Born as a orphan, and also known as the Light of Kindness. Yep, that's right. We're gonna be talking about Arc and how well he compares in the Global meta, as usual leave comments, and questions below. And enjoy the review. :] In Game Sprite Models: [3*] | [4*] | [5*] Equipment: Weaknesses: None | Resistances: None Trust Mastery Award: Omnirod (Weapon): +20 ATK, +91 MAG Limit Break: AoE ~400 HP Heal w/ 9x Mod split over 3 Turns & AoE 3 Turn +40% MAG -> AoE ~400 HP Heal w/ 9.95x Mod split over 3 Turns & AoE 3 Turn +59% MAG Spoiler: Arc Stat Table Rarity Level HP MP ATK DEF MAG SPR DC Hits 3* 410 / 1241 (150) 29 / 88 (25) 17 / 52 (10) 17 / 50 (10) 21 / 63 (14) 19 / 57 (10) 6 1 4* 532 / 1613 (210) 38 / 115 (35) 22 / 68 (14) 21 / 65 (14) 27 / 82 (18) 24 / 74 (14) 8 1 5* 692 / 2097 (240) 49 / 149 (40) 29 / 88 (16) 28 / 85 (16) 35 / 107 (24) 32 / 96 (16) 10 1 Name Effect MP Level Learned & Rarity Blizzard 120% Ice Magic Attack 3 1 [***] Thunder 120% Thunder Magic Attack 3 1 [***] Fire 120% Fire Magic Attack 3 1 [***] Blizzara 140% AoE Ice Magic Attack 9 23 [****] Thundara 140% AoE Thunder Magic Attack 9 29 [****] Fira 140% AoE Fire Magic Attack 9 31 [****] Blizzaga 180% AoE Ice Magic Attack 20 35 [*****] Thundaga 180% AoE Thunder Magic Attack 20 47 [*****] Firaga 180% AoE Fire Magic Attack 20 56 [*****] Osmose ST 30% Attack/30% MP Drain 10 21 [*****] Death ST 30% Kill Chance 14 66 [*****] MP +20% Boosts users MP stat by 20% - 26 [***] MAG +20% Boosts users MAG stat by 20% - 60 [****] Dual Black Magic Use Two Black Magic Spells 0 80 [*****] Pros: Standard Element Control: For Black Mages, it's important to have good elements to hit with the usual Fire/Ice/Thunder line is well sufficient enough to deal damage to the respective enemies who're weak to said element. Arc here as all there in every stage that they come in in ra/ga form meaning he can conserve MP in explorations when forced to take on many mobs in the game which is good. He can save the ga spells for more harder bosses, and or trial events for the good AoE damage. Dual Black Magic: This is Arcs true selling card here. No 5* mage in the game has a innate double cast of anything. But, Arc is blessed with Dual Black Magic meaning he can dish out more damage a turn at the cost of more MP. And he has MP to go around for a long time at a impressive 178 after passives are applied means he can spam his versions of spells quite effortlessly. DBM for Arc practically puts him in a very high placement alone cause of the quick damage that he can dish out. Good LB: His LB for what it's worth is actually useful, not for the MAG buff. But namely, for the small AoE Regen effect that it gives on teams. This in a simpler sense will help when your healer misses out on a full heal, or is occupied doing something else like curing status off a unit the very least your teammates will be getting a small HP heal which may allow them to live for the turn to allow your healer to patch them up after. Cons: Death: It's a niche skill, yes. But, in this current meta everything and their grandmas are immuned to instant Death. The only real use you could get out of it is random mobs in story, or explorations. In the later levels, Death gets to be real useless real fast. So, it's not as hype to have the skill on him. Trust Mastery Award: The Omnirod is a TM you must get what your mages. Granted enough, there is not alot of great TMs for mage units but this one is the best rod you can simply hope to get. +91 MAG is well good and insane to have and isn't topped by any other TM for a long ways to come. So, if you pull some Arcs grind this TM immediately! I fully recommend this one. Comparing to Other Units: - Kefka Kefka has the higher base MAG stat than Arc. 116 to his 107 Arc hits for all the main 3 elements, while Kefka hits for 2. Kefka's Hyperdrive is about on par with Arc's Dual elemental spells. Arc can heal his MP with Osmose, Kefka cannot heal his own MP. Overall Verdict: I wanna give it to Arc really, cause AoE magic spells are more relevant to use in the long run. Hyperdrive from Kefka is still a great ability, but it's ST and would really only shine in one boss areas. Arc on the other hand has the ability to chain elements with his own spells which may just beat Hyperdrive which cannot chain itself. So, I say Arc wins this battle. - Tellah Tellah has the higher MAG stat over Arc. 110 to Arcs 107. Tellah has the niche "Raise" skill which works wonderfully with healers. Alongside his own Cura for more better team support. Arc deals more damage due to his DBW skill. Overall Verdict: Arc wins again when it comes to damage really. Cause of him having the DBW Tellahs damage would be out beaten. Tellah does have his own cure, and raise to help in team situations which is good. Arc is mainly a pure damaging mage without to much team support outside his LB which is not spammable really. Conclusion: Arc is overall is a great mage, and is worth to pull. He also has the great TM on his side so I would be pretty happy to have pulled Arc for future content.