Warrior of Light (Dissidia 012): Difference between revisions

From Dissidia Wiki
(Wrote overview. Added unlock condition. Minor adjustments to pros and cons. Added overviews for braveries and updated their attack tables with abilityinfo2 for EX mode info.)
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|1hithp=Yes (Multiple)
|1hithp=Yes (Multiple)
|hplinks=Yes
|hplinks=Yes
|cmdblock=Yes (Shield of Light)
|cmdblock=Shield of Light
|weapon=Axes, Daggers, Greatswords, Katanas, Swords
|weapon=Axes, Daggers, Greatswords, Katanas, Swords
|armor=Chestplates, Gauntlets, Heavy Armor, Helms,<br> Large Shields, Light Armor, Shields
|armor=Chestplates, Gauntlets, Heavy Armor, Helms,<br> Large Shields, Light Armor, Shields
|exclusives=Flame Sword, Braveheart, Barbarian's Sword
|exclusives=Flame Sword, Braveheart, Barbarian's Sword
|unlock=
|unlock=Default
|alignment=Cosmos
|alignment=Cosmos
|vajp=[https://en.wikipedia.org/wiki/Toshihiko_Seki Toshihiko Seki]
|vajp=[https://en.wikipedia.org/wiki/Toshihiko_Seki Toshihiko Seki]
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= Overview =
= Overview =
''Warrior of Light'' is a playable character in Dissidia 012.
Warrior of Light is a close range fighter who operates as an {{keyword|all-rounder|all-rounder=1}}. He represents a standard-fare fighting style with quick Dayflash {{keyword|pokes|poke=1}}, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his {{keyword|HP links|hplink=1}} can deal good damage. Warrior of Light's damage output is supported by '''[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|high base bravery]]''' builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler > Bitter End, Warrior of Light can {{keyword|punish|punish=1}} effectively from most angles.
 
As an all-rounder, Warrior of Light works with a variety of builds, including '''[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]''' and '''[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side]]''' {{accsp}}. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in '''[[EX_(Dissidia_012)#EX_Mode|EX Mode.]]''' He also has an advancing frame 1 {{keyword|command block|commandblock=1}} in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light's dodges safer and beating low priority attacks with long {{keyword|active|active=1}} frames easier.
 
Warrior of Light can struggle against lingering projectiles due to risky {{keyword|disjoints|disjoint=1}}. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.
 
In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the {{keyword|metagame|meta=1}}.


{{ProConTable
{{ProConTable
|pros=*'''All-rounder''' - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.
|pros=*'''All-rounder''' - Average to good stats, HP links and a fundamentally good moveset with an answer to many sitations.
*'''User-friendly''' - Great for beginners and experienced players alike, good for learning the game and honing fundamentals.
*'''User-friendly''' - Great for beginners and experienced players alike. Good for learning the game and honing fundamentals.
*'''Command block''' - Shield of Light is an advancing single hit HP attack that can block instantly throughout it's startup to call out attacks or protect himself after dodging.
*'''Command block''' - Shield of Light is an advancing single hit HP attack. It blocks instantly throughout its {{keyword|startup|startup=1}}, and works both offensively and defensively after dodges.
*'''Ground combat''' - Projectiles and empty chase assist combo starters allow Warrior of Light to adapt to a match's pace and improve his combo potential.
*'''Ground combat''' - Projectiles and {{keyword|empty chase|emptychase=1}} assist combo starters allow Warrior of Light to adapt to a match's pace and improve his combo potential.
*'''Build synergy''' - Works well with all common [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Build_styles|'''build styles''']], including balanced EX builds, bravery boost on dodge and [[Assist_(Dissidia_012)#Side_by_Side|'''Side by Side''']] {{accsp}}.
*'''Build synergy''' - Works well with all common build styles, including EX, '''[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|bravery boost on dodge]]''' and Side by Side {{accsp}}.
*'''EX generation''' - Most bravery attacks produce 30 to 90 EX Force, supporting long-term survivability with EX.
 
*'''EX generation''' - Most bravery attacks produce 30 to 90 EX Force. His most common poke Dayflash produces 90 EX, which supports long-term survivability with EX gauge.
*'''EX Mode''' - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.
*'''EX Mode''' - Boasts highest defense stat, automatically blocks Ranged Low projectiles and increases damage output of melee bravery attacks.
|cons=
|cons=
*'''Struggles against traps''' - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.
*'''Struggles against traps''' - Despite having projectiles and disjoints, Warrior of Light cannot easily punish characters hiding inside lingering projectiles and traps without resources or considerable risk.
*'''Commital vertical attacks''' - Rising Buckler and Shield Strike braveries are serviceable, but are reactable and cannot be cancelled early on whiff.
*'''Commital vertical attacks''' - Rising Buckler and Shield Strike braveries are serviceable, but are {{keyword|reactable|reactable=1}} and cannot be {{keyword|cancelled|cancel=1}} early on whiff.
*'''4-slot bravery dilemma''' - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them
*'''4-slot bravery dilemma''' - Warrior of Light benefits from all of his air braveries, but he cannot equip all of them
*'''Floaty air dodge, risky dodge protection''' - While Shield of Light is great at covering his air dodges, it is also high risk and doesn't work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.
*'''Floaty air dodge, risky dodge protection''' - While Shield of Light is great at covering his air dodges, it is also high risk and doesn't work against high priority attacks. Outside of clashing with Dayflash bravery, air dodges make Warrior of Light vulnerable.
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= Bravery Attacks =
= Bravery Attacks =
== Ground ==
== Ground ==
Certain attacks inflict additional damage in EX mode. This additional damage is indicated with a + and highlighted in bold.


<tabber>
<tabber>
|-|Ascension=
|-|Ascension=
{{AbilityInfo
 
|damage=4''' +5''', 5''' +4''', 11, 20''' +6''' (40) ('''54''')
{{AbilityInfo2
|startup=15F
|ver1=Normal
|type=Physical
|damage1='''40''' (4, 5, 11, 20)
|priority=Melee Low
|startup1=15F
|ex=90
|type1=Physical
|effect=Chase, Wall Rush
|priority1=Melee Low
|ex1=90
|effect1=Chase, Wall Rush
|cancels1=Dodge
|asthit1=
|gametext=[Close] Throw shield to <br>hurl opponent upwards.
|level=19
|ap=120
|cp=30 (15)
|cp=30 (15)
|ver2=EX Mode
|damage2='''54''' (4 <span class="text-color-orange">+5</span>, 5 <span class="text-color-orange">+4</span>, 11, 20 <span class="text-color-orange">+6</span>)
|startup2=15F
|type2=Physical
|priority2=Melee Low
|ex2=90
|effect2=Chase, Wall Rush, <br>Block (Ranged Low)
|cancels2=Dodge
|asthit2=
|image=https://dissidia.wiki/images/2/2c/Brv_wol_ascension.jpeg
|image=https://dissidia.wiki/images/2/2c/Brv_wol_ascension.jpeg
|imgpos=
|imgpos=
|cancels=Dodge
|asthit=
|level=19
|ap=120
|gametext=[Close] Throw shield to <br>hurl opponent upwards.
}}
}}


Ascension is a close-range combo move that's used in {{keyword|punishes|punish=1}}, ground solo combos and occasional approaches. Two follow-ups can be done with Circle {{pspcir}}, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it {{keyword|anti-airs|anti-air=1}}. It also has decent {{keyword|active|active=1}} frames.
Ascension leads to Rune Saber {{keyword|HP link|hplink=1}} at the end, so Warrior of Light doesn't rely on assist for HP damage. This is good for damage overall, because Ascension's base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate.


This move has average {{keyword|recovery|recovery=1}}, which is enough to put Warrior of Light at risk on {{keyword|whiff|whiff=1}}. It's a good


|-|Sword Thrust=
|-|Sword Thrust=
{{AbilityInfo
 
|damage=6, 3 x 3 '''+4''', 15''' +6''' (30) ('''40''')
{{AbilityInfo2
|startup=31F
|ver1=Normal
|type=Physical
|damage1='''30''' (6, 3x3, 15)
|priority=Melee Mid (1st hit) <br>Melee Low (other hits)
|startup1=31F
|ex=30
|type1=Physical
|effect=Wall Rush
|priority1=Melee Mid (1st hit)<br>Melee Low (others)
|ex1=30
|effect1=Wall Rush
|cancels1=Dodge
|asthit1=
|gametext=[Mid] Hurl shield and charge. <br>Instantly close in on opponent.
|level=4
|ap=90
|cp=30 (15)
|cp=30 (15)
|ver2=EX Mode
|damage2='''40''' (6, 3x3 <span class="text-color-orange">+4</span>, 15 <span class="text-color-orange">+6</span>)
|startup2=31F
|type2=Physical
|priority2=Melee Mid (1st hit)<br>Melee Low (others)
|ex2=30
|effect2=Wall Rush<br>Block (Ranged Low)
|cancels2=Dodge
|asthit2=
|image=https://dissidia.wiki/images/7/7f/Brv_wol_sword_thrust.jpeg
|image=https://dissidia.wiki/images/7/7f/Brv_wol_sword_thrust.jpeg
|imgpos=
|imgpos=
|cancels=Dodge
|asthit=
|level=4
|ap=90
|gametext=[Mid]] Hurl shield and charge. <br>Instantly close in on opponent.
}}
}}


Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a shield first, which is melee mid priority. If it hits, a follow-up can be done with Circle {{pspcir}}. The shield can stagger regular blocks, which lets Warrior of Light follow up with the sword thrust itself. Because of this, Sword Thrust works as a {{keyword|mixup|mixup=1}} against blocks.
Warrior of Light moves forward even if it misses. This can catch ground dodges, but it's risky and difficult to do consistently. Sword Thrust is {{keyword|reactable|reactable=1}} at 31 frames and it has long {{keyword|recovery|recovery=1}}. Since Warrior of Light commits to the charge even on {{keyword|whiff|whiff=1}}, it takes a while before he can dodge out of it. The move also cannot {{keyword|anti-air|anti-air=1}} opponents, so its uses are more limited compared to Ascension.
If Sword Thrust hits, Warrior of Light can combo into assist with wall rush. He can also not do the follow-up, and still get assist if wall is not nearby.


|-|Red Fang=
|-|Red Fang=
{{AbilityInfo
{{AbilityInfo
|damage=15
|damage='''15'''
|startup=41F
|startup=41F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=-
|effect=Block <br>(Ranged Low, EX Mode)
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/5/56/Brv_wol_red_fang.jpeg
|image=https://dissidia.wiki/images/5/56/Brv_wol_red_fang.jpeg
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}}
}}


Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light's bravery projectiles, from wall to wall in Order's Sanctuary. Due to its low priority and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in {{keyword|neutral|neutral=1}} and lead to more practical combos on hit.


|-|Blue Fang=
|-|Blue Fang=
{{AbilityInfo
{{AbilityInfo
|damage=each (7)
|damage='''7''' each
|startup=41F
|startup=41F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=-
|effect=Block <br>(Ranged Low, EX Mode)
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/9/90/Brv_wol_blue_fang.jpeg
|image=https://dissidia.wiki/images/9/90/Brv_wol_blue_fang.jpeg
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}}
}}


Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as {{012lag}}'s Electro Shield and {{012ulti}}'s charged Knight's Lance. Each projectile has short {{keyword|hit stun|hitstun=1}}, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to {{keyword|convert|conversion=1}} any hits into a combo at all.
Blue Fang's main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because the projectiles spawn near the opponent's location. And since the projectiles travel at different angles, they can potentially hit behind opponent's back as well, ignoring block. Due to projectiles' upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It's roughly 30-40 % of Order's Sanctuary's length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.
Overall, Blue Fang has niche utility. It's not his staple projectile on the ground, but it has some potential in Ultimecia {{keyword|matchup|matchup=1}} on low ceiling stages, such as Pandaemonium - Top Floor.


|-|White Fang=
|-|White Fang=
{{AbilityInfo
{{AbilityInfo
|damage=each (6)
|damage='''6''' each
|startup=47F
|startup=47F
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=-
|effect=Block <br>(Ranged Low, EX Mode)
|cp=30 (15)
|cp=30 (15)
|image=https://dissidia.wiki/images/2/2f/Brv_wol_white_fang.jpeg
|image=https://dissidia.wiki/images/2/2f/Brv_wol_white_fang.jpeg
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}}
}}


White Fang is a group of advancing lightning bolts. It's Warrior of Light's go-to projectile on the ground for pressure and assist combo extensions. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light is actionable shortly after casting White Fang. The remaining projectiles stay {{keyword|active|active=1}} even if the first bolt is destroyed. Each bolt also has decent {{keyword|hit stun|hitstun=1}} if they connect. This means, that Warrior of Light can use White Fang to occupy space and cover him while he is approaching. If the opponent gets hit by any bolts, Warrior of Light can follow up with any melee attack, including Ascension.
This makes Warrior of Light's approaches safer in {{keyword|neutral|neutral=1}}. The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won't dash through and hit him.


|-|Dayflash (Ground)=
|-|Dayflash (Ground)=
{{AbilityInfo
 
|damage=3'''+4''', 4''' +4''', 15''' +6''' (22) ('''36''')
{{AbilityInfo2
|startup=13F
|ver1=Normal
|type=Physical
|damage1='''22''' (3, 4, 15)
|priority=Melee Low
|startup1=13F
|ex=90
|type1=Physical
|effect=Chase
|priority1=Melee Low
|ex1=90
|effect1=Chase
|cancels1=Dodge, <br>Block & Attack ({{keyword|Whiff|whiff=1}})
|asthit1=
|gametext=[Close] Fast horizontal slice. <br>Low power, quick strike.
|level=1
|ap=90
|cp=30 (15)
|cp=30 (15)
|ver2=EX Mode
|damage2='''36''' (3 <span class="text-color-orange">+4</span>, 4 <span class="text-color-orange">+4</span>, 15 <span class="text-color-orange">+6</span>)
|startup2=13F
|type2=Physical
|priority2=Melee Low
|ex2=90
|effect2=Chase <br>Block (Ranged Low)
|cancels2=Dodge, <br>Block & Attack ({{keyword|Whiff|whiff=1}})
|asthit2=
|image=https://dissidia.wiki/images/4/43/Brv_wol_dayflash_g.jpeg
|image=https://dissidia.wiki/images/4/43/Brv_wol_dayflash_g.jpeg
|imgpos=70%
|imgpos=70%
|cancels=Dodge, Block, Attack
|asthit=
|level=1
|ap=90
|gametext=[Close] Fast horizontal slice. <br>Low power, quick strike.
}}
}}


Dayflash is Warrior of Light's main {{keyword|poke|poke=1}}. It is fast, generates good 90 EX and works as an assist combo starter. It can be {{keyword|whiffed|whiff=1}} safely to build assist gauge due to its short {{keyword|recovery|recovery=1}} and multiple {{keyword|cancel|cancel=1}} options. Warrior of Light can {{keyword|mixup|mixup=1}} with dodges, blocks or other attacks, including another Dayflash.
On hit, Warrior of Light can perform two follow-up slashes with Circle {{pspcir}} if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for {{keyword|hit confirming|hitconfirm=1}} assist combos. The last hit leads to Chase. The low {{keyword|knockback|knockback=1}} angle and long chase prompt let Warrior of Light do {{keyword|empty chase|emptychase=1}} to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend a combo with Dayflash empty chase to use assist again if he has full gauge.
When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as important and good in most aspects.


</tabber>
</tabber>
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<tabber>
<tabber>
|-|Crossover=
|-|Crossover=
{{AbilityInfo
 
|damage=5, 5, 10''' +4''', 20''' +6''' (40) ('''50''')
{{AbilityInfo2
|startup=23F
|ver1=Normal
|type=Physical
|damage1='''40''' (5, 5, 10, 20)
|priority=Melee Low
|startup1=23F
|ex=90
|type1=Physical
|effect=Chase, Wall Rush
|priority1=Melee Low
|ex1=90
|effect1=Chase, Wall Rush
|cancels1=Dodge
|asthit1=
|gametext=[Close] Spinning approach and <br>thrust opponent upwards.
|level=1
|ap=120
|cp=30 (15)
|cp=30 (15)
|ver2=EX Mode
|damage2='''50''' (5, 5, 10 <span class="text-color-orange">+4</span>, 20 <span class="text-color-orange">+6</span>)
|startup2=23F
|type2=Physical
|priority2=Melee Low
|ex2=90
|effect2=Chase, Wall Rush <br>Block (Ranged Low)
|cancels2=Dodge
|asthit2=
|image=https://dissidia.wiki/images/3/3a/Brv_wol_crossover.jpeg
|image=https://dissidia.wiki/images/3/3a/Brv_wol_crossover.jpeg
|imgpos=
|imgpos=
|cancels=Dodge
|asthit=
|level=1
|ap=120
|gametext=[Close] Spinning approach and <br>thrust opponent upwards.
}}
}}


Crossover is Warrior of Light's advancing bravery with an {{keyword|HP link|hplink=1}}. Similar to Ascension on the ground, Crossover is the highest damaging bravery in the aerial category. Warrior of Light can follow up with an upward thrust by pressing Circle {{pspcir}}, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily cause wall rush at medium heights. With wall rush, chase can be done at a specific distance from ceiling to make {{keyword|empty chase|emptychase=1}} safe against Recovery Attack, but he needs assist to follow up afterwards.
Crossover is used for its lateral reach and damage. Since Warrior of Light finishes this move before doing the Rune Saber HP link, its damage potential is good even without ceiling. The {{keyword|startup|startup=1}} is borderline {{keyword|reactable|reactable=1}} though, and Warrior of Light stays in the animation for roughly a second before he can {{keyword|dodge cancel|dc=1}} out of it. That makes it more dangerous to {{keyword|whiff|whiff=1}} in {{keyword|neutral|neutral=1}}. It's reliable as a post-block punisher and can do even more damage with critical hits.


|-|Rising Buckler=
|-|Rising Buckler=
{{AbilityInfo
 
|damage=2 x 4''' +6''', 6, 16''' +6''' (30) ('''42''')
{{AbilityInfo2
|startup=25F
|ver1=Normal
|type=Physical
|damage1='''30''' (2x4, 6, 16)
|priority=Melee Low
|startup1=25F
|ex=30
|type1=Physical
|effect=Wall Rush
|priority1=Melee Low
|ex1=30
|effect1=Wall Rush
|cancels1=Dodge
|asthit1=
|gametext=Upward swing, snagging foe with shield. <br>Useful from below.
|level=15
|ap=150
|cp=30 (15)
|cp=30 (15)
|ver2=EX Mode
|damage2='''42''' (2x4 <span class="text-color-orange">+6</span>, 6, 16 <span class="text-color-orange">+6</span>)
|startup2=25F
|type2=Physical
|priority2=Melee Low
|ex2=30
|effect2=Wall Rush <br>Block (Ranged Low)
|cancels2=Dodge
|asthit2=
|image=https://dissidia.wiki/images/b/b1/Brv_wol_rising_buckler.jpeg
|image=https://dissidia.wiki/images/b/b1/Brv_wol_rising_buckler.jpeg
|imgpos=
|imgpos=
|cancels=Dodge
|asthit=
|level=15
|ap=150
|gametext=Upward swing, snagging foe with shield. <br>Useful from below.
}}
}}


Rising Buckler is a {{keyword|punish|punish=1}} tool against opponents who are above Warrior of Light. Warrior of Light throws a shield to pull opponent in, and knocks them behind him at a downward angle. Rising Buckler has good base damage and it can wall rush, but its main appeal is the vertical reach and Bitter End {{keyword|HP link|hplink=1}}. Rising Buckler has good upward reach with movement and the {{keyword|disjointed|disjoint=1}} shield. Thanks to Bitter End, Warrior of Light gets HP damage off of single mistakes, whether it's from {{keyword|whiffs|whiff=1}} or block staggers. The upward {{keyword|tracking|tracking=1}} also makes it consistent for certain follow-ups, namely from Kuja and Sephiroth assists.
Rising Buckler works effectively as a punish move, but it's not without risk. It is {{keyword|reactable|reactable=1}} to due to its 25-frame {{keyword|startup|startup=1}} and distinct audio cue. This is also Warrior of Light's primary upward attack in the air. That makes Rising Buckler more predictable in the {{keyword|neutral|neutral=1}}, as it has a hard time hitting from other angles. Unlike Crossover, Rising Buckler does not finish the attack before the HP link. That cuts the move's bravery damage in half, though the HP link equalizes it.
Warrior of Light can has a functionally similar move for downward angles, Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler can be useful in some air oriented {{keyword|matchups|matchup=1}}, such as {{012seph}} and {{012kuja}}.


|-|Shield Strike=
|-|Shield Strike=
{{AbilityInfo
 
|damage=2 x 4''' +6''', 6, 16''' +6''' (30) ('''42''')
{{AbilityInfo2
|startup=25F
|ver1=Normal
|type=Physical
|damage1='''30''' (2x4, 6, 16)
|priority=Melee Low
|startup1=25F
|ex=30
|type1=Physical
|effect=Wall Rush
|priority1=Melee Low
|ex1=30
|effect1=Wall Rush
|cancels1=Dodge
|asthit1=
|gametext=Downward attack, scooping foe with shield. <br>Useful from above.
|level=1
|ap=200
|cp=30 (15)
|cp=30 (15)
|ver2=EX Mode
|damage2='''42''' (2x4 <span class="text-color-orange">+6</span>, 6, 16 <span class="text-color-orange">+6</span>)
|startup2=25F
|type2=Physical
|priority2=Melee Low
|ex2=30
|effect2=Wall Rush <br>Block (Ranged Low)
|cancels2=Dodge
|asthit2=
|image=https://dissidia.wiki/images/b/b2/Brv_wol_shield_strike.jpeg
|image=https://dissidia.wiki/images/b/b2/Brv_wol_shield_strike.jpeg
|imgpos=
|imgpos=
|cancels=Dodge
|asthit=
|level=1
|ap=200
|gametext=Downward attack, scooping foe with shield. <br>Useful from above.
}}
}}


Shield Strike is almost identical to Rising Buckler, but with one key difference; It hits below Warrior of Light instead. On hit, Warrior of Light knocks opponent behind him at an upward angle. Just like Rising Buckler, Shield Strike can {{keyword|cancel|cancel=1}} into Bitter End for HP damage. The bravery damage is also the same.
This is a good {{keyword|punish|punish=1}} tool in {{keyword|air-to-ground|air-to-ground=1}} situations, and after LV2 Assist Change staggers. As such, Shield Strike has good coverage against many close-range characters who use melee attacks. Since this is Warrior of Light's primary downward attack, it also makes it more telegraphed. It's great when used cautiously, but carries a lot of risk if it {{keyword|whiffs|whiff=1}}. Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.


|-|Dayflash (midair)=
|-|Dayflash (midair)=
{{AbilityInfo
 
|damage=3''' +4''', 4''' +4''', 15''' +6''' (22) ('''36''')
{{AbilityInfo2
|startup=15F
|ver1=Normal
|type=Physical
|damage1='''22''' (3, 4, 15)
|priority=Melee Low
|startup1=15F
|ex=90
|type1=Physical
|effect=Chase
|priority1=Melee Low
|ex1=90
|effect1=Chase
|cancels1=Dodge, <br>Block & Attack ({{keyword|Whiff|whiff=1}})
|asthit1=
|gametext=[Close] Fast horizontal slice. <br>Low power, quick strike.
|level=25
|ap=90
|cp=30 (15)
|cp=30 (15)
|ver2=EX Mode
|damage2='''36''' (3 <span class="text-color-orange">+4</span>, 4 <span class="text-color-orange">+4</span>, 15 <span class="text-color-orange">+6</span>)
|startup2=15F
|type2=Physical
|priority2=Melee Low
|ex2=90
|effect2=Chase <br>Block (Ranged Low)
|cancels2=Dodge, <br>Block & Attack ({{keyword|Whiff|whiff=1}})
|asthit2=
|image=https://dissidia.wiki/images/5/5b/Brv_wol_dayflash_a.jpeg
|image=https://dissidia.wiki/images/5/5b/Brv_wol_dayflash_a.jpeg
|imgpos=
|imgpos=
|cancels=Dodge, Block, Attack
|asthit=
|level=25
|ap=90
|gametext=[Close] Fast horizontal slice. <br>Low power, quick strike.
}}
}}


Dayflash's aerial version is essential for Warrior of Light. It's very similar to ground version in many aspects, including damage, {{keyword|hit confirmable|hitconfirm=1}} follow-ups and safety as a {{keyword|poke|poke=1}}. It's reliable for starting assist combos and it generates 90 EX when completed. Because fights often happen in the air, Warrior of Light relies on this move a lot to function.
The {{keyword|startup|startup=1}} is slightly slower than ground Dayflash (15 frames instead of 13), but it's still unreactable. The {{keyword|recovery|recovery=1}} is short as well, which Warrior of Light can use to build assist gauge on whiff. He can also {{keyword|cancel|cancel=1}} Dayflash into other attacks on whiff as a {{keyword|mixup|mixup=1}} against aggressive opponents, such as Shield of Light. The {{keyword|hitbox|hitbox=1}} goes low enough where it can still hit grounded opponents, so Dayflash also works as an {{keyword|air-to-ground|air-to-ground=1}} move.
Most of Warrior of Light's attacks are slower, telegraphed moves with long recovery and higher damage potential. Aerial Dayflash is the opposite; It's the only high speed move Warrior of Light can consistently threaten with in close-range. It also lacks any {{keyword|HP links|hplink=1}}, so assist is needed to do HP damage. This is Warrior of Light's lowest damaging move in comparison to his other moves, but it's also the safest with least risk. It's a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.


</tabber>
</tabber>
Line 272: Line 394:
}}
}}


wol becomes airborne


|-|Shining Wave=
|-|Shining Wave=
Line 352: Line 475:
|gametext=[Close] Fire force blast from shield. <br>Hurls foe while blocking.
|gametext=[Close] Fire force blast from shield. <br>Hurls foe while blocking.
}}
}}


|-|Radiant Sword=
|-|Radiant Sword=

Revision as of 08:34, 19 June 2025


Warrior of Light
General Starter Guide Combos Strategy Frame Data
Matchups Builds Match Videos Gallery Resources




Info
Name Warrior of Light
Original game Final Fantasy
Base ATK (LV100) 110 (Average)
Base DEF (LV100) 113 (Very High, +10 during EX Mode)
Run Speed 6 (Average / Good)
Dash Speed 77 (Average / Good)
Fall Speed 87 (Average)
Fall Speed Ratio After Dodge 40 (Average)
Fastest BRV 13F (Dayflash ground)
Fastest HP 51F (Shining Wave)
1-Hit HP Yes (Multiple)
HP Links Yes
Command Block Shield of Light
Weapon Axes, Daggers, Greatswords, Katanas, Swords
Armor Chestplates, Gauntlets, Heavy Armor, Helms,
Large Shields, Light Armor, Shields
Exclusive weapons Flame Sword, Braveheart, Barbarian's Sword
Unlock Default
Alignment Cosmos
Voice Actor (JP) Toshihiko Seki
Voice Actor (ENG) Grant George


Overview

Warrior of Light is a close range fighter who operates as an all-rounder. He represents a standard-fare fighting style with quick Dayflash pokes, committal gap closers and midrange projectiles. His standard mobility lets him create offense and defense as needed, and once he gets an opening, his HP links can deal good damage. Warrior of Light's damage output is supported by high base bravery builds, HP wall rush and assist combos. He works well with many assists and his combo routes are consistent in most positions. Thanks to his high coverage with HP links such as Shield Strike / Rising Buckler > Bitter End, Warrior of Light can punish effectively from most angles.

As an all-rounder, Warrior of Light works with a variety of builds, including EX and Side by Side accessory_special.png. His standout traits are defensively oriented; He has very high base DEF stat, which is greatly amplified in EX Mode. He also has an advancing frame 1 command block in Shield of Light, which is a 1-hit HP that wall rushes. This is not common in the game. It makes Warrior of Light's dodges safer and beating low priority attacks with long active frames easier.

Warrior of Light can struggle against lingering projectiles due to risky disjoints. His projectiles are serviceable, but often low reward at a distance. The reliance on HP links makes Warrior of Light susceptible to punishes after LV1 Assist Change. He has safer options at the cost of damage. His air dodge has an average fall speed ratio, so he has to protect himself with Shield of Light occasionally to stay safe. While this is a powerful option, it is also high commitment and vulnerable if it misses.

In competitive play, Warrior of Light has been usually ranked at high tier. His fundamentally good moveset and stats lend to a consistent playstyle that adheres to the metagame.

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



Bravery Attacks

Ground

Normal EX Mode
Base Damage 40 (4, 5, 11, 20) 54 (4 +5, 5 +4, 11, 20 +6)
Startup Frame 15F 15F
Damage Type Physical Physical
Priority Melee Low Melee Low
EX Force 90 90
Effects Chase, Wall Rush Chase, Wall Rush,
Block (Ranged Low)
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Throw shield to
hurl opponent upwards.
Unlocked at
level 19
Mastered at
120 AP


Ascension is a close-range combo move that's used in punishes, ground solo combos and occasional approaches. Two follow-ups can be done with Circle ddff-icon-button-circle.png, which ends with a rising thrust. A Chase prompt appears afterwards, but if opponent is near ceiling, it will wall rush instead. Ascension is well suited for punishing grounded and airborne opponents. The initial shield is fast at 15 frames, and it anti-airs. It also has decent active frames.

Ascension leads to Rune Saber HP link at the end, so Warrior of Light doesn't rely on assist for HP damage. This is good for damage overall, because Ascension's base damage is quite high at 40. Warrior of Light can always finish Ascension and then do Rune Saber from below if he deems it appropriate.

This move has average recovery, which is enough to put Warrior of Light at risk on whiff. It's a good

Normal EX Mode
Base Damage 30 (6, 3x3, 15) 40 (6, 3x3 +4, 15 +6)
Startup Frame 31F 31F
Damage Type Physical Physical
Priority Melee Mid (1st hit)
Melee Low (others)
Melee Mid (1st hit)
Melee Low (others)
EX Force 30 30
Effects Wall Rush Wall Rush
Block (Ranged Low)
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Hurl shield and charge.
Instantly close in on opponent.
Unlocked at
level 4
Mastered at
90 AP


Sword Thrust is a committal gap closer that moves towards opponent. Warrior of Light throws a shield first, which is melee mid priority. If it hits, a follow-up can be done with Circle ddff-icon-button-circle.png. The shield can stagger regular blocks, which lets Warrior of Light follow up with the sword thrust itself. Because of this, Sword Thrust works as a mixup against blocks.

Warrior of Light moves forward even if it misses. This can catch ground dodges, but it's risky and difficult to do consistently. Sword Thrust is reactable at 31 frames and it has long recovery. Since Warrior of Light commits to the charge even on whiff, it takes a while before he can dodge out of it. The move also cannot anti-air opponents, so its uses are more limited compared to Ascension.

If Sword Thrust hits, Warrior of Light can combo into assist with wall rush. He can also not do the follow-up, and still get assist if wall is not nearby.

Base Damage 15
Startup Frame 41F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects Block
(Ranged Low, EX Mode)
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Shoot high-speed fireball
towards opponent.
Unlocked at
level 32
Mastered at
90 AP


Red Fang is a fast single hit projectile. It travels the longest distance out of Warrior of Light's bravery projectiles, from wall to wall in Order's Sanctuary. Due to its low priority and low reward on hit, it is not commonly used in competitive play. His other projectiles have more utility in neutral and lead to more practical combos on hit.

Base Damage 7 each
Startup Frame 41F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects Block
(Ranged Low, EX Mode)
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Chunks of ice slowly
descend on opponent.
Unlocked at
level 1
Mastered at
90 AP


Blue Fang is a group of midrange projectiles that strike from above. Their travel speed is slow, but they can hit characters hiding behind their projectiles, such as Laguna's Electro Shield and Ultimecia's charged Knight's Lance. Each projectile has short hit stun, but they can hit one after another. This is not very consistent for combo purposes, and it can be challenging to convert any hits into a combo at all.

Blue Fang's main utility is in keeping ranged opponents in check. In terms of midrange presence, Blue Fang is one of the fastest. This is because the projectiles spawn near the opponent's location. And since the projectiles travel at different angles, they can potentially hit behind opponent's back as well, ignoring block. Due to projectiles' upward spawning position, Blue Fang is not well suited for close-range either offensively or defensively. Blue Fang also has a maximum range for its spawn position. It's roughly 30-40 % of Order's Sanctuary's length horizontally and vertically. The projectiles can cover more distance as they move to make up for this. The projectiles are Ranged Low priority, so they lose to dashes and melee attacks even if they make contact. The bravery damage is low as well.

Overall, Blue Fang has niche utility. It's not his staple projectile on the ground, but it has some potential in Ultimecia matchup on low ceiling stages, such as Pandaemonium - Top Floor.

Base Damage 6 each
Startup Frame 47F
Damage Type Magical
Priority Ranged Low
EX Force 0
Effects Block
(Ranged Low, EX Mode)
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Call down lightning bolts
that slowly close in on foe.
Unlocked at
level 8
Mastered at
90 AP


White Fang is a group of advancing lightning bolts. It's Warrior of Light's go-to projectile on the ground for pressure and assist combo extensions. The Ranged Low priority still loses to dashes, blocks and melee attacks, but it has enough utility to make up for it. Warrior of Light is actionable shortly after casting White Fang. The remaining projectiles stay active even if the first bolt is destroyed. Each bolt also has decent hit stun if they connect. This means, that Warrior of Light can use White Fang to occupy space and cover him while he is approaching. If the opponent gets hit by any bolts, Warrior of Light can follow up with any melee attack, including Ascension.

This makes Warrior of Light's approaches safer in neutral. The projectiles travel at medium speed, but only remain active for roughly 1.7 seconds. As a result, their maximum uptime and travel distance are shorter compared to other projectiles. White Fang is far more practical in competitive play for offense, though. The projectiles are homing, but they adjust slowly to sharp vertical angles. White Fang works against aerial opponents at a low diagonal angle, but Warrior of Light needs to make sure the opponent won't dash through and hit him.

Normal EX Mode
Base Damage 22 (3, 4, 15) 36 (3 +4, 4 +4, 15 +6)
Startup Frame 13F 13F
Damage Type Physical Physical
Priority Melee Low Melee Low
EX Force 90 90
Effects Chase Chase
Block (Ranged Low)
Cancels Dodge,
Block & Attack (Whiff)
Dodge,
Block & Attack (Whiff)
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Fast horizontal slice.
Low power, quick strike.
Unlocked at
level 1
Mastered at
90 AP


Dayflash is Warrior of Light's main poke. It is fast, generates good 90 EX and works as an assist combo starter. It can be whiffed safely to build assist gauge due to its short recovery and multiple cancel options. Warrior of Light can mixup with dodges, blocks or other attacks, including another Dayflash.

On hit, Warrior of Light can perform two follow-up slashes with Circle ddff-icon-button-circle.png if the first hit connects. This 3-hit combo has a relatively long input window, which makes it good for hit confirming assist combos. The last hit leads to Chase. The low knockback angle and long chase prompt let Warrior of Light do empty chase to force a grounded wall rush. This is good for getting all EX Force on the field, but also for starting assist combos. And if Warrior of Light already used assist beforehand, he can extend a combo with Dayflash empty chase to use assist again if he has full gauge.

When used appropriately, Dayflash can control the pace of a match without high risk. It is a staple move for Warrior of Light in competitive play. Its aerial version is just as important and good in most aspects.

Aerial

Certain attacks inflict additional damage in EX mode. This additional damage is indicated with a + and in bold.

Normal EX Mode
Base Damage 40 (5, 5, 10, 20) 50 (5, 5, 10 +4, 20 +6)
Startup Frame 23F 23F
Damage Type Physical Physical
Priority Melee Low Melee Low
EX Force 90 90
Effects Chase, Wall Rush Chase, Wall Rush
Block (Ranged Low)
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Spinning approach and
thrust opponent upwards.
Unlocked at
level 1
Mastered at
120 AP


Crossover is Warrior of Light's advancing bravery with an HP link. Similar to Ascension on the ground, Crossover is the highest damaging bravery in the aerial category. Warrior of Light can follow up with an upward thrust by pressing Circle ddff-icon-button-circle.png, which causes chase. If opponent is near ceiling, it can wall rush instead. The thrust has high upward knockback, which can easily cause wall rush at medium heights. With wall rush, chase can be done at a specific distance from ceiling to make empty chase safe against Recovery Attack, but he needs assist to follow up afterwards.

Crossover is used for its lateral reach and damage. Since Warrior of Light finishes this move before doing the Rune Saber HP link, its damage potential is good even without ceiling. The startup is borderline reactable though, and Warrior of Light stays in the animation for roughly a second before he can dodge cancel out of it. That makes it more dangerous to whiff in neutral. It's reliable as a post-block punisher and can do even more damage with critical hits.

Normal EX Mode
Base Damage 30 (2x4, 6, 16) 42 (2x4 +6, 6, 16 +6)
Startup Frame 25F 25F
Damage Type Physical Physical
Priority Melee Low Melee Low
EX Force 30 30
Effects Wall Rush Wall Rush
Block (Ranged Low)
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
Upward swing, snagging foe with shield.
Useful from below.
Unlocked at
level 15
Mastered at
150 AP


Rising Buckler is a punish tool against opponents who are above Warrior of Light. Warrior of Light throws a shield to pull opponent in, and knocks them behind him at a downward angle. Rising Buckler has good base damage and it can wall rush, but its main appeal is the vertical reach and Bitter End HP link. Rising Buckler has good upward reach with movement and the disjointed shield. Thanks to Bitter End, Warrior of Light gets HP damage off of single mistakes, whether it's from whiffs or block staggers. The upward tracking also makes it consistent for certain follow-ups, namely from Kuja and Sephiroth assists.

Rising Buckler works effectively as a punish move, but it's not without risk. It is reactable to due to its 25-frame startup and distinct audio cue. This is also Warrior of Light's primary upward attack in the air. That makes Rising Buckler more predictable in the neutral, as it has a hard time hitting from other angles. Unlike Crossover, Rising Buckler does not finish the attack before the HP link. That cuts the move's bravery damage in half, though the HP link equalizes it.

Warrior of Light can has a functionally similar move for downward angles, Shield Strike. He can use both attacks to have high vertical coverage, but he does not always need both. Rising Buckler can be useful in some air oriented matchups, such as Sephiroth and Kuja.

Normal EX Mode
Base Damage 30 (2x4, 6, 16) 42 (2x4 +6, 6, 16 +6)
Startup Frame 25F 25F
Damage Type Physical Physical
Priority Melee Low Melee Low
EX Force 30 30
Effects Wall Rush Wall Rush
Block (Ranged Low)
Cancels Dodge Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
Downward attack, scooping foe with shield.
Useful from above.
Unlocked at
level 1
Mastered at
200 AP


Shield Strike is almost identical to Rising Buckler, but with one key difference; It hits below Warrior of Light instead. On hit, Warrior of Light knocks opponent behind him at an upward angle. Just like Rising Buckler, Shield Strike can cancel into Bitter End for HP damage. The bravery damage is also the same.

This is a good punish tool in air-to-ground situations, and after LV2 Assist Change staggers. As such, Shield Strike has good coverage against many close-range characters who use melee attacks. Since this is Warrior of Light's primary downward attack, it also makes it more telegraphed. It's great when used cautiously, but carries a lot of risk if it whiffs. Warrior of Light does not move far if he is not above opponent, but the shield does hit in front of Warrior of Light. That lets him combo into HP after Sephiroth assist, who is one of his strongest assists.

Normal EX Mode
Base Damage 22 (3, 4, 15) 36 (3 +4, 4 +4, 15 +6)
Startup Frame 15F 15F
Damage Type Physical Physical
Priority Melee Low Melee Low
EX Force 90 90
Effects Chase Chase
Block (Ranged Low)
Cancels Dodge,
Block & Attack (Whiff)
Dodge,
Block & Attack (Whiff)
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Fast horizontal slice.
Low power, quick strike.
Unlocked at
level 25
Mastered at
90 AP


Dayflash's aerial version is essential for Warrior of Light. It's very similar to ground version in many aspects, including damage, hit confirmable follow-ups and safety as a poke. It's reliable for starting assist combos and it generates 90 EX when completed. Because fights often happen in the air, Warrior of Light relies on this move a lot to function.

The startup is slightly slower than ground Dayflash (15 frames instead of 13), but it's still unreactable. The recovery is short as well, which Warrior of Light can use to build assist gauge on whiff. He can also cancel Dayflash into other attacks on whiff as a mixup against aggressive opponents, such as Shield of Light. The hitbox goes low enough where it can still hit grounded opponents, so Dayflash also works as an air-to-ground move.

Most of Warrior of Light's attacks are slower, telegraphed moves with long recovery and higher damage potential. Aerial Dayflash is the opposite; It's the only high speed move Warrior of Light can consistently threaten with in close-range. It also lacks any HP links, so assist is needed to do HP damage. This is Warrior of Light's lowest damaging move in comparison to his other moves, but it's also the safest with least risk. It's a staple for him in competitive play, and his longevity hinges on how well he can utilize Dayflash.

HP Attacks

Ground

Base Damage -
Startup Frame 53F (Block from 1F to 53F)
Damage Type -
Priority Melee High, Block Mid
EX Force 0
Effects Block, Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Fire force blast from shield.
Hurls foe while blocking.
Unlocked at
level 22
Mastered at
130 AP


wol becomes airborne

Base Damage -
Startup Frame 51F
Damage Type -
Priority Melee High (blade)
Ranged High (light pillar)
EX Force each 60
Effects -
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Mid] Shoot pillars of light.
Homes in on opponent.
Unlocked at
level 1
Mastered at
130 AP

Base Damage 4 x 3, 8 (20)
Startup Frame 41F
Damage Type Physical
Priority Melee High
EX Force 30
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Deft shieldwork.
Effective against any height.
Unlocked at
level 28
Mastered at
130 AP

Base Damage 2 x 3, 4 (10) / +Preceding BRV = (50)
Startup Frame ?
Damage Type Magical
Priority Melee High (?)
EX Force 0
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
Branching from Ascension
[Combo] Light beam pierces foe.
Unlocked at
level
Mastered at
130 AP

Aerial

Base Damage -
Startup Frame 53F (Block from 1F to 53F)
Damage Type -
Priority Melee High, Block Mid
EX Force 0
Effects Block, Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Close] Fire force blast from shield.
Hurls foe while blocking.
Unlocked at
level 1
Mastered at
130 AP

Base Damage -
Startup Frame 77F
Damage Type -
Priority Ranged High
EX Force 0
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
[Long] Fire blades of light from seal.
Blades weakly track foe.
Unlocked at
level 13
Mastered at
130 AP

Base Damage 2 x 3, 4 (10) / +Preceding BRV = (50)
Startup Frame ??
Damage Type Magical
Priority Melee High (?)
EX Force 0
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
Branching from Crossover
[Combo] Light beam pierces foe.
Unlocked at
level
Mastered at
130 AP

Base Damage 2 x 6, 3 (15)/+Preceding BRV = (29)
Startup Frame ??
Damage Type Physical
Priority Melee High (?)
EX Force 0
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
Branching from Rising Buckler
[Combo] Deft bladework.
Unlocked at
level
Mastered at
130 AP

Base Damage 2 x 6, 3 (15)/+Preceding BRV = (29)
Startup Frame ??
Damage Type Physical
Priority Melee High (?)
EX Force 0
Effects Wall Rush
Cancels Dodge
Assist Gain (Hit)
CP (Mastered) 30 (15)
Branching from Shield Strike
[Combo] Deft bladework.
Unlocked at
level
Mastered at
130 AP

EX Mode: Class Change!

Effects:

  • Regen
  • Critical Boost
  • Mirror Attack
  • Protect
  • Light's Blessing

Warrior of Light's EX Mode comes with plenty of useful effects. He gets a bravery damage increase for his melee braveries, a big damage reduction in +10 base DEF and he block ranged low moves during his own attacks. A solid EX mode all around, though the unique effects may not come into play if it is used to finish a match.

Mirror Attack

[Active while attacking] A wall of light appears while attacking, repelling weak magical attacks.

Warrior of Light can block attacks with Ranged Low priority during his own attack animations.

Protect

[Always active while in EX Mode] An aura of light covers the body, raising defense.

Warrior of Light gets +10 DEF for the duration of his EX mode. That is a huge increase, which can greatly reduce bravery damage taken if Warrior of Light is hit during this time.

Light's Blessing

[Activates when combo hits] Swords of light appear, dealing additional damage.

Each light sword has a damage multiplier of 1.

EX Burst: Oversoul

Sharp, repeated strikes like flashes of light.

ddff-icon-button-dpadup.png ddff-icon-button-dpaddown.png ddff-icon-button-dpadleft.png ddff-icon-button-dpadright.png

Each directional button corresponds to one attack.

Damage multiplier (initial) Damage multiplier (rest) Type
5x3 (15) 10x6, 25 (100 total) Physical


Warrior of Light's EX Burst is a fairly standard one. The base damage for initial hits isn't high, but follow-up hits begin almost immediately, leaving less time for the opponent to raise their DEF.

To complete this EX Burst, Warrior of Light must press the correct button shown on screen six times. The button inputs always require a directional button. Analog stick ddff-icon-analog.png will not work regardless of what the character control option is set to. If Warrior of Light does not press the correct button within a short time, or presses a wrong button, he will end EX Burst early. Regardless of how well this EX Burst is done, Warrior of Light always finishes with a slash that has decent 25 base damage.

Combos

Solo

Assist

Builds

Builds here.

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

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


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

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

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


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

Assist

Warrior of Light's assist data.

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Sword Thrust 31F Ground Opponent 6, 3 x 5, 15 (30) Wall Rush
BRV Rising Buckler 25F Air Opponent 2 x 4, 6, 16 (30) Wall Rush
HP Shining Wave 53F Ground Player - Chase
HP Shield of Light 51F Air Opponent - Block, Wall Rush


Warrior of Light works well with most tournament viable assists.

References


Navigation


Wiki Roadmap (012 Warrior of Light)

Please edit this page's roadmap template when relevant additions and changes are made.

16,28 % done

   


Page Completed In progress To-do Score
General Added images for attacks. 14 / 86
Pros / Cons Done. Only adjust if necessary. 2 / ?
Overview / Character Data Write overview. 1 / 2
Bravery Attacks Ability info and images added. Write overviews. 3 / 5
HP Attacks Ability info and images added. Write overviews. 3 / 5
EX Mode Ok. Add more detailed info about Light's Blessing. 3 / 3
Combos Add solo and assist combos. Use Cloud's page as an example. 0 / 7
Builds 1 example build. Add more builds for brv boost on dodge, Side by Side etc. 1 / 10
Assist Assist data added. Add common viable assists and an overview for them and the character when used as an assist. 1 / 3
Matchups Create the page, add matchup analysis and tips against every character. 0 / 32
Frame Data Create the page. 0 / 1
Starter Guide Create the page. A concise PvP guide with core concepts and bare essentials explained concisely. Roughly 25 % of character's total page content. 0 / 8
Strategy Create the page and add basic offensive and defensive strategies. Use Jecht and Squall pages as examples. 0 / 10