Water I

A carefree aquatic lass who changes form and type like water itself to adapt to any situation.

Innate Stats

Type RANK HP STR MAG DEF AGI WT
Water 1 60 60 60 60 60 12

Stat Comparison

SLv HP STR MAG DEF AGI
25 22 12 12 12 12
250 167 112 112 112 112

Skills

Skill Name SLv Category Type
Scope
Range
Power Hit% Cost Effect(s)
Water I n/a Mag. Attack Water
One
Mid
75 100.00% SP4 Basic single-target Water-type magic.
Healing Water 50 Recovery Water
Ally
n/a
30.00% 100.00% SP10 Recover 33% HP and cures status ailments.
Second Form 80 Special Water
Self


CT4 ♦Assume physical form & gain a 20% chance to double attack.
Third Form 80 Special Water
Self


CT4 ♦Assume magical form & gain 100% accuracy for magic attacks.
Healing Rain 150 Recovery Water
Allies
n/a
20.00% 100.00% SP30 Restores the party’s HP by 20% and cures status ailments.
Normal Guard n/a Auto Water
One


Passive DMG REDUCE: 40% | Does not consume SP.
Moist Body 40 Auto Water
One


Passive When in the rear position, recover from status ailments at the end of each turn.
Refresh 100 Auto Water
One


Passive Recover 25% HP after changing forms.
Adaptability 140 Auto ?
One


Passive Innate type modifier is doubled.
Shapeshifter 180 Auto ?
One


Passive Assume the types of skills & magic used.

Awakened Power

Water I is powered up upon any of the following:

Skill Name SLv Category Type
Scope
Range
Power Hit% Cost Effect(s)
Water I n/a Mag. Attack Water
One
Mid
120 100% SP4 Basic single-target Water-type magic.

How to Get Her

Pick her as your starting character or talk to her in the Seaside Cavern.
5+ party members will require you to battle her before she will join.

Actually Using Her

Water I’s poor stats make her challenging to use in the early game. However, upon reaching SL80 and gaining her Second Form and Third Form transformation skills, you will be hard pressed to find any reason NOT to include her in your party. The question then becomes, which form should you use? The simple answer is this: whichever one her EX Skills are set up for when she reaches SL80.

Come endgame, Water I will have matured into a reliable attacker who can exploit foes’ weaknesses in a way quite similar to Burst I, the main difference being that Water I’s type changing Shapeshifter skill triggers when she uses an offensive skill. Give her the proper weapons and skills, and let her shine.

Watri’s Second Form appears dainty at a glance, but can be built into one of the strongest burst damage dealers quite easily. Her party-wide AGI buffing Ryugu Dance is also a strong play both offensively and defensively since it affects accuracy, evasiveness, and turn priority all at once.

Third Form is a slow, bulky spellcaster with perfect accuracy, making her best suited for longer battles and DEF buffs rather than the usual AGI. This presents an interesting opportunity to gear her overweight without any regard for turn priority since she will inevitably go last regardless of what you do. Keep in mind that doing so saps SP each turn equal to the weight overage, so be prepared to swap back into lighter gear mid-battle if this becomes an issue.

While Third Form’s “perfect” magic accuracy is exactly as good as it sounds and makes her brilliant for Tactical Mode, be advised that this 100% accuracy can still be trumped by certain special effects during boss battles, such as the HIKARI King’s 1/16 chance to avoid any given attack.

Worthy of mention is the fact that all of Water I’s forms have equal physical defenses based on their combined stats. Only her magical defense truly changes between forms.

Base Form Water I is also very usable if you need a dedicated healer. Healing Water and Healing Rain may not be the strongest, but the lack of raw healing power is excusable since they both cure status ailments. Between heals, she will still be modestly powerful while slinging offensive spells thanks to Adaptability and Shapeshifter.

As with any spellcaster, Water I’s biggest issue is how quickly her SP pool dries up. Take care not to exacerbate this by gearing her too far overweight unless you know what you’re doing. A Magiplex Bracelet and SP-restorative gear will give her the staying power she’ll need for longer encounters. Be sure to keep a healthy supply of Healing Water (R) with you, as well.

Tactical Mode Considerations

Shapeshifter can feel a long way off at SL180. Still, you can always let Watri be a dedicated Super Soaker while you wait for that day to finally come. She excels in all aspects once she’s raised to the right level, so she is easy to recommend for Tactical Mode.

Recommended Equipment

What Why
Any weapon that has the enemy’s weak type Normal attacks will not trigger Shapeshifter, so don’t be afraid to use them.
Snipe Roar An easily-made and well-balanced Water type sword. Also has an excellent next synthesis stage that is deadly against anything that isn't Steel.
Tenpuu A lightweight dragon slayer. It can be used from the middle positions without downsides since it’s a Katana, and has decent multipliers.
Twin Drill Use Rock Smash to Shapeshift into Rock Type, then unleash a flurry of STAB double attacks. With Doublestrike II and in Second Form, Watri can unleash double attacks a whopping 70% of the time while using this weapon.
Light-Piercing Darkness Matches Watri’s type by default and is powerful to boot. Its Return From Limbo skill also makes it good insurance against any accidental deaths she might incur.
Dragon God If going physical, this is the shield to use. It’s light and won’t limit your weapon options, and the AGI boost is nice, too.
Dark Inferno Boosts magic power and offers great defense.
Evolution Stone Raises DEF by a great deal. Give it to Third Form and abandon all pretenses of speed in favor of going full iron wall and you’ll start to see a huge difference between Watri’s physical and magical forms.
Master’s Obi With an insanely high type modifier and an incredibly easy time hitting foes’ weaknesses, this thing was practically made to be worn by Water I.
SP recovery equipment These together will keep Watri’s SP topped up if she’s devoted to spamming Healing Rain.
Magiplex Bracelet

Recommended EX Skills

EX Skill Why
Type Affinity Never let Watri be without this.
Expertise For physical form. You need these to make the most of the fact that weapon skills activate Shapeshifter.
Doublestrike When weapon skills alone aren’t going to cut it, physical form having up to 40% base double attack with Doublestrike II is a great thing to have.
Magic Mastery For magic Watri.
HP+
STR+
MAG+
DEF+
AGI+
For fixing Water I’s mediocre stats.

Form Change Information

Be advised that merely accessing the party editing screen will take Water I out of form. Always remember to change her back into Second Form or Third Form after accessing the party editing screen by using either of these skills from her skills list in the menu. You can confirm that Watri is “in form” by checking her skills, as well as by listening to the sound effect that plays during the form change. A higher-pitched sound indicates a change into Second or Third Form, while a lower-pitched sound signals a shift back to First Form.

Second Form

+20% chance to double attack.

Innate Stats

Type RANK HP STR MAG DEF AGI WT
Water 1 60 90 30 30 90 12

Stat Comparison

SLv HP STR MAG DEF AGI
25 22 15 9 9 15
250 167 142 82 82 142

Skills

Healing Rain is replaced with Ryugu Dance.

Skill Name SLv Category Type
Scope
Range
Power Hit% Cost Effect(s)
Ryugu Dance 150 Buff
Skill
Water
Allies
n/a


SP30 Raises the party’s AGI by one stage.


Third Form

Magic is 100% accurate.

Innate Stats

Type RANK HP STR MAG DEF AGI WT
Water 1 60 30 90 90 30 12

Stat Comparison

SLv HP STR MAG DEF AGI
25 22 9 15 15 9
250 167 82 142 142 82

Skills

Healing Rain is replaced with Aqua Veil.

Skill Name SLv Category Type
Scope
Range
Power Hit% Cost Effect(s)
Aqua Veil 150 Buff
Skill
Water
Allies
n/a


SP30 For 3 turns, protects the party from status ailments.

Blood Water

If Water I is in your party, approaching Blood Water in the Dilapidated Settlement’s south alley will trigger an event and give you the choice to synchronize with her. Choosing to do so will drastically change Water I and her skill layout.

Innate Stats

Type RANK HP STR MAG DEF AGI WT
Water 1 20 90 90 60 60 15

Stat Comparison

SLv HP STR MAG DEF AGI
25 18 15 15 12 12
250 127 142 142 112 112

Skills

Skill Name SLv Category Type
Scope
Range
Power Hit% Cost Effect(s)
Blood Water n/a Mag. Attack Water
One
Mid
100 100% SP8 20% chance to inflict toxin.
(Causes damage over time.)
Regenerate 50 Recovery Water
Self
n/a
50% 100% CT2 User recovers 50% HP.
Vampire Fang 80 Phys. Attack Dark
One
Close
Stabbing
75 1 CT2 Absorb 75% of damage dealt as HP recovery.
Revenger 80 Phys. Attack Weapon 100 1 CT3 Gains a greater multiplier the nearer the user’s HP is to 0%.
Blood Price 150 Buff Skill Dark
Self
n/a


1 use Raises all stats by two stages, but automatic recovery is inverted.
Blood Seal n/a Auto n/a

Passive DMG REDUCE: 0% | While defending, counterattack with power proportional to damage taken.
Antibody 40 Auto n/a

Passive Raises resistance by 5 at the end of each turn.
Regeneration 100 Auto n/a

Passive Recover 10% HP at the end of each turn.
Adaptability 140 Auto ?
One


Passive Innate type modifier is doubled.
Shapeshifter 180 Auto ?
One


Passive Assume the types of skills & magic used.

Actually Using Her

Blood Water doffs the mantle of healer in favor of self-healing and self-regenerative abilities, though it is perhaps her Revenger skill that truly pushes her offensive output to the next level. Revenger has the added bonus of being able to trigger Shapeshifter, immediately giving Blood Water the type of her currently held weapon. Pay close attention when doing this, as there are times when Shapeshifting into a given type may be just as harmful for you as it is helpful.

What Blood Water lacks in AGI compared to her nimbler Second Form sister, she makes up for with improved DEF, though this comes at the cost of comically low HP. As a result, it is difficult to say just whether she is more or less fragile.

Whether you gear her up for physical or magical damage, Blood Water is simply a powerhouse with unparalleled flexibility, truly living up to her Adaptability and Shapeshifter skills’ names. Give her any weapon of a type that the enemy doesn’t like, and let the bloodshed begin. Of particular note are skills from weapons that use STR+MAG during damage calculation, as Blood Water has plenty of both to go around.

Recommended Equipment

What Why
Any weapon that has the enemy’s weak type No weapon skills? No problem. You’ve got Revenger. Shapeshift into the weapon’s type as soon as you can and start laying into foes with powerful STAB hits.
Zero Lance and similar weapons STR+MAG skills are right up Blood Water’s alley.
Dark Slayer Quadra Type largely does away with the downsides of Shapeshifting into Dark type by using Revenger or Vampire Fang. Plus, Crystallize is an awesome buff to have.
Any claw with Fury Swipes, or any weapon with multi-strike capabilities. With a combination of Shapeshifting into the weapon's STAB type, Blood Price’s buffs/some Titan Powder and a Magic Needle, and possibly Crystallize from a Crystal Sword, it’s not unheard of for these setups to deal well over 1000 damage depending on how many hits you can land. This has the added advantage of being a way to work around the damage cap if you're dealing THAT much damage.

Recommended EX Skills

EX Skill Why
Type Affinity Never let Watri be without this.
HP+ The single stat Blood Water does not have, but so desperately needs.
STR+
AGI+
Makes it easier to turn her into a physical powerhouse.
Expertise Further reinforces her physical skills.
Sense Danger A contingency in case you have a run of terrible luck.
Revival Just in case.
Revenge Normally this would not pair well with passive regeneration, but in Blood Water’s case, staying at critical HP is easy.

Reverting Back to Water I

After freeing the sorcerer jailed in the YAMI Palace, you can find him again later in the Majin Temple where he will offer to uncurse Water I and undo the Blood Water transformation. This can only be done once, the very first time you talk to him. Decline his offer and you will not be able to change Water I back. Accept, and you will not be able to return Water I to Blood Water during the current playthrough.

Be advised that if Water I is your main character and is left as Blood Water to the end of the game, she will not be able to destroy the Underworld Gates.