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

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(Difference between pages)
(Added combo section, adjusted sections. Work on combo tables later.)
 
(→‎Builds: Adjusted first build to have brv recovery.)
 
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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
{{CharacterInfo
{{CharacterInfo
 
|name=Warrior of Light
|name=Cecil Harvey (セシル・ハーヴィ)
|origin=Final Fantasy
|origin=Final Fantasy IV
|weapon=Axes, Daggers, Greatswords, Katanas, Swords
|weapon=Axes, Greatswords, Swords
|armor=Chestplates, Gauntlets, Heavy Armor, Helms, Large Shields, Light Armor, Shields
|armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields
|atk=110 (Average)
|atk=109 (Low / +2 as Dark Knight, High)
|def=113 (Very High, +10 during EX Mode)
|def=111 (Average / +2 as Paladin, Very High)
|runspeed=6 (Average / Good)
|runspeed= 9 (Dark Knight, Slow) / 5 (Paladin, Above Average)
|dash=77 (Average / Good)
 
|fall=87 (Average)
|dash=81 (Dark Knight, Below Average) / 77 (Paladin, Average / Good)
|fallr=40 (Average)
 
|exclusives=Flame Sword, Braveheart, Barbarian's Sword
|fall=81 (Dark Knight, Average) / 89 (Paladin, Below Average)
 
|fallr=39 (Dark Knight, Average) / 40 (Paladin, Average)
 
|exclusives=Dark Sword, Mythgraven Blade, Lustrous Sword, Lightbringer, Cimmerian Edge
 
}}
}}


{{ProConTable
{{ProConTable
 
|pros=*'''All-rounder''' - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.
|pros=
*'''User-friendly''' - Great for beginners and experienced players alike, good for learning the game and honing fundamentals.
 
*'''Command block''' - Shield of Light is an advancing single hit HP attack that can block instantly throughout it's startup to call out attacks or protect himself after dodging.
*'''Ground combat''' - Projectiles and empty chase assist combo starters allow Warrior of Light to adapt to a match's pace and improve his combo potential.
*'''Build synergy''' - Works well with all common [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Build_styles|'''build styles''']], including balanced EX builds, bravery boost on dodge and [[Assist_(Dissidia_012)#Side_by_Side|'''Side by Side''']] {{accsp}}.
*'''EX generation''' - Most bravery attacks produce 30 to 90 EX Force, supporting long-term survivability with EX.
*'''EX Mode''' - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.
|cons=
|cons=
 
*'''Struggles against traps''' - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.
*'''Commital vertical attacks''' - Rising Buckler and Shield Strike braveries are serviceable, but are reactable and cannot be cancelled early on whiff.
*'''4-slot bravery dilemma''' - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them
*'''Floaty air dodge, risky dodge protection''' - While Shield of Light is great at covering his air dodges, it is also high risk and doesn't work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.
}}
}}


= Overview =
== Overview ==
''Warrior of Light'' is a playable character in Dissidia 012.


Cecil Harvey is a close / mid-range character who functions with two different movesets - Dark Knight and Paladin. Due to the risky nature of changing jobs and their distinct strengths, it is often recommended to focus on one job over the other. Cecil can whiff punish effectively from a variety of angles, has decent assist synergy and bravery damage output.  
== Bravery Attacks ==
=== Ground ===
Certain attacks inflict additional damage in EX mode. This additional damage is indicated with a + and highlighted in bold.


However he struggles to generate assist meter on whiff due to long start-ups, animation length and late cancel opportunities. EX generation is good for Paladin, but weaker in Dark Knight. With less than ideal speed and tracking, limited effective angles, difficulties staying safe and keeping up in meter economy, Cecil often takes relatively high risks for a lower return.
His arguably safer repertoire is restricted to ground (Dark Knight), which also does not often force his opponents to play into his strengths.
Cecil has been primarily a bottom tier character, with some hope for low tier status. Temper your expectations and you may discover a fun character for yourself.
Build styles:
* Side by Side (Dark Knight)
* EX (Paladin)
= Bravery Attacks =
== Ground (Dark Knight) ==
<tabber>
<tabber>
|-|Valiant Blow=
|-|Ascension=
{{AbilityInfo
{{AbilityInfo
|damage=10, 10, 20 (40)
|damage=4''' +5''', 5''' +4''', 11, 20''' +6''' (40) ('''54''')
|startup=15F
|startup=15F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=90
|effect=Chase, Wall Rush
|cp=30 (15)
}}
''[Close] Throw shield to hurl opponent upwards.''
|-|Sword Thrust=
{{AbilityInfo
|damage=6, 3 x 3 '''+4''', 15''' +6''' (30) ('''40''')
|startup=31F
|type=Physical
|priority=Melee Mid (1st hit), Melee Low (other hits)
|ex=30
|ex=30
|effect=Wall rush
|effect=Wall Rush
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Close] Jab foe with blade. Can send foe flying.''
''[Mid]] Hurl shield and charge. Instantly close in on opponent.''


|-|Dark Cannon=
|-|Red Fang=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 4, 2 x 4, 3 (15)
|damage=15
|startup=41F
|startup=41F
|type=Magical
|type=Magical
|priority=Ranged Low (forward), Ranged Mid (backward)
|priority=Ranged Low
|ex=each 3
|ex=0
|effect=Block (Ranged Low)
|effect=-
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Long] Draw foe with projectile. Good start for other combos.''
''[Long] Shoot high-speed fireball towards opponent.''
 


|-|Shadow Lance=
|-|Blue Fang=
{{AbilityInfo
{{AbilityInfo
|damage=8, 7 x 6 (50)
|damage=each (7)
|startup=35F
|startup=41F
|type=Physical
|type=Magical
|priority=Melee High (close), Ranged Low (far)
|priority=Ranged Low
|ex=~20
|ex=0
|effect=Wall rush
|effect=-
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Mid] Throw weapon. Major damage if lands near opponent.''
''[Long] Chunks of ice slowly descend on opponent.''


</tabber>
|-|White Fang=
{{AbilityInfo
|damage=each (6)
|startup=47F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=-
|cp=30 (15)
}}
''[Long] Call down lightning bolts that slowly close in on foe.''


=== Ground (Paladin) ===
|-|Dayflash (Ground)=
<tabber>
|-|Slash=
{{AbilityInfo
{{AbilityInfo
|damage=10, 10 (20)
|damage=3'''+4''', 4''' +4''', 15''' +6''' (22) ('''36''')
|startup=23F
|startup=13F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=90
|ex=90
|effect=Chase
|effect=Chase
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Close] Hit foe upwards. Slow, but very accurate strike.''
''[Close] Fast horizontal slice. Low power, quick strike.''


|-|Lightning Rise=
</tabber>
{{AbilityInfo
|damage=3, 3, 5, 4, 4, 11 (30)
|startup=43F
|type=Physical
|priority=Melee Mid (first half), Melee Low (second half)
|ex=90
|effect=Chase, Block (Ranged Low)
|cp=20 (10)
}}
''[Mid] Charge, then leap. Good start for midair attacks.''


Contrary to what the description says in the game, it is ''not'' a good start for midair attacks. The slow startup time makes it impractical against vigilant players and chase limits viable assist combo conversions.
=== Aerial ===
Certain attacks inflict additional damage in EX mode. This additional damage is indicated with a + and in bold.


|-|Dark Step=
<tabber>
|-|Crossover=
{{AbilityInfo
{{AbilityInfo
|damage=5, 10, 1 x 2, 10 (27)
|damage=5, 5, 10''' +4''', 20''' +6''' (40) ('''50''')
|startup=23F
|startup=23F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=90
|ex=90
|effect=Chase, job change
|effect=Chase, Wall Rush
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Close] Change job to Dark Knight during combo.''
''[Close] Spinning approach and thrust opponent upwards.''


</tabber>
|-|Rising Buckler=
 
=== Aerial (Dark Knight) ===
<tabber>
|-|Gravity Ball=
{{AbilityInfo
{{AbilityInfo
|damage=7, 2 x 4 (15)
|damage=2 x 4''' +6''', 6, 16''' +6''' (30) ('''42''')
|startup=37F
|startup=25F
|type=Magical
|type=Physical
|priority=Ranged Low
|priority=Melee Low
|ex=0
|ex=30
|effect=Wall Rush
|effect=Wall Rush
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Mid] Fire off gravity ball. Good start for ground attacks.''
''Upward swing, snagging foe with shield. Useful from below.''


|-|Nightfall=
|-|Shield Strike=
{{AbilityInfo
{{AbilityInfo
|damage=1 each, 24 (25+)
|damage=2 x 4''' +6''', 6, 16''' +6''' (30) ('''42''')
|startup=37F
|startup=25F
|type=Physical
|priority=Melee Low (falling), Ranged Mid (landing)
|ex=60+
|effect=Chase
|cp=20 (10)
}}
''[Close] High-speed dive. Useful for quick descents.''
 
|-|Paladin Arts=
{{AbilityInfo
|damage=7, 2 x 4, 3 x 5 (30)
|startup=37F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=Job change
|cp=20 (10)
}}
''[Mid] Change job to Paladin during combo.''
 
</tabber>
 
== Aerial (Paladin) ==
<tabber>
|-|Radiant Wings=
{{AbilityInfo
|damage=3, 3, 7, 6, 6, 6, 9 (40)
|startup=19F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=30
|ex=30
|effect=Wall rush
|effect=Wall Rush
|cp=20 (10)
|cp=30 (15)
}}
}}
''Downward attack, scooping foe with shield. Useful from above.''


|-|Sacred Cross=
|-|Dayflash (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=3 x 5, 5, 10 (30)
|damage=3''' +4''', 4''' +4''', 15''' +6''' (22) ('''36''')
|startup=21F
|startup=15F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=90
|ex=90
|effect=Chase
|effect=Chase
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Close] Fast horizontal slice. Low power, quick strike.''


</tabber>


|-|Searchlight=
== HP Attacks ==
{{AbilityInfo
|damage=3 x 5 (15)
|startup=95F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=-
|cp=20 (10)
}}
</tabber>


= HP Attacks =
=== Ground ===


== Ground ==
<tabber>
<tabber>
|-|Soul Eater=
|-|Shield of Light (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=4, 2 x 5, 6 (20)
|damage=-
|startup=39F
|startup=53F (Block from 1F to 53F)
|type=Physical
|type=-
|priority=Melee High
|priority=Melee High, Block Mid
|ex=30
|ex=0
|effect=Wall rush
|effect=Block, Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Stab fore and devour his soul. Limited height, quick strike.''
''[Close] Fire force blast from shield. Hurls foe while blocking.''


|-|Dark Flame=
|-|Shining Wave=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=53F
|startup=51F
|type=-
|type=-
|priority=Ranged High
|priority=Melee High (blade), Ranged High (light pillar)
|ex=0
|ex=each 60
|effect=Wall rush
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Summon dark fire. Slow speed, strong homing.''
''[Mid] Shoot pillars of light. Homes in on opponent.''


|-|Shadow Bringer=
|-|Ultimate Shield=
{{AbilityInfo
{{AbilityInfo
|damage=10, 10 (20)
|damage=4 x 3, 8 (20)
|startup=13F
|startup=41F
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=30
|ex=30
|effect=Wall rush, Dark Knight BRV damage +3%, Paladin BRV damage -3%
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Ultra-close] Dark sword slash. Dark Knight BRV damage +3%, Paladin BRV damage -3%.''
''[Close] Deft shieldwork. Effective against any height.''
 
|-|Rune Saber (ground)=
{{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 Ascension
[Combo] Light beam pierces foe.''


Equipping Shadow Bringer will lock you out equipping the aerial Luminous Shard HP for the Paladin job.
</tabber>
</tabber>


== Aerial ==
=== Aerial ===


<tabber>
<tabber>
|-|Saint's Fall=
|-|Shield of Light (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 3, 2, 1 x 2, 3 (10)
|damage=-
|startup=53F
|startup=53F (Block from 1F to 53F)
|type=Physical
|type=-
|priority=Melee High
|priority=Melee High, Block Mid
|ex=30
|ex=0
|effect=Wall rush
|effect=Block, Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Focus light and charge. From afar, good vs. any height.''
''[Close] Fire force blast from shield. Hurls foe while blocking.''


|-|Paladin Force=
|-|Radiant Sword=
{{AbilityInfo
{{AbilityInfo
|damage=2 x 5, 5 (15)
|damage=-
|startup=43F
|startup=77F
|type=Both
|type=-
|priority=Ranged High (first hit), Melee High (other hits)
|priority=Ranged High
|ex=30
|ex=0
|effect=Wall rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Holy sword magic. Effective against any height.''
''[Long] Fire blades of light from seal. Blades weakly track foe.''


|-|Luminous Shard=
|-|Rune Saber (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=2 x 3, 4 (10) / +Preceding BRV = (50)
|startup=63F
|startup=??
|type=-
|type=Magical
|priority=Ranged High
|priority=Melee High (?)
|ex=60
|ex=0
|effect=Paladin BRV damage +3%, Dark Knight BRV damage -3%
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Shoot light projectiles. Paladin BRV damage +3%. Dark Knight BRV damage -3%.''
''Branching from Crossover
[Combo] Light beam pierces foe.''


Equipping Luminous Shard will lock you out equipping the grounded Shadow Bringer HP for the Dark Knight job.
|-|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.''
 
|-|Bitter End B=
{{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 Shield Strike
[Combo] Deft bladework.''


</tabber>
</tabber>


= EX Mode: Job Augment! =
== EX Mode: Class Change! ==
 
Effects:
Effects:
* Regen
* Regen
* Critical Boost
* Critical Boost
* Proteus
* Mirror Atack
* Inner Strength
* Protect
* Light's Blessing


== Proteus ==
=== Mirror Attack ===
''[Active while attacking]
A wall of light appears while attacking, repelling weak magical attacks.'''


''[Activate with R + Square] Bridles light and darkness to instantly change jobs without attacking.''
Block Ranged Low priority.


== Inner Strength ==
=== Protect ===
''[Always active while in EX Mode]
An aura of light covers the body, raising defense.''


''[Always active while in EX Mode] Each attack is 1.5 times as powerful.''
DEF +10.


=== EX Burst: Face Shift ===
=== Light's Blessing ===
''[Activates when combo hits]
Swords of light appear, dealing additional damage.''


''A chain of attacks combining the power of light and darkness. Enter the commands that appear on both sides of the screen at the same time.''
Each light sword has a damage multiplier of 1.


=== EX Burst: Oversoul ===
{{burst
{{burst
 
|damage1=5x3 (15)
|damage1=6, 9 (15, DK)
|damage2=10x6, 25 (100 total)
 
|type=Physical
|damage2=15 (PA), 25 (DK), 7 x 2 (DK), 30 (PA) (99 total)
 
|type=Both
 
}}
}}


= About the Job System =
== Builds ==
Cecil has two jobs, but only has access to one of them at a time. To change jobs, either use Paladin Arts or Dark Step braveries, or grounded HP attack to access Dark Knight or aerial HP to access Paladin.
Builds here.
 
Jobs can be changed freely outside of attack animations during EX mode by pressing R+Square. This means Cecil often makes himself vulnerable in order to change movesets, making this adjustment rather risky for Cecil. Not only that, equipping Shadow Bringer or Luminous Shard HP attack locks Cecil out of equipping the other HP, further incentivising into dedicated Dark Knight or Paladin play.
 
Cecil ALWAYS starts a fight in Dark Knight form, meaning Paladin-focused players will have to perform an HP attack as soon as the match starts, or bide their time in Dark Knight form until they have an opportunity to change forms without being punished.
 
= Combos =
 
== Solo ==
 
=== Dark Knight ===
 
Dark Cannon is Cecil's only grounded solo combo starter. It cannot combo into Dark Flame or another Dark Cannon.
 
The projectiles travel in a forward-back motion, but the damage output fluctuates a lot with range. Once the projectiles have reached their max range, their damage multiplier (1x4) will become stronger (2x4, 3) and return to Cecil. This latter portion of the attack is often more practical, but because the projectiles don't have excessive hitboxes or much vertical tracaking, Dark Cannon will realistically land at least '''four hits''' (2x3, 3) on it's way back. Please keep this in mind when referencing damage tables for combos involving Dark Cannon.
 
{|class="wikitable sortable"
! scope=col | Combo
! scope=col | Damage
! scope=col | EX Force
! scope=col | Notes
! scope=col | Video
|-
|Dark Cannon > Valiant Blow || '''49+ WR''' (2x3, 3, 10, 10, 20) || '''42+''' 3, 3, 3, 3, 30 || Basic bravery combo with high damaging wall rush ender. || video
|-
|Dark Cannon > Shadow Lance || '''59+ WR''' (2x3, 3, 8, 7x6 + WR) ||| '''32''' (3, 3, 3, 3, ~20) || Basic bravery combo with an even more damaging wall rush ender. || video
|-
|Dark Cannon > Soul Eater || '''32 + HP WR''' (2x3, 3, 4, 2x5, 6 + HP WR) || '''42''' (3, 3, 3, 3, 30) || Basic HP combo with wall rush potential. Not prioritized unless Cecil doesn't have Shadow Bringer, which outclasses Soul Eater in a couple areas.
|-
|Dark Cannon > Shadow Bringer || '''32 + HP WR''' (2x3, 3, 10, 10 + HP WR) || '''42''' (3, 3, 3, 3, 30) || Basic HP combo with better wall rush potential. Shadow Bringer has better frame data and superior knockback for wall rush, outperforming Soul Eater. || video
|}
 
=== Paladin ===
 
Cecil's combo game expands considerably with Slash and Searchlight, moreso the latter. While Slash provides a few self-sufficient solo combos for just the Paladin job, Searchlight also supports Dark Knight followups in and out of EX mode.
 
Similiar to Dark Cannon, Searchlight allows Cecil to combo into Paladin HP attacks. Because these combos don't rely on ground, players may find more opportunities to do them.
 
{|class="wikitable sortable"
! scope=col | Combo
! scope=col | Damage
! scope=col | EX Force
! scope=col | Notes
! scope=col | Video
|-
| Slash > Free Air Dash > Radiant Wings || '''60 + WR''' (10, 10, 3, 3, 7, 6, 6, 6, 9 + WR) || '''120''' 90, 30 || Ground combo into a wall rush. Cancel Slash's recovery into Free Air Dash and close the gap to follow up with Radiant Wings. || video
|-
|Slash > Free Air Dash > Sacred Cross || '''50''' (10, 10, 3x5, 5, 10) || '''180''' (90, 90) || Ground combo with higher EX generation. || video
|}
 
- Paladin Arts into air bravery or Paladin Force
- Searchlight into Paladin Force, Saint's Fall and most braveries, except Searchlight itself
- Searchlight, dodge cancel, change Jobs (during EX mode) then use Paladin Arts
- Slash (Paladin) -> cancel into Free Air Dash -> Radiant Wings or Sacred Cross
- Slash (Paladin) -> Paladin Force (requires wall / corner to reduce knockback distance)
 
== Assist ==


=== Dark Knight ===
Cecil can convert off of wall rush, first part of a bravery attack or by initiating chase. Dark Knight primarily converts off of the first two, while Paladin can also convert off of chase.
Note that Dark Flame can wall rush in stages with low ceiling such Pandaemonium - Top Floor and M.S. Prima Vista!
<tabber>
<tabber>
|-|Jecht=
|-|Side by Side (High Base BRV)=
1) Valiant Blow (1st part) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater
2) Shadow Lance / HP (wall rush) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater
3) Shadow Lance / HP (wall rush) - Jecht - Paladin Arts - Radiant Wings / Sacred Cross / Paladin Force
4) Gravity Ball (wall rush) - Jecht - dodge cancel forward - Paladin Arts - dodge cancel - Paladin Force
5) Gravity Ball (wall rush) - Jecht - ground dash - Dark Flame
6) Paladin Arts (dark sphere) - Jecht - Dark Cannon - Valiant Blow / Shadow Lance / Shadow Bringer / Soul Eater
 
|-|Yuna=
 
The same principles apply as with Jecht assist, except ground wall rush off of Gravity Ball requires a wall for follow-ups. Yuna holds for a shorter amount of time as well.
1) Valiant Blow (1st part) - Yuna - Dark Cannon - BRV / HP
2) Shadow Lance / HP (wall rush) - ground dash if at a distance - Dark Cannon - BRV / HP
3) Valiant Blow / HP (wall rush) - ground dash if at a distance - jump - Paladin Arts - dodge cancel - BRV / HP
 
|-|Sephiroth=
 
Due to the assist's knockback, ending combos in Paladin Force is often most reliable. Shadow Bringer can help in safely transitioning back to Dark Knight, however.
1) Valiant Blow 2nd part + Assist call upon inputting 2nd part - assist teleport - Paladin Force
2) Valiant Blow 2nd part + Assist call upon inputting 2nd part - lock off - assist teleport - turn around to face opponent - Paladin Arts - BRV / HP
3) Shadow Bringer - Assist call after second hit of Shadow Bringer - assist teleport - Paladin Force
4) Valiant Blow / Shadow Lance / HP (wall rush) - Sephiroth - Paladin Force
 
</tabber>
 
=== Paladin ===
<tabber>
|-|Aerith=
Empty chase = chase that has been initiated, but no further action is performed during chase
 
Chase sequences allow Cecil to trap the opponent inside Aerith's Seal Evil or brute force an HP attack. What Cecil loses in EX depletion on assist hit, he makes up for it with opportunities to rack up bravery or land an HP attack.
1) Sacred Cross - Assist call - initiate chase - chase HP - if opponent dodged chase HP, Luminous Shard (HP) or Searchlight into Radiant Wings, Sacred Cross or Paladin Force.
2) Radiant Wings (wall rush) - Aerith - dodge cancel - Searchlight - land on ground and approach - Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross
3) Paladin Force / Saint's Fall (wall rush) - Searchlight - land on ground and approach - Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross
4) Lightning Rise - Assist call - initiate chase - chase HP - if opponent dodged chase HP, Luminous Shard (HP) or Searchlight into Radiant Wings, Sacred Cross or Paladin Force.
5) Lightning Rise - Assist call - empty chase when Aerith's Seal Evil is about to activate - BRV / HP
6) Dark Step (near wall) - Assist call - empty chase when Aerith's Seal Evil is about to activate - BRV / HP
 
|-|Tidus=
1) Searchlight - Tidus (air) - BRV / HP
2) Radiant Wings (1st part) - Tidus (air) - BRV / HP
3) Radiant Wings (wall rush) - Tidus (ground) - dodge cancel - Searchlight - land on ground and approach - Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross
4) Sacred Cross (near wall) - Assist call - empty chase - BRV / Paladin Force
5) Sacred Cross (above opponent on the ground) - empty chase - Tidus (ground) - Free Air Dash - Searchlight - land on ground and approach 6) Slash - Free Air Dash cancel and dash for a split second - Radiant Wings or Sacred Cross
7) Dark Step (1st part) - Tidus - BRV / HP
 
|-|Yuna=
1) Searchlight - Yuna (air) - Free Air Dash if at a distance - BRV / HP
2) Radiant Wings (1st part) - Yuna (air) - BRV / HP
3) Radiant Wings (right before wall rush) - Yuna (air) - BRV / HP. Being closer to ground makes Yuna more likely to connect.
4) Sacred Cross (near wall) - Assist call - empty chase - BRV / Paladin Force
5) Dark Step (1st part, near wall) - Yuna (air) - BRV / HP
6) Paladin Force (after BRV damage, but before HP hit) - Yuna (air) - Sacred Cross (if far from ground) / Paladin Force (if close to ground)
 
= Builds =
<tabber>
|-|Side by Side (Dark Knight)=
{{Build
{{Build
|hp=9883
|hp=9844
|cp=450
|cp=480
|brv=1623
|brv=1553
|atk=176
|atk=177
|def=182
|def=183
|luk=61
|luk=61
|booster=x3.8
|booster= x2.7
|setbonus=None
|setbonus=Seal of Lufenia
|ast=Jecht / Sephiroth / Yuna
|ast=Sephiroth
|wpn=Piggy's Stick
|wpn=Piggy's Stick
|hand=Chainsaw
|hand=Lufenian Gauntlets
|head=Thornlet
|head=Lufenian Hairpin ([[CP_Glitch_(Dissidia_012)|'''Equip glitch''']])
|armor=Maximillian
|armor=Lufenian Jacket ([[CP_Glitch_(Dissidia_012)|'''Equip glitch''']])
|acc1={{accbas}} Sniper Eye
|acc1={{accbas}} Muscle Belt
|acc2={{accbas}} Dismay Shock
|acc2={{accbas}} Bravery Orb
|acc3={{accbas}} Battle Hammer
|acc3={{accbas}} Battle Hammer
|acc4={{accboo}} BRV = 0
|acc4={{accboo}} Empty EX Gauge
|acc5={{accboo}} Empty EX Gauge
|acc5={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Pre-EX Revenge
|acc7={{accsp}} Blue Gem
|acc8={{accsp}} Blue Gem
|acc8={{accsp}} Hero's Essence
|acc9={{accsp}} Miracle Shoes
|acc9={{accsp}} Miracle Shoes
|acc10={{accsp}} Side by Side
|acc10={{accsp}} Side by Side
|summon=Rubicante
|summon=Rubicante
}}
}}
Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] with Equip Machines and Bard's Gear.


Blue Gem and Miracle Shoes can be substituted with Together as One, Hero's Seal or Back-Breaking Straw (to offset Thornlet penalties).
{| class="wikitable"
|+colspan="3"|Substitutes
! Equipment !! Replacement !! Notes
|-
|{{accsp}} Blue Gem || {{accsp}} Together as One || Seal of Lufenia already depletes a lot of EX with a wall rush assist combo. Together as One can be used for added safety at the beginning of a match.
|-
|{{accbas}} Battle Hammer || {{accbas}} Sniper Eye || Damage increase via HP wall rush. Not mandatory, but can help end the fight sooner with increased damage.
|}


Boosters "Grounded" and "BRV = 0" can enhance HP wall rush damage with a higher multiplier at the cost of lower base bravery.
Hero's Essence to fit in Best Dresser, Counterattack and Sneak Attack.


|-|Hybrid (Paladin)=
|-|Hybrid (High Base BRV)=
{{Build
{{Build
|hp=10299
|hp=9971
|cp=450
|cp=450
|brv=956 (1147 with First to Victory)
|brv=1414
|atk=178
|atk=67
|def=183
|def=72
|luk=60
|luk=60
|booster=x3.0
|booster= x3.5
|setbonus=Judgment of Lufenia
|setbonus=None
|ast=Kuja / Aerith
|ast=Sephiroth
|wpn=Cleaver
|wpn=Piggy's Stick
|hand=Lufenian Shield
|hand=Hero's Shield
|head=Lufenian Helm
|head=Royal Crown ([[CP_Glitch_(Dissidia_012)|'''Equip Glitch]])
|armor=Lufenian Armor
|armor=Maximillian
|acc1={{accbas}} Hyper Ring
|acc1={{accbas}} Muscle Belt
|acc2={{accbas}} Muscle Belt
|acc2={{accbas}} Sniper Eye
|acc3={{accbas}} Dismay Shock
|acc3={{accbas}} Dismay Shock
|acc4={{accboo}} Summon Unused
|acc4={{accbas}} Battle Hammer
|acc5={{accboo}} Pre-EX Mode
|acc5={{accboo}} Large Gap in HP
|acc6={{accboo}} Pre-EX Revenge
|acc6={{accboo}} Summon Unused
|acc7={{accboo}} Opponent Summon Unused
|acc7={{accboo}} Pre-EX Mode
|acc8={{accsp}} White Gem
|acc8={{accboo}} Pre-EX Revenge
|acc9={{accsp}} Tenacious Attacker
|acc9={{accsp}} Tenacious Attacker
|acc10={{accsp}} First to Victory
|acc10={{accsp}} Glutton
|summon=Rubicante
|summon=Rubicante
}}
}}
Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] with Ranger's Gear.


"Muscle Belt" basic accessory and "Opponent Summon Unused" booster can be substituted with what the player wants more.
{| class="wikitable"
|+colspan="3"|Substitutes
! Equipment !! Replacement !! Notes
|-
|{{accbas}} Battle Hammer || {{accsp}} First to Victory || A good initial start, can substitute other accessories too.
|-
|{{accsp}} Tenacious Attacker or {{accsp}} Glutton || {{accsp}} Hero's Essence || More CP to fit in extra abilities (critical hit rate etc.).
|}


Tenacious Attacker is not essential if Aerith assist is used. Hero's Essence can be used for additional Extra Abilities (critical hit rate). Winged Boots is good for banish trap stages.
</tabber>
</tabber>


== Assists ==
== Assist ==
Cecil's assist data
 
Warrior of Light's assist data.


{{012Assist
{{012Assist
|type1=BRV
|type1=BRV
|attack1=Shadow Lance
|attack1=Sword Thrust
|startup1=35F
|startup1=31F
|position1=Ground
|position1=Ground
|spawn1=Opponent
|spawn1=Opponent
|damage1=8, 7 x 6 (up to 50)
|damage1=6, 3 x 5, 15 (30)
|effect1=Wall Rush
|effect1=Wall Rush
|type2=BRV
|type2=BRV
|attack2=Radiant Wings
|attack2=Rising Buckler
|startup2=19F
|startup2=25F
|position2=Air
|position2=Air
|spawn2=Opponent
|spawn2=Opponent
|damage2=3, 3, 7, 6, 6, 9
|damage2=2 x 4, 6, 16 (30)
|effect2=Wall Rush
|effect2=Wall Rush
|type3=HP
|type3=HP
|attack3=Soul Eater
|attack3=Shining Wave
|startup3=39F
|startup3=53F
|position3=Ground
|position3=Ground
|spawn3=Opponent
|spawn3=Player
|damage3=4, 2 x 5, 6 (20)
|damage3=-
|effect3=Wall Rush
|effect3=Chase
|type4=HP
|type4=HP
|attack4=Saint's Fall
|attack4=Shield of Light
|startup4=53F
|startup4=51F
|position4=Air
|position4=Air
|spawn4=Opponent
|spawn4=Opponent
|damage4=1 x 3, 2, 1 x 2, 3 (10)
|damage4=-
|effect4=Wall Rush
|effect4=Block, Wall Rush
}}
}}


=== Dark Knight Assists ===
Warrior of Light works well with most tournament viable assists.
<tabber>
|-|Jecht=
Fast whiff punishes, converts off of Cecil's key moves and wall rush, sets up solo combos and lets him transition into Dark Knight from Paladin on hit as part of a combo.
 
|-|Sephiroth=
Whiff punishes and more notably, easy knockback cancels. With assist meter, Cecil won't have to rely on wall rushes for assist conversions.
 
|-|Yuna=
Ranged Low priority that isn't staggered by LV2 Assist Change, converts off of key moves, wall rush and often works within Cecil's effective range in smaller stages.
</tabber>
 
=== Paladin Assists ===
<tabber>
|-|Aerith=
Lets Cecil combo Sacred Cross into an HP by initiating a chase at the cost of no EX depletion on hit. As such, can set up solo combos anywhere. Combos safely into Luminous Shard without being staggered by LV2 Assist Change.
 
|-|Tidus=
Fastest whiff punisher in the air with less air combo potential, but ground assist can wall rush on the ground for extended solo combos.
 
|-|Yuna=
Air conversions have restrictions, but doesn't stagger from LV2 Assist Change. Works well when playing near the ground.
 
</tabber>

Revision as of 14:28, 12 May 2024

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
Fastest HP
1-Hit HP
HP Links
Command Block
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
Alignment
Voice Actor (JP)
Voice Actor (ENG)


Strengths Weaknesses
  • All-rounder - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.
  • User-friendly - Great for beginners and experienced players alike, good for learning the game and honing fundamentals.
  • Command block - Shield of Light is an advancing single hit HP attack that can block instantly throughout it's startup to call out attacks or protect himself after dodging.
  • Ground combat - Projectiles and empty chase assist combo starters allow Warrior of Light to adapt to a match's pace and improve his combo potential.
  • Build synergy - Works well with all common build styles, including balanced EX builds, bravery boost on dodge and Side by Side accessory_special.png.
  • EX generation - Most bravery attacks produce 30 to 90 EX Force, supporting long-term survivability with EX.
  • EX Mode - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.
  • Struggles against traps - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.
  • Commital vertical attacks - Rising Buckler and Shield Strike braveries are serviceable, but are reactable and cannot be cancelled early on whiff.
  • 4-slot bravery dilemma - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them
  • Floaty air dodge, risky dodge protection - While Shield of Light is great at covering his air dodges, it is also high risk and doesn't work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.


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.

Base Damage 4 +5, 5 +4, 11, 20 +6 (40) (54)
Startup Frame 15F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Throw shield to hurl opponent upwards.

Base Damage 6, 3 x 3 +4, 15 +6 (30) (40)
Startup Frame 31F
Damage Type Physical
Priority Melee Mid (1st hit), Melee Low (other hits)
EX Force 30
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid]] Hurl shield and charge. Instantly close in on opponent.

Base Damage 15
Startup Frame 41F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Shoot high-speed fireball towards opponent.

Base Damage each (7)
Startup Frame 41F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Chunks of ice slowly descend on opponent.

Base Damage each (6)
Startup Frame 47F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Call down lightning bolts that slowly close in on foe.

Base Damage 3+4, 4 +4, 15 +6 (22) (36)
Startup Frame 13F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[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.

Base Damage 5, 5, 10 +4, 20 +6 (40) (50)
Startup Frame 23F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase, Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Spinning approach and thrust opponent upwards.

Base Damage 2 x 4 +6, 6, 16 +6 (30) (42)
Startup Frame 25F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


Upward swing, snagging foe with shield. Useful from below.

Base Damage 2 x 4 +6, 6, 16 +6 (30) (42)
Startup Frame 25F
Damage Type Physical
Priority Melee Low
EX Force 30
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


Downward attack, scooping foe with shield. Useful from above.

Base Damage 3 +4, 4 +4, 15 +6 (22) (36)
Startup Frame 15F
Damage Type Physical
Priority Melee Low
EX Force 90
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Fast horizontal slice. Low power, quick strike.

HP Attacks

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
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Fire force blast from shield. Hurls foe while blocking.

Base Damage -
Startup Frame 51F
Damage Type -
Priority Melee High (blade), Ranged High (light pillar)
EX Force each 60
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Shoot pillars of light. Homes in on opponent.

Base Damage 4 x 3, 8 (20)
Startup Frame 41F
Damage Type Physical
Priority Melee High
EX Force 30
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Deft shieldwork. Effective against any height.

Base Damage 2 x 3, 4 (10) / +Preceding BRV = (50)
Startup Frame ?
Damage Type Magical
Priority Melee High (?)
EX Force 0
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


Branching from Ascension

[Combo] Light beam pierces foe.

Aerial

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
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Fire force blast from shield. Hurls foe while blocking.

Base Damage -
Startup Frame 77F
Damage Type -
Priority Ranged High
EX Force 0
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Fire blades of light from seal. Blades weakly track foe.

Base Damage 2 x 3, 4 (10) / +Preceding BRV = (50)
Startup Frame ??
Damage Type Magical
Priority Melee High (?)
EX Force 0
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


Branching from Crossover

[Combo] Light beam pierces foe.

Base Damage 2 x 6, 3 (15)/+Preceding BRV = (29)
Startup Frame ??
Damage Type Physical
Priority Melee High (?)
EX Force 0
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


Branching from Rising Buckler

[Combo] Deft bladework.

Base Damage 2 x 6, 3 (15)/+Preceding BRV = (29)
Startup Frame ??
Damage Type Physical
Priority Melee High (?)
EX Force 0
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


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 9844
CP 480
BRV 1553
ATK 177
DEF 183
LUK 61
Max Booster x2.7
Special Effect: Seal of Lufenia
Equipment
Assist Sephiroth
Weapon ddff-icon-equip-weapon.png Piggy's Stick
Hand ddff-icon-equip-hand.png Lufenian Gauntlets
Head ddff-icon-equip-head.png Lufenian Hairpin (Equip glitch)
Body ddff-icon-equip-body.png Lufenian Jacket (Equip glitch)
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Bravery Orb
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png Empty EX Gauge
Accessory 5 accessory_booster.png Pre-EX Mode
Accessory 6 accessory_booster.png Pre-EX Revenge
Accessory 7 accessory_special.png Blue Gem
Accessory 8 accessory_special.png Hero's Essence
Accessory 9 accessory_special.png Miracle Shoes
Accessory 10 accessory_special.png Side by Side
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.


Substitutes
Equipment Replacement Notes
accessory_special.png Blue Gem accessory_special.png Together as One Seal of Lufenia already depletes a lot of EX with a wall rush assist combo. Together as One can be used for added safety at the beginning of a match.
accessory_basic.png Battle Hammer accessory_basic.png Sniper Eye Damage increase via HP wall rush. Not mandatory, but can help end the fight sooner with increased damage.
Hero's Essence to fit in Best Dresser, Counterattack and Sneak Attack.

Stats
HP 9971
CP 450
BRV 1414
ATK 67
DEF 72
LUK 60
Max Booster x3.5
Special Effect: None
Equipment
Assist Sephiroth
Weapon ddff-icon-equip-weapon.png Piggy's Stick
Hand ddff-icon-equip-hand.png Hero's Shield
Head ddff-icon-equip-head.png Royal Crown (Equip Glitch)
Body ddff-icon-equip-body.png Maximillian
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Sniper Eye
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_basic.png Battle Hammer
Accessory 5 accessory_booster.png Large Gap in HP
Accessory 6 accessory_booster.png Summon Unused
Accessory 7 accessory_booster.png Pre-EX Mode
Accessory 8 accessory_booster.png Pre-EX Revenge
Accessory 9 accessory_special.png Tenacious Attacker
Accessory 10 accessory_special.png Glutton
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.


Substitutes
Equipment Replacement Notes
accessory_basic.png Battle Hammer accessory_special.png First to Victory A good initial start, can substitute other accessories too.
accessory_special.png Tenacious Attacker or accessory_special.png Glutton accessory_special.png Hero's Essence More CP to fit in extra abilities (critical hit rate etc.).

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.