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Characters / Dissidia Final Fantasy Opera Omnia X To XII

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Characters page for Dissidia Final Fantasy: Opera Omnia, with characters from Final Fantasy X through Final Fantasy XII.

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Beware: Late Arrival Spoilers are untagged for their respective games.


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Introduced in Final Fantasy X

    Tidus 

Tidus

https://static.tvtropes.org/pmwiki/pub/images/dffoo_tidus.png
Alternate Skin
An animated and light-hearted blitzball player from the metropolis of Zanarkand. Sent to the unknown world of Spira, he meets Yuna and joins her on her pilgrimage as a guardian. His naturally cheerful demeanor and actions even transform the principles of Spira. Tidus resents his father, the legendary Jecht, and is known for his outspoken nature.
Voiced by: Masakazu Morita

Recruited in the "From Zanarkand" event. Tidus joins the party as soon as they find him, overjoyed to be reunited with Yuna again.

He is a fast character suited to buffing his speed even further with Quick Hit and debuffing enemies with Slash, having a high usage count with all of his abilities. His EX ability, Energy Rain, does 100% BRV+HP damage to all enemies, but also buffs Tidus up with a potent Attack Up and Speed Up buff.
15: Quick Hit
35: Slash
EX: Energy Rain
LD: Slice and Dice
FR: Saintly Shot (with Ceodore)
BT: Blitz Ace
  • Amnesiac Hero: Played with. In his home game, Tidus uses amnesia as an excuse for his Naïve Newcomer status to Spira, and when some of the party question him about Seymour he mentions how he always used to use amnesia as an excuse but tells them the truth about how he's from Zanarkand instead, which is why he doesn't know much about Seymour (or Spira). However, it turns out that he really does have amnesia this time around, like they all do, explaining his lack of knowledge.
  • Balance Buff: With an eventual rework during the Lv. 70 era (Tidus' own Lv. 70 Awakening came much later), his skills gain improvements and he can eventually power himself up with a unique framed buff known as "Winning Spirit", a Max BRV Up (something he really needed) and damage increase to targets with debuffs. This is granted from his reworked Quick Hit Extend passive for 3 turns (and later on, can give himself the buff at the start of a quest when his EX+ weapon passive is limit-broken enough).
    • The release of his LD and BT weapons reworks him to an incredible level, giving his Winning Spirit buff a free follow up attack, Shot, every time Tidus attacks, with the fourth Shot becoming the more powerful Jecht Shot that rebreaks all enemies. His widely derided Quick Hit attack finally has an HP attack added to it, and his LD grants him 2 free turns and free ability uses with the ability itself being an instant turn. All of these new adjustments and buffs combine to make Tidus an insanely speedy powerhouse.
  • Big Brother Mentor: To Ceodore; Paine even teases him for it. When Ceodore is struggling to live up to the image of his parents, Tidus can relate and helps him realize that Cecil and Rosa are people, too, and are just as likely to make flaws as Ceodore is. They're almost played up as Foils to each other, since Ceodore has nothing but overwhelming respect for his parents while Tidus struggles more with his relationship with Jecht.
  • Birds of a Feather: Freya uses the trope name to describe Tidus and Zidane, since both have the desire to play the hero.
  • Costume Exaggeration: Tidus's default appearance uses his stylized appearance from the other Dissidia games rather than his original appearance from X. He does get his original appearance as an alternate costume, however.
  • Death from Above: His EX Ability, Energy Rain. Unlike in most of the other games it appears in, the projectiles fly up into the air and rain down randomly in front as opposed to falling onto the target all at once.
  • Extra Turn: As long as his Winning Spirit buff stays up, Quick Hit becomes the + version which is instant and doesn't count as a turn, letting him spam it liberally, although since the + version of the attack doesn't increase the buff's duration, he has to either use his Additional Ability to extend it or EX to refresh it, latter of which ends his turn.
  • Fragile Speedster:
    • As usual via having a 2/5 in base HP and Defense. His attacks are quick and have a high use count, but his Attack stat base is 3/5. Despite having a 4/5 in both Initial BRV and Max BRV, a lack of a Max BRV Up before his rework held him back somewhat, along with needing to have a target be debuffed for his crystal level 54/58 passives to work like other debuff specialists.
    • Playing further into this is his Quick Hit being a simple multi-hit BRV attack that has a huge turn rate, along with it granting Tidus an Attack and Speed Up with his 15CP passive. When his Winning Spirit buff is active however, Quick Hit turns into Quick Hit+ where it literally has zero action delay, and disregarding friend support turns and summon turn duration, it also doesn't cost Tidus his own turn, meaning he can spam Quick Hit+ as often as he wants to build up BRV safely to stay ahead of his enemy's turns (even though he might eat through uses of Quick Hit at the cost of not having any HP dumps on it).
  • Gameplay and Story Segregation: During Tidus's Burst Attack Yuna will make a guest appearance to throw him a Blitzball (just like she does if she's in the party in FFX), however it will always be Summoner Yuna (default costume), even if your own Yuna is in her Gunner or Wedding Dress costume and even if she's already in your active party.
  • Innocently Insensitive: In Arc 2, Chapter 1, Tidus makes a comment about how there's something wrong with Caius to think he's better off forgetting the memories of their lost loved ones, which upsets Ace.
  • She-Fu: A male variant. He does flips with his attacks, again as usual (via his standard HP Attack and his Additional Ability animations literally being his classic Spiral Cut attack, also reused for his Lv. 65 Ability). Also overlaps with I Know Madden Kombat back in the other Dissidia games since he's an athlete.
  • Spam Attack: His Shot follow-up attack triggers every time he attacks, giving him a consistent source of extra damage, and for every 3 Shots, his fourth Shot becomes Jecht Shot, rebreaking all enemies and dealing significantly more damage. His BT effect makes his Shots trigger twice per turn, granting him a higher damage ceiling and letting him use Jecht Shot every second turn as long as his Burst buff is active.
  • Spirited Competitor: When Zack suggests squatting as a way to keep warm, it quickly turns into a contest between Zack, Seifer, and Tidus to see who can squat the most. It ends with all three of their legs getting tired out to the point where they're unable to walk.
  • Three-Strike Combo: His Slash with his 35CP passive turns into Slash Combo, a 2-hit BRV attack into an HP damage finisher that inflicts an Attack, Defense and Speed Down set of debuffs on the target (without the passive, Slash would just do 2-BRV hits with only a small chance of a small speed down debuff). The reworked Extend version now has overflow and makes it do 4 BRV hits instead.

    Yuna 

Yuna

https://static.tvtropes.org/pmwiki/pub/images/dffoo_yuna.png
Alternate Skin 1
Alternate Skin 2
A quiet, yet determined summoner who guides the spirits of the dead to the Farplane. On her pilgrimage to defeat Sin, she encounters Tidus, a young man from another world whom she welcomes as her new guardian. Though at times it seems as though they are on a hopeless journey of doubt and loss, they at least have each other.
Voiced by: Mayuko Aoki

Recruited in Chapter 3. Yuna is first encountered while being harassed by Seifer, who is sympathetic to her cause of being a Summoner and wants to become her knight, though he comes on a little too strong for her liking. She joins the party when they fight him off, and from then on she dedicates herself to her allies.

Yuna is a support party member, capable of removing debuffs with Esuna and buffing her party with Cheer. Her EX ability, Grand Summon, summons her aeon Valefor to her side to use Energy Blast, which buffs the party and changes up her standard BRV and HP attack to Sonic Wings and Energy Ray, respectively.
15: Esuna
35: Cheer
EX: Grand Summon
LD: Energy Nova
FR: Banishing Stroke (with Bartz)
BT: The Sending
  • Acceptable Breaks from Canon: Cheer is actually a move from Tidus's Sphere Grid, not Yuna's. That being said, Yuna can learn it in her home game by venturing into Tidus's Sphere Grid path, but it is not considered one of her pathway's abilities.
  • All Your Powers Combined: Her Burst Attack, The Sending, has Yuna summoning the Overdrives of Valefor's Energy Ray, Ifrit's Hellfire, Ixion's Thor's Hammer, Shiva's Diamond Dust, and Bahamut's Mega Flare before Yuna herself lands the final blow. This attack is based on her EX Burst of the same name from Dissidia 012.
  • Angels Pose: She does it with Paine, though they're lacking Rikku in the formation. Funnily enough, Yuna poses as if she's holding her guns, and is wearing her Summoner's dress.
  • Assist Character: During Tidus's BT, she launches a blitzball to him to help set up the Blitz Ace.
  • Beneath the Mask: Act 2, Chapter 4 shows that Yuna's internal thoughts are a lot less positive than she lets on, and she is actually harboring a lot of insecurity and self doubt about the situation and her lost memories. She becomes more open and positive due to Paine's encouragement and even more so after recovering her memories.
  • Breaking Old Trends: Yuna is the first character who expanded the qualifications for a BT weapon from a game's original protagonist / antagonist to anyone who had been in a previous Dissidia game (as she was in 012).
  • Commonality Connection:
    • With the Onion Knight. Both of them struggle to live up to the legacy of another (her with her father Braska and him with the Warrior of Light) and she uses this to comfort Onion Knight when he's frustrated about everyone getting separated.
    • She also shares one with her Force partner, Bartz; both of them are the children of great heroes from the previous generation (Yuna's father Braska, and Bartz's father Dorgann), both of whom wanted their children not to follow in their footsteps because they did not think they deserved the burden it brought (and both of whom ended up being like their parents anyway).
  • Dance Battler: Her BT has her perform her Sending dance to the enemies in front of her while channeling the elements of the Fayth.
  • Got Volunteered: During Paine's Intersecting Wills, Paine volunteer's Yuna to sing for the impromptu talent show. Yuna is quite shocked but Paine didn't do it to be malicious, she did it because she knew Yuna's father, High Summoner Braska, would love to hear his daughter sing and Yuna never would have done it otherwise.
  • Katanas Are Just Better: For her Force Attack, Yuna works in tandem with Bartz with herself summoning Yojimbo and Bartz using Zeninage to pay him so that they can use the Aeon's most powerful great katana, the Zanmato.
  • Kicking Ass in All Her Finery: Her second costume has her in wedding dress from her forced marriage ceremony with Seymour.
  • Lies to Children: Yuna says that summoners travel the world killing monsters for people. This is true, though nowhere near the complete description of her job.
  • The Medic: She is the main healer shown in cutscenes whenever someone is hurt, healing both Terra and Wakka on separate occasions. Furthermore, she gains the ability to heal HP upon her Lv. 60 Awakening.
  • Pom-Pom Girl: One of her abilities is Cheer, in which she cheers on an ally which drastically boosts their BRV. Her Lullaby Rod allows her to cheer for the entire party (herself included) simultaneously. While in practice Yuna isn't the most perky character on the team, she is often very positive and supportive of all of her teammates.
  • Shock and Awe: Her Ambra Rod turns her stock BRV attack into being Thunder-based.
  • Significant Wardrobe Shift: Invoked in her first alternate costume based on her Gunner dress sphere, which signified her personal freedom and growth into Final Fantasy X-2, although in DFFOO the change is completely aesthetic.
  • Summon Magic:
    • When she uses her EX ability, Grand Summon, Valefor appears to fight alongside her for several turns, turning Yuna into a hybrid damage dealer/support unit. She also summons Valefor for her LD ability, Energy Nova.
    • For her Burst, Yuna summons Valefor, Ifrit, Ixion, Shiva, and Bahamut to attack one after the other.
    • With her Force Attack with Bartz, Yuna invokes Yojimbo; or more specifically, Bartz uses Zeninage to pay Yojimbo off so he can borrow the Aeon's great katana, Zanmato.
  • Weak, but Skilled: With the release of her LD and BT weapons, what Yuna lacks in raw firepower, she more than makes up for with her fantastically potent party auras from both her LD buff and BT effect, that massively boost the entire party's damage output.
  • White Mage: Can cast Esuna, which can heal any harmful Status Effect a party member may be inflicted with.

    Wakka 

Wakka

https://static.tvtropes.org/pmwiki/pub/images/dffoo_wakka.png
A good-humored young man who travels the world as one of Yuna's guardians. While he always looks out for others, his dependence on the teachings of Yevon oftentimes causes him to lose sight of reality. Wakka's biggest passion is playing for and coaching his blitzball team, the Besaid Aurochs.
Voiced by: Kazuya Nakai

Recruited in Chapter 6. Lost in the desert, the party finds him just as he is on the brink of collapse and Yuna heals him. As the first guardian she found again in this world, Wakka joins up with the party and is respected by the other party members as a sort of "knight."

Wakka is a ranged fighter who can blind enemies with Dark Attack and give himself and the party random buffs with Brave Reels. His EX ability is Attack Reels, a 3 hit ranged BRV+HP attack delivered four times, which also grants allies a random amount of BRV and the buff Captain's Order (a buff that increases Initial BRV, Attack, Max BRV, and grants BRV Regen to the party).
15: Dark Attack
35: Brave Reels
EX: Attack Reels
LD: Status Reels
  • Calling the Old Man Out: On Tidus' behalf, begging Jecht to drop his act of being a jerk and join the party. As an orphan, it pains Wakka to see a father voluntarily estrange himself from his son, even if Jecht is trying to protect him. Jecht agrees.
  • I Know Madden Kombat: His weapon of choice are Blitzballs, dense yet buoyant underwater soccer balls from his homeworld of Spira, though he is capable of using any throwing weapon.
  • Mythology Gag:
    • The randomized effect of his "Reels" Skill 2, EX, and LD is a reference to him being something of The Gambler in gameplay in his home game with his usage of Slots.
    • Dark Attack is a reference to the Weapon Augment system in FFX, in which weapons could be given additional effects (Such as inflicting statuses like blind, elemental damage, or other effects during or after battle).
  • Random Effect Spell: His LD Ability, Status Reels, inflicts a framed debuff of the same name on the enemy, from its initial infliction and after every enemy turn it can randomly change its effect to give a decent debuff to all stats, lock out an enemy's ability to gain BRV similar to Setzer's Freeze debuff, or outright paralyze them (even to enemies immune to generic paralysis). The only constant is a significant boost to BRV Damage received, similar to Jack's LD effect.
  • Team Dad: He steps into the role in the absence of all the other Team Dads after the Party Scattering, trying his best to support the Onion Knight, who despite his young age is their (new, unbeknownst to Wakka) leader. Coincidentally, he also mentions his son Vidina for the first time here, showing that he got his memories back of events up to near the end of X-2.
  • Temporary Blindness: His first ability, Dark Attack, inflicts blind, as a reference to his default Skill in his original game.

    Lulu 

Lulu

https://static.tvtropes.org/pmwiki/pub/images/dffoo_lulu.png
A black mage and one of Yuna's guardians. Alongside Wakka, she has looked after Yuna since their childhood, and Yuna looks up to her as a dear older sister. She is a thoroughly experienced guardian, having previously served another summoner. Despite her chilling demeanor, she is a warm and caring individual.
Voiced by: Rio Natsuki

Recruited in her event, "A New Journey." First found wandering in the woods by Celes, Lenna, and Lilisette, Lulu was summoned by Materia and determined to find Yuna and her allies. After explaining to them that she is searching for a summoner, they guide her back to the group's airship, where she runs into Wakka and reunites with Yuna and the others.

Lulu is primarily a fire magic attacker. Her first ability, Stinger Mog, is a 5 hit BRV magic attack that ignores enemy defense and lowers fire resistance. Her second ability, Fire Moomba, is a 3 hit BRV+HP attack. Almost all of her abilities grant her the Doll Master buff, which increases her damage output. Her EX ability is Firaga Fury, a 3 hit BRV+HP attack executed thrice with HP damage split equally among all enemies. It also grants her the "Alluring Mage" buff, which increases her Max BRV and bestows Fire Enchant to the whole party.
15: Stinger Mog
35: Fire Moomba
EX: Firaga Fury
LD: Double Flare Fury
  • Improbable Weapon User: Uses the unique weapon type, for her dolls. It's even commented on by Shantotto, who compares her to the royal puppeteer in her world.
  • Marionette Master: As usual, Lulu uses dolls as her weapon and a focus for her spells, which is exemplified by her buff, Doll Master. She later has a scene with Aphmau about how their puppets compare to each other, and both are perplexed by the robotics behind Cait Sith's inner workings.
  • Playing with Fire: As mentioned, Lulu specializes in this. She can do fire magic damage and lower enemy resistance to fire, and once awakened she is capable of enchanting her party members to do fire damage with their attacks. With the release of her LD Ability, Lulu's Doll Master buff allows her to enchant the Fire element onto everything, even other attacks that were already elemental to begin with.
  • Possession Implies Mastery: Lulu is a powerful mage who uses magical dolls, but she admits to Shantotto and Papalymo she has no idea how any of her magic or how her dolls actually work. While she enjoys thinking about the mechanics of her magic, she is just thankful she has the ability to use magic so that she can be Yuna's Guardian.
  • Spam Attack: Firaga Fury and Double Flare Fury are based on Lulu's Fury Overdrive attack, that allows the player to rotate the control stick in FFX in order to spam casts of Lulu's spells.
  • Sympathy for the Devil: Lulu knows what it's like for Caius to lose someone he is supposed to be Guardian to, having been through it herself with her previous summoner.

    Auron 

Auron

https://static.tvtropes.org/pmwiki/pub/images/dffoo_auron.png
Alternate Skin
A swordsman renowned as a "legendary guardian" who traveled with High Summoner Braska. Joining Tidus and the others on their journey to defeat Sin, he entrusts them with the wishes his past self could not fulfill. His calm and collected demeanor belies the passion he held in his younger days.
Voiced by: Hideo Ishikawa

Recruited in the "Legendary Guardian" event. Auron had been tailing the party for quite some time before he shows himself to them, mostly in order to see if everyone is fighting well enough and to see if the rest of the FFX cast is guarding Yuna adequately.

Auron is a physical attacker and debuffer, thrashing enemies with Banishing Blade and Purgatory while also inflicting his unique non-framed debuff, Melee Resist Down. His EX ability, Dragon Fang, allows him to deal split BRV+HP followed by full BRV+HP damage across all targets and delay them for one turn while also inflicting his rare debuff. His LD ability grants him and his party a buff that reduces their BRV damage taken, increases their defense, gives them HP regen and lets him cover other party members and follow up with a counter attack, as well as inflicting the Full Break debuff on all enemies which increases the melee BRV and HP damage they take and reduces all BRV and HP damage they deal.

15: Banishing Blade
35: Purgatory
EX: Dragon Fang
LD: Tornado
FR: Waves of Treachery (with Gabranth)
BT: Legendary Journey
  • A Day in the Limelight: Act 3, Chapter 4's first part is all about Jecht, Auron, and their pilgrimage with Braska and how both men still carry regrets from those events and come to terms with them.
  • BFS: His main weapons are katanas, but like other katana users he is able to wield any greatsword in the game.
  • Combination Attack:
    • For his Burst Finisher; Braska casts Hastega on both Jecht and Auron, allowing the two to attack the enemy furiously before Auron lands the final blow.
    • While his Burst Effect is active each time Auron either attacks or counters three times he gets an additional use of his Changed HP Attack, Soar, which allows him to attack in tandem with Jecht's Meteor Shot and Braska using Valefor's Energy Ray.
  • Commonality Connection: With his Force Partner, Gabranth. Auron acts as Yuna's Guardian, just like Gabranth acts as Larsa's Guardian (Vayne's younger brother). In addition, in both the end of FFX and FFXII after the Final Boss is defeated both Auron and Gabranth happily die at peace knowing that those they chose to protect will be safe and that they feel like they have completed their missions.
  • Counter-Attack: His LD buff gives him the ability to protect other party members from single target attacks and counter all attacks that hit him with a AoE BRV+HP split damage attack that ignores enemy defense and heals him up to 35% of his maximum HP based on the damage done by the attack. His Burst buff further emphasizes this by keeping track of the number of normal attacks and counters he uses with it active, with every 3 attacks granting him an use of a special HP+ attack called Soar that deals multiple full AoE BRV+HP attacks to all enemies and debuffs them with all of his normal debuffs.
  • Damage-Increasing Debuff: Was one of the first units introduced into DFFOO to be able to imperil a damage-type, in Auron's case being melee imperil. This is imperative to increasing his Force Effect, as one of the prerequisites to increase it is to attack for weakness-damage. However, due to the fact Auron's imperil was introduced so early in the game's run it is unframed, and therefore runs the risk of being pushed off by framed debuffs.
  • Easily Forgiven: When Auron reveals he's actually been following the party for awhile to keep tabs on Yuna, but not actually help her yet, he gets chewed out by Firion ... until Auron lays on the compliments about how incredibly strong Yuna's traveling companions are, and Firion immediately lets it slide and accepts Auron wholeheartedly.
  • Hellfire: Has traces of this in his second ability, Purgatory. Has a chance to inflict Melee Resist Down, a standard non-framed debuff only he can inflict which can ensure almost nothing can resist Auron's damage.
  • Living Legend: Auron gets introduced as the Legendary Guardian of Spira, heavily touted by Yuna, Tidus, and Wakka. Indeed, when he starts to get called out for merely watching everyone fight instead of joining them at first, he is quickly forgiven in part because he is considered such a legend in his homeworld. Ironically enough, Auron heavily goes against such a notion of regarding people as "legends" as per tradition.
  • Mighty Glacier: Until an enemy is debuffed, Auron's base speed is quite low but he hits hard, especially with his unique non-framed debuff, Melee Resist Down, which has multiple applications for various physical attackers' damage output. However, when he's awakened with his new passives, along with both his crystal lv. 50 passive and his 35CP passive, Auron can become a borderline Lightning Bruiser whenever an enemy is debuffed. On that end, Auron also has naturally high base Attack (5/5) with above average Max BRV (4/5).
  • Molotov Cocktail: Like in his original game, Tornado has him first create a tornado that deals damage to the enemy and then follow it up by throwing his sake jug into it, setting it on fire.
  • Mysterious Watcher: Invoked but not shown with Auron, who says he's been following Yuna and her party for awhile to see how far they've grown, but the player doesn't actually see him until he's introduced to the party for the first time via his Character Event.
  • "Not So Different" Remark:
    • He says this to Caius, in that they're both guardians who lost nearly everything they care about and that he can relate, but Caius says they're Not So Similar because Sin was at the center of Auron's cycle, whereas Yeul is at the center of his. Even so, Auron says that they can't let their sympathy for Caius prevent them from stopping him achieve his goals of letting chaos flood the world.
    • Also with Krile of all people. After he needs time on his own to deal with the possibility of coming face to face with his own regrets in the Zanarkand Ruins, Krile follows him and gets him to open up about his feelings. Auron reveals that he still feels angry about the Senseless Sacrifice that Braska and Jecht made, but Krile assures him that they just passed on their legacy to him so he can save the world in their stead, just like Galuf did for her.
  • Sink or Swim Mentor: Shadowed the group through the Capta Est tower, without actually aiding them until quite a ways in. Even then, he hangs back to let Yuna and Tidus (and everyone else) deal with a boss fight so he can see how good they are.
  • Sphere of Destruction: Several of them seen in the HP damage portion of his first ability, Banishing Blade.
  • Survivor's Guilt: In spades; Auron blames himself for Jecht and Braska's demise, even moreso in that he remained as an Unsent afterwards. Actually being able to speak directly with Jecht and Braska again only relieves is guilt a little.
  • Time Skip: His second costume, although it works in the reverse direction as Cor's. Instead of appearing older, Auron's alternate outfit has him appear as he did in his youthful prime when he originally journeyed with Jecht and Braska.
  • Walking the Earth: Auron chooses to go with Jecht instead of joining the rest of the party on the airship in their attempt of Putting the Band Back Together.
  • Younger Than They Look: As usual, the 35 year-old Auron behaves and is treated as a wise old veteran by everyone else... except for Galuf, who is 25 years his senior and points out that he's got no place acting like an old geezer. Even moreso if Auron is in his alternate costume, which has him take on his 25 year-old appearance.

    Kimahri Ronso 

Kimahri Ronso

https://static.tvtropes.org/pmwiki/pub/images/dffoo_kimahri1_2.png
A youth of the robust Ronso tribe and guardian of Yuna. Learns and uses monster abilities. Earnestly protects his summoner and holds her wishes in the highest regard. Stoic and of few words, a deep connection exists between his broken horn and the home he abandoned.
Voiced by: Katsumi Chō

Recruited in the "Unbreakable Pride" event. The party comes across Kimahri as he's searching for someone, but as he doesn't talk to them they have a hard time figuring out who he might be looking for - or indeed if he is even friend or foe. Later, he does speak when Jecht and Auron catch up to the party, surprised to see them, and he gets added to the ranks.

Kimahri is a ranged damage dealer who uses copied monster abilities via his Ronso Rage. Lancet is a ranged BRV + HP attack that restores health, which becomes Lancet & Thrust Kick while under the effects of Ronso Trait, adding a second BRV + HP attack. Mighty Guard grants the party HP Reduction, becoming Mighty Guard & Bad Breath under the effects of Ronso Trait, adding an AoE BRV + HP attack that inflicts a special debuff on the enemy. His EX Ability is Nova, which does a three-hit AoE BRV attack before doing 100% damage on the entire enemy party.
15: Lancet (Lancet & Thrust Kick with Ronso Rage)
35: Mighty Guard (Mighty Guard & Bad Breath with Ronso Rage)
EX: Nova
LD: White Wind
  • Barrier Warrior: Is able to cast Mighty Guard on the party, which grants a 20% HP Damage Reduction shield as well as battery the party's Brave.
  • Blinded by the Light: At 2 out of 3 upgrades, his EX attack, Nova, creates a concentrated explosion of light that inflicts the unique debuff Total Blindness which causes a 100% miss chance on the enemy's next attack (compare this to normal Blind from characters like Wakka or Vaan, that only inflicts a 50% miss chance). His EX upgrade extends the duration of Total Blindness to two turns, making it even more useful.
  • Boring, but Practical: The Thrust Kick add-on that follows Lancet has no additional effects other than being an extra BRV + HP Attack.
  • Breath Weapon: Kimahri gets the series' iconic Bad Breath ability as part of his second skill, combined with Mighty Guard when his Ronso Traits buff is active.
  • Jack of All Trades: Fitting for a Blue Mage, by copying the abilities of his enemies Kimahri can do a little bit of everything. He can heal a little, battery a bit, reduce HP Damage the party takes, grant a unique debuff in Bad Breath that reduces stats and poisons, and can even guarantee a miss via Total Blindness with his EX. However, because there is no one thing Kimahri excels in one is typically forced to create a team around him to make sure all important bases are covered.
  • Life Drain: Lancet attacks an enemy, converting a percentage of the damage dealt into a health regen. With his Halberd passive, Kimahri can share this health drain with the rest of the party.
  • Power Copying: With the exception of Lancet, all of Kimahri's abilities are based on his Ronso Rage which consists of abilities stolen from the enemies of Spira. Thrust Kick is learned from the YKT-model of Machina, Bad Breath from Malboro, Mighty Guard from Behemoths, White Wind from Dark Flan, and Nova from Omega Weapon/Nemesis.
  • The Quiet One: As usual. Kimahri stands out for it though as perhaps the quietest of the entire player party, not even uttering a word during his first event cutscene. It leads Deuce to wonder if he might even speak a different language. He does talk more once reunited with people he knows, though, and has as many lines in battle as everyone else does.
  • The Unsmile: Tidus tries to get him to practice it again and Fujin agrees with Kimahri that it's difficult to practice that.

    Paine 

Paine

https://static.tvtropes.org/pmwiki/pub/images/dffoo_paine.png
A fellow sphere hunter who accompanies Yuna in the Gullwings after the summoner had concluded her previous journey. Reticent when it comes to talking about herself, she does not take kindly to people poking into her past, but does care for her comrades.
Voiced by: Megumi Toyoguchi
Originally introduced in Final Fantasy X-2

Recruited in Act 2, Chapter 4 by Materia, who charges her to go find Yuna and support her in battle - despite the fact that Yuna has no memories of her, which upsets Paine. Materia tries to keep her from revealing who she is to Yuna, but when Paine finds her she says she is Yuna's friend. Saddened by Yuna's inability to remember and irritated by the whole situation, Paine joins the party despite that to help them against Seymour and to recover the crystal core of light's brilliance and, in turn, Yuna's lost memories.

Paine is primarily an offensive debuffer, granting herself the Dressphere buff with both of her abilities that increase a different stat with each stack, until it enhances all of her stats. Her first ability, Break Attack, is a 2 hit attack that lowers the enemy's Initial BRV, Max BRV, Attack, Defense, and Speed. Her second ability, Black Sky, is a 6 hit group BRV attack and single target HP attack. Her EX Ability, Dancing Sword, calls upon the powers of her ultimate Dressphere Full Throttle for a 6 hit group BRV+HP attack that does extra damage to enemies debuffed with Status Break. With 5 stacks of Dressphere active, it turns into Dancing Sword+, and grants Paine the buff Wing Arts, which changes her standard BRV attack to Triple Cut, buffs the party, and enhances her HP attack.
15: Break Attack
35: Black Sky
EX: Dancing Sword
LD: Wild Throttle
FR: Dark Shroud (with Dark Knight Cecil)
BT: Gullwing Rush
  • Ace Pilot: As a Brick Joke to Paine's desire to pilot the Celsius in X-2, she gets the chance to take the pilot's seat here, and is confused at the party's lack of a captain (especially when Yuna says everyone is the captain).
  • Angels Pose: Convinces Yuna to do this with her when facing off against a planesgorger, complete with YRP's Pre Ass Kicking One Liner, despite the fact that they're missing Rikku.
  • Birds of a Feather: With Squall, pointed out by Zell. Both Squall and Paine try to deny this (Squall internally, and Paine out loud) but Squall realizes they really are similar and keeps his mouth shut about it. This is a bit of a Mythology Gag, since Paine was partially based off of Squall.
  • Character Catchphrase: "You wanna get hurt?"
  • Commonality Connection: With her Force Partner, (Dark Knight) Cecil. In addition to both having access to Dark Knight abilities, both used to be part of units based on the color red; Cecil the Red Wings and Paine the Crimson Squad. Both were also punished from said groups just for doing their duty; Cecil demoted as captain after questioning their motives, Paine being tried for execution because they accidentally saw Vegnagun. Both also were betrayed by their friends due to mind control; Cecil by Kain, and Paine by Nooj and later Baralai. Even temperament-wise, both start out very moody before learning to open up to their friends (although Cecil becomes far more warm and welcoming by the end of his adventure than Paine does).
  • Composite Character:
    • Similar to the Final Fantasy V crew, Paine's abilities are from several different Dresspheres to illustrate how players could switch classes on the fly in Final Fantasy X-2. Break Attack is based on the various Break abilities of the Warrior Dressphere (Paine's default class), Black Sky comes from the Dark Knight Dressphere, and Dancing Sword comes from Paine's Ultimate Dressphere Full Throttle. Wild Throttle is based on but not directly taken from the 'Throttle' commands from her Ultimate Dressphere, and Dark Shroud sees her using the FFX-2 version of Dark Knight's Darkness along with (Dark Knight) Cecil.
    • Paine's Burst Attack, Gullwing Rush, has her quickly change between the Gunner Dressphere, followed up with the Thief Dressphere, before landing the finishing blow back in the Warrior Dressphere. The special effects of her Burst Effect include two additional references to her Full Throttle Ultimate Dressphere; she inflicts Mute Wing on enemies which is an attack from her Dextral Wing, while her allies get Pumice Feather which is a buff cast from her Sinistral Wing.
  • Death from Above: Black Sky assaults her enemies with meteorites from the sky.
  • Extra Turn: After her Burst, the party gains a special stacking buff called Pumice Feather. Additional stacks are gained when allies to her right (including herself) attack the enemy, and at three stacks that ally gains an instant/free turn (after which stacks are reduced back to one).
  • Got Volunteered: On the volunteering side; during her Intersecting Wills she offers for Yuna to sing for everyone for their talent show, since Yuna proved to be such a fantastic singer during X-2. This wasn't done to be malicious, Paine wanted Yuna's father to be able to watch her sing and knew Yuna wouldn't have had the nerve to do it otherwise without the push.
  • Mechanically Unusual Fighter:
    • Paine is one of the most intimidating characters to play because the potency of her effects are all based on her position in the party once she received her LD Overhead, Full Throttle. When placed on the far left, units to the right of her applying buffs will increase her party aura potency, increasing BRV Damage, BRV stealing, and BRV gains. While on the far right, allies to her left applying debuffs will increase her enemy aura potency, decreasing BRV Damage and gains and well as HP Damage dealt, as well as increasing HP Damage received coupled with a BRV Posion. Positioning Paine in the center will give her a mix of both effects at reduced potencies.
    • Her Burst Effect also changes based on her position in the party; allies receive a stacking buff called Pumice Feather that increases when allies to the right take an action, at three stacks it grants that ally a free/instant turn. She will also inflict a unique HP Silence on the enemy called Mute Wing, and allies to the left of her will increase the duration of the debuff when they attack an enemy. In addition, the more allies Paine has to her left will increase the strength of an HP Poison effect on the enemy. Regardless of her position; left, right, or center, Paine will always count herself as being a right-ally and left-ally simultaneously.
  • Mythology Gag:
    • During Mog's Intersecting Wills she points out how Mog (VI) looks like someone in a costume; in Final Fantasy X-2 the Mascot Dressphere put Yuna in a Moogle costume, so Paine is speaking from experience.
    • Her Burst Finisher has Paine quickly change between the Gunner Dressphere, into the Thief Dressphere, ending with the Warrior Dressphere; these are the default jobs for Yuna, Rikku, and Paine herself in the proper 'YRP' order.
  • Not So Above It All: In a really dramatic moment where Ignis, Prompto, and Noctis are declaring to Seymour that even if Noctis dies, his friends can tell stories of Noct to keep hope alive... she pipes in that they can also talk about how Noctis never ate his vegetables. Noctis even has to tell her that this isn't the time for that.
  • The Paralyzer: After her Burst, enemies are inflicted with a unique HP Silence debuff called Mute Wing; any time an ally to the left of Paine (including herself) attacks the enemy it increases the duration of Mute Wing by another turn. For turn-hoggers, this can result in an absolutely ridiculous duration for the debuff effectively stopping the enemy in their tracks (unless they have some sort of cleanse effect).
  • Storm of Blades: Her EX ability, Sword Dance, conjures them.
  • Sugar-and-Ice Personality:
    • She starts off pretty icy when she meets the party, acting pretty standoffish and aloof especially when they ask her about her relationship to Yuna. She brushes them off by saying she doesn't like people asking questions about her past (even if one of the people questioning her is involved in it), but it is all mostly a reaction to her frustration about the situation and anger at Materia, since one of her best friends can't even recognize her.
    • She spends most of her Intersecting Wills chapter telling the other party members that she is taking up her old job as sphere recorder mostly because she insists it's just an important job, and the doesn't like helping people even though it comes up several times throughout the chapter and she just gets dragged into more things. However, she reveals later on that Yuna has rubbed off on her; she likes helping, and she wants to capture the important moments between friends in this world in her book, especially the ones between Yuna and Braska where they can't be together again when they go home.
  • Support Party Member: Her LD turns her into an unique variant where her party position determines the strength of her buff and debuff effects in a reference to how her Ultimate Dressphere worked in her original game: if she's positioned in the middle slot, both her buff and debuff effects max out at 5 stacks, granting the party up to +30% BRV damage increase, up to +20% BRV battery increase, up to 25% more BRV gained from BRV damage inflicted, +20% to both types of overflow and 10% mBRV battery after every HP dump while simultaneously debuffing the enemy's BRV battery gains and BRV damage by up to -25%, reducing the HP damage they deal by up to -20%, inflicting them with BRV poison by up to 50% of her iBRV and increasing the HP damage they take by up to +25%. On the other hand, if she's placed in the first party slot, her debuff effect maximum stacks are doubled to 10, doubling those respective stats while losing the buff effects completely, while if she's in the third party slot, the buff value maximum stacks are doubled to 10 with those respective stats being doubled, with the debuff effects being lost entirely. The effect is also unique in that it requires other party members to increase the previously mentioned stacks instead of her being the one to increase them with her own actions: the buff stacks go up by 1 for every 2 buffs granted by the character(s) on Paine's right, while the debuff stacks go up by 1 for every 2 debuffs inflicted by the character(s) on Paine's left. Her Burst buff further expands on this, granting her and the party members to the right of her a stack of buff when one of them attacks that grants them an instant turn when it reaches 3 stacks while consuming those stacks as well as making it so that her and party members to the left of her inflict a debuff that prevents the enemy from using HP attacks that's extended by a turn when one of them attacks. It also deals strong HP poison damage to all enemies every party or enemy turn, with its strength being determined by the number of party members on her left.
  • Transformation Is a Free Action: Played with in some of her attacks as a reference to how quickly the party could swap jobs on the fly in FFX-2. For her Force Attack, drawing her sword from the vortex is very similar to elements of changing to and from the Dark Knight Dressphere in her game. During her Burst she opens with Camera Abuse when changing to the Gunner Dressphere just as it did in X-2, although her final transformation back into Warrior evokes her Full Throttle Ultimate Dressphere transformation, instead.

    Braska 

Braska

https://static.tvtropes.org/pmwiki/pub/images/c1_25.png
Yuna's father, who defeated Sin ten years earlier and brought about the Calm. Hailed as a hero, the fourth high summoner in Spira's history to defeat Sin. A compassionate and mild-mannered man of resolute character who would never forget to smile during his arduous journey—his way of life left a lasting impact on his daughter.
Voiced by: Takuma Suzuki
Introduced in Act 3, Chapter 8. When the party comes across a recreated Besaid Island, they are at a loss as to who might have summoned it here, since Yuna is pretty confident it wasn't her and Auron and Jecht aren't with them anymore and don't have a strong connection to Besaid in the first place. After wandering through the island, they eventually reunite with Braska himself, who had been lost and confused earlier after a meeting with Enna Kros.
Braska is a fire elemental magic damage dealer with healing and BRV restoration. He is focused around recharging his EX ability for increased damage as well as charging the Force gauge for his party.
15: Curaga
35: Ultima
EX: Ultimate Jecht Shot
LD: Jecht Bomber
FR: Mixture Power (with Amidatelion)
BT: Final Jecht Shot
  • Beam Spam: With his Burst buff up, Jecht follows up his attacks with Jecht Beam.
  • Big Damn Heroes: Braska reveals himself just in time to rescue Yuna after Seymour summons monsters from Torsions to attack the party. He didn't even know who she was until Auron and Jecht introduce him to his adult daughter.
  • Combat Medic: He is capable of dealing decent damage on top of providing strong healing and BRV battery to the party.
  • Freudian Trio: He is the Ego to Jecht's Id and Auron's Superego. Particularly in Act 3 Chapter 8, he is always checking on the other two to see how they're doing or to encourage them.
  • Gameplay and Story Segregation: Even though Braska's EX and LD utilize Final Aeon Jecht, there is nothing stopping Braska from sharing a party with Jecht as well (unlike, say, Yda and Lyse or Dark Knight and Paladin Cecil being exclusive to one another).
  • Hope Bringer: Even Seymour notes this when the two finally meet. By virtue of defeating Sin and bringing on the Calm, he qualifies.
  • Limit Break: His LD buff gives him the Overdrive gauge from his original game that gains a stack when he gets a turn and when it maxes out at 5 stacks, his EX gauge is instantly filled and his EX and LD ability are powered up when they're next used and doing so will reset the gauge back to 0, although the unused ability will still remain as the stronger version until used.
  • Nice Guy: Amidatelion says as much when comparing him to Yuna's similarly kind and caring personality.
  • Playing with Fire: His EX and LD attacks are fire-elemental in nature, due to the fact Jecht also uses Fire in his attacks. His LD buff can make all of his attacks Fire-elemental as well, and his Burst buff enchants the entire party with the fire element.
  • So Proud of You: He gets the chance to tell Yuna this shortly after they reunite and he learns that her efforts brought about the Eternal Calm, and that he is proud of the woman she has become.
  • Summon Magic: As the High Summoner, he is naturally all about using this. His summons are limited to Jecht in his Final Aeon form, as well as Valefor during his FR attack (and Ifrit in Garnet's FR attack as her partner).
  • Supernaturally Young Parent: Downplayed, but Braska is the same age he was when he died twelve years ago, which means he probably isn't even thirty yet, while Yuna is nineteen (her age in X-2). Braska is the first character who was a Posthumous Character in their original game to get added to the cast of Opera Omnia. Both Jecht and Braska tease Auron for being an old man now.
  • You Remind Me of X: Braska tells Yuna that she is the spitting image of her mother now.

    Seymour Guado 

Seymour Guado

https://static.tvtropes.org/pmwiki/pub/images/dffoo_seymour.png
Alternate Skin
The influential leader of the Guado and one of the four Maesters of Yevon. He holds a catastrophic belief that death is a release from the pain of existence and tries to use Yuna to fulfill that ambition.
Voiced by: Jun'ichi Suwabe

Recruited in his event ("The Spirit of Salvation"), and holds the distinction of being the first recruitable villain character. Seymour is first encountered as an enemy in Chapter 4, pretending he is still the kindly Maester Yuna knows, taking advantage of her loss of memory. However, his true machinations come to light and Yuna has to fight him all over again.

Seymour is a magical attacker and debuffer, using his abilities Chainspell, a series of 2 hit BRV+HP attacks that's repeated for a second time if the enemy has 80% or less HP remaining and Lance of Atrophy, a 4 hit BRV+HP attack that lowers enemies' Max BRV, attack, and defense which is followed up by Chainspell if the enemy has 80% or less HP remaining, both of which also inflict extra damage on debuffed targets. His EX ability, Requiem, deals area of effect magical damage and divides the HP damage equally between all targets, while also granting Seymour a unique framed buff known as Seymour's Repose that increases his Max BRV, Attack, and overflow limit.
15: Chainspell
35: Lance of Atrophy
EX: Requiem
LD: Cross Cleave (preceded by Dispel and followed by Total Annihilation)
FR: Dark Obsessions (with Kadaj)
BT: Oblivion
  • Aloof Ally: After Seymour is begrudgingly recruited into the party, he makes it clear he is not actually joining their band of adventurers, neither is he stopping his plan of killing everyone in this world, he is only allowing himself to be summoned for the occasional fight. The rest of the party is fine with that, since they find Seymour far too distasteful to actually travel with them anyway.
  • Auto-Revive: Seymour has this nasty ability when fought as a boss of automatically reviving himself the first time he is defeated. Then The Gloves Come Off and Seymour will usually summon a pair of high-level Manikins to assist him, along with starting to use his best attack, Requiem. Also, unlike most other challenges the entire fight (first fight and the revived fight) all count as a single round, so if you restart the round you restart from the very beginning.
  • Butt-Monkey: Starts having this complex after High Summoner Braska returns from the dead to be reuinited with his old friends and his daughter, Yuna. Seymour is at a loss why good things seem to only happen for other people and not himself, his only conclusion being that 'Spira doesn't favor him'.
  • Cassandra Truth: In his Intersecting Wills, Seymour lures Yuna, Rydia, Relm, Iroha, and Ursula into a trap with the promise that he spotted Braska in this world (though even Seymour himself admits it may have been a delusion). None of them are surprised when it turns out to be a trap and denounces him for lying, but it turns out Braska really was summoned to the world.
  • The Computer Is a Cheating Bastard: Seymour in Chapter 5. He frequently attacks twice in a row (with a technique that is already a double attack) and he automatically casts Dispelga any time you try to use a buff. That's before he summons Manikins for backup.
  • Death Seeker: The party learns that not only does Seymour want everyone else to experience death, but he does for himself as well. It's what he thinks true respite is, and should be the purpose of the World of Respite where they all are now. However, due to the rules of the crystal cores, he cannot self terminate.
  • Evil Cannot Comprehend Good:
    • Seymour drops in on Rydia to ask how she can possibly travel with Cecil when he killed her mother. When Rydia answers that she chose to forgive him and move on, Seymour can't comprehend it and decides that it's another reason he should keep planning to kill everyone.
    • As he genuinely believes Death is the greatest gift someone can attain, he has a mental breakdown when High Summoner Braska returns to the land of the living and everyone reacts with joy. The very thought that Braska's friends and family would be happy to see him alive and not dead and at peace fills Seymour with utter confusion.
  • Evolving Attack: All of Seymour's attacks gain additional followups when the targetted enemy has low enough HP: at 80%, Chainspell has cast again for a total of four HP dumps, Lance Of Atrophy is followed by a single Chainspell and when fully realized, Requiem is followed up by Lance Of Atrophy, and if the enemy has 50% or less HP remaining, it's further followed up by a single Chainspell. His LD ability and buff focus more on this: the buff changes its name if there's an enemy under 50% HP remaining in the battle and enables a new followup Total Annihilation, bringing the total number of HP dumps he deals with all of his skills to Spam Attack level.
  • Flunky Boss: He loves this trope. Whenever he's fought in the story, he always has Manikins with him.
  • Foil:
    • To Tidus gameplay-wise. While Tidus involves fast-covering physical damage in long-lasting fights with a solid focus on SPD with decent Initial BRV + Max BRV, Seymour deals long-lasting magic damage with high base Attack and Max BRV on the 5/5 end. Both of them are also debuffers with their second abilities paralleling each other (2-hit BRV+HP Attacks that inflict 3 standard potency debuffs at once. But while Tidus has a Speed Down in his set of debuffs, Seymour opts for Max BRV Down instead).
    • As a character, he is this to Rydia. Rydia's mother, the avatar of the Mist Dragon summon, was murdered by Cecil, yet Rydia chose to forgive Cecil and not allow herself to be consumed with hatred. Seymour's mother killed herself to become the Aeon Anima, but Seymour losing her caused him to go insane with grief and resentment.
  • Gathering Steam: Seymour's damage output starts off average, and only gets much stronger when the enemy's HP is below 80% and 50%. An excellent strategy is to tag him out for a friend unit who can dish out lots of damage to soften up the enemy, then tag Seymour back in to let him strike with full force without wasting his ability uses.
  • Gone Horribly Right: During the Interlude at the end of Act 3, after defeating the Cloud of Darkness the powers of both Light and Darkness in the World of Respite have weakened to the point where the world is dying around them. Xande even points out that at this point it would only be a matter of time before true death would return to the world, just what Seymour wanted ... only for Seymour to realize something is very wrong and this doesn't feel like what he wanted.
  • Having a Blast: His EX ability which was originally a boss ability that was a mere AoE BRV magic attack, but becomes a 3-hit magic BRV+HP Attack with a unique quote like all EX abilities.
  • Hope Crusher: Seymour is offended by people who find a reason to live despite having experienced sorrow and will say or do anything in his power to try and tear them down into his own nihilistic worldview.
  • Kicking Ass In All His Finery: Seymour gets his outfit from his wedding with Yuna as his alternate costume.
  • Kick Them While They Are Down:
    • Seymour's abilities inflict imperiled/weakness damage on any debuffed targets regardless of which debuffs they have on them.
    • The lower an enemy's HP gets, the more follow-up attacks his abilities will do. At 50% or less enemy health, Seymour's EX attacks cycles through all of his abilities one after the other.
  • Light Is Not Good: Like all the other villains, Seymour bears the "light" just like the protagonists. He also uses the white crystal color.
  • Memory Wipe Exploitation: Seymour's modus operandi in this game is to manipulate the heroes by taking advantage of their lack of memories, either by lying his way into Yuna's friendship when he's first introduced or by making Yuna doubt the reasons why she went on her second journey to dishearten her and crush her will.
  • "Not So Different" Remark:
    • Invoked yet defied, Seymour attempts to find common ground with Rydia by way of the fact Cecil killed her mother, the summoner of the Mist Dragon, in relation to the fact his own mother committed suicide for the good of Spira, becoming the Aeon Anima. However, when Rydia says she's already forgiven Cecil for the murder of her mother, Seymour recoils stating that the two actually have nothing in common, him having no desire to forgive the people of Spira for his mother's death.
    • Played straight in Act 4, Chapter 4, Part 2 where after having a tumultuous relationship with Sephiroth bringing Kadaj into their scheme (since it further detracts from them becoming gods), he realizes he and Kadaj are both shaped by the love they share for their mothers. Voicing this to Kadaj the latter lashes out thinking Seymour is just making fun of him, but Seymour assures him there was a time where he would have been just as obsessive as him when it came to the love for his mother.
  • One-Winged Angel: Defied. After being given a fragment of silt by Eald'narche, Seymour considers absorbing its power to regain his lost transformation. Instead, he chooses to use it to force Jecht to become the Final Aeon in a bid to kill everyone in the World of Respite.
  • Pet the Dog: After realizing both Kadaj and himself share a deep love for their mothers, he shares an uncharacteristically soft moment with his fellow villain by telling him how unlikely it was Sephiroth and Weiss would be willing to give him what he wants, and that Kadaj should live for himself. Kadaj repeats the sentiment later when he finally returns to the heroes, since it’s just as likely Sephiroth doesn't plan on keeping his word about sharing godhood with Seymour.
  • Pragmatic Villainy: Seymour rescues Eiko from monsters but dismisses her thanks, saying that if she died now it would make everyone else too upset to play into his omnicidal schemes later.
  • Resurrected for a Job: Thanks to the unique circumstances of death and undeath in his world, Seymour deduces that he is not actually an Unsent here - Spiritus actually revived him (and everyone else who died in their own worlds) for the purposes the gods intended. When he tells Kuja this, he also makes sure to tell him that when the gods are done with them and they're sent home, they will likely go back to being dead. Kuja doesn't take this well.
  • Spam Attack: The less health enemies have, the more attacks Seymour layers on each of his turns. With his LD, Seymour uses Dispel, Cross Cleave, Chainspell, Lance of Atrophy, and Total Annihilation all with the press of a single button.
  • Status-Buff Dispel: Before using his LD, Cross Cleave, Seymour casts Dispel on all enemies to remove their buffs.
  • Summon Magic: Seymour summons his Final Aeon, Anima, for two of his attacks.
    • His Force attack summons Anima to use the Agony attack while Kadaj hacks away at the enemy during the summoning.
    • His Burst attack summons Anima to use her Overdrive, Oblivion.
  • This Is a Drill: Lance of Atrophy has Seymour levitate his staff, spinning it like a drill, before sending it spiraling into an enemy as a projectile.
  • Token Evil Teammate: When Seymour joins the party, it is clear he has not changed his ambitions to rain down mass genocide on the world. The only reason he agrees to be called in for the occasional battle is because he distrusts Mog and wants the opportunity to try and discern the moogle's motives firsthand. The rest of the party is appropriately horrified at the prospect of fighting alongside Seymour as well, especially Yuna.
  • Villain Respect: Seymour's respect for Braska seems to be genuine when he discusses it with Yuna and the others. Rydia and Relm ask him for more details and he says that with Braska bringing the Calm, it ended Seymour's exile on Baaj and allowed him to work on becoming one of the world's leaders.
  • Villain Team-Up:
    • Approaches the Emperor and proposes an alliance with him in Act 2, Chapter 4, and while the two do not trust each other the Emperor is willing to allow him to use Pandemonium as his base while Seymour tries to crush the party's will through his lies and manipulation. It results in Seymour betraying him later, possibly to help the party, though his true motives are still unclear.
    • He tries it again with Ardyn later, but Ardyn denies him.
    • Seymour loves this trope, apparently. Despite their wildly different viewpoints (Death Seeker vs Mortality Phobia, respectively) Seymour teams up with Xande because Xande is fine with his goals as long as it leaves him the only person left alive. This time, it works and neither of them betray each other, and they succeed in increasing the world's instability by creating wild Torsions.
    • Once his alliance with Xande has run its course, Seymour decides to work with Sephiroth instead. Sephiroth claims they will recreate the world together with the power of the Gods, although its blatantly obvious he does not hold Seymour in very high regard (constantly saying "I" instead of "we", with Seymour calling him out on it).
  • Villainous Rescue: He comes across Eiko when she's alone and rescues her from monsters, passing it off as I Was Just Passing Through and that he needed her alive for now.

    Jecht 

Jecht

https://static.tvtropes.org/pmwiki/pub/images/dffoo_jecht.png
Alternate Skin
Tidus's father, a renowned blitzball player. After ending up in Spira ten years earlier, he would travel with Yuna's father, the summoner Braska, as his guardian. Though it's his truculence that stands out, deep down he has a good heart, and he worries for his son he left behind.
Voiced by: Masuo Amada

Recruited in Chapter 11. Summoned by Spiritus, Jecht stubbornly refuses to join the party at first, even though it's the first time Tidus remembers meeting him since he was a child, citing that his son is still a crybaby and he only wants to join once he's strong enough. He does later end up joining after the party helps him fight off Exdeath.

Jecht is a physical attacker, dealing high damage to enemies with Beast Rush and Jecht Slash; both those abilities gain extra benefits if he happens to reach past 30% of his Max BRV amount when he uses them. His EX Ability is Meteor Shot, an overflowing melee BRV+HP Attack that deals 50% HP splash damage and also buffs Jecht up with Ulimate Resolve (a Max BRV Up + BRV Regen); BRV breaking a target with the ability also cancels out Jecht's action delay to grant him a free turn (discounting friend support and summon turns).
15: Beast Rush
35: Jecht Slash
EX: Meteor Shot
LD: Triumphant Grasp
BT: Blitz King
  • A Day in the Limelight: Act 3, Chapter 4's first part is all about Jecht, Auron, and their pilgrimage with Braska and how both men still carry regrets from those events and come to terms with them.
  • Big Damn Heroes: In Chapter 11, Jecht pulls one of these to save the group from Exdeath, combined with a You Shall Not Pass!. Tidus tries to stay behind to fight alongside him, but Jecht tells Layle to use his gravity powers to drag him away.
  • Death from Above: Yet another character with a Meteor-based EX, in this case Meteor Shot.
  • Evolving Attack: His two abilities turn into + versions when he's over 30% of his current Max BRV amount when he uses them (Beast Rush has an HP attack portion at the end while Jecht Slash repeats itself another time).
  • Flanderization: Not so much his own behavior as the framing of it. In FFX, Jecht is shown as a severely flawed parent who changed due to his journey. However, the party almost universally acts like Jecht is a good, responsible, if misunderstood father and Tidus just can't see it and is ungrateful because at least Jecht isn't dead—including Good Parents like Sazh and Galuf, who never treat their own children that way. This is somewhat alleviated by Wakka later Calling the Old Man Out on Tidus' behalf.note 
  • Forced Transformation: In Act 3, Seymour uses a fragment of silt he got from Eald'narche to force Jecht to transform into the Final Aeon once again, hoping that his transformation would bring Sin into the World of Respite and kill everything. Fortunately, the heroes are able to beat Jecht and turn him back to normal.
  • My Greatest Failure: Jecht states that he has no regrets about becoming the Final Aeon and paving the way for the next generation to save Spira. His only regret is that he took Yuna's father away from her.
  • Parents as People: He's still a jerk to Tidus. Some of the other party members realize that this is a well-intended, if infurating, effort to protect him. Wakka convinces him to stop being an aloof Jerkass by saying how much it hurts as an orphan to see a kid estranged from a parent who's still alive. Later on his relationship with Tidus massively improves.
  • Playing with Fire: Jecht Slash does fire elemental damage.
  • Status Buff: One of the few unique examples in that Jecht is able to buff himself with both a standard non-framed physical attack up and a normal attack up buff, which can stack with each other; most characters can only buff themselves up with one or the other.
  • Superpowered Evil Side: Jecht's Final Aeon form is treated as this for him which is why he chooses to keep his distance from the party. He doesn't want to lose control and harm them.
    • He also gets a human-sized version of it as his alternate costume.
  • Sword and Fist: Jecht punches/kicks enemies sometimes in addition to using his BFS.
  • Walking the Earth: Even after the Party Scattering at the end of Act 2, when Jecht reunites with the party he chooses not to continue traveling with them out of fear that he will lose control of his Final Aeon form and harm them. Auron chooses to go with him.

Introduced in Final Fantasy XI

    Shantotto 

Shantotto

https://static.tvtropes.org/pmwiki/pub/images/dffoo_shantotto.png
Alternate Skin 1
Alternate Skin 2
A Tarutaru doctor and former minister of the Windurst Orastery who possesses extraordinary talent in black magic. With a superiority complex and a short fuse, she is known as the "last woman you'd want to run into" for the irrational demands she has made to countless travelers. While shunned by most, she is considered a hero in her homeland.

Recruited at the end of Chapter 6. When Shantotto first meets the group, it is because she had been tailing them for a while and decided to expose herself to find out what their true intentions are. She resists joining them at first in an attempt to get the full picture, knowing that there are things about this world she still needs to discover.

When she's finally satisfied, she does join, and is a powerful magic attacker with her Spirit Magic: Aero and Spirit Magic: Bio, which become more powerful versions when she takes damage. Her EX Ability, Divine Malison, does massive magical damage to a single enemy, all while inflicting a unique framed debuff that imperils them to four elements at once.
15: Spirit Magic: Aero (turns to Rage: Aero when under Rage)
35: Spirit Magic: Bio (turns to Rage: Bio when under Rage)
EX: Divine Malison (turns to Rage: Divine Malison when under Rage)
LD: Salvation Scythe
FR: Magia Duo (with Ultimecia)
Burst: Vidohunir
  • Aloof Ally: During her reveal chapter she is wary of joining the group, and even temporarily joins forces with the enemy before finally allying herself with the hero party. She did this to discern what Mog was refusing to tell the group about their inner "Light".
  • Arson Murder And Jay Walking: When Shantotto seems to show interest in obtaining the divine power Warrior of Light and Garland hold, they ask other adventurers from her world if she can be trusted. They ask Prishe and Aphmau for more detail on her, and they reveal Shantotto's done a number of things of questionable morality, like making a play for magical artifacts when Windurst was in turmoil, making an assassination attempt on someone who held an office she wanted, meddling with Mnejing's mechanisms, and what seems to make Aphmau the most upset: she wouldn't share her sweets! Even when Aphmau explained she'd never tried them before!
  • Attack Its Weak Point: Shantotto exploits this. With her EX ability, Divine Malison, she is capable of making enemies weak to all eight elements, even if she herself is not capable of utilizing them all (she can only use Wind, Darkness, and Holy).
  • Awesomeness by Analysis: Aside from playing Mog and the villains like a fiddle to find out what the former is hiding, at one point she picks a fight with Kefka just to see what happens to the ambient magic from their battle. Thanks to this, she confirms that (possessed) Mog is draining their power, though it was initially discovered by Kain earlier.
  • Birds of a Feather: Shantotto and Ultimecia are both dangerous and destructive magic users whose very power could be a threat to their respective worlds. Both are also very haughty and arrogant, turning the rare moments when they do interact into a snark fest. On top of that, both have attempted to take over the world with their magic and needing someone to stop them, Ultimecia in a Stable Time Loop future, and Shantotto in an Alternate Universe of Vana'diel.
  • Blow You Away: Spirit Magic: Aero and Rage Aero are powerful Wind-based spells.
  • Cannot Tell a Joke: In Celes' Lost Chapter, some of the others tell her that because they are comrades, they can all joke around and have fun together. In response, Shantotto tries to make a joke about experimenting on Terra and Celes, but it falls hilariously flat thanks to her usual demeaning dialogue.
  • Casting a Shadow: In addition to being toxic, the Bio spell is of the Dark element.
  • Continuity Nod: While the two do have similarities, Ultimecia is likely Shantotto's force partner due to their interactions attempting to one up each other with insults during Dissidia NT.
  • Damage-Increasing Debuff: Divine Malison inflicts a debuff on enemies of the same name that imperils them to all eight elements.
  • Draw Aggro: Her Devil's Laugh ability allows her to draw aggro when she uses her magic abilities, forcing her enemies to attack her and trigger her Rage.
  • Easily Forgiven: She turns against the party and is even the boss of her own Intersecting Wills chapter when she seeks the Warrior of Light's power ordained to him by Materia. After she is defeated and her experiment fails, her actions to gather power did help bring more light to the world, so the positive outcome helped the party to forgive her even if that wasn't really her intention. Fusoya does point out earlier in the chapter that they'd much rather have Shantotto as an ally than an enemy if they can help it.
  • The Gloves Come Off: Should she take damage or have low health, Shantotto will stop playing around and resort to using the more powerful Rage versions of her spells.
  • Hair-Trigger Temper: Does not like getting attacked in combat, and will cast spells in a Rage if she suffers damage.
  • Innocently Insensitive: Attempts to make a joke in Celes' Lost Chapter about experimenting on Celes and Terra, Celes who was made into a Magitek Knight and Terra who was enslaved by the Empire and tested on against her will. Obviously, the joke falls quite flat.
  • Light 'em Up: Her EX ability Divine Malison is a Holy-based Limit Break, though it imperils the target to all other elements as well.
  • Light Is Not Good: Is the one to reveal that the "Light" Mog keeps going on about is just the ability to control Torsions, and is not exclusive to the hero party.
  • Literal Split Personality: Casually mentioned as a side-effect of forcing oneself into other dimensions, not that it stops her from planning on stealing Warrior of Light's godhood to try anyway. She even casually namedrops the 'good' and 'evil' versions of herself from an Alternate Universe, Belle and Domina, to show she really knows what she's talking about.
  • Mook Maker: As of her Intersecting Wills chapter, Shantotto has discovered how to make her own Manikins, and does so in spades in order to collect enough light to steal Warrior of Light's godly powers. By the end of the chapter she's made manikins of WoL, Garland, Jergan, Xande, Lightning, Layle, and Onion Knight. However, it turns out while the manikins are able to copy the original's power, it cannot copy their intelligence meaning the party is able to overwhelm them if they focus on taking them out one-by-one.
  • Noblewoman's Laugh: Her staple laugh.
  • Poisonous Person: Dark Magic: Bio and Rage Bio have a chance of poisoning the enemy.
  • Screw This, I'm Outta Here: In Act 4, she decides this is her goal again just like in the other Dissidia games. When she learns that the Warrior of Light and Garland achieved godlike powers, she asks them politely to give it to her so she can use it to tear a hole through dimensions and go home. When they decline, she tries to take it by force.
  • Sinister Scythe: Her LD ability has her create a massive scythe made out of darkness to attack all enemies on the field, inflicting them with a unique debuff that paralyzes and reduces their defense to nothing.
  • The Smart Guy: Even in a group as large as there is, Shantotto stands out as the most shrewd and clever of the bunch. She was the first one to find Mog's claims of saving the world to be dubious, and was the one to reveal that the so-called "light" of the group is just the ability to open and close Torsions, something both ally and enemy can possess.
  • Sticks to the Back: As a bit of a Mythology Gag to her home game, Shantotto is one of very few characters who does not have a battle stance - instead, she simply stands straight as she casts her spells with her staff on her back, just like magic users in FFXI.
  • Time Stands Still: Ultimecia offers to assist in Shantotto's Force Attack whether she wants it or not by stopping time so she can sneak a magical attack in during Shantotto's magical combo. Just like with Ultimecia's Burst, this also stops any background music as well momentarily.
  • Unwanted Assistance: During her Force Attack she makes it clear she does not think she needs Ultimecia's assistance. Ulti simply chastises Shantotto for being so arrogant and makes an opening for herself using her time powers in spite of the Tarutaru's claims.
  • Well-Intentioned Extremist: For her Intersecting Wills she decides that Warrior of Light's method of restoring the light thus far by saving the flowers and frogs of the world is too slow for her to allow to continue. As part of an 'experiment' she decides she's going to take that (or Garland's, she's not picky) divine power for herself, and with it she would tear a hole between dimensions so she can return to Vana'diel and restore the light all in one move. The others admit this "might" work, but was far too dangerous to even attempt, plus Warrior of Light points out he doesn't even think he could pass the powers to anyone else even if he agreed with her. That doesn't stop her from trying to take the powers by force anyway ... only to realize the powers don't seem to work the way she thinks they do. Fellow deity Enna Kros points out the powers only grant requests if enough of the party focuses on one thing strong enough, and no one was willing to focus on what Shantotto wanted (enacting her plan or giving her the powers). Thing is, while it seems Shantotto acquiesces in reality she just decides if she can't force her allies into wishing for what she wants, maybe she can trick the villains into doing so instead.

    Prishe 

Prishe

https://static.tvtropes.org/pmwiki/pub/images/dffoo_prishe.png
Alternate Skin
An impatient yet strong-minded woman who doesn't try to hide her true nature. While she is the leader of the Tavnazian Safehold's patrol, she was once feared and referred to as "that detestable child." Deeply linked to the Emptiness, she sets out on a journey to uncover the truth.
Voiced by: Aya Hirano

Recruited in the "That Detestable Child" event. When she first finds the party, they are taken aback by her boundless energy and almost single-minded desire to eat food, and everyone is eager to add her to their ranks.

Prishe specializes in physical attack combos, striking single targets with One Ilm Punch and multiple targets with Spinning Attack, both of which turn into her abilities Howling Fist and Backhand Blow, respectively. Her EX ability, Nullifying Dropkick, is a potent single target multi-hit attack that ignores enemy defense and grants her up to 200% BRV overflow.
15: One Ilm Punch (turns to Howling Fist)
35: Spinning Attack (turns to Backhand Blow)
EX: Nullifying Dropkick
LD: Auroral Uppercut
BT: Dawn
  • Armor-Piercing Attack: Her Howling Fist: Transfixion and Nullifying Dropkick both ignore defense.
  • Big Eater: She expressed her wish to eat a behemoth at some point. Later, Noctis joins her in this sentiment and she immediately takes a liking to him.
  • Combos: Her abilities are all meant to replicate this, with One Ilm Punch turning into Howling Fist and Spinning Attack turning into Backhand Blow after use. However, her LD follows the trope definition best. When she uses her LD she starts off with the Asuran Fists Monk weapon skill before using Auroral Uppercut.
  • Elemental Powers: Depending on what ability she uses beforehand, Howling Fist and Backhand Blow can become fire, wind, or holy elemental.
  • Fantastic Measurement System: Her first base ability is named based on the measurement system in her original game, resulting in it being called One Ilm Punch instead of the more common name One Inch Punch.
  • Genki Girl: One of the most energetic in the party, only stopping when she's out of fuel.
  • Religious Bruiser: Yda is surprised to learn Prishe is so devout when they find her in prayer. Prishe says it's because she spent so much time raised in a monastery, which leads Agrias to mention Princess Ovelia and Alma's similar circumstances.
  • Ripple-Effect-Proof Memory: Prishe is one of the few to remember the Warrior of Light in Act 3 right from the beginning, and she regains her memories of the other Dissidia games as well - when Shantotto, Lightning, and Snow do not.
  • Spam Attack: A gimmick of Prishe's. Spamming abilities in rotations rapidly increases both her turn count and her overall BRV damage the more she gets going.
    • Her LD Ability's buff adds an extra BRV hit to every BRV attack she does, with every HP dump counting as a seperate attack, giving her some serious damage potential. Her BT effect extends this effect to the entire party, and it stacks with Prishe's own LD buff!
  • Spin Attack: The aptly named area of effect Spinning Attack.
  • Stuff Blowing Up: Backhand Blow causes an explosion when she strikes.
  • Telepathy: Prishe can read minds, which frightens Mog when she joins the party.
  • Walking Swimsuit Scene: Her alternate costume puts her in a swimsuit wearable by players in XI.

    Lion 

Lion

https://static.tvtropes.org/pmwiki/pub/images/dffoo_lion.png
An itinerant agent on a mission to suss out Vana'diel's prevailing winds. Lion joined forces with adventurers in a desperate struggle to prevent the return of the Shadow Lord, instigator of the Crystal War. She dreams of traveling the world with her companions should they ever succeed in bringing peace to the realm.
Voiced by: Yukiyo Fujii

Recruited in the "A Caring Adventurer" event. Lion is already searching for a party to join when the group finds her, so she eagerly joins up since she loves traveling with other adventurers.

Lion is a debuffer, capable of attacking foes with Sneak Attack and lowering defenses with Powder Keg. Her EX Ability, Walk the Plank, deals overflowing-AoE melee BRV damage that ends in split HP damage across all targets, but can also dispel buffs from all enemy targets and recovers one use of Sneak Attack per use up to its maximum value. If her turn comes right after either herself or an ally, then the skill turns into Walk the Plank: Light, where it triggers its BRV+HP Attack damage twice in a row.
15: Sneak Attack
35: Powder Keg
EX: Walk the Plank (becomes Walk the Plank: Light)
LD: Pirate Pummel
  • Acceptable Breaks from Canon: Using her EX Ability immediately after her own or an ally's turn causes it to skill chain into Walk The Plant (Light), which is of the Holy Element. In her home game of Final Fantasy XI though, the Light Skillchain was of the Holy (Light), Fire, Lightning, and Wind elements simultaneously.
  • A Day in the Limelight: Act 2 Chapter 6, which she shares with Lyse, and whenever the Zilart brothers are involved.
  • Always Accurate Attack: Both of Lion's abilities are a guaranteed hit in spite of SPD, but only when the enemy isn't targeting her.
  • Animal Theme Naming: Squall Leonhart takes notice of her name when he meets her.
  • Arch-Enemy: Lion absolutely despises the Zilart brothers, Kam'lanaut and Eald'narche, and will waste no time hurling insults at them and question whatever it is they're planning.
  • Balance Buff: A notable rework comes her way during Aphmau's event in the JP version, where not only do both her skills turn into BRV+HP Attacks with more hits, but the use of her reworked Sneak Slash Extend now turns both her skills into enhanced versions for once use.
  • Back Stab: All of her skills can pull this off via increased imperil damage to any enemies not targeting her, though her first skill being Sneak Attack takes the most cake. Post-rework, it eventually becomes an overflowing BRV+HP Attack like the rest, while also enhancing both Sneak Slash itself and Powder Keg into "Hide" versions for one use. Sneak Slash Extend "Hide" in particular, has a higher overflow limit and increased potency. This also extends to her Lv. 65 Additional Ability, Sneak Thrust.
  • Combination Attack: If Lion uses her EX Ability Walk the Plank after an ally's turn (even her own) it combos to create a Skillchain just like in her home game causing Light, an extra Holy magic BRV+HP Attack.
  • It's the Journey That Counts: Lion has this philosophy and teaches it to the others, encouraging everyone to enjoy their time traveling together.
  • Laser Blade: Her EX ability, Walk the Plank.
  • Leaning on the Fourth Wall: Lion explains that she's searching for a party with other adventurers, which is what most players of FFXI were stuck doing all the time.
  • Light 'em Up: When her EX Ability is used after an ally turn it will turn into Walk the Plant (Light), which is her normal EX Attack followed by an additional Holy-element Magic BRV+HP attack.
  • Stuff Blowing Up:
    • Powder Keg, which also deals with a Defense Down debuff.
    • Pirate Pummel ends with Lion doing a backflip and tossing a bomb at the enemy.
  • Walking the Earth: Lion bonds over her love of this with Layle and Bartz.
  • Victory Through Intimidation: Presumably her LD Buff 'Bully'; in FFXI it gives a Thief a chance at intimidating the enemy, in Lion's case it leaves the enemy open for her follow-up attack after every action she takes. It also allows Lion to perform the Hide versions of her skills, even if the enemy is targeting her.

    Lilisette 

Lilisette

https://static.tvtropes.org/pmwiki/pub/images/dffoo_lilisette.png
Alternate Skin
The star dancer of Troupe Mayakov, which took the realm by storm during the Great Crystal War. Popularly known as the "Moonshade Butterfly," little is actually known about her. In reality, she is a traveler from the future come to change the past, and with the adventurers would fight for two different timelines.
Voiced by: Emiri Katou

Recruited in Chapter 11. Lilisette finds the party in the Dimensions' Labyrinth, saying that she was already recruited by the goddess Materia to find and help them.

Lilisette specializes in buffing herself and dealing area of effect damage with Whirling Edge, and Sensual Dance, which lowers enemies' attack, magic, and inflicts Sap while granting massive BRV to the party. Her EX ability is Rousing Samba & Dancer's Fury, in which she dances first to provide BRV to the party and grant the Rousing Samba buff (raises Lilisette's Max BRV, the party's critical hit rate and overflow limit) and then strikes her foes with a 3 hit melee BRV+HP attack.
15: Whirling Edge
35: Sensual Dance
EX: Rousing Samba & Dancer's Fury
LD: Vivifying Waltz & Rudra's Storm
FR: Butterfly Steps (with Penelo)
  • Acceptable Breaks from Canon: Lilisette is able to Dual Wield, but since she just doubles the DFFOO weapon she has equipped, that means Lilisette is able to use two Terpsichores (the Dancer Mythic weapon) or two Twashtars (the Dagger Empyrean weapon). Normally in FFXI these weapons are Rare/EX, meaning a character can only own one of them, so under normal circumstances it would be impossible for Lilisette to use two of them at once.
  • Brutal Honesty: Delivers a pretty rough Armor-Piercing Response to Ashe when she is talking about her kingdom of Dalmasca.
    Ashe: Several different kingdoms have ruled Rabanastre, uniquely blending together various histories and cultures.
    Lilisette: Hmm, in other words... it has a habit of being invaded?
    Ashe: ...You are not wrong. Two years prior, the Archadian Empire did just that...
  • Combat Medic: The Vivifying Waltz half of her LD is a power party heal, a utility she was sorely lacking as a support character upon its release.
  • Dance Battler: As a dancer who can Dual Wield knives, she dances along for all of her abilities and is paired with fellow dancer, Penelo, for her Force ability.
  • Disappeared Dad: She admits to Tidus that her father died, so she's envious that he has his and tries to help him repair his relationship with Jecht.
  • Dual Wielding: As a Dancer, she dual wields daggers.
  • Genre Savvy: Back when the party thought certain members may be from different parts of the timeline, Lilisette was more familiar in treading lightly in giving spoilers that could effect history. This harkens back to her own experience traveling through time in Wings of the Goddess.
  • Jumped at the Call: She more or less pushes her way into the party once she finds them, eagerly heeding Materia's words about closing the Torsions and avoiding questions about herself.
  • Magic Dance: Rousing Samba grants Lilisette a buff to her critical hit chance, Max Brave, and Brave overflow when using AoE attacks.
  • Mr. Exposition: She, along with Serah, gives an explanation to Alisaie that the latter may be from a different time period than her friends.
    • Averted when the party tries to ask her about Kam'lanaut and she knows nothing about them because she wasn't involved in that Story Arc in XI.note 
  • Spin Attack: Whirling Edge (which is literally a synonym for spinning attack).
  • Status Effects: Her Sensual Dance loads all enemies with a whopping three debuffs; Attack down, magic attack down, and sap, while her Whirling Edge inflicts speed down. During her debut, this gave her a serious edge in battle. With her LD, she also inflicts another debuff on the enemy that increases the HP damage they take by 20% and saps 20% of the enemy's maximum BRV at the start of their turn and grants it to each party member.
  • Support Party Member: Rousing Samba and Vivifying Waltz offer great party auras, while Sensual Dance is fantastic for debuffing the enemy and building the Force Gauge. Add to that her LD provides a strong heal, and Lilisette makes up for her lack of firepower with her support capabilities ... this is very true of the Dancer job in general in her game.
  • Tornado Move: The Rudra's Storm part of her LD is based on the Empyrean Dagger Weapon Skill from FFXI.

    Aphmau 

Aphmau

https://static.tvtropes.org/pmwiki/pub/images/image4_6.png
Royal puppeteer to Empress Nashmeira of Aht Urhgan, she treats her automatons Mnejing and Ovjang as fast friends. Her naïveté and purity are marked by a boundless curiosity.
Voiced by: Haruka Tomatsu

Recruited in her event, "Royal Puppeteer." She first discovers the party while they're fighting some monsters and initially mistakes the Onion Knight for one of her automatons. After meeting the party, they explain to her that she's in a different world, which scares her at first since she needs to get home for her duties. Shortly after, though, she realizes that might be a little harder than she thought and resolves to enjoy her time in a new world with new experiences and people, free from courtly life.

Aphmau is a support unit, able to buff herself and the party's offensive capabilities. Her first ability, Shield Subverter, is a BRV+HP attack that grants her Mnejing's Tactics (raises defense and debuff evasion rate with BRV damage reduction), which also enhances her BRV attack into BRV Attack+(Fine-Tuning), which spreads the effects to the rest of the party. Her second ability is Sixth Element, a 6 hit BRV+HP attack that grants her Ovjang's Tactics (a Max BRV, attack, and speed buff) and turns her HP attack into HP Attack+(Optimization), which adds in an extra hit, extends buffs, and spreads Ovjang's Tactics to the rest of the party.
15: Shield Subverter
35: Sixth Element
EX: Activate & Imperial Authority
LD: Victory Smite
  • Acceptable Breaks from Canon:
    • In FFXI "Shield Subverter" is Mnejing's unique Weapon Skill and "Sixth Element" is Ovjang's unique Weapon Skill; however in Opera Omnia Aphmau is able to use them on her own whether or not her Automatons are summoned.
    • For her LD Ability she makes a three Weapon Skill Skillchain with her Automatons, however all three use Weapon Skills they don't normally use in FFXI. Aphmau's only natural Weapon Skill is Imperial Authority, and cannot use Victory Smite, Mnejing cannot normally use String Shreddernote , and Ovjang cannot use Magic Mortarnote . However, the Weapon Skills are all useable by player-controlled Puppetmasters, Valoredge Automatons, and Stormwaker Automatons in general.
  • Adaptational Badass: She had no combat abilities in her original game (outside of her Alter Egos), but in this game, she serves as a representative of the player's use of the Puppeteer Job.
  • Blue Blood: Penelo is able to guess that she is nobility thanks to her clothing, though she isn't aware that Aphmau is actually the Empress.
  • Combination Attack:
    • After using her EX ability, "Activate & Imperial Authority," Ovjang and Mnejing appear alongside her and augment her standard BRV and HP attacks with their own.
    • While her LD is referred to as just "Victory Smite", that is actually only Aphmau's contribution to the attack. In reality her LD Skill begins with Mnejing using String Shredder with Ovjang following with Magic Mortar to create the Fusion Skillchain, finished up with Aphmau using Victory Smite to trigger a Light Skillchain.
  • Difficult, but Awesome: Aphmau takes up to 4 framed party buff slots, which can often affect her compatibility with other characters with their own framed buffs, and said buffs tend to have rather short durations, requiring a bit of micromanagement on the player's part, but when properly played, Aphmau offers incredibly loaded support and utility for herself and her party.
  • Extra Turn:
    • While she has Ovjang and Mnejing at her side, her HP and BRV Attacks become boosted free turn abilities that allow Aphmau to immediately act again.
    • Tactical Switch triggered by her LD is a buff that allows a selected ally to immediately move after her own turn.
  • Marionette Master: The Royal Puppeteer of Aht Urhgan, though she can't find her automatons Ovjang and Mnejing in this world, and finds the party initially because she is searching for them. She uses their buffs in battle, and she can actually summon them physically with her EX ability. Aphmau tells the party that they have a will of their own, which Vivi takes interest in and muses that they must have souls.
  • Jack of All Trades: Aphmau with the assistance of her offensive Automaton Mnejing and her defensive Automaton Ovjang can do a lot for any given party; she can buff attack, boost defenses, make the party immune to most debuffs, heal the party, have BRV battery options, and provide some turn manipuation, just to name just of a few of her boons.
  • Kicking Ass in All Her Finery: Thinks she is being inconspicuous having donned a disguise to hide the fact she is actually royalty. However, Penelo and the others almost immediately guess she is nobility due to the fact the outfit she is wearing is still quite opulent.
  • King Incognito: Aphmau was off with her automatons when she got pulled into a Torsion, donning her usual disguise. She doesn't tell the party that she is really the Empress Nashmeira.
  • People Puppets: Invoked in many of her buffs to the party; abilities like Fine-Tuning, Optimization, and Tactical Switch are all Puppetmaster moves that should only effect their automatons, however Aphmau is able to use them to strengthen her allies.
  • Replacement Goldfish: Ramza says that Aphmau is the same age as and reminds him of his sister Alma. Cater subsequently teases him about being a Big Brother Mentor to Aphmau and protective of her.
  • Sheltered Aristocrat: Aphmau comes off as this to the party - she went off exploring and caught the attention of monsters, causing them to scold her for her carelessness and naivety. She quickly apologizes, and Setzer admits he was once like her.
  • Weak, but Skilled: Aphmau is unique in that she has a lot of framed buffs, four for herself and three to four on her allies (as Tactical Switch can only be on a single ally at a time) and can effectively do a little bit of everything, but many of her attacks don't actually do that much damage on their own, especially without her Automatons.

    Arciela V Adoulin 

Arciela V Adoulin

https://static.tvtropes.org/pmwiki/pub/images/arcielaa0cd4fc_6.png
Alternate Skin
The eldest daughter of the Order of Adoulin, one of the Twelve Orders in the Sacred City of Adoulin. She is the princess of the nation. Her mysterious power to harmonize with the forest has resulted in her never being harmed by its creatures. She is sometimes ridiculed as a witch because of this, but adventurers are touched by her kindness.
Voiced by: Saori Hayami

Recruited in her event, "Swordmaiden." The party finds themselves in a forest but as they're walking through it, Rem goes into a coughing fit that persists through Yuna and Aerith's healing magic. While they're worrying over what to do, Arciela arrives and suggests a medicine made from moss native to the forest. Despite having some familiar elements to the wilderness of Ulbulka in her world, Arciela is confused by the fact that she cannot sense the forest spirits. After Lion and the others explain the circumstances to her, Arciela joins up with the party.

Arciela is a capable support unit who covers a lot of roles, able to Status-Buff Dispel enemies, provide strong auras to allies, healing, a rare HP Attack Silence, and BRV recovery, with her Burst buff granting the party scaling extra HP damage on each HP dump depending on the number of buffs the enemy has. Her initial two abilities change her standard HP attack to Harmonic Displacement or Darkest Hour, which allow her to restore BRV or deal more damage to debuffed targets, respectively. Her "Heirloom" buff from her EX ability also stacks with her other buffs, allowing her party to realize their maximum offensive potential.
15: Ascension & Expunge Magic
35: Descension & Sight Unseen
EX: Naakual's Vengeance
LD: Unceasing Dread
FR: Happy☆Cooking (with Quina)
BT: Dignified Awe
  • Birds of a Feather: She is Leonora's FR partner due to their shared ability to use both white and black magic and for their similar personalities. She also gets along well with Alisaie, a fellow Red Mage from Final Fantasy XIV.
  • Call-Back: Arciela's weapons are Rings of Powers as a nod to the fact her expansion, Seekers of Adoulin, offer one of twelve powerful rings as a reward for completion. However, with the exception of her c15 and c35 rings, the rest of her arsenal are also offered as rewards for completing the other FFXI expansions; the Tamas Ring is a reward for finishing Chains of Promathia (Prishe's expansion), the Balrahn's Ring is a reward for Treasures of Aht Urhgan (Aphmau's expansion), the Zodiac Ring is from Wings of the Goddess (Lilisette's expansion), and the Adoulin Ring is one of the twelve rings offered as a reward from Arciela's own expansion.
  • Commonality Connection: A bit surface level, but with her Force Partner Quina Quen, both love delicious food (although Arciela's tastes tend to lean towards being a Sweet Tooth). One could also argue both use enemy abilities, Quina by being a Blue Mage, and in FFXI Naakual's Vengeance actually summons a Naakual (a guardian of the Adoulin region) to deliver a devastating attack, although this part of Arciela's ability is not reflected in DFFOO.
  • Damage-Increasing Debuff:
    • Her LD Debuff Capacity Break in addition to stopping all enemy Brave Gains, also increases HP Damage Taken by 20%, although only for Arciela and for no one else in the party. If Arciela is used as an LD Call, the Capacity Break will be attuned to the player who called her, instead.
    • Her Burst Effect has a unique debuff aura that adds an additional 2% of "True Damage" of damage dealt per every debuff on the enemy. This caps out as an extra 16% of true damage if the enemy has eight debuffs.
  • Dance Battler: She is fond of acrobatic flips and kicks for each of her abilities.
  • Kamehame Hadoken: Unceasing Dread after some Waif-Fu build-up has her doing the classic pose in order to blast the enemy with green energy. She also uses the same attack without the dancing start as part of Leonora's Force Attack.
  • Nature Hero: Her connection to the forest and nature is highlighted in her character event when she finds moss to soothe Rem's coughs, and she notes that it is an ability that people tend to fear her for.
  • Ornamental Weapon: Arciela has a dagger as part of her character model but it is not her main weapon - she only unsheathes it as an occasional focus for her spells and as part of her victory pose.
  • Ring of Power: Arciela's weapons are rings and all considered part of the Unique weapon type. This is a Call-Back to the fact one of the final rewards for completing the Seekers of Adoulin expansion is the choice between twelve royal rings offering powerful endgame effects.
  • The Paralyzer: Descension inflicts HP Attack Disable on the enemy, causing any turn where the enemy would plan on using an HP Damaging attack to be skipped as if they were stunned. She is the second character to get this particular debuff after Kefka (as opposed to later characters who get a unique variation of the buff).
  • Prim and Proper Bun: Her alternate costume sees her with her hair done up in buns on either side of her head, almost like a royal Odango Hair. This is how she looked at the beginning of her adventure when she was still unsure of herself prior to Letting Her Hair Down once she gains her confidence.
  • Shut Up, Hannibal!: She does this against Nabaat after she's had enough of her insults against Leonora. Impressively, Nabaat even decides to fall back after that.
  • Sweet Tooth: Is very fond of sugary sweets, and is quick to be distracted when Prishe insists they take a dessert break. Comes into play with her Force Attack in which she assists Supreme Chef Quina in making some sort of delicious chocolate and cream dessert topped with raspberries, which prompts a delighted look of serenity on Arciela's face after one bite.
  • Runic Magic: In order to allow Arciela's rings to stand out more, each one in addition to a glow also projects a small rune or symbol on the back of her hand. Her LD Weapon, the Adoulin Ring, shows the crest for the Sacred City of Adoulin (Arciela's home), while her Burst Weapon, the Zodiac Ring, displays the sigil of the Federation of Windurst (the city Shantotto is from).
  • Waif-Fu: While many of her abilities have her attacking at a range with magic, her enhanced HP attack Darkest Hour has her hitting her enemy multiple times up close, striking them with multiple punches and kicks.
  • What the Hell, Hero?: Lion recognizes Arciela's homeland from news that they have been recruiting adventurers to expand Adoulin into the surrounding wilds to create more living space for its people. Upon hearing this, Barret goes off on Arciela for destroying nature selfishly, which affects her deeply. She explains that she has a close connection to the wilds, making her reluctant at times, and Ashe defends her by stating that rulers must always look to the well-being of their people, and finding a balance for both's sake can be quite difficult.

    Iroha 

Iroha

https://static.tvtropes.org/pmwiki/pub/images/iroha447c9ab.png
A woman of Hingan descent from Vana'diel's future. To prevent the world's demise, she fights to reach the Reckoning, prepared to give her life to fulfill her mission. Her lustrous black hair is her pride and joy.
Voiced by: Inori Minase

Summoned in Act 3, Chapter 3 by the will of the crystal. After Materia tells her of the situation in this world, she sends Iroha to meet Noel, since he is someone coming from the future in a similar situation as her. As Noel is separated from everyone else, the two decide to travel together until they come across Caius, who recently regained his powers as Chaos Bahamut. Not wishing to see master and disciple clash with each other, Iroha drags Noel into a Torsion that leads to a recreation of Iroha's Reisenjima shrine, where they hope to find more people they know.

Iroha is a supportive attacker and a healer, capable of buffing the party with a unique status that helps them retain their BRV even after using HP attacks.
15: Amatsu: Choun
35: Amatsu: Fuga (becomes Amatsu: Fuga [Fusion] with the "Sekkanoki" buff)
EX: Amatsu: Kyōkasuigetsu
LD: Rise From Ashes
FR: Kinen no Isshi (with Noel)
BT: Eternal Rhapsodies
  • A Day in the Limelight: Iroha's Intersecting Wills features Iroha using her cleansing powers to close dangerous new torsions and has her lead the charge against another assault from the Cloud of Darkness.
  • Amnesiac Hero: Her loss of memory is the focus of Act 3, Chapter 3's second part. Throughout the chapter, she meets all of Vana'Diel's other leading heroines in order, getting memories of her adventure with her beloved master back piece by piece. In a twist, she's in a completely opposite situation from the memories she lost in Final Fantasy XIV's crossover event where she appeared, wherein she remembered everything about her adventures except for her master.
  • Birds of a Feather: Because of her similar background to Noel, they become allies and as a result he becomes her partner for her FR Attack, Kinen no Isshi.
  • Bow and Sword in Accord: Amatsu: Choun has her pulling out a flaming bow to attack, fitting in with the trope's symbolism of a dedicated, heroic character.
  • Combat Medic: Iroha is a capable attacker and healer.
  • Commonality Connection: Invoked and discussed. Materia specifically sends Iroha to meet Noel since they both come from a Bad Future, sent back in time to prevent the end of the world. The two of them relate to the struggles of this. Furthermore, they are both the students in a master-disciple pair, though her relationship with her master is much better than Noel's with his.
  • Cutting Off the Branches: When she gets her memories back, Iroha says that she was summoned to this world directly after stopping the Emptiness in her world and getting sent back to her own time. This contradicts the FFXIV crossover event, where she was sent to Eorzea after stopping the Emptiness instead.
  • Evolving Attack: With her Sekkanoki buff, Amatsu: Fuga gets the Fusion Skillchain added onto the end of it.
  • Heroic Second Wind: Iroha pulls this off against the Cloud of Darkness in her Intersecting Wills chapter, rallying the rest of her team to get back up and keep fighting in the process.
  • Juxtaposed Halves Shot: The cover art for Act 3, Chapter 3 has her juxtaposed to Caius, with Chaos Bahamut vs Phoenix imagery and Eald'narche and Kam'lanaut thrown in for good measure.
  • Meditation Power Up: While it's not called as such, Iroha's c65 ability charging her EX Gauge by 50% is a reference to the Samurai ability "Meditate", which quickly charges a player's Tactical Points in order to use Weapon Skills faster.
  • Naginatas Are Feminine: While Iroha represents the Samurai class of FFXI, her weapon of choice is a spear as opposed to the typical Great Katana (with it turning into a bow during Amatsu: Choun).
  • Playing with Fire: Most of her abilities have fire imagery from Phoenix's flames, but she is actually a Non-Elemental magic damage dealer.
  • Power Dyes Your Hair: Like in XI, Iroha's hair turns red to show her drawing on Phoenix's power for certain abilities.
  • Reduced Mana Cost: Iroha's unique brand of support is to reduce the current BRV consumed by her and her allies when they use an HP attack, increasing the damage ceiling for multiple HP dumps, and reducing the likelihood of getting broken.
  • Sole Survivor: She mentions this in her initial appearance but goes into more detail about it during her Intersecting Wills. All her friends and allies died fighting the Cloud of Darkness as it destroyed the world, leaving her the only survivor left to go back in time to try to prevent that from happening.
  • Spam Attack:
    • Iroha has the unique ability to use her EX ability a second time immediately after using it the first time on her next turn, giving her great damage potential to go with her support. To balance it out, her EX gauge charges very slowly, although her Additional Ability fills her EX gauge by 50% to help offset this. Her lv90 rework takes this even further by letting her start the battle with a full EX gauge and greatly increasing its charge rate, letting her spam her EX multiple times back to back thanks to her Additional Ability filling it back to full after the EX has been used once, with further reworks making base version of her EX instant and letting her use it twice in a row back to back.
    • Her EX animation, in general, invokes this, in a nod to the Samurai class of FFXI and their ability to quickly use Weapon Skills; Iroha spams four different Weapon Skills back-to-back to cause a Fragmentation into Light into a Radiance Ultimate Skillchain.
    • Her Burst buff adds an extra HP dump that scales off her maximum HP damage cap after each party member's attack and gains power based on her Burst buff stacks.

    Selh'teus 

Selh'teus

https://static.tvtropes.org/pmwiki/pub/images/c1_118.png
An enigmatic youth appearing before adventurers in Vana'diel and pursued by Jeuno's ducal researchers, his true identity is that of a member of the lost Kuluu civilization. Although he used adventurers as a means to his end of preventing the world's destruction, Prishe inspired him to join the fight to achieve his goals.
Voiced by: Kōki Uchiyama

Recruited in Act 4, Chapter 5, Part 1 of the main story. After Materia and Spiritus are sealed away into the crystals, Selh'teus appears in the world as a third crystal pillar between the light and dark crystals. Immediately causing a disturbance from his presence alone, several characters seek him out for their own ends or to ensure he doesn't fall into the wrong hands. Selh'teus himself is only interested in protecting Vana'diel again, though comes to realize that by helping the party defeat their foes he will protect all of their worlds.

Selh'teus is a powerful attacker and support character with a transforming HP attack and EX recharge capabilities. As such, he can either function as the party's main attacker or someone who enables other attackers, with a potent HP Poison effect of his own on top of that.
15: Blaze Thrust
35: Reversal Drive
EX: Rejuvenation
LD: Revelation
FR: Eclipse Lance (with Astos)
BT: Luminous Lance
  • Batman Gambit: When Kam'lanaut and Eald'narche were hunting him down in order to force him to resonate with the Crystals of Light and Darkness, Selh'teus decides to go with Exdeath to be delivered to the brothers, as opposed to letting them track him down and potentially hurt his allies. At first, the party is shocked he would just walk into an obvious trap, but Selh'teus was counting on the fact once he starts resonating his friends would be able to find him and put a stop to the brother's plans right at the source. This mostly works ... although they lose the Crystal of Darkness in the process.
  • Combat Medic: His first base skill, EX ability, special HP+ attack and Force Ability all heal the party, with his EX ability also reviving all party members, much like Y'shtola EX, while also slightly filling their EX gauge.
  • Commonality Connection: A fairly straight-forward one with Astos; Astos is a 'black crystal replete with darkness', Selh'teus is an incarnation of the sixth Mothercrystal of Vana'diel. They combine their crystal powers together during their Force Attack. In addition, they both had been forced to spend a long time separated from their allies, acting on their own and hesitant to call them their friends as much as they both desperately wanted to.
  • Fixed Damage Attack: His Burst debuff, Luminous Lance, will always do 1% of the enemy's total health as HP Poison damage. While this is not affected by Force effects, it is also not affected by any sort of HP Damage resistance that isn't an outright HP Damage immunity.
  • Flying Weapon: Wields a lance that orbits around his body, although in spite of being a spear it is classified as part of the Unique category.
  • Hard Light: In addition to his primary weapon, Selh'teus can conjure up additional javelins of light when using his LD, FR, or Burst Attack.
  • Javelin Thrower: Does not wield his spears with his own two hands, instead using his power to launch them at the enemy (with the exception of Blaze Thrust, which has him launching both the javelin and himself together).
  • I Just Want to Have Friends: Selh'teus needs some convincing from Astos to acknowledge the fact that Prishe and the others consider him a dear friend, just as Selh'teus himself does in turn; he just never thought they would ever think of him the same way.
  • MacGuffin Super-Person: Selh'teus actually gave his self to become a living Mothercrystal, with a power similar to the Crystals of Light and Darkness. As a result, his very presence in the World of Respite can potentially balance the world much like it did for Vana'diel, although this also makes him a target to those like Eald'narche, Kam'lanaut, Xande, and Exdeath. After the Crystal of Darkness is destroyed, Selh'teus ends up having to become a Living MacGuffin for this world as well, as his presence helps keep balance with the Crystal of Light that is shouldering the burden all on it's own.
  • My Greatest Failure: When he talks about how humanity has the power to learn and grow from their regrets, he shares what his own is with the party. He admits in the ancient past that himself and the rest of the Kuluu fell for the Zilart's ploy to open "Paradise" as they were promised it would 'make them perfect' again (return to them the Whispers of the Soul). Selh'teus realized that all opening paradise would do is lay waste to the world and return it to it's beginning, so he sought to stop the gates from opening. However, in doing so, he doomed the rest of the Kuluu to lose their human forms and cursed them to be Beastmen, disfigured monsters unable to control their anger and resentment.
  • Older Than They Look: Appears in his older body granted to him by Phoenix as opposed to his "Enigmatic Youth" form, even so while Selh'teus appears as a teen he is actually many millennia old, being from the same time period as the Zilart and the Kuluu, just like Kam'lanaut and Eald'narche.
  • The Paralyzer: His Burst ability inflicts a long-lasting gold-framed debuff called Luminous Lance on all enemies that prevents them from taking any actions, increases the HP damage they take, reduces their defense and deals 1% of their maximum HP as HP damage after their turns.
  • Power Floats: As expected from a character with large wings, Selh'teus floats not just in battle, but in cutscenes and idle animations as well.
  • Spam Attack: His Burst buff changes his HP+ attack into Crystal Diver, which deals multiple full AoE HP dumps to all enemies, heals and batteries the party, fills his EX gauge and extends his buffs.

    Kam'lanaut 

Kam'lanaut

https://static.tvtropes.org/pmwiki/pub/images/dffoo_kam27lanaut.png
Alternate Skin
The charismatic and accomplished archduke of Jeuno, the city-state connecting Vana'diel's east and west. By organizing the realm's adventurers, he speedily thwarted the Shadow Lord's return. As one of the ancient race of Zilart seeking to open the Gate of the Gods, however, he would eventually be forced to cross swords with the adventurers who once aided him.
Voiced by: Satoshi Mikami

First appears in Act 2, Chapter 6 of the main story. Summoned by Spiritus into this world, he is intrigued by the possibility of doing whatever he wishes, as long as he maintains this world's order. He promptly goes off on his own to learn that since he failed to summon Paradise back home, he can make it here, and starts drawing on the power of Dark Manikins and "will" of this world to do so. He becomes playable in his event, "Ambition for Provenance," deciding to work with the party in secret after drawing them into a private Torsion so he can supposedly work against the other warriors of Spiritus, whose ambitions he doubts.

Kam'lanaut is an attacker with some debuffing capabilities. His first ability, Ice Blade, is an ice elemental melee attack which grants him "Intellect of the Zilart" (Max BRV and Attack increase), which turns into Glacification when his "Desire for Provenance" buff is active. His second ability is Esoteric Region, a self buff that grants him BRV and turns into Desire for Provenance; any time he is hit with any of these buffs active it will inflict Addle on his enemies, which lowers all enemies' Attack and magic attack. His EX ability is Great Wheel, a two hit group melee attack that deals total HP damage to each target and grants him Ducal Charisma (raises the party's Max BRV and Attack). This ability is also affected by how many stacks of Esoteric Region or Desire for Provenance he has, and can also inflict Addle to all foes if he is hit with any attack afterward.
15: Ice Blade (turns into Glacification)
35: Esoteric Region (turns into Desire for Provenance)
EX: Great Wheel
LD: Light Blade
FR: Djinn Blade (with Seifer)
BT: Transcandecent Blade
  • A God Am I: Has the same mindset that he did in Final Fantasy XI, in that he wishes to bring Paradise to the world - which is a realm only for the gods, not puny humans like the party. He is surprised to learn that Spiritus is an actual god, though.
  • An Ice Person: Ice Blade and Glacification, appropriate to their names, inflict ice elemental damage. Glacification also has a chance of inflicting paralysis. His EX also provides him a buff called 'Ducal Charisma' that gives an ice enchantment to all of his attacks.
  • Big Little Brother: To Eald'narche. The party is surprised when Lion explains this is the case to them.
  • Cain and Abel: Played with, in the case of him and Eald'narche. While both of them are villains, the two brothers can't stand each other and are shown on opposing sides as of Act 3, but they are back to being allies in Act 4.
  • Combination Attack: For his Burst Attack he invokes Me's a Crowd to split into three versions of himself before attacking with a two-step Skillchain; starting with the Savage Blade Weaponskill into Atonement to create a Light Skillchain, before finishing with his signature Transcandecent Blade to create a Radiance Ultimate Skillchain.
  • Cycle of Hurting: His Burst buff essentially lets him keep the entire enemy party stunned for as long as it lasts as well as granting party members free turns whenever any enemy tries to take a turn.
  • The Dog Bites Back: When facing the party, Eald'narche is put on the back foot and calls to Kam'lanaut for help. Remembering his own humiliation at his older brother's hands, Kam'lanaut just watches and laughs, gratified that Eald'narche experienced the same sense of betrayal he once did. Later on, the two join forces again after Kam'lanaut insists that Eald'narche considers him another person rather than just a tool. They are both Zilart, and thus superior to the "lesser races," after all.
  • Enemy Mine: Kam'lanaut gives the party his dimensional coordinates in secret so he can fight alongside them without the knowledge of Spiritus's other warriors so he can monitor them (including his own brother), but this turns out to be a ruse and he is really doing this on Eald'narche's orders.
    • He later does a more "genuine" version of this, in that he gives Iroha a fragment of her memories back so that the party will continue to empower the overflowing light. He believes the instability in the world will allow everyone to return home, and explicitly disagrees with his brother on this, who thinks balance will allow them to go home instead.
  • Evil Chancellor: He is the Archduke of Jeuno under the city president, and is one of the two antagonists of the FFXI franchise. His alternate costume is his more relaxed attire posing as the archduke as opposed to his battle armor.
  • Evil Virtues: When he finally stands up to his brother and gives him a taste of his own medicine by showing him the humiliation Kam'lanaut once suffered at his hands, he demonstrates that he has grown a backbone and has some self-respect rather than just being his brother's tool. Even more surprising, it does not result in a true betrayal on either side — both brothers show a renewed determination to carry out their goals, this time as something closer to equals, demonstrating cooperation.
  • High Collar of Doom: With his alternate costume in his Archduke robes.
  • I Am the Noun: After Spiritus explains the situation in the world to him, and that he must protect the will of the crystal, Kam'lanaut proclaims that he is the will of the crystal.
  • Kick Them While They Are Down: In addition to increasing when hitting for Ice Damage, Kam'lanaut's Force Effect increases by 20% every time a party member hits an enemy inflicted with an ability that paralyzes them (which he can do himself either with Glacification or his Burst Effect). By initiating a Launch while his Force Effect is active with an attack that does ice-elemental BRV damage, a full three-person launch can effectively raise the Force Gauge by a staggering 80% in one attack or more depending on the Force Board passives of the characters who initially launches the enemy.note 
  • Knightly Sword and Shield: He wields his sword and shield in conjunction with each other, and since they come in a set he uses the Unique weapon type.
  • Power Floats: Like many other villains, he is always floating in battle.
  • Sealed Evil in a Can: At the end of Act 4, Chapter 5 he gets sealed away in the Crystal of Light by the Warriors of Dawn, along with with his brother Eald'narche and Exdeath. While the seal is not infallible (as Exdeath has escaped it before), the party is pretty confident they won't be hearing from them for a good while.
  • Trap Master: His Burst buff allows the party to inflict an unique debuff to all enemies when anyone in the party takes a turn that paralyses them, increases the BRV damage they take by 50% and moves whoever's next in the turn order right after the enemy turn.

    Eald'narche 

Eald'narche

https://static.tvtropes.org/pmwiki/pub/images/ealdnarche0e8efea.png
The brother of the Archduke of Jeuno and wielder of a mysterious power. A genius with excellent political judgement, he is allowed to express his opinion in government matters. While he acts like an innocent child, his appearance has not changed for over 30 years. Though proactively pursuing that which interests him, he also possesses the ability to plan with composure.
Voiced by: Minami Takayama

First appears in Act 2, Chapter 6 of the main story. He is summoned by Spiritus, but mostly so he can keep his younger brother Kam'lanaut in line. He becomes recruitable in the event "Ghosts of the Past," where he has Kam'lanaut give his dimensional coordinates to the party after offering them a chance to work together to get back to their home worlds.

Eald is notoriously tricky to play: he can debuff his enemies with "Terror" and paralyze them as long as he wants, but only if they are targeting him (or all the party). Sadly, he can't lock enemies. He has Exoplates, which affect his gameplay: equipped, they limit his potential (but can revive him if he is killed); but when they are dropped/canceled, he becomes a lot more powerfull. The Warp debuff helps him take a lot of turns, but thanks to this he can burn his abilities too quickly, so you must have a plan if you use plan to use Eald'narche.
15: Phase Shift (becomes Stellar Burst after his Exoplates are canceled)
35: Uranos Cascade (becomes Omega Javelin after his Exoplates are canceled)
EX: Vortex
LD: Exceed Lance
Burst: Divine Might
  • All Your Powers Combined: His Burst Attack, Divine Might, has him use the Limit Break of all five of the Ark Angels (crystalline beings who birthed the five core races of Final Fantasy XI); in order of execution that's Cross Reaver from AA Hume with twin swords, Amon Drive from AA Tarutaru with a scythe, Havoc Spiral from AA Mithra with a great axe, Dragonfall from AA Galka with a great katana, and Dominion Slash from AA Elvan with a single sword.
  • Card-Carrying Villain: He makes no bones about the fact that the only thing he cares about is returning to Vana'diel and achieving his goal of opening the Gates of Paradise — an act that would destroy Vana'diel and everyone living on it. When Chelinka asks if he intends to hurt more people if he goes home, Eald'narche's response is basically a Blunt "Yes".
  • The Chessmaster: After the crystal core of darkness shatters, with all of the villains' One-Winged Angel forms contained within, he manages to get hold of this power for himself and goes around distributing it to several of them. His intent is to bring balance back to the world of overflowing light so they can go home, but for a while he manipulates Hope into believing he had an One-Winged Angel Demonic Possession form when it's really related to Bhunivelze.
  • The Corrupter: By Act 3, Eald'narche just wants to go home and he will do whatever it takes to do so - and he thinks by tilting the overflowing world of light into balance with darkness will change the world's order enough that they'll be able to. To that end, he attains all the "silt" (memories of empowered forms and inner darkness) of everyone that he can, and shows up throughout the story to manipulate various characters, giving them their power whether they want it (such as the Emperor) or not (such as Hope or Jecht). He focuses on other characters who waver between light and darkness, such as Machina, in an attempt to make them fall to darkness, and he comes dangerously close to succeeding on more than one occasion (such as with Hope and Snow).
  • Didn't Think This Through: Eald'narche spends a good portion of Act 3 manipulating Hope into giving in to his inner darkness to execute his plans. While he does succeed in Act 3 Chapter 11, he is completely blindsided by the fact that Bhunivelze is a deity of light, skewing the balance further, which does not help his plans one bit. During the Interlude it's revealed that defeating the Cloud of Darkness has caused so much Light and Darkness to be expelled, that the World of Respite is basically dying with them in it.
  • Difficult, but Awesome: Eald'narche is not a straightforward character to play. Learning when to dispel his Exoplates and timing his unique Terror debuff can be quite tricky, but once you've got the hang of it, Eald'narche can easily keep almost every boss locked down indefinitely while his teammates lay the smackdown.
  • The Dreaded: His unique Terror debuff is implied to work this way: once the enemy has been inflicted with it either via losing his Exoplates in either of the ways described below or via his EX ability Vortex once his Exoplates have been removed, they're unable to attack Eald'narche either by directly targetting him or using an AoE attack of any kind, losing their turn if they attempt to do so. The enemy in question also can't switch to another target or attempt another action once they target him with the debuff active unless something forces them to use a different action that changes their targetting, such as losing enough HP.
  • Extra Turn: His Warp debuff grants him another turn after the enemy that's been inflicted with it takes their turn.
  • Eyepatch of Power: To conceal his Magical Eye. Notably, in his second battle he removes it and is much more difficult, serving as the Final Boss of the chapter.
  • Hated by All: No one likes him or trusts him, not even his own brother, because Kam'lanaut remembers how Eald'narche treated him in their world. It helps that Eald'narche goes out of his way to make a bad first impression and casually insults anyone he talks to all the time.
  • Improbable Weapon User: Numerous floating tablets that hover around him, which are called Exoplates and count as "Unique" weapons that only Eald'narche can equip.
  • Make Wrong What Once Went Right: Eald'narche surmises that since they've all been taken from their worlds and different times in those worlds, they should be able to go back the same way as a form of Time Travel. He also believes that this would create several alternate timelines, so if he were to go back and change things so that he does succeed in opening the way to Paradise, it shouldn't affect their timelines, so what's the big deal? The party, especially Lion, shuts him down and refuses to work with him, though they take his offered dimensional coordinates to keep track of him anyway.
  • The Man Behind the Man: To Kam'lanaut, once again, during his brother's recruitment event.
  • Orbiting Particle Shield: His Exoplates, which halve the BRV and HP damage he takes, make him immune to debuffs and prevent his HP from dropping below 1 while they're up.
  • Sealed Evil in a Can: At the end of Act 4, Chapter 5 he gets sealed away in the Crystal of Light by the Warriors of Dawn, along with with his brother Kam'lanaut and Exdeath. While the seal is not infallible (as Exdeath has escaped it before), the party is pretty confident they won't be hearing from them for a good while.
  • Smug Snake: He rivals the Emperor in how unshakably arrogant he is. He condescends to others constantly, insults and belittles their efforts, and remains convinced that no matter what happens that disrupts his plans, they are mere setbacks he can recover from.
  • Stone Wall: His Exoplates grant him some impressive defenses, taking 50% less BRV and HP damage, complete immunity to debuffs, and being able to withstand a fatal blow, although his damage output is rather unimpressive. It's only when his Exoplates are dispelled that his damage output improves considerably. His lv90 rework greatly increases his damage potential with Exoplates active, making it roughly equal to the amount of damage he can deal without them, allowing him to wait longer until he removes them without his damage suffering as a result.
  • Turns Red: His main mechanic: losing his Exoplates either via his HP dropping to 1% or below or using his Phase Shift ability restores his HP and his second ability's uses to full and changes his abilities to more powerful variants in exchange for losing their protection described above. Both methods have their advantages: waiting until he loses enough HP generally gives you more overall uses of his second ability and allows you to let him eat a deadly HP attack with no consequences, while using Phase Shift gives you an additional AoE attack and a free turn.
  • You Have Outlived Your Usefulness: Pulls this on his own brother Kam'lanaut near the end of Act 2, Chapter 6, by tossing him into a Torsion, much to Alphinaud's shock and disgust, though Lion is quick to warn him that there is no brotherly bond between the two.

Introduced in Final Fantasy XII

    Vaan 

Vaan

https://static.tvtropes.org/pmwiki/pub/images/dffoo_van.png
Alternate Skin 1
Alternate Skin 2
An orphan from the Kingdom of Dalmasca who dreams of becoming a sky pirate. While he despised the empire for taking his brother's life, he was helpless until a twist of fate brought him and Princess Ashe together. Along with his childhood friend, Penelo, and the sky pirate, Balthier, he sets out on a cosmic journey to free their homeland.
Voiced by: Kensho Ono

Recruited in Chapter 2 of the main story, joining up with the group because he's alone and they have an airship.

Vaan is a magical attacker, specializing in devastating enemies with Red Spiral and White Whorl, which add extra attacks at the end of their use the more he uses them. His EX Ability, Pyroclasm, allows him to deal a single target BRV+HP damage attack that deals extra splash damage to other targets and can have its BRV amount overflow.
15: Red Spiral
35: White Whorl
EX: Pyroclasm
LD: Earthen Eruption
FR: Rapid Chase (with Machina)
Burst: Calamitous Orb
  • Acceptable Breaks from Canon: Normally Vaan would need to collect Mist to use his Quickenings; here they are his standard special attacks.
  • An Ice Person: Red Spiral's combo attack, Whiteout, is an Ice element attack.
  • Balance Buff: His rework came with him being able to have a few extra uses on his skills, and with the inclusion of his unique framed buff, Soaring to Freedom, only activating whenever either one of his skills are performed on their final use (where they are + versions), which is an Attack + BRV Regen effect. Due to the Desperation Attack effect of this long lasting buff, it doesn't see much use until Vaan's nearly exhausted his power late into a fight (especially since Vaan's rework came into the late COSMOS era without his Lv. 70 awakening before Basch's event in the JP versions). This is remedied with his EX+ being limit broken to give him the buff at the start of a quest, along with giving him an enhanced HP Attack to at least extend his longevity for a bit. He gets another invisible buff later on that passively imperils the enemy to his elements for his attacks only, resolving one of his biggest drawbacks in using so many different elements.
  • Big Damn Heroes: He saves Machina, Yuna, and Krile from having their spirit drained by Ardyn in the fake Pharos.
  • Blow You Away: White Whorl is a Wind element attack.
  • Cannot Spit It Out: When he first reunites with Reks in this world, Vaan immediately runs off. When Penelo confronts him about it later, Vaan admits that after everything Reks had to go through, he is devastated at the idea that Reks has been summoned to fight again. Eventually, he does talk with Reks, and Reks is just happy to be with his brother again.
  • Character Development: He goes from angrily confronting Vayne whenever he appears to considering the idea of an alliance with him. Also, while he once maintained the hope that he'd run into his dead brother Reks in this world, after getting his memories back he gains a new perspective that he shouldn't fight for this world because he might get a reunion with Reks, but because it's necessary to save Ivalice. He also buries the hatchet with Vayne in this world since Vayne is already dead, and without their nations at their backs and the possibility that Reks may be alive again they really have no reason to conflict with each other. It's enough to be noticed by the other characters who say how much Vaan has grown up, and the other airship pilots finally give him a go in the pilot's seat at the end of the chapter with Penelo as his copilot, like Fran is to Balthier (though this is separate from the Yank the Dog's Chain moment described below).
  • Commonality Connection: Vaan relates to Machina in that they both lost a brother to war. Furthermore, Vaan sympathizes with Machina when the latter says he struggled to find someone to blame, wrongfully turning his ire on Class Zero like Vaan did to Basch. Fittingly, Machina serves as his partner in his Force Ability.
  • Elemental Powers: One of his biggest fortes as an early unit in the game's lifespan is his variety of elemental damage, but is also his greatest possible weakness; in any fight where even one of Vaan's range of elements is resisted, his damage will likely tank quite hard. Eventually resolved when an update provides him an invisible aura that automatically imperils the enemy to his own elemental attacks (but only for himself).
  • Evolving Attack: A gimmick reminiscent to how he plays in NT. After Vaan has used Red Spiral or White Whorl enough times, they will start to trigger a second attack in the same turn, Whiteout and Luminescence, respectively. This results in Vaan being able to inflict a notable amount of burst damage in a single turn.
  • Glass Cannon: 4/5 in base Attack, base Speed, base Initial BRV and 5/5 in Max BRV, but suffers in both HP and Defense.
  • Goggles Do Nothing: He has them around his neck in his second alternate costume, probably to make him look more like an airship pilot.
  • Just a Kid: He is often dismissed from being able to pilot the party's airship on these grounds by the other pilots.
  • It's Personal: Vayne turning up is almost always guaranteed to enrage him. Even though he eventually accepts the necessity of occasionally working with him, Vaan will never be happy about fighting alongside the Archadian Emperor.
  • Light 'em Up: White Whorl's combo move, Luminescence, is of the Holy-element, and also inflicts a blind debuff. It functions much like how it does in NT where Luminescence itself is a followup to any of his HP Attacks.
  • Limit Break: All of his abilities are actually his various Quickenings from Final Fantasy XII.
  • Playing with Fire: His EX Ability, Pyroclasm, where he throws a fireball that explodes in the target's face, dealing splash damage along with having 120% Max BRV Overflow.
  • Right Behind You: One scene has a moment where Vaan is musing about how he never learned Fran's age, and he subsequently wonders about Y'shtola's age just as she's coming by, earning him a good scolding from the others.
  • Running Gag: He keeps sticking his foot in his mouth regarding the age of certain female party members.
  • Simple, yet Awesome: One of the standard hard-hitting units you get early on in the game that has his skills do a BRV+HP attack twice in a row in one turn after using the singular a set amount of times (on top of having solid 4/5 base attack and 5/5 Max BRV). However, he often tends to fall short of having enough firepower to last through longer fights due to having fairly low ability counts, even when awakened/reworked (as his attack up buff compared to others is low on potency while lasting a small amount of turns). Him being someone who's meant to last for a good short while also makes him a decent friend unit.
  • Spam Attack: With his LD board rework, he essentially becomes a magic-based Tifa: once his skills have been used twice, they either deal 6 HP attacks worth of damage or 5 HP attacks worth of damage alongside Blind and DEF debuffs and 20% splash damage, and his LD skill goes from a mere 8 hit BRV+HP AOE attack to a 2 hit BRV+HP AOE attack repeated 6 times. Unlike Tifa, he also has access to a Burst, letting him spam abovementioned skills 5 turns in a row, making it very difficult for anyone to match his damage output, and even if his EX+ is ridiculously outdated in comparision to his reworked skills, he thankfully has no reason to ever use it again due to his EX buff being much more easily available from his skills and his LD skill granting him free skill uses for 3 turns. His level 90 crystal level eventually allows his Pyroclasm to trigger twice upon using it.
  • Sympathy for the Devil: Like Noel, he is sympathetic toward Ultimecia, relating to her feelings of loneliness since he's an orphan.
  • Yank the Dog's Chain: When the experienced pilots finally allow him behind the wheel, the airship is promptly caught in a vortex and tips everyone who was on deck into the middle of the woods. He's actually elated when Exdeath is revealed as the responsible party.

    Penelo 

Penelo

https://static.tvtropes.org/pmwiki/pub/images/dffoo_penelo.png
Alternate Skin 1
Alternate Skin 2
A cheerful young girl taken under the wing of local shopkeeper Migelo after being orphaned in the war. Her concern for Vaan leads to her first encounter with the sky pirate, Balthier, and a misunderstanding which pits her in a battle against Archadia. Penelo learned martial arts from her elder brothers and dreams of becoming a dancer.
Voiced by: Marina Kozawa

Recruited in Chapter 4. When Mog senses someone with the light nearby in a monster-infested area and is able to vaguely describe her, Vaan wonders if it's her and immediately wants to go search. When it does turn out to be Penelo, she is elated to be reunited with Vaan and joins the party.

Penelo is a support-type character, buffing the party's speed and attack power with Haste Rhumba and healing BRV and HP with Regen Waltz. Her EX ability is Intercession, which reduces the target's BRV and deals HP damage based on the amount reduced. While this ability cannot inflict break, Penelo's own BRV is retained after the attack, allowing her to dump it all right after.
15: Haste Rhumba
35: Regen Waltz
EX: Intercession
LD: Evanescence
FR: Liberty's Minnesang (with Edward)
Burst: Resplendence
  • Balance Buff: Penelo is so far the only character who was balanced so much that her ability name changed; Haste Rhumba used to be called Great Haste, perhaps to keep with her Dancer theme. After this change, her two abilities now function as a Stance System.
  • Childhood Marriage Promise: When Penelo learns that Machina and Cloud made the Declaration of Protection variant to Rem and Tifa respectively, as children, she ruefully looks at Vaan and wishes he was heroic enough to do the same thing.
  • Composite Character: Her abilities are a composite of two jobs that are popular to use for her in the Zodiac Age, Time Battlemage and White Mage.
  • Dance Battler: She has a dancer background and does a little dance with each of her abilities. Her Burst takes it even further by changing her HP+ attack into Fatal Dance with the burst buff active, which essentially works like an even stronger version of Machina's Burst HP+ attack as it heals, buffs and batteries the party and deals splash damage on every HP dump.
  • Friendship Moment: She gets a nice one with Ashe where Ashe says how necessary Penelo and Vaan were for her journey, and they both resolve to continue through the Ridorana maze without relying on the hope that they may reunite with their lost loved ones.
  • Mechanically Unusual Fighter: She is the only character in the game with an EX ability that works in the way it does: the initial BRV hits are based on her Initial Brave stat instead of Attack and are classified as gravity damage, meaning that they ignore enemy defense and can break the damage cap, and the HP attack at the end is likewise calculated off the same stat, letting it easily deal 99999 damage on anything if the stat is high enough, and as stated above, it neither builds or consumes her current BRV, letting her freely use it without making herself vulnerable to breaks. While Exdeath's EX ability works in a similar manner, its damage is still based on Attack like every other ability in the game and it consumes his BRV on use like normal.
  • Never Got to Say Goodbye: Penelo brings up how she never got to share her gratitude towards her parents or older brothers who all died of sickness or due to the war, and says that if she got to reunite with them again in this world, as others are with their loved ones, she would appreciate the chance to spend the time with them and give a proper goodbye.
  • Only Sane Man: In comedic situations Penelo often takes this role, putting her against the antics of the others.
  • Spectacular Spinning: All of her dances involve lots of spinning in their animations.
  • Stance System: Her two abilities change her BRV and HP attacks and buff the party differently, giving her lots of support options. Her Haste Rhumba dance raises the party's speed and attack, while Regen Waltz grants BRV and HP Regen, effectively letting her switch between an offensive support dance and a defensive support dance.

    Balthier 

Balthier

https://static.tvtropes.org/pmwiki/pub/images/dffoo_balthier.png
Alternate Skin
A youthful sky pirate deeply attached to the wide blue yonder who roams the world with his partner, Fran. In an unexpected turn of events, he meets Vaan and gets caught up in a quest to restore Dalmasca. Although a man of charm and wit, he becomes highly sensitive when people bring up his past or father.
Voiced by: Hiroaki Hirata

Recruited in his event, "Thieves of the Sky". Initially resistant to joining the group since he prefers to travel on his own, he relents when he sees that the party has an airship.

Balthier is a ranged attacker who can steal enemy buffs with Snatch Shot and Great Aim. His EX Ability is Fires of War, a random buff-stealing, area of effect overflowing BRV+HP attack with ranged damage and 100% undivided HP damage, along with both being able to dispel any debuffs from himself and extending any other existing buffs by 1 turn upon use. Said ability also grants the unique framed buff known as Snatch, an Attack and Max BRV Overflow limit increase that also has an aura that lowers all enemies' Attack and Max BRV for its duration.
15: Snatch Shot
35: Great Aim
EX: Fires of War
LD: Tides of Fate
FR: Wake Damage (with Cid)
BT: Element of Treachery
  • Ace Pilot: Balthier takes over as the group's main pilot when they get a new airship in Arc 2, after Sazh decides to give the others a go. Setzer and Vaan have a contest throughout the chapter with Setzer winning, only for Balthier to beat him to the pilot's seat.
  • Balance Buff: On Fran's event where he gets his rework, his attacks later get the ability to do area of effect damage with much higher potency, overflow and effectiveness with a new unique framed buff. Before his rework, while Balthier's buff-stealing was near-guaranteed with all possible passives that increase the rate post-Lv. 60 Awakening, he still had issues that limited him in fights where it falls on him to BRV shave a target.
  • Colony Drop: His Burst Finisher has him splitting into three before using his combined power to drop an enormous asteroid/meteor on the enemy.
  • Giant Wall of Watery Doom: Tides of Fate has Balthier call a tidal wave with a whistle, even giving his signature little quip right before the wave hits. Avoids being Making a Splash, however, since the attack is non-elemental. Combines the tidal wave with FFVII Cid's Macross Missile Massacre along with a handy air lift out of the splash zone during his Force Attack.
  • Extra Turn: His FR Attack has instant turn rate, so if you have echo unlocked you have the option to spam it a second time after use.
  • Intangible Theft: Has the ability to steal enemy buffs, so in some cases, he's stealing such oddities as Garland's inner darkness, Kuja's soul power, or a Berserker Armor's unstoppable rage.
  • Irony: Balthier describes himself, as ever, as "the leading man." He's an optional character until Chapter 9 when his Lost Chapter hits.
  • Situational Sword: His Force Time effect is heavily reliant on the enemy buffing themselves on a regular basis, and dispelling said buffs. Without that, the HP Damage bonus will not be very high. But with enemy buffs, it is quite easy to reach an HP Damage Bonus of 999%.
  • Sky Pirate: His profession, and the theme naming of his unique framed buff post-rework, Sky Pirate's Style, which can stack up to 3 times (grants Physical Attack Up at stack 1, Max BRV Up at stack 2, and normal Attack Up at stack 3). Said buff can also enhance his skills into + versions at max stacks.
  • Spam Attack: While Balthier's Burst Effect is active, he will use a powerful follow-up attack called Gorgon Shot, which in addition to damage also inflicts a debuff of the same name that reduces enemy BRV and HP damage to zero for one turn.
  • Support Party Member: His LD grants him an overhead called Sky-Plying Strahl, which caps at five stacks and grants himself some significant buffs, which at the fifth stack is shared with the entire party. Because Global got Balthier's LD early, it really helped him stand out in early Lufenia+ content (especially the +20% HP DMG Up, which at the time was 'the' go-to buff to counter enemy damage resistances).
  • Power Parasite: Is capable of outright stealing enemy buffs, removing them from his foes and placing them on himself. He takes it even further with his Burst buff active by applying the stolen buffs to the entire party and extending their duration by 3 turns.
  • Taken for Granite: Implied with his Burst buff followup, Gorgon Shot, which deals split AoE BRV+HP damage to all enemies and inflicts them with a debuff of the same name that reduces the BRV and HP damage done on their next turn to 0.
  • Voice of Reason: He often encourages his comrades to see things from all sides, and is the first to attempt to reign in Vaan and Ashe's anger at seeing Vayne, saying that they could use him.
  • What the Hell, Hero?: During his Character Event when he notices the likes of Hope and Vivi in the hero party, he calls Mog out for recruiting basically child soldiers.

    Ashelia "Ashe" B'nargin Dalmasca 

Ashelia "Ashe" B'nargin Dalmasca

https://static.tvtropes.org/pmwiki/pub/images/dffoo_ashe.png
Alternate Skin
A proud princess with an iron will and a profound desire for justice. Once bent on taking vengeance upon the Archadian Empire, she sets out in pursuit of a great power, but has a change of heart during her travels with Vaan and Balthier when she learns what it means to confront the past and be free of its shackles.
Voiced by: Mie Sonozaki

Recruited in her event, "The Princess of Dalmasca". At first, she has no desire to join the party due to observing their "frivolity," only wishing to go back to Ivalice, but Vaan and Penelo convince her to join them so they can find a way back together.

Ashe is a powerful attacker who can party-wide buff the party's physical and magical attack with Nordswain's Glow and Heaven's Wrath, while also debuffing enemies. Her EX Ability, Maelstrom Bolt, is an overflowing thunder magic BRV+HP Attack that grants her the Dynast King's Bloodline unique buff (an Attack and Max BRV Up); max limit breaking the passive also allows Maelstrom Bolt to unleash Ark Blast right afterwards, which is a BRV+HP Attack with thunder attribute that can also paralyze.
15: Nordswain's Glow
35: Heaven's Wrath
EX: Maelstrom's Bolt
LD: Nescience's Verdict
FR: Mistbreak's Fulmination (with Edge)
BT: Empyrean's Edict
  • Acceptable Breaks from Canon: Normally Ashe would need to collect Mist to use her Quickenings; here they are her standard special attacks.
  • BFS: She wields them in this game, while in her home game she was capable of equipping any weapon. This likely a Call-Back to the fact she gets the Sword of Kings during FFXII during the story, which was an important plot device that also serves as her EX weapon here.
  • Birds of a Feather: She gets along fairly well with Arciela, both being rulers of a nation who are learning how to look to the well-being of their people.
  • Combat Medic: Her Burst buff grants her a followup attack that heals party based on total HP damage done.
  • Commonality Connection:
    • She gets along well with FFII's party since they are also rebels who lost their home and family to imperial conquest.
    • With Edgar, as royalty from a desert kingdom. Edgar tries to use it to flirt with her, saying it is "fate," but she promptly turns him down. The two then talk of how they have various ways to protect their kingdoms, and strive to learn from each other. A bit later, she has another moment with Cyan, who, like her, lost his family and country to an Evil Empire and advises her not to get caught up in a cycle of grief and revenge.
    • During Garnet's Lost Chapters, the two princesses bond over the fact they both staged their own kidnappings in order to evade enemy capture, Ashe to avoid capture from the Archadian empire, and Garnet from her own mother Queen Brahne. Later, they bond again over the struggle of ascending to queenhood.
  • Death of a Thousand Cuts: Heaven's Wrath hits the enemy 10 times before dealing damage, but each hit save for the final one has rather low potency without any buffs to boost its damage.
  • Enraged by Idiocy: Princess Ashe is initially against joining the rest of the party after witnessing Laguna telling a goofy story to Yuffie. She decides that this new group is too frivolous and decides to look for a way back to Ivalice on her own. It takes her being rescued from a monster, Yuffie calling her out for being so judgmental, and Vaan and Penelo convincing her to join the party.
  • Extra Turn: Using her LD ability changes her next HP Attack into HP Attack (Queen's Order), which moves her party members' next turns right behind her on top of having an unique effect of filling the entire party's EX gauges to full as well as giving them a 30% buff to their BRV and HP damage inflicted, allowing party members with powerful EX skills do massive amounts of damage as well as potentially allowing them fill their EX gauges for the first time in battle much faster.
  • Friendship Moment: She gets a nice one with Penelo, where Ashe says how necessary Penelo and Vaan were for her journey in preventing her from Jumping Offthe Slippery Slope, and they both resolve to continue through the Ridorana maze without relying on the hope that they may reunite with their lost loved ones.
  • It's Personal: She is also angered by the prospect of allying with Vayne; although she's calmer about it than Vaan, she still won't forgive the conquest of her homeland. It makes her sympathetic towards Cyan's emotional struggles when Leo joins the party.
  • Jack of All Stats: Her stats are rather average with 4/5 in Attack, Defense and Speed, and 3/5 in Initial BRV, HP and Max BRV. However, given her kit design pre-rework, her rapid hitting attacks with no HP dumps often made her leak BRV way too often while also hindering her turn efficiency. Come post-rework via Fran's Event, Ashe becomes much more effective as one of the few characters with a self-100% Max BRV Up V multiplier (next to Zack's Rush Assault via his 35CP passive), and she has more effective BRV+HP dumps, and can paralyze with her EX ability when max limit broken.
  • Kicking Ass in All Her Finery: She gets her wedding dress adapted to Opera Omnia for her alternate costume.
  • Light 'em Up: Heaven's Wrath does holy damage. After a rework she can enchant the entire party to do Holy-element damage, in addition to Thunder-damage.
  • Limit Break: All of her abilities are actually her various Quickenings from Final Fantasy XII.
  • Mysterious Backer: In Act 3, Chapter 2 she has a short tenure as one. Shadow approaches the party and reveals his client hired him to find them and test the resolve of the person who is subconsciously holding them in the recreated Solitary Island labyrinth, which turns out to be Celes. After he fights her, Ashe reveals that she was Shadow's client because they woke up in this new world together and she's paying him in dog food.
  • No-Sell: With her Burst buff up, she prevents the enemy from gaining BRV and buffing themselves.
  • Odd Friendship: With Cait Sith, of all people. They are seen together surprisingly frequently in cutscenes and she even takes his advice to heart on more than one occasion.
  • Overly Long Name: Called out when the party is introduced to Princess Ashelia B'nargin Dalmasca. Vaan says they just call her 'Princess Ashe' back in Ivalice.
  • Pillar of Light: Her Nordswain's Glow.
  • Power Floats: Ashe levitates off of the ground when casting Heaven's Wrath.
  • Revenge Before Reason: She is so focused on getting back home and getting the power to defeat the Empire that several characters step in and advise her that revenge isn't the best course of action. Galuf and Hope convince her to lean on her friends instead.
  • Shock and Awe: Originally only her EX follow-up Ark Blast could deal Thunder-damage; however after her rework she can now enchant the entire party for the Thunder-element, in addition to the Holy-element.
  • Sword Plant: In her animation for Heaven's Wrath and her victory pose.
  • Taught by Experience: She understands Locke's reasons for leaving Celes behind, even if she doesn't agree with him. Like Balthier, he prizes his freedom.

    Fran 

Fran

https://static.tvtropes.org/pmwiki/pub/images/dffoo_fran.png
Alternate Skin
A Viera proficient with machines, she is both Balthier's partner and copilot. She once lived in the woods and could hear the Green Word, but can no longer after leaving her home for the outside world. Her sensitivity to Mist allows her to sense changes in her surroundings faster than the others.
Voiced by: Rika Fukami

Recruited in her event, "Girded for Freedom." When several members of the party are lost in the woods, Fran appears to guide them out of it to safety. Outside of it, she reunites with Balthier, who correctly assumes that she has already met Materia but was judging whether or not to fight with them for herself. Afterward, though, she joins up with the party in order to fight alongside her partner again.

Fran is a ranged attacker specializing in debuffing enemies. Her first ability, Feral Strike, is an 8 hit attack that grants her the "Aerial Archer" buff. Her second ability, Whip Kick, is a 9 hit area of effect attack that inflicts Attack Down, Magic Attack Down, and Viera's Punishment, which is a debuff that weakens various stats depending on how many stacks of it her enemies have. Her EX ability is Shatterheart, a 4 hit group ranged BRV attack + group HP attack that extends the duration of her Aerial Archer buff.
15: Feral Strike
35: Whip Kick
EX: Shatterheart
LD: Celestial Raid
  • An Ice Person: Shatterheart conjures ice spikes, but despite its animation it does Non-Elemental ranged damage.
  • Deadpan Snarker: She amuses herself with deadpan remarks. After guiding the party through one section of dense forest, she then claims that being familiar with her woods doesn't mean she knows anything about these woods, making them panic. Papalymo sees through her jest.
  • Ethereal White Dress: Her alternate costume puts her in a white version of her original outfit, which is somehow even more Stripperiffic.
  • Evolving Attack: Her main debuff, Viera's Punishment, gains more effects as its stacks increase and Fran's skills turn into + versions once it reaches 5 stacks. Her LD ability doubles its maximum number of stacks to 10, with the last stack doubling the effect of all the other stacks, ultimately making it reduce the enemy Defense and Maximum Brave by 40%, Attack, Magic Attack and Speed by 20%, BRV gains by 80%, giving the enemy weakness to ranged BRV damage and increasing the BRV damage they take by 40% and the HP damage they take by 30%. This makes it by far the strongest single slot debuff in the entire game by a wide margin, but to compensate for its power and make it less abuseable, the version inflicted by a Fran call is much weaker: the Speed debuff effect is halved and the BRV damage increase, HP damage increase and BRV gain reduction effects are all lowered to 10% each.
  • Good Old Fisticuffs: Despite using a bow as her weapon of choice, both of her special attacks utilize a series of ranged punches and kicks.
  • Letting Her Hair Down: In her alternate costume.
  • Long-Lived: Alisaie asks her at one point if it's the longer lifespan of the Viera that gives Fran her unique philosophical perspectives on different situations, but even Fran admits that she sometimes longs for her home, and coming to terms with this and acknowledging the rest of the XII cast as her family allows her and Balthier to break through the faux-Mist.
  • Nature Hero: She meets the party when they're lost in the woods and helps them to find the way out and her former connection to the Wood and the Green Word are mentioned.
  • Race Fetish: Alluded to in a Lost Chapter scene when Cater asks to touch her ears. Fran informs her that she's acting like the kind of person who is "especially keen on Viera" in her world—and also, no.
  • You Can't Go Home Again: Papalymo (somehow) correctly surmises this when she mentions that she can no longer hear the Green Word, though it's possible he's just familiar with the culture of Viera in his own world.

    Basch fon Ronsenburg 

Basch fon Ronsenburg

https://static.tvtropes.org/pmwiki/pub/images/dffoo_basch1_9.png
A knight's captain of the Kingdom of Dalmasca who boasted broad popular support. As part of an imperial plot, he was imprisoned for the king's assassination until freed by Vaan and company. True to his convictions, he fights at Princess Ashe's side, more concerned with returning peace to his homeland than with clearing his sullied name.
Voiced by: Rikiya Koyama

Recruited in his event, "A Captain's Loyalty." He comes to the party's aid against monsters and after learning they're with Ashe, who he's looking for, he joins upon deeming he can trust them.

Basch is a physical melee tank that specializes in walling attacks and even drawing enemy AoE HP Attacks to himself. His first ability is Fulminating Darkness, an AoE 5 hit HP attack that splits damage, refunds some BRV based on HP damage done as well as provoking the enemies with the Lock status and granting his various shields to reduce BRV and HP Damage. His second ability, Ruin Impendent, is a single target 4 hit HP attack that can heal a little of his HP damage taken and grants the party BRV based on total amount of HP damage done. His EX Ability, Flame Purge, is a three hit attack HP on a single target executed twice that grants the unique buff [Dalmasca's Valiant], which increases the party's Attack and maximum BRV. If Basch's health is at least 50% or greater, Flame Purge turns into Flame Purge+ for more BRV hits and damage. His LD Ability, Indomitable Palisade, is a 8 hit HP attack that splits damage and grants him the same buffs as Fulminating Darkness as well as an unique buff called Indominable that further increases his Attack and BRV overflow and causes him to instantly heal his HP back to 50% whenever it falls below that.
15: Fulminating Darkness
35: Ruin Impendent
EX: Flame Purge
LD: Indomitable Palisade
  • Birds of a Feather: With Steiner, in that they're both devoted to protecting their princesses.
  • Camera Abuse: Using Ruin Impendent Basch punches the air somehow resulting in the air/area in front of an enemy to shatter, before the shards of reality are sucked into a vortex for extra damage.
  • Commonality Connection: He has a scene with Sabin, Chelinka, and Lann where they try to get him to reconcile with his estranged twin Gabranth. At the same time, Edgar, Yuri, and Reynn are trying to do the same with Gabranth.
  • Dark Is Not Evil: Basch's first ability is Fulminating Darkness, a Kamehame Hadoken of bitter blackness that hits every enemy. Not only is the dark stream non-elemental, Basch himself is one of the most noble members of his original game.
  • Draw Aggro: Fulminating Darkness is a group attack that inflicts Lock on the enemies.
  • Flaming Sword: His EX Ability, Flame Purge, conjures around a dozen swords of fire dancing about him before he launches them at the enemy.
  • Heroes Prefer Swords: He wields one-handed swords in this game despite being able to wield any weapon in FFXII.
  • Lady and Knight: The White Knight to Ashe's Bright Lady, as usual. Protecting her is most of his motivation - the other is to get back home to see how Dalmasca and Ivalice are faring.
  • Life Drain: Ruin Impendent will heal Basch based on how much damage he inflicts.
  • Luckily, My Shield Will Protect Me: Fulminating Darkness gives Basch a special buff called Kingdom's Shield, which not only reduces Brave Damage taken, but draws AoE HP Attack to himself. Also, while Basch's model does not feature a shield, his character-specific Golden Armor is the Golden Shield and the Flame Shield.
  • Rummage Sale Reject: Faris points it out. It actually flusters Basch a little bit, as he explains he had to "don [himself] with whatever was available."
  • Stone Wall: With his LD ability buff active and Lock inflicted on every enemy, he basically makes the entire party unkillable: since he draws all AoE HP attacks to himself with his Kingdom's Shield buff and single target attacks hit him by default, the rest of the party is completely safe from damage, he'll survive any damage that would kill him outright with the Last Chance Hit Point also provided by Kingdom's Shield that's active whenever he has 50% or more HP left and since he instantly recovers back to 50% HP when he drops below that, he can take multiple attacks that would do more HP damage than he has max HP in a row with no issues. The only way to kill him with the buff active is if he gets hit by an enemy attack that can dispel framed buffs before he can refresh them or if their attack has multiple HP hits.

    Llyud 

Llyud

https://static.tvtropes.org/pmwiki/pub/images/c1_1_6.png
Winged Warrior of the Aegyl Race. A species with few emotions. He has been treated as an oddity because of his strong curiosity. When he got caught up in an air battle between pirates, Vaan and his friends saved and accompanied him. Through his interactions with them, he gradually awakens to his own emotions.

Recruited in his event, "Wings Graven With Emotion." Summoned by Materia, he is spotted by Ceodore and Kimahri as he is flying toward the airship, but when they go to investigate Vaan and Balthier luckily show up to explain that he is a friend. Eager to join the party and curious about all of the worlds and new people, Llyud is a far cry from the emotionless man he used to be.

Boasting powerful party auras and healing, Llyud is primarily a support character who enables his allies to go all out. Though he has some abilities that harm himself, his stat boosting for both himself and party members along with his potent healing and EX gauge refills can offset his fragility.
15: Aura Spear
35: Crimson Wings
EX: Fanfare
LD: Enfuse Spirit
FR: Technical Spear (with Shelke)
  • Birds of a Feather: His Force Ability, which pairs him up with Shelke, is a nod to the fact that both characters had their emotions artificially removed and regain them over the course of their respective games. They are shown to get along well with each other in Edgar's Intersecting Wills chapter, wherein they work together to find out about Edgar's Hidden Depths.
  • Cast from Hit Points: His first skill and his LD skill consume 30% and 50% of his current HP when used, respectively, which is converted to extra BRV. What's unusual about him is that while his EX and LD abilities both heal other party members when used, only his second skill and his Awakening Ability heal both him and the other party members, requiring him to use his Lancet buff to gain back up to 10% of his maximum HP per turn based on HP damage done to the enemy. This is carried over from his portrayal in Revenant Wings, where several of his abilities did the same thing.
  • The Stoic: As usual, but not to the same extent as in his home game. He was summoned to this world after the end of Revenant Wings, so it is after his Character Development and he is a little more expressive than usual. He even admits to excitement about learning new things about other worlds and their inhabitants, openly displaying his natural curiosity.
  • Support Party Member: Grants some of the most potent offensive party buffs in the entire game without having to rely on a Burst buff, but his main source of then, his EX buff, needs to reach the maximum of 5 stacks for full effect and he only gains a single stack when using his EX skill. Thankfully, he starts the battle with 2 stacks already in effect and his EX gauge full, allowing him to reach maximum stacks without too many issues. He's also unique in that some of the buff effects are granted to the party while others are exclusive to only himself.
    • On top of his potent buffs, he also has the ability to fill the EX gauges of the other party members to full when he uses his EX skill as well as filling his own EX gauge to full after using his LD skill: when combined together, he can enable characters with strong EX abilities to consistently deal massive damage far more often that they normally would.
  • Winged Humanoid: The defining trait of the Aegyl race, which he's a member of. Eiko talks about her own wings as a point of pride and compares them to Llyud's, but hers aren't functional and rather than being born with them, they were made by her grandfather as a decorative accessory and their ability to move on their own is due to them being magical in nature.
  • You Remind Me of X: He tells Gau and Eiko that they remind him of Filo and Kytes, and laments that they haven't been summoned to this world yet.

    Reks 

Reks

https://static.tvtropes.org/pmwiki/pub/images/c1_13.png
Vaan's brother, two years his elder. A volunteer in the Dalmascan army who alongside Basch attempted to prevent the king's assassination, but was instead framed and imprisoned as part of Gabranth's conspiracy. A gentle young man deeply fond of his homeland, his younger brother, and fragrant, red galbana lilies.
Voiced by: Hideki Tasaka

Recruited in his Lost Chapter, "Fear for Home." Reks is summoned to the world initially believing that he has woken up in the afterlife, mostly due to the peace and beauty in the world and the fact that he is able to walk and fight again. However, upon learning that he can still feel pain and then meeting Balthier and a few of the other party members, he is informed that he is in another world altogether - and he is able to meet Vaan again.

Reks is a thunder elemental attacker with tanking capabilities, able to defend his party from harm while keeping the pressure on with his preemptive attack.
15: Blade Combo
35: Shield Rush
EX: Yellow Storm
LD: Wide Ruin
FR: Mutual Improvement (with Jack)
BT: Shining Nova
  • Back from the Dead: Reks died during the tutorial level of FFXII, being used as a pawn by Vayne and Gabranth in the murder of Ashe's father. When Reks first arrives in the World of Respite, he simply assumes he's in the afterlife ... until he encounters monsters.
  • Call-Back: Reks was mentioned several chapters ago by Vaan, in relation to the World of Respite making it so people could meet with friends and family members who have already passed on (Aerith, Zack, Minwu, almost all of Type-0, etc.). However, at the time, Vaan had realized fighting just to be reunited with his brother was selfish.
  • Canon Immigrant: As far as his entire kit goes, everything is completely made from scratch for DFFOO. Otherwise in his short spotlight in FFXII Reks would attack in battle with a one-handed sword and shield along with using the Cure and Thunder spells, all of which at least provide inspiration for his moveset here.
  • Combat Medic: His only means of healing is with his c65; HP Heal Attack All, which slightly restores health to the entire party. Aside from that, Reks has no way to restore his HP naturally.
  • Continuity Nod: When Reks first appears in the World of Respite, he is shocked to find Galbana Lilies growing in the flower field, as they were a rare flower native to the desert of Dalmasca. Aerith was the one who wanted to plant flowers that meant something to her allies during her Intersecting Wills (with Vaan wanting Galbana Lilies due to the fact they were Reks's favorite when he was alive). Also, in just the previous story chapter (Act 4, Chapter 1, Part 1) Aerith used everyone's combined wills to revive the flowers of the World of Respite, including Reks's Galbana Lilies. Being drawn to his favorite flowers so soon after they were saved could likely be the very reason Reks ended up so close to his allies right away even without godly or villainous interference.
  • Deadly Dust Storm: Wide Ruin summons an electrified sandstorm to damage enemies, although its lone element is Thunder and not Earth. It is likely a reference to Reks being a resident of the desert kingdom of Dalmasca.
  • Dream Reality Check: Reks initially thinks he is dreaming or is in the afterlife until he gets attacked by a goblin. The pain he feels serves to inform him that there is something else going on.
  • Easily Forgiven: Princess Ashe and Basch are both quick to apologize to Reks for their parts in his demise; Ashe for being weak and inexperienced and Basch for not staying with Reks and making sure to keep him safe during the mission. Reks is quick to forgive them, since ultimately their actions kept Vaan safe and freed the Kingdom of Dalmasca. Gabranth also offers a sort of apology ... more just admitting that what he did to Reks was 'one of his sins', to which Reks quickly forgives him as it being a part of war. Although, while he forgives Gabranth, Reks does state he does not accept the rogue judge just yet.
  • Forgiven, but Not Forgotten: Gabranth approaches Reks to reveal who he is and explain his part in the plot to assassinate the king. Reks, who was warned about this earlier, decides to let bygones be bygones because they are in a different world, and they were on opposite sides of a war just following orders. Reks does tell him it will take some time to feel at ease about it, though.
  • Knightly Sword and Shield: Just like his minimal appearance in FFXII, Reks uses Swords as his primary weapons along with his buckler.
  • Leeroy Jenkins:
    • The spirit behind his Remove Obstacles preemptive attack is based on the tutorial level of FFXII in which Reks, as a novice recruit, would run off on his own to take down the enemy to give his allies time to run ahead.
    • During his Character Event he rushes in to draw the enemies off of Lann, Llyud, and Jack so that his allies could regroup and attack the enemy from behind.
  • Made of Iron: As a tank, Reks boasts quite a healthy amount of BRV and HP DMG reduction in his kit to help his survivability when taking hits meant for his allies. However, a lack of any HP Regen and minimal healing limited to his c65, coupled with not having Last Stand means it's still quite possible for Reks to be overwhelmed by an overly aggressive enemy.
  • Midfight Weapon Exchange: During his Force Attack, Reks and Jack swap weapons; therefore Reks attacks using Jack's katana while Jack is using Reks's sword.
  • Mythology Gag: All of Reks' abilities with the exception of his LD, Wide Ruin, are variations of attacks used by Vaan in XII and his Dissidia NT moveset, and he is given the Thunder element because it is the only offensive spell Reks knew in XII.
  • Never Be Hurt Again: This is Vaan's reaction to seeing his deceased brother alive in the World of Respite; after everything Reks went through Vaan just wants him to be able to actually rest and never have to fight or be hurt again. Reks, of course, decides to make his own decisions and stands with his younger brother to fight for this and their world.
  • Shield Bash: As its name indicates, Shield Rush has Reks rushing in to smack around an enemy with his buckler.
  • Shock and Awe: As a Call-Back to the fact the only offensive spell Reks had in FFXII was Thunder, he specializes in Thunder enchant and imperil.
  • Sliding Scale of Idealism Versus Cynicism: With his Force Partner; Jack from Type-0. Reks is described as a gentle-natured pessimist while Jack is a joke-cracking optimist.
  • Something about a Rose: Not a rose, but Reks will carry with him a Galbana Lily during his victory animation. Galbana Lilies also act as his c90 Gold Armor.
  • Spam Attack: His unique overhead Dalmasca's Entrustee allows him to make a preemptive attack called Remove Obstacle before his turns. The level of his overhead rises by one whenever he uses Blade Combo, or when he tanks a BRV or HP attack from an enemy, and when he has more than one stack of his buff he will do an improved preemptive strike although it reduces his current stacks by one. His Force Attack automatically caps his Entrustee stacks to five, and when his Burst Effect is active not only does his stacks no longer decrease, but his preemptive strike will trigger twice on his turn.
  • Sphere of Destruction: Shining Nova is an original attack to DFFOO, with Reks conjuring a ball of non-elemental energy to throw at the enemies which then explodes into a vortex of multi-colored light. Visually speaking, it takes several cues from Vaan's Quickening, Pyroclasm; although being something that is completely unique to Reks.
  • Taking the Bullet: Shield Rush grants his allies a buff that allows him to step in and take any single-target attack meant for them.

    Vayne Carudas Solidor 

Vayne

https://static.tvtropes.org/pmwiki/pub/images/dffoo_vayne.png
Alternate Skin
A candidate for the next emperor of Archadia, this ambitious man will do whatever it takes to preserve House Solidor. He has taken aggressive measures toward neighboring countries and framed Captain Basch for the assassination of the King of Dalmasca. He is also a skilled politician and persuasive speaker who can sway people's hearts.
Voiced by: Nobuo Tobita

First encountered by the party in Chapter 10 when he smoothly talks his way into traveling with them, though he does not become playable then. Unsure of Mog's intentions, he finally attacks near the end of the chapter and unwittingly opens the way into the Dimensions' Labyrinth.

Recruited through his own event ("Conqueror's Duty"), his playable version focuses on buffing himself up while having a notably high turn rate and enhanced abilities, with the unique ability to cancel the enemy's break status with his second ability, Force of Will, while his first ability Mach Wave is a single target attack that grants him the Consul's Wisdom buff, which allows him a free turn. He wields floating great swords of nethicite whose motions synergize with his physical attacks, along with unique framed buffs that increase the whole party's stats (Consul's Wisdom) for their duration and being able to debuff his enemy target's attack stat (Conqueror's Power). His EX Ability, Tree of Sephira, is an area of effect magic BRV+HP Attack with overflow that restores one skill use for both of his standard skills.
15: Mach Wave
35: Force of Will
EX: Tree of Sephira
LD: Contempt
FR: Godslaughter (with Ardyn)
BT: Gigaflare Sword
  • BFS: His Burst finisher involves materializing a huge clockwork sword on his arm and slamming it on the enemy.
  • Boring Yet Practical: Vayne's kit centers on building up stacks of Conqueror's Power, at which point his turns become free and he gets free skill usages until the buff wears off. His damage-per-turn is subpar since his attacks don't deal many HP damage hits, but this gimmick gives him terrific staying power since he can spam his skills often without running out and gets lots of free turns to do so, and since his second skill always breaks the enemy, he can also easily prevent the enemy from getting a turn.
  • Brutal Honesty: While helping the party through the fake Pharos, Vayne states his belief that restoring the world's proper order will result in the disappearance of himself and others who were likewise deceased before they were summoned. He goes on to give a speech about how the dead, and their loved ones, must accept their fate in order not to burden the future rather than be clouded by sentiment. Vaan and Ignis both tell him off for being insensitive, particularly to the children in their present group.
  • Character Development: He goes from a Well-Intentioned Extremist to Enemy Mine to Heel–Face Turn with the party. It's a pretty well drawn-out scenario ranging from his introduction to his multiple appearances across several story chapters.
  • Death from Above: His EX Ability, Tree of Sephira, which is one of his original boss attacks from his home game; unlike back in XII however, Vayne in both NT and Opera Omnia uses this skill in his normal base form as opposed to his Novus form.
  • Enemy Mine: His reason for joining the party - he realizes that they all want the same goal of saving their home worlds, since he does genuinely care about saving Ivalice. Vaan and Ashe are not happy about it, as they do not agree with his methods, but Balthier and the others convince them they can use his help but none of them have to like it. Vayne doesn't want or expect friendship or even trust from them, but as his goals align with theirs far more often than with other warriors of Spiritus, he's willing to be on call for them.
  • Everybody Has Standards:
    • He is by no means proud of what he's done, nor does he let it get to him; he just does what he does and moves on for the sake of his homeland's stability despite his cruel means of achieving his goals (especially since he did not want to involve his own younger brother in his issues). He also is outright disgusted by several of the other chaotically evil villains while proclaiming he won't ever stoop to their levels.
    • On that note, just as Spiritus attempts to pull a "Not So Different" Remark on him, Vayne calls out Spiritus himself for his desire to build a realm of endless fighting, saying that everyone, even his archenemy (Vaan), has a home to return to. And as stated beforehand, that they have no time to indulge Spiritus and Materia's wills. To that end, Vayne decides that destroying the current world they are in is the best course of action.
  • Flying Weapon: His weapons float behind him in a spread formation when he's not using them, his LD ability involves charging them with energy and throwing them at the enemy and his Burst mode buff followup involves him sending them to slash at the enemy multiple times before slamming them on the enemy whenever someone in the party breaks an enemy.
  • Heel–Face Revolving Door: Vayne starts as an enemy because he'd rather destroy the world and everyone in it than risk the planesgorgers escaping to Ivalice (and other worlds-of-origin). He allies with the party in Act 2 out of Enemy Mine because Ardyn's attempts to unseal all the villains' One-Winged Angel forms, which will result in various Omnicidal Maniacs trying to destroy every world they can gain access to. After this, he transitions to traveling with the party full-time as an ally because he's already died and he might as well try and keep Larsa and Ivalice safe from afar. But in Act 3, he turns against the party again when he turns against Materia and Spiritus, and in Act 4 he attempts to stop the heroes from bringing the gods back. Vaan, Penelo, and Ashe even admit that he made a valuable ally for the time he was with them, but they don't really hesitate to fight him.
  • I Know Karate: On top of being a top dog political figure and son of Archadia's Emperor, his martial arts are no slouch. He says himself that he dirties his own hands solely for his duties.
  • Jerkass Has a Point: Delivers one to Spiritus during his Intersecting Wills chapter; when Spiritus attempts to claim his and Materia's goals were to be fair to all of their warriors and offer them happiness in the World of Respite, Vayne points out that happiness is gauged solely by their interpretation of it, not their warrior's. Spiritus realizes he has no comeback for this claim and agrees to retreat to consider Vayne's accusation.
  • Lesser of Two Evils: When Sephiroth ascends to Godhood by striking down the Goddess Materia, he helps the heroes defeat him to allow Materia to reclaim the throne, claiming that although she is inept Materia is at least better at keeping the balance of the world than Sephiroth.
  • Lightning Bruiser: Playable Vayne revolves around enhancing his own abilities' + versions to have the benefit of having a very high turn rate despite his rather average speed stat, on top of his Force of Will setting back enemy turns from break status guaranteed. That, and he can easily both self buff his own damage and Max BRV along with the entire party's damage and Max BRV as well through his own overloaded unique framed buff, Consul's Wisdom.
  • Master of the Levitating Blades: Vayne's weapons are of the greatsword type, and any weapon he equips will float around him in copies. He primarily uses these for his attacks along with punches and kicks.
  • No-Holds-Barred Beatdown: His second ability, Force of Will, is a rapid assault of floating blows that deal both BRV+HP damage in between. It also cancels the enemy's BRV broken state on one of the later hits, allowing him to break them again during the attack (and if timed right, can break them twice in a single usage, though the break bonus BRV gain will only be applied once in the turn).
  • Omnicidal Maniac: During the Interlude, he reveals this as his goal: he wishes to destroy the current world, which would kill everyone in it, including himself. By doing so he hopes to protect not only Ivalice, but the multitude of other worlds that the gods summon their heroes from.
  • One-Winged Angel: His alternate costume gives him a permanent version of his Undying form, similar to Jecht getting his Braska's Final Aeon form as a costume.
  • Power Floats: When fought as a boss, he can switch between floating and standing, becoming resistant to magical or physical damage.
  • Razor Wind: His Mach Wave, which becomes his first ability when playable, along with having a completely different animation from his boss version; the boss version involves a Ground Pound with a column of waves, while the playable version does it more true to its original form as an uppercut that launches a tall vertical wave.
  • Screw This, I'm Outta Here: Unlike the other villains in the world of Opera Omnia, Vayne has no other goal than the prosperity of the Archadian Empire. As such he is single-minded in his desire to return to his Ivalice, even if that means destroying their current world and everyone in it.
  • Stance System: When fought as a boss, he switches between floating and standing to become resistant to and possibly No-Sell magical or physical damage.
  • Summon Bigger Fish: After he's defeated, he flees into the Dimensions' Labyrinth and summons Ultima, the High Seraph, out of it to fight the party so he can escape.
  • Unwanted Revival: Essentially what he's so mad about. He believes that the natural order of things is that the dead should stay dead, regardless of what everyone else feels about the opportunity to be reunited with their loved ones in this World of Respite. This includes Vayne himself.
  • Villain Episode: Vayne's Intersecting Will chapter is this. He spends the chapter scheming about how to attain the power of silt (without having to rely on Eald'narche giving it out) and kill the gods. To that end, he allies with Golbez to manipulate Ardyn into attacking Spiritus, recruits Kadaj to spy on Golbez in turn, and attempts to use Jegran for his unique power. He ends up Out-Gambitted by Ardyn and Golbez, who ended up protecting Spiritus from Kefka instead. Jegran shows up and they have a two vs two battle until Kadaj arrives and tips the balance into Vayne's favor, but Spiritus himself appears to put a stop to it. Still, it ends with Vayne in an alliance with Jegran and Kadaj.
  • Villain with Good Publicity: Vayne appears in Chapter 10 and talks his way into tagging along while Vaan is practically spitting with rage, and doubly frustrated because he knows he's coming off as an angry kid while Vayne's subdued and calm demeanor makes him seem reasonable. Edgar reassures Vaan privately that he trusts Vaan more than Vayne, but it's better to keep an eye on him and not start a fight unprovoked.
  • Well-Intentioned Extremist: In the Interlude chapter, Vayne expresses a desire to destroy this world and everyone in it just so the threat of the planesgorgers can't reach their home worlds.
  • What Happened to the Mouse?: After fleeing at the end of Chapter 10, he is not seen again when the party goes into the Dimensions' Labyrinth after him and Mog in Chapter 11. He does appear again in the Interlude onwards however, and at some point, eventually decides to work more closely with the heroes for real via his own event.

    Gabranth 

Gabranth

https://static.tvtropes.org/pmwiki/pub/images/gabranth3c6716c.png
Alternate Skin
One of the Judge Magisters of the Archadian Empire. Behind the appearance of a composed warrior lies a man who rues his inability to protect his homeland and despises the older brother who abandoned him and their mother. Despite losing his authority to politics, he would till the end risk his life for his sworn master.
Voiced by: Akio Ōtsuka

Recruited in Act 2, Chapter 10 of the main story. After being summoned by Spiritus after the moment of his death, he wishes to meet Basch and see if his twin continued the mission that Gabranth set for him. Dismayed to learn that Basch cannot remember, he instead heads out to free the party's Dark Manikins from their imprisonment by Ardyn. He finally joins up after Basch and the others regain their memories and Ashe and Vaan resolve to put the past behind them for the betterment of Ivalice. Gabranth agrees, and while he still considers himself a stray with no true purpose, he is used to having a "heavy collar."

Gabranth is a physical attacker with his own unique debuffs that revolve around inflicting "Criminal's Mark" on enemies that becomes more potent the more debuffs the enemy has. He also has a forced break mechanic that makes him capable of controlling enemy BRV values as well as some HP and BRV Damage Reduction for the party, giving him some defensive utility as well.
15: Circle of Judgment
35: Guilt
EX: Quickening
LD: Innocence
FR: Aspirations (with Gau)
BT: Onslaught
  • Badass and Child Duo: His FR ability pairs him up with Gau, who he seems to have a bit of a soft spot toward from the story.
  • The Comically Serious:
    • He is completely taken aback by Cait Sith's robotics, Lann, and Reynn. In another scene, he is silent when Lann hopes for a tearful reunion with lots of hugging after he and Basch reconcile.
    • He also gets stuck with Gau and an unconscious Sabin in the recreated Solitary Island, prompting Gau to name him "Armor." Gabranth, for his part, manages to keep his patience.
  • Cool Helmet: Inverted when it comes to his alternate costume, which has Gabranth take off his helmet. This even comes with his voice clips no longer being distorted by his normal armor.
  • Declaration of Protection: When he finds that Locke has abandoned his friends, Gabranth declares that he will go find and defend them in Locke's place.
  • Dual Wielding: He wields two one-handed swords, and when he uses certain abilities they can combine together.
  • Fantastic Racism: Although he doesn't show it himself, Arcadia's human-centric bigotry is alluded to when he says that he isn't used to fighting alongside people like Y'Shtola and Freya.
  • Power Echoes: Due to being a Tin Tyrant, Gabranth's voice has a noticable echo in his judge helmet. This is especially noticable when he loses this vocal distortion in his alternate costume when he takes off his helmet.
  • Status Effects: He inflicts a potent debuff called Criminal's Mark on all enemies with all his passives unlocked at the start of the battle or when the enemy deals damage to the party: this debuff lowers enemy Attack and saps their BRV, and if the enemy is inflicted with at least 4 debuffs, it's upgraded to Outlaw's Brand, which has double the effect as well as increasing the HP damage the enemy takes, and with his Burst buff in effect, it's finally upgraded to Felon's Punishment, which further doubles the Attack and BRV sap effects, increases the HP damage taken further and also reduces the HP damage done by the enemy to the degree that with his Awakening Ability in effect, the party is essentially immune to HP damage from any enemies inflicted with the debuff.
  • What the Hell, Hero?: In Act 3, after the Party Scattering, he's the first person to find Locke and as soon as he learns that Locke abandoned the person he promised to protect he chews Locke out for it. To Gabranth, his duty to protect his charge is everything, so he can't understand why Locke would leave Celes alone.
    "You severed your bonds in exchange for freedom. Your selfishness knows no bounds."

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