for the Mushroom Doping evility for a 20% boost to a random stat each turn, but chances of that raising their damage or a meaningful stat are pretty low. Feels like a Low Middle.



Flora Beast
Equips: Angel's Medal/Angel's Medal/Hachiryu Armor/Crosshair (Crit%+5)/Crosshair (Crit%+5)

HP: 6417
SP: 1125
ATK: 956
DEF: 1556
INT: 3074
RES: 3712
HIT: 2084
SPD: 675
4 MOV, 1 Counters, 26% Crit Rate
100 Vengeance Gain Rate
0.661x PCHP, 0.57x P.Dur, 0.77x M.Dur, 0% Evasion
Resistances: 0% Fire / 50% Wind / 25% Ice / 0% Star
-30% Fist / -10% Sword / 0% Spear / 10% Bow / 20% Gun / -40% Axe / 50% Staff / 25% Monster Wpn
*Rng2 Physical*
Evilities: (Slots - Mana Cost - Effect)
Sweet Aroma     -     Ally units within 2 panels recover 20% HP at end of turn.
(    3    ) -     100     -    Prevention     -     Protect ally units within 3 panels from ailments.
(    5    ) -     250     -    Herbal Therapy     -     Increase resistances of adjacent ally units to all elements except star by 50%.
(    5    ) -     1,000     -    Relaxation     -     Decrease SP consumption of adjacent ally units by 50%.
(    4    ) -     2,500     -    Power Aroma     -     Increase ATK of ally units within 2 panels by 20% at end of turn. (Lasts 3 turns)
(    4    ) -     5,000     -    Leaf Shield     -     Increase DEF & RES of ally units within 2 panels by 30% at end of turn. (Lasts 3 turns)

Skills
0 Basic Physical
1767.6 Magic Dmg - Range 0, AoE 2 (Except self) - 3 SP - Spiral Needle
4825.6 HEALING - Range 1-3, AoE 2 - 16 SP - Flower Dance
2795.54 Magic Dmg - Range 1-4, AoE 2 (X Shape) - 48 SP - Non-Stick Thorn
3534.38 Magic Wind Dmg - Range AoE 1-6 - 120 SP - Petal Concerto

1767.6 Wind (6 SP)
2249.45 Mega Wind (24 SP)
3052.53 Giga Wind (73 SP)

3-turn Average Damage: 3534.4 Petal Concerto x3

Flora Beasts (also called Alraune sometimes) are the standard support mage. All of their evilities are useless in a duel, but are pretty great in a Team Match! Unlike some support mages, she at least has solid healing that she can target herself with, so she can try to stall out some opponents. Otherwise, she's primarily relying on Wind damage and hoping to outpace her foe's damage. Flora Beasts do technically have balanced ATK and INT stats, so she can swap all her damage to physical if necessary, but it does lower her effective healing capability.



Felynn
Equips: Fenrir's Fang/Fenrir's Fang/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 10501
SP: 450
ATK: 3878
DEF: 1764
INT: 450
RES: 1586
HIT: 1833
SPD: 1125
6 MOV, 1 Counters, 20% Crit Rate
100 Vengeance Gain Rate
1.082x PCHP, 0.96x P.Dur, 0.94x M.Dur, 0% Evasion
Resistances: 0% Fire / 25% Wind / -25% Ice / 0% Star
40% Fist / 10% Sword / -10% Spear / -30% Bow / -10% Gun / 20% Axe / -20% Staff / 30% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Final Blow     -     After executing an attack, if any target has 10% HP or less, perform the attack an additional time.
(    3    ) -     100     -    Exploding Punch     -     When attacking normally, deal 50% of standard damage to enemy units adjacent to target.
(    4    ) -     250     -    Team Formation     -     Increase damage dealt when joining a team attack by 100%.
(    4    ) -     1,000     -    Desperation     -     Increase ATK by 50%, but decrease DEF by 100%.
(    4    ) -     2,500     -    Vendetta     -     10% chance to deathblow target on counter attack.
(    5    ) -     5,000     -    Beyond the Future     -     If not defending, will counter attack before being attacked. (Max 5 times)

Skills
2671.56 Basic Physical
3858.23 Phys. Dmg - Range 1, AoE 1 - 3 SP - Kitty Rampage
3660.45 Phys. Dmg - Range 0, AoE 2 (except self) - 16 SP - Kitty Brain Blast
3462.67 Phys. Dmg - Range AoE 1-3 + Range 3, AoE 2 (Horizontal) - 48 SP - Cat Strike
5638.23 Phys. Dmg + 50% Paralysis - Range 1-3, AoE 1 - 120 SP - Rolling Cat Rush

3-turn Average Damage: 5638.2 Rolling Cat Rush x3

Felynn demons are all about hitting hard as fast as possible. They have solid durability and high evasion. Additionally, they have a 10% ID chance on their counters, just for added insult. The added Paralysis on their best damage means that evasion strategies aren't likely working. Their best gimmick is that they automatically repeat their attack if their opponent's HP is 10% or less, basically ensuring a KO at that range. This can help them turn a 3RKO into a 2RKO and win a lot of trade-off matches. Their biggest issue is that their SP only allows them to use their best skill 3 times. An interesting High Middle.



Sea Angel
Equips: Angel's Medal/Angel's Medal/Hachiryu Armor/Crosshair (Crit%+5)/Crosshair (Crit%+5)

HP: 5542
SP: 1012
ATK: 675
DEF: 2290
INT: 3053
RES: 3769
HIT: 1803
SPD: 562
4 MOV, 2 Counters, 24% Crit Rate
60 Vengeance Gain Rate
0.571x PCHP, 0.54x P.Dur, 0.68x M.Dur, 0% Evasion
Resistances: -75% Fire / 25% Wind / 50% Ice / 0% Star
-20% Fist / 10% Sword / -20% Spear / -20% Bow / 0% Gun / 0% Axe / 40% Staff / 20% Monster Wpn
*Flying unit, Rng3 Physical*
Evilities: (Slots - Mana Cost - Effect)
Lovely Song     -     Increase stats of all ally units on the map by 3%.
(    5    ) -     100     -    Happy Song     -     Increase EXP earned by all ally units on the map by 30%.
(    5    ) -     250     -    Fortune Song     -     Increase Mana earned by all ally units on the map by 30%.
(    5    ) -     1,000     -    Cute Song     -     Increase recovery amount of all ally units on the map by 50%.
(    5    ) -     2,500     -    Charmy Song     -     Increase team attack rate of all ally units on the map by 10%.
(    5    ) -     5,000     -    Lucky Song     -     Increase critical rate of all ally units on the map by 5%.

Skills
0 Basic Physical
2545.44 Magic Ice Dmg - Range 1-3, AoE 1 - 3 SP - Bubble Cutter
3183.52 Magic Ice Dmg - Range 1-4 (Line), AoE 1 - 16 SP - Water Guillotine
3183.52 Magic Dmg + 20% Lifesteal - Range 1-2, AoE 1 - 48 SP - Buccal Cones
3024 Magic Ice Dmg - Range 3, AoE 3x3 Box - 120 SP - Niflheim

1747.85 Ice (6 SP)
2226.4 Mega Ice (24 SP)
3024 Giga Ice (73 SP)

3-turn Average Damage: 3183.5 Buccal Cones x3

Sea Angels are a support mage-type, and sadly none of their evilities help them in a duel (but some are nice for Team Matches!). They do have parasitic healing off their best damage and plenty of SP though, and that's always a good niche.

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Re: Disgaea 5 Complete PC Stats
« Reply #13 on: April 22, 2023, 09:03:52 AM »

Succubus
Equips: Fenrir's Fang/Fenrir's Fang/Hachiryu Armor/Bravery Belt/Bravery Belt
Physical (Magical Build)
HP: 6417
SP: 787
ATK: 3765 (1012)
DEF: 2065 (2065)
INT: 1012 (3278)
RES: 1939 (3439)
HIT: 1911 (1916)
SPD: 675 (675)
5 MOV, 1 Counters, 15% Crit Rate
100 Vengeance Gain Rate
0.661x PCHP, 0.61x P.Dur, 0.6x M.Dur, 0% Evasion
Resistances: 50% Fire / 0% Wind / 25% Ice / 0% Star
-25% Fist / 15% Sword / 15% Spear / -40% Bow / 30% Gun / 0% Axe / 20% Staff / -10% Monster Wpn
*Flying unit, Rng4 Physical*
Evilities: (Slots - Mana Cost - Effect)
Sexy Aura     -     Decrease stats of adjacent male enemy units by 20%.
(    2    ) -     100     -    Temptation     -     25% chance to inflict charm when attacking normally.
(    3    ) -     250     -    Punishing Punisher     -     Increase damage dealt to charmed units by 100%.
(    4    ) -     1,000     -    Bones Out     -     Decrease DEF of target unit by 30% when attacking. (Lasts 3 turns)
(    4    ) -     2,500     -    Shame     -     Increase stats by male units on the map x 5%.
(    5    ) -     5,000     -    Charm Pheromones     -     Charm adjacent male enemy units at end of turn.

Skills (Magic Build)
2556.3 (0) Basic Physical
3132.35 (2815.84) Phys. Dmg + 30% Charm + 50% Lifesteal - Range 1-3, AoE 1 - 3 SP - Hip Attack
BUFF: Healing - Surrounding Panels only - 50% cSP - Evil Healing
3516.38 (3158.39) Phys. Wind Dmg - Range 2, AoE 2 - 48 SP - Thunderbolt
3900.41 (3500.94) Phys. Dmg + 30% Charm - Range 1-4, AoE 3x3 Square - 120 SP - Dazzling Stage

0 (1959.46) Fire (6 SP)
0 (2473.29) Mega Fire (24 SP)
57.91 (3329.66) Giga Fire (73 SP)
 Charm (24 SP): 50% chance to inflict Charm (1 turn)
 
4260.41 Phys. Dmg (w/ Bones Out DEF Debuff) + 30% Charm - Range 1-4, AoE 3x3 Square - 120 SP - Dazzling Stage

3-turn Average Damage: 4140.4 Dazzling Stage x3

Succubi are the anti-male units of the cast, and balanced in both attack types on top of that.  Their strongest skill has a 30% chance of Charming an opponent, which in a duel is basically a 1-turn turnskip.  However, the cost to damage ratio is rather poor, as well as the damage itself being negligible in the long run.  For longer duels, she'll instead want to be spamming Hip Attack, which not only shares the 30% Charm chance, but also has a 50% Lifesteal and only costs 3 SP.  That Lifesteal is her only personal healing in a duel as well - not only is Evil Healing ungodly expensive for how little it heals, but it also doesn't even target her.



Chimera
Equips: Angel's Medal/Angel's Medal/Hachiryu Armor/Crosshair (Crit%+5)/Crosshair (Crit%+5)

HP: 7876
SP: 956
ATK: 787
DEF: 2489
INT: 3074
RES: 3905
HIT: 1636
SPD: 562
3 MOV, 1 Counters, 24% Crit Rate
100 Vengeance Gain Rate
0.811x PCHP, 0.79x P.Dur, 0.98x M.Dur, 0% Evasion
Resistances: -50% Fire / 25% Wind / 0% Ice / 10% Star
15% Fist / 15% Sword / 15% Spear / 15% Bow / 15% Gun / -40% Axe / 15% Staff / -10% Monster Wpn
*Flying unit, Rng3 Physical*
Evilities: (Slots - Mana Cost - Effect)
Evil Eye     -     Decrease stats of enemy units on the map by 5%.
(    2    ) -     100     -    Reduction Curse     -     25% chance to inflict shrink when attacking normally.
(    3    ) -     250     -    Lock Eyes     -     Decrease evasion rate of enemy units on the map by 20%.
(    5    ) -     1,000     -    Grief Shout     -     When defeated, decrease DEF of enemy units by 30%. (Lasts 3 turns)
(    4    ) -     2,500     -    Day of Calamity     -     When attacking, chance to deathblow target equal to ailments on target x 10%.
(    5    ) -     5,000     -    Calamity Shield     -     Nullify damage from units that are inflicted with ailments.

Skills
0 Basic Physical
2570.68 Magic Dmg + 30% Amnesia - Range 1, AoE 1 - 3 SP - Third Eye
2570.68 Magic Dmg + 15% Weaken - Range 1-3, AoE 2 - 16 SP - Gloomy Tears
2891.91 Magic Dmg - Range 1-3 (Line), AoE 2 (Vertical - 48 SP - Soul Bind
3695 Magic Dmg + 50% Amnesia - Range 1-5, AoE 1 - 120 SP - Immortal Sanctuary

 Armor Break (12 SP): Inflicts DEF-30% (3 turns)
 Resist Break (12 SP): Inflicts RES-30% (3 turns)
 Enfeeble (12 SP): Inflicts ATK-30% (3 turns)
 Mind Break (12 SP): Inflicts INT-30% (3 turns)
 Blank Out (24 SP): 50% chance to inflict Amnesia (3 turns)
 Stun (24 SP): 50% chance to inflict Paralyze (3 turns)

3-turn Average Damage: 3695 Immortal Sanctuary x3

Chimera are solid mage units with some gimmicks for inflicting status. Their best damage has 50% Amnesia (skill lock for 3 turns) on it, and they have a fun evility that gives them a 10% ID chance for every status ailment on a target they hit. They can inflict up to 4 different ailments, but the status durations aren't long enough to get more than 20% ID per hit without some kind of double-turning. Still a solid mage spoiler.



Nether Noble
Equips: Fenrir's Fang/Fenrir's Fang/Hachiryu Armor/Bravery Belt/Angel's Shoes (Mv+1, Jm+14)

HP: 11960
SP: 450
ATK: 4566
DEF: 2899
INT: 558
RES: 1310
HIT: 2369
SPD: 1269
4 MOV, 3 Counters, 19% Crit Rate
100 Vengeance Gain Rate
1.232x PCHP, 1.28x P.Dur, 1.04x M.Dur, 0% Evasion
Resistances: 0% Fire / 0% Wind / -50% Ice / 0% Star
-20% Fist / -20% Sword / 0% Spear / 0% Bow / 30% Gun / 30% Axe / -50% Staff / 0% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Greedy Disposition     -     Increase stats by # of digits of owned money x 3%. (endgame easily in the 10 millions)
(    3    ) -     100     -    Brain Crusher     -     Increase damage dealt to amnesiac units by 100%.
(    4    ) -     250     -    Golden Finger     -     Increase HL earned by 100% when defeating an enemy units.
(    3    ) -     1,000     -    Great Debater     -     Double the effect of bribery when proposing bills to the Dark Assembly.
(    5    ) -     2,500     -    Money Heal     -     Recover 20% HP at end of turn, but costs HL equal to HP recovered times 10.
(    5    ) -     5,000     -    Money Is Power     -     Increase damage dealt by 50%, but attacking costs damage dealt times 10 HL.

Skills
3373.32 Basic Physical
4537.65 Phys. Dmg - Range 1, AoE 1 - 3 SP - Stolen Slice
4071.92 Phys. Dmg + 15% Weaken - Range 1, AoE 1 + Range 2, AoE 2 (Horizontal) - 16 SP - Darkness Slash
4537.65 Phys. Dmg - Range 3, AoE 2 - 48 SP - Boulder Shot
6167.71 Phys. Dmg - Range 1-3, AoE 1 - 120 SP - Sand Wyrm Impact
 Target Lock (12 SP): Grants HIT+30%

3-turn Average Damage: 6167.7 Sand Wyrm Impact x3

Nether Nobles are big old bruiser types. Solid damage and durability, but low resources. Their skills depend on having a lot of HL, but by endgame, HL is in the hundreds of millions. This topic assumes budgeting for a 10-unit team (max number of units per map), so Nether Nobles can comfortably claim 10M HL for their evilities, giving them a big stat boost and easy access to passive 20% mHP healing every turn. Would possibly crack Low Heavy, but the resource woes lands them solidly in Middle.



Bear
Equips: Fenrir's Fang/Fenrir's Fang/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 22316
SP: 787
ATK: 3911
DEF: 1651
INT: 562
RES: 1297
HIT: 1876
SPD: 450
4 MOV, 3 Counters, 20% Crit Rate
150 Vengeance Gain Rate
2.299x PCHP, 2.02x P.Dur, 1.94x M.Dur, 0% Evasion
Resistances: -25% Fire / -25% Wind / 50% Ice / 0% Star
0% Fist / -30% Sword / 0% Spear / -20% Bow / 10% Gun / 40% Axe / 0% Staff / 10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Rage Charge     -     Increase ATK by attacks received x 5%.
(    3    ) -     100     -    Best Condition     -     Increase stats by 10% when HP is full.
(    3    ) -     250     -    Wild Power     -     Increase Max HP by 50%, but decrease INT & RES by 30%.
(    3    ) -     1,000     -    Survival Instincts     -     Cannot be deathblowed.
(    4    ) -     2,500     -    Hunting     -     Fully recover HP & SP when defeating an enemy unit by attacking normally.
(    4    ) -     5,000     -    Power of Adversity     -     When HP is under 10%, increase damage dealt by 5%.

Skills
2705.22 Basic Physical
2505.76 Phys. Wind Dmg - Range 1, AoE 2 (Horizonal) - 3 SP - Cyclone Claw
4300.91 Phys. Dmg + 50% Lifesteal - Range 1, AoE 1 - 16 SP - Come Come Bear
3901.99 Phys. Dmg - Range 1-4 (Line), AoE 2 (Vertical) - 48 SP - Darkness Release
4500.37 Phys. Dmg - Range 2, AoE 2 - 120 SP - Hyper Suction

3-turn Average Damage: 4500.4 Hyper Suction x3

Bears are HP sponges. Their defensive stats aren't great, but they have a ton of HP to soak up hits. Their Come Come Bear skill also provides some solid parasitic healing for a neglible drop in damage and extends their stalling capabilities even further. Their main evility even buffs their Attack by 5% with each hit they take, so they'll gradually power up over a long enough fight. Not usually a great strategy, but could win some fights in Middle.



Dragon King
Equips: Fenrir's Fang/Fenrir's Fang/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 12835
SP: 675
ATK: 4485
DEF: 2338
INT: 450
RES: 1554
HIT: 1224
SPD: 675
4 MOV, 2 Counters, 19% Crit Rate
120 Vengeance Gain Rate
1.322x PCHP, 1.27x P.Dur, 1.15x M.Dur, 0% Evasion
Resistances: 50% Fire / -50% Wind / -25% Ice / 0% Star
30% Fist / -20% Sword / 10% Spear / 0% Bow / -20% Gun / 50% Axe / -30% Staff / 20% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Anti-Element     -     Decrease resistances of adjacent units to all elements except star by 30%.
(    3    ) -     100     -    Crush     -     Increase damage dealt to shrunk units by 100%.
(    3    ) -     250     -    Ruling Penetration     -     Increase evasion by 50% if attacker's HP ≤ 50%.
(    4    ) -     1,000     -    Protection Break     -     Element attacks weaken target's resistance to that element by 20%. (Lasts 3 turns)
(    4    ) -     2,500     -    Element Charge     -     Increase damage of elemental attacks by uses of element attacks on the map x 5%.
(    4    ) -     5,000     -    Attack Weakness     -     Increase damage dealt by 50% when exploiting target's negative element.

Skills
3290.7 Basic Physical
4205.64 Phys. Fire Dmg - Range 1, AoE 1 - 3 SP - Burning Clap
3976.91 Phys. Fire Dmg - Range 2, AoE 2 - 16 SP - Blazing Breath
4663.11 Phys. Fire Dmg - Range 0, AoE 2 (except self) - 48 SP - Spiral Flame
5120.58 Phys. Fire Dmg - Range AoE 1-3 (Line) - 120 SP - Flame God's Dawn
6656.75 (w/ Anti-Element) Phys. Fire Dmg - Range AoE 1-3 (Line) - 120 SP - Flame God's Dawn
7680.87 (w/ Anti-Elem+Pro.Break) Phys. Fire Dmg - Range AoE 1-3 (Line) - 120 SP - Flame God's Dawn

3-turn Average Damage: 7339.5 (w/ Anti-Elem+Pro.Break x1) Phys. Fire Dmg - Range AoE 1-3 (Line) - 120 SP - Flame God's Dawn

Dragon Kings are high-durability units with high damage but not a lot of flexibility. They are Fire-locked, have low SP, and they need to be in melee range to make the most of their passive debuffing Evilities. But if they can get off that damage, it's pretty great. They even pick up 50% more evasion when their opponent is under half health. They can pull off similar damage-boosting tricks using their basic physicals and an elemental weapon in their offhand (Raiju's Howl/Crab Pincers still changes the element of their attack to Wind/Ice even if they are using the stronger non-elemental weapon for their main damage), but it's a bit of a hit compared to their Fire damage output. Low Heavy or High Middle. Note: Dragon Kings are taken at only Class Rank 4 due to being unlocked so late in the game.



Nine-Tails
Equips: Angel's Medal/Angel's Medal/Hachiryu Armor/Crosshair (Crit%+5)/Crosshair (Crit%+5)

HP: 7876
SP: 1237
ATK: 776
DEF: 2440
INT: 4302
RES: 4020
HIT: 2397
SPD: 711
4 MOV, 1 Counters, 26% Crit Rate
90 Vengeance Gain Rate
0.811x PCHP, 0.79x P.Dur, 1x M.Dur, 0% Evasion
Resistances: 50% Fire / 25% Wind / -25% Ice / 25% Star
0% Fist / 20% Sword / -10% Spear / -10% Bow / -10% Gun / 0% Axe / 40% Staff / 20% Monster Wpn
*Flying unit, Rng3 Physical*
Evilities: (Slots - Mana Cost - Effect)
Good Fortune     -     Increase stats by Bonus Gauge level x 5%.
(    3    ) -     100     -    Punishment     -     Increase damage dealt to weakened units by 100%.
(    4    ) -     250     -    Fluffy Barrier     -     Decrease damage taken by 50% when attacked from behind.
(    4    ) -     1,000     -    Geo Damage     -     When enemy units take Geo damage, deal damage equal to 15% of target's HP.
(    5    ) -     2,500     -    Starlight     -     Increase star element damage dealt by units by 10% when targeting enemies.
(    4    ) -     5,000     -    Geo Protect     -     Nullify damage taken by ally units from Geo Effects and Geo Chains.

Skills
0 Basic Physical
3462.04 Magic Star Dmg - Range 2, AoE 2 (Horizontal) - 3 SP - Smoking Haze
4945.55 Magic Dmg - Range 1-4, AoE 1 - 16 SP - Murder Stone Story
4945.59 Magic Star Dmg - Range 1-4 (Line), AoE 2 - 48 SP - Fiery Pillar
4945.59 Magic Star Dmg - Range 3, 3x3 Box - 120 SP - Power Unleashed

2922.53 Ice (6 SP)
3596.87 Mega Ice (24 SP)
4720.77 Giga Ice (73 SP)
5619.89 Omega Ice (144 SP)

3-turn Average Damage: 5619.9 Omega Ice x3

Nine-Tails are straightforward damage mages. They have decent durability and deep enough resources to use their best damage without much worry. If their foe resists Ice, they have good backup damage in Star- and non-elmental flavors. Their Good Fortune evility boosts their stats slightly by how high the Bonus Gauge is in battle. While it can be raised higher, since it can be set to 3 for a trivial mana cost in the Dark Assembly before every fight in the game, this topic assumes this minor boost. Probably a decent Middle with or without this buff.



Twin Dragon
Equips: Fenrir's Fang/Fenrir's Fang/Hachiryu Armor/Bravery Belt/Bravery Belt

HP: 11960
SP: 618
ATK: 4260
DEF: 2545
INT: 787
RES: 1875
HIT: 1319
SPD: 450
4 MOV, 2 Counters, 16% Crit Rate
100 Vengeance Gain Rate
1.232x PCHP, 1.21x P.Dur, 1.11x M.Dur, 0% Evasion
Resistances: 25% Fire / 50% Wind / -75% Ice / 0% Star
0% Fist / 30% Sword / 20% Spear / 0% Bow / -30% Gun / 30% Axe / 0% Staff / 10% Monster Wpn

Evilities: (Slots - Mana Cost - Effect)
Twin Heads     -     When attacking without moving, attack again.
(    4    ) -     100     -    Dragon Treasure     -     Increase equipment effect by 20% when treasure is equipped.
(    4    ) -     250     -    Imperial Wrath     -     When hit with a critical, increase next attack's damage dealt by 100%.
(    4    ) -     1,000     -    Damage Cut     -     Nullify damage dealt that is less than 5% of Max HP.
(    4    ) -     2,500     -    King's Dignity     -     Increase damage dealt to boss units by 50%.
(    4    ) -     5,000     -    Double Attack     -     Increase damage dealt by 30% when attacking the same unit as the previous turn.

Skills
3061.2 Basic Physical
2409.42 Phys. Dmg - Range 2 and 3, AoE 2 (Horizontal) - 3 SP - Double Flame
3712.98 Phys. Ice Dmg + 20% Paralysis - Two Rows in 1:3 Pattern - 16 SP - Frosty Breeze
4364.76 Phys. Dmg - Range 1-3, AoE horizontal adjacent panels for row and next two rows - 48 SP - Icy Flame Shot
4495.12 Phys. Dmg - Range 2, 3x3 Box - 120 SP - Rebellion Breath

3-turn Average Damage: 8468.8 Rebellion Breath x4 + Frosty Breeze x2

Twin Dragons cheat the system by getting to attack twice basically every turn. They run out of gas quickly though, and can't even use their best damage for 3 turns of double-acting straight and have to use their backup skills. They can inflict Paralysis (don't move & evasion=1) at a 20% rate (twice a turn!) if they're desperate. They can deal 50% more damage against Bosses, and can swap that out for nullifying chip damage for normal foes. Overall a solid package but that Ice weakness is scary. High Middle or Low Heavy.



Horseman
Equips: Fenrir's Fang/Fenrir's Fang/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Bravery Belt

HP: 8459
SP: 675
ATK: 3521
DEF: 2865
INT: 562
RES: 1377
HIT: 2231
SPD: 755
5 MOV, 4 Counters, 18% Crit Rate
120 Vengeance Gain Rate
0.872x PCHP, 1.8x P.Dur, 0.74x M.Dur, 0% Evasion
Resistances: 25% Fire / -75% Wind / 0% Ice / 0% Star
10% Fist / 20% Sword / 10% Spear / 10% Bow / 0% Gun / -20% Axe / -35% Staff / 20% Monster Wpn
*Flying unit*
Evilities: (Slots - Mana Cost - Effect)
Immortal Body     -     Decrease physical attack damage taken by 50%.
(    3    ) -     100     -    Death Fang     -     Increase damage dealt to paralyzed units by 100%.
(    4    ) -     250     -    Blood Insanity     -     When attacking a unit with HP under 50%, increase damage dealt by 30%.
(    3    ) -     1,000     -    Turbo Boost     -     Multiply movement by 2 for the next turn.
(    4    ) -     2,500     -    Shield Dash     -     Decrease damage taken by panels moved x 1%. (Max 30%)
(    5    ) -     5,000     -    Combat High     -     Increase ATK by units defeated by allies x 10%.

Skills
2307.42 Basic Physical
2846.13 Phys. Dmg - Range 1-3, AoE 1 - 3 SP - Blossoming Spear
2307.42 Phys. Dmg + 10% each Poison/Amnesia/Weaken - Range 1-3, AoE 2 - 16 SP - Painful Breath
3025.7 Phys. Dmg - Range AoE 1-5 (Line) - 48 SP - Reckless Charge
3923.56 Phys. Star Dmg - Range 1-2, AoE 2 - 120 SP - 13 Knights
 Shield (12 SP): Grants DEF+30% (3 turns)
 
5885.34 13 Knights (w/ Blood Insanity when foe HP=50%)
 3-turn Average Damage: 3923.6 13 Knights x3

Horsemen are basically mobile tanks. They don't hit hard, but they can nullify a lot of physical damage. They have trouble with magic and Wind elemental attacks, though. They can opt for much weaker damage to try to land a 10% random status effect or stall out weaker physical brawlers with DEF buffing, but it likely isn't getting them out of Middle. They have resource woes too. Note: Horsemen are taken at only Class Rank 4 due to being unlocked so late in the game.
« Last Edit: April 22, 2023, 12:34:45 PM by DjinnAndTonic »

DjinnAndTonic

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Re: Disgaea 5 Complete PC Stats
« Reply #14 on: April 22, 2023, 09:04:33 AM »
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DjinnAndTonic

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Re: Disgaea 5 Complete PC Stats
« Reply #15 on: April 22, 2023, 09:04:55 AM »
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