Talent Art¶
Seven’s Talent Art, Drones, are unique in the nature that she has more than one available. What type of Drones she uses is based on her Foot equipment with each of the different types have various Ranks. Cannon Drones will deal large Ether damage in a straight line, Gun Drones is a 6-hit area of effect Ether attack, Shield Drones offers similar features to Shulk’s Monado Shield and finally Sword Drones, arguably her strongest ones, will perform up to a 10-hit combo on a single target for massive damage.
Normal Arts¶
These are all of the normal Arts for Seven, which are learned as she levels up.
Double Blade¶
Level Learned |
Art Type |
Default |
Red; Physical |
Double Blade, like Shulk’s Back Slash and Riki’s Sneaky, is a Physical Art that deals increased damage from behind the target, 3x the damage in this case. What’s more, it will increase the Party Gauge should you hit from behind making this an all around solid Art for Seven.
Spear Blade¶
Level Learned |
Art Type |
Default |
Red; Physical |
Spear Blade is another of Seven’s Arts that has a unique modifier on it. When used on a Toppled enemy, the damage will be 3x and considering this Art already deals respectable damage, this will allow it to output some serious damage along with increasing the Party Gauge at the same time.
Cross Impact¶
Level Learned |
Art Type |
Default |
Yellow; Physical |
Cross Impact is a rather straight forward Art in that it deals light damage for two hits (which can Critical) while inflicting Daze on a Toppled enemy. It’s a slower animation than both Reyn’s and Dunban’s Daze Art but still useful to bring along if you have a spare slot.
Healing Energy¶
Level Learned |
Art Type |
Default |
Aura |
Healing Energy is the first of Seven’s Auras and a rather forgettable one at that. When active, it will remove all Debuffs from Seven while also granting her the Regenerate Buff for some light healing over time. Like Melia, Seven has a lot of useful Arts and this one just isn’t useful enough to waste a slot on.
Zero Gravity¶
Level Learned |
Art Type |
Default |
Purple; Ether |
Zero Gravity is the first of Seven’s Ether based Arts and one that has some uses. On it’s own, it will deal Paralysis to enemies in an area of effect, a useful Debuff in it’s own right but more importantly, if this strikes any enemies already Toppled, it will grant a 25% boost to her Talent Gauge per each enemy hit.
Ether Drain¶
Level Learned |
Art Type |
Default |
Purple; Ether |
Ether Drain is another Ether Art for Seven, this one having less uses than the previous one. When used, Seven will inflict Ether Down on targets in an area of effect while increasing her own by 20% plus an additional 5% for each enemy hit. This is largely wasted on Seven as her best Arts are Strength based and thus, she has no need for the Buff.
Air Fang¶
Level Learned |
Art Type |
Default |
Pink; Physical |
Air Fang is a simple but effective Art for Seven and makes her more useful at creating Topple Chains. When used, it will inflict moderate damage to a single target while also inflicting Break. That’s about all there is to it, decent damage and being able to start the Topple combo off.
Double Wind¶
Level Learned |
Art Type |
42 |
Red; Physical |
Double Wind is another Physical Art for Seven that deals moderate damage but this time to targets in an arc in front of her. What’s more, for every enemy that this hits, it will increase her Tension making this an all around good Art to bring along with you.
Second Gear¶
Level Learned |
Art Type |
43 |
Blue; Ether |
Second Gear is a straightforward Art, but a powerful one that you’ll want to keep on your palette. When used, it will increase Seven’s Physical Arts damage by 50% for the next 5 seconds. This is especially powerful to use just before a Chain Attack to really help output massive damage on a target.
Lock-On¶
Level Learned |
Art Type |
46 |
Aura |
Lock-On is Seven’s next Aura and one that sounds more useful on paper than in practice. While active, it will cause Lock-On to the enemy, forcing them to attack Seven while increasing her Critical Hit Rate. Additionally, every hit she suffers from this enemy will fill her Talent Gauge by 5%, a decent Aura but outclassed easily by her best one.
Mag Storm¶
Level Learned |
Art Type |
Default |
Yellow; Ether |
Mag Storm is a very useful Art but is incredibly situational making it less desirable. When used, it will deal Ether damage to enemies in a circle around Seven however if any of the enemies are both Mechon and Topple, they’ll become Dazed too. Useful for group battles against Mechon but otherwise one you’ll want to leave.
Shutdown¶
Level Learned |
Art Type |
52 |
Red; Physical |
Shutdown is another Art that is rather limited in it’s use and only truly effective against Mechon. When used, it will inflict a Knockback while dealing moderate damage with a chance to Sleep the enemy. Additionally, if the enemy is a Mechon, it will clear all of it’s Debuffs and Buffs making this an Art that should be left off your palette.
Guard Shift¶
Level Learned |
Art Type |
55 |
Aura |
Guard Shift is the next Seven Aura and another one that should never be used over her best one. While active, she will block all Physical attacks while reducing Physical damage by 50% however it will also reduce her own Physical Attacks by 25% which considering it’s one of her strengths, you’ll want to leave this Aura alone.
Power Drain¶
Level Learned |
Art Type |
58 |
Purple; Ether |
Power Drain is a copy of the Ether Drain Art with the chance being to Strength rather than Ether. With Seven being a Physical powerhouse, this Art has a lot more uses than Ether Drain and the Strength Down Debuff is a lot more useful than Ether Down, take this along if you have a spare slot.
Speed Shift¶
Level Learned |
Art Type |
61 |
Aura |
Seven’s final Aura is by far her best and is used to further increase her Strengths as a physical powerhouse. While active, it will grant Seven the Haste Buff and increase her Double Attack rate by 25% at the expense of lowering her Physical Defence by 25%. When it comes to Seven, both Haste and Double Attack are arguably the most important stats for her alongside Critical Hit rate so to have 2/3 of that in one Aura is incredible.
Final Cross¶
Level Learned |
Art Type |
Story Event in Chapter 14 |
Green; Ether |
Final Cross is one of Seven’s most powerful Arts and should always be on your palette however you’ll need to be in Very High Tension to use the Art. When used, it will deal major damage to enemies in an arc in front of her while inflicting Topple on every enemy it hits.
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