The RPG Duelling League

RPG Debate => RPG Stats Forum => Topic started by: Pyro on August 21, 2015, 03:49:48 AM

Title: Arc The Lad 2 (Updated Mechanics)
Post by: Pyro on August 21, 2015, 03:49:48 AM
Arc the Lad 2:

- Redoing this topic with some more well-known mechanics now.

-Levels taken around 100. A little higher or lower for some depending on initial EXP and what their level-rate is (e.g. Elc/Poco/Lieza level fast, Gogen levels slow).

- I'll be including the non-human PCs because they are PCs in every sense including equippable armor. The exception is Paundit, who can't equip armor and probably wants a form that no one would recognize as being Paundit (he'd rather be an Undead Werewolf...)

- Stats:
HP: Lose em and all of humanity dies instead of just ALMOST all of humanity.
MP: USed for special abilities of all types, physical/magical/non-typed.
Atk: Physical attack power. Used for basic physical attacks and specials
Def: Defense stat. Used to reduce damae from basic physicals and physical special attacks (this is done in different ways though)
Mag: Magic stat. Increases damage and healing done with magic, and can reduce incoming magic damage.
Agility: Stat for determining turn-order. No doubles are possible and all actions are decied when the turn actually comes up, so this is only good for initiative. While AtL2 is an SRPG, almost all fights have enemies 'in-range' turn 1 so this does matter.
Physical Durability: How good a PC is at taking physical damage. 200% = PC can take twice as much physical damage as an average PC. This includes HP.
Magical Durability: Same as above but for magic. Higher = better.
Evade rate: Chance to fully evade a physical attack.
Block rate: Chance to reduce an incoming physical attack to 10% damage.

Accuracy: Chance to NOT be evaded.
Precision: Chance that an enemy does NOT block (reduce damage to 10%)

-Note that stats do in fact have hidden fractional parts (i.e. agility can be '21.4') and these fractional parts do matter. I'll be listing them.

-Some PC's can 'Charge' their physical. Using a Charge skill gives +1 Charge to the Charge gauge, which goes up to 7. Charge level effect on basic physical attack damage goes as 1.75x/2x/2.25x/2.5x/4x/4.5x/6x. A physical attack after Charge ignores Evade (but not Blocking). Counterattacks do not use the Charge (or get it's benefits).

-Some mechanics information for the curious:

1. Basic attack damage.
Base: (Atk Stat / 2  + (Tech_Level * Innate Atk/16) ) * 1.25
Additional: Atk Stat * 1.5 + (Tech_Level * Innate Atk * 3/16) – Def*1.5
Where Tech_Level is a number from 0-7, and the chance of each depends on weapon skill. At weapon level 13, the average is ~2.5
Innate Attack is the attack stat without equipment on.
Base damage is ITD, but enemy def can zero out the 'additional damage' part.

2. Magical Special attack.
Magic X 2.395 X Move Mult (Usually 1) x (1 + MP_used/100) x Defense Mult * 0.5
Where Defense Mult is:
100% + (Attacker's Mag – Defender's Mag) * 2.5% . Value Min/Max is 50%/150%

3. Physical Special attack:
Attack X 2.395 X Move Mult (Usually 1) x (1 + MP_used/100) x Defense Mult * 0.5
Where Defense Mult is:
100% + (Attacker's Mag – Defender's Defense) * 2.5% . Value Min/Max is 50%/150%
Yes, physical specials are comparing Attacker Mag to Defender Def.

4. Physical attack accuracy.
  -Chance to Dodge an attack is Base Rate + (Defender_Level - Attacker_Level)/2.
  -Chance to Block an attack (1/10th damage) is Base Rate + (Defender_Level - Attacker_Level)/2.
  - Base rates vary from PC to PC.

5. Status accuracy.
   -Chance to inflict status = Base Rate + (Attacker_Level - Defender_Level).
   Base rate is determined only by the type of status it is, not by any other factors.

6. Status duration.
   -Status duration for abilites is determined by the level of the ability used. Level 2 gets +1 turn duration, Level 3 gets +2 turns duration. Durations will be listed.

7. - 'Divide' skill notes: The Divide skill is special in that it drains a percentage of the target's CHP to the user, or the user's Mag*1.25, whichever is greater. The kicker is that it works on bosses, and the % of CHP is based on the target's Magic stat relative to the user's. It does 26%, 52%, 77%, or 100% when the Atk Mag > Def Mag by a factor of 1, 2, 3, and 4. I'll explain what this means for the 3 PCs with the spell, but basically one would need a lot of Mdef to reduce the base (26%) draining, but it takes nary a peep of below average Mdef to start losing 52% of your health to the spell per casting.



-Elemental Resistances. Every PC has a 20% resistance to their own innate element. There is no corresponding innate weakness to an opposing element!

-Jump/Counter/Catch/Throw: All PCs counter basic physicals with their own. But these counters do not benefit from Charge.

-Equipment: Allowed storebought equipment at maximum levels. This seems fair enough. Allowing L13 for weapon proficiency levels. No smithing on extra abilities as that can be headachy as to what is optimal. Not allowing the PCs to equip magic apples (+75% physical damage...) because honestly that is so obscure as to be comical. Allowing a 21 Def armor for both men and women (Slayer Suit for men, Illusion Robe +0 for women). There is a slightly better one for men but it is considerably costlier in my estimation. I'm not allowing any rare drops, as they are just the right combination of annoyingly hard to get, obscure, and something everyone wants something from.

- Status resistance: Every PC can equip a Cure-All (storebought healing item) that has 1 def and grants status (but not Instant Death) immunity. I'll list what this does to physical durablity when it is opted for. It's worth noting that equipment can be changed on the PC's turn as a free action, which may impact how this could be used.

- As far as 'innate' status/ID resistance goes, it varies with Level. I'll list how much they add/subtract from incoming status rates. Add this to their "Status Type" which describes their innate status resistances/weaknesses.

-Add-On Skills: Allowing the Mother Claire add-on skills. They are available throughout the game and each PC has their own unique lists. Note that only two skills are possible at any one time, but they can be swapped up. I'll underline what I think ought be default. Also note that I am only allowing the "base" levels of these skills... so if they come at L2, I don't allow the PC the L3 version.

-Dieckbeck: I'm including the optional robot Dieckbeck, with the best of his power units that are gotten from the Sealed Ruins... but not the one gotten from the Undersea Shrine. It is difficult to trigger the event that unlocks this. I've played the game several times (insert snide comments here) and only gotten the thing to trigger once. He is still pretty decent without it.

-Status notes:
1. Invincible: PC is immune to damage, status, weapon-breaking, and anything else you might think of, including positive things like healing and buffing. Since AtL2 doesn't have a proper Dispel, there is no testing that against it directly.
2. Magic Shield: Cancel one incoming special (either physical/magic, good or bad).
3. Poison: Does random damage between 0-10% of max HP/turn. Reduces Atk/Def by 15%
4.Paralysis: Can't take action. Can't dodge. Can't evade.
5. Confusion: Just move around in a random direction on your turn. No attacking or specials possible. Counters still happen.
6. Sleep: No action/evade/block possible. Wake upon taking damage.
7. Silence: Special abilities can't be used (whether physical/magical/untyped).
8. Petrify: No actions possible for the duration of Petrify. Defense x1.5.
9. Stat buffs: +25% of the base stat. Agility is +50%, but can only serve to shift turn order and can't grant doubles, so usually worthless in a 1v1 fight.
10. Stat debuffs: -25% of the base stat. Agility is -50%, but can only serve to shift turn order and can't grant doubles.
11. Weak Enemy: The contribution of levels to stats is reduced to 1/4th. This does not affect level's contribution to accuracy/evade/status resistance. It does tank stats (especially offensive stats) to laughable levels. It also nerfs Agility, which has the useful feature of allowing the Weak-Enemy inflicter to 'lap' the inflictee right after applying it (but if it wears off, the inflictee will then 'lap' the inflicter before it can be re-applied, so the inflicter would want to re-apply it while it was still active).


-Averages up top:
HP: 271
MP: 204
Atk: 77.7
Def: 67.5
Mag: 43.1
Agi: 24.1 (stdev 1.97)
Evade: 9%
Blocking:  6%
Accuracy: 83%
Precision: 74%

Damage Average: 128.8 (KO point of 322)

(Note: I need to figure the exact mechanics of Mind Buster against lowish to average Mdef)


Arc:
Level: 100 (+1.44% to status odds)
HP: 225 (83.1%)
MP: 116
Atk: 45.8 (92.8 equipped)
Def: 69.6
Mag: 42.6
Agi: 23.2 (-.44 stdev)
Evade: 4.5%
Block: 10.75%
Status Typage: -7% Hit-rate to 'nuisance' status like Silence/Poison, -12% to debilitating status.

Equipment:
Spirit Blade (+47 Atk)
Brave Crest (+5 Def, +5MP/turn)
Slayer Suit (21 Def)

Physical Durability: 91.9%
Magical Durability: 83.7%

Accuracy: 84.55%
Precision: 76%
Physical: 142 (94 average damage)

Abilities:
Burn Ground (8/16/32MP): magic fire damage 66/71/81
Gale Flash(8/16/32MP): magic Light damage 66/71/81
Meteor Fall (8/16/32MP): magic earth damge 66/71/81
Tornado (10/20/40MP): magic wind damage 67/73/86
Magic Shield (8/24/72MP): Cancels one special move (beneficial or harmful) on the target, Lasts 2/3/4 turns
Weak Enemy (4/8/16MP): Reduces enemy base stats to ~33%, lasts 3/4/5 turns
Slow Enemy (2/4/8 MP): Reduces enemy Aglity by 50%. Lasts 3/4/5 turns
Total Healing (8/16/32 MP): Heals 213 HP and removes all negative status effects.

Add-On skills:
Retaliation
Might Mind (2/4/8MP): Increases base magic by 25%. Lasts 3/4/5 turns. (Increase magic damage by 35%, healing by 25%)
Expand Range
Fire Storm (6/14/32MP): Magic fire damage, 65/70/81
Explosion (10/20/40MP): Magic Fire damage, 67/73/86
Invincible (8/24/72MP): Renders user Invincible for 1/2/3 turns.

Buffed/Enemy Debuffed notes:
Weak Enemy: 291% Pdur, 426% Mdur, x1.2 magic damage, x1.43 physical damage.
Weak Enemy + Might Mind: 445% Mdur, x1.56 Magic damage.
Might Mind: 99.3% Mdur, x1.35 damage.

PDur opting for Cure-All:
(Armor+Cure All): 85.9%
(Cure All + Brave Crest): 63.8%

Comments: Arc catches a break in getting Invincible and the Brave Crest, letting him put out some good damage with impunity (~751 average physical damage, but only ~395 magic damage...). He also has the "Weak Enemy" Spell, which is a nice always-works way to completely trash enemy stats on non-bosses. See the Weak Enemy stat entry for details on the 'turn lapping' dynamic, but know that it is NOT a good idea to let Arc put out Weak Enemy unless you bring Instant Death to bear on him. Even if Arc is opting for a Cure-All, he'll still mock physical damage if the target has Weak-Enemy.  Arc can heal for a long time while countering physical attacks, and he has a tiny bit of status resistance. His durability and speed are lacking, which is his major flaw considering the skillset puts him so high up in ranking. Heavy/Godlike



Poco:
Level:  108( -6.5% to status odds)
HP: 240 (88.6%)
MP: 232
Atk: 45.8 ( 92.8 equipped)
Def: 52.4
Mag: 74.2
Agi: 24.4 ( +0.166 stdev)
Evade: 8.5%
Block: 14.75%
Element: Water (20% resistance to Ice/Water)
Status Typage:
+12% Hit-rate for inflicting fire-weakness
-50% hit-rate for inflicting water/ice weakness

Equipment:
Microbomber: 47 Atk [Can opt for the Panic Wave for a Confusion chance]
Music Book: +7 Def, +6 Mag
Armor (21 def)

Physical Durability: 71.2%
Magical Durability: 140.2%

Accuracy: 87.7%
Precision: 71.9%
Physical: 142 water elemental damage ( 102 average damage)
[60.7 water damage with a 40% chance to inflict confusion if attack isn't evaded, 35.1% Effective]

Abilities:
Battle Drum (4/8/16MP): Increases base Atk by 25% (physical up 22%). Lasts 3/4/5 turns
Lion Drum (8/16/32MP): 145/145/165 magic damage to a line
Cheer Trumpet (8/16/32 MP): 162/174/198 magic damage to a single-target.
Atrophy Horn (10/20/40MP): 137/150/175 magic damage to an area
Healing Harp (4/12/36MP): 371 healing (Level increases range/area)
Mind Buster (8/16/32MP):
Speed Ocarina (4/8/16MP): Increases Agility by 50% for 3/4/5 turns.
Orchestra Hit (8/16/32MP): 135/145/165 magical damage to an area


Add-On skills:
Jump High
Jump Low
Ice Shield (3/9/28 MP): Reduces Ice/water damage by 20% for 3/4/5 turns
Diamond Dust (8/16/32MP): 135/145/165 ice magic damage
Might Mind (2/4/8MP): Increases base magic by 25%. Lasts 3/4/5 turns. Damage up 30%. Mdur up to 167.7%
Blizzard (10/20MP): 137/150 Ice magic damage

Buffed Notes:
Might MInd: Magic Damage x1.3, Mdur up to 167.7%

PDur opting for Cure-All:
(Armor+Cure All): 64.7% Pdur
(Cure All + Music Book): 52.6% Pdur

Without the Music Book, Poco's magic damage is 90%,  Mdur down to 132.9% (1.19/1.6 Might Mind)

Comments: Poco is pretty solid. Has good 2HKO damage, can buff that damage up along with his magic durability, has healing and MP busting. His physical attack is actually okay, which works well with the counter game. His big obvious flaw is the bad physical durability. He'll often just be heal-locked by a physical until something goes awry for him. But the counters and healing might make that work in his favor, as well as a chance to block/evade. Note that the Panic Wave can NOT inflict confusion on counters. A decent high Middle.



Tosh:
Level: 100 ( +1.44% to status odds)
HP: 225 (83%)
MP: 116
Atk: 66.4 ( 113.4 equipped)
Def: 68.6
Mag: 24.6
Agi: 24 ( -0.04 stdev)
Evade: 17%
Block: 0% (-1.75%)
Element: Fire, 20% resistance to fire.
Status Typage: +12% Hit-rate for Lowering Jump Level, -50% Hit-rate for lowering counter-attacks

Equipment:
Spirit Blade: +47 Atk
Yukari Crest: +5 Def, +1 Charge at the start of every turn including the first.
Armor (21 def)

Physical Durability: 90.5%
Magical Durability: 65.7%

Accuracy: 84.6%
Precision: 76%
Physical:  199 fire elemental damage [348 with innate Charge], ( 273 average damage)

Abilities:
Ouka-Raibaku-Zen (8/16/32MP): 84/90/103 Physical special damage to one.
Jubabkuken (6/12/24MP): 26/28/31 magic damage. 49% chance of paralysis for 2/3/4 turns
Shinku-Zen (8/16/32MP): 84/90/103 physical damage to one, ranged.
Koei-Zen (8/16/32MP): 84/90/103 physical damage to one, 61% chance of def-down for 3/4/5 turns
Toha-Zen (8/16/32 MP): 26/28/31 Magic damage.Disables target's weapon for 3/4/5 turns
Kishino (16/31/64MP): Stores damage taken for 1/2/3 turns.
Ryugaken (31MP): Releases damage stored by Kishino. Kishino can store damage indefinitely even through multiple uses/fights/deaths until it is released by Ryugaken.
Monji Slash (8/24/72MP): 26/31/43 magic damage. Reduces all base enemy stats to 35% for 2/3/4 turns.


Add-On skills:
Speed Up (2/4/8MP): Increase base agility by 50% for 3/4/5 turns.
Speed Down
Expand Range
Fire Storm (6/14/32MP): 26/28/33 Magic fire damage
Explosion (10/20/40MP): 27/30/35 Magic Fire Damage
Swing (8/16/32MP): 87/94/107 Physical damage

Buffed/Enemy Debuffed notes:
Target under Weak Enemy: 291% Pdur, x1.31 physical damage, 301% Mdur, x1.56 magic damage, x1.97 physical special damage.

PDur opting for Cure-All:
(Armor+Cure All): 84%
(Cure All + Yukari Crest): 62.8%

Comments:
TOSH SMASH. His first turn damage is OHKO-level and ITE... albeit if he spams this he's going to be Blocked fairly quickly. If he sees a turn and he doesn't OHKO a target he'll want to use Monji Slash to inflict Weak-Enemy, nerfing the target's stats in a most brutal way. To add insult to injury, Tosh accumulates an extra level of Charge when he does this. This means when Tosh uses Monji Slash he's likely to follow it up with a horrifying 521 physical damage... which unfortunately is fire elemental. But if Tosh does land Weak Enemy he can rejoice in the fact that Swing becomes a solid enough 2HKO and the enemy probably won't be landing much damage at that point. His stat-down and paralysis aren't all that promising since anything vulnerable to them will be hit by Weak-Enemy. But perhaps his Weapon-Breaking could find some use. OHKO damage and Weak-Enemy is his bread-and-butter strategy however. It's a good one, as long as he doesn't have to deal with decent magic damage. Heavy



Iga:
Level: 100 ( +1.44% to status odds)
HP:  325 (120%)
MP: 114
Atk: 66 ( 92 equipped)
Def: 55.8
Mag: 42.2
Agi: 23.8 ( -.14 stdev)
Evade: 4.5%
Block: 10.75%
Element: Earth, -20% earth damage.
Status Typage: +12% hit-rate for Def-down reduction, -50% Hit-rate for Atk-down reduction

Equipment:
Knuckle (+26 Atk)
Round Arm (+12 Def)
Armor (21 def)

Physical Durability: 102%
Magical Durability: 120%

Accuracy: 84.5%
Precision: 76%
Physical:  151 Earth Elemental damage, ( 100 average damage)

Abilities:
Shingan-Ho (5/10/20MP): Inflicts Shingan-Ho on foe (paralysis) for 2/3/4 turns. Never fails barring boss immunity
Taima-Kodan (8/16/32 MP): 70/75/86 Magic damage.
Senpu-Gekishu (8/16/32MP): 85/92/104 Physical damage to surrounding enemies
Ryusei-Baku (8/16/32 MP): 85/92/104 Physical damage
Kijinryu-Eiha (8/16/32MP): 85/92/104 Physical damage to one
Messho-Reppa (8/16/32MP): Kills surrounding enemies of lower level than Iga.
Amaidar Fist (10/20/40MP): 66/72/84 Magic damage and inflicts 'Amaidar Fist', which shaves off between 30% and 40% of the target's MAX HP at the start of every turn (Lasts 3/4/5 turns, each of which is damage). The Status infliction never fails outside of boss immunity.
Cure (7/14/28MP): Restores HP (7/14/28MP): Heals 211 HP.

Add-On skills:
Power Loss (3/6/12MP): 61% chance of reducing enemy base attack power by 25% for 3/4/5 turns.
Ground Shield (3/9/28MP): Reduces Earth damage by 20% for 3/4/5 turns.
Strike Power (3/6/12MP): Increases base Atk by 25% for 3/4/5 turns [Basic physical x1.3, Special physicals x1.18]
Mud Storm (8/16/32MP): 65/70/80 Magic Earth Damage
Earthquake (10/20/40MP): 66/72/84 Magic Earth Damage
Extract (8/16/32MP): 85/92/104 Physical damage to surrounding foes

PDur opting for Cure-All:
(Armor+Cure All): 85.5%

Comments:
Shingan-Ho -> Amaidar fist, smoke a blunt until victory. It's worth noting that obnoxious as it is, Shingan-Ho is a separate status from Paralysis that does not care about resistance (and presumably immunity) to it. When Iga faces a boss, he has decent durability and Cure to fall back on, along with his counters. Amaidar Fist is a cool pressure move for those who immune Shingan-Ho but not all status, which may or may not be common. Heavy regardless. Having a perfect matchwinning status and no particular durability holes leaves you with nothing less.



Gogen:
Level:  95 (+6.44 % to status odds)
HP: 212 (78.2%)
MP: 300
Atk: 23.8 ( 61.8 equipped)
Def: 48.4
Mag: 69.2
Agi: 21.4 ( -1.36 stdev)
Evade: 8.25%
Block: 0% (-4.25%)
Element: Non-elemental
Status Typage: +19% Hit-rate for Paralysis, -43% hit-rate for Sleep.

Equipment:
Morning Star (+38 Atk)
Armor (21 def)
Prayer Beads (+6 Def, +8 Mag)

Physical Durability: 59%
Magical Durability: 118.5%

Accuracy: 82.4%
Precision: 73.5%
Physical:  65 damage, ( 41 average damage)

Abilities:
Explosion (10/20/40MP): 126/138/161 Magic fire damage
Dream Knock (4/8/16MP): 44% chance of inflicting sleep for 3/5/6 turns.
Diamond Dust (8/16/32MP) 124/133/151 Magic ice damage
Wind Slash (8/16/32MP): 124/133/151 Wind magic damage
Rob Mind (0/1/2MP):
Thunder storm (8/16/32MP): 124/133/151 Wind/Thunder magic damage
Teleport (4/8/16MP): Teleports 2/3/4 squares away...
Earthquake (10/20/40MP): 126/138/161 Magic earth damage


Add-On skills:
Might Mind (2/4/8MP): Increases base magic by 25% (28.6% increase in damage) Lasts 3/4/5 turns.
Destruction (3/6/12MP): 56% to lower enemy base magic by 25% for 3/4/5 turns
Magic Shield (8/24/72MP): Cancels one special move (beneficial or harmful) on the target, Lasts 2/3/4 turns
Mud Storm (8/16/32MP): 124/133/151 Magic Earth Damage
Blizzard (10/20/40MP): 126/138/161 Magic Water/Ice damage
Supernova (10/20/40MP): 126/138/161 Magic Light damage

Buffed/Enemy Debuffed notes:
Might Mind: x1.29 magic damage, Mdur to 140%
Destruction: x1.06 magic damage, Mdur to 191%
Might Mind+Destruction: x1.32 magic damage, Mdur to 212%

Sacrificing Prayer Beads: x0.85 magic damage, Mdur to 109%
PDur opting for Cure-All:
(Armor+Cure All): 54.6%
(Cure All + Prayer Beads): 43.9%

Comments
Gogen has decent damage. And he's old. And slow. And very physically frail. Those last two are not a good combination for someone with no decent tricks. Light and not a good one. I suppose if he faces someone with limited resources he could use Magic Shield a lot to prevent them from using specials but he'd still be a sitting duck to basic physical attacks, which would likely shred him.



Elc:
Level: 106 ( -4.5% to status odds)
HP:  331 (122%)
MP: 216
Atk: 46 ( 106 equipped)
Def: 78.4
Mag: 53.4
Agi: 28.4 (+2.2 stdev)
Evade: 1.25%
Block: 20%
Element: Fire, Resists Fire by 20%
Status Typage: +12% Hit-rate for inflicting ice-weakness, -50% hit-rate for inflicting fire weakness

Equipment:
Hell Axe (+52 Atk) [Crescent Axe for 44 Atk and a Light elemental physical instead of fire]
Bravery Wings (8 Atk, +8 Mag, +4 Agi, +1 Mov, +11 Def)
Armor (21 def)
[Magic Canceller: +7 Def, halves all 'special' damage, including both physical and magic]

Physical Durability: 150%
Magical Durability: 147%

Accuracy: 86.9%
Precision: 70.5%
Physical:  171 Fire Elemental damage, ( 121 average damage)

Abilities:
Fire Storm (6/14/32MP): 88/95/110 Fire magic damage
Fire Shield (3/9/28 MP): Reduces Fire damage by 20% for 3/4/5 turns
Charge (2MP): Increases Charge meter by 1 (can't be used under Invincible)
Retaliation
Might Mind (2/4/8MP): Increases base magic by 25%. Lasts 3/4/5 turns.
Expand Range
Explosion (10/20/40MP): 91/99/116.2 Fire Magic damage
Invincible (8/24/72MP): Renders user Invincible for 1/2/3 turns.


Add-On skills:
Protection (4/8/16MP): Raises base defense by 25% for 3/4/5 turns.
Strike Power (3/6/12MP): Increases base Atk by 25% for 3/4/5 turns
Mind Buster (8/16/32MP):
Divide (12/24/48MP): Drains 26% of target's current HP, or 66 HP (whichever is higher). If target Mdef is below average such that it increases damage by ~10%, this spell will drain 52% of target's HP. If target's Mdef is so good as to reduce magic by 29%, the spell will only drain 66HP. <Under Might Mind, the target will be drained for 52%HP if it is just barely below average Mdef, and the target would need to reduce magic damage by 49% to stop the 26% draining>
Extract (8/16/32MP): 121/130/148 Physical damage to surrounding enemies
Swing (8/16/32MP): 126/135/154 Physical damage to one target (ranged)

Buffed notes:
Protection Pdur: 157%
Strike Power: x1.19 Basic physical damage, x1.11 special physical damage.
Might Mind: 178% MDur, x1.275 Magic Damage, x1.245 Special Physical damage.
Might Mind/Strike Power: x1.38 Special Physical Damage.

Alternate Equipments:
Without Bravery Wings: 89.5% Physical damage, 82% magic damage, 80.4% Swing/Extract damage, 128.3% MDur [156% with Might Mind] <Enemies need only 15.5% magic reduction to negate the gravity of Divide>
WCrescent Axe: 89.5% Physical Damage (Light Elemental), 92.5% Special Physical damage.

Physical Durabilities:
Bravery Wings+Cure All: 109%
Bravery Wings + Magic Canceller: 123%
Armor + Magic Canceller: 145%
Armor + Cure All: 132.5%
Cure All + Magic Canceller: 101.6%

Comments:
Elc has excellent durability and speed. He also has an assortment of abilities that stack up very nicely. Invincible is obviously a big deal, as Elc can cast it 9 times and thus put out ~1200 damage under Invincible. Alternatively 704 fire magic damage, or 880 evade-ignoring non-elemental physical damage. These are pretty decent numbers for damage under Invincible. Beyond that he has Divide for some gravity draining that works on bosses. Might Mind works nicely to improve his damage and magic durability, and the Magic Canceller brings his durability up to boss-caliber levels against special attacks. Charge and Mind Buster let him work around most healers. Not overwhelming in any one area but taken altogether the package is quite solid. Godlike



Lieza:
Level: 106 ( -4.5% to status odds)
HP:225  (83%)
MP: 322
Atk: 24.4 ( 70.4 equipped)
Def: 56.2
Mag: 46
Agi: 24.2 ( +.06 stdev)
Evade: 7.5%
Block: 13.75%
Element: Earth, -20% damage from earth attacks.
Status Typage: +12% Hit-rate for inflicting wind weakness, -50% hit-rate for inflicting Earth Weakness

Equipment:
Death Needle (+46 Atk, Dark-element) [Salamander: +47 Atk, Fire element]
Raila's Mirror: +11 Def, Conf/Sleep/Poison/Blind Immunity.
Armor (21 def)

Physical Durability: 71.4%
Magical Durability: 88%

Accuracy: 86.9%
Precision: 70.5%
Physical:  81 Dark Elemental damage, ( 57 average damage)

Abilities:
Search (0/1/2): Reveals enemy stats.
Power Loss (3/6/12MP): 67% chance of reducing enemy base attack power by 25% for 3/4/5 turns.
Cure (7/14/28MP): Restores 230 HP
Ground Shield (3/9/28 MP): Reduces Earth damage by 20% for 3/4/5 turns
Ravish (16/31/96MP): May recruit an enemy monster.
Weakness (6/12/24MP): Gives targets 3 random elemental weaknesses (+25% damage) for 3/4/5 turns. Can stack more with repeated uses
Earthquake (10/20/40MP): 77/83/97Magic earth damage
Spinster (4/8/16MP): 79/82/88 Physical damage to melee range foes

Add-On skills:
Counter Hang (3/6/12MP): 67% chance to reduce counter rate to 0 for 3/4/5 turns.
Trans Enemy (6/12/24MP): Teleports enemy to random location.
Distract Range (4/8/16MP): 67% chance to cut enemy base movement to 1 for 3/4/5 turns.
Hold Enemy (3/6/12MP): 55% chance to paralyze targets for 2/3/4 turns.
Dispel (8MP): Low Chance to kill undead.
Mud Storm (8/16/32MP): 75/80/92Earth magic damage.

Enemy Debuffed notes:
Power Loss: Physical Durability: 124%

PDur opting for Cure-All:
(Armor+Cure All): 60.5%

Comments
Lieza is a frail healer. She has some options such as healing and relying on counters to build damage, trying to use Distract Range to keep melee types in place, and inflicting Atk-Down to become a lot tankier. She has a turn 2 paralysis spell but that isn't likely to see too much use. She makes a decent enough Middle.



Shante:
Level: 99 ( +2.4% to status odds)
HP: 215 ( 79.4%)
MP: 302
Atk: 23.6 ( 49.6 equipped)
Def: 53.8
Mag: 44.6
Agi: 22.6 ( -.75 stdev)
Evade: 10.25%
Block: 4%
Element: Water, Takes 20% less damage from Ice/Water
Status Typage: -6% Transform, -18% Petrify, -12% Paralysis, -18% Confusion, -37% Sleep, -38% Silence

Equipment:
Refreshing Shoes: +26 Atk, +2HP/+7MP per turn.
Memory Necklace: +9 Def, Status Immunity.
Armor (21 def)

Physical Durability: 65.4% [69% Pdur if she trades her Necklace for a Round Protector]
Magical Durability: 82.3%

Accuracy: 84.2%
Precision: 65.6%
Physical:  45 water Elemental damage, ( 30 average damage)

Abilities:
Cure (7/14/28MP): Restores 223 HP
Silent (4/8/16MP): 60% chance to inflict silence on targets for 2/3/4 turns.
Ice Shield (3/9/28 MP): Reduces Ice damage by 20% for 3/4/5 turns
Refresh (4/8/16MP): Removes negative statuses and debuffs on targets.
Dispel (8MP): Low Chance to kill undead.
Divide (12/24/48MP): Drains 26% of target's current HP, or 56 HP (whichever is higher). If target Mdef is very significantly below average, this spell will drain 52% of target's HP. If target's Mdef is so good as to reduce magic by 14%, the spell will only drain 56HP.
Diamond Dust (8/16/32MP): 71/77/87 Ice magic damage
Ressurection (16/31/96 MP): Revives on dead party member with 50% HP


Add-On skills:
Destruction (3/6/12MP): 60% chance of lowering enemy base magic by 25% for 3/4/5 turns
Retaliation
Divine Judgement (8/16MP): 71/77 Light magic damage
Sleep Wind (9/18MP): 72/78 Dark magic damage and an 48% chance to inflict Sleep for 2/3 turns
Blizzard (10/20/40MP): 73/79/93 Ice magic damage
Rob Mind (0/1/2MP):

Enemy Debuffed notes:
Destruction: Magic damage dealt x1.08, Magic Durability to 133%

Comments:
A status immune infinite healer. That's a good byline but unfortunately Shante doesn't have stats to back it up. Her durability is very poor, so she'll frequently be heal locked... but it's not like she has to worry about running out of resources, and she has counters... Her own status doesn't have a high rate of infliction unfortunately.  She makes for a decent enough Middle.



Shu:
Level: 99 ( +2.4% to status odds)
HP: 311 (114.7%)
MP: 105
Atk: 43.8 ( 68.8 equipped)
Def: 89.6
Mag: 22.8
Agi: 25 (+0.47 stdev)
Evade: 41.5%
Block: 0% (-2%)
Element: Wind
Status Typage: +12% Hit-rate for inflicting earth-weakness, -50% hit-rate for inflicting wind weakness
 
Equipment:
Dimension Canceller: +25 Atk, ranged.
Round Armor: +12 Def)
Black Suit: +34 Def, +25% Evade (factored into above)

Physical Durability: 147.6%
Magical Durability: 89.3%

Accuracy: 84.1%
Precision: 75.5%
Physical:  88 Wind Elemental damage, ( 58 average damage)

Abilities:
Steal (4/8/16MP): Chance to steal an enemy's stealable item.
Plasma Shock (4/8/16MP): 60% chance to reduce target base defense by 25% for 3/4/5 turns.
Wind Shield (3/9/28 MP): Reduces Wind/Lightning damage by 20% for 3/4/5 turns
Speed Up (2/4/8MP): Increase base agility by 50% for 3/4/5 turns.
Scapegoat (2/4/8MP): Gives ally scapegoat status (Shu takes regular physicals for them) for 3/4/5 turns.
Time Bomb (8/16/32MP): Places a Time Bomb on a single enemy that will go off in 3/2/1 turns, damaging the target and everything around it including allies or Shu for 50% Max HP. (so L3 will hit Shu for 50% Too)
Random Attack (8/16/32MP): 50/54/61 Physical damage to all surrounding melee range enemies.
Wind Slash (8/16/32MP): 24/26/29 Wind magic damage

Add-On skills:
Jump High
Power Loss (3/6/12MP): 60% chance of reducing enemy base attack power by 25% for 3/4/5 turns.
Charge (2MP): Increases Charge meter by 1 (can't be used under Invincible)
Thunder storm (8/16/32MP): 24/26/29 Magical wind/lightning damage
Tornado (10/20/40MP): 24/26/31 Magical wind damage
Extract (8/16/32MP): 50/54/61 Physical damage to all surrounding targets

Buffed/Enemy Debuffed notes:
Plasma Shock: x1.25 physical damage, x1.08 special physical damage.
Power Loss: Pdur to 195%

PDur opting for Cure-All:
(Black Suit + Cure-All): 141.6%

Comments
Shu is a physical tank with a great evade stat and decent first turn speed... unfortunately he backs this up with pathetically anemic damage. So anemic that he is better off using Time Bomb's effective 4HKO for offense. Two Time Bombs gives a dead enemy. Against the slightly physically frail, he may want to go for an L2 Time Bomb -> Charge -> KO with a 153 damage physical. The chance of a target blocking (even though they can't evade) means he can't rely on his own evasion as much with this strategy. But this is a turn 3 KO strategy that doesn't pass muster on average durability foes. Shu may also want to say "Screw it" and go with a Time Bomb 2 -> TIme Bomb 1 attempt, hoping that the enemy doesn't do half his life in the process. This isn't that bad against physically reliant enemies, since he has that evade and can cast Power Down to augment his chances. He's in a bad situation should he face down a halfway decent mage though. Light/Middle? Very unique style of fighting a duel.



Sania:
Level: 100 ( +1.4% to status odds)
HP: 211 (77.9%)
MP: 405
Atk: 22.8 ( 29.8 equipped)
Def: 55.8
Mag: 68
Agi: 22.8 ( -0.65 stdev)
Evade: 4.5%
Block: 4.5%
Element: Dark, resists dark-elemental by 20%
Status Typage: +12% Hit-rate for inflicting Light Weakness, -50% hit-rate for inflicting dark-weakness

Equipment:
Magic Card: +7 Atk, +4 Mag <Death Illusion: +42 Atk>
Round Armor: +12 Def
Armor (21 def)

Physical Durability: 66.4%
Magical Durability: 116.6%

Accuracy: 84.6%
Precision: 76%
Physical: 25.3 Dark Elemental damage, ( 17 average damage) <69/ 46 avg with Death Illusion>

Abilities:
Shuffle Shot (10/20/40MP): 123/135/157 Dark magic damage
X-Cryte (8/16/32MP): Inflicts X-Cryte status on targets (100%), such that they will take the same damage that Sania does from any attack.
Random Dice (10/20/40 MP): Deals random damage. Usually low damage, sometimes ~100, and sometimes heals the enemy.
Dark Shield (3/9/28 MP): Reduces Dark damage by 20% for 3/4/5 turns
Trans Enemy (6/12/24MP): Teleports enemy to random location.
Transfer (0/1/2 MP): Transfers turn to an ally (ally still gets regular turn that round). Level is range of target.
Dark Destructor (16/31/64MP): Inflicts Instant Death at a very low rate
Rob Mind (0/1/2MP):

Add-On skills:
Poison Wind(8/16 MP): 141/151 Dark magic damage and an 61% chance to inflict poison for 3/4 turns
Sleep Wind (9/18MP): 122/132 Dark magic damage and a 49% chance to inflict Sleep for 2/3 turns
Paralyze Wind (12/24MP): 126/139 Dark magic damage and a 49% chance to inflict paralysis for 2/3 turns.
Petro Wind (10/20MP): 123/135 Dark magic damage and a 49% chance to inflict petrify for 2/3 turns.
Divide (12/24/48MP): Drains 26% of target's current HP, or 85 HP (whichever is higher). If target Mdef is below average such that itincreases damage by 3.5%, this spell will drain 52% of target's HP or 85 HP. If target's Mdef is so good as to reduce magic by 54.4%, the spell will only drain 85HP.
Death (8/24/72MP): Very low chance of Instant Death

PDur opting for Cure-All:
(Armor + Cure-All): 55.5% Pdur

Magic stats without Magic Card: Deals 92.8% magic damage, 113% PDur.

Comments:
It's a pity for the best PC in the game to be so unimpressive. She is slow and frail, so she'll want to Divide and hope she can last to a KO. This might work if the enemy doesn't have a lot of damage, and Sania has a nasty surprise for anyone with subpar Mdef (52% draining via Divide). If she does go first she cuold use a trick in the form of a status wind or X-Cryte to give her an advantage. But the speed and physical durability are just really bad. Light/Middle.



Gruga:
Level: 100 ( +1.44% to status odds)
HP: 323 (119.2%)
MP: 104
Atk: 64 (121 equipped)
Def: 75.4
Mag: 22.2
Agi: 23.8 ( -.14 stdev)
Evade: 4.5%
Block: 10.75%
Element: Light, Takes 20% less damage from Light-elemental attacks.
Status Typage: +12% Hit-rate for inflicting Dark Weakness, -50% hit-rate for inflicting Light-weakness

Equipment:
Hell Axe: +52 Atk
Emblem of Tery: +9 Def, +5 Atk
Armor (21 def)

Physical Durability: 143%
Magical Durability: 92.3%

Accuracy: 84.6%
Precision: 76%
Physical:  215 Light Elemental damage ( 142 average damage)

Abilities:
Gruga Charge (2MP): Increases Charge meter by 1 (can't be used under Invincible):
Gruga Tackle (10/20/40MP): 83/97/114 Physical Light elemental damage
Confusion (8/16/32 MP): 26/27/31 Magical damage and a 49% chance of Confusion for 2/3/4 turns.
Rolling Sabot (8/16/32MP): 88/94/107 Physical light elemental damage
Distract Range (4/8/16MP): 61% chance to cut enemy base movement to 1 for 3/4/5 turns.
Extract (8/16/32MP): 88/94/107 Physical special damage to surrounding enemies.
Gruga Special (12/24/48MP): 91/101/120 Physical Light elemental damage. Moves target.
Supernova (10/20/40MP): 26/28/33 Light magic damage.

Add-On skills:
Power Loss (3/6/12MP): 61% chance of reducing enemy base attack power by 25% for 3/4/5 turns.:
Expand Range:
Counter Hang (3/6/12MP): 61% chance to reduce counter rate to 0 for 3/4/5 turns.
Protection (4/8/16MP): Raises base defense by 25% for 3/4/5 turns.
Strike Power (3/6/12MP): Increases base Atk by 25% for 3/4/5 turns:
Invincible (8/24MP): Renders user Invincible for 1/2 turns.

Buffed/Enemy Debuffed notes:
Strike Power: x1.21 basic physical damage, x1.13 special physical damage
Protection: Phyical Durabiltiy up to 152%
Power Loss on Enemy: Pdur to 199%

Damage without Emblem of Tery: Physical to 94.7%, Specials to 95.8%

PDur opting for Cure-All:
(Armor+Cure All): 127%
(Cure All + Emblem of Tery): 101%

Comments
Gruga looks like a manly man who hits things. And that's pretty much what he would be except his last Add-On skill (Level 96...) is Invincible. That lets him put out 5 physicals free from enemy smiting. Lacking that, he is a slow but physically durable character who can effectively snag a low 2HKO via Charge -> Attack for 376 damage that is ITE... but trying to do this more than once will likely see Gruga get Blocked, so he'd want to make it count vs. Healers (Strike Power can help put the damage higher for undamaging durable healers). Invincible and Confusion could see some use together perhaps, and the chance of it hitting may help his odds of winning since probability features into his damage so strongly. The unimpressive magic durabiltiy is a gaping whole against mages, but an Invincible string and the Charge -> KO along with the physical durability secure him a spot in Heavy.



Kelak:
Level: 106 ( -4.6% to status odds)
HP: 232 (85.6%)
MP: 224
Atk: 25.4 ( 61.4equipped)
Def: 58.4
Mag: 46.4
Agi: 25.4 (+0.67 stdev)
Evade: 7.5%
Block: 7.5%
Element: Light, 20% less damage from light elemental attacks.
Status Typage: +19% Confusion hit-rate, -50% Poison hit-rate

Equipment:
Halberd: +36 Atk (ranged)
Round Protector: +12 Def
Armor (21 def)

Physical Durability: 76.6%
Magical Durability: 91.5%

Accuracy: 87%
Precision: 70.5%
Physical:  65 Light Elemental damage, ( 45 average damage)

Abilities:
Cure (7/14/28MP): Restores 232 HP:
Refresh (4/8/16MP): Removes negative statuses and debuffs on targets.
Charge (2MP): Increases Charge meter by 1 (can't be used under Invincible):
Speed Up (2/4/8MP): Increase base agility by 50% for 3/4/5 turns.
Slow Enemy (2/4/8 MP): Reduces enemy Aglity by 50%. Lasts 3/4/5 turns
Acid Breath (8/16/32MP): 62/67/76 Earth elemental physical damage and 67% chance of 2/3/4 turns of def-down (reduce base def by 25%)
Dispel (8MP): Low Chance to kill undead.
Triple Attack (10/20/40 MP): 96/104/122 Magic damage.

Add-On skills:
Might Mind (2/4/8MP): Increases base magic by 25%. Lasts 3/4/5 turns.
Silent (4/8/16MP): 67% chance of Silence for 2/3/4 turns.
Divide (12/24/48MP): Drains 26% of target's current HP, or 58 HP (whichever is higher). If target Mdef is very significantly below average, this spell will drain 52% of target's HP. If target's Mdef is so good as to reduce magic by 16%, the spell will only drain 58HP.
Holy Breath (9/18/36MP): 63/68/78 Light elemental physical damage. 67% chance of Silence for 2/3/4 turns.
Magic Shield (8/24/72MP): Cancels one special move (beneficial or harmful) on the target, Lasts 2/3/4 turns
Supernova (10/20/40MP): 77/84/98 Light magic damage

Buffed/Enemy Debuffed notes:
Might Mind: x1.3 magic damage, x1.232 special phys damage, Mdur to 112%
Def-Down Enemy: x1.29 physical damage, x1.3 special physical damage.
Might Mind + Def-Downed Enemy: x1.58 special physical damage

PDur opting for Cure-All:
(Armor+Cure All): 63.5%

Comments
Kelak is pretty decent. Healing, buffing/debuffing, some status (Silence), nonfail speed.. But he lacks durability and damage that isn't resource-intensive. he doesn't have a way to handle his own poor physical durability, but counters mean he isn't hopeless in a heal-lock situation. Makes a passable Middle.



Mofly:
Level: 106 ( -4.6 % to status odds)
HP: 232 ( 85.6%)
MP:  321
Atk: 25.4 ( 51.4 equipped)
Def: 57
Mag: 47.4
Agi: 24.2 ( +0.06 stdev)
Evade: 7.5%
Block: 7.5%
Element: Earth, Takes 20% less damage from earth elemental attacks.
Status Typage: +7% Hit-rate for Agility-down.

Equipment:
Brass Knuckles: +26 Atk
Round Protector: +12 Def
Armor (21 def)

Physical Durability: 74.7%
Magical Durability: 92.9%

Accuracy: 87%
Precision: 70.5%
Physical:  48 Elemental damage, ( 34 average damage)

Abilities:
Make Bolt (8/16/32MP): 78/83/95 Magic damage.
Creation (12/24/48MP): 97/107/128 Magic damage
Ground Shield (3/9/28 MP): Reduces Earth damage by 20% for 3/4/5 turns
Expand Range:
Distract Range (4/8/16MP): 67% chance to cut enemy base movement to 1 for 3/4/5 turns.
Charge (2MP): Increases Charge meter by 1
Mud Storm (8/16/32MP): 78/83/95 Earth magic damage
Earthquake (10/20/40MP): 79/86/101 Earth magic damage.

Add-On skills:
Speed Up (2/4/8MP): Increase base agility by 50% for 3/4/5 turns.
Retaliation
Might Mind (2/4/8MP): Increases base magic by 25%. Lasts 3/4/5 turns.:
Hold Enemy (3/6MP): 55% chance to paralyze targets for 2/3 turns.
Sleep Wind (9/18MP): 78/85 Dark magic damage and a 55% chance to inflict Sleep for 2/3 turns :
Confusion (8/16/32 MP): 87/93/106 Magical damage and a 55% chance of Confusion for 2/3/4 turns.

Buffed/Enemy Debuffed notes:
Might Mind: x1.31 magic damage dealt, Mdur to 114.6%

PDur opting for Cure-All:
(Armor+Cure All): 62.2%

Comments
Mofly is a lot like Kelak statwise, only slower and with no way to heal. His best bet is to throw out Confusions and hope that it lands, giving him 3 free turns to finish the enemy (With plenty of confusion re-apply chances in there too. Where Confuison is negated, he'll want to try for Sleep Wind. He can play in Middle.



Hemo-Ji:
Level: 101 ( +0.4% to status odds)
HP: 315 (116.3%)
MP: 114
Atk: 44.6 ( 82.6 equipped)
Def: 77
Mag: 24.6
Agi: 23 ( -0.55 stdev)
Evade: 5%
Block: 5%
Element: Water, Takes 20% less damage from water/ice
Status Typage: +19% hit-rate for Petrify, -43% hit-rate for Transformation

Equipment:
Morning Star: +38 Atk
Round Protector: +12 Def
Armor (21 def)

Physical Durability: 141.3%
Magical Durability: 92%

Accuracy: 85%
Precision: 67%
Physical:  119 Ice/Water Elemental damage, ( 79 average damage)

Abilities:
Hemo-Ji Finger (4/8/16MP): 50% chance to inflict Hemo-Ji status on target for 3/4/5 turns.
Confusion (8/16/32 MP): 30/32/37 Magical damage and an 50% chance of Confusion for 2/3/4 turns.
Change Enemy (5/10/20MP): Changes an enemy monster's 'class'. Unpredictable and of little to no use.
Mind Buster (8/16/32MP): 24 MP damage to one target.
Magic Shield (8/24/72MP): Cancels one special move (beneficial or harmful) on the target, Lasts 2/3/4 turns
Dark Breath (8/16/32MP): 61/66/75 Dark physical damage and a 62% chance of inflicting darkness for 2/3/4 turns.
Rob Mind (0/1/2MP): 6 MP drain.
Chongara Bomb (16/31/64 MP): 29/32/41 Full MT magic damage.

Add-On skills:
Destruction (3/6/12MP): 62% chance to lower enemy base magic by 25% for 3/4/5 turns
Might Mind (2/4/8MP): Increases base magic by 25%. Lasts 3/4/5 turns.:
Distract Range (4/8/16MP): 62% chance to cut enemy base movement to 1 for 3/4/5 turns.
Expand Range:
Cold Breath (8/16/32MP): 61/66/75 Water physical damage and a 62% chance to inflict Agility-down on target.
Blizzard (10/20/40MP): 27/30/35 Water/Ice magic damage.

Buffed/Enemy Debuffed notes:
Might Mind: x1.43 magic damage dealt, x1.06 Special phys damage, Mdur to 97.8%
Destruction: Mdur to 132%, damage done with magic x1.16
Might Mind + Destruction: Mdur to 152%, Damage done with magic x1.64

PDur opting for Cure-All:
(Armor+Cure All): 121%

Comments
Hemoji's goal in a duel is to turn his foe into a Hemo-Ji and hope he can kill in that time. He really has nothing worthwhile to back him up... his damage is lacklustre and he has no other way to stop foes. His own decent physical durability probably will help though, and (bad) physicals are all the target can do when he turns them.



Fujin:
Level:  96 ( +5.4% to status odds)
HP: 308 ( 113.7%)
MP: 101
Atk: 62 ( 91 equipped)
Def: 76.6
Mag: 22
Agi: 23 ( -0.55 stdev)
Evade: 15%
Block: 0% (-4%)
Element: Wind, takes 20% less damage from wind/lightning attacks.
Status Typage: +12% Hit-rate for Movement Reduction, -50% hit-rate for Magic Power Debuff

Equipment:
Qatar: +29 attack, ranged.
Round Protector: +12 Def
Armor (21 def)

Physical Durability: 137.7%
Magical Durability: 87.9%

Accuracy: 83%
Precision: 63.5%
Physical:  147 Wind Elemental damage, ( 93 average damage)

Abilities:
Charge (2MP): Increases Charge meter by 1
Strike Power (3/6/12MP): Increases base Atk by 25% for 3/4/5 turns:
Wind Slash (8/16/32MP): 23/24/28 Wind magic damage:
Tornado (10/20/40MP): 23/25/29 Wind magic damage.
Nice Catch:
Destruction (3/6/12MP): 57% chance to lower enemy base magic by 25% for 3/4/5 turns
Furaiha: <Combo move with Raijin, can't be used solo>
Supernova (10/20/40MP): 23/25/29 Light magic damage

Add-On skills:
Wind Shield (3/9/28 MP): Reduces Wind/Lightning damage by 20% for 3/4/5 turns
Jump High:
Speed Up (2/4/8MP): Increase base agility by 50% for 3/4/5 turns.
Expand Range:
Petro Wind (10/20MP): 23/25 Dark magic damage and a 45% chance to inflict petrify for 2/3 turns.
Extract (8/16MP): 66/71 Physical damage to all surrounding targets.

Buffed/Enemy Debuffed notes:
Strike Power: x1.3 physical damage, x1.17 special physical damage
Destruction: Mdur to 125%, Damage with magic x1.17

PDur opting for Cure-All:
(Armor+Cure All): 117.6

Comments
Fujin is very boring, with almost nothing worthwhile to do in a duel. His best bet is probably Charge ->Strike Power -> Pray for an OHKO. Light



Raijin:
Level: 96 ( +5.4% to status odds)
HP: 300 ( 110.7%)
MP: 101
Atk: 44.6 ( 73.6 equipped)
Def: 97.6
Mag: 22
Agi: 21 ( =1.56 stdev)
Evade: 0% (-4%)
Block: 15%
Element: Wind, takes 20% less damage from Wind/Lightning attacks
Status Typage: +12% Hit-rate for Movement Reduction, -50% hit-rate for Magic Power Debuff

Equipment:
Qatar: +29 Attack, ranged
Round Protector: +12 Def
Armor (21 def)

Physical Durability: 144.3%
Magical Durability: 85.6%

Accuracy: 83%
Precision: 63.5%
Physical:  99 Wind Elemental damage, ( 63 average damage)

Abilities:
Charge (2MP): Increases Charge meter by 1
Protection (4/8/16MP): Raises base defense by 25% for 3/4/5 turns.:
Thunder storm (8/16/32MP): 23/24/28 Wind/Lightning magic damage
Thunder Breath (8/16/32MP): 53/57/65 Physical Wind/Lightning damage and an 57% chance to inflict Atk-Down for 2/3/4 turns.
Miss Catch: 57% chance to eliminate target's ability to catch thrown items.
Might Mind (2/4/8MP): Increases base magic by 25%. Lasts 3/4/5 turns.
Furaiha: <Combo move with Fujin, can't be used solo>
Supernova (10/20/40MP): 23/25/29 Light magic damage.

Add-On skills:
Wind Shield (3/9/28 MP): Reduces Wind/Lightning damage by 20% for 3/4/5 turns
Jump High:
Speed Up (2/4/8MP): Increase base agility by 50% for 3/4/5 turns.
Expand Range:
Paralyze Wind (12/24MP): 23/26 Dark magic damage and a 45% chance to inflict paralysis for 2/3 turns.
Extract (8/16MP): 53/57 Physical damage to all surrounding targets.

Buffed/Enemy Debuffed notes:
Atk-Down: Pdur to 190%
Might Mind: Magic damage done x1.41, Mdur to 90%, Physical Special damage x1.05

PDur opting for Cure-All:
(Armor+Cure All): 141%

Comments
Well, trying to inflict Attack Down may not be a bad strategy. Or Paralysis, for all that it only buys him 2 turns... Raijin is an even sadder Light than his bro.



Odon:
Level: 102 ( - 1% to status odds)
HP:  (117.4%)
MP: 115
Atk: 46 ( 93 equipped)
Def: 76.4
Mag: 24.8
Agi: 23.8 ( -0.14 stdev)
Evade: 6%
Block: 6%
Element: Darkness, takes 20% less damage from dark elemental attacks.
Status Typage: +19% hit-rate for Sleep, -43% hit-rate for Paralysis

Equipment:
Spirit Blade: +47 Atk
Round Protector, +12 Def
Armor (21 def)

Physical Durability: 141.9%
Magical Durability: 93%

Accuracy: 85.3%
Precision: 67.7%
Physical:  142 Dark Elemental damage, ( 96 average damage)

Abilities:
Transfer (6MP): Copies one skill from enemy target's list at seemingly random. Makes Odon look like enemy but does not change stats...

PDur opting for Cure-All:
(Armor+Cure All): 120.8%

Comments:
Boring and bad straight fighter. Light.



Choko:
Level: 106 ( -4.5% to status odds)
HP: 225 ( 83%)
MP: 322
Atk: 26.4  ( 66.4 equipped)
Def: 57
Mag: 69.4
Agi: 24.4 ( +0.17 stdev)
Evade: 13.75%
Block: 7.5%
Element: None
Status Typage: +12% hit-rate for Blindness, -50% hit-rate for Silence

Equipment:
Red Shoes: +40 Atk, +2 Move
Round Protector: +12 Def
Armor (21 def)

Physical Durability: 72.4%
Magical Durability: 126%

Accuracy: 87%
Precision: 70.5%
Physical:  74 damage, ( 52 average damage)

Abilities:
Pasha-Pasha (16/31/64MP): 133/151/189 Water magic damage
Meki-Meki (16/31/64MP): 133/151/189 Earth magic damage
Hyururu (16/31/64MP): 133/151/189 Wind magic damage
Mera-Mera (16/31/64MP): 133/151/189 Fire magic damage
Poko-Poko (16/31/64MP): 160/181/226 Magic damage
Kira-Kira (16/31/64MP): 144/163/204 Light magic damage.

Add-On skills:
Earthquake (10/20MP): 127/138 Earth magic damage
Blizzard (10/20MP): 127/138 Water/Ice magic damage
Explosion (10/20MP): 127/138 Fire magic damage
Tornado (10/20MP): 127/138 Wind magic damage
Supernova (10/20MP): 127/138 Light magic damage
Death (8/24/72MP): 127/138 Very low chance to instantly kill enemy.

PDur opting for Cure-All:
(Armor+Cure All): 60.3%

Comments
Choko's entire MO is "Kill things with magic". That's the whole of the ballgame. She benefits more than anyone else from transferring data from AtL1 (assuming you found her), as her base stats shoot through the roof and she ends up looking amazing. AtL2-only Choko is... very unimpressive relative to that. Still, solid magic damage and decent magic durability along with speed that doesn't suck are a good combo. The physical durability is attrocious and will frequently lead her to be 2HKO'd with physicals, but she can 2HKO with magic damage so it'd be a race to see who does it first. Middle works well enough.



Dieckbeck:
Level: 1 ( +100.4% to status odds. Yes, +100.4%)
HP: 375 (138.4%)
MP: 245
Atk: 1 (59 equipped)
Def: 79
Mag: 53
Agi: 29 ( +2.5 stdev)
Evade: hahaha no. (-32.5%)
Block: hahaha no (-32.5%).
Element: None
Status Typage: -7% 'nuisance status and -12% debilitating status... So 'Only' +93% and +88%!

Equipment:
Dieck Gun (Physical becomes ranged)
Power Unit 17: +187 HP, +122MP, +29 Atk, +39 Def, +26 Mag, +14 Agi
Power Unit 18: +187 HP, +122MP, +29 Atk, +39 Def, +26 Mag, +14 Agi

Physical Durability: 171.1%
Magical Durability: 165.1%

Accuracy: 45.2%
Precision: 26.5%
Physical:  50 damage, ( 8 average damage)

Abilities:
Protection (4/8/16MP): Raises base defense by 25% for 3/4/5 turns (Dieck's bases are 1...)
Strike Power (3/6/12MP): Increases base Atk by 25% for 3/4/5 turns
Might Mind (2/4/8MP): Increases base magic by 25%. Lasts 3/4/5 turns.
Retaliation:
Invincible (8/24/72MP): Renders user Invincible for 1/2/3 turns.
Supernova (10/20/40MP): 90/99/115 Light magic damage.
Divine Judgement (8/16/32MP): 89/95/109 Light magic damage
Happy Ray: All base stats x1.25... again with the "Dieckbeck has no bases stats" thing.

Alternate Abilities: <Equipping Different Power Units, see stat hits below to do so, damages factor these in>
Paralyze Wind (12/24/48MP): 78/86/103 Dark magic damage and a 0% chance to inflict paralysis for 2/3 turns.
Explosion (10/20/40MP): 68/75/87 Magic Fire damage
Confusion (8/16/32 MP): 75/81/92 Magical damage and a 0% chance of Confusion for 2/3/4 turns.
Fire Storm (6/14/32MP): 66/71/82 Magic Fire damage

Alternate Stats with other Power Units (to get the above abilities):
Units 17+16 (Paralyze Wind, no more Holy Magic):
HP: 300 (110.7%)
MP: 210
Speed: 25 (+0.47 stdev)
Pdur: 136.9%
Mdur: 117.4%

Units 18+14 (Explosion/Confusion):
HP: 278 (102.6%)
MP: 195
Speed: 24 (-0.04 stdev)
Pdur: 121.4%
Mdur: 103.9%

Comments
Dieckbeck prays he can kill with holy magic damage before he has to let down Invincible and let that shiny +100% status weakness show. He can also try to whore out some Dark magic damage, although at the cost of speed. If Dieckbeck faces a healer with status he may as well throw in the towel. If Diecbeck faces a boss that can tank his ~712 of holy magic damage under Invincible, he's probably in a bad spot. His good durability is a selling point, but with that horrifically glaring status weakness, it's usually a very very bad idea to let Invincible lapse to try and take advantage of it. Heavy? He crashes and burns hard but Invincible and the speed work together to roll non-healers well enough.