ProfessorEquips:
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%.Skills0 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.
WrestlerEquips:
Three-Year Killer (Counters+1)/Three-Year Killer (Counters+1)/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Bravery BeltHP: 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%.Skills1680.63 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.
PirateEquips:
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)Skills3489.29 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.
SageEquips:
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%.Skills0 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 KnightEquips:
Holy Axe Clover/Satan's Sword/Hachiryu Armor/Bravery Belt/Bravery BeltHP: 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%)Skills5182.96 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 HostessEquips:
Satan's Sword/Eclipse Wand (Range=2 to 9, depending on Mastery)/Hachiryu Armor/Bravery Belt/Bravery BeltHP: 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*
Skills1882.08 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.
KunoichiEquips:
Three-Year Killer (Counters+1)/Satan's Sword/Hachiryu Armor/Angel's Shoes (Mv+1, Jm+14)/Bravery BeltHP: 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%.Skills1423.08 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.
SorcererEquips:
Eclipse Wand (Range=2 to 9, depending on Mastery)/Eclipse Wand/Hachiryu Armor/Hachiryu Armor/Hachiryu ArmorHP: 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.Skills0 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.