Prima Games eGuides Tales of Xillia 2 eGuide

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

Tales of Xillia 2 Guide 2 Characters Leia Rolando

Artes

Find the Right Arte for Any Battlefield Condition

Leia has an appropriate arte for any combat situation, from the rapid thrust of Darting Claw, to the wide-reaching Crescent Flash, to the knockdown-inflicting Rabid Lunge. Since most of her artes can be done in mid-air, Leia is also able to launch her foes and dish out serious damage with aerial combos.

That’s not to say that Leia’s artes are exclusively offensive in nature. She can also learn support artes to heal allies or temporarily boost their stats. Because of her versatility, Leia can fill a variety of roles in your party, and respond to whatever conditions emerge on the battlefield.

First Aid
TP Cost

10

Casting Time

2 Sec.

Learned From

Start

Power

—

# of Hits

—

Phys. to Magic Ratio

0:10

Iron Stance

—

Guard Break

—

HP Recovery

—

Properties

HP Recovery 30%

Count

—

Gauge

0

Heal
TP Cost

16

Casting Time

3 Sec.

Learned From

Light-Earth 730

Power

—

# of Hits

—

Phys. to Magic Ratio

0:10

Iron Stance

—

Guard Break

—

HP Recovery

—

Properties

HP Recovery 50%

Count

—

Gauge

0

Cure
TP Cost

25

Casting Time

4 Sec.

Learned From

Fire-Light 2470

Power

—

# of Hits

—

Phys. to Magic Ratio

0:10

Iron Stance

—

Guard Break

—

HP Recovery

—

Properties

HP Recovery 70%

Count

—

Gauge

0

Resurrection
TP Cost

40

Casting Time

3 Sec.

Learned From

Lv.47

Power

—

# of Hits

—

Phys. to Magic Ratio

0:10

Iron Stance

—

Guard Break

—

HP Recovery

—

Properties

HP Recovery (50%)

Count

—

Gauge

0

Darting Claw
TP Cost

6

Casting Time

—

Learned From

Wind 100

Power

200

# of Hits

1

Phys. to Magic Ratio

10:0

Iron Stance

4

Guard Break

4

HP Recovery

4

Properties

—

Count

[100] Aerial trigger available

Gauge

10

Rabid Lunge
TP Cost

6

Casting Time

—

Learned From

Start

Power

200

# of Hits

1

Phys. to Magic Ratio

10:0

Iron Stance

4

Guard Break

4

HP Recovery

4

Properties

Knockdown

Count

[100] Guard break probability up, [200] Activate speed up

Gauge

15

Earth Roar
TP Cost

6

Casting Time

—

Learned From

Start

Power

200

# of Hits

1

Phys. to Magic Ratio

10:0

Iron Stance

4

Guard Break

4

HP Recovery

4

Properties

Juggle/Knockdown/No Damage Reduction vs. Knockdown

Count

[100] Aerial trigger available

Gauge

10

Shining Spiral
TP Cost

6

Casting Time

—

Learned From

Light 230

Power

210

# of Hits

4

Phys. to Magic Ratio

10:0

Iron Stance

12

Guard Break

12

HP Recovery

12

Properties

Juggle

Count

[100] Aerial trigger available

Gauge

10

Tempest Spiral
TP Cost

8

Casting Time

—

Learned From

Dark 230

Power

200

# of Hits

4

Phys. to Magic Ratio

9:1

Iron Stance

12

Guard Break

12

HP Recovery

12

Properties

Pull-in

Count

[100] Ailment probability up, [200] Iron Stance just after triggered arte

Gauge

10

Tsunami Strike
TP Cost

8

Casting Time

—

Learned From

Water 100

Power

400

# of Hits

2

Phys. to Magic Ratio

10:0

Iron Stance

8

Guard Break

8

HP Recovery

8

Properties

—

Count

[100] Range extended, [200] Iron Stance just after triggered arte

Gauge

14

Cerberus Strike
TP Cost

8

Casting Time

—

Learned From

Earth 100

Power

297

# of Hits

3

Phys. to Magic Ratio

10:0

Iron Stance

12

Guard Break

12

HP Recovery

12

Properties

Juggle

Count

[200] Speed up

Gauge

10

Spiral Strike
TP Cost

10

Casting Time

—

Learned From

Wind 1210

Power

297

# of Hits

3

Phys. to Magic Ratio

10:0

Iron Stance

12

Guard Break

12

HP Recovery

12

Properties

Juggle

Count

[200] Link gauge fill up value increased (x2)

Gauge

10.5

Rock Splitter
TP Cost

12

Casting Time

—

Learned From

Earth-Water 1210

Power

400

# of Hits

2

Phys. to Magic Ratio

10:0

Iron Stance

8

Guard Break

8

HP Recovery

8

Properties

Prop Up

Count

[100] Aerial trigger available, [200] Additional hit

Gauge

10

Swallow Flight
TP Cost

16

Casting Time

—

Learned From

Fire 610

Power

600

# of Hits

2

Phys. to Magic Ratio

10:0

Iron Stance

8

Guard Break

8

HP Recovery

8

Properties

Juggle

Count

[200] Ailment probability up (x2), [400] Lift up enemy

Gauge

10

Soaring Blast
TP Cost

14

Casting Time

—

Learned From

Water-Dark 730

Power

770

# of Hits

2

Phys. to Magic Ratio

10:0

Iron Stance

8

Guard Break

8

HP Recovery

8

Properties

Knockdown/Juggle

Count

[200] Toss enemy higher into air

Gauge

15

Soaring Vortex
TP Cost

16

Casting Time

—

Learned From

Wind-Fire 730

Power

600

# of Hits

1

Phys. to Magic Ratio

10:0

Iron Stance

4

Guard Break

100

HP Recovery

4

Properties

Pass-Through/Knockdown

Count

[200] Range extended

Gauge

20

Rending Quake
TP Cost

18

Casting Time

—

Learned From

Earth 1880

Power

600

# of Hits

1

Phys. to Magic Ratio

6:4

Iron Stance

4

Guard Break

4

HP Recovery

4

Properties

Prop Up/Juggle

Count

[100] Aerial trigger available

Gauge

10

Spirit Circulation
TP Cost

20

Casting Time

—

Learned From

Water 400

Power

—

# of Hits

—

Phys. to Magic Ratio

0:10

Iron Stance

—

Guard Break

—

HP Recovery

—

Properties

HP Recovery 5%×3

Count

[100] TP recover (30% chance - 5%)

Gauge

0

Crescent Flash
TP Cost

27

Casting Time

—

Learned From

Water-Dark 4530

Power

700

# of Hits

1

Phys. to Magic Ratio

10:0

Iron Stance

4

Guard Break

4

HP Recovery

4

Properties

Reverse Enemy

Count

[200] Range extended

Gauge

10

Staff Rain
TP Cost

28

Casting Time

—

Learned From

Dark 4040

Power

800

# of Hits

5

Phys. to Magic Ratio

10:0

Iron Stance

20

Guard Break

20

HP Recovery

20

Properties

—

Count

[100/200/400] Additional hit (+1/+2/+3), [1000/2000/4000] Additional hit (+4/+5/+6) - on ground only

Gauge

9

Linked Explosion
TP Cost

39

Casting Time

—

Learned From

Earth-Water 5630

Power

1350

# of Hits

6

Phys. to Magic Ratio

8:2

Iron Stance

24

Guard Break

24

HP Recovery

24

Properties

Prop Up/Pass-Through/Pull-in

Count

[100] Draw in enemy stabilized, [200] Guard break pt. up

Gauge

12

Eagle's Rage
TP Cost

49

Casting Time

—

Learned From

Dark-Wind 2470

Power

900

# of Hits

3

Phys. to Magic Ratio

9:1

Iron Stance

60

Guard Break

12

HP Recovery

60

Properties

Prop Up/Movement Speed Up(30%)

Count

[100] Aerial trigger available, [200] Invincible right after triggered until just before first kick (only on ground)

Gauge

15

Soulstoke Spin
TP Cost

58

Casting Time

—

Learned From

Light-Earth 5630

Power

969

# of Hits

6

Phys. to Magic Ratio

10:0

Iron Stance

9999

Guard Break

24

HP Recovery

60

Properties

Iron Stance Break on Final Blow

Count

[100] Speed up, [200] Additional hit (+5 - hold attack button), [400] Homing ability added

Gauge

12

Sharpness
TP Cost

4

Casting Time

1.3 Sec.

Learned From

Fire 100

Power

—

# of Hits

—

Phys. to Magic Ratio

0:10

Iron Stance

—

Guard Break

—

HP Recovery

—

Properties

Physical and Magic attack Up(40%)

Count

—

Gauge

0

Barrier
TP Cost

4

Casting Time

1 Sec.

Learned From

Start

Power

—

# of Hits

—

Phys. to Magic Ratio

0:10

Iron Stance

—

Guard Break

—

HP Recovery

—

Properties

Phsyical and Magic Defense Up(50%)

Count

—

Gauge

0

Quickness
TP Cost

4

Casting Time

2 Sec.

Learned From

Wind-Fire 160

Power

—

# of Hits

—

Phys. to Magic Ratio

0:10

Iron Stance

—

Guard Break

—

HP Recovery

—

Properties

Movement Speed Up(20%)

Count

—

Gauge

0

Elemental Impulse
TP Cost

20

Casting Time

2 Sec.

Learned From

Fire-Light 1630

Power

—

# of Hits

—

Phys. to Magic Ratio

0:10

Iron Stance

—

Guard Break

—

HP Recovery

—

Properties

Fire-Water-Wind-Earth-Light-Dark

Count

—

Gauge

0

Soulstoke Celebration
TP Cost

0

Casting Time

—

Learned From

Skill Special

Power

9800

# of Hits

5

Phys. to Magic Ratio

10:0

Iron Stance

—

Guard Break

—

HP Recovery

—

Properties

Accuracy/Knockdown

Count

—

Gauge

0