Table of Contents
About | |
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The great mercenary Ranzal, blasted back to childhood by a magic experiment. His body may be small, but his fighting skill, his sense of justice...and most importantly, his appetite, are very much still large and in charge! |
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CV Info - English | CV Info - Japanese |
Richard Ian Cox | Natsumi Fujiwara |
Childlike Mercenary |
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Obtainable as a 5
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Character Stats
Shared Skill
Swing for the Fences | ||
Lvl 2 | Deals damage to enemies directly ahead, and inflicts scorchrend. | 200 |
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Lvl 3 | Deals damage to enemies directly ahead, and inflicts scorchrend. | 300 |
SP Cost | 8559 | Iframe | Medium |
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Unlock Materials |
Flame Tome x4
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Cost | 4 | Level | 1 |
Skills
Skill 1
Swing for the Fences | ||
Lvl 1 | Deals damage to enemies directly ahead, and inflicts scorchrend. | 100 |
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Lvl 2 | Deals damage to enemies directly ahead, and inflicts scorchrend. | 200 |
Lvl 3 | Deals damage to enemies directly ahead, and inflicts scorchrend. | 300 |
SP Cost | 3230 | Iframe | Medium |
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Skill 2
Grand Slam | ||
Lvl 1 | Grants the user a strength amp, and fills the skill gauge for Swing for the Fences by 50%. The next time the Swing for the Fences skill is used, it will deal critical damage. This critical hit will reset the user's inspiration level if the user is inspired. | 100 |
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Lvl 2 | Grants the user a strength amp, and immediately readies the Swing for the Fences skill for use. The next time the Swing for the Fences skill is used, it will deal critical damage. This critical hit will reset the user's inspiration level if the user is inspired. | 200 |
Lvl 3 | 300 |
SP Cost | 7583 | Iframe | Medium |
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Abilities
Ability 1
Power Hitter I
Adds 25% to the modifier applied to critical damage, but prevents the user's critical rate from being increased by more than 10%. This limit does not affect critical hits dealt due to being inspired. Also, grants the user a strength amp with a maximum team amp level of two when the Swing for the Fences skill deals critical damage. After activating, this ability will not activate again for one second. |
80
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Upgrades To | |
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Power Hitter II
Adds 40% to the modifier applied to critical damage, but prevents the user's critical rate from being increased by more than 10%. This limit does not affect critical hits dealt due to being inspired. Also, grants the user a strength amp with a maximum team amp level of two when the Swing for the Fences skill deals critical damage. After activating, this ability will not activate again for one second. |
100
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Ability 2
Stun Res +50%
Reduces susceptibility to stun by 50%. |
60 |
Upgrades To | |
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Stun Res +100%
Reduces susceptibility to stun by 100%. |
100 |
Ability 3
Strength Amp = Attack Rate +5%
Increases attack rate by 5% when the user has a strength amp. |
80 |
Upgrades To | |
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Strength Amp = Attack Rate +8%
Increases attack rate by 8% when the user has a strength amp. |
100 |
Co-Abilities
Defense +9%
Increases defense by 9%. Benefits your whole team. |
170 |
Show Upgrades
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Increases defense by 10%. Benefits your whole team. |
Increases defense by 11%. Benefits your whole team. |
Increases defense by 12%. Benefits your whole team. |
Increases defense by 15%. Benefits your whole team. |
Co-Ability Chain
(Flame) Team Strength Amp = Strength +3%
If a team member is attuned to (Flame): increases their strength by 3% when they have a team strength amp. Benefits your whole team. |
Show Upgrades
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If a team member is attuned to (Flame): increases their strength by 4% when they have a team strength amp. Benefits your whole team. |
If a team member is attuned to (Flame): increases their strength by 5% when they have a team strength amp. Benefits your whole team. |
If a team member is attuned to (Flame): increases their strength by 6% when they have a team strength amp. Benefits your whole team. |
If a team member is attuned to (Flame): increases their strength by 8% when they have a team strength amp. Benefits your whole team. |
Total Materials Required
- 1
- 2
- 3
- 4
- 5