Assist (Dissidia 012) and EX (Dissidia 012): Difference between pages

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(→‎Side by Side (スタンドバイミー): Removed japanese name from title, moved it below heading.)
 
(→‎EX Break: Added info)
 
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[[Category:Dissidia 012 Final Fantasy]]
EX is a gameplay mechanic that was introduced in Dissidia Final Fantasy (PSP) and retained in Dissidia 012. It is a resource that enables mechanics exclusive to it, EX mode and EX Revenge (012 only).
Assist is a new mechanic introduced in Dissidia 012, allowing players to equip a character with a secondary character to perform a pre-determined attack at will by pressing L+Circle (1 bar) or L+Square (two bars). The inputs are context sensitive, performing an attack when the player has free control or during an attack or escaping from an attack while being staggered or under attack.


<br>Every playable character has an assist version of themselves, except Feral Chaos. Aerith is only accessible as an assist character and is unlocked by importing a save data from a paid demo "Dissidia 012 [duodecim] Final Fantasy Prologus". Each character has a set of moves that cannot be customised, one ground bravery, one aerial bravery, one ground HP and one aerial HP. The attack type is determined by the spent assist bar as well as the player's or opponent's position, position referring to being grounded or airborne.
= Overview =


<br>Assist is designed to be an anti-thesis to EX, it is a separate resource from EX. Equipment that boosts assist in some way typically downgrades EX in a similiar manner. Assist characters, when making contact with an opponent will deplete their EX gauge or cancel their EX mode if it is active. EX mode depletes all of the opponent's assist meter and hitting an assist character while being in EX mode will inflict an "EX Break" that locks the opponent's assist meter as well as rewards the player with the current stage bravery.
When a bravery or an HP attack connects, it can generate small, bright spheres that float on the field. These are known as EX Force. Being in the vicinity of these spheres draws them to the player character and will accumulate the titular EX resource that is indicated with a vertical purple bar at the bottom corners of the screen.


<br>Due to it's flexible nature, assist has become a defining aspect of the game. It is a much easier resource to build quickly, it allows characters without HP links to convert to HP damage, punishing whiffed moves from a distance, escaping from incoming damage or even turn it in the player's favor. Characters who can play well defensively are also often capable of taking advantage of assist effectively and thus can create notable gaps in character strength.
A full EX meter requires 1000 EX Force. Each sphere has a miniscule value of three (3), but many attacks generate anywhere from 15 to 90 EX on hit.


=== How to build assist meter ===
Once the EX meter has been filled, it will change to a bright orange color and the player will have access to either EX mode or EX Revenge depending on when R + Square is pressed. Much like [[Assist_(Dissidia_012|'''the assist mechanic''']], this is a context sensitive input. When the player character is in a damaged state after an attack, the input will activate EX Revenge. Every other instance activates EX mode instead, such as attacking, being staggered or just moving the character freely.
* Whiff an attack
* Connect an attack
* Land an HP attack (EXP to Assist and / or Side by Side accessory required)
* Receive damage (A Comrade's Vow accessory required)
* Ground Dash, Reverse Ground Dash, Free Air Dash, Reverse Free Air Dash, Air Dash and Reverse Air Dash (Assist Gauge Up Dash ability required)
* Connecting attacks during EX Revenge, meter will be rewarded upon EX Revenge ending


==== Situations where assist meter will not build ====
A full EX meter is a powerful asset in competitive play, as it can secure victories, impose checkmate situations on the opponent and prevent an otherwise unavoidable loss. But it is often a resource that is built over the course of a match. As such, it is a long-term investment that not every character can always to make due to unfavorable risk / reward ratio. [[Gabranth_(Dissidia_012)|'''Gabranth''']] revolves entirely around the EX mechanic, while characters such as [[Cloud_Strife_(Dissidia_012)|'''Cloud''']], [[Lightning_(Dissidia_012)|'''Lightning''']] and [[Garland_(Dissidia_012)|'''Garland''']] are known to work well with the EX meter economy.
* During Assist Lock (outside of EXP to Assist or Side by Side influx)
* During EX Burst or EX Revenge
* During player's assist character's presence (e.g no whiffing during Jecht assist combo)
* Immediately cancelling an attack state into another attack without returning to neutral first (a state where you can guard, dodge, jump etc.)
* Taking damage (without A Comrade's Vow accessory)


<br>Once you have one or two assist bars, you can use them at will.
In ''Dissidia 012'', EX is designed to be antithesis to the game's [https://dissidia.wiki/Assist_(Dissidia_012)]'''Assist'''] mechanic. Equipment that enhances EX often compromises Assist, activating EX mode depletes the opponent's Assist meter and more.


=== How to use assist meter ===
== Situations where EX can be gained ==
* L+Circle (uses 1 bar): Assist Bravery attack
* Connecting any attack that generates EX Force on hit (refer to the character's attack info tables)
* L+Circle when taking damage (uses 1 bar): LV1 Assist Change, '''locks your assist gauge'''
* Being near EX Force the opponent generated with their previous attack(s)
* L+Square when not taking damage (uses 2 bars): Assist HP attack
* Being near EX Force while attacking or taking damage (special accessories only)
* L+Square when taking damage (uses 2 bars): LV2 Assist Change, '''does not''' lock your assist gauge
* Touching an EX core
* Use [[Gabranth_(Dissidia_012)|'''Gabranth''']]'s EX Charge attack
* Getting hit by Gilgamesh assist who uses Excalipoor swords
* Equipping gear and accessories that provide a set amount of EX at the beginning of a fight, such as Zwill Crossblade and First to Victory.
* Activating the [https://dissidia.wiki/Abilities_(Dissidia_012)#Extra_Abilities-0]'''EXP to EX extra ability''']


=== Assist Break ===
== Situations where EX will not be gained ==
Hit an assist character during EX mode to lock the opponent's assist meter and acquire the stage bravery. It is not ideal to suffer from the effects of Assist Break.
* Player character is too far from the EX spheres for the EX intake range to function
* Player character is in an attack animation or taking damage (circumvented with special accessories)
* Player character has Force to Courage or [https://dissidia.wiki/Assist_(Dissidia_012)#Side_by_Side_(%E3%82%B9%E3%82%BF%E3%83%B3%E3%83%89%E3%83%90%E3%82%A4%E3%83%9F%E3%83%BC)|'''Side by Side'''] special accessory currently equipped
* Suffering from the EX depletion effect for getting hit by a bravery attack or an HP attack (equipent dependent)
* Connecting an attack during EX Revenge; EX is not generated aside from Gabranth's EX Charge


=== Assist Change ===
= Mechanics =
When taking damage, the player can opt to escape from the current attack sequence by using one assist bar with L+Circle or both assist bars with L+Square. The effects differ depending on which one you perform.


<br>'''LV1 Change:''' Player character is sent upwards (or downwards if performed at a ceiling) and the assist gauge is locked for 1250 frames or 20.83 seconds. During this time the meter can only be built via landing HP attacks with EXP to Assist and / or Side by Side accessory equipped. During a LV1 Change the assist character can suffer an additional hit to trigger a special cancel window for the character who performed it, that allows cancelling a recovery period into another attack or a dodge.
== EX Break ==
Hitting the opponent's assist character during EX mode not only locks the assist meter, but also rewards the player with the stage bravery. This can occur both when the assist character is [https://glossary.infil.net/?t=Whiff%20Punish '''whiff punished'''] or when the character in EX mode connects an attack during the opponent's Assist Change.


<br>The assist character can also suffer from the effects of an HP attack, in that if the opponent has Side by Side equipped, the HP attack that connects during LV1 Change will grant them a chunk of assist meter as if it landed on the player character itself.
[[Gabranth_(Dissidia_012)|'''Gabranth''']] has an exclusive ability in EX mode known as [https://dissidia.wiki/Gabranth_(Dissidia_012)#Jamming '''Jamming'''] that nullifies this mechanic.


<br>In addition to that, using LV1 Change while the opponent is in EX Mode and connecting with a move will trigger an Assist Break. This will reward the opposing player with a bravery break on top of locking the assist meter for the player who used LV1 Change.
== EX Burst ==
A cinematic sequence of attacks that inflicts HP damage and ends EX Mode. This can only be accessed by landing an HP attack during EX mode and then pressing Square when prompted. Once initiated, press the appropriate inputs to perform the devastating flurry of attacks. Failing the sequence of inputs will result in reduced damage. The damage of these attacks differ and may be influenced by character-specific traits. These can be referred to in each character's page on this site.


<br>LV1 Change can be used to punish long lasting attacks such as [http://dissidia.wiki/Cloud_Strife_(Dissidia_012)#Omnislash_Version_5-3 '''Cloud's Omnislash Version 5'''] or even Jecht's Jecht Beam. The player has to time the LV1 Change early in the attack animation -or prematurely even- and then position their character to hit the opponent who is still performing the attack in question. The effectiveness of this technique is often match-up specific and not all characters may be able to take advantage of it equally.
The opponent can mitigate bravery damage by repeatedly pressing Circle to raise the base defense. This is indicated with a small arrow that moves vertically alongside the graphic indicating base defense values. Overdoing it will result in decreased defense however, so players must input diligently. The [https://dissidia.wiki/Abilities_(Dissidia_012)#Support_Abilities-0 '''support abilities'''] Auto EX Defense or Auto EX Defense Ω can be equipped to eliminate the need for player input at the cost of CP.


<br>'''LV2 Change:''' Similiarly player character is sent upwards or downwards, the assist gauge is ''not locked'' and this time the assist character functions as a block with Highest priority, a trait only seen with Exdeath's Omni Block. This will stagger any character -or assist character- who is using a melee priority move, low or high alike and deflect projectiles. This will not work with Unblockable moves and the assist character is very briefly vulnerable at the end of the change animation and thus, can be hit to lock the escapee's assist meter (see Assist Lock) by delaying an attack accordingly.
Similiarly, the support abilities Auto EX Command or Auto EX Command Ω can be equipped to forgo manual player input altogether. Useful for EX Bursts that require precise timing (in high latency connections), such as [[Tidus_(Dissidia_012)|'''Tidus''']] or [[Jecht_(Dissidia_012)|'''Jecht''']].


<br>Projectiles that appear in a barrage such as Vaan's Crossbow can also take advantage of this by having active projectiles on the assist character's location long enough to outlast the blocking period. The downside is that this trait is more common in bravery attacks than HP attacks and as a result, this interaction may not come into play as often as desired.
EX Bursts are commonly used to end matches or tack on additional damage through bravery breaks or otherwise. As health cannot go below 1 with excess wall rush HP damage, following up with an EX Burst is a consistent way to secure the victory for characters who have access to such attacks.


<br>LV2 Change comes with strong benefits but it takes longer to build by whiffing alone. It's ability to stagger characters who are using melee priority HP attacks is a valuable asset and characters who can land an attack after using LV2 Change are in a position to benefit from it greatly, discouraging opponents from hitting them altogether. Ranged priority attacks ignore this block priority and thus moves with said priority can bypass this in a safe manner.
Booster accessories will not be in effect during EX Burst. However, the % damage increase from accessories still affect EX Burst damage.


=== Assist Charge ===
== EX Core ==
A mechanic that generates an assist bar for a player upon "taking a risk". The amount of meter generated depends on the situation.
During a fight, an EX core appear somewhere on the field after a period of time has passed. This provides a flat 150 EX and will attract any remaining EX floating on the field towards it, further increasing the amount of EX gained when touching it.


'''Assist Charge generates 1 assist bar:'''
This is an object separate from the opponent's character that adheres to the Lock On mechanic. As such, in order to move directly towards it with a dash, players must have the support ability "EX Core Lock On" equipped and press L when an EX core has appeared.
* Player must be under 200 bravery, "near bravery break". Indicated with dim bravery numbers.
* This player must then land an attack against an opponent who is performing a bravery attack


'''Assist Charge generates 2 assist bars:'''
The appearence of an EX core is not dictated by the LUK stat in Dissidia 012. Instead, it has a 25 % chance to spawn close to either player and a 75 % chance to spawn far from both players.
* Player must be in near death state (indicated with red hue over the player character and it's HUD as well as a low-key beeping sound)
* Player in near death state must then land any attack against an opponent who is performing an HP attack


<br>It does not matter at what point in the attack this interaction occurs, as long as the opponent is considered in a specified attack state and the player's unfavorable condition is met, the Assist Charge can happen. This can reward aggressive players after landing an HP attack or punish players for using an HP attack carelessly. It can be likened to a sort of a comeback mechanic seen in other fighting games.  
If no-one touches the EX core, it will remain on the field indefinitely. No additional EX cores will spawn during this time. Instead, the existing core will continue to gather all EX Force that is generated through attacks. This will eventually enhance the EX core itself, transforming it's appearence up to two (?) times. During this brief transitional state, the EX core is intangible and cannot be collected.


=== Assist Chase ===
EX cores are an important aspect of EX generation and thus competitive play in general. Since it is one of the few ways EX can be accumulated without attacking the opponent, it can be a vital tool to establish counterplay or comebacks. For example, grounded characters such as [[Firion_(Dissidia_012)|'''Firion''']] and [[Golbez_(Dissidia_012)|'''Golbez''']] are more likely to be in a favorable position to touch the EX core first against aerial characters who are playing passively outside of their reach. This means that EX cores can facilitate situations that break a common dynamic in an overly defensive or otherwise challenging match-up.
Some assist characters have attacks that end with a chase prompt. By pressing X during this time, the player can slow down time and immediately move into the opponent character's vicinity and follow up with an attack of their choice as the slow motion effect wears off.


<br>This usually makes it much easier to apply HP damage in many parts of any stage, but it is worth noting that obstacles such as pillars in World of Darkness or walls in Pandaemonium can halt the player's transition, losing the combo opportunity altogether.
Characters who cannot absorb EX Force due to [https://dissidia.wiki/Assist_(Dissidia_012)#Side_by_Side) '''Side by Side'''] or other equipment related factors are still encouraged to collect EX cores if their opponent can absorb EX. Any EX Force generated by the EX-less player will compound for the opponent if they get the EX core first.


<br>Depending on the assist's knockback (e.g. Sephiroth), your followup can miss if performed too early.
Handful of equipment exist purely to influence EX cores. The Soul of Yamato equipment set boosts the appearence of cores, while Dragonfly Orb {{accbas}} and [[Squall_Leonhart_(Dissidia_012)|'''Squall's''']] exclusive weapon at level 100 enhance EX gained from EX cores directly. While not a common focus in competitive builds, they can be an effective solution in match-ups where the opponent is difficult to catch without risk such as [[Exdeath_(Dissidia_012)|'''Exdeath''']].


<br>The Assist Chase also has a maximum distance, though the exact details of it are unspecified. It can be seen in large stages such as The Rift if a player uses the assist to punish a move from across the stage.
== EX Intake Range ==


=== Assist Depletion and Depletion Rate ===
==== Assist Depletion (Passive) ====
Also known as Assist decay. After two seconds pass, the assist meter will begin to deplete on it's own. This time period will initiate after the immediate assist gain acquired from an attack instead of after an attack state ends.


<br>Assist Depletion can be delayed by performing an attack. Cancelling an already whiffed attack into another attack without returning to a neutral state contributes towards this fact, despite this sequence not generating any additional assist meter on whiff. Moves that do not generate assist meter such as Jecht Block also reset this timer.
== EX Mode ==
When the EX gauge is full, it can be spent to activate the character's unique powered up state.


<br>The default depletion rate for two full assist bars without further action is 10 seconds.
Input R + Square while moving freely, attacking, blocking, dodging or being staggered to consume the entire EX gauge and enter EX Mode. This will last for '''20 seconds''' without modifications by equipment or custom rulesets. Each character will have higher critical hit rate (+50 %), passive health regeneration and access to EX Burst for the duration of this state. And in Dissidia 012 specifically the activation will also '''drain all of the opponent's assist gauge'''.


==== Assist Depletion (Effect) ====
That alone makes a full EX meter very valuable. Assist is a common resource many characters will have access to and this is the best way to nullify it without landing an HP attack or relying on the opponent's assist meter decay rate.
This is a different, albeit more straightforward form of Assist Depletion that can be inflicted on an opponent upon landing an HP attack.


<br>Whenever an HP attack connects, a set percentage of assist meter is detracted from the opponent. This will only come into effect with the help of the Battle Hammer accessory and / or Judgment of Lufenia's set bonus that provides a raw 15 % assist meter depletion. If an HP attack inflicts wall rush damage, further meter depletion is inflicted.
In addition, each character has traits exclusive to their EX mode, such as increased priority on [[Cloud_Strife_(Dissidia_012)|'''Cloud's''']] bravery attacks. These can be viewed in the customization menu or in the character pages on this site.


<br>As this effect depletes an important resource from the opponent, it is often recommended to bring some amount of depletion into multiplayer battles. It can make regaining momentum more difficult for the opponent due to increased meter discrepancy, to the point dedicated depletion builds can drain almost entire bars of assist in one combo. Depending on the character that in itself can be a harsher punishment than 2000+ hp damage, with all available application the meter can provide.
== EX Revenge ==
Introduced in Dissidia 012. Just like EX Mode, EX Revenge (EXR for short) requires a full EX meter and will empty it entirely upon using it.


<br>This can often incentivise escaping with an Assist Change to avoid damage as well as worse meter status.
Input R + Square while getting hit to use EX Revenge. Upon using it, time is slowed down significantly and the opponent will be in a staggered state. The default duration is '''5 seconds''' before any modifications are made by equipment or in-game rulesets. Inflicting HP damage will end EX Revenge regardless of the remaining length. Once this state has concluded, interactions will play out at regular speed such as remaining stagger time, hit stun and knockback from an attack.


=== Assist Duration ===
Several interactions are altered during this time.
Assist Duration only takes effect when both assist bars are full. This effect prevents the assist meter from depleting on it's own for a set duration without attacking.


<br>The effect lasts for 9 seconds and it can be influenced by accessories. Much like assist depletion (passive), this time period is reset every time assist gain occurs from an attack.
* Knockback is greatly reduced, likely due to the slow-motion effect


=== Assist Gauge Up Time ===
* EX Force cannot be absorbed or generated by any attacks.
Exclusive to Bartz, by equipping Hellfire this can boost both assist duration as well as delay the passive assist depletion.


<br>This can be stacked up to three times by equipping Hellfire on all three ground HP slots for a maximum of 30 % boost. This will grant 11.7 seconds of duration and the assist gauge will start depleting 2.6 seconds after the last assist gain rather than after the usual 2 seconds.
* Countdowns involving summons is temporarily halted


=== Assist Lock ===
* EX cores remain on the field and can appear during this time when no EX cores are present. Their appearence speed is affected by the slowdown, however.
When the player uses LV1 Change to escape or if their assist character is hit or blocked during their attack, their assist meter will be locked. This duration is about 20.83 seconds and can be modified with original rules.


<br>Whenever Assist Lock occurs, all present EX force in the stage will be absorbed by the opponent in that moment. If the opponent cannot absorb EX due to a special accessory effect, the EX force will remain on the field until an EX Core's appearence.
* The recovery of a finished attack can be cancelled into another attack or a dash.


<br>During this time the only way to fill the assist meter is via HP attacks while having EXP to Assist and / or Side by Side accessory equipped.
* Wall rush can be immediately followed up with another attack without assist.


== Abilities that influence Assist ==
=== What does this mean for the opponent ===
=== EXP to Assist ===
Because the opponent is considered staggered at the beginning of EX Revenge, their EX and assist related usage will cause interactions tied to those states. EX will activate EX mode and assist will use Assist Change. These are the only ways to escape EX revenge and will end it regardless of the remaining length.
An ability unlocked at LV100 that costs 0 CP. Landing an HP attack will convert 0.3 % of the acquired experience points to assist meter (a 3 % boost for the meter) and as such, can scale with special accessories that increase EXP gain. A staple ability for characters who can land HP attacks without setting up an assist first.


=== Hellfire (Bartz) ===
If an opponent is already in EX Mode by the time EX Revenge is activated, their EX gauge consumption is temporarily halted and they are susceptible to EX Break. Similiarly, no Assist gauge decay will occur, but it will not reset like using attacks normally would either.
Effect: Assist Gauge time +10 %


<br>Detailed under the Assist Gauge Up Time, this is an effect that is exclusive to Bartz's Hellfire HP attack. It boosts assist duration and delays passive assist depletion.
If the opponent is hit with a bravery attack, but not put into a tumbling state, they can land on the ground in a standing position. Should that happen, they cannot use Assist Change.


== Accessories that influence Assist ==
=== Other traits ===
=== Basic Accessories ===
As these are basic accessories, their effect can be enhanced with the help of booster accessories.
* '''Attractorb''': EX Intake Range +1m, Assist Gauge Charge '''-20 %'''
* '''Pearl Necklace''': EX Force Absorption +10 %, Assist Gauge Charge '''-20 %'''
* '''Dragonfly Orb''': EX Core Absorption +10 %, Assist Gauge Duration '''-30 %'''
* '''Silver Hourglass''': EX Mode Duration +5 %, Assist Gauge Duration '''-10 %'''
* '''Battle Gem''': Assist Gauge Duration '''+10 %''', EX Force Absorption -20 %
* '''Battle Hammer''': Assist Gauge Depletion '''+5 %'''
* '''Bond Breaker''': Assist Iai Strike '''+2 %''', Defense -10 %
* '''A Comrade's Vow''': AST Charge on damage '''+15%''', EX Intake Range -1m


==== A Comrade's Vow ====
If the player who used EX Revenge can accumulate another full EX meter and activate EX mode during this time, EX revenge will continue unaffected. [[Gabranth_(Dissidia_012)|'''Gabranth''']] can take advantage of this with the King of Tragedy set bonus, Spider's Web, Spider's Bane and EX Charge (ground).
Effect: AST Charge on damage + 15%, EX Intake Range -1m


<br>A basic accessory that fills the player's assist gauge whenever they are sustaining damage.
When EX Revenge is activated, any assists and opponent projectiles (e.g. [[The_Emperor_(Dissidia_012)|'''The Emperor's''']] Flare) out on the battlefield disappear and will not come back when EX Revenge ends. The initiator's projectiles will remain if they existed prior and will move at normal speed. The projectile does not have to be created by the initiator either - By reflecting a projectile such as [[Lightning_(Dissidia_012)|'''Lightning's''']] Watera and using EX Revenge, the projectile will continue to exist.


<br>Whenever you're damaged, the base bravery damage of the attack is taken into account. So regardless of whether you are LV1 and have 12 DEF or if you are Lv 100 and have 111 DEF, the amount of assist gained when hit by a Jecht Stream will be the same, even if you receive 4,000 BRV damage at Lv1 or 300 at Lv100.
The player who initiated EX Revenge will also remove any negative effects they had on them such as [[Laguna_Loire_(Dissidia_012)|'''Laguna's''']] Sticky Bomb or [[Shantotto_(Dissidia_012)|'''Shantotto's''']] Bio. If the opponent was affected prior to EXR, these effects will continue to persist on the opponent and apply countdown or inflict damage.


<br>The formula for the Assist gain (%) A Comrade's Vow provides is as follows:
Stage elements may still be destroyed.


<br>Base damage*0.15*multipliers/10
The stage bravery will not be reset. This is generally only important when using the Calcabrina summon. The only way to raise stage bravery is via banish traps, Brynhildr or the omega stage effects listed below.


<br>Beware that for hits that BRV Wall Rush, you'll get again the last value when you get wall rushed. So, for example, let's say you get hit by a Jecht Rush just like the assist one, and your multipliers show 5.0. The base damage for Jecht Rush is 42. According to the formula, you should get a 3.15% AST gain. However, the last hit has 19 base damage. So if you get wall rushed, you'd get ''an extra 1.425% AST gain''.
=== Omega stage effects ===


<br>Beware that the damage you receive from the opponent's assist will also increase your assist.
{|class="wikitable"
 
!Stage !! Effect
<br>As you can see, this accessory requires pretty high multipliers to be effective, as otherwise the assist gain will be very little. Finally, it's also better when fighting against characters that rely on strong attacks that cause BRV wall rush to connect their Assist -> HP combos and powerful assists (such as Garland with Kuja or Sephiroth assist).
 
Source: [http://community.dissidia.wiki/topic/1038-in-depth-assist-mechanics/ '''In depth assist mechanics by NLM''']
 
=== Special Accessories ===
These accessories do not scale with booster accessories, but some can be stacked to increase their effect.
<br>Please note that the breakable accessories are banned in competitive play where the in-game ruleset "Official" is set to on.
* '''White Drop''': EX Force Absorption +5 %, Assist Gauge Duration '''-5 %'''
* '''Cyan Drop''': Initial EX Force +10 %, Assist Gauge Duration '''-10 %'''
* '''Cyan Gem''': Initial EX Force +20 %, Assist Gauge Duration '''-20 %'''
* '''White Gem''': EX Force Absorption +10 %, Assist Gauge Duration '''-10 %'''
* '''Growth Egg''': Experience Value +20 %
* '''Glimmering Crystal''': EX Core Absorption +15 %, Assist Gauge Charge '''-15 %'''
* '''Badge of Trust''': Initial Assist Charge '''+40 %''', EX Force Absorption -30 %
* '''First to Victory''': Initial EX Force +20 %, Initial Assist Charge '''+20 %''', Initial Bravery +20 %
* '''Fiery Spirit''': Assist Armor (Assist Character endures one attack from opponent)
* '''Battle Ring''': Free Assist ('''5 %''' chance of assist gauge not draining when used)
* '''Close to You''': Always Absorb EX Force, Assist Gauge Charge '''-30 %'''
* '''Center of the World''': EX Intake Range +3m, EX Force & Core Absorption +25 %, '''Assist Gauge Freeze'''
* '''Together as One''': Initial Assist Charge +40 %, Assist Gauge Duration '''+50 %''', EX Force Absorption -40 %
* '''Side by Side''': Assist Gauge Charge on HP Attack, EX Force Absorption Disabled, EX Gauge Freeze
* '''Friendship Incense''': Initial Assist Charge +50 % (Accessory breakability: 100 %)
* '''Friendship Resin''': Initial Assist Charge +100 % (Accessory breakability: 100 %)
* '''Chocobo Down''': Experience Value +20 % (Accessory breakability: 30 %)
* '''Chocobo Wing''': Experience Value +50 % (Accessory breakability: 30 %)
* '''Chocobo Feather''': Experience Value +100 % (Accessory breakability: 30 %)
* '''Spirit of Qu´bia''': Initial EX & Assist Charge +100 %, Initial Bravery +300 % (Accessory breakability: 100 %)
* '''Shock of Qu´bia''': EX & Assist Chance, EX & Assist Gauge Depletion +100 % (Accessory breakability: 100 %)
* '''Hopes of Qu´bia''': Assist Gauge Charge +100 % (Accessory breakability: 100 %)
 
==== Side by Side ====
Effect: Assist Gauge Charge on HP Attack, EX Force Absorption Disabled, EX Gauge Freeze
JP name: スタンドバイミー
 
<br>A special accessory so potent it deserves it's own sub article. Side by Side (abbreviated as SbS) sacrifices all things EX in exchange for bolstering assist meter with a key aspect: Assist Gauge Charge on HP attack. This is a flat 30 % increase to an assist meter every time an HP attack connects and is not influenced by wall rush damage.
 
<br>Think of this as a hyperbolic version of EXP to Assist. Any character that can land HP attacks without setting up an assist will acquire an amount of assist meter that can save them 3-4 whiffs on average. This is especially useful for characters who may rely on HP links or raw HPs to dish out damage such as Onion Knight, [[Cloud Strife (Dissidia 012)|Cloud]], Bartz, Golbez and Jecht. Often times these characters also suffer from somewhat slow or risky assist meter generation when it comes to whiffing, the most common form of building the resource.
 
<br>As such, Side by Side can synergise with many characters at all levels of play. In small stages such as Edge of Madness, Phantom Train and Pandaemonium - Top Floor where escaping raw HPs can be more difficult, it can greatly increase the threat of getting hit as the potential punishment of sustaining an HP attack has an increased chance of occuring and elevated potency as well. Characters such as Squall who can stagger an opponent with LV2 Change and land an HP attack from it will have a distinct advantage in sustaining a meter and health lead, further bolstering the strength of the LV2 Change mechanic. Escaping a combo and making a chunk of assist meter back for it? Yes please.
 
<br>Because of the disabled EX intake, Empty EX Gauge (1.5x) Pre-EX Mode (1.4x) and Pre-EX Revenge (1.3x) boosters will have a 100 % uptime from the beginning of a match with a x2.7 multiplier. This makes for an easy, good template set for character builds that can be further tailored to lean into assist meter, damage output, meter depletion or other miscellanious perks such as CP or additional experience points to complement EXP to Assist.
 
<br>Side by Side can be paired with Together as One to a good effect. The initial assist meter will ensure the player is one or two hits away from securing an assist combo with meter to spare afterwards and the increased assist duration lets a character stay in a non-committal position for longer. It's not mandatory, Side by Side's effect is already powerful as it is, but the initial assist meter can make or break a match-up.
 
<br>EX Cores can still be grabbed by players who have Side by Side equipped, but they will not receive any EX from it. The incentive for chasing after an EX Core is to then prevent the opponent from building a full EX bar faster, which is already a case when both characters still generate EX as they normally would.
 
<br>The idea with a Side by Side build is to do a lot of damage or quickly offset assist meter discrepancies. Characters who have optimised builds around this accessory can end matches in potentially two or three hits that lead into a wall rush and assist every time. High base bravery, base bravery recovery and HP wall rush damage all contribute towards this fact and some characters such as Zidane can take advantage of the Aerith assist to take this to absurd heights.
 
<br>That being said, the longer a fight goes on, the less of an impact Side by Side can have. If the player using Side by Side has no single hit HP attack, EX meter depletion, an assist bar available or all of the above, resolving situations with EX Revenge checkmates (also known as "Final EX Revenge") can be very difficult if not impossible. If the player cannot rely on landing HP attacks to generate assist meter, they are at the mercy of doing so in the neutral which is no different from not having Side by Side equipped. Keep this in mind when considering bringing Side by Side to battle.
 
== Equipment that influences Assist ==
Only LV100 equipment and Final Strike are listed below.
 
=== Weapon ===
* '''Excalibur II''': EXP +100 %
* '''Lufenia's Edge''': Judgment of Lufenia set
* '''Death Blade''': Final Strike set
* '''Lufenian Axe''': Judgment of Lufenia set
* '''Lufenian Rod''': Judgment of Lufenia set
* '''Lufenian Claw''': Judgment of Lufenia set
* '''Highwind''': Assist Gauge Duration +30 %, Kain Highwind's exclusive LV100 weapon
* '''Glanzfaust''': Assist Gauge Duration +30 %, Prishe's exclusive LV100 weapon
* '''Death Penalty''': Assist Gauge Duration +30 %
* '''Lufenian Gun''': Judgment of Lufenia set
* '''Supreme Pole''': Initial Assist Charge +40 %
 
=== Hand ===
* '''Lufenian Shield''': Judgment of Lufenia set
 
=== Head ===
* '''Lufenian Cap''': Judgment of Lufenia set
* '''Lufenian Helm''': Judgment of Lufenia set
 
=== Body ===
* '''Lufenian Robes''': Judgment of Lufenia set
* '''Lufenian Armor''': Judgment of Lufenia set
* '''Lufenian Chestplate''': Judgment of Lufenia set
 
== Equipment set bonuses that influence Assist ==
=== Judgment of Lufenia ===
Effect: Assist Gauge Depletion +15 %
 
<br>Three equipment pieces with this set bonus will provide you 15 % assist depletion upon landing an HP attack. This ''does not'' scale with boosters but with how assist is a vital resource in the game, you could do a lot worse than making a preliminary build with this. The parts that provide this set bonus are in abundance and provide solid stats all around, although they are not necessarily the strongest picks outside of starter builds or dedicated assist depletion builds.
 
=== Final Strike ===
Effect: EX Absorption & Range Boost, Assist Charge & Duration Boost
 
<br>An armor set that requires all four pieces of equipment be worn in order for the effect to take place. The idea behind this set is something akin to a glass cannon, abnormally high damage intake in exchange for a notable boost in meter gain.
 
<br>Unfortunately as far as Assist is concerned, the cons outweigh the pros. The Assist Charge only sees a '''10 % increase''' and the Assist Duration gets a '''+45% increase'''. Other sources of assist charge increase are exclusive to breakable accessories and original rules, both of which are prohibited in competitive play. Together as One special accessory provides a 40 % increase in assist duration without sacrificing necessary stats or four equipment slots.
 
<br>With the Death Blade weapon being middle of the pack with 68 ATK and -1 DEF and no extra properties, the rest of the set are equivalent to LV1 gear. DEF +3 on Reaper's Shield, BRV +38 and DEF +2 for Helmet of the Dead and HP +428 for the Death Armor. By numbers alone this is already difficult to ever justify in multiplayer, but if you are messing around with friends, you can try to send a statement with this set.
 
<br>Otherwise, avoid using this. There are weapons that can provide more in the field Death Blade is trying to occupy, such as Earthbreaker with 69 ATK and +20 % HP Wall Rush damage increase or Heaven's Cloud with 67 ATK and +3m EX Intake Range.
 
== Assist Damage Tables ==
Much like regular playable characters, assist characters come with their own damage multipliers. Generally speaking the assist moves derive their properties and frame data from their original moves.
 
<br>Gilgamesh assist applies either Excalibur or Excalipoor on his attacks, which is decided at random before he performs them. The damage multipliers are for Excalibur and then Excalipoor respectively.
 
<div class="toccolours mw-collapsible mw-collapsed overflow:auto;">
<div style="font-weight:bold;line-height:1.6;">Assist Damage Tables (All Characters)</div>
<div class="mw-collapsible-content">
{| class="wikitable"
|-
|-
! Character !! Attack !! Startup !! Spawns near !! Damage Multiplier !! Additional properties
|Old Chaos Shrine || Stage does not take bravery from players.
|-
|-
| Warrior of Light || Sword Thrust (Ground BRV) || 31F || Opponent || 6, 3 x 5, 15 (30) || Melee Mid, Wall Rush
|Pandaemonium || Spikes will no longer pop up, but any that are out will finish their animation very slowly.
Touching these spikes will end EX Revenge.
|-
|-
| || Rising Buckler (Midair BRV) || 25F || Opponent || 2 x 4, 6, 16 (30) || Wall Rush
|World of Darkness || Stage will not change regardless of timing. The stage will wait until EX Revenge concludes.
Stage bravery rises very slowly during second and third stage forms.
|-
|-
| || Shining Wave (Ground HP) || 53F || Player || -- || Chase
|Lunar Subterrane || Stage bravery still accumulates after destroying stage elements, but at a much slower rate.
|-
|-
| || Shield of Light (Midair HP) || 51F || Opponent || -- || Block, Wall Rush
|The Rift || The entire stage freezes and no stage elements will change until after EX Revenge ends.
If activated while a part of the stage is moving,
that part will remain textureless, <br> but solid until EX Revenge ends. Stage bravery will not rise.
|-
|-
| Garland || Round Edge (Ground BRV) || 23F || Opponent || 2 x 4, 6, 16 (30) || Melee Mid (third hit), Wall Rush
|Kefka's Tower || Stage bravery still accumulates after destroying stage elements.
Wall rushing the opponent at the lower sections will still take bravery and <br> bounce them away, but reduced knockback still applies.
|-
|-
| || Bardiche (Midair BRV) || 23F || Opponent || 30 (30) || Wall Rush
|Planet's Core || Stage will not change and stage bravery rises at normal speed.
|-
|-
| || Tsunami (Ground HP) || 45F || Opponent || 2 x 6 (12) || Chase
|Ultimecia's Castle || During time compression, stage bravery acts normally, but broken stage elements
will not repair themselves. Touching a gear will end EX Revenge. <br>It is unclear if time compression can begin or end during EX Revenge.
|-
|-
| || Cyclone (Midair HP) || 51F || Opponent || - || Chase
|Crystal World || No crystals will appear and as such, stage bravery will not rise.
|-
|-
| Firion || Rope Knife (Ground BRV) || 23F || Opponent || 2 x 10, 25 (45) || Wall Rush
|Dream's End || No changes.
|-
|-
| || Magic Arts: Flame (Midair BRV) || 25F || Opponent || 10 each (up to 30) ||  -
|Order's Sanctuary || No changes.
|-
|-
| || Straightarrow (Ground HP) || 61F || Opponent || - || Wall Rush
|Edge of Madness || Stage bravery's fluctuation speed is reduced, but can still be quite fast.
|-
|-
| || Weaponmaster (Aerial HP) || 52F || Opponent || 2 x 11 (22) || Wall Rush
|Empyreal Paradox || Bravery is drained much slower.
|-
|-
| The Emperor || Thunder Crest (Ground BRV) || 35F || Player || 2 x 17, 6 (40) || Unblockable
|Sky Fortress Bahamut || Stage bravery rises much slower when standing on the ground.
|-
|-
| || Mine (Midair BRV) || 23F || Opponent || 35 each (up to 70) || Chase
|Orphan's Cradle || Platforms can still move, but very slowly.
|}
 
= EX related customization =
 
== Abilities ==
 
{|class="wikitable"
|+ Support Abilities
|-
|-
| || Flare (Ground HP) || 35F || Player || - || -
! Ability !! CP (Mastered) !! AP || Description !! Notes
|-
|-
| || Flare (Midair HP) || 37F || Opponent || - || Wall Rush
|EX Core Lock On || 5 (0) || 50 || When EX Core is present, push L while locked on to lock onto the EX Core. ||
|-
|-
| Onion Knight || Blizzard (Ground BRV) || 35F || Opponent || 4 x 43, 7, 7, 18 (44) || Chase, Ranged Low
|Auto EX Burst || 10 (5) || 50 || Automatically use EX Burst. ||
|-
|-
| || Turbo-Hit (Midair BRV) || 13F || Opponent || 1 x 7, 2, 3 x 7, 10 (40) || Wall Rush
|Auto EX Command || 30 (15) || 160 || Automatically input EX Burst commands. ||
|-
|-
| || Blade Torrent (Ground HP) || 41F || Opponent || 1 x 15 (15) || Wall Rush
|Auto EX Command Ω || 40 (20) || 200 || Automatically input EX Burst commands perfectly. ||
|-
|-
| || Comet (Midair HP) || 81F  || Opponent || 1 x 15 (15) || Chase
|Auto EX Defense || 30 (15) || 160 || Automatically defend against EX Bursts. ||
|-
|-
| Cloud of Darkness || Tentacle of Pain (Ground BRV) || 37F || Opponent || 7, 7, 12 x 4 (62) || Wall Rush
|Auto EX Defense Ω || 40 (20) || 200 || Automatically defend against EX Bursts perfectly. ||
|}
 
{|class="wikitable"
|+ Extra Abilities
! Ability !! CP (Mastered) !! AP || Description !! Notes
|-
|-
| || Tentacle of Suffering (Midair BRV) || 37F || Opponent || 3 x 10, 10 (40) || Chase
|Disable EX Gauge Lock || 100 (50) || 300 || EX Gauge fills steadily. || [[Feral_Chaos_(Dissidia_012)|'''Feral Chaos''']] only. EX absorption fills the EX meter.
|-
|-
| || Anti-Air Particle Beam (Ground HP) || 39F || Opponent || 1 x 9 (9) || Chase
|Bravery Regen || 20 (10) || 170 || In EX Mode, gain bravery instead of regenerating HP. ||  
|-
|-
| || Fusillade Particle Beam (Midair HP) || 83F || Opponent || - || Wall Rush
|EX Critical Boost || 60 (45) || 200 || Further boosts critical hit rate during EX Mode. || +25 % critical hit rate.
|-
|-
| Cecil || Shadow Lance (Ground BRV) || 35F || Opponent || 8, 7 x 6 (up to 50) || Melee High (close), Ranged Low (far), Wall Rush
|Anti-EX || 60 (45) || 200 || Boosts critical hit rate when opponent is in EX Mode. || +50 % critical hit rate.
|-
|-
| || Radiant Wings (Midair BRV) || 19F || Opponent || 3, 3, 7, 6, 6, 9 (40) || Wall Rush
|Disable EX Critical Boost || 40 (20) || 100 || EX Critical Boost ability effect disabled. ||
|-
|-
| || Soul Eater (Ground HP) || 39F || Opponent || 4, 2 x 5, 6 (20) || Wall Rush
|Disable Anti-EX || 40 (20) || 100 || Anti-EX ability effect disabled. ||
|-
|-
| || Saint's Fall (Midair HP) || 53F || Opponent || 1 x 3, 2, 1 x 2, 3 (10) || Wall Rush
|EXP to EX Force || 60 (0) || 130 || Instead of obtaining EXP, the EX Gauge rises by an equivalent amount. || 0.1 % conversion.
|}
 
== Accessories ==
 
{|class="wikitable"
|+ Basic Accessories {{accbas}}
! Name !! Effect
|-
|-
| Kain || Lance Burst (Ground BRV) || 29F || Opponent || 2 x 6, 5, 15 (32) || Chase
|Attractorb || EX Intake Range +1m, Assist Gauge Charge -20 %
|-
|-
| || Crashing Dive (Midair BRV) || 21F || Opponent || 1 x 7, 8, 1 x 7, 6, 12 (40) || Wall Rush
|Pearl Necklace || EX Force Absorption +10 %, Assist Gauge Charge -20 %
|-
|-
| || Jump (Ground HP) || 62F || Opponent || 2 x N || Wall Rush
|Dragonfly Orb || EX Core Absorption +10 %, Assist Gauge Duration -30 %
|-
|-
| || Dragon's Fang (Midair HP) || 41F || Opponent || - || Wall Rush
|Silver Hourglass || EX Mode Duration +5 %, Assist Gauge Duration -10 %
|-
|-
| Golbez || Glare Hand (Ground BRV) || 23F || Opponent || 8 x N, 6 x 3 (up to 26) || Chase (first hit), Wall Rush *5
|Pendant || EX Core Appearence Boost, EX Force Absorption -10 %
|-
|-
| || Attack System (Midair BRV) || 23/83F || Opponent || 4, 2 x N || Chase *5
|Battle Gem || Assist Gauge Duration +10 %, EX Force Absorption -20 %
|-
|-
| || Nightglow (Ground HP) || 15F (close), 91F (far) || Player || 1 x 3, 4, 4 || Melee High (five hits), Ranged High, Wall Rush
|Angel's Bell || Regen +5 % (EX mode)
|-
|-
| || Genesis Rock (Midair HP) || 51F || Opponent || 1 x 13 (up to 13) || Wall Rush
|Dismay Shock || EX Gauge Depletion +1 %
|-
|-
| Bartz || Blade Crash (Ground BRV) || 23F || Opponent || 8, 7, 6, 1 x 4, 15 (40) || Chase
|EX Breaker || EX Iai Strike +2 %, Defense -10 %
|-
|-
| || Slide Shooter (Midair BRV) || 25F || Opponent || 1 x 6, 5, 6, 3, 3, 5, 12 (40) || Wall Rush
|A Comrade's Vow || AST Charge on damage +15 %, EX Intake Range -1m
|}
 
{|class="wikitable"
|+ Booster Accessories {{accboo}}
! Name !! Effect !! Condition
|-
|-
| || Dark Flame (Ground HP) || 53F || Player || -  || Wall Rush
|Full EX Gauge || 1.3 || When your EX Gauge is full
|-
|-
| || Ragnarok Blade (Midair HP) || 45F || Opponent || - || Wall Rush
|Empty EX Gauge || 1.5 || When your EX Gauge is empty
|-
|-
| Exdeath || Sword Dance (Ground BRV) || 65F || Opponent || 30 (30) || Melee Mid, Wall Rush
|EX Core Present || 1.5 || When EX Core is present
|-
|-
| || Hurricane (Midair BRV) || 43F || Opponent || 2 x 6, 20 (32) || Chase
|EX Mode || 1.3 || While you are in EX Mode
|-
|-
| || Grand Cross (Ground HP) || 93F || Opponent || 2 x 5 (10) || Unblockable, Chase
|EX Revenge || 1.4 || While you are in EX Revenge
|-
|-
| || Delta Attack (Midair HP) || 51F || Opponent || - || Block, Wall Rush
|Maintain EX Mode || 1.4 || When in EX Mode for more than 15 seconds
|-
|-
| Gilgamesh || Cross Slash (Ground BRV) || 21F || Opponent || 6, 6, 8, 8, 16, 16 (60) OR 1, 1, 1, 1, 1, 1 (6) || Wall Rush
|Full EX & Assist Gauge || 1.5 || When your EX & Assist Gauges are full
|-
|-
| || Tsubamegaeshi (Midair BRV) || 21F || Opponent || 8, 8, 12, 12, 24 (60) OR 1, 1, 1, 1, 1 (5) || Wall Rush
|Pre-EX Mode || 1.4 || When you haven't yet entered EX Mode
|-
|-
| || Death Claw (Ground HP) || 41F || Opponent || 10, 10 (20) OR 1, 1 (2) || Wall Rush
|Pre-EX Revenge || 1.3 || When you haven't yet used EX Revenge
|-
|-
| || Hurricane (Midair HP) || 13F || Opponent || 4 x 6 (24) OR 1 x 6 (6) || Chase
|EX Gauge Full || 1.3 || When opponent's EX Gauge is full
|-
|-
| Terra || Graviga (Ground BRV) || 183F || Player || 2 x N, 40 (40+) || Unblockable, Wall Rush
|Empty EX Gauge || 1.3 || When opponent's EX Gauge is empty
|-
|-
| || Blizzara (Midair BRV) || 27F || Opponent || 20, 5 x 3 (35) || Ranged Low, Wall Rush
|EX Mode || 1.3 || While opponent is in EX Mode
|-
|-
| || Flood (Ground HP) || 71F || Player || - || Unblockable, Chase
|EX Revenge || 1.5 || While opponent is in EX Revenge
|}
 
{|class="wikitable"
|+ Special Accessories {{accsp}}
! Name !! Effect
|-
|-
| || Meltdown (Midair HP) || 145F || Player || - || Wall Rush
|White Drop || EX Force Absorption +5 %, Assist Gauge Duration -5 %
|-
|-
| Kefka || Meteor (Ground BRV) || 35F || Player || 15 each (up to 75) || Chase
|Cyan Drop || Initial EX Force +10 %, Assist Gauge Duration -10 %
|-
|-
| || Extra-Crispy Firaga (Midair BRV) || 49F || Opponent || 15 each (up to 45) || Chase
|Cyan Gem || Initial EX Force +20 %, Assist Gauge Duration -20 %
|-
|-
| || Hyperdrive (Ground HP) || 143F || Opponent || - || Unblockable, Chase
|White Gem || EX Force Absorption +10 %, Assist Gauge Duration -10 %
|-
|-
| || Havoc Wing (Midair HP) || 51F || Opponent || - || Wall Rush
|Tenacious Attacker || Absorb EX Force during attacks
|-
|-
| Cloud || Sonic Break (Ground BRV) || 21F || Opponent || 8, 12, 25 (45) || Wall Rush
|Blazing Totema || Absorb EX Force on Summon, Summon Recharge +2
|-
|-
| || Slashing Blow (Midair BRV) || 21F || Opponent || 5, 10, 25 (40) || Wall R ush
|Force to Courage || EX Core & EX Force to BRV
|-
|-
| || Cross Slash (Ground HP) || 41F || Opponent || 5, 5 (10) || Wall Rush
|Glutton || Absorb EX Force when taking damage
|-
|-
| || Braver (Midair HP) || 47F || Opponent || 2, 1 x N (4+) || Wall Rush
|Platinum Hourglass || EX Mode Duration +15 %, EX Force Absorption -20 %
|-
|-
| Tifa || Beat Rush (Ground BRV) || 21F || Opponent || 8, 11, 16 (35) || Chase
|Spider Web || EX Revenge Duration +10 %
|-
|-
| || Falcon's Dive (Midair BRV) || 23F || Opponent || 26 (26) || Wall Rush
|Ruby Hourglass || EX Mode Duration +10 %, EX Mode Damage -10 %
|-
|-
| || Meteodrive (Ground HP) || 39F || Opponent || 15 (15) || Wall Rush
|Spider's Bane || EX Revenge Duration +15 %
|-
|-
| || Rolling Blaze (Midair HP) || 45F || Opponent || 1 x 7 (7) || Wall Rush
|Aggressor || EX Mode Damage +20 %, EX Mode Duration -30 %
|-
|-
| Sephiroth || Reaper (Ground BRV) || 21F || Opponent || 2, 1 x 5, 10, 2, 1 x 6, 10, 3, 1 x 5, 2 (45) || Chase
|Avenger || EX Revenge Damage +30 %, EX Core Absorption -30 %
|-
|-
| || Sudden Cruelty (Midair BRV) || 17F || Opponent || 2 x 8, 9, 4, 1 x 5, 6 (40) || Chase
|Glimmering Crystal || EX Core Absorption +15 %, Assist Gauge Charge -15 %
|-
|-
| || Octaslash (Ground HP) || 43F || Opponent || 2 x 6, 4 (16) || Wall Rush
|Badge of Trust || Initial Assist Charge +40 %, EX Force Absorption -30 %
|-
|-
| || Hell's Gate (Midair HP) || 55F || Opponent || 2 x N || Chase
|Great Gospel || Regen +10 %, BRV Recovery +50 %
|-
|-
| Aerith || Cure (Ground BRV) || - || Player || 60 % of raw BRV || BRV heal
|First to Victory || Initial EX Force +20 %, Initial Assist Charge +20 %, Initial Bravery +20 %
|-
|-
| || Seal Evil (Midair BRV) || - || Player || 3-second stun || Ranged Low
|Fake Mustache || LUK +10, EX Core Appearence Boost
|-
|-
| || Planet Protector (Ground HP) || - || Player || 5-second duration || Damage immunity
|Mystic Guard || EX Break Chance (Endure one EX Break)
|-
|-
| || Holy (Midair HP) || 480F || Player || - || Ranged High, Block (close)
|Spider Silk || EX Revenge Duration +5 %
|-
|-
| Squall || Solid Barrel (Ground BRV) || 13F || Opponent || 5, 6, 8, 10, 5, 5, 16 (55) || Chase
|Close to You || Always Absorb EX Force, Assist Gauge Charge -30 %
|-
|-
| || Heel Crush (Midair BRV) || 41F || Opponent || 20 (20) || Melee Mid, Wall Rush, Block (Ranged Low)
|Center of the World || EX Intake Range +3m, EX Force & Core Absorption +25 %, Assist Gauge Freeze
|-
|-
| || Blasting Zone (Ground HP) || 41F || Opponent || 6, 1 x 4 (10) || Chase
|Together as One || Initial Assist Charge +40 %, Assist Gauge Duration +50 %, EX Force Absorption -40 %
|-
|-
| || Aerial Circle (Midair HP) || 43F || Opponent || - || Wall Rush, Block (Ranged Low)
|Side by Side || AST Gauge Charge on HP attack, EX Force Absorption Disabled, EX Gauge Freeze
|-
|-
| Laguna || Machine Gun (Ground BRV) || 31F || Opponent || 1 x 31 (31) || -
|Arcane Incense || Initial EX Force +25 %, Accessory breakability: 100 %
|-
|-
| || Shotgun (Midair BRV) || 55F || Opponent || 1 x 6, 1 x 6, 3 x 6 (30) || Ranged Low, Ranged Mid, Wall Rush
|Arcane Incense || Initial EX Force +100 %, Accessory breakability: 100 %
|-
|-
| || Satellite Laser (Ground HP) || 83F || Player || 2 x 8 (16) || Wall Rush
|Spirit of Qu'Bia || Initial EX & AST Charge +100 %, Initial Bravery +300 %, Accessory Breakability: 100 %
|-
|-
| || Ragnarok Blade (Midair HP) || 43F || Opponent || - || Wall Rush
|Shock of Qu'Bia || EX & Assist Chance, EX & AST Gauge Depletion +100 %, Accessory Breakability: 100 %
|-
|-
| Ultimecia || Knight's Axe (Ground BRV, uncharged) || 33F || Opponent || 10 x 3 (up to 30) || Chase
|Qu'Bia Crystal || EX Force Absorption +100 %, EX Core Absorption +100 %, Accessory Breakability: 100 %
|}
 
== Equipment set bonuses (LV100) ==
 
=== King of Tragedy ===
'''Effect:''' EX Revenge Duration +40%, EX Revenge Damage +50%
 
Must equip all four equipment for set bonus.
 
{|class="wikitable"
! Type !! Name !! Stats !! Effect !! Category
|-
|-
| || Knight's Axe (Midair BRV, charged) || 53F || Opponent || 40 (40) || Ranged High, Wall Rush
|Weapon || Rhongomiant || HP -328, ATK +69, DEF -1 || - || Spear
|-
|-
| || Hell's Judgement (Ground HP) || 103F || Player || 3 x 13 (39) || Chase
|Hand || Prytwen || DEF +73 || - || Shield
|-
|-
| || Apocalypse (Midair HP) || 59~240F || Player || - || Chase
|Head || Dragon Sallet || BRV +290, DEF +1 || - || Helm
|-
|-
| Zidane || Rumble Rush (Ground BRV) || 19F || Opponent || 2, 3, 4, 6, 2 x 3, 9 (30) || Chase
|Body || Wygar || HP +2973 || - || Light Armor
|}
 
=== Rise of Discord ===
'''Effect:''' EX Mode Duration +40 %, EX Revenge Duration +40 %.
 
Exclusive to Feral Chaos.
Must equip all four equipment for set bonus.
 
{|class="wikitable"
|-
|-
| || Vortex (Midair BRV) || 23F || Opponent || 2 x 3, 9, 1 x 5, 15 (35) || Wall Rush
! Type !! Name !! Stats !! Effect !! Category
|-
|-
| || Stellar Circle (Ground HP) || 43F || Opponent || 1 x 9 (9) || Chase
|Weapon || Endless Oblivion || ATK +67 || - || Exclusive
|-
|-
| || Free Energy (Midair HP) || 25F || Opponent || - || Chase
|Hand || Eternal Despair || DEF +73 || - || Exclusive
|-
|-
| Kuja || Snatch Blow (Ground BRV) || 35F || Opponent || 8, 1 x 4, 2 x 10, 15 (47) || Chase
|Head || Phantasmal Abyss || BRV +290, DEF +1 || - || Exclusive
|-
|-
| || Strike Energy (Midair BRV) || 17F || Opponent || 4 x 4, 2 x 7, 20 (50) || Chase
|Body || Cycle's End || HP +2973 || - || Exclusive
|}
 
=== Seal of Lufenia ===
'''Effect:''' EX Gauge Depletion +5 %.
Must equip three equipment for set bonus.
 
This set bonus has multiple equipment that are eligible for this set bonus.
 
{|class="wikitable sortable"
! scope=col | Type
! scope=col | Name
! scope=col | Stats
! scope=col | Effect
! scope=col | Category
|-
|-
| || Flare Star (Ground HP) || 39F || Opponent || 10, 1 x 5 (15) || Wall Rush
|Weapon || Lufenian Saber || ATK +67 || - || Sword
|-
|-
| || Force Symphony (Midair HP) || 33F || Opponent || - || Chase
|Weapon || Lufenian Dagger || ATK +66 || - || Dagger
|-
|-
| Tidus || Sonic Buster (Ground BRV) || 25F || Opponent || 2 x 5, 6, 8, 16 (40) || Wall Rush
|Weapon || Lufenian Katana || BRV +39, ATK +67, DEF -1 || - || Katana
|-
|-
| || Hop Step (Midair BRV) || 11F || Opponent || 7, 13 (20) || Chase
|Weapon || Lufenian Lance || HP -328, ATK +69, DEF -1 || - || Spear
|-
|-
| || Spiral Cut (Ground HP) || 39F || Opponent || 1 x 4, 6 (10) || Chase
|Weapon || Lufenian Staff || BRV +39, ATK +66 || - || Staff
|-
|-
| || Slice and Dice (Midair HP) || 53F || Opponent || 2 x 5 (10) || Chase
|Weapon || Star of Lufenia || BRV -40, ATK +69, DEF -1 || - || Thrown
|-
|-
| Yuna || Meteor Strike (Ground BRV) || 19F || Opponent || 10, 20 (30) || Wall Rush
|Weapon || Lufenian Lute || BRV -40, ATK +67, DEF +1 || - || Instrument
|-
|-
| || Heavenly Strike (Midair BRV) || 11F || Opponent || 4, 6, 12 (22) || Ranged Low, Wall Rush
|Weapon || Lufenian Pole || HP -328, BRV +79, ATK +66 || - || Pole
|-
|-
| || Hellfire (Ground HP) || 39F || Opponent || 10 (10) || Chase
|Hand || Lufenian Dirk || ATK +1, DEF +72 || - || Parrying
|-
|-
| || Diamond Dust (Midair HP) || 21F || Opponent || 2 x 5 (10) || Chase
|Hand || Lufenian Bangle || HP +327, DEF +72 || - || Bangle
|-
|-
| Jecht || Jecht Rush (Ground BRV) || 13F || Opponent || 4, 1 x 9, 3, 1 x 5, 2, 19 (42) || Wall Rush
|Hand || Lufenian Gauntlets || BRV +39, DEF +72 || - || Gauntlet
|-
|-
| || Jecht Stream (Midair BRV) || 17F || Opponent || 2, 2, 1 x 4, 3, 5, 5, 1 x 4, 15 (40) || Wall Rush
|Hand || Lufenian Greatshield || BRV +39, ATK -1, DEF +73 || - || Large Shield
|-
|-
| || Jecht Blade (Ground HP) || 41F || Opponent || 2 x 5 (10) || Wall Rush
|Head || Lufenian Hairpin || HP -328, BRV +369 || - || Hairpin
|-
|-
| || Triumphant Grasp (Midair HP) || 41F || Opponent || 1 x 5, 3, 2 (10) || Wall Rush
|Head || Lufenian Headband || HP +327, BRV +290 || - || Headband
|-
|-
| Shantotto || Bind (Ground BRV) || 65F || Opponent || - || Ranged Low
|Body || Lufenian Jacket || HP +2973, BRV +39, DEF -1 || - || Clothing
|-
|-
| || Bio (Midair BRV) || 33F || Opponent || 4 x 11 (44) || Ranged Low
|Body || Lufenian Vest || HP +2973 || - || Light Armor
|}
 
=== Soul of Yamato ===
'''Effect:''' LUK +3 / Regen +20 % / HP to BRV, EX Core Appearence Boost
Must equip three equipment for set bonus.
 
{|class="wikitable"
! Type !! Name !! Stats !! Effect !! Category
|-
|-
| || Spirit Magic: Earth (Ground HP) || 49F || Opponent || 5 x 5 (25) || Chase
|Weapon || Genji Blade || BRV +39, ATK +67, DEF -1 || - || Katana
|-
|-
| || Spirit Magic: Ice (Midair HP) || 69F || Opponent || 3 x 5 (15) || Chase
|Hand || Genji Shield || DEF +73 || - || Shield
|-
|-
| Prishe || Howling Fists -> Raging Fists (Ground BRV) || 17F || Opponent || 1 x 3, 7, 2 x 4, 7 (25) || Chase
|Head || Genji Helm || BRV +290 DEF +1 || - || Helm
|-
|-
| || Backhand Blow -> Shoulder Tackle (Midair BRV) || 29F || Opponent || 18, 12 (30) || Melee High, Wall Rush
|Body || Heavy Armor || HP +3300 BRV +39 || - || Heavy Armor
|}
 
 
== Equipment (LV100) ==
 
{|class="wikitable sortable"
! scope=col | Type
! scope=col | Name
! scope=col | Stats
! scope=col | Effect
! scope=col | Category
|-
|-
| || Nullifying Dropkick (Ground HP) || 49F || Opponent || - || Wall Rush
|Weapon || Zwill Crossblade || ATK +66, DEF +1 || Initial EX Force +20 % || Dagger
|-
|-
| || Auroral Uppercut (Midair HP) || 43F || Opponent || 2 x 5 (10) || Wall Rush
|Weapon || Heaven's Cloud || BRV +39, ATK +67, DEF -1 || EX Intake Range +3m || Katana
|-
|-
| Vaan || Greatsword (Ground BRV, non-switch) || 23F || Opponent || 13, 17 (30) || Wall Rush
|Weapon || Nirvana || BRV +39, ATK +66 || EX Mode Duration +20 % || Staff
|-
|-
| || Staff (Midair BRV, non-switch) || 21F || Opponent || 3 x 3, 11 (20) || Chase
|Weapon || Fire Book || BRV +39, ATK +66 || Regen +15 % || Staff
|-
|-
| || Cataclysm (Ground HP) || 45F || Opponent || - || Chase
|Weapon || Cleaver || BRV -40, ATK +69, DEF -1 || EX Force Absorption +10 % || Thrown
|-
|-
| || Inferno (Midair HP) || 51F || Opponent || 1 x 9 (9) || Wall Rush
|Weapon || Loki's Lute || BRV -40, ATk +67, DEF -1 || EX Core Absorption +20 % || Instrument
|-
|-
| Gabranth || Enrage (Ground BRV) || 15F || Opponent || 3 x 8, 16 (40) || Wall Rush
|Weapon || Gigant Axe || BRV -80, ATK +70 || EX Force Absorption +10 %, slight Anti-EX effect || Exclusive ([[Garland_(Dissidia_012)|'''Garland''']])
|-
|-
| || Aero (Midair BRV) || 31F || Opponent || 15 (15) || Ranged Low, Chase
|Weapon || Mateus' Malice || HP +327, BRV -80, ATK +68, DEF +1 || EX Intake Range +3m, slight Anti-EX effect || Exclusive ([[The_Emperor_(Dissidia_012)|'''The Emperor''']])
|-
|-
| || Execution (Ground HP) || 41F || Opponent || 20 (20) || Chase
|Weapon || Everdark || BRV +39, ATK +67 || BRV Recovery +100 %, slight Anti-EX effect || Exclusive ([[Cloud_of_Darkness_(Dissidia_012)|'''Cloud of Darkness''']])
|-
|-
| || Hatred (Midair HP) || 35F || Opponent || - || Wall Rush
|Weapon || Dorgann's Blade || ATK +68 || Regen +20 %, Cat Nip effect || Exclusive ([[Bartz_Klauser_(Dissidia_012)|'''Bartz''']])
|-
|-
| Lightning || Aerora (Ground BRV) || 43F || Opponent || 1 x 5, 6 (11) || -
|Weapon || Yoshiyuki || BRV +39, ATK +68, DEF -1 || EX Force Absorption +10 %, Riposte effect || Exclusive ([[Gilgamesh_(Dissidia_012)|'''Gilgamesh''']])
|-
|-
| || Smite (Midair BRV) || 23F || Opponent || 12, 10, 18 (40) || Wall Rush
|Weapon || Dancing Mad || BRV -40, ATK +68, DEF +1 || Initial EX Force +20 %, Back to the Wall effect || Exclusive ([[Kefka_Palazzo_(Dissidia_012)|'''Kefka''']])
|-
|-
| || Lightning Strike (Ground HP) || 47F || Opponent || 7 each || Chase
|Weapon || One-Winged Angel || BRV +39, ATK +68, DEF -1 || Damage +10 %, slight Anti-EX effect || Exclusive ([[Sephiroth_(Dissidia_012)|'''Sephiroth''']])
|-
|-
| || Thunderfall (Midair HP) || 55F || Opponent || 1 x 8, 2 x 6 (8/12) || Block, Wall Rush
|Weapon || Lionheart || ATK +68 || EX Core Absorption +30 %, slight Sneak Attack effect || Exclusive ([[Squall_Leonhart_(Dissidia_012)|'''Squall''']])
|}
</div></div>
 
<br>Below are original damage tables for assist bravery attacks and HP attacks respectively by Balguna.
 
<div class="toccolours mw-collapsible mw-collapsed overflow:auto;">
<div style="font-weight:bold;line-height:1.6;">Assist BRV Damage Table</div>
<div class="mw-collapsible-content">
ADD ASSIST BRV DAMAGE TABLE IMAGE
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed overflow:auto;">
<div style="font-weight:bold;line-height:1.6;">Assist HP Damage Table</div>
<div class="mw-collapsible-content">
ADD ASSIST HP DAMAGE TABLE IMAGE
</div></div>
 
== List of Assist Characters ==
 
=== Aerith Gainsborough ===
{| class="wikitable"
|-
|-
! Bravery !! Effect !! Spawn !! Effect info
|Weapon || Shooting Star || HP +327, BRV -80, ATK +68 DEF +1 || EX Force Absorption +10 %, Back to the Wall effect || Exclusive ([[Ultimecia_(Dissidia_012)|'''Ultimecia''']])
|-
|-
| Cure || BRV increase || Player (ground) || 60 % of raw BRV
|Weapon || Terra's Legacy || HP +327, BRV -80, ATK +68, DEF +1 || EX Force Absorption +10 %, Back to the Wall effect || Exclusive ([[Kuja_(Dissidia_012)|'''Kuja''']])
|-
|-
| Seal Evil || Hold || Player (air) || 3-second duration
|Weapon || Spira's Hope || BRV +39, ATK +67 || EX Intake Range +3m, Cat Nip effect || Exclusive ([[Yuna_(Dissidia_012)|'''Yuna''']])
|}
 
{| class="wikitable"
|-
|-
! HP !! Effect !! Spawn !! Damage multiplier
|Weapon || Chaos Blade || ATK +68 || EX Mode Duration +20 %, slight Counterattack effect || Exclusive ([[Gabranth_(Dissidia_012)|'''Gabranth''']])
|-
|-
| Planet Protector || Invincibility || Player (ground) || 5-second duration
|Weapon || Zodiac Blade || ATK +68 || EX Core Absorption +30 %, Riposte effect || Exclusive ([[Vaan_(Dissidia_012)|'''Vaan''']])
|-
|-
| Holy || Wall Rush, Block || Player (air) || 0
|Hand || Seydlitz || HP +327, DEF +72 || Regen +20 % || Bangle
|}
<br>Aerith is a very strong assist, right up there in terms of viability with the Kuja assist but for very different reasons. All of her moves provide unconventional utility not found in other assist characters, with Seal Evil enabling guaranteed follow-ups after initiating chase, Planet Protector nullifying all damage reactions (including HP and the damage it would've caused) and Holy creating an oppressive situation that forces the opponent to act.
 
<br>As such, the player is required to approach calling her a bit differently. Aerith spawns near the player whenever called and Seal Evil, being a ranged priority trap that spawns on a player after a couple seconds demands a bit of foresight to guarantee a hit. It is for this reason that characters who can initiate chase attacks off of their key moves such as Lightning and Vaan can benefit from Aerith consistently and is often paired with increased EX absorption to complement this strategy.
 
<br>Because of the lack of conventional fast close range attacks, Aerith assist falls behind as an assist punish tool, having less utility in punishing whiffed attacks outside of glaring exceptions. Her only direct attack is Holy which can deplete a bit of EX meter but beyond that she cannot deplete opponent's EX meter and thus the onus on that falls exclusively on the player's equipment. This can complicate matters when attempting to resolve a Final EX Revenge situation and characters who are known to perform best with this assist such as Tidus will not see further advancements in this field.
 
<br>Aerith is a great choice, but her benefits are less about scoring hits on her own but often times bolstering what the player character can do in a specific match-up. Even then, her unique abilities can alleviate severe issues a character -or player- may face. These will be explored in greater detail below, but know that Aerith assist is well worth learning... and paying the fee for the Prologus demo.
 
==== Cure ====
Curative skill increasing ally's bravery.
 
<br>Aerith spawns near the player to give them 60 % of their raw bravery. At LV100 this is always '''400''' bravery. While not the best use of assist meter in most cases, you can attempt to finish a match by blocking the opponent's bravery attack, calling Aerith to add 400 to your bravery and let that carry over the kill threshold. Or you can just use the slowdown during the assist call to prevent the opponent from using Assist Change, whichever fits your needs better.
 
==== Seal Evil ====
[Special] Make opponent unable to move. Foe is freed when hit by another attack.
 
<br>The bread and butter. Ranged Low priority and notable start-up compared to other conventional assists' aerial braveries, but landing this will keep the opponent in place for three seconds. As mentioned earlier, successfully connecting with this typically requires pre-emptive timing or an elaborate set up.
 
===== Seal Evil setups =====
<br>The most common set up is to call Aerith right before a Chase prompt appears, then initiate chase, perform an HP attack and if the opponent dodges it, Seal Evil will hit them. If the opponent dodges right away, the HP attack will connect, guaranteeing HP damage off of a move while absorbing all EX on the field due to Chase activation.
 
<br>There are a few transmutations of this setup that both players should be aware of. Once the player has initiated Chase:
* player performs an HP attack and the opponent dodges immediately, receiving the HP attack near a wall
If the players are near a wall and Aerith was called late enough, the wall rush caused by the chase HP attack can also chain into Seal Evil.
 
* player performs a bravery attack
This is typically performed near a wall as well as means to tack on extra damage. If the opponent dodges the bravery, Seal Evil will still connect. If the opponent does not dodge the bravery, they will sustain both the bravery damage as well as Seal Evil's binding effect.
 
<br>If the wall rush is not possible, getting hit by the bravery attack ''will move the opponent out of Seal Evil's range''. Be aware of your surroundings if you opt for this option.
 
* the opponent is caught in Seal Evil before the player has performed an attack during Chase
Moves such as Vaan's (SW) Katana that have a short enough knockback, but long enough Chase prompt window to delay the chase timing for Seal Evil to connect by just performing the initial Chase prompt. If the player performs a bravery attack or an HP attack after this happens, ''the opponent can still attempt to evade it'' as if Seal Evil never happened.
 
<br>These timings can vary greatly depending on the character. For example, Paladin form Cecil has to commit to an HP attack during chase after using Sacred Cross and calling Aerith due to the chase window and hit stun being too short. Cloud and his [[Cloud_(Dissidia_012_Final_Fantasy)#Double_Cut_.28midair.29_.28.E9.80.A3.E6.96.AC.E3.82.8A.28.E7.A9.BA.E4.B8.AD.29.29|aerial Double Cut]] suffer from a similiar problem.
 
<br>Aerith can also be chained from wall rushes by calling her a bit earlier than the wall rush would occur. In chase situations where the player scores a wall rush, ''Seal Evil can still connect'' if Aerith is called as soon as the chase sequence is considered over.
 
===== Seal Evil combos =====
<div class="toccolours mw-collapsible mw-collapsed overflow:auto;">
<div style="font-weight:bold;line-height:1.6;">Overview of the possibilities</div>
<div class="mw-collapsible-content">
Because Seal Evil's effect persists even after Aerith has left the field, the move allows a lot of leniency in connecting a follow-up. Solo setups such as Sephiroth's Shadow Flare into Heaven's Light can be used to good effect here.
 
<br>However, in an interesting note this also means that the assist meter is not grayed out, indicating prohibited use. This means two things.
 
<br>For one, the player can take advantage of [[Dash feint|Dash feinting]] or ground dashing to generate assist meter before performing their follow-up attack, mitigating a minor portion of Seal Evil's cost of one assist bar in the process. If the opponent received Seal Evil while being wall rushed on the ground, they will transition into the "floor splat" state if no further action is taken before Seal Evil's effect wears off, allowing leniency in building assist meter via ground dashing.
 
<br>Secondly -and this is a big one-, using an HP attack with long hit stun or one that wall rushes and then calling Aerith again allows the player to bind the opponent ''again with Seal Evil'' for a second time in a row. It is an expensive trade-off, costing both of the player's assist bars but being able to land 2-3 HP attacks in a single combo can be a worthwhile investment for high base bravery and / or wall rush builds. Meter depletion applies for all those hits as well and this could be used to even generate an extraordinary amount of EX with solo combos.
 
<br>Because of this, [https://www.youtube.com/watch?v=QZHhF89IvmU '''Zidane became infamous for being able to exploit this fact'''] with his Shift Break HP and Meo Twister HP link off of his single best move, Swift Attack. With a proper high base bravery build with good base bravery recovery Zidane can inflict up to 6000-7000 HP with only two assist bars.
 
<br>In practice, the combo looks like this
* '''Swift Attack - Meo Twister - Seal Evil - free air dash - Shift Break, call Aerith right before HP damage is inflicted - Seal Evil - position above opponent and Shift Break, call Aerith right before HP damage again - Seal Evil - Shift Break at the ceiling - air dodge - Swift Attack - Meo Twister.'''
If Zidane cannot secure the ceiling, it is common to omit the second Shift Break in favor of simply doing another Swift Attack instead. This is still above 4000 hp territory and with [[Assist#Side_by_Side_.28.E3.82.B9.E3.82.BF.E3.83.B3.E3.83.89.E3.83.90.E3.82.A4.E3.83.9F.E3.83.BC.29|'''Side by Side''']] this combo can come into play earlier than usual.
 
<br>This concept can be applied to any character who has an attack with a somewhat short animation (end lag) and long enough hit stun or wall rush property to allow Aerith to chain another Seal Evil. While the mileage will greatly vary from character to character, such as Jecht using three Ultimate Jecht Shots or Tidus fitting in another aerial Cut and Run, the potential of this technique should not be overlooked. Other assist characters with lingering projectiles and traps such as Firion, The Emperor and Ultimecia can replicate this effect, again, with varying degrees of success.
</div></div>
 
<br>'''List of combos'''
 
<br>Cloud:
* Slashing Blow - wall rush - Seal Evil - Fire [1] - dash - Fire [2] - Fire [1] hits - Fire [2] hits - Climhazzard (2 hits) - Double Cut (midair)
[https://www.youtube.com/watch?v=C6iYC4NLZoA Video demo]
 
==== Planet Protector ====
Give all allies temporary invincibility.
 
<br>Indicated by a golden flash around her and the player character, Planet Protector will nullify any damage caused to the player or any hit reaction caused to Aerith herself for five seconds (or 300 frames). In that sense, "invincibility" is an accurate term because nothing the opponent does can hurt or kill the player character while under this effect.
 
<br>As this is not a combo attack, it cannot be used to chain a sequence of attacks together. However, due to the continuous invincibility it can allow other strategies.
 
<br>The opponent can still attempt to attack the player and upon making contact the attack will act as it normally would. All bravery damage will do 0 damage and upon inflicting HP damage the damage is not only 0, but also resets the opponent's bravery back to 0 as if the HP attack connected conventionally. This can be used as a countermeasure to reset a high amount of bravery the opponent may have accumulated by running into it on purpose or to otherwise nullify an incoming attack pre-emptively.
 
<br>This does mean that any sustained chase attacks will have no effect and as a result, Planet Protector can enable immediate counter attacks following the lack of damage reaction.
 
<br>Exdeath can notoriously exploit Planet Protector to a good effect thanks to his grounded Maelstrom HP. By charging up this move and then calling Aerith to cast Planet Protector in the middle of the animation, the opponent is left with no choice but to deflect Maelstrom. The difficulty of this task varies by character, but a select few cannot do this at all, them being Kuja, Shantotto and Yuna. This results them in sustaining unavoidable damage which can greatly reduce their chances of winning against Exdeath in larger stages.
 
==== Holy ====
[Long] Cast a legendary white magic spell. Long cast time.
 
<br>Holy is the single assist attack that allows Aerith to inflict HP damage on her own. It's casting time is 8 seconds (or 480 frames) and the HP hit connects at 524 frames, roughly 1.45 seconds later.
 
<br>Between frames 480 and 524, the opponent is still free to do anything. They could even attack Aerith to cause an Assist Lock to the player who used it, but they will still get hit by Holy in the end. Think of this as Starfall, the meteor (Holy) appears at 480 frames, and needs 44 frames to "reach" its target.
 
<br>During this move Aerith has Block Mid priority, which means you will need guard staggering moves like Squall's Heel Crush or high priority moves such as HP attacks or LV3 Jecht Stream to intercept it.
 
<br>As Holy is still a Ranged High, it can also be deflected by high priority Melee attacks or blocks that Jecht and Exdeath possess. Even Precision Block works! Needless to say the timing is nothing short of strict, on top of the opponent continuing to pressure while Holy is taking place.
<br>Here is a [https://www.youtube.com/watch?v=NC-2xbVQML8 '''video demonstrating some of these countermeasures'''].
 
=== Kuja ===
{| class="wikitable"
|-
|-
! Bravery !! Effect !! Spawn !! Damage multiplier
|Hand || Highway Star || ATK +1, DEF +72 || EX Force Absorption +10 % || Exclusive ([[Gabranth_(Dissidia_012)|'''Gabranth''']])
|-
|-
| Snatch Blow (ground) || Chase || Opponent (ground) || 8, 1x4, 2x10, 15 (47)
|Body || Bone Mail || HP +3300, BRV +39 || EX Core Absorption Disabled, EX Force Absorption Disabled || Heavy Armor
|-
| Strike Energy (midair) || Chase || Opponent (air) || 4x4, 2x7, 20 (50)
|}
|}
{| class="wikitable"
|-
! HP !! Effect !! Spawn !! Damage multiplier
|-
| Flare Star (ground) || Wall Rush || Opponent (ground) || 10, 1x5 (15)
|-
| Force Symphony || Chase || Opponent (air) || 0
|}
<br>Kuja is one of the game's strongest assists in terms of application and damage output. If in doubt, pick him.
<br>'''Snatch Blow''' on the ground does good damage and holds the opponent long enough for player to add 1-2 bravery attacks before sending them upwards with an assist chase prompt for a clean HP ender. Some characters can perform an HP attack during this attack to take advantage of wall rush damage or to reset the base bravery recovery.
<br>It's greatest downside (aside from not being Ranged priority) would be it's somewhat slow start-up and long animation length. Escaping after the first hit leaves Kuja completely vulnerable to attacks as the rest of Snatch Blow plays out. It is here where using your own character to protect the assist comes into play, utilising a move to prevent the opponent from locking Kuja or to successfully hit the opponent for acting out the assist lock interaction. Player preference and character match-ups are both major factors in deciding the outcome of this interaction, and is something that will apply not just to the Kuja assist, but other assist characters that stay out on the field for a good moment such as Jecht.
<br>Because of Snatch Blow's attack having a second hitbox while the spheres come back, performing a ground dodge on the first hit can result in Snatch Blow catching the opponent with the second hit. With a careful setup, only Precision Evasion can bypass this situation.
<br>'''Strike Energy''', while it's holding potential is not as great as Snatch Blow's it's upward knockback duration more than makes up for it, allowing for just about any character to comfortably chain into an HP attack after an assist chase. It is also quite fast on start-up and the little forward glide Kuja does before making contact adds a bit of range to the move that other notable assists such as Sephiroth, Jecht and Yuna lack. It's a textbook example of a good bravery assist. Fast, good damage and easy followups.
<br>The animation length and melee priority are once again it's weak points. If this assist attack is used to whiff punish a move from afar and the opponent escapes from it, Kuja is left with no immediate protection from the player. Depending on the character the options for covering Kuja up above may also be limited, but conversely fitting a bravery attack at the ceiling during Strike Energy is easier and ever so slightly more damaging.
<br>'''Flare Star''' is mostly used to bypass a potential LV2 Change with it's Ranged High priority. Even if the opponent opts to use LV2 Change during this move, Kuja assist will remain on the field unharmed. It is a valuable asset as some characters can confirm a wall rush on the ground. If you feel the opponent wants to lock him, protect him in a way that suits you.
<br>'''Force Symphony''' has a similiar application as Flare Star. One of it's more consistent uses involves calling him and then initiating chase to force a situation where the opponent is liable to taking damage from Kuja while the chase situation plays out. Start with an HP attack and if the opponent dodges, proceed to dodge yourself afterwards. Kuja usually travels far enough to make contact with the opponent before you can sustain HP damage. In small stages this is noticeably easier to perform, just be ready to press X to teleport for a follow-up.
<br>As Force Symphony is positioned above the opponent, taking action against this move can leave the opponent vulnerable to the player character's actions. Pay attention to the situation at hand and decide whether to fight or flight. At worst, the opponent gets away with using two assist bars but on a positive note, they have to then build up the assist meter again.
Due to the multi-hit nature of Kuja's attacks, Assist Critical Boost can be a good CP investment.

Revision as of 10:21, 8 January 2024

EX is a gameplay mechanic that was introduced in Dissidia Final Fantasy (PSP) and retained in Dissidia 012. It is a resource that enables mechanics exclusive to it, EX mode and EX Revenge (012 only).

Overview

When a bravery or an HP attack connects, it can generate small, bright spheres that float on the field. These are known as EX Force. Being in the vicinity of these spheres draws them to the player character and will accumulate the titular EX resource that is indicated with a vertical purple bar at the bottom corners of the screen.

A full EX meter requires 1000 EX Force. Each sphere has a miniscule value of three (3), but many attacks generate anywhere from 15 to 90 EX on hit.

Once the EX meter has been filled, it will change to a bright orange color and the player will have access to either EX mode or EX Revenge depending on when R + Square is pressed. Much like the assist mechanic, this is a context sensitive input. When the player character is in a damaged state after an attack, the input will activate EX Revenge. Every other instance activates EX mode instead, such as attacking, being staggered or just moving the character freely.

A full EX meter is a powerful asset in competitive play, as it can secure victories, impose checkmate situations on the opponent and prevent an otherwise unavoidable loss. But it is often a resource that is built over the course of a match. As such, it is a long-term investment that not every character can always to make due to unfavorable risk / reward ratio. Gabranth revolves entirely around the EX mechanic, while characters such as Cloud, Lightning and Garland are known to work well with the EX meter economy.

In Dissidia 012, EX is designed to be antithesis to the game's [1]Assist] mechanic. Equipment that enhances EX often compromises Assist, activating EX mode depletes the opponent's Assist meter and more.

Situations where EX can be gained

  • Connecting any attack that generates EX Force on hit (refer to the character's attack info tables)
  • Being near EX Force the opponent generated with their previous attack(s)
  • Being near EX Force while attacking or taking damage (special accessories only)
  • Touching an EX core
  • Use Gabranth's EX Charge attack
  • Getting hit by Gilgamesh assist who uses Excalipoor swords
  • Equipping gear and accessories that provide a set amount of EX at the beginning of a fight, such as Zwill Crossblade and First to Victory.
  • Activating the [2]EXP to EX extra ability]

Situations where EX will not be gained

  • Player character is too far from the EX spheres for the EX intake range to function
  • Player character is in an attack animation or taking damage (circumvented with special accessories)
  • Player character has Force to Courage or Side by Side special accessory currently equipped
  • Suffering from the EX depletion effect for getting hit by a bravery attack or an HP attack (equipent dependent)
  • Connecting an attack during EX Revenge; EX is not generated aside from Gabranth's EX Charge

Mechanics

EX Break

Hitting the opponent's assist character during EX mode not only locks the assist meter, but also rewards the player with the stage bravery. This can occur both when the assist character is whiff punished or when the character in EX mode connects an attack during the opponent's Assist Change.

Gabranth has an exclusive ability in EX mode known as Jamming that nullifies this mechanic.

EX Burst

A cinematic sequence of attacks that inflicts HP damage and ends EX Mode. This can only be accessed by landing an HP attack during EX mode and then pressing Square when prompted. Once initiated, press the appropriate inputs to perform the devastating flurry of attacks. Failing the sequence of inputs will result in reduced damage. The damage of these attacks differ and may be influenced by character-specific traits. These can be referred to in each character's page on this site.

The opponent can mitigate bravery damage by repeatedly pressing Circle to raise the base defense. This is indicated with a small arrow that moves vertically alongside the graphic indicating base defense values. Overdoing it will result in decreased defense however, so players must input diligently. The support abilities Auto EX Defense or Auto EX Defense Ω can be equipped to eliminate the need for player input at the cost of CP.

Similiarly, the support abilities Auto EX Command or Auto EX Command Ω can be equipped to forgo manual player input altogether. Useful for EX Bursts that require precise timing (in high latency connections), such as Tidus or Jecht.

EX Bursts are commonly used to end matches or tack on additional damage through bravery breaks or otherwise. As health cannot go below 1 with excess wall rush HP damage, following up with an EX Burst is a consistent way to secure the victory for characters who have access to such attacks.

Booster accessories will not be in effect during EX Burst. However, the % damage increase from accessories still affect EX Burst damage.

EX Core

During a fight, an EX core appear somewhere on the field after a period of time has passed. This provides a flat 150 EX and will attract any remaining EX floating on the field towards it, further increasing the amount of EX gained when touching it.

This is an object separate from the opponent's character that adheres to the Lock On mechanic. As such, in order to move directly towards it with a dash, players must have the support ability "EX Core Lock On" equipped and press L when an EX core has appeared.

The appearence of an EX core is not dictated by the LUK stat in Dissidia 012. Instead, it has a 25 % chance to spawn close to either player and a 75 % chance to spawn far from both players.

If no-one touches the EX core, it will remain on the field indefinitely. No additional EX cores will spawn during this time. Instead, the existing core will continue to gather all EX Force that is generated through attacks. This will eventually enhance the EX core itself, transforming it's appearence up to two (?) times. During this brief transitional state, the EX core is intangible and cannot be collected.

EX cores are an important aspect of EX generation and thus competitive play in general. Since it is one of the few ways EX can be accumulated without attacking the opponent, it can be a vital tool to establish counterplay or comebacks. For example, grounded characters such as Firion and Golbez are more likely to be in a favorable position to touch the EX core first against aerial characters who are playing passively outside of their reach. This means that EX cores can facilitate situations that break a common dynamic in an overly defensive or otherwise challenging match-up.

Characters who cannot absorb EX Force due to Side by Side or other equipment related factors are still encouraged to collect EX cores if their opponent can absorb EX. Any EX Force generated by the EX-less player will compound for the opponent if they get the EX core first.

Handful of equipment exist purely to influence EX cores. The Soul of Yamato equipment set boosts the appearence of cores, while Dragonfly Orb accessory_basic.png and Squall's exclusive weapon at level 100 enhance EX gained from EX cores directly. While not a common focus in competitive builds, they can be an effective solution in match-ups where the opponent is difficult to catch without risk such as Exdeath.

EX Intake Range

EX Mode

When the EX gauge is full, it can be spent to activate the character's unique powered up state.

Input R + Square while moving freely, attacking, blocking, dodging or being staggered to consume the entire EX gauge and enter EX Mode. This will last for 20 seconds without modifications by equipment or custom rulesets. Each character will have higher critical hit rate (+50 %), passive health regeneration and access to EX Burst for the duration of this state. And in Dissidia 012 specifically the activation will also drain all of the opponent's assist gauge.

That alone makes a full EX meter very valuable. Assist is a common resource many characters will have access to and this is the best way to nullify it without landing an HP attack or relying on the opponent's assist meter decay rate.

In addition, each character has traits exclusive to their EX mode, such as increased priority on Cloud's bravery attacks. These can be viewed in the customization menu or in the character pages on this site.

EX Revenge

Introduced in Dissidia 012. Just like EX Mode, EX Revenge (EXR for short) requires a full EX meter and will empty it entirely upon using it.

Input R + Square while getting hit to use EX Revenge. Upon using it, time is slowed down significantly and the opponent will be in a staggered state. The default duration is 5 seconds before any modifications are made by equipment or in-game rulesets. Inflicting HP damage will end EX Revenge regardless of the remaining length. Once this state has concluded, interactions will play out at regular speed such as remaining stagger time, hit stun and knockback from an attack.

Several interactions are altered during this time.

  • Knockback is greatly reduced, likely due to the slow-motion effect
  • EX Force cannot be absorbed or generated by any attacks.
  • Countdowns involving summons is temporarily halted
  • EX cores remain on the field and can appear during this time when no EX cores are present. Their appearence speed is affected by the slowdown, however.
  • The recovery of a finished attack can be cancelled into another attack or a dash.
  • Wall rush can be immediately followed up with another attack without assist.

What does this mean for the opponent

Because the opponent is considered staggered at the beginning of EX Revenge, their EX and assist related usage will cause interactions tied to those states. EX will activate EX mode and assist will use Assist Change. These are the only ways to escape EX revenge and will end it regardless of the remaining length.

If an opponent is already in EX Mode by the time EX Revenge is activated, their EX gauge consumption is temporarily halted and they are susceptible to EX Break. Similiarly, no Assist gauge decay will occur, but it will not reset like using attacks normally would either.

If the opponent is hit with a bravery attack, but not put into a tumbling state, they can land on the ground in a standing position. Should that happen, they cannot use Assist Change.

Other traits

If the player who used EX Revenge can accumulate another full EX meter and activate EX mode during this time, EX revenge will continue unaffected. Gabranth can take advantage of this with the King of Tragedy set bonus, Spider's Web, Spider's Bane and EX Charge (ground).

When EX Revenge is activated, any assists and opponent projectiles (e.g. The Emperor's Flare) out on the battlefield disappear and will not come back when EX Revenge ends. The initiator's projectiles will remain if they existed prior and will move at normal speed. The projectile does not have to be created by the initiator either - By reflecting a projectile such as Lightning's Watera and using EX Revenge, the projectile will continue to exist.

The player who initiated EX Revenge will also remove any negative effects they had on them such as Laguna's Sticky Bomb or Shantotto's Bio. If the opponent was affected prior to EXR, these effects will continue to persist on the opponent and apply countdown or inflict damage.

Stage elements may still be destroyed.

The stage bravery will not be reset. This is generally only important when using the Calcabrina summon. The only way to raise stage bravery is via banish traps, Brynhildr or the omega stage effects listed below.

Omega stage effects

Stage Effect
Old Chaos Shrine Stage does not take bravery from players.
Pandaemonium Spikes will no longer pop up, but any that are out will finish their animation very slowly.

Touching these spikes will end EX Revenge.

World of Darkness Stage will not change regardless of timing. The stage will wait until EX Revenge concludes.

Stage bravery rises very slowly during second and third stage forms.

Lunar Subterrane Stage bravery still accumulates after destroying stage elements, but at a much slower rate.
The Rift The entire stage freezes and no stage elements will change until after EX Revenge ends.

If activated while a part of the stage is moving, that part will remain textureless,
but solid until EX Revenge ends. Stage bravery will not rise.

Kefka's Tower Stage bravery still accumulates after destroying stage elements.

Wall rushing the opponent at the lower sections will still take bravery and
bounce them away, but reduced knockback still applies.

Planet's Core Stage will not change and stage bravery rises at normal speed.
Ultimecia's Castle During time compression, stage bravery acts normally, but broken stage elements

will not repair themselves. Touching a gear will end EX Revenge.
It is unclear if time compression can begin or end during EX Revenge.

Crystal World No crystals will appear and as such, stage bravery will not rise.
Dream's End No changes.
Order's Sanctuary No changes.
Edge of Madness Stage bravery's fluctuation speed is reduced, but can still be quite fast.
Empyreal Paradox Bravery is drained much slower.
Sky Fortress Bahamut Stage bravery rises much slower when standing on the ground.
Orphan's Cradle Platforms can still move, but very slowly.

EX related customization

Abilities

Support Abilities
Ability CP (Mastered) AP Description Notes
EX Core Lock On 5 (0) 50 When EX Core is present, push L while locked on to lock onto the EX Core.
Auto EX Burst 10 (5) 50 Automatically use EX Burst.
Auto EX Command 30 (15) 160 Automatically input EX Burst commands.
Auto EX Command Ω 40 (20) 200 Automatically input EX Burst commands perfectly.
Auto EX Defense 30 (15) 160 Automatically defend against EX Bursts.
Auto EX Defense Ω 40 (20) 200 Automatically defend against EX Bursts perfectly.
Extra Abilities
Ability CP (Mastered) AP Description Notes
Disable EX Gauge Lock 100 (50) 300 EX Gauge fills steadily. Feral Chaos only. EX absorption fills the EX meter.
Bravery Regen 20 (10) 170 In EX Mode, gain bravery instead of regenerating HP.
EX Critical Boost 60 (45) 200 Further boosts critical hit rate during EX Mode. +25 % critical hit rate.
Anti-EX 60 (45) 200 Boosts critical hit rate when opponent is in EX Mode. +50 % critical hit rate.
Disable EX Critical Boost 40 (20) 100 EX Critical Boost ability effect disabled.
Disable Anti-EX 40 (20) 100 Anti-EX ability effect disabled.
EXP to EX Force 60 (0) 130 Instead of obtaining EXP, the EX Gauge rises by an equivalent amount. 0.1 % conversion.

Accessories

Basic Accessories accessory_basic.png
Name Effect
Attractorb EX Intake Range +1m, Assist Gauge Charge -20 %
Pearl Necklace EX Force Absorption +10 %, Assist Gauge Charge -20 %
Dragonfly Orb EX Core Absorption +10 %, Assist Gauge Duration -30 %
Silver Hourglass EX Mode Duration +5 %, Assist Gauge Duration -10 %
Pendant EX Core Appearence Boost, EX Force Absorption -10 %
Battle Gem Assist Gauge Duration +10 %, EX Force Absorption -20 %
Angel's Bell Regen +5 % (EX mode)
Dismay Shock EX Gauge Depletion +1 %
EX Breaker EX Iai Strike +2 %, Defense -10 %
A Comrade's Vow AST Charge on damage +15 %, EX Intake Range -1m
Booster Accessories accessory_booster.png
Name Effect Condition
Full EX Gauge 1.3 When your EX Gauge is full
Empty EX Gauge 1.5 When your EX Gauge is empty
EX Core Present 1.5 When EX Core is present
EX Mode 1.3 While you are in EX Mode
EX Revenge 1.4 While you are in EX Revenge
Maintain EX Mode 1.4 When in EX Mode for more than 15 seconds
Full EX & Assist Gauge 1.5 When your EX & Assist Gauges are full
Pre-EX Mode 1.4 When you haven't yet entered EX Mode
Pre-EX Revenge 1.3 When you haven't yet used EX Revenge
EX Gauge Full 1.3 When opponent's EX Gauge is full
Empty EX Gauge 1.3 When opponent's EX Gauge is empty
EX Mode 1.3 While opponent is in EX Mode
EX Revenge 1.5 While opponent is in EX Revenge
Special Accessories accessory_special.png
Name Effect
White Drop EX Force Absorption +5 %, Assist Gauge Duration -5 %
Cyan Drop Initial EX Force +10 %, Assist Gauge Duration -10 %
Cyan Gem Initial EX Force +20 %, Assist Gauge Duration -20 %
White Gem EX Force Absorption +10 %, Assist Gauge Duration -10 %
Tenacious Attacker Absorb EX Force during attacks
Blazing Totema Absorb EX Force on Summon, Summon Recharge +2
Force to Courage EX Core & EX Force to BRV
Glutton Absorb EX Force when taking damage
Platinum Hourglass EX Mode Duration +15 %, EX Force Absorption -20 %
Spider Web EX Revenge Duration +10 %
Ruby Hourglass EX Mode Duration +10 %, EX Mode Damage -10 %
Spider's Bane EX Revenge Duration +15 %
Aggressor EX Mode Damage +20 %, EX Mode Duration -30 %
Avenger EX Revenge Damage +30 %, EX Core Absorption -30 %
Glimmering Crystal EX Core Absorption +15 %, Assist Gauge Charge -15 %
Badge of Trust Initial Assist Charge +40 %, EX Force Absorption -30 %
Great Gospel Regen +10 %, BRV Recovery +50 %
First to Victory Initial EX Force +20 %, Initial Assist Charge +20 %, Initial Bravery +20 %
Fake Mustache LUK +10, EX Core Appearence Boost
Mystic Guard EX Break Chance (Endure one EX Break)
Spider Silk EX Revenge Duration +5 %
Close to You Always Absorb EX Force, Assist Gauge Charge -30 %
Center of the World EX Intake Range +3m, EX Force & Core Absorption +25 %, Assist Gauge Freeze
Together as One Initial Assist Charge +40 %, Assist Gauge Duration +50 %, EX Force Absorption -40 %
Side by Side AST Gauge Charge on HP attack, EX Force Absorption Disabled, EX Gauge Freeze
Arcane Incense Initial EX Force +25 %, Accessory breakability: 100 %
Arcane Incense Initial EX Force +100 %, Accessory breakability: 100 %
Spirit of Qu'Bia Initial EX & AST Charge +100 %, Initial Bravery +300 %, Accessory Breakability: 100 %
Shock of Qu'Bia EX & Assist Chance, EX & AST Gauge Depletion +100 %, Accessory Breakability: 100 %
Qu'Bia Crystal EX Force Absorption +100 %, EX Core Absorption +100 %, Accessory Breakability: 100 %

Equipment set bonuses (LV100)

King of Tragedy

Effect: EX Revenge Duration +40%, EX Revenge Damage +50%

Must equip all four equipment for set bonus.

Type Name Stats Effect Category
Weapon Rhongomiant HP -328, ATK +69, DEF -1 - Spear
Hand Prytwen DEF +73 - Shield
Head Dragon Sallet BRV +290, DEF +1 - Helm
Body Wygar HP +2973 - Light Armor

Rise of Discord

Effect: EX Mode Duration +40 %, EX Revenge Duration +40 %.

Exclusive to Feral Chaos. Must equip all four equipment for set bonus.

Type Name Stats Effect Category
Weapon Endless Oblivion ATK +67 - Exclusive
Hand Eternal Despair DEF +73 - Exclusive
Head Phantasmal Abyss BRV +290, DEF +1 - Exclusive
Body Cycle's End HP +2973 - Exclusive

Seal of Lufenia

Effect: EX Gauge Depletion +5 %. Must equip three equipment for set bonus.

This set bonus has multiple equipment that are eligible for this set bonus.

Type Name Stats Effect Category
Weapon Lufenian Saber ATK +67 - Sword
Weapon Lufenian Dagger ATK +66 - Dagger
Weapon Lufenian Katana BRV +39, ATK +67, DEF -1 - Katana
Weapon Lufenian Lance HP -328, ATK +69, DEF -1 - Spear
Weapon Lufenian Staff BRV +39, ATK +66 - Staff
Weapon Star of Lufenia BRV -40, ATK +69, DEF -1 - Thrown
Weapon Lufenian Lute BRV -40, ATK +67, DEF +1 - Instrument
Weapon Lufenian Pole HP -328, BRV +79, ATK +66 - Pole
Hand Lufenian Dirk ATK +1, DEF +72 - Parrying
Hand Lufenian Bangle HP +327, DEF +72 - Bangle
Hand Lufenian Gauntlets BRV +39, DEF +72 - Gauntlet
Hand Lufenian Greatshield BRV +39, ATK -1, DEF +73 - Large Shield
Head Lufenian Hairpin HP -328, BRV +369 - Hairpin
Head Lufenian Headband HP +327, BRV +290 - Headband
Body Lufenian Jacket HP +2973, BRV +39, DEF -1 - Clothing
Body Lufenian Vest HP +2973 - Light Armor

Soul of Yamato

Effect: LUK +3 / Regen +20 % / HP to BRV, EX Core Appearence Boost Must equip three equipment for set bonus.

Type Name Stats Effect Category
Weapon Genji Blade BRV +39, ATK +67, DEF -1 - Katana
Hand Genji Shield DEF +73 - Shield
Head Genji Helm BRV +290 DEF +1 - Helm
Body Heavy Armor HP +3300 BRV +39 - Heavy Armor


Equipment (LV100)

Type Name Stats Effect Category
Weapon Zwill Crossblade ATK +66, DEF +1 Initial EX Force +20 % Dagger
Weapon Heaven's Cloud BRV +39, ATK +67, DEF -1 EX Intake Range +3m Katana
Weapon Nirvana BRV +39, ATK +66 EX Mode Duration +20 % Staff
Weapon Fire Book BRV +39, ATK +66 Regen +15 % Staff
Weapon Cleaver BRV -40, ATK +69, DEF -1 EX Force Absorption +10 % Thrown
Weapon Loki's Lute BRV -40, ATk +67, DEF -1 EX Core Absorption +20 % Instrument
Weapon Gigant Axe BRV -80, ATK +70 EX Force Absorption +10 %, slight Anti-EX effect Exclusive (Garland)
Weapon Mateus' Malice HP +327, BRV -80, ATK +68, DEF +1 EX Intake Range +3m, slight Anti-EX effect Exclusive (The Emperor)
Weapon Everdark BRV +39, ATK +67 BRV Recovery +100 %, slight Anti-EX effect Exclusive (Cloud of Darkness)
Weapon Dorgann's Blade ATK +68 Regen +20 %, Cat Nip effect Exclusive (Bartz)
Weapon Yoshiyuki BRV +39, ATK +68, DEF -1 EX Force Absorption +10 %, Riposte effect Exclusive (Gilgamesh)
Weapon Dancing Mad BRV -40, ATK +68, DEF +1 Initial EX Force +20 %, Back to the Wall effect Exclusive (Kefka)
Weapon One-Winged Angel BRV +39, ATK +68, DEF -1 Damage +10 %, slight Anti-EX effect Exclusive (Sephiroth)
Weapon Lionheart ATK +68 EX Core Absorption +30 %, slight Sneak Attack effect Exclusive (Squall)
Weapon Shooting Star HP +327, BRV -80, ATK +68 DEF +1 EX Force Absorption +10 %, Back to the Wall effect Exclusive (Ultimecia)
Weapon Terra's Legacy HP +327, BRV -80, ATK +68, DEF +1 EX Force Absorption +10 %, Back to the Wall effect Exclusive (Kuja)
Weapon Spira's Hope BRV +39, ATK +67 EX Intake Range +3m, Cat Nip effect Exclusive (Yuna)
Weapon Chaos Blade ATK +68 EX Mode Duration +20 %, slight Counterattack effect Exclusive (Gabranth)
Weapon Zodiac Blade ATK +68 EX Core Absorption +30 %, Riposte effect Exclusive (Vaan)
Hand Seydlitz HP +327, DEF +72 Regen +20 % Bangle
Hand Highway Star ATK +1, DEF +72 EX Force Absorption +10 % Exclusive (Gabranth)
Body Bone Mail HP +3300, BRV +39 EX Core Absorption Disabled, EX Force Absorption Disabled Heavy Armor