Formation Faq for Bahamut Lagoon
Meeple Lard
Date: 3/04/03, Version 0.7
Table of Contents:
1. Introduction
2. Background info of Bahamut Lagoon
3. Description of Faq
4. What is Formation?
5. Class Types and Abilities
6. Dragons and Combos with Teams
7. Formations
8. Miscellaneous Tips and Stuff
9. FAQs
10. Version Update
11. Credits
12. Legal Stuff
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1. Introduction
---------------
Ok, if you are reading this, then this must be posted. Welcome fans of a
Bahamut Lagoon. This is Meeple Lard here, the author, here to tell you a
thing or 2...or 3 for that matter. Anyway, for those who don't know, I have
two other FAQs out there, both for the game Seiken Densetsu 3 (also know as
Secret of Mana 2) One is a VERY in depth character FAQ solely on the
Character Hawk, while the other is a FAQ dedicated to all the technical
stuff. For those who MIGHT have heard of me through the FAQs or the Message
Boards, yes, this is the same Meeple who does both. If you happen to play
Seiken Densetsu 3, and would like to get info on either, by all means, check
both FAQs. Anyway, this FAQ is NOT for the game Seiken Densetsu 3, however,
but for ANOTHER game unreleased in the US, Bahamut Lagoon. This FAQ is
dedicated to the Formation and stuff put into it and how to use it
effectively. Anyway, if you'd like to speak to me, either AIM at DbzFFlord,
E-mail at
[email protected], OR just look for me at asserted Game Faqs
message boards (Seiken Densetsu 3 is my most common one, but I hang around
at a few others)
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2. Background info of Bahamut Lagoon
------------------------------------
I know A LOT of you are wondering "What Is Bahamut Lagoon?" Well, Bahamut
Lagoon is one of those MANY games that was never released in the US for the
SNES, and only appeared in Japan for the Super Famicom. However, recently,
a group of people got together and FINALLY made a complete translation of
the game after so many people started to work on it, but never finished, and
thus, the result is those who can't read Japanese can now play this
wonderful game. The game is Strategy RPG, similar to that of Ogre Battle
and Final Fantasy Tactics. In fact, the best way to describe is that it's a
combo of the two. Like with Final Fantasy Tactics, you have characters who
can do different actions to enemies, and move as during their turn. Like in
Ogre Battle, each "Unit" is actually a Squad of Characters, and when you get
close (by Close, I mean Adjacent to) the enemy, you can inniate an RPG like
battle, which lasts for one turn, or until either side is defeated, whatever
comes first. The game is Phase Based, so all your Units go, then all the
enemies go, etc. Also, on your side, you have Dragons at your command
that'll aid you considerably. Ok, so you can't control them, but they still
are a big help, and would never think twice of hurting you. That's just
basic info on the game itself. If you want specifics, its probably best to
check a full walkthrough, or play the game yourself.
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3. Description of Faq
---------------------
First off, let me tell you all what this Faq is about. It's NOT a full
Walkthrough; so don't expect to see any of that. It's a guide to help you
on creating Formations and such. This is NOT an all out Character analysis
Faq either, though at times it might seem like that, I'll be analyzing the
characters for what its worth to this FAQ, NOT for the sake of analyzing.
Also, this is NOT a Dragon Guide either; so if you see a lot that I didn't
go over in the Dragon Section, don't be surprised yet again. I'm only
covering the areas that would work for this FAQ. Finally, this Faq is NOT
necessarily complete, so I MAY BE missing a few things that you picked up.
If I did, please contact me and if I think its worthy (and True for that
matter), I'll stick it in this Faq and give credit to where it's needed.
With all the Boring intro stuff out of the way, lets get into the Actual Faq
itself, Shall We!
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4. What is Formation?
---------------------
I think a Formation Faq would be useless if you have no clue what Formation
is, right? Ok, Formation is how you set your team up. Each can hold up to
4 characters, be them what you may, and you can have 6 Units in total. If
you have a lot of reserves, don't worry, as there are a lot of extras.
Also, you can ONLY have as many teams as you do Dragons, and that max, as I
already stated, is 6. There are 7 dragons, but like with the extra
characters, it becomes a reserve.
Formation works like this:
Characters of similar Types will work together.
Characters of Non-compatable types (like a Knight and a Wizard) won't work
together, but your team gets a bit more versatile.
Basically, what that means is that a group of 4 Priests, lets say, who all
are the same basic character as far as Abilities and Equipment go, would all
be STRONGER than 1 lone priest in a group. The more of the same class you
have, the stronger their benefits are on the Field only. In Battle, each
character works separately, so don't expect your 4 Priests Beefed up magic
to work just as efficiently in Battle as if it was outside.
So, in otherwords, on the Field, all those characters of the same type in
that Unit would all cast that same spell at once, thus making the spell
stronger. So, with 4 priests, all 4 uses up some of their Spell Points to
cast the same spell, and since it's like it's being cast by 4 characters,
the effects are obviously much greater. Granted, there are certain spells
that are not effected by Formation, but I'll get into those later.
One way to check if your Formation is working is to check the Spell and
ability levels during the Formation screen. If it White Magicx2, for
example, that means you have 2 Characters who can use White Magic in that
group. This will be shown in battle through Spell Levels. Normally the
highest Level a Spell can get for one character is Level 10. However, with
2 characters who can cast that very spell, the spell's max will then be
Level 20. And of course, 3 characters means Level 30, and 4 characters
means level 40. However, remember that the characters MUST be in the same
unit, and it ONLY works on the Field.
Formation is just about Active abilities and stuff. Also, there are some
characters that have abilities only useable in Battles. All of these
characters have Passive Abilities on the Map. These are things that take
effect instantly, and effect how well the Unit can perform in NON-Field
attack situations. For example, some will raise the Units Defense against
Field attacks, other allow for greater movement range, etc. What each do
will be listed and which classes can use them as well later in the FAQ, so
don't worry.
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5. Class Types and Abilities
----------------------------
In Bahamut Lagoon, each character has a SET Class Type, and each Class Type
has different abilities, equipment set ups, and different Fighting styles.
This part of the FAQ describes each Class Type so that you can get an idea
on how to use them.
Anyway, On To the Classes!
Terms to know:
SP: Skill Points. Requirement needed to use Techniques and the like that are
based off the Strength Stat.
MP: Magic Points. Required Stat needed to cast Magic and the like that is
based off the Magic Stat.
R: Range. How far an attack can reach when used on the Field. Number next
to it is how many panels, starting from the space the person is on being 0.
If unlisted, the attack can't be used on the field.
E: Effect. How many panels the attack can target at once. Number next to
is the number of Panels it hits, starting from the space its targeting being
1. If unlisted, the attack can't be used on the Field.
A: All. Ability hits all enemies/allies (Depends of what nature the spell
is) in the battle
S: Single. Ability hits one enemy/ally (depends the nature of the ability)
at a time in battle.
S/A: Single/All. Ability can either hit ALL enemies or One enemy in the
battle, at the choice of the player.
<>: Ability is only usable if Dragon associated with the Unit is a Behemoth
or Unknown Form. This will replace all other abilities
(): Ability is only usable if Dragon associated with the Unit is a Black
Dragon or Uni Uni Form. This will replace all other abilities
*: Character is shown to represent class on equipment screen.
All abilities are listed in the following Format:
Name -> SP cost, Range, effect radius, Targetting in Battles
Description of Spell
Finally, one last thing. The "Other Equipment to Consider" part listed
after the Ultimate Equipment are either:
A. Equipment to use incase you don't have enough of the Ultimate Equipment
late in the game.
B. Stuff some people consider "Ultimate" Equipment depending on their
playing style (mostly applies to Armor)
When I listed Ultimate Weapons and Armor, I took overall use into account,
as well as statistics (Personally, I never found much problems from
Elemental Attacks (since few exist late in the game, especially the ones you
fend against) nor have status effects really proven to be much of a problem
(Besides late game Randomizers used by some bosses, there are near NO Status
Effect enemies late in the game), so if your opinions on best stuff are
different from my Ultimate Equipment, its possible, as you just have a
different playing style) Also, the equipment to Consider section is written
in no particular order.
~~~~~~~~~~~~
Cross Knight
~~~~~~~~~~~~
The Cross Knight is one unique Class. It's a rather Balanced Class, and
seems to not have any disadvantages. This is one of my Favorites personal
classes, as it works well with nearly any team. The only thing I dislike is
how there are only 2 Cross Knights in the game, so at best, you can only get
Level 20 attacks from them. Oh well, they are still pretty powerful as they
are.
Field Ability: Sword Tech
The Cross Knight's Ability is basically their version of Magic. Its got all
the elemental features, and the same range, and most hit the same amount
Panels as the Low Level spells (only the Holy and Dark Elemental Spells hit
more than 2 Panels) The Elemental Properties all work the same way as well
as with Spells, such as Fire burning Forests or Thunder destroying things.
Sword Techs are also pretty powerful as well. Yes, they are not the
strongest, but they are good for Quick Long Range Strikes when you can't
initiate a battle. They do have a BIG disadvantage though. Cross Knights
don't get very much Spell Points, so using them can be very costly,
especially if you lack Magic Gin. So just remember that with Sword Techs,
you can't be TOO Care Free with them, as you only have a limited amount of
Uses before restoring SP is needed, so use them only when you need to, or if
you don't mind having to go to the Party Screen often to heal.
Battle Abilities: Sword Tech
In Battle, Sword Techs have a different use. Swordtechs hit all enemies on
the screen with that proper attack, doing more damage than they would on the
Field, as well as more damage than a basic Cross Knight attack. And of
course, they cost SP and are Elemental. Basically, they are good for taking
out Units with 3 or 4 enemies, and are decent when needed against bosses as
they do have a power increase compared to the basic Cross Knight attack. I
believe they have a 100% hit rate, but I am NOT certain about this either.
This is just more proof that Cross Knights are a nice balanced class, as not
only can they fight on the field, but they are good for hurting all enemies
in battle, and do a decent job against bosses.
Sword Tech Abilities:
Flame Hit: 6 SP, 5R, 2E, A. Fire Elemental Attack
Ice Hit: 6 SP, 5R, 2E, A. Ice Elemental Attack
Thunder Hit: 6 SP, 5R, 2E, A. Thunder Elemental Attack
Poison Hit: 6 SP, 5R, 2E, A. Poisonous Attack
Drug Hit: 6SP , 5R, 1E, A. Absorbs Enemy's HP
Earth Hit: 7SP, 5R, 2E, A. Earth Elemental Attack
Dark Hit: 10 SP, 5R, 2E, A. Dark Elemental Attack
Saint Hit: 10 SP, 5R, 2E, A. Holy Elemental Attack.
(Uni Hit): 6 SP, 5R, 2E, A. Neutral Attack. Sometimes Fail
<? Hit>: 6 SP, 5R, 2E, A. Neutral Attack.
NOTE: ? Hit IS the name of the attack, as well as any other ability with a ?
In its name.
Ultimate Equips:
Weapon: Dreadnaught
Armor: Armada Mail
Other Equipment to Consider:
Weapons: Scarnhorst, Gneisenau, Excalibur
Armor: Black Prince, Imperator
Cross Knight Characters include:
*Byuu
Palepelos
~~~~~~~
Knight:
~~~~~~~
As the name suggests, this class is good at Melee Fighting. The Knight
doesn't serve any purpose on the Battle Field, really, except to take a few
more hits. However, when it comes to Head On Battles, the Knights REALLY
Shine. At first, they might seem like less useful version of the Cross
Knight, but late in the game, you'll find these guys to be quite the Boss
Killers.
Special Ability: Critical
The Knight is one of the few classes that don't have Field Abilities.
Instead, they have a Special Ability called "Critical." What this does is
that it raises the damage done by Special Attacks IN battles themselves.
The damage raise is actually quite Significant, as 1 Knight allowed my Heavy
Armor to do a good 500 more with a Saint Smash. Anyway, for this reason,
having a Knight in a Melee Group makes quite the team even more powerful.
For this reason, they make EXCELLENT classes to put in teams that are going
up against the boss.
The Level of Critical the Knight has is based off the Dragon's Strength Stat
that they are associated with. Higher level of Critical means higher
chances of it successfully being pulled off.
Battle Ability: Technique
The Knight's Battle Abilities are basically Single hitting Elemental
Attacks. These attacks, however, are considerably stronger than a regular
attack, ESPECIALLY since the fact that they are knights, they always have
the Critical ability backing them up, and thus, the damage raise is quite
high. Early in the game, moves like Fire Pulse or Ice Pulse won't do much,
but as you raise your dragons, and get moves like Saint Pulse, you'll find
these to be some of the STRONGEST attacks this game has.
Technique List:
Flame Pulse: 5 SP, S. Fire Elemental Attack
Ice Pulse: 5 SP, S. Water Elemental Attack
Thunder: 5 SP, S. Thunder elemental Attack
Poison Pulse: 5 SP, S. Poisonous Attack
Drug Pulse: 5 SP, S. Absorbs Enemy's HP
Earth Pulse: 6 SP, S. Earth Elemental Attack
Saint Pulse: 9 SP, S. Holy Elemental Attack
Dark Pulse: 9 SP, S. Dark Elemental Attack
(Uni Pulse): 5 SP, S. Neutral Attack. Can Fail.
<? Pulse>: 5 SP, S. Neutral Attack
Ultimate Equipment:
Weapon: Dreadnaught
Armor: Armada Mail
Other Equipment to Consider:
Weapons: Excalibur
Armor: Reconquista, Vegas Armor
Knight Characters include:
*Rush
Truce
Bikkebakke
~~~~~~~~
Summoner
~~~~~~~~
Description: The Summoner, without a doubt, is one of the best Classes in
the game. It has 2 Skill Sets; both are usable in battles AND on the Field.
Its first is Red Magic, which is only marginally useful, but the other is
Summon. As you might have guessed, Summoning is REALLY powerful. Its range
is not only great, but some they are also the have the highest hitting
affect radii as well. IMHO, Summoners are the ULTIMATE class in Long Range
Fighting. Also, Summoners have decent HP for a character who's quite
Reliant on Magic, unlike their Priest or Wizard Counterparts, so they will
require less healing and survive longer as well.
Field Abilities: Red Magic
Ok, this is available to you RIGHT from the beginning of the game. Red
Magic has only 3 spells, all of different types. Its not the best skill
set, but its OK for giving a Cheap move (SP wise) just to gain EXP for that
unit.
Summon
This is the most damaging of the Field Skill Sets, with the only possible
exception of the Mini Devil's Dances. These attacks Hurt A LOT. Sure, they
cost a lot, but fortunately, Summoners have high SP, so you should be able
to pull off a few before you need to use a Few Magic Gin. Also, some of
these Summons are Elemental, and you can hit WIDE areas with Elemental
Attacks. An example is that Leviathan hits 4 panels, and is water
elemental, thus, in ONE turn, you could make an Ice Bridge able to carry you
across large Lake areas, as opposed to having to put several Units special
abilities to use. However, I would not advise using summons just for the
sake of EXP gaining. I'd suggest using Red Magic if you really need to.
Battle Abilities: Red Magic
I don't really use this much in battle. It doesn't serve all that great of
a purpose. Well, its ok if I Desperately need healing, I guess, but that's
about it. Personally, I try to have my Summoners avoid Battles as much as
possible, since they excel in Long Range fighting.
Summon
Ok, these attacks STILL hurt a lot, however, I'd rather save the Summons for
outside of battle, where I can hurt more than 1 Unit at time. However, this
is really the only decent way the Summoner can deal damage. Its this, Red
Magic, or Items, as their physical attacks sucks, so I'd go with the Summons
if I really needed to. Sometimes, though, it's probably best to just have
them defend.
Red Magic List:
White Drug: 10 MP, 5R, 2E, S/A. Heals Target(s) HP, Hurts Undead
Flame Gaze: 10 MP, 5R, 2E, S/A. Fire Elemental Attack
Bingo: 9 MP, 5R, 1E, S. Makes a character's/units abilities more powerful
for one Action in battle.
(Uni Magic): 10 SP, 5R, 2E, A. Neutral Attack. Can Fail
<Mystery Magic>: 16 SP, 5R, 2E, A. Neutral Attack
Summon List:
Valitora: 19 MP, 5R, 3E, A. Non-Elemental Attack
Leviathan: 20 MP, 5R, 4E, A. Water Elemental Attack
Garuda: 21 MP, 5R, 5E, A. Non-Elemental Attack
Jormungand: 25 MP, 5R, 2E, A. Earth Elemental Attack
*Hyperion: 30 MP, 5R, 3E, A. Non-Elemental Attack
Bahamut: 33 MP, 5R, 5E, A. Fire Elemental Attack
*Alexander: 35 MP, 5R, 6E, A. Non-Elemental Attack
(Vali): 19 MP, 5R, 3E, A. Non-Elemental Attack. Can Fail
(Levvy): 20 MP, 5R, 4E, A. Water Elemental Attack. Can Fail
(Garu): 21 MP, 5R, 5E, A. Non-Elemental Attack. Can Fail
(Jormy): 25 MP, 5R, 2E, A. Earth Elemental Attack. Can Fail
*(Hypie): 30 MP, 5R, 3E, A. Non-Elemental Attack. Can Fail
(Bahamie): 33 MP, 5R, 5E, A. Fire Elemental Attack. Can Fail
*(Alex): 35 MP, 5R, 6E, A. Non-Elemental Attack. Can Fail
*Though dealing Non-elemental (AKA Neutral) Damage, they are considered Dark
Attacks, in other words, the items received for killing enemies through such
attacks is the same as if you killed them using a Dark Attack (check the
Description of Melee 99 or around there for more info what I mean)
NOTE: All Red Magic is learned IMMIDIATLY from the first mission in the game
(the prologue mission) The Summons are all obtained through the Plot.
Alexander and Alex are only obtainable through an Ex-play game; so don't
expect to see it on your first game. And also, in the final boss of the
game (This might be Minor Spoilers, so sorry if it is), do NOT expect to
EVER be able to use either Alexander or Alex, even in Ex-play. Sorry,
that's how life works.
Ultimate Equipment:
Weapon: Empress Khana
Armor: Royal Gown
Other Equipment To Consider:
Weapons: Assault, Crusader
Armor: Kaiser Rin, Dark Force
Summoner Characters Include:
Yoyo (from Chapter 6 until and including Chapter 21)
*Sendak
~~~~~~~
Dragnar
~~~~~~~
Description: Ok, to describe the Dragnar is mostly repetitive to what the
Summoner is, so I'll just say what's different. The Dragnar IS a Summoner,
down to the very Equipment, Abilities, and even the character. The one
difference is that the Dragnar has a Different Battle Sprite than the
Summoner AND has higher stats as well. That's the ONLY difference between
the Dragnar and Summoner. If you want more info on the Dragnar, just look
at what the Summoner has, and your questions will be answered.
Dragnar Character's Include:
*Yoyo (Chapter 22 until end of game)
NOTE: Though in Ex-play, when you name Yoyo, she appears as her Dragnar
Sprite, like in a normal game, she won't be a Dragnar til Chapter 22. Thus,
don't be surprised to See Yoyo's Stats go down in an Ex-play game, as she is
far superior as a Dragnar than she is as a Summoner, in terms of stats, even
if she is a few levels lower.
~~~~~~
Priest
~~~~~~
Description: As the name implies, this class is all about Healing Magic and
stuff. For the most part of the game, it lacks decent ways to hurt enemies.
It's used best to heal Characters or Dragons that need it. Later in the
game when you get Dark and Light Forms for your Dragons, they gain some
pretty neat spells and can now actually HURT the enemy. If you find your
taking a lot of damage, make sure you invest a few Priests in some of your
Attack Squads. Priests also allow you to save some of your needed money to
buy stuff instead of wasting it on Healing Items and Such.
Field Abilities: White Magic
White Magic is mostly Healing and Effect Magic. It really saves you from
losing a lot of Items in battle, and helps you injure the enemies a lot as
well, as it comes with a few spells directed at your enemies. Granted, this
is not as damaging as other Skill Sets, but lets remember, the point of
white Magic is to help make sure YOUR Squads survive, and not to make sure
the enemy doesn't. For these purposes, I think this Skill Set fits its job
rather well.
Battle Abilities: White Magic
I think in battle, White Magic a bit more useful. To use it effectively
outside of battle requires several priests in your team. In Battle, one
casting of a White Drug usually is enough to let your team survive, at least
for that onslaught by the enemy. Granted, up until they get their Dark and
Holy elemental attacks, they lack the means to deal decent Damage in combat.
White Magic List:
White Drug: 10 MP, 5R, 2E, S/A. Heals Target(s) HP, Hurts Undead
Clean Up: 10 MP, 5R, 2E, S. Cancels Negative Status on Unit/Character
Sleep: 12 MP, 5R, 1E, S. Attempts to Put Target Enemy/Unit to sleep
Exorcism: 15 MP, 5R, 1E, S. Instant Death Attack against Enemy/Unit
Return Life: 21 MP, 5R, 1E, S. Revives One Character OR All Dead Characters
in target Unit (Unit MUST have at least ONE living character), Chance of
instantly killing Undead Enemies
Star Fall: 21 MP, 5R, 2E, A. Earth Elemental Attack
Big Burst: 24 MP, 5R, 3E, A. Holy Elemental Attack
Infinity: 24 MP, 5R, 3E, S. Dark Elemental Attack
<Mystery Magic>: 22 MP, 5R, 2E, A. Heals Allies HP
(Uni Magic): 10 MP, 5R, 2E, A. Neutral Attack. Can Fail
Ultimate Equipment:
Weapon: Assault
Armor: Kaiser Rin
Other Equipment to Consider:
Weapons: Crusader
Armor: Dark Force
Priest Characters Include:
*Zora
Diana
Fredrica
Joy
~~~~~~
Wizard
~~~~~~
Description: Wizards are, simply put, the exact OPPOSITE of a Priest.
Priests excel at healing Magic, while Wizards excel at Attack Magic.
Wizards for the first part of the game will be your best way to Deal Long
Range Damage. After that, the reason for keeping them with you is for their
Verastility, and their Cheap Powerful long range spells, even if out classed
by the Summoner's/Dragnar's spells.
Field Ability: Black Magic
This is REALLY useful on the battle Field. The attacks are quite powerful,
AND they are quite long range as well. Another advantage to Black Magic is
that it's a quite a Versatile Skill Set, as it covers ALL the elemental
Categories, so you don't have to worry about not having the right magic
later on in the game, as Wizards cover it all. They're spells are not only
Cheap, but they also have a lot of MP from which to use it from. I consider
the Black Magic Skill Set to be a back up to my Summoning, and it does the
job quite well. What's best is there are 4 Wizards, so you can use Black
Magic to its Highest Extent if you so desire on the Field.
Battle Ability: Black Magic
The Black Magic Skill set in battle serves the purpose of injuring every
enemy on the Screen rather effectively, and cheaply as well. Now,
personally, I think their magic works best outside of battle where they are
not in danger of the enemy, and they can hit several enemies. But their
spells do have decent effects in battles, so, if they happened to be put in
a battle, use their Black Magic to help destroy the enemies. However, one
problem I will admit is that their Black Magic in battle isn't quite as
strong as you'd expect, or want, their attacks to be, but then again,
Wizards are meant to be Snipers, not Fighters.
Black Magic List:
Flame Gaze: 10 MP, 5R, 2E, S/A. Fire Elemental Attack
Ice Magic: 10 MP, 5R, 2E, S/A. Ice Elemental Attack
Thunder Gale: 10 MP, 5R, 2E, S/A. Thunder Elemental Attack
Energy Drain: 15 MP, 5R, 1E, S. Absorbs Enemy's HP
Bionics: 14 MP, 5R, 2E, A. Poisonous Spell
Earthquake: 18 MP, 5R, 2E, A. Earth Elemental Attack
Halley Gazer: 22 MP, 5R, 3E, A. Dark Elemental Attack
Armageddon: 22 MP, 5R, 3E, A. Holy Elemental Attack.
(Uni Magic): 10 MP, 5R, 2E, A. Neutral Attack. Can Fail
<Mystery Magic): 18 MP, 5R, 2E, A. Neutral Attack
Ultimate Equipment:
Weapon: Assault
Armor: Kaiser Rin
Other Equipment to Consider:
Weapons: Crusader
Armor: Dark Force
Wizard Characters Include:
Neblo
Ectarina
*Anastasia
Melodia
~~~~~~~~~~~
Royal Guard
~~~~~~~~~~~
Description: The Royal Guard, IMHO, isn't that great a class. It's
basically a Less Versatile Heavy Armor who gets higher stats and can snipe.
Yes, those Stat Bonuses are nice, but personally, I don't find them enough
for what this class lacks. All he gets is ONE ability in his entire skill
set, and its only Marginally useful as it is. Now, this is just my opinion,
so if you happen to like using the Royal Guard, by all means do so.
Field Ability: Destroy
Destroy does exactly what it says. It has ONE ability that's a lightning
elemental attack that hurts the enemies and can destroy buildings and such.
This would be a good attack, were it not for its crappy range. Its good if
you want some quick easy EXP, I guess. The reason why I don't like it
either is that its SO short range that you have to be right next to the
enemy in most cases to actually hit them with it that you might as well
initiate a Battle with them, where he you can deal more damage overall.
However, note that with certain dragons, the skill changes to one of 2 other
possibilities, both of which are non elemental, so despite being called
"Destroy", only the basic Destroy ability used with a Generic Dragon (called
"Inspire") will effect terrain.
Battle Ability: Destroy
This is basically the battle version of the Field ability "Destroy." In
other words, having only one skill the entire game, dragon or no dragon,
which is thunder elemental. The attack is, albeit, stronger than you might
expect when used in battle, and for is 4 SP cost, its actually not half bad.
The flaw, of course, is its strictness to ONE attack, and though it's a
pretty good attack at only 4 SP, it pales in comparison to most Holy/Dark
elemental attacks used later on in the game.
Destroy List:
Inspire: 4 SP, 1R, 2E, S. Thunder Elemental Attack
(Uni Inspire): 4 SP, 1R, 2E, S. Neutral Attack. Can Fail
<? Inspire>: 4 SP, 1R, 2E, S. Neutral Attack
Ultimate Equipment:
Weapon: Iron Duke
Armor: Armada Male
Other Equipment To Consider:
Weapons: Destroyer
Armor: Pax Khana, Vegas Armor
Royal Guard Characters include:
*Matelite
~~~~~~~~~~~
Heavy Armor
~~~~~~~~~~~
Description: Just as the name implies, these guys are the heavy-duty melee
characters. They have the Highest HP, with the exception of the Royal
Guard, and high Defense and Strength as well. They are useful for taking
hard hits ensuring the survival of that Unit, and they are good when it
comes to fighting in Battle. Combining them with the Knight's Critical
Ability allows for some REALLY powerful attacks. I suggest making sure you
have put some of these guys in at least one of your units before going out
to battle. To say it short, Heavy Armors are your basic Tank Characters of
Bahamut Lagoon.
Special Ability: Defense
This is a reaction ability in a sense. When an Enemy attacks one of your
characters in a battle, if there's a Heavy Armor in that Unit, there's a
chance that s/he will instantly act as if s/he was told to use the Defense
Command, and go into Defense position for that attack, thus lowering the
damage dealt. This is handy, as when it works, it's like that character is
on Defense while ATTACKING at the same time. This allows for long life
spans if that unit is being constantly attacked, or consistently being used
as a head on fighting unit.
The Level of a Defense a Heavy Armor uses is based off the Dragons VIT stat
that they are associated with. Higher level means higher chances of this
ability being pulled off.
Battle Abilities: Techniques
The attacks of the Heavy Armors are basically the same as those of the
Knights, just with Different Animations and names. But it doesn't matter
really, as the Knight's attacks were pretty darn powerful, and the same goes
for the Heavy Armors as well. Heavy Armors make REALLY nice Boss Fighters,
just like Knights do, since their Attack is only Single Hitting, but also
somehow hurts A LOT. All they lack is Critical special ability, but pairing
them with Knights will remedy that.
Technique Abilities:
Fire Smash: 4 SP, S. Fire Elemental Attack
Ice Smash: 4 SP, S. Ice Elemental Attack
Thunder Smash: 4 SP, S. Thunder Elemental Attack
Poison Smash: 4 SP, S. Poisonous Attack
Drug Smash: 4 SP, S. Drains Enemy's HP
Earth Smash: 5 SP, S. Earth Elemental Attack
Saint Smash: 8 SP, S. Holy Elemental Attack
Dark Smash: 8 SP, S. Dark Elemental Attack.
(Uni Smash): 4 SP, S. Neutral Attack. Can Fail
<? Smash>: 4 SP, S. Neutral Attack
Ultimate Equipment:
Weapon: Iron Duke
Armor: Armada Mail
Other Equipment to Consider:
Weapons: Destroyer
Armor: Vegas Armor
Heavy Armor Characters Include:
*Taicho
Barclay
Gunso
~~~~~~~~~~~~
Light Armors
~~~~~~~~~~~~
Description: The Light Armor is, arguably, the most useful Class in the
game. Sure, it lacks the power and defense of most Physical Classes,
doesn't have a Field Attack, and can't do that great damage, but that's not
reason for choosing them. The Light Armor does something No other Class
does. Wanna Know what it is? Check its Special Ability and Find out.
Special Ability: Sprinter
The Light Armor's special ability gives a unit MUCH HIGHER movement rate
than they normally have. Now, at first, its not much greater, as its
probably only level 2, but at level 10, your Light Armored Units will be
able to reach the enemy in only 2 to 3 turns. This is REALLY helpful for
those Battle type classes. Also, it allows more versatility for your Field
Attackers as it gives them more space to choose from where to attack.
Undoubtedly, for this reason alone, Light Armors are a MUST have in your
team at all times. With out them, this game would be much longer and a lot
more boring.
The Level of Sprinter is based off the DEX stat of the dragon that they are
associated with. Higher levels of Sprinter means higher movement increases.
Battle Abilities: Techniques
Ok, yes, it's the same name as the Knights' and the Heavy Armors' skills,
but it does quite the opposite effect. Instead of attacking one enemy for
more damage using an elemental attack, it hits ALL enemies in the battle
with an elemental attack for about the same damage as a regular Attack done
by a Light Armor does. Basically, this is a variation of the Cross Knights'
Sword Techs used in battles, only without the extra damage increase. They
are good to use against units with several enemies in them, but lose use
when up against Bosses or other Single Enemy Units.
Techniques List:
Flame Tower: 7 SP, A. Flame Elemental Attack
Ice Tower: 7 SP, A. Ice Elemental Attack
Thunder Tower: 7 SP, A. Thunder Elemental Attack
Drug Tower: 7 SP, A. Drain's Enemy's HP
Poison Tower: 7 SP, A. Poisonous Attack
Earth Tower: 8 SP, A. Earth Elemental Attack
Saint Tower: 10 SP, A. Holy Elemental Attack
Dark Tower: 10 SP, A. Dark Elemental Attack
(Uni Tower): 7 SP, A. Neutral Attack. Can Fail
<? Tower>: 7 SP, A. Neutral Attack
Ultimate Equipment:
Weapon: Prinzeugen
Armor: Battle Dress
Other Equipment to Consider:
Weapons: Sigrun, Etendahl
Armor: Martial Nay, Energy Suit, Mach Vest, Powered Suit
Light Armor Characters Include:
Jeanne
Mist
*Lukia
~~~~~~~
Lancers
~~~~~~~
Description: Lancers are, IMHO, one of the most underrated classes Bahamut
Lagoon offers. I believe that really Lancers are quite good classes, and
when used correctly, they can be a deadly class to mess with. The best way
to describe the Lancer is a Watered Down version of the Cross Knight.
Anything they can do, the Cross Knight seems to do better. But that doesn't
mean they're bad. For one thing, they tend to have more SP than the Cross
Knight, thus allowing for more Field hits. Also, there are 4 Lancers, and
only 2 Cross Knights, so your Lancer's Attacks do have potential, if paired
correctly, to do more on the Field than Cross Knights can. They are pretty
good investment if you know how to use them.
Field Attack: Javelin
Javelins are the Lancers version of magic. However, for a Field attack,
they have relatively Short Range, and only hit one unit at a time. If you
can get an enemy unit range, however, this can prove useful. If not, use
the Javelin ability for quick EXP, as the low level ones cost an INSANELY
cheap amount of SP, and thus, its easy EXP. An effective way to use this
ability is to have a Melee Group attack a unit (especially good strategy to
use against bosses), and have your Lancers stand right next to that Melee
Group and hit that unit with their Javelins. Useful for weakening them down
so you can Beat that enemy in a battle and get the full benefits from them.
Also, Javelins are good for point shots. Personally, I hate to waste a turn
with my Wizards using Thunder Gale JUST to destroy a Pesky Tank, or using
Fire Hit with my Cross Knights just to melt one panel of ice so the enemy
will drown. Lancer's attacks only hit one area, so you don't feel like your
wasting the attack, and since the ones with those type effects have are
cheap enough as it is, you might as well take advantage of it, since its not
only EXP, but also convenience.
Battle Abilities: Javelin
Javelin is just like the Light Armor's Techniques. It hits ALL enemies for
about the same damage as a regular attack and is elemental. Lancers, to me,
don't make a very Good Battle class; IMHO, as they have low HP (Not as low
as Magic Intensive units) and they do about as much as a Light Armor,
usually less actually, which isn't very high at all. I suggest trying to
avoid putting Lancers into a battle unless the rest of the Unit is mostly
one that works well in battle and that Lancer is there just to get easy EXP
for them.
Javelin Abilities:
Flame Dust: 1 SP, 2R, 1E, A. Fire Elemental Attack
Ice Dust: 1 SP, 2R, 1E, A. Ice Elemental Attack
Thunder Dust: 1 SP, 2R, 1E, A. Thunder Elemental Attack
Poison Dust: 1 SP, 2R, 1E, A. Poisonous Attack
Drug Dust: 1 SP, 2R, 1E, A. Drains Enemy's HP
Earth Dust: 5 SP, 2R, 1E, A. Earth Elemental Attack
Saint Dust: 10 SP, 2R, 1E, A. Holy Elemental Attack
Dark Dust: 10 SP, 2R, 1E, A. Dark Elemental Attack
(Uni Dust): 1 SP, 2R, 1E, A. Neutral Attack. Can Fail
<? Dust>: 1 SP, 2R, 1E, A. Neutral Attack
Ultimate Equipment:
Weapon: Invincible
Armor: Battle Dress
Other Equipment To Consider:
Weapons: Brunhag
Armor: Martial Nay, Energy Suit, Powered Suit, Mach Vest
Lancer Characters Include:
Zora's Son
*Reeve
*Frenze
Donfan
~~~~~~~~~
Assassins
~~~~~~~~~
Description: Assassins are a unique Class. Instead of hitting enemies far
from them, they attack the whole AREA around them, basically. They're
attacks specialize in killing, mostly, and neutralizing the enemy. They are
a rather balanced class, but they stand out most in their speed, thus
allowing them to get an attack off before the enemy in battle. They are
decent in battle and on the field. They are by no means needed, but they
make a nice addition to your team.
Field Abilities: Ninjutsu
This comes with a few elemental attacks that hit the enemies around them, a
healing ability, a Status attack, and 2 Instant death moves. The attacks
are cheap enough that if you need, they can be used for easy EXP if you got
nothing better do with them. One thing I have to point out, though, is that
their attacks just don't seem to do enough damage (the ones that do damage)
to use for that sake. The elemental ones serve well for their Other
purposes, like using Blizzard on a Bridge somewhat is a cheap way to extend
the bridge, and allow your other units to come closer to the enemy on an
earlier turn. Raiden is also good for destroying multiple walls and such
instantly as well. I guess you could say that the Ninjutsu skills are quite
contrast in use to that of the Javelin abilities. Chakra is a nice way to
heal multiple units as well.
Battle Abilities: Ninjutsu
Ninjutsu attacks lose their use, somewhat, when used in battle. They are
helpful in getting rid of enemies sometimes, as their Instant Death Attacks
can be fun to mess around with, but they don't always work. When it comes
to dealing damage, they don't really do a good job of that either, as they
deal about the same as a Light Armor or a Lancer physically. They do have
one VERY useful skill for Battles, though. That skill is the Chakra
ability. It heals all your Allies in the battle at once for a decent
amount, and is rather cheap as well.
Ninjutsu List:
Burn: 3 MP, 0R, 3E, A. Fire Elemental Attack
Blizzard: 3 MP, 0R, 3E, A. Ice Elemental Attack
Raiden: 3 MP, 0R, 3E, A. Thunder Elemental Attack
Assassinate: 5 MP, 0R, 3E, S. Instant Death Attack
Trick: 2 MP, 0R, 5E, A. Causes Sleep Status
Landmine: 5 MP, 1R, 2E, A. Earth Elemental Attack
Chakra: 10 MP, 0R, 3E, A. Heals Allies HP and Restores Status
Unsheathe: 10 MP, 0R, 4E, A. Instant Death Attack
(Uni Ninjutsu): 3 MP, 0R, 2E, A. Neutral Attack. Can Fail
<Imitate>: 3 MP, 0R, 2E, A. Neutral Attack
Ultimate Equipment:
Weapon: Dillinger
Armor: Battle Dress
Other Equipment to Consider:
Weapons: Delta Dagger
Armor: Martial Nay, Mach Vest, Energy Suit, Power Suit
Assassin Characters Include:
*Zeroshin
Sajin
~~~~~~~~~~~
Mini-Devils
~~~~~~~~~~~
Description: Mini-Devils... where do I start? Well, all I can say is that
they are the most unique class in the game. And not only that, they KICK
ASS too. At first, they seem like a bad character, as you can't control
them, and they don't do enough to move their weight around (not like they
are heavy) However, later in the game when, you can get a Team of 4 Mini
Devils, and 4 of anything is great. Mini Devils just add to the theory that
cute is deadly. With the right Dragon, these little pests can do VERY close
to 9999 Consistently, and For NO MP! Ok, so they can fail, and they do have
some crap moves, but still. Another disadvantage about Mini Devils is that
though the fact that can't use Weapons isn't much of handicapped due to the
Damage they deal; the lack of Armor REALLY hurts them, as it means low
defenses. Despite what they look, they have higher HP than one might expect
(in earlier versions of the FAQ, I said they had low HP, sorry), higher than
that of a Light Armor, actually. They are powerful, yes, but remember, as
powerful as they may be, they can still screw you over. Basically, use Mini
Devils as a "High Risk, High Reward" Class, or as a Gamble Class, or
whatever you want to call it. If you've got bad luck, or just plain don't
like potential Failures, then its probably best you not use Mini Devils at
all.
Field Abilities: Dance
Dances are totally random as to what they do. Ok, so depending on which
dragon they are with can yield different dances to choose from, but still,
you have no idea as to what's gonna pop up. They can either heal everyone
nearby, use an Ice Attack, Destroy everyone's MP/SP, ANYTHING really. They
are quite a gamble, but you usually get something good, so don't worry. The
thing I like most is that they all cost NO MP, and even if they fail (which
in the early parts of the game, they often do), you still get EXP for that
unit. Early in the game, they are only useful for getting Unlimited EXP
basically, but later on, they become Random Killing Machines (emphasis on
the Random and Killing) Pairing them with a Black Dragon or a Behemoth is a
GREAT IDEA to maximize their abilities, as it gives them a whole unique
different dance set, and they tend to be more painful than normal.
Battle Abilities: Dance
The only difference here is that each Mini Devil does its own dance, as
opposed to them dancing at once. Also, understand that Battle Dances are
different from Field dances. Some are the same, such as Heal Enemy Party,
but a dance like Aqua Storm will only appear in battles while Complete Heal
All will only appear on the field.
Dance List:
Ok, this section is bigger than any other Classes skill set list (yes, even
bigger than the Summoner's), so big, I have to do a bit of explaining on the
format first.
Basically, I've done a lot of testing with Mini Devils in an attempt to find
out ALL dance possibilities with ALL forms of Dances. This list is to show
my results. Please Note, however, that as always, there's a chance this
list is incomplete, so don't go screaming at me if I missed some dances for
a skill set and stuff. Simply, E-mail me politely (address listed at end of
FAQ), and tell me that you've seen "So and So attack for Whatever Dance" and
I'll check up on it.
First off, a few notes to look at:
Regardless Of attack to be used, Dances will appear the following way:
Devil Dance: 0 MP, 0R, 4E, A.
<Reggae Dance>: 0 MP, 0R, 4E, A.
(Fright Dance): 0 MP, 0R, 4E, A.
All dance Skill sets have a potential of Failure. All Failures (this goes
for failures from "Uni" attacks as well) do nothing except have the Word
"Fail" appear, and give a bit of EXP. Technically, its an attack in the
skill set, and technically, its not. I'm not gonna bother listing it, so
remember that ALL dances have that potential.
Area means that attacks will only effect those within the attack radius
listed above. All Area attacks will follow the above format I have listed.
The attacks are Listed in no particular order other than the order I have
discovered them as I was testing.
All Devil Dances were tested using Master Dragons, Fright Dances were tested
using Black Dragons, and Reggae Dances using Behemoths. Some of these
attacks may not appear if earlier forms were used, so if you have a Grand
Dragon, don't expect to see ALL Devil Dances you'd see with a Master Dragon,
in other words.
Dances used in battles are different from those used on the Field. I have
attempted to decipher which ones are used when, but it's rather difficult
(due to the complete randomness of the dancing), so if I'm wrong, again
don't yell at me, just e-mail me, and I will get back to you on it.
Descriptions of attacks are based off observations. Some of them are
Obvious (IE a Fire Attack is obviously fire due to the way it looks and the
way the enemy's Death animation is), others are more difficult, so again,
don't bash me if I'm wrong, simply E-mail me your results and I will test
them and get back to you.
All Attacks used on the field are used within the given Range UNLESS said
otherwise.
Regardless of Dance type, all Dances are based off the MID stat of the
dragon.
As usual, when I say, "Ally" I am including your Dragons as well.
All attacks that heal will hurt Undead Units instead of healing them. This
does not apply to MP Healing attacks however.
A (?) in an attack description means I'm not certain as to if that's what
the attack is, and that's its an educated guess.
All Dances are listed in following Fashion:
Dance Skill Set -> Requirements for Skill set
Dance Attack Name: What type of attack it is (Field, Battle, etc.).
Description of attack
Now, onto the actual lists!
Devil Dance -> Used in conjunction with any "Generic" Dragon Forms or no
Dragons at all.
Nightmare: Field. Does Damage Equal to 1/4 of Enemies Current HP.
MP Damage: Field and Battles. Lowers the MP of enemies.
Power Dance: Field. Heals allies.
Spore: Field. Poison Elemental Attack.
Mr. Gunfire: Field. Thunder Elemental Attack.
Winter Visit: Field. Ice Elemental Attack.
Flamethrower: Field. Fire Elemental Attack.
*Seductive Smile: Field. Attempts to cancel an enemy's turn
Earth Shaker: Battle. Massive Earth Elemental Attack
Super Secret Attack: Battle. Massive Thunder Elemental Attack
Breath Wind: Battle. Massive Non Elemental Attack
Aqua Storm: Battle. Massive Water Elemental Attack
Poison Powder: Battle. Poison Elemental Attack
Fire Breath: Battle. Strong Fire Elemental Attack
Toxic Ink: Battle. Strong Poison Elemental Attack
Roll: Battle. Weak Earth Elemental Attack
Damage All: Field. Damages All Allies and Enemies equal to 3/8 of their Max
HP
Heal Enemy Party: Field and Battle. Heals Enemies.
Quick Arbitrary Comment: It's easy to see that if you want to use Devil
Dance, then use Mini Devil's in battle, as the MASSIVE attacks are used
there only :P Note that when I say Weak, I mean damage dealt in Battle is
about 400, when there is no connotation, assume between 700 to 1000, when I
say Strong, I mean about 1500 to 2000, and Massive is basically anything
above 2500 (in battles ONLY I mean).
Fright Dance -> Used when in conjunction with Uni Uni Dragon Class (includes
Black Dragons)
Heal Enemy Party: Field and Battle. Heals Enemies
Super Secret Attack: Field and Battles. Massive Thunder Elemental Attack
Heal All: Field. Heals Allies and Enemies HP
MP Damage: Battle and Field. Lowers MP of Enemies
Bagdem: Battle and Field. Massive Non Elemental Attack
Frog All: Field. Hits ALL Ally AND Enemy Units on MAP with Damage equal to
1/4 of their Max HP.
Ragnorak: Battle and Field. Does Massive Non Elemental Damage.
Damage All: Field. Damages All Allies and Enemies equal to 1/4 of their HP
max.
Complete Heal All: Field. Heals ALL Ally AND Enemy Units for 999 MP, and all
NON Undead Units are healed for 5000 HP, while all Undead Units lose 1250
HP.
Quick Arbitrary Comment: Not much to say here. This is quite a Fun skill
set. From being able to heal Every existing Unit on the screen to being
able to do 9999 with certain attacks on the Field, its quite easy to see
that this skill set works well in both Battles and on the Field. This is
the only Dance Set with the ability "Complete Heal All' which is the only
means by which you can heal a Dragon's MP! Quite Handy, wouldn't you say?
Reggae Dance -> Used when in conjunction with an Unknown Form Dragon Class
(this includes Behemoths)
Super Secret Attack: Field and Battle. Massive Thunder Elemental Attack
Gigashock: Field and Battle. Massive Non Elemental Attack
Heal Enemy Party: Field and Battle. Heals Enemies
*Seductive Smile: Battle. Attempts to cancel enemies turn
MP Damage: Battle and Field. Lowers MP of Enemies
Damage All: Field. Damages All Allies and Enemies equal to 1/4 of their HP
max.
Bagdem: Field and Battle. Massive Non Elemental Attack
Heal All: Field. Heals Allies and Enemies HP
Ragnorak: Field. Massive Non Elemental Attack
Quick Arbitrary Comment: Quite simply, Reggae Dance is just a variation of
Fright Dance, so its has more or less, the same uses and same potential
pretty much.
*Seductive Smile is one move I am NOT sure of. I read somewhere that its
supposedly puts enemies to sleep, however, after several castings of this in
battle, and not attacking them physically, I noticed the enemy was not
asleep, so it leads me to believe that that description is false. Someone
suggested it caused the Confusion status (aka Enemies attacking themselves,
or just doing random things to random characters, be it ally or enemy,
etc.), but that does not even exist in this game, so that idea is out the
window. I noticed that SOMETIMES, after Seductive Smile, in battles,
enemies do not even take their turns, leading me to believe that it attempts
to cancel their actions altogether for one turn. This has the same effect
as sleep, but only for one turn, and when I checked their status (The
enemies), there was no indication of them being asleep either (a gray box
with a "Z" in it) I wouldn't be surprised, however, if the attack simply
does nothing due to a bug somewhere in the game, but if anybody could figure
out EXACTLY what this move does, please E-mail me, and I'll check up on it.
Phew, what a list, wouldn't you say? As I said, if Missed anything, or gave
any misinformation, or whatever, feel free to contact me via E-mail, AIM
(Same as my E-mail), or whatever, just as long as it doesn't involve Flaming
or isn't offensive, I'll consider your thoughts and look into them.
Equipment: Mini Devil's can't equip any armor or weapons
Mini Devil Characters Include:
Wagahai
Manyo
Munyo
Monyo
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
6. Dragons and Combos with Teams
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This section of the Faq is dedicated to how Dragons work with Formation and
such. At First, Dragons seem to just be Uncontrollable characters who have
elemental powers, Relatively High Stats, can go ANYWHERE they wish, are
immune to status effects (good or bad), and are linked to how many teams you
can have. Well, that last part is for a reason. You see, without Dragons
to aid you, your Characters wouldn't be nearly as powerful or special as
they are with them. Sure, Wizards always have their 3 basic elemental
spells, or Priests with their basic spells, but even those are MUCH weaker
without a Dragon than if that Dragon was alive.
There are MANY Dragon forms and many Dragons types as well. I'm only gonna
talk about 3 types of Dragons, those being Behemoths, Black Dragons, and
Master Dragons. Any other Dragon is basically a lower level version of
those I just listed. These 3 Dragons are, as many will agree, the 3 best
kinds available.
You can get a total of 7 Dragons you get, and you can make them whatever you
want, but I'll list my suggestions as to which to make what.
First off, let me list each Dragon for you:
Here's the format for EACH Dragon:
-----------------------------------------------------------------------
*Dragon's Name*
Overall Opinion: What I think of Dragon in one sentance
Innate Specialty: What stats the dragon excels in beginning of game (also,
these are stats that raise naturally when they level up)
Default Preferenes: Whether the Dragon prefers to Snipe, Attack, etc. when
you first get him
Holy Form Name: Rating (between 1 to 10, 1 meaning Dragon sucks, 10
meaning Dragon is amazing)
Description of Form (Why Dragon got Rating, and what he has and doesn't
have)
Dark Form Name: Rating
Description of Form
Master Form: Rating
Description of Form
-----------------------------------------------------------------------
..Now for the Dragon's themselves!
*Salamando*
Overall Opinion: No question about it, Salamando is Bahamut Lagoon's best
Dragon.
Innate Specialty: Fire Elemental Attacks
Default Preferences: Mixes between Sniping and Attacking
Phoenix: 9.5
Salamando's Holy Form, simply put, is the best of the Holy/Dark forms in the
game hands down, and 2nd best Dragon form in the game. There are 2 reasons
why the Phoenix Form is so highly praised. First off, its holy attack,
Solar Flare, is just, simply put, the most powerful attack (not including
Gravity Attacks) that can be used on the field by a Dragon. Yes, it even
outdoes the mighty Uni Breath that Black Dragons use. This move 300 more
damage than the other Holy/Dark attacks that can be used on the field,
making it the best by far. Only Melee 99, Dark Power, and those Physical
Techniques that cost no MP (all of which are Single Target) out power Solar
Flare, and all of them can ONLY be used in battles, and all have a potential
to miss, or only hit one enemy. Believe it or not, though, that's actually
the 2ndary reason for choosing his holy Form. The Other Reason is because
of his unlimited HP. You might notice that at first, his HP has sky
rocketed to 9999 when he reaches Phoenix Form, but that's not all. If you
watch, his HP will never drop below 9999 in a battle. This is because he
has Unlimited HP, always having it set to 9999 in the Phoenix Form.
Combined with the fact that Dragons are innately immune to Instant Death
Attacks and Status Ailments, this makes Salamando LITERALLY Invincible! The
only way Salamando can die is if the unit he's assigned to work with Dies
(often, this isn't the case, as most people I know of put Salamando with
Byuu, for several reasons, and thus, if Byuu's unit dies, its game over
anyway), which is the case with all Dragons. Safe to say, with a combo of
the games Best Dragon Attack and Immortality, the Phoenix Form is defiantly
one that is near impossible for any other dragon form to beat. Why did it
not score a perfect 10? How is this form NOT the best with Solar Flare +
Invincibility combo? Well, you'll have to read on, won't you?
Effex: 6.5
Unlike his alternative, the Phoenix, the Effex form is quite a let down. It
has nothing over the Phoenix, with the exception of being able to apply Dark
Elemental damage (only really matters when finishing enemies off for what
items you get) Effex is quite an Average Dragon form, his Attack, Raging
Flames, isn't too great either, doing about average damage for a Holy/Dark
attack, and is totally out classed by the Phoenix's Solar Flare. I'd
recommend you stay away from using this Form, unless you can access it
earlier than the Phoenix, but make sure his intimacy is above 50, so you can
always switch him to Phoenix when you can reach that requirement
Master Dragon: 10
Simply Put, I think this is the games Ultimate and Best Dragon by far.
Combine ALL the great things that you get from the Phoenix, including his
immortality, and add in the Effex's Raging Flames, and you've got the Master
Dragon form. Some people say its inferior to Phoenix since you have a
higher chance of using Solar Flare while Master Dragon has a slot open using
Raging Flames at times, but my response is "Big Deal?" First of all, the
Phoenix has 5 attacks (Healer doesn't count as an attack), provided you
haven't risen Poison stat at all, and that means a 1/5 chance of using Solar
Flare. Master Dragon has 7 attacks, which means 1/7 chance of using Solar
Flare, and there's a 1/7 chance of using Raging Flames. What people forget,
however, is that Raging Flames, though not really strong compared to Solar
Flare, is STILL stronger than the other moves (minus Solar Flare) that
Salamando gets, so it's a 2/7 chance of using his STRONGER attacks compared
to the Phoenix's 1/5 chance of using his Weaker attacks, and that's ONLY if
you neglect Poison stat (and Poison attacks are better than you'd Expect)
Anyway, the other side of the argument is that people often forget that
Dragons also affect your team, and with Phoenix, your team cannot use Dark
Attacks (and if you want him using ONLY Solar Flare as much as possible,
then they can't use Poison attacks either, as you've neglected them too) The
Ultimate Dragon in terms of Versatility (like most Master Dragon forms are)
AND in Terms of Defense, and combined with his Power of Solar Flare, this
Form is what I deem the games Best Dragon form, and apart from the Phoenix
form, no other Form comes close.
*Ice Drake*
Overall Opinion: Ice Drake is a pretty average Dragon, not that that's a bad
thing though, just means he doesn't have any defining qualities.
Innate Specialty: Ice Elemental Attacks
Default Preferences: Prefers to Snipe instead of Attack head on
Saint Weapon: 7.5
The Saint Weapon's special attack is Burst Gale, which is a pretty standard
Holy Attack doing more damage than other elemental attacks, but nothing
really much to brag about. This form looks cool, and if you've played Final
Fantasy 6 (or Final Fantasy 3 in US terms), he should look Vaguely Familiar
(just look at his name after all) The one thing I don't like about this
form, though, is that Burst Gale is just an Ugly looking attack, IMHO, but
that's just me.
Dark Buster: 7.5
Really, only difference between Dark Buster and Saint Weapon is that Dark
Buster uses a SLIGHTLY weaker attack, called Dark Light (which looks Cooler,
IMHO, and doesn't have its own annoying Animation sequence like Burst Gale
does), but on the flip side, Dark Light does cost less, so it's a fair trade
off (1 MP isn't much, especially with Dragons, but then again, the damage
Difference isn't enough for you to care about either) I usually choose this
form over the Saint Weapon, only cause I prefer the way Dark Light looks vs.
Burst Gale, and its still got that cool FF6ish look to it (just different
colors) Either form is fine, so it comes down to personal prefence.
Master Dragon: 8.0
All the Master Dragon form of Ice Drake is using all of the attacks both
Dark Buster and Saint Weapon come with, but that's not a bad thing really.
Ice Drake, for the most part, is a pretty standard dragon, and is nicely
balanced (unlike Salamando who's even more off balanced than the legendary
Orlandu in FFT, IMHO), having no bad points with no defining features
either.
*Molten*
Overall Oppinion: Like Ice Drake, he's a pretty standard Dragon, just uglier
but has cooler looking attacks
Innate Speciatly: Healing Magic
Default Preferences: Prefers to Snipe than attack head on
Raiden: 7.5
Like with Ice Drake's Forms, Molten has nothing really special about them.
Thunder Wave is Raiden's special, which, as the name implies, is a bunch of
thunder bolts striking the enemy (and no, its NOT thunder elemental, its
Holy) This attack is nothing special in terms of damage, but is by no means
weak. The form is really ugly, though, IMHO.
Helmoot: 7.0
Just BARELY below the Holy Form, the only reason I consider it worse is that
Sky Rage, which also looks cooler and has a Thunder-like animation to it,
does about the same damage for 2 more MP (which isn't that much more,
albeit) The effectiveness of this Dragon is pretty much equal with that of
Raiden, so it really isn't gonna matter in the long run. But since Molten
has innate growth in the Healing stat, its probablye asier to max out that
stat first, and thus, easier to get his Holy Form.
Master Dragon: 8.0
I was gonna rate this on below Ice Drake's Master Dragon form due to its
Slightly more expensive Attacks, but overall, its just as effective so its
not gonna matter much in the long run. Besides that aspect, its basically
just Ice Drake's Master Dragon form with different sprite and different
looking Holy and Dark attack. Like with Ice Drake, nothing really stands
out as good or Bad with Molten, and it's a nice balanced effective dragon, a
good choice to keep as your Master Dragon, like with Salamando (Who
shouldn't be anything BUT a Master Dragon (if not that, then at least
Phoenix!))
*Thunderhawk*
Overall Opinion: I really don't like Thunderhawk much, being that he's ugly,
and his attacks aren't that great, usually becomes a Behemoth or Black
Dragon in my games.
Innate Specialty: Thunder Elemental
Default Preference: Prefers head on battles to sniping
D. Chimera: 6.0
This form has nothing special about it. Its attack, Big Carnival, to me,
seems to do less damage than the other Holy and Dark attacks, and the
animation is boring and takes a while as well. The only advantage this form
has over its alternative, IMHO, is that it's special attack, Big Carnival,
can be used to Snipe with.
Black Chimera: 6.5
This form is rated higher since its attack is MUCH stronger. Melee 99 is a
nice skill, and is 2nd in power for a dragon attack only to the Black
Dragon's "Dark Power" but it has its flaws. First off, Melee 99 can only be
used in battles, but seeing as Thunderhawk has innately high Personality (a
hidden stat that determines how Dragons act. Higher Personality = More
Battles), and likes to fight often, its not much of a problem. The other
flaw this attack has, however, is that it CAN miss enemies, and doesn't even
target all enemies sometimes (I've seen it only hit 2 guys, and not even a
"Miss" appeared on the 3rd enemy, WTF?) All other Holy and Dark attacks
that do direct damage always hit. Melee 99 has a huge damage range,
however. I've seen it do as little as 500 to as much as 3000. I've heard
it does damage based off HP, but I'm pretty confident it's false, seeing as
Melee 99 vs. the Same enemies at Same HP took 2 totally different damages
(one took like 1200, the other somewhere around 2000) Basically, this form
is unique in that its strictly for Battling when you look at what's special
about it, however, if I wanted a strong Fighter in battles (For my dragons),
I'd choose a Black Dragon or Behemoth instead over this form.
Master Dragon: 7.0
Well, face it, Melee 99 is strong but has all those flaws, and Big Carnival
isn't strong enough (from what I've seen) to pull its own weight around.
Thunderhawk is quite a disappointment as a Master Dragon, and seeing as he
likes to fight anyway, and his Grand Dragon or the like forms look like a
Behemoth, I tend to always make him one when it's available, and I STILL
don't lose Melee 99 as well. IMHO, Thunderhawk is this games 2nd worst
dragon, worst goes to Munimuni, but that will be explained later.
Twin Head:
Overall Opinion: My first reaction was pretty positive, since I always
wanted a dragon with Multiple Heads before I played this game. He looks
cool (though a bit younger than the other dragons, to me anyway), has 2
heads, and in terms of game play, is probably the 2nd best of the generic
dragons (That excludes Unknown Forms, Uni Uni's, Behemoths, and Black
Dragons)
Innate Specialty: Fire and Ice Magic (Not as high as Ice Drake or
Salamando's, though)
Default Preferences: Like Salamando, Twin likes to mix things up when you
first get him, combining Sniping and Melee fighting.
Last Gigantes: 8.5
This is the 2nd best Holy/Dark form in the game, and overall, 4th best
Dragon of the generics (behind Master salamando, Phoenix, and Master Twin
Head) At first, Death's Undead (an attack who's animation is boring, appears
he's killing the enemy by casting a healing spell on them O_O) seems like a
standard Holy Attack, in that it just does damage, but there's more.
Death's Undead is a bit stronger than most other Holy/Dark Attacks (albeit
not as powerful as Solar Flare :P), AND it has a special aspect that it
instantly kills Undead enemies who are susceptible to death, at a 100%
Success Rate! Sure, chances are, the enemy is already weak enough that the
damage itself would kill him, and Twin Head will probably use some other
random attack on Undead anyway, but nonetheless, its potentially a great
attack. The addition of Power combined with its special instant death
aspect to undead make Last Gigantes an above average Dragon for its kind.
Beezlebub (probably butchered that spelling): 7.5
While Last Gigantes is above Average, Beezelbub is not. It is, granted, by
no means a bad dragon form, just inferior to its alternative. Fly Swarm is
a pretty good attack, just that it does less damage than Death's Undead and
doesn't instantly kill undead enemies. Also, for some reason, despite being
obviously inferior, Fly Swarm costs 2 MP more (WTF?), which brings its use
down a bit. I'd try to get Last Gigantes, but if you can get Beezlebub
easier and earlier than Last Gigantes for some reason, by all means get it
(if you wish to change him over to the Light side, raise his Healing stat to
100, and Intimacy to above 50)
Master Dragon: 9.0
Basically, take Last Gigantes, and make him even more versatile, by giving
him Fly Swarm. Even though it's a lower chance of using Death's Undead,
it's a higher chance of doing a stronger attack overall (Fly Swarm is still
considerably more powerful than the other Elements w/out Weakness applied
(if weakness can be applied, at 100 Wisdom, your dragons usually apply that
weakness anyway, so don't worry)), which offsets that one little flaw, and
thus pushes him ahead of Last Gigantes. As you can see, Twin Head is
probably gonna be one of your Dragons you'll keep as a generic form
throughout the game, since the only Generic Dragon who's superior to Twin
Head, IMHO, is Salamando.
Munimuni:
Overall Opinions: Hate to say it, but not only is Munimuni ugly (he's a
freaking Eye!), but he's THE WORST DRAGON IN THE GAME.
Innate Specialty: Physical Fighting (aka STR stat)
Default Preference: Prefers using Physical skills and head on combat (where
those skills can be used)
Odin: 5.5
If you've played the FF series, you're probably thinking, "This guy has got
to kick ass. Just look at his name! How dare you give him a low rating!"
Well, he is similar to the FF Odin in that he comes with an Instant Death
attack, but IMHO, that's what's wrong with him. Fatal Blade does instantly
kill, and looks cool, but the fact is, its useless against Bosses
(obviously), and it can fail, and when it does, that's not a good thing
(Fail in the sense that the enemies live, not the type of failure Mini
Devils and Black Dragons, Uni Unis, Unknown Forms, and Behemoths (Rarely
albeit) get) One thing in his favor is that most enemies throughout the
game are susceptible to this attack. However, considering it's the most
expensive Holy/Dark attack in the game, and the fact that use it against
just about anything (even Hard Dungeon enemies who are completely immune to
it) are reasons I dislike it. I'd stay away from this form. This form,
however, has something to think about, that being where the person who rides
upon Munimuni's back came from, since he wasn't there before o.o
Dark Dragoon: 6.0
Slightly better than Odin, only cause I find Gravity attacks more useful
than Instant Death attacks. You see, Gravity Attacks have a 100% success
Rate to enemies that are not immune to it (basically the same enemies that
Instant Death attacks work against), and often, you don't always wanna kill
an enemy with a Holy/Dark attack, but another element for item purposes, and
seeing as Dark Blade can't kill enemies regardless of HP (well, maybe if
their HP was 1...), it serves a good Weakening attack while the real guys go
in for the kill. Besides that, like Odin, he's a pretty bad Dragon form.
Master Dragon: 6.5
Munimuni is the ONLY dragon who doesn't advance in his elemental skills
damage beyond the basics (Fire, Ice Lightning Earth and Poison (healing
doesn't do damage, does it?)) Both Dark Blade and Fatal Blade are below
average attacks. Since he can use all elements, his only saving grace is
that its compatable with a lot of the classes in the game. If I were you,
I'd consider making Munimuni the Black Dragon or Behemoth of your group,
since believe me, you won't miss his attacks, and if you make him a
Behemoth, you'll still have Fatal Blade and Dark Blade, as well as a bunch
of other better attacks.
Puppy:
Overall Opinion: Puppy is a pretty standard dragon. However, make sure you
choose good parents for him, since if you choose the wrong ones, he'll be
ugly to the point where he'll be permantly out of your team. Also, NEVER
make him a Behemoth, unless you have a bunch of Princess ??? (which means
either you cheated, or you've been playing a lot of Ex-plays, which means
you shouldn't need Behemoths -_-) Also note that Puppy is the ONLY Dragon
who doesn't keep his form to Ex-play, and has totally different sprites for
his Holy and Dark forms (the others all have the same sprites, different
palettes)
Innate Specialty: Doesn't have one. His stats are totally reliant off his
parents (2 Master Dragon parents made him 1 point away from max stats in all
areas that mattered)
Default Preference: Since really, this just refers to how his personality
stat is (a stat we can't see), and stats are based off his parents, it
depends on the personality of his Parents what Puppy ends up like.
Lexus: 6.5
Lexus is basically the same thing as Dark Dragoon, in that his special
attack is a Gravity attack. So really, it serves the same use (or lack
there of in most cases) as the Dark Dragoon. IMHO, this is also an ugly
looking form, which I prefer to stay away from. He is ranked higher than
Dark Dragoon, since Nightmare 100 costs less than Dark Blade, thus more
castings, theoretically.
Hidon: 7.5
What? Were you expecting it to be lower like the trend with most dragons?
Though Lexus is kind of bad, Hidon makes up for it. If you've played FF6,
then you should already know that his special attack is Grand Train, and
that it hurts. Grand Train seems to do about the same damage as Death's
Undead (Which is above average in damage as it is), and being that it's a
standard attack otherwise, has absolutely no flaws, besides its high MP cost
(29, Ick!) If you plan on using Puppy, I recommend this form over Lexus,
since at least this form CAN kill enemies with Grand Train (Which also looks
pretty tight, IMHO. Cooler than its FF6 advent anyway (though, the Hidon in
FF6 looked cooler, bigger, and much more Vicious, as well as a better
pallete choice for the way he looks (they look more or less the same despite
those subtleties I mentioned between the 2 games), meh, I guess you can't
win them all)), while Lexus can't even touch certain enemies with Nightmare
100.
Master Dragon: 8.0
For some reason, it seems Puppy as a Master Dragon fights with incredibly
higher IQ than what Munimuni has, in that he prefers to do attacks that
actually do raw damage. I've seriously seen Behemoth's use Nightmare 100
more often than Puppy does, and Behemoth's have many more attacks to choose
from than Puppy does. Also, Puppy tends to refrain from using Nightmare 100
in the Hard Dungeon, a good thing as every enemy there is completely immune
to gravity attacks. When Puppy uses Nightmare 100, its when the enemy has
High HP, thus when it's gonna be at its most useful. I've seen him use
Grand Train relatively often, which is again, a good thing, since Grand
Train does hurt. Anyway, though Grand Train is stronger than anything Ice
Drake and Molten get, just the fact that Puppy might do something like
Nightmare 100 when you need it least (enemy is immune to it, or their HP is
so low that a single Hell Fire spell would have killed them) is a bit
annoying (I have seen Puppy do some stupid things like this. Granted, its
not as often as Munimuni, but he still does them), so that hurts him a bit.
I'd say he's overall equal to Molten and Ice Drake. IMHO, Puppy is the
games most underrated Dragon, in that people often say he totally sucks
cause he starts off low leveled and all (or people are annoyed that you
didn't get Palpaleos' Dragon), but my response is "Since when do Dragons
need Levels?" The bulk of their stats comes from feeding them, thus, feed
Puppy til he's on par with the other dragons, and give him Magic Gins and
Mushrooms to maximize his HP and MP like you did with the other dragons.
Sure, he's nowhere near as good as Salamando, and inferior to Twin Head
(though, not by all that much Albeit), he's certainly better than both
Munimuni and Thunderhawk, IMHO.
*IMPORTANT MOTE ABOUT PUPPY* Unlike the OTHER Dragons in Ex-play Puppy does
NOT change keep his stats or his form throughout games. Everytime you start
a new game, Puppy's stats are determined solely on his Parents, and he
always starts off in his Base form. Upshot is NEVER make him a Behemoth,
since you only get 5 Princess ??? Each game, and using them on him is a
waste. Black Dragon, though, is fine, since you can make as many of these
as you want, just remember that you'll have to TURN Puppy into a Black
Dragon, as opposed to him starting as one, but that's not at all a problem,
right? (This is providing you want Puppy to be a Black Dragon)
Dragon Skill List:
NOTE: When listing Dragons by name, assume that it's them in their Master
Form, unless specified that they be in a different form.
Salamando:
Techniques:
Bite: Neutral Damage based off STR stat to a single enemy
*Body Blow: Neutral Damage based off VIT stat to a single enemy and has a
chance to Instantly Kill Target.
Sonic Boom: Neutral Damage based off MIND stat to a single enemy
Claw: Neutral Damage based off the DEX stat to a single enemy
*Thanks to Destruction Angel for finding out that Body Blow can instantly
kill an enemy, providing not immune to Death attacks and the attacks hit.
This is something that I must admit, never knew before. Way to go!
Magic:
Hell Fire: 10 MP, 5R, 2E, A. Fire Elemental Attack
Ice Breath: 10 MP, 5R, 2E, A. Ice Elemental Attack
Electron: 10 MP, 5R, 2E, A. Thunder Elemental Attack
Poison Gas: 12 MP, 5R, 2E, A. Poisonous Attack
Refresh: 13 MP, 5R, 2E, A. Heals Allies, Hurts Undead
Terra Break: 14 MP, 5R, 2E, A. Earth Elemental Attack
Solar Flare: 25 MP, 5R, 3E, A. Holy Elemental Attack
Raging Flames: 24 MP, 5R, 3E, A. Dark Elemental Attack
Ice Drake:
Techniques:
Bite: Neutral Damage based off STR stat to a single enemy
Body Blow: Neutral Damage based off VIT stat to a single enemy and has a
chance to Instantly Kill Target.
Sonic Boom: Neutral Damage based off MIND stat to a single enemy
Claw: Neutral Damage based off the DEX stat to a single enemy
Magic:
Hell Fire: 10 MP, 5R, 2E, A. Fire Elemental Attack
Ice Breath: 10 MP, 5R, 2E, A. Ice Elemental Attack
Electron: 10 MP, 5R, 2E, A. Thunder Elemental Attack
Poison Gas: 12 MP, 5R, 2E, A. Poisonous Attack
Refresh: 13 MP, 5R, 2E, A. Heals Allies, Hurts Undead
Terra Break: 14 MP, 5R, 2E, A. Earth Elemental Attack
Burst Gale: 23 MP, 5R, 3E, A. Holy Elemental Attack
Dark Light: 22 MP, 5R, 3E, A. Dark Elemental Attack
Molten:
Techniques:
Bite: Neutral Damage based off STR stat to a single enemy
Body Blow: Neutral Damage based off VIT stat to a single enemy and has a
chance to Instantly Kill Target.
Sonic Boom: Neutral Damage based off MIND stat to a single enemy
Claw: Neutral Damage based off the DEX stat to a single enemy
Magic:
Hell Fire: 10 MP, 5R, 2E, A. Fire Elemental Attack
Ice Breath: 10 MP, 5R, 2E, A. Ice Elemental Attack
Electron: 10 MP, 5R, 2E, A. Thunder Elemental Attack
Poison Gas: 12 MP, 5R, 2E, A. Poisonous Attack
Refresh: 13 MP, 5R, 2E, A. Heals Allies, Hurts Undead
Terra Break: 14 MP, 5R, 2E, A. Earth Elemental Attack
Thunder Wave: 24 MP, 5R, 3E, A. Holy Elemental Attack
Sky Rage: 26 MP, 5R, 3E, A. Dark Elemental Attack
Thunder Hawk:
Techniques:
Bite: Neutral Damage based off STR stat to a single enemy
Body Blow: Neutral Damage based off VIT stat to a single enemy and has a
chance to Instantly Kill Target.
Sonic Boom: Neutral Damage based off MIND stat to a single enemy
Claw: Neutral Damage based off the DEX stat to a single enemy
Melee 99: 19 MP, A. Deals Neutral Damage to multiple enemies. Considered a
Dark Attack
NOTE: Melee 99 does NOT always hit every enemy on the screen, it often only
hits one enemy, and however, you are guaranteed that one enemy WILL be hurt.
Also, when I mean considered a Dark Attack, I mean it deals Non Elemental
Damage, however, it has the same results as a Dark Attack, for example, if
you kill an enemy with it, you get the same items as if you used a Dark
Attack to kill them, as opposed to getting the usual Neutral Elemental
equipment.
Magic:
Hell Fire: 10 MP, 5R, 2E, A. Fire Elemental Attack
Ice Breath: 10 MP, 5R, 2E, A. Ice Elemental Attack
Electron: 10 MP, 5R, 2E, A. Thunder Elemental Attack
Poison Gas: 12 MP, 5R, 2E, A. Poisonous Attack
Refresh: 13 MP, 5R, 2E, A. Heals Allies, Hurts Undead
Terra Break: 14 MP, 5R, 2E, A. Earth Elemental Attack
Big Carnival: 26 MP, 5R, 3E, A. Holy Elemental Attack
Twin Head:
Techniques:
Bite: Neutral Damage based off STR stat to a single enemy
Body Blow: Neutral Damage based off VIT stat to a single enemy and has a
chance to Instantly Kill Target.
Sonic Boom: Neutral Damage based off MIND stat to a single enemy
Claw: Neutral Damage based off the DEX stat to a single enemy
Magic:
Hell Fire: 10 MP, 5R, 2E, A. Fire Elemental Attack
Ice Breath: 10 MP, 5R, 2E, A. Ice Elemental Attack
Electron: 10 MP, 5R, 2E, A. Thunder Elemental Attack
Poison Gas: 12 MP, 5R, 2E, A. Poisonous Attack
Refresh: 13 MP, 5R, 2E, A. Heals Allies, Hurts Undead
Terra Break: 14 MP, 5R, 2E, A. Earth Elemental Attack
*Death's Undead: 24 MP, 5R, 3E, A. Holy Elemental Attack. Instantly Kills
Undead.
Fly Swarm: 26 MP, 5R, 3E, A. Dark Elemental Attack
*Thanks to Destruction Angel, again, on solving this mystery of Death's
Undead. Apparently, it has that 100% chance of killing undead enemies, but
there is a catch. Undead Enemies can be immune to Instant Attacks, in their
case, Return Life and Death's Undead for example. If they are, then Death's
Undead doesn't instantly kill them like other undead enemies. Good example
of this is in the Hard Dungeon where a good deal of the earlier fights are
Undead Enemies, but they are immune to Instant Death, so Death's Undead (and
Return Life) won't instantly Kill them, and its nothing more than another
Holy Attack.
Munimuni:
Techniques:
Bite: Neutral Damage based off STR stat to a single enemy
Body Blow: Neutral Damage based off VIT stat to a single enemy and has a
chance to Instantly Kill Target.
Sonic Boom: Neutral Damage based off MIND stat to a single enemy
Claw: Neutral Damage based off the DEX stat to a single enemy
Magic:
Hell Fire: 10 MP, 5R, 2E, A. Fire Elemental Attack
Ice Breath: 10 MP, 5R, 2E, A. Ice Elemental Attack
Electron: 10 MP, 5R, 2E, A. Thunder Elemental Attack
Poison Gas: 12 MP, 5R, 2E, A. Poisonous Attack
Refresh: 13 MP, 5R, 2E, A. Heals Allies, Hurts Undead
Terra Break: 14 MP, 5R, 2E, A. Earth Elemental Attack
Fatal Blade: 33 MP, 5R, 3E, A. Instant Death Attack, Considered Holy
Elemental
Dark Blade: 29 MP, 5R, 3E, A. Dark Elemental Attack, Does damage based off
Enemies current HP
Puppy:
Techniques:
Bite: Neutral Damage based off STR stat to a single enemy
Body Blow: Neutral Damage based off VIT stat to a single enemy and has a
chance to Instantly Kill Target.
Sonic Boom: Neutral Damage based off MIND stat to a single enemy
Claw: Neutral Damage based off the DEX stat to a single enemy
Magic:
Hell Fire: 10 MP, 5R, 2E, A. Fire Elemental Attack
Ice Breath: 10 MP, 5R, 2E, A. Ice Elemental Attack
Electron: 10 MP, 5R, 2E, A. Thunder Elemental Attack
Poison Gas: 12 MP, 5R, 2E, A. Poisonous Attack
Refresh: 13 MP, 5R, 2E, A. Heals Allies, Hurts Undead
Terra Break: 14 MP, 5R, 2E, A. Earth Elemental Attack
Nightmare 100: 27 MP, 5R, 3E, A. Holy Attack, does damage based off enemies
Current HP
Grand Train: 29 MP, 5R, 3E, A. Dark Elemental Attack
Black Dragon:
Techniques:
Attack: Neutral Damage to One enemy.
*Dark Power: 28 MP, Neutral Damage to ALL enemies.
*According to Destruction Angel, Dark Power CAN Fail, since when a Behemoth
transformed into it, it used the Failure ability, and since the only thing
it does is use Dark Power when it transforms, there's a good chance he's
right. Going to have to do more testing on this for confirmation.
Magic:
Uni Breath: 12 MP, 5R, 2E. Neutral Damage to All Enemies. Can Fail.
Behemoth:
Magic:
Transform: Dragon transforms into any one of the Holy forms, Dark Forms, or
Black Dragon Forms that exist in the game, and uses its respected Special
Attack. It CAN Fail, but the chances of this happening aren't very high.
Ok, now Class and Dragon Suggestions.
Cross Knight: Master Dragon
Personally, I stick Salamando with the Main Character, Byuu, who's a Cross
Knight, as they're a Team, really, and NOTHING will make me turn Salamando
into anything other than a Master Dragon. Even his Holy Dragon form is
greater than all the other forms, as its Immortal. But anyway, Cross
Knights I like for their Versatility in elements and Fighting, both of which
Black Dragons and Behemoths take away from them. Uni Hit is TOO risk to
use, and ? Hit is weaker than Saint and Dark Hit.
Knight: Master Dragon
This isn't as clear cut, but for similar reasons as the Cross Knight, the
Knights work well with their Elemental Pulse attacks which REALLY hurt. Uni
Pulse is TOO risky, and ? Pulse, though cheaper and just as Strong, takes
away from the overall Versatility of the Knights.
Summoner: Master Dragon
The best thing about Summoners are their Summons, of course. Behemoths
disallow the use of Summons, and though the Uni Summons are funny, the fact
that they can fail is annoying. Just stick with the Good old Fashion Big
Summon animations that your use to get the Job done.
Dragnar: Master Dragon
Since the Dragnar is nothing more than a Summoner with Beefed up stats, just
refer to reasons listed in the Summoner.
Priest: Master Dragon
Behemoths give the Priests one Very useful healing ability, but they lose
everything else. Not a Good thing, IMHO. Anyway, with a Master Dragon,
they not only can heal through White Drug, but also get Infinity which is a
rather powerful spell considering its used by Priests, Clean Up which is
helpful in areas with annoying Status Effects, as well as other useful and
fun spells to mess around with. Again, All Black Dragons will do will take
away everything this class can do and give them one Annoying ability which
fails often, and makes essentially a variation of Wizards.
Wizard: Behemoth
Ok, sure, your limited to one attack using a Behemoth, but that's the only
real disadvantage...that, and you can't use the nice 3 Panel Effect radius of
Armageddon and Halley Gazer. However, what you get in return is a spell
which is not only cheaper, but also generally stronger. Being Non-elemental
means you won't have to decide which to use on what and it will ALWAYS work
on the enemy, provided they are not some enemy such as a Magic Guard, but
that's the case with ALL Magic as well, so lets forget I said that.
Basically, your losing a little bit of versatility and a slightly larger
attack, Effect Radius Wise, but gain something considerably stronger in
return. And most of the special effects that come from the elements can be
taken care of by the Summoners/Dragnar, with the exception of occasional
things that can ONLY be destroyed by lightning (Some things are destroyable
through Earth attacks)
Royal Guard: Black Dragon
I use to think that Behemoth was better for Royal Guard, since it ? Inspire
wouldn't fail and all, but then, I saw how powerful Uni Inspire was. Not
only was the damage extremely high, but surprisingly, Uni Inspire tends to
fail less often than the other Uni class attacks. This may just be my own
luck, but it appears that the Black Dragon has another use besides Mini
Devils. Also, the reason not to use Master Dragon is because the main point
of Master Dragon is Verastility, exactly what the Royal Guard will NEVER
have, as it always has one attack, that being a Lightning Elemental Attack
under Generic Dragon forms (all forms that are not Uni Uni class or Unknown
Forms), and seeing as it has a range of 1 and panel radius of 2, it will
always hit that units panel, and could screw over the unit in some cases.
However, I must point out that since there is only ONE Royal Guard, its
probably better to use a Dragon form that works best with the party overall,
as you'll never have a Royal Guard team, so to speak.
Heavy Armor: Master Dragon
Basically, the same reasons as with the Knight. Heavy Armors lose all those
elemental abilities just to gain a cheaper ability of similar power. ?
Smash does about the same damage as Saint and Dark Smash, only its their
only choice to use really, even if it is as Cheap as something like Flame
Smash. I'd rather stick with good old Versatility than a bit more cost
effectiveness. Also, putting a Behemoth Here means you can't do a more
useful combo, like with Wizards for example. Uni Smash, as usual, has the
Failure Potential, which never a good thing, and it also takes away from
versatility, even if it's a bit stronger.
Light Armor: Varies
Really, it doesn't matter WHAT Dragon you pair a Light Armor with, as your
using them for their Great Movement, not for their Fighting skills. When
deciding which Dragon to pair with a Light Armor, it comes down the other
Classes its paired with. Since there are only 3 Light Armors, this
shouldn't be a problem even if you were to stick all of them in one group.
In other words, when it comes to Light Armors and choosing Dragons, look at
the other classes in that Unit, as the Light Armors are only as useful as
you make the unit they are situated in(seriously, as what good is a Unit
that can move quickly but can't really contribute much on the battlefield?)
Lancer: Behemoth
Ok, yes, Saint and Dark Dust ARE stronger, and you do lose all those other
elemental attacks, but lets look at something. For 1 SP, you can STILL do
an attack that's rather impressive no matter what enemy it's up against, and
it'll never fail. This is good if your either using Lancers as Level
Builders, since ? Dust cost 1 SP, or if you use them in Field combat, as it
deals some nice damage still. Uni Dust, though I shouldn't have to say it,
is powerful again, but can fail, and thus, a Black Dragon isn't recommended.
As far as useful in battle, like I said before, Lancer's don't really do
well when it comes to battles anyway, so it really shouldn't matter much.
Assassin: Behemoth or Master Dragon
I'll start off why not use Black Dragon. Its basically because, as usual,
Uni Ninjutsu can fail, and that means its not a good choice to use. Now,
Imitate's advantage is that it's a rather decent attack for its cost and
effect radius, and being non-elemental means it'll work on EVERY enemy.
Also, you can't potentially screw yourself over by accidently using
something like Burn on top of Ice effectively Drowning the Unit (remember,
all of the Ninjutsu's will hit except for Land Mine have a Range of 0) The
advantage of the Master Dragons is that the Assassins get those nice Instant
Death Attacks to use at their disposal, as well as a healing spell, and nice
elemental moves to use for their Non Damage purposes (IE freezing the water)
This comes down to personal playing style, really.
Mini Devil: Black Dragon
Ok, FINALLY, on the last Class, the Black Dragon wins one. Why is that?
Well, as I said before, Mini Devils will ALWAYS have a Failure Factor when
they dance, and the rate at which they fail never changes between Fright
Dance, Devil Dance, or Reggae Dance. Anyway, Fright Dance is just SO
powerful, its not even funny. Its really easy to get your Mini Devils doing
3000+ in battle, or a group of them to do 9999 consistently on the Field.
Reggae Dance is as good as Fright Dance, if not better, as its got similar
attacks, and does very damaging results as well, but I think the Fright
Dances are good enough. Behemoths are harder to get than Black Dragons,
anyway, and thus, why use your only Behemoth here when they could be helping
out a Squad of Wizards when a Black Dragon could come and allow the Devils
the same thing? Also, Fright Dance and Reggae Dance have other weird
effects, like Complete Heal All, Heal Enemies (Not good), MP Damage attacks
(takes away SP/MP from the enemy), etc. The Fun just does not end when
using a Black Dragon + Mini Devil Combo. Devil Dance just SUCKS IMHO. Yes,
I do believe that it can't potentially screw you over like Fright or Reggae
Dance can, however, the damage you get from it is just PITIFUL compared to
them as well. And if you wanted elemental attacks, just choose a Wizard or
Cross Knight or something you have direct control over. To sum it up, IF
you're going to use Mini Devils, pair them up with a Black Dragon (or
Behemoth if you please) and watch the Fun Begin! This combo should once and
for all prove that Cute is Deadly!
If case you wondering, here's my Views as far as Dragon's Effectiveness, in
and of themselves, not taking Characters into account, as to which is the
better Dragon and all.
Salamando's Master Form is the best, for the sole fact that its Immortal,
and can never die.
Salamando's Holy Form (the only Form that's not a Master, Black or Behemoth
form I'm going to give notice to) is the right behind it, as its also
immortal. The only thing it doesn't have is the Master Form's Dark and
Poison Attacks, and thus, less versatility.
Behemoth's come next, as with them, your almost Guaranteed a Strong Attack,
and they never run out SP, so they have unlimited Ammo essentially as well.
The rest of the Master Dragons are behind Behemoths, though they are more
versatile, they can only use their best attacks a limited number of times,
and after their SP runs out, they are forced to attack the enemy Head on.
Black Dragons are last of this group, as though they can deal the most
damage of any Dragon type, the fact their attacks can Fail is just annoying
and can seriously hurt your team when you need them most.
~~~~~~~~~~~~~
7. Formations
~~~~~~~~~~~~~
This part is dedicated to suggesting Formations. Keep in mind that because
you have a limited number of characters for each class, you can only make
some of these Groups at a time. And remember; only 6 Teams can be used for
each battle.
NOTE: For all combos that involve the Dragnar, you CAN replace it with
another Summoner. This is due to the fact that Yoyo will be a Summoner for
the first chunk of the game, and near the end, she becomes a Dragnar.
NOTE2: If you've sent me in a Formation, and it doesn't have a "complete"
description, then chances are I'll put my own thoughts (Don't worry, I won't
make the team sound any worse) on things you haven't covered. If you so
wish, you can send me the team again and with a complete description, and
will get rid of the old one, as well as my own comments, since it is after
all YOUR team. Also, I won't change anything you say directly, if I change
anything, its ONLY the Format that I'm changing to match the rest of the
formations layout.
Cross Knight, Knightx3
Dragon Type: Master Dragon
This is your first Default Team the main character is in. This Team is good
for early in the game, up until you get your second Cross Knight. For long
range fighting, you have the Sword Techs of the Cross Knight. When you
initiate a Battle, you have those Knights using their Pulse attacks to
destroy all things in your way, especially bosses, and the beefed up Sword
Techs also help in beating Units with many enemies when it comes to battles.
Cross Knightx2, Knightx2
Dragon Type: Master Dragon
I use this team to replace the above team when I get my 2nd Cross Knight.
It serves the same purpose, only its much stronger when it comes to long
range attacks, since now your using Level 20 Sword Techs, not just Level
10s. Just remember to watch your SP, as Cross Knights have rather low SP,
especially for a Field Attacking unit.
Cross Knightx2, Knight, Light Armor
Dragon Type: Master Dragon
If you feel as though the above 2 teams aren't moving fast enough, just
replace one of your Knights with Light Armor. This will allow them to get
Closer to the enemy MUCH faster, so they can either snipe them with a Sword
Tech or attack them head on. Granted, the loss of Power in battle might make
you want to snipe more often with this team, but it still does a nice job
when fighting head on.
Royal Guard, Heavy Armorx2, Light Armor
Dragon Type: Master Dragon
An Often Used Combo. Basically, you have a Field Command to employ so you
can gain easy EXP, and the Light Armor causes this team to move fast and get
close enough to Initiate Battle. I highly suggest this team, (as does the
game), since its not only Fast Moving, but really durable as well. This is
basically a Fast Moving tank unit.
Heavy Armorx3, Light Armor
Dragon Type: Master Dragon
Basically the same as the above team, only better when it comes to battle
and more versatile as well. This team will prove useful for getting to the
boss and beating them fast, since it has a whole array of Strong Single
Hitting attacks from the Heavy Armors, and the Light Armors allows for fast
high Movement rates. This is also a Fast moving Tank Unit.
Dragnar, Summoner, Priestx2
Dragon Type: Master Dragon
An all out Magic team, obviously. This combo allows for the VERY powerful
Level 20 Summons, and the Priests will help ensure that if this team gets
put into battle by will of the enemy, that they will survive the encounter.
Dragnar, Summoner, Priest, Light Armor
Dragon Type: Master Dragon
THIS is one of my personal Favorite Teams. The Priest supplies healing if
this team is ever put into a battle, and the Light Armor here allows you to
move Really Far pretty fast. Combine that with the High Range and Effect
Radii of the Summons, and you got yourself a fast moving EXTREMELY powerful
Sniping Squad!
Dragnar, Summoner, Assassin, Light Armor
Dragon Type: Master Dragon
I prefer this team to the above. The reason is because the Assassin brings
with him the Raiden ability, a thunder elemental Field attack, which is
good, since there is no Thunder elemental summon in this game. Also, Chakra
serves a good way to heal your team, and conserve your Dragnar and
Summoner(s) MP, who can use that to just waste all enemy units. The Lgiht
Armor will maximize this units effectiveness by raising its movement rate,
and thus, allowing you to hit enemies even half way across the field, as
well as a decent way to compensate for the crap range the Assassin has.
Dragnar, Summoner, Royal Guard, Light Armor
Dragon Type: Master Dragon
Similar idea to the above, in that the Royal Guard takes up the end of the
Thunder element that Summons can handle (good for smashing buildings and
such), but you lose Chakra and Unsheathe, 2 fun skills to mess around with.
Then again, on the flip side, there is no better Damage sponge for your
groups when up against Field attacks than the Royal Guard (since the Defense
ability only takes effects in battles, and if your using summons, your
probably sniping (so you can smack multiple units at once for 3000 points of
damage with Bahamut :P)), due to his HP and defenses. As usual, the Light
Armor will raise your movement, and thus, raise effectiveness of this unit's
sniping capabilities, as well as compensate for Inspire's really bad range.
Wizardx4
Dragon Type: Behemoth
This is a back up to your Summoning Squad, basically, and uses MUCH cheaper
magic as well. Whatever your summons don't finish off, the Wizard's magic
will be sure to do the trick. Since there are 4 Wizards, you can expect the
attacks to be quite devastating as far as damage goes. Combine that with
High MP ratings and a Low MP costing spell, and you have a Sniping Team that
can use a lot of turns worth of Magic (this includes using it for the sole
sake of gaining EXP) before needing to refuel via Magic Gins.
Priestx4
Dragon Type: Master Dragon
The Ultimate Unit in healing. That's all there is to say about this team.
Using this team should ensure survival for units in that battle. Of course,
until they get paired with a Dark or Master Dragon, they really won't be
able to contribute any other way besides support magic.
Lancerx4
Dragon Type: Behemoth
If you can get this squad in range of the enemy, then it will prove useful.
If you can't, well, just use a Javelin attack anyway, as its easy EXP. Nice
team to finish off enemy units
Heavy Armor, Assassin, Knight, Light Armor
Dragon Type: Master Dragon
This team is very versatile. The Heavy Armor brings Defense, the Light
Armor high Movement Rates, the Knight Strong Special Attacks in battle, and
the Assassin Cheap Field Attacks for Easy EXP. This is an interesting team,
and is fun to play as.
Mini Devilx4
Dragon Type: Black Dragon
Can you say "Power"? That's exactly what this group brings along. In
battle, if your lucky (and believe me, it doesn't involve as much luck as
you think) this group will be sending 4 waves of 3000+ damage attacks to ALL
enemies on the Screen. On the Field Map, you can hit several Units with an
attack that does 9999 to each one. Granted, that's only if your lucky, as
the Dances CAN fail, or do some other random effect (such as heal all enemy
units)
Light Armor, Mini Devilx3
Dragon Type: Black Dragon
I like this squad even better than the Previous one. Yes, it is a bit
weaker, but only in battle. The Field Damage is Still very high, and your
still pulling off 9999 points of damage consistently (or VERY close to it at
least) as well. The difference is now you have a team that can actually
move rather fast, and thus, you can unleash your attacks on the enemies much
earlier.
From Dawn Shadow:
Cross Knight x2, Summoner, Dragnar
This team's focus is versatility without sacrificing spell levels in field
attacks. This team can heal, Summon dragons on large groups of enemies, use
Sword Techs on small groups of enemies, or fight the enemy directly. Because
you only get 2 of each type, the only spells you lose levels in are White
Drug and Flame Gaze, which are shared with Wizards and Priests respectively.
You can also do decent damage in melee battle without wasting MP due to the
Cross Knights' attack power, although (unless you Summon) you will do more
melee damage using the 2 Knights and 2 Cross Knights.
My Thoughts: Well, this is basically the Ultimate Team in Long Range
Fighting, as you have all the best Long Range attacks in one group.
However, considering you can only use one a turn, it kind of makes the Cross
Knight's Sword Skills useless outside of Battle, as Summons are ALWAYS
better (unless trying to apply specific element) Cross Knights could serve
as Damage Magnets, but if that were the case, I'd rather use the higher HP
and Defense Royal Guard or one of the Heavy Armors. This team isn't exactly
bad, just putting a lot of great power that could have been spanned for 2
different teams into one team, lowering its effectiveness more so than
boosting it.
From RyuSeiryuu:
Cross Knight x2, Knight, Light Armor
The reason is for taking advantage of the Cross Knight's field abilities. In
close combat, the Knight has strong attacks that can either weaken the enemy
or aid in the killing of them
My Thoughts: This team is pretty good formation. This team is just another
variation of the usual Main Character Squad, having a Cross Knight or 2, and
a Knight, only difference is that here, you have a Light Armor, which means
you have less attack, but MUHC Higher Movement, so you can attack Head on
faster or throw Sword Techs at enemies faster as well, since you get there
earlier, which possibly means more damage overall. Good squad to use if you
think Cross
Knights need to be sped up a bit.
From Major Damage:
Knight x2, Heavy Armor, Light Armor
Anyway, a formation I like using is what I call "boss finisher"
They get anywhere quickly and when they do, big slaughter...
My Thoughts: Yep, another good squad. Similar to the listed Heavy Armor x3
Light Armor squad, in that its ONLY use is for attacking head on (Which
you'll want to do often anyway) only difference is this is defiantly MUCH
better in the offensive department due to the Knights, but of course, you do
sacrifice your Defenses a bit, but you can't have everything, right?
Basically, I agree that this makes a fine Boss Finishing Squad (Or just
units that have ONE big enemy)
Personal Dragon Suggestion: Master Dragon. Take advantage of Elemental
Aspects, and KILL in whatever way you like, only a generic dragon form
allows this, Master Dragon being the ultimate Generic form.
From Destruction Angel:
Dragnar, Summoner, Knight, Light Armor
This team is quite good, for sniping and in melee, especially in Ex-Play.
My Thoughts: Yep, the Knight allows for Summons to hurt more in battle,
Light Armor for massive movement, and combined with the how far Summons
range is, as well as how many panels they can hit, we're looking at another
Fast Moving Powerful Sniping Squad. And as said before, this team also
works well in battle if the occasion ever arises, or because you just feel
like it.
From Destruction Angel:
Royal Guard, Heavy Armorx2, Knight
You get Critical and Defense, two very useful abilities
My thoughts: Ok, another good all out Fighting Group in battle, and Royal
Guard serves as a nice way to make EXP if they haven't done anything yet.
Pretty much, one of the many epitomies of all out Offensive Squads for
battles.
From Destruction Angel:
Heavy Armor x3, Knight
You get Critical and Defense, two very useful abilities.
My Thoughts: Basically, the same as the above team, with the only difference
being that you lack easy way of getting EXP, however, more often uses of
Defense and Stronger attacks in battle (as well as a little boost in
Versatility in elements) is nothing to shake a stick at. Basically, this
team is another one of those Made For Battle Teams, which its good to have
at least one of those in your team.
From BlueShirt:
Cross Knight x2, Assassin, Light Armor
Ultimate in versatility, and each character has a good tech that hits all
enemies. Even at fairly low levels, expect them to finish off parties of
enemies at a time. Not to mention that you even get a healing spell, so
it'll be fairly hard to die :).
More Groups to come in later versions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
8. Miscellaneous Tips and Stuff
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ok, this is just for few tips I'd like to give all of you when playing BL to
make this game easier.
-Know what each element does on the field besides damage. Here's what each
does:
Fire burns forests. At the beginning of that teams Phase, if a unit is
standing on a Burnt forest, that unit will take some damage. To nullify a
Burnt Forest, cast an Ice Spell
Ice Freezes Water. Water that is frozen can be walked across as if it were
land. To melt Frozen Water, use a Fire Attack. Any character whom's
standing on Ice that melts starts drown
Thunder destroys things such as Buildings, Structures, and Mountains.
Anything that is destroyed can be walked across, and any other special
factors they had no long apply.
Earth can destroy something things similar to Thunder. I believe its only
Walls and Mountains though, but not entirely certain. Answer will be listed
in a later update.
Ice ALSO freezes Lava Patches. Lava Patches can now be walked over w/out
taking damage the next turn when frozen (well not frozen, just cooled down)
Healing Spells (like White Drug) will cause Poisonous Marshes to be
neutralized. They can now be walked over as if they were normal land.
Using Poison will turn them back to Poisonous Marshes.
-If you need EXP, put a Mini Devil or Lancer in each team. Then, if your
not in range of an Attack or Field ability, use your cheapest (SP wise)
spell in some arbitrary area. I'd suggest using Ice if you can control it,
since that is the on that'll least likely hurt you in anyway.
-In some areas, you're fighting on Floating Continents that are connected by
Bridges. Enemies giving you trouble? No problem! Just lure them onto the
Bridge, and use a Thunder Attack from far away to instantly kill them. Just
make sure one of your own members isn't on that same bridge, ESPECIALLY if
it's the same team as the one your Main Character (Byuu) is in. Dragons,
and other flying enemies, on the otherhand, are unaffected.
-Leviathan is more than just powerful. Its Ice Elemental AND has a VERY
wide Effect Radius compared to any other Ice Elemental Attacks, and really
high range as well. If you find that moving AROUND water is taking too
long, just have one of your Summoners or your Dragnar use Leviathan to
freeze over a LARGE portion (if not a whole bridge) of the Water to get
yourself to the other side much faster.
-Remember to watch your Dragon's health. If they die, the Unit it's
assigned becomes MUCH weaker, at least as far as abilities go. If a Dragon
is taking too much damage, use the Come or Wait command to get it out the
heat of battle. A Weakened Dragon not doing anything is better than a Dead
one.
-Attempt to finish any enemy off using Battles. You get more Money, better
items, and generally, more EXP from doing so. Your Ranged attacks on the
Field should be used to soften them up for the final kill.
-Don't let Salamando's Immoratlity in his Phoenix (his Holy Form)/Master
Dragon form go to waste. Take full advantage of it, and have the enemies be
foolishly waste their SP/MP on him.
-Priests and Summoners can use some of their Abilities in the part screen.
These abilities include Clean Up, White Drug, and Return Life.
More to Come in Later Versions...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
9. Frequently Asked Questions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Q. Can I get Sauzer, Hornet, or Palpaleos' Dragon on my team?
A. No
Q. Is there any way to control my Dragons?
A. No, though, you can DIRECT their actions through Go, Wait, or Come
commands on the Dragon list during the Field Map. Its impossible to control
them directly like your characters, unfortunately.
Q. Hey! What Happened to all my Spells? I use to have 8, now I'm down to 3?
A. Your dragon associated with that unit probably died, or switched it
before battle to a Dragon with fewer abilities.
Q. Salamando is a Phoenix, and just when he became a Phoenix, his HP just
skyrocketed from 3000 or so to 9999, and then when the enemies attack him;
it shows the damage dealt, however, his HP won't drop below 9999. Is there
something wrong with my Rom?
A. No, this is natural. Salamando's Phoenix form (along with his Master
Dragon Form) both have unlimited HP, it will never drop below 9999. When he
first reaches either form, also, his HP will be raised instantly to 9999 as
well.
Q. My Dragon turned into a Uni Uni! I don't want one of those! How do I
change them back?
A. Just feed them a Heal and they should change back into whatever the
Dragon form they were currently in. Well, ok, its not the heal itself that
transforms them back, its just that feeding them a heal lowers their
Loyalty, the stat that determines whether a Dragon is in Uni Uni or not.
Any item that lowers Loyalty will work, it's just that Heals are the
cheapest and most common item, and thus, the most practical. So, in short,
just use a Heal and that should be enough.
Q. I turned my Dragon into a Behemoth/Unknown, however, I am not satisfied
with what a Behemoth is. Is there anyway to turn it back to its original
form?
A. Yes. You know all those Gunso ??? you've gotten from speaking to him?
Using them will reverse the effects of a Princess ??? Completely. I
believe there are other ways to transform them back, but can't think of them
off the top of my head.
Q. Salamando became an Effex, and I wanted him to become a Phoenix for his
unlimited HP. Can I still get the Phoenix, or will I have to wait till I
make him a Master Dragon to gain his Immortal aspect?
A. No, you won't have to wait. You can actually switch between the two
forms if you so please. First off, if he's an Effex, that usually means he
got a 100 Poison Stat before he got a 100 Heal Stat. To get him to his
Phoenix Form, raise his Holy Stat to 100, and then raise his Intimacy above
50. When you have 2 conflicting forms of the same level (IE Holy and Dark
Forms, for example) where both Elemental requirements are met, the Deciding
Factor of which form its in is usually Intimacy. That's just being General,
though. If you want to get the Full Story on Dragon Forms, check a Faq
dedicated to this.
NOTE: This strategy also applies for any other Dragons who's form you got
was not the one you wanted. So, don't think this is restricted to Salamando
and his Holy and Dark Forms.
Q. How do you suggest starting to raise dragons?
A. Well, IMHO, I suggest getting them to their Holy/Dark forms ASAP, and
shoot to getting Master Dragons before you get Puppy, that way, you'll
require the lease amount of work to raise him. However, those are pretty
high standards early on, so in the beginning, shoot for getting a Grand
Dragon, Glorious, Crusader or Gladiator, as they all have decent Elemental
ratings, and will last you throughout most the game. To get them, raise the
STR, VIT, and all elemental stats. To see what specific requirements are
for which dragon, I suggest you check the Dragon development guide here on
Gamefaqs for that.
Q. What is the best way to raise each stat for your dragons?
A. Ok, here's what I found the fastest way to raise all Dragons stats to
their best (only listing things that will help regarding forms, besides
Intamacy):
Fire: Fire Grass and Fire Equipment (like the Burning Axe)
Ice: Ice Grass and Ice Equipment (Like the Ice Armor)
Thunder: Poison Mushrooms
Healing: Rotten Mushrooms
Poison: Gross Mushrooms
STR: Porn Mags (I am not kidding. Porn Mags raise STR by 15, while most
weapons early in the game, which are more expensive, raise it by about 1/3
of that amount, and I'm referring to swords, spears, and axes)
VIT: Armors and Vests (by far the hardest stat to raise early in the game)
DEX: Mushrooms and Books (I'd go with Mushrooms, since they are generally
cheaper, and boost HP)
MID: Mushrooms and Books (again, I'd go with Mushrooms)
Q. How early have you gotten Master Dragons?
A. Seriously, I've gotten them at Chapter 8. Its possible to get them as
early as 6, but I waited for 2 reasons. First off, you don't get Munimuni
til chapter 8, and I like to raise all more dragons at once, rather than
having 5 good ones and one Dragon far behind, thus making one team pretty
much useless (since a teams effectiveness is a good deal based off it's
dragon's abilities) The other reason is because it isn't until Chapter 8
that the Mushroom/Book/Matelite Merchandise Salesman appears in between Side
quests, thus making raising a lot of stats MUCH easier. And during Chapter
8, the 2nd Shop Set is still around, so I still had easy access to Fire and
Ice Equipment to raise those stats. Granted, the part that took the longest
was, by far, raising the VIT stat. Though, with a lot of patience, selling
of useless stuff after battles (Weapons after STR stat is to max, Grass
after Elemental stat is maxed, some Super Vodkas (good only to boost
Personality, IMHO) if I pick up any, etc.), and determination, I eventually
got that VIT stat to 250, and thus, got master Dragons for nearly the entire
game. And also, I mean I got all 6 dragons to Master form (and due to this,
Puppy had 99 in all elements and 249 in STR, VIT, MID, and DEX stats,
meaning I was able to get him to Master Dragon form in ONE feeding session
:P)
Q. Wouldn't getting Master Dragons that early in the game make it
ridiculousy easy?
A. of course it would, if not for the Dragons, then for the Levels gained by
going through all those battles :P
Q. WTF? Are you saying you never even had to try in this game?
A. Hey, take it easy. My first time through the game, I didn't even get
Holy/Dark forms til chapter 17 or so, and I thought they were the Ultimate
Forms til Chapter 20 (for the longest time, I thought Grand Dragon and
Glorious were the best. Granted, I stumbled onto Holy and Dark forms by
continually feeding my dragons, seeing as their Stats were still far from
perfected), so my first game I played normally. My 2nd time through (Non
Ex-play mode, I mean), I tried to get all dragons to Holy/Dark Forms ASAP,
which I was able to pull off in Chapter 8. Then, I decided in my 3rd game,
just for the heck of it, to go all the way this, time, and thus, get all
dragons to Master Dragons, and turned Munimuni into a Black Dragon w/ Maxed
stats, so I could make the most of My Mini Devils ASAP :P
Q. ...You do realize your crazy, right? I mean, I barely got Holy/Dark forms
before chap 27, and I'm playing my first Ex-play, and I still don't got
Mater Dragons, and here you are getting Master Dragons at Chapter 8! You
are Insane!
A. Yes, yes I am. If you visited some of the message boards I go to (most
notably Seiken Densetsu 3 and Breath of Fire 3 are my 2 most frequents), you
should see that I have problems with reality...
Q. Wait a minute, I knew your name is familiar, you're the same Meeple Lard
as the one on the message boards, right? What other FAQs have you written?
A. Yes, yes I am. I have written 2 other FAQs, both for the game Seiken
Densetsu 3, one being an In Depth Character FAQ for Hawk, the other being a
Technical FAQ about the games mechanics and all (believe it or not, I did
that entire FAQ w/out knowing the first thing about hacking, so there's a
chance some of that info is wrong)
Q. Wait, you seem to hate Yoyo SO MUCH and go on ranting about why she's a
stupid ***** and all, yet, you go along and claim that the Summoner and
Dragnar Class are arguably the games best, both of which are Yoyo's Classes.
Are you being a hypocrit or something?
A. No, I'm not a hypocrit. If you've seen my rants, its about why I hate
Yoyo as a Character for her personality and stuff (I won't spoil the game.
Play Bahamut Lagoon through all the way, and you might be able to figure out
why (though, my reasons are more complex than the obvious reason than
everyone else says)), but what's most painful to me is that in battle,
there's no denying it, Yoyo Kicks Ass and wipes the floor using the Several
Enemy units. Believe me, if I could have an alternative to using Yoyo, I
probably would, but seeing as there are only 2 characters who can summon,
and to use attacks on the Field at their best means using those characters
together in the same unit your best bet, along with the fact that Sendak is
always a Summoner, while Yoyo eventually becomes a Dragnar, which is
Basically a Summoner on Steroids (as I said, its exactly like the Summoner
with beefed up stats in ALL areas), I'd pretty much have to use Yoyo over
Sendak if I wanted to use one or the other.
Thus, as a character, I hate Yoyo for her personality and actions. However,
when it comes to battles, Yoyo's basically a staple in my team, since
there's no denying it, She is definitely one of the games best Characters,
and indisputably the games best Sniper (Highest Damage, Longest Range,
higher stats than all other Mage Classes, Attacks that can hit up to 6
Panels, what more could you want? Controllable Fright Dance, complete with
all skills such as Ragnorak and Complete Heal All O_O!!?? Talk about
getting extreme...)
Q. I wish to contact you about *Insert thing of concern here*, where Can I
reach you?
A. Either E-mail me at
[email protected], speak to me via AIM, username
DbzFFlord, or through my MSN name of
[email protected].
~~~~~~~~~~~~~~~~~~
10. Version Update
~~~~~~~~~~~~~~~~~~
Version 0.1: Faqs Creation. Basic Layout and everything made for first
submission.
Version 0.2: Changed SP to MP where it was needed. A few Grammar Fixes.
Added a few more hints. Corrected a few Mistakes. Added the Ability
Dependencies for Passive Abilities. Added more Formations. Added Dragon
Skills list.
Version 0.3: Corrected the mistake on Melee 99, Added Imperator to Ultimate
Cross Knight Equipment. Added the * Aspect to the Class section.
Version 0.4: Fixed a few Grammar Errors, Changed info description and added
a few things on Melee 99. Added to one of the Answers in the Frequently
Asked Questions section. Added Another Question and Answer to the
Frequently Asked Questions section.
Version 0.5: Added more Formations submitted by others. Added info on
Death's Undead and Body Blow. Changed a few grammatical mistakes. Added
the Uni Uni versions of the summons. Add a bit of Elemental info on
Alexander and Hyperion. Added the Other Equipment to consider part to each
class. Altered Descriptions of Behemoth, Black Dragon, Mini Devils, and a
few Dragon Suggestions a bit.
Version 0.6: Changed a few character descriptions and abilities around a
bit. Made a few grammar corrections. Added the Mini Devil Dance skills.
Version 0.7: Corrected a few things in the Mini Devil Dance list. Changed a
few spell descriptions. Changed Royal Guard's Dragon suggestion. Added a
few things in the Formation Section and Dragon Section. Changed the Dragon
Descriptions A LOT. Added a few more formations. Fixed a few grammatical
errors. Added a few more questions. Added a note about Yoyo in the Dragnar
Description.
~~~~~~~~~~~
11. Credits
~~~~~~~~~~~
First off, I'd like to thank Square Soft for making such a great game, and
without it, this FAQ wouldn't exist.
Next, I'd like to thank those at Dejap who finally got around to making a
Complete Translation of this game so people like me could play through the
entire thing. You guys rule!
I'd like to thank RyuSeiryuu for supporting me 100% on this FAQ and helping
me in different parts of it.
Thank you Dawn Shadow for your team contribution
I'd like to give thanks to Major Damage for pointing out the MP cost of Dark
Power, Another Gamer for pointing out that Fighters get SP and Mages get MP,
Game Rookie for pointing out Skill Dependencies I missed out before, Dawn
Shadow for pointing out several interesting facts that I neglected to
include, LSSJMagus999 for pointing out that Poison reverses the effects of a
White Drug on Marshes, and anybody else who I missed who helped contribute
to make this FAQ better.
I'd also like to thank Destruction Angel for pointing out all the little
miscellaneous info that I either did wrong or neglected to point out.
I tip my hat to Blueshirt32 for pointing out that I had made a mistake in
the Mini Devil's dances with regards to their range (it being 4 as opposed
to my listed 5), so thank you for noticing that.
Also, thanks to anybody who gave in a submission as far as Formation goes,
or just plain helped me with the FAQ in someway and totally forgot to
mention them (Sorry about that if I did)
Finally, I'd like to thank everyone else who inspired me to write this and
anybody else who supported me on this Faq.
~~~~~~~~~~~~~~~
12. Legal Stuff
~~~~~~~~~~~~~~~
This FAQ is a copyright 2002 by Meeple Lard. Those who wish to use it for
writing their own FAQ or so are to contact me and get my approval and give
mention of in this as well. The most updated copies can be found at
www.Gamefaqs.com in the Bahamut Lagoon In-depth Faq Section
For those who wish to contact me, e-mail me at
[email protected], or ask me
on the Bahamut Lagoon Message Boards. This is Meeple Lard, saying Good Bye,
and Good Luck. Hope this helped you.