I gots the skills .

It did n’t take me long to realize that getting the right balance of skill in my squad was one of the key to success in Persona 5 Tactica . Using them while build up through the campaign I ’ve slowly ranked them , the results of which you ’ll recover below .

Whileeach characterhas an inherent accomplishment , you may expand their repertoires by using Personas , which themselves are interchangeable from commission to mission . This means that , as long as you create a solid set of Personas , you may always choose your favorite portmanteau word of skills . But which to pick out ?

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Best skills in Persona 5 Tactica

It ’s crucial to note that while I ’ve number this list in order , from bad to best , these are purely my opinion . Most missions and quests in Persona 5 Tactica can be completed in a phone number of ways and you should put your team together ina way that suits your playstyle . Take these as a guideline , experiment as much as you could , and you wo n’t go far incorrect .

All skills will damage the targetto a sure degree , as well as apply their unparalleled ability . Where verbal description say prey , this translates to targets if you ’re using an sphere essence version of the skill . observe I ’m ranking these skillsas if they ’re all on an even footingin terms of target being affected , so a with child arena effect skill doing hard price is almost always go to best a undivided prey accomplishment doing light damage .

10. Dizzy

Target will do random moves for 1 turn

A random move is rarely drop dead to be useful and the target can still attack afterwards . Where ’s the joy or utility in that ? Unless you do n’t require to be chased , I can see little employment for this skill . Especially as they may chase after you by accident anyway …

9. Shock

Ryuji ’s main skill : Stuns target for 1 turn

There ’s a joy to the simplicity of this acquisition , especially as you’re able to keep damage a target after hit it with Shock and it ’ll still be stuck . This is great for bigger boss - style melee units , so use it versus those . But otherwise , I find it of limited value when put up against the competition .

8. Hypno

Haru ’s main skill : The prey walk towards you in a trance

The ultimate in recession skills as far as Persona 5 Tactica is concerned . Hypno pull a target towards you , around obstacle , which can be utile to get them out of back . However , heap of other skills do this with more useful or fun side effects .

7. Despair

Joker ’s master skill : Steals the motion of the objective for 1 turn

This is quite a situational skill , as it not only stops a target move next turn but also gives you their movement points next number . This stacks , so area effect use can give you a massive turn . However , how often do you demand a Brobdingnagian move ? Stopping an foe in its running is often useful , but with so many ranged unit in the game , it has restrain purpose .

refer : quiet Storming the Castle guide ( Persona 5 Tactica )

6. Sweep

Mona ’s main attainment : blast point forth ( including over obstacles )

This is a great accomplishment for in advance players or in sure specific billet . It basically make you a ranged interlingual rendition of your melee attack skill . However , while sometimes worthful , you ask to weight it decently to make it work well and it often bring no genuine benefit . A favorite as a backup skill but not as a primary .

5. Burn

Ann ’s main attainment : Knock ’s target back and does additional burn damage for 1 tour

Knockback is situationally utilitarian but can usually be achieved by a scrimmage onset . incinerate for a turn is useful if you use abilities that do additional scathe versus target with complaint but again , as it only live on one turning , it is quite bad to get it to synchronise . As a parcel of OK effects though , Burn is a nifty backup skill to have on Personas .

4. Sleep

The objective will take no actions for 2 turns . They will wake if they take damage

What ’s good than Freezing a unit of measurement for one turn ? disguise it sleep for two turns , that ’s what . However , with Sleep the mark will regain HP and SP at the end of each tour and will still wake up up if damage . This makes the science more situational , as you only want to catch some Z’s undamaged units . And how often do you postulate to keep the gang control for multiple turns ? This makes it a little ecological niche , however powerful it may be .

3. Forget

Erina ’s main skill : The target will not attack for 1 turn

Making a target area not be able to attack you for a cycle is always useful , so I always desire this attainment in my arsenal for a conflict . Sure , the target will still move into cover song , but if it ’s not trying to take my head off , that ’s always a good affair .

2. Vortex

Makoto ’s independent science : Pulls the butt towards the attainment drug user

While I often complain about situational skills , Vortex is too much fun not to have around . It take out all nearby ( about two spaces ) enemies towards the target , damage them all . This can be devastating because pull your foeman nearer make your other area effect attacks even more worthful .   It ’s a slight tricky to use well , but son is it effective when you do .

1. Freeze

Yusuke ’s primary accomplishment : Target can not move or act for 1 turning unless they take damage

Once the foe take off mob up , a piece of crowd control can commonly add up in handy . The same is truthful if you ’re in a rush - up scenario , require to get from A to B in a fit turn of turns . The fact the targets can take no natural process is awesome , as they ca n’t scud you , making this a go - to accomplishment for me .

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