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Labyrinth of Touhou 2/Subclasses

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By making use of a Stone of Awakening or Jewel of Greater Awakening, characters can take on a new subclass, granting that character new spellcards and Skills. The spellcards and skills for a given subclass are the same regardless of which character is using it.

Guardian

Spell Cards
Name MP Target Element Damage Formula Level/Cost Special Post-use Gauge Notes
Shield Bash 4 Enemy (Single) Physical ((120% ATK) - (50% T.DEF)) * (1.14 + (0.06 * SLv)) 5 / 3 Leveling the skill up will add a Shock effect and DEF +15% 50% SHK power: 10000, SHK chance: 34 + (8 * SLv)%
Shield Defense 3 Self Physical 5 / 3 DEF, MND +30%, SPD -20% 30% DEF and MND buff: 27 + (3 * SLv)%

SPD debuff not effected by levels

Skills
Name Max Lvl Cost Description
Guardian Mastery 0 0 While the user remains a Guardian, HP, TP, Defense, Mind, and Physical Affinity are slightly increased.
Frontline Guard 1 10 Reduces damage by 8% when in the leftmost slot if there are 4 characters on the front line.
Initiative 1 10 When a battle begins, the holder's Defense is increased by 32%. If the holder is on the front line when battle begins, all other front line characters also have their Defense increased by 16%.
Absolute Defensive Line 1 10 The holder takes reduced damage when 4 characters are on the front line.
Efficient Concentration 2 5 The holder's timebar is set at (5000 + (SLv * 1000)) after using Concentrate.
Spec Overview and Comments
Location: Unlocked as soon as you get your first stone of awakening, which is found in the north-eastern area of 5F, reachable by a staircase coming down from 6F.
Play Notes The Guardian subclass is a tanking spec focused around durability and defense. A Guardian is more likely to be attacked than other characters, and receives a number of defensive buffs and skills, particularly on the physical side. Guardians gain a physical attack that can be leveled up to Shock foes and increase Defense, as well as a self-buff that lowers their Speed in exchange for more defenses. They can invest in skills to protect the front line and allow themselves to quickly take another action after Concentrating. All in all, you won't find a better spec for sheer survivability.

Monk

Spell Cards
Name MP Target Element Damage Formula Level/Cost Special Post-use Gauge Notes
Puncturing Thrust 3 Enemy (Single) Wind ((110% ATK) - (50% T.DEF)) * (1.425 + (0.075 * SLv)) 5 / 3 ACC +20, Leveling the skill up will add SPD +9% 66%
Iron Mountain Charge 4 Enemy (Single) Nature ((120% ATK) - (25% T.DEF)) * (1.14 + (0.06 * SLv)) 5 / 3 Leveling the skill up will ignore more DEF 54% Enemy DEF influence: 28 - (3 * SLv)%
Skills
Name Max Lvl Cost Description
Monk Mastery 0 0 While the user remains a Monk, TP, Speed, Accuracy, and Evasion are slightly increased.
Body Revitalization 1 10 Every time the holder takes an action, they recover 4% HP and all stats are increased by 4%.
Fast Dash 1 10 When a battle begins, the holder has a 50% chance to start with a full timebar.
Dexterity Training 1 10 Reduces the timebar consumption of all actions by 10% except Form Change.
Area Normal Attack 1 10 If the holder has more than 1 MP, normal Attacks will consume 1 MP and strike all enemies.
Spec Overview and Comments
Location: Unlocked as soon as you get your first stone of awakening.
Play Notes The Monk subclass is all about agility. By default, they are faster, more accurate, and harder to hit, and are chock full of ways to make themselves even more nimble. Puncturing Trust can be leveled to add a Speed buff, while Leaning Iron Mountain provides a reliable attack against foes with high Defense. Skillwise, Monks can power themselves up every time they act and outright act faster, making it a good option for characters who ordinarily can't risk staying out on the battlefield longer than they have to.

Warrior

Spell Cards
Name MP Target Element Damage Formula Level/Cost Special Post-use Gauge Notes
Severing Flash 4 Enemy (Row) Physical ((70% ATK) - (50% T.DEF)) * (1.33 + (0.07 * SLv)) 5 / 3 ACC +12 50%
Explosive Flame Sword 4 Enemy (Single) Fire ((154% ATK) - (50% T.DEF)) * (1.463 + (0.077 * SLv)) 5 / 3 ACC -12 50%
Skills
Name Max Lvl Cost Description
Warrior Mastery 0 0 While the user remains a Warrior, HP, TP, Attack, and Defense are slightly increased.
Tension Up 2 5 If the holder attacked an enemy the previous turn, their Attack is increased by (SLv * 4) when their next turn is up.
Fast Attack 2 5 Increases holder's Attack by (SLv * 8)% at the start of a battle.
Enhanced Normal Attack 1 8 Normal Attacks consume 1 MP and deal increased damage.
Mind and Body as One 2 5 Increases damage done by (SLv * 5)% when the holder is at full HP.
Enhanced Row Attack 3 4 Increases damage done by row-target spellcards by (SLv * 10)%.
Spec Overview and Comments
Location: Unlocked as soon as you get your first stone of awakening.
Play Notes The Warrior subclass is a dedicated physical spec, granting both Attack and Defense to its users. While neither of its spellcards have additional effects, the Warrior's skills more than make up for that - every Warrior skill increases damage in some way. Attacks at full HP do more damage, row-target spells do more damage, even the oft-neglected Attack command does more damage. Further, Warriors are rewarded for continuously attacking with an Attack buff. If straightforward physical damage is your forte, try the Warrior out.

Sorcerer

Spell Cards
Name MP Target Element Damage Formula Level/Cost Special Post-use Gauge Notes
Penetrator 4 Enemy (Row) Wind ((120% MAG) - (50% T.MND)) * (1.064 + (0.056 * SLv)) 5 / 3 48%
Aspiration Surge 4 Enemy (Single) Mystic ((140% MAG) - (50% T.MND)) * (1.33 + (0.07 * SLv)) 5 / 3 ACC +15 54%
Skills
Name Max Lvl Cost Description
Sorcerer Mastery 0 0 While the user remains a Sorcerer, MP, TP, Magic, and Mind are slightly increased.
Magic Beating 2 5 If the holder attacked an enemy the previous turn, their Magic is increased by (SLv * 4) when their next turn is up.
Mind Assault 2 5 Increases holder's Magic by (SLv * 8)% at the start of a battle.
Enhanced Normal Attack 1 8 Normal Attacks consume 1 MP and deal increased damage.
Mind and Body as One 2 5 Increases damage done by (SLv * 5)% when the holder is at full HP.
Enhanced Row Attack 3 4 Increases damage done by row-target spellcards by (SLv * 10)%.
Spec Overview and Comments
Location: Unlocked as soon as you get your first stone of awakening.
Play Notes The Sorcerer subclass, for all intents and purposes, is simply a palette-swapped mage version of the Warrior spec. It serves as a go-to spec for magical damage dealers, providing a boost to Magic and Mind, as well as Magic buffs when the user fights. Every aspect of the Sorcerer's kit is built for magic damage; toss it on your casters and fire away.

Healer

Spell Cards
Name MP Target Element Damage Formula Level/Cost Special Post-use Gauge Notes
Prayer of Recovery 5 Ally (Single) Spirit (60% ATK + 60% MAG) * (0.95 + (0.05 * SLv)) 5 / 3 50%
Prayer of Good Health 5 Ally (Single) Spirit Cures Poison and Terror, curing more ailments with higher Skill Levels 5 / 3 SLv2 cures Paralysis; SLv3 cures Silence; SLv4 cures Heavy 36%
Skills
Name Max Lvl Cost Description
Healer Mastery 0 0 While the user remains a Healer, MP, Mind, and Fire/Cold/Wind/Nature Affinities are slightly increased.
Efficient Treatment 3 4 Increases healing done by (SLv * 8)%.
High-Level Treatment 5 3 Healing spells have a (SLv * 10)% chance to also cure any status ailments.
Emergency Treatment 3 3 When the holder takes a turn and their ATB bar is higher than 10001, all front line characters will recover (1 + SLv)% of their HP.
Devoted Care 1 8 Curing a status ailment on an ally heals that character for 25% of their HP.
Spec Overview and Comments
Location: Unlocked as soon as you get your first stone of awakening.
Play Notes The Healer subclass, as you might expect, is all about keeping allies healthy. Prayer of Recovery allows anyone to toss pinch heals since it scales from both offensive stats, while Prayer of Good Health allows anyone to provide valuable ailment curing - something only a few characters can naturally do. All of the Healer's skills improve their restorative powers, increasing raw healing done and providing two sources of incidental HP recovery. The Healer's talents are useful on practically anyone.

Enhancer

Spell Cards
Name MP Target Element Damage Formula Level/Cost Special Post-use Gauge Notes
Art of the Battlemage 4 Ally (Single) Fire 5 / 3 ATK, MAG +24% 50% ATK and MAG buff: 22 + (2 * SLv)%
An Ounce of Prevention 4 Ally (Single) Water 5 / 3 DEF, MND +24% 50% DEF and MND buff: 22 + (2 * SLv)%
Skills
Name Max Lvl Cost Description
Enhancer Mastery 0 0 While the user remains an Enhancer, MP, Mind, and Mystic/Spirit/Dark/Physical Affinities are slightly increased.
Heart of Compassion 4 3 Healing spells also increase the target's Defense and Mind by (SLv * 5)%.
Heart of Prayers 2 6 Buff spells also heal the target for (SLv * 8)% of their HP.
Enhanced Buffing 2 6 Buffs granted by the user are (SLv * 8)% more powerful.
Spec Overview and Comments
Location: Unlocked as soon as you get your first stone of awakening.
Play Notes The Enhancer subclass plays a buffing role, powering up your party with offensive and defensive augments. Its two spells are straight offense or defense buffs to a single ally, and its skills reward the holder for powering up your party. Enhancers can not only have stronger buffs than anyone else, their buffs can grant a small heal effect and they can even provide buffs when they use healing spells of their own, meaning most support characters can easily transition into the Enhancer role.

Hexer

Spell Cards
Name MP Target Element Damage Formula Level/Cost Special Post-use Gauge Notes
Hex -Crimson Curse- 5 Enemy (Row) Dark ((100% MAG) - (50% T.MND)) * (1.33 + (0.07 * SLv)) 5 / 3 ATK -12% 44% ATK debuff: -10 - (2 * SLv)%, Debuff chance: 100%
Hex -Dark Curse- 5 Enemy (Row) Dark ((100% MAG) - (50% T.MND)) * (1.33 + (0.07 * SLv)) 5 / 3 MAG -12% 44% MAG debuff: -10 - (2 * SLv)%, Debuff chance: 100%
Hex -White Curse- 5 Enemy (Row) Dark ((100% MAG) - (50% T.MND)) * (1.33 + (0.07 * SLv)) 5 / 3 DEF, MND -12% 44% DEF and MND debuff: -10 - (2 * SLv)%, Debuff chance: 100%
Skills
Name Max Lvl Cost Description
Hexer Mastery 0 0 While the user remains a Hexer, MP, TP, Speed, and Debuff Resistance are slightly increased.
Enhanced Hexes 2 6 Debuffs inflicted by the user are (SLv * 10)% stronger.
Hexer's Defense 2 5 While the holder is on the front line, reduces the effect of debuffs on your party by (SLv * 12)%. Doesn't stack if you have multiple Hexers.
Hexer's Conversion 1 10 If the holder is affected by a debuff, they recover HP and MP proportional to the strength of the debuff when they take an action. Hina will receive only 1/3 effect from this skill.
Spec Overview and Comments
Location: Unlocked as soon as you get your first stone of awakening.
Play Notes The Hexer subclass is a reverse Enhancer, focusing on debuffing foes. Its spells are all row-target Dark magic spells that can inflict some manner of debuff, allowing a Hexer to weaken entire groups of foes at once. Hexers can also increase the strength of their own debuffs and mitigate debuffs against your party. Enemies who try to debuff a Hexer will only cause them to recover when they act, making Hexers even better at fighting debuff-happy foes. Bring a Hexer if strategically weakening foes is your style.

Toxicologist

Spell Cards
Name MP Target Element Damage Formula Level/Cost Special Post-use Gauge Notes
Poisonous Incense 4 Enemy (Row) Nature ((100% MAG) - (50% T.MND)) * (1.33 + (0.07 * SLv)) 5 / 3 May inflict Poison 50% PSN power: 8000, PSN chance: 98 + (2 * SLv)%
Paralyzing Incense 4 Enemy (Row) Wind ((100% MAG) - (50% T.MND)) * (1.33 + (0.07 * SLv)) 5 / 3 May inflict Paralysis 50% PAR power: 3000, PAR chance: 98 + (2 * SLv)%
Numbing Incense 4 Enemy (Row) Cold ((100% MAG) - (50% T.MND)) * (1.33 + (0.07 * SLv)) 5 / 3 May inflict Heavy 50% HVY power: 10000, HVY chance: 98 + (2 * SLv)%
Deathly Incense 4 Enemy (Row) Dark ((100% MAG) - (50% T.MND)) * (1.33 + (0.07 * SLv)) 5 / 3 May inflict Death 50% DTH power: 10000, DTH chance: 38 + (2 * SLv)%
Skills
Name Max Lvl Cost Description
Toxicologist Mastery 0 0 While the user remains a Toxicologist, HP, MP, TP, and all ailment resistances are slightly increased.
Enhanced Toxins 2 6 Status ailments inflicted by the user are (SLv * 10)% stronger.
Toxic Defense 2 5 While the holder is on the front line, reduces the effect of ailments on your party by (SLv * 12)%. Doesn't stack if you have multiple Toxicologists.
Toxin Conversion 1 10 If the holder is affected by an ailment, they recover HP and MP proportional to the strength of the ailment when they take an action.
Spec Overview and Comments
Location: Unlocked as soon as you get your first stone of awakening.
Play Notes The Toxicologist subclass is much like the Hexer, except focused on statuses. Its spells are row-target magic spells with a variety of elements and statuses; while the statuses are weak, they have a fairly high chance to land and a Toxicologist can gradually build up powerful ailments on the enemy party. Skillwise, they can protect allies from ailments and their own ailments are more potent. Bring a Toxicologist if you like fighting wars of attrition and making the most of status ailments.

Magician

Spell Cards
Name MP Target Element Damage Formula Level/Cost Special Post-use Gauge Notes
Magic Transfer 10 Ally (All) Mystic 5 / 5 Recovers 3 MP to all characters on the front line 33% MP cost is set to 11 - (SLv)
Magic Circuit 2 Ally (Single) Mystic 5 / 3 Grant the effect [Magic Filling] at 100% to an ally.

If the effect is over 30%, the ally recovers 1 MP per turn.

66% Skill levels have no impact on it
Skills
Name Max Lvl Cost Description
Magician Mastery 0 0 While the user remains a Magician, MP, Mind, and Speed are slightly increased.
Magic Sufficiency 5 2 When the magician takes a turn, they have a (SLv * 20)% chance to recover 1 MP.
Magic Conservation 1 10 There is a 20% chance that using a spell will not consume MP.
Entrusted Will 2 5 When an ally falls in battle, the magician recovers (SLv * 10)% MP. Does not take effect if the magician is in the reserve party. If more than 1 character falls at the same time, the amount recovered is not increased.
Spec Overview and Comments
Location: In a chest in the northeastern quarter of 8F.
Play Notes The Magician subclass serves as a mana battery, keeping your party's MP flowing so they can cast more spells. Magic Transfer lets the Magician sacrifice their own MP to refill the rest of your vanguard, while Magic Filling grants a buff that restores 1 MP a turn as long as the buff is maintained. Its skills are gambles to increase the Magician's own MP recovery, giving a chance to gain MP every turn or let them cast a spell for free. If one of your party members falls, a Magician can even "recycle" their MP. The Magician is a great subclass to look into should you fine yourself running out of MP frequently.

Herbalist

Spell Cards
Name MP Target Element Damage Formula Level/Cost Special Post-use Gauge Notes
Placebo Effect 3 Ally (Single) Nature 5 / 3 Increase the effect of buffs already present on an ally. 70% Multiplies current buffs by 1.25 + (SLv * .05)
Incense Treatement 9 Ally (Single) Nature 5 / 5 Transform a debuff present on an ally into a buff of the same amount. 30% Post-use gauge is set to 24 + (SLv * 6)% and MP cost is set to 10 - (SLv).
Herb of Awakening 4 Ally (Single) Fire 5 / 3 Adds damage amplification buff for next attack 50% Damage amplification: 21 + (3 * SLv)%
Skills
Name Max Lvl Cost Description
Herbalist Mastery 0 0 While the user remains a Herbalist, HP, MP, TP, Mind and Evasion are slightly increased.
Medicinal Fragrance 1 8 When the herbalist takes a turn, they will reduce the effect of Debuffs for all characters on the front line.
Morning Dew Herbs 1 8 When the herbalist takes a turn, they will reduce the duration of ailments for all characters on the front line.
Spec Overview and Comments
Location: Near the Ice Crystal on 10F.
Play Notes The Herbalist subclass is an amplifier spec adept at indirectly increasing your party's power. Its first two spells deal with buffs, either increasing already-present buffs - great on characters who can buff themselves - or reversing a debuff effect, and Herb of Awakening can boost damage once, great on characters that are going to launch a single powerful spell. Its skill set is modest; aside from the usual passive stats, all it has is gradually soothing ailments and Debuffs from your front line. Herbalist is a great spec for support characters who are looking for more options.

Strategist

Skills
Name Max Lvl Cost Description
Strategist Mastery 0 0 While the user remains a Strategist, MP, TP, Defense, Mind and Accuracy are slightly increased.
Inspiration Plan 1 10 While Strategist is on the front line, the rate at which buffs decrease for all party members on the front line is reduced.
Furious Scheme 10 1 While Strategist is on the front line, damage dealt is increased by (SLv)% for all characters. The effect does not overlap with multiple Strategists.
Ironclad Strategy 10 1 While Strategist is on the front line, damage taken is reduced by (SLv)% for all characters. The effect does not overlap with multiple Strategists.
Raid Maneuver 1 10 If the Strategist is on the front line at the start of a battle, there is a 20% chance that front line members will start with their ATB bar at 10000. This chance is calculated separately for each team member, but does not increase with multiple Strategists.
Spec Overview and Comments
Location: The item that unlocks the class is found near the top of 12F.
Play Notes The Strategist subclass empowers your party, but does so completely passively - it confers no spellcards to its users. Therefore, Strategist is a good spec for characters who are already fairly self-sufficient or don't need additional spells to do their job. Its passive skills are well worth the investment: Strategists can increase party damage dealt and reduce party damage taken, can reduce the rate at which buffs decay, and can even gamble on a surprise attack when you get into a fight. Strategists are a worthy addition to any party.

Gambler

Skills
Name Max Lvl Cost Description
Gambler Mastery 0 0 While the user remains a Gambler, Attack, Magic and Evasion are slightly increased.
High Stakes 2 8 Spells will cost double MP and damage dealt is increased by (SLv * 30)%
All or Nothing 2 8 Damage taken is increased by (SLv * 50)% and damage dealt is increased by (SLv * 15)%.
Spec Overview and Comments
Location: Found on 14F, after dropping down a hole on 15F near the Hellfire Lava Dragon FOE.
Play Notes The Gambler subclass is another passives-only class based on risk versus reward. They possess only two skills aside from passive stat boosts. The aptly named High Stakes doubles your spellcards' MP costs, but increases their damage (as of the current patch, the second level continues to increase damage but leaves the MP cost at 200%), while All or Nothing causes the wearer to both take and deal more damage. The former is up to your playstyle, but the latter is a good choice on glass cannon attackers who aren't likely to survive much damage to begin with.

Diva

Spell Cards
Name MP Target Element Damage Formula Level/Cost Special Post-use Gauge Notes
Rhythmic Dance 4 All Spirit 5 / 3 Increase the ATB bar of all allies and enemies by (SLv * 1000). 75%
Dance of the Cochlea 4 All Dark 5 / 3 Lowers the ATB bar of all allies and enemies by (SLv * 1000). 75%
Skills
Name Max Lvl Cost Description
Diva Mastery 0 0 While the user remains a Diva, HP, TP, Speed and Accuracy are slightly increased.
Song of Delight 2 5 If the Diva is on the front line at the end of the battle, the experience gained is increased by (SLv * 4)%. The effect doesn't stack with multiple Diva, and will always choose the highest skilled one.
Silent Melody 3 4 Decreases the rate at which the encounter rate counter increases by (SLv * 10)%. Stacks with other skills but caps at 75% reduction.
Melody of Fortune 1 10 There is a 20% chance that using a spell will not consume MP.
Spec Overview and Comments
Location: 16F
Play Notes The Diva subclass is a support class based around timebar manipulation. Its two spells are straightforward - either increase or decrease timebars. They do affect everyone on the battlefield, friend and foe alike, so be careful not to give a dangerous enemy their turn sooner than you'd like! Its skills are fairly general purpose: increasing experience gained by the party, lowering the encounter rate check, and most usefully, granting a chance to cast a spellcard for free. The Diva is gimmicky on paper but could be potent in practice.

Transcendant

Skills
Name Max Lvl Cost Description
Transcendant Mastery 0 0 While the user remains a Transcendant, HP, Attack, Defense, Magic, Mind and Speed are slightly increased.
Body Reinforcement 10 3 HP, Attack, Defense, Magic, Mind and Speed base values are slightly increased.
Enhanced Combat 2 8 Damage dealt is increased by (SLv * 5)% and damage taken is reduced by (SLv * 5)%.
Spec Overview and Comments
Location: 18F
Play Notes The Transcendant subclass is another no-spell class that simply augments its holder's power. Its passive bonus increases all stats except Hit and Evasion, Body Reinforcement increases those stats over again, and Battle Action Enhancement causes the Transcendant to deal more damage and take less damage. There are no tricks to using it - simply give it to whoever you choose for more power, although it may be best used on well-rounded characters who can take advantage of its myriad of boosts.