Her willpower is also uniquely useful:
Keep her in a party and you might get the crafting stuff without relying on overkills all the time.
Unfortunately if you want to build her as a physical combo character, you'll have to craft her a better dagger, since the Lucky Dagger isn't a ATK-oriented weapon and her STR rating is very, very low.
Lucky dagger itself isn't a bad MAG-attack weapon with 1x
, 1x
, and 1x
slots to play with. Fully upgraded, this dagger gives +7 AP bonus. This is why you won't see daggers come with higher ATK / MAG rating than Greatswords/Rods respectively. They trade a slight offense with higher AP.
If you look at her skill picks, it should be quite obvious. Give her all the Special staple skills like Steal, Trick Hit. However, without a high focus on ATK, you won't see much improvement in terms of damage output when executing Vanish Trick combos. Instead, her damage should come from Earth Needle and Impulse, both are MAG-based attacks.
Her formation spread is pretty tight and easy to link up.
Her initiative is also the highest in combat.
But her damage output is average.
One option to get more from her AP spending is to craft an Ice Dagger (MAG-focused).
Trade 100 TP points from the Adventurer's Guild.
Craft it, and enhance it.
The cost is rather steep (2192 EP) but the increased performance is noticeable. +2 AP more, and around 100 MAG. Moreover, three Ice Slots.
My pick for those three slots would be Ice Needles x02 with Refresh x01. Refresh cures ailments, and can be quite useful when someone within formation is paralyzed or blinded. Cure grass has the same effect but item usage does not enjoy the benefits of range extension.
Hence, this is what she can fire off now at turn 1.
Double Needle combos, 1x self comboed, the other from Vira Lorr (she has one Earth slot)
By the way it is a +1 range AOE, much like Holy Ascension combo (Ascension + Black Mist)
With a VIT decrease effect. Enjoy!