Wight Bulb

Return to Unit List
Lv: 140
HP:
MP:
ATK:
DEF:
AGL:
WIS:
Move:
Weight: 35

Leader Perk:
Enemy Zam-type Res -10%

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

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

Abilities
Level Type Name MP Element Range Description
1 Bad Attitude*
24
Self
Grants the user Zamforce for 3 turns
18 Healing Wave 45
1-2 (incl. self)
Heals a moderate amount of HP for all allies in area of effect
42 Wight Bellow*
106
Rhombus
Deals major Zam-type martial damage (210 base potency) to all enemies in area of effect, occasionally paralyses
Base Perks
Level Name Description
1 Max HP +20 Raises max HP by 20
1 Max MP +10 Raises max MP by 10
100, 110, 120, 130 Wight Bellow* potency +2% Raises Wight Bellow* potency by 2%
140 Ability Potency/Recovery +2% Raises ability potency/recovery by 2%
Awakening Perks
Awakening Name Description
1 Move +1 Raises Move by 1
2 Zap Res +25 Raises Zap resistance by 25
3 Instant Damage Guard*
Battle start:
Grants a barrier that reduces damage taken by 20% for 3 turns
3, 5 Wight Bellow* potency +5% Raises Wight Bellow* potency by 5%
4 Bang Res +25 Raises Bang resistance by 25
5 Wight Flower Garden*
Action start until turn 3:
Triggers Wight Flower Garden*
(Wight Flower Garden*: Generates spaces in large rhombus area of effect that reduce damage taken by 10% and raise damage dealt by 10% for 3 turns for allies (incl. self) on those spaces only)
1, 2, 3, 4, 5 Stats Up Raises HP, MP, ATK, DEF, WIS and AGL by 5%