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** Finally he's one of the two FF6 characters to have the Realm Chain Soulbreak making him the main staple character in VI parties.

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** Finally he's one of the two FF6 [=FF6=] characters to have the Realm Chain Soulbreak making him the main staple character in VI parties.
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** He also his Sync ''Snow Ensemble", and Hero Ability ''Heroic Harmony''. ''Snow Ensemble'' instantly buffs the party's Magic and Mind by 50%, and Sync Mode & Moogle Music to Mog. His attack command Moogle Salsa debuffs the enemies Attack and Magic by 50% and heals the party by 1500 HP. His defense command grants Quickcast 1 to the party. Moogle music buffs the party's magic by 70% everytime Moogle Salsa is used, up to three times. ''Heroic Harmony'' heals the party by 1500 HP and gives a stack of Warrior Dancer to Mog. Each stack of Warrior Dancer buffs the party's magic by 10% up to a max stack of 30%. With Mog's Sync and two awakenings this makes Mog into a powerful buffer and healer.

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** He also his Sync ''Snow Ensemble", Ensemble'', and Hero Ability ''Heroic Harmony''. ''Snow Ensemble'' instantly buffs the party's Magic and Mind by 50%, and Sync Mode & Moogle Music to Mog. His attack command Moogle Salsa debuffs the enemies Attack and Magic by 50% and heals the party by 1500 HP. His defense command grants Quickcast 1 to the party. Moogle music buffs the party's magic by 70% everytime Moogle Salsa is used, up to three times. ''Heroic Harmony'' heals the party by 1500 HP and gives a stack of Warrior Dancer to Mog. Each stack of Warrior Dancer buffs the party's magic by 10% up to a max stack of 30%. With Mog's Sync and two awakenings this makes Mog into a powerful buffer and healer.
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Up To Eleven is a defunct trope


* Before the 2018 Year End Festival on JP, [[VideoGame/FinalFantasyXV Noctis]] was treated as underwhelming due to being one of the last characters to not have an elemental focus... until he got ''[[UpToEleven three]]''. And even then, Noctis was already ''dangerous'':

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* Before the 2018 Year End Festival on JP, [[VideoGame/FinalFantasyXV Noctis]] was treated as underwhelming due to being one of the last characters to not have an elemental focus... until he got ''[[UpToEleven three]]''.''three''. And even then, Noctis was already ''dangerous'':



** Tyro's [=USB3=] from the 3rd Anniversary Carnival, Divine Veil Grimoire, [[UpToEleven one-ups even those]] by giving Sentinel's buff, then tacks on [=ProShellga=] and Hastega to make the absolute best defense/support Soul Break in the game.

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** Tyro's [=USB3=] from the 3rd Anniversary Carnival, Divine Veil Grimoire, [[UpToEleven one-ups even those]] those by giving Sentinel's buff, then tacks on [=ProShellga=] and Hastega to make the absolute best defense/support Soul Break in the game.
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Grammar/Typo


** His ''other'' shortcoming is lack of easy access to infusions. While he had access to Water with his Glint+, the event that gave him his physical Awakening also gave him a Glint with Quad-Element Mode, letting him get an infusion off his next elemental attack. Then in the sixth year and the Arcane Dyad era, he got Dyads and Synchros for Water, Wind, and Earth, and Glint+ for Wind and Earth. The catch is that they're magical, leaving his physical prowess lacking again. He bounced back with his fourth Synchro and a third Awakening, both of which are quad-elemental, physical, and give him Quad-Element Mode. This means the Onion Knight now has full compacity to go all-out on any opponent in any of his four elements as either a fighter or a mage.

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** His ''other'' shortcoming is lack of easy access to infusions. While he had access to Water with his Glint+, the event that gave him his physical Awakening also gave him a Glint with Quad-Element Mode, letting him get an infusion off his next elemental attack. Then in the sixth year and the Arcane Dyad era, he got Dyads and Synchros for Water, Wind, and Earth, and Glint+ for Wind and Earth. The catch is that they're magical, leaving his physical prowess lacking again. He bounced back with his fourth Synchro and a third Awakening, both of which are quad-elemental, physical, and give him Quad-Element Mode. This means the Onion Knight now has full compacity capacity to go all-out on any opponent in any of his four elements as either a fighter or a mage.

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* [[MythologyGag As usual]], the [[VideoGame/FinalFantasyIII Onion Knight]] boasts loads of MagikarpPower, able to act as offensive spellcaster, offensive physical fighter, back-up healer, or dedicated support, and with the right build it's possible for him to be several of these things at once.
** He has some of the highest Attack, Magic and Mind stats at Level 99 ''before'' Record Spheres, and with maxed out Record Spheres he has 5✩ Combat, Support, Celerity, White & Black Magic and Ninja abilities. His Legend Materia give him a 35% chance to use Celerity or Black Magic abilities twice in one turn, and his Relic Materia removes the charge time from his first two turns.

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* [[MythologyGag As usual]], the [[VideoGame/FinalFantasyIII Onion Knight]] boasts loads of MagikarpPower, is a JackOfAllStats able to act as offensive spellcaster, offensive physical fighter, back-up healer, or dedicated support, and with the right build it's possible for him to be several of these things at once.
fill multiple roles.
** He has some of the highest Attack, Magic and Mind stats at Level 99 ''before'' Record Spheres, and with maxed out Record Spheres he has 5✩ Combat, Support, Celerity, White & Black Magic and Ninja abilities. This means he can be an offensive spellcaster, offensive physical, and can carry support and healing skills as needed. His Legend Materia give him a 35% chance to use Celerity or Black Magic abilities twice in one turn, and his Relic Materia removes the charge time from his first two turns.



** His Awakening ''Arcane Potential'' grants him Awoken Black Magic (which lets him automatically dualcast ''any'' Black Magic ability, so he can hit hard in six elements and non-elemental if needed), grants the party a Magic and Resistance buff, and he follows up every third Black Magic with Onion Sorcery, dealing a single Overstrike hit. And then, with most players presuming Onion Knight was now a dedicated mage for sure, in the fifth year he got a physical awakening, ''Swordsman's Potential'', which deals fifteen quad-elemental hits, gives the party 100% critical hit rate and two turns of High Quickcast, and his Forbidden Ninja Awakening mode gives him a rank-based quickcast on Celerity, Support, ''and'' Ninja skills, and he follows up each use of such skills with a six-hit quadelemental attack. While his Legend Materia only triggers on Celerity abilities, his DPS doesn't suffer ''too'' much because most Ninja and Celerity skills deal five or more hits anyway, plus he has his chase attack. Oh, and the event that gave him his second Awakening also gave him a second Arcane Overstrike for physical damage, and a Glint+ that gives him Quad Element Mode II, letting him gain an elemental infusion for any of his four elements and patching up one of his biggest shortcomings.

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** His Awakening ''Arcane Potential'' grants him Awoken Black Magic (which lets him automatically dualcast ''any'' Black Magic ability, so he can hit hard in six elements and non-elemental if needed), ability), grants the party a Magic and Resistance buff, and he follows up every third Black Magic with Onion Sorcery, dealing a single Overstrike hit. And then, with When Hero Abilities were added to the game, he got a quad-elemental Black Magic ability that hits five times.
** With
most players presuming Onion Knight was now a dedicated mage for sure, mage, in the fifth year he got a physical awakening, Awakening, ''Swordsman's Potential'', which deals fifteen quad-elemental hits, gives the party 100% critical hit rate and two turns of High Quickcast, and his Forbidden Ninja Awakening mode gives him a rank-based quickcast on Celerity, Support, ''and'' Ninja skills, and he follows up each use of such skills with a six-hit quadelemental quad-elemental attack. While his Legend Materia only triggers on Celerity He still suffered though because he has no innate access to physical fire attacks and can't use 6* Ninja abilities, limiting his DPS doesn't suffer ''too'' much because most Ninja and 6* access to Wind through Celerity. Then later he got a ''second'' Hero Ability, which of course is a quad-elemental Celerity skills deal that deals five or more hits anyway, plus hits.
** His ''other'' shortcoming is lack of easy access to infusions. While
he has had access to Water with his chase attack. Oh, and Glint+, the event that gave him his second physical Awakening also gave him a second Arcane Overstrike for physical damage, and a Glint+ that gives him Quad Element Mode II, Glint with Quad-Element Mode, letting him gain get an infusion off his next elemental infusion attack. Then in the sixth year and the Arcane Dyad era, he got Dyads and Synchros for Water, Wind, and Earth, and Glint+ for Wind and Earth. The catch is that they're magical, leaving his physical prowess lacking again. He bounced back with his fourth Synchro and a third Awakening, both of which are quad-elemental, physical, and give him Quad-Element Mode. This means the Onion Knight now has full compacity to go all-out on any opponent in any of his four elements and patching up one of his biggest shortcomings.as either a fighter or a mage.
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** His first Awakening ''Wind Rhapsody'', the main soulbreak that propelled Mog to top magic support. It instantly buffs the party's Magic and Mind by 50%, gives them haste, grants them magic High Quickcast during the duration of the Awakening, and gives Mog dualcast Dancer, and finally every 3rd use of a dancer ability grants the party magic +70% for one turn. This greatly helped magic teams a lot and greatly buff the damage done. It also helped make Mog a great pseudo healer as well as Passionate Salsa is an AOE full break that heals the party a small ammount which increases a little every time from around 500 to 110 it's used at a max of 4 times. So Mog can get the full healing benefits by his 2nd turn as well as from his own Legend Materia as mentioned above. So he can sometimes act as the main healer instead particularly since he also access to white magic up to rank 6. While Cait Sith also received a similar Awakening an arguably better Ultra than him which made him the more preferred choice for Magicites. Mog eventually received the best relic to deal with it's counterpart end game fights, the Dreambeakers.
** His second Awakening ''Dance As One'' instaly buffs the party's Attack, Defense, Magic, and Resistance by 30%, gives them quickcast for the duration the awakening, boosts weakness damage depending on how many FF6 characters are in the party including Mog himself, gives him dualcast dancer, and every 2nd use of a dance ability heals and esunas the party. This relic was the main relic that made Mog a top tier support in the current endgame meta as the fullbreak counter character. In Dreambreakers, everytime the boss changes phases, it debuffs the party with fullbreak severely hindering the party's damage output. This relic and many others often called [[FanNickname FullMake relics]] were designed to counter the debuff. Tyro was usually the most character used as his OSB was the only one when Dreambreakers were first released that could counter the debuff, however DeNA countered this in future Dreambreaker bosses by adding Dreambreaker stop which they used every phase change after they debuff the party. What makes this relic the best Dreambreaker counter relic over the others is that with it, Mog can be used in all realms rather than one specific one like the other relics of it's kind. Orran's Sync works similarly but since it's a Sync it can't be honed to be used again like awakenings and unlike Tyro he has much higher Mind than Tyro so he can shrug off the stops from the Dreambreaker bosses.
** He also his Sync ''Snow Ensemble", and Hero Ability ''Heroic Harmony''. ''Snow Ensemble'' instantly buffs the party's Magic and Mind by 50%, and Sync Mode & Moogle Music to Mog. His attack command Moogle Salsa debuffs the enemies Attack and Magic by 50% and heals the party by 1500 HP. His defense command grants Quickcast 1 to the party. Moogle music buffs the party's magic by 70% everytime Moogle Salsa is used, up to three times. ''Heroic Harmony'' heals the party by 1500 HP and gives a stack of Warrior Dancer to Mog. Each stack of Warrior Dancer buffs the party's magic by 10% up to a max stack of 30%. With Mog's Sync or awakenings this makes Mog into a powerful buffer and healer.

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** His first Awakening ''Wind Rhapsody'', the main soulbreak that propelled Mog to top magic support. It instantly buffs the party's Magic and Mind by 50%, gives them haste, grants them magic High Quickcast during the duration of the Awakening, and gives Mog dualcast Dancer, and finally every 3rd use of a dancer ability grants the party magic +70% for one turn. This greatly helped magic teams a lot and greatly buff the damage done. It also helped make Mog a great pseudo healer as well as Passionate Salsa is an AOE full break that heals the party a small ammount amount which increases a little every time from around 500 to 110 1100 when it's used at a max of 4 times. So Mog can get the full healing benefits by his 2nd turn as well as from his own Legend Materia as mentioned above. So he can sometimes act as the main healer instead particularly since he also gets access to white magic up to rank 6. While Cait Sith also received a similar Awakening an arguably better Ultra than him which made him the more preferred choice for Magicites.Magicites and Argent Odin. Mog eventually received the best relic to deal with it's counterpart end game fights, the Dreambeakers.
** His second Awakening ''Dance As One'' instaly instantly buffs the party's Attack, Defense, Magic, and Resistance by 30%, gives them the entire party general quickcast for the duration the awakening, boosts weakness damage depending on how many FF6 FFVI characters are in the party including Mog himself, gives him dualcast dancer, and every 2nd use of a dance ability heals and esunas the party. This relic was the main relic that made Mog a top tier support in the current endgame meta as the fullbreak counter character. In Dreambreakers, everytime the boss changes phases, phases at 70% and 40% HP Thresholds, it debuffs the party with fullbreak severely hindering the party's damage output. This relic and many others often called [[FanNickname FullMake relics]] were designed to counter the debuff. Tyro was usually the most common character used as his OSB was the only one when Dreambreakers were first released that could counter the debuff, however DeNA countered this in future Dreambreaker bosses by adding Dreambreaker stop which they used every phase change after they debuff the party.party and it required a high mind to shrug off and Tyro's mind was too low for that. What makes this relic the best Dreambreaker counter relic over the others is that with it, Mog can be used in all realms rather than one specific one like the other relics of it's kind. Orran's Sync works similarly but since it's a Sync it can't be honed to be used again like awakenings and unlike Tyro he has much higher Mind than Tyro him so he can shrug off the stops from the Dreambreaker bosses.
** He also his Sync ''Snow Ensemble", and Hero Ability ''Heroic Harmony''. ''Snow Ensemble'' instantly buffs the party's Magic and Mind by 50%, and Sync Mode & Moogle Music to Mog. His attack command Moogle Salsa debuffs the enemies Attack and Magic by 50% and heals the party by 1500 HP. His defense command grants Quickcast 1 to the party. Moogle music buffs the party's magic by 70% everytime Moogle Salsa is used, up to three times. ''Heroic Harmony'' heals the party by 1500 HP and gives a stack of Warrior Dancer to Mog. Each stack of Warrior Dancer buffs the party's magic by 10% up to a max stack of 30%. With Mog's Sync or and two awakenings this makes Mog into a powerful buffer and healer.



** He got better once he got his awakening ''Lunatic Roar'' dealing 15 magic Earth & non-elemental attacks, giving him the standard Earth Mode awakening which gives him quickcast, EnEarth, infinite Earth hones, dualcast Earth, and cap break level 1. Folowed by his chase ability ''Howling Stone'' which chases every 2nd earth ability with 6 magic earth attacks. This stacks with his trance Legend Materia so he'll have Elarra USB1 level of quickcast for the entire awakening duration. He also received his six star Glint to allow him to stack earth infusions.
** However it was his Sync that made him the best Earth mage in the game. ''Soaring Comet'' deals 15 Earth Magic and Non-Elemental attacks and grants him lvl 3 EnEarth, Sync Mode, Cap Break level 1, and '''Quick ATB'''. If you know by reading some of the other entries here, you know how powerful of an effect that relics that quicken the ATB bar are. His commands are pretty standard, his attack sync command ''Grand Fang'' deals 6 Magic Earth & Non-Elemental attacks while his defense command ''Grand Howling'' grants the party quickcast 1 and buffs Red Xiii's Earth attacks by 30% for one turn. What actually makes this sync effective however is his Hero Ability ''Earth Rave''. It deals 5 magic Earth attacks and imperils the enemy's earth resistance by 1 for 5 seconds. Combining his Hero Ability with his Awakening and Sync and he'll demolish every earth weak boss in seconds, making him the best earth mage and earth imperiler. To the point that someone managed to beat [[ThatOneBoss Ramuh]] with only him and a healer.

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** He got better once he got his awakening ''Lunatic Roar'' dealing 15 magic Earth & non-elemental attacks, giving him the standard Earth Mode awakening which gives him quickcast, EnEarth, infinite Earth hones, dualcast Earth, and cap break level 1. Folowed Followed by his chase ability ''Howling Stone'' which chases every 2nd earth ability with 6 magic earth attacks. This stacks with his trance Legend Materia so he'll have Elarra USB1 level of quickcast for the entire awakening duration. He also received his six star Glint to allow him to stack earth infusions.
** However it was his Sync that made him the best Earth mage in the game. ''Soaring Comet'' deals 15 Earth Magic and Non-Elemental attacks and grants him lvl 3 EnEarth, Sync Mode, Cap Break level 1, and '''Quick ATB'''. If you know by reading some of the other entries here, you know how powerful of an effect that relics that quicken the ATB bar are. His commands are pretty standard, his attack sync command ''Grand Fang'' deals 6 Magic Earth & Non-Elemental attacks while his defense command ''Grand Howling'' grants the party quickcast 1 and buffs Red Xiii's Earth attacks by 30% for one turn. What actually makes this sync effective however is his Hero Ability ''Earth Rave''. It deals 5 magic Earth attacks and imperils the enemy's earth resistance by 1 for 5 seconds. Combining his Hero Ability with his Awakening and Sync and he'll demolish every earth weak boss in seconds, making him the best earth mage and earth imperiler. To the point that someone managed it's entirely possible to beat [[ThatOneBoss Ramuh]] with only him and a healer.

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* Red XIII surprisingly has come to be regarded to be the best Earth Mage in the game by far. Mainly because he originally started out as a physical support character.

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* Red XIII surprisingly has come to be regarded to be as the best Earth Mage in the game by far. Mainly because he originally started out as a physical support character.



** He got better once he got his awakening ''Lunatic Roar'' dealing 15 magic Earth & non-elemental attacks, giving him the standard Earth Mode awakening which gives him quickcast, EnEarth, infinite Earth hones, and dualcast Earth. Folowed by his chase ability ''Howling Stone'' which chases every 2nd earth ability with 6 magic earth attacks. This stacks with his trance Legend Materia so he'll have Elarra USB1 level of quickcast for the entire awakening duration. He also received his six star Glint to allow him to stack earth infusions.

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** He got better once he got his awakening ''Lunatic Roar'' dealing 15 magic Earth & non-elemental attacks, giving him the standard Earth Mode awakening which gives him quickcast, EnEarth, infinite Earth hones, and dualcast Earth.Earth, and cap break level 1. Folowed by his chase ability ''Howling Stone'' which chases every 2nd earth ability with 6 magic earth attacks. This stacks with his trance Legend Materia so he'll have Elarra USB1 level of quickcast for the entire awakening duration. He also received his six star Glint to allow him to stack earth infusions.infusions.
** However it was his Sync that made him the best Earth mage in the game. ''Soaring Comet'' deals 15 Earth Magic and Non-Elemental attacks and grants him lvl 3 EnEarth, Sync Mode, Cap Break level 1, and '''Quick ATB'''. If you know by reading some of the other entries here, you know how powerful of an effect that relics that quicken the ATB bar are. His commands are pretty standard, his attack sync command ''Grand Fang'' deals 6 Magic Earth & Non-Elemental attacks while his defense command ''Grand Howling'' grants the party quickcast 1 and buffs Red Xiii's Earth attacks by 30% for one turn. What actually makes this sync effective however is his Hero Ability ''Earth Rave''. It deals 5 magic Earth attacks and imperils the enemy's earth resistance by 1 for 5 seconds. Combining his Hero Ability with his Awakening and Sync and he'll demolish every earth weak boss in seconds, making him the best earth mage and earth imperiler. To the point that someone managed to beat [[ThatOneBoss Ramuh]] with only him and a healer.

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* Red XIII surprisingly has come to be regarded to be the best Earth Mage in the game by far.

to:

* Red XIII surprisingly has come to be regarded to be the best Earth Mage in the game by far. Mainly because he originally started out as a physical support character.
** His Legend Materia from his Legend Dive and first relic ended up being worthless as time went on. However he received better legend materia relics to match his new niche of being an earth mage. ''Elder Race'' which gives him a 25% chance to dualcast black magic, and ''Warrior's Talisman'' a trance type Legend Materia that boosts his magic and gives him quickcast at the expense of lowering his resistance.
** His earth magic path started with him getting the first magic earth chain of the game ''Howling Earth'', making him a staple for earth magic teams.
** His 2nd Ultra ''Earth Rave'' dealt 10 Earth magic attacks, and grants Earth Radiant Shield and Instant Cast 1 to the party. This helps quite a bit to build up the chain from the instant cast and damage being dealt back to the boss thanks to the Radiant Shield.
** He got better once he got his awakening ''Lunatic Roar'' dealing 15 magic Earth & non-elemental attacks, giving him the standard Earth Mode awakening which gives him quickcast, EnEarth, infinite Earth hones, and dualcast Earth. Folowed by his chase ability ''Howling Stone'' which chases every 2nd earth ability with 6 magic earth attacks. This stacks with his trance Legend Materia so he'll have Elarra USB1 level of quickcast for the entire awakening duration. He also received his six star Glint to allow him to stack earth infusions.

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** His first Awakening ''Wind Rhapsody'', the main soulbreak that propelled Mog to top magic support. It buffs the party's Magic and Mind by 50%, gives them haste, grants them magic High Quickcast during the duration of the Awakening, and gives Mog dualcast Dancer, and finally every 3rd use of a dancer ability grants the party magic +70% for one turn. This greatly helped magic teams a lot and greatly buff the damage done. It also helped make Mog a great pseudo healer as well as Passionate Salsa is an AOE full break that heals the party a small ammount which increases a little every time from around 500 to 110 it's used at a max of 4 times. So Mog can get the full healing benefits by his 2nd turn as well as from his own Legend Materia as mentioned above. So he can sometimes act as the main healer instead particularly since he also access to white magic up to rank 6. While Cait Sith also received a similar Awakening an arguably better Ultra than him which made him the more preferred choice for Magicites. Mog arguably received the best relic to deal with it's counterpart end game fights, the Dreambeakers.
** His second Awakening ''Dance As One'' buffs the party's Attack, Defense, Magic, and Resistance by 30%, gives them quickcast for the duration the awakening, boosts weakness damage depending on how many FF6 characters are in the party including Mog himself, gives him dualcast dancer, and every 2nd use of a dance ability heals and esunas the party. This relic was the main relic that made Mog a top tier support in the current endgame meta as the fullbreak counter character. In Dreambreakers, everytime the boss changes phases, it debuffs the party with fullbreak severely hindering the party's damage output. This relic and many others often called [[FanNickname FullMake relics]] were designed to counter the debuff. Tyro was usually the most character used as his OSB was the only one when Dreambreakers were first released that could counter the debuff, however DeNA countered this in future Dreambreaker bosses by adding Dreambreaker stop which they used every phase change after they debuff the party. What makes this relic the best Dreambreaker counter relic over the others is that with it, Mog can be used in all realms rather than one specific one like the other relics of it's kind. Orran's Sync works similarly but since it's a Sync it can't be honed to be used again like awakenings and unlike Tyro he has much higher Mind than Tyro so he can shrug off the stops from the Dreambreaker bosses.

to:

** His first Awakening ''Wind Rhapsody'', the main soulbreak that propelled Mog to top magic support. It instantly buffs the party's Magic and Mind by 50%, gives them haste, grants them magic High Quickcast during the duration of the Awakening, and gives Mog dualcast Dancer, and finally every 3rd use of a dancer ability grants the party magic +70% for one turn. This greatly helped magic teams a lot and greatly buff the damage done. It also helped make Mog a great pseudo healer as well as Passionate Salsa is an AOE full break that heals the party a small ammount which increases a little every time from around 500 to 110 it's used at a max of 4 times. So Mog can get the full healing benefits by his 2nd turn as well as from his own Legend Materia as mentioned above. So he can sometimes act as the main healer instead particularly since he also access to white magic up to rank 6. While Cait Sith also received a similar Awakening an arguably better Ultra than him which made him the more preferred choice for Magicites. Mog arguably eventually received the best relic to deal with it's counterpart end game fights, the Dreambeakers.
** His second Awakening ''Dance As One'' instaly buffs the party's Attack, Defense, Magic, and Resistance by 30%, gives them quickcast for the duration the awakening, boosts weakness damage depending on how many FF6 characters are in the party including Mog himself, gives him dualcast dancer, and every 2nd use of a dance ability heals and esunas the party. This relic was the main relic that made Mog a top tier support in the current endgame meta as the fullbreak counter character. In Dreambreakers, everytime the boss changes phases, it debuffs the party with fullbreak severely hindering the party's damage output. This relic and many others often called [[FanNickname FullMake relics]] were designed to counter the debuff. Tyro was usually the most character used as his OSB was the only one when Dreambreakers were first released that could counter the debuff, however DeNA countered this in future Dreambreaker bosses by adding Dreambreaker stop which they used every phase change after they debuff the party. What makes this relic the best Dreambreaker counter relic over the others is that with it, Mog can be used in all realms rather than one specific one like the other relics of it's kind. Orran's Sync works similarly but since it's a Sync it can't be honed to be used again like awakenings and unlike Tyro he has much higher Mind than Tyro so he can shrug off the stops from the Dreambreaker bosses.
** He also his Sync ''Snow Ensemble", and Hero Ability ''Heroic Harmony''. ''Snow Ensemble'' instantly buffs the party's Magic and Mind by 50%, and Sync Mode & Moogle Music to Mog. His attack command Moogle Salsa debuffs the enemies Attack and Magic by 50% and heals the party by 1500 HP. His defense command grants Quickcast 1 to the party. Moogle music buffs the party's magic by 70% everytime Moogle Salsa is used, up to three times. ''Heroic Harmony'' heals the party by 1500 HP and gives a stack of Warrior Dancer to Mog. Each stack of Warrior Dancer buffs the party's magic by 10% up to a max stack of 30%. With Mog's Sync or awakenings this makes Mog into a powerful buffer and healer.


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* Red XIII surprisingly has come to be regarded to be the best Earth Mage in the game by far.

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** His first Ultra ''Forest Nocturne'' buffs the party's Attack, Magic, and Mind by 30% and grants them quickcast 3. A standard buff Ultra that barely got power creeped. Especially when paired with...
** His first Awakening ''Wind Rhapsody'', the main soulbreak that propelled Mog to top magic support. It buffs the party's Magic and Mind by 50%, gives them haste, grants them magic High Quickcast during the duration of the Awakening, and gives Mog dualcast Dancer, and finally every 3rd use of a dancer ability grants the party magic +70% for one turn. This greatly helped magic teams a lot and greatly buff the damage done. It also helped make Mog a great pseudo healer as well as Passionate Salsa is an AOE full break that heals the party a small ammount which increases a little every time from around 500 to 110 it's used at a max of 4 times. So Mog can get the full healing benefits by his 2nd turn as well as from his own Legend Materia as mentioned above. So he can sometimes act as the main healer instead particularly since he also access to white magic up to rank 6.

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** His first Ultra ''Forest Nocturne'' buffs the party's Attack, Magic, and Mind by 30% and grants them quickcast 3. A standard buff Ultra that barely got power creeped.creeped and actually got better when he got more soulbreaks. Especially when paired with...
** His first Awakening ''Wind Rhapsody'', the main soulbreak that propelled Mog to top magic support. It buffs the party's Magic and Mind by 50%, gives them haste, grants them magic High Quickcast during the duration of the Awakening, and gives Mog dualcast Dancer, and finally every 3rd use of a dancer ability grants the party magic +70% for one turn. This greatly helped magic teams a lot and greatly buff the damage done. It also helped make Mog a great pseudo healer as well as Passionate Salsa is an AOE full break that heals the party a small ammount which increases a little every time from around 500 to 110 it's used at a max of 4 times. So Mog can get the full healing benefits by his 2nd turn as well as from his own Legend Materia as mentioned above. So he can sometimes act as the main healer instead particularly since he also access to white magic up to rank 6. While Cait Sith also received a similar Awakening an arguably better Ultra than him which made him the more preferred choice for Magicites. Mog arguably received the best relic to deal with it's counterpart end game fights, the Dreambeakers.
** His second Awakening ''Dance As One'' buffs the party's Attack, Defense, Magic, and Resistance by 30%, gives them quickcast for the duration the awakening, boosts weakness damage depending on how many FF6 characters are in the party including Mog himself, gives him dualcast dancer, and every 2nd use of a dance ability heals and esunas the party. This relic was the main relic that made Mog a top tier support in the current endgame meta as the fullbreak counter character. In Dreambreakers, everytime the boss changes phases, it debuffs the party with fullbreak severely hindering the party's damage output. This relic and many others often called [[FanNickname FullMake relics]] were designed to counter the debuff. Tyro was usually the most character used as his OSB was the only one when Dreambreakers were first released that could counter the debuff, however DeNA countered this in future Dreambreaker bosses by adding Dreambreaker stop which they used every phase change after they debuff the party. What makes this relic the best Dreambreaker counter relic over the others is that with it, Mog can be used in all realms rather than one specific one like the other relics of it's kind. Orran's Sync works similarly but since it's a Sync it can't be honed to be used again like awakenings and unlike Tyro he has much higher Mind than Tyro so he can shrug off the stops from the Dreambreaker bosses.
** Finally he's one of the two FF6 characters to have the Realm Chain Soulbreak making him the main staple character in VI parties.

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