Character Analysis

(Please do note some of these analyses come from theory crafting, as I do not have all the time and resource in the world to research every corner about this game, as even writing this alone is already a heavy task on is own. So if you find information that is wrong in this guide, feel free to contact me and tell me which part can I fix.)

Table of Contents (Clickable):


  1. Table of Contents
  2. Icon Explanation
  3. Enhancements Explanation
  4. Optimal Arte Information & Terminologies
  5. Character Analysis
  1. Rainbow Sync
  1. Tales of The Rays
  1. Kocis/Ix Nieves
  2. Mileena Weiss
  1. The Idolm@ster: Stella Stage
  1. Haruka Amami
  1. Valkyrie Anatomia: The Origin
  1. Lenneth F
  1. Sword Art Online: Memory Defrag
  1. Kirito
  2. Asuna
  1. Red Anima Sync
  1. Tales of Destiny
  1. Stahn Aileron
  2. Rutee Katrea
  3. Leon Magnus
  1. Tales of Destiny 2
  1. Kyle Dunamis
  2. Reala
  3. Judas
  4. Barbatos Goetia
  1. Tales of Hearts
  1. Kor Meteor
  2. Kohaku Hearts
  3. Hisui Hearts
  1. Tales of Link
  1. Sara
  2. Kana
  1. Blue Anima Sync
  1. Tales of Legendia
  1. Senel Coolidge
  2. Shirley Fennes
  3. Chloe Valens
  1. Tales of Xillia
  1. Jude Mathis
  2. Milla Maxwell
  3. Elize Lutus
  4. Leia Rolando
  5. Alvin Vint Svent
  1. Tales of Xillia 2
  1. Ludger Will Kresnik
  2. Julius Will Kresnik
  3. Gaius
  4. Muzét
  1. Tales of The World
  1. Pasca Kanonno
  2. Kanonno Earhart
  3. Kanonno Grassvalley
  1. Green Anima Sync
  1. Tales of Eternia
  1. Reid Hershel
  2. Farah Oersted
  3. Meredy
  4. Keele Zeibel
  5. Celsius
  1. Tales of the Tempest
  1. Caius Qualls
  1. Tales of Vesperia
  1. Yuri Lowell
  2. Repede
  3. Rita Mordio
  4. Raven
  5. Estelle
  6. Karol Capel
  1. Brown Anima Sync
  1. Tales of Innocence
  1. Ruca Milda
  2. Illia Animi
  3. Kongwai Tao
  1. Tales of Zestiria
  1. Sorey
  2. Mikleo
  3. Edna
  4. Alisha Diphda
  5. Rose
  6. Dezel
  7. Lailah
  1. Tales of Berseria
  1. Velvet Crowe
  2. Laphicet
  3. Eizen
  4. Eleanor Hume
  5. Magilou
  1. Yellow Anima Sync
  1. Tales of Phantasia
  1. Cress Albane
  2. Chester Burklight
  3. Arche Klein
  4. Mint Adenade
  5. Rondoline E. Effenberg
  1. Tales of Rebirth
  1. Veigue Lungberg
  1. Tales of the Abyss
  1. Luke fon Fabre
  2. Tear Grants
  3. Jade Curtiss
  4. Guy Cecil
  5. Anise Tatlin
  6. Natalia
  7. Asch the Bloody
  8. Sync the Tempest
  1. Purple Anima Sync
  1. Tales of Symphonia
  1. Lloyd Irving
  2. Colette Brunel
  3. Raine Sage
  4. Zelos Wilder
  5. Mithos Yggdrasil
  1. Tales of Symphonia : Dawn of The New World
  1. Emil Castagnier
  2. Marta Lualdi
  1. Tales of Graces
  1. Asbel Lhant
  2. Cheria Barnes
  3. Sophie Lhant
  4. Hubert Oswell
  5. Pascal

Icon Explanation


Physical Mostly does melee strike arte.

Arte Mostly does spell arte

Hybrid Balanced around using both strike and spell arte.

Ranged Mostly does ranged strike arte.

Dasher Capable of dodging attacks with dash arte.

Buff/Debuff Capable of giving buffs/debuffs.

Healer Capable of doing healing arte.

Villain Antagonist character, which has special perks over player characters.

Melee Strike Arte

Spell Arte

Ranged Strike Arte

Dash Strike Arte

Buff/Debuff Arte

Heal Arte

Only obtainable from prism shop

Only available on special event banners (seasonal/raid/collab events)

Only obtainable from an event.

Buff/Debuffs:

Altered Arte(Master Arte/Counter Arte)

Attack Up/Attack Down

Defense Up/Defense Down

Arte Attack Up/Arte Attack Down

Arte Defense Up/Arte Defense Down

Speed Haste

Ailments:

Fatigue : Increase stagger time

Paralyze : Occasionally cancels action

Poison: % based HP reduction over time

Slow: Slows movement speed

Terror: Reduces enemy action frequency.

Weakness: Increase Cast Time & reduce action chaining.

Stun: Prevents action until hit


Enhancement Explanation


Damage

Stagger
IS Break

HP Vamp

Heal Boost

Caster Heal

Area Heal

Knockback

Rush

Iframe

Float

Slow Descent

Cast Speed

Cast Time Proc

AoE Boost

-1CC

MG

MG Heal

KD Proc

Ailment

Ailment Cure

Ailment Proc

Ailment Power

Buff Time

Debuff Time

Party Effect

Double Proc

Projectile Block

Add Element

Increase damage by 10%

Increase enemy stagger time by 0.1 sec

Reduces enemy Iron Stance by +2 hits

Recover HP equal to 8% of damage dealt

Boost HP recovery effect by 10%

Caster gains 20% of HP recovery effect

Heals self and party members within range by 3%

Increase knock-back power by 15%

Increase rush distance by 15%

+0.17 sec. of invincibility after use

Increase float power of last hit by 10%

Slow descent speed of lifted foes

Increase casting speed by 5%

10% chance to cut casting time to 1/4

Widen area of effect by 10%

Reduce CC cost by 1

Boost Mirrage Gauge by additional 10%

Increase allies' MG by 10%

Boost odds of down occurring by 2%

Chance to cause status effect on enemy hit

When used, negate status effect on caster

Boost odds of inflicting ailment by 2%

Boost strength of ailment effect by 1

Increase duration of buff by 5 seconds

Increase duration of debuff by 3 seconds

Arte effect now affects all allies

25% chance of doubling attack power

Single shot won't stagger user mid-arte

Gain (Element) attribute

IS Gain

Increase Iron Stance by +1 during arte

MR

HP Recover

CC Reset

Raise Mirrage Ratio by 5%

Recover 10% of user's max HP

CC completely recovers after activation


Optimal Arte Information & Terminologies


Bold means notable artes that are significant to the character. Keep in mind that while all bolded artes are needed if you want the character to be in peak condition, this is a gacha game, and you can’t possibly get everything, especially the 5* star artes, MAs, and oMAs.

The ones that aren’t bolded means artes that are notable, but has a less priority compared to the bolded ones.

Mirrage Artes(MA) generally won’t be mentioned unless they are exceptionally strong or has unique properties(ailment/debuff, MG gain) or gimmick due to the MAs generally following the same rule of being a damage nuke. It should be noted that generally ailment on regular arte is a negative due to how hard it is to proc the element, but otherwise a positive on Mystic Artes because they guarantee ailment inflict.

You can also click the arte name to view a video of the arte.

Terminologies:

OTG(Off The Ground) - Gets enemy back up from being knocked down state, allowing the character to continue combo.

KD(Knock Down) - Knocks enemy down.

Dash - Goes through the enemy to the other side, which gives the character invincibility frame while doing so.

IS(Iron Stance) - Iron Stance is a shield that every enemies has which prevents them from getting staggered from any attack for a certain amount of hits, and players need to break this by hitting them enough times. The process up by hitting the enemies with an arte from full CC(which has a bigger amount of hit value) and hitting the enemy with an IS break enhance arte(with the IS break enhance making the first hit have extra hit counts)

Tank Slot - The 4th party member slot, which usually gets the top priority of enemies at the start of the battle, making it a perfect slot to put tanks who would take hit there. You can also play as the tank character by simply swapping to him once you’re in the dungeon. While it applies most of the time, it doesn’t always work because as some enemies will have a unique AI that constantly target swaps.

Action Chaining - A mechanic in Rays in which the more arte you chained before doing spells, the faster the spell would be. You can build cast speed by doing a combo of artes, and backstep and normal attack counts as one arte.(max 5) This makes mages with ranged normal attack(Tear, Cheria, Edna, Elize) have an easier time making their spells faster while staying out of harm, but mages with melee ranged basic attack like Keele or Rita can also keep up by using the AAC Tech. It’s also is used by  in which if you use the arte after a certain amount of actions, the Master version if it would trigger. Note that using the same arte three times in a row resets the count for spell cast time(but not Master Arte count), so avoid spamming artes unless you’re dodge tanking.

Master Arte - An advanced version of a  that can be triggered by using the arte at a certain length of chained action(with each backstep, normal attack hit, and arte counts as an action) and costing a lot of CC, and for strike arte, it also grants said user invincibility for the whole duration of the arte. Master Arte is known to ramp up the effectivity of the character due to the sheer amount of MG that can be gained from pulling off a Just timed Master Arte. Unlike regular arte which requires enough CC gauge for an arte to be justable, you can do a just even when there isn’t enough CC as long as it’s enough for the normal version of the arte.

AAC(Auto Attack Cancel) - A tech that allows characters to normal attack thin air, and is done by quickly tapping attack and then auto attack on/off button. Can be done multiple times to fully do a normal attack combo. While useless for melees, this can be used by mages with melee ranged attack to build Cast Speed Count from. Tech demonstrated here.

‘Support’ Stagger - A term I will regularly use to describe characters that mainly don’t combo on their own due to having less IS break enhance or stagger, but more of an additional stagger support to the main combo melee character on track on their combo in case they made an error.

Hybrid Scaling - A Calculation of damage that applies to strike arte that has an element,They take a bigger % from either stat, and then a smaller % from the other as opposed to non elemental strike which has 100% phys or spells which has 100% arte(usually the higher one being the stat type the character isn’t build around on. For example Jude has a higher arte scale than physical scale, while Elize has a higher physical scale than arte scale.) See all the calculations of the scaling here.

Villain Character - A unique type of playable character exclusive to the playable antagonist, Villain character boast the properties of a boss(such as having a much higher HP, the ability to Iron Stance enemy attacks using the enhancement from their arte, and the ability to instant gain MG when reaching critical HP), but at the cost of the ability to get healed by allies, making self HP recover enhancements much more valuable.


Template Example

 Character

Anima Sync

Def

Type

Notable Arte

Obtainable In

Character Name

Scaling: Phys/Arte

Lv 50 HP: HP

-anima sync- All Type

Equipment Count:

5 (Types of )

2 (Types of )

3 (Types of )

6

Wiki page link

Chapter/Event origin icon the character is obtained freely from.

Arte Name

Master/Altered Arte Name

Arte Name

Character Summary:

The whole information of what the character mainly features are described here. Be it the pros, the cons, or the verdict of the character,

Notable Artes:

Arte Name (CC Cost, Min Power-Max Power)

Master/Altered Arte Name (Action Requirement, CC Cost, Min Power-Max Power)

Enhancements: 1st Enhancement, 2nd Enhancement, 3rd Enhancement, 4th Enhancement, 5th Enhancement

A description of the arte itself, if said arte has a Master/Altered Arte, the guide would cover said arte too.

 Significance Rating: Due to the nature of  being overall pretty hard to get, a special measure is given on whether or not the character is significant enough to actually have the arte to actually function well. Arte would be measured from Very Low, Low, Mid, High, to Very High, and then an explanation would be given to how dependant the character is to have the arte.

Arte Name (CC Cost, Min Power-Max Power)

Enhancements: 1st Enhancement, 2nd Enhancement, 3rd Enhancement, 4th Enhancement, 5th Enhancement

Arte Description/

Kocis/Ix Nieves

Scaling: 60/100

Lv 50 HP: 2770

-anima sync- All Type

Equipment Count:

5 (Free, Ix, Kocis, Summer, Overray)

2 (Ix, Kocis)

3 (2 gacha, 1 )

6

Wiki page link

-chapter- A Land of Beginnings and Light

Instant Strike - Phantom Demon True Eye

Guardian Field

Guardian Phoenix

Obliteration Surge

Shredding Talon

Geyser Tusk

Final Geyser Tusk

Rising Falcon

Character Summary:

Being the Main Character of the game, it's not surprising that he does need to be a strong melee character somewhat since he's the first character you take control in the game, and luckily he aced that requirement.

While not being able to hold a high stagger recovery enemy staggered on his own, Kocis compensated this extremely well with a uniquely effective dash arte Shredding Talon which makes him completely immune to anything a melee enemy would throw at you when spammed, while Obliteration Surge can IS break pretty well and hold the enemy staggered pretty well. He also has Guardian Field, which master version Guardian Phoenix is incredibly effective at holding a lot of enemies on spot with a self centered AoE around him. This combined with his rainbow anima sync makes him by far one of the most versatile character in the game due to how easy it is to just use him and break through challenges with his dash artes, being capable to survive even the most harsh of enemy assault while holding them off from from wreaking havoc against your other party members.

And the cherry on top of Kocis? His overray mode, which allows him to gain full sync, full MG at the start of the battle, and HP regeneration, making him even more powerful though you are limited to a maximum of four uses that would recover one use every 6 hours. He's a strong character early on and remains so even late to the game, so be sure to get all his good stuff.

Notable Artes:

Instant Strike - Phantom Demon True Eye(5-hit basic attack) (1775-1952, 150 MG)

Enhancements: Overray, MR, Overray, Damage, Overray

Overray Enhancement: 5-Hit basic attack for 10 sec

This MA is just pure amazingness. It’s a powerful whole screen sweep that also comes with a special effect of enabling Kocis to perform 5 hit basic attack at high speed, though, at the expense of a temporary Poison that won’t last long. It’s stupidly excellent for Master Arte spam, which pretty much translates into a lot of MG. This allows Kocis to AoE mob control(Guardian Phoenix) and damage bomb(Final Geyser Tusk) continuously during the whole overray effect while at the same time building a lot of MG in a short burst of time, though due to the side effect of using an MA in battle alone you’d have a neutered MG gain.

Guardian Field (6 CC, 235-258)

Guardian Phoenix (6th action, 16 CC, 930-1023)

Enhancements: Area Heal, Damage, Area Heal, Stagger, Area Heal

Guardian Field is an alright combo arte, and it does an AoE attack while healing nearby allies by a bit, which makes it pretty useful when you have melee allies clustered against an enemy or as a combo arte to continue the stagger after an AoE spell. The downside is that weak at the cost of AoE melee, so it's not that good against single enemies.

Guardian Phoenix is a really great Master arte though, as it has a huge AoE (allowing him to hit a lot of enemies) while staggering as long as an AoE spell, allowing him to hold off a lot of enemies in one spot while being invincible.

 Significance Rating: High. While Guardian Phoenix allows Kocis to cover and hold off enemies on spot, but compared to his other artes it isn’t necessary to get most out of him as his dash arte take up most of what makes him very good. You get this for free though, so no need to worry to pull for them.

Obliteration Surge (7CC, 500)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Kocis's best combo arte and IS breaker, Obliteration does a lot of hits while dealing a solid amount of damage, and has a dash finisher that allows him to escape harm at the end. Very great at holding an enemy staggered, though Kocis lacks any other arte to combo loop with it at they’re own.

Shredding Talon (4-3CC, 260-296)

Enhancements: Stagger, Iframe, Damage, Iframe, -1CC

Another amazing arte for Kocis, Shredding Talon has always been a classic for pretty much allowing Kocis to dodge the crap out of everything due to it's speed of execution and perfect iframe thanks to the iframe increase of the enhancements. Great enhancements too with some iframe boost stagger and CC reduction, but it's not fast enough to be used as a combo arte on enemies with fast hitstun recover. It remains as a top end survival arte though, as the perfect iframe would help Kocis survive attacks for a VERY long time.

Geyser Tusk (4 CC, 245)

Final Geyser Tusk (6th action, 14 CC, 1150)

Enhancements: Float, IS Break, Float, MG, Slow Descent

Geyser Tusk is an alright combo arte for it's cheap CC cost, though it might not fully hit on certain enemies due to due the delay between the tackle and the ground smash(mainly the big and the fast hitstun recover ones). Final Geyser Tusk is pretty much an instant damage nuke, but quite less useful that Guardian Phoenix due to the less stagger and AoE.

 Significance Rating: Low. Final Geyser Tusk honestly feels truly optional to Kocis, as it lacks any enhancements and doesn’t have much iframe or AoE coverage that Guardian Phoenix has.

Rising Falcon (5 CC. 430-473)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

An alternative dash arte to Shredding Talon, Rising Falcon has a delayed buildup, but comes with HP Vamp which allows him to leech off HP against whoever he’s dodgetanking. It’s quite less reliable than Shredding Talon, but it’s a neat option for a small bit of HP regaining.

Mileena Weiss

Scaling: 130/30

Lv 50 HP: 2228

-anima sync- All Type

Equipment Count:

6 (Free, Arc 1, Summer, Ex-Clipse, Arc 2, SAO Leafa)

2 (Arc 1, Arc 2)

4 (2 gacha, 1 , 1 )

6

Wiki page link

-chapter- A Land of Beginnings and Light

Nightmare

Darknessmare

Sundering Snow

Chromatic Ray

Harmony Requiem

Luminous Rise

Petal Storm

Violet Petal Storm

Blazing Shell

Ray

First Aid

Character Summary:

While you initially thought Mileena would've been a pure mage to contrast Ix/Kocis, apparently it isn't really the case as Mileena has a bit share of melee attacks, though it really costs Mileena from being able to do destructive AoE spells until much later on using her limited time weapons.

Her main spell arsenal, Ray and Blazing Shell, deal decent damage for such a short cast and cheap CC, but that's what the best that you'll get unfortunately from her initial vanilla arte selection. Through various newer event and gacha weapons however, she'll get a lot more stronger, with options such as Sundering Snow and Petal Storm that allows her to deal damage and backstepping away to build actions count for faster spells and easier Master arte triggering, while Nightmare's master arte Darknessmare and Sentir Ray are AoE damage nukes, though unfortunately her healing will remain as First Aid at best.

Mileena one of those characters that would be either be excellent or absolute garbage, depending on how many event and event gacha limited weapons that you do have later. She's still an amazing carry for newer players thanks to her heal MA Luminous Rain and rainbow sync, but easily replaceable once you get an actual mage with a proper heal arte for that anima sync unless you do have her event limited stuff which allows her to keep up.

Notable Artes:

Nightmare (5 CC, 680)

Darknessmare (5th action, 15 CC, 1245)

Enhancements: AoE boost, IS break, AoE Boost, Cast Speed, AoE Boost

The main spell itself is pretty eh despite the big damage due to the delayed hit, though you can mitigate that with the AoE Boost, but what really matters in this arte is the Darknessmare, the master variant of it which has a wide AoE. It’s quite weaker than most Master Arte spell, but it’s backed up by an arte defense debuff which is pretty rare debuff.

 Significance Rating: High. Darknessmare is by far the one of the only AoE Mileena can actually use, so she has dependency to this arte to an extend, though you probably won’t see this significance as much if you’re leaving Mileena to an AI because they suck at triggering Master Arte in general.

Sundering Snow (4 CC, 295)

Enhancements: Float, IS Break, Float, MG, Slow Descent

A must have for a strong Mileena, Sundering Snow grants Mileena mobility to back away from the enemy really quickly while also gathering action counts for Master arte and faster spells at a cheap cost of CC, so it's a really huge asset for Mileena assuming you do take control for her, though it's also beneficial for AIs as mages tend to melee an enemy that disrupted their spells and Sundering Snow would allow her to back away while doing so. Too bad it's a limited prism weapon though, so do get it if you can.

Chromatic Ray (9-8 CC, 950)

(Obtained from Ex-Clipse VS Quest.)

Enhancements: Cast Speedt, MG, Cast Speed, -1CC, Cast Time Proc

An actual AoE spell for Mileena? Yes please. It takes a while to cast, but pays off with a decent AoE size, that, while scatters far enough that most enemies won’t take full hit, holds off enemies pretty well. It also has the benefit of cast speed shortener and a chance for a really short cast time, which when combined with Sundering Snow makes it a decently spammable spell.

Harmony Requiem (120 MG, 900)

Enhancements: Debuff Time, MR, MR, MR, Debuff Time

Solid MA with a lot of stuff packed into one, from dealing damage, atk debuff, and healing at once, making it a massive boon for Mileena, though you’re likely going to need a lot of MG.

Luminous Rise (100 MG, 25)

Enhancements: Heal Boost, MR, Heal Boost, MR, MR (Fully enhanced)

While usually not needed, an emergency button for an AoE heal MA works pretty well as an emergency button. Usually not needed, but it can find use on situations where your whole party would get nuked such as by enemies who uses MAs.

Petal Storm (5 CC, 360-396)

Violet Petal Storm (5th action, 15 CC, 1210-1331)

Enhancements: MG, IS Break, MG, Damage, MG

Gacha alternative to Sundering Snow. It's not as good as Sundering Snow due to the slower attack and a slightly larger CC cost. The only merit it has over Sundering Snow is the MG gain you can get from using the Master version of it, so it's pretty eh.

 Significance Rating: Very Low. Petal Storm is pretty terrible overall as it’s a garbage edition of Sundering Snow. Violet Petal Storm CAN be useful for MG gain, but you REALLY better off using Darknessmare or Chromatic Ray which has much more AoE reach for much easier MG gathering.

Blazing Shell (5 CC, 470)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

While it doesn’t even has an AoE, and it is pretty easy to miss unless a melee stops the enemy, it does has a quite short cast time, a decent damage, and an Iron Stance break enhance that easily breaks Iron Stance if the melees somehow fail to do so. It’s unremarkable once you get actual the actual AoE spells like Chromatic Ray though.

Ray (5-4 CC, 730)

Enhancements: Cast Speed, MG, Casting Speed, -1CC, Cast Time Proc

Mileena's only AoE spell if you don't have any of Nightmare and Sentir Ray. Pretty serviceable due to the fast cast time and huge damage against big bosses since they are an easy target to a full hit Ray, so it still holds up if you're looking for more DPS on fights against singular boss fights.

First Aid(4 CC, 15-20)

Enhancements: Heal Boost, Caster Heal, Heal Boost, Caster Heal, Heal Boost

Mileena’s best heal arte. It may be a First Aid, but at least it has merits of being overall the fastest heal spell.

Haruka Amami

Scaling: No elemental strike arte

Lv 50 HP: 1903

-anima sync- All Type

ToP!!!!!!!!!!!!!(MR+)

Let's Get Along!

No Fighting!

Giving It My All!

Gimme Your Support!

Fight!

-event- A Spirited Debut

Recommended Setup:

-Let's Get Along!

-Giving It My All!

-Fight!

-Gimme Your Support!

Character Summary:

A bizarre choice of a character that was a surprise character during the Idolm@ster collab, Haruka gets a plot armor of having the powers to use her songs to attack and joins the cast as collab character.

Haruka is an all out support character, and by that I mean both literally and as a stagger support, as she mainly inflict physical and arte attack debuff through her various artes. Her attacks are mainly used on the purpose of defending herself from getting herself and her low HP from getting attacked and assist the stagger, varying from the spell Giving It My All!, a couple of slow projectiles like Gimme Your Support!, and Let’s Get Along!, which is an attack that surrounds the user like a Guardian Field minus the heal. She also has a couple of heal artes like Let's Do Our Best! and Fight! that you can easily just from her projectile normal attacks for a fast heal, though not as effective as Healing Circle and Nurse users. You can also bring her everywhere thanks to her Rainbow anima sync.

A lot of this comes across as meh if it wasn’t for the actual debuffs inflicted, but what makes Haruka someone you would use in the first place is her only MA ToP!!!!!!!!!!!!! that you can only get from the gacha, which deals no damage, but compensates itself by grants you a large amount of MR. This would be extremely useful in survival based content of Rays such as Tower as an MR battery to make other character’s damage MAs as devastating possible, but otherwise meh at the rest of ToTR content since you don’t get to use the MA multiple times.

Notable Artes:

ToP!!!!!!!!!!!!!(MR+) (100 MG, 0)

Enhancements: MR, Debuff Time, MR, Debuff Time, MR

ToP!!!!!!!!!!!!! deals no damage while inflicting physical attack debuff which is underwhelming on its own, but grants a large quantity of MR. This won’t be that much of a use most of the time in Rays, but is a godsent in Tower in which having an MR battery is pretty viable to make your MAs deal more damage during screen clearing or boss nuking. A must have for Haruka due to it being her only MA and her usefulness.

Let's Get Along! (7 CC, 475-522)

No Fighting! (4th action, 17 CC, 1335-1468)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

Let’s Get Along! is a circular attack around the user in a similar fashion to Guardian Field while reducing physical attack of the enemies, which is pretty useful as a self defense attack considering melee enemies would usually go into close range and Haruka’s fragile HP.

No Fighting is pretty excellent offensively, as it requires a very few action for a fast large and devastating AoE hit, which can help saving characters from getting ganged and as an assist stagger and damage to follow up an AoE spell while also recovering HP with the enhancements.

 Significance Rating: Very High. Considering Haruka’s capability is heavily dependant on her MA, especially considering how easy it is to trigger the Master Arte, it’s pretty much necessary to get the best out of Haruka whose job is an MR battery using her MAs. Self surrounding AoE also means there is a lot of enemies to hit with it as well.

Giving It My All! (7 CC, 790-869)

Enhancements: MG, IS Break, MG, Damage, MG

Haruka’s only spell is a fast projectile spell, which inflicts arte attack debuff on it’s wake while also sending enemies flying. It’s essentially projectile Tractor Beam. It’s also a decent source of MG thanks to enhancements, and if you’re willing to take the risk, you can just this spell from Gimme Your Support! for a good chunk of MG since you’re using Haruka for her MA anyways.

Gimme Your Support! (6 CC, 460-506)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

A must have for Haruka, Gimme Your Support! spews out a couple of slow traveling projectiles and also inflicting physical attack debuff on whatever it hits. It’s her fastest attack while also keeping herself away from the enemies, and is your best move to attack, gain actions to pull off No Fighting! and/or use a couple of offense or healing spells.

Fight!(4 CC, 15-20)

Enhancements: Heal Boost, Caster Heal, Heal Boost, Caster Heal, Heal Boost

It’s basically Haruka’s version of First Aid. Pretty excellent at doing single target heals with it cast time, so it’s pretty neat.

Lenneth F

Scaling: ???/???

Lv 50 HP: 2649

-anima sync- All Type

Nibelung Valesti

Sky High Edge

Sky Air Raid

Hurricane Raid

Piercing Dust

Moment Slide

Ethereal Wing

Infinity Blast

Recommended Setup:

-Sky High Edge

-Piercing Dust/Infinity Blast

-Hurricane Raid

-Moment Slide /Ethereal Wing

Character Summary:

Descending from another Asgard to the realms of Tir Na Nog, Lenneth joins the fray during a random as heck Anatomia collab cross company collab, embracing herself into Tales of LMBS battle system while Velvet and Cress gets a taste of being Eihenjars.(No really, they are the characters Anatomia peeps get.)

If you thought people like Sara and Hubert are some MG gain focused madmens, then you have seen nothing. Lenneth is hellbent on trying to gather as much MG as possible, shown in a lot of her artes having unique enhancement patterns with up to four MG boosts. This MG focused build is meant for her to use Nibelung Valesti, a slightly cheaper MG MA that has a lot damage enhancements to catch up to be on par to damage enhance MA. With Lenneth’s MG crazy build, she can pretty much go all on about using the MA once on each battle should the enemy last long enough under her assault.

Her attacks are no joke either despite the absurd quantity of MG gain. She has a moveset consisting of some melee attacks and bow ranged artes, with Piercing Dust and Ethereal Wing that are very spammable and puts Raven’s ranged artes into shame, and Hurricane Raid and Sky High Edge melees in case enemies got close while also gaining a shitton of MG. And she can even use Moment Slide to quickly dash to the enemy’s other side while quickly dodging the enemy’s attack Ix style, albeit not as good. The only real issue with her is that her MG boost approach pretty much screwed herself into lack of reliable IS breaker, so be sure to bring a decent combo melee along.

Oh, and do remember that she is a collab char, which means despite the MG boost based artes, she can only have a single MA gauge.

Notable Artes:

Nibelung Valesti (80 MG, 1010-1414)

Enhancements: Damage, MR, Damage, Damage, Damage

A must have for Lenneth since it’s her only MA, Nibelung Valesti might be poor at first, but once you enhance out all of the damage enhancements, it’s on par with max enhanced damage MAs. With Lenneth having an absurd amount of MG gain enhancements, you can spam this MA quite a lot, though keep in mind you don’t gain much MR from it, so it’s a constant damage unloading between battles at the cost of some of your MR, and if you’re doing it mid MA spam, use it as the last MA.

Sky High Edge (8 CC, 500)

Sky Air Raid (6th action, 18 CC ,1165)

Enhancements: MG, Stagger, MG, MG, MG

Sky High Edge on it’s own is blegh. It cost too much CC for it’s low damage, and Lenneth can easily get knocked into a juggle if she got smacked mid arte.

On the other hand, Sky Air Rais pretty much a perfect fit for Lenneth due to the MASSIVE MG gain you can get. Not only from the natural Master Arte MG gain, but also from the improvement of the arte enhancements which support’s Lenneth purpose of spamming Nibelung Valesti. It’s decently long animation also neat as it allows her to avoid getting hit for a while via Master Arte iframe.

 Significance Rating: Very High. Like Haruka, Lenneth is all about trying to get to use her MA as soon as possible, and you’d want her Master Arte to get the best of her Nibelung Valesti.

Hurricane Raid (6 CC, 410)

Enhancements: MG, Stagger, MG, MG, MG

Your main melee arte for Lenneth. It combos easily to itself, hits and stagger quite a lot, and rushes at a long distance enough to get into the enemy after Piercing Dust’s pushback or as a self defense maneuver should your enemy get close. It also gives a lot of MG thanks to the enhancements, so it’s pretty much your best MG gaining maneuver if you’re going against a single enemy.

Piercing Dust (7-6 CC, 620)

Enhancements: MG, Stagger, MG, Stagger, -1CC

Lenneth’s main ranged arte that is pretty much an even stronger edition of Raven’s The Wind Howl. It deals the most damage out of Lenneth’s artes, and it’s piercing attribute is useful when going against clustered enemies. It also comes with a decent enhancements with staggers, MG and CC cost. Though, be sure to remember that Piercing Dust pushes Lenneth back, so don’t go too far on the spam or else you’ll either get too far that enemies recover from it, or unable to close range in one go with Hurricane Raid.

Moment Slide (3 CC, 205-266)

Enhancements: Damage, Stagger, Damage, MG, Damage

Moment Slide is pretty much a mini Talon. Less iframe and distance, but MUCH faster on execution. It’s a fast side switch maneuver, making it very effective to dodge the enemy’s melee attack or avoid getting ganged on in one quick swoop. The arte itself is also really useful to gain to trigger Master artes faster since it’s Lenneth’s fastest arte.(And you’d want to trigger Master ASAP anyways since it’s her biggest source of MG.). It’s no Talon since Lenneth has a vulnerable moment at the end of her attack, but still very handy.

Ethereal Wing (6 CC, 380-465)

Enhancements: Damage, Stagger, Damage, Stagger, -1CC

Ethereal Wing is… eh. It’s basically a super souped up edition of Raven’s Glimmer of Heaven, and is much faster on the arrow drop with a small size of AoE around the target. Unfortunately, Piercing Dust outdoes what Ethereal Wing apart from the more accurate chance of hitting, so I don’t suggest using it unless you want to do Just ranged combos by going back and forth between Piercing Dust and Ethereal Wing.

Infinity Blast (5 CC, 325-401)

Enhancements: Damage, Stagger, Damage, MG, Damage

Fodder arte if you’re looking for a variant of Piercing Dust that doesn’t push Lenneth back, however, it hits quite less, so you aren’t really getting much from this compared to Ethereal Wing and Piercing Dust.

Kirito

Scaling: ???/???

Lv 50 HP: 2770

-anima sync- All Type

Starburst Stream

Vorpal Strike

Double Circular

Savage Fulcrum

Vertical Arc

Rising Rush

Lightning Fall

Recommended Setup:

-Vorpal Strike

-Savage Fulcrum

-Vertical Arc

-Rising Rush / Lightning Fall

Character Summary:

Oh boy, if it isn’t the power fantasy Black Swordsman who basically breaks everything with ease in his franchise. He should be at least a decent melee character right??

…….oh. Yikes, someone in the Bamco office really have a strong hate boner against him.

While Kirito himself seems to be a good combo melee(who also for some reason don’t dual wield) on the surface, having lots of CC reduction that allows him to be by far one of the unit with the highest power/CC output, he suffers from the absolute lack of proper enhancements that regular characters usually have such as stagger You see, this basically screws Kirito hard enough that absolutely NONE of his artes can connect on a high stagger recovery enemy on his own to the point of being Luke grade at being terrible in combos. (Ironic for being the ‘solo’ character in his franchise, LMAO)

He still has merits that at least make him not absolutely worthless though, but not as much as Haruka or Lenneth’s level of utility. Vorpal Strike is a perfectly serviceable dash arte despite being a bit delayed, while Vertical Arc took pages from Farah and functions as a fast 2CC arte to quickly trigger Master Arte. And last and not least, his MA Starburst Stream is functionally a decent damage output MA which also uniquely grants a P.ATK buff to the whole party at the start of the MA rather than the end of it, allowing the MA itself to also have the P.ATK boost on.

Kirito is overall pretty underwhelming, I won’t suggest utilizing him on high difficulty content due to his horribly lackluster capacity on holding stagger, but outside of those places his raw power and his dash arte should make him at least serviceable for the easier parts of the game.

Notable Artes:

Starburst Stream (120 MG, 1235-1605)
Enhancements: Damage, Buff Time, Damage, Buff Time, Damage

Starburst Stream is more MG costly than most MAs, but pays off with the P.ATK buff that not only makes it decent to start an MA chain, it also applies the P.ATK at the start of the MA, effectively powering up the MA as well. It’s not very powerful, but serviceable enough considering the extendable P.ATK buff and the fact that this is the only MA he has to use.

Vorpal Strike (6-5 CC, 360-468)

Double Circular (6th action, 16-15 CC, 1110-1443)
Enhancements: Damage, MG, Damage, Damage, -1CC

A bit delayed on the startup, but perfectly serviceable dash arte that should at least allow Kirito to dodge tank some of the things enemy throws at you.

Double Circular as a Master Arte instead turns into a series of dual wield barrage (DARK REPULSER WHERE HAVE YOU BEEN) after the dash, making the arte itself decently more lengthy for the iframes. The damage enhancement also benefits the Master Arte, making it a decent damage output.

 Significance Rating: Very High. Vorpal Strike allows Kirito to at least have some use, as he’s generally bad at combos, and having a dash arte would allow him to at least dodge tank through enemies.

Savage Fulcrum (6-4 CC, 485-534)
Enhancements: Damage, IS Break, -1CC, IS Break, -1CC

Savage Fulcrum, while being terrible at comboing, is Kirito’s only IS break tool…. that Knockdowns. Yeah, it’s pretty bad, but what can you do when it’s your only IS break. It only has a couple CC reduction that makes it quite easier on the CC cost.

Vertical Arc (3-2 CC, 255-306)
Enhancements: Damage, Stagger, Damage, MG, -1CC

It’s basically Farah’s Palm Strike as an SAO sword skill. 2CC with short animation, allowing it to be an easy method of building action to quickly trigger his Master Arte. Though, spamming Vorpal Strike or locking the enemy in blocking state with Rising Rush are much safer options..

Rising Rush (7-6 CC, 485-534)
Enhancements: Float, Damage, Float, -1CC, Slow Descent

Bad at combos with Float enhancement, but it holds the enemy off in a blocking state hard enough to be a safe method into triggering Double Circular.

Lightning Fall (5-4 CC, 385-462)
Enhancements: Damage, Stagger, Damage, MG, -1CC

A very delayed arte, but still functions as an elemental damage output with high power/CC.

Asuna

Scaling: ???/???

Lv 50 HP: 2288

-anima sync- All Type

https://vignette.wikia.nocookie.net/tales-of-link/images/a/a4/Tales_of_Destiny_Logo.png

Stahn Aileron

Scaling: 60/100

Lv 50 HP: 2890

-anima sync- Red

Phoenix Blast

Crimson Phoenix Blast

Infernal Torrent

Rising Phoenix

Dragon Swarm

Heavenward Thrust

Recommended Setup:

-Phoenix Blast

-Infernal Torrent

-Rising Phoenix

-Dragon Swarm

Character Summary:

Our silly voiced dumbass of our Tales of franchise is a physical tank in this game with a solid amount of HP, and fortunately his moveset is pretty alright to serve what he's all about.

With Rising Phoenix, he can pretty much dodge tank enemies while safely HP Vamp the enemy out without getting hit, and with the wide but slow IS breaker arte Infernal Torrent and good combo arte such as Dragon Swarm he holds up quite well as an offensive melee, though his spell arte selection are ultimately duds due to his lack of arte stat weapons.

Overall pretty decent combo melee, though he can’t pull off a fast IS break and is stupidly CC consumptive, so you might want to run a certain fast IS breaker alongside him.

Notable Artes:

Phoenix Blast (6 CC, 385-423)

Crimson Phoenix Blast (6th action, 16 CC, 1105-1216)

Enhancements: MG, IS Break, MG, Damage, MG

Phoenix Blast is… weird. It’s pretty launch reliant due to the being the launch and the vertical phoenix flames working best only if the enemy is juggled midair. It’s terribad and probably shouldn’t be used against heavy enemies.

Crimson Phoenix Blast is pretty much what you’re bringing this arte for. It's a decently long string of combo that, while not hitting a lot of enemies on its wake, works pretty well as a means of Stahn to iframe through the enemy via Master Arte invincibility. It would also still hit enemies regardless of launch height due to the flame whirl that appears when Stahn flies up into the sky, and it has the MG. enhancements going for it which is always great for Master Artes.

 Significance Rating: Mid. While Phoenix Blast allows Stahn for MG gain and iframing, it isn’t strictly important enough for it to deter Stahn’s performance from not having the arte.

Infernal Torrent (7 CC, 500)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

A bit delayed on the startup and too CC consumptive, but a pretty solid IS breaker with spread out multiple hits in front of him, and a good amount of damage to start a series of combos with. You can also use Torrent as an OTG as well, so you can follow up a knockdown Rising Phoenix with this to stand the enemy back up for more combos. Don’t expect it to be anywhere close to top end IS breaker though.

Rising Phoenix (7 CC, 415-456)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

Stan's main and only means to dash attack. It’s fast, and it can knockdown the enemy for an OTG. HP Vamp making it easily abusable for continuous dodging, though it's CC cost is too steep for it to be reliable at all times. Also not recommended to attack small enemi

es right away with Rising Phoenix, as Stahn can outright overshoot due to the lack of hits at the initial jump.

Dragon Swarm (7 CC, 540)

Enhancements: Stagger, Rush, Iframe, Projectile Block, Rush

Stahn main combo arte. It's fast and the strongest out of , and you can easily keep enemies staggered with it. Though, you might find it a bit too short with all the CC it consumes.

Heavenward Thrust (130 MG, 1495-1943)

Enhancements: Damage, HP Recover, Damage, MR, Damage

“Koitsu wa, mirai he to takusu eigou no tsurugi da! ZAN, KU, TEN, SHO, KEEEEEEEENNNNNNNNNNNN!!!”

Heavenward Thrust may be slightly weaker by Power/MR compared to Stahn’s regular gMA, and it lacks the AoE most decisive MAs has, but it compensates itself very well with the extra guaranteed Fatigue inflict which causes more staggering combos and a pretty high launch height which can buy mages some time to prepare spells after the MA.

Also it’s visually epic, and you can’t deny that it’s an awesome  looking MA.

Rutee Katrea

Scaling: 130/30

Lv 50 HP: 2288

-anima sync- Red

Acid Rain

Ice Tornado

Snipe Air

Rosewater Squall

Slash Rain

Ice Needles

Heal

Recommended Setup:

Mage:

-Acid Rain

-Ice Tornado

-Ice Needles / Snipe Air

-Heal

Melee:

-Acid Rain

-Slash Rain

-Snipe Air

-Heal

Character Summary:

Rutee boasts a great array of arte variety. She’s capable of spells, melee attacks, healing, and, if you bought Acid Rain from prism shop, debuffing as well. She infamously broke the game with Snipe Air, a melee arte that gives her an near perfect iframe if spammed by a player, allowing her to dodge tank as long as her CC provides, making her one of the best ingame dodge tanker due just by using one arte. Combine that with a super high movement speed and her heal and mitigation MA Rosewater Squall, and Rutee becomes a very very versatile since she's well geared on all of the categories.

However, with being a jack of all trades comes her very own weakness: being limited at both melee and spells. Due to the weapon count limitation, Rutee could only do one or two arte at both melee and spells, making her melee offense capability only limited to Slash Rain while her spells offense capability is only limited to Ice Tornado(She does have some other artes for both of these, but they're all a far cry from these two.). So building her up to full mage/melee play style can be quite a chore since you need to find all of her melee/mage weapons for it to work. Not to mention AI Rutee will prefer to use spells over melees when you have one equipped so hybrid isn't really an option.

Overall, Rutee might be very limited at the things she can do at first, but once you start gathering her weapons she can be a very useful 'jack of all trades' character to cover a lot of roles at once. And as for melee Rutee vs mage Rutee? I think mage Rutee due to Ice Tornado’s AoE that can be boosted and Heal, but apart than that both are almost even.

Notable Artes:

Acid Rain (4-3 CC, 260)

Enhancements: Cast Speed, MG, Cast Speed, -1CC, Cast Time Proc

Acid Rain is an amazing asset for both melee and mage Rutee, as it inflicts defense debuff which is beneficial for melee Rutee and other melees, and it does a whole field AoE damage in a short cast time which is beneficial for spellcaster Rutee to build up cast time cut quick.

Ice Tornado (7 CC, 665)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

Rutee’s main spell arte. Ice Tornado has a somewhat lower damage compared to usual AoE Spell, but it has a quite short cast time for it's big AoE(that you can make even bigger), so it's somewhat compensated pretty well. It's her only AoE spell, so it's a must have for spellcaster Rutee.

Snipe Air (3 CC, 215-280)

Enhancements: Damage, Stagger, Damage, MG, Damage

Snipe Air… is a perfect iframe arte. Yes, you aren’t hearing that wrong, you can be completely invulnerable by spamming this arte, allowing her to bullshit through absolutely any attack as long as she has the CC to spam Snipe Air. It’s damage isn’t that bad for it’s cheap cost as well, and you can improve that with the enhancements. And it’s a godsend that this arte can be obtained just by leveling her from a mission, so you can already dodgetank with Rutee right away without the need to pull anything else for her.

Rosewater Squall (100MG, 24)

Enhancements: Heal Boost, MR, Heal Boost, MR, MR

Like Milenna, Rutee’s Rosewater Squall is a neat MA for an emergency heal button, and it also has an aoe defense buff to make sure melees take less damage, though I don’t recommend bringing Rutee just for this when being offsync as you won’t gain much heal from it.

Slash Rain (6-5 CC, 435-479)

Enhancements: Stagger, Iframe, Damage, Iframe, -1CC

Rutee’s main means of dealing physical damage, and it staggers the crap out her enemies hard. It’s Iframe and stagger enhancement also helps the arte as Rutee needs to avoid attacks as much as she can due to her being fragile. It isn’t a good idea to use it multiple times though, as there is a jumping delay, so it’s best to alternate with Snipe Air back and forth.

Ice Needles (3 CC, 180)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

Like Snipe Roar, Ice Needles is pretty bad by a typical mage standards as it’s a projectile that can miss, but since this is Rutee who only has this as her only other spell, this is better than only having Ice Tornado as her only offense spell.
Heal (6CC, 30-39)

Enhancements: Heal Boost, Caster Heal, Heal Boost, Caster Heal, Heal Boost

Rutee can cover healing as well with Heal, though it is more useful in the hands of mage Rutee rather than melee due to the need of arte stat.

Leon Magnus

Scaling: 60/100

Lv50 HP: 1999

-anima sync- Red

Moon Fall

Demon Attack

Demon Lance

Phantom Edge

Thundering Riff

Moon Glare

Demon Fang

Stone Wall

Grave

Recommended Setup:

Hybrid:

-Demon Lance

-Moon Fall/Moon Glare

-Demon Attack

-Phantom Edge

Mage:

-Demon Lance

-Demon Fang

-Stone Wall

-Grave

Character Summary:

Unlike typical melee or hybrid characters where they usually should be at able least take some melee hits and has some degree of HP, Leon has a very low HP while at the same time having an arte defense type which makes him die very easily when going melee. However, this is compensated with an amazing skill set that makes him work excellently well as a a mage, or a hybrid character. With solid melee attack such as Moon Glare, Moon Fall and Demon Attack, a good but limited selection of spells such as Demon Lance, Grave and Stone Wall, and an almost perfect invincibility dodge arte Phantom Edge arte which compensate Leon's poor defenses very well, Leon can be an advancing force of destruction whatever kind of character you build him as, though he needs a bit of enhancement at first on his melee artes since Iron Stance breaking requires enhancement and trying to stagger your enemy as fast as possible is pretty vital for someone who can't take hits as Leon. It's also recommended to at least have one arte heavy weapon as Leon's melee arte is quite weaker compared to typical melees, as it requires the hybrid calculation boost to keep up with the melee damage.

Under the hands of a player that knows how to time their dodge arte properly, he can be a devastating offensive force, and if that did not suit you, you can turn him into a mage instead which also functions quite well. Oh, and do note that despite being a story character, his weapons can only be obtained from event banners, so if you do look forward to get him geared up, you’ll have to wait until he does show up on event gacha or prepare a lot of Prism to buy them out.

Notable Artes:

Moon Fall (7 CC, 410)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Moon Fall lot of hits and staggers a lot, making it solid both as a combo arte and IS breaker for Leon, and you can use this from a follow up combo from any melee arte to any other melee arte, so it's definitely a must have for Leon, though you can replace it with Moon Glare for a cheaper combo arte.

Demon Attack (8 CC, 440)

Enhancements: Ailment, Ailment Cure, Ailment Proc, IS Break, Ailment Power

Demon Attack sports beam with a bit of range. So it's useful offensively when attacking an enemy to prevent nearby enemies from knocking you out of your combo and defensively when being chased by multiple enemies to stop them when trying to get a distance away to use spells. It's kinda disappointing that it have to suffer from ailment enhancement though, but it's still worth getting the IS break enhance for it's defensive use. It's also a bit delayed, so it also requires allies combo assistance when going against enemies with fast recovery.

Demon Lance (7 CC, 715)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Leon's main spell. Demon Lance takes quite a while to cast and is a bit weak for an AoE spell, but it comes with a defense debuff that makes melee attacks hit stronger, so it's worth using even as a melee Leon. The weapon also has the highest arte stat out of all Leon's weapon, so it also boosts Leon's hybrid scaling on his all elemental melees set, allowing it to support melee Leon even by stats.

Phantom Edge (3-2 CC, 150-165)

Enhancements: Stagger, Iframe, damage, Iframe, -1CC

Leon's must have arte, Phantom Edge as a dash arte allows Leon to stay close to melee enemies without getting his fragile defenses hit. It's also fast, and the enhancement allows you to spam it at a low CC cost.

Thundering Riff  (70 MG, 950)

Enhancements: Debuff Time, MR, MR, MR, Debuff Time

Being a debuff MA, it doesn’t deal that much damage, but requires much less MG to cast and it comes with AoE Arte def debuff. It’s pretty neat if you manage to get it as all of Leon’s arsenal consist of melees that scales harder on arte and spells, allowing all of Leon's attacks to hit harder with the arte def debuff but Demon Fang.

Moon Glare (5 CC, 290)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

If you want to lose out dual element for a cheaper CC costing and faster IS break, Moon Glare is your alternative to Moon Fall. It's fast attack is also quite useful as it allows you to use Phantom Edge to dodge a counterattack.

Demon Fang (3-2 CC, 195-214)

Enhancements:Stagger, Iframe, Damage, Iframe, -1CC

It's underwhelming as a method of melee offense due to not benefiting from arte statsticks, but it's useful when you're looking for safe action count builder for faster spells for mage Leon, especially after the -1CC which makes the cost very cheap.

Stone Wall (6 CC, 645)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

Stone Wall is a decent spell with a good amount of power, though it hit count is pretty eh, and there is a delay between the first hit and the following rock spin hits, but you can make the size of it bigger for a fast AoE.

Grave (4 CC, 385)

Enhancements: Float, IS Break, Float, MG, Slow Descent

Basically launch attack: The spell. Short cast time for a quick launch attack to start a juggle, but is not as useful against enemies with IS or heavy enemies where you can't outright launch them.

Kyle Dunamis

Scaling: 60/100

Lv50 HP: 2842

-anima sync- Red

Sonic Blast

Annihilating Crash

Lofted Assault

Leaf Cutter

Meisou Shikouzan

Azure Storm

Burning Strike

Featherfall

Recommended Setup:

-Sonic Blast

-Leaf Cutter

-Lofted Assault

-Azure Storm / Featherfall

Character Summary:

Kyle is probably one of the best ingame IS breaker, sporting an arte that is Leaf Cutter which is stupidly fast, depletes 6 hit from the first hit alone, AND CC cheap, making him capable of dishing out hits really quick to break the thickest of iron stance. Apart from that, Kyle mostly sports an overall okay combo arte such as the the mass MG gathering  Sonic Blast, HP Vamp Lofted Assault and rushing Azure Storm, though it doesn’t support his combos I that much, which is ultimately his downfall as he has so much launch reliant or delayed arte that he barely has any proper stagger arte to work with to keep the stagger post IS break.

Overall very above average simply because of his easily abusable IS breaker alone, Kyle is definitely someone you would like to bring on difficult content, though, you’d definitely need at least some outside source of stagger due to his difficulties on keeping enemies staggered.

Notable Artes:

Sonic Blast (7 CC, 405-445)

Annihilating Crash (6th action, 17 CC, 1210-1331)

Enhancements: MG, IS Break, MG, Damage, MG

Well, take an existing free MA and turn it into a Master Arte, and you have a Sonic Blast. It is impractical on practice due to the arte itself being a simply two stab attack, but it gets the job of gathering MG done pretty easily with the MG enhancements, short arte duration and large CC cost before going back to his usual IS breaking routine.

...and like Sonic Blast, you’re also pretty much using Annihilating Crash just for that sweet sweet MG gain, though compared to other Master artes, though it’s pretty lackluster on the AoE departement that could have made it’s MG gain better. It’s pretty much a fast and practical for some high speed MG gathering early on into the battle, though make sure the enemy didn’t get dragged sideways beforehand by other stuff or otherwise your stab can outright miss.

 Significance Rating: Low. Annihilating Crash is pretty poor overall in almost all category but MG gain, so overall it won’t be much of a detriment to Kyle’s performance unless you are that reliant on his MAs.

Lofted Assault (7 CC, 570-627)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

Kyle’s main combo arte alongside Azure Storm. Combos large enemies and juggles smaller ones well, and it has HP Vamp enhancements to recover HP while doing so. Might not fully connect some though as the 5th hit has Kyle rising high to the air.

Leaf Cutter (3 CC, 265)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

Kyle’s best IS breaker, and is probably one of the game’s most broken IS break arte. With it’s short arte duration, 3CC arte cost, and a whopping +6 Iron Stance reduction in total, Leaf Cutter can easily chip a huge chunk of Iron Stance within a short amount of time, making it extremely useful.

Meisou Shikouzan (130 MG, 1485-1930)

Enhancements: Damage, HP Recover, Damage, MR, Damage

Goddammit Bamco, why does it have to be that scene that you’re making an MA out of…

This MA is about as alright as most decisive MAs can get, it’s weaker than Kyle’s normal MA, but compensates itself with an AoE hit area and a guaranteed Weakness, which is really neat against mage enemies that otherwise could have spell juggled you to death.

Azure Storm (6 CC, 410-540)

Enhancements: Damage, Stagger, Damage, MG, Damage

Don’t let the name fool you, as it’s actually very different compared to Yuri’s. Instead of Zelos math style two Azure Edge, Kyle would actually rush into the enemy after a single projectile and slash them twice. Very cool on paper since it allows you to zip into enemies from a distance, but blegh on practice due to the lack of IS break and launch reliance on it’s combo.

Burning Strike (7 CC, 855-1111)

Enhancements: Damage, Stagger, Damage, MG, Damage

A fairly competent spell, it sadly has to end up being owned by Kyle of all people who lacks the arte stat to use it at its maximum potential. Might be useful for the statsticking purpose for his elemental strike arte, but he has a good share of non elementals that did not pick up this arte boost, so it’s up to you to decide if it’s worth the prisms.

Featherfall (4 CC, 300-330)

Enhancements: Ailment, Ailment Cure, Ailment Proc, Damage, Ailment Power

Featherfall is absurdly fast while dealing as much damage as his Force Spear, making it easily abusable for a super fast damage, though you'll need assisting attackers or spell nukes to keep the enemy staggered while you smack the crap out of the enemy. Sucks that it has to have ailment enhancements though.

Reala

Scaling: 130/30

Lv50 HP: 1975

-anima sync- Red

Ancient Nova

Stinging Surge

Ghoulish Assault(MG+)

Purifying Stream

Splash

Photon Blaze

Wind Slash

Heal

Recommended Setup:

-Ancient Nova

-Stinging Surge / Splash

-Photon Blaze

-Heal / Wind Slash

Character Summary:

Being the only true mage of the entire Red Sync as of, Reala's pretty straightforward compared to Red sync's hybrid mages. Ancient Nova takes a while, but it's very destructive, while her other spells such as Splash, Photon Blaze, and Sting Rave are overall pretty solid mid size spells. She also surprisingly has an amazing set of gMAs that either screen clears and heals or boost the entire party's MG. Though, Reala is a bit riddled status effect across some of her spells, and her melee stuff are just plain junk. And being an event character with only Heal as her heal arte, trying to get her to actually able to heal can be a bit difficult when going against the 3* pool.

A classic mage character with quality gMAs, Reala is overall pretty alright, and she's definitely a boon for being the the only true mage in Red Sync.

Notable Artes:

Ancient Nova (10 CC, 1295-1684)

Enhancements: Damage, Stagger, Damage, MG, Damage

Ancient Nova is a simple spell nuke that, while taking a while to cast and cost a lot of CC, payoffs with a very strong damage. And you can improve it's damage, making it one of the top tier damage spells out there.

Stinging Surge (6 CC, 620)

Enhancements: Ailment, Ailment Proc, HP Vamp, Ailment Proc, Ailment Power

Sting Rave, while suffers from another case of ailment enhancement infestation, is quite neat for its ability of juggling enemies in the air, though melees will have a hard time catching them as whoever gets juggled would get dragged away from them by the rock spikes. Not amazing, but it’s decent if you’re looking for more stagger artes for Reala.

Ghoulish Assault(MG+) (130 MG, 1060-1272)

Enhancements: MG Heal, HP Recover, Damage, Damage, MG Heal

A unique MA that grants party MG Boost. This can be pretty neat if you want a fast boost to the party’s MG, so you can use it to fill up the MG gap of your party’s MG to a full bar at the start of an MA chain, though it has quite a steep MG requirement for an MA that fills the party’s MG.

Purifying Stream (100 MG, 879)

Enhancements: MR, HP Recover, Stagger, HP Recover, MR

Compared to other GMAs that would simply just nuke enemies with big numbers of damage, Purifying Stream derives by instead doing a whole screen nuke at a less damage than a single targeted MA while at the same time healing everyone. This is pretty handy when you want a heal panic button while screen clearing at the same time.

Splash (5 CC, 495)

Enhancements: Ailment, Ailment Proc, MG, AIlment Proc, AIlment Power

It’s splash, decent stagger spell even despite the very low AoE

Photon Blaze (5 CC, 535-642)

Enhancements: Damage, IS Break, Damage, Stagger, Double Proc

A hidden  gem, Photon Blaze is an instant hit damage with a big damage, making it an amazing spell when you just want to kill a mob in a single spell really quick, it’s damage is even enhanceable to even deal double of the damage if you’re lucky enough.

Wind Slash (4-3 CC, 350)

Enhancements: Cast Speed, MG, Cast Speed, -1CC, Cast Time Proc

While overall poor on the stagger side, it’s decent as a cheap and fast spell to cast to build cast time for the more powerful spells. It also comes with a Cast Time Proc cut that allows it to be almost instantaneous.

Heal (6 CC, 30-39)

Enhancements: Heal Boost, Caster Heal, Heal Boost, Caster Heal, Heal Boost

Reala’s only heal arte. It get the job when you need one, though you can’t really expect this to fully deal with a whole party’s need for healing since it’s a single target.

Judas

Scaling: ???/???

Lv50 HP: 1999

-anima sync- Red

Deadly Descent

Blast Storm

Moon Glare

Delta Ray

Recommended Setup:

-Deadly Descent

-Blast Storm

-Moon Glare

-Delta Ray

Character Summary:

With lengthy multiple hit melee combo artes as Deadly Descent and devastating damage arte Blast Storm, Judas is going out in his way to make sure enemies remain in his brute force of his combos. However, the lack of a dash arte means he is easily susceptible to getting knocked by melee attack during his attacks from nearby enemies, and having a low HP and an arte defense, he can die VERY quickly from just one misstep. His spells are also crap, so you're pretty much equipping this only for the sake of arte stat boosting for his mostly elemental melee artes.

Overall, Judas can be a great melee character if you like glass cannons, just make sure you play him carefully while keeping the enemies inside your combos and back off at the right time.

Hmm... low HP, a glass cannon and weak against melee attack? I'm pretty sure I've seen someone similar to this before…

Notable Artes:

Deadly Descent (7 CC, 375)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Behold, Judas’ Iron Stance breaker. It’s rather weak damage wise judging by is power/CC wise, but it barrages a hella lot and has a small AoE around Judas’ target enemy. Keeping Judas safe from interruption in front of him while crushing thick Iron Stance in case the +4 Iron Stance enhance isn’t enough.

Blast Storm (6 CC, 350-455)

Enhancements: Damage, Stagger, Damage, MG, Damage

Judas main damage arte. It hits decently hard and is simple enough to connect with most of his artes. definitely worth spamming as your main methods of damage.

Moon Glare (5 CC, 300-330)

Enhancements: MG, IS Break, MG, Damage, MG

Moon Glare is pretty alright for combo, but unlike Leon's, Moon Glare has less IS break and MG and instead have MG boosts, making a bit more reliant on it's lift to combo, but it decently compensates itself for being a fast multi hit attack combined with MG enhancement to quickly build MG.

Delta Ray (6 CC, 695-764)

Enhancements: MG, IS Break, MG, Damage, MG

Why is this here? Statsticking. Judas’s damage/CC on his elemental melees are a bit lackluster, so an arte weapon is a solid addition to boost up his elemental melee’s damage. The spell itself isn’t that bad, but it’s a projectile spell that can miss, and for a melee focused character like Judas, it isn’t really that worthy of using.

Barbatos Goetia

Scaling: ???/???

Lv50 HP: 7511

-anima sync- Red

World Destroyer

Death Abyss

Death in Abyss

Tres Assault

Dead Inferno

False Guilty

My Road

Avalanche

Recommended Setup:

-Death Abyss

-Tres Assault

-Dead Inferno

-False Guilty / Avalanche / My Road

Character Summary:

He’s here, he’s pissed, AND HE’S READY TO DESTROY ALL OF YOU ITEM USING HERETICS.

Barbatos, while not as amazing as what Mithos achieved, is still an amazing as a villain character. While lacking any of HP Vamp with the exception of the KD based grab based Death Abyss, which could have made him survive better, he makes up for it with an excellent selection of Artes. Featuring Dead Inferno, an instant GIGANTIC AoE self centered arte that rivals the size of spells, a slow but exceptionally stagger heavy IS breaker Tres Assault that can combo even the fastest of stagger recovery characters, and My Road which grants a good amount of Iron Stance to himself while knocking everything that comes into contact to keep his combo, Barbatos is excellent at keeping enemies controlled and preventing them from doing damage. Avalanche and False Guilty are also neat for the purpose of inflicting knockdown for the Death Abyss, and luckily it’s master arte version, Death in Abyss, doesn’t require a knockdown, allowing for some HP regaining.

And how can else can you add into of all these power over mob controlling? Why, with a practical AoE MA destruction to kill them off, of course. World Destroyer is an incredibly powerful MA that hits the whole map, devastating everything in it’s wake while instantly refilling his CC, allowing him to continue his assault right away.

Definitely an exceptionally excellent character, but probably not going to be properly effective unless you have his gacha MA. Pray to RNGesus that you’ll get at least get it because that’s where most of his damage output come from.

Notable Artes:

WARUDO DESTROYAAAAAAAAAAA (150 MG, 1525-1982)

Enhancements: Damage, Damage, Damage, MR, CC Reset

World Destroyer is pretty much the AoE ultimate damage nuke of the game, with 1982 power and a whole map hit that sends everything to the sky, it is by far the best MA to end your entire MA chain with. It also comes with a CC Reset enhancement, allowing Barbatos to go back to his offensive assault right away. The MA also knockdowns everything once they land, so you get a free pass for some HP regain from whoever you grabbed after the MA. Pretty much a must have for Barbatos as this is where most of Barbatos’s damage output came from.

Death Abyss (9-8 CC, 820)

Death in Abyss (5th action, 19-18 CC, 1210)

Enhancements: -1CC, HP Vamp, MG Boost, HP Vamp, HP Vamp

The only method of HP regaining for Barbatos, Death Abyss is a bit underwhelming due to it’s requirement of knocking down for a grab, it’s more of a hassle than it’s worth for the most part since Barbatos would lose edge on mob controlling should he use anything else than Dead Inferno, but I think it’s alright to try knocking down things for if there is only one enemy left.

Death in Abyss, on the other hand, doesn’t require a KD’d enemy to use, allowing him to use it as long as he achieved the Master Arte requirement. It also has a good AoE, which allows Barbatos to gather hella lot from multiple enemies(best used after Mithos MA as well for which gathers enemies). Definitely something that you’d want to use often for survival, though you might have a hard time justing it due to the sheer CC he uses for each arte and his slow, unreliable, normal attack.

 Significance Rating: High. This is by far Barbatos’s only HP Vamp method, and with the Master version being an AoE that hits clusters of enemies, it’s decently effective to finish off a series of Death Impulse. He doesn’t really need it to wreck shit, but benefits a lot on the survivability from having one.

Tres Assault (7 CC, 480)

Enhancements: Stagger. IS Break, Stagger, IS Break, IS Gain

Tres Assault is very slow as an arte, but compensates itself with a unique property of an incredibly powerful stagger that allows it to combo even the most strongest of stagger recovery. Very excellent on holding off singular enemies, but only if you managed to get pass the Iron Stance barrier, so be sure to have some outside assistance for the initial IS break. It also grants Barbatos a single Iron Stance, which can make quite a difference between keeping the combo and getting screwed by a projectile considering the length of the arte.

Dead Inferno (8-7 CC, 390-468)

Enhancements: -1CC, Damage, Damage, Stagger, Stagger

A MUST HAVE for Barbatos. Dead Inferno is a strike arte that with a gigantic self centered AoE which size and duration rivals of an AoE Spell. This makes it extremely useful on mob controlling because even by spamming it, you can effectively lock enemies in place in a stagger/block state, pretty much making them a very easy easy target for everyone else’s attacks.

False Guilty (7 CC, 570)

Enhancements: KD Proc, KD Proc, KD Proc, Stagger, Stagger

A decently long and sizeable combo arte with triple knockdown enhancement, False Guilty is decent if you’re simply aiming to knockdown the enemy for the simple purpose of using Death Abyss, but that’s about it.

My Road (6-5 CC, 390)

Enhancements: -1CC, Stagger, IS Gain, IS Gain, IS Gain

My Road combos the enemy and hitting anyone coming into contact while granting Barbatos three Iron Stance for the arte duration, making it pretty useful as a defensive maneuver should you intend to keep his combo without getting hit. After all, comboing enemies by power walking is hilarious.

Avalanche (4 CC, 305)

Enhancements: IS Break, Stagger, KD Proc, Stagger, KD Proc

Avalanche has that niche of being a faster and cheaper AoE Knockdown should you be that desperate for some HP recover, but otherwise not very useful due to it’s delayed buildup.

Kor Meteor

Scaling: ???/???

Lv50 HP: 2698

-anima sync- Red

Kohaku Hearts

Scaling: ???/???

Lv50 HP: 2288

-anima sync- Red

Kor Meteor

Scaling: ???/???

Lv50 HP: 2770

-anima sync- Red

Sara

Scaling: ???/???

Lv 50 HP: 2360

-anima sync- Red

Bursting Phoenix

Bursting Phoenix Inferno

Crimson Thorn

Swooping Ruin

Withering Wings

Frenzy Waltz

Brightflash Flurry

Recommended Setup:

-Bursting Phoenix

-Swooping Ruin

-Crimson Thorn

-Brightflash Flurry

Character Summary:

Being a character from a game that does not involve a lot of arte from individual arte, Sara's moveset seems to be mostly original, but she doesn't exactly end up being good.

While she is mostly a melee with a lot of variety of elemental attack, the issue that she has here lies on her enhancement.  This is apparent on her  where none of her artes has  and stagger enhance and less IS break, but instead mostly focused on MG gain, though she compensates herself with multiple hit with a decent artes hit length. Crimson Thorn is her most solid combo arte, while Bursting Phoenix and Brightflash Flurry staggers enemies for quite a while, and Swooping Ruin does a circular AoE while healing allies by a bit in it. Her ? Garbage. All of them.

Overall, she’s not bad as a support melee. Her AoEish melee attacks is very useful in keeping enemies staggered to stay in your main melee’s combos, but she is unable to hold up by herself. It doesn’t help that MG gain approach isn’t that good as your MG gain will get weaker the longer your battle goes.

Notable Artes:

Bursting Phoenix(7 CC, 380-418)

Bursting Phoenix Inferno (6th action, 17 CC, 1090-1199)

Enhancement: Ailment, Ailment Heal, Ailment Proc, Damage, Ailment Power

An arte solely viable for nothing but it’s flamethrower AoE Stagger, Bursting Power covers a big area in front of Sara, making it very viable for her supporting stagger purposes, though it’s damage is a bit lackluster for the CC cost it requires.

Bursting Phoenix Inferno is pretty much as devastating as all master artes gets, while hitting more enemies on it’s wake with an larger AoE, making it an excellent boon for Sara since you get more MG the more enemies you hit in general, thought it has a pretty long endlag.

 Significance Rating: Mid. The only thing you’re really going to be missing from not having this is the usual benefits of melee Master Arte(Burst of MG, extra tower sphere and a decently very long iframe).

Crimson Thorn(5 CC, 325-357)

Enhancements: MG, IS Break, MG, Damage, MG

Her go to combo arte. Fast, but disappointingly lacks stagger enhancements. The MG enhancement makes it one of the best arte to spam just timings though, so it’s definitely a must have for her considering her MG gain focused nature.

Swooping Ruin (7 CC, 330)

Enhancements: Area Heal, Damage, Area Heal, Stagger, Area Heal

One of her best artes since it makes her more useful in a different way compared to other melees who have a more solid combo game. Sweeping Ruin has a neat AoE for a melee artes, and heal the allies around her and launch enemies up during the process, so it’s pretty viable for mobbing to hit enemies with when being inside an AoE spell casted by your mage.

Withering Wings (100 MG, 1379-1794)

Enhancements: Damage, Stagger, Damage, Stagger, Damage

While not usually taking a high priority, Sara’s gMA is a bit of an exception due to the way Sara is built,(notably her best artes being MG gain focused.) it’s a bit inevitable that Sara would end up needing her gMA to make her to the best. The MA also supports this MG gain focused gimmick too, having damage that comes decently close to Reid’s damage.

Frenzy Waltz (80 MG, 1060-1272)

Enhancements: Damage, MR, MR, MR, Damage

Fatigue is generally pretty neat, being a debuff that increases the stagger time of enemies, allowing more kind of combos. While it’s not very powerful on the damage and lacked the debuff duration enhancement, it’s pretty cheap on the MG requirement, allowing Sara to stock up two Frenzy Waltz on her MA gauge and keep enemies fatigued for a while.

Brightflash Flurry (6 CC, 450-495)

Enhancements: MG, IS Break, MG, Damage, MG

Sara’s best bet on damage. It’s multi hit and length makes it pretty viable for her to keep enemies staggered whenever your main melee screws up his/her combo, and probably her best IS breaker due to the amount of hits it does and the IS Break enhance.

Kana

Scaling: ???/???

Lv 50 HP: 2288

-anima sync- Red

Blessed Gate

Three Aid

Trinity Heal

Frigid Havoc

Thundering Shine

Bloom Rain

Crimson Blossom

Recommended Setup:

-Three Aid

-Frigid Havoc/

-Crimson Blossom

-Thundering Shine

Character Summary:

Kana joins the Sara in her journeys into a different mobile game, and like Sara, her moveset are mostly original, and compared to her, Kana comes across as much more well designed, through with an extent of peculiarity.

Kana’s spread of arte is…. interesting. Her  are all small sized spells with cast speed boost enhancements, which are kinda eh, but her melee  are where she begins the shine. Thundering Shine, Frigid Havoc are excellent IS breaker, though the latter needs to be followed up by Tenraikijin due to it pushing Kana away, while Crimson Blossom pushes the enemy away. These won’t make much sense in a context of a combo melee, until you take account Three Aid, whose master arte Trinity Heal is by far one of the best single target heal ingame, in which Crimson Blossom’s push and Hyoumetsusousen’s ‘backstep’ is beneficial for Kana to get a space to safely cast the heal. Her MAs are very amazing too, with Blessed Gate healing while giving the ultimate damage mitigation buff while giving a party heal, while Bloom Rain heals and deal damage at the same time.

This heal master artes, combined with her excellent heal/mitigation MAs and melee with quality enhancements makes her best melee/healer mix of the game, though her full potential do require her to be actively controlled by the player. It doesn’t help that the AI would prefer to use spells rather than doing a melee if she had one of her spells equipped, forcing her to have all  and  for her to even work as an AI. But once you get those out of the way, Kana is one of your top melee choices of Red Sync.

Notable Artes:

Blessed Gate (100 MG, 18-22)

Enhancements: Heal Boost, MR, Heal Boost, MR, MR

The ultimate heal and mitigation MA, Blessed Gate heals the entire party WHILE giving defense boost to both defense and arte defense. This is a lifesaver on challenge contents as not only saves your butt as a healing panic button, it also mitigates the damage you’re taking for a while.

Three Aid (6 CC, 30-39)

Trinity Heal (6th action, 16 CC, 0)

Enhancements: Heal Boost, Caster Heal, Heal Boost, Caster Heal, Heal Boost

The very first heal  arte, Three Aid doesn’t deliver much apart from being Heal being split into three ticks, which, in practice, can be worse if you want immediate heal from a critical HP, but better when you want to keep your HP high while not wasting the HP recovery away due to the HP cap.

Trinity Heal, on the other hand, is the best ingame HP heal, as if you do manage to trigger it, Trinity Heal would deliver a ton of HP recovery in a single spell enough to bring someone from critical HP to full. It’s split into three healing property is also excellent in this case because the huge HP gain ticks can keep someone alive when being ganged on. Though, the action count requirement is pretty big, so you really want to use melee attacks that distance Kana away from the enemy like Crimson Blossom and Frigid Havoc before Trinity Heal to avoid Kana getting hit during the casting process.

 Significance Rating: Mid. While Trinity Heal is stupidly excellent at granting Kana a capability to heal allies, you really won’t be missing anything of her melee capacity from not having it. It really depends on how bad you want her to be able to heal, really.

Frigid Havoc (5 CC, 485)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Frigid Havoc hits quite a lot and comes with IS break enhances, making it a good IS breaker and your go to arte to loop with Tenraikijin, but pushes Kana back a bit. It’s a bit iffy since you now have to loop it with Thundering Shine to avoid going out of reach, but pretty worth spamming when you want to back away from the enemy and cast Trinity Heal from a combo.

Thundering Shine (4 CC, 380)

Enhancements: IS Break, Stagger, IS break, Stagger, IS Break

Your go to combo arte for Kana. Very CC cheap, deals a good amount of damage, and comes with IS break enhancements to rip apart iron stance. A must have to use Kana.

Bloom Rain (100 MG, 375)

Enhancements: Heal Boost, MR, Heal Boost, MR, MR

Bloom Rain deals damage and heals the party, so like all other heal MA, it’s useful for an emergency heal while inflicting a bit of extra damage at once.

Crimson Blossom (4 CC, 275-358)

Enhancements: Damage, Stagger, Damage, MG, Damage

Compared to her other melee artes, Crimson Blossom isn’t as good due to the poorer damage, but it’s pretty serviceable against launchable enemies in which you can push them Kana to give her room to cast Trinity Heal after a combo.

Senel Coolridge

Scaling: ???/???

Lv 50 HP: 2842

-anima sync- Blue

Whirlwind Dash

Whirlwind Blast

Wyrm Crush

Avalanche Drop

Swallow Dance

Demon Strike

Recommended Setup:

-Whirlwind Dash / Demon Strike

-Wyrm Crush

-Avalanche Drop

-Swallow Dance

Character Summary:

Senel is a quite interesting melee character in that he has a gimmick going for him that carried over from Legendia: grabbing. Avalanche Drop is a unique arte in that it would actually lock the enemy in Senel’s grab animation and stand them back up, but it requires enemies to be knockdown, which is accommodated by some few of his arte having a unique KD chance enhancements due to how knockdown has always been luck based. It’s not a bad mechanic, but unfortunately hampers Senel’s combo game by a bit(with some of his combo artes has this KD chance), and certain enemies are immune to the grab or the OTG if the grab arte.

Apart from that, Senel’s melee combo setup is pretty excellent. His moveset consist of neat combo artes such as Swallow Dance and Wyrm Crush and decent damaging arte Demon Strike, and most of them are filled with good enhancements. This makes Senel pretty viable even when he had to only run three arte to make room for Avalanche Drop.

Overall, Senel is pretty solid with what he have to work with for his gimmick, but you might better off running another melee if you’re going against an enemy where his Avalanche Drop won’t work, as his moveset is designed for the grab arte.

Notable Artes:

Whirlwind Dash (5 CC, 330-363)

Whirlwind Blast (6th action, 15 CC, 975)

Enhancements: MG, IS Break, MG, Damage, MG

Whirlwind Dash is pretty neat. It’s fast on execution, and also works as a fast swipe to enemies close to him. It also has IS break and damage enhancements that makes it better.

Whirlwind Blast is pretty good as a Master Arte. It lacks the AoE destruction and damage that most Master Arte has, but compensates itself pretty easily with the decently long barrage that otherwise allows Senel to be invincible for a while. You would be sent flying across the battlefield away from enemies should you miss, but I think it can also double as a escape from a possible AoE spell as it also goes through enemies during the diving kick. The best part of this particular master arte? MG enhancements.

 Significance Rating: Mid. While it’s an MG enhanceable master arte extensively long iframe that can potentially escape spells, it’s not truly vital to Senel’s functionality.

Wyrm Crush (6 CC, 375)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Wyrm Crush is your typical IS Breaker and that it all needs to be. It’s a bit weak in damage, but combos for quite a while.

Avalanche Drop (6 CC, 425-552)

Enhancements: Damage, Stagger, Damage, MG, Damage

Avalanche Drop is quite peculiar in that you have to KD the enemy first in order to be even able to use the arte, but it would OTG the enemy, allowing Senel to continue his combo from there. It’s quite devastating of a damage melee arte once enhanced, but not worth actively trying to get enemies KD for due to KD being RNG. It doesn’t help that certain enemies are immune to Avalanche(Ifrit and Dragon type enemies) or can’t be OTGd from Avalanche Drop(Uniceros). Senel is so built in into this gimmick a good portion of his arte is made to KD though, so this arte somewhat needed.

Swallow Dance (4 CC, 295-324)

Enhancements: KD Proc, Damage, KD Proc, MG, KD Proc

Another decent combo arte for Senel and a must have if you want to use Avalanche Drop, but one of these two arte cannot run with the other due to how Swallow Dance KDs(and you can even increase the chance for this to happen), halting your combo unless you have Avalanche Drop ready to stand the enemy back up.

Demon Strike (6 CC, 520)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG.

Demon Strike is pretty decent for it’s damage, but has a buildup delay before it actually hits. Luckily, it comes with IS Breaker enhance, so you can always start your combos from this arte before finally going into your Wyrm Rush combos.

Shirley Fennes

Scaling: ???/???

Lv 50 HP: 2288

-anima sync- Blue

Healing of Kanko

Tractor Beam

Tractor Laser

Rally

Ice Wall

Shelter

Juggling Feather

Wind Feather

Recommended Setup:

-Tractor Beam / Juggling Feather

-Rally / Wind Feather

-Ice Wall

-Shelter

Character Summary:

Shirley is pretty alright as far as pure mages go, though she lacked any kind of AoE nukes you possibly wished her to have. In place of her supposed AoEs are buffs Shelter and Rally, which are pretty much Sharpness and Field Barrier under a different name, but otherwise pretty alright considering she’s the only buff user in Blue Sync as if now.

Apart from that, her spells are the sizeable AoE Ice Wall and the enemy launching Juggling Feathers are great, though Tractor Beam takes the spotlight as a cheap and fast forced launch arte that can launch absolutely anything which can even forcibly hold enemies in air with it’s master arte version Tractor Laser. Combine this with a her ranged default attack and she can make for a decent offense mage that sends everything to the sky. Her fMA Healing of Kanko is also notably pretty decent too, as it’s a free party heal with a short Arte resistance buff that is usually pretty rare.

Notable Artes:

Healing of Kanko (100 MG, 18)

Enhancements: Heal Boost, MR, Heal Boost, MR, MR (Fully enhanced)

Arte Animation: Shirley sends her Teriques up high to the sky as a sigil appears below her.

A party heal MA is always welcome as an emergency heal, and the MA also comes with an Arte Defense buff, which is a pretty rare buff and is neat when you need some protection against spell nukes should you not be strong enough to stop the spell in time.

Tractor Beam (5-4 CC, 535)

Tractor Laser (4th action, 15-14 CC, 1480)

Enhancements: Cast Speed, MG, Cast Speed, -1CC, Cast Time Proc

Tractor Beam is simply amazing. It’s a CC cheap fast and decently powerful spell that forces even the heaviest of enemy caught by it into the sky, allowing it to be an excellent DPS spell that also doubles as a disrupt enemies with launches.

Tractor Beam is extremely abusable, as it forcibly holds enemies in the air with an almost really fast AoE spell, pretty much being a free stagger to make some time. This combined with Shirley’s already fast Tractor Beam and her ranged basic attacks makes it an easy to spam spell, holding off enemies in air pretty well, though as a consequence of this arte is that you’re pretty much putting the enemies out of the reach from the melee due to the height the arte is putting the enemies in.

 Significance Rating: High. Tractor Beam is Chloe’s best spell compared to the rest of her offense spell moveset which is overall pretty inferior compared to it, and Tractor Laser’s forced juggle capacity makes the Master Arte somewhat significant enough for Shirley to be somewhat dependant to it,

Rally (5 CC, 0)

Enhancements: Cast Speed, Buff Time, Cast Speed, Buff Time, Party Effect

Sharpness under a different name, Rally grants physical attack buff that you can improve to affect the whole party. It’s a neat addition if you’re running mostly physical characters, but it somewhat conflicts with Shirley’s combat approach due to how she’s mostly focused on launching enemies away from physical characters with Tractor Beam spam.

Ice Wall (6 CC, 680)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

Ice Wall is pretty decent once you enhance it out. Cheap CC cost while dealing decent damage on a sizeable area, while doing a good amount of hit over time. It’s pretty much the best spell to cycle with Tractor beam since you simply just want to spam fast spells anyways.

Shelter (8 CC, 0)

Enhancements: Buff Time, Cast Speed, Buff Time, Cast Speed, Buff Time

Field Barrier under a different name. Like Field Barrier, Shelter taxes more cast time and CC more than Barrier, but does have a Party Effect by default and an extra 5 seconds of effect duration in place of the Party Effect enhancement. Overall pretty useful considering how most attacks you’re taking are physical attacks that are hard to avoid without a dash arte, and Shirley barely has any other spells anyways, so you might as well fill her with buffs.

Juggling Feather (8 CC, 1130)

Enhancements: Float. IS Break, Float, MG, Slow Descent

Decently powerful, but has an odd gimmick of being reliant on Float while at the same time not being as a powerful launch that Tractor Beam is. It also takes a good amount of cast time, making it less effective if you’re going for the Tractor Beam spam.

Wind Feather (5 CC, 460)

Enhancements: AIlment, Ailment Proc, Iframe, Ailment Proc, Ailment Power

Fodder spell in case you didn’t have enough of the artes listed above. It’s not very good, but it has that projectile spell nature going for it.

Chloe Valens

Scaling: ???/???

Lv 50 HP: 2336

-anima sync- Blue

Sword Rain Omega()

Sword Rain Phantom

Ambush Stance

Kyouma Retsuyougeki

New Moon Blade

Demon Fang Fury

Phantom Blade

Recommended Setup:

-Sword Rain Omega()

-Ambush Stance

-New Moon Blade

-Demon Fang Fury / Phantom Blade

Character Summary:

Chloe has a decent amount of quality melee attacks to work with, though none of it managed to came close to being amazing so far when compared to the higher ends of melees of Blue Sync like Leia or Ludger. Chloe’s main features are New Moon Blade, a CC cheap spammable IS break that unfortunately can push Chloe Phantom Blade from attack reach away if you spam it too hard, a spinning attack that can hit surrounding enemies which AoE size can be increased, and of course Sword Rain Omega, a decent combo arte which oddly can be enhanced to be a dual element arte.

Perhaps the strangest part of Chloe is her Ambush Stance, a rather unique arte that would put her into a stance for a few seconds. If being hit by a melee attack, Chloe would unleash an IS breaker combo arte as a counter attack. This sounds neat…. until you realized the Kyouma Retsuyougeki counter doesn’t put Chloe in invincible state and rather counts as a regular arte, pretty much preventing the arte to from being usable against more than one melee enemy.

Overall, Chloe is not very excellent as a melee character, but she can get at least some of IS breaking and comboing done, and her counter can be a neat asset if used right.

Notable Artes:

Sword Rain Omega() (6-5 CC, 375-412)

Sword Rain Phantom (6th action, 16-15 CC, 1150-1265)

Enhancements: Damage, HP Vamp, IS Break, -1CC, Add Earth

Sword Rain Omega is decently okay as a combo arte, having the capability to hold enemy staggered with it’s fast hits, though, you can’t be too far from the enemy due to its limited rushing reach, so avoid using this directly after New Moon Blade.

Sword Rain Phantom is pretty decent of a master arte, being a lengthy Master Arte that, while does not cover a lot of AoE, last long enough to iframe through the most devastating of attacks all while comboing an enemy hard. It also ended with a spin that hits everything around her.

 Significance Rating: High. Sword Rain Omega is by far Chloe’s best combo arte due to it’s slight rush that allows her to recover distance to the enemy after New Moon Rising, making her rely on it for a bit.

Ambush Stance (7 CC, 0)

Kyouma Retsuyougeki (Upon taking physical hit, 0 CC, ???)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

Ambush Stance is a counter arte which puts Chloe in a counter stance for few seconds. If she gets hit during the stance, she would take the hit as a blocked attack and perform Kyouma Retsuyougeki as a counter attack.
Kyouma Retsuyougeki is pretty neat as a counter arte. With it, you can quickly break an Iron Stance of a singular enemy with a string a combo, though it unfortunately ends with a jumping uppercut that can end combos out of launch reliance. The catch? It doesn’t grant Chloe invincibility. This means that Chloe absolutely cannot use it against cluster of enemies, as failing to IS break in one go any of them would result in Chloe getting punished hard.

New Moon Blade (3 CC, 220)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

New Moon Blade is quite an excellent IS breaker, being a short yet CC cheap arte allows spamming it to be a decently strong IS breaker, but unfortunately pushes Chloe. It also strangely enough hits enemies behind her.

Demon Fang Fury (6 CC, 485-630)

Enhancements: Damage, Stagger, Damage, MG, Damage

Demon Fang Fury is quite the oddball of a strike arte, being a Demon Fang which 2nd wave can hit up to 4 enemies that are near the main target. This can make it an excellently devastating AoE damage output with it’s sheer power, but unfortunately is overall ineffective due to the buildup to the actual multi hit Demon Fang.

Phantom Blade (4 CC, 255-280)

Enhancements: HP Vamp, AoE Boost, HP Vamp, Damage, HP Vamp

Phantom Blade hits Chloe surrounding and comes with a HP Vamp enhancement, along her to regain a good amount of HP back when going against cluster of enemies. It also interestingly has an AoE enhancement, allowing her to reach more enemies.

Jude Mathis

Scaling: 60/100

Lv 50 HP: 2649

-anima sync- Blue

Aqua Sweep

Torrential Aqua Sweep

Whirlwind Snap

Talon Storm

Phoenix Plunge

Cerberus Strike

Healer

Recommended Setup:

-Aqua Sweep/ Cerberus Strike

-Whirlwind Snap

-Talon Storm

-Phoenix Plunge/ Healer

Character Summary:

Jude’s best melee arte is his Whirlwind Snap, which delivers a strong damage in a single fast hit while sucking nearby enemies into him once you maximize it’s enhancements. He can also the usual melee stuff such as IS breaking and comboing with artes such as Talon Storm, Phoenix Plunge and Cerberus Strike. He can also instant AoE heal nearby allies via Healer, though it isn’t that reliable.

He’s overall alright and shines best at dealing with clustered mobs and inflicting huge damage in a short burst of time via Whirlwind, though you’d definitely want an assisting melee to get best out of his DPS skills.

Notable Artes:

Aqua Sweep (4 CC, 285-313)

Torrential Aqua Sweep (6th action, 14 CC, 1050-1155)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

Aqua Sweep is a bit underwhelming as a melee arte if you’re using Jude as your main melee due to the delayed startup, but it’s pretty alright if you’re using it in a party combo due to it’s cheap cost and AoE.

Torrential Aqua Sweep on the other hand is a huge CC cost finisher that deals big damage while hitting a small AoE In front of Jude, allowing him to gain a lot of MG from clustered enemies. Overall an okay addition, but as basic as all most  get with a not so useful enhancement which means it’s a pretty optional one.

 Significance Rating: Low. While it’s nice to have, it’s barely any effective for the most part due to how the arte is just slow as heck to the point you probably won’t be affected in performance at all with the exception of the typical melee Master Arte benefits such as iframing and a quick burst of MG early into the battle.

Whirlwind Snap (6-5 CC, 495-545)

Enhancements: Stagger, Iframe, Damage, Iframe, -1CC

Jude’s signature arte, Whirlwind Snap deals a big damage in a single hit while sucking enemies into him in front of him. It also a really fast arte, making it a very reliable DPS and mob control tool once you IS break the enemy. It gets even better once you get the damage and CC cost reduction enhancement, making it above average on power/CC.

Talon Storm (6 CC, 510)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

Your go to IS breaker for Jude. It’s terrible against clustered mobs due to it’s very small hitbox, but otherwise pretty solid against singular enemies due to it’s decent combo ability. It’s not that excellent due to the slower hit output compared to most speedier IS breakers, but it’s better than none.

Phoenix Plunge (7 CC, 595)

Enhancements: Stagger, IS, Stagger, IS, MG

Alternative IS breaker to Talon Storm with a bigger hitbox, but has a jumping delay both before and after the flame bomb, useful when you have assisting melees to catch enemies after it, but not so much when you’re on a solo.

Cerberus Strike (4 CC, 290)

Enhancements: Stagger, Rush, Iframe, Projectile Block, Rush

Cerberus Strike is a neat combo after once you got through the Iron Stance, and it’s a decent option to go with to alter with Talon Storm for a faster combo arte, though you kinda want to suck the enemy back into you with Whirlwind Snap as the last hit pushes the enemy away with a slight launch.

Healer (7-6 CC, 12)

Enhancements: AoE Boost, MG, Iframe, AoE Boost, -1CC

Healer allows Jude to heal enemies around him without any cast time, but sticks him into place during the whole healing animation, making him an easy target for a beating from the enemies. Jude doesn’t have a lot of arte sticks to enhance his healing, and setting Jude’s AI to heal would have him running around chasing allies to be healed as they run away to do their own task while abandoning his task to be a melee, so it’s not that excellent.

Milla Maxwell

Scaling: 60/100

Lv50 HP: 2288

-anima sync- Blue

Grave

Grave Agito

Flare Bomb 

Flame Bomb Fear

Cyclone

Thunder Blade

Wind Blade

Death Knell

Whirling Assault

Splash

Recommended Setup:

Mixed/Mage:

-Flare Bomb

-Grave / Wind Blade / Splash

-Cyclone

-Thunder Blade

Melee:

-Flare Bomb

-Grave / Wind Blade / Splash

-Death Knell

-Whirling Assault

Character Summary:

While Milla’s spell moveset is pretty alright, with selection of spell such as Cyclone, Thunder Blade, and Splash, but half of Milla’s melee moveset is doesn’t mix well to each other or her spells, and it’s quite limited in quantity as well, lacks IS breaking, and takes over most of her high rarity skills. Flare Bomb and Wind Blade are decent for being able to make use of the arte stat for having an element, but Death Knell and Whirling Assault don’t work with arte stat, and is only recommended if you end up going with physical Milla due to how unconventional the artes are. Recently however, Milla has gotten a significant upgrade with her newly released Master Arte Grave, which allows her to finally combo, IS Break, and fixing her to serviable melee…. if you can even get it, anyways.

Overall, Milla is best as a mage or a mixed had you owned Flare Bomb or Grave. She can be worked with to be a physical, but she is pretty lackluster at doing so due to the lack of hit count/IS break and stagger on most of her attacks.

Notable Artes:

Grave (5 CC, 340)

Grave Agito (6th action, 15 CC, 1055)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Arte Animation: Milla swings her blade in the air before gripping it backhand and stabbing it on the ground, creating Rock spikes in front of her. Master Arte version does about the same but with a larger size of rocks.

After such a long time, Milla can finally function as a melee thanks to this artes. With it’s Iron Stance break enhancement and it’s slight AoE after the first slash, she does a solid job at comboing the enemy when combined with Flare Bomb. The Master version Grave Agito is pretty okay, being a larger area IS break, but you better off using Flare Bomb as her Master Arte if you have that instead.

 Significance Rating: Mage: Very Low. Hybrid/Melee: Very High. Milla gets boosted majorly in the variety of playstyle if you managed to get the arte, however, she can still do just fine as a mage if you don’t have this.

Flare Bomb(5 CC, 348-448)

Flame Bomb Fear (6th action, 15 CC, 1010-1313)

Enhancements: Damage, Stagger, Damage, MG, Damage

Flare Bomb, Milla’s only elemental melee had you not pick up Wind Blade from the temporary prism shop availability, and as a normal  arte itself, it’s pretty lackluster due to it’s small hits, and it’s behaviour as a fast burst of damage is pretty moot with Wind Blade and (if you run physical Milla) Death Knell, but it’s serviceable due to Milla’s lack of melees.

Flare Bomb Fear is pretty standard as a melee Master Artes gets. It’s a damage nuke on a sizeable area to end combos like others which is neat for hitting multiple enemies for MG gain, and you can improve its damage thanks to the enhancement. With the hybrid scaling from equipping her spell weapons, Flare Bomb Vier is decently very devastating, though you really want to have Wind Blade for faster Master Artes activation due to the amount of actions needed and you kinda have to stop using spells just to trigger this Master Arte.

 Significance Rating: Low. Not really necessary to Milla, but it does allows her damage nuke enemies…. and that’s about it.

Cyclone (9 CC, 1175)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

Milla’s main damage spell. It’s hit area is pretty small for a costly and long cast time spell, making it unreliable to use mid melee combo, but it’s pretty devastating in terms of damage and staggering.

Thunder Blade (6 CC, 706)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

This spell is pretty awesome that it’s a shame it has to be Milla of all people that owns it. Dual element, aoe boost enhancements, a fast cast time, and a huge aoe size that can be improved to deal with mobs.

Wind Blade(6 CC, 510)

Enhancements: Ailment, Ailment Cure, Ailment Proc, Iframe, Ailment Power

Despite it’s ailment based enhancement and a minimal amount of stagger due to being a singular high damage hit, Wind Blade is quite a godsend for Milla since she desperately needs an elemental melee. It’s fast execution is also decent for faster Master Artes activation, though it drains CC pretty quick as well.

Death Knell (3 CC, 300-390)

Enhancements: Damage, Stagger, Damage, MG, Damage

Death Knell delivers a HUGE damage for it’s teeny tiny CC cost, but unfortunately not very abusable due to the spin delay before the initial hit and it’s chance to knockdown. It doesn’t help that you kinda have to run a physical Milla as well for this arte’s damage to be at its full potential.

Whirling Assault (6 CC, 390)

Enhancements: Stagger, Rush, Iframe, Projectile Block, Rush

Pretty much Milla’s best bet at staggering and doing a lot of hits. It doesn’t do much due to lack of IS Break enhancement, but hey, it’s better than nothing.

Splash (5 CC, 495)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

Milla doesn’t really have a lot of good spells to work with since most of her higher rarity weapons are hogged with non elemental physicals, so having a Splash in her arsenal is pretty neat for a faster spell, though Thunder Blade pretty much outdoes this in every way.

Elize Lutus

Scaling: 130/30

Lv 50 HP: 1927

-anima sync- Blue

Ignite Terror

Bright Ignition

Fearful Flare

Despair Flare

Nurse

Dread Wing

Negative Gate

Healing Circle

Teepo Spray

Pixie Circle

Recommended Setup:

-Ignite Terror

-Nurse

-Dread Wing / Negative Gate / Fearful Flare

-Teepo Spray / Healing Circle

Character Summary:

Elize suffers from a case of ‘mage with lacking quantity of spells’. Her selection spells are amazing, with offensive spells such as Negative Gate, Dread Wing, and the EXTREMELY DESTRUCTIVE Bright Ignition  and high tier healing spells such as Nurse and Healing Circle that covers a lot of your party’s healing needs. Her ranged normal attacks allows her to cut her cast time by attacking before casting her spells without the need to perform AAC, which can make a difference between life and death without much hassle.

Elize is a very excellent mage if you have the right stuff for her and is pretty worth taking the risk of dud  for, especially considering Blue Sync’s apparent overabundance of melees and lack of mages.

Notable Artes:

Ignite Terror (9 CC, 1070-1284)

Bright Ignition (4th action, 19 CC, 3210-3852)

Enhancements: Damage, IS Break, Damage, Stagger, Double Proc

Ignite Terror is costly spell with a long cast time, but pays off really well with a devastating straight line damage spell. it also contains enhanceable damage and the ability to proc double the damage, making it very useful for Elize’s much needed spell arsenal.

It’s master version, Bright Ignition is not only EXTREMELY destructive at a damage that even surpasses base MR MAs(and even further beyond if you proc the double damage, it’s also is easily abusable thanks to Elize’s ranged normal attack. You can pretty much spam it all day after you do two normal attack and a Teepo Spray/Pow Hammer. It may not be obligatory for Elize, but it sure does make her MUCH more viable on her damage output.

 Significance Rating: Healing: Very Low Offense: High. Bright Ignition is quite a jump for Elize as it allows her to deal excellent amount of damage, but I think she’ll work just fine as a healer if you don’t have it.

Fearful Flare (5 CC, 665-731)

Despair Flare (4th action, 15 CC, 1470-1617)

Enhancements: MG, IS break, MG, Damage, MG

Fearful Flare isn’t… amazing?? Fearful Flare, while a bit fast, suffers from a similar issue that Ray has: scattered hitboxes. It isn’t as bad as Ray because a lot of scattered hits are quite close to each other and each has a big explosion radius, making it easy for a mid sized enemies to take a full hit, and considering Elize’s limited offense arte any addition to the offense power is welcome.

Despair Flare is basically Fearful Flare at a much larger scale. It’s explosion also got quite bigger making it easier to hit enemies with a lot of meteors. The cast speed is also incredibly fast, which mixes very well with it’s low action requirement, Elize’s easily abusable ranged basic attack and projectile Strike Artes, and the MG enhancements, making it easily VERY spammable for a quick AoE destruction while also gathering a lot of MG at the short amount of time early into the battle.

 Significance Rating: Healing: Very Low Offense: High. Like Bright Ignition, Elize should do just fine as a healer without the , but she really needs any of these  to have any proper offense capacity.

Nurse (8 CC, 35-46)

Enhancements: Heal Boost, Cast Speed, Heal Boost, Cast Speed, Heal Boost

Nurse is an excellent whole field heal that can handle a whole party’s need of HP recovery no matter how scattered your positioning is. It takes a while to cast, but you can mitigate this via the cast speed enhancements you’ll get. It’s pretty much worth buying even if you already have Healing Circle in my opinion.

Dread Wing (6 CC, 805)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

Another one of Elize’s limited quantity of spell, despite it’s misleading size of AoE(since it’s actually smaller than it looks), it’s decent due to it’s above average damage, and you can fix the AoE with the enhancements.

Negative Gate (7 CC, 800)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

The last out of Elize’s main means of actual spell damage. It deals slightly less damage than Dread Wing, but compensates itself with the the launch it does that is an easy target for allies to combo from. It also has the same exact enhancement with Dread Wing, capable of hitting more enemies.

Healing Circle (7 CC, 30-36)

Enhancements: Heal Boost, AoE Boost, Heal Boost, Cast Speed, AoE Boost

Healing Circle is an excellent heal spell, having a big AoE area heal which size can be increased to cover as much as ground as possible, making it pretty effective when you want to heal multiple characters in an area at once. It’s slightly weaker than post cast speed reduction Nurse, but it’s still a super good healing spell.

Teepo Spray (3 CC, 235)

Enhancements: Stagger, Rush, Iframe, Projectile Block, Rush

If you don’t feel like Elize’s two basic attack is enough, then Teepo Spray is your best friend if you’re looking for faster spells and Bright Ignition abuse. That usually won’t be the case, but hey, it’s a nice filler arte if you couldn’t get most of Elize’s spells

Pixie Circle (5 CC, 20-26)

Enhancements: Heal Boost, AoE Boost, Heal Boost, Cast Speed, AoE Boost

Budget Healing Circle. It’s faster, but it’s also small enough that melees can still run away from it. But hey, it’s still better than nothing.

Leia Rolando

Scaling: ???/???

Lv 50 HP: 2264

-anima sync- Blue

Crescent Flash

Great Crescent Flash

Soaring Vortex

Staff Rain

Cure

Darting Claw

Quickness

-event- Aim for the Stars

Recommended Setup:

-Crescent Flash / Darting Claw

-Staff Rain

-Cure / Quickness 

-Soaring Vortex

Character Summary:

Leia is simply amazing. She may not have much HP compared to most melees, but she’s all about the IS breaking and combos. Staff Rain is her main combo tool, while Soaring Vortex quickly dashes to the other side of the enemy while keeping enemies in her grasps of her combo, and Cresent Flash is pretty much a self defense surrounding attack. The best part of these three artes? They ALL have a lot of IS break and stagger enhance, making it incredibly easy for Leia to start comboing enemies and keeping them staggered.

Apart from her already excellent melee set, she also wields the strongest single target ingame heal arte Cure, which allows her heals to be on par with mages with higher arte while at the same time providing an arte stick for her melees. She also has Quickness, which can be useful should you end up in a situation where you need to kite enemies around. Leia’s only drawback is that she lacked any pushback  artes as most of her melees keeps both herself and the enemy in place, so attempting to combo her spells to her melee would be suicidal.

Due to her very excellent selection of artes and excellent, Leia is one of the top choices of melees out of the many for blue sync. She should have near to no problems  keeping enemies under her combo grasp as long as enemies don’t actually gang up on her.

Notable Artes:

Crescent Flash (5 CC, 295)

Great Crescent Flash (6th action, 15 CC, 970)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

A multi hit spin attack, Cresent Flash is very useful should Leia get surrounded. With it’s fast execution and IS break enhance, you can easily smack multiple enemies with a lot of hits and maybe even IS break all of them at once. Not recommended to be used regularly against single target enemies due to its lower damage output though.

Great Crescent Flash is pretty much a larger scale Cresent Flash, which can be really useful if you’re busy comboing an enemy and is about to ganged on by incoming enemies. It’s fast execution also allows Leia to go back to block stance as soon as possible, though overall it does less stagger than most melee Master Artes because of it.

 Significance Rating: Mid. Cresent Flash is pretty much another addition of IS Break to Leia’s arsenal, but Leia’s already existing  are already excellent enough on IS break that she doesn’t really need it.

Soaring Vortex (4 CC, 280)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

Soaring Vortex is one neat dash arte. It’s not a dodgetank material due to the buildup staff spin, but still a very useful tool if you want to avoid getting ganged on by switching to the other side. It’s short arte duration also makes it decent to spam if you want to prepare to use Master Arte faster, and perhaps your best bet if you want to IS break ASAP.

Staff Rain (5 CC, 415)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

Staff Rain is Leia’s main IS breaker and combo arte. It breaks enemies Iron Stance hard with it’s IS break enhancement, and staggers the enemies well enough with it’s multiple hits that you can pretty much combo enemies continuously with Staff Rain and Soaring Vortex. Definitely Leia’s must have.

Cure (7 CC, 50-65)

Enhancements: Heal Boost, Caster Heal, Heal Boost, Caster Heal, Heal Boost

Cure, while taking a bit longer than Heal, compensates itself by being the strongest single target heal spell ingame. It makes Leia decently viable as a secondary healer despite being a non-mage due to the increased arte heal power compared to most mages Heal or First Aid while at the same time giving her arte stat for her hybrid scale, though I’d advise avoiding using Leia as a main heal source since you’ll lose a lot of combo power from her.

Darting Claw (3 CC, 245-318)

Enhancements: Damage, Stagger, Damage, MG, Damage

Darting Claw is a neat arte which allows Leia to rush into enemies quickly while dealing a fast damage for a low CC cost. However, you probably won’t find much use of it apart from that since it’s not as comboable as her other stuff.

Quickness (5 CC, 0)

Enhancements: Cast Speed, Buff Time, Cast Speed, Buff Time, Party Effect

Quickness is… very situational. Increased movement speed is definitely beneficial in cases of strategic approaches that involve a lot of running(i.e kiting enemies, or having the need to move around enemies or poking certain enemies to prevent spell), but you don’t really have that need for the most part since you’ll be casting spells or melee comboing anyways, so use it when you feel like you’ll be running around a lot.

Alvin Vin Svent

Scaling: ???/???

Lv 50 HP: 2890

-anima sync- Blue

Pulse Shot

Pulse Shot Cannon

Cross Cleave

Terra Rupture

Punishing Shot

Demon Fang

Recommended Setup:

-Pulse Shot  / Demon Fang

-Terra Rupture

-Cross Cleave

-Punishing Shot

Character Summary:

Alvin is…. eh. He mainly functions as a slow, tanky melee with artes that hit quite a lot. Terra Rupture is a straight line AoE IS break, which is neat, while Pulse Shot allows Alvin to gain a lot of MG quick with it’s Master version. And, Cross Cleave and Punishing Shot combos quite a lot while dealing decent damage. But apart from all of that, Alvin doesn’t really have anything else to back him up. With the exception of Terra Rupture AoE IS Break, a lot of the things he do has been done by other characters in a way better in an anima that has too many melees.

Overall, Alvin isn’t good. Avoid going after him unless you actually got his MA, as his slow melee arte doesn’t add much to the fight.

Notable Artes:

Pulse Shot  (5 CC, 360-396)

Pulse Shot Cannon (6th action, 15 CC, 1066-1172)

Enhancements: MG, IS Break, MG, Damage, MG

Pulse Shot is pretty neat as it has one of the best case scenario of enhancements: MG gain boost. It’s a slow piercing projectile, which makes it pretty decent to follow up after a Terra Rupture, raking in a good amount of MG for Alvin.

 Significance Rating: Low. It’s only really worthy for the MG gain, and that’s about it, really.

Cross Cleave (5 CC, 375-488)

Enhancements: Damage, Stagger, Damage, MG, Damage

A decent arte with a some AoE in front of him due to his size of the sword wave. It's quite a lot and deals an overall okay amount of damage.

Terra Rupture(6 CC, 345)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Terra Rupture has a buildup delay, but pay offs quite well with the AoE IS break right in front of him. Definitely a must have in his case,

Punishing Shot (5 CC, 375-488)

Enhancements: Damage, Stagger, Damage, MG, Damage

It’s… pretty much a worse variant of Cross Cleave. It lacked the hit area and is launch reliant while also dealing the same amount of damage as Cross Cleave. Apart from being another method for Alvin to combo, there is not much to this arte.

Demon Fang (3 CC, 190-247)

Enhancements: Damage, Stagger, Damage, MG, Damage

Alvin’s fastest and cheapest CC arte, and is your best option if you want to quickly unleash Pulse Shot.

Ludger Will Kresnik

Scaling: ???/???

Lv 50 HP: 2770

-anima sync- Blue

Material Demolition(Spell Seal)

Requiem Beat

Requiem Beat Zeta

Time Disintegration

Rapid Burst

Power Swing

Power Swing EX

Arcane Destruction

Squall Shot

Swift Strike

Recommended Setup:

-Requiem Beat/ Squall Shot

-Time Disintegration

-Rapid Burst

-Swift Strike / Power Swing 

Character Summary:

Ludger is a weird case of a character where it turns out all of his  is much more vital than any of his rare stuff ever hoped to achieve, which overall quite beneficial to Ludger himself since it means his best tools are very easy to access. His main features are Time Disintegration, a super good IS breaker that also doubles as a rush arte with a decent distance, making him one of the fastest ingame IS breaker, and Rapid Fire, a ranged IS breaker.

His other artes are overall pretty decent as well. With multi hit damage combos such as Arcane Destruction, delayed ranged AoE bom Squall Shot,  two  to accompany him which are Requiem Beat and Power Swing and a fast OTG tool to remedy Time Disintegration KD Swift Strike, Ludger revolves around the playstyle of a melee that can easily shift between ranged to close combat and vise versa. Combine this with his two IS breaker artes, and it makes him an overall amazing melee.

Notable Artes:

Material Demolition(Spell Seal) (150 MG, 1640-1804)

Enhancements: Overray, MR, Overray, Damage, Overray

Overray Enhancement: Negate enemy artes for 12 sec

Material Demolition as an MA isn’t that special, as it mainly focus only on one enemy and can’t hit anything else along the way due to the MA sending the enemy target high to the sky, but what’s special here is the Overray effect Spell Seal, which causes all enemies to fail any spells they casted, and can last up to 36 seconds via the enhancements. This can turn a difficult tower fight with a chance to get comboed by spell barrage into a complete joke since casting enemies are no better than an enemy that is standing still during the whole duration of the effect. Definitely a very good MA, but pretty optional since Ludger himself is already a top end IS breaker to prevent spell, it also has 0.5% rates, so it’s not worth chasing.

Requiem Beat (7 CC, 450-585)

Requiem Beat Zeta (6th action, 17 CC, 1150-1495)

Enhancements: Damage, Stagger, Damage, MG, Damage

Requiem Beat is the better out of the two Ludger ,  being a damage based arte that whiffs up a decent amount of AoE hits. It also pushes Ludger back, which is always great to get distance for Squall Shot or Rapid Burst, but unfortunately prevents it from being a spammable AoE.

Requiem Beat Zeta is a Requiem Beat that has increased AoE and hits. It’s very great as a Master arte thanks to the damage enhancements and the backflip on Ludger which allows him to get a safer distance after a CC consumptive Master Arte burst.

 Significance Rating: Mid. Requiem Beat Zeta allows Ludger to hit on an AoE scale with an excellent Higi Damage, but it isn’t vital to Ludger being functional.

Time Disintegration 

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

Time Disintegration is by far one of the game’s best IS breaker melee, not only because of it’s stupidly fast multi hit combo, but also because of it’s rush, which is very very godsent if you really on an urgent to IS break an enemy to prevent a destructive spell. It also easily combos to itself, making it very effective as a main stagger arte. The only downside to this is that Ludger doesn’t really has any follow up arte that can guarantee keeping stagger to accompany It has a chance of knockdown though, so you can keep the combo by using a Swift Strike as an OTG if you’re lucky enough to proc.

Rapid Burst

Enhancements: Stagger, IS Break, Stagger, IS Break, Stagger

Another excellent addition to Ludger’s moveset, Rapid Burst is a projectile IS breaker, which is also very useful should you want to IS break enemy from distance without the need to move to directly walk up to them. It has a longer range than Time Disintegration rush, so if you want to IS break the enemy from a distance before going back to your current enemy target, this is the tool for you.

Power Swing (4 CC, 280)

Power Swing EX (6th action, 14 CC, 1095)

Enhancements: Float Power, IS Break, Float Power, MG, Slow Descent

The worse out of Ludger’s two , Power Swing doesn’t really offer much as a melee artes apart from being an alternative slower Time Disintegration OTG. It’s launch based enhancement doesn’t do much overall considering the game’s heavy enemies being harder to launch. Power Swing EX is pretty generic as melee master arte can get. It’s the usual same old melee range AoE in front of the user, but it’s still better to have a Master Arte than none.

 Significance Rating: Low. You’re pretty much only using this arte just for the typical Master Arte benefits apart from being an OTG which Swift Strike does better.

Arcane Destruction (7 CC, 455-590)

Enhancements: Damage, Stagger, Damage, MG, Damage

One of Ludger’s main damage multi hit combo arte, Arcane Destruction rushes into the target enemies while hitting his surroundings with his hammer swing. It hardly combos though, so I don’t really recommend using this as a main means of comboing.

Squall Shot (6 CC, 365-402)

Enhancements: MG, IS Break, MG, Damage, MG

Squall Shot is a pretty neat arte if you’re simply looking for fast MG gathering. It’s a delayed AoE nuke that is a size of an AoE spell, allowing Ludger to gain a lot of MG real quick should it hit a lot of enemies, and a good way to start combos for additional MG boosting hits by following it up with Ludger’s IS Breaker during the Squall Shot delay.

Swift Strike (3 CC, 190)

Enhancements: Stagger, Rush, Iframe, Projectile Block, Iframe

Swift Strike essentially an OTG single hit arte. Should Time Disintegration knockdown your enemy by random chance, Swift Strike can quickly stand the enemy back up for another Time Disintegration beating.

Julius Will Kresnik

Scaling: ???/???

Lv 50 HP: 2818

-anima sync- Blue

Hunting Phoenix

Striking Phoenix

Twin Lotus

Lunar Reflection

Shadow Spray

Armor Crusher

Energy Shackles

Recommended Setup:

-Hunting Phoenix / Energy Shackles

-Twin Lotus

-Lunar Reflection 

-Shadow Spray/ Armor Crusher

Character Summary:

Promoted to actually being playable for the first time in Rays, Julius mainly focuses on being a fast melee aggro, though with a weird spin put into his attacks: he can go towards and away from the enemy a lot, which is exhibited with his back and forth movement artes arte Lunar Reflection and Shadow Spray. This can make him dodge attacks if timed right, but obviously very ineffective compared to the existing dash artes which can completely iframe through melee attacks rather than relying on distancing your character away from them. Apart from that he has quite a decent amount of good melee staples such as a combo IS breaker Twin Lotus and MG gain focused master arte Hunting Phoenix.

As long as Julius has Twin Lotus, I think he’s pretty alright, and is certainly at least miles above Alvin for being able to actually stagger enemy fast.

Notable Artes:

Hunting Phoenix  (5 CC, 404-446)

Striking Phoenix  (6th action, 15 CC, 1105-1216)

Enhancements: MG, IS Break, MG, Damage, MG

Hunting Phoenix is very unimpressive that I swear I could have simply mistake is as a . It’s only a three hit arte that is also launch reliant at the end, making it pretty not viable as a combo. You’re mainly using it for the master arte Striking Phoenix, which has a decent hit area against clustered enemies for a master arte and is supported by with the MG gain enhancement.

 Significance Rating: Low. Meh, you’re using this only for some extra MG gain. Julius can live without this.

Twin Lotus (7 CC, 500)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Twin Lotus is decent in what it basically does. It’s your typical lengthy IS breaker that fully connects, making it ultimately ideal for Julius to to constantly spam to keep enemies staggered.

Lunar Reflection (3 CC, 155-202)

Enhancements: Damage, Stagger, Damage, MG, Damage

Lunar Reflection is pretty unique in that it boomerangs Julius forward to the enemy and back away from the enemy all while attacking the enemy, making it has its own niche of dodging incoming attacks, though not at a capacity of dash artes. It’s also CC cheap and fast, making it one of his best option to quickly get to Master Arte.

Shadow Spray (7 CC, 410-533)

Enhancements: Damage, Stagger, Damage, MG, Damage

Shadow Spray seems like it tries to be a dodge arte, but like Lunar Reflection, it’s still outright outclassed by the regular dash artes. Apart from that, it’s a neat rush arte to get back into point blank range after Lunar Reflection, but overall pretty CC costly to even be regularly useful.

Armor Crusher (3 CC, 275)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Alternative IS breaker compared to Twin Lotus, should you need a CC cheap IS breaker if you need to chip away the Iron Stance before going into a combo, but definitely not a combo option due to the delay before the slash.

Energy Shackles (4CC, 315-346)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

A neat fast combo option should you simply just want Julius to stay in place, and is the only HP Vamp recovery option for him.

Gaius

Scaling: ???/???

Lv 50 HP: 2794

-anima sync- Blue

Muzet

Scaling: ???/???

Lv 50 HP: 2264

-anima sync- Blue

Pasca Kanonno

Scaling: ???/???

Lv 50 HP: 2409

-anima sync- Blue

Ethereal Rift

Sakura Concentration

Air Thrust

Aqua Spiral

Aqua Spiral Iris

Cherry Hail

Recommended Setup:

-Ethereal Rift

-Sakura Concentration / Cherry Hail

-Air Thrust  

-Aqua Spiral

Character Summary:

Pasca, what the heck happened to you? What is this mixture of these slow melee artes and lengthy spells? Why is her me- IS THAT AN AQUA SPIRAL  AND WHY IS THAT A MASTER ARTE??? Oh…. no.

Pasca is one of the weird cases where if she was a character that belongs into a different anima sync, she would be in a lot worse position. She seemed to be supposed to be a hybrid, but due to her incredibly slow and knockdown reliant melee, she ended up working best as a pure mage instead, using
Ethereal Rift and Air Thrust which are overall isn’t that bad, and she accompanied with Sakura Concentration which is an instant AoE heal in a similar fashion to Jude’s Healer. The biggest downfall of Pasca however, is Aqua Spiral, which is by far one of the worst ingame Master Arte due to it’s requirement to be in enemy range combined with a large action count requirement for such a slow melee, making her hard to keep up with the MG gain of the other characters who do have Master Arte.

Overall, Pasca is by no means awful because she at least has decent spells to work with, but she has a good amount of melee dud and a non functional  for the most part. Avoid gearing her up unless you by chance got her gMA.

Notable Artes:

Ethereal Rift (6 CC, 710)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

A decent damage spell, though it’s very minimal on the stagger due to the launch reliance. It has IS break though, so it has that going for it in case you failed to IS break your enemy with your melee.

Sakura Concentration(7-6 CC, 12-16)

Enhancements: Heal Boost, Heal Boost, MG Gain, Heal Boost, -1 CC)

Sakura Concentration is a self centered instant AoE heal, similar to Jude’s healer, though it has a different enhancement in that it instead focuses on heal power instead of AoE reach. This combined with Pasca’s overall more arte focused moveset makes her quite a decent emergency heal, though the issue of Pasca risking herself getting hit alongside her heal target and chasing around AI characters still apply.

Air Thrust  (7 CC, 805-886)

Enhancements: MG Gain, IS Break, MG Gain, Damage, MG Gain

Air Thrust is a decent stagger spell, it has around the same amount of stagger as a Splash and Negative Gate, but a bigger AoE reach. It’s increased MG Gain also makes it pretty useful as Pasca’s alternative option to build MG considering how unusable her Master Arte is for the most part/

Aqua Spiral (5 CC, 415-540)

Aqua Spiral Iris (6th action,15 CC, 1320-1716)

Enhancements: Damage, Stagger, Damage, Stagger, Damage

Aqua Spiral is… meh. Don’t bother, it’s as crappy as you think it is.

Aqua Spiral Iris is pretty much that Master Arte that causes much more trouble than it is worth. It has a decent damage by power alone, but all of it’s damage is spread out throughout the whole arte, which is a slow moving massive Water projectile that would drag enemies(IF they can even be dragged. No luck for big enemies.) along while staggering them pretty hard, but to even pull it off, you need to perform 6 actions, which is quite problematic for Pasca considering her slow basic attacks and melee arte and having to cast the spell in front of enemy to get most of the hits which invites a lot of combo disrupting attacks. I generally would advise against using it for the most part due to her overall better alternative spells, but it does have a bit of uses…. if you’re willing to risk it.

 Significance Rating: Very Low. Aqua Spiral iris is just garbage for the most part you better off using Ethereal Rift and Air Thrust.

Cherry Hail (5 CC, 340-442)

Enhancements: Damage, Stagger, Damage, MG, Damage

Cherry Hail launches the enemy and then smashing them downwards with a chance of knockdown, making it her best option if you simply just want to trigger her master arte without getting interrupted, but due to knockdown being RNG based, you really can’t use it reliably. At best it’s Pasca’s self defense melee arte should some enemy decided to poke her around.

Kanonno Earhart

Scaling: ???/???

Lv50 HP: 2409

-anima sync- Blue

Divine Sakura

True Divine Sakura

Sakura Blast

Passion Bubble

Beast

Blossom Assemble 

Ruinous Bloom

Stone Blast

Heal

Recommended Setup:

-Divine Sakura / Heal

-Sakura Blast 

-Passion Bubble / Ruinous Bloom

-Beast

Character Summary:

Our fan favourite spinoff character managed to come to Rays pretty early, and she’s here ready to knee the shit out of her enemies. Like, literally.

Kanonno is pretty mainly melee focused, though she do have access to some spells. She excels on crowd control with her excellent IS Breaker Sakura Blast that hits things around her while IS breaking and Divine Sakura which has a gigantic AoE poke, and then there is Beast which is incredibly destructive for how easily spammable it is compared to other Beast, as Earhart moves forward compared to other Beast which keeps the character in place while pushing the enemy away. Her spells are also pretty neat, as Stone Blast and Passion Bubbles allow her to do spells after a fast Beast Knockdown or after killing an enemy off against a far away enemy under a player control.

She’s a pretty decent melee due to her spinning range IS breaker and Beast damage output, though, do note that her arsenal of IS breakers are pretty slow, so you definitely want at least an assisting melee to go with her.

Notable Artes:

Divine Sakura (7 CC, 370)

True Divine Sakura (6th action, 17 CC, 1020)

Enhancements: Float, IS Break, Float, MG, Slow Descent

Divine Sakura is just weird. It’s covers that unusual niche of being a mob clearing arte due to it’s incredibly big self centered AoE reach that outranged even Guardian Fields, but apart of that, it doesn’t really have much use in combos due to it’s launch reliance. Avoid using it unless you simply just want to poke as much enemy as possible to hold them off or following up an AoE spell.

True Divine Sakura is pretty standard as a spinning Master Arte on AoE which makes it pretty fine for MG gaining purposes, but it has niche uses if you’re going against launchable enemies, as it would send the enemy VERY high to the sky as Earhart spins. If timed right, it can be used to start off spell juggling strats.

 Significance Rating: Low. Divine Sakura really don’t bring a lot to the table apart from the fact that it can poke a lot of enemies around Earhart and the usual melee Master Arte benefits.

Sakura Blast (6 CC, 360)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Sakura Blast is pretty unique in that it’s a self centered AoE IS break that hits around her, making it a decent mob control IS breaker, though it’s capacity to keep enemies staggered is a bit limited due the break between the spin and the Destruction smash.

Passion Bubble (6 CC, 760-836)

Enhancements: MG, IS Break, MG, Damage, MG

Though Earhart doesn’t have a lot of spells to fully be arte stat focused, Passion Bubble is still very good on it’s own. It has a good aoe, lots of hits and dual elemental coverage, making it a viable means of offense if you need Kanonno to back away from a moment. It’s also a decent spell to continue off into a faraway enemy with it’s MG gain based enhancement.

Beast (5 CC, 440-484)

Enhancements: IS Break, MG, Knockback, Damage, Knockback

The ultimate OP arte for Kanonno. Not only it outright hits hard, you can spam the shit out of it as Kanonno moves alongside the enemy, allowing her to follow up a Beast with another Beast compared to other character’s Beast which has the character stay in place while the enemy got knocked away. Knocking down the enemy also is a viable approach as it lets Kanonno freely spam Beast multiple times for massive damage until the enemy stands back up. The only downfall to this arte is the lack of element, which means it won’t pick up arte stat from any spell you equipped.

Blossom Assemble  (110 MG, 1265-1644)
Enhancements: Damage, Stagger, Damage, Stagger, Damage

It basically functions as a Sharpness source while being a semi AoE MA. It’s pretty neat to start off an MA spam while also hitting a lot of enemies, but it’s buff can be easily replaceable by Sharpness users such as Mint and Estelle, though Blue Sync itself lack any kind of buff mage due to the sheer amount of melees.

Ruinous Bloom (5 CC, 315-409)

Enhancements: Damage, Stagger, Damage, MG, Damage

Kanonno’s best damage option when doing combos, it connects well and and has a fast execution. Great to alternate with Sakura Blast, but don’t use it more than once before switching to another arte or you’ll drag away the enemy from you. Also an OTG from Beast, allowing you to combo after knocking down an enemy from a Beast spam.

Stone Blast (4 CC, 355)

Enhancements: Ailment, Ailment Proc, HP Vamp, Ailment Proc, Ailment Power

If you want to go spellcaster Earhart, then Stone Blast is your only way to go alongside Passion Bubble. It’s not that bad of a spell due to it being a multiple hit fast stagger spell, but you won’t hit much because of the small range.

Heal (6 CC, 30-39)

Enhancements: Heal Boost, Caster Heal, Heal Boost, Caster Heal, Heal Boost

More variety if you wanted more healers. Not really that viable on Earhart because she doesn’t have much arte focused weapon, but it’s an option if you want to have Kanonno as a healer.ta

Reid Hershel

Scaling: 60/100

Lv 50 HP: 3131

-anima sync- Green

Megasonic Thrust

Dual Megasonic Thrust

Super Lightning Blade

Rending Tiger Blade

Infinity Shell

Flashing Tiger

Rising Phoenix

Demon Fang

-Megasonic Thrust

-Super Lightning Blade

-Rending Tiger Blade

-Rising Phoenix / Demon Fang

Character Summary:

Reid is a quite an oddball when it comes into performing combos. He is pretty much the precursor to Knockdown based characters like Senel and Barbatos, as A LOT of his combos are very KD reliant. This is mainly notable with Rending Tiger Blade as one of his main IS Breaking combo arte which not only sends Reid into a mid air juggle combo fiesta, but it OTG AND KDs the enemy. He also has Super Lightning Blade and a terribly delayed Rising Phoenix, both also KDs for the Rending Tiger Blade. Like always, this makes he not very reliant alone due to his incapability to consistently combo the enemy, as a lot of his tricks require smacking down the enemy which is luck based. Apart from that, he also has Megasonic Trust, which is a very excellent side switching fast IS breaker, though CC costly.

Another notable factor about Reid is how his MAs tend to be pretty useful. Flashing Tiger is well known to be the most powerful ingame regular gacha MA at 1865 power. While his decisive MA Infinity Shell grants party defense buff and inflicts offense debuff on enemies, mitigating a lot of damage though at the expense of a lot of MG.

Reid is pretty alright for what he can do, though I don’t advise going solo combo with him. I don’t suggest going after his stuff though unless you at least has his  because he isn’t very usable without it.

Notable Artes:

Megasonic Thrust (7 CC, 390)

Dual Megasonic Thrust (6th action, 17 CC, 1165)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Megasonic Thrust is stupidly CC costly and is pretty weak in terms of damage, but makes up for it for being a fast IS break for Reid and allow him to quickly switch sides from potentially being ganged up by enemies.

Dual Megasonic Thrust on the other hand is underwhelming as a master arte since it lacks that AoE of a master arte, is basically a powered up Megasonic Thrust without much difference… and it lacked the side switching the regular version had. The master arte below average, but it’s still a Master arte, and in this case the regular version holds quite a lot of value that it’s very worth getting just for the normal version alone.

 Significance Rating: Very High. Megasonic Thrust is by far Reid’s best IS break tool that Reid has, and the lack of alternatives apart from the Rending Tiger Blade which lasted too long to be a speed IS breaking tool makes him very dependant to this arte to his well functioning.

Super Lightning Blade (5 CC, 305)

Enhancements: Stagger, Rush, Iframe, Projectile Block, Stagger

Poor enhancements, but has dual element and is basically a fast KD arte, which, while not being that much useful to other people, is at least decent for Reid since it’s lets him to do a clean Rending Tiger Blade combo.

Rending Tiger Blade (8 CC, 680)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

Pretty much the weirdest combo arte in this game, Rending Tiger Blade is decent at keeping enemies staggered…. at least until the last hit which seems to be a bit reliant on the height of the launched enemies. The catch in this rule however, is that Rending Tiger Blade knockdowns at the last hit and OTGs at the first hit, making it possible to combo your enemy up again with Rending Tiger Blade if you’re lucky enough to proc the knockdown. It’s not very good, but it’s better than not having one.

Infinity Shell (130 MG, 1300)

Enhancements: Buff Time, HP Recover, Buff Time, MR, Buff Time

Instead of focusing on raw damage since his regular gacha MA did so much damage, Infinity Shell instead functions as a mitigation arte, overall being MUCH weaker than most MAs but grants a party defense buff and inflicts offense debuff to enemies on BOTH stats. This is VERY useful if you needed some damage reduction, though, unfortunately due to enemies only doing MAs when they managed to hit people and they feel like doing one, you can’t exactly time this MA to any kind of big nukes.

Flashing Tiger (100 MG, 1435-1865)

Enhancements: Damage, Stagger, Damage, Stagger, Damage

Why is it here? RAW MA DAMAGE. 1865 power? Holy shit.

Rising Phoenix (7 CC, 445-490)

Enhancements: Ailment, Ailment Cure, Ailment Proc, Damage, Ailment Power

Reid’s Rising Phoenix is… bad. Unlike other Rising Phoenix users, for some reason Reid’s was much slower on execution, having a buildup float before finally zipping down to the enemy’s other side. This makes it pretty unusable as a dash arte for the means of dodging. It can KD though, but definitely less reliable than the cheaper Super Lightning Blade.

Demon Fang (3 CC, 190-247)

Enhancements: Damage, Stagger, Damage, MG, Damage

By far the most usable CC cheap arte that Reid has. It’s pretty much your best option if you’re looking to quickly build up action counts for his Master Arte without much CC being spent, and it’s one of the few of Reid’s artes that isn’t KD reliant to combo with.

Farah Oersted

Scaling: 60/100

Lv 50 HP: 2649

-anima sync- Green

Beast

Ground Breaker

Cerberus Strike

Palm Strike

Death Blossom

Recommended Setup:

-Beast

-Cerberus Strike

-Palm Strike

-Death Blossom

Character Summary:

You thought Reid and his KD based combos was weird? Then how about an arte defense melee with artes that sends her jumping ALL over the place to the point that the only reliable melee tactic is by spamming a 2CC arte? Because that’s basically what Farah is.

Farah’s main tool is Force Palm. It doesn’t look like that much of an amazing melee arte at glance, but it’s incredibly cheap arte cost, damage enhancement and fast execution makes it incredibly devastating as a spammable damage arte while also allowing her to to quickly unleash the master arte version of Beast, Ground Breaker. She also has Cerberus Strike which is neat as a CC cheap method of IS breaking.

..and that’s all she can really do. A lot of her  are unfortunately pretty bad as ALL of them sens her into the air one way or another, and even in some cases overshooting through the enemy. Farah is overall not someone that is supposed to hold a lot off a enemies well or survive well like an ideal melee, but if you have good allies to keep enemy staggered she can home in extremely devastating damage, though like Reid I don’t suggest going after her unless she has her , because like Reid, a lot of her strengths comes from it.

Notable Artes:

Beast (5 CC, 325-423)

Ground Breaker (6th action, 1060-1272. 15 CC)

Enhancements: Damage, Stagger, Damage, MG, Damage

Beast is pretty eh, it’s like most Beast arte where it allows a quick burst of damage at the cost of dropping your combo, though Farah’s a bit slower since it has an initial jab. What you’re using this for is definitely Ground Breaker. It’s decently devastating with it’s damage enhancement and has a pretty long animation to iframe through enemies, and with Palm Strike, you can pretty use it over and over with ease due to how fast she can build up actions to pull off a Ground Breaker.

 Significance Rating: Very High. The mere existence of Master Arte makes someone like Farah actually works well as it finally allows her to abuse her incredibly short melee arte Force Palm in a beneficial way that isn’t just a fast yet powerful poke.

Cerberus Strike (4 CC, 285)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

Cerberus Strike is practically one of those ‘CC cheap and fast IS Break’ kind of arte. It’s super excellent a knocking the enemy Iron Stance off, making it a must have arte for her.

Palm Strike (2 CC, 210-285)

Enhancements: Damage, Stagger, Damage, MG, Damage

It doesn’t seem that impressive at glanch, but Palm Strike as a godsend for Farah. The key to it’s excellence is that it’s incredibly spammable, costing only 2 CC and is basically only a single fast jab, and it’s incredibly devastating and improvable damage, reaching a power/CC that is about as strong as some of the strongest of devastating AoE spells. The arte also is extremely beneficial to her , as it allows her use a Master Arte at a short amount of time, granting MG burst early on to the battle.

Death Blossom (5 CC, 405-446)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

Death Blossom is a triple hit combo in a similar fashion to Cerberus Strike…. but with one catch. It can OVERSHOOTS, causing her to end up on the other side and missing the entirety of her barrage. It’s her only HP Vamp option for slight survivability, so it’s by far probably her best filler as her 4th arte. Just… pick your targets carefully when using it.

Meredy

Scaling: No elemental strike arte

Lv 50 HP: 1927

-anima sync- Green

Blizzard

Blizzard Force

Bloody Howling

Acid Rain

Milky Road(MG+)

Ground Dasher

Barrier
Heal

Recommended Setup:

-Blizzard

-Bloody Howling

-Acid Rain

-Ground Dasher / Barrier / Heal

Character Summary:

Meredy is just pure godsend of goodness. Not only she has the capacity to normal attack anywhere thanks to Quicky without the need of AAC, allowing for an easy cast speed increase, she also ends up being VERY versatile, having healing arte Heal, the buff Barrier, and the debuff Acid Rain, And to top it all off, Bloody Howling, which not only staggers so much you can cast another spell during the whole spell, as you can actually increase it’s AoE reach, which allows it to hold A LOT of enemies staggered. She also has Ground Dasher and Blizzard which both are powerful line shaped spells that devastate anything in its wake.

With all of those excellent arsenal(though tbh it’s mostly the Bloody Howling), there is no doubt that Meredy is by far one of the best mages. She would be an excellent addition to your runs on difficult content.

Notable Artes:

Blizzard (8 CC, 980-1078)

Blizzard Force (4th action, 18 CC, 1670-1837)

Blizzard is pretty neat if you want a more AoE hitting version of Ground Dasher, though at a less strength, but it’s overall more usable than Ground Dasher, though, due to how abusable Blizzard Force is, you better off spamming that.


Blizzard Force is an abusable Master Arte, as it’s low 4th action requirement allows her to spam it over and over with her normal attack, though, you probably won’t get as much benefit from spamming it compared to Bloody Howling spam except for the speed MG gathering early into the fight since it doesn’t hold much stagger compared to it.

 Significance Rating: Mid. While Meredy can live just fine due to how good Bloody Howling is, I think Blizzard Force elevates a lot of Meredy’s performance with it’s easy to abuse low action requirement, and this combined with Meredy’s normal attack abuse makes the it elevates Meredy’s capacity enough to be a tiny bit dependant on it, though most of the benefits of using this over Bloody Howling lessens the moment your MG gain became crapshoot out of battle duration.

Bloody Howling (9 CC, 1070)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

Meredy’s must have spell. It isn’t very damaging, but it has the benefit of being able to hold enemies off with it’s incredibly long lasting AoE animation... which size you can increase to hit even more enemies in its wake, making it by far one of the most effective AoE hitting spells ingame.

Acid Rain (4 CC, 260-286)

Enhancements: MG, IS Break, MG, Damage, MG

Acid Rain is basically a weak entire battlefield poke that pretty much allows Meredy to gain a lot of MG while inflicting everything with Defense debuff, it’s pretty useful as a cheap method of disruption

Milky Road(MG+) (130 MG, 1075-1290)

Enhancements: MG Heal, HP Recover, Damage, Damage, MG Heal

Animal abuse aside, Milky Road grants the whole party some MG recovery. This allows the party to kick off an MA spam if they’re close to a full MA, though, it has a rather steep MG requirement. Thankfully, Meredy has options to quickly gather MG such as hitting a lot of enemies with Acid Rain, Blizzard Force or Bloody Howling, so this is quite a lot less issue for her.

Ground Dasher (8 CC, 1230)

Enhancements: Ailment, Ailment Proc, HP Vamp, Ailment Proc, Ailment Power

Ground Dasher hits really hard as a line spell and has an animation length that competes with Bloody Howling, but is unfortunately gimped in that it started off in front of the caster for some reason, and that it has a rather narrow line.

Heal (6 CC, 30-39)

Enhancements: Heal Boost, Caster Heal, Heal Boost, Caster Heal, Heal Boost

It’s your typical Heal spell, which is overall excellent at dealing with single target healing needs. Meredy’s normal attack also allows you to shorten this spell’s cast time in any time you have an emergency need of healing.

Barrier (5 CC, 0)

Enhancements: Cast Speed, Buff Time, Cast Speed, Buff Time, Party Effect

Barrier grants a defense buff which can apply to the entire party should you have max enhanced the arte. It’s a neat addition as mitigates most of enemy’s attacks, which are melee attacks for the most part.

Keele Zeibel

Scaling: No elemental strike arte

Lv 50 HP: 2168

-anima sync- Green

Explode

Absolute

Heal

Ray

        

Recommended Setup:

-Explode

-Absolute

-Heal

-Ray

Character Summary:

Kelee is… rather basic. He is pretty serviceable as a mage, having Absolute that is a damaging AoE spell, and Explode, which while taking forever to cast, is a pretty destructive spell which AoE increases into a rather decent size… and that’s about it I guess? He also has a uniquely different Heal that instead can cast faster than most Heal users so that’s a thing I guess….

Yeah, there isn’t really that much special that is going on for Keele here. All you have here is a mage that can at least get his job done, though he remains a bit poor with competitions such as Rita and Meredy in the same anima sync.

Notable Artes:

Explode (9 CC, 1380)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

No, Keele won’t literally explode from using Explode, but the arte itself sure is accurate to the name. Being a literal AoE explosion, Explode nukes an area though with a growing AoE instead of having an AoE since it’s initial cast and a rather stupidly long cast time, making it somewhat less reliable than most spells, but the end result with all the AoE increase makes it somewhat serviceable.

Absolute (7 CC, 1010)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

Basically mini Final Embrace with proper enhancements. It’s a neat arte to alter with Explode in case Explode simply just takes too long for your liking and you need an AoE spell that is a bit faster

Heal (6-5 CC, 30)

Enhancements: Cast Speed, MG, Cast Speed, -1CC, Cast Time Proc

Heal is a pretty solid addition as a single target heal, but a unique factor to Keele’s heal is that unlike any other heal spell: It has a speed enhancement, and a chance to proc an even faster cast time. This allows him to be a speed healer in dire times compared to most Heal users that don’t come with an abusable ranged arte, but it’s at the expense of healing quantity boost most Heal users has.

Ray (5 CC, 730)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

Ray is a neat small AoE spells that, while unfortunately scatters it hitboxes rather than a proper AoEs, can be decently neat, especially against big sized bosses that would otherwise take full hits out of its unusually high Power/CC. Though, for Keele’s case, I think you should avoid it’s enhancements past the IS Break at all cost, as the pillar size increase doesn’t scale well to the AoE scatter size increase, causing a blind spot in the center of the of the Ray.

Celsius

Scaling: ???/???

Lv 50 HP: 2601

-anima sync- Green

Ice-Shatter Blitz
Frost Shear

Blizzard

Wolf Fist

Frozen Edge

Ice Raid

Recommended Setup:

-Ice-Shatter Blitz / Ice Raid

-Blizzard

-Wolf Fist

-Frozen Edge

Character Summary:

Being perhaps the only playable spirit, Celsius comes along as a rather uniquely excellent addition to Rays. She is probably the first hybrid whose spells and melee mesh together well into a combo, and her spells also has a unique cast speed increase all across the board, encouraging a playstyle that combos between both.

Her melees, while lacking the any sort of reliable IS Break, are pretty excellent. She has Ice-Shatter Blitz and Ice Raid for the needs of comboing, and Wolf Fist to pushback herself and the enemy away for spells. And she also inherits an abusable 2CC melee arte from Farah in the form of Frozen Edge, allowing her to also build up actions really quick to either blowing the enemy with the powerful Master Arte Frost Shear or increase her cast speed for the destructive line spell Blizzard while advancing to the enemy. This allows her to be incredibly versatile with her combos, but unfortunately most of its potential can only be realized under a player control due to AI limitations.

With all the variety of useful tools she has, Celsius is no doubt an excellent character, however, the fatal flaw of lacking an IS break prevents her from functioning as a main melee character, so I advise bringing a melee with an IS break capacity to make up for it. And if you’re leaving her to the AI, ensure she uses Blizzard from distance instead of going to melee range.

Notable Artes:

Ice-Shatter Blitz (5 CC, 305-397)
Frost Shear (15 CC, 1160-1508)

Enhancements: Damage, Stagger, Damage, MG, Damage

Ice-Shatter Blitz is pretty neat as a combo arte, and that’s about it, really. Due to the length of arte, you might better off doing something else since Celsius works better as a Master Arte spammer/spell spammer.

Frost Shear is an excellent Master Arte, having a damage enhancement that makes it decently devastating, and a lengthy string of attacks that allows Celsius through iframe through the enemy. This combined with Frozen Edge spam makes it a decently easy to abuse Master Arte to unleash, though it doesn’t have much range to hit a lot enemies for the most part.

 Significance Rating: Mage: Low. Hybrid: High. Without this arte raw damage and iframing, Celsius loses half of what makes her an amazing hybrid, and would otherwise have been reduced to a Blizzard spammer with subpar melee attacks, she can still work as a Blizzard spammer in the backline without it, though, but it’s definitely somewhat a downfall to run without a . AI Celsius can work just fine though but that’s probably because they aren’t exactly capable of making the use out of a Master Arte with an exploitable.

Blizzard(8 CC, 980)

Enhancements: Cast Speed, Cast Speed, Cast Speed, Cast Speed, Cast Speed

The one and only spell you should be using on Celsius, Blizzard has a stupidly wide line AoE for a spell that has a long but limited reach, dealing devastating damage on it’s wake, though a bit limited stagger. It uniquely has a full penta cast speed increase enhancement, totalling into 25% cast speed increase, pretty much encouraging Celsius to make use of her melees before launching a series of cast speed increased Blizzard barrages. Definitely a must regardless of playstyle, as it allows her to do some crowd control.

Wolf Fist (5 CC, 395-434)

Enhancements: IS Break, MG, Knockback, Damage, Knockback

Wolf Fist is a dual pushback effect, as the impact not only knockbacks the enemy, it also sends Celsius away on a sliding animation after a impact. This not only allows Celsius to gain enough distance to cast Blizzard from a safe range after a series of melee combos, as it also allows the arte to work mechanically as intended on big enemies who won’t take much knockback with the sliding back animation doesn’t require the enemy to be knocked away. It’s an excellent addition on Celsius assuming you’re mainly going for a hybrid Celsius.

Frozen Edge (3-2 CC, 195-214)

Enhancements: Stagger, Iframe, Damage, Iframe, -1CC

Remember Farah’s Palm Strike and it’s stupidly abusable 2CC cost? Well, this is basically that but a bit slower and with a bit more AoE. It’s nature of being a fast 2 CC arte allows it to be a decent method to either build cast time after an AAC basic attack for Blizzard or as a method to pull off a Frost Shear as soon as possible. It also advances a bit forward, allowing Celsius to recover distance to enemy after a Wolf Fist in case you didn’t intend to use Blizzard.

Ice Raid (4 CC, 315-410)

Enhancements: Damage, Stagger, Damage, MG, Damage

Ice Raid is a neat combo arte which can end up rather being stupidly powerful by power/CC after all the damage enhancements. That’s about it, though. Doesn’t help that Celsius isn’t meant for combos, so you might have a better time using stuff such as Wolf Fist and Frozen Edge instead.

Caius Qualls

Scaling: ???/???

Lv 50 HP: 2649

-anima sync- Green

Yuri Lowell

Scaling: 60/100

Lv 50 HP: 2649

-anima sync- Green

Divine Wolf - Azure Blaze(Stagger+)

Wolf Strike

Rending Wolf Strike

Final Gale

Ghost Wolf

Lethal Painting

Dragon Swarm

Guardian Field

Azure Storm

Recommended Setup:

-Wolf Strike

-Final Gale

-Ghost Wolf

-Guardian Field / Dragon Swarm / Azure Storm

Character Summary:

Being the first Tales of main title character to join your party, Yuri doesn’t waste time to show off his viability, as you quickly gain his signature Ghost Wolf just from leveling him a bit, which is a dash arte that allows him to iframe through the enemy to the other side quickly. He also sports Final Gale which is one of the rare instances of a projectile IS Break tools, allowing him to stop enemies from casting spells or attacking from a rather long distance. Apart from that, his combo capacity is unfortunately not enough to combo things on his own, though he does have a bunch of options to hold the stagger for a bit such as Dragon Swarm and Azure Storm, while Guardian Field allows him to hold a group of enemies in place for a bit while healing everyone around him.

Overall, I think Yuri holds up pretty well to the test of time. His capability of dash arte and the niche projectile Iron Stance blade allows him to hold up to current standards, though you might need an outside source of Iron Stance breaking because his IS breakers are pretty expensive on the CC cost.

Notable Artes:

Divine Wolf - Azure Blaze(Stagger+) (150 MG, 1640-1804)

Enhancements: Overray, MR, Overray, Damage, Overray

Overray Enhancement: Increase enemy stagger time by 0.25 sec for 15 sec

This overray effect is basically an enhanceable version of fatigue, as you can improve it’s stagger increase. The oMA itself is pretty OP as heck with a total of 0.75 stagger time increase for 45 seconds as an overray effect, allowing much much more variety of combos to be executed on enemies with fast stagger recovery and much less gap to screw up when holding an enemy staggered with a party combo. It can also stack with Fatigue for even more stagger time. Like all oMAs, it has a 0.5% rate on banner, so it’s generally inadvisable to go after, though it’s definitely a massive boon to Yuri should you get it.

Wolf Strike (4 CC, 285-314)

Rending Wolf Strike (6th action, 14 CC, 1090-1199)

Enhancements: IS Break, MG, Knockback, Damage, Knockback

Despite what one might think of Wolf Strike, it’s actually by far Yuri’s best combo arte co link with Final Gale, the arte itself is valuable enough for this factor alone, but you won’t be able to continuously use it to hold of enemies since it’ll eventually turn into the Master Arte instead.

Rending Wolf Strike is a neat finisher to combos as a typical AoEish master arte that knocks away the enemy for some safety space and that’s also about it. Not exactly an amazing arte, but it’s a Master Arte nonetheless, so you’d still use it just for the usual strike master arte benefits such as the iframe and the MG increase.

 Significance Rating: High. Wolf Strike adds quite a lot to Yuri, being the only functional combo arte he can link with Final Gale, though, Final Gale is so CC consumptive that your combos won’t last enough for the arte to be anywhere vital to Yuri.

Final Gale (8 CC, 580)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Final Gale has that unique niche of being a projectile IS break with a rather long reach, and it can go through enemies. This alone allows Yuri to knock enemies off from potentially screwing over the party such as canceling an enemy from casting a destructive spell, should the Iron Stance be low enough to be broken. The only issue on this, however, is that it cost a lot of CC for such a little quantity of hits, making it possible for it run out of CC before Yuri could even break an enemy’s Iron Stance. Still a must have due to its usefulness though.

Ghost Wolf (5-4 CC, 355-391)

Enhancements: Stagger, Iframe, Damage, Iframe, -1CC

Yuri’s must have arte, which allows him to iframe through enemies with ease(which invincibility frames can be increased!), making him harder to hit. While it has a spinning slash in the end that leaves Yuri vulnerable for a moment, it should be enough to dodge away most of melee attacks ingame unless you’re being grouped up again and an enemy has readied attack behind whoever you’re dashing through. The dash animation itself is also very fast, allowing it to be a fast method to build action for a Master Arte while staying safe from getting hit.

Lethal Painting (100 MR, 1050-1260)

Enhancements: Damage, Buff Time, MR, Damage, MR

Yuri paints stuff and it hits the enemy and it buffs your attack. Yeah, it’s kinda neat, having a P.ATK buff and AoE reach but probably not so useful if you already have an ally that uses Sharpness like Estelle.

Dragon Swarm (7 CC, 570)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Dragon Swarm is your go to arte for melee ranged IS Break in case you need an IS breaker with a lot more hits, though it’s incredibly unreliable due to it’s long and easily punishable animation and it’s incapability to combo enemies.

Guardian Field (6 CC, 285-314)

Enhancements: Area Heal, Damage, Area Heal, Stagger, Area Heal

While being a neat arte if you’re intending to AoE enemies while healing surrounding allies, it’s overall a bad arte to combo with due to the endlag. You better off using it as an arte to hold groups of enemy on spot rather than a combo tool.

Azure Storm (5 CC, 330-429)

Enhancements: Damage, Stagger, Damage, MG, Damage

Azure Storm sends out Azure Edge twice at a decently fast speed, allowing it to be somewhat of a ranged combo arte after you break through the enemy Iron Stance via Epic Gale, or just as a regular combo arte on a melee range.

Repede

Scaling: 60/100

Lv 50 HP: 2168

-anima sync- Green

Cyclone Shot

Lightning Dog

Ghost Wolf

Demon Dog Rush

Recommended Setup:

-Cyclone Shot

-Lightning Dog

-Ghost Wolf

-Demon Dog Rush

Character Summary:

Unlike pretty much almost any melee ever, our best doggo ever decided to be completely focused on being a dodge tank, with dash artes such as Cyclone Shot and Ghost Wolf combined with his naturally fast movement speed, he can be a very excellent tank that constantly dodges out of enemies melee attacks under the control of a player.

However, that’s where Repede’s extent of good artes ends. A lot of the other artes that he has unfortunately are overloaded with rush based enhancement which is overall not very useful, and his lack of Iron Stance break means that he requires an outside source before finally being capable of comboing the enemy. And while Repede being a tank aggro is nice, his viability falls apart if you can across one of those rare occasion of enemies that constantly change target which can pretty much disregard Repede’s aggro and go after the mages and wreck them while Repede is incapable of stopping them.

So in conclusion, Repede is pretty unideal of a melee character due to his heavy focus on survival over combo outputs and iron stance breaking, but if being able to dodge things is your higher priority over holding enemies off with IS break tools, Repede can hold up pretty well.

Notable Artes:

Cyclone Shot (7 CC, 556)

Enhancements: Stagger, Rush, Iframe, Projectile Block, Rush

One of Repede’s main arte, Cyclone Shot is a diagonal dash that allows Repede to quickly escape enemies. The rush enhance is pretty beneficial to the arte itself since it increases the distance of the dash, allowing for a safer distance away from the enemy. While it ends at Repede being midair, the fall animation doesn’t last too long, and you would regain control of Repede the instant you touch the ground, allowing it to remain as an excellent dash arte for Repede.

Lightning Dog (5 CC, 395)

Enhancements: Stagger, Rush, Iframe, Projectile Block, Rush

By far the best of all of Repede’s non dash arte, sporting a dual element and a rather fast execution.

Ghost Wolf (4-3 CC, 265-292)

Enhancements: Stagger, Iframe, Damage, Iframe, -1CC

Ghost Wolf is an excellent dash arte, having iframe enhancements and a CC reduction, allowing it to be very spammable at a cheap cost of 3 CC.

Demon Dog Rush (6 CC, 445)

Enhancements: Stagger, Rush, Iframe, Projectile Block, Rush

Literally Demon Dog combined with Ghost Wolf. Not much that can said as it’s just an okay damage arte with a bit of dash at the end of the arte.

Rita Mordio

Scaling: No elemental strike arte

Lv50 HP: 1975

-anima sync- Green

Stalagmite

Stalagmite Tower

Tidal Wave

Bloody Howling

Stone Blast

Negative Gate

Splash

 

Recommended Setup:

-Stalagmite

-Tidal Wave 

-Bloody Howling

-Stone Blast / Splash / Negative Gate

Character Summary:

Rita is pretty much all about throwing down devastating spells at her enemies nonstop. She comes all kinds of spells you could possibly ask for to bring on the pain. Bloody Howling is an excellent AoE spell that can hold enemies in place, Tidal Wave sweeps the entire screen while gathering massive amount of MG despite it’s long cast time, and Stone Blast is an amazingly fast spell for some quick cast time increase. Negative Gate, Splash and Stalagmite are all also neat bonus to add into her arsenal. All these tools combined makes her the best offensive mage ingame, with such a strong capability of AoE stagger thanks to Bloody Howling and Tidal Wave.

With all these spells in her arsenal, Rita is definitely a very amazing addition to your team, regardless of whatever challenge your tackling.

Notable Artes:

Stalagmite (7 CC, 870-1131)

Stalagmite Tower (4th action, 17 CC, 1620-2106)

Enhancements: Damage, Stagger, Damage, MG, Damage

Stalagmite is pretty okay as mid sized spell. It’s AoE is about as large as a post AoE enhancement Splash and Negative Gate, and you get to enhance it’s damage, making it excellently powerful. Though, you have to take a break from all the Bloody Howling and Tidal Wave you could possibly have been casting.

Stalagmite Tower is quite an excellent damage Master Arte, sporting the usual low action requirement and a really fast cast time a spell master arte that is easily abusable with AAC and backstepping, a lengthy spell animation, and a really high power that even outpowers MAss on their base MR percentage. Unfortunately it’s riddled with a rather delayed stagger between the initial rock spike and the EXPAND DONG STALAGMITE, allowing an escape room from the enemy. It also doesn’t help that it lacks that AoE compared to what Bloody Howling and Rita have, so it’s overall not an ultimately necessary addition for Rita.

 Significance Rating: Low. Rita’s Stalagmite Tower unfortunately can be both defeated by raw power(a double damage proc’d Bloody Howling) and by MG gain(Tidal Wave). This combined with the less AoE which also means Rita is sacrificing her cast time for her large AoE staggers for a rather smaller spell with some more damage, which can be potentially unideal when going against difficult content.

Tidal Wave (10-9 CC, 1235-1482)

Enhancements: MG, Damage, Stagger, Damage, -1CC

All together now… I’M SO GONNA MAKE YOU- BLAH BLAH BLAH TIDAL WAVE.

Tidal Wave is, well, just look at the damn thing. It’s a SCREEN wipe. Not only it effectively staggers the entire battlefield, it also functions as an extremely good source of MG

Bloody Howling (9 CC, 1070-1284)

Enhancements: Damage, IS Break, Damage, Stagger, Double Proc

Rita’s Bloody Howling focuses mainly on damage instead of AoE reach, which isn’t exactly ultimate detriment to her since she already have Tidal Wave. It also focuses on Power instead, with a chance to proc double the damage as it’s maximum enhancement. This makes Bloody Howling overall an excellent option in both holding off the enemy in a long stagger area AND dealing damage on them.

Stone Blast (4-3 CC, 355)

Enhancements: Cast Speed, MG, Cast Speed, -1CC, Cast Time Proc

Stone Blast is really useful for Rita in case you really just want a fast and CC cheap arte to build more cast speed for the more powerful spells, it’s cast speed can get to a such a ridiculous degree with all the enhancements it will be almost insaneous.

Negative Gate (7 CC, 800)

Enhancements: AoE Boost, IS Break, AoE Boost, Casting Speed, AoE Boost

Neat filler arte for Rita in case you didn’t get all of the tools, a bit slow, but a good amount of hits with an increasable AoE.

Splash (5 CC, 495)

Enhancements: AoE Boost, IS Break, AoE Boost, Casting Speed, AoE Boost

Another good filler arte with a much cheaper and faster cast time that Negative Gate, but just about the same AoE reach.

Raven

Scaling: ???/???

Lv50 HP: 2288

-anima sync- Green

Arrivederci

Arrivederci Ciao

Love Shot

The Wind Howl

The Growing World

Violet Snake

Recommended Setup:

-Arrivederci / Violet Snake

-Love Shot

-The Wind Howl

-The Growing World

Character Summary:

Raven is weird. Really weird. He seems to be going for a jack of all trades approach with his initial arte moveset being able to do both melee, projectile, and trap strike arte, spells, and even healing, but unfortunately only one or two sticks for his playstyle… which is pretty fine for what it is. With The Wind Howl and The Growing World as his projectile Strike Artes, Raven provides quite a great support damage output at a pretty fast rate due to how short his artes are. Not only that, he is also exceptionally good at healing thanks to Love Shot, which is a spammable small heal that is extremely useful as a secondary heal tool to keep your party HP high. He also has Arrivedeci, which is a great spell master arte that can be spammed alongside Love Shot as a fast MG gathering option.

Unfortunately due to his attempt of jack of all trade moveset, the rest of his artes are ineffective, meaning quite a lot of junk weapons. Apart from that, he’s an excellent ranged Strike Arte character with all the right artes.

Notable Artes:

Arrivederci (6 CC, 780)

Arrivederci Ciao (5th action, 16 CC, 1335)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

Arrivederci is eh spell. It’s AoE is about as big as a Splash or Negative Gate and is decently powerful for a short cast time, but at the expense of having less hits than both spells.

Arrivederci Ciao on the other hand is a pretty excellent addition for a player controlled Raven, because it also adds up to his overall MG gathering speed for being a really fast spell master arte. His fast spam of CC costly projectile Strike Artes combined with justed AoE boosted Arrivederci Ciao makes raven an excellent MG gatherer. The weapon itself also has an arte stat focus, which also boost Raven’s overall damage with his The Wind Howl and The Growing World. However, the damage suffers also because of the lack of arte stat on Raven’s overall weapons being phys focused, so avoid using it with damage output in mind.

 Significance Rating: Low. It’s mostly useful only for MG gathering and even then that’s under a players control, so you really won’t lose much from not having it around.

Love Shot (6-5 CC, 7)

Enhancements: Heal Boost, Caster Heal, MG, Caster Heal, -1CC

An exceptionally amazing heal arte that has no cast time, making it exceptionally spammable, through the targeting is automatically targeted based on character gender(females getting the heals first until all females has full HP, then it will go after males instead. Goddammit Raven.). It also works exceptionally well with a defensive Raven AI, as he will keep spamming Love Shot until everyone is above the 70% HP threshold(even filling up all female’s HP just to heal male character HPs), allowing the party to survive much longer.

The Wind Howl (6 CC, 400)

Enhancements: Ailment, Ailment Cure, Ailment Proc, Iframe, Ailment Power

The Wind Howl is a fast and piercing projectile strike arte, making it a pretty strong offensive output for Raven that can wreck things on a straight line. A staple to Raven, though the enhancements is a complete waste.

The Growing World (8 CC, 450)

Enhancements: Ailment, Ailment Cure, Ailment Proc, Stagger, Ailment Power

Compared to The Wind Howl, The Growing World has a longer animation and more taxing on the CC, but it also spreads behind the initial hit target instead of piercing through, making it a good MG gathering method if you’re going against cluster of enemies. Quite less effective for the most part as Wind Howl, but it’s a good arte to loop alongside Wind Howl.

Violet Snake (4 CC, 285-314)

Enhancements: MG, IS Break, MG, Damage, MG

Violet Snake is a fodder arte to fill in case you don’t have both The Wind Howl and The Growing World. It’s much slower than the other two both arte animation and projectile speed, making it less viable them.

Estelle

Scaling: ???/???

Lv50 HP: 2119

-anima sync- Green

Holy Lance
Holy Lance Delight

Sharpness

Star Stroke

Starlight Holy

Star Sign - Grande(MG+)

Resist

First Aid

Photon

-event- It's New Year's! - Brave Vesperia

Recommended Setup:

-Holy Lance

-Sharpness

-Resist / First Aid / Photon

-Star Stroke

Character Summary:

Estelle can be described best rather as a victim of being an early experiment of Master Arte’s value, due to the fact that THE ONLY OFFENSE SPELL THAT IS FUNCTIONAL IS HER  HOLY LANCE. The rest of her moveset? Buffs like Sharpness and Resist, a couple of mostly poor strike artes, First Aid, and the poor Photon of all things. This makes her by far one of the most  dependant character ingame, If you do have Holy Lance, she’ll at least be a decent mage with a really excellent MG gain at a player control thanks to the speed of her spammable not-Demon-Fang Star Stroke, making Holy Lance Delight easily spammable. She also has great supportive MAs that will help the party in ways other than damage such as party MG recovery(Star Sign - Grande) or party heal(Starlight Holy) to support this idea of being MG gather focused. But without it she’s effectively only a super subpar healer with a couple of buffs.  

Due to this condition that have been put on her, I REALLY highly avoid attempting to use her on a regular basis unless you do have her Holy Lance, as she’s incredibly poor without it.

Notable Artes:

Holy Lance (6 CC, 380-418)
Holy Lance Delight (4th action, 16 CC. 1370-1507)

Enhancements: MG, IS Break, MG, Damage, MG

Holy Lance is a pure godsent in both base and Master Arte form. The regular variant is basically the only good spell she has, having a great AoE reach and amount of hits for such a fast and CC cheap spell.

Holy Lance Delight is also incredibly excellent of a spell, having a low action count requirement that, when combined with the easy to spam Star Stroke, makes it easy to spam under a player control. It also has MG enhancements, allowing Estelle to rake in lots and lots of MG in a short span of time. Definitely a must have for Estelle.

 Significance Rating: OBLIGATORY. Estelle is such an exceptional cast of arte that she basically can only work well with it. Without it, you’re left with a subpar First Aid healer with a couple buffs.

Sharpness (5 CC, 0)

Enhancements: Cast Speed, Buff Time, Cast Speed, Buff Time, Party Effect

Rally grants physical attack buff that you can improve to affect the whole party. It’s a neat addition if you’re running mostly physical characters.

Star Stroke (3 CC, 215-236)

Enhancements: MG, IS Break, MG, Damage, MG

The NOT DEMON FANG for Estelle, Star Stroke allows Estelle to cut her cast time as effective as mages with ranged basic attack. It’s very excellent at speeding up spells and quickly raising action count for her Master Arte while at the same time remaining at a safe distance from enemies.

Starlight Holy(100 MG, 880)

Enhancements: MR, HP Recover, Stagger, HP Recover, MR

An MA that is less powerful in damage for the sake of additional party heal, it’s a neat niche if you need an emergency heal. Under a player control AND with Holy Lance, you can pretty much gather a lot of MG in a short amount of time and prepare MA gauge for Starlight Holy in case you needed a party heal.

Star Sign - Grande(MG+) (130 MG, 1060-1272)

Enhancements: MG Heal, HP Recover, Damage, Damage, MG Heal

Having an MA that recovers the entire party’s MG is a great addition to Estelle. The higher MG requirement of these MG gain MAs also becomes quite a lot less of an issue thanks to Estelle being so MG gain based with her Holy Lance Delight.

Resist (5 CC, 0)

Enhancements: Cast Speed, Buff Time, Cast Speed, Buff Time, Party Effect

Party Arte Defense buff… isn’t exactly the most useful thing. Most of enemy spell tend to be very fatal enough that you better off restarting the fight than tanking the spells, and compared to physical enemies, mage enemies are pretty uncommon. Not the best buff, but can be useful on occasion.

First Aid (4 CC, 15-20)

Enhancements: Heal Boost, Caster Heal, Heal Boost, Caster Heal, Heal Boost

First Aid isn’t exactly the best heal, but it’s a pretty fast one in case you need to quickly heal someone. Combined with Star Stroke spam from a distance to cut cast time, you can make it pretty efficiently fast.

Photon (4 CC, 470-517)

Enhancements: MG, IS Break, MG, Damage, MG

Photon is a terrible spell, being a single hit spell with such a long delay that your enemy is likely to already walk out of it before it hits…. but, it’s the only other spell she has if you are one of the unfortunate souls who do not have Holy Lance. So yeah, better to have an offense spell than don’t.

Karol Capel

Scaling: ???/???

Lv50 HP: 2866

-anima sync- Green

Punishing Smash

Twin Punishing Smash 

Roaring Revolution

Nice Aid Smash

Destructo Pain Carnival

Coil Beat

-event- It's New Year's! - Brave Vesperia

Recommended Setup:

-Punishing Smash

-Roaring Revolution

-Nice Aid Smash

-Destructo Pain Carnival / Coil Beat

Character Summary:

While Karol is definitely not a combo character by design due to his slow as crap melee Strike Artes, but Roaring Revolution can at least knock enemies off Iron Stance effectively while rushes into them. He also has a bunch of utility artes like Nice Aid Smash for a fast AoE healing in front of him, Coil Beat for self P. Atk buff, and Punishing Smash for self surround melee, but all of these doesn’t really benefit Karol enough to make him a valuable melee character. He’s a pretty safe character as an assisting melee, but not in any worthy to chase after.

Notable Artes:

Punishing Smash (5 CC, 380-418)

Twin Punishing Smash (6th action, 15 CC, 1015-1117)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

Considering Karol’s mostly slow as crap strike artes, having a Punishing Smash so that he can swing his hammer around to protect himself is neat, but apart from the slight AoE HP Vamp, there is not much to this arte.

Twin Punishing Smash isn’t that much of an upgrade as well apart from the fact it now spins twice for more Master Arte iframe.

 Significance Rating: Low. It doesn’t add much to Karol, so it’s apparent that you won’t get much from having it apart from the usual course of the usual Master Arte benefits.

Roaring Revolution (4 CC, 330)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

The only combo arte that Karol has, Roaring Revolution rushes into the enemy while also breaking their iron stance. It’s a decent speed IS break that also doesn’t demand much CC to use, and definitely a must have for him.

Nice Aid Smash(7-6 CC, 12-15)

Enhancements: Heal Boost, Heal Boost, MG, Heal Boost, -1CC

Nice Aid Smash creates a small AoE heal in front of Karol, it’s neat for some helping healing, but expect AIs to not cooperate your attempts to heal them. neat addition, but not amazing.

Destructo Pain Carnival (6 CC, 385-500)

Enhancements: Damage, Stagger, Damage, MG, Damage

It’s a defense debuff arte that has…. a lot of buildup. Yeah, not very useful even for the debuff considering Acid Rain exists.

Coil Beat (2 CC, 80)

Enhancements: Buff Time, AoE Boost, Buff Time, AoE Boost, Buff Time

Coil Beat is a weak and CC cheap arte that self surrounds with a damaging aura while adding a self P. ATK buff. It isn’t that amazing, but it’s pretty useful just for the purpose of increasing artes and MA damage output.

Ruca Milda

Scaling: ???/???

Lv50 HP:

-anima sync- Brown

Tempest Strike

Blazing Tempest

Rising Phoenix

Demon Fang

Eruption

Recommended Setup:

-Tempest Strike

-Rising Phoenix

-Demon Fang

-Eruption

Character Summary:

Ruca is by far one of the best melee combo characters ingame that gives Alisha a run for her noble throne. Tempest Strike is an insanely fast strike arte that can rip through Iron Stance like nothing, and a Rising Phoenix that can actually combo the enemy fully through while also HP Vamp them out, Ruca is a monster that can pretty much sustain himself very well when it comes to beating the shit out of his enemies, though he can accidentally knockdown the enemy during Rising Phoenix.

The only catch that gets in the way into this super strength of this good boy? You absolutely need his  to get the fullest of his functionality because it’s his ONLY IS break. The rest of his moveset are unfortunately filled with launch based Strike Arte which doesn’t work very well, leaving us with a dash only melee that only leaves him with dash combo.

Overall, Ruca is a very top end melee character for having such a monstrous IS break and a dash arte that can combo enemies, but half of this is locked behind  barrier, and I wouldn’t suggest investing on him much without it.

Notable Artes:

Tempest Strike (4 CC, 260)

Blazing Tempest (6th action, 14 CC, 1105)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

Ruca’s Tempest Strike is stupidly powerful. It outspeeds basically every IS Breaker in the game as an IS Breaker, making it extremely spammable, wrecking any kind of Iron Stance while also protectively stopping anyone behind Ruca as well.

Blazing Tempest is also pretty excellent as well, having an extended spinning animation that allows him to have a decently lengthy iframe, though it’s pretty obsolete considering his Rising Phoenix exist. Apart from that, it’s still a great addition of Master Arte considering all the speedy Strike Arte he has.

 Significance Rating: Very High. Ruca is half of what it is without out, as he’s left without Iron Stance break tool. Sure, he can still work as a combo melee who just chips through Iron Stance with a dash arte, but he is undeniably a farcry to what he is without Tempest Strike.

Rising Phoenix (7 CC, 420-462)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

Ruca’s Rising Phoenix is pretty unique compared to other Rising Phoenix users because it functions similarly Stahn’s and Cress’s, but at the same time actually having ascending hits similar to Reid’s, but at a much faster speed. This effectively makes Ruca’s Rising Phoenix one of the best variants to the point that it can actually be used to combo enemies. Definitely a must have in your Ruca arsenal due to it’s ability to actually keep your combo while trying to iframe away from your enemies.

Demon Fang (3 CC, 190-247)

Enhancements: Damage, Stagger, Damage, MG, Damage

Demon Fang is a pretty decent addition for Ruca due to its simplicity of it’s fast execution and cheap CC cost, making it neat for action building to Blazing Tempest, While Tempest Strike is functionally better in every way than this, it still serve use as a method to alternate attacks with for a faster Master Arte trigger due to how limited the quantity of Ruca’s workable artes is.

Eruption (6 CC, 660-858)

Enhancements: Damage, Stagger, Damage, MG, Damage

It’s a neat Damage spell with a decent AoE reach and hits, but definitely doesn’t belong at the right user in Ruca’s case. At best, the weapon is usable an arte stat stick for hybrid scaling in Ruca’s case, but that’s about it.

Illia Animi

Scaling: ???/???

Lv50 HP:

-anima sync- Brown

Aerial Bullet

Spread

Heal

Twin Bullet

Acro Bullet

Arc Fire

Recommended Setup:

-Aerial Bullet / Acro Bullet

-Spread

-Twin Bullet / Arc Fire

-Heal

Character Summary:

Illia feels a bit confusing on her combat designed compared to what someone would expect from a ranged weapon user. While most of her projectile Strike Artes tends to have range limited enough to be  melee range, she does has the fast Twin Bullet that pushes her back while having a long range. This allows her to abuse her already ranged three normal attacks into Twin Bullets to build chain for some really fast spell cast time, allowing her to heal her allies with Heal really fast under a player control. it’s unfortunate though that her offense spell is only the small sized Spread, that while is neat as an IS Break poke, has a really small AoE reach. Her melee ranged Strike Arte also are pretty decent, Acro Bullet having a niche of being an self centered AoE IS break while Astral Laster is a pretty okay Master Arte to rush into a nearby enemy after a series of spells.

Despite all the weird combination of artes that she has, Illia is pretty decent as a healer for all the attempts the player can do to make her a really fast single target healer and as a stagger support melee with her AoE Iron Stance break capacity, but apart from that she doesn’t have a lot to write home about both as a melee character or a mage.

….oh and please don’t leave her to the AI. Her full potential of being an AoE crowd control AND Heal fast caster cannot be utilized at the same time by the AI.

Notable Artes:

Aerial Bullet (4 CC, 215)

Astral Laser (6th action, 1190, 14 CC)

Enhancements: AIlment, Ailment Cure, Ailment Proc, MG, Ailment Power

Another unfortunate victim of those hard to proc ailment enhancements, Aerial Bullet is pretty underwhelming. It also doesn’t help that the entire arte itself only works best in melee range due to the diagonal bullets being…. well, diagonal.

Astral Laser is a neat Master Arte, having a rushing movement during the backflip that can be neat to smack a nearby enemy after a series of spells. Oh, and the usual Strike Master Arte benefits such as iframing I guess.

 Significance Rating: Low. Aerial Bullet doesn’t have much value due to how it’s designed and it’s poor enhancement, so you won’t get much out of it apart from the usual Master Arte benefits.

Spread (6 CC, 650)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Spread isn’t very great as a spell on it’s own, having a rather small AoE size, but considering it’s the only offense spell Illia has, it’s a pretty decent addition for her arsenal as an IS Break poke spell to use considering all the cast time cut she can do with normal attack and Twin Bullet.

Heal (6 CC, 30-39)

Enhancements: Heal Boost, Caster Heal, Heal Boost, Caster Heal, Heal Boost

Heal is an excellent addition to Illia, as it functionally works pretty well on a character like her, as her three ranged normal attacks and Twin Bullet pushback allows her to easily build action chain for a fast Heal cast time while at the same time staying at a safe distance from the enemy in a short amount of time, making her one of the best healers ingame under a player control.

Twin Bullet (3 CC, 190-209)

Enhancements: MG, IS Break, MG, Damage, MG

Twin Bullet is a pretty great arte for Illia. It mainly serves to her as a CC Cheap and fast action builder that also pushes her away from the enemy, allowing her to build action chain really fast when combined with her basic attacks to shorten her Heal and Spread cast time.

Acro Bullet (5 CC, 325)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

Acro Bullet spreads fire around Illia, making it a self centered circular AoE that hits everything around her while also functioning as an IS break arte. This is very useful if you’re dealing with clusters of enemy as a method to hold them off from beating up your party.

Arc Fire (4 CC, 240-312)

Enhancements: Damage, Stagger, Damage, MG, Damage

By far one of the least weird arte that Illia has, it’s a single melee range attack with multiple hits. Useful if you want to build action chain while not pushing yourself from the enemy like what Twin Bullet did.

Kongwai Tao

Scaling: ???/???

Lv50 HP: 2047

-anima sync- Brown

Spread

Demon Lance

Suppress Weapon

Suppress Mind

Recommended Setup:

-Spread

-Demon Lance

-Suppress Weapon

-Suppress Mind

Character Summary:

And who would’ve thought. The most side character of the entire cast of Innocence comes to Rays far before any of them.

Unlike most mages, Kongwai decided to go all out as a debuffer, using debuff spells such as Suppress Weapon and Suppress Mind, and an AoE offense + debuff spell Demon Lance, Kongwai suppresses bosses stats as much as he could. He also sports a ranged basic attack, allowing him to safely build up cast speed so he can launch his debuffs and at a fast faster. Though, because of his  slots being used for debuffs, it doesn’t leave him with much AoEs to work with but one. This proven to be pretty unfortunate to Kongwai’s combat design as a whole as unlike AoE coverage, debuff overall isn’t as important the capacity to mass stagger enemies in an AoE. While Demon Lance is perfectly fine as an AoE destruction spell, it also knockdowns, potentially screwing the stagger your melees has been holding instead of helping

Overall not very excellent compared to some of the more powerful mages, but perfectly serviceable with Demon Lance.

Notable Artes:

Spread (6 CC, 650)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Though it has a rather small AoE, it has a neat utility for being an IS breaker, and considering this is one of a few decent spell he has, even a small sized IS break poke would be valuable for him.

Demon Lance (7 CC, 715)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

Kongwai’s only AoE spell. A bit low on the damage for it’s cast time, but returns with the amount of hits and the P.DEF debuff it inflicts, benefiting melee character’s damage output. It can knockdown though, so expect your combos getting ruined unless you have an OTG on your melees ready.

Suppress Weapon (4 CC, 310)

Enhancements: Debuff Time, HP Vamp, Debuff Time, HP Vamp, Debuff Time

It’s a single P.ATK debuff and that’s about it. Not Very useful, but at least has some niche mitigation use considering Kongwai’s limited variety of offense spell.

Suppress Mind (4 CC, 310)

Enhancements: Debuff Time, HP Vamp, Debuff Time, HP Vamp, Debuff Time

Suppress Weapon but for M.ATK. Considering this is the game only existing M.ATK debuff, it at least has that weird niche of debuff spell. Though, keep in mind most of the enemy ingame uses physical attacks and most spell enemies are better off stopped with an IS break rather than taking a potentially devastating AoE hit.

Sorey

Scaling: 60/100

Lv 50 HP: 2890

-anima sync- Brown

Equipment Count:

3 (Free, Gacha, Summer)

1

3 (3 gacha)

7

Wiki page link

Hell Sword

Karmic Hell Sword

Earth Dragon Fang

Sword Rain Alpha

Severing Wind

Rending Gale

Character Summary:

Perhaps a product of being an initial Rays character, he is used to at least have some value due to his naturally high HP early at the time, but over the passing of time as more and more character with naturally high HP became more common and awakening’s HP boost came into existence, Sorey has become less usable to the point where he is no longer even any good. His main problem? Lack of dedicated IS Break AND a proper combo loop. If he had either of these he’d probably be at least somehow usable in this game, but unfortunately he doesn’t quality in any of both. He can somewhat hold a stagger with Earth Dragon Fang and Sword Rain Alpha to help combo melees out, but that’s about it.

Sorey by today standards is pretty terrible at combos, and without anything special that he specializes in, I wouldn’t advice even trying to get him.

Notable Artes:

Hell Sword (5 CC, 340-442)

Karmic Hell Sword (6th action, 15 CC, 1155-1502)

Enhancements: Damage, Stagger, Damage, MG, Damage

Hell Sword is pretty neat. Short 5 CC arte with multiple hits that should at least hold enemy staggered for a bit.

Karmic Hell Sword is decently powerful Master Arte with a sizeable reach, the damage enhance makes it pretty great on dishing out damage, and with some of Sorey’s artes being naturally fast like Sonic Thrust and Hell Sword, he should have no issues quickly unleashing it.

 Significance Rating: High. Due to Sorey’s overall lackluster nature of a melee, even having a Master Arte that deals a lot of damage would at least hold some value to him.

Earth Dragon Fang (5 CC, 450-495)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

Earth Dragon Fang is by far Sorey’s best combo option. It’s a series of hits that is also pretty fast and CC cheap, while also sapping back some HP with HP Vamp.

Sword Rain Alpha (5 CC, 300)

Enhancements: Float, IS Break, Float, MG, Slow Descent

Sword Rain Alpha can fully hold stagger almost its own…. until the last uppercut which dropped the enemy right away unless said enemy can be launched high.

Severing Wind (6 CC, 480-528)

Enhancements: MG, Damage, MG, Stagger, MG

Severing Wind isn’t very good due to how it sends both Sorey and the enemy to the sky and easily drops combo, but it is by far Sorey’s best MG gathering tool that also hits Sorey’s surrounding.

Rending Gale(5 CC, 445-490)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

Hits Sorey’s surrounding, which is neat, but unfortunately a bit poor to combo with because of the slow startup.

Mikleo

Scaling: 80/50

Lv 50 HP: 2168

-anima sync- Brown

Equipment Count:

3 (Free, Gacha, Summer Fest)

1

5 (2 gacha, 1 , 2 )

5

Wiki page link

Violet Storm

Vorpal Berg

Resilient Aid

Aqua Serpent

Splash

Balloon Plosion

Mindflayer

Moonlight Circle

Character Summary:

While being limited to water element, Feebo Meebo is a pretty great mage, having a good amount of AoE spells that holds enemy off such as Splash and the really huge Violet Storm, a really powerful line projectile spell Aqua Serpent, and a great single target heal Resilient Aid. On top of that, he can also self M.ATK buff with Mindflayer, which makes him a really powerful DPS when combined with all his AoE stagger spell and Aqua Serpent.

Overall, while occasionally a bit suboptimal on AoE stagger, he is definitely a really great addition to your party with the amount of good spell and valuable single target heal in an anima sync lacking any dedicated AoE Heals.

Notable Artes:

Violet Storm (8 CC, 1105)

Vorpal Berg (4th action, 18 CC, 1590)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

Violet Storm is a very excellent AoE spell which AoE reach you can improve to a ridiculous degree, covering a huge area while dealing a really powerful damage for such a decently fast spell for it’s size, it improves Mikleo crowd control capacity so much it’s a godsend to him.

Vorpal Berg is everything you’d expect from a mage Master Arte. It’s a really strong damage spell for a really short master arte cast time while also having the usual mage 4-chain only Master Arte requirement. Definitely about as excellent Violet Storm, having about the same size of AoE while doing more hits.

 Significance Rating: High. Mikleo can do just fine without Violet Storm with his healing and powerful Aqua Serpent, but you’d have to keep in mind that Violet Storm is his only super big AoE spell that pretty much fixes the crowd control capacity problem Mikleo have with only Aqua Serpent and Splash, making a Mikleo without it quite a far cry than a one who has Violet Storm in his arsenal.

Resilient Aid (5 CC, 20-26)

Enhancements: Heal Boost, Caster Heal, Heal Boost, Caster Heal, Heal Boost

Excellent single target heal that serves as a REALLY excellent middleground being more powerful heal than First Aid and faster than Heal, and on top of that, also adds a arte defense buff to whoever you healed, the buff wouldn’t do much due to most of the ingame enemy attacks are physical based, can make a difference when taking hits from spells. Definitely a must have due to how excellent the spell in itself is.

Aqua Serpent (8 CC, 1155-1502)

Enhancements: Damage, Stagger, Damage, MG, Damage

Aqua Serpent is a really powerful projectile spell that, compared to most poorer projectile and line spells in this game, pierces and wrecking the crap out of everything in its wake with it’s really fast traveling speed and excellent damage. It’s suboptimal for crowd control compared to most AoE spells, but everything else surrounds it compensates it, especially considering that with Mindflayer, you can make it even more devastating.

Splash (5 CC, 495)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

Splash might not look that valuable for characters like Rita or Milla, but when you have Mikleo who absolutely doesn’t have any other AoE option, it’s a godsent. Not to mention it shares the enhancements with Rita’s Splash AoE boost, making it work as an AoE spell.

Balloon Plosion (80 MG, 1010-1212)

Enhancements: Damage, MR, MR, MR, Damage

Balloon Plosion is a really good seasonal MA, having a very valuable guaranteed Poison status which is pretty much devastating to even the most toughest of enemies due to it’s % based HP loss tick, it also don’t cost a lot of MG, making it pretty easy to use early into the battle if you’re good enough at MG gathering.

Mindflayer (5 CC, 510)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

How else can we make Aqua Serpent even more ridiculous? I don’t know, how about a SELF BUFF? Yep, with this, Mikleo can even make his spells even stronger than ever. Don’t let the animation fool you though, Mindflayer actually only has a vertical disc shaped AoE instead of the proper field AoE the animation might imply, so I’d avoid using it outside for the arte attack buff.

Moonlight Circle (3 CC, 190-209)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

While Mikleo’s Strike Arte are in general pretty bad, Moonlight Circle is pretty notable as a fast method to build cast time after doing an AAC or a spell at a distance, and now it’s more notable than ever with his master arte Vorpal Berg.

Edna

Scaling: 80/50

Lv 50 HP: 1927

-anima sync- Brown

Equipment Count:

3 (Free, Gacha, Summer Fest)

1

4 (2 gacha, 1 , 1 )

5

Wiki page link

Final Embrace

Hailing Downpour

Barrier

Air Pressure
Rock Lance

Character Summary:

Compared to Mikleo, Edna seems to be more offense oriented, having excellent offense spells such as

the IS Breaking Air Pressure and the really powerful large AoE Final Embrace, she remains pretty solid as an offensive mage with a decent AoE stagger even today.

She also has a couple of pretty useful tools that, while not directly add to her offense spell arsenal, gives her some sort of utility and supportive feature. Such artes are Hailing Downpour which while is CC costly for a Strike Arte action chain builder, pushes Edna back from the enemy, allowing her to cast sped up spells at a safe distance after her already semi distanced normal attack. Barrier is always useful with the physical defense buff, And Rock Lance, an incredibly fast spell for a quick rock poke, also useful for a fast action chain building.

In conclusion, Edna’s very viable as a mage, having solid AoE spells and quite a good amount of niche features a player can make a good use of, though Edna didn’t improve lately due to the amount of Strike Arte that does not benefit her mage capability lately such as her disappointing .

Notable Artes:

Final Embrace (8 CC, 1255)

Enhancements: Ailment, Ailment Proc, MG, Ailment Proc, Ailment Power

Edna’s signature AoE spell. It takes quite a lot of cast time, but pays off with dual element, huge ass AoE, and a really powerful damage, and said long cast time can be mitigated with her semi ranged normal attack, Hailing Downpour and Rock Lance. It unfortunately has ailment enhancements, but it’s pretty much good enough as it is even without any significant enhancement.

Air Pressure (7 CC, 866)
Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

A spell pretty inferior than Air Pressure in terms of damage and AoE, but still a pretty decent AoE spell. It also has this weird niche of being an IS Breaker, which can be useful at times if your melees failed to IS break your enemy on time.

Hailing Downpour (6 CC, 390-507)

Enhancements: Damage, Stagger, Damage, MG, Damage

Hailing Downpour is a neat Strike Arte for Edna, being able to push her away from the enemy while hitting the enemy for a bit, which a player can make a decent use off to distance away from the enemy after her semi ranged normal attack before finally

Barrier (5 CC, 0)

Enhancements: Cast Speed, Buff Time, Cast Speed, Buff Time, Party Effect

Barrier grants a defense buff which can apply to the entire party should you have max enhanced the arte. It’s a neat addition as mitigates most of enemy’s attacks, which are melee attacks for the most part.

Rock Lance (4 CC, 370)

Enhancements: Ailment, Ailment Proc, HP Vamp, Ailment Proc, Ailment Power

It’s a useful fast rock poke spell that, while not very good in the hands of an AI, can be put into a pretty good use for a player as a method to quickly gather chain for faster Air Pressure and Final Embrace, while at the same time quickly poking an enemy with a spell.

Alisha Diphda

Scaling: 60/100

Lv 50 HP: 2914

-anima sync- Brown

Equipment Count:

3 (Free, Gacha, IdolM@aster)

1

4 (2 gacha, 2 )

4

Wiki page link

Pyre Light 

Flames of Light

Demon Swallow

Serpent Snare

Little Shine Fringe

Cloud Concentration

Thunderclap

Pyre Light

Character Summary:

If you thought Bamco had enough with all the special treatment Alisha got to compensate her infamy, then you’re… not in luck. Alisha is by far one of the best combo melee ingame with a staggering amount of IS Breaks capacity, and perhaps a combo loop that is known to be able to solo combo absolutely anything ingame via her stupidly powerful IS breaker Demon Swallow and it’s ultimate combo partner Serpent Snare. Not only that, she has access to artes such as Pyre Light which is also another powerful low CC cost IS breaker that smacks everything around her when going against crowd of enemies, and Cloud Concentration, which allows her to heal herself, allowing her to self sustain along with her already high base HP.

All of these tool combined pretty much makes Alisha an amazing melee character, having both amazing combo artes, self sustaining AND crowd control tools. With all of them, you should pretty much have no issue tackling most of the difficult content ingame and being able to survive through them. Though, keep in mind that not having Demon Swallow, an event weapon, makes Alisha quite a far cry from what she is.

Notable Artes:

Pyre Light  (3 CC, 195)

Flames of Light (6th action, 13 CC, 975)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

A  arte turned into a , the self protective niche arte Pyre Light becomes MUCH better with the IS break capability, allowing her to pretty much knock everything around her off in case the enemies decided to gang on her. It also only cost 3 CC, making it VERY spammable, though it’s combo ability is a bit inconsistent.

Flames of Light is  a bit weak for a Master Arte, not even breaking 1000, but considering how low on the CC cost is compared to most Master Arte, it’s tolerable. Not to mention it’s AoE is big enough to crowd control, and you can also you can actually combo it into Demon Swallow due to how Alisha isn’t barred with any lag after the Master Arte, allowing you to keep the combo going if you somehow have CC left.

 Significance Rating: High. The base version definitely is very useful to Alisha, as having the ability to quickly IS Break around yourself(and even do a bigger version of it on Master) is pretty valuable for a melee who can’t use a dash arte and thus, can potentially get ganged on without an escape, though, even without it, most of Alisha’s ridiculous features such as her combo loop and self healing is still available, so I wouldn’t put it as something absolutely obligatory to her.

Demon Swallow(4 CC, 300)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

The queen of IS breaking, Demon Swallow is an incredibly fast and spammable 4 CC IS break that absolutely wrecks through the thickest of Iron Stances. Not only that, you can also combo loop it with Serpent Snare and you’ll basically be able to hold combo on absolutely everything in the game. Definitely a staple to all Alisha users out there, though if you don’t have the ability to rerun alisha, Pyre Light does just fine if you simply just want to IS Break/

Serpent Snare (3 CC, 215)

Enhancements: Stagger, Rush, Iframe, Projectile Block, Rush

While on it’s own, it isn’t that amazing, a stagger enhanced Serpent Snare works extremely well as a combo arte when used alongside with Demon Swallow, making it incredibly good. Though, avoid enhancing it further because rush enhancements makes the arte longer, causing it to drop the combo.

Little Shine Fringe (80 MG, 750-825)

Enhancements: Heal Boost, MR, Heal Boost, Damage, MR

This MA has a low MG requirement while also granting a party heal and hitting a decently larger AoE, Little Shine Fringe is a pretty excellent Mirrage Arte with all these factors considered.

Cloud Concentration (8-7 CC, 385)

Enhancements: Heal Boost, Caster Heal, MG, Caster Heal, -1CC

Cloud Concentration is a rather unique arte that is capable of healing Alisha and whoever came close to her while also attacking the enemy. It’s terrible for combos, but it’s self sustaining utility makes up for it.

Thunderclap (6 CC, 540-702)

Enhancements: Damage, Stagger, Damage, MG, Damage

Thunderclap is an amazing arte if you want devastating damage, but unfortunately it’s practically impossible to combo from anything due to the slow midair startup, making it best used only when the enemy is staggered by something else.

Pyre Light (3 CC, 195-214)

Enhancements: Ailment, AIlment Cure, Ailment Proc, Damage, Ailment Power

Pyre Light has the utility to hit everything around Alisha, but unfortunately it lacked any significant enhancement that could have made it more useful. The variant of this does this much better, so treat this as some sort of a budget edition of that if you don’t have it.

Rose

Scaling: ???/???

Lv 50 HP: 2288

-anima sync- Brown

Equipment Count:

2 (Free, Gacha)

1

3 (2 gacha, 1 )

3

Wiki page link

Dream Slasher

Star Slasher

Nova Burst

Asura Edge

Esper Dream

Character Summary:

Contrast to the amazingly viable Alisha, Rose is just underwhelming enough that she gives the worst of melees run for their money.(Is this Zesty anime bias on play??) This is mainly stemmed from the fact that her IS Breaker, Asura Edge, DROPS combos, which is a pretty devastating flaw as most melee characters are capable to at least hold enemies staggered on their own with their IS Break.

However, she DOES at least has a couple of unusual niches though that make her still somewhat a bit useful in unconventional ways. Nova Burst is pretty notable for being a really good combo arte for Rose, while also coverage a really wide area and gathering a lot of MG. Star Slasher has a decently large AoE for a Master Arte, allowing yet another way to gather a lot of MG when going groups of enemies, and Esper Dream is a straight line projectile that can at least hit a lot of enemies.

All things considered, while she does have a little bit of MG gain based niche that saves her from being pretty much the worst, her poor combo capability that only extends as far as a non IS break arte is devastating enough that she weighs down the team if your going for higher difficulty content.

Notable Artes:

Dream Slasher (6 CC, 345-449)

Star Slasher (6th action, 16 CC, 1110-1443)

Enhancements: Damage, Stagger, Damage, MG, Damage

Dream Slasher is AWFUL. It has a jumping windup that is asking to get you knocked while at the same time not even paying off with anything but a small sized AoE.

Star Slasher is pretty okay at least. It has a fair amount of AoE coverage which is pretty neat for a Master Arte for the purpose of MG gathering, it also has damage enhance, making it a fairly powerful nuke.

 Significance Rating: Mid. Normally Star Slasher wouldn’t be that valuable to the character, but due to the overall mediocrity that is Rose, even something that isn’t vital that is Star Slasher’s AoE Damage and mass MG gain because fairly significant for her.

Nova Burst (5 CC, 335-368)

Enhancements: MG, IS Break, MG, Damage, MG

Nova Burst is a really excellent Strike Arte. Incredibly wide AoE, mass MG gain, and is by far her best combo arte that it’s unfortunate that Rose lack anything to connect it into.

Asura Edge (6 CC, 490)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Rose’s one and only dedicated IS break, though it’s super poor at holding enemy staggered. Use it as a method to chip off Iron Stance instead, and then follow up with Nova Burst afterwards to break the Iron Stance instead.

Esper Dream (7 CC, 475-618)

Enhancements: Damage, Stagger, Damage, MG, Damage

Esper Dream is a projectile Strike Arte that blasts through enemy lines. It’s fairly not very effective with how the arte itself requires a bit of windup, but if you really need a bit of a mob control with a piercing projectile, it’s neat.

Dezel

Scaling: ???/???

Lv 50 HP: 2649

-anima sync- Brown

Lailah

Scaling: ???/???

Lv 50 HP: 2288

-anima sync- Brown

Velvet Crowe

Scaling: 60/100

Lv 50 HP: 2288

-anima sync- Brown

Binding Frost

(Higi) Jet Blizzard

Heaven’s Claw

Laughing Raven

Shell Splitter

Banishing Thunder

Water Snake Wake

Searing Edge

Like Leon, Velvet is a raw offensive character with low HP, though she isn’t as fragile since she has the right defense type for a melee, and she rather has impractical spin on her own instead. Shell Splitter and Laughing Raven are both amazingly good IS Break artes, having solid hits and staggers hard, while Water Snake Wake is a good combo arte.

And this is where this get… really odd. Banishing Thunder zips Velvet far far away from the enemy, allowing her to distance away from the enemy(but she’s a melee?), while Heaven’s Claw gets a lot of HP back, but is absolutely shit on combos which makes it only usable as finishe.

I feel like she’s way to impractical due to most of the  stuff being used mostly for unconventional stuff, but she can work if you want a super combo heavy character using the rest of her tools.

Character Summary:

Notable Artes:

Binding Frost(6 CC, 405-446)

(Higi) Jet Blizzard (6th action, 16 CC, ???)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

(Placeholder, will be filled on Mirror Gear Update.)

Heaven’s Claw (7 CC, 595)

Enhancements: HP Vamp, HP Vamp, HP Vamp, HP Vamp, HP Vamp

Probably one of the most controversial arte, Heaven Claw’s has an amazing HP gain to compensate Velvet’s low HP, but due to the enhancements being fully HP Vamp only, it’s probably Velvet’s worst arte to pull off at any point of a combo unless you can launch the enemy, especially with the slow startup and endlag. The best spot you could probably do this arte is when the enemy is being staggered by another melee or a spellcaster, but I still recommend it since it’s easier to get used to compared to Banishing Thunder.

Laughing Raven (7 CC, 460)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

FINALLY A  THAT IS NOT WEIRD. Laughing Raven hits a hella lot, and it totally knows what it is meant to do. Laughing Raven is an IS breaker that can fully connects as long as you’re close enough to the enemy for the initial slashes. A must buy from the prism shop whenever it shows up.

Shell Splitter (5 CC, 505)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

Budget alternative to Laughing Raven, and also doubles as a good combo arte with a suprisingly huge amount of damage.

Banishing Thunder (6 CC, 450-495)

Enhancements: MG, IS Break, MG, Damage, MG

A good  to finish combos with, but ultimately has limited and situational use due to Velvet dragging herself away to the enemy(and by that I mean much much further than how it worked in Berseria.). You can probably use it to run away from enemies, but you kinda have to predict and time it perfectly for it to even work.

Water Snake Wake (3 CC, 220-286)

Enhancements: Damage, Stagger, Damage, MG, Damage

To compensate her situational s, fortunately she has a good amount of decent s, and Water Snake Wake is one of those. With good damage and stagger enhancements, she can easily combo it to her other artes.

Searing Edge (4 CC, 250-325)

Enhancements: Damage, Stagger, Damage, MG, Damage

Another good combo arte, and perhaps Velvet’s only method to close in back to the enemy after Banishing Thunder. It probably won’t work with fast hitstun recovery enemy though.

Laphicet

Scaling: 130/30

Lv 50 HP: 2240

-anima sync- Brown

Void Mire

Kaledios Ray

Blessed Drops

Insubstantiality 

Bright Shade

First Aid

Laphicet is a pretty solid offensive mage, though a bit flawed. His gets straight to the point with Void Mire, Kaledios Ray, and Blessed Drops, which are all AoEs with different cast time and power. And unfortunately, that’s about it.


No seriously, apart from those three being damage AoEs, there is noth much to remark Laphicet about. The rest of his moveset is unfortunately trashed out by useless melee artes, and his only other options are
Bright Shade, the only spell left other than the three AoEs, and First Aid if you want Laphi to heal. Compared to Edna and Mikleo, Laphicet lacks any absurdly strong spells or buffs, and it doesn’t help that two of his AoE spells are filled with MG boost that doesn’t even benefit much unless you have Laphicet’s MA.

Laphicet is overall a solid mage, but gets outshined hard by Edna and Mikleo. Really hard.

Character Summary:

Notable Artes:

Void Mire (7 CC, 885-974)

Enhancements: MG, IS Break, MG, Damage, MG

Out of Laphicet’s three AoE, Void Mire is by far the strongest of the three, making it the best option if you’re dealing with bosses despite the rather lengthy cast time. MG enhancements is a bummer though.

Kaledios Ray (5 CC, 630-693)

Enhancements: MG, IS Break, MG, Damage, MG

We have Void Mire for bossing, and now we have Kaledios Ray for mobbing. Fast cast time, and a huge AoE, though like Void Mire it’s a bummer that it;s enhancements are mostly MG.

Blessed Drops (5 CC, 375-450)

Enhancements: Damage, IS Break, Damage, Stagger, Double Proc

Blessed Drops is the weakest out of the three, being only slightly faster than Kaledios Ray for a smaller AoE and less damage, but it’s still a neat option for water element coverage as Laphicet really lacks variety here.

Insubstantiality  (100 MR, 1290)

Enhancements: MR, HP Recover, Stagger, HP Recover, MR

Like Sara’s MA, I wouldn’t put the MA here because it’s just a raw damage MA, but Laphicet is so heavily build into MG gaining that his MA became somewhat more important. Insubstantiality also doubles as a screen clear with HP Recovery, making it neat if you just want to clear out annoying mobs or if you want to get Laphicet an emergency HP recovery.

Bright Shade (4 CC, 290-348)

Enhancements: Damage, IS Break, Damage, Stagger, Double Proc

Laphicet’s only other means of offensive spells if you somehow did not manage to get all three of his AoEs. No really, that’s the only reason Bright Shade is here. The rest of his  are melee junk and First Aid.

First Aid (4 CC, 15-20)

Enhancements: Heal Boost, Caster Heal, Heal Boost, Caster Heal, Heal Boost

If you want Laphicet to heal people up, you have First Aid. It’s super fast, though you won’t gain much from it.

Eizen

Scaling: 80/50

Lv 50 HP: 2457

-anima sync- Brown

Frigid Photon

(Higi) Frigid Blitz

Hell Gate

Quickness

Mirage

Lighthouse

Winter Winds

Stone Lance

Oh boy, Eizen’s Reaper Curse sure hits him hard this time, as it even applies to how he translated from Berseria to Rays. And by that I mean he didn’t end up being anywhere good in Rays, if his entire  having ailment enhance isn’t disappointing enough.

Another victim of a hybrid character gone wrong, his combat arte selection is pitiful, but it’s inevitable to not use because of his limitation similar to Milla, Mirage would’ve been a neat combo arte, but unfortunately Eizen couldn’t IS break on his own as a physical.

Eizen ends up being a spellcaster character that doesn’t have much tools to work with. His Hell Gate is a solid AoE destruction spells, while Stone Lance is a neat fast spells… and that’s about it when it comes into offense spells(at least until he gets his .), which pretty much prevents Eizen from being anywhere above mediocre.

Character Summary:

Notable Artes:

Frigid Photon (6 CC, 600-780)

(Higi) Frigid Blitz (6th action, 16 CC, ???)

Enhancements: Damage, Stagger, Damage, MG, Damage

(Placeholder, will be filled on Mirror Gear Update.)

Hell Gate (7 CC, 730)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

Pretty much Eizen’s best airte for huge area aoe destruction, though in an odd way because it decided to instead create a cross shaped blast explosion. Not that amazing when you consider the rather low damage, but it’s better than none for a character who has a limited spell selection.

Quickness (5 CC, 0)

Enhancements: Cast Speed, Buff Time, Cast Speed, Buff Time, Party Effect

Quickness is… somewhat situational. It buffs out your running speed which has really limited use since you’re likely going to spend most your time comboing enemies or casting spells, but which don’t benefit from Quickness. It’s a godsend when you actually do need it though, such as to make your melee run faster to either stop enemy mages from Tidal Waves or kiting away enemies.

Mirage (4 CC, 370-481)

Enhancements: Damage, Stagger, Damage, MG, Damage

Eizen’s melee really sucks to the point where you at best can only be a rather poor supportive melee character, but at least you can make it somehow work. Mirage can work if you’re looking forward to deal melee damage and combo enemies with a quick side jab.

Lighthouse (5 CC, 385)

Enhancements: Float, IS Break, Float, MG, Slow Descent

To be honest, this arte is actually worse than Mirage as it’s weight dependant, and that it’s uppercut can completely miss on unlaunchable enemies, but what can you do when you don’t have much options? At least it works when the enemy do get launched.

Winter Winds (3 CC, 320)

Enhancements: Ailment, Ailment Cure, Ailment Proc, MG, Ailment Power

Another arte that couldn’t have been an option if Eizen have better melee stuff, but he doesn’t… so yeah. It’s fast so it’s probably the best option to alter with Mirage, I guess?

Stone Lance (4 CC, 385)

Enhancements: Ailment, Ailment Proc, HP Vamp, Ailment Proc, Ailment Power

Thankfully Hell Gate isn’t Eizen’s only spell that works. Stone Lance is good as always, sporting a fast cast time for a decent damage. Avoid enhancing it though.

Eleanor Hume

Scaling: ???/???

Lv 50 HP: 2168

-anima sync- Brown

Coming Soon

Coming Soon

Coming Soon

Magilou

Scaling: ???/???

Lv 50 HP: ????

-anima sync- Brown

Coming Soon

Coming Soon

Coming Soon

Cress Albane

Scaling: 60/100

Lv 50 HP: 2770

-anima sync- Yellow

Distortion Blade

Sword Rain Alpha

Rising Phoenix

Phoenix Dance

Tiger Blade

Cress arte selection is… a bit lacking when it comes when it comes into starting combos. He can get the IS breaking job done with Sword Rain Alpha, but not a lot of arte can connect to it well thanks to the jumping end, but once you got past the IS breaking part whether it be assistance from another party member on IS breaking or keeping the stagger after his Sword Rain Alpah, he can easily combo it without much issue with artes that connects easily such as Tiger Blade and Distortion Blade, while Rising Phoenix is very solid dash arte to spam to dash around the enemies and for a cheap knockdown for a Distortion Blade OTG.

Overall, an okay combo melee, but struggles on IS breaking. You might going to need an assisting melee who can do a good job at IS breaking like Ix or Luke.

Character Summary:

Notable Artes:

Distortion Blade (8-7 CC, 555-610)

Enhancements: Stagger, Iframe, Damage, Iframe, -1CC

Cress’s best arte, which has a good AoE and damage, and it comes with an OTG to knock enemies back up, which is great considering the quantity of KDs that Cress has. You don’t have much options to follow this up other than Rising Phoenix though, as Distortion Blade also pushes the enemy away for a bit.

Sword Rain Alpha (7 CC, 405)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

Cress one and only IS Breaker, but this is Sword Rain fucking Alpha we’re talking about, and boy Cress does not have much followups to this thanks for the jump at the end. Very poor if you’re using Cress to combo alone on heavy enemies, so be sure to have an assisting or spell or melee to follow up to keep the combo going.

Rising Phoenix (6 CC, 415-456)

Enhancements: Ailment, Ailment Cure, Ailment Proc, Damage, Ailment Power

Rising Phoenix is a classic dash arte, and being a dash arte, you can pretty much dash the crap around enemies with this. And if you do knockdown an enemy in the process, you can OTG it with either Distortion Blade or Phoenix Dance for an easy combo.

Phoenix Dance (7 CC, 505-656)

Enhancements: Damage, Stagger, Damage, MG, Damage

Like Reid’s Rending Tiger Blade, Cress Phoenix Dance is one of those odd occasion of arte that can both OTG and KD, which means it can OTG itself and then knockdown the enemy again. Not very impressive due to its weight dependancy, but by far is Cress best damage arte.

Tiger Blade (3 CC, 255)

Enhancements: Stagger, Rush, Iframe, Projectile Block, Rush

Unlike other Tiger Blades, Cress Tiger Blade lacks any damage enhance, making it pretty inferior, though it’s still great for a combo option that doesn’t KD or push away enemies compared to a lot of his combo artes.

Chester Burklight

Scaling: 60/100

Lv 50 HP: 2168

-anima sync- Yellow

Giga Fang

Gale Shot

Eagle Shot

Thunder Blitz

Chester is an archer, and unlike Raven who fucks around with variety way more than he should, he knowns damn well what is he supposed to do as an independent archer who needs no swordsman. He shoots, shoots, and only shoots, whether it be ice arrows, fire arrows, or Pow Hammer made out of puns. And NUTS.

Jokes aside, his arte selection completely consist of singular shots, making it hard to combo stuff with him, though luckily there are select few that actually does more than singular shots. Gale Shot and Eagle Shot are his only combo stuff for the multiple projectiles(but they can’t even combo to each other because of the range and jumping delay) , while Giga Fang destroys Iron Stance hard.

...and theres where it ends, unfortunately. And it doesn’t help that a lot of his moveset are status ailment junk, making Chester really unremarkable apart from the base idea of being a ranged melee at all times. Go get yourself another melee guy instead of Chester, as they’ll be more of a use to you.

Character Summary:

Notable Artes:

Giga Fang (8 CC, 610)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Probably one of the most entertainingly stupid shot arte, sporting an IS Break arte that pretty much gives an easy Iron Stance break in one or two Giga Fang and giving melees an easy combo pass. Not that much of a redeemable arte due to it being incredibly slow though.

Gale Shot (7 CC, 550)

Enhancements: Ailment, Ailment Cure, Ailment Proc, Iframe, Ailment Power

Probably the one of the select few arte that can actually help melees do their combo because of the duration and amount of hits, making it pretty vital for Chester.

Eagle Shot (5 CC, 465-511)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

Another of the select few arte that is salvageable from Chester’s poor arte selection, Eagle Shot also does multiple hits, though it’s less reliable compared to Gale Shot because of the jumping startup.

Thunder Blitz (4 CC, 250)

Enhancements: Ailment, Ailment Cure, Ailment Proc, Stagger, Ailment Power

This is here purely because it has the best damage of all of his elemental ailment arrow junk. That’s really what there is to this.

Arche Klein

Scaling: No elemental combat arte

Lv 50 HP: 1975

-anima sync- Yellow

Eruption

Tractor Beam

Rock Mountain

Ice Tornado

Stone Blast

Arche is pretty blatant about what she is all about since the moment you see her fight. SPELLS OF MASS DESTRUCTION. With destructive AoE spells, Arche is bound to wreck shit one way or another, though compared to Rita, she seems to have a more consistent flow due to the equally sized AoEs and less difference on AoE sizing, and instead of having enhancements that makes the spell AoE bigger, she focuses instead on making the cast time shorter(notably on both Eruption and Tractor Beam), which is a welcome deviation.

While her entire  is full off those ailment enhance junk, some artes are still salvageable due to the quality of the spells themselves, like Stone Blast and Lightning, she’s still very good for all of her destructive  spells, though she still kinda loses slightly to Rita in my opinion for the AoE size limitation. But hey, different anima sync, so it do not matter, and Arche is still amazingly good anyways.

Character Summary:

Notable Artes:

Eruption (6 CC, 660-858)

Enhancements: Damage, Stagger, Damage, MG, Damage

Arche’s best spell. Eruption by far has the perfect balance of massive damage, huge aoe and multiple hits, and it also covers two element. Do I need to say more?

Tractor Beam (5-4 CC, 535)

Enhancements: Cast Speed, MG, Cast Speed, -1CC, Cast Time Proc

Compared to most other massive AoE spells, Tractor Beam does a diversion of having a faster cast time rather than damage or AoE, making it more useful for mob clearing, and is supported with a decent amount of damage. It also launches enemies high to the air, giving opportunity for jugglers like Jade to juggle them out.

Rock Mountain (6 CC, 765-918)

Enhancements: Damage, IS Break, Damage, Stagger, Double Proc

Fast cast time, and hits really hard, though it only pokes the enemy, so it’s best used to finish an enemy off instead.

Ice Tornado (7 CC, 665-731)

Enhancements: MG, IS Break, MG, Damage, MG

By far the weakest out of the  selection, but it’s still super good for the dual element coverage and the AoE size that it covers.

Stone Blast (4 CC. 355)

Enhancements: Ailment, Ailment Proc, HP Vamp, Ailment Proc, Ailment Power

Stone Blast is by far the best  spell to fill empty gap if you don’t have all of Arche’s , having a lot of hits and fast cast time.

Mint Adenade

Scaling: 130/30

Lv 50 HP: 2288

-anima sync- Yellow

Sharpness

Deep Mist

Barrier

Nurse

Saint’s Embrace 

Pow Pow Downpour

First Aid

Unlike all other mages in the game, Mint is somewhat of a… pure healer. Her entire moveset is completely filled with buffs, debuffs and heals. While she has an amazing share of buffs such as Sharpness and Barrier, and a unique debuff Deep Mist, that’s where it kinda ends. Her heal spells, while useful, is not really the best you can have for a healer. Nurse heals a lot, but takes forever to cast, while First Aid heals too few.

And then you ask: What will an Mint AI do once she’s done buff/debuffing while everyone are above the stratergy HP heal threshold? She would NORMAL ATTACK the enemies, ending up being a suicidal healer for not having anything else to do. Fortunately though, can prevent it by simply manually commanding Mint to cast a spell when she has nothing to do. And apart from that, she’s quite a solid buff/debuffer if you manage to fully enhance her buffs, though her heals can be problematic so you better bring another healer just to be safe.

Oh, and her  apart of First Aid is a complete gibberish junk. Goddamn ailment heals being all over the place.

Character Summary:

Notable Artes:

Sharpness (5 CC, 0)

Enhancements: Cast Speed, Buff Time, Cast Speed, Buff Time, Party Effect

Sharpness beefs up physical attack, and later or can be make to affect the whole party. Do I need to say more than that to show how great this arte is?

Deep Mist (4 CC, 0*) (*Arte deals damage.)

Enhancements: MG, IS Break, MG, Damage, MG

Probably the only method of Mint of doing anything damaging(unless you like plastic pow hammers.). Deep Mist does a whole field damage while reducing enemies physical attack, making melee tank melee enemies better.

Barrier (5 CC, 0)

Enhancements: Cast Speed, Buff Time, Cast Speed, Buff Time, Party Effect

A perfect pair for Deep Mist, you can make your party defenses stronger, making all physical attacks from enemies tickle.

Nurse (8 CC, 35-45)

Enhancements: Heal Boost, Cast Speed, Heal Boost, Cast Speed, HP

Mint’s only method of AoE healing, it sucks that it takes too long and has a delayed AoE heal, but it heals a lot. And you might want to constantly command Mint to use Nurse manually because she probably won’t do anything unless anybody gets below how stratergy works when it comes to healing, because Mint would otherwise only start healing when anybody is below 75% HP, and party members die before Mint uses Nurse.

Saint’s Embrace  (100 MG, 24)

Enhancements: Heal Boost, MR, Heal Boost, MR, MR

It doesn’t look like it does much, but it’s useful in an interesting way in that you would get regen tick between a certain interval of seconds in a form of nurse animation with tiny heals, making it quite useful if you want a constant HP heal to have a better endurance.

Pow Pow Downpour (100 MG, 1210)

Enhancements: MR, HP Recover, Stagger, HP Recover, MR

Perhaps Mints one and only means of doing any significant damage. It doesn’t hit as hard as other gMAs, but it comes with a guaranteed Stun proc, buying yourself a bit of time (until an AI attacks the enemy) for healing yourself and giving you a free pass to combo without IS breaking.

First Aid (4 CC, 15-20)

Enhancements: Heal Boost, Caster Heal, Heal Boost, Caster Heal, Heal Boost

If you did not get all four arte above for Mint, then First Aid  is the best placeholder for her, faster heals is welcome anyways when your only other heal arte is Nurse.

Rondoline E. Effenberg

Scaling: ???/???

Lv 50 HP: 2288

-anima sync- Yellow

Character Summary:

Notable Artes:

Veigue Lungberg

Scaling: ???/???

Lv 50 HP: ????

-anima sync- Yellow

Coming Soon

Coming Soon

Coming Soon

Luke Fon Fabre

Scaling: 60/100

Lv 50 HP: 2649

-anima sync- Yellow

Swallow Fury

飛燕瞬連斬・刹

Light Spear Cannon

Rending Blast

Frigid Blast

Lightning Tiger Blade

Rending Thrust

 

Luke, while having a clean  board that is entirely composed of IS Break and stagger enhancements, somehow still unable to combo well on his own. Heck, enemies with fast stagger recovery can escape mid artes from Luke’s grasps. But why, you asked? Simple. Pauses mid artes, which is most apparent with Light Spear Cannon and Frigid Blast when transitioning between the first hit and the second hit, giving enough room to recover from hitstun.(Though Rending Blast is okay.) and Luke is very dependant on his  to be good due to most of his  artes being poor.

While Luke is a monster to destroying Iron Stance(and a solid AI character with all of his  being IS Break which allows him to have a ¾ chance of doing an IS Break.), he sucks ass at doing combos, so you might want to pair him to a melee who does better at combos like Cress.

Character Summary:

Notable Artes:

Swallow Fury (6 CC, 395)

飛燕瞬連斬・刹 (6th action, 16 CC, ???)

Enhancements: MG, IS Break, MG, Damage, MG

(Placeholder, will be filled on Mirror Gear Update.)

Light Spear Cannon (7 CC, 460)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Light Spear Cannon has quite a long animation, but sadly it has a long windup after the first hit. Avoid using it despite the IS break enhance on heavy enemies, and use it on launchable enemies for an easy juggle instead.

Rending Blast (7 CC, 500)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Probably Luke’s IS breaker that connects to itself the best, Rending Blast is my recommended go to IS breaker for Luke. Don’t expect a lot of arte to combo from Rending Blast though because of how Luke works though.

Frigid Blast (8 CC, 635)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Deals the most damage out of the IS breaker trinity, but is the absolute when it comes to actually connecting to itself due to the long delay between the first and the second hit, so I advise you to use Frigid Blast only when the enemy is staggered out by other characters or a long lasting spell.

Lightning Tiger Blade (7 CC, 500)

Enhancements: Ailment, Ailment Cure, Ailment Proc, Stagger, Ailment Power

A hidden gem , Lightning Tiger Blade deals as much damage as Light Spear Cannon while not having much combo based enhancement because of the ailment, making it a perfect budget Frigid Blast for being a damage arte while also being absolute crap at connecting it’s hits.

Rending Thrust (5 CC, 360)

Enhancements: Stagger, Rush, Iframe, Projectile Block, Rush

Perhaps the only arte that allows Luke to have anything close to the ability to do combos, Rending Thrust is Luke’s best arte to do anything close to a combo, making it the best arte to loop with Rending Blast.

Tear Grants

Scaling: 130/30

Lv 50 HP: 2047

-anima sync- Yellow

Banishing Sorrow

(Higi) Banishing Quartet

Holy Lance

Healing Circle

Heartless Fickle

Frozen Hammer

Flamme Rouge

Cluster Raid

Another member of the Healing Circle trinity, Tear posseses to abilities that makes her outright broken when it comes to healing: ranged normal attacks to cut cast time without the need to AAC, and Healing Circle(obviously). She also has a good arsenal of offense spells, filled with Holy Lance who is just outright broken with a lot of hits and fast cast time, and Frozen Hammer which hits hard despite the tiny size.

That’s where it ends though, as Bamco realized they screwed up and made Tear a bit too strong with Holy Lance. Flamme Rouge and Cluster Raid, while devastating, has a completely misleading animation as the size is actually much much much smaller than it appears to be, making it only suitable for bosses, and not to mention her  set which is overall meh. This prevents Tear from going anywhere further than being a Holy Lance one trick pony, though to be honest she doesn’t really need anything other than Holy Lance and Healing Circle.

Character Summary:

Notable Artes:

Banishing Sorrow (6 CC, 490)

(Higi) Banishing Quartet (4th action, 16 CC, ???)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

(Placeholder, will be filled on Mirror Gear Update.)

Holy Lance (6 CC, 515)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

At first glace, Holy Lance doesn’t look like it does much just from the looks of raw power number, but holy heck it’s busted as hell. It’s cheap on CC cost, has a fast cast time for an AoE damage(and you can make it even faster thanks to backstep and ranged normal attack), and hits way more times than it should. And you can even make the AoE bigger to make it hit event more enemies on it’s devastating wake. Tear’s must have spell, as it’s the only dependanble big damage spell.

Healing Circle (7 CC, 30-36)

Enhancements: Heal Boost, AoE Boost, Heal Boost, AoE Boost, HP

Healing Circle is good as always, takes a bit longer to cast, but has a huge AoE and a very excellent amount of heal, and Tear’s ranged basic attacks makes it even easier to cast it faster,

Heartless Fickle (80 MG, 855-940)

Enhancements: Heal Boost, MR, Heal Boost, Damage, MR

(Placeholder, will be filled on Mirror Gear Update.)

Frozen Hammer (7 CC, 985)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

Probably the best other offense spell you can properly use to alternate with Holy Lance, Frozen Hammer has a rather tiny AoE, but it hits hard if you managed to align it the enemy underneath it. Definitely better than any of Tear’s glitched , that is.

Flamme Rouge (9 CC, 1295)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

Don’t let the animation fool you, because it’s glitched. You kinda have to enemy aligned dead center for it to properly hit. It’s pretty much best used only on bosses who tend to have large hitbox area which is a guaranteed hit. Compared to Cluster Raid which also requires dead center positioning, I prefer Flamme Rouge solely because of the amount of hits it does.

Cluster Raid (8 CC, 1170)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

Like Flamme Rouge, Cluster Raid also has a glitched dead center positioning requirement for it to even hit. It’s also rather inferior compared to Flamme Rouge due to the last hit of the spell having a delay long enough for enemies to escape it.

Jade Curtiss

Scaling: ???/???

Lv 50 HP: 2288

-anima sync- Yellow

Goring Hell

Thunder Lance

Lightning Tempest

Sonic Spear

Mighty Deluge

Divine Saber

Blessed Drops

Splash

Jade is… quite an odd case. While you might be expecting Jade to be a mage character judging from how he plays in Abyss, apperently it is not the case in Rays. Why? The majority of his  are melee artes!

You can still build Jade into a mage with solid selection of spells such as Blessed Drops and Divine Saber, his melee  is far from the worst thing ever. His artes are slow, infested with ailments and has near to no IS breaking, but his attacks hits quite a lot, Goring Hell can amazingly keep the enemy hanging midair, allowing him to be juggle king, and Lightning Tempest and Mighty Deluge that staggers as long as a spell for their slow windup.

Jade is probably one of the better support melees due to the length of his artes that helps a lot in keeping the stagger on the enemy, though due to his poor defenses against physical attack and low HP, you might want to play him very carefully.

Character Summary:

Notable Artes:

Goring Hell (7 CC, 455-501)

Enhancements: Ailment, Ailment Cure, Ailment Proc, Damage, Ailment Power

Goring Hell pretty much make Jade a juggle king, as the moment you managed to launch an enemy to the air with it, you can pretty much lock the enemy midair with a lot of hits that last as along as a spell, perfect for keeping the enemy open for everyone else to beat the crap out of enemy.

Thunder Lance (4 CC, 300)

Enhancements: Float, IS Break, Float, MG, Slow Descent

Probably one of few Jade’s functional combo arte(though it also relies on weight due to the launch.), it’s also the only Jade  melee arte that doesn’t have any lengthy buildup or long delay midarte, so it’s great if you just want Jade to attack quickly.

Lightning Tempest (6-5 CC, 428-471)

Enhancements: Stagger, Iframe, Damage, Iframe, -1CC

It’s buildup is long as heck, but when it actually does comes out it has medium spell size AoE while dealing a good amount of hits. Good for mob controlling and keeping multiple enemies staggered after a spell if used right.

Sonic Spear (3 CC, 220)

Enhancements: Stagger, Rush, Iframe, Projectile Block, Rush

It doesn’t look it does much, but it’s actually Jade’s best combo arte, with Thunder Lance as the only option for his combo to alter this with. Good if you want Jade to be fast on his attacks when you just want to take out that one weak enemy.

Mighty Deluge (8 CC, 660)

Enhancements: Ailment, Ailment Cure, Ailment Proc, MG, Ailment Power

It’s pretty much an alternate version of Lightning Tempest but you are in the center of it and it has an even slightly buildup, making it harder to use. Though the enhancement is worse, it comes with a natural iframe during his spear spin animation which allows him to bullshit through attacks when timed right.

Divine Saber (9 CC, 1155)

Enhancements: Ailment, Ailment Proc, Stagger, Ailment Proc, Ailment Power

Jade’s must have to be a mage instead of a melee. It has a gigantic AoE right away, but if you look closely it only hits around the area of the spell, you can easily see that it only randomly hits with the thunders inside a spell rather than a full hit inside the circle, but still works well for mobs if you’re looking for a spell that is very likely to hit.

Blessed Drops (6 CC, 760-912)

Enhancements: Damage, IS Break, Damage, Stagger, Double Proc

Another of Jade’s main options if you’re going for mage Jade(AND FINALLY A DAMAGE ENHANCE), Blessed Drop outrights outpowers even Divine Saber once you’ve gotten the damage enhancements for a smaller AoE and shorter cast time, making it Jade’s best option for bossing.

Splash (5 CC, 495)

Enhancements: Ailment, Ailment Proc, MG, Ailment Proc, Ailment Power

A good fodder spell if you missed one of two of the best of Jade’s spell arsenal, Splash is your go to spell if you’re looking for fast spell that do a quick small AoE, and it’s damage competely decently well even without a good enhancement to back it up.

Guy Cecil

Scaling: 60/100

Lv 50 HP: 2529

-anima sync- Yellow

Moonlight Demon

Sword Rain: Alpha

Moonlight Tempest

Dragon Tempest

Tempest Strike

Despite originally being the best melee in Abyss, got screwed pretty hard on his way to Rays. His  selection is quite solid with Sword Rain: Alpha that destroys IS Break for allies to home in,  and Void Tempest and Tempest Strike that connects combos quite well.

Unfortunately, the same could not be said about his  set, though. His  got fucked really hard with ailment enhance, though Dragon Tempest staggers quite a lot after the buildup, While Moonlight Demon is his best damage arte.

Guy is a bit poor for a melee due to his lacking  quality, so unless you do have his MA, you might want to bring another melee with you who can do IS break or stagger better.

Character Summary:

Notable Artes:

Moonlight Demon (5 CC, 480-528)

Enhancements: MG, IS Break, MG, Damage, MG

Guy’s best arte… is his event arte. Let that sink in.

That aside. Moonlight Demon is fast enough to combo from his artes, and deals a massive damage for it’s cheap cost after the enhancement, through the lack of stagger is quite a bummer, though it’s already fast enough on it’s own.

Sword Rain: Alpha (7 CC, 415)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

SRA is Guy’s main method of IS Breaking, and it’s as crappy as ever when you deal with enemies you can’t be launched. Basically Guy can’t follow up with any melee artes on heavy enemies unless you bring another melee or have a spell follow it up, but what can you do when this is his only main IS Break arte.

Moonlight Tempest (6 CC, 395)

Enhancements: Ailment, Ailment Cure, Ailment Proc, Stagger, Ailment Power

An okay artes to combo with, even with the crap ailment enhance, and it also spreads out with the blade waves. It can KD though, but Dragon Tempest can combo from there.

Dragon Tempest (7 CC, 570)

Enhancements: Ailment, Ailment Cure, Ailment Proc, Iframe, Ailment Power

Despite it being quite devastating, it’s unfortunately has a very limited use. Having no of IS break to start with and a long windup, the best you can make use of this is by making it Moonlight Tempest’s OTG bitch, or as a followup to another character’s launch attack or spell to keep the enemy staggered and suspended midair, free for hitting for everyone else briefly.

Tempest Strike(4 CC, 270-297)

Enhancements: MG, IS Break, MG, Damage, MG

Perhaps the closest you’ll get for an IS Break alternative other than Sword Rain: Alpha. +2 Iron Stance break isn’t as much, but it’s a lot more reliable to combo after compared ot Sword Rain: Alpha.

Anise Tatlin

Scaling: ???/???

Lv 50 HP: ????

-anima sync- Yellow

Coming Soon

Coming Soon

Coming Soon

Natalia

Scaling: ???/???

Lv 50 HP: ????

-anima sync- Yellow

Coming Soon

Coming Soon

Coming Soon

Asch the Bloody

Scaling: ???/???

Lv 50 HP: ????

-anima sync- Yellow

Coming Soon

Coming Soon

Coming Soon

Sync the Tempest

Scaling: ???/???

Lv 50 HP: 2409

-anima sync- Yellow

Coming Soon

Coming Soon

Coming Soon

Lloyd Irving

Scaling: 60/100

Lv 50 HP: 2842

-anima sync- Violet

Sword Rain Alpha

(Higi) 秋沙雨・奔流

Raining Tiger Blade

Tempest Strike

Sword Rain

Demon Fang

Tempest Beast

Lloyd is by far the very definition of being a generic melee in Rays that is overall average and has all the stuff a melee needs. A lot of his  tend to end up being meh due to the spam of generic Tales of swordsman stuff, but you can at least make him work if you want to, though with a limited amount of variety.

Tempest Strike is a solid IS breaking arte, while Sword Rain connects quite well to everything he does, and Raining Tiger Blade works very well for damage but would be best used on small enemies due to the Tiger Blade part. And… that’s about it?

But yeah, while Lloyd is very serviceable despite his limited options, you might want to turn into better melees when you have the chance. Especially if you do have the melee people like Asbel and Emil who outright outclasses him in every way at the same anima sync.

Character Summary:

Notable Artes:

Sword Rain Alpha (7 CC, 470)

秋沙雨・奔流 (6th action, 17 CC, ???)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

(Placeholder, will be filled on Mirror Gear Update.)

Raining Tiger Blade (8 CC, 545-709)

Enhancements: Damage, MG, Damage, Stagger, Damage

Raining Tiger Blade is definitely the better  out of the only two Lloyd has, having decent enhancements such as damage and stagger, but unfortunately the Tiger Blade part has less stagger that heavy enemies can escape from it, so it’s best used as a finisher on large, heavy enemies.

Tempest Strike (4 CC, 220)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

Poor damage, but it’s reliable as an IS Break artes and a combo artes thanks to the IS break and the stagger enhancements. A must have for Lloyd.

Sword Rain (4 CC, 265-345)

Enhancements: Damage, Stagger, Damage, MG, Damage

Another great arte for Lloyd, Sword Rain deals out damage as good as Raining Tiger Blade, and it’s also fast enough to combo with practically everything Lloyd has.

Tempest Beast (7 CC, 465-512)

Enhancements: IS Break, MG, Knockback, Damage, Knockback

Tempest Beast is quite poor due to the finisher part pretty much knocking the enemy off, but it has dual element coverage. It’s… best to use this as a finisher instead.

Colette Brunel

Scaling: 130/30

Lv 50 HP: 2360

-anima sync- Violet

Holy Song

Triple Ray Thrust

Grand Chariot

Rabbit Seven

Ring Whirlwind

Ring Cyclone

Ray Thrust

Collete is a ranged melee with slow-ish projectile, which can be a problem when enemies can just move out of the way from it. Despite that though, Colette is suprisingly one of the very few who actually gets weapons that are on the stronger side of the hybrid scaling(which is physical) on her weapons, making her naturally very strong with her elemental melee artes without the need to get statsticks. Artes such as Grand Chariot and Triple Ray Thrust, while isn’t that much on face value, is incredibly devastating thanks to this benefit of hybrid scaling. Not to mention her Holy Song that beefs Attack to boost hers and melee’s offensive output and defense and heals everybody, which is quite amazing.

Though, despite being an incredibly solid DPS, Colette has a good amount of drawbacks set against her. She can’t take physical damage which is likely going to happen if she goes out of her way to attack enemies, and also that slow projectile issue of hers and a plague of ailment enhancements. If you do plan to bring her to the team, do plan your actions carefully as you might end up getting beaten up going rings blazing(?) with Colette.

Character Summary:

Notable Artes:

Holy Song (100 MR, 18-22)

Enhancements: Heal Boost, MR, Heal Boost, MR, MR

Perhaps one of the core essential part of Colette, Holy Song doesn’t do damage, but it heals the party while buffing up attack and defenses, making it quite ideal to be used at the start of an MA chain for boosted MA damage, it’s pretty much one of the reason you’d be bringing Colette.

Triple Ray Thrust (6 CC, 410)

Enhancements: Ailment, Ailment Cure, Ailment Proc, Stagger, Ailment Power

Triple Ray Thrust is Colette’s main means of doing damage alongside Grand Chariot, and thanks to the beneficial hybrid scaling, it deals a hefty amount of damage. It’s spread out and deals slightly less damage as Grand Chariot, making it your prefered arte when dealing with clustered group of enemies.

Grand Chariot (6 CC, 420)

Enhancements: Ailment, Ailment Cure, Ailment Proc, Stagger, Ailment Power

Like Triple Ray Thrust, Grand Chariot benefits a lot from the hybrid scaling, making it amazingly strong. It spreads out less compared to Triple Ray Thrust and deals more damage, so it’s a better option for bossing.

Rabbit Seven (80 MG, 855-940)

Enhancements: Heal Boost, MR, Heal Boost, Damage, MR

(Placeholder, will be filled on Mirror Gear Update.)

Ring Whirlwind (5 CC, 375)

Ring Cyclone (5th action, 15 CC, ???)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

(Placeholder, will be filled on Mirror Gear Update.)

Ray Thrust (3 CC, 165-215)

Enhancements: Damage, Stagger, Damage, MG, Damage

Probably Colette’s only  that is salvageable, Ray Thrust cost the least compared to her other elemental, so it’s best to use it to build MG real quick via just. It’s also her best damage arte due to the damage enhancements but only if you max enhance it. Not as good as her s due to the less quantity of projectile, but it’s serviceable if you want a CC cheap option.

Raine Sage

Scaling: No elemental combat arte

Lv 50 HP: ????

-anima sync- Violet

Healing Circle

Barrier

Ray

Esprade Erase

Field Barrier

First Aid

Photon

Raine is heal focused mage, but unlike Mint, she do actually has offensive spells, though it isn’t much considering what she has is either the godawful Photon or the spreading Ray, but it’s an option if you don’t want Raine to being suicidal and run into the enemy just to whack them with her staff.

And she actually do get the best heal spell! The almighty Healing Circle, though she can’t exploit it as hard as the Healing Circle trio due to the lack of ranged normal attacks. She can also buff the party’s defenses as well with Barrier or Field Barrier, though the inclusion of both as  is pretty questionable as both kind of serve the same purpose(one costing enhances than the other.)

But yeah, she’s basically Mint but with better heal spells and actual offense spells, but less buff/debuff realted artes. She’s pretty alright, though she also shares the ailment heal junk  artes Mint has.

Character Summary:

Notable Artes:

Healing Circle (7 CC, 30-36)

Enhancements: Heal Boost, AoE Boost, Heal Boost, Cast Speed, AoE Boost

Healing Circle is as good as ever, even if you can’t abuse it with ranged normal attack like the rest of Healing Circle users. With a lengthy but reasonable cast time and huge ass AoE that is enough to heal up the melee, Raine can easily cover the party’s need of healing with ease.

Barrier (5 CC, 0)

Enhancements: Cast Speed, Buff Time, Cast Speed, Buff Time, Party Effect

It’s always useful to have buffs to have alongside with mages, so having a defense buff that can be made party wide is pretty neat, especially if it means melee surviving longer from getting destroyed while Raine prepares her Healing Circle. Though Raine has Field Barrier, Barrier feels like to be the better arte in the long run due to the less cast time and CC over Field Barrier’s extra 5 second at max enhance.

Ray (5 CC, 730-949)

Enhancements: Damage, Stagger, Damage, MG, Damage

Raine’s only reliable way to deal damage and a tool to prevent her from going suicidal and normal attack enemies, Ray is a serviceable AoE spell despite the not fully hitting gist, but then Raine gets the damage enhancement. With Ray already having a naturally super high power/CC, the max enhancement of this arte pretty much makes Raine’s Ray one of the strongest spell ingame judging by power/CC alone. It’s not that good on normal sized enemies due to Ray not fully hitting, but it’s bonkers on big bosses are likely to take full hit from it.

Esprade Erase (100 MG, 25)

Enhancements: Heal Boost, MR, Heal Boost, MR, MR

It’s basically a carbon copy of Mileena’s Luminous Ray even including the whole ailment heal stuff, and just like Mileena’s, it’s always nice to have an emergency heal button when your party just got destroyed by an MA down to one HP.

Field Barrier (8 CC, 0)

Enhancements: Buff Time, Cast Speed, Buff Time, Cast Speed, Buff Time

Pretty much ‘anima orb budget’ Barrier if you want to have the full party effect benefit without even needing to enhance it first. It’s pretty obselete once you have Barrier at max enhance though, as Field Barrier only offers extra 5 seconds at max enhance compared to Barrier’s less CC and cast time.

First Aid (4 CC, 15-20)

Enhancements: Heal Boost, Caster Heal, Heal Boost, Caster Heal, Heal Boost

...budget heal if you did not have Healing Circle. That’s all I can say about this.

Zelos Wilder

Scaling: 60/100

Lv 50 HP: 2529

-anima sync- Violet

Severing Wind

Light Spear

Double Demon Fang

Super Lightning Blade

Hell Pyre

First Aid

This beautiful man who thinks adding Demon Fang to another Demon Fang to create a new arte is such a genius work that it changes the way humanity understands how the universe works gets meme’d up to an even higher heavens thanks to his suprise harem event and him being obtainable only when you have his gMA, but is it worth it to pull hard just for him?

Short answer: No. But if you want a thorough answer, it’s because he isn’t exactly an amazing melee to the point of pullworthy. His main IS breaker, Severing Wind, relies on launching the enemies, preventing him to comboing from it on his own on heavy enemies, and though his combo artes are quite solid with Light Spear and Double Demon Fang, he isn’t awfully amazing, and he’s somewhat still below Emil and Asbel while being slightly better Lloyd simply from having more . So yeah, he’s flawed yet alright, but not worth burning all of your mirrogems just to own.

Character Summary:

Notable Artes:

Severing Wind (5 CC, 370)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

Pretty much Sword Rain Alpha in steroids with an even higher launch to make it even more unreliable to combo with on heavy sized bosses, but the amount of hits provides and the ability to hit nearby enemies during the initial spin makes it a solid arte to combo alongside your assisting melee. It’s also his best option for IS breaking.

Light Spear (5 CC, 375-412)

Enhancements: HP Vamp. Stagger, HP Vamp, Damage, HP Vamp

It’s fast, can render launchable enemies helpless during the whole attack thanks to the launch, and ends back in the ground for another arte to connect with. Pretty much Zelos’ best combo arte, and it comes with HP Vamp to recover HP too.

Double Demon Fang(4 CC, 275-357)

Enhancements: Damage, Stagger, Damage, MG, Damage

And who would’ve thought, the arte the absolutely declares Zelos’ as a genius is actually good. And it’s the first of Demon Fangs to arrive here. Thanks the the double hit of the demon fangs and it’s hit rate being faster than any other demon fang, Double Demon Fanag managed itself to be a solid combo arte with a decent damage for Zelos.

Super Lightning Blade (6 CC, 295)

Enhancements: Stagger, Rush, Iframe, Projectile Block, Iframe

It’s way too weak for my liking, but Super Lightning Blade isn’t that bad if you just want a fast finishing lunge to kill off enemies, but apart of it, there isn’t much that I could take from this.

Hell Pyre(4 CC, 245-294)

Enhancements: Damage, IS Break, Damage, IS Break, MG

Alternative IS break option for Zelos, which, like Severing Wind, it’s also an unreliable arte to combo from for Zelos, but this due to the arte sending the enemy diagonally down and away from Zelos. And just like Severing Wind, it’s not a bad arte if you rely on assisting mages or melee to combo from it.

First Aid (4 CC, 15-19)

Enhancements: Heal Boost, Caster Heal, Heal Boost, Caster Heal, Heal Boost

While Zelos himself isn’t exactly supposed to be a healer, First Aid is neat if you want emergency heal, and the weapon being an arte stick for Zelos is amazing to reap some benefit from his elemental combat arte scaling.

https://i.imgur.com/vhJOZcm.png

Mithos Yggdrasil

Scaling: ???/???

Lv 50 HP: 7149

-anima sync- Violet

Coming Soon

Coming Soon

Coming Soon

Emil Castagnier

Scaling: 60/100

Lv 50 HP: 2529

-anima sync- Violet

Dark Radiance

Blade Fury

Dual Death

Raining Fangs

Savage Reaper

Havok Strike

Emil does not bullshit around when it comes into doing his job as a melee character, as he by far the best melee character combo game wise. Wielding solid IS break artes that combos excellently with Blade Fury and Dual Death while also having strong damage arte liks Dark Radiance and Havok Strike, Emil can combo enemies as long as his CC can provides with ease and end it with strong damage artes. However, Emil lacks any other utilities other that being a melee that is good at comboing and IS breaking, such as dash arte dodge tanking that some other melees can do or healing nearby enemies, so he’s pretty basic as a melee character.

Apart from the lack of utility, Emil is very solid because he really does an excellent job at being a melee, and that’s all he really need. He’s probably one of my top choices for purple sync melee characters because of that alone.

Character Summary:

Notable Artes:

Dark Radiance (5 CC, 440-572)

Enhancements: Damage, Stagger, Damage, MG, Damage

The damage it provides is nuts for the small amount of CC it cost, but due the how it relies on being able to launch enemies, Dark Radiance can’t be used on heavy medium sized enemies, but apart of those spesific enemies, it works just fine on everything else as a combo or damage finisher.

Blade Fury (4 CC, 380)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

Your go to arte when it comes into IS breaking, Blade Fury IS breaks pretty hard and you can connect this into everything. It deals an excellent damage for it’s cheap cost as well, making it a better combo option if you want a safer option to combo than Dark Radiance.

Dual Death (6 CC, 520)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Gacha alternative to Blade Fury if you did not get Emil from his event, and it also decently well as a combo arte. It will push your enemy away during the process, so avoid using it twice on small enemies that could be pushed away from your reach.

Raining Fangs (5 CC, 450-495)

Enhancements: MG, IS Break, MG, Damage, MG

Free alternative for a damage arte for Emil, Raining Fangs has a good damage output, but lacks the ability to combo with due to the jumping startup, so the best way you can make use of it is by poking enemies midcombo with this arte while an enemy is being hit by someone else or a spell for some quick MG with the enhancements.

Savage Reaper (4 CC, 265)

Enhancements: Stagger, IS Break, Stagger, IS Break, MG

Budget IS Break if you missed all his other IS break option, but it’s unfortunately a bit poor against small enemies due to it launching enemies away from you. Don’t bother unless you missed Blade Fury and Dual Death.

Havok Strike(3 CC, 240-312)

Enhancements: Damage, Stagger, Damage, MG, Damage

A solid budget damage arte that gets the job done and connects fairly well to Emil’s other artes, though the delayed windup might be problematic, so try to use this after a heavy stagger artes.

Marta Lualdi

Scaling: 80/50

Lv 50 HP: 2119

-anima sync- Violet

Photon

(Higi) Photon Ignite

Barrier

Dancing Swallow

Radiant Gale

Floating River

Supreme Boon

Tempest Swallow

First Aid

Marta, being another hybrid with a combination of heal spells, offensive spells, AND melee attacks in her origin game, ends up having a pretty limited capability of the things she can do in Rays, though unlike severe cases like Milla and Eizen, she has a clear focus on what she’s best at, which is melee attacks.

With alright artes for IS breaking and damage purposes which is covered by Dancing Swallow and Radiant Gale, Marta can be an overall okay support melee, while Barrier grants her to ability to boost party defenses, but unfortunately that’s where things ends, as the rest of her artes selection are either meh melees or artes that did not go well with what she’s build for. Not to mention her HP is pretty low, which makes her an easy target of melee beating. So because of that, you might want to seek for characters that can do one of her coverage better unless you have her gMA.

Character Summary:

Notable Artes:

Photon (7 CC, 470)

(Higi) Photon Ignite (6th action, 14 CC, ???)

Enhancements: Damage, Stagger, Damage, MG, Damage

(Placeholder, will be filled on Mirror Gear Update.)

Barrier (5 CC, 0)

Enhancements: Cast Speed, Buff Time, Cast Speed, Buff Time, Party Effect

Having Barrier is always neat for the defense buff right away at the start of the fight, especially for Marta’s case considering her low HP and her going to melee enemies.

Dancing Swallow (4 CC, 375)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

Marta’s main IS breaker, complete with a final launch backflip that pretty much reminds me that this is basically a Sword Rain Alpha for fidget spinners. Defiitely bad on its own, but good if your party manages to follow up from it via spell or another melee.

Radiant Gale (5 CC, 490-637)

Enhancements: Damage, Stagger, Damage, MG, Damage

A really strong damage artes with that is easily connectable to her other stuff, though due to the delay between both hits, you might have enemies with fast hitstun recover gain their Iron Stance if you’re trying to attack by yourself.

Floating River (80 MG, 840-924)

Enhancements: Heal Boost, MR, Heal Boost, Damage, MR

(Placeholder, will be filled on Mirror Gear Update.)

Supreme Boon (100 MG, 0)

Enhancements: MR, HP Recover, Stagger, HP Recover, MR

It sounds really poor at first glance especially when something like Rutee’s Rosewater Squall (which can buff and heal at once) existing, but keep in mind that party wide arte buff has never existed before. She won’t gain much from this, but characters with a lot of elemental combat artes and mages will sure as heck benefit a lot from this.

Tempest Swallow (5 CC, 445-490)

Enhancements: IS Break, MG, Knockback, Damage, Knockback

First Aid(4 CC, 15-19)

Enhancements: Heal Boost, Caster Heal, Heal Boost, Caster Heal, Heal Boost

Asbel Lhant

Scaling: 60/100

Lv 50 HP: 2722

-anima sync- Violet

Void Sword

Gale Maw

Strike Beat

Plasma Shock

Moonlight Circle
Bestial Roar

Dual Impact

Asbel, in all of his PROTECC and combo game glory, ends up being one of the best melees of purple sync. And he only really needs two artes to do so.

With Void Sword that is probably one of the game’s strongest IS break with its multiple hits and AoE in front of Asbel, and Gale Maw that allows Asbel to dodge tank a lot of stuff, Asbel can pretty much combo everything to death while dodge incoming strong attacks from enemies with ease, and all his other stuff serve to make him more useful in other ways(such as Plasma Shock do launch enemies and Moonlight Circle to regain HP), though the downside of the way Asbel is set is that he lacks any other alternative artes than these two, making it absolutely a must to have these to make Asbel good.

But yeah, he’s my top choice for Asbel melee, but only if you at least have Void Sword

Character Summary:

Notable Artes:

Void Sword (8 CC, 500)

Enhancements: IS Break, Stagger, IS Break, Stagger, IS Break

Pretty much the ultimate IS Breaker and combo arte, It’s notably weak by damage for the expensive CC cost in requires, but it destroys IS completely while effortlessly keeping the enemy staggered with no issue. It also has a small circular AoE in front of Asbel, so you can even hit multiple clustered enemies at once if you’re lucky enough, and it OTGs enemies too, making even KD a good idea to do. A (minor) downside of this arte is the sword sheating endlag, which you’d want to cancel by another arte or a backstep, and that you might want to basic attack before using Void Sword Asbel placing himself on a distance from the enemy if you use Void Sword right away, preventing Asbel from having a lot of options of follow up as Void Sword pushes enemies away. Apart from those minor disadvantages, it’s definitely a must have for Asbel since this is his only IS breaker.

Gale Maw (4 CC, 275)

Enhancements: Ailment, Ailment Cure, Ailment Proc, Iframe, Ailment Power

To begin with, it’s a dash arte, so you can abuse the crap out of this already to dodge tank enemies, and due to the long distance it covers, Asbel can reposition himself to be closer to the enemy from behind, which is excellent to correct the Void Sword distancing issue considering that some other of Asbel’s artes are out of reach from Void Sword if you use it without normal attacks.

Strike Beat (70 MG, 820)

Enhancements: Debuff Time, MR, MR, MR, Debuff Time

Having a defense debuff MA is pretty neat, but it isn’t really that beneficial considering Acid Rain users existing, though since nobody in Purple Sync can Acid Rain, it’s definitely an alright addition if you do end up having this MA

Plasma Shock (7 CC, 480)

Enhancements: Float, IS Break, Float, MG, Slow Descent

A decent combo arte… only if the enemy is launchable. This arte is basically an option for artes if he’s dealing with launchable enemies, and it does an alright job when it’s the case.

Moonlight Circle (4 CC, 300-330)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

Your go to combo arte if you’re looking for actual damage being dealt considering  how weak Void Sword’s damage is, but you need to be close to the enemy for this to work, making it possible for it to miss if you’ve already pushed the enemies far away enough with Void Sword, so do consider using Gale Maw before using this if your enemy is out of reach.
Bestial Roar (5 CC, 350-385)

Enhancements: IS Break, MG, Knockback, Damage, Knockback

Asbel’s Bestial Roar is quite unique in that compared to other Beast users, it actually does multiple hits before knocking off enemies. You can also combo from it’s potential KD too due to Void Sword’s OTG, making it a pretty decent arte to combo with, though you might end up pushing enemies to far and having to readjust distance with Gale Maw.

Dual Impact (3 CC, 195)

Enhancements: Stagger. Rush, Iframe, Projectile Block, Stagger

Budget combo arte if you don’t have a lot of options for Asbel that can easily connect to enemies, though it’s pretty weak. Neat only if you don’t have a lot of Asbel artes

Cheria Barnes

Scaling: 130/30

Lv 50 HP: 2168

-anima sync- Violet

Lightning Blast

(Higi) Lightning Blast Neo

Healing Circle

Ethereal Rift

Rainbow Rain

Sugary Treat

Nurse

Infinite Wave

Seraphic Bolt

Pixie Circle

Cheria is one of the sacred Healing Circle trio, and you guessed it: ranged normal attacks and Healing Circle. With this, she can Healing Circle with cut cast time without the need to AAC, making her an extremely good healer if you control her, though she has the least range compared to Elize and Tear, so use her with caution.

Her other arsenal is pretty solid too, though it’s as limited as Elize. Ethereal Rift has a very solid damage, though it doesn’t really deal much hits, and Infinite Wave is a great arte for close range self damage or some additional pokes to help out keeping the stagger and boosting her cast time. Though, like Alisha, her best stuff are behind the bars of being an event weapon only, so don’t expect her to be good when you got her outside of her event.

Overall an amazing spellcaster and healer, though her offense spell selection is very limited.

Character Summary:

Notable Artes:

Lightning Blast (8 CC, 875)

(Higi) Lightning Blast Neo (4th action, 18 CC, ???)

Enhancements: Ailment, Ailment Proc, Stagger, Ailment Proc, Ailment Power

(Placeholder, will be filled on Mirror Gear Update.)

Healing Circle(7 CC, 30)

Enhancements: Heal Boost, AoE Boost, Heal Boost, Cast Speed, AoE Boost

Healing Circle takes a while to cast, but it’s by far the best heal spell to use due to it large HP recovery and a big circular AoE which is very useful to heal multiple melee characters who tend to take the hits at once. And you can even make it cast faster if you take the risk and try to use Cheria’s ranged normal attack and justing into Healing Circle, making it pretty amazing if you’re trying to get the party healed faster.

Ethereal Rift (6 CC, 710)

Enhancements: AoE Boost, IS Break, AoE Boost, Cast Speed, AoE Boost

Cheria’s main means to deal damage, it’s no Holy Lance, but it deals a strong amount of damage and launches the enemy into the air, making it viable for both mobs and bosses. It’s also her only AoE spell, so expect her to be far less effective without it.

Rainbow Rain (100 MG, 1029)

Enhancements: MR, HP Recover, Stagger, HP Recover, MR

Rainbow Rain is pretty great in that it has both huge AoE coverage and attack debuff packed into once, making it useful if you want to debuff the attack of all the enemies for melees to survive more physical hits.

Sugary Treat (80 MG, 985-1084)

Enhancements: Debuff Time, MR, Damage, MR, Debuff Time

(Placeholder, will be filled on Mirror Gear Update.)

Nurse (8 CC, 35-46)

Enhancements: Heal Boost, Cast Speed, Heal Boost, Cast Speed, HP

Nurse pretty much heals the whole party, but unfortunately takes a while to cast and has a delayed heal after the spell is actually casted, making it quite risky to have as your only heal spell as enemies might end up killing off your party members before Nurse actually heals, though with it’s enhancements you can make it cast close to Healing Circle’s speed. It’s an option though if you

Infinite Wave (4 CC, 320-352)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

Infinite Wave is pretty neat in that you can make use it Cheria to do some self defense against enemy that goes after her. It has a good amount of hits, so you can also use it offensively as well to support the stagger of the melee character while building the amount of actions for Cheria to cast spells faster from. HP Vamp is also useful for some more survivability during self defense against enemies. Overall very solid, but pretty optional.

Seraphic Bolt (4 CC, 450)

Enhancements: Ailment, Ailment Proc, Stagger, Ailment Proc, Ailment Power

Pretty much your only option for offensive spell if you didn’t get Ethereal Rift, and it’s actually pretty good considering it’s naturally high damage for a short cast time. The whole ailment enhance is a bummer though.

Pixie Circle (5 CC, 20)

Enhancements: Heal Boost, AoE Boost, Heal Boost, Cast Speed, AoE Boost

Budget AoE Heal if you missed Healing Circle. It’s pretty small at first, but with enough enhances it should be a solid alternative heal arte if you find Nurse a bit too slow.

Sophie Lhant

Scaling: 60/100

Lv 50 HP: 2288

-anima sync- Violet

Shotstaff Blast

Lucent Palisade

Demolition Drive

Pumpkin Bread(MG+)

Dualblade Spin

Heal

Sophie at first glance seems to be somewhat of a rather eh but serviceable melee, with some hits and miss here and there. Lucent Palisade and Demolition are alright combo artes, while Dualblade Spin hits quite a lot, and she can also cover the healing area too.

And then you gave her Shotstaff Blast, and she’s outright turns into an amazing DPS. Just with that one arte, she can pretty much snipe the crap out of enemies with a huge amount of damage over and over in a short span of time, and you can even make use of it to speed up your heal cast time safely thanks to the distance.

With the amazingly powerful Shotstaff Blast and a good array of combo melees, I find Sophie to be one of the better support melees. She’s pretty worth getting well geared assuming you do manage to nab Shotstaff Blast.

Character Summary:

Notable Artes:

Shotstaff Blast (8 CC, 600-780)

Enhancements: Damage, Stagger, Damage, MG, Damage

Shotstaff Blast is a MASSIVE boon to Sophie’s arte selection, as it allows her to deal strong melee damage just by shooting at them from a distance, which is really beneficial for her as a support melee to DPS down enemies while other melees combo the crap out of them at a safe range, and you can even just heal spells from Shotstaff safely for a fast heal. You might want to avoid doing Shotstaff at the start of the fight though to let the enemies target tanks instead of Sophie unless you are certain you can kill them off just by Shotstaff.

Lucent Palisade (6 CC, 420-462)

(Obtained from Asbel and Cheria event prism shop.)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

A good combo arte if you decided to go melee, Lucent Palisade can easily connect with her other artes due to the geysers after the arte. Also comes with HP Vamp which is pretty neat for Sophie considering how low her HP is.

Demolition Drive (4 CC, 230)

Enhancements: Stagger. Rush, Iframe, Projectile Block, Stagger

Another good combo arte, Demolition Drive is fast enough to combo, and also comes with rush enhance for Sophie to rush into enemies if they get close from Shotstaff shooting range. Don’t expect much damage due to it’s weak power though.

Pumpkin Bread(MG+) (130 CC, 1210-1452)

Enhancements: MG Heal, HP Recover, Damage, Damage, MG Heal

An MA notable for its unique nature of healing allies MG, this can be pretty neat if you want to jumpstart your MG gauge for your other party members. However, it requires a lot of MG to unleash, so it’s best to finish MA chain with this instead to fill the MG into the empty bar your other party member has.

Dualblade Spin (8 CC, 611-672)

Enhancements: HP Vamp, Stagger, HP Vamp, Damage, HP Vamp

Dualblade Spin is pretty awful for solo combos due to the endlag of Sophie dropping down to the ground, but it’s pretty solid if you’re just looking for a lot of hits to keep enemy staggered from party combo, or if you’re looking for a juggling assistance. It also regains HP as well which is nice for someone with low HP like Sophie.

Heal (6 CC, 30-39)

Enhancements: Heal Boost, Caster Heal, Heal Boost, Caster Heap, Heal Boost

You won’t gain as much as HP compared to actual mages due to Sophie not being built for arte, but it’s a neat option if you have Shotstaff since you can abuse it for a faster cast time heal arte, and that can be a lifesaver if used right.

Hubert Oswell

Scaling: ???/???

Lv 50 HP: ????

-anima sync- Violet

Pascal

Scaling: ???/???

Lv 50 HP: ????

-anima sync- Violet