Choosing the correct skills is critical in a game such as Tokyo Mirage Sessions #FE Encore. The games’ battle system revolves around learning new and improved abilities via the Carnage crafting system. New dungeons – Idolaspheres rather – come long at a brisk pace, each replete with a bunch of new Mirage enemies ready to drop you new loot and in turn, new recipes, new weapons and you guessed it, new skills. This system repeats multiple times, leaving you positively brimming with skill choices by the time the mid game rolls around. Great news of course, after all who doesn’t like new skills, but it does present a problem, Tokyo Mirage Sessions #FE Encore only allows for a limited amount of skills to be equipped at once, and any not chosen will be forgotten.
With such limited skill spaces available, which ones should you keep in your list? There are literally hundreds to choose from and whilst some of them are straight upgrades that overwrite older versions, others never grow higher than a certain level and overwriting those would be a mistake. It’s a bit of a minefield if we’re honest, and the game doesn’t do a great job of explaining any of this, so today we’re going to list 10 skills that we think you really should keep. Don’t overwrite these!
First up is a spell that’s sure to be familiar to fans of Persona games, or the Shin Megami Tensei series in general. The description often changes, though it’s mainly labelled an ‘Almighty’ spell of sorts, but the main inference there is that it cannot be repelled or blocked like other elemental spells. This is great news obviously, and the spell will do significant damage in the hands of Kiria, but it’s worth noting that it cannot start a session, and in most cases a session will do more damage if you can get one going. We mainly keep it as a way of doing damage to awkward enemies, more frequently encountered in the latter third of the game.
9. Charge / Concentrate
Speaking of familiar skills, Charge and Concentrate return for TMS#FE-E, and they’re just as powerful as ever, if not more so. They still do the same basic thing; Charge will double the power of the next physical attack and Concentrate will do the same for Magic, but the wrinkle here is that they also influence the subsequent Session damage. Once you unlock these skills your Sessions are likely to be climbing in length, so making use of this can be devastating if planned correctly.
Compared to other weapons in TMS#FE-E, the Axe seems to have more limited uses. This is probably by design, given that your only Axe user is likely to be firing off skills that protect the party more often than not. It does still see some use however, especially around the mid game after Mamori joins, and one particular ability makes a great case for being saved: Shellsplitter. Of course, Mamori has some fantastic defensive abilities and we’d certainly recommend that you keep them, but you’ll want to keep at least one good attacking ability, which is where Shellsplitter steps in. It’ll do some nice damage whislt lowering the defence of the target – what’s not to like?
7. AOE Weapon Skills
No matter what JRPG you’re playing, they all tend to have one thing in common: Trash mobs. Some are hosted in random battles, others wander around the world waiting for you to bump into them, and some like TMS#FE-E fall somewhere between with random spawning, pursuing mirages. Regardless, they’re everywhere and tend to roam in larger and larger packs as the game progresses. What better way to deal with them than huge, damaging AOE weapon attacks? These abilities, such as Myriad Arrows or Heat Wave, never stop being useful, so keep them around.
6. Tetrakarn / Makarakarn
Sometimes you can do absolutely everything right; all of your party buffs are active, you’ve completed as many Sessions as possible and you’ve removed enemies from the field of battle. Yet some of them still stand, and you’ve only got one small character left to act. Luckily, said little character – Mamori, most likely – can guarantee that your team block either a physical or magical attack each, though Tetrakarn and Makarakarn respectively. Use them, they’re literally life savers.
5. ‘Dyne Skills
We’ve already established just how good a certain spell caster is in Tokyo Mirage Sessions #FE Encore, and these skills are one of the main reasons why. We’re talking about the huge, elemental AOE spells. As noted above in the physical versions they’re essential for clearing out vast swathes of enemies. The reason these spells are higher up the list comes down to one thing: A large amount of these are available on a single character, Kiria. With one party choice you’ll have the key to multiple elemental Session starters, each of which deal huge damage to the whole enemy team whilst doing so.
It’s rather unfortunate that you’ll have to wait two thirds of the game to get your hands on this skill, but once you do it’s definitely worth keeping. Wallbreaker is a Sword attack that removes the targets Null and Repel resistances, essentially significantly reducing their ability to deal with your attacks. It doesn’t stop them from being resistant to certain attacks, but it means that your Sessions won’t be stopped in their tracks thanks to one rogue element in the chain. It may only have niche uses, but it makes such a difference that we had to consider it this high in our list.
Shocking isn’t it, that a game with it’s roots in Shin Megami Tensei has a Debilitate skill that’s very useful? As per usual, the skill vastly diminishes the opponents attack, defence, evasion and accuracy, and as per usual this is absolutely awesome. It’s going to have limited uses outside of boss battles of course, but if we’re honest with each other here, those are the only really challenging battles in TMS#FE-E. Savage encounters can be a pain, but you’re unlikely to have time to cast Debilitate there.
2. Dual Dispatch
As far as skills go, Dual Dispatch seems like it should fall off before the end of the game, after all it’s only a ‘Medium’ damaging ability. Most of these get replaced by a ‘Heavy’ version or such to facilitate the growth of your team members. Not so with Dual Dispatch – it never upgrades. Sure, you’ll get your hands on better abilities that target a single vulnerability, but nothing that counters both like this, no matter how far you get through the story line. It’s worth keeping this skill by your side throughout the games’ entirety, especially given the limited slots you have available.
It’s a great option for upgrading first to increase it’s power too, once you unlock the upgrading Carnage options.
This one is rather obvious, or rather it’s obvious for fans of a certain tactical, grid based JRPG. In short, there’s always going to be dragons in a game that takes its cues from Fire Emblem: Shadow Dragon, so it’s best to ensure you’re always prepared. By the time this skill comes around the game has just started to turn towards it’s dragon-y latter third, so once you get your hands on this it’s best to keep a hold. We’d certainly recommend you put a few levels on it too, if possible.
Slightly spoiler-y TL;DR version?
The last boss is weak to it.