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** Mariel is the first of the 5-star healers, and was the go-to character until other competition arose. She still stands out with some of the best healing numbers, with a dash of RegeneratingHealth on top so that she doesn't have to spam healing all the time. She also gets Aurora Force, a potent but short-lived magic defense buff. Her offense is lacking, but it's NonElemental so she fits into almost any team. Her Manifest Weapon further enhances Pure Cradle's healing and adds a side of MP restoration, and lets her Holy Burst bestow {{Critical Hit}}s to your mages to close off the inverted LinearWarriorsQuadraticWizards gap.

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** Mariel is the first of the 5-star healers, and was the go-to character until other competition arose. She still stands out with some of the best healing numbers, with a dash of RegeneratingHealth on top so that she doesn't have to spam healing all the time. She also gets Aurora Force, a potent but short-lived magic elemental defense buff. Her offense is lacking, but it's NonElemental so she fits into almost any team. Her Manifest Weapon further enhances Pure Cradle's healing and adds a side of MP restoration, and lets her Holy Burst bestow {{Critical Hit}}s to your mages to close off the inverted LinearWarriorsQuadraticWizards gap.



** Thanks to PowerCreep, Mariel's Extra Style manages to be an even more impressive support unit than her other two styles. She has two support skills that each apply a laundry list of useful buffs and also apply the "Praying" effect: as long as Mariel hasn't taken any damage, the Praying effect will stay active and refresh all the buffs at the start of each of your turns. (And both of Mariel's Praying skills apply a shield that blocks damage, helping them stay active.) She also has a skill that is a strong Crystal-element attack and also heals your party for a solid 3,000 HP (6000 when Lunatic is active), a Copy-effect Lunatic skill, and a skill that restores her MP and turns her basic attack back into Lunatic, letting you use it as many times as you want.

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** Thanks to PowerCreep, Mariel's Extra Style manages to be an even more impressive support unit than her other two styles. She has two support skills that each apply a laundry list of useful buffs and also apply the "Praying" effect: as long as Mariel hasn't taken any damage, the Praying effect will stay active and refresh all the buffs at the start of each of your turns. (And both of Mariel's Praying skills apply a shield that blocks damage, helping them stay active.) She also has a skill that is a strong Crystal-element attack and also heals your party for a solid 3,000 3000 HP (6000 when Lunatic is active), a Copy-effect Lunatic skill, and a skill that restores her MP and turns her basic attack back into Lunatic, letting you use it as many times as you want.



* While Minalca is a really strong DPS unit, her Sidekick Tetra is something else. Unlike any of your party members, Tetra occupies the sidekick slot, freeing up your party space for your damage dealers or other supports. Tetra's auto-attack also heals the party by 20% of their max HP and purge them of any ailments, and it passively gives a 25% HP/MP bonus and 30% defense bonus to anyone who falls to 80% HP or lower. In a protracted fight, Tetra's Charge skill fully heals and revives everyone and reinforces the party with a LastChanceHitPoint to bail you out of sticky situations. It's also the only 5-star Sidekick so far with a healing ability. Even if you can't make the most of Minalca's skill set, Tetra can easily fit into and support nearly any party.

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* While Minalca is a really strong DPS unit, her Sidekick Tetra is something else. Unlike any of your party members, Tetra occupies the sidekick slot, freeing up your party space for your damage dealers or other supports. Tetra's auto-attack also heals the party by 20% of their max HP and purge purges them of any ailments, and it passively gives a 25% HP/MP bonus and 30% defense bonus to anyone who falls to 80% HP or lower. In a protracted fight, Tetra's Charge skill fully heals and revives everyone and reinforces the party with a LastChanceHitPoint to bail you out of sticky situations. It's also the only 5-star Sidekick so far with a healing ability. Even if you can't make the most of Minalca's skill set, Tetra can easily fit into and support nearly any party.
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** Yakumo, paired with his sidekick Kumos, is built around doing incredible amounts of Shade damage between all his buffs and his Lunatic status. Kumos's ChargedAttack helps this by forcibly triggering Lunatic on Yakumo in a way that bypasses the usual Lunatic limitations, allowing for his strongest skill, Deletion, hit for maximum damage and maximum hits without expending a drop of MP. Oh, and this attack [[ArmorPiercingAttack ignores the enemy's MDEF stat, so it punches holes in normally tanky targets.]] When you pair him with Iphi, who's a fantastic support character that establishes Shade Zone and has potent group buffs , he can lay waste to many bosses that aren't immune to Shade!
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** Alma AS takes it even further, while she is in alchemic high she will take all the damage aimed at other party members and cannot be taken below 1hp making your party invincible for it's duration, if that wasn't enough she has refraction bullet which deals impressive crystal damage to the whole enemy party but more importantly she'll counter attack with it every time she is attacked and it's damage is multiplied by 15x if she is in her alchemic high state and she'll also restore the parties HP and MP while she is doing this, this can trivialise a lot of fights.
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* Iphi's unique perk is her application of Blood Contracts -- the battle starts with every other party member having one Contract active. Each Blood Contract serves as an AutoRevive for that party member (provided Iphi herself doesn't die) so you can avert a TotalPartyKill, and offensively Iphi can proc a Blood Contract to grant [[ArmorPiercingAttack the ability to pierce barriers]] for that ally. Her Shade Zone skill also replenishes Blood Contracts to keep everyone alive. Oh, and she also can pre-emptively inflict guaranteed permanent Pain and Poison and an all-round stat debuff on all enemies. She can basically win boss fights through attrition!

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* Iphi's unique perk is her application of Blood Contracts -- the battle starts with every other party member having one Contract active. Each Blood Contract serves as an AutoRevive for that party member (provided Iphi herself doesn't die) die and the boss doesn't ignore the mechanic altogether) so you can avert a TotalPartyKill, and offensively Iphi can proc a Blood Contract to grant [[ArmorPiercingAttack the ability to pierce barriers]] for that ally. Her Shade Zone skill also replenishes Blood Contracts to keep everyone alive. Oh, and she also can pre-emptively inflict guaranteed permanent Pain and Poison and an all-round stat debuff on all enemies. She can basically win boss fights through attrition!
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And then she received a Stellar Awakening, and not only can her level cap be potentially raised to 100, but her unlockable abilities include inflicting poison and pain on enemies at the start of battle, giving the rest of the part 100% physical and magic crit rate, and a Wind Zone-setting attack that gets even stronger when used in Stellar Burst mode.

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And then she received a Stellar Awakening, and not only can her level cap be potentially raised to 100, but her unlockable abilities include inflicting poison and pain on enemies at the start of battle, giving the rest of the part party 100% physical and magic crit rate, and a Wind Zone-setting attack that gets even stronger when used in Stellar Burst mode.
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By the third Global Anniversary, Suzette received yet another step up in her Manifest's potential -- once you unlock her True Manifest, her Demonic Thrust gets ActionInitiative and inflicts both ailments guaranteed to last 5 turns, and her Dragon Assault can deal up to '''9 times''' its base damage on top of a guaranteed CriticalHit and a personal Wind damage boost! This level of power then proceeded to become the standard that subsequent True Manifests reach (one way or another) to get previously overshadowed characters up to speed.

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By the third Global Anniversary, Suzette received yet another step up in her Manifest's potential -- once you unlock her True Manifest, her Demonic Thrust gets ActionInitiative and inflicts both ailments guaranteed to last 5 turns, and her Dragon Assault can deal up to '''9 times''' its base damage on top of a guaranteed CriticalHit and a personal Wind damage boost! This level of power then proceeded to become the standard that subsequent True Manifests reach (one way or another) to get previously overshadowed characters up to speed.
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And then she received a Stellar Awakening, and not only can her level cap be potentially raised to 100, but her unlockable abilities include inflicting poison and pain on enemies at the start of battle, giving the rest of the part 100% physical and magic crit rate, and a Wind Zone-setting attack that gets even stronger when used in Stellar Burst mode.

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** Her Another Style is oriented towards support rather than damage, but that doesn't make her any less lethal: it just means that instead of killing everything herself, the other magic users in the party get buffed to the point where they get to do ridiculous damage, too. (And although she loses access to her Normal Style's two strongest attacks, the third-strongest still packs quite a wallop!)




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* All the free ''Chrono Cross'' crossover units are very good, but Harle can do something powerful and unique. Because she can get up to 12 Power Level stacks instead of 10, she can boost the effect of an equippable Anti-[element] skill higher than the other Chrono Cross characters can, all the way up to a maximum of 70% resistance to a single element, and her personal skill Lunar Protection can grant up to 60% Type Resistance (which applies to attacks of any element). At power level 11 or higher, using these skills one after the other will make the total resistance to that element stack to a value ''greater than 100%'', which will make your characters completely immune to damage from attacks of that element - and as of December 2023, Harle is still the only character that has resistance buffs that can get strong enough to stack to 100%.

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Note that one thing that adds power to a character in a very non-obvious way is the ability to inflict the status ailments Pain and Poison while ignoring [[ContractualBossImmunity enemy resistance]]. Although the ailments themselves do very little damage, a quirk in the damage formula makes the "Power of Pain" and "Power of Poison" grasta, which boost damage against enemies that have those ailments, some of the very best grasta for increasing the amount of damage a character does. Unlike most other damage boosts, the 30% boosts from Power of Pain and Power of Poison stack multiplicatively, not additively. If you have a 20% Type Attack boost from your weapon, a 50% Type Attack boost from a skill used during the fight, and a 30% Type Attack boost from a single grasta, you'll do 100% + 20% + 50% + 30% = 200% of your base damage, but if you had a Power of Pain grasta instead of one that gave a 30% Type Attack boost, you would do (100% + 20% + 50%) * 1.3 = 221% of your base damage, as long as the enemy had Pain applied. The difference gets even bigger when you have three grastas equipped instead of just one, so being able to inflict Pain and/or Poison can become very important when you're trying to do as much damage as possible.



* Felmina's Manifest Weapon, the Poison Lily, takes Suzette's concept and cranks it even further. The upgraded Licorice Blossom skill now inflicts guaranteed Poison and Pain that ''will'' last 3 turns on top of giving her a PWR boost. Tri-Cataclysm has its damage multipliers upgraded to truly inflict QuadDamage on anything afflicted with both Pain and Poison on top of having increased critical damage '''and''' inflicting a stacking physical defense debuff. Manifest Felmina greatly outclasses Manifest Suzette (but not True Manifest Suzette), though there's nothing stopping a player from running ''both'' units together to inflict massive damage.

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* Felmina's Manifest Weapon, the Poison Lily, takes Suzette's concept and cranks it even further. The upgraded Licorice Blossom skill now inflicts guaranteed Poison and Pain that ''will'' last 3 turns on top of giving her a PWR boost. Tri-Cataclysm has its damage multipliers upgraded to truly inflict QuadDamage on anything afflicted with both Pain and Poison on top of having increased critical damage '''and''' inflicting a stacking physical defense debuff. Manifest Felmina greatly outclasses Manifest Suzette (but Suzette[[note]]but not the newer True Manifest Suzette), Suzette[[/note]], though there's nothing stopping a player from running ''both'' units together to inflict massive damage.



*** Teaming up with Melody's Another Style makes Sesta even more ridiculous. One of Sesta's biggest weaknesses is that an Awakened Wind Zone will normally go away after three turns and leave her unable to use Twinblade Wolf again, but if Melody is one of four Wind characters in the front line and there's no Awakened Wind Zone, she'll set an Awakened Wind Zone at the beginning of the second turn and then every fourth turn thereafter (giving you three turns in Awakened Wind Zone and one turn without a zone). This will let Sesta continue to use Twinblade Wolf for as long as you need her to.
** Chiyo's Another Style has the unusual distinction of being able to set two different Zones with her Valor Chant: if you have four Staff characters in the front line (including her), she'll set a Magic Zone, and if you don't, she'll set an Earth Zone. She also has two excellent skills. Horai Jewel will [[ActionInitiative preemptively]] inflict guaranteed Pain and Poison on all enemies (turning on extra damage from Power of Pain and Power of Poison grasta), give your team guaranteed Magic critical hits, and will also give your team the powerful Mental Focus buff, which increases magic attack damage by a percentage that depends on the character's max MP. (And Chiyo has a very high Max MP.) Her other excellent skill, Reiki Conquest, is an Earth element Magic attack that hits all enemies, gets stronger for each unique debuff on the enemy (up to four), and also gets stronger when the enemy has a status ailment (such as the Pain and Poison that Horai Jewel inflicts). Using Horai Jewel and then Reiki Conquest while in an Earth Zone or Magic Zone usually results in lots of damage.

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*** Teaming up with Melody's Another Style makes Sesta even more ridiculous. One of Sesta's biggest weaknesses is that an Awakened Wind Zone will normally go away after three turns and leave her unable to use Twinblade Wolf again, but if Melody is one of four Wind characters in the front line and there's no Awakened Wind Zone, she'll set an Awakened Wind Zone at the beginning of the second turn and then every fourth turn thereafter (giving thereafter, which gives you three more turns in an Awakened Wind Zone and after each time you spend one turn without a zone).one. This will let Sesta continue to use Twinblade Wolf for as long as you need her to.
** Chiyo's Another Style has the unusual distinction of being able to set two different Zones with her Valor Chant: if you have four Staff characters in the front line your party (including her), she'll set a Magic Zone, and if you don't, she'll set an Earth Zone. She also has two excellent skills. Horai Jewel will [[ActionInitiative preemptively]] inflict guaranteed Pain and Poison on all enemies (turning on extra damage from Power of Pain and Power of Poison grasta), give your team guaranteed Magic critical hits, and will also give your team the powerful Mental Focus buff, which increases magic attack damage by a percentage that depends on the character's max MP. (And Chiyo has a very high Max MP.) Her other excellent skill, Reiki Conquest, is an Earth element Magic attack that hits all enemies, gets stronger for each unique debuff on the enemy (up to four), and also gets stronger when the enemy has a status ailment (such as the Pain and Poison that Horai Jewel inflicts). Using Horai Jewel and then Reiki Conquest while in an Earth Zone or Magic Zone usually results in lots of damage.
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* Radias's Another Style is an absurdly effective tank that draws single-target attacks to herself, greatly reduces the damage from enemy attacks, and will "counterattack" by recovering your party's HP and MP. Using her can often trivialize fights by making your party virtually unkillable while making sure you never run out of MP, and, three times during a battle, she can make your party ''literally'' unkillable for a turn with her Chivalry skill, which makes her take damage for your other party members for a turn while keeping her own HP from falling below 1. Oh, and she can also apply guaranteed Pain to all enemies, and her Valor Chant sets Slash Zone.
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By the third Global Anniversary, Suzette received yet another step up in her Manifest's potential -- now her Demonic Thrust gets ActionInitiative and inflicts both ailments guaranteed to last 5 turns, and her Dragon Assault can deal up to '''9 times''' its base damage on top of a guaranteed CriticalHit and a personal Wind damage boost! This level of power then proceeded to become the standard that subsequent True Manifests reach (one way or another) to get previously overshadowed characters up to speed.

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By the third Global Anniversary, Suzette received yet another step up in her Manifest's potential -- now once you unlock her True Manifest, her Demonic Thrust gets ActionInitiative and inflicts both ailments guaranteed to last 5 turns, and her Dragon Assault can deal up to '''9 times''' its base damage on top of a guaranteed CriticalHit and a personal Wind damage boost! This level of power then proceeded to become the standard that subsequent True Manifests reach (one way or another) to get previously overshadowed characters up to speed.



** Chiyo's Another Style has the unusual distinction of being able to set two different Zones with her Valor Chant: if you have four Staff characters in the front line (including her), she'll set a Magic Zone, and if you don't, she'll set an Earth Zone. She also has two excellent skills. Horai Jewel will [[ActionInitiave preemptively]] inflict guaranteed Pain and Poison on all enemies (turning on extra damage from Power of Pain and Power of Poison grasta), give your team guaranteed Magic critical hits, and will also give your team the powerful Mental Focus buff, which increases magic attack damage by a percentage that depends on the character's max MP. (And Chiyo has a very high Max MP.) Her other excellent skill, Reiki Conquest, is an Earth element Magic attack that hits all enemies, gets stronger for each unique debuff on the enemy (up to four), and also gets stronger when the enemy has a status ailment (such as the Pain and Poison that Horai Jewel inflicts). Using Horai Jewel and then Reiki Conquest while in an Earth Zone or Magic Zone usually results in lots of damage from both her and her teammates.

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** Chiyo's Another Style has the unusual distinction of being able to set two different Zones with her Valor Chant: if you have four Staff characters in the front line (including her), she'll set a Magic Zone, and if you don't, she'll set an Earth Zone. She also has two excellent skills. Horai Jewel will [[ActionInitiave [[ActionInitiative preemptively]] inflict guaranteed Pain and Poison on all enemies (turning on extra damage from Power of Pain and Power of Poison grasta), give your team guaranteed Magic critical hits, and will also give your team the powerful Mental Focus buff, which increases magic attack damage by a percentage that depends on the character's max MP. (And Chiyo has a very high Max MP.) Her other excellent skill, Reiki Conquest, is an Earth element Magic attack that hits all enemies, gets stronger for each unique debuff on the enemy (up to four), and also gets stronger when the enemy has a status ailment (such as the Pain and Poison that Horai Jewel inflicts). Using Horai Jewel and then Reiki Conquest while in an Earth Zone or Magic Zone usually results in lots of damage from both her and her teammates.damage.
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* Felmina's Manifest Weapon, the Poison Lily, takes Suzette's concept and cranks it even further. The upgraded Licorice Blossom skill now inflicts guaranteed Poison and Pain that ''will'' last 3 turns on top of giving her a PWR boost. Tri-Cataclysm has its damage multipliers upgraded to truly inflict QuadDamage on anything afflicted with both Pain and Poison on top of having increased critical damage '''and''' inflicting a stacking physical defense debuff. Manifest Felmina greatly outclasses Manifest Suzette, though there's nothing stopping a player from running ''both'' units together to inflict massive damage.

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* Felmina's Manifest Weapon, the Poison Lily, takes Suzette's concept and cranks it even further. The upgraded Licorice Blossom skill now inflicts guaranteed Poison and Pain that ''will'' last 3 turns on top of giving her a PWR boost. Tri-Cataclysm has its damage multipliers upgraded to truly inflict QuadDamage on anything afflicted with both Pain and Poison on top of having increased critical damage '''and''' inflicting a stacking physical defense debuff. Manifest Felmina greatly outclasses Manifest Suzette, Suzette (but not True Manifest Suzette), though there's nothing stopping a player from running ''both'' units together to inflict massive damage.

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** Morgana one-ups Mariel by being a guaranteed [[CrutchCharacter 5-star character accessible as early as Chapter 13]]. His Mediarama skill (which is immediately accessible at his base level of 30) always restores 1000 HP, which lets him outheal a Mariel of equivalent level until she gets Pure Cradle. Morgana's easily-acquired Bandit Sword upgrades this skill to Mediarahan, which heals a fixed 1500 HP and lets him keep up until around level 70. And even if Mariel outperforms him in healing, Morgana still has several competent offensive and supportive skills to let him fit into most other teams. This is especially true due to Wind High Booster, a '''50% boost''' to wind type attacks for the party. Combine with three other Wind DPS and watch the boss' HP go down.
** Dunarith's healing spell also bestows a buff that grants the rest of the party a guaranteed CriticalHit for their next attack. By just spamming this skill alone your physical attackers' DPS is at least ''doubled'' throughout the regular turns of a fight. Dunarith also packs some good utility -- his Magic Cloak is not as strong a defense buff as Mariel's Aurora Force, but it lasts significantly longer and provides backup healing when they get struck by magic attacks. He became the chase unit as far as healers go until other crit-granting DPS units came along, and then found a new niche for himself with a Manifest that lets him support a greater variety of teams.

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** Morgana one-ups Thanks to PowerCreep, Mariel's Extra Style manages to be an even more impressive support unit than her other two styles. She has two support skills that each apply a laundry list of useful buffs and also apply the "Praying" effect: as long as Mariel by being hasn't taken any damage, the Praying effect will stay active and refresh all the buffs at the start of each of your turns. (And both of Mariel's Praying skills apply a guaranteed [[CrutchCharacter 5-star character accessible as early as Chapter 13]]. His Mediarama shield that blocks damage, helping them stay active.) She also has a skill (which that is immediately accessible at his base level of 30) always a strong Crystal-element attack and also heals your party for a solid 3,000 HP (6000 when Lunatic is active), a Copy-effect Lunatic skill, and a skill that restores 1000 HP, which lets him outheal a Mariel of equivalent level until she gets Pure Cradle. Morgana's easily-acquired Bandit Sword upgrades this skill to Mediarahan, which heals a fixed 1500 HP her MP and lets him keep up until around level 70. And even if Mariel outperforms him in healing, Morgana still has several competent offensive and supportive skills to let him fit turns her basic attack back into most other teams. This is especially true due to Wind High Booster, a '''50% boost''' to wind type attacks for the party. Combine with three other Wind DPS and watch the boss' HP go down.
Lunatic, letting you use it as many times as you want.
** Dunarith's healing spell also bestows a buff that grants the rest of the party a guaranteed CriticalHit for their next attack. By just spamming this skill alone your physical attackers' DPS is at least ''doubled'' throughout the regular turns of a fight. Dunarith also packs some good utility -- his Magic Cloak is not as strong a defense buff as Mariel's Aurora Force, but it lasts significantly longer and provides backup healing when they get struck by magic attacks. He became the chase unit as far as healers go until other crit-granting DPS units came along, and then found a new niche for himself with a Manifest that lets him support a greater variety of teams.



* Pizzica introduces the "song" mechanic, which applies lingering buffs for 3 turns and can apply on top of Zones, with the drawback of the singer being unable to act until the song ends unless interrupted by an ailment. Her Rhapsody Aria skill is the most valued, as it gives the party guaranteed critical hits and also gives '''+100% damage''', on top of inflicting the Break ailment on all enemies that '''doubles''' the damage of the next hit they take, leading to incredible DPS potential! Her other support skills are not half bad either, ranging between a significant DamageReduction shield, potent healing, and the ability to inflict up to three ailments at once. The game would go on to introduce more singers down the line, but Pizzica's [[SimpleYetAwesome simplicity and strength]] of her songs leave a bigger impression on the playerbase.

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* Pizzica introduces introduced the "song" mechanic, which applies lingering buffs for 3 turns and can apply on top of Zones, with the drawback of the singer being unable to act until the song ends unless interrupted by an ailment. Her Rhapsody Aria skill is the most valued, as it gives the party guaranteed critical hits and also gives '''+100% damage''', on top of inflicting the Break ailment on all enemies that '''doubles''' the damage of the next hit they take, leading to incredible DPS potential! Her other support skills are not half bad either, ranging between a significant DamageReduction shield, potent healing, and the ability to inflict up to three ailments at once. The game would go on to introduce more singers down the line, but Pizzica's [[SimpleYetAwesome simplicity and strength]] of her songs leave a bigger impression on the playerbase.
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** Chiyo's Another Style has the unusual distinction of being able to set two different Zones with her Valor Chant: if you have four Staff characters in the front line (including her), she'll set a Magic Zone, and if you don't, she'll set an Earth Zone. She also has two excellent skills. Horai Jewel will [[ActionInitiave preemptively]] inflict guaranteed Pain and Poison on all enemies (turning on extra damage from Power of Pain and Power of Poison grasta), give your team guaranteed Magic critical hits, and will also give your team the powerful Mental Focus buff, which increases magic attack damage by a percentage that depends on the character's max MP. (And Chiyo has a very high Max MP.) Her other excellent skill, Reiki Conquest, is an Earth element Magic attack that hits all enemies, gets stronger for each unique debuff on the enemy (up to four), and also gets stronger when the enemy has a status ailment (such as the Pain and Poison that Horai Jewel inflicts). Using Horai Jewel and then Reiki Conquest while in an Earth Zone or Magic Zone usually results in lots of damage from both her and her teammates.

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** Sesta pushes the bar for Zone setters and then some. If she's in the frontline with three other Wind characters, she automatically deploys and Awakens Wind Zone from the very beginning, and also gains a stack of Divine Wolf. This changes her basic attack to a one-use full-combo that unleashes all of her strongest skills in quick succession. This includes a strong team buff, a skill that inflicts Wind-specific Break, a Wind attack that decreases the target's Wind resistance, a ''very'' powerful personal buff, and then an absurdly strong ArmorPiercingAttack that hits for '''7000%''' damage at base before accounting for every other modifier that the rest of the skill sequence does. It's an incredibly high amount of burst damage without needing too much setup, and she can solo most bosses that don't have HP stoppers or Wind resistance.

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** Sesta pushes the bar for Zone setters and then some. If she's in the frontline with three other Wind characters, she automatically deploys and Awakens an Awakened Wind Zone from at the very beginning, and beginning of the fight. For as long as the Awakened Wind Zone lasts, she'll also gains gain a stack of Divine Wolf. Wolf at the beginning of each turn. This changes her basic attack to a one-use full-combo that unleashes all of her strongest skills in quick succession. This includes succession, including a strong team buff, a skill that inflicts Wind-specific Break, a Wind attack that decreases the target's Wind resistance, a ''very'' powerful personal buff, and then an absurdly strong ArmorPiercingAttack that hits for '''7000%''' damage at base before accounting for every other modifier that the rest of the skill sequence does. It's an incredibly high amount of burst Twinblade Wolf does so much damage that it might as well be infinite; almost anything that doesn't nullify or absorb Wind or Slash damage will be taken to its next HP stopper or simply killed outright, including many ''superbosses''.
*** Teaming up with Melody's Another Style makes Sesta even more ridiculous. One of Sesta's biggest weaknesses is that an Awakened Wind Zone will normally go away after three turns and leave her unable to use Twinblade Wolf again, but if Melody is one of four Wind characters in the front line and there's no Awakened Wind Zone, she'll set an Awakened Wind Zone at the beginning of the second turn and then every fourth turn thereafter (giving you three turns in Awakened Wind Zone and one turn
without needing too much setup, and she can solo most bosses that don't have HP stoppers or Wind resistance.a zone). This will let Sesta continue to use Twinblade Wolf for as long as you need her to.



** Even among all of them though, Thillelille stands out as one of the best DPS units in the game at the mechanic's introduction. Even at low levels and with early game equipment she can still vastly outdamage most other characters due to her absurdly powerful self-buff skills: her main attack skill hits harder when she's at high HP '''and''' gives a stacking PWR boost '''and''' hits twice as hard on top of a guaranteed CriticalHit under Lunatic -- all that before accounting for other buffs she's received, including from Lunatic itself! The only notable downside is that she's a major GlassCannon whose buffs and Lunatic also debuff her Endurance, but the sheer amount of ''damage'' she's able to dish out is more than enough to make up for it.

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** Even among all of them though, Thillelille stands out as having been one of the best DPS units in the game at the mechanic's introduction. Even at low levels and with early game equipment she can still vastly outdamage most other characters due to her absurdly powerful self-buff skills: her main attack skill hits harder when she's at high HP '''and''' gives a stacking PWR boost '''and''' hits twice as hard on top of a guaranteed CriticalHit under Lunatic -- all that before accounting for other buffs she's received, including from Lunatic itself! The only notable downside is that she's a major GlassCannon whose buffs and Lunatic also debuff her Endurance, but the sheer amount of ''damage'' she's able to dish out is more than enough to make up for it.



** Necoco's Another Style extends this elemental adaptation to the whole team with her Scintillant Spirit skill. Now you can straight-up field your strongest characters without needing to match your combatants' elements. Want to run something like Flammelapis, Kikyo, and Myunfa in the same team? Now you can!

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** Necoco's Another Style extends this elemental adaptation to the whole team with her Scintillant Spirit skill. Now you can straight-up field your strongest characters without needing to match your combatants' elements. Want to run something like Flammelapis, Kikyo, and Myunfa in the same team? Now you can!can! The only downside is that the *enemies* will also have their attacks changed to match the element of the zone, too.
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* Biaka's Another Style grants her the potent Lethal Jammer skill, which applies Pain and Poison to its target, bypassing any resistance. With a turn of setup to place her in Active Camo mode, the damage from those conditions is multiplied '''30x.''' Even further, the skill also stacks Loophole, which grants that damage an additional +190% per stack. Adding on to that all, since this damage doesn't rely on direct attack, she can absolutely ''shred'' tankier enemies that employ defense modifiers and damage debuffs.

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** First, events near the end of the arc greatly upgrade his 5-star skills so that they can put out amazing damage [[MagikarpPower provided you've raised his Guiding Light that high]], and the arc's FinalBoss gives his unique Dragon God's Might grasta that provides him with monstrous boosts to power and speed, bumps up his critical rate and augments his critical damage. And that's not all - following the aforementioned story event, his upgraded Dragon God Slash can reduce an enemy's physical resistance by whopping '''50 percent''', and his upgraded X Slash Mk. II also gives type attack buff for three moves, which means even if he is not the primary damage dealer, he remains valuable for offensive support. By this point he'll be by far your strongest non-gacha character and will be a valuable asset to most teams.

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** First, events near the end of the arc greatly upgrade his 5-star skills so that they can put out amazing damage [[MagikarpPower provided you've raised his Guiding Light that high]], and the arc's FinalBoss gives his unique Dragon God's Might grasta that provides him with monstrous boosts to power and speed, bumps up his critical rate and augments his critical damage. And that's not all - following the aforementioned story event, his upgraded Dragon God Slash can reduce an enemy's physical resistance by whopping '''50 percent''', '''70 percent'''[[note]]formerly 50% before the v3.3.1 BalanceBuff, which now becomes the initial value for pre-Chapter 83 upgrade[[/note]], and his upgraded X Slash Mk. II also gives type attack buff for three moves, which means even if he is not the primary damage dealer, he remains valuable for offensive support. By this point he'll be by far your strongest non-gacha character and will be a valuable asset to most teams.



** In addition to giving massive readjustments of his skills' utility (particularly bonus for Light characters), v3.3.1 features Stellar Awakening for Aldo that not only boosts his stats and level cap to lv100, but also give additional skill "Starwyrm Slash" that can deal massive damage depending on the total Guiding Light accumulated (and if activated during Stellar Burst, the elemental type will match the enemy's weakness). In addition, having full Guiding Light frontliners will also charge the Another Gauge to '''100% at battle start''', allowing the player to launch AF from the get-go except for specific cases.

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** In addition to giving massive readjustments of his skills' utility (particularly bonus for Light characters), utility, v3.3.1 features Stellar Awakening for Aldo that not only boosts his stats and level cap to lv100, but also give additional skill "Starwyrm Slash" that can deal massive NonElemental damage depending on the his total Guiding Light accumulated (and accumulation... or if activated during Stellar Burst, the ''it can match elemental type will match weakness of enemy'' alongside further damage boost depending on the enemy's weakness). In addition, having full total amount of the party's Guiding Light frontliners (capping at 500). In addition, he has new passive that will also charge the Another Gauge to '''100% at battle start''', start''' if there are three Guiding Light frontliners including himself, allowing the player to launch AF from the get-go except for barring specific cases.cases. Unlocking this requires the player to pass the Stellar difficulty trial of his Astral Archive tome, but overcome it, and he will become one of the strongest damage dealers that synergizes well with other GameBreaker units, most notably ES Claude and AS Necoco.
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** In addition to giving massive readjustments of his skills' utility (particularly bonus for Light characters), v3.3.1 features Stellar Awakening for Aldo that not only boosts his stats and level cap to lv100, but also give additional skill "Starwyrm Slash" that can deal massive damage depending on the total Guiding Light accumulated (and if activated during Stellar Burst, the elemental type will match the enemy's weakness). In addition, having full Guiding Light frontliners will also charge the Another Gauge to '''100% at battle start''', allowing the player to launch AF from the get-go except for specific cases.
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* While Minalca is a really strong DPS unit, her Sidekick Tetra is something else. Unlike any of your party members, Tetra occupies the sidekick slot, freeing up your party space for your damage dealers or other supports. Tetra's auto-attack also heals the party by 20% of their max HP and purge them of any ailments, and it passively gives a 25% HP/MP bonus and 30% defense bonus to anyone who falls to 80% HP or lower. In a protracted fight, Tetra's Charge skill fully heals and revives everyone and reinforces the party with a LastChanceHitPoint to bail you out of sticky situations. It's also the only 5-star Sidekick so far with a healing ability. Even if you can't make the most of Minalca's skill set, Tetra can easily fit into and support nearly any party.

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Of the roster available in ''VideoGame/AnotherEden'', there are definitely some that are significantly stronger than the others. Not helping matters is PowerCreep continuously setting new standards for boss-slaying purposes.

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Of the roster With over 100 playable characters available in ''VideoGame/AnotherEden'', there are definitely some that are significantly stronger than the others. Not helping matters is PowerCreep continuously setting new standards for boss-slaying purposes.
purposes, so some of the older entries may simply meet the new power standard, if not outdated.



** Foran's Another Style is particularly ridiculous as a Zone setter. On switch-in, she establishes the Pierce Zone which synergizes fantastically with units like Suzette, Jade, and Yukino. Foran also gives herself a temporary critical damage boost and four Tiger stacks, which all synergize perfectly with her unique skills -- Tiger's Roar Flash, under these conditions, will hit '''extremely hard''' and give the whole team 5 guaranteed crits! And to top it off, she's got the highest base speed at a blistering 258, letting her get the jump on almost anything and take actions during AF much, much faster. Though Foran would be outclassed in her niche by Tsukiha (Extra Style) and even Shiela (Another Style) she still offers decent synergy with them and was never really replaced by them.

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** Foran's Another Style is was particularly ridiculous for her time as a Zone setter. On switch-in, she establishes the Pierce Zone which synergizes fantastically with units like Suzette, Jade, and Yukino. Foran also gives herself a temporary critical damage boost and four Tiger stacks, which all synergize perfectly with her unique skills -- Tiger's Roar Flash, under these conditions, will hit '''extremely hard''' and give the whole team 5 guaranteed crits! And to top it off, she's got the highest base speed at a blistering 258, letting her get the jump on almost anything and take actions during AF much, much faster. Though Foran would be outclassed in her niche by Tsukiha (Extra Style) and even Shiela (Another Style) other Pierce Zone setters she still offers decent synergy with them and was never really replaced by them.



** Sesta pushes the bar for Zone setters and then some. If she's in the frontline with three other Wind characters, she automatically deploys and Awakens Wind Zone from the very beginning, and also gains a stack of Divine Wolf. This changes her basic attack to a one-use full-combo that unleashes all of her strongest skills in quick succession. This includes a strong team buff, a skill that inflicts Wind-specific Break, a Wind attack that decreases the target's Wind resistance, a ''very'' powerful personal buff, and then an absurdly strong ArmorPiercingAttack that hits for '''7000%''' damage at base before accounting for every other modifier that the rest of the skill sequence does. It's an incredibly high amount of burst damage without needing too much setup, and she can solo most bosses that don't have HP stoppers or Wind resistance.



* Jade's personal Grasta, Altridge's Resolution, stands head-and-shoulders over most other personal Grasta. His 5-star upgrade already makes him [[TookALevelInBadass significantly stronger]], but the boons from his personal Grasta are immense - a +30 to Power and Speed is unheard of on most other Grastas and makes him a LightningBruiser, and he also gets a +30% damage bonus on enemies inflicted with Pain, which synergizes with his Blaze Shoot that now inflicts guaranteed Pain, further amplifies the bonus damage from his Celebros Agni skill, and works perfectly with Power of Pain and Power of Agony Grastas. This makes Jade one of your strongest DPS units without needing investment in the Dream Encounters -- but of course, you'll have to earn this power by fighting through a few bosses first.

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* Jade's personal Grasta, Altridge's Resolution, stands head-and-shoulders over is a lot stronger than most other personal Grasta. His 5-star upgrade already makes him [[TookALevelInBadass significantly stronger]], but the boons from his personal Grasta are immense - a +30 to Power and Speed is unheard of on most other Grastas and makes him a LightningBruiser, and he also gets a +30% damage bonus on enemies inflicted with Pain, which synergizes with his Blaze Shoot that now inflicts guaranteed Pain, further amplifies the bonus damage from his Celebros Agni skill, and works perfectly with Power of Pain and Power of Agony Grastas. This makes Jade one of your strongest DPS units without needing investment in a very strong non-gacha unit, provided you overcome the Dream Encounters -- but of course, you'll have to earn this power by fighting through a few bosses first.that unlock this Grasta.



** Your reward for finding all thirty bugs in Lord of Mana's own PixelHunt is the ability to recruit Fukahire, the developer. Fittingly, she has bloated stats and is the only party member with [[SignatureMove Fukahi-laser]], one of the strongest skills available. Having the game's dev on your side can trivialize most of its bosses, and if you raise her Friend Rank she hits so hard that nothing can stand up to her.

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** Your reward for finding all thirty bugs in Lord of Mana's own PixelHunt is the ability to recruit Fukahire, the developer. [[PurposelyOverpowered Fittingly, she has bloated stats stats]] and is the only party member with [[SignatureMove Fukahi-laser]], one of the strongest skills available. Having the game's dev on your side can trivialize most of its bosses, and if you raise her Friend Rank she hits so hard that nothing can stand up to her.
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** When Alma uses Lunatic+ it gives her a 50% boost in damage, which is pretty good on its own. It also puts her in trance state, which give her a 50 point boost to power. This is in addition to Brain Record, which switches her weapon to the enemies weakness for the entire battle and puts a scope on the enemy. The scope and/or the trance state give a gargantuan damage boost toner attack abilities, especially her strongest ability Aether Alchemia, has a multiplier of 14x. All in all, after two turns of preparation, she can one or two shot most bosses, even those with millions of HP. Oh, and if the boss does survive the three Lunatic turns, Alma can use Elixir Ray, which restores 50% of her HP and MP and allows her to use Lunatic again.

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** When Alma uses Lunatic+ it gives her a 50% boost in damage, which is pretty good on its own. It also puts her in trance state, which give her a 50 point boost to power. This is in addition to Brain Record, which switches her weapon to the enemies weakness for the entire battle and puts a scope on the enemy. The scope and/or the trance state give a gargantuan damage boost toner attack abilities, especially her strongest ability Aether Alchemia, which has a multiplier of 14x. All in all, after two turns of preparation, she can one or two shot most bosses, even those with millions of HP. Oh, and if the boss does survive the three Lunatic turns, Alma can use Elixir Ray, which restores 50% of her HP and MP and allows her to use Lunatic again.
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** When Alma uses Lunatic+ it gives her a 50% boost in damage, which is pretty good on its own. It also puts her in trance state, which give her a 50 point boost to power. This is in addition to Brain Record, which switches her weapon to the enemies weakness for the entire battle and puts a scope on the enemy. The scope and/the trance state give a gargantuan damage boost toner attack abilities, especially her strongest ability Aether Alchemia, has a multiplier of 14x. All in all, after two turns of preparation, she can one or two shot most bosses, even those with millions of HP. Oh, and if the boss does survive the three Lunatic turns, Alma can use Elixir Ray, which restores 50% of her HP and MP and allows her to use Lunatic again.

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** When Alma uses Lunatic+ it gives her a 50% boost in damage, which is pretty good on its own. It also puts her in trance state, which give her a 50 point boost to power. This is in addition to Brain Record, which switches her weapon to the enemies weakness for the entire battle and puts a scope on the enemy. The scope and/the and/or the trance state give a gargantuan damage boost toner attack abilities, especially her strongest ability Aether Alchemia, has a multiplier of 14x. All in all, after two turns of preparation, she can one or two shot most bosses, even those with millions of HP. Oh, and if the boss does survive the three Lunatic turns, Alma can use Elixir Ray, which restores 50% of her HP and MP and allows her to use Lunatic again.
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** When Alma uses Lunatic+ it gives her a 50% boost in damage, which is pretty good on its own. It also puts her in trance state, which give her a 50 point boost to power. This is in addition to Brain Record, which switches her weapon to the enemies weakness for the entire battle and puts a scope on the enemy. The scope and/the trance state give a gargantuan damage boost toner attack abilities, especially her strongest ability Aether Alchemia, has a boost of ‘’’1400%’’’ (that is NOT a typo). All in all, after two turns of preparation, she can one or two shot most bosses, even those with millions of HP. Oh, and if the boss does survive the three Lunatic turns, Alma can use Elixir Ray, which restores 50% of her HP and MP and allows her to use use Lunatic again.

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** When Alma uses Lunatic+ it gives her a 50% boost in damage, which is pretty good on its own. It also puts her in trance state, which give her a 50 point boost to power. This is in addition to Brain Record, which switches her weapon to the enemies weakness for the entire battle and puts a scope on the enemy. The scope and/the trance state give a gargantuan damage boost toner attack abilities, especially her strongest ability Aether Alchemia, has a boost multiplier of ‘’’1400%’’’ (that is NOT a typo).14x. All in all, after two turns of preparation, she can one or two shot most bosses, even those with millions of HP. Oh, and if the boss does survive the three Lunatic turns, Alma can use Elixir Ray, which restores 50% of her HP and MP and allows her to use use Lunatic again.
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** When Alma uses Lunatic+ it gives her a 50% boost in damage, which is pretty good on its own. It also puts her in trance state, which give her a 50 point boost to power. This is in addition to Brain Record, which switches her weapon to the enemies weakness for the entire battle and puts a scope on the enemy. The scope and/the trance state give a gargantuan damage boost toner attack abilities, especially her strongest ability Aether Alchemia, has a boost of ‘’’1400%’’’ (that is NOT a typo). All in all, after two turns of preparation, she can one or two shot most bosses, even those with millions of HP. Oh, and if the boss does survive the three Lunatic turns, Alma can use Elixir Ray, which restores 50% of her HP and MP and allows her to use use Lunatic again.

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** Dewey Alter's kit is fantastic and changes to match the active Zone, so he goes in almost any team and gives incredible DPS buffs to the rest of the frontline.

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** Dewey Alter's kit is fantastic and changes to match the active Zone, elemental Zone[[note]]excluding AS Milsha's Moonlight Zone[[/note]], so he goes in almost any team and gives incredible DPS buffs to the rest of the frontline.frontline. In addition, he has 'Boosted' Another Sense passive that extends Another Zone for extra 2 turns, allowing players to benefit from Another Zone in more drawn-out battles. His only drawback is that his end-of-turn heal is based solely on Fire and Crystal attack count, but this should be no problem if another healer is present.




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* Claude's Extra Style is an excellent support unit that can fit in almost every weapon-based team, thanks to being the first unit with "Flexible" buff that allows him to adapt his weapon type to other units in the party.
** First, he has one-time unique skill called "Empathy", which can be used to fully restore HP and MP of himself and one other ally ''and combine their HP and MP pool with each other'' to increase survivability. This skill also allows him to match his Zone and other support kits to match the targeted ally.
** His offensive support kits basically cover nearly every offensive buff to increase your team's firepower, ranging from guaranteed CriticalHit and increased type attack (Charis Drakon), increased weapon and critical damage (Mádis Ares), Break status (Maché Bruktos), and the PWR/INT/SPD boost from his mainline skills provided a standard elemental or weapon Zone is active. The only thing holding him back from utilizing them all is the LimitedMoveArsenal.
** He is also a solid CombatMedic; his mainline skills attacks all enemies while also healing the party by 50% HP at maximum and restores status effects, and if Another Zone is active, he will also heal allies' HP ''and'' MP at turn end. This means that his recovery kits greatly help during long dungeon runs and against enemies those like to drain your party's HP and/or MP.
** He also has "Mádis Atena" skill that provides decent PWR/INT/SPD debuff on enemies and physical resistance buff on allies for 5 turns, which helps during more drawn-out battle.
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* Iphi's unique perk is her application of Blood Contracts -- the battle starts with every other party member having one Contract active. Each Blood Contract serves as an AutoRevive for that party member (provided Iphi herself doesn't die) so you can avert a TotalPartyKill, and offensively Iphi can proc a Blood Contract to grant [[ArmorPiercingAttack the ability to pierce barriers]] for that ally. Her Shade Zone skill also replenishes Blood Contracts to keep everyone alive. Oh, and she also can pre-emptively inflict guaranteed permanent Pain and Poison and an all-round stat debuff on all enemies. She can basically win boss fights through attrition!
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** Aisha stands out for being able to establish and adapt to ''two'' Zones within a single character. Her attack and singing skills change properties to match the Fire or Water Zone -- Fire buffs your team while Water debuffs the enemy. She's a guaranteed 5-star character who is recruited through a sidequest instead of the Dream Encounter system, so even newer players get access to two Zones without worry of lucking out or grinding resources.


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** Necoco's Another Style extends this elemental adaptation to the whole team with her Scintillant Spirit skill. Now you can straight-up field your strongest characters without needing to match your combatants' elements. Want to run something like Flammelapis, Kikyo, and Myunfa in the same team? Now you can!
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* Kid's Z-Steal is a very potent buff/debuff tool -- at maximum Power Level it reduces enemy Power/Int/Speed by '''50%''' and augments your party by the same amount! Needless to say, it's a big game-changer for free unit runs on superbosses, and some strategies involve using Another Force right off the bat for a max Power Level Z-Steal.
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* Zones are some of the biggest game-changers in the game's history. It establishes a field effect that dramatically amplifies the strength of the matching element, and greatly depowers the opposing one. Your attacks of that element, regardless of number of hits, will contribute a big boost to Another Force. On top of that, the very character who's used to establish the Zone will gain extra benefits while their Zone is active. The way the Zones tip the battle in your favor allows you to beat superbosses with ease, and sometimes as fast as ''2 turns'' by using the Another Force as soon as possible. To match this, most of the later superbosses have their own AF stoppers to keep a player from blindly blitzing them down in one turn, and some others will set Zones of their own to try and counter the player's own.

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* Zones are some of the biggest game-changers in the game's history. It establishes a field effect that dramatically amplifies the strength of the matching element, and greatly depowers the opposing one. Your attacks of that element, regardless of number of hits, will contribute a big boost to Another Force. On top of that, the very character who's used to establish the Zone will gain extra benefits while their Zone is active. The way the Zones tip the battle in your favor allows you to beat superbosses with ease, and sometimes as fast as ''2 turns'' by using the Another Force as soon as possible. To match this, most of the later superbosses have their own AF stoppers to keep a player from blindly blitzing them down in one turn, and some others will set Zones of their own to try and counter the player's own.



* Pizzica introduces a new mechanic to the game -- the "song" mechanic, where her buffs linger for 3 turns and can apply on top of Zones, with the drawback of the singer being unable to act unless interrupted by an ailment or until the song ends. Her Rhapsody Aria skill is the most valued, as it gives the party guaranteed critical hits and also gives '''+100% damage''', on top of inflicting the Break ailment on all enemies that '''doubles''' the damage of the next hit they take, leading to incredible DPS potential! Her other support skills are not half bad either, ranging between a significant DamageReduction shield, potent healing, and the ability to inflict up to three ailments at once. The game would go on to introduce two other singers, Mistrare (Another Style) and Milsha (Another Style) but Pizzica's simplicity and strength of her songs leave a bigger impression on the playerbase.

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* Pizzica introduces a new mechanic to the game -- the "song" mechanic, where her which applies lingering buffs linger for 3 turns and can apply on top of Zones, with the drawback of the singer being unable to act until the song ends unless interrupted by an ailment or until the song ends.ailment. Her Rhapsody Aria skill is the most valued, as it gives the party guaranteed critical hits and also gives '''+100% damage''', on top of inflicting the Break ailment on all enemies that '''doubles''' the damage of the next hit they take, leading to incredible DPS potential! Her other support skills are not half bad either, ranging between a significant DamageReduction shield, potent healing, and the ability to inflict up to three ailments at once. The game would go on to introduce two other singers, Mistrare (Another Style) and Milsha (Another Style) more singers down the line, but Pizzica's [[SimpleYetAwesome simplicity and strength strength]] of her songs leave a bigger impression on the playerbase.
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** Of the first wave of elemental Zone setters, Myunfa was one of the most sought-after units. In addition to setting up a Zone, she dramatically amplifies the strength of the party -- her Valor Chant increases the critical damage dealt, and her Glorious Tea Stalk skill grants a guaranteed crit on top of a generous elemental damage buff. Combine her with some of the better Earth units like Cerrine and Deirdre, and you can effortlessly crush a boss who doesn't resist Earth in no time flat. Outside of Another Force blitz strategies, she also can support with an attack combined with a buff and debuff, and possesses passive healing and temporary HP increases. She's essentially a JackOfAllTrades support unit, only outclassed by PowerCreep over time.

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** Of the first wave of elemental Zone setters, Myunfa was one of the most sought-after units. In addition to setting up a Zone, she dramatically amplifies the strength of the party -- her Valor Chant increases the critical damage dealt, and her Glorious Tea Stalk skill grants a guaranteed crit on top of a generous elemental damage buff. Combine her with some of the better Earth units like Cerrine and Deirdre, and you can effortlessly crush a boss who doesn't resist Earth in no time flat. Outside of Another Force blitz strategies, she also can support with an attack combined with a buff and debuff, and possesses passive healing and temporary HP increases. She’s also very good against regular enemies. Kettle Pound does decent damage to all enemies and has a high chance of stunning them at a low MP cost, and she also has a rare MP restoring skill in Bunbuku Shower. She's essentially a JackOfAllTrades support unit, only outclassed by PowerCreep over time.

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