All innate spellcards increase in damage/healing by 5% per skill level, max at skill level 5 (unless noted otherwise), and cost 5 points to level (or 25 for Awakened spell cards). Damage formulas on the page are calculated for an S.lv of 1. Skills that are described to increase base stats actually increases growth rate by 0.1x of the stated amount.
Bug of Light Wriggling in the Dark
|
Base Stats
|
Battle Stats
|
Status Resistances
|
Elemental Affinities
|
Stat
|
L1 Stat (Growth)
|
Rating
|
HP
|
113 (14.8)
|
B
|
MP
|
15 (1/14)
|
C
|
Attack
|
60 (11.2)
|
C
|
Defense
|
44 (8.8)
|
B
|
Magic
|
34 (6.0)
|
D
|
Mind
|
44 (8.8)
|
C
|
Speed
|
102 (7.8)
|
D
|
Evasion
|
20
|
B
|
|
Status
|
Resistance
|
Rating
|
Poison
|
200
|
*
|
Paralysis
|
200
|
*
|
Heavy
|
66
|
A
|
Shock
|
66
|
A
|
Terror
|
66
|
A
|
Silence
|
66
|
A
|
Death
|
66
|
A
|
Debuff
|
66
|
A
|
Total
|
796
|
*
|
TP
|
25
|
S
|
HP Recovery
|
15
|
B
|
MP Recovery
|
2
|
C
|
|
Element
|
Affinity
|
Rating
|
Fire
|
60
|
E
|
Cold
|
80
|
D
|
Wind
|
132
|
B
|
Nature
|
188
|
A
|
Mystic
|
120
|
C
|
Spirit
|
100
|
C
|
Dark
|
100
|
C
|
Physical
|
90
|
D
|
Total
|
870
|
E
|
Weighted
|
785
|
D
|
Level-Up Difficulty
|
52
|
A
|
Library Cost
|
43
|
S
|
|
Spell Cards
|
Name
|
MP
|
Target
|
Element
|
Damage Formula
|
Special
|
Delay
|
Notes
|
Comet on Earth
|
3
|
Enemy (One)
|
Nature
|
150% ATK - 50% T.DEF
|
PSN(40000)
|
60%
|
PSN rate: 97 + (3*Slv)%
|
Firefly Phenomenon
|
4
|
Enemy (All)
|
Nature
|
210% ATK - 82% T.DEF
|
PSN(24000)
|
48%
|
PSN rate: 85 + (3*Slv)%
|
Nightbug Tornado
|
6
|
Enemy (All)
|
Nature
|
182% ATK - 67.5% T.DEF
|
|
36%
|
Damage increased if enemy is poisoned
|
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
Defense Boost
|
5
|
2
|
Increases Defense.
|
Mind Boost
|
5
|
2
|
Increases Mind.
|
Evasion Boost
|
5
|
2
|
Increases Evasion.
|
Motivated Heart
|
2
|
5
|
Skill holder receives (SLv * 6)% more experience. Only takes effect when in party (active or reserve). Does not stack with "Hands-on Experience", but does stack with all other modifying skills.
|
Hands-on Experience
|
2
|
5
|
Skill holder receives (SLv * 12)% more experience. Only takes effect when in active party at end of battle. Does not stack with "Motivated Heart", but does stack with all other modifying skills.
|
Team ⑨
|
2
|
5
|
While Wriggle is in the front line, Wriggle's stats are increased by (SLv * 8) for each member of Team ⑨ that's also in the front line not including herself. This can only takes effect if at least one ally or enemy has performed an action in the battle.
|
Inhale Poison
|
2
|
5
|
When Wriggle receives a turn, if any allies on the front line are poisoned, Wriggle recovers (SLv * 12)% of her max HP. In addition, all allies on the front line take less damage from Poison.
|
Kodoku Queen
|
1
|
10
|
Whenever an ally or enemy is poisoned, Wriggle's stats increase proportional to the strength of the Poison effect.
|
Toxic Vaccine
|
2
|
5
|
When Wriggle is on the front line, allies have a (SLv * 20)% reduced chance of being poisoned. Poison's damage against allies is reduced by (SLv * 20)% and the effect of having all stats reduced is nullified.
|
Insect's Commander
|
2
|
5
|
Damage against Insect-Type enemies is increased if Wriggle is on the front line. The bonus doesn’t stack with similar effects.
|
Poison Touch
|
2
|
5
|
When Wriggle is hit by a physical attack, she has a (SLv * 35)% chance to inflict a Poison and Paralyze effect on the attacker.
|
|
Character Overview and Comments
|
Recruitment
|
- 3F: Talk to Wriggle. Two insect bosses will spawn; one on 3F and one on 4F. Defeat them, then go back to Eirin on 2F and she will make a medicine. Bring it back to Wriggle and she will join you.
|
Play Notes
|
Wriggle is your roster's Poison expert. She deals little up-front damage but can deal a large amount of damage over time to some enemies. While not so useful against random mobs, a significant number of bosses are vulnerable to Poison and Wriggle can rack up huge amounts of damage over the course of a battle. Further, since Poison is relatively independent of Wriggle's own damage capabilities, you can set her up as a tank to take advantage of her fair durability and excellent ailment resists.
Wriggle's skills, sadly, do not have much synergy with her strategy most of the time. She can gain a power-up from poisoning enemies, and she can take advantage of poison on allies as well as reducing its effect for them, but they do not help her inflict poison better, nor do they help her tank. She is a prime candidate for a subclass (Toxicologist in particular) which she can get much more help from.
|
Awakened Skills
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
Shining Swarms
|
1
|
50
|
When at least one ally or enemy is poisoned, increase Wriggle's DEF and MND by 25%.
|
Nightbug Carnival
|
1
|
40
|
Increase Nightbug Tornado's power and damage bonus on poisoned enemies.
|
Proof of Kinship
|
1
|
100
|
The user's synergy skill will grant half of its bonus for every synergy partner who is in the backline.
|
I'm Fine Even by Myself
|
1
|
50
|
If no character in the party of 12 has learned Team ⑨, increase the user's all stats by 16%.
|
Comments
|
Wriggle receives both offensive and defensive bonus from her awakening skills. Shining Swarms play perfectly into Wriggle's typical game plan; by inflicting poison Wriggle also increases her own defense, making her tougher to take down. Nightbug Carnival increases Nightbug Torando's damage greatly, to the point where offensively invested Wriggle can actually deal appreciable damage with it on poisoned enemies. Beyond direct boosting to her abiltiies, Wriggle also receives the standard Team ⑨ enhancements that allows her to receive some bonus even without rigid team limitation. That being said, she doesn't do away with her reliance on enemies being vulnerable to poison, so be aware of that if you plan on using her against resistant foes.
|
|
Sinner of Eternity and the Instantaneous
|
Base Stats
|
Battle Stats
|
Status Resistances
|
Elemental Affinities
|
Stat
|
L1 Stat (Growth)
|
Rating
|
HP
|
60 (7.2)
|
F
|
MP
|
21 (1/11)
|
A
|
Attack
|
20 (3.2)
|
E
|
Defense
|
34 (6.0)
|
D
|
Magic
|
70 (13.2)
|
A
|
Mind
|
66 (12.4)
|
A
|
Speed
|
102 (7.3)
|
D
|
Evasion
|
2
|
F
|
|
Status
|
Resistance
|
Rating
|
Poison
|
10
|
E
|
Paralysis
|
10
|
E
|
Heavy
|
0
|
F
|
Shock
|
50
|
B
|
Terror
|
50
|
B
|
Silence
|
50
|
B
|
Death
|
66
|
A
|
Debuff
|
50
|
B
|
Total
|
286
|
D
|
TP
|
12
|
D
|
HP Recovery
|
6
|
F
|
MP Recovery
|
1
|
F
|
|
Element
|
Affinity
|
Rating
|
Fire
|
136
|
B
|
Cold
|
136
|
B
|
Wind
|
136
|
B
|
Nature
|
136
|
B
|
Mystic
|
154
|
A
|
Spirit
|
154
|
A
|
Dark
|
154
|
A
|
Physical
|
100
|
C
|
Total
|
1106
|
S
|
Weighted
|
1087
|
*
|
Level-Up Difficulty
|
71
|
F
|
Library Cost
|
57
|
D
|
|
Spell Cards
|
Name
|
MP
|
Target
|
Element
|
Damage Formula
|
Special
|
Delay
|
Notes
|
Dragon's Neck Jewel
|
4
|
Enemy (All)
|
Mystic
|
174% MAG - 72.5% T.MND
|
|
40%
|
|
Buddha's Stone Bowl
|
7
|
Enemy (All)
|
Spirit
|
165% MAG - 75% T.MND
|
DEF MND -17 - (3*Slv)% ATK DEF MAG MND SPD Up
|
32%
|
Debuff rate: 75 - (5*Slv)% Self Buff: 13 + (1*Slv)%
|
Swallow's Cowrie Shell
|
5
|
Enemy (All)
|
Nature
|
185% MAG - 66% T.MND
|
Reduces Kaguya's debuffs and ailments
|
37%
|
|
Bullet Branch of Hourai
|
8
|
Enemy (All)
|
Spirit
|
317% MAG - 89% T.MND
|
|
15%
|
|
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
MP Boost
|
5
|
2
|
Increases Maximum MP.
|
Magic Boost
|
5
|
2
|
Increases Magic.
|
Mind Boost
|
5
|
2
|
Increases Mind.
|
Motivated Heart
|
2
|
5
|
Skill holder receives (SLv * 6)% more experience. Only takes effect when in party (active or reserve). Does not stack with "Hands-on Experience", but does stack with all other modifying skills.
|
Hands-on Experience
|
2
|
5
|
Skill holder receives (SLv * 12)% more experience. Only takes effect when in active party at end of battle. Does not stack with "Motivated Heart", but does stack with all other modifying skills.
|
Residents of Eientei
|
2
|
5
|
While Kaguya is on the front line and if Reisen and/or Eirin are also on the front line, Kaguya's stats are increased by (SLv * 7) for each not including herself. This can only takes effect if at least one ally or enemy has performed an action in the battle.
|
Royal People of the Moon
|
1
|
12
|
Kaguya's attacks will ignore 90% of the enemy's defenses. When she takes a turn, there is a 75% chance to consume 1 MP.
|
Robe of Fire Rat
|
2
|
5
|
When Kaguya is on the front line, all allies on the front line take reduced Fire damage.
|
Desire to Rest
|
2
|
5
|
When the skill holder retreats to the reserve, she recovers (SLv * 6)% HP and MP.
|
Thousand Year Exile
|
1
|
10
|
Kaguya's Speed is increased by 66% when on the reserve party, increasing her HP and MP recovery rate.
|
|
Character Overview and Comments
|
Recruitment
|
- 5F: Defeat Kaguya on 2F, find Reisen on 3F then defeat Mokou on 4F and complete Wriggle's event. Find Mokou and Kaguya fighting on 5F; you will be able to choose one of them to recruit.
- 10F: If you recruited Mokou on 5F, Kaguya can be recruited after finding her kimono and talking to her on 10F.
|
Play Notes
|
An elemental mage, Kaguya has the low-physical-but-high-magical stats expected of a caster. Of particular note are her affinities - with 100 Physical and over 100 everywhere else, she has the highest combined affinities in the game and thus her lowish durability can be deceiving if you choose to hand her a First Aid Kit and HP Boost to fix her pitiful HP count. Offensively, Kaguya's spells are all fairly slow, but come with a myriad of special effects. Buddha's Stone Bowl in particular is useful for simultaneously buffing her and cutting foes' Defenses, and Swallow's Cowrie Shell can help lessen the effects of ailments or debuffs. She also has three elements at her disposal, further increasing her versatility.
Royal People of the Moon is her best offensive skill, as it allows her to almost completely bypass the enemies' Mind, and thus should be a priority pick against any enemy with decent Mind scores. Her other skills allow her to recover efficiently once she is switched out to compensate for her poor recovery rate, but look elsewhere if you're looking to improve damage. Like a pampered aristocrat, she is amazing if you either have someone looking after her (switching her out often) or rare accessories (to boost MP regen) but otherwise her abysmal MP regen will make her dead weight.
|
Awakened Skills
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
Power of the Hidden Lunar Princess
|
1
|
50
|
When the user is in the front, all other frontliners ignore 25% of enemy defense when attacking.
|
Lunar Ilmenite
|
5
|
20
|
Rarely, when the user receives a turn, restore all of user's MP. The skill's activation chance increases with skill level.
|
Five Impossible Requests
|
1
|
75
|
When Kaguya uses a persona spellcard, increase Five Impossible Request counter by 1. When she attacks while the counter is at 5, remove the effect to increase the attack's damage by 75%.
|
Proof of Kinship
|
1
|
100
|
The user's synergy skill will grant half of its bonus for every synergy partner who is in the backline.
|
Comments
|
Kaguya's awakened skills consist of powerful effects that are difficult to use. Power of the Hidden Lunar Princess lets the entire front row join the defense ignoring fun; high defense bosses in Plus Disk are rarer than the main game but are still present. However, her low durability makes it hard for you to keep this bonus, since she's likely your best weapon against such enemies and thus you need to build her offensively. Five Impossible Requests is a 15% damage boost on paper, but because it concentrates five times amount of that boost on one out of five attacks, the player will need to do all they can to ensure that one large attack counts (via things like Herb of Awakening or Renko's Starting Point of Assault). Lunar Ilmenite has a nice effect but often won't have much impact as Kaguya rarely will have MP problems due to Desire to Rest. Proof of Kinship, being a standard skill, is the only one that can be used without much thought, though since both Eirin and Reisen are fairly durable its value isn't too high. These skills can greatly contribute to a player's strategy, but they need to be carefully worked with.
|
|
Figure of the Person of Hourai
|
Base Stats
|
Battle Stats
|
Status Resistances
|
Elemental Affinities
|
Stat
|
L1 Stat (Growth)
|
Rating
|
HP
|
117 (15.4)
|
A
|
MP
|
13 (1/17)
|
E
|
Attack
|
71 (13.4)
|
B
|
Defense
|
42 (7.6)
|
C
|
Magic
|
27 (4.6)
|
D
|
Mind
|
42 (7.6)
|
D
|
Speed
|
103 (9.1)
|
C
|
Evasion
|
16
|
C
|
|
Status
|
Resistance
|
Rating
|
Poison
|
36
|
C
|
Paralysis
|
36
|
C
|
Heavy
|
24
|
D
|
Shock
|
24
|
D
|
Terror
|
12
|
E
|
Silence
|
12
|
E
|
Death
|
124
|
*
|
Debuff
|
36
|
C
|
Total
|
304
|
C
|
TP
|
20
|
A
|
HP Recovery
|
22
|
*
|
MP Recovery
|
4
|
S
|
|
Element
|
Affinity
|
Rating
|
Fire
|
200
|
S
|
Cold
|
70
|
E
|
Wind
|
100
|
C
|
Nature
|
100
|
C
|
Mystic
|
116
|
C
|
Spirit
|
116
|
C
|
Dark
|
80
|
D
|
Physical
|
100
|
C
|
Total
|
882
|
D
|
Weighted
|
810
|
C
|
Level-Up Difficulty
|
61
|
C
|
Library Cost
|
48
|
B
|
|
Spell Cards
|
Name
|
MP
|
Target
|
Element
|
Damage Formula
|
Special
|
Delay
|
Notes
|
Fire Bird -Flying Phoenix-
|
2
|
Enemy (One)
|
Fire
|
174% ATK - 66% T.DEF
|
|
59%
|
|
Tsuki no Iwakasa's Curse
|
4
|
Enemy (All)
|
Wind
|
164% ATK - 64% T.DEF
|
ATK MAG -11 - (Slv)%
|
50%
|
Debuff rate: 87 + (3*SLv)%
|
Fujiyama Volcano
|
7
|
Enemy (All)
|
Fire
|
263% ATK - 94% T.DEF
|
|
20%
|
|
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
HP Boost
|
5
|
2
|
Increases HP.
|
TP Boost
|
5
|
2
|
Increases TP.
|
Attack Boost
|
5
|
2
|
Increases Attack.
|
Motivated Heart
|
2
|
5
|
Skill holder receives (SLv * 6)% more experience. Only takes effect when in party (active or reserve). Does not stack with "Hands-on Experience", but does stack with all other modifying skills.
|
Hands-on Experience
|
2
|
5
|
Skill holder receives (SLv * 12)% more experience. Only takes effect when in active party at end of battle. Does not stack with "Motivated Heart", but does stack with all other modifying skills.
|
With Keine
|
2
|
5
|
While Keine is on the front line, Mokou's Defense and Mind are increased by (SLv * 15)%.
|
Regeneration
|
2
|
8
|
Recovers (SLv * 10)% of max HP whenever Mokou takes an action.
|
Resurrection
|
3
|
5
|
When Mokou is defeated, there is a (SLv * 30)% chance to consume 6 TP and revive her. She revives with 33% max HP and her timebar at 0. Cannot activate if she doesn't have enough TP.
|
Blazing
|
2
|
5
|
When Mokou is on the front line, increase Fire damage output for all active members.
|
Fighting Spirit
|
2
|
5
|
Whenever the skill holder takes an action, she gains a "Fighting Spirit level" that reduces damage taken and increases damage dealt by (Fighting Spirit level * 5)%, up to a maximum of (SLv * 3) stacks. Wears off if she switches out.
|
|
Character Overview and Comments
|
Recruitment
|
- 5F: Defeat Kaguya on 2F, find Reisen on 3F then defeat Mokou on 4F and complete Wriggle's event. Find Mokou and Kaguya fighting on 5F; you will be able to choose one of them to recruit.
- 10F: If you chose Kaguya on 5F, Mokou can be recruited on 10F after finding her ribbon and talking to her.
|
Play Notes
|
Mokou is an interesting character equally well-suited for being built as a tank, or as an attacker. If you want to go more offensive, her Fire spells can provide decent damage, although Fire-resistant foes will always be a problem (and unfortunately there are a good number of Fire-resistant foes in the game). Set up as a tank, she becomes a defensive bruiser with few weaknesses aside from low Cold affinity and low resistance to two rare ailments. Her high Death resistance is also a big plus against a few annoying foes midgame.
In either build, her passives are greatly helpful. Blazing and Fighting Spirit helps her damage (although the latter isn't very useful if you're using Fujiyama Volcano) while Regeneration, Resurrection and Fighting Spirit again helps for increasing her durability. Resurrection can also greatly help you in a few specific fights where your only hope of survival is to toss sacrifices, allowing Mokou to make a great, reusable sacrificial pawn.
If you do plan to use her offensively as a bruiser who just refuses to go down, consider in boss fights that Warrior's Explosive Flame Sword is nearly as strong as Fujiyama Volcano, with far better delay and lower cost. However, it still leaves her limited to FIR, so you might wish to look into Monk until the Plus Disk's Swordmaster class opens up. As a tank, Mokou has little to do other than fish for debuffs with Iwakasa, but boasts a lovely 4 mp recovery, so just sub her with a support class of choice such as Herbalist or Healer to open up options.
|
Awakened Skills
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
Continued Spirit
|
1
|
60
|
When the user is switched to the back, Fighting Spirit counter will be reduced by 1 instead of disappearing entirely.
|
Sheer Force
|
1
|
15
|
When attacking, pierce enemy elemental affinity and status affinity.
|
Desperation
|
2
|
5
|
When the user's HP is less than (20 + SLv * 20)%, all stats are increased by 25%.
|
Imperishable Shooting
|
1
|
80
|
Increase ATK commensurate with TP lost. For each TP missing, increase ATK by 1%.
|
Comments
|
Mokou continues to receive a nice mix of offensive and defensive boons from her awakening skills. Continued Spirit essentially lets her keep the valuable Fighting Spirit buff even when she switches out (the -1 penalty will be lifted as soon as Mokou gets another turn upon switching back in). Sheer Force allows Mokou to pierce fire resistance to some degree, since she is so reliant on that element; or as a tank, it makes status skills notably more reliable, boosting Iwakasa's Curse, or opening up the thought of subbing for PAR/PSN/HVY with Toxicologist... or the Guardian's SHK on Shield Bash.
The other two skills synergize with Resurrection; Desperation gives her an ample stat boost after resurrection until she can regenerate her HP back above 60%, while Imperishable Shooting increases her firepower upon resurrecting. Especially Impersishable Shooting can result in quite a bit of ATK boost if Mokou's max TP is sufficiently high, and her current TP can be lowered even for boss battles by running away a few times beforehand.
|
|
Traditional Reporter of Fantasy
|
Base Stats
|
Battle Stats
|
Status Resistances
|
Elemental Affinities
|
Stat
|
L1 Stat (Growth)
|
Rating
|
HP
|
105 (13.6)
|
B
|
MP
|
13 (1/15)
|
E
|
Attack
|
67 (12.6)
|
B
|
Defense
|
34 (6.0)
|
D
|
Magic
|
31 (5.4)
|
D
|
Mind
|
28 (4.8)
|
E
|
Speed
|
104 (14.4)
|
*
|
Evasion
|
60
|
*
|
|
Status
|
Resistance
|
Rating
|
Poison
|
40
|
C
|
Paralysis
|
40
|
C
|
Heavy
|
40
|
C
|
Shock
|
0
|
F
|
Terror
|
40
|
C
|
Silence
|
40
|
C
|
Death
|
40
|
C
|
Debuff
|
0
|
F
|
Total
|
240
|
D
|
TP
|
20
|
A
|
HP Recovery
|
8
|
E
|
MP Recovery
|
2
|
C
|
|
Element
|
Affinity
|
Rating
|
Fire
|
100
|
C
|
Cold
|
100
|
C
|
Wind
|
200
|
*
|
Nature
|
150
|
A
|
Mystic
|
75
|
D
|
Spirit
|
75
|
D
|
Dark
|
90
|
D
|
Physical
|
100
|
C
|
Total
|
890
|
D
|
Weighted
|
806
|
C
|
Level-Up Difficulty
|
60
|
C
|
Library Cost
|
48
|
B
|
|
Spell Cards
|
Name
|
MP
|
Target
|
Element
|
Damage Formula
|
Special
|
Delay
|
Notes
|
Wind God's Fan
|
2
|
Enemy (Row)
|
Wind
|
121% ATK - 55% T.DEF
|
ACC +12
|
54%
|
|
Peerless Wind God
|
4
|
Enemy (One)
|
Wind
|
225% ATK - 75% T.DEF
|
SPD +20%
|
66%
|
|
Sarutahiko's Guidance
|
3
|
Ally (One)
|
Wind
|
|
SPD +40%
|
75%
|
SPD buff: 37 + (3*SLv)%
|
Divine Grandson's Advent
|
5
|
Ally (One)
|
Wind
|
|
Instantly fills an ally's timebar
|
40%
|
Timebar value is set to (10000 * Slv) Cost 6 MP in Plus Disk
|
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
HP Boost
|
5
|
2
|
Increases HP.
|
Attack Boost
|
5
|
2
|
Increases Attack.
|
Evasion Boost
|
5
|
2
|
Increases Evasion.
|
Motivated Heart
|
2
|
5
|
Skill holder receives (SLv * 6)% more experience. Only takes effect when in party (active or reserve). Does not stack with "Hands-on Experience", but does stack with all other modifying skills.
|
Hands-on Experience
|
2
|
5
|
Skill holder receives (SLv * 12)% more experience. Only takes effect when in active party at end of battle. Does not stack with "Motivated Heart", but does stack with all other modifying skills.
|
Quickwitted
|
1
|
7
|
When Aya receives a Speed debuff, that debuff is transformed into a buff and the effect is calculated accordingly
|
Gensokyo's Fastest Lessons
|
2
|
5
|
When entering a battle, Aya has a (SLv * 50)% chance to start with her timebar at 20000 (effectively giving her a free turn at the start).
|
Tengu's Wind
|
2
|
6
|
When Aya receives a turn, all allies on the front line gain (SLv * 4)% Speed.
|
Ability to Manipulate Wind
|
2
|
5
|
When Aya is on the front line, all allies on the front line take reduced Wind damage.
|
Extra Steps
|
1
|
12
|
If Aya's attack (normal or spell card) kills an enemy, she will be able to act again immediately.
|
|
Character Overview and Comments
|
Recruitment
|
- 1F: First meeting event
- 2F: Second meeting event
- 4F: Event tile after having defeated at least 30 different types of enemies.
|
Play Notes
|
The undisputed speed demon of your roster, Aya packs a blistering Speed stat and an Evasion unmatched by anyone else on your team. Her most obvious strength is augmenting your team's Speed - Sarutahiko's Guidance can directly impart a Speed buff, and Divine Grandson's Advent can be an ace-in-the-hole by letting one ally instantly act. She can also play an offensive role if you find foes that don't resist her mono-Wind spellcards; Peerless Wind God both deals good damage and buffs her own Speed. The more she gets to attack with it, the faster she'll get and soon she'll be taking turns far faster than any ally or enemy. While unimpressive defensively, her agility combined with the HP Boost skill could let her attempt evade-tanking, which works well against a select few bosses but in general is a gamble that often isn't worth losing.
Her personal skills make her faster than ever. Gensokyo's Fastest Lessons is an absolutely amazing skill for exploration, allowing Aya to get one or two free hits on everything before anyone else can even move or better yet, pass free turns to a slow moving character, and it's still useful in boss fights. Extra Steps can give her another free hit or two against mobs if you're using her offensively. Tengu's Wind's effect is minor, but certainly never hurts either. You'd have to look elsewhere for skills that directly increase her damage, however.
|
Awakened Skills
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
Proof of the Fastest
|
1
|
80
|
When the user evades an attack, increase Proof of the Fastest counter by 1. Increase the user's SPD by (counter * 4)% and damage by (counter * 15)%. The counter maxes at 5.
|
Crow Tengu's Watchful Eye
|
4
|
15
|
Increase the user's Evade by (SLv * 10).
|
Youkai Mountain Alliance?
|
2
|
25
|
When at least 2 of Aya, Momiji, Nitori and Hina are in front, the user's all stats are increased by (SLv*7)% for each member in front excluding herself. This can only take effect if at least one ally or enemy has acted in battle.
|
Comments
|
Aya's awakening skills provide a modest but useful boost to her. Crow Tengu's Watchful eye indirectly increases her durability and works with Proof of the Fastest to provide her with a constant SPD boost; since Aya's turns often directly correlates to the rest of your party's turns, in a way Proof of the Fastest is a speed buff for the entire party. Youkai Mountain Alliance provides another source of durability and speed boost for her; it's one of the easiest synergy skills to keep online and its effect is decently strong too. Alternatively, Proof of the Fastest and Youkai Mountain Alliance also provide offensive boosts to her, though she can often contribute more damage by speeding up your party instead of attacking herself.
|
|
Night Sparrow Youkai
|
Base Stats
|
Battle Stats
|
Status Resistances
|
Elemental Affinities
|
Stat
|
L1 Stat (Growth)
|
Rating
|
HP
|
92 (11.8)
|
C
|
MP
|
14 (1/14)
|
D
|
Attack
|
56 (10.4)
|
C
|
Defense
|
36 (6.4)
|
C
|
Magic
|
24 (4.0)
|
D
|
Mind
|
36 (6.4)
|
D
|
Speed
|
103 (10.4)
|
B
|
Evasion
|
32
|
A
|
|
Status
|
Resistance
|
Rating
|
Poison
|
40
|
C
|
Paralysis
|
40
|
C
|
Heavy
|
80
|
S
|
Shock
|
0
|
F
|
Terror
|
0
|
F
|
Silence
|
80
|
S
|
Death
|
0
|
F
|
Debuff
|
40
|
C
|
Total
|
280
|
D
|
TP
|
17
|
B
|
HP Recovery
|
11
|
C
|
MP Recovery
|
2
|
C
|
|
Element
|
Affinity
|
Rating
|
Fire
|
88
|
D
|
Cold
|
88
|
D
|
Wind
|
144
|
B
|
Nature
|
136
|
B
|
Mystic
|
72
|
E
|
Spirit
|
144
|
B
|
Dark
|
88
|
D
|
Physical
|
88
|
D
|
Total
|
848
|
E
|
Weighted
|
794
|
D
|
Level-Up Difficulty
|
49
|
S
|
Library Cost
|
46
|
A
|
|
Spell Cards
|
Name
|
MP
|
Target
|
Element
|
Damage Formula
|
Special
|
Delay
|
Notes
|
Ill-Starred Dive
|
2
|
Enemy (One)
|
Wind
|
192% ATK - 80% T.DEF
|
ACC +20
|
65%
|
Max Level 7 in Plus Disk
|
Poisonous Moth's Dark Dance
|
6
|
Enemy (All)
|
Nature
|
196% ATK - 70% T.DEF
|
PSN(15000) PAR(5000)
|
40%
|
PSN rate: 60 + (4*SLv)% PAR rate: 60 + (4*SLv)% Max Level 7 in Plus Disk
|
Midnight Chorus Master
|
5
|
Enemy (All)
|
Wind
|
313% ATK - 125% T.DEF
|
ACC +30, SIL(32000)
|
6%
|
SIL rate: 85 + (5*SLv)% Max Level 7 in Plus Disk
|
Mysterious Song
|
4
|
Ally (All)
|
Wind
|
|
Cures SIL, sometimes PAR HVY Heals on status cure
|
50%
|
PAR HVY cure rate: 60 + (4*SLv)%
|
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
MP Boost
|
5
|
2
|
Increases Maximum MP.
|
Attack Boost
|
5
|
2
|
Increases Attack.
|
Speed Boost
|
5
|
2
|
Increases Speed.
|
Motivated Heart
|
2
|
5
|
Skill holder receives (SLv * 6)% more experience. Only takes effect when in party (active or reserve). Does not stack with "Hands-on Experience", but does stack with all other modifying skills.
|
Hands-on Experience
|
2
|
5
|
Skill holder receives (SLv * 12)% more experience. Only takes effect when in active party at end of battle. Does not stack with "Motivated Heart", but does stack with all other modifying skills.
|
Team ⑨
|
2
|
5
|
While Mystia is in the front line, Mystia's stats are increased by (SLv * 8) for each member of Team ⑨ for each member of Team ⑨ that's also in the front line not including herself. This can only takes effect if at least one ally or enemy has performed an action in the battle.
|
Diva of Darkness
|
2
|
5
|
When Mystia is on the front line, allies have a (SLv * 20)% reduced chance of being Silenced, and Silence's duration against allies is reduced by (SLv * 20)%.
|
Silent Singing Voice
|
1
|
10
|
Mystia's stats will increase the more characters, allies and enemies, are affected by Silence. (~5% increase per Silenced unit)
|
Soothing Type?
|
1
|
6
|
When Mystia uses Concentrate, all allies on the front line recover 1 MP.
|
Instant Attack
|
1
|
12
|
When Mystia is brought to the front line from the reserve party, her ATB bar is set to 10000.
|
|
Character Overview and Comments
|
Recruitment
|
- 1F: Reach Mystia from a stairway on 2F and talk to her. Then defeat an FOE on 4F and bring its dropped item (Meat of the Eight-Eyed Serpent) back to her, and she will join.
|
Play Notes
|
Mystia is a zippy but somewhat frail fighter adept at spreading status effects. Poisonous Moth's Dance in the Dark and Midnight Chorus master can both leave an enemy party debilitated, while Ill-Starred Dive is a fast attack that represents her best chance of causing damage. When not inflicting ailments, she can use Mysterious Song to cure allies of them; if she successfully removes Poison, Paralysis, or Heavy, the ally will be healed (in theory, since the spell is bugged and doesn't currently heal). Mystia isn't durable enough to really stay out any longer than she has to, but for the few moments she is out the enemy team won't get away unscathed.
Her skills are a mixed bag. Instant Attack aids her in attacking and thus is of most use offensively, while Silent Singing Voice powers her up as she inflicts silence on enemies, which can help if you happen to be fighting one that's vulnerable to it. She can also help defend the party from silence, but Mysterious Song already does plenty for it.
|
Awakened Skills
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
Intense Sight Narrowing
|
1
|
66
|
When the user is in the front, increase the entire frontliners' Evade by 20%. When an attack is evaded while the user is in the front, that enemy's all stats are slightly debuffed regardless of resistance.
|
Deaf to All but the Song
|
1
|
66
|
Singing in Silence's bonus will have a minimum of Lv6 if at least one ally or enemy is Silenced.
|
Proof of Kinship
|
1
|
100
|
The user's synergy skill will grant half of its bonus for every synergy partner who is in the backline.
|
I'm Fine Even by Myself
|
1
|
50
|
If no character in the party of 12 has learned Team ⑨, increase the user's all stats by 16%.
|
Comments
|
Mystia's awakening skills give her a brand new way to function - Intense Sight Narrowing increases evasion for the entire team and punishes enemies for missing, but the boost is a precentage one and Mystia's own base evasion isn't very high. Also, since the boost is precentage based, it works better with an entire team of evasive characters (and maybe an Avoid Ring or two), and possibly Suika to add to the evasion boost. Beyond that, Dead to All but the Song lets her get a 30% all stat boost from silencing even one enemy, which can greatly increase her capabilities - as long as the enemy in question is vulnerable to silence. Proof of Kinship and I'm Fine Even by Myself lets her stack another source of stack increase (or rather make the existent source easier to use), and combined with the high multiplier of Midnight Chorus Master, Mystia's role as an attacker is greatly bolstered as well.
|
|
One-Armed, Horned Hermit
|
Base Stats
|
Battle Stats
|
Status Resistances
|
Elemental Affinites
|
Stat
|
L1 Stat (Growth)
|
Rating
|
HP
|
119 (15.6)
|
A
|
MP
|
17 (1/12)
|
B
|
Attack
|
78 (14.8)
|
A
|
Defense
|
50 (9.2)
|
A
|
Magic
|
29 (5.0)
|
D
|
Mind
|
57 (10.6)
|
B
|
Speed
|
103 (10.0)
|
B
|
Evasion
|
25
|
B
|
|
Status
|
Resistance
|
Rating
|
Poison
|
40
|
C
|
Paralysis
|
50
|
B
|
Heavy
|
40
|
C
|
Shock
|
40
|
C
|
Terror
|
80
|
S
|
Silence
|
20
|
D
|
Death
|
80
|
S
|
Debuff
|
40
|
C
|
Total
|
390
|
B
|
TP
|
23
|
S
|
HP Recovery
|
14
|
B
|
MP Recovery
|
2
|
C
|
|
Element
|
Affinity
|
Rating
|
Fire
|
144
|
B
|
Cold
|
144
|
B
|
Wind
|
144
|
B
|
Nature
|
144
|
B
|
Mystic
|
88
|
D
|
Spirit
|
70
|
E
|
Dark
|
70
|
E
|
Physical
|
100
|
C
|
Total
|
904
|
C
|
Weighted
|
825
|
C
|
Level-Up Difficulty
|
61
|
C
|
Library Cost
|
43
|
S
|
|
Spell Cards
|
Name
|
MP
|
Target
|
Element
|
Damage Formula
|
Special
|
Delay
|
Notes
|
Higekiri's Cursed Arm
|
5
|
Enemy (One)
|
Dark
|
272% ATK - 82.5% T.DEF
|
ACC +40, Terror(16000) ATK SPD -18%
|
58%
|
TRR rate: 100% Debuff rate: 100%
|
Echo of the Nine Forest Gods
|
5
|
Enemy (All)
|
Nature
|
197% ATK - 74.5% T.DEF
|
ACC +24
|
40%
|
|
Diving Waltz of the Raijuu
|
4
|
Enemy (One)
|
Wind
|
220% ATK - 100% T.DEF
|
PAR(5500) MND-24%
|
60%
|
PAR rate: 100% Debuff rate: 100%
|
Breath of the Hermit
|
4
|
Self
|
Spirit
|
|
ATK, DEF, MAG, MND, and SPD +30%
|
76%
|
Stat buff: 28 + (2*SLv)%
|
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
HP Boost
|
5
|
2
|
Increase base HP.
|
TP Boost
|
5
|
2
|
Increase maximum TP.
|
Speed Boost
|
5
|
2
|
Increase Speed.
|
Motivated Heart
|
2
|
5
|
Skill holder receives (SLv * 6)% more experience. Only takes effect when in party (active or reserve). Does not stack with "Hands-on Experience", but does stack with all other modifying skills.
|
Hands-on Experience
|
2
|
5
|
Skill holder receives (SLv * 12)% more experience. Only takes effect when in active party at end of battle. Does not stack with "Motivated Heart", but does stack with all other modifying skills.
|
Ability to Guide Animals
|
2
|
5
|
Damage against Beast-Type enemies is increased if Kasen is on the front line. The bonus doesn’t stack with similar effects.
|
Guts
|
2
|
5
|
If Kasen gets knocked down, there is a (SLv * 25)% chances that 10 TP will get consumed and she will stay alive with 1 HP
|
Fighting Spirit
|
2
|
5
|
Whenever the skill holder takes an action, she gains a "Fighting Spirit level" that reduces damage taken and increases damage dealt by (Fighting Spirit level * 5)%, up to a maximum of (SLv * 3) stacks. Wears off if she switches out.
|
Adversity
|
2
|
5
|
While Kasen is affected by an ailment, her damage will be increased by (SLv * 10)%.
|
Thankful Preaching
|
1
|
10
|
Adds a Silence effect to all attacks.
|
Impact Attack
|
1
|
10
|
Adds a Shock effect to all attacks.
|
|
Character Overview and Comments
|
Recruitment
|
- Get defeated 12 times and she will join you.
|
Play Notes
|
Kasen packs an impressive set of stats, especially given that you can recruit her practically at the start of the game (and given that she requires twelve Game Overs to access, it's entirely possible she was made to be overpowered on the early floors on purpose). That power only gets better as the game goes on - none of her stats are bad or even mediocre except a few affinities. Higekiri's Cursed Arm will be one of your go-to nukes for anything not resistant to Dark - high accuracy plus two useful Debuffs are just icing on the cake compared to how much raw damage you can squeeze out of it. Diving Waltz of the Raijuu can let her fish for Paralysis, and Echo of the Nine Forest Gods is simply a good all-target Nature spell. As if all that weren't enough, Breath of the Hermit is a powerful and fast self buff.
The only negative aspect to Kasen is her low MP recovery. Without careful conservation Kasen's MP pool can deplete rather fast, so please be aware of this if you are using her as a stay in attacker/tank. Granted, this can be easily mitigated with the proper equipment, so it is not a large detriment. While she isn't perfect, she has so much going for her that it's difficult not to justify giving her a spot on your team for at least the first half of the game.
Kasen has a number of skills that support a stay-in attacker style well. Fighting Spirit boosts both her offense and defense as long as she stays on the front line, while Guts and Adversity give you a buffer against the unexpected. Her ability to add Silence and Shock are also helpful against opponents that are vulnerable to them.
|
Awakened Skills
|
Spells
|
Name
|
MP
|
Target
|
Element
|
Damage Formula
|
Special
|
Delay
|
Notes
|
Summon Dragon and Tiger
|
8
|
Self
|
Spirit
|
|
Gives effects "Tiger of the Front" and "Dragon of the Back"
|
70%
|
Tiger doubles damage 25% of the time Dragon reduces incoming damage by 25% Each effect may disappear when activated
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
Adversity+
|
2
|
25
|
Adversity will increase damage by an additional (SLv * 10)%.
|
Healthy Mind and Body
|
1
|
70
|
When the user is not suffering any ailments, increase ATK, DEF, MAG and MND by 10%.
|
Four Deva of Mt. Ooe?
|
2
|
25
|
When at least 2 of Kasen, Yuugi and Suika are in front, the user's all stats are increased by (SLv*7)% for each member in front excluding herself. This can only take effect if at least one ally or enemy has acted in battle.
|
Comments
|
The main addition from Kasen's awakening skills is a self-buff that grants special effects. Although the mechanics are complicated, in essence they lets Kasen do 25% more damage and take 25% less damage, and although they are not permanent they can keep working for a while. Combined with Fighting Spirit Kasen can achieve quite a lot of damage increase and reduction, although 8 MP can be pretty expensive, especially if you're unlucky and the effects run out quickly. Besides that, Adversity+ and Healthy Mind and Body work in tandem to give Kasen a boost depends on her current condition; Healthy Mind and Body gives her a small offensive and defensive boost, while Adversity greatly increases her damage output. Four Deva of Mt. Ooe can also grant her another boost; all three participants are some of the toughest characters in the game, though the other two onis may want to use their high damage, high delay attacks and thus need to be switched out frequently.
|
|
Little Dowser General
|
Base Stats
|
Battle Stats
|
Status Resistances
|
Elemental Affinities
|
Stat
|
L1 Stat (Growth)
|
Rating
|
HP
|
102 (13.2)
|
C
|
MP
|
16 (1/19)
|
D
|
Attack
|
39 (7.0)
|
D
|
Defense
|
39 (7.0)
|
C
|
Magic
|
63 (11.8)
|
B
|
Mind
|
44 (8.0)
|
C
|
Speed
|
103 (10.0)
|
B
|
Evasion
|
24
|
B
|
|
Status
|
Resistance
|
Rating
|
Poison
|
24
|
D
|
Paralysis
|
24
|
D
|
Heavy
|
48
|
B
|
Shock
|
0
|
F
|
Terror
|
0
|
F
|
Silence
|
64
|
A
|
Death
|
0
|
F
|
Debuff
|
12
|
E
|
Total
|
172
|
E
|
TP
|
19
|
A
|
HP Recovery
|
12
|
C
|
MP Recovery
|
2
|
C
|
|
Element
|
Affinity
|
Rating
|
Fire
|
100
|
C
|
Cold
|
76
|
D
|
Wind
|
124
|
C
|
Nature
|
148
|
B
|
Mystic
|
124
|
C
|
Spirit
|
172
|
A
|
Dark
|
76
|
D
|
Physical
|
100
|
C
|
Total
|
920
|
C
|
Weighted
|
853
|
B
|
Level-Up Difficulty
|
60
|
C
|
Library Cost
|
48
|
B
|
|
Spell Cards
|
Name
|
MP
|
Target
|
Element
|
Damage Formula
|
Special
|
Delay
|
Notes
|
Gold Rush
|
3
|
Enemy (One)
|
Physical
|
240% MAG - 60% T.MND
|
If this spellcard defeats an enemy, it drops 66% more gold
|
55%
|
Lowish MND factor
|
Rare Metal Detector
|
3
|
Enemy (One)
|
Wind
|
196% MAG - 70% T.MND
|
If this spellcard defeats an enemy, its item drop rate is doubled
|
68%
|
Low delay
|
Nazrin Pendulum
|
3
|
Enemy (One)
|
Cold
|
242% MAG - 110% T.MND
|
If this spellcard defeats an enemy, its EXP value is increased by 66%
|
55%
|
High MND factor
|
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
Mind Boost
|
5
|
2
|
Increases Mind.
|
Speed Boost
|
5
|
2
|
Increases Speed.
|
Evasion Boost
|
5
|
2
|
Increases Evasion.
|
Motivated Heart
|
2
|
5
|
Skill holder receives (SLv * 6)% more experience. Only takes effect when in party (active or reserve). Does not stack with "Hands-on Experience", but does stack with all other modifying skills.
|
Hands-on Experience
|
2
|
5
|
Skill holder receives (SLv * 12)% more experience. Only takes effect when in active party at end of battle. Does not stack with "Motivated Heart", but does stack with all other modifying skills.
|
Myouren Temple Personnel
|
1
|
7
|
If Byakuren is on the front line when Nazrin takes a turn, she will copy Byakuren's current buffs. (Plus Disk)If Byakuren is on the front line when Nazrin takes a turn, Nazrin will receive the same buff and HP regeneration effects from Byakuren's learned Sutra skills.
|
Bishamonten's Blessing
|
2
|
5
|
Damage against Divine-Type enemies is increased if Nazrin is on the front line. The bonus doesn’t stack with similar effects.
|
Dowsing
|
1
|
12
|
Increases item drop rates by 20%.
|
Eyes that Perceive Reality
|
1
|
7
|
When Nazrin attacks or is attacked by an enemy with stat buffs, damage is calculated as if enemy's buffs are non-existant.
|
Extra Steps
|
1
|
12
|
When Nazrin attacks (normal or spell cards) kills an enemy, she will be able to act again immediately.
|
Bishamonten's Protection - Wisdom
|
4
|
12
|
(Plus Disk only) Increase the user's base MAG by (SLv * 3).
|
Bishamotnen's Protection - Gale
|
4
|
12
|
(Plus Disk only) Increase the user's base SPD by (SLv * 4). Has no effect if Bishamonten's Blessing - Wisdom is learned.
|
|
Character Overview and Comments
|
Recruitment
|
- 5F: Talk to her after you found three Mysterious Scrap Iron on earlier floors, and she will join you.
|
Play Notes
|
Nazrin is a single-target mage who specializes in killing blows. Each of her spellcards has a different reward-boosting effect when it defeats a foe, allowing you to stock up additional experience or money, or fish for item drops. Each spell also has a different element, which always comes in handy. Numerically she's fairly nondescript, packing average stats in most areas, although beware of her rather poor ailment resistances.
Her skills further her ability to treasure hunt - a flat 20% item drop bonus is very nice, and certainly may earn her a spot in the party's back row alongside Rinnosuke by itself. Extra steps is extremely useful when she is actually in the front killing things. Finally, increasing damage against Divine Spirits is very useful in end-game where all the artifacts you fight are classified as such. Bishamonten's Blessing skills gives her a choice in a damage or speed boost, though their effects are far less efficient than boost skills and should only be invested in after learning the relevant stat boosts.
|
Awakened Skills
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
Extra Attack
|
2
|
12
|
When the user uses Attack, Spell or Concentrate, there is a (SLv * 16)% chance to immediately repeat the action. If the original action consumed MP, the repeat action will not.
|
Effective Formation Change
|
2
|
5
|
When the user performs a Form Change command to swap a reserve member into the active party, that member's ATB will be set at 7500 + SLv * 800.
|
Wits of the Tiny Clever General
|
33
|
4
|
When the user attacks, increase the damage by 100% (SLv)% of the time.
|
Comments
|
Nazrin receives a very strong firepower boost from her awakened skills. Wits of the Tiny Clever General provides her a 33% damage boost essentially, while Extra Attack is essentially another 50% boost. These two stack multiplicatively that nearly doubles Nazrin's damage output on average, though the boost is also highly RNG-reliant. On the other hand, Nazrin also steals Effective Formation Change from Rinnosuke, which when combined with Bishamonten's Protection - Gale gives her far higher speed than Rinnosuke (or Keine, for that matter) to switch people in with, though she isn't nearly as durable as those two.
|
|
Nagashi-bina of the Hidden God
|
Base Stats
|
Battle Stats
|
Status Resistances
|
Elemental Affinities
|
Stat
|
L1 Stat (Growth)
|
Rating
|
HP
|
84 (10.6)
|
D
|
MP
|
14 (1/16)
|
D
|
Attack
|
24 (4.0)
|
E
|
Defense
|
48 (8.8)
|
B
|
Magic
|
64 (12.0)
|
B
|
Mind
|
71 (13.4)
|
S
|
Speed
|
102 (7.4)
|
D
|
Evasion
|
28
|
B
|
|
Status
|
Resistance
|
Rating
|
Poison
|
32
|
C
|
Paralysis
|
32
|
C
|
Heavy
|
0
|
F
|
Shock
|
32
|
C
|
Terror
|
64
|
A
|
Silence
|
64
|
A
|
Death
|
32
|
C
|
Debuff
|
0
|
F
|
Total
|
256
|
D
|
TP
|
16
|
C
|
HP Recovery
|
12
|
C
|
MP Recovery
|
2
|
C
|
|
Element
|
Affinity
|
Rating
|
Fire
|
90
|
D
|
Cold
|
90
|
D
|
Wind
|
90
|
D
|
Nature
|
120
|
C
|
Mystic
|
180
|
A
|
Spirit
|
60
|
E
|
Dark
|
180
|
A
|
Physical
|
90
|
D
|
Total
|
900
|
C
|
Weighted
|
794
|
D
|
Level-Up Difficulty
|
51
|
A
|
Library Cost
|
43
|
S
|
|
Spell Cards
|
Name
|
MP
|
Target
|
Element
|
Damage Formula
|
Special
|
Delay
|
Notes
|
Misfortune God's Biorhythm
|
3
|
Enemy and Allies (All)
|
Dark
|
|
Debuff ATK DEF MAG MND SPD of allies and enemies.
|
60%
|
Debuff: -33% Debuff rate: 96 + (4*SLv)%
|
Pain Flow
|
5
|
Enemy (All)
|
Dark
|
150% MAG - 50% T.MND
|
Damage Up from Hina's DBFs Removes all Hina's DBFs
|
40%
|
|
Old Lady Ohgane's Fire
|
4
|
Enemy (Row)
|
Fire
|
196% MAG - 70% T.MND
|
Random ATK, DEF, MAG, MND, SPD -25%
|
45%
|
Debuff rate: ((75 + (5*SLv))/3)%
|
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
HP Boost
|
5
|
2
|
Increases HP.
|
Defense Boost
|
5
|
2
|
Increases Defense.
|
Mind Boost
|
5
|
2
|
Increases Mind.
|
Motivated Heart
|
2
|
5
|
Skill holder receives (SLv * 6)% more experience. Only takes effect when in party (active or reserve). Does not stack with "Hands-on Experience", but does stack with all other modifying skills.
|
Hands-on Experience
|
2
|
5
|
Skill holder receives (SLv * 12)% more experience. Only takes effect when in active party at end of battle. Does not stack with "Motivated Heart", but does stack with all other modifying skills.
|
Warding Away Bad Luck
|
2
|
5
|
Reduce the probability by (SLv * 20) for an ally to receive a Stat Debuff effect. If the ally is affected by a Stat Debuff effect, its duration is reduced by (SLv * 20). Only works if the skill holder is on the front line.
|
Two-Way Curse
|
2
|
5
|
If Hina is affected by a status effect, her damage done is increased by (SLv * 12)% while her damage taken is reduced by (SLv * 12)%
|
Curse Reversal
|
1
|
8
|
If Hina receives a debuff, she also receives a buff equal to twice the debuff's effect. The original debuff is still inflicted and doesn't get overwritten. (i.e. If you get a -30% Speed, she will get +60% Speed, which totals to +30% Speed)
|
Misfortune Stockpilling
|
2
|
5
|
When Hina uses Concentrate, she will transfers (SLv * 33)% of the effect of debuffs on your front line characters to herself.
|
Spinning More than Usual
|
1
|
12
|
When Hina takes a turn and she has either a Heavy, Silence or Terror effect on her, those effects will be removed, she will recover 10 MP and all stats are increased by 33%.
|
Role of Nagashi-bina
|
2
|
6
|
When Hina takes a turn, any stat which does not have a buff on it will receive a (Slv * 6)% debuff.
|
|
Character Overview and Comments
|
Recruitment
|
- 4F: Talk to Rin then talk to Satori to remove the barriers leading to Hina.
- 5F: Hina is a mandatory boss in front of the 6F stairs. Defeat her and she will join you. She is required to beat the game.
|
Play Notes
|
At first glance, Hina looks like another high-Mind mage with also-moderate stats everywhere else. However a closer look reveals a gimmicky character focused around debuffs. Biorhythm of the Misfortune God can debuff everyone on the field - make sure your party has debuff resistance! - but also sets her up for more damage, as Pain Flow releases Hina's debuffs for massive damage. Old Lady Ohgane's Fire can also fish for a debuff if you need something more conventional. Hina can work as a "standard" mage who uses her setup to try and deal damage, or you can build her straight defense and use her as a frighteningly effective debuff bot capable of taking hits as well; Biorhythm boasts very high debuff accuracy in tandem with covering all stats at once, and can be worth a spot in your team by itself.
Her skills are the backbone of her unorthodox strategy. Misfortune Reversal, in particular, is absolutely required to use her well. Role of Nagashi-Bina completes the gimmick, allowing Hina to get those debuffs passively, without needing to spend a turn using Biorhythm. Two-Way Curse complements the set, giving Hina essentially free damage and defense. Spinning Around More than Usual and Ability to Stockpile Misfortune are situation-specific skills that require you to figure out whether it's the right place to invest in them, but they're very useful when they can activate. Warding Away Bad Luck will actually play against her strategy, but there may be times where it just makes more sense than relying on Hina's own strategy; it's free debuff protection against debuff-happy foes. Also, if you're simply using Hina to debuff enemies with Biorhythm, Warding Away Bad Luck will help protect your own allies from it.
|
Awakened Skills
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
Sorrows of Exiled Dolls
|
1
|
50
|
When the user receives a turn while at least one character is affected by an ailment other than debuffs, halve the effect of those ailments.
|
Youkai Mountain Alliance?
|
2
|
25
|
When at least 2 of Aya, Momiji, Nitori and Hina are in front, the user's all stats are increased by (SLv*7)% for each member in front excluding herself. This can only take effect if at least one ally or enemy has acted in battle.
|
Cursed Hina Doll
|
1
|
120
|
When Hina attacks with a personal spell on debuffed enemies, increase damage with the bonus being equal to the total magnitude of their debuffs.
|
Comments
|
Hina's awakening skill grants her a very Hina-like damage boost. Cursed Hina Doll can give up to +250% damage, which is absolutely insane, especially since the enemy would already be at -50% at every stat. Of course, that's assuming that the enemy can be debuffed in every stat, but even then very few enemies have complete immunity to every debuff, especially when Hina's Biorhythm has higher than 100% rate (and possibly combined with Reisen's Intense/Magnificent Vertigo). Do keep in mind though that this boost only applies to Hina's personal cards (which can be quite limited, especially since Pain Flow clears Hina's own debuffs). Aside from that, Youkai Mountain Alliance provides her with a decent stat boost (though keep in mind that Hina often wants to work with characters who are not part of the alliance), and Sorrows of Exiled Doll grants her a passive support ability when she needs to tank attacks rather than dish them out.
|
|
Hell's Traffic Accident
|
Base Stats
|
Battle Stats
|
Status Resistances
|
Elemental Affinity
|
Stat
|
L1 Stat (Growth)
|
Rating
|
HP
|
80 (10.0)
|
D
|
MP
|
14 (1/14)
|
D
|
Attack
|
63 (11.8)
|
C
|
Defense
|
30 (5.2)
|
D
|
Magic
|
58 (10.8)
|
C
|
Mind
|
52 (9.6)
|
B
|
Speed
|
104 (12.4)
|
S
|
Evasion
|
40
|
S
|
|
Status
|
Resistance
|
Rating
|
Poison
|
44
|
C
|
Paralysis
|
44
|
C
|
Heavy
|
22
|
D
|
Shock
|
22
|
D
|
Terror
|
66
|
A
|
Silence
|
22
|
D
|
Death
|
88
|
S
|
Debuff
|
44
|
C
|
Total
|
352
|
B
|
TP
|
17
|
B
|
HP Recovery
|
18
|
A
|
MP Recovery
|
2
|
C
|
|
Element
|
Affinity
|
Rating
|
Fire
|
192
|
A
|
Cold
|
56
|
E
|
Wind
|
132
|
B
|
Nature
|
56
|
F
|
Mystic
|
96
|
D
|
Spirit
|
152
|
A
|
Dark
|
152
|
A
|
Physical
|
96
|
D
|
Total
|
932
|
C
|
Weighted
|
776
|
D
|
Level-Up Difficulty
|
58
|
B
|
Library Cost
|
45
|
A
|
|
Spell Cards
|
Name
|
MP
|
Target
|
Element
|
Damage Formula
|
Special
|
Delay
|
Notes
|
Cat's Walk
|
1
|
Enemy (One)
|
Physical
|
100% ATK - 50% T.DEF (132% ATK - 58% T.DEF?)
|
SHK(10000)
|
90% (84%)
|
SHK rate: 36 + (4*SLv)% (Plus Disk stats)
|
Vengeful Cannibal Spirit
|
4
|
Enemy (One)
|
Dark
|
120%(ATK + MAG) - 60% T.DEF
|
TRR(10000) DEF -25%
|
60%
|
TRR rate: 36 + (4*SLv)% Debuff rate: 46 + (4*SLv)%
|
Former Hell's Needle Hill
|
4
|
Enemy (Row)
|
Physical
|
225% ATK - 75% T.DEF
|
DEF -25%
|
52%
|
Debuff rate: 56 + (4*SLv)%
|
Blazing Wheel
|
6
|
Enemy (All)
|
Fire
|
126%(ATK + MAG) - 70% T.MND
|
|
0%
|
|
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
Attack Boost
|
5
|
2
|
Increases Attack.
|
Magic Boost
|
5
|
2
|
Increases Magic.
|
Speed Boost
|
5
|
2
|
Increases Speed.
|
Motivated Heart
|
2
|
5
|
Skill holder receives (SLv * 6)% more experience. Only takes effect when in party (active or reserve). Does not stack with "Hands-on Experience", but does stack with all other modifying skills.
|
Hands-on Experience
|
2
|
5
|
Skill holder receives (SLv * 12)% more experience. Only takes effect when in active party at end of battle. Does not stack with "Motivated Heart", but does stack with all other modifying skills.
|
Earth Spirits Palace Party
|
2
|
5
|
While Rin is on the front line, if Utsuho and/or Satori are on the front line, Rin's stats will be increased by (SLv * 8) % per members on the front line, excluding Rin. This can only takes effect if at least one ally or enemy has performed an action in the battle.
|
Hell's Necromancer
|
2
|
5
|
While on the front line, reduces Terror duration and effects of MP drains against all members on the front line by (SLv * 20).
|
Speedy Formation Change
|
2
|
5
|
When Rin performs a Formation Change, her timebar is set to (7000 + (SLv * 1000)).
|
Two-Way Curse
|
2
|
5
|
If Rin is affected by a status effect, her damage done is increased by (SLv * 12)% and her damage taken is reduced by (SLv * 12)%.
|
Final Blow
|
2
|
5
|
When Rin attacks an enemy affected by an ailment, that attack's damage is increased by (SLv * 16)%.
|
Extra Attack
|
2
|
7
|
When Rin attacks, uses a spellcard, or Concentrates, she has a (SLv * 16)% chance to immediately repeat that action. If the original action consumed MP, the repeat action will not. Plus Disk increases the cost from 7 to 12.
|
Apparition Carrier
|
1
|
15
|
When Rin defeats an enemy, she restores 33% HP and 1 MP, and increases her stats by 20%. This bonus doesn't increase if she defeats multiple enemies at once.
|
|
Character Overview and Comments
|
Recruitment
|
- 4F: First meeting event
- 5F: After talking to Satori, a boss will appear on 5F. Defeat the Kraken and she will join you. She is required to beat the game.
|
Play Notes
|
Rin remains a high-Mind speedster who excels at debuffing foes and blowing through random encounters. Three of her spellcards are capable of debilitating the foe in some way; Cat's Walk also pulls double duty at delaying Rin's turn slightly, allowing her to be an effective switcher, especially in conjunction with her Accelerated Rank Switch skill. Blazing Wheel is her sweeping tool, making short work of enemy parties without high Mind or Fire affinity. She's not very durable, so don't let her try to stay out and fight - pop off her attacks and get her off the front lines quickly.
Rin's skills capitalize on her speed. First and foremost is Extra Attack - it can, in fact, proc on itself, so two levels in this skill will increase Rin's average damage by nearly 50%, which is extremely amazing for the skill points spent. Final Blow will likely increase her damage against bosses as well, as rare are the boss fights where the player does not seek to utilize some sort of status ailment vulnerabilities. Accelerated Rank Switching is certainly useful if you're using her as a switcher.
Once you have a Gem of Awakening to spare, Rin's ideal subclass is almost definitely Warrior; Needle hill is already her strongest attack and benefits greatly from Row Attack Enhancement, and Explosive Flame Sword is far stronger than Blazing Wheel when it comes to bosses if FIR is more desirable than PHYS. To top it all off, Tension Up will proc each time that Extra Attack activates; allowing Rin to pump up her own ATK buff easily with a little luck.
|
Awakened Skills
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
Vengeful Cat's Erratic Steps
|
1
|
120
|
Increase the activation rate of Extra Attack.
|
Rekindling of Dead Ashes
|
1
|
66
|
The user ignores 30% of enemy defenses when attacking.
|
Proof of Kinship
|
1
|
100
|
The user's synergy skill will grant half of its bonus for every synergy partner who is in the backline.
|
Comments
|
With one of Orin's awakening skills, one of the best offensive skills in the game becomes even better. It's unclear the magnitude of Vengeful Cat's Erratic Step's boost, but even in the worst case (32%->48%), it still increases the average damage from around 150% to around 200%. Combined with an omnipresent 30% defense ignore, Orin's offensive potential can increase quite a bit. Proof of Kinship can also help her with the firepower, especially since Satori isn't the sturdiest character in the world. None of these skills help Orin's durability, though, so you should still beware of enemy attacks when using her.
|
|
Scorching, Troublesome Divine Flame
|
Base Stats
|
Battle Stats
|
Status Resistances
|
Elemental Affinities
|
Stat
|
L1 Stat (Growth)
|
Rating
|
HP
|
101 (13.0)
|
C
|
MP
|
19 (1/14)
|
B
|
Attack
|
36 (6.4)
|
E
|
Defense
|
44 (8.0)
|
B
|
Magic
|
76 (14.4)
|
S
|
Mind
|
44 (8.0)
|
C
|
Speed
|
103 (9.6)
|
B
|
Evasion
|
12
|
C
|
|
Status
|
Resistance
|
Rating
|
Poison
|
24
|
D
|
Paralysis
|
24
|
D
|
Heavy
|
24
|
D
|
Shock
|
24
|
D
|
Terror
|
24
|
D
|
Silence
|
24
|
D
|
Death
|
24
|
D
|
Debuff
|
24
|
D
|
Total
|
192
|
E
|
TP
|
16
|
C
|
HP Recovery
|
6
|
F
|
MP Recovery
|
3
|
B
|
|
Element
|
Affinity
|
Rating
|
Fire
|
220
|
S
|
Cold
|
50
|
E
|
Wind
|
144
|
C
|
Nature
|
70
|
E
|
Mystic
|
144
|
B
|
Spirit
|
70
|
E
|
Dark
|
100
|
C
|
Physical
|
100
|
C
|
Total
|
898
|
D
|
Weighted
|
736
|
E
|
Level-Up Difficulty
|
70
|
F
|
Library Cost
|
55
|
D
|
|
Spell Cards
|
Name
|
MP
|
Target
|
Element
|
Damage Formula
|
Special
|
Delay
|
Notes
|
Giga Flare
|
8 (10)
|
Enemy (All)
|
Mystic
|
154% MAG - 6.2% T.MND (240% MAG - 8% T.MND?)
|
|
24% (18%)
|
Nearly ignores MND (Plus Disk stats)
|
Intense Nuclear Reaction
|
4
|
Enemy (All)
|
Fire
|
154% MAG - 62% T.MND
|
MAG +20%, DEF, MND -12%, SPD -8%
|
48%
|
Unresistable self-debuffs
|
Hell's Tokamak
|
5
|
Enemy (All)
|
Fire
|
180% MAG - 100% T.MND (211% MAG - 120% T.MND?)
|
MND -18 - (2*Slv)%
|
40%
|
Debuff rate: 110 + (2*SLv)% Plus Disk: damage increased
|
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
HP Boost
|
5
|
2
|
Increases HP.
|
MP Boost
|
5
|
2
|
Increases MP.
|
Magic Boost
|
5
|
2
|
Increases Magic.
|
Motivated Heart
|
2
|
5
|
Skill holder receives (SLv * 6)% more experience. Only takes effect when in party (active or reserve). Does not stack with "Hands-on Experience", but does stack with all other modifying skills.
|
Hands-on Experience
|
2
|
5
|
Skill holder receives (SLv * 12)% more experience. Only takes effect when in active party at end of battle. Does not stack with "Motivated Heart", but does stack with all other modifying skills.
|
Earth Spirits Palace Party
|
2
|
5
|
While Utsuho is on the front line, if Rin and/or Satori are on the front line, Utsuho's stats will be increased by (SLv * 8) % per members on the front line, excluding Utsuho. This can only takes effect if at least one ally or enemy has performed an action in the battle.
|
Blazing
|
2
|
5
|
When Utsuho is on the front line, increase Fire damage output for all active members.
|
Overheating
|
1
|
10
|
Whenever Utsuho uses an offensive ability, she gains an "Overheating" status effect that increases her next spellcard's MP cost by 1 and damage done by 15%. This can keep stacking as long as the Utsuho remains on the front line. Wears off if she switches out. Has a maximum level of 5 in Plus Disk.
|
Fighting Spirit
|
2
|
5
|
Whenever the skill holder takes an action, she gains a "Fighting Spirit level" that reduces damage taken and increases damage dealt by (Fighting Spirit level * 5)%, up to a maximum of (SLv * 3) stacks. Wears off if she switches out.
|
Sheer Force
|
1
|
15
|
When attacking, pierce enemy elemental affinity and status affinity.
|
|
Character Overview and Comments
|
Recruitment
|
- 4F: Meet Rin for her first event, then find Satori to make the boss appear on 6F.
- 6F: Defeat Blue Orchid, then she will join you. She is required to beat the game.
|
Play Notes
|
Utsuho is a mage that gets more and more powerful the longer she fights. Uncontainable Nuclear Reaction increases her power at the cost of her defenses and Speed (Debuff resistance doesn't work, though upgrading the spell reduces the penalties). Note that Giga Flare in LoT2 pierces most of enemies' Mind, not completely ignoring it so she can still deal no damage to enemies with sky-high Mind. Hell's Tokamak while having low base power, it can debuffs enemy Mind. While her base survivability isn't terrible, it isn't that impressive either, particularly given low ailment resistances(a Resistance Boost tome can work wonders). It will be up to the player to either remedy that or find safe moments for her to stay in for a while.
Utsuho's personal skills encourages her to stay in and fight rather than hit and run. Overheating and Fighting Spirit tend to provide that kind of incentive. However, Blazing still provides good bonus for her even if she does not (or cannot) follow that playstyle. Sheer Force is more notable on her than others, since Giga Flare ignores Mind but not affinity, it can allow Utsuho to deal Mind-ignoring damage even against Mystic-resistant enemies.
|
Awakened Skills
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
Self Tokamak
|
1
|
88
|
Overheat will no longer increase MP cost. Uncontainable Nuclear Reation will no longer self-debuff.
|
High Blazing
|
5
|
12
|
When the user is under the effect of Fighting Spirit, increase user's FIR damage by (Fighting Spirit counter * SLv)%.
|
Proof of Kinship
|
1
|
100
|
The user's synergy skill will grant half of its bonus for every synergy partner who is in the backline.
|
Comments
|
Okuu's awakening skills further increase her firepower (in a very literal sense of the word). High Blazing squares the effect of Fighting Spirit on her fire spells, turning a 30% boost into 69%, while Self Tokamak also removes the side effects of Uncontained Nuclear Reaction, as well as turning Overheat into a free 75% boost. All the damage boost skills she have multiply to a total boost of nearly 4x damage! Although none of the damage boosts help her pierce enemy mind at all, or help her with a Giga Flare-and-run playstyle (which is the only viable playstyle she has against extremely high MND enemies). That being said, Proof of Kinship does let her have an easier time keeping her synergy bonus (which has now increased due to the inclusion of Koishi), and that skill will be in effect regardless of what playstyle Okuu is running.
|
|
Girl Even Vengeful Spirits Fear
|
Base Stats
|
Battle Stats
|
Status Resistances
|
Elemental Affinities
|
Stat
|
L1 Stat (Growth)
|
Rating
|
HP
|
133 (17.7)
|
S
|
MP
|
15 (1/21)
|
D
|
Attack
|
68 (12.8)
|
B
|
Defense
|
28 (4.8)
|
E
|
Magic
|
70 (13.2)
|
A
|
Mind
|
28 (4.8)
|
E
|
Speed
|
102 (6.8)
|
E
|
Evasion
|
10
|
D
|
|
Status
|
Resistance
|
Rating
|
Poison
|
10
|
E
|
Paralysis
|
10
|
E
|
Heavy
|
30
|
C
|
Shock
|
60
|
A
|
Terror
|
60
|
A
|
Silence
|
60
|
A
|
Death
|
30
|
C
|
Debuff
|
30
|
C
|
Total
|
290
|
D
|
TP
|
14
|
D
|
HP Recovery
|
8
|
E
|
MP Recovery
|
3
|
B
|
|
Element
|
Affinity
|
Rating
|
Fire
|
130
|
B
|
Cold
|
130
|
B
|
Wind
|
90
|
D
|
Nature
|
90
|
D
|
Mystic
|
150
|
A
|
Spirit
|
150
|
A
|
Dark
|
70
|
E
|
Physical
|
70
|
E
|
Total
|
880
|
D
|
Weighted
|
805
|
C
|
Level-Up Difficulty
|
68
|
E
|
Library Cost
|
48
|
B
|
|
Spell Cards
|
Name
|
MP
|
Target
|
Element
|
Damage Formula
|
Special
|
Delay
|
Notes
|
Brain Fingerprint
|
4
|
Enemy (All)
|
Mystic
|
164% MAG - 64% T.MND
|
SIL(20000) Cannot miss
|
40%
|
SIL rate: 36 + (4*SLv)%
|
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
MP Boost
|
5
|
2
|
Increases MP.
|
Attack Boost
|
5
|
2
|
Increases Attack.
|
Magic Boost
|
5
|
2
|
Increases Magic.
|
Motivated Heart
|
2
|
5
|
Skill holder receives (SLv * 6)% more experience. Only takes effect when in party (active or reserve). Does not stack with "Hands-on Experience", but does stack with all other modifying skills.
|
Hands-on Experience
|
2
|
5
|
Skill holder receives (SLv * 12)% more experience. Only takes effect when in active party at end of battle. Does not stack with "Motivated Heart", but does stack with all other modifying skills.
|
Earth Spirits Palace Party
|
2
|
5
|
While Satori is on the front line, if Utsuho and/or Rin are on the front line, Satori's stats will be increased by (SLv * 8) % per members on the front line, excluding Satori. This can only takes effect if at least one ally or enemy has performed an action in the battle.
|
Eyes that Perceive Reality
|
1
|
7
|
When Satori attacks or is attacked by an enemy with stat buffs, damage is calculated as if enemy's buffs are non-existant.
|
Small MP Recovery
|
1
|
10
|
Satori recovers 25% of her max MP when she retreats to the reserve party.
|
Trauma Recollection
|
2
|
5
|
Enemies take (SLv * 12)% increased damage from attacks they are elementally vulnerable to.
|
Spell Card Recollection
|
5
|
5
|
Satori has access to all spellcards her active allies possess. Spellcards cast in this way are treated as Lv0 and induces an extra MP cost of (6-SLv).
|
|
Character Overview and Comments
|
Recruitment
|
- 4F: Start Rin's event, then find a stairway back to 4F and talk to Satori. Then recruit Rin on 5F, recruit Utsuho on 6F, and return to Satori and she will join you. She is required to beat the game.
|
Play Notes
|
Satori is defined by her Spellcard Recollection skill, which allows her to play a kind of reverse blue mage - she has access to all base spellcards your front line characters currently have (albeit at a slightly higher MP cost). This lets you double up on your party's best spells, allowing you to effectively get things done up to twice as fast. Of course, this is only as useful as your best spellcards, and Satori herself is likely not quite as powerful as your other characters may be - on the other hand, she will make better use of your tank's offense spells if the latter is built purely defensively. In particular, she's fairly slow and the increased costs of copied spells can put a severe drain on her MP without several ranks in Spellcard Recollection. Without copying spellcards, she has only a ho-hum Mystic nuke to work with.
Spellcard Recollection is obviously the first priority for her no matter what she wants to do. Try leveling it whenever possible, as the increased MP cost can quickly become a bother. Small MP Recover does remove that strain somewhat, so its rather useful for boss fights. Her other skills are largely offensive. Trauma Recollection especially stands out on a character as versatile as Satori is and Eyes that Perceive Reality effectively negates the enemy's buffs for Satori , although that only goes if you're using her for dealing damage.
|
Awakened Skills
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
Extra Experience of Trauma
|
1
|
70
|
When the user receives a turn, inflict fixed damage equal to (user's current HP / 2) to all enemies. This damage will never kill any enemies.
|
Terrifying Hypnotism
|
3
|
40
|
Trauma Recollection's damage bonus is increased by (SLv * 12)% only for the user.
|
Proof of Kinship
|
1
|
100
|
The user's synergy skill will grant half of its bonus for every synergy partner who is in the backline.
|
Comments
|
Satori obtains a very weird way of inflicting damage with her awakening skills. Extra Experience of Trauma lets her inflict small but defense ignoring damage every time she gets a turn that scales to her HP. This can be combined with very quick delaying spells, such as Grand Patriot's Elixir, Kimontoku or Cat's Walk to inflict a steady stream of damage to enemies, and Eirin's overheal can be used to increase the damage even further. It also works well with subclasses with per-turn effects like Healer . It's a weird and team-dependent playstyle (and entire paragraphs can be dedicated to making use of it), but Satori is team-dependent in general to begin with. If that is not your cup of tea, Terrifying Hypnotism increases her weakness damage bonus to 60% for herself, which is also a potent damage bonus that works well with her gimmick. Proof of Kinship is possibly not as helpful for her as some other characters since her DEF and MND are already low and she may not make use of her ATK/MAG any more, but at the minimum it still helps her SPD.
|
|
So-Called Unexplainable Phenomenon
|
Base Stats
|
Battle Stats
|
Status Resistances
|
Elemental Affinities
|
Stat
|
L1 Stat (Growth)
|
Rating
|
HP
|
122 (16.0)
|
A
|
MP
|
9 (1/20)
|
F
|
Attack
|
90 (17.2)
|
S
|
Defense
|
66 (12.4)
|
S
|
Magic
|
10 (1.2)
|
F
|
Mind
|
28 (4.8)
|
E
|
Speed
|
102 (7.8)
|
D
|
Evasion
|
10
|
D
|
|
Status
|
Resistance
|
Rating
|
Poison
|
50
|
B
|
Paralysis
|
50
|
B
|
Heavy
|
0
|
F
|
Shock
|
80
|
S
|
Terror
|
80
|
S
|
Silence
|
10
|
E
|
Death
|
50
|
B
|
Debuff
|
10
|
E
|
Total
|
330
|
C
|
TP
|
25
|
S
|
HP Recovery
|
15
|
B
|
MP Recovery
|
2
|
C
|
|
Element
|
Affinity
|
Rating
|
Fire
|
144
|
B
|
Cold
|
72
|
E
|
Wind
|
144
|
B
|
Nature
|
72
|
E
|
Mystic
|
144
|
B
|
Spirit
|
72
|
E
|
Dark
|
72
|
E
|
Physical
|
144
|
B
|
Total
|
864
|
E
|
Weighted
|
768
|
D
|
Level-Up Difficulty
|
64
|
D
|
Library Cost
|
48
|
B
|
|
Spell Cards
|
Name
|
MP
|
Target
|
Element
|
Damage Formula
|
Special
|
Delay
|
Notes
|
Supernatural Phenomenon
|
2
|
Enemy (One)
|
Nature
|
192% ATK - 60% T.DEF (249% ATK - 75% DEF?)
|
|
58%
|
Plus Disk: Damage increased
|
Knockout in Three Steps
|
7
|
Enemy (One)
|
Physical
|
260% ATK - 65% T.DEF (375% ATK - 38% DEF?)
|
ACC -25
|
10% (0%)
|
Inaccurate Plus Disk: DMG up, ignore half DEF
|
Irremovable Shackles
|
3
|
Enemy (One)
|
Spirit
|
125% ATK - 62.5% T.DEF
|
ACC +25, PAR(3000) HVY(10000) SIL(10000)
|
55%
|
PAR rate: 82 + (4*SLv)% HVY SIL rate: 62 + (4*SLv)%
|
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
HP Boost
|
5
|
2
|
Increases HP.
|
Attack Boost
|
5
|
2
|
Increases Attack.
|
Defense Boost
|
5
|
2
|
Increases Defense.
|
Motivated Heart
|
2
|
5
|
Skill holder receives (SLv * 6)% more experience. Only takes effect when in party (active or reserve). Does not stack with "Hands-on Experience", but does stack with all other modifying skills.
|
Hands-on Experience
|
2
|
5
|
Skill holder receives (SLv * 12)% more experience. Only takes effect when in active party at end of battle. Does not stack with "Motivated Heart", but does stack with all other modifying skills.
|
Physical Counter
|
3
|
4
|
(SLv * 33)% chance to counter direct enemy attacks with a normal Attack.
|
Last Fortress
|
1
|
10
|
Increases Yuugi's stats for every character downed in battle. (~4% stat increase per character)
|
Beat Down
|
2
|
6
|
When Yuugi defeats an enemy, she gains (SLv) MP and all stats increase by (SLv * 8)%. Does not stack if 2 or more enemies are defeated at the same time.
|
Ruinous Super Strength
|
2
|
5
|
When Yuugi is on the front line, increases Physical damage output for all active members.
|
Hoshiguma Dish
|
1
|
10
|
If there are more than two enemies present when Yuugi takes an action, she gains increased Speed proportional to the number of enemies. If there are fewer than four enemies present when she taken an action, she gains increased Attack inversely proportional to the number of enemies.
|
Adamant Helix
|
1
|
12
|
Yuugi deals increased damage proportional to HP missing. The bonus will go up to a maximum of 66%.
|
|
Character Overview and Comments
|
Recruitment
|
- 6F: Defeat 10 FOEs in total (achievement 32). Then find Yuugi as an FOE and defeat her.
|
Play Notes
|
Yuugi is a single-target, no-quarter, physical monstrosity who excels in beating down anything and everything without sky-high Defense. Statwise, she's a more extreme version of Youmu - excellent HP, massive Attack and Defense, and downright crummy MP, Mind, and Speed. Interestingly, Yuugi also brings utility in Irremovable Shackles, which can apply the rare and valuable Heavy status - a number of bosses are vulnerable to Heavy and being able to do so often makes Yuugi worth it for that alone. Make sure you give her equipment to boost her hit - her slow Speed combined with medium-to-long-delays mean a miss wastes lot of MP and time.
She has a very good store of offensive personal skills. Ruinous Super Strength powers up Knockout in Three Steps greatly; Hoshiguma Dish helps her a lot if she is staying in using lower-delay cards, Last Fortress and Adamant Helix powers her up in dire situations. You will have to identify what kind of situation she will likely find herself in, though, to pick her skills efficiently.
|
Awakened Skills
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
Dreadful Raging Waves
|
1
|
40
|
When the user receives a turn, all frontliners with full HP receives a slight buff to ATK and DEF.
|
Ability to Cause Supernatural Phenomenon
|
2
|
30
|
When the user attacks while having full MP, increase damage by (SLv * 15)%.
|
Last Fortress+
|
1
|
50
|
Last Fortress's effect is doubled.
|
Four Deva of Mt. Ooe?
|
2
|
25
|
When at least 2 of Kasen, Yuugi and Suika are in front, the user's all stats are increased by (SLv*7)% for each member in front excluding herself. This can only take effect if at least one ally or enemy has acted in battle.
|
Comments
|
Yuugi receives quite the number of conditional stat boosts with her awakened skills. Dreadful Raging Waves and Ability to Cause Supernatural Phenomenon increase her damage, but only when she has full HP and MP, though Dreadful Raging Waves also extends its effect on the entire frontline. The full MP restriction in particular makes them very hard to use for a stay-in attack style, though Supernatural Phenomenon does have a small MP cost that can easily be offset by subbing Magician and/or making other use of MP recovery skills like Sanae's awakening skills. Last Fortress+ doesn't really change the fact that Last Fortress isn't really a bonus you should aim for (unless you're planning on using less characters to get around challenge level or are working with Cirno), but turning the bonus from 4% per fallen character to 8% does make the effect much more notable, especially after having lost a few characters to a tough boss. Four Deva of Mt. Ooe provides her with a synergy skill to use, though it's probably one of the easiest synergy teams to make good use of.
|
|