Torneko

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

Leader Perk:
ATK +10%

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

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

1st Action Abilities
Level Type Name MP Element Range Description
1 Opening Time Prep*
28
Self
Raises the user's AGL, physical and martial potency/recovery for 3 turns
33 Heated Flail of Destruction*
111
Front
Deals major Sizz-type physical damage (330% potency) to all enemies in area of effect, often lowers DEF for 3 turns
52 Astraea's Abacus 98
1-3
Applies Locked-On to 1 enemy for 3 turns, with this effect bypassing reflecting status changes, then deals major unreflectable physical damage (410% potency) to 1 enemy
80 Golden Oldies 128
Front
Deals major martial damage proportional to ATK to all enemies in area of effect 6 times
Turns needed: 2 (Times usable: 2)
2nd Action Abilities
Level Type Name MP Element Range Description
1 Closing Time Prep*
28
Self
Raises the user's physical and martial potency/recovery, and reduces damage taken by 20% for 3 turns
Can only be used on 2nd action
10 Tessie's Packed Lunch*
48
1-2 (incl. self)
Heals a major amount of HP for 1 ally
Can only be used on 2nd action
20 Freezing Puns*
100
Rhombus
Deals major Crack-type martial damage proportional to ATK to all enemies in area of effect, occasionally stuns
Can only be used on 2nd action
30 Gone an' tripped up again!*
40
1-2
Deals minor physical damage (110% potency) to 1 enemy, always results in a critical hit
Can only be used on 2nd action
Base Perks
Level Name Description
1 Max HP +30 Raises max HP by 30
1 Max MP +15 Raises max MP by 15
1 Legendary Merchant*
Performs 2 actions in one turn
Abilities switch on the 2nd action
1 Marketer's Power Shield*
Heals 50% of max HP when the user's HP drops to 70% or less, up to 2 times per battle
This perk can be triggered when the attack is from an ally
110, 120, 130, 140 Physical Potency/Recovery +2% Raises physical potency/recovery by 2%
110, 120, 130, 140 Martial Potency/Recovery +2% Raises martial potency/recovery by 2%
150 Ability Potency/Recovery +2% Raises ability potency/recovery by 2%
Awakening Perks
Awakening Name Description
1 Quest for the Legendary Weapon*
Battle start:
Raises Move for 3 turns

Action start on odd turns until turn 10:
Raises ATK, DEF, and AGL for 3 turns, removes some status ailments
2 Zam Res +25 Raises Zam resistance by 25
3 Protective Robes*
Battle start, action start, or when revived:
Reduces damage taken by 30% if the user's HP is 50% or over
3, 5 Physical Potency/Recovery +5% Raises physical potency/recovery by 5%
3, 5 Martial Potency/Recovery +5% Raises martial potency/recovery by 5%
4 Frizz Res +25 Raises Frizz resistance by 25
5 Instant Oomph Battle start:
Greatly raises ATK for 3 turns
1, 2, 3, 4, 5 Stats Up Raises HP, MP, ATK, DEF, WIS and AGL by 5%