Krile Mayer Baldesion

==Summary==
Krile Mayer Baldesion, also known as Cara or Kururu, is a protagonist from Final Fantasy V. She is the granddaughter of Galuf Halm Baldesion and the princess of Bal Castle. She can talk to moogles and chocobos as well as tame and befriend wind drakes. She keeps a pet moogle in her room and a wind drake on her balcony. When she first appears, she is known as Girl. Krile is a bright and optimistic girl. Like Galuf, the driving force behind her is hope. She is knowledgeable about Exdeath and the Interdimensional Rift. Krile's optimism and cheery outlook allow her to make light of an otherwise grave situation, or even the responsibilities of royalty, and she sometimes teases the other party members. Krile has something of a sixth sense about her grandfather and his friends, and when things are going wrong elsewhere. Despite being bright and cheerful, Krile often feels lonely.
When Krile was young, her parents left on an expedition to the Gloceana Desert to save a wind drake, but all that returned was the dragon. She bonded with it, and was raised by her grandfather Galuf thereafter. She was close to him throughout her childhood, and was concerned when he disappeared on his way to protect the Wind Crystal in the other world.
==Powers and Stats==
Tier: | | | 
Key: Galuf's World | Merged World | Sealed Cave | Dissidia
Name: Krile Mayer Baldesion
Origin: Final Fantasy V
Gender: Female
Age: 14
Classification: Human, Princess of Bal, Warrior of Light: Earth
Powers and Abilities: <tabber>
|-|Innate=
|-|Equipment=
|-|Magic=Magic, Conceptual Manipulation (Type 2), and Space-Time Manipulation (Magic is shown in the novels to remove concepts and warp space and time itself, like the Devil's road, which the concept of time was lost,Final Fantasy IV Novel 1, chapter 5, page 199 and time and space were twisted to the pointFinal Fantasy IV: The After Years Novel, chapter 1, page 67 the past, present and futureFinal Fantasy IV: The After Years Novel, chapter 1, page 73 existed as oneFinal Fantasy IV: The After Years Novel, chapter 3, page 147), Law Manipulation (Magic is stated to rewrite the natural order of thingsFinal Fantasy IV Novel 1, chapter 5, page 198), Subjective Reality (Magic,Final Fantasy IV Novel 1, chapter 1, page 29 in its basest form,Final Fantasy IV Novel 1, chapter 3, page 107 is projecting one's innerFinal Fantasy IV: The After Years Novel, chapter 2, page 109 mind onto realityFinal Fantasy IV: The After Years, and is powered by intelligence and mental strength), Durability Reduction (Magic ignores durability to physical attacks requiring specific resistances to reduce the damage of), Forcefield Negation and Intangibility (Magic negates conventional physical durability, barriers, and armor, requiring specific defense against magic which is powered by the mind and spirit), Power Modification (Including Duplication, Fusionism, Statistics Amplification, Size Manipulation, Homing Attack, Danmaku, Aura, Breath Attack, and Energy Manipulation, Magic users across the games have consistently shown the ability to manipulate the shape and properties of their own magical abilities, with even higher tiers of spells simply being considered stronger versions of the same basic ability), Non-Physical Interaction (Magic as a whole is shown to affect a wide variety of different beings, from intangible/immaterial beings to non corporeal beings, to abstract concepts like Chronodia, who's the Final Fantasy I, to Nonexistent beings like Exdeath and Cloud of Darkness)
|-|Job Abilities=
|-|Dissidia=
</tabber>
Attack Potency: Low Multiverse level (Has inherited Galuf's abilities and been instrumental in defeating Exdeath) | Multiverse level+ (Defeated Neo Exdeath) | Multiverse level+ (Defeated Enuo and the other demons of the Sealed Cave) | Multiverse level+ (Borrows powers from the gods of the cycle. Contributed to the defeat of the Planesgorgers and Shinryu)
Speed: Massively FTL+ (Kept pace with Base and, to a lesser extent, transformed Gilgamesh) | At least Massively FTL+ (Fought and defeated Bahamut and the Demons of the Rift, as well as defeating Neo Exdeath within the void) | At least Massively FTL+ (Defeated Enuo while the latter was in the void) | Massively FTL+
Lifting Strength: At least Superhuman | Immeasurable (Is capable of pushing back Neo Exdeath and Enuo) | Immeasurable | Immeasurable
Striking Strength: Low Multiverse level | Multiverse level+ | Multiverse level+ | Multiverse level+ 
Durability: Low Multiverse level (Endured torture from the full power of one of the crystals, has inherited Galuf's power) | Multiverse level+ (Tanked blows from Neo Exdeath) | Multiverse level+ (Defeated Enuo and the other demons of the Sealed Cave) | Multiverse level+ (Borrows powers from the gods of the cycle. Contributed to the defeat of the Planesgorgers and Shinryu)
Stamina: Very high. Has fought through entire battalions of monsters comparable to himself. Ventured through the Interdimensional Rift and defeated all of its denizens in a long gauntlet, facing off against Exdeath at the end. Can travel across entire continents while fighting without resting
Range: Extended Melee to Dozens of Meters with Weaponry. Multiverse level+ with magic (Magic as a whole is shown to affect omnipresent beings such as Exdeath when he's become one with the Void itself, which spans across the entire Final Fantasy Multiverse, can even banish foes into the Void with the Warp ability)
Standard Equipment: The shards of the Wind, Water, Fire, and Earth crystals. An immense variety of different weapons and armor | Same as before, with more weaponry and armor | Same as before, plus the Mimic, Oracle, Gladiator, and Cannoneer shards, the twelve sealed weapons, and various other new equipment | Same as before, plus extremely powerful equipment from the Sealed Cave that rivals and exceeds the twelve sealed weapons, and the Necromancer shard.
*Sealed Weapons: The 12 known weapons that Krile canonically possesses. These 12 weapons were used thousands of years ago to seal the wizard Enuo into the void, and are the only things canonically capable of defeating Exdeath when he was wielding the power of the void. Discounting the items added in subsequent releases of the game, they are the most powerful weapons that Krile can wield.
**Excalibur: The Sealed Sword, a holy-elemental blade which increases Krile's strength when wielded.
**Masamune: The Sealed Katana, which causes Krile to always get the first attack in battle. It has an increased chance to inflict critical hits, and casts Haste when used as an item.
**Rune Axe: The Sealed Axe, which raises Krile's magic when wielded and can draw upon Krile' MP to deal an automatic critical hit.
**Apollo's Harp: The Sealed Harp, which ignores the defenses of enemies and instead targets their magic defenses. It deals eight times the normal damage to undead and draconic beings.
**Yoichi's Bow: The Sealed Bow, which raises Krile's strength and speed when wielded. It has an increased chance to inflict critical hits.
**Assassin's Dagger: The Sealed Dagger, which increases Krile's speed when wielded and has a 25% chance to instantly kill the target when it strikes.
**Sasuke's Katana: The Sealed Short Sword, which increases Krile's speed when wielded and has a 25% chance to automatically nullify physical attacks.
**Fire Lash: The Sealed Whip, a fire-elemental weapon which increases Krile's strength and speed when wielded and has a 33% chance to cast Firaga every time it attacks.
**Gaia's Bell: The Sealed Bell, an earth-elemental weapon which increases the power of earth-elemental attacks and has a 25% chance to cast Quake every time it attacks.
**Holy Lance: The Sealed Lance, a holy-elemental weapon which increases Krile's strength when wielded.
**Sage's Staff: The Sealed Staff, which increases the power of holy-elemental attacks, casts Raise when used as an item, and deals double damage to the undead.
**Magus Rod: The Sealed Rod, which is Fire, Ice, and Thunder-elemental. It increases the power of all elemental spells, except for holy-elemental ones.
*Brave Blade: A powerful sword that is his main weapon in the Dissidia Final Fantasy games. It boasts more damage than almost any other weapon, but its strength will permanently decrease by a small amount every time he runs from a fight.
*Fuma Shuriken: A large shuriken made for ninja, that can be used with the throw command. It inflicts more damage than his melee attacks tend to.
*Scrolls: Three different types of scrolls that can be used with the throw command. They summon elemental storms that inflict fire, thunder, and water damage respectively.
*Ultima Weapon: A powerful sword guarded by Neo Shinryu, said to hold the power of destruction. Though it boasts no special properties, it is by far Krile's strongest weapon in terms of sheer damage.
*Genji Armor: The most powerful armor that Krile can collect, made up of: The Genji Helmet, which protects the user from mini and confusion, the Genji Armor, which protects against toad and confusion, the Genji Shield, which protects against paralysis, and the Genji Gloves, which protect against paralysis and toad.
*Force Shield: A heavy cross-shaped shield that forms a forcefield of energy in front of it. It is Krile's strongest shield by far and provides complete immunity to all the elements, including Fire, Ice, Water, Lightning, Earth, Wind, Holy, and Poison.
*Ribbon: A simple ribbon, that protects the user against all status effects in his game, including Old, Death, Petrification, Toad, Berserk, Silence, Poison, and Blindness.
Intelligence: She is very knowledgeable about Exdeath and the Interdimensional Rift, also has her grandfather's knowledge and skills in battle due to being imbued by his spirit.
Weaknesses: Limited MP, though she can recover it easily with a variety of sources | Limited MP, though she can recover it easily with a variety of sources | Limited MP, though she can recover it easily with a variety of sources. The Undead physiology she can gain from necromancy also gives her susceptibility to healing spells.
Note 1: This profile assumes mastery of all jobs and collection of all equipment.
Note 2: Due to the nature of Geomancy, the location of the fight should be specified when making a Versus Thread.
Notable Attacks and Techniques.
Job Skills
<tabber>
|-|Wind Crystal=
Knight: Valiant warriors who protect allies low on HP.
* Cover: Passively takes hits from allies who are low on HP regardless of class, at Krile's own risk.
* Guard: Krile can completely absorb a direct physical attack, nullifying its damage even against enemies strong enough to one-shot her .
* Two-Handed: Allows Krile to wield almost any weapon two-handed, sacrificing the use of shields for greater attack power.
* Equip Shields: Lets Krile equip shields, regardless of what job class she is.
* Equip Armor: Lets Krile wear heavy armor, regardless of what job class she is.
* Equip Swords: Lets Krile equip swords, regardless of what job class she is.
Monk: Masters of hand-to-hand combat who intuitively counterattack.
* Focus: Krile focuses her energies to deal out a hit with twice the attack power.
* Barehanded: Grants Krile the same strength barehanded that a monk would have, regardless of class.
* Chakra: Healing energies recover Krile's HP, clearing her body of poison and blindness.
* Counter: Automatically counters attacks when hit.
* HP +30%: Increases Krile's maximum vitality.
Thief: Expert bandits who espy secret passages and foil back attacks.
* Find Passages: Enhances Krile's senses, allowing her to detect hidden passages.
* Flee: Instantly escapes from a battle.
* Sprint: Doubles Krile's speed, allowing her to run twice as fast.
* Steal: Steals items and treasure from an enemy, adding them to Krile's stock.
* Vigilance: A passive ability that prevents back attacks.
* Mug: An upgrade to the steal ability, allowing Krile to attack and steal at the same time.
* Artful Dodger: Passively gains the same speed and agility as a thief, regardless of class.
Blue Mage: Mages with the ability to learn monsters' special attacks.
* Csheck: Allows Krile to view an enemy's HP.
* Learning: A passive ability that lets Krile learn abilities she is hit with.
* Blue Magic: Allows Krile to cast blue magic, spells learned by being hit with enemy abilities.
* Scan: Scans an enemy, seeing their level, HP, weaknesses, and current condition.
White Mage: Priests who use white magic to heal and protect allies.
* White Magic: Allows Krile to cast white magic, spells that focus on healing abilities.
* MP + 10%: Passively increases Krile's maximum magic stores.
Black Mage: Wizards whose powerful black magic strikes fear into enemies.
* Black Magic: Allows Krile to cast black magic, spells that focus on inflicting damage.
* MP + 30%: Passively increases Krile's maximum magic stores.
|-|Water Crystal=
Mystic Knight: Able to enchant swords, these magical warriors automatically cast Shell when HP is low.
* Spellblade: The signature ability of the Mystic Knight. This allows Krile to enchant swords with Black Magic, giving her physical attacks the properties of black magic.
* Magic Shell: When Krile is badly wounded, she will automatically be shielded by shell.
Berserker: Always berserk in battle, these feral warriors sacrifice commands to gain attack strength and power.
* Berserk: Automatically berserks Krile, causing her to attack wildly in battle but granting her greater attack power.
* Equip Axes: Allows Krile to equip axes, regardless of job.
Time Mage: Masters of time and space, these mages easily bend all dimension to their will.
* Time Magic: Allows Krile to cast time magic, spells that bend Time and Space.
* Equip Rods: Allows Krile to equip rods, regardless of job.
Red Mage: Versatile mages, versed in both black and white magic.
* Red Magic: Allows Krile to cast Red Magic, giving her limited access to both white and black spells. However, she can only use half of each type, making this magic's use rather limited.
* Dualcast: Krile can cast two spells at the same time with Dualcast, letting her barrage the enemy with twice the magical power, or split damage and healing into the same turn.
Summoner: Sorcerers with the ability to summon magical beings and harness their power.
* Summon: Allows Krile to cast summon magic, spells that summon magical beasts for different attacks.
* Call: Summons a random summon that Krile has access to for no MP cost.
Mime: Skilled mimics who can copy allies' actions perfectly.
* Mimic: Krile perfectly recreates the last action performed, at no MP cost. This has become Krile's signature ability in many of her appearances in spinoffs. In the Dissidia Franchise, in particular, it shows that Krile can not only recreate attacks, but create copies of weapons, attack using innate abilities, and even summon beings that require pacts, such as Yuna's aeons. In addition, it shows that Krile can recall previously-seen actions even without having to mimic what she sees on the battlefield and even combine them.
|-|Fire Crystal=
Ninja: Stealthy fighters who excel at surprising enemies and can wield two weapons at once.
* Smoke: Using a smoke bomb, escapes from battle and disorients enemies.
* Image: Krile forms two images of herself to disorient foes, each of which can absorb one attack before dissipating.
* First Strike: Passively increases Krile's chances of having the first strike.
* Throw: Throws a weapon at an enemy. Though Scrolls and Shuriken are made for this, Krile can theoretically throw any weapon.
* Dual Wield: Allows Krile to wield two weapons at once, regardless of class. The only exceptions are bows and harps.
Beastmaster: Trainers whose open hearts and strong wills allow them to capture and control enemy monsters.
* Calm: Calms beasts, stopping them from attacking or taking actions. This does not work on human or mechanical opponents.
* Contol: Takes control of a monster, allowing Krile to control the entirety of their actions and force them to heal Krile or attack themselves. Physical attacks can break the control, but magical attacks cannot.
* Equip Whips: Allows Krile to equip whips, regardless of class.
* Catch: Captures a weakened monster, sealing it within a gourd and later releasing it to have it perform an attack.
Geomancer: Harnessing the power of their surroundings, they easily avoid pits and floors with damaging effects.
* Gaia: Attacks enemies by channeling the terrain into an attack, which costs no MP to use. However, the effects are based on the current terrain.
** Forests: Summons weeds, creates storms of leaves, and fires branch spears.
** Deserts: Summons sandstorms, creates quicksand, and fires burning sand.
** Beacshes and Oceans: Summons tsunamis, waterfalls, and whirlpools.
** Swampland: Sinks enemies in a bottomless bog and summons poison mist.
** Plains: Creates earthquakes, summons tornadoes, and manipulates the wind.
** Caves: Causes stalactites to fall and can summon cave-ins.
** Inside: Creates sonic booms and summons purple fire that inflicts confusion.
* Find Pits: Allows Krile to passively avoid falling pit traps.
* Light Step: Passively avoids damaging floors.
Ranger: Nature-loving archers who can call on local wildlife for aid.
* Animals: Summons wildlife creatures to come to Krile's aid.
* Aim: A standard attack with perfect accuracy, never missing unless she is blinded.
* Equip Bows: Allows Krile to equip bows, regardless of class.
* Rapid Fire: One of her most famous job abilities, Krile attacks four times with her equipped weapon. Each strike is weaker than a normal attack; However, it ignores the durability and evasion of targets.
** Spellblade Dual-Wield Rapid Fire: One of Krile's most famous combinations, combining the powers of Ranger, Ninja, and Mystic Knight. By infusing dual swords with Flare, Krile delivers a devastating series of eight strikes to the opponent that possess not only Flare's matter-manipulating properties but the durability negation of Rapid Fire.
Bard: Musicians whose dulcet tones soothe savage beasts... or kill them.
* Hide: Ducks out of sight to avoid attacks.
* Equip harps: Allows Krile to equip harps, regardless of class.
* Sing: Allows Krile to perform various magic-enhanced songs.
|-|Earth Crystal=
Dragoon: Dragon knights who specialize in jumping and lance attacks.
* Jump: Leaps into the air, coming back down and dealing twice the damage of a normal attack. Its power is doubled with a spear equipped.
* Lance: Summons a phantasmal lance to strike foes, restoring Krile's HP and MP.
* Equip Lances: Allows Krile to equip lances, regardless of class.
Samurai: Master swordsmen whose keen reflexes allow them to intercept and deflect enemy attacks.
* Iainuki: Krile briefly stops attacking or moving to prepare for a single strike that hits all foes and instantly kills them with a single swipe of her blade.
* Mineuchi: Krile stuns her foe by slapping them with the flat side of the blade.
* Shihradori: Krile has the instinctive ability to catch oncoming physical attacks and stop them with her bare hands.
* Zeninage: Krile tosses money to deal heavy damage to all enemies.
Dancer: Fighters whose smooth moves confuse enemies, leaving blood on the dance floor.
* Dance: Krile is able to perform any number of dances to suit the situation, including:
* Flirt: Krile flirts with her opponent, making them forget the reason they were fighting her before falling head over heels for her.
Chemist: Apothecaries who can mix powerful brews, and gain twice the benefit when drinking potions and ethers.
* Pharmacology: Krile receives twice the benefit from healing items.
* Mix: Mixes two items together to create different items that perform different effects. A full list of mixes can be found here.
* Drink: Drinks special medicines that increase her stats in battle.
* Recover: Heals all status ailments for all allies with no MP cost.
* Revive: Revives a KOed ally to keep fighting with no MP cost.
|-|Sealed Temple=
Gladiator: Skilled Warriors who can master any blade.
* Lure: Passively increases the number of encounter rates.
* Finisher : A powerful strike that attacks an enemy's weak point for massive damage. This attack has a 50% chance to perform a wind-elemental hit that deals 9,999 damage.
* Long Range: Allows Krile to somehow strike enemies at a distance using melee attacks.
* Bladeblitz: Leaps around the battlefield to strike all enemies.
Oracle: Soothsayers who can predict natural disasters - and direct them at foes.
* Condemn: Condemns enemies to the effects of Natural Disasters.
* Predict: Fortells cataclysms that can affect both enemies and allies.
* ABP Up: Increases the rate at which Krile masters abilities.
* Read Ahead: Through precognition, avoids enemy encounters.
Cannoneer: Tinkerers with the know-how to combine items into weapons both beautiful and destructive.
* Open Fire: Opens fire with their cannon, inflicting random status effects including Poison, Darkness, Confusion, and Instant Death. These effects ignore resistances.
* EXP Up: Increases the rate at which Krile gains experience.
* Combine: Mix and fire off explosives that damage all enemies. The list of shots Krile can use are:
** Killer Shot: Deals double damage against humans.
** Dragon Shot: Deals double damage against dragons.
** Normal Shot: A standard attack.
** Flame/Spark/Quake/Water/Divine Shot: Elemental attacks.
** Needle Shot: Fires a swarm of needles that deals fixed damage.
** Dark/Mini/Power/Silver/Slow Shot: Attacks that inflict various status effects.
** Vulner Shot: Lowers the defense of enemies.
** Chaos Shot: Inflicts Poison, and may inflict Confusion and Instant Death.
Necromancer: Dark wizards who are masters of the undead, and have no fear of the Dark Arts. This is the final class that Krile can attain, and is only unlocked after defeating Enuo.
* Oath: Calls forth an undead to fight for Krile.
* Dark Arts: Magic spells that cause a variety of dark effects.
* Undead: Turns Krile into an undead. This causes healing items to damage bartz, while Death-based attacks and draining attacks heal her.
</tabber>
Magic:
<tabber>
|-|Black Magic=
* Bio: Krile fills the area with noxious, poisonous gas bubbles that deal damage on contact and rapidly drain her foes of their fighting strength and health.
* Blizzaga: Krile causes massive shards of ice to erupt all around the battlefield, dealing heavy ice-elemental damage.
* Break: Krile instantly turns her foe to stone.
* Death: Krile instantly kills her foe.
* Drain: Krile drains the physical health of her foe to restore her own. However, this backfires against the undead, instead reversing the process.
* Firaga: Krile creates a series of spontaneous explosions that deal heavy fire-elemental damage.
* Flare: The most powerful Black Magic spell, it triggers a nuclear explosion at Krile's targeting location, dealing massive non-elemental damage.
* Osmose: Krile drains her foe's magical energy to restore her own. This spell will backfire and be reversed if used against the undead.
* Poison: Krile poisons her foe.
* Sleep: Krile puts her foe to sleep, leaving them vulnerable.
* Thundaga: Krile calls down a barrage of lightning bolts at her target's location to deal heavy lightning-elemental damage.
* Toad: Krile turns her foe into a powerless toad without the ability to cast magic or use special techniques or abilities. Alternatively, she can use the spell on an ally to cure them of similar afflictions.
|-|White Magic=
* Arise: Krile revives an ally back to peak fighting strength. Wshen used against the undead, it exorcises them instantly.
* Berserk: Krile drives her target into a blind rage, increasing their physical strength but rendering them incapable of thinking properly.
* Blink: Krile creates afterimages around herself or an ally as they move, making it far more difficult to hit them.
* Confuse: Krile befuddles the mind of her foes, making them incapable of distinguishing between friend and foe, with the victim often turning on their allies or themselves.
* Curaga: Krile rapidly heals herself and her allies. If used on the undead, it deals heavy holy-elemental damage instead.
* Dispel: Krile dispels any status enhancements her foe might have, such as boosts to strength, speed, and durability.
* Esuna: Krile cures herself or an ally of status ailments such as blindness, poison, paralysis, and petrification.
* Holy: The ultimate White Magic spell, it bathes the battlefield in holy light to deal massive holy-elemental damage.
* Libra: Krile scans the target for their strengths and weaknesses, learning their overall fighting strength, magical energy, status effects, and any weak points they may have.
* Mini: Krile shrinks her foe, making them so small that they can be easily stomped on as they lose a proportionate amount of their physical strength and durability. However, this spell does not affect the power of the victim's spells. This spell can also be used to cure herself or an ally of similar afflictions.
* Protect: Krile creates a barrier that reduces the effectiveness of enemy physical attacks.
* Reflect: Krile erects a barrier around herself or some other target that bounces oncoming spells back to their owners. However, the spells can only rebound once.
* Shell: Krile erects a barrier that reduces the effectiveness of enemy spells, decreasing the amount of damage they deal.
* Silence: Krile mutes a single foe, rendering them incapable of using abilities that involve the use of one's voice, such as verbal magic.
|-|Blue Magic=
* ????: Krile instantly deals damage equal to the amount she has already taken to her foe, ignoring attack reflection abilities.
* 1000 Needles: Krile flings one thousand Cactuar needles at her foe. Each one deals minuscule damage, but it can cause great harm in numbers and bypasses effects that would ots her wise reduce the amount of damage they deal.
* Aeroga: Krile attacks her foes with multiple powerful cyclones to deal heavy wind-elemental damage.
* Aqua Breath: Krile exhales a stream of bubbles and that deal non-elemental damage but are drastically increased in effectiveness against foes native to the desert.
* Dark Spark: Krile "halves" her foes current "level", greatly reducing their overall abilities.
* Death Claw: A powerful swipe that instantly leaves her foe on the verge of death regardless of their durability and paralyzes them to render them incapable of any action.
* Doom: Krile curses a target to instantly die after thirty seconds pass.
* Flash: Krile creates a burst of light that blinds all foes who see it.
* Goblin Punch: Krile rapidly puncshes her foe the way a Goblin would, dealing physical damage. This attack's power drastically increases if Krile and her foe are equal in overall strength and ignores the effects of distance and special effects (such as the minuscule damage dealt by Excalipoor) on its overall power. Thus this attack's damage will remain unchanged no matter how far away Krile is from her foe when she uses it.
* Magic Hammer: Krile creates a hammer above her foe that hits them on the shead, halving their magical reserves in the process.
* Mighty Guard: Krile instanatly casts Protect, Shell, and Float simultaneously, protecting her from physical and magical attacks while allowing her to levitate off the ground.
* Mind Blast: Krile directly attacks her foe's mind, dealing non-elemental damage and paralyzing them while rapidly draining the target's physical health.
* Moon Flute: Krile drives herself and all of her allies berserk.
* Off-Guard: Krile halves the defense of her target.
* Self-Destruct: Krile self-destructs, killing herself and damaging all foes proportional to her overall health prior to using this spell.
* Time Slip: Krile rapidly ages the target and puts them to sleep.
* Vampire: Krile drains her foe's health to quickly heal a maximum of a half of her current wounds, dealing a proportionate amount of damage to her foe in the process.
* White Wind: Krile heals herself and her allies proportionally to Krile's health remaining. If she is unharmed and healthy, she can rapidly mend the wounds of others. If she is weakened, she will only be able to heal minor wounds.
|-|Time Magic=
* Banish: Krile rips open a hole in space and consigns her foe into it before shutting it, killing them instantly and removing them from the battlefield.
* Comet: Krile calls down a barrage of comets from the sky to slam into her foes.
* Float: Krile allows herself and her allies to levitate off the ground.
* Graviga: Krile greatly increases the strength of gravity in a specified area.
* Hastega: Krile speeds up her own time relative to her foes, drastically increasing her effective movement and combat speed.
* Meteor: Krile brings down a hail of meteors to crush her foes.
* Old: Krile rapidly ages her foe to eventually render them incapable of fighting as their strength, speed, durability, and intelligence all wane.
* Regen: Krile manipulates time to allow her body to heal at a faster rate, closing her wounds over time.
* Return: Krile returns the state of the battle back to how it was at the beginning, allowing her to effectively redo the fight should she find herself losing.
* Quick: Krile freezes time for everyone and everything but herself, allowing her to do as she pleases until it wears off.
* Slow: Krile slows down time around her foes, drastically lowering their effective movement and combat speed.
* Stop: Krile freezes time around a single foe, preventing them from taking any action until it wears off.
* Teleport: Krile teleports herself and her allies to flee battles and quickly exit dungeons and traps.
|-|Summoning=
* Bahamut: Krile summons the mightiest dragon, Bahamut, to obliterate her foes with its powerful Mega Flare attack.
* Carbuncle: Krile summons Carbuncle to bathe herself and her allies with its Ruby Light, which reflects oncoming magical spells back at their original owners.
* Catoblepas: Krile summons the demon Catoblepas to paralyze her foes with its Demon Eye.
* Golem: Krile summons Golem to erect an Earthen Wall to impede an oncoming an attack.
* Ifrit: Krile summons the djinn Ifrit to scorch the battlefield with his signature Hellfire attack.
* Leviathan: Krile summons the mighty sea serpent Leviathan to lay waste to her foes with his signature Tsunami attack, drowning and crushing them with heavy water-elemental damage.
* Odin: Krile summons the mysterious knight Odin to instantly cut down all of her foes with its iron blade, Zantetsuken. If the target is resistant to instant death, Odin will instead toss his spear Gungnir to deal heavy non-elemental damage.
* Phoenix: Krile summons the reborn spirit of Lenna's Wind Drake as the legendary Phoenix, dealing fire-elemental damage to all foes while bringing all fallen allies back to peak fighting strength with its Flames of Rebirth.
* Ramora: Krile summons Ramora, a large electric fish, to attack and paralyze her foes.
* Ramuh: Krile summons the wizard Ramuh to call down his signature Judgment Bolt attack to deal heavy lightning-elemental damage.
* Shiva: Krile summons the avatar of ice herself to freeze her foes solid with her Diamond Dust attack, dealing heavy ice-elemental damage.
* Syldra: Krile summons the spirit of Faris' long-time companion, the sea dragon Syldra, to deal heavy wind-elemental damage with its Thunderstorm attack.
* Sylph: Krile summons Sylph to use her Whisperwind attack, damaging foes and restoring a proportionate amount of health to Krile and her allies, with the healing effects being divided amongst them.
* Titan: Krile summons the enormous Titan to shake the earth with his Gaia's Wrath technique.
|-|Songs=
Alluring Air: Krile plays an alluring song that turns all of her foes against each other.
* Hero's Rime: Krile plays a rhyming song that elevates her natural stats to their absolute maximum for the duration of a battle.
* Mana's Paean: Krile sings a triumphant song that boosts her magical power and that of her allies.
* Mighty March: Krile plays a marching tune that increases her regeneration rate and that of her allies.
* Requiem: Krile plays a mourning song that exorcises the undead.
* Romeo's Ballad: Krile sings a love ballad that freezes her opponents in time.
* Sinewy Etude: Krile sings a tune that increases her physical strength as well as that of her allies.
* Swift Song: Krile sings a song that increases the speed of all of her allies.
|-|Animals=
* Mysidian Rabbit: Summons a Mysidian Rabbit that does nothing.
* Squirrel: Summons a squirrel to deliver a weak attack.
* Bee Swarm: Summons a swarm of bees to attack enemies.
* Nightingale: Summons a nightingale that heals her allies and cures Blindness and Poison.
* Falcon: Summons a falcon that deals damage to an enemy equal to half of their current HP.
* Skunk: Summons a skunk that blinds and poisons enemies.
* Wild Boar: Summons a wild boar to deal heavy damage to a single enemy.
* Unicorn: Summons a unicorn that completely heals the HP and MP of all allies.
|-|Dances=
* Jitterbug Duet: Krile drains life energy from her opponent with a jittery dance.
* Mystery Waltz: Krile drains mana from her opponent with a mysterious waltz.
* Sword Dance: A mixture of dance and swordplay that deals four times Krile's normal attack power to her foe.
* Tempting Tango: A tango that confuses the opponent, causing them to eits her attack themselves or their allies randomly.
|-|Condemn=
* Black Frost: Summons ice that freezes an enemy.
* Brimstone: Summons fire from the ground under an enemy.
* Doom: Inflicts instant death to an enemy.
* Judgement: Fires a lightning bolt from the sky.
* Recuperation: Removes negative effects from a party member.
* Rejuvenation: Heals the HP of a party member.
* Salienta: Summons green mist that turns an enemy into a toad.
* Still Wing: Freezes an enemy in time.
|-|Predict=
* Cleansing: Causes a colossal volcanic eruption to emit from the ground and strike all enemies.
* Deluge: Summons a massive tsunami that hits everybody on the field and turns them into toads.
* Divine Judgement: Causes a rain of holy energy blasts to strike all enemies and restore the HP of all allies.
* Eruption: Triggers a volcanic eruption that strikes everybody on the field and inflicts sap.
* Blessing: A song plays, restoring the HP of all allies.
* Hurricane: Summons a hurricane that inflicts silence and heavy wind damage.
* Rockslide: Triggers a devastating rockslide that inflicts heavy earth damage.
* Healing Wind: Restores the HP of all allies and cleanses status effects.
* Pestilence: Summons a disease to the field that deals extreme non-elemental damage.
* Starfall: Causes stars to rain down from the sky, dealing incredible non-elemental damage to everybody on the field and inflicting instant death.
|-|Oath=
* Flamemancer: Summons a flamemancer to torch foes with a jet of flame.
* Rajitformes: Summons a rajitformes to deal non-elemental damage to al lfoes.
* Skeleton: Summons a skeleton that can rain lightning bolts on the battlefield.
* Zombie Dragons: Summons a zombie dragon that spews poison around the battlefield.
|-|Dark Arts=
* Chaos Drive: Krile summons a storm of shellish lightning that deals heavy lightning-elemental damage and paralyzes all foes struck.
* Curse: Krile inflicts a random assortment of status effects upon her foes, including poison, having time slowed or stopped around them, petrification, paralysis, being turnd into a toad, being fated to die in the next thirty seconds, among other ailments.
* Dark Flare: Krile assails her foes with a burst of dark, chaotic energy, dealing heavy non-elemental damage and ignoring resistance to magic.
* Dark Haze: Krile creates an ominous fog that confuses, disorients, and ages her foes to incapacitate them.
* Deep Freeze: Krile encases her foe in ice before freezing time around them, dealing ice-elemental damage.
* Drain Touch: Krile drains the life from her foe with a touch, bypassing reflection abilities.
* Doomsday: The ultimate Dark Art that was forbidden even amongst ots her Necromancers, it deals catastrophic damage to all enemies in range while bypassing any and all reflection abilities.
* Evil Mist: Krile creates a noxious mist that deals poison-elemental damage and can poison all foes in range.
* Hellwind: Krile brings forth a cursed gust of wind straight from shell itself, rending all foes with heavy wind-elemental damage and petrifying them.
* Meltdown: Krile creates two jets of flame that assail her foes from opposite directions, dealing heavy fire-elemental damage and rapidly sapping the victims' health until they're on the verge of death.</tabber>
Note: This profile is based on Krile as a Freelancer with all her powers unlocked.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
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