Prima Games eGuides Tales of Xillia 2 eGuide

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Tales of Xillia 2 eGuide 2 Characters Milla Maxwell

Artes

A Wide Variety from Attacks to Healing Spells

Most of Milla’s artes can be cast from either the ground or from mid-air. Which you choose could affect the power of the arte and how many times it hits, as well as the ease of landing a hit. For example, Sigil Spear hits directly to the sides when cast from the ground, but hits diagonally down when cast from the air. It’s important to learn how to take advantage of these differences.

Most of Milla’s artes have some sort of elemental damage type, so you can gain a significant advantage if you’re diligent about setting and resetting her artes so that she only uses artes that exploit enemy weaknesses.

Undine

TP Cost

20

Casting Time

Learned From

Start

Power

200

# of Hits

1

Phys. to Magic Ratio

5:5

Iron Stance

4

Guard Break

4

HP Recovery

4

Properties

HP Recovery 20

Count

[100] Range extended, [200/400] Effect increased +2.5%, [1000] Ailment recover

Gauge

10

Shimmer Spin

TP Cost

6

Casting Time

Learned From

Start

Power

200

# of Hits

2

Phys. to Magic Ratio

6:4

Iron Stance

8

Guard Break

8

HP Recovery

8

Properties

Juggle

Count

[100/400] Range extended

Gauge

10

Sigil Spear

TP Cost

7

Casting Time

Learned From

Light 160

Power

213

# of Hits

5

Phys. to Magic Ratio

6:4

Iron Stance

20

Guard Break

20

HP Recovery

20

Properties

Juggle (Mid-air)

Count

[100] Speed up, [400] Additional hits ( +2)

Gauge

8

Condemnation

TP Cost

8

Casting Time

Learned From

Fire 310

Power

300

# of Hits

4

Phys. to Magic Ratio

6:4

Iron Stance

16

Guard Break

16

HP Recovery

16

Properties

Count

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

Gauge

13

Mystic Wheel

TP Cost

8

Casting Time

Learned From

Water 160

Power

300

# of Hits

3

Phys. to Magic Ratio

10:0

Iron Stance

12

Guard Break

12

HP Recovery

12

Properties

Count

[100] Spin enemy, [200] Iron Stance just after triggered arte

Gauge

10

Death Knell

TP Cost

12

Casting Time

Learned From

Dark 1630

Power

400

# of Hits

2

Phys. to Magic Ratio

6:4

Iron Stance

8

Guard Break

8

HP Recovery

8

Properties

Knockdown

Count

[200] Speed up, [400] Range extended

Gauge

15

Blade Torrent

TP Cost

14

Casting Time

Learned From

Fire-Light 1410

Power

500

# of Hits

5

Phys. to Magic Ratio

6:4

Iron Stance

20

Guard Break

20

HP Recovery

20

Properties

Knockdown

Count

[100] Speed up, [200] Range extended

Gauge

10

Z-Slasher

TP Cost

16

Casting Time

Learned From

Earth-Water 1410

Power

600

# of Hits

3

Phys. to Magic Ratio

10:0

Iron Stance

12

Guard Break

12

HP Recovery

12

Properties

Pass-Through

Count

[100] Invincible while translucent, [200] Speed up

Gauge

15

Binding Sphere

TP Cost

19

Casting Time

Learned From

Dark 2810

Power

408

# of Hits

4

Phys. to Magic Ratio

6:4

Iron Stance

16

Guard Break

16

HP Recovery

16

Properties

Pull-in/Knockdown

Count

[100] Draw in enemy, [200] Additional hits ( +2)

Gauge

10

Whirling Assault

TP Cost

21

Casting Time

Learned From

Water 1210

Power

750

# of Hits

5

Phys. to Magic Ratio

10:0

Iron Stance

20

Guard Break

20

HP Recovery

20

Properties

Count

[200] Speed up

Gauge

10

Gnome

TP Cost

48

Casting Time

Learned From

Start

Power

1200

# of Hits

6

Phys. to Magic Ratio

10:0

Iron Stance

24

Guard Break

60

HP Recovery

18

Properties

Reverse Enemy/Prop Up

Count

[100] Iron Stance break capability up, [200] Power up/Ailment probability up

Gauge

11

Efreet

TP Cost

51

Casting Time

Learned From

Start

Power

1000

# of Hits

8

Phys. to Magic Ratio

8:2

Iron Stance

22

Guard Break

32

HP Recovery

32

Properties

Juggle/Prop Up

Count

[100] Guard break capability up, [200] Cancel step available after flare attack

Gauge

10

Sylph

TP Cost

51

Casting Time

Learned From

Start

Power

1000

# of Hits

6

Phys. to Magic Ratio

7:3

Iron Stance

24

Guard Break

6

HP Recovery

18

Properties

Rotate Enemy

Count

[100] Lift up enemy, [200] Additional hit ( +4)

Gauge

6

Undine II

TP Cost

49

Casting Time

Learned From

Arte Tome

Power

1320

# of Hits

11

Phys. to Magic Ratio

5:5

Iron Stance

44

Guard Break

11

HP Recovery

33

Properties

Juggle/Prop Up

Count

[100] Additonal HP recover effect (HP +5%), [200] Ailment probability up

Gauge

11

Sylph II

TP Cost

54

Casting Time

Learned From

Arte Tome

Power

1418

# of Hits

6

Phys. to Magic Ratio

3:7

Iron Stance

24

Guard Break

24

HP Recovery

24

Properties

Juggle/Prop Up

Count

[400] Additional hit ( +1), [1000] Additional hit ( +1)

Gauge

6

Gnome II

TP Cost

72

Casting Time

Learned From

Arte Tome

Power

1800

# of Hits

5

Phys. to Magic Ratio

10:0

Iron Stance

20

Guard Break

100

HP Recovery

10

Properties

Knockdown/Reverse Enemy

Count

[100] Aerial trigger available

Gauge

5

Efreet II

TP Cost

60

Casting Time

Learned From

Arte Tome

Power

1210

# of Hits

8

Phys. to Magic Ratio

8:2

Iron Stance

32

Guard Break

32

HP Recovery

48

Properties

Prop Up/Juggle/Knockdown

Count

[200] Ailment probability up

Gauge

14

Elemental Shot

TP Cost

45

Casting Time

Learned From

Milla Joins

Power

1212

# of Hits

5

Phys. to Magic Ratio

5:5

Iron Stance

20

Guard Break

20

HP Recovery

20

Properties

Count

[200/400] Ailment probability up

Gauge

10

Cloud Pierce

TP Cost

42

Casting Time

Learned From

Dark-Wind 3590

Power

750

# of Hits

5

Phys. to Magic Ratio

10:0

Iron Stance

40

Guard Break

20

HP Recovery

50

Properties

Juggle/Critical Rate for 1 (Hit +30%)

Count

[100] Iron Stance while rising into air, [200] Toss enemy in mid-air

Gauge

10

Overdrive

TP Cost

42

Casting Time

Learned From

Earth-Water 5060

Power

750

# of Hits

8

Phys. to Magic Ratio

10:0

Iron Stance

48

Guard Break

32

HP Recovery

80

Properties

Knockdown/Unstaggerable

Count

[100] Iron Stance break pt up

Gauge

16

Fireball

TP Cost

8

Casting Time

1 Sec.

Learned From

Start

Power

300

# of Hits

1

Phys. to Magic Ratio

0:10

Iron Stance

20

Guard Break

HP Recovery

20

Properties

Count

Gauge

10

Flare Bomb (Basic)

TP Cost

8

Casting Time

Learned From

Start

Power

300

# of Hits

2

Phys. to Magic Ratio

6:4

Iron Stance

8

Guard Break

8

HP Recovery

8

Properties

Knockdown

Count

[200] Movement Speed Up

Gauge

10

Rock Trine

TP Cost

8

Casting Time

1 Sec.

Learned From

Earth 500

Power

306

# of Hits

3

Phys. to Magic Ratio

0:10

Iron Stance

21

Guard Break

HP Recovery

21

Properties

Count

Gauge

11

Grave

TP Cost

8

Casting Time

Learned From

Earth 500

Power

360

# of Hits

2

Phys. to Magic Ratio

7:3

Iron Stance

8

Guard Break

44

HP Recovery

8

Properties

Juggle/Prop Up

Count

[200] +1 Hit (Power +120), [400] +1 Hit (Power +210)

Gauge

10

Wind Lance

TP Cost

8

Casting Time

1 Sec.

Learned From

Start

Power

300

# of Hits

1

Phys. to Magic Ratio

0:10

Iron Stance

20

Guard Break

HP Recovery

20

Properties

Count

Gauge

10

Wind Blade (Basic)

TP Cost

8

Casting Time

Learned From

Start

Power

360

# of Hits

2

Phys. to Magic Ratio

7:3

Iron Stance

8

Guard Break

8

HP Recovery

8

Properties

Juggle

Count

[400] Prop Up

Gauge

10

Splash

TP Cost

11

Casting Time

1 Sec.

Learned From

Water-Dark 610

Power

740

# of Hits

6

Phys. to Magic Ratio

0:10

Iron Stance

30

Guard Break

HP Recovery

30

Properties

Count

Gauge

12

Aqua Protection

TP Cost

11

Casting Time

Learned From

Water-Dark 610

Power

1200

# of Hits

6

Phys. to Magic Ratio

0:10

Iron Stance

30

Guard Break

HP Recovery

30

Properties

Count

Gauge

24

Bolt Strike

TP Cost

11

Casting Time

2 Sec.

Learned From

Wind-Fire 1210

Power

1200

# of Hits

6

Phys. to Magic Ratio

0:10

Iron Stance

30

Guard Break

HP Recovery

30

Properties

Count

Gauge

24

Lightning (Intermediate)

TP Cost

11

Casting Time

Learned From

Wind-Fire 1210

Power

360

# of Hits

2

Phys. to Magic Ratio

4:6

Iron Stance

8

Guard Break

8

HP Recovery

8

Properties

Count

[200] +1 Hit (Power +240), [400] +1 Hit (Power +160)

Gauge

6

Arrivederci

TP Cost

12

Casting Time

2 Sec.

Learned From

Wind 500

Power

450

# of Hits

4

Phys. to Magic Ratio

0:10

Iron Stance

20

Guard Break

HP Recovery

20

Properties

Juggle/Knockdown

Count

Gauge

10

Wind Blade (Intermediate)

TP Cost

12

Casting Time

Learned From

Wind 500

Power

585

# of Hits

4

Phys. to Magic Ratio

7:3

Iron Stance

16

Guard Break

16

HP Recovery

16

Properties

Juggle

Count

[400] Prop Up

Gauge

12

Flame Ring

TP Cost

13

Casting Time

1 Sec.

Learned From

Fire 710

Power

630

# of Hits

7

Phys. to Magic Ratio

0:10

Iron Stance

35

Guard Break

HP Recovery

35

Properties

Count

Gauge

14

Flare Bomb (Intermediate)

TP Cost

13

Casting Time

Learned From

Fire 710

Power

600

# of Hits

2

Phys. to Magic Ratio

6:4

Iron Stance

8

Guard Break

8

HP Recovery

8

Properties

Knockdown

Count

[200] Movement Speed Up

Gauge

10

Divine Streak

TP Cost

24

Casting Time

3 Sec.

Learned From

Light 1210

Power

900

# of Hits

10

Phys. to Magic Ratio

0:10

Iron Stance

20

Guard Break

HP Recovery

20

Properties

Count

Gauge

10

Radiant Rondo (Intermediate

TP Cost

24

Casting Time

Learned From

Light 1210

Power

900

# of Hits

2

Phys. to Magic Ratio

7:3

Iron Stance

8

Guard Break

8

HP Recovery

8

Properties

Pass-Through

Count

[200] Ailment Points +8, [400] Ailment Points +16

Gauge

10

Thunder Blade

TP Cost

40

Casting Time

2.5 Sec.

Learned From

Wind-Fire 1880

Power

1920

# of Hits

7

Phys. to Magic Ratio

0:10

Iron Stance

21

Guard Break

HP Recovery

42

Properties

Count

Gauge

20

Lightning (Advanced)

TP Cost

40

Casting Time

Learned From

Wind-Fire 1880

Power

1040

# of Hits

4

Phys. to Magic Ratio

6:4

Iron Stance

16

Guard Break

16

HP Recovery

16

Properties

Count

[200] +1 Hit (Power +640)

Gauge

10

Sunburst

TP Cost

50

Casting Time

3 Sec.

Learned From

Fire-Light 3180

Power

1500

# of Hits

4

Phys. to Magic Ratio

0:10

Iron Stance

40

Guard Break

HP Recovery

40

Properties

Count

Gauge

10

Flare Bomb (Advanced)

TP Cost

50

Casting Time

Learned From

Fire-Light 3180

Power

1050

# of Hits

8

Phys. to Magic Ratio

6:4

Iron Stance

32

Guard Break

32

HP Recovery

32

Properties

Knockdown

Count

[200] Movement Speed Up

Gauge

8

Cyclone

TP Cost

50

Casting Time

3 Sec.

Learned From

Dark-Wind 2810

Power

1500

# of Hits

10

Phys. to Magic Ratio

0:10

Iron Stance

20

Guard Break

HP Recovery

20

Properties

Juggle/Knockdown

Count

Gauge

10

Wind Blade (Advanced)

TP Cost

50

Casting Time

Learned From

Dark-Wind 2810

Power

1125

# of Hits

5

Phys. to Magic Ratio

7:3

Iron Stance

20

Guard Break

20

HP Recovery

20

Properties

Juggle/Knockdown

Count

[400] Prop Up

Gauge

16

Shining Prism

TP Cost

55

Casting Time

3 Sec.

Learned From

Light 2470

Power

1632

# of Hits

7

Phys. to Magic Ratio

0:10

Iron Stance

20

Guard Break

HP Recovery

40

Properties

Juggle/Knockdown

Count

Gauge

16

Radiant Rondo (Advanced)

TP Cost

55

Casting Time

Learned From

Light 2470

Power

800

# of Hits

4

Phys. to Magic Ratio

7:3

Iron Stance

16

Guard Break

16

HP Recovery

16

Properties

Pass-Through/Juggle

Count

[200] Ailment Points +8, [400] Ailment Points +16

Gauge

10

Luminous Chamber

TP Cost

60

Casting Time

Learned From

Light-Earth 3590

Power

1200

# of Hits

10

Phys. to Magic Ratio

0:10

Iron Stance

20

Guard Break

HP Recovery

40

Properties

Juggle/Knockdown

Count

Gauge

19

Forcefield

TP Cost

60

Casting Time

Learned From

Light-Earth 3590

Power

1200

# of Hits

5

Phys. to Magic Ratio

6:4

Iron Stance

40

Guard Break

20

HP Recovery

50

Properties

Knockdown/No Damage Reduction vs. Knockdown (Only on 5th Hit)

Count

[200] Invincble up to 4 Hits

Gauge

10

Elemental Mastery

TP Cost

0

Casting Time

Learned From

Skill Special

Power

9180

# of Hits

15

Phys. to Magic Ratio

7:3

Iron Stance

Guard Break

HP Recovery

Properties

Accuracy/Knockdown

Count

Gauge

0