Type | RANK | HP | STR | MAG | DEF | AGI | WT |
Water | 1 | 60 | 60 | 60 | 60 | 60 | 12 |
SLv | HP | STR | MAG | DEF | AGI |
25 | 22 | 12 | 12 | 12 | 12 |
250 | 167 | 112 | 112 | 112 | 112 |
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. |
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. |
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.
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.
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.
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 |
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. |
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.
+20% chance to double attack.
Type | RANK | HP | STR | MAG | DEF | AGI | WT |
Water | 1 | 60 | 90 | 30 | 30 | 90 | 12 |
SLv | HP | STR | MAG | DEF | AGI |
25 | 22 | 15 | 9 | 9 | 15 |
250 | 167 | 142 | 82 | 82 | 142 |
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. |
Magic is 100% accurate.
Type | RANK | HP | STR | MAG | DEF | AGI | WT |
Water | 1 | 60 | 30 | 90 | 90 | 30 | 12 |
SLv | HP | STR | MAG | DEF | AGI |
25 | 22 | 9 | 15 | 15 | 9 |
250 | 167 | 82 | 142 | 142 | 82 |
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. |
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.
Type | RANK | HP | STR | MAG | DEF | AGI | WT |
Water | 1 | 20 | 90 | 90 | 60 | 60 | 15 |
SLv | HP | STR | MAG | DEF | AGI |
25 | 18 | 15 | 15 | 12 | 12 |
250 | 127 | 142 | 142 | 112 | 112 |
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. |
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.
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. |
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. |
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.