Overview
Documentation of moves and uses for all characters. Obviously WIP.
Intro
This guide is here for anyone having trouble understanding how certain moves work, or for just finding out what character does what. I tried to be as clear as possible with the descriptions so everyone can understand. Characters are listed by order unlocked.
I’ve gone out and listed the following for each character:
- Stats
Health, Attack, Speed, and base iddhi generated. - Roles
What the character is mainly used for (e.g. healer, AoE attacks, etc). - Recommended Position
What position in the party the character works best in. - Move List
A simple list of what attacks a character has.- Neutral – The attack executed when pressing the character’s attack button.
- Down – The attack executed when pressing the character’s attack button with the down button held down.
- Up – The attack executed when pressing the character’s attack button with the up button held down or held up for controllers.
- Special (1 Bar) – The attack executed when holding the focus button + pressing the character’s attack button once.
- Special (2 Bars) – The attack executed when holding the focus button + pressing the character’s attack button twice.
- Special (3 Bars) – The attack executed when holding the focus button + pressing the character’s attack button three times.
- Airborne – If an attack can hit airborne targets.
- Area – The direction of an attack. This dictates the direction enemies must be aligned in order to be hit at the same time.
- Iddhi Generated – The amountof iddhi generatedby an attack. Documents the first attack and the follow up attack if different.
- Move Usage
A detailed description of each move. - Basic Gameplay
How I use the character. Probably the most opinionated part of this guide, but I tried to keep it as factual as possible. - Combos
Any potential combos that I’ve found while writing this guide.
I’ll be adding characters as I go through the game, and updating already documented characters as more information is discovered. Feedback would be appreciated.
Defining Some Terms
I use some terms that might be confusing for some people. This mostly relates to how I define a character’s role.
The direction an attack’s hitbox travels. They can either be horizontal or vertical.
- Horizontal
The direction of most attacks. The hitbox of the attack travels from right to left, and damages any targets that are horizontally aligned. Prime examples are Anja’s Normal Follow up attack, Phoebe’s Normal attack, and Tungar’s Special attacks 1&2.
- Vertical
The direction of most AoE attacks. The hitbox of the attack extends up and down from the character, and damages any targets that are vertically aligned. Most attacks that effect a vertical area also have a large horizontal area as well. Prime examples include Dhar’s Normal attack, Razmi’s Special 3 attack, and Anja’s 3rd Normal Follow up attack.
Any character who’s gimmick relies on supporting other party members rather than attacking.
Put simply, they do damage to multiple foes with one attack. Examples include Dhar’s Special attacks and Razmi’s Special 2&3 attacks.
Characters that deal damage in large “chucks” rather than constant quick attacks. A prime example is how Dhar’s Down attack let’s him store attacks to power up high damage attacks.
I use “Face The Enemy” formation, which makes it so that my party is always oriented the same way. Front is front, back is back, and top & bottom are “sides”.
Position in the party is relevant for characters like Thorani, who’s attacks require some movement planning.
Any attack that is executed directly after a previous attack. The basis of most combos, and the main way to utilize Anja’s attacks.
The Four Basic Stats – WIP
Every character has a balance of three stats: health, attack, and speed. These three stats are balanced in a way that keeps every character balanced.
For example, while Razmi and Phoebe may have high attack values, they’re speed is next to nothing.
Health determines how much health a character has. Typically, characters that have healing abilities have lower health.
The base damage a character’s attacks have. Characters with high attack values are able to output damage in the thousands, albeit with long recharges in between.
How fast a character’s attack charges recharge. Characters with a higher speed stat are able to spam attacks at a fast rate.
Every character generates a small amount of iddhi when starting an attack. Characters with higher attack values usually have a lower base iddhi.
The one thing that everyone in the comments keeps asking about. Sure, some characters have higher attack, but those with higher speed can also output just as much damage. Characters like Yan can actually have a higher damage output than the likes of Phoebe and Razmi because their attacks just recharge so fast. Not to mention that characters with higher speed generate iddhi faster than slower, hard-hitting characters.
Coming Soon.
Iddhi Building
On the top of the battle screen, you’ll find the Iddhi meter. You can fill the meter by executing attacks. Once a bar is filled, you can use a character’s special attack. Each character has three special attacks, each attack costing 1-3 bars.
Info on building Iddhi
- All attacks generate a base amount of iddhi on activation. All calculations take this into account.
- The amount of base iddhi generated is character dependent. It will be listed on the character’s page.
- Follow up attacks typically generate an extra (1) iddhi. This is shown in a character’s move list.
- Special moves do not generate iddhi.
- Damage does not factor into iddhi generation. Generation is determined by the attack and number of targets hit.
- Breaking the guard of a shielded target generates 30 extra iddhi.
- Attacking shielded targets generates 50% less iddhi.
- Any target that is knocked up into the air and then hit while in air will generate 3-5 extra iddhi.
The following charts measure roughly how much iddhi can be generated from a single combo with a character. All calculations were performed in the training arena, against the single target practice and 5-target practice.
- (air) denotes that a target should be hit while still in the air.
- All of Qadria’s attacks include the bonus follow-up attack.
While this only measures at attack level three, I’ve found that at levels 4 & 5 the rankings remain almost the same. Refer to a character’s section for how much iddhi is generated on a per attack basis.
This helps you understand a general ranking of what characters are decent at building iddhi. Combine this with the speed of each character to understand how fast each character can build iddhi.
Measured against a single large unguarded target.
Measured against 5 regular targets.
Ajna
Primary: Damage
Secondary: Mixed
Any.
Anja has two move lists, as Anja has many follow up attacks that are independent of her first attack. Some follow up attacks have extra follow up attacks. They are documented in the combos section.
(replaced by axe)
(requires axe)
(requires axe)
(requires axe)
(requires spear)
(requires axe)
(requires bow)
Basic Chop
- Any Non-Special Attack
- Any Follow up Attack
- Normal Attack
Anja will chop the target with her axe. An oddity as it doesn’t pull out her spear like her regular Normal Follow up attack. This attack has a medium sized vertical hitbox.
Explosive Shot
- Any Non-Special Attack
- Up Attack
- Down Attack
Anja will shoot the target with her bow, and then cheer as the arrow explodes. This attack has a small sized horizontal hitbox.
Dhar
Primary: Damage
Secondary: AoE Damage
Any.
*This attack does not earn base iddhi after the first attack.
Dhar slashes at the target. This will hit multiple targets if they are close enough, which is almost always. This attack can be comboed with either another Neutral attack or Up attacks in quick succession, but does not deal any extra damge however.
This attack benefits from Dhar’s Down attack.
Picture 1 is a non-boosted attack. Picture 2 shows a boosted attack.
Dhar stores one attack in order to power up another attack. You can gauge how much power you’ve stored by the amount of stone orbiting Dhar. Each attack consumes one charge of the stored power.
Here’s how it interacts with Dhar’s attacks:
- Neutral: Attack hits four times for each target hit (excludes airborne targets)
- Up: Attack hits twice.
- Special: Does nothing
Strangely, Dhar’s Neutral and Special attacks appear to not work properly when used on airborne foes. The charge is consumed, but the damage remains the same as a regular attack. I also couldn’t find a difference in the damage of boosted special attacks while writing this. It’s either bugged or has a specific trigger.
Dhar jumps into the air and slashes at the target. This is an easy way to bring airborne targets down into melee range. Do note that it does not ground airborne targets, but rather makes them fly lower. Two Up attacks are required to ground airborne targets.
Pressing either Normal attack or Up attack directly after an Up attack will execute another up attack. Keep this in mind if you have a habit of button mashing, as a Normal attack that is input during an Up attack will just become an Up attack.
This attack can hit multiple targets that are horizontal.
Picture 1 is a non-boosted attack. Picture 2 shows multi-hit range.
Dhar slams the field with a giant stone sword, hitting everything in the area. This includes airborne foes.
Dhar slams the field with a giant stone sword, hitting everything in the area. This includes airborne foes. This does ~70% more damage than special attack 1.
Dhar slams the field with a giant stone sword, hitting everything in the area. This includes airborne foes. This does ~60% more damage than special attack 2.
Dhar is great because he can deal out high single-target damage and has AoE attacks that can hit a lot of targets at once. He even has an up attack that works on the first attack looking at you, Anja. He’s a flexible damage character that can work well in a variety or situations.
Dhar’s only minor drawback is that he does need to charge up before he can deal some solid damage. This is minor mainly because of how fast his attacks recharge. For being listed as a 1.5 speed, he attacks recharge at a rate closer to that of a 2 or 2.5 speed.
Basic Combo
- Down Attack
- Down Attack (skip if attack level is lower than 4)
- Normal attack
- Normal attack
Use this when you just need to deal damage. Boosting Dhar’s normal attack will make it hit four times. Adding in the fact that it is almost guaranteed to hit all targets on the field, you can deal out a lot of damage quickly with this combo.
Razmi & Bom
Primary: Damage
Secondary: AoE damage
Any.
*This attack will generate a base iddhi of 2.5 on follow up attacks instead of 1.
*This attack will generate a base iddhi of 1.5 on follow up attacks instead of 1.
Bom flames a target for a good amount of damage. The attack can hit airborne targets. You can follow up with another Neural attack that hits twice.
Picture 1 is the base attack, picture 2 is a follow up attack.
Razmi curses the target, causing them to have a longer wait between attacks. From what I was able to measure, each curse level causes the target to attack ~33% slower, up to 100% slower at level 3. You can tell what level curse a target has by how dark it is shaded. This attack also does a small amount of damage.
Pictures show the color difference between a level 1 and level 3 glare.
Bom launches upwards from the ground to the target. This means that if you target an airborne target with foes below it, it will hit both. It does slightly less damage than her Neutral attack. This attack will hit multiple targets in a rather large area. You can follow up with another Up or Neutral attack that hits twice (pressing Neutral attack just executes another Up attack).
Picture 1 is the base attack, picture 2 is a follow up attack.
Razmi heals the party for a large amount of health. Use this when you’re in trouble. If you’re using Razmi as your main healer, you’ll be using this a lot.
Razmi launches Bom forward across the field, hitting everything in his path. This attack is devastating against large groups of foes. It also knocks down airborne foes. It consists of two parts:
- Bom
Bom will travel across the field, dealing damage once to every foe on the field. - Bom’s Tail
Mlutiple flame pillars will follow Bom as he moves across the field. Each pillar knocks the target back, knocking them into the next incoming pillar.
Razmi calls in an orbital strike unleashes Bom, having him rain down fire on the target’s side of the field causing massive damage. This hits everything on the field.
This attack works best when Razmi is next to the target, as the flames will deal damage as they travel upwards. Use a Down attack before using this attack to get closer to the target (thanks to the twisted ancient for pointing this out)! For maximum damage, target the enemy at the back of the field.
Razmi & Bom (cont.)
Razmi excels at dealing with large groups of foes. Special attacks 2 & 3 can hit multiple foes read: everything at once, and up attack can as well to a lesser degree. She can even heal a good amount of health for just one bar too, making her a good all-around character. I am unsure yet if Razmi works well enough as a lone healer (she’s probably fine).
Glare works best on targets that already have long waits between attacks. It does not affect some bosses however.
Razmi’s major drawback is her small health pool. You’ll need to watch her health closely to know when to drop some healing.
She also has one of the lowest speeds of all the characters. Her attacks can take a long time to recharge if you blow them all at once. This also makes comboing harder.
Her iddhi generation is also quite low.
Razmi’s minor drawback is that she doesn’t become powerful until you get three meter charges. Having your only source of healing eat the entire meter is a pain, and not to mention that you don’t get her devastating AoE attacks. She becomes much better later on.
With her slow speed, most of the time you’ll be saving Razmi’s attacks for when you’re able to use her special. Her up attack works well with other party members, but the recharge on her attacks makes comboing with her a pain.
Claws of Bom
- Neutral Attack/Up Attack
- Same Attack (repeat as many times as desired)
Razmi’s basic combo is a basic chain of attacks. Using one of her Neutral or Up attacks will start a chain of attacks that and go on until you run out of attacks. Use this to deal the maximum amount of damage with no Special attack usage.
Ginseng & Honey
Primary: Support
Secondary: Healing
Any.
Ginseng runs at the target and grinds the mortar & pestle, doing a small amount of damage to the target. The second and third neutral attacks in a row last longer than the initial neutral attack. If you’re aiming for damage, three neutral attacks is the easiest way to do damage.
This attack as a secondary function, which is to charge up their Up attack. The attack does not need to damage a target in order to charge their Up attack.
Iddhi generation:
- First attack
Base 2 iddhi. Hits 2 & 3 generate 2 iddhi. - Follow up attacks
Base 4 iddhi. First hit generates 2 iddhi, next four hits generate 1 iddhi. - Ending
Final hit adds +1 iddhi.
Honey grabs a random object from Ginseng’s bag and throws it at the target. The attack does moderate damage. This can be used to fully ground any airborne targets, bringing them in range for your Neutral attack (or other melee characters).
This attack can be powered up by Special attack 1. See that move for details.
Honey splashes the mortar around, directly healing all party members and damaging any targets in range. This attack can be powered up each time you use the Neutral attack, up to a total of 5 times (6 levels of healing). Each level does progressively more healing. See the chart for healing per level. As you can see, the health restored exponentially scales up with each level.
Ginseng plucks an object from the ground and stores it in their bag. This object can then be thrown at a target for moderately high damage. Please keep in mind that you can only hold one object at a time, and any extra objects collected after the first won’t stack.
Honey grabs all the random objects in Ginseng’s bag and throws it at the target. This attack does decent damage, but does not hit multiple targets.
As a bonus, if you have an object saved from using special attack 1, it will be added to the end of the attack. The object will deal massive damage, more than if it was used as a standard Down attack.
Ginseng runs at the target and grinds the mortar & pestle for about the length of three neutral attacks. The mortar then explodes, showering liquid in a large area around them. The liquid does a good amount of damage to any targets within it’s range. Contrary to what you would expect, the attack does not heal allies.
Ginseng is going to be your primary healer until you either unlock Thorani or have enough special meters to use Razmi as a healer both happen at the same time. Even then, Ginseng is able to heal through direct healing, which is a big plus.
One of Ginseng’s major drawbacks is their low health. Always pay attention to how low their health is falling, as losing them will deprive you of your main source of healing.
The minor drawback of Ginseng is that all of their “good” moves are burst moves. A good Up attack requires you to Neutral attack 4 times. Their Down attack requires one meter charge before it can deal good damage. You’ll need to plan their actions at least a turn in advance to get the most out of them.
Medicinal Mash
- Neutral Attack
- Neutral Attack
- Up Attack
This basic combo is for when you need to dish out some healing. It will boost your Up attack to level three, letting you heal a good amount of health while dealing a moderate amount of damage. You can add additional Neutral attacks depending on your attack level.
Zebei
Primary: Support
Secondary: Meter Building (Credit to AnemoneMeer)
The back.
Can be moved to the sides if another character needs to be in back.
* Zebei’s arrows will collide with the first target in a horizontal line. If they were to collide with nothing, they would travel across the entire field.
** Zebei will run directly up to the target when executing the attack. This can cause you to exclude foes in the front of the field if you target one in the back.
Zebei shoots three individual arrows at the target. These arrows do moderate damage. This attack very rarely hits multiple targets.
Zebei shoots three clustered arrows at the target. These arrows do slightly less damage than the neutral attack. However, there’s a high chance that the attack will hit targets that are clustered together.
Picture 2 shows two targets being hit at once.
Zebei shoots six arrows downward at the target. These arrows do slightly more damage than the neutral attack. The main feature of this attack is how the arrows spread across the enemy’s side of the field. If an arrow collides with a foe’s hitbox, it will do damage well duh, that’s how games work. It can potentially lead to some arrows not hitting anything due to the spread.
Do note that an arrow can only hit one target. Once it collides with something (terrain or foe), it will not deal damage anymore.
Picture 1 shows how arrows can miss the targets due to the spread (the bat higher up can also evade the shot).
Picture 2 shows the shot angle of the attack.
Zebei shoots three barrages of his down attack at the target. The arrow cluster contains 5 arrows, for a total of 15 arrows shot.
Zebei shoots four barrages of his down attack at the target. The arrow cluster contains 5 arrows, for a total of 20 arrows shot.
Zebei shoots seven barrages of his down attack at the target. The arrow cluster contains 5 arrows, for a total of 35 arrows shot.
The main use I find for Zebei is to deal with airborne targets. All of Zebei’s attacks will hit airborne targets without fail, allowing you to set up combos with ground based party members who can’t reach those targets. Use the neutral attack to down lone targets, and the down or up attack to down multiple targets.
Zebei’s minor drawback is the simplicity of his kit. There’s not much potential to branch out and set up fancy combos that I’ve found yet. I find that it’s more efficient to only bring him out when I know I have to deal with airborne foes, as there are better options for facing only ground foes.
These combos focus on damage to airborne targets.
Icicle Shower
- Down Attack
- Up Attack
- Up Attack
- (Attack with melee party members)
This combo is mainly here to help set up attacks for your other party members. Use down attack to knock down the airborne target(s), then follow up with up attacks to pelt everything on the ground. You can then use other party members to combo off of the downed target(s).
Tungar
Primary: Damage
Secondary: AoE Damage
Any.
Tungar runs up and performs a single slash at the target. This attack does not have a follow up attack.
Tungar runs up to the target and slashes around the entire area multiple times. This will hit all foes in the area, including airborne foes.
One thing to note is that the meter build for this attack is low. Use this attack when you want to spread damage around.
Tungar runs up and slashes a target twice. The first slash swings long and low, and does moderate damage. With the second slash, Tungar whips his blade back at an upwards angle and knocks the target(s) upwards and towards the party. This attack happens about 0.3 seconds after the first slash. This attack can connect with targets that are halfway off of the ground.
The important thing to remember about this attack is that it should not be spammed. Since the second slash keeps the target off of the ground, an Up attack executed directly after the first attack will not connect on the first hit. The second slash will still connect, but you will loose some damage since half of the attack didn’t connect.
Use this attack when you want to drag a target close to the party. See the combos section for characters that could benefit from this.
Picture shows just how close a target can be brought to the party.
Tungar runs up and slashes a target for good damage. This can hit multiple targets, but they need to be horizontally aligned. That means that the easiest way to line up targets is to wait for a target to attack, then use the Special attack as it runs in front of another target. This can be hard to achieve.
The same as Special attack 1, but does ~90% more damage. The same targeting principles apply.
Tungar launches his blade out and swirls it around the entire field, dealing high damage. There are a few aspects of this attack to note:
- The damage for this attack is not calculated until Tungar ends his attack. Hits will register, but the damage will not be delt until the very end.
- The initial thrust of the blade does not deal damage.
While that game only tells you about Tungar’s Down attack, Tungar only has two reliable AoE attacks. All his other attacks require the targets to be carefully aligned to hit multiple targets. His basic attacks also don’t have any follow up attacks, which makes him slightly weaker than other heavy damage dealers.
I honestly don’t know why Tungar would be a prefered choice. I would pick Dhar or Razmi over him, as both offer better flexibility in attack choices and better damage potential.
Into the Fire
- Up Attack
- (Wait for target to hit the ground)
- (Repeat until target lands within the party)
- Follow up with one of these attacks:
- Ginseng’s Special 3
Allows the healing effect of the attack to hit the entire party with no movement. - Thorani’s Puddles
Bringing the target closer to the party lets Thorani’s attacks create puddles inside the party. Use this for better healing.
- Ginseng’s Special 3
Avoid using Razmi’s Special 3 with this, as it’s more effective to use her Down attack to achieve the same effect. Thorani’s Special 3 could also be used, but I believe that there are better uses for that many special meters.
Kushi & Altun
Primary: Damage
Secondary: AoE Damage
Sides.
While Not Riding Altun
*This move only generates a base iddhi of 1 on the first attack.
While Riding Altun
*These moves generate 1 base iddhi.
Kushi runs up and punches the target. This attack can be followed up with additional Neutral attacks to extend the horizontal range of the attack.
Kushi sends forth Altun, who then dive bombs the area around the target. The horizontal range of this target is entirely dependent on where Kushi is standing. If you use this attack after using a Neutral attack, there is a chance you could miss targets directly behind you see picture 2).
The optimal usage of this attack is to target the foe in the front of the field while standing with the party. This ensures that you will receive the most damage from the attack.
This attack can be followed up with additional Down attacks to have Altun dive bomb the target again. Note that Altun will aim for the current position of the target.
It also looks great when you align Altun juuuust right
Kushi jumps up and grabs onto Altun’s talons. This has two effects:
- Changes attack mode
You’re attacks are replaced with different attacks while flying. - Disables Blocking
When riding Altun, Kushi is unable to block. This can be dangerous if Kushi is at low health, or if you are fighting a foe with high damage attacks. Being hit while flying will dismount you from Altun.
Altun flies up to the target and screeches, hitting everything in a large range both horizontally and vertically. This attack should be prioritized if there are a large amount of foes on the field.
Kushi drops back down to the ground. This has two effects:
- Changes attack mode
You’re attacks are replaced with different attacks while on the ground. - Enables Blocking
You are able to block again once on the ground. You can even have Altun sent out and you will still be able to block.
Altun soars high into the sky, removing Kushi from the field. After ~7 seconds Altun will smash into the target, dealing good damage to all targets in a large area.
The special aspect to this attack is how it can be powered up depending on the amount of attacks remaining when Up attack is executed.
This will consume all remaining attacks.
So the first thing you’ll notice about Kushi is that she lacks Special attacks. I believe this is simply due to the fact that she already has a second set of attacks, and also because her Mounted Up attack is like a mini-special attack. This only hinders her slightly, as most of her moves already have a good damage output.
Another drawback is that she can not block while flying. Flying lets you perform two of your most damaging attacks, so you will be flying quite often. Being attacked while flying will also dismount you, which will waste an attack to remount Altun. You can avoid being knocked off if the foe’s attack does not extend high up enough to hit Kushi (credit: glovetheglove). This is also why you should keep Kushi on the side of the party, as long horizontal attacks down the middle of the party will hit both the front and back (credit: princess).
You should bring Kushi into battle for when you will be dealing with multiple foes. Out of her 3 AoE attacks, two of them have a large horizontal and vertical range that can deal high damage.
TBD
Thorani
Primary: Support
Secondary: Healing
Front for ground battles.
Sides if there are airborne enemies.
Avoid the back.
*Thorani’s Neutral attack is a projectile, and will collide with the first target hit in a horizontal line.
Thorani shoots a single water projectile at the target. The puddles will form around your target and directly behind Thorani. Usually, one attack will create one puddle at the target and one behind you. I recommend using this move when you want to have an even spread of puddles around the field. This can hit airborne targets if there is enough distance between Thorani and the target.
Picture shows puddle distribution after three neutral attacks.
Thorani runs up to the target and hits it with a wave of water. The vast majority of puddles will form around the target, with a few forming between the target and Thorani’s position in the party. Use this move when you want to surround the opponent’s side of the field with puddles.
Picture shows puddle distribution after five down attacks.
Thorani activates all puddles on the field, causing them to have two effects:
- Heal Allies
Any ally that touches a puddle (or is already touching a puddle) will instantly be healed for a decent amount of health. Most of the puddles that you’ll be using for healing will be near the party. However, you can activate Thorani’s up attack while another character is attacking a foe surrounded by puddles to heal that character while dealing damage to the foe. - Harm Foes
Any foe that touched a puddle will take a moderate amount of damage. While the primary focus of this attack is to heal allies, this is also a good way to deal out some aoe damage across the entire field.
Something to note is that the meter build for this attack is high. You can even use this move when there’s no puddles on the field and still receive the meter build.
Pictures show both functions of the up attack.
Thorani shakes her hair and surrounds the area around her with puddles. This move is best used when you need to dish out a lot of healing. The best position to use this attack from is the front, as it covers the area where almost all movement will be happening (from both allies and foes). Using it in another position could create puddles that would never be touched.
Thorani melts away into a puddle of water, removing her from the field. She can not be targeted or damaged, and reappears about 5-7 seconds after the attack is used. The puddle automatically activates, letting you position a healing/damage puddle anywhere. The puddle re-activates it’s healing/damage every half-second.
Thorani summons a rain cloud for ~10 seconds that acts as a mobile active puddle. This means that any ally that moves past her (or is next to her) will be healed, and any foe that runs past her (or attacks her) will suffer damage. The damage and healing is reapplied once every second.
Use this move as a better alternative to her 1 bar special, as it can output more healing than regular puddles can.
The range of this attack can also be powered up by executing Neutral or Down attacks while the cloud is active. The % of healing done will not be effected.
Thorani (cont.)
Thorani excels at healing characters that are constantly attacking/moving. Therefore, she’s best for players that like to attack with characters continuously instead of attacking with every character all at once.
For a focus on healing:
- Have Thorani attack first.
- Use her neutral attack, as the puddles land inside your party as well as in front of any foe you attacked.
- Remember to save your last attack to activate your puddles, so you can heal any ally about to attack.
- Use Special attack 1 for a quick burst of healing around the party.
- Use Special attack 3 for massive amounts of healing.
For a focus on damage:
- Use her down attack, as the puddles land mainly around the foe(s) you attack.
- Use special attack 1 to create a damage zone around the party.
Thorani’s main drawback is that she is an indirect healer. You have to plan on where your puddles will land and where your characters are moving in order to heal them.
Also note that because Thorani lacks a up attack, she can not break guarded targets.
These combos focus less of damage and more on healing.
Raging Stream
- Down Attack
- Neutral Attack
- (Attack with melee party members)
- (While party members are attacking) Up Attack
This will heal all the characters that are attacking the target, while also dealing a small amount of damage. I recommend using this as your main form of attack, as it gives your party a constant source of healing.
Alternatively, you can replace your third attack with a neutral attack if you don’t need to heal your party at the moment.
Pure Waters
- Down Attack
- Special attack 2
- (Attack with melee party members)
By activating special attack 2 after using down attack, you can leave a large permanent puddle that can be used by other characters while they attack for easy healing. This also damages foes touching it.
Showers of Life
- Special Attack 3
- (Have every party member attack with their close range attack) + Down Attack
- (Space out the attacks so every party member remains close to the target for as long as possible)
- (Use as many attacks as possible)
Use this when you need to heal every party member at once with no failure or puddle movement. By timing your attacks right, you can have your whole party run past Thorani first for 1 heal, then have her join the rest of the party at the target to constantly be healing them. Space out your attacks so you can hold your characters next to Thorani as long as possible. Since Thorani will be down one attack from activating the special attack, she will run back first. Use this to then heal your party as they run back into their positions.
This combo is slightly spotty, as the healing is only triggered once per second. This is more of a guaranteed way to heal the whole party or just use Ginseng.
Qadira
Primary: Damage
Secondary: –
Any.
Qadira runs at the target and smashes into it. Since the hitbox for this attack is active untill the frame that she leans into her shield, you can usualy hit the enemy behind your target if you wait long enough.
The follow up for this attack will have Qadira extend her shield out a bit farther as she bashes the target. This must be executed before she returns to her default animation.
Both of these attacks will push the target back. Useful for trying to position targets.
I personally use this attack when I want to focus on damage.
Qadira slides along the ground into the target. This slide will actually send her behind the target.
The follow up for this attack will have Qadira perform an uppercut on the target, launching it into the air. This must be executed before she fully stands up.
Since the slide will send Qadira behind the target, the attack is very useful for pushing a target closer to the party. Follow up with a few normal attacks to knock it closer.
Qadira runs up to the target and bashes it into the air. She’ll jump up with the target.
The follow up for this attack will have Qadira slam the target back into the ground. This must be executed before she lands on the ground.
I personally use this attack when I want to generate iddhi, as airborne targets generate more iddhi.
Qadira rushes at the target and repeatedly slams into it. This will push the target quite far. This version hits 6 times.
All of Qadira’s supers excel at pushing the target either closer or away from the party.
Qadira rushes at the target and repeatedly slams into it. This will push the target quite far. This version hits 9 times.
Qadira rushes at the target and repeatedly slams into it. This will push the target quite far. This version hits 15 times.
Qadira is one of the best iddhi generating characters in the game, when you string together her Up attacks. She also deals a solid amount of damage, and her speed is very manageable despite being a 1 speed character.
She’s a solid choice to have in your party.
For iddhi generation, use a string of Up attacks. The bonus generated from hitting airborne targets is one of the highest in the game.
For damage, use a string of Neutral attacks. Her Neutral attacks have the highest damage of all her non-special attacks.
Baozhai – TBD
Phoebe
Primary: Damage
Secondary: Single-Target
Any.
Phoebe shoots her javelin at the target, hitting all targets in a straight line. This attack goes across the entire field. The damage from this attack is pretty high.
Something to note is that the javelin can actually hit the same target twice. When Phoebe plants her bow in the ground and strings the javelin, it activates a hitbox around the entire animation. If Phoebe is close enough to the target, she will deal a second hit in a medium sized area (see picture 2). (Credit: DaMonth).
Phoebe jumps into the air and grabs the first target that she touches. She then slams them down for high damage. If anyone has played Skullgirls, this attack is very similar to Beowulf’s Airwulf grab. The hitbox of the attack (picture 2) is very generous.
Something very important to note is that if the grabbed target is attacked before Phoebe can land and deal the damage, the attack will deal zero damage.
To use the attack, you need to launch the target airborne first. Here’s a list of possible moves, with a rating of how hard it is to pull off. I calculated these with the smallest possible targets, since those are the hardest to grab.
Will add more characters as they are unlocked.
Phoebe plants her javelin in the ground and flings is up, knocking any targets hit into the air. Something to note is that this attack shouldn’t be spammed. Using it too many times in a row will knock the target higher than the range of the attack (see picture 2).
This attack is mainly used to set up Phoebe’s Down attack for an easy combo.
Just like Kushi, Phoebe has no Special attacks. Unlike Kushi however, she only has three other attacks, one of which is a Follow up only attack (Down attack).
To somewhat offset this, Phoebe has some of the highest damaging non-special attacks in the game. Her minimum damage starts in the thousands. Use her to deal a steady stream of damage.
She also has the worst iddhi generation in the game. None of her attacks even receive the normal 3 base iddhi.
Smackdown
- Up Attack
- Down Attack
- (Attack level dependent action)
Essentially one of the easiest ways to use her Down attack by herself. Follow up with either a Neutral attack or another Smackdown depending on your attack level.
Latigo
Primary: Damage
Secondary: Mixed
Back.
*This attack does not generate any base iddhi.
**See Special Attack 1.
Pressing the attack button will have Latigo shoot his revolver once at the target. You can follow up with 4 extra shots by repeatedly pressing the attack button, for a total of 5 shots. All of these shots count as a single attack charge.
Keep in mind that this attack will do nothing if Latigo’s revolver is out of bullets.
Unlike all his revolver attacks, the bullets shot during this attack will not hit multiple targets. (See picture 2)
This attack generates a different amount of iddhi if you try to fire the revolver while it has no ammo. It will generate 50% less iddhi.
Latigo opens the chamber and loads in new bullets. This is required in order to use his Meutralattack and to get bonus damage on his Up attack.
If Latigo has AP bullets loaded into his gun when you reload, the AP bullets will be saved and loaded back into the chamber (see picture 2).
Some attacks automatically reload the revolver:
This attack has two main parts:
- Leap
Latigo jumps into the air and slashes at the target with his gunblade bladed revolver. The vertical range of this attack is very large, and the horizontal range is medium sized. That being said, the vertical damage is locked to the horizontal width of the attack. - Blast
Latigo fires three shots downward with a semi-tight spread. For small & medium sized targets, two of the shots will collide with the target while the third will land behind the target. Large targets will be hit by all three shots.
By pressing either Neutral attack or Up attack, you can follow up with additional Up attacks. This attack will also work if your revolver is out of bullets, but will just lack the blast part of the attack.
Latigo runs up and slashes at the target in a large horizontal range. He then aims his revolver at the target. At this point, you can press attack up to five times to shoot the revolver.
Unlike his Neutral attack, the bullets shot by this attack can hit multiple targets that are very close together. The hitboxes of the targets must be touching each other for it to work. See the combos section for a list of attacks that move targets close enough together.
Latigo unloads his revolver and loads in special bullets. These bullets have three special properties:
- Multi-hit
Each bullet shot at at a target hits between 2-9 times. There are three main deciding factor in how many hits will trigger:- Distance – The farther away from the target, the more hits.
- Target size – The bigger the target, the more hits.
- Random – See pictures 1 & 2. Notice how two similar targets at the same distance have a two hit discrepancy. The calculations for this attack are randomly varied for some reason.
To compensate for the multi-hit, each bullet does only 66% of the damage of a regular bullet. However, each bullet will hit a minimum of two times, netting you a damage increase of 33.5% for every hit after the first one.
- Penetration
The bullets will travel through the target and continue onwards. Aim for horizontally aligned targets. - Shield Break
Any shielded targets’ guard will be broken by these bullets. This is the only way for Latigo to break shields, as he lacks a damaging Down attack.
Basically, this supercharges your bullets to do crazy amounts of AoE damage. One thing to note is that AP bullets build the same amount of iddhi as regular bullets.
Latigo (cont.)
After an intense staredown, Latigo unloads his revolver at the target. By default the attack will hit 5 times. However, by mashing the attack button you can add an additional 5 hits. The maximum is 5, no matter how fast you mash.
Just like Special attack 1, the bullets shot by this attack can hit multiple targets that are very close together. The hitboxes of the targets must be touching each other for it to work, and the targets must be the same size. See the combos section for a list of attacks that move targets close enough together.
A special note: If at least one AP bullet is loaded in the revolver when you execute this attack, ALL10 bullets become AP bullets. This does a stupidly high amount of damage, second to Razmi’s Special attack 3 in crowds. Granted you are spending 5 special meters to do this, and it only works best against bigger targets.
Latigo is an interesting character with his bullet system. Given the fact that he has to attack and reload makes him the definition of a burst damage character. Keep in mind that if you want to skip reloading on an attack, both Special attack 1 & 3 give you a free reload. Your main focus will Latigo should be his Special 2 attack, as it enables him to output much more damage than normal.
Latigo’s main drawback is the fact that you will be spending most of your attack actions reloading. You damage is severely gimped if you fail to reload on time.
Ladies and… a Gentleman
- Any of the following:
- Anja First Neutral Attack + Follow up Down Attack
- Qadira Up Attack (no follow up)
- Zebei Neutral Attack (x2), but it breaks the theme of the name :
- Baozhai Down Attack (requires good timing)
- Latigo Special 1 or 3
All the attacks listed above have the exact pushing power required to move targets close enough to both be hit by the bullets of Latigo’s Special attacks.
Nuna
Primary: Support
Secondary: Shielding / Iddhi Building
Any.
*This attack does not generate base iddhi.
Nuna runs up and summons thorns from the ground, dealing damage in a medium sized area around her. This attack is great for damaging multiple targets at once.
Nuna runs up and plants a sapling in front of the target. This attack has three special properties:
- Power Up (Photo 1)
Using Up attack any time after planting a sapling will power it up, up to a maximum of two times. The first power up deals extra damage. The second power up summons a maiz stalk that hits the target again (See photo 2). - Attack Canceling
Probably the only most useful part of Nuna. Any enemy that runs into a sapling while attacking will have it’s attack canceled. This prevents your party members from taking damage, since the attack doesn’t happen.
Do note that there are some attacks that can completely ignore this, or that projectile attacks and flying attacks can avoid touching the sapling. - Plant Anywhere
By pressing Down attack after attacking, you can plant the sapling at any point. Use this if you want to block attacks to a certain character rather than blocking attacks from a certain enemy.
Nuna summons a stalk of maiz from the ground on the target, sending them flying upwards. Successive Up attacks will launch the target higher (see photo 2). Great for hitting airborne targets and setting up aerial combos.
However, this attack has a hidden function. By using an Up attack while you have a sapling planted, the sapling’s power will be increased. Use Up attacks after using Down attacks to get the most out of your saplings.
Nuna blows a dandelion at the target, showering the area with explosive seed pods. The pods cover a large area.
Nuna blows a dandelion at the target, showering the area with explosive seed pods. The pods cover a large area.
This version shoots more pods.
Nuna blows a dandelion at the target, showering the area with explosive seed pods. The pods cover a large area.
This version shoots even more pods.
If knocked out, Nuna will eventually revive herself. This saves you three meter charges.
Nuna’s damage output is low, she can’t heal, and her special isn’t much to write home about. Her main use is blocking damage with her Down attack. This is sort of a pseudo heal move, as you’re preventing damage instead of undoing it.
So in trying to debate whether or not Nuna is worth using, here’s the thought process I had:
- Do you give this slot to a support character or a damage character?
- One extra damage character will make fights end faster, at the risk of taking more damage.
- One extra support character will make fights longer, but you are less likely to die.
Assuming that you choose the support character, here’s your options:
- Ginseng: Main healer.
- Thorani: Soft healing.
- Nuna: Blocks some damage.
- Zahra: Buffs outgoing damage, reduces incoming damage, speeds up characters.
TBD
Zahra
Primary: Support
Secondary: Buffing (make characters more powerful.)
Sides.
As stated in Zahra’s character info, blocking with Zahra will effect her active buffs. Here’s the three possible effects:
- Clean Block
Executing a clean block will not stop any active buffs. For attacks that hit multiple times, you will only be required to clean block the first attack. - Normal Block
Blocking normally will cause the last activated buff of each type to stop. For attacks that hit multiple times, you will only be required to block the first attack. Successive hits will not remove buffs. - Failed Block
Failing to block will cause all active buffs to stop.
Zahra plays a soothing song that makes party members attacks recharge faster. Speed is increased by 50% for buffed party members.
Here is the order in which the buff is applied:
Zahra plays a somber song that increases the defense of party members. Defense is increased by 34% for buffed party members.
Here is the order in which the buff is applied:
Zahra plays an upbeat song that increases the attack of party members. Attack is increased by 50% for buffed party members.
Here is the order in which the buff is applied:
Zahra plays a song on her oud that causes all enemies on the field to stop and dance. They will not attempt to attack, and any enemies with their guard up will lower it.
The song lasts for 9 active seconds, meaning that the timer will pause any time a party member is attacking. Basically, it’s tracked in the same way that enemy attack timers are tracked.
This attack is pretty powerful, which is why it’s locked behind 3 meter charges.
Zahra is the definition of a support character. She has no possible attacks, and can only buff/debuff targets. She’s great for parties that want to purely focus on damage instead of healing. Take Razmi in your party if you intend to use Zahra, as she can make up for the lack of healing.
Use the charts above that show what song effects what position first in order to maximize Zahra’s use.
Previously, Zahra’s Neutral attack was a heal over time buff. But obviously having a character with 50% stat buffs and a heal was a bit too much.
The main drawbacks of Zahra are obvious. She can’t attack, she can’t generate iddhi, and her only special costs 3 meters. But quite honestly, 3 damage buffed party members will quickly solve the issue of the lack of damage.
How do you combo that which has no attacks?
Yan
Primary: Damage
Secondary: –
Any.
Yan runs up to the target and performs a spin kick. The attack has a large range. Using this attack after an Up or Down attack can keep targets in the air for more damage and iddhi generation.
One thing to note is that repeated use of this attack will end up knocking most targets out of range of her follow up attacks. I would recommend using this attack last when comboing with Yan. See the chart below for range.
Yan runs at the target and performs an axe kick. This attack will knock any target hit up into the air, allowing you to easily follow up with another attack.
Yan runs up to the target and performs a flash kick, which knocks all targets hit into the air. This attack is great for setting up aerial combos, as Yan can attack again almost immediately after the first attack.
See, I think we’re all misinterpreting her character info page. It states:
Originally posted by Aerial Attacks:Yan can combo her opponent in mid-air, keeping them aloft for even greater damage.
Now, notice how at no point it says that her attacks do more damage in the air. It simply states that Yan can combo targets in mid-air. The “greater damage” part is simply because you’re able to still do damage while the target is in air, which most non-ranged characters can’t do.
Now, most of you probably notice that Yan’s air combos do progressively deal more damage. However, being in the air has noting to do with this. It’s actually because the longer any combo goes on, the more damage any attack will do. In the photo, see how even a basic Anja Up combo results in increased damage.
Yan shines most when starting combos. Since her speed is high, she’ll often have all of her charges ready and waiting when another character is ready to attack. By having Yan attack first, she can prime the combo string. That way when the next character attacks, they deal even more damage than what they would have. This does not work with all characters, either because the time between attacks is too long or because they have a special combo passive that is independent of how the regular combo system works (Hunoch).
Personally I would stick to using a string of Down attacks, then following up with a combo string from another character. As stated above, this lets the next character do more damage. Plus, a down attack still gets the airborne iddhi bonus and can hit targets on the same horizontal line.
Hunoch & Xiboch
Primary: Damage
Secondary: –
The farther back, the easier to bounce the ball back.
*Attacks do not generate the base 3 iddhi.
The active brother summons the other and launches them at the target. You must then time your next attack to bounce the ball back in order to continue the combo. Continuing the combo increases the damage dealt and iddhi generated with each hit.
Do note that even though the active bother has a hurt hitbox around them when they bounce the ball back (picture 2), if the target is that close when you hit the ball back it just registers the ball hit. No extra damage is achieved.
Hunoch and Xiboch switch roles. Here’s the basics:
Hunoch
- Deals physical damage.
- Deals 28% more damage than Xiboch.
- Generates less iddhi than Xiboch.
Xiboch
- Deals magical damage.
- Deals less damage than Hunoch.
- Generates more iddhi than Xiboch.
For the exact amount of iddhi generated with Xiboch, see the chart below.
Hunoch & Xiboch are a bit odd. By that, I mean I can’t figure a good use for them.
Pre attack level 5
In terms of damage, one combo does less damage than a combo from either Anja and Qadira, who have less damage and higher speed to boot. Iddhi generation is pitifully low compared to all other damage characters (other than Phoebe). And characters with higher speed like Yan could definitely output more damage and iddhi. They don’t even work that well has tanks, given that the characters with higher health also have higher damage and iddhi output.
Attack level 5
A full level 5 ball combo with Hunoch ball actually does a solid amount of damage, around 1k-2k more than the characters mentioned above. But his iddhi generation is still the lowest in the game. Not to mention that the points about speed and health still apply.
The one upside this character has is that you can switch damage types, for the occasional fight where you have to fight magic resistant enemies.
Either I’m missing something here, or Hunoch & Xiboch is a low-tier pick.
Comboing with this character can be quite hard, as you need to be paying attention for when to bounce the ball back. On top of that, having the target bounce around by attacks from other characters would make this even harder to time.
Leilani – TBD
Lanshi – WIP
Primary: Damage
Secondary: AoE damage
Any.
Lanshi will run up to the target and begin to bark. Lanshi will continue to bark until all of his attack charges are used up. However, you can use Special attacks while barking.
Mashing or holding the attack button does nothing. This attack has a random deviation of 2-3 barks.
Lanshi falls asleep for 13 seconds. You can then spend an attack to pet Lanshi, which generates a small amount of iddhi. The most pets you can get in are 9 (by mashing the attack button), which generates at maximum 83 iddhi.
Since Lanshi deals the most damage with his charged Up attack, this is an easy way to help build enough iddhi to use his first Special attack. You can prematurely end Lanshi’s nap by executing any super, so once you get a bar of iddhi you can immediately charge an opponent.
Lanshi is one of a few characters that really needs iddhi to excel. While his Neutral attack is okay, it’s his charged Up attack that’s the real money maker. Thankfully it only takes one bar of iddhi to use it, so it’s quite easy to set up. Also, all but one of Lanshi’s attacks have extreme range. This makes him great for dealing with crowds, or opponents with multiple hitboxes.
Lanshi can also have the highest single-target iddhi generation in the game. The only problem with this is that the iddhi generated by his Down attack is random. It can generate anywhere from 56 to 83 with 9 pets. That’s a pretty big discrepancy.
You have to keep his two main drawbacks however. His slow speed, and his iddhi usage. With his slow speed, it can take a bit for Lanshi to start churning out damage. As for the iddhi usage, this can be kept in check as long as you either have a party that is strong at iddhi generation, or a party where Lanshi can have iddhi priority over the other party members.
Naga Rider
Primary: Damage
Secondary: –
Any.
Excuse me while I get anime with this.
Naga Rider will dash at the target and perform a series of heroic martial punches. This attack has it’s own combo string, where a full string of Neutral attacks will end with damage. If you plan on using his Neutral attack, the only way to get the most from it is to use the full combo string.
So about that iddhi generation. It’s…weird.
Naga Rider will soar into the air and lock onto the evil ideals of the target, launching his heels of justice into their heart of evil. As stated above, the attack will lock onto the target. Therefore, any airborne target can be hit.
Since the range of Naga’s Up attack is limited, I suggest using this attack first to get in range of any airborne targets before using Up attack. Also, any Neutral attacks input after an Down attack will become Down attacks. Don’t button mash.
Naga Rider swoops in and launches the target into the heavens with a mighty upwards kick. The most important thing to note about this attack is it’s range. Regardless of how high the target currently is, Naga Rider will always execute the first Up attack from the ground. This means that if a target is airborne (or knocked up high by another character), the first few Up attacks will most likely miss (see picture 2).
If the target is in the air, I highly recommend that you use a Down attack first to close the range between you and the target. Then Input as many Up attacks as your heart desires.
Also, any Neutral attacks input after an Up attack will become Up attacks. Don’t button mash.
This attack is a super powerful version of Naga’s final Neutral attack combo attack. What sets it apart is the fact that this version hits everything that the hitbox collides with on any axis.
This attack is a more powerful version of Naga’s Up attack. The same principles still apply. It’s probably best to lead with this special, just so you don’t miss and blow two bars of iddhi.
This attack is a more powerful version of Naga’s Down attack. The same principles still apply.
This version does insane damage, and is the attack you should prefer to save your iddhi for. Add it to the end of a string of attacks to end off your combos.
This is a copy of the text from Yan, since their passives are the exact same.
See, I think we’re all misinterpreting her character info page. It states:
Originally posted by Aerial Attacks:Naga Rider can combo her opponent in mid-air, keeping them aloft for even greater damage.
Now, notice how at no point it says that her attacks do more damage in the air. It simply states that Naga Rider can combo targets in mid-air. The “greater damage” part is simply because you’re able to still do damage while the target is in air, which most non-ranged characters can’t do.
Naga Rider plays very similar to Yan. They share the same Up, Neutral, and Passive attacks. In fact, my general analysis is that he’s just a watered down Yan with Specials. Any string of non-special attacks will typically deal less damage than a string of non-specials from Yan. His iddhi generation is also lower than all of Yan’s attacks to boot.
What sets Naga Rider apart from Yan is that he has Special attacks. His Special attacks on average end up dealing more damage than a string of non-specials by Yan. Therefore, the way to get the most out of Naga Rider is to constantly be using Special moves. If you don’t use Specials on Naga Rider, it’s more efficient to just use Yan to achieve the same effect.
Side note: if you suck at blocking, use Naga Rider. His health is much higher than Yan.
tl;dr
- Yan
- Faster
- More non-special damage
- Higher iddhi generation
Naga Rider
- Higher health
- Specials give higher damage
If you have a party member already relying on Special attacks for damage, consider a different character.
Something to also note is that executing a super while in air will have Naga immediately land on the ground. Keep in mind where your targets are, as executing Special attack 1 while the target is still airborne will cause the attack to miss.
Ren – TBD
Changelog
- Initial post (Thorani, Zebei, Razmi, Dhar).
- Added Ginseng.
- Fixed typo in Ginseng’s Up attack.
- Updated information of Razmi’s Special 3 attack. Credit: the twisted ancient
- Updated information of Razmi’s Normal attack.
- Updated information of Razmi’s Up attack.
- Updated Razmi’s combos.
- Updated information of Thorani’s Special 3 attack.
- Updated information of Thorani’s Up attack.
- Updated information of Dhar’s Normal attack.
- Updated information of Dhar’s Up attack.
- Updated Dhar’s combos.
- Clarified damage bonus of Dhar’s Special attack 2&3.
- Updated Zebei’s main role. Credit: AnemoneMeer
- Added Tungar.
- Added basic move list for Anja.
- Updated information of Dhar’s Up attack range.
- Updated information of Razmi’s Special attack 3 range.
- Updated description of Razmi’s Up & Normal attack.
- Updated description of Razmi’s Special attack 2.
- Fixed miscount of Zebei’s Special attack 3.
- Updated information of Thorani’s Special Attack 3 being powered up.
- Updated information of Ginseng’s pronouns. Credit: frig
- Updated information of Ginseng’s Special 3 attack.
- Added hitbox area description for all moves.
- Added Kushi.
- Added Phoebe.
- Updated information of Razmi being able to break shields. (Credit: MikeSavage562)
- Added Latigo.
- Fixed missing combo text of Razmi.
- Updated information of dodging with Kushi. (Credit: glovetheglove)
- Updated position information of Kushi. (Credit: princess)
- Fixed photos in Latigo section failing to expand.
- Fixed misaligned sentence Latigo Special Attack 2 stop writing these at 2am ffs.
- Added Nuna to Phoebe’s Down attack list.
- Added Nuna.
- Updated all character roles.
- Defined “support”.
- Updated all mentions of Zarha’s Normal attack. It now buffs speed instead of healing.
- Fixed Nuna Special attack 3 not having a name.
- Added Zahra.
- Added photos for Zahra.
- Added Iddhi building section.
- Added Iddhi generation for all moves.
- Fixed tables using [th] instead of [td].
- Changed “Normal Attack” to “Neutral Attack”.
- Fixed typo in amount of arrows shot for Zebei’s Up attack.
- Fixed Kushi’s Mounted up attack damage values being incorrect.
- Updated information of Phoebe Normal Attack.
- Added note about iddhi generation with Latigo Special bullets.
- Calculatd margin of error for Iddhi calculations.
- Recalculated all iddhi values to use the exact game values.
- Added Hunoch & Xiboch.
- Fixed calling Bom “Bon”. (Credit: Fringehunter7719)
- Added Leilani to Phoebe’s Down attack list.
- Added Yan to Phoebe’s Down attack list.
- Updated Xiboch iddhi build for level 5.
- Calculated damage % between balls.
- Fixed broken Kushi move table.
- Updated Tungar Neutral iddhi generation & photo.
- Added Yan.
- Added Qadira.
- Added base iddhi values for all characters.
- Added true iddhi values for all characters.
- Added Naga Rider.
- Calculate DPS of all characters at max level.
- Write section explaining combo damage bonus.
- Detail attack recharge modifiers.
- Double check if base iddhi is speed dependent.
- Phoebe – airborne neutral & up hit
- Kushi – Combos
- Nuna – Combos
- Anja – Complete (requires Rem)