Fighter
Fighter1.pngFighter1c.pngFighter2.pngFighter2c.png
Fighter3.pngFighter3c.pngFighter4.pngFighter4c.png

Description

Natural-born warriors, using their finely honed bodies to manipulate gigantic weapons
with the sole purpose of fighting the enemy. Their job is to overwhelm with brute force.

Stats

Level LIFE MANA POW INT SPD
1 38 11 12 6 7
20 89 24 30 25 26
40 152 37 48 45 45
60 226 51 67 65 64
75 280 60 80 80 78

Skills

Common Skills

Name Effect MN Cost SP Cost Max Level Requirements
POW Bonus Raises physical attack and defense. 2 10
SPD Bonus Raises agility and evasion. 1 10
INT Bonus Raises magic attack and magic defense. 1 10

Sword Skills

Name Effect MN Cost SP Cost Max Level Requirements
Swordcraft Increases the ATK of equipped swords. Higher levels required for higher sword skills. 1 (lv1~7)
2 (lv8~10)
10
Keen Edge Medium damage to an enemy. 3 (lv1~5)
4 (lv6~10)
1 (lv1~7)
2 (lv8~10)
10 Swordcraft 1
Rush Edge Medium damage to an enemy, also attacks the enemies to its right and left for small damage. 5 (lv1~5)
6 (lv6~10)
1 (lv1~7)
2 (lv8~10)
10 Swordcraft 5
Bloodletter Small damage to an enemy and a small chance to cause Bleed. 2 (lv1~5)
3 (lv6~10)
1 (lv1~7)
2 (lv8~10)
10 Swordcraft 3
Attack Down Small damage to an enemy and decreases target's ATK. 3 (lv1~5)
4 (lv6~10)
1 (lv1~7)
2 (lv8~10)
10 Swordcraft 3
Fang Blade Medium damage to an enemy and causes Paralysis. Only usable in OFF Stance. 3 (lv1~5)
4 (lv6~10)
1 (lv1~7)
2 (lv8~10)
10 Swordcraft 5
OFF Stance 3
Element Link Attacks simultaneously with any ally's attack spell with elemental damage of the same type. Only usable in DEF Stance. 5 (lv1~5)
6 (lv6~10)
1 (lv1~7)
2 (lv8~10)
10 Swordcraft 5
DEF Stance 3
Grand Buster Medium damage to all enemies. 8 (lv1~4)
9 (lv5~7)
10 (lv8~10)
1 (lv1~7)
2 (lv8~10)
10 Swordcraft 8
Hexa Spike (ヘキサスパイク) (EX Skill) Extreme damage to one enemy. 0 3 1 Swordcraft 10
Complete the quest "One Last Toast".

Axe Skills

Name Effect MN Cost SP Cost Max Level Requirements
Axecraft Increases the ATK of equipped axes. Higher levels required for higher axe skills. 1 (lv1~7)
2 (lv8~10)
10
Power Crash Large damage to a single enemy. 3 (lv1~5)
4 (lv6~10)
1 (lv1~7)
2 (lv8~10)
10 Axecraft 1
Status Down Small damage to a single enemy and decreases target's resistance against status ailments. 3 (lv1~5)
4 (lv6~10)
1 (lv1~7)
2 (lv8~10)
10 Axecraft 3
Defense Down Small damage to a single enemy and lowers target's DEF. 3 (lv1~5)
4 (lv6~10)
1 (lv1~7)
2 (lv8~10)
10 Axecraft 3
Stun Bash Medium damage to a single enemy and inflicts Stun. 3 (lv1~5)
4 (lv6~10)
1 (lv1~7)
2 (lv8~10)
10 Axecraft 5
Shield Axe Greatly reduces damage to the Fighter for one turn. Only usable in DEF Stance. 2 (lv1~5)
3 (lv6~10)
1 (lv1~7)
2 (lv8~10)
10 Axecraft 5
DEF Stance 3
Arrow Link Attacks simultaneously with any ally who uses any bow attack, doing large damage. Only usable in OFF Stance. 3 (lv1~5)
4 (lv6~10)
1 (lv1~7)
2 (lv8~10)
10 Axecraft 5
OFF Stance 3
Purge Large damage to a single enemy. Inflicts Instant Death without fail if target is below a certain percentage of its Max LF. 5 (lv1~5)
6 (lv6~10)
1 (lv1~7)
2 (lv8~10)
10 Axecraft 8
Tidal Wave (タイダルウェイブ) (EX Skill) Extreme damage to a single enemy with a high chance of inflicting Skill Seal. 0 3 1 Axecraft 10
Complete the quest "One Last Toast".

Other Skills

Name Effect MN Cost SP Cost Max Level Requirements
Doublestrike Occasionally attacks twice when using a regular attack. The probability increases as this skill's level increases. 1 (lv1~7)
2 (lv8~10)
10 Swordcraft 5
Axecraft 5
OFF Stance Concentrates on attack power and increases ATK. Works like a stance. 5 2 (lv1)
1 (lv2~5)
5
DEF Stance Concentrates on guarding and increases DEF. Works like a stance. 5 2 (lv1)
1 (lv2~5)
5
Heroic Shout (EX Skill) Increases all allies' Max LF by 20%. 0 3 1 POW Bonus 10
Unlocked by completing the quest "Greatest Of All Time".
Berserk Raises ATK by a large amount, and inflicts Bleed on the Fighter. 5 1 (lv1~5) 5 POW Bonus 3
Endorphin Cures all status ailments on the Fighter. 5 (lv1)
4 (lv2)
3 (lv3)
2 (lv4)
1 (lv5)
2 (lv1)
1 (lv2~5)
5 INT Bonus 3
To The Death Greatly increases all allies' ATK, but forces them to only use normal attacks until the end of the battle. 2 (lv1~3)
3 (lv3~5)
1 (lv1~5) 5 POW Bonus 3, SPD Bonus 3
Killer React For 5 turns, the Fighter will gain an extra turn if they deal the killing blow on an enemy. 3 2 1 SPD Bonus 1
Meat Eater Gain the ability to eat Meat items for various stat increases. The effects last until the Fighter next rests at an inn. 3 1 INT Bonus 1

Skill Analysis

Sword Skills

Keen Edge

130% damage at Lv. 1, 165% damage at Lv. 10.
With speed proration, this goes off slightly faster than a regular attack. Its hit rate is good.
It's pretty easy to save this for cannon fodder fights - its MN is low enough to allow that.
The biggest problem with taking this skill is that other skills… get harder to obtain, especially Fang Blade which does the same thing for more damage and MN (and requires a stance change).

Rush Edge

Does some damage to your main target (130% at Lv. 1, 165% at Lv. 10), and some minor damage to the enemies to your main target's left and right (70% at Lv. 1, 120% at Lv. 10).
This goes off faster than Grand Buster, but slower than a regular attack. This might be able to go before some faster enemies.
As long as you've got some decent MN recovery, the MN cost can be offset rather easily. If you're thinking about raising Keen Edge, consider raising this instead.

Bloodletter

125% damage and 25% chance of Bleed at Lv. 1, 150% damage and 45% chance of Bleed at Lv. 10.
The Bleed will sometimes hit, sometimes not depending on your target's resistance to Bleed.
Bleed does 3% of the affected's Max LF per round, so for long dragon fights it's pretty useful. Cannon fodder don't last long enough for this to be useful.
If your battle strategy doesn't conflict with inflicting Bleed, feel free to pick this up.

Attack Down

Reduces the target's ATK for 10 turns.
110% damage and -10% ATK at Lv. 1, 132% damage and -32% ATK at Lv. 10.
As you can see, there's not much difference in the damage from Lv. 1 to Lv. 10, so use this solely as a way to lower the damage an enemy can do.
It's usually easier to lower an enemy's ATK than raising your entire party's DEF, so there's no harm in taking this skill.
If your enemy's not resistant at all to the ATK drop, then it'll go off 100% of the time. Using EX will not affect the amount of ATK that is lost.
Of course, the attack has to hit before you can kill ATK, so on enemies with high evasion, this might be hard to use.

Fang Blade

130% damage with a 20% chance of Paralysis at Lv. 1, 180% damage with a 32% chance of paralysis at Lv. 10.
If your party's lacking some punch when it comes time to face off against dragons, this is a skill you probably want to take (except if you want to take Element Link).
This applies to other skills than just Fang Blade, but EX'ing this skill will make the Paralysis go off with much more regularity.

Element Link

You need to be in DEF Stance with a sword equipped to use this skill, and an ally must use magic or an item that casts magic.
The damage bonus is 130% at Lv. 1 and 165% at Lv. 10. Also, you'll do an extra 30% of the damage done by the magic that activated this skill. The elemental of this attack is the same as the one used to activate this skill, and non-elemental magic (Mana Bullet, Heaven's Press) will also activate it. You'll have to be in DEF Stance though, so you can't fire this off on turn 1.
If the magic was enhanced by an EX or Mage's Concentrate, then the damage on this will be pretty obscene. You'll want to pick this up if you've got a Mage in the party.
Full party spells and items will also make this attack every enemy as well.
This will not activate on any physical attack with elemental damage, or any Veil's counter spells.
This will activate as many times in a single round as there are spells or items that fire it off.
The damage of this attack is affected by EX, and won't be countered by enemy Veils or counter attacks (Tail Parrying, etc.).
Even though this deals elemental damage, increasing the Fighter's ATK (for example, with a Princess' Heated Words) will also increase the damage of this attack. Damage will drop if your Fighter's in the back row.
This won't activate on spells or items that miss their target, but the hit rate of this attack is really good (it won't miss even when the Fighter's stuck with Blind).
Items seem to hit more often than casting spells, so if your enemy is good at evading or if you're Blind, then you might want to use those items instead.

Grand Buster

Damage all your enemies. Like Keen Edge and Rush Edge, this one does 130% damage at Lv. 1, up to 165% damage at Lv. 10.
You can clean sweep your opponents with this skill, but it activates so slow, they'll probably all act before you can beat them down with this.
If you really want to beat them down before they can act, then a Rogue's Replace First might be just want you're looking for.
You'll want to raise this only when you think you can spare the extra MN cost for the damage you do.
With a good weapon, stopping this at Lv. 4 won't cause too many problems for most purposes.
It's also easier to use than Rush Edge - you don't have to worry about who you want to take out first, where he is, or if he's on the edge of the screen or not.

Hexa Spike

This attack does 150% damage before the effects of using EX are factored in. At the very least, it's pretty flashy.
It doesn't do anything else other than damage, so EX'ing your other skills is probably a better idea.
About the only thing this can do that other skills can't, is not use MN or not use as much SP as maxing other skills. This might be good for some inexpensive damage if you haven't taken Keen Edge or Fang Blade and want an easy way to up your damage that doesn't cost a bunch of SP.

Axe Skills

Power Crash

The basic damage skill for Axecraft, but Purge is more powerful. 130% damage at Lv. 1, 165% damage at Lv. 10.
You can leave this at Lv. 1 for the low, low MN cost of 3 and the instant damage increase if you want to focus on the more MN eating Purge instead.

Status Down

110% damage at Lv. 1, and status effects have a good +10% to their success rate. At Lv. 10, damage increases to 132%, and the success rate of status effects increases to +22%.
Needless to say, if you need to inflict status ailments and have a Fighter on your side (and you're finding it hard to inflict those status ailments), then have him pick this skill up.

Defense Down

110% damage and -10% to the target's DEF at Lv. 1, 132% damage and -25% to the target's DEF at Lv. 10.
The cheap MN cost means you can just fire this out whenever you want. You can also use this to cancel your enemies' DEF increases.
If your party relies on physical damage, this will be really useful in long fights.

Stun Bash

125% damage and 64% chance of Stun at Lv. 1, 160% damage and 100% chance of Stun at Lv. 10.
Even if there isn't any speed proration attached to this skill, Fighters can be a little sluggish, and enemies will tend to go before they can use this. You could burn some EX to get around this.
Maybe you could use this as a way to Stun dragons, and make sure your party always goes before them.

Shield Axe

-50% damage taken from an attack, with around a 33% chance of nullifying it completely at Lv. 1. At Lv. 10, the damage reduction goes to -72%, and the damage nullification effect goes off around 50% of the time. Works against both physical and magic attacks.
This is essentially Super Guard. For comparison, regular Guard will reduce damage you take by 50%, but against magic attacks, it will only reduce damage by 30%.
Your survivability really skyrockets at Lv. 10. The only bad thing is that you can't Provoke.
The MN cost is pretty low, so feel free to use this instead of Guard.

Arrow Link

The obvious combination skill with a Bow Rogue.
130% damage at Lv. 1 and 165% damage at Lv. 10. You'll also do 30% of the damage the bow attack did on top of that. This probably does blunt damage.
The MN cost listed in game is miswritten. It's 3 MN from Lv. 1 to 5, and 4 MN at Lv. 6 to 10.
Using EX on the turn a Rogue's Falling Star goes off, then using a regular Bow attack on the same turn will allow this to fire twice in one turn. You can fill in the time until Falling Star hits with the necessary OFF Stance.
This is probably the most damaging thing an Axe Fighter can fire away. A Bow Rogue with the Casual Behavior skill (行住坐臥) and a Samurai will increase damage even further.
Combining this with Head Shot might be a good idea. If you use it with Sleep Shot, your Arrow Link will do extra damage if the enemy is put to Sleep. Keep this in mind if you've got a Princess who wants Angelica Cage.
This will ignore counters just like it were a projectile attack, so you can avoid Veil counters with this. Moving to the back row will reduce the damage this does, though.

  • With Dual Shot, this will only activate once. If you're a React Bow Rogue, this won't go off during your extra turns unless the Fighter has an extra turn as well.

Purge

130% damage at Lv. 1 and instantly kills enemies with a LF less than a base 15% of their max LF. At Lv. 10, the damage increases to 180% damage, and the base LF threshold is 45% for the instant death effect.
It appears as though the LF threshold for instant death effect depends both on the target's remaining LF and the difference in level between you and your target.
However, you can think of the instant death effect as icing on the cake, and just expect massive damage from this skill.
Without burning a turn to take up OFF Stance, this skill alone is the best you can get for sheer damage potential.
This skill is incredibly slow, however, and even with SPD Bonus maxed, it can be hard to get this to go before your opponents.

Tidal Wave

160% damage and 75% chance of Skill Seal.
EX Purge or EX Arrow Link will outdamage this, but the nice skill sealing works well with the Fighter's own Status Down or a Princess' Angelica Cage.
This is a good EX skill to have around. If you need to stop your enemies from using skills, fire it off. If you're not worried about them, let them have it with EX Purge or EX Arrow Link.

Others

Double Attack

10% chance to attack again after a normal attack at Lv. 1, 23% chance at Lv. 10.
If the first attack downs your target, the Fighter will aim his next attack at another target. This is great seeing as the Fighter usually kills what he swings at. You might be able to pull off two kills in one turn if your luck is good enough.
Against random encounters, this will obviously speed up their destruction. Against dragons, this can increase your overall damage.
This isn't exactly the Fighter's lifeline, but if you've got no way to recover MN, then there's no harm in picking this up.
This will, unfortunately, go off even when the Fighter is Confused, Charmed, etc.

Berserk

+5% to your ATK at Lv. 1, +15% at Lv. 10. This will inflict Bleed on the Fighter. If you lose Bleed, then Berserk will end.
Bleed has priority over (and will overwrite) Blind, Paralysis, Charm, Confusion, Sleep, Poison.
Bleed does not have priority over Curse, Fear, Skill Seal, Petrification, and Knocked Out.
With its high priority, Berserk will make the Fighter immune to some status ailments, while curing others.
If Bleed does work because of some other status ailment (Curse, etc.), then Berserk won't go off.

OFF Stance

+5% to your ATK at Lv. 1, +15% at Lv. 10, much like Berserk. This is a stance, you can benefit from Berserk at the same time. This won't be cancelled by ATK Downs.
This is needed for Fang Blade and Arrow Link.

DEF Stance

+10% to your DEF at Lv. 1, +30% at Lv. 10. Again, this is a stance and can't be dispelled by DEF Downs.
This is needed for Element Link and Shield Axe.

Maxing Call

The party's Max LF is increased by 20% for 5 turns.
Party members already at max LF will have their current LF increased with their Max LF.
If the party member's already taken damage, then only his Max LF will increase. This makes it useful in conjunction with Punishment Princesses.

Endorphin

You can use Berserk to cure some status ailments instead of healing them with this, so there's no pressing need to take this.
However, against those skills that Bleed has lower priority over, this skill can see use, especially if you don't have a Healer (or if he can't be pulled away from doing something else to cure you).
Good for getting rid of Curse and Fear. In the beginning of the game, when items are relatively expensive, this can be used to cure Poison and Paralysis without much fuss.

To The Death

+30% to the party's ATK at Lv. 1, +80% at Lv. 10. The entire party won't accept commands and will attack, attack, and attack until the battle ends.
If you get nailed with the wrong status ailments, or if a dragon decides to pop into the battle, this will probably not end very well.
This skill does have some use if your party composition's right. Without Healers or Mages, this is a good auto-battle button for random encounters and might find some use in dragon encounters (maybe at the tail end of them). The damage is great if Double Attack goes off, too.
You'll lose the ATK bonus if you get hit with an ATK Down, but you still won't be able to give commands to your party. This means you'll just have to sit and watch as your team goes about trading blows with whatever you're fighting until one side gives. It goes without saying, of course, but pick your targets carefully with this skill.

Killer React

Gives the Fighter an extra turn if he kills something. The React lasts for 3 turns.
If your entire party's filled with attackers, then this might be overkill.
Unless your Fighter's beefy enough to plow through enemies in a single thwud, you'll have to plan your turns pretty carefully so that your Fighter will have the killing blow on some enemy. It's probably easiest when you use this with Rush Edge or Grand Buster.
With the Princess' Royal React, you can have your quicker Princess whittle down your target while the slower Fighter finishes him off.

Meat Eater

If you've got meat in your inventory, you can have your Fighter throw them down and get various stat bonuses.
If you don't take this, then there'll be no use for all those things of meat you'll eventually rack up, and they'll start to eat at your inventory space instead.
The effects will wear off after you rest at an inn, and you can only have one effect up at a time. Previous food effects are canceled whenever you slam down new meat.
Dragon meat usually will give stat bonuses around the same level as a Stat Bonus skill at Lv. 10.
If you don't want your Fighter losing the stat bonus, you can have him leave the party before you stay at an inn, then bring him back to the party afterwards.
Status ailments can be pretty nasty right from the beginning of the game, so Grass Meat is considered to be one of the most effective meats.


Usage

The Fighter is a front-liner with good defense and skills which debilitate your enemies.
The Sword Fighter has Attack Down and multi-target physical attacks, as well as the mighty Element Link. It should be noted that no class can deal multi-target physical damage just out of the blue like the Fighter can. Knights need a party member to drop to 0 LF, and Samurai only have one EX skill that can do that.
Attack Down can be used in place of the Knight's Defenses Up against single enemies.
Element Link… just read the description above. It attacks all the enemies if the spell or item attacks all enemies, Mage's Concentrate can be used on the spell for metric boatloads of damage from both attacks… it's just awesome.
DEF Stance increases your DEF by a sweet 30%, which is about the same as Defenses Up.
If you don't have a Mage with you, then you can dish out great damage with Fang Blade.

Axe Fighters don't have the multi-target attacks of the sword skills, but they can really give it to single enemies.
Defense Down/Berserk/OFF Stance -> Purge can blow an unfortunate foe away in no time at all.
They also mesh very well with other jobs with Status Down. That skill helps Painkiller Rogues, Status Ailment Rogues, Venom Healers, Cruelty Princesses, and a host of others.
A Bow Rogue can spend 1 EX to cover two attacks with Falling Star, each attack firing off Arrow Link.
OFF Stance, Berserk, and Defense Down all take turns away from your main damage dealing skills, so can't always all be used. A little bit of thinking might be necessary with Axe Fighters, which usually boils down to how best you wish to thwump around your enemies.

You can also prevent and recover from status ailments with Berserk.
Confusion pops up a lot in the bonus dungeon, and Berserk can prevent it from happening.


Builds

Sword Fighter

Swordcraft 3 -> Attack Down 1 -> DEF Stance 3 -> Swordcraft 5 -> Element Link 1 -> Attack Down 10, Element Link 10

Throw in some more Swordcraft levels once you start getting good swords, and skip Element Link if you don't have a Mage in your party.

Enemies you encounter will largely rely on physical damage, and lowering their ATK with Attack Down will help from the beginning of the game all the way to the end.
The ATK Down always goes off if the attack hits, so it'll be effective even at Lv. 1.

After you learn Attack Down, your next skills will depend on whether or not you have a Mage in the party.
If you have a Mage, you're going for Element Link.
If you don't, then go straight for Mastery skills, Fang Blade or Rush Edge.

There isn't any must-have skills besides Swordcraft and Attack Down (and Element Link, if you got it). Get them to level 10 and think about other skills after that. (although, if the party is lacking in multi-hit skills, Rush Edge should probably be given some priority over others. Although those with Mages need not apply.)

There's always Meat Eater, if you want some stat bonuses and get a lot of meat.
For random enemies, you could go for Rush Edge and Grand Buster.
If you really want to, you could max POW Bonus, though the return on damage isn't that great (it will help reduce damage slightly, though).

Depending on your party composition, you could get To The Death for random encounters and weaker dragons.
Pick up OFF Stance and count on spending a turn to throw out Fang Blade.
The list goes on and on, so just pick something you like and go with it.

Sword Fighters get the advantage of being able to play with 2-handed swords that none of the other sword wielders can touch (and of course, Balmung). They hence get a notable upgrade once you get the Claymore during the Kazan mission.

Axe Type

Power Crash 1 (if you want it) -> Defense Down 1 -> Arrow Link or Status Down (whichever you prefer, or both) -> Axecraft 8 -> Purge 10

After this, you can spend SP as you wish.

If you're in a party where you can't come up with nice skill combos, then you should max Defense Down. Your battle strategy will be the simple Defense Down to lower DEF, then Purge to take them out. Simple and effective.

Axe Fighters are team players and excel working with other jobs though, due to Status Down and Arrow Link, so you should really try to set them up with a team where they can help out their teammates. Their effectiveness falls a bit if they can't do this, even if they can stand on their own.

There are two ways you can have your Fighter help: physical damage, or status ailments.

If you have a Bow Rogue in the party, then you really ought to take Arrow Link and concentrate on dealing some massive damage. The Link attack will go off right after the Rogue's bow attack, so you can get around the slow SPD of the Fighter using that skill. The two skills will also deal two types of damage, piercing and blunt, so one of them is bound to go through any of your enemy's physical resistances.

The Link itself is a physical attack, so it is affected by Heated Words just like the arrow shot if you have a Nobility Princess. It does require some preparation, so you won't be able to rain down damage from the get-go, but once everything's up, you'll be doing damage on par with a Samurai. The only difference, your damage is blunt.

If you want to help inflict status ailments, then Status Down is the skill to look at.
This helps out with a Rogue's Panic Shot (Confusion, which also stops enemies from using skills) and Sleep Shot (attacks do 130% damage to Sleeping enemies). You might be able to help Dominance Princesses keep Fear up. Venom Healers will always welcome the increased chance of Poison.


Class Synergies

Fighter and Knight

Attack Down will further reduce the damage your enemies can do. Provoke and Guardian Knights will take less damage when they cover for your party, and Shield Knights will further reduce damage.

Attack Down (Fighter) + Defenses Up (Knight)

Enjoy having your party not take any damage.

DEF Stance (Fighter) + Defenses Up (Knight)

Together, DEF Stance and Defenses Up will make your DEF shoot through the roof. If that's still not enough, though, then you can use Shield Axe too.

Fighter and Rogue

Status Down will help Painkiller and ailment-focused Rogues. Combined with Panic Shot, the enemy won't use his skills against you, and will start attacking enemies.

Status Down (Fighter) + Painkiller (Rogue) -> Scorpio/Tarantella (Rogue) + any ailment-inflicting skill (other jobs) -> Painkiller (Rogue)

Status Down will decrease an enemy's resistance to status ailments, which will help in racking up Pain Counters.

Sleep Shot (Rogue) + Arrow Link (Fighter)

The Link itself will do more damage if Sleep Shot puts the enemy to Sleep, but you should count on the enemy being awake after the Follow hits.

Falling Star (Rogue) -> (wait two turns) -> EX Arrow Link (Fighter) + any bow attack (Rogue)

You can get two EX Arrow Links in one turn with this. For the most damage, use Dual Shot or Head Shot.

Fighter and Samurai

Attack Down may help the fragile Samurai take hits, but it might also lower the damage too much, making it difficult to trigger Pain React.
Bloodletter might not be needed if the Samurai doesn't mind blowing EX for Futatsu Tsubame against targets with lots of LF.
Likewise, Tidal Wave might make Zeppa Uchi less critical, though having both just to make sure you can land Skill Seal probably won't hurt. Zeppa-Uchi can also be used when you're not willing to spend EX.
Sword Fighters will probably be able to follow a Samurai's elemental attacks (not tested).

Status Down (Fighter) + Zeppa-Uchi (Samurai)

This will give you the highest chance you can get to inflict Skill Seal without using EX.

Fighter and Mage

Attack Down will help reduce the damage your Mage might take.
And Defense Down will actually increase the damage of spells — magic defense is half DEF, half INT.
The End of World inflicts Skill Seal, just like Tidal Wave. If you don't think you need both, you can skip one or the other and save some SP.

DEF Stance (Fighter) + Concentrate (Mage) -> Element Link (Fighter) + any attack spell (Mage)

Fill in the time it takes to set up Element Link with Concentrate.

Fighter and Healer

Attack Down will reduce the damage enemies can deal to the Healer.
Status Down will help Venom skills inflict Poison more often.
Craft Mana will help any Fighter a lot. With MN recovery, the Fighter can use as many skills as they want without worrying about running out of MN at a critical moment.
Rush Edge, Grand Buster, and Purge are the three skills that need MN recovery most.

Fighter and Princess

All types of Princesses work well with the Fighter. She can buff the Fighter (Nobility), or the Fighter can help her inflict her ailments (Cruelty/Dominance Princesses).
Again, Attack Down will reduce the damage that enemies can deal to the Princess.
As with the Healer's Craft Mana, Moonlit Song helps everyone, but especially the Fighter.
Bloodletter and Bloody Cry both do the same thing, except Bloodletter will do damage to one target and has a smaller chance of inflicting Bleed.
If it's an ailment you care about, you'll probably only need one or the other.

Status Down (Fighter) -> Cruelty skills/Terrorize (Princess)

If your Princess relies on getting status ailments on enemies, Status Down will help her do it. Helps with both Fear- and Sleep-based Princesses.

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