Killer Moves:
Twin Stab
MP: 4 Proficiency: 100
You use both of your swords to stab the enemy. Each attack only does about as much damage as a regular attack. Plus, the second attack comes out kind of slow, so you are vulnerable to attack.Cross Slash
MP: 8 Proficiency: 100
Another two-hit move. This time you use a downward slash and then sail forward in a weird flying-type move. Like Twin Stab, the second part takes way too long to execute, and the recovery from the sailing part is horrid. Even if you hit, you'll continue pushing up against the enemy where they can easily whack you back. [And if you misses, you'll usually keep going right till the end of the battle area!]Leaf Slash
MP: 19 Proficiency: N/A
At long range, you create a whirlwind of leaves around an enemy and then pops up in the center, hitting them. Excellent if you want to get to an enemy (say a spell caster) as quickly as possible. The execution is a bit long but this time.Northern Cross
MP: 9 Level: 18 Proficiency: 200
You will create flying shards of ice. Again, way too slow to be really effective. Water-elemental.Piercing Swords
MP: 12 Level: 22 Proficiency: 130
You throw your swords in a straight line ahead of you. Long range, and plus the move is fairly quick. This is a good move to invest in (higher proficiency means more swords!)Hurricane Slash
MP: 16 Level: 45 Proficiency: 200
You hit the enemy with your swords and then create a hurricane that can lift the enemy into the air. Another good move for its multi-hit capability. Note the huge gap in levels between this and Piercing Swords, though...Dead Triangle
MP: 19 Level: 53 Proficiency: 200
You surround the enemy by splitting into three and attack at the same time in sync.Dragon Breath
MP: 28 Level: 64 Proficiency: 140
You can summon 2 dragons to aid you on your back called Gyoro and Ururun, they will grow huge but only one of them breathes fire/ice on an enemy. Kind of risky if the enemy happens to have fire or ice protection, since you don't know in advance which one is going to be used. Once you reach top proficiency both dragons will attack at once. Fire or Water-elemental. [This is excellent against flying enemies or anything annoying, especially once you level it up. A bit slow, though.]Sword Dance
MP: 32 Level: 70 Proficiency: 400
Your complement to Mirror Slice, you moves your swords around quickly. Unlike Mirror Slice, which doesn't move forward during the execution, so turning off Strong Blow is a must if you want this move to be truly effective. Still, try sandwiching an enemy between you and another clan member while pulling off all the Mirror Slices and Sword Dances you can.
Tri-Ace
MP: 45 Proficiency: 140 Found a secret location
Creates a huge blade that sweeps over the battlefield. Actually hits every enemy. If you're strong enough to get this Killer Move from a secret location..
Spirit Attack
MP: 4 Proficiency: 200
You will fire a wave of energy at the enemy. It's not any more powerful than a regular attack, but at least it's got range. Hint: just fire this move repeatedly since you can do it so fast.Poison Pills
MP: 5 Proficiency: 250
You will throw pills that release poison gas towards the enemy. Okay damage, and sometimes poisons them. Not terribly effective though. Fairly fast. I'll stick to Spirit Attack or maybe Firebird Attack. Once you level it up its gets better and more effective with each attack.Pillory
MP: 6 Proficiency: 380
Like a cheap version of Head Splitter, you either jump or dive into your own shadow and lands on the enemy spinning to do damage.Firebird Attack
MP: 10 Proficiency: 400
You create fireballs and throws them at the enemy for fairly respectable damage. Early in the game stick this and Spirit Attack on for their range component. Fire-elemental.Secret Medicine
MP: 8 Level: 28
Just useful as Energy Sword. Heals you a little bit each time But its not a lot to start off with, slowly the more you use it the more you will be healed by this move. It Can't heal surrounding party/ clan members as much or as good as Energy Sword.Death Siege
MP: 13 Level: 35 Proficiency: 100
Attacker splits into multiple images (first two, then later four) and charges at the enemy, attacking from all sides. Kind of long execution time so again the enemy might just move out of the way. Pretty effective though, if you have the patience to build it up. The attacker is invincible to regular attacks while split.Whirlwind Fist
MP: 15 Level: 43 Proficiency: 400
A very useful move... Attacker creates a whirlwind which hits the enemy up ridiculously high into the air for multiple hits. If you're really good you can hit the enemy with another Killer Move (not this one, it takes too long) as they're coming down for really good damage. Be careful using this move on the balloon type enemies, though... more than once they got stuck high up in the air.Burst Fist
MP: 28 Level: 51 Proficiency: 200
At long range the attacker fires an energy field at the enemy. At close range you envelop yourself in the field and charges the enemy. Again, much more useful at long range, both because of the range and the enemy can't counter when the move finishes.Explosion Pills
MP: 20 Level: 66 Proficiency: 200
You as the attacker fires what is basically a grenade at the enemy. The flames shoot high enough to hit flying enemies too. Okay move, but lacks any large multi-hit capability until you really power it up.Sakura Attack
MP: 36 Level: 74 Proficiency: 250
Another tribute to Sword Dance and Mirror Slice, you executes a lot of martial arts moves in sequence for multiple hits. Your weapons aren't as powerful as sword users, though, so this move isn't as powerful. Also, since this "carries" the enemy away during the execution it's hard to get others to gang up on the enemy. Still, probably one of the best moves.
Twister
MP: 5 Proficiency: 240
You somehow turns your body into a buzz saw like attacking mode and hits the enemy multiple times. Okay if you manage to pull it off, since you can be hit out of it.Burning Cards
MP: 7 Proficiency: 200
Throws burning business size cards at the enemy for multiple hits. As the level increases so does the number of cards. Okay damage, but not that worthwhile unless you really invest.Whirlwind
MP: 12 Proficiency: 200
A combination of martial arts moves. As the proficiency increases so does the number of moves. If you're good you can "juggle" the enemy since the hits sends to toss the enemy slightly into the air. One of the better moves.10,000 Volts
MP: 15 Level: 44 Proficiency: 200
Fires an electrical field, which gets larger and wider with more proficiency. Doesn't hit that many times, but is helpful to keep yourself from getting swarmed by the enemy. If you can pull it off in time, that is...Flame Thrower
MP: 16 Level: 53 Proficiency: 200
Whoo! This is like a supercharged version of Flame Launcher. Expect to hit a heck of a lot of times and to kill any enemy weak against fire. Each hit does the same damage as a normal attack! Fire-elemental.Rising Dragon
MP: 13 Level: 62 Proficiency: 200
Like Whirlwind, only more powerful. Again, more moves as the level increases. At the end, if you're high enough in proficiency, you'll knock the enemy into the air and hit them more times. Another great move.Tear Gas
MP: 25 Level: 68
Summons a truly ominous looking thing that fires gas at the enemy. Who cares, it hits a heck of a lot of times. If you can get the enemy up against the wall, we're talking at least ten hits! Even though it sounds strange, turn off Strong Blow because that affects even the gas.Preparation
MP: 16 Level: 76 Proficiency: 240
You call up some missiles to hit the enemy. It takes forever for the missiles to come, though, and you may very well kill everything before the missiles come. I find Tear Gas more useful than this move.
Phase Gun
MP: 0
Not a real Killer Move, since you can't use it as much. Too bad, too, because this move is at least ten times as powerful as your starting sword attacks.Air Slash
MP: 4 Level: 3 Top Proficiency: 200
At long range, fires a beam of energy across the ground for fairly good damage. At close range, makes a wave around the fighter. This move is a LOT more useful at long range, since the execution time means that you'll probably get hit out of it at short range.Shooting Stars
MP: 7 Level: 7 Top Proficiency: 300
At long range (well, longer short range), fires a wave of energy at the enemy. The wave is no more powerful than a regular attack, so the only advantage is range. At short range it becomes a lot of punches. This will probably be your first multi-hit Killer Move, You'll usually knock the enemy away and end up hitting them at most twice.Head Splitter
MP: 9 Level: 13 Top Proficiency: 260
At any range, Claude jumps high into the air and falls sword first on the enemy. At the start Don't use this Killer Move like there's no tomorrow, which is bad in that it drains MP like heck, but it's good because you can build up proficiency easily. While your high in the air your invulnerable to normal attacks too, so that helps. If your too far away though, the enemy will move and this will miss. Also, if you want to cross the battlefield really quickly you can perform this move on a far-away enemy instead of running over there.Energy Sword
MP: 11 Level: 20 Top Proficiency: 200
it's supposed to refill some HP, but it's not that powerful anyway a lot like the move Secret Medicine. You can heal other nearby party or clan members but you have to be right next to them.Burst Knuckle
MP: 12 Level: 28 Top Proficiency: 100
You as the attacker fires flames at the enemy. I guess it's a more powerful version of Shooting Stars. Don't use this one that much either since it only hits once (at least until you power it up) and drains MP really quickly. It reaches top proficiency pretty quickly though.Ripper Blast
MP: 17 Level: 38 Top Proficiency: 270
With a cry of "Tear into pieces!" The attacker causes jagged boulders to rise up around him to hit the enemy. The rocks go high enough to hit aerial creatures. This move also hits multiple times if the enemy is caught in the middle of it. Like Head Splitter, use this one a lot too. It's a good move to invest proficiency into, though. Higher levels means more rocks.Twin Slash
MP: 15 Level: 45 Top Proficiency: 160
The attacker slices the enemy twice with their sword. At higher levels it does four slashes. Good if you're trying to disrupt enemy spell casters, but the execution time is long if you miss. Another easy-to-level move. [Turn off Strong Blow if you use this, as you will smash the enemy out of range if it's on.]Dragon Howl
MP: 28 Level: 53 Top Proficiency: 500
The user creates a ghost dragon which shoots down energy at the enemy. This move is okay, but the MP cost is pretty high for the amount of damage it does, and unless you devote a lot of time into it, you can forget about achieving maximum proficiency in this move. You can use it to keep flying enemies away from you though.Sword Bomber
MP: 32 Level: 62 Top Proficiency: 420
The user jumps into the air and lobs fire down at the enemy. Again, the higher the level, the more fireballs. I tend to not use this move too much, simply because of the high MP cost. Besides, you're only eight levels away from...Mirror Slice
MP: 38 Level: 70 Top Proficiency: 460
Whoo! This is a great move. Catch a enemy in the blade and you can expect to hit at least five times for a heck of a lot of damage. Who cares about the MP cost? By the time you get this move you should have enough MP to perform it a lot of times, and the damage-to-MP ratio is really worth it. Turn off Strong Blow if you use this move or else you might knock the enemy out of the effect area.
Air Slash
MP: 4
Sort of like the other but with a difference. The wave is much darker and moves much faster. However, this move does not gain as you use it more and more. You can fire this move repeatedly ridiculously fast.Air Slash
A technique in which a shockwave is directed at the enemy.Chaos Sword
MP: 5 Proficiency: 120
At short range, creates an energy field which the user throws at the enemy. At longer range, it becomes a wave. Okay move, doesn't do that great damage (only about the same as a normal attack) and doesn't have range on its side like Air Slash does. However, does gain proficiency. It can hit twice at higher levels.Chaos Sword
A technique in which powerful evil airs/ sprits are summoned into one's sword to attack the enemy.Cross Wave
MP: 8 Proficiency: 120
Pretty much similar to Twin Slash, with the same caveats. you can get this right from the start, though, so it's just slightly more useful than the other technique.Cross Wave
A technique in which one jumps into the air and comes down on the enemy slashing in a cross pattern.Crescent Wave
MP: 10 Proficiency: 130
Creates a wave of energy shaped like a crescent that spreads out in front of the user. Can hit airborne enemies.Crescent Wave
A technique in which the enemy is attacked with a strong shockwave that rises up into the sky.Gale Stab
MP: 10 Level: 40 Proficiency: 130
You as the user runs up to the enemy, then charges forward impaling them. Respectable damage, but he does spend a lot of time running up to get to the proper distance from the enemy.Gale Stab
A technique in which ones sword is thrust repeatedly with the speed of a gale.Crescent Moon Flash
MP: 13 Level: 48 Proficiency: 100
Sort of like a more powerful Crescent Wave. Also, doesn't cost that much more MP, and is rather easy to level up. Doesn't go up as much, though, so it tends to miss flying enemies. Execution time is a bit longer however.Crescent Moon Flash
A technique in which the enemy is attacked with a crescent shaped shockwave.Hawk Scream Blast
MP: 16 Level: 56 Proficiency: 100
The user creates a phoenix from his sword which travels along the ground to hit the enemy. It travels pretty fast so the enemy has little chance to dodge. It can hit more than once if you're close enough.Hawk Scream Blast
A technique in which ones fighting power is concentrated into the shape of a hawk that attacks the enemy.Full Moon Slash
MP: 25 Level: 63 Proficiency: 100
The User holds their sword above their head and does something which somehow damages the enemy. Fairly useless as the technique is pulled off way too slow. Apparently higher proficiency means a faster execution time though.Full Moon Slash
A technique in which the enemy is surrounded by slashing movements in the shape of the moon.Illusion
MP: 21 Level: 70 Proficiency: 420
The closest thing to a multi-hit technique Dias has. Hits a max of four times, and that's once you get it powered up. Still, probably one of the best moves. Use it in the same vein as Mirror Slice or Sword Dance.Illusion
A technique in which the enemy is attacked swiftly in a terrifying martial dance.Firebird Shock Wave
MP: 30 Level: 78 Proficiency: 200
The user jumps in the air and transforms into a firebird, swooping down to burn the enemy. Will hit more than once provided you're not too close and you don't hit the enemy away from you. You are invincible in firebird form.Firebird Shock Wave
A technique in which ones fighting power is concentrated into a firebird that advances at the enemy.
Dimension Whip
MP: 5 Proficiency: 240
The user creates a rip in the fabric of space-time and hits the enemy from behind.Spiral Whip
MP: 7
The user twirls their whip around creating a small whirlwind. you spends an inordinate amount of time making the whirlwind. At longer range the whirlwind fires out.Arc Attack
MP: 7 Level: 32 Proficiency: 200
The attacker hooks their whip on seemingly nothing and kicks the enemy Tarzan or Indiana Jones style. More often than not, You'll get hit before you hit the enemy.Thousand Whips
MP: 10 Level: 41 Proficiency: 120
Ernest whips his whip (what else?) multiple times to hit for, you guessed it, multiple hits. Not quite a thousand though. His first truly useful move.Cloud Dust
MP: 18 Level: 49 Proficiency: 100
Possibly the most pointless move in the game. Ernest kicks up dust and increases his dodge ability. I've heard the dust can also cause damage but I've never gotten this to work, probably because every time I initiated this move at close range he got hit out of it. Useless.Broken Heart
MP: 17 Level: 58 Proficiency: 200
Ernest throws his whip into the ground and shoots it up under the enemy. The range of the move makes it fairly useful, although he has to be far away from any enemies or he'll get disrupted for sure.Thunder Whip
MP: 22 Level: 65 Proficiency: 200
Ernest somehow charges his whip with electricity and hits the enemy. At higher levels this move become multi-hitting. Fairly useful, I guess, but it'll be awhile before you can use it. Thunder-elemental.Sonic Whip
MP: 25 Level: 73 Proficiency: 100
The user creates a shock wave which hits the enemy for a lot of damage, although it's not the much compared to other Killer Moves.
Flame Launcher
MP: 7 Proficiency: 200
At long range, user fires a fireball which explodes near the enemy. Not that great since if the enemy is fast enough they'll move and you'll miss, thanks to the execution time. This move is MUCH more useful at short range, where it becomes a multiple-hit technique, each hit of which is almost as powerful as a regular attack. The range is small until you get it powered up at 200 uses, where it becomes a lot bigger. Fire-elemental.Photon Prison
MP: 10 Proficiency: 270
Freezes an enemy for a short period of time. At lower proficiency the freezing time is so small as to be virtually useless.Alpha on One
MP: 23 Level: 24 Proficiency: 440
Now this is a good move. the user fires three (then later four, then later five...) balls of energy from their gun which actually home in on the enemy and thwack him for as much damage as a regular attack. There are only two problems. One, the user has to be a specific distance away; if you initiate this move from far away, you'll spend time running around to get to the right distance. Also, the MP cost is so very high. Still, the homing properties alone make this move very worthwhile.Spread Ray
MP: 16 Level: 34 Proficiency: 540
User jumps into the air and fires their gun a couple of times at the enemy.Cold Wind
MP: 25 Level: 41 Proficiency: 300
User fires a huge beam of ice at the enemy, with multi-hit possibility. A fairly good move, especially if the enemy is weak against water. Sort of like Flame Launcher only better range. Water-elemental.Gravity Shell
MP: 20 Level: 54
User fires something into the air which proceeds to shoot little bolts of energy at the enemy. Fairly cheap as moves go in terms of MP. However, this move will not improve as you perform it more.Lightning Blade
MP: 20 Level: 69 Proficiency: 200
At long range, sort of like Cold Wind, only with Lightning. It seems that you have to fire it upwards first though. At short range it creates a wave of lightning around you. Again, more useful at long range. Fairly good but seems to hit less times than Cold Wind. Lightning-elemental.
- Laser Bit
MP: 8 Proficiency: 300
User splits a laser beam into pieces with a prism. Can hit multiple enemies at once, so that's good. Also, costs very little MP relative to her other moves, so that's good also.
- Healing Star
MP: 9
User fires a beam into the air which heals all your allies. Like Energy Sword, this move is too easy to disrupt if you're stuck in the middle of a group of enemies. On the other hand it's a great alternative to having someone cast Cure All, and will heal everybody, unlike the other moves. Can you afford to give up one of your two Killer Move slots for this though?
- Hyper Launcher
MP: 34 Proficiency: 500
Great move. Fires an immensely powerful beam that hits enemies for multiple hits. Kind of expensive in the MP department though, and again, you'll have to hope that you will create it through Machinery.
Rocket Punch
MP: 4 Proficiency: 120
User fires a huge robotic hand at the enemy. Will hit flying enemies too. This move is pretty cheap, fast, and overall good. It achieves top proficiency quickly too. Fairly effective.Hop Step
MP: 5 Proficiency: 140
User leaps into the air and hits the enemy with a hammer. Another fairly quick move, although if user is standing too close to the enemy they'll get hit on the way up. Also easy to level.Mole
MP: 7 Level: 17 Proficiency: 100
User turns Bobot into a drill device, climbs in, and burrows up under the enemy. A good move for the fact that while your is underground user is immune to normal attacks and magic too. Again, easy to level up.Ally-Oop!
MP: 8 Level: 25 Proficiency: 220
User throws one and later two Bobots at the enemy. Okay damage.Parabola Beam
MP: 12 Level: 38 Proficiency: 240
User pulls out what looks like a satellite dish from her backpack and fires a beam from it. If the enemy is close enough, they will get hit multiple times. However, it takes a while for the user to get the dish out so be careful.Bang-Bang Attack
MP: 15 Level: 49 Proficiency: 510
User hits the enemy with hammers. As the level of this move gets higher, more hits are given. Other than the general silliness of this move, it is actually quite useful.Bloody Mary
MP: 32 Level: 57 Proficiency: 360
User turns Bobot into a giant tank-like thing, climbs in, and runs into the enemy with drills. While you are in Bobot user is immune to attacks from the front, but not magic or projectile attacks. Once you level this all the way you can hit as many as seven times! You could end up doing more damage than Mirror Slice! Probably one of the best Killer Move, except it takes kind of long to execute.
- Mujin Super Beam
MP: 24 Proficiency: 120
Bobot fires a large laser. Pretty good move, cheap, easy to level, but you'll have to make this Killer Move via Machinery. Seems to only hit once. Light-elemental.
- Barrier
MP: 28 Proficiency: 200
Precis throws Bobot like a grenade at the enemy. Can actually hit a group of enemies within a certain radius. As the level gets higher, the radius gets larger. Pretty good move too. Again, you must create it with Machinery. Once you level all the way up you can hit as many as four times. Light-elemental.
- Holo-holograph
MP: 20 Proficiency: 130