Author Topic: (UNDER CONSTRUCTION) FFXII: Revanant Wings Esper Guide  (Read 1538 times)

Shadow Gilgamesh

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(UNDER CONSTRUCTION) FFXII: Revanant Wings Esper Guide
« on: October 01, 2012, 05:11:01 AM »
I'm playing FFXII revanant wings again and one thing I don't like about this game is that until you go into battle, you can't tell what the esper''s innate status resistances are, which can be an important dimension to strategy, so I felt a guide is in order, but just resistances seem a little bare, so I'll make this a general Esper guide, a little late, but I'm sure I'll use it in the future, so maybe others will

This will be under construction for a week or so, maybe more as I think it'll be easiest to fill out as I unlock them.

Template and Glossary

Name: name of the Esper/Yarhi.
Type: the units combat type, melee, ranged, flying, and healing.
Cost: The affinity cost to summon a particular Esper.
N: for foe only Yarhi, this is where the nature of the Yarhi will be, as that section is not sorted by natures.
Basic Attack: An Esper/Yarhi's main ability, every Esper has one, and they can be used just as fast as the Esper's attack speed.
Special Attack: Some Espers also have special abilities, unlike basic attacks, these must recharge after use. If an Esper does not have one it will be marked with "N/A"
Resistance: What status afflictions Espers are immune to.

Some other terms used
Area Damage: An attack causes damage to multiple targets within the range of the initial target.
Spread Damage: A rare attack range that some Espers have where instead of loosing a projectile over a long distance, a wave forms in front of the user going left to right (and/or right to left) damaging any foes in range.
Heavy Damage: A term used by the game, it just means that it on average will deal more damage than you're average move (Ex: Blizzaja will be stronger than Blizzaga)
Knockback: A rare trait where an attack will not only damage targets, but push them to the edge of the hitbox as well.
Sub-Nature: although the game sorts all the espers into 6 natures, Neutral, Fire, Water, Lightning, Earth, and Holy, some espers have different weaknesses than the others in their nature. (Ex. Zombies are neutral, but weak to holy.)

Debuffs: Any effect that reduces a units combat effectiveness beyond loss of HP, Unlike most Final Fantasy games, all the status effects wear off as time passes. The debuffs that can be inflicted and/or resisted by Espers are as follows:
Lower Stamina: Afflicted unit will have reduced defense.
Poison: Afflicted unit will take damage overtime.
Blind: Afflicted unit will have to be right up close to attack a target.
Sleep: Afflicted unit cannot move or attack until struck or effect wears off.
Silence: Afflicted unit cannot cast magicks. *Note - a common misconception about this is that it only effects ranged units and devastates all ranged units, some non-ranged Espers such as Mateus have magicks, and some ranged Espers are not magick based, like Cactoids.*
Confuse: Afflicted unit acts as if they were part of the other team, this commonly leads to a leader killing their own espers, and units wandering into a deadly ambush due to it thinking it belongs with the other team.
Stop: Afflicted unit cannot move or attack, unlike Sleep, getting hit will not cancel the effect, though it is usually shorter than an uninterrupted sleep.
Slow: Afflicted unit moves slower and has a longer pause between attacks, as well as slower recharge on special attacks.
Immobilize: Afflicted unit cannot move, but can still preform attacks.
Disable: Afflicted unit cannot attack, but can still move.
Gravity: Though technically not a status affliction, it can still be resisted by Rank III Espers, Gravity deals damage based on a targets current HP.

NEUTRAL NATURE

Rank I:

Alraune:
Type: Melee
Summon Cost:10
Basic Attack: Ram - Damage
Special Attack: N/A
Resistance: None

Sylph:
Type: Range
Cost: 11
Basic Attack: Aero - Damage
Special Attack: N/A
Resistance: None

Garchimacera:
Type: Flying
Cost: 10
Basic Attack: Gnaw - Damage
Special Attack: N/A
Resistance: None

Rank II:

Tonberry:
Type: Melee
Cost: 14
Basic Attack: Knife - Damage + lower stamina
Special Attack: Karma - Damage based on total number of targets kills.
Resistance: None

Diabolos:
Type: Flying
Cost: 18
Basic Attack: Nightmare - Damage + Sleep
Special Attack: Gravity - Damage relative to targets HP.
Resistance: None

Rank III:

Odin:
Type: Melee
Cost: 20
Basic Attack: Zantetsuken - Damage + Knockback, can hit multiple targets in one stroak
Special Attack: N/A
Resistance: Poison, Blind, Sleep, Confuse, Stop, Slow, Disable, Gravity.

FIRE NATURE

Rank I:

Djinn:
Type: Melee
Cost: 10
Basic Attack: Flame Sneeze - Damage
Special Attack: N/A
Resistance: Disable

Salamander:
Type: Ranged
Cost:11
Basic Attack: Fireball - damage
Special Attack: N/A
Resistance: Disable

Bomb:
Type: Flying
Cost: 10
Basic Attack: Bomb Blast - Damage
Special Attack: Self Destruct - Self K.O. + Area damage around self
Resistance: Disable

Rank II:

Balasa:
Type: Melee
Cost: 14
Basic Attack: Fire Fist - Damage + Slow
Special Attack: N/A
Resistance: Disable

Lamia:
Type: Ranged
Cast: 15
Basic Attack: Fire - Damage
Special Attack: Entice - Inflict Confuse
Resistance: Disable

Wyvern:
Type: Flying
Cost: 14
Basic Attack: Gnaw - Damage
Special Attack: Fire Breath - Spread Damage.
Resistance: Disable

Rank III:

Ifrit:
Type: Melee
Cost: 20
Basic Attack: Burning Strike - Damage, 2 hits
Special Attack: Hellfire - Damage + Slow to surrounding targets
Resistance: Poison, Silence, Sleep, Confuse, Stop, Slow, Disable, Gravity

Belias:
Type: Ranged
Cost: 20
Basic Attack: Painflare - Heavy Damage
Special Attack: Firaja - Heavy Area Damage
Resistance: Poison, Blind, Silence, Confuse, Stop, Immobilize, Disable, Gravity.

Chaos:
Type: Flying
Cost: 20
Basic Attack: Quadrastrike - Damage, 4 hits
Special Attack: Flare - Heavy Damage
Resistance: Poison, Blind, Sleep, Confuse, Stop, Immobilize, Disable, Gravity.

Water Nature

Rank I:

Sahagin:
Type: Melee
Cost: 10
Basic Attack: Smack - Damage
Special Attack: N/A
Resistance: Poison

Shivan:
Type: Ranged
Cost: 11
Basic Attack: Blizzard - Damage
Special Attack: N/A
Resistance: Poison
*Note - Shivan is part of a sub-nature, Ice, having a weakness to fire rather than thunder*

Aquarius:
Type: Flying
Cost: 10
Basic Attack: Bubblebath
Special Attack: N/A
Resistance: Poison

Rank II:

Cuchulainn:
Type: Melee
Cost: 14
Basic Attack: Malaise - Damage
Special Attack: Blight - Inflict Poison
Resistance: Poison, Stop, Slow, Immobilize, Disable.

Shivar:
Type: Ranged
Cost: 18
Basic Attack: Blizzard - Damage
Special Attack: Absolute Zero - Inflict Stop
Resistance: Poison
*Note - Shivar is part of the ice sub-nature, he is weak to fire not lightning.*

Siren:
Type: Flying
Cost: 15
Basic Attack: Kickline Dance - Damage + Stop
Special Attack: N/A
Resistance: Poison

Rank III:

Leviathan:
Type: Melee
Cost: 20
Basic Attack: Barracuda Dive - Damage to surrounding foes.
Special Attack: Tidal Wave - Damage to foes surrounding and a short distance in front of Leviathan.
Resistance: Poison, Blind, Sleep, Confuse, Slow, Immobilization, Disable, Gravity.

Shiva:
Type: Ranged
Cost: 20
Basic Attack: Triple Slap - Three shots that deal damage.
Special Attack: Diamond Dust - Damage + Stop to an area.
Resistance: Poison, Blind, Silence, Confuse, Stop, Slow, Immobilize, Gravity.

Famfrit:
Type: Ranged
Cost: 22
Basic Attack: Briny Cannonade - Damage
Special Attack: Tsunami - Damage in a line extending from Famfrit.
Resistance: Poison, Silence, Sleep, Confuse, Stop, Immobilize, Disable, Gravity.

Mateus:
Type: Flying
Cost: 20
Basic Attack: Flash-Freeze - Damage foes in a line in front of Mateus
Special Attack: Blizzaja - Heavy Area Damage.
Resistance: Poison, Blind, Sleep, Confuse, Stop, Slow, Disable, Gravity.

THUNDER NATURE

Rank I:

Remora:
Type: Melee
Cost: 10
Basic Attack: Thunderchop - Damage
Special Attack: N/A
Resistance: Confuse
*Note - Remora is part of a sub-nature, Mechs, it's weakness is water rather than the normal earth*

Quetzalcoatl:
Type: Ranged
Cost: 11
Basic Attack: Thunder - Damage
Special Attack: N/A
Resistance: Confuse

Ramih:
Type: Flying
Cost: 10
Basic Attack: Spark - Damage
Special Attack: N/A
Resistance: Confuse
*Note - Ramih is part of a sub-nature, Mechs, it's weakness is water rather than the usual earth*

Rank II:

Ixion:
Type: Melee
Cost: 14
Basic Attack: Hoof Kick - Damage
Special Attack: N/A
Resistance: Confuse

Sagittarius:
Type: Ranged
Cost: 15
Basic Attack: Plasma Arrow - Damage
Special Attack: Triple Shot - Three arrows are fired that spread wide once shot.
Resistance: Confuse

Raiden:
Type: Flying
Cost: 14
Basic Attack: Silent Storm - Damage + Silence
Special Attack: N/A
Resistance: Confuse

Rank III:

Shemhazai:
Type: Melee
Cost: 20
Basic Attack: Soul Purge - Damage in a line in front of Shemhazai.
Special Attack: Thundaja - Heavy damage to an area.
Resistance: Poison, Silence, Sleep, Confuse, Stop, Slow, Disable, Gravity.

Tiamat:
Type: Ranged
Cost: 20
Basic Attack: Plasma Storm - Spread Damage
Special Move: Mighty Guard - Defense and Magic Defense up to an Area.
Resistance: Poison, Blind, Silence, Confuse, Stop, Immobilize, Disable, Gravity.

Ramuh:
Type: Flying
Cost: 20
Basic Attack: Judgement Storm - Damage
Special Attack: Judgement Bolt - Damage + Silence to an Area
Resistance: Poison, Blind, Sleep, Confuse, Stop, Immobilize, Disable, Gravity.

EARTH NATURE

Rank I:

Goblin:
Type: Melee
Cost: 10
Basic Attack: Goblin Punch - Damage
Special Attack: N/A
Resistance: Stop

Cactoid:
Type: Ranged
Cost: 11
Basic Attack: Thousand Needles - Damage
Special Attack: N/A
Resistance: Stop

Gnoam:
Type: Flying
Cost: 10
Basic Attack: Floating Kick
Special Kick: N/A
Resistance: Stop

Rank II:

Golem:
Type: Melee
Cost: 14
Basic Attack: Wild Charge - Damage + Immobilize
Special Attack: N/A
Resistance: Poison, Blind, Silence, Sleep, Confuse, Stop, Immobilize

Cu Sith:
Type: Ranged
Cost: 15
Basic Attack: Stone - Damage
Special Attack: Bedevil - Blind
Resistance: Stop

Atomos:
Type: Flying
Cost: 14
Basic Attack: Uppercut - Damage, can hit multiple foes.
Special Attack: Drain - Steal HP from target.
Resistance: Stop

Rank III:

Titan:
Type: Melee
Cost: 20
Basic Attack: Landslide - Damage, can hit multiple targets if they are in it's small hitbox.
Special Attack: Gaia's Wrath - Damage + Immobilize to surrounding foes.
Resistance: Poison, Blind, Sleep, Confuse, Stop, Slow, Disable, Gravity.

Hashmal:
Type: Ranged
Cost: 20
Basic Attack: Roxxor - Area Damage
Special Attack: Stoneja - Heavy Area Damage
Resistance: Poison, Silence, Confusion, Stop, Slow, Immobilize, Disable, Gravity.
 
Exodus:
Type: Flying
Cost: 20
Basic Attack: Judgement - Damage to surrounding foes
Special Attack: Meteor - Heavy damage to an area
Resistance: Poison, Silence, Sleep, Confuse, Stop, Slow, Immobilize, Gravity.

HOLY NATURE

Rank I:

White Hare:
Type: Healing
Cost: 12
Basic Move: Cure - Heal
Special Move: N/A
Resistance: None

Rank II:

Carbuncle:
Type: Healing
Cost: 16
Basic Move: Cure - Heal
Special Move: Ruby Balm - Area Heal
Resistance: None

Rank III:

Ultima:
Type: Healing/Ranged
Cost: 20
Basic Move: Revitalize - Heal + Remove Debuffs
Special Move: Eschaton - Heavy Damage in a straight line in front of her.
Resistance: Blind, Silence, Sleep, Confuse, Stop, Immobilize, Disable, Gravity.

Zalera:
Type: Ranged
Cost: 25
Basic Attack: Holy - Damage
Special Attack: Holyja - Heavy area damage.
Resistance: Poison, Blind, Silence, Sleep, Confuse, Stop, Disable, Gravity.
*Note - Zalera is sorted into the Neutral section of the Esper line up because it uses the holy symbol to denote healer units, but Zalera's nature is Holy, and the only true attacker of this element.*

FOE ONLY ESPERS
There are also some monsters that cannot be pacted in the game, the "N" line shows the monster's nature

Rank I:

Zombie:
Type: Melee
N: Neutral
Basic Attack: Snakebite - Damage + Poison
Special Attack: N/A
Resistance: None
*Note - Zombies are part of a sub-nature, Undead, they are weak to holy.*

Flans

Red Flan:
Type: Melee
N: Fire
Basic Attack: Fireslap - Damage
Special Attack: N/A
Resistance: Disable

Blue Flan:
Type: Melee
N: Water
Basic Attack: Ice Flick - Damage
Special Attack: N/A
Resistance: Poison

Yellow Flan:
Type: Melee
N: Thunder
Basic Attack: Thunderchop - Damage
Special Attack: N/A
Resistance: Confusion

Green Flan:
Type: Melee
N: Earth
Basic Attack: Landsweep - Damage
Special Attack: N/A
Resistance: Stop

Rank II:

Antlion:
Type: Melee
N: Neutral
Basic Attack: Adhere - Damage
Special Attack: Spit Venom - Poison
Resistance: None
*Note - There is also a red variant, Antlion Queen, but the only difference is higher stats, especially HP*

Great Tortoise:
Type: Melee
N: Neutral
Basic Attack: Gnaw - Damage
Special Attack: Shelter - Defense up on self
Resistance: None
*Note - There is a green boss variant, this version can only use Shelter, and is immune to most debuffs.*

Malboro:
Type: Melee
N: Neutral
Basic Attack: Thrash - Damage
Special Attack: Bad Breath - random debuffs, spread range.
*Note - There is a larger, dark green boss variant that has higher stats*

Minotaur:
Type: Melee
N: Neutral
Basic Attack: Haymaker - Damage
Special Attack: N/A
Resistance: None

Mimic:
Type: Melee
N: Neutral
Basic Attack: Unknown - Damage
Special Attack: N/A
Resistance: None
*Note - Mimics appear on a few missions disguised as treasure chests, they don't appear on the pre-battle team listings, so it is unknown what it's attack is called, however it only deals damage and appears to have no special attack.*

Vampyr:
Type: Flying
N: Neutral
Basic Attack: Leech - Drain HP from target.
Special Attack: N/A
Resistance: Poison
*Note - Vampyrs are part of the undead subgroup, and are weak to holy.*

Wolfs

Infernal Wolf:
Type: Melee
N: Fire
Basic Attack: Gnaw - Damage
Special Attack: Confuse Fang - Damage + Confuse
Resistance: Disable

Arctic Wolf:
Type: Melee
N: Ice
Basic Attack: Gnaw - Damage
Special Attack: Silence Fang - Damage + Silence
Resistance: Poison

Storm Wolf:
Type: Melee
N: Thunder
Basic Attack: Gnaw - Damage
Special Attack: Slow Fang - Damage + Slow
Resistance: Confuse

Rock Wolf:
Type: Melee
N: Earth
Basic Attack: Gnaw - Damage
Special Attack: Blind Fang - Damage + Blind
Resistance: Stop

Wyrms

Red Wyrm:
Type: Ranged
N: Fire
Basic Attack: Flameball - Damage
Special Attack: N/A
Resistance: Disable

Blue Wyrm:
Type: Ranged
N: Water
Basic Attack: Frost Ball - Damage
Special Attack: N/A
Resistance: Poison

Yellow Wyrm:
Type: Ranged
N: Thunder
Basic Attack: Plasmaball - Damage
Special Attack: N/A
Resistance: Confuse

Green Wyrm:
Type: Ranged
N: Earth
Basic Attack: Petroball - Damage
Special Attack: N/A
Resistance: Stop

Drakes

Fire Drake:
Type: Ranged
N: Fire
Basic Attack: Fire Breath - Spread Damage
Special Attack: N/A
Resistance: Disable

Ice Drake:
Type: Ranged
N: Water
Basic Attack: Frost Breath - Spread Damage
Special Attack: N/A
Resistance: Poison
*Note - Ice Drakes are part of the Ice sub-nature, weak to fire.*

Thunder Drake:
Type: Ranged
N: Thunder
Basic Attack: Storm Breath - Spread Damage
Special Attack: N/A
Resistance: Confusion

Earth Drake:
Type: Ranged
N: Earth
Basic Attack: Stone Breath - Spread Damage
Special Attack: N/A
Resistance: Stop

Rank III:

Elder Wyrm:
Type: Ranged
N:Earth
Basic Attack: Earth Storm? - Spread Damage
Special Move: Mighty Guard - Defense and Magic Defense up to an Area.
Resistance: Poison, Blind, Silence, Confuse, Stop, Immobilize, Disable, Gravity.
*Note - Elder Wyrm is a Boss that does not appear in a pre-battle team listing, he is essentially just a earth element Tiamat.*

« Last Edit: October 09, 2012, 07:51:42 AM by Shadow Gilgamesh »