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Chained Echoes Lenne, The Elementalist Guide: Stats & Build Suggestions. Also check; Chained Echoes Character Guide.
Chained Echoes: Lenne, The Elementalist
Despite her weapon of choice, Lenne is a pure magic-based attacker, boasting among the highest MAG stat in the game, on top of very high TP (meaning she can spam skills at will). Lenne is all about exploiting the enemies’ elemental weaknesses, as she is able to inflict damage of all elements except for Light and Dark.
Lenne has fantastic synergy with Victor in the endgame, having a potent combo in the form of her Coat skills plus his Efreet’s Song or A Sylph’s Tale, which allows for the entire team to hit for weakness damage all the time. Add any Strike skills into the mix (Oil, Heavy, etc.) and you’ll be dealing even more damage.
On top of that, Lenne can break in the ten thousand (!!!) of damages with the right setups, with Third Eye and Elemental Pact. Add other buffs into the mix and she’ll nuke anything.
- Magic Attacker focused on exploiting elemental weaknesses.
- Has one of the highest damage-output potential in the entire game, alongside Sienna and Ba’Thraz.
- Second highest MAG, tied with Ba’Thraz.
- Second highest TP.
- Has both single-target and area-of-effect skills.
- Has access to the Coat skills, that can imbue the whole party with elemental damage.
- One of the few characters who can remove enemy’s buffs (Cleanse).
- Some of the lowest defensive stats (HP, DEF and MND) in the cast.
- Below average AGI means she needs buffs to get more turns.
- Cleanse: on demand enemy buff removal. Lenne starts with Cleanse, and should keep it equipped for the whole game. Not many enemies can buff themselves, but when they do, Lenne can easily get rid of them.
- Third Eye: one of the sources of Lenne’s nuke, increasing her next attack by +125% damage (up to 150% when maxed). It’s double-edged sword as her DEF and MND are reduced by 25% (which is detrimental considering her already low defensive stats) but the extra damage compensates it. She can one shot most enemies in the game with this when exploiting elemental weaknesses.
- Water / Fire / Wind Coats: enables the party to deal elemental damage, which can be exploited with Victor’s aforementioned elemental songs.
- Heaven’s Tear: arguably Lenne’s most potent skill, as it’ll always deal damage based on the enemy’s current elemental weakness. Equip this and you can forgo her Water / Fire / Wind Thrusts. Sadly there is no area-of-effect version of this skill.
- Elemental Pact: Consumes all TP and the next 3 magical attacks deal +100% damage (up to 150% when maxed). This might sound counter-intuitive, but with TP Regen and by simply using a item or Glenn’s Lend Energy she can be back on her feet. Combine this with Third Eye for some really crazy damage.
- TP Sacrifice: lose 10 TP but deals 5% more damage (when maxed you lose 5 TP and deal 15% more damage). This passive synergizes absurdly well with Lenne as her TP pool is already among the highest in the game.
- Firestorm / Earthstream Spirit: from Shaman. Synergizes extremely well with her kit since the damage scales with MAG. This ability can be equipped on pretty much any character as it has no set duration and adds extra damage on every turn.
- MAG Up: stack those and Lenne will be hitting even harder. No-brainer choice. There is actually a diminishing return when stacking these stat up crystals, though.
- CRIT Up: with the Magic Poleyns accessory Lenne’s Magic Abilities can crit, so raising her crit chance is really useful.
- HP / DEF / MDN Up: considering Lenne’s low defensive stats, trying to circumvent with crystals is a good idea, though I prefer maximizing her MAG so she can just kill things faster.
- Specialist: Lenne will pretty much always be hitting for weakness damage, so having this allows for more Ultra Moves per boss battle.
- HP Drain: very straightforward. Hit enemy, get HP. The amount seems to scale with damage done, so the harder you hit, the more you heal. Useful on pretty much all characters.
Lenne starts with all her Thrust abilities available, plus Cleanse, which is pretty solid. Focus your points on bonus MAG to enable her damage from the start, and also on HP and DEF since she’s lacking in that department.
On tier 2 she gains access to her Jump abilities, which are good for normal battles. But more importantly, she can learn Third Eye, which should be your top priority. Other than that, focus on the usual: more MAG, HP and DEF.
On tier 3 she’ll gain access to the Coat skills. I usually stick with Fire Coat so I can combo with Victor’s Efreet’s Song and Glenn’s Oil Strike for some really nasty damage potential.
By this time you should have access to Shaman and/or Summoner Class Emblems. Either one works on Lenne. I like giving her the Shaman Emblem first so she can learn MAG Up, then Summoner for the Firestorm / Earthstream Spirits, then give her back Shaman since it has higher MAG bonuses.
On the final tier Lenne finally gains access to her most potent ability: Heaven’s Tear. Once you get this you can get rid of all the other Thrust skills, freeing slots for other abilities. She also gains access to Elemental Pact and TP Sacrifice, which further enable her damage.
Once you unlock the Advanced Class Emblems, give her Pyromancer to maximize her MAG bonuses.
For accessories, the best one for Lenne is Magic Poleyns, which allows Magic Attacks to crit. While Lenne’s crit chance is nowhere as high as Sienna’s, she still has the second highest crit chance (tied with Victor and Magnolia).
Setups are everything
Combat in this game, especially in the late-game, is all about setups. Your characters will unlock plenty of buffs and debuffs and it is key to lay those down to empower your team while simultaneously cripple the enemy.
For instance, Sienna alone has four really important buffs she should have active nearly all the time, while Glenn should always make sure the enemy has Break debuffs on, With certain setups you can see some really big numbers (I’ve been able to crit +18k with Lenne during the final boss) so it’s important to have your team cover everything.
Don’t bother with Crystals (until later)
The Crystal system at the blacksmith anvil is a potentially powerful, yet a bit obnoxious system (because of RNG and how the combining functions), way to make your characters REALLY powerful, allowing you stack passives to reinforce their strengths or to circumvent a weakness. For instance, stacking Crit Damage Up crystals on Sienna can make her dish out some really insane damage, while adding debuff crystals (i.e. Poison, Blind) on characters with multi-hit moves can make inflicting those easier.
However, I strongly recommend waiting to tamper with this system until the endgame. It’s not really worth hunting down crystals or farming, and the game is already relatively easy enough that you can clear the vast majority of the content without worrying about crystals.
If you want more details on the Crystal crafting, check Xenocite’s excellent Crystal Guide.
Agility is everything
Agility (AGI) is the single most important attribute in the game, hence why Sienna is so busted since she has the highest in the game. Improving your AGI in any way (passive skills, buffs, crystals) is key to get as many turns as possible before the enemy.
Drunken Master (a skill from the Monk Class Emblem) is an ability you should have learned with one or more characters and equipped at all times, and use it as soon the fight starts. It’s party-wide.
Additionally, crippling your enemy’s AGI with Robb’s Leg Shot (and also Kylian’s Leg Aim) is key in any boss fight to further enable more turns for you and less for the enemy.