Prima Games eGuides Tales of Xillia 2 eGuide

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Tales of Xillia 2 eGuide 2 Characters Alvin Vint Svent

Artes

How Charging Affects Alvin’s Artes

Outside of Charged Blow and his Terminus Pride mystic arte, charging has an effect on all of Alvin’s artes. Generally, the upgrade involves a power boost or additional hits, but some artes, like Fierce Demon Fang, have significantly changed effects. Another arte, Punishing Shot, even has a different usage-count bonus when charged. But whatever the change, charging generally leads to a strictly superior version of the arte. Learning exactly how charging affects each arte is one of the keys to playing Alvin well.

Guardian Field
TP Cost

12

Casting Time

Learned From

Start

Power

240

# of Hits

4

Phys. to Magic Ratio

10:0

Iron Stance

32

Guard Break

32

HP Recovery

16

Properties

HP Recovery 5%×3

Count

[200] Activate speed up, [400] Effect increased (+3%)

Gauge

8

Guardian Grove
TP Cost

12

Casting Time

Learned From

Start

Power

240

# of Hits

4

Phys. to Magic Ratio

10:0

Iron Stance

32

Guard Break

32

HP Recovery

16

Properties

HP Recovery 5%×3

Count

[200] Speed Up, [400] HPRecovery 3%

Gauge

8

Demon Fang
TP Cost

4

Casting Time

Learned From

Start

Power

180

# of Hits

2

Phys. to Magic Ratio

7:3

Iron Stance

16

Guard Break

16

HP Recovery

8

Properties

Count

[100/200] Speed Up, [400] Penetration & Lift up enemy

Gauge

10

Fierce Demon Fang
TP Cost

4

Casting Time

Learned From

Start

Power

225

# of Hits

1

Phys. to Magic Ratio

7:3

Iron Stance

8

Guard Break

8

HP Recovery

4

Properties

Knockdown/No Damage Reduction vs. Knockdown

Count

[200/400] Range extended

Gauge

10

Sonic Thrust
TP Cost

6

Casting Time

Learned From

Wind 100

Power

200

# of Hits

1

Phys. to Magic Ratio

10:0

Iron Stance

8

Guard Break

8

HP Recovery

4

Properties

Count

[100] Aerial trigger available

Gauge

10

Sonic Barrage
TP Cost

6

Casting Time

Learned From

Wind 100

Power

300

# of Hits

2

Phys. to Magic Ratio

10:0

Iron Stance

16

Guard Break

16

HP Recovery

8

Properties

Knockdown

Count

[100] Can Use in Mid-air

Gauge

15

Variable Trigger
TP Cost

6

Casting Time

Learned From

Fire 100

Power

200

# of Hits

1

Phys. to Magic Ratio

10:0

Iron Stance

8

Guard Break

8

HP Recovery

4

Properties

Pierces Foes

Count

[200] Speed Up

Gauge

10

Variable Blast
TP Cost

6

Casting Time

Learned From

Fire 100

Power

400

# of Hits

1

Phys. to Magic Ratio

10:0

Iron Stance

8

Guard Break

8

HP Recovery

4

Properties

Pierces Foes

Count

[200] Speed Up

Gauge

10

Demon Whip
TP Cost

6

Casting Time

Learned From

Dark 230

Power

200

# of Hits

1

Phys. to Magic Ratio

10:0

Iron Stance

8

Guard Break

8

HP Recovery

4

Properties

Stun (30%)

Count

[100] Stun period extended

Gauge

5

Demon Wave
TP Cost

6

Casting Time

Learned From

Dark 230

Power

300

# of Hits

1

Phys. to Magic Ratio

10:0

Iron Stance

8

Guard Break

8

HP Recovery

4

Properties

Count

[100] Guard break capability up, [200] Iron Stance break capability up

Gauge

5

Homing Shot
TP Cost

6

Casting Time

Learned From

Dark 500

Power

200

# of Hits

1

Phys. to Magic Ratio

10:0

Iron Stance

8

Guard Break

8

HP Recovery

4

Properties

Count

[100] Speed Up, [200/400] Range extended

Gauge

10

Homing Cannon
TP Cost

6

Casting Time

Learned From

Dark 500

Power

330

# of Hits

3

Phys. to Magic Ratio

10:0

Iron Stance

24

Guard Break

24

HP Recovery

12

Properties

Count

[100] Speed Up, [200/400] Range Up

Gauge

30

Tiger Blade
TP Cost

8

Casting Time

Learned From

Start

Power

300

# of Hits

2

Phys. to Magic Ratio

10:0

Iron Stance

16

Guard Break

16

HP Recovery

8

Properties

Count

[200] Speed Up

Gauge

10

Tiger Rage
TP Cost

8

Casting Time

Learned From

Start

Power

450

# of Hits

3

Phys. to Magic Ratio

10:0

Iron Stance

24

Guard Break

24

HP Recovery

12

Properties

Count

[200] Movement Speed Up

Gauge

15

Punishing Shot
TP Cost

8

Casting Time

Learned From

Wind 230

Power

400

# of Hits

3

Phys. to Magic Ratio

10:0

Iron Stance

24

Guard Break

24

HP Recovery

12

Properties

Juggle

Count

[200] Additional hits

Gauge

10

Punishing Beam
TP Cost

8

Casting Time

Learned From

Wind 230

Power

680

# of Hits

3

Phys. to Magic Ratio

10:0

Iron Stance

24

Guard Break

24

HP Recovery

12

Properties

Knockdown

Count

[200] Lift up enemy

Gauge

11

Terra Rupture
TP Cost

8

Casting Time

Learned From

Earth 100

Power

300

# of Hits

2

Phys. to Magic Ratio

8:2

Iron Stance

16

Guard Break

16

HP Recovery

8

Properties

Count

[100] Speed Up, [200] Draw in enemy

Gauge

10

Terra Fissure
TP Cost

8

Casting Time

Learned From

Earth 100

Power

450

# of Hits

3

Phys. to Magic Ratio

8:2

Iron Stance

24

Guard Break

24

HP Recovery

12

Properties

Knockdown

Count

[100] Speed Up, [200] Pull-in

Gauge

15

Charged Blow
TP Cost

16

Casting Time

Learned From

Water 730

Power

400

# of Hits

2

Phys. to Magic Ratio

10:0

Iron Stance

16

Guard Break

16

HP Recovery

8

Properties

Charge

Count

Gauge

5

Squall Shot
TP Cost

12

Casting Time

Learned From

Earth-Water 1210

Power

400

# of Hits

4

Phys. to Magic Ratio

10:0

Iron Stance

32

Guard Break

32

HP Recovery

16

Properties

Count

[200/400] Additional hits

Gauge

8

Storm Shot
TP Cost

12

Casting Time

Learned From

Earth-Water 1210

Power

400

# of Hits

4

Phys. to Magic Ratio

10:0

Iron Stance

32

Guard Break

32

HP Recovery

16

Properties

Count

[200/400] +1 Hit

Gauge

8

Tornado Drive
TP Cost

14

Casting Time

Learned From

Light 230

Power

480

# of Hits

2

Phys. to Magic Ratio

10:0

Iron Stance

16

Guard Break

16

HP Recovery

8

Properties

Juggle

Count

Gauge

10

Cyclone Drive
TP Cost

14

Casting Time

Learned From

Light 230

Power

720

# of Hits

3

Phys. to Magic Ratio

10:0

Iron Stance

24

Guard Break

24

HP Recovery

12

Properties

Juggle/Enemy Rotation

Count

Gauge

15

Arc Fire
TP Cost

16

Casting Time

Learned From

Fire-Light 1210

Power

1200

# of Hits

4

Phys. to Magic Ratio

10:0

Iron Stance

32

Guard Break

32

HP Recovery

16

Properties

Juggle

Count

[200] Lift up enemy, [400] Range extended

Gauge

16

Arc Blaze
TP Cost

16

Casting Time

Learned From

Fire-Light 1210

Power

1200

# of Hits

4

Phys. to Magic Ratio

10:0

Iron Stance

32

Guard Break

32

HP Recovery

16

Properties

Juggle

Count

[200] Prop Up, [400] Increased Area of Effect

Gauge

16

Pulse Shot
TP Cost

21

Casting Time

Learned From

Water-Dark 2810

Power

750

# of Hits

5

Phys. to Magic Ratio

10:0

Iron Stance

40

Guard Break

40

HP Recovery

20

Properties

Juggle

Count

[100] Speed Up, [200] Lift up enemy

Gauge

10

Sweeping Shot
TP Cost

21

Casting Time

Learned From

Water-Dark 2810

Power

1125

# of Hits

5

Phys. to Magic Ratio

10:0

Iron Stance

40

Guard Break

40

HP Recovery

20

Properties

Juggle

Count

[100] Speed Up, [200] Prop Up

Gauge

10

Moonlight Cleft
TP Cost

24

Casting Time

Learned From

Water 2470

Power

800

# of Hits

2

Phys. to Magic Ratio

10:0

Iron Stance

16

Guard Break

16

HP Recovery

8

Properties

Count

[200] Range extended

Gauge

10

Twin Moonlight Cleft
TP Cost

24

Casting Time

Learned From

Water 2470

Power

1280

# of Hits

4

Phys. to Magic Ratio

10:0

Iron Stance

32

Guard Break

32

HP Recovery

16

Properties

Count

[200] Increased Area of Effect

Gauge

20

Trap Shot
TP Cost

24

Casting Time

Learned From

Earth 3590

Power

700

# of Hits

1

Phys. to Magic Ratio

6:4

Iron Stance

8

Guard Break

8

HP Recovery

4

Properties

Stun (25%)

Count

[100] Stun probability up (+5%), [200] Stagger period extended

Gauge

5

Trap Storm
TP Cost

24

Casting Time

Learned From

Earth 3590

Power

700

# of Hits

1

Phys. to Magic Ratio

6:4

Iron Stance

8

Guard Break

8

HP Recovery

4

Properties

Stun ( 25%)

Count

[100] Stun Rate ( 5% [200] Stagger Time increase

Gauge

5

Demon Inferno
TP Cost

26

Casting Time

Learned From

Fire 500

Power

1120

# of Hits

3

Phys. to Magic Ratio

10:0

Iron Stance

24

Guard Break

24

HP Recovery

12

Properties

Juggle/Knockdown

Count

[100] Guard break capability up, [200] Guard break

Gauge

12

Abyssal Inferno
TP Cost

26

Casting Time

Learned From

Fire 500

Power

1920

# of Hits

3

Phys. to Magic Ratio

10:0

Iron Stance

24

Guard Break

24

HP Recovery

12

Properties

Juggle/Knockdown

Count

[100] Guard Break (32), [200] Guard Break (184)

Gauge

12

Dragon Swarm
TP Cost

28

Casting Time

Learned From

Wind 2160

Power

1000

# of Hits

5

Phys. to Magic Ratio

10:0

Iron Stance

40

Guard Break

40

HP Recovery

20

Properties

Count

[200] Speed Up

Gauge

10

Dragon Salvo
TP Cost

28

Casting Time

Learned From

Wind 2160

Power

1200

# of Hits

6

Phys. to Magic Ratio

10:0

Iron Stance

48

Guard Break

48

HP Recovery

24

Properties

Juggle

Count

[200] Speed Up

Gauge

12

Dark Radiance
TP Cost

36

Casting Time

Learned From

Wind-Fire 4040

Power

1080

# of Hits

2

Phys. to Magic Ratio

10:0

Iron Stance

16

Guard Break

16

HP Recovery

8

Properties

Knockdown

Count

[100] Aerial trigger available

Gauge

10

Devil Flare
TP Cost

36

Casting Time

Learned From

Wind-Fire 4040

Power

1980

# of Hits

2

Phys. to Magic Ratio

10:0

Iron Stance

16

Guard Break

16

HP Recovery

8

Properties

Knockdown

Count

[100] Aerial trigger available

Gauge

10

Cross Cleave
TP Cost

36

Casting Time

Learned From

Dark-Wind 2810

Power

1000

# of Hits

4

Phys. to Magic Ratio

10:0

Iron Stance

32

Guard Break

32

HP Recovery

16

Properties

Count

[200] Additional hit (+1), [400] Additional hit (+2)

Gauge

10

Muzzle Roar
TP Cost

36

Casting Time

Learned From

Dark-Wind 2810

Power

1500

# of Hits

6

Phys. to Magic Ratio

10:0

Iron Stance

48

Guard Break

48

HP Recovery

24

Properties

Count

[200/400] +1 Hit Power (250)

Gauge

15

Boilermaker
TP Cost

42

Casting Time

Learned From

Fire 6250

Power

1100

# of Hits

5

Phys. to Magic Ratio

10:0

Iron Stance

40

Guard Break

40

HP Recovery

20

Properties

Juggle

Count

[100/200] Speed Up

Gauge

10

Smash Inferno
TP Cost

42

Casting Time

Learned From

Fire 6250

Power

1870

# of Hits

8

Phys. to Magic Ratio

9:1

Iron Stance

64

Guard Break

64

HP Recovery

52

Properties

Knockdown/Juggle

Count

[100/200] Speed Up

Gauge

11

Hell Fryer
TP Cost

52

Casting Time

Learned From

Fire-Light 6920

Power

1000

# of Hits

2

Phys. to Magic Ratio

10:0

Iron Stance

40

Guard Break

16

HP Recovery

9999

Properties

Knockdown/Fire Immunity

Count

[200] Guard break capability up

Gauge

10

Spiral Wave
TP Cost

52

Casting Time

Learned From

Fire-Light 6920

Power

1400

# of Hits

3

Phys. to Magic Ratio

10:0

Iron Stance

60

Guard Break

24

HP Recovery

9999

Properties

Knockdown/Fire Immunity

Count

[200] Ailment probability up

Gauge

15

Legacy
TP Cost

57

Casting Time

Learned From

Light-Earth 7640

Power

800

# of Hits

8

Phys. to Magic Ratio

10:0

Iron Stance

48

Guard Break

64

HP Recovery

48

Properties

Unstaggerable

Count

[100/200] Speed Up

Gauge

16

Hairtrigger
TP Cost

57

Casting Time

Learned From

Light-Earth 7640

Power

968

# of Hits

8

Phys. to Magic Ratio

10:0

Iron Stance

48

Guard Break

64

HP Recovery

48

Properties

Instant-KO (30%)

Count

[100/200] Speed Up, [100/200/400] Battle Odds (5%)

Gauge

16

Terminus Pride
TP Cost

0

Casting Time

Learned From

Skill (Special)

Power

8400

# of Hits

8

Phys. to Magic Ratio

10:0

Iron Stance

Guard Break

HP Recovery

Properties

Accuracy/Knockdown

Count

Gauge

0