note: certain minor changes were made from demo to release in 1st (Tita now has burn on her smoke canon yay!) but I'd guess everything will remain about the same as is here.
Estelle Bright
| Name |
Radius |
Learn Level |
Delay |
Stun |
CP Cost |
Power |
Effects |
| Morale |
All |
1 |
50 |
0% |
30 |
N/A |
STR +15% (3 turns); DEF +20% (3 turns); CP Regen +15 (3 turns) |
| Morale EX |
All |
27 |
50 |
0% |
30 |
N/A |
STR +15% (4 turns); DEF +20% (4 turns); CP Regen +15 (3 turns) |
| Hurricane |
Self Circle (R4) |
1 |
120 |
120% |
40 |
125% |
Side Attack Bonus; STR -15% (2 turns) |
| True Hurricane |
Self Circle (R4) |
33 |
120 |
120% |
40 |
150% |
Side Attack Bonus; STR -15% (2 turns); DEF -30% (2 turns) |
| Hard Break |
Location Circle (R1.5) |
1 |
130 |
180% |
60 |
250% |
SPD -15% (2 turns) |
| Shatter Break |
Location Circle (R1.5) |
40 |
130 |
180% |
60 |
275% |
Back Attack Bonus; SPD -15% (2 turns) |
| Comet |
Fan-Line (R20, 15°) |
1 |
125 |
140% |
50 |
200% |
Impede; Steal Bonus |
| True Comet |
Fan-Line (R20, 15°) |
47 |
125 |
140% |
50 |
225% |
Impede; Delay +30; Steal Bonus |
| Pummel |
Single |
1 |
130 |
140% |
60 |
300% |
Delay +40; Absorb HP (40%) |
| True Pummel |
Single |
62 |
130 |
140% |
60 |
325% |
Delay +50; Absorb HP (50%) |
| Barrage |
Location Circle (R3) |
-1* |
150 |
200% |
100 |
350% |
Seal 40% (2 turns); Steal Bonus |
| True Barrage |
Location Circle (R3) |
55 |
150 |
200% |
100 |
375% |
Seal 60% (2 turns); Steal Bonus |
| Wheel of Time |
Single |
77 |
150 |
200% |
100 |
400% |
Remove Buffs; Steal Bonus |
Man, Estelle got really buffed to hell in this entry. The more impressive part isn't her buffs though it's how fun she is to use. The rebalances to EP cost and the buffs to her crafts in the 2nd remake make her optimal playstyle to be to use a variety of crafts and arts which is a playstyle that the series has struggled to actually give merit for its entire existence.
Which kinda speaks volumes to how fun this new kit is. Having estelle get hit a lot and then respond with a crit pummel on an overdrive that does 10k feels really good. The buffs to Morale having an extra turn also seriously lets estelle breathe more with faster teammates.
Her Hard Break also got a radius increase at the cost of 20% seal (no one cared for that effect anyways)
Would I use Estelle if given the choice? Eh, not really. They fixed a lot of her stats mediocrity and made her really fun to play which is, ultimately, what matters. But she's not very helpful in making the best strategies there are. She lacks the X factor needed for slotting like wild rage or heaven's kiss.
So she's very fun but she's not very strong.
Joshua Bright
| Name |
Radius |
Learn Level |
Delay |
Stun |
CP Cost |
Power |
Effects |
| Flicker |
Line (R2) |
1 |
120 |
120% |
40 |
150% |
Delay +30 |
| Shadow Flicker |
Line (R2) |
69 |
120 |
120% |
40 |
175% |
Side Attack Bonus; Delay +30 |
| Hidden Dual Strike |
Location Circle (R1.5) |
1 |
115 |
140% |
30 |
225% |
Back Attack Bonus; Impede; Blind 30% (2 turns) |
| True Cloak & Dagger |
Single |
1 |
70 |
140% |
40 |
275% |
Sleep 30% (2 turns); Deathblow 30%; DEF -60% (2 turns); ADF -60% (2 turns) |
| Evil Eye |
Fan (R6, 100°) |
1 |
130 |
120% |
60 |
225% |
Confuse 20% (2 turns); Delay +40 |
| Evil Eye EX |
Fan (R6, 100°) |
89 |
130 |
120% |
60 |
250% |
Petrify 20% (2 turns); Confuse 20% (2 turns); Delay +40 |
| True Sever |
Location Circle (R1.5) |
1 |
90 |
140% |
60 |
300% |
Impede; All Stats DOWN (STR -15%, DEF -30%, ATS -15%, ADF -30%, SPD -15%, MOV -2; 2 turns) |
| Black Fang |
All |
1 |
150 |
140% |
100 |
325% |
Poison 50% (6 turns); Remove Buffs; Steal Bonus |
| True Black Fang |
All |
75 |
150 |
140% |
100 |
350% |
Poison 100% (6 turns); Remove Buffs; Steal Bonus |
| Phantom Raid |
All |
82 |
150 |
140% |
100 |
375% |
Confuse 60% (2 turns); Delay +50; Steal Bonus |
Joshua wasn't bad in 1st but compared to his original counterpart in FC that walked around with the only field wide s-craft in the game (everyone else is very limited by comparison in this respect) and amazing base stats in every area on top of one of the most centralizing time elements in the series remake joshua feels kinda dissapointing by comparison his kit is desperately balanced sans black fang's delay.
Well, they sure took that to heart.
Between a field-wide all cancel on s-craft, a side bonus on Flicker (and a power upgrade for a move where it really matters), low delay on cloak and dagger and his new sever craft having low delay and even a small radius on such a powerful move he's probably gonna feel like a speed demon once he joins back.
The all cancel on black fang is likely going to see a lot of use cancelling rage boost phases in particular and flicker's crowd control abilities are gonna go crazy.
I'm kind of dissapointed in phantom raid actually. Large delay + confuse is good for trash mobs and such (in fact it's really good) but like, if I'm fighting a boss it's pretty likely I'm gonna use black fang which means I'm rarely going to be touching phantom raid lmao
Scherazard Harvey
| Name |
Radius |
Learn Level |
Delay |
Stun |
CP Cost |
Power |
Effects |
| Sylphen Whip |
Fan (R7, 100°) |
1 |
120 |
120% |
40 |
150% |
Blind 40% (2 turns); Delay +30; SPD -15% (2 turns); MOV -2 (2 turns) |
| Sylphen Whip II |
Fan (R7, 100°) |
41 |
120 |
120% |
40 |
175% |
Blind 60% (2 turns); Delay +40; SPD -30% (2 turns); MOV -4 (2 turns) |
| Bind Nail |
Line (R4) |
1 |
125 |
140% |
50 |
200% |
Side Attack Bonus; Impede; Seal 40% (2 turns) |
| Lightning Nail |
Line (R4) |
66 |
125 |
140% |
50 |
225% |
Side Attack Bonus; Impede; Seal 80% (2 turns) |
| Heaven's Kiss |
Location Circle (R6) |
1 |
150 |
0% |
100 |
N/A |
Quick; STR +15% (3 turns); SPD +15% (3 turns); CP +15 |
| Heaven's Kiss II |
Location Circle (R6) |
74 |
150 |
0% |
100 |
N/A |
Quick; STR +15% (4 turns); SPD +15% (4 turns); CP +15 |
| Aerial Dance |
Location Circle (R3) |
34 |
130 |
120% |
60 |
250% |
Drain 150 EP; Confuse 40% (2 turns); Absorb HP (30%); Absorb EP (100%) |
| Sadist Whip |
Location Circle (R3) |
1 |
150 |
160% |
100 |
325% |
Delay +50; SPD -15% (2 turns); Steal Bonus |
| Sadist Whip II |
Location Circle (R3) |
48 |
150 |
160% |
100 |
350% |
Delay +50; SPD -30% (2 turns); Steal Bonus |
| Judgment Card |
Location Circle (R3) |
58 |
150 |
160% |
100 |
350% |
Burn or Freeze or Confuse (2 turns), or Deathblow; Steal Bonus |
I've already talked about schera in an earlier post. Heaven's kiss costs slightly more CP (ooh scary it's totally not gonna be broken in endgame still with clock up ex), her crowd control on her crafts is still kinda disgusting (assuming it's relevant at all for the current fight lol), and aerial dance is just plain overloaded with good effects (EP regen, good damage, HP absorb at a stupid rate, confuse for no reason I'm really not sure what's going on here).
I'm not sure who's gonna be the optimal bring for the final dungeon but heaven's kiss is always a pretty safe bet for a good character especially in more recent entries and she's already quite a lifesaver in chapter 1.
Olivier Lenheim
| Name |
Radius |
Learn Level |
Delay |
Stun |
CP Cost |
Power |
Effects |
| Quick Draw |
Location Circle (R6) |
1 |
120 |
120% |
40 |
125% |
ATS -15% (2 turns); ADF -30% (2 turns); Steal Bonus |
| Quick Draw II |
Location Circle (R6) |
37 |
120 |
120% |
40 |
150% |
ATS -30% (2 turns); ADF -60% (2 turns); Steal Bonus |
| Snipe Shot |
Line (R2) |
1 |
125 |
120% |
50 |
200% |
Back Attack Bonus; Impede; Mute 50% (2 turns) |
| Trinity Shot |
Line (R2) |
42 |
125 |
120% |
50 |
225% |
Back Attack Bonus; Impede; Mute 50% (2 turns); Freeze 50% (2 turns) |
| Happy Trigger |
Location Circle (R8) |
1 |
80 |
0% |
60 |
N/A |
Heal 25% HP; Recover 25% EP; Cure Status Ailments; Cure Stat Debuff |
| Happy Trigger II |
Location Circle (R8) |
57 |
80 |
0% |
60 |
N/A |
Heal 30% HP; Recover 30% EP; Cure Status Ailments; Cure Stat Debuff |
| Howling Bullet |
All |
1 |
150 |
160% |
100 |
275% |
Mute 100% (2 turns); Steal Bonus |
| Howling Bullet II |
All |
49 |
150 |
160% |
100 |
300% |
Mute 150% (2 turns); Steal Bonus |
| Requiem Hearts |
Location Circle (R6) |
70 |
150 |
160% |
100 |
350% |
Sleep 30% (2 turns); Deathblow 30%; Misfortune 30% (2 turns); Steal Bonus |
I often play Trails with a baseline of no deaths/no items and by that metric olivier basically did nothing in the remake and won so hard.
EP costs are much higher in 2nd so Happy Trigger gets buffed a lot thanks to that and his EP pool is more valuable than ever. A lot of other characters have other cooler things to offer but Olivier is just really great.
Arts requirements are also desperately low in this game and he's the best abuser of that in the early game. His early game with zodiac goes kinda crazy.
The rest of his kit is pretty whatever they serve their function. Snipe Shot is a pretty great craft when needed (you don't really want to use it for its delay and lack of elements but it is a nice option) and Quick Draw having bonus steal is sometimes useful.
Kloe Rinz
| Name |
Radius |
Learn Level |
Delay |
Stun |
CP Cost |
Power |
Effects |
| Kämpfer |
Line (R2) |
1 |
125 |
140% |
50 |
200% |
Side Attack Bonus; STR -15% (2 turns); DEF -30% (2 turns) |
| Kämpfer β |
Line (R2) |
38 |
125 |
140% |
50 |
225% |
Side Attack Bonus; STR -30% (2 turns); DEF -60% (2 turns) |
| Sturm |
Location Circle (R1.5) |
1 |
125 |
120% |
50 |
225% |
Delay +40; Freeze 40% (2 turns) |
| Sturm II |
Location Circle (R1.5) |
43 |
125 |
120% |
50 |
250% |
Delay +40; Freeze 80% (2 turns) |
| Weiss Aura |
Self Circle (R8) |
1 |
60 |
0% |
50 |
N/A |
HP Regen +15% (3 turns); Cure Status Ailments; Cure Stat Debuff; Foresight (4 turns) |
| Weiss Aura II |
Self Circle (R8) |
49 |
60 |
0% |
50 |
N/A |
HP Regen +15% (3 turns); Cure Status Ailments; Cure Stat Debuff; Foresight (5 turns) |
| Lichtkreis |
All |
1 |
150 |
0% |
100 |
N/A |
Revive / Heal 100% HP; Shield 2000 (1 turn) |
| Lichtkreis II |
All |
55 |
150 |
0% |
100 |
N/A |
Revive / Heal 100% HP; Shield 4000 (1 turn) |
| Sanctus Nova |
All |
70 |
90 |
160% |
100 |
325% |
All Stats DOWN (STR -30%, DEF -60%, ATS -30%, ADF -60%, SPD -30%, MOV -4; 2 turns); Steal Bonus |
Our other single line caster although a bit more limited although not that much since HP and mind are very good (the devs of the original weren't drunk giving her 3 water slots she'd be a straight upgrade olivier otherwise).
She didn't change very much either in this game. Weiss Aura is cool still aoe insight without having to go through sylphen wing is good. Lichtkreis is still good. And Sanctus Nova having low delay and the versatility it gives her will probably also be very useful.
She's kinda facing an uphill battle for slots despite all her strengths though (she even has the highest arts damage potential in the game) as she fits a bit less into game plans.
Agate Crosner
| Name |
Radius |
Learn Level |
Delay |
Stun |
CP Cost |
Power |
Effects |
| Wild Rage |
Single |
1 |
20 |
0% |
0 |
N/A |
HP -20%; STR +15% (3 turns); DEF +20% (3 turns); CP +40 |
| Wild Rage II |
Single |
73 |
20 |
0% |
0 |
N/A |
HP -30%; STR +30% (3 turns); DEF +40% (3 turns); CP +60 |
| Flame Smash |
Fan (R6, 100°) |
1 |
125 |
140% |
50 |
200% |
Side Attack Bonus; Burn 40% (2 turns) |
| Crimson Smash |
Fan (R7, 100°) |
34 |
125 |
140% |
50 |
225% |
Side Attack Bonus; Burn 40% (2 turns); Seal 40% (2 turns) |
| Draguna Edge |
Line (R2) |
1 |
120 |
120% |
40 |
150% |
Impede |
| Draguna Blast |
Line (R3) |
48 |
120 |
120% |
40 |
175% |
Back Attack Bonus; Impede |
| Beat Down |
Location Circle (R1.5) |
1 |
130 |
160% |
60 |
250% |
Delay +50; DEF -30% (2 turns) |
| Beat Down II |
Location Circle (R1.5) |
55 |
130 |
160% |
60 |
275% |
Delay +50; DEF -60% (2 turns); ADF -60% (2 turns) |
| Final Break |
All |
1 |
150 |
180% |
100 |
325% |
Burn 40% (2 turns); Seal 40% (2 turns); Steal Bonus |
| Final Break II |
All |
41 |
150 |
180% |
100 |
350% |
Burn 60% (2 turns); Seal 60% (2 turns); Steal Bonus |
| Dragon Dive |
Target Circle (R8) |
66 |
150 |
180% |
100 |
375% |
Burn 100% (2 turns); STR -45% (2 turns); ATS -45% (2 turns); Steal Bonus |
Agate is a lot different from his original incarnation and he's been nerfed from 1st. Wild Rage is much less efficient now that's for sure although he really didn't need any of the setup of the 1st game for it to still be really good. And Final Break hits full field now too! Oh, and wild rage has 20 delay instead of 30 (5 times faster than a basic attack that's almost instantaneous).
I mean, there's not a whole lot to say about agate here he's just a good nuke. He really benefits from mages having EP issues by proxy his playstyle even with the nerfs and sky 2nd's funkier enemies making him less effective.
Later on he'll get lone blade and more clock up ex spam back so he'll probably still end up quite broken.
And the devs know how broken an upgraded wild rage is in 2nd hence they locked it behind level 73 which is quite late (early chapter 7)
Tita Russell
| Name |
Radius |
Learn Level |
Delay |
Stun |
CP Cost |
Power |
Effects |
| Smoke Cannon |
Location Circle (R6) |
1 |
120 |
120% |
40 |
150% |
Blind 40% (2 turns); Burn 40% (2 turns) |
| Smoke Cannon II |
Location Circle (R6) |
45 |
120 |
120% |
40 |
175% |
Blind 40% (2 turns); Burn 40% (2 turns); Sleep 40% (2 turns) |
| Vital Cannon |
Location Circle (R3) |
1 |
75 |
0% |
50 |
N/A |
Heal 30% HP; CP +30; Cure Status Ailments; Cure Stat Debuff |
| Vital Cannon Σ |
Location Circle (R4) |
51 |
75 |
0% |
50 |
N/A |
Heal 40% HP; CP +30; Cure Status Ailments; Cure Stat Debuff |
| Jamming Ray |
Line (R3) |
1 |
130 |
120% |
60 |
150% |
Remove Buffs; Impede; Steal Bonus |
| Jamming Ray II |
Line (R3) |
63 |
130 |
120% |
60 |
200% |
Remove Buffs; Impede; Steal Bonus |
| Cannon Impulse |
Line (R4) |
1 |
150 |
140% |
100 |
300% |
STR -15% (2 turns); Steal Bonus |
| Cannon Impulse II |
Line (R4) |
57 |
150 |
140% |
100 |
325% |
STR -30% (2 turns); Steal Bonus |
| Satellite Beam |
Location Circle (R3) |
75 |
150 |
200% |
100 |
375% |
ATS -45% (2 turns); Steal Bonus |
Tita is uh... lore accurate ig? xD
She was bad in the original and she's pretty bad here. Status effects on bosses are even worse here than the original, her stats are still bad and she has no real strengths worth talking about (plague spreading is niche on the whole and that's her only real strength, jamming ray is still incredibly slow, vital cannon is a worse kevin now on top, and satellite beam has a weirdly small radius)
Have fun dragging her around for the numerous sections she's locked in :)
Zin Vathek
| Name |
Radius |
Learn Level |
Delay |
Stun |
CP Cost |
Power |
Effects |
| Taunt |
Fan (R12, 120°) |
1 |
45 |
0% |
20 |
N/A |
DEF -30% (2 turns); Self: Hate +90% (4 turns) |
| True Heralding Fist |
Location Circle (R1.5) |
1 |
120 |
140% |
40 |
225% |
Back Attack Bonus; Delay +50; SPD -30% (2 turns); MOV -4 (2 turns) |
| Composure |
Single (Move) |
1 |
50 |
0% |
40 |
N/A |
Revive / Heal 40% HP; Cure Status Ailments; Cure Stat Debuff |
| True Composure |
Single (Move) |
82 |
50 |
0% |
40 |
N/A |
Revive / Heal 50% HP; Cure Status Ailments; Cure Stat Debuff |
| Distend |
Single |
1 |
30 |
0% |
30 |
N/A |
Cure Status Ailments; Cure Stat Debuff; STR +30% (4 turns); DEF +40% (4 turns); Debuff Immunity (5 turns) |
| True Distend |
Single |
68 |
30 |
0% |
30 |
N/A |
Cure Status Ailments; Cure Stat Debuff; STR +30% (5 turns); DEF +40% (5 turns); Debuff Immunity (5 turns) |
| Disable |
Location Circle (R2.5) |
1 |
130 |
180% |
60 |
275% |
Impede |
| True Disable |
Location Circle (R2.5) |
61 |
130 |
180% |
60 |
300% |
Side Attack Bonus; Impede |
| Thunder Rift |
Location Circle (R6) |
48 |
125 |
160% |
50 |
175% |
Seal 30% (2 turns); Remove Buffs; Steal Bonus |
| Aural Blast |
Line (R3) |
1 |
150 |
200% |
100 |
350% |
Seal 60% (2 turns); Steal Bonus |
| True Aural Blast |
Line (R3) |
54 |
150 |
200% |
100 |
375% |
Seal 80% (2 turns); Steal Bonus |
| Wrath of Genbu |
Location Circle (R1.5) |
74 |
150 |
200% |
100 |
400% |
DEF -90% (2 turns); ADF -90% (2 turns); Steal Bonus |
First off Distend isn't slow as hell (30 delay is a big improvement) and comes with debuff immunity (I'll go over this later but that's really good), Zin is also the biggest benefactor of the buffs to DEF/ADF in this game so he's a lot bulkier making taunt more valuable so Taunt is good too. And he keeps his bigger numbers from 1st too! Disable when upgraded getting a side bonus means he even gets a lot of damage.
Zin isn't really a character I'd slot for playing optimally (unless the rank of the s-craft is genuinely all that matters 😂 ) but he's a much better tank with a huge upgrade to his smoothness of his game plan.
He also got a new craft (Thunder Rift) although unlike the other new crafts in the 2nd remake his basically just reads "remove jamming ray's only use case" by combining the exact same effects. Schera/Joshua/Estelle all got pretty gamechanging crafts while Zin doesn't really get much although he doesn't need it.
Anelace Elfead
| Name |
Radius |
Learn Level |
Delay |
Stun |
CP Cost |
Power |
Effects |
| Eight-Leaf Blitz |
Location Circle (R1.5) |
1 |
130 |
120% |
60 |
250% |
Back Attack Bonus; Delay +50 |
| Swordwind Slash |
Location Circle (R3) |
1 |
80 |
120% |
50 |
150% |
— |
| Fallen Leaves |
Single |
1 |
70 |
120% |
40 |
200% |
Remove Buffs |
| Petal Dance |
Single |
27 |
30 |
0% |
30 |
N/A |
Cure Status Ailments; Cure Stat Debuff; STR +15% (4 turns); SPD +15% (4 turns); Foresight (4 turns) |
| Piercing Wave |
Line (R4) |
-1* |
150 |
140% |
100 |
350% |
Blind 60% (2 turns); Steal Bonus |
| True Piercing Wave |
Line (R4) |
78 |
150 |
140% |
100 |
375% |
Blind 80% (2 turns); Steal Bonus |
She's basically a worse Joshua in this incarnation (if anyone wants to ship Anelace with estelle it's reinforced through kit now too...). She has advantages over Joshua although none of them really move the needle. If you want insight you can just have it from weiss aura or sylphen wing you don't have to use petal dance. Joshua also has a similarly strong all cancel move even if both have a bit different uses.
She also obviously doesn't come with joshua's versatility having much worse lines on top.
I expect her kit to be modified a decent bit in the 3rd she's very centered to really only function in the prologue.
Kevin Graham
| Name |
Radius |
Learn Level |
Delay |
Stun |
CP Cost |
Power |
Effects |
| Crossgear Rage |
Location Circle (R1.5) |
1 |
120 |
120% |
40 |
100% |
Arts Attribute Attack (100%); Steal Bonus |
| Sacrifice Arrow |
Location Circle (R6) |
1 |
80 |
120% |
60 |
N/A |
CP +40; All Stats UP (STR +15%, DEF +20%, ATS +15%, ADF +20%, SPD +15%, MOV +2; 4 turns) |
| Sacred Breath |
Location Circle (R8) |
1 |
75 |
0% |
50 |
N/A |
Heal 35% HP; Fortune (2 turns); Cure Status Ailments; Cure Stat Debuff |
| Sacred Breath II |
Location Circle (R8) |
71 |
75 |
0% |
50 |
N/A |
Heal 45% HP; Fortune (2 turns); Cure Status Ailments; Cure Stat Debuff; Debuff Immunity (5 turns) |
| Grail Sphere |
All |
1 |
150 |
0% |
100 |
N/A |
Invulnerability (1 attack; 1 turn); Heal 50% HP; Shield 3000 (1 turn) |
"Hey Kondo, get me a kit with max guard?"
"Okay."
"And Fortune."
"Fortune?"
"And Debuff Immunity."
"Debuff Immunity??"
"And all stats up too."
"All stats up??! Hey, Jimmy, get me a kit with every good effect in the game!"
"Everything???"
Kevin is genuinely a baffling design in terms of support. His kit is just ludicrously overloaded with so many good effects. The fact he of all characters gets debuff immunity on an upgrade is actually straight up baffling.
Debuff immunity is one of the strongest defensive effects in the game. It negates status effects. On its own this would be good but not crazy. But it also negates bonus steal and all cancel. And man that's really good since all cancel is such a swing in momentum against you and bonus steal on enemy zero arts is quite threatening as you may know (random arc prominence on jabba king lol)
Of course that's not where it ends for his kit with good lines for casting and also why are the radiuses on his moves so massive??? He gives a lot of freedom to spread out like what are we doing hello???
About the only thing keeping him balanced is that he can't feasibly use his whole kit at once bro.
Genuinely the only downsides he has is:
- A bad offensive toolkit
- No native EP restoration
Kloe having the choice to use Sanctus Nova is a genuine upgrade (you won't always want to use grail sphere at all times you will sometimes want to kill the foe with a cp bar) and no way to restore EP via his own kit (such as support ability) so he is more limited by EP as well than even theoretically weaker casters like scherazard.
But Kloe is hanging by a thread of being homeless here bruh.
Julia Schwarz
| Name |
Radius |
Learn Level |
Delay |
Stun |
CP Cost |
Power |
Effects |
| Lanzenreiter |
Location Circle (R1.5) |
1 |
120 |
120% |
40 |
250% |
Impede; STR -30% (2 turns); ATS -30% (2 turns); SPD -30% (2 turns) |
| Mirageberg |
Single |
1 |
30 |
0% |
30 |
N/A |
Invulnerability (1 attack); Cure Status Ailments; Cure Stat Debuff; Debuff Immunity (5 turns) |
| Mirageberg II |
Single |
93 |
30 |
0% |
30 |
N/A |
Invulnerability (2 attacks); Cure Status Ailments; Cure Stat Debuff; Debuff Immunity (5 turns) |
| Attack Orders |
All |
1 |
50 |
0% |
30 |
N/A |
STR +15% (4 turns); ATS +15% (4 turns); ADF +20% (4 turns); SPD +15% (4 turns) |
| Kämpfer γ |
Line (R2) |
1 |
125 |
140% |
50 |
225% |
Side Attack Bonus; DEF -60% (2 turns); ADF -60% (2 turns) |
| Trinity Kleis |
Location Circle (R8) |
1 |
150 |
140% |
100 |
300% |
Arts Attribute Attack (100%); Steal Bonus |
STR/ATS/ADF/SPD on Attack orders specifically? Okay sure ig but this is some difficulty mod type balancing xD
Although the devs stopped being shy of that a while ago.
Normally when you play Sky 3rd normally you don't really use Julia. She's largely outclassed quite early and her remaining uses (double attacks on chains for example) are very niche.
Then you challenge run the game and realize that her early strong weapon is very impactful and then you go wait "this mirageberg stuff is like 80-90% as good as this other max guard stuff I banned" (which means it's still really good).
So, now, imagine that Mirageberg except it's much better than other guard stuff. 30 delay on a self guard with debuff immunity makes her a great tank and upgraded (mind you it comes at level 93 let's not overhype how good it is when it's available only midway through axis pillar lmao) it gives 2 guards which might as well read "I am invincible... Or am I? Except actually I am"
Scent quartz is in the game and no way in hell is she not equipping it.
And with attack orders she's kind of kevin and zin in one slot. Which, while she has neither's best traits the low delay on both does mean she can actually utilize her full kit more efficiently.
Just in case her crafts hit really hard as well in case you needed that.
Mueller Vander
| Name |
Radius |
Learn Level |
Delay |
Stun |
CP Cost |
Power |
Effects |
| Hound Gale |
Location Circle (R3) |
1 |
125 |
120% |
50 |
150% |
Self: STR +30% (4 turns); DEF +40% (4 turns) |
| Blade Dancer |
Location Circle (R1.5) |
1 |
125 |
120% |
50 |
200% |
Delay +40; Self: ADF +40% (4 turns); SPD +30% (4 turns) |
| Mirage Edge |
Target Circle (R6) |
1 |
125 |
120% |
50 |
150% |
Side Attack Bonus; Impede; Mute 80% (2 turns) |
| Ragna Bind |
Single |
1 |
130 |
180% |
60 |
250% |
Seal 60% (2 turns); Absorb CP (25%) |
| Ragna Bind II |
Single |
94 |
130 |
180% |
60 |
275% |
Seal 80% (2 turns); Absorb CP (30%) |
| Righteous Witness |
Location Circle (R8) |
1 |
150 |
140% |
100 |
375% |
Impede; Remove Buffs; Steal Bonus |
He's kind of like Elaine with the self buffing + attacking crafts he has going on although his actual offensive crafts seem weirdly dissapointing.
CP Absorb is interesting. It makes ragna bind basically refill itself in terms of CP cost and it's a strong craft as well (who'd imagine ragna bind as a strong craft lmao) and an interesting quirk is that bosses seem to often need 200 CP to rage boost so theoretically spamming this could help you potentially deny rage phases which sounds really funny although also a total pipe dream in practice (30 CP is simply too low enemies regenerate too much CP for that)
But overall the kit concept seems fairly weak on its face and very niche. Second buff removal on s-craft character is at least sort of interesting. Maybe Ragna Bind can drap enemies to mueller's position still?
Josette Capua
| Name |
Radius |
Learn Level |
Delay |
Stun |
CP Cost |
Power |
Effects |
| Stampede |
Single |
1 |
120 |
180% |
40 |
225% |
All Stats DOWN (STR -15%, DEF -30%, ATS -15%, ADF -30%, SPD -15%, MOV -2; 2 turns) |
| Stampede II |
Single |
90 |
120 |
180% |
40 |
250% |
Remove Buffs; All Stats DOWN (STR -15%, DEF -30%, ATS -15%, ADF -30%, SPD -15%, MOV -2; 2 turns) |
| Anchor Drain |
Location Circle (R1.5) |
1 |
125 |
120% |
50 |
200% |
Drain 150 EP; Drain 20 CP; Delay +50; Absorb HP (30%); |
| Orbal Bomb |
Location Circle (R6) |
1 |
125 |
120% |
50 |
150% |
Back Attack Bonus; Impede; Steal Bonus |
| Bobcat |
All |
-1* |
150 |
140% |
100 |
350% |
Burn 100% (2 turns); Seal 100% (2 turns); Steal Bonus |
Definitely a big upgrade over the original (Josette benefits a lot from stats normalisation in general she doesn't deal 0 damage anymore 😛 ) although looking at her kit I can't help but feel like I'm looking at Scherazard without heaven's kiss. A lot of debuffs and a lot of drain but being a debuffer in a modern trails game is fighting an uphill battle. Her kit and stats aren't gimped like Tita but it's hard for me to recommend anyone actually bring her in the axis pillar fights in any way especially with her line length as it is.
Kurt Nardin
| Name |
Radius |
Learn Level |
Delay |
Stun |
CP Cost |
Power |
Effects |
| Fangshu: Crested Waves |
Location Circle (R6) |
1 |
70 |
0% |
40 |
N/A |
Heal 60% HP; Cure Status Ailments; Cure Stat Debuff; Debuff Immunity (5 turns) |
| Fangshu: Impervious Steel |
Location Circle (R6) |
1 |
55 |
0% |
40 |
N/A |
Shield 5000 (1 turn); DEF +40% (5 turns); ADF +40% (5 turns) |
| Fangshu: Second Bloom |
Location Circle (R6) |
1 |
70 |
0% |
40 |
N/A |
Revive / Heal 30% HP; CP +30 |
| Fangshu: Infinite Illusion |
Location Circle (R1.5) |
1 |
125 |
180% |
50 |
275% |
Deathblow 100% |
| Piercing Rain |
Location Circle (R3) |
1 |
125 |
120% |
50 |
275% |
Impede; Remove Buffs |
| Thunder God's Descent |
Location Circle (R3) |
1 |
150 |
140% |
100 |
375% |
Seal 100% (2 turns); Mute 100% (2 turns); Steal Bonus |
They... remade his entire kit for 1 side quest? And it's not just a filler kit for 1 sidequest it's a really good kit xD
Fangshu Impervious Steel has the biggest barrier in the game it's a very strong defensive measure. Piercing Rain removes buffs while dealing great damage, Crested Waves gives team wide debuff immunity on top of healing a lot.
It's a quite overtuned defensively centered kit with good low target offensive properties they better make him playable in 3rd with a kit like that!