Shade I

Her true power reveals itself in the company of her teammates.

Innate Stats

Type RANK HP STR MAG DEF AGI WT
Dark 1 50 50 90 50 50 10

Stat Comparison

SLv HP STR MAG DEF AGI
25 21 11 15 11 11
250 157 102 142 102 102

Skills

Skill Name SLv Category Type
Scope
Range
Power Hit% Cost Effect(s)
Shade I n/a Mag. Attack Dark
One
Mid
70 100% SP4 20% chance to cause confusion.
(50% chance to attack self)
Wail n/a Status Skill Esper
One
n/a
0 100% 1 Lowers a target’s MAG and DEF by one stage.
Harmonic Flare 80 Mag. Attack Dark
One
Mid
70 100% SP10 Has variable effects based on the party member in the front position.
Trauma Breaker 140 Buff Skill Light
Self


1 Dark-type magic becomes super effective against Dark, Fighting, and Esper types.
Shade IV 200 Mag. Attack Dark
One
Mid
150 100% SP20 MAG is reduced by two stages after use.
Assist Guard n/a Auto Neutral
One


Passive DMG REDUCE: 20% | Effect applies to other allies as well.
Concentration n/a Auto Esper
One


Passive While HP is 50% or higher, base HIT% +50%.
Optima Magic 60 Auto Dark
One


Passive Magic is always treated as if used from the optimal range, regardless of the user’s position.
Teamwork 110 Auto Aero
One


Passive Attack rate +15% for each party member who has attacked this turn.
SP Investment 160 Auto Dark
One


Passive ♦Consumes 10% of allies’ SP; raises magic power by the same percentage as the SP consumed.

Harmonic Flare Effects

Frontliner Type
Scope
Range
Power Hit% Effect(s)
Burst I Neutral
One
Mid
70 100% Basic single-target Neutral type magic that ignores a foe’s status changes.
Water I Water
One
Mid
75→120 100% Basic single-target Water magic.
Blood Water Water
One
Mid
100 100% 20% chance to inflict toxin. (Damage over time)
Flame I Flame
Foes
Long
65 90% 10% chance to inflict burn. (Reduced attack power, damage over time)
Wind I Aero
One
Mid
70 100% 20% chance to inflict stun. (Cannot act that turn)
Stone I Rock
One
Mid
75→100 100% Basic single-target Rock type magic.

20% chance to petrify. (Cannot act)
Darkness I Dark
Foes
Long
65→100 90% 10% chance to confuse foes. (50% chance to attack self)
Yami QUEEN Dark
Foes
Long
95→110 90% 10% chance to charm foes. (Attacks allies, cured by taking damage)
Starlight I Light
Foes
Long
70 90% Attack is based on Starlight I’s taken body’s 1st type and innate stats.
Electro Barrier Lightning
One
Mid
90 100% ??% chance to inflict paralysis.
Leaf Barrier Grass
One
Mid
90 100% ??% chance to inflict sleep.
Poison Poison
One
Mid
65 100% 100% chance to inflict poison. (Damage over time)
Confuse♂ Fighting
One
Mid
90 100% ??% chance to stun.
Blind Neutral
One
Mid
90 100% ??% chance to inflict blindness.
Spirit Bless Esper
One
Mid
90 100% ??% chance to charm foe.
Confuse♀ Esper
One
Mid
90 100% ??% chance to confuse foe.
Spirit Curse Ghost
One
Mid
90 100% ??% chance to curse foe.
Silence Ghost
One
Mid
90 100% ??% chance to silence foe.
Ruler of Death Ghost
One
Mid
90 100% ??% chance to insta-kill foe.
Cold Pasta Ice
Foes
Long
65→95 90% 10% chance to freeze foes. (Cannot act, cured by magic damage)
Quick Move Steel
One
Mid
90 100% ??% chance to lower HIT% by 1 stage.
Quake III Earth
Foes
Long
95 90% Deals damage based on a factor of the foe’s defense.
Spark III Lightning
Foes
Long
95 90% 10% chance to paralyze foes. (AGI is reduced by 3/4)
Flame III Flame
Foes
Long
95 90% 10% chance to burn foes. (STR reduced, damage over time)
Starlight III Light
Foes
Long
100→120 90% High-level party-wide Light-type magic.
Darkness III Dark
Foes
Long
95 90% 10% chance to confuse foes. (50% chance to attack self)
Heal III Earth
One
Mid
90 100% Absorb 50% of the damage dealt as HP recovery.
Tornado III Aero
Foes
Long
95 90% 10% chance to inflict stun. (Cannot act that turn)
Ice III Ice
One
Mid
100 100% 20% chance to freeze foes. (Cannot act, cured by magic damage)
Aubergonath Dragon
Foes
Mid
90 100% ??% chance to inflict random status ailments.
Ultima Neutral
Foes
Long
140 90% Effect varies based on type.

How to Get Her

Clear the game and win round 5 of the SUPER Battle Arena. You may add Shade I to the party by pressing SHIFT twice while hovering your cursor over Starlight I.

Actually Using Her

Shade I’s stats are awful. BUT, her skills are good enough that she does not want for firepower.

Trauma Breaker is a mighty skill that takes a bunch of types Shadi is bad against and turns the tables in her favor, allowing her to punish their new weaknesses with her namesake magic. Shade I is even useful against the Ruler of Death herself and can deal considerable damage to her. Stick Starlight I up front with a Magic Master body and have her defend, and Shadi can blast away with Harmonic Flare while safely protected against nasty status ailments.

Her biggest problem is her paper-thin defense. Her Concentration passive is worthless once her HP dips below 50%, and Trauma Breaker stops working if she dies. Get her EX Skills pumped up, or she will die from so much as a dirty look regardless of whether she’s mid-lined or in the back row.

Her gimmick is teamwork. That means that her whole game falls apart whether it’s her that dies or her teammates. Best then to assemble a team that either gets back up quickly when they fall, or a stable team that doesn’t have dying issues to begin with.

Concentration works the same as a Wide-Angle Lens and its effect applies only to normal attacks and attack skills. Their effects do stack, however, if you equip her with a lens anyway.

Tactical Mode Considerations

Since she won’t be available until Starlight I has joined, her early-game prospects are dim. Get her to SL140, however, and she may just be able to thrash certain bosses.

Recommended Equipment

What Why
Magic Book: Ruler Pumps up the power of Shade IV and Harmonic Flare.
Phosphorescent Pole Powers up magic while increasing survivability with Pinwheel.
Darkness Star Party-wide Dark type magic and HP absorption. It’s extremely heavy, but pairs well with a Khulspau.
Eternal Ring A nice party-wide offensive option, provided Shadi has a way to recover SP.
Orladin Guard Lightweight, boosts magic power.
Iron Shield Its Neutral type prevents the debuff from casting Shade IV, and it’s the lightest Neutral shield around. Parry is also a decent skill to have.
Khulspau Costs HP to carry, but offers nice protection and gets rid of the Shade IV debuff.
Choice Specs Straight-up magic power upgrade.
Master’s Obi Makes it even easier to punish the weak points exposed by Trauma Breaker.
Amber Armlet Helps keep her HP at/above 50% for the accuracy bonus.

Recommended EX Skills

EX Skill Why
HP+
MAG+
DEF+
Compensates for terrible innate stats.
Type Affinity
Magic Mastery
This is what you need for slinging dark magic.
Sense Danger
Evasiveness
Not dying is always nice.
Auto Recovery Every little bit helps in the battle to keep Shadi’s HP at/above 50%.