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Allisara Luka Tilandrei XII - April 25, 2025 Name: Allisara Luka Tilandrei XII DOB: October 29, 1897 (story takes place in 1919) Element: Water Weapon: Quarterstaff Playstyle: Evasive/Area Control Maximum Stats (through Soul Triad only, no weapons)
![]() Flow Allisara's dodges are unique compared to the rest of the cast. Unlike other characters, her dodges can change direction mid-dodge and every time she dodges, she adds Flow Clouds to the battlefield which remain in play for 5 seconds at base. These Flow Clouds can be used for a variety of purposes -- for Flowspike to turn Flow Clouds into spiky area-of-effect damage, for Flowheal to heal party members touching the Clouds, for Flowcharge for party Attack buffs, for widespread immobilization with Trance, and enhancements for Body abilities like Surfstaff and Channelstrike to name a few uses. Learnable Active Abilities: Body Pushback (initally unlocked) - Inflicts Stagger at close range. Allisara's Pushback can be improved through Soul Triad to add Flow Clouds to the battlefield on successful Pushback. Knockdown (initially unlocked) - Inflicts Knockdown at close range. Story/Endless Dungeon passives can allow Knockdown to remove 5 seconds of cooldown from all of Allisara's Body abilities. Staff Spin - Deals Attack x 1 damage per 1/4 second around the user for 1 second, and is controllable similar to Jimmy's Twister and Caesara's Bladewheel. Through Soul Triad, can have its damage and cooldown improved, can gain invincibility, and can add Flow Clouds on Staff Spin's end. Story/Endless Dungeon passives can allow for 3x damage if Staff Spin hits an enemy inside one of Allisara's Flow Clouds. Surfstaff - A dash attack that propels Allisara forward and deals Attack x 2 damage. If Allisara makes contact with one of her Flow Clouds during Surfstaff, Surfstaff will extend along the Flow Clouds in the order they were placed (newest to oldest) until a Flow Cloud is too far away or there are no Flow Clouds left in the chain. Through Soul Triad, can have its damage and cooldown improved, can gain a leaping finisher attack when reaching the end of a Flow Cloud chain, and during the Body Field Effect can gain increased Surfstaff and finisher power for each Flow Cloud currently travelled through during that Surfstaff use. Channel Strike - A powerful attack that deals Attack x 3 damage. Before the attack, Allisara spends 2 seconds winding up and absorbing her active Flow Clouds, and changes the base damage output to Attack x (3 + (0.1 per absorbed Flow Cloud)). Through Soul Triad, can have its damage and cooldown improved (including a 4x damage boost during Body Field Effect). Mind Flowspike (initially unlocked) - Allisara turns all of her active Flow Clouds into area-of-effect spikes, each of which deal Attack x 0.15 damage. Through Soul Triad and Weapons, can have its damage improved. Story/Endless Dungeon passives can allow for 8x more damage during Mind Field Effect. Flowheal (initially unlocked) - Allisara turns all of her active Flow Clouds into healing energy, which heals any party members touching a Flow Cloud for 20 HP at base (only once per Flowheal trigger). Through Soul Triad and Weapons, can have its healing improved. Flowwarp - Allisara warps to her oldest Flow Cloud, dealing Attack x 1 damage to the area and boosting duration of her active Flow Clouds by 0.5 seconds. Through Soul Triad, can have its damage and cooldown improved, and can grant the party a buff of Attack + 1 per active Flow Cloud. Story/Endless Dungeon passives can allow for Flow Cloud duration to be boosted further during the Mind Field Effect. Flowcharge - For 8 seconds, Allisara gains Attack + 1 and Defense + 1% for each active Flow Cloud she has in play. Through Soul Triad, can make it so the Mind Field Effect doubles the Attack and Defense gains of Flowcharge. Flowcurrent - For 2 seconds, Allisara rotates all of her active Flow Clouds around the battlefield, boosts their duration by 2 seconds, and any enemy touching one of her Flow Clouds suffers Attack x 0.1 damage every 1/5 second. Through Soul Triad, can have its damage and cooldown improved, and can gain damage boost during Mind Field Effect/damage reduction/status immunity while Flowcurrent is active. Water Siphon Spellsling (initially unlocked) - Allisara fires a projectile that deals Attack x 2 damage. Through Soul Triad, can have its damage and cooldown improved, and can make it so the Water Field Effect boosts damage by 20x and reduces cooldown by 10 seconds. Story/Endless Dungeon passives can allow for Flow Clouds to be added if Spellsling hits an enemy. Lifegrant (initially unlocked) - Heals all living party members for 10 HP at base. Through Soul Triad, can have its damage and cooldown improved, and can make it so the Water Field Effect further doubles healing power, revives all dead party members and reduces cooldown by 5 seconds. Mist - For 8 seconds, Allisara's Flow Clouds slowly increase in size and deal Attack x 0.1 damage every 1/5 second at base. Through Soul Triad, can have its cooldown improved, and can make it so the Water Field Effect boosts damage by 10x and reduces cooldown by 10 seconds. Story/Endless Dungeon passives can allow for the Water Field Effect to grow Flow Clouds at 3x Mist's normal growth speed. Trance - For 5 seconds, enemies that are touching one of Allisara's Flow Clouds cannot move or dodge. Through Soul Triad, can have its cooldown improved, and can make it so the Water Field Effect reduces enemy damage output by 80% while they are trapped in a Trance-powered Flow Cloud and reduces cooldown by 10 seconds. Fellriver - Allisara fires out a stream of water that deals Attack x 1 damage. Through Soul Triad, can have its damage and cooldown improved, and can make it so the Water Field Effect boosts damage by 6x and reduces cooldown by 10 seconds. Weapons Quarterstaff (default weapon) - Boosts Attack stat by 5% per weapon level (allowing Allisara's max Attack stat to reach 30). Like all default weapons, good for practically any style of play. Royal Sceptre - Allisara's Flowspike Damage is boosted by 40% per weapon level. Useful for Mind Field Effect teams, so that Allisara can make use of her Story/Endless Dungeon passive to make Flowspike (which has a 1 second cooldown) put out more reasonable damage to a large area. Bladestaff - Allisara's Body abilities deal 20% more damage per weapon level. Meant primarily for Body Field Effect teams. Legendary Rake - Allisara's basic attacks draw her Flow Clouds closer to her, and her basic attacks are boosted by 10% per weapon level per Flow Cloud that she is currently in. While her low Attack would make her typically more reliant on ability usage, Allisara's high attack speed and her basic attack-focused Warbeast, Aquigere, allow her to work more synergistically with her Warbeast if Aquigere is the player's go-to Warbeast summon. Fire Rod - Makes Allisara Fire elemental as well as Water elemental, and basic melee attacks add to the Fire Siphon Field Effect. Primarily useful for supporting Cook, Jimmy and/or Caesara in their own Fire Siphon builds. Mist Staff - Boosts the damage of Water Siphon abilities by 10% per level. In this case, this applies to Spellsling, Mist and Fellriver, and is applied mainly for Allisara's Water Siphon builds, while not having to deal with the sacrifices of the more Water Siphon-oriented Sharktooth Staff. Asclepius - Allisara's Flowheal Power is boosted by 4 HP per weapon level. As Allisara's Flowheal is only on a 1 second cooldown, this turns her into a very powerful healer. Leviathan - Allisara's Flow Clouds last 0.2 seconds more per weapon level. Useful for builds that require Flow Clouds to be out for longer periods (as opposed to transformational abilities like Flowspike and Flowheal), particularly for Surfstaff, Channel Strike, Flowwarp, Flowcharge, Mist and Trance. Sharktooth Staff - Allisara can no longer produce Flow Clouds, but all of her cooldowns are reduced by 0.5 seconds per weapon level. Since Allisara relies very heavily on her Flow for her abilities, this is primarily used for Water Field Effect teams, as Allisara's Spellsling, Lifegrant and Fellriver are not reliant on Flow. Spellsling and Fellriver in particular can get zero cooldown with Sharktooth Staff, Water Field Effect and all of their cooldown passives, allowing Allisara to act as a distance-caster and an excellent Water Field Effect maintainer. Extreme -- Mist Hazard Allisara's Flow Clouds begin growing larger for 15 seconds, and each Flow Cloud deals damage every 1/5 second based on its current size. ![]() Pros Allisara functions primarily as a low cooldown defensive support, similar to Jimmy. While Jimmy's defensive capabilities focus on defensive buffs, barriers and cooldown reductions, Allisara can provide party Attack buffs, enemy attack reduction and immobilization. She is also a skilled healer, and she can easily take the place of Cherry and Alberto as the party's healer/support thanks to her 1 second cooldown Flowheal. Her damage output under the right conditions can heavily surpass that of Cherry and Alberto, as well, allowing her to function as a powerful and fast combat medic. Allisara's Body abilities, particularly Surfstaff and Channel Strike, are reliant on having a lot of Flow Clouds in play. Surfstaff requires a trail of Flow Clouds for Allisara to travel along, but with the Body Field Effect active and her Raw Power passive, correct positioning leads to massive area damage. Channel Strike itself has a 2 second wind-up time (so it needs support from immobilization, Stun and/or Knockdown), but as it gets stronger with each absorbed Flow Cloud, it can deal very high damage in spite of Allisara's low Attack. Through her other Soul Triad and Story/Endless Dungeon passives, Pushback and Staff Spin can contribute to Flow Clouds on the battlefield, and Knockdown can heavily reduce cooldown of her Body abilities. Allisara's Mind abilities do not function at all without her Flow Clouds, but her Flowspike and Flowheal each have 1 second cooldowns. Mind Field Effect builds might be able to get decent damage out of the very wide areas from Flowspike, and Flowheal (especially when combined with Allisara's Flowheal Power passives and Asclepius weapon) can be an absurdly powerful area heal for only 1 second of cooldown. Flowwarp can be useful for party Attack buffs, while Flowcharge is a useful general combat buff for Allisara, providing more damage and defense, especially for added damage for Surfstaff and more protection during the Body Field Effect. Flowcurrent can be useful in combination with Mist and Trance for extending Flow Cloud duration, adding extra damage to Mist/Trance and for catching enemies out of Mist/Trance's area of effect. Allisara's Water Siphon abilities are less Flow-reliant in general (Spellsling, Lifegrant and Fellriver do not rely on Flow), but Allisara requires the Water Field Effect to make the best of a Water Siphon build. If she is able to be in a team that can keep the Water Field Effect maintained while Allisara has full Water Siphon customization from her Soul Triad and Story/Endless Dungeon passives, Allisara's cooldowns on her Water Siphon abilities become incredibly low, her damage output skyrockets, Lifegrant can revive party members and Trance can heavily reduce enemy damage output. With a Sharktooth Staff, Allisara can sacrifice versatility for very high damage from Spellsling and Fellriver, frequent powerful healing/revival from Lifegrant and can help maintain the Water Field Effect herself. Cons Allisara's very high damage output is heavily conditional, regardless of what build she uses. Her most powerful Body abilities, Surfstaff and Channel Strike, rely on strict positioning and slow attack speed respectively. In the case of Channel Strike, Allisara cannot rely on Trance to immobilize an enemy for Channel Strike if she absorbs the Flow Clouds that are currently keeping the enemy in place (nor can she count on Flowwarp or Flowcharge for more power if her Flow Clouds are removed). For her Water Siphon abilities to be at their best, she will need to rely on her Sharktooth Staff, which sacrifices versatility for power. Even then, without the Water Field Effect active, Allisara's Water Siphon ability cooldowns are poor, making her reliant on her team to set up the Water Field Effect for her first. Lifegrant's reliance on the Water Field Effect aside, Allisara's healing capabilities with Flowheal can be at odds with her buffing and battlefield control, as well. Relying on Flowheal for healing means having no Flow Clouds present for Flowwarp's party Attack buffs, Flowcharge's boosts to Allisara's Attack and Defense (especially since her stats are tied with Jimmy for lowest), Mist's damage-over-time, Trance's immobilization, or damage enhancements for Surfstaff and Channel Strike. As such, Allisara's use of her low cooldown Flowspike and Flowheal against her more potent abilities will require some forethought to prevent hindering her overall effectiveness. Allisara also has the weakest access to status ailments across all characters. Aside from Pushback/Knockdown (which everyone has access to), Allisara's only status ailment is her immobilization from Trance. She has no other access to Stagger/Knockdown, she does not have access to Stun and Knockback like most other characters nor does she have more "unique" status ailments like Poison, Blind, Cooldown Add, Instant Death, Bleed, etc. Onslaught/Conquest/Heist/Naval Conquest/Counterintelligence moveset Allisara's moveset for Onslaught, Conquest, Heist, Naval Conquest and Counterintelligence consists of Surfstaff, Flowspike and Trance. After a heavy amount of Flow Clouds added through dodging, Allisara can use Trance to trap enemies in the Flow Clouds and Surfstaff to deal a lot of damage to the trapped enemies. When Surfstaff and Trance are on cooldown, she can rely on her 1 second cooldown of Flowspike to cover chip damage over a large area. Boulderball move Allisara's moveset for Boulderball consists of Flowspike, which can be useful as a large area defensive wall to block the boulder from her own goal (while damaging the demon that targets her on higher difficulties and the offense harassing her goalkeepers). Flowspike is not recommended against the enemy goalkeepers, as Allisara's Flowspike walls will protect the enemy goal while likely deflecting the boulder to her own goal. Heist passives Ground Team -- Flow Force - The Ground Team's Attack stat is boosted by 1 and their Defense stat is boosted by 1% per active Flow Cloud in play. Useful for general offense and defense for any team, though it may rely on unnecessary dodging from Allisara to keep the buffs high for her two teammates. Recon Team -- Spy Games - Enemies will not see and join in with other enemies who are currently pursuing a team. Does not affect Thormia and Hellhounds. Useful for avoiding fights in crowded areas. Getaway Team -- Heavy Fog - Enemy sight range outside of the building is reduced by 1 (minimum of 1). Can be useful for making it to the roads a bit easier. Naval Conquest abilities Naval Magic -- Psychic Influence - On selecting an enemy monster, it will gain 5x max HP, have its health refilled, and it will fight alongside the player until the battle ends. Naval Passive -- Born Strategist - If morale is over 50%, the player boat's damage and boarding decreases from their own cannonfire and ram damage is multiplied by (100% + (Morale - 50%)). RopeRange ability Royal Prerogative - If a sawblade is currently under player ownership, no sawblade can cut the player's rope. Prison Break crime Perjury - If her Hygiene is 80% or higher, Allisara is able to approach and convince a guard that she herself is a guard. Doing so will immediately put Allisara in a guard uniform without requiring or expending a guard uniform from her inventory. However, going through with this action will drop Allisara's Unity by 50%. ![]() Trivia -Allisara's elemental theme was meant to be "Flow" for her Water Elemental trait, as opposed to Claire's Water or Knight's Ice. This was originally meant to be something more subtle and stream-like (and was part of the original inspiration for Allisara's Surfstaff). However, Allisara's Flow being railroaded streams on dodge was very limiting on her moveset, and her Flow became clouds of mist rather than streams. While her Water Elemental theme had become "Mist", I liked the names of her Flow abilities and kept the actual power named "Flow" in the end, renaming her battlefield control objects to "Flow Clouds" instead of just "Flow". |