Starter: Abilities For Any Team
Looking at making your first Competitive Starter team? Already have one but looking for tips to improve it? This article covers the abilities that are battle-tested and should be considered when theory-crafting your next PvP squad. We will break each section by ability type and you can jump to each one using the table of contents below. Now, let’s get right to it.
YouTube video/audio version of this guide: https://youtu.be/l6QvfMG0KU4
Table of Contents
Action Abilities
Iaido
● Kiyomori – For Protect and Shell; 33% damage reduction from physical and magical attacks.
● Masamune – For Regen and Haste; healing-over-time at the end of each of your turns and faster turns to act more frequently.
● Chirijiraden – Strong melee area magic damage.
● Kiku-ichimonji – Strong line-based magic damage up to 8 tiles away.
Darkness
● Sanguine Sword – HP sustainability and damage while in melee range.
● Unholy Sacrifice – Considered a “bomb,” deals a ton of damage in melee but the caster also takes a ton of damage in return; good against tight formations.
Summon
● Golem – Covers all allies with a damage shield equal to the caster’s max HP that absorbs damage from basic attacks, Throw, Jump, and Aim.
● Zodiark – Though it has a long cast time, it can be used as a “walking bomb” on an ally for later turns, dealing massive magic damage to all enemies in the area.
Martial Arts
● Shockwave – Line-based earth physical damage up to 8 tiles away.
● Aurablast – Ranged single-target physical damage.
● Revive – Instant resurrection of a fallen ally. Both the caster and the target need to be on the same height.
● Chakra – Instant area healing that also restores MP. Can also be used in conjunction with Mana Shield.
Throw
● Instant ranged damage that is based on the caster’s Speed and the Power of the weapon being thrown. Useful for high damage with tossing end-game weapons, like Chaos Blade or Excalibur.
Jump
● Deals delayed damage to a single target. Handy at pre-emptively avoiding incoming damage and effects since the character is “out of play.” Jump scales best when equipped with a polearm.
Reaction Abilities
● Mana Shield (Time Mage) – Bravery% chance to absorb incoming damage to your MP instead of HP. Very good at sustaining hard-hitting moves as long as you have at least 1 MP left.
● Shirahadori (Samurai) – Decreases the chance of being hit by incoming types of damage (like Throw, Jump, Attack, Guns, Bows) by reducing the hit rate of those types of attacks. Higher Bravery will further reduce the chance of being hit.
● Reflexes (Ninja) – Doubles the character’s physical and magical evasion rates at all times. Works best in tandem with shields like Escutcheon “II” to evade the front and sides or when equipped with cloaks as they provide the best evasive coverage regardless of side.
● Soulbind (Arithmetician) – Bravery% chance after taking HP damage to restore HP equal to half the damage taken and return that amount as damage to the attacking character. A good option for bulky and defensive characters and can be used to punish ranged abilities such as Kiku-ichimonji and Shockwave.
● Dragonheart (Dragoon) – Though there are sources to get the reraise status (White Magicks or Ovelia’s Aegis), being able to have an option to get it from taking physical damage is also a boon especially when most damage you will see is likely to be physical-type. Being able to revive in the mid-to-late game can be crucial to making a comeback. This ability is also Bravery% chance.
Support Abilities
● Arcane Defense/Defense Boost – Great magic or physical damage mitigation by 33% respectively that stacks with Protect and Shell. Also good options for when you predict your opponent is stacking heavy into things like Iaido (use Arcane Defense) or Darkness/Throw (use Defense Boost).
● Arcane Strength/Attack Boost/Vehemence – Arcane Strength (for magic) and Attack Boost (for physical) are great options, especially when stacking damage potential. Vehemence is risky as it causes you to take 50% more damage, but it also increases your damage dealt by 50%, sacrificing sustain for power.
● Dual Wield – Being able to have two one-handed weapons equipped for stat stacking or optimization can be pretty important when min-maxing builds. This is also a handy option with Arts of War since each ability has two chances to rent gear or reduce stats instead of one.
● Swiftness – This ability is very important when focused on using magicks or Summon, as this reduces the Spell Speed of those abilities in half, rounded up. Since Starter is primarily about speedy plays and magicks are naturally slower, Swiftness is crucial for magicks to compete against instant cast abilities.
Movement Abilities
● Manafont – Being able to restore MP from simply moving at least 1 tile can be potent when also combining this ability with Mana Shield.
● Move +2/Jump +2 – Traversing the map quickly is king, so having more options is always a plus. Move +2 in most cases should always be your go-to for movement.
● Teleport – A bit more of a niche ability, Teleport enables the unit to be able to traverse anywhere on the map, with the chance of it failing by 10% per tile past their normal Move stat. This can be handy in risky plays with things like Chirijiraden or Unholy Sacrifice or even immediately placing a Summon “bomb” into the enemy stack quickly before it goes off.