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Messages - Pyro

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1
Unranked Games / Re: Unicorn Overlord
« on: April 24, 2024, 11:18:34 PM »
Amalia
Equipment: Vorpal Sword, Steel Greatshield, Carnelian Pendant, Gold Bangle
Type: Armored
HP: 105   P.Atk: 87   P.Def: 48   M.Atk: 7   M.Def: 21   Init: 11   Acc:145   Evade: 9   Crit: 1   Guard Rate: 60   AP: 3   PP: 2
HP%: 114%    Physical Durability: 268%    Magical Durability: 73%    Evasion%: -29%    Init Stdev: -1.85
Base Accuracy: 105%

Active Skills:
Heavy Slash (1): 80 Damage. [150 Phys Potency]
Penetrate (2): 53 Damage to a column. Unguardable. Inflicts Defese -30% [100 Phys Potency]
Omega Shatter (2): 106 Damage. Unguardable. [100 Phys Potency][ 2 Hits]

Passive Skills:
Heavy Guard (1) : Activates before being hit by a physical attack: Blocks an enemy attack string with a Heavy guard (reduces physical damage by 75%)
Wild Kick (1): 27 Damage. Activates after an enemy guards against an ally's attack. Follow-up attacks a single enemy and inflicts stun and guard seal. [50 Phys Potency]
Hawk Eye (2) : Activates before attacking with an active skill. Makes the attack a Truestrike and critical hit (all hits of the attack)

Comments: Smash. Hawk Eye -> Omega Shatter kills things dead. She has tremendous physical durability too. Mages she doesn't KO can punish her.



Gilbert
Equipment: Vorpal Sword, Gold Bangle, Carnelian Pendant, Lapis Pendant
HP: 84   P.Atk: 59   P.Def: 34   M.Atk: 36   M.Def: 38   Init: 30   Acc:136   Evade: 45   Crit: 18   Guard Rate: 20   AP: 3   PP: 3
HP%: 90%    Physical Durability: 98%    Magical Durability: 103%    Evasion%: 7%    Init Stdev: -0.09
Base Accuracy: 96%

Active Skills:
Banishing Stab (1): 25 Damage. Removes all of the target's buffs. [100 Phys Potency]
Defensive Order (1):  Grants all allies +20% Defense
Offensive Order (1):  Grants all allies +20% Attack.

Passive Skills:
Rapid Order (1) : Activates at start of battle. +20 Initiative to entire team.
Guard Order (1) : Activates before an ally (including user) is attacked. Grants row of allies 100% Guard rate for one attack.
Sniping Order (2) : Activates before an ally makes an attack with an active skill. Makes a row of allies' next attack a Truestrike.

Comments: A leader of men with no men to lead. Light. His Orders don't do much for his damage or durability



Ochlys
Equipment: Vorpal Sword, Steel Shield, Lapis Pendant, Carnelian Pendant
Type: Flying Angel
HP: 74   P.Atk: 55   P.Def: 30   M.Atk: 25   M.Def: 37   Init: 37   Acc:142   Evade: 73   Crit: 11   Guard Rate: 45   AP: 3   PP: 3
HP%: 79%    Physical Durability: 74%    Magical Durability: 86%    Evasion%: 35%    Init Stdev: +0.55
Base Accuracy: 102%

Active Skills:
Spiral Sword (1): 21 Damage. Inflicts Evasion -20. Grants user +20 Evade [100 Phys Potency]
Shield Smite (1): 21 Damage. Inflicts Defense -20%. Grants user +20% Defense [100 Phys Potency]
Honed Slash (2): 44 Damage. Becomes a truestrike if user is buffed. [70 Phys Potency][ 3 Hits]

Passive Skills:
Accelerate (1) : Activates after an enemy attacks with an active skill. Grants user +20 initiative and +30 accuracy (Stacks)
Diurnal Guard (1) : Activates before being hit with a physical attack. Blocks an enemy attack with a medium guard (50% physical damage reduction). Grants user +1PP during the day.
Discharge (1) : Activates before attacking with an active skill. Consumes all of user's buffs. Increases attack power for the attack by 15% x number of buffs consumed.

Note: Shield Smite increases Shield Smite/Spiral Sword by 7, and Honed Slash by 15. It also increases Pdur/Mdur to 93%/124%
Discharge increases Spiral Sword/Shield Smite by 8 per buff consumed, and Honed Slash by 17 per Buff consumed.

Comments: Spiral Sword to buff evade. Discharge and Honed Slash to beat things. Accelerate and Spiral Sword into Discharge Honed Slash yields 3 buffs being expended... It's a fair bit of damage added on top of Honed Slash so she'll probably KO most things with that. Diurnal Guard can help with the bad physical durability and her Guard Rate and Shield along with reducing ground melee hit rate helps further.



Umerus
Equipment: Vorpal Sword, Steel Shield, Lapis Pendant, Carnelian Pendant
Type: Flying Angel
HP: 76   P.Atk: 62   P.Def: 29   M.Atk: 32   M.Def: 35   Init: 31   Acc:142   Evade: 68   Crit: 13   Guard Rate: 44   AP: 3   PP: 3
HP%: 81%    Physical Durability: 74%    Magical Durability: 81%    Evasion%: 30%    Init Stdev: 0
Base Accuracy: 102%

Active Skills:
Spiral Sword (1): 28 Damage. Inflicts Evasion -20. Grants user +20 Evade [100 Phys Potency]
Shield Smite (1): 28 Damage. Inflicts Defense -20%. Grants user +20% Defense [100 Phys Potency]
Honed Slash (2): 59 Damage. Becomes a truestrike if user is buffed. [70 Phys Potency][ 3 Hits]

Passive Skills:
Accelerate (1) : Activates after an enemy attacks with an active skill. Grants user +20 initiative and +30 accuracy (Stacks)
Diurnal Guard (1) : Activates before being hit with a physical attack. Blocks an enemy attack with a medium guard (50% physical damage reduction). Grants user +1PP during the day.
Discharge (1) : Activates before attacking with an active skill. Consumes all of user's buffs. Increases attack power for the attack by 15% x number of buffs consumed.

Note: Shield Smite increases damage by 25%, and increases Pdur/Mdur to 91%/113%
Discharge increases Spiral/Shield smite by 9 per buff consumed, Honed Slash by 20 per buff consumed.

Comments: Spiral Sword to buff evade. Discharge and Honed Slash to beat things. Accelerate and Spiral Sword into Discharge Honed Slash yields 3 buffs being expended...~60 more damage on Honed Slash. It's a fair bit of damage added on top of Honed Slash so she'll probably KO most things with that. Diurnal Guard can help with the bad physical durability and her Guard Rate and Shield along with reducing ground melee hit rate helps further.



Virginia
Equipment: Vorpal Sword, Greatwood Shield, Blue Rose Shield, Carnelian Pendant
HP: 111   P.Atk: 70   P.Def: 46   M.Atk: 19   M.Def: 37   Init: 22   Acc:136   Evade: 25   Crit: 13   Guard Rate: 63   AP: 3   PP: 3
HP%: 121%    Physical Durability: 244%    Magical Durability: 132%    Evasion%: -13%    Init Stdev: -0.83
Base Accuracy: 96%

Active Skills:
Vertical Edge (1): 36 Damage. Becomes a truestrike, ignores 50% Defense, and gains +50 Potency vs flyers [100 Phys Potency]
Iron Crusher (1): 36 Damage. Unguardable. If target is armored then Ignores 50% of defense and gains +50 Potency [100 Phys Potency]
Brandish (2): 80 Damage. Unguardable. Ignores 50% of target defense. Grants user +1PP if attack hits. [50 Phys Potency][ 3 Hits]

Passive Skills:
Maiden's Hammer (1): 54 Damage. Truestrike. Activates after an enemy attacks user with an active skill. Counterattacks. Potency increases linearly from 150 at 100%HP to 250 at 0%HP [150 Phys Potency]
Iron Veil (1) : Activates at start of battle. Grants +50% Guard rate and +30% Physical defense to all allies!
Undying Will (1) : Activates before attacking with an active skill. Adds damage to a single hit related to HP loss (Full HP is 0 potency, 0%HP is 100 potency). Grants the ability to survive a lethal attack string with one HP.

Note: Undying Will's Bonus damage goes from 0 to 36 damage from 100% to 0% HP.

Comments: Yikes. Probably 2HKOs. Counters can see it done sooner. Iron Veil leads to her mocking defense-subject physicals. Against powerful magic that would 2HKO her, she can leverage Undying Will to squeeze out more damage. Powerful heavy?


Berengaria
Equipment: Vorpal Axe, Steel Greatshield, Carnelian Pendant, Lapis Pendant
HP: 86   P.Atk: 65   P.Def: 41   M.Atk: 33   M.Def: 33   Init: 38   Acc:155   Evade: 50   Crit: 24   Guard Rate: 51   AP: 3   PP: 3
HP%: 92%    Physical Durability: 137%    Magical Durability: 86%    Evasion%: 12%    Init Stdev: +0.65
Base Accuracy: 115%

Active Skills:
Carnage (1): 31 Damage. Inflicts -1AP on target. [100 Phys Potency]
Death Spin (1): 23 Damage to a row of enemies. Inflicts Stun. +75 Potency to afflicted (status ailment) targets. [75 Phys Potency]
Vicious Torment (2): 47 Damage. If target is Afflicted potency increases by 75 (double damage) and gives user +1PP [75 Phys Potency][ 2 Hits]

Passive Skills:
Sanguine Pursuit (1): 31 Damage. Activates after another ally attacks with an active skill. Follow-up attacks a single enemy. Heals user for 50% of damage done. Grants +1PP against afflicted targets. [100 Phys Potency]
Eye of the Warrior Princess (1) : Activates at the start of battle. Inflicts Attack -20% and Initiative -10 on all foes.
Painbringer (1) : Activates before being attacked. Grants the user +1 AP, +20% Attack, and +10 Initiative (Effect stacks)

Notes: After Eyes of the Warrior Princess, her Pdur is 371% and her Mdur is 155%...
Painbringer adds 13 danage to Carnage.

Comments: Eyes of the Warrior Princess buff her physical durability to absurdity and her magical durability to impressive. It also gives her very very good initiative. Then Carnage makes it so an enemy probably only gets 1 out of ever 3 turns. Paingbringer helps to make sure they probably won't get more than that one turn. Berengaria is mean.



Rosalinde
Equipment: Twinned Bough, Royal Scarf, Carnelian Pendant, Lapis Pendant
Type: Elf
HP: 65   P.Atk: 52   P.Def: 20   M.Atk: 64   M.Def: 47   Init: 34   Acc:133   Evade: 89   Crit: 7   Guard Rate: 4   AP: 3   PP: 3
HP%: 74%    Physical Durability: 52%    Magical Durability: 143%    Evasion%: 51%    Init Stdev: +0.28
Base Accuracy: 93%

Active Skills:
Primus Edge (1): 34 Damage. If user is at 100%HP grants +1PP and +1 Fairy [50 Phys Potency] [100 Mag Potency]
Sylphic Wind (2): 30 Magic ranged damage to a row. +20 Potency vs flying targets (1.5x dmg). Grants 1 Fairy. [40 Mag Potency][ 3 Hits]
Elemental Roar (3): 30 Damage to all enemies. Potency increases by 30 for each fairy. Dismisses fairys [70 Phys Potency] [70 Mag Potency]
Freezing Thrust (1): 43 Damage. Inflicts Freeze. +25 Potency (1.25x damage) if any fairys are present. [100 Phys Potency] [100 Mag Potency]
Passive Skills:
Curing Heal (1) : Activates after an ally (including self) is hit by an attack (not status-only). Heals HP equal to 50% of user's magic stat. Removes all Debuffs (Status/stat-downs)
Rage of the Faeries (1): 25 Magic ranged Damage. Activates at start of battle. Attacks a row of enemies. Inflicts Stun. Grants +1 Fairy. [100 Mag Potency]
Elemental Impetus (2) : Activates after using an active skill. Grants +1AP and +1 summoned fairy.

Note: Freezing Thrust does 54 damage with a fairy out.

Comments:Rage of the Faeries into Freezing Thrust. This stuns an enemy with initiative and then freezes them. Then Rosalinde can either wait till next encounter to do it again (wasting all her foes' turns) or just finish them off with another Freezing Thrust. Really solid strategy. The counter-healing would be good her her physical durability were better, but she has not insignificant evade to help too.



Eltolinde
Equipment: Twinned Bough, Royal Scarf, Carnelian Pendant, Lapis Pendant
Type: Elf
HP: 58   P.Atk: 38   P.Def: 25   M.Atk: 63   M.Def: 53   Init: 35   Acc:139   Evade: 89   Crit: 9   Guard Rate: 5   AP: 3   PP: 3
HP%: 66%    Physical Durability: 53%    Magical Durability: 237%    Evasion%: 51%    Init Stdev: +0.37
Base Accuracy: 99%

Active Skills:
Primus Edge (1): 26 Attacks a single enemy. If user is at 100%HP grants +1PP and +1 Fairy [50 Phys Potency] [100 Mag Potency]
Faerie Heal (2): 63 Restores HP to a row of allies. Grants target immunity to damage for one attack. Grants user +1 Fairy. [100 Mag Potency]
Elemental Roar (3): 20 Attacks all enemies. Potency increases by 30 for each fairy. Dismisses fairys [70 Phys Potency] [70 Mag Potency]
Lightning Thrust (1): 28 Attacks a single enemy. Inflicts Stun. +25 Potency (1.25x damage) if any fairys are present. [100 Phys Potency] [100 Mag Potency]
Passive Skills:
Curing Heal (1) : 31 healing. Activates after an ally (including self) is hit by an attack (not status-only). Heals HP equal to 50% of user's magic stat. Removes all Debuffs (Status/stat-downs)
Boon of the Faeries (1) : Activates at start of battle. Restores HP to a row of allies. Grants a buff that negates a single debuff/status. Grants the user a fairy.
Elemental Impetus (2) : Activates after using an active skill. Grants +1AP and +1 summoned fairy.

Note: Lighting Thrust does 35 damage with a fairy out.

Comments: Boon of the Faeries isn't as good as Rage for a duel but it's still good! Counter-healing and a healing spell helps too. The stun on Lightning Thrust can help her KO enemies while keeping them stunned if they are in a durability range to polish off.



Ithilion
Equipment: Spellsteel Sword, Royal Scarf, Carnelian Pendant, Lapis Pendant
Type: Elf
HP: 79   P.Atk: 49   P.Def: 23   M.Atk: 66   M.Def: 40   Init: 26   Acc:136   Evade: 85   Crit: 15   Guard Rate: 16   AP: 3   PP: 3
HP%: 90%    Physical Durability: 69%    Magical Durability: 113%    Evasion%: 47%    Init Stdev: -0.46
Base Accuracy: 96%

Active Skills:
Lightning Blade (1): 32 Damage. Inflicts stun. [75 Phys Potency] [75 Mag Potency]
Nature's Wrath (1): 27 Damage to a column. Ground-based. Inflicts -1PP to cavalry. [100 Mag Potency]
Mirage Stab (2): 32 Damage to a row of enemies. Grants user the ability to evade one attack string. [75 Phys Potency] [75 Mag Potency]

Passive Skills:
Sylphic Barrier (1) : Activates before an ally (including user) is hit by a ranged physical attack [includes flyer melee]. Evades the entire attack.
Remove Weakness (1) : Activates after the user is debuffed. Removes the user's debuffs/status. Grants user buff to evade one attack (all hits).
Evasive Impetus (1) : Activates after evading an attack Grants user +1AP.

Comments: Mirage Stab and Evasive Impetus play nice together. Sylphic Barrier helps vs ranged/flying physicals...



Railanor
Equipment: Spellsteel Sword, Royal Scarf, Carnelian Pendant, Lapis Pendant
Type: Elf
HP: 73   P.Atk: 46   P.Def: 24   M.Atk: 63   M.Def: 40   Init: 28   Acc:142   Evade: 85   Crit: 16   Guard Rate: 16   AP: 3   PP: 3
HP%: 83%    Physical Durability: 65%    Magical Durability: 104%    Evasion%: 47%    Init Stdev: -0.28
Base Accuracy: 102%

Active Skills:
Lightning Blade (1): 27 Damage. Inflicts stun. [75 Phys Potency] [75 Mag Potency]
Nature's Wrath (1): 24 Damage to a column. Ground-based. Inflicts -1PP to cavalry. [100 Mag Potency]
Mirage Stab (2): 27 Damage to a row of enemies. Grants user the ability to evade one attack string. [75 Phys Potency] [75 Mag Potency]

Passive Skills:
Sylphic Barrier (1) : Activates before an ally (including user) is hit by a ranged physical attack [includes flyer melee]. Evades the entire attack.
Remove Weakness (1) : Activates after the user is debuffed. Removes the user's debuffs/status. Grants user buff to evade one attack (all hits).
Evasive Impetus (1) : Activates after evading an attack Grants user +1AP.

Comments: Mirage Stab and Evasive Impetus play nice together. Sylphic Barrier helps vs ranged/flying physicals...



Ridiel
Equipment: Spellsteel Bow, Gold Bangle, Carnelian Pendant, Silver Bangle
Type: Elf
HP: 69   P.Atk: 37   P.Def: 29   M.Atk: 63   M.Def: 57   Init: 39   Acc:155   Evade: 39   Crit: 16   Guard Rate: 9   AP: 3   PP: 2
HP%: 79%    Physical Durability: 72%    Magical Durability: 662%    Evasion%: 1%    Init Stdev: +0.74
Base Accuracy: 115%

Active Skills:
Wind Arrow (1): 20 Damage. Inflicts Evasion -50. [75 Phys Potency] [75 Mag Potency]
Mystic Conferral (1): 0 Grants a buff to an ally that gives them additional magic damage (equal to 50 potency from the user)
Icicle Arrow (2): 20 Damage to two different enemies. Inflicts freeze. [75 Phys Potency] [75 Mag Potency]

Passive Skills:
Quick Cure (1) : Activates after an ally (including self) is debuffed. Remove all debuffs. Grants target immunity to one debuff.
Selfless Heal (1) : Activates after being healed. Restores HP to all allies (50% of user's magic stat) and removes all debuffs.
Pure Field (1) : Activates at the start of battle. Grants all allies a buff that negates a single debuff/status.

Comments: Would be a terrible fighter but Icile Arrow squeaks out a win against the slower who aren't immune to freeze.



Lhinalagos
Equipment: Spellsteel Bow, Gold Bangle, Carnelian Pendant, Silver Bangle
Type: Elf
HP: 65   P.Atk: 39   P.Def: 29   M.Atk: 65   M.Def: 56   Init: 39   Acc:160   Evade: 36   Crit: 16   Guard Rate: 9   AP: 3   PP: 2
HP%: 74%    Physical Durability: 67%    Magical Durability: 465%    Evasion%: -2%    Init Stdev: +0.74
Base Accuracy: 120%

Active Skills:
Wind Arrow (1): 23 Damage. Inflicts Evasion -50. [75 Phys Potency] [75 Mag Potency]
Mystic Conferral (1): 0 Grants a buff to an ally that gives them additional magic damage (equal to 50 potency from the user)
Icicle Arrow (2): 23 Damage to two different enemies. Inflicts freeze. [75 Phys Potency] [75 Mag Potency]

Passive Skills:
Quick Cure (1) : Activates after an ally (including self) is debuffed. Remove all debuffs. Grants target immunity to one debuff.
Selfless Heal (1) : Activates after being healed. Restores HP to all allies (50% of user's magic stat) and removes all debuffs.
Pure Field (1) : Activates at the start of battle. Grants all allies a buff that negates a single debuff/status.

Comments: Would be a terrible fighter but Icile Arrow squeaks out a win against the slower who aren't immune to freeze.



Galadmir
Equipment: Spellsteel Bow, Gold Bangle, Carnelian Pendant, Silver Bangle
Type: Elf
HP: 71   P.Atk: 42   P.Def: 28   M.Atk: 68   M.Def: 56   Init: 37   Acc:155   Evade: 36   Crit: 15   Guard Rate: 9   AP: 3   PP: 2
HP%: 81%    Physical Durability: 71%    Magical Durability: 509%    Evasion%: -2%    Init Stdev: +0.55
Base Accuracy: 115%

Active Skills:
Wind Arrow (1): 28 Damage. Inflicts Evasion -50. [75 Phys Potency] [75 Mag Potency]
Mystic Conferral (1): 0 Grants a buff to an ally that gives them additional magic damage (equal to 50 potency from the user)
Icicle Arrow (2): 28 Damage to two different enemies. Inflicts freeze. [75 Phys Potency] [75 Mag Potency]

Passive Skills:
Quick Cure (1) : Activates after an ally (including self) is debuffed. Remove all debuffs. Grants target immunity to one debuff.
Selfless Heal (1) : Activates after being healed. Restores HP to all allies (50% of user's magic stat) and removes all debuffs.
Pure Field (1) : Activates at the start of battle. Grants all allies a buff that negates a single debuff/status.

Comments: Would be a terrible fighter but Icile Arrow squeaks out a win against the slower who aren't immune to freeze.



Gloucester
Equipment: Vorpal Axe, Steel Shield, Carnelian Pendant, Lapis Pendant
Type: Cavalry
HP: 104   P.Atk: 78   P.Def: 36   M.Atk: 45   M.Def: 24   Init: 25   Acc:127   Evade: 22   Crit: 11   Guard Rate: 45   AP: 3   PP: 3
HP%: 113%    Physical Durability: 133%    Magical Durability: 79%    Evasion%: -16%    Init Stdev: -0.56
Base Accuracy: 87%

Active Skills:
Vengeful Axe (1): 22 Damage. Damage increases linearly as HP goes down to 3x (150 potency) at 0% HP. [50 Phys Potency]
Venom Axe (1): 33 Damage. Inflicts poison. [75 Phys Potency]
Dark Flame (2): 25 Damage to a row. Costs 30% of own MHP to use (self-damage leaves with 1HP if it would reduce to 0). +50 Potency (double damage) to debuffed targets. [50 Phys Potency] [50 Mag Potency]

Passive Skills:
Vengeance (1) : Activates after being attacked. Grants user +20% Attack and +20% Defense (Stacks). Grants +1PP if user is at 50% HP or less.
Sanguine Arts (1) : Activates before attacking with an active skill. Recovers HP equal to 50% of damage done.
Demonic Pact (1) : Activates after using an active skill. Sacrifice 25% HP to grant +1 AP.

Notes: Vengeance increases his Pdur/Mdur to 187/92% and then to 319/109%
Note: Each use of Vengeance increases his damage by 35%.

Comments: Being Cavalry is good. His passives give him a tremendous number of options... but his magical durability is poor. A Middle of some flavor?



Govil
Equipment: Vorpal Sword, Gold Bangle, Carnelian Pendant, Lapis Pendant
Type: Bestral
HP: 89   P.Atk: 60   P.Def: 30   M.Atk: 10   M.Def: 26   Init: 33   Acc:160   Evade: 47   Crit: 20   Guard Rate: 11   AP: 3   PP: 3
HP%: 96%    Physical Durability: 90%    Magical Durability: 71%    Evasion%: 9%    Init Stdev: +0.18
Base Accuracy: 120%

Active Skills:
Finishing Stab (1): 26 Damage. Grants user +50% Phys Attack if target is defeated. [100 Phys Potency]
Decimate (1): 20 Damage. Increases potency based on how many enemies there are. +100 (2.33x dmg) if only one... [75 Phys Potency]
Wild Fang (2): 16 Damage to a row. Potency increases the less HP a target has (maximum +50) [20 Phys Potency][ 3 Hits]

Passive Skills:
Nocturnal Strike (1): 39 Damage. Activates at start of battle. Attack a single enemy. Grants user +1PP at night. [150 Phys Potency]
Bestral Howl (1) : Activates before attacking with an active skill. Grans allies in the user row (including Govil) +15% Phys Attack.
Killing Pursuit (1): 26 Damage. Activates after another ally attacks. Follow-up attack a single enemy. Grans +1AP if target is defeated. [100 Phys Potency]

Note: Each use of Bestral Howl increases his damage by 35%.

Comments: Nocturnal Strike into a buffed Decimate is powerful opening move. Decimate is almost cheating with how ogod it is but he can't use Killing Pursuit so that's not too unfair. The durability isn't good so he hopes to win fast. The speed isn't good enough to ensure that. Maybe a low Middle?



Dinah
Equipment: Vorpal Spear, Royal Scarf, Carnelian Pendant, Lapis Pendant
Type: Bestral
HP: 58   P.Atk: 55   P.Def: 19   M.Atk: 24   M.Def: 30   Init: 51   Acc:153   Evade: 118   Crit: 28   Guard Rate: 9   AP: 3   PP: 3
HP%: 60%    Physical Durability: 41%    Magical Durability: 50%    Evasion%: 80%    Init Stdev: +1.85
Base Accuracy: 113%

Active Skills:
Piercing Lance (1): 21 Damage. Inflicts Guard Seal. [100 Phys Potency]
Passive Hold (1): 21 Damage. Inflicts Passive Seal. [100 Phys Potency]
Venom Thrust (2): 16 Damage to a column. Inflicts poison and debuffs target HP recovery by 50%. +50 Potency vs poisoned targets. [75 Phys Potency]

Passive Skills:
Nocturnal Evade (1) : Activates before being attacked by an attack that would hit. Evade a single hit of that attack. Grants +1PP at night.
Shadow Pursuit (1): 16 Damage. Activates after an ally attacks. Follow-up attack a single enemy. Inflicts Blindness. [75 Phys Potency]
Weakness Hunter (2): 47 Damage. Activates after an enemy is debuffed. Attacks an enemy with an unguardable attack. Ignores 30% of target's defense. [150 Phys Potency]

Comments: Evasive and hyperfast and Venom Thrust into Weakness Hunter is pretty mean considering it leaves the foe poisoned. Nocturnal Evade is somehow even better than the Rogue evade skill. May want a Silken Scarf to bump up the evade even further? Really strong as a dueler due to the evasion. Really bad off if she can't rely on it.



Yunifi
Equipment: Frostbloom Bow, Royal Scarf, Carnelian Pendant, Lapis Pendant
HP: 69   P.Atk: 57   P.Def: 20   M.Atk: 27   M.Def: 30   Init: 32   Acc:169   Evade: 121   Crit: 46   Guard Rate: 7   AP: 3   PP: 3
HP%: 79%    Physical Durability: 56%    Magical Durability: 66%    Evasion%: 83%    Init Stdev: +0.09
Base Accuracy: 129%

Active Skills:
Mystic Arrow (1): 23 Ranged damage. Adds a magic attack at 100 Potency to armored targets (Yunifi may need a Spellsteel bow to take advantage of that) [100 Phys Potency]
Sonic Shaft (1): 50 Ranged damage. Deals the target's initiative stat as additional fixed damage (not reduced or increased by defenses/weaknesses/crits). [avg enemy initiative is ~27, stdev 10] [100 Phys Potency]
Glacial Rain (2): 41 Charge for 1 turn and then attack. Attacks all enemies and inflicts freeze. User cannot evade or use passives while charging... [60 Phys Potency][ 3 Hits]

Passive Skills:
Eagle Eye (1) : Activates before attacking with an active skill. Makes next attack a Truestrike
Triple Counter (1): 23 Activates after an enemy attacks user with an active skill. Counterattacks three enemies (can't focus on one) [100 Phys Potency]
Snow-white Strike (1): 17 Damage. Activates after an ally attacks. Follow-up attack a single enemy. Inflicts Freeze. +100 Potency vs frozen targets. [75 Phys Potency]

Comments: Sonic Shaft  is a good move. Her evasion and counter rounds her out with the ability to score a kill on round 2 against most things. She's in a bad spot if she can't rely on her evasion. May want a Silken Scarf instead of a Pendant...



Bertrand
Equipment: Vorpal Axe, Steel Greatshield, Carnelian Pendant, Lapis Pendant
Type: Bestral, Armored
HP: 154   P.Atk: 66   P.Def: 41   M.Atk: 7   M.Def: 5   Init: 10   Acc:117   Evade: 9   Crit: 11   Guard Rate: 69   AP: 3   PP: 3
HP%: 170%    Physical Durability: 253%    Magical Durability: 78%    Evasion%: -29%    Init Stdev: -1.94
Base Accuracy: 77%

Active Skills:
Bear Crush (1): 32 Damage. Unguardable attack. Inflicts Stun. [100 Phys Potency]
Round Swing (2): 24 Damage. 75% accuracy. Unguardable attack to a row. Damage increases the more HP the user has (3x at full HP, 1x at 0%) [25 Phys Potency][ 3 Hits]
Earthshaker (2): 24 Damage to all enemies. Damage increases the less HP the user has (maximum 2x damage at 0% HP, 1x at 100%) [75 Phys Potency]

Passive Skills:
Heavy Guard (1) : Activates before being hit by a physical attack: Blocks an enemy attack string (reduces damage by 75%)
Nocturnal Rest (1) : Activates after attacking. Recover 30% HP. HP recovery doubled to 60% at night.
Life Blow (1) : Activates at the end of a battle. Unguardable attack that deals ITD damage = 80% of user's HP. Attack can not critical.

Comments: Durable against physicals and self-heals. Against magic he's in a rough spot... but might survive if he can rely on Nocturnal Rest. I'm not sure about taking skills at day/night, but his lack of reliable accurate damage is painful. Stun can be a curse in that he might give a foe multiple turns to off him where he can't use Nocturnal Rest to heal between them.



Raenys
Equipment: Vorpal Bow, Lapis Pendant, Carnelian Pendant, Royal Scarf
Type: Flying Angel
HP: 70   P.Atk: 60   P.Def: 17   M.Atk: 32   M.Def: 33   Init: 38   Acc:155   Evade: 98   Crit: 15   Guard Rate: 7   AP: 3   PP: 3
HP%: 74%    Physical Durability: 49%    Magical Durability: 69%    Evasion%: 60%    Init Stdev: +0.65
Base Accuracy: 115%

Active Skills:
Delaying Shot (1): 26 Damage. Inflicts Initiative -20. [25 Phys Potency][ 4 Hits]
Saint's Shot (1): 21 Damage. Inflict PP-1. Inflict another PP-1 to ground-based targets. [80 Phys Potency]
Photon Arrow (2): 21 Damage to two enemies. Inflicts Phys. Defense -50%. Inflicts Passive Seal during the day. [80 Phys Potency]

Passive Skills:
Aerial Pursuit (1): 26 Damage. Activates after another flying ally attacks with an active skill. Follow-up attacks a single enemy. [100 Phys Potency]
Tailwind (1) : Activate after using an active skill. Grants row of allies +10 initiative. Effect doubled for flying allies.
Shining Light (2) : Activates before an enemy uses an attack skill. Inflicts Blindness on that row of enemies

Comments: Shining Light is really amazing in-game. She has good evasion (moreso against ground melee). She may not even want a Lapis Pendant unless she can also get a weapon that gives PP (Wingcrest Bow, Icefall Bow). She'll be trying for a 4-5HKO while hoping a foe doesn't score a kill on her through her evasion. Middle/Light?



Fodoquia
Equipment: Vorpal Sword, Steel Greatshield, Carnelian Pendant, Royal Scarf
Type: Flying, Angel, Armored
HP: 89   P.Atk: 48   P.Def: 43   M.Atk: 23   M.Def: 58   Init: 36   Acc:136   Evade: 89   Crit: 13   Guard Rate: 57   AP: 3   PP: 2
HP%: 96%    Physical Durability: 159%    Magical Durability: 1207%    Evasion%: 51%    Init Stdev: +0.46
Base Accuracy: 96%

Active Skills:
Impulse (1): 14 Damage (Ranged). Inflicts Mag. Defense -50% to ground-based targets. [100 Phys Potency]
Row Resistance (1):  Grants allies in the users's row +50% Mag. Defense. Extends to all allies during the day.
Mystic Shield (1):  Grants the user +50% Magic defense and +2PP.

Passive Skills:
Reflect Magick (2) : Activates before enemy uses a damaging magic attack skill. Reflects magic attack back at enemy. Fodoquia's party does not take the attack.
Sacrifice (1) : Activates before an ally is attacked. Covers ally with no guarding.
Mirror Weakness (1) : Activates after the user is debuffed. Removes the user's debuffs. Inflicts all removed debuffs on a target.

Comments: Unimaginably tanky. Non-debilitating status/debuffs are a waste of time, and Reflect Magick means trying for fatal status with damage attached is suicide. The problem is the total lack of damage... A Light or Quirky weak Middle at best. Would have been HILARIOUS with healing.



Nigel
Equipment: Vorpal Sword, Steel Greatshield, Carnelian Pendant, Lapis Pendant
HP: 100   P.Atk: 63   P.Def: 47   M.Atk: 33   M.Def: 39   Init: 34   Acc:147   Evade: 41   Crit: 17   Guard Rate: 61   AP: 3   PP: 3
HP%: 108%    Physical Durability: 234%    Magical Durability: 129%    Evasion%: 3%    Init Stdev: +0.28
Base Accuracy: 107%

Active Skills:
Burning Edge (1): 44 Damage. Inflits Burn. Grants user +1PP if target is already burning. [75 Phys Potency][ 2 Hits]
Death Spin (1): 22 Damage to a row. Inflicts Stun. +75 Potency (double damage) vs afflicted targets. [75 Phys Potency]
Inferno (2): 29 Ranged damage to a row. Ignores 50% Defense. Inflicts Burn. Grants user +1PP. [100 Phys Potency]

Passive Skills:
Advance Cover (1) : Activates before an ally is attacked. Covers ally with medium guard (50% damage reduction) and grants user +1AP.
Phantom Counter (1): 29 Damage. Activates after an enemy attacks user with an active skill. Counterattacks. Inflicts Burn. Removes target's buffs. [100 Phys Potency]
Parting Death (1): 29 Damage. Activates at the end of a battle. Attacks a single enemy. Inflicts a Deathblow if target has 50% HP or less. [100 Phys Potency]

Burning Edge is mean. Phantom Counter with Burning Edge is also mean. Parting Death is just rude. Death Spin synchronizing with a foe already being on fire (Causing them to lose their turn but take the damage) is the incendiary icing on the cake. A Heavy of some flavor?



Josef
Equipment: Vorpal Sword, Templar's Shield, Carnelian Pendant, Lapis Pendant
Type: Cavalry
HP: 92   P.Atk: 47   P.Def: 26   M.Atk: 30   M.Def: 42   Init: 29   Acc:131   Evade: 21   Crit: 11   Guard Rate: 40   AP: 3   PP: 3
HP%: 99%    Physical Durability: 82%    Magical Durability: 138%    Evasion%: -17%    Init Stdev: -0.19
Base Accuracy: 91%

Active Skills:
Slice (1): 13 Damage. Grants user +1PP if target defeated. [100 Phys Potency]
Heal (1): 36 Healing to one. [100 Mag Potency]
Divine Cross (2): 7 Damage. Removes all of the target's buffs. Grants user +1PP if target defeated. [50 Phys Potency] [50 Mag Potency]

Passive Skills:
Holy Barrier (1) : Activates before an ally is attacked. Reduces damage by 50% and prevents debuffs/ailments.
Holy Guard (1) : Activates before being attacked by a physical active skill. Guards attack (50% reduction) and prevents ailments/debuffs
Pursuit (1): 10 Damage. Activates after an ally attacks. Follow-up attack a single enemy. [75 Phys Potency]

Comments: No damage to speak of, but fairy tanky as a result of Holy Barrier/Guard, and he has some weak healing. A good Light or quirky weak Middle.



Selvie
Equipment: Shaman's Bonestaff, Lapis Pendant, Carnelian Pendant, Royal Scarf
HP: 92   P.Atk: 47   P.Def: 28   M.Atk: 28   M.Def: 60   Init: 37   Acc:142   Evade: 87   Crit: 18   Guard Rate: 9   AP: 3   PP: 3
HP%: 105%    Physical Durability: 93%    Magical Durability: %    Evasion%: 49%    Init Stdev: +0.55
Base Accuracy: 102%

Active Skills:
Passive Curse (1):  Inflicts PP-1 and Initiative -10 on a row of enemies.
Offensive Curse (1):  Inflicts Phys and Mag Attack -50% on a row of enemies.
Defensive Curse (1):  Inflicts Phys and Mag Defense -50% on a row of enemies. And Guard Seal.
Compounding Curse (1):  Makes Debuffs 1.5x as effect on enemies that have them.
Cursed Strike (2): 13 Damage. Gains +100 Potency and ignores 50% of defense if target is debuffed. [100 Phys Potency]

Passive Skills:
Passives: () :
Quick Curse (1) : Activates before an enemy attacks. Inflicts Attack -20% for that attack. Inflicts Critical Seal.
Cursed Swamp (2) : Activates at start of battle. Inflicts Initiative -10 and Evasion -30 to all enemies. Inflicts PP-1 to cavalry.

Note: Quick Curse increases her physical durability to 142%.
Note: Cursed Strike does 60 damage to a debuffed target (77 to a target with Defensive Curse)

Comments: Go first (Cursed Swamp helps), Offensive Curse -> Cursed Strike.Offensive Curse is so potent that she likely won't take damage after using it. Cursed Strike will do fair damage to a debuffed enemy. One may question the fairness of her getting the Shaman's Bonestaff since generic shamans can use it. She may prefer a Gold Bangle to a Royal Scarf (or, if you let her have it, her starting +10 initiative accessory).

2
Unranked Games / Unicorn Overlord
« on: April 24, 2024, 11:17:32 PM »
Unicorn Overlord. Levels taken at 43. Enemy stats were an average of endgame enemies.

Unicorn Overlord utilizes an "Encounter" system where, when two units encounter each other on the map, they engage in a turn-based battle.
The turn-based battle consists of characters taking actions in initiative order from highest to lowest. Taking an action consumes "Action Points", and the battle only ends when all combatants have used all of their action points.
If a combatant runs out of AP they can no longer take actions in a round, but there continues to be rounds until all combatant AP is spent.
Given this, it is safest to assume a DL bout would go as a series of encounters until one dueler wins. I assume 3 AP is standard, so once every 3 turns a dueler would be 'refreshed' AP and PP, and use end of battle/start of battle passives. This also means using a 2AP skill would represent 'borrowing' a future turn's action to use a more powerful move immediately.
Additionally, characters have "Passives" abilities that activate when conditions are met. For example countering an attack, increasing defense before being hit, or covering an ally. These consume "Passive Points", and can only be used if the user has enough passive points to do so.
Units are arranged in a 3x2 grid on their side (3 columns, front/back row). In a duel this doesn't matter. In-game units in the back row can't be struke with melee attacks while there are front row units.
I am taking the cast as the recruitable story characters (all of them). I am not including Generics in this. Note that the game does not 'balance' the classes with story characters. There are 4 Great Knights but only 1 Sergeant for example.

Equipment: Characters have 4 equipment slots of varying types depending on their class. I've made the following assumptions:
- Vorpal Weapons are a good representative endgame weapon. There are a fair number of them of the 5 weapon types, and there are a fair number of better things too.
- Steel Shields and Greatshields are assumed where relevant. There are a lot of shield users and not that many great shields.
- I assumed Lapis and Carnelian Pendants as available, and are generally default.
- Where reasonable, I assigned a Gold Bangle or Royal Scarf to a unit, depending on whether they were defense or evasion-oriented. Other relevant game equipment is Silken Scarf (+20 Evade), Veteran Eyepatch (+30 Crit), Elite Beret/Sage's Hood (+12% base P/M Atk).
- Status Blockers: There are some status blocker accessories in the game that guard against Poison, Blind, Burn, Freeze, Passive Seal, Guard Seal.
Game Stats:
Damage: Damage is just (Attack stat - Defense Stat) * Potency/100. There are other modifiers that can come into play but this is the basic formula.
Critical Hit: A Critical hit happens at the character's Crit% rate. These are 1.5x damage (or healing). Some skills increase this damage multipler. Adding 50% to it would make it a 2x crit instead for example.
Evasion: Evade in Unicorn Overlord works against any type of attack (physical/magical/otherwise) unless that attack is specifically a "Truestrike" that ignores evade and evade skills. Hit rate % is simply Accuracy - Evade. One note is that when a move has less than 100% accuracy, that is multiplied by the final hit-rate.
Guarding: Units can 'guard' against physical damage. This happens based upon the unit's Guard Rate %. If an attack is guarded, the physical damage is reduced by 25%. If the unit has a shield equipped, it is a 50% reduction. If a Greatshield is equipped it is a 75% reduction. This has no effect on ITD/magic damage.
Unit Type Bonuses/Penalties:
In Unicorn Overlord, some unit types have advantages over others. These are extreme (double damage or halved accuracy) so it might be reasonable to ascribe half of it to the unit on both ends (for example 41% damage boost or 71% hit rate in the DL against types the unit is strong or weak against).
- Cavalry units on horses deal double damage against Infantry units that are on foot. Infantry includes Beastfolk and elves that are on foot, but does not include winged characters.
- Flying units halve the hit-rate of melee attacks from units on the ground.
- Arrow attacks do double damage to flying units.
- MOUNTED flying units (Gryphon and Wyvern riders) deal double damage to cavalry units. This is in addition to being flying typed and halving accuracy against ground units.
These bonuses are multiplied on top of any specific weakness-hitting skill a unit might have. For example Gryphon Knights have a skill that increases Potency to Cavalry units. That increased damage is then doubled from being mounted flying type against them.
None of these bonuses are included in damage figures, although one could argue that Cavalry face mostly Infantry both in-game and in the DL.
I assumed enemy stats to be an average of the endgame enemies on Tactical mode.
P/M Atk: 60
P.Def: 34
M.Def: 39
Evade: 40. Accuracy: 138.
I include an estimate of physical and magical durability based upon HP% and how effective the unit's defensive stat is. 200% = Unit can take twice as much punishment as a unit with 100%.

For move types. I list the Move, how much PP/AP it costs, and what benefits it has. Almost all moves are more than just damage!

Afflictions (Status effects)
Burn: Unit takes 20 damage before taking an action (using an Action Point). This stacks, so if Burn is inflicted again (Lvl 2 Burn) it is 40 damage. A 3rd stack would make the target unit take 60 damage before it takes an action.
Freeze: A frozen unit can't act to spend AP. It also can't use Passives, dodge, or Guard. If the unit is attacked it unfreezes. If a unit is the last unit with AP but is still Frozen, then it can't use the AP and loses it. This makes Freezing a slower opponent incredibly potent as a dueling strategy!
Stun: A unit that is stunned can't act, guard, or use passives. The condition is cleared after the unit's turn comes up in combat (it loses the turn but not any AP and clears Stun). This means if a unit inflicts Stun and uses all their AP, the foe that was stunned will get to use their AP once their final stun clears.
Blind: The unit's attacks automatically miss. Even Truestrike attacks. The status is cleared after the unit takes a turn.
Poison: The unit takes 30% of their max HP before taking an action. If they were stunned they still take the damage.
Instant Death: Brings a character to 0 HP immediately if it triggers.
Passive Seal: Prevents a unit from using Passive skills (Auto-evade, counters, counter-healing, covering for other units, etc)

Debuffs: Debuffs include AP/PP Draining or damage. Stat-downs which last till the end of an encounter, and Afflictions like above (Afflictions are classified as debuffs).
Debuffs and buffs work on the final equipped stat value in-battle and are very potent (distinct from equipment boost %s that only impact the base unequipped value)
Priests, Ramona, and Featherstaves are not included in averages on account of having no effective attacks. Selvie wouldn't normally have an attack but there is one staff that gives Druids an attack. There is one for Priests and that would be HILARIOUS but unfortunately there are 3 priests.

Averages:
HP: 87.8
P.Def: 31.7
M.Def: 34.8
Initiative: 31, Stdev 10.8
Accuracy: 140
Evade: 55.7
Guard Rate: 28.4%

3-turn damage average: 43 per turn (107 2.5x kill point). [Cavalry with +41% damage assumed is 45 dmg/turn, With +100% damage assumed it is 48]

Notes:
I've already included into the damage effects of moves that partially ignore a target's defense or that add raw damage (like Yunifi's sonic arrow).

I'll include a dueler's type. If there are no notes they are just infantry.

Bestral units' get a +20% base stat buff at night time. I haven't included this.


Alain
Equipment: Holy Unicorn Blade, Steel Shield, Ring of the Unicorn, Gold Bangle
Type: Cavalry
HP: 104   P.Atk: 71   P.Def: 52   M.Atk: 42   M.Def: 48   Init: 45   Acc:152   Evade: 66   Crit: 24   Guard Rate: 57   AP: 4   PP: 3
HP%: 113%    Physical Durability: 399%    Magical Durability: 237%    Evasion%: 28%    Init Stdev: +1.29
Base Accuracy: 112%
Note: Holy Unicorn Blade grants Debuff (immunity to Status, stat-downs, AP/PP damage)
Active Skills:
Lean Edge (1): 37 Damage to one. 25% HP Restoration if attack hits. 50% if attack kills. [100 Phys Potency]
Cavalry Slayer (1): 37 Damage to one. Inflicts -1AP, -1PP, and Guard Seal on Cavalry [100 Phys Potency]
Spinning Edge (2): 65 Damage row attack. Ignores 50% of target Defense [60 Phys Potency][ 2 Hits]

Passive Skills:
Noble Guard (1) : Guard a physical attack (50% reduction). Grants +20% defense for the rest of the battle (not on the triggering damage). +1 PP if Alain is below 50% HP
Luminous Guard (1) : Guards a physical attack for an ally (50% reduction), Grants ally +20% Physical Defense
Rapid Order (1) : Activates at start of battle. +20 Initiative to entire team.

"Comments: Tank who heals himself for 25% with his attacks. Has solid damage in Spinning Edge. Noble Guard makes a mockery of
Physicals while Rapid Order gives him fabulous initiative. Heavy?"



Scarlett
Equipment: Papal Croier, Carnelian Pendant, Lapis Pendant, Royal Scarf
HP: 73   P.Atk: 20   P.Def: 27   M.Atk: 66   M.Def: 49   Init: 20   Acc:138   Evade: 95   Crit: 7   Guard Rate: 11   AP: 4   PP: 4
HP%: 83%    Physical Durability: 71%    Magical Durability: 190%    Evasion%: 57%    Init Stdev: -1.02
Base Accuracy: 98%

Active Skills:
Holy Light (1): 27 Magic Damage. Removes all target buffs. [100 Mag Potency]
Curing Call (1): 33 Healing to a row. Removes all debuffs [50 Mag Potency]
Innocent Ray (2): 41 Magic damage to a row. Removes all target buffs. [150 Mag Potency]

Passive Skills:
Passive Miracle (1) : Actiavtes after receiving an ally's passive skill: Healing and one PP to that ally
Saint's Barrier (1) : Activates before an ally or user is attacked. Reduces damage taken by 50% for one attack. Prevents debuffs/status from that attack. Does not trigger on debuff/status-only moves.
Divine Blessing (1) : Activates at start of battle: Grants all allies 25% HP Regen and +10% Defense.

Note: 78% Pdur with Divine Blessing

Comments: Saint's Barrier is very good, halving damage coming at her. She has Divine Blessing's Regen to help survive too. It's a pity Curing Call isn't stronger healing but she might eke out wins in Middle?



Adel
Equipment: Vorpal Spear, Steel Shield, Lapis Pendant, Carnelian Pendant
Type: Cavalry
HP: 103   P.Atk: 72   P.Def: 40   M.Atk: 30   M.Def: 29   Init: 33   Acc:124   Evade: 16   Crit: 22   Guard Rate: 45   AP: 3   PP: 3
HP%: 112%    Physical Durability: 158%    Magical Durability: 91%    Evasion%: -22%    Init Stdev: +0.18
Base Accuracy: 84%

Active Skills:
Assaulting Lance (1): 38  Damage to one. Grants 1 AP to user if target is defeated [100 Phys Potency]
Wild Rush (1): 30  Damage to a column. Inflicts Stun. [80 Phys Potency]
Pile Thrust (2): 57  Damage. Grants 1 AP to user if target is defeated [50 Phys Potency][ 3 Hits]

Passive Skills:
Quick Guard (1) : Activates before being hit by a physical attack: Blocks an enemy attack string (reduces damage by 50%)
Cavalier Call (1) : Activates before attacking with a skill. Grants +20% Attack to user and cavalry allies in same row.
Knight's Pursuit (1) : Activates after another Cavalry Ally attacks: Follow-up attack to the same column.

Note:  Each use of  Cavalier Call increases Assaulting Lance by 14, Wild Rush by 12, and Pile Thrust by 21.

Comments: Cavalry good. Physical attacks are wasting time (Quick Guard and good physical durability see to that).Cavalry Call adds 20% of P.Atk and Knight P.Atk is good. It stacks too so they keep getting stronger. Wild Rush spam can win a match while leaving foes stunned... if their accuracy doesn't sink them.


Clive
Equipment: Vorpal Spear, Steel Shield, Lapis Pendant, Carnelian Pendant
Type: Cavalry
HP: 97   P.Atk: 68   P.Def: 43   M.Atk: 26   M.Def: 33   Init: 32   Acc:130   Evade: 19   Crit: 21   Guard Rate: 46   AP: 3   PP: 3
HP%: 105%    Physical Durability: 174%    Magical Durability: 98%    Evasion%: -19%    Init Stdev: +0.09
Base Accuracy: 90%

Active Skills:
Assaulting Lance (1): 34  Damage to one. Grants 1 AP to user if target is defeated [100 Phys Potency]
Wild Rush (1): 27  Damage to a column. Inflicts Stun. [80 Phys Potency]
Pile Thrust (2): 51  Damage. Grants 1 AP to user if target is defeated [50 Phys Potency][ 3 Hits]

Passive Skills:
Quick Guard (1) : Activates before being hit by a physical attack: Blocks an enemy attack string (reduces damage by 50%)
Cavalier Call (1) : Activates before attacking with a skill. Grants +20% Attack to user and cavalry allies in same row.
Knight's Pursuit (1) : Activates after another Cavalry Ally attacks: Follow-up attack to the same column.

Note:  Each use of  Cavalier Call increases Assaulting Lance by 14, Wild Rush by 12, and Pile Thrust by 21.

Comments: Cavalry good. Physical attacks are wasting time (Quick Guard and good physical durability see to that).Cavalry Call adds 20% of P.Atk and Knight P.Atk is good. It stacks too so they keep getting stronger. Wild Rush spam can win a match while leaving foes stunned... if their accuracy doesn't sink them.



Renault
Type: Cavalry
Equipment: Vorpal Spear, Steel Shield, Lapis Pendant, Carnelian Pendant
HP: 100   P.Atk: 68   P.Def: 45   M.Atk: 26   M.Def: 33   Init: 30   Acc:124   Evade: 14   Crit: 19   Guard Rate: 49   AP: 3   PP: 3
HP%: 108%    Physical Durability: 203%    Magical Durability: 101%    Evasion%: -24%    Init Stdev: -0.09
Base Accuracy: 84%

Active Skills:
Assaulting Lance (1): 34  Damage to one. Grants 1 AP to user if target is defeated [100 Phys Potency]
Wild Rush (1): 27  Damage to a column. Inflicts Stun. [80 Phys Potency]
Pile Thrust (2): 51  Damage. Grants 1 AP to user if target is defeated [50 Phys Potency][ 3 Hits]

Passive Skills:
Quick Guard (1) : Activates before being hit by a physical attack: Blocks an enemy attack string (reduces damage by 50%)
Cavalier Call (1) : Activates before attacking with a skill. Grants +20% Attack to user and cavalry allies in same row.
Knight's Pursuit (1) : Activates after another Cavalry Ally attacks: Follow-up attack to the same column.

Note:  Each use of  Cavalier Call increases Assaulting Lance by 14, Wild Rush by 12, and Pile Thrust by 21.

Comments: Cavalry good. Physical attacks are wasting time (Quick Guard and good physical durability see to that).Cavalry Call adds 20% of P.Atk and Knight P.Atk is good. It stacks too so they keep getting stronger. Wild Rush spam can win a match while leaving foes stunned... if their accuracy doesn't sink them.



Jerome
Equipment: Vorpal Spear, Steel Shield, Lapis Pendant, Carnelian Pendant
Type: Cavalry
HP: 105   P.Atk: 76   P.Def: 38   M.Atk: 34   M.Def: 27   Init: 30   Acc:124   Evade: 14   Crit: 20   Guard Rate: 45   AP: 3   PP: 3
HP%: 114%    Physical Durability: 146%    Magical Durability: 87%    Evasion%: -24%    Init Stdev: -0.09
Base Accuracy: 84%

Active Skills:
Assaulting Lance (1): 42  Damage to one. Grants 1 AP to user if target is defeated [100 Phys Potency]
Wild Rush (1): 34  Damage to a column. Inflicts Stun. [80 Phys Potency]
Pile Thrust (2): 63  Damage. Grants 1 AP to user if target is defeated [50 Phys Potency][ 3 Hits]

Passive Skills:
Quick Guard (1) : Activates before being hit by a physical attack: Blocks an enemy attack string (reduces damage by 50%)
Cavalier Call (1) : Activates before attacking with a skill. Grants +20% Attack to user and cavalry allies in same row.
Knight's Pursuit (1) : Activates after another Cavalry Ally attacks: Follow-up attack to the same column.

Note: Each use of Cavalier Call increases Assaulting Lance by 15, Wild Rush by 12, and Pile Thrust by 23.

Comments: Cavalry good. Physical attacks are wasting time (Quick Guard and good physical durability see to that).Cavalry Call adds 20% of P.Atk and Knight P.Atk is good. It stacks too so they keep getting stronger. Wild Rush spam can win a match while leaving foes stunned... if their accuracy doesn't sink them.



Chloe
Equipment: Vorpal Spear, Gold Bangle, Carnelian Pendant, Elite Beret
HP: 85   P.Atk: 64   P.Def: 39   M.Atk: 29   M.Def: 36   Init: 33   Acc:134   Evade: 53   Crit: 14   Guard Rate: 14   AP: 3   PP: 2
HP%: 91%    Physical Durability: 122%    Magical Durability: 95%    Evasion%: 15%    Init Stdev: +0.18
Base Accuracy: 94%

Active Skills:
Long Thrust (1): 30 Damage to a column. Cavalry unit's can't guard it and it deals +50% damage to them. [100 Phys Potency]
Javelin (1): 30 Damage to a target. Ranged Attack.. +50% damage to flying targets. [100 Phys Potency]
Honed Spear (2): 39 Damage to a column. Cavalry unit's can't guard it. +50 Potency if user is buffed [130 Phys Potency]

Passive Skills:
First Aid (1) : Activates at the end of battle. Restores 25% HP to an ally
Keen Call (1) : Activates before another ally attacks. Grants 100% Critical rate.
Active Gift (2) : Activates after another ally uses an active skill. Grants them 1 AP

Comments: A support unit with no one else to support. Throwing her a bone (and an Elite Beret) doesn't help too much. She might 4HKO and get a bit of healing at the end of round 3. Light.



Lex
Equipment: Vorpal Sword, Steel Shield, Gold Bangle, Carnelian Pendant
Type: Armored
HP: 97   P.Atk: 61   P.Def: 49   M.Atk: 27   M.Def: 21   Init: 29   Acc:134   Evade: 27   Crit: 14   Guard Rate: 56   AP: 3   PP: 2
HP%: 105%    Physical Durability: 269%    Magical Durability: 68%    Evasion%: -11%    Init Stdev: -0.19
Base Accuracy: 94%

Active Skills:
Warding Slash (1): 27 Damage. Grants the user +20% physical defense. [100 Phys Potency]
Shield Bash (1): 14 Damage. Inflicts Stun. [50 Phys Potency]
Defender (2): 41 Damage. Grants the user +50% Physical defense. Grants +1PP if attack hits. [75 Phys Potency][ 2 Hits]

Passive Skills:
Arrow Cover (1) : Activates before another ally is hit by a ranged attack. Blocks ranged attack and negates damage.
Quick Guard (1) : Activates before being hit by a physical attack: Blocks an enemy attack string (reduces damage by 50%)
Provoke (1) : Activates at start of battle. Force a row of enemies to focus attacks on user (but doesn't force them to use attacks). Grants +50% Guard Rate.

Comments: Not too much point going at him with physicals with the Guard Rate, physical defense, and buffing physical defense. But god help him if a mage has at him.



Colm
Equipment: Vorpal Sword, Steel Shield, Carnelian Pendant, Gold Bangle
Type: Armored
HP: 86   P.Atk: 59   P.Def: 49   M.Atk: 26   M.Def: 21   Init: 31   Acc:141   Evade: 29   Crit: 16   Guard Rate: 56   AP: 3   PP: 2
HP%: 92%    Physical Durability: 236%    Magical Durability: 59%    Evasion%: -9%    Init Stdev: 0
Base Accuracy: 101%

Active Skills:
Warding Slash (1): 25 Damage. Grants the user +20% physical defense. [100 Phys Potency]
Shield Bash (1): 13 Damage. Inflicts Stun. [50 Phys Potency]
Defender (2): 38 Damage. Grants the user +50% Physical defense. Grants +1PP if attack hits. [75 Phys Potency][ 2 Hits]

Passive Skills:
Arrow Cover (1) : Activates before another ally is hit by a ranged attack. Blocks ranged attack and negates damage.
Quick Guard (1) : Activates before being hit by a physical attack: Blocks an enemy attack string (reduces damage by 50%)
Provoke (1) : Activates at start of battle. Force a row of enemies to focus attacks on user (but doesn't force them to use attacks). Grants +50% Guard Rate.

Comments: Not too much point going at him with physicals with the Guard Rate, physical defense, and buffing physical defense. But god help him if a mage has at him.



Hodrick
Equipment: Vorpal Spear, Steel Greatshield, Carnelian Pendant, Lapis Pendant
Type: Armored
HP: 103   P.Atk: 59   P.Def: 62   M.Atk: 26   M.Def: 2   Init: 12   Acc:127   Evade: 5   Crit: 12   Guard Rate: 71   AP: 3   PP: 3
HP%: 112%    Physical Durability: -1581%    Magical Durability: 49%    Evasion%: -33%    Init Stdev: -1.76
Base Accuracy: 87%

Active Skills:
Sting (1): 25 Damage. +50 Potency (50% damage) if the user is below 50% HP. [100 Phys Potency]
Row Protection (1) : Grants allies in the user's row +50% Physical defense.
Greatshield (1) : Grants the user +50% Physical defense and +2 PP.

Passive Skills:
Heavy Cover (1) : Activates before another ally is attacked. Covers the ally with a Heavy Guard (75% physical damage reduction)
Guardian (1) : Activates after being hit by a physical attack. Grants the user +20% physical attacck and +20% Guard Rate (stacks in a battle)
Row Cover (2) : Activates before another ally is attacked. Covers a row of allies with a Medium Guard (50% physical damage reduction)

Comments: Bring magic or ITD. The damage is so terrible that a suitable healer could somehow eke it out but it would take for-ever.



Bryce
Equipment: Vorpal Spear, Steel Greatshield, Carnelian Pendant, Lapis Pendant
Type: Armored
HP: 107   P.Atk: 53   P.Def: 68   M.Atk: 19   M.Def: 7   Init: 13   Acc:127   Evade: 10   Crit: 8   Guard Rate: 73   AP: 3   PP: 3
HP%: 116%    Physical Durability: -409%    Magical Durability: 55%    Evasion%: -28%    Init Stdev: -1.67
Base Accuracy: 87%

Active Skills:
Sting (1): 19 Damage. +50 Potency (50% damage) if the user is below 50% HP. [100 Phys Potency]
Row Protection (1) : Grants allies in the user's row +50% Physical defense.
Greatshield (1) : Grants the user +50% Physical defense and +2 PP.

Passive Skills:
Heavy Cover (1) : Activates before another ally is attacked. Covers the ally with a Heavy Guard (75% physical damage reduction)
Guardian (1) : Activates after being hit by a physical attack. Grants the user +20% physical attacck and +20% Guard Rate (stacks in a battle)
Row Cover (2) : Activates before another ally is attacked. Covers a row of allies with a Medium Guard (50% physical damage reduction)

Comments: Bring magic or ITD. The damage is so terrible that a suitable healer could somehow eke it out but it would take for-ever.



Aubin
Equipment: Vorpal Axe, Steel Shield, Carnelian Pendant, Lapis Pendant
HP: 77   P.Atk: 75   P.Def: 30   M.Atk: 19   M.Def: 17   Init: 36   Acc:139   Evade: 34   Crit: 14   Guard Rate: 43   AP: 3   PP: 3
HP%: 82%    Physical Durability: 77%    Magical Durability: 48%    Evasion%: -4%    Init Stdev: +0.46
Base Accuracy: 99%

Active Skills:
Smash (1): 41 Damage. Inflicts Phys. Defense – 20% [100 Phys Potency]
Rolling Axe (1): 49 Damage to a row. 75% accuracy. Inflicts phys. Defense – 15% [40 Phys Potency][ 3 Hits]
Wide Breaker (2): 41 Damage to a row Inflicts Phys. Defense -30%. +50 Potency vs Debuffed Targets [100 Phys Potency]

Passive Skills:
Parting Blow (1): 31 Activates at the end of battle. Attacks a single enemy. [75 Phys Potency]
Frenzied Strike (1): 21 Activates after an ally (including self) is hit by an attack (not status-only). Counterattacks a single enemy. Inflicts Phys. Defense -15%. [50 Phys Potency]
War Horn (2) : Activates at the start of battle. Makes all ally attack skills unguardable.

Note: Def -20% increases Aubin's damage by 7 (17%)

Comments: Smash reduces enemy defense by 20% (plus 12 damage for a 100 Potency attack). So Smash -> Smash -> Smash. If he survives his foe's third action he might get in a Parting Blow, and he counters with Frenzied Strike. His durability is terrible however... Light? Rolling Axe might punish those with no evasion to speak of.



Rolf
Equipment: Vorpal Bow, Carnelian Pendant, Royal Scarf, Lapis Pendant
HP: 81   P.Atk: 64   P.Def: 15   M.Atk: 29   M.Def: 38   Init: 30   Acc:173   Evade: 82   Crit: 23   Guard Rate: 13   AP: 3   PP: 3
HP%: 87%    Physical Durability: 55%    Magical Durability: 99%    Evasion%: 44%    Init Stdev: -0.09
Base Accuracy: 133%

Active Skills:
Single Shot (1): 30 Damage. Ranged. (Most basic move in the game!) [100 Phys Potency]
Dual Shot (1): 21 Damage to two enemies. Ranged. [70 Phys Potency]
Row Shot (2): 30 Damage to a row. Ranged. [100 Phys Potency]

Passive Skills:
Eagle Eye (1) : Activates before attacking with an active skill. Makes next attack a Truestrike
Pursuit (1): 23 Damage. Activates after another ally attacks with an active skill. Follow-up attacks a single enemy. [75 Phys Potency]
Aerial Snipe (1): 15 Damage. Actives after an ally (including self) is hit with an attack. +100 potency (x3 dmg) vs flying enemies. [50 Phys Potency]

Comments: A weak counter and a weak attack add up to a meager 3HKO? With attrocious durability. Light.



Mandrin
Equipment: Vorpal Bow, Carnelian Pendant, Royal Scarf, Lapis Pendant
HP: 76   P.Atk: 63   P.Def: 17   M.Atk: 28   M.Def: 41   Init: 30   Acc:173   Evade: 82   Crit: 24   Guard Rate: 10   AP: 3   PP: 3
HP%: 81%    Physical Durability: 53%    Magical Durability: 107%    Evasion%: 44%    Init Stdev: -0.09
Base Accuracy: 133%

Active Skills:
Single Shot (1): 29 Damage. Ranged. (Most basic move in the game!) [100 Phys Potency]
Dual Shot (1): 20 Damage to two enemies. Ranged. [70 Phys Potency]
Row Shot (2): 29 Damage to a row. Ranged. [100 Phys Potency]

Passive Skills:
Eagle Eye (1) : Activates before attacking with an active skill. Makes next attack a Truestrike
Pursuit (1): 22 Damage. Activates after another ally attacks with an active skill. Follow-up attacks a single enemy. [75 Phys Potency]
Aerial Snipe (1): 15 Damage. Actives after an ally (including self) is hit with an attack. +100 potency (x3 dmg) vs flying enemies. [50 Phys Potency]

Comments: A weak counter and a weak attack add up to a meager 3HKO? With attrocious durability. Light.



Bereniece
Equipment: Vorpal Sword, Steel Shield, Carnelian Pendant, Lapis Pendant
HP: 104   P.Atk: 92   P.Def: 36   M.Atk: 15   M.Def: 19   Init: 20   Acc:130   Evade: 25   Crit: 20   Guard Rate: 47   AP: 3   PP: 3
HP%: 113%    Physical Durability: 133%    Magical Durability: 69%    Evasion%: -13%    Init Stdev: -1.02
Base Accuracy: 90%

Active Skills:
Heavy Slash (1): 87 Damage.  [150 Phys Potency]
Killing Chain (1): 58 Damage. Grants +1AP if target is defeated. [100 Phys Potency]
Bastard's Cross (2): 81 Damage. Potency based on target's HP%, (100% → 60 Potency increase (85.8% damage increase), 0% → 0%) [70 Phys Potency][ 2 Hits]

Passive Skills:
Following Slash (1): 58 Damage. 90% Hit-rate. Activates after an ally (including self) is hit by an attack (not status-only). Counterattacks a single enemy. Grants +1PP if attack hits. [100 Phys Potency]
Vengeful Guard (1) : Activates before being hit by a physical attack: Guards an enemy attack string (reduces damage by 50%). Grants user +20% Phys Attack (Stacks)
Bull Force (2) : Activates after using an Active skill. Grants user +1AP, +20% Phys Attack, and +20 Initiative

Note: Each stack of P.Atk +20% Increases Bereneice's Heavy Slash damage by 28 (31%)
Bastard's Cross does 151 damage to a full HP target. [198 after Vengeful Guard]

Comments: Meet pain and death and one of the reasons most units have bad damage. Bastard's Cross opener can OHKO. They have counters, a Guard Skill, and Bull Rush that can actually make them lap an enemy (get 2nd turn before foe)... poor magic durability is the only weakness. Heavy.



Magellan
Equipment: Vorpal Sword, Steel Shield, Carnelian Pendant, Lapis Pendant
HP: 108   P.Atk: 95   P.Def: 35   M.Atk: 18   M.Def: 18   Init: 18   Acc:124   Evade: 30   Crit: 18   Guard Rate: 47   AP: 3   PP: 3
HP%: 117%    Physical Durability: 132%    Magical Durability: 70%    Evasion%: -8%    Init Stdev: -1.2
Base Accuracy: 84%

Active Skills:
Heavy Slash (1): 92 Damage.  [150 Phys Potency]
Killing Chain (1): 61 Damage. Grants +1AP if target is defeated. [100 Phys Potency]
Bastard's Cross (2): 85 Damage. Potency based on target's HP%, (100% → 60 Potency increase (85.8% damage increase), 0% → 0%) [70 Phys Potency][ 2 Hits]

Passive Skills:
Following Slash (1): 61 Damage. 90% Hit-rate. Activates after an ally (including self) is hit by an attack (not status-only). Counterattacks a single enemy. Grants +1PP if attack hits. [100 Phys Potency]
Vengeful Guard (1) : Activates before being hit by a physical attack: Guards an enemy attack string (reduces damage by 50%). Grants user +20% Phys Attack (Stacks)
Bull Force (2) : Activates after using an Active skill. Grants user +1AP, +20% Phys Attack, and +20 Initiative

Note: Each stack of P.Atk+20% Increases Heavy Slash by 29 (31%)
Bastard's Cross does 158 damage to a full HP target. [207 after Vengeful Guard]

Comments: Meet pain and death and one of the reasons most units have bad damage. Bastard's Cross opener can OHKO. They have counters, a Guard Skill, and Bull Rush that can actually make them lap an enemy (get 2nd turn before foe)... poor magic durability is the only weakness. Heavy.



Jeremy
Equipment: Vorpal Sword, Steel Shield, Carnelian Pendant, Lapis Pendant
HP: 107   P.Atk: 91   P.Def: 37   M.Atk: 14   M.Def: 20   Init: 21   Acc:124   Evade: 27   Crit: 20   Guard Rate: 47   AP: 3   PP: 3
HP%: 116%    Physical Durability: 142%    Magical Durability: 73%    Evasion%: -11%    Init Stdev: -0.93
Base Accuracy: 84%

Active Skills:
Heavy Slash (1): 86 Damage.  [150 Phys Potency]
Killing Chain (1): 57 Damage. Grants +1AP if target is defeated. [100 Phys Potency]
Bastard's Cross (2): 80 Damage. Potency based on target's HP%, (100% → 60 Potency increase (85.8% damage increase), 0% → 0%) [70 Phys Potency][ 2 Hits]

Passive Skills:
Following Slash (1): 57 Damage. 90% Hit-rate. Activates after an ally (including self) is hit by an attack (not status-only). Counterattacks a single enemy. Grants +1PP if attack hits. [100 Phys Potency]
Vengeful Guard (1) : Activates before being hit by a physical attack: Guards an enemy attack string (reduces damage by 50%). Grants user +20% Phys Attack (Stacks)
Bull Force (2) : Activates after using an Active skill. Grants user +1AP, +20% Phys Attack, and +20 Initiative

Note: Each stack of P.Atk +20% Increases Jeremy's Heavy Slash damage by 28 (31%)
Bastard's Cross does 151 damage to a full HP target. [198 w/ Atk+20%]

Comments: Meet pain and death and one of the reasons most units have bad damage. Bastard's Cross opener can OHKO. They have counters, a Guard Skill, and Bull Rush that can actually make them lap an enemy (get 2nd turn before foe)... poor magic durability is the only weakness. Heavy.



Yahna
Equipment: Vorpal Rod, Royal Scarf, Carnelian Pendant, Gold Bangle
HP: 63   P.Atk: 10   P.Def: 18   M.Atk: 74   M.Def: 51   Init: 21   Acc:131   Evade: 75   Crit: 7   Guard Rate: 4   AP: 3   PP: 2
HP%: 66%    Physical Durability: 44%    Magical Durability: 184%    Evasion%: 37%    Init Stdev: -0.93
Base Accuracy: 91%

Active Skills:
Icebolt (1): 35 Magic damage. Inflicts Freeze [100 Mag Potency]
Magick Missile (1): 25 Magic damage. Attack two enemies with magic. [70 Mag Potency]
Ice Coffin (2): 35 Magic damage to a row. Inflicts Freeze. +50 Potency vs Frozen targets. [100 Mag Potency]

Passive Skills:
Magick Conferral (1) : Activates before an ally's physical attack with an active skill. Adds a magic attack to it with 50 Potency.
Accurate Conferral (1) : Activates before another ally attacks with an active skill. Makes the attack a Truestrike.
Quick Cast (2) : Activates at the start of battle. Grants user max initiative for next action and -50% Crit rate.

Comments: Go first with Quick Cast. Freeze Enemy. Repeat until victory. If a foe ignores her Freeze she is in a tight spot indeed as then her speed and damage and durability are all horrifically bad. So a flavorful Middle or something.



Auch
Equipment: Vorpal Rod, Carnelian Pendant, Gold Bangle, Lapis Pendant
HP: 59   P.Atk: 6   P.Def: 20   M.Atk: 74   M.Def: 53   Init: 21   Acc:130   Evade: 37   Crit: 10   Guard Rate: 2   AP: 3   PP: 3
HP%: 62%    Physical Durability: 44%    Magical Durability: 223%    Evasion%: -1%    Init Stdev: -0.93
Base Accuracy: 90%

Active Skills:
Fireball (1): 42 Magic damage. Inflicts 1 level of burn if any hits connect. (but no more than 1) [40 Mag Potency][ 3 Hits]
Thunderous Strike (2): 35 Magic damage to a row. 90% Accuracy. Inflicts Stun. [100 Mag Potency]
Volcano (2): 53 Magic damage to a column. 90% Accuracy. Inflicts Burn. [150 Mag Potency]

Passive Skills:
Magick Counter (1): 53 Magic Damage. Activates after an enemy attacks user with an active skill. Counterattacks with a 150 potency magic attack [150 Mag Potency]
Magick Pursuit (1): 35 Magic Damage. Activates after an ally uses a magick attack active skill. Follow-up attacks a single enemy with magick. [100 Mag Potency]
Concentrate (2) : Activates after using an active skill. Grants user +1AP and +40 Accuracy.

Comments: Auch... has no physical durability. An average physical almost OHKOs him probably. But he has okay damage (borderline 2HKO magic counter), so he might get a chance to kill. And his magic durability is great.



Travis
Equipment: Vorpal Sword, Royal Scarf, Carnelian Pendant, Lapis Pendant
HP: 57   P.Atk: 49   P.Def: 11   M.Atk: 30   M.Def: 29   Init: 52   Acc:151   Evade: 123   Crit: 29   Guard Rate: 4   AP: 3   PP: 3
HP%: 59%    Physical Durability: 34%    Magical Durability: 48%    Evasion%: 85%    Init Stdev: +1.94
Base Accuracy: 111%

Active Skills:
Passive Steal (1): 15 Damage. Steal off of the enemy's PP (does not apply if they guard the first hit. DOES apply if the evade the first hit and get hit by the second) [50 Phys Potency][ 2 Hits]
Toxic Throw (1): 8 Damage. Ranged. Inflicts Poison. [25 Phys Potency][ 2 Hits]
Shadowbite (2): 5 Damage to a row. Inflicts Blindness. [15 Phys Potency][ 2 Hits]

Passive Skills:
Evade (1) : Activates before an attack that would hit the user. Evades a single hit in that attack string.
Sneaking Edge (1): 15 Damage. Activates at the start of battle. Attack a single enemy. Inflicts Guard Seal and Passive Seal if either hit connects. [50 Phys Potency][ 2 Hits]


Comments: Sneak Edge seals off enemy counters/passive skills. A crazy high evasion stat keeps him in the fight. The Evade skill is so good it feels like cheating (but only works vs a single-hit vs multi-hit attacks... if those attacks can get through the ordinary evade).  Poisoning an enemy lets him kill them. Middle/Heavy? One of those cases that might want a Silken Scarf to make the evade even higher.



Gammel
Equipment: Vorpal Sword, Royal Scarf, Carnelian Pendant, Lapis Pendant
HP: 55   P.Atk: 44   P.Def: 12   M.Atk: 25   M.Def: 30   Init: 55   Acc:151   Evade: 126   Crit: 29   Guard Rate: 4   AP: 3   PP: 3
HP%: 57%    Physical Durability: 34%    Magical Durability: 48%    Evasion%: 88%    Init Stdev: +2.22
Base Accuracy: 111%

Active Skills:
Passive Steal (1): 10 Damage. Steal off of the enemy's PP (does not apply if they guard the first hit. DOES apply if the evade the first hit and get hit by the second) [50 Phys Potency][ 2 Hits]
Toxic Throw (1): 5 Damage. Ranged. Inflicts Poison. [25 Phys Potency][ 2 Hits]
Shadowbite (2): 3 Damage to a row. Inflicts Blindness. [15 Phys Potency][ 2 Hits]

Passive Skills:
Evade (1) : Activates before an attack that would hit the user. Evades a single hit in that attack string.
Sneaking Edge (1): 10 Damage. Activates at the start of battle. Attack a single enemy. Inflicts Guard Seal and Passive Seal if either hit connects. [50 Phys Potency][ 2 Hits]


Comments: Sneak Edge seals off enemy counters/passive skills. A crazy high evasion stat keeps him in the fight. The Evade skill is so good it feels like cheating (but only works vs a single-hit vs multi-hit attacks... if those attacks can get through the ordinary evade).  Poisoning an enemy lets him kill them. Middle/Heavy? One of those cases that might want a Silken Scarf to make the evade even higher.



Miriam
Equipment: Vorpal Sword, Steel Shield, Carnelian Pendant, Lapis Pendant
Type: Cavalry
HP: 103   P.Atk: 57   P.Def: 31   M.Atk: 46   M.Def: 54   Init: 29   Acc:133   Evade: 14   Crit: 5   Guard Rate: 50   AP: 3   PP: 3
HP%: 112%    Physical Durability: 109%    Magical Durability: 469%    Evasion%: -24%    Init Stdev: -0.19
Base Accuracy: 93%

Active Skills:
Hache (1): 23 Damage. Grants +1PP if attack hits. [100 Phys Potency]
Row Heal (): 46 Restores HP to a row of allies. [100 Mag Potency]
Saint's Blade (1): 23 Damage. +25 Potency (+50% damage) if user is at 100% HP. Grants user +1PP if attack hits. [50 Phys Potency][ 2 Hits]

Passive Skills:
Magick Barrier (1) : Activates before an ally (including user) is hit by a magick attack. Negates magic damage deal to an ally. Also negates any afflictions.
Holy Guard (1) : Activates before being hit by a physical attack: Blocks an enemy attack string (reduces damage by 50%). Prevents Debuffs/status from the attack.
Row Barrier (2) : Activates before an ally (including user) is hit by a magick attack. Negates magic damage to a row of allie. Also negates any afflictions.

Comments: Don't attack with magic. Withthat said, Holy Guard protects against physicals nad she has healing. Middle/Heavy?



Monica
Equipment: Vorpal Sword, Steel Shield, Carnelian Pendant, Lapis Pendant
Type: Cavalry
HP: 107   P.Atk: 54   P.Def: 34   M.Atk: 43   M.Def: 56   Init: 29   Acc:132   Evade: 19   Crit: 3   Guard Rate: 50   AP: 3   PP: 3
HP%: 116%    Physical Durability: 126%    Magical Durability: 729%    Evasion%: -19%    Init Stdev: -0.19
Base Accuracy: 92%

Active Skills:
Hache (1): 20 Damage. Grants +1PP if attack hits. [100 Phys Potency]
Row Heal (): 43 Restores HP to a row of allies. [100 Mag Potency]
Saint's Blade (1): 20 Damage. +25 Potency (+50% damage) if user is at 100% HP. Grants user +1PP if attack hits. [50 Phys Potency][ 2 Hits]

Passive Skills:
Magick Barrier (1) : Activates before an ally (including user) is hit by a magick attack. Negates magic damage deal to an ally. Also negates any afflictions.
Holy Guard (1) : Activates before being hit by a physical attack: Blocks an enemy attack string (reduces damage by 50%). Prevents Debuffs/status from the attack.
Row Barrier (2) : Activates before an ally (including user) is hit by a magick attack. Negates magic damage to a row of allie. Also negates any afflictions.

Comments: Don't attack with magic. Withthat said, Holy Guard protects against physicals nad she has healing. Middle/Heavy?



Leah
Equipment: Vorpal Sword, Icefall Blade, Royal Scarf, Carnelian Pendant
HP: 62   P.Atk: 66   P.Def: 15   M.Atk: 21   M.Def: 35   Init: 55   Acc:160   Evade: 124   Crit: 38   Guard Rate: -11   AP: 3   PP: 3
HP%: 65%    Physical Durability: 41%    Magical Durability: 65%    Evasion%: 86%    Init Stdev: +2.22
Base Accuracy: 120%

Active Skills:
Keen Edge (1): 32 Damage. Critical rate +50% [100 Phys Potency]
Impale (1):  Damage. Grants +1PP if target is defeated. [100 Phys Potency]
Meteor Slash (2): 58 Damage. Critical Rate +30% [20 Phys Potency][ 9 Hits]

Passive Skills:
Hastened Strike (1): 48 Damage. Activates at the start of battle. Attack a single enemy. With a truestrike. [150 Phys Potency]
Parry (1) : Activates before being hit by a melee attack (melee attacks from flying creatures are considered ranged). Negate melee damage for a single hit in the attack. Grants +1 AP to user.
Charged Impetus (2) : Activates after using an active skill. Grants the user +1 AP and +50% critical damage (2x instead of 1.5x).

Comments: damage, good evade, and truestrike to deal with foe's evasion. Parry can help against accurate single melee attacks (not from flying enemies though!).  Hastened Strike into Meteor Slash KOs. Another case where they might want to sacrifice the Carnelian Pendant (and use Charged Impetus to get the 3rd AP) for a Silken Scarf.



Melisandre
Equipment: Vorpal Sword, Icefall Blade, Carnelian Pendant, Royal Scarf
HP: 62   P.Atk: 68   P.Def: 15   M.Atk: 24   M.Def: 35   Init: 54   Acc:158   Evade: 119   Crit: 40   Guard Rate: -11   AP: 3   PP: 3
HP%: 65%    Physical Durability: 41%    Magical Durability: 65%    Evasion%: 81%    Init Stdev: +2.13
Base Accuracy: 118%

Active Skills:
Keen Edge (1): 34 Damage. Critical rate +50% [100 Phys Potency]
Impale (1):  Damage. Grants +1PP if target is defeated. [100 Phys Potency]
Meteor Slash (2): 61 Damage. Critical Rate +30% [20 Phys Potency][ 9 Hits]

Passive Skills:
Hastened Strike (1): 51 Damage. Activates at the start of battle. Attack a single enemy. With a truestrike. [150 Phys Potency]
Parry (1) : Activates before being hit by a melee attack (melee attacks from flying creatures are considered ranged). Negate melee damage for a single hit in the attack. Grants +1 AP to user.
Charged Impetus (2) : Activates after using an active skill. Grants the user +1 AP and +50% critical damage.

Comments: damage, good evade, and truestrike to deal with foe's evasion. Parry can help against accurate single melee attacks (not from flying enemies though!).  Hastened Strike into Meteor Slash KOs. Another case where they might want to sacrifice the Carnelian Pendant (and use Charged Impetus to get the 3rd AP) for a Silken Scarf.



Aramis
Equipment: Vorpal Sword, Icefall Blade, Carnelian Pendant, Royal Scarf
HP: 65   P.Atk: 73   P.Def: 14   M.Atk: 29   M.Def: 34   Init: 52   Acc:160   Evade: 118   Crit: 36   Guard Rate: -11   AP: 3   PP: 3
HP%: 68%    Physical Durability: 42%    Magical Durability: 66%    Evasion%: 80%    Init Stdev: +1.94
Base Accuracy: 120%

Active Skills:
Keen Edge (1): 39 Damage. Critical rate +50% [100 Phys Potency]
Impale (1):  Damage. Grants +1PP if target is defeated. [100 Phys Potency]
Meteor Slash (2): 70 Damage. Critical Rate +30% [20 Phys Potency][ 9 Hits]

Passive Skills:
Hastened Strike (1): 59 Damage. Activates at the start of battle. Attack a single enemy. With a truestrike. [150 Phys Potency]
Parry (1) : Activates before being hit by a melee attack (melee attacks from flying creatures are considered ranged). Negate melee damage for a single hit in the attack. Grants +1 AP to user.
Charged Impetus (2) : Activates after using an active skill. Grants the user +1 AP and +50% critical damage.

Comments: damage, good evade, and truestrike to deal with foe's evasion. Parry can help against accurate single melee attacks (not from flying enemies though!).  Hastened Strike into Meteor Slash KOs. Another case where they might want to sacrifice the Carnelian Pendant (and use Charged Impetus to get the 3rd AP) for a Silken Scarf.



Bruno
Equipment: Vorpal Axe, Carnelian Pendant, Gold Bangle, Lapis Pendant
HP: 143   P.Atk: 67   P.Def: 18   M.Atk: 2   M.Def: 23   Init: 17   Acc:124   Evade: 14   Crit: 10   Guard Rate: 14   AP: 3   PP: 3
HP%: 157%    Physical Durability: 106%    Magical Durability: 107%    Evasion%: -24%    Init Stdev: -1.3
Base Accuracy: 84%

Active Skills:
Wide Smash (1): 50 Damage to a row of enemies. 80% Accuracy. +50 potency (1.33x dmg) if the user is at 100% HP. [150 Phys Potency]
Mounting Charge (1):  Restores 30% HP to user. Grants user +30% Phys attack
Grand Smash (2): 33 Damage. Attack all enemies on the ground. 80% Accuracy. +50 potency if user is at 100% HP. [100 Phys Potency]

Passive Skills:
Bulk Up (1) : Activates after being hit by an attack. Recovers 40% HP.
Wide Counter (1): 33 Damage. 75% Accuracy. Counterattack a row of enemies. [100 Phys Potency]
Berserk (1*) : Consume all PP to grant user +1AP. User will survive one lethal attack with 1 HP.

Note: Mounting Charge increases his Wide Smash by 30 (60%)

Comments: Okay durability and counters attacks with a 40% heal. Also has a 30% Self-heal. This is really good! The accuracy is very bad however.



Morard
Equipment: Vorpal Axe, Carnelian Pendant, Lapis Pendant, Gold Bangle
HP: 146   P.Atk: 70   P.Def: 16   M.Atk: 6   M.Def: 21   Init: 13   Acc:118   Evade: 19   Crit: 15   Guard Rate: 11   AP: 3   PP: 3
HP%: 161%    Physical Durability: 103%    Magical Durability: 104%    Evasion%: -19%    Init Stdev: -1.67
Base Accuracy: 78%

Active Skills:
Wide Smash (1): 54 Damage to a row of enemies. 80% Accuracy. +50 potency (1.33x dmg) if the user is at 100% HP. [150 Phys Potency]
Mounting Charge (1):  Restores 30% HP to user. Grants user +30% Phys attack
Grand Smash (2): 36 Damage. Attack all enemies on the ground. 80% Accuracy. +50 potency if user is at 100% HP. [100 Phys Potency]

Passive Skills:
Bulk Up (1) : Activates after being hit by an attack. Recovers 40% HP.
Wide Counter (1) : Damage. 75% Accuracy. Counterattack a row of enemies.
Berserk (1*) : Consume all PP to grant user +1AP. User will survive one lethal attack with 1 HP.

Note: Mounting Charge increases Wide Smash by 32 (60%)

Comments: Okay durability and counters attacks with a 40% heal. Also has a 30% Self-heal. This is really good! The accuracy is very bad however.



Nina
Equipment: Vorpal Axe, Carnelian Pendant, Gold Bangle, Lapis Pendant
HP: 97   P.Atk: 84   P.Def: 40   M.Atk: 16   M.Def: 36   Init: 31   Acc:130   Evade: 36   Crit: 7   Guard Rate: 19   AP: 3   PP: 3
HP%: 105%    Physical Durability: 148%    Magical Durability: 110%    Evasion%: -2%    Init Stdev: 0
Base Accuracy: 90%

Active Skills:
Heavy Smash (1): 50 Damage. Unguardable. Ignores damage against armored enemies (damage = attack stat) [100 Phys Potency]
Assaulting Blow (1): 50 Damage. Unguardable. Grants user +1 AP if target is defeated. [100 Phys Potency]
Row Smash (2): 60 Damage. Unguardable and uncoverable. Attacks a row of enemies. Ignores defense against armored type enemies (Damage = attack stat) [120 Phys Potency]

Passive Skills:
Binding Guard (1) : Activates before attacking with an active skill. The attack inflicts Guard Seal (which will stop subsequent attacks from being guarded)
Enrage (1) : Activates after an ally (including self) is hit by an attack. Grants user +20% Attack and +20 accuracy.
Heavy Counter (1): 75 Damage. Activates after an enemy attacks user with an active skill. Counterattacks with an unguardable attack. Ignores defense against armored enemies (damage = 1.5x attack stat) [150 Phys Potency]

Note: Enrage increases damage by 34% (+17 damage to Heavy Smash per use)

Comments: Hits hard and counters harder. The end result will be a probably dead enemy. Really good. Note that they can use EITHER enrage or Heavy Counter in response to an attack. Not both.



Mordon
Equipment: Vorpal Axe, Carnelian Pendant, Gold Bangle, Lapis Pendant
HP: 101   P.Atk: 88   P.Def: 37   M.Atk: 20   M.Def: 33   Init: 32   Acc:129   Evade: 34   Crit: 4   Guard Rate: 20   AP: 3   PP: 3
HP%: 109%    Physical Durability: 134%    Magical Durability: 101%    Evasion%: -4%    Init Stdev: +0.09
Base Accuracy: 89%

Active Skills:
Heavy Smash (1): 54 Damage. Unguardable. Ignores damage against armored enemies (damage = attack stat) [100 Phys Potency]
Assaulting Blow (1): 54 Damage. Unguardable. Grants user +1 AP if target is defeated. [100 Phys Potency]
Row Smash (2): 65 Damage. Unguardable and uncoverable. Attacks a row of enemies. Ignores defense against armored type enemies (Damage = attack stat) [120 Phys Potency]

Passive Skills:
Binding Guard (1) : Activates before attacking with an active skill. The attack inflicts Guard Seal (which will stop subsequent attacks from being guarded)
Enrage (1) : Activates after an ally (including self) is hit by an attack. Grants user +20% Attack and +20 accuracy.
Heavy Counter (1): 81 Damage. Activates after an enemy attacks user with an active skill. Counterattacks with an unguardable attack. Ignores defense against armored enemies (damage = 1.5x attack stat) [150 Phys Potency]

Note: Enrage increases damage by 34% (+18 damage to Heavy Smash per use)

Comments: Hits hard and counters harder. The end result will be a probably dead enemy. Really good. Note that they can use EITHER enrage or Heavy Counter in response to an attack. Not both.



Kitra
Equipment: Vorpal Axe, Carnelian Pendant, Gold Bangle, Lapis Pendant
HP: 99   P.Atk: 84   P.Def: 39   M.Atk: 16   M.Def: 35   Init: 34   Acc:129   Evade: 36   Crit: 5   Guard Rate: 20   AP: 3   PP: 3
HP%: 107%    Physical Durability: 144%    Magical Durability: 108%    Evasion%: -2%    Init Stdev: +0.28
Base Accuracy: 89%

Active Skills:
Heavy Smash (1): 50 Damage. Unguardable. Ignores damage against armored enemies (damage = attack stat) [100 Phys Potency]
Assaulting Blow (1): 50 Damage. Unguardable. Grants user +1 AP if target is defeated. [100 Phys Potency]
Row Smash (2): 60 Damage. Unguardable and uncoverable. Attacks a row of enemies. Ignores defense against armored type enemies (Damage = attack stat) [120 Phys Potency]

Passive Skills:
Binding Guard (1) : Activates before attacking with an active skill. The attack inflicts Guard Seal (which will stop subsequent attacks from being guarded)
Enrage (1) : Activates after an ally (including self) is hit by an attack. Grants user +20% Attack and +20 accuracy.
Heavy Counter (1): 75 Damage. Activates after an enemy attacks user with an active skill. Counterattacks with an unguardable attack. Ignores defense against armored enemies (damage = 1.5x attack stat) [150 Phys Potency]

Note: Enrage increases damage by 34% (+17 damage to Heavy Smash per use)

Comments: Hits hard and counters harder. The end result will be a probably dead enemy. Really good. Note that they can use EITHER enrage or Heavy Counter in response to an attack. Not both.



Fran
Equipment: Vorpal Axe, Carnelian Pendant, Royal Scarf, Lapis Pendant
Type: Flying (mounted)
HP: 76   P.Atk: 69   P.Def: 24   M.Atk: 26   M.Def: 40   Init: 27   Acc:129   Evade: 103   Crit: 16   Guard Rate: 7   AP: 3   PP: 3
HP%: 81%    Physical Durability: 64%    Magical Durability: 102%    Evasion%: 65%    Init Stdev: -0.37
Base Accuracy: 89%

Active Skills:
High Swing (1): 35 Damage to a row. Cavalry targets can't guard this attack. Potency +50 vs cavalry... [100 Phys Potency]
Fatal Dive (2):  Unguardable defense-ignoring attack to a column of enemies. Damage = 50% of the user's current HP. Attack can not critical hit.
Aerial Smite (2): 53 Damage to a row. Cavalry targets can't guard the attack. Inflicts AP-1 on a target if the target was at 100% HP. [150 Phys Potency]

Passive Skills:
Wing Rest (1) : Activates at the end of battle. Recovers 25% HP. (50% HP if user has a status ailment)
Feathering (1) : Activates after attacking with an active skill. Grants allies in the user's row +15 Initiative.
Gryphon Glide (2) : Activates before being hit by a ranged attacks (which includes melee attacks from flying creatures). Evade a single hit of the ranged attack. Grants user +1 AP.

Comments: The evasion helps with the bad durability. Gryphon Glide can help deal with the arrow weakness (it also works on flyer's melee and ranged magic). Wing Rest is good for an end of battle heal. Opening with Aerial Smite is usually a good idea as it reduces a full HP enemy's AP by 1.



Celeste
Equipment: Vorpal Axe, Carnelian Pendant, Royal Scarf, Lapis Pendant
Type: Flying (Mounted)
HP: 80   P.Atk: 63   P.Def: 30   M.Atk: 19   M.Def: 46   Init: 28   Acc:128   Evade: 103   Crit: 12   Guard Rate: 9   AP: 3   PP: 3
HP%: 85%    Physical Durability: 80%    Magical Durability: 153%    Evasion%: 65%    Init Stdev: -0.28
Base Accuracy: 88%

Active Skills:
High Swing (1): 29 Damage to a row. Cavalry targets can't guard this attack. Potency +50 vs cavalry... [100 Phys Potency]
Fatal Dive (2): 0 Unguardable defense-ignoring attack to a column of enemies. Damage = 50% of the user's current HP. Attack can not critical hit.
Aerial Smite (2): 44 Damage to a row. Cavalry targets can't guard the attack. Inflicts AP-1 on a target if the target was at 100% HP. [150 Phys Potency]

Passive Skills:
Wing Rest (1) : Activates at the end of battle. Recovers 25% HP. (50% HP if user has a status ailment)
Feathering (1) : Activates after attacking with an active skill. Grants allies in the user's row +15 Initiative.
Gryphon Glide (2) : Activates before being hit by a ranged attacks (which includes melee attacks from flying creatures). Evade a single hit of the ranged attack. Grants user +1 AP.

Comments: The evasion helps with the bad durability. Gryphon Glide can help deal with the arrow weakness (it also works on flyer's melee and ranged magic). Wing Rest is good for an end of battle heal. Opening with Aerial Smite is usually a good idea as it reduces a full HP enemy's AP by 1.



Liza
Equipment: Vorpal Bow, Steel Greatshield, Carnelian Pendant, Lapis Pendant
HP: 81   P.Atk: 71   P.Def: 37   M.Atk: 17   M.Def: 34   Init: 21   Acc:156   Evade: 28   Crit: 13   Guard Rate: 62   AP: 3   PP: 3
HP%: 87%    Physical Durability: 107%    Magical Durability: 84%    Evasion%: -10%    Init Stdev: -0.93
Base Accuracy: 116%

Active Skills:
Power Bolt (1): 44 Damage. Ranged. [120 Phys Potency]
Toxic Bolt (1): 30 Damage. Ranged. Inflicts Poison. [80 Phys Potency]
Heavy Bolt (2): 74 Damage. Ranged. (only 100 Potency (½ dmg) if in back row) [200 Phys Potency]

Passive Skills:
Medical Aid (1) : Activates at the end of battle. Restores 15% HP to a row. Healing doubles if target is below 50% HP.
Quick Reload (1): 19 Damage. Activates after attacking. Follow-up attacks a single enemy. [50 Phys Potency]
Aid Cover (1) : Activates before an ally is attacked. Covers ally with medium guard (50% damage reduction) and restores 25% HP to that ally.

Comments: Good physical durability and good damage. Heavy Bolt -> Quick Reload -> Power Bolt -> Quick Reload is likely a 2HKO off good accuracy. Toxic Bolt can help even more. Her magic durability isn't good however. Middle?



Hilda
Equipment: Vorpal Spear, Royal Scarf, Carnelian Pendant, Lapis Pendant
Type: Flying (Mounted)
HP: 89   P.Atk: 68   P.Def: 37   M.Atk: 11   M.Def: 21   Init: 33   Acc:140   Evade: 98   Crit: 17   Guard Rate: 13   AP: 3   PP: 3
HP%: 96%    Physical Durability: 118%    Magical Durability: 62%    Evasion%: 60%    Init Stdev: +0.18
Base Accuracy: 100%

Active Skills:
Diving Thrust (1): 34 Damage. Cavalry units can't guard the attack. +50 Potency vs Cavalry [100 Phys Potency]
Fire Breath (2): 26 Damage to a row. Inflicts Burn. [75 Phys Potency]
Tempest Drive (2): 51 Damage to a column. Cavalry targets can't guard this. Becomes a Truestrike and Critical if user is below 50% HP. [150 Phys Potency]

Passive Skills:
Ground Counter (1): 17 Damage. Activates after being attacked with an active skill. Counterattacks. Does +100 Potency (x3 dmg) to cavalry targets. [50 Phys Potency]
Deflect (1) : Activates before being hit by a melee attack (melee attacks from flying creatures are considered ranged). Negate melee damage for a single hit. Grants the user +20 Evasion (effect stacks)
Dragon's Roar (2) : Activates at start of battle. Inflicts Initiative -20 on all enemies.

Comments: A variety of interesting options. Dragon's Roar on foes faster than her. Deflect for ground based melee (whose accuracy she already reduces). Tempest Dive becomes a Truestrike and powerful damage below 50% HP... Fire Breath probably won't see use but vs enormous physical defense.

3
Tournaments / Re: Futurama 2023 Week 4
« on: February 01, 2024, 09:07:19 PM »
Godlike

Heat (Digital Devil Saga) vs Yuna (Final Fantasy X)
Goddess (Final Fantasy VI) vs Belial (Wild ARMs 4)

Heavy

Mei-ling (SaGa Frontier) vs Kyra Tierney (Phantasy Star IV)
Cthulhu (Cthulhu Saves Christmas) vs Anna Pascal (Triangle Strategy)

Middle

Minorio Aki (Labyrinth of Touhou 2) vs Divine Punisher Shaman (Etrian Odyssey V)
Dedue Molinaro (Fire Emblem Three Houses) vs Ba'Thraz (Chained Echoes)[/b]: 2HKOs and goes first?

Light

Amalia (Chained Echoes) vs Ivy (Fire Emblem Engage)
Mediator (Final Fantasy Tactics) vs Zelkov (Fire Emblem Engage)


Data Mine

Bravely Default II
Chained Echoes
Octopath Traveler II
This Way Madness Lies
Triangle Strategy

4
Tournaments / Re: Futurama 2023 Week 3
« on: January 12, 2024, 09:15:04 PM »
Godlike

Heat (Digital Devil Saga) vs Lamington (Disgaea: Hour of Darkness)
Riou (Suikoden II) vs Yuna (Final Fantasy X):
Goddess (Final Fantasy VI) vs Aeterna (I am Setsuna)
Belial (Wild ARMs 4) vs Ryu (Breath of Fire IV)

Heavy

Mei-ling (SaGa Frontier) vs Mystic Knight (Final Fantasy V)
Temenos Mistral(Octopath Traveler II) vs Kyra Tierney (Phantasy Star IV): Holy nuke.
Cthulhu (Cthulhu Saves Christmas) vs Lei Kugo (Live a Live)
Byakuren Hijiri (Labyrinth of Touhou) vs Anna Pascal (Triangle Strategy)

Middle

Minorio Aki (Labyrinth of Touhou 2) vs Createur Rosenqueen (Rhapsody II: Ballad of the Little Princess)
Rinkah (Fire Emblem Fates) vs Divine Punisher Shaman (Etrian Odyssey V)
Dedue Molinaro (Fire Emblem Three Houses) vs Kyrie (Fell Seal: Arbiter's Mark): One-two punching?
Ba'Thraz (Chained Echoes) vs Tiki (Fire Emblem: New Mystery of the Emblem)

Light

Corselia (Suikoden Tactics) vs Amalia (Chained Echoes): Limitless resources.
Primrose Azelhart (Octopath Traveler) vs Ivy (Fire Emblem Engage)
Mediator (Final Fantasy Tactics) vs Heather (Fire Emblem: Radiant Dawn): I'm harsher on Humans in FE10 then most so this feels right?
Vitali (Soul Nomad & The World Eaters) vs Zelkov (Fire Emblem Engage)

5
Tournaments / Re: Futurama 2023 Week 2
« on: December 31, 2023, 02:47:04 PM »
Godlike

Goddess (Final Fantasy VI) vs Eiriko 'Elly' Kirishima (Persona)
Chris Lightfellow (Suikoden III) vs Aeterna (I am Setsuna)
Belial (Wild ARMs 4) vs Polaris (Shin Megami Tensei Devil Survivor 2)
Ryu (Breath of Fire IV) vs Simeon (Octopath Traveler): Bowie Knife dragon physicals.


Heavy

Shadow (Final Fantasy VI) vs Cthulhu (Cthulhu Saves Christmas)
Petra Macneary (Fire Emblem Three Houses) vs Lei Kugo (Live a Live): Lei can do a 100% magical status but is frail. Alert Stance may let Petra get a turn. If Lei's base gamebest speed doesn't stave off a doubling, then she probably can after buffing speed. So it probably ends with the status.
Odie (Soul Nomad & The World Eaters) vs Byakuren Hijiri (Labyrinth of Touhou)
Rofel Wodring (Final Fantasy Tactics) vs Anna Pascal (Triangle Strategy)

Middle

Dedue Molinaro (Fire Emblem Three Houses) vs Baba Yaga (Cthulhu Saves Christmas): Too much damage. She can try to Chickenize her wind magic but I think he'll just kill her.
Axl (Mega Man X Command Mission) vs Kyrie (Fell Seal: Arbiter's Mark)
Therion (Octopath Traveler) vs Ba'Thraz (Chained Echoes): I think Ba'Thraz scores a KO on turn 2 here while Therion doesn't.
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)
Vitali (Soul Nomad & The World Eaters) vs Frederica Aesfrost (Triangle Strategy): I don't remember Soul Nomad.
Big Joe (Xenogears) vs Velkov (Fire Emblem Engage)

6
Tournaments / Re: Futurama 2023 Week 1
« on: December 29, 2023, 06:44:01 PM »
Godlike

Heat (Digital Devil Saga) vs Marisa Kirasame (Labyrinth of Touhou)
Lamington (Disgaea: Hour of Darkness) vs Ronin (Etrian Odyssey Nexus)
Riou (Suikoden II) vs Ezel Granada (Super Robot Wars OG Saga: Endless Frontier)
Yuna (Final Fantasy X) vs Satanail (Star Ocean: The Last Hope)

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): Night debuffs work here?
Kyra Tierney (Phantasy Star IV) vs Xander (Fire Emblem Fates)

Middle

Empoleon (Pokémon) vs Minorio Aki (Labyrinth of Touhou 2)
Mallow (Super Mario RPG) vs Createur Rosenqueen (Rhapsody II: Ballad of the Little Princess)
Peter (Shining Force II) vs Rinkah (Fire Emblem Fates)
Yukiko Amagi (Persona 4) vs Divine Punisher Shaman (Etrian Odyssey V)

Light

Thief (Final Fantasy V) vs Corselia (Suikoden Tactics)
Nanami (Valkyrie Profile) vs Amalia (Chained Echoes)
Primrose Azelhart (Octopath Traveler) vs Seraphina (Disgaea 5)
Umaro (Final Fantasy VI) vs Ivy (Fire Emblem Engage)

7
Unranked Games / Chained Echoes
« on: October 22, 2023, 08:04:08 PM »
Solace's Guide was invaluable: https://steamcommunity.com/sharedfiles/filedetails/?id=2925984202

80 enemy Def/Mdef
41 GS
Forged Tier 10 weapons
Tier 9 forged armor
No Class Emblems.
No accessories
No Crystals

Notes:
- 8 Usable abilities can be equipped. 5 Passive Abiltiies. PCs can switch these between battles
- Damage goes as Atk or Mag ^2 divided by target defense. This means that Atk/Mag Buffs/debuffs are highly effective.
- I assumed L3 for each ability. It's easier than worrying about it and you can just set the ones you care about to level up (and swap them out normally to keep them all up)
- The PCs have a shared 'Ultra' meter that charges with their attacks. It enables a super-move unique to each PC that will be noted. Boss battles start with this full.
- The assumption that no Accessories or Class Emblems are used is difficult, as that renders the Call of Nature passive on Siena/Mikah very potent (10%) with the option of getting extreme (+25% Atk/Agi but die to a breeze)
- I assumed the Stat Up passives as default for the purposes of stats. These are generally the best choice no matter what.
- Basic physicals generate 10 TP.
- Defending reduces damage by ~45%

Status Notes:
In general, status is 100% the first time. Then it takes 2 attempts to apply it the second time. Then 3 attempts to apply it the 3rd time...
Sleep: Target can't take actions... but has a 50% chance of wearing off at the beginning of each of their turns.
Paralyze: Target has a 33% chance of losing their turn.
Blind: Target's physical attacks all miss.
Silence: Target can't use magic attacks (but can use healing...)
Poison/Toxic/Bleed: Applies a Damage effect that takes place at the start of the target's turn. Note that this works on every enemy, from animals to giant robots.



Relevant Averages:
HP:   339
TP:   139
Def:   100 (Physical defense stat)
Mnd:   101 (Magical Defense Stat/Healing stat)
Agi:   26.5 (CTB style speed. I'm unsure of the absolute effectiveness)
Damage, 3-turn: 657 (2.5x KO point of 1643)
Damage, Consistent: 624 (2.5x KO point of 1561)

Glenn:
HP: 456 (134.5%)
TP: 120
Atk: 143
Mag: 20
Def: 109
Mnd: 93
Agi: 31
Crit%: 10
Physical Durability: 146.5%
Magical Durability: 123.7%

Attack: 256 Physical damage.
Cross Slash (20 TP): 613 Physical damage over 3 hits
Fire Strike ( 35 TP): 511 Fire physical damage.
Whirlwind Slash (30 TP): 332 MT Physical damage.
Oil Slash (10 TP): 256 Physical Damage. Inflicts Oil for 3 turns (next fire damage is doubled, then clears)
Lend Energy (50 TP): Restores 70 TP to an ally
Attack Stance (15 TP): Raises Atk/Mag by 25%. Lowers Def/Mnd by 20%
Armor Break (25 TP): 256 Physical damage. Reduces target Def/Mnd by 20% for 5 turns.
Arms Break (25 TP):  256 Physical damage. Reduces target Atk/Mag by 20% for 5 turns
All Break (25 TP):  256 Physical damage. Reduces target Atk/Mag/Def/Mnd by 15% for 5 turns.
Decoy (30 TP): Raises chance of being attacked
Restrain (20 TP): Lowers Overdrive by 20

Ultra Move:  767 MT Physical damage. Reduces enemy Atk/Mag/Def/Mnd by 25% for 3 turns

Passives:
Fire Resistance: 25% Fire resistance
HP UP: HP up by 30%
ATK Up: Increase attack by 30% (before equips)
Human Killer: Damage up 20% against Humans.
Dispel Hit: 10% of dispel on each hit (3 chances on Cross Slash)
SOS Def Up: Buffs Def by 40% for 3 turns when HP is under 25%
Counter Attack: 50% chance to counter singletarget physical with a base attack
Sleep Resistance: Enemies take 3 turns longer to apply Sleep.
Inact Resistance: Enemies take 3 turns longer to apply Inact
Counter Def Up: 30% chance to increase Def by 10% when attacked an ST physical
Shield Ally: 100% chance to take ST phys damage for an ally under 50% HP
Auto Shield: Start battle with 10-turn Shield buff (lowers Phys damage by 15%)
HP Drain: Drains 15% of damage done as HP.
TP Cost Down: Reduces TP cost of skills by 40%

Comments: He'll use All Break and Cross Slash to get good parasitic healing going. This is very effective. All Break ->Oil Strike -> Flame Strike is a good setup to try and score a KO on something that heals and doesn't resist fire. Middle/Heavy?



Lenne:
HP: 269 (79.3%)
TP: 195
Atk: 122
Mag: 158
Def: 87
Mnd: 87
Agi: 24
Crit%: 15
Physical Durability: 68.9%
Magical Durability: 68.3%

Attack: 214 Physical damage.
Spear Rush (25 TP): 706 Physical damage average over 4-7 hits
All is One (5 TP): Restores 100 TP to self
Third Eye (20 TP): Damage of next move is increased by 150% (to 2.5x), but lowers Def/Mnd by 25% until then...
Fire Coat (20 TP): Adds Fire element to physical attack for party (6 turns)
Cleanse (15 TP): 214 Physical damage. Dispels target's buffs
Elemental Pact (All TP): Next 3 magic attacks do 100% more damage...
Heaven's Tear (30 TP): 718 Magic damage. Always takes element foe is weakest to!
Fire/Wind/Water Jump (35 TP): 467 MT magic fire/water/wind damage.

Ultra Move:  1077 MT magical damage.

Passives:
TP Up: Raises TP by 30%
Clothes Bonus: Lowers damage by 20% when equipping Clothes
MAG Up: Increases Mag by 30% before equips.
Wind Resistance: 25% wind resistance
Flying Killer: 20% more damage to flying monsters
Machine Killer: 20% more damage to machines
Counter Mag Up: 30% chance to counter ST physicals by increasing Mag by 10% (1.21x damage)
Doom Resistance: Negates first 3 tries to inflict Doom (not Instant Death)
Counter TP Regen 50% chance to counter ST Physicals with 10% self TP regen.
Ultra Move Up: Raises Ultra move from 3x mult to 4x mult.
TP Sacrifice: Loses 5 TP per attack/magic hits but attacks/magic get stronger by 15%.
Save TP: 15% chance for moves to consume no TP.

Comments: Clothes bonus saves her durability from the trash heap, making her just 'bad'. She's not got much going for her. Okay-ish damage isn't enough. Light.



Robb:
HP: 270 (79.6%)
TP: 115
Atk: 139
Mag: 20
Def: 92
Mnd: 88
Agi: 26
Crit%: 10
Physical Durability: 73.2%
Magical Durability: 69.3%

Attack: 278 Physical damage.
Power Shot (30 TP): 611 Physical damage.
Barrage (35 TP): 361 MT Physical damage.
Explosion Trap (25 TP): 833 Physical damage to whoever attacks Robb's Trap target.
Charging (10 TP): Next attack deals 175% more damage. This does not apply to the Poison/Toxic.
Herbal Medicine (15 TP): Cures all Status Ailments
Ailment Trap (25 TP): Inflicts 2 irresistible random Ailments to whoever attacks Robb's Trap Target.
Poison Shot (20 TP): 278 Physical Damage. Inflicts Poison that does 1.5x the base damage for 6 turns. Can't be resisted/immuned.
Paralyze Shot (30 TP): 278 Physical Damage. Inflicts Paralyze for 3 turns.
Throat Cut (30 TP): 278 Physical Damage. Inflicts Silence for 1 turn.
Leg Shot (30 TP): 278 Physical Damage. Lowers target Agility by 25% for 5 turns.
Toxic Shot (25 TP): 278 Physical Damage. Inflicts Toxic that does 1.8x the base damage for 6 turns. Can't be resisted/immuned.
Sleep Powder (20 TP): Inflicts Sleep for 4 turns, but Sleep sucks.

Passives:
AGI Up: +15% Agi
ATK Up: Increase attack by 30% (before equips)
Water Resistance: 25% Resistance
Human Killer: Damage up 20% against Humans.
Water Attack: Makes attacks water elemental for the purposes of weakness. Increases enemy weakness by 10% if weakness is present
Beast Killer: Damage up 20% against Beasts
Flying Killer: 20% more damage to flying monsters
Counter Cure: 50% Chance to counter ST physical by curing a random ailment on self
SOS HP Regen: Triggers 4 turns of 25% HP Regen when HP is below 25%.
TP Sacrifice: Loses 5 TP per attack/magic hits but attacks/magic get stronger by 15%.

Comments: Paralyze isn't as good as one would hope. SOS HP Regen is a nice trick. He's generally going to try to get by on Charging -> Power Shot. But Toxic Shot -> Defending is a cheap trick that pairs with SOS HP Regen. I think Light/Middle?



Victor:
HP: 298 (87.9%)
TP: 135
Atk: 109
Mag: 130
Def: 106
Mnd: 105
Agi: 21
Crit%: 15
Physical Durability: 93.1%
Magical Durability: 91.3%

Attack: 149 Physical damage.
Valor Minuet (20 TP): Grants 8TP regen for 6 turns, MT
Healing Hymn (35 TP): Grants 66 HP Regen for 8 turns, MT
Shielding Mazurka (40 TP): Grants a shield that absorbs 50 damage, MT.
Meditation Song (20 TP): Cures all Status Ailments
Poetic March (25 TP): Increases Atk/Mag by 14% for 8 turns, MT
Requiem (25 TP): Increases Def/Mnd by 14% for 8 turns, MT
Heroic Ode (40 TP): Increases Atk/Mag/Def/Mnd/Agi/Crit% by 15% for 5 turns, MT
Bee Sting (20 TP): 356 Physical Damage. Inflicts Paralyze for 3 turns.
A Sylph's Tale (25 TP): Lowers target's Wind and Earth Resistance by 35% for 5 turns.
Earth Drums/Pressure Point (25 TP): 465 Magical Earth/Wind damage.
Ballad of the Wind/Earth (30 TP): 254 Magical Earth/Wind damage, MT

Ultra Move:  Restores all TP. Grants small HP/TP Regen

Passives:
Heavy Armor Bonus: Lowers damage by 20% when equipping Heavy Armor
DEF Up: Increase defense by 30% (before equips)
MND Up: Increase Mnd by 30% (before equips)
Earth Resistance: 25% Resistance
Earth Attack: Makes attacks earth elemental for the purposes of weakness. Increases enemy weakness by 10% if weakness is present
Silence Hit: 10% chance of triggering Silence on a hit
SOS Mag Up: Buffs Mag by 40% for 3 turns when HP is under 25%... a 96% increase in magic damage
Silence Resistance: Negates first 3 tries to inflict Silence
TP Cost Down: Reduces TP cost of skills by 40%
Auto Aura: Grants Aura buff for 10 turns. Aura reduces magic damage by 15%
Specialist: Hitting an elemental weakness raises Ultra bar 4x faster... but Victor's Ultra is useless.

Comments: Buffs out the wazoo, and he can have multiple types too. Heroic Ode and Poetic March yield a 66% increase in damage, for example. Healing Hymn isn't going to be enough to keep him going however, so he's probably a Light.



Sienna:
HP: 302 (89.1%)
TP: 128
Atk: 143
Mag: 18
Def: 93
Mnd: 90
Agi: 37
Crit%: 35
Physical Durability: 82.8%
Magical Durability: 79.3%

Attack: 256 Physical damage.
Yoko Giri (40 TP): 332 Physical Damage, MT. 35% chance to enable Petal Storm
Petal Storm (10 TP): 869 Physical Damage. Must be enabled by another move before each use.
Kesa Giri (40 TP): 562 Physical Damage. 35% chance to enable Petal Storm
Iaijutsu (25 TP): 869 Physical damage to a paralyzed taret. 35% chance to enable Petal Storm
Dragonfang(30 TP): 767 Physical damage average. 1 hit + 0-4 other hits. Other hits have a 25%+Agi/3% chance of triggering.
Nukitsuke (35 TP): Raises Crit chance by 15% for 7 turns
Shadowstep (20 TP): Evades the next 2 physical attacks.
Calm Water (30 TP): Raises Evasion by 20% + AGI% for 6 turns.
Quickstep (20 TP): Raises Agi by 75% until targeted by an attack.
X-Slash (20 TP): 256 Physical damage. Inflicts Bleed that repeats the damage for 7 turns.
Blade Reflection (25 TP): Inflicts Blind on all enemies for 1 turn. Once per battle.
Pilfer (20 TP): Steals an item.
Lightning Rod (20 TP): Blocks next magic damage. Oddly canceled by taking physical damage.

Ultra Move:  1278 Physical damage to one target. Buffs Agility/Crit% by 25% for 5 turns

Passives:
Crit Up: Raises crit chance by 15%
Atk Up: Increase attack by 30% (before equips)
Crit Damage Up: Raises Critical Hit damage from 1.5x to 2x
Agi Up: +15% Agi
Call of Nature: Raises stats based on how many equip slots are empty (+2% for 1, +10% for 2, +25% for 3...)
Human Killer: Damage up 20% against Humans.
Dragon Killer: Damage up 20% against Dragons
Counter Agi Up: 30% chance to counter ST physical attacks by buffing Agi by 10%
SOS Agi Up: Buffs Agi by 40% for 3 turns when HP is under 25%
Counter Attack: 50% chance to counter singletarget physical with a base attack
Evasion Master: 50% chance to get a stack of evade after an evasion...
Evasionist: 20% chance to dodge a physical attack

Comments: Really hinges on Call of Nature and whether or not she can use it. Dragonfang is unreliable, but multiple hits have a good chance of triggering her high crit rate on some of them?



Ba'Thraz:
HP: 345 (101.7%)
TP: 155
Atk: 125
Mag: 158
Def: 93
Mnd: 93
Agi: 23
Crit%: 10
Physical Durability: 94.5%
Magical Durability: 93.6%

Attack: 195
Metal Dagger (30 TP): 488 Physical damage. Grants 1 summon
Revenge (25 TP): 391 Physical damage at full HP. Increases linearly to 2x that at 1 HP
Berserker (20 TP): Grants Berserk for 6 turns (1.5x damage taken and received, reduce TP costs by 5)
Heaven or Hell (30 TP): Triples damage done for the next 2 turns. At the start of the third turn, user dies.
Elemental Orbs (30 TP): Increases Elemental Resistance by 30% for 8 turns (MT)
Dispel: 195 Physical damage. Dispels target's buffs
Summoned Attack (30 TP): 312 Magic damage. If any summons are out, it deals that damage again for each summon. Ends summons.
Summoned Ether: (20 TP): Restores TP by number of summons x 25 (MT). Ends summons.
Summoned Heal (40 TP): Restores HP by number of summons x 70 (MT). Ends summons.
Light Sword/Dark Spear (35 TP): 593 Magical Light/Dark damage. Grants 1 summon.
Light Claymore (40 TP): 406 Magical Light damage, MT

Ultra Move:  1560 Magical damage to one target.

Passives:
MAG Up: Increases Mag by 30% before equips.
Atk Up: Increase attack by 30% (before equips)
HP UP: HP up by 30%
Crit Damage Up: Raises Critical Hit damage from 1.5x to 2x
Machine Killer: 20% more damage to machines
Counter HP Regen: 50% chance to counter ST physical by granting 10% HP regen buff.
SOS Atk Up: Buffs Atk by 40% for 3 turns when HP is under 25%
SOS Mag Up: Buffs Mag by 40% for 3 turns when HP is under 25%... a 96% increase in magic damage
Silence Resistance: Negates first 3 tries to inflict Silence
Silver Lining: If an attack would kill when user has full HP, survive with 100 HP. (Does NOT trigger SOS)
TP Gain Up: Raises TP gain through normal attacks by 20 (to 30 total).

Comments: Getting triple damage on turn 2 is nasty. He has some other tricks, such as the SOS offense skills and a finisher with Summoned Attack. Middle?



Tomke:
HP: 394 (116.2%)
TP: 130
Atk: 140
Mag: 130
Def: 124
Mnd: 106
Agi: 31
Crit%: 10
Physical Durability: 144%
Magical Durability: 121.9%

Attack: 245
Hard Swing (35 TP): 539 Physical damage.
Spinning Swirl (35 TP): 294 Damage per hit. 1-5 random hits. Staggers Tomke for 4 turns. (Stagger is no action in a duel)
Rushing Anchor (40 TP): 368 MT Physical damage.
Broken Accordion (30 TP): 1078 Physical damage at 1 HP. Scales linearly to 1 damage at full HP.
Sharing is Caring (10 TP): Restores amount of TP equal to a random value between 1 and max TP...
Clap on the Back (10 TP): Grants 5 HP/TP regen for 6 turns.
Spinach Power (40 TP): Grants Shield/Aura to party for 7 turns.
Sailor's Song (10 TP): Raises Ultra Move Bar by 50%. Once per battle
Convert (10 TP): Switches HP and TP in % for one ally.
Treasure Mark (10 TP): Resets Overdrive bar. Once per battle
Run Aground (40 TP): 296 MT magical Earth damage
Freak Wave (40 TP): 296 MT magical Water damage.
Cigarette's Light (40 TP): 254 MT Fire damage.... don't smoke.

Ultra Move:  735 MT Physical damage.

Passives:
HP UP: HP up by 30%
DEF Up: Increase defense by 30% (before equips)
TP Up: Raises TP by 30%
Human Killer: Damage up 20% against Humans.
Beast Killer: Damage up 20% against Beasts
Flying Killer: 20% more damage to flying monsters
Dragon Killer: Damage up 20% against Dragons
Machine Killer: 20% more damage to machines
Aquatic Killer: 20% more damage to aquatic enemies.
Inact Immunity: Immunity to Inact status.
Silence Resistance: Negates first 3 tries to inflict Silence
TP Cost Down: Reduces TP cost of skills by 40%
Silver Lining: If an attack would kill when user has full HP, survive with 100 HP.

Comments: He's got good stats and Broken Accordion makes a nice finisher at low HP. Middle?



Amalia:
HP: 233 (68.7%)
TP: 158
Atk: 108
Mag: 125
Def: 88
Mnd: 134
Agi: 23
Crit%: 10
Physical Durability: 60.4%
Magical Durability: 91.1%

Attack: 146
Multi-Shot (20 TP): 160 MT Physical damage.
Piercing Shot (30 TP): 292 Physical damage.
Heal (30 TP): 248 Healing to one.
Heal All (40 TP):  100 MT Healing.
Risky Heal (50 TP): 166 MT Healing. Unable to act next turn.
Raise (25 TP): Revives one with 100% HP. (they act as if they never left the turn order)
Concentration (10 TP): Regenerates 100 TP to self.
Revival (40 TP): Grants Reraise (to 50% HP). Lasts 7 turns or till triggered.
Raise All (50 TP): MT Revival to 50% HP.
All Cure (25 TP): Cures all Status Ailments
Shield (35 TP): Grants Shield to party for 7 turns. Shield reduces phys damage by 15%
Aura (35 TP): Grants Aura to party for 7 turns. Aura reduces magic damage by 15%
Cres Command (10 TP): Switches Cres between attacking (default) and small healing.
Cres Transformation (30 TP): Raises Cres' damage by a factor of 2 (including Best Friend).

Passives:
DEF Up: Increase defense by 30% (before equips)
MND Up: Increase Mnd by 30% (before equips)
TP Up: Raises TP by 30%
Dark Resistance: 25% Resistance
Light Resistance: 25% Resistance
Dragon Killer: Damage up 20% against Dragons
Defend Gain TP: Restores 20 TP when defending.
SOS Mnd Up: Buffs Mnd by 40% for 3 turns when HP is under 25%
SOS Status Heal: Cures random ailment when below 25% HP.
Cres Block: 20% chance for Amalia to take no damage from an attack.
TP Cost Down: Reduces TP cost of skills by 40%
Best Friend: When Amalia Defends, Cres attacks for 1.5x her base physical damage.
Silver Lining: If an attack would kill when user has full HP, survive with 100 HP. Note that *IF YOU DO NOT TAKE ONE OF HER HP+ STAT BOOSTS, SHE CAN HAVE < 100 MAX HP AND BE HILARIOUSLY DIFFICULT TO KILL WITHOUT TAP DAMAGE.

Comments: Light. She's got horrific stats, but can heal for a long time and has the 20% Damage negation and default damage every turn to help her get into a different groove. Don't buy her HP+15 or HP+20 stat bonus and she ends up hilarious.



Mikah:
HP: 291 (85.8%)
TP: 123
Atk: 161
Mag: 19
Def: 84
Mnd: 84
Agi: 36
Crit%: 13
Physical Durability: 72%
Magical Durability: 71.3%

Attack: 324
Tiger Punch (30 TP): 583 Physical damage. Enables 1 use of Tiger Rush for next 2 turns.
Tiger Rush (30 TP): 972 Physical damage. Enables 1 use of Final Blossom for next 2 turns.
Falling Dragon (40 TP): 324 MT Physical damage. Enables 1 use of Rising Dragon for next 2 turns.
Rising Dragon (35 TP): 648 MT Physical damage. Enables 1 use of Final Blossom for next 2 turns
Final Blossom (35 TP): 1004 MT Physical damage.
Opener (10 TP): 1296 Physical damage if a target has not taken a turn yet.
Starfall (30 TP): 648 Physical damage over 5 hits.
Spinning Kick (20 TP): 454 Physical damage. Increases by ½ a base physical's damage with each consecutive use (up to 5x)
Heavenly Kick (30 TP): 778 Physical damage.
Charging Revenge (25 TP): Next turn, attacks are boosted by 130% (to 2.3x)
Double Steps (30 TP): Increases agility by 25% for 8 turns, MT
Strength Dance (25 TP): Increases Atk/Mag by 14% for 8 turns, MT
Vigor Dance (25 TP): Increases Def/Mnd by 14% for 6 turns, MT
Head Attack (20 TP): 324 Physical damage. Inflicts Bleed that repeats the damage for 7 turns.
Larynx Attack (30 TP): 324 Inflicts Silence for 1 turn.

Ultra Move:  1620 Physical damage to one target.

Passives:
Agi Up: +15% Agi
Atk Up: Increase attack by 30% (before equips)
Call of Nature: Raises stats based on how many equip slots are empty (+2% for 1, +10% for 2, +25% for 3...)
Crit Damage Up: Raises Critical Hit damage from 1.5x to 2x
Toxic Hit: 10% chance of triggering Toxic on each hit (toxic deals 2x base physical damage each enemy turn)
Dispel Hit: 10% of dispel on each hit
Counter Attack: 50% chance to counter singletarget physical with a base attack
Counter Crit Up: 30% chance to counter ST physical by buffing crit chance by 10%
Ultra Move: Charges Ultra Move 3x faster
Strike First: 100% chance of gaining initiative in fight. This doesn't lend itself to instant-doubles very easily as enemies and allies start with some randomized CT. But with no armor and Call of Nature she reliably does it most of the time...

Comments: Lightning bruiser. Opener -> Heavenly Kick is a solid start to any fight. If she forgoes equips she becomes an extreme glass cannon, being hyperfast and dealing OHKO damage but dies to a breeze. Middle/Heavy?



Egyl:
HP: 495 (146%)
TP: 110
Atk: 129
Mag: 97
Def: 132
Mnd: 100
Agi: 22
Crit%: 10
Physical Durability: 192.6%
Magical Durability: 144.4%

Attack: 208
Stab (10 TP): 416 Physical damage.
Unload All (30 TP): 187 Physical damage per loaded Bullet. Expends all bullets.
Whirling Spear (30 TP): 270 MT Physical damage.
First Aid (25 TP): Fully heals Egyl.
Self-Made Medicine (25 TP): Cures all status ailments and raises resistances so next status attempt fails (self)
Load Gunspear (30 TP): Loads 6 bullets, which makes attacks do 25% more damage (except Unload All)
Iron Will (30 TP): Survive any attack until next turn with 1 HP
Shield Stance (20 TP): Raises def by 35% for 5 turns
Disarm (25 TP): 208 Physical damage. Lowers target Atk by 25% for 5 turns (43.7% decrease in physical damage...)
Phoenix Rise (30 TP): 235 MT magic fire damage at 6 bullets. Empties all ammo. Heals Egyl for 70% HP. (Damage decreases by 1/8th for each less bullet, healing by 10% for each les bullet)

Passives:
DEF Up: Increase defense by 30% (before equips)
Mnd up: Increase Mnd by 30% (before equips)
Wind Resistance: 25% wind resistance
Earth Resistance: 25% Resistance
Water Resistance: 25% Resistance
Fire Resistance: 25% Fire resistance
Atk Up: Increase attack by 30% (before equips)
Light Resistance: 25% Resistance
Dark Resistance: 25% Resistance
HP UP: HP up by 30%
SOS Def Up: Buffs Def by 40% for 3 turns when HP is under 25%
Shield Ally: 100% chance to take ST phys damage for an ally under 50% HP
Heroic Tank: 60% chance to halve damage when shielding an ally
Warcry: Increases chance of being targeted by enemies.

Comments: Healing and buffing and great durability make me want to say he's a decent Middle?



Magnolia:
HP: 249 (73.4%)
TP: 187
Atk: 116
Mag: 175
Def: 84
Mnd: 107
Agi: 21
Crit%: 15
Physical Durability: 61.6%
Magical Durability: 77.7%

Attack: 168
Throwing Cards (20 TP): 555 Physical damage over 3 hits. High variance.
Blind Draw (30 TP): Raises a random stat by 40% for 6 turns (MT)
Wild Card (20 TP): Card played next turn will deal double damage and cannot fail.
Shuffle (20 TP): 651 Magic damage of a random element (Rolls 1-10 as any other card)
Falfalaran (5 TP): Transforms for 5 turns. All cards roll 8 or higher. Once per Battle
Inferno Nine (35 TP): 574 Fire Magic damage. RNGs a 1-10 number. 1: Fail, 2-6: ST damage. 7-9: MT. 10: Triple MT damage
Tsunami Eight (35 TP): Water Card
Earthquake Jack (35 TP): Earth Card
Tornado Ten (35 TP): Wind Card
Cosmos Queen (35 TP): Light Card
Chaos King (35 TP): Dark Card
Lunatic Joker (35 TP): Non-Elemental Card
Eclipse Ace (25 TP): 459 Magic damage. Always takes element foe is weakest to!
Lucky Seven (20 TP): Deals 7, 77, or 777 ITD non-elemental damage...
Fireworks (30 TP): 1531 MT magic non-elemental damage at full Ultra gauge. Falls linearly to 0 at 0 Ultra Gauge...

Ultra Move: 1148 MT Magic damage.

Passives:
MAG Up: Increases Mag by 30% before equips.
TP Up: Raises TP by 30%
Light Resistance: 25% Resistance
Dark Resistance: 25% Resistance
SOS Mag Up: Buffs Mag by 40% for 3 turns when HP is under 25%... a 96% increase in magic damage
Counter Mag Up: 30% chance to counter ST physicals by increasing Mag by 10% (1.21x damage)
Silence REsistance: Negates first 3 tries to inflict Silence
TP Cost Down: Reduces TP cost of skills by 40%
Auto Aura: Grants Aura buff for 10 turns. Aura reduces magic damage by 15%
Silver Lining: If an attack would kill when user has full HP, survive with 100 HP.
Ultra Move Up: Raises Ultra move from 3x mult to 4x mult.
Save TP: 15% chance for moves to consume no TP.
Specialist: Hitting an elemental weakness raises Ultra bar 4x faster.

Comments: Horrible durability stats and nothing to stop her from just dying quickly. Light.



Raphael:
HP: 467 (137.7%)
TP: 120
Atk: 142
Mag: 25
Def: 109
Mnd: 126
Agi: 23
Crit%: 10
Physical Durability: 150%
Magical Durability: 171.6%

Attack: 252
Celestial Light (30 TP): 302 MT Physical Light damage.
Absolution (30 TP): Releases a spirit (which does Celestial Light damage and vanishes...)
Heavy Swing (30 TP): 328 MT Physical damage.
Light Burst (30 TP): 504 Physical Light damage.
Stinger (10 TP): 907 Average physical damage over 1-5 random hits (3 avg).
All-Out (20 TP): 630 Physical damage to one. All stats lowered for next turn...
Strong Belief (20 TP): Raises Mnd by 35% for 10 turns
Exorcise (20 TP): Nullifies next magic damage (MT), Once per Battle
Soul Eater (15 TP): Grants allies a buff that regenerates 15 TP when they are hit by magic for 5 turns.
Offensive Crush (30 TP): 252 MT physical damage. Lowers targets' Atk and Mag by 20% for 7 turns (36% damage reduction)
Defensive Crush (30 TP): 252 MT Physical damage. Lowers targets' Def and Mnd by 20% for 7 turns
Holy Spirit (30 TP): Summons a Holy Spirit that randomly restores an allys' TP by 30 at the start of Raphael's turns
Devilish Spirit (30 TP): Summons a Devlisih Spirit that randomly hits an enemy for 1.2x basic physical damage at the start of Raphael's turns

Ultra Move: Grants 2 instances of ignoring magical damage, MT

Passives:
Wind Resistance: 25% wind resistance
Fire Resistance: 25% Fire resistance
HP UP: HP up by 30%
MND Up: Increase Mnd by 30% (before equips)
Light Resistance: 25% Resistance
Earth Resistance: 25% Resistance
Water Resistance: 25% Resistance
Dark Resistance: 25% Resistance
SOS HP Regen: Triggers 4 turns of 25% HP Regen when HP is below 25%.
Counter Cure: 50% Chance to counter ST physical by curing a random ailment on self
HP Drain: Drains 15% of damage done as HP.
Fear Chains: Raises Def/Mnd by 5% equipped value for every enemy targetting Raphael
Warcry: Enemies target Raphael at the start of battle.

Comments: What's up with Stinger? It's the best move in the game by far. Odd. He's tanky, has parasitic healing, debuffs, and great damage. Heavy.





Damage, 3-turn: 657 (2.5x KO point of 1643)
Glenn: Cross Slash x3:    613
Lenne: Heaven's Tear x3:   718
Robb: Charging-> Power Shot, Power Shot   717
Note: TP Sacrifice and Chaging's bonus stack additively, not by multiplying   
   
Victor: Pressure Point x3   465
Sienna: Dragonfang x 3:   767
Ba'Thraz: Dark Spear x2 → Summoned Atk   707
Tomke: Hard Swing x3   539
Amalia: Piercing Shot x3+Cresx3   438
Mikah: Tiger Punch → Tiger Rush- >Blossom   853
Egyl:   
Load Ammo → Unload All → Stab   512
Magnolia: Shuffle x3   651
Raphael: Stinger x 3 (WTF)   907

Damage, Consistent: 624 (2.5x KO point of 1561)
Glenn: Cross Slash x3:    613
Lenne: Heaven's Tear x3:   718
Robb: Power Shot   611
Victor: Pressure Point x3   465
Sienna: Dragonfang x 3:   767
Ba 'Thraz: Dark Spearx3   593
Tomke: Hard Swing x3   539
Amalia: Piercing Shot x3+Cresx3   438
Mikah: Heavenly Kick   778
Egyl: Stab   416
Magnolia: Shuffle x3   651
Raphael: Stinger x 3 (WTF)   907

8
General Chat / Re: What games are you playing 2023: WGAYP, Engage!
« on: October 05, 2023, 11:34:23 PM »
Finished up Persona 5 Strikers. It was enjoyable primarily as a vehicle for the cute-as-a-button AI party member Sophia and being downright hilarious frequently enough to keep me smiling.

The action gameplay didn't do anything for me. The game didn't have enough variety or surprises to keep things fresh.

9
Godlike:

Winners:

T260G (SaGa) vs. Fenrir (VP1)

Losers:

Rika (PSIV) vs. Belial (WA4): Tanks Belial's speed... I think she avoids the 2HKO with Tank Drops? It feels like she has the tools to do this, if anyone does.


Heavy:

Winners:

Levin Brenton (WAXF) vs. Emelia (SaGa): Evasion

Losers:

Edgar (FF6) vs. Lilka (WA2): Reflect would help with Confuse, and Mystic->Holy Grail with Instant Death, but both together are too much. Also Thanatos X wouldn't help *after* air anchor gets used.


Middle:

Winners:

Red XIII (FF7) vs. Tony (WA4)

Losers:

Byleth (FE3H) vs. Florina (FE7): at worst she fists her.


Light:

Winners:

Heather (FE10) vs. Virginia Maxwell (WA3)

Losers:

Karn (BoF1) vs. Fina (SoA): Stone???

10
Godlike:

Arceus (PKMN) vs. Rika (PSIV)
Belial (WA4) vs. Killer (SH3)


Heavy:

Edgar (FF6) vs. Asellus (SaGa)
Ness (EB) vs. Lilka (WA2): Lilka gets her game going.


Middle:

Byleth (FE3H) vs. October (CSTW): Rough for October.
Florina (FE7) vs. Elena (G2)


Light:

Karn(BoF1) vs. Queen (S3)
Poshul(CC) vs. Fina (SoA)

11
Godlike:

Winners:

Killer (SH3) vs. T260G (SaGa)
Rika (PSIV) vs. Fenrir (VP1)

Losers:

Arceus (PKMN) vs. Sir Leopold (DQ8)
Belial (WA4) (No 4D Pocket) vs. Nailah (FE10)


Heavy:

Winners:

Levin Brenton (WAXF) vs. Lilka (WA2): Levin's hit-rate isn't very good, but he's usually fast enough to make it work... Lilka is certainly above average herself and has 'above average' evade (by like 5%). Lilka can give herself enormous breathing room with even 1 Quick, amping her speed and evade and starting a positive feedback loop.

Emelia (SaGa) vs. Asellus (SaGa)

Losers:

Eirika (FE8) vs. Edgar (FF6)
Auron (FFX) vs. Ness (EB)


Middle:

Winners:

Red XIII (FF7) vs. Elena (G2)
October (CSTW) vs. Tony (WA4)

Losers:

Byleth (FE3H) vs. vs. Flay (MK)
Florina (FE7) vs. Nephenee (FE10): I think the durability and damage difference is too much for the evade to overcome.


Light:

Winners:

Fina (SoA) vs. Heather (FE10)
Queen (S3) vs. Virginia Maxwell (WA3)

Losers:

Karn(BoF1) vs. Linhardt(FE3H)
Poshul(CC) vs. Selphie(FF8)

12
Godlike:

Arceus (PKMN) vs. Jenna Angel(DDS)
Sir Leopold (DQ8) vs. Jowy Atreides(S2)
Belial (WA4) (No 4D Pocket) vs. Chaz Ashley(PSIV)
Nailah (FE10) vs. Rayquaza(PKMN)


Heavy:

Alexia Lynn Elesius (WAXF) vs. Eirika (FE8)
Kanji (P4) vs. Edgar (FF6)
Clarissa Arwin (WAXF) vs. Auron (FFX): I don't think Clarissa can KO with any number of Sacrifices after the initial magic Break + damage?
Ness (EB) vs. Alicia (VP2)


Middle:

Byleth (FE3H) vs. Sylvain (FE3H): Swordbreaker?
Aht (RH) vs. Flay (MK)
Florina (FE7) vs. Blanca (SH2): I don't think she doubles with what she needs to.
Nephenee (FE10) vs. Anastasia(SH2): Some status. Nephenee isn't doing much to win ASAP.


Light:

Edward (FF4) vs. Karn(BoF1)
Peppor (CC) vs. Linhardt(FE3H)
Jelanda (VP1) vs. Poshul(CC)
Boco (FFT) vs. Selphie(FF8)

13
Godlike

Rayquaza (PKMN) vs. Killer (SH3)
T260G (SaGa) vs. Chaz Ashley (PSIV)
Jowy Atreides (S2) vs. Rika (PSIV)
Fenrir (VP1) vs. Jenna Angel (DDS): I suppose Jenna's supermove was physical! Though could Debilitate negate Fenrir's block?


Heavy

Alicia (VP2) vs. Levin Brenton (WAXF): Cancelled.
Lilka (WA2) vs. Auron (FFX): Healing/Buffing/Nuking options and he can't stop it.
Edgar (FF6) vs. Emelia (SaGa)
Asellus (SaGa) vs. Eirika (FE8)


Middle

Red XIII (FF7) vs. Anastasia (SH2): Stops both the fatal statii?
Blanca (SH2) vs. Elena (G2)
Flay (MK1) vs. October (CSTW): Death.
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)

14
Unranked Games / Octopath Traveler 2
« on: September 01, 2023, 02:15:50 AM »
Notes:

- Snowfire's original Octopath topic described the system better than I could: https://www.rpgdl.com/forums/index.php?topic=6997.0

- There's a nice public spreadsheet on moves/monsters/stats:
https://docs.google.com/spreadsheets/d/1vd0ZS8QmKC14qlXw43jPm0ytzMy4nczKJG5CD5QSi3M/htmlview#

- Octopath 2 includes "Latent Powers" for the characters. These are special abilities that activate based on a gauge that fills up as the characters take damage or break enemies. This is filled to full on staying at an Inn so is assumed to start full in a duel. Latent Power gauge is otherwise gained at a rate of 1.3* %HP lost, rounding down. Some characters get their Latent power at 125 Latent gauge (Ochette/Agnea/Temenos/Hikari), and others at 100 (Castii/Throne/Osvald/Partitio). [Hikari's Latent Power Up skill brings him back down to 100]

- For armor, I've assumed that everyone uses the same armor/helm/shield. The Swift Shield raises speed and has good defenses. The Helm "Art of Disguise" raises SP significantly and has good defenses, giving the cast much more resource depth. The Royal Guard's Mail raises HP significantly and has great defensive stats.

- For weapons, I've assumed the best storebought equipment available. I've assumed that everyone has a minimum of a +300 Magic boost as there are a plethora of significant Element Attack boosting weapons but not much in the way of storebought stuff. In-game everyone would have access via subclasses or non-storebought weapons, so it isn't right to render the 6/8th of the cast's unique magic obsolete on a technicality.

- Characters have 'default weapons' that they always start battle with. Magic attacks use the highest stats and moves of a particular weapon type use the relevant equipped weapon's stats. Otherwise the character can change weapons on their turn freely.

- I assumed two Protective Bracelets in the accessory slot of the characters. This seems like the best storebought accessory outside of maybe HP boosting.

- I assumed an enemy defensive stat of 480 for both Pdef and Magic defense.

- I assumed Level 60 stats as that's what I ended up at abusing the game's healthy helping of Exp boosts and doing just about everything (not the optional superbosses).

- Temenos and Throne benefit *enormously* from fighting at night time. The game gives you the power to switch between night and day at a button press, and there aren't any situations where you must fight in the day... I included Throne's self-buffs in the damage averages but did not include Temenos' debuffs in the damage average.

- I list damage for each move as four numbers for  0BP/1BP/2BP/3BP spent.

Averages:
HP: 3961
Def: 594
Elem Def: 646
Speed: 301.375 (stdev 58.37) [This is the forced-default weapons]

Damage Averages: (Method used for each PC at the bottom of topic)
Damage average, 2-turn: 2980
Damage average, 3-turn: 3146
Damage average, 4-turn: 2687
Damage average, 5-turn: 2499

Osvald

Equipment:
Sacred Flame Staff: 160 Atk, 319 Matk, 94 Mdef
Swift Shield: 79 Def, 97 Mdef, 47 Speed
Art of Disguise: 90 SP, 58 Pdef, 70 Mdef
Royal Guard's Mail: 750 HP, 160 Pdef, 160 Mdef
Protective Bracelet: +50 Def/Mdef
Protective Bracelet: +50 Def/Mdef

Skills:
Elemental Augmentation: +50 Elem Atk
Advanced Magic Master: Gives an extra use of Advanced Magic.

Latent Power: Osvald's MT magic instead targets one foe and twice the normal damage.

HP: 3207 (81%)
SP: 253
Physical Attack: 354
Elemental Attack: 649
Physical Defense: 591 (99.5% Modifier)
Elemental Defense: 780 (139.4% Modifier)
Accuracy:  216
Speed:  241 (-1.03 stdevs)
Critical:  172
Evade:  216

Physical Durability: 80.5%
Magical Durability: 112.8%

Attack: 103

Fireball (14 SP):497/947/1392/1842  Fire Magic Damage
Icewind (14 SP):497/947/1392/1842 Ice Magic Damage
Lightning Bolt (14 SP):497/947/1392/1842 Lightning Magic Damage


Elemental Barrage (10 SP): 1005/1728/2638/3738 Damage over 3-5 hits of random fire/lightning/ice magic. +1 Hit per BP spent, already accounted for in damage
Advanced Magic (15 SP): Boost Intensity of Spells 2/3/4/5 times (+1 for the passive boost)
Alephan's Wisdom (30 SP, 3 BP): Grants access to 3 castings of high level spells.
One True Magic (75 SP): 970/1844/2717/3590 MT non-element damage. Reduces Shield Points by 1


Tier 2 Spells (After Advanced Magic):
Fire Storm( 14 SP):848/1492/2141/2785 Fire magic damage over 2 hits
Blizzard (14 SP):848/1492/2141/2785 Ice Magic Damage over 2 hits
Lightning Blast (14SP):848/1492/2141/2785 Lightning magic damage over 2 hits
One True Magic II (75 SP):1262/2232/3396/4561 Non-elemental magic damage over 2 hits. Reduces shield Points




Temenos:

Equipment:
(Hallowed Rod: 152 Atk, 304 MAtk, +30% Light damage)
Swift Shield: 79 Def, 97 Mdef, 47 Speed
Art of Disguise: 90 SP, 58 Pdef, 70 Mdef
Royal Guard's Mail: 750 HP, 160 Pdef, 160 Mdef
Protective Bracelet: +50 Def/Mdef
Protective Bracelet: +50 Def/Mdef

Passive Skills:
Resilience: Increases Healing by 30%
Inner Strength: Increases Max SP by 50
Evil Ward: Easier Fleeing
Rise Again: Revive with 25% HP when killed in battle, OPB

Temenos' Personal Skill: Nightime Debuffs: All enemies fought at night start with 3 turns of Def Down/Mdef Down and one turn of Blindness at the start of every fight.



HP: 3514 (88.7%)
SP: 316
Physical Attack: 368
Elemental Attack: 563
Physical Defense: 613 (103.8% Modifier)
Elemental Defense: 707 (114.7% Modifier)
Accuracy:  216
Speed:  219 (-1.41 stdevs)
Critical:  151
Evade:  172

Physical Durability: 92.1%
Magical Durability: 101.8%

Physical: 115

Heal Wounds (15 SP): 1737/2606/3474/4343  MT Healing
Holy Light (6 SP): 719/1438/2157/2876  Light Magic Damage
Luminescence (14 SP): 514/980/1440/1906  MT Light Magic Damage
Prayer to the Flame (8SP): Increases Elemental and Physical Def for 2/3/4/5 turns)
Mystical Staff (6SP):370/666/963/1259  Physical damage over 2 staff thwacks. Restores 10% of damage dealt as SP
Etheral Healing (15SP): Grants 10% Regen to all allies for 2/4/6/8 turns
Sacred Shield (10SP): Reduces damage from next hit taken by 50/65/80/100%
Revive (40SP): Revive all allies
Aelfric's Blessing (30SP, Must have 3BP to use): Grant a single ally the ability to act again at the end of a turn for 3 turns. No extra BP is generated, however.
Prayer for Plenty (20SP):2988/4219/5449/6855  Healing. Can Heal to values that exceed Max HP if not already over max HP

Heavenly Shine (All SP): 2092/3985/5858/7751 MT Holy damage. Decreases linearly to 86% of that at 180 SP, and then linearly to  24.6%  at 1 SP.

Latent Power: All of Temenos' hits take off an enemy shield point that turn.





Throne:

Equipment:
Sanctum Sword: 319 Atk, 98 Speed
Diamond Dagger: 315 Atk (default)
Swift Shield: 79 Def, 97 Mdef, 47 Speed
Art of Disguise: 90 SP, 58 Pdef, 70 Mdef
Royal Guard's Mail: 750 HP, 160 Pdef, 160 Mdef
Protective Bracelet: +50 Def/Mdef
Protective Bracelet: +50 Def/Mdef

Skills:
Incidental Attack: 50% chance to do a basic attack when doing an otherwise nondamaging move
Fleetfoot: +50 Speed
Ensnare: Inflict a random stat-down on an enemy after taking physical damage
Life in the Shadows: +50% Exp/JP when winning battles at night...)


Throne's Personal Skill: All teammates (including Throne) get 3 turns of Atk/Elem Atk/Speed Up at the start of every battle at night. (In damage averages but not in numbers below)

HP: 3822 (96.5%)
SP: 198
Physical Attack: 556
Elemental Attack: 516
Physical Defense: 569 (95.5% Modifier)
Elemental Defense: 599 (91% Modifier)
Accuracy:  237
Speed:  356 (0.94 stdevs)
Critical:  216
Evade:  259

Physical Durability: 92.2%
Magical Durability: 87.8%


Physical, Sword: 284
Physical, Dagger: 281

Skillset:
Steal (2SP): Chance to steal an item
Darkest Night (7SP):484/969/1453/1938  Darkness damage.
HP Thief (6SP): 826/1486/2147/2807 Damage over 2 knife hits. Heals HP equal to half the damage dealt
Surprise Attack (12SP): 1024/2048/3072/4096 Damage Sword attack. Half that if Throne is going last instead of 1st in the round.
Swift Step (4SP): Increase own speed for 3/5/7/9 turns.
Armor Corrosive (4SP):  Reduce Enemy Def for 2/4/6/8 turns
Shackle Foe (4SP): Reduce Enemy Patk for 2/4/6/8 turns
Aeber's Reckoning (30SP): 6238 MT Dagger damage in one hit. Damage varies with speed (Dmg*(1+Speed/400))

Veil of Darkness (25SP): 340/680/1021/1361  MT Darkness damage. Adds a debuff to enemies that forces them to miss their next physical attack.
Decoy (10SP): Makes Throne copy the skillset of the ally she targets with this move for 2/4/6/8 turns.

Latent Power: Take an additional turn immediately after her current one. No extra BP is generated.



Ochette:

Equipment:
Royal Hatchet: 319 Atk, 97 Speed
Ancient Bow: 286 Atk, 87 Speed (Default)
Swift Shield: 79 Def, 97 Mdef, 47 Speed
Art of Disguise: 90 SP, 58 Pdef, 70 Mdef
Royal Guard's Mail: 750 HP, 160 Pdef, 160 Mdef
Protective Bracelet: +50 Def/Mdef
Protective Bracelet: +50 Def/Mdef

Skills:
Heigten Senses: 10% chance to ambush enemies in random encounters.
Eagle Eye: +50 Crit
More Rare Monsters: Higher chance of encountering Rare (Cait/Octopuff) monsters.
Salt the Wound: 50% chance to take another turn when breaking an enemy...


HP: 3822 (96.5%)
SP: 198
Physical Attack: 578
Elemental Attack: 516
Physical Defense: 569 (95.5% Modifier)
Elemental Defense: 599 (91% Modifier)
Accuracy:  259
Speed:  350 (0.83 stdevs)
Critical:  287
Evade:  237

Physical Durability: 92.2%
Magical Durability: 87.8%

Physical Attack, Axe: 304
Physical Attack, Bow: 296

Precise Shot (6SP): 666/999/1332/1666 Over 2/3/4/5 arrow attacks.
Thunderbird (7SP): 484/969/1453/1938 Thunder Magic Damage
Cleaving Blow (12SP): 642/1284/1926/2568  Damage over an axe attack. Get a buff depending on class of enemy.
Mercy Strike (4SP): 370/740/1110/1481  Bow damage. Can not KO.
Take Aim (8SP): Raise Crit/Accuracy for entire party for 2/4/6/8 turns.
Leghold Trap (10SP): Moves an enemy's turn back in the turn order next turn.
Abating Orb (9SP): Nullify 1/2/3/4 positive statuses on an enemy.

Draefendi's Bow (30SP, 3BP): 3202 MT damage over 3 bow hits.

Indomitable Beast (18SP): Raise Patk, Evasion, and Crit rate for 3/5/7/9 turns.
Provoke Beasts (48SP): Use 3/4/5/6 monsters from the monster list at once (no individual boost on them though, nor can she use 3BP only monsters)
[There is a glitch where if Ochette uses Provoke Beasts with 3BP, then activates/cancels her Latent Power, she can use her regular Provoke for free, and do 6 summons, including the ones that are meant to be 3BP only...]

Monster List:

Acta: One random buff to an ally
Glacis:4050 Ice/Wind damage. Usable only at 3BP
Terra:4050 Staff/Fire damage. Usable only at 3 BP

My Select 6:
Furious Fungoid (600 HP healing + 2 turns 10% HP regen, stacks by number of turns)
Curator Mk 2 (60 SP healing + 2 turns 10 SP Regen)
Accursed Armor (2 stacks of magic reflect because why not)
Kingfisher (Axe Attack + 1 stack of Perfect Evade)
Dreadwing (MT Magic Wind + 20% ID chance)
Wind Revenant: 5960 damage, MT Wind. Party Pdef/Edef Up 4 turns. Usable only at 3BP
(If no glitch sub for Wind Revenant): Headless Horseman: 580 MT Sword damage, All allies get 2 turns Crit/Atk+

Latent Power: Use one of 3 beast moves:
Beastly Claws: 880/1760/2640/3520 MT physical damage.
Beastly Howl: Reduce Physical/elemental defense of all foes for 3/4/5/6 turns. 1 Shield damage
Beastly Fangs:1212/2425/3637/4849 ST Physical damage.


Castti:

Equipment:
Royal Hatchet: 319 Atk, 97 Speed
Swift Shield: 79 Def, 97 Mdef, 47 Speed
Art of Disguise: 90 SP, 58 Pdef, 70 Mdef
Royal Guard's Mail: 750 HP, 160 Pdef, 160 Mdef
Protective Bracelet: +50 Def/Mdef
Protective Bracelet: +50 Def/Mdef


Skills:
Vigorous Victor: Restores 30% HP/SP after winning a battle
Hale and Hearty: +500 HP
Inspiriting Break: Restore 20SP when breaking a foe
Preventative Measures: Grants Immunity to Enfeebling Effects 3 times (game lies and says for 3 rounds).


HP: 4936 (124.6%)
SP: 226
Physical Attack: 556
Elemental Attack: 516
Physical Defense: 613 (103.8% Modifier)
Elemental Defense: 643 (99.3% Modifier)
Accuracy:  216
Speed:  316 (0.25 stdevs)
Critical:  216
Evade:  194

Physical Durability: 129.4%
Magical Durability: 123.8%

Physical: 284

Healing Touch (6SP):2315/3125/3935/4745  Healing. Revives.
Icicle (7SP): 484/969/1453/1938  Ice damage
Rehabilitate (10SP): Renders ally immune to status for 3/5/7/9 turns.
Sweeping Cleave (9SP): 418/794/1170/1546  MT axe damage
Poison Axe (12SP): 607/1215/1822/2429  Axe damage. Poisons for 2 turns (1/6th max HP damage, 5% NPC duels, 1% on bosses)
Replenish Health (9SP): Grant 20% regen to ally for 3/5/7/9 turns.
Dohter's Charity (30SP, 3BP only): For the next 3 turns, targets' items affect all.
Weak to Poison (4SP): Make an enemy weak to poison for 2/4/6/8 turns (as in, they lose a shield point when they take poison damage)
Drastic Measures (18SP): 607/1215/1822/2429  Axe damage. Cancels negative status/debuffs on enemy and increases damage with the # of statuses/debuffs cancelled [1: 1.75x, 2: 2.25x, 3: 2.75, 3: 3.0, 4: 3.25, 5: 3.5, 6: 3.65


Concoct: Use 2/3/4/5 Items. Castii's Latent Power makes this cost no ingredients.
Medicinal Concoction:
Grape Leaf: Restores 450 (2000) HP
Plum Leaf: Restores 45 (200) SP
Pomegrante Leaf: Restores 1 (2) BP
Mighty Leaf: Raises Patk for 2 (5) turns
Cleansing Leaf: Nullifies 1 (all) status ailments
Warding Leaf: Raises Mdef for 2 (5) turns
Diffusing Serum: Makes Concoction MT
Strengthening Serum: Makes Concoction effects stronger, effects in parenthesis

Hazardous Concoction:
Blusterbloom: Deal Wind damage
Lily of the Light: Deal Light damage
Darkdelion: Deal dark damage
Forget-Me-Do: Nullifies 1 (all) bufs
Sticky Flower: Reduces speed and evasion for 1 (4) turns
Fumbling Flower: Reduces crit rate for 2 (5) turns
Dreamy Flower: Puts target to sleep for 2 (5) turns
Enfeebling Flower: Extends Status ailment duration by 1 (3) turns.
Dual Flower: Blinds target [confuses during daytime] for 2 (5) turns
Diffusing Serum: Makes Concoction MT
Strengthening Serum: Makes Concoction effects stronger, effects in parenthesis

Strengthened Flower+Elemental: 1450 Element damage


Hikari:

Equipment:
Sanctum Sword: 319 Atk, 98 Speed
Gravity Lance: 375 Atk, -75 Acc, -90 Evade
Swift Shield: 79 Def, 97 Mdef, 47 Speed
Art of Disguise: 90 SP, 58 Pdef, 70 Mdef
Royal Guard's Mail: 750 HP, 160 Pdef, 160 Mdef
Protective Bracelet: +50 Def/Mdef
Protective Bracelet: +50 Def/Mdef

Skills:
Bolstering Break: Boosts Patk for 2 turns when Hikari breaks an enemy.
Summon Strength: Strength +50
Latent Power Plus: Gain more Latent Power.
Deal More Damage: Can exceed the 9999 damage cap (becomes 99999)


HP: 4743 (119.7%)
SP: 198
Physical Attack: 628
Elemental Attack: 494
Physical Defense: 634 (108.3% Modifier)
Elemental Defense: 599 (91% Modifier)
Accuracy:  237
Speed:  361 (1.02 stdevs)
Critical:  216
Evade:  172

Physical Durability: 129.7%
Magical Durability: 108.9%


Physical: Sword 349
Physical: Lance: 400


Aggressive Slash (9SP): 538/987/1570/2288  Damage over ¾/5/6 sword attacks
Piercing Thrust (12SP):692/1384/2076/3459  Spear damage. 25/50/75/100% chance to critical hit.
Abide (4SP): Raise Physical Attack for 3/5/7/9 turns.
Enervating Slash (7SP): 366/732/732/1098 Dispel's Hikari's buffs and does more damage based on how many are dispelled.
Stout Wall (4SP): Raise physical defense for 3/5/7/9 turns
Incite (4SP): Become target of enemy's single-target attacks for 3/5/7/9 turns
Vengeful Blade (6SP): Counterattack physicals 2/3/4/5 times.
Eye for an Eye (The counter):1715///  Physical sword damage. Reduces enemy shield by 1.
Brand's Blade (30SP, 3BP only): 5581///

Shinjumonjigiri (32SP: 1720/3441/5161/6881  Sword damage over two hits, the first of which is MT

Latent Power: Hikari can use one of the following:
Hienka: 1441/2883/4324/5766  damage over 2 sword hits. Hikari gets another turn at the end of the round (No additional BP is generated)


Learned Skills: Hikari can have 5 skills from NPCs by dueling them. Below are a few
Sumptous Feast: 20 SP, 2 turns increased Def/Mdef, 1250/1500/1750/2000 Healing
Take Cover (12 SP): Dodge a physical attack 1/2/3/4 times.
Deep Sleep (2SP): Recover 50%/65%/80%/100% HP/SP. Inflicts Sleep on self for 4 turns (undone by damage, so no lost turns if enemy attacks...)
Merciless Blade(80 SP): 3000/5000/7000/9999 ITD physical damage
Forlorn Requiem (15 SP):341/682/1023/1364  MT Ice damage and a 50% chance to inflict Sleep to all enemies
Break Bedrock (23 SP): 769/1538/2307/3076  Physical axe damage, and reduce target P.Def for 3 turns
Right Hook (60 SP):883/1766/2649/3532  Physical damage. Reduces target Shields by 2 regardless of weaknesses.
Prattle On (15SP): Confuses target for 1/2/3/4 turns.



Partitio:
Equipment:
Gravity Lance: 375 Atk, -75 Acc, -90 Evade (default)
Ancient Bow: 286 Atk, 87 Speed
Swift Shield: 79 Def, 97 Mdef, 47 Speed
Art of Disguise: 90 SP, 58 Pdef, 70 Mdef
Royal Guard's Mail: 750 HP, 160 Pdef, 160 Mdef
Protective Bracelet: +50 Def/Mdef
Protective Bracelet: +50 Def/Mdef

Passives:
More Money: +10% Leaves at the end of battle.
Jump Start: Begin the fight with one extra BP
Hang Tough: When not near death (<25% HP), otherwise fatal attacks will leave user with 1 HP (multihit attacks bypass this if the last hit is at critical HP)
Full Power: Start every fight with the Latent Power Gauge full.

Latent Power: Immediately Gain 5 BP (This will only give enough to get 5 BP before he takes an action)

HP: 4129 (104.2%)
SP: 226
Physical Attack: 523
Elemental Attack: 537
Physical Defense: 613 (103.8% Modifier)
Elemental Defense: 643 (99.3% Modifier)
Accuracy:  216
Speed:  241 (-1.03 stdevs)
Critical:  194
Evade:  194

Physical Durability: 108.2%
Magical Durability: 103.6%

Physical, Lance: 335
Physical, Bow: 255


Hired Help: (Partitio can take 20% off these with his path action hiring)
Mercenary (150): Weak sword attack, Party Def up for ½/3/4 turns
Ruffian (800): Reduce all enemy P.Atk/P.Def for ½/3/4 turns
Thesbian (2000): Raise party Element Attack for ½/3/4 turns, restore 30/60/90/120 SP
Guard (7000): 1025/2050/3075/4100 MT Staff damage. Delay action enemy next turn
Beastling (15000):2263/4526/6789/9052 MT physical damage. Reduce Shield Points
Veteran Soldiers: (30000)4156/8312/12468/16624 MT Random weapon damage.
Foreign Assassins: (50000)4863/9726/14589/19452 MT dagger Damage. 1043 HP/34SP MT Healing


Arrow of Fortune (12 SP): 555/1000/1444/1888
Rest (0SP): 1845/2713/3581/4449  Healing. Restores 25/50/75/100 SP
Ember (7 SP):515/1030/1545/2060  Fire magic damage.
Donate BP (6 SP):
Sidestep (10 SP): Dodge the next ½/3/4 pysical attacks.
Bifelgan's Bounty (30 SP):3091///  Non-elemental magic damage. Gain Leaves equal to damage dealt (or enemy remaining HP if this reduces them to 0)

Share SP: Give 25/50/75/100% of SP to each ally.
Negotiate Schedule: Bribe an enemy to give Partitio their turn... 50,000 for the final boss! Boosting reduces this to 90/75/50%



Agnea:
Equipment:
Diamond Dagger: 315 Atk
Swift Shield: 79 Def, 97 Mdef, 47 Speed
Art of Disguise: 90 SP, 58 Pdef, 70 Mdef
Royal Guard's Mail: 750 HP, 160 Pdef, 160 Mdef
Protective Bracelet: +50 Def/Mdef
Protective Bracelet: +50 Def/Mdef

Skills:
The Show Goes On: Buffs from Agnea last one turn longer
Ever Evasive: Increases chance to evade
Hard Worker: 10% More JP gained after battle
Invigorate and Inspire: Slightly fills Latent Power Gauge when giving buffs

Latent Power: Makes skills Multitarget (if they are not self-only or Divine skills)

HP: 3514 (88.7%)
SP: 226
Physical Attack: 531
Elemental Attack: 559
Physical Defense: 548 (92% Modifier)
Elemental Defense: 599 (91% Modifier)
Accuracy:  216
Speed:  327 (0.44 stdevs)
Critical:  216
Evade:  237

Physical Durability: 81.6%
Magical Durability: 80.7%

Physical: 262


Lion Dance (4 SP): Increases Physical Attack for ally for 2/4/6/8 turns.
Ruinous Kick (10 SP): 625/1249/1874/2499  physical damage. Reduces target shield by 1.
Peacock Strut (4 SP): Increases Elemental Attack for ally for 2/4/6/8 turns
Sweeping Gale (7 SP): 547/1095/1642/2189  Wind magic damage.
Stimulate (5 SP): Move ally up in turn order  1/2/3/4 spaces next turn
Dagger Dance (9 SP): 387/735/1083/1431  MT dagger damage.
Bewildering Grace (25 SP): Random effects, sometimes good, sometimes very bad
Sealticge's Seduction (30 SP, 3 BP): Make ally's skills MT for 3 turns

Windy Refrain (18 SP):547/1040/1532/2025  MT Wind magic damage. Moves all target's turns to last next turn.
Song of Hope (32 SP): Extends all allies' buffs by 1/2/3/4 turns. Not counting divine skills

Agnea can Allure NPCs to join her in battle (same with Ochette/Partitio/Temenos).
Agnea's partner, even unsummoned, will always join her with an added effect on her Dances (Lion/Peacock/Dagger)
Some of the effects are below. They are never boosted or made MT.

Calming Rhythm: 500 HP and 50 SP restored.
Celestial Chorus: Restore 1 BP
Sacred Flame Serenade: Reflect 1 Elemental/Magic attack
All For You: Gives 1 stack of physical evade (like Sidestep)
Soothing Serenade: Restores 1250 HP




Damage Strategies:
This doesn't include debuffs being inflicted on enemies. I'm not counting Partitio having money available from Hired Help (He makes it himself). The arrows denote turns taken. "Latent" means activating a latent power. "B1/2/3" refers to how much BP is used on the move.

Osvald:   
   
2-turn:   Advanced Magic → Latent B2 OTM2
2-turn Damage:   6792
   
3-turn:   Adv Magic → OTM2 → Latent-B3-OTM2
3-turn Damage:   10384
   
4-turn:   Adv Magic → OTM2 → OTM2 →Latent-B3-OTM2
4-turn Damage:   11646
   
5-turn:   Adv Magic → Elemental Barrage → OTM2 →Latent-B3-OTM2 → B1 OTM2
5-turn Damage:   13621
   
   
Temenos:   
2-turn:   Holy Light → B2 Heavenly Shine
2-turn Damage:   6500.5913043478
   
3-turn:   Holy Light → Holy Light → B3 Heavenly Shine
3-turn Damage:   7143.1826086957
   
4-turn:   Holy Light → Holy Light → Holy Light → B3 Heavenly Shine
4-turn Damage:   7785.7739130435
   
5-turn:   Holy Light-> Holy Light → Holy Light → B1 Holy Light → B3 Heavenly Shine
5-turn Damage:   9147.3652173913
   

Throne:   
2-turn:   HP Thief → Latent HP Thief → B2 HP Thief
2-turn Damage:   5698.5
   
3-turn:   HP Thief → Latent HP Thief → HP Thief → Aeber's Reckoning
3-turn Damage:   13716
   
4-turn:   HP Thief → Latent HP Thief → HP Thief → Aeber's Reckoning → HP Thief (unbuffed)
4-turn Damage:   14542
   
5-turn:   HP Thief → Latent HP Thief → HP Thief → Aeber's Reckoning → HP Thief (unbuffed) → HP Thief (Unbuffed)
5-turn Damage:   15368
   
   
Ochette:   
2-turn:   Provoke Beasts Headless Horsemanx3 → Latent B2 Beastly Fangs
2-turn Damage:   7195.5
   
3-turn:   Provoke Beasts Headless Horsemanx3 → Repeat →  Latent B3 Beastly Fangs
3-turn Damage:   10753.5
   
4-turn:   Provoke Beasts Headless Horsemanx3 → Repeat →  Latent B3 Beastly Fangs → Precise Shot
4-turn Damage:   12493.5
   
5-turn:   Provoke Beasts Headless Horsemanx3 → Repeat →  Latent B3 Beastly Fangs → Provoke Beasts → B1 Provoke Beasts
5-turn Damage:   14813.5
   
   
Casti:   
2-turn:   Poison Axe->Latent Hazardous Concoct (3x Blusterbloom, 1x Strengthen):
2-turn Damage:   4957
   
3-turn:   Poison Axe → Poison Axe → Latent Hazardous Concot (4x Blusterbloom, 1x Strengthen)
3-turn Damage:   7014
   
4-turn:   Poison Axe → Poison Axe → Latent Hazardous Concot (4x Blusterbloom, 1x Strengthen) → Poison Axe
4-turn Damage:   7621
   
5-turn:   Poison Axe → Poison Axe → Latent Hazardous Concot (4x Blusterbloom, 1x Strengthen) → Poison Axe → B1 Poison Axe
5-turn Damage:   8836
   
   
Hikari:   
2-turn:   Latent Hienka → Abide→ B2 Shinjumongijiri
2-turn Damage:   9183
   
3-turn:   Abide-> latent hienka -> shinjumongijiri -> B3 shinjumongijiri
3-turn Damage:   15063
   
4-turn:   Abide-> latent hienka -> shinjumongijiri -> B3 shinjumongijiri → Shinjumongijiri
4-turn Damage:   16783
   
5-turn:   Abide-> latent hienka -> shinjumongijiri -> B3 shinjumongijiri → Abide → B1 Shinjumongijiri
5-turn Damage:   20224.5
   
   
Partitio   
2-turn:   B2 Arrow of Fortune → Latent B3 Bifelgan's Bounty
2-turn Damage:   4535
   
3-turn:   Arrow of Fortune → Bifelgan's Bounty → Latent Bifelgan's Bounty
3-turn Damage:   6737
   
4-turn:   Arrow of Fortune → Bifelgan's Bounty → Latent Bifelgan's Bounty →B2 Guard
4-turn Damage:   9812
   
5-turn:   Arrow of Fortune → Bifelgan's Bounty → Latent Bifelgan's Bounty → Arrow of Fortune → B3 Guard
5-turn Damage:   11392
   

Agnea:   
2-turn:   Lion Dance → B2 Ruinous Kick
2-turn Damage:   2811
   
3-turn:   Lion Dance → Ruinous Kick → B3 Ruinous Kick
3-turn Damage:   4686
   
4-turn:   Lion Dance → Ruinous Kick → B3 Ruinous Kick → Ruinous Kick
4-turn Damage:   5311
   
5-turn:   Lion Dance → Ruinous Kick → B3 Ruinous Kick → Lion Dance → B1 Ruinous Kick
5-turn Damage:   6559.5

15
Godlike:

Magus (CT) vs. Arceus (PKMN)
Sir Leopold (DQ8) vs. Chaos (FF1): ITD critical hits will do the job.
Belial (WA4) vs. Edelgard (FE3H): Double Tank Drops? Edelgard's speed with Aymr was good but not good enough?
Nailah (FE10) vs. Shania (SH3): Just barely doesn't KO, but Savage is turn 4?


Heavy: Blonde supremacy )Ness needs hairdye)

Maya Schrodinger (WA3) vs. Alexia Lynn Elesius (WAXF): Sure I'll follow Tide.
Haishao (XG) vs. Kanji (P4)
Guv(DQ8) (No Call Team) vs. Clarissa Arwin (WAXF): One Rob Turn is enough to use 2 Sacrifices in a row. (Two Rob Turns is feasible for 3 Sacrifices in a row).
Guv wants to use his Initiative Spear Damage here! But I don't think the at best ~10% PCHP damage is going to effect Sacrifice enough.

Ness (EB) vs. Worker 8 (FFT): No ID?


Middle: Fire Emblem is the GOAT

Juno (SN) vs. Byleth (FE3H): Slice n Dice (I assume Byleth is a Swordmaster with all the bonuses that entails)
Aht (RH) vs. Fafnir (WA3)
Florina (FE7) vs. Dalton (CT)
Nephenee (FE10) vs. Aika (SoA)


Light:

Edward (FF4) vs. Berserker (FF5)
Peppor (CC) vs. Lelei (S5)
Tony (WAXF) vs. Jelanda (VP1): Healing!
Boco (FFT) vs. Mogu (BoF1): Healing?

16
Godlike

Jowy Atreides (S2) vs. Belial (WA4): I think Jowy checks the boxes here (MT damage, can take two Tank drops via def)
Edelgard (FE3H) vs. Rika (PSIV)
Nailah (FE10) vs. Fenrir (VP1)
Shania (SH3) vs. Jenna Angel (DDS)


Heavy

Guv(DQ8) (No Call Team) vs. Edgar (FF6)
Emelia (SaGa) vs. Clarissa (WAXF): initiative damage.
Ness (EB) vs. Asellus (SaGa) status or ID
Worker 8 (FFT) vs. Eirika (FE8): demon typing!?


Middle

Florina (FE7) vs. Flay (MK1): I don't think she can double with a Killer weapon and can't counter his ranged repeating blade attacks, so I think he's got this.
Dalton (CT) vs. October (CSTW)
Nephenee (FE10) vs. Tony (WA4)
Sylvain (FE3H) vs. Aika (SoA)


Light

Linhardt (FE3H) vs. Tony (WAXF) regen
Queen (S3) vs. Jelanda (VP1)
Boco (FFT) vs. Virginia Maxwell (WA3)
Karn (BoF1) vs. Mogu (BoF1)

17
Godlike:

Rayquaza (PKMN) vs. Magus (CT)
Killer (SH3) vs. Arceus (PKMN)
Sir Leopold (DQ8) vs. T260G (SaGa): Leopold's Crits are like, normal Dragon Quest Crits? I'm not sure how to frame this but they don't seem like the sort of thing that should be double-able at will.
Chaz Ashley (PSIV) vs. Chaos (FF1): Megid?


Heavy:

Maya Schrodinger (WA3) vs. Alicia (VP2): NEB indicated Calamity Jane was ~88% PCHP damage? Alicia can Chip her, then knock her into range, then try and finish her?
Levin Brenton (WAXF) vs. Alexia Lynn Elesius (WAXF)
Haishao (XG) vs. Lilka (WA2) Lilka was made to eat this alive.
Kanji (P4) vs. Auron (FFX)


Middle:

Red XIII (FF7) vs. Juno (SN): Stardust Ray triggers I think.
Anastasia Romanov(SH2) vs. Byleth (FE3H): Byleth should be a Swordmaster instead of Enlightend One? She goes from like 31 -> 36 AS, and isn't much different besides that. Quad'ing a Brave Blade with +10 Crit, the high evade, and everything else is going to weigh this in her favor.
Aht (RH) vs. Blanca (SH2): Sleep Trap -> Push Attack? It is possible he goes first and heal-locks? Messy.
Fafnir (WA3) vs. Elena (G2)


Light:

Edward (FF4) vs. Fina (SoA)
Selphie (FF8) vs. Berserker (FF5)
Peppor (CC) vs. Heather (FE10)
Poshul (CC) vs. Lelei (S5)


The round will end at 11:00 PM CST, Sunday 8/20/23.  Please have your votes locked in by then.

18
Tournaments / Re: RPGVO 2023 Nomination Thread
« on: August 08, 2023, 02:12:22 AM »
Godlike: Rika, Millenia, Deis (BoF2), Nailah (FE10)
Monstergirls

Heavy: Eirika, Alexia, Alicia (VP2), Asellus
Sword princesses

Middle: Lloyd (Tales of Symphonia), Luke (Tales of the Abyss), Stocke (RH), Crono
Swordsmen mains.

Light: Nina (BoF3), Karn (BoF1), Katt (BoF2), Mogu (BoF1)
BoF Scrubs...

19
Tournaments / Re: King of RPGDL: Losers bracket 3
« on: April 02, 2023, 09:39:07 PM »
Oh boy, rematch in lightweight.  Will team Super fare any better this time against the team that put them in losers initially?

Heavyweight -

Team Speed Manip: Fie (Cold Steel) / Arnaud / Tidus vs Team Fellowship of the Ring: Athos / Rufus (VP2) / Geddoe

Lightweight -

Team Superaielman: Kain / Noel / Nergal vs Team Cats & Frogs Living Together: Cray (Breath of Fire 4), Lethe (FE9), Frog (CT)

20
Tournaments / Re: Futurama type tournament 2023
« on: March 12, 2023, 05:21:19 PM »
Godlike:

Altima (FFT) vs Rabbid Luigi (Mario Rabbids 1): I think she statuses him out in a window where he isn't immune.
Yunalesca (FFX) vs Elc (AtL2): Regen spoils him for form 3 I think.
Rhea (FE:TH) vs Sephiroth (FF7)
Rudo (Brig) vs Amon (Lufia 3): Ignores defense on the OHKO.


Heavy:
Claude (TH) vs Margulis (XS2)
Rubino (Brig) vs Saki (SH2)
Fujin (FF8) vs Kain (TAY)
Hendrik (DQ11) vs Rei (BoF3): Death is unlikely to hit since Hendrik resists it by 50% here... but Rei is getting EX turns. Gonna go with Rei.

Middle:

Cyrus (OT) vs Leo (Lunar:EBC)
Poco (AtL2) vs Karsh (CC)
Oengus (CoL) vs Amarant (FF9)
Dorothea (FETH) vs Tiamat (FF1)

Light:

Talia (Brig) vs Cecil (FF4)
Malak (FFT) vs Hubert (FE:TH)
Umaro (FF6) vs Flayn (FE:TH)
Menardi (GS) vs Emma (ACF)

21
Tournaments / Re: King of RPGDL: Losers bracket 1
« on: March 10, 2023, 11:31:31 PM »
Heavyweight -

Team Fellowship of the Ring: Athos / Rufus (VP2) / Geddoe vs Team FE Heroes: Ike, Lyn, Ephraim: I think Fellowship is just too strong.

Team Speed Manip: Fie (Cold Steel) / Arnaud / Tidus vs  Team ...: Crono (CT), Luminary (DQ11), Freyjadour (Suiko V): I think the status/speed does the trick.

Lightweight -

Team C-tier ninjas: Akahgi (Suiko 4), Frank (SH3), Sheena (ToS) vs Team Mostly Harmless Dancers: Primrose (8PT), Dancer (FFT), Azura (FE Fates)

Team Kitteh: Purugly (Pkmn) / Daena (LoM) / Mao vs Team Superaielman: Kain / Noel / Nergal

22
Tournaments / Re: King of RPGDL: Winners bracket 1
« on: March 03, 2023, 11:17:30 PM »
Team SMASH: Geno / Alexia / Zerase vs Team Surprisingly Deadly Thieves: Eric (DQ11), Therion (8PT), Morgana (P5): Need to know Morgana I think.

Team Fliers: Nina (Breath of Fire 4), Sumia (FE Awakening), Rose (Legend of Dragoon) vs Team Sexy Beasts: Rei (BoF3), Nikki (MK), Kevin (SD3): I think Rei tears Nina apart and it goes downhill for team fliers from there?

Lightweight:

Team Servants: Gremio (S1), Brey/Borya (DQ4), Jakob (FE Fates) vs Team Palmer: Olivier (WA3) / Linny (FM3) / Palmer

Team Isekai: Aurora (Child of Light), Frederick (Eternal Sonata), Rabbid Peach (Mario+Rabbids) vs Team Cats & Frogs Living Together: Cray (Breath of Fire 4), Lethe (FE9), Frog (CT): Aurora/Frederick/Rabbid Peach are all decentish in Light/Middle. Cray is ok. Lethe is a joke (?) and Frog is probably being overwhelmed here.

23
Tournaments / Re: King of RPGDL nominations: It's happening
« on: February 09, 2023, 10:03:28 PM »
Heavyweight:

FE Heroes: Ike, Lyn, Ephraim
Magic Swordgirls: Nina1, Kloe (Trails in the Sky), Asselus (Saga Frontier)

Lightweight:

Isekai: Aurora (Child of Light), Frederick (Eternal Sonata), Rabbid Peach (Mario+Rabbids)


24
Unranked Games / Utawarerumono: Mask of Truth
« on: January 02, 2023, 08:48:15 PM »
Utawarerumono: Mask of Truth

- Level taken at 39.
- This SRPG's core mechanic is "Zeal" and "Action Chains". Action chains are a series of moves that can be stopped midway. Zeal is a resource that fluctuates between 0 and 100. Action Chains may generate or cost Zeal, and other conditions like counters or reaction defenses may increase or cost Zeal.
- When a character ends their turn with 100 Zeal, they enter 'Overzeal" and immediately get another turn. Then, at the end of every turn, they lose a certain amount of Zeal. If that places them at 0 Zeal they exit Overzeal. Executing a "Fatal Strike" attack that is only accessible in Overzeal will also end Overzeal immediately. While in Overzeal, any Zeal costs for actions or reactions is set to 0.
- Depending on a character's innate element, they get different bonuses for Overzeal. By far the most significant is Fire, which gets a +25% bonus to damage. (Wind = Slightly faster, Earth slightly less damage taken, and Water lengthens buff durations).
- Action Chains are effectively attacks/spells that have multiple components. A character has between 3-4 Action Chains and each action chain has between 2-4 parts. An action chain can be cut short at any time if the conditions demand it (for example, if the 4th action would decrease Zeal and prevent Overzeal, or if the 3rd action has a "no Counter" tag and the attacker wants to avoid a counter).
- Reaction skills trigger when the unit is attacked. The % chance of the reaction triggering is provided. If a "Damage reduced by 50%" skill triggers on 1 of 2 attacks in an enemy action chain, then the effect would be a 25% reduction on the damage. Some defensive skills have an "And Ends Action Chain" tag that may be worth more than the nominal rate. If a PC generates 100 Zeal on a counter/defensive skill, they go into Overzeal and get an immediate turn!
- Some PCs (Rulutieh, Atuy, Jachtwald, Munechika, Fumirul kinda) have a "Zone of Control" that prevents an enemy's movement. Exceptions are if the enemy is larger than a single space, has a action that moves them or their foe while attacking, or has a passive skill that negates the zone of control.. This means that, if at any time a unit starts it's turn or enters the space next to these characters, that enemy unit is trapped there, unable to move. So ranged-only characters are out of luck in such a situation. Munechika in particulare can abuse this to ensure she utilizes her "Act twice if not moving" skill...
- BP expenditure: BP are points that can be used to increase stats outside the normal level-up progression. I assumed a BP build that focused on Atk for the most part. This doesn't matter too much since I assumed everyone did the same thing. Perhaps the low durability folks are slightly more durable if you assume everyone spends BP on lots of HP (not a bad idea).
- I included a 'path' of damage to get the highest damage on turns 2-5. Note that these are different paths and don't 'flow' together (So turn 5 might use different moves on turns 1-4 then the best turn 4 damage path).

- Stats:
HP: Per standard. No permadeath but no in-battle revival outside of the main character's OPB auto-revive.
Atk: Attack power for everything including healing and magic.
Def: Stat that reduces Physical/Magical damage. Opposes Atk subtractively, with level a factor as well.
Spd: CTB speed. 200 double-turns 100 speed for example.
Defensive Durability: My accounting of how durable a PC is factoring in HP and defense.
- Criticals: The game utilizes a Timed Hit system. I assumed that players hit these since they aren't too hard, and yield +4 Zeal per action and +20% damage/healing if all are hit. The exception is the "Hidden Critical" system, which gives tiny hard-to-time options for minor increases in damage (4% per one hit) and Zeal gain (2 Zeal gain per hidden crit hit). I ignored this system because it is hard to time and can interfere with the regular crit timing. Ougi and Kiwiru, and Kuon are the ones who would clamor for it the most.

Enemy stats assumed to be Level 39, 65 Atk, 53 Def.

PC stat averages:
HP: 738
Atk: 70.4
Def: 48.9
Spd: 103.23
3-turn damage: 546 (1365 2.5x KO point)
5-turn damage: 526 (1315 2.5x KO point)


Main Character:
Element: None (-35 Zeal/turn Overzeal)
HP: 714 (97%)
Atk: 59
Def: 52
Spd: 102 (99%)
Defensive Durability: 104% (210% after debuffing enemy Def)

Passives:            
Reversal of Fate: OPB Auto-revive with full HP. Overkill damage does Not carry over.            
Tactical Command: Irrelevant ina  duel (negates mental status ailments for allies)            
Morale Boost 3: Irrelevant in a duel. (Allies get +15% stats)            
Law of the Lords: Reduces damage received from 'demihumans' by 20% (most things)            
Sever (Sword Only): Increases damage to demihumans by 20% (the game's humanoid enemies are 'demihumans')            
Quick Rebound 2: Advances Turn Order by 1/3rd of a turn when attacked.                  
Reactions:            
Rejuvenate 2: 25% to dodge an attack and cure self of status ailments. 9 Zeal gain. Usable 2PB      

Action Chains:
Sosei Oubu: 345 Healing. Cures status ailments/debuffs. Costs 10 Zeal but generates 35. Can't send him into Overzeal by itself. (Needs 10 Zeal at turn start)
Ougeki Kyozan: 259 damage. +42 Zeal. Chance to poison target (-20 Zeal/ - 10% HP per turn)
Touou Gekiha (1): 157 damage. +9 Zeal. -25% Atk 2 turns. No Counters.
Touou Gekiha (2): 188 damage. +13/-5 Zeal. -25% Atk 2 turns. No Counters.
Touou Gekiha (3): 197 damage. +17/-55 Zeal. -25% Atk 2 turns. Draws Sword and grants an instant turn. (Needs 50 Zeal at turn start)
Hakuen Ranbu (Sword Only): 305 damage. +12 Zeal. 1 turn Def Debuff (Factored into damage)
Fatal Strike: 554 damage chaining from Hakuen Ranbu's 1-turn Def Debuff.

Turn 2 Damage:  1269
Ougeki Kyogzan -> Ougeki Kyozan -> Touou Gekiha->  Fatal Strike:
Turn 3 Damage: 1771
OK->OK->TG->HR->TG->FS:
Turn 4 Damage: 2030
OK->OK->TG->HR-> TG->FS->OK
Turn 5 Damage: 2736
OKx2->TG->FS->OKx3->TG->FS

Comments: MC's stats are not very impressive but he does have a nice trick alternating healing and an attack that debuffs defense and builds his Zeal. His Touou Gekiha->Hakuen Ranbu is cool but just doesn't have the stats to back it up. He also has a OPB auto-revive and poison.



Kuon:
Element: Earth (default) (-50 Zeal/turn Overzeal)
HP: 732 (99%)
Atk: 68
Def: 52
Spd: 110 (106.6%)
Defensive Durability: 103% (118% after buffing)

Passives:
Permeating Vigor: +10 Zeal at the start of turn for Kuon and allies within 3 squares of her
Eye of Courage: Ignores Zones of Control
Resonance of Heaven and Earth: Immediately heals (i.e. negates) damage from elements of her type
Unyielding: After taking an attack, X% chance to raise Atk by 20%

Reactions:
Solidify: 20% chance to reduce physical damage by 60%, 14 Zeal gain
Inner Alchemy: 75% chance to reduce magic damage by 25% and heal self by 25%, 14 Zeal Gain. 3 Uses Per Battle.

Action Chains:
Kawasami (3): 292 damage, +32 Zeal, drains Zeal = 5% of damage dealt. No counters. Turns Kuon element = fire.
Kawasami (4): 324 damage. drains Zeal = 5% of damage dealt. +36/-10 Zeal

Jushimatsu (2): 267 damage. +23 Zeal. Decreases enemy Def by 20% for 2 turns (increases her damage by ~14.8%, including for this attack. Factored in)
Jushimatsu (3): 307 damage. +27/-5 Zeal. Decreases enemy Def by 20% for 2 turns (increases her damage by ~14.8%, including for this attack. Factored in)

Nuedori: Costs 20 Zeal. Buffs Atk/Def for 2 turns by 20%, sends Kuon into Overzeal. Reduces max HP by 45% for 1 turn. Turns her back to Earth element.

Fatal Strike: 771 damage chaining from Jushimatsu (with the Def down baked in). Inflicts Fear but that is not terribly useful except on Melee-only enemies (they have to run away, but can attack before doing so).

Turn 2 damage: 1373
Jushimatsu (2) -> Kawasami (3) -> Jushimatsu+FS
Turn 3 damage: 1830
J2->K4->K3->FS
Turn 4 damage: 2600
J2->K3->J+FS-> K4 ->N3 -> FS
Turn 5 damage: 3123
J2->K3->J+FS->K3->J3->K3->FS


Comments: Kuon wishes she could heal herself. Without that, she has okay damage (should manage a 2HKO with her def debuff in play). Magic hits her Inner Alchemy which is pretty good. Ocassionally she will buff her own attack after being hit but it isn't something she can count on (~25% of the time, ~25% damage boost?). Nuedori won't see much unless she wants to finish something off on turn 4. She has a limited game of elemental nulling via changing her innate element to match the element attacking her, but she can't access water unless she has something to heal.



Rulutieh:
Element: Wind (-50 Zeal/turn Overzeal)
HP: 925 (125%)
Atk: 61
Def: 48
Spd: 92 (89.1%)
Defensive Durability: 123.9%

Passives:
Apparitions's Birdsong 3: Reduces enemy speed by 10% if they are within 3 squares of Rulutieh
Frightful Aura: Enemies lose 10 Zeal at the beginning of their turn, if within 2 squares of Rulutieh
Breaker: +20% damage to objects
Law of Blood: +20% damage to beasts
Natural Healing: Recovers 20% HP at the start of her turn
Eye of the Fighter II: Enemies that come within 1 square of Rulutieh are trapped there.
Quick Rebound 2: Advances Turn Order by 1/3rd of a turn when attacked.

Reactions:
Pulsation of Life: 25% chance to reduce damage by 25%, and increase max HP by 30% for 2 turns, 14 Zeal Gain
Sixth Sense: 50% chance to dodge ranged attacks (ranged attacks can be at melee range!), 14 Zeal Gain, Increases movement range

Action Chains:
Otome Tsubaki (2): 233 Damage. +38 Zeal. Reduces target Def by 20% for 2 turns (increases damage by 16.5%, factored in)
Otome Tsubaki (3): 272 damage. +42/-5 Zeal. Also applies slight turn delay effect to target.

Yuri-Ne (2): 242 Damage. +41/-12 Zeal. No Counter, applies slight delay to target.
Yuri-Ne (3): 275 Damage. +60/-36 Zeal. No Counter. Knocks enemy away.

Fatal Strike: 583 damage (chaining from Otome Tsubaki)

Hanakagura: 213 Healing. +22 Zeal. Increases movement, and all skill activation rates up for 2 turns.

Turn 2 damage: 1088
Otome Tsubaki (3) ->OT2 ->FS:
Turn 3 damage: 1409
OT3->OT2->YN(3)->FS
Turn 4 damage: 1730
OT3->OT2->YN(3)->YN(3)->FS
Turn 5 damage: 2498
OT3->OT2->OT+FS->OT3->OT3->YN2->FS

Comments: She's very anti-archer, with a zone of control and the 50% evade. Otherwise she has skills/delay to make up for her poor speed (making it very hard to doubleturn her) and regeneration/healing to try and stay in a fight against something without too much damage. 20% regen on good durability is always a sweet bonus.



The Twins, Ururuu and Sarana:
Element: Dark (-60 Zeal/turn OZ, but moot by dark OZ doubling Zeal gains)
HP: 542 (73.4%)
Atk: 80 (88 while Mothmoth summoned)
Def: 31 (34 while Mothmoth summoned)
Spd: 90 (87.2%) (99 while Mothmoth summoned)
Defensive Durability: 60.3%

Passives:
Soul Crush: Deals +20% damage to divine beings
Law of the Origin: Takes 20% less damage from divine beings

Reactions:
Vestige of the Abyss: 75% chance to reduce an attack's damage by 85% and summon a Mothmoth. 14 Zeal Gain
[Mothmoth increases their damage by ~25%]
Foresight: 25% chance to dodge an attack and end the attacker's action chain. 14 Zeal Gain

Action Chains:
Soei Musou (4): 284 damage. +40 Zeal. No Counters. Next turn comes slighly faster (5%?)
Soei Musou (5): 312 damage. +44/-18 Zeal. Summons Mothmoth Next turn comes slighly faster (5%?)

Rekka Sohazan: 325 damage. +38 Zeal. Inflicts Curse (no Heal/Zeal gains). Heals twins for 25% of the damage done. No Counters.

Sobu Gekishoha (1): 380 damage. +28/-20 Zeal. Decreases target spd by 20%. No Counters/Dodge.
Sobu Gekishoha (2): 488 damage. +41/-60 Zeal. Decreases target speed by 20%, Inflicts Fear (only useful if enemy is melee and started next to Twins that turn). No Counters/Dodge/Block.

Fatal Strike: 542 damage. Reduces target Max HP by 10% (kinda meaningless).

Turn 2 damage: 1193
Rekka Sohazan->RS->RS->FS
Turn 3 damage: 1627
RS->RS->SG->SG
Turn 4 damage: 2115
RS->RS->SG->SG->SG
Turn 5 damage: 2712
RS->RS->FS->RS->RS->RS->FS

Comments: Terrible speed/durability. Their hope is to trigger Vestige of the Abyss or Foresight, and the Mothmoth to buff their damage enough (and not be KO'd by full MT damage) that it helps they themselves scratch out a KO before a foe gets a 3rd turn.



Nosuri:
Element: Fire (-65 Zeal/turn Overzeal)
HP: 651 (88.2%)
Atk: 70
Def: 41
Spd: 112 (108.5%)
Defensive Durability: 80.4%

Passives:
Dire Awakening: +30% damage when under 25% HP
Desperation: Instantly gain 100 Zeal when below 25% HP. Note that this gives her an instant turn.

Reactions:
Perfect Far Dodge: 75% chance to evade a ranged attack and end attacker's action chain. +14 Zeal. 3 uses per battle

Action Chains:

Harran Reppu (3): 279 damage, +34 Zeal

Shippu Dotou (2):  193 damage. +50 Zeal. Inflicts Confuse (Enemy randomly attacks allies/enemies)

Rakuyoko Kikon (1): 258 damage. +4 Zeal. No Counter/Dodge.
Rakuyoko Kikon (2): 258 damage. +8/-15 Zeal. No Counters. 246 Healing. Buffs attack by 20% for next 2 turns (+37% damage. Doesn't factor in this turn)
Rakuyoko Kikon (3): 456 damage. +12/-25 Zeal. 246 Healing. Buffs attack by 20% for next 2 turns (+37% damage. Does factor in this turn)

Final Strike: 564 damage, including the fire Overzeal damage bonus.

Turn 2 damage: 1042
HR3 -> SD2 -> RK3
Turn 3 damage: 1813
HR3-> SD2 -> RK3 -> Fatal Strike
Turn 4 damage: 2196
HR3-> SD2 -> RK3 -> Fatal Strike->HR3
Turn 5 damage:  2841
HR3->SD2->RK3->FS->SD2->SD2->RK3


Comments: Nosuri is above average speed, has a limit range, and some healing/attacking/status. But her inability to be consistent about her healing and the status not being good hurts what would otherwise be a solid package. She can use Shippu Dotou to trigger Overzeal every other turn, and then use two Rakuyo Kikon's while in Overzeal. This lets her use her healing 2 out of every 3 turns, which may help stave off KOs or save her against low damage dealers. Being fire elemental gives her the damage buff in Overzeal.



Ougi:
Element: Fire (-75 Zeal/turn Overzeal)
HP: 775 (105%)
Atk: 65
Def: 51
Spd: 122 (118.2%)
Defensive Durability: 107.7%

Passives:
Shadow Run: Can run through enemies and ignore ZoCs
Ambush: Attacking from behind target increases damage/status odds by 25%. Damage numbers assume this is the case.
Art of Revenge 2: 75% chance to counterattack

Reactions:
Enkan: 65% chance to negate enemy close-range attack and stop action chain. Costs 35 Zeal, 14 Zeal restored.

Action Chains:

Shiden Issen (4):  344 damage. +46 Zeal. No Dodge. Inflicts Slow (movement down). Inflicts Stupefy 1 turn (Only 1 action in an Action Chain).
Shiden Issen (5): 372 damage. +50/-10 Zeal. No Dodge, Inflicts Slow/Stupefy.

Unjoh Ryuhen (3): 307 Damage. +47/-15 Zeal. Inflicts Daze for 1 turn (No actions/move, no passives work, no counters/reactions). No Counter/Dodge/Blocking. 2/3rds Magic 1/3rd physical.

Fatal Strike (Chains from either): 581 damage (includes Fire Overzeal bonus). Drains half damage dealt as HP.

Counter:
Yakumozan (2): 121 damage. +12 Zeal. Inflicts Venom (-20 Zeal/-10% HP per turn)
Yakumozan (3): 149 damage. +18/-10 Zeal. Inflicts Venom.

Turn 2 damage:  1269
SI5->SI4->FS
Turn 3 damage:  1762
SI5->SI4->SI5->FS
Turn 5 damage: 2967
SI5->SI4->FS->SI5->SI5->SI4->FS


Comments: Fast deblitiating status. Counters. Enkan for blocking melee attacks. Fire Overzeal yields +25% damage so his HP draining isn't too bad. In point of fact it isn't hard to get two of his *7* hidden Criticals on Shiden Issen (4), so he could in theory get 50+ Zeal/turn and Overzeal every other turn, if one allows that.



Nekone:
Element: Water (-75 Zeal/turn Overzeal)
HP: 601 (81.4%)
Atk: 62
Def: 39
Spd: 102 (98.8%)
Defensive Durability: 72.7% (81.4% with Def Buff)

Passives:
Terrain Advantage: Negates terrain effects
Stance of Offense and Defense: Can take both an offensive action and a healing action on the same turn. Yes.
Shikigami Companion: At the beginning of the unit's turn, summons a Kiripon Type 1 (Which just takes a space and can draw enemy attacks/block enemy movement)

Reactions:
Shikigami Artifice: 75% chance to reduce damage by 85% and summon a Kiripon Type-II unit. 14 Zeal Gain, 1 use per battle (Kiripon 2 acts immediately, goes next to enemy, and traps them in a Zone of Control, but is easy to OHKO).

Action Chains:
Yuzutsu (2): 203 fire magic damage. +28/-4 Zeal No Blocking. Places a flame sigil on enemy (does ~100 damage at start of enemy's turn)
Waisei (2): 257 wind magic damge. +28/-8 Zeal. No Counters. Inflicts Hex (No healing/Zeal gains). Places a Windhole Sigil on enemy space (Enemy takes +15% damage, already included in this damage)

Seigetsu (2): 458 healing. +24/-6 Zeal. Removes Status. Places a defense tile on target (-20% damage)
Seigetsu (3): 480 healing. +28/-16 Zeal. Same as above.

Hakko (1): +25% Defense for 3 turns. +4 Zeal
Hakko (2): 174 healing. +25% defense for 3 turns. +8/-10 Zeal. Places a cross of Heal Sigils (recover 25% at start of turn if standing in one).
Hakko (3): 174 Healing/+25% Def/Heal Sigils. +12/-25 Zeal. Gain 20 Zeal. Increase max HP by 20% for 2 turns.

"Fatal" Strike: Chains off of one of the healing moves. Fullheal to an area and buffs speed by 15% for 6 turns.

Turn 2 damage: 771
Wasei x3
Turn 3 damage: 1028
Wasei x4
Turn 4 damage: 1542
Wasei x6
Turn 5 damage: 1799
Wasei x7


Comments: Nekone is slow and frail but can attack and heal every turn, and buffs herself in the process. In her Overzeal turns, she should start off with her Fatal Strike heal to end it and then immediately use the Attack part of her turn to start generating Zeal again, so she can enter Overzeal every other turn. Her Shikigami Artifice helps make sure she can get this wheel going.



Kiwiru:
Element: Earth (-50 Zeal/turn OZ)
HP: 682 (92.4%)
Atk: 61
Def: 46
Spd: 104 (100.7%)
Defensive Durability: 89.2% (99% after buffing Defense)

Passives:
Hunt: +20% damage to beasts
Serenity 1: -25% Zeal Costs. Have 25 Zeal after a Fatal Strike.
Stance of Immovable Attack Chain: If unit doesn't move, get 2 actions instead of 1...

Reactions:
First Aid 3: 50%  after a physical attack to heal self for 40% and gain 14 Zeal. 3 times per battle
Rejuvenate 3: 50% chance to dodge a physical attack, remove status on self, and gain 14 Zeal. 3 times per battle.

Action Chains:

Hachiku (3): 220 damage. +26/-3 Zeal. Reduces target speed by 15% for 2 turns.
Hachiku (4): 242 damage. +30/-12 Zeal. Reduces target speed by 15% for 2 turns. No Counter.

Fukuryubai (1): No Move ranged only. Does 183 fixed ITD Earth damage. +9 Zeal.
Fukuryubai (2): No Move ranged only. 230 damage. +13/-11 Zeal. Decreases target move. No Counter.
Fukuryubai (3): No Move Ranged Only. 275 damage. +17/-29 Zeal. No Counter/Dodge. Delays target's turn slightly.

Fatal Strike: 375 Earth magic damage.

Matsukasa (2): +8/-10 Zeal. Increases def by 20% for 2 turns. 127 Healing. Recovers status. (Can be used twice in a row).

Turn 2 damage: 484
Hachiku (4)x2
Turn 3 damage: 726
H4 x3
Turn 4 damage: 1596
H4x3->H3->F3+FS
Turn 5 damage: 1838
H4x3->H3->F3+FS ->H4


Comments: Kiwiru wants his enemy to stay put so he can get two turns consistently. Sadly this isn't likely to be the case, so Kiwiru is underwhelming. What's more, he really wants to get the single hidden crit on Hachiku (3) so that he can get +25 Zeal/turn. This would allow him to get to Overzeal faster. On an Overzeal turn, Kiwiru can act twice (since presumably he would have entered it from attack range). His healing is too weak to help him much.



Atuy:
Element: Water (-50 Zeal/turn OZ)
HP: 754 (102.1%)
Atk: 82
Def: 53
Spd: 107 (105.2%)
Defensive Durability: 107.4% (135% with Def Up, 189.5% after debuffing enemy Atk, tink tink tink if both are in effect).

Passives:
Enhanced Formation: 50% chance to get another turn after defeating an enemy. Or Object.
Eye of the Fighter I: Can trap 1 unit next to Atuy in a Zone of Control.
Art of Revenge 2: 75% chance to counterattack
Stance of Far Sprinting: Can use two move actions in a row if no attack action is used.

Reactions:
Energize: 40% chance to reduce physical damage by 60% and increase defense by 30% (the higher def applies to the attack). +14 Zeal
Vicissitudes: 25% chance to dodge a close attack and raise attack power by 25% (+44% damage) for 1 turn. +14 Zeal

Action Chains:

Isana (3): 391 Water physical damage. +43 Zeal.
Isana (4): 453 Water physical damage. +47/-8 Zeal.

Makajiki (3): 411 Water physical damage. +30/-12 Zeal. No Counter. Lowers target Atk by 20% for 2 turns. Reduces target Max HP by 15%, which applies before the damage does.

Fatal Strike (chains from either): 708 water physical damage. Applies a 20% speed debuff for 2 turns.

Counter:
Tokishirazu (1): 212 damage. +12 Zeal.
Tokishirazu (2): 283 damage. +16/-8 Zeal. Inflicts Daze (~50%?)

Turn 2 damage: 1552
I4->I3->FS
Turn 3 damage: 2005
I4->I3->FS->I4
Turn 4 damage: 2458
I4->I3->FS->I4->I4
Turn 5 damage:  3557
I4->I3->FS->I4->I4->I3->FS


Comments: Atuy has solid stats and can probably KO by turn 2. She can debuff Attack very effectively. She has good anti-physical reactions that buff her own stats and can ensure mages eat her counters via ZoC. Her counterattacks might inflict Daze, eating foes' turns. Considering her selling point (free turns when she KOs something) is pointless in a duel, she is a good fighter. Opening with her debuff skill can help complete a 3HKO by reducing the target's max HP by 15% before the damage is applied (so adds 15% of target max HP to the 1st turn damage).



Anju:
Element: Fire (-50 Zeal/turn OZ)
HP: 844 (114.3%)
Atk: 94 (...)
Def: 33
Spd: 111 (107.5%)
Defensive Durability: 95.9%

Passives:
Tiger's Providence: If killed while in Overzeal, survive with 1 HP and end Overzeal.
Resist All: 50% resistance to status effects
Dire Awakening 2: If health is less than 10%, damage increases by 50%
Art of Revenge 1: 50% chance to counterattack

Reactions:
Tiger's Bloodlust: 25% chance to increase a hit's damage by 40% but increase Zeal by 54

Action Chains:

Seiten Heikireki (3): 429 damage. +24 Zeal. No Blocking.

Gouten Daha (2): 875 damage. +40 Zeal. 49% HP in self damage (can be fatal)

Tenka Fubu (1): 268 damage. +22 Zeal. No Counter/Block. Knockback.
Tenka Fubu (2): 429 damage. +36 Zeal. 11% Self-damage. No Counter/Block.
Tenka Fubu (3): 501 damage. +46 Zeal. 20% (31% total) self-damage. No Counter/Block.

Fatal Strike (from Seiten Heikireki): 894 fire physical damage. Regains Health = Damage dealt.

Counter:
Kyokujitsu Shouten: 322 damage. +28 Zeal. No Counter/Dodge/Block.

Turn 2 damage: 858
SH3->SH3
Turn 3 damage: 2181 (11% self-damage)
SH3->SH3->TF2->FS
Turn 4 damage: 2610
SH3->SH3->SH3->SH3->FS
Turn 5 damage: 3147
SH3x5->FS

Comments: Anju has a game of "Figure out how to get to Overzeal to wreck something and fullheal. It's... kind of hard. She'll generally only reach it on turn 3, and can't reliably get to it without considerable self-damage or triggering counters after the first time. Tiger's Bloodlust is very dangerous. Her counters are unreliable. Going Tenka Fubu->Seitenx2 to get Overzeal turn 3 involves taking 11% self-damage... which isn't great, and Tenka Fubu3->TF2 means taking 42% self-damage... It is worth pointing out that if Anju is the last fighter on the field and DOES KO herself and the enemy at the same time, she wins in-game.



Jachtwald:
Element: Wind (-50 Zeal/turn OZ)
HP: 824 (111.6%)
Atk: 73
Def: 62
Spd: 94 (91.1%) (80, 77.5%, in Reppu Stance) ('80', but 131.7% speed in Shippu Stance)
Defensive Durability: 132.6% (172% in Reppu stance)

Passives:
Skill Tutor 3: Increase Skill/reaction activation for nearby allies by 10%
Eye of Courage: Ignores Zones of Control
Art of Revenge 2: 75% chance to counterattack
Eye of the Fighter 2, can lock down 2 enemies close to Jachtwald
(Stance Only): AoR3: 100% counterattack

Reactions:
Close Dodge: 25% chance to dodge a close attack. Zeal +9
Far Dodge: 25% chance to dodge a ranged attack. Zeal+9
(Stance Only, Replaces the above)
(Stance) Perfect Dodge: 50% chance to evade an attack, advance in turn order (gets a turn now) and end the foe's action chain. Zeal+9

Action Chains:

Kagematsuba (2): 290 Wind/Phys damage. +32 Zeal
Kagematsuba (3): 327 damage. +42 Zeal. Enters 'Reppu' Stance', setting speed to 80, Def to 77 and enabling stance counter/dodge.

Tsukuyozuru (2): 404 Wind/Phys damage. +8/-12 Zeal. No Counter/Dodge. Reduces target Def by 20% (+13% damage) for 2 turns (included in damage)
Tsukuyozuru (3): 430 Wind/Phys damage. +12/-12 Zeal. No Dodge. Enters Sheathed Stance 'Shippu', which enables Sheathed Dodge/Counter, it sets speed to '80' but reduces wait time to give a speed equivalent to 136 [131.7%].

Fatal Strike: 518 wind physical damage. Can be triggered from Kagematsuba or a counter if in Overzeal.

Counter: (Range 2)
Senranzakura (3): 260 damage. +24 Zeal. Reduces target Def by 20% (Included in damage). [If in a Stance, this instead does 317 damage]

Turn 2 damage: 1173
K3->K3->FS
Turn 3 damage: 1712
K3->T3->K3->FS
Turn 4 damage: 2186
T3->K3->T3->K3->FS
Turn 5 damage: 2673
K3->K3->FS->K3->K3->K3->FS

Comments: Jachtwald is solid on all fronts but speed. And that speed is complicated by one of his stances reducing it even futher. And that is complicated by one of the stances incresing his speed. And that is complicated by him getting a turn regardless of speed if he gets an evade off. It is all... complicated. It is generally a bad idea to let Jachtwald get going however.



Munechika:
Element: Earth (-60 Zeal/turn OZ)
HP: 870 (117.8%)
Atk: 72
Def: 80
Spd: 104 (100.7%)
Defensive Durability: 189% ...

Passives:
Ground Wall Barrier 2: Allies within 3 squares of Munechika reduce damage by 15% (Not Munechika herself)
Indomidatble Spirit: Prevents Knockback Effects
Eye of the Fighter 3: Can lock down 3 enemies close to Munechika
Code of Honor: When an ally is next to Munechika, they take 20% less damage.
Stance of Immovable Attack Chain: If unit doesn't move, get 2 actions instead of 1...
Quick Rebound 1: Advances Turn Order slightly when attacked.
Art of Revenge 2: 75% chance to counterattack

Reactions:
Earth God's Perfect Defense: 100% chance to negate Earth elemental damage for self and nearby allies. +14 Zeal
United Defense: 35% chance to reduce damage by 75% for self and nearby allies. +14 Zeal

Action Chains:

Saizuchi (3): 307 Earth physical damage. +30 Zeal. Removes target's buffs.

Taizan (2): 271 Earth damage. +28/-18 Zeal. No Counter/Dodge. Applies Taunt (Enemy must chase after and attack Munechika)

Kazan Tairei (1): 91 healing, +4/-10 Zeal. Places a defense tile (20% damage reduction)
Kazan Tairei (2): 342 healing, +8/-20 Zeal. Places defense tile. Increase max HP to 1348 (155%) for 3 turns.

Counter:
Shinken Sekisen (2): 216 fixed ITD earth damage. +32 Zeal. Drains 10 Zeal.

Fatal Strike: 620 damage.  Reduces enemy Move to 0.

IF ENEMY IS TRAPPED AFTER TURN 1:
Turn 2 damage: 1848
S3->S3+S3->FS+S3
Turn 3 damage: 2461
S3->S3+S3->FS+S3->S3+S3
Turn 4 damage: 3389
S3->S3+S3->FS+S3->S3+S3->S3+S3->FS+S3
Turn 5 damage:  4002
Same as turn 4 + S3+S3

IF ENEMY IS NOT TRAPPED AFTER TURN 1 (larger, various skills)
Turn 2 damage: 614
S3->S3
Turn 3 damage: 1848
S3->S3->S3->FS+S3
Turn 4 damage: 2154
S3->S3->S3->FS+S3 -> S3
Turn 5 damage: 2461
S3->S3->S3->FS+S3 -> S3 ->S3


Comments: The Wall herself. In most battles, Munechika will be attacking twice every turn, except for perhaps the first turn. Enemies trapped by her will have to take her counters 75% of their attacks. Her defensive skill increases her durability further... Munechika is probably the best dueler in the cast. She's tanky enough to just heal/attack her way through even big damage, with counters and the defensive skill and overzeal turns to help.



Fumirul:
Element: Light (-80 Zeal/turn OZ)
HP: 686 (92.9%)
Atk: 68
Def: 48
Spd: 92 (89.1%)
Defensive Durability: 91.9% (229% after debuffing enemy Atk...)

Passives:
Inescapable Charms: Puts nearby enemy male units in a taunted state
Wink of Destruction: Establishes a Zone of Control for enemy Male units.
Morale Surge 2: Male allies within 2 squares get +10% Atk/Def/Spd
Exorcize: +20% damage against undead enemies
Stance of Offense and Defense: Can take both an offensive action and a healing action on the same turn. Unfortunately useless for her in a duel
Grateful Heart 2: Echoes Healing on her by utilizing her own healing chain when healed... Useless in a duel...

Reactions:
Defensive Healing: 25% chance to reduce damage by 35% and heal for 102 HP.

Action Chains:

Mitsugetsu (3): 345 Wind/Light damage. +36/-8 Zeal. No Counter. Reduces Enemy Atk by 30% (massive effect)

Suika (2): 183 Magic Water damage. Applies Stupefy (only 1 action/Action chain), and reduces enemy Move by 2. Not usable after moving, ranged only.

Fatal Strike: 497 damage. (Chains from Mitsugetsu)

Turn 2 damage: 690
Mitsugetsux2
Turn 3 damage: 1531
Mitsugetsux3->FS
Turn 4 damage: 1876
Mitsugetsux3->FS->M
Turn 5 damage: 2221
Mitsugetsux3->FS->Mx2


Comments: Fumirul is probably the best character in the game, but in a duel she is badly underpowered. Her attack debuff is so effective that it might save her in a duel, but only just.

25
ODLIKE

Belial (WA4) (W) vs. Sephiroth (FF7) (L)


HEAVY

Reclaimer Dragon (WA4) (W) vs. X (MMX:CM) (L)


MIDDLE

Byleth (FE3H) (W) vs. Lich (FF1) (L)


LIGHT

Ryudo (G2) (W) vs. Natan (SH3) (L)

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