Nine is a mid-range melee fighter with high HP and an impressive Defense rating.
Essential Details
Initial Status
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Basic Attributes
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Stats and Abilities
Growth by Level
| Level | Max HP | Max MP | Attack | Defense | Fire Magic | Ice Magic | Lightning Magic | Defense Magic |
|---|---|---|---|---|---|---|---|---|
| 6 | 370 | 155 | 63 | 67 | 54 | 41 | 39 | 46 |
| 10 | 445 | 164 | 67 | 68 | 56 | 43 | 41 | 48 |
| 20 | 622 | 188 | 77 | 71 | 61 | 48 | 46 | 53 |
| 30 | 785 | 213 | 87 | 73 | 66 | 53 | 51 | 58 |
| 40 | 931 | 237 | 97 | 76 | 71 | 58 | 56 | 63 |
| 50 | 1062 | 261 | 107 | 78 | 76 | 63 | 61 | 68 |
| 60 | 1176 | 285 | 117 | 81 | 81 | 68 | 66 | 73 |
| 70 | 1276 | 310 | 127 | 83 | 86 | 73 | 71 | 78 |
| 80 | 1359 | 334 | 137 | 86 | 91 | 78 | 76 | 83 |
| 90 | 1427 | 358 | 147 | 88 | 96 | 83 | 81 | 88 |
| 99 | 1474 | 377 | 156 | 90 | 100 | 87 | 85 | 92 |
| Class Zero Rank | 1st | 14th | 7th | 1st | 8th | 13th | 14th | 13th |
These numbers do not reflect stat bonuses granted by accessories or weapons.
Available Abilities
| Ability | Effect |
|---|---|
| Accelerate | Increase movement speed. |
| Twinspell | Equip two spells at once. |
| Quick Draw II | Cast level II finishing magic. |
| Quick Draw III | Cast level III finishing magic. |
| Triple Slip | Execute up to three dodges in succession. |
| Slipstream | Execute any number of dodges in succession. |
| Untouchable | Window for dodging increases. |
| Intel | Check status of locked-on targets. |
| Quick Draw | Cast finishing magic after certain normal attacks. |
| Clean Sweep | Deliver a wide-area attack with Left Analog Stick Down + normal attack. |
| Clean Sweep II | Increase number of hits for Clean Sweep. |
| Sweeping Cast | Cast finishing magic after certain wide-area attacks. |
| Clean Sweep III | Increase number of hits for Clean Sweep. |
| Mobile Strike | Attack while moving with Left Analog Stick Up + normal attack. |
| Mobile Strike II | Increase number of hits for Mobile Strike. |
| Jump | Leap towards enemies and strike. |
| Jump: Power Up | Increase power of Jump. |
| Jump: Crit Up | Increase critical hit rate of Jump. |
| Jump: AG Down | Reduce AG cost of Jump. |
| White Knight | Generate a safety zone that restores HP and prevents damage. |
| White Knight: AG Down | Reduce AG cost of White Knight. |
| Whirling Lance | Twirl spear to attack enemies. |
| Whirling Lance: AG Down | Reduce AG cost of Whirling Lance. |
| High Jump | Leap high into the air and deliver a powerful strike from above. |
| High Jump: Power Up | Increase power of High Jump. |
| High Jump: Power Up II | Further increase power of High Jump. |
| Javelin Throw | Launch spear to pierce and damage enemies. |
| Javelin Throw: Crit Up | Increase critical hit rate of Javelin Throw. |
| Laser Lance | Launch spear in a straight line to severely damage enemies. |
| Laser Lance: Power Up | Increase power of Laser Lance. |
| Primal Roar | Unleash a guttural roar to inflict enemies with Stop. |
| Primal Roar: Time Up | Primal Roar remains active for a longer time. |
| Primal Roar: AG Down | Reduce AG cost of Primal Roar. |
Unlocking Abilities: Required Conditions
Recommended Strategies
Nine uses his lance to deliver mid-range melee strikes with speed and precision. His normal attacks can be chained for some devastating combos, and abilities like Jump and Javelin Throw allow for occasional long-range attacks.
Nine has Class Zero’s highest rating in max HP and Defense, so he can absorb a good deal of damage. He can also use his White Knight ability to create an impenetrable barrier that grants HP regeneration to him and any nearby allies.
When playing as Nine, it’s usually best to rely on his normal attacks for basic combat. This not only deals reliable damage, it also ensures constant regeneration of his AG. Nine isn’t a very effective spell caster, so it’s often best to forego magic in favor of one of his more practical command abilities.
Unlocking Recommended Abilities
| Ability | Required Level | AP Cost |
|---|---|---|
| Jump: AG Down | — | 5 |
| Jump: Crit Up | — | 4 |
| Accelerate | 8 | 4 |
| White Knight | 8 | 4 |
| Triple Slip | 8 | 2 |
| Slipstream | 8 | 3 |
| Untouchable | 8 | 5 |
| White Knight: AG Down | 8 | 5 |
| Whirling Lance | 13 | 4 |
| Whirling Lance: AG Down | 13 | 6 |
| Clean Sweep II | 13 | 4 |
| Clean Sweep III | 13 | 5 |
Nine has some interesting abilities, but it’s best to focus on his core abilities early in the game. Upgrade his Jump right away, then use earned AG to unlock all of his evasion-based abilities. Once that’s done, look to unlock commands that will increase Nine’s versatility on the battlefield.
Nine’s Jump ability offers a nice balance of speed and range, so Jump: AG Down and Jump: Crit Up make for good early investments. Along with his normal attacks, an upgraded Jump will help maximize Nine’s damage output during his first several levels.
Unlock Accelerate to increase Nine’s movement speed, then acquire Nine’s White Knight ability. White Knight: AG Down is a great investment, but spend available AP on the rest of his evasion-based abilities before you unlock it.
Purchase Whirling Lance and Whirling Lance: AG Down to give Nine a viable option for area damage, then unlock Clean Sweep II and Clean Sweep III. By this point, Nine should be well suited for virtually any mission. Simply unlock his remaining abilities and upgrades as AP becomes available.
Combat Tips: NineCompared to his classmates, Nine is a fairly straightforward fighter. Equipping Jump and White Knight for use along with his normal attacks is quite often your best option. However, with abilities like High Jump, Laser Lance, and Primal Roar, Nine can become a fairly versatile melee combatant.
Chain four of Nine’s normal attacks to perform a devastating medium-range combo. There’s a bit of a delay just after the third hit, but the final blow has a fairly good chance of knocking down weaker enemies.
Jump is one of Nine’s default commands, and it’s also one of his most useful abilities. It has good range, reasonable damage, and it can be upgraded to increase its power, crit rate, and AG efficiency. Nine’s normal attacks will account for the bulk of his damage, but well-timed Jump attacks can be very effective in the heat of battle.
When White Knight is equipped, hold the Ability button to summon a protective dome around Nine. This dome not only protects Nine and any nearby allies from incoming attacks, it grants steady HP regeneration. However, the dome will only remain until the button is released, or until Nine’s AG is depleted. Javelin Throw and Laser Lance allow Nine to attack from a distance, but he’s at his best when he’s fairly close to his target. This allows him to do consistent damage, and it increases his chances of scoring Breaksight and Killsight attacks.
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