The Guardian is an ironclad defender that can possess and control others. It has amazing HP, Vitality and Mind, making it the perfect tank, and decent Strength too. However its other stats are beyond awful, not that it really matters given its purpose.
The Guardian’s Possession lets you possess other allies or enemies, so long as they’re not bosses. Possessing is fun because it combines the stats of both entities, turning your Guardian into a fearsome juggernaut. It can also gather Soul Power with each hit sustained to fuel destructive attacks.
Specialty: Guardian Spirit¶
The user can gain 25% Soul Power for each attack sustained, up to a maximum of 100%. Soul Power can be spent to use certain Guardian abilities.
This ability provides the means for the Guardian to wield powerful soul attacks, which we’ll get into later. Because the Guardian is such an amazing tank, it’s generally easy for them to absorb enemy hits and build up Soul Power in the process.
You could also use abilities like the Patissier’s Decoration or the Ninja’s Kairai to direct attacks to your Guardian. Later, if you choose to field a team of ghost mages, it makes sense to have your non-ghost be a Guardian since they’ll take all the enemy hits.
Level 1: Possession¶
Type | Cost |
---|---|
Command | 8 MP |
The user takes control of a (non-boss) target, transfering the user’s HP, MP, Physical Attack, Magical Attack and Soul Power to the target. Also cures Berserk, Charm, Confuse and Love. The user’s body will be treated as a KO and cannot perform any actions. Possession lasts for 6 turns unless the user cancels it.
You can use this to control an enemy so long as it’s not a boss and there’s more than one enemy remaining on the field. Doing so will allow you to use the enemy’s abilities, which can also be exploited to learn supportive monster abilities for your Catmancer.
Using Possession on an ally effectively combines two characters into a stronger one. The main reason to do is to vastly increase your character’s offensive capabilities and HP, at the cost of losing one character. This is one of the easier ways to exceed 9999 HP as well.
Level 2: Soul Smash¶
Type | Cost |
---|---|
Command | None |
Expend 20% Soul Power to deal 1.5 times damage to an enemy.
An easy way to deal good damage so long as your Guardian takes a few hits.
Level 3: Soul Boost¶
Type | Cost |
---|---|
Support | 1 slot |
The user starts the battle with 50% Soul Power. Does not apply during consecutive battles.
Great for short and swift battles where your Guardian doesn’t have many chances to sustain hits or so you can unleash certain soul attacks immediately.
Level 4: Soul Blaster¶
Type | Cost |
---|---|
Command | None |
Expend 50% Soul Power to deal 1.5 times damage to all enemies.
A pretty nifty attack for handling enemy mobs that only requires tanking two hits or Soul Boost equipped.
Level 5: Guardian Spirit¶
Type | Cost |
---|---|
Support | 1 slot |
The user can gain 25% Soul Power for each attack sustained, up to a maximum of 100%. Soul Power can be spent to use certain Guardian abilities.
Nice if you want to use the Guardian’s abilities in a different job. For example, a Pirate with its sky-high attack could wreak havoc with the Guardian’s soul attacks. That said, with its exceptional tanking stats, the Guardian is the best job for its role.
Level 6: Armour Lore¶
Type | Cost |
---|---|
Support | 1 slot |
Increases the user’s heavy armour and helm proficiency to S.
This provides an alternative way to improve the Physical Defence of characters in frail jobs.
Level 7: Soul Link¶
Type | Cost |
---|---|
Command | 16 MP |
The user chooses a target. The target will gain Soul Power and the user will spend the target’s Soul Power for soul attacks instead of their own.
Generally, your Guardian should be the one tanking the hits, but if you don’t mind, this is an interesting turnabout way to gather Soul Power. You could also let your Guardian and target gather Soul Power, then have your Guardian possess the target to combine both characters’ Soul Power.
Level 8: Soul Mirror¶
Type | Cost |
---|---|
Command | 36 MP |
Creates a barrier around a character that reflects physical attacks for 3 turns.
This is a fantastic ability that trivialises most physical foes–of which there are many. The game’s description is a tad ambigious; you can even use Soul Mirror on multiple characters. Just be cautious of foes that dispel your effects.
Level 9: Possessed¶
Type | Cost |
---|---|
Command | 8 MP |
The user selects a (non-boss) target to possess the user, transfering the target’s HP, MP, Physical Attack, Magical Attack and Soul Power to the user. Also cures Berserk, Charm, Confuse and Love.
The target’s body will be treated as a KO and cannot perform any actions. If used on an enemy will KO the enemy. Possession lasts for 6 turns unless the target cancels it.
This is a reverse version of Possession that functions exactly the same, but switches the roles of the Guardian and the target, so that the target is the one in control of the Guardian. If used on an enemy, you’ll be unable to control your Guardian, so be careful.
Level 10: Soul Cannon¶
Type | Cost |
---|---|
Command | None |
Expend 100% Soul Power to deal 8 times damage to an enemy.
A frightening powerful attack, which can be triggered after tanking 4 hits (or 2 hits if Soul Boost is equipped).
Level 11: Twin Souls¶
Type | Cost |
---|---|
Support | 1 slot |
When the user uses Possession or Possessed, the character in control has access to abilities from both characters. Spellcraft and Tongues can only be used if the character in control has the ability equipped.
This allows the character in control to share the abilities learned by the character they’ve possessed. So if each character has two different primary and secondary jobs assigned, you can have one character with access to abilities from four jobs. Which is fair compensation for losing one character.
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