List of skills in Dragon Quest Monsters: The Dark Prince

For a list of the respective Talents, see List of talents in Dragon Quest Monsters: The Dark Prince

Attack edit

Skill MP In-Game Description Notes Damage Type Classification
 
Frizz 2 Inflicts minor fire-elemental spell damage on a single enemy. Has base damage of 15.

Rises to an average of 115 damage at 499 wisdom.

 
Spell
 
Frizzle 5 Inflicts medium fire-elemental spell damage on a single enemy. Has base power of 90

Rises to an average of 220 damage at 699 wisdom.

 
Spell
 
Kafrizz 12 Inflicts major fire-elemental spell damage on a single enemy. Has base damage of 180

Rises to an average of 380 damage at 999 wisdom.

 
Spell
 
Kafrizzle 32 Inflicts extreme fire-elemental spell damage on a single enemy. Has base damage of 340

Rises to an average of 990 damage at 3,999 wisdom.

 
Spell
 
Flame Slash 2 Inflicts minor fire-elemental slashing damage on a single enemy. Deals 110% damage of a normal attack
 
Physical
 
Flamesplitter 15 Inflicts medium fire-elemental slashing damage on all enemies. Deals 120% damage of a normal attack
 
Physical
 
Magma Blast 4 Inflicts medium fire-elemental damage on all enemies. Deals 70~85 damage
 
-
 
Hold Fire 52 Focuses strength in order to inflict outrageous fire-elemental damage on all enemies in the next turn. Occasionally stuns them for 1 turn. Inflicts 300~400 damage

Chance to stun for 1 turn

  
-
 
Fire Breath 3 Inflicts minor fire-elemental breath damage on all enemies. 8~18 damage
 
Breath
 
Flame Breath 6 Inflicts medium fire-elemental breath damage on all enemies. 31~43 damage
 
Breath
 
Inferno 15 Inflicts major fire-elemental breath damage on all enemies. 72~93 damage
 
Breath
 
Scorch 30 Inflicts extreme fire-elemental breath damage on all enemies. 180~216 damage
 
Breath
 
Hellitosis 64 Inflicts outrageous fire-elemental breath damage on all enemies and occasionally stuns them for 1 turn. 220~260 damage

20% chance to stun

  
Breath
 
Hotstepper 30 A dance that inflicts extreme fire-elemental damage on all enemies. The higher the user's level, the greater damage that will be inflicted. Damage is calulated as Level x 2
 
Dance
 
Splish 2 Inflicts minor water-elemental spell damage on a single enemy. Has base damage of 20

Rises to an average of 110 damage at 499 wisdom.

 
Spell
 
Splash 5 Inflicts medium water-elemental spell damage on a single enemy. Has base damage of 85

Rises to an average of 225 damage at 699 wisdom.

 
Spell
 
Kasplash 11 Inflicts major water-elemental spell damage on a single enemy. Has base damage of 180

Rises to an average of 360 damage at 999 wisdom.

 
Spell
 
Kasplashle 29 Inflicts extreme water-elemental spell damage on a single enemy. Has base damage of 350

Rises to an average of 970 damage at 3,999 wisdom.

 
Spell
 
Tidal Wave 52 Inflicts outrageous water-elemental damage on all enemies. The higher the user's level, the greater the damage that will be inflicted. Damage is calculated as (Level x 1.5) + 150
 
-
 
Bang 5 Inflicts minor explosive spell damage on a single enemy. Has base damage of 20

Rises to an average of 80 damage at 499 wisdom.

 
Spell
 
Boom 12 Inflicts medium explosive spell damage on a single enemy. Has base damage of 60

Rises to an average of 160 damage at 699 wisdom.

 
Spell
 
Kaboom 24 Inflicts major explosive spell damage on a single enemy. Has base damage of 120

Rises to an average of 240 damage at 999 wisdom.

 
Spell
 
Kaboomle 60 Inflicts extreme explosive spell damage on a single enemy. Has base damage of 300

Rises to an average of 790 damage at 3,999 wisdom.

 
Spell
 
Big Banga 52 Inflicts outrageous explosive damange on all enemies. The higher the user's level, the greater the damage that will be inflicted. Damage is calculcated as (Level x 1.5) + 150
 
-
 
Woosh 4 Inflicts minor wind-elemental spell damage on all enemies. Has base damage of 15

Rises to an average of 75 damage at 499 wisdom.

 
Spell
 
Swoosh 11 Inflicts medium wind-elemental spell damage on all enemies. Has base damage of 40

Rises to an average of 150 damage at 699 wisdom.

 
Spell
 
Kaswoosh 22 Inflicts major wind-elemental spell damage on all enemies. Has base damage of 120

Rises to an average of 220 damage at 999 wisdom.

 
Spell
 
Kaswooshle 54 Inflicts extreme wind-elemental spell damage on all enemies. Has base damage of 270

Rises to an average of 750 damage at 3,999 wisdom.

 
Spell
 
Gust Slash 2 Inflicts minor fire-elemental slashing damage on a single enemy. Deals 110% damage of a normal attack
 
Physical
 
Skysplitter 15 Inflicts medium wind-elemental slashing damage on all enemies. Deals 120% damage of a normal attack
 
Physical
 
Wind Sickles 4 Inflicts minor wind-elemental damages on a single enemy. Deals 30~50 damage
 
-
 
Thin Air 12 Inflicts medium wind-elemental damage on a single enemy. The higher the user's level, the greater the damage that will be inflicted. Damage is calculcated as (Level x 0.8) + 40
 
-
 
Crag 5 Inflicts minor earth-elemental spell damage on all enemies, but not until the following round. Has base damage of 25

Rises to an average of 85 damage at 499 wisdom.

 
Spell
 
Craggle 12 Inflicts medium earth-elemental spell damage on all enemies, but not until the following round. Has base damage of 50

Rises to an average of 160 damage at 699 wisdom.

 
Spell
 
Kacrag 23 Inflicts major earth-elemental spell damage on all enemies, but not until the following round. Has base damage of 130

Rises to an average of 230 damage at 999 wisdom.

 
Spell
 
Kacraggle 58 Inflicts major earth-elemental spell damage on all enemies, but not until the following round. Has base damage of 280

Rises to an average of 760 damage at 3,999 wisdom.

 
Spell
 
Earthsplitter 15 Inflicts medium earth-elemental slashing damage on all enemies. Deals 120% damage
 
Physical
 
Stone's Throw 4 Inflicts minor earth-elemental damages on a single enemy. Deals 30~40 damage
 
-
 
Stomp 12 Inflicts medium earth-elemental damages on a single enemy. The higher the user's level, the greater the damage that will be inflicted. Damage is calculcated as (Level x 0.8) + 40
 
-
 
Boulder Toss 12 Inflicts extreme earth-elemental damages on a single enemy. The higher the user's level, the greater the damage that will be inflicted. Damage is calculcated as Level + 120
 
-
 
Sandy Sigh 22 Whips up a cloud of dust that inflicts major earth-elemental breath damage on all enemies and occasionally lowers their accuracy for 2 to 5 turns. Deals 100~180 damage

40% chance to bedazzle

  
Breath
 
Crack 3 Inflicts minor ice-elemental spell damage on a single enemy. Has base damage of 25

Rises to an average of 125 damage at 499 wisdom.

 
Spell
 
Crackle 12 Inflicts medium ice-elemental spell damage on all enemies. Has base damage of 40

Rises to an average of 160 damage at 699 wisdom.

 
Spell
 
Kacrack 22 Inflicts major ice-elemental spell damage on all enemies. Has base damage of 120

Rises to an average of 220 damage at 999 wisdom.

 
Spell
 
Kacrackle 58 Inflicts extreme ice-elemental spell damage on all enemies. Has base damage of 290

Rises to an average of 770 damage at 3,999 wisdom.

 
Spell
 
Kacrackle Slash 2 Inflicts minor ice-elemental slashing damage on a single enemy. Deals 110% damage of a normal attack
 
Physical
 
Cool Breath 3 Inflicts minor ice-elemental breath damage on all enemies. Deals 16~22 damage
 
Breath
 
Cold Breath 6 Inflicts medium ice-elemental breath damage on all enemies. Deals 37~48 damage
 
Breath
 
Freezing Blizzard 15 Inflicts major ice-elemental breath damage on all enemies. Deals 86~103 damage
 
Breath
 
C-c-cold Breath 30 Inflicts extreme ice-elemental breath damage on all enemies. Deals 198~217 damage
 
Breath
 
Ice Age 64 Inflicts outrageous ice-elemental breath damage on all enemies and occasionally stuns them for 1 turn. Deals 220~265 damage

20% chance to stun

   
Breath
 
Zap 2 Inflicts minor electrical spell damage on a single enemy. Has base damage of 15

Rises to an average of 135 damage at 499 wisdom.

 
Spell
 
Zapple 13 Inflicts medium electrical spell damage on a single enemy. Has base damage of 35

Rises to an average of 165 damage at 699 wisdom.

 
Spell
 
Kazap 23 Inflicts major electrical spell damage on a single enemy. Has base damage of 110

Rises to an average of 230 damage at 999 wisdom.

 
Spell
 
Kazapple 61 Inflicts extreme electrical spell damage on all enemies.. Has base damage of 260

Rises to an average of 800 damage at 3,999 wisdom.

 
Spell
 
Lightning Slash 2 Inflicts minor electrical slashing damage on a single enemy. Deals 110% damage of a normal attack
 
Physical
 
Gigaslash 20 Inflicts outrageous electrical damage on a single enemy. The higher the user's level, the greater the damage that will be inflicted. Damage is calculated as (Level ) + 160~200
 
-
 
Gigagash 56 Inflicts outrageous electrical damage on all enemies. The higher the user's level, the greater the damage that will be inflicted. Damage is calculated as (Level ) + 160~200
 
-
 
Gigacross 80 An extreme sword attack that inflicts extreme electrical damage 2 times in a row on all enemies. The higher the user's level, the greater the damage that will be inflicted. Damage is calculated as (Level/2) + 70~110
 
-
 
Lightning 12 Inflicts medium electrical damage on all enemies. The higher the user's level, the greater the damage that will be inflicted. Damage is calculcated as (Level x 0.8) + 40
 
-
 
Lightning Storm 52 Inflicts outrageous electrical damage on all enemies. The higher the user's level, the greater the damage that will be inflicted. Damage is calculated as (Level x 1.5) + 150
 
-
 
Power Surge 52 Inflicts outrageous electrical damage on all enemies Deals 200~350 damage
 
-
 
Electric Boogie 30 A dance that inflicts extreme electrical damage on all enemies. The higher the user's level, the greater the damage that will be inflicted. Damage is calulated as Level x 2
 
Dance
 
Sizz 4 Inflicts minor light-elemental spell damage on all enemies. Has base damage of 25

Rises to an average of 85 damage at 499 wisdom.

 
Spell
 
Sizzle 11 Inflicts medium light-elemental spell damage on all enemies. Has base damage of 30

Rises to an average of 150 damage at 699 wisdom.

 
Spell
 
Kasizz 22 Inflicts major light-elemental spell damage on all enemies. Has base damage of 130

Rises to an average of 230 damage at 999 wisdom.

 
Spell
 
Kasizzle 54 Inflicts extreme light-elemental spell damage on all enemies. Has base damage of 280

Rises to an average of 760 damage at 3,999 wisdom.

 
Spell
 
Pearly Gates 60 Inflicts extreme light-elemental spell damage on all enemies. Highly effective against monsters of the undead family. Has a base damage of 180.

Rises to an average of 610 damage at 3,999 wisdom. Deals 30% additional damage to the undead.

 
Spell
 
Magic Pop 1/4 of total Uses 1/4 of remaining MP to inflict light-elemental damage on a single enemy, for a weaker rendition of a more extreme spell. The more MP the monster has at the time of casting, the greater the damage will be. Damage is calculated as 150% of the total MP consumed. The maximum limit is 300 damage.
 
Spell
 
Magic Burst All Uses all remaining MP to inflict extreme light-elemental damage on all enemies. The more MP the monster has at the time of casting, the greater the damage will be. Damage is calculated as 150% of the total MP consumed. The maximum limit is 600 damage.
 
Spell
 
Brightsplitter 15 Inflicts medium light-elemental slashing damage on all enemies. Deals 120% damage of a normal attack
 
Physical
 
Shining Shot 100 Inflicts light-elemental damage on enemies at random, 4 to 12 times in total. Deals 19% attack power per shot, with a limit of 125 damage.
 
Physical
 
Starfall 12 Inflicts medium electrical damage on all enemies. The higher the user's level, the greater the damage that will be inflicted. Damage is calculcated as (Level x 0.8) + 40
 
-
 
Blessed Breath 22 Inflicts major light-elemental breath damage on all enemies and occasionally confuses them for 2 to 5 turns. Deals 100~180 damage

20% chance to confuse

  
Breath
 
Zam 3 Inflicts minor dark-elemental spell damage on a single enemy. Has base damage of 25

Rises to an average of 140 damage at 499 wisdom.

 
Spell
 
Zammle 6 Inflicts medium dark-elemental spell damage on a single enemy. Has base damage of 70

Rises to an average of 230 damage at 699 wisdom.

 
Spell
 
Kazam 10 Inflicts major dark-elemental spell damage on a single enemy. Has base damage of 155

Rises to an average of 344 damage at 999 wisdom.

 
Spell
 
Kazammle 30 Inflicts extreme dark-elemental spell damage on a single enemy. Has base damage of 325

Rises to an average of 980 damage at 3,999 wisdom.

 
Spell
 
Blightsplitter 15 Inflicts medium dark-elemental slashing damage on all enemies. Deals 120% damage
 
Physical
 
Shadow Blast 80 Inflicts extreme dark -elemental damage 2 times in a row on all enemies. The higher the user's level the greater the damage that will be inflicted. Damage is calculated as (Level/2) + 70~110
 
-
 
Bad Hand 52 Inflicts outrageous dark-elemental damage on all enemies. The higher the user's level, the greater the damage that will be inflicted. Damage is calculated as (Level x 1.5) + 150
 
-
 
Black Breath 22 Inflicts major dark-elemental breath damage on all enemies and occasionally prevents them from casting spells for 2 to 5 turns. 100~180 damage

Has a 40% chance to Fizzle enemies for 4~7 turns

  
Breath
 
Grim Breath 80 Inflicts outrageous dark-elemental breath damage on all enemies. Deals 220~320 damage
 
Breath
 
Hatchet Man 8 Inflicts slashing damage on a single enemy. The attack has a high likelihood of missing, but an increased chance of inflicting a critical hit when it succeeds. 50% chance to miss, a 25% chance to deal a normal blow, and a 25% chance to land a critical hit - Physical
 
Miracle Slash 10 Inflicts slashing damage on a single enemy. Approximately half the amount of damage inflicted is restored to the user as HP. Can heal up to a maximum of 200 HP. Deals 90% damage of a normal attack - Physical
 
Frenzy 4 A risky technique that inflicts a critical hit on a single enemy or ally at random. S-sized monsters are easier to hit - Physical
 
Knuckle Sandwich 20 Focus strength in order to inflict heavy damage on a single enemy in the next turn, ignoring their defence attribute. Deals 60% damage of a normal attack - Physical
 
Multifists 20 A punching technique that damages enemies at random, 4 times in total. Deals 38% damage of a normal attack - Physical
 
Mercurial Thrust 2 A punching technique that only inflicts a small amount of damage, but allows the user to attack before anyone else. Deals 40% damage of a normal attack - Physical
 
Anchorman 15 Acts after everyone else to inflict extreme impact damage on the enemy. Deals 150% damage of a normal attack - Physical
 
Slime Squisher 4 Inflicts heavy slashing damage monster monsters in the slime family. Deals double damage to slimes, with all other families taking 60% damage. - Physical
 
Beast Tamer 4 Inflicts heavy slashing damage monster monsters in the beast family. Deals double damage to beasts, with all other families taking 60% damage. - Physical
 
Nature Nerfer 4 Inflicts heavy slashing damage monster monsters in the nature family. Deals double damage to natural monsters, with all other families taking 60% damage. - Physical
 
Dragon Slash 4 Inflicts heavy slashing damage monster monsters in the dragon family. Deals double damage to dragons, with all other families taking 60% damage. - Physical
 
Undead Undoer 4 Inflicts heavy slashing damage monster monsters in the undead family. Deals double damage to the undead, with all other families taking 60% damage. - Physical
 
Matter Scatterer 4 Inflicts heavy slashing damage monster monsters in the material family. Deals double damage to material monsters , with all other families taking 60% damage. - Physical
 
Demon Demeaner 4 Inflicts heavy slashing damage monster monsters in the demon family. Deals double damage to demons, with all other families taking 60% damage. - Physical
 
Persecutter 4 Damages a single enemy. Highly effective against enemies that are asleep or confused. Deals 150% damage to confused or asleep enemies.

80% damage to all other enemies.

- Physical
 
Multi-Persecutter 26 Damages all enemies. Highly effective against enemies that are asleep or confused. Deals 150% damage to confused or asleep enemies.

80% damage to all other enemies.

- Physical
 
Victimiser 4 Damages a single enemy. Highly effective against enemies that are poisoned, severely poisoned, or paralysed. Deals 150% damage to poisoned or paralysed enemies.

80% damage to all other enemies.

- Physical
 
Multi-Victimiser 26 Damages all enemies. Highly effective against enemies that are poisoned, severely poisoned, or paralysed. Deals 150% damage to poisoned or paralysed enemies.

80% damage to all other enemies.

- Physical
 
Fan Dango 8 A dance that damages enemies at random, 3 or 4 times in total. The higher the user's agility the greater the damage that will be inflicted. Damage is calculated as (User's agility + (target's defence x 0.25)) x 0.1, with the limit being 285 per hit - Dance
 
Sword Dance 15 A dance that damages enemies at random, 3 to 7 times in total. Deals 30% the strength of a normal attack with the limit being 200. - Dance
 
Confusion Attack 4 Damages a single enemy and occasionally confuses it for 2 to 5 turns. Normal physical attack that attempts to confuse target for 2~5 turns
 
Physical
 
Attack Attacker 4 Damages a single enemy and occasionally lowers its attack for 2 to 5 turns. Reduces attack by 50%
 
Physical
 
Helm Splitter 4 Damages a single enemy and occasionally lowers its defence for 4 to 7 turns. Reduces defence by 20%
 
Physical
 
Sleep Attack 4 Damages a single enemy and occasionally puts it to sleep 2 to 5 turns. Normal physical attack that attempts to put target to sleep for 2~5 turns
 
Physical
 
Assassin's Stab 8 Damages a single enemy and occasionally causes instant death. Normal physical attack that attempts to instantly kill target.
 
Physical
 
Poison Attack 2 Damages a single enemy and occasionally poisons it. Normal physical attack that attempts to poison target.
 
Physical
 
Parallax 20 Inflicts heavy slashing damage on a single enemy and occasionally paralyses it for 2 to 5 turns. Deals 130% damage of a normal attack
 
Physical
 
Paralysing Punch 4 Damages a single enemy and occasionally paralyses it for 2 to 5 turns. Normal physical attack that attempts to confuse target for 2~5 turns
 
Physical
 
Heart Breaker 4 Inflicts slashing damage on a single enemy and stuns it for 1 turn. 30% chance of success
 
Physical
 
Hellish Howl 12 Lets out a bloodcurdling shout that inflicts medium damage on all enemies and occasionally stuns them for 1 turn. Has base damage of 10

Rises to an average of 256 damage at 1,999 wisdom.

 
Physical

Support - Debilitating edit

Skill MP In-Game Description Notes Element Classification
 
Fizzle 3 Prevents all enemies from casting spells for 4 to 7 turns.

The higher the caster's wisdom, the more likely the spell is to succeed.

Base success chance of 60%

Rises to 80% at 3,999 wisdom.

 
Spell
 
Gobstopper 6 Stops a single enemy from using its mouth, preventing the use of breath attacks for 4 to 7 turns. Prevents an enemy from using breath attacks for 4~7 turns - -
 
Critical Meltdown 6 Prevents a single enemy from inflicting critical hits for 4 to 7 turns. Attempts to prevent the enemy from landing Critical Hits for 4~7 turns - -
 
Dazzle 3 Bedazzles all enemies for 2 to 5 turns. The higher the caster's wisdom, the more likely the spell is to succeed. Reduces accuracy to 3/8th

Base success chance of 60% Rises to 80% at 3,999 wisdom.

 
Spell
 
Sandstorm 2 Whips up a dense cloud of dust that lowers the accuracy of enemy attacks for 2 to 5 turns. Attempts to blind all enemies for 2~5 turns.
 
-
 
Dazzleflash 2 Unleashes a blinding light that lowers the accuracy of enemy attacks for 2 to 5 turns. Attempts to blind all foes for 2~5 turns, success chance does not scale
 
-
 
Fuddle 5 Confuses a single enemy for 2 to 5 turns.

The higher the caster's wisdom, the more likely the spell is to succeed.

Base success chance of 40%

Rises to 60% at 3,999 wisdom.

 
Spell
 
Kafuddle 10 Confuses all enemies for 2 to 5 turns. The higher the caster's wisdom, the more likely the spell is to succeed. Base success chance of 40%

Rises to 60% at 3,999 wisdom.

 
Spell
 
Fuddle Dance 2 A dance that confuses all enemies for 2 to 5 turns. Attempts to confuse all foes for 2~5 turns
 
Dance
 
Blunt 6 Greatly decreases the attack of a single enemy for 2 to 5 turns. The higher the caster's wisdom, the more likely the spell is to succeed. Reduces one monster's attack by 50%

Base success chance of 80% Rises to 100% at 3,999 wisdom.

 
Spell
 
Kablunt 10 Decreases the attack of all enemies for 2 to 5 turns. The higher the caster's wisdom, the more likely the spell is to succeed. Reduces the attack of all enemies by 25%

Base success chance of 80% Rises to 100% at 3,999 wisdom.

 
Spell
 
Sap 3 Greatly decreases the defence of a single enemy for 4 to 7 turns. The higher the caster's wisdom, the more likely the spell is to succeed. Reduces the defence of one monster by 80%

Base success chance of 80% Rises to 100% at 3,999 wisdom.

 
Spell
 
Kasap 4 Decreases the defence of all enemie for 4 to 7 turns. The higher the caster's wisdom, the more likely the spell is to succeed. Reduces the defence of all enemies by 40%

Base success chance of 80% Rises to 100% at 3,999 wisdom.

 
Spell
 
Decelerate 3 Greatly decreases the agility of a single enemy for 4 to 7 turns. The higher the caster's wisdom, the more likely the spell is to succeed. Reduces the agility of one monster by 80%

Base success chance of 80% Rises to 100% at 3,999 wisdom.

 
Spell
 
Deceleratle 4 Decreases the agility of all enemies for 4 to 7 turns. The higher the caster's wisdom, the more likely the spell is to succeed. Reduces the agility of all enemies by 40%

Base success chance of 80% Rises to 100% at 3,999 wisdom.

 
Spell
 
Dim 3 Greatly decreases the wisdom of a single enemy for 4 to 7 turns. The higher the caster's wisdom, the more likely the spell is to succeed. Reduces the wisdom of one monster by 80%

Base success chance of 60% Rises to 80% at 3,999 wisdom.

 
Spell
 
Kadim 4 Decreases the wisdom of all enemies for 4 to 7 turns. The higher the caster's wisdom, the more likely the spell is to succeed. Reduces the wisdom of all enemies by 40%

Base success chance of 80% Rises to 100% at 3,999 wisdom.

 
Spell
 
Tongue Lashing 1 Slathers a single enemy with simy saliva, stunning it and lowering its defence. 60% to stun enemy and drops defence by 40%
 
-
 
Tongue Bashing 8 Savagely slathers a single enemy with slimy saliva, stunning it and reducing its defence attribute to 1. 30% to stun foe and drops defence down to 1
 
-
 
Wave of Panic 60 Debilitates all enemies. Reduces attack power by 25% for 2~5 turns, and all other stats by 40% for 4~7 turns
 
--
 
Disruptive Wave 60 Removes most beneficial effects from all enemies. Strips all foes of buffs - -
 
Snooze 3 Puts a single enemy to sleep for 2 to 5 turns. The higher the caster's wisdom, the more likely the spell is to succeed. Base success chance of 40%

Rises to 60% at 3,999 wisdom.

 
Spell
 
Kasnooze 8 Puts all enemies to sleep for 2 to 5 turns. The higher the caster's wisdom, the more likely the spell is to succeed. Base success chance of 40%

Rises to 60% at 3,999 wisdom.

 
Spell
 
Sweet Breath 3 Lets out an exhalation of relaxation that puts all enemies to sleep for 2 to 5 turns. 60% chance of success
 
Breath
 
Whack 9 Kills a single enemy instantly. The higher the caster's wisdom, the more likely the spell is to succeed. Base success chance of 20%

Rises to 40% at 3,999 wisdom.

 
Spell
 
Thwack 12 Kills all enemies instantly. The higher the caster's wisdom, the more likely the spell is to succeed. Base success chance of 20%

Rises to 40% at 3,999 wisdom.

 
Spell
 
Kamikazee 100% Kills all enemies, but at the cost of the caster's life. The caster cannot be resurrected in the same battle. The higher the caster's wisdom, the more likely the spell is to succeed. Has no resistance tag in-game. Success chance depends on wisdom & remaining MP when casting. - Spell
 
Death Dance 6 A dance that kills all enemies instantly.
 
Dance
 
Drain Magic 0 Absorbs some MP from a single enemy. MP Drain is calculated as (Level/2) + 5~10 with a cap of 250 MP
 
Spell
 
Giga Drain Magic 1 Absorbs MP from enemies at random, 4 times in total. MP Drain is calculated as (Level x 0.75) +5~10 with a cap of 999 MP.
 
Spell
 
Weird Dance 0 A dance that decreases the MP of a single enemy. MP Drain is calculated as User's level + 0~3 with a cap of 100 MP
 
Dance
 
Tap Dance 0 A dance that absorbs some MP from a single enemy. MP Drain is calculated as (Level/2) + 5~10 with a cap of 250 MP
 
Dance
 
Tox 3 Poisons a single enemy. The higher the caster's wisdom, the more likely the spell is to succeed. Deals 1/16 of max HP as damage. Can be cast twice to deal 1/8 damage.

Base success chance of 60% Rises to 80% at 3,999 wisdom.

 
Spell
 
Katox 8 Poisons all enemies. The higher the caster's wisdom, the more likely the spell is to succeed. Deals 1/16 of max HP as damage. Can be cast twice to deal 1/8 damage.

Base success chance of 60% Rises to 80% at 3,999 wisdom.

 
Spell
 
Katoxle 15 Severely poisons all enemies. The higher the caster's wisdom, the more likely the spell is to succeed. Deals 1/8 of

Base success chance of 60% Rises to 80% at 3,999 wisdom.

 
Spell
 
Poison Breath 3 Exhales toxic fumes that poison all enemies. 80% chance of success
 
Breath
 
Numb 8 Paralyses a single enemy for 2 to 5 turns. The higher the caster's wisdom, the more likely the spell is to succeed. Base success chance of 20%

Rises to 40% at 3,999 wisdom.

 
Spell
 
Kanumb 15 Paralyses all enemies for 2 to 5 turns. The higher the caster's wisdom, the more likely the spell is to succeed. Base success chance of 20%

Rises to 40% at 3,999 wisdom.

 
Spell
 
Burning Breath 4 Lets out an exhalation of immobilisation that paralyses all enemies for 2 to 5 turns. 40% chance of success
 
Breath
 
War Cry 3 An ear-popping shout that stuns all enemies for 1 turn. 80% chance of success
 
-
 
Sultry Dance 2 A bewitching dance that stuns all enemies for 1 turn. 80% chance of success

60% chance post v1.0.3 update

 
Dance

Support - Defensive edit

Skill MP Description Effects Classification
 
Oomph 6 Greatly increases the attack of a single ally for 2 to 5 turns. Raises all allies attack by 50% Spell
 
Oomphle 10 Increases the attack of all allies for 2 to 5 turns. Raises all allies attack by 25%

Can be applied twice

Spell
 
Buff 3 Greatly increases the defence of a single ally for 4 to 7 turns. Raise one monster's defence by 80% + 16 Spell
 
Kabuff 4 Increases the defence of all allies for 4 to 7 turns. Raise all allies defence by 40% + 8

Can be applied twice

Spell
 
Ping 3 Greatly increases the wisdom of a single ally for 4 to 7 turns. Raise one monster's wisdom by 80% Spell
 
Kaping 4 Increases the wisdom of all allies for 4 to 7 turns. Raise all allies wisdom by 40%

Can be applied twice

Spell
 
Accelerate 3 Greatly increases the agility of a single ally for 4 to 7 turns. Raise one monster's agility by 80% Spell
 
Acceleratle 4 Increases the agility of all allies for 4 to 7 turns. Raise all allies agility by 40%

Can be applied twice

Spell
 
Seethe 10 Internalises rage in order to raise the damage of the next attack. Furthermore, the user's attacks become more difficult for the enemy to dodge. Increases power of next physical attack by 50% -
 
Deep Breath 0 Inhales long and deep, raising the damage inflicted by the user's next breath attack. Increases power of next breath attack by 200~250% Breath
 
Dodgy Dance 1 Raises the user's evasion for 4 to 7 turns. Doubles user's evasion -
 
Mist Me 10 Negates all damages 1 time only. Ineffective against certain attacks. Only blocks the first attack of multi-strike abilities -
 
Intense Defence 3 Assumes an impenetrable defensive stance that reduces most damage received by 9/10. Can only be used once per battle. Activates at the beginning of a turn -
 
Selflessness 5 Receives all incoming attacks in place for allies for 1 round, but suffers greater damage in doing so. Increases damage received by 25% -
 
Insulate 4 Greatly reduces the damage received from breath attacks by a single ally for 4 to 7 turns. Reduces breath damage by 25%. Can be applied twice Spell
 
Insulatle 4 Reduces the damage received from breath attacks by all allies for 4 to 7 turns. Reduces breath damage by 50%. Spell
 
Bounce 32 Reflects most spells back at the caster for 4 to 7 turns. - Spell
 
Brake Wind 10 Reflects breath attacks back at the enemy. Protects all allies once only. Lasts for one turn -
 
Mirror Moves 32 A secret technique that copies an enemy's dance moves step-for-step, effectively reflecting their dance back at them. Protects all allies once only. - -

Healing edit

Skill MP Description Effects Classification
 
Heal 3 Restores 28 or more HP to a single ally. Restores around 28 HP at minimum. Increases to around 70 at 299 wisdom. Spell
 
Midheal 8 Restores 76 or more HP to a single ally. Restores around 76 HP at minimum. Increases to around 215 at 499 wisdom. Spell
 
Moreheal 40 Restores 285 or more HP to a single ally. Restores around 285 HP at minimum. Increases to around 500 at 2,500 wisdom. Spell
 
Multiheal 26 Restores 76 or more HP to all allies. Restores around 76 HP at minimum. Increases to around 300 at 2,500 wisdom. Spell
 
Omniheal 80 Restores 237 or more HP to all allies. Restores around 285 HP at minimum. Increases to around 500 at 2,500 wisdom. Spell
 
Hustle Dance 40 A dance that heals allies at random, 2 to 6 tiems in total. The higher the user's level, the greater the healing amount. HP restored is calculated as (Level x 2) Dance
 
Right as Rain 40 Performs a rainmaking ritual that invokes a healing shower in the next turn. Restores a random amount of HP to all allies. Restores 40%, 60%, or 100% of maximum HP -
 
Meditation 35 Restores 300 or more HP to the user. Restores a fixed 300~400 HP. -
 
Zing 8 Resurrects a fallen ally. Has a chance of failure. Has a fixed success rate of 60%.

Restores a minimum 10% of max HP, caps at 50% at 1,999 wisdom.

Spell
 
Kazing 80 Is guaranteed to resurrect a fallen ally. Restores a minimum 10% of max HP, caps at 50% at 1,999 wisdom. Spell
 
Kerplunk 100% (100 MP minimum) Heals or resurrects all allies, including reserves, but at the cost of the caster's life. The caster cannot be resurrected in the same battle. Restores a minimum 10% of max HP, caps at 50% at 1,999 wisdom. Spell
 
Kerplunk Dance All (Min 100) A dance that heals or resurrects all allies, including reserves, but at the cost of the user's life. The user cannot be resurrected in the same battle. Restores a minimum 10% of max HP, caps at 50% at 1,999 wisdom. Dance
 
Squelch 2 Cures all allies of poison or severe poison. - Spell
 
Defuddle 2 Cures all allies of confusion. - Spell
 
Tingle 2 Cures all allies of paralysis. - Spell
 
Cock-A-Doodle-Doo 2 Cures all allies of sleep. - Spell
 
Wave of Relief 60 Cures of allies of their status ailments. - -