|Job 1||Knight of Grandshelt|
|Job 2||Red Mage|
|Release Date (JP)||March 2020|
|Release Date (GL)||July 2020|
Rain is a fire and magic based unit that can either be your designated magic tank, a magic damage dealer, or a breaker through his 3 different sub jobs and passives. His SPR Up Lv. 1 passive can be paired up with the other Knight of Grandshelt passive, Intensifying Power, to have a mix of defense while still being able to do damage, or it can be paired with Mages Protection / HP Up Lv. 1 for pure tank.
His Knight of Grandshelt main job are mostly good for its offensive skills, but are all magic based, which means that you need Crimson Saber to hit hard. Soul Prominence is quite strong if you take the passive skill to upgrade it, but its range is somewhat lacking, meanwhile Firaga has the range but quite expensive to use and slow casting time. Astral Guard from using his main job as sub job, however, is quite important and solidifies his role as a magic tank since he can raise hate through a self buff, and not an attack that requires AP.
Red Mage sub job comes with several spell options, which has casting time, but it can be worth bringing just for Jamming Thrust alone, since it's an instant magic based attack. On the other hand, Knight sub job skills are non magic based attacks that can lower enemy's stats, but all of them have a range of 1.
His EX upgrade is definitely quite strong and worth considering. SPR Up Lv. 1 will have an added effect of area attack resistance, Firaga no longer requires cast time, and his new skill, Amethyst Blaze, is an area attack that will decrease enemy's move by 1.
Fire Unit Allies Max HP +10% / Fire ATK +15, own Max HP +10% / Area Attack Resist +15
Deals Fire Dmg (S) to target based on caster's MAG stat.
Deals Dmg (S) to target based on caster's MAG stat & lowers ATK for 3 turns.
Raises own Ice Res for 3 turns & nullifies status ailments (Poison, Blind, and Petrify).
Deals moderate Fire magic damage to units within area
Increases own chance of being targeted & bestows a barrier on self that reduces Magic Dmg for 3 turns.
Deals Dmg (S) to target based on caster's MAG stat & lowers ATK/MAG/DEF/SPR for 3 turns.
Raises MAG & power of Soul Prominence.
Chance of Counterattack when taking Dmg.
Recovers HP (S) of allies within range.
Deals Fire Dmg (S) to targets within range on caster's MAG stat.
Removes Poison, Blind, Sleep, Silence, Paralysis, Confusion, Petrify, Toad, Immobilize, Disable, Berserk, and Stun from target.
Chance of infliciting Sleep on target for 3 turns.
Deals Dmg (L) to target based on caster's MAG stat & cancels Ability Activation.
Raises initial AP.
Raises Magic Attack Res.
Chance of evading Magic Attacks.
Deals Dmg (S) to targets within range & lowers ATK for 3 turns.
Deals Dmg (M) to target & chance of inflicting Disable for 3 turns.
Raises own Max HP for 3 turns & recovers the amount of HP raised
Deals Dmg (S) to targets within range & lowers MAG for 3 turns.
Deals Dmg (S) to targets within range & lowers AGI for 3 turns.
Reduces target's AP.
Raises Debuff Res.
Raises Max HP.
Chance of taking reduced Dmg.
|Limit Break||Rainbow Vision Sphere||Shard|
|Initial AP & Acquired AP||Damage/Heal Mechanics|
|Rerolling||Farming Dime Memory (Azure)|
|Main Story||Job Point Farming|
|Things to Do First||Royal (Vip)|
|Limit Burst||Unit Stats|
|Equipment (Stats, How to Equip)||Equipment (Level, Awakening, +)|
|Player Info & Name||Bravery & Faith|