Dream Weaver |
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- Role(s): Damage Dealer/Offense Support/Defense Support/Healer
- Water Zone enabler.
- available from his Valor Chant but also once at battle-start as Awakened Water Zone if you have a full Water personality frontline (including himself).
- Exceptionally high (2560%) all-target damage multiplier potential, based on number of Water moves the party's used, but only as a counterattack.
- the counterattack also comes with 50% HP and 50 MP party heals.
- the skill that activates the Counter state also buffs his Type Resistance by 50% and guarantees Rage on all enemies for 3 turns.
- if used in Awakened Water Zone, this skill also grants him Knockback Immunity.
- Can activate Songs that reduces damage taken by the party by 30%, and increases party SPD, LCK and PWR or INT by 60.
- these skills also grant him Cover, allowing him to turn all-target attacks from enemies into single-target attacks with doubled damage that only hit him.
- If used in Awakened Water Zone, the stats gained are doubled to 120 and he will also use his Counter setup skill right afterwards.
- Can grant the party HP Shields equal to 20~50% of his HP and reduce their MP Consumption by 20~50% with a single skill, based on the number of Water personality characters in the frontline.
- Can grant the party a Water Type Attack buff and enemies a Water Type Resistance debuff by 35~50% each, with a Water skill, based on the number of Water personality characters in the frontline.
Can provide a couple of quality utilities to Water Zone, in early Water AZ and Cover access, but may require a lot of effort to actually survive with Cover up. Damage potential is naturally inconsistent due to dependence on counterattacking. Notably does not have access to a way to easily guarantee criticals for his counterattack on his own, due to his weapon type. Also unable to generate AF gain while his Song/Cover is up.
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