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Poisoned HP is lowered on every turn. Down Debuff resistance is lowered Strength: Gravity Special attack max charge turn is extended Base Accuracy: Mirror Image Next one-to-one attack received will be ineffective Effect removed on next all-foe all-ally attack.
Burned HP is lowered on every turn. Enticed Attacks are slightly limited. Salted Wound ATK is boosted when foe is in break mode. Defiance ATK is boosted for foes in Overdrive.
Revitalize Recover HP each turn. Boost to charge bar if HP is full. Unchallenged Next DMG received will be ineffective.
Down Debuff resistance is lowered. Bounty Item drop rate is boosted. Powder Keg Powder kegs are ready. Dodge Takes no DMG or debuffs while in effect.
Happy Cat Cats are purring contently. Shield Next ATK received will be ineffective for a fixed amount. Fool You Thrice Remove 1 buff effect from a foe.
Loaded Weapon is loaded with lightning power. Counters on Dodge Dodge and counter one-ally attacks Duration: Solar Crown Attacks have a slight chance to miss Strength: Break Boosted Time Break mode time is extended.
Uplifted Charge bar is boosted on every turn. Lethal Hit Instant death for the victim. Blinded Attacks have a slight chance to miss Duration: Burned HP is lowered on every turn Duration: Skill Precision Boosted Skill accuracy is boosted Strength: Charge Bar Gain Up Charge bar gain is boosted.
Spirit Uses 1 Spirit per attack Spirits recover every 5 turns. Not a Damage Cut. Reduces Fire damage taken on a multiplier separate from Damage Cuts.
Rose Barrier Rose Barrier is active. Use them to cast skills. Grants Revitalize Recover HP each turn. Easy to boost attack for a charge attack.
Attacker Does surprisingly high amounts of damage between her buff and Body Heat mechanic. Brings a little utility in Charm and a team heal. Can die easily if attacked with too many Body Heat stacks.
Very strong in the early game thanks to his 10x skill damage self-buff. His Delay Reduces foe Charge Diamonds by 1 can be very useful in challenging content.
Excellent early-game Light character with potential longevity into later game stages. Skill cooldown is generally short for Damage skills, but has no functionality outside of them.
Limited to initial burst damage and periodic turns of damage spikes. Damage to self is minimal and can generally be ignored.
Attacker High damage and very simple to use Good synergy with charge attack focused teams Very powerful in short fights Nifty for farm content and multi-stage quests.
Attacker Can recruit her early, which is great for beginners. Her ATK Up self-buff is very potent. His debuff is very inaccurate until Lvl His Lvl 95 support skill helps other members of the team in landing their debuffs.
Fits in almost any Water team composition. Strong even without good party synergy. Passive and active Hostility Up More likely to be attacked.
Self heal and full clear to help sustain. Synergizes well with other Hyped ATK is boosted sources. Limited usefulness outside of Hype oriented parties.
This makes him very strong in shorter battles even if he tanks a lot. Benefits from any Bahamut Weapon. Excellent in long battles, but less effective in short battles.
Can provide great party buffs such as DA Up Double attack rate is boosted , TA Up Triple attack rate is boosted , and Veil Debuffs will be nullified 1 time "Veil" is an unofficial name used by the wiki for this status effect.
Buffs allies attack depending on how high her HP are. Rating may rise to 8. Hostility Up More likely to be attacked can be used to draw attacks away from other characters eg.
It can be difficult to keep him alive at low health, but he can unleash staggering damage. Attacker Enmity -based attacker with good damage output.
Has a viable counter attack skill unlike his SSR version. Chance to dodge helps him stay safe when at low HP. HP management may be difficult for beginners.
Healer Short cooldowns allow consistent team functionality. Damage and Heal skills start fairly weak. Spends Charge Bar quickly on skills; likely will not participate in Chain Bursts.
Attacker Overdrive Assassin and a good attack stat to go with it. Defender Substitute Receives foe attack in place of an ally Excludes all-foe all-ally attacks and Counter can completely negate a normal enemy turn.
Has Attack Up and Strength, allowing him to inflict heavy damage on his counter turn. Poor Bahamut Weapon synergy due to a lack of Light Draphs.
Attacker Random damage nuke, can instantly hit for 10 million damage if you get lucky. Attacker Same Bluff skill as his R version , same 10 million damage cap.
Self-damage works well with Ecke Sachs if you can handle the lack of healing. Attacker Works really well with enmity. High continuous damage combined with enormous burst.
Her passive allows her to safely stay at low HP. Still strong in short fights, even without enmity weapons.
Mediocre damage, but her self heal and support skill keeps her going to the end. Her utility is perfect for Luminiera Omega.
Has both party heal and debuff removal which is great for new Dark players. Very long skill cooldowns limit her usefulness beyond early-game.
Attacker Mostly used for her plain damage nuke to farm slimes in co-op Can buff Charge Attack damage, if you feel like farming R Pendants during Strike Time.
Her nuke hits all enemies. Her Charge Attack applies 1 hit of Mirror Image Next one-to-one attack received will be ineffective Effect removed on next all-foe all-ally attack.
Gains multiattack rate up from Extended Mastery Support Skill while not debuffed. Good Fire attacker for beginners. High innate Triple Attack rate.
Low attack power and no other noteworthy strengths. Her extra damage on Charge Attack is now more potent with her recent buff. A good early-game character for Water teams.
Support skill is counterintuitive with her Unchallenged Next DMG received will be ineffective self-buff. Outclassed by Gawain , but still a great character for newer Wind players working towards soloing Omega bosses.
Hard to fit in a party as her usefulness is limited. Good damage output during Overdrive. Has a nuke that applies Debuff Res. Down Debuff resistance is lowered and another nuke that applies Bounty Item drop rate is boosted twice.
The only other SSRs that apply Bounty Item drop rate is boosted are Tien and Mary , making her the most accessible character with this ability.
Has a heal and debuff removal in one skill. Lack of flexibility or focus combined with the immense effort to obtain her make her an unpopular character.
Not as useful in raid battles; provides little else if her debuffs are already covered by other parties. Her Mode bar cut is great where it works, but it becomes ineffective against higher-level bosses.
Power Inhibitor easily caps her C. Attacker Has two nukes, one of which does much higher damage but can miss Her skill damage buff lowers defense and only lasts for one nuke.
One of the few sources of Veil Debuffs will be nullified 1 time "Veil" is an unofficial name used by the wiki for this status effect. Defender Access to Substitute and Defense Up can keep other party members alive.
All-around decent defensive skills with no real weaknesses. Has no offensive options. Attacker Do decent damage when use a buff with some Powder Keg Powder kegs are ready.
Needs time to set up Powder Keg Powder kegs are ready stacks. Hard to maintain Powder Keg Powder kegs are ready stacks for max damage.
Cure Black and Cure White. Charge Attack becomes stronger if they received buff or heal. Second skill grands them combination of Substitute Receives foe attack in place of an ally Excludes all-foe all-ally attacks and Dodge Takes no DMG or debuffs while in effect for 1 turn which can be used to protect other allies.
Rating rises to 9. Attacker Full Break has surprising utility for an R character, but only during Overdrive. Extended Mastery Support Skill gives respectable damage potential, but relies on luck.
No real drawbacks outside of long cooldowns. Attacker Can double attack every turn. Keeping Happy Cat Cats are purring contently at max is his main priority.
Strong nukes with high damage cap. Charge attack helps with landing her debuffs. ATK Down is on a short cool down in case of resists.
Hard to keep alive if you use her nuke. Provides decent buffs, which is rare among Earth characters. Her support skill randomly finds casino chips after battles.
Synergizes very well with skill that can provide attack without using up a turn. Extremely short cooldown for a dispel. Very useful to land other debuffs.
Has a heal as an added bonus. Uses your Rupies to randomly buff all allies. Three double attack and one triple attack EMP nodes combined with her buffs give her good multi-attack potential.
Attacker Good initial burst damage with skills. Somewhat long cooldowns limit usefulness. Skill Damage Up actually has to wait two turns for other skills to get off cooldown.
Outclassed by other SR Fire Attackers. Healer Can potentially revive an ally Does not get bonus stats in mech, but does get increased hostility.
Does not contribute to Chain Bursts. Attacker Can fill his charge bar at-will with Ignition Intercept lets him dodge normal enemy attacks while dealing damage in return.
Attacker His nuke deals higher damage but only during Overdrive. Great party buffs despite the randomness. Overall character value largely depends on how you value his 3rd skill.
Attacker Very large attack self-buff on a unique multiplier. Powerful nuke, even for beginners. Attacker Stacking Attack buff lets him hit really hard in longer fights.
Has two nukes and decent DA for damage-per-turn usage. No utility, only damage. High damage output potential with her passive skill and multiattack rate.
Good early-game and mid-game Wind attacker, but outclassed by other more powerful Wind characters later on. Gains a lot of power in Dark Mutation mode.
Can also be used to protect other allies. Huge drawn back of preventing any action from other allies. Attacker Has Break Assassin, giving him one turn of big damage.
Team-wide Enmity nuke synergizes well with a Tiamat Bolt Omega grid. Powerful blind in form of Solar Crown Attacks have a slight chance to miss Strength: Debuffer Can inflict Debuff Res.
Has a random debuff skill with a low chance of inflicting Instant Death. Overall decent utility for an SR. Dispel is on long, 6 turns Cooldown. Can strongly buff herself and an ally with 0 downtime.
Attacker Has very high damage potential if allowed to reach maximum stacks of Downright Crazy! However, she needs to be babysat to reach her maximum of 9 stacks of Downright Crazy!
Inability to deal multi-attacks hamper his charge bar generation. Rage mechanic is gimmicky. Attacker 2 strong nukes. Increased damage against foes in Overdrive.
Her 2nd skill allows quick accumulation of Charge Attack gauge. Guaranteed triple attacks for 3 turns out of 8. Outmatched by other fire attackers.
His utility rivals that of some SSR Wind characters. Single target Uplifted Charge bar is boosted on every turn buff. Decent attack power, break assassin and goes well in many SSR parties.
Can compete with SSRs in earth for a party slot. Local status effect 20, plain damage on normal attacks Extremely powerful nuke under correct conditions.
Her nuke easily caps thanks to her 3rd skill. Gives your party survivability in longer fights. Relies on Charge Attacks for damage.
Good damage output overall. Requires tons of button pressing. Actual buff effects are of questionable quality for the effort required.
Attacker Surprisingly high damage output for an SR character. Synergizes with counterattack characters—which Earth has a decent number of—such as Eugen and Ayer.
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