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Messages - DjinnAndTonic

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1
Tournaments / Re: Futurama 2023 Week 5 + Rankings!
« on: February 07, 2024, 04:57:39 AM »
Godlike

Yuna (Final Fantasy X) vs Belial (Wild ARMs 4) - well I definitely allow 4D Pocket, so...

Heavy

Mei-ling (SaGa Frontier) vs Cthulhu (Cthulhu Saves Christmas) - Sure, I'll bite

Middle

Minorio Aki (Labyrinth of Touhou: Gensokyo and the Heaven-Piercing Tree) vs Dedue Molinaro (Fire Emblem Three Houses) - Dedue 2HKOs to her 3HKO. She can stall with healing, but he runs her out of MP long before he runs out of Brave Axe charges.

Light

Ivy (Fire Emblem Engage) vs Mediator (Final Fantasy Tactics)

Rankings

Persona - Not huge on this game in the DL. I'd have to replay it to even remember how most of the interesting bits worked...
Persona 5 - This is more fresh and more widely-known, though I'd agree about keep Joker in Bluelike
Triangle Strategy - Obvious rank

Sad that no NIS games made the cut... c'mon you guys, they're good actually. They've come a long way since D1's janky balance.

2
Tried out the first bit of Granblue Fantasy: Relink

I keep trying to get into this IP since it's just *everywhere* in Japan, and it has strong "old-school FF" vibes. But it just keeps falling short of being engaging. The gacha game of course has all the gacha problems, so I dropped that quickly. I tried watching the anime, and I definitely sat through all 26 episodes, but nothing deeper than the character names stuck with me. I tried the fighting game, which is gorgeous and created by favorite fighting game developer, but the story was so far removed from everything I'd gleaned from the gacha and anime that I couldn't get into the story or characters there either (despite Ladiva being the absolute best).

And so here I am, trying again with the console RPG. The story just skips over the intro bits, which is a little jarring if you haven't played the gacha or watched the anime I guess. The characters feel pretty flat as a result, but I'm hoping the goal is that they're jumping further along into the story to get to the 'good parts'. Since the intro of GBF is very boilerplate 'boy adventurer meets girl who fell from the sky' JRPG fluff.

The battle system is a little too ARPG for what I was looking for at the moment, so I'll have to come back to it after I finish SO6 and need a new ARPG.

tl;dr - GBF is popular and Djinn still hasn't figured out why...

3
Tournaments / Re: Futurama 2023 Week 4
« on: January 25, 2024, 04:14:59 AM »
Doing the easy ones first during my work break...

Godlike

Heat (Digital Devil Saga) vs Yuna (Final Fantasy X) - Aeon Yuna handles this on turn one, Aeonless Yuna explodes. But I allow Anima, so no problem.
Goddess (Final Fantasy VI) vs Belial (Wild ARMs 4)

Heavy

Mei-ling (SaGa Frontier) vs Kyra Tierney (Phantasy Star IV) - Bounded Shot and Lightsword should do the trick.
Cthulhu (Cthulhu Saves Christmas) vs Anna Pascal (Triangle Strategy)

Middle

Minoriko Aki (Labyrinth of Touhou 2) vs Divine Punisher Shaman (Etrian Odyssey V)
Dedue Molinaro (Fire Emblem Three Houses) vs Ba'Thraz (Chained Echoes) - Yeah, I guess Dedue 2 rounds

Light

Amalia (Chained Echoes) vs Ivy (Fire Emblem Engage) - Amalia is so bad, but I wanted this to be a closer match.
Mediator (Final Fantasy Tactics) vs Zelkov (Fire Emblem Engage)


Data Mine

Bravely Default II - Purchased! I'll get to it eventually
Chained Echoes - Completed
Disgaea 5: Alliance of Vengeance - Completed
Disgaea 6: Defiance of Destiny - Completed
Disgaea 7: Vows of the Virtueless - Completed
Fire Emblem Engage - Completed
Labyrinth of Touhou: Gensokyo and the Heaven-Piercing Tree - Haven't played, but I'm interested
Octopath Traveler II - About half way through the C2s, my current in-progress game
Rhapsody II: Ballad of the Little Princess - Completed
Rhapsody III: Memories of Marl Kingdom - Completed
This Way Madness Lies - Completed
Triangle Strategy - Only finished one route, but seems good enough?

I would say we should rank new Tales and Star Ocean, but honestly those ARPGs have gotten so complex that trying to properly stat topic them is a fool's errand...

4
Tournaments / Re: Futurama 2023 Week 2
« on: January 11, 2024, 12:06:42 AM »
Godlike

Goddess (Final Fantasy VI) vs Eiriko 'Elly' Kirishima (Persona) - I probably have unreasonably high FF6 boss durability respect, but I don't see anything of Elly's doing much here
Chris Lightfellow (Suikoden III) vs Aeterna (I am Setsuna) - Yeah, okay, Stop and Paralysis hitting different resists sells me on Yellow Scarf not working here
Belial (Wild ARMs 4) vs Polaris (Shin Megami Tensei Devil Survivor 2)
Ryu (Breath of Fire IV) vs Simeon (Octopath Traveler) - Curses! Simeon's one weakness, dagger pokes!


Heavy

Shadow (Final Fantasy VI) vs Cthulhu (Cthulhu Saves Christmas)
Petra Macneary (Fire Emblem Three Houses) vs Lei Kugo (Live a Live)

Odie (Soul Nomad & The World Eaters) vs Byakuren Hijiri (Labyrinth of Touhou) - I think I'd still allow Odie his counters, but Byakuren probably eeks out a win anyway.
Rofel Wodring (Final Fantasy Tactics) vs Anna Pascal (Triangle Strategy) - Yay, a win for Triangle Strategy! ...don't get used to it...

Middle

Dedue Molinaro (Fire Emblem Three Houses) vs Baba Yaga (Cthulhu Saves Christmas)
Axl (Mega Man X Command Mission) vs Kyrie (Fell Seal: Arbiter's Mark)
Therion (Octopath Traveler) vs Ba'Thraz (Chained Echoes)
Yulie Ahtreide (Wild ARMs 4) vs Tiki (Fire Emblem: New Mystery of the Emblem)

Light

Mediator (Final Fantasy Tactics) vs Ribombee (Pokémon Sun/Moon)
Heather (Fire Emblem: Radiant Dawn) vs Benedict Pascal (Triangle Strategy) - A good matchup for Heather and it's not like Benedict actually has many good matchups anyway...
Vitali (Soul Nomad & The World Eaters) vs Frederica Aesfrost (Triangle Strategy) - A literal good matchup for Vitali and his magical durability gives Frederica fits
Big Joe (Xenogears) vs Zelkov (Fire Emblem Engage) - keep those joke fights coming, Zelkov needs this positive affirmation in his... life.

5
Discussion / Re: 2023 Gaming in Review
« on: January 05, 2024, 02:34:44 PM »
Final Fantasy 16
...Just a disappointment in every way possible. This game is Not For Me. The story is equally bland and relying on a whole set of tropes that hold no appeal for me. Sorry, guys, I just don't think every named female character needs attempted sexual assault in their backstory.
The graphics are pretty though. I like the Summon designs.

Touhou Genso Wanderer
I really wanted to play something RPG-ish in the Touhou series. But pure roguelikes are just too tedious for me. I want some party variety at the very least, but it's locked to one character option for the entire main story mode.

...and that's it for "Bad Games" I played this year. Everything else was some flavor of enjoyable!

Fire Emblem Engage
A gameplay game and nothing else. Well, I suppose it's also good for ironic enjoyment? I really can't think of anything nicer to say about its story and that's sad.
Amazingly addictive gameplay though. Despite all the games I played this year, including a new Disgaea, this game had my highest playtime, so it must be doing something right?

EDIT: Whoops, forgot some!
Labyrinth of Touhou 2
I played a bit of this due to the small craze sweeping the DL at the time. The Dungeon exploration is far too tedious for me, but I love the Character Progression systems and just how varied all the characters' skill sets are. The star of this show is how the battle system utilizes party-switching as such a fundamental part of the process. If you aren't switching characters in and out constantly, you aren't beating that big boss. Unfinished, but the game's plot seems to largely be an excuse to let the Touhou girls be funny to eachother. I like that, but I'm not quite engaged enough with it to plow through more tedious dungeon-crawling (it's just not my thing).

Touhou Fantasy Maiden Wars 1
Now THIS is my more speed! A Touhou SRPG based off of SRW. I have never liked SRW, but it turns out that replacing all the cold metal exoskeletons with lively mythological demons does a lot to make it more enjoyable! Not to give all the credit to the aesthetic, the way this game adapts Touhou's bullet hell aspects into SRPG terrain effect patterns is genius. The game is pretty difficult, at least for a relative SRW neophyte like myself, so it was a great challenge. Perhaps too hard in the later chapters? It took me 4x as long to get through the last two chapters as the rest of the game combined. I haven't beaten the special 3rd route that unlocks after you beat the game twice, but I'm tempted to, and that should say a lot.
The story itself is a great remix of the main plots of several of the mainline Touhou games, and honestly? I think it does a better job telling those stories than ZUN did. The writing is snappier and the lore is less vague and characters actually have like... arcs. I am definitely gonna give the next game in this fan series a go!

This Way Madness Lies
A-grade turn-based gameplay and a delightful collection of characters having a good time. Zeboyd at its best. Please give me Magical Girl Cthulhu Shakespeare 2, Zeboyd!

Rhapsody 2 + 3
Played these in quick succession. Similar sort of lighthearted vibe as This Way Madness Lies, with a heavy focus on caring about the inner lives of female characters. I agree with CK that the game should have just let Kururu and Crea be in love, but the male love interest Cello was a decent character in his own right. He comes into his own even more in Rhapsody 3.
Rhapsody 3 in general is just a huge step up in terms of challenge and experimental storytelling structure, basically doing a Live-A-Live/Octopath kind of setup, except it explores various points in the timelines of the previous games and then brings it all together for a very Disgaea-like 'postgame'/final chapter with ridiculous levels and grinding options.
The musical numbers are a nice touch, really bringing something unique to an already pretty-unique take on the JRPG genre.

Star Ocean 6
Haven't finished this yet, but it's been a treat so far. Easily the best-written Star Ocean narrative, not that this is... particularly hard. Destroys SO5 in all respects, feels pretty similar to SO3/4 in terms of gameplay, though I don't know if it will overstay its welcome since I haven't finished yet.

Octopath Traveller 2
Haven't finished yet, but I've been playing it alongside SO6 and the two games bounce off of eachother well in terms of alternating tones and gameplay styles.
I love everything about these Octopath games, and the second game is really delivering. Agnea and Ochette are kinda lackluster stories so far, but nothing terrible. I am looking forward to basically everything this studio makes at this point.

Chained Echoes
I figured Octopath 2 would be my favorite traditional turn-based JRPG this year, but Chained Echoes just hits every note I want from an RPG in terms of exploration, battle system, character skill design, and most of all - world-building and character arcs. It stumbles in places for being a little too tryhard, but it feels more emotionally raw as a result. I appreciate something with this kind of tone shooting for higher heights.

Labyrinth of Galleria
Speaking of raw, this is the game that made me cry the most this year, and possibly of any year. Galleria's gameplay is not my favorite thing ever, but it has a lot of great bits, and for a story as impactful as this one, that's all it needs. It has a lot of dark elements, but it lands well and remains respectful and hopeful for its key characters in the end. NIS can write serious narratives very well when it tries.

Vampire Survivors
This completely inane and pointless game shocked the hell out of me. Somehow I found a game that I enjoy for the pure kinetic gameplay of it all without really caring about the narrative. It's just addictive and well-balanced in a way that similar action games haven't hooked me with.
The very humorous monster gallery write ups are also a nice bonus and the reason why I picked the game up in the first place. The fact that it ended up being the least impressive part of the game to me is shocking.

Disgaea 7
Well obviously. But even for a Disgaea entry, D7 stands out as a great SRPG and hits hard both emotionally and with its humor. I would gush about Disgaea, but I suspect everyone has heard what I have to say about the franchise at this point.

6
Tournaments / Re: Futurama 2023 Week 1
« on: December 27, 2023, 05:12:59 AM »
Godlike

Heat (Digital Devil Saga) vs Marisa Kirasame (Labyrinth of Touhou) - Tanks a Master Spark with Tentacles and that's all Marisa can do.
Lamington (Disgaea: Hour of Darkness) vs Ronin (Etrian Odyssey Nexus) - The durability and status resistances kinda spoil Ronin's tricks
Riou (Suikoden II) vs Ezel Granada (Super Robot Wars OG Saga: Endless Frontier)
Yuna (Final Fantasy X) vs Satanail (Star Ocean: The Last Hope) - Aeon Parade does its thing, but it's close enough that it could go either way. Faize having 4 meatshields of his own makes it questionable if Yuna takes this if you don't allow the optional Aeons, and obviously Aeonless doesn't stand a chance...

Heavy

Mei-ling (SaGa Frontier) vs Tim (Brigandine: Legend of Runersia)
Mystic Knight (Final Fantasy V) vs Harbinger (Etrian Odyssey Nexus)
Olberic Eisenberg (Octopath Traveler) vs Temenos Mistral(Octopath Traveler II) - Cute. Looks like Temenos can 2HKO, while Olberic 3HKOs... Olberic does go first, so he may be able to boost and 2HKO, but he just misses it by the damage average I was using.
Kyra Tierney (Phantasy Star IV) vs Xander (Fire Emblem Fates) - Xander tinks off of Kyra's def-buffing game.

Middle

Empoleon (Pokémon) vs Minorio Aki (Labyrinth of Touhou 2) - Minoriko outspeeds and buffs her res to the point that Empoleon's special attacks don't do anything. Empoleon has to buff with Swords Dance or just try to whittle down Minoriko with pitiful Drill Peck damage... while Minoriko still easily 3HKOs.
Mallow (Super Mario RPG) vs Createur Rosenqueen (Rhapsody II: Ballad of the Little Princess) - Assuming you allow Crea her unique monster summons, she's got a full suite of turn 1-2 status ailments and enough magic resistance that Mallow isn't 2HKOing
Peter (Shining Force II) vs Rinkah (Fire Emblem Fates) - Kneejerk Peter respect
Yukiko Amagi (Persona 4) vs Divine Punisher Shaman (Etrian Odyssey V)

Light

Thief (Final Fantasy V) vs Corselia (Suikoden Tactics)  - Thief goes first and eventually doubles, but I think Corselia 4HKOs Thief's pitiful MDur after she lays down Water tiles. Not sure, especially since she only has 3 shots of her attack magic and then has to finish up with staff whacks.
Nanami (Valkyrie Profile) vs Amalia (Chained Echoes)  - Surely Amalia beats a VP1 Mage?
Primrose Azelhart (Octopath Traveler) vs Seraphina (Disgaea 5) - Allowing Primrose her Allure Summon she can 3-round Sera. Sera's Evade is good enough to make that 4 rounds. Sera 5HKOs average, but Primrose's durability is trash, so it's probably a 4HKO. But Primrose goes first. Maybe Sera's Counters or not allowing Allure would swing this?
Umaro (Final Fantasy VI) vs Ivy (Fire Emblem Engage) - Kneejerk anti-Umaro vote

7
Discussion / Re: The RPGDL Card Game - Blame Djinn for this one
« on: December 27, 2023, 03:21:03 AM »
Organizing some thoughts on the rules:

Play Board: The board consists of each individual Player's Battlefield, Deck, Discard Pile, and 4 HP piles each corresponding to one of their units.

Deck: Main pile of cards to draw from.
Discard Pile: Pile where most cards go upon being spent or losing their HP. Many effects require Discarding one or more cards from the user's Hand to activate.
HP Piles: 4 small piles of face-down cards that act as a Unit's HP. These are lost when a Unit is successfully attacked. When an HP card is lost, it is added to the target Player's hand. If a card has a Counter effect, it can be immediately played once the damage has been resolved. If the Counter effect requires a specific Unit to be on the Field, it cannot be used if the damage caused that Unit to be Discarded.

Battlefield: A 3-row playing field where a Player's Units are placed in formation. Players may put Units in any Row they choose at the start of the game. Players may use a Unit's turn to change their Row one space in either direction. Some Effects may increase this.

Front/Middle/Back Rows: Most Skills are Range 1 and thus can only be used by Attackers in the Front Row on Defenders in their corresponding Front Row. A Range of 2 would allow an attack from the Middle Row upon the Front Row or from the Front Row on the opposing Front OR Middle Row (unless the Skill states otherwise). Maximum Range is 5 and would allow attacking anywhere on the Field from the Back Row. If no Units are in a specific row, that Row is ignored for Range calculations.


Game Flow:
Setup: Players place their 4 chosen Units in their Battlefield in any formation they'd like. Their Decks are shuffled and each Unit's corresponding number of HP cards are drawn and placed face-down in each of their HP Piles.
Each Player Starts with 7 Cards in their Hand. (Tentative)

Turn Order: Players decide what order Units will act by comparing their AGI values. The higher AGI values act first in the Turn Order. AGI Tiebreaks are decided by both players drawing the top card of their Deck and comparing which one has the highest of any Stat value. The player with the higher-value card gets to choose which of the Tied Units acts first in the Turn Order. The next player gets to choose which of any further Tied Units get to act next in the Turn Order, with players alternating until there are no more Ties. Effects that change AGI values will not effect Turn Order until the beginning of the next round (when the first-acting Unit is about to take their turn). If this causes another Tie, the newly-accelerated Unit acts First in their Turn Order bracket.

Actions are then performed based on which Unit is next in the Turn Order.
When a Unit's Turn begins, Players Draw 1 card from their Deck and may Add Equipment to the Unit freely.
Each Unit has one Action by default, where they can: Use a Skill Card, use their 'Innate Attack', or Move in their formation one Row forward or back. Players may Pass this Action and Draw 1 Card instead.
Once the Unit has finished their Action, the next Unit in the Turn Order begins. When all Units in the Turn Order have acted, a new Round begins and any Turn Order changes are calculated.
Play continues until all Units on one Player's team are defeated. If a Player's Deck is empty, they maybe shuffle their Discard Pile (minus any defeated Unit cards) into their new Deck. (Tentative)


Card Types: Units, Skills, Equipment. (Items and Summons are types of Skill Cards.)

Common / Unique / Semi-Unique: Common Skills and Equips can be used by any Unit with the correct Tags. True Unique Cards are Rare and Powerful and can only be used by specific Named Units. Semi-Unique Cards can be used by any Unit with the correct Tags, but they have a special Unique Effect that can only be used by the Named Unit.

Skill Card Types: Attack Skills, Healing Skills, Enhancement Skills (Enhancements are functionally Tag-bypassing Equipment)

Enhancements/Equipment: Persistent Increases to stats will be printed on the left-hand side of the Card so that it can be easily placed under and alongside the Equipped Unit
Ailments: Persistent Status Ailments will have their Effect printed on the bottom of the Card that inflicts it so it can be easily viewed from under the target Unit.

Tags: Skill/Equip Requirements AND Elemental types/Species weakness
Units have 3 to 6 Tags, Common/Semi-Unique Skills & Equips have 1 or 2 Tag Requirements. Some Effects interact with Tags to reduce/increase Offense or avoid secondary effects.


Stats:
Max HP is 8, with most Units having 4. Other Stats have a Max of 6, with an Average of 3.

HP: Number of Cards in a Unit's HP pile. Whenever a Unit is attacked successfully, one or more HP cards are sent to the targeted Unit's Player's Hand. Some of these cards may have a Counter effect that can be played instantly. When a Unit's HP pile is empty, that Unit is Dead and sent to the Discard Pile along with any attached Cards.
PHY: A unit's Physical prowess. This is the most common stat used for Offense Skill cards. This also acts as a Unit's base Physical Defense stat. If an Attacker's Physical Offense (modified by Skills/Equipment) meets or exceeds a Target's Physical Defense (modified by Skills/Equipment), the Target loses 1 HP Card from their HP pile. An extra 1 HP Card is lost for every 3 points of Offense exceeding the Target's Defense. An Innate Attack with PHY uses half of the Attacker's PHY stat (rounded down) as its Physical Offense and has a Range of 1.
MAG: A unit's Magical or Supernatural prowess. This stat is used in many non-Offense Skill cards, and is the primary stat for Healing Skill cards. This also acts as a Unit's base Magic Defense stat. If an Attacker's Magic Offense (modified by Skills/Equipment) meets or exceeds a Target's Magic Defense (modified by Skills/Equipment), the Target loses 1 HP Card from their HP pile. An extra 1 HP Card is lost for every 3 points of Offense exceeding the Target's Defense. An Innate Attack with MAG uses half of the Attacker's MAG stat (rounded down) as its Magic Offense and has a Range of up to 2.
AGI: A unit's Speed, Agility, and Acuity. This stat determines Turn Order for units. In the case of multiple units having equal AGI, players will draw the top card of their deck and whichever card has the highest value in any Stat will act first. Players will alternate turns for any further AGI ties until turn order is set. Increases in AGI change turn order starting from the next round after all units have acted once. This stat can also be used as the primary stat for Speed-based Offense Skills and correspondingly as the Speed-based Defense for targets of these skills. Units cannot perform an AGI-based Innate Attack.

8
Discussion / Re: The RPGDL Card Game - Blame Djinn for this one
« on: December 22, 2023, 06:50:51 AM »
Really digging these unit concepts!

I posted these in chat, but for easy reference, here's some concepts for Common Skill Cards to give a baseline of how to scale Characters' unique skills.

First off, Magic suggested that all units could access an 'Innate attack' where they get a Range-1 basic damage skill based on Half of their Stat of choice. Tide suggested that passing a turn would allow for an extra draw, so it's not a very powerful option, but it could be nice to prevent long strings of dead turns.

For actual Common Skill Cards, the most basic ones with no Requirements would start at probably Stat-1 and build up according to Tide's idea for tiered Commons.

e.g.
Fight 1
Rng 1. Deals PHY-1 Damage.
Fight 2
Rng 1. Deals PHY Damage.
Fight 3
Rng 1. Deals PHY+1 Damage.

Rush 1/2/3
Rng 1/1/2. Deals AGI-1/AGI/AGI Damage.

Blast 1/2/3
Rng 2/2/2. Deals MAG-2/MAG-1/MAG Damage.

With some more powerful Common Skills that have actual Requirements, like Sword or Fire.

Sword Slice 1/2/3
Rng 1/1/1. Deals PHY+2/3/4 Damage. Require: Sword.
Lance Thrust
Rng 1/2/2. Deals PHY+2/2/3 Damage. Require: Spear.

And some slightly less boring Common Skills that have minor effects and low-end damage:

Double Sword Swing
Require: Sword
Rng 1.  Deals PHY+2 Damage.
Extra: Discard 1 Card; play one more skill that has "Require: Sword" except Double Sword Swing.

9
Discussion / Re: The RPGDL Card Game - Blame Djinn for this one
« on: December 20, 2023, 08:05:37 AM »
One idea that instantly comes to mind to avoid the "dead card" problem and also to cut down on the number of Common Cards needed, is to make most Equips and a good chunk of Abilities have a "base effect" and a Character-specific effect.

So Caladbolg could be like:
"Sword" - equippable by any units that can use Swords
Physical offense + 4
Agility +1
Unique Effect: Tidus-only, additional Phys Off+1 and Agi+2, grants ability to play a second Attack card of lesser value after the first every turn.

This adds a bit of flavorful fun in allowing things like other swordsmen getting to use their cohorts' signature weapons, even if functionally they just become stat-sticks. It maintains the uniqueness factor for the original user too. But come on, wouldn't it be fun to see Chrono whip out the Buster Sword?

Not sure if it works as easily for Skills/Abilities. Might need much more granular requirement tags. Or maybe it's okay to just have a big pool of Common Skills? But having a big pool of both Common Skills AND Common Equips feels like it's straying too far from what makes the DL setting fun.

10
Tournaments / Re: Futurama 2023 NOMS
« on: December 20, 2023, 05:36:34 AM »
RANKED: (Edited 12/20)

Godlike:
Edelgard (christmas colors!)
Lamington (xmas angel!)
Goddess (FF6 religious figure, probably has her own holiday)
Chris Lightfellow (christmas colors!)
Kanon (christmas colors!)

Heavy:
Shadow (FF6 mercenary who probably hates holidays)
Geddoe (mercenary who definitely stopped celebrating holidays)
Olberic (basically a mercenary, but probably enjoys holidays)
Odie (mercenary who definitely likes holidays but pretends not to)
Lilka (JINGLE BELLS!~)

Middle:
Danette (christmas colors!)
Gordon (Defender of all Earth Holidays!)
Thursday (Programmed to bring holiday spirit BEEP BOOP)
Brad (WA2 he is definitely spending the holidays quietly with his boyfriend don't @ me)
Dedue (also spending his holiday time with boyfriend)

Light:
Vitali (ostensibly a cleric, but secretly a ninja... probably celebrates Ninja Xmas)
Locke (ostensibly a treasure hunter, but probably one of those types who spends a fortune on Xmas decorations)
Cyrus (OPT studying religious celebrations is absolutely fascinating!)
Marivel (probably actually Vampire Jesus)
Cotton (SaGaF, he's actually helping Santa pull his sleigh because it's foggy)


FUTURE RANKS:

Godlike:
Balmaint (SaGa SG) - Shockingly good at staying alive, including an all-important ID immunity. Has swing-y OHKO damage, some backup ID, and a number of tricks that spoil some of Godlike's favorite archetypes, like double-attacking speedsters. Also, he randomly does like 5x overkill damage to plants, so look out ExDeath.
Usalia (Disgaea 5) - Invincibility managed to get Elc into Godlike. Usalia's Invincibility is slightly better, but the rest of her kit is worse outside of having unique ID immunity.
Nisa (Disgaea 5) - An absolute OHKO machine with a unique autoheal limit option that only makes her stronger. Ridiculous by Disgaea 5 standards, but still locked to average turn speed and minimal status blocking options.
Marisa (Labyrinth of Touhou) - Jessica's Magic Burst, but Burstier!

Heavy:
Glenn (Chained Echoes) - Let's see what a solid slugger with a suite of debuffs and weakness-exposing skills can do!
Urpina (SaGa SG) - Not entirely sure on this ranking, but she spoils pretty much all physical damage dealers who can't swap weapons freely. Great speed, 2HKO damage, but she's also frail, and has to use her turns on those spoiling options if that's the strategy she's going with. Backup 20% ID against healers. If she's using her higher-cost skills every turn, she will eventually need to wait a turn to recharge her BP.
Temenos (Octopath 2) - Repping the Gay Octopath Boys! I kneejerk he might be a Middle, but with his starting night debuff spoiling his biggest worries on turn 1, he can probably get his game going in Heavy?
Flonne (Disgaea 5) - The Love Freak of Light, now with full status immunity (besides ID), near-limitless healing, and an Overload game to OHKO after stalling for long enough.
Byakuren (Labyrinth of Touhou) - A fun Heavy who builds up over time to be absolutely ridiculous~

Middle:
Ba'Thraz (Chained Echoes) - Telekinetic Lizard doing their best Fate Gilgamesh impression
Rosado (FE Engage) - Time for the queerest FE character to wreck havoc on all the boys in Middle
Mondo (SaGa SG) - Ridiculously tanky and good against anyone relying on evadable physicals. Let's see how SaGa Spear techs do in Middle~
Osvald (Octopath 2) - Repping the Gay Octopath Boys! Blast away with big magic damage and don't look back. He's slow so probably getting spoiled in Middle.
Emizel (Disgaea 5) - Plays an interesting back-and-forth game with his HP/SP resources where so long as he has one or the other, he can stay alive and keep spamming his 20% ID chances. Let's see how Middle handles that~

Light:
Amalia (Chained Echoes) - Hilarious healing game in Light. Bonus DOG nom!
Ivy (FE Engage) - ZAP!
Yunaka (FE Engage) - Zappy!
Seraphina (Disgaea 5) - Spoil some boys in Light~
Almaz (Disgaea 5) - Gets a damage boost when he's at low HP, and he deals crazy damage to 'Overlord-type' foes. That could be amusing in Light?

11
Godlike

Rayquaza (PKMN) vs. Killer (SH3)
T260G (SaGa) vs. Chaz Ashley (PSIV) - for all that I’d let Brose and Explode bypass any res due to species weakness over-riding, I think T260G is just one shorting.
Jowy Atreides (S2) vs. Rika (PSIV) - Elim doing Elim things.
Fenrir (VP1) vs. Jenna Angel (DDS)


Heavy

Alicia (VP2) vs. Levin Brenton (WAXF): Cancel shenanigans
Lilka (WA2) vs. Auron (FFX)
Edgar (FF6) vs. Emelia (SaGa) - Finally getting to see that Emilia hype so many years after the topic came out
Asellus (SaGa) vs. Eirika (FE8) - Big fan of the shards-of-glass strategy here


Middle

Red XIII (FF7) vs. Anastasia (SH2) - dog vs magical girl - SH2 loses!
Blanca (SH2) vs. Elena (G2) - dog vs magical girl - SH2 loses!
Flay (MK1) vs. October (CSTW)
Tony (WA4) vs. Sylvain (FE3H)


Light

Fina (SoA) vs. Selphie (FF8)
Heather (FE10) vs. Poshul (CC)
Linhardt (FE3H) vs. Queen (S3)
Virginia Maxwell (WA3) vs. Karn (BoF1) - evade forever Ginny~

12
Godlike:

Magus (CT) vs. Arceus (PKMN)- Yeah, Dragon plate resists most of the relevant damage and Arceus just alternates Judgment and Recover for a stable win.
Sir Leopold (DQ8) vs. Chaos (FF1)- I can respect the ITD
Belial (WA4) vs. Edelgard (FE3H)- Damn, I think I'd let Tank Drop double against Edie...
Nailah (FE10) vs. Shania (SH3)- Nailah is cracked


Heavy:

Maya Schrodinger (WA3) vs. Alexia Lynn Elesius (WAXF) - sure, burst past that Calamity Jane limit
Haishao (XG) vs. Kanji (P4) - Hah.
Guv(DQ8) (No Call Team) vs. Clarissa Arwin (WAXF) - Normal Clarissa match.
Ness (EB) vs. Worker 8 (FFT) - No ID? This match was such a roller coaster of emotions. I genuinely thought that rolling HP counter was going to swing this match.


Middle:

Juno (SN) vs. Byleth (FE3H) - Meant to math this out sooner. This is a shockingly close match. Byleth has very average stats overall and the fact that both games are giving counters is helping Juno more than Byleth. I think for Byleth to win, you have to see them as getting initiative turn from some kind of range superiority. In general, SN's ACT stat functions as both turn-based speed and influences movement range, so Juno being slightly above average means I would definitely see her as going first. BUT, if Byleth were to go first and you see their AS as being high enough over Juno's for Byleth to double, then Juno is forced to use her one shot of Healing and then Byleth just does it two more times and wins. However, if you see it as Juno going first, she opens with Bold Move, buffing her ATK and ACT, meaning she definitely isn't getting doubled by Byleth's already shaky claim to doubling, and in fact Byleth might be taking double counter attacks from Juno. Byleth can then switch to healing or draining, but by that point it's too late. Juno heals up on her second turn and then fires off her OHKO Hydro Fang special on her third turn (if you somehow use a really harsh damage average for SN, keep in mind that SN characters counterattack heals too, so no matter what Byleth does, Juno is getting an extra swing in before dropping her big damage, already buffed by Bold Move). I suppose Byleth can use Windsweep to stop Juno's counter, but that damage is so low it's just delaying the inevitable at that point, since she can just instantly use Hydro Fang again.
Aht (RH) vs. Fafnir (WA3) - I'm pretty lenient on traps for Aht and apparently she wins this without even needing them?
Florina (FE7) vs. Dalton (CT) - sure.
Nephenee (FE10) vs. Aika (SoA) - another problem slugger who can't be solved with Swirlmarang? Why would you do this to my poor Aika?


Light:

Edward (FF4) vs. Berserker (FF5)
Peppor (CC) vs. Lelei (S5) - Peppor still doesn't have a stat topic entry, right?
Tony (WAXF) vs. Jelanda (VP1) - Alas poor Tony.
Boco (FFT) vs. Mogu (BoF1) - Uh... I guess?

13
Godlike

Jowy Atreides (S2) vs. Belial (WA4) (No 4D Pocket) - Not seeing Jowy survive double Tank Drop personally.
Edelgard (FE3H) vs. Rika (PSIV) - Even under my generous Edelgard interps, Rika is too much.
Nailah (FE10) vs. Fenrir (VP1) - I do not remember VP1 Fenrir enough for this.
Shania (SH3) vs. Jenna Angel (DDS) - mismatched, such is Godlike


Heavy

Guv(DQ8) (No Call Team) vs. Edgar (FF6) - Instant Death craziness in Heavy as usual
Emelia (SaGa) vs. Clarissa (WAXF) - Kneejerk that initiative TwoGun damage works here.
Ness (EB) vs. Asellus (SaGa) - Instant Death craziness in Heavy as usual
Worker 8 (FFT) vs. Eirika (FE8) - I will buy the Monster-type weakness hype.


Middle

Florina (FE7) vs. Flay (MK1) - losing out on the counters nerfs Florina hard
Dalton (CT) vs. October (CSTW)
Nephenee (FE10) vs. Tony (WA4)
Sylvain (FE3H) vs. Aika (SoA) - I guess Swirlmarang doesn’t save her here?
_

Light

Linhardt (FE3H) vs. Tony (WAXF) - But Tony still wins the Good Boy contest in my heart.
Queen (S3) vs. Jelanda (VP1)
Boco (FFT) vs. Virginia Maxwell (WA3)
Karn (BoF1) vs. Mogu (BoF1) - Pretty straightforward Light Matches today.


Voting extends until 11:00 PM, Sunday, 8/27/2023
[/quote]

14
Tournaments / Re: Proving Grounds: Flonning it up in Heavy
« on: August 01, 2023, 05:25:08 AM »
Magic did some testing when I noticed that Sapphire has an Evility similar to Camilla's Rose Thorns, where she deals passive damage after a battle. 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.

So Camilla's Rose Thorns effect is filling Flonne's Revenge gauge at double the normal rate, which makes it an even more solid win for her. Doesn't change any votes, I just thought it was worth sharing the information.

15
Tournaments / Re: RPGVO 2023 Nomination Thread
« on: July 31, 2023, 03:06:11 AM »
My theme is: Djinnbait games. SaGa, gimmick Pokemon, Soul Nomad, Wild Arms 2

Godlike: T260G, Lyza, Rayquaza, Arceus, Layna, Kanon (boss form I guess? There’s no other WA2 godlikes)
Heavy: Asellus, Emelia, Articuno, Odie, Grunzford, Lilka
Middle: WhiteRose, Riki, Umbreon, Danette, Juno, Brad
Light: Doll, SLIME, Shuckle, Vitali, Tricia, Marivel

16
Tournaments / Re: Proving Grounds: Flonning it up in Heavy
« on: July 24, 2023, 11:45:36 AM »
Flonne vs. **Jessica (Dragon Quest VIII)** - Flonne's 50% Fire Res and Staff Res let's her survive a turn-1 Magic Burst, but Tensionx2 Magic Burst is just rude levels of damage. 
Flonne vs. **Ness (Earthbound)** - She could heal-stall everything else, except PK Flash. Spoiled by backup ID.
**Flonne** vs. Purim / Primm (Secret of Mana) - D5 specials are Magic-typed Skill damage, which gets around Wall and Lumina Guard. 2HKOs. Heal locks or Heal stalls until she can Overload and OHKO.
Flonne vs. **Arnaud (Wild Arms 4)** - Slow Down shenanigans give him enough turns to land his terrible ID. Spoiled by ID again.
**Flonne** vs. Ninja (Final Fantasy V) - Ninja can’t OHKO so Flonne healstalls until he’s out of Fuuma Shurikens or until she hits Overload.
**Flonne** vs. Zapdos (Pokemon) - Zapdos only 2HKOs (at best, if you see Thunder as being hit by D5 Wind Res, he 4HKOs), so Flonne stalls until Overload or until Zapdos is out of Thunders

Flonne vs. **Naoto (Persona 4)** - to the surprise of no one, spoiled by ID.
Flonne vs. **Justin (Grandia)** - stat topic says he has 55% ID on the Bonesplitter Ax? That outpaces Flonne’s 3HKO I guess. Spoiled by bad ID again.
**Flonne** vs. Camilla (FE Fates) - Camilla seems just shy of doubling average, so she's merely outputting massive amounts of damage each turn instead of overkill amounts. Flonne takes an extra 20% damage from axes, and Camilla's thorns are tacking on an additional 20% mHP shot each turn, so it's not looking great for Flonne. Mathing it all out, Camilla does 97.3% to Flonne with one hit. Flonne does have range advantage and is equipped with a magic weapon, so that should give Tome > Axe WTA to her too. Camilla is rocking a 20% evasion rate while Flonne has 33% evasion to Camilla's 95% accuracy. Flonne can squeak by with a healstall strategy, but Camilla's 8% crit rate is a constant threat, though Camilla is debuffing her damage slightly every turn.
**Flonne** vs. Zerase (Suikoden V) - Zerase doesn't OHKO with Meteor and she isn't doubling soon enough to take out Flonne before Zerase's out of resources. Flonne heal-stalls the 2-3 Meteors and then leisurely takes her out.
**Flonne** vs. Cloud (Final Fantasy VII) - following Dhyer's topic, Cloud is barely under avg speed, so he's giving up the first hit, which means Flonne is free to knock him down ~40% and ruin his Ultima Weapon damage. This *could* give him a L1 Limit, but it's barely 2HKOing and Flonne immunes the status. So she just heals up and then ends him at her leisure. If he's set up for a L3 Limit, she has to heal-stall from turn 2 until she hits her own Overload and finishes him off.
Flonne vs. **Asellus (Saga Frontier)** - Mystic Change into DeadEnd spam is just too much ID for Flonne to outpace. Spoiled by ID again.

Camilla math since it's such a close match:
Quote
I think this match would go:
1. Flonne: Flonnezilla (1st of 3 needed vs. Camilla's average MDur)
1. Camilla: Axe to the face (71.1% dmg to Flonne) -> Rose Thorns (25.6% more dmg to Flonne)
2. Flonne: Omega Heal (one of the few times Giga Heal won't cut it) to full
2. Camilla: repeat, but 3% worse due to Silver Axe self-debuffs
3. Flonne: Omega Heal
3. Camilla: miss -> Rose Thorns
4. Flonne: normal Heal (she can't risk not being fullhealed)
4. Camilla: Axe/Thorns
5. Flonne: Omega Heal
5. Camilla Axe/Thorns
6. Flonne: Omega Heal
6. Camilla: miss - Rose Thorns
7. Flonne: normal Heal (conserving SP, Flonne's at 777/1293)
7. Camilla: Axe/Thorns
8. Flonne : Omega Heal
8. Camilla: Axe/Thorns
9. Flonne: Omega Heal
9. Camilla: miss - Rose Thorns
10. Flonne: normal Heal (SP: 339)
10. Camilla: Axe/Thorns (possible 8% crit by now, winning the match)
11. Flonne: Turn 11, enters Revenge Mode (SP costs=1, auto-critical hits on everything), Overloads to change into Pure Flonne, damage output with a single Flonnezilla now OHKOs
Alternate take:
Quote
alternate take if Flonne goes Fist instead:
1. Flonne: Casts RES+30% (attacking with a Fist would trigger a Camilla counter)
1b. Camilla: Silver Axe (71.1% dmg to Flonne) -> Rose Thorns (25.6% more dmg to Flonne)
1c. Flonne counter attack: 21.4% dmg to Camilla
2. Flonne: Omega Heal
2b. Camilla: Axe/Thorns
2c. Flonne counter: Camilla has taken 42.8% cumulative dmg
3. Flonne: Omega Heal
3b. Camilla: miss->Thorns (25.6% to Flonne)
3c. Flonne counter: Camilla 64% cumulative dmg
4. Flonne: normal Heal
4b. Camilla: Axe/Thorns
4c. Flonne counter: Camilla 85% cumulative dmg
5. Flonne: Flonnezilla, match ends unless Camilla dodges (Camilla has 20% evasion, so it's possible, but Flonne can just stall/counter again for an assured victory)

17
Mobile still, triple posts. Please forgive.

Hilda (FE 3 Houses) vs. Nash Latkje (Suikoden 3) - accuracy issues for Hilda
Hilda (FE 3 Houses) vs. Alena (Dragon Quest 4) - same
Hilda (FE 3 Houses) vs. Meliadoul (Final Fantasy Tactics) - lots of weapons you need to break there, Mellie.
Hilda (FE 3 Houses) vs. Crono (Chrono Trigger) - doesn’t play well with Magic damage
Hilda (FE 3 Houses) vs. Cherche (Fire Emblem Awakening) - I… think. General big damage respect for Hilda.

Hilda (FE 3 Houses) vs. Danette (Soul Nomad) - poor Danette’s weakness to axe girls here
Hilda (FE 3 Houses) vs. Miranda (Legend of Dragoon)
Hilda (FE 3 Houses) vs. Bart (Xenogears)
Hilda (FE 3 Houses) vs. Kimahri (Final Fantasy X)
Hilda (FE 3 Houses) vs. Gryz (Phantasy Star 4)
Hilda (FE 3 Houses) vs. Lemina (Lunar 2)

18
On mobile, so two posts!

Tressa (Octopath) vs. Nash Latkje (Suikoden 3) - I think even with my generous interp allowing Tressa one shot of Veteran Soldier, she’s running into issues against Nash evade and damage.
Tressa (Octopath) vs. Alena (Dragon Quest 4) - but I think she takes this one.
Tressa (Octopath) vs. Meliadoul (Final Fantasy Tactics) - it also spoils equipment breaking.
Tressa (Octopath) vs. Crono (Chrono Trigger) - out speed and one shot?
Tressa (Octopath) vs. Cherche (Fire Emblem Awakening) - out speed and weapon triangle advantage! Or just use Bows.
Tressa (Octopath) vs. Adachi (Persona 4)

Tressa (Octopath) vs. Danette (Soul Nomad) - one shots
Tressa (Octopath) vs. Miranda (Legend of Dragoon)
Tressa (Octopath) vs. Bart (Xenogears)
Tressa (Octopath) vs. Kimahri (Final Fantasy X) - uses Cleric instead for Magic damage… Kimahri sucks without spoiling.
Tressa (Octopath) vs. Gryz (Phantasy Star 4)
Tressa (Octopath) vs. Lemina (Lunar 2)

Maybe I’m being too generous? Then again, watching an Octopath speedrun gives you mad Tressa Hired Help respect.

19
Killia (Disgaea 5) vs. Nash Latkje (Suikoden 3) - while I usually wouldn’t hold multi swing physicals from stuff like FF1 against Killia’s revenge gain, S3 swings are a lot more discrete and can even retarget mid attack under some circumstances, so I think he’s just giving Killia his Overload overkill damage here.
Killia (Disgaea 5) vs. Alena (Dragon Quest 4) - D5 evade being great for off setting those close slugfests.
Killia (Disgaea 5) vs. Meliadoul (Final Fantasy Tactics) - oh wow, Killia does not like weapon breaking…
Killia (Disgaea 5) vs. Crono (Chrono Trigger) - more tiebreaking slugfests with great evasion.
Killia (Disgaea 5) vs. Cherche (Fire Emblem Awakening) - Avidya to avoid counters is a good strategy I wouldn’t have considered, but yeah. That would do it.
Killia (Disgaea 5) vs. Adachi (Persona 4)

Killia (Disgaea 5) vs. Danette (Soul Nomad) - outpaces her damage, evasion just makes it more clean cut.
Killia (Disgaea 5) vs. Miranda (Legend of Dragoon) - I need to reevaluate how I even see LoD mages…
Killia (Disgaea 5) vs. Bart (Xenogears) - I’d allow Killia to equip the Evility to block the status, but I’m not sure it even matters…
Killia (Disgaea 5) vs. Kimahri (Final Fantasy X) - the flip side of D5 evasion being so good is that everything that’s not explicitly ITE is pretty evadable. E&C is busted.
Killia (Disgaea 5) vs. Gryz (Phantasy Star 4) - No Evility to block Crash. RIP.
Killia (Disgaea 5) vs. Lemina (Lunar 2) - standard “Lemina vs Low Heavy” result.


Panette (FE Engage) vs. Nash Latkje (Suikoden 3)
Panette (FE Engage) vs. Alena (Dragon Quest 4) - feels like Alena is proccing extra counters here.
Panette (FE Engage) vs. Meliadoul (Final Fantasy Tactics) - sure I’ll bite what Elf is offering
Panette (FE Engage) vs. Crono (Chrono Trigger) - Disarm hype vs Engage characters? Are we down with Disarm infliction hype vs characters with counters from other games? I know I am!
Panette (FE Engage) vs. Cherche (Fire Emblem Awakening)
Panette (FE Engage) vs. Adachi (Persona 4)

Panette (FE Engage) vs. Danette (Soul Nomad) - oh no, an axe to the face, my only weakness!
Panette (FE Engage) vs. Miranda (Legend of Dragoon)
Panette (FE Engage) vs. Bart (Xenogears) - oddly similar to the Killia matchup
Panette (FE Engage) vs. Kimahri (Final Fantasy X) - here too
Panette (FE Engage) vs. Gryz (Phantasy Star 4)
Panette (FE Engage) vs. Lemina (Lunar 2)


Hughette (Triangle Strategy) vs. Nash Latkje (Suikoden 3)
Hughette (Triangle Strategy) vs. Alena (Dragon Quest 4)
Hughette (Triangle Strategy) vs. Meliadoul (Final Fantasy Tactics)
Hughette (Triangle Strategy) vs. Crono (Chrono Trigger)
Hughette (Triangle Strategy) vs. Cherche (Fire Emblem Awakening)
Hughette (Triangle Strategy) vs. Adachi (Persona 4)

Hughette (Triangle Strategy) vs. Danette (Soul Nomad) - Danette takes 30% less damage from Ranged units, but loses a staggering 50% damage against Mounted Fliers. Combined with Hughette being able to avoid counters and hold Danette in place? Probably Hughette’s best match.
Hughette (Triangle Strategy) vs. Miranda (Legend of Dragoon)
Hughette (Triangle Strategy) vs. Bart (Xenogears)
Hughette (Triangle Strategy) vs. Kimahri (Final Fantasy X)
Hughette (Triangle Strategy) vs. Gryz (Phantasy Star 4)
Hughette (Triangle Strategy) vs. Lemina (Lunar 2)

20
Unranked Games / Re: Disgaea 5 Complete PC Stats
« on: April 22, 2023, 09:04:55 AM »
Placeholder 2

21
Unranked Games / Re: Disgaea 5 Complete PC Stats
« on: April 22, 2023, 09:04:33 AM »
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22
Unranked Games / Re: Disgaea 5 Complete PC Stats
« 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.

23
Unranked Games / Re: Disgaea 5 Complete PC Stats
« 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.

24
Unranked Games / Re: Disgaea 5 Complete PC Stats
« 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.

25
Unranked Games / Re: Disgaea 5 Complete PC Stats
« 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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