Prima Games eGuides Tales of Xillia 2 eGuide

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Tales of Xillia 2 eGuide 2 Characters Ludger Will Kresnik

Artes

Master the Skills That Offer Follow-Up Attacks

Between his three weapons’ styles, Ludger has access to forty-nine different artes. Among them are artes of every damage type, so even when fighting solo, Ludger can perform extremely effective weakness-exploiting combos. However, some attacks are difficult to land based on factors like the size of your foes and their distance away from you, so refer to our suggested combos and use the one that best fits your situation.

Many artes are capable of dishing out follow-up attacks if you have skills like Second Artes and Second Artes 2 set, and if you hold the attack button longer when executing them. Make good use of this option to increase the damage of your attacks.

Azure Edge
TP Cost

4

Casting Time

Learned From

Start

Power

180

# of Hits

2

Phys. to Magic Ratio

6:4

IRON STANCE

8

Guard Break

8

HP Recovery

8

Properties

Count

[100] Capable to perform in mid-air

Gauge

24

Demon Fang
TP Cost

4

Casting Time

Learned From

Art Tome

Power

180<270>

# of Hits

2<4>

Phys. to Magic Ratio

7:3

IRON STANCE

8<16>

Guard Break

8<16>

HP Recovery

8<16>

Properties

Count

[100] Extended range, [200] Penetration & Lift up enemy

Gauge

20<40>

Tiger Blade
TP Cost

6

Casting Time

Learned From

Art Tome

Power

200<300>

# of Hits

2<3>

Phys. to Magic Ratio

10:0

IRON STANCE

8<12>

Guard Break

8<12>

HP Recovery

8<12>

Properties

Count

[100] Capable to perform in mid-air

Gauge

20<30>

Swift Strike
TP Cost

6

Casting Time

Learned From

Water 15

Power

200<300>

# of Hits

1<3>

Phys. to Magic Ratio

10:0

IRON STANCE

4<12>

Guard Break

4<12>

HP Recovery

4<12>

Properties

Prop Up/Stun Critical

Count

[100] Capable to perform in mid-air, [200] Speed up

Gauge

20<40>

Falling Thunder
TP Cost

8

Casting Time

Learned From

Light 15

Power

300

# of Hits

1

Phys. to Magic Ratio

10:0

IRON STANCE

4

Guard Break

4

HP Recovery

4

Properties

Prop Up/Knockdown Critical

Count

[100] Capable to perform in mid-air

Gauge

20

Lunar Reflection
TP Cost

9

Casting Time

Learned From

Wind 160

Power

240

# of Hits

2

Phys. to Magic Ratio

6:4

IRON STANCE

8

Guard Break

8

HP Recovery

8

Properties

invincible

Count

[100] Capable to perform in mid-air

Gauge

20

Time Disintegration
TP Cost

10

Casting Time

Learned From

Start

Power

300

# of Hits

6

Phys. to Magic Ratio

10:0

IRON STANCE

24

Guard Break

24

HP Recovery

24

Properties

Knockdown

Count

[100] Guard break capability up

Gauge

24

Armor Crusher
TP Cost

12

Casting Time

Learned From

Earth 160

Power

400

# of Hits

2

Phys. to Magic Ratio

10:0

IRON STANCE

8

Guard Break

104

HP Recovery

8

Properties

Count

[100] Hit added by +1, [200] Range extended

Gauge

20

Energy Shackles
TP Cost

14

Casting Time

Learned From

Wind-Fire 1410

Power

500

# of Hits

5

Phys. to Magic Ratio

5:5

IRON STANCE

20

Guard Break

20

HP Recovery

20

Properties

Count

[100] Explosion range extended

Gauge

20

Crimson Fury
TP Cost

17

Casting Time

Learned From

Fire 310

Power

600

# of Hits

3

Phys. to Magic Ratio

10:0

IRON STANCE

12

Guard Break

12

HP Recovery

12

Properties

Juggle

Count

[100] Capable to perform in mid-air, [200] Hit added by +1

Gauge

16

Hunting Phoenix
TP Cost

18

Casting Time

Learned From

Dark 3180

Power

600

# of Hits

3

Phys. to Magic Ratio

10:0

IRON STANCE

12

Guard Break

12

HP Recovery

12

Properties

Rotate Enemy

Count

[100] Hit added by +1

Gauge

20

Whirling Assault
TP Cost

25

Casting Time

Learned From

Art Tome

Power

750

# of Hits

5

Phys. to Magic Ratio

10:0

IRON STANCE

20

Guard Break

20

HP Recovery

20

Properties

Count

[100] Speed up

Gauge

20

Falling Snow
TP Cost

27

Casting Time

Learned From

Earth-Water 4040

Power

700<1050>

# of Hits

1<2>

Phys. to Magic Ratio

10:0

IRON STANCE

4<8>

Guard Break

4<8>

HP Recovery

4<8>

Properties

Pass-Through<Reverse Enemy>

Count

[100] Can use in mid-air, [200] Prop up

Gauge

20<30>

Thousand Swords
TP Cost

42

Casting Time

Learned From

Water-Dark 4530

Power

1200

# of Hits

4

Phys. to Magic Ratio

10:0

IRON STANCE

12

Guard Break

12

HP Recovery

4

Properties

Count

[100/200/400] Hold button to add hit by +2

Gauge

8

Moonlight Assault
TP Cost

48

Casting Time

Learned From

Light 1880

Power

900

# of Hits

3

Phys. to Magic Ratio

10:0

IRON STANCE

60

Guard Break

12

HP Recovery

60

Properties

Pass-Through/Stun (30%-kick only)

Count

[100] Capable to perform in mid-air, [200] Lift up enemy

Gauge

20

Endless Waltz
TP Cost

64

Casting Time

Learned From

Art Tome

Power

1200

# of Hits

12

Phys. to Magic Ratio

10:0

IRON STANCE

9999

Guard Break

48

HP Recovery

160

Properties

Juggle/Knockdown/Iron Stance break (kick only)

Count

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

Gauge

64

Psychic Restoration
TP Cost

10

Casting Time

Learned From

Start

Power

150

# of Hits

1

Phys. to Magic Ratio

10:0

IRON STANCE

16

Guard Break

16

HP Recovery

4

Properties

HP Recovery 5%×3

Count

[100] Stagger probability +15%, [200] Iron Stance right after performed, [400] Recover effect UP+5%, [1000] Pause period reduced

Gauge

5

Pow Hammer
TP Cost

3

Casting Time

Learned From

Art Tome

Power

100

# of Hits

1

Phys. to Magic Ratio

10:0

IRON STANCE

8

Guard Break

8

HP Recovery

4

Properties

Stun (30%)

Count

[100] Iron Stance right after performed

Gauge

10

Sanctuary
TP Cost

5

Casting Time

Learned From

Earth-Water 1030

Power

# of Hits

Phys. to Magic Ratio

IRON STANCE

Guard Break

HP Recovery

Properties

Damage Range Reduced

Count

[100] Iron Stance right after performed, [200] Range extended

Gauge

0

Crushing Blow
TP Cost

6

Casting Time

Learned From

Start

Power

200

# of Hits

1

Phys. to Magic Ratio

10:0

IRON STANCE

24

Guard Break

64

HP Recovery

4

Properties

Prop Up/Knockdown Critical

Count

[Default] Critical against grounded enemy, [100] Capable to perform in mid-air

Gauge

10

Outlander
TP Cost

6

Casting Time

Learned From

Light-Earth 310

Power

200<300>

# of Hits

1<2>

Phys. to Magic Ratio

10:0

IRON STANCE

16<48>

Guard Break

16<48>

HP Recovery

4<8>

Properties

Stun Critical

Count

[100] Lift up enemy, [200] Iron Stance right after performed

Gauge

5<10>

Power Swing
TP Cost

8

Casting Time

Learned From

Start

Power

300

# of Hits

1

Phys. to Magic Ratio

10:0

IRON STANCE

24

Guard Break

32

HP Recovery

4

Properties

Juggle/Knockdown

Count

[100] Iron Stance right after performed, [200] Lift up enemy, [400] Iron Stance break probability up

Gauge

10

Hungry Hunter
TP Cost

12

Casting Time

Learned From

Light 160

Power

380

# of Hits

1

Phys. to Magic Ratio

5:5

IRON STANCE

16

Guard Break

48

HP Recovery

4

Properties

Knockdown

Count

[100] Additional hit +1, [200] Iron Stance right after performed

Gauge

10

Hammer Flail
TP Cost

16

Casting Time

Learned From

Light 1210

Power

1200

# of Hits

2

Phys. to Magic Ratio

10:0

IRON STANCE

32

Guard Break

32

HP Recovery

8

Properties

Count

[100] Lift up enemy, [200] Iron Stance right after performed

Gauge

35

Swallow Flight
TP Cost

16

Casting Time

Learned From

Art Tome

Power

450

# of Hits

2

Phys. to Magic Ratio

10:0

IRON STANCE

16

Guard Break

16

HP Recovery

8

Properties

Juggle

Count

[100] Iron Stance right after performed, [200] Lift up enemy

Gauge

10

Hammer Toss
TP Cost

20

Casting Time

Learned From

Fire 160

Power

450

# of Hits

2

Phys. to Magic Ratio

10:0

IRON STANCE

8

Guard Break

16

HP Recovery

8

Properties

Pull-in

Count

[100] Weight effect cancelled, [200] Iron Stance right after performed, [400] Additional hit +1

Gauge

10

Mine Collapse
TP Cost

21

Casting Time

Learned From

Fire 1210

Power

1080

# of Hits

3

Phys. to Magic Ratio

5:5

IRON STANCE

64

Guard Break

80

HP Recovery

12

Properties

Prop Up/Knockdown

Count

[Default] Lift up enemy, [100/1000] Extended mine duration (+1 sec), [200] Iron Stance right after performed, [400] Speed up

Gauge

40

Wave Smasher
TP Cost

26

Casting Time

Learned From

Earth 1210

Power

900

# of Hits

3

Phys. to Magic Ratio

10:0

IRON STANCE

30

Guard Break

24

HP Recovery

12

Properties

Juggle/Prop Up

Count

[Default] Lift up enemy, [200] Iron Stance right after performed, [400] Iron Stance while closing in to enemy

Gauge

10

Flame Tunnel
TP Cost

31

Casting Time

Learned From

Fire-Light 6250

Power

900

# of Hits

5

Phys. to Magic Ratio

10:0

IRON STANCE

48

Guard Break

96

HP Recovery

20

Properties

Knockdown

Count

[100] Range extended, [200] Iron Stance right after performed

Gauge

10

Earth Spike
TP Cost

39

Casting Time

Learned From

Earth 5060

Power

1350

# of Hits

1

Phys. to Magic Ratio

5:5

IRON STANCE

16

Guard Break

24

HP Recovery

4

Properties

Knockdown/No Damage Reduction vs. Knockdown

Count

[100] Additional hit +1

Gauge

10

Magical Destruction
TP Cost

54

Casting Time

Learned From

Fire-Light 1410

Power

900

# of Hits

4

Phys. to Magic Ratio

10:0

IRON STANCE

60

Guard Break

16

HP Recovery

60

Properties

Critical(30%)

Count

[100] Additional hit +1 & Lift up enemy, [200] Additional hit +3

Gauge

10

Freezing Eruption
TP Cost

60

Casting Time

Learned From

Earth-Water 6250

Power

1000

# of Hits

4

Phys. to Magic Ratio

5:5

IRON STANCE

40

Guard Break

64

HP Recovery

40

Properties

Prop Up/Juggle/Knockdown/Unstaggerable

Count

[100] Iron Stance right after performed, [200] Range extended

Gauge

12

Bubble Blast
TP Cost

6

Casting Time

Learned From

Start

Power

200

# of Hits

1

Phys. to Magic Ratio

5:5

IRON STANCE

4

Guard Break

4

HP Recovery

24

Properties

Count

[Default] Hold button to slow shot speed, [100] Capable to perform in mid-air, [200] Range extended

Gauge

10

Stun Blitz
TP Cost

6

Casting Time

Learned From

Art Tome

Power

150

# of Hits

1

Phys. to Magic Ratio

10:0

IRON STANCE

4

Guard Break

4

HP Recovery

6

Properties

Stun (50%)

Count

[100] Stagger probability up +10%, [200] Extended range

Gauge

5

Zero Divide
TP Cost

9

Casting Time

Learned From

Dark 160

Power

200

# of Hits

1

Phys. to Magic Ratio

5:5

IRON STANCE

20

Guard Break

20

HP Recovery

6

Properties

Pull-in

Count

[100] Capable to perform in mid-air, [200] Lift up enemy, [400] Extended range

Gauge

10

Meteoric Waltz
TP Cost

6

Casting Time

Learned From

Art Tome

Power

220

# of Hits

2

Phys. to Magic Ratio

5:5

IRON STANCE

8

Guard Break

8

HP Recovery

12

Properties

Juggle

Count

[100] Capable to perform in mid-air, [200] Weight effect cancelled, [400] Additional hit +1

Gauge

10

Crossfire
TP Cost

12

Casting Time

Learned From

Start

Power

300

# of Hits

1

Phys. to Magic Ratio

5:5

IRON STANCE

4

Guard Break

4

HP Recovery

6

Properties

Knockdown Critical

Count

[100] Lift up enemy

Gauge

15

Scatter Bolt
TP Cost

12

Casting Time

Learned From

Wind-Fire 1210

Power

300

# of Hits

1

Phys. to Magic Ratio

5:5

IRON STANCE

4

Guard Break

4

HP Recovery

6

Properties

Count

[100] Speed up, [200] Back step distance extended

Gauge

10

Rapid Burst
TP Cost

21

Casting Time

Learned From

Wind-Fire 230

Power

450<1170>

# of Hits

4<12>

Phys. to Magic Ratio

8:2

IRON STANCE

4<12>

Guard Break

16<48>

HP Recovery

24<72>

Properties

Count

[100] Normal shot penetrates enemy

Gauge

8<24>

Squall Shot
TP Cost

18

Casting Time

Learned From

Art Tome

Power

400

# of Hits

3

Phys. to Magic Ratio

5:5

IRON STANCE

12

Guard Break

12

HP Recovery

18

Properties

Count

[100] Additional hit +2, [200] Speed up

Gauge

10.5

Rolling Thunder
TP Cost

16

Casting Time

Learned From

Start

Power

300

# of Hits

3

Phys. to Magic Ratio

10:1

IRON STANCE

12

Guard Break

12

HP Recovery

18

Properties

Count

[100] Perform in mid-air

Gauge

10

Arc Fire
TP Cost

24

Casting Time

Learned From

Water 730

Power

600

# of Hits

3

Phys. to Magic Ratio

5:5

IRON STANCE

3

Guard Break

12

HP Recovery

18

Properties

Prop Up/Juggle/Knockdown Critical

Count

[Default] Critical against grounded enemy, [100] Additional hit +2

Gauge

9

Migrating Sparrows
TP Cost

24

Casting Time

Learned From

Wind 4530

Power

300

# of Hits

3

Phys. to Magic Ratio

5:5

IRON STANCE

12

Guard Break

12

HP Recovery

18

Properties

Juggle/Knockdown

Count

[100] Capable to perform in mid-air, [200] Penetration, [400] Extended range

Gauge

10.5

Deadeye
TP Cost

29

Casting Time

Learned From

Water-Dark 400

Power

600

# of Hits

1

Phys. to Magic Ratio

10:0

IRON STANCE

4

Guard Break

4

HP Recovery

18

Properties

Stun Critical

Count

[100] Invincible while roll action, [400] Cancel step right after roll action

Gauge

10

Heatwave
TP Cost

38

Casting Time

Learned From

Fire 5060

Power

900

# of Hits

3

Phys. to Magic Ratio

5:5

IRON STANCE

12

Guard Break

12

HP Recovery

18

Properties

Knockdown

Count

[100] Extended range

Gauge

10

Blaze Bloom
TP Cost

50

Casting Time

Learned From

Light-Earth 1880

Power

1100

# of Hits

7

Phys. to Magic Ratio

5:5

IRON STANCE

7

Guard Break

28

HP Recovery

42

Properties

Count

[100] Speed up, [200] Extended range

Gauge

10

Wings of Destruction
TP Cost

55

Casting Time

Learned From

Water-Dark 1880

Power

600

# of Hits

5

Phys. to Magic Ratio

5:5

IRON STANCE

100

Guard Break

20

HP Recovery

100

Properties

Rotate Enemy / Movment speed reduced

Count

[100] Lift up enemy, [200] Additional tornado +2, [400] Tornado duration extended (+1 sec)

Gauge

10

Requiem
TP Cost

64

Casting Time

Learned From

Dark-Wind 4040

Power

750

# of Hits

10

Phys. to Magic Ratio

5:5

IRON STANCE

10

Guard Break

40

HP Recovery

100

Properties

Prop Up/Juggle

Count

[100] Capable to perform in mid-air, [200] Additional hit +1

Gauge

10

Ritual of Destruction
TP Cost

0

Casting Time

Learned From

(Special)

Power

10500

# of Hits

15

Phys. to Magic Ratio

5:5

IRON STANCE

Guard Break

HP Recovery

Properties

Accuracy/Knockdown

Count

Gauge

0