Disgaea 2: Cursed Memories/Humans

Character Classes generally refer to generic humanoid characters such as "Thief" or "Samurai". These are the types of allies and enemies you'll see most often. Story characters such as Adell and Yukimaru are not included, as they are thought to be separate, unique classes.

While assembly bills are needed to unlock new classes, there is no need to pass bills to unlock advanced tiers of classes, just advance characters to the appropriate level. Unlike in Disgaea: Hour of Darkness, the first tier character cannot be used to unlock all six tiers. The previous tier must always be used to unlock the next-highest tier.

Male Fighter

 * Ability: Critical hit damage increases by 50% while in danger.
 * Lover: Critical hit damage increases 2% per lover while in danger.


 * Move: 4
 * Jump: 20
 * Counter: 1
 * Throw: 5 Panels, 32 dm
 * EXP Rate: 4

As it's name implies, the Fighter is standard warrior-type unit, not too bad with either ATK or DEF, but lacking much flavor. Aside from Majins, these guys can use Axes better than anyone.

In the post-game, give these guys a weapon with a Lv100 Professional and Lv25 Male Fighter Lover. Always critical you can get with anyone, but double critical damage makes these guys the strongest physical attacks. Unfortunately you'll have to use a weight to keep this ability active, which takes away one of their greatest strengths: high HP.

Lady Fighter

 * Ability: Critical hit chance increases by 50% while critical.
 * Lover: Critical hit chance increases 1% per lover while critical.


 * Move: 4
 * Jump: 20
 * Counter: 1
 * Throw: 5 Panels, 32 dm
 * EXP Rate: 4

Give or take a couple stat points, these ladies seem the same as Male Fighters, except they're good with Bows. Their innate ability can come in handy early on, but by the time you get Professional Specialists, it will be useless.

Skull

 * Ability: Spells and other Specials level up faster.
 * Lover: Specials level up 1% faster(?)


 * Move: 3
 * Jump: 15
 * Counter: 0
 * Throw: 3 Panels, 26 dm
 * EXP Rate: 4

(In short, Red/Green/Blue/Star Skulls learn all five of their respective Fire/Wind/Ice/Star spells in addition to the three stat-decreasing spells. Prism Skulls learn most of the Fire/Wind/Ice spells, but no Tera (strongest) spells, and no stat spells.  Galaxy Skulls get all the Fire/Wind/Ice and Star spells, but no Tera spells and no stat Spells.)

Learn spells in the first cycle with these guys, then reincarnate as Rune Knights in the post-game. Rune Knights' boost to elemental attacks makes Tera Fire/Ice/Wind the most powerful attack in the game, but they can only learn up to Omega level spells on their own. The star spells are mostly worthless, since elemental weaknesses are the only reason spells are worth using, so there's little point in reincarnating as a higher tier.

Red Skulls always have 50% Fire and -50% Ice, Blue have 50% Ice and -50% Fire. Green Skulls have 50% Wind, but either Ice or Fire would be -50%. Star, Prism, and Galaxy Skulls have randomized elemental affinity, like most classes.

Girl Mage

 * Ability: Uses 25% less SP for Specials.
 * Lover: Further reduces SP cost of specials by 1% per lover.


 * Move: 3
 * Jump: 15
 * Counter: 0
 * Throw: 3 Panels, 26 dm
 * EXP Rate: 4

(In short, Red/Green/Blue/Star Mages learn all five of their respective Fire/Wind/Ice/Star spells in addition to the three stat-decreasing spells. Prism Mages learn most of the Fire/Wind/Ice spells, but no Tera (strongest) spells, and no stat spells.  Galaxy Mages get all the Fire/Wind/Ice and Star spells, but no Tera spells and no stat Spells.)

Their SP reduction comes in handy early on when SP costs are high, and can come handy in the Item World. However, Skulls are usually better in the long run: leveling high-end spells goes a lot faster, and spell level makes a surprisingly large difference in damage dealt. Later in the game SP becomes an overly abundant resource such that SP conservation isn't very advantageous anyway.

Red Mages always have 50% Fire and -50% Ice, Blue have 50% Ice and -50% Fire. Green Mages have 50% Wind, but either Ice or Fire would be -50%. Star, Prism, and Galaxy Mages have randomized elemental affinity, like most classes.

Ninja

 * Ability: While in danger, chance of dodging attacks increases.
 * Lover: While in danger, chance of dodging attacks increases by 1% for every 2 lovers.


 * Move: 5
 * Jump: 35
 * Counter: 0
 * Throw: 4 Panels, 29 dm
 * EXP Rate: 6

Their SPD isn't quite as godly as in the original game, but Fists weren't fueled by SPD in the original either. If you're going to have a Ninja, you're going to have a Fist-user. Make use of Lovers and a weight to make them virtually untouchable, and boost that dodge rate even further by equipping Accelerators/Shoes with maxed Coach and Sprinter specialists.

Kunoichi

 * Ability: While in danger, there is a 50% chance of executing actions (attacks and specials) twice in a row.
 * Lover: While in danger, ability chance increases by 1% for every 2 lovers.


 * Move: 5
 * Jump: 35
 * Counter: 0
 * Throw: 4 Panels, 29 dm
 * EXP Rate: 6

Kunoichi try to be a tie between Fist-fighters and mages, and their stats are "meh" as a result. Their SPD's good, but don't have increased dodge when critical and have lower HP than Ninja, so equipping them with a weight to unleash their ability is particularly risky. They're pretty good with Fists, but Ninja are better.

There's one real reason to have Kunoichi: Innate Ability, but unfortunately, a huge amount of luck is involved with it, and it could end up killing you more than it helps. If you're a gambler, good for you. If you're not, these chicks can still make great support units for many reasons: They're easily one of the best non-Special Character support for human characters, if they're taught the right spells. Unfortunately, their EXP Rate is a couple notches higher than most support units.
 * Staff mastery is decent, even if their RES is mildly low (not that much is usually needed), so they could work as healers.
 * Kunoichi possess their own status-inflicting specials. Although they only work around half the time, their innate ability can significantly boost that.
 * Double-attack makes buff spells like Braveheart have a decent chance of increasing stats by 40% instead of 20%, but if you don't get both hits, there isn't as much of a drawback.
 * High MV and JM allows Kunoichi to reach and heal units, and reach far-off/high-up panels where enemies can't touch them.
 * Good evasion makes them more durable than some support units.
 * Since they're supporting from the rear and never approach the enemy, the risk of weight-equipping is immensely diminished.

Majin

 * Ability: When nine allies have died on the field, all his stats will double.
 * Lover: Increases stats by 1.25% each (with or without his ability activated), instead of the typical 1%.


 * Move: 3
 * Jump: 20
 * Counter: 2
 * Throw: 1 Panels, 20 dm
 * EXP Rate: 9

Hands-down, Majin have the best stats, aptitude, and Weapon Proficiency. That's why they exist. However, their EXP is leaps and bounds above everyone else, making them take twice as long to level as most characters. Unless they're fighting alone, their MV, JM, and Throw can be crippling as well.

To unleash the hell of his ability, toss an enemy human into your base panel, or chain-grenade a group of nine allied Prinnies.

Heavy Knight

 * Ability: While in danger, DEF (and RES?) increase by 50%.
 * Lover: While in danger, DEF (and RES?) increase 1%.


 * Move: 3
 * Jump: 15
 * Counter: 1
 * Throw: 6 Panels, 35 dm
 * EXP Rate: 5

Highest HP and DEF of all, and the innate guarantees they'll practically never die. Their ATK is pretty decent too, but it still comes in last place compared to the other warrior-types. Spears are their best weapon, not only because of weapon mastery, but it makes use of the high DEF aptitude. Lift Mages or weaker units out of the way to force enemies on your Knight instead.

Heavy Knights have the greatest Throw range in the game. This is pretty handy, especially in the Item World when you're trying to toss allies to the next gate. You could just make nine Lv1 Heavy Knights to make full use of their throws.

Sinner

 * Ability: While in danger, counter-attack damage increases.
 * Lover: While in danger, counter-attack damage increases by an extra 1% per lover.


 * Move: 4
 * Jump: 20
 * Counter: 2
 * Throw: 5 Panels, 32 dm
 * EXP Rate: 5

Umm... Just don't make these. High counters is really only a good idea if you have high DEF and HP, both of which Sinners lack. Their SPD is pretty low for guys that only want to use fists too. Their innate makes is mostly useless: it only activates when you're critical, and taking damage at HP that low means you might just die before you can unleash that boosted counter anyway.

If you want someone who only exists for Counterattacks, make Nekomatas instead.

Geomancer

 * Ability: Takes no damage from Geo chains.
 * Lover: Geo Warp Special Move range increases by one for every 5 lovers.


 * Move: 4
 * Jump: 20
 * Counter: 0
 * Throw: 3 Panels, 26 dm

They're the only human classes granted both healing and offensive spells naturally, but they're weaker-at-level than other classes, they can't learn the strongest ones, and neither their RES or INT is as high as classes who specialize in either offense or healing. Not only that, but pupil-teaching healing spells to a mage (or mage spells to a healer) isn't that difficult to begin with.

Wisemen are only truly useful in the Item World, but greatly so, and for obvious reasons. You don't need to keep their level high to truly make use of their Geo abilities though.

Samurai

 * Ability: While in danger, has a 20% chance of instantly killing a foe with a regular attack, regardless of stats.
 * Lover: While in danger, instant-kill chance increases by 1% per two lovers.


 * Move: 4
 * Jump: 20
 * Counter: 1
 * Throw: 4 Panels, 29 dm
 * EXP Rate: 6

ATK is the highest of all, and their Sword Mastery is the best too. Unfortunately, many characters (Male Fighters, mainly) have Innate Abilities which smack down that otherwise boastful ATK. And for warrior-types, these guys have delicate defenses.

The ability is more of a reason to keep a few Samurai around, but since it's such a gamble, you'll probably be planning to kill a foe normally whenever it triggers. Against an impossible boss (ie, Lv9999 when you're Lv200), make ten of these with as many Lovers as possible, then equip weights and charge in, hoping you get one-hit kills on everyone. If you don't survive, quit, then re-load your saved game and try again.

Gunner

 * Ability: Combo damage increases by 20% after Gunner attacks.
 * Lover: Combo damage increases by 1% per two lovers.


 * Move: 5
 * Jump: 20
 * Counter: 0
 * Throw: 4 Panels, 29 dm
 * EXP Rate: 6

Guns are awesome, and Gunners are the only characters (aside from Majins) who can use them properly. Combo damage is all that matters against single, invincible, boss-like characters, so you'll definitely want to have at least one of these guys around.

Thief

 * Ability: Increased steal chance.
 * Lover: Steal chance increases even more.


 * Move: 6
 * Jump: 25
 * Counter: 0
 * Throw: 3 Panels, 26 dm
 * EXP Rate: 4

Stats are horrid, but stealing is the only way to get some of the game's rarest and most powerful items, and these are the only units who can steal successfully when it matters. Aside from getting the best hand items, the only thing you can do to increase her steal chance is increase level and gain Lovers. She can't fight half-decently on her own, so it can be hard to level her: include her in Team and Tower Attacks whenever possible to help fix this.

If you want to actually try fighting: Thief doesn't excel at anything in particular, so it mostly depends on how you want to use her.
 * SPD is her highest stat, so Fists are a good choice, and the SPD boost can help her dodge lethal attacks.
 * Guns and Bows offer range, which can be used to Thieves away from danger, and help keep them alive. HIT is her second-best stat, and she has the highest natural mastery with those two weapons.  Unlike in the first Disgaea though, HIT doesn't affect stealing success.
 * Level is all that matters with stealing, and Swords' large area attacks tend to aid leveling--an attack that can attack multiple enemies at once can kill multiple enemies at once, which offers EXP at a faster rate than killing enemies one-by-one.
 * Since stats don't matter as much for support characters, you can give her a Staff and a Cleric pupil, then have her cast buffs on allies while using her natural debuffs on foes. That way you won't have to worry much about her low stats.
 * Her specials have the greatest chance of inflicting status ailments, but they can only strike one unit in a turn. With that in mind, she's actually quite decent at taking out powerful foes one at a time -- hit 'im with sleep so they can't slaughter your Thief, then slowly poison them to a near-death state. Once their HP is low enough, you should be able to take them out with a regular attack.

Cleric

 * Ability: Half damage from elemental attacks.
 * Lover: Extra 1% less damage from elemtnal attacks.


 * Move: 4
 * Jump: 20
 * Counter: 0
 * Throw: 3 Panels, 26 dm
 * EXP Rate: 4

They have the most powerful healing spells, and are the only class who can naturally learn the full range of buffs. You'll use the Healer given to you in the first cycle, but it'll be best to just pupil-teach their spells to more dynamic characters in later episodes or the post-game.

Don't attack, boost an ally instead. RES is a Healer's only decent stat, so attacking with her is... just a bad idea. If you insist, at least use a pupil-taught spell so staff mastery goes up.

Archer

 * Ability: Attack range with bows increased by one panel, making it five instead of four.
 * Lover: For every ten lovers, bow attack range increases by one.


 * Move: 4
 * Jump: 20
 * Counter: 0
 * Throw: 4 Panels, 29 dm
 * EXP Rate: 6

Bows aren't the strongest of weapons, and Archers don't have much ATK to match their high HIT. Even so, these girls are more about distance than power. With 20 Lovers, it's easy to strike most "Patient" enemies from a distance without baiting them. Decently-trained mages can do the same with spells, but what if that enemy has godly RES?

Archers aren't necessary units, but it definitely doesn't hurt to have one.

Beast Master

 * Ability: Empowers adjacent allied monsters by 20%. Fills the bonus gauge twice as fast.
 * Lover: Adjacent ally monsters are empowered by an extra 1% per lover.


 * Move: 5
 * Jump: 25
 * Counter: 1
 * Throw: 5 Panels, 32 dm

Their stats aren't the best, but you'll need at least two of these if you use a lot of monsters. Their Staff proficiency is horrid, but Staffs boost the range and area on their monster-buffs, so you'll want to get a Scroll: Staff ASAP.

When you're in dire need of a certain bonus gauge item, rip out as many of these guys as possible and unleash a horde of team attacks and combos.

Rune Knight

 * Ability: Receives less elemental damage, and deals 25% more damage when attacking with elemental spells (Fire, Wind, or Ice).
 * Lover: Elemental bonuses increase by 1% per lover.


 * Move: 4
 * Jump: 20
 * Counter: 1
 * Throw: 4 Panels, 29 dm
 * EXP Rate: 5

(A Rune Knight will only learn the attack spells of her primary element (the one she had +50% affinity of when created). She still all learns three buff/debuff spells regardless of affinity.)

Their stat distribution and slower exp rate make them a difficult class to use early in the game. The best use for them during the first cycle is as a support unit: reincarnate one from a Cleric for a multi-purpose Healer/Mage able to power up the spells and elemental defense of several other spell-casting party members first thing in battle.

Their INT may be lower than a Skull's or Mage's, but their innate abilities and elemental-boosting spells make them the best magic users in the long run. Reincarnate them from a Skull who's learned Tera spells for magical devastation on epic levels.