Zerokid proudly presents...
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If you like the guide, please click the 'recommend' button at the top of this
webpage at GameFAQs :).
_______________________________________________________
Xenoblade Chronicles
Arts Guide for the Wii console
Written by and copyright (c) Zerokid 2012-Present
zero_kid(at)hotmail(dot)co(dot)uk
_______________________________________________________
Hey there. Thank you, first of all, for choosing this guide. I figured that
something like this would come in handy when documentation on the various Arts
is somewhat absent from the web. Have fun!
For the legal disclaimer, email policy and contribution instructions, please
refer to the end of this document.
___
Version 1.47
------------
- Date: 25/09/2013 (UK dating system)
- Size: 210 KB
- Added an Arts Setup section about Shulk upon request from a few readers. Yes,
he can use all his Arts in combat, but now I've given some analysis on them.
- Have yet to add Advanced Arts Manual locations. My bad, I'll hopefully do
them at some point.
- Typo fixes and such.
As a disclaimer, this guide probably contains some minor typos and mistakes. If
there's something you wish to correct, no matter how small, please email me at
the above address. Note that the address ends with '.co.uk'.
___
If this guide helped you, please consider making a small donation to me via
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Thank you :). If the guide didn't help you, remember how much it cost to use
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GameFAQs and any affiliates have permission to host this guide.
_______________________________________________________________________________
Table of Contents
_______________________________________________________________________________
Each section has a unique code inside square brackets. Use the Find (Ctrl + F)
feature in your browser / text editor, then punch in the code including the
square brackets to quickly be taken to the corresponding section.
[00] Basics
[01] Shulk
[02] Reyn
[03] Fiora
[04] Sharla
[05] Dunban
[06] Melia
[07] Riki
[08] Seven
[09] Arts Setups for Each Character
[10] Arts Manuals
[11] Outro
_______________________________________________________________________________
[00] Basics
_______________________________________________________________________________
Stats
-----
Xenoblade isn't massively clear about what each character's stats actually do,
so I'll try to make it easy to understand:
HP - Your character's health. 0HP = Death.
Auto-Attack Damage - How much damage you do with auto-attacks, equal to your
character's Strength plus the Attack stat of their
equipped weapon. Plus 10% weapon Attack stat if you have
Reyn's Battle Character skill linked.
Strength - Increases Physical attack damage. Physical damage =
Strength + Weapon Attack stat.
Physical Def - Reduces physical damage taken.
Ether - Increases Ether damage dealt and health restored via
Healing Arts. Ether damage = Ether + Weapon Attack stat,
whereas healing is based on the Ether stat multiplied by a
percentage range specific to the healing Art you use.
Ether Def - Reduces ether damage taken.
Agility - Increases accuracy and evasion rate.
Critical Rate - Increases chance to score a critical hit. Critical hits do
an extra 25% damage compared to normal attacks. The damage
number popup will be larger and bolder to indicate this.
Block Rate - Increases chance to block enemy attacks. Successful blocks
halve the damage taken from Auto-Attacks and Physical
Arts. Ether Arts cannot be blocked. If the foe blocks,
your character's queued actions (attacks that strike more
than once) are cancelled and they are immobile for about
half a second.
Max Damage Glitch
-----------------
If you check out your stats screen, one of your major stats that you'll often
be paying attention to is your character's Auto-Attack Damage. You'll get a
range of values such as 250-375.
However, Xenoblade Chronicles has a glitch whereby the upper damage limit is
capped at the lower damage limit plus 99. For example, if the game tells you
that you're doing 250-375 damage, you'll actually be doing 250-349.
Note that this does NOT work in reverse--if it says you're doing 300-380
damage, that's the truth. You are NOT doing 300-399 damage.
Status effects and Arts will multiply this capped limit. Say you are using an
Art that does 3x the damage of a regular attack, and your auto-attack damage is
250-375. First you knock this range down to 250-349, then multiply by 3 for
your damage range of 750-1047. Just out of interest, if the game wasn't
glitched, that Art would deal 750-1125 damage.
Tension
-------
Tension is a value for each character which increases when you do well in
battle (by landing critical hits and such). The higher your character's
tension, the more likely they are to score critical hits and the more damage
they do in chain attacks. Lower tension decreases Agility, so your accuracy is
lowered. Some Arts require a certain level of tension to use.
Every time the game slows down during combat and asks you to press B/b, this is
known as Burst Affinity and will raise a character's tension. Typically this
happens when they miss the opponent or something, so your Burst Affinity
prevents their tension from lowering too much. You can also use Battle Start
Affinity before engaging in combat to give your tension levels a boost from the
Normal level before combat begins. Typically, a character who gets KOed will be
in the Lowest tension start after being revived, but you should be able to
Encourage them up a tension level or two by getting near them after they revive
and pressing B/b.
You roughly can tell what your characters' current tension levels are by
looking at their faces in the battle status window. The exact effects are:
__________________________________________________________________
Level Value Appearance
------------------------------------------------------------------
Lowest -50 or less Depressed emotion, cloudy background.
'-> -50 Agility.
'-> Accuracy no longer minimum 10%; possible to have 0% accuracy.
Low -49 to 0 Depressed emotion.
'-> -50 Agility.
Normal 1 to 199 Standard emotion.
'-> No stat adjustments.
High 200 to 249 Angry emotion.
'-> +10% damage during chain attacks.
'-> +15% critical hit rate.
Highest 250 or greater Angry emotion, flaming background.
'-> +20% damage during chain attacks.
'-> +30% critical hit rate.
'-> +100% critical hit rate against Mechon with Auto-attacks.
________________________________________________________________
Colour and Chain Attacks
------------------------
Every Art has a colour category based on its effects.
--: Talent Arts.
Blue: Healing / support Arts.
Green: Topple Arts.
Orange: Aura Arts.
Pink: Break Arts.
Purple: Ether attack Arts.
Red: Physical attack Arts.
Yellow: Daze Arts.
Colours become more important to take note of during Chain Attacks, where your
damage multiplier increases when you successfully chain together Arts of the
same colour.
For example, using three red attacks in a row:
Red Attack 1: Chain multiplier stage 1.
Red Attack 2: Chain multiplier stage 2.
Red Attack 3: Chain multiplier stage 3.
The chain multiplier caps at stage 5.
Talent Arts (which are colourless, indicated by '--' in this guide) act as wild
cards and can be used in a chain as any other colour. It will 'clear' the
colour from the Chain Attack but it won't clear the multiplier. Thus, you can
use any colour attack afterwards without breaking the chain. For example:
Red Attack 1: Chain multiplier stage 1 (Chain colour: Red).
-- Attack 1: Chain multiplier stage 2 (Chain colour: --). <- Colour is cleared.
Green Attack 1: Chain multiplier stage 3 (Chain colour: Green).
Green Attack 2: Chain multiplier stage 4 (Chain colour: Green).
Red Attack 2: Chain multiplier stage 1 (Chain colour: Red). <- Chain is broken.
The damage dealt with each successful increase of the chain multiplier stage is
as follows:
____________________________________
Stage 1 2 3 4 5
------------------------------------
Damage 100% 200% 400% 600% 800%
____________________________________
Clearly, stacking a few stage 5 chain attacks is going to cause serious damage.
Auras
-----
IMPORTANT NOTE ABOUT AURAS: You can only have ONE Aura Art (orange colour)
activated at any one time. Auras do not stack, so applying multiple Auras is a
waste of time. For this reason, it is best to only have a maximum of two Auras
in your Battle Palette at any time, and alternate between them when the other
is on cooldown.
Type
----
Physical: Auto-Attacks and physical Arts deal damage based on your character's
Strength + Weapon Attack, which is seen in the stats menu as Auto-
Attack Damage. Physical Arts multiply this amount by a percentage.
Ether: Ether Arts deal damage based on your character's Ether + Weapon
Attack. This amount is then multiplied by a percentage based on the
Art you use. Ether Arts that recover HP do so based on your
character's Ether stat (without the Weapon Attack stat) multiplied by
a percentage range as specified by the Art.
Target
------
Whether the Art primarily hits Enemy, Ally or Self.
Range
-----
Range details whom the Art affects.
One: Hits the targeted ally / enemy.
Line: Hits all enemies directly in front of the character.
Arc: Hits enemies in a fan shape in front of the character.
Behind: Hits enemies in a fan shape behind the character.
Radial: Hits allies / enemies in a circle shape centered on the character.
Circle: Hits allies / enemies in a circle shape centered on the target.
All: Hits all allies.
Distance
--------
Details how far away your character can get before they cannot use that Art.
350-600 is considered close range, 1000 or so is medium and 2000 is long. If
the Range (see above) of an attack is not One or All, the Art will affect all
allies / enemies within this distance.
Accuracy
--------
Extra Accuracy applied to the Art. It is added directly to your Accuracy, and
usually it is multipled by the rank of that Art. So if you normally have an
Accuracy of 63% and use a rank III Art with an Accuracy of 5 * Rank, your
Accuracy when you use that Art becomes 63 + 5*3 = 78%.
Aggro
-----
This is the aggro generated towards the character by all monsters in the
current battle. Aggro is generated by dealing damage or using certain Arts. A
monster will always face and attack whoever it has the highest aggro rating
towards, so use this to position your non-Tank characters wisely.
Knockback
---------
A rating of how far the enemy is pushed back by this attack. '--' is not at
all, '1' is a little, and this increases up to a maximum of '4' which is pretty
far.
Arts Damage
-----------
The Art effects AMPLIFY the damage they do. So Back Slash at rank I does 200%
damage when used normally (sweet), but its effect is 2x damage when used from
behind. Thus, using Back Slash rank I from behind will result in 400% damage!
Auto-Attack Refill
------------------
Shulk, Reyn, Fiora, Dunban, Riki and Seven all fill their Talent Gauge by Auto-
Attacking. This shows how much of the Talent Gauge is filled. Note that these
characters may have other ways of filling the Talent Gauge. Sharla and Melia
refill their Talent Gauge exclusively by using certain Arts--their Auto-Attacks
yield no refills.
_______________________________________________________________________________
[01] Shulk
_______________________________________________________________________________
Talent Arts
-----------
Auto-Attack Refill: 20%.
Shulk is unlike the other characters in that he has all 16 of his arts
available to him at all times--8 regular Arts and 8 Monado Arts. Switch between
the two sets by using Shulk's Talent Art. Using different Monado Arts will
drain the Talent Gauge by a certain amount depending on the Art.
Monado Arts are gained by progressing through the game, not by levelling. Shulk
starts with Buster and Enchant. The rest will be picked up automatically as the
game progresses. The exceptions are Armour, which is obtained via the quest
'Stop the Mechon Rampage', and Eater, which is obtained via the quest 'Mystery
of Makna Ruins 4'.
Shulk is considered to be in an Aura state when his Talent Gauge is full and he
is choosing an Art from the Monado Arts Palette (for the purposes of Aura Heal
gems, etc.)
_______________________________________________________________________________
LV Art: Effect
_______________________________________________________________________________
01 Turn Strike: Deals 5x damage of an Auto-Attack. Inflicts Break for 10.0s.
Drains Talent Gauge by 100%. Only available if Monado is not
equipped.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Physical Enemy One 400 -- 10 --
_______________________________________________________________________________
01 Activate Monado: Swaps Battle Palette between regular Arts and Monado Arts.
Only available if Monado is equipped.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Self One -- -- -- --
_______________________________________________________________________________
Regular Arts
------------
_______________________________________________________________________________
LV Art: Effect
_______________________________________________________________________________
01 Back Slash: Deals 2x damage when used from behind.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy One 400 5 * Rank -- --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 200% 20.0s 0
II 220% 19.4s 200
III 240% 18.8s 400
IV 260% 18.2s 800
V 280% 17.6s 1600
VI 300% 17.0s 2400
VII 320% 16.4s 3600
VIII 340% 15.8s 5200
IX 360% 15.2s 7200
X 380% 14.6s 9600
_______________________________________________________________________________
01 Light Heal: Restores HP.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Ally One -- -- 5 --
__________________________________
Rank Recovery Cooldown AP Cost
----------------------------------
I 180%-216% 25.0s 0
II 199%-239% 24.3s 160
III 218%-262% 23.5s 320
IV 237%-285% 22.8s 640
V 256%-308% 22.0s 1280
VI 275%-331% 21.3s 1920
VII 294%-354% 20.5s 2880
VIII 313%-377% 19.8s 4160
IX 332%-400% 19.0s 5760
X 351%-423% 18.3s 7680
_______________________________________________________________________________
03 Slit Edge: Lowers Physical Defence by 50% when used from the side.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy One 400 5 * Rank 8 --
_________________________________________
Rank Damage Cooldown Duration AP Cost
-----------------------------------------
I 60% 10.0s 5.0s 0
II 76% 9.8s 5.5s 220
III 92% 9.6s 6.0s 440
IV 108% 9.4s 6.5s 880
V 124% 9.2s 7.0s 1760
VI 140% 9.0s 7.5s 2640
VII 156% 8.8s 8.0s 3960
VIII 172% 8.6s 8.5s 5720
IX 188% 8.4s 9.0s 7920
X 204% 8.2s 9.5s 10560
_______________________________________________________________________________
05 Stream Edge: Inflicts Break and refills Talent Gauge by 15% per enemy hit.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Pink Physical Enemy Arc 800 5 * Rank 10 --
_________________________________________
Rank Damage Cooldown Duration AP Cost
-----------------------------------------
I 150% 30.0s 3.0s 0
II 167% 29.1s 4.0s 240
III 184% 28.2s 5.0s 480
IV 201% 27.3s 6.0s 960
V 218% 26.4s 7.0s 1920
VI 235% 25.5s 8.0s 2880
VII 252% 24.6s 9.0s 4320
VIII 269% 23.7s 10.0s 6240
IX 286% 22.8s 11.0s 8640
X 303% 21.9s 12.0s 11520
_______________________________________________________________________________
10 Shadow Eye: Lowers aggro and boosts physical Arts damage to 150% for 5.0s.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Self One -- -- -- --
_______________________________
Rank -Aggro Cooldown AP Cost
-------------------------------
I 30% 45.0s 0
II 35% 44.1s 260
III 40% 43.2s 520
IV 45% 42.3s 1040
V 50% 41.4s 2080
VI 55% 40.5s 3120
VII 60% 39.6s 4680
VIII 65% 38.7s 6760
IX 70% 37.8s 9360
X 75% 36.9s 12480
_______________________________________________________________________________
14 Air Slash: Inflicts Break. Inflicts Slow when used from the side.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Pink Physical Enemy One 400 5 * Rank 10 --
_________________________________________
Rank Damage Cooldown Duration AP Cost
-----------------------------------------
I 150% 15.0s 5.0s 0
II 167% 14.3s 5.5s 280
III 184% 13.5s 6.0s 560
IV 201% 12.8s 6.5s 1120
V 218% 12.0s 7.0s 2240
VI 235% 11.3s 7.5s 3360
VII 252% 10.5s 8.0s 5040
VIII 269% 9.8s 8.5s 7280
IX 286% 9.0s 9.0s 10080
X 303% 8.3s 9.5s 13440
_______________________________________________________________________________
23 Shaker Edge: Inflicts Daze for 2.0s on enemies suffering Topple or Daze.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Yellow Physical Enemy One 400 5 * Rank 15 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 120% 40.0s 0
II 134% 37.2s 300
III 148% 34.4s 600
IV 162% 31.6s 1200
V 176% 28.8s 2400
VI 190% 26.0s 3600
VII 204% 23.2s 5400
VIII 218% 20.4s 7800
IX 232% 17.6s 10800
X 246% 14.8s 14400
_______________________________________________________________________________
32 Battle Soul: Halves Shulk's HP to refill Talent Gauge.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Self One -- -- -- --
_______________________________
Rank Refill Cooldown AP Cost
-------------------------------
I 25% 60.0s 0
II 28% 58.2s 340
III 31% 56.4s 680
IV 34% 54.6s 1360
V 37% 52.8s 2720
VI 40% 51.0s 4080
VII 43% 49.2s 6120
VIII 46% 47.4s 8840
IX 49% 45.6s 12240
X 52% 43.8s 16320
_______________________________________________________________________________
Monado Arts
-----------
_______________________________________________________________________________
LV Art: Effect
_______________________________________________________________________________
01 Monado Buster: Deals 2x damage to Mechon. Drains Talent Gauge by 100%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Physical Enemy Line 1000 5 * Rank -- 1
_____________________
Rank Damage AP Cost
---------------------
I 250% 0
II 300% 520
III 350% 1040
IV 400% 2080
V 450% 4160
VI 500% 6240
VII 550% 9360
VIII 600% 13520
IX 650% 18720
X 700% 24960
_______________________________________________________________________________
01 Monado Enchant: Allows party to damage Mechon. Grants additional damage to
attacks. Drains Talent Gauge by 50%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Ally All -- -- 15 --
_______________________________
Rank Damage Duration AP Cost
-------------------------------
I +50 50.0s 0
II +100 60.0s 380
III +150 70.0s 760
IV +200 80.0s 1520
V +250 90.0s 3040
VI +300 100.0s 4560
VII +350 110.0s 6840
VIII +400 120.0s 9880
IX +450 130.0s 13680
X +500 140.0s 18240
_______________________________________________________________________________
-- Monado Shield: Nullifies enemy Talent Art less than or equal to the current
Monado Shield rank. Effect disappears from party after enemy
uses Talent Art or after 15.0s. Drains Talent Gauge by 50%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Ally All -- -- 10 --
_____________
Rank AP Cost
-------------
I 0
II 380
III 760
IV 1520
V 3040
VI 4560
VII 6840
VIII 9880
IX 13680
X 18240
_______________________________________________________________________________
-- Monado Speed: Boosts physical Evasion by 190. Drains Talent Gauge by 75%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Ally One -- -- 10 --
_______________________
Rank Duration AP Cost
-----------------------
I 8.0s 0
II 8.5s 340
III 9.0s 680
IV 9.5s 1360
V 10.0s 2720
VI 10.5s 4080
VII 11.0s 6120
VIII 11.5s 8840
IX 12.0s 12240
X 12.5s 16320
_______________________________________________________________________________
-- Monado Purge: Removes Auras and Spike effects. Inflicts Aura Seal. Drains
Talent Gauge by 75%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Enemy One 2000 5 * Rank 20 --
_______________________________
Rank Damage Duration AP Cost
-------------------------------
I 200% 10.0s 0
II 217% 10.5s 380
III 234% 11.0s 760
IV 251% 11.5s 1520
V 268% 12.0s 3040
VI 285% 12.5s 4560
VII 302% 13.0s 6840
VIII 319% 13.5s 9880
IX 336% 14.0s 13680
X 353% 14.5s 18240
_______________________________________________________________________________
-- Monado Eater: Removes buffs and inflicts Bleed for 20.0s. Drains Talent
Gauge by 75%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Enemy Arc 1500 5 * Rank -- --
_____________________
Rank Damage AP Cost
---------------------
I 150% 0
II 167% 400
III 184% 800
IV 201% 1600
V 218% 3200
VI 235% 4800
VII 252% 7200
VIII 269% 10400
IX 286% 14400
X 303% 19200
_______________________________________________________________________________
-- Monado Armour: Decreases physical and ether damage to party for 15.0s.
Drains Talent Gauage by 100%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Ally All -- -- 15 --
_____________________
Rank Reduce AP Cost
---------------------
I 30% 0
II 35% 440
III 40% 880
IV 45% 1760
V 50% 3520
VI 55% 5280
VII 60% 7920
VIII 65% 11440
IX 70% 15840
X 75% 21120
_______________________________________________________________________________
-- Monado Cyclone: Inflicts Topple for 3.0s on enemies suffering Break, Topple
or Daze. Drains Talent Gauage by 100%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Enemy Radial 2000 5 * Rank 30 --
_____________________
Rank Damage AP Cost
---------------------
I 300% 0
II 312% 640
III 324% 1280
IV 336% 2560
V 348% 5120
VI 360% 7680
VII 372% 11520
VIII 384% 16640
IX 396% 23040
X 408% 30720
_______________________________________________________________________________
_______________________________________________________________________________
[02] Reyn
_______________________________________________________________________________
Talent Arts
-----------
Auto-Attack Refill: 25%.
_______________________________________________________________________________
LV Art: Effect
_______________________________________________________________________________
01 Mad Taunt: Increases aggro by 20 + Reyn's current LV. Drains Talent Gauge
by 100%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Enemy One 1500 -- -- --
_______________________________________________________________________________
Regular Arts
------------
______________________________________________________________________________
LV Art: Effect
_______________________________________________________________________________
01 Bone Upper: Refills Talent Gauge.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Physical Enemy One 400 5 * Rank -- --
_______________________________________
Rank Damage Refill Cooldown AP Cost
---------------------------------------
I 50% 12% 8.0s 0
II 66% 14% 7.8s 160
III 82% 16% 7.5s 320
IV 98% 18% 7.3s 640
V 114% 20% 7.0s 1280
VI 130% 22% 6.8s 1920
VII 146% 24% 6.5s 2880
VIII 162% 26% 6.3s 4160
IX 178% 28% 6.0s 5760
X 194% 30% 5.8s 7680
_______________________________________________________________________________
01 Hammer Beat: Increases aggro of all enemies hit by 25.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy Radial 400 5 * Rank -- --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 110% 12.0s 0
II 126% 11.8s 160
III 142% 11.5s 320
IV 158% 11.3s 640
V 174% 11.0s 1280
VI 190% 10.8s 1920
VII 206% 10.5s 2880
VIII 222% 10.3s 4160
IX 238% 10.0s 5760
X 254% 9.8s 7680
_______________________________________________________________________________
01 Wild Down: Inflicts Topple for 3.0s on enemies suffering Break, Topple or
Daze.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Green Physical Enemy One 400 5 * Rank 15 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 80% 25.0s 0
II 94% 23.8s 200
III 108% 22.5s 400
IV 122% 21.3s 800
V 136% 20.0s 1600
VI 150% 18.8s 2400
VII 164% 17.5s 3600
VIII 178% 16.3s 5200
IX 192% 15.0s 7200
X 206% 13.8s 9600
_______________________________________________________________________________
03 Rage: Decreases physical damage taken by 25% but decreases Strength by 25%.
Enemies that attack Reyn take (Ether x2) Spike damage.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Self One -- -- 20 --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 60.0s 12.0s 0
II 57.0s 14.0s 280
III 54.0s 16.0s 560
IV 51.0s 18.0s 1120
V 48.0s 20.0s 2240
VI 45.0s 22.0s 3360
VII 42.0s 24.0s 5040
VIII 39.0s 26.0s 7280
IX 36.0s 28.0s 10080
X 33.0s 30.0s 13440
_______________________________________________________________________________
05 Aura Burst: Decreases enemy Strength by 20%. Must be in an Aura state. The
Aura is NOT used up when Aura Burst is used.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Purple Ether Enemy Radial 1000 5 * Rank 25 --
_________________________________________
Rank Damage Cooldown Duration AP Cost
-----------------------------------------
I 100% 20.0s 10.0s 0
II 117% 19.6s 10.5s 240
III 134% 19.2s 11.0s 480
IV 151% 18.8s 11.5s 960
V 168% 18.4s 12.0s 1920
VI 185% 18.0s 12.5s 2880
VII 202% 17.6s 13.0s 4320
VIII 219% 17.2s 13.5s 6240
IX 236% 16.8s 14.0s 8640
X 253% 16.4s 14.5s 11520
_______________________________________________________________________________
07 War Swing: Hits four times. Refills Talent Gauge by 10% per hit per enemy.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy Radial 400 5 * Rank -- --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 30% 60.0s 0
II 34% 55.8s 260
III 38% 51.6s 520
IV 42% 47.4s 1040
V 46% 43.2s 2080
VI 50% 39.0s 3120
VII 54% 34.8s 4680
VIII 58% 30.6s 6760
IX 62% 26.4s 9360
X 66% 22.2s 12480
_______________________________________________________________________________
09 Guard Shift: Increases Block Rate by 100% but disables movement and Auto-
Attack. Can be cancelled before duration is up.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Self One -- -- -- --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 40.0s 12.0s 0
II 38.4s 13.4s 300
III 36.8s 14.8s 600
IV 35.2s 16.2s 1200
V 33.6s 17.6s 2400
VI 32.0s 19.0s 3600
VII 30.4s 20.4s 5400
VIII 28.8s 21.8s 7800
IX 27.2s 23.2s 10800
X 25.6s 24.6s 14400
_______________________________________________________________________________
11 Engage: Forces the enemy to only attack Reyn for duration of the aura.
Increases aggro gained via Mad Taunt by 25%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Enemy One 2000 -- 20 --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 90.0s 6.0s 0
II 85.5s 8.0s 320
III 81.0s 10.0s 640
IV 76.5s 12.0s 1280
V 72.0s 14.0s 2560
VI 67.5s 16.0s 3840
VII 63.0s 18.0s 5760
VIII 58.5s 20.0s 8320
IX 54.0s 22.0s 11520
X 49.5s 24.0s 15360
_______________________________________________________________________________
16 Sword Drive: Does massive damage.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy One 400 5 * Rank -- 3
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 450% 90.0s 0
II 467% 86.4s 340
III 484% 82.8s 680
IV 501% 79.2s 1360
V 518% 75.6s 2720
VI 535% 72.0s 4080
VII 552% 68.4s 6120
VIII 569% 64.8s 8840
IX 586% 61.2s 12240
X 603% 57.6s 16320
_______________________________________________________________________________
19 Berserker: Increases Strength but decreases Physical Defense by 25%.
Grants Mad Taunt a wider area of effect. Lets auto-attacks hit
enemies in a fan shape in front of Reyn. Lasts 15.0s.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Self One -- -- 25 --
_________________________________
Rank Strength Cooldown AP Cost
---------------------------------
I +75% 45.0s 0
II +90% 42.8s 360
III +105% 40.5s 720
IV +120% 38.3s 1440
V +135% 36.0s 2880
VI +150% 33.8s 4320
VII +165% 31.5s 6480
VIII +180% 29.2s 9360
IX +195% 27.0s 12960
X +210% 24.8s 17280
_______________________________________________________________________________
23 Last Stand: If he is incapacitated, Reyn will auto-revive with a percentage
of his health and the Party Gauge will fill by 50%. Lasts 15.0s
or until Reyn auto-revives.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Self One -- -- 20 --
_______________________________
Rank Health Cooldown AP Cost
-------------------------------
I 30% 120.0s 0
II 35% 116.4s 380
III 40% 112.8s 760
IV 45% 109.2s 1520
V 50% 105.6s 3040
VI 55% 102.0s 4560
VII 60% 98.4s 6840
VIII 65% 94.8s 9880
IX 70% 91.2s 13680
X 75% 87.6s 18240
_______________________________________________________________________________
27 Shield Bash: Inflicts Daze for 2.0s on enemies suffering Topple or Daze.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Yellow Physical Enemy One 400 5 * Rank 15 1
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 60% 30.0s 0
II 74% 27.6s 280
III 88% 25.2s 560
IV 102% 22.8s 1120
V 116% 20.4s 2240
VI 130% 18.0s 3360
VII 144% 15.6s 5040
VIII 158% 13.2s 7280
IX 172% 10.8s 10080
X 186% 8.4s 13440
_______________________________________________________________________________
31 Dive Sobat: Inflicts Paralysis for a duration. Reduces enemy's Agility by
25% for a duration if used after Bone Upper.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy One 400 5 * Rank 10 1
_________________________________________
Rank Damage Cooldown Duration AP Cost
-----------------------------------------
I 130% 35.0s 12.0s 0
II 144% 33.3s 12.8s 320
III 158% 31.5s 13.6s 640
IV 172% 29.8s 14.4s 1280
V 186% 28.0s 15.2s 2560
VI 200% 26.3s 16.0s 3840
VII 214% 24.5s 16.8s 5760
VIII 228% 22.8s 17.6s 8320
IX 242% 21.0s 18.4s 11520
X 256% 19.3s 19.2s 15360
_______________________________________________________________________________
35 Magnum Charge: Increases damage of next Art. Drains Talent Gauge by 100%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Self One -- -- -- --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I +50% 80.0s 0
II +80% 78.4s 400
III +110% 76.8s 800
IV +140% 75.2s 1600
V +170% 73.6s 3200
VI +200% 72.0s 4800
VII +230% 70.4s 7200
VIII +260% 68.8s 10400
IX +290% 67.2s 14400
X +320% 65.6s 19200
_______________________________________________________________________________
39 Anchor Chain: Increases aggro by 20 per second. Prevents Reyn from losing
aggro by taking damage. Prevents knockback and blow-down.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Self One -- -- 20 --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 60.0s 15.0s 0
II 57.0s 16.6s 420
III 54.0s 18.2s 840
IV 51.0s 19.8s 1680
V 48.0s 21.4s 3360
VI 45.0s 23.0s 5040
VII 42.0s 24.6s 7560
VIII 39.0s 26.2s 10920
IX 36.0s 27.8s 15120
X 33.0s 29.4s 20160
_______________________________________________________________________________
43 Lariat: Refills Talent Gauge by 25% per enemy hit.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy Arc 1000 5 * Rank -- 1
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 200% 30.0s 0
II 217% 28.5s 440
III 234% 27.0s 880
IV 251% 25.5s 1760
V 268% 24.0s 3520
VI 285% 22.5s 5280
VII 302% 21.0s 7920
VIII 319% 19.5s 11440
IX 336% 18.0s 15840
X 353% 16.5s 21120
_______________________________________________________________________________
_______________________________________________________________________________
[03] Fiora
_______________________________________________________________________________
Talent Arts
-----------
Auto-Attack Refill: 10%.
Don't be surprised by Fiora's lack of Arts -- she's a temporary party member.
_______________________________________________________________________________
LV Art: Effect
_______________________________________________________________________________
01 Butterfly Step: Attacks four times. Drains Talent Gauge by 100%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Physical Enemy One 400 25 -- 2
_______________________________________________________________________________
Regular Arts
------------
______________________________________________________________________________
LV Art: Effect
_______________________________________________________________________________
01 Power Smash: Deals 3x damage when used from behind.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy One 400 5 * Rank -- --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 180% 30.0s 0
II 195% 28.5s 160
III 210% 27.0s 320
IV 225% 25.5s 640
V 240% 24.0s 1280
VI 255% 22.5s 1920
VII 270% 21.0s 2880
VIII 285% 19.5s 4160
IX 300% 18.0s 5760
X 315% 16.5s 7680
_______________________________________________________________________________
01 Screw Edge: Inflicts Break.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Pink Physical Enemy One 400 5 * Rank 10 --
_________________________________________</pre><pre id="faqspan-2">
Rank Damage Cooldown Duration AP Cost
-----------------------------------------
I 130% 45.0s 5.0s 0
II 147% 42.8s 5.5s 120
III 164% 40.5s 6.0s 240
IV 181% 38.3s 6.5s 480
V 198% 36.0s 7.0s 960
VI 215% 33.8s 7.5s 1440
VII 232% 31.5s 8.0s 2160
VIII 249% 29.3s 8.5s 3120
IX 266% 27.0s 9.0s 4320
X 283% 24.8s 9.5s 5760
_______________________________________________________________________________
05 Hidden Thorn: Inflicts Daze for 2.0s on enemies suffering Topple or Daze.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Yellow Physical Enemy One 400 5 * Rank 15 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 160% 60.0s 0
II 177% 57.0s 200
III 194% 54.0s 400
IV 211% 51.0s 800
V 228% 48.0s 1600
VI 245% 45.0s 2400
VII 262% 42.0s 3600
VIII 279% 39.0s 5200
IX 296% 36.0s 7200
X 313% 33.0s 9600
_______________________________________________________________________________
08 Lacerate: Inflicts Bleed for 10.0s.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy One 400 5 * Rank 10 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 150% 20.0s 0
II 165% 19.0s 260
III 180% 18.0s 520
IV 195% 17.0s 1040
V 210% 16.0s 2080
VI 225% 15.0s 3120
VII 240% 14.0s 4680
VIII 255% 13.0s 6760
IX 270% 12.0s 9360
X 285% 11.0s 12480
_______________________________________________________________________________
_______________________________________________________________________________
[04] Sharla
_______________________________________________________________________________
Talent Arts
-----------
Sharla's Talent Art works differently to all the other characters. Using her
normal Arts causes the Talent Gauge to fill up, and if it fills up completely,
it will then empty slowly and Sharla will not be able act until it finishes.
You can also manually empty the Talent Gauge, which causes it to drain a lot
faster.
Sharla's damage and recovery output are affected by how full the Talent Gauge
is. Damage is increased by 5/9% for every 1% Talent Gauge. Recovery starts at
125% effectiveness but loses 0.5% for every 1% Talent Gauge:
______________________________________________________________________________
Talent Gauge: 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
------------------------------------------------------------------------------
Damage: 100% 106% 111% 117% 122% 128% 133% 139% 144% 150% 156%
Recovery: 125% 120% 115% 110% 105% 100% 95% 90% 85% 80% 75%
______________________________________________________________________________
_______________________________________________________________________________
LV Art: Effect
_______________________________________________________________________________
01 Cool Off: Drains Talent Gauge by 35% per second until empty. Prohibits
movement, Auto-Attacks and Arts. Grants Regenerate status for the
duration, healing 3% HP per second. Automatically triggered when
Talent Gauge hits 100%, but instead drains Talent Gauge by 15%
per second until empty.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Self One -- -- -- --
_______________________________________________________________________________
Regular Arts
------------
_______________________________________________________________________________
LV Art: Effect
_______________________________________________________________________________
01 Thunder Bullet: Attacks twice. Electric element damage. Critical chance
increased by 25% when used against flying enemies. Refills
Talent Gauge by 10%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Purple Ether Enemy One 2000 5 * Rank -- --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 90% 20.0s 0
II 103% 19.0s 200
III 116% 18.0s 400
IV 129% 17.0s 800
V 142% 16.0s 1600
VI 155% 15.0s 2400
VII 168% 14.0s 3600
VIII 181% 13.0s 5200
IX 194% 12.0s 7200
X 207% 11.0s 9600
_______________________________________________________________________________
01 Cure Bullet: Removes debuffs and grants immunity to debuffs for a duration.
Refills Talent Gauge 10%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Ally One -- -- 10 --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 30.0s 5.0s 0
II 28.5s 5.5s 180
III 27.0s 6.0s 360
IV 25.5s 6.5s 720
V 24.0s 7.0s 1440
VI 22.5s 7.5s 2160
VII 21.0s 8.0s 3240
VIII 19.5s 8.5s 4680
IX 18.0s 9.0s 6480
X 16.5s 9.5s 8640
_______________________________________________________________________________
01 Shield Bullet: Negates some incoming damage. Dissolves after its damage cap
is met or after a duration. Refills Talent Gauge by 15%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Ally One -- -- 15 --
_________________________________________
Rank Shield Cooldown Duration AP Cost
-----------------------------------------
I 400 90.0s 20.0s 0
II 650 85.5s 21.6s 480
III 900 81.0s 23.2s 960
IV 1150 76.5s 24.8s 1920
V 1400 72.0s 26.4s 3840
VI 1650 67.5s 28.0s 5760
VII 1900 63.0s 29.6s 8640
VIII 2150 58.5s 31.2s 12480
IX 2400 54.0s 32.8s 17280
X 2650 49.5s 34.4s 23040
_______________________________________________________________________________
01 Heal Bullet: Restores HP. Refills Talent Gauge by 10%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Ally One -- -- 10 --
__________________________________
Rank Recovery Cooldown AP Cost
----------------------------------
I 180%-198% 25.0s 0
II 216%-237% 24.3s 240
III 252%-276% 23.5s 480
IV 288%-315% 22.8s 960
V 324%-354% 22.0s 1920
VI 360%-393% 21.3s 2880
VII 396%-432% 20.5s 4320
VIII 432%-471% 19.8s 6240
IX 468%-510% 19.0s 8640
X 504%-549% 18.3s 11520
_______________________________________________________________________________
12 Tranquiliser: Inflicts Sleep. Refills Talent Gauge by 15%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Purple Ether Enemy One 2000 -- 10 --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 40.0s 15.0s 0
II 38.0s 16.6s 220
III 36.0s 18.2s 440
IV 34.0s 19.8s 880
V 32.0s 21.4s 1760
VI 30.0s 23.0s 2640
VII 28.0s 24.6s 3960
VIII 26.0s 26.2s 5720
IX 24.0s 27.8s 7920
X 22.0s 29.4s 10560
_______________________________________________________________________________
14 Heal Blast: Restores HP. Refills Talent Gauge by 20%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Ally One -- -- 15 --
___________________________________
Rank Recovery Cooldown AP Cost
-----------------------------------
I 330%-363% 90.0s 0
II 396%-435% 83.7s 320
III 462%-507% 77.4s 640
IV 528%-579% 71.1s 1280
V 594%-651% 64.8s 2560
VI 660%-723% 58.5s 3840
VII 726%-795% 52.2s 5760
VIII 792%-867% 45.9s 8320
IX 858%-939% 39.6s 11520
X 924%-1011% 33.3s 15360
_______________________________________________________________________________
16 Metal Blast: Inflicts Break. Critical chance increased by 25% when used
against flying enemies. Refills Talent Gauge by 20%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Pink Physical Enemy Line 2000 5 * Rank 10 --
_________________________________________
Rank Damage Cooldown Duration AP Cost
-----------------------------------------
I 120% 60.0s 5.0s 0
II 135% 58.8s 5.5s 260
III 150% 57.6s 6.0s 520
IV 165% 56.4s 6.5s 1040
V 180% 55.2s 7.0s 2080
VI 195% 54.0s 7.5s 3120
VII 210% 52.8s 8.0s 4680
VIII 225% 51.6s 8.5s 6760
IX 240% 50.4s 9.0s 9360
X 255% 49.2s 9.5s 12480
_______________________________________________________________________________
18 Heal Round: Restores HP. Refills Talent Gauge by 25%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Ally All -- -- 20 --
__________________________________
Rank Recovery Cooldown AP Cost
----------------------------------
I 200%-220% 60.0s 0
II 240%-264% 58.8s 440
III 280%-308% 57.6s 880
IV 320%-352% 56.4s 1760
V 360%-396% 55.2s 3520
VI 400%-440% 54.0s 5280
VII 440%-484% 52.8s 7920
VIII 480%-528% 51.6s 11440
IX 520%-572% 50.4s 15840
X 560%-616% 49.2s 21120
_______________________________________________________________________________
22 Heat Bullet: Increases tension. Refills Talent Gauge by 15%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Ally Circle -- 5 * Rank -- --
________________________________
Rank Tension Cooldown AP Cost
--------------------------------
I 50 30.0s 0
II 62 28.5s 280
III 74 27.0s 560
IV 86 25.5s 1120
V 98 24.0s 2240
VI 110 22.5s 3360
VII 122 21.0s 5040
VIII 134 19.5s 7280
IX 146 18.0s 10080
X 158 16.5s 13440
_______________________________________________________________________________
26 Covert Stance: Lowers aggro. Prevents aggro gain for a duration.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Self One -- -- -- --
_________________________________________
Rank -Aggro Cooldown Duration AP Cost
-----------------------------------------
I 25% 45.0s 15.0s 0
II 28% 43.7s 16.6s 260
III 31% 42.3s 18.2s 520
IV 34% 41.0s 19.8s 1040
V 37% 39.6s 21.4s 2080
VI 40% 38.3s 23.0s 3120
VII 43% 36.9s 24.6s 4680
VIII 46% 35.6s 26.2s 6760
IX 49% 34.2s 27.8s 9360
X 52% 32.9s 29.4s 12480
_______________________________________________________________________________
30 Head Shaker: Inflicts Daze for 2.0s on enemies suffering Topple or Daze.
Refills Talent Gauge by 25%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Yellow Physical Enemy One 500 5 * Rank 15 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 200% 90.0s 0
II 220% 86.4s 300
III 240% 82.8s 600
IV 260% 79.2s 1200
V 280% 75.6s 2400
VI 300% 72.0s 3600
VII 320% 68.4s 5400
VIII 340% 64.8s 7800
IX 360% 61.2s 10800
X 380% 57.6s 14400
_______________________________________________________________________________
34 Aura Bullet: Extends ally's current Aura by 10.0s. Refills Talent Gauge by
15%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Ally One -- -- -- --
_______________________
Rank Cooldown AP Cost
-----------------------
I 60.0s 0
II 57.6s 340
III 55.2s 680
IV 52.8s 1360
V 50.4s 2720
VI 48.0s 4080
VII 45.6s 6120
VIII 43.2s 8840
IX 40.8s 12240
X 38.4s 16320
_______________________________________________________________________________
38 Heal Counter: Ally recovers 5% of their Max HP every time they are attacked
for a set number of hits. Refills Talent Gauge by 15%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Ally One -- -- 15 --
________________________________________
Rank Count Cooldown Duration AP Cost
----------------------------------------
I 5 60.0s 20.0s 0
II 6 58.2s 22.2s 400
III 7 56.4s 24.4s 800
IV 8 54.6s 26.6s 1600
V 9 52.8s 28.8s 3200
VI 10 51.0s 31.0s 4800
VII 11 49.2s 33.2s 7200
VIII 12 47.4s 35.4s 10400
IX 13 45.6s 37.6s 14400
X 14 43.8s 39.8s 19200
_______________________________________________________________________________
42 Head Shot: Guaranteed critical hit. 15% chance to inflict Death on foes
suffering Daze. Refills Talent Gauge by 25%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy One 2000 5 * Rank -- --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 300% 120.0s 0
II 317% 110.4s 420
III 334% 100.8s 840
IV 351% 91.2s 1680
V 368% 81.6s 3360
VI 385% 72.0s 5040
VII 402% 62.4s 7560
VIII 419% 52.8s 10920
IX 436% 43.2s 15120
X 453% 33.6s 20160
_______________________________________________________________________________
46 Cure Round: Removes debuffs and grants immunity to debuffs for a duration.
Refills Talent Gauge by 25%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Ally All -- -- 20 --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 45.0s 5.0s 0
II 42.8s 5.5s 420
III 40.5s 6.0s 840
IV 38.3s 6.5s 1680
V 36.0s 7.0s 3360
VI 33.8s 7.5s 5040
VII 31.5s 8.0s 7560
VIII 29.3s 8.5s 10920
IX 27.0s 9.0s 15120
X 24.8s 9.5s 20160
_______________________________________________________________________________
50 Drive Boost: Speeds up cooldowns for all Arts except Drive Boost. Prohibits
movement and Auto-Attacks.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Self One -- -- 20 --
_______________________________________
Rank Rate Cooldown Duration AP Cost
---------------------------------------
I 20% 120.0s 15.0s 0
II 25% 114.0s 16.2s 560
III 30% 108.0s 17.4s 1120
IV 35% 102.0s 18.6s 2240
V 40% 96.0s 19.8s 4480
VI 45% 90.0s 21.0s 6720
VII 50% 84.0s 22.2s 10080
VIII 55% 78.0s 23.4s 14560
IX 60% 72.0s 24.6s 20160
X 65% 66.0s 25.8s 26880
_______________________________________________________________________________
_______________________________________________________________________________
[05] Dunban
_______________________________________________________________________________
Talent Arts
-----------
Auto-Attack Refill: 5%.
_______________________________________________________________________________
LV Art: Effect
_______________________________________________________________________________
01 Blossom Dance: Grants up to four attacks based on successful button
presses. Drains Talent Gauge by 100%.
-------------------------------------------------------------------------------
Attack 1: 150% damage.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Physical Enemy One 500 25 -- --
-------------------------------------------------------------------------------
Attack 2: 200% damage.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Physical Enemy One 500 25 -- --
-------------------------------------------------------------------------------
Attack 3: Attacks twice for 125% damage each.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Physical Enemy One 500 25 -- --
-------------------------------------------------------------------------------
Attack 4: 450% damage. Increases aggro.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Physical Enemy Circle 500 25 -- 2
_______________________________________________________________________________
Regular Arts
------------
_______________________________________________________________________________
LV Art: Effect
_______________________________________________________________________________
01 Gale Slash: Inflicts Bleed for 10.0s.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy One 600 5 * Rank 10 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 100% 15.0s 0
II 112% 14.7s 160
III 124% 14.4s 320
IV 136% 14.1s 640
V 148% 13.8s 1280
VI 160% 13.5s 1920
VII 172% 13.2s 2880
VIII 184% 12.9s 4160
IX 196% 12.6s 5760
X 208% 12.3s 7680
_______________________________________________________________________________
01 Electric Gutbuster: Inflicts Break if used after Gale Slash.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Pink Physical Enemy One 400 5 * Rank 10 --
_________________________________________
Rank Damage Cooldown Duration AP Cost
-----------------------------------------
I 60% 8.0s 5.0s 0
II 74% 7.9s 5.5s 120
III 88% 7.7s 6.0s 240
IV 102% 7.5s 6.5s 480
V 116% 7.4s 7.0s 960
VI 130% 7.2s 7.5s 1440
VII 144% 7.0s 8.0s 2160
VIII 158% 6.9s 8.5s 3120
IX 172% 6.7s 9.0s 4320
X 186% 6.5s 9.5s 5760
_______________________________________________________________________________
01 Peerless: Increases nearby allies' Strength and cures Confusion. Increases
aggro of nearby enemies.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Self Radial 1000 -- 50 --
___________________________________________
Rank Strength Cooldown Duration AP Cost
-------------------------------------------
I +100% 45.0s 8.0s 0
II +105% 42.8s 9.5s 240
III +110% 40.5s 11.0s 480
IV +115% 38.3s 12.5s 960
V +120% 36.0s 14.0s 1920
VI +125% 33.8s 15.5s 2880
VII +130% 31.5s 17.0s 4320
VIII +135% 29.3s 18.5s 6240
IX +140% 27.0s 20.0s 8640
X +145% 24.8s 21.5s 11520
_______________________________________________________________________________
01 Worldly Slash: Attacks twice. Lowers Physical Defence by 20%. Lowers
Strength by 20% if used after Gale Slash.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy One 400 5 * Rank 10 --
_________________________________________
Rank Damage Cooldown Duration AP Cost
-----------------------------------------
I 80% 30.0s 10.0s 0
II 89% 28.8s 11.2s 200
III 98% 27.6s 12.4s 400
IV 107% 26.4s 13.6s 800
V 116% 25.2s 14.8s 1600
VI 125% 24.0s 16.0s 2400
VII 134% 22.8s 17.2s 3600
VIII 143% 21.6s 18.4s 5200
IX 152% 20.4s 19.6s 7200
X 161% 19.2s 20.8s 9600
_______________________________________________________________________________
01 Battle Eye: Inflicts Lock-On. Increases Dunban's Double Attack rate by 25%.
Refills Talent Gauge by 5% when Dunban evades an attack.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Enemy One 2000 -- 20 --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 75.0s 15.0s 0
II 71.3s 16.1s 280
III 67.5s 17.2s 560
IV 63.8s 18.3s 1120
V 60.0s 19.4s 2240
VI 56.3s 20.5s 3360
VII 52.5s 21.6s 5040
VIII 48.8s 22.7s 7280
IX 45.0s 23.8s 10080
X 41.3s 24.9s 13440
_______________________________________________________________________________
01 Steel Strike: Inflicts Topple for 3.0s on enemies suffering Break, Topple
or Daze.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Green Physical Enemy One 500 5 * Rank 15 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 200% 30.0s 0
II 217% 28.5s 320
III 234% 27.0s 640
IV 251% 25.5s 1280
V 268% 24.0s 2560
VI 285% 22.5s 3840
VII 302% 21.0s 5760
VIII 319% 19.5s 8320
IX 336% 18.0s 11520
X 353% 16.5s 15360
_______________________________________________________________________________
22 Spirit Breath: Removes all debuffs and grants Haste.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Self One -- -- 20 --
________________________________________
Rank Haste Cooldown Duration AP Cost
----------------------------------------
I 50% 45.0s 10.0s 0
II 55% 42.3s 10.5s 300
III 60% 39.6s 11.0s 600
IV 65% 36.9s 11.5s 1200
V 70% 34.2s 12.0s 2400
VI 75% 31.5s 12.5s 3600
VII 80% 28.8s 13.0s 5400
VIII 85% 26.1s 13.5s 7800
IX 90% 23.4s 14.0s 10800
X 95% 20.7s 14.5s 14400
_______________________________________________________________________________
24 Blinding Blossom: Absorbs aggro from an ally.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Ally One -- -- -- --
_______________________________
Rank Absorb Cooldown AP Cost
-------------------------------
I 20% 30.0s 0
II 24% 29.1s 300
III 28% 28.2s 600
IV 32% 27.3s 1200
V 36% 26.4s 2400
VI 40% 25.5s 3600
VII 44% 24.6s 5400
VIII 48% 23.7s 7800
IX 52% 22.8s 10800
X 56% 21.9s 14400
_______________________________________________________________________________
28 Serene Heart: Increases Accuracy and Evasion by 50%. Boosted to 75% if at
less than 15% Max HP.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Self One -- -- 20 --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 45.0s 15.0s 0
II 42.8s 16.0s 340
III 40.5s 17.0s 680
IV 38.3s 18.0s 1360
V 36.0s 19.0s 2720
VI 33.8s 20.0s 4080
VII 31.5s 21.0s 6120
VIII 29.3s 22.0s 8840
IX 27.0s 23.0s 12240
X 24.8s 24.0s 16320
_______________________________________________________________________________
32 Tempest Kick: Removes one buff at random if used after Gale Slash.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Purple Ether Enemy One 800 5 * Rank -- --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 150% 30.0s 0
II 167% 28.8s 320
III 184% 27.6s 640
IV 201% 26.4s 1280
V 218% 25.2s 2560
VI 235% 24.0s 3840
VII 252% 22.8s 5760
VIII 269% 21.6s 8320
IX 286% 20.4s 11520
X 303% 19.2s 15360
_______________________________________________________________________________
36 Heat Haze: Removes all aggro and guarantees critical hits.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Self One -- -- -- --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 90.0s 20.0s 0
II 87.3s 22.2s 360
III 84.6s 24.4s 720
IV 81.9s 26.6s 1440
V 79.2s 38.8s 2880
VI 76.5s 31.0s 4320
VII 73.8s 33.2s 6480
VIII 71.1s 35.4s 9360
IX 68.4s 37.6s 12960
X 65.7s 39.8s 17280
_______________________________________________________________________________
40 Thunder: Inflicts Daze for 2.0s if in an Aura state.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Yellow Ether Enemy Behind 1000 5 * Rank 15 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 250% 40.0s 0
II 267% 38.0s 380
III 284% 36.0s 760
IV 301% 34.0s 1520
V 318% 32.0s 3040
VI 335% 30.0s 4560
VII 352% 28.0s 6840
VIII 369% 26.0s 9880
IX 386% 24.0s 13680
X 403% 22.0s 18240
_______________________________________________________________________________
44 Soaring Tempest: Attacks three times. Refills Talent Gauge by 10% per hit
per enemy.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy Radial 1000 5 * Rank -- --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 60% 90.0s 0
II 66% 85.5s 420
III 72% 81.0s 840
IV 78% 76.5s 1680
V 84% 72.0s 3360
VI 90% 67.5s 5040
VII 96% 63.0s 7560
VIII 102% 58.5s 10920
IX 108% 54.0s 15120
X 114% 49.5s 20160
_______________________________________________________________________________
48 Jaws of Death: Boosts physical Arts damage to 150%. If he is incapacitated,
Dunban will auto-revive with and refill his Talent Gauge by
50%. Aura cancelled if Dunban auto-revives.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Self One -- -- 20 --
_________________________________________
Rank Health Cooldown Duration AP Cost
-----------------------------------------
I 30% 120.0s 12.0s 0
II 35% 114.0s 14.0s 440
III 40% 108.0s 16.0s 880
IV 45% 102.0s 18.0s 1760
V 50% 96.0s 20.0s 3520
VI 55% 90.0s 22.0s 5280
VII 60% 84.0s 24.0s 7920
VIII 65% 78.0s 26.0s 11440
IX 70% 72.0s 28.0s 15840
X 75% 66.0s 30.0s 21120
_______________________________________________________________________________
52 Final Flicker: Sacrifice 20% Max HP to refill Talent Gauge by 50%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Self One -- -- 20 --
_______________________
Rank Cooldown AP Cost
-----------------------
I 60.0s 0
II 57.0s 480
III 54.0s 960
IV 51.0s 1920
V 48.0s 3840
VI 45.0s 5760
VII 42.0s 8640
VIII 39.0s 12480
IX 36.0s 17280
X 33.0s 23040
_______________________________________________________________________________
56 Demon Slayer: If enemy is defeated with this attack, inflicts Topple for
3.0s on all other enemies.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Green Physical Enemy One 600 5 * Rank -- --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 300% 120.0s 0
II 317% 116.4s 540
III 334% 112.8s 1080
IV 351% 109.2s 2160
V 368% 105.6s 4320
VI 385% 102.0s 6480
VII 402% 98.4s 9720
VIII 419% 94.8s 14040
IX 436% 91.2s 19440
X 453% 87.6s 25920
_______________________________________________________________________________
_______________________________________________________________________________
[06] Melia
_______________________________________________________________________________
Talent Arts
-----------
To use Melia's Talent Art, Elemental Discharge, first summon some elementals.
Elemental Discharge can be activated whenever you have a summoned elemental,
even if the Talent Gauge is not full. The Talent Gauge is refilled by 10%
whenever you discharge an elemental, or 15% if you discharge a different
elemental to the previous one.
You lose the stat buffs associated with elementals once you have discharged
them. They are discharged in reverse order to which you summon them. Example:
Summon Ice (gain Ether Defence boost), Summon Wind (gain Agility boost), Summon
Flare (gain Strength boost).
Discharge three times yields:
Discharge Flare (lose Strength boost), Discharge Wind (lose Agility boost),
Discharge Ice (lose Ether Defence boost).
You can summon a maximum of three elements. Discharge them to summon more.
In addition, having a full Talent Guage puts Melia in the 'Element Burst' Aura.
Element Burst will end if Melia dies or activates a different Aura, or the
battle finishes. In such a case, the Talent Gauge resets to 90%.
Element Burst will cancel Melia's Power Effect Aura.
If you use Elemental Discharge while in Element Burst, it will do 2x damage.
You also have a chance to drain the Talent Gauge by 100% (ending Element Burst)
based on your current tension level:
____________________________________________
Tension: Highest High Normal Low Lowest
--------------------------------------------
Chance: 10% 25% 40% 50% 100%
____________________________________________
_______________________________________________________________________________
LV Art: Effect
_______________________________________________________________________________
01 Elemental Discharge: Attack with last summoned elemental. 2x damage if
Talent Gauge is full. See the 'Summon' Arts for
details concerning discharged elementals' effects.
Cooldown starts when elemental is summoned.
_______________________________________________________________________________
Regular Arts
------------
______________________________________________________________________________
LV Art: Effect
_______________________________________________________________________________
01 Summon Bolt: Boosts allies' Ether by 20%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Self Radial 1000 -- -- --
-------------------------------------------------------------------------------
Discharge: Electric element damage.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Enemy One 2000 5 * Rank -- --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 250% 15.0s 0
II 267% 14.7s 240
III 284% 14.4s 480
IV 301% 14.1s 960
V 318% 13.8s 1920
VI 335% 13.5s 2880
VII 352% 13.2s 4320
VIII 369% 12.9s 6240
IX 386% 12.6s 8640
X 403% 12.3s 11520
_______________________________________________________________________________
01 Hypnotise: Inflicts Sleep.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Purple Ether Enemy One 2000 5 * Rank -- --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 60.0s 20.0s 0
II 57.0s 21.2s 240
III 54.0s 22.4s 480
IV 51.0s 23.6s 960
V 48.0s 24.8s 1920
VI 45.0s 26.0s 2880
VII 42.0s 27.2s 4320
VIII 39.0s 28.4s 6240
IX 36.0s 29.6s 8640
X 33.0s 30.8s 11520
_______________________________________________________________________________
01 Summon Flare: Boosts allies' Strength by 20%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Self Radial 1000 -- -- --
-------------------------------------------------------------------------------
Discharge: Inflicts Blaze for 20.0s.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Enemy Circle 2000 5 * Rank 20 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 90% 30.0s 0
II 97% 29.4s 320
III 104% 28.8s 640
IV 111% 28.2s 1280
V 118% 27.6s 2560
VI 125% 27.0s 3840
VII 132% 26.4s 5760
VIII 139% 25.8s 8320
IX 146% 25.2s 11520
X 153% 24.6s 15360
_______________________________________________________________________________
01 Burst End: Decreases Physical Defence by 10% and Ether Defence by 25%. Only
available during Element Burst. Drains Talent Gauge by 100%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Purple Ether Enemy Radial 2000 5 * Rank 15 --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 45.0s 15.0s 0
II 43.7s 16.6s 440
III 42.3s 18.2s 880
IV 41.0s 19.8s 1760
V 39.6s 21.4s 3520
VI 38.3s 23.0s 5280
VII 36.9s 24.6s 7920
VIII 35.6s 26.2s 11440
IX 34.2s 27.8s 15840
X 32.9s 29.4s 21120
_______________________________________________________________________________
01 Spear Break: Inflicts Slow.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy One 350 5 * Rank 10 2
_________________________________________
Rank Damage Cooldown Duration AP Cost
-----------------------------------------
I 120% 25.0s 5.0s 0
II 135% 23.8s 5.5s 560
III 150% 22.5s 6.0s 1120
IV 165% 21.3s 6.5s 2240
V 180% 20.0s 7.0s 4480
VI 195% 18.8s 7.5s 6720
VII 210% 17.5s 8.0s 10080
VIII 225% 16.3s 8.5s 14560
IX 240% 15.0s 9.0s 20160
X 255% 13.8s 9.5s 26880
_______________________________________________________________________________
29 Shadow Stitch: Inflicts Bind.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Purple Ether Enemy Radial 1000 5 * Rank 15 --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 120.0s 15.0s 0
II 116.4s 16.2s 300
III 112.8s 17.4s 600
IV 109.2s 18.6s 1200
V 105.6s 19.8s 2400
VI 102.0s 21.0s 3600
VII 98.4s 22.2s 5400
VIII 94.8s 23.4s 7800
IX 91.2s 24.6s 10800
X 87.6s 25.8s 14400
_______________________________________________________________________________
32 Summon Aqua: Grants Regenerate, restoring HP every 5.0s.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Self Radial 1000 -- -- --
-------------------------------------------------------------------------------
Discharge: Increases own health equal to damage done.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Enemy One 2000 5 * Rank -- --
______________________________________
Rank Regen Absorb Cooldown AP Cost
--------------------------------------
I 50 20% 15.0s 0
II 55 23% 14.7s 320
III 60 26% 14.4s 640
IV 65 29% 14.1s 1280
V 70 32% 13.8s 2560
VI 75 35% 13.5s 3840
VII 80 38% 13.2s 5760
VIII 85 41% 12.9s 8320
IX 90 44% 12.6s 11520
X 95 47% 12.3s 15360
_______________________________________________________________________________
35 Healing Gift: Sacrifices 20% Max HP to restore HP to an ally equal to a
percentage of Melia's Max HP.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Ally One -- -- -- --</pre><pre id="faqspan-3">
_________________________________
Rank Recovery Cooldown AP Cost
---------------------------------
I 20% 10.0s 0
II 21% 9.8s 300
III 22% 9.6s 600
IV 23% 9.4s 1200
V 24% 9.2s 2400
VI 25% 9.0s 3600
VII 26% 8.8s 5400
VIII 27% 8.6s 7800
IX 28% 8.4s 10800
X 29% 8.2s 14400
_______________________________________________________________________________
38 Summon Copy: Resummon the previously summoned elemental.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Self Radial -- -- -- --
_______________________
Rank Cooldown AP Cost
-----------------------
I 45.0s 0
II 42.8s 340
III 40.5s 680
IV 38.3s 1360
V 36.0s 2720
VI 33.8s 4080
VII 31.5s 6120
VIII 29.3s 8840
IX 27.0s 12240
X 24.8s 16320
_______________________________________________________________________________
41 Summon Wind: Boosts allies' Agility by 10%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Self Radial 1000 -- -- --
-------------------------------------------------------------------------------
Discharge: Deals damage.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Enemy Circle 2000 5 * Rank -- --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 150% 25.0s 0
II 167% 24.3s 320
III 184% 23.5s 640
IV 201% 22.8s 1280
V 218% 22.0s 2560
VI 235% 21.3s 3840
VII 252% 20.5s 5760
VIII 269% 19.8s 8320
IX 286% 19.0s 11520
X 303% 18.3s 15360
_______________________________________________________________________________
44 Starlight Kick: Inflicts Topple for 3.0s if used after Spear Break.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Green Physical Enemy One 650 5 * Rank 20 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 150% 40.0s 0
II 168% 38.0s 220
III 186% 36.0s 440
IV 204% 34.0s 880
V 222% 32.0s 1760
VI 240% 30.0s 2640
VII 258% 28.0s 3960
VIII 276% 26.0s 5720
IX 294% 24.0s 7920
X 312% 22.0s 10560
_______________________________________________________________________________
47 Summon Earth: Boosts allies' Physical Defence by 15%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Self Radial 1000 -- -- --
-------------------------------------------------------------------------------
Discharge: Inflicts Poison for 30.0s.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Enemy One 2000 5 * Rank 20 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 60% 90.0s 0
II 66% 85.5s 400
III 72% 81.0s 800
IV 78% 76.5s 1600
V 84% 72.0s 3200
VI 90% 67.5s 4800
VII 96% 63.0s 7200
VIII 102% 58.5s 10400
IX 108% 54.0s 14400
X 114% 49.5s 19260
_______________________________________________________________________________
50 Reflection: Reflects enemy attacks back on to them except Talent Arts.
Lasts 5.0s.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Self One -- -- 25 --
_______________________
Rank Cooldown AP Cost
-----------------------
I 30.0s 0
II 28.5s 400
III 27.0s 800
IV 25.5s 1600
V 24.0s 3200
VI 22.5s 4800
VII 21.0s 7200
VIII 19.5s 10400
IX 18.0s 14400
X 16.5s 19200
_______________________________________________________________________________
53 Power Effect: Doubles the distance over which summoned elementals buff
allies.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Self One -- -- 20 --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 45.0s 15.0s 0
II 43.7s 16.6s 440
III 42.3s 18.2s 880
IV 41.0s 19.8s 1760
V 39.6s 21.4s 3520
VI 38.3s 23.0s 5280
VII 36.9s 24.6s 7920
VIII 35.6s 26.2s 11440
IX 34.2s 27.8s 15840
X 32.9s 29.4s 21120
_______________________________________________________________________________
56 Summon Ice: Boosts allies' Ether Defence by 15%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Self Radial 1000 -- -- --
-------------------------------------------------------------------------------
Discharge: Inflicts Chill for 10.0s.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Enemy Radial 1000 5 * Rank 20 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 120% 45.0s 0
II 129% 41.9s 460
III 138% 38.7s 920
IV 147% 35.6s 1840
V 156% 32.4s 3680
VI 165% 29.3s 5520
VII 174% 26.1s 8280
VIII 183% 23.0s 11960
IX 192% 19.8s 16560
X 201% 16.7s 22080
_______________________________________________________________________________
-- Mind Blast: Electric element damage. Removes Auras and inflicts Arts Seal.
Obtained during story events.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Purple Ether Enemy Arc 2000 5 * Rank 30 --
_________________________________________
Rank Damage Cooldown Duration AP Cost
-----------------------------------------
I 300% 90.0s 10.0s 0
II 317% 86.4s 12.2s 500
III 334% 82.8s 14.4s 1000
IV 351% 79.2s 16.6s 2000
V 368% 75.6s 18.8s 4000
VI 385% 72.0s 21.0s 6000
VII 402% 68.4s 23.2s 9000
VIII 419% 64.8s 25.4s 13000
IX 436% 61.2s 27.6s 18000
X 453% 57.6s 29.8s 24000
_______________________________________________________________________________
_______________________________________________________________________________
[07] Riki
_______________________________________________________________________________
Talent Arts
-----------
Auto-Attack Refill: 10%.
_______________________________________________________________________________
LV Art: Effect
_______________________________________________________________________________
01 Yoink!: Steals one of the following things from an enemy at random: Item,
50% extra EXP (with skill learned), 50% extra AP (with skill
learned), 50% Riki's Max HP as HP recovery, 10% Riki's Strength,
10% Riki's Ether, 10% Riki's Agility. Strength / Ether boosts
cannot accumulate more than five times, and wear off after battle.
Deals Auto-Attack damage. Drains Talent Gauge by 100%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Physical Enemy One 400 25 -- --
_______________________________________________________________________________
Regular Arts
------------
______________________________________________________________________________
LV Art: Effect
_______________________________________________________________________________
01 Bitey Bitey: Inflicts Bleed for 10.0s, or 20.0s when used from behind.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy One 400 5 * Rank 10 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 150% 30.0s 0
II 159% 29.4s 220
III 168% 28.8s 440
IV 177% 28.2s 880
V 186% 27.6s 1760
VI 195% 27.0s 2640
VII 204% 26.4s 3960
VIII 213% 25.8s 5720
IX 222% 25.2s 7920
X 231% 24.6s 10560
_______________________________________________________________________________
01 Happy Happy: Refills Party Gauge. Requires high tension.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Self One -- -- -- --
_______________________________
Rank Refill Cooldown AP Cost
-------------------------------
I 55% 90.0s 0
II 60% 87.3s 420
III 65% 84.6s 840
IV 70% 81.9s 1680
V 75% 79.2s 3360
VI 80% 76.5s 5040
VII 85% 73.8s 7560
VIII 90% 71.1s 10920
IX 95% 68.4s 15120
X 100% 65.7s 20160
_______________________________________________________________________________
01 Sneaky: Deals 3x damage when used from behind.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy One 400 5 * Rank -- --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 100% 15.0s 0
II 112% 14.7s 260
III 124% 14.4s 520
IV 136% 14.1s 1040
V 148% 13.8s 2080
VI 160% 13.5s 3120
VII 172% 13.2s 4680
VIII 184% 12.9s 6760
IX 196% 12.6s 9360
X 208% 12.3s 12480
_______________________________________________________________________________
01 Play Dead: Prohibits movement, Auto-Attacks and Arts, and recovers HP as if
not in combat for 5.0s. Removes all aggro. After 'revival', the
next physical Art used within 15.0s receives a 50% damage boost.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Self One -- -- -- --
_______________________
Rank Cooldown AP Cost
-----------------------
I 90.0s 0
II 85.5s 320
III 81.0s 640
IV 76.5s 1280
V 72.0s 2560
VI 67.5s 3840
VII 63.0s 5760
VIII 58.5s 8320
IX 54.0s 11520
X 49.5s 15360
_______________________________________________________________________________
01 Lurgy: Inflicts Poison for 30.0s.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Purple Ether Enemy Arc 1000 5 * Rank 15 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 40% 45.0s 0
II 43% 44.7s 280
III 46% 43.3s 560
IV 49% 41.0s 1120
V 52% 39.6s 2240
VI 55% 38.3s 3360
VII 58% 36.9s 5040
VIII 61% 35.6s 7280
IX 64% 34.2s 10080
X 67% 32.9s 13440
_______________________________________________________________________________
01 Roly-Poly: 30% chance to inflict Topple for 3.0s. Inflicts Bind instead if
Topple fails.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Green Ether Enemy One 2000 5 * Rank 10 --
_______________________
Rank Cooldown AP Cost
-----------------------
I 60.0s 0
II 57.0s 260
III 54.0s 520
IV 51.0s 1040
V 48.0s 2080
VI 45.0s 3120
VII 42.0s 4680
VIII 39.0s 6760
IX 36.0s 9360
X 33.0s 12480
_______________________________________________________________________________
01 Hero Time: Prevents tension from lowering. Increases one of Riki's stats at
random.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Self Radial 1000 -- 20 --
________________________________________
Rank Boost Cooldown Duration AP Cost
----------------------------------------
I 75% 30.0s 20.0 0
II 84% 28.5s 20.5 360
III 93% 27.0s 21.0 720
IV 102% 25.5s 21.5 1440
V 111% 24.0s 22.0 2880
VI 120% 22.5s 22.5 4320
VII 129% 21.0s 23.0 6480
VIII 138% 19.5s 23.5 9360
IX 147% 18.0s 24.0 12960
X 156% 16.5s 24.5 17280
_______________________________________________________________________________
01 Behave: Inflicts Paralysis for a duration. 75% baseline chance to remove
Crazed Aura, but low tension decreases this chance.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Purple Ether Enemy One 2000 5 * Rank 10 --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 50.0s 10.0 0
II 47.5s 11.1 280
III 45.0s 12.2 560
IV 42.5s 13.3 1120
V 40.0s 14.4 2240
VI 37.5s 15.5 3360
VII 35.0s 16.6 5040
VIII 32.5s 17.7 7280
IX 30.0s 18.8 10080
X 27.5s 19.9 13440
_______________________________________________________________________________
27 You Can Do It: Restores HP. Amount restored is multiplied by (number of
debuffs on ally + 1).
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Ally Line -- -- 10 --
__________________________________
Rank Recovery Cooldown AP Cost
----------------------------------
I 180%-216% 30.0s 0
II 201%-241% 28.8s 340
III 222%-266% 27.6s 680
IV 243%-291% 26.4s 1360
V 264%-316% 25.2s 2720
VI 285%-341% 24.0s 4080
VII 306%-366% 22.8s 6120
VIII 327%-391% 21.6s 8840
IX 348%-416% 20.4s 12240
X 369%-441% 19.2s 16320
_______________________________________________________________________________
31 Freezinate: Inflicts Chill for 10.0s.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Purple Ether Enemy One 2000 5 * Rank 10 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 50% 10.0s 0
II 62% 9.8s 240
III 74% 9.6s 480
IV 86% 9.4s 960
V 98% 9.2s 1920
VI 110% 9.0s 2880
VII 122% 8.8s 4320
VIII 134% 8.6s 6240
IX 146% 8.4s 8640
X 158% 8.2s 11520
_______________________________________________________________________________
35 Bedtime: Inflicts Sleep.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Purple Ether Enemy Radial 1000 5 * Rank -- --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 120.0s 15.0s 0
II 114.0s 16.6s 360
III 108.0s 18.2s 720
IV 102.0s 19.8s 1440
V 96.0s 21.4s 2880
VI 90.0s 23.0s 4320
VII 84.0s 24.6s 6480
VIII 78.0s 26.2s 9360
IX 72.0s 27.8s 12960
X 66.0s 29.4s 17280
_______________________________________________________________________________
40 Tantrum: Hits three times. Inflicts Break.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Pink Physical Enemy Arc 1000 5 * Rank 10 --
_________________________________________
Rank Damage Cooldown Duration AP Cost
-----------------------------------------
I 80% 20.0s 5.0s 0
II 88% 19.0s 5.5s 340
III 96% 18.0s 6.0s 680
IV 104% 17.0s 6.5s 1360
V 112% 16.0s 7.0s 2720
VI 120% 15.0s 7.5s 4080
VII 128% 14.0s 8.0s 6120
VIII 136% 13.0s 8.5s 8840
IX 144% 12.0s 9.0s 12240
X 152% 11.0s 9.5s 16320
_______________________________________________________________________________
43 Burninate: Inflicts Burn for 20.0s.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Purple Ether Enemy Radial 1000 5 * Rank 20 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 100% 90.0s 0
II 108% 82.8s 400
III 116% 75.6s 800
IV 124% 68.4s 1600
V 132% 61.2s 3200
VI 140% 54.0s 4800
VII 148% 46.8s 7200
VIII 156% 39.6s 10400
IX 164% 32.4s 14400
X 172% 25.2s 19200
_______________________________________________________________________________
47 Riki is Angry: Counter all non-Talent Art damage by inflicting 2x, 4x, or
8x Spike damage in return.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Self One -- -- 20 --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 120.0s 15.0s 0
II 112.8s 16.2s 440
III 105.6s 17.4s 880
IV 98.4s 18.6s 1760
V 91.2s 19.8s 3520
VI 84.0s 21.0s 5280
VII 76.8s 22.2s 7920
VIII 69.6s 23.4s 11440
IX 62.4s 24.6s 15840
X 55.2s 25.8s 21120
_______________________________________________________________________________
51 Peekaboo: Inflicts Confusion on Mechon when used from the side.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy One 400 5 * Rank -- --
_________________________________________
Rank Damage Cooldown Duration AP Cost
-----------------------------------------
I 200% 25.0s 5.0s 0
II 217% 23.8s 5.5s 400
III 234% 22.5s 6.0s 800
IV 251% 21.3s 6.5s 1600
V 268% 20.0s 7.0s 3200
VI 285% 18.8s 7.5s 4800
VII 302% 17.5s 8.0s 7200
VIII 319% 16.3s 8.5s 10400
IX 336% 15.0s 9.0s 14400
X 353% 13.8s 9.5s 19200
_______________________________________________________________________________
55 Say Sorry: Multiplies damage by (number of debuffs on enemy + 1) and then
removes those debuffs.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy One 400 5 * Rank -- --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 200% 60.0s 0
II 217% 58.2s 520
III 234% 56.4s 1040
IV 251% 54.6s 2080
V 268% 52.8s 4160
VI 285% 51.0s 6240
VII 302% 49.2s 9360
VIII 319% 47.4s 13520
IX 336% 45.6s 18720
X 353% 43.8s 24960
_______________________________________________________________________________
_______________________________________________________________________________
[08] Seven
_______________________________________________________________________________
Talent Arts
-----------
Auto-Attack Refill: 5%.
Seven has many Talent Arts, but only ever has access to one based on her
current Feet equipment.
_______________________________________________________________________________
LV Art: Effect
_______________________________________________________________________________
01 Cannon Drones I: Electric element damage. 1000% damage. Drains Talent Gauge
by 100%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Enemy Line 2000 25 -- 1
_______________________________________________________________________________
01 Gun Drones I: Electric element damage. Attacks six times. 120% damage.
Drains Talent Gauge by 100%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Enemy Radial 2000 25 -- --
_______________________________________________________________________________
01 Sword Drones I: Attacks ten times. 100% damage. Drains Talent Gauge by
100%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Physical Enemy One 600 25 -- --
_______________________________________________________________________________
01 Shield Drones I: Nullifies enemy Talent Art. Effect disappears after enemy
uses Talent Art or after 30.0s. Drains Talent Gauge by
100%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Self One -- -- 30 --
_______________________________________________________________________________
01 Cannon Drones II: Electric element damage. 1500% damage. Drains Talent
Gauge by 100%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Enemy Line 2000 25 -- 1
_______________________________________________________________________________
01 Gun Drones II: Electric element damage. Attacks six times. 180% damage.
Drains Talent Gauge by 100%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Enemy Radial 2000 25 -- --
_______________________________________________________________________________
01 Sword Drones II: Attacks ten times. 125% damage. Drains Talent Gauge by
100%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Physical Enemy One 600 25 -- --
_______________________________________________________________________________
01 Shield Drones II: Removes debuffs and grants immunity to debuffs for 30.0s.
Drains Talent Gauge by 100%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Ether Self One -- -- 30 --
_______________________________________________________________________________
01 Sword Drones X: Attacks ten times. 150% damage. Drains Talent Gauge by
100%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
-- Physical Enemy One 600 25 -- --
_______________________________________________________________________________
Regular Arts
------------
_______________________________________________________________________________
LV Art: Effect
_______________________________________________________________________________
01 Double Blade: Deals 3x damage when used from behind.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy One 600 5 * Rank -- --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 120% 15.0s 0
II 135% 14.7s 200
III 150% 14.4s 400
IV 165% 14.1s 800
V 180% 13.8s 1600
VI 195% 13.5s 2400
VII 210% 13.2s 3600
VIII 225% 12.9s 5200
IX 240% 12.6s 7200
X 255% 12.3s 9600
_______________________________________________________________________________
01 Spear Blade: Deals 3x damage to foes inflicted with Topple.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy One 800 5 * Rank -- --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 240% 35.0s 0
II 257% 29.4s 180
III 274% 28.8s 360
IV 291% 28.2s 720
V 308% 27.6s 1440
VI 325% 27.0s 2160
VII 342% 26.4s 3240
VIII 359% 25.8s 4680
IX 376% 25.2s 6480
X 393% 24.6s 8640
_______________________________________________________________________________
01 Ether Drain: Decreases enemies' Ether by 20%. Increases own Ether by 20% if
there are one or two targets. Increases Ether by +5% for each
target greater than two.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Purple Ether Enemy Radial 1500 5 * Rank 15 --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 30.0s 10.0s 0
II 28.5s 11.1s 280
III 27.0s 12.2s 560
IV 25.5s 13.3s 1120
V 24.0s 14.4s 2240
VI 22.5s 15.5s 3360
VII 21.0s 16.6s 5040
VIII 19.5s 17.7s 7280
IX 18.0s 18.8s 10080
X 16.5s 19.9s 13440
_______________________________________________________________________________
01 Zero Gravity: Inflicts Paralysis. If enemy is inflicted with Topple,
refills Talent Gauge by 25% per enemy hit.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Purple Ether Enemy Radial 1500 5 * Rank 15 --
_________________________________________
Rank Damage Cooldown Duration AP Cost
-----------------------------------------
I 240% 90.0s 15.0s 0
II 256% 87.3s 16.6s 320
III 272% 84.6s 18.2s 640
IV 288% 81.9s 19.8s 1280
V 304% 79.2s 21.4s 2560
VI 320% 76.5s 23.0s 3840
VII 336% 73.8s 24.6s 5760
VIII 352% 71.1s 26.2s 8320
IX 368% 68.4s 27.8s 11520
X 384% 65.7s 29.4s 15360
_______________________________________________________________________________
01 Healing Energy: Grants Regenerate, restoring HP every 3.0s. Removes
debuffs.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Self One -- -- 20 --
________________________________________
Rank Regen Cooldown Duration AP Cost
----------------------------------------
I 160 60.0s 15.0s 0
II 170 57.6s 16.6s 260
III 180 55.2s 18.2s 520
IV 190 52.8s 19.8s 1040
V 200 50.4s 21.4s 2080
VI 210 48.0s 23.0s 3120
VII 220 45.6s 24.6s 4680
VIII 230 43.2s 26.2s 6760
IX 240 40.8s 27.8s 9360
X 250 38.4s 29.4s 12480
_______________________________________________________________________________
01 Cross Impact: Attacks twice. Inflicts Daze for 2.0s on enemies suffering
Topple or Daze.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Yellow Physical Enemy One 600 5 * Rank 15 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 160% 45.0s 0
II 171% 42.8s 260
III 182% 40.5s 520
IV 193% 38.3s 1040
V 204% 36.0s 2080
VI 215% 33.8s 3120
VII 226% 31.5s 4680
VIII 237% 29.3s 6760
IX 248% 27.0s 9360
X 259% 24.8s 12480
_______________________________________________________________________________
01 Air Fang: Attacks twice. Inflicts Break.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Pink Physical Enemy One 600 5 * Rank -- 4
_________________________________________
Rank Damage Cooldown Duration AP Cost
-----------------------------------------
I 200% 10.0s 5.0s 0
II 212% 9.8s 5.4s 220
III 224% 9.6s 5.8s 440
IV 236% 9.4s 6.2s 880
V 248% 9.2s 6.6s 1760
VI 260% 9.0s 7.0s 2640
VII 272% 9.8s 7.4s 3960
VIII 284% 9.6s 7.8s 5720
IX 296% 9.4s 8.2s 7920
X 308% 9.2s 8.6s 10560
_______________________________________________________________________________
42 Double Wind: Increases tension by 50 per enemy hit.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy Arc 1500 5 * Rank -- 1
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 200% 40.0s 0
II 215% 38.8s 280
III 230% 37.6s 560
IV 245% 36.4s 1120
V 260% 35.2s 2240
VI 275% 34.0s 3360
VII 290% 32.8s 5040
VIII 305% 31.6s 7280
IX 320% 30.4s 10080
X 335% 29.2s 13440
_______________________________________________________________________________
43 Second Gear: Increases Arts damage by 50% for 5.0s.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Blue Ether Self One -- -- -- --
_______________________
Rank Cooldown AP Cost
-----------------------
I 120.0s 0
II 111.6s 420
III 103.2s 840
IV 94.8s 1680
V 86.4s 3360
VI 78.0s 5040
VII 69.6s 7560
VIII 61.2s 10920
IX 52.8s 15120
X 44.4s 20160
_______________________________________________________________________________
46 Lock-On: Inflicts Lock-On. Increases Critical Rate by 50%. Refills Talent
Gauge by 5% every time Seven takes damage.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Enemy One 2000 -- 20 --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 90.0s 10.0s 0
II 85.5s 11.1s 320
III 81.0s 12.2s 640
IV 76.5s 13.3s 1280
V 72.0s 14.4s 2560
VI 67.5s 15.5s 3840
VII 63.0s 16.6s 5760
VIII 58.5s 17.7s 8320
IX 54.0s 18.8s 11520
X 49.5s 19.9s 15360
_______________________________________________________________________________
49 Mag Storm: Electric element damage. Inflicts Daze on Mechon for 2.0s.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Yellow Ether Enemy Radial 1500 5 * Rank 15 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 200% 60.0s 0
II 216% 58.8s 380
III 232% 57.6s 760
IV 248% 56.4s 1520
V 264% 55.2s 3040
VI 280% 54.0s 4560
VII 296% 52.8s 6840
VIII 312% 51.6s 9880
IX 328% 50.4s 13680
X 344% 49.2s 18240
_______________________________________________________________________________
52 Shutdown: Inflicts Sleep. Removes buffs and debuffs from Mechon.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Red Physical Enemy One 600 5 * Rank -- 4
_________________________________________
Rank Damage Cooldown Duration AP Cost
-----------------------------------------
I 140% 45.0s 5.0s 0
II 167% 42.8s 6.1s 340
III 184% 40.5s 7.2s 680
IV 201% 38.3s 8.3s 1360
V 218% 36.0s 9.4s 2720
VI 235% 33.8s 10.5s 4080
VII 252% 31.5s 11.6s 6120
VIII 269% 29.3s 12.7s 8840
IX 286% 27.0s 13.8s 12240
X 303% 24.8s 14.9s 16320
_______________________________________________________________________________
55 Guard Shift: Decreases Strength by 25%, but increases Block rate by 100%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Self One -- -- 20 --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 50.0s 15.0s 0
II 48.0s 16.6s 360
III 46.0s 18.2s 720
IV 44.0s 19.8s 1440
V 42.0s 21.4s 2880
VI 40.0s 23.0s 4320
VII 38.0s 24.6s 6480
VIII 36.0s 26.2s 9360
IX 34.0s 27.8s 12960
X 32.0s 29.4s 17280
_______________________________________________________________________________
58 Power Drain: Decreases enemies' Strength by 20%. Increases own Strength by
20% if there are one or two targets. Increases Strength by +5%
for each target greater than two.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Purple Ether Enemy Radial 1500 5 * Rank 15 --
_________________________________
Rank Cooldown Duration AP Cost
---------------------------------
I 25.0s 10.0s 0
II 24.0s 11.1s 480
III 23.0s 12.2s 960
IV 22.0s 13.3s 1920
V 21.0s 14.4s 3840
VI 20.0s 15.5s 5760
VII 29.0s 16.6s 8640
VIII 18.0s 17.7s 12480
IX 17.0s 18.8s 17280
X 16.0s 19.9s 23040
_______________________________________________________________________________
61 Speed Shift: Grants Haste. Increases Double Attack rate by 25%, but
decreases Physical Defense by 25%.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Orange Ether Self One -- -- 20 --
________________________________________
Rank Haste Cooldown Duration AP Cost
----------------------------------------
I 50% 120.0s 15.0s 0
II 55% 116.4s 16.6s 540
III 60% 112.8s 18.2s 1080
IV 65% 109.2s 19.8s 2160
V 70% 105.6s 21.4s 4320
VI 75% 102.0s 23.0s 6480
VII 80% 98.4s 24.6s 9720
VIII 85% 94.8s 26.2s 14040
IX 90% 91.2s 27.8s 19440
X 95% 87.6s 29.4s 25920
_______________________________________________________________________________
-- Final Cross: Attacks four times. Inflicts Topple for 3.0s. Requires highest
tension. Obtained during story events.
-------------------------------------------------------------------------------
Colour Type Target Range Distance Accuracy Aggro Knockback
----------------------------------------------------------------------
Green Ether Enemy Arc 2000 5 * Rank 30 --
_______________________________
Rank Damage Cooldown AP Cost
-------------------------------
I 300% 180.0s 0
II 312% 172.8s 520
III 324% 165.6s 1040
IV 336% 158.4s 2080
V 348% 151.2s 4160
VI 360% 144.0s 6240
VII 372% 136.8s 9360
VIII 384% 129.6s 13520
IX 396% 122.4s 18720
X 408% 115.2s 24960
_______________________________________________________________________________
_______________________________________________________________________________
[09] Arts Setups for Each Character
_______________________________________________________________________________
Top Tips for selecting Arts for a character
-------------------------------------------
- There is no 'one size fits all' in terms of a definite Arts setup for each
character. As an example, you might want to use Dunban as a damage dealer or
a tank, so you would have to have different setups for each.
- Take each setup as a suggestion--a guideline, if you will. In no way are
these the 'best' setups, but I'd argue that they're good starting points.
- You can only have one Aura up at a time. Using another Aura will overwrite
the previous one. Thus, it is generally a bad idea to have more than two Aura
Arts per character--pick the two best ones and switch between them when the
other one is on cooldown.
- Be wary of your Arts colours for chain attacks. Sharla, for instance, could
have a setup consisting entirely of blue Arts. Fine, but what if you want to
max out Reyn's Sword Drive (red Art) damage during a chain attack?
- I won't do an Arts setup guide for Shulk, since he can have all his Arts
available in battle at all times.
Massive disclaimer: The following setups are based on general enemy encounters,
i.e. wandering through the world taking out mooks. You will need different
setups to take on tougher foes that might be immune or resistant to some
otherwise awesome Arts. Similarly, some of the recommended Arts are useful
against groups, so you'll probably want to replace them with single-target
Arts.
Feel free to experiment with different setups. In fact, I'd encourage you to do
so. If you're increasing certain characters' affinities, it's only logical that
you might have two characters who perform similar roles in a group. One example
is Reyn and Dunban together. In this case, I'd keep one of them with one of the
tank setups mentioned below, and alter the other one to have more damaging
Arts.
Weigh the pros and cons of each Art carefully. Some Arts are universally
useless, some are universally awesome, most are situational depending on what
you want the character to do. Experiment. Be flexible. Have fun.
Here are some guidelines to help you get started :).
_____
Shulk
_____
Overview
--------
Shulk is the only character to have access to all 16 of his Arts at once; he
switches between his eight standard Arts and eight Monado Arts by using the
Activate Monado command. Monado Arts require a certain portion of the Talent
Gauge to use, depending on the Art.
Shulk is a fantastic support unit, throwing buffs and debuffs in every
direction. He can also heal when necessary, and once your party's all buffed
up, he can dish out the damage pretty well too. Since his weapon, the Monado,
is fixed and scales in power with his level, you'll find that Shulk is always</pre><pre id="faqspan-4">
fairly powerful. He's somewhat frail though, so you can either get a tank party
member to draw aggro away from him, or you forego some damage output to buff
yourself up. Either method is viable, and to be honest with Shulk's versatility
you'll often be using both depending on how the battle is flowing.
Since Shulk has access to all his Arts at once, the next section outlines the
best of them, rather than forcing you to pick eight of them like the other
characters have to.
Arts Analysis
-------------
BACK SLASH - If you can sneak up on an enemy it's a great way to start the
battle. Combined with Back Attack Gems (as recommended in my Gem Guide) you can
really deal some damage if you can get someone else to tank for you.
LIGHT HEAL - You can't rely solely on this if you need someone serious to heal,
but it is a nice way to keep tanks topped up on health, or save someone who's
about to die.
SLIT EDGE - Since it lowers Physical Defence by 50% and because of the way this
game works, you can consistently deal 150% physical damage (not 200%), which is
really useful since Shulk is pretty physical-based. At the highest rank, Slit
Edge has a longer duration than cooldown, so you can keep it on the enemy
indefinitely. However, you'll need someone to tank for you, since it must be
used on the side of an enemy. A lot of monsters are immune to it too, so you
might need to shelve this one later in the game.
SHADOW EYE + (BACK SLASH), MONADO BUSTER - Shadow Eye lowers aggro and
increases physical Arts (not Auto-Attacks) damage by 50% for five seconds,
enough to pull off one, maybe two Arts if you're lucky. Personally, using it
before Back Slash is the way to go--not only is Back Slash Shulk's most
damaging attack if used correctly, but the aggro-lowering effect of Shadow Eye
works perfectly with it, almost ensuring the enemy will turn around to target
someone else.
You might need to reposition yourself a bit, but then you can unleash Back
Slash. If you have the time and Talent Gauge requirements, you can throw Monado
Buster in there too to really hand out some pain. Monado Buster drains your
whole Talent Gauge, so make the most of it by increasing the damage output as
much as possible beforehand (Slit Edge for their defense, use Shadow Eye, get
behind them to abuse Back Attack Gems etc.).
STREAM EDGE + MONADO CYCLONE + SHAKER EDGE - As Shulk's only non-Monado multi-
hit Art, Stream Edge can come in pretty handy. It also builds the Talent Gauge
by 15% per hit enemy, so assuming you have a full Talent Gauge, you can abuse a
Break-Topple-Daze combo. Shulk is the only character who can inflict all three
ailments, although Monado Cyclone is only available in the late game.
If you don't fancy using up your Talent Gauge here, your other party members
should be set up with Topple-inducing moves, and they will be quick to jump in.
However, Topples and Dazes stack, meaning that the more Topple/Daze-inducing
moves you use, the longer the status will last. Monado Cyclone is multi-hit as
well, so all the enemies you inflicting Break on with Stream Edge will be
Toppled as well.
Shaker Edge needs a bit of wind-up time, so use it quickly. Once the enemy's
dazed, you can set up a Chain Attack--enemies remain Dazed throughout Chain
Attacks and Daze increases damage taken by 50%, so you can use this to your
advantage.
MONADO AMROUR - At later levels, this Art is ridculously powerful, reducing
your party's damage by 75% from all physical and Ether attacks. It eats up your
entire Talent Gauge, but we've discussed in the entry above how to earn that
back. Against tougher foes, you can count on this being active near-constantly.
The only downside is that it cuts into your damage-dealing time and limits your
other Monado Art usage, but it's worth it.
MONADO ENCHANT - Shulk's main claim to fame. If you don't want to constantly be
Toppling your foes or you don't have Mechon-damaging weapons, you will
absolutely NEED this Art to damage Mechon.
MONADO SHIELD, MONADO SPEED - These defensive moves are best used before you
envision Enemy Arts--Monado Shield for Talent (White) Arts, and Monado Speed
for Physical (Red) Arts. This will make the target of the attacks more or less
invincible for the duration.
MONADO PURGE - Absolutely necessary against Telethia and some very late game
foes that abuse Auras and Spike effects, unless you have some very specific Gem
setups.
MONADO EATER - Bleed is a decent but not great status effect, and this is an
Ether attack when Shulk is mostly a physical kinda guy. Still, it does decent
damage and is one of Shulk's few multi-target options. Removing buffs is nice
but situational--still, it's handy against some late game foes.
AIR SLASH - You have a Break-inflicting move already, and this one's single-
target and has a worse secondary effect than Stream Edge (inflicts Slow when
used from the side). Situationally useful and has a good cooldown rate, but
there are better things Shulk can do with his time.
BATTLE SOUL - Halving Shulk's HP to refill the Talent Gauge isn't a horrendous
idea, since his HP is fairly low anyway and you should only really be using it
when aggro isn't on him. Shulk's Monado Arts are pretty awesome, but
considering his Auto-Attacks restore 20% of the Talent Gauge per hit and later
on you'll be packing Haste and Double-Attack Gems, this won't be as necessary.
____
Reyn
____
Overview
--------
Although Reyn's main job is to tank hits for the party with his aggro-drawing
skills and massive HP, Reyn is also capable of dealing massive amounts of
damage with the right Arts setup. Really then, Reyn has two main setups--a
tanking set and a burst damage set.
Reyn tanks in the old-fashioned way--by taking hits on the chin and having
somebody heal him when the situation gets dire. Absorbing aggro comes first and
foremost, followed by lowering incoming damage. The burst damage set also
absorbs aggro but does it through high concentrations of damage over short
periods of time. This set is only really viable when player-controlled though,
for reasons explored shortly. For AI-controlled Reyn, stick to a tanking set.
Recommended Arts
----------------
BERSERKER - Many characters appreciate an Aura being active and Reyn is one of
them. I believe the top Aura choice is Berserker, increasing Strength to over
3x its normal rate at rank X. By skill linking Dunban's Sustained Spirit, which
increases Aura duration by 10 seconds, you can have Berserker active
permanently. Berserker also allows you to hit multiple enemies in front of you
with auto-attacks, a nice side-bonus, and a Debuff Resist 100% Gem will negate
the Phys Def loss.
If you're tanking, Berserker is still useful. It will really help out since
Reyn needs to generate aggro. However, a better tanking Aura is arguably Anchor
Chain.
ANCHOR CHAIN - Anchor chain generates aggro automatically and prevents Reyn
from losing aggro by taking damage, which works great in tandem with Guard
Shift. This is the better Aura to go for when letting the AI control Reyn,
since it's automatic and you don't have to think too hard about it. It also
means that the AI will be able to use Guard Shift more effectively, if you run
that.
HAMMER BEAT - Once you have an Aura active, it's time to generate lots of
aggro. You can slip in a quick Hammer Beat to get started. Not strictly
necessary, but handy on more tank-focused sets.
LARIAT, WILD SWING - Once you have the enemies focused on you, it's time to
start filling the Talent Gauge up. You have two main choices here, with Wild
Swing hitting enemies in a circle around you for 40% refill per enemy, or
Lariat hitting enemies in front of you for 25% refill per enemy. War Swing
might sound better, but Lariat does about 5x as much damage. Personally I'd go
for Lariat, but nobody says you can't have both.
BONE UPPER + DIVE SOBAT - Bone Upper is better at filling the Gauge if you're
only fighting a single foe, for 30% refill. It only does about half as much
damage as Lariat, but it has ridiculously low cooldown so I'd recommend it as
your main form of Talent gauge refilling, unless you're against many foes.
Dive Sobat paralyses the foe which is a very crippling status effect, having a
chance to prevent auto-attacks. If used after Bone Upper, Dive Sobat lowers the
enemy's Agility which is handy for Reyn, whose Agility isn't brilliant. Hence,
you'll land and dodge more hits. The dodging aspect of that sentence is its
main draw, but paralysis is pretty useful too.
MAGNUM CHARGE + SWORD DRIVE - Once you've filled the Talent Gauge, the crux of
the burst damage set comes into play. Magnum Charge amplifies your next Arts
damage and Sword Drive deals massive damage, so it's a no-brainer.
Unfortunately, the AI has no brain and will hardly ever use these two moves in
combination, which removes the main draw of the burst damage set. Against
groups of enemies, Magnum Charge and Lariat becomes a superior option.
AURA BURST - Lowering all enemies' Strength stats is really helpful since it
will lower incoming damage to the whole party, not just Reyn. It will also help
him get the Chain Attack up higher for Ether-based attackers, being a purple
Art.
GUARD SHIFT - If the AI can be trusted to use this at the right time,
preferably just after activating Anchor Chain, then Guard Shift is very
helpful. This halves all incoming physical damage, but the downside is that
Reyn will steadily lose aggro. The solution is to throw Anchor Chain up
beforehand to negate aggro loss, but this doesn't stop Reyn losing the foe's
attention if your other attackers get a bit over-zealous. I'm not really into
Guard Shift myself, but it's a nice Art.
WILD DOWN, SHIELD BASH - Wild Down is one of the game's few reliable Topple
arts, so it's handy to use if you're into Topple-locking. This is what happens
when you stack so many Topple status attack on the foe that they end up being
Toppled for a long duration, even for the entire duration of the fight.
Shield Bash is also very fast and helps when Topple/Daze-locking. In
particular, Daze Arts are brilliant at interrupting enemy vision attacks. Daze
Arts are also best used just before setting up a Chain Attack--the Daze status
will increase all damage done by a cool 50%, and time effectively stops during
Chain Attacks, extending that short 2 second window.
You don't need both of these attacks, but you certainly can if you want. If
you're Topple-locking, stick with Wild Down. If you're countering enemy visions
and setting up Chain Attacks, go for Shield Bash. If you can spare the slots,
go for both of them, because they are very useful.
My Setup
--------
Burst Damage (Player Controlled):
Berserker, Bone Upper, Dive Sobat, Lariat, Magnum Charge, Sword Drive, Wild
Down, Shield Bash
Tanking (AI Controlled):
Anchor Chain, Hammer Beat, Bone Upper, Dive Sobat, Aura Burst, Lariat, Wild
Down, Shield Bash
Unused Arts
-----------
RAGE - In the early game, Rage is a nice Art to tank against multiple foes. The
Spike damage is also handy, but unfortunately Reyn's Ether is pretty low so it
doesn't help so much later on. Rage isn't very useful since it only provides a
25% Phys Def Boost, and scales poorly with Reyn's level, becoming next to
useless in the endgame. It just doesn't generate enough aggro to be considered
useful--you'll need Berserker or Anchor Chain to give yourself the best chance
of drawing attacks.
ENGAGE - Largely outclassed by the other Auras. Although it forces the foe to
attack for the duration, you're better off using Anchor Chain to increase aggro
and prevent aggro loss. This is because Anchor Chain's effects last after the
Aura has worn off, wherea Enrage's effects don't.
LAST STAND - Great to use in a pinch. It automatically revives you with 75%
health at rank X, so Reyn can get straight back into regaining the aggro he
just lost from dying. Only use it if you're close to dying though, since it
will override the Berserker Aura. If you're really confident that the AI can
time it right, you can unequip your Unbeatable Gem which will occasionally
prevent Reyn from dying. The main reason this isn't used is that Berserker and
Anchor Chain are much better and this takes up a valuable slot when Reyn should
not be dying anyway.
______
Sharla
______
Overview
--------
Sharla is easier to set up than most characters because she has one role--to
heal. Any damaging Arts are just there to help her try to keep up with the
other characters when healing is not a necessity.
When playing as Sharla, always try to use Cool Off, her Talent Art, before the
Talent Gauge completely fills. If the Talent Gauge fills completely, she'll
automatically Cool Off, only it will take 7 seconds instead of the maximum of 3
seconds that it would take if you do it manually.
Recommended Arts
----------------
DRIVE BOOST - This is a pretty awesome Art for Sharla and should be active as
much as possible. After that, just get healing depending on the situation (or
more likely, let the computer do it for you).
SHIELD BULLET - This should be put on your tank to start with, and then weak
party members if you can spare the time. It's handy for protecting against
high-damage attacks before visions too.
HEAL ROUND - Sharla's bread-and-butter move, granting a powerful party-wide
heal but with a long cooldown. In Drive Boost Aura, however, its cooldown is
only ~17.2s. Even so, try to be conservative with your heals and save them for
more dire situations. In the meantime, keep your party topped off with less-
potent-but-more-efficient heals.
HEAL BULLET, HEAL BLAST - Single target heals. Use these on your tank, or to
top people off when Heal Round is on cooldown.
CURE ROUND - Necessary for situations where you need to remove your party's
debuffs, and pretty much leaves Cure Bullet in the dust (most later game
enemies inflict party-wide status effects anyway). Of course, don't bother
using this Art if you're at a stage where you can equip Debuff Resist 100% Gems
on all your characters.
HEAT BULLET - Handy on characters that rely on high tension for certain moves,
such as Riki and Seven. Most characters appreciate a shot of tension anyway,
and the cooldown is very quick.
THUNDER BULLET - Not only is it Sharla's best method of dealing some damage in
her downtime, but it also helps keep Chain Attacks at maximum when your other
characters, namely Riki and Melia, are using Purple Ether Arts. Boot her up
with an Electric Plus Gem and she'll do passable damage with it!
HEAD SHOT - Although Head Shot might seem out of place on an otherwise purely
supporting setup, it deserves a mention since it has some major benefits.
First, it has nice damage output since it always lands critical hits. However,
the main reason for its inclusion is that it allows your physical characters to
reach the maximum Chain Attack level with their damaging Red Arts. The 15%
chance to inflict Instant Death on Dazed foes is a nice touch, but situational.
TRANQUILISER - Sleep as a status effect has two main uses. The first is crowd
control--using it to keep one foe out of the battle for a while. The second is
vision interruption. So although it's situtational, it can be very useful.
AURA BULLET - This Art deserves an honourable mention, for the simple fact that
it can extend Seven's Speed Shift by another 10 seconds. Most other Arts
already last longer than their cooldown time at rank X though, especially when
combined with Dunban's Sustained Spirit skill link, which boosts Aura time by
10 seconds.
My Setup
--------
This is assuming you have Debuff Resist 100% Gems on your characters.
Otherwise, throw Cure Round over something like Head Shot or Heat Bullet.
Healer:
Drive Boost, Shield Bullet, Heal Round, Heal Bullet, Heal Blast, Heat Bullet,
Thunder Bullet, Head Shot.
Unused Arts
-----------
CURE BULLET - Useful in the early game when you have no other forms of ridding
the party of debuffs, but redundant next to Cure Round and completely useless
once you get to the stage where everybody has Debuff Resist 100% Gems.
METAL BLAST - Other characters have instant-Topple Arts which is a lot more
useful and kind of leaves Break Arts in the dust. Unless the character using
the Break Art can follow up with Topple, it usually isn't as handy. Sharla
should stick to healing.
COVERT STANCE - If you have dedicated team support and the right Gem setup,
Sharla shouldn't really gain too much aggro. Besides, Drive Boost is a lot
handier.
HEAD SHAKER - Daze Arts are cool, but you'll have to rely on the AI timing
their status effects at the right time, so they're better off on someone that
can inflict Topple too.
HEAL COUNTER - You'll often find that this is outclassed by Shield Bullet,
which protects better against one-hit high-damage attacks.
______
Dunban
______
Overview
--------
When you get Dunban you'll have been playing with Reyn, Sharla and Shulk as the
classic Tank-Healer-Damage combo that MMORPGs are famous for. So initially it
seems like Dunban is out of a job. In fact, despite his low HP he makes for an
incredible tank due to his high Agility and hence high evasion rate.
In some ways he's a better tank than Reyn because he doesn't need to be healed
as much, and also since receiving damage lowers aggro, which Dunban avoids.
However, Reyn is better at tanking Ether hits and has some Arts that pretty
much force the enemy to target him, whereas Dunban is less dedicated at drawing
aggro. Reyn is usually better for short battles due to his burst damage
attacks, whereas Dunban is often better for drawn-out fights.
Recommended Arts
----------------
PEERLESS - Increases Strength of all party members by 145% (more than double!)
at max rank. With his Sustained Spirit skill you can keep Peerless on
permanently. Particularly for more offensive setups, this is the standard Aura
for Dunban to have.
SERENE HEART - If you want to play it a bit safe and Dunban starts falling into
the lower end of the HP range, Serene Heart should overwrite Peerless since it
makes Dunban practically invincible against physical attacks. If you're going
for a more tank-like setup, Serene Heart is the go-to Aura and should be on
more-or-less permanently. Combined with his high Agility, it makes Dunban
almost impossible to hit physically.
WORLDLY SLASH - It's not Dunban's most damaging Art, but the Phys Def Down 20%
effect is nice and will stack with Phys Def Down Gems Dunban may have equipped.
If you're tanking with Dunban, use it after Gale Slash to decrease the foe's
Strength. Otherwise, use it to soften up enemies before the next highly
damaging physical combo:
GALE SLASH + ELECTRIC GUTBUSTER + STEEL STRIKE - Gale Slash is Dunban's bread-
and-butter Art, since it sets up many other Arts. The Bleed effect over time is
also nice. Three of Dunban's other damaging Arts rely on Gale Slash being used
immediately beforehand to have the best effect; Electric Gutbuster inflicts
Break after Gale Slash is used, and works especially well in tandem with Steel
Strike directly afterwards to Topple the foe.
SOARING TEMPEST - Dunban's Talent Art, Blossom Dance, is pretty awesome, so
you'll need to use this Art to boost your Talent Gauge up. You can also use
Final Flicker to give yourself a nice Talent Gauge boost in return for some HP.
TEMPEST KICK + THUNDER - Thunder is typically hard to use effectively, since it
only works on foes that are behind you. However, it's worth using as it is the
game's only instant-Daze Art, and can quickly shut down enemy vision attacks.
You can also use it right before unleashing a Chain Attack, since Daze status
increases damage taken by 150%, yet only lasts 2 seconds--but Chain Attacks
effectively stop time for the foe, giving a cheap 50% damage increase for all
your Chain Attacks.
Since Dunban is often the target of attacks, you'll need Tempest Kick to dash
forward and position yourself so that you're facing away from the foe.
Immediately follow up with Thunder. Tempest Kick is also useful as Dunban's
only Purple Art for use in Chain Attacks with Ether users. Unfortunately, the
AI will almost never use this combo, so it's best to forego it in favour of
other Arts if you're not controlling Dunban.
Thunder also deserves special mention for being the only Art able to Daze foes
that are immune to Topple.
BLINDING BLOSSOM - On tank setups, you might want to run Blinding Blossom to
make sure you always have the most aggro. It's also nice since it lowers your
ally's aggro. However, I seem to find that Dunban doesn't need this Art, since
he's usually pretty good at holding aggro. If you find he needs a bit of help
though, don't be afraid to use it. The AI will probably need it since it isn't
so smart. Bless.
My Setup
--------
Damage (Player Controlled):
Peerless, Worldly Slash, Gale Slash, Electric Gutbuster, Steel Strike, Soaring
Tempest, Tempest Kick, Thunder.
Tank (AI Controlled):
Peerless, Serene Heart, Worldly Slash, Gale Slash, Electric Gutbuster, Steel
Strike, Soaring Tempest, Blinding Blossom.
Unused Arts
-----------
BATTLE EYE - Dunban's pretty good at holding aggro, and Peerless as an
offensive Aura is much more potent.
SPIRIT BREATH - Nice enough, but Peerless is better offensively. On average, at
least, +145% Strength for all party members is better than +95% Haste for one.
HEAT HAZE - I don't really know why you'd want to remove all Dunban's aggro.
JAWS OF DEATH - Serene Heart is better to use in a pinch, since dying will
remove all Dunban's aggro.
FINAL FLICKER - It's usable if you hate waiting around for Soaring Tempest to
come off cooldown, but a 20% Max HP loss is kinda steep and often unnecessary,
especially if you've got Haste and Double Attack Gems on.
DEMON SLAYER - Difficult to time effectively, what with the unpredicatble AI.
As well as that, it's completely useless against single, strong foes and has
horrendous cooldown. However, reader Mr Mister has this to say (edited for
typos):
Demon Slayer can be abused as the entry to a Topple-lock [strategy]. If
there're underleveled enemies around or near your prey, and provided
you start with a quite full Party Gauge, you can Demon Slay the trash
at the beginning of the fight and inflict Topple on your prey... You
can even start the chain attack on the trash, thus not losing any time
by moving to the big prey.
A nice tip for a simple yet effective strategy that I overlooked. I might add
that it would also be worthwhile telling your allies to focus on the main foe
with the AI-party command 'Focus attacks' (Z + A on Wii Remote & Nunchuk, ZR +
Up D-Pad on Classic Controller).
_____
Melia
_____
Overview
--------
Melia's AI is famously bad, so if you have Melia in your party you should
strongly consider controlling her. She, along with Riki, excels at using damage
over time spells, so if you equip her with Poison/Chill/Blaze Plus Gems, she
can seriously rake in the damage.
Melia should be used in a very specific way. Namely, her summons provide a
party-wide buff and stack up to three times. Releasing a summon unleashes its
damaging effect. Logic tells us that you should stack two great buffs and then
use the third summon slot for unleashing damage.
Recommended Arts
----------------
SUMMON BOLT + SUMMON COPY - Most battle should start with Melia using these two
moves in the order listed. Summon Bolt boosts Ether by 20%, and following it up
immediately with Summon Copy awards another 20% boost. These boosts are stacked
additively, meaning you'll have an extra 40% Ether. Once they come off
cooldown, you can use them again later in the third summon slot to deal damage.
SUMMON EARTH, SUMMON FLARE, SUMMON ICE - Once you're buffed, rotate between
summoning and discharging these three Arts to keep the damage ticking over on
your foes. When used with Poison/Blaze/Chill Plus Gems, these can cause some
serious damage.
SPEAR BREAK + STARLIGHT KICK - Spear Break is a nice Art for two reasons,
despite being a physical move on an Ether attacker. First, it allows you to
reach the max Chain Attack level with Red physical attacks like Reyn's Sword
Drive for massive damage. Most of all, though, is that in tandem with Starlight
Kick it's a cheap way to start off a Topple-lock sequence without first having
to inflict Break. Never have one without the other.
BURST END - The other Arts listed for Melia are pretty much staple moves that
will never be changed. The last Art slot is a difficult choice. I think the
best option is Burst End, which will decrease your foes' Phys Def by 10% and
Ether Def by 25%. It's a nice move for helping your other party members deal
even more damage.
HYPNOTISE - Against foes that are susceptible to it, Sleep status can disrupt
vision attacks and render a singleton of a group unable to attack, so you can
focus on their buddies.
SHADOW STITCH - If you have a party made up entirely of Ether attackers (Melia,
Sharla and Riki, basically), then Shadow Stitch locking the foe in place can
pretty much make you immune to damage if the foe only attacks in close range.
Otherwise it's not too handy since any close-range attackers will still be hit.
However, you can be very cheap and use Melia and Riki to stack debuffs on the
foe, Shadow Stitch them, then cancel the battle and run out of range. Rinse and
repeat.
MIND BLAST - Less powerful than Melia's damaging summons. However, it is useful
against some late game Unique Monsters that have certain Auras that counter
with Sleep or Daze. Worth a slot against these foes if you lack the correct Gem
setups or if Shulk isn't around to use Monado Purge against them.
Also, since Mind Blast inflicts Arts Seal, this means that the enemies won't be
able to use any non-Talent Arts. This can be handy in battles against Unique
Monsters with deadly attacks. Combine with Shulk's Monado Shield and you'll be
impervious to any enemy Arts--they'll only be able to hit you with auto-
attacks.
My Setup
--------
Damage Over Time:
Summon Bolt, Summon Copy, Summon Earth, Summon Flare, Summon Ice, Spear Break,
Starlight Kick, Burst End.
Unused Arts
-----------
SUMMON AQUA - It sounds nice on paper, a constant heal over time effect.
Unfortunately, it heals next to nothing, so you're better off without it.
HEALING GIFT - Transferring HP isn't amazing, and it doesn't heal much
considering Melia has the game's lowest Max HP count. you're better off having
someone in your party with reliable healing methods, namely Shulk, Sharla or
Riki.
SUMMON WIND - Not as powerful as Melia's other summons. The Agility buff isn't
amazingly strong either.
REFLECTION - Situationally useful, but often doesn't last long enough at only 5
seconds. Melia is better off just attacking. Also, it only affects Melia, and
she's hardly ever the target of attacks.
POWER EFFECT - Stick close to your allies and this becomes useless. The only
reason I can think of for using this is to take advantage of Aura Heal Gems.
____
Riki
____
Overview
--------
Riki is a jack of all trades, which often translates to 'outclassed by every
other character' in most RPGs. However, Riki is actually pretty awesome,
boasting nice damage over time effects, a huge HP stat to tank with, and a
reliable healing Art. Due to this, Riki has the most customisation options
available to him, and the disclaimer I made about these Art setups not being
set in stone applies most of all to him.
Recommended Arts
----------------
HERO TIME - As with most other characters, it's best to start by putting Riki
in an Aura. The best of these is Hero Time, increasing a random stat by
stupidly high amounts. Riki's versatile nature means he appreciates a stat
boost in any area. Hero Time also prevents his tension from lowering, which is
very useful in tandem with Riki's unique Happy Happy Art.
HAPPY HAPPY - Requires high tension to be used. This lovely Art supports the
whole party by refilling the Party Gauge. Instant Chain Attacks and more
revival possibilities is universally useful.
LURGY, BURNINATE, FREEZINATE - Riki's best method of dealing damage is with his
great damage over time effects, much like Melia. Stick Poison/Blaze/Chill Plus
Gems on him and watch the damage rack up with these three Arts. It's worth
noting that status effects from different sources are treated independantly, so
Melia and Riki can together have two lots of the same damage over time effects
ticking over on foes.
YOU CAN DO IT - Riki's healing Art. It's not a patch on Sharla, but it will
keep your teammates topped up if you don't need a dedicated healer. Its
cooldown is pretty quick as well.
BEHAVE - Behave inflicts Paralysis and removes the 'Crazed' Aura from foes.
Crazed is an Aura activated by high level enemies when they start getting low
on health. It grants Strength Up and Haste to the user, and provides immunity
to Topple and Daze. Besides using Behave, it can also be removed with any
method that removes Auras, such as Shulk's Monado Purge or Melia's Mind Blast,
but it's a nice move if you don't have those guys in your party. Paralysis is
pretty good on most physical monsters and helps Riki tank since he'll be taking
less auto-attacks from the foe.
TANTRUM - Inflicts Break on multiple enemies. It's handy if your supporting
allies require Break status before they can inflict Topple and can't do it
themselves, like Reyn. If your allies have instant-Topple Arts like Seven and
Melia though, it's safe to give this one a miss.
SAY SORRY - Say Sorry is a pretty reliable way of sneaking a Red Art into
Riki's Arts pool for the purpose of Chain Attacks with physical characters.
Since it inflicts damage based on the number of debuffs the foe currently has
and then removes those debuffs, you'll have to time this well, but since you're
stacking tons of debuffs it'll do a lot of damage.
BEDTIME - Sleep Arts are handy if you're up against a foe that doesn't resist
them. Use it to disrupt vision attacks or render one foe of a group unable to
attack.
PEEKABOO - Confusing Mechon from the side? That's a lot of conditions for an
Art that is otherwise unremarkable. Still, it's Riki's highest single-damage
Art and so works well in physical Red Chain Attacks if you don't fancy Say
Sorry removing all your hard-earned debuffs.
My Setup
--------
Jack of All Trades:
Hero Time, Happy Happy, Lurgy, Burninate, Freezinate, You Can Do It, Behave,
Say Sorry.
Unused Arts
-----------
BITEY BITEY - Three damage over time effects should be enough, and Bleed is
easily the least effective damage over time status effect of the four.
SNEAKY - Nice enough, but damage over time is better and you're probably
focusing on Ether attacks, right?
PLAY DEAD - It's a nice effect, but Hero Time is a better Aura and should be on
more-or-less permanently.
ROLY POLY - Too random to rely on, for the most part.
RIKI IS ANGRY - If you don't like the unpredicatble stat boosts of Hero Time,
this Aura can make a pretty cool tanking build. The only thing is that enemies
tend to damage characters for a lot less damage than characters deal to them,
due to the difference in HP pools. Hero Time is usually better then, since
you're 60% likely to get a defensive-based boost anyway (Phys Defence, Ether
Def, Agility).
_____
Seven
_____
Overview
--------
Seven is an auto-attacking beast and relies upon Arts much less than other
characters. Still, she has some severely cool Arts that will really boost her
damage output, although you won't be spamming them as much as most of the other
characters. Combined with a skill that turns all double attacks into critical
hits, and a skill link from Dunban that heals when you land critical hits,
Seven can be a complete monster.
Recommended Arts
----------------
SPEED SHIFT - Absolutely non-negotiable, this Art is one of the main reasons
that Seven is sometimes considered brokenly overpowered, giving her 95% Haste
at maximum rank. It has a much higher cooldown rate than duration though, so
Seven will appreciate a second Aura. Skill link Dunban's Sustained Spirit to
keep it for an extra 10 seconds.
LOCK-ON - A nice secondary Aura for use during Speed Shift's downtime.
Increasing her critical hit rate by 50% will help out majorly if she is linked
with Dunban's Critical Drain skill, which heals some HP when critical hits are
landed. With your own 'all double attacks become critical' skill, you'll be
pretty self-sufficient with your healing.
DOUBLE WIND - Seven can increase her own tension by 50 for each enemy hit with
Double Wind. This is especially handy for her next Art, Final Cross.
FINAL CROSS, CROSS IMPACT, SPEAR BLADE - An incredibly powerful instant-Topple
move, Final Cross also has a horrendous cooldown rate and Seven needs to have
very high tension. Use Double Wind to help out, and your Auras will help
generate tension too. Once you've Topple all foes in front of you, follow up
with Cross Impact and immediately with Spear Blade, which triples damage to
Toppled foes. Don't worry that the foe is Dazed--they've still got Topple
status underneath that in the background, frozen in time for the duration of
Daze.
POWER DRAIN - A nice debuff/buff combo, absorbing Strength from your enemies.
Keep in mind that certain high level foes resist Power Drain, and if they do,
Seven's Strength won't increase in those cases.
ZERO GRAVITY - Hitting multiple targets with paralysis for over half a minute
comes in very handy and can shut down some physical foes. Of course, it's
useless against foes that are immune to paralysis, so do your research
beforehand. Since Power Drain and Zero Gravity are status effects, they're not
as useful against high-level foes who resist many statuses.
SECOND GEAR - Against the big guys that resist status effects you're better off
with Second Gear. Although the effect doesn't last long and isn't all that
great in general, if you're controlling Seven you can fire one off just before
a Chain Attack for a 50% increase to Seven's Chain Attack damage output.
SHUTDOWN - Sleep is handy in certain situations, mostly when you're fighting a
group of monsters and need to peel one away. As always, you can use it to shut
down vision attacks too, especially if your Final Cross + Cross Impact combo is
on cooldown.
My Setup
--------
Power Drain, Double Wind, Speed Shift, Final Cross, Cross Impact, Spear Blade,
Zero Gravity, Lock-On.
Unused Arts
-----------
DOUBLE BLADE - It's a nice enough effect, but Seven can deal plenty of damage
without it.
HEALING ENERGY - The HP restored isn't much, and you'd be foregoing the
excellent Speed Shift and Lock-On for it.
ETHER DRAIN - Seven isn't designed to use Ether in general.
AIR FANG - You have insant-Topple and Daze Arts, so Break is kind of pointless.
MAG STORM - Situational since it's only good against Mechon. Certainly useful
in the Mechonis sections of the game though, where you can shut down otherwise
powerful vision attacks.
GUARD SHIFT - Defensive Auras aren't as good as offensive ones for Seven.
___
So there we have it. I highly doubt that you agree with these choices 100%, but
being an avid Xenoblade player I can assure you that these setups worked great
for me. Experiment, and be sure to customise your skill setups if you find
they're not working as well for you as they did for me.
_______________________________________________________________________________
[10] Arts Manuals
_______________________________________________________________________________
Art Rank Basics
---------------
Once you've played Xenoblade for a while, you'll know that each Art has ten
possible ranks. Increasing the Art's rank will improve the Art in some way,
such as increasing its power and duration, reducing its cooldown time, or
improving its aggro gaining effectiveness.
Each Art starts at rank I and can be increased by spending Arts Points (AP) on
that skill. AP can be obtained by defeating enemies, finishing quests or
discovering new locations, much like EXP.
Unfortunately, each Art can only be increased to its full potential by
obtaining an Art Manual specific to that Art. Until you get an intermediate
Arts Manual for the Art you want to increase in rank, you'll be limited to rank
IV. Similarly, you'll need an advanced Arts Manual for the Art in question to
increase its rank past VII.
So the progression is:
I -> II -> III -> IV -> Intermediate Arts Manual ->
V -> VI -> VII -> Advanced Arts Manual ->
VIII -> IX -> X.
The exception to this is Shulk's Monado Arts, which are limited to rank IV
initially but can be increased to rank X upon reaching a certain point in the
story.
Note: You do NOT need an intermediate Arts Manual before acquiring an advanced
Arts Manual. If you have an Art stuck at rank IV and use an advanced Arts
Manual, that Art will be allowed to increase to rank X.
Finding Arts Manuals
--------------------
INTERMEDIATE MANUALS can be found in certain shops for a somewhat hefty price.
ADVANCED MANUALS can only usually be found by getting them as drops from
certain monsters. They will only ever appear in the large golden chests, and
usually have abysmally low drop rates, usually hovering around 1-15%.
The best way to find these dropped Manuals is to first find the unique monster
that drops it (I'll tell you what they are below) and lure it away from its
starting location. Now kill it. Unique monsters always drop a gold chest when
felled. Before opening the chest, save your game, then open it. If you don't
get the Manual, reload and repeat until you nab it.
The reason for luring the monster away is that while you're reloading the
monster will eventually respawn. Unique monsters always attack if you're in
range, so it's best to be some distance away from their spawn location if you
want to do your save scumming uninterrupted.
Some common (i.e. not unique) monsters will drop advanced Manuals, so none are
missable. However, getting a common monster to drop a gold chest is
significantly harder, whereas unique monsters will always drop a gold chest.
Since Arts Manuals only appear in gold chests, you'll have a much harder time
getting them from common foes.
Some Advanced Manuals--namely Shulk's Battle Soul and Melia's Summon Bolt--can
be found in certain rare one-time chests. I'll list their locations below, but
I'd recommend Split Infinity's walkthrough if you're looking for a step-by-step
guide to obtaining them.
Although most monsters have up to four different potential Arts Manuals that
they can drop, they will only drop up two Arts Manuals at once (meaning either
one, two or zero). They will never drop two of the same manual, however.
Now, where to find these elusive manuals?
Colony 6 - Reconstruction HQ Shops
----------------------------------
There are nine different shops in Colony 6 - Reconstruction HQ. They each have
different opening hours, and certain reconstruction conditions for Colony 6
must be met to unlock these shops.
Check out this shoddy ASCII Art to get an idea of how I've numbered the shops.
You'll also find a list of their respective opening times and construction
conditions:
_____________________________________________________
______ Shop Opening Times Reconstruction Condition
_/ \_ -----------------------------------------------------
_/ \_ Shop 1 06:00 - 18:00 Commercial Lv 1
/ \__ Shop 2 06:00 - 18:00 Commercial Lv 2
/ 7 _ Shop 3 06:00 - 18:00 Commercial Lv 3
| 1 3 4 | Shop 4 18:00 - 06:00 Commercial Lv 3
| 8 | Shop 5 06:00 - 18:00 Commercial Lv 5
| 2 6 | Shop 6 03:00 - 06:00 Commercial Lv 5
\ 5 / Shop 7 18:00 - 06:00 Commercial Lv 4
\_ J 9/ Shop 8 18:00 - 06:00 Commercial Lv 4, Housing Lv 4,
\_ _/ Jericho has moved to Colony 6
\______/ Shop 9 06:00 - 18:00 Commercial Lv 5, Housing Lv 5
_____________________________________________________
Oh, and the 'J' stands for Junks, which has two merchants. They sell the same
wares on both the Fallen Arm Junks and the Colony 6 Junks.
As of the moment, I've only listed intermediate Arts Manual locations due to
time constraints. Hopefully advanced Arts Manual locations will be in the next
update. In the meantime, try
<
http://xenoblade.wikia.com/wiki/Levelling_Battle_Arts>
Now, on with the Arts Manual locations:
_____
Shulk
_____
Back Slash
----------
Intermediate: 4000 G
- Colony 9 - Ether Light
- Ether Mine - Drainage Control Room
- Colony 6 - Reconstruction HQ (Shop 1)
Light Heal
----------
Intermediate: 4800 G
- Colony 9 - Ether Light (After Mechon attack)
- Ether Mine - Drainage Control Room
- Colony 6 - Reconstruction HQ (Shop 1)
Slit Edge
---------
Intermediate: 3200 G
- Colony 9 - Ether Light
- Ether Mine - Drainage Control Room
- Colony 6 - Reconstruction HQ (Shop 1)
Stream Edge
-----------
Intermediate: 5600 G
- Bionis' Leg - Refugee Camp
Shadow Eye
----------
Intermediate: 6400 G
- Bionis' Leg - Refugee Camp
Air Slash
---------
Intermediate: 7200 G
- Bionis' Leg - Refugee Camp
Shaker Edge
-----------
Intermediate: 10000 G
- Frontier Village - Kyn Shopping Street
Battle Soul
-----------
Intermediate: 11500 G
- Frontier Village - Kyn Shopping Street
____
Reyn
____
Bone Upper
----------
Intermediate: 2400 G
- Colony 9 - Ether Light
- Ether Mine - Drainage Control Room
- Colony 6 - Reconstruction HQ (Shop 1)
Hammer Beat
-----------
Intermediate: 3200 G
- Colony 9 - Ether Light
- Ether Mine - Drainage Control Room
- Colony 6 - Reconstruction HQ (Shop 1)
Wild Down
---------
Intermediate: 3600 G
- Colony 9 - Ether Light
- Ether Mine - Drainage Control Room
- Colony 6 - Reconstruction HQ (Shop 1)
Rage
----
Intermediate: 4800 G
- Colony 9 - Ether Light (After Mechon attack)
- Ether Mine - Drainage Control Room
- Colony 6 - Reconstruction HQ (Shop 1)
Aura Burst
----------
Intermediate: 5000 G
- Bionis' Leg - Refugee Camp
War Swing
---------
Intermediate: 5700 G
- Bionis' Leg - Refugee Camp
Guard Shift
-----------
Intermediate: 6400 G
- Bionis' Leg - Refugee Camp
- Colony 6 - Reconstruction HQ (Shop 1)
Engage
------
Intermediate: 7200 G
- Bionis' Leg - Hope Farm
Sword Drive
-----------
Intermediate: 8200 G
- Bionis' Leg - Hope Farm
Berserker
---------
Intermediate: 9700 G
- Bionis' Leg - Hope Farm
- Ether Mine - Drainage Control Room
Last Stand
----------
Intermediate: 10800 G
- Bionis' Leg - Hope Farm
- Ether Mine - Drainage Control Room
Shield Bash
-----------
Intermediate: 11800 G
- Ether Mine - Drainage Control Room
- Colony 6 - Reconstruction HQ (Shop 1)
Dive Sobat
----------
Intermediate: 12900 G
- Frontier Village - Kyn Shopping Street
Magnum Charge
-------------
Intermediate: 14400 G
- Frontier Village - Kyn Shopping Street
Anchor Chain
------------
Intermediate: 14700 G
- Sword Valley - Supply Convoy
- Colony 6 - Reconstruction HQ (Shop 3)
- Colony 6 - Reconstruction HQ (Shop 4)
Lariat
------
Intermediate: 15400 G
- Sword Valley - Supply Convoy
- Colony 6 - Reconstruction HQ (Shop 3)
______
Sharla
______
Thunder Bullet
--------------
Intermediate: 4600 G
- Bionis' Leg - Refugee Camp
Cure Bullet
-----------
Intermediate: 4800 G
- Bionis' Leg - Refugee Camp
Shield Bullet
-------------
Intermediate: 5400 G
- Bionis' Leg - Refugee Camp
Heal Bullet
-----------
Intermediate: 5700 G
- Bionis' Leg - Refugee Camp
Tranquiliser
------------
Intermediate: 6100 G
- Bionis' Leg - Refugee Camp
Heal Blast
----------
Intermediate: 6800 G
- Bionis' Leg - Refugee Camp
Metal Blast
-----------
Intermediate: 7200 G
- Bionis' Leg - Hope Farm
- Ether Mine - Drainage Control Room
Heal Round
----------
Intermediate: 8200 G
- Bionis' Leg - Hope Farm
- Ether Mine - Drainage Control Room
Heat Bullet
-----------
Intermediate: 9000 G
- Frontier Village - Kyn Shopping Street
Covert Stance
-------------
Intermediate: 10400 G
- Frontier Village - Kyn Shopping Street
Head Shaker
-----------
Intermediate: 10800 G
- Frontier Village - Kyn Shopping Street
Aura Bullet
-----------
Intermediate: 11500 G
- Frontier Village - Kyn Shopping Street
Heal Counter
------------
Intermediate: 12900 G
- Eryth Sea - Syrath Lighthouse
- Colony 6 - Reconstruction HQ (Shop 2)
Head Shot
---------
Intermediate: 14700 G
- Fallen Arm - Hidden Machina Village (Male merchant - Before Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 7)
Cure Round
----------
Intermediate: 15600 G
- Fallen Arm - Hidden Machina Village (Male merchant - Before Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 7)
Drive Boost
-----------
Intermediate: 16800 G
- Fallen Arm - Hidden Machina Village (Male merchant - After Mechonis Core)
- Colony 6 / Fallen Arm - Junks (Merchant with blue vest - After Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 8)
______
Dunban
______
Gale Slash
----------
Intermediate: 5400 G
- Satorl Marsh - Lacus Swamp
- Eryth Sea - Syrath Lighthouse
- Colony 6 - Reconstruction HQ (Shop 2)
Electric Gutbuster
------------------
Intermediate: 5700 G
- Satorl Marsh - Lacus Swamp
- Eryth Sea - Syrath Lighthouse
- Colony 6 - Reconstruction HQ (Shop 2)
Peerless
--------
Intermediate: 6400 G
- Satorl Marsh - Lacus Swamp
- Eryth Sea - Syrath Lighthouse
- Colony 6 - Reconstruction HQ (Shop 2)
Worldly Slash
-------------
Intermediate: 7200 G
- Satorl Marsh - Lacus Swamp
- Eryth Sea - Syrath Lighthouse
- Colony 6 - Reconstruction HQ (Shop 2)
Battle Eye
----------
Intermediate: 8200 G
- Satorl Marsh - Lacus Swamp
- Eryth Sea - Syrath Lighthouse
- Colony 6 - Reconstruction HQ (Shop 2)
Steel Strike
------------
Intermediate: 9000 G
- Satorl Marsh - Lacus Swamp
- Eryth Sea - Syrath Lighthouse
- Colony 6 - Reconstruction HQ (Shop 2)
Spirit Breath
-------------
Intermediate: 10000 G
- Satorl Marsh - Lacus Swamp
- Eryth Sea - Syrath Lighthouse
- Colony 6 - Reconstruction HQ (Shop 2)
Blinding Blossom
----------------
Intermediate: 10400 G
- Satorl Marsh - Lacus Swamp
- Eryth Sea - Syrath Lighthouse
- Colony 6 - Reconstruction HQ (Shop 2)
Serene Heart
------------
Intermediate: 11500 G
- Frontier Village - Kyn Shopping Street
- Eryth Sea - Syrath Lighthouse
- Colony 6 - Reconstruction HQ (Shop 2)
Tempest Kick
------------
Intermediate: 11800 G
- Frontier Village - Kyn Shopping Street
- Eryth Sea - Syrath Lighthouse
- Colony 6 - Reconstruction HQ (Shop 2)
Heat Haze
---------
Intermediate: 12600 G
- Frontier Village - Kyn Shopping Street
Thunder
-------
Intermediate: 12400 G
- Sword Valley - Supply Convoy
- Colony 6 - Reconstruction HQ (Shop 3)
- Colony 6 - Reconstruction HQ (Shop 4)
Soaring Tempest
---------------
Intermediate: 13700 G
- Sword Valley - Supply Convoy
- Colony 6 - Reconstruction HQ (Shop 3)
Jaws of Death
-------------
Intermediate: 14700 G
- Fallen Arm - Hidden Machina Village (Male merchant - Before Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 7)
Final Flicker
-------------
Intermediate: 14800 G
- Fallen Arm - Hidden Machina Village (Male merchant - After Mechonis Core)
- Colony 6 / Fallen Arm - Junks (Merchant with blue vest - After Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 8)
Demon Slayer
------------
Intermediate: 17300 G
- Fallen Arm - Hidden Machina Village (Male merchant - After Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 8)
_____
Melia
_____
Summon Bolt
-----------
Intermediate: 9700 G
- Alcamoth - Melfica Road
- Colony 6 / Fallen Arm - Junks (Merchant with blue vest - After Mechonis Core)
Hypnotise
---------
Intermediate: 10000 G
- Bionis' Leg - Hope Farm (after Mechonis Core)
- Alcamoth - Melfica Road
Summon Flare
------------
Intermediate: 10800 G
- Alcamoth - Melfica Road
- Colony 6 / Fallen Arm - Junks (Merchant with blue vest - After Mechonis Core)
Burst End
---------
Intermediate: 12900 G
- Bionis' Leg - Hope Farm (after Mechonis Core)
- Alcamoth - Melfica Road
Spear Break
-----------
Intermediate: 9000 G
- Fallen Arm - Hidden Machina Village (Male merchant - After Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 8)
Shadow Stitch
-------------
Intermediate: 10400 G
- Bionis' Leg - Hope Farm (after Mechonis Core)
- Alcamoth - Melfica Road
Summon Aqua
-----------
Intermediate: 11500 G
- Alcamoth - Melfica Road
- Colony 6 / Fallen Arm - Junks (Merchant with blue vest - After Mechonis Core)
Healing Gift
------------
Intermediate: 12200 G
- Sword Valley - Supply Convoy
- Colony 6 - Reconstruction HQ (Shop 3)
- Colony 6 - Reconstruction HQ (Shop 4)
Summon Copy
-----------
Intermediate: 11100 G
- Bionis' Leg - Hope Farm (after Mechonis Core)
- Alcamoth - Melfica Road
Summon Wind
-----------
Intermediate - 13300 G
- Bionis' Leg - Hope Farm (after Mechonis Core)
- Alcamoth - Melfica Road
Starlight Kick
--------------
Intermediate: 10800 G
- Bionis' Leg - Hope Farm (after Mechonis Core)
- Alcamoth - Melfica Road
Summon Earth
------------
Intermediate: 15000 G
- Fallen Arm - Hidden Machina Village (Male merchant - Before Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 7)
Reflection
----------
Intermediate: 13700 G
- Sword Valley - Supply Convoy
- Colony 6 - Reconstruction HQ (Shop 3)
Power Effect
------------
Intermediate: 16000 G
- Fallen Arm - Hidden Machina Village (Male merchant - After Mechonis Core)
- Colony 6 / Fallen Arm - Junks (Merchant with blue vest - After Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 8)
Summon Ice
----------
Intermediate: 15100 G
- Fallen Arm - Hidden Machina Village (Male merchant - After Mechonis Core)
- Colony 6 / Fallen Arm - Junks (Merchant with blue vest - After Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 8)
Mind Blast
----------
Intermediate: 15600 G
- Sword Valley - Supply Convoy
- Colony 6 - Reconstruction HQ (Shop 3)
- Colony 6 - Reconstruction HQ (Shop 4)
____
Riki
____
Bitey Bitey
-----------
Intermediate: 6400 G</pre><pre id="faqspan-5">
- Frontier Village - Central Plaza
Happy Happy
-----------
Intermediate: 7200 G
- Frontier Village - Central Plaza
Sneaky
------
Intermediate: 7900 G
- Frontier Village - Central Plaza
Play Dead
---------
Intermediate: 8200 G
- Frontier Village - Central Plaza
Lurgy
-----
Intermediate: 8600 G
- Frontier Village - Central Plaza
Roly-Poly
---------
Intermediate: 9000 G
- Frontier Village - Central Plaza
Hero Time
---------
Intermediate: 9300 G
- Frontier Village - Central Plaza
Behave
------
Intermediate: 10000 G
- Frontier Village - Central Plaza
You Can Do It
-------------
Intermediate: 10000 G
- Frontier Village - Central Plaza
Freezinate
----------
Intermediate: 11100 G
- Frontier Village - Central Plaza
Bedtime
-------
Intermediate: 12200 G
- Valak Mountain - Nopon Camp
- Colony 6 - Reconstruction HQ (Shop 3)
- Colony 6 - Reconstruction HQ (Shop 4)
Tantrum
-------
Intermediate: 13300 G
- Valak Mountain - Nopon Camp
- Colony 6 - Reconstruction HQ (Shop 3)
- Colony 6 - Reconstruction HQ (Shop 4)
Burninate
---------
Intermediate: 13700 G
- Fallen Arm - Hidden Machina Village (Male merchant - Before Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 7)
Riki is Angry
-------------
Intermediate: 14700 G
- Fallen Arm - Hidden Machina Village (Male merchant - Before Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 7)
Peekaboo
--------
Intermediate: 15600 G
- Fallen Arm - Hidden Machina Village (Male merchant - After Mechonis Core)
- Colony 6 / Fallen Arm - Junks (Merchant with blue vest - After Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 8)
Say Sorry
---------
Intermediate: 15400 G
- Fallen Arm - Hidden Machina Village (Male merchant - After Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 8)
_____
Seven
_____
Double Blade
------------
Intermediate: 14000 G
- Fallen Arm - Hidden Machina Village (Male merchant - Before Mechonis Core)
- Fallen Arm - Hidden Machina Village (Female merchant - After Mechonis Core)
- Colony 6 / Fallen Arm - Junks (Merchant with rucksack - After Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 5)
Spear Blade
-----------
Intermediate: 14400 G
- Fallen Arm - Hidden Machina Village (Female merchant - After Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 5)
Ether Drain
-----------
Intermediate: 14700 G
- Fallen Arm - Hidden Machina Village (Male merchant - Before Mechonis Core)
- Fallen Arm - Hidden Machina Village (Female merchant - After Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 5)
Zero Gravity
------------
Intermediate: 15100 G
- Fallen Arm - Hidden Machina Village (Female merchant - After Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 5)
Healing Energy
--------------
Intermediate: 15300 G
- Fallen Arm - Hidden Machina Village (Female merchant - After Mechonis Core)
- Colony 6 / Fallen Arm - Junks (Merchant with rucksack - After Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 5)
Cross Impact
------------
Intermediate: 15600 G
- Fallen Arm - Hidden Machina Village (Female merchant - After Mechonis Core)
- Colony 6 / Fallen Arm - Junks (Merchant with rucksack - After Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 5)
Air Fang
--------
Intermediate: 15000 G
- Colony 6 - Reconstruction HQ (Shop 9)
Double Wind
-----------
Intermediate: 16200 G
- Colony 6 - Reconstruction HQ (Shop 9)
Second Gear
-----------
Intermediate: 17000 G
- Fallen Arm - Hidden Machina Village (Female merchant - After Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 5)
Lock-On
-------
Intermediate: 14400 G
- Fallen Arm - Hidden Machina Village (Female merchant - After Mechonis Core)
- Colony 6 / Fallen Arm - Junks (Merchant with rucksack - After Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 5)
Mag Storm
---------
Intermediate: 18200 G
- Fallen Arm - Hidden Machina Village (Female merchant - After Mechonis Core)
- Colony 6 / Fallen Arm - Junks (Merchant with rucksack - After Mechonis Core)
- Colony 6 - Reconstruction HQ (Shop 5)
Shutdown
--------
Intermediate: 19000 G
- Colony 6 - Reconstruction HQ (Shop 9)
Guard Shift
-----------
Intermediate: 19600 G
- Colony 6 - Reconstruction HQ (Shop 9)
Power Drain
-----------
Intermediate: 20700 G
- Colony 6 - Reconstruction HQ (Shop 9)
Speed Shift
-----------
Intermediate: 19200 G
- Colony 6 - Reconstruction HQ (Shop 9)
Final Cross
-----------
Intermediate: 24000 G
- Colony 6 - Reconstruction HQ (Shop 6)
_______________________________________________________________________________
[11] Outro
_______________________________________________________________________________
_______________
Version History
_______________
Version 1.37
------------
- Date: 08/06/2013 (UK dating system)
- Size: 204 KB
- Added a new section which discusses Arts Manuals and where to buy
intermediate Arts Manuals. Hopefully advanced Arts Manual locations will be
coming in the next few weeks.
- Fixed some stupid typos in Art names:
- Heal Shift -> Healing Energy
- Lock On -> Lock-On
Yes, I am an idiot.
Version 1.27
------------
- Date: 11/03/2013
- Size: 184 KB
- Many thanks to iKhanic for the following fix: Melia's Mind Blast inflicts
Arts Seal, not Aura Seal. It does remove enemy Auras when it first hits
them--but it doesn't stop them from reapplying the Aura like it would if Aura
Seal was in effect. My bad, guys and gals.
Version 1.26
------------
- Date: 25/01/2013
- Size: 183 KB
- Typo fixes because I suck. Rejigged some overly complicated sentences to make
more sense.
Version 1.25
------------
- Date: 21/01/2013
- Size: 183 KB
- Some small additions to the setup guide entries for Dunban's Thunder and
Demon Slayer skills, courtesy of reader Mr Mister.
- Some clarification and general typo fixes.
Version 1.24
------------
- Date: 14/12/2012
- Size: 182 KB
- Made some major changes to the Arts setup section thanks to detailed feedback
from reader Randomness097.
- Provided clarification about Behave's effect of removing the Crazed Aura.
- Typo fixes.
Version 1.14
------------
- Date: 10/12/2012
- Size: 168 KB
- Added Arts setup guides for every character! Woot.
- Forgot to include durations for Riki's Hero Time and Behave Arts. Eesh. How
embarassing.
- Seven's Air Fang is a Pink Art, not Red.
- Some minor typo fixes.
Version 1.04
------------
- Date: 23/11/2012
- Size: 149 KB
- Some typo fixes and a major correction to incorrect tension values.
Version 1.03
------------
- Date: 16/11/2012
- Size: 149 KB
- Corrected some stuff, including misinformation on Accuracy.
Version 1.02
------------
- Date: 15/11/2012
- Size: 149 KB
- More minor typos fixed.
- Corrected information regarding damage multiplier in Chain Attacks.
- Some minor information additions.
Version 1.01
------------
- Date: 14/11/2012
- Size: 147 KB
- Some minor typos fixed.
- Forgot to note that only one Aura can be active at any time.
- Added small section on stats and expanded my description of tension.
- Cleared up wrong description of 'Lowest' tension thanks to a message from
GameFAQs user what_is_my_name.
Version 1.00
------------
- Date: 13/11/2012
- Size: 145 KB
- All Arts accounted for.
____
FAQs
____
Q1: What is the Crazed Aura you mentioned for Riki's Behave Art?
A1: Crazed is an Aura activated by high level enemies when they start getting
low on health. It grants Strength Up and Haste to the user, and provides
immunity to Topple and Daze. Besides Behave, it can also be removed with any
method that removes Auras, such as Shulk's Monado Purge or Melia's Mind Blast.
________________
Legal Disclaimer
________________
Official Disclaimer
-------------------
This guide may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright. Any characters, names, places or miscellaneous objects are
copyright of their respective companies. Breaking any of these rules is in
direct violation of copyright law.
Small Print
-----------
Hm. Copyright. Well, I'd appreciate it if you didn't totally just rip off my
work and sell it or claim it as your own. Oh, and if you're printing it for
'personal, private use', it should be obvious that you can edit and cut as you
wish--I wouldn't want you to waste more paper than was necessary!
Websites
--------
I am only uploading this guide to the GameFAQs and its affiliates, simply
because I can't be bothered to send updates to loads of sites.
___________________
Contact Information
___________________
Contact me only by email at
zero_kid(at)hotmail(dot)co(dot)uk
where '(at)' is '@' and '(dot)' is '.' (all without quotation marks).
I would include email guidelines, but I don't want to risk sounding like a
condescending twat. Basically, don't make your email moronic and I'll answer it
as long as I'm working on this guide. And try to make the subject something
relevant--'Xenoblade Arts Guide' would be nice.
_______
Credits
_______
Sites
-----
- GameFAQs: THE resource for all things walkthrough.
- Xenobladedata: Very helpful for cross referencing data.
- Japanese Xenoblade Wiki: Pretty handy for data and the like.
- Glass Giant: The ASCII Art header came from here.
Companies
---------
- Monolith Soft and Nintendo: For one of the greatest RPGs I've played in a
long time.
People
------
- what_is_my_name: Notified me of an incorrect description I had made for the
'Lowest' tension.
- Randomness097: Critiqued the Arts setup section and provided lots of useful
feedback which was incorporated into the guide.
- Mr Mister: Contributed some useful information on Dunban's Thunder and Demon
Slayer Arts.
- iKhanic: Pointed out a mistake where I mentioned Melia's Mind Blast Art
inflicted Aura Seal. It doesn't; it inflicts Arts Seal.
- My girlfriend: For buying me this game, and just being great in general :P.
__________
Conclusion
__________
Dear Reader,
Well, here it is. I hope you enjoyed the guide and found it useful. If not and
you'd like to see it improved, please drop me an email.
If you liked the guide, be sure to recommend it on GameFAQs--I'd love for it to
become a 'starred' guide! And, if you have some spare change burning a hole in
your pocket and are grateful for the time and effort I have invested in this
guide, consider making a donation to my PayPal account, which I am assured can
convert currencies too:
https://www.paypal.com/cgi-bin/webscr?
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That's it for now guys--thanks for reading!
Zerokid