Y'shtola is a playable character in Dissidia Final Fantasy NT and its arcade version, serving as the main representative of Final Fantasy XIV. She is a Marksman type character, and her EX Skills are Aetherial Pulse and Foul. Y'shtola is a new character who did not appear in the PlayStation Portable Dissidia Final Fantasy games.
Y'shtola's default player name is Nameless Scion. Her manikin counterpart, the Mirage of a Conjurer, is aquamarine.
Profile[]
Appearance[]
Y'shtola's default outfit, "Scion of the Seventh Dawn", is her original appearance in Final Fantasy XIV: A Realm Reborn. She has tan skin and white hair, and wears a white dalmatic with blue trousers. This costume has two alternate colorations. The one based on her half-sister Y'mhitra recolors her dalmatic cyan with gray patterns, her trousers black, and her shoes white. Another recolors her dalmatic black with brown patterns, her trousers black, and her shoes brown with red laces and soles.
Her first alternate outfit, "Scion Healer's Robe", is her main appearance from Heavensward and Stormblood. She wears a long-sleeved white dress top with red accents, black shorts with black thigh-high boots and a black bolero shrug over her shoulders. Her hair has slightly longer pigtails in the front, and her eyes are pale white. This is also her main attire in the story of Dissidia Final Fantasy NT. The first alternate coloration recolors her dress top red with white accents, while the second recolors her dress gray with blue accents.
Her second alternate outfit, "Scion Sorceress's Robe", is her main appearance from Shadowbringers onwards. The first alternate coloration changes her robes to red and her fur black, making it resemble a Red Mage's attire. The second alternate coloration recolors the main dress to a dark shade of blue, the feathers a leaf green and her brooch purple, making the ensemble more closely resemble the Seventh Hell attire from Final Fantasy XIV: Stormblood, a gear set awarded to Level 70 Black Mages.
Equipment[]
Y'shtola equips wands and rods. Her weapons can be used by Conjurers in Final Fantasy XIV, while the Truth Seeker is exclusively wielded by her from Heavensward onwards.
Her default weapon is the Budding Maple Wand, her main weapon in A Realm Reborn. Her first alternate weapon is Alkalurops, a weapon normally wielded two-handed, but is now wielded with one hand. Her second alternate weapon is Truth Seeker, her main weapon in Heavensward and the storyline of Dissidia Final Fantasy NT. Her third alternate weapon is the mythical weapon Thyrus. Her fourth alternate weapon is the Shire Crook, a purchasable arm for White Mages. Her fifth alternate weapon is the Nightseeker, her main weapon in Shadowbringers.
Story[]
Y'shtola is transported to World B by the new goddess of harmony, Materia, as one of her chosen warriors. Although new to this world, Y'shtola calmly adjusts to her situation and quickly finds her fellow warriors heading to Materia's domain, spotting Squall Leonhart and accompanying him on the way. Materia informs Y'shtola and the other champions that they must fight each other to produce enough energy to sustain the existence of this world. After their meeting is interrupted by Spiritus, Materia orders her champions to fight his forces.
After being dismissed by the goddess, Y'shtola meets up with the Onion Knight and Vaan, who kindly welcome her to the fight. Fascinated by the inner workings of World B, she steps through one of the portals. They find themselves in Midgar, a place that none of them recognize, but speculates that their presence and the memories they carry from their home worlds allowed this realm to take form. They press forward through another portal, and find themselves in an imitation of Rabanastre, Vaan's home.
Y'shtola and her group encounters Kefka, who is destroying the city out of boredom. Onion Knight introduces him to Y'shtola as a villain he crossed paths with in the previous war, and the three fight him and his manikin companions. Doing this triggers the planesgorgers to descend upon the realm and consume it, causing the group to flee as Y'shtola grows more concerned about the world's stability. They meet up with Terra Branford, Squall, Zidane Tribal, and Lightning, and inform them of the planesgorgers' presence. After learning about the resident Eidolons from Terra and Zidane, the two groups return to Materia.
After the two gods form a truce, the champions on both sides engage in a stage battle to lure out Shinryu, the source of the plangesgorgers. In the ensuing fight, Y'shtola protects Terra, who was facing off against the Cloud of Darkness and Ultimecia, with her Aetherial Pulse against Cloud of Darkness's particle beam. They brace themselves as Ultimecia and Cloud of Darkness combine their powers into one powerful spell, but Shantotto saves Y'shtola and Terra with her own spell. Once the battle energy summons Shinryu, Y'shtola participates in a joint attack against the dragon, but is repelled as Shinryu reveals his true form in a potent burst of power. Once the warriors regain their composure, they work together to defeat Shinryu.
The moogles give Y'shtola a crystal to host her memories for Materia to use in the new cycles of wars. With a crystal doppelgänger of herself to serve on Materia's behalf, Y'shtola is sent home.
Gameplay[]
- Type: Marksman - Y’shtola is talented in long-range attacks. She supports her team by weakening opponents through spells with added effects to hinder the playing field.
Y'shtola can change between Conjurer and Thamaturge movesets by pressing . As a Conjurer she is more defensive and support oriented with trap attacks that can set opponents up for combos, and as a Thamaturge she is more offensive with attacks that let her string together hits to hold the opponent in place for a teammate to combo them, and her Thamaturge attacks have higher power than her Conjurer attacks. She has two unique EX skills depending on her stance, and can either buff and heal allies or debuff opponents. While Y'shtola has a lot of versatility due to her large Bravery movepool and her access to buffs and debuffs, each of her individual stances has its disadvantages: she cannot move while attacking as a Conjurer and has poor defensive attacks as a Thamaturge. Switching stances also increases the cooldown of her unique EX skill, delaying its usage if the player repeatedly switches stances and disallowing the ability to use her other stance's EX skill immediately upon switching.
Abilities[]
Move | Damage | Input | Type | Power | Frame Data | Image |
---|---|---|---|---|---|---|
Stone I | Bravery | Ground (Conjurer) | ||||
Throw multiple stones at your opponent. | ||||||
Stone III | Bravery | Ground (Conjurer) | ||||
Lay an earth magic trap in front of you that violently explodes with an enemy touches it. | ||||||
Aero I | Bravery | Aerial (Conjurer) | ||||
Release a sphere of wind that slowly trails your foe. | ||||||
Aero III | Bravery | Aerial (Conjurer) | ||||
Generate a wind magic trap near your opponent that bursts when they touch it. The magic will trail the target for a brief period before lying in wait. | ||||||
Fluid Aura | Bravery | Dash (Conjurer) | ||||
Unleash a mass of water, traveling at high speed. | ||||||
Blizzard II | Bravery | Ground (Thamaturge) | ||||
Conjure a shard of ice that pursues your foe. (Can move while casting) | ||||||
Blizzard III | Bravery | Ground (Thamaturge) | ||||
Cause shards of ice to shoot out from the ground a certain distance from yourself. (Can move while casting, hold to charge) | ||||||
Fire I | Bravery | Aerial (Thamaturge) | ||||
Unleash a rapid stream of fiery projectiles. (Can move while casting, combo extender) | ||||||
Fire III | Bravery | Aerial (Conjurer) | ||||
Trigger multiple explosions at your foe's position. (Can move while casting, combo extender) | ||||||
Thunder III | Bravery | Dash (Thamaturge) | ||||
Simultaneously release spheres of lightning that explode on contact. | ||||||
Scion's Holy | HP | — | ||||
Set off a holy explosion at your foe's position. | ||||||
Pulse of Creation | HP | — | ||||
Draw in nearby opponents, then unleash a large explosion. Restore Y'shtola's and allies' HP on hit. (Can move while casting) | ||||||
React | HP | — | ||||
Set a magical trap in front of you, which bursts open when touched by foes. Your enemy's movement speed will temporarily decrease on hit. Charge to set the trap further away. | ||||||
Spiritual Ray | HP | — | ||||
Trigger a huge explosion of earth, water, and wind at your opponent's position. | ||||||
Aetherial Pulse | EX Skill (Conjurer) | — | ||||
Manifest an area around you that restores HP and bravery that persists as long as you hold the button. | ||||||
Foul | EX Skill (Thamaturge) | — | ||||
Create an enemy at your enemy's position that absorbs the bravery of nearby foes. (Can move while casting, hold to charge) |
Behind the scenes[]
Y'shtola was chosen to represent Final Fantasy XIV because she is recognizable, can fight, and has some individuality in her skills. Minfilia and Gaius van Baelsar were also considered, but Y'shtola was selected because she has not appeared in many games.[1]
Prior to Version 1.22, Y'shtola had an entirely different playstyle: she did not switch between Conjurer and Thamaturge stances, and had a single Bravery moveset that combined aspects of her Conjurer and Thamaturge skills. Version 1.22 added her ability to switch between stances and added and removed several Bravery attacks, giving her one of the largest reworkings of a character in the game's development history.
Move | Damage | Input | Type | Power | Frame Data | Image |
---|---|---|---|---|---|---|
Stone | Bravery | Ground | ||||
Send a multitude of rocks your opponent's way. On hit, temporarily decreases the movement speed of your target. | ||||||
Virus | Bravery | Ground | ||||
Conjure a poisonous orb of magic that slowly pursues the opponent. On hit, temporarily decreases the attack power and defense of your target. | ||||||
Blizzara | Bravery | Ground | ||||
Summon pillars of ice in front of you. The pillars will leave behind a patch of ice that freezes any foes who touch it. | ||||||
Stonera | Bravery | Ground Dash | ||||
Set a trap that will explode if any foes come near it. | ||||||
Ruin | Bravery | Aerial | ||||
Send a shower of magic bolts your opponent's way. | ||||||
Aero | Bravery | Aerial | ||||
Cast an orb of wind magic that slowly pursues your opponent. On hit, opponent's bravery will decrease gradually for a short time. | ||||||
Fluid Aura | Bravery | Aerial | ||||
Cast a fast-moving aqueous orb that hurtles toward its target. On hit, temporarily restricts the opponent's movement. | ||||||
Aerora | Bravery | Aerial Dash | ||||
Set a trap that damages any foes who draw near. On hit, opponent's bravery will decrease gradually for a short time. | ||||||
Holy | HP | — | ||||
Draw opponents in briefly before unleashing an explosion of holy light around yourself. On hit, opponents will be unable to move for a short time. | ||||||
Vivifying Lance | HP | — | ||||
Fire a lance of light to pierce foes directly ahead. On hit, your party gains a certain amount of HP. (Hold to charge) | ||||||
Holy Snare | HP | — | ||||
Lay a magic trap that detonates when touched. On hit, decreases the opponent's movement speed. | ||||||
Spiritual Ray | HP | — | ||||
Cast a spell of earth, water, and wind around a foe, drawing in nearby enemies and eventually exploding. | ||||||
Aetherial Pulse | EX Skill | — | ||||
Create a healing aura around yourself that restores HP and bravery. This aura will remain effective as long as you hold down down. |
Gallery[]
Allusions[]
- Many of Y'shtola's Bravery attacks are spells usable by a Conjurer or White Mage in Final Fantasy XIV, such as Holy. Even other spells, such as Blizzard II, as well as Virus and Ruin, belong to Thaumaturge and Arcanist respectively, and could be cross-classed by Conjurers and White Mages in-game prior to the removal and replacement of cross-class abilities in favor of Role Abilities.
- Y'shtola's running animation is identical to the Miqo'te's sprint animation in Final Fantasy XIV.
- Y'shtola makes several references to her home game in summon battles. One of her normal battle lines compares the summons to the primals, the term used by Eorzeans for summoned gods.
- "We will not go the way of the drowned" to Leviathan refers to the drowned, the collective term referring to those enthralled by Leviathan from Final Fantasy XIV.
- To Shiva, she says "So long as your soul is untethered!". This refers to how Ysayle took the form of Shiva and used her power to aid the adventurer in Final Fantasy XIV, making her the only ally primal to the adventurer as opposed to a dire foe they had to slay.
- "The resemblance is uncanny" to Alexander refers to the Alexander Raid in Final Fantasy XIV.
- Her line to Odin alludes to his elusive nature in A Realm Reborn.
- To Bahamut, her line refers to to the Calamity at the end of the original Final Fantasy XIV, in which Bahamut descended upon Eorzea within Dalamud and wreaked untold havoc upon the land.
- Her intro line "Betake you to your guard" is taken from her brief confrontation with Livia.
Trivia[]
- Y'shtola's complete moveset overhaul was initially met with much confusion as she did not wield any Thamaturge spells in XIV. This update was released several weeks prior to the extended trailer of the Final Fantasy XIV: Shadowbringers expansion and the Trust preview. At the 2019 Final Fantasy Festival in Paris she was shown to had become "something of a Black Mage".