2 posts in this topic
Name Effect AP CP (M) Ground Evasion On the ground, push R + X to dodge opponent's attack. 60 10 (5) Midair Evasion In the air, push R + X to dodge's opponent's attack. 60 10 (5) Ground Block On the ground, push R to guard against foe's attack. 40 10 (5) Midair Block In the air, push R to guard against foe's attack. 40 10 (5) Aerial Recovery When tumbling through the air, press X to break fall. 80 10 (5) Recovery Attack Press O or SQUARE to attack while flying through air. Aerial Recovery must be enabled. 120 20 (10) Air Dash While Quickmoving, press TRIANGLE to dash toward opponent. Hold button to extend range. 100 10 (5) Reverse Air Dash While Quickmoving, press TRIANGLE to dash away from opponent. Hold button to extend range. 100 10 (5) Omni Air Dash Press R + TRIANGLE to dash in any direction. Hold button to extend range. 300 30 (20) Free Air Dash Press R + TRIANGLE to dash toward opponent. Hold button to extend range. 200 20 (15) Reverse Free Air Dash Press R + TRIANGLE to dash away from opponent. Hold button to extend range. 200 20 (15) Multi Air Slide Press X after jumping to dash in any direction. Hold button to extend range. 250 10 (5) Multi Air Slide+ Multi Air Slide can be performed twice. 300 20 (15) Speed Boost Slight movement speed boost. 150 20 (10) Speed Boost+ Movement speed boost. 150 40 (20) Speed Boost++ Large movement speed boost 150 60 (35) Jump Boost Slight jump strength boost. 150 10 (5) Jump Boost+ Jump strength boost. 150 20 (10) Jump Boost++ Large jump strength boost. 150 30 (20) Jump Times Boost Jump increases by 1. 150 20 (10) Jump Times Boost+ Jump increases by 2. 150 30 (20) Jump Times Boost++ Jump increases by 3. 150 40 (30) Controlled Recovery Can move while breaking fall. Aerial Recovery must be enabled. 120 10 (5) Midair Evasion Boost Increase movement distance for midair evasion. Must enable Midair Evasion. 150 20 (10) Support
Name Effect AP CP (M) Always Target Indicator Target Indicator showing opponent's position will always be displayed. 30 10 (5) EX Core Lock On When EX Core is present, push L while locked on to lock onto the EX Core. 50 10(5) Auto Chase Automatically chase foes. 250 10 (5) Auto Recovery Automatically break fall. 250 10 (5) Auto EX Burst Automatically use EX Burst. 150 10 (5) Auto EX Command Automaticall input EX Burst commands. 300 20 (10) Auto EX Command OMEGA Automatically input EX Burst commands perfectly. 600 30 (20) Auto EX Defense Automatically defend against EX Bursts. 300 20 (10) Auto EX Defense OMEGA Automatically defend against EX Bursts perfectly. 600 30 (20) Evasion Time Boost Increase duration of invincibility after evasion. 220 20 (10) Command Battle Boost Slightly strengthens command battle auto-judgment ability. 220 20 (10) Command Battle Boost+ Strengthens command battle auto-judgment ability. 220 40 (20) Command Battle Boost++ Greatly strengthens command battle auto-judgment ability. 220 60 (30) Extra
Name Effect AP CP (M) Notes Precision Jump Press X at high point of jump to jump higher than usual. 180 10 (5) Concentration Bravery increases after not attacking for a length of time. 250 30 (15) Concentration+ Bravery increases after not attacking for a length of time. Stronger than Concentration. 250 60 (30) Concentration++ Bravery increases after not attacking for a length of time. Stronger than Concentration+. 250 100 (50) Achy Gain "near death" status with more HP. 250 30 (15) Achy+ Gain "near death" status with even more HP. 250 60 (30) Magic Shield When near death, magic damage cut by 20%. 280 20 (10) Physical Shield When near death, physical damage cut by 20%. 280 20 (10) Bravery Regen In EX Mode, gain bravery instead of regenerating HP. 280 20 (10) Snooze and Lose When foe doesn't attack for a certain length of time, foe's bravery begins to fall. 250 100 (50) Counterattack Critical hit rate rises when opponent is attacking. 360 50 (45) Sneak Attack Critical hit rate rises when attacking from behind. 360 50 (45) First Strike When landing the first bravery attack, critical rate of the first combo rises. 360 40 (35) EX Critical Boost Further boosts critical hit rate during EX Mode. 300 45 (40) Cat Nip Boosts critical hit rate when opponent has chance of a one-hit victory. 300 30 (25) Riposte Boosts critical hit rate when attacking staggering opponent. 300 45 (40) Back to the Wall Boosts critical hit rate when near death. 300 30 (25) Gambler's Spirit Boosts critical hit rate after being afflicted by Break. 300 30 (15) Anti-EX Boosts critical hit rate when opponent is in EX Mode. 300 30 (20) Disable Counterattack Counterattack ability effect disabled. 360 30 (15) Disable Sneak Attack Sneak Attack ability disabled. 360 30 (15) Disable First Strike First Strike ability disabled. 360 20 (10) Disable EX Critical Boost Disables opponent's EX Critical Boost ability effect. 300 20 (10) Disable Cat Nip Cat Nip ability disabled. 300 20 (10) Disable Riposte Riposte ability disabled. 300 20 (10) Disable Back to the Wall Back to the Wall ability disabled. 300 20 (10) Disable Gamber's Spirit Gambler's Spirit ability disabled. 300 20 (10) Disable Anti-EX Disables opponent's Anti-EX ability effect. 300 20 (10) EXP to HP Instead of gaining EXP, recover an equivalent amount of HP. 500 60 (0) EXP to Bravery Instead of gaining EXP, gain an equivalent amount of bravery. 500 60 (0) EXP to EX Force Instead of gaining EXP, the EX Gauge rises by an equivalent amount. 500 60 (0) Equip Swords Swords can be equipped. 500 20 (10) Equip Daggers Daggers can be equipped. 500 20 (10) Equip Greatswords Greatswords can be equipped. 500 20 (10) Equip Katana Katana can be equipped. 500 20 (10) Equip Spears Spears can be equipped. 500 20 (10) Equip Axes Axes can be equipped. 500 20 (10) Equip Rods Rods can be equipped. 500 20 (10) Equip Staves Staves can be equipped. 500 20 (10) Equip Thrown Weapons Thrown weapons can be equipped. 500 20 (10) Equip Grappling Weapons Grappling weapons can be equipped. 500 20 (10) Equip Instruments Instruments can be equipped. 500 20 (10) Equip Parrying Weapons Parrying weapons can be equipped. 500 20 (10) Equip Shields Shields can be equipped. 500 20 (10) Equip Bangles Bangles can be equipped. 500 20 (10) Equip Gauntlets Gauntlets can be equipped. 500 20 (10) Equip Hats Hats can be equipped. 500 20 (10) Equip Hairpins Hairpins can be equipped. 500 20 (10) Equip Helms Helms can be equipped. 500 20 (10) Equip Ribbons Ribbons can be equipped. 500 20 (10) Equip Clothing Clothing can be equipped. 500 20 (10) Equip Robes Robes can be equipped. 500 20 (10) Equip Light Armor Light Armor can be equipped. 500 20 (10) Equip Heavy Armor Heavy Armor can be equipped. 500 20 (10) Equip Machines Machines can be equipped. 500 20 (10) Sword Adept Small attack boost when equipping swords. 240 20 (10) ATK+2 Dagger Adept Small attack boost when equipping swords. 240 20 (10) ATK+2 Greatsword Adept Small attack boost when equipping swords. 240 20 (10) ATK+2 Katana Adept Small attack boost when equipping swords. 240 20 (10) ATK+2 Spear Adept Small attack boost when equipping swords. 240 20 (10) ATK+2 Axe Adept Small attack boost when equipping swords. 240 20 (10) ATK+2 Rod Adept Small attack boost when equipping swords. 240 20 (10) ATK+2 Staff Adept Small attack boost when equipping swords. 240 20 (10) ATK+2 Thrown Adept Small attack boost when equipping swords. 240 20 (10) ATK+2 Grappling Adept Small attack boost when equipping swords. 240 20 (10) ATK+2 Instrument Adept Small attack boost when equipping swords. 240 20 (10) ATK+2 Parrying Adept Small defense boost when equipping parrying weapons. 240 20 (10) DEF+2 Shield Adept Small defense boost when equipping shields 240 20 (10) DEF+2 Bangle Adept Small defense boost when equipping bangles. 240 20 (10) DEF+2 Gauntlet Adept Small defense boost when equipping gauntlets. 240 20 (10) DEF+2 Hat Adept Small BRV boost when equipping hats. 240 20 (10) BRV+100 Hairpin Adept Small BRV boost when equipping hairpins. 240 20 (10) BRV+100 Helm Adept Small BRV boost when equipping helms. 240 20 (10) BRV+100 Ribbon Adept Small BRV boost when equipping ribbons. 240 20 (10) BRV+100 Machine Adept Small BRV boost when equipping machines. 240 20 (10) BRV+100 Clothing Adept Small HP boost when equipping clothing. 240 20 (10) HP+1000 Robe Adept Small HP boost when equipping robes. 240 20 (10) HP+1000 Light Armor Adept Small HP boost when equipping light armor. 240 20 (10) HP+1000 Heavy Armor Adept Small HP boost when equipping heavy armor. 240 20 (10) HP+1000
Name Effect Rank Battlegen Location Cost Ingredients Power Ring Damage +5% B Shop 300 Strength Powder x2, Red Drop x1 Hyper Ring Damage +10% A Shop 1000 Strength Powder x3, Strength Shard x2 Gaia Ring Damage +15% S Shop 1800 Strength Shard x3, Crimson Shard x2, Strength Crystal x2 Guard Ring Wall Rush Defense +10% A Shop 1000 Protect Powder x2, Orange Drop x1 Block Ring Wall Rush Defense +20% S Shop 1800 Protect Powder x3, Protect Shard x2 Guardian Bangle Defense +5% S Shop 1800 Protect Shard x3, Orange Gem x2, Protect x2 Attractorb EX Intake Range +2m A Shop 1000 Magnet Powder x2 Gravitorb EX Intake Range +3m S Shop 1800 Magnet Shard x3, Magnet Crystal x2, Tome of Souls x3 Ivory Choker EX Force Absorption +15% A Shop 1000 Bless Powder x2 Pearl Necklace EX Force Absorption +30% S Shop 1800 Bless Shard x3, Bless Crystal x2, Tome of Men x5 Pretty Orb EX Core Absorption +15% A Shop 1000 Amplification Powder x2 Dragonfly Orb EX Core Absorption +30% S Shop 1800 Amplification Shard x3, Amplification Crystal x2, Tome of Silence x5 Silver Hourglass EX Mode Duration +10% A Shop 1000 Time Shard x3 Gold Hourglass EX Mode Duration +20% S Shop 1800 Time Shard x3, Time Crystal x2, Tome of the Orator x5 Pendant EX Core Appearance Boost A Shop 1000 Allure Powder x2 Victory Pendant Big EX Core Appearance Boost S Shop 1800 Allure Shard x3, Allure Crystal x2, Tome of the Masters x5 Muscle Belt Physical Damage +15% A Shop 1300 Crimson Powder x2 Champion Belt Physical Damage +25% S Shop 1900 Crimson Shard x3, Crimson Crystal x2, Tome of the Orator x5 Earring Magic Damage +15% A Shop 1300 Mana Powder x2 Star Earring Magic Damage +25% S Shop 1900 Mana Shard x3, Mana Crystal x2, Tome of the Masters x5 Protect Stud Physical Defense +5% A Shop 1300 Resilience Powder x2, Orange Drop x1 Defense Cuff Physical Defense +10% S Shop 1900 Resilience Shard x3, Protect Shard x2, Resilience Crystal x2 White Cape Magic Defense +5% A Shop 1300 Reflex Powder x1, Mana Powder x1 Black Cape Magic Defense +10% S Shop 1900 Resilience Powder x3, Reflex Shard x2, Mana Crystal x2 Angel Brooch Stage Defense +20% A Shop 1000 Resilience Powder x1, Allure powder x1 Angel Wings Stage Defense +30% S Shop 1800 Resilience Shard x2, Allure Shard x2, Tome of Souls x3 Zephyr Cloak BRV Boost on Dodge +3% A Shop 1300 Resilience Powder x1, Guts Powder x1 Elven Mantle BRV Boost on Dodge +6% S Shop 1900 Resilience Shard x2, Guts Shard x2, Guts Crystal x1 Heart's Ease BRV Boost on Block +5% A Shop 1300 Guts Powder x1, Protect Powder x1 Spirit Stanchion BRV Boost on Block +10% S Shop 1900 Guts Shard x2, Protect Shard x2, Lithe Shard x1 Bravery Orb BRV Recovery +20% A Shop 1000 Recovery Powder x2 Bravery Elemental BRV Recovery +40% S Shop 1800 Recovery Shard x2, Guts Shard x2, Recovery Crystal x1 Reflect Strand Magic Counter Strength +20% A Shop 1000 Reflex Powder x2 Mirrored Chain Magic Counter Strength +40% S Shop 1800 Reflex Shard x3, Reflex Crystal x2, Tome of Memories x5 Booster Wall Rush BRV Damage +10% A Shop 1300 Gale Powder x2 Hyperstar Wall Rush BRV Damage +20% S Shop 1900 Gale Shard x3, Gale Crystal x2, Tome of Shadows x4 Sniper Eye Wall Rush HP Damage +10% A Shop 1300 Destruction Powder x2 Sniper Soul Wall Rush HP Damage +20% S Shop 1900 Destruction Shard x3, Destruction Crystal x2, Tome of Mysteries x5 Defense Veil Wall Rush BRV Defense +20% A Shop 1300 Lithe Powder x2 Mystery Veil Wall Rush BRV Defense +30% S Shop 1900 Lithe Shard x3, Lithe Crystal x2, Tome of Love x3 Decoy Wall Rush HP Defense +20% A Shop 1300 Resilience Powder x2 Scapegoat Wall Rush HP Defense +30% S Shop 1900 Resilience Shard x3, Resilience Crystal x2, Tome of Souls x3 Jet Engine Chase BRV Damage +10% A Shop 1300 Power Powder x2 Rocket Engine Chase BRV Damage +20% S Shop 1900 Power Shard x3, Power Crystal x2, Tome of Lies x5 Amulet Chase BRV Defense +10% A Shop 1300 Gale Powder x1, Lithe Powder x1 Golden Amulet Chase BRV Defense +20% S Shop 1900 Gale Shard x2, Lithe Shard x2, Tome of Kings x3 Mindbreak BRV Boost on Stage Destruction +2% A Shop 1300 Destruction Powder x1, Gale Powder x1 Mindcrush BRV Boost on Stage Destruction +4% S Shop 1900 Destruction Shard x2, Gale Shard x2, Tome of Men x5 Angel's Bell Regen +10% A Shop 1000 Healing Powder x2 Archangel's Bell Regen +20% S Shop 1800 Healing Shard x3, Healing Crystal x2, Tome of Shadows x4 Sunrise Battlegen Rate x1.2 A Shop 1000 Allure Powder x1, Luck Powder x1, Power Powder x1 Moonrise Battlegen Rate x1.5 S Shop 1800 Allure Shard x2, Power Shard x2, Luck Crystal x1 Battle Chant Chase BRV Damage +15%, DEF-10% A Shop 1300 Chaos Shard x2 War Gong Chase BRV Damage +30%, DEF-20% S Shop 1900 Chaos Crystal x2, Chaos Orb x2, Entropy's Birth x2 Dismay Shock EX Gauge Depletion +4% A Shop 1900 Bless Crystal x2, Destruction Crystal x2, Chaos Crystal x2 Despair Shock EX Gauge Depletion +8% S Shop 2000 Bless Orb x3, Destruction Orb x3, Chaos Orb x3 Safety Bit Last Chance +1% A Shop 1300 Phoenix Down x3, Phoenix Pinion x3 Safety Ring Last Chance +2% S Shop 1800 Safety Bit x1, Phoenix Down x3, Phoenix Pinion x3 Smiting Soul Iai Strike +2% S Shop 2000 Entropy's Birth x3, Chaos Crystal x3, Chaos Orb x1 Booster
Type Name Condition Multiplier Rank HP HP = 100% When your HP is 100% 1.5 S HP HP ≥ 80% When you have at least 80% of your HP 1.2 B HP HP ≤ 40% When you have 40% or less of your HP 1.2 B HP HP is 50-70% When your HP is 50-70% 1.2 B HP HP = 1 When you have 1 HP 1.5 S HP Near Death When you are near death 1.5 S HP Near Loss When you are in danger of losing in 1 hit 1.5 S HP Large Gap in HP When HP gap between you and foe is at least 2000 points 1.5 S HP Small Gap in HP When HP gap between you and foe is under 200 points 1.5 S HP HP is a Multiple of 2 When your HP is a multiple of 2 1.1 D HP HP is a Multiple of 3 When your HP is a multiple of 3 1.2 C HP HP is a Multiple of 4 When your HP is a multiple of 4 1.3 B HP HP is a Multiple of 5 When your HP is a multiple of 5 1.4 A HP HP is a Prime Number When your HP is a prime number 1.5 S BRV BRV ≥ Base Value When your BRV is its base value or higher 1.2 B BRV BRV ≤ Base Value When your BRV is its base value or lower 1.2 B BRV Break When you are suffering from Break 1.5 S BRV Near Break When you are in danger of Break 1.5 S BRV Victory Chance When you have a chance to win 1.5 S BRV Large Gap in BRV When BRV gap between you and foe is at least 1000 points 1.5 S BRV Small Gap in BRV When BRV gap between you and foe is under 200 points 1.5 S BRV No BRV Damage When you haven't taken BRV damage 1.5 S BRV BRV=0 When your BRV is 0 1.5 S BRV BRV is a Multiple of 2 When your BRV is a multiple of 2 1.1 D BRV BRV is a Multiple of 3 When your BRV is a multiple of 3 1.2 C BRV BRV is a Multiple of 4 When your BRV is a multiple of 4 1.3 B BRV BRV is a Multiple of 5 When your BRV is a multiple of 5 1.4 A BRV BRV is a Prime Number When your BRV is a prime number 1.5 S EX Full EX Gauge When your EX Gauge is full 1.5 S EX Empty EX Gauge When your EX Gauge is empty 1.5 S EX EX Gauge ≥ 70% When your EX Gauge is at least 70% full 1.2 B EX EX Gauge ≤ 30% When your EX Gauge is at most 30% full 1.2 B EX EX Core Present When EX Core is present 1.5 S Summon After Summon Once you have used a summon 1.5 S Summon Summon Unused When you have not yet used a summon 1.5 S Action Standing Still When you are standing still 1.3 A Action In Motion When you are moving 1.2 B Action Attacking Bravery While performing a BRV attack 1.2 B Action Attacking HP While performing an HP attack 1.2 B Action Taking Damage While taking damage 1.2 B Action Blocking While blocking 1.2 B Action Evading While evading 1.2 B Action Quickmove During Quickmove 1.2 B Action Chasing While performing a chase attack 1.3 A Action EX Mode While you are in EX Mode 1.3 A Action Pre-Bravery Attack When you haven't yet performed a BRV attack 1.5 S Action Pre-Bravery Damage When you haven't yet hit with a bravery attack 1.2 B Action Pre-HP Attack When you haven't yet performed an HP attack 1.5 S Action Pre-HP Damage When you haven't yet hit with an HP attack 1.2 B Position On the Ground When you are on the ground 1.2 B Position In Midair While you are in midair 1.2 B Position Near Opponent While near opponent 1.2 B Position Far from Opponent While far from opponent 1.2 B Position Above Opponent While higher than opponent 1.2 B Position Below Opponent While lower than opponent 1.2 B Position On Ground, Foe in Midair When opponent is in midair and you are on the ground 1.5 S Time After 30 Seconds 30 seconds after battle starts 1.2 S Level Large Gap in Level When at least a 20 level gap with opponent 1.5 S Level Small Gap in Level When at most a 3 level gap with opponent 1.2 B Level Level ≤ 3 When your level is 3 or under 2 S Level Level 10-19 When your level is 10-19 1.5 B Level Level 20-29 When your level is 20-29 1.2 B Level Level 30-39 When your level is 30-39 1.2 B Level Level 40-49 When your level is 40-49 1.2 B Level Level 50-59 When your level is 50-59 1.2 B Level Level 60-69 When your level is 60-69 1.2 B Level Level 70-79 When your level is 70-79 1.2 B Level Level 80-89 When your level is 80-89 1.2 B Level Level 90-99 When your level is 90-99 1.2 B Level Level 100 When your level is 100 1.2 S Level Level = Multiple of 2 When your level is a multiple of 2 1.1 D Level Level = Multiple of 3 When your level is a multiple of 3 1.2 C Level Level = Multiple of 4 When your level is a multiple of 4 1.2 S Level Level = Multiple of 5 When your level is a multiple of 5 1.2 S Level Level is a Prime Number When your level is a prime number 1.5 S Opponent HP = 100% When your opponent's HP is 100% 1.5 S Opponent Near Death When opponent is near death 1.5 S Opponent Near Loss When opponent is near loss 1.5 S Opponent BRV ≥ Base Value When opponent's BRV is its base value or higher 1.2 B Opponent BRV ≤ Base Value When opponent's BRV is its base value or lower 1.2 B Opponent Break When opponent is suffering from Break 1.5 S Opponent Near Break When opponent is in danger of Break 1.5 S Opponent Victory Chance When opponent has a chance to win 1.5 S Opponent EX Gauge Full When opponent's EX Gauge is full 1.5 S Opponent EX Gauge ≥ 70% When opponent's EX Gauge is at least 70% full 1.5 S Opponent After Summon Once opponent has used a summon 1.5 S Opponent Summon Unused When opponent hasn't used a summon 1.5 S Opponent In Motion While opponent is moving 1.2 B Opponent Attacking Bravery While opponent performs a BRV attack 1.2 B Opponent Attacking HP While opponent performs an HP attack 1.2 B Opponent Taking Damage While opponent takes damage 1.2 B Opponent Chasing While opponent perorms a chase attack 1.3 A Opponent EX Mode While opponent is in EX Mode 1.3 A Opponent Pre-Bravery Damage While opponent hasn't connected with a BRV attack 1.5 S Opponent Pre-HP Damage While opponent hasn't connected with an HP attack 1.5 S Opponent On the Ground While opponent is on the ground 1.2 B Opponent In Midair While opponent is in midair 1.2 B Opponent HP ≥ 70% When opponent has at least 70% of their HP 1.2 B Opponent HP ≤ 30% When opponent has 30% or less of their HP 1.2 B Opponent HP = 1 When opponent has 1 HP 1.5 S Opponent No BRV Damage When opponent hasn't taken BRV damage 1.5 S Opponent EX Gauge ≤ 30% When opponent's EX Gauge is under 30% 1.2 B Booster—Special
Type Name Condition Multiplier Rank Battlegen Location Cost Ingredients Special Easy Come, Easy Go Right after battle starts 2.5 / 0.5 after 30 seconds S Shop 2000 Sagittarius Recipe x1, Carnelian Signet x1, Shinra Card Key x1 Special Strong Against Adversity HP is 1 3 / 0.5 when over 1% HP S Shop 2000 Virgo Recipe x1, Warp Cube x1, Occult Fan x1 Special
Name Effect Rank Battlegen Location Cost Ingredients Lucky Charm LUK+4, Summon Recharge +1 A Shop 1000 Yellow Drop x1, Luck Powder x2 Rabbit's Foot LUK+8, Summon Recharge +2 S Shop 1800 Yellow Gem x2, Luck Shard x2, Luck Crystal x1 Desert Boots BRV Boost on Quickmove +1% A Shop 1300 Guts Powder x1, Quickstrike Shard x1 Battle Boots BRV Boost on Quickmove +2% S Shop 1900 Guts Shard x2, Quickstrike Crystal x2, Tome of Silence x5 White Drop EX Force Absorption +10% B Shop Red Drop ATK+1 B Shop Orange Drop DEF+1 B Shop Yellow Drop LUCK+1 B Shop Green Drop HP+100 B Shop Blue Drop BRV+20 B Shop Cyan Drop Initial EX Force +10% B Shop Purple Drop Regen +5% B Shop Red Gem ATK+2 S Shop Orange Gem DEF+2 S Shop Yellow Gem LUCK+2 S Shop Green Gem HP+300 S Shop Blue Gem BRV+60 S Shop Cyan Gem Initial EX Force +20% S Shop Purple Gem Regen +10% S Shop White Gem EX Force Absorption +20% S Shop Hero's Spirit CP+20 A Shop 1300 Lucky Charm x1, Guard Ring x1 Hero's Essence CP+40 S Shop 1600 Rabbit's Foot x1, Block Ring x1 Back to the Wall Initial HP -90% S Shop 1900 Life Resin x3, Mystery Resin x3 Tenacious Attacker Absorb EX Force when Attack S Shop 1900 Attractorb x1, Muscle Belt x1 Blazing Totema Absorb EX Force on Summon, Summon Recharge +2 S Shop 1900 Glutton x1, Tenacious Attacker x1 Growth Egg Experience Value +20% S Shop 1900 Growth Seed x1, Chocobo Wing x3, Chocobo Feather x1 Strength Begets Courage Extra HP to BRV S Shop 1900 Life Resin x3, Archangel's Bell x1, Tome of Memories x5 Force Begets Courage EX Core & EX Force to BRV S Shop 1900 Spirit Stanchion x1, Pearl Necklace x1, Tome of Silence x5 Vengeful Soul Eye for an Eye -- Add bravery to damage when reflecting a magical HP attack S Shop 1900 Mirrored Chain x1, Star Earring x1, Tome of Shadows x4 Rebellious Soul Bonerusher -- BRV increases by 30% of max HP when near death S Shop 1900 Gaia Ring x1, Rabbit's Foot x1, Tome of Mysteries x5 Final Position Valor Chance -- Can endure one attack that would inflict Break with 0 BRV S Shop 1900 Guts Crystal x1, Luck Shard x3, Moonflow x3 Final Decision Combo Chance -- Can endure one combo that would inflict Break with 0 BRV S Shop 1900 Guts Crystal x1, Power Shard x3, Moonflow x3 Destroyer No Chance -- Disables opponent's 'Chance' effects S Shop 1900 Star's Core x3, Phoenix Pinion x3 Glutton Absorb EX Force on Damage S Shop 2000 Gravitorb x1, Pearl Necklace x1, Tome of Shadows x4 Great Gospel Regen +20%, BRV Recovery +50%, BRV Boost on Quickmove +1% S Shop 2000 Bravery Elemental x1, Battle Boots x1, Tome of Love x3 Steel Curtain Wall Rush BRV Defense +30%, Wall Rush HP Defense +30% S Shop 2000 Mystery Veil x1, Scapegoat x1, Tome of Kings x3 Berserker Ring Wall Rush BRV Damage +20%, Wall Rush HP Damage +20% S Shop 2000 Sniper Soul x1, Hyperstar x1, Tome of Mysteries x5 Close to You Absorb EX Force when Attack, Absorb EX Force on Damage, Absorb EX Force on Summon S Shop 2000 Gravitorb x1, Dragonfly Orb x1, Tome of the Masters x5 Center of the World EX Intake Range +2m, EX Force Absorption +15%, EX Core Absorption +15% S Shop 2000 Pearl Necklace x1, Dragonfly Orb x1, Tome of Souls x3 First to Victory Initial EX Force +25%, Initial Bravery +25% S Shop 2000 Arcane Resin x6, Valor Resin x3, Tome of Myteries x5 Hero's Seal Initial Bravery +50% S Shop 2000 Valor Incense x6, Valor Resin x3, Tome of Love x3 Beckoning Cat Gil+20%, AP+100%, PP+20% S Shop 2000 Rabbit's Foot x1, Mog's Amulet x1, Tome of Kings x3 Sturm and Drang Physical Damage +20%, Wall Rush BRV Damage +10%, Chase BRV Damage +10% S Shop 2000 Champion Belt x1, Hyperstar x1, Tome of Lies x5 Soul of Thamasa Magic Damage +20%, Wall Rush BRV Damage +10%, Chase BRV Damage +10% S Shop 2000 Star Earring x1, Rocket Engine x1, Tome of the Farplane x5 Fake Mustache LUK+10, EX Core Appearance Boost S Shop 2000 Victory Pendant x1, Rabbit's Foot x1, Tome of Men x5 Back-Breaking Straw BRV Boost on Dodge +3%, BRV Boost on Block +5%, BRV Boost on Quickmove +1% S Shop 2000 Elven Mantle x1, Spirit Stanchion x1, Tome of the Orator x5 Phoenix Down Last Chance -- Endure killing blow with 1HP (Breaks upon use) S Shop 1000 Blackcrystal Sliver x1, Star's Core x1, Moonflow x1 Phoenix Pinion Second Chance -- When HP=0, convert BRV to HP (Breaks upon use) S Shop 1000 Phoenix Down x1, Demon Soul x1, Order of Emptiness x1 Valor Incense Initial Bravery +100%, Accessory Breakability: 100% A Shop 1000 Sealed Darkness x1, Guts Powder Valor Resin Initial Bravery +200%, Accessory Breakability: 100% S Shop 2000 Sealed Darkness x3, Geranium x1, Rosemary x1 Arcane Incense Initial EX Force +25% Accessory Breakability: 100% A Shop 1000 Moon Stone x1, Oath Powder x2 Arcane Resin Initial EX Force +100%, Accessory Breakability: 100% S Shop 2000 Moon Stone x3, Amplification Powder x1, Bergamot x1 Destruction Incense ATK+4, Accessory Breakability: 100% S Shop 1000 Voidshard x1, Strength Powder x2 Destruction Resin ATK+8, Accessory Breakability: 100% S Shop 2000 Voidshard x3, Crimson Shard x5, Chamomile x1 Patience Incense DEF+4, Accessory Breakability: 100% S Shop 1000 Magicite Shard x1, Protect Powder x2 Patience Resin DEF+8, Accessory Breakability: 100% S Shop 2000 Magicite Shard x3, Clary Sage x1, Ylang Ylang x1 Life Incense HP+500, Accessory Breakability: 100% S Shop 1000 Materia x1, Titan Powder x2 Life Resin HP+1000, Accessory Breakability: 100% S Shop 2000 Materia x3, Healing Shard x2, Tea Tree x1 Mystery Incense LUK+8, Accessory Breakability: 100% S Shop 1000 Time Warp x1, Luck Powder x2 Mystery Resin LUK+16, Accessory Breakability: 100% S Shop 2000 Time Warp x3, Eucalyptus x1, Lemongrass x1 Chocobo Down Experience Value +20%, Accessory Breakability: 30% S Play Plan Chocobo Wing Experience Value +50%, Accessory Breakability: 30% S Play Plan Chocobo Feather Experience Value +100%, Accessory Breakability: 30% S Play Plan Superslick Battlegen Rate x1.5, Accessory Breakability: 30% S Mognet Mog's Amulet Drop Rate x1.5, Accessory Breakability: 30% S Mognet Diamond Ring AP+300%, Accessory Breakability: 100% S Shop 10000 Miracle Shoes ATK+1, DEF+1, LUK+1 S Shop 2000 Aries Recipe x1, Rosetta Stone x1 Dangerously Lucky Last Chance, Drop Rate x1.75, Breaks upon use S Shop 2000 Gemini Recipe x1, Gnomish Bread x1, Automaton Parts x1 Trade
Name Effect Rank Rosetta Stone S Mythril C Gold B Diamond A Crystal S Adamantite S Warrior Lore S Thief Lore S Dragoon Lore S Marksman Lore S Black Belt Lore S Bard Lore S Black Mage Lore S Dancer Lore S Chemist Lore S Mallet S Pink Tail S Growth Seed D Chocobo Cologne S Protect Powder D Protect Shard C Protect Crystal B Protect Orb S Magnet Powder D Magnet Shard C Magnet Crystal B Magnet Orb S Recovery Powder D Recovery Shard C Recovery Crystal B Recovery Orb S Titan Powder D Titan Shard C Titan Crystal B Titan Orb S Luck Powder D Luck Shard C Luck Crystal B Luck Orb S Amplification Powder D Amplification Shard C Amplification Crystal B Amplification Orb S Gale Powder D Gale Shard C Gale Crystal B Gale Orb S Bless Powder D Bless Shard C Bless Crystal B Bless Orb S Power Powder D Power Shard C Power Crystal B Power Orb S Guts Powder D Guts Shard C Guts Crystal B Guts Orb S Strength Powder D Strength Shard C Strength Crystal B Strength Orb S Healing Powder D Healing Shard C Healing Crystal B Healing Orb S Mana Powder D Mana Shard C Mana Crystal B Mana Orb S Destruction Powder D Destruction Shard C Destruction Crystal B Destruction Orb S Reflex Powder D Reflex Shard C Reflex Crystal B Reflex Orb S Allure Powder D Allure Shard C Allure Crystal B Allure Orb S Oath Powder D Oath Shard C Oath Crystal B Oath Orb S Lithe Powder D Lithe Shard C Lithe Crystal B Lithe Orb S Resilience Powder D Resilience Shard C Resilience Crystal B Resilience Orb S Crimson Powder D Crimson Shard C Crimson Crystal B Crimson Orb S Chaos Shard B Chaos Crystal A Chaos Orb S Quickstrike Shard B Quickstrike Crystal A Quickstrike Orb S Time Shard B Time Crystal A Time Orb S Order of Emptiness C Blackcrystal Sliver C Demon Soul C Sealed Darkness C Moon Stone C Voidshard C Magicite Shard C Materia C Time Warp C Mallet C Star's Core C Moonflow C Entropy's Birth C White Stone D Black Stone C Spirit Stone C Mako Stone C Levistone C Dewdrop Pebble B Stone of the Condemner B Wyrmstone B Blessed Gem B Goddess's Magicite A Supreme Gem A Beast Bone D Unknown's Bone C Gigas Bone C Nue Bone C Ancient Bone C Shadow Bone B Wargod Bone B Land Dragon Bone B Saint's Bone B Blood-Darkened Bone A Hero's Bone A Large Horn D Summoner's Horn C Wyvern Horn C Taurus Horn C Lizard Horn C Humbaba's Horn B Ixion Horn B Wind Drake Horn B Unicorn Horn B Beastlord Horn A Behemoth Horn A Large Fang D Black Tiger Fang C Great Serpent's Fang C Chimera Fang C Throat Wolf Fang C Mammoth Tusk B Holy Fang B Beastlord Fang A Maduin's Fang A Quality Branch D Splinter D Lumber C Thorny Lumber C Quality Lumber C Mistletoe C Big Tree B Spiritwood B Dragonwood B Revival Tree A Iifa Tree A Iron Carapace D Charger Barding D Great Serpentskin C Wormskin C Destrier Barding C Giant Turtleshell B Wyrm Carapace B Blessed Barding B Aged Turtle Shell A Ancient Turtle Shell A Aquamarine D Emerald D Moonstone C Ruby C Peridot C Sapphire C Opal B Topaz B Dragonstone B Holystone B Lapis Lazuli A Sky Jewel A Ichton Scales D Yensa Scales D Lamia Scales C Landshark Scales C Leviathan Scales C Emperor Scales B Godfighter Scales B Sea Serpent Scales B Sacred Beast Scales B Djinn Scales A Eden's Scales A Bird Feather D Giant Feather C Demon Feather C Fallen Angel Feather C Royal Wing B Diablos's Wing B Wyvern Wing B Sacred Beast Wing B Garuda's Wing A Bahamut's Wing A Geranium D Rosemary D Bergamot D Chamomile D Clary Sage D Ylang Ylang D Tea Tree D Eucalyptus D Lemongrass D Tome of Souls B Tome of Love B Tome of Kings B Tome of Shadows B Tome of Memories A Tome of Mysteries A Tome of Lies A Tome of the Farplane A Tome of Men A Tome of Silence A Tome of the Orator A Tome of the Masters A Guiding Light A Wheel of Darkness A The Youth's Dream A Lust for Power A Onion A Roaming Clouds A Twin Form A Lone Heart A Splendor of the Wind A Power of the Void A Veiled Magic A Fanatic's Leer A True Past A Life of the Planet A Unshelled Bullet A Gears of Time A Theater Ticket A God of Destruction A Fayth's Dream A Medal of Honor A Boiling Blood A Gates of Judgment A Wind Stone C Water Stone B Lifestone A Transmogridust D Pebble Just a pebble. Don't throw this at people! D Pebble Just a pebble. Don't throw this at people! D Pebble Just a pebble. Don't throw this at people! D Pebble Just a pebble. Don't throw this at people! D Pebble Just a pebble. Don't throw this at people! D Pebble Just a pebble. Don't throw this at people! D Pebble Just a pebble. Don't throw this at people! D Pebble Just a pebble. Don't throw this at people! D Pebble Just a pebble. Don't throw this at people! D Pebble Just a pebble. Don't throw this at people! D Dusty Elixir Perhaps this can be traded. Try asking at the shop. S Elixir Perhaps this can be traded. Try asking at the shop. S Hi-Elixir Perhaps this can be traded. Try asking at the shop. S Megalixir Perhaps this can be traded. Try asking at the shop. S Crystal Eye A crystalline sphere. Pretty, and quite useful. S Wild Rose A wild rose, nothing more. S Wyvern Egg Placed in the Life Spring, perhaps a wyvern could hatch. S Noah's Lute This magic lute can be heard even in dreams. S Carnelian Signet An infamous heirloom that once caused a terrible tragedy. S Whisperweed With this, your voice can reach people far away. S Dragon Seal Proof of slaying a dragon god. S Omega Badge Proof of defeating an ancient weapon. S Delicious Fish Never give rotten fish to a friend, much less a sick friend. S Tintinnabulum A little bell with a sweet tone. They say it felled an esper. S Snowboard Popular with young people. S Occult Fan A legendary magazine, now out of print. S GF Eden A small model of Guardian Force Eden. S Chocograph A stone slab buried in the forest. S Strategy Guide It is written: "You are now invincible. You've done well." S Al Bhed Primer "Keja so pacd du O, N yht B" is written in cute letters. S Nethicite A gem bearing massive power. If you're lucky, this one is fake. S Aries Recipe Looks like some kind of a recipe. Better take it to a shop! S Taurus Recipe Looks like some kind of a recipe. Better take it to a shop! S Gemini Recipe Looks like some kind of a recipe. Better take it to a shop! S Cancer Recipe Looks like some kind of a recipe. Better take it to a shop! S Leo Recipe Looks like some kind of a recipe. Better take it to a shop! S Virgo Recipe Looks like some kind of a recipe. Better take it to a shop! S Libra Recipe Looks like some kind of a recipe. Better take it to a shop! S Scorpio Recipe Looks like some kind of a recipe. Better take it to a shop! S Sagittarius Recipe Looks like some kind of a recipe. Better take it to a shop! S Capricorn Recipe Looks like some kind of a recipe. Better take it to a shop! S Aquarius Recipe Looks like some kind of a recipe. Better take it to a shop! S Pisces Recipe Looks like some kind of a recipe. Better take it to a shop! S
Name Target Action Probability Protect Powder Warrior of Light BRV Break 21.9% Protect Shard Warrior of Light HP Attack 12.6% Protect Crystal Warrior of Light HP Attack 7.4% Protect Orb Warrior of Light BRV Break 2.1% Magnet Powder Firion BRV Break 21.5% Magnet Shard Firion EX Burst 12.3% Magnet Crystal Firion HP Attack 7.0% Magnet Orb Firion BRV Break 2.1% Recovery Powder Onion Knight BRV Break 21.1% Recovery Shard Onion Knight HP Attack 11.8% Recovery Crystal Onion Knight EX Burst 6.6% Recovery Orb Onion Knight BRV Break 2.1% Titan Powder Cecil BRV Break 21.9% Titan Shard Cecil HP Attack 12.6% Titan Crystal Cecil HP Attack 7.4% Titan Orb Cecil BRV Break 2.1% Luck Powder Bartz BRV Break 21.5% Luck Shard Bartz HP Attack 12.3% Luck Crystal Bartz HP Attack 7.0% Luck Orb Bartz BRV Break 2.1% Amplification Powder Terra BRV Break 21.1% Amplification Shard Terra HP Attack 11.8% Amplification Crystal Terra EX Burst 6.6% Amplification Orb Terra BRV Break 2.1% Gale Powder Cloud BRV Break 21.9% Gale Shard Cloud HP Attack 12.6% Gale Crystal Cloud HP Attack 7.4% Gale Orb Cloud BRV Break 2.1% Bless Powder Squall BRV Break 21.5% Bless Shard Squall HP Attack 12.3% Bless Crystal Squall EX Burst 7.0% Bless Orb Squall BRV Break 2.1% Power Powder Zidane BRV Break 21.1% Power Shard Zidane HP Attack 11.8% Power Crystal Zidane HP Attack 6.6% Power Orb Zidane BRV Break 2.1% Guts Powder Tidus BRV Break 21.9% Guts Shard Tidus HP Attack 12.6% Guts Crystal Tidus HP Attack 7.4% Guts Orb Tidus BRV Break 2.1% Strength Powder Garland BRV Break 21.1% Strength Shard Garland HP Attack 11.8% Strength Crystal Garland HP Attack 6.6% Strength Orb Garland BRV Break 2.1% Healing Powder The Emperor BRV Break 21.9% Healing Shard The Emperor HP Attack 12.6% Healing Crystal The Emperor HP Attack 7.4% Healing Orb The Emperor BRV Break 2.1% Mana Powder Cloud of Darkness BRV Break 21.5% Mana Shard Cloud of Darkness HP Attack 12.3% Mana Crystal Cloud of Darkness HP Attack 7.0% Mana Orb Cloud of Darkness BRV Break 2.1% Destruction Powder Golbez BRV Break 21.1% Destruction Shard Golbez HP Attack 11.8% Destruction Crystal Golbez EX Burst 6.6% Destruction Orb Golbez BRV Break 2.1% Reflex Powder Exdeath BRV Break 21.9% Reflex Shard Exdeath HP Attack 12.6% Reflex Crystal Exdeath HP Attack 7.4% Reflex Orb Exdeath BRV Break 2.1% Allure Powder Kefka BRV Break 21.5% Allure Shard Kefka HP Attack 12.3% Allure Crystal Kefka EX Burst 7.0% Allure Orb Kefka BRV Break 2.1% Oath Powder Sephiroth BRV Break 21.1% Oath Shard Sephiroth HP Attack 11.8% Oath Crystal Sephiroth EX Burst 6.6% Oath Orb Sephiroth BRV Break 2.1% Lithe Powder Ultimecia BRV Break 21.9% Lithe Shard Ultimecia HP Attack 12.6% Lithe Crystal Ultimecia HP Attack 7.4% Lithe Orb Ultimecia BRV Break 2.1% Resilience Powder Kuja BRV Break 21.5% Resilience Shard Kuja HP Attack 12.3% Resilience Crystal Kuja HP Attack 7.0% Resilience Orb Kuja BRV Break 2.1% Crimson Powder Jecht BRV Break 21.1% Crimson Shard Jecht HP Attack 11.8% Crimson Crystal Jecht HP Attack 6.6% Crimson Orb Jecht BRV Break 2.1% Chaos Shard Chaos EX Burst 11.0% Chaos Crystal Chaos HP Attack 5.7% Chaos Orb Chaos BRV Break 2.1% Quickstrike Shard Shantotto HP Attack 10.6% Quickstrike Crystal Shantotto HP Attack 5.3% Quickstrike Orb Shantotto BRV Break 2.1% Time Shard Gabranth HP Attack 10.6% Time Crystal Gabranth HP Attack 5.3% Time Orb Gabranth EX Burst 2.1% Blackcrystal Sliver Old Chaos Shrine 14.3% Demon Soul Pandaemonium 10.3% Sealed Darkness World of Darkness 13.3% Moon Stone Lunar Subterrane 14.3% Voidshard The Rift 12.3% Magicite Shard Kefka's Tower 13.3% Materia Planet's Core 14.3% Time Warp Ultimecia's Castle 12.3% Mallet Ultimecia's Castle 1.1% Star's Core Crystal World 11.3% Moonflow Dream's End 14.3% Order of Emptiness Order's Sanctuary 12.3% Entropy's Birth Edge of Madness 10.1%
What attacks or mechanics do you desire to be preserved in the in the arcade version?
For Light: Thunder & Watera must maintain themselves, I need my Poko & Bob (though I think a video showed Thunder being like Lickidy-Split Thundaga).
For Prishe: Custom brave options with ridiculous combinations please. And some more taco references like a Spicy Fire-Breath attack.
For Exdeath: This guy still needs to be able to block everything.
For Gabranth: I demand this guy say even more ruthless stuff, "You miserable wrench" must be topped.
I haven`t watched the Arcade videos lately, so I might be behind on some facts. I haven`t played XI either, so I`m unfamiliar with Prishe's affinity of tacos.
I was creating a ghost card for some Tome grinding the other day & was curious to how the game defines rank. All my characters are 'SSS' 'cept for Empy,Kefka & Prishe. It probably involves play time & win rate, but does other factors like opponent difficulty or HP damage per fight factor?
Terra's Guide to Lightning as you know her
Lightning is a diverse character with a lot of options and safe Brave attacks. Her assist building is top end with thunder, and the advanced techniques surrounding the move, as well as watera and blizzara. she's very safe in ravager and hard to punish. Watera (who shall henceforth be known as bob) is a great offensive and defensive tool, used to block projectiles, zone enemies, pressure opponents and force favorable situations. Bob also can save you too. Bob's also a traitor. Thanks bob.
Pros: Strong braves Some of the best EX gen Great punish tools Strong pressure game Safe Strong EX burst Cura to increase brave Combos well with all meta assists One hit HP move Difficult to block Double aerith combo Army of one reflects medium priority projectiles and staggers guard +1 attack in commando
Cons Low Damage without damage build Easily assist punished Unreliable HPs outside combos and blocks Struggles against campy characters Solo ravager HP combos are unreliable Can't cover dodges No reliable ground poke Due to priority on air game, HP link is situational at best.
I. Why play lightning?
Other than the fact that Lightning is top tier, and good at countering several high tier matchups or going even with them, Let me tell you why Lightning is so amazing. Lightning is a character with so many tools and options in just ONE of her three paradigms that it can be easy to forget those options if you aren't a season Light player. She has a tool for almost any situation. Her braves are strong, watera, and blizzara both comboing into other attacks (more on that later), thunder being one of the best braves in the game utility wise, and army of one staggering and initiating chase for those sweet, sweet Aerith combos. Bob will also sometimes save your life, be it killing an enemy assist, hitting an enemy out of a crucial attack, or even sometimes hitting YOU out of crucial attacks. Very few characters have that kind of safety net, and the ones that do tend to be a high tier, and very hard for melee only characters to approach safely.
Medic as a paradigm is generally untouched, but Cura is a great brave to have equipped if you need to avoid getting broken, or generally just don't want to chase after your opponent after knocking them away. Regaining brave for basically nothing is a huge boon to have in those really campy match ups like emperor or exdeath.
Commando as a paradigm is also rarely touched, and is touched for the purpose of comboing or getting extra damage through it's +1 attack while in commando, great for finishing off those combos with a slightly bigger bang. Another use for commando is breaks, when you block an opponent you can swap to commando and deliver them your almighty smite straight into the ground where the dirt belongs. Bonus points because you can get a combo off of it for even more smitey justice! or a thundefall. that works to I guess. All in all Commando's main use is that crispy damage, and those spicy combos.
Overall Lightning as a lot of tools to keep her safe and punish the fools that would call her foe. If you like a character that's easy to pick up and go, but hard to master all her subtle nuances, Lightning's for you!
as far as meter gain goes, Lightning excells. She builds assist incredibly fast, and has some of the best EX generation in the game, meaning that she's very capable of putting static pressure on her foes and forcing them to stay docile, for fear of the crispy EXR. Her EXR game is fairly weak in reality, but the best combo seems to be double smite into thunderfall, which can combo into assist. but works best at low ground. that being said her EX burst is incredible, doing a lot of damage and being fairly easy to pull off, you can break a lot of players at around 600 brave running the damage oriented build.
Her HP game is fairly weak. Your best chance of getting HP hits are assists. Barring that, blocks into crushing blow are your second best option, and finally, inconsistent ravager combos into thunderfall, or catching a person blocking watera with thunderfall make for good options.
Lets just talk about Thunderfall real fast. Thunderfall is a tool that you'll see divided amongst great lightnings and bad lightnings. Great lightnings seldom use the attack but when they do it's going to punish you hard. It punishes so many things, but is in turn easy to punish. A great lightning will punish your Lord of Arms with it, Your air flares with it (on prediction, never reaction), your thunderfalls with it! Yes, thunderfall punishes itself! GLORIOUS. Thunderfall is a great punish move, but using it in neutral comes with very significant risk, as many characters can punish it in turn with their own HPs if you miss. It's also assist punishable, so there's that. still an invaluable tool in select matchups, and firion/emperor's worst nightmare.
A good way to think of Thunderfall is a High priority blizzara with the added benefit of punishing ground dodges. This move is powerful, but use it wisely, or it will be your downfall.
II. Lightning's slower than it looks
0 D.Chaos/F.Chaos (EX mode)
1.5 Tidus (EX mode)
2 Prishe (EX mode)
2.5 D.Chaos/F.Chaos > Onion Knight
4 Tifa = Zidane = Tidus (Normal) = Gabranth (EX mode)
5 Cecil (Paladin) = Squall = Jecht = Prishe (Normal)
6 WoL = Bartz = Shantotto = Vaan = Lightning
7 Golbez > Cloud = Yuna > Kuja
8 Emperor > Firion = Kain
9 CoD > Cecil (Dark Knight) = Sephiroth = Laguna
10.5 Garland = Gilgamesh > Terra
Slowest This is a WALKING SPEED chart. She pairs up similarly, but with minor differences in other aspects of speed. Note that lightning's dash speed is the fastest outside of EX mode due to her exclusive. Good to deal with really fast characters. Thanks Wheelz for the information.
According to the speed charts, Lightning is actually somewhere in the middle of the pack. Slower than a lot of popular characters, but not so much slower that she can't keep up the pace with them when she really needs to. This is fine for us because when it comes right down to it we don't care if we're in their face or not. We have tools for everything.
III. My blade will fix this - Tools of the trade
Blitzs is a melee mid priority move that has lightning dashing forward in an AoE around her, and firing a shot back at the opponent when she passes through. Blitz hits two times and wall rushes for decent damage, and can be used to catch an opponent off guard at the start or whenever you drop to the ground. I highly recommend equipping blitz for it's utility, though it wont be used very often.
Launch is a three hit Slashing attack that is melee low and wall rushes. It's generally hard to land due to it having about the same range as smite, and similarly slow startup time, but when it does land it's better to combo into it's HP link, Flourish of steel than actually finish out the attack. Keep launch equipped for those times when you want to be crispy, but don't expect it to land very often.
a fairly easy to block Ranged low attack that creates a small explosion that's ranged mid. It's easy to block before it explodes, but should it explode and hit your opponent, it launches them into the air. Not very useful, but decide for yourself if you want it or not.
Smite is your all purpose damage tool. And by all purpose i mean it only serves a single purpose. Lightning swings her sword twice, and on hit will "smite" the enemy back to the ground. use it on block or in combo's to do brave damage and wall rush, strong contender for EXR combos. Don't throw it out often in neutral unless you're looking to punish something.
Lightning fires three shots from her gun before tackling the opponent head on. Not a very useful skill but can be mixed in to neutral for some extra damage, good at catching dodges when you're in commando. Keep it equipped, but don't expect it to be your BnB
A weaker version of Ruinga but you can launch three of them now. Initiates chase, so that's cool I guess.
Launches three fire balls, that start slow but pick up speed rapidly. Decent for pressure when inside thundaga, but generally easy to block.
Aerora is cool. It launches a single fast moving projectile that deals multiple hits and knocks enemies into the air. Can combo into assist for bonus points, but not much else here. Fairly useful attack to catch landing lag and punish dodges.
All purpose electrical shield. Protects you from most melee and ranged attacks baring any HPs, but even if they connect, the chance of them getting broken by a bolt is high. Thundaga is great to sit inside and throw out your ranged HP, or fire, or aerora. It's really hard for some characters to pressure a lightning in her shield of insanity.
Army of One (ground version)
Don't bother with this multi hitting melee mid ability. The air version is used more, and having the ground version over fire or aerora is silly, you're not on the ground to be aggressive. Turtle more.
Good ol' bob. Bob is my long time friend. Bob is your long time friend. Bob is a bad friend. If you've ever liked being chased by a slow moving man down a subway train station out of fear that when he reaches you he's just going to explode and launch you into the ever loving arms of Sir manthong the ball fondler, You've probably met bob before. Bob is a slow moving melee mid projectile that persists through damage (meaning if you hit light it doesnt go away). Bob is a cornerstone in lights gameplay, You block it she can punish, you dodge it she can punish, you get hit by it she can combo. Bob is great pressure because other than reflecting it with melee highs she has a tool for dealing with it.
Also there can be two bobs. Bob's twin brother came to town because you reflected bob. Now Bobs twin brother is here, and I've got bob back on track, so have fun dealing with the dynamic duo of terror!
Use bob as you see fit. Use him for pressure, use him for combos (but mostly pressure), use him and his twin brother for shenanigans (but mostly pressure.) bob is a consistent pressure tool that can be used offensively, or defensively to keep characters from getting to you, block low ranged projectiles, and be generally a nuisance to your foe. Bob can combo into thunderfall, and at certain ranges thunder as well. Bob also can combo into blizzara if you predict the hit. Bob is truly a cornerstone in our gameplay. Just be careful what you say to bob. Bobs a spiteful bastard and he likes to attack his mean friends.
Bob can also save you, or your enemy, so be mindful of his positioning. If you're being hit by an assist and bob is right by you, it might be worth letting bob come to the party. He's indiscriminate about who he blows up on, and his original target doesn't have to be the end result. Even an enemy bob can save you, as he can knock YOU out of combos too! sometimes he'll interrupt you though, so be careful. Bob's never been good at waiting his turn.
Our bread and butter, Thunder. Lightning almost instantly fires a thunderbolt out in front of her, and if it hits she can soot two more and lead into chase. Perfect for assist combos. Perfect for building assist. Huge ammounts of EX generation. Super safe, reliable, and unpunishable on block. Nearly perfect. Use it to hit enemies. Use it to hit air. Use it to not hit enemies. Use it to make enemies wish lightning was balanced.
Thunder is an impressive ability that can be used for a multitude of different things. It hits enemies above you with the tip, and has really good cooldown, allowing you to dodge almost immediately after using it, or even use another. There's some advanced tech we'll discuss further down the guide that pertains to this ability as well.
Blizzara is a great tool to use. Assist punishable, but strong. Blizzara pulls enemies close, and if they're caught in it's AoE they take two hits of damage and are flung back. The second hit always comes out regardless of if the first hits, and can still hit the opponent in this case.
Use Blizzara to interrupt abilities such as Genesis rock (be below him) or to dodge punish in the air. It can't reliably combo into much, and only assist combos on a wall or ceiling, but it's a great pressure tool.
We'll talk about some advanced tech pertaining to timing and placement of blizzara and the effects on what you can do with it further down in the guide.
Army of One
We swap Blizzara out for Army of One in matchups that favor it more. Melee mid priority which means it reflects stuff like your own watera, and staggers brave attacks, This move is great. It dodge punishes, it block punishes, it punishes poorly placed braves, and even on stagger it continues the full chain of attacks. Can be combo'ed into aerith, and at the ceiling (and with the adamant chains set) can be dodge canceled to combo into thunder. Very useful tool but easy to punish as well.
We'll talk about the magic link glitch and what it means for Army of One later on in the guide.
Cura is the only medic ability you'll ever equip. It's just a better version of cure, time it properly get brave. useful when you've knocked opponents away, or when you're low and want to avoid that break. Not much to this paradigm or this ability. Just use it wisely.
The big purple circle that doesn't even look natural. Razor gale is a single hit HP attack, where lightning throws out a large projectile with decent tracking. Good to toss out for pressure when in your thundaga.
Great attack to hit dash ins with. Lightning lets out a field of lightning which does brave damage and then another set for the HP. When you're on the ground this can be a good choice if they're being to aggressive.
flourish of steel
HP link from launch. use it every time you land launch, which isn't often.
Another one hit HP attack, Assist punishable but very reliable to catch dodges, and combos into aerith if you know you're going to hit. Works for double aerith HP combos. Use this on block for free damage, and combo into aerith or Kuja.
I love this move a little TO much. Don't spam this easily assist punishable beast, but keep it in the wings for punishing long HPs, catching dodges, and catching people who block your watera. Silly fools, they think Bob would betray me? (he would). It also combos off of watera, and blizzara, but we'll talk about that a little bit later.
III. Enjoy the view! - Lightning gear and what it means to you
Lightning doesn't have a lot of Viable options for her sets. She either runs EX heavy with damage, EX heavy with depletion, or core heavy. Side by side is not included in any of my sets.
1. The EX depletion set
You run this set to get as much EX and deplete as much as you can. The general plan for this set is high booster level with dismay shock and battle hammer, your usual EX gear including glutton and tenacious attacker, heavens cloud and the lufienian set of your choice dependent on Matchup. Use this set when you don't want them to get EX, or when you need to keep their assist down. They'll have to switch out on every HP hit or suffer the consequences!
2. The EX Damage set
This is my preferred set of choice. You run the usual EX gear with your lufenian set, and weasel in some damage accessories to make up for your lack of damage. Take lufienan gear that ups your attack as much as you can, and throw in the rings to make this set a force to be reckoned with. You can skip tenacious attacker and glutton, as the preferred assist for this set is aerith, meaning you'll be initiating plenty of chase.
3. The core build set
Strengthen that core! No really, increase core spawn rates and what you get from them. Abuse campers by out camping.
IIII. You can't do it alone! - assist guide for the assistance impaired
Lightning works well with most assists due to the way her braves work, and her HPs work, but for simplicity we will only be talking about two, and those two will be Kuja, and Aerith. Jecht is a viable alternative for depleting EX as rapidly as possible, and combos in much the same way as Kuja does, but with ground rushes. As such we will not be discussing Jecht, as I find him to be inferior to Kuja in almost every way but damage and depletion.
We'll talk about the combo king first. Kuja has a lot more damage potential than Aerith (obvious) and combo potential than aerith (also obvious) but lacks safety. Kuja combos usually include the first two hits of smite, into thunderfall.
If you manage to land a ground rush (via thunderfall or smite) ground assists include the entire Smite combo into thunderfall for added damage. Kuja depletes EX and does damage which is really his only boon over aerith, as aerith can combo off anything he can and more.
You can however, use the force symphony assist from Thunder to bypass two bars of assist, which will lead into a chase.
The worst part about running Kuja is how hard he is to protect. Lightning doesn't really have a tool that can protect him in the same way that squall or cloud does, he can be very hard to protect and that makes him a hard choice. Kuja is your alternative to Aerith in sets where you want to deal EX depletion, but you should only pick him when neccessary.
I would call aerith the queen of mean if she wasn't so damn nice. Aerith's difficult to lock, easy to use, a magic based assist (meaning two bar assist change wont lock her), and allows for EX absorbtion through chase combos. What this means for lightning is that she can combo off of all of her air normals except for blizzara (blaze rush and smite wall rush only, watera difficult), into one of the safest assists in the game, and on many of those combos, gather up all that crispy EX force. No tenacious or glutton needed!
Aerith is a very strong assist for lightning because she compliments her oppressive playstyle by saying "you'll never lock me, I'll lock you first"
Lightning also has a double aerith combo in crushing blow > crushing blow. This means that a full combo might look like, Smite > aerith assist > crushing blow > aerith assist > thunderfall. I don't have to tell you how amazing that is. We've all fought zidaerith, being his mini me is no easy feat.
Aerith' overall compliments lightning's playstyle by allowing her to get crispy EX force without effort, and keeping her on the offensive without risking an assist lock. She compliments her defense just fine as well.
The downside to Aerith is that her ground assist is generally useless. Just a heal, it does nothing to benefit you that you can't do yourself, and means you can't combo into assists from the ground. Rip Aerora.
her level two assists are great tools as well, though situational. Planet protector can be used to save you from a big hit if you know it's coming, and holy can be a pain for some characters to deal with while they still need to deal with you. Generally I don't use them but they have a use.
Someone actually brought up a good point about this assist. Yuna is a great punish assist vs matchups like firion, and is worth taking over Aerith in these matchups. She's basically an inferior Aerith in most MUs, but has the ability to punish, which makes her more useful in matchups where assist punish can come in handy. Combo with thunderfall by dashing in while she does her attack.
Thanks to VII for the info.
IV. Cocoon - Stage break down
Due to the current competitive scene I will ONLY be covering stages that are allowed in competitive play.
Most Flat stages without much in them are going to be rated 4/5. Lightning prefers these medium sized stages where she can setup her game and put pressure on at the same time. WoD is a bit larger, but serves similar purpose. She might struggle more against campy characters due to the stage size, So this is only a 3.5/5 for the time being, but she definitely doesn't suffer to hard.
This is my preferred stage to take lightning,to, It's just big enough for her to set up but small enough that it makes campy characters easier to chase down. Lightning likes these mid sized stages because they offer her the ability to do as she pleases in the MU's she can, while giving her room to be campy vs campers, and offensive vs others.
Sky Fortress Bahamut
I personally love this map, I think it's awesome, but the rails make it a bit more of a pain for lightning to catch certain campy characters, and the banish traps can mess up smite if you happen to land it. Usually not a big deal, still an awesome stage for her, Worth going to if they ban top floor,
Pretty average wide stage. Its not bad for lightning but not particularly amazing either. Games might go in others favor, due to stage size and the ability to run, so it's 3.5/5
Old Chaos Shrine
I don't like this stage for lightning at all, It's super campy until you destroy the ceiling, and even then it can be campy. Getting to EX cores is just a chore and the map is made in such a way that at some point the gigantic hole in the center keeps your thunderfalls and smites from ground rushing, which wouldn't be such a problem, but it's also a wide stage. Your best option in this stage is to run with aerith assist and just do the Crushing blow combos unless you get close to a wall. Be prepared to be camped out on this stage.
Fairly decent stage, but the ridges hurt Kuja assist. The stage is low ceiling so thunderfall almost always rushes, it's long but short so you may get camped a little, but it's still a reasonable stage to go to, and can be quite fun too.
Don't get me wrong this stage isn't all that bad. I just rate it lower because a lot of campy characters, and even aggressive characters, make this stage their *****. Lightning has the tools she needs to use this stage to her benefit, but others have way better tools. don't CP this stage, they'll just pick someone who can abuse the small area.
This stage is weird. You can land most stuff as a wall rush, but otherwise it has banish traps at the bottom. Not a lot of room to ground camp so it can be a viable counter to some characters who cant put up with it, but I reserve it as a counter stage mostly.
another big stage with minimal ground, but this one is more suited to lightnings talents with a way better chance of wall rushing and ground rushing. Counter ground based characters here.
Edge of Madness
this stage is a special snowflake. It's super small, but it doesn't give huge benefits to campy characters, in fact it's tall enough that I can still avoid most stuff just fine. This stage is a 1/5 in select MUs but I'll leave it at 4/5 for the time being.
V.Who are you watching? - Advanced tech
In this section we'll be covering some advanced combos and tech that you an use to take your lightning to the next level.
This tech will include stuff as simple as movement tech, to as difficult as comboing off of blizzara and anything inbetween.
1. Tech pertaining to thunder or various aplication
Free fall thunders.
Free fall thunder is a spacing technique which is done by pressing any direction of movement after using thunder. This will put lightning into a free fall state almost instantly after the cooldown on thunder, allowing her to drop down and hit a target, or avoid a punish. This is especially useful in the firion matchup to avoid straightarrow, and as a general spacing technique to get yourself where you want to be for your next attack. This technique's application can make the difference between a good lightning and a great lightning.
This technique is important for a lot of reasons beyond positioning. It builds assist as the second fastest method of assist building in the game (to my knowledge) so learn to use it wisely!
Mixing up free fall thunder is important. Sometimes it's better not to free fall it. During many of my sets I've discovered that doubling up on thunder, while not getting my assist, might save me from a dash in, or blocking even. Free fall thunder is pressurable, but remember how many tools you have and use them to your advantage to win the game vs pressure!
Thunder circe dodge
Circle dodges aren't exactly advanced tech, but they seem to be ignored by a vast majority of the player base. Circle dodging includes rotating the analog stick very quickly while dodging, instead of holding a direction. There are two affects to this depending on how fast or far you rotate the stick. First, lightning will do a half circle dodge, where she moves forward in an arc. This technique is good for punishing wiffs on stuff such as shield of light, or delta attack, from behind, Or getting out of the range of an Air circle to punish it.
The second application of circle dodges is a full circle dodge. This dodge will very quickly return you to the original place of the dodge, while still in I frames. This technique can mean the difference between punishing a poke and not punishing a poke, and I suggest learning how to use it.
Thunder has an incredibly short cooldown. Like, its so short that you can almost never be punished for using it in neutral unless they're dashing at you and they manage to push you out of it and hit you with a poke. You can do anything out of thunder, even free fall, so why not block? Thunder blocking could mean you get a free HP when they try to match you in neutral! They can't match you in neutral. Nothing is as fast as lightning. We strike in an instant and then we're gone. Probably to build assist.
Less advanced tech, more humorous shenanigan, Enemies who block your thunder beware a second thunder! Yes. Thunder is so safe on block you can punish the block with thunder. If they try to save their pitiful selves with a poke attack, well, to bad for them. even stops nightglow in it's tracks. (may not work against abilities like turbo hit, may not work on squall. doesn't work against magic absorb abilities such as Air Circle) Use caution when trying this. sometimes you can still be punished.
2. Tech Pertaining to thunderfall
No really, we are. Always followup your assist chases with a commando enhanced thunderfall. It seems basic but that swap can be hard for a new player to remember. It does one extra point of damage on every hit, and we're all about that min max here.
As I mentioned earlier, Thunderfall punishes all manner of attacks from emperor's flares (on prediction) to Firion's lord of arms (on reaction). Did you know Thunderfall also punishes dodges? it does. It does everything but keep lightning safe from the clutches of deadly assists. Learn what you can and cant punish with this beast. master it's range, and people will be scared to throw out their long attacks, For fear that you did indeed, bring the thunder.
3. Tech pertaining to magic glitches
Did you know you can magic glitch Army of One?
Try it. It's not generally useful, but if you hit with our dear friend bob while in the process of using army of one, you can get a very slight range increase at the cost of damage, against walls and ceiling. This tech can be useful for cinching out that aerith assist, but is generally less useful when using Kuja as you could just combo off watera on reaction. Try it some time, Learn the range, and it might benefit you.
4. Tech pertaining to specific range combos
ENJOY THE VIEW
This is hard to pull off, but you can combo thunderfall off of both watera AND blizzara! Cool huh? Well it's not that easy. First, for watera, you have to use it right as they get hit meaning it's the ultimate prediction. Luckily if they dodge or block you can still catch them but it doesn't look nearly as cool.
It gets hard at blizzara. Blizzara is a strange combo tool, because usually it doesn't combo at all, and trying to practice these you might think "but Terraaaaaa, Blizzara can't combo at all!"
THATS WHERE YOU'RE WRONG GET BACK IN THE DOJO.
Blizzara will combo into thunderfall only if you've already dodged before it hits. That is to say the suction caught someone and you can use blizzara just as the last hit goes off. Otherwise it won't land. It's one of the most position based combos I've encountered because of the requirement for this delayed hit and the range of thunderfall.
HI! HUH ! HYAH!
Blizzara also combos into thunder for those spicy assist combos! They always look good, and everyone wonders how you did them! Well I'll tell you how!
Blizzara is very much a range based ability. There's two ways to do this combo. Either use the original delayed version like with thunderfall, and simply do not dodge, but dash, and it will work, OR, you can use it at a closer range, where you are above the opponent, and you can do it even if you landed it immediately! Though much harder to do than the delayed version, it's well worth the risk in some cases, such as punishing attacks. Use cuation during this technique as it will put you in a precarious situation close to your foe. Judge the neutral before attempting to pull it off.
This works better at the ceiling.
Water you waiting for?
An easier combo, but still range specific, is Watera into thunder! This is useful for that extra damage, or if you're using aerith assist, as getting an aerith assist off of bob can be hard. This combo allows you to maximize damage and still get that assist by dashing forward at the point of contact and catching them with a thunder. It looks flashy and it is! you just need to be close when bob does his explody thing, or it wont work.
Why is this water frozen?!
I couldn't think of a better name.
Bob gonna hit? you in the right range? why not get EXTRA crispy... or the opposite, and freeze them in place! Time it right and bob will hit them right into a freeze trap of death and destruction! You lose your ability to assist combo but gain that mental edge. "Did he really just do that? Oh man this guy knows his stuff." The first minute of a fight isn't about winning, it's about sending a message. A message that you're going to win. It's about winning.
I chose to include this under specific range because it IS a specific combo.
If you have a two bars of Aerith assist, and you catch them in one, Try the double crushing blow combo. Not only does it make them hate you as much as we hate LXD on Tuesdays, It makes for some crispy extra damage. About 1200 of it to be precise. This combo can be hard to pull off but it's arguably easier than the zidaerith combo, so give it a shot. Maybe you can be a casual too!
Magic glitched Lightning strike
This is... a less ranged specific, more situational combo but it's very important to keep track of.
Every once and a while, especially while using Aerith, and sometimes without, You'll come across times when your watera would interrupt flourish of steel. This usually means you cant get off your damage. This can happen when you block on the ground, or when you land an Aerith ground rush combo with Thunderfall or Smite.
In these situations it can seem like your only option is Gale. Well Gale kind of isn't your most optimal choice in those situations, because if watera hits you'll miss.
The solution is Magic glitch! So the trick is, as soon as watera's about to hit or hits, use lightning strike. Your watera will hit and Lightning strike will miss, but because of the link glitch, the second strike of the attack hits regardless within range.
Particularly useful for lightning, because it helps her reliably land HPs.
5. Tech pertaining to commando
Flourish of steel. A move that would have been great on smite, but ends up subpar on launch because of the ground requirement. Honestly I hardly get to use this badass looking attack that assist combos against walls. I only end up using it to punish stuff like nightglow, or glare hand in the golbez matchup, and while there's still more use for it it's not often that amazing. Let me tell you though, Pair this with omni ground dash + and suddenly you've got a potent tool to punish anyone who tries to play their meager ground game. (firion need not apply. We have thunderfall for you)
Use it on blocks, use it on punish, Use it randomly to spook them. But don't use it to much. You shouldn't see this all the time.
PEW PEW PEW
Blaze rush is unique in that it's niche is being a shittier army of one. If you're not in ravager and you want to do everything an army of one does but worse, use blaze rush! it doesn't reflect projectiles, and it doesn't chase, but it DOES punish dodges and blocks and it DOES wallrush, meaning you can assist combo with it. Good mixup tool on the wall if you want a spicy reset after your combo.
I think I'm getting dizzy.
Lightning seems to have a bunch of weird priorities. For example, she can dash at you on the ground and clash with most braves, and then shoot you in the back of the head. Real women don't need to fight you head on. They just need to Bull rush you until you cant see straight. Apparently.
Use this at the start of matches to scare opponents or clash. It's a good move to use out of thundaga. It's not exactly advanced tech, but using commando at all anymore is so foriegn that I thought I'd put this here.
If you're good at timing stuff, smite combos into a lot of kuja's stuff. If you do it right you can combo the first hit into the air assist. You can even combo the whole thing into the ground assist. Switching to commando after calling assist should be mandatory at this point, just to combo, but also for that crispy +1 attack.
VI. Points for trying.
Thank you for taking the time to read this guide. If you're gonna give lightning a try, Good luck! she's very fun to play and definitely rewarding to learn and master. I wouldn't call myself a master yet, but I'm getting there. We can learn together! Maybe you can even teach me something!
RDF for teaching me a lot of the subtle tech during some lightning dittos. And also for being a badass. Thanks RDF.
Muggshotter For discussing the guide with me, and talking about tech and move analysis. Also gave me a crispy chart for damage numbers and priority
The Crispy Crew You know who you are. Stay frosty fellas.
Wheelz Dude's a G. nuff said.
LXD I say I hate playing you, and I do... but i do get a lot of thought out of it, and you're a G. thanks for putting up with my shit friend.
TKG for reviewing and helping me add missing content and fix existing content.
Ujbhn for the frame data chart
All the people I played to learn this mountain of a character do you guys think lightning would be upset at me for referring to her as a mountain? probably.