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  - [September 12, 2014, 03:54:09 AM]
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« Reply #14 on: September 12, 2014, 03:54:09 AM »
CHOCOBOS: Default Attack: Chocobo Kick (Damages an adjacent unit and may inflict Slow) Beastmaster Skill: Haste
Chocobo:
Move: 6 Jump: 4 EVD: 20% Innate Abilities: Non-Charge, Counter
Other Attacks: Chocobo Cure (Restores HP to adjacent units), Chocobo Shield (Add: Protect + Shell to an adjacent unit)
Yellow Chocobos act as the White Mages of monsterkin, capable of restoring HP in an AoE and bestowing defensive buffs to keep their allies alive. Each Chocobo type has a unique advantage to give a unit riding it, and the Yellow Chocobo's advantage is +2 Move over other Chocobo types. Using Yellow Chocobos early is vital to keeping your party alive, and from wasting valuable Phoenix Downs until you acquire the Raise spell.
Black Chocobo:
Move: 4 Jump: 4 EVD: 30% Innate Abilities: Non-Charge, Fly, Speed Save
Other Attacks: Chocobo Pellets (Ranged physical damage to a unit), Chocobo Esuna (Cures all debuffs and restores 20% HP to adjacent units).
Black Chocobos are the Red Mages of the group, capable of some minor healing and damage, though not being a master of either. Black Chocobos have the distinctive ability to allow the rider to fly over obstacles. They're also slightly more evasive than other Chocobo types, allowing them to charge into battle a little more safely. Speed Save will (hopefully) grant 25 CT upon activation, meaning that they'll also be able to outspeed and outact other Chocobo types. This- combined with Chocobo Kick's potential Slow proc- allows them to fly past other enemies with ease. Pun slightly intended.
Red Chocobo:
Move: 4 Jump: 4 EVD: 20% Innate Abilities: Non-Charge, Move-HP Up, PA Save
Other Attacks: Chocobo Down (Revives an adjacent unit starting at a 50% chance, increases with PA), Chocobo Meteor (Ranged MA-based damage, unevadeable)
Red Chocobos are a mixed bag, focusing more on boosting its melee compatibility more than the other types. Using PA Save, the Red Chocobo can enhance its Chocobo Kick and Chocobo Down abilities, allowing it to switch between a melee attacker and rezzer at whim. The Red Chocobo's mount advantage is its Innate: Move-HP Up, which it confers onto its rider as well. |
GOBLINS: Default Attack: Goblin Punch (Deals damage to an adjacent unit equal to the user's lost HP, unevadeable) Beastmaster Skill: Shield Break
Goblin:
Move: 4 Jump: 3 EVD: 30% Innate Abilities: Concentrate, Move in Water, Meatbone Slash
Other Attacks: Helmet Break, Armor Break
Goblins are designed to be annoying little brats. Evasive, accurate, with high HP and the ability to break gear, Goblins are a pain in the butt to fight without ranged attacks and magic. That said, they're completely helpless when fought at a distance. When standing alongside Gerard, they can also break Shields, allowing other allies to have an easier time to attack as well.
Hemogoblin:
Move: 4 Jump: 3 EVD: 30% Innate Abilities: Non-Charge, Concentrate, Move in Water, MP Switch
Other Attacks: Osmose, Mutilate (Damages and drains HP from an adjacent foe)
Hemogoblins are the pseudo-tanks of the Goblin family, capable of taking direct hits with their Osmose/Manashield combo, and able to restore their HP with Mutilate. Using Osmose, they can also directly cripple enemy mages, and can flat out cancel spells if they're in the middle of casting them thanks to their Osmose having 0 CT.
Baknamy:
Move: 4 Jump: 3 EVD: 40% Innate Abilities: Concentrate, Move in Water, Caution
Other Attacks: Hide, Weapon Break
Baknamies are tricky, being highly evasive, accurate, and able to break weaponry. Using Hide, the Baknamy can retreat when injured and be ignored by enemies until it's healed, whereas then it can charge back in and start breaking more weapons. Baknamies are simple, one-trick ponies, but they're annoying, tanky one-hit ponies. Anyone who's played FFXII will understand why I made them so evasive here in PW 2.0. |
BOMBS: Default Attack: Self-Destruct (Damages adjacent units within 2 AoE equal to lost HP, kills the caster, inflicts Imperil 100% of the time) Beastmaster Skill: Fire
Bomb
Move: 3 Jump: 3 EVD: 20% Innate Abilities: Non-Charge, Float, Critical Quick Halve: Wind, Absorb: Fire, Weak: Ice
Other Attacks: Fireball (Ranged MA-based Fire damage on a unit with a chance of Imperil), Bomblet (Heals 50% HP on self, Adds Reraise)
Bombs are tricky little beasts. Many patches give them Critical Quick, but very few give them a choice on what to do at that point. After Critical Quick goes off, the Bomb can choose to either blow up to deal heavy damage, or it may opt to be more defensive and use Bomblet to restore its own HP and live to fling a few more Fireballs. Imperil is the key to the Bomb's source of damage. That said, if an enemy is immune or absorbs Fire, Bombs are pretty much useless.
Grenade:
Move: 3 Jump: 3 EVD: 20% Innate Abilities: Non-Charge, Float, Teleport, Counter Magic Halve: Wind, Weak: Fire, Absorb: Ice Immune: Stop
Other Attacks: Imperil, Icy Wind (Ice damage and a chance to Add: Stop to surrounding units within 2 AoE and self)
Grenades don't fuck around with a -chance- to inflict Imperil- they just do it flat out with the spell. Unfortunately, they lack a melee attack, and their non-blowy-upy attack can seriously destroy their allies, too. Using Teleport, Grenades can fling themselves straight into the enemy lines and cause some real damage while its allies charge the front... assuming you can deal with its low Move. Icy Wind can keep it alive while it's dishing out the pain, however. Counter Magic lets them mount an offense against ranged mages while they're approaching with seriously devastating results.
Mom Bomb:
Move: 3 Jump: 3 EVD: 20% Innate Abilities: Non-Charge, Float, Dragon Spirit Halve: Wind, Weak: Water, Absorb: Fire
Other Attacks: Spark (Fire damage 2 AoE around self and including self- deals more damage than Icy Wind), Cure
Mom Bombs are the defensive monsters of the Bomb family. Well, as defensive as a Bomb can ever be. Using Spark, they can keep themselves alive while dishing out the hurt, and with Cure, they can instantly heal allies for a large amount of HP. Dragon Spirit ensures that they'll be able to come back with relative ease and can blow up again and again for huge amounts of damage and Imperil fun... which can then be combined with Spark once they revive. |
PANTHERS: Default Attack: Claw (Damages and Blinds the target) Beastmaster Skill: Blind Panther: Move: 4 Jump: 5 EVD: 50% Innate Abilities: Non-Charge, Cannot Enter Water, Ignore Height, Caution Immune: Slow, Immobilize Other Attacks: Pounce (Damage and Poison on a ranged target), Flee The entire Panther family is simple, but effective. Each Panther has its own gimmick within their own family: the Panther's gimmick is the ability to completely evade tank physical strikes. Claw inflicts Blind, while Pounce deals damage from afar and Poisoning the target- making up for the Panther's rather low PA. Flee grants it Haste, allowing it to temporarily continue attempting to Blind and Poison a poor enemy. Coeurl: Move: 4 Jump: 5 EVD: 50% Innate Abilities: Non-Charge, Cannot Enter Water, Ignore Height, Counter Immune: Slow, Immobilize Other Attacks: Blaster (Slow, Immobilize, or Disable on a ranged unit), Blackout Coeurls have higher PA than Panthers, but lack the ability to fall into Defend- not that they really need it, since Blackout can Blind surrounding units. Coeurls are all about debuffing with fairly high Speed- they can cripple entire teams with ease, but their semi-low HP won't protect them from direct blows, especially from magic. Nightcrawler: Move: 4 Jump: 5 EVD: 50% Innate Abilities: Non-Charge, Cannot Enter Water, Ignore Height, Jinx Immune: Slow, Immobilize Other Attacks: Shadowsnare (Add: Slow on surrounding units), Quickening (+1 Speed on self) Yes. They have a +1 Speed skill. For free. Speed is the Nightcrawler's entire gimmick. They can completely turn the tides of battle by tampering with Speed. That said... they're completely helpless otherwise. They can't buff an ally's Speed, just their own, and against bosses that are immune to Slow, they get picked off easy. And- as with all other Panthers- they're very vulnerable to magic. Nightcrawlers can use Blind when adjacent to Gerard, meaning that they -can- cripple physical units. Using Nightcrawlers is all about how badly you want to use Quickening outside of Arena.  |
MINDFLAYERS Default Attack: Mind Lash (Damage and Confuse to an adjacent unit) Beastmaster Skill: Confuse
Piscodaemon:
Move: 3 Jump: 3 EVD: 30% Innate Abilities: Non-Charge, Move In Water, Critical: Quicken Absorb: Water Immune: Confuse, Berserk, Charm
Other Attacks: Stun, Empathy
Piscodaemons are simple creatures with a simple gimmick: screwing the enemy. Stun cancels impending spells instantly with high accuracy, and Empathy is great after Critical Quicken goes off for some accurate, heavy damage. While not meant for direct battle, they can stay afar and sling their spells with little danger. Thanks to their Water Absorption, they can be healed easily by Seers, and their Squidraken kin.
Squidraken:
Move: 3 Jump: 3 EVD: 30% Innate Abilities: Non-Charge, Move In Water, MA Save Absorb: Water Immune: Confuse, Berserk, Charm
Other Attacks: Torrent (Water damage in a small AoE), Berserk
Squidrakens are able to fill different roles depending on one's party: if you're using a bunch of physical attackers, buff them with Berserk. Fighting mages? Cripple them with Berserk. Need damage? Use Torrent. Have allies who Absorb Water? Heal a ton of HP instantly with Torrent. Much like Piscodaemons, Squidrakens aren't meant for direct combat, but rather, are meant for messing with the enemy's minds- literally- and screwing over mages. Further, the more they're attacked the stronger they become.
Mindflayer:
Move: 3 Jump: 3 EVD: 30% Innate Abilities: Non-Charge, Move In Water, Magic Defense Up, Counter Magic Absorb: Water Immune: Confuse, Berserk, Charm
Other Attacks: Mind Blast (Confuse or Berserk on units in a small AoE), Sleep
Mindflayers are the riskiest of the family to use, but have potentially the biggest payoff. Using Mind Blast they can potentially- keyword: potentially- screw over a unit completely, though the accuracy is risky. Sleep is less risky and will easily put a unit out of the battle, but lacks AoE. Their only real method of direct damage is Counter Magic- which means NOT putting an enemy to Sleep, or Berserking it. Ultimately, Mindflayers work best as a support debuffing unit, with reliable damage. God help the enemy that tries to attack it with magic, though... |
SKELETONS: Default Attack: Stab (Damages and drains a unit's HP) Beastmaster Skill: Zombify
Skeleton:
Move: 4 Jump: 3 EVD: 20% Innate Abilities: Non-Charge, Defense Up, Magic Defense Up, Meatbone Slash Innate Statuses: Undead Weak: Fire, Absorb: Dark Immune: Crystal, Treasure, Poison, Doom, Death, Curse
Other Attacks: Bone Toss (Deals ranged physical damage to a unit), Doom
Skeletons are a combination of the other two skeletons in the family: defensively both physically and magically, though it specializes in neither. They can attack at close and heal themselves, or play it safe and attack from afar, or they can choose to slowly kill a foe with Doom. Ultimately, Skeletons are basic footmen that flat out cannot be slain permanently. Simple, but effective.
Fideliant:
Move: 4 Jump: 3 EVD: 20% Innate Abilities: Non-Charge, Defense Up, Jinx Innate Statuses: Undead Weak: Fire, Absorb: Dark Immune: Crystal, Treasure, Poison, Doom, Death, Curse
Other Attacks: Tremor (MA-based Earth damage in a long line), Brace
Fideliants are designed to attack from afar, and then close in and safely attack when enemies draw close. Using Stab, Fideliants can stay alive for a very long time, with Jinx helping to cripple enemies foolish enough to attack them adjacently. Though Tremor acts very similarly to Vanilla Earth Slash, Fideliants have low MA, and Tremor can be dodged.
Grave Lord:
Move: 4 Jump: 3 EVD: 20% Innate Abilities: Non-Charge, Magic Defense Up, HP Restore Innate Statuses: Undead Weak: Fire, Absorb: Dark Immune: Crystal, Treasure, Poison, Doom, Death, Curse
Other Attacks: Sandstorm (PA-based ranged damage in a small AoE, persevere, with a chance to add Blind), Ward
Grave Lords are foils of Fideliants- PA-based, but having magical defenses. Though Sandstorm can be devastating, this puts the Grave Lord in danger of being midcharged with its (comparatively) weak physical defenses. Using Ward will help keep the Grave Lord alive against magical enemies, but it's crucial to stay wary until Sandstorm blinds physically based foes. |
GHOSTS: Default Attack: Ectoplasm (3 Range, damages and may inflict Undead on a unit) Beastmaster Skill: Death
Ghoul:
Move: 3 Jump: 3 EVD: 40% Innate Abilities: Non-Charge, Float, Teleport, Arrow Guard Innate Statuses: Undead Halve: Wind, Weak: Holy, Absorb: Dark Immune: Crystal, Treasure, Poison, Doom, Death, Curse
Other Attacks: Curse, Putrify
Ghouls- much as all Ghosts do- exist as a magical, supportive foil compared to their Skeleton brethren. Ectoplasm gives you the chance to make an enemy unable to heal (easily), while Curse makes them unable to buff. Putrify allows you to fully heal the HP of any Undead ally- with Skeletons in mind, in particular. Using Ghouls is tricky unless other Undead units are in the party, but if there are, that's when they really shine.
Wraith:
Move: 3 Jump: 3 EVD: 10% Innate Abilities: Non-Charge, Float, Teleport, Blade Grasp Innate Statuses: Undead Halve: Wind, Weak: Holy, Absorb: Dark Immune: Crystal, Treasure, Poison, Doom, Death, Curse
Other Attacks: Raise, Annul (Damages a unit's MP)
Wraiths are a little more universally useful than Ghouls, but lack the high Evasion that other Ghosts have. That said, their innate Blade Grasp makes them practically immune to any bladed weapons, but they're very vulnerable to just about everything else. Raise allows them to act as a rezzer in desperate times- especially since it's instant- while Annul deals damage to a unit's MP. Unfortunately, Wraiths lack much in terms of real damage, meaning that if they're the last unit standing, they're going to be gravely outnumbered.
Revenant:
Move: 3 Jump: 3 EVD: 40% Innate Abilities: Non-Charge, Float, Teleport 2, Damage Split Innate Statuses: Undead Halve: Wind, Weak: Holy, Absorb: Dark Immune: Crystal, Treasure, Poison, Doom, Death, Curse
Other Attacks: Nightmare Touch (Add: Sleep or Doom on an adjacent unit), Blood Oath
Revenants are the only source of Teleport 2 that the player will ever get, making them inherently different from other Ghosts in the family. Unfortunately, this comes at the cost of losing defense to certain attacks and, once again, having no real source of damage. Blood Oath bestows buffs onto Undead units- including itself and allies- which makes up for it, but Nightmare Touch is the only way a Revenant will ever come close to killing anything. That said, Revenants make great distractions early on in a battle, and they won't ever permanently die, making them great meatshields. Being able to move anywhere and potentially Sleep or Doom any unit they want is also useful... just not so much in Lucavi battles. |
LAMIAS: Default Attack: Kiss (Damage to an adjacent unit with a chance to Add: Charm) Beastmaster Skill: Frog
Lamia:
Move: 3 Jump: 3 EVD: 25% Innate Abilities: Non-Charge, Cannot Enter Water, Distribute Immune: Poison, Sleep, Frog, Charm
Other Attacks: Slap (Physical damage and a random debuff to an adjacent unit), Sleep
Lamias are a basic, but potent monster. Lamias are meant to get close to the enemy and then ravage them with their high PA and debuff capabilities. Charm can easily sway the tide of battle, while Sleep can take a unit out of the battle for a prolonged period of time. If you can tolerate their randomness, Lamias can be a good addition to the team in the beginning of the game, where it can be downright amazing. Later on, not so much. Distribute is a good way of helping keep your party alive if the Lamia is damaged and then healed.
Lilith:
Move: 3 Jump: 3 EVD: 25% Innate Abilities: Non-Charge, Cannot Enter Water, Brave Up Immune: Poison, Sleep, Frog, Charm
Other Attacks: Dark Hurricane (Deals 33% Dark/Wind damage to units within 2 AoE of the user), Veil
Liliths are less about debuffing enemies and more about chipping away their HP when they draw close, and supporting allies until then. Veil is free and instant- and is one of the few sources of a free Veil. To that end, Liliths are both good defensively and offensively. Using Brave Up, Liliths can begin to compete with Lamias for damage output on Kiss... but only after it goes off several times. Liliths are hit-or-miss in Lucavi battles. Using Veil, they're great to defend against the myriad statuses they use, but Dark Hurricane flat out won't work on them, and they're immune to Kiss' Charm effect.
Lamia Queen:
Move: 3 Jump: 3 EVD: 25% Innate Abilities: Non-Charge, Cannot Enter Water, Magic Defense Up, Faith Up Immune: Poison, Sleep, Frog, Charm
Other Attacks: Night (Add: Sleep in a small AoE), Poison Frog (Add: Poison and Frog on a single unit)
Lamia Queens are all about inflicting crippling debuffs on the enemy, and are one of the few sources of AoE Sleep that the player can acquire. That said, both Night and Poison Frog are based on Faith, and have very low accuracy. That's where the Lamia Queen's Faith Up ability comes into play. As the battle goes on and the Lamia Queen gets damaged by PW 2.0's myriad Faith-based formulae, her skills become more accurate, meaning that the battle will begin to steer more in your favor. Lamia Queens work great when paired with Devouts, or when you're facing many enemy mages. |
COCKATRICES: Default Attack: Dive (3 Range physical attack) Beastmaster Skill: Slow
Jura Aevis:
Move: 4 Jump: 3 EVD: 35% Innate Abilities: Non-Charge, Cannot Enter Water, Fly, Speed Save
Other Attacks: Float, Wind Slash (Deals PA-based Wind damage to any unit on the map)
Jura Aevises are fairly non-descript creatures with a very good skill: Wind Slash. Wind Slash deals minor Wind damage to -any- unit on the map- great for sniping foes at long distances. Speed Save ensures that when the Jura Aevis does get hit, their turn will come around faster. When facing Earth-based foes and fighting on watery maps, Float helps the party overcome those obstacles. Jura Aevises in general are great for fighting in watery maps, where terrain is a challenge.
Steelhawk:
Move: 5 Jump: 3 EVD: 35% Innate Abilities: Non-Charge, Cannot Enter Water, Fly, Arrow Guard
Other Attacks: Agility (Add: Haste on self and surrounding units), Roost (Fully restores own HP)
Steelhawks are support units, and- much like Panthers and Chocobos- focus on Speed. Agility ensures that the Steelhawk will get many turns where it can Dive on enemies, whereas Roost will ensure that it stays alive to deal decent damage. Simple and to the point, Steelhawks are ridiculously easy to use. Unlike other members of their family, they have 6 Move, allowing them to go wherever they need to go.
Cockatrice:
Move: 3 Jump: 3 EVD: 25% Innate Abilities: Non-Charge, Cannot Enter Water, Fly, Time Slip (Add: Haste on self when damaged)
Other Attacks: Stone Beak (Add: Petrify on an adjacent unit, evadeable), Hide
Cockatrices are glass cannons intended to fly into the enemy army, Petrify a unit, and then fly away, rinse and repeat. They can do this easily with Hide- Stone Beak is otherwise Evadeable, while Hide's Vanish will make it unable to be dodged. Using Hide afterwards will allow the Cockatrice to hide from enemy harm and come back to be healed... and then repeat it all over again. Time Slip is a new Reaction that is also on human jobs that will grant Haste upon being injured. Though Cockatrices fail against hordes of enemies, they can pretty accurately take out single units when properly set up. |
TONBERRIES: Default Attack: Knife (Damages and may Add: Death on an adjacent unit), Stalk (Add: Haste and Vanish on self) Beastmaster Skill: Everyone's Grudge (Deals damage equal to the user's lost HP in a small AoE)
Tonberry:
Move: 2 Jump: 2 EVD: 20% Innate Abilities: Move on Lava, Move on Water, Ignore Height, HP Restore
Other Attacks: Lantern (Deals damage to a single foe and may Add: Curse)
You can't run. You can't hide. Even with only 2 Move, a Tonberry with its sights set on you will find and kill you. It's inevitable. Stalk grants Haste and Vanish, making the Tonberry all the more deadly and speedy, hastening you to your grave. No terrain can stop them, but they're particularly vulnerable to being debuffed. Lantern gives them a ranged option, though it's not very powerful. Curse is, however, a very dangerous status, and it's one that can easily wreck any sort of defense against a Tonberry's actions.
Don Tonberry:
Move: 2 Jump: 2 EVD: 20% Innate Abilities: Move on Lava, Move on Water, Ignore Height, Critical Quick
Other Attacks: Karma (Deals damage to a unit equal to lost HP)
Don Tonberries are much like regular Tonberries, but they trade in a ranged attack for the melee Karma, which deals damage equal to lost HP- a dangerous skill, considering that Don Tonberries have some of the highest HP in the game. However, this makes them completely harmless until they get adjacent to an ally. Ultimately, Don Tonberries have much higher destructive potential, but they require a lot of work to get them to be as dangerous as possible.
Tonberry Shade:
Move: 2 Jump: 2 EVD: 20% Innate Abilities: Move on Lava, Move on Water, Ignore Height, Meatbone Slash
Other Attacks: Voodoo (Deals damage to an adjacent unit equal to their current MP)
Found only in the bowels of Deep Dungeon, Tonberry Shades are the opposite of Tonberries: lethal to bosses, but not so much regular units. Voodoo will almost assuredly deal 999 damage to any ??? unit, but, again, the Tonberry Shade needs to be within melee distance to use it. |
ADAMANTOISES: Default Attack: Sonic Spin (Physical damage to units 2 AoE around the user) Beastmaster Skill: Veil
Adamantoise:
Move: 3 Jump: 2 EVD: 0% Innate Abilities: Non-Charge, Cannot Enter Water, Defense Up, Counter Innate Statuses: Protect Absorb: Earth
Other Attacks: Protect, Steelguard
Adamantoises are very simple creatures: they're ridiculously tanky units, but only against certain things. That said, they have very high HP to make up for their lack of protection against debuffs and lack of evasion. Adamantoises in particular focus on physical defense: it takes a great deal of brute force to bring one down- or a well aimed spell, with Poison or Imperil to soften them up.
Mistoise:
Move: 3 Jump: 2 EVD: 0% Innate Abilities: Non-Charge, Cannot Enter Water, Magic Defense Up, Counter Magic Innate Statuses: Shell Absorb: Earth
Other Attacks: Shell, Mediguard
Mistoises are the magic-based variants of Adamantoises, with a twist: they can imbue themselves with Regen, making them a little more tanky to make up for physical attacks being more common and easy to use. As with Adamantoises, they have very high HP, but no evasion. Poison and Imperil are again quite useful!
Shaolong Gui:
Move: 3 Jump: 2 EVD: 20% Innate Abilities: Non-Charge, Cannot Enter Water, Damage Split Innate Statuses: Regen Absorb: Earth
Other Attacks: Wall, Stonefall (PA-based Earth damage in a large AoE)
Though not as tanky as Adamantoises and Mistoises, Shaolong Guis are an offense oriented version of them. Stonefall deals damage in a wide AoE- and it can heal the Shaolong Gui and other Adamantoise creatures. Wall can be cast on either itself or other allies to make up for its lack of defense, or it can be cast on other Adamantoises to make up for the buff they don't have. Its high HP and Regen ensures it stays alive, making it a tank with great defense and offensive capabilities. |
WEREWOLVES Default Attack: Rending Claw (Deals physical damage to an adjacent unit and may cancel Protect, Shell, Reflect, Veil, and Defending) Beastmaster Skill: Scream
Werewolf:
Move: 4 Jump: 3 EVD: 20% Innate Abilities: Non-Charge, Cannot Enter Water, Defense Up, Hamedo Immune: Silence
Other Attacks: Taunt, Berserk
Werewolves are all about using Hamedo to force enemies to attack themselves. Berserk is best used until the Werewolf gets close to its prey, and Taunt to Immobilize a unit that's standing next to it until the enemy gets clawed to death thanks to its own stupidity. Defense Up and a high HP total keeps the Werewolf alive just in case, though it tends to fail against foes immune to Berserk.
Weremage:
Move: 3 Jump: 3 EVD: 30% Innate Abilities: Non-Charge, Cannot Enter Water, Magic Defense Up, MA Save Immune: Silence
Other Attacks: Silence, Demi (Deals 50% Dark damage to a single unit)
Weremages are different from their kin- they have 1 Move less (to make sure the AI doesn't run into units), but gain 10% EVD. Weremages are also the only units in the game to get Vanilla Demi, though it's been slightly altered to be more balanced against boss units. MA Save ensures that Silence and Demi get more accurate with each attack taken. Ultimately, Weremages are meant as offensive casters, and can easily shut enemy mages down.
Werewolf Overlord:
Move: 4 Jump: 3 EVD: 20% Innate Abilities: Non-Charge, Cannot Enter Water, Attack Up, PA Save Immune: Silence
Other Attacks: Howl (Cancel: Buffs on all enemies), Blitz
Werewolf Overlords are dangerous, dangerous enemies. You can't buff while they're on the field or they'll instantly- and accurately- remove them from everyone. Attacking them directly is also dangerous, as that will increase their already high PA. They're intended as brutal physical attackers, and that's exactly what they do. No gimmicks, no tricks, just decimation. |
MALBOROS: Default Attack: Tentacle (Damages an adjacent unit and may Add: Poison) Beastmaster Skill: Bio II
Malboro:
Move: 3 Jump: 3 EVD: 10% Innate Abilities: Non-Charge, Move on Water, HP Restore Immune: Poison
Other Attacks: Poison, Regen
Instant-casting Poison and Regen are the Malboro's specialty, while groping enemies for somewhat-heavy PA-based damage. Though they're not fancy, having instant Poison is a godsend, as it persists past death, and Regen is great to keep the high-HP Malboro alive. Again, not a fancy monster, but a very resilient one.
Ochu:
Move: 3 Jump: 3 EVD: 10% Innate Abilities: Non-Charge, Move on Water, Defense Up, Jinx Immune: Poison
Other Attacks: Entangle (Add: Immobilize on surrounding units), Ochu Dance (Deals 5% Dark damage and Add: Poison on all foes within 3 AoE of the Ochu, perseveres every 10 CT)
Ochus are all about snaring their prey and sapping their strength. Their innate Defense Up protects them from midcharge damage, allowing them to rush into enemies and dance away at ease without fear of unnecessary damage. Entangle assures that enemies won't be able to escape, and when teaming up with Harbingers and other similar units, ensures that the enemy won't be able to escape at all.
Great Malboro:
Move: 3 Jump: 3 EVD: 10% Innate Abilities: Non-Charge, Move on Water, Catch Immune: All Debuffs
Other Attacks: Bad Breath (Add: Random Debuff on surrounding units), Malboro Spores (Turns an ally into a Malboro... whyever you'd want to do that)
Great Malboros have a sucky Reaction in exchange for a great passive: immunity to every debuff in the game. Bad Breath punishes anyone close to it, and Malboro Spores is there because why not. Great Malboros have high PA, allowing them to actually deal decent damage with their Tentacle attack, with the Poison proc there to help. Ultimately, Great Malboros are a debuff tank in a world where debuffs are ridiculously common, but lack the damage output of the other Malboro types. |
FLANS: Default Attack: Slime (3 Range physical damage with a chance to Add: Silence) Beastmaster Skill: Regen
Flan:
Move: 3 Jump: 3 EVD: 10% Innate Abilities: Non-Charge, Move on Water, Defense Up, Time Slip Innate Statuses: Protect, Regen
Other Attacks: Flash (Chance to Add: Blind within 2 AoE of the user), Pacifying Shock (Thunder Elemental damage that stops at an obstacle, may Add: Stop)
Flans are physical tanks, able to shake off physical attacks at will. Flash aids in their defense of physical attacks, while Pacifying Shock assists them in, well, pacifying physical (and magical!) threats. Though their MA is low, Flans can be ridiculously annoying to fight, and once they're Hasted, they may be able to Stop, Silence, or Blind many of your units, making it difficult to kill them.
Flanitor:
Move: 3 Jump: 3 EVD: 10% Innate Abilities: Non-Charge, Move on Water, Defense Up, Dragon Spirit Innate Statuses: Protect Initial Statuses: Reraise
Other Attacks: Rescue (Heals all allies within 2 AoE of the user, based on MA), Esuna
Flanitors are the ultimate healers, though they lack any real means to deal damage. Having one in the party is a great way to ensure that your party stays rid of nasty debuffs and HP damage. Not much else to say, other than Flanitors being great in any party.
Foobar:
Move: 3 Jump: 3 EVD: 10% Innate Abilities: Non-Charge, Move on Water, Defense Up, MP Switch Innate Statuses: Protect Immune: All Debuffs
Other Attacks: Toxify (Add: Poison in a large AoE, very accurate), Reflect
Foobars are random- but lethal- monsters that share the Great Malboro's penchant for resisting debuffs, making them all the more annoying. Foobars specialize in Poison damage to kill their foes, while using Reflect to safeguard the party- and themselves and other Flan monsters, making them nearly invincible. |
DRAGONS: To be decided. HYDRAS: To be decided.
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!" |
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