Disgaea 2: Cursed Memories/Humans

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Humans 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[edit]

  • 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
Tier T1 T2 T3 T4 T5 T6
Name Fighter Warrior Destroyer Gladiator Warlord Battle Master
Unlock From Start Lv10 Fighter Lv20 Warrior Lv40 Destroyer Lv80 Gladiator Lv160 Warlord
-
Weapon Mastery
Fist 13 14 15 16 17 18
Sword 18 20 22 24 26 28
Spear 18 20 22 24 26 28
Bow 10 11 12 13 14 15
Gun 3 3 4 4 5 5
Axe 19 21 23 25 27 29
Staff 2 2 3 3 4 4
-
Aptitude
HP 110% 110% 120% 120% 130% 130%
SP 80% 80% 80% 90% 90% 90%
ATK 100% 100% 110% 110% 120% 120%
DEF 110% 110% 120% 120% 130% 130%
INT 60% 60% 60% 70% 70% 70%
RES 60% 60% 60% 70% 70% 70%
HIT 90% 90% 100% 100% 110% 110%
SPD 90% 90% 100% 100% 110% 110%
-
Base Stats
HP 24 26 28 30 32 34
SP 10 10 11 11 12 12
ATK 16 17 18 19 20 21
DEF 14 15 16 17 18 19
INT 6 6 6 7 7 7
RES 6 6 6 7 7 7
HIT 11 12 13 14 15 16
SPD 11 12 13 14 15 16
-
Mana Costs
Good-for-nothing 1 1 1 1 2 2
Incompetent 10 13 16 19 22 25
Average 50 65 80 95 110 125
Skilled 200 260 320 380 440 500
Distinguished 1000 1300 1600 1900 2200 2500
Genius 5000 6500 8000 9500 11000 12500

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. If you don't want to use a weight then you'll have a hard time using their special ability.

If you don't want weights, try muscles, that gives the fighter exceptional talent in attacking near the enemy. Bolster ATK to increase the damage dealt to the enemy, DEF isn't necessary because you'll be needing his CRITICAL UP in times of danger.

Lady Fighter[edit]

  • 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
Tier T1 T2 T3 T4 T5 T6
Name Lady Fighter Lady Warrior Valkyrie Minerva Lass Freya Iron Maiden
Unlock Obtained from Start Lv10 Lady Fighter Lv20 Lady Warrior Lv40 Valkyrie Lv80 Minerva Lass Lv160 Freya
-
Weapon Mastery
Fist 10 11 12 13 14 5
Sword 18 20 22 24 26 28
Spear 19 21 23 25 27 29
Bow 18 20 22 24 26 28
Gun 3 3 4 4 5 5
Axe 13 14 15 16 17 18
Staff 2 2 3 3 4 4
-
Aptitude
HP 100% 100% 110% 110% 120% 120%
SP 80% 80% 80% 80% 90% 90%
ATK 100% 100% 110% 110% 120% 120%
DEF 100% 100% 110% 110% 120% 120%
INT 60% 60% 60% 70% 70% 70%
RES 60% 60% 60% 70% 70% 70%
HIT 100% 100% 110% 110% 120% 120%
SPD 100% 100% 110% 110% 120% 120%
-
Base Stats
HP 20 22 24 26 28 30
SP 10 10 11 11 12 12
ATK 16 17 18 19 20 21
DEF 12 13 14 15 16 17
INT 6 6 6 7 7 7
RES 6 6 6 7 7 7
HIT 13 14 15 16 17 18
SPD 13 14 15 16 17 18
-
Mana Costs
Good-for-nothing 1 1 1 1 2 2
Incompetent 10 13 16 19 22 25
Average 50 65 80 95 110 125
Skilled 200 260 320 380 440 500
Distinguished 1000 1300 1600 1900 2200 2500
Genius 5000 6500 8000 9500 11000 12500

Lady Fighters are the same as Male Fighters, but are much Faster, and better with a Bow. If you want a ranged attacker, a Lady Fighter with a Bow is the best one you can make. Their ability to deal more Criticals (Which can be made permanent with Lovers or Level 300 Professionals) makes them better than Archers, who lack the stats necessary to survive. If you need them to wield any other weapon, make them either Swords or Spears. They are not so good with Axes.

Skull[edit]

  • 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
Tier T1 T2 T3 T4 T5 T6
Name Red Skull Green Skull Blue Skull Star Skull Prism Skull Galaxy Skull
Unlock Obtained from Start Obtained from Start Obtained from Start Lv20 Red, Green, or Blue Skull Lv60 Star Skull Lv160 Prism Skull
-
Weapon Mastery
Fist 5 5 5 6 7 8
Sword 10 10 10 12 14 16
Spear 10 10 10 12 14 16
Bow 5 5 5 6 7 8
Gun 3 3 3 4 4 4
Axe 5 5 5 6 7 8
Staff 20 20 20 23 26 29
-
Aptitude
HP 80% 80% 80% 80% 90% 90%
SP 100% 100% 100% 110% 120% 120%
ATK 70% 70% 70% 70% 80% 80%
DEF 80% 80% 80% 80% 90% 90%
INT 110% 110% 110% 120% 130% 130%
RES 100% 100% 100% 110% 110% 110%
HIT 80% 80% 80% 80% 90% 90%
SPD 90% 90% 90% 90% 100% 100%
-
Base Stats
HP 12 12 12 14 15 16
SP 16 16 16 18 20 22
ATK 6 6 6 7 7 7
DEF 8 8 8 9 10 11
INT 16 16 16 18 20 22
RES 12 12 12 14 16 18
HIT 8 8 8 9 10 11
SPD 10 10 10 13 14 15
-
Mana Costs
Good-for-nothing 1 1 1 1 2 2
Incompetent 10 10 10 16 20 25
Average 50 50 50 80 100 125
Skilled 200 200 200 320 400 500
Distinguished 1000 1000 1000 1600 2000 2500
Genius 5000 5000 5000 8000 10000 12500
Specials
Name Tiers Lv SP Stat Strength Area Height
Fire Red, Prism, Galaxy Lv1 5 INT -10%
Spell
48dm
  • Magical fire damage
48dm
Wind Green, Prism, Galaxy Lv1 5 INT -10%
Spell
48dm
  • Magical wind damage
48dm
Ice Blue, Prism, Galaxy Lv1 5 INT -10%
Spell
48dm
  • Magical ice damage
48dm
Star Star, Galaxy Lv1 7 INT 0%
Spell
48dm
  • Magical star damage
48dm
Enfeeble Red, Green, Blue, Star Lv5 8 N/A N/A
Spell
24dm
  • Decreases ATK by 20%
24dm
Mega Fire Red, Prism, Galaxy Lv10 15 INT 0%
Spell
48dm
  • Magical fire damage
48dm
Mega Wind Green, Prism, Galaxy Lv10 15 INT 0%
Spell
48dm
  • Magical wind damage
48dm
Mega Ice Blue, Prism, Galaxy Lv10 15 INT 0%
Spell
48dm
  • Magical ice damage
48dm
Mega Star Star, Galaxy Lv12 21 INT 10%
Spell
48dm
  • Magical star damage
48dm
Blind Red, Green, Blue, Star Lv15 8 N/A N/A
Spell
24dm
  • Decreases HIT by 20%
24dm
Giga Fire Red, Prism, Galaxy Lv25 45 INT 10%
Spell
48dm
  • Magical fire damage
48dm
Giga Wind Green, Prism, Galaxy Lv25 45 INT 10%
Spell
48dm
  • Magical wind damage
48dm
Giga Ice Blue, Prism, Galaxy Lv25 45 INT 10%
Spell
48dm
  • Magical ice damage
48dm
Giga Star Star, Galaxy Lv30 63 INT 20%
Spell
48dm
  • Magical star damage
48dm
Mind Break Red, Green, Blue, Star Lv35 8 N/A N/A
Spell
24dm
  • Decreases INT by 20%
24dm
Omega Fire Red, Prism, Galaxy Lv50 135 INT 20%
Spell
48dm
  • Magical fire damage
48dm
Omega Wind Green, Prism, Galaxy Lv50 135 INT 20%
Spell
48dm
  • Magical wind damage
48dm
Omega Ice Blue, Prism, Galaxy Lv50 135 INT 20%
Spell
48dm
  • Magical ice damage
48dm
Omega Star Star, Galaxy Lv60 189 INT 30%
Spell
48dm
  • Magical star damage
48dm
Tera Fire Red Lv80 405 INT 30%
Spell
  • Magical fire damage
48dm
Tera Wind Green Lv80 405 INT 30%
Spell
48dm
  • Magical wind damage
48dm
Tera Ice Blue Lv80 405 INT 30%
Spell
48dm
  • Magical ice damage
48dm
Tera Star Star Lv100 567 INT 40%
Spell
48dm
  • Magical star damage
48dm

(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.

Skulls are easy to kill, especially in a small stage, and they are not good against strong bosses. Skulls often miss strong targets. As such, you should also have a Female Mage that has a higher Hit% than your skull.

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. Be mindful that the Element that a Skull/Mage receives a 50% bonus to will increase the power of the spell of the corresponging element. (EX.: Fire 50% will result in a stronger Fire spell.) This also works in the opposite way if an element has a "-50% rating. (Fire -50% will result in a weaker Fire Spell.)

Girl Mage[edit]

  • 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
Tier T1 T2 T3 T4 T5 T6
Name Red Mage Green Mage Blue Mage Star Mage Prism Mage Galaxy Mage
Unlock Obtained from Start Obtained from Start Obtained from Start Lv20 Red, Green, or Blue Mage Lv60 Star Mage Lv160 Prism Mage
-
Weapon Mastery
Fist 5 5 5 6 7 8
Sword 5 5 5 6 7 8
Spear 5 5 5 6 7 8
Bow 10 10 10 12 14 16
Gun 10 10 10 12 14 16
Axe 3 3 3 4 4 4
Staff 20 20 20 23 26 29
-
Aptitude
HP 70% 70% 70% 70% 80% 80%
SP 110% 110% 110% 120% 130% 130%
ATK 70% 70% 70% 70% 80% 80%
DEF 70% 70% 70% 70% 80% 80%
INT 110% 110% 110% 120% 130% 130%
RES 100% 100% 100% 110% 120% 120%
HIT 90% 90% 90% 90% 100% 100%
SPD 80% 80% 80% 80% 90% 90%
-
Base Stats
HP 10 10 10 12 13 14
SP 18 18 18 20 22 24
ATK 6 6 6 7 7 7
DEF 6 6 6 7 7 7
INT 16 16 16 18 20 22
RES 14 14 14 16 18 20
HIT 8 8 8 9 10 11
SPD 8 8 8 9 10 11
-
Mana Costs
Good-for-nothing 1 1 1 1 2 2
Incompetent 10 10 10 16 20 25
Average 50 50 50 80 100 125
Skilled 200 200 200 320 400 500
Distinguished 1000 1000 1000 1600 2000 2500
Genius 5000 5000 5000 8000 10000 12500
Specials
Name Tiers Lv SP Stat Strength Area Height
Fire Red, Prism, Galaxy Lv1 5 INT -10%
Spell
48dm
  • Magical fire damage
48dm
Wind Green, Prism, Galaxy Lv1 5 INT -10%
Spell
48dm
  • Magical wind damage
48dm
Ice Blue, Prism, Galaxy Lv1 5 INT -10%
Spell
48dm
  • Magical ice damage
48dm
Star Star, Galaxy Lv1 7 INT 0%
Spell
48dm
  • Magical star damage
48dm
Armor Break Red, Green, Blue, Star Lv5 8 N/A N/A
Spell
24dm
  • Decreases DEF by 20%
24dm
Mega Fire Red, Prism, Galaxy Lv10 15 INT 0%
Spell
48dm
  • Magical fire damage
48dm
Mega Wind Green, Prism, Galaxy Lv10 15 INT 0%
Spell
48dm
  • Magical wind damage
48dm
Mega Ice Red, Prism, Galaxy Lv10 15 INT 0%
Spell
48dm
  • Magical ice damage
48dm
Mega Star Star, Galaxy Lv12 21 INT 10%
Spell
48dm
  • Magical star damage
48dm
Slow Red, Green, Blue, Star Lv15 8 N/A N/A
Spell
24dm
  • Decreases SPD by 20%
24dm
Giga Fire Red, Prism, Galaxy Lv25 45 INT 10%
Spell
48dm
  • Magical fire damage
48dm
Giga Wind Green, Prism, Galaxy Lv25 45 INT 10%
Spell
48dm
  • Magical wind damage
48dm
Giga Ice Blue, Prism, Galaxy Lv25 45 INT 10%
Spell
48dm
  • Magical ice damage
48dm
Giga Star Star, Galaxy Lv30 63 INT 20%
Spell
48dm
  • Magical star damage
48dm
Resist Break Red, Green, Blue, Star Lv35 8 N/A N/A
Spell
24dm
  • Decreases RES by 20%
24dm
Omega Fire Red, Prism, Galaxy Lv50 135 INT 20%
Spell
48dm
  • Magical fire damage
48dm
Omega Wind Green, Prism, Galaxy Lv50 135 INT 20%
Spell
48dm
  • Magical wind damage
48dm
Omega Ice Blue, Prism, Galaxy Lv50 135 INT 20%
Spell
48dm
  • Magical ice damage
48dm
Omega Star Star, Galaxy Lv60 189 INT 30%
Spell
48dm
  • Magical star damage
48dm
Tera Fire Red Lv80 405 INT 30%
Spell
48dm
  • Magical fire damage
48dm
Tera Wind Green Lv80 405 INT 30%
Spell
48dm
  • Magical wind damage
48dm
Tera Ice Blue Lv80 405 INT 30%
Spell
48dm
  • Magical ice damage
48dm
Tera Star Star Lv100 567 INT 40%
Spell
48dm
  • Magical star damage
48dm

(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.

Mages have a higher HIT stat than Skulls, which makes them perfect to attack enemies with high SPD. Try using this advantage to weaken the enemy with weakening spells.

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[edit]

  • 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
Tier T1 T2 T3 T4 T5 T6
Name Genin Chunin Jounin Oniwanaban Touryou Shadow Master
Unlock Lv5 Sword & Lv5 Fist Lv15 Genin Lv30 Chunin Lv60 Jounin Lv120 Oniwanaban Lv240 Touryou
-
Weapon Mastery
Fist 16 18 20 22 24 26
Sword 16 18 20 22 24 26
Spear 16 18 20 22 24 26
Bow 10 11 12 13 14 15
Gun 6 7 8 9 10 11
Axe 6 7 8 9 10 11
Staff 3 3 4 4 5 5
-
Aptitude
HP 90% 90% 100% 100% 110% 110%
SP 90% 90% 90% 100% 100% 100%
ATK 100% 100% 110% 110% 120% 120%
DEF 80% 80% 80% 90% 90% 90%
INT 80% 80% 80% 90% 90% 90%
RES 70% 70% 70% 80% 80% 80%
HIT 100% 100% 100% 110% 110% 110%
SPD 110% 110% 120% 120% 130% 130%
-
Base Stats
HP 14 15 16 17 18 19
SP 9 10 11 12 13 14
ATK 14 15 16 17 18 19
DEF 8 8 9 9 10 10
INT 9 9 10 10 11 11
RES 6 6 6 7 7 7
HIT 12 13 14 15 16 17
SPD 16 18 20 22 24 26
-
Mana Costs
Good-for-nothing 1 1 2 2 2 3
Incompetent 14 17 20 22 26 29
Average 70 85 100 110 130 145
Skilled 280 340 400 440 520 580
Distinguished 1400 1700 2000 2200 2600 2900
Genius 7000 8500 10000 11000 13000 14500
Specials
Name Lv SP Stat Strength Range Area Height
Ususemi Lv15 8 ATK 20% Fixed
Disgaea 2 Triple Strike Diagram.png
24dm
  • Physical damage
  • User moves to support panel
24dm
Konoha Gakure Lv45 8 ATK 20% Fixed
Disgaea 2 Konoha Gakure Diagram.png
24dm
  • Physical damage
  • User moves to support panel
24dm

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[edit]

  • 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
Tier T1 T2 T3 T4 T5 T6
Name Hanakage Yukikage Hoshikage Tsukikage Sorakage Master Kunoichi
Unlock Lv5 Staff & Lv5 Fist Lv15 Hanakage Lv30 Yukikage Lv60 Hoshikage Lv120 Tsukikage Lv240 Sorakage
-
Weapon Mastery
Fist 16 18 20 22 24 26
Sword 16 18 20 22 24 26
Spear 10 11 12 13 14 15
Bow 6 7 8 9 10 11
Gun 2 2 3 3 4 4
Axe 6 7 8 9 10 11
Staff 16 18 20 22 24 26
-
Aptitude
HP 80% 80% 80% 90% 90% 90%
SP 90% 90% 90% 100% 100% 100%
ATK 100% 100% 110% 110% 120% 120%
DEF 70% 70% 70% 80% 80% 80%
INT 100% 100% 110% 110% 120% 120%
RES 80% 80% 80% 90% 90% 90%
HIT 90% 90% 90% 100% 100% 100%
SPD 110% 110% 120% 120% 130% 130%
-
Base Stats
HP 12 13 14 15 16 17
SP 9 10 11 12 13 14
ATK 14 15 16 17 18 19
DEF 6 6 6 7 7 7
INT 13 14 15 16 17 18
RES 8 8 9 9 10 10
HIT 10 11 12 13 14 15
SPD 16 18 20 22 24 26
-
Mana Costs
Good-for-nothing 1 1 2 2 2 3
Incompetent 14 17 20 22 26 29
Average 70 85 100 110 130 145
Skilled 280 340 400 440 520 580
Distinguished 1400 1700 2000 2200 2600 2900
Genius 7000 8500 10000 11000 13000 14500
Specials
Name Lv SP Range Area Height
Kagenui Lv10 8 Fixed
Disgaea 2 Kagenui Diagram.png
24dm
  • 60% chance of Paralysis
24dm
MinMinMin Lv15 16 4
Disgaea 2 Plus Diagram.png
24dm
  • 40% chance of Sleep
24dm
Shinikaze Lv25 16 4
Disgaea 2 Plus Diagram.png
24dm
  • 40% chance of Poison
24dm
Mafuujin Lv35 16 4
Disgaea 2 Plus Diagram.png
24dm
  • 40% chance of Amnesia
24dm
Tougenkyo Lv45 16 4
Disgaea 2 Plus Diagram.png
24dm
  • 40% chance of Deprave
24dm

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:

  • Staff mastery is decent, even if their RES is mildly low (not that much is usually needed), so they could work as healers.
  • Their INT is also decent, making them the only class in the game (Aside from Majins) that can use magic decently despite not being designed for it. This can allow for an evasive Mage-type character at the cost of slighty lower INT than a Mage or Rune Knight.
  • 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.

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.

It's recommended to equip her with shoes because you'll be needing her to escape every time an enemy gets close to her. Just stay away from the enemy! If your HP goes down, don't heal. Make her attack an enemy that has 50% remaining HP. This is risky, but this is the best way to use her.

Majin[edit]

  • 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
Tier T1 T2 T3 T4 T5 T6
Name Chaos Soldier Death Avenger Violator Last Battalion Death Army Omega Senteniel
Unlock Defeat Zenon Lv60 Chaos Soldier Lv120 Death Avenger Lv240 Violator Lv480 Last Battalion Lv960 Death Army
-
Weapon Mastery
Fist 20 22 24 26 28 30
Sword 20 22 24 26 28 30
Spear 20 22 24 26 28 30
Bow 20 22 24 26 28 30
Gun 20 22 24 26 28 30
Axe 20 22 24 26 28 30
Staff 20 22 24 26 28 30
-
Aptitude
HP 110% 110% 110% 120% 120% 120%
SP 110% 110% 110% 120% 120% 120%
ATK 110% 110% 110% 120% 120% 120%
DEF 110% 110% 110% 120% 120% 120%
INT 110% 110% 110% 120% 120% 120%
RES 110% 110% 110% 120% 120% 120%
HIT 110% 110% 110% 120% 120% 120%
SPD 110% 110% 110% 120% 120% 120%
-
Base Stats
HP 28 32 36 40 44 48
SP 16 18 20 22 24 26
ATK 16 18 20 22 24 26
DEF 16 18 20 22 24 26
INT 16 18 20 22 24 26
RES 16 18 20 22 24 26
HIT 16 18 20 22 24 26
SPD 16 18 20 22 24 26

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[edit]

  • 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
Tier T1 T2 T3 T4 T5 T6
Name Heavy Knight Iron Knight Steel Knight Mythril Knight Adamant Knight Aegis Knight
Unlock Lv3 Spear Lv12 Heavy Knight Lv24 Iron Knight Lv48 Steel Knight Lv96 Mythril Knight Lv192 Adamant Knight
-
Weapon Mastery
Fist 6 7 8 9 10 11
Sword 17 19 21 23 25 27
Spear 18 22 22 24 26 28
Bow 2 2 3 3 4 4
Gun 2 2 3 3 4 4
Axe 17 19 21 23 25 27
Staff 2 2 3 3 4 4
-
Aptitude
HP 120% 120% 130% 130% 140% 140%
SP 70% 70% 70% 80% 80% 80%
ATK 100% 100% 110% 110% 120% 120%
DEF 110% 110% 120% 120% 130% 130%
INT 60% 60% 60% 70% 70% 70%
RES 100% 100% 110% 110% 120% 120%
HIT 90% 90% 90% 100% 100% 100%
SPD 60% 60% 60% 70% 70% 70%
-
Base Stats
HP 28 32 36 40 44 48
SP 7 7 8 8 9 9
ATK 15 16 17 18 19 20
DEF 16 18 20 22 24 26
INT 6 6 6 7 7 7
RES 12 13 14 15 16 17
HIT 10 11 12 13 14 15
SPD 6 6 6 7 7 7
-
Mana Costs
Good-for-nothing 1 1 1 2 2 2
Incompetent 12 15 18 21 24 27
Average 60 75 90 105 120 135
Skilled 240 300 360 420 480 540
Distinguished 1200 1500 1800 2100 2400 2700
Genius 6000 7500 9000 10500 12000 13500

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.

Heavy Knights can be further utilized by having a pupil (or reincarnating him into a cleric) to teach him healing and buffing spells, it won't have the same range, but healing alone will put his decent RES score to great use and it give you a reason to bolster his RES and SP scores with orbs.

Sinner[edit]

  • 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
Tier T1 T2 T3 T4 T5 T6
Name Togabito Yasha Ashura Rasetsu Bushin Aragami
Unlock Obtain a Felony Lv12 Togabito Lv24 Yasha Lv48 Ashura Lv96 Rasetsu Lv192 Bushin
-
Weapon Mastery
Fist 20 22 24 26 28 30
Sword 10 11 12 13 14 15
Spear 10 11 12 13 14 15
Bow 6 7 8 9 10 11
Gun 6 7 8 9 10 11
Axe 12 13 14 15 16 17
Staff 2 2 3 3 4 4
-
Aptitude
HP 100% 100% 110% 110% 120% 120%
SP 90% 90% 90% 100% 100% 100%
ATK 100% 100% 110% 110% 120% 120%
DEF 80% 80% 80% 90% 90% 90%
INT 70% 70% 70% 80% 80% 80%
RES 100% 100% 100% 110% 110% 110%
HIT 80% 80% 80% 90% 90% 90%
SPD 100% 100% 110% 110% 120% 120%
-
Base Stats
HP 20 22 24 26 28 30
SP 10 11 12 13 14 15
ATK 16 17 18 19 20 21
DEF 8 8 9 9 10 10
INT 6 6 6 7 7 7
RES 10 11 12 13 14 15
HIT 8 8 9 9 10 10
SPD 14 15 16 17 18 19
-
Mana Costs
Good-for-nothing 1 1 1 2 2 2
Incompetent 12 15 18 21 24 27
Average 60 75 90 105 120 135
Skilled 240 300 360 420 480 540
Distinguished 1200 1500 1800 2100 2400 2700
Genius 6000 7500 9000 10500 12000 13500

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[edit]

  • 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
Tier T1 T2 T3 T4 T5 T6
Name Druid Mystic Sage Hermit Prophet Geo Master
Unlock 500+ Geo Combo Lv12 Druid Lv24 Mystic Lv48 Sage Lv96 Hermit Lv192 Prophet
-
Weapon Mastery
Fist 14 16 18 20 22 24
Sword 6 7 8 9 10 11
Spear 6 7 8 9 10 11
Bow 3 3 4 4 5 5
Gun 3 3 4 4 5 5
Axe 3 3 4 4 5 5
Staff 19 21 23 25 27 29
-
Aptitude
HP 70% 70% 70% 80% 80% 80%
SP 100% 100% 110% 110% 120% 120%
ATK 90% 90% 90% 100% 100% 100%
DEF 70% 70% 70% 80% 80% 80%
INT 100% 100% 110% 110% 120% 120%
RES 100% 100% 110% 110% 120% 120%
HIT 80% 80% 80% 90% 90% 90%
SPD 100% 100% 110% 110% 120% 120%
-
Base Stats
HP 10 11 12 13 14 15
SP 14 15 16 17 18 19
ATK 8 8 9 9 10 10
DEF 6 6 6 7 7 7
INT 15 16 17 18 19 20
RES 15 16 17 18 19 20
HIT 8 8 9 9 10 10
SPD 12 13 14 15 16 17
-
Mana Costs
Good-for-nothing 1 1 1 2 2 2
Incompetent 12 15 18 21 24 27
Average 60 75 90 105 120 135
Skilled 240 300 360 420 480 540
Distinguished 1200 1500 1800 2100 2400 2700
Genius 6000 7500 9000 10500 12000 13500
Specials
Name Lv SP Stat Strength Range Area Height
Star Lv1 7 INT 0% Spell
Disgaea 2 Spell Diagram.png
48dm
  • Magical star damage
48dm
Mega Star Lv12 21 INT 10% Spell
Disgaea 2 Spell Diagram.png
48dm
  • Magical star damage
48dm
Giga Star Lv35 63 INT 20% Spell
Disgaea 2 Spell Diagram.png
48dm
  • Magical star damage
48dm
Omega Star Lv75 189 INT 30% Spell
Disgaea 2 Spell Diagram.png
48dm
  • Magical star damage
48dm
Heal Lv5 4 RES 20% Spell
Disgaea 2 Spell Diagram.png
48dm
  • Heals HP
48dm
Mega Heal Lv20 12 RES 40% Spell
Disgaea 2 Spell Diagram.png
48dm
  • Heals HP
48dm
Giga Heal Lv40 36 RES 60% Spell
Disgaea 2 Spell Diagram.png
48dm
  • Heals HP
48dm
Geo Change Lv1 20 N/A N/A Fixed
Disgaea 2 Self Diagram.png
0dm
  • Randomly re-arranges Geo Symbols and Panels
  • Only works in the Item World
0dm
Geo Blast Lv15 20 N/A N/A 3
Disgaea 2 Single Diagram.png
24dm
  • Instantly destroys a Geo Symbol
  • Only works in the Item World
24dm
Geo Warp Lv30 20 N/A N/A Range
Disgaea 2 Single Diagram.png
36dm
  • User warps to selected panel
  • Only works in the Item World
36dm
Bonus Change Lv50 20 N/A N/A Fixed
Disgaea 2 Self Diagram.png
0dm
  • Randomly re-arranges Bonus Item List
  • Only works in the Item World
0dm

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[edit]

  • 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
Tier T1 T2 T3 T4 T5 T6
Name Ronin Samurai Bujin Kengou Kensei Sword Master
Unlock Lv5 Sword Lv15 Ronin Lv30 Samurai Lv60 Bujin Lv120 Kengou Lv240 Kensei
-
Weapon Mastery
Fist 8 9 10 11 12 13
Sword 20 22 24 26 28 30
Spear 15 16 17 18 19 20
Bow 15 16 17 18 19 20
Gun 6 7 8 9 10 11
Axe 10 11 12 13 14 15
Staff 3 3 4 4 5 5
-
Aptitude
HP 100% 100% 100% 110% 110% 110%
SP 70% 70% 70% 80% 80% 80%
ATK 110% 110% 120% 120% 130% 130%
DEF 90% 90% 90% 100% 100% 100%
INT 80% 80% 80% 90% 90% 90%
RES 70% 70% 70% 80% 80% 80%
HIT 100% 100% 110% 110% 120% 120%
SPD 100% 100% 110% 110% 120% 120%
-
Base Stats
HP 18 20 22 24 26 28
SP 6 6 6 7 7 7
ATK 18 20 22 24 26 28
DEF 8 8 9 9 10 10
INT 8 8 9 9 10 10
RES 6 6 6 7 7 7
HIT 12 13 14 15 16 17
SPD 12 13 14 15 16 17
-
Mana Costs
Good-for-nothing 1 1 2 2 2 3
Incompetent 14 17 20 22 26 29
Average 70 85 100 110 130 145
Skilled 280 340 400 440 520 580
Distinguished 1400 1700 2000 2200 2600 2900
Genius 7000 8500 10000 11000 13000 14500

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[edit]

  • 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
Tier T1 T2 T3 T4 T5 T6
Name Gunner Sniper Outlaw Hitman Bullseye Desperado
Unlock Lv5 Gun Lv15 Gunner Lv30 Sniper Lv60 Outlaw Lv120 Hitman Lv240 Bullseye
-
Weapon Mastery
Fist 10 11 12 13 14 15
Sword 4 4 4 5 5 5
Spear 4 4 4 5 5 5
Bow 10 11 12 13 14 15
Gun 20 22 24 26 28 30
Axe 4 4 4 5 5 5
Staff 4 4 4 5 5 5
-
Aptitude
HP 90% 90% 90% 100% 100% 100%
SP 90% 90% 90% 100% 100% 100%
ATK 70% 70% 70% 80% 80% 80%
DEF 90% 90% 90% 100% 100% 100%
INT 70% 70% 70% 80% 80% 80%
RES 100% 100% 110% 110% 120% 120%
HIT 110% 110% 120% 120% 130% 130%
SPD 100% 100% 110% 110% 120% 120%
-
Base Stats
HP 16 17 18 19 20 21
SP 10 11 12 13 14 15
ATK 6 6 7 7 8 8
DEF 8 8 9 9 10 10
INT 7 7 8 8 9 9
RES 13 14 15 16 17 18
HIT 16 17 18 19 20 21
SPD 14 15 16 17 18 19
-
Mana Costs
Good-for-nothing 1 1 2 2 2 3
Incompetent 14 17 20 22 26 29
Average 70 85 100 110 130 145
Skilled 280 340 400 440 520 580
Distinguished 1400 1700 2000 2200 2600 2900
Genius 7000 8500 10000 11000 13000 14500

Guns are awesome, and Gunners are the only characters (aside from Majins, Archers, and Thieves) 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[edit]

  • Ability: Increased steal chance.
  • Lover: Steal chance increases even more.
  • Move: 6
  • Jump: 25
  • Counter: 0
  • Throw: 3 Panels, 26 dm
  • EXP Rate: 4
Tier T1 T2 T3 T4 T5 T6
Name Thief Rogue Scout Bandit Trickster Master Thief
Unlock From Start Lv10 Thief Lv20 Rogue Lv40 Scout Lv80 Bandit Lv160 Trickster
-
Weapon Mastery
Fist 12 13 14 15 16 17
Sword 12 13 14 15 16 17
Spear 8 9 10 11 12 13
Bow 14 16 18 20 22 24
Gun 14 16 18 20 22 24
Axe 3 3 3 4 4 4
Staff 6 7 8 9 10 11
-
Aptitude
HP 80% 80% 80% 90% 90% 90%
SP 100% 100% 100% 110% 110% 110%
ATK 100% 100% 100% 110% 110% 110%
DEF 70% 70% 70% 80% 80% 80%
INT 80% 80% 80% 90% 90% 90%
RES 90% 90% 90% 100% 100% 100%
HIT 100% 100% 110% 110% 120% 120%
SPD 110% 110% 120% 120% 130% 130%
-
Base Stats
HP 14 15 16 17 18 19
SP 11 12 13 14 15 16
ATK 10 11 12 13 14 15
DEF 7 7 8 8 9 9
INT 8 8 9 9 10 10
RES 10 11 12 13 14 15
HIT 12 13 14 15 16 17
SPD 16 17 18 19 20 21
-
Mana Costs
Good-for-nothing 1 1 1 1 2 2
Incompetent 10 13 16 19 22 25
Average 50 65 80 95 110 125
Skilled 200 260 320 380 440 500
Distinguished 1000 1300 1600 1900 2200 2500
Genius 5000 6500 8000 9500 11000 12500
Specials
Name Lv SP Range Area Height
Health Lv1 8 Fixed
Disgaea 2 Melee Diagram.png
16dm
  • 80% chance of Poison
16dm
Consciousness Lv10 8 Fixed
Disgaea 2 Melee Diagram.png
16dm
  • 80% chance of Sleep
16dm
Freedom Lv20 8 Fixed
Disgaea 2 Melee Diagram.png
16dm
  • 80% chance of Paralysis
16dm
Memory Lv40 8 Fixed
Disgaea 2 Melee Diagram.png
16dm
  • 80% chance of Amnesia
16dm

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:

  • 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.

Thief doesn't excel at anything in particular, so it mostly depends on how you want to use her.

The most effective way of using Thief is to weaken the enemy, then equip her with a gun to Lower the SPD of the enemy, or use innate abilities. Stealing an emotion or talent from an enemy with hands is also effective.

Cleric[edit]

  • Ability: Half damage from elemental attacks.
  • Lover: Extra 1% less damage from elemental attacks.
  • Move: 4
  • Jump: 20
  • Counter: 0
  • Throw: 3 Panels, 26 dm
  • EXP Rate: 4
Tier T1 T2 T3 T4 T5 T6
Name Healer Acolyte Priest Bishop Cardinal Saint
Unlock From Start Lv10 Healer Lv20 Acolyte Lv40 Priest Lv80 Bishop Lv160 Cardinal
-
Weapon Mastery
Fist 9 10 11 12 13 14
Sword 13 15 17 19 21 23
Spear 13 15 17 19 21 23
Bow 13 15 17 19 21 23
Gun 9 10 11 12 13 14
Axe 9 10 11 12 13 14
Staff 13 15 17 19 21 23
-
Aptitude
HP 90% 90% 90% 100% 100% 100%
SP 100% 100% 110% 110% 120% 120%
ATK 90% 90% 100% 100% 110% 110%
DEF 80% 80% 80% 90% 90% 90%
INT 90% 90% 100% 100% 110% 110%
RES 110% 110% 120% 120% 130% 130%
HIT 90% 90% 90% 100% 100% 100%
SPD 60% 60% 60% 70% 70% 70%
-
Base Stats
HP 16 17 18 19 20 21
SP 16 17 18 19 20 21
ATK 12 13 14 15 16 17
DEF 8 8 8 9 9 9
INT 12 13 14 15 16 17
RES 16 18 20 22 24 26
HIT 12 13 14 15 16 17
SPD 6 6 6 7 7 7
-
Mana Costs
Good-for-nothing 1 1 1 1 2 2
Incompetent 10 13 16 19 22 25
Average 50 65 80 95 110 125
Skilled 200 260 320 380 440 500
Distinguished 1000 1300 1600 1900 2200 2500
Genius 5000 6500 8000 9500 11000 12500
Specials
Name Lv SP Stat Strength Area Height
Espoir Lv5 6 N/A N/A
Spell
48dm
  • Cures status ailments
48dm
Heal Lv1 4 RES 20%
Spell
48dm
  • Heals HP
48dm
Mega Heal Lv15 12 RES 40%
Spell
48dm
  • Heals HP
48dm
Giga Heal Lv30 36 RES 60%
Spell
48dm
  • Heals HP
48dm
Omega Heal Lv50 108 RES 80%
Spell
48dm
  • Heals HP
48dm
Shield Lv3 8 N/A N/A
Spell
24dm
  • Increases DEF by 20%
24dm
Magic Wall Lv10 8 N/A N/A
Spell
24dm
  • Increases RES by 20%
24dm
Braveheart Lv13 8 N/A N/A
Spell
24dm
  • Increases ATK by 20%
24dm
Target Lock Lv20 8 N/A N/A
Spell
24dm
  • Increases HIT by 20%
24dm
Speed Boost Lv40 8 N/A N/A
Spell
24dm
  • Increases SPD by 20%
24dm
Magic Boost Lv50 8 N/A N/A
Spell
24dm
  • Increases INT by 20%
24dm

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.

If you want an offensive Healer that can also be used for buffs, equip her with a Bow and at least a Muscle item for higher HP. Muscles can also help a Healer last in the battlefield for buffing allies.

Archer[edit]

  • 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
Tier T1 T2 T3 T4 T5 T6
Name Archer Hunter Shooter Bow Master Cupid Freischutz
Unlock Lv5 Bow Lv15 Archer Lv30 Hunter Lv60 Shooter Lv120 Bow Master Lv240 Cupid
-
Weapon Mastery
Fist 6 6 7 7 8 8
Sword 8 9 10 11 12 13
Spear 12 13 14 15 16 17
Bow 20 22 24 26 28 30
Gun 12 13 14 15 16 17
Axe 3 3 3 4 4 4
Staff 8 9 10 11 12 13
-
Aptitude
HP 80% 80% 80% 90% 90% 90%
SP 100% 100% 100% 110% 110% 110%
ATK 100% 100% 100% 110% 110% 110%
DEF 80% 80% 80% 90% 90% 90%
INT 80% 80% 80% 90% 90% 90%
RES 100% 100% 110% 110% 120% 120%
HIT 110% 110% 120% 120% 130% 130%
SPD 80% 80% 80% 90% 90% 90%
-
Base Stats
HP 14 15 16 17 18 19
SP 12 13 14 15 16 17
ATK 12 13 14 15 16 17
DEF 7 7 8 8 9 9
INT 8 8 9 9 10 0
RES 14 15 16 17 18 19
HIT 16 18 20 22 24 26
SPD 7 7 8 8 9 9
-
Mana Costs
Good-for-nothing 1 1 2 2 2 3
Incompetent 14 17 20 22 26 29
Average 70 85 100 110 130 145
Skilled 280 340 400 440 520 580
Distinguished 1400 1700 2000 2200 2600 2900
Genius 7000 8500 10000 11000 13000 14500

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 also have high HIT, so you COULD give a Gun to an Archer to take advantage of this stat. If you want to use a Bow, either make an Archer and give them a Belt to further their mediocre ATK, or give the Archer a Gun, level her up, then Reincarnate into a Gunner.

Beast Master[edit]

  • 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
Tier T1 T2 T3 T4 T5 T6
Name Beast Tamer Beast Leader Beast Lord Beast Queen Beast Master Beast Savior
Unlock Capture a Monster Lv12 Beast Tamer Lv24 Beast Leader Lv48 Beast Lord Lv96 Beast Queen Lv192 Beast Master
-
Weapon Mastery
Fist 10 11 12 13 14 15
Sword 16 18 20 22 24 26
Spear 16 18 20 22 24 26
Bow 16 18 20 22 24 26
Gun 3 3 4 4 5 5
Axe 16 18 20 22 24 26
Staff 6 6 7 7 8 8
-
Aptitude
HP 90% 90% 90% 100% 100% 100%
SP 100% 100% 100% 110% 110% 110%
ATK 100% 100% 110% 110% 120% 120%
DEF 90% 90% 90% 100% 100% 100%
INT 70% 70% 70% 80% 80% 80%
RES 90% 90% 90% 100% 100% 100%
HIT 100% 100% 100% 110% 110% 110%
SPD 100% 100% 100% 110% 110% 110%
-
Base Stats
HP 16 17 18 19 20 21
SP 12 13 14 15 16 17
ATK 15 16 17 18 19 20
DEF 10 11 12 13 14 15
INT 8 8 9 9 10 10
RES 9 9 10 10 11 11
HIT 12 13 14 15 16 17
SPD 12 13 14 15 16 17
-
Mana Costs
Good-for-nothing 1 1 1 2 2 2
Incompetent 12 15 18 21 24 27
Average 60 75 90 105 120 135
Skilled 240 300 360 420 480 540
Distinguished 1200 1500 1800 2100 2400 2700
Genius 6000 7500 9000 10500 12000 13500
Specials
Name Lv SP Range Area Height
Wild Groom Lv3 8 Spell
Disgaea 2 Spell Diagram.png
24dm
  • Increases Mana and EXP gain of monsters by 50%
24dm
Domination Lv9 8 Spell
Disgaea 2 Spell Diagram.png
24dm
  • Increases ATK, INT, and HIT of monsters by 20%
24dm

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 as soon as possible.

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[edit]

  • 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
Tier T1 T2 T3 T4 T5 T6
Name Magic Knight Dark Knight Rune Knight Mega Knight Force Knight Space Knight
Unlock Lv3 Staff & Sword Lv12 Magic Knight Lv24 Dark Knight Lv48 Rune Knight Lv96 Mega Knight Lv192 Force Knight
-
Weapon Mastery
Fist 6 6 7 7 8 8
Sword 18 20 22 24 26 28
Spear 14 16 18 20 22 24
Bow 14 16 18 20 22 24
Gun 9 10 11 12 13 14
Axe 12 13 14 15 16 17
Staff 16 18 20 22 24 26
-
Aptitude
HP 90% 90% 90% 100% 100% 100%
SP 100% 100% 110% 110% 120% 120%
ATK 100% 100% 110% 110% 120% 120%
DEF 90% 90% 90% 100% 100% 100%
INT 100% 100% 110% 110% 120% 120%
RES 90% 90% 90% 100% 100% 100%
HIT 90% 90% 90% 100% 100% 100%
SPD 60% 60% 60% 70% 70% 70%
-
Base Stats
HP 16 17 18 19 20 21
SP 14 15 16 17 18 19
ATK 14 15 16 17 18 19
DEF 10 11 12 13 14 15
INT 14 15 16 17 18 19
RES 10 11 12 13 14 15
HIT 10 11 12 13 14 15
SPD 6 6 6 7 7 7
-
Mana Costs
Good-for-nothing 1 1 1 2 2 2
Incompetent 12 15 18 21 24 27
Average 60 75 90 105 120 135
Skilled 240 300 360 420 480 540
Distinguished 1200 1500 1800 2100 2400 2700
Genius 6000 7500 9000 10500 12000 13500
Specials
Name Lv SP Stat Strength Range Area Height
Fire/Wind/Ice Lv1 5 INT -10% Spell
Disgaea 2 Spell Diagram.png
48dm
  • Magical fire/wind/ice damage
48dm
Mega Fire/Wind/Ice Lv10 15 INT 0% Spell
Disgaea 2 Spell Diagram.png
48dm
  • Magical fire/wind/ice damage
48dm
Giga Fire/Wind/Ice Lv35 45 INT 10% Spell
Disgaea 2 Spell Diagram.png
48dm
  • Magical fire/wind/ice damage
48dm
Fire/Wind/Ice Weapon Lv1 10 N/A N/A Self
Disgaea 2 Self Diagram.png
0dm
  • Once activated, the user will automatically cast Fire/Wind/Ice following every regular attack.
  • Using one element weapon after another cancels out the first effect.
  • Gives three casts before needing recharge (if an enemy is killed before the spell is cast, the charge carries over to the next round).
0dm
Fire/Wind/Ice Charge Lv15 10 N/A N/A Spell
Disgaea 2 Spell Diagram.png
24dm
  • Temporarily increases elemental affinity by 50%
24dm
Anti-Fire/Wind/Ice Lv30 10 N/A N/A Spell
Disgaea 2 Spell Diagram.png
24dm
  • Temporarily decreases elemental affinity by 50%
24dm

(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.