Type | RANK | HP | STR | MAG | DEF | AGI | WT |
Dark | 1 | 50 | 50 | 90 | 50 | 50 | 10 |
SLv | HP | STR | MAG | DEF | AGI |
25 | 21 | 11 | 15 | 11 | 11 |
250 | 157 | 102 | 142 | 102 | 102 |
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. |
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. |
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.
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.
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.
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. |
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%. |