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!