Elemental Skill List
Posted On: Jun 25, 2014 7:45:50 GMT 1
Post by DarknessDevouring on Jun 25, 2014 7:45:50 GMT 1
If you're looking for Fire, Wind, Electricity, Ice, Water, Earth, Light, Dark or Almighty spells, this is your thread.
Some elements have few spells at the moment; this is planned to increase in the future.
If you see a skill not on the list that you figure would be nice to have, drop me a line and I'll see what I can do.
Below is a list of damages, including how to pull them off. I removed 2 damages (End of the Line and A Lone Tear) for the time being. I might re-add those on a later date.
Some skills are stronger/weaker compared to the old list. Why? ...Generally, I just forgot to edit those things.
Damage List:
Small - Barely a scratch.
Generally tier 1 spells.
Medium - Oh, that stings.
Generally tier 2 spells
Large - Ow, my head!
Generally tier 3 spells, certain tier 2 as well.
Huge - God damn it!
Generally tier 4 spells, certain tier 3 spells.
Giant - ...Now you're just fucking with me, aren't you?!
Tier 4 only.
Catastrophe - FUCK THIS, I QUIT!
Only when struck by a Giant-level type damage if weak to that element.
FIRE: Might cause Burn status (deals a small amount of damage each turn).
Fire-type Spells (both offensive and defensive):
Tier 1:
Agi - Single target. Small damage.
Red Wall - Decreases damage taken by Fire-spells by 50% for 3 turns (3 posts).
Flare - Hits up to 2 different targets. Small damage.
Crimson Blade - Single target. Small damage, 100% chance of inflicting Burn for 1 turn. 1 turn cooldown.
Flame Road - Hits all enemies. Small damage. 1 turn cooldown. (If you use it in your 3rd post, can't you use it until it's your 5th post).
Fire Break - Nullifies an enemies Fire resistance for 3 turns.
Tier 2:
Maragi - Hits all enemies. Small damage.
Agilao - Single target. Medium damage (Small to resistant to Fire).
Dodge Fire - Gives 25% chance to dodge Fire-type spells.
White Flames - Hits all enemies. Small damage. Got a 100% chance of inflicting Burn for 1 turn. Cannot be used more than once/fight.
Crimson Flare - Single target. Medium damage. (Small to resistant to Fire.)
Flame Survivor - Cures Burn status on 1 party member.
Tier 3:
Maragilao - Hits all enemies. Medium damage (Small to resistant to Fire).
Agidyne - Single target. Large damage (Medium to resistant to Fire).
Hell's Flare - Hits all enemies. Huge damage (Large to resistant to Fire). 2 turn cooldown.
Devil's Shield - Cures Burn status on entire team.
Hell's Blade - Hits up to 3 enemies. Large damage. Ignores resistance unless Repel. Cannot be used more than once/fight.
Tier 4:
Maragidyne - Hits all enemies. Large damage (Medium to resistant to Fire).
Ragnarok - Hits all enemies. Large damage. Ignores Fire-resistance (unless Repel). Inflicts a small amount of Almighty damage on yourself. This damage cannot kill you.
Devil's Flare - Hits all enemies. Giant damage (Huge to resistant to Fire). 2 turn cooldown.
Crimson Star - Single target. Huge damage. Ignores Fire-resistance (unless Repel). Inflicts Burn on yourself for 1 turn. This cannot be cured by any skills/items.
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WIND: Might cause Charm status (might randomly attack own teammates). - The status ailment is subject to be changed. If not mentioned otherwise, the odds are always 25%.
Wind-type spells (both offensive and defensive):
Tier 1:
Garu - Single target. Small damage.
Green Wall - Decreases damage taken by Wind-spells by 50% for 3 turns (3 posts).
Wind Blade - Hits up to 2 targets. Small damage.
Squall - Single target. Small damage. 100% chance of inflicting Charm for 1 turn. Cannot be used more than once/fight.
Wind Break - Nullifies an enemies Wind resistance for 3 turns.
Gale - Hits all enemies. Small damage 1 turn cooldown.
Tier 2:
Magaru - Hits all enemies. Small damage.
Garula - Single target. Medium damage (Small to resistant to Wind).
Gale Force - Hits all enemies. Medium damage (Small to resistant to Wind). Got a 55% chance of inflicting Charm for 1 turn. 1 turn cooldown.
Sky Break - Single target. Medium damage (Small to resistant to wind). Got 100% chance of inflicting Charm on the enemy. Cannot be used more than twice/fight. 1 turn cooldown.
Gentle Wind - Cures Charm on 1 party member.
Dodge Wind - Gives 25% chance of dodging Wind spells.
Tier 3:
Magarula - Hits all targets. Medium damage (Small to resistant to Wind).
Garudyne - Single target. Large damage (Medium to resistant to Wind).
Gale Song - Single target. Large damage (Medium to resistant to Wind). Got 100% chance of inflicting Charm on the enemy. 1 turn cooldown.
Heavenly Gale - Hits all enemies. Large damage. 1 turn cooldown.
Wind's Embrace - Cures Charm on the entire team.
Tier 4:
Magarudyne - Hits all enemies. Large damage (Medium to resistant to Wind).
Child of Wind - Hits all enemies. Huge damage. Ignores resistance (unless Repel). Inflicts small Almighty damage on yourself. This damage cannot kill you.
Angelic Gale - Single target. Giant damage (Huge if resistant to Wind.)
Monsoon - Hits all enemies. Large damage (Medium if resistant to Wind). Heals the entire team by a medium amount. Does not remove status effects.
Sacred Wind - Single target. Giant damage. Ignores resistance (unless Repel). Inflicts Charm on yourself for 1 turn. This cannot be cured by any skills/items.
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Elec: Might cause Shock status (can randomly not do anything). Unless specified otherwise, the odds are always 25%
Elec-type spells (both offensive and defensive).
Tier 1:
Zio - Single target. Small damage.
Elec Break - Nullifies Elec resistance on 1 enemy for 3 turns.
Yellow Wall - Decreases damage taken by Elec-spells by 50% for 3 turns (3 posts).
Thunderbolt - Hits all enemies. Small damage. 1 turn cooldown.
Thunder Clash - Single target. Small damage. 100% chance of inflicting Shock for 1 turn. Cannot be used more than once/fight.
Tier 2:
Mazio - Hits all enemies. Small damage.
Zionga - Single target. Medium damage (Small to resistant to Elec).
Dodge Elec - Gives 25% chance to dodge Elec-type spells.
Thunder Claw - Hits all enemies. Medium damage (Small to resistant to Elec). Cannot be used more than once/fight.
Thunder Crush - Single target. Medium damage. (Small to resistant to Elec). 100% chance of inflicting Shock for 1 turn. Cannot be used more than twice/fight. 1 turn cooldown.
Thunder - Single target. Medium damage (Small to resistant to Elec). Cannot be dodged. 2 turn cooldown.
Lightning Helmet- Removes Shock from 1 ally.
Tier 3:
Mazionga - Hits all enemies. Medium damage (Small to resistant to Elec).
Ziodyne - Single target. Large damage (Medium to resistant to Elec).
Thor's Call - Hits up to 3 enemies. Large damage. Ignores resistance (unless Repel). 1 turn cooldown.
Heaven's Clash - Hits all enemies. Large damage (Medium to resistant to Elec). 100% chance of inflicting Shock. 2 turn cooldown.
Thunder's Roar - Single target. Huge damage (Large to resistant to Elec). 2 turn cooldown.
Thunder Armor - Cures Shock on the entire team.
Tier 4:
Maziodyne - Hits all enemies. Large damage (Medium to resistant to Elec).
Thor's Hammer - Hits all enemies. Giant damage (Huge to resistant to Elec). 3 turn cooldown.
Thunder Blade - Single target. Giant damage (Huge to resistant to Elec). 1 turn cooldown.
Thunder Howl - Single target. Huge damage. Ignores resistance (unless Repel). 2 turn cooldown.
Holy Thunder - Single target. Huge damage (Large to resistant to Elec).
Bladed Lightning - Hits all enemies. Huge damage (Large to resistant to Elec). 100% chance of inflicting Shock for 1 turn. 1 turn cooldown.
Lightning Smash - Single target. Giant damage. Ignores resistance (unless Repel). Inflicts Shock on yourself for 1 turn. This cannot be cured by any skills/items.
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ICE: Might cause Slow status (moves more sluggish). Unless specified otherwise, it's 25% chance of inflicting Slow.
Ice-type spells (both offensive and defensive).
Tier 1:
Bufu - Single target. Small damage.
Snowfall - Hits all enemies. Small damage. 100% chance of inflicting Slow for 1 turn. Cannot be used more than once/fight.
Ice Break - Nullifies Ice resistance on 1 enemy.
White Shield - Decreases damage taken by Ice-type spells by 50% for 3 turns (3 posts).
Tier 2:
Mabufu - Hits all enemies. Small damage.
Bufula - Single target. Medium damage (Small to resistant to Ice).
Dodge Ice - Gives 25% chance to dodge Ice-type spells.
Ice Blade - Hits all enemies. Medium damage (Small to resistant to Ice). 1 turn cooldown.
Frozen Wind - Single target. Medium damage (Small to resistant to Ice). 100% chance of inflicting Slow for 1 turn. Cannot be used more than once/fight.
Frozen Shield - Removes Slow from 1 ally.
Tier 3:
Mabufula - Hits all enemies. Medium damage (Small to resistant to Ice).
Bufudyne - Single target. Large damage (Medium to resistant to Ice).
Frozen Blade - Single target. Large damage (Medium to resistant to Ice).
Icicle Edge - Hits all enemies. Medium damage (Small to resistant to Ice). 100% chance of inflicting Slow for 1 turn. 1 turn cooldown.
Heart of Ice - Single target. Large damage. Ignores enemy resistance (unless Repel). Cannot be used more than once/fight.
Icebound Shield - Removes Slow from the entire party.
Tier 4:
Mabufudyne - Hits all enemies. Large damage (Medium to resistant to Ice).
Frozen Hell - Single target. Giant damage. Ignores enemy resistance (unless Repel). Inflicts Slow on yourself for 1 turn. This cannot be cured by any skills/items.
Frozen Kingdom - Hits all enemies. Huge damage (Large to resistant to Ice). 1 turn cooldown.
Absolute Zero - Hits all enemies. Giant damage. Ignores resistance (unless Repel). 3 turn cooldown.
Forbidden Lake - Single target. Giant damage (Huge against resistant to Ice). 2 turn cooldown.
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Aqua-type spells: Might inflict Weak status (you take 1,5x damage and deal 0,75x damage for 3 turns). Unless stated otherwise, it's always 25% chance.
Tier 1:
Aqua - Single target. Small damage.
Light Rain - Hits up to 2 enemies. Small damage. 2 turn cooldown.
Holy Water - Single target. 100% chance of inflicting Weak status for 1 turn. Cannot be used more than once/fight.
Water Break - Nullifies enemies Water resistance for 3 turns.
Blue Shield - Decreases Water damage dealt on 1 ally for 3 turns.
Tier 2:
Malaqua - Hits all enemies. Small damage.
Aques - Single target. Medium damage (Small if resistant to Water).
Dodge Water - Gives 25% chance to dodge Water-type attacks.
Waterpool - Hits all enemies. Medium damage (Small if resistant to Water). 1 turn cooldown.
Frozen Water - Hits all enemies. Small damage. Got 100% chance of inflicting Weak for 1 turn. Cannot be used more than once/fight.
Water Cape - Removes Weak on 1 ally.
Tier 3:
Malaques - Hits all enemies. Medium damage (Small if resistant to Water).
Aquadyne - Single target. Large damage (Medium if resistant to Water).
Flowing Cape- Removes Weak from the entire team.
Heavy Press - Single target. Large damage (Medium if resistant to Water). Got 100% chance of inflicting Weak for 1 turn. 1 turn cooldown.
Divine Water - Single target. Large damage (Medium if resistant to Water). Ignores defenses (unless Repel). Can only be used once/fight.
Single Drop - Hits all enemies. Large damage (Medium if resistant to Water). Ignores defenses (unless Repel). Can only be used once/fight.
Tier 4:
Malaquadyne - Hits all enemies. Large damage (Medium if resistant to Water).
Isolated Kingdom - Single target. Giant damage. Ignores defenses (unless Repel). Inflict Weak on yourself for 1 turn. This cannot be cured by any items/skills.
Kingdom of Water - Hits all enemies. Huge damage (Large if resistant to Water). 2 turn cooldown.
Poseidon's Spear - Hits all enemies. Giant damage (Huge if resistant to Water). 3 turn cooldown.
Forgotten Lake - Single target. Huge damage (Large if resistant to Water). Got a 30% chance of inflicting Weak on yourself.
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Earth-type spells. Might inflict the Fear status. Unless stated otherwise, it's always 25% chance.
Tier 1:
Tera - Single target. Small damage.
Earth's Tear - Hits all enemies. Small damage. 1 turn cooldown.
Minor Quake - Single target. Got a 100% chance of inflicting Fear status. Cannot be used more than once/fight.
Brown Shield - Increases resistance against Earth-type attacks for 3 turns.
Earth Break - Nullifies enemies Earth resistance for 3 turns.
Tier 2:
Matera - Hits all enemies. Small damage.
Terazi - Single target. Medium damage (Small if resistant to Earth).
Dodge Earth - Gives 25% chance to dodge Earth-type attacks.
Quicksand - Hits all enemies. Medium damage (Small if resistant to Earth). 1 turn cooldown.
Earth's Grave - Hits all enemies. Medium damage (Small if resistant to Earth). Got a 100% chance of inflicting Fear for 1 turn. Cannot be used more than once/fight.
Earth's Embrace - Removes Fear from 1 ally.
Tier 3:
Materazi - Hits all enemies. Medium damage (Small if resistant to Earth).
Teradyne - Single target. Large damage (Medium if resistant to Earth).
Earth's Warmth - Removes Fear from the entire team.
Earth's Lance - Single target. Large damage (Medium if resistant to Earth). Ignores defenses (unless Repel). Can only be used once/fight.
Earthquake - Hits all enemies. Large damage (Medium if resistant to Earth). Ignores defenses (unless Repel). Can only be used once/fight.
Gaia Crush - Single target. Large damage (Medium if resistant to Earth). Got a 100% chance of inflicting Fear for 1 turn. Can only be used once/fight.
Tier 4:
Materadyne - Hits all enemies. Large damage (Medium if resistant to Earth).
Earthern Warrior - Single target. Giant damage. Ignores defenses (unless Repel). Inflicts Fear on yourself for 1 turn. This cannot be cured by any skills or items.
Gaia's End - Single target. Huge damage (Large if resistant to Earth). 1 turn cooldown.
Gaia Lance - Hits all enemies. Giant damage (Huge if resistant to Earth). 3 turn cooldown.
Earthern Armor - Hits all enemies. Large damage (Medium if resistant to Earth). 50% chance of inflicting Fear on all enemies. 2 turn cooldown.
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Light-type spells: Might OHKO enemies. Twice the odds on those weak to Light. If reflected, the OHKO might occur on you. Be careful. The odds of a OHKO cannot exceed 60%. So if it says (e.g) 45% and the Shadow is weak to Light, it's 60% chance. Neither Light nor Dark spells got "Huge" damage.
Tier 1:
Hama - Single target. Small damage. 10% chance of OHKO.
Light's Ray - Hits all enemies. Small damage. 10% chance of OHKO. 2 turn cooldown.
Holy Light - Single target. Small damage. 15% chance of OHKO. 2 turn cooldown.
Tier 2:
Mahama - Hits all enemies. Small damage. 10% chance of OHKO.
Hamaon - Single target. Medium damage. 15% chance of OHKO.
Noble Light - Single target. Medium damage. 20% chance of OHKO. 2 turn cooldown.
Tier 3:
Clear Light - Single target. Large damage. 25% chance of OHKO.
Mahamaon - Hits all enemies. Medium damage. 20% chance of OHKO.
Heavenly Light - Single target. Large damage. 30% chance of OHKO. 2 turn cooldown.
Tier 4:
Mother's Love - Single target. Large damage. 35% chance of OHKO.
Lover's Light - Hits all enemies. Large damage. 40% chance of OHKO.
Moonlight - Hits all enemies. Giant damage. 45% chance of OHKO. 4 turn cooldown.
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Dark-type spells: Might OHKO enemies. Twice the odds on those weak to Dark. If reflected, the OHKO might occur on you. Be careful. The odds of a OHKO cannot exceed 60%. So if it says (e.g) 45% chance and the Shadow is weak to Dark, it's 60% chance. Neither Light nor Dark spells got "Huge" damage.
Tier 1:
Mudo - Single target. Small damage. 10% chance of OHKO.
Dark Night - Single target. Small damage. 15% chance of OHKO. 2 turn cooldown.
Dark Child - Hits all enemies. Small damage. 10% chance of OHKO. 2 turn cooldown.
Tier 2:
Mamudo - Hits all enemies. Small damage. 10% chance of OHKO.
Mudoon - Single target. Medium damage. 15% chance of OHKO.
Empty Night - Single target. Medium damage. 20% chance of OHKO. 2 turn cooldown.
Tier 3:
Mamudoon - Hits all enemies. Medium damage. 20% chance of OHKO.
Lonely Night - Single target. Large damage. 25% chance of OHKO.
Night of Emptiness - Single target. Large damage. 30% chance of OHKO.
Tier 4:
Darkened Soul - Single target. Large damage. 45% chance of OHKO.
Die for Me! - Hits all enemies. Large damage. 40% chance of OHKO.
Moonless Night - Hits all enemies. Giant damage. 45% chance of OHKO. 4 turn cooldown.
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Almighty-type spells: While ignoring ALL form of defenses (unless stated otherwise), it deals less damage compared to elemental spells (such as Agi and Garu).
Tier 1:
Megido - Hits all enemies. Small damage. 1 turn cooldown.
Zan - Single target. Small damage.
Gry - Hits up to 2 enemies. Small damage.
Tier 2:
Megidola - Hits all enemies. Medium damage.
Life Drain - Single target. Medium damage. Heals the user for a Small amount of HP. 1 turn cooldown.
Zanma - Single target. Medium damage.
Gryva - Hits all enemies. Medium damage.
Tier 3:
Megidolaon - Hits all enemies. Large damage.
Zandyne - Single target. Large damage.
Grydyne - Hits all enemies. Large damage.
Black Viper - Single target. Large damage.
Tier 4:
Armageddon - Hits all enemies. Giant damage. 3 turn cooldown.
Morning Star - Single target. Huge damage.
Big Bang - Hits all enemies. Huge damage.
Some elements have few spells at the moment; this is planned to increase in the future.
If you see a skill not on the list that you figure would be nice to have, drop me a line and I'll see what I can do.
Below is a list of damages, including how to pull them off. I removed 2 damages (End of the Line and A Lone Tear) for the time being. I might re-add those on a later date.
Some skills are stronger/weaker compared to the old list. Why? ...Generally, I just forgot to edit those things.
Damage List:
Small - Barely a scratch.
Generally tier 1 spells.
Medium - Oh, that stings.
Generally tier 2 spells
Large - Ow, my head!
Generally tier 3 spells, certain tier 2 as well.
Huge - God damn it!
Generally tier 4 spells, certain tier 3 spells.
Giant - ...Now you're just fucking with me, aren't you?!
Tier 4 only.
Catastrophe - FUCK THIS, I QUIT!
Only when struck by a Giant-level type damage if weak to that element.
FIRE: Might cause Burn status (deals a small amount of damage each turn).
Fire-type Spells (both offensive and defensive):
Tier 1:
Agi - Single target. Small damage.
Red Wall - Decreases damage taken by Fire-spells by 50% for 3 turns (3 posts).
Flare - Hits up to 2 different targets. Small damage.
Crimson Blade - Single target. Small damage, 100% chance of inflicting Burn for 1 turn. 1 turn cooldown.
Flame Road - Hits all enemies. Small damage. 1 turn cooldown. (If you use it in your 3rd post, can't you use it until it's your 5th post).
Fire Break - Nullifies an enemies Fire resistance for 3 turns.
Tier 2:
Maragi - Hits all enemies. Small damage.
Agilao - Single target. Medium damage (Small to resistant to Fire).
Dodge Fire - Gives 25% chance to dodge Fire-type spells.
White Flames - Hits all enemies. Small damage. Got a 100% chance of inflicting Burn for 1 turn. Cannot be used more than once/fight.
Crimson Flare - Single target. Medium damage. (Small to resistant to Fire.)
Flame Survivor - Cures Burn status on 1 party member.
Tier 3:
Maragilao - Hits all enemies. Medium damage (Small to resistant to Fire).
Agidyne - Single target. Large damage (Medium to resistant to Fire).
Hell's Flare - Hits all enemies. Huge damage (Large to resistant to Fire). 2 turn cooldown.
Devil's Shield - Cures Burn status on entire team.
Hell's Blade - Hits up to 3 enemies. Large damage. Ignores resistance unless Repel. Cannot be used more than once/fight.
Tier 4:
Maragidyne - Hits all enemies. Large damage (Medium to resistant to Fire).
Ragnarok - Hits all enemies. Large damage. Ignores Fire-resistance (unless Repel). Inflicts a small amount of Almighty damage on yourself. This damage cannot kill you.
Devil's Flare - Hits all enemies. Giant damage (Huge to resistant to Fire). 2 turn cooldown.
Crimson Star - Single target. Huge damage. Ignores Fire-resistance (unless Repel). Inflicts Burn on yourself for 1 turn. This cannot be cured by any skills/items.
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WIND: Might cause Charm status (might randomly attack own teammates). - The status ailment is subject to be changed. If not mentioned otherwise, the odds are always 25%.
Wind-type spells (both offensive and defensive):
Tier 1:
Garu - Single target. Small damage.
Green Wall - Decreases damage taken by Wind-spells by 50% for 3 turns (3 posts).
Wind Blade - Hits up to 2 targets. Small damage.
Squall - Single target. Small damage. 100% chance of inflicting Charm for 1 turn. Cannot be used more than once/fight.
Wind Break - Nullifies an enemies Wind resistance for 3 turns.
Gale - Hits all enemies. Small damage 1 turn cooldown.
Tier 2:
Magaru - Hits all enemies. Small damage.
Garula - Single target. Medium damage (Small to resistant to Wind).
Gale Force - Hits all enemies. Medium damage (Small to resistant to Wind). Got a 55% chance of inflicting Charm for 1 turn. 1 turn cooldown.
Sky Break - Single target. Medium damage (Small to resistant to wind). Got 100% chance of inflicting Charm on the enemy. Cannot be used more than twice/fight. 1 turn cooldown.
Gentle Wind - Cures Charm on 1 party member.
Dodge Wind - Gives 25% chance of dodging Wind spells.
Tier 3:
Magarula - Hits all targets. Medium damage (Small to resistant to Wind).
Garudyne - Single target. Large damage (Medium to resistant to Wind).
Gale Song - Single target. Large damage (Medium to resistant to Wind). Got 100% chance of inflicting Charm on the enemy. 1 turn cooldown.
Heavenly Gale - Hits all enemies. Large damage. 1 turn cooldown.
Wind's Embrace - Cures Charm on the entire team.
Tier 4:
Magarudyne - Hits all enemies. Large damage (Medium to resistant to Wind).
Child of Wind - Hits all enemies. Huge damage. Ignores resistance (unless Repel). Inflicts small Almighty damage on yourself. This damage cannot kill you.
Angelic Gale - Single target. Giant damage (Huge if resistant to Wind.)
Monsoon - Hits all enemies. Large damage (Medium if resistant to Wind). Heals the entire team by a medium amount. Does not remove status effects.
Sacred Wind - Single target. Giant damage. Ignores resistance (unless Repel). Inflicts Charm on yourself for 1 turn. This cannot be cured by any skills/items.
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Elec: Might cause Shock status (can randomly not do anything). Unless specified otherwise, the odds are always 25%
Elec-type spells (both offensive and defensive).
Tier 1:
Zio - Single target. Small damage.
Elec Break - Nullifies Elec resistance on 1 enemy for 3 turns.
Yellow Wall - Decreases damage taken by Elec-spells by 50% for 3 turns (3 posts).
Thunderbolt - Hits all enemies. Small damage. 1 turn cooldown.
Thunder Clash - Single target. Small damage. 100% chance of inflicting Shock for 1 turn. Cannot be used more than once/fight.
Tier 2:
Mazio - Hits all enemies. Small damage.
Zionga - Single target. Medium damage (Small to resistant to Elec).
Dodge Elec - Gives 25% chance to dodge Elec-type spells.
Thunder Claw - Hits all enemies. Medium damage (Small to resistant to Elec). Cannot be used more than once/fight.
Thunder Crush - Single target. Medium damage. (Small to resistant to Elec). 100% chance of inflicting Shock for 1 turn. Cannot be used more than twice/fight. 1 turn cooldown.
Thunder - Single target. Medium damage (Small to resistant to Elec). Cannot be dodged. 2 turn cooldown.
Lightning Helmet- Removes Shock from 1 ally.
Tier 3:
Mazionga - Hits all enemies. Medium damage (Small to resistant to Elec).
Ziodyne - Single target. Large damage (Medium to resistant to Elec).
Thor's Call - Hits up to 3 enemies. Large damage. Ignores resistance (unless Repel). 1 turn cooldown.
Heaven's Clash - Hits all enemies. Large damage (Medium to resistant to Elec). 100% chance of inflicting Shock. 2 turn cooldown.
Thunder's Roar - Single target. Huge damage (Large to resistant to Elec). 2 turn cooldown.
Thunder Armor - Cures Shock on the entire team.
Tier 4:
Maziodyne - Hits all enemies. Large damage (Medium to resistant to Elec).
Thor's Hammer - Hits all enemies. Giant damage (Huge to resistant to Elec). 3 turn cooldown.
Thunder Blade - Single target. Giant damage (Huge to resistant to Elec). 1 turn cooldown.
Thunder Howl - Single target. Huge damage. Ignores resistance (unless Repel). 2 turn cooldown.
Holy Thunder - Single target. Huge damage (Large to resistant to Elec).
Bladed Lightning - Hits all enemies. Huge damage (Large to resistant to Elec). 100% chance of inflicting Shock for 1 turn. 1 turn cooldown.
Lightning Smash - Single target. Giant damage. Ignores resistance (unless Repel). Inflicts Shock on yourself for 1 turn. This cannot be cured by any skills/items.
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ICE: Might cause Slow status (moves more sluggish). Unless specified otherwise, it's 25% chance of inflicting Slow.
Ice-type spells (both offensive and defensive).
Tier 1:
Bufu - Single target. Small damage.
Snowfall - Hits all enemies. Small damage. 100% chance of inflicting Slow for 1 turn. Cannot be used more than once/fight.
Ice Break - Nullifies Ice resistance on 1 enemy.
White Shield - Decreases damage taken by Ice-type spells by 50% for 3 turns (3 posts).
Tier 2:
Mabufu - Hits all enemies. Small damage.
Bufula - Single target. Medium damage (Small to resistant to Ice).
Dodge Ice - Gives 25% chance to dodge Ice-type spells.
Ice Blade - Hits all enemies. Medium damage (Small to resistant to Ice). 1 turn cooldown.
Frozen Wind - Single target. Medium damage (Small to resistant to Ice). 100% chance of inflicting Slow for 1 turn. Cannot be used more than once/fight.
Frozen Shield - Removes Slow from 1 ally.
Tier 3:
Mabufula - Hits all enemies. Medium damage (Small to resistant to Ice).
Bufudyne - Single target. Large damage (Medium to resistant to Ice).
Frozen Blade - Single target. Large damage (Medium to resistant to Ice).
Icicle Edge - Hits all enemies. Medium damage (Small to resistant to Ice). 100% chance of inflicting Slow for 1 turn. 1 turn cooldown.
Heart of Ice - Single target. Large damage. Ignores enemy resistance (unless Repel). Cannot be used more than once/fight.
Icebound Shield - Removes Slow from the entire party.
Tier 4:
Mabufudyne - Hits all enemies. Large damage (Medium to resistant to Ice).
Frozen Hell - Single target. Giant damage. Ignores enemy resistance (unless Repel). Inflicts Slow on yourself for 1 turn. This cannot be cured by any skills/items.
Frozen Kingdom - Hits all enemies. Huge damage (Large to resistant to Ice). 1 turn cooldown.
Absolute Zero - Hits all enemies. Giant damage. Ignores resistance (unless Repel). 3 turn cooldown.
Forbidden Lake - Single target. Giant damage (Huge against resistant to Ice). 2 turn cooldown.
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Aqua-type spells: Might inflict Weak status (you take 1,5x damage and deal 0,75x damage for 3 turns). Unless stated otherwise, it's always 25% chance.
Tier 1:
Aqua - Single target. Small damage.
Light Rain - Hits up to 2 enemies. Small damage. 2 turn cooldown.
Holy Water - Single target. 100% chance of inflicting Weak status for 1 turn. Cannot be used more than once/fight.
Water Break - Nullifies enemies Water resistance for 3 turns.
Blue Shield - Decreases Water damage dealt on 1 ally for 3 turns.
Tier 2:
Malaqua - Hits all enemies. Small damage.
Aques - Single target. Medium damage (Small if resistant to Water).
Dodge Water - Gives 25% chance to dodge Water-type attacks.
Waterpool - Hits all enemies. Medium damage (Small if resistant to Water). 1 turn cooldown.
Frozen Water - Hits all enemies. Small damage. Got 100% chance of inflicting Weak for 1 turn. Cannot be used more than once/fight.
Water Cape - Removes Weak on 1 ally.
Tier 3:
Malaques - Hits all enemies. Medium damage (Small if resistant to Water).
Aquadyne - Single target. Large damage (Medium if resistant to Water).
Flowing Cape- Removes Weak from the entire team.
Heavy Press - Single target. Large damage (Medium if resistant to Water). Got 100% chance of inflicting Weak for 1 turn. 1 turn cooldown.
Divine Water - Single target. Large damage (Medium if resistant to Water). Ignores defenses (unless Repel). Can only be used once/fight.
Single Drop - Hits all enemies. Large damage (Medium if resistant to Water). Ignores defenses (unless Repel). Can only be used once/fight.
Tier 4:
Malaquadyne - Hits all enemies. Large damage (Medium if resistant to Water).
Isolated Kingdom - Single target. Giant damage. Ignores defenses (unless Repel). Inflict Weak on yourself for 1 turn. This cannot be cured by any items/skills.
Kingdom of Water - Hits all enemies. Huge damage (Large if resistant to Water). 2 turn cooldown.
Poseidon's Spear - Hits all enemies. Giant damage (Huge if resistant to Water). 3 turn cooldown.
Forgotten Lake - Single target. Huge damage (Large if resistant to Water). Got a 30% chance of inflicting Weak on yourself.
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Earth-type spells. Might inflict the Fear status. Unless stated otherwise, it's always 25% chance.
Tier 1:
Tera - Single target. Small damage.
Earth's Tear - Hits all enemies. Small damage. 1 turn cooldown.
Minor Quake - Single target. Got a 100% chance of inflicting Fear status. Cannot be used more than once/fight.
Brown Shield - Increases resistance against Earth-type attacks for 3 turns.
Earth Break - Nullifies enemies Earth resistance for 3 turns.
Tier 2:
Matera - Hits all enemies. Small damage.
Terazi - Single target. Medium damage (Small if resistant to Earth).
Dodge Earth - Gives 25% chance to dodge Earth-type attacks.
Quicksand - Hits all enemies. Medium damage (Small if resistant to Earth). 1 turn cooldown.
Earth's Grave - Hits all enemies. Medium damage (Small if resistant to Earth). Got a 100% chance of inflicting Fear for 1 turn. Cannot be used more than once/fight.
Earth's Embrace - Removes Fear from 1 ally.
Tier 3:
Materazi - Hits all enemies. Medium damage (Small if resistant to Earth).
Teradyne - Single target. Large damage (Medium if resistant to Earth).
Earth's Warmth - Removes Fear from the entire team.
Earth's Lance - Single target. Large damage (Medium if resistant to Earth). Ignores defenses (unless Repel). Can only be used once/fight.
Earthquake - Hits all enemies. Large damage (Medium if resistant to Earth). Ignores defenses (unless Repel). Can only be used once/fight.
Gaia Crush - Single target. Large damage (Medium if resistant to Earth). Got a 100% chance of inflicting Fear for 1 turn. Can only be used once/fight.
Tier 4:
Materadyne - Hits all enemies. Large damage (Medium if resistant to Earth).
Earthern Warrior - Single target. Giant damage. Ignores defenses (unless Repel). Inflicts Fear on yourself for 1 turn. This cannot be cured by any skills or items.
Gaia's End - Single target. Huge damage (Large if resistant to Earth). 1 turn cooldown.
Gaia Lance - Hits all enemies. Giant damage (Huge if resistant to Earth). 3 turn cooldown.
Earthern Armor - Hits all enemies. Large damage (Medium if resistant to Earth). 50% chance of inflicting Fear on all enemies. 2 turn cooldown.
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Light-type spells: Might OHKO enemies. Twice the odds on those weak to Light. If reflected, the OHKO might occur on you. Be careful. The odds of a OHKO cannot exceed 60%. So if it says (e.g) 45% and the Shadow is weak to Light, it's 60% chance. Neither Light nor Dark spells got "Huge" damage.
Tier 1:
Hama - Single target. Small damage. 10% chance of OHKO.
Light's Ray - Hits all enemies. Small damage. 10% chance of OHKO. 2 turn cooldown.
Holy Light - Single target. Small damage. 15% chance of OHKO. 2 turn cooldown.
Tier 2:
Mahama - Hits all enemies. Small damage. 10% chance of OHKO.
Hamaon - Single target. Medium damage. 15% chance of OHKO.
Noble Light - Single target. Medium damage. 20% chance of OHKO. 2 turn cooldown.
Tier 3:
Clear Light - Single target. Large damage. 25% chance of OHKO.
Mahamaon - Hits all enemies. Medium damage. 20% chance of OHKO.
Heavenly Light - Single target. Large damage. 30% chance of OHKO. 2 turn cooldown.
Tier 4:
Mother's Love - Single target. Large damage. 35% chance of OHKO.
Lover's Light - Hits all enemies. Large damage. 40% chance of OHKO.
Moonlight - Hits all enemies. Giant damage. 45% chance of OHKO. 4 turn cooldown.
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Dark-type spells: Might OHKO enemies. Twice the odds on those weak to Dark. If reflected, the OHKO might occur on you. Be careful. The odds of a OHKO cannot exceed 60%. So if it says (e.g) 45% chance and the Shadow is weak to Dark, it's 60% chance. Neither Light nor Dark spells got "Huge" damage.
Tier 1:
Mudo - Single target. Small damage. 10% chance of OHKO.
Dark Night - Single target. Small damage. 15% chance of OHKO. 2 turn cooldown.
Dark Child - Hits all enemies. Small damage. 10% chance of OHKO. 2 turn cooldown.
Tier 2:
Mamudo - Hits all enemies. Small damage. 10% chance of OHKO.
Mudoon - Single target. Medium damage. 15% chance of OHKO.
Empty Night - Single target. Medium damage. 20% chance of OHKO. 2 turn cooldown.
Tier 3:
Mamudoon - Hits all enemies. Medium damage. 20% chance of OHKO.
Lonely Night - Single target. Large damage. 25% chance of OHKO.
Night of Emptiness - Single target. Large damage. 30% chance of OHKO.
Tier 4:
Darkened Soul - Single target. Large damage. 45% chance of OHKO.
Die for Me! - Hits all enemies. Large damage. 40% chance of OHKO.
Moonless Night - Hits all enemies. Giant damage. 45% chance of OHKO. 4 turn cooldown.
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Almighty-type spells: While ignoring ALL form of defenses (unless stated otherwise), it deals less damage compared to elemental spells (such as Agi and Garu).
Tier 1:
Megido - Hits all enemies. Small damage. 1 turn cooldown.
Zan - Single target. Small damage.
Gry - Hits up to 2 enemies. Small damage.
Tier 2:
Megidola - Hits all enemies. Medium damage.
Life Drain - Single target. Medium damage. Heals the user for a Small amount of HP. 1 turn cooldown.
Zanma - Single target. Medium damage.
Gryva - Hits all enemies. Medium damage.
Tier 3:
Megidolaon - Hits all enemies. Large damage.
Zandyne - Single target. Large damage.
Grydyne - Hits all enemies. Large damage.
Black Viper - Single target. Large damage.
Tier 4:
Armageddon - Hits all enemies. Giant damage. 3 turn cooldown.
Morning Star - Single target. Huge damage.
Big Bang - Hits all enemies. Huge damage.