Last Odyssey

War Leaders

War Leaders excel at leading weaker warriors into battle.

Tier 1

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
10 10 6 20 2 4 4 2 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 2 4 4 4

Available Abilities

Name Type Cost Description
Elemental Bolt Ranged 5 MP, 1 AP The War Leader uses a spell against a single target whose element is the same as their base element.
Orders Ally 1 AP The War Leader grants a free AP to a single ally that can then use it to act during their turn. They may only use this ability once per round.
Charm (Status Accuracy) Ally 3 MP, 1 AP The War Leader moves Status Accuracy a single step up the Bonus Tracker for the selected target.
Charm (Magical Accuracy) Ally 3 MP, 1 AP The War Leader moves Magical Accuracy a single step up the Bonus Tracker for the selected target.

Tier 2

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
14 16 10 35 2 6 6 2 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 2 6 6 6

New Abilities

Name Type Cost Description
Cleanse Ally 4 MP, 1 AP The War Leader resets the Bonus Tracker for all of a single target’s statistics back to +0.
Protect Ally 5 MP, 1 AP The War Leader applies the Protected status to a single target, which goes away at the beginning of the War Leader’s next turn, not counting held turns. While a character is Protected, they are immune to receiving damage or statuses of the War Leader’s base element. Characters can be Protected from more than one element at the same time.

Tier 3

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
19 26 13 50 2 6 8 3 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 3 6 8 8

New Abilities

Name Type Cost Description
Jubilee Special 2 AP At the end of the round, the initiative order is called again and completely reshuffles.
Haste Ally 6 MP, 2 AP The War Leader grants the Hasted status to a single target during the Effect Phase of this round. The status then lasts for three subsequent rounds, or until it is removed. While a character is Hasted, they have +1 AP to use per round.

Tier 4

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
28 32 16 65 2 8 10 4 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 4 8 9 8

New Abilities

Name Type Cost Description
Standard Bearer Passive N/A The War Leader’s allies gain a +1 bonus to their Status, Physical, and Magical Accuracies when they act after the War Leader in the Initiative Order that does not count on the Bonus Tracker. If the War Leader is downed, this effect does not apply.
Revive Ally 5 MP, 2 AP The War Leader revives a single downed target back to 1 HP.

Tier 5

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
38 37 20 75 2 10 10 5 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 5 10 10 10

New Abilities

Name Type Cost Description
Taunt Ranged 1 AP The War Leader uses a sleight that inflicts the Taunted status on a single target on a hit until the beginning of the War Leader’s next turn, not counting held turns. A Taunted character can only use single-target spells, strikes, and sleight abilities, and only on the character who inflicted it. It can also use the Move action to move into range of their target if needed. Each character can only be Taunted by a single other character at a time. If a Taunted character cannot affect the War Leader by any means, they will act as though they are not Taunted.
Shield Wall Passive N/A When the War Leader uses the Taunt or Multitaunt abilities, they may direct the target to attack one of their allies instead of them.

Tier 6

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
41 44 24 90 3 12 12 5 6
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
6 5 12 12 12

New Abilities

Name Type Cost Description
Cure Ally 6 MP, 1 AP The War Leader removes all statuses from a single target.
Multitaunt Multi 5 MP, 2 AP The War Leader uses a sleight that inflicts the Taunted status on every opponent on the battlefield until the beginning of the War Leader’s next turn, not counting held turns.

Tier 7

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
46 54 27 105 3 12 14 6 7
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
7 6 12 14 14

New Abilities

Name Type Cost Description
Courier Network Passive N/A The War Leader may use Orders twice per round.
Multicharm (Status Accuracy) Multi 5 MP, 2 AP The War Leader moves Status Accuracy a single step up the Bonus Tracker for themselves and all of their allies.

Tier 8

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
56 59 30 120 3 14 16 7 8
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
7 7 14 15 14

New Abilities

Name Type Cost Description
Multicharm (Magical Accuracy) Multi 5 MP, 2 AP The War Leader moves Magical Accuracy a single step up the Bonus Tracker for themselves and all of their allies.
Multihaste Multi 13 MP, 3 AP The War Leader and all of their allies receive the Hasted status during the Effect Phase of this round. The status then lasts for three subsequent rounds, or until it is removed. While a character is Hasted, they have +1 AP to use per round.

Tier 9

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
65 65 34 130 3 16 16 8 8
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
8 8 16 16 16

New Abilities

Name Type Cost Description
Magic Storm Multi 13 MP, 2 AP The War Leader uses a colorless spell against all opponents on the battlefield.
Protect Ally 5 MP, 1 AP The War Leader applies the Protected status to a single target, which goes away at the beginning of the War Leader’s next turn, not counting held turns. While a character is Protected, they are immune to receiving damage or statuses of the War Leader’s base element. Characters can be Protected from more than one element at the same time.

Tier 10

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
68 72 38 145 3 18 18 8 9
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
9 8 18 18 18

New Abilities

Name Type Cost Description
Chain of Command Passive N/A The War Leader designates one of their allies as their Lieutenant. While the War Leader is downed in battle, that ally gains the Standard Bearer ability. If they are also downed, this effect does not apply.
Raise Dead Ally 7 MP, 3 AP The War Leader revives a single downed target back to half its current maximum HP, rounded down.