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Anguished One.png
I ponder, I feel, I desire... Shining One, who are you?
~ The Anguished One to the Shining One

Power and Stats

Tier: 1-A | 1-A | 1-A

Name: Anguished One, Alcor, Ai Saiduq, Ure-tan, Angy

Origin: Shin Megami Tensei: Devil Survivor 2

Gender: Male

Age: Unknown. Existed before mankind.

Classification: Alien, Septentrione, Sword of Polaris, Administrator

Powers and Abilities:

Superhuman Physical Characteristics, Genius Intelligence, Power Mimicry, Power Absorption, Clairvoyance, Information Analysis, Data Manipulation, Fusionism, and Summoning via the Demon Summoning App (Can copy or remove a foes ability after defeating them, fuse and summon demons and see someone's death in the future with the App), Social Influencing (Stated by Yamato to bring out the strength of his friends with his presence and words. Hinako feels at ease in his presence), Accelerated Development and Reactive Evolution (Battle, Leveling, and Training; Physical Stats, Magic, and Improved Resistances. Humans are able to get more powerful after defeating strong demons or even as they are in the middle of battle, even against opponents ontologically superior to them, are able to grow massively in strength in the span of merely a day's time or less, either through resolve, the threat of death, or training, or the bonds they hold dear), Observation (Type 1; Observation is a power intrinsic to human souls, with the power to manipulate the world), Non-Physical Interaction, Durability Negation, Healing Nullification, Immortality Negation (Type 2, 3, and 7), and Invulnerability Negation (Capable of interacting with Demons, which are invisible beings comprised of data and information, the fulcrum of the entire verse proper, a concept synonymous to souls, minds, and even concepts. Even entities devoid of time and space, and nonexistent bodies such as The White can be struck down. Can completely negate their invulnerability to conventional weaponry, and the requirement of needing to be on a specific informational frequency to harm, as well as Septentriones, which require spiritual attacks to harm, and as well as killing undead beings and regenerative entities, such as Nagas and Blobs), Existence Erasure (Threatened to erase Bifrons)

Elemental Manipulation (Can emit and control Fire, Air, Lightning, Ice, and Absolute Zero), Resistance Negation and Existence Erasure (Can use Almighty Attacks, which bypass all barriers and reflectors, invulnerability, and resistances. Can even negate an opponents resistance to resistance negation with Pierce. Almighty attacks are able to hurt someone wielding the Omnipotent Orb, which bends the rules of reality to defend the user from attacks, and Reason Bearers, who are able to enforce rules into reality to protect themselves from attacks. The Megi- line of spells is capable of obliterating opponents with a light that erases them "beyond death"), Healing & Resurrection (Can heal himself, and allies with Dia skills. Can revive allies with Recarm skills), Statistics Amplification and Reduction (Can drastically increase his attack to where casual attacks do fatal damage, increase his defense to the point where devastating attacks become hindrances, and increase his speed to blitz opponents he was previously on par with. Can decrease his opponents attack to the point where stomps become fair fights, stone wall defenses can be damaged, and blitzes become equalized in speed), Damage Boost and Damage Reduction (Can increase the strength of his attacks with Boost and Amp skills, and reduce damage with Race-D skills), Instinctive Reaction (Can automatically avoid Physical Attacks with Dodge), Limited Invulnerability (Can survive one fatal blow with one HP), Forcefield Creation and Attack Reflection (Can reflect Physical Skills with Tetrakarn, and Magic Skills with Tetrakarn), Life and Magic Absorption (Can absorb an opponent's vitality and magic reserves), Mind and Status Effect Inducement (Can directly attack the mind of his opponents. Hibiki can paralyze, petrify, curse, charm, poison, and make his opponents forget their abilities), Power Nullification (Can prevent passive abilities from activating with Null Auto)

Various Human Affinities (Resistance, Invulnerability, Reflection and Absorption of Physical and Gun-based attacks, Fire, Ice, Electricity, Wind, Energy, Curse, Darkness, Holy, Mind, Light, Death, and Status Effect Inducement), Fusionism, Absorption, Possession and Existence Erasure (Should be similar to Flynn and Aleph), Conceptual Manipulation / Information Manipulation / Mind Manipulation / Soul Manipulation (Frequently does battle against Demons, who affect their targets on all of the above levels with every attack, often withstanding numerous strikes from them and emerging victorious through brute force alone), Fate Manipulation and Curse Manipulation (Like the other protagonists, he is likely able to fight and defeat White Rider, the abstract embodiment of victory and conquest whose crown assures his success in all battles and wars. Unbothered by interactions with Pisacas, which fate humans to die in the span of nine months), Disease Manipulation, Probability Manipulation, Madness Manipulation and Chaos Manipulation (Unaffected by the act of looking into Girimehkala's eye, which inflicts incurable sickness and misfortune into individuals, and by the gaze of Yakkha, which is said to inflict disease and madness), Petrification and Poison Manipulation (Can easily do battle against Basilisk and Cockatrice, both of whom turn normal people into stone simply by being touched or looked at, and have a gaze and breath so poisonous that any mortal being near them instantly dies, turning their surroundings into a desert), Life and Death Manipulation (Can fight Liches, whose presence drains the life of those who see them, and is not affected by Balor's gaze, which instantly kills enemies, and Chatterskull's laughter, which dooms whoever hears it to death, immediately stopping their heart)

The same, on an immensely higher level, plus: Precognition, Cosmic Awareness, Information Analysis, and Clairvoyance (Capable of fighting and defeating Polaris, Arcturus, and Canopus, all who observe multiple timelines), Pain Manipulation (Was able to endure the collective pain of his entire party being brought onto him)

Various Demon Affinities and Cognitive Physiology (Invulnerability, Reflection and Absorption of Physical and Gun-based attacks, Fire, Ice, Electricity, Wind, Energy, Curse, Darkness, Holy, Mind, Light, and Death)

All previous abilities unfathomably enhanced, plus: Immortality (Types 1 and 9; Administrators such as Polaris have lived hundreds of years, and exist on another plane of existence), Transduality (Stars are existences beyond the duality of data and material form in their true form, and the data forms they do have are purely those made from information stored on the Akashic Record), Reality Warping, Spatial Manipulation, and Time Manipulation (Can completely reset the Multiverse by editing the Akashic Records, on a level which affects even voids of nothingness devoid of any concepts), Conceptual Manipulation (Type 1; Is capable of rewinding and administrating time on a multiversal scale, affecting even voids of complete nothingness which consume concepts and ideas), Void Manipulation (Capable of controlling the Void, a vacuum of absolute nothingness which swallows and erases anything that comes in contact with it, including concepts), Information Manipulation (Capable of controlling the information that comprises all things on a fundamental level, and the Akashic Records, which contains even absolute nothingness devoid of any concepts such as The Void, is his to control through the Astrolabe), Fate Manipulation and Causality Manipulation (Controls and defines the events of multiple alternate universes, and is capable of deciding their fates), Information Analysis, Precognition, Clairvoyance, and Cosmic Awareness (As an Administrator, Alcor should be able to observe every piece of data with multiple timelines, and predict their events))

All previous abilities on an insurmountable scale, plus: Abstract Existence (Type 1 for the factors, as the Four Prime Factors are in and of themselves Space, Heat, Gravity, and Time, and encompass all things), increased Durability Negation, Resistance Negation, Reality Warping, Time Manipulation, Heat Manipulation, Gravity Manipulation, Spatial Manipulation, Void Manipulation, Fire Manipulation, Conceptual Manipulation, Power Nullification, Curse Manipulation, Petrification, Electricity Manipulation, Durability Negation, Paralysis Inducement, Holy Manipulation, Ice Manipulation, Sleep Manipulation, Air Manipulation, Absorption, Dream Manipulation, Poison Manipulation, Empathic Manipulation, Death Manipulation, Sealing, Memory Manipulation, Attack Reflection, Darkness Manipulation, Mind Manipulation, Reality Warping, Fate Manipulation, Causality Manipulation, Physics Manipulation, Soul Manipulation, Information Manipulation, Matter Manipulation, Law Manipulation, Memory Manipulation, Technological Manipulation, Data Manipulation, Probability Manipulation, Chaos Manipulation, Light Manipulation, Energy Manipulation, Elemental Manipulation, Existence Erasure, Illusion Creation, Telepathy, Transmutation, Telekinesis, Water Manipulation, Magic, Disease Manipulation, Fusionism, Information Analysis, Precognition, Magnetism Manipulation and many more (With the Four Prime Factors, she encompasses everything in the DeSu2 multiverse and can use it to attack foes, with their blows always being the most effective due to being “everything”, with all their attacks being comparable to “water dousing fire” on a much higher level, allowing them to always defeat a foe in a single blow), Invulnerability and Immunity to Time Manipulation, Heat Manipulation, Gravity Manipulation, Spatial Manipulation, Void Manipulation, Fire Manipulation, Conceptual Manipulation, Resistance Negation, Power Nullification, Curse Manipulation, Petrification, Statistics Reduction, Status Effect Inducement, Sleep Manipulation, Ice Manipulation, Electricity Manipulation, Durability Negation, Paralysis Inducement, Holy Manipulation, Air Manipulation, Absorption, Dream Manipulation, Poison Manipulation, Empathic Manipulation, Death Manipulation, Sealing, Memory Manipulation, Attack Reflection, Darkness Manipulation, Mind Manipulation, Reality Warping, Fate Manipulation, Causality Manipulation, Physics Manipulation, Soul Manipulation, Information Manipulation, Matter Manipulation, Law Manipulation, Memory Manipulation, Technological Manipulation, Data Manipulation, Probability Manipulation, Chaos Manipulation, Light Manipulation, Energy Manipulation, Elemental Manipulation, Existence Erasure, Illusion Creation, Telepathy, Transmutation, Telekinesis, Water Manipulation, Magic, Disease Manipulation, Fusionism, Information Analysis, Precognition, Magnetism Manipulation, and many more (With the Four Prime Factors, nothing known in the Devil Survivor multiverse can harm or affect them in any capacity, as it is merely like “fire trying to burn fire”)

Attack Potency: Outerverse level (Exists as the Sword of Polaris, and the final and strongest Septentrione) | Outerverse level (Contributed to the defeat of Polaris) | Outerverse level (As an Adminstrator, Alcor is comparable to Polaris, and capable of undoing the damage done to the world by the void) | Outerverse level (Contributed to the defeat of Car Caroli) | Outerverse level (Defeated Canopus, Divine Order of the Universe, and stole his factors)

Speed: Irrelevant | Omnipresent (As an Adminstrator, Alcor becomes the entire multiverse, as a formless entity), Irrelevant otherwise | Irrelevant | Irrelevant

Lifting Strength: Immeasurable

Striking Strength: Outerversal | Outerversal | Outerversal | Outerversal

Durability: Outerverse level (Can fight the Late-Game JPs cast) | Outerverse level | Outerverse level (Capable of fighting Car Caroli) | Outerverse level (Tanked a hit from Canopus)

Stamina: Limitless, as an alien

Range: Outerversal with Demons | Outerversal with the Akashic Records |

Standard Equipment: Demon Summoning Program | Demon Summoning Program, Four Prime Factors

Intelligence: Supergenius (The creator of the Demon Summoning Program, and responsible for things such the creation of fire, and knowledgeable on the multiverse as a whole, and the dozens of timelines under the control of the Records. Created the updated Skill Crack that allowed JPs to steal Canopus' factors)

Weaknesses: The Anguished one is weak to Physical attacks and wind-based attacks in his true form, Chaos Stir cannot reflect the attacks that have been reflected for the second time (For example: Attacks Alcor with a physical attack will automatically activate the Chaos Stir, which will reflect any attack back to the user, but if the users can also reflect the physical attack, the attack will be bounce back to Alcor, but this time, Chaos Stir cannot reflect it) | None

Notable Attacks/Techniques:

Buffs and Debuffs: A set of skills that, as the name implies, allows the caster to greatly amplify their own physical attributes and reduce that of their foes, thus allowing one to stand up to much stronger opponents by closing or even reversing the gap in power between them. Outside of gameplay limitations, they can be stacked indefinitely, and sufficient usages of buffs allow the caster to survive attacks that would otherwise obliterate them with only minor injuries and amplify their speed to the point of completely outspeeding opponents that could previously predict all of their movements, while debuffs have a directly proportional effect on the enemy's statistics.

  • Tarukaja: Increases both his own attack power and that of allies by one rank.
  • Makakaja: Increases both his own magical power and that of allies by one rank.
  • Rakukaja: Increases both his own defensive abilities and that of allies by one rank.
  • Sukukaja: Increases both his own speed and that of allies by one rank.
  • Dekunda: Nullifies all negative statistic modifications inflicted upon herself and allies.
  • Luster Candy: Increases all statistics of an entire party (Strength, speed and durability) by one rank.
  • Debilitate: Decreases all statistics of an entire party (Strength, speed and durability) by one rank.

Almighty Attacks: The highest class of spells in the Megami Tensei franchise, consisting largely of powerful non-elemental attacks that have the special property of completely bypassing any resistances or immunities that a target may possess, be them innate or magically enforced, with the latter of which including anything from reflective barriers to items that distort the very laws of the universe in order to protect the user from all forms of damage, and they are likewise unable to blocked, drained or generally defended against.

  • Megidolaon: Unleashes a wave of destructive energy which deals heavy damage to all foes, tapping into the pale light of divinity that reigns over destruction itself and engulfing them in "the complete annihilation beyond death."

  • Extra Cancel: Inflicts light Physical damage on one enemy, removes its Extra Turn, and bestows an Extra Turn to the user if the target had an Extra Turn.
  • Snipe: Inflicts light unavoidable Physical damage on one enemy.
  • Fatal Strike: Inflicts heavy unavoidable Physical damage on one enemy, but cannot kill it unless it has 1 HP.
  • Anger Hit: Guaranteed critical hit on one enemy, with 50% accuracy. Deals reduced damage.
  • Power Hit: Inflicts heavy Physical damage on one enemy.
  • Mighty Hit: Guaranteed critical hit on one enemy.
  • Final Hit: Reduces user's HP to 1, then inflicts that much Almighty damage on one enemy.
  • Piercing Hit: Inflicts moderate Physical damage on one enemy. Cannot be resisted, nulled, or absorbed.
  • Holy Strike: Inflicts Strength-relative Almighty damage on one enemy.
  • Brutal Hit: Inflicts HP-dependent Physical damage on one enemy.
  • Hassohappa: Inflicts HP-dependent Physical damage on all enemies.
  • Multi-Hit: Inflicts light Physical damage to one enemy 2-7 times. Number of hits depends on how much more Agility the user has than the target.
  • Assassinate: Inflicts heavy Physical damage on one enemy. Ignores ally defense bonus and deals increased damage when used against enemy team leaders.
  • Mow Down: Inflicts moderate Physical damage on all enemies.
  • Berserk Strike: Inflicts HP-dependent Physical damage on random targets. Hits 2-5 times total, max 3 times on one enemy.
  • Multi-Hit: Inflicts light Physical damage to one enemy 2-7 times. Number of hits depends on how much more Agility the user has than the target.
  • Multi-Strike: Inflicts light Physical damage to all enemies 2-7 times. Number of hits depends on how much more Agility the user has than the target.
  • Weak Kill: Inflicts moderate Physical damage on one enemy with increased power if the target is suffering from an ailment.
  • Death Call: Instantly kills all enemies suffering from Poison, Paralyze, Stone, or Charm ailment.

  • Nigayomogi: Moderate chance of inflicting Poison ailment to all enemies.
  • Paral Eyes: Moderate chance of inflicting Paralyze ailment to all enemies.
  • Sexy Gaze: Moderate chance of inflicting Charm ailment to all enemies.
  • Marin Karin: High chance of inflicting Charm ailment to one enemy.
  • Petra Eyes: Moderate chance of inflicting Petrify ailment to all enemies.
  • Gigajama: High chance of inflicting Forget ailment to one enemy.

  • Agi: Inflicts light Fire damage on one enemy.
  • Agidyne: Inflicts heavy Fire damage on one enemy.
  • Fire Dance: Inflicts Magic-relative Fire damage on random targets. Hits 2-5 times total, max 3 times on one enemy.
  • Maragi: Inflicts light Fire damage on all enemies.
  • Maragidyne: Inflicts heavy Fire damage on all enemies.
  • Inferno: Inflicts heavy Fire damage on self, allies and enemies.
  • Bufu: Inflicts light Ice damage on one enemy.
  • Bufudyne: Inflicts heavy Ice damage on one enemy.
  • Ice Dance: Inflicts Magic-relative Ice damage on random targets. Hits 2-5 times total, max 3 times on one enemy.
  • Mabufu: Inflicts light Ice damage on all enemies.
  • Mabufudyne: Inflicts heavy Ice damage on all enemies.
  • Zio: Inflicts light Electric damage on one enemy.
  • Ziodyne: Inflicts heavy Electric damage on one enemy.
  • Elec Dance: Inflicts Magic-relative Electric damage on random targets. Hits 2-5 times total, max 3 times on one enemy.
  • Mazio: Inflicts light Electric damage on all enemies.
  • Maziodyne: Inflicts heavy Electric damage on all enemies.
  • Zan: Inflicts light Force damage on one enemy.
  • Zandyne: Inflicts heavy Force damage on one enemy.
  • Force Dance: Inflicts Magic-relative Force damage on random targets. Hits 2-5 times total, max 3 times on one enemy.
  • Mazan: Inflicts light Force damage on all enemies.
  • Mazandyne: Inflicts heavy Force damage on all enemies.
  • Holy Dance: Inflicts Magic-relative Almighty damage on random targets. Hits 2-5 times total, max 3 times on one enemy.
  • Megido: Inflicts moderate Almighty damage on all enemies.
  • Megidolaon: Inflicts heavy Almighty damage on all enemies.
  • Drain: Steals HP and MP from one enemy.
  • Judgement: Inflicts Curse damage on all enemies equal to about half their current HP.
  • Life Drain: Steals HP from one enemy. Power increases at lower HP.
  • Tetrakarn: Reflects one Physical attack for each team member.
  • Makarakarn: Reflects one non-Almighty magic attack for each team member.

  • Leader Soul: If a team member would take a mortal blow, and the damage is less than the leader's current HP, the equipping leader will take the hit instead. Cannot be set onto demons.
  • +Poison: Physical attacks may inflict the Poison ailment.
  • +Paralyze: Physical attacks may inflict the Paralyze ailment.
  • +Stone: Physical attacks may inflict the Petrify ailment.
  • +Forget: Physical attacks may inflict the Forget ailment.
  • Drain Hit: Physical hits restore HP equal to 25% of damage done.
  • Life Bonus: Max HP +10%.
  • Life Surge: Max HP +30%.
  • Life Stream: Max HP +50%.
  • Mana Bonus: MP +10%.
  • Mana Surge: MP +30%.
  • Mana Stream: Max MP +50%.
  • Spirit Gain: Max HP and MP +20%.
  • Hero Aid: Critical rate +25%.
  • Ares Aid: Critical rate +50%.
  • Crit Up Strike: Increases damage dealt by critical hits by 50%, making the critical multiplier x2 instead of x1.5.
  • Quick Move: Increases speed during a skirmish.
    • Swift Step: Greatly increases speed during a skirmish.
  • Attack All: Regular attack hits all enemies. Compatible with Double Strike and Ultimate Hit.
  • Double Strike: Converts regular attack into Double Strike, which adds a small attack (25% damage) in addition to the regular attack. If combined with Ultimate Hit, the attack becomes Twin Ultimate. Compatible with Attack All and Ultimate Hit.
  • Extra Bonus: Increases chance of removing Extra Turns. Neutral-hitting attacks by the user may randomly gain or remove Extra Turns.
  • Preserve Extra: Reduces chance of character's Extra Turns being removed. Neutral-hitting attacks by the user may randomly gain or remove Extra Turns.
  • Pierce Phys: Physical attacks cannot be resisted, nullified, or absorbed.
  • Counter Phys: Low chance of retaliating when struck with a physical attack.
  • Retaliate Phys: Moderate chance of retaliating when struck with a physical attack.
  • Avenge Phys: High chance of retaliating when struck with a physical attack.
  • Dual Shadow: 5% chance of the character repeating the attack they just performed.
  • Extra One: The character always has an Extra Turn in battle.
  • Phys Up: Physical damage +10%.
  • Phys Boost: Physical damage +20%.
  • Phys Amp: Physical damage +50%.
  • Fire Boost: Fire damage +20%.
  • Fire Amp: Fire damage +50%.
  • Ice Boost: Ice damage +20%.
  • Ice Amp: Ice damage +50%.
  • Elec Boost: Elec damage +20%.
  • Elec Amp: Elec damage +50%.
  • Force Boost: Force damage +20%.
  • Force Amp: Force damage +50%.
  • Grimoire: Greatly increases chance of inflicting status ailments.
  • Race-O: Damage done to an opponent of the same race as the character +50%.
  • Race-D: Damage taken from an opponent of the same race as the character -50%.
  • Ultimate Hit: Converts regular attack to Ultimate Hit, which has the Almighty attribute. If combined with Double Strike, the attack becomes Twin Ultimate. Compatible with Double Strike and Attack All.
  • Anti-Phys: Resists damage from Physical attacks.
  • Anti-Fire: Vi5 Resists damage from Fire attacks.
  • Anti-Ice: Resists damage from Ice attacks.
  • Anti-Elec: Resists damage from Electric attacks.
  • Anti-Force: Resists damage from Force attacks.
  • Anti-Curse: Resists damage from Curse attacks, reduces chance of suffering from Curse-based ailments.
  • Anti-Most: Resists damage from all attacks and Curse-based ailments except for Physical and Almighty attacks.
  • Anti-All: Resists damage from all attacks and Curse-based ailments except Almighty attacks.
  • Null Phys: Provides immunity to Physical attacks.
  • Null Fire: Provides immunity to Fire attacks.
  • Null Ice: Provides immunity to Ice attacks.
  • Null Elec: Provides immunity to Electric attacks.
  • Null Force: Provides immunity to Force attacks.
  • Null Curse: Provides immunity to Curse attacks and Curse-based ailments.
  • Phys Drain: Absorbs Physical attacks.
  • Fire Drain: Absorbs Fire attacks.
  • Ice Drain: Absorbs Ice attacks.
  • Elec Drain: Absorbs Electric attacks.
  • Force Drain: Absorbs Force attacks.
  • Phys Repel: Reflects Physical attacks.
  • Fire Repel: Reflects Fire attacks.
  • Ice Repel: Reflects Ice attacks.
  • Elec Repel: Reflects Electric attacks.
  • Force Repel: Reflects Force attacks.
  • Anti-Ailment: Reduces chances of suffering from any ailment.
  • Anti-Almighty: Reduces damage taken from Almighty attacks.
  • Endure: Withstand one fatal blow once per skirmish with 1 HP remaining.
  • Dodge: Increases evasion against Physical attacks.
  • Watchful: Character gains a small additional portion of EXP earned by the main character while not assigned to a team.
  • Vigilant: Character gains 96% (Demons gain 80%) of EXP earned by the main character when not assigned to a team; Character gains 120% EXP when deployed in combat.
  • Moneybags: Team gains 20% more Macca after each skirmish.
  • Life Aid: 10% max HP is restored at the end of every skirmish.
  • Life Lift: 20% max HP is restored at the end of every skirmish.
  • Mana Aid: 10% max MP is restored at the end of every skirmish.
  • Victory Cry: 25% max HP and 13% max MP is restored at the end of every skirmish.

  • Blitzkrieg: Offense +25%.
  • Weaken: Enemy defense -25%.
  • Debilitate: Enemy hit rate, evasion, and defense -25%.
  • Hustle: Hit rate and evasion +25%.
  • Fortify: Defense +25%.
  • Tailwind: Agility +5.
  • Wall: Tetrakarn at the start of the skirmish.
  • Barrier: Casts Makarakarn at the start of the skirmish.
  • Strengthen: Neutralizes all elemental weaknesses within the team.
  • Ban Phys: Cancels the first Physical attack during the skirmish.
  • Ban Fire: Cancels the first Fire attack during the skirmish.
  • Ban Ice: Cancels the first Ice attack during the skirmish.
  • Ban Elec: Cancels the first Elec attack during the skirmish.
  • Ban Force: Cancels the first Force attack during the skirmish.
  • Ban Curse: Cancels the first Curse attack during the skirmish.
  • Rage Soul: Doubles damage output, but normal attack can only be selected.
  • Pierce+: Team members gain Pierce.
  • Full Might: Casts Might Call at the start of the skirmish.
  • Marksman: Physical attacks cannot miss.
  • Grimoire: Team members gain Grimoire.
  • Desperation: Team gains speed bonus in battle, but loses all initial Extra Turns.
  • Null Auto: Prevents enemy Auto Skills from activating.
  • Battle Aura: Blocks all attacks that do 50 damage or less per hit.
  • Endure+: Team members gain Endure.
  • Magic Yang: MP costs for both teams halved.
  • Magic Yin: Magic damage by team +50%, but MP costs are doubled and Physical attacks cannot be made.
  • Health Save: HP costs for both teams reduced by 75%.
  • Alter Pain: Team members regenerate a small amount of MP relative to the damage they have taken.
  • Revive: Casts Recarm on any fallen team members at the start of the skirmish.
  • Healing: Casts Media at the start of the skirmish if any team members are injured.
  • Rejuvenate: Casts Diarahan on a heavily injured team member at the start of the skirmish.
  • Grace: Casts Prayer at the start of the skirmish if any team members are heavily injured or suffering from an ailment.

  • Key: Alcor the Septentrion | As an Administrator | Triangulum Arc | With Canopus's Four Prime Factors

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

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