Pastel Chime 3 Bindseeker:Binds




 * As the title suggests, Binds are a kind of item that can be collected and equipped to your characters to help the player clear the game. Each character has a set Master Bind who gives strength in exchange for a specific curse. Generally, Master Binds gear the characters toward acting like the class they are, and will bestow skills and abilities as such. The rank of Master Binds match the character's Bind Rank, and is considered unimportant due to the lack of need to equip them. However, Master Binds are quite powerful in their regards that you won't feel the need to take them out at all.

Arkangel the High Angel of Holy Swords
Eiji's Master Bind. Typical of main-character type, strong, fast, and has fire. Having innate Bind Master, Eiji can run Al Hazard + Toto for maximum damage output along with Arkangel's passives. Or, you can let Arkangel be your only physical buff and have Eiji run a healer with Diarmur + Triton Z or an elementalist with Escalayer + Lemedia. Though overshadowed by characters like Aoi and Shirley at first, Eiji definitely grows into the most powerful character in the game on your second play and above.

Cinty.pngCincinnati the Clairvoyant Goddess
Lily's Master Bind. Cinty has two of the top 3 SP saving abilities, allowing Lily to cast whatever she wants given tension. Lily possess Fire spells, while Cinty gives her Dark spells, so you're rarely stuck on elemental resistances. Early game you can amplify Lily's damage and elemental arsenal using Fafahdo + Raikou, but soon you'll realize the lack of range and movement as a caster who requires standing still to cast. Saisen is a good Bind for her for damage+tension, and Hyubilis for great movement and range.



Sheep Cape the Musician of Lullaby
Emily's Master Bind. A Bind fit for a Paladin, which isn't good in this game at all. Emily comes with overkill defense and decent healing skills, in exchange for movement and a lot of damage. A game like this where you can dodge everything and kill anything alone, Emily won't see a lot of action. To support her lack of damage, you can use Binds like Tenten for sheer damage and movement, Alba + Glein for field usage, or Tir Na Log + Saisen for massive Tension support. Having 4 other party members healthy and full of Tension may serve very useful in EX dungeons and such.

Fung.pngFrungnir the Thunder Guardian
Mari's Master Bind. Typical Fighter, but stronger and slower. The extra damage output doesn't cover her lack of evasion nor elements. Most of the time, she'll be in the sidelines buffing your Eiji/Aoi or come in last for cleanup. Any Binds that give her element and agility will work, mainly Tenten + Lemedia.

Hanny.pngHannibal the Dark-bound Assassin
Ricky's Master Bind. Hannibal has an incredible skill set to make up for the unfortunate class called knife-scout. Until Hannibal learns Death's Judgment, Ricky will end up being spoonfed exp. Thankfully Ricky also has buffs and heals to further give himself exp. Naturally having Poison Gas and having a damage and crit modifier with evasion make him a decent fighter. Equipping Binds with high attack modifying skills such as Hakkejin, Granlimika, Escalayer, or Lemedia will aid Ricky in combat greatly.

SMina.pngShooting Mina the Moe Inticing Girl
Shinya's Master Bind. S-Mina gives all 3 stat recovery, as well as decent but expensive light magic. Crusaders, much like in the previous games, should not be attacking physically, though S-Mina unfortunately gives some stats in attack. Shinya, both personality and combat wise, is extremely high tension (25 tension per turn) and comes with an extremely useful early game skill Tension Gain. Though Shinya will most likely never see combat, he's a decent unit to use for pure support if you're running pure damage Shirley/Lily. With that regard, Shinya can use either buff and healing Binds such as Tir Na Log and Tifalet. However, Shinya comes with one of the best farming skill, Napalm. Having him go pure caster is not a bad direction either.

Tuna.pngZatuuna the Wandering Sword Spirit
Aoi's Master Bind. Completely broken. A class perfectly suited for this game, and the Bind that completely buffs the correct parts in every way. To every enemy except a couple of extremely fast bosses, Aoi will have over 80% evasion, usually reaching 100% with the right setup. The only thing about Aoi is her low defense and HP, which can be easily covered with Hanny King + Tenten for magic immunity and further evasion and movement. This setup gives +202 attack and +68 agility, with +3 movement and Tension Save. With almost complete invulnerably, you will find yourself abusing Aoi to her utmost capabilities. To top things off, one of Zatuuna's skill has Death attribute at rather high percentage. Whether it be troublesome mobs, or bosses not immune to Death, Aoi can handle everything throughout the entire game and extra stages.

Fox.pngGrieden the Bullet-like Fox Deity
Shirley's Master Bind. Another great Bind for a great character, making Shirley the third-most useful character in the game. Shirley gains +1 range by herself, for a total of 7+1 range on her normal attack. Gunner in this game isn't the past's bow-scout, but some sort of magic/range hybrid, as Shirley learns a couple of ice magic and has some magic growth (though her attack far surpasses her magic). So Grieden not losing attack for magic is a big plus unlike Shinya. Although that being said, the best Binds for Shirley would be Lusa-Luka and Vermillion. This allows Shirley to throw Peace Make Nine almost infinitely from 10 spaces away, without ever missing and criting at a decent rate.

Slave Binds

 * Slave Binds are Binds who attach behind the Master Bind, to conveniently only give power without their consequent curses. Each character can have up to two Slave Binds, which bestows the player a unique and fun customization that may completely change your characters from another's. Though it's apparent which setup is optimal, experimenting different Slave Bind setups in different stages of the game is recommended.

Al Hazard the Ash Spreading Flame Dragon
One of the strongest Slave Binds in the game. Great stats, great skills, and starts off as max level. Though being S rank, you probably won't waste the equip slot to have anyone other than Eiji to use him. Eiji with Al Hazard + Toto with Death or Paralysis immunity charm is one of the biggest powerhouse in the game and will be useful for everything you'll face.

Tar.pngNamtar the Spirit-powered Spider
One of those good-on-paper Binds. The concept of this Bind is sacrificing a lot of everything for all resistance and the only chance to get Second Movement. Unfortunately, the stat hit and the penalty skills are too heavy to be of use for Eiji, or just about anyone in the game. This leaves only one person who is already a support slave: Shinya. The only decent setup with Namtar would be Shinya with Bind Master, Namtar + Glein with BC SP Save and Open Heart. This allows Shinya to double cast Tension Gain and healing spells without emptying out your SP pool. The main reason for this setup however, is Glein's Paralyze. Quite a few bosses in this game are susceptible to paralyze, thus getting two 30% shots is quite powerful. Regardless, Shinya will only have a max of 4 movement so you have to play your cards carefully (if you ever decide to use Namtar).

Nice_choice!.pngToto the Judge who holds Heaven's Scale
Truly a NICE CHOICE! Though he starts with negatives everywhere, at max he'll end up with those stats, earning his place as the strongest Slave Bind in the game. The only thing one can say bad about Toto is the lack of elemental resistances, but on the flip side, same can be said that he has no elemental weakness. Toto offers great stats, skills, and abilities. Eiji already has ranged moves, but having a wind element helps tremendously. Eye boosts Eiji's total range to +2, and Touch even further aids his tanky nature. Divine Punishment rarely sees action, but it has the highest damage multiplier in the game, and will do what you'd imagine it'll do. Toto + Al Hazard + Death immunity will steamroll through everything in this game.

Z.pngHero Triton Z the Steel from Childhood
A decent early game tank, especially for Eiji around lv 45. Great HP and defense pool, and abilities that give both top damage and defense, Triton Z will prove useful sometime in your life.

King.pngKing Core the King of Slaughter and Solitude
Another cool Bind that will never see any action. All the great passives King Core offers, can be found in other Binds that give other useful things to people that need them. Once you get to the level which you don't need EXP or BP, you won't be needing anything King Core can give you other than the status immunity. The only viable person for King Core would be Shirley, who has over 6 better Binds to choose from. You'll probably use King Core on a couple of early hard fights on your first play and first play alone, then leave him to collect dust somewhere.

TNL.pngTir Na Log the Ship which Strikes the Bell
A very handy Bind, and one of the three Binds that grant Lockpick. This Bind is useful to just about anyone (except Eiji/Aoi of course) in the game, due to its diverse abilities and support skills. Highly recommended on Emily, if you ever bother to use her.

Tension breath is a powerful Tension generator for your entire party. Can be combined with Namtar's double action passive to grant 40 tension to party members within a single turn.

Napalm.pngVermillion the Martyr who Chokes on Flames
Bestower of the greatest farming technique. With Vermillion, any character can jump from lv 20-30 to 70-80 within two minutes. Granting 15 Tension per turn, decent SP and magic pool, and napalm + inferno, make Vermillion viable for almost anyone in the game. For a caster, Vermillion + Lusa-Luka/Hyubilis is a great setup, especially for Lily.

Saisen.pngNation Founding Hermit the Soaring Old-Timer
Rikkoku Saisen. One of the most useful Slave Binds late game. Though Pressure hurts a lot of characters, using him on a caster like Lily who can use another long-range element skill is helpful. The top feature of Saisen is clearly Tension Grow, the only Bind to offer this skill. One-to-one SP-tension exchange is extremely useful, and allows your main assault force to use their ultimate skills early into the fight. Highly recommended on Lily with Saisen + Tifalet for a great support setup.

Hanny_king.pngHanny King the Dignified Porcelain
Hani-ho! Aoi's best friend. By design, magic has extremely higher accuracy than physical attacks, thus giving Aoi the Hanny King reduces the magical damage she may take during combat. Hanny King also comes with Tension Save and Hot-Blooded, for complete Tension sustain she'll need soloing an entire area. The user is also immune to the songs that come with Hanny King, so those two skills won't see much action. Hanny King is overall a great attack oriented Bind that always deserves a spot somewhere in your party.

Rank B
Hyubilis (ヒュビリス)

 Skills and Abilities

Keterlshessa (ケテルシェーシャ)

Skills and Abilities

Kaira Mukorura (骸羅骸羅) * 骸羅 can be read as "kaira" and "mukorura". So I used both version.

A rather unique bind with a movement penalty. Somewhat underpowered compared to other notable powerhouses, Guard break is a powerful debuff against boss class enemies. The Curse passive can be potent by combining area of effect debuffs with death effects.

Skills and Abilities

Jeda (ジェダ)

One of the fist binds you meet in the game intro but one of the last binds you get at the very end of the game. Unfotunately by that time much better binds should have been acquired and death effects which deal no damage is no longer desirable.

Skills and Abilities

'''Veln. The. Riada '''(ヴェルヌ・ザ・リアーダ)

Skills and Abilities

Escalayer (エスカレイヤー)

Skills and Abilities

'''Remedia. Kalar '''(レメディア・カラ)

Skills and Abilities

Lusaluka (ルサールカ)

This bind gives decent magic stat and provides various cost saving passive skills with a neligible weakness to physical attacks. A less apparently weakness of this bind is that it does not offer any elemental attack.

Skills and Abilities

Omiwatari (オミワタリ)

This bind is very similar to the C ranked Hodo, both being tanky binds that offers frost elemental attacks. While this bind offers attack as well, it also comes with a Tension penalty and the loss of a physical area of effect attack.

Skills and Abilities

Rank C
Rod-tan(ロードたん)

Rod-tan is the only useful Binds to level up the other Binds easily. With her skill 2 Dimension, all Binds equipped by Shinya will gain the exact number of experience gained by Shinya. For example, Shinya at lv 57 will gets 1000 Exp when kill 3 Lv 60 Monster. The 3 other Binds will also gets 1000 Exp. Not to mention 2 of her attack skill, Zazan and Nozan Cross have the maximum AOE (4 for Southern, and 10 for Northern), and those Skill can be launched after walking too!

Skills and Abilities

Grand Limikka (グランリミッカ)

Skills and Abilities

Hodo (ホド)

A good tanky bind. It offers the Guard Glow skill which further augments the wielder's defense. The body press ability does decent area damage when the wielder is surrounded by enemies.

Skills and Abilities

Shinusagi Tenten (神兎天々) * 兎 can also read as "to" or "u", so which one would all of you want to be?

A very powerful bind which offers a ton of Attack, some Agility and up to 3 movement. It also offers multi-elemental attacks and a paralysis attack which is very handy against vulnerable bosses. The main weakness is the -1 range to skills, although this can be offsetted by getting the range vaccine at the clinic.

Skills and Abilities

Semobente (セモベンテ)

A tanky bind which gives both attack and defense as well as 1 movement. A drawback with this bind is with its attack spells: this is a physical damage oriented bind which also grants negative magic, making its two fire spells deal neligible damage in most cases.

Skills and Abilities

Tifalet (ティファレト)

The end game healing bind. This bind offers a good amount of bonus magic, comes with the most powerful single target heal and a mid-tier area heal. Also comes with the ability to cure both poison and paralysis.

Skills and Abilities

Restia (レスティア)

Skills and Abilities

Rank D
Vamperyudon (ヴァンペリュドン)

Skills and Abilities

Maya (マーヤー)

Skills and Abilities

Shalma (シャルマ)

A tanky bind and one of the three which offers the Lockpick skill. Demonic rain is a unique skill which can be used to poison multiple targets although in most cases you can simply kill off the targets with other area of effect spells. Still useful against high healthed boss targets or to weaken a target so other team members can get the killing blow.

Skills and Abilities

Alva (アールヴ aaruva)

Alva comes fairly early with decent stats. Death is a very useful skill to have, and will serve you well for characters who are too weak to kill things on their own early on. Alva also gives you a bit of Attack and HP, so using him just for those can also suffice. Recommended for Mari and Ricky (though he gets his own death's judge later).



Obtained from:

Skills and Abilities

Hakkejin (ハッケジン)

A good bind that offers decent Attack and Agility at the cost of Defense. It grants a useful skill set, including a area of effect attack that can be used after moving. The Concentrate skill allows the wielder to save up tension for more powerful attacks. Best suited for Aoi or for Emily to trade defense for offensive powers.

Skills and Abilities

Raikou (ライコウ)

Skills and Abilities

Fuuhaku (フウハク)

Skills and Abilities

Rank E
Baito-chan (バイトちゃん)

Skills and Abilities

Sheya Ou Pero (蛇咬王ペロ) *sheya taken from Chinese, since the Japanese is nowhere to be read. The 2 first kanji in Japanese was 蛇 : Hebi. While 咬 : cannot stands alone. Must be used with other words, which is 咬傷 : Koushou (a bite/wound) or 咬む : to bite.

Skills and Abilities

Suuniilily (スーニーリリィ)

Skills and Abilities

Shintoten (神徒天)

Skills and Abilities

Glein (グレイン)

Skills and Abilities

Diaamuru (ディアームル)

Skills and Abilities

Marpas (マルパス)

It is one of the first binds you get which will remain useful throughout the game. Although the bind grants no stats, it's +1 movement combined with Unlock skill makes this the go-to bind for unlocking lockboxes. The +1 range is useful for keeping a caster such as Liliam out of harm's way.

Skills and Abilities

Favard (ファファード)

An early bind for casters.

Skills and Abilities