What do you need help on? Cancel X

BOOKMARK
Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Milla Maxwell Guide by Xiaoyu420

Version: 1.04 | Updated: 01/11/2014

Tales of Xillia
Milla Maxwell Character Guide v1.04
by Xiaoyu 420

Version 1.05 content filler coming soon !

-----------------------------------------------------------------------------

Introduction

-----------------------------------------------------------------------------

Hello and welcome to my Milla Maxwell Character Guide.

Im continuing my Character guides as i quite enjoyed the experience when
making my Leia character guide. Milla was the most requested and a great 
option to master for my second guide, so here we are again. 

I started a new game completely, not a new game plus. so it is taking a bit
longer than I would like, but it is for the better of the guide and a gives 
me a more intimate learning curve while writing this all up.

 I Really hope you enjoy my Milla Maxwell guide and that it will help and 
continue to help your Milla game as things progress. I will be covering 
Milla Fully in the same fashion that I covered Leia, Plus More! seeing as 
Milla is one of the main character's she has a bit more to offer.


-----------------------------------------------------------------------------

Table of Contents

-----------------------------------------------------------------------------

0.Legal stuff

1.Profile

2.Basic Attacks

3.Dual Attacks

4.Physical Artes

5.Spirit Shifts

6.Summons

7.Spirit Artes


(coming soon!)


8.Skill List 
 a.Parameter
 b.Action
 c.Support

9.Link Artes 
 a.Jude
 b.Alvin
 c.Elize
 d.Rowen
 e.Leia

10.Advanced Techniques
 a.Arte Setup Recommendation
 b.Dual Attacking (lightly covered in section 3)
 b.Spell Cancelling (please refer to Leia's character guide to learn)
 c.Link Arte Filling (please refer to Leia's character guide to learn)

11.Combo Mastery 
 a.Solo
 b.Dual
 b.Linked
 c.Master Combo


-----------------------------------------------------------------------------

0. Legal stuff

All rights to Tales and their characters belong to Namco Bandai
Please do not post this anywhere else or attempt to profit in any way.

-----------------------------------------------------------------------------


-----------------------------------------------------------------------------

1. Milla Maxwell Profile

-----------------------------------------------------------------------------


Milla Maxwell lives in Nia Khera and claims herself to be Maxwell in 
the flesh, the creator and protector of all things. She is accompanied by
the four great spirits Efreet, Sylph, Undine, and Gnome. She has lead a very
sheltered life, relying on the four great spirits for basic needs such as 
food and sleep, and doesnt know much about humans, other than what she has
read in books.

Milla is quite the offensive package, and though she has less than preferable
defenses, she more than makes up for this with her wide array of tricks and 
ability to being offensive no matter where she is on the battle field,
including flying through the sky. 

One thing that is interesting to note about MIlla is that which artes chain
well from others and or from Dual attacks/Basic attacks, etc..., is not 
always obvious so experimenting with her is well advised, she can be picked
up and played but true mastery of her is potentially the hardest of all the
characters. 

She is very adept when in the air, i always like to call her the Storm the 
Leia's Rogue. Shes got tons of options in the air, and a good amount of 
skills that compliment her air prowess. She can move her assault up to the 
air and back to the ground with ease.

Milla Specializes in the four main elements but in truth is the strongest 
bearer of Fire and Wind artes, seeing as she has the Lightning attacks 
which are made of Fire and Wind. She has decent options for every element 
except Darkness and Ice, which is made of Water and Earth.


General: SpellSword with an aerial twist.

Battle Style: Single Sword/Aerial Fighter

Mage Style: Elemental/Summoner


-----------------------------------------------------------------------------

2.Basic Attacks

-----------------------------------------------------------------------------


Key:

N-Neutral

U-Up

D-Down

F-Forward

A-Air

P-Power

1-1st attack in the chain

2-2nd attack in the chain

3-3rd attack in the chain

4-4th attack in the chain



N1 - Neutral + X/ Milla swings downward in an arc 

N2 - Neutral + X/ A slight downward swipe from right to left

N3 - Neutral + X/ A slight upward swipe left to right

N4 - Neutral + X/ A roundhouse kick with the right leg. Lift effect. 

U1 - Up + X/ An upward swing

U2 - Up + X/ An upward swing while jumping in the air

D1 - Down + X/ Spin forward while swinging weapon in a circle. Hits Twice.

D2 - Down + X/ A low sweep attack from right to left

D3 - Down + X/ A spin attack that knocks the enemy in a different direction

D4 - Down + X/ A spinning kick moving from right to left. Lift effect.

F1 - Right/Left + X/ A quick forward thrust

F2 - Right/Left + X/ Milla creates a force effect that pushes the enemy back

F3 - Right/Left + X/ An identical attack to F2

A1 - Neutral + X/ An air slice from right to left

A2 - Neutral + X/ An air slice from left to right

P1 - L1 + Neutral + X/ Forward Lunge while striking out. Possible stun effect

P2 - L1 + Neutral + X/ Dodge to the right or left. Move the Left stick down 
to move Milla towards the screen, Move the Left stick up to move milla away
from the screen. If Milla dodges to the right she ends the attack airborne.
If Milla dodges to the Left she ends the attack on the ground.

P1U - L1 + Up + X/ A slice Upward then a follow up slice from the right 
to the left



-----------------------------------------------------------------------------

3.Dual Attacks

-----------------------------------------------------------------------------

Dual Attacks are attacks that can be used when controlling Milla and Jude.
activating a Dual Attack costs one AC but they can have multiple hits.
These are important to remember as they are good for setting up combo 
situations, have AoE usages, give a slight but preferred Iron Stance while 
using, and each one is unique, so experimenting with them and having a good
knowledge of what they can help you accomplish is good to know.

Dual Attacks help you keep a control over you linked party member, and with
some practice you will eventually feel as if you are controlling both linked
members simultaneously. Mastering at least Jude or Milla and one other party
member is recommended if you are interested in utilzing Dual attacks to 
their full potential.

I want to add that if you have a hard time using Artes following a Dual 
Attack, you can combo more easily using normal attacks then following up with
and Arte.

Key:

(DA!)- Can activate a Dual Attack from the previous basic attack notation
(NDA!)- N=Neutral. Can activate another Dual attack from the Previous One.


Jude - 


N1 (DA!) - Milla Jumps and swipes out twice while lifting the opponent. 
Jude follows up by kicking the opponent higher after jumping in the air.
This will Leave Milla Grounded to follow up.

Sample Combo: N1, (DA!), Binding Sphere


(NDA!) - Milla Follows up Judes Air kick by Jumping high into the air with an
uppercut type sword attack. Leave Milla airborne to follow up. 

Sample Combo: N1, (DA!), (NDA!), Shimmer Spin, Grave


D2 (DA!) - Milla and Jude go through an impressive series of sword slices and 
kick attacks. Leaves Milla grounded to follow up.

Sample Combo: D1, D2, (DA!), Condemnation, Whirling Assault


F2 (DA!) - Milla swings out while She and Jude Jump away from the enemy then 
back in to hammer the opponent from both sides. This isnt combo friendly so
try to throw a Binding Sphere in before you use it. It is important to note 
that this Dual attack is good at filling up the link gauge.

Sample Combo: Binding Sphere, F1, F2, (DA!), Death Knell


U1 (DA!) - Milla Jumps up and lifts the opponent and Jude follows up by 
Jumping in the air and doing a backflip kick attack. Gives Milla a decent 
amount of time to judge a follow up.

Sample Combo: U1, (DA!), Condemnation, Blade Torrent



Alvin - 


N1 (DA!) - A quick kick by Milla followed with a gun shot by Alvin.
Leaves Milla Grounded to follow up.

Sample Combo: N1, (DA!), Death Knell


(NDA!) - Milla spins to her right then jumps and slices upward lifting the
enemy, Alvin follows up by pointing his gun up and firing at the enemy.
Milla is Airborne for the follow up attack.

Sample Combo: N1, (DA!), (NDA!), Grave



Elize -


N1 (DA!) - Milla does a series of combo attacks ending with a dramatic
synchronized attack with Elize involving a giant Teepo and a Grave like 
Stab into the ground, Leaves Milla grounded to Follow up 

Sample Combo: N1, (DA!), Whirling Assault, {Elize} Teepo Copter



Rowen -


N1 (DA!) - Milla and Rowen strike at the enemy then perform a Spiraling Lift
attack that lifts up their target and any surrounding enemies. Milla and 
Rowen Jump very high into the air.

Sample Combo: N1, (DA!), Cloud Pierce



Leia -


N1 (DA!) - Milla and Leia Perform a Cross attack that Milla follows up with 
a Slice that has a decent lift and pull effect on the opponent. What's 
interesting to note about this attack is that although Leia faces away from 
the opponent, This Dual Attack can be used to switch to her effectively as 
she can easily turn to face the opponent to follow up in a combo.

Sample Combo: N1, (DA!), Condemnation, Whirling Assault
{Leia} U1/D1/Swallow Flight Etc...


-----------------------------------------------------------------------------

4.Physical Artes

-----------------------------------------------------------------------------


Key:

ShS-Shimmer Spin

WA-Whirling Assault

SiS-Sigil Spear

BT-Blade Torrent

BS-Binding Sphere

Co-Condemnation

DK-Death Knell

CP-Cloud Pierce




Shimmer Spin:
The body arcs and draws light to surge forth and attack surrounding foes.

TP: 8

Hits: 2

Properties: Aerial, Airborne

Element: Light 

Status: Confusion 

Usage: Increased area of effect after 100, 400 uses. Attack speed increased
after 200 uses.

Aerial Difference: none 

Stat Variable: Vitality

Hit Multiplier: 1.00 X 1 + 2.00 X 1

Damage Total: 300%

Personal notes: This move works by pulling enemies in that are surrounding 
you then releasing aburst that sends them away, however you can combo 
certain artes afterwards like Binding Sphere or Grave. This is a great move
to use when surrounded, being flanked, or use when standing close to another
party member that is surrounded and needs a bit of breathing room.
 


Whirling Assault:
Sword strokes as fluid as a body of water, executed through a seamless 
dance forward. 

TP: 12

Hits: 5 

Properties: 

Element: none

Status: none

Usage: Attack speed is increased after 200 uses

Aerial Difference: none

Stat Variable: Agility

Hit Multiplier: 0.70 X 5 

Damage Total: 350%

Personal notes: Whirling Assault is a great move for extending the hits in a 
combo and is my go to choice for when i want to switch control to my link 
partner and continue attacking. Use Whirling Assault to continue attacking 
while moving out of range from enemies about to strike, close distance on 
the enemy, or to push them back.
 


Sigil Spear:
Volleys of Lances shoot out of a channeling circle and pierce through
any adversary.

TP: 10

Hits: 6/8

Properties: Aerial version 

Element: none

Status: none

Usage: Attack Speed increase after 100 uses, deals two more hits at 400 uses. 

Aerial Difference: Attack comes out at a diagonal toward the ground.

Stat Variable: Intelligence

Hit Multiplier: 0.64 X 2 + 0.48 X 4/6

Damage Total: 320%/416%

Personal notes: This is a great arte for pushing back the enemy away from
Milla. The first Melee hit comes out fairly quickly. Use a basic or Dual 
Attack to help you combo the melee hits in the air, and the air Blade Torrent
can follow up nicely.
 


Blade Torrent:
A martial arte in which the user hurls her sword at foes, then catches
it in midair to perform a follow up attack  

TP: 12 

Hits: 5 

Aerial Hits: 3

Properties: Aerial version, OTG

Element: Light

Status: Confusion 

Usage: Makes downed enemies stand after 100 uses, attack speed increase 
after 200 uses

Aerial Difference: The initial attack is negated and only the beam comes out
when used in the air. 

Stat Variable: none

Hit Multiplier: 0.76 X 5

Aerial Hit Multiplier: 1.26 X 3

Damage Total: 380%

Personal notes: This is a pretty versatile Arte. On the ground it has a Melee
hit that can be comboed into decently and then she jumps up for a projectile 
beam and remains in the air. When used in the air she simply uses the 
projectile beam and it can cover a very long distance, so its pretty good 
for beaming into herds of enemies while remaining safe.



Binding Sphere: 
A sphere of deep, all consuming darkness that sucks foes toward itself.

TP: 15 

Hits: 4/5/6

Aerial Hits: 6/7/8

Properties: Aerial version, Knockdown

Element: Dark

Status: Terror

Usage: Area of effect is increased after 100 uses, adds an extra hit after
100, 200 uses.

Aerial Difference: Two extra hits, the sphere is activated in the air and
pulled down towards the ground.

Stat Variable: None

Hit Multiplier: 0.6125 X 4/5/6

Aerial Hit Multiplier 0.6125 X 6/7/8

Damage Total: 245%/306%/368%

Aerial Damage Total: 368%/429%/490%

Personal notes: Enemies are knocked down if knocked away from the sphere.
This is one of my preferred combo enders, as you can easily reset your AC
counter and free run to a preferred position to continue a combo assault.
This move is also great for crowd control, and is arguably one of Milla's 
best Link Arte Filler's.



Condemnation:
The flick of the sword sends out a channeling circle, which attaches to 
foes and detonates. 

TP: 14

Hits: 4 

Properties: Aerial Version, Knockdown

Element: none 

Status: none

Usage: Attack speed is increased after 200 uses 

Aerial Difference: Attack comes out at a diagonal towards the ground.

Stat Variable: Dexterity

Hit Multiplier: 0.40 X 2 + 0.80 X 1 + 1.40 X 1

Damage Total: 300%

Personal notes: Condemnation is a fun tool in Milla's arsenal, It has a quick
startup and attaches a circle to an enemy that will eventually explode and 
knock them down. You can easily fit another arte in between that time frame 
like Whirling Assualt, Then use a move with an OTG effect like Grave.
Condemnation, with timing and practice, is also very reliable when you want 
to switch to your Link Partner and continue the combo.



Death Knell:
The body spins skyward bathed in light, before it roars downward toward
the earth with deadly impact

TP: 16

Hits: 2

Properties: Aerial  

Element: none 

Status: none

Usage: Attack speed is increased after 200 uses. AoE is increased after 400.

Aerial Difference: none 

Stat Variable: Strength

Hit Multiplier: 1.40 X 1 + 3.00 X 1

Damage Total: 440% 

Personal notes: The initial spin has a pull effect, as it can combo after a 
Spirit Spiral. It also can deceptively combo in places where others would
have a hard time connecting, though the timing can be a bit strict.
use this in the air directly above the enemy for a safe Knockdown.
Unlike Grave, which moves at a diagonal towards the enemy while returning to 
the ground from the air, Death Knell is a better option when you simply want 
to move directly downward.
 


Arcane Arte - 
Cloud Pierce:
 

TP: 30 

Hits: 5

Properties: Airborne 

Personal notes: Milla's go to Arte for gaining higher elevation.
 


Mystic Arte -
Elemental Mastery

Notes: Activate by holding the X button during Cloud Pierce while 
in Overlimit.




Arcane Arte - 
Overdrive:
 

TP: 30   

Hits: 8

Personal notes: A great charge attack that covers a large distance.
obtain the scroll to use the arte after clearing the game.



Mystic Arte -
Tiger Blade Sigma

Notes: Activate by holding the X button during Overdrive while in Overlimit.
Must be Linked to Jude to activate.  Must have a save file with a completed
game to obtain.
 


-----------------------------------------------------------------------------

5.Spirit Shifts

-----------------------------------------------------------------------------

Key:

FB1-Flare Bomb from Fireball

FB2-Flare Bomb from Flame Ring

FB3-Flare Bomb from Sunburst

AP-Aqua Protection

WB1-Wind Blade from Wind Lance

WB2-Wind Blade from Arrivederci

WB3-Wind Blade from Cyclone

Gr-Grave

Li1-Lightning from Bolt Strike

Li2-Lightning from Thunder Blade

RR1-Radiant Rondo from Divine Streak

RR2-Radiant Rondo from Shining Prism




Flare Bomb from Fireball:
 

TP: 19

Hits: 2

Properties: Aerial, Knockdown 

Element: Fire

Status: Burn 

Usage: none

Aerial Difference: none 

Stat Variable: none

Hit Multiplier: 0.90 X 1

Damage Total: 300%

Personal notes: This version of Flare Bomb Knocks the opponent down but 
but leaves them almost directly in front of you.


Flare Bomb from Flame Ring:
 

TP: 24

Hits: 2

Properties: Aerial, Knockdown 

Element: Fire 

Status: Burn

Usage: none 

Aerial Difference: none

Stat Variable: none 

Hit Multiplier:  0.90 X 1 + 2.60 X 1

Damage Total: 350% 

Personal notes: This version of Flare Bomb knocks the opponent down and 
moderately away from you. The first hit has a slight stun/juggle effect 
before the second hit knocks them away.


Flare Bomb from Sunburst:
 

TP: 48

Hits: 10

Properties: Aerial, Knockdown  

Element: Fire

Status: Burn

Usage: none 

Aerial Difference: none

Stat Variable: none 

Hit Multiplier: 0.70 X 10

Damage Total: 700%

Personal notes: This version of Flare Bomb is the most powerful.
It has five hits in the original animation making a larger area of effect
and adds another larger flare bomb explosion with five hits as well. 


Aqua Protection:
 

TP: 12

Hits: 0/1

Properties: Aerial 

Element: Water 

Status: Weak

Usage: Adds a melee AoE effect after 200 uses. Hits all around Milla,
possible stun effect.

Aerial Difference: none

Stat Variable: none

Hit Multiplier: 3.00 X 1

Water Ball Multiplier: 9.00 X 1

Damage Total: 300%

Water Ball Damage Total: 900%~5400% (Up to 6 Water Balls)

Personal notes: This is an underrated arte, first off, it's great to use
when closely surrounded, as you could stun many enemies at a time.
also, you can pack alot of damage into a short amount of time by staying
somewhere safe and casting it six times to gather six water balls, the 
running in to let them attack.


Wind Blade from Wind Lance:
 

TP: 10

Hits: 2

Properties: Aerial

Element: Wind

Status: Paraylsis

Usage: The slice will force an enemy in knockdown to stand after 
400 uses. 

Aerial Difference: none

Stat Variable: none

Hit Multiplier: 0.60 X 1 + 3.00 X 1 

Damage Total: 360% 

Personal notes: Milla slices out once creating a blade of wind.
The OTG pickup effect Wind Blade gains is preferred when you obtain 
400 uses and are on the ground, as Ground Wind Blade executes much 
quicker than Ground Grave.


Wind Blade from Arrivederci:
 

TP: 26

Hits: 3

Properties: Aerial, Airborne 

Element: Wind 

Status: Paralysis

Usage: The first slice will force an enemy in knockdown to stand after 
400 uses. 

Aerial Difference: The aerial version has Milla use both wind slices in the
air at the same height. The ground version has Milla use one slice on the 
ground, then jump in the air for the second slice.

Stat Variable: none

Hit Multiplier: 0.60 X 1 + 2.00 X 2 

Damage Total: 460%

Personal notes: Wind Blade 2 has the same OTG effect that WB1 has, only it 
adds an extra air slice leaves Milla Airborne, meaning this move has the
ability to pick up an opponent off the ground and then bring them into the 
air with the same animation.


Wind Blade from Cyclone:
 

TP: 36

Hits: 5

Properties: Aerial, Knockdown  

Element: Wind 

Status: Paralysis 

Usage: The first slice will force an enemy in knockdown to stand after 
400 uses.

Aerial Difference: none

Stat Variable: none

Hit Multiplier: 0.60 X 1 + 2.00 X 1 + 0.60 X 1 + 2.00 X 1 + 0.80 X 1

Damage Total: 600%

Personal notes: This version of Wind Blade adds yet another extra attack 
after the two slices, creating a spiraling air attack where the targeted 
enemy is located at. I must point out that the ground versions final 
attack can be canceled by linking another arte, so mashing may lead you to 
use WB3 ground, then cancel the final attack, and link WB3 air, leading to
unwanted TP waste, so be careful when using this arte.



Grave:
 

TP: 9

Hits: 2/3/4

Properties: Aerial, OTG  

Element: Earth

Status: Slow 

Usage: Increase hit and range by 1 at 200,400 uses. 

Aerial Difference: Milla is brought the the ground when used in the air. 
Executes quicker when used in the air.

Stat Variable: none

Hit Multiplier: 0.60 X 1 + 2.10 X 1/2/3 

Damage Total: 270%/480%/690% 

Personal notes: Grave is a highly useful Spirit Shift for many reasons.
When on the ground it takes longer to activate, but you can still time it 
easily and work it into combos for its OTG effect, when used in the the air
Milla is brought down to the ground and at a diagonal towards the enemy, so 
I often used Grave(air) as a Link Arte Filler to adjust the positioning of 
upcoming Link Arte.


Lightning from Bolt Strike:
 

TP: 25

Hits: 1~5

Properties: Aerial Version 

Element: Fire, Wind 

Status: Burn, Paralysis 

Usage: adds an additional bolt after 200, 400 hits, extending the range.

Aerial Difference: The first melee strike is negated, A lightning bolt 
strikes out at a great vertical but short horizontal distance. 

Stat Variable: none

Hit Multiplier: 0.50 X 1 + 3.00 X 2/3/4

Aerial Hit Multiplier: 3.00 X 1/2/3

Damage Total: 650%/950%/1250%

Aerial Damage Total: 300%/600%/900%

Personal notes: Use this version for preferably for single targets, as it
attacks in a long straight line directly towards them. Both versions of
Lightning on the ground have good combo potential with the initial melee
strike. Both versions of Lightning in the air have the bolts appear always 
on the ground, directly below where Milla is attacking from.


Lightning from Thunder Blade:
 

TP: 35

Hits: 3~5

Properties: Aerial version 

Element: Fire, Wind

Status: Burn, Paralysis

Usage: Adds another hit after 200 uses, effectively widening the arc

Aerial Difference: Negates the first two melee hits. Spreads a lightning
arc that has a wide horizontal spread.

Stat Variable: none 

Hit Multiplier: 0.50 X 1 + 1.00 X 1 + 5.00 X 1 + 1.00 X 1 (+ 5.00 X 1)

Aerial Hit Multiplier: 1.00 X 1 + 5.00 X 1 + 1.00 X 1 (+ 5.00 X 1)

Damage Total: 750%/1250% 

Aerial Damage Total: 700%/1200%

Personal notes: This arte is very good against groups as it has a wide area
of attack that widens with use, but it will not reach as far out as 
Lightning1 will


Radiant Rondo from Divine Streak:
 

TP: 38

Hits: 2

Properties: Aerial

Element: Light 

Status: Confusion

Usage: none

Aerial Difference: none

Stat Variable: none 

Hit Multiplier: 2.80 X 1 + 2.20 X 1

Damage Total: 500% 

Personal notes: This is your Snap Pivot for Milla. Seriously. Im also a 
big fan of this move as a situational Link Arte Filler, not only to switch 
the direction of link arte to face the other side, but also to get closer to 
the enemy before using the link arte if far away.


Radiant Rondo from Shining Prism:
 

TP: 45

Hits: 4

Properties: Aerial, Airborne  

Element: Light 

Status: Confusion

Usage: none 

Aerial Difference: none 

Stat Variable: none 

Hit Multiplier: 1.20 X 1 + 1.80 X 1 + 1.20 X 1 + 1.80 X 1

Damage Total: 600%

Personal notes: This version of Radiant Rondo has Milla Snap to the opposite
side of the enemy, only to snap back again in front of the enemy, and once 
again to the enemies back but is now airborne. It is also important to note 
that the hits of RR2 have a lift effect as well, where as the hits in RR1 do
not.


-----------------------------------------------------------------------------

6.Summons

-----------------------------------------------------------------------------

Key:

Efr-Efreet

Gno-Gnome

Syl-Sylph

Und-Undine


Efreet:
Summon Efreet, the Great Spirit of Fire, to perform a combo attack of
flaming strikes and fire breath. 

TP: 40

Hits: 8

Properties: OTG  

Element: Fire 

Status: Burn

Usage: none 

Aerial Difference: none 

Stat Variable: none 

Hit Multiplier: 1.90 X 2 + 1.20 X 6

Damage Total: 1100%

Personal notes:


Gnome:
Summon Gnome, the Great Spirit of Earth, to spin rapidly around the 
battlefield, overwhelming foes. 

TP: 40

Hits: 8

Properties: none  

Element: Earth

Status: Slow

Usage: none 

Aerial Difference: none 

Stat Variable: none 

Hit Multiplier: 3.60 X 2 + 1.80 X 6

Damage Total: 1800%

Personal notes:


Sylph:
Summon Sylph, the Great Spirit of Wind, to charge at foes from above, and
then slice at them from an updraft of wind.

TP: 40

Hits: 10

Properties: OTG  

Element: Wind 

Status: Paralysis

Usage: none 

Aerial Difference: none 

Stat Variable: none 

Hit Multiplier: 1.10 X 10

Damage Total: 1100%

Personal notes:


Undine:
Summon Undine, the Great Spirit of Water, to pierce foes with sharp lances
of ultra-high pressure water. 

TP: 40

Hits: 11

Properties: none

Element: Water 

Status: Weak

Usage: none 

Aerial Difference: none 

Stat Variable: none 

Hit Multiplier: 1.00 X 11

Damage Total: 1100%

Personal notes:


-----------------------------------------------------------------------------

7.Spirit Artes

-----------------------------------------------------------------------------



Key:


Fiba-Fireball

WiLa-Wind Lance

RoTr-Rock Trine

Spla-Splash

FlRi-Flame Ring

Arri-Arrivederci

BoSt-Bolt Strike

DiSt-Divine Streak 

Sunb-Sunburst

Cycl-Cyclone

ThBl-Thunder Blade

ShPr-Shining Prism




Fireball:
A flaming sphere. Hold O to cast it, or release it early to knock foes away
with a Flare Bomb.

TP: 9

Cast Time: 1.00

Hits: 1

Properties: none 

Element: Fire

Status: Burn 

Hit Multiplier: 3.00 X 1 

Damage Total: 300%

Personal notes: This is a great support move when at a long distance to help
a teammate that is locked in combat without putting yourself in danger.
I would not recommend using this when an opponent is on the move, as you will
likely miss, although it does have a slight homing effect.


Wind Lance:
Sharpened blades of air. Hold O to cast it, or release it early for
Wind Blade wind scythes.

TP: 10

Cast Time: 1.00

Hits: 1

Properties: none 

Element: Wind 

Status: Paralysis 

Hit Multiplier: 3.00 X 1

Damage Total: 300% 

Personal notes: Similar is applicable use to Fireball, though it moves much
quicker, always in a straight line, and can pierce through multiple enemies.


Rock Trine:
Three projectile spears of stone. Hold O to cast it, or release it early 
to cast the one-spear Grave arte

TP: 9

Cast Time: 1.00

Hits: 3

Properties: none

Element: Earth 

Status: Slow 

Hit Multiplier: 1.00 X 3 

Damage Total: 300%

Personal notes: Can control the AoE with the Left stick. Three spears of 
rock appear from underneath the ground and pierce inward towards the
targeted area.


Splash:
A torrent that pours upon the foe. Hold O to cast it, or release it early
for the Aqua Protection support arte

TP: 12

Cast Time: 1.00

Hits: 6

Properties: none  

Element: Water

Status: Weak 

Hit Multiplier: 0.30 X 1 + 0.60 X 5

Damage Total: 300%

Personal notes: Splash is a great Spell when you have comboing in mind, since
it doesnt take long to cast, but lasts a good long while, and Milla can move 
and attack while Splash is still in effect.


Flame Ring:
An area of earth, burned to oblivion. Hold O to cast it, or release it 
early to knock foes away with a Flare Bomb.

TP: 24

Cast Time: 2.00

Hits: 7

Properties: none 

Element: Fire 

Status: Burn

Hit Multiplier: 0.52 X 7 

Damage Total: 368% 

Personal notes: Very effective when surrounded, but you will have to make 
sure you are not heavily targeted, as you can easily be hit out of your cast.
This makes Flame Ring a very high risk high reward move as the AoE can ONLY 
occur centered on Milla.


Arrivederci:
A whirlwind of blades that decimates foes. Hold O to cast it, or release 
it early for Wind Blade wind scythes.

TP: 26

Cast Time: 2.00

Hits: 1

Properties: Knockdown  

Element: Wind

Status: Paralysis 

Hit Multiplier: 0.30 X 3 + 2.60 X 1

Damage Total: 350% 

Personal notes: Can control the AoE with the Left Stick, this moves draws
in foes then sends them flying away from the center of the AoE. Use 
Arrivederci from a safe distance when a team member is surrounded to free 
them up quite decently. 


Bolt Strike:
Lightning that strikes the wicked. Hold O to cast it, or release it early
to execute a Lightning attack.

TP: 25

Cast Time: 2.00

Hits: 4-7

Properties: none 

Element: Fire, Wind

Status: Burn, Paralysis  

Hit Multiplier: 0.80 X 7 

Damage Total: 560% 

Personal notes: Bolt Strike works by creating a Sphere directly above the
targeted enemy, and bolts of lightning are then surged toward the ground 
below.


Divine Streak:
Divine light of the heavens. Hold O to cast it, or release it early to use
the Radiant Rondo light attack.

TP: 38

Cast Time: 3.00

Hits: 10

Properties: none  

Element: Light 

Status: Confusion  

Hit Multiplier: 0.50 X 10 

Damage Total: 500% 

Personal notes: Like the other beam spells, you need to be sure that this 
spell will hit when you cast it, as it can be very easy for the enemy run 
out of the AoE before the spell activates.


Sunburst:
A rain of fire from the heavens. Hold O to cast it, or release it 
early to knock foes away with a Flare Bomb. 

TP: 48

Cast Time: 3.00

Hits: 4

Properties: none 

Element: Fire 

Status: Burn 

Hit Multiplier: 1.00 X 4 

Damage Total: 400% 

Personal notes: Sunburst is Milla's arena wide spell. She creates a giant
sun, lifts it up, then brings it back down, driving it into the earth.
Because of this, The hits are spread throughout the ground itself.


Cyclone:
A tornado of absolute destruction. Hold O to cast it, or release it early
for Wind Blade wind scythes.

TP: 36

Cast Time: 3.00

Hits: 10

Properties: Knockdown  

Element: Wind 

Status: Paralysis  

Hit Multiplier: 0.40 X 10 

Damage Total: 400% 

Personal notes: Can control the AoE with the left stick. Cyclone is 
basically Arrivederci on Overdrive. Enemies get sucked into a tornado then
are tossed in all directions, usually scattered to the bounds of the arena.


Thunder Blade:
Thunder sharpened for the kill. Hold O to cast it, or release it early
to execute a Lightning attack.

TP: 35

Cast Time: 2.50

Hits: 7

Properties: none 

Element: Fire, Wind 

Status: Burn, Paralysis  

Hit Multiplier: 1.00 X 7 

Damage Total: 700% 

Personal notes: This arte starts by having a thunder blade appear in 
the air in front of milla. Anything the sword touches it harms, so The sword 
then moves to her left and around her body in a circle, once the sword 
reaches her back it is at ground level. The sword then continues to rotate 
around her one full time, then moves to her front, and then when moving to
her back again it raises into the air like when it first appeared.
The sword rises into the air then plummets at a diagonal towards Milla's
front, and creates a lightning ball of explosion spreading out from where 
it lands.




Shining Prism:
The wicked are bound by light. Hold O to cast it, or release it early to use
the Radiant Rondo light attack.

TP: 45

Cast Time: 3.00

Hits: 1

Properties: none  

Element: Light 

Status: Confusion  

Hit Multiplier: 0.82 X 6 + 1.20 x 1 

Damage Total: 612% 

Personal notes: A shining box of light appears around the targeted enemy.
The AoE is fairly large, and any enemies caught inside will receive the full
effect. This is a great move for confusing large groups of enemies.


-----------------------------------------------------------------------------

Conclusion

-----------------------------------------------------------------------------


Thanks to Gamefaqs for hosting this FAQ
Neoseeker is permitted to host this FAQ

Thanks to darkzero16, Ampharos64, Ladysoalluring, zhaoyun99, tamashii, 
frubam dagoldenclip2, peter_888, CobraGT, orlando1210, drclaeys and 
RolandoWaltz for the words of encouragement. also Havic101, frubam, and
magnum 7979 for noting some corrections.

Thank your for reading this FAQ, I sincerely hope it has helped you.

PM me on this site if you have any comments, question, concerns etc...
Email me at Connor.playstation@yahoo.com if necessary.

Stay on the lookout for future updates!



 

View in: