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RPG Debate => RPG Stats Forum => Unranked Games => Topic started by: DjinnAndTonic on April 17, 2025, 06:34:29 AM

Title: Disgaea 7: Vows of the Virtueless
Post by: DjinnAndTonic on April 17, 2025, 06:34:29 AM
Welcome to the Disgaea 7 endgame stat comparison topic. This topic includes all units, unique and generic, that are available during the main campaign, including bonus scenario cameo characters. It includes Ao, Asagi, and other postgame secret characters in a separate average.

All units are taken at a rough endgame level of 160, with 8 Evility Slots, and with an endgame wallet of 2M HL for Equipment/Items and roughly 50,000 Mana to spend on Evilities or other effects.
Generic units are assumed to be Rank 6 for their assigned class, with all of their innately-learned Evilities, but without any reincarnation bonuses. Unique units are assumed Rank 5 bonus stats from their initial Subclass, but are not assumed to have any of the skills or evilities from this subclass (but you could argue that they would naturally have access to them, legally).
Units are only allowed Weapons they have proficiency in, to ensure they can reach the assumed Weapon Mastery rank of 25. They are also forced to equipping one piece of Armor for the assumed endgame Armor Mastery rank of 15 and to give a baseline ranking for durability averages as well.


Basic Damage Formula
ATK * Skill Power - DEF/2
ATK is whatever the main offense stat is plus any current Skill/Spell-given buffs. Buffs from Evilities usually count after Skill Power.
Offense Stats: Fist: (ATK+SPD)/2, Bow: (ATK+HIT)/2, Gun: (SPD+HIT)/2, Staff: INT, Everything Else: ATK
All Unique Skills take the Damage Type of the user's currently-equipped weapon. (E.g. Blazing Fang does Fire-Element Phys. Sword-typed Damage w/ a Sword equipped, but Fire-Element Magical Staff-typed Damage w/ a Staff.) This also means that characters with balanced stats can easily swap weapons to hit both damage types.
Damage from the Front is +0%, Side +20%, Back +40%
Accuracy is basically HIT/SPD, with a floor of 2% hit rate from the Front, 30% from the Side, and 60% from the Back. This applies to basic physicals, Special Skills, and Spells.
Critical hits deal 1.5x final damage (Bonus Crit Damage boosts are capped at 3x damage). Crit rate is unique to each unit. There's also Critical failures called a "Nick" that deal 0.5x final damage. These have a roughly ~5% chance of happening across the board. Sword-users (and Adell) have a unique mechanic called "Parry" that activates 10% of the time that halves damage like Nicks do and negates incoming Crits when it procs.
Counterattack chance is 50% at base, provided a unit has Counters remaining for that turn and that their opponent is within their basic physical attack range.
Healing Skills are a flat Multiplier to user's RES: Heal is 90%, Mega 120%, Giga 160%, Omega 340%, Tera 580%
Most buffs, debuffs, and status effects last 3 turns at base, and cannot be stacked on themselves. Buffs and Debuffs can be refreshed before they run out, but ailments cannot.

ATK =[ATKStat] * (100% + Stat% + SpellBuff%)
where [Stat] is the relevant attack stat(s), and both Stat% and SpellBuff% are capped at 100%; ATK caps at 99 999 999

BaseDamage = SkillPower * ATK * (100% + ATKPowerBuffs% + RandATK%) - [DEFStat] * (100% + DEFPowerBuffs% + RandDEF%)/2

TotalDamage_NoCrit = BaseDamage * (100% + DamageDealt%) * DamageReceivedMods% * (100% - ElementRes/100) * (100% - WeaponRes/100) * MagicRangeMultiplier * ComboMultiplier

TotalDamage_Critical = TotalDamage_NoCrit * (150% + CritDamageBoosts%) * CritDamageBoosts

Stats are capped at 99 999 999
RandATK% is a random percentage between 0% and another value that varies with main weapon: axes go to 29%, staves go to 9%, guns go to 2%; the rest goes to 4%.
RandDEF% is a random percentage between 0% and 14%.
Since it applies before enemy DEF, +ATK% buffs are very important in order to actually deal non-zero damage in the first place,
but then +Damage% is useful once you are dealing damage, and if you can crit (since some bosses are immune) then the multiplicative crit boosts are incredibly important too.

Hell Mode
The Hell Gauge is a unique mechanic to Disgaea 7, similar to Limit Breaks. When the gauge is 100% filled, the Unit can choose to enter Hell Mode, which allows certain units to utilize their Infernal Treasure skills in addition to other effects. Hell Mode transforms a unit's currently-equipped weapon into the weapon-type of their Infernal Treasure (maintaining its stats otherwise) so most units will want to equip a weapon of their Hell Mode's type at base.
Hell Mode: Lasts 3 turns, 20% reduction to damage taken, 20% increase to damage dealt, and all stats increased by 20%. Each Hell Mode has its own unique special effect too.
Each character has a unique method to filling their Hell Gauge, but it tends to fill much more quickly than the Jumbification Rage Meter.
For characters that have them, using a character's unique Infernal Treasure skill will instantly end Hell Mode.
Despite Hell Mode activation not counting as an action, it cannot be used if the character has already spent their action or if they're under an effect that prevents skill use.

Jumbification:
Battles feature a Rage Meter that fills when enemies deal damage to an ally(+5%) or kill an ally(+20%). The meter can be filled up to 200%, and any unit can spend 100% to use the "Jumbify" command. Activating the command fully restores the unit's HP and SP and grants the following effects for 3 turns:
Positioning: The unit will become giant and stand outside the stage by one of its edges(the player can freely choose any unoccupied edge), from where they can still be targeted by units standing on the stage. Because of this, a stage can have up to 4 Jumbified units at once, although the player can only have 1 or 2 (based on Squad level) giant units at a time.
Commands: A giant unit can't move, lift, use skills or use items. Their normal attack targets a 5x5 area, has infinite range and hits at 230% Base Power. They also gain the "Gigaster Attack" command, which works as a skill that only hits other giant units at 309% Base Power.
Jumbilities: Every class has a Jumbility, which grants a passive effect just like Evilities. A Jumbility is only active while the owner is giant, and their effect is granted to every unit on the map.
The Rage Meter always starts empty, except in the Item World where it's preserved from one floor to the next.

Pirilika's "Overbig" Evility can be used to increase the duration of Jumbification by 1 turn. The Jumbificationers Squad improves Jumbification and strengthens squad members when they use it. Allowing the Squad increases Rage meter gain by 50% (so +8% per hit) and grants a whopping +75% to all stats while Jumbified.
This is the only D7 Squad that would have any effect in the DL. Unsure if it should be included as default, but certainly all of the Healers want this to give them a better stall game.
Jumbification of enemies has no turn limit and they don't seem to depend on a Rage Meter, however they often avoid using it until the player does first.

Equipment: (Rank 34)
Fist: Three-Year Killer (Cntr+1, 5% Stun) : ATK+861 SPD+861
Sword: Arc Bringer (10% Parry) : ATK+1205
Spear: Elder Spear (Rng=2, Pierce) : ATK+984 DEF+615
Bow: Indra (Rng=4, Wind-elem Physicals) : ATK+799 HIT+799
Gun: Parting Shooter (Rng=5, SPD-10% 3 turn) : HIT+799 SPD+799
Axe: Outlaw Edge (DEF-10% 3 turn) : ATK+1377
Staff: Prinny Scepter (Rng=2, Spell Rng&Area+1) : INT+984 RES+553
Physical Monster Weapon/Claw: Fenrir's Fang (Crit Dmg+3%) : ATK+1353 HIT+738
Magic Monster Weapon/Medal: Angel's Medal (Rng=2, Spell Rng&Area+1) : INT+1230 RES+922

Armor: Hachiryu Armor (Def Pwr+3%) : DEF+947 RES+639
Belt: Black Belt (Atk Pwr+2%) : ATK+253
Shoes: Accelerator (Mv+1, Jm+18) : SPD+232
Glasses: Foresight (Crit+1%) : INT+557 HIT+557
Orb: Holy Orb (SP Up+5%) : SP+1428 RES+893
Muscle: World Muscle (HP Up+5%) : HP+1785
Emblem: Royal Ring (Stats Up+3%) : HP+282 SP+282 ATK+282 DEF+282 INT+282 RES+282 HIT+282 SPD+282

Some characters might care about Weapon Skills, here's all the relevant ones for each weapon type.
Fist: Dragon God's Kick: 140% Skill Power, 72 SP, Single Target at range 2
Sword: Cross Demon Rush: 155% Skill Power, 216 SP, Single Target at range 2.
Spear: Meteor Cannon: 140% Skill Power, 480 SP, Hits 8 Adjacent Panels, Fire Element
Bow: Omega Comet: 145% Skill Power, 480 SP, Hits 5 Panels in Cross Shape at up to Range 4, Star element
Gun: Toten Kreuz: 155% Skill Power, 480 SP, Hits 5 Panels in Cross Shape at up to Range 5, Fire Element
Axe: Plasma Finisher: 170% Skill Power, 480 SP, Single Target at Range 1, Wind element
Axe Boomerang: 150% Skill Power, 216 SP, Single Target at Range 4

Status Ailment Resistance in Disgaea 7 is handled by store-bought Evilities. These all cost a trivial 200 Mana and 1 Evility slot to equip, and can be seen as equivalent to storebought status accessories. All units can, at base, spend some Mana (the same method they use to learn their innate individual Evilities) to buy these.

The Status Ailments are:
Poison (20% max HP dmg per turn)
Toxic (40% max HP dmg per turn)
Paralysis (Can't move position & reduce SPD/Evade to 1)
Sleep (Can't act, all received attacks are auto-crits, removed by damage taken)
Weaken (Can't gain EXP and -30% to all stats)
Forget/Amnesia (Can't use Skills or Spells & INT is set to 1)
Charm (attack own allies at random, skip turn if alone)
Stun (Can't act for 2 turns)
Puppet (inflictor controls target's actions)
Reverse (Healing & Damage effects inverted)
Bind (Can't move position)
Freeze (Can't act, removed by Fire damage taken)

There is also the Vaccine storebought Evility that grants a blanket 50% resistance to all status ailments at once.
There is no common Instant Death (Deathblow) blocker, but a handful of units learn an Evility to block it naturally.

Most buffs, debuffs, and status effects last 3 turns at base, and cannot be stacked on themselves. Buffs and Debuffs can be refreshed before they run out, but ailments cannot.

Averages Up Top
HP: 15549
SP: 3265
ATK: 3003
DEF: 2863
INT: 2231
RES: 3087
HIT: 2505
SPD: 2064

3-Turn Damage Average: 6453.56
Kill Point: 16100

3-Turn Damage Average: (Main Cast-only) 6357.17
Kill Point: 15900
Title: Re: Disgaea 7: Vows of the Virtueless
Post by: DjinnAndTonic on April 17, 2025, 06:45:03 AM
Fuji
Wayward Warrior
Equips: Arc Bringer (10% Parry) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 17946 | SP: 2880
ATK: 5040 | DEF: 2839
INT: 1152 | RES: 2286
HIT: 1872 | SPD: 2090
1.154x PCHP | P.Dur: 1.34 (w/ Soft Sword Parry rate) | M.Dur: 1.06
5 MOV, 3 Counters, 11% Crit Rate

Elem. Resists: 25% Fire | 25% Wind | -50% Ice
Wpn Resists: 20% Fist | 25% Sword | -10% Bow
-10% Gun | 20% Axe | -20% Staff | 10% Monster

Evilities (Cost) : Effect
Dirtier the Better (Unique) : Increase attack power by 5% after attacking from behind. (Max 100%)
Two-Part Plan (Unique) : Attack twice when attacking with sword specials.
Soft Sword (1) : Parry rate is boosted by 15% when swords are equipped.
Refined Swordplay (2) : Sword skill SP cost -50%.
Zeni Geba (3) : Increase HL gained by 50% & Mana gained by 50%.
Vital Strike (3) : Increase critical damage by 50%.
Hell Unleashed (3) : Increase damage dealt by 50% when in Hell Mode.

Jumbility: Rear Attack DMG Up : Increase damage dealt by back attacks by 50%
Jumbified Strike: 10774 Damage

Hell Mode Activation: Land attacks on foes (20% per attack)
Kanzan Musashi (Sword) : During Attack, decrease target's defending stat by 100%

Basic Physical: 3959 Damage
Skills
Blazing Fang: 4221 Phys. Fire Damage, Hits 3 panels horizontally in front (54 SP)
Roaring Stampede: 3959 Phys. Damage, Hits 8 panels in length-3 cone from user (216 SP)
Divine Kazan: 12834 Phys. Sword Damage, Ignores Target DEF, Single-target Melee range, Decreases target's DEF by 50% for 3 turns, Hell Mode ONLY, ends Hell Mode when used (0 SP)

Blazing Fang (Hell Mode w/ Hell Unleashed): 7927 ITD, Boosted Phys. Sword Fire Dmg (Blazing Fire Hell Mode)(Hell Mode boosts damage 20% and base stats 20%, Fuji's Hell Mode ignores DEF)
Roaring Stampede (Hell Mode): 7550

Blazing Fang (Turn 1, doubled w/ Two-Part Plan & boosted by Dirtier the Better): 10454
Blazing Fang (Turn 2, doubled/boosted): 11750
Blazing Fang (Turn 3, doubled/boosted): 13044
Blazing Fang (Turn 4 Hell Mode, doubled/boosted): 20906
Divine Kazan (Turn 4 Hell Mode): 19377
Divine Kazan (Turn 5 Hell Mode): 20845

3-turn Average Damage: 11749
Blazing Fang (doubled) x3 (increasing buffs from rear attacks)

Fuji is kind of lackluster for most of the game given his relatively limited range and lack of support options. But once he gets his Two-Part Plan Unique evility in Ch.14, his whole kit comes together. This Evility allows him to attack twice with any Sword or Unique Skill, combined with his naturally high offense stats and halved SP costs from his Refined Swordplay evility, he quickly starts racking up damage. Additionally, the doubled attack actions count for his Hell Gauge charging, meaning he can charge it 40% per round and use his ridiculously powerful fight-ending Hell Mode effects by his fourth turn (he needs to have a full gauge at the start of his turn to activate Hell Mode, though activation itself is a free action).
He might prefer an HP-boosting accessory to help his survivability, though I have defaulted to a Movement-boosting one because of his other Unique evility. With Dirtier the Better, Fuji gets a unique boost whenever he attacks from the back, with a permanent 5% stacking power upgrade (up to 100%) for a fight. While most units are assumed to be attacking from the Side (average of the damage boost between front and rear attacking), Fuji is sacrificing some passive durability for movement to ensure these back attacks for a 20% increase in damage over time.
His Soft Sword evility boosts his Parry rate to a 25% to halve incoming damage, a unique feature of swords in Disgaea 7. So his durability isn't quite as bad as it seems compared to other frontliners with better HP. He's not a fan of Ice Magic though. With the default Evility layout here, Fuji still has 2 slots free for statusblockers too, so he's not complete ailment-bait.
Heavy



Pirilika
Hinomoto Otaku
Equips: Indra (Rng=4, Wind-elem Physicals) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats
HP: 21695 (w/ Syndicate Head) | SP: 8585
ATK: 2582 | DEF: 2648
INT: 2152 | RES: 3705
HIT: 3930 | SPD: 1584
1.395x PCHP | P.Dur: 1.36 | M.Dur: 1.69
4 MOV, 2 Counters, 23% Crit Rate

Elem. Resists: -10% Fire | 25% Wind | -10% Ice
Wpn Resists: -10% Sword | -10% Spear
20% Gun | -20% Axe 10% Staff

Evilities (Cost) : Effect
Syndicate Head (Unique) : Increase unit's max HP and SP by 10% per digit of held HL.
Wave of Restoration (Unique) : Cure and heal allies within 2 panels by 30% of own max HP when turn ends.
Cheerful Aura (2) : Increase Team Attack rate of adjacent allies by 20%.
Super-Positivity (2) : When in battle inside the base panel, increase own stats by 100%.
Development Support (3) : Increase EXP gained by adjacent allies by 50%.
Overbig (1) : Increase duration of Jumbification by 1 turn.
EM Barrier (3) : Nullify damage taken when attacked. (Once per stage)

Jumbility: Sleep Attack : Normal attacks gain a 10% chance to inflict Sleep
Jumbified Strike: 6355 Damage

Hell Mode Activation: Use healing Spells/items on ally units, must restore HP, does not proc on self-use. (20% per use)
Zenryo Yoichi (Bow) : When activated, revive all dead allies with 100% HP inside the Base Panel

Basic Physical: 2037 Damage
Skills
Electroball: 2535 Wind Damage, Single Target up to 4 panels away (54 SP)
Maximum Ray: 2203 Damage, 2x3 Area Target up to 3 panels away, detonates explosive targets (216 SP)
Tir na Nog: 99% Max HP Healing  Targets 5x5 area around user, Increase all stats by 30% for 3 turns, Hell Mode ONLY, Ends Hell Mode (0 SP)

Omega Heal: 12597 healing (139 SP)

Jumbified Strike (w/ Jumbificationer's Squad): 12084

Heal (11 SP): 3334
Mega Heal (35 SP): 4446
Giga Heal (69 SP): 5928
Espoir: Cure all ailments (11 SP)
Braveheart: ATK+20% for 3 turns (23 SP)
Shield: DEF+20% for 3 turns (23 SP)
Magic Boost: INT+20% for 3 turns (23 SP)
Magic Wall: RES+20% for 3 turns (23 SP)

3-turn Average Damage: 2535
Electroball x3

Pirilika is primarily a support unit, her Infernal Treasure skill cannot be used in a duel because she must heal an allied unit to charge it. Instead, she will primarily be heal-stalling in an attempt to fill the Rage Meter to activate Jumbification, which instantly heals her HP/SP and turns her giant for 3 (4 in her case!) turns so she can finally deal some real damage apart from her Bow counters. Her Syndicate Head evility gives her surprisingly good durability (a 70% boost based on lowballed endgame HL totals) and deep resources, so she can stall quite well.
One important interpretation for her is using the Jumbificationers Squad, boosting her damage and stats 75% while Jumbified. Her Overbig evility makes her uniquely suited for Jumbify. While most Hell Modes charge by turn 5/6, Jumbification charges by turn 20 (unless in the Squad, which cuts it down to turn 13). Most stallers in the cast would want this option, but Pirilika is the best at utilizing the strategy.
Her stat-buffing spells cannot stack, but they can be refreshed, and this might be helpful for saving some SP over her long stalling matches.
High Light



Yeyasu
Shogun
Equips: Prinny Scepter (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / World Muscle (HP Up+5%)

Stats
HP: 12574 | SP: 3672
ATK: 1008 | DEF: 2243
INT: 5927 (w/ Keen Mind) | RES: 3429
HIT: 1980 | SPD: 1440
0.809x PCHP | P.Dur: 0.73 | M.Dur: 0.92
4 MOV, 2 Counters, 21% Crit Rate

Elem. Resists:
Wpn Resists: -20% Sword
-10% Axe | 25% Staff | -10% Monster

Evilities (Cost) : Effect
Shogun's Influence (Unique) : If 2 or more allies are within 2 panels, boost own stats by 50%.
Shogun's Orders (Unique) : Boost stats of allies on map by 20%.
Human Shield (1) : Controlled units within 2 panels will cover this unit when this unit is attacked.
Tactical Guidance (2) : Boost attack power for adjacent ally units by 20%.
Wariness (3) : 50% chance to face attacker when attacked from behind.
Keen Mind (2) : Increase INT by 30%.
Cautious Soul (5) : Increases Evasion Rate by 50% when target is 2 panels or more away.

Jumbility: DEF Up Per Ally : Increase defensive stat by 5% per ally on map
Jumbified Strike: 12728 Damage

Hell Mode Activation: Use Spells (34% per use)
Tokugawa Tenge (Staff) : When activated, inflict Puppet (3 turns) to all targets in an 11x11 area around user

Basic Physical: 0 Damage
Skills
Whimsical Wahoo: 5775 Magic Damage, Single Target up to Range 3 (54 SP)
Party Night: 6172 Healing to allies and increases DEF/RES+25% for 3 turns, cannot target self (216 SP)
Bright Order: 10340 Magic Staff Damage, Hits 3x3 area in front of user, Inflicts Stun (100%) for 2 turns, Hell Mode ONLY, ends Hell Mode when used (0 SP)

Giga Wind/Star: 6380 Magic Wind/Star Damage (69 SP)
Wind/Star (11 SP): 4566
Mega spells (34 SP): 5473
Omega spells (139 SP, requires level 200): 7287
Armor Break: Inflicts DEF-20% for 3 turns (12 SP)
Resist Break: Inflicts RES-20% for 3 turns (12 SP)
Enfeeble: Inflicts ATK-20% for 3 turns (12 SP)
Mind Break: Inflicts INT-20% for 3 turns (12 SP)

Giga Wind/Star (Hell Mode): 9470

3-turn Average Damage: 6380
Giga Wind/Star x3

Yeyasu is mostly built as a passive support unit, but in a duel, he's a surprisingly evasive magic nuke with a turn-4 "I win" status ailment. He activates his Hell Mode by casting spells (any spells, which is 90% of his skillset), so he's guaranteed to fill his Hell Gauge after turn 3. When he activates his Hell Mode on turn 4, he inflicts the Puppet ailment at a 100% rate to everything in the area. The Puppet ailment allows the user to directly control the actions of the afflicted as if they were a party member. It is incredibly strong and it lasts 3 turns, and Yeyasu still gets to take his turn as normal during this. Adding insult to injury, he can drop 2 turns of spell damage and then finish up his Hell Mode by casting his Bright Order special for more damage AND 100% 2 turns of Stun to keep the opponent from acting after Puppet would have worn off.
His evasion largely comes from his Cautious Soul Evility, which gives him a flat extra 50% chance to evade any foe attacking from range. He can also opt for his Wariness Evility, which (half the time) makes him automatically face the foe when they attack him, giving him a 20% boost to avoiding attacks.
High Light



Ceefore
Chivalric Thief
Equips: Parting Shooter (Rng=5, SPD-10% 3 turn) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Foresight (Crit+1%)

Stats
HP: 12363 | SP: 2664
ATK: 1440 | DEF: 2409
INT: 3399 | RES: 2702
HIT: 5339 (w/ Phantom's Mask) | SPD: 3382
0.795x PCHP | P.Dur: 0.74 | M.Dur: 0.78
6 MOV, 3 Counters, 23% Crit Rate, 34.9% Evade Rate

Elem. Resists: 50% Fire | -50% Ice
Wpn Resists: 10% Spear | 20% Bow
25% Gun | -20% Axe | -10% Staff | 20% Monster

Evilities (Cost) : Effect
Extreme Takeover (Unique) : 50% chance of stealing after defeating enemy unit.
Distance Shot (Unique) : Increase critical damage by 10% per panel away from enemy.
HE Rounds (2) : Increase critical rate by 20% when guns are equipped.
Phantom's Mask (1) : Increase stat boost from equipped glasses by 20%.
Ready, Snort! (3) : Increase attack power by 30% when performing a fire attack.
Phantastic Escape (3) : Increase movement by 5 after making an attack.
Unclouded Vision (4) : Guaranteed hit when attacking a unit 4 or more panels away.

Jumbility: Fire Resist -99 : Decrease Fire resistance by 99%
Jumbified Strike: 8945 Damage

Hell Mode Activation: Attack enemies (gain 10% per panel of distance to target)
Hicchu Ryoma (Gun) : Increase normal attack range by 32

Basic Physical: 3163 Damage
Skills
Ecstacy Bomb: 3163 Phys. Fire Damage, Hits X-shape area 2 spaces away (4 range total with proper spacing) (54 SP)
Burglar Delivery: 4942 Phys. Fire Damage, Range 3 (216 SP)
Billion Blast: 9346 Phys. Gun Damage, Hits Infinite-length range in a cardinal direction, Hell Mode ONLY, Ends Hell Mode (0 SP)

Giga Fire: 3157 Magic Fire Damage (69 SP)
Fire (11 SP): 2117
Mega spells (34 SP): 2637
Omega spells (139 SP, requires level 200): 3677
Stun: Inflict Paralysis at 100% rate (Paralysis drops SPD to 1 and afflicted cannot Move, but can still Act) (24 SP)
Giga Fire (w/ Ready, Snort!): 4431
Ecstacy Bomb (w/ Ready, Snort!): 4471
Burglar Delivery (w/ Ready, Snort!): 6773
Burglar Delivery (Hell Mode w/ Ready, Snort!): 10062
Billion Blast (Critical, 100% CritRate at Range 8+): 13240

3-turn Average Damage: 6518
Giga Fire x2 + Hell Mode Billion Blast Critical

Ceefore is built for sniping single targets. She has great move and attack ranges, and her Hell Mode charges faster by attacking from further away. She has two options for attacking from Range 5 - her basic gun physical and her Fire spells. These aren't the best damage, but she can charge her Hell Mode in two turns, dropping big damage on turn 3. She can opt for her best front-loaded damage but a turn-5 Hell Mode with her Range-3 Burglar Delivery special. Or split the difference with her slightly-more-damaging but Range-4 Ecstacy Bomb. Once she hits Hell Mode, her damage and range skyrockets.
Her other interesting option is her 100% affliction rate of Paralysis, which keeps a foe from moving, but they can still act (it also drops their SPD to 1, meaning they aren't evading anything, ever). With her opponent locked in place, if they don't have any long-range attacking options, Ceefore is free to kite around from outside their range, dropping damage and charging her Hell Gauge at her leisure. Paralysis lasts 3 turns but cannot be refreshed until it wears off, though.
She can drop her impressive Crit Rate slightly to equip her Unclouded Vision evility for any foes with pesky evasion tricks that Paralysis can't handle.
High Light



Higan
Wickedest of All
Equips: Elder Spear (Rng=2, Pierce) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Accelerator (Mv+1, Jm+18)

Stats w/ Vainglory (w/ Peerless)
HP: 19542 (w/ 19542) | SP: 2520 (w/ 2520)
ATK: 6447 (w/ 10087) | DEF: 6054 (w/ 6790)
INT: 1944 (w/ 1944) | RES: 3694 (w/ 2592)
HIT: 2484 (w/ 2484) | SPD: 2309 (w/ 1944)
1.257x PCHP (w/PL: 1.257x) | P.Dur: 2.92 (w/PL: 3.72) | M.Dur: 1.52 (w/PL: 1.21)
5 MOV, 3 Counters, 10% Crit Rate, 4.7% Evade Rate

Elem. Resists: 20% Fire | 20% Wind | 20% Ice
Wpn Resists: 10% Fist | 30% Sword | -10% Bow
-10% Gun | 10% Axe -20% Staff | 10% Monster

Evilities (Cost) : Effect
Shinrabanshosai (Unique) : Increase range by 2 and counter-attacks by 5 when using spears.
Higan's Pledge (Unique) : Decrease damage taken when attacked by monster units by 50%.
Spear Parry (2) : Can parry when equipped with a spear.
Peerless (2) : Increase equipped weapon's stats when no armor is equipped by 200%.
Intimidating Aura (3) : Decrease Evasion rate for enemies within 2 panels by -30%.
Heavy Stance (4) : Increase defense power by 50%. Can't be lifted.
Vainglory (4) : Increase stats by 50% when no other units enter battle.

Jumbility: Nullify Magic DMG: Nullify magical damage taken
Jumbified Strike: 14141 Damage

Hell Mode Activation: Be successfully hit by foe (20% per attack)
Banji Tadakatsu (Spear) : Unit can move and act 3 times per turn

Basic Physical: 5423 Damage
Skills
Basic Form: 6764 Phys. Damage, Hits cross-shaped area 2 spaces away (54 SP)
Unrestrained:  Self-Buff, increases stats by 30% for 3 turns (216 SP)
Ultimate Rekka: 20515 Phys. Spear Damage based on ATK/SPD, Hits large trident-shaped area, Hell Mode ONLY, Ends Hell Mode (0 SP)

Basic Form (Hell Mode): 10048
Basic Form (Hell Mode w/ Unrestrained): 12945

Basic Form (w/ Peerless loadout): 11062
Basic Form (w/ Peerless loadout & Unrestrained): 14766

3-turn Average Damage: 6764
Basic Form x3

Higan is just a big brick house of a duelist. High durability and high damage. Her Hell Mode charges from her taking hits. After 5 hits, Higan gets to triple-act, which spells doom for pretty much any opponent. While multi-hit attacks to do not charge her Hell Gauge separately, multiple discrete actions (such as Fuji or Adell's double-attacking) will count as separate charges.
Her default Evility loadout focuses on her being alone and having boosted durability against monster-type foes. However she can opt to stack on her Peerless Evility and remove her all her accessories to boost her turn-1 damage to a high 2HKO, but drastically reducing her magic durability and accuracy.
Heavy



Suisen
Living Weapon
Equips: Fenrir's Fang (Crit Dmg+3%) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 20663 | SP: 3690 (w/ Powerful Souls)
ATK: 4391 | DEF: 2767
INT: 1584 | RES: 2182
HIT: 3300 | SPD: 1656
1.329x PCHP | P.Dur: 1.33 | M.Dur: 1.19
4 MOV, 2 Counters, 15% Crit Rate

Elem./Wpn Resists: None

Evilities (Cost) : Effect
Foreseeing Mag. (Unique) : Adjacent allies always hit when attacking.
Foreseeing Mag. 2.0 (Unique) : Adjacent allies always land critical hits when attacking.
Self-Repairing (1) : Restore 20% of HP and SP if no movement or action taken at end of turn.
Pure Bonds (2) : Boost damage dealt by 3% per number of combos. (Max 60%)
Powerful Souls (3) : Increase Max HP by 25% and max SP by 25%.
A Curious Friend (3) : Increase attack and defense power by 30% when Yeyasu is deployed as an ally.
Machine Learning (4) : Decrease damage taken by 50% when attacked with a previously-used Special.

Jumbility: Monster ATK Up: Increasing attacking stat of Monster units by 50%
Jumbified Strike: 14474 Damage

Hell Mode Activation: Have allies join a team attack (34% per ally)
Zenchi Kintoki (Phys. Monster Weapon) : Increases Accuracy by 100%, gain a 100% chance to evade attacks

Basic Physical: 3284 Damage
Skills
Jade Bird Attack: 4197 Phys. Damage, Hits 1 melee-range target, Cannot Miss (48 SP)
Mr. Torpedo: 3055 Phys. Damage, Hits 2x5 area starting 3 spaces away, pushes foes up to 3 spaces (144 SP)
Tower of Light: 3284 Phys. Damage, Hits 4 rows in a wide cone (216 SP)
Jade Boat: 6023 Phys. Monster Damage, Hits 3x3 area up to a range of 5, Always Critical, Cannot Miss, Hell Mode ONLY, Ends Hell Mode (0 SP)

Blank Out: Inflict Amnesia/Forget 100% (Target cannot use spells or skills for 3 turns)
Slumber: Inflict Sleep 100% (Target cannot act for 3 turns, awakened by damage, but always takes critical damage while asleep)

3-turn Average Damage: 4197
Jade Bird Attack x3

Suisen is primarily a support unit, but comes with some interesting tricks in a duel setting. Having two 100% accuracy status ailments gives him a lot of flexibility to use his Self-Repairing evility to heal up if necessary and stall for his Jumbified attack. His Hell Gauge won't charge in a duel, so if he needs to break a stall, this is his best bet.
Additionally, his Evilities help his durability in general, with his Machine Learning evility a particularly good trick against opponents who always spam their best damage.
He's also lucky enough that his cheap first skill is also his highest-damaging and has a built-in evasion-ignoring effect.
High Middle
Title: Re: Disgaea 7: Vows of the Virtueless
Post by: DjinnAndTonic on April 17, 2025, 06:55:16 AM
Laharl
Overlord
Equips: Arc Bringer (10% Parry) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Holy Orb (SP Up+5%)

Stats
HP: 18744 | SP: 4597
ATK: 4320 | DEF: 3249
INT: 1656 | RES: 3273
HIT: 1656 | SPD: 1728
1.205x PCHP | P.Dur: 1.01 (w/ Legendary Strength) | M.Dur: 1.01 (w/ Legendary Strength)
5 MOV, 2 Counters, 11% Crit Rate

Elem. Resists: 50% Fire | -25% Ice
Wpn Resists: 20% Fist | 20% Sword | -20% Spear | -10% Bow
10% Monster

Evilities (Cost) : Effect
Overlord's Dignity (Unique) : Increase stats by 10% per unit defeated.

Strong Personality (2) : Increase Special damage dealt by 25%.
Gaze of Supremacy (3) : Reduce damage taken from units below 50% HP by 50%.
Legendary Strength (4) : Without allies, increase attack power by 50%, but decrease defense power by 50%.
Furious Rage (3) : Increase ATK by 5% every time a normal attack is received. (Max 100%).
Overlord's Strike (5) : Increase critical rate by 30% and critical damage by 100% when using Specials.

Jumbility: Stats Up per Kill: Increase stats by 5% per unit that a unit has defeated
Jumbified Strike: 9052 Damage

Hell Mode Activation: Land attacks on foes (20% per attack)
Messo Koken (Sword) : Increase Critical rate by 100%

Basic Physical: 3210 Damage
Skills
Blazing Knuckle: 3660 Phys. Fire Damage, Hits 4 panels adjacent to user (54 SP)
Overlord's Wrath: 3884 Phys. Damage, Hits 5 panels in a cross centered at range 3 (209 SP)
Magma Geyser: 4334 Phys. Fire Damage, Hits 5 panels in an X up to range 3 (838 SP)
Meteor Impact: 5008 Phys. Damage, Hits 9 panels in a cross up to range 2 (3352 SP)

Magma Geyser (w/ Strong Personality): 5417
Meteor Impact (w/ Strong Personality): 6260
Basic Physical (w/ Legendary Strength): 5413
Magma Geyser (w/ Strong Personality & Legendary Strength): 8859
Meteor Impact (w/ Strong Personality & Legendary Strength): 10115
Basic Physical (Hell Mode - Guaranteed Critical): 6985
Magma Geyser (Hell Mode w/ Strong Personality): 10642
Meteor Impact (Hell Mode w/ Strong Personality): 12219

3-turn Average Damage: 8859
Magma Geyser (w/ Strong Personaly & Legendary Strength) x3

Laharl hits hard, but he runs into SP troubles with his best damage. Fortunately for him, he has a wide range of Evility options and a great, fast-charging Hell Mode he can take advantage of. In particular, if he can't steamroll his foe early, he can swap Legendary Strength for Gaze of Supremacy to let him halve damage and tank 5 turns to hit his Hell Mode and end any stalling matches.
Middle



Etna
Overlord's Vassal
Equips: Elder Spear (Rng=2, Pierce) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Holy Orb (SP Up+5%)

Stats
HP: 16750 | SP: 4823
ATK: 3732 | DEF: 4402
INT: 1728 | RES: 3417
HIT: 1944 | SPD: 1656
1.077x PCHP | P.Dur: 1.55 | M.Dur: 1.22
5 MOV, 2 Counters, 11% Crit Rate

Elem. Resists: -25% Fire | 50% Wind
Wpn Resists: -20% Sword | 20% Spear 10% Bow
20% Gun | -10% Axe | -10% Monster

Evilities (Cost) : Effect
Sadistic (Unique) : Increase damage dealt to targets with full HP by 50%.

Bomber Gal (2) : Increase explosive damage by 100% for thrown units.
Vassal Defense (1) : An ally Prinny on the map will cover when this unit is attacked.
Busty Killer (3) : When attacking, increase attack power by 50% against bodacious female units.
Dominant Smile (3) : Increase stats of all ally Prinnies on map by 15%.
Beauty Queen (6) : Switches movement type to Warp. Increase Move by 2 and Jump Power by 20.

Jumbility: Max HP DMG+50%: Increase damage taken by 50% when at full HP
Jumbified Strike: 7645 Damage

Hell Mode Activation: Defeat foes (50% per foe)
Sexy Lance (Spear) : All attacks inflict Charm

Basic Physical: 2598 Damage
Skills
Prinny Raid: 2404 Phys. Damage, Hits 5 panels in cross shape at range 3 (54 SP)
Sadistic Spike: 2986 Phys. Damage, Hits 5 panels in X-shape at range 4 (209 SP)
Sexy Beam: 1433 Phys. Damage, Hits 9 panels in a heart shape, inflict Charm at 20% rate (838 SP)
Chaos Impact: 4539 Phys. Damage, Hits 8 panels around user (3352 SP)

Sadistic Spike (w/ Sadistic): 4479
Sadistic Spike (w/ Busty Killer): 5080
Sadistic Spike (w/ Sadistic & Busty Killer): 7619
Sexy Beam (w/ Sadistic): 2150
Chaos Impact (w/ Sadistic): 6809
Chaos Impact (w/ Busty Killer): 7394
Chaos Impact (w/ Sadistic & Busty Killer): 11091

3-turn Average Damage: 4260
Chaos Impact (w/Sadistic) + Sadistic Spike x2

Etna's evilities make her more suited to doing sneak attacks during a big brawl than a one-on-one duel. If she's allowed to have some allied Prinnies around, she can fend off attacks with them as meat shields for days. She can also charge her Hell Mode up by picking off a mere two foes, so it might see play against summoners or multi-part/self-cloning bosses?
But in a duel, she's mostly going to be slugging it out or trying to land Charm on a foe. Unlike the spell Charm (or her Hell Mode), the Charm ailment when attached to unique skills like Sexy Beam only seems to proc on foes with a different gender. This does inform her gameplan a bit - she deals more damage to most female foes, while she tries to land her debilitating ailment on male foes. Her evility Busty Killer is a bit of an interpretation call, but it seems to work on all female foes that are not coded with the "Flat" tag. Her biggest issue is her SP woes.
High Light



Rozalin
Overlord's Daughter
Equips: Parting Shooter (Rng=5, SPD-10% 3 turn) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 13559 | SP: 3528
ATK: 1584 | DEF: 2673
INT: 2623 | RES: 2510
HIT: 4926 | SPD: 3353
0.872x PCHP | P.Dur: 0.85 | M.Dur: 0.83
4 MOV, 1 Counters, 21% Crit Rate, 34.4% Evade Rate

Elem. Resists: -25% Fire | -25% Wind | 75% Ice | 25% Star
Wpn Resists: -15% Fist
20% Gun | -20% Axe 10% Staff | 10% Monster

Evilities (Cost) : Effect
Queen Glitter (Unique) : Increase Attack power of male allies on the map by 20%.

Queen Orders (3) : Increase Magic Range of units in the same squad by 1. (Max 3).
Princess Hope (4) : Increase critical rate by 5% for units in the same squad. (Max 30%).
Frigid Rose (3) : Increase water damage dealt by 30%, and decrease water damage taken by 30%.
Four-Leaf Emblem (4) : Increase damage dealt by 50% when using spells.
Hidden Cruelty (6) : Increase stats by 100% when remaining HP is 10% or less.

Jumbility: Male DEF +20%: Increase defending stat by 20% for male units
Jumbified Strike: 8426 Damage

Hell Mode Activation: Attack foes (10% per panel of distance to target)
Adabana Shiju (Gun) : When attacking, recover 20% of max HP/SP per target

Basic Physical: 2938 Damage
Skills
Rose Thorns: 3360 Phys. Damage, Hits 3 panels horizontally up to range 3 (54 SP)
Crest Roses: 4204 Phys. Ice Damage, Single Target up to range 5, inflict Freeze at 20% rate for 3 turns (209 SP)
Rose Liberation: 4838 Phys. Ice Damage, Hits 9 panel in X-shape up to range 4, inflict Freeze at 20% rate for 3 turns (838 SP)

Crest Roses (w/ Frigid Rose): 5466
Rose Liberation (w/ Frigid Rose): 6289
Rose Thorns (Hell Mode): 5146
Crest Roses (Hell Mode): 6362
Rose Liberation (Hell Mode): 7274
Crest Roses (Hell Mode w/ Frigid Rose): 7953
Rose Liberation (Hell Mode w/ Frigid Rose): 9093

3-turn Average Damage: 7224
Rose Liberation (w/ Frigid Rose) x2 + Hell Mode Rose Liberation

Rozalin seems like a support unit at first glance, but she comes with one of the best Hell-Mode-charging styles, and can unleash her Hell Mode after two attacks if she attacks from a far enough range. At her absolute farthest range, she can hit from 8 panels away, charging up 80% of the gauge in a single hit. Once she hits her Hell Mode, she gains the ability to heal her HP/SP for significant amounts with each hit she does (more if there's multiple targets to hit). Add in her chance to Freeze her foes with her best damage and potentially use the Hidden Cruelty evility to double her stats at low HP and she makes an interesting-but-situational staller.
High Light



Adell
Demon Hunter
Equips: Three-Year Killer (Cntr+1, 5% Stun) / Hachiryu Armor (Def Pwr+3%) / Holy Orb (SP Up+5%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 21536 | SP: 4295
ATK: 3638 | DEF: 3199
INT: 1008 | RES: 3057
HIT: 1728 | SPD: 3686
1.385x PCHP | P.Dur: 1.58 (w/ Bend or Break Parry rate) | M.Dur: 1.46
5 MOV, 3 Counters, 22% Crit Rate, 40.3% Evade Rate

Elem. Resists: 75% Fire | -25% Ice
Wpn Resists: 20% Fist | 10% Sword
-15% Gun | -20% Staff | 20% Monster

Evilities (Cost) : Effect
Indomitable Fist (Unique) : After attacking with a fist or a unique skill, attack again.

Bend or Break (1) : Parry rate is boosted by 15% when fists are equipped.
Daily Training (3) : Increase Class & Skill EXP received by 50%.
Hard Boiled Man (3) : Increase fire damage dealt by 30%, and decrease fire damage taken by 30%.
One-Inch Punch (4) : When attacking adjacent units, increase attack power by 50%.
Fighting Spirit (3) : Increase fire damage dealt by 10% every time a normal attack is received. (Max 100%).

Jumbility: Only Fist Skills: Cannot use Weapon Skills except Fist's
Jumbified Strike: 7307 Damage

Hell Mode Activation: Land attacks on foes (20% per attack)
Entei Goken (Fist) : Increase Fire damage dealt by 200%

Basic Physical: 2451 Damage
Skills
Crimson Flame: 3572 Phys. Fire Damage, Single Target up to range 3 in a line (54 SP)
Soaring Fire: 3198 Phys. Fire Damage, Hits 5 panels in a cross at range 3 (209 SP)
Vulcan Blaze: 6186 Phys. Fire Damage, Single Target Melee range (838 SP)

Basic Physical (w/ 1 in Punch): 4282
Crimson Fire (w/ Hard-Boiled & 1 in Punch): 7738
Vulcan Blaze (w/ Hard-Boiled & 1 in Punch): 12803
Crimson Fire (Hell Mode w/ Hard-Boiled & 1 in Punch): 25898
Vulcan Blaze (Hell Mode w/ Hard-Boiled & 1 in Punch): 42262

3-turn Average Damage: 21338
Vulcan Blaze x5 (w/ Hard-Boiled & 1 in Punch)

Adell explodes things with fire. He hits twice every turn under basically any circumstance. He buffs his own fire damage, which is already quite high. And he buffs his damage even more when he attacks from close range, which he's likely to be doing anyway as a Fist-fighter. His Hell Mode buffs his fire damage to insane degrees, and due to its hit-based charging mechanic, he can pull it off by turn 4 at the latest. If he gets any counter hits in on his first two turns, then he can pop it on turn 3. His biggest issue is his SP. He can't spam him best damage more than 5 times, so he's either hoping to KO before that or he's using his slightly less powerful attacks until he pops his Hell Mode.
Low Godlike



Fuka
Dream Girl
Equips: Outlaw Edge (DEF-10% 3 turn) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 21093 | SP: 3384
ATK: 5553 | DEF: 3559
INT: 1512 | RES: 2902
HIT: 2283 | SPD: 2165
1.357x PCHP | P.Dur: 1.59 | M.Dur: 1.39
5 MOV, 3 Counters, 40% Crit Rate

Elem. Resists: 50% Fire | 25% Wind | -50% Ice
Wpn Resists: 10% Fist | 20% Sword | 10% Spear | -10% Bow
-20% Gun | 20% Axe -10% Staff | -10% Monster

Evilities (Cost) : Effect
Dream Girl (Unique) : When attacked with a Special, decrease damage taken by 30%.

Prinny Hat (1) : Will be treated like a Prinny. (Won't explode when thrown).
Powered by Sweets (3) : Increase stats by 30% when using a sweets-type item. (Lasts 3 turns)
All Meat! (4) : Increase critical damage by 75% when an axe is equipped.
Tri-Angel (Big Sis) (5) : Increase Steal success rate by 50%. Check out Fuka & Desco!
First Impression (2) : When attacking during the first turn, increase damage dealt by 50%.

Jumbility: Nullify DMG Taken: Nullify attack damage taken (Max once per battle)
Jumbified Strike: 12004 Damage

Hell Mode Activation: Have allies join for a Team Attack (34% per ally)
Saishu Obu (Axe) : Increase stats by 20% per ally on the map

Basic Physical: 4493 Damage
Skills
Bomb-Bat-Stic: 3916 Phys. Fire Damage, Hits 5 panels in a cross up to range 4 in a line (54 SP)
Crushing Memorial: 7382 Phys. Damage, Single Target up to range 4, inflict Amnesia(Forget) for 3 turns or Stun for 2 turns at a 50% rate (2 checks), cannot inflict both at once (209 SP)
Dream Ball: 7960 Phys. Damage, Hits 3 panels horizontally at range 2, inflict Amnesia (Forget) at 80% rate for 3 turns (838 SP)

Eclair: 5000 HP Healing Storebought Item, increases all basic stats+30% for 3 turns (w/ Powered by Sweets)
Dream Ball (on 1st turn w/ First Impression): 11939
Dream Ball (after Eclair w/ Powered by Sweets): 10733

3-turn Average Damage: 9286
Dream Ball x3 (w/ First Impression turn 1)

Fuka is an HP tank with some added defenses against special attacks. She hits decently hard and inflicts Amnesia (Skill-lock and Silence) with her best damage, so she can spoil a decent amount of fighters. She hits especially hard on her first turn. If she's allowed use of the storebought Eclair item thanks to her unique use of Sweets items from her evility "Powered by Sweets", she could potentially run a stalling game trying for her Jumbility. Unfortunately, she's never going to be seeing her Hell Mode in a duel since it requires allies to join in on team attacks with her. She should also be wary of Ice-type attacks.
High Middle



Seraphina
Gorgeous Overlord
Equips: Parting Shooter (Rng=5, SPD-10% 3 turn) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Accelerator (Mv+1, Jm+18)

Stats (w/ HL Power)
HP: 14548 | SP: 3529
ATK: 1641 | DEF: 3047
INT: 2535 | RES: 2716
HIT: 5625 | SPD: 3940
0.936x PCHP | P.Dur: 0.99 | M.Dur: 0.92
4 MOV, 1 Counters, 16% Crit Rate, 44.2% Evade Rate

Elem. Resists: 50% Fire | 25% Wind
Wpn Resists: -10% Sword | 30% Bow
30% Gun | -20% Axe | 20% Staff | -20% Monster

Evilities (Cost) : Effect
Queen's Temper (Unique) : Increase attack power by 50% when attacking male units.

Search Coin (2) : If on map when stage is cleared, gain HL equal to level.
Heart Shot (3) : 10% chance of Charming the target when attacking with a gun.
HL Power (1) : Increase stats by 2% per digit of HL possessed.
Reverse Harem (3) : Increase stats by 15% per adjacent male ally.
Life and Death (4) : When attacking a Charmed or Puppeted unit, deal a Deathblow to the target.

Jumbility: Female DMG -50%: Decrease damage taken by 50% for female units
Jumbified Strike: 9935 Damage

Hell Mode Activation: Attack foes (10% per panel of distance to target)
Kiwamima Tsukigan (Gun) : Increase attacking stat and defending stat by 10% per digit of HL owned

Basic Physical: 3594 Damage
Skills
Dazzling Eyes: 3838 Phys. Damage, Hits 3 panels horizontally up to range 3 in a line, inflict Charm (on any gender foe) at a 20% rate for 3 turns (54 SP)
Two-Handed Draw: 4325 Phys. Damage, Hits 2x3 area at range 2 (209 SP)
Battle Orchestra: 5545 Phys. Damage, Hits 6 panels in a line from user (838 SP)

Basic Physical (Hell Mode): 10303
Dazzling Eyes (Hell Mode): 10895
Battle Orchestra (Hell Mode): 15041

Dazzling Eyes (vs. Male): 6348
Battle Orchestra (vs. Male): 8892

3-turn Average Damage: 8710
Battle Orchestra x2 + Hell Mode Battle Orchestra

Seraphina isn't much of a powerhouse, especially against non-male foes, but she does have the best Hell Mode-charging type in the game, allowing her to proc Hell Mode by turn 3 by attacking from range. She can also inflict Charm at a low rate using her basic physical or Dazzling Eyes skill. Unlike most specials that inflict Charm in D7, Sera can hit any gender target with it for some reason. She also has an ability to instant-KO any Charmed units as a followup should she manage to land it. For her passives that involve HL, it was assumed a low-balled 2 million HL was available to her.
High Light
Title: Re: Disgaea 7: Vows of the Virtueless
Post by: DjinnAndTonic on April 17, 2025, 07:02:52 AM
Mao
Honor Student
Equips: Prinny Scepter (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats
HP: 15553 | SP: 6333
ATK: 1872 | DEF: 2817
INT: 5212 | RES: 4181
HIT: 2728 | SPD: 1728
1x PCHP | P.Dur: 1.01 | M.Dur: 1.36
5 MOV, 2 Counters, 56% Crit Rate

Elem. Resists: -25% Fire | 50% Ice | 25% Star
Wpn Resists: -10% Fist | 10% Sword -10% Bow
10% Staff | 10% Monster

Evilities (Cost) : Effect
Evil Academy Honors (Unique) : Increase damage dealt by 5% per enemy unit on the map.
Star Gazer (3) : Increase star damage dealt by 20%, and reduce star damage taken by 20%.
Weakness Analyzer (3) : Increase critical rate by 30% when glasses are equipped.
D.I. Overclock (4) : Increase attack power by 50% while Jumbified, but reduce number of turns Jumbified by 2.
Item Overupgrade (5) : Add 100 LP during Item Reincarnation if leading the Item Reincarnation Squad.
Elemental Removal (5) : When hit with an elemental attack, remove elemental properties from the attack.

Jumbility: Humanoid Stats +50%: Increase stats by 50% for humanoid units
Jumbified Strike: 17445 Damage

Hell Mode Activation: Land attacks on foes (20% per attack)
Zandan Kojin (Sword) : Increase stats of equipment by 100%

Basic Physical: 657 Damage
Skills
Blast Finger: 6171 Star Magic Damage, Single Target up to range 5 in a line (54 SP)
Shine Beam: 6835 Star Magic Damage, Hits 3 panels vertically from user (208 SP)
Body Modification: 10158 Star Magic Damage, Single Target up to range 4, Inflicts Toxic at 30% rate for 3 turns (838 SP)

Omega Ice: 6579 Magic Ice Damage (139 SP)
Ice (11 SP): 4067
Mega Ice (34 SP): 4904
Giga Ice (69 SP): 5742
Giga Star (69 SP): 6835
Body Modification (Physical equipment setup w/ Sword): 6739
Body Modification (Physical equipment setup w/ Sword, Hell Mode): 19433
Body Modification (Magic equipment setup, Hell Mode): 8798
Omega Ice (Magic equipment setup, Hell Mode): 18996
Giga Star (Magic equipment setup, Hell Mode): 19492

3-turn Average Damage: 10158
Body Modification x3 (Magic-equipment set)

Mao has a lot of potential strategies, as befits his inventive character type. He can charge his Hell Mode quickly, he can inflict a rare deadly Toxic ailment, he has a notable crit rate, he has a powerful Jumbify option. All solid plans that can decisively take out an opponent, but he usually takes a few turns to get rolling. But also he has amazing spell damage if he eschews his Hell Mode's sword focus to equip himself as a mage, and this is likely his best "quick" damage strategy. His Star Gazer evility means that he's primarily locked to Star-type damage, but he has Ice as a solid, if more expensive, backup option (listed values assume Star Gazer already factored in). He can also drop one of his default evilities to equip Elemental Removal if he's dealing with a dangerous Fire-wielding foe.
One thing that is difficult for Mao is that his Hell Mode weapon type is a Sword, so his unique skills like Body Modification will take on that physical/sword attribute type when he activates it, which means that though the stats from his default Staff will boost his INT, the damage formula will run off of his ATK. He can still use his Spells to attack with INT though. Also provided are some damage numbers should he want to use an Arc Bringer sword, though.
Like the other units with Jumbify-specific Evilities in their kit, Mao could want to use the Jumbificationers Squad to boost his damage and stats 75% while Jumbified and to cut down the charge time from 20 turns to 13, if allowed. Assuming any match he has lasts that long.
Heavy



Axel
Dark Hero
Equips: Three-Year Killer (Cntr+1, 5% Stun) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Accelerator (Mv+1, Jm+18)

Stats (w/o Dark Hero)
HP: 19542 | SP: 2304
ATK: 5766 (w/o 3678) | DEF: 4351 (w/o 2767)
INT: 3168 (w/o 1584) | RES: 4318 (w/o 2590)
HIT: 3456 (w/o 1728) | SPD: 5702 (w/o 3686)
1.257x PCHP | P.Dur: 1.79 | M.Dur: 1.77
5 MOV, 2 Counters, 19% Crit Rate, 61.4% Evade Rate

Elem. Resists: -25% Fire | 25% Wind 25% Ice
Wpn Resists: 20% Fist | 20% Sword
-20% Staff | -10% Monster

Evilities (Cost) : Effect
Obvious Tendency (Unique) : Increase stats by 5% per female unit on map.
Entertainment Life (3) : When own HP is under 25%, decrease damage taken from elemental attack by 50%.
Electric Soul (3) : Increase wind damage dealt by 30%, and reduce wind damage taken by 30%.
Explosive Skit (5) : Units explode when thrown for the first time. (Once per battle. Nullified if resistant to Deathblow)
Star Aura (3) : Decrease damage taken by 25% when attacked by humanoid unit.
Dark Hero (5) : Increase stats by 100% when no other units enter or are able to enter battle.

Jumbility: DMG Up per Jumbify: Increase damage dealt by 25% per giant unit
Jumbified Strike: 15544 Damage

Hell Mode Activation: Receive a hit from a foe (20% per hit)
Nyannyan Zanken (Fist) : Set Max HP to 1, but always evade attacks

Basic Physical: 4681 Damage
Skills
My Autograph!: 5277 Phys. Damage, Hits 3 spaces horizontally at range 2, Inflicts Stun at 90% rate for 2 turns (54 SP)
Aching Heart: 8558 Phys. Damage, Single Target Melee (209 SP)
Love Dynamite F: 6769 Phys. Wind Damage, Hits 3x3 Area in front of user, Inflicts Paralysis at 60% rate for 3 turns (838 SP)

Love Dynamite F (w/ Electric Soul): 8799
Aching Heart (Hell Mode): 12632
Love Dynamite F (Hell Mode w/ Electric Soul): 12569

3-turn Average Damage: 8799
Love Dynamite (w/ Electric Soul) x3

Axel has two builds - one with functionally 100% Instant Death on anything he can Lift (Explosive Skit & Star Aura), and one that buffs up his stats for a proper slugfest. He usually prefers fights where he can do the former, but his stats with the Dark Hero evility setup in a duel are listed here since if he can Deathblow an opponent, his own stats don't matter much. He has solid ailment options in Stun and Paralysis, but mostly he's just slugging it out. Amusingly, if he takes 5 hits, his Hell Mode allows him to 100% evade any attacks.
Low Godlike



Desco
Final Boss
Equips: Fenrir's Fang (Crit Dmg+3%) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 24211 | SP: 3096
ATK: 5687 | DEF: 3681
INT: 1584 | RES: 3166
HIT: 2799 | SPD: 1440
1.557x PCHP | P.Dur: 5.26 (w/ Ultimate Final Boss) | M.Dur: 3.7 (w/ Ultimate Final Boss)
3 MOV, 2 Counters, 13% Crit Rate

Elem. Resists: 25% Fire | -50% Wind | 25% Ice
Wpn Resists: 10% Fist | 10% Sword | 10% Spear | 10% Bow
10% Gun | 10% Axe | 10% Staff | 10% Monster

Evilities (Cost) : Effect
Final Boss Setting (Unique) : Increase attack power by 10% per ally within 2 panels.
Final Boss Rage (3) : Increase critical rate by 30% while Jumbified.
No Escape (3) : Reduce Movement by 5 for enemies within 3 panels.
Tri Angel (Li'l Sis) (3) : Switches movement type to Flying. Increase Movement by 1 and Jump by 10.
Fearsome Onesome (5) : Decrease attack power and weapon resistances of enemies within 3 panels by 20%.
Ultimate Final Boss (6) : Increase attack and defense power by 100% when no other units enter or are able to enter battle.

Jumbility: ATK Up per Ally: Increase attacking stat by 5% per ally
Jumbified Strike: 25663 Damage

Hell Mode Activation: Receive a hit from a foe (20% per hit)
Final Mode (Phys. Monster Weapon) : Increase stats by 100%

Basic Physical: 10432 Damage
Skills
Final Boss Arises: 10432 Phys. Star Damage, Hits 4 panels up to range 4 alongside a line (54 SP)
True Godly Weapon: 12775 Phys. Star Damage, Hits 5 panels in a cross up to range 4 (209 SP)
Final Encounter: 13947 Phys. Star Damage, Hits 3x3 area up to range 5 in a line (838 SP)

Final Encounter (Hell Mode): 38669

3-turn Average Damage: 13947
Final Encounter x3

Desco muscles her way into a duel by just having the best duel-based Evility possible. A no-frills attack power and defense-power-doubling effect. Her damage outpaces most of her competition, and she's cutting incoming damage by double what her stats would imply. She also has a pretty solid Hell Mode that charges after taking any five hits that doubles her listed stats on top of the attack/defense power doubling. Truly a worthy Final Boss, but needs to be somewhat wary of Wind attacks.
Like the other units with Jumbify-specific Evilities in their kit, Desco could want to use the Jumbificationers Squad to boost her damage and stats 75% while Jumbified and to cut down the charge time from 20 turns to 13, if allowed. Assuming any match she has lasts that long.
Low Godlike



Valvatorez
Prinny Instructor
Equips: Arc Bringer (10% Parry) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 21743 | SP: 2808
ATK: 4538 | DEF: 3127
INT: 1584 | RES: 2598
HIT: 1656 | SPD: 1584
1.398x PCHP | P.Dur: 1.5 | M.Dur: 1.35
5 MOV, 2 Counters, 10% Crit Rate

Elem. Resists: -25% Fire | 50% Ice
Wpn Resists: 20% Sword | 10% Spear
-10% Gun | -20% Staff | 30% Monster

Evilities (Cost) : Effect
Absorption (Unique) : When defeating enemy, increase own stats by 10% of defeated target's stats.
Prinny Instructor (3) : Increase EXP, Mana & Class Proficiency gained by Prinnies in assigned squad by 20%.
Sardine Supremacy (1) : When using a sardine, recover 900% HP and increase ATK by 20%. (Lasts 3 turns).
Blood Oath (4) : Nullify non-sardine Heal effects. Increase max HP and SP by 100%.
Lord of the Prinnies (5) : Increase research Prinnies' stats by 50% of own stats if leading the Research Support Squad
Sliver of Tyranny (6) : When using Specials, increase attack power by 100% and SP cost by 200%.

Jumbility: HP Absorb 20%: When attacking, heal self by 20% of the damage dealt
Jumbified Strike: 9573 Damage

Hell Mode Activation: Defeat foes (50% per foe)
Iwashinarazaru Tsurugi (Sword) : If user's executed action defeats a foe, refreshes their action and movement (Max 3 times per turn)

Basic Physical: 3437 Damage
Skills
Impaler Prince: 3201 Phys. Damage, Hits 3 panels horizontally at range 2, Heals user by 5% of damage dealt (54 SP)
Bloody Hole: 4381 Phys. Damage, Hits 4 panels adjacent to user, Heals user by 10% of damage dealt (209 SP)
Lunatic: 4853 Phys. Star Damage, Hits 3x3 area up to range 3 (838 SP)

Bloody Hole (w/ Sliver of Tyranny, 627 SP): 9934
Lunatic (w/ Sliver of Tyranny, 2514 SP): 10869
Fresh Sardine: 3000 HP & SP Healing Storebought Item, increases ATK+20% for 3 turns (w/ Sardine Supremacy)
Bloody Hole (after Fresh Sardine): 5514
Lunatic (after Fresh Sardine): 6080
Bloody Hole (after Fresh Sardine w/ Sliver of Tyranny): 12178
Lunatic (after Fresh Sardine w/ Sliver of Tyranny): 13300

3-turn Average Damage: 9934
Bloody Hole (w/ Sliver of Tyranny) x3

Valvatorez doesn't get a lot of use out of his D7-specific effects like Jumbify and Hell Mode in a duel, but he does have some powerful Evilities. Sliver of Tyranny is a huge boost to his damage, but drains his SP fast. Val may want to opt for the Sardine Surpremacy + Blood Oath combo instead to increase his durability and gives him access to unique effects for Sardine items. Sardine items can be bought in certain stores and recover HP & SP significantly with this combo. By endgame, it should be trivial to have at least 50 of these on hand.
Heavy



Fenrich
Steward
Equips: Three-Year Killer (Cntr+1, 5% Stun) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Accelerator (Mv+1, Jm+18)

Stats (w/ Moon Promise)
HP: 21137 | SP: 2232
ATK: 4327 | DEF: 3639
INT: 1728 | RES: 2187
HIT: 2073 | SPD: 4510
1.359x PCHP | P.Dur: 1.62 | M.Dur: 1.22
6 MOV, 2 Counters, 19% Crit Rate, 51.2% Evade Rate

Elem. Resists: 50% Wind | 25% Ice
Wpn Resists: 20% Fist
10% Axe | -15% Staff | 10% Monster

Evilities (Cost) : Effect
Tyrant's Servant (Unique) : Increase stats by 50% when Valvatorez is deployed as an ally.
Moon Promise (1) : Increase stats by 20% when no units are Jumbified.
Intimidating Gaze (3) : Reduce defense of enemies 1 panel in front by 50%.
Symbol of Loyalty (2) : Cover when Valvatorez is attacked.
Moonlight Fang (3) : Increase attack power by 35% when performing a wind attack.
Lone Wolf's Revenge (5) : When Valvatorez dies, increase ATK power and damage dealt by 50%, but increase damage taken by 100%.

Jumbility: Wind Resist -99%: Decrease Wind resistance by 99%
Jumbified Strike: 7173 Damage

Hell Mode Activation: Land attacks on foes (20% per attack)
Genju Kuro (Fist) : Increase Wind damage dealt by 200%

Basic Physical: 3312 Damage
Skills
Swift Power Shot: 5151 Phys. Wind Damage, Single-target at range 2, pushes target up to 1 panel (54 SP)
Dual Hound Attack: 4691 Phys. Wind Damage, Single-target up to range 3 (209 SP)
Bloody Moon: 6070 Phys. Wind Damage, Hits range-2 circle around user, Inflicts Bind [no moving to another panel] at a 100% rate for 3 turns (838 SP)

Swift Power Shot (w/ Moonlight Fang): 7359
Bloody Moon (w/ Moonlight Fang & Intimitading Gaze): 9193
Swift Power Shot (Hell Mode w/ Moonlight Fang): 29078
Bloody Moon (Hell Mode w/ Moonlight Fang & Intimitading Gaze): 35739

3-turn Average Damage: 9193
Bloody Moon (w/ Moonlight Fang & Intimidating Gaze) x3

Fenrich caught a lucky break with the Moon Promise evility that boosts all his stats when there's no Jumbo units on the field. In the rare event that he's facing one, he's probably already lost anyway. Apart from that, his best tricks are boosting his Wind damage and lowering an adjacent foe's Defense. He has high evasion, so he might be able to pull off the 5 hits it takes to activate his Hell Mode, which makes his damage skyrocket to ludicrous numbers. He's completely useless if his foe nulls Wind damage, though.
Heavy



Flonne
Fallen Angel
Equips: Prinny Scepter (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats
HP: 12762 | SP: 5350
ATK: 1296 | DEF: 2745
INT: 3906 | RES: 5310
HIT: 2767 | SPD: 1584
0.821x PCHP | P.Dur: 1.02 (w/ Love Field) | M.Dur: 1.96 (w/ Love Field)
4 MOV, 2 Counters, 20% Crit Rate

Elem. Resists: 50% Fire | 50% Wind | 50% Ice
Wpn Resists: 20% Fist | -10% Sword | -10% Spear 10% Bow
-20% Axe | 30% Staff | -20% Monster

Evilities (Cost) : Effect
Love Field (Unique) : Decrease damage taken by all allies on map by 20%.
Iron Love Fist (2) : Use RES to calculate attack power when equipped with fists.
Love Protection (3) : Nullify status ailments.
Have You Loved? (4) : Increase Magic Range of Heal Spells by 9.
Aura of Love (3) : Decrease damage taken from monster units by 25%.
Missionary of Love (4) : Increase stats by 10% per target each time a healing item/spell is used. (Max 100%).

Jumbility: Heal Amount Doubled: Increase effect of healing items/spells used by 100%
Jumbified Strike: 7986 Damage

Hell Mode Activation: Use healing Spells/items on ally units, must restore HP, does not proc on self-use. (20% per use)
Tengai Ryukyu (Bow) : 100% of damage dealt is also dealt to SP

Basic Physical: 38 Damage
Skills
Love Knuckle: 3206 Magic Damage, Single Target up to range 4, Inflicts RES-10% for 3 turns (54 SP)
Holy Arrows: 4002 Magic Damage, Hits 5 panels in cross shape at range 4, Inflicts RES-8% for 3 turns (209 SP)
Power of Love 2: 26550 Healing & Boosts all stats+10% for 3 turns, Hits 8 panels around user, does not self-target (838 SP)
Fallen Angel Light: 4799 Magic Damage, Hits 5 panels in cross shape up to range 6, Inflicts Puppet status at 10% rate for 3 turns (3352 SP)
Omega Heal: 18054 healing (139 SP)
Espoir: Cure all ailments (11 SP)
Magic Boost/Magic Wall: INT/RES+20% for 3 turns (11 SP)
Heal (11 SP): 4779
Mega Heal (35 SP): 6372
Giga Heal (69 SP): 8496
Tera Heal (279 SP, requires Lv.200): 30798
Holy Arrows (vs RES-8% target): 4090
Fallen Angel Light (vs. RES-8% target): 4887
Holy Arrows (at 10% stat boost w/ Missionary of Love): 4520
Holy Arrows (at 50% stat boost w/ Missionary of Love): 6592
Holy Arrows (at 100% stat boost w/ Missionary of Love): 9182

3-turn Average Damage: 4326
Holy Arrows x2 + Fallen Angel Light

Flonne is all about Heal-stalling and gradually accumulating power as she does it. She can't activate her Hell Mode in a duel without allies to heal, but she has deep enough SP resources to fullheal-stall through 20 turns (13 with Jumbificationers Squad if you allow it) to fill her Jumbify meter for a big damage burst and full restoration. Her Missionary of Love Evility also gradually buffs all her stats each time she heals until she's doubled in power and durability. Adding in her unique status ailiment immunity and she's a shockingly hard fighter to take down without SP-draining or magic immunity.
Her Fallen Angel Light skill has an interesting gimmick in inflicting the powerful Puppet status, but its accuracy is just too low and its SP cost is too high to use it for anything other than a finisher when Holy Arrows does nearly the same damage output for a tenth of the cost.
Heavy
Title: Re: Disgaea 7: Vows of the Virtueless
Post by: DjinnAndTonic on April 17, 2025, 07:09:32 AM
Killia
Wanderer
Equips: Three-Year Killer (Cntr+1, 5% Stun) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 21137 | SP: 2592
ATK: 3805 | DEF: 3055
INT: 1296 | RES: 2246
HIT: 1584 | SPD: 3433
1.359x PCHP | P.Dur: 1.43 | M.Dur: 1.23
5 MOV, 2 Counters, 18% Crit Rate, 35.9% Evade Rate

Elem. Resists: -25% Fire | 50% Ice
Wpn Resists: 20% Fist | 20% Sword | -20% Spear
-20% Staff | 10% Monster

Evilities (Cost) : Effect
War Demon (Unique) : Increase stats by 5% per attack made. (Max 100%)
Revengeance (3) : Increase critical rate by 5% for every attack taken. (Max 50%).
Close Combatant (3) : Decrease damage taken from adjacent units by 20%.
Flowerful Memories (3) : Reduce wind damage taken by 50%.
Therapeutic Violence (3) : Recover 1% of HP and SP when attacking. If critical, recover an extra 4%.
Powerful Bonds (6) : During team attacks, increase critical damage by 25% per ally joining the team attack.

Jumbility: Sure Counter Hits: Counter attacks are always Critical
Jumbified Strike: 7375 Damage

Hell Mode Activation: Defeat foes (50% per foe)
Banryu Soga (Fist) : Increase damage dealt with Fist skills and Unique skills by 100%

Basic Physical: 2481 Damage
Skills
Exploding Tiger: 2857 Phys. Ice Damage, Hits 3 panels in a line from user (54 SP)
Hellfire Shot: 3610 Phys. Fire Damage, Hits 5 panels in a cross shape up to range 3 (209 SP)
Avidya Holy Water: 5493 Phys. Damage, Single-target up to range 3 (838 SP)

Avidya Holy Water (after 1 hit w/ War Demon): 5832
Avidya Holy Water (after 2 hits w/ War Demon): 6170

3-turn Average Damage: 5832
Avidya Holy Water x3 (w/ increasing War Demon buffs)

Killia is fairly average in a duel, but his low SP keeps him from being able to exploit many strategic options. His Hell Mode being unable to charge in a one-on-one fight hampers his unique traits too. He can swap out some of his defensive Evilities depending on his foe and maybe get some surprise wins with his evasion and durability, but only being able to use his best damage 3 times is a big hurdle to clear.
He could opt for using his weaker attacks and hope that he can dodge-tank/counter until his War Demon evility boosts his stats significantly, but it's a risky strategy.
Low Middle



Artina
Angel of Avarice
Equips: Parting Shooter (Rng=5, SPD-10% 3 turn) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 17627 (w/ Unconditional Love) | SP: 3312
ATK: 1512 | DEF: 2506
INT: 2551 | RES: 3014
HIT: 4286 | SPD: 4012
1.134x PCHP | P.Dur: 1.08 | M.Dur: 2.37 (w/ Holy Barrier)
5 MOV, 1 Counters, 17% Crit Rate, 45.2% Evade Rate

Elem. Resists: 25% Fire | 25% Wind | 25% Ice | 25% Star
Wpn Resists: -10% Fist | 10% Bow
10% Gun | -20% Axe | 20% Staff | -10% Monster

Evilities (Cost) : Effect
Angel Glitter (Unique) : Increase stats of adjacent male allies by 50%.
Unconditional Love (2) : Increase max HP by 30%, but gain 0 HL.
Tri-Angel (Angel) (5) : Increase Item Rarity by 20 when steal is successful.
Holy Barrier (4) : Decrease damage taken by 50% when hit with a magic attack.
Market Price (4) : Gain HL equal to the item's sale price when steal is successful.
Last Rites (6) : Upon death, fully restore HP & SP of all allies on map at the end of the turn. Increase their DEF power by 30%. (Lasts 3 turns).

Jumbility: Nullify Evilities: Nullify the effect of Evilities
Jumbified Strike: 8450 Damage

Hell Mode Activation: Use healing Spells/items on ally units, must restore HP, does not proc on self-use. (20% per use)
Seiryu Shoho (Gun) : Increase attacking stat by 10% per panel of distance to target

Basic Physical: 2948 Damage
Skills
Mandatory Repo: 3794 Phys. Damage, Single-target up to range 4, Inflicts Amnesia(Forget) at 40% rate for 3 turns (54 SP)
Angel Whip: 4218 Phys. Wind Damage, Hits 3 panels in a line from user (209 SP)
Tri-Angel R: 4641 Phys. Damage, Hits 3x3 area in front of user (838 SP)

Espoir: Cure all ailments (11 SP)
Shield/Magic Wall: DEF/RES+20% for 3 turns (11 SP)
Heal (11 SP): 2712
Mega Heal (35 SP): 3616
Giga Heal (69 SP): 4822
Tera Heal (279 SP, requires Lv.200): 17481

3-turn Average Damage: 4641
Tri-Angel R x3

Artina ends up as a particularly tanky heal-staller in a duel. She has cheap access to healing and a lot of high resistances to various elements and halves magic damage. Her damage is pretty uninspiring, though she can inflict Amnesia at a reasonable rate.  Her Hell Mode can't be used in a duel, and her Jumbility actively disables her good Evilities, so she's pretty much relying on outlasting her opponent. Her stats are balanced enough that she can swap her Gun for a Staff and get nearly the exact same damage output but magic-flavored.
Low Middle



Melodia
Princess
Equips: Elder Spear (Rng=2, Pierce) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Holy Orb (SP Up+5%)

Stats
HP: 13559 | SP: 5576
ATK: 3526 | DEF: 3879
INT: 1872 | RES: 3787
HIT: 2088 | SPD: 1800
0.872x PCHP | P.Dur: 1.1 | M.Dur: 1.08
4 MOV, 2 Counters, 8% Crit Rate

Elem. Resists: -25% Wind | 50% Ice
Wpn Resists: -10% Fist | 15% Sword | 10% Spear | 10% Bow
30% Staff | -25% Monster

Evilities (Cost) : Effect
Heroine's Temper (Unique) : Increase damage dealt by male allies on the map by 30%.
Mermaid Chord (3) : Increase water element damage dealt by 10% per adjacent ally unit.
Augmented Chord (3) : Increase Spell Area by 1 per adjacent ally unit.
Magical Chord (3) : Decrease SP cost of Specials by 10% per adjacent ally unit.
Extended Chord (3) : Increase Magic Range by 1 per adjacent ally unit.
Power of (Fake) Love (2) : Increase stats by 10% per adjacent unit of the opposite gender.

Jumbility: Water Resist -99%: Decrease Ice resistance by 99%
Jumbified Strike: 7152 Damage

Hell Mode Activation: Use Spells (34% per use)
Jagan Reiso (Spear) : All attacks gain a 50% chance to inflict Poison/Paralysis/Charm (checked separately)

Basic Physical: 2384 Damage
Skills
Frozen Steps: 2567 Phys. Ice Damage, Hits 3 panels in a line from user, Inflicts Freeze at a 30% rate for 3 turns (54 SP)
Floral Shower:  Increase attack power stat for all ally units on map by 10% for 1 turn (209 SP)
Passion Approach:  Refresh a single target's action and movement (838 SP)
Happily Ever After: 4401 Phys. Star Damage, Hits 8 panels in four rows from user (3352 SP)

Braveheart: ATK+20% for 3 turns (23 SP)
Magic Boost: INT+20% for 3 turns (23 SP)
Target Lock: HIT+20% for 3 turns (23 SP)
Speed Boost: SPD+20% for 3 turns (23 SP)
Frozen Steps (Hell Mode): 4005
Happily Ever After (Hell Mode): 6646

3-turn Average Damage: 3178
Frozen Steps x2 + Happily Ever After

Melodia is an amazing support unit who can refresh turns, but in a duel, she's struggling to deal damage without going into Hell Mode. Luckily she can enter Hell Mode after casting a mere 3 spells, but her spells are all buffs with no way to deal damage or heal, so it's risky at best. She does have a decent shot at Freezing her opponent, which can get her the turns she needs to eke out a win, though.
Light



Zed
Zombie
Equips: Three-Year Killer (Cntr+1, 5% Stun) / Hachiryu Armor (Def Pwr+3%) / Holy Orb (SP Up+5%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 21934 | SP: 3691
ATK: 3379 | DEF: 3152
INT: 1152 | RES: 2972
HIT: 2016 | SPD: 3379
1.411x PCHP | P.Dur: 1.52 | M.Dur: 1.46
5 MOV, 3 Counters, 17% Crit Rate, 34.9% Evade Rate

Elem. Resists: -50% Fire | 50% Wind
Wpn Resists: 20% Fist | 20% Sword
-20% Axe | 10% Staff | -10% Monster

Evilities (Cost) : Effect
Super Reincarnator (Unique) : Increase damage dealt by 2% per Reincarnation. (Max 100%)
Power Knuckle (2) : Increase damage dealt by 30% when using fists.
Tenacity (3) : Increase damage by 50% when counter-attacking.
Zombie Revival (4) : Revive inside the Base Panel after being defeated. (Max 1 time per battle).
Defy the Strong (1) : Decrease damage from higher level enemy units by 10%.
Infinite Reincarnation (3) : Increase stats by 1% per Reincarnation. (Max 50%).

Jumbility: Stats Up per Revival: Increase stats by 50% per time unit has revived
Jumbified Strike: 8636 Damage

Hell Mode Activation: Receive a hit from a foe (20% per hit)
Shiki Fuken (Fist) : Attacks gain a 20% chance to inflict Deathblow

Basic Physical: 2811 Damage
Skills
Thunder Rush: 4380 Phys. Wind Damage, Single-target melee, pushes target up to 3 panels back (54 SP)
Voltaic Shoot: 3931 Phys. Wind Damage, Hits 3 panels in a line up to range 2, Inflicts Paralysis at 70% rate for 3 turns (209 SP)
Lightning Strike: 4604 Phys. Wind Damage, Hits 8 panels around user, Inflicts Paralysis at 70% rate for 3 turns (838 SP)
Last Damnation: 6396 Phys. Wind Damage, Single-target melee (3352 SP)

Thunder Rush (Hell Mode): 6449
Lightning Strike (Hell Mode): 6759
Last Damnation (Hell Mode): 9241

3-turn Average Damage: 4604
Lightning Strike x3

Zed isn't particularly damaging, but he's decent thanks to his damage-boosting fist evility. He can also Paralyze foes for some minor strafing hype. His biggest feature is his Once-Per-Battle auto-revival evility, which should easily allow him to tank long enough to use his Hell Mode, that gives him a significant damage/durability boost and adds Deathblow to this attacks. Has trouble with any foe who resists Wind/Thunder or who uses Fire attacks against his squishy zombie body, though.
Middle



Bieko
Zombie
Equips: Prinny Scepter (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Holy Orb (SP Up+5%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 16351 | SP: 5427
ATK: 2016 | DEF: 2339
INT: 3514 | RES: 5278
HIT: 1872 | SPD: 2162
1.052x PCHP | P.Dur: 1.21 (w/ Lil Sis Safeguard) | M.Dur: 1.99
3 MOV, 2 Counters, 18% Crit Rate

Elem. Resists: -50% Fire | 50% Wind 50% Ice
Wpn Resists: 10% Fist | 10% Spear | 10% Bow
10% Gun | -30% Axe | 20% Staff

Evilities (Cost) : Effect
Demonic Alteration (Unique) : Increase adjacent ally damage dealt by 30% and adjacent enemy damage taken by 30%.
Psychotherapy (2) : Increase adjacent ally RES by 30%.
Podiatric Upgrade (2) : Increase movement of adjacent allies by 3 at the start of the turn. (Lasts 3 turns).
Star Shield (3) : Increase star resistance by 50%, but reduce Max SP by 75%.
Li'l Sis Safeguard (2) : Decrease damage taken by 20% when hit with a physical attack.
Sibling Love (1) : Increase damage dealt by 25% if Zed is adjacent.

Jumbility: Nullify Criticals: Attacks cannot be Critical Hits
Jumbified Strike: 7067 Damage

Hell Mode Activation: Use Spells (34% per use)
Kyogan Seijo (Staff) : At end of user's turn, inflicts a random ailment on foes within 5 panels [Poison, Paralysis, Sleep, Amnesia, Weaken, Charm, Stun, Toxic, Puppet, Reverse, Bind, Freeze]

Basic Physical: 772 Damage
Skills
Rumbley-Rumbley: 2586 Magic Wind Damage, Hits 4 panels in a T-shape from user, Inflicts Poison at 80% rate for 3 turns (54 SP)
Secret Strike: 3303 Magic Damage, Hits 5 panels in a cross centered at range 3, cannot attack adjacently, pushes target 3 panels away (209 SP)
Daydream: 2766 Magic Damage, Hits 2x5 area starting 2 panels away, cannot hit adjacently, Inflicts Sleep at 50% rate for 3 turns (838 SP)
World's End: 3483 Magic Star Damage, Hits radius-2 circle, centered 2 panels away (3352 SP)
Omega Heal: 17945 healing (139 SP)

Braveheart/Shield/Magic Boost/Magic Wall/Target Lock/Speed Boost: ATK/DEF/INT/RES/HIT/SPD+20% for 3 turns (23 SP)
Heal (11 SP): 4750
Mega Heal (35 SP): 6333
Giga Heal (69 SP): 8444
Tera Heal (279 SP, requires Lv.200): 30612
Rumbley-Rumbley (w/ Demonic Alteration): 3362
World's End (w/ Demonic Alteration): 4527
Rumbley-Rumbley (Hell Mode w/ Demonic Alteration): 5009
World's End (Hell Mode w/ Demonic Alteration): 6622
Secret Strike (Hell Mode): 5039

3-turn Average Damage: 3750
Rumbley-Rumbley (w/ Demonic Alteration) x2 + World's End (w/ Demonic Alteration)

Bieko is primarily a healer, as her status as a physician would suggest, but she has a decent number of perks to help her out. She's one of the few healers in the game who can actually charge her Hell Mode in a 1v1 duel, and it charges in a mere 3 turns. After which, she can concentrate on inflicting status ailments or unloading the best damage she can. World's End is prohibitively expensive, but as long as she's attacking from an adjacent space with Rumbley-Rumbley, she can output similar amounts of damage and even have a shot at inflicting Poison while conserving plenty of SP for her heal-stalling game. As a zombie, she should look out for Fire attacks, but she's shockingly competent for a Disgaea healer.
Middle



Sicily
Laharl's Sister
Equips: Prinny Scepter (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats
HP: 13559 | SP: 4975
ATK: 1224 | DEF: 2983
INT: 4194 | RES: 4605
HIT: 2584 | SPD: 1440
0.872x PCHP | P.Dur: 0.91 | M.Dur: 2.66 (w/ Lil Sis Aura)
4 MOV, 2 Counters, 20% Crit Rate

Elem. Resists: 25% Fire | 25% Wind | 25% Ice
Wpn Resists: 10% Fist | 10% Sword | 10% Spear | 10% Bow
10% Gun | 10% Axe | 10% Staff | 10% Monster

Evilities (Cost) : Effect
Li'l Sis Aura (Unique) : Decrease elemental attack damage taken by 50%.
We Love Prinnies! (3) : Increases stats by 5% per Prinny on map. (Max 100%).
Angelic Gift (2) : increase DEF & RES+30% for adjacent allies at the end of the turn. (Lasts 3 turns).
Hang Tough (5) : Stats cannot fall below 90%.
Demonic Angel (4) : Increase attack power by 50% when attacking demons.
Psychotherapy (2) : Increase adjacent ally RES by 30%.

Jumbility: ELMT DMG +50%: Increase elemental damage dealt by 50%
Jumbified Strike: 8662 Damage

Hell Mode Activation: Use healing Spells/items on ally units, must restore HP, does not proc on self-use. (20% per use)
Weakest Staff (Staff) : Increase attacking stat by 25% per ally Prinny on the map

Basic Physical: 0 Damage
Skills
Angelic Knuckle: 3529 Magic Damage, Hits 4 panels adjacent to user, Inflicts Amnesia at 40% rate for 3 turns (54 SP)
Prinny Parade: 5026 Magic Damage, Hits 5 panels in a cross centered at range 4 (209 SP)
Ice Explosion: 4384 Magic Ice Damage, Inflicts Freeze at 30% rate for 3 turns, Hits 3x3 area up to range 3 (838 SP)

Omega Ice: 4812 Magic Ice Damage (139 SP)
Ice (11 SP): 2887
Mega Ice (34 SP): 3529
Giga Ice (69 SP): 4170
Tera Ice (279 SP) (Requires Lv.200): 5454
Giga Heal (69 SP): 7368
Heal (11 SP): 4144
Mega Heal (35 SP): 5526
Braveheart/Shield: ATK/DEF+20% for 3 turns (23 SP)
Espoir: Cure all ailments (11 SP)
Prinny Parade (vs. Demons w/ Demonic Angel): 8067

3-turn Average Damage: 5026
Prinny Parade x3

Sicily is an elemental tank with a lot of healing and resources to keep her going. She has two fairly debilitating ailments attached to her damage so she can start putting the hurt on her opponent while trying to disable them. Her damage isn't terrible, but against the hardest foes, she's hoping her backup strategy of stall-tanking until she can Jumbify will do the trick. She can be deceptively powerful against demon foes.
Low Heavy
Title: Re: Disgaea 7: Vows of the Virtueless
Post by: DjinnAndTonic on April 17, 2025, 07:14:32 AM
Girl Laharl
Overlord
Equips: Three-Year Killer (Cntr+1, 5% Stun) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 17946 | SP: 2880
ATK: 3822 | DEF: 3177
INT: 1584 | RES: 2390
HIT: 1944 | SPD: 3108
1.154x PCHP | P.Dur: 1.25 | M.Dur: 1.07
5 MOV, 2 Counters, 18% Crit Rate, 29.2% Evade Rate

Elem. Resists: 50% Fire | -25% Ice
Wpn Resists: 20% Fist | 20% Sword | -20% Spear | -10% Bow
10% Monster

Evilities (Cost) : Effect
Overlord's Dignity (Unique) : Increase attack and defense power by 10% per unit defeated.
Dead Sexy (2) : Increase damage dealt by 30% when attacking male units.
Hyperfocus (20) : Increase attack power by 5% for the leader of the affiliated squad.
Hasty Rush (4) : Unit's very first attack of the stage will perform twice.
Knuckle Slamwich (3) : 10% chance of inflicting stun when attacking normally.
Listen To My Song! (6) : Increase attack power of male ally units by 5% per attack. (Max 100%)

Jumbility: ATK & DEF Up per Kill: Increase attacking stat and defending stat 5% per unit defeated
Jumbified Strike: 7007 Damage

Hell Mode Activation: Land attacks on foes (20% per attack)
Nikukyu Punch (Fist) : Area of effect of normal attacks becomes an infinite-length cone

Basic Physical: 2321 Damage
Skills
Overlord's Fury: 2861 Phys. Damage, Hits 5 panels in X shape centered at range 3 (54 SP)
Magma Geyser EX: 3222 Phys. Fire Damage, Hits 5 panels in cross shape up to range 3 (209 SP)
Meteor Impact: 3763 Phys. Damage, Hits 9 panels in a cone from user (838 SP)

Magma Geyser (vs. males w/ Dead Sexy): 4188
Meteor Impact (vs. males w/ Dead Sexy): 4891
Magma Geyser (Hell Mode): 4948
Meteor Impact (Hell Mode): 5726

3-turn Average Damage: 4657
Meteor Impact (x2 w/ Hasty Rush) + Magma Geyser EX x2

Girl Laharl is a fairly balanced, straightforward physical fighter. Gets a boost against male foes and has fairly quick access to a Hell Mode at only 5 turns, one of which can be done twice on the first action thanks to the Hasty Rush evility. Good evasion, good durability, but has SP resource woes.
Low Middle



Raspberyl
Delinquent
Equips: Angel's Medal (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats
HP: 15155 | SP: 5426
ATK: 1800 | DEF: 2529
INT: 5738 | RES: 5925
HIT: 2368 | SPD: 1728
0.975x PCHP | P.Dur: 0.93 | M.Dur: 2.18
5 MOV, 2 Counters, 26% Crit Rate

Elem. Resists: 50% Fire | 25% Wind
Wpn Resists: -10% Fist | -10% Sword | 10% Bow
10% Gun | -10% Axe 20% Staff | 10% Monster

Evilities (Cost) : Effect
Love Thy Heart (Unique) : If enemy level is higher, damage dealt increases by 50%.
Super! Law by Range (3) : Increase Magic Range by 5, and SP Cost by 100%.
Bestie Link (2) : Increase attack power by 30% when another Bestie Link ally joins a team attack.
Innocent Educator (4) : When set as the leader of Innocent Farm Squad, increase Innocent Growth Rate by 10%.
Finish Line Lover (3) : When progressing through an Item World level while entering battle, increase item level rank increase by 1. (Doesn't stack).
Delinquent Demon (3) : Increase attack power by 5% per combo when attacking.

Jumbility: Double Combo: Attacks increase the Combo Counter by 1 more
Jumbified Strike: 12284 Damage

Hell Mode Activation: Have allies join for a Team Attack (34% per ally)
Seito Shido (Magic Monster Weapon) : Increase stats of allies by 50%

Basic Physical: 552 Damage
Skills
D-Rule: Recycle: 5846 Magic Damage, Single target up to range 4 in a line from user (54 SP)
D-Rule: Volunteer: 6432 Magic Damage, Hits 5 panels in a cross up to range 3 (209 SP)
D-Rule: Research: 8187 Magic Star Damage, Hits 5 panels in X shape up to range 4 (838 SP)

Omega Fire: 7017 Magic Fire Damage (139 SP)
Fire (11 SP): 4383
Mega Fire (34 SP): 5261
Giga Fire (69 SP): 6139
Tera Fire (279 SP) (Requires Lv.200): 7895

3-turn Average Damage: 8187
D-Rule: Research x3

Raspberyl's unique tricks are almost entirely support and utility-based, and she's never seeing her Hell Mode or Jumbility in a dual, yet she still manages to be an incredibly powerful Fire and Star mage without any frills. Sometimes pure damage is enough! Her Love Thy Heart evility gives her +50% damage against foes of a higher level, so if you give her credit for that, she skyrockets in value.
Middle



Usalia
TB Overlord
Equips: Fenrir's Fang (Crit Dmg+3%) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 18437 | SP: 2592
ATK: 3494 | DEF: 3294
INT: 1512 | RES: 2878
HIT: 2434 | SPD: 3096
1.186x PCHP | P.Dur: 1.31 | M.Dur: 1.21
5 MOV, 2 Counters, 13% Crit Rate, 28.9% Evade Rate

Elem. Resists: 25% Ice
Wpn Resists: -30% Fist | 10% Spear
-20% Gun | 20% Axe 30% Staff | 20% Monster

Evilities (Cost) : Effect
Anti-Bully Aura (Unique) : Decrease damage taken by you or adjacent allies by 10% per adjacent ally. (Max 40%)
I Love Curry (2) : After using Curry, increase ATK by 50%. (Lasts 3 turns).
Star Body (2) : Increase Star element resistance by 20%.
Death Resistance (4) : Nullifies Deathblow.
Bunny Ear Radar (5) : When attacked from the side or from behind, increase Evasion Rate by 50%.
Status Guard (5) : Ally units' stats cannot fall below 75%.

Jumbility: Monster Stats +50%: Increase stats by 50% for Monster-type units
Jumbified Strike: 7075 Damage

Hell Mode Activation: Receive a hit from a foe (20% per hit)
Curry Rabbit (Phys. Monster Weapon) : Max out the Hell Gauge of all allies on the map

Basic Physical: 2350 Damage
Skills
Flatty Dance: 3804 Phys. Damage, Single Target Melee, Inflicts Amnesia(Forget) at 50% rate for 3 turns (54 SP)
Assault Circus: 3622 Phys. Damage, Hits 3 panels in a line up to range 3 (209 SP)
Prinnical Meteor: 3441 Phys. Star Damage, Hits 3x3 area up to range 3 (838 SP)

Chicken Curry: 20% HP/SP Healing, ATK+50% (3 turns)
Flatty Dance (after Curry): 6348
Flatty Dance (Hell Mode): 5786
Flatty Dance (Hell Mode after Curry): 8839

3-turn Average Damage: 3804
Flatty Dance x3

Usalia has a solid collection of tricks - she has some damage, has solid durability, has Deathblow immunity, has a status ailment for sealing skills, can reach her Hell Mode after being hit 5 times, and she has a solid claim to using Curry healing items (you're easily able to have at least 10, maybe as many as 20 by endgame at random, and up to 65 guaranteed from Yoko-Horror's shop if you're diligent) in a unique way to give her some access to healing and buffing. If she doesn't need the Deathblow immunity, she can grab +50% evasion or stat-debuffing resistance. A great package, if not particularly unique.
Middle/Heavy Borderliner



Pleinair
Mascot
Equips: Parting Shooter (Rng=5, SPD-10% 3 turn) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Accelerator (Mv+1, Jm+18)

Stats (w/ Idol Assist)
HP: 13559 | SP: 2952
ATK: 1900 | DEF: 2807
INT: 2842 | RES: 2782
HIT: 6246 | SPD: 4815
0.872x PCHP | P.Dur: 0.88 | M.Dur: 0.87
5 MOV, 1 Counters, 21% Crit Rate, 54.3% Evade Rate

Elem. Resists: 25% Fire | 25% Wind | 25% Ice
Wpn Resists: -10% Fist
20% Gun | 20% Staff | -10% Monster

Evilities (Cost) : Effect
Idol Assist (Unique) : Increase stats of allies on map by 20%.
Voracious Spirit (5) : Increase EXP & Mana gain for all allies on map by 30%.
Acceleration Mascot (5) : Increase Movement of Allies on map by 2.
Usagi Guard (4) : Decrease non-attack damage taken by all allies on map by 25%.
Total Worship Aura (4) : Decrease elemental damage taken by all allies on map by 5%.
Man-Eating Bunny (5) : When defeating an enemy, obtain Extracts based on its stats.

Jumbility: Stats Up per Ally: Increase stats by 5% per ally on map
Jumbified Strike: 11689 Damage

Hell Mode Activation: Attack foes (10% per panel of distance to target)
Usazame Sanpo (Gun) : Increase attack power of all ally units on map by 30%

Basic Physical: 4357 Damage
Skills
Deicide Shooter: 5203 Phys. Damage, Hits 4 panels adjacent to user (54 SP)
Usagi Rush: 5767 Phys. Damage, Hits 9 panels in a line from user (209 SP)
Usagi Mega Explosion: 6049 Phys. Damage, Hits 3x3 Area up range 4 (838 SP)

Giga Spells: 2447 Magic Fire/Wind/Ice/Star Damage (69 SP)
Fire/Wind/Ice/Star (11 SP): 1577
Mega Spells (34 SP): 2012

Usagi Rush (Hell Mode): 11151
Usagi Mega Explosion (Hell Mode): 11658
Giga Spells (Hell Mode): 5110

3-turn Average Damage: 7919
Usagi Mega Explosion x3 (Hell Mode on turn 3)

Pleinair could equip a staff for comparable spell damage instead, but she mostly wants to be using a Gun so she can take advantage of its stats for her Hell Mode, which she can easily activate after turn 2 thanks to her incredible range options. She has decent durability in some situations thanks to her Evilities, but she has to drop one if she needs to block a specific ailment.
Middle
Title: Re: Disgaea 7: Vows of the Virtueless
Post by: DjinnAndTonic on April 17, 2025, 09:05:39 AM
GENERICS

Warrior
Wilder
Equips: Outlaw Edge (DEF-10% 3 turn) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 20536 | SP: 1872
ATK: 4526 | DEF: 3364
INT: 792 | RES: 1742
HIT: 1260 | SPD: 653
1.321x PCHP | P.Dur: 1.49 | M.Dur: 1.1
4 MOV, 2 Counters, 31% Crit Rate

Elem. Resists: -50% Ice
Wpn Resists: -20% Fist | 20% Sword 20% Spear
-10% Gun | 20% Axe | -40% Staff | 20% Monster

Evilities (Cost) : Effect
Wild Cry (Unique) : Increase stats by 10% per adjacent enemy unit.
Vanguard (1) : Increase HP by 5%, ATK by 5%, and DEF by 5%.
Power Axe (2) : Increase damage dealt by 25% when equipped with an axe.
Fighting Instinct (3) : Increase stats by 3% per elapsed turn. (Max 60%)
Boiling Blood (4) : Increase stats by 3% per enemy on the map.
Super Guts (4) : For every 5% of HP lost, decrease damage taken by 5%. (Max 50%)

Jumbility: All Stats Up : Increases all stats by 20%
Jumbified Strike: 11931 Damage

Basic Physical: 4280 Damage
Skills
Muscle Greeting:  Increase ATK & Max HP by 25% for 3 turns (69 SP)
Strong Tackle: 6046 Physical damage to 3 panels in a line, pushes targets back 1 panel (139 SP)

3-turn Average Damage: 6046
Strong Tackle x3

Wilder the Warrior is a pretty solid package. Decent bulk and damage, and benefits strongly from being an Axe forte. He wants to get up close for his adjacent-enemy bonus, but his best damage pushes the foe back one square, meaning that he's less tanky against anyone who can attack from range, and he can't make good use of his counters. That said, his Super Guts evility giving him up to 50% extra damage reduction as he takes damage means he can stall longer than it seems. Unlikely he'll be able to take the 20 hits needed to hit Jumbify, but it's a scary burst option for stallers.
High Light



Valkyrie
Joshina
Equips: Elder Spear (Rng=2, Pierce) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 17511 | SP: 1728
ATK: 3609 | DEF: 4316
INT: 720 | RES: 1566
HIT: 1296 | SPD: 1008
1.126x PCHP | P.Dur: 1.59 | M.Dur: 0.92
4 MOV, 2 Counters, 9% Crit Rate

Elem. Resists: -50% Wind
Wpn Resists: -20% Fist | 20% Sword 20% Spear | 20% Bow
-10% Gun | -40% Staff | 20% Monster

Evilities (Cost) : Effect
Assault Attack (Unique) : Boost damage dealt by 10% per panels moved this turn. (Max 200%).
Defense Mastery (2) : Increase DEF Equipment Compatibility by 20%.
Hard Effort (3) : Increase EXP gained when defeating higher-level units by 50%.
Pierce (1) : Attack target number has no effect on power when attacking normally.
Full Speed Ahead (4) : For turn 1 only, add 3 to Movement.
Hit and Run (5) : Can move again after defeating an enemy unit.

Jumbility: DMG Dealt Up : Increase damage dealt by 20%
Jumbified Strike: 10292 Damage

Basic Physical: 3459 Damage
Skills
Warming Up:  Increase ATK & DEF by 25% for 3 turns (69 SP)
Strong Tackle: 5036 Physical damage to 3 panels in a line, pushes targets back 1 panel (139 SP)

3-turn Average Damage: 5396
Strong Tackle (w/ Full Speed boost) + Strong Tackle x2

Joshina the Valkyrie is a solid bruiser archetype with more defense than offense, and a focus on moving often to get the most out of her Evilities. She can get a pretty nice boost to her turn-1 damage thanks to her turn-1 passive movement buff, but after that she's stuck kiting her target to keep the damage boost up. If anything interferes with her ability to kite, she's also not in great shape.
Light



Magician
Hermes
Equips: Prinny Scepter (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats
HP: 10768 | SP: 5198
ATK: 792 | DEF: 1858
INT: 4451 | RES: 4230
HIT: 1903 | SPD: 1584
0.693x PCHP | P.Dur: 0.59 | M.Dur: 0.96
4 MOV, 0 Counters, 21% Crit Rate

Elem. Resists: -25% Fire | 75% Wind | 25% Ice
Wpn Resists: -10% Fist | -10% Bow
-10% Gun | 30% Axe | 50% Staff | -10% Monster

Evilities (Cost) : Effect
M. Convergence (Unique) : When using Specials, increase attack power by 30% and SP cost by 50%.
Casting Mastery (2) : Increase INT Equipment Compatibility by 20%.
Magical Discipline (2) : Increase Skill EXP gain by 50%.
Enlarge (3) : Increase magic range by 2 and SP cost by 50%.
Lights of Life (3) : If SP is insufficient for Specials, consume HP instead.
Over the Limit (4) : Increase attack power by 50% when using Specials. Costs 10% SP each turn.

Jumbility: Buff Magic ATK Power : Increase the Base Power of attack/healing Spells by +7%
Jumbified Strike: 12336 Damage

Basic Physical: 0 Damage
Skills
Energy Potion:  Grant SP Regen, recover 10% max SP at end of turn for 3 turns (2 SP)
Astral Impact: 5286 Magic Damage, Hits 3 targets in a line up to a range of 3 panels (34 SP)
Inspiration:  Grant Spell Range Up, Range+2 to all allies in 8 surrounding panels for 3 turns (69 SP)
Elemental Burst: 2289 Magic Damage (at 4-digit SP), Hits up to 5 targets in a line from user (Spends all SP, power increases with amount of digits in SP spent)
Omega Wind/Star: 7048 Elemental Magic Damage (208 SP)
Omega spells w/ Over the Limit (208 SP & -10% mSP each turn): 10164
Astral Impact w/ Over the Limit (34 SP & -10% mSP per turn): 7734

Wind/Star (16 SP): 4405
Mega spells (51 SP): 5286
Giga spells (104 SP): 6167
Tera spells (419 SP, requires level 200): 7930
Resist Break: Inflicts RES-20% for 3 turns (12 SP)

3-turn Average Damage: 10164
Omega Wind/Star (w/ Over the Limit) x3

Hermes the Wind Skull is a glass cannon whose evilities just make him even moreso. Over the Limit lowers his max SP every turn regardless of what he does, so while I am using it as his default, there are defintely matchups where he might prefer to actually have SP for longer. Elemental Burst is cute, but hilariously bad compared to the Omega spells, even at 8-digit SP.
High Light



Witch
Pokopoko
Equips: Prinny Scepter (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats (w/ Caster)
HP: 10369 | SP: 5537
ATK: 792 | DEF: 1977
INT: 4350 | RES: 4442
HIT: 2391 | SPD: 1152
0.667x PCHP | P.Dur: 0.58 | M.Dur: 0.97
4 MOV, 0 Counters, 21% Crit Rate

Elem. Resists: 75% Fire | 25% Wind | -25% Ice
Wpn Resists: -10% Fist | -10% Sword | -10% Spear
30% Axe | 50% Staff | -10% Monster

Evilities (Cost) : Effect
Magic Moderation (Unique) : Consume -50% SP when using Specials.
Caster (1) : Increase SP by 5%, INT by 5%, and RES by 5%.
Expand (3) : Increase Spell Area by 1.
Damage Convert (3) : Increase INT by 10% when attacked. (Max 100%)
Magic Collection (4) : Recover SP equal to 5% of damage dealt when attacking.
Overflowing Magic (3) : When remaining SP is 50% or more, increase Specials ATK power by 30%.

Jumbility: Restore SP at EoT : At end of turn, recover 10% max SP
Jumbified Strike: 12030 Damage

Basic Physical: 0 Damage
Skills
Energy Potion:  Grant SP Regen, recover 10% max SP at end of turn for 3 turns (1 SP)
Astral Impact: 5139 Magic Damage, Hits 3 targets in a line up to a range of 3 panels (11 SP)
Invocation:  Grant Concentration to self, doubles INT for next skill used, but doubles damage taken by user until buff is spent (34 SP)
Elemental Burst: 2211 Magic Damage (at 4-digit SP), Hits up to 5 targets in a line from user (Spends all SP, power increases with amount of digits in SP spent)
Omega Fire/Star: 6862 Elemental Magic Damage (69 SP)
Omega spells after Invocation (69 SP): 14901
Astral Impact after Invocation (11 SP): 11455

Fire/Star (5 SP): 4278
Mega spells (17 SP): 5139
Giga spells (34 SP): 6001
Tera spells (139 SP, requires level 200): 7723
Armor Break: Inflicts DEF-20% for 3 turns (6 SP)

3-turn Average Damage: 7254
Invocation + Omega Fire/Star x2

Pokopoko the Fire Witch is a decent glass cannon, though slightly less damaging at base than her Skull counterpart. She does have SP for days, though. Invocation is a nice trick for a big burst of damage every other turn. She can opt to drop Caster for Damage Convert if she needs more damage over time for breaking a longer stall. Elemental Burst is a joke until aftergame 9-digit SP values.
Light



Martial Artist
Crazy
Equips: Three-Year Killer (Cntr+1, 5% Stun) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 15952 | SP: 1656
ATK: 3413 | DEF: 2430
INT: 720 | RES: 1710
HIT: 1224 | SPD: 3326
1.026x PCHP | P.Dur: 0.96 | M.Dur: 0.85
5 MOV, 4 Counters, 22% Crit Rate, 33.9% Evade Rate

Elem. Resists:
Wpn Resists: 40% Fist | 20% Spear
-20% Gun | -10% Axe | -30% Staff

Evilities (Cost) : Effect
Fury (Unique) : Increase ATK power by 25% per counter-attack in a single turn. (Max 100%)
Grappler (2) : Decrease damage taken from counter-attacks by 50%.
Retribution (3) : Increase number of counter-attacks by 2.
Blasting Fist (2) : Decrease target's DEF power by -10% when using a Fist. (Lasts 3 turns)
Counter Chance (4) : Increase critical rate of counter-attacks by 50%.
Forced Counter (5) : Force target unit to counter-attack, ignores target's Counter stat. (Max 20 times)

Jumbility: Guaranteed Counter : Set counter chance to 100% and ignore the Counter stat
Jumbified Strike: 6777 Damage

Basic Physical: 2221 Damage
Skills
General Dance:  Grant buff to own SPD+25% and Counterattack Dmg+50% for 3 turns (69 SP)
Armor Piercer: 3272 Phys. Damage, Ignores Defense buffs, Single Target Melee Range (139 SP)

Counter 1: 3080
Counter 2: 3939
Counter 3: 4798
Counter 4: 5657
Counter 5 (needs Retribution): 5657
Counter 6 (needs Retribution): 5657
Total (4 Counters): 17474
Total (6 Counters): 28788
Counter 1 (with General Dance): 5601
Total (4 Counters with General Dance): 31296
Total (6 Counters with General Dance, needs Retribution): 51390

3-turn Average Damage: 11523
General Dance + Armor Piercer + 4 forced Counters

Crazy the Martial Artist plays an interesting game thanks to his Forced Counter evility. It makes a foe Counterattack with their basic physical, regardless of their ability to counter. While this might sound bad, it means that he can then chain more of his own Counterattacks afterwards. His other Evilities and Skills boost his counter damage, and he has his Grappler evility to reduce Counter damage by 50%, meaning he's largely winning most Counter chains. It's notable that he can start one of these Counter chains with his Armor Piercer skill at Fist melee range.
High Middle



Fight Mistress
Miroko
Equips: Three-Year Killer (Cntr+1, 5% Stun) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 15155 | SP: 1800
ATK: 3213 | DEF: 2239
INT: 720 | RES: 1886
HIT: 1224 | SPD: 3525
0.975x PCHP | P.Dur: 0.88 | M.Dur: 0.83
5 MOV, 4 Counters, 22% Crit Rate, 52.6% Evade Rate

Elem. Resists:
Wpn Resists: 40% Fist | 20% Sword
-20% Gun | -10% Axe | -30% Staff

Evilities (Cost) : Effect
Rapid Move (Unique) : Increase Evasion by 3% per panel moved in a single turn. (Max 64%)
Wisdom Fist (2) : Increase attack range when fists are equipped by 1 panel(s).
Quick Thinking (1) : Increase Team Attack rate by 20% when attacking.
Eye for an Eye (4) : Guaranteed hit when counter-attacking.
Smash Hit (4) : Increase damage by 50% when using Specials with Knockback.
Counter Dodge (5) : Always dodge counter-attacks

Jumbility: Dodge Counter: 100% chance to evade counter attacks
Jumbified Strike: 6777 Damage

Basic Physical: 2221 Damage
Skills
Iron Fist Training:  Grant buff to own SPD+25% and Counters+1 for 3 turns (69 SP)
Armor Piercer: 3272 Phys. Damage, Ignores Defense buffs, Single Target Melee Range (139 SP)

3-turn Average Damage: 3272
Armor Piercer x3

Miroko the Fight Mistress is all about Evasion and Counterattacks. While she has a lot of Counters, she can't force her foe to Counter, meaning she's not usually getting the most out of them. Notably, even if she evades an attack, she can still Counter back if she is within range.
Low Light
Title: Re: Disgaea 7: Vows of the Virtueless
Post by: DjinnAndTonic on April 17, 2025, 09:38:51 AM
Clergy
Hiei
Equips: Prinny Scepter (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats
HP: 11565 | SP: 5046
ATK: 1008 | DEF: 2383
INT: 3402 | RES: 4766
HIT: 1732 | SPD: 1008
0.744x PCHP | P.Dur: 0.69 | M.Dur: 1.19
4 MOV, 1 Counters, 21% Crit Rate

Elem. Resists: 25% Wind | 50% Ice
Wpn Resists: -10% Fist | -20% Sword | 20% Spear | 10% Bow
-10% Gun | 10% Axe 30% Staff | -20% Monster

Evilities (Cost) : Effect
Medical Aid (Unique) : Cure all ailments when using healing Specials.
Healing Plus (2) : Increase heal amount by 30% when using healing Specials.
Staff Rebellion (3) : Damage of normal attacks is based on RES when equipped with a staff.
Light Salvation (3) : When using healing Specials, recover extra 30% of own Max HP.
Staff of Healing (3) : Reverse damage dealt by normal attacks when equipped with a staff.
Light Protection (4) : When using healing Specials, increase DEF & RES of target unit by 30%. (Lasts 3 turns)

Jumbility: INT-Based Attack : Attacking stat is always INT
Jumbified Strike: 10004 Damage

Basic Physical: 3577 Damage
Skills
Sanctuary:  Grants buff that decreases damage taken by -20% for 3 turns, cannot target self (69 SP)
Overlife:  Grants buff to max HP+10% for 3 turns, cannot target self (69 SP)
Heroism:  Grants buff to increase damage dealt+10% for 3 turns, single target (93 SP)
Sacred Force:  Grants buff to allow unit to survive a lethal attack with 1 HP (once per battle) for 3 turns, single target (93 SP)
Omega Heal: 16204 healing (139 SP)
Heal (11 SP): 4289
Mega Heal (35 SP): 5719
Giga Heal (69 SP): 7625
Tera Heal (279 SP, requires Level 200): 27642
Espoir: Cure all ailments (11 SP)
Magic Wall: RES+20% for 3 turns (12 SP)
Mind Break: INT-20% for 3 turns (12 SP)
Shield: DEF+20% for 3 turns (12 SP)
Enfeeble: ATK-20% for 3 turns (12 SP)

Basic Physical (w/ Staff Rebellion & after healing with Light Protection): 4550

3-turn Average Damage: 3577
Basic Physical (w/ Staff Rebellion) x3

Hiei the Clergy cannot deal damage without the Staff Rebellion evility that allows his basic physical to run off of RES. But this paired with Light Protection (buffs DEF/RES+20% when healing) allows him to heal-stall while buffing both his offense and defense. Additionally, this can help him reach Jumbification after 20 hits taken, which will also activate his Jumbility that forces all units on the field to use their INT stat for their damage, which can surely spoil a lot of matchups. He also has Sacred Force for a OPB Endure effect to help ensure he can get his gameplan started.
Light




Cleric
Malida
Equips: Indra (Rng=4, Wind-elem Physicals) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats
HP: 11964 | SP: 4970
ATK: 2230 | DEF: 2191
INT: 1848 | RES: 4295
HIT: 3270 | SPD: 864
0.769x PCHP | P.Dur: 0.69 | M.Dur: 1.08
4 MOV, 1 Counters, 21% Crit Rate

Elem. Resists: 50% Fire | 25% Ice
Wpn Resists: -10% Fist | 10% Sword 10% Spear | 20% Bow
-10% Gun | -20% Axe | 30% Staff -20% Monster

Evilities (Cost) : Effect
Expert Healer (Unique) : Increase amount restored by 100% when using healing Specials.
Res. Mastery (2) : Increase RES Equipment Compatibility by 20%.
Arrow Rebellion (3) : Normal attack damage is based on RES & HIT when equipped with a bow.
Heart of Affection (3) : When target's HP is maxed out with a healing Special, increase own RES by 10%. (Lasts 3 turns)
Dynamic Arrow (3) : Reverse damage dealt by normal attacks when equipped with a bow.
Advanced Heal (5) : Restore extra 25% of target HP when using healing Specials.

Jumbility: RES-Based DEF : Defending stat is always RES
Jumbified Strike: 7589 Damage

Basic Physical: 2574 Damage
Skills
Sanctuary:  Grants buff that decreases damage taken by -20% for 3 turns, cannot target self (69 SP)
Overlife:  Grants buff to max HP+10% for 3 turns, cannot target self (69 SP)
Feather Step:  Grants buff to max SP+25% and Jump+25 and Flying-type Movement for 3 turns, cannot target self (93 SP)
Sacred Force:  Grants buff to allow unit to survive a lethal attack with 1 HP (once per battle) for 3 turns, single target (93 SP)
Omega Heal: 29206 healing (139 SP)
Heal (11 SP): 7731
Mega Heal (35 SP): 10308
Giga Heal (69 SP): 13744
Tera Heal (279 SP, requires Level 200): 49822
Espoir: Cure all ailments (11 SP)
Magic Wall: RES+20% for 3 turns (12 SP)
Mind Break: INT-20% for 3 turns (12 SP)
Shield: DEF+20% for 3 turns (12 SP)
Enfeeble: ATK-20% for 3 turns (12 SP)

Basic Physical (w/ Arrow Rebellion & after healing with Heart of Affection): 2959

3-turn Average Damage: 2574
Basic Physical (w/ Arrow Rebellion) x3

Malida the Cleric cannot deal damage without the Arrow Rebellion evility that allows her basic physical to run off of RES & HIT. But this paired with Light of Affection (buffs RES+10% when healing to full) allows her to heal-stall while buffing both her offense and magic defense. Additionally, this can help her reach Jumbification after 20 hits taken, which will also activate her Jumbility that forces all units on the field to use their RES stat for their defense, which can surely spoil a lot of matchups. She also has Sacred Force for a OPB Endure effect to help ensure she can get her gameplan started.
Light



Bandit
Simba
Equips: Parting Shooter (Rng=5, SPD-10% 3 turn) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 9970 | SP: 1872
ATK: 1080 | DEF: 1930
INT: 1804 | RES: 1638
HIT: 3130 | SPD: 3838
0.641x PCHP | P.Dur: 0.55 | M.Dur: 0.53
6 MOV, 1 Counters, 22% Crit Rate, 42.7% Evade Rate

Elem. Resists: 25% Fire | 50% Wind | -50% Ice
Wpn Resists: 10% Fist | 25% Sword | -25% Spear | 10% Bow
5% Axe | -30% Staff | -20% Monster

Evilities (Cost) : Effect
Treasure Hunt (Unique) : 30% chance of generating a chest when defeating an enemy.
Dodge Mastery (2) : Increase SPD Equipment Compatibility by 20%.
Stealing Senses (2) : 10% chance of additional reward when defeating chests and level spheres.
Evade Danger (2) : Nullify explosive damage.
Lucky Finger (3) : When defeating treasure chests, increase Item Rank by 1.
Loot Appraisal (2) : When defeating treasure chests, Item Rarity increases.

Jumbility: SPD+50%: Increase SPD by 50%
Jumbified Strike: 8933 Damage

Basic Physical: 2270 Damage
Skills
Explosive Barrel: 1994 Explosion Damage in a Range-2 area, Ignores Target Defense (destroys Barrel and any explosive units in range)
Cat Snatch:  Steal a piece of Equipment from adjacent foe (~50% odds at equal levels) (46 SP)
Stealth:  Enemies will prioritize attacking other units (including barrels/boxes) instead of user if possible for 3 turns (69 SP)
Chest Sweep:  Break open a random Treasure Chest on the map (93 SP)
Grand Theft:  Attempt to steal one random piece of equipment from every enemy on the map (~20% odds at base) (186 SP)
Wooden Box: Summon a Box with 3988 HP and 10dm of height (max 3 at once) (23 SP)
Explosive Barrel: Summon a Barrel with 3988 HP and 10dm of height (max 3 at once) (23 SP)

3-turn Average Damage: 2270
Basic Physical x3

Simba the Bandit is a weird duelist. He's a pitiful, slightly evasive gunner. But he can steal the equipment right off of a foe with solid reliability, nerfing their effectiveness. He also has a very weird trick in creating Explosive Barrels. He can make up to 3 of them and if placed well, can toss one to set off all three to blast the enemy in one turn. He can even null explosive damage himself to keep from getting hurting the process, and can use Stealth to force the opponent to attack the barrels, potentially wasting their turns. It takes a lot of setup so it's fairly impractical, but it is pretty funny.
Puny



Thief
Carmin
Equips: Parting Shooter (Rng=5, SPD-10% 3 turn) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Accelerator (Mv+1, Jm+18)

Stats (w/ Quickfooted)
HP: 9172 | SP: 2016
ATK: 1008 | DEF: 1858
INT: 1903 | RES: 1742
HIT: 3062 | SPD: 3904
0.59x PCHP | P.Dur: 0.5 | M.Dur: 0.49
6 MOV, 1 Counters, 22% Crit Rate, 43.6% Evade Rate

Elem. Resists: 50% Fire | 25% Wind | -50% Ice
Wpn Resists: 20% Sword | -20% Spear 20% Bow
10% Gun | -30% Staff | -25% Monster

Evilities (Cost) : Effect
Art of Robbery (Unique) : Steal success rate increased by 100%.
Heart Catch (3) : Gain 10% of target's EXP value in addition to the item from a successful steal.
Quickfooted (1) : Increase movement by 1 and SPD by 10%.
Second Challenge (5) : When steal fails, attempt again.
Reaching Hands (2) : When using hand item, add 3 to range.
Prideful Thief (3) : For every successful steal, add 10% to HIT. (Max 100%)

Jumbility: HIT+50%: Increase HIT by 50%
Jumbified Strike: 8930 Damage

Basic Physical: 2269 Damage
Skills
Explosive Barrel: 1994 Explosion Damage in a Range-2 area, Ignores Target Defense (destroys Barrel and any explosive units in range)
Cat Snatch:  Steal a piece of Equipment from adjacent foe (~99% odds at equal levels, attempts twice with Second Challenge) (46 SP)
Cat Trick:  Grant buff to HIT&SPD+25% to self for 3 turns (69 SP)
Chest Sweep:  Break open a random Treasure Chest on the map (93 SP)
Grand Theft:  Attempt to steal one random piece of equipment from every enemy on the map (~40% odds) (186 SP)
Wooden Box: Summon a Box with 3988 HP and 10dm of height (max 3 at once) (23 SP)
Explosive Barrel: Summon a Barrel with 3988 HP and 10dm of height (max 3 at once) (23 SP)

3-turn Average Damage: 2269
Basic Physical x3

Carmin the Thief can play the same weird Explosive Barrel gimmick as her Bandit counterpart, but less safely without Stealth and Explosive damage nulling. Instead, she has extreme, doubly-reliable equipment-stealing and can effectively nerf any foe that depends on their equipment.
Puny



Ranger
Hand Grenade Lou
Equips: Indra (Rng=4, Wind-elem Physicals) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 12363 | SP: 2160
ATK: 4324 (w/ Bow Focus) | DEF: 2216
INT: 1548 | RES: 2654
HIT: 4900 (w/ Hunter's Distance) | SPD: 1358
0.795x PCHP | P.Dur: 0.72 | M.Dur: 0.78
4 MOV, 1 Counters, 23% Crit Rate

Elem. Resists: 25% Wind | 25% Ice
Wpn Resists: -30% Fist | -5% Sword | -15% Spear | 50% Bow
25% Gun | 5% Axe | 15% Staff | 20% Monster

Evilities (Cost) : Effect
Potential Energy (Unique) : Increase ATK power by 30% when attacking from a higher elevation.
Hunter's Distance (4) : Increase HIT by 30% when attacking nonadjacent enemy.
Lady Killer (3) : Increase damage by 30% when attacking female units.
Bow Focus (4) : Add 30% of base HIT to ATK when equipped with a bow.
Rear Attack (2) : Always hit when attacking from behind.
Sturdy Bow (4) : Accuracy rate is -50%. Increase damage dealt by 60%.

Jumbility: Dodge Low Attacks: 100% evade chance against attacks coming from a lower elevation
Jumbified Strike: 12718 Damage

Basic Physical: 4804 Damage
Skills
Accuracy:  Self Buff: Crit Rate+25%, Crit Damage+25% for 3 turns (104 SP)
Strange Shot: 5413 Phys. Damage, Single Target up to Range 4, Inflicts Poison/Paralysis/Sleep/Amnesia 100% rate (139 SP)

3-turn Average Damage: 5413
Strange Shot (w/ Potential Energy) x3

Hand Grenade Lou the Ranger has one basic trick - inflict a bunch of ailments! If that doesn't work, he' stuck playing a basic slugfest off mediocre stats. His basic loadout uses all of this evility slots, but if he's up against a female foe, he can trade out one of his kit for the equally-good Lady Killer evility that frees up a slot for an ailment blocker. Additionally, while it's usually trivial in-game to get a bow-user onto a better elevation than a target, he's been force-assigned a pair of shoes to ensure this so it shows up in his damage values. If he can't be assumed to have the elevation advantage for whatever reason, assume his damage is roughly 30% worse.
High Light



Archer
Kiryuin Torako
Equips: Indra (Rng=4, Wind-elem Physicals) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Black Belt (Atk Pwr+2%)

Stats (w/ Crack Shot)
HP: 13160 | SP: 1872
ATK: 3238 | DEF: 2335
INT: 1448 | RES: 2582
HIT: 4105 | SPD: 1058
0.846x PCHP | P.Dur: 0.78 | M.Dur: 0.82
4 MOV, 1 Counters, 23% Crit Rate

Elem. Resists: 25% Fire | 25% Wind
Wpn Resists: -25% Fist | -20% Spear | 50% Bow
20% Gun | 20% Staff | -20% Monster

Evilities (Cost) : Effect
Support Attack (Unique) : Attack an enemy unit within range when an ally unit attacks it.
Crack Shot (1) : Increase ATK by 5%, HIT by 5%, and SPD by 5%.
Bow Range (2) : Increase attack range by 1 panel(s) when equipped with a bow.
Arrow in the Knee (2) : When attacking with a bow, target unit's SPD becomes -10%. (Lasts 3 turns)
Fly Swatter (3) : Increase attack power by 50% when attacking flying units.
Support Fire (5) : Increase damage dealt with support attacks by 50%.

Jumbility: Dodge High Attacks: 100% evade chance against attacks from a higher elevation
Jumbified Strike: 7499 Damage

Basic Physical: 2535 Damage
Skills
Zeal Thine Heart:  Self Buff: ATK+25%, Attacks Ignores Evasion for 3 turns (104 SP)
Strange Shot: 2917 Phys. Damage, Single Target up to Range 4, Inflicts Poison/Paralysis/Sleep/Amnesia 100% rate (139 SP)

3-turn Average Damage: 2917
Strange Shot x3

Torako the Archer is primarily a support class unit, but she can play a mean status ailment game with Strange Shot. She also gets the rare buff skill that might see use in a duel thanks to its ability to add Evasion-ignoring to her attacks. She can also ruin a flying foe's day with her Fly Swatter evility.
Light
Title: Re: Disgaea 7: Vows of the Virtueless
Post by: DjinnAndTonic on April 17, 2025, 09:58:10 AM
Gunner
The Yeehaw Kid
Equips: Parting Shooter (Rng=5, SPD-10% 3 turn) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 11964 | SP: 2016
ATK: 1008 | DEF: 2049
INT: 1448 | RES: 2446
HIT: 3909 | SPD: 4331 (w/ Gun Tricks)
0.769x PCHP | P.Dur: 0.68 | M.Dur: 0.72
4 MOV, 1 Counters, 20% Crit Rate, 49.2% Evade Rate

Elem. Resists: 50% Wind
Wpn Resists: 10% Fist | -5% Sword | -5% Spear 10% Bow
50% Gun | -10% Axe | -15% Monster

Evilities (Cost) : Effect
Gun Tricks (Unique) : Add 30% of base HIT to SPD when equipped with a gun.
Hawk Eye (3) : Attacking an enemy 3 or more panels away increases accuracy by 100%.
Sniping (3) : Attack range increased by 2 panel(s) when equipped with a gun.
Assist (3) : Register attack to give subsequent attacks 100% accuracy.
Flying Bullets (3) : Normal attacks with guns can target any panel in range.
Marking (4) : Register attack to increase damage of subsequent ally units by 25%.

Jumbility: Ranged DMG Dealt Up: Increase damage dealt by 50% if target is 2 or more panels away
Jumbified Strike: 12572 Damage

Basic Physical: 2918 Damage
Skills
Long Shot:  Self Buff: If Gun is equipped, enables support attacks at infinite range for 3 turns (104 SP)
Smoking Kill: 2498 Phys. Damage, Hits 3x3 Area up to a range of 3, Target HIT-10% for 3 turns (139 SP)

3-turn Average Damage: 2918
Basic Physical x3

The Yeehaw Kid is a Gunner who gets 100% accuracy and that's about it. If he somehow survives to Jumbify, his attacks get marginally stronger! Really doesn't like being attacked from up close.
Puny



Gunslinger
Jessy
Equips: Parting Shooter (Rng=5, SPD-10% 3 turn) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 11166 | SP: 2160
ATK: 864 | DEF: 2049
INT: 1620 | RES: 2446
HIT: 4049 | SPD: 3035
0.718x PCHP | P.Dur: 0.63 | M.Dur: 0.68
4 MOV, 1 Counters, 20% Crit Rate, 27.5% Evade Rate

Elem. Resists: 10% Fire | 30% Wind | 10% Ice
Wpn Resists: -5% Fist | -5% Sword | -5% Spear | 25% Bow
50% Gun | -10% Axe | -15% Monster

Evilities (Cost) : Effect
Second Attack (Unique) : Increase attack power by 30% when the combo count is 2 or more.
Golden Touch (3) : Increase HL gained when defeating enemies by 100%.
Coin Toss (1) : Increase ATK power by 20%. Use 1% of HL when attacking. (Max 100,000 HL)
Wide Shot (2) : Expands the target area of normal attacks when equipped with a gun.
Combination (3) : Add 1 to combos when attacking.
Point-Blank (5) : When attacking adjacent unit, add 75% to damage dealt.

Jumbility: Combo DMG Dealt Up: Increase damage dealt by 50% if the Combo Counter is at 2 or more
Jumbified Strike: 15146 Damage

Basic Physical: 5315 Damage
Skills
Flash Trigger:  Self Buff: All normal attacks are performed an additional time for 3 turns (104 SP)
Smoking Kill: 4559 Phys. Damage, Hits 3x3 Area up to a range of 3, Target HIT-10% for 3 turns (139 SP)

Basic Physical (2nd hit after Flash Trigger w/ Second Attack): 7175

3-turn Average Damage: 8327
Flash Trigger - Basic Physical (w/ Point Blank & Coin Toss) x4

Jessy the Gunslinger has a lot more going on than her male counterpart. While she needs to attack from point blank to get the most out of her damage, she vastly outdamages other gun-using units. Additionally, she has one of the few worthwhile buffs in the game, allowing her to double-attack with her basic physical, which is coincidentally her best damage option and activates her Second Attack evility.
High Light



Ninja
Daijiro
Equips: Three-Year Killer (Cntr+1, 5% Stun) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 12762 | SP: 2088
ATK: 3030 | DEF: 1858
INT: 1656 | RES: 1534
HIT: 1584 | SPD: 3706
0.821x PCHP | P.Dur: 0.7 | M.Dur: 0.66
6 MOV, 3 Counters, 46% Crit Rate, 40.6% Evade Rate

Elem. Resists: 25% Wind
Wpn Resists: 30% Fist | -10% Sword | -10% Spear | -10% Bow
-10% Gun | 50% Axe | 30% Staff | -15% Monster

Evilities (Cost) : Effect
Mirage (Unique) : 50% chance of evading when attacked by an adjacent unit.
Sharp Eye (2) : Increase critical rate by 15%.
Sasuke (2) : Increase movement by 2 and jump power by 30.
Smokebomb (4) : When attacking, target unit will not counter-attack.
Assassination (4) : Increase damage dealt by 50% when attacking from behind.
Secret Recon (4) : Increase movement by 5, but Max HP becomes 1.

Jumbility: LowRate DB: 5% chance to inflict Deathblow when attacking
Jumbified Strike: 6775 Damage

Basic Physical: 2220 Damage
Skills
Fuma Shuriken: 1540 Phys. Damage, Single-Target up to Range 3, Damage based on ATK/HIT, Inflicts Poison for 3 turns (23 SP)
Hell Drop: 574 Magic Damage, Hits cross-shaped area 3 panels away (46 SP)
Ninja Art: Darkness: 2493 Phys. Damage, Single-Target up to Range 2, Damage based on HIT/SPD, 5% chance to inflict Deathblow (93 SP)
Ninja Art: Boom: 3271 Phys. Fire Damage, Hits all 8 surrounding panels, inflicts HIT-5% for 3 turns (139 SP)

Slow: Inflicts SPD-20% for 3 turns (12 SP)
Poison: Inflicts 100% Poison for 3 turns (24 SP)
Stun: Inflicts 100% Paralysis for 3 turns (24 SP) [Afflicted can act but not move position, SPD reduced to 1]

3-turn Average Damage: 3271
Ninja Art: Boom x3

Daijiro the Ninja is not particularly damaging, but he has an actual skill set. His best strategy is to rely on his high evasion and inflict Poison and Paralysis on his foe, locking them in place while he evades any of their attacks and he fishes for a Deathblow on his Ninja Art: Darkness skill.
Middle



Kunoichi
Suzu
Equips: Three-Year Killer (Cntr+1, 5% Stun) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 10768 | SP: 2376
ATK: 3030 | DEF: 1858
INT: 1584 | RES: 1742
HIT: 1008 | SPD: 3508
0.693x PCHP | P.Dur: 0.59 | M.Dur: 0.58
6 MOV, 3 Counters, 31% Crit Rate, 37.3% Evade Rate

Elem. Resists: -25% Fire | 25% Ice
Wpn Resists: -10% Fist | -20% Sword | 10% Spear | 30% Bow
30% Gun | 30% Staff | -30% Monster

Evilities (Cost) : Effect
Heat Haze (Unique) : When attacked by 2 or more unit(s), increase evasion rate by 50%.
Shadow Art (3) : Increase stats by 10% for each attack evaded. (Max 100%)
Subversion (2) : When attacking, target unit's HIT becomes -10%. (Lasts 3 turns)
Shield Art (4) : When attacked, a random ally will cover you up to 3 time(s) per turn.
Scouting Mission (2) : Increase Mystery Room appearance by 10% when entering portals in the Item World. (Doesn't stack)
High Alert (4) : Increase evasion rate by 50% when remaining HP is 25% or less.

Jumbility: Single-Target Dodge: 50% evade chance against attacks targetting a single unit
Jumbified Strike: 6538 Damage

Basic Physical: 2117 Damage
Skills
Fuma Shuriken: 1187 Phys. Damage, Single-Target up to Range 3, Damage based on ATK/HIT, Inflicts Poison for 3 turns (23 SP)
Hell Drop: 493 Magic Damage, Hits cross-shaped area 3 panels away (46 SP)
Slow Death Flutter: 1595 Phys. Damage, Hits 3 panels in a line up to Range 3, Damage based on HIT/SPD, 20% chance to inflict Charm (93 SP)
Ninja Art: Boom: 3137 Phys. Fire Damage, Hits all 8 surrounding panels, inflicts HIT-5% for 3 turns (139 SP)

Blind: Inflicts HIT-20% for 3 turns (12 SP)
Slumber: Inflicts 100% Sleep for 3 turns (24 SP) [Afflicted cannot act, attacks received become critical, awakened by damage]
Blank Out: Inflicts 100% Amnesia(Forget) for 3 turns (24 SP) [Afflicted cannot use skills or spells]

3-turn Average Damage: 3137
Ninja Art: Boom x3

Suzu the Kunoichi is less evasive than her male counterpart, but she has better status ailments in Sleep and Forget. She can swap out her increased evasion at low hp Evility for a slight stat boost every time she evades if she needs to break a long stall against a low-accuracy opponent. She can also inflict the Charm ailment on male foes with her Slow Death Flutter skill. Charmed foes will auto-attack other foes if possible, but in a dual will merely end their turns.
High Middle



Male Samurai
Hihibana Gendosai
Equips: Arc Bringer (10% Parry) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 15155 | SP: 1872
ATK: 4398 | DEF: 2765
INT: 792 | RES: 1870
HIT: 1584 | SPD: 1312
0.975x PCHP | P.Dur: 0.97 | M.Dur: 0.83
5 MOV, 3 Counters, 15% Crit Rate

Elem. Resists: -25% Fire | 25% Wind
Wpn Resists: -10% Fist | 30% Sword | 20% Spear | 10% Bow
-20% Gun | 5% Axe | -20% Staff | 20% Monster

Evilities (Cost) : Effect
Head-to-Head (Unique) : Increase damage dealt by 50% when attacking enemies from the front.
Ensure Victory (2) : When attacking on first turn, increase attack power by 50%.
Yoroi-Doshi (2) : When attacking normally, deal fixed damage equal to 25% of own ATK.
Sword Catch (3) : When attacked from front, 20% chance of taking 0 damage.
Inauspiciousness (2) : Increase damage dealt by 25% when attacking humanoid units.
Divine Wind (4) : When remaining HP is 25% or less, increase critical damage by 100%.

Jumbility: Not the Face: Decrease damage taken from all directions except the front by 50%
Jumbified Strike: 13857 Damage

Basic Physical: 4936 Damage
Skills
My Right to Kill: 4250 Phys. Damage, Hits 3 panels vertically in front of user, inflicts Deathblow on targets below 30% mHP (69 SP)
Soaring Nonuple: 9396 Phys. Damage, Single-Target Melee range (139 SP)

Basic physical( with Yoroi-Doshi): 6255
Soaring Nonuple (on first turn w/ Ensure Victory): 15058

3-turn Average Damage: 11283
Soaring Nonuple x3 (boosted turn 1 w/ Ensure Victory)

Hihibana Gendosai the male Samurai does big damage and does it well. He has to be in melee range and he has to attack his foe from the front to do it, but these are pretty trivial conditions to meet. His first-turn damage is additionally pretty busted. His damage is actually 25% higher against humanoid foes.
Low Heavy



Lady Samurai
Kogarasumaru
Equips: Arc Bringer (10% Parry) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 17605 | SP: 1944
ATK: 4253 | DEF: 2957
INT: 864 | RES: 1870
HIT: 1728 | SPD: 1008
1.132x PCHP | P.Dur: 1.17 | M.Dur: 0.97
5 MOV, 3 Counters, 15% Crit Rate

Elem. Resists: 25% Fire | -25% Wind
Wpn Resists: -15% Fist | 30% Sword | 10% Spear | 20% Bow
-20% Gun | -20% Staff | 30% Monster

Evilities (Cost) : Effect
Clear Mind (Unique) : Increase damage dealt by 50% when attacking a single unit.

Mind's Eye (3) : Nullify any attack revisions when attacked from the side or behind.
Banishing Evil (2) : Increase damage dealt by 25% when attacking enemy monsters.
Euthanasia (4) : Normal attacks will deathblow targets with less than 25% HP.
Duelist (4) : Increase damage dealt by 75% if only 1 enemy unit is on the map.
To the Death (3) : Increase damage taken by 30%, but increase damage dealt by 50%.

Jumbility: Halve M-T DMG: Decrease damage dealt with attacks targeting multiple units by 50%
Jumbified Strike: 20009 Damage

Basic Physical: 7067 Damage
Skills
Summer Rain: 11547 Phys. Sword Damage, Single Target at range 2 (69 SP)
Soaring Nonuple: 13538 Phys. Damage, Single-Target Melee range (139 SP)

3-turn Average Damage: 13538
Soaring Nonuple x3

Kogarasumaru the Lady Samurai is a no-frills duelist who does big damage against single targets. Sometimes all you need is to hit things really hard in the face with a sword. She actually even does 25% more damage against Monster foes.
Heavy
Title: Re: Disgaea 7: Vows of the Virtueless
Post by: DjinnAndTonic on April 17, 2025, 10:10:14 AM
Heavy Knight
Pazu
Equips: Elder Spear (Rng=2, Pierce) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 19793 | SP: 1728
ATK: 3558 | DEF: 5722 (w/ Spear Defense)
INT: 720 | RES: 2398
HIT: 1080 | SPD: 720
1.273x PCHP | P.Dur: 4.72 (w/ Aegis/Last Fortress) | M.Dur: 1.35 (w/ Aegis/Last Fortress)
4 MOV, 2 Counters, 7% Crit Rate

Elem. Resists: 25% Fire | -10% Wind | -10% Ice
Wpn Resists: -20% Fist | 20% Sword 30% Spear | 30% Bow
20% Gun | 20% Axe | -40% Staff -30% Monster

Evilities (Cost) : Effect
Aegis (Unique) : Reduce damage taken by 30% when attacked from front.
Last Fortress (1) : When remaining HP is 25% or less, increase DEF & RES by 30%.
Advance Guard (4) : When defending, decrease damage taken by 50%.
Spear Defense (2) : Add 30% of base ATK to DEF when equipped with a spear.
Synch Guard (2) : When defending, decrease damage taken by adjacent ally units by 10%.
Still Standing (5) : When HP is reduced to 0, restore it to 1 and prevent death. (Once per battle)

Jumbility: Halve Front DMG: Decrease damage taken from frontal attacks by 50%
Jumbified Strike: 7230 Damage

Basic Physical: 2418 Damage
Skills
Aggro Aura:  Self Buff: Enemies will prioritize attacking this unit if possible, for 3 turns (69 SP)
Powered Capture:  Pulls a single target from up to Range 3 towards this unit by up to 2 panels (46 SP)

3-turn Average Damage: 2418
Basic Physical x3

Pazu the Heavy Knight is all about bulk. He has evilities that bolster his durability and he has to hope he can face-tank long enough for his anemic damage to get the job done. His Still Standing evility ensures he'll survive at least one attack no matter what, which might be enough to handle any glass cannon foes he duels. He really needs to look out for staff-wielding foes.
Low Light



Armor Knight
Crystal
Equips: Elder Spear (Rng=2, Pierce) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 19793 | SP: 1728
ATK: 3424 | DEF: 4510
INT: 720 | RES: 2574
HIT: 1152 | SPD: 720
1.273x PCHP | P.Dur: 1.89 | M.Dur: 1.23
4 MOV, 2 Counters, 7% Crit Rate

Elem. Resists: -10% Fire | 25% Wind | -10% Ice
Wpn Resists: 30% Fist | 30% Sword | 20% Spear | 20% Bow
20% Gun | -20% Axe -40% Staff | -30% Monster

Evilities (Cost) : Effect
Hero's Shield (Unique) : When defending, protect adjacent ally units by taking attacks in their place.
Fire Site (2) : When protecting, decrease damage taken by 30%.
Hold the Line (4) : When defending, enemies cannot enter the first 2 panel(s) to the unit's left or right.
Swift Stance (4) : When defending, always counter-attack. (Max 20 times)
Defensive Stance (4) : Always defend when attacked from the front or side.
Gut Instinct (3) : Boost area of effect for Galahad's Shield by 4 panels.

Jumbility: No Lifting: Disable the Lift and Mon-Toss commands
Jumbified Strike: 6908 Damage

Basic Physical: 2278 Damage
Skills
Aggro Aura:  Self Buff: Enemies will prioritize attacking this unit if possible, for 3 turns (69 SP)
Galahad's Shield: 2990 Phys. Damage, Single Target at range 2, Puts the user in the Defending state [Halves damage received] (139 SP)

3-turn Average Damage: 2990
Galahad's Shield x3

Crystal the Armor Knight is a very straightforward defensive unit. Her Galahad's Shield skill means she can dish out her best (not that great) damage while also putting her in the Defending state, a state she always wants to be in. Her Swift Stance evility means she'll always counter despite being in the Defend state, letting her continue to dish out chip damage while making it harder for her foe to take her out.
Light



Shaman
Pupepo
Equips: Prinny Scepter (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats
HP: 10768 | SP: 5196
ATK: 1152 | DEF: 2430
INT: 3916 | RES: 4598
HIT: 1648 | SPD: 1008
0.693x PCHP | P.Dur: 0.65 | M.Dur: 1.06
4 MOV, 1 Counters, 22% Crit Rate

Elem. Resists: 50% Fire | 25% Ice
Wpn Resists:
30% Staff | 20% Monster

Evilities (Cost) : Effect
Cursed Dance (Unique) : Increase damage taken by enemies on map by 5%.
Death Throes (4) : When dying, decrease ATK for enemies on map by -30%. (Lasts 3 turns)
Contagious Curse (3) : If status ailment remains at end of turn, adjacent enemies mirror it.
Gloomy Dance (5) : Decrease critical rate by -20% for enemies on map.
Dullness Dance (5) : Decrease movement for enemies on map by -2. (Doesn't stack)
Dying Breath (3) : Upon death, paralyze random enemy unit on map.

Jumbility: All ELMT Resist -50%: Decrease all elemental resistances by 50%
Jumbified Strike: 8065 Damage

Basic Physical: 33 Damage
Skills
Cursed Miasma:  Inflicts a random ailment at 10% chance for any of Poison/Paralysis/Sleep/Weaken (Chance rolled independently per ailment), Hits a 3x5 area next to user (93 SP)
Death Wish: 2073 Magic Damage, Single Target Melee-range, Inflicts Deathblow if target has an ailment (104 SP)
Painful Grudge: 0.33 of target's max HP in fixed damage, Range 2 (139 SP)

Poison: Inflicts Poison 100% for 3 turns (24 SP)
Blank Out: Inflicts Amnesia/Forget 100% for 3 turns (24 SP) [Afflicted cannot use spells or skills]
Charm: Inflicts Charm 100% for 3 turns (24 SP) [User controls afflicted's actions on their turn]
Stun: Inflicts Paralysis 100% for 3 turns (24 SP) [Afflicted's SPD decreased to 1 and cannot move position, but can still perform actions]
Slumber: Inflicts Sleep 100% for 3 turns (24 SP) [Afflicted cannot act, any damage received is critical, but awakened by taking damage]
Blind/Slow/Mind Break/Resist Break/Enfeeble/Armor Break: HIT/SPD/INT/RES/ATK/DEF -20% for 3 turns (12 SP)

3-turn Average Damage: 2073
Death Wish x3

Pupepo the Shaman has some of the worst damage in the game, but she largely doesn't care thanks to her status ailment game. Charm shuts down just about any opponent. But even if they block that, if the foe has ANY status ailment holes, she just has to land one before she can use Death Wish for 100% guaranteed Deathblow. This is especially nasty for any opponents who try to inflict an ailment on her too, since she can mirror the effect back on them.
Middle



Maiko
Ichijiku
Equips: Prinny Scepter (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats
HP: 12762 | SP: 4369
ATK: 1224 | DEF: 2502
INT: 3402 | RES: 4558
HIT: 2363 | SPD: 1224
0.821x PCHP | P.Dur: 0.78 | M.Dur: 1.24
3 MOV, 1 Counters, 22% Crit Rate

Elem. Resists: -25% Fire | 25% Wind
Wpn Resists: 20% Sword | -20% Spear
20% Axe | 20% Staff | 20% Monster

Evilities (Cost) : Effect
Alluring Dance (Unique) : When attacked by males, they have a 30% chance of being charmed.
Deadly Footwear (1) : Decrease movement by -1. Increase damage dealt by 20%.
Best Service (2) : When using healing item, increase healing power by 100%.
Waste Not, Want Not (3) : When using healing item, 50% chance of non-consumption.
Magnificent Cheer (3) : Increase attacking power of male allies by 10%.
Fierce Attack (5) : When attacking male units, increase damage dealt by 75%.

Jumbility: Charming Attack: Normal attacks gain a 10% chance to inflict Charm against units of the opposing gender
Jumbified Strike: 8165 Damage

Basic Physical: 0 Damage
Skills
Encouragement:  Refresh an adjacent ally's action and movement (Max once per unit per turn) (139 SP)
Flawless: 3168 Magic Damage, Hits 8 panels surrounding user, Inflicts Charm 20% (104 SP)
Natural Beauty:  Party-wide Buff: decreases damage taken by 10% for 3 turns (104 SP)

Heal (11 SP): 4102
Mega Heal (35 SP): 5469
Giga Heal (69 SP): 7292
Espoir: Cure all status ailments (11 SP)
Charm: Inflicts Charm 100% for 3 turns (24 SP) [User controls afflicted's actions on their turn]
Target Lock: HIT+20% for 3 turns (23 SP)
Speed Boost: SPD+20% for 3 turns (23 SP)

Flawless(w/ Fierce Attack vs. Male Foe): 5148 Magic Damage, Inflicts Charm 30%

3-turn Average Damage: 3168
Flawless x3

Ichijiku the Maiko is all about heal-stalling and Charm. She doesn't deal a ton of damage, but if she can stall long enough to Jumbify she can end any matches that 100% Charm doesn't. Her damage versus male opponents is pretty impressive too. It's worth noting that while the Charm spell affects any gender, Skills with the Charm ailment only seem to proc on different genders.
Low Heavy
Title: Re: Disgaea 7: Vows of the Virtueless
Post by: DjinnAndTonic on April 17, 2025, 10:18:16 AM
Magic Knight
Kenny
Equips: Arc Bringer (10% Parry) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 16486 | SP: 2736
ATK: 3818 | DEF: 2241
INT: 1584 | RES: 1886
HIT: 1008 | SPD: 720
1.06x PCHP | P.Dur: 0.96 | M.Dur: 1.13 (w/ Elemental Rise/Spirit Protection)
5 MOV, 1 Counters, 11% Crit Rate

Elem. Resists: 29% Fire | 29% Wind | 29% Ice | 9% Star
Wpn Resists: 20% Sword | -20% Spear
20% Axe | 20% Staff | -20% Monster

Evilities (Cost) : Effect
Elemental Force (Unique) : Increase attack power of elemental attacks by corresponding element resist value (if positive).

Elemental Rise (1) : Increase resistances to all elements except star by 10%.
Mana Blade (3) : Add 50% of INT to ATK power when attacking normally with a sword.
Oracle Sword (3) : Recover 20% of damage dealt as SP when attacking normally with a sword.
Spirit Protection (4) : Increase resistance of all allies to all elements except star by 10%.
Spirit Gun (4) : Add unit's highest resistance element to non-elemental attacks.

Jumbility: Magical Attack: 50% of your INT is added to ATK
Jumbified Strike: 9709 Damage

Basic Physical: 2688 Damage
Skills
Killer Spin: 5858 Phys. Wind Damage, Single Target Range 2 (23 SP)
Demon Ice Fang: 4327 Phys. Ice Damage, Hits 3 panels horizontally 2 spaces away (69 SP)
Red Heaven Slice: 4582 Phys. Fire Damage, Hits 3x3 Area centered 3 spaces away (209 SP)
Dimension Slash: 4078 Phys. Star Damage, Hits 5x3 cross centered 3 spaces away (135 SP)
Giga Fire/Ice/Wind: 1417 Magic Elemental Damage (69 SP)
Fire/Ice/Wind (11 SP): 794
Mega spells (34 SP): 1106

3-turn Average Damage: 5858
Killer Spin x3

Kenny the Magic Knight can hit lots of elements, and she boosts Fire/Ice/Wind by her own resistances as she does it. She can opt for slightly less elemental boosting to boost her basic physical with Mana Blade if she's likely to run into SP woes. She could also swap to a Staff weapon if she desperately prefers to be using Magic damage and her Giga spells will roughly deal the same amount. Overall, she mostly just hopes that Killer Spin will do the trick.
High Light



Psychic
xxBl4ckBull3txx
Equips: Prinny Scepter (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats
HP: 11166 | SP: 4820
ATK: 720 | DEF: 1858
INT: 3916 | RES: 3878
HIT: 2391 | SPD: 1584
0.718x PCHP | P.Dur: 0.61 | M.Dur: 0.91
4 MOV, 2 Counters, 23% Crit Rate

Elem. Resists: 50% Star
Wpn Resists: -30% Fist | 10% Sword
30% Axe | 30% Staff

Evilities (Cost) : Effect
Psychic Force (Unique) : After attacking, decrease stats of target unit by -10%. (Lasts 3 turns)
Psychokinesis (1) : Increase lift range by 1.
Shock Wave (2) : If an enemy 3 or more panels away attacks, increase DEF power by 30%.
Psychic Shackles (3) : When attacking, decrease target movement by -2. (Lasts 3 turns)
Brainwash Wave (3) : After attacking, 5% chance of inflicting puppet on targets.
Teleport (5) : Switches movement type to Warp.

Jumbility: Warp Movement: Movement type becomes Warp
Jumbified Strike: 8010 Damage

Basic Physical: 0 Damage
Skills
Teleport Terror: 3217 Magic Damage, Teleports user up to range 5, hits all 4 adjacent panels and pushes targets up to 4 spaces away from user (46 SP)
Blade Dance: 3816 Magic Damage, Hits 3 panels in a line up to 5 spaces away (69 SP)
Psychokinesis: 3616 Magic Damage, Hits radius-2 circle around user and pushes targets up to 4 spaces away from user (93 SP)
Abyssal Plunge: 5214 Magic Fire Damage, Single Target up to 5 spaces away in a straight line (139 SP)
Omega Star: 4415 Magic Star Damage (139 SP)
Star (11 SP): 2618
Mega Star (34 SP): 3217
Giga Star (69 SP): 3816
Tera Star (279 SP): 5014

3-turn Average Damage: 5214
Abyssal Plunge x3

xxBl4ckBull3txx the Psychic is a straightforward magic damage user, and can hit Fire and Star element pretty easily. His most notable feature is that he's much more tanky when he can keep his foes at range, and he has enough long-range skills and warping ability to do this. He also lowers his foes stats after every successful hit (only 10%, but it could add up over a long fight).
Light



Professor
Alberta Einstein
Equips: Prinny Scepter (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 10369 | SP: 2808
ATK: 1008 | DEF: 3243 (w/ Philosopher's Egg)
INT: 4137 | RES: 3439
HIT: 2735 | SPD: 1465
0.667x PCHP | P.Dur: 0.73 | M.Dur: 0.76
4 MOV, 1 Counters, 20% Crit Rate

Elem. Resists: -25% Fire | 25% Wind 25% Ice
Wpn Resists: -20% Bow
20% Staff | 30% Monster

Evilities (Cost) : Effect
Latest Meds (Unique) : Boost stat-increasing effects by 100% when using Specials.
Clinical Trial (1) : At end of turn, status ailments are healed but stats decrease by 20%.
Philosopher's Egg (2) : When equipped with a staff, add 30% of base INT to DEF.
Good Management (3) : Halve the power reduction of a spell when choosing a larger Spell Area.
Enhancements (4) : When using Specials, increase one of your stats by 30%. (Lasts 3 turns)
Extended Heal (5) : When using healing item, expands the target area to a 5-panel +-shape.

Jumbility: Auto-Cure: Status Ailments are removed at end of turn
Jumbified Strike: 8528 Damage

Basic Physical: 0 Damage
Skills
Red Operation:  Inflicts status ailment on single target up to range 3, 30% chance to turn target into a Lucky Board [Lose access to all skills, low stats except for extremely high evasion, cannot take damage unless killed in a single hit, worth a lot of EXP] (104 SP)
Brain Kiss:  Inflicts status ailment on single target up to range 3, 30% chance to inflict Puppet [User controls target's actions] for 3 turns (139 SP)
Paradigm Shift:  Inflicts status ailment on single target up to range 3, 100% chance to inflict Reverse [Target takes damage from healing and is healed by damage] for 3 turns (69 SP)

Omega Spells: 4731 Magic Fire/Wind/Ice damage (139 SP)
Fire/Wind/Ice (11 SP): 2832
Mega Spells (34 SP): 3465
Giga Spells (69 SP): 4098
Target Lock: HIT+40% for 3 turns (23 SP)
Speed Boost: SPD+40% for 3 turns (23 SP)
Braveheart: ATK+40% for 3 turns (23 SP)
Magic Boost: INT+40% for 3 turns (23 SP)

3-turn Average Damage: 4731
Omega Fire/Wind/Ice x3

Alberta Einstein the Professor is a decent durable support unit with a solid bit of Magic damage in 3 elemental flavors to keep her going. She makes much better use of the stat buffing skills compared to other Disgaea units, but ultimately she's probably better off just going for damage or status ailments. She has a pretty unique ailment that can turn foes into Lucky Board, an experience pinata type of unit that's hard to kill since it needs to be KO'd in a single hit or they take no damage. It might still be worth trying to inflict this to seal off a foe's skills, but she has the stronger status ailment Puppet that hits at roughly the same rate so Lucky Board is unlikely to see much use. She can also inflict the Reverse ailment, which might have some niche use if you allow her to use generic healing items. She does have an Evility that makes unique use of healing items by making them multitarget (can hit herself AND a Reversed foe at the same time), so it might be worth allowing them for her.
High Middle



Robot
PRX2741
Equips: Outlaw Edge (DEF-10% 3 turn) / Hachiryu Armor (Def Pwr+3%) / Accelerator (Mv+1, Jm+18) / Accelerator (Mv+1, Jm+18)

Stats
HP: 17149 | SP: 1728
ATK: 4219 | DEF: 3389
INT: 1008 | RES: 1647
HIT: 1901 | SPD: 2307
1.103x PCHP | P.Dur: 1.25 | M.Dur: 0.91
4 MOV, 3 Counters, 36% Crit Rate, 4.6% Evade Rate

Elem. Resists:
Wpn Resists: 10% Fist | 10% Sword | 10% Spear | 10% Bow
10% Gun | 10% Axe | 10% Staff | 10% Monster

Evilities (Cost) : Effect
Panel Blaster (Unique) : When attacking, increase damage by 10% per unit targeted.
Zone Control (4) : When attacking, increase accuracy by 10% per unit targeted.
Three Laws (3) : Unit's attacks do not target allies.
Multi-Lock (4) : When attacking, increase Critical rate by 5% per unit targeted.
Firepower Mode (3) : Increase attack power by 50%, but decrease Move by 5 and Jump by 50.
Mana Charge (5) : After attacking, recover 3% of max SP per unit targeted.

Jumbility: Attack Number +1: All actions are performed an additional time
Jumbified Strike: 14812 Damage

Basic Physical: 5642 Damage
Skills
Knuckle Jet: 7053 Phys. Damage, Single Target up to range 4 (46 SP)
Ice Laser: 6347 Phys. Ice Damage, Hits 4 panels vertically in front of user (139 SP)
Neck Beam: 6700 Phys. Damage, Hits 2 rows of width 3-5 in front of user (419 SP)
Full Strike:  Phys. Damage, (doesn't break avg. DEF at endgame levels), Hits infinite-length area (931 SP) (Requires Lv. 200)

3-turn Average Damage: 7053
Knuckle Jet x3

PRX2741 the Robot is the all-rounder weapon specialist class, designed around hitting the entire field with her low-powered-but-infinite-range Full Strike attack. Her best damage-boosting Evility is Firepower Mode, which allows her to actually work as a powerhouse, but reduces her movement by 5, so she's forced to equip two shoe accessories just to still have a movement stat at endgame levels. Sadly, in a one-on-one setting, she's just a low-movement, kinda-durable, axe unit who hits decently hard, and not much else.
High Light



Angel
Turkey
Equips: Prinny Scepter (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats
HP: 11964 | SP: 5877
ATK: 1008 | DEF: 2049
INT: 4425 | RES: 5198
HIT: 2823 | SPD: 2016
0.769x PCHP | P.Dur: 0.68 | M.Dur: 1.42
5 (Flying) MOV, 1 Counters, 20% Crit Rate

Elem. Resists: 50% Ice
Wpn Resists: -10% Fist | -20% Sword | 20% Bow
-30% Axe | 30% Staff 50% Monster

Evilities (Cost) : Effect
Angelic Protection (Unique) : Reduce ally damage within 3 panels by 5%. (Max 30%)
Angelic Rituals (1) : When using magic, increase power by one level (1.07x).
Angelic Blessings (3) : Restores 10% of adjacent ally HP at the end of the turn.
Angelic Immunity (2) : Decrease infliction rate of status debuffs received by 100%.
Angelic Shield (2) : Ally units within 3 panels ignore deathblow.
Angelic Flight (5) : Allies on the map switch movement type to Flying.

Jumbility: Nullify Ailments: Become immune to status ailment inflictions
Jumbified Strike: 9204 Damage

Basic Physical: 0 Damage
Skills
Angel's Prayer: 4678 Healing for all allies on map (139 SP)
Valkyrie Order:  Buff: All Actions are performed an additional time for 3 turns (139 SP)
Miracle of Love:  Revives an ally with full HP inside the Base Panel, User sacrifices self (2 SP)

Omega Spells: 5458 Magic Fire/Wind/Ice/Star damage (139 SP)
Fire/Wind/Ice/Star (11 SP): 3427
Mega Spells (34 SP): 4104
Giga Spells (69 SP): 4781
Tera Spells (279 SP) (Requires Lv.200): 6135
Heal (11 SP): 4678
Mega Heal (35 SP): 6237
Giga Heal (69 SP): 8316
Omega Heal (139 SP): 17673
Tera Heal (279 SP) (Requires Lv.200): 30148
Espoir: Cure all status ailments (11 SP)
Shield/Magic Wall: DEF/RES+20% for 3 turns (23 SP)

3-turn Average Damage: 7277
Valkyrie Order + Omega Fire/Wind/Ice/Star x4 (doubled)

Turkey the Angel is a ridiculous mage unit who does everything - healing, buffing, double-acting, and has access to every damaging magic spell. She also nulls debuffs, just for fun. If she needs to heal-stall, she even gets a solid Jumbility that immunes status ailments.
Low Heavy
Title: Re: Disgaea 7: Vows of the Virtueless
Post by: DjinnAndTonic on April 17, 2025, 10:33:32 AM
MONSTER GENERICS

Prinny
Emperor
Equips: Fenrir's Fang (Crit Dmg+3%) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 17136 | SP: 1944
ATK: 3743 | DEF: 2718
INT: 1152 | RES: 2302
HIT: 2329 | SPD: 1584
1.102x PCHP | P.Dur: 1.09 | M.Dur: 1.01
4 MOV, 1 Counters, 19% Crit Rate

Elem. Resists: -25% Fire | 25% Ice
Wpn Resists: 10% Spear | 15% Bow
15% Gun | -15% Staff

Evilities (Cost) : Effect
Explosive Body (Unique) : Explode when thrown or taking explosive damage. Surrounding units take damage.
Cross Bomber (2) : When this unit explodes, it explodes in straight lines of 5 panels.
Defensive Line (2) : Increase all weapon resistance by 3% per adjacent ally.
Through Adversity (3) : Increase stats by 35% when inflicted with an ailment.
Focused Bomb (3) : When this unit explodes, increase damage dealt by 100%.
Recycle Spirit (5) : If this unit dies by exploding, the number of dispatched units recovers.

Jumbility: Everyone's a Bomb: Explode when thrown. This explosion doesn't kill the user nor trigger other explosions. (Hits a radius-2 circle area. Damage=1% of current HP)
Jumbified Strike: 7671 Damage

Basic Physical: 2609 Damage
Skills
Prinny Barrage: 3193 Phys. Damage, Single target at Range 3 (8 SP)
Prinny Dance: 2220 Phys. Damage, Hits 3 panels horizontally in front of user, Inflicts Amnesia(Forget) & Sleep at 30% rate (checked separately) for 3 turns (46 SP)
Prinny Bomb: 3388 Phys. Fire Damage, Hits 5 panels in cross-shape centered at range 3 (139 SP)
Pringer Beam: 4361 Phys. Star Damage, Hits 8 panels surrounding user (349 SP)

Target Lock: HIT+20% for 3 turns (23 SP)

3-turn Average Damage: 4361
Pringer Beam x3

Emperor the Prinny is like all Prinnies - pretty scrubby. He does manage decent, if expensive, damage off of Pringer Beam, and he can inflict Amnesia or Sleep at a decent rate. Amusingly, if he gets hit with a non-fatal ailment, his stats jump up significantly. An interesting spoiler in lower divisions assuming his opponent can't just pick him up and toss him.
Light



Orc
Tontoro
Equips: Fenrir's Fang (Crit Dmg+3%) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Foresight (Crit+1%)

Stats
HP: 12762 | SP: 1872
ATK: 4120 | DEF: 2502
INT: 1249 | RES: 2014
HIT: 2571 | SPD: 720
0.821x PCHP | P.Dur: 0.78 | M.Dur: 0.72
4 MOV, 1 Counters, 26% Crit Rate

Elem. Resists: 25% Fire | -50% Ice
Wpn Resists: 20% Fist | 15% Spear | -40% Bow
-10% Gun | 40% Axe | -10% Staff

Evilities (Cost) : Effect
Group Tactics (Unique) : Increase stats by 5% per ally within 2 panel(s).
Full Power Swing (3) : Increase critical damage by 75% and accuracy by -30%.
Patience (2) : When remaining HP is 25% or less, increase attack power by 30%.
Borrowed Power (3) : When adjacent allies are at a higher level, increase attack power by 30%.
Group Psychology (4) : Increase stats by 5% of number of allies on map.
Full Speed Ahead (4) : Increase attack power by 50% and accuracy by -30%.

Jumbility: All Stats Up Per Ally: Increase stats by 5% per ally on the map
Jumbified Strike: 13406 Damage

Basic Physical: 5103 Damage
Skills
Mini Juggle: 5742 Phys. Damage, Hits 3 panels in a line up to range 2, Inflicts Amnesia(Forget) at a 30% rate for 3 turns (8 SP)
Hop 'n' Step: 6380 Phys. Damage, Hits 3 panels vertically in front of user (46 SP)
Sky V Punch: 8297 Phys. Damage, Single-Target Melee range (139 SP)
Divine Orc: 7339 Phys. Damage, Hits 3x3 area in front of user (349 SP)

3-turn Average Damage: 5531
Sky V Punch x2 (assumed 1 miss)

Tontoro the Orc can output very respectable damage with his Full Speed Ahead evility... if he can hit anything. That -30% accuracy penalty off of his already-uninspiring HIT isn't promising, so he really wants those Glasses to improve his odds. He's also weirdly weak to water and bows.
Light



Catsaber
Please Buy Me
Equips: Fenrir's Fang (Crit Dmg+3%) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 9172 | SP: 2088
ATK: 3887 | DEF: 2191
INT: 864 | RES: 1806
HIT: 2727 | SPD: 2087
0.59x PCHP | P.Dur: 0.53 | M.Dur: 0.5
6 MOV, 1 Counters, 32% Crit Rate

Elem. Resists: 50% Fire | -50% Ice
Wpn Resists: 25% Fist | -20% Spear
-20% Gun | 25% Axe | 10% Staff

Evilities (Cost) : Effect
Weak Aura (Unique) : When attacked by humanoid unit, reduce damage taken by 30%.
Nail File (1) : Increase critical rate by 10% when using Specials.
Calm Aura (3) : Nullifies damage when attacked by allies.
Sleep Attack (3) : Increase damage dealt by 100% when attacking a sleeping unit.
Cat Step (4) : Increase evasion rate by 50% if elevation is higher than the target's.
Tribalism (4) : Increases stats by 10% per same class ally on the map.

Jumbility: Humanoid DMG Up: Increase damage taken by Humanoid units by 30%
Jumbified Strike: 8016 Damage

Basic Physical: 2759 Damage
Skills
Cat Kick Teaser: 3568 Phys. Damage, Single-Target Melee range (8 SP)
Nyanko Wheel: 3164 Phys. Damage, Hits 3 panels vertically in front of user (46 SP)
Wait, Fishy!: 4174 Phys. Wind Damage, Hits the 4 panels adjacent to user (139 SP)
Cutie Gathering: 4781 Phys Damage, Hits 3 panels horizontally in front of user (349 SP)

3-turn Average Damage: 4781
Cutie Gathering x3

Please Buy Me the Catsaber is a pretty average monster unit with some survival tricks. The Weak Aura evility helps ward off damage from humanoid units, and if a higher elevation can consistently be claimed, then the added 50% evasion chance really helps. As a cat, it obviously can't deal with Water.
Light



Ghost
Atsuki
Equips: Angel's Medal (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats
HP: 8773 | SP: 5498
ATK: 1152 | DEF: 1858
INT: 5603 (w/ Focused Spirit) | RES: 4773
HIT: 1787 | SPD: 1728
0.564x PCHP | P.Dur: 0.96 (w/ Transparent Body) | M.Dur: 0.91
4 (Flying) MOV, 0 Counters, 23% Crit Rate

Elem. Resists: -50% Fire | 50% Wind 50% Ice
Wpn Resists: 20% Fist | -10% Sword | 10% Bow
10% Gun | 20% Axe | -20% Staff | -10% Monster

Evilities (Cost) : Effect
Magic Creation (Unique) : At the end of the turn, restore 10% of SP.
Lamentations (2) : Increase INT by 50% when remaining HP is 25% or less.
Ethereal Blast (2) : Increase damage dealt by 60% when attacking an unit with amnesia.
Focused Spirit (4) : When equipped with INT Monster Weapon, add 30% of base RES to INT.
Incancations (4) : When attacking, reduce target unit’s RES by -30%. (Lasts 3 turns)
Transparent Body (4) : When attacked with a weapon skill, decrease damage taken by 50%.

Jumbility: SP Auto-Consume: Consume 10% of own max SP at end of turn
Jumbified Strike: 11968 Damage

Basic Physical: 0 Damage
Skills
Tied Down: 5110 Magic Damage, Single Target up to range 3, inflicts Paralysis at 30% rate for 3 turns (8 SP)
Soul Stealer: 5395 Magic Damage, Single Target up to range 3, 20% of damage dealt is also dealt to SP and absorbed by user (46 SP)
Dark Thunder: 5967 Magic Wind Damage, Hits 5 panels in a cross shape up to range 3, Decreases target's RES-20% for 3 turns (139 SP)
Ghastly Breath: 7967 Magic Damage, Single Target up to range 3, inflicts Weakness (all stats-30%) at 30% rate for 3 turns (349 SP)
Omega Fire: 6824 Magic Fire Damage
Fire (11 SP): 4252
Mega Fire (34 SP): 5110
Giga Fire (69 SP): 5967
Tera Fire (279 SP) (Requires Lv.200): 7681
Resist Break: RES-20% for 3 turns (12 SP)

3-turn Average Damage: 7967
Ghastly Breath x3

Atsuki the Ghost is a surprisingly well-rounded Mage unit with a proper full skillset. He can inflict some statuses, drain SP, debuff, and hit Fire and Wind elements for impressive damage. He also reduces damage from weapon techs by half, which could spoil a number of characters. If this isn't helping him though, he can opt for the Evility that buffs his INT even higher when he falls under 25% mHP for a fun comeback mechanic. Interestingly, he does NOT handle Fire damage well.
High Middle



Mothman
Baldia
Equips: Fenrir's Fang (Crit Dmg+3%) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 11737 | SP: 2016
ATK: 3455 | DEF: 1524
INT: 1152 | RES: 2718
HIT: 2222 | SPD: 1728
0.755x PCHP | P.Dur: 0.61 | M.Dur: 0.75
6 (Flying) MOV, 1 Counters, 20% Crit Rate

Elem. Resists: 25% Fire | -50% Wind | 25% Ice
Wpn Resists: 50% Fist | 20% Spear | -30% Bow
-20% Gun | 20% Axe 20% Staff | 20% Monster

Evilities (Cost) : Effect
Spreading Miasma (Unique) : Increase enemy ailment infliction & stat drop chance by 5%.
Poison Powder (2) : 50% chance to inflict Poison when attacking normally.
Sleep Powder (2) : 25% chance to inflict Sleep when attacking normally.
Poison Accelerator (4) : Increase Poison damage dealt to enemies on map by 25%.
Lengthen Ailment (4) : Status ailments will last 2 turns longer on enemies.
Overdose (4) : Increase damage dealt to units affected by an ailment skill by 60%.

Jumbility: Flying Movement: Movement type becomes Flying
Jumbified Strike: 6983 Damage

Basic Physical: 2310 Damage
Skills
Somersault Combo: 3209 Phys. Wind Damage, Single Target at range 2, Inflics Amnesia(Forget) at 65% rate for 3 turns (8 SP)
Sonic Wave: 2131 Phys. Wind Damage, Hits 3 panels horizontally in front of user and moves user back one space after use, Inflicts Paralysis at 65% rate for 3 turns (46 SP)
Moth Field: 3029 Phys. Damage, Hits 5 panels in cross shape at up to range 3, Inflicts Amnesia(Forget) at 45% rate for 3 turns (139 SP)
Moth Tornado: 4108 Phys. Damage, Hits 8 panels surrounding user (349 SP)
Poison: Inflicts Poison at 105% rate for 3 turns (24 SP)

Moth Tornado (w/ Overdose evility, when target has an ailment): 6572

3-turn Average Damage: 4108
Moth Tornado x3

Baldia the Mothman is a status ailment specialist, with a number of ways to inflict ailments and then make them count. If he wants to inflict Sleep, he'll have to swap around his Evility loadout though, which means he'll probably have to drop the extended ailment duration Evility. But Poison and Amnesia should suffice for most foes so he can do his extra damage to ailment-afflicted targets. As might be expected of a Flying unit, he's weak to Wind attacks.
Middle



Zombie
Belalu
Equips: Fenrir's Fang (Crit Dmg+3%) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 20211 | SP: 1368
ATK: 3967 | DEF: 2981
INT: 720 | RES: 1742
HIT: 2002 | SPD: 720
1.3x PCHP | P.Dur: 1.35 | M.Dur: 1.09
4 MOV, 3 Counters, 16% Crit Rate

Elem. Resists: -50% Fire | 25% Ice
Wpn Resists: 30% Fist | -10% Sword | -10% Spear | 20% Bow
20% Gun | -40% Axe | -30% Staff | 30% Monster

Evilities (Cost) : Effect
Predation (Unique) : Recover 10% of damage dealt as HP.
Plague Spewer (2) : When attacking, increase aliment affliction and stat drop chances by 20%.
Poison Chance (3) : Increase damage dealt to poisoned units by 100%.
Undead (4) : Increase defense power by 50%, but reverse the recovery of healing Specials.
Regeneration (3) : When attacked, recover HP equal to 30% of damage taken.
Corpse Cannibal (4) : Recover HP & SP by 5% per unit defeated.

Jumbility: Heal Reversal: Reverses healing effects
Jumbified Strike: 8208 Damage

Basic Physical: 2843 Damage
Skills
Detachable Skull: 3875 Phys. Damage, Single-Target Melee Range, Inflicts Poison at 30% (50%) rate for 3 turns (8 SP)
Death Roll: 3668 Phys. Damage, Hits 3 panels vertically & requires the 4th panel to be empty, Inflicts Poison at 30% (50%) rate for 3 turns (46 SP)
Zombie Tempest: 4287 Phys. Wind Damage, Hits 4 adjacent panels to user, Inflicts Poison at 30% (50%) rate for 3 turns (139 SP)
Zombie's Revenge: 5319 Phys. Damage, Hits 3 panels horizontally in front of user (349 SP)

3-turn Average Damage: 5319
Zombie's Revenge x3

Belalu the Zombie is all about Poisoning and regenerating HP. His Evilities allow his to heal himself when he deals and takes damage. Additionally, if he manages to land Poison off of any of his skills, he deals double damage to poisoned targets. A simple but effect strategy. He's not a fan of Fire or Axes though. And he has to hobble his evility setup if he needs to block a status ailment himself.
Middle



Eryngi
Matsutake
Equips: Fenrir's Fang (Crit Dmg+3%) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 16068 | SP: 2304
ATK: 3976 | DEF: 2885
INT: 720 | RES: 2438
HIT: 2655 | SPD: 864
1.033x PCHP | P.Dur: 1.05 | M.Dur: 0.97
4 MOV, 0 Counters, 16% Crit Rate

Elem. Resists: -25% Fire | 25% Ice
Wpn Resists: 20% Fist | -20% Sword 25% Bow
30% Gun | 30% Staff | -40% Monster

Evilities (Cost) : Effect
Mushroom Power (Unique) : Decrease stats by -20% to adjacent female enemies.
Exhaustion Spores (2) : 25% chance of inflicting Weaken when attacking normally.
Season to Taste (1) : Recover extra 5% of target’s SP when using healing item.
Manly Valor (3) : When attacked by female units, reduce damage taken by 25%.
Mushroom Doping (4) : Boost a random stat by 20% when turn ends. (Lasts 3 turns)
Eryngi Essence (3) : 30% chance of acquiring Mushroom Soup when attacked.

Jumbility: Male Stats Up: Increase male units' stats by 30%
Jumbified Strike: 11083 Damage

Basic Physical: 2852 Damage
Skills
Sweeth Breath: 2025 Phys. Wind Damage, Hits 3-length cone from user, Inflicts Poison/Sleep/Paralysis (3 separate 30% chances) for 3 turns (8 SP)
Spore Dance: 2438 Phys. Damage, Hits 8 panels surrounding user, Inflicts Sleep at 40% rate for 3 turns (46 SP)
Shroom Platter: 3679 Phys. Damage, Hits 5 panels in cross shape at range 2, Inflicts Paralysis at 50% rate for 3 turns (139 SP)
Moonshroom: 4300 Phys. Damage, Hits 5 panels vertically from user, Inflicts Toxic at 40% rate for 3 turns (349 SP)
Stun: Inflicts Paralysis at 100% rate for 3 turns (24 SP)
Mushroom Soup: Consumable Item, restores 99999 SP

Moonshroom (vs. adjacent female target): 4557

3-turn Average Damage: 4300
Moonshroom x3

Matsutake the Eryngi has access to nearly every status ailment in the game. Notably, he can inflict the rare Toxic ailment which deals 40% max HP damage each turn. He can also inflict Weaken (decreases all stats-30%) with his regular physical thanks to his Exhaustion Spores Evility. He is notably more tanky and damaging against female foes, who I suppose just can't resist how cute he is. One interesting trait he has is that every time he gets hit, there's a chance he'll spawn a Mushroom Soup item, which restores a ton of SP should he run out. If he somehow manages to survive to use Jumbify, the effect of his Jumbility is included in the damage numbers. Interestingly, he takes a lot of extra damage from monster-type attacks.
Middle
Title: Re: Disgaea 7: Vows of the Virtueless
Post by: DjinnAndTonic on April 17, 2025, 10:41:17 AM
Nekomata
Nekoneko
Equips: Fenrir's Fang (Crit Dmg+3%) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 15952 | SP: 1584
ATK: 4192 | DEF: 2097
INT: 720 | RES: 1950
HIT: 2148 | SPD: 2064
1.026x PCHP | P.Dur: 0.68 (w/ Life on the Line) | M.Dur: 0.68 (w/ Life on the Line)
6 MOV, 1 Counters, 20% Crit Rate

Elem. Resists: 25% Wind | -25% Ice
Wpn Resists: 40% Fist | 10% Sword | -10% Spear | -30% Bow
-10% Gun | 20% Axe | -20% Staff | 30% Monster

Evilities (Cost) : Effect
Run Them Down (Unique) : If target unit's HP is at or under 10% when attacking, attack again.
Exploding Punch (3) : Enemies adjacent to target also take damage when attacking normally.
Joint Maneuvers (4) : Increase damage correction by 5% during a Team Attack.
Life on the Line (4) : Increase ATK power by 50% and DEF power by -100%.
Vendetta (4) : Counter-attacks have a 10% chance to deathblow.
Parry and Strike (5) : If not defending when attacked, counter-attack first. (Max 5 time(s))

Jumbility: Female Stats Up: Increase female units' stats by 30%
Jumbified Strike: 11754 Damage

Basic Physical: 3077 Damage
Skills
Kitty Cat Slash: 4385 Phys. Damage, Single Target Melee range (8 SP)
Kitty Cat Wave: 3949 Phys. Damage, Hits 3 panels vertically from user (46 SP)
Whirlwind Kick: 5257 Phys. Damage, Single Target Melee range, pushes target 6 spaces back (139 SP)
Nyanko Rush: 6347 Phys. Damage, Single Target up to range 3 (349 SP)

Phys. Damage (Nyanko Rush w/ Life on the Line): 10088

3-turn Average Damage: 6347
Nyanko Rush x3

Nekoneko the Nekomata hits extremely hard. She also counters a lot, and those also hit hard. Her Life on the Line evility is great for damage, but she's also taking double damage in return from her foes, making her frail if she can't dodge. She has a few different evilities she might want to use instead to account for different matches, where she can dodge-tank and fish for Deathblow Counters. She also gets to attack twice if her foe ever goes under 10% mHP, which helps her finish off stallers. If she somehow manages to survive to use Jumbify, the effect of her Jumbility is included in the damage numbers.
Middle



Clione
Sea Fairy
Equips: Angel's Medal (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats (w/ Lovely Song)
HP: 9172 | SP: 4443
ATK: 1058 | DEF: 3005
INT: 4059 | RES: 5980
HIT: 1847 | SPD: 907
0.59x PCHP | P.Dur: 0.62 | M.Dur: 1.34
4 (Flying) MOV, 2 Counters, 25% Crit Rate

Elem. Resists: -75% Fire | 25% Wind | 50% Ice
Wpn Resists: -20% Fist | 10% Sword | -20% Spear | -20% Bow
40% Staff | 20% Monster

Evilities (Cost) : Effect
Lovely Song (Unique) : Increase stats of all allies on the map by 5%.
Happy Song (5) : Increase EXP gain for all allies on the map by 30%.
Fortune Song (5) : Increase Mana gain for all allies on the map by 30%.
Cute Song (5) : Increase recovery from Specials for all allies on the map by 50%.
Charmy Song (5) : Increase team attack rate of all allies on the map by 10%.
Lucky Song (5) : Increase critical rate of all allies on the map by 5%.

Jumbility: EXP Up: Increase EXP gained by 20%
Jumbified Strike: 8345 Damage

Basic Physical: 0 Damage
Skills
Water Cutter: 3377 Magic Ice Damage, Single Target up to range 6 (8 SP)
Binding Bubbles: 4205 Magic Ice Damage, Single Target up to range 4 in a line, Inflicts Weaken at 30% rate for 3 turns (46 SP)
Buccal Cones: 3998 Magic Damage, Hits 3 panels horizontally at range 3, Inflicts Weaken at 30% rate for 3 turns (139 SP)
Niflheim: 5033 Magic Ice Damage, Hits radius-2 area centered at range 6 (349 SP)
Omega Ice: 4619 Magic Ice Damage (139 SP)
Ice (11 SP): 2756
Mega Ice (34 SP): 3377
Giga Ice (69 SP): 3998
Tera Ice (279 SP) (Requires Lv.200): 5240

Niflheim (vs. Weakened target): 5386

3-turn Average Damage: 5033
Niflheim x3

Sea Fairy the Clione is largely a utility unit, but she lacks healing. So she has to try her best as an Ice Mage. She can inflict Weaken for a little extra damage and she has very solid magic durability, but she basically melts to Fire-using foes.
High Light



Alraune
Catherine
Equips: Angel's Medal (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats
HP: 10369 | SP: 5196
ATK: 1512 | DEF: 1858
INT: 4047 | RES: 5623
HIT: 2263 | SPD: 1008
0.667x PCHP | P.Dur: 0.57 | M.Dur: 1.38
4 MOV, 1 Counters, 22% Crit Rate

Elem. Resists: 50% Wind | 25% Ice
Wpn Resists: -30% Fist | -10% Sword | 10% Bow
20% Gun | -40% Axe | 50% Staff | 25% Monster

Evilities (Cost) : Effect
Sweet Aroma (Unique) : Recover 20% of HP for allies within 2 panels at the end of turn.
Prevention (3) : Nullify status ailments for allies within 2 panels.
Herbal Therapy (5) : Increase fire, wind, water resistance for adjacent allies by 50%.
Relaxation (3) : Reduce SP cost for Specials by -50% for adjacent allies.
Power Aroma (3) : Increase ATK by 20% for allies within 2 panels when turn ends. (Lasts 3 turns)
Leaf Shield (4) : Increase DEF & RES by 30% for allies within 2 panels when turn ends. (Lasts 3 turns)

Jumbility: Auto-Heal HP: Recover 20% of max HP at the end of turn
Jumbified Strike: 8317 Damage

Basic Physical: 258 Damage
Skills
Petal Cutter: 3983 Magic Damage, Single Target at range 3 (8 SP)
Photosynthesis:  Single Target buff at range 3, grants 10% mHP regen at end of turn for 3 turns (46 SP)
Bloody Thorn: 3777 Magic Damage, Hits radius-2 area centered at range 4 (139 SP)
Floral Garden:  Buffs allies in 8 adjacent panels, ATK+100% for 3 turns (349 SP)
Omega Heal: 19118 healing (139 SP)
Heal (11 SP): 5060
Mega Heal (35 SP): 6747
Giga Heal (69 SP): 8996
Tera Heal (279 SP, requires Level 200): 32613
Espoir: Cure all ailments (11 SP)
Shield: DEF+20% for 3 turns (23 SP)
Magic Wall: RES+20% for 3 turns (23 SP)
Braveheart: ATK+20% for 3 turns (23 SP)
Magic Boost: INT+20% for 3 turns (23 SP)

3-turn Average Damage: 3983
Petal Cutter x3

Catherine the Alraune lacks the ability to take advantage of any of her own Evilities or her best buff when she's in a one-on-one fight. But she's got access to great healing and decent bulk to stall for a Jumbified finisher. She needs to be careful though, since her Jumbility grants 20% max HP healing to the entire field, including her opponent. As one might expect of a plant-type fighter, she's not great against Axes.
Light



Jiangshi
Kaneshika
Equips: Fenrir's Fang (Crit Dmg+3%) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 19093 | SP: 1296
ATK: 4272 | DEF: 2286
INT: 720 | RES: 1854
HIT: 2259 | SPD: 1728
1.228x PCHP | P.Dur: 1.12 | M.Dur: 1.04
6 MOV, 3 Counters, 15% Crit Rate

Elem. Resists: -50% Fire | 50% Wind 50% Ice
Wpn Resists: 30% Fist | -10% Spear | -20% Bow
-15% Gun | 25% Axe | 10% Monster

Evilities (Cost) : Effect
Corpse (Unique) : Upon death, revive with 20% of HP. (Once per battle)

Nerve Toxin (3) : 10% chance to inflict Paralysis when attacking.
Automatic Healing (3) : Recover 5% of HP when attacked.
Death Corridors (3) : Boosts stats by 10% every time an ally dies. (Max 100%)
Crumbling Body (3) : Attacks increased by 1, but dies when the turn ends.
Limit Cut (5) : Increase damage dealt by 100%, but take damage equal to 10% of HP when attacking.

Jumbility: Revive: When a unit is defeated, immediately revive in place with 5% max HP (Once per Battle)
Jumbified Strike: 8938 Damage




Basic Physical: 3160 Damage
Skills
Pokey Funeral: 4271 Phys. Damage, Single Target up to range 4 (8 SP)
Crushy Meteor: 4493 Phys. Damage, Hits 5 panels in X-shape centered up to range 3 (46 SP)
Meatbun Wrap: 4716 Phys. Damage, Single Target up to range 4, Heal self 20% of damage dealt (139 SP)
Treasure Sword: 5827 Phys. Damage, Hits 5 panels in cross shape centered up to range 3 (349 SP)

Treasure Sword (w/ Limit Cut): 11653

3-turn Average Damage: 11653
Treasure Sword (w/ Limit Cut) x3

Kaneshika the Jiangshi is hilarious in a duel. Her evilities play off of eachother perfectly. She can use Limit Cut to double her damage while taking 10% mHP damage in return at a baseline. She could offset this with her parasitic damage from Meatbun Wrap to stay healed up. But a more effective damage strategy is to ignore the damage and just use her Crumbling Body evility, which allows her to perform actions twice but causes her to die at the end of the round. Still, 4 times her best damage in one turn is better than most fighters. But she also comes with her unique Corpse evility, which revives her once upon death with 20% of her max HP so she can do it again! In the rare situation where the 8x-damage self-destruct strategy doesn't work, she can opt to stall a bit with her passive healing options, but she's really hoping for a quick win.
Low Heavy



Succubus
Capital H
Equips: Angel's Medal (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats
HP: 10369 | SP: 4443
ATK: 1584 | DEF: 2430
INT: 4298 | RES: 5234
HIT: 1903 | SPD: 1008
0.667x PCHP | P.Dur: 0.63 | M.Dur: 1.25
5 (Flying) MOV, 1 Counters, 21% Crit Rate

Elem. Resists: 50% Fire | 25% Ice
Wpn Resists: -25% Fist | 15% Sword | 15% Spear | -40% Bow
30% Gun | 20% Staff | -10% Monster

Evilities (Cost) : Effect
Sexy Aura (Unique) : Decrease stats of adjacent male enemies by 20%.
Temptation (2) : 25% chance to inflict Charm when attacking normally.
Punishing Punisher (3) : Increase damage dealt to charmed units by 100%.
Bones Out (4) : After attacking, decrease Defensive stat of target unit by -30%. (Lasts 3 turns)
Shame (4) : Increase stats by 5% per male unit on the map.
Pheromones (5) : Charm adjacent male enemies at end of turn.

Jumbility: Gender Reversal: Switch a unit's gender
Jumbified Strike: 8906 Damage

Basic Physical: 332 Damage
Skills
Shrink Step: 4303 Magic Damage, Single Target up to range 4 in a line, Inflicts Weaken at 30% rate for 3 turns (8 SP)
Heart Bind: 3865 Magic Damage, Hits 3 panels horizontally in front of user, Inflicts Charm at 20% rate for 3 turns (46 SP)
Nightmare: 4522 Magic Damage, Hits 8 panels surrounding user, Inflicts Charm at 20% rate for 3 turns (139 SP)
Twin Attribute: 5399 Magic Star Damage, Hits 5 panels in a cross at range 4, Inflicts Weaken at 30% rate for 3 turns (349 SP)
Omega Wind: 4961 Magic Wind Damage (139 SP)
Wind (11 SP): 2988
Mega Wind (34 SP): 3645
Giga Wind (69 SP): 4303
Tera Wind (279 SP) (Requires Lv.200): 5618
Charm: Inflicts Charm at 100% rate for 3 turns (24 SP)

Twin Attribute (after a hit w/ Bones Out OR on a Weakened foe): 5752
Twin Attribute (after a hit w/ Bones Out on Weakened foe): 6105
Twin Attribute (on Charmed foe w/ Punishing Punisher): 10798
Twin Attribute (on Charmed foe w/ Punishing Punisher after a hit w/ Bones Out): 11504

3-turn Average Damage: 5634
Twin Attribute x3 (w/ Bones Out after first hit)

Capital H the Succubus is a skilled Wind Mage and Status Ailment specialist. In particular, she can inflict Charm at a 100% rate and this can sway most duels in her favor immediately. She also gets to deal doubled damage against Charmed foes. Additionally, she can land Weaken and defense debuffs to further increase her damage output. It is worth noting that it seems like the Charm spell can work on any gender, but the Charm ailment attached to special skills only affects units of a different gender.
High Middle



Catoblepas
Blanca
Equips: Fenrir's Fang (Crit Dmg+3%) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats (w/ Inner Beast)
HP: 17605 | SP: 2016
ATK: 5991 | DEF: 2978
INT: 1 | RES: 1
HIT: 2469 | SPD: 1584
1.132x PCHP | P.Dur: 1.18 | M.Dur: 0.74
5 MOV, 3 Counters, 17% Crit Rate

Elem. Resists: 25% Fire | 25% Wind | -50% Ice
Wpn Resists: 40% Fist | 10% Sword | -10% Spear | -30% Bow
-10% Gun | 20% Axe | -20% Staff | 30% Monster

Evilities (Cost) : Effect
Evil Eye (Unique) : When attacking, lower target unit's defense power by -30%.
Longhorn (2) : 30% chance to increase damage dealt by 100% when attacking normally.
Petrifying Gaze (2) : 50% chance to inflict Paralysis when attacking normally.
Inner Beast (3) : Increase ATK by 25% and DEF by 25%, but set INT & RES to 1.
One Hit Wonder (4) : Increase damage dealt by 20% when defeating an enemy with full HP. (Max 200%)
Cursed Gaze (3) : For every ailment a target has, decrease target unit's defense power by -25%.

Jumbility: Auto-Inflict Paralysis: Units become Paralyzed at end of turn
Jumbified Strike: 13050 Damage

Basic Physical: 4948 Damage
Skills
Mad Slam: 6818 Phys. Damage, Single Target up to range 2, Inflicts Amnesia(Forget) at 40% rate for 3 turns (8 SP)
Overrun: 6195 Phys. Damage, Hits 3 panels vertically from user (46 SP)
Brutal Eye: 7441 Phys. Damage, Hits 5 panels in a cross up to range 3, Inflicts Paralysis at 50% rate for 3 turns (139 SP)
Beastly Vengeance: 9934 Phys. Damage, Single Target Melee (349 SP)

3-turn Average Damage: 9934
Beastly Vengeance x3

Blanca the Catoblepas is a big bruiser type. She has a few options for inflicting status ailments or using her basic physical for some fun effects, but mostly she's just going to want to spam her reliable high-power Beastly Vengeance skill until the foe dies. She really doesn't like being hit by magic of any kind.
Middle
Title: Re: Disgaea 7: Vows of the Virtueless
Post by: DjinnAndTonic on April 17, 2025, 10:52:35 AM
Horseman
Nightbard
Equips: Fenrir's Fang (Crit Dmg+3%) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 15880 | SP: 1872
ATK: 4192 | DEF: 3578
INT: 864 | RES: 1742
HIT: 2799 | SPD: 864
1.021x PCHP | P.Dur: 2.4 (w/ Immortal Body) | M.Dur: 0.85
5 MOV, 4 Counters, 19% Crit Rate

Elem. Resists: 25% Fire | -75% Wind
Wpn Resists: 10% Fist | 20% Sword | 10% Spear | 10% Bow
-20% Axe | -35% Staff | 10% Monster

Evilities (Cost) : Effect
Immortal Body (Unique) : Decrease damage taken from physical attacks by 50%.
Death Fang (3) : Increase damage dealt to paralyzed units by 100%.
Blood Insanity (3) : When attacking a unit below 50% HP, increase damage dealt by 50%.
Turbo Boost (3) : If this unit did not move in a turn, increase movement by 10 the next turn.
Shield Dash (3) : Decrease damage taken by 3% per panel moved this turn.
Combat High (5) : Increase attack power by 10% per unit defeated by allies. (Max 100%)

Jumbility: All Weapon Res +50%: Increase all weapon resistances by 50%
Jumbified Strike: 8745 Damage

Basic Physical: 3077 Damage
Skills
Blossoming Spear: 3949 Phys. Damage, Single Target up to range 3 (8 SP)
Painful Breath: 3513 Phys. Damage, Hits 5 panels in a cross up to range 3 in a line, Inflicts Poison/Paralysis (2 separate 30% checks) for 3 turns (46 SP)
Rampaging Skewer: 4821 Phys. Damage, Hits 5 panels in a line from user (139 SP)
Elimination Spears: 5693 Phys. Damage, Hits 5 panels in a cross at range 4 (349 SP)
Shield: DEF+20% for 3 turns (12 SP)

3-turn Average Damage: 5693
Elimination Spears x3

Nightbard the Horseman is all about durability. High HP and Defenses with Evilities that directly cut physical damage. His damage output is decent enough to capitalize on this increased durability, too! Wind Magic might prove a major problem for him, though.
Middle



Dragon
Smaug
Equips: Fenrir's Fang (Crit Dmg+3%) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Royal Ring (Stats Up+3%)

Stats (w/ Dragon's Hoard)
HP: 18341 | SP: 2268
ATK: 5323 | DEF: 3928
INT: 1623 | RES: 3110
HIT: 2130 | SPD: 1086
1.18x PCHP | P.Dur: 1.51 | M.Dur: 1.26
4 MOV, 2 Counters, 16% Crit Rate

Elem. Resists: 25% Fire | 50% Wind | -75% Ice
Wpn Resists: 30% Sword | 20% Spear
-30% Gun | 30% Axe 15% Monster

Evilities (Cost) : Effect
Rising Dragon (Unique) : Increase attack power by 10% per attack received. (Max 100%)
Dragon's Hoard (2) : Increase stats by 10% when an Emblem is equipped.
Dragonscales (3) : Increase defense power by 50% when HP is above 80%.
Cull the Weak (4) : Increase damage dealt to Weakened units by 100%.
Fetters (3) : Seal Special skills, but increase stats by 50%.
King's Dignity (4) : Increase damage dealt to Boss units by 65%.

Jumbility: ATK Up per Attack: Increase attack power by 10% each time unit is attacked
Jumbified Strike: 11452 Damage

Basic Physical: 4254 Damage
Skills
Fiery Breath: 4807 Phys. Fire Damage, Hits 3 panels horizontally at range 3 (8 SP)
Talon in Flight: 6192 Phys. Damage, Single Target up to range 3, Inflicts Weaken at 30% rate for 3 turns (46 SP)
Dragon Dive: 7022 Phys. Damage, Hits radius-2 ring around user, Inflicts Weaken at 30% rate for 3 turns (139 SP)
Dragon Nova: 6192 Phys. Fire Damage, Hits 3x3 area centered at range 3 (349 SP)

Dragon Dive (vs. Weakened Foe): 7408
Dragon Dive (vs. Weakened Foe w/ Cull the Weak): 14815

3-turn Average Damage: 7022
Dragon Dive x3

Smaug the Dragon is an all-around powerful unit who can inflict Weakness and deal great Fire damage while soaking up hits that boost his damage even further. He can rearrange his Evility loadout a bit for a 65% damage boost against Boss-type characters, which could come in handy in a lot of duels. He really needs to look out for Ice damage though.
Low Heavy



Pincer Shell
Nosetip
Equips: Fenrir's Fang (Crit Dmg+3%) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 24493 | SP: 1800
ATK: 4048 | DEF: 3483
INT: 864 | RES: 2718
HIT: 2871 | SPD: 792
1.575x PCHP | P.Dur: 3.63 (w/ Exoskeleton) | M.Dur: 3.11 (w/ Exoskeleton)
4 MOV, 3 Counters, 14% Crit Rate

Elem. Resists: 25% Fire | -50% Wind | 75% Ice
Wpn Resists: 20% Fist
-20% Axe | -10% Monster

Evilities (Cost) : Effect
Shellacker (Unique) : Increase defense power by 10% per attack received. (Max 100%)
Herculean Pincers (3) : Stats cannot fall below 75%.
Crabwalk (2) : 30% chance of evading attacks from the front.
Shell Hammer (2) : 50% chance to inflict Amnesia when attacking normally.
Exoskeleton (5) : Decrease damage taken from the side and from behind by 50%.
Majestic Carapace (3) : Cannot be lifted or knocked back, increase stats by 10% and counter-attacks by 1.

Jumbility: DEF Up per Attack: Increase defending stat by 10% each time unit is attacked
Jumbified Strike: 8400 Damage

Basic Physical: 2927 Damage
Skills
Bubble Launcher: 3558 Phys. Ice Damage, Hits 3 panels horizontally up to range 2 (8 SP)
Electrap: 3137 Phys. Wind Damage, Hits 5 panels in a cross at range 3, Inflicts Paralysis at 50% rate for 3 turns (46 SP)
Deadly Scissors: 4611 Phys. Damage, Single Target up to range 3 (139 SP)
Deep Impact: 6295 Phys. Ice Damage, Single Target Melee (349 SP)

3-turn Average Damage: 6295
Deep Impact x3

Nosetip the Pincer Shell is an extremely tanky unit, with a lot of niche Evility options for various situations. He can rearrange his Evility loadout with Herculean Pincers against debuffers or Majestic Carapace for foes who rely on repositioning gimmicks, but primarily he's going ot focus on nulling as much damage done to him as possible while he tries to take his foe out. This does mean that he wants to end his turns facing his back and side to his opponent so he can take advantage of his amazing Exoskeleton evility. He can inflict Paralysis or even Amnesia with the right set up to help mitigate damage even more, though it's a risky strategy. He doesn't deal with Water resistance well, and has trouble with Axe-wielding foes.
High Middle



Rifle Demon
Recoil
Equips: Fenrir's Fang (Crit Dmg+3%) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 19374 | SP: 1656
ATK: 4192 | DEF: 2957
INT: 720 | RES: 2014
HIT: 3089 | SPD: 1152
1.246x PCHP | P.Dur: 1.29 | M.Dur: 1.09
4 MOV, 2 Counters, 20% Crit Rate

Elem. Resists: 50% Fire | -25% Wind | -25% Ice
Wpn Resists: -20% Fist | -10% Sword | 10% Bow
20% Gun | -30% Axe | 30% Staff | 20% Monster

Evilities (Cost) : Effect
Holy Smokes (Unique) : When attacking without moving, increase damage dealt by 50%.
Anti-Elements (2) : When HP is below 25%, increase all elemental resistances by 50%.
Long Range (3) : When attacking, increase damage dealt by 10% per number of panels from target. (Max 100%)
Double Lock (3) : Guaranteed hit when using the same attack twice.
Precision Instrument (4) : Increase critical rate by 35% and wind resistance by -50%.
Focused Attack (4) : Increase damage dealt by 10% per empty panel in attack range. (Max 100%)

Jumbility: Stay for Half DMG: If unit has not moved this turn, decreases damage taken by 50%
Jumbified Strike: 8745 Damage

Basic Physical: 3077 Damage
Skills
Ignition: 3077 Phys. Damage, Single Target up to range 2 (8 SP)
Annihilator Laser: 2422 Phys. Damage, Hits 4 adjacent panels to user, Inflicts Paralysis at 50% rate for 3 turns (46 SP)
Massacre Saber: 5257 Phys. Damage, Hits 4x3 cross centered at range 3 (139 SP)
Cruel Laser: 7437 Phys. Star Damage, Hits 6 panels in 4x3 rotatable cross centered up to range 3 (349 SP)

Cruel Laser (w/ Focused Attack or Holy Smokes active): 11156
Cruel Laser (w/ Focused Attack & Holy Smokes active): 14874

3-turn Average Damage: 7437
Cruel Laser x3

Recoil the Rifle Demon has long range and never wants to move. With the right set up, he can deal roughly 250% damage every turn just for sitting still. More reliably, he can get a +100% boost of his already gamebest-base-power skill just from the Holy Smokes and Focused Attack Evilities. If he's having trouble getting a foe to sit still to set this up, he can also opt to inflict Paralysis and strafe from his incredibly good range.
Low Heavy



Gazer
Jirojiro
Equips: Angel's Medal (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats (w/ Outer Gods)
HP: 15155 | SP: 5801
ATK: 1296 | DEF: 4009
INT: 7363 | RES: 8467
HIT: 2389 | SPD: 2592
0.975x PCHP | P.Dur: 1.27 (w/ Outer Gods) | M.Dur: 6.44 (w/ Outer Gods)
5 (Flying) MOV, 3 Counters, 23% Crit Rate, 15.1% Evade Rate

Elem. Resists: 25% Wind | 50% Ice
Wpn Resists: 20% Fist | -20% Sword -10% Spear | 10% Bow
15% Gun | -10% Axe | -20% Staff | 20% Monster

Evilities (Cost) : Effect
Utter Chaos (Unique) : When attacking, randomly uses the target's DEF or RES as the defending stat.
Purifying Ailment (1) : Guaranteed critical on targets with an ailment, but cures target’s ailment.
Abyss Gazer (2) : When affected by a status ailment, inflict it on targeted unit.
Unorthodox Ways (3) : Increase damage dealt by 50%, but decrease own HP by 10% when performing magical attacks.
Cloth of Truth (4) : Reduce damage taken by 50%, but can’t evade attacks.
Outer Gods (5) : Increase stats by 50% when no units are adjacent.

Jumbility: Random DEF Base: When attacking, randomly use the target's DEF or RES as the defending stat
Jumbified Strike: 16097 Damage

Basic Physical: 38 Damage
Skills
Entagle:  Warps user to panel up to range 3 (8 SP)
Dimension Kill: 9337 Magic Damage, Single Target at range 4 in a line (46 SP)
Agony Touch: 8586 Magic Damage, Hits radius-2 area centered at range 3 (139 SP)
Eraser Gaze: 2578 Magic Star Damage, Hits 9x3 area in front of user (349 SP)
Omega Star: 9337 Magic Star Damage (139 SP)
Star (11 SP): 5958
Mega Star (34 SP): 7084
Giga Star (69 SP): 8211
Tera Star (279 SP) (Requires Lv.200): 10464

Omega Star (w/ Unorthodox Ways): 14006

3-turn Average Damage: 14006
Omega Star x3 (w/ Unorthodox Ways)

Jirojiro the Gazer demon is a weird but high-powered Star magic user. His base evility means he's randomly hitting physical or magical defense, but on average he's dishing out tons of damage either way. He wants to be using spells mostly due to his Unorthodox Ways evility that boosts them by 50% but deals 10% max HP damage to himself in return. His other evilities are good for spoiling ailment-users or for increasing his durability, but largely he's better off just nuking his opposition into the dust. He does really hate any foe that can keep him at Melee range and shut off his Outer Gods evility, though.
Low Heavy
Title: Re: Disgaea 7: Vows of the Virtueless
Post by: DjinnAndTonic on April 17, 2025, 11:01:01 AM
POSTGAME RECRUITS
Postgame Recruits can be scaled directly to endgame averages, so here's those averages with the Postgame Recruits added in for fun.

Averages (w/ Postgame Recruits)
HP: 15915
SP: 3276
ATK: 3062
DEF: 2877
INT: 2251
RES: 3109
HIT: 2530
SPD: 2108

3-Turn Damage Average (w/ Postgame Recruits) : 6592.77
Kill Point: 16500


Ao
Fuji's Daughter
Equips: Outlaw Edge (DEF-10% 3 turn) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / World Muscle (HP Up+5%)

Stats
HP: 23418 | SP: 2088
ATK: 5299 | DEF: 3031
INT: 1008 | RES: 2286
HIT: 1628 | SPD: 1515
1.506x PCHP | P.Dur: 1.39 (w/ Insane Power) | M.Dur: 1.26 (w/ Insane Power)
5 MOV, 4 Counters, 33% Crit Rate

Elem. Resists: -50% Fire | 50% Ice
Wpn Resists: 10% Fist | 20% Sword
-10% Gun | 25% Axe | -20% Staff | -20% Monster

Evilities (Cost) : Effect
Insane Power (Unique) : Increase attack power by 75% and defense power -25%.
Daddy-Daughter Time! (Unique) : Increase stats by 50% when Fuji is deployed as an ally.
Going All Out (3) : Nicks and parries don't reduce damage dealt.
Pouncing Tiger (3) : For every 20% HP is reduced by, increase attack power by 20%.
Hidden Turtle (3) : For every 20% HP is reduced by, increase defense power by 20%.
Death and Rebirth (4) : When killing enemy unit using Specials, restore used SP.
Freeze Dry (4) : Adjacent enemies' Movement becomes 1.

Jumbility: DMG Taken Doubled: Increase damage taken by 100%
Jumbified Strike: 20716 Damage

Hell Mode Activation: Defeat foes (50% per foe)
Fuji Gunjo (Axe) : Increase attacking stat by 200%

Basic Physical: 8281 Damage
Skills
Snow Funeral: 9238 Phys. Damage, Hits cross-shaped area 3 panels away (54 SP)
Snow Shower: 10672 Phys. Ice Damage, Hits radius-2 cross-shaped area up to Range 3 (216 SP)
Fuji Gunjo: 22563 Phys. Axe Ice Damage, Inflicts Freeze 100% rate, Hits Single melee-range target, Hell Mode ONLY, Ends Hell Mode (0 SP)

Omega Ice: 1321 Magic Ice Damage (139 SP)
Ice (11 SP): 518
Mega Ice (34 SP): 786
Giga Ice (69 SP): 1053

Snow Shower (@ -20% mHP from Pouncing Tiger): 12023
Snow Shower (@ -40% mHP from Pouncing Tiger): 13374
Snow Shower (@ -60% mHP from Pouncing Tiger): 14725
Snow Shower (@ -80% mHP from Pouncing Tiger): 16076

3-turn Average Damage: 10672
Snow Shower x3

Ao is a pretty straightforward bruiser thanks to her Insane Power evility. Her durability isn't amazing since it makes her take 25% more damage with every hit. Her Hell Mode is also pretty useless in a one-on-one match unless she's fighting a summoner or a multi-part foe. Still, that turn-1 damage is better than many characters' Hell Mode output.
She does get continually stronger and more durable as she takes damage though, thanks to her Evilities, which can be a nasty surprise for close matchups.
High Heavy



Nitra
Soulkeeper Magistrate
Equips: Prinny Scepter (Rng=2, Spell Rng&Area+1) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Holy Orb (SP Up+5%)

Stats
HP: 13559 | SP: 5881
ATK: 1728 | DEF: 2529
INT: 4740 | RES: 5901
HIT: 2839 | SPD: 1872
0.872x PCHP | P.Dur: 0.83 | M.Dur: 1.94
5 MOV, 3 Counters, 21% Crit Rate

Elem. Resists: -50% Fire | 50% Wind
Wpn Resists: 10% Fist | -20% Sword | -20% Spear | 10% Bow
30% Gun | -25% Axe | 25% Monster

Evilities (Cost) : Effect
Soulkeeper Mag. (Unique) : Each time an ally dies, increase defense power by 10%. (Max 100%)
Soulkeeper Mag. 2.0 (Unique) : When attacking, 50% of damage dealt is also dealt to SP.
Weapon Fan (2) : Increases Weapon Mastery growth speed by 1 rank for all Weapon Mastery.
Weapon Researcher (2) : Increase ATK power by 5% per ally with same weapon type as you.
Weapon Expert (3) : Increase ATK power by 5% per ally with different weapon type than you.
Weapon Otaku (2) : Decrease damage taken by 50% when attacked by unit with same weapon type as you.
Weapon Mania (3) : Increase equipped weapon's stats by 30%.

Jumbility: Nullify Ailments: Prevents all status ailment inflictions
Jumbified Strike: 13279 Damage

Basic Physical: 479 Damage
Skills
Angel's Prayer: 5310 Healing to all ally units on map, not including self (139 SP)
Valkyrie Order:  Grants buff to adjacent ally, making all actions be performed an additional time for 3 turns (139 SP)
Soul Doser: 6365 Magic Damage, Hits 3x3 Area plus the corners of a 5x5 area centered up to range 4 (216 SP)

Omega Spells: 7622 Magic Fire/Wind/Ice Damage (139 SP)
Fire/Wind/Ice/Star (11 SP): 4794
Mega Fire/Wind/Ice (34 SP): 5737
Giga Fire/Wind/Ice (69 SP): 6680
Omega Heal (139 SP): 20063
Heal (11 SP): 5310
Mega Heal (35 SP): 7081
Giga Heal (69 SP): 9441
Espoir: Cure all ailments (11 SP)
Shield: DEF+20% for 3 turns (23 SP)
Magic Wall: RES+20% for 3 turns (23 SP)

3-turn Average Damage: 7622
Omega spell x3

Nitra is a powerful mage with incredible healing. She can also deplete a foe's SP along with their HP, really nerfing a lot of opponents with tight resource pools. She can still put out decent physical damage by switching to a Bow and using Soul Doser. The main reason she might do this is in case she's up against a particularly scary archer, since she halves damage from any foe using the same type of weapon as her. While she's more of a support unit, she makes for a shockingly powerful duelist.
Heavy



Opener
Demmodore
Equips: Three-Year Killer (Cntr+1, 5% Stun) / Hachiryu Armor (Def Pwr+3%) / Black Belt (Atk Pwr+2%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 31905 | SP: 2808
ATK: 4990 | DEF: 3127
INT: 2088 | RES: 2958
HIT: 1872 | SPD: 3716
2.052x PCHP | P.Dur: 2.2 | M.Dur: 2.12
4 MOV, 4 Counters, 20% Crit Rate, 40.8% Evade Rate

Elem. Resists: 25% Wind
Wpn Resists: 20% Fist | 10% Sword | 10% Spear
10% Axe | -10% Staff -20% Monster

Evilities (Cost) : Effect
The Demmodore (Unique) : When allies within 5 panels are attacked, decrease damage taken by 25%.

Merciless Command (3) : Increase attack power by 25% for allies within 3 panels. Take 10% of HP as damage.
Howling Spirit (3) : Decrease ATK-30% of enemies within 2 panels.
Calm Strength (3) : Ignore damage equal to or under 5% of max HP.
Noble Cause (4) : Boost stats of allies on map by 10%.
Honed Senses (4) : Always evades when target is 4 or more panels away.

Jumbility: Move 1: Sets Move stat to 1
Jumbified Strike: 9132 Damage

Basic Physical: 3245 Damage
Skills
Tornado Knuckle: 3924 Phys. Wind Damage, Hits 5 panels in a cross at range 2, Inflicts Weaken at 40% rate for 3 turns (54 SP)
Grating Fist: 5509 Phys. Ice Damage, Single target up to range 3 in a line (216 SP)
Ultimate Outrage: 4603 Phys. Star Damage, Hits 3x3 area in front of user, pushes targets up to 3 panels, Inflicts Bind for 3 turns (432 SP)

3-turn Average Damage: 5509
Grating Fist x3

Opener is a tanky fist specialist with a pretty fun pair of Evilities that ensure his foes need to get up close and personal, right where he wants them. His Honed Senses evility allows him to perfect-dodge any attacks further than range 3, while his Howling Spirit evility passively nerfs the ATK of any foes within range 2. So his foes have to play a careful balancing act to attack at their best.
Low Heavy



Asagi
Main Character
Equips: Parting Shooter (Rng=5, SPD-10% 3 turn) / Hachiryu Armor (Def Pwr+3%) / Foresight (Crit+1%) / Accelerator (Mv+1, Jm+18)

Stats
HP: 13559 | SP: 2376
ATK: 1728 | DEF: 2817
INT: 2368 | RES: 2462
HIT: 5214 | SPD: 3950
0.872x PCHP | P.Dur: 0.98 | M.Dur: 0.9
6 MOV, 2 Counters, 23% Crit Rate, 44.3% Evade Rate

Elem. Resists: 50% Star
Wpn Resists: -20% Sword | -20% Spear
40% Gun | -20% Axe | 35% Monster

Evilities (Cost) : Effect
Protagonist Energy (Unique) : Increase attack and defense power +20% for each Main Character in play (max 200%).

MC Attribute (1) : Unit counts as a Main Character.
Gathering Thoughts (3) : When leader of a Squad, increase attack power by 5% for each other member of the Squad.
Accumulating Resentment (4) : Whenever a main character dies, foes permanently take +5% more damage (max +100%).
MC's Power (3) : Damage dealt increases by 10% for each Gun or Unique special used by this unit (max 200%).
Slumber Space (2) : At end of turn, 25% chance to inflict Sleep on adjacent foes.

Jumbility: Asagi The Legend: All units count as a Main Character
Jumbified Strike: 11573 Damage

Hell Mode Activation: Attack foes (10% per panel of distance to target)
Makai Wars (Gun) : If target is a Main Character, damage dealt +200%

Basic Physical: 4306 Damage
Skills
Magic Bazooka: 4865 Phys. Damage, Hits 3 panels vertically from range 2 (54 SP)
Magic Shot: 4586 Phys. Star Damage, Hits 3x3 area at range 4 (209 SP)
Stratos Drive: 11573 Phys. Damage, Single target melee, inflicts knockback up to 3 panels (838 SP)

Stratos Drive (Hell Mode): 16973
Stratos Drive (after 1 attack w/ MC's Power): 12730
Stratos Drive (after 2 attacks w/ MC's Power): 13888
Magic Shot (after 1 attack w/ MC's Power): 5044

3-turn Average Damage: 12730
Stratos Drive x3 (boosted by MC's Power)

Asagi is a postgame bonus addition character and doing her best to be a solid gunner archetype. She can charge her Hell Mode by turn 3 with Magic Shot, but generally she's better off just spamming her best attack, the close-range Stratos Drive for big damage output. Her damage only gets higher every time she uses it, breaking down stallers very quickly.
Heavy
Title: Re: Disgaea 7: Vows of the Virtueless
Post by: DjinnAndTonic on April 17, 2025, 11:03:34 AM
BOSSES

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Title: Re: Disgaea 7: Vows of the Virtueless
Post by: DjinnAndTonic on April 17, 2025, 11:03:55 AM
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