Final Fantasy Brave Exvius Wiki

Unit Rankings

Warning!
  • These lists provide a rough estimate of units' utility.
  • Anyone is be able to discuss and rate units in the Discord channel. Discussions and ratings will be compiled and added to this page by moderators.
  • Current moderator: @Meddon. If anyone is willing to become a moderator please inform @Cysidus in the Discord channel above or through private message.
  • For more information about how units are ranked or rated, visit Unit Rating Notes.
  • Updates: Read recent changes here.

Role Rankings

Main article: Role Rankings
For rankings that exclude base 5-star5 Star Rarity units, click here.

Raw Damage
Role 1 2 3 4 5
Physical Damage
(inc enhanced units)
A2 Veritas of the Flame 2B Dark Knight Cecil Luneth
A2 Veritas of the Flame 2B Dark Knight Cecil*
(enhanced)
Luneth*
(enhanced)
Physical Damage
(base units only)
A2 Veritas of the Flame 2B Knight Delita Veritas of the Dark
A2 Veritas of the Flame 2B Knight Delita Veritas of the Dark
Magical Damage Fryevia Ace Rem Dark Fina Victoria
Fryevia Ace*
(enhanced)
Rem Dark Fina*
(enhanced)
Victoria

Chaining
Role 1 2 3 4 5
Chaining A2 Randi Veritas of the Dark Orlandeau Fryevia
A2 Randi*
(enhanced)
Veritas of the Dark Orlandeau Fryevia
Chain Capping (To be mathed out,
be back soon!)

Support
Role 1 2 3 4 5
Party Damage Mitigation 9S Zargabaath Rikku Veritas of the Earth Veritas of the Dark
9S Zargabaath Rikku Veritas of the Earth Veritas of the Dark
Elemental Protection Marie Minfilia Zargabaath Orran Rikku
Marie Minfilia Zargabaath Orran Rikku
Elemental Debuffing Depends on element - refer to Unit Comparison Charts
Stat Buffing Soleil Zargabaath Wilhelm Minfilia Lunera
Soleil*
(enhanced)
Zargabaath Wilhelm Minfilia Lunera
Stat Breaking Veritas of the Dark Warrior of Light Ling 9S Desch
Veritas of the Dark Warrior of Light Ling 9S Desch
Refer to Unit Comparison Charts for more options
Status Affliction Noctis Toxic Rain Setzer Ling Dark Fina
Noctis (any unit equipped with Toxic Rain) Setzer Ling Dark Fina
(or Seabreeze variant)

Healing
Role 1 2 3 4 5
Healing & Status Recovery Tilith Aria Refia Rem Y'shtola
Tilith Aria Refia*
(enhanced)
Rem Y'shtola
MP Recovery Ace Lunera Bran Tilith Zargabaath
Ace*
(enhanced)
Lunera Bran Tilith Zargabaath


Unit Ratings (6★ Units)

Only units that can be awakened to 6-star6 Star Rarity are displayed here.
For older ratings featuring 5-star5 Star Rarity units, click here. For 4-star4 Star Rarity units, click here.
Unit Ratings (6★ Units)
Unit Base
Rarity
Role Base Enhanced Full TMR Links/Notes
Unit-A2-6.png
A2
5-star5 Star Rarity Physical Damage
Chain
15.0 15.0  ? Unit Page
Summary Notes
Unit-Fryevia-6.png
Fryevia
5-star5 Star Rarity Magical Damage
Chain
15.0 15.0 17.0 Unit Page
Summary Notes
Unit-Orlandeau-6.png
Orlandeau
5-star5 Star Rarity Physical Damage
Chain
15.0 15.0 17.0 Unit Page
Summary Notes
Unit-Veritas of the Dark-6.png
Veritas of the Dark
5-star5 Star Rarity Physical Damage
Chain
Support
15.0 15.0  ? Unit Page
Summary Notes
Unit-2B-6.png
2B
5-star5 Star Rarity Physical Damage
Chain
14.5 14.5  ? Unit Page
Summary Notes
Unit-Onion Knight-6.png
Onion Knight
5-star5 Star Rarity Physical Damage
Chain
14.5 14.5  ? Unit Page
Summary Notes
Unit-Veritas of the Flame-6.png
Veritas of the Flame
5-star5 Star Rarity Physical Damage
Chain Finish
14.5 14.5  ? Unit Page
Summary Notes
Unit-Agrias-6.png
Agrias*
4-star4 Star Rarity Physical Damage
Chain
Healing
13.0 14.5  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Dark Knight Cecil-6.png
Dark Knight Cecil*
5-star5 Star Rarity Physical Damage
Chain Finish
9.5 14.5  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Luneth-6.png
Luneth*
5-star5 Star Rarity Physical Damage
Chain Finish
12.0 14.5  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Randi-6.png
Randi*
5-star5 Star Rarity Physical Damage
Chain*
12.5 14.5  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Aileen-6.png
Aileen
5-star5 Star Rarity Physical Damage
Chain
14.0 14.0 16.5 Unit Page
Summary Notes
Unit-Knight Delita-6.png
Knight Delita
5-star5 Star Rarity Physical Damage
Chain Finish
14.0 14.0  ? Unit Page
Summary Notes
Unit-Reberta-6.png
Reberta
5-star5 Star Rarity Physical Damage
Chain
14.0 14.0 16.0 Unit Page
Summary Notes
Unit-Rikku-6.png
Rikku
4-star4 Star Rarity Physical Damage
Chain
Support
14.0 14.0 15.0 Unit Page
Summary Notes
Unit-Tidus-6.png
Tidus
5-star5 Star Rarity Physical Damage
Chain
Support
14.0 14.0 16.5 Unit Page
Summary Notes
Unit-Tilith-6.png
Tilith
4-star4 Star Rarity Healing
Support
14.0 14.0 15.0 Unit Page
Summary Notes
Unit-Veritas of the Earth-6.png
Veritas of the Earth
4-star4 Star Rarity Tank
Support
14.0 14.0  ? Unit Page
Summary Notes
Unit-Veritas of the Light-6.png
Veritas of the Light
5-star5 Star Rarity Magical Damage
Chain
Chain Finish
14.0 14.0  ? Unit Page
Summary Notes
Unit-Warrior of Light-6.png
Warrior of Light
4-star4 Star Rarity Tank
Support
14.0 14.0  ? Unit Page
Summary Notes
Unit-Wilhelm-6.png
Wilhelm
5-star5 Star Rarity Tank
Support
14.0 14.0  ? Unit Page
Summary Notes
Unit-Zargabaath-6.png
Zargabaath
5-star5 Star Rarity Support 14.0 14.0  ? Unit Page
Summary Notes
Unit-Ace-6.png
Ace*
5-star5 Star Rarity Magical Damage
Support
12.0 14.0  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Dark Fina-6.png
Dark Fina*
5-star5 Star Rarity Magical Damage
Chain Finish
13.0 14.0  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Firion-6.png
Firion*
3-star3 Star Rarity Physical Damage
Chain Finish
 ? 14.0  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Gilgamesh-6.png
Gilgamesh*
5-star5 Star Rarity Physical Damage
Chain Finish
13.0 14.0  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Marie-6.png
Marie*
5-star5 Star Rarity Support 13.0 14.0  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Fohlen-6.png
Fohlen
5-star5 Star Rarity Physical Damage
Chain
13.5 13.5 16.0 Unit Page
Summary Notes
Unit-Lunera-6.png
Lunera
5-star5 Star Rarity Magical Damage
Chain
Support
13.5 13.5  ? Unit Page
Summary Notes
Unit-Noctis-6.png
Noctis
5-star5 Star Rarity Physical Damage
Support
13.5 13.5 15.5 Unit Page
Summary Notes
Unit-Olive-6.png
Olive
5-star5 Star Rarity Physical Damage
Chain Finish
13.5 13.5 16.0 Unit Page
Summary Notes
Unit-Rem-6.png
Rem
5-star5 Star Rarity Magical Damage
Chain Finish
Healing
13.5 13.5 16.0 Unit Page
Summary Notes
Unit-Trance Terra-6.png
Trance Terra
5-star5 Star Rarity Magical Damage
Chain Finish
13.5 13.5  ? Unit Page
Summary Notes
Unit-White Knight Noel-6.png
White Knight Noel
5-star5 Star Rarity Tank 13.5 13.5  ? Unit Page
Summary Notes
Unit-Charlotte-6.png
Charlotte*
3-star3 Star Rarity Tank 13.5 13.5  ? Unit Page
Summary Notes
*all ability awakenings (costly), but none are essential
Unit-Elza-6.png
Elza*
5-star5 Star Rarity Physical Damage
Support
 ? 13.5  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Grace-6.png
Grace*
4-star4 Star Rarity Physical Damage
Chain Finish
11.5 13.5  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Soleil-6.png
Soleil*
4-star4 Star Rarity Support 10.0 13.5  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-9S-6.png
9S
4-star4 Star Rarity Support 13.0 13.0  ? Unit Page
Summary Notes
Unit-Aria-6.png
Aria
4-star4 Star Rarity Healing
Support
13.0 13.0  ? Unit Page
Summary Notes
Unit-Ashe-6.png
Ashe
4-star4 Star Rarity Magical Damage
Healing
Chain
13.0 13.0  ? Unit Page
Summary Notes
Unit-Ling-6.png
Ling
4-star4 Star Rarity Support 13.0 13.0  ? Unit Page
Summary Notes
Unit-Mercenary Ramza-6.png
Mercenary Ramza
5-star5 Star Rarity Tank
Healing
13.0 13.0  ? Unit Page
Summary Notes
Unit-Minfilia-6.png
Minfilia
4-star4 Star Rarity Support 13.0 13.0  ? Unit Page
Summary Notes
Unit-Prishe-6.png
Prishe
5-star5 Star Rarity Physical Damage
Support
Chain
13.0 13.0  ? Unit Page
Summary Notes
Unit-Seabreeze Dark Fina-6.png
Seabreeze Dark Fina
5-star5 Star Rarity Magical Damage
Chain Finish
13.0 13.0  ? Unit Page
Summary Notes
Unit-Setzer-6.png
Setzer
4-star4 Star Rarity Physical Damage
Chain
13.0 13.0 14.0 Unit Page
Summary Notes
Unit-Vargas-6.png
Vargas
5-star5 Star Rarity Physical Damage
Chain Finish
13.0 13.0 16.0 Unit Page
Summary Notes
Unit-Victoria-6.png
Victoria
4-star4 Star Rarity Magical Damage
Chain Finish
13.0 13.0  ? Unit Page
Summary Notes
Unit-Y'shtola-6.png
Y'shtola
5-star5 Star Rarity Healing
Support
13.0 13.0  ? Unit Page
Summary Notes
Unit-Gaffgarion-6.png
Gaffgarion*
4-star4 Star Rarity Physical Damage
Chain Finish
10.5 13.0  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Mercedes-6.png
Mercedes*
4-star4 Star Rarity Physical Damage
Chain Finish
 ? 13.0  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Refia-6.png
Refia*
4-star4 Star Rarity Healing 13.0 13.0  ? Unit Page
Summary Notes
*all ability awakenings (costly), but none are essential
Unit-Amelia-6.png
Amelia
4-star4 Star Rarity Physical Damage
Chain
Healing
12.5 12.5 13.5 Unit Page
Summary Notes
Unit-Bran-6.png
Bran
4-star4 Star Rarity Physical Damage
Chain
Healing
12.5 12.5  ? Unit Page
Summary Notes
Unit-Emperor-6.png
Emperor
5-star5 Star Rarity Magical Damage
Chain Finish
12.5 12.5  ? Unit Page
Summary Notes
Unit-Santa Roselia-6.png
Santa Roselia
4-star4 Star Rarity Healing 12.5 12.5  ? Unit Page
Summary Notes
Unit-Veritas of the Waters-6.png
Veritas of the Waters
4-star4 Star Rarity Healing
Support
12.5 12.5  ? Unit Page
Summary Notes
Unit-Yun-6.png
Yun
5-star5 Star Rarity Physical Damage 12.5 12.5  ? Unit Page
Summary Notes
Unit-Cecil-6.png
Cecil*
3-star3 Star Rarity Tank
Healing
Support
 ? 12.5  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Chizuru-6.png
Chizuru*
4-star4 Star Rarity Physical Damage
Chain
11.5 12.5  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Cupid Artemios-6.png
Cupid Artemios
4-star4 Star Rarity Physical Damage
Chain Finish
12.0 12.0  ? Unit Page
Summary Notes
Unit-Desch-6.png
Desch
4-star4 Star Rarity Support 12.0 12.0  ? Unit Page
Summary Notes
Unit-Luka-6.png
Luka
4-star4 Star Rarity Healing 12.0 12.0  ? Unit Page
Summary Notes
Unit-Maxwell-6.png
Maxwell
5-star5 Star Rarity Physical Damage
Chain Finish
12.0 12.0  ? Unit Page
Summary Notes
Unit-Nine-6.png
Nine
4-star4 Star Rarity Physical Damage 12.0 12.0  ? Unit Page
Summary Notes
Unit-Orran-6.png
Orran
4-star4 Star Rarity Magical Damage
Support
12.0 12.0  ? Unit Page
Summary Notes
Unit-Shine-6.png
Shine
4-star4 Star Rarity Physical Damage
Chain Finish
12.0 12.0  ? Unit Page
Summary Notes
Unit-Vaan-6.png
Vaan
3-star3 Star Rarity Physical Damage
Chain
Support
12.0 12.0  ? Unit Page
Summary Notes
Unit-Veritas of the Heavens-6.png
Veritas of the Heavens
4-star4 Star Rarity Physical Damage
Chain
12.0 12.0  ? Unit Page
Summary Notes
Unit-Xon-6.png
Xon
4-star4 Star Rarity Physical Damage
Support
12.0 12.0  ? Unit Page
Summary Notes
Unit-Zyrus-6.png
Zyrus
4-star4 Star Rarity Magical Damage
Chain Finish
12.0 12.0  ? Unit Page
Summary Notes
Unit-Delita-6.png
Delita*
5-star5 Star Rarity Support  ? 12.0  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Lightning-6.png
Lightning*
5-star5 Star Rarity Physical Damage  ? 12.0  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Adam-6.png
Adam
4-star4 Star Rarity Physical Damage 11.5 11.5  ? Unit Page
Summary Notes
Unit-Eve-6.png
Eve
4-star4 Star Rarity Physical Damage
Chain Finish
11.5 11.5  ? Unit Page
Summary Notes
Unit-Helena-6.png
Helena
4-star4 Star Rarity Physical Damage
Chain Finish
11.5 11.5  ? Unit Page
Summary Notes
Unit-Ilias-6.png
Ilias
4-star4 Star Rarity Healing
Support
11.5 11.5  ? Unit Page
Summary Notes
Unit-Meliadoul-6.png
Meliadoul
4-star4 Star Rarity Support 11.5 11.5  ? Unit Page
Summary Notes
Unit-Rasler-6.png
Rasler
4-star4 Star Rarity Physical Damage
Chain
Healing
11.5 11.5  ? Unit Page
Summary Notes
Unit-Werei-6.png
Werei
3-star3 Star Rarity Physical Damage
Chain Finish
11.5 11.5  ? Unit Page
Summary Notes
Unit-Xiao-6.png
Xiao
3-star3 Star Rarity Physical Damage
Chain Finish
11.5 11.5  ? Unit Page
Summary Notes
Unit-Yda-6.png
Yda
4-star4 Star Rarity Physical Damage 11.5 11.5  ? Unit Page
Summary Notes
Unit-Bartz-6.png
Bartz*
3-star3 Star Rarity Physical Damage
Support
 ? 11.5  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Exdeath-6.png
Exdeath*
3-star3 Star Rarity Magical Damage
Chain Finish
 ? 11.5  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Fina-6.png
Fina*
2-star2 Star Rarity Healing 11.5 11.5  ? Easy to level - Story Unit
Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Lasswell-6.png
Lasswell*
2-star2 Star Rarity Physical Damage
Chain Finish
 ? 11.5  ? Easy to level - Story Unit
Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Rain-6.png
Rain*
2-star2 Star Rarity Physical Damage
Chain Finish
Support
 ? 11.5  ? Easy to level - Story Unit
Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Snow-6.png
Snow*
4-star4 Star Rarity Tank  ? 11.5  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Chic Ariana-6.png
Chic Ariana
4-star4 Star Rarity Magical Damage
Chain Finish
11.0 11.0  ? Easy to level
Unit Page
Summary Notes
Unit-Dracu Lasswell-6.png
Dracu Lasswell
5-star5 Star Rarity Physical Damage
Chain Finish
11.0 11.0  ? Unit Page
Summary Notes
Unit-Garland-6.png
Garland
3-star3 Star Rarity Physical Damage
Chain Finish
11.0 11.0  ? Unit Page
Summary Notes
Unit-Kelsus-6.png
Kelsus
5-star5 Star Rarity Physical Damage
Chain Finish
11.0 11.0  ? Unit Page
Summary Notes
Unit-Queen-6.png
Queen
5-star5 Star Rarity Physical Damage
Healing
11.0 11.0  ? Unit Page
Summary Notes
Unit-Sozhe-6.png
Sozhe
4-star4 Star Rarity Physical Damage
Chain Finish
Support
11.0 11.0  ? Unit Page
Summary Notes
Unit-Kefka-6.png
Kefka*
3-star3 Star Rarity Magical Damage
Chain Finish
10.0 11.0  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Primm-6.png
Primm*
4-star4 Star Rarity Magical Damage
Chain Finish
Healing
9.0 11.0  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Seven-6.png
Seven*
4-star4 Star Rarity Support  ? 11.0  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Beach Time Fina-6.png
Beach Time Fina
4-star4 Star Rarity Healing 10.5 10.5  ? Unit Page
Summary Notes
Unit-Cerius-6.png
Cerius
3-star3 Star Rarity Support 10.5 10.5  ? Unit Page
Summary Notes
Unit-King-6.png
King
4-star4 Star Rarity Physical Damage 10.5 10.5  ? Unit Page
Summary Notes
Unit-Papalymo-6.png
Papalymo
4-star4 Star Rarity Magical Damage 10.5 10.5  ? Unit Page
Summary Notes
Unit-Ramza-6.png
Ramza
5-star5 Star Rarity Magical Damage
Chain Finish
Support
10.5 10.5  ? Unit Page
Summary Notes
Unit-Cloud of Darkness-6.png
Cloud of Darkness*
3-star3 Star Rarity Physical Damage
Support
10.0 10.5  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Hayate-6.png
Hayate*
3-star3 Star Rarity Hybrid Damage 10.0 10.5  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Dangerous Ariana-6.png
Dangerous Ariana
4-star4 Star Rarity Magical Damage
Support
10.0 10.0  ? Easy to level
Unit Page
Summary Notes
Unit-Demon Rain-6.png
Demon Rain
5-star5 Star Rarity Physical Damage 10.0 10.0  ? Unit Page
Summary Notes
Unit-Moogle-6.png
Moogle
4-star4 Star Rarity Physical Damage
Support
10.0 10.0  ? Unit Page
Summary Notes
Unit-Medius-6.png
Medius*
3-star3 Star Rarity Physical Damage  ? 10.0  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-Terra-6.png
Terra
3-star3 Star Rarity Magical Damage
Healing
9.5 9.5  ? Unit Page
Summary Notes
Unit-Popoi-6.png
Popoi*
3-star3 Star Rarity Magical Damage
Chain Finish
Support
9.0 9.5  ? Unit Page
Summary Notes
*all ability awakenings (costly)
Unit-White Witch Fina-6.png
White Witch Fina
4-star4 Star Rarity Healing 9.0 9.0  ? Unit Page
Summary Notes

Unit Summaries

2B

  • Speed is her main chaining skill. It unlocks Extract Speed, which has the same chaining frames but deals more damage.
  • Speed/Extract Speed perfect chaining is possible with a clone. You will have to chain both 2B within 0~1 frame offset, according to calculations. Otherwise, her second set of hits will run into the first and can interrupt the chain.
  • However, the frames are unique, and she cannot chain well with other units. Being a limited unit, it may be difficult to find a 2B friend after a few months.
  • Avoid Attack is another chaining option, but it requires unlocking beforehand with Avoid. Again, frames are unique.
  • Not worth it to use her to lower Thunder resistance - use another unit to do it.
  • Equipment & TMRs: Doesn't need Dual Wield. Use standard ATK materia.

9S

  • (real notes coming soon)

A2

  • Offensive Heal Combo now can chain perfectly, with its drain effect doing hits in between the main hits.
    • Perfect chaining is possible with a clone. You will have to chain both A2 very close together (0~1 frame offset). This is because her second set of hits will run into the first.
    • However, the frames are unique, and she cannot chain well with other units. Being a limited unit, it may be difficult to find an A2 friend after a few months.
  • Her LB applies a very strong ATK buff to herself. The damage to herself can be overcome with healing. This allows her to deal plenty of damage using her chains.
  • Equipment & TMRs: Doesn't need Dual Wield. Use 2 Champion's Belt and standard ATK materia.

Ace

  • Enhanced
  • Wild Card deals magic damage, but applies element and killer effects
  • Can self-heal
  • LB charges fast, works like Wild Card but stronger
  • (Dual Wield would make Wild Card hit twice)

Adam

  • Cubebender (real notes coming soon)

Agrias

  • Without ability awakenings, she's an average light chainer with not enough ATK.
    • Still usable, but her version of Divine Ruination +0/+1 doesn't chain with Orlandeau/Veritas of the Dark.
    • Probably the most lenient chainer available in terms of timing - when chaining with another Agrias, the offset can be 0~10 frames.
  • Learns Curaga and Full Break, but other units will do those roles better.
  • Ability awakenings:
    • Divine Ruination +2 (Power: 4 Purecrysts and 12 Giancrysts) adds damage and hits, such that it becomes a copy of Orlandeau's skill. Must awaken.
      • Perfect chaining is relatively easy - it can accommodate up to 0~5 frame offset.'
      • Particularly valuable since she now forms a trio of non-dupe units that are able to chain well with each other: Veritas of the Dark, Orlandeau and Agrias. This will become relevant soon, since future "Chamber of Arms" trials will not allow you to bring duplicates.
    • Knighthood +2 (Support: 2 Giancrysts) gives extra ATK for wielding a greatsword - repairs her biggest original flaw. Must awaken.
    • Full Break +2 (Power: 1 Giancryst) adds some elemental reduction and debuff duration, but 30% is superseded by skills from many other units. Not necessary, but cheap to awaken anyway.
  • Equipment & TMRs: Use Dual Wield, Excalibur to take advantage of light resistance reduction, and various ATK materia. If enemy is light immune, use a greatsword with different element (e.g. Crimson Saber).

Aileen

  • Solid earth physical chainer with a splash of support skills.
  • Piledriver is her main skill, dealing decent damage and lowering earth resistance (-50%). Her own TMR is an earth-element weapon, so the imperil is quite useful
  • Regarding earth imperil: Earth is a double-edged sword - few bosses resist it, but few skills/weapons confer it. For her own use, Gaia Blade or Artisan (her own TMR) are great options, or you can give her earth element by using Ground Work beforehand.
  • In terms of chaining, Piledriver hits are widely spaced but the skill animation involves walking up to the enemy. Hence, her skill timing will vary depending on her unit slot and the distance to the monster's sprite. In most cases, perfect chaining is possible even with Dual Wield. It simply means that you will have to experiment with which slots work for a particular boss (rather than just rely on a clicking macro).
  • Recovery Oil and Refreshing Tool are handy utility skills that recover HP and MP respectively.
  • Statwise, she is not tied to a specific weapon type. She has decent ATK and 2 uncommon killer passives.
  • Equipment & TMRs: Use Dual Wield, at least one earth weapon, and standard ATK gear.

Amelia

  • Dual-wields (guns only) - does damage twice
  • Ricochet can inflict Stop on all enemies
  • Disorder chains well, but damage is average
  • Can also do some healing or buff ATK/DEF

Aria

  • Good healer with AoE 100% revive and support spells.
  • In terms of healing, she learns Curaga, but doesn't have Dualcast. Equipping it on her is a must. Her LB heals allies to 100%, but it may not be available often enough in a serious fight. Protectga and Shellga can also be used on free turns.
  • Miracle of Rebirth revives all dead allies to 100% HP. Healing Affection recovers all status ailments for all allies. Water Maiden Blessing can lay down some regeneration preemptively (~1500+ hp per turn). However, all three are abilities and cannot be dualcast or used in the same turn as Curaga, forcing you to choose your action carefully.
  • Durability-wise, Maiden of Water heals herself every turn, but she has no innate status immunities.
  • In summary, she is capable of good healing, but the fact that she cannot multi-task any of the healing skills means it requires some finesse to keep the rest of your team alive and healthy. It may be good to partner her with other units who can side-heal or recover status ailments, to give yourself flexibility.
  • Equipment and TMRs: Use Dualcast and Ribbon. Use her exclusive materia if you expect to use Water Maiden Blessing. Otherwise, standard HP/DEF/SPR gear.

Ashe

  • Widowed princess (real notes coming soon)

Bartz

  • Enhanced
  • Can suicide to heal HP and MP (one ally)
  • Can transfer LB gauge to an ally
  • Low ATK and MAG and mediocre skills
  • Should wield a sword

Beach Time Fina

  • Another Fina cosplay (real notes coming soon)

Bran

  • Good fibre for digestion (real notes coming soon)

Cecil

  • Enhanced
  • Can cover one ally with high mitigation at high chance
  • Good bulky tank as long as cover triggers
  • Covering one ally at a time leaves other units to fend for themselves
  • Can do some healing, and can buff ATK/DEF/SPR (all allies) with LB

Cerius

  • Can cast 2 spells/turn, but little to do
  • Can buff fire/ice/lightning/dark resistance (all allies)
  • Can buff DEF (all allies)
  • (Can't equip Cura, but can get it from Carbuncle or Healing Staff)

Charlotte

  • Without ability awakenings:
    • A decent tank with less stats and less frills, but does the job. She can cover allies from physical attack, and survive a big damage burst, but her skillset is narrower with fewer stat passives. Notably, she still lacks Provoke in any form.
  • Ability awakenings:
    • They slightly improve her in every way and make her more useful, but lack of Provoke-type skill still leaves questions. The question is - why invest when better tanks like Warrior of Light and Veritas of the Earth are readily available?
  • Immortal Spirit +2 (Support: 1 Purecrysts and 3 Giancrysts) greatly improves the chance and window for surviving a large damage burst. Given that this is her specialty, this is a decent investment.
  • Grandshelt Shield +2 (Guard: 3 Purecrysts and 6 Giancrysts) improves her covering skill somewhat. Worth awakening if you intend to use her a lot for some reason.
  • Royal Armlet +2 (Guard: 1 Giancryst) is cheap, but only boosts her resilience against hybrid/magical attacks AFTER a physical attack has forced her to cover, and only when she isn't using Grandshelt Shield.
  • Lift Spirits +2 (Healing: 2 Purecrysts and 6 Giancrysts) is expensive and only extends the turn duration - the MP recovered per turn stays the same.
  • Equipment & TMRs: Use her unit-exclusive shield Patriot as it unlocks a status recovery move. Otherwise, standard HP/DEF/SPR gear.

Chic Ariana

  • Magical attacker with some ice and earth skills, but they aren't affected by Dual Wield.
  • Quake Verse & Enhanced Quake Verse can boost her MAG.
  • Learns Blizzaga/Stonga/Ultima, but these are comparatively weak and she has no innate Dualcast.
  • LB lowers ice/earth resistance, but the few strong units that use ice/earth have their own skill with similar effect.
  • Equipment & TMRs: Use her event gear (these have unit-exclusive bonuses), and standard MAG gear. Dualcast not particularly needed since her abilities are approximately the same modifier.

Cloud of Darkness

  • Enhanced
  • Some resistance to all elements and status ailments
  • Can recover most status ailments (all allies)
  • Can buff all elemental resistance (all allies)
  • Extra damage vs humans, but weak skills

Cupid Artemios

  • Skills are all light-element
  • Can debuff dark resistance (one or all enemies) while hitting
  • Good status immunities
  • Should wield a bow
  • Can suicide trying to cover for no reason

Dangerous Ariana

Dark Fina

  • Enhanced
  • Can cast 2 damage spells/turn
  • Ultima deals excellent non-elemental damage with her high MAG
  • Retaliate is dangerous in arena
  • Can also inflict status ailments, or break ATK/DEF (all enemies)

Dark Knight Cecil

  • Without ability awakenings, his skills are suicidal and deal mediocre damage. Do not use.
  • Ability awakenings:
    • They transform him into a heavy hitting dark-element chain finisher. Soul Eater +2 and Shikkoku +2 complement each other, so you will need to +2 both, as costly as that is.
    • Soul Eater +2 (Power: 3 Purecrysts and 12 Giancrysts) increases damage modifier to 7.5x, and it lowers dark resistance (-100%) while dealing dark damage. Chain finishing moves don't get any better than this....except that the HP cost also increases, and he would normally die if dual-wielding.
    • When using two weapons, it is possible to heal him in between the two sets of hits such that he survives. Timing is reportedly fairly generous. However, this alone still leaves him on low HP.
    • Shikkoku +2 (Support: 1 Purecryst and 3 Giancrysts) remedies this, by allowing him to heal 9999 at the end of turn, which should be full HP in standard gear.
    • Dark Cannon +2 (Power: no Purecrysts/Giantcrysts) is cheap and boosts AoE damage slightly.
  • Equipment & TMRs: Use Dual Wield and standard ATK materia.

Delita

  • Enhanced
  • Can break DEF or SPR (one enemy) while hitting
  • Can buff MAG/SPR (all allies)
  • Decent ATK, but mediocre skills

Demon Rain

  • Doublehand skill boosts ATK
  • Tries to cover but too little mitigation
  • Can buff ATK/MAG (all allies)
  • No decent damage skill (zero!)

Desch

  • Debuffer with decent bulk, but not enough to offer.
  • Learns 4 different "Spark" skills which break two stats at a time, but the most useful combinations (normally ATK/MAG and DEF/SPR, available from other units) are glaringly missing. His atypical combos might save time in specific trials, but are not as useful generally.
  • Can also remove buffs/debuffs from enemies or lower lightning resistance (-50%), but these are only situationally useful, and have been paired with mediocre physical attacks.
  • Has some defensive stat passives and two status immunities, but poor stat distribution and no ATK passive.
  • Equipment & TMRs: Focus on HP/SPR/DEF, as his stats are too poor to make into a decent hitter. No Dual Wield or Dualcast required.

Dracu Lasswell

  • Can break ATK/DEF and debuff ice resistance (one enemy) while hitting
  • Less likely to be targeted
  • Mediocre ATK, and no good ice weapons to use

Elza

  • Enhanced
  • Her DEF/SPR break (one enemy) is particularly heavy
  • Madness Rush hits hard (random enemy) but can't cap a chain
  • Good ATK, but can only wield spears

Emperor

  • Can cast 2 damage spells/turn
  • Learns Firaga, Blizzaga, Thundaga and Aeroga
  • Fire From Below (not a spell) starts weak, gets very strong when used repeatedly
  • Can inflict stop (all enemies)

Eve

  • Emo Noctis in the Afterlife (real notes coming soon)

Exdeath

  • Enhanced
  • Can cast 2 damage spells/turn
  • Learns Meteor, Firaga, Blizzaga and Thundaga
  • LB inflicts status ailments (all enemies) while hitting
  • Extra damage vs some races balances out poor armor selection

Fina

  • Weak Fina (real notes coming soon)

Firion

  • Enhanced
  • Can use all weapon and most armor types
  • Extra, extra damage vs 6 races
  • Low ATK and mediocre damage skill

Fohlen

  • Sonic Blast chains decently, hits hard and negates next 3 physical attacks against him
  • Has additional evasion, and can draw attacks to make use of his evasiveness
  • Skills are mostly wind element
  • Can reduce encounters to make explorations faster

Fryevia

  • Hybrid ice chainer able to reach high MAG and deal excellent damage.
  • Frost Flower Blitz is a very strong chaining skill, as it lowers ice resistance (-50%) whilst doing ice damage, and is hybrid.
    • Because it is hybrid, it is affected by Dual Wield, which means it deals damage twice. The second set of hits also benefits from the resistance reduction laid down by the first set.
  • Perfect chaining while dual-wielding is possible within 0~2 frame offset.
    • Otherwise, her second set of hits will run into the first and will interrupt twice.
    • The gap between dual-wield hits for Frost Flower Blitz is particularly small, so the entire chain is relatively short. This makes it harder to fit both DW hits of a chain finisher - although past trials/events have not been hard enough to make this an issue (she already does plenty of damage by chaining with herself).
  • Many bosses have lower SPR than DEF, and thus are more susceptible to hybrid attacks than physical. This is the main reason she is such a strong unit - she can outdamage units like Orlandeau easily.
  • Aside from her obvious strengths, she also learns some evasion, and her AoE skill inflicts paralyze (30%). Her LB can also deal heavy damage to all enemies while inflicting stop (up to 84%!!).
  • Equipment & TMRs: Use Dual Wield, her own TMR (Fryevia's Needle) and 3~4 Letters and Arms.

Gaffgarion

  • Without ability awakenings, he is a poor dark attacker with suicidal skills. Do not use.
  • Ability awakenings:
    • They turn him into a semi-functional dark chain finisher, but without good synergy like Dark Knight Cecil and still moderately suicidal.
    • Abyssal Blade +2 (Power: 4 Purecrysts and 12 Giancrysts) boosts damage massively (damage modifier 7.5x!), and is first priority to awaken, if you do awaken his abilities at all. However, it is still hampered by the HP sacrifice (90% of current HP if dual-wielding!), and (despite costing 1 extra Purecryst!) it doesn't lower enemy resistance like Dark Knight Cecil's Soul Eater +2.
    • Divine Knight +2 (Support: 1 Giancryst) boosts his ATK and damage against humans. Cheap and effective, but it doesn't give him enough ATK to compete with the top attackers.
    • Self-Sacrifice +2 (Tech: 1 Purecryst and 5 Giancrysts) allows him to spend a turn to make Blood Weapon/Dark Weapon AoE next turn. Too fussy to be useful.

Garland

  • The original dark knight (real notes coming soon)

Gilgamesh

  • Without ability awakenings, he is an average physical attacker with good weapon selection.
    • Use bladed weapons for maximum ATK and Snowpetal to deal damage.
  • Ability awakenings:
    • These significantly improve his ATK and damage, but leaves him just shy of top-tier.
    • Weapon Collector +2 (Tech: 1 Purecryst and 6 Giancrysts) is first priority, giving additional ATK (since you will want to dual-wield two different weapon types) and giving him even broader choice.
    • Snowpetal +2 (Power: 3 Purecryst and 12 Giancrysts) is expensive, but adds significantly more damage to his main damage skill (3.6x => 5.71x). Worth the investment if you intend to use Gilgamesh regularly.
    • Tri-Attack +2 (Power: 1 Purecryst and 3 Giancrysts) adds more hits, but doesn't improve damage modifier. The new chaining frames are irregular, so perfect chaining is only possible with a clone.
  • Equipment & TMRs: Many options are possible, but probably best using Dual Wield, a greatsword and another of his favored weapons. Use standard ATK gear otherwise.
    • His own TMR, Genji Glove, grants dual-wield from an accessory slot - much better than the normal materia.

Grace

  • Unlimited either self-buffs strongly, or self-inflicts Berserk for damage boost
  • Can deal heavy damage while suiciding
  • No innate ATK passive and mediocre weapon selection

Hayate

  • Without ability awakenings, he is a wannabe fire hybrid attacker that is too weak to be competitive. Do not use.
    • His main problem is lack of damage. His base stats are low, he doesn't get strong ATK/MAG passives, and Flame Type 2 and Wildfire Type 2 both have very low modifiers for hybrid skills.
    • The only reason to use him is Spy, which reduces encounter rate more than any other skill. This may allow you to walk through exploration maps with minimal fuss - but there is little reward from explorations at the moment.
  • Ability awakenings:
    • They slightly improve his evasion and damage, but still too weak to be useful.
    • Mirage +2 (Tech: 1 Giancryst) adds 1 extra dodge and turns.
    • Flame Type 2 +2 (Power: 3 Giancrysts) and Wildfire Type 2 +2 (Power: 1 Purecryst and 6 Giancrysts) improve damage slightly and can now be alternated with Mirage while maintaining overall damage per turn, but still far too weak.

Helena

  • Nosy adventurer (real notes coming soon)

Ilias

  • Capable of using any item on the whole party
  • Can clear most ailments from allies with Recovery
  • Can make all allies fully immune to ailments via Immunization
  • Special Recipe unlocks HP/MP recovery and area Full Break
  • Extract unlocks ATK/MAG and DEF/SPR area buffs + elemental debuffing

Kefka

  • Mediocre magical attacker without innate Dualcast or anything to stack or chain.
    • The only useful skill is Last Footstep, which does decent magic damage to all enemies (more than Light of Judgment +0!) and breaks enemy SPR.
    • Has evasion and a counter effect, but not enough to compensate for not dealing enough damage.
  • Ability awakenings:
    • They give him a boost, but still doesn't do enough damage to be significantly competitive. Theoretically some niche use in arena, but costs too much.
    • Mage of Destruction +2 (Support: 1 Purecryst and 3 Giancrysts) adds MAG and a chance to counter with damage, but the damage will be insignificant outside of arena.
    • Light of Judgement +2 (Black: 3 Purecrysts and 12 Giancrysts) adds damage to a weak skill, but the outcome is still subpar. There are better uses for those Black crysts.
    • Roar of Laughter +2 (Tech: 2 Purecrysts and 6 Giancrysts) improves his counter-break by a tiny bit only.

Kelsus

  • Dual-wields (fists only) - does damage twice
  • Good elemental coverage on damage skills (all enemies)
  • LB slow to charge, but self-buffs ATK/DEF/SPR strongly
  • Decent self-protective skills

King

  • Dual-wields (guns only) - does damage twice
  • High ATK and critical chance
  • Normal attacks hit three times but can't cap a chain
  • Damage skills are mediocre, and poor weapon selection

Knight Delita

  • Solid physical attacker, with both chaining and chain finishing options, and a preference for lightning element.
  • Strategic Blade deals decent damage (5x) while lowering lightning resistance (-50%). The paucity of good lightning weapons is an issue, but you can use Raikiri, or prepare him with Commanding Blade beforehand (which still deals 4x damage)
  • Commanding Blade - seems to be a viable chaining skill. Frames appear widely spaced, but DW causes the second set of hits to run into the first set. Perfect chaining is possible with 0~2 frame offset - slightly more lenient than Onion Knight, Tidus and A2.
  • Crush Weapon and Shield Break are handy breaks - ATK/MAG (-40%) and DEF (-40%) respectively.
  • Equipment & TMRs: Use Dual Wield, a sword, heavy armor, Dark Knight's Soul and standard ATK gear. Raikiri and Blade Mastery is a good combination if enemy is not immune to lightning.

Lasswell

  • Enhanced
  • Can break DEF and debuff ice resistance (one enemy) while hitting
  • Exorcising Storm counts as two attacks in arena (all enemies)
  • Low ATK, and no good ice weapons to use

Lightning

  • Enhanced
  • Dual-wields - does damage twice
  • Learns elemental skills, but this confers no advantage as other units can just switch weapons
  • Crushing Blow can't chain or cap a chain
  • Once good, now outdated

Ling

  • Can break ATK/MAG or DEF/SPR really well (all enemies)
  • Can revive or recover most status ailments (all allies), allowing your healer to focus on healing
  • Evasion and status immunities, but slightly low HP
  • Can also recover MP (all allies), or transfer her LB gauge to an ally

Luka

  • Can heal and recover most status ailments (all allies) in one skill
  • Also learns Raise, covering all healer basics
  • Can buff DEF/SPR (all allies)

Lunera

  • Elven waifu + Ramza wannabe (real notes coming soon)

Luneth

  • Without ability awakenings:
    • One-dimensional unit with only attack skills.
    • Cut Through is usable and 1-hit, making it very straightforward for chain finishing.
    • He gains important status ailment immunities and learns Dual Wield innately, both quite handy features.
  • Ability awakenings:
    • Sword Master +2 (Tech: 3 Giancrysts) is a must-get. It gives him more flexibility with weapons and an easy 50% ATK.
    • Cut Through +2 (Power: 3 Purecrysts and 12 Giancrysts) improves the damage modifier to 7.5x total, greatly increasing damage output. It's costly, but worth the investment.
    • Advance +2 (Support: 2 Purecrysts and 6 Giancrysts) is debatable, since the skill is only setting up ATK for Cut Through.
  • Equipment & TMRs: Use standard ATK materia. Blade Mastery could be useful if using a katana.

Marie

  • Can buff all elemental resistance (all allies)
  • Can debuff all elemental resistance (all enemies)
  • Can cast 2 spells/turn
  • Can buff DEF or MAG/SPR (all allies)

Maxwell

  • Good single target and aoe damage options with Destiny and Rune
  • Impressive auto hp regen
  • Able to self buff ATK/DEF by 80% and reraise
  • LB hits many times, enabling chains
  • Innate Man-Eater
  • Limited equipment selection and locked into light damage

Medius

  • Enhanced
  • Should wield a gun
  • Skills weak except Blazing Glory and Hyper Fire
  • Low HP and Draw Attacks - suicidal

Meliadoul

  • Stat breaker with little else in his skillset.
  • Crush Weapon and Crush Armor supersede some of his initial skills, and apply important 40% ATK/MAG or DEF/SPR breaks.
  • Can buff all allies' with DEF or MAG or SPR on other turns.
  • Counters generate LB crystals, but seems to be a gimmick without any Provoke-like skill
  • Equipment & TMRs: Dual-wield/Dualcast is unnecessary. Use standard HP/DEF/SPR gear, and include items that confer skills (e.g. Pod 153 or Rikku's Pouch) to give him more utility.

Mercedes

  • Enhanced
  • High ATK, should wield an axe
  • No skills attacking all enemies
  • (TMR: Viking Axe is perfect for herself)

Mercenary Ramza

  • Looks less like a girl (real notes coming soon)

Minfilia

  • Can buff resistance to any element, one at a time (all allies)
  • Immune to all status ailments
  • Can buff stats (all allies, or higher for one ally)
  • Can recover all status ailments (one ally)

Moogle

  • Kupo kupo? Kupokupokupo!!! (real notes coming soon)

Nine

  • Decent ATK and good boosts to Jump skills
  • Jump hard to chain and unaffected by element and killer effects
  • Can inflict stop (all enemies)
  • Hyper Dive takes too long

Noctis

  • Many skills capable of filling different roles
  • Blizzard Flask and Fire Flask are the most infamous, since they inflict ailments to all enemies
  • LB extra slow to charge, but hits hard and buffs all stats strongly (all allies)
  • (TMR: Ring of the Lucii gives evasion and Alterna, the strongest available spell)

Olive

Onion Knight

  • Chaining physical attacker with multiple elemental skills.
  • He learns 6 skills with the same chaining frames - 4 Splendors with different elements, 1 non-elemental AoE, and 1 single-target. For all of these, perfect chaining can only be performed with 0 frame offset (i.e. both Onion Knights need to use their skill within the same frame and spark chain). Otherwise, the chain breaks in the middle.
    • Additionally, Onion Cutter (available from his TMR) is a more powerful version (with more hits and more damage!).
  • On another note, his LB has irregular frames and is not as useful for chaining
  • He learns innate Dual Wield, good ATK passives, important status immunities and some elemental resistance. He can use all weapons except guns, whips and maces. These advantages him somewhat more general-purpose than other chainers. However, he doesn't lower enemy elemental resistance in any way.
  • Equipment & TMRs: Use his unit-exclusive gear, including Onion Sword, and standard ATK gear. No Dual Wield required.

Orlandeau

  • Straightforward light chainer able to reduce light resistance.
  • Divine Ruination deals solid damage, lowers light resistance (-50%), and can chain with clones or Veritas of the Dark's Dark Punishment, or Agrias's enhanced Divine Ruination (Agrias) +2.
    • Perfect chaining is relatively easy - it can accommodate up to 0~5 frame offset.
  • Crush Weapon is good to have in a pinch, since it breaks ATK/MAG (40%) and protects your team.
  • Equipment & TMRs: Use Dual Wield, Excalibur to take advantage of light resistance reduction, and various ATK materia. If enemy is light immune, use a greatsword with different element (e.g. Crimson Saber).

Orran

  • Support unit with a touch of magic damage
  • Durai Papers give elemental resistance to allies and buffs MAG/SPR - easily his best skill.
  • Angelsong can give allies' MP, but drains his own
  • Can also buff allies' ATK or DEF or SPR, or even do some healing with Song of Life
  • Learns Meteor and innate [[Manipulator of Fate|Dualcast], but he doesn't have strong MAG or killer passives to boost damage.
  • Equipment & TMRs: Dual-wield is unnecessary. In general, use standard HP/DEF/SPR gear, and include items that confer skills (e.g. Pod 153 or Rikku's Pouch) to give him more utility. Use MAG gear only if you are using him as a magical attacker (and you don't have a better MAG unit).

Papalymo

  • Can cast 2 damage spells/turn
  • Can self-buff MAG while hitting
  • Learns Flare, Firaga, Blizzaga and Thundaga
  • No spell/ability with particularly good damage

Popoi

  • Aims to be a magical attacker. Without ability awakenings, his damage skills are weak. Do not use.
  • Ability awakenings:
    • Still weak with both Acid Storm +2 and Burst +2. Waste of ability awakening material. Do not awaken or use.
    • Acid Storm +2 (Power: 1 Giancryst) adds some minor damage and breaks enemies' ATK/DEF by 40%, but you can get 40% breaks from other units with less investment.
    • Burst +2 (Power: 1 Purecryst and 12 Giancrysts) similarly makes it hit for better damage and breaks enemies' MAG/SPR by 40%, but not enough to make Popoi worthwhile.

Primm

  • Skills weak except Saintly Beam (magical)
  • Can buff ATK/MAG (all allies), or do minor healing
  • LB breaks SPR while hitting (one enemy), but is physical

Prishe

  • A decent physical attacker with good support skills, but takes many turns to build up combos to reach her strong damage skills.
  • The main sequences for her attack are:
  • Alternatively, her LB can do decent damage while breaking DEF/SPR (up to -64%)
  • She also auto-heals 1800+ hp each turn. Since Prishe has decent HP and SPR and some evasion, survival is not a problem.
  • Her main downside is that her skills have to used in consecutive turns to obtain the full effect, making it difficult to take advantage of particular turns against bosses, who often cycle through their big attacks.
  • (TMR: Prishe's Hairpin is by far the best hat for physical attackers.)
  • Equipment and TMRs: Use Dual Wield, at least one fist weapon, and standard HP/ATK gear.

Queen

  • Needs to drop to <3% HP to deal good damage
  • Flinchproof Martyr can help, but still risky
  • Devastate hits hard (random enemy) but can't cap a chain

Rain

  • Enhanced
  • Can AoE buff all stats
  • Can break all stats on a single enemy
  • Low ATK and weak skills

Ramza

  • Some resistance to all status ailments
  • Can break ATK or MAG (one enemy) while hitting
  • Can buff all stats (all allies) while singing
  • Can transfer LB gauge to an ally

Randi

  • Without ability awakenings, he is a mediocre physical attacker. The race killers do compensate somewhat, but fairy/undead bosses are uncommon.
  • Ability awakenings:
    • 5 skills can be awakened, all of which contribute to making him a chaining/chain finish powerhouse. He doesn't get any extra killers, but his damage skill becomes decent (important when killers don't apply), and he gains ATK and status immunity.
    • The downside is that it takes a lot of crysts to awaken them all - but the result is arguably worthwhile.
    • Power Charge +2 (Tech: 1 Purecryst and 3 Giancrysts) is probably the main point - Relatively cheap, it gives him a temporary boost and unlocks Torrential Slash for chaining. Torrential Slash is able to perfect chain while dual-wielding (can accommodate 0~4 frame offset), and the high modifier compensates for the turn consumed by unlocking.
      • It could be hard to find a clone to chain with, but reportedly there are enough to go around. Try asking around community sites if you can't find one.
      • You could also setup some wind synergy using Whirlwind Slash before chaining, although that skill doesn't chain well.
    • Mana's Bond +2 (Guard: 1 Purecryst and 3 Giancrysts) makes him immune to status ailments, gives him MP regen, and is relatively cheap, so why not.
    • Auto-Charge +2 (Support: 1 Purecryst and 3 Giancrysts) is a relatively cheap boost to ATK.
    • Hero of Legend +2 (Support: 2 Purecrysts and 12 Giancrysts) is disputable. It is the most expensive, but it adds a lot of ATK particularly if its Doublehand-like effect is triggered. However, since Doublehand can't be stacked, it may not be viable to single-wield until more DH items are added later on. If you dual-wield, the 35% ATK by itself isn't worth it.
    • Slice Thrice +2 (Power: 1 Purecryst and 3 Giancrysts) is awful. Unfortunately, it changes the hit frames to his default one and destroys his ability to chain finish. +1 only has 3x modifier and isn't competitive enough, although it might be usable if you like the -50% DEF break and are really desperate to use Randi.
  • Equipment & TMRs: Use either Dual Wield or Doublehand, a good sword, and standard ATK gear.

Rasler

  • (real notes coming soon)

Reberta

  • Can debuff fire/ice/lightning resistance
  • Mystic Thrust chains decently
  • Extra damage vs dragons, and can self-heal
  • Jumps strong on paper, but hard to chain and unaffected by element and killer effects

Refia

  • Enhanced
  • Can revive an ally to full
  • Also learns Curaga/Esuna, covering all healer basics
  • Can buff ATK/DEF (all allies)
  • LB recovers all status ailments (all allies)

Rem

  • Can cast 2 spells/turn
  • Learns the standard healer spells, but can also deal damage with magic or Dagger Boomerang
  • Can heal and recover all status ailments (all allies) in one skill
  • Should wield Defender's Daggers + another dagger

Rikku

  • LB charges fast, boosts DEF/SPR, and grants auto-revive for 3 turns (all allies)
  • Learns 4 chaining skills of different elements
  • Synthesis uses a turn to unlock some fancy support skills

Santa Roselia

  • Learns Curaga/Esuna but doesn't have Raise (!)
  • Can counter with healing (self or all allies) or status recovery (self)
  • Can transfer LB gauge to an ally
  • LB heals and recovers status ailments (all allies)

Seabreeze Dark Fina

  • Virtually identical to Dark Fina without enhancements (see notes here)
  • Doesn't have her enhancements yet
  • Can buff water resistance (all allies)

Setzer

  • Excellent at inflicting status ailments (all enemies)
  • Two decent chaining skills, but hits are fast = need fast fingers
  • Double Dice does high fixed damage, but at random
  • Should wield a throwing weapon
  • (TMR: Fixed Dice can boost damage greatly, but at random = niche weapon for certain cappers)

Seven

  • Enhanced
  • Can debuff fire/ice/lightning resistance (one enemy) while hitting
  • Can break SPR (one enemy) while hitting
  • Some skills use ATK, others use MAG
  • LB inflicts paralyze (all enemies) while hitting
  • Low ATK and MAG and mediocre skills

Shine

  • Can break DEF and debuff dark resistance (one enemy) in one skill
  • Skills are all dark-element
  • Mediocre ATK, but skill modifiers are decent
  • (TMR: Quick Assault adds ATK and evasion, is stackable)

Snow

  • Enhanced
  • High HP, but average DEF
  • Can draw attacks with no mitigation
  • High chance to counter for weak damage
  • Poor weapon and armor selection

Soleil

  • Enhanced
  • Good status immunities
  • Can buff any stat (all allies) for 1 turn, or just ATK or MAG for longer
  • Can inflict silence/blind/confuse (all enemies)

Sozhe

  • Can debuff fire resistance (single enemy) while hitting
  • Can buff DEF/SPR (all allies, or higher for self)
  • Decent ATK, and Hell Shaft is decent damage
  • Skills mostly fire-element - commonly resisted
  • Can Provoke, but nothing else tankwise

Terra

  • Can cast 2 spells/turn and cast Meteor after Unlock Magic used, but slow
  • Can revive an ally to full
  • Can recover all status ailments (all allies)
  • Learns Firaga and Flare

Tidus

  • Quick Hit chains decently and hits hard
  • Can give himself water element, and reduce water resistance on enemy via LB
  • The reduction is great (-100%!) but will need to wait for for LB to charge up, though

Tilith

  • Goddess's Miracle heals and recovers most status ailments (all allies) in one skill
  • Can heal allies to full, or revive dead allies to full
  • Can also buff elemental resistances, restore allies' MP, or buff stats
  • Low base HP and can't equip weapons/shield, so rather squishy

Trance Terra

  • Can cast 2 damage spells/turn
  • Learns Ultima, Holy, Firaga, Thundara and Blizzara
  • Can do powerful chain after Magical Activation used
  • Can revive an ally to full

Vaan

  • (real notes coming soon)

Vargas

  • Supreme Blaze deals very high damage to all enemies
  • Can buff ATK (all allies) if need arises
  • Skills are mostly fire element

Veritas of the Dark

  • Excellent dark chainer able to reduce dark resistance, with additional utility skills.
  • Dark Punishment lowers dark resistance (-50%), and can chain with clones or Orlandeau's Divine Ruination, or Agrias's enhanced Divine Ruination (Agrias) +2.
    • Perfect chaining is relatively easy - it can accommodate up to 0~5 frame offset.
  • Dark Retribution can further lower dark resistance (to -100%)
  • Impact is excellent when not chaining, since it breaks ATK/MAG/DEF/SPR (45%) and protects your team, even though it deals weak damage.
  • Equipment & TMRs: Use Dual Wield, Organyx/Deathbringer to take advantage of dark resistance reduction, and various ATK materia. His own TMR works well for him. If enemy is dark immune, use a greatsword with different element (e.g. Crimson Saber).

Veritas of the Earth

  • (real notes coming soon)

Veritas of the Flame

  • A top-notch chain finisher with excellent imperil skills as well.
  • Full Charge Stomp is going to be your bread and butter. It's a 1-hit skill with 10x modifier.....enough said. It does need to be unlocked via a counter, but Heavy Stomp is a adequate substitute (5x modifier) when its not available.
  • He learns 4 "Axe" skills that can lower resistance (-50%) to fire, wind, earth or dark. Fire is preferred, since he can also lower fire resistance (-100%) via counter, but weapon selection is challenging.
  • The biggest strength is that he can equip Fixed Dice, a weapon which can make his damage monstrous. Even though it means forgoing his innate Axe Mastery and elemental imperils, equipping FD means his attacks are multiplied by that high damage variance, resulting in very high damage.
  • Equipment & TMRs: Use Fixed Dice and standard ATK gear. If this is not possible or the enemy has specific elemental weakness, Dual Wield is a viable alternative - use an axe and any weapon with suitable ATK materia.

Veritas of the Heavens

  • Awkward unit with a powerful imperil, a chaining skill and some jumping skills.
  • His LB can lower wind resistance dramatically (-104%), although he doesn't gain any skills to charge it faster.
  • This makes Heavenly Wind more potent, a 10-hit physical attack with decent modifier. The frames are regular and it should be easy to chain with a clone.
  • Several "Spineshatter Dive" jumps are available, and are meant to be used in sequence for increasing damage. However, he only gets +100% to Jump skills (c.f. Nine who gets +260%!), and since Jump skills currently are not affected by elements or killer passives, it's not as strong as simply using his wind attacks.
  • This makes him a one-trick pony, with weak ATK passives.

Veritas of the Light

  • Decent hybrid chainer/chain finisher restricted by element and equipment selection.
  • Divine Shot is a decent hybrid 7-hit skill, dealing decent light damage while lowering light resistance (-50%). The frames are regular and easy to chain with a clone. She can lower an enemy's light resistance more (-100%) as a counter.
  • Saint Buster can be unlocked after 1 turn, and deals heavy light hybrid damage in a single hit.
  • However, she can only innately dual-wield guns and throwing weapons. She gets stat bonuses for using these, but there are only a few good weapons and they happen to be TMRs. However, being able to wear swords means you can equip multiple Letters and Arms for MAG.
  • Her LB can lower DEF/SPR by 74% - worth leveling.
  • Equipment & TMRs:
    • She is hybrid, but MAG is expected to be stronger. Nue is important - it gives good MAG as well as triggering her MAG passive for throwing weapons. Use it with Dual Wield, then either a rod plus Rod Mastery, or a sword plus multiple L&As. No light or heavy armors give good MAG.
    • ATK builds would use Dual Wield, a good gun, a sword, heavy armor, and Dark Knight's Soul.

Veritas of the Waters

  • Average healer with some unlockable support skills.
  • Learns Curaga/Esunaga/Raise, but doesn't have Dualcast immediately. Instead, Dualcast needs to be unlocked via Forbidden Arts, creating a heavy inconvenience.
  • Waterja could potentially deal good damage if repeated over consecutive rounds, but her gear options limit her MAG.
  • The other unlocked skills are decent. She can buff elemental resistance, buff stats or break enemies' stats once Aqua Prison and Elemental Power are unlocked. Swift Current is not as strong as DC Waterja.
  • She has only 2 status immunities, so that aspect needs to be supplemented with gear. Also, her SPR is lower than her MAG, although her skillset makes her a much better healer than magical attacker.
  • Equipment & TMRs: Wear Dualcast to avoid waiting to unlock it every 3 rounds. Standard HP/DEF/SPR gear applies. Alternatively, if using her as a magical attacker, you can try use MAG items, although there are few armors/helms available to her in that regard.

Victoria

  • How many V-name units do we need in one week?? (real notes coming soon)

Warrior of Light

  • Only unit able to cover whole party from physical damage
  • Can break ATK/MAG or DEF/SPR really well (all enemies)
  • Chance to self-heal if hit by magic
  • Good bulky tank as long as cover triggers

Werei

  • Subpar attacker with decent ATK but low modifiers on damage skills. Prefers Earth.
  • Stone Fall is the only skill of note, lowering earth resistance (-50%) while dealing 2.7x damage.
  • Master Fencer gives him a bonus with greatswords, but ironically, his unit-exclusive weapon is an axe. There are very few earth weapons, none of which are greatswords.
  • (TMR: Proud Fencer grants 20% HP, and 40% ATK if using a greatsword. Unstackable, but massively useful to equip even 1 on a greatsword wielder.)
  • Equipment and TMRs: Use Dual Wield, a greatsword plus Gaia Blade/Galkan Dagger, and standard HP/ATK gear.

White Knight Noel

  • Can draw attacks with high mitigation
  • Excellent bulky tank if equipped properly
  • His unique mitigation stacks with other forms of "all damage reduction" (e.g. Rikku's Hyper NulAll)
  • Damage spells and counters are negligible in boss fights, but dangerous in arena

White Witch Fina

  • Learns Raise, but no Curaga (!) or unified Esuna
  • Ritual heals HP and MP for all allies except herself
  • Can buff ATK/DEF (all allies)
  • Can transfer LB gauge to an ally

Wilhelm

  • Can draw attacks with good mitigation
  • Excellent bulky tank with good SPR
  • LB charges fast and grants high damage reduction (all allies)
  • Also does excellent stat buffs (all allies)

Xiao

  • Can break ATK/DEF (one enemy)
  • Can self-heal
  • Can self-afflict Berserk status to boost damage (stacks with other buffs)
  • Can only wield fists

Xon

  • Can steal from all enemies at once
  • Can uniquely copy stat buffs onto allies, then dispel them (one enemy)
  • Supposedly improves drop rates of rare items

Y'shtola

  • Can cast 2 spells/turn
  • Learns the standard healer spells, but can also buff DEF or SPR (all allies)
  • Has some damage spells, but low MAG
  • LB grants high damage reduction (all allies)

Yda

  • "Combo" attacker - gains access to increasingly powerful skills when used in sequence
  • Can debuff stats while hitting (one enemy), but only MAG to begin with
  • Can deal heavy damage after sequence maxes on 4th turn
  • Too finicky to use as a reliable chainer or capper

Yun

  • Normal attacks hit twice, high critical chance
  • Can store power for next normal attack
  • Raging Bird can chain well
  • Good status immunities, and can self-heal

Zargabaath

  • Not Balthier (real notes coming soon)

Zyrus

  • Cast 2 damage spells/turn
  • Learns Stonga, Waterga and Flare
  • LB deals damage and enables 2 uses of Blood skills/turn
  • High MAG, and extra damage vs dragons