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'''Additions''' are the primary means of dealing damage to enemy units. They are a series of button presses that modify attack damage. An Addition commences every time the player selects the ''Attack'' command in battle, except when attacking with Shana or Miranda, who do not have Additions.
'''Additions''' are named attacks that chain multiple hits together through successive quick time events where each successful input increases the attack damage and Spirit Points (SP) gained; although SP is only awarded for characters who possess a [[Dragoon|Dragoon Spirit]]. With the exception of [[Shana]] and [[Miranda]] who do not have Additions, they are initiated by the Attack command. Additions vary in number of inputs, rhythm, pattern, damage, and SP gain. Each is specific to one party member with the exception of [[Lavitz]] and [[Albert]] whose Additions are identical except for differing rhythm and counterattack opportunities.


=General Overview=
'''Appearance'''
When an attack begins, a ''"timing sight"'' appears on screen. The timing sight has two components: a stationary blue square overlaid on the target, and another larger square that rotates and collapses toward the target. The objective is to press the indicated button, usually the Cross button, as the larger square overlaps the smaller square. Mistiming the button press terminates the Addition, and the player loses the opportunity to deal more damage.
When an Addition begins, a ''"timing sight"'' appears: a stationary blue square overlaid on the attack target and another larger square that rotates and collapses toward the first square. The objective is to press the indicated button, usually the X button, when the larger square overlaps the smaller square. The color of the square when pressing the button determines if it was perfect (white,) too slow (blue,) or too fast (gray.) Failure ends the chain of attacks and the opportunity to deal more damage is lost. A button icon also appears that can be used instead of the timing sight by pressing the button when the icon changes.


Sometimes, enemies respond to Additions by "counterattacking". A counterattack is indicated with a visual cue, a red flash on screen, and an audio cue, a brief wooshing sound. The timing sight will turn red. The player must still correctly time the next button press, but this time with the Circle button instead. If performed correctly, the timing sight reverts to blue and the Addition proceeds normally. However, if the player fails the Circle button press, the Addition ends, bonus damage is lost, and the attacking character receives damage.
'''Levels'''
Beginning at level 1, Additions increase in level after being successfully performed 20 times up to a maximum level of 5. Leveling up an Addition can increase its damage, SP gain, or both. However, the level up does not come into effect from crossing the threshold until after the battle ends. For example, entering a battle with an Addition at 19 performances means it will remain level 1 for that battle no matter how many times it is performed despite only needing 1 more to reach level 2. While the level itself only updates after battle ends, performances are still recorded past the threshold to level up. Additions also cannot be changed during battle as they can only be equipped in the Additions menu of the System Screen.


Once a character has a [[Dragoon#Gameplay|Dragoon spirit]], Additions are also the primary means of accruing Spirit Points. Different Additions have varying numbers of hits, damage multipliers, and amounts of SP accrual. Each character has a different number of Additions. Additions have their own levels starting at level 1. The player levels up an Addition by successfully performing it 20 times per level, up to a maximum level of 5 requiring 80 total performances. Damage multipliers and SP accrual improve with level. Characters learn new Additions primarily by leveling up normally with EXP. The exception is their final Addition, which is learned by leveling up every other Addition to level 5.
'''Accessory Interactions'''
While the accessories [[Equipment#wargodcalling|Wargod Calling]] and [[Equipment#ultimatewargod|Ultimate Wargod]] both complete Additions automatically, the Wargod Calling deals half damage, accumulates half as much SP, and does not level the Addition.


The player may set their preferred Additions with the ''Additions'' option on the System Screen. Additions cannot be changed in battle.
==Counterattacks==
Sometimes enemies respond to Additions by "counterattacking," indicated by a red flash, a whooshing sound, a brief pause, and the timing sight becoming red. The next input must still be timed correctly, but requires the circle button instead of the X button. Success allows the Addition to proceed normally and the timing sight reverts to blue, while failure ends the Addition and the attacking character receives damage using the formula below. This formula makes use of variable multipliers such as the fear status or the power up state, which are explained below.


Two accessories, the [[Equipment#wargodcalling|Wargod Calling]] and [[Equipment#ultimatewargod|Ultimate Wargod]], will complete Additions without input from the player. However, the Wargod Calling yields only half damage and SP, and the Addition does not count toward leveling. The Ultimate Wargod treats the Addition as if the player had performed it, including damage, SP, and leveling.
'''Variable Multipliers'''
*Target Fear - if the Target has the Fear Status then (2) otherwise (1)
*Attacker Fear - if the Attacker has the Fear Status then = (1 / 2) otherwise (1)
*Power - if no Power items used = (1), otherwise [(1) + (Attacker Power + Target Power)]
**Attacker Power - if the Attacker has power up then (1 / 2) or if power down then -(1 / 2)
**Target Power - if the Target has power up then -(1 / 2) or if power up then (1 / 2)
'''Addition Counter Formula'''
{| class="wikitable"
|-
! Formula
|-
| floor{floor[floor{floor[(AT^2 * 250 / DF)] / 100} * Target Fear * Attacker Fear] * Power}
|}
*For clarity, the attacker in the Addition Counter formula refers to the enemy countering the addition, and target refers to the character being countered.


=In Depth=
'''Behavior'''<br>
Performing an Addition is functionally similar to playing a rhythm mini-game. Some Additions are extremely easy, requiring only a single button press. Others are rather difficult and incorporate combinations of rapid presses and long pauses. Addition difficulty does not scale consistently even among Additions belonging to the same character, and longer Additions are not necessarily more difficult than shorter ones. Moreover, subsequent Additions do not merely add another button press to an earlier one while following the same rhythm; the pattern changes entirely. Practicing individual Additions becomes necessary in order to achieve a character's final Addition. However, attempting to memorize each one is not advisable given the total number of them.
 
Addition damage factors and SP harvests are not necessarily intuitive either. In general, later Additions are better than earlier ones in terms of damage, but damage ''per hit'' may not be the same. For example, at Addition level 1, Dart's Double Slash has two hits and does 150% overall damage. His Volcano has four hits and does 200% damage. In the case of Double Slash, the first hit deals 100% base damage and the second hit adds a 50% bonus. However, Volcano deals 50% base damage with each hit. Therefore, Volcano requires at least one successful button press to do as much damage as Double Slash would have done by not attempting the Addition at all. SP has a similar function with Double Slash providing 30 SP on the first hit but only 5 on the second. Moreover, the ''Additions'' screen only shows the damage and SP value of a successful Addition. There is no convenient way to learn how much damage and SP a partial Addition will provide.
 
=Counterattacks=
While not revealed in game, there are some helpful rules for remembering counterattack behavior:
While not revealed in game, there are some helpful rules for remembering counterattack behavior:
# A counterattack can only occur once per Addition. (Players will never need to press the Circle button more than once per attack.)
# A counterattack can only occur once per Addition. (The circle button will never need to be input more than once per attack.)
# Counterattacks never occur on the first or last timed button press. As a consequence, Additions that possess 2 or fewer presses will never be counterattacked.
# Counterattacks never occur on the first or last timed button press. As a consequence, Additions that possess 2 or fewer presses will never be counterattacked.
# Enemies only have a chance to counterattack when given an opportunity.
# Sometimes enemies will not counterattack even if given an opportunity.
# Some enemies cannot counterattack.
# Some enemies cannot counterattack.


'''Oppurtunities'''
Most enemies capable of counterattacking can use any of the 28 possible opportunities showcased in the chart below. However, there are 37 enemies who do not have some of these opportunities, and instead can be sorted into groups based on the number they possess: 23, 19, 16, 13, 9, 4, 3, 2, and 1. Enemies in a group have identical counterattack opportunities. Higher numbered groups possess all the opportunities that those in lowered numbered groups have. For example, if an enemy in group 13 can counterattack the 2nd button press of [[Dart]]'s Crush Dance, so can all enemies belonging to the higher numbered groups (16, 19, 23, and 28.)
Most enemies capable of counterattacking can use any of the 28 possible opportunities showcased in the chart below. However, there are 37 enemies who do not have some of these opportunities, and instead can be sorted into groups based on the number they possess: 23, 19, 16, 13, 9, 4, 3, 2, and 1. Enemies in a group have identical counterattack opportunities. Higher numbered groups possess all the opportunities that those in lowered numbered groups have. For example, if an enemy in group 13 can counterattack the 2nd button press of [[Dart]]'s Crush Dance, so can all enemies belonging to the higher numbered groups (16, 19, 23, and 28.)
{| class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center"
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|-
|-
|}
|}
Note: The following table is sorted alphabetically, but for groups other than 28 priority was given to enemies with matching models to showcase that enemies who share common features were often given the same counterattack opportunities.


{| class="wikitable"
{| class="wikitable"
|-
|-
!colspan="2" | Minor Enemies and Rare Monsters by Group
!colspan="2" | Minor Enemies by Group
|-
|-
! | 28
! | 28
| [[Aqua King]], [[Baby Dragon]], [[Basilisk]], [[Beastie Dragon]], [[Berserk Mouse]], [[Berserker]], [[Blue Bird]], [[Crafty Thief]] (with Mappi), Crafty Thief ([[Home of Gigantos]]), [[Crescent Bee]], [[Crocodile]], [[Cute Cat]], [[Death]], [[Death Purger]], [[Dragon Soldier]], [[Earth Shaker]], [[Erupting Chick]], [[Fairy]], [[Flying Rat]], [[Forest Runner]], [[Freeze Knight]], [[Frilled Lizard]], [[Gangster]], [[Gargoyle]], [[Goblin]], [[Guftas]], [[Guillotine]], [[Harpy]], [[Hell Hound]], [[Hellena Warden]] (1st visit,) Hellena Warden (with Fruegel,) Hellena Warden (2nd visit,) [[Human Hunter]], [[Hyper Skeleton]], [[Icicle Ball]], [[Killer Bird]], Investigate Knight of Sandora, [[Land Skater]], [[Living Statue]], [[Mad Skull]], [[Mandrake]], [[Mantis]], [[Maximum Volt]], [[Mega Sea Dragon]], [[Mermaid]], [[Merman]], [[Metal Fang]], [[Minotaur]], [[Mole]], [[Moss Dresser]], [[Mountain Ape]], [[Mr. Bone]], [[Myconido]], [[OOPARTS]], [[Orc]], [[Piggy]], [[Plague Rat]], [[Potbelly]], [[Professor]], [[Psyche Druid]], [[Puck]], [[Rainbow Bird]], [[Red Bird]], [[Rodriguez]], [[Run Fast]], [[Salamander]], [[Sandora Elite]] ([[Hoax]]), Sandora Elite ([[Black Castle]],) [[Sandora Soldier]] (Hoax,) Sandora Soldier ([[Marshland]] & Fire Element,) Sandora Soldier (Marshland & Water Element,) [[Screw Shell]], [[Sea Dragon]], [[Senior Warden]] (with Fruegel,) Senior Warden (2nd visit,) [[Skeleton]], [[Spider Urchin]], [[Spiky Beetle]], [[Stinger]], [[Strong Man]], [[Succubus]], [[Swift Dragon]], [[Terminator]], [[Toad Stool]], [[Trent]], [[Ugly Balloon]], [[Vampire Kiwi]], [[White Ape]], [[Wildman]], [[Windy Weasel]], [[Wounded Bear]], [[Yellow Bird]]
| [[Aqua King]], [[Baby Dragon]], [[Basilisk]], [[Beastie Dragon]], [[Berserk Mouse]], [[Berserker]], [[Commander#Minor Enemy (Marshland)|Commander]] ([[Marshland]],) [[Crafty Thief#Minor Enemy (Home of Giganto)|Crafty Thief]] ([[Home of Giganto]]), [[Crescent Bee]], [[Crocodile]], [[Cute Cat]], [[Death]], [[Death Purger]], [[Dragon Soldier]], [[Earth Shaker]], [[Erupting Chick]], [[Fairy]], [[Flying Rat]], [[Forest Runner]], [[Freeze Knight]], [[Frilled Lizard]], [[Gangster]], [[Gargoyle]], [[Goblin]], [[Guftas]], [[Guillotine]], [[Harpy]], [[Hell Hound]], [[Hellena Warden]] (1st visit,) [[Hellena Warden#Minor Enemy (with Fruegel)|Hellena Warden]] (with Fruegel,) [[Hellena Warden#Minor Enemy (Hellena Prison 2nd Visit)|Hellena Warden]] (2nd visit,) [[Human Hunter]], [[Hyper Skeleton]], [[Icicle Ball]], [[Killer Bird]], [[Knight of Sandora#Minor Enemy (Black Castle)|Knight of Sandora]] ([[Black Castle]],) [[Land Skater]], [[Living Statue]], [[Mad Skull]], [[Mandrake]], [[Mantis]], [[Maximum Volt]], [[Mega Sea Dragon]], [[Mermaid]], [[Merman]], [[Metal Fang]], [[Minotaur]], [[Mole]], [[Moss Dresser]], [[Mountain Ape]], [[Mr. Bone]], [[Myconido]], [[Orc]], [[Piggy]], [[Plague Rat]], [[Potbelly]], [[Professor]], [[Psyche Druid]], [[Puck]], [[Rodriguez]], [[Run Fast]], [[Salamander]], [[Sandora Elite]] ([[Black Castle]],) [[Sandora Soldier]] ([[Hoax]],) [[Sandora Soldier#Minor Enemy (Marshland)|Sandora Soldier]] (Marshland & Fire Element,) [[Sandora Soldier#Minor Enemy (Marshland)|Sandora Soldier]] (Marshland & Water Element,) [[Screw Shell]], [[Sea Dragon]], [[Senior Warden#Minor Enemy (Hellena Prison 2nd Visit)|Senior Warden]] (2nd visit,) [[Skeleton]], [[Spider Urchin]], [[Spiky Beetle]], [[Stinger]], [[Strong Man]], [[Succubus]], [[Swift Dragon]], [[Terminator]], [[Toad Stool]], [[Trent]], [[Ugly Balloon]], [[Vampire Kiwi]], [[White Ape]], [[Wildman]], [[Windy Weasel]], [[Wounded Bear]]
|-
|-
! | 23
! | 23
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|-
|-
! | 16
! | 16
| [[Cursed Jar]], [[Lucky Jar]], [[Treasure Jar]], [[Deadly Spider]], [[Evil Spider]], [[Madman]], [[Red Hot]], [[Slime]], [[Magma Fish]], [[Sea Piranha]], [[Cactus]], [[Undead]]
| [[Deadly Spider]], [[Evil Spider]], [[Madman]], [[Red Hot]], [[Slime]], [[Magma Fish]], [[Sea Piranha]], [[Cactus]], [[Undead]]
|-
|-
! | 13
! | 13
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|-
|-
|}
|}
Note: This table is sorted alphabetically, but for groups other than 28 priority was given to enemies with matching sprites to showcase that enemies who share common features were often given the same counterattack opportunities.
 
{| class="wikitable"
|-
!colspan="2" | Rare Monsters by Group
|-
! | 28
| [[Blue Bird]], [[OOPARTS]], [[Rainbow Bird]], [[Red Bird]], [[Yellow Bird]]
|-
! | 16
| [[Cursed Jar]], [[Lucky Jar]], [[Treasure Jar]]
|-
|}


{| class="wikitable"
{| class="wikitable"
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|-
|-
! | 28
! | 28
| [[Archangel]], [[Atlow]], [[Belzac]], [[Caterpillar]], Investigate Claire, Investigate Cleone, Investigate Commander, [[Damia]], [[Danton]], [[Dark Doel]], [[Dragon Spirit]] (Divine Dragon,) Dragon Spirit (Feyrbrand,) Dragon Spirit (Regole,) [[Emperor Doel]], [[Fruegel]] (1st visit,) Fruegel (2nd visit,) [[Gehrich]], [[Ghost Commander]], [[Ghost Knight]], [[Gorgaga]], [[Imago]], [[Kamuy]], [[Kanzas]], [[Kubila]], Investigate Magician Faust, [[Mappi]] ([[Barrens]],) Mappi (with Gehrich,) [[Polter Armor]], [[Polter Helm]], [[Polter Sword]], [[Selebus]], [[Serfius]], [[Syuveil]], [[Vector]], [[Zieg Feld]]
| [[Archangel]], [[Atlow]], [[Belzac]], [[Caterpillar]], [[Claire]], [[Damia]], [[Danton]], [[Dark Doel]], [[Dragon Spirit#Boss (Divine Dragon)|Dragon Spirit]] (Divine Dragon,) [[Dragon Spirit]] (Feyrbrand,) [[Dragon Spirit#Boss (Regole)|Dragon Spirit]] (Regole,) [[Emperor Doel]], [[Fruegel]] (1st visit,) [[Fruegel#Boss (Hellena Prison 2nd Visit)|Fruegel]] (2nd visit,) [[Gehrich]], [[Ghost Commander]], [[Gorgaga]], [[Caterpillar#Boss Transformation (Imago)|Imago]], [[Kamuy]], [[Kanzas]], [[Kubila]], [[Magician Faust]] (Real,) [[Mappi]] ([[Barrens]],) [[Mappi#Boss (Home of Giganto)|Mappi]] (with Gehrich,) [[Polter Helm|Polter Armor]], [[Polter Helm]], [[Polter Helm|Polter Sword]], [[Sandora Elite]] (Hoax,) [[Selebus]], [[Serfius]], [[Syuveil]], [[Vector]], [[Zieg Feld]]
|-
|-
|}
|}


=Tips=
{| class="wikitable"
*A player who struggles with one Addition may prefer to use another easier Addition with lower stats, especially if completing the easier Addition actually provides better results than the partial harder Addition. This approach requires abandoning a character's final Addition, though.
|-
*Consider watching the button icon in the lower right corner of the screen instead of the timing sight and pressing the button when it changes to a depressed graphic. The amount of time that the game provides after the graphic changes is actually quite generous.
!colspan="2" | Boss Extras by Group
|-
! | 28
| [[Last Kraken#Boss Extra (Cleone)|Cleone]], [[Crafty Thief]] (with Mappi), [[Ghost Commander#Boss Extra (Ghost Knight)|Ghost Knight]], [[Senior Warden]] (with Fruegel)
|-
|}


=Additions of Each Party Member=
==Party Member Additions==
Additions marked with a *symbol are never countered.
Note: Additions marked with a *symbol are never countered.
The Dmg% shown in the Additions menu is the combination of the "hit" and "Multiplier" variables when assuming that the Addition is performed perfectly. These variables are explained further below under "Damage Formula."


{| class="wikitable mw-collapsible" style="text-align:center"
{| class="wikitable mw-collapsible" style="text-align:center"
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| Moon Strike || 6 || 350% || 20 || Level 29
| Moon Strike || 6 || 350% || 20 || Level 29
|-
|-
| *Blazing Dynamo || 7 || 450% || 150 || 80 completions on all prior additions.
| *Blazing Dynamo || 7 || 450% || 150 || Perform all prior additions 80 times
|}
|}


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| Gust of Wind Dance || 6 || 350% || 35 || Level 11
| Gust of Wind Dance || 6 || 350% || 35 || Level 11
|-
|-
| Flower Storm || 7 || 405% || 202 || 80 completions on all prior additions  
| Flower Storm || 7 || 405% || 202 || Perform all prior additions 80 times
|-
|-
|}
|}
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| Gust of Wind Dance || 6 || 350% || 35 || Level 11
| Gust of Wind Dance || 6 || 350% || 35 || Level 11
|-
|-
| Flower Storm || 7 || 405% || 202 || 80 completions on all prior additions  
| Flower Storm || 7 || 405% || 202 || Perform all prior additions 80 times
|-
|-
|}
|}
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| *Whip Smack || 1 || 200% || 35 || Initial
| *Whip Smack || 1 || 200% || 35 || Initial
|-
|-
| *More & More || 2 || 150% || 102 || 14
| *More & More || 2 || 150% || 102 || Level 14
|-
|-
| Hard Blade || 5 || 300% || 35 || 19
| Hard Blade || 5 || 300% || 35 || Level 19
|-
|-
| Demon's Dance || 7 || 500% || 100 || 80 completions on all prior additions.
| Demon's Dance || 7 || 500% || 100 || Perform all prior additions 80 times
|}
|}


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| *Double Punch || 1 || 150% || 50 || Initial  
| *Double Punch || 1 || 150% || 50 || Initial  
|-
|-
| *Flurry of Styx || 2 || 202% || 20 || 14
| *Flurry of Styx || 2 || 202% || 20 || Level 14
|-
|-
| Summon Four Gods || 3 || 100% || 100 || 18
| Summon Four Gods || 3 || 100% || 100 || Level 18
|-
|-
| *5 Ring Shattering || 4 || 300% || 50 || 22
| *5 Ring Shattering || 4 || 300% || 50 || Level 22
|-
|-
| Hex Hammer || 6 || 400% || 15 || 27
| Hex Hammer || 6 || 400% || 15 || Level 27
|-
|-
| Omni-Sweep || 7 || 501% || 150 || 80 completions on all prior additions.
| Omni-Sweep || 7 || 501% || 150 || Perform all prior additions 80 times
|-
|-
|}
|}
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| *Double Smack || 1 || 150% || 34 || Initial
| *Double Smack || 1 || 150% || 34 || Initial
|-
|-
| *Hammer Spin || 3 || 202% || 70 || 21
| *Hammer Spin || 3 || 202% || 70 || Level 21
|-
|-
| Cool Boogie || 4 || 100% || 200 || 26
| Cool Boogie || 4 || 100% || 200 || Level 26
|-
|-
| Cat's Cradle || 6 || 351% || 20 || 30
| Cat's Cradle || 6 || 351% || 20 || Level 30
|-
|-
| Perky Step || 7 || 600% || 100 || 80 completions on all prior additions.
| Perky Step || 7 || 600% || 100 || Perform all prior additions 80 times
|}
|}


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| *Pursuit || 1 || 150% || 50 || Initial
| *Pursuit || 1 || 150% || 50 || Initial
|-
|-
| *Inferno || 3 || 200% || 20 || 23
| *Inferno || 3 || 200% || 20 || Level 23
|-
|-
| *Bone Crush || 5 || 300% || 100 || 80 completions on all prior additions.
| *Bone Crush || 5 || 300% || 100 || Perform all prior additions 80 times
|-
|-
|}
|}


== Additions in Dragoon Form ==
==Damage Formula==
The variable multipliers which apply to the Additions formula, such as the fear status or the power up state, are explained below. Two additional variables, "hit" and "Multiplier," require larger tables and are explained beneath the formula.
 
'''Variable Multipliers'''
*Target Fear - if the Target has the Fear Status then (2) otherwise (1)
*Attacker Fear - if the Attacker has the Fear Status then = (1 / 2) otherwise (1)
*Power - if no Power items used = (1), otherwise [(1) + (Attacker Power + Target Power)]
**Attacker Power - if the Attacker has power up then (1 / 2) or if power down then -(1 / 2)
**Target Power - if the Target has power up then -(1 / 2) or if power up then (1 / 2)
*Field - if the attack element neither matches nor is the opposite of special field = (1), otherwise [(1) + (Attack Element)]
**Attack Element - if the attack element matches the special field then (1 / 2) or if it's the opposite element then -(1 / 2)
*Element - if the Target Element neither matches nor is the opposite of attack element = (1), otherwise [(1) + (Target Element)]
**Target Element - if the Target's Element matches the attack element then -(1 / 2) or if it's the opposite element then (1 / 2)
*Destroyer Mace - if Haschel has [[Equipment#destroyermace|Destroyer Mace]] equipped and HP in the Blue range (1), if in Yellow range (3 / 2), if in Red range (2)
 
'''Formula'''<br>
Note: Multiplier in the following formula does not refer to addition multi% as seen in Additions menu; instead each addition has a hidden value detailed in the Addition Multiplier & Hit Data charts below.
{| class="wikitable"
|-
! Addition Damage Formula
|-
| floor[floor{floor[floor{floor[round{floor[floor{[hit 1 + hit 2 + ... hit n] * Multiplier / 100} * AT / 100] * (LV + 5) * 5 / DF} * Target Fear * Attacker Fear] * Power} * Field] * Element} * Destroyer Mace]
|}
 
'''Addition Hit Data'''<br>
This chart shows the hidden values for each hit's damage. Assuming the addition does not "miss" entirely, the first hit is guaranteed even with no input. Each successful input adds one more hit, and adds to the initial number from the first hit. For example with two successful inputs, Crush Dance would have a value of 90 (30 + 30 + 30) for the damage formula. The "Perfect" column to the far right shows the combined value assuming all inputs are performed successfully.
 
{| class="wikitable"
! Dart Additions !! Hit 1 !! Hit 2 !! Hit 3 !! Hit 4 !! Hit 5 !! Hit 6 !! Hit 7 !! Hit 8 !! Perfect
|-
| Double Slash || 100 || +50 ||  ||  ||  ||  ||  ||  || 150
|-
| Volcano || 50 || +50 || +50 || +50 ||  ||  ||  ||  || 200
|-
| Burning Rush || 50 || +50 || +50 ||  ||  ||  ||  ||  || 150
|-
| Crush Dance || 30 || +30 || +30 || +30 || +30 ||  ||  ||  || 150
|-
| Madness Hero || 20 || +20 || +20 || +20 || +10 || +10 ||  ||  || 100
|-
| Moon Strike || 30 || +30 || +30 || +30 || +30 || +30 || +20 ||  || 200
|-
| Blazing Dynamo || 40 || +30 || +30 || +30 || +30 || +30 || +30 || +30 || 250
|-
! Lavitz/Albert Additions !! Hit 1 !! Hit 2 !! Hit 3 !! Hit 4 !! Hit 5 !! Hit 6 !! Hit 7 !! Hit 8 !! Perfect
|-
| Harpoon || 75 || +25 ||  ||  ||  ||  ||  ||  || 100
|-
| Spinning Cane || 50 || +25 || +25 ||  ||  ||  ||  ||  || 100
|-
| Rod Typhoon || 30 || +30 || +30 || +30 || +30 ||  ||  ||  || 150
|-
| Gust of Wind Dance || 30 || +30 || +30 || +30 || +30 || +30 || +20 ||  || 200
|-
| Flower Storm || 30 || +30 || +30 || +40 || +40 || +40 || +40 || +50 || 300
|-
! Rose Additions !! Hit 1 !! Hit 2 !! Hit 3 !! Hit 4 !! Hit 5 !! Hit 6 !! Hit 7 !! Hit 8 !! Perfect
|-
| Whip Smack || 75 || +25 ||  ||  ||  ||  ||  ||  || 100
|-
| More & More || 50 || +50 || +50 ||  ||  ||  ||  ||  || 150
|-
| Hard Blade || 20 || +20 || +20 || +20 || +10 || +10 ||  ||  || 100
|-
| Demon’s Dance || 30 || +30 || +30 || +30 || +20 || +20 || +20 || +20 || 200
|-
! Haschel Additions !! Hit 1 !! Hit 2 !! Hit 3 !! Hit 4 !! Hit 5 !! Hit 6 !! Hit 7 !! Hit 8 !! Perfect
|-
| Double Punch || 75 || +25 ||  ||  ||  ||  ||  ||  || 100
|-
| Flurry of Styx || 100 || +25 || +25 ||  ||  ||  ||  ||  || 150
|-
| Summon 4 Gods || 25 || +25 || +25 || +25 ||  ||  ||  ||  || 100
|-
| 5 Ring Shattering || 30 || +30 || +30 || +30 || +30 ||  ||  ||  || 150
|-
| Hex Hammer || 30 || +30 || +30 || +30 || +30 || +30 || +20 ||  || 200
|-
| Omni Sweep || 30 || +30 || +30 || +40 || +40 || +40 || +40 || +50 || 300
|-
! Meru Additions !! Hit 1 !! Hit 2 !! Hit 3 !! Hit 4 !! Hit 5 !! Hit 6 !! Hit 7 !! Hit 8 !! Perfect
|-
| Double Smack || 75 || +25 ||  ||  ||  ||  ||  ||  || 100
|-
| Hammer Spin || 50 || +50 || +25 || +25 ||  ||  ||  ||  || 150
|-
| Cool Boogie || 20 || +20 || +20 || +20 || +20 ||  ||  ||  || 100
|-
| Cat’s Cradle || 30 || +20 || +20 || +20 || +20 || +20 || +20 ||  || 150
|-
| Perky Step || 30 || +30 || +30 || +30 || +20 || +20 || +20 || +20 || 200
|-
! Kongol Additions !! Hit 1 !! Hit 2 !! Hit 3 !! Hit 4 !! Hit 5 !! Hit 6 !! Hit 7 !! Hit 8 !! Perfect
|-
| Pursuit || 75 || +25 ||  ||  ||  ||  ||  ||  || 100
|-
| Inferno || 40 || +20 || +20 || +20 ||  ||  ||  ||  || 100
|-
| Bone Crush || 50 || +30 || +30 || +30 || +30 || +30 ||  ||  || 200
|}
 
'''Addition Multipliers'''
{| class="wikitable"
! Dart Additions !! Lv 1 !! Lv 2 !! Lv 3 !! Lv 4 !! Lv 5
|-
| Double Slash
| 100 || 105 || 110 || 120 || 135
|-
| Volcano
| 100 || 105 || 110 || 115 || 125
|-
| Burning Rush
| 100 || 100 || 100 || 100 || 100
|-
| Crush Dance
| 100 || 115 || 130 || 145 || 167
|-
| Madness Hero
| 100 || 100 || 100 || 100 || 100
|-
| Moon Strike
| 100 || 120 || 140 || 160 || 175
|-
| Blazing Dynamo
| 100 || 120 || 140 || 160 || 180
|-
! Lavitz/Albert Additions !! Lv 1 !! Lv 2 !! Lv 3 !! Lv 4 !! Lv 5
|-
| Harpoon
| 100 || 110 || 120 || 130 || 150
|-
| Spinning Cane
| 100 || 125 || 150 || 175 || 200
|-
| Rod Typhoon
| 100 || 108 || 116 || 124 || 135
|-
| Gust of Wind Dance
| 100 || 120 || 140 || 160 || 175
|-
| Flower Storm
| 100 || 108 || 116 || 124 || 135
|-
! Rose Additions !! Lv 1 !! Lv 2 !! Lv 3 !! Lv 4 !! Lv 5
|-
| Whip Smack
| 100 || 125 || 150 || 175 || 200
|-
| More & More
| 100 || 100 || 100 || 100 || 100
|-
| Hard Blade
| 100 || 150 || 200 || 250 || 300
|-
| Demon’s Dance
| 100 || 140 || 180 || 220 || 250
|-
! Haschel Additions !! Lv 1 !! Lv 2 !! Lv 3 !! Lv 4 !! Lv 5
|-
| Double Punch
| 100 || 110 || 120 || 130 || 150
|-
| Flurry of Styx
| 100 || 108 || 116 || 124 || 135
|-
| Summon 4 Gods
| 100 || 100 || 100 || 100 || 100
|-
| 5 Ring Shattering
| 100 || 125 || 150 || 175 || 200
|-
| Hex Hammer
| 100 || 125 || 150 || 175 || 200
|-
| Omni Sweep
| 100 || 115 || 130 || 145 || 167
|-
! Meru Additions !! Lv 1 !! Lv 2 !! Lv 3 !! Lv 4 !! Lv 5
|-
| Double Smack
| 100 || 110 || 120 || 130 || 150
|-
| Hammer Spin
| 100 || 108 || 116 || 124 || 135
|-
| Cool Boogie
| 100 || 100 || 100 || 100 || 100
|-
| Cat’s Cradle
| 100 || 130 || 160 || 190 || 234
|-
| Perky Step
| 100 || 150 || 200 || 250 || 300
|-
! Kongol Additions !! Lv 1 !! Lv 2 !! Lv 3 !! Lv 4 !! Lv 5
|-
| Pursuit
| 100 || 110 || 120 || 130 || 150
|-
| Inferno
| 100 || 125 || 150 || 175 || 200
|-
| Bone Crush
| 100 || 110 || 120 || 130 || 150
|}

Latest revision as of 21:04, 14 April 2026

Additions are named attacks that chain multiple hits together through successive quick time events where each successful input increases the attack damage and Spirit Points (SP) gained; although SP is only awarded for characters who possess a Dragoon Spirit. With the exception of Shana and Miranda who do not have Additions, they are initiated by the Attack command. Additions vary in number of inputs, rhythm, pattern, damage, and SP gain. Each is specific to one party member with the exception of Lavitz and Albert whose Additions are identical except for differing rhythm and counterattack opportunities.

Appearance When an Addition begins, a "timing sight" appears: a stationary blue square overlaid on the attack target and another larger square that rotates and collapses toward the first square. The objective is to press the indicated button, usually the X button, when the larger square overlaps the smaller square. The color of the square when pressing the button determines if it was perfect (white,) too slow (blue,) or too fast (gray.) Failure ends the chain of attacks and the opportunity to deal more damage is lost. A button icon also appears that can be used instead of the timing sight by pressing the button when the icon changes.

Levels Beginning at level 1, Additions increase in level after being successfully performed 20 times up to a maximum level of 5. Leveling up an Addition can increase its damage, SP gain, or both. However, the level up does not come into effect from crossing the threshold until after the battle ends. For example, entering a battle with an Addition at 19 performances means it will remain level 1 for that battle no matter how many times it is performed despite only needing 1 more to reach level 2. While the level itself only updates after battle ends, performances are still recorded past the threshold to level up. Additions also cannot be changed during battle as they can only be equipped in the Additions menu of the System Screen.

Accessory Interactions While the accessories Wargod Calling and Ultimate Wargod both complete Additions automatically, the Wargod Calling deals half damage, accumulates half as much SP, and does not level the Addition.

Counterattacks

Sometimes enemies respond to Additions by "counterattacking," indicated by a red flash, a whooshing sound, a brief pause, and the timing sight becoming red. The next input must still be timed correctly, but requires the circle button instead of the X button. Success allows the Addition to proceed normally and the timing sight reverts to blue, while failure ends the Addition and the attacking character receives damage using the formula below. This formula makes use of variable multipliers such as the fear status or the power up state, which are explained below.

Variable Multipliers

  • Target Fear - if the Target has the Fear Status then (2) otherwise (1)
  • Attacker Fear - if the Attacker has the Fear Status then = (1 / 2) otherwise (1)
  • Power - if no Power items used = (1), otherwise [(1) + (Attacker Power + Target Power)]
    • Attacker Power - if the Attacker has power up then (1 / 2) or if power down then -(1 / 2)
    • Target Power - if the Target has power up then -(1 / 2) or if power up then (1 / 2)

Addition Counter Formula

Formula
floor{floor[floor{floor[(AT^2 * 250 / DF)] / 100} * Target Fear * Attacker Fear] * Power}
  • For clarity, the attacker in the Addition Counter formula refers to the enemy countering the addition, and target refers to the character being countered.

Behavior
While not revealed in game, there are some helpful rules for remembering counterattack behavior:

  1. A counterattack can only occur once per Addition. (The circle button will never need to be input more than once per attack.)
  2. Counterattacks never occur on the first or last timed button press. As a consequence, Additions that possess 2 or fewer presses will never be counterattacked.
  3. Sometimes enemies will not counterattack even if given an opportunity.
  4. Some enemies cannot counterattack.

Oppurtunities Most enemies capable of counterattacking can use any of the 28 possible opportunities showcased in the chart below. However, there are 37 enemies who do not have some of these opportunities, and instead can be sorted into groups based on the number they possess: 23, 19, 16, 13, 9, 4, 3, 2, and 1. Enemies in a group have identical counterattack opportunities. Higher numbered groups possess all the opportunities that those in lowered numbered groups have. For example, if an enemy in group 13 can counterattack the 2nd button press of Dart's Crush Dance, so can all enemies belonging to the higher numbered groups (16, 19, 23, and 28.)

Counterattack Opportunities
User Addition Button Press 28 23 19 16 13 9 4 3 2 1
Dart Volcano 2 Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes
Dart Crush Dance 2 Yes Yes Yes Yes Yes Yes Yes Yes Yes No
Dart Crush Dance 3 Yes Yes Yes Yes Yes Yes No No No No
Dart Moon Strike 2 Yes Yes No No No No No No No No
Dart Moon Strike 3 Yes Yes No No No No No No No No
Lavitz Rod Typhoon 2 Yes No No No No No No No No No
Lavitz Rod Typhoon 3 Yes No No No No No No No No No
Lavitz Gust of Wind Dance 2 Yes Yes Yes Yes Yes Yes No No No No
Lavitz Gust of Wind Dance 5 Yes No No No No No No No No No
Lavitz Flower Storm 2 Yes Yes Yes Yes Yes Yes No No No No
Lavitz Flower Storm 3 Yes Yes Yes Yes No No No No No No
Lavitz Flower Storm 4 Yes Yes Yes Yes No No No No No No
Lavitz Flower Storm 5 Yes Yes Yes Yes Yes No No No No No
Lavitz Flower Storm 6 Yes Yes Yes Yes Yes No No No No No
Rose Hard Blade 2 Yes Yes Yes Yes Yes No No No No No
Rose Demon's Dance 3 Yes Yes No No No No No No No No
Rose Demon's Dance 4 Yes Yes Yes Yes Yes Yes No No No No
Rose Demon's Dance 5 Yes Yes Yes Yes Yes Yes No No No No
Rose Demon's Dance 6 Yes Yes Yes No No No No No No No
Meru Cool Boogie 2 Yes Yes No No No No No No No No
Meru Cool Boogie 3 Yes Yes Yes Yes No No No No No No
Meru Cat's Cradle 3 Yes Yes Yes No No No No No No No
Meru Cat's Cradle 4 Yes No No No No No No No No No
Meru Perky Step 2 Yes Yes Yes Yes Yes Yes Yes No No No
Haschel Summon 4 Gods 2 Yes Yes Yes No No No No No No No
Haschel Hex Hammer 2 Yes No No No No No No No No No
Albert Gust of Wind Dance 2 Yes Yes Yes Yes Yes Yes Yes Yes No No
Albert Flower Storm 2 Yes Yes Yes Yes Yes No No No No No

Note: The following table is sorted alphabetically, but for groups other than 28 priority was given to enemies with matching models to showcase that enemies who share common features were often given the same counterattack opportunities.

Minor Enemies by Group
28 Aqua King, Baby Dragon, Basilisk, Beastie Dragon, Berserk Mouse, Berserker, Commander (Marshland,) Crafty Thief (Home of Giganto), Crescent Bee, Crocodile, Cute Cat, Death, Death Purger, Dragon Soldier, Earth Shaker, Erupting Chick, Fairy, Flying Rat, Forest Runner, Freeze Knight, Frilled Lizard, Gangster, Gargoyle, Goblin, Guftas, Guillotine, Harpy, Hell Hound, Hellena Warden (1st visit,) Hellena Warden (with Fruegel,) Hellena Warden (2nd visit,) Human Hunter, Hyper Skeleton, Icicle Ball, Killer Bird, Knight of Sandora (Black Castle,) Land Skater, Living Statue, Mad Skull, Mandrake, Mantis, Maximum Volt, Mega Sea Dragon, Mermaid, Merman, Metal Fang, Minotaur, Mole, Moss Dresser, Mountain Ape, Mr. Bone, Myconido, Orc, Piggy, Plague Rat, Potbelly, Professor, Psyche Druid, Puck, Rodriguez, Run Fast, Salamander, Sandora Elite (Black Castle,) Sandora Soldier (Hoax,) Sandora Soldier (Marshland & Fire Element,) Sandora Soldier (Marshland & Water Element,) Screw Shell, Sea Dragon, Senior Warden (2nd visit,) Skeleton, Spider Urchin, Spiky Beetle, Stinger, Strong Man, Succubus, Swift Dragon, Terminator, Toad Stool, Trent, Ugly Balloon, Vampire Kiwi, White Ape, Wildman, Windy Weasel, Wounded Bear
23 Scissorhands, Scorpion, Dark Elf, Gnome, Loner Knight, Magician Bogy, Rocky Turtle
19 Assassin Cock, Fowl Fighter, Fire Spirit, Specter, Glare, Slug, Unicorn
16 Deadly Spider, Evil Spider, Madman, Red Hot, Slime, Magma Fish, Sea Piranha, Cactus, Undead
13 Lizard Man, Jelly
9 Arrow Shooter, Will-o'-Wisp
4 Bowling, Dragonfly
3 Crystal Golem, Screaming Bat, Tricky Bat
2 Witch
1 Spring Hitter
Rare Monsters by Group
28 Blue Bird, OOPARTS, Rainbow Bird, Red Bird, Yellow Bird
16 Cursed Jar, Lucky Jar, Treasure Jar
Bosses by Group
28 Archangel, Atlow, Belzac, Caterpillar, Claire, Damia, Danton, Dark Doel, Dragon Spirit (Divine Dragon,) Dragon Spirit (Feyrbrand,) Dragon Spirit (Regole,) Emperor Doel, Fruegel (1st visit,) Fruegel (2nd visit,) Gehrich, Ghost Commander, Gorgaga, Imago, Kamuy, Kanzas, Kubila, Magician Faust (Real,) Mappi (Barrens,) Mappi (with Gehrich,) Polter Armor, Polter Helm, Polter Sword, Sandora Elite (Hoax,) Selebus, Serfius, Syuveil, Vector, Zieg Feld
Boss Extras by Group
28 Cleone, Crafty Thief (with Mappi), Ghost Knight, Senior Warden (with Fruegel)

Party Member Additions

Note: Additions marked with a *symbol are never countered. The Dmg% shown in the Additions menu is the combination of the "hit" and "Multiplier" variables when assuming that the Addition is performed perfectly. These variables are explained further below under "Damage Formula."

Dart
Name Presses Dmg% (Maxed) SP (Maxed) Acquisition
*Double Slash 1 202% 35 Initial
Volcano 3 250% 36 Level 2
*Burning Rush 2 150% 102 Level 8
Crush Dance 4 250% 100 Level 15
*Madness Hero 5 100% 204 Level 22
Moon Strike 6 350% 20 Level 29
*Blazing Dynamo 7 450% 150 Perform all prior additions 80 times
Lavitz
Name Presses Dmg% (Maxed) SP (Maxed) Acquisition
*Harpoon 1 150% 50 Initial
*Spinning Cane 2 200% 35 Level 5
Rod Typhoon 4 202% 100 Level 7
Gust of Wind Dance 6 350% 35 Level 11
Flower Storm 7 405% 202 Perform all prior additions 80 times
Albert
Name Presses SP (Maxed) Dmg% (Maxed) Acquisition
*Harpoon 1 150% 50 Initial
*Spinning Cane 2 200% 35 Level 5
*Rod Typhoon 4 202% 100 Level 7
Gust of Wind Dance 6 350% 35 Level 11
Flower Storm 7 405% 202 Perform all prior additions 80 times
Rose
Name Presses Dmg% (Maxed) SP (Maxed) Acquisition
*Whip Smack 1 200% 35 Initial
*More & More 2 150% 102 Level 14
Hard Blade 5 300% 35 Level 19
Demon's Dance 7 500% 100 Perform all prior additions 80 times
Haschel
Name Presses Dmg% (Maxed) SP (Maxed) Acquisition
*Double Punch 1 150% 50 Initial
*Flurry of Styx 2 202% 20 Level 14
Summon Four Gods 3 100% 100 Level 18
*5 Ring Shattering 4 300% 50 Level 22
Hex Hammer 6 400% 15 Level 27
Omni-Sweep 7 501% 150 Perform all prior additions 80 times
Meru
Name Presses Dmg% (Maxed) SP (Maxed) Acquisition
*Double Smack 1 150% 34 Initial
*Hammer Spin 3 202% 70 Level 21
Cool Boogie 4 100% 200 Level 26
Cat's Cradle 6 351% 20 Level 30
Perky Step 7 600% 100 Perform all prior additions 80 times
Kongol
Name Presses Dmg% (Maxed) SP (Maxed) Acquisition
*Pursuit 1 150% 50 Initial
*Inferno 3 200% 20 Level 23
*Bone Crush 5 300% 100 Perform all prior additions 80 times

Damage Formula

The variable multipliers which apply to the Additions formula, such as the fear status or the power up state, are explained below. Two additional variables, "hit" and "Multiplier," require larger tables and are explained beneath the formula.

Variable Multipliers

  • Target Fear - if the Target has the Fear Status then (2) otherwise (1)
  • Attacker Fear - if the Attacker has the Fear Status then = (1 / 2) otherwise (1)
  • Power - if no Power items used = (1), otherwise [(1) + (Attacker Power + Target Power)]
    • Attacker Power - if the Attacker has power up then (1 / 2) or if power down then -(1 / 2)
    • Target Power - if the Target has power up then -(1 / 2) or if power up then (1 / 2)
  • Field - if the attack element neither matches nor is the opposite of special field = (1), otherwise [(1) + (Attack Element)]
    • Attack Element - if the attack element matches the special field then (1 / 2) or if it's the opposite element then -(1 / 2)
  • Element - if the Target Element neither matches nor is the opposite of attack element = (1), otherwise [(1) + (Target Element)]
    • Target Element - if the Target's Element matches the attack element then -(1 / 2) or if it's the opposite element then (1 / 2)
  • Destroyer Mace - if Haschel has Destroyer Mace equipped and HP in the Blue range (1), if in Yellow range (3 / 2), if in Red range (2)

Formula
Note: Multiplier in the following formula does not refer to addition multi% as seen in Additions menu; instead each addition has a hidden value detailed in the Addition Multiplier & Hit Data charts below.

Addition Damage Formula
floor[floor{floor[floor{floor[round{floor[floor{[hit 1 + hit 2 + ... hit n] * Multiplier / 100} * AT / 100] * (LV + 5) * 5 / DF} * Target Fear * Attacker Fear] * Power} * Field] * Element} * Destroyer Mace]

Addition Hit Data
This chart shows the hidden values for each hit's damage. Assuming the addition does not "miss" entirely, the first hit is guaranteed even with no input. Each successful input adds one more hit, and adds to the initial number from the first hit. For example with two successful inputs, Crush Dance would have a value of 90 (30 + 30 + 30) for the damage formula. The "Perfect" column to the far right shows the combined value assuming all inputs are performed successfully.

Dart Additions Hit 1 Hit 2 Hit 3 Hit 4 Hit 5 Hit 6 Hit 7 Hit 8 Perfect
Double Slash 100 +50 150
Volcano 50 +50 +50 +50 200
Burning Rush 50 +50 +50 150
Crush Dance 30 +30 +30 +30 +30 150
Madness Hero 20 +20 +20 +20 +10 +10 100
Moon Strike 30 +30 +30 +30 +30 +30 +20 200
Blazing Dynamo 40 +30 +30 +30 +30 +30 +30 +30 250
Lavitz/Albert Additions Hit 1 Hit 2 Hit 3 Hit 4 Hit 5 Hit 6 Hit 7 Hit 8 Perfect
Harpoon 75 +25 100
Spinning Cane 50 +25 +25 100
Rod Typhoon 30 +30 +30 +30 +30 150
Gust of Wind Dance 30 +30 +30 +30 +30 +30 +20 200
Flower Storm 30 +30 +30 +40 +40 +40 +40 +50 300
Rose Additions Hit 1 Hit 2 Hit 3 Hit 4 Hit 5 Hit 6 Hit 7 Hit 8 Perfect
Whip Smack 75 +25 100
More & More 50 +50 +50 150
Hard Blade 20 +20 +20 +20 +10 +10 100
Demon’s Dance 30 +30 +30 +30 +20 +20 +20 +20 200
Haschel Additions Hit 1 Hit 2 Hit 3 Hit 4 Hit 5 Hit 6 Hit 7 Hit 8 Perfect
Double Punch 75 +25 100
Flurry of Styx 100 +25 +25 150
Summon 4 Gods 25 +25 +25 +25 100
5 Ring Shattering 30 +30 +30 +30 +30 150
Hex Hammer 30 +30 +30 +30 +30 +30 +20 200
Omni Sweep 30 +30 +30 +40 +40 +40 +40 +50 300
Meru Additions Hit 1 Hit 2 Hit 3 Hit 4 Hit 5 Hit 6 Hit 7 Hit 8 Perfect
Double Smack 75 +25 100
Hammer Spin 50 +50 +25 +25 150
Cool Boogie 20 +20 +20 +20 +20 100
Cat’s Cradle 30 +20 +20 +20 +20 +20 +20 150
Perky Step 30 +30 +30 +30 +20 +20 +20 +20 200
Kongol Additions Hit 1 Hit 2 Hit 3 Hit 4 Hit 5 Hit 6 Hit 7 Hit 8 Perfect
Pursuit 75 +25 100
Inferno 40 +20 +20 +20 100
Bone Crush 50 +30 +30 +30 +30 +30 200

Addition Multipliers

Dart Additions Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Double Slash 100 105 110 120 135
Volcano 100 105 110 115 125
Burning Rush 100 100 100 100 100
Crush Dance 100 115 130 145 167
Madness Hero 100 100 100 100 100
Moon Strike 100 120 140 160 175
Blazing Dynamo 100 120 140 160 180
Lavitz/Albert Additions Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Harpoon 100 110 120 130 150
Spinning Cane 100 125 150 175 200
Rod Typhoon 100 108 116 124 135
Gust of Wind Dance 100 120 140 160 175
Flower Storm 100 108 116 124 135
Rose Additions Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Whip Smack 100 125 150 175 200
More & More 100 100 100 100 100
Hard Blade 100 150 200 250 300
Demon’s Dance 100 140 180 220 250
Haschel Additions Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Double Punch 100 110 120 130 150
Flurry of Styx 100 108 116 124 135
Summon 4 Gods 100 100 100 100 100
5 Ring Shattering 100 125 150 175 200
Hex Hammer 100 125 150 175 200
Omni Sweep 100 115 130 145 167
Meru Additions Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Double Smack 100 110 120 130 150
Hammer Spin 100 108 116 124 135
Cool Boogie 100 100 100 100 100
Cat’s Cradle 100 130 160 190 234
Perky Step 100 150 200 250 300
Kongol Additions Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Pursuit 100 110 120 130 150
Inferno 100 125 150 175 200
Bone Crush 100 110 120 130 150