Astral Rabbit Milly

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Lv: 150
HP:
MP:
ATK:
DEF:
AGL:
WIS:
Move:
Weight: 60

Leader Perk:
Hero & Beast Martial Potency +20%

Weaknesses: /
Resistances: /
Immunities:
Family/Subfamily: / Role: Element:

Note: All perks/abilities denoted with an * are using unofficial translations

Abilities
Level Type Name MP Element Range Description
1 Heart Snipe*
47
1-3
Deals moderate martial damage (80 base potency) to 1 enemy, often charms
33 Bunny Catch*
120
Fan
Deals major martial damage (260 base potency) to all enemies in area of effect, pulls them up to 1 space closer, occasionally paralyses or stuns
54 Twinkling Stars*
134
1-3
Deals major surehit Bang-type martial damage (220 base potency) to all enemies in area of effect, often lowers Beast Res for 3 turns
82 Crushing Heel*
92
1-3
Deals major Zam-type martial damage (400 base potency) to 1 enemy, ignores some Light Damage Res, cannot be redirected by Selflessness
Turns needed: 2 (Times usable: 2)
Base Perks
Level Name Description
1 Max HP +30 Raises max HP by 30
1 AGL +20 Raises max AGL by 20
1 Astral Rabbit*
Battle start:
Reduces damage taken by 50% 1 time only for 99 turns

Before HP hits 0:
Preserves HP at 1, up to 2 times per battle
This perk can be triggered by poison, special effect spaces, ally attacks, and reflected attacks, as well as counterattacks, follow-ups, and other attacks or effects triggered by perks
110, 120, 130, 140 Twinkling Stars* potency +2% Raises Twinkling Stars* potency by 2%
110, 120, 130, 140 Crushing Heel* potency +2% Raises Crushing Heel* potency by 2%
150 Ability Potency/Recovery +2% Raises ability potency/recovery by 2%
Awakening Perks
Awakening Name Description
1 Lucky Bunny*
Battle start:
Greatly raises AGL, martial potency/recovery, and evasion rate for 3 turns

Battle start:
If there are 4 or more Hero or Beast allies (incl. self) in the party:
Raises evasion rate for 3 turns
Raises damage dealt for all allies (incl. self) in the surrounding large rhombus for 3 turns
2 Sizz Res +25 Raises Sizz resistance by 25
3 Light of Protection*
Battle start, action start, or when revived:
Nullifies some status ailments if the user's HP is 70% or over
3, 5 Twinkling Stars* potency +5% Raises Twinkling Stars* potency by 5%
3, 5 Crushing Heel* potency +5% Raises Crushing Heel* potency by 5%
4 Zap Res +25 Raises Zap resistance by 25
5 Rabbit Charm*
Raises max AGL by 40
If there are 4 or more Hero or Beast allies (incl. self) in the party:
Raises max AGL of all Hero or Beast allies (incl. self) by 20
1, 2, 3, 4, 5 Stats Up Raises HP, MP, ATK, DEF, WIS and AGL by 5%