Last Odyssey

Assassins

Assassins are fast, deadly attackers that can quickly take out more fragile party members before they have a chance to act.

Tier 1

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
8 7 8 15 2 6 2 1 1
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 1 6 4 6

Available Abilities

Name Type Cost Description
Mark Target Ranged 1 AP The Assassin inflicts the Hunted status on the target. When they use a spell, strike, or sleight on the target, their player casts the hit die twice and chooses the number they prefer. This does not apply to attacks that target multiple warriors. Only one warrior can have the Hunted status inflicted on them per Assassin in the party. If a Hunted warrior dies due to one of the Assassin’s attacks, they may immediately use Mark Target on another warrior at no AP cost.
Strike Melee 3 MP, 1 AP The Assassin makes a colorless strike that deals 1.5x damage on a hit in addition to other modifiers.
Charm (Physical Attack) Ally 3 MP, 1 AP The Assassin moves Physical Attack a single step up the Bonus Tracker for the selected target.
Hex (Physical Defense) Ranged 2 MP, 1 AP The Assassin moves a single target down one level on the Bonus Tracker for their Physical Defense.

Tier 2

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
16 14 12 25 2 8 2 2 1
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 2 8 5 8

New Abilities

Name Type Cost Description
Debilitate Ranged 4 MP, 1 AP The Assassin uses a sleight on a single target that inflicts the status associated with their element on a hit.
Hex (Evasion) Ranged 2 MP, 1 AP The Assassin moves a single target down one level on the Bonus Tracker for their Evasion.

Tier 3

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
20 20 16 40 2 10 4 2 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 2 10 7 10

New Abilities

Name Type Cost Description
Forest Walk Passive N/A The Assassin is immune to having their movement impaired for any reason, and immune to any effects that force them to move. They may still voluntarily move due to friendly powers such as the Commander’s Orders.
Charm (Physical Accuracy) Ally 3 MP, 1 AP The Assassin moves Physical Accuracy a single step up the Bonus Tracker for the selected target.

Tier 4

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
29 26 20 50 2 12 4 3 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
6 3 12 8 12

New Abilities

Name Type Cost Description
Hide Self 1 AP The Assassin applies the Hidden status to themselves. While they are Hidden, they cannot be the target of any single-target attacks. At the beginning of their next turn, if they act while Hidden, or if they are the only allied character remaining on the battlefield, the Hidden status is removed.
Elemental Strike Melee 3 MP, 1 AP The Assassin makes a strike whose element is the same as their base element.

Tier 5

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
32 33 24 65 2 14 6 3 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
7 3 14 10 14

New Abilities

Name Type Cost Description
Lay Trap Special 5 MP, 1 AP The Assassin designates either the front row or the back row of their opponents’ side of the battlefield. The next time a warrior moves into this row, the Assassin may either make a basic attack against them, casting the hit die twice as though they were Hunted, or use Mark Target on them without spending any AP.
Strike the Vulnerable Passive N/A The Assassin deals 2x damage to targets with active statuses.

Tier 6

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
38 37 28 75 3 16 6 3 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
8 3 16 11 16

New Abilities

Name Type Cost Description
Power Strike Melee 5 MP, 2 AP The Assassin makes a colorless strike. On a hit, this attack’s damage is multiplied by 2 in addition to other modifiers.
Slow Ranged 6 MP, 2 AP The Assassin uses a sleight that, if it hits, inflicts the Slowed status during the Effect Phase of this round on the target. The effect then lasts for three subsequent rounds. While a character is Slowed, they have -1 AP to use per round.

Tier 7

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
47 43 32 85 3 18 6 4 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
9 4 18 12 18

New Abilities

Name Type Cost Description
Cripple Melee 10 MP, 2 AP Makes a strike that deals physical elemental damage of the Assassin’s element and also inflicts the status associated with their element.
Vulnerability Ranged 4 MP, 2 AP The Assassin uses a sleight that, on a hit, inflicts the Vulnerable status on a single target. When a target is Vulnerable, the next time they are hit by an attack of the Assassin’s base element, it affects them as though they had a 2x weakness to that element, and the Vulnerable status is removed. Characters can be Vulnerable to multiple elements at a time. If a character has a 2x or greater weakness to the element it is Vulnerable to, the Vulnerable status does nothing.

Tier 8

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
50 50 36 100 3 20 8 4 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
10 4 20 14 20

New Abilities

Name Type Cost Description
Sneak Attack Passive N/A If the Assassin uses a strike, spell, or sleight while Hidden, their player may cast the hit die twice and choose the result they prefer.
Cleave Multi 7 MP, 2 AP The Assassin makes a colorless, melee strike against all opponents in the front row.

Tier 9

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
59 56 40 110 3 22 8 5 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
11 5 22 15 22

New Abilities

Name Type Cost Description
Leaping Strike Ranged 5 MP, 2 AP The Assassin makes a colorless strike against a single target.
Multislow Multi 14 MP, 3 AP The Assassin uses a sleight that, on a hit, inflicts the Slowed status on all opponents during the Effect Phase of this round. The effect then lasts for three subsequent rounds. While the target is Slowed, they have -1 AP to use per round.

Tier 10

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
62 63 44 125 3 24 10 5 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
12 5 24 17 24

New Abilities

Name Type Cost Description
Hamstring Melee 2 AP The Assassin makes a melee attack. On a hit, the target loses no HP, but loses 1 AP instead.
Whirlwind Multi 12 MP, 3 AP The Assassin makes a colorless strike against all opponents on the battlefield.