Zerokid proudly presents... ,:::,,,,:::::,,,,,,:~~~~::::+77:~~+ X E N O B L A D E :~~~~~:::~~~~~~~~~~=::~~~:,7=:,,,,I:~:, +, ,77 = ,~~7?+ ~,:::::~~~~~~::~::::::::::::::::::7:::::::: ,=7++ ::,~ ,?7:::+,::,:::::~~~~==,,,:,~:::::~::::::~:, ::7: ?,,: :,: ,:::::::: ::~ :::::::::7::: :,: ,I~:,,7::::::::::::::~~~~:~~:~~~~~~~~~I== ?~:: ,?:,:::+==~~~~~~~~~~~~~~~~~~~~~~~====+?: A R T S ~=,?~:::~+~7::???~ G U I D E ,,,~:~777=::???I C H R O N I C L E S ,,,:::~~==+ ,,, 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 PayPal, which I am assured can convert currencies too--you can get to my donation page by following this URL (copy and paste it). https://www.paypal.com/cgi-bin/webscr? cmd=_donations&business=DCSRB76Y3FJQQ&lc=GB&item_name=Zerokid% 20Walkthroughs¤cy_code=GBP&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif% 3aNonHosted Thank you :). If the guide didn't help you, remember how much it cost to use it. 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 -- _________________________________________ 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 -- -- -- -- _________________________________ 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 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 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 - 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? cmd=_donations&business=DCSRB76Y3FJQQ&lc=GB&item_name=Zerokid% 20Walkthroughs¤cy_code=GBP&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif% 3aNonHosted That's it for now guys--thanks for reading! Zerokid