Type | RANK | HP | STR | MAG | DEF | AGI | WT |
Neutral | 3 | 90 | 120 | 90 | 75 | 75 | 19 |
SLv | HP | STR | MAG | DEF | AGI |
25 | 25 | 18 | 15 | 14 | 14 |
250 | 197 | 172 | 142 | 127 | 127 |
Skill Name | SLv | Category | Type Scope Range |
Power | Hit% | Cost | Effect(s) |
Ultima | n/a | Mag. Attack | Neutral All Long |
140 | 90% | SP18 | Damage dealt cannot be nullified due to unfavorable type match-ups. |
Magic Weapon | n/a | Phys. Attack | Weapon | 100% | 100% | CT1 | Type rate is doubled. |
Ultima Weapon | 180 | Phys. Attack | Weapon | 25% (Variable) |
100% | CT6 | Attack multiplier is changed proportional to the user’s current HP. |
Guardian | n/a | Auto | Neutral One |
DMG REDUCE: 20% | While in the front position, this skill’s bearer is the focus of single & all target attacks. | |||
Heavy Mastery | 120 | Auto | Steel One |
Equipment weight is added to the user’s weapon attack. | |||
Ultima Skin | 160 | Auto | Neutral One |
Neutral-type attacks become 1.3x stronger. |
Clear the game and win round 3 of the SUPER Battle Arena. You may add Ultima to the party by pressing SHIFT twice while hovering your cursor over Quick Move.
Ultima is a simple Neutral type attacker. It is her simplicity that makes it easy to see how strong she is.
One would think that her Ultima Weapon skill would top out at 267% since this is the theoretical upper limit for it (HP+50, Green Armlet), but HP is always subject to change at any time for any reason… and with an innate AGI stat of just 75, it is VERY likely to change before she can use it. You could always have someone faster heal her before the attack goes off, or use a Choice Scarf or AGI+ EX Skill to compensate.
Since she will happily wield any manner of weaponry with her solid carry weight, don’t feel like you have to keep yourself locked down to just Ultima Weapon. She’s plenty strong no matter what you do with her.
You can use her as a tank, but be prepared to give her a nice shield to make sure the enemy doesn’t sink her too quickly with party-wide attack spam.
Magic Weapon provides steady and reliable physical damage. You could also use her as a tank if you wanted to. No matter what role she plays, she will only get stronger and stronger the more SL you pump into her.
Unless you make a beeline for HIKARI Dominion, you won’t get her until the mid-game anyway since she is locked behind Quick Move. Still, she could make a solid, permanent addition to any party once you get her.
What | Why |
Ultima Sword | It’s got her name right in it. (WT10) |
Whiteslash | Strong on its own, but the HP regen makes it nice for tanking. (WT4) |
Breaking Mace | Neutral/Fighting. A good choice for supporting with its debuffs. (WT4) |
Great Club | Neutral/Fighting. (WT9) |
Dozer Axe | Neutral/Rock. (WT10) |
Auto Bowgun | Neutral/Steel. (WT7) |
Black Lance | Neutral/Dark. (WT6) |
Chikage | Neutral/Poison. Saps HP each turn making Ultima Weapon hard to use to its full potential. (WT6) |
Acute Ereis | Neutral/Water. (WT2) |
True Moonlight Sword | Similar to Ultima Sword. Nice HP & SP regen built in. (WT9) |
Any Crystal Sword | All of them are heavy (WT6~12) and all but one offers Crystallize. Clear Wing trades Crystallize for Dichroic Mirror, which is ideal given Ultima’s guard skill draws all-targeting attacks her way. |
KARASAWA | 155 attack power. (WT14). Variable typing makes them easy to use with Magic Weapon. |
MOONLIGHT | |
Purple Flame Shield | Both offer nice defensive skills. (WT9) |
Tower Acid | |
Big Brushwood Shield | Good defensive skills and favorable typing. (WT11) |
Judge Shield | HP regen of 10%. (WT10) |
Silverdark Shield | For pumping physical power. (WT8) |
Plasma Spike | Draw aggro and paralyze everyone. (WT6) |
Bromia Shield | Hard and heavy. Has a physical nullifying skill. (WT11) |
Dark Inferno | Hard and heavy. Can boost the Ultima spell’s power. (WT10) |
Charabinactos | For dealing with Fighting types. (WT5) |
Green Armlet | 20 extra HP for greater Ultima Weapon destruction. (WT1) |
Wide-Angle Lens | Good for accuracy. (WT0) |
Metal Frame | Heavy and tough. (WT5) |
Flat Trap | Enhances the efficacy of the Plasma Spike by making the recoil itself capable of inflicting paralysis. |
EX Skill | Why |
Type Affinity Expertise |
For additional firepower. |
HP+50 | Helps with both offense and defense. |
Guard Power DEF+ |
Mandatory if Ultima is going to tank. |