Averages up top:
HP: 416
DEF: 277
RES: 242
SPD: 149.6
Damage (single action): 182.6 (Killpoint: 456.4)
Damage (3TA): 204.5 (Killpoint: 511)
KYRIE
Marked/Mercenary
(Leveling Note: Starting 10 levels in Mercenary, 30 in Marked.)
HP:483+35 (518) (124.5%)
Max MP:161
ATK:246+140 (386)
DEF:175+102 (277)
MND:227+30 (257)
RES:179+73 (252)
SPD:141+3 (144)
EVA:1%
MOV:4
JMP:5
CRT:2%
Holy Resist: 155% (55% Absorb)
Dark Resist: 5%
Equipment: Maul, Sword, Spear, Rod, Robe, Light Armor, Heavy Armor, Shield
-Excalibur: ATK+112, MND+14, Holy Elemental, +150% Holy Resist, Auto-Renew. (Auto-Renew will give her a regen value of 65 HP a turn)
-Magic Shield: DEF+9, RES+16, EVA+10, MND+16
-Lorica Musculata: DEF+72, RES+18, ATK+12
-Royal Crown: DEF+13, RES+37, HP+35, SPD+3
-Gauntlet: +8 ATK, +4 DEF, +1 RES
-Gauntlet: +8 ATK, +4 DEF, +1 RES
Options: Kyrie may opt for the Flattener if she needs to hit physical damage, or the Dendrite Sword if she wants to do so while still blocking Holy. Ebony Rod is an option if she needs to block Darkness at a not insignificant damage hit. Shields and Robes also exist for elemental spoiling as needed.
Attack:Range 1/v3. 158 Holy damage (assuming Penumbral Mastery to neutral)
ANCIENT POWER (Damage factors in Penumbral Mastery against a target with no Holy/Dark resist.)
Dark Bolt (8 MP): Range 1-3/v13, Ignores Facing. inflicts 138 Dark damage vs. DEF.
Wrathful Blow (4 MP): Range 1/v3. Inflicts 253 Dark damage vs. DEF. Kyrie takes 25% cHP as backlash damage. [Prorated value: 189.72]
Wrathful Beam (12 MP): Range 1/v2, Line 4v2. Ignores Facing Inflicts 138 Dark damage vs. RES to all targets in the target line.
Holy Bolt (8 MP): Range 1-3/v13, Ignores Facing. Inflicts 130 Holy damage vs. DEF.
Drain Health (14 MP): Range 1/v4, Ignores Facing. Inflicts 57 Magical damage vs. RES and absorbs the damage inflicted as HP.
Drain Soul (2 MP): Range 1/v4, Ignores Facing. Inflicts 23 Magical damage to target MP vs. RES and absorbs the damage inflicted as MP.
Wrathful Burst (16 MP): Range 0, area 5/v4 burst, Ignores Facing. Inflicts 166 Dark damage vs. DEF to all targets in the burst area. Kyrie takes 25% cHP as backlash damage. [Prorated value: 124.5]
Holy Beam (12 MP): Range 1/v2, Line 4v2. Ignores Facing. Inflicts 130 Holy damage vs. RES to all targets in the target line.
Holy Burst (16 MP): Range 0, area 5/v4 burst, Ignores Facing. Inflicts 159 Holy damage vs. DEF to all targets in the burst area.
WAR CRAFT
Forceful Strike: Range 1/v2. Inflicts 90 Physical damage vs. DEF and pushes the target back 1 space.
Field Aid: Range 0-1/v2. Heals 53 HP and cures Poison, Bleed, Mute, Cripple, and Sleep.
Power Strike: Range 1/v2. Inflicts 84 Physical damage vs. DEF and inflicts ATK Down on the target.
Mind Strike: Range 1/v2. Inflicts 84 Physical damage vs. DEF and inflicts MND Down on the target.
Precise Strike: Range 1/v2. Inflicts 100 Physical damage vs. DEF, ITE.
Flash Strike: Range 1/v2. Inflicts 95 Physical damage vs. DEF, bypasses all Reaction abilities.
Stunning Strike: Range 1/v2. Inflicts 79 Physical damage vs. DEF and delays target by 60% of its current progress to their next turn.
Three-turn average: Wrathful Blow x3 for 189.72
RSM:
Counter: Slow: Counters any offensive action by inflicting Slow on the attacker at 100% rate.
Counterattack: Counter any adjacent attacker with a Regular Attack
Execute: Damage from offensive Abilities is increased by 0.45x when target's HP is below 50%
Avenger: Gain 0.2x bonus damage and 0.125x damage reduction per fallen ally. Useless in a duel.
Penumbral Mastery: If the target's resistance is less than immunity, treats resistance as lowered for Holy or Dark damage. (If target's resistance is between 0 and 99, reduces it by 50. If it is less than 0, reduces it by 25. This can reduce elemental resistance below 0, but cannot take it below -150).
Health Expert: Base maximum HP+25%
Sturdy Grip: Can equip a shield alongside a melee two-handed weapon, and allows Shield use regardless of class.
Commentary: Kyrie is practically carried by Penumbral Mastery being as good as it is, and by her plot sword giving her auto-regen. Hitting neutral with Penumbral Mastery means you're actually hitting for +50%, and you don't often see someone who can block Holy and Dark. Unfortunately, even with that, her damage is subpar. She has a workable stall game, though; Slow counters plus Delay Strike can bog the opponent down by a significant degree, and compounding this with Power Strike, Mind Strike, and Excalibur's innate regen allow for her to snowball better than she'd appear to at first glance. And by the time she does get the opponent down to half, Execute kicks in if there's a limit below that to chip around.
ANADINE
Demon Knight/Mercenary
(Leveling Note: Starting 10 levels in Mercenary, 30 in Demon Knight)
HP:420 (525) (126.2%)
Max MP:55
ATK:282+158 (440) (with ATK Up: 528)
DEF:180+130 (310)
MND:163 (with MND Up: 197)
RES:142+36 (178)
SPD:124
EVA:1%
MOV:4
JMP:4
CRT:4+2
Dark Resist: 10%
Equipment: Scythe, Axe, Heavy Armor
-Day's Harvest: ATK+134, +25% Crit Damage, 62% chance of Bleed on hit
-Royal Armor: DEF+84, RES+15
-Royal Helm: DEF+34, RES+18
-Gauntlet: +8 ATK, +4 DEF, +1 RES
-Gauntlet: +8 ATK, +4 DEF, +1 RES
-Gauntlet: +8 ATK, +4 DEF, +1 RES
Equip Notes: she can trade off Equlibrium for Sturdy Grip, allowing her to use a shield without swapping her current gear. This lets her get the anti-element shields.
Attack: Range 1/v4. 128(143 R, 166 DM, 180 Bt) Physical damage. 62% chance of Bleed on hit.
Focused Rage: Range 1/v4. Scales linearly from 128 to 305(143-340 R, 166-394 DM, 180-428 Bt) damage from 0 to 55 MP. (adds a 2.5% damage bonus per MP spent)
(max mod of 2.375x)
RAGE
Enraged Blow: Range 1/v4. 205(229 R, 265 DM, 289 Bt) Physical damage vs. DEF to target. Anadine takes 25% cHP backlash damage. [Prorated values: 153.75 base, 171.75 R, 198.75 DM, 216.75 Bt]
Vicious Push: Range 1/v4. 109(122 R, 141 DM, 153 Bt) Physical damage vs. DEF to target and pushes them away one tile.
Rend: Range 1/v4. 122(136 R, 157 DM, 171 Bt) Physical damage to target vs. DEF and inflicts DEF Down.
Vicious Slash: Range 1/v4, hits a 3v2 line laterally. 128(143 R, 166 DM, 180 Bt) Physical damage vs. DEF to all targets in area. Damages Anadine by 1/6 cHP. [Prorated value: 96 base, 107.25 R, 124.5 DM, 135 Bt]
Demonic Might: Self-targeting. Gives ATK Up, MND Up, and Renew to Anadine. Damages Anadine by 20% cHP.
Wrathful Burst (16 MP): Range 0, area 5/v4 burst, Ignores Facing. Inflicts 102(115 R, 130 DM, 144 Bt) Dark damage vs. DEF to all targets in the burst area. Anadine takes 25% cHP as backlash damage.
Corrupted Blade (24 MP): Range 1/v4. 385(429 R, 497 DM, 541 Bt) Dark damage vs. DEF to target. Anadine takes 25% cHP as backlash damage. [Prorated values: 288.75 base, 321.75 R, 372.75 DM, 405.75 Bt]
WAR CRAFT
Forceful Strike: Range 1/v2. Inflicts 109(122 R, 141 DM, 153 Bt) Physical damage vs. DEF and pushes the target back 1 space.
Field Aid: Range 0-1/v2. Heals 37(43) HP and cures Poison, Bleed, Mute, Cripple, and Sleep.
Power Strike: Range 1/v2. Inflicts 103(114 R, 133 DM, 144 Bt) Physical damage vs. DEF and inflicts ATK Down on the target.
Mind Strike: Range 1/v2. Inflicts 103(114 R, 133 DM, 144 Bt) Physical damage vs. DEF and inflicts MND Down on the target.
Precise Strike: Range 1/v2. Inflicts 122(136 R, 157 DM, 171 Bt) Physical damage vs. DEF, ITE.
Flash Strike: Range 1/v2. Inflicts 116(129 R, 149 DM, 162 Bt) Physical damage vs. DEF, bypasses all Reaction abilities.
Stunning Strike: Range 1/v2. Inflicts 96(107 R, 124 DM, 135 Bt) Physical damage vs. DEF and delays target by 60% of its current progress to their next turn.
Three-Turn Average:
Rend->Enraged Blow->Corrupted Blade: 214.16
RSM:
Counter: Mute: Counters any offensive action by inflicting Mute on the attacker at 100% rate.
Counterattack: Counter any adjacent attacker with a Regular Attack
Focused Rage: Allows Anadine to consume all MP to use a boosted basic physical (+0.025x per MP)
Cleave: Anadine gets another turn after killing an enemy. Once per natural turn, does not gain MP. Does not trigger if the target has Rebirth.
Health Expert: Base maximum HP+25%
Equilibrium: Restores 12% of Anadine's Max HP (63) when most buffs or debuffs ends on her. This is calculated per buff or debuff.
Sturdy Grip: Can equip a shield alongside a melee two-handed weapon, and allows Shield use regardless of class.
Commentary: Anadine is a study in extremes, and given time to set up can do horrific damage; Corrupted Blade under the full set of mods she can give it is OHKO-level. Unfortunately, she suffers a lot from having the worst stat in something you can have a bad stat in in the DL; speed. Her speed is flat-out terrible, and there's no way to remedy it, especially with Fell Seal continuing the time-honored trend of making heavy armor absolute crap. Mute counters (or just plain counterattacks if she's up against a physical fighter) are still very good, mind, and the former can spoil mages trying to play anything on her. But she's just too damn slow.
REINER
Spymaster/Scoundrel
(Leveling Note: Reiner gets 15 levels in Scoundrel, and 25 in Spymaster. Spymaster is technically an optional class, but it is unique to him and more favorable than further Scoundrel levels)
HP:344+90 (434) (104.3%)
Max MP:125
ATK:272+168 (440)
DEF:182+97 (279)
MND:197
RES:181+58 (239)
SPD:157+3 (160)
EVA:6%
MOV:4(S, Teleport)
JMP:6
CRT:9%
Fire Resist: 5%
Water Resist: 5%
Earth Resist: 5%
Thunder Resist: 5%
Equip: Any (by class: Sword, Dagger, Staff, Crossbow, Shield, Light Armor)
-Flattener: ATK+132, HP+55
-Lorica Musculata: DEF+72, RES+18, ATK+12
-Royal Crown: DEF+13, RES+37, HP+35, SPD+3
-Gauntlet: +8 ATK, +4 DEF, +1 RES
-Gauntlet: +8 ATK, +4 DEF, +1 RES
-Gauntlet: +8 ATK, +4 DEF, +1 RES
Options: ...where even to start? Reiner can basically gear up for encounters in just about any way necessary outside of dual-wielding.
Note: due to Reiner's ability to teleport, I allow him access to back attacks as opposed to side attacks, which gives him a 1.5 multiplier on many of his facing-relevant abilities, as opposed to a 1.25
Attack: Range 1/v4. Inflicts 154 Physical damage to the target.
MANY MASKS
Pandora's Box:Range 1-4/v10. Literally can use any attack.
Exemplar (14 MP): Self-target, area 3v2 cross. Copies all non-permanent buffs to all targets in the area.
Mirror Trick (8 MP): Use the last non-boss ability that was used in the fight, using Reiner's stats.
Spry Step (8 MP): Self-target. Gain Haste and Fleet of Foot.
Doppleganger (10 MP): Copies the primary moveset of any non-boss combatant. If used on another character, will replace the old set.
TRICKERY
Steal GP: Range 1/v3. Inflicts 116 Physical damage vs. DEF to the target and attempts to steal GP from them at a 85% rate.
Dirty Hit: Range 1/v4. Inflicts 123 Physical damage vs. DEF to the target and has a 62% chance to inflict Blind. Counts as a Regular Attack.
Steal Item: Range 1/v3. Inflicts 116 Physical damage vs. DEF to the target and attempts to steal a consumable from them at a 70% rate.
Fleet of Foot: Self-only. Removes Root and grants Fleet of Foot.
Steal Buffs: Range 1/v3. Inflicts 116 Physical damage vs. DEF to the target and attempts to steal all the buffs from a given target, at a 75% rate.
Arterial Cut: Range 1/v4. Inflicts 131 Physical damage vs. DEF to the target and has a 62% chance to inflict Bleed. Counts as a Regular Attack.
Steal Component: Range 1/v3. Attempts to steal a Component from the target at a 50% rate.
Sneak Attack (6 MP): Range 1/v4. Attacks the enemy with increased damage for facing. Frontal attacks will hit for 62 damage, side attacks will hit for 154, and back attacks will hit for 216, all vs. DEF.
3-turn average: Sneak Attack(Rear) x3 for 216.
RSM:
Counter: Weaken: Counters any offensive action by inflicting Weaken on the attacker
Counter:Steal: Counters an offensive action from an adjacent unit by stealing a component from them
Shadowstep: Changes movement type to Teleportation. On that assumption, it is fair to estimate that Reiner will be able to get Back Attacks instead of Side Attacks like most will.
Equip All: Reiner can use any equipment.
Attack Expert: Boosts the character's ATK by 24+Level (64)
Opportunist: +20% damage per debuff on targets.
Exploit Weakness: +50% Critical Hit damage.
Commentary: Reiner is hard to actually place his actual effectiveness, as he has the ability to steal any non-boss' moveset for himself. Half the time he won't need to. Shadowstep's teleportation gives him a reasonable argument for getting back attacks instead of side attacks (turns out taking two spaces rather than four to get to somebody's back is good), which gives him absolutely cracked uses of Sneak Attack. With a maul. Having access to any equipment he wants lets him run some horrid spoiling games if so desired. Oh and he can haste himself.
YATES
Anatomist/Mender
(Leveling note: 10 levels of Mender, 30 of Anatomist. He gets to start in Anatomist, to favorable stats)
HP:297+35 (332) {297} (79.8% {71.4%})
Max MP:203
ATK:179+64 (243)
DEF:174+64 (238) {+60 (234)}
MND:256+86 (342) {+102 (358)}
RES:210+128 (338) {+121 (331)}
SPD:139+3 (142){139}
EVA:1
MOV:3
JMP:4
CRT:6+2
Dark Resist: 5%
Equipment: Rod, Staff, Robe
-Ebony Rod: ATK+64, MND+46, Dark Elemental, +100% Dark Resist, +25% Dark damage
-Scholar Robe: DEF+48, MND+16, RES+79
-Royal Crown: DEF+13, RES+37, HP+35, SPD+3 {Black Hat: DEF+9, RES+30, MND+16}
-Wizard Glove: DEF+1, MND+8, RES+4
-Wizard Glove: DEF+1, MND+8, RES+4
-Wizard Glove: DEF+1, MND+8, RES+4
Attack: Range 1/v2, 84 Dark damage (factoring in Penumbral Mastery)
ANATOMY (All factor in Legendary Healer and Penumbral Mastery and assume 0% resist at base in the latter.)
Reanimate (18 MP): Resurrects a dead enemy as a Cadaver under AI control equal to the dead enemy's level. This prevents resurrection. Useless in a duel, but has some sadistic uses in team matches.
Heal I (6 MP): Range 0-4/v18. 163 {169} Healing.
Dark 1 (8 MP): Range 0-3/v10, Area 3v2 cross. 111 {119} Dark damage (167 {178} with Penumbral versus neutral)
Panacea II (8 MP): Removes all debuffs from the target.
Dark II (14 MP): Range 0-3/v14, Area 3v4 cross. 167 {178} Dark damage. (250 {267} with Penumbral versus neutral)
Heal II (12 MP): Range 0-5/v18. 285 {296} Healing.
Dark Locus (18 MP): Range 0-4/v18. 223 {237} Dark damage. (334 {356} with Penumbral versus neutral)
HOLY MAGIC (All factor in Legendary Healer)
Panacea II (8 MP): Removes all debuffs from the target.
Heal I (6 MP): Range 0-4/v18. 163 {169} Healing.
Mass Heal I (12 MP): Range 0-3/v16, Area 3v2 cross. 163 {169} Healing.
Revive I (14 MP): Range 1-3/v4. Revives a fallen ally on the selected tile with 25% mHP.
Heal II (12 MP): Range 0-5/v18. 285 {296} Healing.
Revive II (22 MP): Range 1-3/v5. Revives a fallen ally on the selected tile with full HP.
Rebirth (24 MP): Range 0-4/v5. Gives the target Rebirth.
Three-Turn Average: Dark I->Dark Locus->Dark I for 222.6 {237.3}.
RSM:
Counter: Cripple: Counters any offensive action by inflicting Cripple on the attacker
Counter:Renew: Grants Renew after being subject to any damaging offensive action.
Legendary Healer: Healing is boosted by 0.45x
Pain Points: Damage from all attacks is increased by 0.45x against targets below 50% HP.
Penumbral Mastery: If the target's resistance is less than immunity, treats resistance as lowered for Holy or Dark damage. (If target's resistance is between 0 and 99, reduces it by 50. If it is less than 0, reduces it by 25. This can reduce elemental resistance below 0, but cannot take it below -150).
Mana Font: When moving, recovers 1 MP for each step taken.
Blessed One: Receive half the healing given to others. Useless in a duel.
Commentary: Yates' efficacy can be boiled down entirely to the fact that he stacks a 1.875x modifier on anything he does against Dark-neutral targets. Also the fact that his healing is comparably cracked out courtesy of Legendary Healer. He is, however, slow and frail, a frequent unfortunate condition that mages suffer from. Counter Cripple can shut down more technically-inclined fighters at least, and he has Counter:Renew for anyone who won't be meaningfully affected by the former, albeit to...minor effect.
KATJA
Bounty Hunter/Assassin
(Leveling Note: Katja gets 5 levels of Assassin, owing to having a very high amount of starting AP in it.)
HP:315 (75.7%)
Max MP:85
ATK:226+134 (360)
DEF:172+115 (287)
MND:184
RES:161+47 (208)
SPD:171+3 (174)
EVA:6
MOV:4(S)
JMP:6
CRT:32+8%
Equip: Dagger, Spear, Gun, Shield, Light Armor
-Heavy Lance: ATK+102, DEF+7, CRI+3%
-Heavy Lance: ATK+102, DEF+7, CRI+3%
-Lorica Musculata: DEF+72, RES+18, ATK+12
-Ninja Cowl: DEF+21, RES+27, ATK+4, SPD+3, EVA+2, CRI+2%
-Gauntlet: +8 ATK, +4 DEF, +1 RES
-Gauntlet: +8 ATK, +4 DEF, +1 RES
Equip Notes: Katja can sacrifice dual-wielding to instead use a shield for elemental spoiling purposes. She may also swap to daggers for status options or speed twinking. (If she really needs it, she can swap to the Flash Cap and two Flash Knives for an extra +47 SPD among other things.) If more range than 2 is needed, she can swap to guns, albeit at a significant damage penalty.
Attack: Range 1-2/v#. Two attacks for 94 Physical damage each, total 188. 40% chance per attack to crit for 142, overall average of 2x113, or 226.
HUNTING
Net: Range 1-4/v6. Inflicts Root on the target.
Boomerang Bounce: Range 1-4/v4. Inflicts 66 (avg. 79) Physical damage and knocks the target back one tile.
Shakedown (10 MP): Range 1/v3. Inflicts 80 (avg. 96) Physical damage and steals a component from the target.
Collect Trophy: Range 1-2/v#. Inflicts 71 (avg 85) Physical damage to a target. If this would kill, the target gives a rare Component, cannot be raised, and Rebirth is bypassed. Does not work on bosses.
Pick Off (12 MP): Range 1-2/v#. Inflicts 151 (avg. 181) Physical damage to a target. Greatly reduced for each adjacent ally the target has (94 for 1, 38 for 2, 0 for 3+)
Garrote (8 MP): Range 1-3/v7. Inflicts 71 (avg 85) Physical damage to a target and has a 75% chance of inflicting Mute
Shadowstrike (16 MP): Range 1-2/v#. Inflicts 94 Physical damage, 40% chance to crit for 142, overall average of 113. Gives Mirage to Katja.
LETHALITY
Blind Powder (6 MP): Range 1-4/v5. Inflicts 57 (avg. 68) Physical damage vs. DEF to the target, 75% chance of inflicting Blind.
Dispel Powder (6 MP): Range 1-3/v5. Inflicts 57 (avg 68) Physical damage vs. DEF to the target and dispels all existing buffs.
Sabotage (4 MP): Range 1-4/v14. Swaps position with target. Ignores evasion and reactions. Hilarious but duel-useless.
Sleep Powder (8 MP): Range 1-3/v4, Area: 3v1 horizontal line. Inflicts 47 (avg 56) Physical damage vs. DEF to the targets, 50% chance of inflicting Sleep.
Collect Bounty:
Mirage (4 MP): Range Self. Gives Mirage to Katja.
Assassinate (24 MP): Range 1-3/v8, Ignores Facing. Inflicts 211 (average 253) Physical damage vs. DEF and has a 50% chance of inflicting Poison, Bleed, and Blind, checked separately.
Three-turn average: Attack x3 for 226
RSM:
Counter: Bleed: Counters any offensive action by inflicting Bleed on the attacker
Critical:Mirage: When in Critical HP after taking damage, gain Mirage.
Know Weakness II: +25% Critical Rate
Impetus: Gain +5% Speed per turn, to a maximum of +30%.
Dual Wield: Can equip two weapons or two shields. When using skills, only the first weapon is considered.
Vicious Criticals: Criticals inflict Poison and Bleed. Skills and Spells can inflict critical hits.
Cautious Step: Immune to Traps, Root, and Slow
Comments: Did you like Alert spam from SRW? Did you want a character of it who has that alongside above-average speed at worst? No? Too bad, you get it anyway. Fastest among the plot characters even before Impetus kicks in, Katja quickly dictates the tempo of the fight with Mirage, and she is all too happy to wait for a double to attack if that's necessary. Shadowstrike letting her set up more Mirage while doing damage only makes things worse for the other guy, and Net and Garrote let her hard counter melee and casters as desired anyway.
Also Dual-Wield putting in as much work as you'd expect in a FFT-like, and she has a 64% chance to crit at least once per round. Which means a 64% chance to stick the other guy with 32.5% mHP damage over time.
KAIRU
The Exiled
(Leveling note: He joins too late to do anything but straight-class Exiled, and only gets enough AP to reasonably max that out by the end of the game. He'll probably have starting AP for some skill picks from the first half of Mender and Fellblade but I will leave that up to your own judgment as to whether or not he'll get either)
HP:338+35 (373) (89.7%)
Max MP:259
ATK:238+47+112 (397)
DEF:172+102 (272)
MND:236+47+60 (343)
RES:168+73 (241)
SPD:151+3 (154)
EVA:1+10 (11)
MOV:4(S)
JMP:5
CRT:2
Equip: Sword, Shield, Robe, Light Armor, Heavy Armor
-Enhancer: ATK+84, MND+44
-Magic Shield: DEF+9, RES+16, EVA+10, MND+16
-Royal Crown: DEF+13, RES+37, HP+35, SPD+3
-Lorica Musculata: DEF+72, RES+18, ATK+12
-Gauntlet: +8 ATK, +4 DEF, +1 RES
-Gauntlet: +8 ATK, +4 DEF, +1 RES
Equip notes: Kairu's locked to swords. However, he does have access to Robes and Shields for elemental spoiling, and he can use a Dendrite Sword to block Holy if needed.
Attack: Range 1/v3. Inflicts 110 (143) physical damage. Has a 75% chance to inflict Slow to the target.
AVERIAN STYLE
Leap (8 MP): Range 1-3/v6, area 3/v2. Leaps to the selected space and attacks all viable adjacent targets to the landing point for 91 (front:73) Physical damage. Inflicts 8.3 (6.6) per extra space moved in the leap, as per Stampede. Facing is determined from the original position of the attack, not the position of landing.
Water I (8 MP): Range 0-3/v10, area 3/v2. Inflicts 81 (105) Water damage to all targets in the area.
Dash Strike: v2, travels in a line to the first target. At point blank, inflicts 93 (front: 75) physical damage to the target. Adds 9.3 for each space moved (front: 7.5) as per Stampede, up to a maximum of 148 (front: 120) for a total of six spaces having been moved.
Wrathful Beam (12 MP): Range 1/v2, area 4/v2 line, Ignores Facing. Inflicts 110 (143) Dark damage within the area of effect.
Hailstorm (24 MP): Attacks all enemies. Inflicts 65-98 (85-127) Water damage to targets based on proximity.
Averian Thrust (16 MP): Radial effect, area 5/v2 burst, Ignores Facing. Inflicts 88 (114) Physical damage within the area of effect.
Holy Burst (14 MP): Radial effect, area 5/v4 burst, Ignores Facing. Inflicts 128 (166) Holy damage within the area of effect.
Three-Turn Average: Attack->Holy Burst x2 for an average of 158.3
RSM:
Counter:Pounce: Counters any offensive action from a non-adjacent character by leaping next to them and attacking for 66+6.6 per space moved Physical damage. Not applicable for characters who are underwater.
Hallowed Body: ATK increased by 20% of MND (47), MND increases by 20% of ATK (47)
Chilling Touch: Kairu's regular attacks have a 75% chance to inflict Slow on the target.
Stampede: Gain +10% damage inflicted for each step moved on a given turn. Resets on new turns, naturally. (Maximum of +60%, numbers here in parentheses will assume +30% unless otherwise noted)
Commentary: Behold the cast scrub. In-game he's basically FFT Cloud; a lategame-joining character with very little in the way of actual gained experience. In the DL...he's basically a janky and much weaker version of Kyrie. All isn't really lost on him; having Slow on his basic attack can lead to some bullshit, but he's decidedly worse than anyone else.