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Apr 8th, 2016
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  1. Terra
  2. Sage
  3. WoB: 5 Carbunkl, 5 Maduin
  4. WoR: 5 Carbunkl, 15 Maduin
  5. Sage with focus on white & black magic.
  6. For WoB, a White Mage with good wind magic.
  7. After Tritoch & Phoenix, very powerful black mage & white mage.
  8. For endgame, grab a Ragnarok level, & use Ultima.
  9. If desired, grab handful of HP levels (Unicorn or Phoenix).
  10. Tank Mage
  11. WoB: 5 Unicorn, 5 Carbunkl
  12. WoR: 5 Unicorn, 5 Carbunkl, 5 Phoenix, 5 Maduin
  13. Non-traditional tank mage.
  14. Bulky White Mage with good wind magic for WoB.
  15. Morph keeps elemental magic powerful for WoR,
  16. and Ultima workable during endgame.
  17. If desired, grab extra Maduin.
  18. Mighty Morpher
  19. WoB: 10 Bismark
  20. WoR: 20 Bismark
  21. Glass cannon fighter.
  22. Morph, apply Berserk, do huge damage.
  23. Use boomerangs, elemental blades, or Apocalypse.
  24. Needs Smoke Bomb or Refract support.
  25. Be cautious in Sealed Cave & Thamasa arc.
  26. For endgame, use Aegis Shield & Minerva for speed & elemental defense.
  27. If desired, grab handful of Phoenix.
  28. Paladin / Red Mage
  29. WoB: 5 Bismark, 5 Unicorn
  30. WoR: 10 Bismark, 5 Unicorn, 5 Phoenix
  31. Knight with elemental & healing magic.
  32. Boasts high-end black & white magic over Celes.
  33. Don't forget Morph, especially with black magic.
  34. Adjust HP & MP ELs as desired;
  35. Phoenix yields endgame potential,
  36. Unicorn & Carbunkl have better availability & fine-tuneability.
  37. Regen Tank
  38. WoB: 10 Unicorn
  39. WoR: 10 Unicorn, 10 Tritoch
  40. No MP mage for WoB,
  41. transition to regen tank with Morph & Omega in WoR.
  42. Absurd regen status under Morph, Life Bell & Genji recommended.
  43. Level 30 yields RegenX.
  44. If desired, grab early Carbunkl to trade endgame potential for WoB usability
  45. Locke
  46. Rogue
  47. WoB: 10 Ramuh
  48. WoR: 15 Ramuh, 5 Phoenix
  49. Rain stabby death with knives, boomerangs, & swords. Aim for weaknesses.
  50. Use Valiance + Zantetsuken endgame.
  51. Lives in Shadow's shadow in WoR;
  52. grab Phoenix levels to capitalize on Locke's magic & HP advantages.
  53. If want speed, trade some Ramuh for Ifrit.
  54. If desired, trade handful of Ramuh for Kirin,
  55. trading endgame damage for midgame health.
  56. Paladin
  57. WoB: 10 Ramuh
  58. WoR: 10 Ramuh, 10 Phoenix
  59. Rain stabby death in the WoB,
  60. transition to a Paladin in the WoR.
  61. Don't forget your black magic.
  62. Ignore Ifrit & Kirin.
  63. Steal a Healing Shiv if you want Locke to heal in the WoB.
  64. White Mage
  65. WoB: 5 Ifrit, 5 Kirin
  66. WoR: 5 Ifrit, 5 Kirin, 10 Phoenix
  67. Rogueish white mage.
  68. Steal a Healing Shiv in Zozo, transition to (X-)Magic after Phoenix Cave.
  69. X-Life 2 is the ultimate in salvaging a near wipe.
  70. X-Fire 3 annihilates Fire-weak bosses mid-WoR, but otherwise heal.
  71. For more endgame potential, trade Kirin for Ifrit or Phoenix;
  72. tough out low HP in WoB.
  73. Phoenix
  74. WoR: 20 Phoenix
  75. X-Magic lovers dream.
  76. (Extreme) late bloomer.
  77. Tough out the WoB, mass HP & MP for WoR.
  78. Nuke stuff, keep the team alive, be awesome.
  79. Tank
  80. WoB: 10 Kirin
  81. WoR: 20 Kirin
  82. For WoB, bulky healer by stealing Healing Shiv in Zozo.
  83. Transition to regen tank with Omega in WoR.
  84. Use Omega + Valiance if you like dual-wielding.
  85. Grab a handful of Ifrit and/or Phoenix levels if desired.
  86. Edgar
  87. Paladin
  88. WoB: 10 Golem
  89. WoR: 10 Golem, 10 Palidor
  90. Spam blasters & tank hits early on.
  91. Sit out the Floating Continent.
  92. Fire Dragoon for Daryl's Tomb.
  93. Grab Chainsaw, Defib, Nirvana Band, etc.
  94. Attack, support, Cure, be awesome.
  95. Trade 3-5 Palidor for Siren if desired for
  96. WoB speed & extra oomph on WoR supports.
  97. Sparta with spear counterattacks for the lulz.
  98. Red Mage
  99. WoB: 10 Siren
  100. WoR: 10 Siren, 10 Palidor
  101. Frailer than Paladin,
  102. but more turns for attacking & supporting.
  103. Snag handful of Unicorn if desire HP.
  104. Wall
  105. WoB: 10 Golem
  106. WoR: 15 Golem, 5 Palidor
  107. Never die, great Golem summons,
  108. but suffers from slow speed.
  109. Self-apply Haste & tough it out.
  110. Replace Palidor with Siren if desired.
  111. Sparta with spears for the lulz.
  112. Dragoon
  113. WoB: 5 Unicorn,
  114. WoR: 5 Unicorn, 15 Palidor
  115. Glass cannon & supporter.
  116. Jump only truly shines in long boss fights.
  117. Lives in Shadow's shadow.
  118. Don't forget Defib, Battery, & Cure.
  119. If desired, replace Unicorn with Siren, or go pure Palidor.
  120. Support Engineer
  121. WoB: 5 Siren, 5 Unicorn
  122. WoR: 15 Siren, 5 Unicorn
  123. Reviver & MP restorer, with very poor attacks.
  124. Spams Defib & Battery to cheese death & MP concerns.
  125. Greatly compliments low HP / MP builds.
  126. Use heavy and magic armor.
  127. For WoB, spam blasters, sit out Floating Continent.
  128. Sabin
  129. Master
  130. WoB: 10 Golem
  131. WoR: 15 Golem, 5 Terrato
  132. Standard martial artist build.
  133. Spam Blitz & hit weaknesses with elemental claws.
  134. Summon Golem, abuse status effects, maybe use Mantra.
  135. Go pure Golem if desired.
  136. Bum Rush drops off a bit endgame; keep using elemental claws & Golem.
  137. Monk
  138. WoB: 10 Stray
  139. WoR: 15 Stray, 5 Terrato
  140. Support Monk & Regen tank.
  141. Start as traditional martial artist,
  142. transition to regen tank in midgame,
  143. transition to HP & MP battery for endgame.
  144. Great support if whole team burns MP,
  145. otherwise an average Regen Mage.
  146. Adjust HP levels as desired.
  147. Red Monk
  148. WoB: 5 Golem, 5 Stray
  149. WoR: 10 Golem, 10 Stray
  150. Red Mage, martial artist style.
  151. Beatdown enemies while regen tanking & Chakra spamming.
  152. Careful with your low HP.
  153. Celes
  154. Paladin
  155. WoB: 5 Ramuh, 5 Seraph
  156. WoR: 5 Ramuh, 5 Seraph, 5 Crusader, 5 Alexander
  157. Paladin with gray & elemental magic.
  158. Use elemental blades early, grab Illumina asap.
  159. Always equip Veil (sans boomerangs) & Black Belt (counterattacks).
  160. Mostly inferior to Magic Celes;
  161. only boasts counterattacks & occasional better damage.
  162. Adjust exact HP & vigor ELs as desired;
  163. ELs listed are balance of potential vs. availability
  164. General
  165. WoR: 10 Crusader, 10 Alexander
  166. Paladin with maximum endgame potential,
  167. but extreme latebloomer.
  168. Tough out the IMF & early WoR.
  169. Counterpart to Magic General.
  170. Trade 2-3 Alexander for more Crusader if desired.
  171. Fighter
  172. WoB: 5 Ramuh, 5 Seraph
  173. WoR: 5 Ramuh, 5 Seraph, 10 Crusader
  174. Glass cannon fighter.
  175. Loses Celes' HP advantage, but boasts speed over Terra.
  176. Don't forget your magic.
  177. Similar to Dragoon Edgar, living in Shadow's shadow.
  178. Adjust exact HP & vigor ELs as desired; Crusader preferred for speed;
  179. Alexander over Seraph or Pure Crusader are options.
  180. Knight
  181. WoB: 10 Ramuh
  182. WoR: 15 Ramuh, 5 Alexander
  183. Ramuh build; traditional paladin.
  184. Inferior to Crusader, especially with magic,
  185. but has stronger counterattacks & damage per blow.
  186. Adjust Alexander levels as desired;
  187. Seraph is option for midgame usability at cost of more endgame potential.
  188. Dark Knight
  189. WoB: 10 Phantom
  190. WoR: 10 Phantom, 5 Crusader, 5 Alexander
  191. Regen tank with a hidden attack.
  192. Suffers from unfocused stats.
  193. For less HP, do 13 Phantom, 7 Crusader.
  194. For more HP, do 10 Phantom, 10 Alexander.
  195. Pure Phantom or Ramuh are options, but not preferred.
  196. Magic General
  197. WoB: 5 Siren, 5 Seraph
  198. WoR: 10 Siren, 10 Seraph
  199. Supporting tank mage.
  200. Healer for early game, transitions to awesome tanky mixed mage when returning after Thamasa.
  201. Most defensive of 4 main mages, for self & party.
  202. Boasts high speed, superb gray magic, & good elemental magic.
  203. Great Reriser.
  204. 5 Alexander, 5 Seraph is option for more HP.
  205. Siren preferred for extra turns for supporting with low-MP defensive magic.
  206. Sage
  207. WoB: 5 Shiva, 5 Seraph
  208. WoR: 15 Shiva, 5 Seraph
  209. Traditional Sage.
  210. Healer for early game, transitions to Sage when returning after Thamasa.
  211. Very diverse; possesses similarities to each of other 3 main mages.
  212. Shiva preferred to maximize damage from high-MP elemental magic.
  213. Red Mage
  214. WoB: 5 Siren, 5 Seraph
  215. WoR: 7 Siren, 7 Crusader, 5 Seraph
  216. Speed-focused Red Mage.
  217. Start as tank mage, then grab Illumina asap to transition to Red Mage.
  218. Speedy & diverse, but suffers from low HP & MP, and weaker attacks & cures.
  219. Take advantage of enemy magical & physical weaknesses with high speed.
  220. True Red Mage
  221. WoB: 3 Siren, 3 Phantom, 3 Seraph
  222. WoR: 7 Siren, 7 Phantom, 7 Seraph
  223. Traditional Red Mage.
  224. Perfectly balanced growth of all stats.
  225. Suffers greatly from unfocused stats.
  226. Mainly thematic.
  227. Cyan
  228. Samurai
  229. WoB: 10 Bismark
  230. WoR: 15 Bismark, 5 Alexander
  231. Traditional knight.
  232. Struggles in WoB (IMF & Floating Continent), but takes off in WoR.
  233. Grab Mutsunokami from Colosseum asap; big boost to Flurry & Tempest.
  234. Remember Fight is targetable.
  235. Pure Bismark or extra Alexander are also options.
  236. If desired, grab early Kirin to trade endgame potential for midgame usability;
  237. Kirin replaces whichever.
  238. Dragon
  239. WoB: 10 Kirin
  240. WoR: 20 Kirin
  241. The premier tank. Virtually unkillable.
  242. Dispatch early on, then spam Dragon. Then, spam Dragon more.
  243. Empowerer makes you immortal. Very easy-to-use & straightforward.
  244. Be absolutely awesome.
  245. Eclipse & healing have their niches too.
  246. Shadow
  247. Shadow
  248. WoB: 10 Phantom
  249. WoR: 10 Phantom, 10 Fenrir
  250. Ninja. Excellent glass cannon & supporter.
  251. Superb damage with Thrown knives, scrolls, & stars or Fight with wind blades.
  252. Excellent support with Image, Haste, Rerise, & Berserk. Best Item healer.
  253. By far the frailest character, so beware.
  254. Extra Phantom is option for regen tanking & Throw damage per price.
  255. Extra Fenrir is option for (yet) higher turn count,
  256. for inexpensive (GP & MP) attacks & supports.
  257. Gau
  258. Berserker
  259. WoR: 20 Fenrir
  260. Speedy Rageserker. No menu input means Gau keeps moving.
  261. Rages include physical & elemental attacks, sweeper magic,
  262. healing, status effects, Rerise, Image, & Refract.
  263. WoB relies on sweeper & elemental magic, Rerise, & healing after IMF.
  264. For WoR, grab Bone Club asap to transition to physical with occasional elemental;
  265. healing & buffs diversify & remain useful. Sheer speed creates good healer.
  266. If desire WoB Brawler, Cephalid, or Griffin, grab handful of early Stray.
  267. High endgame potential, even as healer, but a latebloomer.
  268. Regen Mage
  269. WoB: 10 Stray
  270. WoR: 15 Stray, 5 Fenrir
  271. Non-traditional White Mage;
  272. heals self & party by Regen magic & status, has extra status defense.
  273. Core strategy is heal or attack while equipping Life Bell.
  274. Rages are Brawler (early), Griffin, Defender, Cephalid,
  275. Peepers, Tumbleweed (no Bell), and Mantodea.
  276. Troll, Belladonna, & Marlboro are alternatives with innate regen;
  277. Mesosaur & Flan are niche options.
  278. Don't discount your other Rages.
  279. Mog
  280. Magic Moogle
  281. WoB: 10 Shoat
  282. WoR: 15 Shoat, 5 Terrato
  283. Elemental mage.
  284. Dance or Rod Fight all game, using Earth Blues / Punisher & elemental rods / dances.
  285. Rods provide higher damage, Dance provides healing & utility.
  286. X-Magic is a lategame alternative, but requires MP support or Dance support & luck;
  287. generally inferior because difficult-to-use with small rewards.
  288. Equips like Light Robe pair well with healing dances.
  289. Adjust HP levels as desired.
  290. Dancing Moogle
  291. WoB: 10 Maduin
  292. WoR: 10 Maduin, 5 Shoat, 5 Terrato
  293. Dance Mog. Strong healing & never stumbles, but weaker attacks.
  294. Adjust Shoat & Terrato ELs as desired. Don't overdo Maduin.
  295. Mogoon
  296. WoR: 15 Palidor, 5 Terrato
  297. Non-traditional dragoon;
  298. Moogle Charm & Dragoon Seal yields fast, but weak jumps.
  299. Does high damage over time.
  300. Late-bloomer unavailable for WoB & with tardy HP esper.
  301. Status & healing dances are possibility with Genji.
  302. Rod Fighting stronger prior to Gungnir, but its variable & requires MP.
  303. Adjust HP levels as desired.
  304. Setzer
  305. White Mage, "The Bank"
  306. WoB: 10 Seraph
  307. WoR: 20 Seraph
  308. Basic Tanky White Mage with strong but inconsistent attacks.
  309. Slots are very strong but hard-to-use WoB attack.
  310. Daryl's Soul with Avengers, Man Eaters, & Fixed Dice in WoR.
  311. Death magic with huge MP pool.
  312. Use Rerise & Seraph to prevent death.
  313. If desired, grab handful of Shoat or Starlet (not both).
  314. Tank Mage
  315. WoB: 5 Seraph, 5 Shoat
  316. WoR: 10 Seraph, 10 Shoat
  317. Tank Mage attacking with hard-to-use nonelemental Slots.
  318. Blackjack is main attack. Strong, consistent, but hard to use.
  319. Struggles endgame; either give rare Crystal Orb, or
  320. transition to White Mage with Fixed Dice.
  321. If desired, trade some Seraph for Shoat.
  322. Regen Tank
  323. WoB: 10 Seraph
  324. WoR: 10 Seraph, 10 Starlet
  325. Regen Tank with GP Toss.
  326. Extreme late bloomer. White Mage in WoB.
  327. Most consistent, but has MP troubles and weak attacks & heals.
  328. Struggles with slow growth & low stats.
  329. If desired, trade some Seraph for Starlet.
  330. Strago
  331. Blue Mage
  332. WoB: 5 Shiva, 5 Carbunkl
  333. WoR: 15 Shiva, 5 Carbunkl
  334. Off-elemental attack & support mage;
  335. utilizes Lore, Magic, & Rods, with many party buffs & Holy Wind.
  336. Lore hunt asap, then attack, buff, and/or Holy Wind; be awesome.
  337. Black Omen is generic endgame nuke.
  338. Rods have greatest potential, but require front row; use with Black Belt.
  339. Alternate growth is 10 Shiva, 10 Zoneseek;
  340. slower MP growth & less stamina for slightly more endgame MP.
  341. Pure Shiva is also an option.
  342. Regen Mage
  343. WoB: 5 Carbunkl, 5 Shiva
  344. WoR: 5 Carbunkl, 5 Shiva, 10 Odin
  345. Non-traditional White Mage;
  346. heals party & self by Regen magic & status, has extra status defense.
  347. Life Bell + Holy Wind is key.
  348. Extreme late bloomer, weak nonelemental attacks.
  349. Alternate growth is 10 Zoneseek, 10 Odin, but given ELs preferred;
  350. extra stamina outweighs minor extra MP.
  351. More Odin or pure Odin are options.
  352. Relm
  353. Nuke Mage
  354. WoB: 10 Zoneseek
  355. WoR: 15 Zoneseek, 5 Ifrit
  356. Powerful nonelemental Sage that burns MP.
  357. Latebloomer, but extremely powerful.
  358. Defeat Doom Gaze asap; learn WoR magic;
  359. nuke, heal, Rerise, Zoneseek, be awesome.
  360. Careful with HP & MP. Crystal Orb highly recommended.
  361. Ignore Sketch, except select cases.
  362. Pure Zoneseek is an option.
  363. For WoB, use Rods, brush healing, & Sketch Atma.
  364. Shadow
  365. WoB: 10 Ifrit
  366. WoR: 12 Ifrit, 8 Bahamut
  367. Shadow's little girl.
  368. Trades MP efficiency & power per blow
  369. for high turn count & power over time.
  370. Best Reriser & brush buffer, high turn count for Cure.
  371. If desired, Zoneseek and/or more Ifrit (replace whichever).
  372. Regen Mage
  373. WoB: 5 Ifrit
  374. WoR: 10 Starlet, 5 Bahamut, 5 Ifrit
  375. Non-traditional White Mage;
  376. heals party & self by Regen magic & status, has extra status defense.
  377. Life Bell in randoms where RegenX is unused.
  378. Flare & Meteor weaker, but still powerful.
  379. Replace Ifrit for more Starlet if desired.
  380. Red Mage
  381. WoB: 10 Zoneseek
  382. WoR: 10 Zoneseek, 10 Starlet
  383. Regen Nuke Mage.
  384. Strong attacks & regens, but slow with worse MP issues.
  385. Crystal Orb highly recommended; remember it boosts MP.
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