Thank you very much for the match. Though i have quite a few things to mention about the team before i give off my outcome voice. Mostly my mindset when i designed each unit of the team.
Team as a whole is meant to be completely focused on Melee based methods of dishing out attacks. there are alot of things i failed to work on with it and forgot about it completely before i uploaded it. mainly because i wanted to see what worked and what didn't.
Lancer - With the lancer i wanted to have him bouncing about like tigger on crack.. obviously that idea failed with nurse being added on along with southern cross. i am gonna have to figure out an alternative to paladin as the secondary. Most likely item or something. need a bit better support of the team. The equip clothes was a way for me to increase speed a bit more.. i have to think of that a bit more.
Samurai - The key reason this unit has a huge MA pool and no spells is because of the fact that i wanted her to try and deal out alot of damage with melee pole whacks. Since the MA was very high i also decided to make her the key reviver of the team. This team is not meant to use magics other than to bring back the dead so as such there will be no offensive spells at all in the future. As for fury.. seriously. last i heard was that samurais didn't rely on that. I guess i may have mistaken that advice. I will have to set this to 70 when i have the chance.
Ninja - Ahh my debilitation unit. This ninja was meant to rush in and stab all the butts. quickening was added simply in case he has the idea to do so. I didn't want to add on the steal heart ability simply because of the fact that i didn't want him to focus on using it. all i wanted him to do is stab and stab and stab. Though i could do with a bit more damage.
Monk - This is the unit i need the most work on in my opinion. I was thinking of the tons but now that i realize it.. those are not exactly melee abilities. Woops. Though the key reason he has ninja was because i wanted to see if martial arts effected shirikens to help bolster the damage output of them. Obviously not. this was a relic of my tests previously i forgot to remove. Because puncharts are a melee only ability set so i am gonna be adding in alot more of them. Part of me was thinking of putting on two swords but thought against it because of martial arts. Not sure how that will work or not.As for kagesougi. again another relic of tests that i forgot to remove. I doubt he will be ninja secondary for long after this.
Lancer: If you want them to Jump more, remove redundant skills and lower their Move with Move-1. It forces them to deal damage via Jumping more often, but do keep in mind that they'll not be able to move much. Good if you wanna design the other three units around each other, and just have this one for Jumping damage. A Dancer might be better, in that case.
Samurai: It's REALLY hard to do melee and support on one unit, especially since she'll be having to revive so often. The Draw Out skillset itself does not rely on Fury and Faith: regular attacks always will. MP Restore can be handy here since Samurai are usually tanky enough to survive being attacked, and if you want her to melee as well, it can work out since she'll be in damage range more often than not. Just beware it can be redundant if she's attacked a lot.
Ninja: As Truelight pointed out, Quickening will not be used unless a unit has at least three skills, with Quickening being the only one that costs MP. Otherwise, he's pretty solid and his status, if it lands, can be lethal.
Monk: Even with the fluke, those Shuriken still hurt like hell. He could be better, but he's damn good as he is now.