Comprehensive Union Formation Guide

The Last Remnant4 · 31 ratings3.3k views70 favorites37 min readby thepowerofmediocrityUpdated Sep 13, 2017View on Steam ↗

Credits and General Information

WARNING: Contains complete information on every character in the game. Locations will not be revealed, but story events that lead to character changes will be spoiled. If you want to be completely free from character or story spoilers, it is best advised to keep yourself from seeking further!

Before I begin, I would like to send my best regards and deepest thanks to those who I will reference or have helped me to better understand the game and it's rich - though complicated - battle system:

  • Misfiring Chong has a great guide on the optimal class for each unique leader and the methods necessary to obtain them. For any questions on how to obtain the classes to which I refer in this guide, please go to this site: https://www.gamefaqs.com/pc/950908-the-last-remnant/faqs/67106 and credit Misfiring for the hard work and attention to detail.
  • The Last Remnant forums for both Steam and GameFAQs for containing a rich forum of information and answers to questions that aren't immediately apparent in the game's operation.
  • More specifically, everyone in the Steam forum discussions that help out newer players understand the game and get past the frustrating aspects so that everyone involved can see the treasures this game provides.
  • Lastly, but most importantly, the wonderful work done by the Last Remnant Wiki. This guide is to help people better search for union information without having to click through so many pages, but the Wiki is a greater resource than anything I can provide.
  • Speifically, this list written by Zephyr135 lists the potential classes achieved by every generic leader in the game. Under the section "Unit Data," Zephyr also has lists the unique leaders and their potential classes as well. http://lastremnant.wikia.com/wiki/User:Zephyr135/LasRem_Guide/Unit_Data/Generic_Leaders_Classes_(PC)

Introduction

Outside of the basic details of the game's characters - stats, weapons, and accessories - the most important aspect that will shape the outcome of battles is the union formations. These union formations, if shaped correctly, can add numerous bonuses that can make the difference between the leaders striking their way to victory and being overwhelmed by their foes. For such an important detail, the game does a terrible job explaining how each formation works, only opting to share a single sentence vaguely explaining what each formation does. More advanced formations - the formations found in treasure chests - contain additional bonuses which can greatly help the leaders in the formation, though the game does not explain how much of an impact these bonuses make. This guide attempts to help answer the biggest questions about union formation, such as:
  • What formation provides the best bonuses?
  • Which characters help me unlock the highest formation levels?
  • How do I ensure my characters have the best combination of damage potential and survivability?
  • How do I know I'm using a character that won't be completely outclassed later in the story?
  • Which focus should I aim for my leaders?

As I mentioned, the Last Remnant Wiki contains a great wealth of information that helps to explain much of the aspects of union formation. The Formations page[lastremnant.wikia.com] contains some details on the bonuses each formation provides, including hidden bonuses that won't show up on the stats. In a similar matter, Upgrading Formations[lastremnant.wikia.com] includes the list of character requirements for each formation level, including the upgrades from basic formations to the most advanced formations. I should note that the information I provide has the end-game, with everything unlocked and in the player's control, in mind; if asked, I may add an additional section that provides helpful information for union set-up for particular story battles.

Recommended Unions

To allow the reader to view union requirements without having to spoil all of the characters, I will present the requirements for the unions that provide the most optimal bonuses in the beginning section. I will be listing the opimal unions for solo (Rush is the optimal unit for a solo unit, but any unit with a high evasive shield, such as Shield of the Vanquisher, can fulfill this requirement), three units, four units, and five units. All unions with 1-4 members are considered Deadlock unions; this guide will recommend formations that grant bonuses suitable for facing tough enemies, such as SPD and DEF / MYSDEF. For three and four-unit unions, this section will outline the best position to place the units to avoid the position penalties. Note that if any unit is not placed in Slots 1-3 in a union, the unit will not be able to defend if the union leader chooses the "Defend" option.

5-unit unions are designated flanking unions and will emphasive all attacking stats, preferably at the expense of SPD, to give the Deadlock unions time to engage the enemy.

Unions and Classes combine to buff arts by adding percentages: Legendary Scout in Jewel of Undelwalt I uses Restorative Tincture V for 3500 HP, which is 40% (30% from class and 10% of union) greater than the baseline heal value.

Solo
Hangman's Noose 105 STR / SPD / ATK
Basket 105 SPD / DEF / MYSDEF
Crossbow 110 INT / MYS [Mystic Extra Hit +1]
Flame 113 STR / DEF / MYSDEF

In a NG+ where all formations are obtained at the onset
Comet is best with 105 STR / INT / SPD & 120 ATK / DEF / MYS / MYSDEF

Best 3-unit Formations
Pincer's Grip III 110 SPD (Leader), 110 SPD / ATK ( if choose Slots 2-3), 110 DEF (if choose Slots 4-5)
*NOTE: It is possible to obtain Talon's Clutch with 3 units, but upgrading the union should be avoided as it loses the 20% Slash bonus that Pincer's Grip come with. This can be ensured by using only one Yama in the union.
Wedge II 103 SPD / ATK, 108 DEF / MYSDEF (Leader), 103 SPD / ATK, 108 STR (Slots 2-3)
Hawkeye II 51 ATK / MYS, 108 DEF / MYSDEF (Leader), 51 SPD, 108 DEF (Slot 2), 108 DEF (Slot 3) [+8% Physical Avoidance]
Vampire II 108 MYSDEF (Slots 1-3), [+8% Mystic Avoidance]
Pendulum II 125 INT, 125 MYSDEF (Leader) 125 STR, 125 INT, 61 SPD, 125 MYSDEF (Slot 2), 61 STR, 125 INT, 61 SPD, 125 MYSDEF [+8% Additional Mystic Resist]
Jewel of Underwalt II 108 DEF (Leader), 61 SPD, 108 ATK (Slot 2), 108 MYS (Slot 5), [+15% Herb Recovery]
Chariot II 108 MYS (Leader), 108 ATK/DEF (Slots 2-3), [+15% Traps]
Prism II 108 SPD (Leader), 108 STR/INT (Slot 2), 108 MYS (Slot 3), [+15% Psionics]
Flame II 115 STR, 115 DEF / MYSDEF (Leader), 115 MYS (Slots 4-5), [Debuff Duration -2]
Bait and Hook II 50 SPD, 50 ATK, 108 DEF (Leader), 108 SPD, 108 MYS (Slots 2-3), [+15% Lotions]
Unicorn III 110 STR/SPD/ATK (Leader), 110 SPD/ATK (Slots 2-3)

In a NG+ where all formations are obtained at the onset
Trident 105 STR, 120 ATK (Slots 1-3), [+5% Combat Arts]
Snakebite II 56 ATK, 125 DEF, 125 SPD (Slots 1-3)
Candle 120 INT / MYS, 120 SPD (Leader), 120 MYS (Slots 4-5)

Best 4-man Formations
Slingshot III 130 DEF (Leader), 70 STR / INT / SPD, 130 DEF (Slots 2-5) [+10% Physical Resist]
Hourglass II 115 DEF (Leader), 108 STR, 115 DEF (Slots 2-3), 108 INT, 115 MYS (Slots 4-5) [+8% Item Arts]
Barbed Wall II 115 INT/MYSDEF (Leader), 54 SPD, 115 STR/DEF (Slots 2-3), 54 MYS, 115 MYSDEF (Slots 4-5) [+15% Maul Defense, such as Thunderclap]
Warhorse III 110 INT (Leader), 52 SPD, 110 DEF (Slots 2-3), 130 MYS (Slots 4-5)

Five Unit Unions

When considering whether to complete the union requirements or not, calculate the benefits of using the unit in question and compare that with the cumulative amount of losses from not fulfilling the union requirements. This assumes that the stat correlates 1 X 1 to the union bonus; values that aren't a straight correlation must be adjusted by the values below:

For unions with 110% Bonus (assuming all union members receive the benefit):
Union III -> Union II (108) = 110%
Union III -> Union I (105) = 124%

For unions with 120% Bonus (assuming all union members receive the benefit):
Union III -> Union II (115) = 122%
Union III -> Union I (113) = 131%

For unions with 130% Bonus (assuming all union members receive the benefit):
Union III -> Union II (120) = 142%
Union III -> Union I (110) = 191%

For unions with 135% Bonus (assuming all union members receive the benefit):
Union III -> Union II (130) = 120%
Union III -> Union I (125) = 140%

While it is not likely that every unit in the union will receive these bonuses, they are good as thresholds as to whether a particular unit is worth jettisoning the union upgrade. Union bonuses such as the Trident bonus to Combat Arts also need to add into the equation.

Best Combat Unions
Trident I (5% to Combat Arts): [105% STR, 120% ATK (Slots 1-3), 30% INT / MYSDEF, 105% DEF (Slots 4-5)] Default
Trident II (8% to Combat Arts): [108% STR, 125% ATK (Slots 1-3), 35% INT / MYSDEF, 108% DEF (Slots 4-5)] 5 Physical, 3 Special, 1 Sovani
Trident III (10% to Combat Arts): [110% STR, 130% ATK (Slots 1-3), 40% INT / MYSDEF, 110% DEF (Slots 4-5)] 5 Physical, 5 Special, 2 Sovani

Dragontail I (Weapon +1): [36% SPD (All units), 36% DEF, 125% STR, 135% ATK (Slots 1-2), 36% DEF, 135% ATK (Slot 3), 125% DEF / MYS (Slots 4-5)] 5 Physical, 4 Special, 2 Mitra, 1 Leader without Special, 1 Female, 1 Yama
Dragontail II (Weapon +2): [37% SPD (All units), 37% DEF, 130% STR, 150% ATK (Slots 1-2), 37% DEF, 150% ATK (Slot 3), 130% DEF / MYS (Slots 4-5)] 5 Physical, 4 Special, 2 Mitra, 1 Seven, 1 Leader without Special, 1 Female, 1 Yama, 1 Qsiti
Dragontail III (Weapon +3): [38% SPD (All units), 38% DEF, 135% STR, 200% ATK (Slots 1-2), 38% DEF, 200% ATK (Slot 3), 135% DEF / MYS (Slots 4-5)] 5 Physical, 4 Special, 2 Mitra, 2 Seven, 1 Leader without Special, 1 Female, 1 Yama, 1 Sovani, 1 Qsiti
*NOTE: Sadly, the Weapon +X bonuses do not work as intended, so the only bonus worth obtaining is the 200% ATK bonus.

Hurricane I (Weapon Arts 5%): [125% ATK, 125% DEF (Leader), 46% SPD (Slots 2,5) 46% STR, 125% DEF (Slots 3,4)] 4 Physical, 3 Special, 2 Mitra, 1 Leader without Special, 1 Yama, 1 Sovani, 1 Qsiti
Hurricane II (Weapon Arts 8%): [130% ATK, 130% DEF (Leader), 47% SPD (Slots 2,5) 47% STR, 130% DEF (Slots 3,4)] 5 Physical, 3 Special, 2 Mitra, 1 Leader without Special, 1 Yama, 1 Sovani, 1 Qsiti
Hurricane III (Weapon Arts 10%): [135% ATK, 135 DEF (Leader), 48% SPD (Slots 2,5) 48% STR, 135% DEF (Slots 3,4)] 5 Physical, 3 Special, 2 Mitra, 2 Leader without Special, 1 Yama, 1 Sovani, 1 Qsiti

Mattock I (Bludgeon 10%) [115% SPD / ATK, 125% DEF / MYSDEF (Leader), 115% SPD / ATK, 125% STR (Slots 2-3), 36% SPD / DEF / MYSDEF (Slots 4-5)] 5 Physical, 4 Qsiti, 3 Special, 1 Leader without Special
Mattock II (Bludgeon 15%) [118% SPD / ATK, 130% DEF / MYSDEF (Leader), 118% SPD / ATK, 130% STR (Slots 2-3), 37% SPD / DEF / MYSDEF (Slots 4-5)] 5 Physical, 5 Qsiti, 3 Special, 1 Leader without Special
Mattock III (Bludgeon 20%) [120% SPD / ATK, 135% DEF / MYSDEF (Leader), 120% SPD / ATK, 135% STR (Slots 2-3), 38% SPD / DEF / MYSDEF (Slots 4-5)] 5 Physical, 5 Qsiti, 5 Recovery, 5 Speed, 3 Special, 1 Leader without Special, 1 Seven

Flail I: [125% SPD (All Slots), 125% ATK (Leader), 125% ATK / MYS, 51% DEF / MYSDEF (Slots 4-5)] 5 Speed, 3 Special, 1 Leader without Special, 3 Recovery, 1 Yama, 1 Qsiti, 1 Sovani
Flail II: [130% SPD (All Slots), 130% ATK (Leader), 130% ATK / MYS, 52% DEF / MYSDEF (Slots 4-5) 5 Speed, 3 Special, 1 Leader without Special, 4 Recovery, 1 Yama, 1 Qsiti, 1 Sovani, 1 Seven
Flail III: [135% SPD (All Slots), 135% ATK (Leader), 135% ATK / MYS, 53% DEF / MYSDEF (Slots 4-5)] 5 Speed, 3 Special, 2 Leader without Special, 5 Recovery, 1 Yama, 1 Qsiti, 1 Sovani, 2 Seven

Best Mystic Unions
Pyramid I (Mystic Arts 5%): [125% SPD (Leader), 125% STR / INT (Slot 2), 125% MYS (Slot 3), 125% INT / MYS, 46% DEF / MYSDEF (Slots 4-5)] 5 Mystic, 4 Special, 4 Male
Pyramid II (Mystic Arts 10%): [130% SPD (Leader), 130% STR / INT (Slot 2), 130% MYS (Slot 3), 130% INT / MYS, 47% DEF / MYSDEF (Slots 4-5)] 5 Mystic, 4 Special, 5 Male, 1 Seven
Pyramid III (Mystic Arts 20%): [135% SPD (Leader), 135% STR / INT (Slot 2), 135% MYS (Slot 3), 135% INT / MYS, 48% DEF / MYSDEF (Slots 4-5)] 5 Mystic, 4 Special, 5 Male, 2 Seven, 1 Yama

Lion's Den I (Hexes 10%): [113% INT, 113% MYS] 5 Mystic, 2 Special, 1 Leader without Special, 1 Mitra, 1 Qsiti, 1 Sovani
Lion's Den II (Hexes 15%): [115% INT, 115% MYS] 5 Mystic, 3 Special, 1 Leader without Special, 1 Mitra, 1 Qsiti, 1 Sovani
Lion's Den III (Hexes 20%): [120% INT, 120% MYS] 5 Mystic, 3 Special, 2 Leader without Special, 1 Mitra, 1 Qsiti, 1 Sovani

Destrier I (Evocations 10%): [135% INT, 135% MYS] 5 Mystic, 3 Special, 1 Leader without Special, 3 Qsiti
Destrier II (Evocations 15%): [140% INT, 140% MYS] 5 Mystic, 3 Special, 1 Leader without Special, 4 Qsiti
Destrier III (Evocations 20%): [145% INT, 145% MYS] 5 Mystic, 3 Special, 1 Leader without Special, 5 Qsiti

Best Tanking Unions
Hourglass I (Item Arts 10%): [113% DEF (Leader), 105% STR, 113% DEF (Slots 2-3), 105% INT, 113% MYS (Slots 4-5)] Default
Hourglass II (Item Arts 15%): [115% DEF (Leader), 108% STR, 115% DEF (Slots 2-3), 108% INT, 115% MYS (Slots 4-5)] 4 Speed, 3 Special, 1 Leader without Special, 4 Recovery, 1 Yama, 1 Qsiti, 1 Sovani, 1 Female Mitra
Hourglass III (Item Arts 20%): [120% DEF (Leader), 110% STR, 120% DEF (Slots 2-3), 110% INT, 120% MYS (Slots 4-5)] 5 Speed, 3 Special, 2 Leader without Special, 5 Recovery, 1 Yama, 1 Qsiti, 1 Sovani, 2 Female Mitra

Tortoise I (Pierce DEF 10%): [46% SPD, 125% ATK / DEF (Leader), 125% ATK / DEF, 46% MYSDEF (Slots 2-3), 46% SPD, 125% MYS / MYSDEF (Slots 4-5)] 5 Mitra, 3 Female, 3 Special, 1 Leader without Special
Tortoise II (Pierce DEF 15%): [47% SPD, 130% ATK / DEF (Leader), 130% ATK / DEF, 47% MYSDEF (Slots 2-3), 47% SPD, 130% MYS / MYSDEF (Slots 4-5)] 5 Mitra, 4 Female, 3 Special, 1 Leader without Special, 1 Seven
Tortoise III (Pierce DEF 20%): [48% SPD, 135% ATK / DEF (Leader), 135% ATK / DEF, 48% MYSDEF (Slots 2-3), 48% SPD, 135% MYS / MYSDEF (Slots 4-5)] 5 Mitra, 5 Female, 3 Special, 1 Leader without Special, 2 Seven

Batwings I (Remedies 10%): [55% SPD (All Slots), 113% INT / MYSDEF (Slots 1,4,5), 113% STR (Slots 2-3)] Default
Batwings II (Remedies 15%): [56% SPD (All Slots), 115% INT / MYSDEF (Slots 1,4,5), 115% STR (Slots 2-3)] 5 Recovery, 3 Female, 2 Special
Batwings III (Remedies 20%): [57% SPD (All Slots), 120% INT / MYSDEF (Slots 1,4,5), 120% STR (Slots 2-3)] 5 Recovery, 5 Female, 3 Special

Force Field I: [125% INT, 125% MYS, 46% MYSDEF (Leader), 60% SPD, 150% MYSDEF (Slots 2-4), 125% MYS, 46% MYSDEF (Slot 5)] 5 Mystic, 2 Special, 3 Leader without Special, 2 Yama, 2 Sovani
Force Field II: [130% INT, 130% MYS, 47% MYSDEF (Leader), 65% SPD, 160% MYSDEF (Slots 2-4), 130% MYS, 47% MYSDEF (Slot 5)] 5 Mystic, 2 Special, 3 Leader without Special, 2 Yama, 2 Sovani, 1 Seven
Force Field III: [135% INT, 135% MYS, 48% MYSDEF (Leader), 70% SPD, 180% MYSDEF (Slots 2-4), 135% MYS, 48% MYSDEF (Slot 5)] 5 Mystic, 2 Special, 3 Leader without Special, 2 Yama, 2 Sovani, 2 Seven

Union Formation Requirements (Spoilers Incoming)

When you place a character into a union, the union formation checks for a few specific requirements: Race, Special Flag, and Soldier Type. In terms of Race, some union formations ask for one of each race - Mitra, Yama, Sovani, and Qsiti - which other formations ask for all of one particular race. The Special Flag is reserved for Unique Leaders only; it should be noted, though, that several Unique Leaders do not have the Special Flag, which disqualifies them from unions that ask for all Special characters, but makes them an excellent choice to place in unions that require a Leader without Special. Finally, Soldier Type refers to Physical, Mystic, Speed and Recovery. Most unique leaders have all of these types checked, but some unique leaders have only a few of these features, disqualifying them from upgrading that particular union.

The Last Remnant Wiki contains this information in a table. This guide will place each unique character in a list form. If you are concerned about whether a character fulfills a union requirement, use the Search function for that character and read the list of features that character has:

  • Rush + David + Loki + Jorgen + Gabriel + Rhagoh: Mitra (Male) + Special + Physical + Mystic + Speed + Recovery
  • Jager: Mitra (Male) + No Special + Physical + Mystic + Speed + Recovery
  • Roberto: Mitra (Male) + No Special + Physical + Mystic + Speed
  • Emmy + Irina + Violet + Glenys + Sheryl + Kate + Khrynia: Mitra (Female) + Special + Physical + Mystic + Speed + Recovery
  • Nora + Haruko: Mitra (Female) + No Special + Physical + Mystic + Recovery
  • Blocter + Gaou + Duke of Ghor + Zolean + Yuniver: Yama + Special + Physical + Mystic + Speed + Recovery
  • Baulson: Yama + No Special + Physical + Speed
  • Pagus + Sibal + Mad-dox + Leshau + Darien: Qsiti + Special + Physical + Mystic + Speed + Recovery
  • Torgal + Wyngale + Allan: Sovani + Special + Physical + Mystic + Speed + Recovery
  • Caedmon + Leucetius: Sovani + No Special + Physical + Mystic + Speed + Recovery
  • The Seven: Seven + Special + Physical + Mystic + Speed + Recovery

In addition to the Unique Leaders, the game has many Generic Leaders that are recruited through completing various Guild Tasks. Instead of listing these leaders separately, the game places each Generic Leader into a specific army, an army which is then checked for union requirements. The Last Remnant Wiki assigns the following armies to the following union requirements:

  • Mercenaries: No Special + Physical + Speed
  • Guard Monks: No Special + Mystic + Recovery
  • Undelwalt Guard: No Special + Physical + Recovery
  • Silver Falcons: No Special + Physical + Speed + Recovery
  • Order of Melphina: No Special + Physical + Mystic + Speed
  • Ladies of Bloody Alice: No Special + Physical + Mystic + Recovery
  • Third Committee Soldier: No Special + Physical + Mystic + Speed + Recovery
  • The Army of Nagapur: No Special + Physical + Speed + Recovery

Most of the Generic Leaders fall into the Mercenaries or Guard Monks armies, with the remaining armies unlocked as the player progresses through the story. Several armies further restrict themselves by having in their ranks only a specific race - The Undelwalt Guard contains only Mitra males, while the Ladies of Bloody Alice contains only Mitra females. Due to how late they appear in the story, it is only recommended the player recruit these leaders if they fulfill a specific union requirement and the player is willing to place the time and effort to have the Generic Leaders match the units already in play.

Classes

The most important thing that determines the type of commands that come up on the Battle Screen in the classes of each of the units in the union. Having units with similar classes increase the chance of having the desired commands come up every turn, while having divergent classes will have the Battle Screen provide random commands that may prevent the player from choosing the command that keeps their unions alive. The Union Leader has the greatest effect on the types of commands chosen, while the remaining units are best served in support or additional damage roles. I will list the classes the player will most commonly encounter throughout the game; early classes that will likely be superceded will not be listed. The requirements listed are for the Legendary classification so that the highest bonuses are obtained - lower classifications receive lower bonuses.

For Union Leaders:
  • Assassin [Requires Item + One Handed Sword] –10% SPD + 15% Weapon Arts + allows the union to attack from the rear regardless of number of union deadlocked.
  • Ninja [Requires Mystic + Dual Wield Katana] – Adds 15% Dual Wield + Instakill Safety and allows the union to attack from the rear regardless of number of union deadlocked.
  • Warlock [Requires all Arcana] – 30% Arcana Damage + 20% Mystic Arts + 4 AP Gain on Damage + Instakill Safety *Only Rush, Wyngale, and Leucetius are capable of reaching this class.
  • Guardian [Requires Item + One-Handed/Two-Handed/Power Grip] – 16% Physical Resist + 12% Mystic Resist + Critical Hit Immunity + Defender
  • Paladin [Requires Significant Psionics] – 16% Physical Resist + 12% Mystic Resist + Defender
  • Cleric [Requires Mystic Use + Quad Wield] – 15% Quad Wield + 12% Mystic Evasion + Defender *Only Torgal can make optimal use of this class
  • Cavalier [Requires Significant Remedies] – 15% Physical Evasion + 12% Mystic Evasion + Defender

The Defender Skill is the best trait a union designed for tanking can have because it allows the units in the first three positions in the union to double their defenses while storing additional AP to unleash high-powered Arts the next turn.

For Support Classes:
  • Alchemist [Requires Significant Shards] – 15% Item Arts + 8% Additional Effect Chance (such as Paralyze / Silence) + Instakill Safety + increased chance of Item Arts
  • Bard [Requires Potions] – 30% Flame Bottle Damage + Status Conditions Duration – 4 (Status Removal at end of turn)
  • Sage [Requires Significant Hexes + 3 Mystic Art Skill of 12+] – 15% Initial AP + 15% Mystic Resist + Status Conditions Duration – 4 (Status Removal at end of turn)
  • Wanderer [Requires Significant Traps] – 30% Traps + 8% Additional Effect Chance (such as Paralyze / Silence) + Status Conditions Duration -3 (Combine with Wishing Coin or Premier Amulet to have status removal at end of turn) + Increased chance of Item Arts
  • Hunter [Requires Lotions] – 10% SPD + 30% Lotions + Buff Durations +3 (Combine with Support, Potions, or Band of Champions) + Increased chance of Healing commands
  • Scout [Requires Herbs] – 30% Herbs + AP Cost Cut -4 (Requires 4 fewer AP to cast Art) + Buff Durations +3 (Combine with Support, Potions, or Band of Champions) + Increased chance of Healing commands
  • Thief [Requires Explosives] – 30% Explosives + 15% chance of moving enemy to end of Action queue + Increased chance of Item Arts
  • Commander [Requires Significant Wards] – 30% Wards + 20% Mystic Arts and allows union to flank the enemy only if there is nothing deadlocked
  • Bishop [Requires Significant Remedies + 2 Mystic Art Skill of 12+] – 20% Max AP + AP Cost Cut -5 (Requires 4 fewer AP to cast Art) + Increased Chance of using Remedy Arts
  • Marauder / Marksman / Specialist / Healer [Requires 1 Significant Mystic Art: Invocations/Evocations/Hexes/Remedies] – 10% Initial AP + 30% Significant Art + 12% Significant Art Resist (Meaning Specialist has 30% Hexes + 12% Hex Resist) + Increased chance of casting Mystic Arts

For Damage Classes:
  • Ataraxian [Requires Mystic Use + Dual Two-Handed] – 15% Duel Two-Handed + 12% Mystic Evasion and allows union to flank the enemy only if there is nothing deadlocked. *Only Caedmon is capable of reaching this class
  • Deathknight [Requires Mystic Use + Dual Power Grip] – 15% Duel Power Grip + 15% Weapon Arts *Only Allan is capable of reaching this class
  • Thaumaturge [Requires Significant Invocations & Evocations + 3 Mystic Art Skill of 12+] – Mystic Extra Hit +5 + 25% Mystic Arts + 3 AP Gain on damage + increased chance of Mystic Arts
  • Fencer [Requires One Hand + Duel Wield] – Physical Extra Hit +5 + increased chance of Combat Arts
  • Bludgeoner [Requires Mace use only] – 20% Initial AP + 15% Mace Damage + increased chance of Combat Arts
  • Axman [Requires Axe use only] – 10% STR + 15% Axe Damage + increased chance of Combat Arts
  • Runemaiden [Requires Staff use only] – 10% INT + 15% Staff Damage + increased chance of Combat Arts

Note that there are classes for Sword, Katana, and Spear users, but they do not come with the increased chance of Combat Arts and instead contain skills that are only useful in the Leader position, and thus are not recommended for unions unless they fulfill specific union requirements.

Weapons

The Unique Leaders have a significant advantage over the Generic Leaders as not only can the player obtain parameter bonuses to increase their stats, but the Unique Leaders have much greater access to different variety of Arts as well as the benefits of classes that require a variety of Arts skills. For support and classes that only require one particular set of skills, Generic leaders can become very useful if they have access to the best weapons, which not only contain the best stats for their weapon type, but also grant access to Weapon Arts. Many generic leaders may have access to particular top weapons, but only if the player crafts the weapon and hands it to the leader. As building the final tier weapons are very expensive (upgrading a medium sword to Shielding or Enchanted Bluesteel costs over 600,000 gold, to provide an example), it is best to find units that can upgrade to the final weapon on their own accord. I will list the final weapons to watch out for and the Generic Leaders that can obtain them in this section.

  • Medium Sword – Superlative Bluesteel & upgrades for Cerulean Rain
    By order of appearance: Bertha, Sapphire, Yugo, Sapphire, & Ophelia upgrade to it naturally
  • Large Sword – Superlative Highbrand & upgrades for Holy Win
    By order of appearance: Neo & Warsel upgrade to it naturally
  • Medium Katana – Optimal Tataraichi & upgrades for Swordflash
    By order of appearance: Jodo, Vega, Dion, Nash, Linus, Reda, & Spike upgrade to it naturally
  • Large Katana – Superlative Demonblade & upgrades for Demonblow
    By order of appearance: Procrius, Ynfry (Dual-Wield Demonblades!), Lenard (does not reach Shielding), Aiterra, Orwell, & Zola upgrade to it naturally
  • Midsize Shield – Superlative Soulshield & upgrades for Soulshield
    By order of appearance: Thelma, Lamda, Dion, Opus, Shumer, Naira, & Jared upgrade to it naturally
  • Large Shield – Shield of the Vanquisher (No Weapon Art, but contains the best Evasion Boosts)
    Only Marty [Combat Route] upgrades to it naturally
  • Large Spear – Superlative Glaive & upgrades for Heaven’s Door
    By order of appearance: Camupe, Nikita, Zack, Benedict, & Anita upgrade to it naturally
  • Yama Spear – Optimal Naginata & upgrades for Royal Rage
    Only Iridis upgrades to it naturally
  • Large Hammer – Superlative Blackjack & upgrades for Double Down
    By order of appearance: Bugsy, Sycune, Edonne, & Naira upgrade to it naturally, though Naira cannot use Double Down because he cannot use the Power Grip wield style.

    Weapons notable for their other effects include:
  • Small Sword - Dark Dirk
    36 EVA makes for a great offhand weapon to compliment the Bladebreakers
  • Medium Axe - Waraxe
    Increases HP by 25%
  • Medium Staves – Mithril Ji
    Balanced defenses + 28 EVA
  • Large Staves - Soulscepter
    +5 to Slowdown (Enemy moves last in queue)
  • Medium Shield – Lowland Shield
    Increases HP by 40%
  • Large Shield – Aqueous Shield
    Physical / Mystic Resist +4 (far easier to make than SoV)

    It should be noted that Mystic units cannot use too many regular attacks or else they will have a Balance equipment focus and lose out on the best Mystic weapons available to them. Unfortunately, the only way to guarantee a Generic Leader will keep to a Mystic Focus is to use them in the Leader position until the number of Mystic attacks far outlevels the weapon wield style (you can have a rough estimate of the weapon wield style by the Combat Arts the Mystic user obtained throughout the game)

Individual Units

For each character, I will be providing information about the classification of each unit, the optimal class for the unit, the type of Arts the unit has access to, and the final weapon the unit can obtain naturally as well as the optimal weapon the unit can request. As an example of the formatting that will be used for each unit:

Rush Sykes - Unique Leader: [Whatever class you want] (Whatever Arts you want) Whatever weapons you want

To determine whether a Generic Leader would be best suited for a specific union formation, search for the unit name, look up the Army in which the Leader is placed, and find out whether the Leader has the Physical / Mystic / Speed / Recovery requirements necessary for the union upgrade. To make the search easier, I will make separate sections for each Race: Sovani, Qsiti, Yama, Female Mitra, and Male Mitra.

Sovani

Torgal – Unique Leader: [Cleric] (Evocations / Psionics / Potions) Halphas Dominus (Combat Focus)
Caedmon – Unique Leader: [Ataraxian] (Evocations / Herbs / Potions / Remedies / Traps) Buer Dominus (Any focus)
Wyngale – Unique Leader: [Warlock] (All Mystic Arts / Traps / Shards) Gaap Dominus (Any focus)
Allan - Unique Leader: [Deathknight] (Invocations / Hexes / Explosives / Traps / Shards) Paimon Dominus (Combat Focus)
Leucetius – Unique Leader: [Sage] (All Mystic Arts except Wards / Explosives) Orobus Dominus (Mystic Focus)

Qsiti

Pagus – Unique Leader: [Bishop / Commander] (Remedies / Invocations / Wards/ Herbs) Enchanted Wand or Ama-Gi Virtutis
Mad-dox – Unique Leader: [Bishop / Sage] (Invocations / Hexes / Remedies / Herbs) Aura Tambo or Ama-Gi Virtutis
Sibal – Unique Leader: [Guardian] (Herbs / Lotions / Explosives / Invocations) Daedalus Virtutis
Leshau – Unique Leader: [Sage / Paladin] (Evocations / Hexes / Psionics / Potions) Enchanted Morningstar
Darien – Unique Leader: [Scout] (Herbs / Lotions / Remedies / Potions) Devil’s Fork
Oakes – Mercenaries: [Assassin] (Herbs) Shielding Bladebreaker
Acokus – Mercenaries: [Swashbuckler] Dual Shielding Bladebreaker
Westa – Mercenaries: [Samurai] Might Cutlass + Divine Buckler
Perneth – Guard Monks: [Specialist] (Hexes) Aura Tataraichi – Mystic Focus
Megeleus – Guard Monks: [Healer] (Remedies) Damascene Scepter (for natural upgrades) / Imperator's Staff / Mithril Ji / Runic Vare (for optimal weapon)
Cuquenos – Guard Monks: [Marksman] (Evocations) Damascene Scepter (for natural upgrades) / Imperator's Staff / Mithril Ji / Runic Vare (for optimal weapon)
Cubarey – Silver Falcons: [Silver Falcons Class] Might Javelin
Thore – Silver Falcons: [Silver Falcons Class] (Hexes) Aura Tataraichi
Lukorra – Order of Melphina: [Marauder / Specialist] (Invocations / Hexes) Aura Tataraichi
Proteus – Order of Melphina: [Order of Melphina] (Evocations) Gladius Mysticus + Divine Kiteshield (for natural upgrades) Enchanted Bladebreaker / Enchanted Soulshield (for optimal weapons)
Chivrey – Third Committee Solider: [Third Committee Class] Dual Shielding Bladebreaker
Opus – Third Committee Solider: [Third Committee Class] Prismic Broadaxe + Enchanted Soulshield
Hyenn – Third Committee Solider: [Third Committee Class] Imperator’s Axe + Divine Buckler
Garatia – Army of Nagapur: [Lancer] Might Javelin
Morpheus – Army of Nagapur: [Hunter] (Potions / Lotions) Might Pitchfork
Murtoff – Army of Nagapur: [Thief] (Explosives) Shielding Bladebreaker / Divine Buckler

Yama

Blocter – Unique Leader: [Wonder Bangle + Scout] (Herbs / Hexes / Traps) Might Executioner (Combat Focus) Fellswyrm (Balance Focus)
Baulson – Unique Leader: [Lancer/Bard/Guardian] (Herbs / Remedies / Potions) Fafnirsbane (255 ATK!) / Shielding Glaive (for Heaven’s Door)
Gaou – Unique Leader: [Hunter] (Lotions / Hexes / Traps) Obsidian Virtutis (if not using the Seven) / Shielding Masterblade (if using the Seven)
Zolean – Unique Leader: [Specialist] (Hexes / Invocations / Evocations / Traps) Imperator’s Katana
Yuniver – Unique Leader: [Sage] (Hexes / Psionics / Invocations / Evocations / Potions) Aura Naginata
Duke of Ghor – Unique Leader: [Axman] (Psionics / Potions) Bilqis Virtutis (It is possible to become a Bard for the status clearing, but Duke learns Potions at BR 85 and it’s mostly better to have the extra damage)
Semry – Mercenaries: [Swashbuckler] Shielding Highbrand + Divine Kiteshield (for natural upgrades) / Shielding Soulshield (for optimal shield)
Iridis – Mercenaries: [Bard] (Potions) Parrying Naginata (For natural upgrade) / Fafnirsbane (for 255 ATK!)
Munia– Mercenaries: [Bludgeoner] Shielding Bigbang (for Hoarfrost) / Mjollnir (for STR boost and burn control)
Laverne – Mercenaries: [Bard] (Potions) Might Executioner + Sagaris Adamanteus (for natural upgrades) / Fellswyrm (for optimal dual wielding)
Camupe – Mercenaries: [Lancer] Shielding Glaive
Atney – Mercenaries: [Scout] (Herbs / Explosives) Might Executioner (for natural upgrade) / Fellwyrm (for optimal equipment)
Ynfry – Mercenaries: [Street Performer] (Remedies / Herbs) Dual Shielding Demonblade
Synope – Mercenaries: [Mercenary Class] Shielding Smiter
Aiton – Mercenaries: [Warrior] Shielding Masterblade
Barrock – Guard Monks: [Marksman] (Evocations) Runic Bardiche (for natural upgrades) / Enchanted Glaive (for optimal weapon)
Procrius – Guard Monks: [Cavalier] (Remedies) Enchanted Demonblade + Powergrip
Hematea – Guard Monks: [Marauder / Specialist] (Invocations / Hexes) Damascene Trident (for natural upgrades) / Enchanted Glaive (for optimal weapon)
Torres – Guard Monks: [Mysticknight] (Invocations) Damascene Claymore + Superlative Godshield (for natural upgrade) / Enchanted Highbrand (for DEF) / Runic Zweihander (for Offense) / Shield of the Vanquisher (for optimal weapons)
Pasacrea – Guard Monks: [Marauder] (Invocations) Soulscepter (Easy to create) / Runic Quarterstaff (for natural upgrade)
Amos – Guard Monks: [Marauder] (Invocations) Enchanted Masterblade
Shumer – Guard Monks: [Marauder / Mysticknight] (Invocations / Evocations) Damascene Bast---sword + Enchanted Soulshield (for natural upgrades) / Enchanted Highbrand (for optimal weapon)
Ceramis – Silver Falcons: [Silver Falcons class] Imperator’s Katana / Muramusa
Meadow– Silver Falcons: [Silver Falcons class] (Evocations) Runic Zweihander / Divine Kiteshield (for natural upgrades) Enchanted Highbrand / Enchanted Soulshield (for optimal defenses)
Neo – Order of Melphina: [Scout/Assassin] (Herbs) Shielding Highbrand
Famus – Order of Melphina: [Order of Melphina] (Hexes) Damascene Bast---sword (for natural upgrades) / Enchanted Highbrand (for optimal weapon)
Edonne – Third Committee Soldier: [Third Committee Class] (Explosives) Shielding Blackjack
Naira – Third Committee Soldier: [Third Committee Class] (Explosives) Shielding Blackjack (Cannot Double Down) + Shielding Soulshield
Sycune – Third Committee Soldier: [Third Committee Class] Shielding Blackjack
Melamus – Army of Nagapur: [Specialist] (Hexes) Damascene Grandsword (for natural upgrade) / Enchanted Masterblade (for optimal weapon)
Aiterra – Army of Nagapur: [Thief] (Traps) Shielding Demonblade
Anios – Army of Nagapur: [Cavalier] (Remedies) Might Zweihander + Shielding Nethershield / Shielding Highbrand (for optimal defenses)
Verquent: [Rogue Athlum Soldier] Shielding Bigbang
Gwayth: [Rogue Athlum Soldier] Shielding Caduceus
Regolio: [Rogue Athlum Soldier] Shielding Caduceus

Note: The Rogue Athlum Soldiers have unique union requirements: Verquent and Gwayth fulfill Speed + Recovery, while Regolio fulfills the Mystic requirement.

Female Mitra

Emmy Honeywell – Unique Leader: [Ninja] (Remedies / Hexes / Traps) Nightbloom Virtutis / Shielding Bluesteel
Irina – Unique Leader: [Scholar / Wanderer] (Remedies / Lotions / Traps / Psionics) Damascene Scepter (For natural upgrade) / Eurytus Staff (for optimal defenses)
Nora – Unique Leader: [Bludgeoner / Marauder / Specialist with Silence Immunity] (Invocations / Hexes / Lotions) Shielding (Combat Focus) or Enchanted Blackjack (Mystic Focus)
Violet – Unique Leader: [Runemaiden / Druid with Morale Control] (Remedies / Hexes / Explosives) Might Vare (Combat Focus) / Imperator’s Staff (Mystic Focus) / Runic Vare (Mystic Focus)
Glenys – Unique Leader: [Cavalier] (Remedies / Evocations / Herbs) Parrying Tataraichi (Combat Focus) / Aura Tataraichi (Mystic Focus)
Sheryl – Unique Leader: [Marksman] (Evocations / Hexes / Lotions) Runic Quarterstaff
Kate – Unique Leader: [Druid] (Hexes / Evocations / Explosives) Runic Sythe / Enchanted Soulshield
*Note, while the Druid class does nothing to help her weapon style, she doesn't have any other class that could assist her support her union
Haruko – Unique Leader: [Healer / Bishop] (Remedies / Invocations / Lotions) Malystrix Virtutis
Khrynia – Unique Leader: [Alchemist + Witch’s Seal for Dual Snowpetal] (Explosives / Shards / Evocations / Invocations / Hexes / Lotions) Shielding Demonblade (Combat Focus) / Enchanted Demonblade (Mystic Focus)
Permia – Mercenaries: [Bludgeoner] Draconile Striker / Divine Targe
Veronica – Mercenaries: [Scout] (Herbs) Might Executioner
Sandy – Mercenaries: [Scout] (Herbs) Blackbeak
Faye – Mercenaries: [Scout / Hunter / Guardian] (Herbs / Lotions) Dual Might Executioners (for natural upgrades) / Dual Shielding Hawkwinds (for optimal weapon)
Ripp – Mercenaries: [Hunter] (Lotions) Damascene Halberd (for natural upgrade) / Shielding Glaive (For optimal weapon)
Tabatha – Mercenaries: [Budgeoner] Might Scythe + Divine Towershield (for natural upgrade) / Shield of the Vanquisher (for optimal defenses)
Lamda – Mercenaries: [Swashbuckler] Might Tuck + Shielding Soulshield (for natural upgrades) / Shielding Bluesteel (For optimal weapon)
Ripley – Mercenaries: [Bard] (Potions) Might Javelin
Beatrice – Mercenaries: [Bard] (Potions) Might Vare
Demi – Mercenaries: [Bludgeoner] Might Scythe
Liza – Mercenaries: [Swashbuckler] Might Tuck (for natural upgrades) / Imperator's Sword / Shielding Bluesteel (For optimal weapon)
Sapphire – Mercenaries: [Warrior] Shielding Bluesteel + Superlative Godshield (for natural upgrades) / Shield of the Vanquisher (For optimal weapon)
Carmen – Mercenaries: [Scout] (Herbs) Might Executioner
Pamela – Mercenaries: [Lancer] Might Javelin
Aquarius – Mercenaries: [Commander] (Psionics / Wards) Blackbeak
Margo – Mercenaries: [Warrior] Might Zweihander (for natural upgrade) / Shielding Highbrand (For optimal weapon)
Seales – Mercenaries: [Fencer] Dual Draconile Striker
Scarlet – Mercenaries: [Warrior] Shielding Bluesteel + Superlative Godshield (for natural upgrades) / Shield of the Vanquisher (For optimal weapon)
Shepard – Guard Monks: [Marauder] (Invocations) Runic Vare
Thelma – Guard Monks: [Marksman] (Evocations) Blackbeak + Enchanted Soulshield
Rebecca – Guard Monks: [Marauder] (Invocations) Runic Javelin
Dion – Guard Monks: [Marksman] (Evocations) Aura Tataraichi + Enchanted Soulshield
Vega – Guard Monks: [Healer] (Remedies) Parry Tataraichi or Aura Tataraichi
Nikita – Guard Monks: [Marauder] (Invocations) Enchanted Glaive
Sandra – Guard Monks: [Cavalier] (Remedies) Blackbeak + Imperator’s Shield
Constance – Guard Monks: [Marauder] (Invocations) Damascene Spear (Balance focus)
Seth – Guard Monks: [Marauder] (Invocations) Eurytus Staff (Comes naturally)
Emerald – Guard Monks: [Marksman] (Evocations) Damascene Bast---sword (for natural upgrades) / Enchanted Highbrand (For optimal weapon)
Joline – Guard Monks: [Specialist] (Hexes) Runic Scythe + Divine Towershield / Shield of the Vanquisher (for optimal weapon)
Bertha – Guard Monks: [Fortuneteller] (Invocations / Evocations) Enchanted Bluesteel + Divine Kiteshield (for natural upgrades) / Enchanted Soulshield (for optimal defenses)
Penelope – Guard Monks: [Marksman] (Evocations) Damascene Greatstaff
Reda – Guard Monks: [Bishop / Thaumaturge] (Invocations / Evocations / Remedies) Aura Tataraichi / Superior Targe
Anita – Silver Falcons: [Silver Falcons Class] (Invocations) Enchanted Glaive
Marlene – Silver Falcons: [Silver Falcons Class] (Herbs) Might Scythe
Jackie – Order of Melphina: [Order of Melphina] (Invocations) Runic Tuck + Aspis Caelestis (for natural upgrades) / Enchanted Bluesteel + Enchanted Soulshield (for optimal weapon)
Ophelia – Ladies of Bloody Alice: [Ladies of Bloody Alice Class] (Remedies) Shielding Bluesteel + Aspis Caelestis (for natural upgrades) / Shielding Soulshield (for optimal defenses)
Zola – Ladies of Bloody Alice: [Ladies of Bloody Alice Class] (Invocations) Enchanted Demonblade

Male Mitra

David Nassau – Unique Leader: [Assassin / Alchemist] (Invocations / Herbs / Remedies / Shards) Shielding Bluesteel / Divine Buckler
Jager – Unique Leader: [Vagrant] (Psioinics / Explosives) Schiavona Virtutis
Loki – Unique Leader: [Guardian] (Invocations / Hexes / Herbs) Might Scythe (Combat Focus) or Runic Scythe (Mystic Focus)
Gabriel – Unique Leader: [Assassin] (Herbs / Potions / Invocations / Lotions) Shielding Bluesteel / Shielding Soulshield
Rhagoh – Unique Leader: [Bishop] (Remedies / Hexes / Lotions) Runic Scythe
Roberto – Unique Leader: [Bard] (Potions / Invocations / Explosives) Shielding Highbrand (if using the Seven) / Frostblade Virtutis (if not using the Seven)
Paris – Unique Leader: [Paladin] (Remedies / Psionics / Wards / Traps) Soulscepter
Jorgen – Unique Leader: [Sage] (Invocations / Psionics / Explosives) Runic Vare
Jorgen – Unique Leader: [Adventurer] (Remedies / Herbs / Invocations / Lotions) Spatha Adamanteus + Shielding Soulshield (for natural upgrade) / Shielding Bluesteel (For optimal weapon)
Jorgen – Unique Leader: [Warrior] (Invocations / Herbs) Dual Blackbeak (for natural upgrade) / Dual Parrying Tataraichi (For optimal weapon)
Jorgen – Unique Leader: [Raider] (Potions / Remedies / Explosives) Shielding Hawkwind
Jorgen – Unique Leader: [General] (Hexes / Evocations / Potions) Imperator’s Hammer
Jorgen – Unique Leader: [Aristocrat] (Herbs / Wards / Lotions) Imperator’s Staff
Jorgen – Unique Leader: [Djin] (Invocations / Hexes / Shards) Vulcanlance (for natural upgrades) / Enchanted Glaive (For optimal weapon)
Keith – Mercenaries: [Scout] (Herbs) Damascene Lance
Partis – Mercenaries: [Scout] (Herbs) Might Tuck (for natural upgrade) / Shielding Bluesteel (For optimal weapon)
Jodo – Mercenaries: [Bard] (Potions) Parrying Tataraichi
Nash – Mercenaries: [Samurai] Parrying Tataraichi
Marty – Mercenaries: [Swashbuckler] Might Longsword + Shield of the Vanquisher (Comes naturally) / Shielding Bluesteel (For optimal weapon)
Bugsy – Mercenaries: [Merchant] Shielding Blackjack
Elliot – Mercenaries: [Axman] Damascene Tomohawk + Imperator’s Shield (Comes naturally) / Shielding Hawkwind + Shield of the Vanquisher (For optimal weapons)
Albert – Mercenaries: [Pirate] Fellwyrm (Balance Focus)
Bud – Mercenaries: [Scout] (Herbs) Might Javelin
McGrady – Guard Monks: [Healer] (Remedies) Might Bardiche (for natural upgrades) + Shielding Glaive (for optimal weapon)
McNeil – Guard Monks: [Mysticknight] (Invocations) Damascene Scimitar + Divine Towershield (for natural upgrades) / Aura Tataraichi + Shield of the Vanquisher (for optimal weapons)
Tucker – Guard Monks: [Marksman] (Evocations) Damacsene Claymore (for natural upgrade) / Enchanted Highbrand (For optimal weapon)
Valentine – Guard Monks: [Marksman] (Evocations) Eurytus Staff
Wyatt – Guard Monks: [Specialist] (Hexes) Blackbeak + Superlative Targe (for natural upgrades) / Aura Tataraichi (For optimal weapon)
Victor – Guard Monks: [Marauder] (Invocations) Spatha Adamanteus (for natural upgrades) / Enchanted Bluesteel (for optimal weapon)
Tyler – Undelwalt Guard: [Scout] (Herbs / Potions) Might Tuck + Divine Buckler (for nutural upgrade) / Shielding Bluesteel (for optimal weapon)
Cass – Undelwalt Guard: [Fencer] Dual Wield Parrying Tataraichi
Spike – Undelwalt Guard: [Marauder] (Invocations) Aura Tataraichi + Superlative Targe
Warsel – Undelwalt Guard: [Marauder] (Invocations) Enchanted Highbrand
Yugo – Undelwalt Guard: [Wanderer] (Herbs / Traps) Dual Shielding Bluesteel
Muller – Undelwalt Guard: [Marksman] (Evocations) Runic Vare
Vinnery – Order of Melphina: [Guardian] (Lotions) Might Scythe + Superlative Godshield (for natural upgrade) / Shield of the Vanquisher (For optimal weapon)
Gerhart – Order of Melphina: [Order of Melphina] (Evocations) Runic Longsword (for natural upgrade) / Enchanted Bluesteel (for optimal weapon)
Benedict – Third Committee Soldier: [Third Committee Class] (Remedies) Shielding Glaive Eckart – Third Committee Soldier: [Third Committee Class] (Invocations) Runic Javelin
Lenard – Third Committee Soldier: [Third Committee Class] Superlative Demonblade (Shielding Demonblade does not come naturally)
Neilson – Third Committee Soldier: [Third Committee Class] (Traps) Blackbeak (for natural upgrade) / Shielding Demonblade (for optimal weapon)
Swift – Third Committee Soldier: [Third Committee Class] (Evocations) Runic Quarterstaff
Curtis – Army of Nagapur: [Samurai] Might Longsword + Divine Towershield (comes naturally / Shielding Bluesteel + Shield of the Vanquisher (For optimal weapon)
Jared – Army of Nagapur: [Army of Nagapur] Might Splitter + Shielding Soulshield (for natural upgrade) / Shielding Hawkwind (for optimal weapon)
Kurz – Army of Nagapur: [Guardian] (Herbs / Lotions) Might Longsword + Divine Heatershield (for natural upgrade) / Shielding Bluesteel + Shield of the Vanquisher (for optimal weapons)
Zack – Army of Nagapur: [Bard] (Herbs / Lotions) Shielding Glaive
Kimball – Army of Nagapur: [Marauder] (Evocations) Runic Vare
Linus – Army of Nagapur: [Guard] Parrying Tataraichi / Divine Towershield

Conclusions and Further Notes

Version 1.0: Initial Version
Version 1.1: Added Additional Reference Links + Cleaned out Recommended Union Section
Version 1.2: Revamped Recommended Union Section, placed all 5-unit formations in a separate section


If this isn't as comphrehensive, complete, or clarifying as you'd like, please let me know. Union formation is an essential part of the battle strategy and the last thing I'd want is for someone to become frustrated with the game because its unclear interface is getting in the way of taking advantage of its many wonderful features.

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