Garland (Dissidia 012) and Warrior of Light (Dissidia 012): Difference between pages

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(→‎EX Mode: added name)
 
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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
{{CharacterInfo
{{CharacterInfo
|name=Garland (ガーランド)
|name=Warrior of Light
|origin=Final Fantasy
|origin=Final Fantasy
|weapon=Axes, Greatswords, Katanas, Spears
|weapon=Axes, Daggers, Greatswords, Katanas, Swords
|armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields
|armor=Chestplates, Gauntlets, Heavy Armor, Helms, Large Shields, Light Armor, Shields
|runspeed=10.5 (Very Slow)
|atk=110
|dash=81 (Below Average)
|def=113 (+10 during EX Mode)
|fall=77 (Above Average)
|runspeed=6 (Average / Good)
|fallr=41 (Below Average)
|dash=77 (Average / Good)
|exclusives=
|fall=87 (Average)
|exclusives=Ogrekiller, Viking Axe, Gigant Axe
|fallr=40 (Average)
 
|exclusives=Flame Sword, Braveheart, Barbarian's Sword
}}
}}


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== Overview ==
== Overview ==
Garland is a defensive close / mid-range character with good whiff punish capability and bravery damage output.
''Warrior of Light'' is a playable character in Dissidia 012.


== Bravery Attacks ==
== Bravery Attacks ==
=== Ground ===
=== Ground ===
Certain attacks inflict additional damage in EX mode. This additional damage is indicated with a + and highlighted in bold.


<tabber>
<tabber>
|-|Round Edge=
|-|Ascension=
{{AbilityInfo
{{AbilityInfo
|damage=7,8,30 (45, Short) / 7,8,9,2,2,2,15 (45, Long)
|damage=4''' +5''', 5''' +4''', 11, 20''' +6''' (40) ('''54''')
|startup=23F
|startup=15F
|type=Physical
|type=Physical
|priority=Melee Low, Melee Mid (2nd hit), Melee High (3rd hit, Long)
|priority=Melee Low
|ex=30 (Short) / 90 (Long)
|ex=90
|effect=Wall Rush (Short) / Chase (Long)
|effect=Chase, Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Broad sword sweep. Change combo with input timing.''
''[Close] Throw shield to hurl opponent upwards.''
 


|-|Lance Charge=
|-|Sword Thrust=
{{AbilityInfo
{{AbilityInfo
|damage=2x5,5,15 (30)
|damage=6, 3 x 3 '''+4''', 15''' +6''' (30) ('''40''')
|startup=31F
|startup=31F
|type=Physical
|type=Physical
|priority=Melee Mid
|priority=Melee Mid (1st hit), Melee Low (other hits)
|ex=30
|ex=30
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] High-speed sword thrust. Vertically limited, good range.''
''[Mid]] Hurl shield and charge. Instantly close in on opponent.''
 
A gap closer and a whiff punisher that goes in a straight line. Staggers regular block, it works well as a deterrent for blocking his other ground braveries. With a Kuja / Sephiroth assist following up the wall rush, the damage output is consistently high and makes this move a notable threat. High priority braveries and running sideways can work against it.
 
If you stagger an opponent with a [[Blodge (Dissidia 012)|'''blodge''']], you can use Lance Charge to retaliate after blodging backwards or sideways.


|-|Deathblow=
|-|Red Fang=
{{AbilityInfo
{{AbilityInfo
|damage=15
|damage=15
|startup=13F
|startup=41F
|type=Physical
|type=Magical
|priority=Melee Low
|priority=Ranged Low
|ex=60
|ex=0
|effect=
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Swift upwards sword swipe. Low accuracy, quick strike.''
''[Long] Shoot high-speed fireball towards opponent.''
 
One of Garland's strongest bravery attacks. Very fast start-up, low recovery, long active hitbox, combo starter, great tracking and anti-air capability within close range. The big cherry on top is that it can be cancelled into a neutral state, making this one of the few bravery attacks that do not have to be dodge cancelled for safety. This also allows Garland to jump and combo into Twist Drill for meter and a lot of bravery damage with assist.


Due to it's speed and cancel window, it can be used to quickly generate assist meter. A must have for many close-range match-ups where Garland can fight on the ground. When used well, this is a move that ties Garland's defensive gameplay together.


|-|Highbringer=
|-|Blue Fang=
{{AbilityInfo
{{AbilityInfo
|damage=5,19 (24, Low) / 5,2,2,15 (24, High)
|damage=each (7)
|startup=17F (Low) / 13F (High)
|startup=41F
|type=Physical
|type=Magical
|priority=Melee Low
|priority=Ranged Low
|ex=90 (Low) / 30 (High)
|ex=0
|effect=Chase (Low) / Wall Rush (High)
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Swing sword uupwards. Change combo with input timing.''
''[Long] Chunks of ice slowly descend on opponent.''


|-|Thundaga (ground)=
|-|White Fang=
{{AbilityInfo
{{AbilityInfo
|damage=each (10)
|damage=each (6)
|startup=51F
|startup=47F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=
|effect=-
|cp=30 (15)
}}
''[Long] Call down lightning bolts that slowly close in on foe.''
 
|-|Dayflash (Ground)=
{{AbilityInfo
|damage=3'''+4''', 4''' +4''', 15''' +6''' (22) ('''36''')
|startup=13F
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Call down lightning strikes that home in on opponent.''
''[Close] Fast horizontal slice. Low power, quick strike.''
 
</tabber>
</tabber>


=== Aerial ===
=== Aerial ===
Certain attacks inflict additional damage in EX mode. This additional damage is indicated with a + and in bold.


<tabber>
<tabber>
|-|Twin Swords=
|-|Crossover=
{{AbilityInfo
{{AbilityInfo
|damage=7,8,15 (30)
|damage=5, 5, 10''' +4''', 20''' +6''' (40) ('''50''')
|startup=21F
|startup=23F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=30
|ex=90
|effect=Wall Rush
|effect=Chase, Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Swipe with twin blades. Approaches foe; limited height.''
''[Close] Spinning approach and thrust opponent upwards.''


|-|Chain Cast=
|-|Rising Buckler=
{{AbilityInfo
{{AbilityInfo
|damage=7,8 (15)
|damage=2 x 4''' +6''', 6, 16''' +6''' (30) ('''42''')
|startup=45F
|startup=25F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=90
|ex=30
|effect=Chase
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Swing chain. Low accuracy, but effective against any height.''
''Upward swing, snagging foe with shield. Useful from below.''
 
Air combo starter, air-to-ground whiff punisher and Garland's primary post-dodge defensive option in the air. It is not invincible, but the movement can help him evade slower dodge punish attempts. On hit, Garland can dodge cancel and combo into Twist Drill for a total of 180 EX (almost 20 % of an EX bar), but it does not work at all heights.
 
The consistency of Chain Cast's damage output, meter generation and applications in the neutral make it an appealing choice for a third bravery slot along with Bardiche and Twist Drill.


|-|Bardiche=
|-|Shield Strike=
{{AbilityInfo
{{AbilityInfo
|damage=30
|damage=2 x 4''' +6''', 6, 16''' +6''' (30) ('''42''')
|startup=23F
|startup=25F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=0
|ex=30
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Dive] Mighty axe swing. Great for attacking from above.''
''Downward attack, scooping foe with shield. Useful from above.''
 
Garland's iconic crushing repertoire. A staple in Garland's kit thanks to it's speed, relative safety on whiff and infamous damage output. The designated vertical, downward tracking and the lack of forward momentum limits Bardiche's hit rate in the air. But it functions well as an assist meter generator and air-to-ground attack.
 
With one of the higher bravery damage multipliers (30) and wall rush, repeated use of Bardiche is known to be the strongest EX Revenge combo in the entire game.


|-|Twist Drill=
|-|Dayflash (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=4x2,8,14 (30)
|damage=3''' +4''', 4''' +4''', 15''' +6''' (22) ('''36''')
|startup=21F
|startup=15F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
Line 154: Line 152:
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Rise] Upwards lunge with sword. Great for attacking from below.''
''[Close] Fast horizontal slice. Low power, quick strike.''
 
Fast anti-air attack with good combo potential, damage and EX output. Primarily designed to home in on opponents above Garland, Twist Drill is often used as a combo move after Deathblow, as a whiff punisher or as an approach tool.
 
It's hitstun is long enough to combo into an assist from a relatively late dodge cancel window or an empty chase. That also means Twist Drill is a bravery attack that is ''consistently safe on hit after initiating an empty chase'' for EX intake.
 
While it cannot effectively hit opponents directly in front of him or above his head, Twist Drill is still a staple in Garland's air combat. The extended hitbox allows him to poke through projectiles and traps, such as Ultimecia's charged Knight's Lance. The first part can be dodge cancelled early enough to contest The Emperor's Dreary Cell traps and the overall speed can be difficult to react to. Drill the threat into the opponent's head.
 
 
|-|Thundaga (midair)=
{{AbilityInfo
|damage=each (10)
|startup=51F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=
|cp=30 (15)
}}
''[Long] Call down lightning strikes that home in on opponent.''
 
Same as ground version. Difficult to justify with four other strong braveries competing for slots.


</tabber>
</tabber>
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<tabber>
<tabber>
|-|Earthquake=
|-|Shield of Light (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=8, 2x5 (18)
|damage=-
|startup=39F
|startup=53F (Block from 1F to 53F)
|type=Physical (axe) / Magical (rocks)
|type=-
|priority=Melee High (axe) / Unblockable (rocks)
|priority=Melee High, Block Mid
|ex=36
|ex=0
|effect=Wall Rush
|effect=Block, Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Split ground with axe. Steals bravery, then takes HP.''
''[Close] Fire force blast from shield. Hurls foe while blocking.''


A decent mix-up against grounded opponents trying to crack Garland's defense. Tracks well, strong knockback and cannot be staggered by LV2 Assist Change after the first hit. The HP-inflicting rock that spawns at the end has minor anti-air potential.
|-|Shining Wave=
 
The active duration, the relative space control and dodge cancel window can make punishing this move on the ground difficult without mid range attacks. Earthquake is effective when used sparingly, but aerial attacks from above can still punish it.
 
|-|Blaze (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=--
|damage=-
|startup=59F
|startup=51F
|type=--
|type=-
|priority=Ranged High
|priority=Melee High (blade), Ranged High (light pillar)
|ex=each (9)
|ex=each 60
|effect=--
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Shoot multiple fireballs that chase opponent.''
''[Mid] Shoot pillars of light. Homes in on opponent.''
 
Homing fireballs that can be dodged with well placed dodge. Not commonly used on the ground when Garland has other attacks with better properties and reward on hit.
 
Each fireball can inflict meter depletion if they hit, a trait that carries over to it's aerial version.


|-|Tsunami=
|-|Ultimate Shield=
{{AbilityInfo
{{AbilityInfo
|damage=2x6 (12)
|damage=4 x 3, 8 (20)
|startup=45F
|startup=41F
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=96
|ex=30
|effect=--
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Hurl chain sword. Vertically limited, very accurate.''
''[Close] Deft shieldwork. Effective against any height.''


One of Garland's primary post-dodge defensive options on the ground. Much like Chain Cast, the swift movement makes it safe rather than plain invincibility. Strong tracking against grounded opponents works very well as a dodge punisher and as an instigator (when assist meter is available). Can also hit aerial opponents who are close to Garland at the time of impact.
|-|Rune Saber (ground)=
 
{{AbilityInfo
Combos into assists on hit. A good mixup akin to Earthquake, with stronger tracking at the expense of wall rush. The animation is long, so exercise caution before using this.
|damage=2 x 3, 4 (10) / +Preceding BRV = (50)
 
|startup=?
If you stagger an opponent with a [[Blodge (Dissidia 012)|'''blodge''']], you can use Tsunami to retaliate after blodging backwards or sideways.
|type=Magical
|priority=Melee High (?)
|ex=0
|effect=Wall Rush
|cp=30 (15)
}}
''Branching from Ascension
[Combo] Light beam pierces foe.''


</tabber>
</tabber>


=== Aerial ===
=== Aerial ===
<tabber>
<tabber>
|-|Blaze (midair)=
|-|Shield of Light (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=--
|damage=-
|startup=59F
|startup=53F (Block from 1F to 53F)
|type=--
|type=-
|priority=Ranged High
|priority=Melee High, Block Mid
|ex=each (9)
|ex=0
|effect=--
|effect=Block, Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Shoot multiple fireballs that chase opponent.''
''[Close] Fire force blast from shield. Hurls foe while blocking.''
 
Commonly used as an occasional long range harassment tool along with Cyclone. While this cannot inflict wall rush, each fireball can deplete meter on hit. A decent choice in that regard when used with Aerith assist, but it's threat is otherwise somewhat limited.


|-|Cyclone=
|-|Radiant Sword=
{{AbilityInfo
{{AbilityInfo
|damage=--
|damage=-
|startup=51F
|startup=77F
|type=--
|type=-
|priority=Ranged High
|priority=Ranged High
|ex=each (60)
|ex=0
|effect=Absorb
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Call forth tornado. Slow speed, homing ability.''
''[Long] Fire blades of light from seal. Blades weakly track foe.''


Two ranged high projectiles that temporarily occupy space while gradually splintering off from their starting position. Often used as a passive defensive tool, a combo extender after an assist or a safer match ender during an assist combo. Combos into assists hit.
|-|Rune Saber (midair)=
{{AbilityInfo
|damage=2 x 3, 4 (10) / +Preceding BRV = (50)
|startup=??
|type=Magical
|priority=Melee High (?)
|ex=0
|effect=Wall Rush
|cp=30 (15)
}}
''Branching from Crossover
[Combo] Light beam pierces foe.''


It does not protect Garland effectively from all angles. However, characters without projectiles, command blocks, disjointed hitbox or a relatively fast advancing Melee High attack will find Cyclone to be difficult to neutralise.
|-|Bitter End A=
{{AbilityInfo
|damage=2 x 6, 3 (15)/+Preceding BRV = (29)
|startup=??
|type=Physical
|priority=Melee High (?)
|ex=0
|effect=Wall Rush
|cp=30 (15)
}}
''Branching from Rising Buckler
[Combo] Deft bladework.''


|-|Flare=
|-|Bitter End B=
{{AbilityInfo
{{AbilityInfo
|damage=15
|damage=2 x 6, 3 (15)/+Preceding BRV = (29)
|startup=47F
|startup=??
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High (?)
|ex=30
|ex=0
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Strike with greatsword, causing large explosion on hit.''
''Branching from Shield Strike
 
[Combo] Deft bladework.''
Garland's primary post-block HP retaliation and assist combo ender inflicting HP damage. Homes in on the opponent well, but only occupies space briefly. The knockback has good wall rush potential.
 
If the opponent uses LV1 Assist Change as soon as Flare's first hit has made contact, Garland can be hit during the animation. Cyclone and Blaze HPs can make up for this weakness, but Flare remains a staple in Garland's arsenal regardless. It is the only aerial HP he can consistently connect after staggering an opponent with a block. Rack up the bravery and unleash the fury.


</tabber>
</tabber>


== EX Mode ==
== EX Mode: Class Change! ==
Effects:
Effects:
* Regen
* Regen
* Critical Boost
* Critical Boost
* Indomitable Resolve
* Mirror Atack
* Protect
* Light's Blessing
 
=== Mirror Attack ===
''[Active while attacking]
A wall of light appears while attacking, repelling weak magical attacks.'''
 
Block Ranged Low priority.
 
=== Protect ===
''[Always active while in EX Mode]
An aura of light covers the body, raising defense.''


=== Indomitable Resolve ===
DEF +10.
''[Active while attacking] Even while taking damage, attacks can be performed without flinching.''


Rare instance of [https://glossary.infil.net/?t=Armor '''super armor'''] in Dissidia 012. During an attack animation, Garland will not flinch from any attack that does not inflict HP damage. Can work in a pinch against characters with HP links (Cyclone, anyone?), but remember that EX mode does not alter Garland's attack properties.
=== Light's Blessing ===
''[Activates when combo hits]
Swords of light appear, dealing additional damage.''


=== EX Burst: Soul of Chaos ===
Each light sword has a damage multiplier of 1.
''An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.''


=== EX Burst: Oversoul ===
{{burst
{{burst
|damage1=12, 12 (24)
|damage1=5x3 (15)
|damage2=4x3, 3x4, 16, 16, 5x4 (100 total)
|damage2=10x6, 25 (100 total)
|type=Physical
|type=Physical
}}
}}
== Assist ==
Garland's assist data.
{| class="wikitable"
|-
! Attack !! Startup !! Spawns near !! Damage Multiplier !! Additional properties
|-
| Round Edge (Ground BRV) || 23F || Opponent || 2 x 4, 6, 16 (30) || Melee Mid (third hit), Wall Rush
|-
| Bardiche (Midair BRV) || 23F || Opponent || 30 (30) || Wall Rush
|-
| Tsunami (Ground HP) || 45F || Opponent || 2 x 6 (12) || Chase
|-
| Cyclone (Midair HP) || 51F || Opponent || - || Chase
|-
|}
Garland works with most meta assists, but only Kuja (and to a lesser extent, Sephiroth) provides the signature damage output, consistent combo opportunities and whiff punish capabilities. Other assists have diminishing returns.
<tabber>
|-|Kuja=
The strongest known assist for Garland. Solid whiff punisher, consistent combo conversions and BRV damage. Even though the slow ground BRV assist makes it harder to react in time to max distance ground wall rushes off of Bardiche, the damage output that follows with 2x Bardiche more than makes up for it. Both BRV assists allow Garland to combo into Chain Cast > DC > Twist Drill almost anywhere for added EX meter and bravery.
Kuja also converts off of full Twist Drill consistently, with empty chase or dodge cancel alike. And if you need to play around LV2 Assist Change, Kuja's HP assists can come in handy with Bardiche > Flare Star or Chain Cast > Force Symphony.
It's about as straightforward as it gets - Kuja synergises with Garland in places where it's needed the most.
|-|Sephiroth=
Sephiroth trades a bit of bravery damage, consistent Chain Cast follow-ups and Ranged High priority HP assists for faster speed on the ground and wider hitboxes. Double Bardiche is still possible during Reaper, but Sudden Cruelty's horizontal knockback makes it difficult to do much more than a Twist Drill or Flare. <br><br>If you need an assist to whiff punish grounded opponents more reliably, Sephiroth can substitute Kuja.
|-|Aerith=
Garland can already combo into assists with Kuja and Sephiroth, but Aerith lets Garland do that even if the opponent has two assist bars. This comes at the expense of fast whiff punishes, EX meter depletion (assist hit) and Earthquake follow-ups. <br><br>Not necessarily a bad choice, but Garland rarely has to prioritise LV2 Assist Change stalemate counterstrategies over everything else that Kuja / Sephiroth can already achieve.
</tabber>


== Builds ==
== Builds ==
Builds here.


<tabber>
<tabber>
|-|Hybrid (Damage)=
|-|Build #1=
{{Build
|hp=
|cp=
|brv=
|atk=
|def=
|luk=
|booster=
|setbonus=
|ast=
|wpn=
|hand=
|head=
|armor=
|acc1=
|acc2=
|acc3=
|acc4=
|acc5=
|acc6=
|acc7=
|acc8=
|acc9=
|acc10=
|summon=
}}


|-|Build #2=
{{Build
{{Build
|hp=9644
|hp=
|cp=450
|cp=
|brv=956 (1147 initial)
|brv=
|atk=182
|atk=
|def=184
|def=
|luk=60
|luk=
|booster=x3.5
|booster=
|setbonus=Seal of Lufenia
|setbonus=
|ast=Kuja
|ast=
|wpn=Gigant Axe
|wpn=
|hand=Lufenian Dirk
|hand=
|head=Lufenian Hairpin
|head=
|armor=Lufenian Vest
|armor=
|acc1={{accbas}} Hyper Ring
|acc1=
|acc2={{accbas}} Muscle Belt
|acc2=
|acc3={{accbas}} Booster
|acc3=
|acc4={{accboo}} Large Gap in HP
|acc4=
|acc5={{accboo}} Summon Unused
|acc5=
|acc6={{accboo}} Pre-EX Mode
|acc6=
|acc7={{accboo}} Pre-EX Revenge
|acc7=
|acc8={{accsp}} White Gem
|acc8=
|acc9={{accsp}} Glutton
|acc9=
|acc10={{accsp}} First to Victory
|acc10=
|summon=Rubicante
|summon=
}}
}}
Use the [[CP Glitch (Dissidia 012)|'''CP Glitch''']] with Thief's Gear and Bard's Gear.


Substitutes
</tabber>
Basic: Booster for Battle Hammer (assist depletion) or Dismay Shock (EX depletion).


A strong, versatile build. High bravery damage output, enhanced EX absorption and an initial boost for meter and bravery help Garland reach a full EX bar and a subsequent OHKO faster. Use this build as your default.
== Assist ==


Equip Master Guardsman for over 10,000 health.
Warrior of Light's assist data.


|-|EX Revenge=
{{012Assist
{{Build
|type1=BRV
|hp=9644
|attack1=Sword Thrust
|cp=450
|startup1=31F
|brv=957 (1148 initial)
|position1=Ground
|atk=180
|spawn1=Opponent
|def=185
|damage1=6, 3 x 5, 15 (30)
|luk=60
|effect1=Wall Rush
|booster=x2.7
|type2=BRV
|setbonus=King of Tragedy
|attack2=Rising Buckler
|ast=Kuja
|startup2=25F
|wpn=Rhongomiant
|position2=Air
|hand=Prytwen
|spawn2=Opponent
|head=Dragon Sallet
|damage2=2 x 4, 6, 16 (30)
|armor=Wygar
|effect2=Wall Rush
|acc1={{accbas}} Muscle Belt
|type3=HP
|acc2={{accbas}} Booster
|attack3=Shining Wave
|acc3={{accbas}} Dismay Shock
|startup3=53F
|acc4={{accboo}} Large Gap in BRV
|position3=Ground
|acc5={{accboo}} EX Revenge
|spawn3=Player
|acc6={{accboo}} Summon Unused
|damage3=-
|acc7={{accsp}} Spider Web
|effect3=Chase
|acc8={{accsp}} Spider's Bane
|type4=HP
|acc9={{accsp}} Avenger
|attack4=Shield of Light
|acc10={{accsp}} First to Victory
|startup4=51F
|summon=Rubicante
|position4=Air
|spawn4=Opponent
|damage4=-
|effect4=Block, Wall Rush
}}
}}
A dedicated EX Revenge build.


Against a Tidus with 184 DEF, a critical hit Bardiche can inflict  600+ bravery damage. It is possible to accumulate 5000 bravery during EX Revenge ''alone''. Add two more Bardiches during a Kuja assist combo into a Flare and it amounts to about 7000 HP damage total. One way to mitigate damage from this combo is by equipping the extra ability Disable Sneak Attack.
Warrior of Light works well with most tournament viable assists.
 
</tabber>

Revision as of 15:33, 5 January 2024

Info
Name Warrior of Light
Original game Final Fantasy
Weapon Axes, Daggers, Greatswords, Katanas, Swords
Armor Chestplates, Gauntlets, Heavy Armor, Helms, Large Shields, Light Armor, Shields
Base ATK (LV100) 110
Base DEF (LV100) 113 (+10 during EX Mode)
Run Speed 6 (Average / Good)
Dash Speed 77 (Average / Good)
Fall Speed 87 (Average)
Fall Speed Ratio After Dodge 40 (Average)
Exclusive weapons Flame Sword, Braveheart, Barbarian's Sword
Strengths Weaknesses
  • Coming soon
  • Coming soon

Overview

Warrior of Light is a playable character in Dissidia 012.

Bravery Attacks

Ground

Certain attacks inflict additional damage in EX mode. This additional damage is indicated with a + and highlighted in bold.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
4 +5, 5 +4, 11, 20 +6 (40) (54) 15F Physical Melee Low 90 Chase, Wall Rush 30 (15)
[Close] Throw shield to hurl opponent upwards.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
6, 3 x 3 +4, 15 +6 (30) (40) 31F Physical Melee Mid (1st hit), Melee Low (other hits) 30 Wall Rush 30 (15)
[Mid]] Hurl shield and charge. Instantly close in on opponent.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
15 41F Magical Ranged Low 0 - 30 (15)
[Long] Shoot high-speed fireball towards opponent.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (7) 41F Magical Ranged Low 0 - 30 (15)
[Long] Chunks of ice slowly descend on opponent.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (6) 47F Magical Ranged Low 0 - 30 (15)
[Long] Call down lightning bolts that slowly close in on foe.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
3+4, 4 +4, 15 +6 (22) (36) 13F Physical Melee Low 90 Chase 30 (15)
[Close] Fast horizontal slice. Low power, quick strike.

Aerial

Certain attacks inflict additional damage in EX mode. This additional damage is indicated with a + and in bold.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
5, 5, 10 +4, 20 +6 (40) (50) 23F Physical Melee Low 90 Chase, Wall Rush 30 (15)
[Close] Spinning approach and thrust opponent upwards.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 4 +6, 6, 16 +6 (30) (42) 25F Physical Melee Low 30 Wall Rush 30 (15)
Upward swing, snagging foe with shield. Useful from below.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 4 +6, 6, 16 +6 (30) (42) 25F Physical Melee Low 30 Wall Rush 30 (15)
Downward attack, scooping foe with shield. Useful from above.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
3 +4, 4 +4, 15 +6 (22) (36) 15F Physical Melee Low 90 Chase 30 (15)
[Close] Fast horizontal slice. Low power, quick strike.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 53F (Block from 1F to 53F) - Melee High, Block Mid 0 Block, Wall Rush 30 (15)
[Close] Fire force blast from shield. Hurls foe while blocking.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 51F - Melee High (blade), Ranged High (light pillar) each 60 - 30 (15)
[Mid] Shoot pillars of light. Homes in on opponent.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
4 x 3, 8 (20) 41F Physical Melee High 30 Wall Rush 30 (15)
[Close] Deft shieldwork. Effective against any height.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 3, 4 (10) / +Preceding BRV = (50) ? Magical Melee High (?) 0 Wall Rush 30 (15)

Branching from Ascension

[Combo] Light beam pierces foe.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 53F (Block from 1F to 53F) - Melee High, Block Mid 0 Block, Wall Rush 30 (15)
[Close] Fire force blast from shield. Hurls foe while blocking.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 77F - Ranged High 0 Wall Rush 30 (15)
[Long] Fire blades of light from seal. Blades weakly track foe.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 3, 4 (10) / +Preceding BRV = (50) ?? Magical Melee High (?) 0 Wall Rush 30 (15)

Branching from Crossover

[Combo] Light beam pierces foe.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 6, 3 (15)/+Preceding BRV = (29) ?? Physical Melee High (?) 0 Wall Rush 30 (15)

Branching from Rising Buckler

[Combo] Deft bladework.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 6, 3 (15)/+Preceding BRV = (29) ?? Physical Melee High (?) 0 Wall Rush 30 (15)

Branching from Shield Strike

[Combo] Deft bladework.

EX Mode: Class Change!

Effects:

  • Regen
  • Critical Boost
  • Mirror Atack
  • Protect
  • Light's Blessing

Mirror Attack

[Active while attacking] A wall of light appears while attacking, repelling weak magical attacks.

Block Ranged Low priority.

Protect

[Always active while in EX Mode] An aura of light covers the body, raising defense.

DEF +10.

Light's Blessing

[Activates when combo hits] Swords of light appear, dealing additional damage.

Each light sword has a damage multiplier of 1.

EX Burst: Oversoul

Damage multiplier (initial) Damage multiplier (rest) Type
5x3 (15) 10x6, 25 (100 total) Physical

Builds

Builds here.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Armor
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Armor
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon

Assist

Warrior of Light's assist data.

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Sword Thrust 31F Ground Opponent 6, 3 x 5, 15 (30) Wall Rush
BRV Rising Buckler 25F Air Opponent 2 x 4, 6, 16 (30) Wall Rush
HP Shining Wave 53F Ground Player - Chase
HP Shield of Light 51F Air Opponent - Block, Wall Rush

Warrior of Light works well with most tournament viable assists.