Jecht (Dissidia 012)/Builds: Difference between revisions

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(Created page. Added a few builds.)
 
(→‎Hybrid (Seal of Lufenia): Added center of the world build)
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;Jecht Blade (ground)
;Jecht Blade (ground)
Contrary to Jecht Beam, Jecht ''can'' combo into this HP. The combo route is different from his usual neutral 3rd chain, and it's usually not optimal. It does provide another way to aim for wall rush though. Other than that, raw grounded Jecht Blade can occupy space faster than aerial Jecht Blade would. This may be valuable in small stages, but it is still risky to throw out.
Contrary to Jecht Beam, Jecht ''can'' combo into this HP. The combo route is different from his usual neutral 3rd chain, and it's usually not optimal. It does provide another way to aim for wall rush though. Other than that, raw grounded Jecht Blade can occupy space faster than aerial Jecht Blade would. This may be valuable in small stages, but it is still risky to throw out.
= EX (Center of the World) =
{{Build
|hp=11953
|cp=450
|brv=956
|atk=181
|def=182
|luk=60
|booster=x2.7
|setbonus=
|ast=None
|wpn=Cleaver {{equip}}
|hand=Seydlitz
|head=Lufenian Headband
|armor=Maximillian {{equip}}
|acc1={{accbas}} Pearl Necklace
|acc2={{accbas}} Dragonfly Orb
|acc3={{accbas}} Silver Hourglass
|acc4={{accbas}} Pendant
|acc5={{accbas}} Battle Hammer
|acc6={{accboo}} Empty Assist Gauge
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accboo}} Pre-Assist
|acc9={{accsp}} Close to You
|acc10={{accsp}} Center of the World
|summon=
|dataBRV=
{{Build-AttackData
|brv1-g=Jecht Block
|branch-1gbrv=
|branch-1ghp=
|brv2-g=Jecht Rush
|branch-2gbrv=
|branch-2ghp=
|brv3-g=
|branch-3gbrv=
|branch-3ghp=
|brv1-a=Jecht Block
|branch-1abrv=
|branch-1ahp=
|brv2-a=Jecht Stream
|branch-2abrv=
|branch-2ahp=
|brv3-a=
|branch-3abrv=
|branch-3ahp=
}}
| dataHP      =
{{Build-AttackDataHP
|hp1-g=Ultimate Jecht Shot
|hp2-g=Jecht Beam
|hp3-g=
|hp1-a=Jecht Beam
|hp2-a=Jecht Blade
|hp3-a=Triumphant Grasp
}}
}}
= Build Overview =
A completely EX-oriented build that sacrifices assist for stronger EX generation. The boosters are low, but consistent. Because there is no assist meter to manage, Jecht has more liberty in moving around, looking for interactions and EX Cores. Jecht Beams are preferred combo enders for EX.
Historically Center of the World builds have been a liability in competitive play and Jecht is no exception. However, his ability to function independently with HP links can make this build work for matchups he doesn't struggle in. Jecht may still have to land many full combos for an EX meter and there is no assist meter to save Jecht from mistakes. Smart use of a full EX gauge is paramount to success.
= Basic Abilities =
{{Build-Ability
|action=
{{Build-AbilitySet
|1=Ground Evasion}}
{{Build-AbilitySet
|1=Midair Evasion}}
{{Build-AbilitySet
|1=Ground Block}}
{{Build-AbilitySet
|1=Midair Block}}
{{Build-AbilitySet
|1=Aerial Recovery}}
{{Build-AbilitySet
|1=Recovery Attack}}
{{Build-AbilitySet
|1=Controlled Recovery}}
{{Build-AbilitySet
|1=Wall Jump}}
{{Build-AbilitySet
|1=Air Dash}}
{{Build-AbilitySet
|1=Free Air Dash}}
{{Build-AbilitySet
|1=Ground Dash}}
{{Build-AbilitySet
|1=Multi Air Slide}}
{{Build-AbilitySet
|1=Free Air Dash Boost}}
{{Build-AbilitySet
|1=Assist Gauge Up Dash}}
{{Build-AbilitySet
|1=Speed Boost++}}
{{Build-AbilitySet
|1=Jump Times Boost+}}
{{Build-AbilitySet
|1=Ground Evasion Boost}}
{{Build-AbilitySet
|1=Midair Evasion Boost}}
{{Build-AbilitySet
|1=Evasion Boost}}
{{Build-AbilitySet
|1=Descent Speed Boost}}
|support=
{{Build-AbilitySet
|1=Always Target Indicator}}
{{Build-AbilitySet
|1=EX Core Lock On}}
{{Build-AbilitySet
|1=Assist Lock On}}
|extra=
{{Build-AbilitySet
|1=Precision Evasion}}
{{Build-AbilitySet
|1=Disable Counterattack}}
{{Build-AbilitySet
|1=EXP to HP}}
{{Build-AbilitySet
|1=Master Guardsman}}
|cp=445 / 450
}}
= CP Allocation =
5 points are available for Auto Assist Lock On, Gambler's Spirit or Precision Jump. If more points are needed, consider removing Speed Boost++.


= Hybrid (Seal of Lufenia) =
= Hybrid (Seal of Lufenia) =

Revision as of 11:27, 11 March 2025


Jecht
General Starter Guide Combos Strategy Frame Data
Matchups Builds Match Videos Gallery Resources




Overview

Jecht works with a variety of builds, including high base bravery + Side by Side accessory_special.png, bravery boost on dodge and even Center of the World. He is especially known for being a strong user of Side by Side accessory_special.png due to his lackluster EX generation on average and solo combo structure.

Jecht can be built for damage in two ways: High base bravery or raw bravery damage. Wall rushes are important for both. For matchup specific builds, Jecht can deviate from damage without compromising most of his key strengths.

Against The Emperor, use this build
Against Ulimecia, use this build
Against Sephiroth, use this build
Against Exdeath, use this build

If you have room for only one set, the emphasis on gaining BRV from dodges is more consistent in competition. Jecht Block is more efficient at generating BRV against multiple projectiles, but loses to unblockables, sidelining projectiles and is more vulnerable on whiff.

Bravery Boost on Dodge Ver A (vs Emperor)

Stats
HP 9972
CP 450
BRV 997
ATK 178
DEF 185
LUK --
Max Booster x8.2
Special Effect: Adamant Chains
Equipment
Assist Tidus
Weapon ddff-icon-equip-weapon.png Adamant Knife ddff-icon-equip%20ability.png
Hand ddff-icon-equip-hand.png Adamant Shield
Head ddff-icon-equip-head.png Dueling Mask
Body ddff-icon-equip-body.png Adamant Vest
Accessory 1 accessory_basic.png Zephyr Cloak
Accessory 2 accessory_basic.png Heart's Ease
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_booster.png Large Gap in HP
Accessory 5 accessory_booster.png BRV > Base Value
Accessory 6 accessory_booster.png Large Gap in BRV
Accessory 7 accessory_booster.png Summon Unused
Accessory 8 accessory_booster.png Pre-EX Mode
Accessory 9 accessory_booster.png Pre-EX Revenge
Accessory 10 accessory_booster.png After 30 Seconds
Summon ddff-icon-summonstone.png Rubicante
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Jecht Block ddff-icon-button-circle.png Jecht Block
↑+ddff-icon-button-circle.png Jecht Rush ↑+ddff-icon-button-circle.png Jecht Stream
HP attacks
Ground Aerial
ddff-icon-button-square.png Ultimate Jecht Shot ddff-icon-button-square.png Jecht Beam
↑+ddff-icon-button-square.png Jecht Beam ↑+ddff-icon-button-square.png Jecht Blade
↓+ddff-icon-button-square.png Triumphant Grasp

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


Build Overview

This build is one variant of the bravery boost on dodge concept. It is intended to be used against The Emperor.

The main goal is to accumulate bravery by dodging through The Emperor's traps and projectiles. HP damage is dealt with Jecht Beam, Dreary Cell trades, assist punish or otherwise capitalizing on his mistakes. This is not a strategy that will be executed quickly; The bravery boost from dodge is a bit low at first, but will rise considerably through consistent play.

This matchup is infamously difficult for Jecht, and this build can be changed in many ways to suit player preference. A Side by Side accessory_special.png version gets another consistent x1.5 booster accessory and is fundamentally a bit different.

Booster Analysis

From the beginning of the match, four booster accessories are active.

x1.3 BRV > Base value
x1.3 Summon Unused
x1.4 Pre-EX Mode
x1.3 Pre-EX Revenge
Total multiplier x3.0

Dodge: 997 > 1110 (+113).

Block: 997 > 1037 (+40)

After 30 Seconds accessory_booster.png will activate shortly afterwards and remain active for the entire match.

x1.3 BRV > Base value
x1.3 Summon Unused
x1.4 Pre-EX Mode
x1.3 Pre-EX Revenge
x1.2 After 30 Seconds
Total multiplier x3.6

Dodge: 997 > 1117 (+120)

Block: 997 > 1043 (+46)

Finally, once Large Gap in HP and Large Gap in BRV are active, the bravery acquired from dodges and blocks is at its highest.

x1.5 Large Gap in HP / HP 100 %
x1.3 BRV > Base value
x1.5 Large Gap in BRV / No Damage
x1.3 Summon Unused
x1.4 Pre-EX Mode
x1.3 Pre-EX Revenge
x1.2 after 30 seconds
Total multiplier 8.2

Dodge: 997 > 1177 (+180)

Block: 997 > 1103 (+106)

Basic Abilities

Actions
Ground Evasion
Midair Evasion
Ground Block
Midair Block
Aerial Recovery
Recovery Attack
Controlled Recovery
Wall Jump
Air Dash
Free Air Dash
Ground Dash
Multi Air Slide
Free Air Dash Boost
Assist Gauge Up Dash
Speed Boost+
Jump Times Boost+
Ground Evasion Boost
Midair Evasion Boost
Evasion Boost
Descent Speed Boost
Support
Always Target Indicator
EX Core Lock On
Assist Lock On
Extra
Precision Evasion
Achy
Disable Counterattack
EXP to Assist
Master Guardsman
CP
450 / 450



CP Allocation

All 450 CP is used. If you want to free up points, consider removing Speed Boost+, Multi Air Slide, Master Guardsman.

Substitutes

Substitutes
Equipment / Ability Substitute Notes
After 30 Seconds accessory_booster.png HP = 100 % accessory_booster.png
HP < 50 % accessory_booster.png
Changing a x1.2 booster to a x1.5 booster is appealing, but HP = 100 % accessory_booster.png only works if Jecht can avoid HP damage consistently. Since Jecht is expected to take HP damage at some point in the match, this booster will eventually deactivate.

HP < 50 % accessory_booster.png can be a consistent alternative, but with slightly lower booster multiplier (x1.4).

Dismay Shock accessory_basic.png
Heart's Ease accessory_basic.png
Together as One accessory_special.png If boosters matter more to you, this is where a sacrifice has to be made. Together as One provides a good chunk of assist to help with Starfall pressure, and it doesn't lock the EX gauge. That means EX Cores remain viable for Jecht depending on where both characters are when it appears.

The Emperor can also use Side by Side well and Jecht is expected to take HP damage at least once, so this is by no means a clear cut recommendation. Remember that Jecht Blocking with Heart's Ease equipped still adds up faster than Jecht Blocking without it.

Dismay Shock accessory_basic.png
Heart's Ease accessory_basic.png
Vengeful Soul accessory_special.png Whenever Jecht reflects The Emperor's Flare, it can potentially hit Emperor for HP damage. Vengeful Soul adds Jecht's current bravery into the HP damage if it hits.

This is not guaranteed to work even once in a match. If Jecht can accumulate bravery consistently, it can be used as part of Jecht's own pressure. In the best case scenario, a reflected Flare only needs to hit once...



Attacks (Staple)

Jecht uses most of his attacks, and they are all important. They are recommended regardless of matchup, stage or player preference.

Attacks (Flexible)

These attacks are great to have, but can be swapped or removed depending on matchup, stage or player preference.

Jecht Blade (ground)

Contrary to Jecht Beam, Jecht can combo into this HP. The combo route is different from his usual neutral 3rd chain, and it's usually not optimal. It does provide another way to aim for wall rush though. Other than that, raw grounded Jecht Blade can occupy space faster than aerial Jecht Blade would. This may be valuable in small stages, but it is still risky to throw out.

EX (Center of the World)

Stats
HP 11953
CP 450
BRV 956
ATK 181
DEF 182
LUK 60
Max Booster x2.7
Special Effect:
Equipment
Assist None
Weapon ddff-icon-equip-weapon.png Cleaver ddff-icon-equip%20ability.png
Hand ddff-icon-equip-hand.png Seydlitz
Head ddff-icon-equip-head.png Lufenian Headband
Body ddff-icon-equip-body.png Maximillian ddff-icon-equip%20ability.png
Accessory 1 accessory_basic.png Pearl Necklace
Accessory 2 accessory_basic.png Dragonfly Orb
Accessory 3 accessory_basic.png Silver Hourglass
Accessory 4 accessory_basic.png Pendant
Accessory 5 accessory_basic.png Battle Hammer
Accessory 6 accessory_booster.png Empty Assist Gauge
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_booster.png Pre-Assist
Accessory 9 accessory_special.png Close to You
Accessory 10 accessory_special.png Center of the World
Summon ddff-icon-summonstone.png
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Jecht Block ddff-icon-button-circle.png Jecht Block
↑+ddff-icon-button-circle.png Jecht Rush ↑+ddff-icon-button-circle.png Jecht Stream
HP attacks
Ground Aerial
ddff-icon-button-square.png Ultimate Jecht Shot ddff-icon-button-square.png Jecht Beam
↑+ddff-icon-button-square.png Jecht Beam ↑+ddff-icon-button-square.png Jecht Blade
↓+ddff-icon-button-square.png Triumphant Grasp

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


Build Overview

A completely EX-oriented build that sacrifices assist for stronger EX generation. The boosters are low, but consistent. Because there is no assist meter to manage, Jecht has more liberty in moving around, looking for interactions and EX Cores. Jecht Beams are preferred combo enders for EX.

Historically Center of the World builds have been a liability in competitive play and Jecht is no exception. However, his ability to function independently with HP links can make this build work for matchups he doesn't struggle in. Jecht may still have to land many full combos for an EX meter and there is no assist meter to save Jecht from mistakes. Smart use of a full EX gauge is paramount to success.

Basic Abilities

Actions
Ground Evasion
Midair Evasion
Ground Block
Midair Block
Aerial Recovery
Recovery Attack
Controlled Recovery
Wall Jump
Air Dash
Free Air Dash
Ground Dash
Multi Air Slide
Free Air Dash Boost
Assist Gauge Up Dash
Speed Boost++
Jump Times Boost+
Ground Evasion Boost
Midair Evasion Boost
Evasion Boost
Descent Speed Boost
Support
Always Target Indicator
EX Core Lock On
Assist Lock On
Extra
Precision Evasion
Disable Counterattack
EXP to HP
Master Guardsman
CP
445 / 450



CP Allocation

5 points are available for Auto Assist Lock On, Gambler's Spirit or Precision Jump. If more points are needed, consider removing Speed Boost++.

Hybrid (Seal of Lufenia)

Stats
HP 9644
CP 480
BRV 1314
ATK 180
DEF 181
LUK --
Max Booster x3.3
Special Effect: Seal of Lufenia
Equipment
Assist Kuja / Tidus
Weapon ddff-icon-equip-weapon.png Piggy's Stick
Hand ddff-icon-equip-hand.png Lufenian Dirk
Head ddff-icon-equip-head.png Lufenian Hairpin
Body ddff-icon-equip-body.png Lufenian Jacket
Accessory 1 accessory_basic.png Sniper Eye
Accessory 2 accessory_basic.png Bravery Orb
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png BRV = 0
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png Hero's Essence
Accessory 9 accessory_special.png Tenacious Attacker
Accessory 10 accessory_special.png First to Victory
Summon ddff-icon-summonstone.png Rubicante
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Jecht Block ddff-icon-button-circle.png Jecht Block
↑+ddff-icon-button-circle.png Jecht Rush ↑+ddff-icon-button-circle.png Jecht Stream
HP attacks
Ground Aerial
ddff-icon-button-square.png Ultimate Jecht Shot ddff-icon-button-square.png Jecht Beam
↑+ddff-icon-button-square.png Jecht Beam ↑+ddff-icon-button-square.png Jecht Blade
↓+ddff-icon-button-square.png Triumphant Grasp

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


Build Overview

An all-rounder build with stronger EX gauge depletion. Recommended against characters with good EX generation or long-winded match-ups involving EX such as Gabranth, Gilgamesh, Prishe, Lightning, Garland and Tidus.

Base bravery is comparable to the Side by Side build, but the key difference is that Bravery Orb accessory_basic.png is used to improve bravery recovery. That leaves less room for other things in a build, but the current loadout provides some flexibility in a few ways. There is wall rush HP damage, initial boost in First to Victory accessory_special.png and higher max CP for more abilities. If that's not enough, the substitutes section can help.

Basic Abilities

CP Allocation

Substitutes

Substitutes
Equipment / Ability Substitute Notes
First to Victory accessory_special.png Muscle Belt accessory_basic.png
Glutton accessory_special.png
If the initial boost is not needed, Muscle Belt can add damage.

Glutton lets Jecht absorb EX all the time.

Hero's Essence accessory_special.png BRV = 0 accessory_booster.png
Winged Boots accessory_special.png
Dismay Shock accessory_basic.png
BRV = 0 accessory_booster.png for stronger meter depletion, wall rush and base bravery recovery. The BRV recovery is least affected.

Winged Boots accessory_special.png if Jecht needs to deal with Banish Traps.

Dismay Shock accessory_basic.png to double down on EX depletion.



If Seal of Lufenia set bonus' EX drain is not enough, you may swap one of the special accessories, BRV = 0 or Bravery Orb for Dismay Shock. The extra CP provided by Hero's Essence lets you equip more abilities with movement, critical hit rate boosts or stat increases. Depending on your preferences, First to Victory is also interchangeable. Glutton, Winged Boots and Muscle Belt are all good picks there.

Side by Side & high base BRV

Stats
HP 9376
CP 450
BRV 1393 (2089 initial)
ATK 179
DEF 183
LUK --
Max Booster x3.8
Special Effect: None
Equipment
Assist Kuja / Aerith
Weapon ddff-icon-equip-weapon.png Piggy's Stick ddff-icon-equip%20ability.png
Hand ddff-icon-equip-hand.png Chainsaw ddff-icon-equip%20ability.png
Head ddff-icon-equip-head.png Royal Crown ddff-icon-equip%20ability.png
Body ddff-icon-equip-body.png Maximillian ddff-icon-equip%20ability.png
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Sniper Eye
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_booster.png BRV = 0
Accessory 5 accessory_booster.png Empty EX Gauge
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png Hero's Seal
Accessory 9 accessory_special.png Together as One
Accessory 10 accessory_special.png Side by Side
Summon ddff-icon-summonstone.png Rubicante
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Jecht Block ddff-icon-button-circle.png Jecht Block
↑+ddff-icon-button-circle.png Jecht Rush ↑+ddff-icon-button-circle.png Jecht Stream
HP attacks
Ground Aerial
ddff-icon-button-square.png Ultimate Jecht Shot ddff-icon-button-square.png Jecht Beam
↑+ddff-icon-button-square.png Jecht Beam ↑+ddff-icon-button-square.png Jecht Blade
↓+ddff-icon-button-square.png Triumphant Grasp

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


The extra abilities are Peltast's Gear, Bard's Gear, Cavalier's Gear and Equip Machines.

Build Overview

Standard high base bravery with wall rush, a stable build for competition. Meter depletion is placed here, as are mobility boosts, initial BRV and assist gauge boosts. EX is unavailable since Side by Side accessory_special.png is equipped.

The goal with this build is to hit hard and hit fast; The first wall rush combo with Hero's Seal is going to hit for over 3,000 HP. At base bravery, a solo combo with HP wall rush deals roughly 2,000 HP damage. Coupled with Side by Side's meter gain, that already creates a good health lead. Together as One accessory_special.png kickstarts assist meter at the beginning and lets Jecht avoid committing to an attack for a longer period of time. Naturally, getting hit early will take the higher initial bravery away, but ideally the assist will be available to protect in worst case scenarios.

When doing a Kuja assist combo at base bravery, the bravery recovers fast enough for raw Jecht Blade to do base bravery damage (1393 + wall rush). Completing another solo combo is not usually required in these cases.

Basic Abilities

Actions
Ground Evasion
Midair Evasion
Ground Block
Midair Block
Aerial Recovery
Recovery Attack
Controlled Recovery
Wall Jump
Air Dash
Free Air Dash
Ground Dash
Multi Air Slide
Free Air Dash Boost
Assist Gauge Up Dash
Speed Boost++
Jump Times Boost+
Ground Evasion Boost
Midair Evasion Boost
Evasion Boost
Descent Speed Boost
Support
Always Target Indicator
EX Core Lock On
Assist Lock On
Extra
Precision Jump
Precision Evasion
Counterattack
Gambler's Spirit
Disable Counterattack
EXP to Assist
CP
445 / 450



CP Allocation

5 points are available for Auto Assist Lock-On. It allows charged attacks to automatically home in towards the opponent's assist. This does leave Jecht open for an opponent's attack though.

Substitutes

For an EX variant of this build, swap Side by Side and Together as One for Tenacious Attacker accessory_special.png and / or Glutton accessory_special.png. The Empty EX Gauge booster accessory_booster.png should also be replaced with something else.

Substitutes
Equipment / Ability Substitute Notes
Hero's Seal accessory_special.png Badge of Trust accessory_special.png Trades higher initial bravery for practically 2 assist bars at the beginning of a match. Useful in small stages or against opponents who can quickly establish momentum as well.
BRV = 0 accessory_booster.png Large Gap in HP accessory_booster.png BRV = 0 has consistent uptime thanks to Jecht's combos, but it doesn't affect Muscle Belt accessory_basic.png. Use Large Gap in HP if you're looking for a small boost to all three basic accessories.
Counterattack & Precision Jump Best Dresser / Master Guardsman Counterattack is commonly nullified and Precision Jump is not a vital movement option for Jecht. If you're willing to unequip them, Best Dresser increases damage with +100 base BRV.

Alternatively, Master Guardsman increases survivability with +1000 max HP.



Attacks (Staple)

Jecht often uses most of his attacks, and they are all staples. They are recommended regardless of matchup, stage or player preference.

Attacks (Flexible)

These attacks are great to have, but can be swapped or removed depending on matchup, stage or player preference.

Jecht Beam (ground)

Grounded Jecht Beam complements Jecht's poking, and is a good single hit HP with deceptively long active frames. Jecht cannot combo into this without assist, so if poking and countering with a quick HP is not a priority, it can be removed.

Jecht Blade (ground)

Contrary to Jecht Beam, Jecht can combo into this HP. The combo route is different from his usual neutral 3rd chain, and it's usually not optimal. It does provide another way to aim for wall rush though. Other than that, raw grounded Jecht Blade can occupy space faster than aerial Jecht Blade would. This may be valuable in small stages, but it is still risky to throw out.

Attacks (Avoid)

Generally not recommended due to being outclassed by other attacks or having little to no distinct utility.

Depending on the person, Jecht Blade (ground) belongs here instead of the "flexible" section. The 15 CP cost for it bleeds into other aspects of Jecht's build while being nonessential for his core gameplay.

References


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