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[[Category:Dissidia 012 Final Fantasy]] | |||
EX is a gameplay mechanic that was introduced in Dissidia Final Fantasy (PSP) and retained in Dissidia 012. It is a resource that enables mechanics exclusive to it, EX mode and EX Revenge (012 only). | EX is a gameplay mechanic that was introduced in Dissidia Final Fantasy (PSP) and retained in Dissidia 012. It is a resource that enables mechanics exclusive to it, EX mode and EX Revenge (012 only). | ||
= Overview = | = Overview = | ||
[[File:012_ex_force.jpeg|thumb|400px|EX Force spheres, as seen after {{012kain}}'s Lance Burst.]] | |||
When a bravery or an HP attack connects, it can generate small, bright spheres that float on the field. These are known as EX Force. Being in the vicinity of these spheres draws them to the player character, which will fill the purple EX gauge. | |||
A full EX gauge requires 1000 EX Force. Each sphere has a miniscule value of three (3), but many attacks generate anywhere from 15 to 90 EX on hit. | |||
Once EX gauge has been filled, it will change to a bright orange color, which enables the EX mode and EX Revenge mechanics. Much like '''[[Assist_(Dissidia_012)|the assist mechanic]]''', using them is a context sensitive input. | |||
A full EX gauge is a powerful asset in competitive play. It can secure victories, impose checkmate situations on the opponent and otherwise prevent major setbacks. But it is a resource that is built over time as a long-term investment. {{012clo}}, {{012lig}} and {{012gar}} work effectively with EX thanks to their high EX Force generation on their attacks and strong EX gauge uses. {{012gab}} on the other hand revolves entirely around the EX mechanic. | |||
== Situations where can be | In ''Dissidia 012'', EX is designed to be antithesis to the game's Assist mechanic. Equipment that enhances EX often compromises Assist, activating EX mode depletes the opponent's Assist meter and more. | ||
* Being near EX Force the opponent | == Situations where EX can be gained == | ||
* Being near EX Force while attacking or taking damage (special accessories only) | * Being near EX Force that was generated by player or the opponent | ||
* Being near EX Force while attacking or taking damage (special accessories {{accsp}} only) | |||
* Initiating '''[[Chase_(Dissidia_012)|Chase]]''' or continuing the sequence with another chase (draws all EX Force on field) | |||
* Connecting a bravery attack or HP attack during Chase (generates EX Force) | |||
* Dodging an attack during Chase (generates EX Force) | |||
* Touching an EX core | * Touching an EX core | ||
* | * Using {{012gab}}'s EX Charge attack | ||
* '''[[Assist_(Dissidia_012)#Assist_Lock|Assist Lock]]''' the opponent's assist. | |||
* Getting hit by Gilgamesh assist who uses Excalipoor swords | * Getting hit by Gilgamesh assist who uses Excalipoor swords | ||
* Equipping gear and accessories that provide a set amount of EX at the beginning of a fight, such as Zwill Crossblade and First to Victory. | * Equipping gear and accessories that provide a set amount of EX at the beginning of a fight, such as Zwill Crossblade and First to Victory. | ||
* Activating the [ | * Activating the '''[[Abilities_(Dissidia_012)#Extra_Abilities-0|EXP to EX extra ability]]''' | ||
== Situations where EX will not be gained == | == Situations where EX will not be gained == | ||
* Player character is too far from | * Player character is too far from EX Force for the EX intake range to function | ||
* Player character is in an attack animation or taking damage (circumvented with special accessories) | * Player character is in an attack animation or taking damage (circumvented with special accessories) | ||
* Player character has Force to Courage | * Player character has Force to Courage special accessory equipped. EX Force is converted to '''[[Bravery_(Dissidia_012)|bravery]]''' instead. | ||
* Suffering from the EX depletion effect for getting hit by | * Player character has '''[[Assist_(Dissidia_012)#Side_by_Side|Side by Side]]''' special accessory equipped | ||
* Connecting an attack during EX Revenge | * Suffering from the EX depletion effect for getting hit by an attack (equipment dependent) | ||
* Connecting an attack during EX Revenge (EX Force is not generated) | |||
= Mechanics = | |||
== EX Break == | |||
[[File:012_ex_break.jpeg|400px|border|right]] | |||
If an opponent is hit by an assist during EX Mode, it will end immediately. Time will stop momentarily to highlight this interaction. The player is also rewarded with stage bravery. This is slightly different from bravery break; The opponent's bravery is not instantly depleted below 0. Instead, they will merely take bravery damage from the assist attack as they normally would. | |||
HP assist attacks that don't inflict bravery damage (e.g. {{012wol}}'s Shield of Light) still cause EX Break on hit. | |||
{{012gab}} has an exclusive ability in EX mode known as '''[[Gabranth_(Dissidia_012)#Jamming|Jamming]]''' that nullifies the bravery gain. This lets him keep his bravery that other characters would normally lose. | |||
<div style="clear: both"></div> | |||
== EX Burst == | |||
[[File:012_kain_lancet.jpeg|400px|thumb|EX Burst prompt appears after dealing HP damage in EX Mode.]] | |||
[[File:Ex_burst_kain.jpeg|400px|thumb|Kain's EX Burst requires repeatedly pressing the button shown on screen.]] | |||
=== | A cinematic sequence of attacks that inflicts HP damage and ends EX Mode. This can only be accessed by landing an HP attack during EX mode and then pressing Square ({{pspsqu}}) when prompted. Once initiated, press the appropriate inputs to perform a devastating flurry of attacks. Failing the sequence of inputs will result in reduced bravery damage. The damage of these attacks differ and may be influenced by character-specific traits. These can be referred to in each character's page on this site. | ||
The opponent can mitigate bravery damage by repeatedly pressing Circle ({{pspcir}}) to raise their base defense. This is known as EX Defense. It is indicated with small arrows that move vertically alongside the bar graphic indicating base defense values. When arrows are at a certain height, it adds that much defense for the defender. The arrows move up with each button press, but they will actively move down unless the player presses Circle again. Overdoing this will result in decreased defense however, so players must input diligently. | |||
EX Bursts are commonly used to end matches or tack on additional damage through bravery breaks. As health cannot go below 1 with excess '''[[Wall_Rush_(Dissidia_012_Final_Fantasy)|wall rush]]''' HP damage, following up with an EX Burst is a consistent way to secure the victory after a wall rush HP attack. | |||
The '''[[Abilities_(Dissidia_012)#Support_Abilities-0|support abilities]]''' Auto EX Defense or Auto EX Defense Ω can be equipped to eliminate the need for player input at the cost of CP. Similiarly, the support abilities Auto EX Command or Auto EX Command Ω can be equipped to forgo manual player input altogether. Useful for EX Bursts that require precise timing (in high latency connections), such as {{012tid}} or {{012jec}}. | |||
Booster accessories will not be in effect during EX Burst. However, the % damage increase from other accessories still affect EX Burst damage. | |||
Any generated EX Force that was floating in the stage prior to using EX Burst is removed once it is over. <ref>https://www.youtube.com/watch?v=w0javY-R2cQ EX Burst EX Force removal examples </ref> | |||
== EX Core == | |||
[[File:012_ex_core.jpeg|right|400px|border]] | |||
After some time passes, an EX Core will appear somewhere in the stage. EX Core fills EX Gauge for the first character who touches it. By default, this amount is 150 EX. If EX Core remains untouched, it will attract any EX Force on the field into itself. The more EX Force a core receives, the more EX Gauge it will fill. | |||
EX Core must be targeted separately with Lock On. In order to move towards it with a linear dash, players must have the support ability "EX Core Lock On" equipped and change target with L ({{pspl}}) when an EX core has appeared. | |||
If an EX Core receives enough EX Force, it will transform into a more powerful version up to two times. Whenever a transformation happens, the EX core is intangible and cannot be touched. | |||
Once spawned, EX Core will remain indefinitely in the stage until it is picked up. No additional EX cores can appear during this time. | |||
The appearance of an EX core is not dictated by the LUK stat in Dissidia 012. Instead, it has a 25 % chance to spawn close to either player and a 75 % chance to spawn far from both players. Each stage has a set of viable spawn positions, and they differ with each stage. | |||
EX Cores are an important aspect of EX generation and thus competitive play in general. Since it is one of the few ways EX can be accumulated without attacking the opponent, it can be a vital tool to establish counterplay or comebacks. For example, grounded characters such as '''[[Firion_(Dissidia_012)|Firion]]''' and '''[[Golbez_(Dissidia_012)|Golbez]]''' are more likely to be in a favorable position to get EX Core first against aerial characters who are playing passively at a distance. This means that EX Cores can facilitate situations that break a common dynamic in an overly defensive or otherwise challenging match-up. | |||
Characters who cannot absorb EX Force due to '''[[Assist_(Dissidia_012)#Side_by_Side|Side by Side]]''' or otherwise are still encouraged to collect EX cores; The opponent will gain even more EX Force if they get the EX Core first. | |||
Handful of equipment exist purely to influence EX cores. The Soul of Yamato equipment set boosts the appearence of cores, while Dragonfly Orb {{accbas}} and '''[[Squall_Leonhart_(Dissidia_012)|Squall's]]''' LV100 exclusive weapon enhance EX gained from EX Cores directly. While not a common focus in competitive builds, they can be an effective solution in matchups where the opponent is difficult to catch without risk such as '''[[Exdeath_(Dissidia_012)|Exdeath]]'''. | |||
<div style="clear: both"></div> | |||
== EX Intake Range == | |||
== EX Mode == | |||
[[File:012_kain_ex_mode.jpeg|right|400px|border]] | |||
When EX gauge is full, it can be spent to activate the character's unique powered up state. | |||
Input R + Square ({{pspr}} + {{pspsqu}}) while moving freely, attacking, blocking, dodging or being staggered. EX Mode gradually consumes the entire EX gauge. This lasts for '''20 seconds''' by default. When the gauge is empty, EX Mode ends. Each character will have higher critical hit rate (+50 %), passive health regeneration and access to EX Burst for the duration of this state. | |||
In addition, each character has traits exclusive to their EX mode, such as increased priority on {{012clo}}'s bravery attacks or Kain's exclusive HP attack "Lancet". These can be viewed in the customization menu or in the character pages on this site. | |||
In Dissidia 012, EX Mode activation '''drains all of the opponent's assist gauge'''. That alone makes a full EX gauge very valuable. Assist is a common resource that many characters have access to. This is the best way to nullify it without landing an HP attack or relying on the opponent's assist gauge decay rate. | |||
EX Mode will not end if the character is performing an attack. That means a player could land an HP attack right before the EX Gauge is empty and still get a guaranteed EX Burst. | |||
The 20-second duration for EX Mode is the basis for any equipment that modify it. For example, each 5 % duration equals 1 second. | |||
=== Regen === | |||
Regen is one of the two staple abilities that every character has in EX Mode. This ability regenerates health and it will activate every 3 seconds or so (give or take a few frames) as long as the opponent is not in a damaged state. | |||
Regen will heal 1,43 % of the character's maximum, modified HP.<ref>https://www.youtube.com/watch?v=vpd2pmyCWAk EX Mode regen percentage showcase</ref> This is then rounded down to the nearest whole number. | |||
For example, | |||
* At 6,999 HP, EX Mode regenerates 99 HP. This is 1,41 % of the max HP. | |||
* At 10,000 HP, EX Mode regenerates 142 HP. This is 1,42 % of the max HP. | |||
* At 11,001 HP, EX Mode regenerates 157 HP. This is 1,43 % of the max HP. | |||
At default EX Mode duration, up to 6 regen ticks are possible. Because EX Mode stays on during attacks regardless of remaining EX gauge, the amount of ticks can be increased by performing an attack. | |||
When building for regen, a 10 % regen increase for 11,001 HP would result in 172 HP per tick instead of 157. However, it is worth noting that a +300 HP increase boosts the regen slightly less at 161, but with the added benefit of higher maximum health. | |||
=== Critical Boost === | |||
Critical Boost increases the character's critical hit rate by 50 %. When combined with the extra ability EX Critical Boost, it is possible to take advantage of guaranteed critical hits. This can be counteracted with the appropriate "Disable __" extra abilities, but the added boost is usually most practical with just {{012gab}}. | |||
== EX Revenge == | |||
[[File:012_ex_revenge.jpeg|right|400px|border]] | |||
Introduced in Dissidia 012. Just like EX Mode, EX Revenge (EXR for short) requires a full EX gauge and will empty it entirely upon using it. | |||
Input R + Square ({{pspr}} + {{pspsqu}}) while getting hit to use EX Revenge. When used, time is slowed down significantly and the opponent will be in a staggered state. The default duration is '''5 seconds''' before any modifications are made by equipment or in-game rulesets. Inflicting HP damage will end EX Revenge regardless of the remaining length. Once EX Revenge ends, interactions will play out at regular speed such as remaining stagger time, hit stun and knockback from an attack. | |||
Several interactions are altered during this time. | |||
* Knockback is greatly reduced, likely due to the slow-motion effect | |||
* The recovery of a finished attack can be cancelled into another attack or a dash. | |||
* The opponent gains no invulnerability from being wall rushed while the slowdown is in effect, enabling more solo combos. | |||
* EX Force cannot be generated by any attacks. Gabranth's EX Charge works normally. | |||
* Countdowns involving summons is temporarily halted | |||
* EX Cores remain on the field. They can appear when no cores are present. Their appearence speed is heavily affected by the slowdown, however. | |||
* Absorption of EX Force spheres is also affected by the slowdown. | |||
=== What does this mean for the opponent === | |||
Because the opponent is considered staggered at the beginning of EX Revenge, using EX or Assist will activate EX Mode or Assist Change respectively. These are the only ways to escape EX Revenge, and will end it regardless of the remaining length. | |||
If an opponent is already in EX Mode by the time EX Revenge is activated, their EX gauge consumption is temporarily halted and they are susceptible to EX Break. Similiarly, no Assist gauge decay will occur, but it will not reset like using attacks normally would either. | |||
If the opponent is hit with a bravery attack, but not put into a tumbling state, they can land on the ground in a standing position. Should that happen, they cannot use Assist Change. <ref>https://www.youtube.com/watch?v=KKbivfOqF1I Opponent in standing state during EX Revenge</ref> | |||
<div style="clear: both"></div> | |||
=== Other traits === | |||
If the player who used EX Revenge can accumulate another full EX gauge and activate EX mode during this time, EX revenge will continue unaffected. Gabranth can take advantage of this with the King of Tragedy set bonus, Spider's Web {{accsp}}, Spider's Bane {{accsp}} and EX Charge (ground). | |||
When EX Revenge is activated, any assists and opponent projectiles (e.g. {{012emp}}'s Flare) out on the battlefield disappear and will not come back when EX Revenge ends. The initiator's projectiles will remain if they existed prior and will move at normal speed. The projectile does not have to be created by the initiator either - By reflecting a projectile such as {{012lig}}'s Watera and using EX Revenge, the projectile will continue to exist. | |||
The player who initiated EX Revenge will also remove any negative effects they had on them such as {{012lag}}'s Sticky Bomb or {{012shan}}'s Bio. If the opponent was affected prior to EXR, these effects will continue to persist on the opponent and apply countdown or inflict damage. | |||
Stage elements may still be destroyed. | |||
The stage bravery will not be reset. This is generally only important when using the Calcabrina summon. The only way to raise stage bravery is via banish traps, Brynhildr or the omega stage effects listed below. | |||
=== Omega stage effects === | |||
{|class="wikitable" | |||
!Stage !! Effect | |||
|- | |||
|Old Chaos Shrine || Stage does not take bravery from players. | |||
|- | |||
|Pandaemonium || Spikes will no longer pop up, but any that are out will finish their animation very slowly. | |||
Touching these spikes will end EX Revenge. | |||
|- | |||
|World of Darkness || Stage will not change regardless of timing. The stage will wait until EX Revenge concludes. | |||
Stage bravery rises very slowly during second and third stage forms. | |||
|- | |||
|Lunar Subterrane || Stage bravery still accumulates after destroying stage elements, but at a much slower rate. | |||
|- | |||
|The Rift || The entire stage freezes and no stage elements will change until after EX Revenge ends. | |||
If activated while a part of the stage is moving, | |||
that part will remain textureless, <br> but solid until EX Revenge ends. Stage bravery will not rise. | |||
|- | |||
|Kefka's Tower || Stage bravery still accumulates after destroying stage elements. | |||
Wall rushing the opponent at the lower sections will still take bravery and <br> bounce them away, but reduced knockback still applies. | |||
|- | |||
|Planet's Core || Stage will not change and stage bravery rises at normal speed. | |||
|- | |||
|Ultimecia's Castle || During time compression, stage bravery acts normally, but broken stage elements | |||
will not repair themselves. Touching a gear will end EX Revenge. <br>It is unclear if time compression can begin or end during EX Revenge. | |||
|- | |||
|Crystal World || No crystals will appear and as such, stage bravery will not rise. | |||
|- | |||
|Dream's End || No changes. | |||
|- | |||
|Order's Sanctuary || No changes. | |||
|- | |||
|Edge of Madness || Stage bravery's fluctuation speed is reduced, but can still be quite fast. | |||
|- | |||
|Empyreal Paradox || Bravery is drained much slower. | |||
|- | |||
|Sky Fortress Bahamut || Stage bravery rises much slower when standing on the ground. | |||
|- | |||
|Orphan's Cradle || Platforms can still move, but very slowly. | |||
|} | |||
== References == | |||
<references /> | |||
= EX related customization = | |||
== Abilities == | |||
{|class="wikitable" | {|class="wikitable" | ||
|+ Basic | |+ Support Abilities | ||
|- | |||
! Ability !! CP (Mastered) !! AP || Description !! Notes | |||
|- | |||
|EX Core Lock On || 5 (0) || 50 || When EX Core is present, push L while locked on to lock onto the EX Core. || | |||
|- | |||
|Auto EX Burst || 10 (5) || 50 || Automatically use EX Burst. || | |||
|- | |||
|Auto EX Command || 30 (15) || 160 || Automatically input EX Burst commands. || | |||
|- | |||
|Auto EX Command Ω || 40 (20) || 200 || Automatically input EX Burst commands perfectly. || | |||
|- | |||
|Auto EX Defense || 30 (15) || 160 || Automatically defend against EX Bursts. || | |||
|- | |||
|Auto EX Defense Ω || 40 (20) || 200 || Automatically defend against EX Bursts perfectly. || | |||
|} | |||
{|class="wikitable" | |||
|+ Extra Abilities | |||
! Ability !! CP (Mastered) !! AP || Description !! Notes | |||
|- | |||
|Disable EX Gauge Lock || 100 (50) || 300 || EX Gauge fills steadily. || [[Feral_Chaos_(Dissidia_012)|'''Feral Chaos''']] only. EX absorption fills the EX meter. | |||
|- | |||
|Bravery Regen || 20 (10) || 170 || In EX Mode, gain bravery instead of regenerating HP. || | |||
|- | |||
|EX Critical Boost || 60 (45) || 200 || Further boosts critical hit rate during EX Mode. || +25 % critical hit rate. | |||
|- | |||
|Anti-EX || 60 (45) || 200 || Boosts critical hit rate when opponent is in EX Mode. || +50 % critical hit rate. | |||
|- | |||
|Disable EX Critical Boost || 40 (20) || 100 || EX Critical Boost ability effect disabled. || | |||
|- | |||
|Disable Anti-EX || 40 (20) || 100 || Anti-EX ability effect disabled. || | |||
|- | |||
|EXP to EX Force || 60 (0) || 130 || Instead of obtaining EXP, the EX Gauge rises by an equivalent amount. || 0.1 % conversion. | |||
|} | |||
== Accessories == | |||
{|class="wikitable" | |||
|+ Basic Accessories {{accbas}} | |||
! Name !! Effect | ! Name !! Effect | ||
|- | |- | ||
Line 62: | Line 284: | ||
{|class="wikitable" | {|class="wikitable" | ||
|+ Booster | |+ Booster Accessories {{accboo}} | ||
! Name !! Effect !! Condition | ! Name !! Effect !! Condition | ||
|- | |- | ||
Line 93: | Line 315: | ||
{|class="wikitable" | {|class="wikitable" | ||
|+ Special | |+ Special Accessories {{accsp}} | ||
! Name !! Effect | ! Name !! Effect | ||
|- | |- | ||
Line 157: | Line 379: | ||
|} | |} | ||
=== | == Equipment set bonuses (LV100) == | ||
=== King of Tragedy === | |||
'''Effect:''' EX Revenge Duration +40%, EX Revenge Damage +50% | |||
Must equip all four equipment for set bonus. | |||
{|class="wikitable" | |||
! Type !! Name !! Stats !! Effect !! Category | |||
|- | |||
|Weapon || Rhongomiant || HP -328, ATK +69, DEF -1 || - || Spear | |||
|- | |||
|Hand || Prytwen || DEF +73 || - || Shield | |||
|- | |||
|Head || Dragon Sallet || BRV +290, DEF +1 || - || Helm | |||
|- | |||
|Body || Wygar || HP +2973 || - || Light Armor | |||
|} | |||
=== Rise of Discord === | |||
'''Effect:''' EX Mode Duration +40 %, EX Revenge Duration +40 %. | |||
Exclusive to Feral Chaos. | |||
Must equip all four equipment for set bonus. | |||
{|class="wikitable" | |||
|- | |||
! Type !! Name !! Stats !! Effect !! Category | |||
|- | |||
|Weapon || Endless Oblivion || ATK +67 || - || Exclusive | |||
|- | |||
|Hand || Eternal Despair || DEF +73 || - || Exclusive | |||
|- | |||
|Head || Phantasmal Abyss || BRV +290, DEF +1 || - || Exclusive | |||
|- | |||
|Body || Cycle's End || HP +2973 || - || Exclusive | |||
|} | |||
=== Seal of Lufenia === | |||
'''Effect:''' EX Gauge Depletion +5 %. | |||
Must equip three equipment for set bonus. | |||
This set bonus has multiple equipment that are eligible for this set bonus. | |||
{|class="wikitable sortable" | |||
! scope=col | Type | |||
! scope=col | Name | |||
! scope=col | Stats | |||
! scope=col | Effect | |||
! scope=col | Category | |||
|- | |||
|Weapon || Lufenian Saber || ATK +67 || - || Sword | |||
|- | |||
|Weapon || Lufenian Dagger || ATK +66 || - || Dagger | |||
|- | |||
|Weapon || Lufenian Katana || BRV +39, ATK +67, DEF -1 || - || Katana | |||
|- | |||
|Weapon || Lufenian Lance || HP -328, ATK +69, DEF -1 || - || Spear | |||
|- | |||
|Weapon || Lufenian Staff || BRV +39, ATK +66 || - || Staff | |||
|- | |||
|Weapon || Star of Lufenia || BRV -40, ATK +69, DEF -1 || - || Thrown | |||
|- | |||
|Weapon || Lufenian Lute || BRV -40, ATK +67, DEF +1 || - || Instrument | |||
|- | |||
|Weapon || Lufenian Pole || HP -328, BRV +79, ATK +66 || - || Pole | |||
|- | |||
|Hand || Lufenian Dirk || ATK +1, DEF +72 || - || Parrying | |||
|- | |||
|Hand || Lufenian Bangle || HP +327, DEF +72 || - || Bangle | |||
|- | |||
|Hand || Lufenian Gauntlets || BRV +39, DEF +72 || - || Gauntlet | |||
|- | |||
|Hand || Lufenian Greatshield || BRV +39, ATK -1, DEF +73 || - || Large Shield | |||
|- | |||
|Head || Lufenian Hairpin || HP -328, BRV +369 || - || Hairpin | |||
|- | |||
|Head || Lufenian Headband || HP +327, BRV +290 || - || Headband | |||
|- | |||
|Body || Lufenian Jacket || HP +2973, BRV +39, DEF -1 || - || Clothing | |||
|- | |||
|Body || Lufenian Vest || HP +2973 || - || Light Armor | |||
|} | |||
== | === Soul of Yamato === | ||
'''Effect:''' LUK +3 / Regen +20 % / HP to BRV, EX Core Appearence Boost | |||
Must equip three equipment for set bonus. | |||
= | {|class="wikitable" | ||
! Type !! Name !! Stats !! Effect !! Category | |||
|- | |||
|Weapon || Genji Blade || BRV +39, ATK +67, DEF -1 || - || Katana | |||
|- | |||
|Hand || Genji Shield || DEF +73 || - || Shield | |||
|- | |||
|Head || Genji Helm || BRV +290 DEF +1 || - || Helm | |||
|- | |||
|Body || Heavy Armor || HP +3300 BRV +39 || - || Heavy Armor | |||
|} | |||
== | == Equipment (LV100) == | ||
{|class="wikitable sortable" | |||
! scope=col | Type | |||
! scope=col | Name | |||
! scope=col | Stats | |||
! scope=col | Effect | |||
! scope=col | Category | |||
|- | |||
|Weapon || Zwill Crossblade || ATK +66, DEF +1 || Initial EX Force +20 % || Dagger | |||
|- | |||
|Weapon || Heaven's Cloud || BRV +39, ATK +67, DEF -1 || EX Intake Range +3m || Katana | |||
|- | |||
|Weapon || Nirvana || BRV +39, ATK +66 || EX Mode Duration +20 % || Staff | |||
|- | |||
|Weapon || Fire Book || BRV +39, ATK +66 || Regen +15 % || Staff | |||
|- | |||
|Weapon || Cleaver || BRV -40, ATK +69, DEF -1 || EX Force Absorption +10 % || Thrown | |||
|- | |||
|Weapon || Loki's Lute || BRV -40, ATk +67, DEF -1 || EX Core Absorption +20 % || Instrument | |||
|- | |||
|Weapon || Gigant Axe || BRV -80, ATK +70 || EX Force Absorption +10 %, slight Anti-EX effect || Exclusive ([[Garland_(Dissidia_012)|'''Garland''']]) | |||
|- | |||
|Weapon || Mateus' Malice || HP +327, BRV -80, ATK +68, DEF +1 || EX Intake Range +3m, slight Anti-EX effect || Exclusive ([[The_Emperor_(Dissidia_012)|'''The Emperor''']]) | |||
|- | |||
|Weapon || Everdark || BRV +39, ATK +67 || BRV Recovery +100 %, slight Anti-EX effect || Exclusive ([[Cloud_of_Darkness_(Dissidia_012)|'''Cloud of Darkness''']]) | |||
|- | |||
|Weapon || Dorgann's Blade || ATK +68 || Regen +20 %, Cat Nip effect || Exclusive ([[Bartz_Klauser_(Dissidia_012)|'''Bartz''']]) | |||
|- | |||
|Weapon || Yoshiyuki || BRV +39, ATK +68, DEF -1 || EX Force Absorption +10 %, Riposte effect || Exclusive ([[Gilgamesh_(Dissidia_012)|'''Gilgamesh''']]) | |||
|- | |||
|Weapon || Dancing Mad || BRV -40, ATK +68, DEF +1 || Initial EX Force +20 %, Back to the Wall effect || Exclusive ([[Kefka_Palazzo_(Dissidia_012)|'''Kefka''']]) | |||
|- | |||
|Weapon || One-Winged Angel || BRV +39, ATK +68, DEF -1 || Damage +10 %, slight Anti-EX effect || Exclusive ([[Sephiroth_(Dissidia_012)|'''Sephiroth''']]) | |||
|- | |||
|Weapon || Lionheart || ATK +68 || EX Core Absorption +30 %, slight Sneak Attack effect || Exclusive ([[Squall_Leonhart_(Dissidia_012)|'''Squall''']]) | |||
|- | |||
|Weapon || Shooting Star || HP +327, BRV -80, ATK +68 DEF +1 || EX Force Absorption +10 %, Back to the Wall effect || Exclusive ([[Ultimecia_(Dissidia_012)|'''Ultimecia''']]) | |||
|- | |||
|Weapon || Terra's Legacy || HP +327, BRV -80, ATK +68, DEF +1 || EX Force Absorption +10 %, Back to the Wall effect || Exclusive ([[Kuja_(Dissidia_012)|'''Kuja''']]) | |||
|- | |||
|Weapon || Spira's Hope || BRV +39, ATK +67 || EX Intake Range +3m, Cat Nip effect || Exclusive ([[Yuna_(Dissidia_012)|'''Yuna''']]) | |||
|- | |||
|Weapon || Chaos Blade || ATK +68 || EX Mode Duration +20 %, slight Counterattack effect || Exclusive ([[Gabranth_(Dissidia_012)|'''Gabranth''']]) | |||
|- | |||
|Weapon || Zodiac Blade || ATK +68 || EX Core Absorption +30 %, Riposte effect || Exclusive ([[Vaan_(Dissidia_012)|'''Vaan''']]) | |||
|- | |||
|Hand || Seydlitz || HP +327, DEF +72 || Regen +20 % || Bangle | |||
|- | |||
|Hand || Highway Star || ATK +1, DEF +72 || EX Force Absorption +10 % || Exclusive ([[Gabranth_(Dissidia_012)|'''Gabranth''']]) | |||
|- | |||
|Body || Bone Mail || HP +3300, BRV +39 || EX Core Absorption Disabled, EX Force Absorption Disabled || Heavy Armor | |||
|} | |||
== | == References == | ||
<references /> | |||
{{navbox012}} | |||
Latest revision as of 15:44, 20 April 2025
EX is a gameplay mechanic that was introduced in Dissidia Final Fantasy (PSP) and retained in Dissidia 012. It is a resource that enables mechanics exclusive to it, EX mode and EX Revenge (012 only).
Overview

When a bravery or an HP attack connects, it can generate small, bright spheres that float on the field. These are known as EX Force. Being in the vicinity of these spheres draws them to the player character, which will fill the purple EX gauge.
A full EX gauge requires 1000 EX Force. Each sphere has a miniscule value of three (3), but many attacks generate anywhere from 15 to 90 EX on hit.
Once EX gauge has been filled, it will change to a bright orange color, which enables the EX mode and EX Revenge mechanics. Much like the assist mechanic, using them is a context sensitive input.
A full EX gauge is a powerful asset in competitive play. It can secure victories, impose checkmate situations on the opponent and otherwise prevent major setbacks. But it is a resource that is built over time as a long-term investment. Cloud, Lightning and Garland work effectively with EX thanks to their high EX Force generation on their attacks and strong EX gauge uses. Gabranth on the other hand revolves entirely around the EX mechanic.
In Dissidia 012, EX is designed to be antithesis to the game's Assist mechanic. Equipment that enhances EX often compromises Assist, activating EX mode depletes the opponent's Assist meter and more.
Situations where EX can be gained
- Being near EX Force that was generated by player or the opponent
- Being near EX Force while attacking or taking damage (special accessories
only)
- Initiating Chase or continuing the sequence with another chase (draws all EX Force on field)
- Connecting a bravery attack or HP attack during Chase (generates EX Force)
- Dodging an attack during Chase (generates EX Force)
- Touching an EX core
- Using Gabranth's EX Charge attack
- Assist Lock the opponent's assist.
- Getting hit by Gilgamesh assist who uses Excalipoor swords
- Equipping gear and accessories that provide a set amount of EX at the beginning of a fight, such as Zwill Crossblade and First to Victory.
- Activating the EXP to EX extra ability
Situations where EX will not be gained
- Player character is too far from EX Force for the EX intake range to function
- Player character is in an attack animation or taking damage (circumvented with special accessories)
- Player character has Force to Courage special accessory equipped. EX Force is converted to bravery instead.
- Player character has Side by Side special accessory equipped
- Suffering from the EX depletion effect for getting hit by an attack (equipment dependent)
- Connecting an attack during EX Revenge (EX Force is not generated)
Mechanics
EX Break

If an opponent is hit by an assist during EX Mode, it will end immediately. Time will stop momentarily to highlight this interaction. The player is also rewarded with stage bravery. This is slightly different from bravery break; The opponent's bravery is not instantly depleted below 0. Instead, they will merely take bravery damage from the assist attack as they normally would.
HP assist attacks that don't inflict bravery damage (e.g. Warrior of Light's Shield of Light) still cause EX Break on hit.
Gabranth has an exclusive ability in EX mode known as Jamming that nullifies the bravery gain. This lets him keep his bravery that other characters would normally lose.
EX Burst


A cinematic sequence of attacks that inflicts HP damage and ends EX Mode. This can only be accessed by landing an HP attack during EX mode and then pressing Square () when prompted. Once initiated, press the appropriate inputs to perform a devastating flurry of attacks. Failing the sequence of inputs will result in reduced bravery damage. The damage of these attacks differ and may be influenced by character-specific traits. These can be referred to in each character's page on this site.
The opponent can mitigate bravery damage by repeatedly pressing Circle () to raise their base defense. This is known as EX Defense. It is indicated with small arrows that move vertically alongside the bar graphic indicating base defense values. When arrows are at a certain height, it adds that much defense for the defender. The arrows move up with each button press, but they will actively move down unless the player presses Circle again. Overdoing this will result in decreased defense however, so players must input diligently.
EX Bursts are commonly used to end matches or tack on additional damage through bravery breaks. As health cannot go below 1 with excess wall rush HP damage, following up with an EX Burst is a consistent way to secure the victory after a wall rush HP attack.
The support abilities Auto EX Defense or Auto EX Defense Ω can be equipped to eliminate the need for player input at the cost of CP. Similiarly, the support abilities Auto EX Command or Auto EX Command Ω can be equipped to forgo manual player input altogether. Useful for EX Bursts that require precise timing (in high latency connections), such as Tidus or Jecht.
Booster accessories will not be in effect during EX Burst. However, the % damage increase from other accessories still affect EX Burst damage.
Any generated EX Force that was floating in the stage prior to using EX Burst is removed once it is over. [1]
EX Core

After some time passes, an EX Core will appear somewhere in the stage. EX Core fills EX Gauge for the first character who touches it. By default, this amount is 150 EX. If EX Core remains untouched, it will attract any EX Force on the field into itself. The more EX Force a core receives, the more EX Gauge it will fill.
EX Core must be targeted separately with Lock On. In order to move towards it with a linear dash, players must have the support ability "EX Core Lock On" equipped and change target with L () when an EX core has appeared.
If an EX Core receives enough EX Force, it will transform into a more powerful version up to two times. Whenever a transformation happens, the EX core is intangible and cannot be touched.
Once spawned, EX Core will remain indefinitely in the stage until it is picked up. No additional EX cores can appear during this time.
The appearance of an EX core is not dictated by the LUK stat in Dissidia 012. Instead, it has a 25 % chance to spawn close to either player and a 75 % chance to spawn far from both players. Each stage has a set of viable spawn positions, and they differ with each stage.
EX Cores are an important aspect of EX generation and thus competitive play in general. Since it is one of the few ways EX can be accumulated without attacking the opponent, it can be a vital tool to establish counterplay or comebacks. For example, grounded characters such as Firion and Golbez are more likely to be in a favorable position to get EX Core first against aerial characters who are playing passively at a distance. This means that EX Cores can facilitate situations that break a common dynamic in an overly defensive or otherwise challenging match-up.
Characters who cannot absorb EX Force due to Side by Side or otherwise are still encouraged to collect EX cores; The opponent will gain even more EX Force if they get the EX Core first.
Handful of equipment exist purely to influence EX cores. The Soul of Yamato equipment set boosts the appearence of cores, while Dragonfly Orb and Squall's LV100 exclusive weapon enhance EX gained from EX Cores directly. While not a common focus in competitive builds, they can be an effective solution in matchups where the opponent is difficult to catch without risk such as Exdeath.
EX Intake Range
EX Mode

When EX gauge is full, it can be spent to activate the character's unique powered up state.
Input R + Square ( +
) while moving freely, attacking, blocking, dodging or being staggered. EX Mode gradually consumes the entire EX gauge. This lasts for 20 seconds by default. When the gauge is empty, EX Mode ends. Each character will have higher critical hit rate (+50 %), passive health regeneration and access to EX Burst for the duration of this state.
In addition, each character has traits exclusive to their EX mode, such as increased priority on Cloud's bravery attacks or Kain's exclusive HP attack "Lancet". These can be viewed in the customization menu or in the character pages on this site.
In Dissidia 012, EX Mode activation drains all of the opponent's assist gauge. That alone makes a full EX gauge very valuable. Assist is a common resource that many characters have access to. This is the best way to nullify it without landing an HP attack or relying on the opponent's assist gauge decay rate.
EX Mode will not end if the character is performing an attack. That means a player could land an HP attack right before the EX Gauge is empty and still get a guaranteed EX Burst.
The 20-second duration for EX Mode is the basis for any equipment that modify it. For example, each 5 % duration equals 1 second.
Regen
Regen is one of the two staple abilities that every character has in EX Mode. This ability regenerates health and it will activate every 3 seconds or so (give or take a few frames) as long as the opponent is not in a damaged state.
Regen will heal 1,43 % of the character's maximum, modified HP.[2] This is then rounded down to the nearest whole number.
For example,
- At 6,999 HP, EX Mode regenerates 99 HP. This is 1,41 % of the max HP.
- At 10,000 HP, EX Mode regenerates 142 HP. This is 1,42 % of the max HP.
- At 11,001 HP, EX Mode regenerates 157 HP. This is 1,43 % of the max HP.
At default EX Mode duration, up to 6 regen ticks are possible. Because EX Mode stays on during attacks regardless of remaining EX gauge, the amount of ticks can be increased by performing an attack.
When building for regen, a 10 % regen increase for 11,001 HP would result in 172 HP per tick instead of 157. However, it is worth noting that a +300 HP increase boosts the regen slightly less at 161, but with the added benefit of higher maximum health.
Critical Boost
Critical Boost increases the character's critical hit rate by 50 %. When combined with the extra ability EX Critical Boost, it is possible to take advantage of guaranteed critical hits. This can be counteracted with the appropriate "Disable __" extra abilities, but the added boost is usually most practical with just Gabranth.
EX Revenge

Introduced in Dissidia 012. Just like EX Mode, EX Revenge (EXR for short) requires a full EX gauge and will empty it entirely upon using it.
Input R + Square ( +
) while getting hit to use EX Revenge. When used, time is slowed down significantly and the opponent will be in a staggered state. The default duration is 5 seconds before any modifications are made by equipment or in-game rulesets. Inflicting HP damage will end EX Revenge regardless of the remaining length. Once EX Revenge ends, interactions will play out at regular speed such as remaining stagger time, hit stun and knockback from an attack.
Several interactions are altered during this time.
- Knockback is greatly reduced, likely due to the slow-motion effect
- The recovery of a finished attack can be cancelled into another attack or a dash.
- The opponent gains no invulnerability from being wall rushed while the slowdown is in effect, enabling more solo combos.
- EX Force cannot be generated by any attacks. Gabranth's EX Charge works normally.
- Countdowns involving summons is temporarily halted
- EX Cores remain on the field. They can appear when no cores are present. Their appearence speed is heavily affected by the slowdown, however.
- Absorption of EX Force spheres is also affected by the slowdown.
What does this mean for the opponent
Because the opponent is considered staggered at the beginning of EX Revenge, using EX or Assist will activate EX Mode or Assist Change respectively. These are the only ways to escape EX Revenge, and will end it regardless of the remaining length.
If an opponent is already in EX Mode by the time EX Revenge is activated, their EX gauge consumption is temporarily halted and they are susceptible to EX Break. Similiarly, no Assist gauge decay will occur, but it will not reset like using attacks normally would either.
If the opponent is hit with a bravery attack, but not put into a tumbling state, they can land on the ground in a standing position. Should that happen, they cannot use Assist Change. [3]
Other traits
If the player who used EX Revenge can accumulate another full EX gauge and activate EX mode during this time, EX revenge will continue unaffected. Gabranth can take advantage of this with the King of Tragedy set bonus, Spider's Web , Spider's Bane
and EX Charge (ground).
When EX Revenge is activated, any assists and opponent projectiles (e.g. The Emperor's Flare) out on the battlefield disappear and will not come back when EX Revenge ends. The initiator's projectiles will remain if they existed prior and will move at normal speed. The projectile does not have to be created by the initiator either - By reflecting a projectile such as Lightning's Watera and using EX Revenge, the projectile will continue to exist.
The player who initiated EX Revenge will also remove any negative effects they had on them such as Laguna's Sticky Bomb or Shantotto's Bio. If the opponent was affected prior to EXR, these effects will continue to persist on the opponent and apply countdown or inflict damage.
Stage elements may still be destroyed.
The stage bravery will not be reset. This is generally only important when using the Calcabrina summon. The only way to raise stage bravery is via banish traps, Brynhildr or the omega stage effects listed below.
Omega stage effects
Stage | Effect |
---|---|
Old Chaos Shrine | Stage does not take bravery from players. |
Pandaemonium | Spikes will no longer pop up, but any that are out will finish their animation very slowly.
Touching these spikes will end EX Revenge. |
World of Darkness | Stage will not change regardless of timing. The stage will wait until EX Revenge concludes.
Stage bravery rises very slowly during second and third stage forms. |
Lunar Subterrane | Stage bravery still accumulates after destroying stage elements, but at a much slower rate. |
The Rift | The entire stage freezes and no stage elements will change until after EX Revenge ends.
If activated while a part of the stage is moving,
that part will remain textureless, |
Kefka's Tower | Stage bravery still accumulates after destroying stage elements.
Wall rushing the opponent at the lower sections will still take bravery and |
Planet's Core | Stage will not change and stage bravery rises at normal speed. |
Ultimecia's Castle | During time compression, stage bravery acts normally, but broken stage elements
will not repair themselves. Touching a gear will end EX Revenge. |
Crystal World | No crystals will appear and as such, stage bravery will not rise. |
Dream's End | No changes. |
Order's Sanctuary | No changes. |
Edge of Madness | Stage bravery's fluctuation speed is reduced, but can still be quite fast. |
Empyreal Paradox | Bravery is drained much slower. |
Sky Fortress Bahamut | Stage bravery rises much slower when standing on the ground. |
Orphan's Cradle | Platforms can still move, but very slowly. |
References
- ↑ https://www.youtube.com/watch?v=w0javY-R2cQ EX Burst EX Force removal examples
- ↑ https://www.youtube.com/watch?v=vpd2pmyCWAk EX Mode regen percentage showcase
- ↑ https://www.youtube.com/watch?v=KKbivfOqF1I Opponent in standing state during EX Revenge
Abilities
Ability | CP (Mastered) | AP | Description | Notes |
---|---|---|---|---|
EX Core Lock On | 5 (0) | 50 | When EX Core is present, push L while locked on to lock onto the EX Core. | |
Auto EX Burst | 10 (5) | 50 | Automatically use EX Burst. | |
Auto EX Command | 30 (15) | 160 | Automatically input EX Burst commands. | |
Auto EX Command Ω | 40 (20) | 200 | Automatically input EX Burst commands perfectly. | |
Auto EX Defense | 30 (15) | 160 | Automatically defend against EX Bursts. | |
Auto EX Defense Ω | 40 (20) | 200 | Automatically defend against EX Bursts perfectly. |
Ability | CP (Mastered) | AP | Description | Notes |
---|---|---|---|---|
Disable EX Gauge Lock | 100 (50) | 300 | EX Gauge fills steadily. | Feral Chaos only. EX absorption fills the EX meter. |
Bravery Regen | 20 (10) | 170 | In EX Mode, gain bravery instead of regenerating HP. | |
EX Critical Boost | 60 (45) | 200 | Further boosts critical hit rate during EX Mode. | +25 % critical hit rate. |
Anti-EX | 60 (45) | 200 | Boosts critical hit rate when opponent is in EX Mode. | +50 % critical hit rate. |
Disable EX Critical Boost | 40 (20) | 100 | EX Critical Boost ability effect disabled. | |
Disable Anti-EX | 40 (20) | 100 | Anti-EX ability effect disabled. | |
EXP to EX Force | 60 (0) | 130 | Instead of obtaining EXP, the EX Gauge rises by an equivalent amount. | 0.1 % conversion. |
Accessories
Name | Effect |
---|---|
Attractorb | EX Intake Range +1m, Assist Gauge Charge -20 % |
Pearl Necklace | EX Force Absorption +10 %, Assist Gauge Charge -20 % |
Dragonfly Orb | EX Core Absorption +10 %, Assist Gauge Duration -30 % |
Silver Hourglass | EX Mode Duration +5 %, Assist Gauge Duration -10 % |
Pendant | EX Core Appearence Boost, EX Force Absorption -10 % |
Battle Gem | Assist Gauge Duration +10 %, EX Force Absorption -20 % |
Angel's Bell | Regen +5 % (EX mode) |
Dismay Shock | EX Gauge Depletion +1 % |
EX Breaker | EX Iai Strike +2 %, Defense -10 % |
A Comrade's Vow | AST Charge on damage +15 %, EX Intake Range -1m |
Name | Effect | Condition |
---|---|---|
Full EX Gauge | 1.3 | When your EX Gauge is full |
Empty EX Gauge | 1.5 | When your EX Gauge is empty |
EX Core Present | 1.5 | When EX Core is present |
EX Mode | 1.3 | While you are in EX Mode |
EX Revenge | 1.4 | While you are in EX Revenge |
Maintain EX Mode | 1.4 | When in EX Mode for more than 15 seconds |
Full EX & Assist Gauge | 1.5 | When your EX & Assist Gauges are full |
Pre-EX Mode | 1.4 | When you haven't yet entered EX Mode |
Pre-EX Revenge | 1.3 | When you haven't yet used EX Revenge |
EX Gauge Full | 1.3 | When opponent's EX Gauge is full |
Empty EX Gauge | 1.3 | When opponent's EX Gauge is empty |
EX Mode | 1.3 | While opponent is in EX Mode |
EX Revenge | 1.5 | While opponent is in EX Revenge |
Name | Effect |
---|---|
White Drop | EX Force Absorption +5 %, Assist Gauge Duration -5 % |
Cyan Drop | Initial EX Force +10 %, Assist Gauge Duration -10 % |
Cyan Gem | Initial EX Force +20 %, Assist Gauge Duration -20 % |
White Gem | EX Force Absorption +10 %, Assist Gauge Duration -10 % |
Tenacious Attacker | Absorb EX Force during attacks |
Blazing Totema | Absorb EX Force on Summon, Summon Recharge +2 |
Force to Courage | EX Core & EX Force to BRV |
Glutton | Absorb EX Force when taking damage |
Platinum Hourglass | EX Mode Duration +15 %, EX Force Absorption -20 % |
Spider Web | EX Revenge Duration +10 % |
Ruby Hourglass | EX Mode Duration +10 %, EX Mode Damage -10 % |
Spider's Bane | EX Revenge Duration +15 % |
Aggressor | EX Mode Damage +20 %, EX Mode Duration -30 % |
Avenger | EX Revenge Damage +30 %, EX Core Absorption -30 % |
Glimmering Crystal | EX Core Absorption +15 %, Assist Gauge Charge -15 % |
Badge of Trust | Initial Assist Charge +40 %, EX Force Absorption -30 % |
Great Gospel | Regen +10 %, BRV Recovery +50 % |
First to Victory | Initial EX Force +20 %, Initial Assist Charge +20 %, Initial Bravery +20 % |
Fake Mustache | LUK +10, EX Core Appearence Boost |
Mystic Guard | EX Break Chance (Endure one EX Break) |
Spider Silk | EX Revenge Duration +5 % |
Close to You | Always Absorb EX Force, Assist Gauge Charge -30 % |
Center of the World | EX Intake Range +3m, EX Force & Core Absorption +25 %, Assist Gauge Freeze |
Together as One | Initial Assist Charge +40 %, Assist Gauge Duration +50 %, EX Force Absorption -40 % |
Side by Side | AST Gauge Charge on HP attack, EX Force Absorption Disabled, EX Gauge Freeze |
Arcane Incense | Initial EX Force +25 %, Accessory breakability: 100 % |
Arcane Incense | Initial EX Force +100 %, Accessory breakability: 100 % |
Spirit of Qu'Bia | Initial EX & AST Charge +100 %, Initial Bravery +300 %, Accessory Breakability: 100 % |
Shock of Qu'Bia | EX & Assist Chance, EX & AST Gauge Depletion +100 %, Accessory Breakability: 100 % |
Qu'Bia Crystal | EX Force Absorption +100 %, EX Core Absorption +100 %, Accessory Breakability: 100 % |
Equipment set bonuses (LV100)
King of Tragedy
Effect: EX Revenge Duration +40%, EX Revenge Damage +50%
Must equip all four equipment for set bonus.
Type | Name | Stats | Effect | Category |
---|---|---|---|---|
Weapon | Rhongomiant | HP -328, ATK +69, DEF -1 | - | Spear |
Hand | Prytwen | DEF +73 | - | Shield |
Head | Dragon Sallet | BRV +290, DEF +1 | - | Helm |
Body | Wygar | HP +2973 | - | Light Armor |
Rise of Discord
Effect: EX Mode Duration +40 %, EX Revenge Duration +40 %.
Exclusive to Feral Chaos. Must equip all four equipment for set bonus.
Type | Name | Stats | Effect | Category |
---|---|---|---|---|
Weapon | Endless Oblivion | ATK +67 | - | Exclusive |
Hand | Eternal Despair | DEF +73 | - | Exclusive |
Head | Phantasmal Abyss | BRV +290, DEF +1 | - | Exclusive |
Body | Cycle's End | HP +2973 | - | Exclusive |
Seal of Lufenia
Effect: EX Gauge Depletion +5 %. Must equip three equipment for set bonus.
This set bonus has multiple equipment that are eligible for this set bonus.
Type | Name | Stats | Effect | Category |
---|---|---|---|---|
Weapon | Lufenian Saber | ATK +67 | - | Sword |
Weapon | Lufenian Dagger | ATK +66 | - | Dagger |
Weapon | Lufenian Katana | BRV +39, ATK +67, DEF -1 | - | Katana |
Weapon | Lufenian Lance | HP -328, ATK +69, DEF -1 | - | Spear |
Weapon | Lufenian Staff | BRV +39, ATK +66 | - | Staff |
Weapon | Star of Lufenia | BRV -40, ATK +69, DEF -1 | - | Thrown |
Weapon | Lufenian Lute | BRV -40, ATK +67, DEF +1 | - | Instrument |
Weapon | Lufenian Pole | HP -328, BRV +79, ATK +66 | - | Pole |
Hand | Lufenian Dirk | ATK +1, DEF +72 | - | Parrying |
Hand | Lufenian Bangle | HP +327, DEF +72 | - | Bangle |
Hand | Lufenian Gauntlets | BRV +39, DEF +72 | - | Gauntlet |
Hand | Lufenian Greatshield | BRV +39, ATK -1, DEF +73 | - | Large Shield |
Head | Lufenian Hairpin | HP -328, BRV +369 | - | Hairpin |
Head | Lufenian Headband | HP +327, BRV +290 | - | Headband |
Body | Lufenian Jacket | HP +2973, BRV +39, DEF -1 | - | Clothing |
Body | Lufenian Vest | HP +2973 | - | Light Armor |
Soul of Yamato
Effect: LUK +3 / Regen +20 % / HP to BRV, EX Core Appearence Boost Must equip three equipment for set bonus.
Type | Name | Stats | Effect | Category |
---|---|---|---|---|
Weapon | Genji Blade | BRV +39, ATK +67, DEF -1 | - | Katana |
Hand | Genji Shield | DEF +73 | - | Shield |
Head | Genji Helm | BRV +290 DEF +1 | - | Helm |
Body | Heavy Armor | HP +3300 BRV +39 | - | Heavy Armor |
Equipment (LV100)
Type | Name | Stats | Effect | Category |
---|---|---|---|---|
Weapon | Zwill Crossblade | ATK +66, DEF +1 | Initial EX Force +20 % | Dagger |
Weapon | Heaven's Cloud | BRV +39, ATK +67, DEF -1 | EX Intake Range +3m | Katana |
Weapon | Nirvana | BRV +39, ATK +66 | EX Mode Duration +20 % | Staff |
Weapon | Fire Book | BRV +39, ATK +66 | Regen +15 % | Staff |
Weapon | Cleaver | BRV -40, ATK +69, DEF -1 | EX Force Absorption +10 % | Thrown |
Weapon | Loki's Lute | BRV -40, ATk +67, DEF -1 | EX Core Absorption +20 % | Instrument |
Weapon | Gigant Axe | BRV -80, ATK +70 | EX Force Absorption +10 %, slight Anti-EX effect | Exclusive (Garland) |
Weapon | Mateus' Malice | HP +327, BRV -80, ATK +68, DEF +1 | EX Intake Range +3m, slight Anti-EX effect | Exclusive (The Emperor) |
Weapon | Everdark | BRV +39, ATK +67 | BRV Recovery +100 %, slight Anti-EX effect | Exclusive (Cloud of Darkness) |
Weapon | Dorgann's Blade | ATK +68 | Regen +20 %, Cat Nip effect | Exclusive (Bartz) |
Weapon | Yoshiyuki | BRV +39, ATK +68, DEF -1 | EX Force Absorption +10 %, Riposte effect | Exclusive (Gilgamesh) |
Weapon | Dancing Mad | BRV -40, ATK +68, DEF +1 | Initial EX Force +20 %, Back to the Wall effect | Exclusive (Kefka) |
Weapon | One-Winged Angel | BRV +39, ATK +68, DEF -1 | Damage +10 %, slight Anti-EX effect | Exclusive (Sephiroth) |
Weapon | Lionheart | ATK +68 | EX Core Absorption +30 %, slight Sneak Attack effect | Exclusive (Squall) |
Weapon | Shooting Star | HP +327, BRV -80, ATK +68 DEF +1 | EX Force Absorption +10 %, Back to the Wall effect | Exclusive (Ultimecia) |
Weapon | Terra's Legacy | HP +327, BRV -80, ATK +68, DEF +1 | EX Force Absorption +10 %, Back to the Wall effect | Exclusive (Kuja) |
Weapon | Spira's Hope | BRV +39, ATK +67 | EX Intake Range +3m, Cat Nip effect | Exclusive (Yuna) |
Weapon | Chaos Blade | ATK +68 | EX Mode Duration +20 %, slight Counterattack effect | Exclusive (Gabranth) |
Weapon | Zodiac Blade | ATK +68 | EX Core Absorption +30 %, Riposte effect | Exclusive (Vaan) |
Hand | Seydlitz | HP +327, DEF +72 | Regen +20 % | Bangle |
Hand | Highway Star | ATK +1, DEF +72 | EX Force Absorption +10 % | Exclusive (Gabranth) |
Body | Bone Mail | HP +3300, BRV +39 | EX Core Absorption Disabled, EX Force Absorption Disabled | Heavy Armor |
References