Generic stats with +6-tier equips instead of penultimates! Because I can and penultimates are way too generous and this kind of came up. Like Elfboy did for the plot PCs I'll be assuming +EVA for armor unless evasion is a lost cause (haha Sentinel) in which case +DEF will be used and +relevent offensive stat for weapons unless they really need the accuracy boost.
All moves are range 1 unless otherwise noted. Please correct any mistakes.
the tl;dr: Elementalist now has a low 2HKO, Nightstalker/Grappler go below 100% hit rate, Sacred Slayer's physical 8HKOs off a 55% hit rate.
Here be averages:
HP: 307
DEF: 328
RES: 316
AIM: 332 (82.1% average accuracy)
EVA: 325 (12.8% average evasion)
RFX: 167.63
Damage/2.5x Killpoint: 95.73/239.325
Secutor:
HP: 279 (90.8%)
MP: 226
VP: 337
ATK: 220 (512) [548]
DEF: 139 (376/-8, 97.1%)
MAG: 102 (207)
RES: 104 (262/+9, 84.5%)
AIM: 141 (325/80%) [251/50.5%]
EVA: 128 (334/15.4%)
RFX: 154 (92%)
WGT: 18 (19 w/ Axe)
Equipment:
Katzbalger +6: +234 ATK, +105 MAG, +184 AIM, +8 WGT
(Tabarzin +6: +263 ATK, +105 MAG, +110 AIM, +9 WGT, ignores the Hard property) [this is a terrible idea tbh, 50% hit rate ho! (and this is the +HIT axe...)]
Scutum +6: +53 DEF, +53 RES, +55 EVA, +2 WGT, reduces incoming damage by 10% if the attacker is two or more hexes away
Leather Vest +6: +184 DEF, +105 RES, +151 EVA, +8 WGT
Physical: 112 [124] physical damage. (89 [62] average.)
Hard Smash (16MP): 155 [170] physical damage (250 Power). (124 [85] average.)
Smart Drive (16MP): Normal attack that always hits but has its damage multiplied by the "real" hit rate. Hit rate is capped at 100% for this purpose. 89 [62] physical damage against average evasion.
MP Burst (0MP): 85% chance of tripling the user's current MP. Reduces MP to 0 if it fails.
Change Equipment (0MP): Lets Secutor change equipment! Does not make her more fashionable however.
Wait & Heal VP (passive): Restores 5% mVP if Secutor waits without moving. Doesn't even overcome the per-turn VP reduction.
Blood Heat (passive): Increases the base power of counterattacks by 1.25x.
Weapon Block (passive): Grants a 25% chance to automatically nullify basic physicals.
ATK+25% (passive): Raises ATK by 1.25x. Factored in.
Retaliate (passive/mastery): Reflects attacks blocked by Weapon Block at the attacker.
Elementalist:
HP: 261 (85.0%)
MP: 316
VP: 261
ATK: 102 (207)
DEF: 104 (209/+19.83, 73.1%)
MAG: 220 (563)
RES: 141 (338/-3.67, 87.6%)
AIM: 124 (229/38%)
EVA: 135 (300/5%)
RFX: 165 (98%)
WGT: 10
Equipment:
Elder Record +6: +105 ATK, +275 MAG, +105 AIM, +4 WGT
Fairy Ring +6: +105 DEF, +197 RES, +165 EVA, +6 WGT, raises EVA by +50% if wearer waits without moving, increasing her effective evade to 49% when this takes effect
Physical: 10 physical damage. (3 average.)
Crush (16MP): 129 magical earth damage (200 Power). Range 5. Can't be used post-movement.
Fire (16MP): 129 magical fire damage (200 Power). Range 5. Can't be used post-movement.
Freeze (16MP): 129 magical water damage (200 Power). Range 5. Can't be used post-movement.
Vortex (16MP): 129 magical wind damage (200 Power). Range 5. Can't be used post-movement.
Wait & Heal MP (passive): Restores 2% mMP if Elementalist waits without moving.
Crisis Conserve MP: Reduces MP costs by -25% if Elementalist is below 20% mHP.
Magic Block (passive): Grants a 25% chance to automatically nullify magical attacks.
MAG+25% (passive): Raises MAG by 1.25x. Factored in.
Reflect (passive/mastery): Reflects attacks blocked by Magic Block at the attacker.
Fantastica:
HP: 265 (86.3%)
MP: 320
VP: 261
ATK: 128 (307)
DEF: 122 (266/+10.33, 79.6%)
MAG: 139 (336)
RES: 150 (360/-7.33, 91.7%)
AIM: 139 (310/75.1%)
EVA: 148 (327/13.4%)
RFX: 148 (88%)
WGT: 12
Equipment:
Lilac Bell +6: +179 ATK, +197 MAG, +171 AIM, +4 WGT, ignores the Flying property
Shield Badge +6: +144 DEF, +210 RES, +179 EVA, +8 WGT, raises the power of Formation Arts by 1.5x
Physical: 44 physical damage. Range 2. (33 average.)
Slow Down (12MP): Lowers target RFX by 50%. Range 5. Can't be used post-movement.
Feeble Mind (16MP): Reduces the MP of the target by 20% of their maximum. Range 5. Can't be used post-movement.
Invoke (28MP): Grants perfect accuracy and increased critical hit and skill activation rates for the next turn. Range 4. Can't target self or be used post-movement.
Rush (8MP): Allows skills that normally can't be used post-movement to be used after moving for the next two turns. Range 4. Can't target self or be used post-movement.
Zone Effect (passive): Any ally that starts their turn next to Fantastica has their AIM/EVA increased by 1.2x, any enemy that starts their turn next to Fantastica has their AIM/EVA decreased by 0.8x. This raises her effective accuracy to 96% and effective evasion to 36.7% against an effected average enemy.
Arts Support (passive): Increases the power Formation and Combination Arts used by Fantastica by 1.2x
CSP Up (passive): Increases Fantastica's CSP multiplier by +0.4x. Kappa slayer.
Object Attack (passive): Allows Fantastica to move and destroy objects with her attack.
Extra Support (passive/mastery): Doubles the effect of Zone Effect and Arts Support. Factored in.
Gadgeteer:
HP: 285 (92.8%)
MP: 298
VP: 250
ATK: 117 (261) [268]
DEF: 126 (284/+7.33, 87.5%)
MAG: 128 (307) [299]
RES: 139 (323/-1.17, 93.6%)
AIM: 148 (358/82.2%)
EVA: 137 (371/26%)
RFX: 189 (113%)
WGT: 10
Equipment:
Pliers +6: +144 ATK, +179 MAG, +210 AIM, +6 WGT, basic attacks ignore defense and do 1.5x damage against Golem-type enemies
(Spanner +6: +151 ATK, +171 MAG, +210 AIM, +6 WGT) [if she faces the likes of Worker 8 or something I guess]
Play Apron +6: +158 DEF, +184 RES, +234 EVA, +4 WGT, doubles the wearer's RFX after she uses an item for one turn
Physical: 28 [30] physical damage, 130 [134] against Golem-typed enemies. (23 [24] average.)
Mystic (20MP): Uses a healing item with AoE 1.
Break/Ice/Fire/Cyclone Gem+1: 219 (400 Power) earth/ice/fire/wind magical damage. Range 5.
Exploder Gem+1: 296 (500 Power) non-elemental magical damage. AoE 2. Cannot hit self.
Potion Berry: 300 HP healing.
Mega Berry: 450 HP healing.
Holy Root+1: Full status healing and 150 HP healing.
Holy Root+2: Full status healing and 300HP healing.
Magic Berry: 100 MP restoration.
Magic Berry+1: 200 MP restoration (not easy to get)
Unholy Berry: HP-1. Accuracy is 75% on your own PCs, 100% on most enemies. Kind of a pain to make. And expensive.
Smart Bomb: Halves target's HP.
Revival fruit: Revives one PC to 60% MHP. Range 2.
Great Apple: Raises all stats by 50% Not easy to get and I don't allow it so I won't get exact translations for this. Suffice to say its pretty amazing for damage purposes, though.
Nectar: Cures “Max HP Down” status, and heals 100 VP.
Decelerate (passive): Delays the target's next turn by 25% of their current progress when Gadgeteer hits with her basic physical.
Item Effect Up (passive): Increases HP healing and damage done by items by 1.5x. Factored in.
Item Range Up (passive): Increases the range of all items by 1. Also applies to Mystic. Factored in.
Item Carry Up (passive): Increases the amount of items Gadgeteer can carry into battle from 4 to 7.
High-Class Items (passive/mastery): Allows the Gadgeteer to use High-Class items.
Sentinel:
HP: 335 (109.1%)
MP: 285
VP: 364
ATK: 150 (356)
DEF: 228 (571/-40.5, 162.7%)
MAG: 113 (244)
RES: 111 (229/+14.5, 97.5%)
AIM: 148 (332/82.1%)
EVA: 126 (244/-10%)
RFX: 128 (76%)
WGT: 22
Equipment:
Flail +6: +206 ATK, +131 MAG, +184 AIM, +9 WGT, ignores the Hard property, cannot critial
Cuirass +6: +275 DEF, +118 RES, +118 EVA, +13 WGT (the +EVA armor ups her effective evade to a princely -8%, if you care)
Physical: 60 physical damage. (49 average.)
Heavy Strike (24MP): 119 physical damage (300 Power). Knocks the target back one hex if they have less WGT than Sentinel. (98 average.)
Force Field (28MP): Grants Sentinel immunity to damage and status until the start of her next turn. Can be dispelled.
Allowance (4MP): Basic physical that cannot reduce HP below 1.
Amplifer (32MP): Doubles the damage done by the next attack. Can stack once for triple damage. Cannot be used post-movement.
Anti-Knockback (passive): Sentinel can't be knocked back.
ZOC Effect (passive): Enemies cannot move in two consecutive hexes adjacent to Sentinel in a single turn using the Move command.
DEF+25% (passive): Raises DEF by 1.25x. Factored in.
Defender (passive): Grants a 25% chance of taking physical attacks for an adjacent ally. Damage is halved if this happens.
Auto-Guard (passive/mastery): Grants a 25% chance to quarter incoming physical attacks. Stacks with Defender and will always activate if that does as well.
Sacred Slayer:
HP: 298 (97.0%)
MP: 333
VP: 250
ATK: 117 (268)
DEF: 139 (323/+0.83, 96.3%)
MAG: 117 (261)
RES: 228 (557/-40.17, 144.1%)
AIM: 130 (261/55.4%)
EVA: 137 (316/10.2%)
RFX: 137 (82%)
WGT: 10
Equipment:
Baselard +6: +151 ATK, +144 MAG, +131 AIM, +2 WGT, critical hits instantly kill Undead-typed enemies
Agility Charm +6: +184 DEF, +263 RES, +179 EVA, +8 WGT
Physical: 31 physical damage. (17 average.)
Heal (12MP): Heals 201 HP. Range 4.
Sanctify (24MP): 6 non-elemental magical damage (150 Power). Instantly kills Undead-typed enemies. Range 6. Cannot be used post-movement.
Fragile (20MP): Reduces target DEF/RES by 50% for three turns. This raises her damage against average enemies by ~29. Range 4. Cannot be used post-movement.
Turn Shift (32MP): Exchanges turn gauges with the target, granting the target an instant turn. Doubles Sacred Slayer's RFX until her next turn. Range 3, cannot be subjected to Widespread.
Crisis RFX Up (passive): Increases Sacred Slayer's RFX by +10% for each ally (that isn't her) below 20% mHP and +20% for each dead ally.
Damage Recovery (passive): Low (25%?) chance to restore HP equal to 10% of the damage sustained by an attack.
RES+25% (passive): Raises RES by 1.25x. Factored in.
Widespread (passive): Allows Sacred Slayer to make her spells AoE 1.
Paladin (passive/mastery): Sanctify instantly kills Undead-typed enemies. Also allegedly increases status resistance.
Excavator:
HP: 272 (88.5%)
MP: 268
VP: 274
ATK: 113 (251)
DEF: 119 (257/+11.83, 80.7%)
MAG: 135 (319)
RES: 132 (303/+2.17, 86.9%)
AIM: 150 (373/92.8%)
EVA: 150 (398/33.7%)
RFX: 196 (117%)
WGT: 10
Equipment:
Frontier +6: +138 ATK, +184 MAG, +223 AIM, +6 WGT, ignores the Flying property, basic attacks cannot deal more than 1 damage to allies
Spiked Boots +6: +138 DEF, +171 RES, +248 EVA, +4 WGT, raises DEF by 1.5x if Excavator moves
Physical: 25 physical damage. Range 5. (23 average.)
Analyze (4MP): SCAN. Range 4.
Detect (8MP): REVEALS HIDDEN ITEMS. AoE 5 centered on user.
Switch (16MP): Swaps the target's current HP and MP, 85% accuracy. Cannot exceed maximum values. Range 3. Cannot be used post-movement. Lenneth slayer.
In & Out (12MP): Allows Excavator to change equipped consumeables. Read below if you let her use them due to this.
Break/Ice/Fire/Vortex Gem: 48 earth/water/fire/wind magical damage (200 Power). Range 4
Exploder Gem: 101 non-elemental magical damage (300 Power). AoE 2 centered on user.
Potion Berry: 200 HP healing. Self-target.
Revival fruit: Revives one PC to 40% MHP.
Nectar: Cures “Max HP Down” status, and heals 100 VP. Self-target.
Status healing items: Can cure... confusion, stone, sleep, misery (silence), Disease (healing lock), and poison. Self-target.
Attack High/Low (passive): Increases the vertical tolerance of projectile attacks to 8 if it is below that.
Gella Bonus (passive): Enemies killed by Excavator drop Gella equal to twice their normal value. Trout slayer.
Item Bonus (passive): Enemies killed by Excavator sometimes drop items!
Discover Item (passive): Randomly finds items after moving!
Rare Item Bonus (passive/mastery): Doubles Gella gained from Gella bonus and allows Discover Item to grant more valueable items. Trout slayer EX +alpha.
Geomancer:
HP: 311 (101.3%)
MP: 285
VP: 350
ATK: 141 (306)
DEF: 132 (309/+3.17, 98.7%)
MAG: 128 (299)
RES: 132 (301/+2.5, 99.2%)
AIM: 141 (259/54.5%)
EVA: 128 (259/-6%) (as with Sentinel +EVA isn't much less hopeless)
RFX: 148 (88%)
WGT: 8
Equipment:
Shinden +6: +165 ATK, +171 MAG, +118 AIM, +4 WGT, ignores the Flying property
Enstatite +6: +179 DEF, +171 RES, +131 EVA, +4 WGT, reduces elemental damage by 1/3rd (note that lightning is not considered an element ingame)
Physical: 43 physical damage. Range 2-4. (23 average.)
Translate (8MP): Warps user to a space that has a leypoint of the same element that Geomancer is standing on. Now if only leypoints existed ingame.
Replace (12MP): Switches places with the target. Range 6. Can't be used post-movement.
Shut Out (16MP): Locks a hex. Range 3. Can't be used post-movement.
Ley Spread (32MP): Spreads the leypoint Geomancer is standing on to the whole battlefield. They still don't exist ingame.
Ley Attack (passive): Geomancer's attacks take the element of the leypoint she is standing on. At least she can see them to know they don't exist.
Move & Heal HP (passive): If Geomancer moves, she recovers 5% mHP.
Ignore Move Cost (passive): Geomancer is immune to FE desert maps.
Crisis MOV Up (passive): Geomancer's MOV/CLM increases by +1 for each ally below 20% mHP and +2 for each dead ally. Caps at +4.
Ley Boost (passive/mastery): Raises stats associated with a given leypoint by 1.2x when Geomancer stands on it. Fire raises ATK, Water raises MAG, Earth raises DEF/RES, and Wind raises AIM/EVA/RFX. Maybe she could ask a WA4 boss to lend her one.
Berserker:
HP: 348 (113.3%)
MP: 250
VP: 261
ATK: 143 (363)
DEF: 154 (377/-8.17, 121.3%)
MAG: 113 (244)
RES: 143 (274/+7, 107.1%)
AIM: 143 (340/84.4%)
EVA: 143 (363/23.7%)
RFX: 183 (109%)
WGT: 16
Equipment:
Corcesca +6: +220 ATK, +131 MAG, +197 AIM, +8 WGT
Type: EVA +6: +223 DEF, +131 RES, +220 EVA, +8 WGT, reduces damage from Formation Arts by 1/3rd
Physical: 62 physical damage. Range 2 in a straight line. (52 average)
Charging Thurst (12MP): Moves Berserker to the target and does damage based on how far she moved, dealing 56 if she did not move increasing linerally to 298 if she moved the maximum distance. Range 8 in a straight line. Cannot be used post-movement. (47-251 average.)
Sonic Boom (12MP): Moves Berserker to the targetted hex and deals 62 physical damage to those adjacent to the targetted hex or any intermediate hexes that are not in a straight line between Berserker and the targetted hex. Range 7 in a straight line. Cannot be used post-movement.
Quick Step (8MP): Raises MOV and CLM by 1.
HP Burst (4MP): 85% chance to triple Berserker's cHP. Cannot exceed maximum. Reduces HP to 0 if it fails.
Move & Heal MP (passive): Restores 2% mMP if Berserker moves.
Penetrator (passive): Allows thrown projectiles to bypass obstacles. On the class that can't throw projectiles.
EXP Up (passive): Raises the amount of EXP Berserker gains. Ness slayer.
MOV Up (passive): Raises MOV by 1.
Valiant (passive/mastery): Berserker's missing HP is added to the damage of attacks that break defense.
Enigmancer:
HP: 248 (80.7%)
MP: 368
VP: 287
ATK: 117 (248)
DEF: 150 (360/-5.33, 84.3%)
MAG: 154 (374)
RES: 132 (303/+2.17, 79.2%)
AIM: 137 (295/69.8%)
EVA: 141 (347/19.1%)
RFX: 170 (101%)
WGT: 10
Equipment:
Magical Rod +6: +131 ATK, +220 MAG, +158 AIM, +4 WGT, basic attacks target RES
Temurah Robe +6: +210 DEF, +171 RES, +206 EVA, +6 WGT, restores MP when damaged by a skill equal to the cost of that skill
Physical: 24 physical damage. (16 average)
Devastate (20MP): 128 non-elemental magical damage (300 Power). AoE 2 centered on user. Can't be used post-movement.
Protect (12MP): Raises DEF/RES by +50% for three turns, or six if used on herself. Range 4. Can't be used post-movement.
Dispel (16MP): Removes positive and negative effects from the target. Range 3.
Prevent (8MP): Halves accuracy of magical attacks for three turns. Range 8. Can't be used post-movement.
Caution (passive): Raises Crisis threshhold to 30% mHP.
IFF (passive): Enigmancer's skills won't damage allies or buff/heal enemies.
Extend (passive): Doubles the duration of positive effects that Enigmancer recieves that normally last 3 turns.
Levitation (passive): Move On Lava 2: Electric Boogaloo.
MAG Charge (passive/mastery): For each turn taken by anyone, Enigmancer gains +5 MAG. Lasts until she uses a magical attack.
Strider:
HP: 322 (104.8%)
MP: 274
VP: 300
ATK: 117 (268)
DEF: 139 (323/+0.83, 104.0%)
MAG: 106 (224)
RES: 126 (284/+5.33, 100.4%)
AIM: 225 (554/121.3%)
EVA: 139 (332/14.8%)
RFX: 176 (105%)
WGT: 12
Equipment:
Composite Bow +6: +151 ATK, +118 MAG, +263 AIM, +6 WGT, ignores the Flying property
Lapis Lazuli +6: +184 DEF, +158 RES, +193 EVA, +6 WGT, modifies accuracy based on height difference
Physical: 31 physical damage. ~33% chance of dealing 62. Range 2-5. (41 average.)
Swift Shock (12MP): 31 physical damage (200 Power). Doubles Strider's RFX until the start of her next turn.
Drop Kick (20MP): Physical attack that increases in power based on Strider's WGT and height difference, dealing 57 physical damage at the same height as the target, increasing to 102 at the maximum possible downwards height difference of 10. Range 3.
Mesmerize (24MP): Reduces the AIM of the target by 50% for three turns. This increases Strider's effective evasion to 109.7% against average enemies. AoE 3 centered on the user.
Trail (8MP): When the target moves, Strider will automatically move one hex towards the target. This movement is considered a normal turn for all intents and purposes. Range 7.
Remove Trap (passive): Strider is immune to traps, can see traps, and can disarm them by moving onto them. Aht slayer.
CLM Up (passive): Raises CLM by 1.
AIM+25% (passive): Raises AIM by 1.25x. Factored in.
Critical Rate Up (passive): Raises crit rate.
Sniper Shot (passive/mastery): Raises crit rate further and makes crits deal double damage instead of their usual 1.5x. Factored in.
Grappler:
HP: 355 (115.6%)
MP: 250
VP: 517
ATK: 139 (332)
DEF: 154 (388/-10, 125.8%)
MAG: 113 (244)
RES: 122 (266/+8.33, 108.2%)
AIM: 152 (388/96.2%)
EVA: 130 (274/-1.7%) (+EVA raises it to 0.3%, fear.)
RFX: 161 (96%)
WGT: 6
Equipment:
Power Glove +6: +193 ATK, +131 MAG, +236 AIM, +4 WGT, raises damage done by Heavy Throw and Ground Slam by 1.25x
Convent Belt +6: +234 DEF, +144 RES, +144 EVA, +2 WGT, takes half damage from Heavy Throw, Ground Slam, and falling
Physical: 52 physical damage. (50 average.)
Heavy Throw (20MP): Attack that moves target to an empty hex and deals damage based on the target's weight and height difference between Grappler and the destination hex. Deals 65 physical damage to a target with 0 WGT and no height difference, dealing an additional ~8 for each point of WGT and downwards height difference. Deals 165 phyiscal damage to a target of 12 WGT (using generic average as an example as I don't know enemy WGT off the top of my head) assuming no height difference. Target is moved even if the attack misses. Ignores the Hard property. Not factored into averages because of that WGT disclaimer.
Ground Slam (16MP): As Heavy Throw, but deals an additional ~4 damage for each point of WGT and an additional ~12 for each point of downwards height differene. 115 physical damage assuming 12 WGT.
Transport (4MP): Moves target to an empty hex.
Item Toss (8MP): Throws a chakram-type item at an enemy. Range 5. Cannot be used post-movement.
Ring Edge: 100 ITD damage to the target of Item Toss.
Large Moon: 150 ITD damage to the target of Item Toss. (Requires synthesis with ingredients only found via search)
Accelerate (passive): Grants a 33% chance at the end of Grappler's turn to get a bonus to her turn gauge.
Red Zone (passive): Immediately recieves a turn when Grappler or an ally enters Crisis.
Throw Range Up (passive): Increases the range of projectile weapons and Item Toss by 1. Factored in.
VP+25% (passive): Raises mVP by 25%. Factored in.
ATK Charge (passive/mastery): For each turn taken by anyone, Grappler gains +5 ATK. Lasts until she uses a physical attack.
Nightstalker:
HP: 235 (76.5%)
MP: 274
VP: 287
ATK: 106 (216)
DEF: 132 (303/+4.17, 73.9%)
MAG: 123 (281)
RES: 126 (284/+5.33, 73.3%)
AIM: 150 (384/95.3%)
EVA: 126 (319/11.1%)
RFX: 277 (165%)
WGT: 12
Equipment:
Badelaire +6: +110 ATK, +158 MAG, +234 AIM, +6 WGT
Shadow Mask +6: +171 DEF, +158 RES, +193 EVA, +6 WGT, allows Nightstalker to counter skills
Physical: 57 physical damage. Target defense is quartered for the purpose of determining damage. (54 average)
Six-Shooter (24MP): 0 (-4) physical damage over 6 hits (150 Power). Effective accuracy is halved for this attack and all hits are checked seperately.
Innocent Blow (12MP): 72 ITD physical damage. Ignores the Hard and Soft properties. (68 average)
MP Shift (0MP): Gives Nightstalker's MP to the target. Range 3. Can't be used post-movement.
Blackout (32MP): Makes Nightstalker invisible until her next turn, rendering her untargetable while in effect. Self-target.
HP Recovery (passive): Restores 5% mHP at the start of Nightstalker's turn.
Counter Rate Up (passive): Increases the chance of Nightstalker counterattacking. It's still pretty crappy.
Illusion (passive): Grants a 25% chance to negate any attack directed at Nightstalker.
RFX+25% (passive): Raises RFX by 1.25x. Factored in.
Inertia Cancel (passive/mastery): If Nightstalker would counterattack, she may take a turn instead.
Emulator:
HP: 329 (107.6%)
MP: 309
VP: 237
ATK: 106 (224)
DEF: 111 (235/+15.5, 95.5%)
MAG: 143 (391)
RES: 161 (391/-12.5, 119.7%)
AIM: 130 (261/55.4%)
EVA: 124 (229/-4.6%) (yet another person with negative evade even if she used +EVA armor)
RFX: 141 (84%)
WGT: 10
Equipment:
Devastate +6: +118 ATK, +248 MAG, +131 AIM, +4 WGT, ignores the Flying property
Conservative +6: +124 DEF, +236 RES, +105 EVA, +6 WGT, adjusts DEF based on (mMP-cMP) at the end of Emulator's turn
Physical: 16 physical damage. Range 2/AoE 1. (9 average.)
Emulator Abilities:
Download (0MP): 75% chance to learn target's Emulator skill. If they don't have one or its already been learned, this drains 10% mMP from the target instead. Range 4.
Kirilian Buster (36MP): 25% to inflict Max HP Down on target (reduces max HP to 50% original for the rest of the battle). Range 4.
Stink Cloud (36MP): 100% chance to inflict Disease status, preventing the target from restoring HP. Range 4.
Petrify (36MP): 25% chance to inflict petrification on target. In petrified state, a target can not act for three turns, and a single physical attack will shatter them, killing them. This does NOT null enemy evade... for whatever reason. Range 6.
Slumber Fog (36MP): 25% chance to inflict sleep on target, preventing them form acting for three turns. Damage does not awaken the target. Range 6.
Toxic Breath (36MP): 100% chance of inflicting poison, which deals 5% Max HP damage at the end of a target's turn and can prove fatal. Does not wear off. Range 6.
Luminous Moss (36MP): 50% chance to inflict confusion on a target, causing them to either waste their turns pointlessly moving or using a physical attack on the nearest target (friend or foe). Range 6.
Downhearted (36MP): 50% chance to inflict Misery status on a target, preventing them from using Original Commands (i.e. Anything other than basic physicals and items in XF). Range 6.
Asphyxiate (36MP): 25% chance to instantly kill a target. Range 6.
Dangerous Matter (36MP): 100% chance to halve a target's HP. Has a 25% hit rate on some bosses and major enemies. Range 4
Buried Alive (24MP): 72 earth magical damage (200 Power). Range 6.
Hydro Pressure (24MP): 72 ice magical damage (200 Power). Range 6.
Crimson Cremation (24MP): 72 fire magical damage (200 Power). Range 6.
Storm Blade (24MP): 72 wind magical damage (200 Power). Range 6.
Electrigger (27MP): 72 magical damage (200 Power), deals 293 to Golem-typed enemies. Range 6.
Action Replay (passive): Grants a chance to copy an ally's action against an enemy if Emulator and said ally are both adjacent to said enemy.
MP Recovery (passive): Restores 2% mMP at the start of Emulator's turn.
Exploit Weakness (passive): Increases damage by 1.5x if an attack hits a weakness. Factored into Electrigger's anti-Golem damage.
Conserve MP (passive): Reduces the MP cost of Emulator's skills by 25%. Factored in.
Replay Master (passive/mastery): Increases the chance of Action Replay activating and raises Download's success rate to 75%. Factored in.
Extremist:
HP: 359 (116.9%)
MP: 237
VP: 313
ATK: 154 (360)
DEF: 115 (286/+7, 110.5%)
MAG: 117 (261)
RES: 126 (284/+5.33, 112.0%)
AIM: 141 (299/71.3%)
EVA: 220 (563/80.8%)
RFX: 161 (96%)
WGT: 16
Equipment:
Cutlass +6: +206 ATK, +144 MAG, +158 AIM, +8 WGT, cannot critical against enemies with the Soft property
Green Jewel +6: +171 DEF, +158 RES, +275 EVA, +8 WGT, raises EVA by 1.5x after moving, increasing effective evasion to 161.1%
Physical: 94 physical damage. Damage increases by ~2 for every turn past the first. (67 average.)
Debilitator (32MP): Reduces all stats by 25% for three turns. Against a hypothetical block of WAXF tofu, this increases her damage by ~22, her effective accuracy to 98.7%, and her effective evasion to 134.8%. Range 6.
High Slugger (16MP): Attack based on Extremist's EVA added to her ATK. Deals 171 physical damage, increasing to 255 if she moved the turn before hand. Has a ~33% crit rate due to Command Critical, increasing these figures to 255 and 382 respectively. (141/211 average.)
Anchor Hool (4MP): HOOKSHOT GO. Cannot be used after moving.
Passive Style (24MP): Lowers damage recieved by 25% and increases Extremist's skill activation rate until their next turn (uhhh...). Self-target.
EVA+25% (passive): Raises EVA by 1.25x. Factored in.
Attack & Heal HP (passive): Restores 5% mHP if Extremist attacks with a basic physical.
Attack & Heal MP (passive): Restores 2% mMP if Extremist attacks with a basic physical.
Command Critical (passive): Allows skills to inflict critical hits.
Concentration (passive/mastery): Increases damage by 1.5x and raises the activation rate of skills. Factored in.
High Cavalier:
HP: 409 (133.2%)
MP: 292
VP: 274
ATK: 135 (319)
DEF: 154 (388/-10, 145.0%)
MAG: 143 (336)
RES: 132 (303/+2.17, 130.8%)
AIM: 137 (295/69.8%)
EVA: 124 (229/-4.6%)
RFX: 148 (88%)
WGT: 17
Equipment:
Azoth +6: +184 ATK, +193 MAG, +158 AIM, +6 WGT
Armor Suit +6: +234 DEF, +171 RES, +105 EVA, +11 WGT, increases healing recieved by 1.5x
Physical: 53 physical damage. Damage is based off High Cavalier's MAG. (37 average.)
Quicken (20MP): Raises RFX by 50% for the next three turns. Range 3. Cannot be used post-movement.
Intrude (64MP): Takes another turn. Stackable. Can't be used post-movement. Self-target.
Status Transfer (4MP): Dumps High Cavalier's negative statuses/stat-downs onto the target. 21 physical damage plus ~5 for each status transfered.
Remain (32MP): Grants auto-life, letting the target get back up with 1 HP if she dies. CT is reset on revival. Range 3. Cannot self-target or be used post-movement.
Wait & Heal HP (passive): Restores 7.5% mHP if High Cavalier waits without moving.
Distribute (passive): If High Cavalier kills an enemy, the amount of overkill is split and inflicted upon all enemies within 3 hexes. If she would heal an ally to full with her non-existant ability to do so, the amount of excess healing is split and given to all allies within 3 hexes.
Crisis RFX Up (passive): Raises RFX by 50% while below 20% mHP.
Defeat & RFX Up (passive): Doubles RFX if High Cavalier kills an enemy until the start of her next turn.
Holy Order (passive): Any undead adjacent to High Cavalier at the start of anyone's turn has all their stats reduced by 20%.
Averages:
HP: 307
MP: 286
VP: 301
ATK: 299
DEF: 328
MAG: 305
RES: 316
AIM: 332
EVA: 325
RFX: 167.63
WGT: 12.43
Damage: 95.73