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WIP: 5★ armaments tier list

Stat expectations

Swords

Most 5★ swords have the following stats:

Stat Amount
Phys/Mag ATK 120%
Elemental damage boost (Element) 20%
Accuracy 20%
Critical Rate 20%

The following swords deviate from the average stats:

ATK variants:

Damage boost variants:

Accuracy variants:

Critical rate variants:

Shields

Most 5★ shields have the following stats:

Stat Amount
HP 120%
Elemental damage reduction (Element) 20%
PDEF 50%
MDEF 100%

The following shields deviate from the average stats:

HP variants:

Damage reduction variants:

PDEF variants:

MDEF variants:

---

Errors

  • Asherah sword dmg increase 120% (should be lower?)
  • Moh Shuvuu sword MATK 120% (should be lower?)
  • Lailah sword "ATK Mag" (should format as "Mag ATK")
  • Thor sword "Mag" (missing "ATK")
  • Masakado sword "Phys atk" (should be capitalized, i.e. "Phys ATK")
  • Asherah shield is missing the percentage symbol on panels 1 and 3.
  • Izanami shield says it nulls Force, but it actually nulls Elec.


Analysis

Swords

Xuanyuan Sword.jpg
Name PVE PVP (Battle Tower)
Alt-World Abyss Offense Defense
SwordIcon.pngAlice.jpg Alice Sword
- - - -
Pros
  • Gotcha! is single-target Mortal with 1 use (2 if panel 2). This can be useful for deleting threats in early floors of Tokyo Abyss, and the occasional enemy lacking Null Mortal in PvP.
  • After the Mortal skill runs out, the sword also has single-target and AoE Dark skills.
  • Grants Dark Pierce.
  • Up to 20% Dark damage aura for the party, and another 25% for the MC.
Cons -
Notes
  • The MC and Alt-World farming stages are immune to Mortal.
SwordIcon.pngAlice A.jpg Alice A Sword
- - - -
Pros
  • Sets up Curse, removes Evade Mortal buffs, and applies AoE Mortal to Cursed enemies. Most enemies don't bother running Null Curse, so this should allow for sweeping as long as foes don't have Null Mortal.
  • Decent at setting up Curse without the assistance of a team member.
  • Grants 10% ailment chance boost to the team.
  • The sword mainly uses Fractional Damage, which ignores damage reduction.
Cons
  • Heavily reliant on landing curse.
    • Alt-World farming stages are immune to ailments.
    • Ailments work in Tokyo Abyss (even on bosses), but only up to floor 60 due to stat inflation.
  • The Mudodyne (even with piercing and the 20% Dark damage boost) is not useful unless it hits a weakness.
Notes
  • The MC and Alt-World farming stages are immune to Mortal.
SwordIcon.pngAmaterasu.jpg Amaterasu Sword
- - - -
Pros
  • Ukehi heals the party after performing a Fire AoE.

Offensive points:

  • Blood Rush to buff the party's ATK and EV/AC.
  • Up to 30% Fire damage boost.

Defensive points:

  • Up to 15% Fire damage reduction for the team.
Cons
  • No pierce. Since the heal skill requires the AoE to succeed, this makes the heal unreliable in PvP.
Notes
  • Standard fusible heal sword for Fire.
SwordIcon.pngAnanta.jpg Ananta Sword
- - - -
Pros

Offensive points:

  • Up to 30% Ice damage boost.

Defensive points:

  • Up to 15% Ice damage reduction for the team.
Cons
  • No pierce. Since the heal skill requires the AoE to succeed, this makes the heal unreliable in PvP.
Notes
  • Standard fusible heal sword for Ice.
SwordIcon.pngAsherah.jpg Asherah Sword
- - - -
Pros
  • Holy Union revives a random party member at 100% HP, and gives them an Evade Mortal buff. This has 1 use (2 if panel 3).
  • Mediarama for team healing.

Offensive points:

  • 5% Fire damage boost for the team.

Defensive points:

  • 5% Fire damage reduction for the team.
Cons
  • If multiple demons are down, Holy Union does not let you pick which one to revive.
  • No pierce.
Notes -
SwordIcon.pngAsura.jpg Asura Sword
- - - -
Pros
  • Unholy Strike deals 300-power Phys damage, split across 10 random hits. It also has +30% crit rate and ignores counters.

Offensive points:

  • Blood Rush to buff the team's ATK and EVAC.
  • Grants Phys Pierce.
  • Up to 30% Phys damage boost.
  • Up to 50% accuracy and 50% crit rate.

Defensive points:

  • Reduces enemies' crit rate by up to 80%.
Cons
  • Reducing crit rate will not stop crits guaranteed by Might. It also doesn't offer any defense against magic, which can't crit anyway.
  • The random-targeting of Unholy Strike can be a problem in PvP, if it hits into a reinforced NDR. The sword also doesn't offer any single-target attack skill, so you may need to rely on the standard attack.
Notes -
SwordIcon.pngBaal.jpg Baal Sword
- - - -
Pros
  • Rainstorm is a 120-power, piercing Force AoE.
  • Debilitate to debuff enemies' ATK, DEF, and EVAC.

Offensive points:

  • Up to 20% Force damage boost for the team, and another 40% for the MC.
Cons
  • The EVAC debuff on Rainstorm and the 10% ailment auto cure rate for the team, are both unlikely to be useful.
  • Killing Wind does not pierce.
Notes -
SwordIcon.pngBarong.jpg Barong Sword
- - - -
Pros
  • Calon Arang heals the party after performing an Elec AoE.
  • War Dance to buff the party's ATK and DEF.

Offensive points:

  • Up to 30% Elec damage boost.

Defensive points:

  • Up to 15% Elec damage reduction for the team.
Cons
  • No pierce. Since the heal skill requires the AoE to succeed, this makes the heal unreliable in PvP.
Notes
  • Standard fusible heal sword for Elec.
SwordIcon.pngBlack Frost.jpg Black Frost Sword
- - - -
Pros
  • Mahelldyne is a 130 power Dark AoE.
  • Up to 25% Dark damage aura for the party, and another 45% for the MC.
Cons
  • No pierce.
Notes
  • Standard fusible attack sword for Dark.
SwordIcon.pngCu Chulainn.jpg Cu Chulainn Sword
- - - -
Pros
  • Tie-Breaker is a 130 power Phys AoE.
  • Up to 25% Phys damage aura for the party, and another 45% for the MC.
  • Above-average accuracy and crit rate (25% instead of 20%)
Cons
  • No pierce.
Notes
  • Standard fusible attack sword for Phys.
SwordIcon.pngFrost Ace.jpg Frost Ace Sword
- - - -
Pros
  • Frozen Fist deals 130-power, piercing, physical Ice damage to a single target, and gives the MC Might afterwards, allowing for crit spam.
  • War Dance buffs the team's ATK and DEF.
  • 10% Ice/Light damage boost for the team.
  • Up to 60% Ice damage boost for the MC (on top of the team effect).
  • Up to 35% accuracy.
Cons
Notes
  • Frozen Fist uses the MATK stat but deals physical damage. This may affect your choice of demonite.
SwordIcon.pngGaruda.jpg Garuda Sword
- - - -
Pros

Offensive points:

  • Up to 30% Force damage boost.

Defensive points:

  • Fog Breath to debuff the enemy's ATK and EV/AC.
  • Up to 15% Force damage reduction for the team.
Cons
  • No pierce. Since the heal skill requires the AoE to succeed, this makes the heal unreliable in PvP.
Notes
  • Standard fusible heal sword for Force.
SwordIcon.pngGaruda A.jpg Garuda A Sword
- - - -
Pros
  • Tempest Talon deals 100-power Force damage to a single target, and then up to 175 damage spread across 5 random targets. Since the random-targeting is a chain effect, it hitting NDR will not lead to losing Press Turns.
  • Agile Cry buffs your EVAC and debuffs the enemy's EVAC.

Offensive points:

  • Grants Force Pierce.
  • Up to 40% Force damage boost.

Defensive points:

  • Up to 20% evasion for the team.
Cons
  • The random targeting is inconsistent, and can cause problems if enemies need to die in a specific order.
  • Tempest Talon starts with only 2 random hits, and has to be used twice to ramp up to 5 hits. In order to actually use it at full power, you therefore need to survive the enemy turn.
  • The evasion stacking won't stop incoming magic damage.
Notes -
SwordIcon.pngGogmagog.jpg Gogmagog Sword
- - - -
Pros

Offensive points:

  • Acid Breath to debuff the enemy's DEF and EV/AC.
  • Up to 30% Phys damage boost.
  • Above-average accuracy and crit rate (25% instead of 20%).

Defensive points:

  • Up to 15% Phys damage reduction for the team.
Cons
  • No pierce. Since the heal skill requires the AoE to succeed, this makes the heal unreliable in PvP.
Notes
  • Standard fusible heal sword for Phys.
SwordIcon.pngHuang Di.jpg Huang Di Sword
- - - -
Pros
  • Yinglong Flash is 130 power Phys AoE with +50% crit rate.
  • Blood Rush to buff the team's ATK and EVAC.
  • Grants Phys Pierce.
  • Up to 30% Phys damage boost.
  • Up to 25% crit rate boost for the team, and another 35% for the MC.
  • Up to 45% accuracy boost.
  • Overall, crits very consistently and deals high AoE damage.
Cons
  • Below-average PATK (110% instead of 120%)
Notes -
SwordIcon.pngIndrajit.jpg Indrajit Sword
- - - -
Pros
  • Rakshasa Thunder deals 200 power Elec damage to a single target, split across 5 hits to break endures. It also has a chance to Bind.

Offensive points:

  • Concentrate to boost magic damage.
  • Grants Elec Pierce.
  • Up to 20% Elec damage boost for the team, and another 35% for the MC.

Defensive points:

  • Up to 10% Elec damage reduction for the team.
Cons
Notes -
SwordIcon.pngIshtar.jpg Ishtar Sword
- - - -
Pros

Offensive points:

  • Up to 30% Light damage boost.

Defensive points:

  • Up to 15% Light damage reduction for the team.
Cons
  • No pierce. Since the heal skill requires the AoE to succeed, this makes the heal unreliable in PvP.
Notes
  • Standard fusible heal sword for Light.
SwordIcon.pngIxtab.jpg Ixtab Sword
- - - -
Pros
  • Offering Guidance attempts to Bind all enemies, and debuffs DEF.
  • When an ally is killed, debuffs the enemy's ATK and EVAC, softening their sweep. If panel 3, also removes Barrier and Evade Mortal to prepare your counter-attack.
    • Since Battle Tower gives the MC damage reduction while their demons are alive, and you get more points if you kill all demons instead of just the MC, this chain effect should activate consistently in defense teams.

Offensive points:

  • Up to 30% Dark damage boost.
Cons
  • No pierce.
  • Offers little in terms of offense. Reliant on landing Bind.
    • Alt-World farming stages are immune to ailments.
    • Ailments work in Tokyo Abyss (even on bosses), but only up to floor 60 due to stat inflation.
  • The revenge effects don't do anything to stop or kill the enemy, they just soften the blow.
Notes
  • Only the base effect and panel 3 effect are notable. Either go all-in, or don't use this sword.
SwordIcon.pngIzanami.jpg Izanami Sword
- - - -
Pros

Offensive points:

  • Concentrate to boost magic damage.
  • Up to 20% Elec/Dark damage boost for the team.
  • Up to 35% Elec and 10% Dark damage boost for the MC (on top of the team effect).
  • Above-average MATK (130% instead of 120%)
Cons
  • No pierce.
  • No AoE option for Dark.
Notes -
SwordIcon.pngLakshmi.jpg Lakshmi Sword
- - - -
Pros
  • Seductive Lotus attempts to Charm all enemies, and buffs your team's EVAC.
  • Diarahan for single-target healing.
  • At panel 3, recovers 1 MP for the team at end of turn, if there is a Charmed enemy.
  • Above-average MATK (130% instead of 120%)
Cons
  • No pierce.
  • Twister being random-target is a liability in PvP, should you hit into NDR.
  • Reliant on landing Charm.
    • Alt-World farming stages are immune to ailments.
    • Ailments work in Tokyo Abyss (even on bosses), but only up to floor 60 due to stat inflation.
Notes
  • Only the panel 3 effect is notable. Either go all-in, or don't use this sword.
SwordIcon.pngLilith.jpg Lilith Sword
- - - -
Pros

Offensive points:

  • Up to 30% Dark damage boost.

Defensive points:

  • Nocturne to buff the party's DEF and EV/AC.
  • Up to 15% Dark damage reduction for the team.
Cons
  • No pierce. Since the heal skill requires the AoE to succeed, this makes the heal unreliable in PvP.
Notes
  • Standard fusible heal sword for Dark.
SwordIcon.pngLucifer.jpg Lucifer Sword
- - - -
Pros
  • Stellar Light is a 150 power Almighty AoE.
  • Concentrate to boost magic damage.
  • Up to 35% Almighty damage boost.
  • Up to 25% random/all-targets damage boost for the team.
Cons
  • Stellar Light is limited to 3 uses, after which you have no AoE option.
  • Almighty-based kit with no pierce means this sword is shut down by Repel Almighty Magic.
  • MP-hungry until panel 2 is unlocked.
  • Useless in Alt-World elemental stages, as Affinity Shift reduces Almighty damage by 70%.
Notes -
SwordIcon.pngMahakala.jpg Mahakala Sword
- - - -
Pros
  • Purging Flame deals 180-power Fire damage to a single target, split across 3 hits to break endures. Afterward, it debuffs enemies' ATK and DEF.

Offensive points:

  • Concentrate to boost magic damage.
  • Grants Fire Pierce.
  • Up to 20% Fire damage for the team, and another 35% for the MC.
  • Above-average MATK (125% instead of 120%)

Defensive points:

  • 10% Fire damage reduction for the team.
  • Grants 10% evasion.
Cons
Notes -
SwordIcon.pngMasakado.jpg Masakado Sword
- - - -
Pros
  • Divine Flash is a 200-power Phys attack with +80% crit rate, ignores endures, and inflicts Mortal. This can quickly remove threats in early floors of Tokyo Abyss, and the occasional enemy lacking Null Mortal in PvP. Even if the Mortal doesn't land, it does great Phys damage with a reliable chance to crit. Has 3 uses.
  • Iai Isshin is a Phys AoE that grants Charge after every use. You can then spend the charge on Iai Isshin itself, or on Divine Flash for high single-target damage.
  • Offensive Cry provides a full offensive buff swing.
  • Grants Phys Pierce.
  • Up to 40% Phys damage boost.
  • Up to 25% single-target damage boost for the team.
  • Above-average PATK (130% instead of 120%), accuracy and crit rate (30% instead of 20%).
  • At panel 2, grants Might to the MC when they land a kill.
Cons
Notes
  • The MC and Alt-World farming stages are immune to Mortal.
SwordIcon.pngMasakado A.jpg Masakado A Sword
- - - -
Pros
  • Kuyo Sword Dance is an Almighty AoE with Remnants (efficient for press turns) that provides a full offensive buff swing, and a full EVAC buff swing.
  • Overall, a support-oriented sword that provides buff swings and team damage auras.

Offensive points:

  • Grants Phys Pierce. While the included Phys skill isn't very good, this pierce means you can still standard-attack through Repel Almighty Magic, when at low MP, or when under Spirit Chains of Indignation.
  • 10% Phys/Almighty damage boost for the team.
  • Up to 20% Almighty damage boost for the MC (on top of the team effect).
  • At panel 3, grants a 10% random/all-targets damage boost to the team.
  • Above-average PATK (125% instead of 120%) and accuracy (25% instead of 20%).

Defensive points:

  • Defensive Cry gives the team a full defensive buff swing.
  • At panel 2, grants Evade Mortal to the team on the first turn.
Cons
  • Tempest Slash + is random-target, which can be a liability in PvP should you hit into a reinforced NDR.
  • Damage isn't especially high.
  • Questionable in Alt-World elemental stages, as Affinity Shift reduces Almighty damage by 70%. The buffs can still be valuable, though.
Notes
  • Kuyo Sword Dance uses the PATK stat, but deals magic damage. This may affect your choice of demonite.
SwordIcon.pngMastema.jpg Mastema Sword
- - - -
Pros
  • Last Plague is a 130 power Light AoE.
  • Up to 25% Light damage aura for the party, and another 45% for the MC.
Cons
  • No pierce.
Notes
  • Standard fusible attack sword for Light.
SwordIcon.pngMetatron.jpg Metatron Sword
- - - -
Pros
  • Pillar of Godly Light deals 210-power Almighty damage to a single target. It's also split across 3 hits, to break endures.

Offensive points:

  • Offensive Cry provides a full offensive buff swing.
  • 20% magic damage boost for the team.
  • Up to 20% Almighty damage boost.

Defensive points:

  • 10% magic damage reduction for the team.
Cons
  • Almighty-based kit with no pierce means this sword is shut down by Repel Almighty Magic.
  • MP-hungry if using anything other than the unique skill.
  • Useless in Alt-World elemental stages, as Affinity Shift reduces Almighty damage by 70%.
Notes -
SwordIcon.pngRama.jpg Rama Sword
- - - -
Pros

Offensive points:

  • Grants Ice Pierce.
  • 10% Ice damage aura for the party, and another 30% for the MC.
  • Above-average accuracy and crit rate (25% instead of 20%).

Defensive points:

  • 5% Fire/Ice damage reduction for the party.
  • Grants 10% evasion.
Cons
Notes -
SwordIcon.pngSamael.jpg Samael Sword
- - - -
Pros
  • Red Serpent Venom attempts to apply Poison, Bind, Charm, and Mute to a single enemy. At panel 2, it costs only 4 MP.
  • Grants 10% ailment chance boost to the team, and another 30% to the MC.
  • Up to 30% Almighty damage boost.
Cons
  • Almighty-based kit with no pierce means this sword is shut down by Repel Almighty Magic.
  • Only really offers ailments. If they don't land, the Almighty damage is lackluster.
    • Ailments work in Tokyo Abyss (even on bosses), but only up to floor 60 due to stat inflation.
  • Useless in Alt-World elemental stages, as Affinity Shift reduces Almighty damage by 70%, and the enemies are immune to ailments.
  • Salvation is expensive at 9 MP, and the MC isn't a good cleric as they can only null one of Bind, Charm, or Mute (from Lucifer, Lakshmi, or Samael shield).
Notes -
SwordIcon.pngSeraph.jpg Seraph Sword
- - - -
Pros
  • Pure Holy Fire deals 180-power piercing Fire/Light damage to a single target.

Offensive points:

  • 10% Fire/Light damage boost, and -1 MP cost to Fire/Light skills for the team.
  • Up to 20% Light damage boost for the MC (on top of the team effect).

Defensive points:

  • 10% Fire/Light damage reduction for the team.
Cons
Notes -
SwordIcon.pngSurt.jpg Surt Sword
- - - -
Pros
  • Scathe of Branches is a 130 power Fire AoE.
  • Up to 25% Fire damage aura for the party, and another 45% for the MC.
Cons
  • No pierce.
Notes
  • Standard fusible attack sword for Fire.
SwordIcon.pngSusano-o.jpg Susano-o Sword
- - - -
Pros
  • Serpent Killer is a 130 power Force AoE.
  • Up to 25% Force damage aura for the party, and another 45% for the MC.
Cons
  • No pierce.
Notes
  • Standard fusible attack sword for Force.
SwordIcon.pngThor.jpg Thor Sword
- - - -
Pros
  • Crackling Thunder is a 130 power Elec AoE.
  • Up to 25% Elec damage aura for the party, and another 45% for the MC.
Cons
  • No pierce.
Notes
  • Standard fusible attack sword for Elec.
SwordIcon.pngVasuki.jpg Vasuki Sword
- - - -
Pros
  • Samudra Manthan is a 130 power Ice AoE.
  • Up to 25% Ice damage aura for the party, and another 45% for the MC.
Cons
  • No pierce.
Notes
  • Standard fusible attack sword for Ice.
SwordIcon.pngYoshitsune.jpg Yoshitsune Sword
- - - -
Pros
  • Kurama Flash deals 240-power Phys damage to a single target, with +30% crit rate. It also ignores counters, and splits its damage across 8 hits to break endures.
  • Has Charge to significantly boost the MC's physical damage.
  • Grants Phys Pierce.
  • Up to 20% Phys damage for the party, and another 20% for the MC.
  • Up to 35% accuracy and 45% crit rate.
  • Panel 1 recovers 2 MP to the MC on the 1st turn, possibly counteracting MP drain.
Cons
  • MP-hungry, as both attack skills cost 7 MP.
Notes -

Shields

White Cliff.jpg
Name PVE PVP (Battle Tower)
Alt-World Abyss Offense Defense
ShieldIcon.pngAlice.jpg Alice Shield
- - - -
Pros Offensive points:
  • Up to 50% Dark damage boost.
  • Auto-Rakunda to assist with turn-1 sweeping.
  • Innocent Laughter casts a piercing Dark AoE when the MC gets a kill. This synergizes with the Alice sword's Mortal skill.

Defensive points:

  • Grants Repel Dark.
  • Up to 40% HP boost and 35% Dark damage reduction.
Cons
  • Weak to Light.
  • Below-average base HP (100% instead of 120%).
Notes -
ShieldIcon.pngAlice A.jpg Alice A Shield
- - - -
Pros
  • Steals the enemy team's MP at the start of their turn, and steals the enemy MC's MP at the start of your turn.
    • This can defuse or at least slow down the enemy team's offense, and possibly force the enemy MC to use a standard attack. If the enemy MC's sword doesn't have phys pierce, this can then lead to them losing turns.
    • This also gives you plenty of MP to use your own MC's skills.
  • Automatically casts Curse if an ally dies. If panel 3, it also Curses at the start of the first turn. This synergizes well with the Alice A sword.
  • Up to 25% ailment chance boost.

Defensive points:

  • Grants Null Dark.
  • Up to 20% HP boost and 20% Dark damage reduction.
  • 20% damage reduction from Cursed enemies.
  • Up to 30% evasion.
  • Up to 75% reduced chance of receiving ailments.
Cons
  • Weak to Light.
  • PvE enemies have infinite MP, and thus will not be slowed down by MP steal.
  • Alt-World farming stages are immune to ailments.
    • Ailments work in Tokyo Abyss (even on bosses), but only up to floor 60 due to stat inflation.
Notes -
ShieldIcon.pngAmaterasu.jpg Amaterasu Shield
- - - -
Pros Offensive points:
  • Up to 25% Fire damage boost.

Defensive points:

  • Grants Drain Fire.
  • Up to 80% HP boost and 35% Fire damage reduction.
Cons
  • Weak to Ice.
Notes
  • Standard fusible heal shield for Fire.
ShieldIcon.pngAnanta.jpg Ananta Shield
- - - -
Pros Offensive points:
  • Up to 25% Ice damage boost.

Defensive points:

  • Grants Drain Ice.
  • Up to 80% HP boost and 35% Ice damage reduction.
Cons
  • Weak to Fire.
Notes
  • Standard fusible heal shield for Ice.
ShieldIcon.pngAsherah.jpg Asherah Shield
- - - -
Pros
  • Up to 45% healing boost.
  • Grants Drain Fire and Null Force.
  • Up to 20% Fire damage reduction.
  • Above-average base HP (140% instead of 120%)
  • Up to 110% HP boost.
Cons
  • Weak to Ice and Dark.
  • Below-average PDEF (40% instead of 50%) and MDEF (90% instead of 100%)
Notes
  • Highest HP of any shield, before factoring in passives. This can be useful for Tokyo Abyss backup stats.
ShieldIcon.pngAsura.jpg Asura Shield
- - - -
Pros
  • When an enemy hits the MC with a physical attack, the MC will perform a piercing Phys AoE with +30% crit rate, and remove all the enemy's buffs. This attack also ignores counters.
  • Overall, a shield that hard-counters physical AoE users: dealing revenge damage, deleting their buffs, and drastically reducing their chance to crit.

Offensive points:

  • 25% Phys damage boost.

Defensive points:

  • 80% crit rate reduction on damage received by the team, and another 50% on damage received by the MC.
  • Grants Repel Fire and Null Phys/Light/Dark.
  • Up to 70% HP boost and 30% Phys damage reduction.
  • Above-average base HP (125% instead of 120%).
  • Very high PDEF (100% instead of 50%).
Cons
  • Weak to Ice.
  • Very low MDEF (30% instead of 100%).
  • Reducing crit rate will not stop crits guaranteed by Might. It also doesn't offer any defense against magic, which can't crit anyway.
Notes -
ShieldIcon.pngBaal.jpg Baal Shield
- - - -
Pros Offensive points:
  • 5% Force damage boost for the team, and another 50% for the MC.
  • 20% weak-point damage boost.

Defensive points:

  • Grants Drain Force and Null Elec.
  • Up to 30% HP boost and 20% Force damage reduction.
Cons
  • Weak to Ice.
  • Below-average base HP (110% instead of 120%).
  • The ailment auto-cure rate (15% for the team, another 15% for the MC) is unlikely to be helpful.
Notes -
ShieldIcon.pngBarong.jpg Barong Shield
- - - -
Pros Offensive points:
  • Up to 25% Elec damage boost.

Defensive points:

  • Grants Drain Elec.
  • Up to 80% HP boost and 35% Elec damage reduction.
Cons
  • Weak to Force.
Notes
  • Standard fusible heal shield for Elec.
ShieldIcon.pngBlack Frost.jpg Black Frost Shield
- - - -
Pros Offensive points:
  • Up to 60% Dark damage boost.

Defensive points:

  • Grants Repel Dark.
  • Up to 50% HP boost and 20% Dark damage reduction.
Cons
  • Weak to Light.
Notes
  • Standard fusible attack shield for Dark.
ShieldIcon.pngCu Chulainn.jpg Cu Chulainn Shield
- - - -
Pros Offensive points:
  • Up to 60% Phys damage boost.

Defensive points:

  • Grants Repel Phys, and has no weaknesses.
  • Up to 50% HP boost and 20% Phys damage reduction.
  • Very high PDEF (100% instead of 50%).
Cons
  • Very low MDEF (30% instead of 100%).
Notes
  • Standard fusible attack shield for Phys.
ShieldIcon.pngFrost Ace.jpg Frost Ace Shield
- - - -
Pros Offensive points:
  • Sad Vengeance grants the MC Might on the first turn. This synergizes with the Frost Ace sword, ensuring the MC has Might before the first cast of Frozen Fist.
  • Up to 30% Ice damage boost.
  • 10% accuracy boost.

Defensive points:

  • Grants Repel Fire/Ice.
  • Up to 30% Fire/Ice damage reduction.
  • Up to 70% HP boost.
Cons
  • Below-average base HP (110% instead of 120%).
  • Weak to Dark.
Notes -
ShieldIcon.pngGaruda.jpg Garuda Shield
- - - -
Pros Offensive points:
  • Up to 25% Force damage boost.

Defensive points:

  • Grants Drain Force.
  • Up to 80% HP boost and 35% Force damage reduction.
Cons
  • Weak to Elec.
Notes
  • Standard fusible heal shield for Force.
ShieldIcon.pngGaruda A.jpg Garuda A Shield
- - - -
Pros
  • When the MC dodges an enemy's physical attack, they cast a piercing Force AoE.

Offensive points:

  • Up to 35% Force damage boost.

Defensive points:

  • Grants Repel Fire and Drain Force.
  • 20% HP boost, and up to 10% Fire and 30% Force damage reduction.
  • Up to 50% evasion.
Cons
  • Below-average base HP (100% instead of 120%)
  • Weak to Ice.
  • The evasion stacking won't stop incoming magic damage.
Notes -
ShieldIcon.pngGogmagog.jpg Gogmagog Shield
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Pros Offensive points:
  • Up to 25% Phys damage boost.

Defensive points:

  • Grants Drain Phys, and has no weaknesses.
  • Up to 80% HP boost and 25% Phys damage reduction.
  • Very high PDEF (100% instead of 50%).
Cons
  • Very low MDEF (30% instead of 100%).
Notes
  • Standard fusible heal shield for Phys.
ShieldIcon.pngHuang Di.jpg Huang Di Shield
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Pros Offensive points:
  • Up to 25% Phys damage boost.
  • 25% accuracy and 45% crit rate boost.

Defensive points:

  • No weaknesses.
  • Up to 60% HP boost.
  • Up to 20% Phys and 10% Fire/Ice/Elec/Force damage reduction.
  • 30% crit rate reduction on damage received by the MC.
  • Above-average PDEF (80% instead of 50%)
Cons
  • Below-average base HP (110% instead of 120%)
  • Below-average MDEF (80% instead of 100%)
Notes -
ShieldIcon.pngIndrajit.jpg Indrajit Shield
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Pros
  • Up to 35% Battle Speed boost, to help your team go first.
  • When the MC kills a demon, they automatically cast Repel Almighty Magic and recover 3 MP. This can hard-counter Almighty revenge effects, such as from The 10th Angel.

Offensive points:

  • Up to 35% Elec damage boost.
  • 20% single-target damage boost.

Defensive points:

  • Grants Drain Elec.
  • Up to 40% HP boost and 30% Elec damage reduction.
Cons
  • Weak to Ice.
Notes -
ShieldIcon.pngIshtar.jpg Ishtar Shield
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Pros Offensive points:
  • Up to 25% Light damage boost.

Defensive points:

  • Grants Drain Light.
  • Up to 80% HP boost and 35% Light damage reduction.
Cons
  • Weak to Dark.
Notes
  • Standard fusible heal shield for Light.
ShieldIcon.pngIxtab.jpg Ixtab Shield
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Pros
  • Every 3rd turn, inflicts an Almighty attack with Mortal to a random enemy. This also ignores endures.

Offensive points:

  • Up to 50% ailment chance boost.
  • 10% Dark/Almighty damage boost on panel 2.

Defensive points:

  • Grants Repel Dark.
  • Up to 30% Dark damage reduction.
  • Up to 20% HP boost.
  • 15% evasion.
Cons
  • Weak to Light.
  • Below-average base HP (100% instead of 120%)
  • 3 turns is a long time to wait for the Mortal - by then, the fight might already be over.
    • You also can't choose which enemy it will hit. It could target an enemy that has Null Mortal, wasting the Mortal effect.
    • Since the attack is Almighty, it can be reflected by Repel Almighty Magic (but it won't kill the MC if reflected).
Notes
  • The MC and Alt-World farming stages are immune to Mortal.
ShieldIcon.pngIzanami.jpg Izanami Shield
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Pros Offensive points:
  • Up to 45% Elec and 20% Dark damage boost.
  • 20% weak-point damage boost.

Defensive points:

  • Grants Drain Elec.
  • Up to 30% HP boost and 15% Elec/Dark damage reduction.
  • Above-average MDEF (120% instead of 100%).
Cons
  • Weak to Fire.
  • Below-average PDEF (30% instead of 50%).
Notes -
ShieldIcon.pngLakshmi.jpg Lakshmi Shield
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Pros
  • Grants Null Dark.
  • Up to 70% HP boost and 15% Dark damage reduction.
  • 10% evasion boost.
  • Above-average MDEF (120% instead of 100%).
  • Grants Null Charm.
Cons
  • Weak to Force.
  • Below-average base HP (100% instead of 120%).
  • The 15% ailment auto-cure rate is unlikely to be helpful.
  • The +15 Luck is pitifully bad. An ailment chance boost would have been better, to at least synergize with the sword.
Notes -
ShieldIcon.pngLilith.jpg Lilith Shield
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Pros Offensive points:
  • Up to 25% Dark damage boost.

Defensive points:

  • Grants Drain Dark.
  • Up to 80% HP boost and 35% Dark damage reduction.
Cons
  • Weak to Light.
Notes
  • Standard fusible heal shield for Dark.
ShieldIcon.pngLucifer.jpg Lucifer Shield
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Pros
  • Abyssal Magic grants +20 Mag and Vit, as well as an endure.
  • Panel 3 automatically casts Debilitate on the first turn.

Offensive points:

  • Up to 35% Almighty damage boost.
  • 20% random/all-targets damage boost.

Defensive points:

  • Grants Repel Dark.
  • Up to 50% HP boost and 20% Dark damage reduction.
  • Above-average base HP (130% instead of 120%).
  • Grants Null Bind.
Cons
  • Weak to Light.
Notes
  • The wings are cool.
ShieldIcon.pngMahakala.jpg Mahakala Shield
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Pros Offensive points:
  • Up to 40% Fire damage boost.
  • 20% single-target damage boost.
  • On every 3rd turn, casts a piercing Fire AoE, recovers 5 MP, and gains Concentrate.

Defensive points:

  • Grants Drain Fire and Null Dark, and has no weaknesses.
  • Up to 35% Fire damage reduction.
  • Up to 50% HP boost.
Cons
  • 3 turns is a long time to wait for the chain effect - by then, the fight is likely already over.
Notes -
ShieldIcon.pngMasakado.jpg Masakado Shield
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Pros

Offensive points:

  • Up to 35% Phys damage boost.
  • Up to 20% crit-damage boost.
  • Up to 35% accuracy and 20% crit rate.

Defensive points:

  • Grants Null Phys and Drain Dark.
  • Up to 40% HP boost and 30% Phys damage reduction.
  • Very high PDEF (100% instead of 50%)
Cons
  • The counter does not pierce.
  • Below-average base HP (110% instead of 120%).
  • Very low MDEF (30% instead of 100%).
Notes -
ShieldIcon.pngMasakado A.jpg Masakado A Shield
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Pros
  • Grants 1 extra Press Turn when you go first. Also grants 15% Battle Speed on panel 1.
  • Gives +15 to all basic stats (Str, Mag, Vit, Agi, Luk).

Offensive points:

  • Up to 20% Phys/Almighty damage boost.
  • 20% random/all-targets damage boost.

Defensive points:

  • Grants Null Phys/Light/Dark.
  • Up to 30% Phys and 10% Almighty damage reduction
  • Up to 35% HP boost.
  • Very high PDEF (100% instead of 50%)
  • Enduring Soul grants an endure.
Cons
  • Very low MDEF (50% instead of 100%).
Notes -
ShieldIcon.pngMastema.jpg Mastema Shield
- - - -
Pros Offensive points:
  • Up to 60% Light damage boost.

Defensive points:

  • Grants Repel Light.
  • Up to 50% HP boost and 20% Light damage reduction.
Cons
  • Weak to Dark.
Notes
  • Standard fusible attack shield for Light.
ShieldIcon.pngMetatron.jpg Metatron Shield
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Pros Offensive points:
  • Up to 30% magic damage boost.

Defensive points:

  • Grants Null Light, and has no weaknesses.
  • Up to 20% Light damage reduction.
  • Up to 35% magic damage reduction.
  • Up to 50% HP boost.
  • Above-average MDEF (120% instead of 100%).
  • Enduring Soul provides an endure.
Cons
  • Below-average PDEF (30% instead of 50%).
Notes -
ShieldIcon.pngRama.jpg Rama Shield
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Pros Offensive points:
  • Up to 30% Ice damage boost.

Defensive points:

  • Grants Null Fire/Ice, and has no weaknesses.
  • Up to 10% Fire and 30% Ice damage reduction.
  • Up to 40% HP boost.
  • Up to 30% evasion boost.
  • Up to 60% reduced chance of receiving ailments.
Cons
  • Below-average base HP (100% instead of 120%)
Notes -
ShieldIcon.pngSamael.jpg Samael Shield
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Pros Offensive points:
  • Panel 3 automatically removes the enemy's Barriers at the start of the first turn.
  • Up to 30% ailment chance boost.

Defensive points:

  • Grants Null Light and Repel Dark.
  • 20% Light/Dark damage reduction.
  • Up to 50% HP boost.
  • Grants Null Mute.
Cons
  • Weak to Elec.
  • Below-average base HP (110% instead of 120%)
Notes -
ShieldIcon.pngSeraph.jpg Seraph Shield
- - - -
Pros Offensive points:
  • Up to 20% weak-point damage boost for the team, and another 20% for the MC.

Defensive points:

  • Grants Drain Fire/Light.
  • Up to 60% HP boost and 30% Fire/Light damage reduction.
  • Up to 30% weak-point damage reduction for the team.
Cons
  • Weak to Ice.
Notes
  • Highest light damage reduction of any shield, without considering passives. This can be useful for Tokyo Abyss backup stats.
ShieldIcon.pngSurt.jpg Surt Shield
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Pros Offensive points:
  • Up to 60% Fire damage boost.

Defensive points:

  • Grants Repel Fire.
  • Up to 50% HP boost and 20% Fire damage reduction.
Cons
  • Weak to Ice.
Notes
  • Standard fusible attack shield for Fire.
ShieldIcon.pngSusano-o.jpg Susano-o Shield
- - - -
Pros Offensive points:
  • Up to 60% Force damage boost.

Defensive points:

  • Grants Repel Force.
  • Up to 50% HP boost and 20% Force damage reduction.
Cons
  • Weak to Elec.
Notes
  • Standard fusible attack shield for Force.
ShieldIcon.pngThor.jpg Thor Shield
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Pros Offensive points:
  • Up to 60% Elec damage boost.

Defensive points:

  • Grants Repel Elec.
  • Up to 50% HP boost and 20% Elec damage reduction.
Cons
  • Weak to Force.
Notes
  • Standard fusible attack shield for Elec.
ShieldIcon.pngVasuki.jpg Vasuki Shield
- - - -
Pros Offensive points:
  • Up to 60% Ice damage boost.

Defensive points:

  • Grants Repel Ice.
  • Up to 50% HP boost and 20% Ice damage reduction.
Cons
  • Weak to Fire.
Notes
  • Standard fusible attack shield for Ice.
ShieldIcon.pngYoshitsune.jpg Yoshitsune Shield
- - - -
Pros Offensive points:
  • Up to 50% Phys damage boost.
  • Up to 20% accuracy and 55% crit rate boost.
  • Recovers 5 MP when the MC lands a kill.

Defensive points:

  • Grants Null Phys, and has no weaknesses.
  • Up to 40% HP boost and 30% Phys damage reduction.
  • Very high PDEF (100% instead of 50%).
Cons
  • Very low MDEF (30% instead of 100%).
Notes -