Lv: | 140 |
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HP: | |
MP: | |
ATK: | |
DEF: | |
AGL: | |
WIS: | |
Move: | |
Weight: | 50 |
Weaknesses: | None | / | |||||
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Resistances: | |||||||
Resistances: | |||||||
Abilities | ||||||
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Level | Type | Name | MP | Element | Range | Description |
1 | Super Charge | 0 | Self |
Restores a moderate amount of the user's MP and raises Tension for 1 turn (Times usable: 3) |
||
31 | Darkonium Light | 56 | 1-3 (incl. self) |
Heals a major amount of HP and removes some status ailments for 1 ally | ||
52 | Darkonium Ray | 111 | Fan (Long) |
Deals major martial damage (255 base potency) to all enemies in area of effect |
Base Perks | ||
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Level | Name | Description |
1 | DEF +20 | Raises max DEF by 20 |
1 | AGL +20 | Raises max AGL by 20 |
1 | Hard Metal Body | Reduces damage taken by 45% and raises ability MP cost by 30% |
110, 120, 130, 140 | Darkonium Ray potency +2% | Raises Darkonium Ray potency by 2% |
Awakening Perks | ||
---|---|---|
Awakening | Name | Description |
1 | High Minded | Action start on odd turns until turn 10: Raises AGL and martial potency/recovery for 3 turns |
2, 4 | All Element Res +5 | Raises resistance to all elements by 5 |
3 | Crimson Brilliance | When attacked by enemy: Heals 10% of the user's max HP |
3, 5 | Darkonium Ray potency +5% | Raises Darkonium Ray potency by 5% |
5 | Max HP +100 | Raises max HP by 100 |
1, 2, 3, 4, 5 | Stats Up | Raises HP, MP, ATK, DEF, WIS and AGL by 5% |