Configure your character, Pictos, and Luminas to calculate optimal damage.
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Start every battle at Rank S (but cannot be Healed or gain Shields); +20% damage per consecutive turn without taking damage, up to 5 stacks.
Base Attacks apply 2 Burn stacks per Rank, +1 AP on Rank Up, and up to +300% Burn damage at Rank S. A Burn-stacking powerhouse.
Play again after a Base Attack, +50% Base Attack damage, and Base Attacks give 4 Perfection — extra turns that rapidly build Verso's Rank.
Verso's highest-Power weapon: gain a Rank whenever you apply Mark, Base Attacks Mark enemies, and Marked enemies become Powerless.
Gain Aureole (auto-revive) whenever you reach Rank S, then drop to Rank D; Gradient attacks deal double damage.
Converts spare AP into damage (consume AP above 4 for +50% damage each), applies Burn on Virtuose, and Marks all enemies with cheap skills.
Built around Sciel's Twilight state: Moon Skills extend it, Sun Skills boost its damage, and entering it grants another turn.
Start every battle in Balanced Mask with Powerful applied, and land +30% harder critical hits while in Balanced Mask.
Steals the Shields you break, switches Maelle to Virtuose on breaking any Shield, and breaks all Shields of a Marked enemy on hit.
A crit-focused sword: critical hits with Skills give 2 AP once per turn, and Critical Chance is +50% while in Offensive Stance.
Burns Maelle herself each turn for +10% damage per self-Burn stack; in Defensive Stance she receives Healing instead of Burn damage.
Rewards critical builds: crits grant +1 Perfection and self-heal, and Counterattacks always crit at Lv 20.
Ranks up fast (+1 to all Perfection gain, Base Attacks give 4 Perfection) but can never reach Rank S — pairs with Rank A skills like End Bringer.
Converts all of Verso's Light-damage Skills to Physical damage, boosts them by 20% and makes them cost 1 less AP — great vs Light-resistant late-game enemies.
The element-rotation engine: each Skill cast in a new element adds +20% damage to all other elements (resets on repeating one), and generates Stains for Elemental Genesis turns.
Moon-charge payoff weapon: with a Moon charge active, Moon Skills always critically hit (but damage taken is doubled) and each charge adds +25% damage.
Reverses Monoco's Bestial Wheel order and turns him into an AP battery: upgraded Skills give allies 1 AP, Almighty Mask gives everyone 2 AP.
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50% increased Free Aim damage.
25% increased Critical Chance on Burning enemies.
25% increased Break damage.
+1 AP on successful Parry.
Healing an ally also applies Rush for 1 turn.
+2 AP on applying a Status Effect. Once per turn.
Deal 25% more damage, but take 25% more damage.
Deal 50% more damage if fighting alone.
Play first. Also grants a hidden ×1.1 damage buff while equipped.
30% increased damage on Stunned targets.
25% increased damage on Burning targets.
25% increased damage on full Health.
10% increased damage per Shield Point on self.
50% increased damage on the first hit. Once per battle.
Apply Powerful for 3 turns on battle start.
+15% to the Powerful damage increase.
25% increased Critical Chance on Defenceless enemies.
Deal 50% more damage if Health is below 10%.
30% increased damage, but can't be Healed.
10% increased damage while all allies are alive. Also grants a hidden ×1.1 damage buff while equipped.
5% increased damage per turn. Can stack up to 5 times.
5% increased damage for each consecutive successful Dodge. Can stack up to 10 times.
After a Free Aim hit, Base Attack damage is increased by 50% for 1 turn.
Every AP gain is increased by 1.
Damage can exceed 9,999.
Recovers 10% Health on turn start.
Skills cost 1 less AP.
Base Attack has 1 extra hit.
Every third hit of a Skill deals double damage.
Consume a Healing Tint when falling below 50% Health.
50% damage taken is redirected to other allies (if possible).
Counters deal 100% more damage for each successful Jump Counter this turn.
+5% of a Gradient Charge on Parry.
Base attack applies Slow for 1 turn.
On death, allies gain 25% increased damage until they die.
Start each turn with 4 Barbapapa stacks. Every 5th hit with a Skill deals 600% more damage.
On turn start, consume 3 Gradient Charges (if able) to deal 200% more damage this turn.
Breaks last 1 more turn but the target can't be Broken twice.
On Critical hit, 100% increased damage of the next non-Critical hit.
After shooting 10 times in the same turn, gain +2 AP (once). Following Shots this turn deal 200% more damage.
Base attack consumes up to 100 Burns to deal 10% more damage per Burn consumed.
Using a Healing Skill gives 50% more damage for 1 turn.
25% increased damage until death. 20% decreased damage on death. (Once)
Each successive Skill hit deals 10% more damage.
Gain Rush if fighting alone.
20% chance to gain Rush on Free Aim shot.
Healing Tints also apply Rush.
+1 Shield on being revived.
Immune to Blight.
Immune to Burn.
Immune to Charm.
Immune to Freeze.
Immune to Stun.
Recover 15% Health on Base Attack.
50% increased Base Attack damage.
25% increased Counterattack damage.
50% increased Counterattack damage.
75% increased Counterattack damage.
Kill self on battle start.
Apply Regen for 3 turns on battle start.
Apply Rush for 3 turns on battle start.
Apply Shell for 3 turns on battle start.
+1 Shield if not affected by any Shield on turn start.
Break damage is increased by 50%, but base damage is reduced by 20%.
Base Attack can Break.
25% increased Break damage on Burning enemies.
50% increased Break damage on Counterattack.
Fully charge enemy's Break Bar on death.
50% increased Break damage with Free Aim Shots.
25% increased Break damage against Slowed enemies.
Apply 3 Burn stacks on Breaking a target.
Apply 3 Burn to all enemies on Death.
Apply Burn on hitting a Marked enemy.
20% chance to Burn on Free Aim shot.
+10% of a Gradient Charge on applying a Buff. Once per turn.
+15% of a Gradient Charge on Base Attack.
+20% of a Gradient Charge on applying Burn. Once per turn.
+20% of a Gradient Charge on Counterattack.
+20% of a Gradient Charge on Critical Hit. Once per turn.
+20% of a Gradient Charge on hitting a Marked target. Once per turn.
+5% of a Gradient Charge on hitting a Stunned enemy.
+5% of a Gradient Charge on using an item.
+15% of a Gradient Charge on hitting a Weakness. Once per turn.
Always play twice in a row.
Healing Tints also remove all Status Effects from the target.
On turn start, if no damage taken since last turn, recover 100% Health.
Take 50% less damage, but can't be Healed.
25% increased Break damage on Critical Hits.
50% increased Critical Chance if Health is below 30%.
100% Critical Chance on hitting a Stunned target.
25% increased Critical Chance on Weakness.
+3 AP on killing an enemy.
+3 AP on killing an enemy (also gives a hidden ×1.1 damage buff when equipped).
On Death, deal damage to all enemies.
On receiving damage, consume 1 AP to take 30% less damage, if possible.
Gain 1 AP on Perfect Dodge. Once per turn.
On applying a Burn stack, apply a second one.
Mark requires 1 more hit to be removed.
Consume 1 AP to prevent Status Effects application, if possible.
Double all Heals received.
+2 AP on using an item.
Gain Powerful for 1 turn on Base Attack.
Gain Powerful on Breaking a target.
Gain Powerful if fighting alone.
Healing Tints also apply Powerful.
+2 AP on Healing an ally. Once per turn.
+1 AP on Base Attack.
+3 AP on Breaking a target.
+1 AP on applying Burn. Once per turn.
Dispel the first negative Status Effect received and gain 2 AP.
On death, +4 AP to allies.
+1 AP per Gradient Charge consumed.
On Healing an ally, also give 2 AP.
+1 AP on Jump Counterattack.
No longer gain AP on Parry. +1 AP on getting hit.
Give 2 AP on applying Powerful.
+3 AP to all allies when revived.
Give 2 AP on applying Rush.
Give 2 AP on applying Shell.
20% chance to gain 1 AP on Free Aim shot.
+1 AP on battle start.
+1 AP on hitting a Stunned target with a Skill.
+1 AP on turn start.
Base Attack applies Powerless for 1 turn.
Marked targets deal 30% less damage.
50% increased damage if Exhausted.
Base Attack applies Defenceless for 1 turn.
Apply Defenceless on Break.
Always play twice in a row, but deal 50% less damage.
First hit dealt and taken deals 50% more damage.
Breaking a target doubles its Burn amount.
+50% of a Gradient Charge on Breaking a target.
50% increased Breaking damage with Gradient Attacks.
+25% increased damage with Gradient Attacks.
+15% to Defenceless damage amplification.
+15% to Powerless damage reduction.
+25% Rush Speed increase.
+10% to Shell damage reduction.
+15% to Slow Speed reduction.
Heal 15% HP on applying a buff.
Recover 25% Health on Counterattack.
On death, the rest of the Expedition recover all Health.
Recover 25% Health when attacking a Burning target. Once per turn.
Recover 25% Health on hitting a Marked enemy. Once per turn.
Recover 3% Health on Parry.
Receive 15% of all Heals affecting other characters.
Recover 5% Health on hitting a Stunned target.
Healing Tints also give 1 AP.
30% increased damage until a hit is received.
+3 Shields on Battle Start, but max Health is halved.
Apply Inverted on self for 3 turns on battle start. 50% increased damage while Inverted.
100% Critical Chance while fighting alone.
Each successful Parry increases damage by 5% until end of the following turn. Taking any damage removes this buff.
Burn duration is increased by 2.
On applying Powerful, its duration is increased by 2.
On applying Rush, its duration is increased by 2.
On applying Shell, its duration is increased by 2.
Apply Mark on Break.
20% chance to apply Mark on Free Aim shot.
Convert all Physical damage to Void damage.
+1 AP on Parry, but damage received is doubled.
25% increased Free Aim damage. Free Aim shots ignore Shields.
On every damage dealt, try to consume 1 AP. If successful, increase damage by 20%.
Healing an ally also applies Powerful for 1 turn.
Gain Powerful on hitting a Marked enemy.
Apply Powerful on applying Shell.
Apply Powerful for 3 turns when revived.
20% chance to gain Powerful on Free Aim shot.
Allows Flee to be instantaneous.
Gain Shell for 1 turn on Base Attack.
On death, allies gain Shell.
Healing an ally also applies Shell for 1 turn.
Gain Shell if fighting alone.
20% chance to gain Shell on Free Aim shot.
Healing Tints also apply Shell.
Play again on Breaking a target.
Damage taken is randomly multiplied by a value between 50% and 200%.
Apply Regen for 3 turns when revived.
Play immediately when revived.
Revive Tints also give 3 AP.
+2 AP on dealing damage to a Marked target. Once per turn.
Every hit has a 50% chance to deal either 50% or 200% of its damage.
Apply Rush on applying Powerful.
Apply Powerful when falling below 50% Health.
Apply Rush when falling below 50% Health.
Apply Shell when falling below 50% Health.
Revive with 100% Health. Once per battle.
When healing an ally, also Heal self for 50% of that value.
Apply Shell on applying Rush.
30% increased damage while having Shields, but receiving any damage always removes all Shields.
On death, allies gain 3 Shield points.
Healing Tints also add 2 Shields.
Immediately play when falling below 30% Health. Once per battle.
Apply Slow on Break.
First Free Aim shot each turn deals 200% increased damage and can Break.
+2 Shields when the character's Health falls below 50%. Once per battle.
50% increased Break damage on Base Attack.
50% chance to apply Mark when attacking a Marked target.
Survive fatal damage with 1 Health. Once per battle.
Recover 50% Health on killing an enemy (also gives a hidden ×1.1 damage buff when equipped).
15% increased damage for each Status Effect on self.
Max Health is reduced to 1.
Energy Tints also apply Rush.
+1 AP on hitting an enemy's Weakness. Once per turn.
Higher defense means more damage reduction (simulates a boss's defense)
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