Characters#
👥The game has six playable members; three take the field while the rest wait on the bench. Their mechanics differ wildly - the question is never “who hits hardest” but “whose turn is worth the most right now.” This page breaks down each one.
1. Overview: The Six at a Glance#
| Member | Weapon | Team role | Core mechanic | Joins |
|---|---|---|---|---|
| Gustave | Sword and pistol | Single-target burst | Multi-hits charge Overcharge; spend it on a heavy strike | Prologue |
| Lune | Staff | Healing and elemental damage | Generates and spends elemental Stains to empower spells | Prologue |
| Maelle | Rapier | Stance-based damage | Cycles Offensive / Defensive / Virtuose stances | Early Act 1 |
| Sciel | Scythe | Setup and payoff | Stacks Foretells, then detonates them all under Twilight | Late Act 1 |
| Verso | Sword and dagger | High-risk, high-reward damage | Perfection rank that only survives if you don’t get hit | Early Act 2 |
| Monoco | Beast staff | Flexible wildcard | Learns defeated enemies’ skills; masks reshape his moves | Late Act 2 |
One thing to know up front: Gustave leaves the party at the end of Act 1, and Maelle takes over the protagonist role from then on. Pouring all your early resources into Gustave is a classic waste - details below.
2. Gustave: The Easiest Burst DPS#
Gustave is the tutorial character in the best sense. His mechanic reads at a glance: every hit builds Overcharge, and a full bar unleashes a heavy strike. His pistol burns AP for ranged shots, useful against flying enemies or for shaving shield stacks.
| Dimension | Notes |
|---|---|
| Strengths | Transparent mechanic, high burst, big Break contribution |
| Weaknesses | Damage rides on the Overcharge loop; interruptions and repositioning enemies break his rhythm |
| Stat leaning | Power first, Luck to raise crit rate |
| Best for | First-time players - default starter |
An important note on resources: Gustave leaves at the end of Act 1. Don’t hand your only high-level weapon and rare upgrade materials to him early - the reasoning closes out this section’s arc below.
3. Lune: The Healing and Elemental Core#
Lune is the closest thing to a “mage” in the cast. Her skills generate elemental Stains, and the colors in play modify what her later spells do - including stronger healing. She is also the party’s most reliable healer.
| Dimension | Notes |
|---|---|
| Strengths | Steady healing; Stains make her kit programmable |
| Weaknesses | Casting without a plan wastes Stains and leaves both damage and healing short |
| Stat leaning | Vitality and Defense first - she has to stay alive to keep healing |
| Best for | Players who like a steady plan and always field a healer |
The key habit: treat Stains as reserved resources. Lay them down first, then cash them in with the skills that consume them - rather than dumping whatever’s off cooldown every turn.
4. Maelle: The Stance-Cycling Damage Core#
Maelle runs a three-stance rotation, and both her damage and her AP economy depend on which stance she’s in.
| Stance | Effect | Cost |
|---|---|---|
| Offensive | Significantly higher damage | Takes more damage herself; very fragile positioning |
| Defensive | Damage reduction, plus extra AP on successful timing checks | Low output |
| Virtuose | Multiplies damage on a single hit | Usually lasts one attack, then must be re-entered |
Her gameplay is rhythm management: bank AP and survive enemy burst turns in Defensive, then step into Virtuose for one big hit in a safe window. Camping in Offensive gets you killed fast.
Structurally, Maelle becomes the protagonist after Act 1 - which makes her the safest long-term investment in the cast.
5. Sciel: The Setup-and-Payoff Damager#
Sciel doesn’t chip per turn - she stacks Foretells first, then detonates them all at once. The more Foretell stacks an enemy carries, the more absurd her damage becomes the turn she opens Twilight.
| Dimension | Notes |
|---|---|
| Strengths | Enormous single-target burst ceiling against bosses, especially stacked on a Break window |
| Weaknesses | The team’s output dips while she sets up; fast-kill enemies may not give her the time |
| Stat leaning | Power and Agility together, Luck for crits on the payoff turn |
| Best for | Players willing to build toward one big turn |
Her kit defines a signature playstyle of this game: spend two or three turns setting the table, then cash everything in on one. The Strategy & Tactics page covers this in depth.
6. Verso: The No-Mistakes Damager#
Verso carries an independent Perfection rank. Hitting enemies, dodging, and parrying raise it - taking a hit drops it. The higher the rank, the stronger his damage and unlocks.
| Dimension | Notes |
|---|---|
| Strengths | At max rank he’s one of the highest damage sources in the game |
| Weaknesses | Rank loss is immediate and punishing; shaky timing skills struggle to hold it |
| Stat leaning | Agility first (more actions, easier rhythm), Luck second |
| Best for | Players who know enemy movesets and trust their timing |
A common mistake is playing Verso as a raw-stats character. His power rests on the premise that you didn’t get hit - skip the timing practice and he’s just an ordinary DPS.
7. Monoco: The Most Flexible and Most Complex#
Monoco is a beastling whose mechanics are unique among the six:
- Learning enemy skills: defeat specific enemies and he adds their moves to his own kit.
- Mask switching: different masks reshape the form and effects of his learned skills.
- The wheel: using skills spins a wheel that further alters how some of them behave.
In theory he fits any team composition; in practice you’ll need to experiment. Don’t copy anyone’s stat template - allocate based on the skill types you actually use.
8. Who’s Actually Worth Investing In#
There’s no absolute best character, but two real constraints should shape your spending:
| Constraint | Explanation |
|---|---|
| Departure | Gustave leaves at the end of Act 1 - don’t let him monopolize core resources early |
| Forced swaps | The story reshuffles your active roster at several points; an under-leveled bench means painful fights |
Under those two constraints, the steady allocation strategy is: treat Lune and Maelle as your long-term cores from the start, keep Gustave at merely “good enough,” and after Act 2 concentrate on one or two of Sciel, Verso, or Monoco depending on your preferred style.
For the exact stat and skill point spending, see Skills & Progression; for each character’s signature weapons and passive unlocks, see the Weapons guide.