Seven specializes in mid-range melee combat. She’s not only capable of imbuing her weapon with various properties, but she’s also a fairly impressive magic user.
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 |
|---|---|---|---|---|---|---|---|---|
| 9 | 363 | 262 | 67 | 55 | 59 | 65 | 47 | 62 |
| 10 | 379 | 270 | 68 | 55 | 60 | 66 | 48 | 63 |
| 20 | 530 | 310 | 78 | 58 | 65 | 71 | 53 | 68 |
| 30 | 668 | 350 | 88 | 60 | 70 | 76 | 58 | 73 |
| 40 | 792 | 390 | 98 | 63 | 75 | 81 | 63 | 78 |
| 50 | 904 | 430 | 108 | 65 | 80 | 86 | 68 | 83 |
| 60 | 1001 | 470 | 118 | 68 | 85 | 91 | 73 | 88 |
| 70 | 1086 | 510 | 128 | 70 | 90 | 96 | 78 | 93 |
| 80 | 1157 | 549 | 138 | 73 | 95 | 101 | 83 | 98 |
| 90 | 1215 | 589 | 148 | 75 | 100 | 106 | 88 | 103 |
| 99 | 1255 | 621 | 157 | 77 | 104 | 110 | 92 | 107 |
| Class Zero Rank | 7th | 7th | 6th | 8th | 4th | 2nd | 10th | 3rd |
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 a normal attack. |
| Foreflay | Deliver a long-reaching attack with Left Analog Stick Up + normal attack. |
| Foreflay II | Increase number of hits for Foreflay. |
| Foreflay III | Further increase number of hits for Foreflay. |
| Whirlwhip | Deliver a wide-area attack with Left Analog Stick Down + normal attack. |
| Whirlwhip II | Increase number of hits for Whirlwhip. |
| Whirlwhip III | Further increase number of hits for Whirlwhip. |
| Insult to Injury | Powerfully lash enemies inflicted with Stun. |
| Snakebite | Capture an enemy and either reel them in or instantaneously approach the target. |
| Livewire | Electrify ensnared enemies to damage and possibly inflict Stun with Left Analog Stick Up + Ability button. |
| Snakebite: AG Down | Reduce AG cost of Snakebite. |
| Diving Strike | Launch whipblade skyward to pierce enemies from above. |
| Diving Strike: Power Up | Increase power of Diving Strike. |
| Elementalash | Strike enemies with a whip imbued with elemental magic (defaults to Fire). |
| Flamelash: Power Up | Increase power of Elementalash’s Flamelash. |
| Frostlash | Imbue whip with Ice Magic with Left Analog Stick Up + Ability button. |
| Frostlash: Power Up | Increase power of Elementalash’s Frostlash. |
| Thunderlash | Imbue whip with Lightning Magic with Left Analog Stick Down + Ability button. |
| Thunderlash: Power Up | Increase power of Elemenalash’s Thunderlash. |
| Sadistic Spikes | Drive whipblade into the ground to summon Stop-inflicting thorns. |
| Sadistic Spikes: Time Up | Sadistic Spikes remains active for a longer time. |
| Sadistic Spikes: AG Down | Reduce AG cost of Sadistic Spikes. |
| Drainlash | Attack enemies and absorb HP. |
| Drainlash: Power Up | Increase power of Drainlash. |
| Osmoselash | Attack enemies and absorb MP. |
| Osmoselash: Power Up | Increase power of Osmoselash. |
Unlocking Abilities: Required Conditions
Recommended Strategies
Seven is able to alter the range of her melee strikes. She’s adept in Fire Magic and Ice Magic, but she rates fairly low in Lightning Magic. With her Elementalash ability, however, she can imbue her weapon with various bursts of elemental power. Her more elaborate techniques tend to leave her fairly vulnerable, but Seven’s normal attacks are capable of dealing fast, reliable damage.
With abilities like Snakebite, Diving Strike, and Sadistic Spikes, Seven can be used to fill a variety of roles, and choosing the best skills for a given mission can be a challenge. At her core, however, Seven is still a melee fighter. Her normal attack, Foreflay, and Whirlwhip can be used at any time to deal damage and replenish her AG.
Once Insult to Injury is unlocked, Seven is particularly effective against stunned enemies. Consider selecting allies with Stun-inflicting abilities to maximize her damage output over the course of a mission.
Unlocking Recommended Abilities
| Ability | Required Level | AP Cost |
|---|---|---|
| Snakebite: AG Down | — | 5 |
| Livewire | — | 3 |
| Elementalash | 10 | 4 |
| Frostlash | 10 | 4 |
| Thunderlash | 10 | 4 |
| Triple Slip | 15 | 4 |
| Slipstream | 15 | 6 |
| Untouchable | 15 | 8 |
| Diving Strike | 15 | 2 |
| Sadistic Spikes | 17 | 3 |
| Sadistic Spikes: Time Up | 17 | 6 |
| Sadistic Spikes: AG Down | 17 | 10 |
| Foreflay II | 25 | 5 |
| Foreflay III | 25 | 6 |
| Whirlwhip II | 25 | 6 |
| Whirlwhip III | 25 | 8 |
| Insult to Injury | 25 | 4 |
Seven’s various abilities have a significant effect on her fighting style. Your personal preferences and mission parameters will determine exactly which skills are most useful in battle, so acquire and test her various command abilities as they become available. Before each mission, consider which role you’d like Seven to fill, then equip the abilities that are likely to be most helpful.
Snakebite: AG Down and Livewire both enhance Seven’s Snakebite ability. Unlock these abilities to allow for more frequent use of Snakebite, and to gain the option of electrocuting ensnared enemies.
Elementalash and its upgrades Frostlash and Thunderlash all become available at Level 10. This combination of skills allows Seven to better exploit elemental weaknesses found in some enemies. Elementalash abilities will quickly drain Seven’s AG, however, so it’s best to use them sparingly. Avoid investing in additional Elementalash upgrades until you’ve unlocked some of Seven’s less situational abilities.
Triple Slip, Slipstream, and Untouchable all become available at Level 15. Unlock all of these abilities to enhance Seven’s dodge, then invest in Diving Strike to add a true ranged attack to her arsenal. When equipped, Diving Strike allows Seven to launch mortar-like attacks at distant targets.
When combined, Sadistic Spikes, Sadistic Spikes: Time Up, and Sadistic Spikes: AG Down create one of Seven’s most useful support abilities. This command ability creates a large cluster of Stop-inducing spikes, so proper use can severely limit enemy movements in confined spaces.
At Level 25, upgrade Seven’s Foreflay and Whirlwhip, then unlock Insult to Injury. This ensures that Seven is capable of dealing maximum damage regardless of which command abilities you choose to bring into a specific mission.
Combat Tips: SevenSeven’s attacks vary in range, power, and bonus effects, so her combat style is surprisingly flexible. In general, however, she’s a mid-range melee expert. Abilities like Elementalash and Diving Strike make her a force on the battlefield, while Drainlash and Osmoselash can make her one of the most self-sufficient members of Class Zero.
Many of Seven’s more powerful attacks can quickly deplete her AG. For basic combat, it’s usually best to rely on a mixture of normal attacks and Foreflay. This allows Seven to deal consistent short-range and medium-range damage.
Seven is gifted in most magic types, and her Ice Magic proficiency is the second highest in Class Zero. Equipping Osmoselash along with a spell like Blizzard BOM can make Seven a formidable magic user during prolonged battles. Snakebite is a great way to strike distant enemies when they are vulnerable to Killsight attacks. Under normal conditions, a successful Snakebite offers multiple follow-up moves. Once you’ve latched on to an enemy, your options will be determined by enemy type, unlocked abilities, and available AG.
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Snakebite Follow-Up Commands
| Input | Result |
|---|---|
| Left Analog Stick | Seven moves in the corresponding direction. |
| Ability button | Seven pulls herself toward the ensnared enemy. |
| Left Analog Stick Up + Ability button | (Requires Livewire and sufficient AG) Seven electrocutes the ensnared enemy, possibly inflicting Stun. |
| Left Analog Stick Down + Ability button | Seven pulls the ensnared enemy to her location. |
| Normal attack | Seven releases the ensnared enemy. |
| Dodge | Seven releases the ensnared enemy and performs a dodge. |