Shantotto (Dissidia PSP)

Shantotto is an extra character in Dissidia Final Fantasy and Dissidia 012 Final Fantasy. A hero who fought in the Crystal War, Shantotto is a famous Tarutaru professor of magic from Windurst in Final Fantasy XI. She is known for her high-pitched, haughty laughter and overall arrogant nature. Shantotto is respected for her great power, but she refuses to admit it when she finds someone who could be superior. She fights using powerful spells that level up and become stronger as she gains Bravery.
As an extra character in the original Dissidia games, Shantotto has no impact on the main storyline and has no antagonist opposing her, although she's had a long-standing rivalry with Gabranth. In Dissidia Final Fantasy, Shantotto is unlockable by completing the Distant Glory - The Lady of Legend storyline and purchasing her as a playable character in the PP Catalog for 1,000 PP. In Dissidia 012, she is available as a purchasable character at the PP Catalog from the start and costs 100 PP.
== Profile ==
=== Appearance ===
Shantotto's outfit is based on her original design in Final Fantasy XI: a robe with black and white stripes, gold linings, and two gauntlets, known as the "". She has almost the complete set, except for the head gear that goes with it. Her EX Mode outfit is the "", also from Final Fantasy XI.
Shantotto's first alternate outfit, "Wizard's Coat", is the Wizard's Attire, the Black Mage Artifact Armor from Final Fantasy XI. She wears a faded blue and brown robe with gold buttons. Her EX Mode is the Sorcerer's equipment set, the Black Mage Relic Armor, a black robe with bright purple linings.
Shantotto's second alternate outfit is the "Black Cloak," player-crafted garments fundamental to the wardrobes of Black Mages in Final Fantasy XI. She wears a black cloak with a hood and red linings, a silver design on the front and a sash around the waist. Her EX Mode grants her a pair of glasses and a robe in various shades of brown and yellow, the vestments of a Windurstian Minister, the position Shantotto occupied before her retirement. It is identical to what Apururu wears, albeit with her cowl down and gloves on.
Shantotto's DLC outfit, "Wedding Dress", is a set of armor worn by females during weddings. It features frilly white clothing and a Lilac Corsage in her right pigtail. Her EX Mode is based on the Goetia Armor Set, a set of powerful Black Mage armor consisting of a long black coat with several golden accessories. Shantotto's use of the armor is based on her museum profiles in Dissidia and Dissidia 012, which state she regrets she never married.
Shantotto's manikin counterpart, Lady of Antiquity, is brown.
ShantottoDissidiaLaughing.PNG|Default outfit.
ShantottoSecondAlt.png|First alt outfit.
ShantottoThirdAlt.png|Second alt outfit.
Shantotto Dissidia 012 DLC1.PNG|Third alt outfit.
Manikin-Shantotto.png|Shantotto's manikin, Lady of Antiquity.
====Equipment====
Shantotto's staff shares its appearance with several weapons for Black Mages in Final Fantasy XI, and is a short wooden staff with a stone set in the top. The stone automatically changes colors depending on Shantotto's current actions: red normally when using Fire, Retribution, and chase attacks; yellow when using Stone and blocking; dark blue when using Water; cyan when using Blizzard and Bind; green when using Aero or dodging; purple when using Thunder, A Couple Attacks, Stun, and initiating her EX Burst; and black when casting Bio and using her EX Burst. This is an allusion to the eight elemental staves in Final Fantasy XI, which each boosted a particular type of elemental damage; the color of the stone on Shantotto's staff when using her HP attacks and Bio matches the XI staff associated with that attack's element. There is also a texture for a white stone in Shantotto's model, but it is not used.
Dissidia NT and other spin-offs identify the weapon as the Iridial Staff; in Final Fantasy XI the Iridial Staff boosted all elemental damage and was synthesized by combining the eight lesser elemental staves, reflected by its stone being a swirl of multiple colors.
When Shantotto is defeated, she transforms into a doll. This is a reference to a special event battle in Final Fantasy XI where the player can battle Shantotto, but when they win "Shantotto" turns into a doll and another Shantotto appears and reveals the "Shantotto" the player just defeated was a puppet she had brought to life.
Dissidia-Elemental Staves.png|Shantotto's staves.
Dissidia-ShantottoDoll.png|Shantotto's doll.
=== Personality ===
Although seemingly frail and helpless, Shantotto's aggressive, cunning, destructive, and unpredictable nature, coupled with her unsurpassed magical prowess, gained her a reputation both from warriors of Chaos and Cosmos alike as the most fearsome of them all during her time as an active warrior. Shantotto is a proud and arrogant Tarutaru, fighting to test out her powerful magic against her foes. In the English version, Shantotto has a habit of speaking in rhyme.
== Story ==
=== Early cycles ===
Shantotto was not bothered by being Cosmos's pawn, and was loyal to her. She often battled as an excuse to research and perfect the "ultimate spell." She guarded Order's Sanctuary singlehandedly while Prishe went out to explore World B under the pretense of "patrols." Shantotto battled Gabranth when he came to Order's Sanctuary intending to kill Cosmos and end the cycles of war. Gabranth asks her if she remembers him, claiming they fought in a previous cycle, and he ends their battle and leaves, telling her to ask Cosmos about the cycles and purification of fallen warriors.
When Prishe finds the Warrior of Light and brings him to Cosmos's throne, Shantotto helps Prishe convince Cosmos to endow the Warrior with her power and turn him into a champion of Cosmos. Later after Prishe reports to Shantotto about her encounter with Gilgamesh, and how Prishe saw him being engulfed by a portal to the Rift, Shantotto has the idea to use the Rift to escape World B.
Now aware of the true nature of the cycles, Shantotto decides to leave Cosmos as her amnesia hinders her magical studies. Wishing Cosmos luck with the cycles, Shantotto departs Order's Sanctuary and destroys a gateway rather than just freeing it. Garland finds her and questions this act, and Shantotto explains she wishes to escape the cycle of war. As the gateways are unstable space that act as portals to other worlds, destroying one may open a portal to the Rift.
An enraged Garland tells Shantotto escape is impossible and attacks her. In the aftermath, a portal appears as Shantotto suspected, and Garland warns there is no escape from the Rift if she enters it. Shantotto laughs, saying he said the same about the cycle, and leaps into the portal. The ending narration alludes to the gateway in Confessions of the Creator, stating Shantotto was never seen in the cycle again, but fluctuations in space occasionally allow a portal to open in World B, allowing others to cross over to the dimension she came to reside in after her escape.
=== 13th cycle ===
When the warriors have obtained their Crystals, a flashback shows the confrontation between Shantotto and Gabranth. In a Report in Dissidia 012 the flashback is expanded to show duel, players taking the role of Shantotto to fight Gabranth.
===Other cycles===
In Dissidia's Distant Glory The Lady of Legend, and in Confessions of the Creator in Dissidia 012 at the "Curses and Hopes of Yore" gateway, the player can find Shantotto. Shantotto resides in another realm cut off from the cycles, and the manikins she has been using as test subjects in her magical experiments have begun to run wild. Shantotto tasks the player with dispatching them, and in return grants them a "private lesson" and battles them. Once defeated, Shantotto departs to duel with Gabranth, though she cannot remember his name.
== Gameplay ==
Shantotto is a Chainspeller. Her Bravery are mostly supportive and some do not deal damage; they are intended to set the opponent up for Shantotto's HP attacks. Shantotto starts knowing all of her HP attacks and can chain them into each other when they hit to deal additional Bravery damage before doing HP damage. Shantotto's HP attacks change to stronger forms as she gains Bravery, gaining larger areas of effect, higher damage priority, and dealing more damage. In Dissidia, Shantotto's attacks level up to their second tier versions when she has at least 3000 Bravery, and reach level three at 6000 Bravery; in Dissidia 012, her spells reach the second tier at 2000 Bravery and third tier at 4000 Bravery. Shantotto is also very small and fast, making her extremely evasive. A major downside is that she has trouble dealing Bravery damage and at their base forms her HP attacks are much easier to avoid.
=== Boss ===
In Dissidia, Shantotto is faced as a boss at the end of Distant Glory and Inward Chaos. In Dissidia 012, Shantotto is faced at the bottom of the "Curses of Hopes and Yore" gateway in Scenario 000.
=== Attacks ===
==== Bravery Attacks ====
 Dissidia Bravery attacks
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
 	Ground 	30 (15) 	90 	Melee Low 	ChaseWall Rush 	Physical 	Initial 	
 	Strike the opponent with scepter 3x, knocking them back. 	Strike the opponent with scepter 3x, knocking them back. 	Strike the opponent with scepter 3x, knocking them back. 	Strike the opponent with scepter 3x, knocking them back. 	Strike the opponent with scepter 3x, knocking them back. 	Strike the opponent with scepter 3x, knocking them back. 	Strike the opponent with scepter 3x, knocking them back. 	
(ground)	Ground 	30 (15) 	120 	Ranged Low 	None 	Magical 	Level 3 	
(ground)	Fire a cloud that poisons the opponent, causing Bravery damage over time for fifteen seconds. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for fifteen seconds. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for fifteen seconds. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for fifteen seconds. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for fifteen seconds. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for fifteen seconds. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for fifteen seconds. 	
(ground)	Ground 	20 (10) 	120 	Ranged Low 	None 	N/A 	Level 13 	
(ground)	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	
(ground)	Ground 	20 (10) 	120 	Ranged Low 	None 	N/A 	Level 29 	
(ground)	Stun the opponent, interrupting their current action. Does no damage. 	Stun the opponent, interrupting their current action. Does no damage. 	Stun the opponent, interrupting their current action. Does no damage. 	Stun the opponent, interrupting their current action. Does no damage. 	Stun the opponent, interrupting their current action. Does no damage. 	Stun the opponent, interrupting their current action. Does no damage. 	Stun the opponent, interrupting their current action. Does no damage. 	
 	Aerial 	30 (15) 	180 	Block LowMelee Low 	Magic Block 	Physical 	Initial 	
 	Throw scepter at the opponent. If the first hit misses, it will boomerang back and strike the opponent again to start a Chase sequence.	Throw scepter at the opponent. If the first hit misses, it will boomerang back and strike the opponent again to start a Chase sequence.	Throw scepter at the opponent. If the first hit misses, it will boomerang back and strike the opponent again to start a Chase sequence.	Throw scepter at the opponent. If the first hit misses, it will boomerang back and strike the opponent again to start a Chase sequence.	Throw scepter at the opponent. If the first hit misses, it will boomerang back and strike the opponent again to start a Chase sequence.	Throw scepter at the opponent. If the first hit misses, it will boomerang back and strike the opponent again to start a Chase sequence.	Throw scepter at the opponent. If the first hit misses, it will boomerang back and strike the opponent again to start a Chase sequence.	
(midair)	Aerial 	30 (15) 	120 	Ranged Low 	None 	Magical 	Level 3 	
(midair)	Fire a cloud that poisons the opponent, causing Bravery damage over time for fifteen seconds. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for fifteen seconds. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for fifteen seconds. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for fifteen seconds. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for fifteen seconds. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for fifteen seconds. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for fifteen seconds. 	
(midair)	Aerial 	20 (10) 	120 	Ranged Low 	None 	N/A 	Level 13 	
(midair)	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	
(midair)	Aerial 	20 (10) 	120 	Ranged Low 	None 	N/A 	Level 29 	
(midair)	Stun the opponent, interrupting their current action. Does no damage. 	Stun the opponent, interrupting their current action. Does no damage. 	Stun the opponent, interrupting their current action. Does no damage. 	Stun the opponent, interrupting their current action. Does no damage. 	Stun the opponent, interrupting their current action. Does no damage. 	Stun the opponent, interrupting their current action. Does no damage. 	Stun the opponent, interrupting their current action. Does no damage. 	
 Dissidia 012 Bravery attacks
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained 	Image
 	Ground 	30 (15) 	90 	Melee Low 	Wall Rush 	Physical 	Initial 	
 	Strike the opponent with scepter 3 times, knocking them back. Can combo without hitting. 	Strike the opponent with scepter 3 times, knocking them back. Can combo without hitting. 	Strike the opponent with scepter 3 times, knocking them back. Can combo without hitting. 	Strike the opponent with scepter 3 times, knocking them back. Can combo without hitting. 	Strike the opponent with scepter 3 times, knocking them back. Can combo without hitting. 	Strike the opponent with scepter 3 times, knocking them back. Can combo without hitting. 	Strike the opponent with scepter 3 times, knocking them back. Can combo without hitting. 	
(ground)	Ground 	30 (15) 	120 	Ranged Low 	None 	Magical 	Level 3 	
(ground)	Fire a cloud that poisons the opponent, causing Bravery damage over time for ten seconds. Can be reflected back at Shantotto. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for ten seconds. Can be reflected back at Shantotto. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for ten seconds. Can be reflected back at Shantotto. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for ten seconds. Can be reflected back at Shantotto. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for ten seconds. Can be reflected back at Shantotto. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for ten seconds. Can be reflected back at Shantotto. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for ten seconds. Can be reflected back at Shantotto. 	
(ground)	Ground 	20 (10) 	120 	Ranged Low 	None 	N/A 	Level 16 	
(ground)	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	
(ground)	Ground 	20 (10) 	120 	Ranged Low 	None 	N/A 	Level 28 	
(ground)	Stun the opponent, interrupting their current action. Does no damage. Can combo into other attacks if it hits. 	Stun the opponent, interrupting their current action. Does no damage. Can combo into other attacks if it hits. 	Stun the opponent, interrupting their current action. Does no damage. Can combo into other attacks if it hits. 	Stun the opponent, interrupting their current action. Does no damage. Can combo into other attacks if it hits. 	Stun the opponent, interrupting their current action. Does no damage. Can combo into other attacks if it hits. 	Stun the opponent, interrupting their current action. Does no damage. Can combo into other attacks if it hits. 	Stun the opponent, interrupting their current action. Does no damage. Can combo into other attacks if it hits. 	
 	Aerial 	30 (15) 	180 	Block LowMelee Mid 	Magic Block 	Physical 	Initial 	
 	Throw scepter at the opponent. If the first hit misses, it will boomerang back and strike the opponent again to start a chase sequence.	Throw scepter at the opponent. If the first hit misses, it will boomerang back and strike the opponent again to start a chase sequence.	Throw scepter at the opponent. If the first hit misses, it will boomerang back and strike the opponent again to start a chase sequence.	Throw scepter at the opponent. If the first hit misses, it will boomerang back and strike the opponent again to start a chase sequence.	Throw scepter at the opponent. If the first hit misses, it will boomerang back and strike the opponent again to start a chase sequence.	Throw scepter at the opponent. If the first hit misses, it will boomerang back and strike the opponent again to start a chase sequence.	Throw scepter at the opponent. If the first hit misses, it will boomerang back and strike the opponent again to start a chase sequence.	
(midair)	Aerial 	30 (15) 	120 	Ranged Low 	None 	Magical 	Level 8 	
(midair)	Fire a cloud that poisons the opponent, causing Bravery damage over time for ten seconds. Can be reflected back at Shantotto. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for ten seconds. Can be reflected back at Shantotto. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for ten seconds. Can be reflected back at Shantotto. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for ten seconds. Can be reflected back at Shantotto. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for ten seconds. Can be reflected back at Shantotto. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for ten seconds. Can be reflected back at Shantotto. 	Fire a cloud that poisons the opponent, causing Bravery damage over time for ten seconds. Can be reflected back at Shantotto. 	
(midair)	Aerial 	20 (10) 	120 	Ranged Low 	None 	N/A 	Level 20 	
(midair)	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	Trap the opponent, making them unable to move. Does no damage. 	
(midair)	Aerial 	20 (10) 	120 	Ranged Low 	None 	N/A 	Level 32 	
(midair)	Stun the opponent, interrupting their current action. Does no damage. Can combo into other attacks if it hits. 	Stun the opponent, interrupting their current action. Does no damage. Can combo into other attacks if it hits. 	Stun the opponent, interrupting their current action. Does no damage. Can combo into other attacks if it hits. 	Stun the opponent, interrupting their current action. Does no damage. Can combo into other attacks if it hits. 	Stun the opponent, interrupting their current action. Does no damage. Can combo into other attacks if it hits. 	Stun the opponent, interrupting their current action. Does no damage. Can combo into other attacks if it hits. 	Stun the opponent, interrupting their current action. Does no damage. Can combo into other attacks if it hits. 	
==== HP Attacks ====
 Dissidia HP attacks
Move	Type 	CP (Mastered)	AP 	Priority	Effect 	Damage type	Obtained	Image
 	Ground	40 (20) 	260	 	 	Magical 	Initial 	
 	Launch multiple fireballs at the opponent. Casts Fire, Firaga or Flare, depending on Bravery. Stronger versions fire even more fireballs in all directions. 
Subsequent attacks with will chain Spirit Magic: Water and Spirit Magic: Thunder.	Launch multiple fireballs at the opponent. Casts Fire, Firaga or Flare, depending on Bravery. Stronger versions fire even more fireballs in all directions. 
Subsequent attacks with will chain Spirit Magic: Water and Spirit Magic: Thunder.	Launch multiple fireballs at the opponent. Casts Fire, Firaga or Flare, depending on Bravery. Stronger versions fire even more fireballs in all directions. 
Subsequent attacks with will chain Spirit Magic: Water and Spirit Magic: Thunder.	Launch multiple fireballs at the opponent. Casts Fire, Firaga or Flare, depending on Bravery. Stronger versions fire even more fireballs in all directions. 
Subsequent attacks with will chain Spirit Magic: Water and Spirit Magic: Thunder.	Launch multiple fireballs at the opponent. Casts Fire, Firaga or Flare, depending on Bravery. Stronger versions fire even more fireballs in all directions. 
Subsequent attacks with will chain Spirit Magic: Water and Spirit Magic: Thunder.	Launch multiple fireballs at the opponent. Casts Fire, Firaga or Flare, depending on Bravery. Stronger versions fire even more fireballs in all directions. 
Subsequent attacks with will chain Spirit Magic: Water and Spirit Magic: Thunder.	Launch multiple fireballs at the opponent. Casts Fire, Firaga or Flare, depending on Bravery. Stronger versions fire even more fireballs in all directions. 
Subsequent attacks with will chain Spirit Magic: Water and Spirit Magic: Thunder.	
 	Ground	40 (20) 	200	 	Wall Rush	Magical 	Initial 	
 	Summon multiple rocks from the ground that stab upwards. Casts Stone, Stonega or Quake, depending on Bravery. Stronger versions summon much larger rocks that stab higher.
Subsequent attacks with will chain Spirit Magic: Air and Spirit Magic: Ice.	Summon multiple rocks from the ground that stab upwards. Casts Stone, Stonega or Quake, depending on Bravery. Stronger versions summon much larger rocks that stab higher.
Subsequent attacks with will chain Spirit Magic: Air and Spirit Magic: Ice.	Summon multiple rocks from the ground that stab upwards. Casts Stone, Stonega or Quake, depending on Bravery. Stronger versions summon much larger rocks that stab higher.
Subsequent attacks with will chain Spirit Magic: Air and Spirit Magic: Ice.	Summon multiple rocks from the ground that stab upwards. Casts Stone, Stonega or Quake, depending on Bravery. Stronger versions summon much larger rocks that stab higher.
Subsequent attacks with will chain Spirit Magic: Air and Spirit Magic: Ice.	Summon multiple rocks from the ground that stab upwards. Casts Stone, Stonega or Quake, depending on Bravery. Stronger versions summon much larger rocks that stab higher.
Subsequent attacks with will chain Spirit Magic: Air and Spirit Magic: Ice.	Summon multiple rocks from the ground that stab upwards. Casts Stone, Stonega or Quake, depending on Bravery. Stronger versions summon much larger rocks that stab higher.
Subsequent attacks with will chain Spirit Magic: Air and Spirit Magic: Ice.	Summon multiple rocks from the ground that stab upwards. Casts Stone, Stonega or Quake, depending on Bravery. Stronger versions summon much larger rocks that stab higher.
Subsequent attacks with will chain Spirit Magic: Air and Spirit Magic: Ice.	
 	Ground	40 (20) 	300	 	Wall Rush	Magical 	Initial 	
 	Create lightning strikes that hit the opponent from above. Casts Thunder, Thundaga or Burst, depending on Bravery. Stronger versions summon much larger strikes.
Subsequent attacks with will chain Spirit Magic: Earth and Spirit Magic: Air.	Create lightning strikes that hit the opponent from above. Casts Thunder, Thundaga or Burst, depending on Bravery. Stronger versions summon much larger strikes.
Subsequent attacks with will chain Spirit Magic: Earth and Spirit Magic: Air.	Create lightning strikes that hit the opponent from above. Casts Thunder, Thundaga or Burst, depending on Bravery. Stronger versions summon much larger strikes.
Subsequent attacks with will chain Spirit Magic: Earth and Spirit Magic: Air.	Create lightning strikes that hit the opponent from above. Casts Thunder, Thundaga or Burst, depending on Bravery. Stronger versions summon much larger strikes.
Subsequent attacks with will chain Spirit Magic: Earth and Spirit Magic: Air.	Create lightning strikes that hit the opponent from above. Casts Thunder, Thundaga or Burst, depending on Bravery. Stronger versions summon much larger strikes.
Subsequent attacks with will chain Spirit Magic: Earth and Spirit Magic: Air.	Create lightning strikes that hit the opponent from above. Casts Thunder, Thundaga or Burst, depending on Bravery. Stronger versions summon much larger strikes.
Subsequent attacks with will chain Spirit Magic: Earth and Spirit Magic: Air.	Create lightning strikes that hit the opponent from above. Casts Thunder, Thundaga or Burst, depending on Bravery. Stronger versions summon much larger strikes.
Subsequent attacks with will chain Spirit Magic: Earth and Spirit Magic: Air.	
 	Aerial	40 (20) 	240	 	Absorb 	Magical 	Initial 	
 	Create winds that draw in the opponent. Casts Aero, Aeroga or Tornado, depending on Bravery. Stronger versions summon much larger winds.
Subsequent attacks with will chain Spirit Magic: Ice and Spirit Magic: Fire.	Create winds that draw in the opponent. Casts Aero, Aeroga or Tornado, depending on Bravery. Stronger versions summon much larger winds.
Subsequent attacks with will chain Spirit Magic: Ice and Spirit Magic: Fire.	Create winds that draw in the opponent. Casts Aero, Aeroga or Tornado, depending on Bravery. Stronger versions summon much larger winds.
Subsequent attacks with will chain Spirit Magic: Ice and Spirit Magic: Fire.	Create winds that draw in the opponent. Casts Aero, Aeroga or Tornado, depending on Bravery. Stronger versions summon much larger winds.
Subsequent attacks with will chain Spirit Magic: Ice and Spirit Magic: Fire.	Create winds that draw in the opponent. Casts Aero, Aeroga or Tornado, depending on Bravery. Stronger versions summon much larger winds.
Subsequent attacks with will chain Spirit Magic: Ice and Spirit Magic: Fire.	Create winds that draw in the opponent. Casts Aero, Aeroga or Tornado, depending on Bravery. Stronger versions summon much larger winds.
Subsequent attacks with will chain Spirit Magic: Ice and Spirit Magic: Fire.	Create winds that draw in the opponent. Casts Aero, Aeroga or Tornado, depending on Bravery. Stronger versions summon much larger winds.
Subsequent attacks with will chain Spirit Magic: Ice and Spirit Magic: Fire.	
 	Aerial	40 (20) 	220	 	Absorb 	Magical 	Initial 	
 	Summon streams of water that circle and converge on the opponent. Casts Water, Waterga or Flood, depending on Bravery. Stronger versions summon much larger streams.
Subsequent attacks with will chain Spirit Magic: Thunder and Spirit Magic: Earth.	Summon streams of water that circle and converge on the opponent. Casts Water, Waterga or Flood, depending on Bravery. Stronger versions summon much larger streams.
Subsequent attacks with will chain Spirit Magic: Thunder and Spirit Magic: Earth.	Summon streams of water that circle and converge on the opponent. Casts Water, Waterga or Flood, depending on Bravery. Stronger versions summon much larger streams.
Subsequent attacks with will chain Spirit Magic: Thunder and Spirit Magic: Earth.	Summon streams of water that circle and converge on the opponent. Casts Water, Waterga or Flood, depending on Bravery. Stronger versions summon much larger streams.
Subsequent attacks with will chain Spirit Magic: Thunder and Spirit Magic: Earth.	Summon streams of water that circle and converge on the opponent. Casts Water, Waterga or Flood, depending on Bravery. Stronger versions summon much larger streams.
Subsequent attacks with will chain Spirit Magic: Thunder and Spirit Magic: Earth.	Summon streams of water that circle and converge on the opponent. Casts Water, Waterga or Flood, depending on Bravery. Stronger versions summon much larger streams.
Subsequent attacks with will chain Spirit Magic: Thunder and Spirit Magic: Earth.	Summon streams of water that circle and converge on the opponent. Casts Water, Waterga or Flood, depending on Bravery. Stronger versions summon much larger streams.
Subsequent attacks with will chain Spirit Magic: Thunder and Spirit Magic: Earth.	
 	Aerial	40 (20) 	280	 	Absorb 	Magical 	Initial 	
 	Launch a shard of ice at the opponent that slams them down. Casts Blizzard, Blizzaga, or Freeze, depending on Bravery. Stronger versions summon even larger shards.
Subsequent attacks with will chain Spirit Magic: Fire and Spirit Magic: Water.	Launch a shard of ice at the opponent that slams them down. Casts Blizzard, Blizzaga, or Freeze, depending on Bravery. Stronger versions summon even larger shards.
Subsequent attacks with will chain Spirit Magic: Fire and Spirit Magic: Water.	Launch a shard of ice at the opponent that slams them down. Casts Blizzard, Blizzaga, or Freeze, depending on Bravery. Stronger versions summon even larger shards.
Subsequent attacks with will chain Spirit Magic: Fire and Spirit Magic: Water.	Launch a shard of ice at the opponent that slams them down. Casts Blizzard, Blizzaga, or Freeze, depending on Bravery. Stronger versions summon even larger shards.
Subsequent attacks with will chain Spirit Magic: Fire and Spirit Magic: Water.	Launch a shard of ice at the opponent that slams them down. Casts Blizzard, Blizzaga, or Freeze, depending on Bravery. Stronger versions summon even larger shards.
Subsequent attacks with will chain Spirit Magic: Fire and Spirit Magic: Water.	Launch a shard of ice at the opponent that slams them down. Casts Blizzard, Blizzaga, or Freeze, depending on Bravery. Stronger versions summon even larger shards.
Subsequent attacks with will chain Spirit Magic: Fire and Spirit Magic: Water.	Launch a shard of ice at the opponent that slams them down. Casts Blizzard, Blizzaga, or Freeze, depending on Bravery. Stronger versions summon even larger shards.
Subsequent attacks with will chain Spirit Magic: Fire and Spirit Magic: Water.	
 Dissidia 012 HP attacks
Move	Type 	CP (Mastered)	AP 	Priority	Effect 	Damage type	Obtained	Image
 	Ground	30 (15) 	120	 	 	Magical 	Initial 	
 	Launch multiple fireballs at the opponent. Casts Fire, Firaga or Flare, depending on Bravery. Stronger versions fire even more fireballs in all directions.
Subsequent attacks with will chain Spirit Magic: Water and Spirit Magic: Thunder.	Launch multiple fireballs at the opponent. Casts Fire, Firaga or Flare, depending on Bravery. Stronger versions fire even more fireballs in all directions.
Subsequent attacks with will chain Spirit Magic: Water and Spirit Magic: Thunder.	Launch multiple fireballs at the opponent. Casts Fire, Firaga or Flare, depending on Bravery. Stronger versions fire even more fireballs in all directions.
Subsequent attacks with will chain Spirit Magic: Water and Spirit Magic: Thunder.	Launch multiple fireballs at the opponent. Casts Fire, Firaga or Flare, depending on Bravery. Stronger versions fire even more fireballs in all directions.
Subsequent attacks with will chain Spirit Magic: Water and Spirit Magic: Thunder.	Launch multiple fireballs at the opponent. Casts Fire, Firaga or Flare, depending on Bravery. Stronger versions fire even more fireballs in all directions.
Subsequent attacks with will chain Spirit Magic: Water and Spirit Magic: Thunder.	Launch multiple fireballs at the opponent. Casts Fire, Firaga or Flare, depending on Bravery. Stronger versions fire even more fireballs in all directions.
Subsequent attacks with will chain Spirit Magic: Water and Spirit Magic: Thunder.	Launch multiple fireballs at the opponent. Casts Fire, Firaga or Flare, depending on Bravery. Stronger versions fire even more fireballs in all directions.
Subsequent attacks with will chain Spirit Magic: Water and Spirit Magic: Thunder.	
 	Ground	30 (15) 	110	 	Wall Rush	Magical 	Initial 	
 	Summon multiple rocks from the ground that stab upwards. Casts Stone, Stonega or Quake, depending on Bravery. Stronger versions summon much larger rocks that stab higher.
Subsequent attacks with will chain Spirit Magic: Air and Spirit Magic: Ice.	Summon multiple rocks from the ground that stab upwards. Casts Stone, Stonega or Quake, depending on Bravery. Stronger versions summon much larger rocks that stab higher.
Subsequent attacks with will chain Spirit Magic: Air and Spirit Magic: Ice.	Summon multiple rocks from the ground that stab upwards. Casts Stone, Stonega or Quake, depending on Bravery. Stronger versions summon much larger rocks that stab higher.
Subsequent attacks with will chain Spirit Magic: Air and Spirit Magic: Ice.	Summon multiple rocks from the ground that stab upwards. Casts Stone, Stonega or Quake, depending on Bravery. Stronger versions summon much larger rocks that stab higher.
Subsequent attacks with will chain Spirit Magic: Air and Spirit Magic: Ice.	Summon multiple rocks from the ground that stab upwards. Casts Stone, Stonega or Quake, depending on Bravery. Stronger versions summon much larger rocks that stab higher.
Subsequent attacks with will chain Spirit Magic: Air and Spirit Magic: Ice.	Summon multiple rocks from the ground that stab upwards. Casts Stone, Stonega or Quake, depending on Bravery. Stronger versions summon much larger rocks that stab higher.
Subsequent attacks with will chain Spirit Magic: Air and Spirit Magic: Ice.	Summon multiple rocks from the ground that stab upwards. Casts Stone, Stonega or Quake, depending on Bravery. Stronger versions summon much larger rocks that stab higher.
Subsequent attacks with will chain Spirit Magic: Air and Spirit Magic: Ice.	
 	Ground	30 (15) 	130	 	Wall Rush	Magical 	Initial 	
 	Create lightning strikes that hit the opponent from above. Casts Thunder, Thundaga or Burst, depending on Bravery. Stronger versions summon much larger strikes.
Subsequent attacks with will chain Spirit Magic: Earth and Spirit Magic: Air.	Create lightning strikes that hit the opponent from above. Casts Thunder, Thundaga or Burst, depending on Bravery. Stronger versions summon much larger strikes.
Subsequent attacks with will chain Spirit Magic: Earth and Spirit Magic: Air.	Create lightning strikes that hit the opponent from above. Casts Thunder, Thundaga or Burst, depending on Bravery. Stronger versions summon much larger strikes.
Subsequent attacks with will chain Spirit Magic: Earth and Spirit Magic: Air.	Create lightning strikes that hit the opponent from above. Casts Thunder, Thundaga or Burst, depending on Bravery. Stronger versions summon much larger strikes.
Subsequent attacks with will chain Spirit Magic: Earth and Spirit Magic: Air.	Create lightning strikes that hit the opponent from above. Casts Thunder, Thundaga or Burst, depending on Bravery. Stronger versions summon much larger strikes.
Subsequent attacks with will chain Spirit Magic: Earth and Spirit Magic: Air.	Create lightning strikes that hit the opponent from above. Casts Thunder, Thundaga or Burst, depending on Bravery. Stronger versions summon much larger strikes.
Subsequent attacks with will chain Spirit Magic: Earth and Spirit Magic: Air.	Create lightning strikes that hit the opponent from above. Casts Thunder, Thundaga or Burst, depending on Bravery. Stronger versions summon much larger strikes.
Subsequent attacks with will chain Spirit Magic: Earth and Spirit Magic: Air.	
 	Aerial	30 (15) 	150	 	Absorb 	Magical 	Initial 	
 	Create winds that draw in the opponent. Casts Aero, Aeroga or Tornado, depending on Bravery. Stronger versions summon much larger winds.
Subsequent attacks with will chain Spirit Magic: Ice and Spirit Magic: Fire.	Create winds that draw in the opponent. Casts Aero, Aeroga or Tornado, depending on Bravery. Stronger versions summon much larger winds.
Subsequent attacks with will chain Spirit Magic: Ice and Spirit Magic: Fire.	Create winds that draw in the opponent. Casts Aero, Aeroga or Tornado, depending on Bravery. Stronger versions summon much larger winds.
Subsequent attacks with will chain Spirit Magic: Ice and Spirit Magic: Fire.	Create winds that draw in the opponent. Casts Aero, Aeroga or Tornado, depending on Bravery. Stronger versions summon much larger winds.
Subsequent attacks with will chain Spirit Magic: Ice and Spirit Magic: Fire.	Create winds that draw in the opponent. Casts Aero, Aeroga or Tornado, depending on Bravery. Stronger versions summon much larger winds.
Subsequent attacks with will chain Spirit Magic: Ice and Spirit Magic: Fire.	Create winds that draw in the opponent. Casts Aero, Aeroga or Tornado, depending on Bravery. Stronger versions summon much larger winds.
Subsequent attacks with will chain Spirit Magic: Ice and Spirit Magic: Fire.	Create winds that draw in the opponent. Casts Aero, Aeroga or Tornado, depending on Bravery. Stronger versions summon much larger winds.
Subsequent attacks with will chain Spirit Magic: Ice and Spirit Magic: Fire.	
 	Aerial	30 (15) 	140	 	Absorb 	Magical 	Initial 	
 	Summon streams of water to circle and converge on the opponent. Casts Water, Waterga or Flood, depending on Bravery. Stronger versions summon much larger streams.
Subsequent attacks with will chain Spirit Magic: Thunder and Spirit Magic: Earth.	Summon streams of water to circle and converge on the opponent. Casts Water, Waterga or Flood, depending on Bravery. Stronger versions summon much larger streams.
Subsequent attacks with will chain Spirit Magic: Thunder and Spirit Magic: Earth.	Summon streams of water to circle and converge on the opponent. Casts Water, Waterga or Flood, depending on Bravery. Stronger versions summon much larger streams.
Subsequent attacks with will chain Spirit Magic: Thunder and Spirit Magic: Earth.	Summon streams of water to circle and converge on the opponent. Casts Water, Waterga or Flood, depending on Bravery. Stronger versions summon much larger streams.
Subsequent attacks with will chain Spirit Magic: Thunder and Spirit Magic: Earth.	Summon streams of water to circle and converge on the opponent. Casts Water, Waterga or Flood, depending on Bravery. Stronger versions summon much larger streams.
Subsequent attacks with will chain Spirit Magic: Thunder and Spirit Magic: Earth.	Summon streams of water to circle and converge on the opponent. Casts Water, Waterga or Flood, depending on Bravery. Stronger versions summon much larger streams.
Subsequent attacks with will chain Spirit Magic: Thunder and Spirit Magic: Earth.	Summon streams of water to circle and converge on the opponent. Casts Water, Waterga or Flood, depending on Bravery. Stronger versions summon much larger streams.
Subsequent attacks with will chain Spirit Magic: Thunder and Spirit Magic: Earth.	
 	Aerial	30 (15) 	160	 	Absorb 	Magical 	Initial 	
 	Launch a shard of ice at the opponent that slams them down. Casts Blizzard, Blizzaga, or Freeze, depending on Bravery. Stronger versions summon much larger shards.
Subsequent attacks with will chain Spirit Magic: Fire and Spirit Magic: Water.	Launch a shard of ice at the opponent that slams them down. Casts Blizzard, Blizzaga, or Freeze, depending on Bravery. Stronger versions summon much larger shards.
Subsequent attacks with will chain Spirit Magic: Fire and Spirit Magic: Water.	Launch a shard of ice at the opponent that slams them down. Casts Blizzard, Blizzaga, or Freeze, depending on Bravery. Stronger versions summon much larger shards.
Subsequent attacks with will chain Spirit Magic: Fire and Spirit Magic: Water.	Launch a shard of ice at the opponent that slams them down. Casts Blizzard, Blizzaga, or Freeze, depending on Bravery. Stronger versions summon much larger shards.
Subsequent attacks with will chain Spirit Magic: Fire and Spirit Magic: Water.	Launch a shard of ice at the opponent that slams them down. Casts Blizzard, Blizzaga, or Freeze, depending on Bravery. Stronger versions summon much larger shards.
Subsequent attacks with will chain Spirit Magic: Fire and Spirit Magic: Water.	Launch a shard of ice at the opponent that slams them down. Casts Blizzard, Blizzaga, or Freeze, depending on Bravery. Stronger versions summon much larger shards.
Subsequent attacks with will chain Spirit Magic: Fire and Spirit Magic: Water.	Launch a shard of ice at the opponent that slams them down. Casts Blizzard, Blizzaga, or Freeze, depending on Bravery. Stronger versions summon much larger shards.
Subsequent attacks with will chain Spirit Magic: Fire and Spirit Magic: Water.	
=== EX Mode ===
300px|right|Play Rough
Shantotto's EX Mode is Two-hour Ability, where she equips the Cobra Unit Robe Set, an armor set for mages in Final Fantasy XI. She gains the ability "Manafont", the Two-hour ability for Black Mages in Final Fantasy XI. In Dissidia, this causes Shantotto to retain her Bravery after landing an HP attack, even when using her EX Burst and performing its final blow. In Dissidia 012, Shantotto's Bravery drops to zero after dealing HP damage, but recovers back to its base value instantaneously regardless of its amount.
Shantotto's EX Burst, , has her execute "Skillchain: Fusion" using the weapon skills Heavy Swing and Howling Fist, then attacking with a Magic Burst. A menu appears, and the player must select the spells and press once to execute the attack. The player must cast the spells quickly in this order after Shantotto laughs: Flare, Flood, Burst, Quake, Tornado, and Freeze. If successfully performed, Shantotto will deliver the final blow, consuming the opponent in a rainbow-colored blast of energy. Flare won't always be the first spell.
Dissidia Shantotto ex.png|Default outfit EX Mode.
ShantottoEX_Alt.png|First alt outfit EX Mode.
Shantotto-ThirdEXMode.png|Second alt outfit EX Mode.
Shantotto Dissidia 012 EX DLC1.PNG|Third alt outfit EX Mode.
=== Equipment ===
Shantotto can equip Rods, Staves, Bangles, Hats, Hairpins, Ribbons, Clothing, and Robes. In Dissidia 012, Shantotto can also equip Poles and Headbands.
==== Exclusive weapons ====
 Dissidia exclusive weapons
Name 	Level	Stats 	Effects 	Obtained
Jupiter's Staff	50 	BRV +26 ATK +35	Initial BRV +20% 	Trade: 15460 gil, Healing Staff, Thorny Lumber x3, Quickstrike Shard x2
Laevateinn 	92 	BRV +38 ATK +62	Initial BRV +30% 	Trade: 29570 gil, Jupiter's Staff, Revival Tree x5, Quickstrike Crystal x3
Claustrum 	100 	BRV +40 ATK +67	Initial BRV +40%Major Gambler's Spirit Effect.	Trade: 31920 gil, Laevateinn, Boiling Blood x5, Quickstrike Orb x5
 Dissidia 012 exclusive weapons
Name 	Level	Stats 	Effects 	Obtained
Jupiter's Staff	30 	BRV +41 ATK +38	Initial Bravery +20% 	Trade: 61000 gil, Healing Staff, Scarletite x1, Lady's Desire x5
Laevateinn 	90 	BRV +34 ATK +62	Initial Bravery +30% 	Trade: 158000 gil, Jupiter's Staff, Electrum x1, Lady's Dream x5
Claustrum 	100 	BRV +39 ATK +67	Initial Bravery +40%Cat Nip Effect	Trade: 182800 gil, Laevateinn, Boiling Blood x1, Lady's Hopes x5
==Behind the scenes==
Shantotto was the first of two bonus characters revealed for Dissidia. Prishe was considered for the spot, but Shantotto was chosen instead; Prishe appeared in Dissidia 012 instead.
===Voice===
Shantotto is voiced in Japanese by Megumi Hayashibara and in English by Candi Milo. She shares her Japanese voice actress with Andoria Kaya Tranka Fam Forturio from Final Fantasy Type-0. She shares her English voice actress with Lucil, Dona and Pacce from Final Fantasy X and Final Fantasy X-2.
=== Allusions ===
* If faced against Zidane in Dissidia, Shantotto will say "A male Mithra? Or perhaps not..." referring to the similarly-tailed race from Final Fantasy XI.
* The order in which the player can chain Shantotto's HP attacks, and enters her attacks during her EX Burst, refer to Ancient Magic, a unique set of spells available in Final Fantasy XI. In addition to the massive amount of damage each spell can deliver, Ancient Magic gives the target an elemental weakness to the spell's "weak" element, allowing other spells to do more damage. The order Shantotto's attacks are chained in is as follows: "Fire - Water - Thunder - Earth - Wind - Ice".
* When Shantotto begins her EX Burst, she strikes her opponent with her staff and lets loose a burst of wind from her hand. These two attacks refer to Full Swing and Howling Fist, Weapon Skills from Final Fantasy XI. However, in Final Fantasy XI only Monks and Puppetmasters can use Howling Fist.
* The sound made when the player casts a spell during Shantotto's EX Burst is the sound heard in Final Fantasy XI when the player casts a spell or uses a special skill.
* Shantotto's EX Burst, "Skillchain: Fusion", links Full Swing and Howling Fist as Weapon Skills, then executes a Magic Burst. This is identical to how Skillchains work in Final Fantasy XI: two Weapon Skills are used in quick succession, increasing the damage done and allowing allies to execute a certain type of elemental magic as a Magic Burst. The name of the Skillchain, Fusion, results in Fire or Light-aligned Magic Bursts in Final Fantasy XI, which is why Shantotto must first cast Flare in the chain of spells following the Skillchain.
* Shantotto's emblem, seen as the symbol of Distant Glory - Heroes, is the flag of the Federation of Windurst. The music used on the board in her Distant Glory is "The Federation of Windurst", the city's main theme used in most of its areas.
* Shantotto's exclusive weapons are named after staves available in Final Fantasy XI. Specifically, the last two are the two most difficult Black Mage staves to acquire; their Mythic Weapon and Relic Weapon, respectively.
* Shantotto's use of the "loser" insult refers to her statement in the Vana'diel Tribune about enjoying the antics of "Total Loser" adventurers, whom she often berates in her manor. "Total Loser" is also a title players can earn if certain choices are made in the "Curses, Foiled A-Golem?!" quest, which is given by Shantotto.
* The amount of AP required to master Shantotto's HP attacks in Dissidia is the same as the order in which Black Mages learn the same spells in Final Fantasy XI: Stone, Water, Aero, Fire, Blizzard, and then Thunder. This is changed in Dissidia 012.
* Shantotto's line to the Warrior of Light, "You would make a good shield," echoes a comment she makes about the player during the Treasures of Aht Urhgan: "S/He will serve as my shield, should things go wrong". She may be referring to the Warrior of Light's similarities to the Final Fantasy XI Paladin class, also known as Knight in the Japanese version. Common strategy in many MMOs consist of sending defensive melee characters into battle first to act as a "meatshield" and draw damage and attention away from other characters with lighter defenses, such as a Black Mage like Shantotto; Paladins are exceptionally good at this at high levels. The quote may also be a pun on how the Warrior of Light uses his own shield offensively.
* Shantotto's line when fighting herself, "What a well-made automaton", refers to the Automatons of Final Fantasy XI.
* In Distant Glory, Shantotto warns the player's character "To beware of Cavernous Maws". Cavernous Maws are used in the Wings of the Goddess expansion and its Abyssea add-ons to travel through time and between realities.
* One of her entrance lines for a weaker opponent, "Ohoho, a marvelous joke", is taken from the beginning of a quest: "Curses, Foiled A-Golem". Before this line is spoken the player has to choose a line of dialogue asking if s/he is "worthy".
* In Dissidia 012 when facing The Emperor, Shantotto says, "Though you may disagree, the world is here for me", alluding to her doppelgangers in A Shantotto Ascension that try to conquer the world, and the true Shantotto's joking suggestion she team up with them to do so.
* In the Dissidia 012 opening, Shantotto is standing above the war between Chaos and Cosmos's warriors, laughing, referring to a similar scene in Final Fantasy XI.
* In Dissidia 012, with Bartz as the opponent, Shantotto will say, "Stupidity: Impossible to gauge!" This refers to the check system from Final Fantasy XI, where players receive messages based on the level difference from players to monsters. 'Impossible to gauge' is the message players receive when facing Notorious Monsters.
* In Dissidia 012, when facing Jecht, he says "Oops, thought you was a ball!" referring to a joke among Final Fantasy XI fans about "Tarutaru punting".
* Her use of Retribution may be due to the player needing to complete a quest to unlock that weaponskill, Shantotto being the quest giver.
* When facing Yuna, Shantotto says, "A summoner, you say? Let's see a display". This refers to summoning being a forbidden school of magic in Vana'diel, due to the possibly life-threatening strain it puts on the summoner's body.
== Gallery ==
Shantotto - 012 CG.png|CG render from Dissidia 012.
DDF_Prishe_e07.jpg|Shantotto talking to Prishe.
D012 EX - Flare.jpeg|Flare EX Burst.
D012 EX - Flood.jpeg|Flood EX Burst.
D012 EX - Blast.jpeg|Burst EX Burst.
D012 EX - Quake.jpeg|Quake EX Burst.
D012 EX - Tornado.jpeg|Tornado EX Burst.
D012 EX - Freeze.jpeg|Freeze EX Burst.
DFFShantotto Victory Pose.gif|Victory pose.
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Category:Characters in Dissidia Final Fantasy (2008)
Category:Characters in Dissidia 012 Final Fantasy