Warrior of Light (Dissidia 012)
| General | Starter Guide | Combos | Strategy | Frame Data |
|---|---|---|---|---|
| Matchups | Builds | Match Videos | Gallery | Resources |
| Info | |
|---|---|
| Name | Warrior of Light |
| Original game | Final Fantasy |
| Base ATK (LV100) | 110 (Average) |
| Base DEF (LV100) | 113 (Very High, +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) |
| Fastest BRV | 13F (Dayflash ground) |
| Fastest HP | 51F (Shining Wave) |
| 1-Hit HP | Yes (Multiple) |
| HP Links | Yes |
| Command Block | Shield of Light |
| Weapon | Axes, Daggers, Greatswords, Katanas, Swords |
| Armor | Chestplates, Gauntlets, Heavy Armor, Helms, Large Shields, Light Armor, Shields |
| Exclusive weapons | Flame Sword, Braveheart, Barbarian's Sword |
| Unlock | Default |
| Alignment | Cosmos |
| Voice Actor (JP) | Toshihiko Seki |
| Voice Actor (ENG) | Grant George |
Overview
Warrior of Light is a close range fighter who operates as an all-rounder. He represents a standard-fare fighting style with quick Dayflash pokes, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his HP links can deal good damage. Warrior of Light's damage output is supported by high base bravery builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler > Bitter End, Warrior of Light can punish effectively from most angles.
As an all-rounder, Warrior of Light works with a variety of builds, including EX and Side by Side. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in EX Mode. He also has an advancing frame 1 command block in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light's dodges safer and beating low priority attacks with long active frames easier.
Warrior of Light can struggle against lingering projectiles due to his risky disjoints. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and leaves him vulnerable if it misses.
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the metagame.
| Strengths | Weaknesses |
|---|---|
|
|
Bravery Attacks
Ground
Ascension
| Normal | EX Mode | ||
|---|---|---|---|
| Base Damage | 40 (4, 5, 11, 20) | 54 (4 +5, 5 +4, 11, 20 +6) | |
| Startup Frame | 15F | 15F | |
| Damage Type | Physical | Physical | |
| Priority | Melee Low | Melee Low | |
| EX Force | 90 | 90 | |
| Effects | Chase, Wall Rush | Chase, Wall Rush, Block (Ranged Low) | |
| Cancels | Dodge | Dodge | |
| Assist Gain (Hit) | |||
| CP (Mastered) | 30 (15) | ||
| [Close] Throw shield to hurl opponent upwards. |
Unlocked at level 19 |
Mastered at 120 AP | |
Ascension is a close-range combo move that's used in punishes, ground solo combos and occasional approaches. Two follow-ups can be done with Circle, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it anti-airs. It also has decent active frames, until it has crossed Warrior of Light's head. That means the attack cannot hit behind his back, even though the shield is visible.
Ascension leads to Rune Saber HP link at the end, so Warrior of Light doesn't rely on assist for HP damage. This is good for damage overall, because Ascension's base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate.
This move has average recovery, which is enough to put Warrior of Light at risk on whiff. Ascension has no other cancel options on whiff, so even though it's a good move, Warrior of Light can lose his "turn" if it misses.
Sword Thrust
| Normal | EX Mode | ||
|---|---|---|---|
| Base Damage | 30 (6, 3x3, 15) | 40 (6, 3x3 +4, 15 +6) | |
| Startup Frame | 31F | 31F | |
| Damage Type | Physical | Physical | |
| Priority | Melee Mid (1st hit) Melee Low (others) |
Melee Mid (1st hit) Melee Low (others) | |
| EX Force | 30 | 30 | |
| Effects | Wall Rush | Wall Rush Block (Ranged Low) | |
| Cancels | Dodge | Dodge | |
| Assist Gain (Hit) | |||
| CP (Mastered) | 30 (15) | ||
| [Mid] Hurl shield and charge. Instantly close in on opponent. |
Unlocked at level 4 |
Mastered at 90 AP | |
Sword Thrust is a committal gap closer that moves towards opponent. This is mainly used to beat regular ground blocks. Warrior of Light throws a mid priority shield first, which staggers regular blocks. If it hits, a follow-up can be done with Circle. Warrior of Light can combo into assist with or without wall rush.
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it's risky and difficult to do consistently. Sword Thrust is reactable at 31 frames (~0.5 secs). Since Warrior of Light commits to the charge even on whiff, he can be blocked on reaction when he moves forward with the sword. It also takes a while before he can dodge out of it, which leaves him vulnerable to attacks. Sword Thrust cannot anti-air opponents either, so its uses are more limited compared to Ascension. It's effective against blocks, but it should used with caution.
Red Fang
| Base Damage | 15 | |
|---|---|---|
| Startup Frame | 41F | |
| Damage Type | Magical | |
| Priority | Ranged Low | |
| EX Force | 0 | |
| Effects | Block (Ranged Low, EX Mode) | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Long] Shoot high-speed fireball towards opponent. |
Unlocked at level 32 |
Mastered at 90 AP |
Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light's bravery projectiles, from wall to wall in Order's Sanctuary. Due to its low priority, short hit stun and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in neutral and lead to more practical combos on hit.
Blue Fang
| Base Damage | 7 each | |
|---|---|---|
| Startup Frame | 41F | |
| Damage Type | Magical | |
| Priority | Ranged Low | |
| EX Force | 0 | |
| Effects | Block (Ranged Low, EX Mode) | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Long] Chunks of ice slowly descend on opponent. |
Unlocked at level 1 |
Mastered at 90 AP |
Blue Fang is a group of midrange projectiles that strike from above (or below). This is a niche move; It is mainly used in low ceiling stages (e.g. Pandaemonium - Top Floor) to keep ranged opponents in check. Warrior of Light can use this to harass characters hiding behind their projectiles, such as Laguna with Electro Shield and Ultimecia with charged Knight's Lance.
The projectiles' travel speed is slow, but they can hit from behind which ignores block. Each projectile has short hit stun, but they can hit one after another. This is inconsistent for combo purposes, but reacting properly gets easier if multiple projectiles hit in a row. It's more reliable than Red Fang in that regard, at least. In terms of Warrior of Light's midrange presence, Blue Fang is one of the fastest. This is because the projectiles spawn near the opponent's location. If the opponent moves upwards, Blue Fang also spawns higher. Blue Fang does have a maximum range for its spawn position, though; It's roughly 30-40 % of Order's Sanctuary's length horizontally and vertically. The projectiles can cover more distance as they move to make up for this, but it's not well suited for quick reactive play.
Blue Fang is not well suited for close-range combat. Its upward spawning position and relatively slow traversal make it ill-fit for self-defense. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well, so the reward is not high from the outset.
White Fang
| Base Damage | 6 each | |
|---|---|---|
| Startup Frame | 47F | |
| Damage Type | Magical | |
| Priority | Ranged Low | |
| EX Force | 0 | |
| Effects | Block (Ranged Low, EX Mode) | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Long] Call down lightning bolts that slowly close in on foe. |
Unlocked at level 8 |
Mastered at 90 AP |
White Fang is a group of advancing lightning bolts. It's Warrior of Light's go-to projectile on the ground for pressure and combos. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light can use White Fang to cover his approach thanks to being actionable himself while the bolts are active. The bolts have a decent amount of hit stun, which lets Warrior of Light follow-up with Ascension, Dayflash and more.
The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won't dash through and hit him.
Dayflash (Ground)
| Normal | EX Mode | ||
|---|---|---|---|
| Base Damage | 22 (3, 4, 15) | 36 (3 +4, 4 +4, 15 +6) | |
| Startup Frame | 13F | 13F | |
| Damage Type | Physical | Physical | |
| Priority | Melee Low | Melee Low | |
| EX Force | 90 | 90 | |
| Effects | Chase | Chase Block (Ranged Low) | |
| Cancels | Dodge, Block & Attack (Whiff) |
Dodge, Block & Attack (Whiff) | |
| Assist Gain (Hit) | |||
| CP (Mastered) | 30 (15) | ||
| [Close] Fast horizontal slice. Low power, quick strike. |
Unlocked at level 1 |
Mastered at 90 AP | |
Dayflash is Warrior of Light's main poke. It is fast, generates good 90 EX and works as an assist combo starter. It can be whiffed safely to build assist gauge due to its short recovery and multiple cancel options. Warrior of Light can mixup with dodges, blocks or other attacks, including another Dayflash.
On hit, Warrior of Light can perform two follow-up slashes with Circle if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for hit confirming assist combos. The last hit leads to Chase. The low knockback angle and long chase prompt let Warrior of Light do empty chase to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend that combo with Dayflash empty chase to use assist again if he has another bar in stock.
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as good and important to him.
Aerial
Crossover
| Normal | EX Mode | ||
|---|---|---|---|
| Base Damage | 40 (5, 5, 10, 20) | 50 (5, 5, 10 +4, 20 +6) | |
| Startup Frame | 23F | 23F | |
| Damage Type | Physical | Physical | |
| Priority | Melee Low | Melee Low | |
| EX Force | 90 | 90 | |
| Effects | Chase, Wall Rush | Chase, Wall Rush Block (Ranged Low) | |
| Cancels | Dodge | Dodge | |
| Assist Gain (Hit) | |||
| CP (Mastered) | 30 (15) | ||
| [Close] Spinning approach and thrust opponent upwards. |
Unlocked at level 1 |
Mastered at 120 AP | |
Crossover is an advancing bravery with an HP link. It is primarily used as a punish tool against long winded attacks and staggered opponents. It can be used to approach if done sparingly. The damage potential and longer lateral reach make this an aerial alternative to Ascension.
Warrior of Light can follow up with an upward thrust by pressing Circle which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily wall rush at medium heights. With wall rush, empty chase can be done from medium distance to make it safe against Recovery Attack. Whether or not chase is done, Warrior of Light needs assist to follow up after wall rush.
Crossover must be completed to do the Rune Saber HP link. That means Warrior of Light usually does not lose bravery damage in exchange for HP damage. The startup is borderline reactable though, and Warrior of Light stays in the animation for roughly a second before he can dodge cancel out of it. That makes it more dangerous to whiff in neutral.
Crossover's last hit (upward thrust) has a quirk, where it is prone to missing at the ceiling against certain characters. This requires being at the ceiling and at same height with the opponent. If this is done against characters with larger bodies, such as Garland, Golbez and Exdeath, the last hit can miss altogether.
Rising Buckler
| Normal | EX Mode | ||
|---|---|---|---|
| Base Damage | 30 (2x4, 6, 16) | 42 (2x4 +6, 6, 16 +6) | |
| Startup Frame | 25F | 25F | |
| Damage Type | Physical | Physical | |
| Priority | Melee Low | Melee Low | |
| EX Force | 30 | 30 | |
| Effects | Wall Rush | Wall Rush Block (Ranged Low) | |
| Cancels | Dodge | Dodge | |
| Assist Gain (Hit) | |||
| CP (Mastered) | 30 (15) | ||
| Upward swing, snagging foe with shield. Useful from below. |
Unlocked at level 15 |
Mastered at 150 AP | |
Rising Buckler is a punish tool against opponents who are above Warrior of Light. Its vertical reach and Bitter End HP link make it rewarding as an anti-air. It is also a consistent follow-up to Kuja and Sephiroth air bravery assists. The disjointed shield can even poke through projectiles, if the opponent is not fully covered by them. To top it off, it can side switch on hit, ideal for sneaky counter attacks near walls.
Rising Buckler is not risk-free, however. It is reactable due to its 25-frame startup and distinct audio cue. It is Warrior of Light's primary upward aerial attack, which makes it more telegraphed. He stays in place for a moment before he is actionable, and won't track the opponent once the shield is thrown. If Warrior of Light blocks an opponent, he has to make sure they are above him so that Rising Buckler does not miss. Rising Buckler does not wall rush often in open spaces, unless it's done near ground. Finishing Rising Buckler is also safer against Assist Change than Bitter End, since Warrior of Light can act quickly afterwards.
Warrior of Light has a downward alternative in Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler specifically can be useful in some air oriented match-ups, such as Sephiroth and Kuja.
Shield Strike
| Normal | EX Mode | ||
|---|---|---|---|
| Base Damage | 30 (2x4, 6, 16) | 42 (2x4 +6, 6, 16 +6) | |
| Startup Frame | 25F | 25F | |
| Damage Type | Physical | Physical | |
| Priority | Melee Low | Melee Low | |
| EX Force | 30 | 30 | |
| Effects | Wall Rush | Wall Rush Block (Ranged Low) | |
| Cancels | Dodge | Dodge | |
| Assist Gain (Hit) | |||
| CP (Mastered) | 30 (15) | ||
| Downward attack, scooping foe with shield. Useful from above. |
Unlocked at level 1 |
Mastered at 200 AP | |
Shield Strike is almost identical to Rising Buckler, but it hits downward instead. On hit, it side switches and knocks at an upward angle. It is his main aerial move for air-to-ground situations and punishing reckless play from above. This has high coverage against many close-range melee characters, since they rarely rely on fighting above Warrior of Light. It is also effective for hitting staggered opponents after LV2 Assist Change. Shield Strike has the Bitter End HP link as well, which makes this a more threatening move on average. If the opponent is trying to punish Bitter End with Assist Change, Shield Strike's fast bravery finisher is a safer option.
Shield Strike shares many of Rising Buckler's flaws. Its startup is reactable, and it is his primary downward attack. That makes it more telegraphed in neutral. It's great when used cautiously, but carries a lot of risk if it whiffs. It has long recovery and no tracking after the shield is thrown.
Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.
Dayflash (midair)
| Normal | EX Mode | ||
|---|---|---|---|
| Base Damage | 22 (3, 4, 15) | 36 (3 +4, 4 +4, 15 +6) | |
| Startup Frame | 15F | 15F | |
| Damage Type | Physical | Physical | |
| Priority | Melee Low | Melee Low | |
| EX Force | 90 | 90 | |
| Effects | Chase | Chase Block (Ranged Low) | |
| Cancels | Dodge, Block & Attack (Whiff) |
Dodge, Block & Attack (Whiff) | |
| Assist Gain (Hit) | |||
| CP (Mastered) | 30 (15) | ||
| [Close] Fast horizontal slice. Low power, quick strike. |
Unlocked at level 25 |
Mastered at 90 AP | |
Dayflash's aerial version is essential, and similar to ground version in many aspects. It is fast, safe to whiff for assist gauge and reliable for confirming assist combos. It's also used to accumulate EX over time. Fights often happen in the air, so Warrior of Light relies on this move a lot.
The startup is slightly slower than ground Dayflash (15 frames instead of 13), but it's still unreactable. The recovery is short as well, which lets him build assist gauge on whiff. He can also cancel a missed Dayflash into other attacks or block to keep opponents guessing. The hitbox goes low enough where it can still hit grounded opponents, so Dayflash also works as an air-to-ground move.
This is Warrior of Light's lowest damaging move compared to his other moves, but it's also the fastest and safest to use. Assist (or Chase) is needed to get HP damage from this. It's a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.
HP Attacks
Ground
Shield of Light (ground)
| Base Damage | - | |
|---|---|---|
| Startup Frame | 53F (Block from 1F to 53F) | |
| Damage Type | - | |
| Priority | Melee High, Block Mid | |
| EX Force | 0 | |
| Effects | Block, Wall Rush | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Close] Fire force blast from shield. Hurls foe while blocking. |
Unlocked at level 22 |
Mastered at 130 AP |
Shield of Light is Warrior of Light's signature command block. He moves forward before unleashing a 1-hit force blast that can wall rush. Its blocking duration is very generous, as it blocks instantly from frame 1 until the move does damage. Combined with the forward movement, Shield of Light can call out low priority pokes, such as Cloud of Darkness's tentacles.
More importantly, Shield of Light works as an instant defensive option after a ground dodge. If Warrior of Light is about to get hit, he can use this to keep the opponent at bay. Blocks like this work against dashes and low priority attacks alike. This presents a second layer of defense that the opponent has to consider at all times, or they risk taking HP damage just for approaching.
Shield of Light is a great defensive tool, but it still carries a risk. If it misses, Warrior of Light is left wide open for punishes. Shield of Light can only block low priority moves. Higher priority moves like HP attacks and Squall's Heel Crush will guard crush or stagger Warrior of Light respectively.
Warrior of Light becomes airborne when using this move. He automatically aims this move at a diagonal angle against airborne opponents, but he cannot change the direction halfway through.
Shining Wave
| Base Damage | - | |
|---|---|---|
| Startup Frame | 51F | |
| Damage Type | - | |
| Priority | Melee High (blade) Ranged High (light pillar) | |
| EX Force | each 60 | |
| Effects | - | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Mid] Shoot pillars of light. Homes in on opponent. |
Unlocked at level 1 |
Mastered at 130 AP |
Shining Wave is a long-range wave HP attack. It is used as a counterattack after block staggers and a passive space control tool at longer distances. It is also useful against air dodges near ground.
This attack complements Warrior of Light's ground combat. It is a solid anti-air attack thanks to its instant, tall vertical hitboxes and the ability to turn in a full circle. The beams are separate entities, and they cannot be reflected back. Shining Wave does not vanish if it gets blocked, either. The Ranged High priority is great for ignoring LV2 Assist Change staggers during assist combos well.
Shining Wave is best used sparingly, as Warrior of Light is vulnerable to attacks after firing Shining Wave. It loses to high priority melee attacks and command blocks from Jecht and Exdeath. Since it is a ground move, it may not see much use in air-oriented fights, such as against Sephiroth or Exdeath.
As for other notes, the wave projectile travels at a relatively high speed once it's active. It can track airborne opponents, but it always moves forward at first before it starts realigning. Shining Wave can hit twice if it connects this way, though this can be difficult to aim for in a competitive match. Shining Wave can also combo into assist at a wall, but outside of that, its reward is pretty low on average.
As a wave HP, Shining Wave has a little quirk with its hitbox. It can miss against high speed movement that is passing through the projectile. [1] This is pretty risky to attempt though, so Warrior of Light does not have to worry about it too often.
Ultimate Shield
| Base Damage | 20 (4 x 3, 8) | |
|---|---|---|
| Startup Frame | 41F | |
| Damage Type | Physical | |
| Priority | Melee High | |
| EX Force | 30 | |
| Effects | Wall Rush | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Close] Deft shieldwork. Effective against any height. |
Unlocked at level 28 |
Mastered at 130 AP |

Ultimate Shield is a combo attack used to call out blocks, nearby dodges or even attacks. It is his fastest ground HP attack, and it has strong hemisphere-like tracking when aiming his shield. In other words, it can hit around Warrior of Light to a certain degree.
Warrior of Light stays in place while his shield goes towards opponent. If the shield misses, Warrior of Light will not continue with a combo. This makes it a bit safer to use from a distance. Ultimate Shield can also reflect HP projectiles without moving towards them. The reach is decent, but not enough to punish neutral ground dodges without prior movement. Assists can follow up either after wall rush or with a knockback cancel.
If White Fang connects, it can activate a hit glitch for Ultimate Shield if its done at the same time. That means the move will transition to follow-up hits despite not making any contact with opponent. This can be detrimental due to short reach. It has long recovery when finished, so Warrior of Light should watch out for Assist Changes when using this.
Rune Saber (ground)
| Base Damage | 10 (2 x 3, 4) / +Ascension = (50 Total) | |
|---|---|---|
| Startup Frame | ? | |
| Damage Type | Magical | |
| Priority | Melee High (?) | |
| EX Force | 0 | |
| Effects | Wall Rush | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| Branching from Ascension [Combo] Light beam pierces foe. |
Unlocked at level |
Mastered at 130 AP |
Rune Saber is the HP link from Ascension. It is notable for its combo potential and relative safety against Assist Change counters. Both Ascension and Rune Saber have long upward knockback. That means Rune Saber can wall rush consistently in stages with lower ceilings, such as Sky Fortress Bahamut and Edge of Madness. Rune Saber cannot hit a wall rushed opponent, though.
The wall rush is great for HP damage and assist combos alike. If Warrior of Light cannot guarantee a ceiling wall rush, multi-hit assists like Sephiroth can also knockback cancel for combos. As a result, Rune Saber is useful as an independent source of HP damage and assist combo starter anywhere.
Rune Saber has a lengthy animation, which normally makes it risky against opponents who escaped with Assist Change. Rune Saber's last hit has a tall hitbox with long active frames. This provides some cover for Warrior of Light before he can dodge cancel, but it's not entirely safe. Opponents can still try to Assist Change out early and dodge next to Warrior of Light, but it's harder to do compared to Bitter End.
Aerial
Shield of Light (midair)
| Base Damage | - | |
|---|---|---|
| Startup Frame | 53F (Block from 1F to 53F) | |
| Damage Type | - | |
| Priority | Melee High, Block Mid | |
| EX Force | 0 | |
| Effects | Block, Wall Rush | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Close] Fire force blast from shield. Hurls foe while blocking. |
Unlocked at level 1 |
Mastered at 130 AP |
The signature command block. This is more commonly used since it's an aerial move, otherwise it's very similar to the ground version. Aerial Shield of Light is still used for self defense after air dodges and calling out Melee Low and slow mid priority moves. This is one of Warrior of Light's notable selling points compared to other all-rounders such as Cloud and Squall.
As a 1-hit move, Shield of Light can also circumvent EX Revenge checkmates with EX depletion.
The force blast has short reach and it doesn't stay active for long. However, it can wall rush and start assist combos with a good read. It's not commonly used in most assist combos due to limited vertical tracking and long animation, but it can set up double assist combos with Aerith assist. Regardless, the aerial Shield of Light is a must-have for Warrior of Light.
Radiant Sword
| Base Damage | - | |
|---|---|---|
| Startup Frame | 77F | |
| Damage Type | - | |
| Priority | Ranged High | |
| EX Force | 0 | |
| Effects | Wall Rush | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| [Long] Fire blades of light from seal. Blades weakly track foe. |
Unlocked at level 13 |
Mastered at 130 AP |
Radiant Sword is a group of long-range homing projectiles. It is primarily used to harass opponents from afar, or opponents who go for EX Cores. This is a move with low hit rate due to its telegraphed animation and gradual accelerated speed. As the speed increases, the homing projectiles all gather and focus on the opponent. That means they are easier to dodge once they are moving in a line. This limits Radiant Sword's ability to occupy space. The projectiles track well and reach far enough force a dodge almost anywhere. They do not go through solid objects such as walls or Empyreal Paradox's crystal, though.
Radiant Sword's applications are very limited overall. If it hits, it can wall rush and start assist combos. Warrior of Light can dodge cancel before Radiant Sword accelerates, and get significant frame advantage from wall rush if it hits. This is easier said than done though, as the combo setups are limited. Use with caution.
Rune Saber (midair)
| Base Damage | 10 (2 x 3, 4) / +Crossover = (50 Tota) | |
|---|---|---|
| Startup Frame | ?? | |
| Damage Type | Magical | |
| Priority | Melee High (?) | |
| EX Force | 0 | |
| Effects | Wall Rush | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| Branching from Crossover [Combo] Light beam pierces foe. |
Unlocked at level |
Mastered at 130 AP |
Rune Saber is the HP link from Crossover. It is always recommended for Crossover, and is functionally similar to the other Rune Saber. The main thing to watch out for are ceiling wall rushes; Since Crossover is an aerial move, it is more likely to wall rush before Rune Saber connects.
Bitter End A
| Base Damage | 15 (2 x 6, 3) / +Rising Buckler = (29 Total) | |
|---|---|---|
| Startup Frame | ?? | |
| Damage Type | Physical | |
| Priority | Melee High (?) | |
| EX Force | 0 | |
| Effects | Wall Rush | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| Branching from Rising Buckler [Combo] Deft bladework. |
Unlocked at level |
Mastered at 130 AP |
Bitter End is another staple HP link for Warrior of Light. It rewards well placed whiff punishes with HP damage, no assist needed. Its total damage output is a bit lower compared to Rune Saber, but there is no need to worry about ceiling wall rushes denying Bitter End altogether. It's a consistent assist combo starter thanks to the wall rush, and the long animation sets up knockback cancels, most notably for Sephiroth assist. With high base bravery builds, the animation lasts long enough to get most of the base bravery back at the end of an assist combo.
Bitter End is a stationary combo attack that starts quickly, but takes a few seconds to finish. It is very unsafe against opponents who escaped with LV1 Assist Change. Warrior of Light cannot cancel Bitter End until the last hit comes out. He stays still for the entire animation, and he has little protection against vertical attacks. He needs assist as backup for this, but he also needs this move to represent a threat of damage without assist. It's a conundrum he has to work with.
Bitter End B
| Base Damage | 15 (2 x 6, 3) / +Shield Strike = (29 Total) | |
|---|---|---|
| Startup Frame | ?? | |
| Damage Type | Physical | |
| Priority | Melee High (?) | |
| EX Force | 0 | |
| Effects | Wall Rush | |
| Cancels | Dodge | |
| Assist Gain (Hit) | ||
| CP (Mastered) | 30 (15) | |
| Branching from Shield Strike [Combo] Deft bladework. |
Unlocked at level |
Mastered at 130 AP |
Bitter End B is identical with Bitter End A.
EX Mode: Class Change!
Effects:
- Regen
- Critical Boost
- Mirror Attack
- Protect
- Light's Blessing
Warrior of Light's EX Mode has plenty of useful effects. He gets additional hits for his melee braveries, a big damage reduction in +10 base DEF and he blocks ranged low moves during his own attacks. EX modes are commonly used to secure a win with assist combo, and Warrior of Light is no different. As such, the defensive boosts may not come into play often. It is still a competent EX mode overall, though.
Mirror Attack

A wall of light appears while attacking, repelling weak magical attacks.
Warrior of Light can block attacks with Ranged Low priority during his own attack animations. The blocking effect activates very quickly and lasts for most, if not the whole attack animation. This applies even during an attack's recovery.
Protect

An aura of light covers the body, raising defense.

Garland has 182 ATK, Hyper Ring and Muscle Belt with a x2.3 booster multiplier.
Warrior of Light has 187 DEF.
Warrior of Light gets +10 DEF for the duration of his EX mode. This is a notable increase, which reduces bravery damage taken. That being said, it may not benefit him as consistently as he wants; Assists are often used to stop EX mode, and if WoL does not lock the opponent in place with a combo, they can run away and stall for time.
Light's Blessing

Swords of light appear, dealing additional damage.
Light's Blessing adds several hits to Warrior of Light's physical bravery attacks. Each light sword has a base damage of 1. The light swords cause hit stun, but they don't create more lenient, practical solo combo routes for Warrior of Light.
EX Burst: Oversoul
| {Base Damage (Initial) | Base Damage (Remainder) | Type |
|---|---|---|
| 5x3 (15) | 10x6, 25 (100 total) | Physical |
| Sharp, repeated strikes like flashes of light. Up, down, left, right. Each directional button corresponds to one attack. | ||
Oversoul is a fairly standard EX Burst. The base damage for initial hits isn't high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.
To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs always require a directional button. Analog stick will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.
Combos
Solo
(Main article pending)
Assist (Sephiroth)
Warrior of Light can create assist combos with Wall Rush, Dayflash and even during his Bitter End and Rune Saber HP links. This gives him flexibility in setting up HP damage. When following up after Sephiroth, delay Assist Chase a little so that Shield Strike connects more consistently.
| Notation Info | |
|---|---|
| AC | Assist Chase |
| AST BRV | Assist (Bravery) |
| AST HP | Assist (HP) |
| Chase | Chase |
| Empty Chase | Begins Chase, then nothing. |
| DC | Dodge Cancel |
| LL | Landing Lag |
| WR | Wall Rush |
Builds
Main article: Warrior of Light (012) Builds
Warrior of Light works with a variety of builds, such as balanced hybrid builds, Bravery Boost on Dodge and Side by Side. Most of his damage comes from Dayflash assist combos and HP links, so he is not often built for bravery damage. However, Warrior of Light benefits greatly from having high base bravery for assist combos.
Hybrid
| Stats | |
|---|---|
| HP | 11299 |
| CP | 450 |
| BRV | 996 |
| ATK | 178 |
| DEF | 184 |
| LUK | 60 |
| Max Booster | |
| Equipment | |
|---|---|
| Assist | Sephiroth |
| Weapon |
Heaven's Cloud |
| Hand |
Lufenian Dirk |
| Head |
Lufenian Headband |
| Body |
Lufenian Vest |
| Accessory 1 | Muscle Belt |
| Accessory 2 | Dismay Shock |
| Accessory 3 | Battle Hammer |
| Accessory 4 | Summon Unused |
| Accessory 5 | Pre-EX Mode |
| Accessory 6 | Pre-EX Revenge |
| Accessory 7 | Opponent Summon Unused |
| Accessory 8 | White Gem |
| Accessory 9 | Tenacious Attacker |
| Accessory 10 | Glutton |
| Summon |
Rubicante |
indicates a "Gear" extra ability or the use of Equip Glitch. The total Capacity Point cost assumes the equip glitch is done.
This is a general purpose build focused on EX intake and EX depletion. Most competitive builds focus on damage, ex and / or meter depletion, so this is a good build to start with.
Seal of Lufenia set lowers DEF, but Warrior of Light's high base DEF stat mitigates it. Lufenian Dirk
adds +1 ATK for more damage, which in turn compensates for Heaven's Cloud's
low ATK. Heaven's Cloud makes grabbing EX Force much easier due to its increased EX intake range.
Assist
Assist Data
| Type | Attack | Startup Frames | Position | Spawn's Near | Base Damage | 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 |
Assist Overview
As an assist, Warrior of Light is one of the weaker assists in the game. His braveries do not hold the opponent in place for long and they quickly push them away from the player. The lack of Assist Chase hurts, so he struggles to serve the role of setting up HP attacks for the player character. Warrior of Light relies on Wall Rush to achieve this. It is recommended to fight near ground, so that Rising Buckler can at least slam opponents to the floor for easier combos.
Rising Buckler does have a niche despite its shortcomings as an HP setup tool; It has the highest combination of upwards reach and speed of any air bravery assist. This lets Warrior of Light assist create combos from certain chase moves, such as Laguna's Pummel and Kuja's Strike Energy close finisher. Zidane air BRV assist is usually preferred in this category, because his combo potential and wall carry are stronger and more consistent overall. Only a handful of assists are fit for this role, though.
Shield of Light can guard attacks, which is worth noting for scrambles and checkmate situations. But because it is an HP attack, it is expensive and risky to use.
Synergies
Warrior of Light works well with most competitive assists.
- Sephiroth
- Arguably the most popular synergy in competitive play. He can combo from almost every move and Wall Rush consistently, and set up another HP link afterwards. Sephiroth may be a budget Kuja assist, but his multi-hits make it easier to do knockback cancels anywhere. This lets Warrior of Light deal consistent HP damage regardless of his position, while still having access to a reliable whiff punish option. Sephiroth also knocks back at a lower vertical angle compared to Kuja, which makes Crossover > Rune Saber more consistent (and damaging) as a follow-up.
- Aerith
- Aerith has less bravery damage and worse whiff punish tools in exchange for safer combos and EX intake. Dayflash chase setups take center stage here; They're useful for getting EX and bypassing LV2 Assist Change staggers. This is where Radiant Sword can see some use as a safer combo finisher. Knockback cancels are also possible with Rune Saber and Bitter End, so technically Warrior of Light does not need Wall Rush for combos either. They are not very easy to do, though. If Warrior of Light does get a Wall Rush, he can use Shield of Light to set up another Aerith assist. A double assist combo can be a lot of damage, particularly with high base bravery.
- Jecht
- Jecht hits faster than Sephiroth and his air BRV sets up extended ground combos for lots of bravery. Even if Crossover is not equipped, Ascension usually is, which is also a high damaging ground attack. If WoL wants to use assist again for even more bravery after Jecht's air BRV, Dayflash (ground) empty chase reset makes it possible. This is a competent synergy in its own right, though WoL loses out on consistent midscreen knockback cancels.
References
Navigation
Wiki Roadmap (012 Warrior of Light)
Please edit this page's roadmap template when relevant additions and changes are made.
30,23 % done
| Page | Completed | In progress | To-do | Score |
|---|---|---|---|---|
| General | Added images for attacks. | / 86 | ||
| Pros / Cons | Done. | Adjust if necessary. | / ? | |
| Overview / Character Data | Overview ok. | 2 / 2 | ||
| Bravery Attacks | Ability info, images, overviews. | 5 / 5 | ||
| HP Attacks | Ability info, images, overviews. | 5 / 5 | ||
| EX Mode | EX mode info, overviews, ex mode ability overview. | 3 / 3 | ||
| Combos | Add solo and assist combos. Use Cloud's page as an example. | 0 / 7 | ||
| Builds | 2 example builds. | Add more builds for brv boost on dodge etc. | 8 / 10 | |
| Assist | Assist data, WoL assist overview, most common assist synergies. | More assists. | 3 / 3 | |
| Matchups | Create the page, add matchup analysis and tips against every character. | 0 / 32 | ||
| Frame Data | Create the page. | 0 / 1 | ||
| Starter Guide | Create the page. A concise PvP guide with core concepts and bare essentials explained concisely. Roughly 25 % of character's total page content. | 0 / 8 | ||
| Strategy | Create the page and add basic offensive and defensive strategies. Use Jecht and Squall pages as examples. | 0 / 10 |


















