Nine doesn’t like being told what to do. Ever. He treats strangers with absolute disdain and doesn’t seem to take change very well. Brash and aggressive at times, he will literally jump into situations without thinking of the consequences, leaving others to clear up his mistakes. Thankfully, he is rarely wrong and can fight his way out of most trouble he comes across.
Nine is a cross between a Dragoon and a tank, as he has the highest HP and Defense among all of Class Zero. He wields a lance in battle, so he will need to be in rather close to attack enemies. Couple him with a ranged character, especially during a tough battle against a boss or challenging enemy. He is difficult to master, yet powerful when you do.
As he is similar to a Dragoon from past Final Fantasy titles, he does have the Jump ability they have, allowing him to leave the ground and deal damage from the air in one powerful swoop. He also has a ranged attack with Lance Throw, letting him deal damage from afar if needed. Note that Primal Roar only affects one enemy at a time, so be careful with groups.
Abilities¶
Name | Description | AP Cost | Prereq |
---|---|---|---|
Accelerate | Increase movement speed. | 4 | Level 8 |
Clean Sweep | Deliver a wide-area attack with left analog stick down + normal attack. | -- | -- |
Clean Sweep II | Increase number of hits for Clean Sweep. | 4 | Get Whirling Lance: AG Down. |
Clean Sweep III | Increase number of hits for Clean Sweep. | 5 | Get Clean Sweep II. |
High Jump | Leap high into the air and deliver a powerful strike from above. | 8 | Get Mobile Strike. |
High Jump: Power Up | Increase power of High Jump. | 8 | Get High Jump. |
High Jump: Power Up II | Further increase power of High Jump. | 10 | Get High Jump: Power Up. |
Intel | Check status of locked-on targets. | -- | -- |
Javelin Throw | Launch spear to pierce and damage enemies. | 4 | Get Clean Sweep III. |
Javelin Throw: Crit Up | Increase critical hit rate of Javelin Throw. | 6 | Get Javelin Throw. |
Jump | Leap towards enemies and strike. | -- | -- |
Name | Description | AP Cost | Prereq |
---|---|---|---|
Jump: AG Down | Reduce AG cost of Jump. | 5 | -- |
Jump: Crit Up | Increase critical hit rate of Jump. | 4 | -- |
Jump: Power Up | Increase power of Jump. | 4 | -- |
Laser Lance | Launch spear in a straight line to severely damage enemies. | 5 | Get Mobile Strike II. |
Laser Lance: Power Up | Increase power of Laser Lance. | 7 | Get Laser Lance. |
Mobile Strike | Attack while moving with left analog stick up + normal attack. | 6 | Get Clean Sweep III. |
Mobile Strike II | Increase number of hits for Mobile Strike. | 6 | Get Mobile Strike. |
Primal Roar | Unleash a guttural roar to inflict enemies with Stop. | 3 | Get Whirling Lance: AG Down. |
Primal Roar: AG Down | Reduce AG cost of Primal Roar. | 6 | Get Primal Roar. |
Primal Roar: Time Up | Primal Roar remains active for a longer time. | 4 | Get Primal Roar. |
Quick Draw | Cast finishing magic after certain normal attacks. | 12 | Get Twinspell. |
Name | Description | AP Cost | Prereq |
---|---|---|---|
Quick Draw II | Cast level II finishing magic. | 18 | Get Sweeping Cast. |
Quick Draw III | Cast level III finishing magic. | 32 | Level 46; Get Quick Draw II. |
Slipstream | Execute any number of dodges in succession. | 3 | Get Triple Slip. |
Sweeping Cast | Cast finishing magic after certain wide-area attacks. | 22 | Get Clean Sweep II. |
Triple Slip | Execute up to three dodges in succession. | 2 | Get White Knight. |
Twinspell | Equip two spells at once. | 14 | Get White Knight: AG Down. |
Untouchable | Window for dodging increases. | 5 | Get Slipstream. |
Whirling Lance | Twirl spear to attack enemies. | 4 | Level 13 |
Whirling Lance: AG Down | Reduce AG cost of Whirling Lance. | 6 | Get Whirling Lance. |
White Knight | Generate a safety zone that restores HP and prevents damage. | 4 | Get Accelerate. |
White Knight: AG Down | Reduce AG cost of White Knight. | 5 | Get White Knight. |
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