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Rem is a playable character in Final Fantasy Type-0 who dual-wields a pair of daggers in battle. While her attack animation consists of quick slashes and stabs, her advantage does not lie in her physical strength, but her magic. Rem boasts the highest MP and magic stats, and her various conditions for the Quick Draw ability allow her to cast spells quickly and instantly. She has several abilities that allow her to restore MP and thus, continue casting magic. Siphon Sphere and Siphon Delta can essentially recover all of her MP if used on an enemy's Killsight. With timing, she should not have to worry about MP shortages.

Rem can easily become a glass cannon, dealing high physical and magical damage. While low HP and defense remain an issue, they can be countered via equipment. Coupled with her quick movement speed Rem boasts an above average chance of survival. Arguably, Rem can become the most powerful party member.

Rem is exceptionally useful in Regional Dominance missions due to her impressive MP, as magic is especially potent during these skirmishes. Since she has so much MP she doesn't always have to retreat to base to restore it.

Stats[]

Level HP MP Strength Defense Flame Magic Ice Magic Lightning Magic Defense Magic
9 322 546 64 51 64 66 71 70
10 337 563 65 51 65 67 72 71
20 471 645 75 54 70 72 77 76
30 594 728 85 56 75 77 82 81
40 704 811 95 59 80 82 87 86
50 803 894 105 61 85 87 92 91
60 890 977 115 64 90 92 97 96
70 965 1060 125 66 95 97 102 101
80 1028 1142 135 69 100 102 107 106
90 1080 1225 145 71 105 107 112 111
99 1116 1291 154 73 109 111 116 115
Ranking: 10th 1st 8th 9th 1st 1st 1st 1st


Abilities[]

FFType-0-HD-Battle

Rem in battle (HD).

Rem isn't as fully direct-battle oriented as some of her classmates, as most of her abilities are either MP-siphoning or restoring to sustain the arsenal of magic for her allies and herself.

Her basic attacks comprise of dagger slashes in an erratic pattern, as between slashes her body "shifts" as she continues the combo. These "shifts" allow her to perform her other two finishers. The action time of her normal attack is long and can delay dodging. Rem has two types of finishers aside from the basic one: Guarded Finish and Strong Finish. Guarded Finish allows her to stab the ground instantly during her "shift", but with low power, while Strong Finish allows her to perform a powerful overhead stab with both daggers with her shortly jumping and then executing them. Strong Finish is four to fives times more powerful than her normal slashes.

Although not so much for direct attacks, Rem can utilize her Guarded and Strong Finishers to instantly utilize magic through the Quick Draw and Finishing Cast abilities. Since she is proficient in magic, these abilities allow her to cast slow-casting spells, such as MIS-type magic. The Quick Draw II and III upgrades enhance the canceling tactics, especially when augmented with her topping the Magic stats.

Rem starts with Manalchemy that allows her to restore MP to her and all allies using AG. It can be performed to everyone regardless of range, and can restore MP with great speed. By default, a full AG gauge can fully restore MP (based on Rem's) from 0, but with the Manalchemy: AG Down upgrade, she can fully restore MP from 0 with only half the total AG. Manalchemy is performed standing still, making her vulnerable, and is easily canceled even by weak attacks. The Wall magic might be useful to provide her with ranged-attack protection.

Rem's Undying Wish bestows Reraise to all allies for approximately 10 seconds. The downside is its long casting time.

Rem knows two MP-siphoning abilities: Siphon Sphere and Siphon Delta. Siphon Sphere conjures a magic orb that travels in a straight line. When the orb comes in contact with an enemy, it will hit it multiple times while draining their MP for Rem. The orb travels quite far, but with the Siphon Sphere: Range Up and Time Up, the range is extended further. The orb dissipates when it hits a wall or high elevation. Siphon Delta allows Rem to conjure a wide field of energy in front of her that damages and drains MP from foes for Rem. It doesn't last as long but is more powerful. If either kills an enemy, it absorbs the foe's body draining their phantoma for Rem, greatly restoring MP. Downside is that the phantoma is instantly absorbed and not collected.

Seraphim Strike conjures a sigil below that can be moved with the analog stick. When it strikes, it unleashes a powerful explosion that deals heavy damage to enemies. By default, the sigil takes approximately four seconds to ready, but the Seraphim: Speed Up upgrade halves the preparation time. Rem cannot move while using the ability, and it is easily interrupted.

Dagger Boomerang and Flying Daggers have Rem toss her daggers forward piercing through enemies before returning at Rem. Dagger Boomerang has longer range, while Flying Daggers deal greater damage. While the daggers are flying around, Rem cannot attack, but can move around and dodge to make her returning daggers follow her. This is useful as a "throw and drag" tactic where Rem can let the daggers do the attacking while evading attacks. Like Siphon Sphere, the daggers disappear when hitting walls or elevations and will return to Rem's hands.

Ability Effect Obtained AP
Accelerate
(Speed Up (Name in Japanese: スピードアップ))
Increase movement speed. Level 27 3
Twinspell
(Twin Magic (Name in Japanese: ツインマジック))
Equip two spells at once. Default Default
Quick Draw II
(Cancel -ra Magic (Name in Japanese: ラ系キャンセル魔法))
Cast level II finishing magic. Learn Reflex Cast. 12
Quick Draw III
(Cancel -ga Magic (Name in Japanese: ガ系キャンセル魔法))
Cast level III finishing magic. Learn Quick Draw II. 26
Triple Slip
(Triple Evasion (Name in Japanese: 三連回避))
Execute up to three dodges in succession. Level 11 3
Slipstream
(Infinite Evasion (Name in Japanese: 無限回避))
Execute any number of dodges in succession. Learn Triple Slip. 4
Untouchable
(Evade Guard (Name in Japanese: 回避ガード))
Window for dodging increases. Learn Slipstream. 5
Intel
(Libra (Name in Japanese: ライブラ))
Check status of locked-on targets. Default Default
Guarded Finish
(Weak Finish (Name in Japanese: 弱フィニッシュ))
Perform a defensive finishing blow after normal attacks with left analog stick down + normal attack. Default 4
Quick Draw
(Cancel Magic Type-1 (Name in Japanese: キャンセル魔法壱型))
Cast finishing magic after a Guarded Finish. Level 17
Learn Guarded Finish.
8
Strong Finish Perform a powerful finishing blow after normal attacks with left analog stick up + normal attack. Level 19 6
Finishing Cast
(Cancel Magic Type-2 (Name in Japanese: キャンセル魔法弐型))
Cast finishing magic after a Strong Finish. Level 21
Learn Strong Finish.
8
Combo Cast
(Cancel Magic Type-3 (Name in Japanese: キャンセル魔法参型))
Cast finishing magic after a normal attack. Level 24 8
Reflex Cast
(Cancel Magic Type-0 (Name in Japanese: キャンセル魔法零型))
Cast finishing magic after a first attack. Level 28 18
Siphon Sphere
(Osmose Venom (Name in Japanese: アスピルべノム))
Fire MP-draining energy orbs that can hit multiple times. Level 14 3
Siphon Sphere: Range Up
(AV Range Extension (Name in Japanese: AV射程延長))
Increase range of Siphon Sphere. Learn Siphon Sphere. 4
Siphon Sphere: Time Up
(AV Time Extension (Name in Japanese: AV時間延長))
Siphon Sphere remains active for a longer time. Learn Siphon Sphere: Range Up. 6
Manalchemy
(Convert (Name in Japanese: コンバート))
Expend AG to restore MP to user and allies. Default 3
Manalchemy: AG Down
(CO Reduced AG Cost (Name in Japanese: CO消費AG減))
Reduce AG cost of Manalchemy. Learn Manalchemy. 8
Undying Wish
(Don't Die (Name in Japanese: 死なないで))
Grant Reraise to all allies for a brief period of time. Level 15 3
Undying Wish: AG Down
(SN Reduced AG Cost (Name in Japanese: SN消費AG減))
Reduce AG cost of Undying Wish. Learn Undying Wish. 6
Seraphim Strike
(Magic Satellite (Name in Japanese: マジックサテライト))
Summon magical energy to deliver a powerful strike from above. Level 25 6
Seraphim Strike: Power Up
(MS Power Increase (Name in Japanese: MS威力増大))
Increase power of Seraphim Strike. Learn Seraphim Strike. 8
Seraphim Strike: Speed Up
(MS Speed Increase (Name in Japanese: MS速度増加))
Increase firing speed of Seraphim Strike. Learn Seraphim Strike. 10
Seraphim Strike: AG Down
(MS Reduced AG Cost (Name in Japanese: MS消費AG減))
Reduce AG cost of Seraphim Strike. Learn Seraphim Strike. 8
Siphon Delta
(Osmose Field (Name in Japanese: アスピルフィールド))
Generate a field that absorbs MP. Learn Siphon Sphere: Time Up. 6
Siphon Delta: Power Up
(AF Power Increase (Name in Japanese: AF威力増大))
Increase power of Siphon Delta. Learn Siphon Delta. 8
Siphon Delta: AG Down
(AF Reduced AG Cost (Name in Japanese: AF消費AG減))
Reduce AG cost of Siphon Delta Learn Siphon Delta. 8
Dagger Boomerang
(Boomerang Dagger (Name in Japanese: ブーメランダガー))
Launch daggers to damage enemies. Level 29 8
Dagger Boomerang: AG Down
(BD Reduced AG Cost (Name in Japanese: BD消費AG減))
Reduce AG cost of Dagger Boomerang. Learn Dagger Boomerang. 8
Flying Daggers
(Dagger Shot (Name in Japanese: ダガーショット))
Launch daggers for a short-ranged but powerful attack. Level 45 8
Flying Daggers: Power Up
(DS Power Increase (Name in Japanese: DS威力増大))
Increase power of Flying Daggers. Learn Flying Daggers. 10


Equipment[]

Rem's exclusive accessory is the Betrothal Ring, which increases all magic stats by 30 and grants Auto Regen status.

Support Personnel[]

Some Support Personnel in the HD version appear as Rem: Ryoko Shiraishi (Rem's Japanese VA), Haruka Suenaga (Facial Animator), Rei Katou (Cutscene Animator), and Sayoko Hoshino (Lead Character Texture Artist).

Quests[]

Story role[]

Rem leaves the party at the start of Chapter 8 and is unplayable for the entire chapter.

Quotes[]

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