Garland (Dissidia 012) and The Emperor (Dissidia 012): Difference between pages

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{{CharacterInfo
{{CharacterInfo
|name=Garland (ガーランド)
|name=The Emperor (皇帝)
|origin=Final Fantasy
|origin=Final Fantasy II
|weapon=Axes, Greatswords, Katanas, Spears
|weapon=Daggers, Poles, Rods, Staves
|armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields
|armor=Bangles, Clothing, Hairpins, Hats, Headbands, Robes
|runspeed=10.5 (Very Slow)
|atk=110 (Average)
|def=112 (High)
|runspeed=8 (Below Average)
|dash=81 (Below Average)
|dash=81 (Below Average)
|fall=77 (Above Average)
|fall=97 (Slow)
|fallr=41 (Below Average)
|fallr=44 (Slow)
|exclusives=
|exclusives=Diamond Mace, Demon's Rod, Mateus's Malice
|exclusives=Ogrekiller, Viking Axe, Gigant Axe
 
}}
}}


{{ProConTable
{{ProConTable
|pros=*Coming soon
|pros=* Coming soon
|cons=*Coming soon
|cons=* Coming soon
}}
}}


== Overview ==
== Overview ==
Garland is a defensive close / mid-range character with good whiff punish capability and bravery damage output.


== Bravery Attacks ==
 
== Bravery Moves ==
 
=== Ground ===
=== Ground ===


<tabber>
<tabber>
|-|Round Edge=
|-|Bombard=
{{AbilityInfo
{{AbilityInfo
|damage=7,8,30 (45, Short) / 7,8,9,2,2,2,15 (45, Long)
|damage=5, 5 x 3 (20)
|startup=23F
|startup=21F
|type=Physical
|type=Physical > Magical
|priority=Melee Low, Melee Mid (2nd hit), Melee High (3rd hit, Long)
|priority=Melee High
|ex=30 (Short) / 90 (Long)
|ex=84
|effect=Wall Rush (Short) / Chase (Long)
|effect=Chase
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Broad sword sweep. Change combo with input timing.''
''[Close] Sweep with staff. Extra explosion damage on hit.''
 


|-|Lance Charge=
|-|Landmine=
{{AbilityInfo
{{AbilityInfo
|damage=2x5,5,15 (30)
|damage=each (35)
|startup=31F
|startup=29F
|type=Physical
|type=Magical
|priority=Melee Mid
|priority=Ranged Low
|ex=30
|ex=0
|effect=Wall Rush
|effect=Absorb
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] High-speed sword thrust. Vertically limited, good range.''
''[Close] Lay mine. Multiples OK; they will persist a long time.''
 
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|'''blodge''']], you can use Lance Charge to retaliate after blodging backwards or sideways.


|-|Deathblow=
|-|Light Crest (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=15
|damage=each (7)
|startup=13F
|startup=37F
|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.''
''[Mid] Draw vertical light sigil. Fires when foe enters range; large vertical range.''


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.
|-|Dynamite (ground)=
{| class="wikitable"
|-
! Version !! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| LV1 || 1 x 5, 25 (30) || 43F || Magical || Ranged Low (Special when sticked on surface) || 60+ || Absorb, Wall Rush || 30 (15)
|-
| LV2 || 1 x 7, 33 (40) || 80F (charge), 3F (hitbox after shot) || Magical || Ranged Mid (Special when sticked on surface) || 60+ || Absorb, Wall Rush || -
|-
| LV3 || 1 x 10, 40 (50) || 120F (charge), 3F (hitbox after shot) || Magical || Ranged High (Special when sticked on surface) || each hit 3 || Absorb, Wall Rush || -
|}
''[Long] Emit bomb from staff that lands and draws in foe.''


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=
|-|Thunder Crest=
{{AbilityInfo
{{AbilityInfo
|damage=5,19 (24, Low) / 5,2,2,15 (24, High)
|damage=2 x 17, 6 (40)
|startup=17F (Low) / 13F (High)
|startup=35F
|type=Physical
|type=Magical
|priority=Melee Low
|priority=Unblockable
|ex=90 (Low) / 30 (High)
|ex=60
|effect=Chase (Low) / Wall Rush (High)
|effect=Absorb
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Swing sword uupwards. Change combo with input timing.''
''[Mid] Draw sigil on the ground. Paralyzes foe when in range.''


|-|Thundaga (ground)=
{{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.''
</tabber>
</tabber>


Line 100: Line 95:


<tabber>
<tabber>
|-|Twin Swords=
|-|Mine=
{{AbilityInfo
|damage=7,8,15 (30)
|startup=21F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Mid] Swipe with twin blades. Approaches foe; limited height.''
 
|-|Chain Cast=
{{AbilityInfo
|damage=7,8 (15)
|startup=45F
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase
|cp=30 (15)
}}
''[Mid] Swing chain. Low accuracy, but effective against any height.''
 
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=
{{AbilityInfo
{{AbilityInfo
|damage=30
|damage=each (35)
|startup=23F
|startup=23F
|type=Physical
|type=Magical
|priority=Melee Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=Wall Rush
|effect=Absorb
|cp=30 (15)
}}
''[Dive] Mighty axe swing. Great for attacking 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=
{{AbilityInfo
|damage=4x2,8,14 (30)
|startup=21F
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Rise] Upwards lunge with sword. Great for attacking from below.''
''[Close] Drop mine. Multiples OK; they will persist a long time.''
 
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)=
|-|Light Crest (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=each (10)
|damage=each (7)
|startup=51F
|startup=37F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Call down lightning strikes that home in on opponent.''
''[Mid] Draw horizontal light sigil. Fires when foe enters range; faces opponent's direction.''
 
|-|Dynamite (midair)=
{| class="wikitable"
|-
! Version !! Damage multiplier !! Startup frame !! Type !! Priority !! EX Force !! Effects !! CP (Mastered)
|-
| LV1 || 1 x 5, 25 (30) || 43F || Magical || Ranged Low (Special when sticked on surface) || 60+ || Absorb, Wall Rush || 30 (15)
|-
| LV2 || 1 x 7, 33 (40) || 80F (charge), 3F (hitbox after shot) || Magical || Ranged Mid (Special when sticked on surface) || 60+ || Absorb, Wall Rush || -
|-
| LV3 || 1 x 10, 40 (50) || 120F (charge), 3F (hitbox after shot) || Magical || Ranged High (Special when sticked on surface) || each hit 3 || Absorb, Wall Rush || -
|}
''[Long] Emit bomb from staff that lands and draws in foe.''


Same as ground version. Difficult to justify with four other strong braveries competing for slots.
Shares traits with the ground version.


</tabber>
</tabber>
Line 184: Line 141:


<tabber>
<tabber>
|-|Earthquake=
|-|Starfall (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=8, 2x5 (18)
|damage=each (3)
|startup=39F
|startup=521F
|type=Physical (axe) / Magical (rocks)
|type=Magical
|priority=Melee High (axe) / Unblockable (rocks)
|priority=Unblockable
|ex=36
|ex=0
|effect=Wall Rush
|effect=Absorb, Wall Rush, Block Low (Ranged)
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Split ground with axe. Steals bravery, then takes HP.''
''[Long] Call down giant meteor. Long cast. Aim with analog stick.''
 
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.
 
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)=
|-|Flare (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=--
|damage=-
|startup=59F
|startup=35F
|type=--
|type=-
|priority=Ranged High
|priority=Ranged High
|ex=each (9)
|ex=60
|effect=--
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Shoot multiple fireballs that chase opponent.''
''[Mid] Gather globe of blue light that slowly 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=
|-|Dreary Cell (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=2x6 (12)
|damage=-
|startup=45F
|startup=69F (total), 43F (activation)
|type=Physical
|type=Magical
|priority=Melee High
|priority=Unblockable
|ex=96
|ex=36/54/72
|effect=--
|effect=Absorb
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Hurl chain sword. Vertically limited, very accurate.''
''[Close] Set discreet light trap. Detonates when foe approaches.''
 
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.
 
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.
 
If you stagger an opponent with a [[Blodge (Dissidia 012)|'''blodge''']], you can use Tsunami to retaliate after blodging backwards or sideways.


</tabber>
</tabber>


=== Aerial ===
=== Aerial ===
<tabber>
<tabber>
|-|Blaze (midair)=
|-|Starfall (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=--
|damage=each (3)
|startup=59F
|startup=521F
|type=--
|type=Magical
|priority=Ranged High
|priority=Unblockable
|ex=each (9)
|ex=0
|effect=--
|effect=Absorb, Wall Rush, Block Low (Ranged)
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Shoot multiple fireballs that chase opponent.''
''[Long] Call down giant meteor. Long cast. Aim with analog stick.''
 
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=
|-|Flare (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=--
|damage=-
|startup=51F
|startup=35F
|type=--
|type=-
|priority=Ranged High
|priority=Ranged High
|ex=each (60)
|ex=60
|effect=Absorb
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Call forth tornado. Slow speed, homing ability.''
''[Mid] Gather globe of red light that awaits remote detonation.''
 
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.
 
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.


|-|Flare=
|-|Dreary Cell (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=15
|damage=-
|startup=47F
|startup=69F (total), 43F (activation)
|type=Physical
|type=Magical
|priority=Melee High
|priority=Unblockable
|ex=30
|ex=36/54/72
|effect=Wall Rush
|effect=Absorb
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Strike with greatsword, causing large explosion on hit.''
''[Close] Set discreet light trap. Detonates when foe approaches.''
 
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: Power of Hellfire! ==
Effects:
Effects:
* Regen
* Regen
* Critical Boost
* Critical Boost
* Indomitable Resolve
* Blood Magic
 
=== Indomitable Resolve ===
''[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.
=== Blood Magic ===
''[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.''


=== EX Burst: Soul of Chaos ===
=== EX Burst: Absolute Dominion ===
''An attack terrible enough to shake the heavens. Repeatedly press circle to add strength to the attack.''
''An attack that takes over the opponent's mind. Absorbs HP damage dealt. Enter the commands that display on screen.


{{burst
{{burst
|damage1=12, 12 (24)
|damage1=6, 13 (19)
|damage2=4x3, 3x4, 16, 16, 5x4 (100 total)
|damage2=16x4, 17 (100 total)
|type=Physical
|type=Magical
}}
}}
== 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.
The Emperor's assist data.


|-|EX Revenge=
{{012Assist
{{Build
|type1=BRV
|hp=9644
|attack1=Thunder Crest
|cp=450
|startup1=35F
|brv=957 (1148 initial)
|position1=Ground
|atk=180
|spawn1=Player
|def=185
|damage1=2 x 17, 6 (40)
|luk=60
|effect1=Absorb
|booster=x2.7
|type2=BRV
|setbonus=King of Tragedy
|attack2=Mine
|ast=Kuja
|startup2=23F
|wpn=Rhongomiant
|position2=Air
|hand=Prytwen
|spawn2=Opponent
|head=Dragon Sallet
|damage2=35 each (up to 70)
|armor=Wygar
|effect2=Chase, Absorb
|acc1={{accbas}} Muscle Belt
|type3=HP
|acc2={{accbas}} Booster
|attack3=Flare
|acc3={{accbas}} Dismay Shock
|startup3=35F
|acc4={{accboo}} Large Gap in BRV
|position3=Ground
|acc5={{accboo}} EX Revenge
|spawn3=Player
|acc6={{accboo}} Summon Unused
|damage3=-
|acc7={{accsp}} Spider Web
|effect3=-
|acc8={{accsp}} Spider's Bane
|type4=HP
|acc9={{accsp}} Avenger
|attack4=Flare
|acc10={{accsp}} First to Victory
|startup4=37F
|summon=Rubicante
|position4=Air
|spawn4=Opponent
|damage4=-
|effect4=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.


</tabber>
The Emperor works well with FFX assists.

Revision as of 00:35, 5 January 2024


Info
Name The Emperor (皇帝)
Original game Final Fantasy II
Base ATK (LV100) 110 (Average)
Base DEF (LV100) 112 (High)
Run Speed 8 (Below Average)
Dash Speed 81 (Below Average)
Fall Speed 97 (Slow)
Fall Speed Ratio After Dodge 44 (Slow)
Fastest BRV
Fastest HP
1-Hit HP
HP Links
Command Block
Weapon Daggers, Poles, Rods, Staves
Armor Bangles, Clothing, Hairpins, Hats, Headbands, Robes
Exclusive weapons Diamond Mace, Demon's Rod, Mateus's Malice
Unlock
Alignment
Voice Actor (JP)
Voice Actor (ENG)


Strengths Weaknesses
  • Coming soon
  • Coming soon


Overview

Bravery Moves

Ground

Base Damage 5, 5 x 3 (20)
Startup Frame 21F
Damage Type Physical > Magical
Priority Melee High
EX Force 84
Effects Chase
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Sweep with staff. Extra explosion damage on hit.

Base Damage each (35)
Startup Frame 29F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Lay mine. Multiples OK; they will persist a long time.

Base Damage each (7)
Startup Frame 37F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Draw vertical light sigil. Fires when foe enters range; large vertical range.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
LV1 1 x 5, 25 (30) 43F Magical Ranged Low (Special when sticked on surface) 60+ Absorb, Wall Rush 30 (15)
LV2 1 x 7, 33 (40) 80F (charge), 3F (hitbox after shot) Magical Ranged Mid (Special when sticked on surface) 60+ Absorb, Wall Rush -
LV3 1 x 10, 40 (50) 120F (charge), 3F (hitbox after shot) Magical Ranged High (Special when sticked on surface) each hit 3 Absorb, Wall Rush -
[Long] Emit bomb from staff that lands and draws in foe.

Base Damage 2 x 17, 6 (40)
Startup Frame 35F
Damage Type Magical
Priority Unblockable
EX Force 60
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Draw sigil on the ground. Paralyzes foe when in range.

Aerial

Base Damage each (35)
Startup Frame 23F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Drop mine. Multiples OK; they will persist a long time.

Base Damage each (7)
Startup Frame 37F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Draw horizontal light sigil. Fires when foe enters range; faces opponent's direction.

Version Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
LV1 1 x 5, 25 (30) 43F Magical Ranged Low (Special when sticked on surface) 60+ Absorb, Wall Rush 30 (15)
LV2 1 x 7, 33 (40) 80F (charge), 3F (hitbox after shot) Magical Ranged Mid (Special when sticked on surface) 60+ Absorb, Wall Rush -
LV3 1 x 10, 40 (50) 120F (charge), 3F (hitbox after shot) Magical Ranged High (Special when sticked on surface) each hit 3 Absorb, Wall Rush -

[Long] Emit bomb from staff that lands and draws in foe.

Shares traits with the ground version.

HP Attacks

Ground

Base Damage each (3)
Startup Frame 521F
Damage Type Magical
Priority Unblockable
EX Force 0
Effects Absorb, Wall Rush, Block Low (Ranged)
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Call down giant meteor. Long cast. Aim with analog stick.

Base Damage -
Startup Frame 35F
Damage Type -
Priority Ranged High
EX Force 60
Effects -
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Gather globe of blue light that slowly homes in on opponent.

Base Damage -
Startup Frame 69F (total), 43F (activation)
Damage Type Magical
Priority Unblockable
EX Force 36/54/72
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Set discreet light trap. Detonates when foe approaches.

Aerial

Base Damage each (3)
Startup Frame 521F
Damage Type Magical
Priority Unblockable
EX Force 0
Effects Absorb, Wall Rush, Block Low (Ranged)
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Long] Call down giant meteor. Long cast. Aim with analog stick.

Base Damage -
Startup Frame 35F
Damage Type -
Priority Ranged High
EX Force 60
Effects Wall Rush
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Mid] Gather globe of red light that awaits remote detonation.

Base Damage -
Startup Frame 69F (total), 43F (activation)
Damage Type Magical
Priority Unblockable
EX Force 36/54/72
Effects Absorb
Cancels
Assist Gain (Hit)
CP (Mastered) 30 (15)
Unlocked at
level
Mastered at
AP


[Close] Set discreet light trap. Detonates when foe approaches.

EX Mode: Power of Hellfire!

Effects:

  • Regen
  • Critical Boost
  • Blood Magic

Blood Magic

[Activates when HP attack hits] Absorbs HP equivalent to damage dealt.

EX Burst: Absolute Dominion

An attack that takes over the opponent's mind. Absorbs HP damage dealt. Enter the commands that display on screen.

Damage multiplier (initial) Damage multiplier (rest) Type
6, 13 (19) 16x4, 17 (100 total) Magical


Builds

Builds here.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon ddff-icon-equip-weapon.png
Hand ddff-icon-equip-hand.png
Head ddff-icon-equip-head.png
Body ddff-icon-equip-body.png
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon ddff-icon-summonstone.png
{{{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.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon ddff-icon-equip-weapon.png
Hand ddff-icon-equip-hand.png
Head ddff-icon-equip-head.png
Body ddff-icon-equip-body.png
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon ddff-icon-summonstone.png
{{{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.

Assist

The Emperor's assist data.

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Thunder Crest 35F Ground Player 2 x 17, 6 (40) Absorb
BRV Mine 23F Air Opponent 35 each (up to 70) Chase, Absorb
HP Flare 35F Ground Player - -
HP Flare 37F Air Opponent - Wall Rush


The Emperor works well with FFX assists.