Last Odyssey

Auxiliaries

Auxiliaries are warriors who can manipulate the elemental weaknesses of their allies and enemies in order to create an advantage. Tactically, it’s best to deploy them alongside magic users, as well as warriors the party has an elemental advantage against.

Tier 1

Statistics

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

Available Abilities

Name Type Cost Description
Charm (Magical Defense) Ally 3 MP, 1 AP The Auxiliary moves the target’s Magical Defense a single step up the Bonus Tracker for the selected target.
Shell Ally 5 MP, 1 AP The Auxiliary applies an amount of Shell equal to their Magical Attack of their base element to a single ally. If the target already has a Shell of a different element, it changes to the element of this ability.

Tier 2

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
8 12 5 25 2 2 6 2 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 2 2 5 4

New Ability

Name Type Cost Description
Charm (Resistance) Ally 3 MP, 1 AP The Auxiliary moves the target’s Resistance a single step up the Bonus Tracker for the selected target.

Tier 3

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
15 15 7 30 2 4 6 3 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 3 4 5 4

New Ability

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

Tier 4

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
20 20 8 40 2 4 8 4 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 4 4 6 4

New Ability

Name Type Cost Description
Restore Ally 5 MP, 1 AP The Auxiliary restores the MP of an ally apart from themselves or any other characters with this ability by an amount equal to their Magical Attack.

Tier 5

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
19 26 10 50 2 4 10 4 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 4 4 8 6

New Ability

Rank Name Type Cost Description
5 Vulnerability Ranged 4 MP, 2 AP The Auxiliary 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 Auxiliary’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 6

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
28 27 12 55 3 6 10 5 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 5 6 8 6

New Ability

Name Type Cost Description
Multicharm (Magical Defense) Multi 5 MP, 2 AP The Auxiliary moves Magical Defense a single step up the Bonus Tracker for themselves and all of their allies.

Tier 7

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
32 33 13 65 3 6 12 6 6
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 6 6 9 6

New Ability

Name Type Cost Description
Multicharm (Resistance) Multi 5 MP, 2 AP The Auxiliary moves Resistance 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
32 38 15 75 3 6 14 6 7
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 6 6 11 8

New Ability

Name Type Cost Description
Multishell Multi 7 MP, 2 AP The Auxiliary applies an amount of Shell equal to their Magical Attack of their base element to themselves and all of their allies. If any of this ability’s targets already have a Shell of a different element, its element changes to the element of this ability and increases by the same amount.

Tier 9

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
40 40 17 80 3 8 14 7 7
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 7 8 11 8

New Ability

Name Type Cost Description
Multiprotect Multi 10 MP, 2 AP The Auxiliary applies the Protected status to themselves and all of their allies, which goes away at the beginning of their next turn, not counting held turns. While a character is Protected, they are immune to receiving damage or statuses of the user’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
45 45 18 90 3 8 16 8 8
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 8 8 12 8

New Ability

Name Type Cost Description
Multivulnerability Multi 10 MP, 3 AP The Auxiliary uses a sleight that, on a hit, inflicts the Vulnerable status on all opponents on the battlefield. When a character is Vulnerable, the next time they are hit by an attack of the Auxiliary’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.