Evilities have been a mechanic in the Disgaea series since they debuted in Disgaea 3: Absence of Justice. They are passive abilities that can be equipped to your characters, with a wide ranged of effects. This page will list all of the Evilities that unlock for the Horseman class, as well as point out any standout Evilities that can be good for builds.
In order to get the Common Evilities from the Classes for other characters, you will need to increase the Class Proficiency for that characters through the subclass system. For example, if you wish to get the Warrior Evilities for Zed, then you need to set the Warrior as his subclass and rank it up, then purchase them from the Skill Shop. Every class has five Common Evilities, with each rank adding an additional Evility to the shop, so you need at least Rank 5 to get all of the Common Evilities from a single class.
As far as Unique Evilities go, each of the classes will have one that will be stuck on that character and cannot be changed out at all. In order to get the classes’ Unique Evilities on other characters, you will first need to master that class through the subclass system. After doing that, you will then need to unlock an Unique Evility slot for that character. For more information on that, visit the How to Unlock More Evility Slots page.
Horseman’s Unique Evility¶
The Horseman’s Unique Evility is called Immortal Body, and it allows the character to take less damage (50%) from attacks that don’t rely on INT. This can be a huge boost in defense, although it’s not always clear which skills use INT or not. Of course, the spells (like Fire, Ice and the like) are always INT, but the other specials can actually change the stat used, depending on the weapon equipped. As an example, Zed’s specials’ stat modifier will change, depending on his equipped weapon. If he uses a Fist, then his specials will use ATK and SPD, but if he equips a Staff, then they use INT. So, using that knowledge, things become a little clearer on which specials use INT.
List of Common Evilities (Horseman)¶
Icon | Common Evility | Description | Mana Cost | Slots |
---|---|---|---|---|
Death Fang | Increase damage dealt to Paralyzed units by 100% | 100 | 3 | |
Blood Insanity | When attacking a unit below 50% HP, increase damage dealt by 50% | 250 | 4 | |
Turbo Boost | If this unit did not move in a turn, increase movement by 10 the next turn | 1,000 | 3 | |
Shield Dash | Decrease damage taken by 2% per space moved | 2,500 | 4 | |
Combat High | Increase attack power by 5% per unit defeated by allies (Max 100%) | 5,000 | 5 |
The Horseman, at first glance, doesn’t seem to have anything that really stands out. The first two Evilities are pretty situational, with the second not really doing much when the plan is to one-shot enemies before they have a chance to do any damage. Turbo Boost has the potential to be good, as long as you remember not to move on a turn to activate it for the following turn. Combine that with Shield Dash to get a good boost in defensive power, too.
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