Summary: Kurt Vander

You can never train too much

Kurt is a highly-disciplined member of his age group and the New Class VII, from a line of uniquely talented swordsmen who have served the Imperial family for centuries. He brings with him Sirius, a wind-elemental Master Quartz that greatly improves counterattack damage on successful evasion while later boosting evasion and providing Insight status. His Brave Order Wind Blade steeply reduces delay after taking action, giving allies the chance to make more moves before enemies get to. Kurt dual-wields swords and has point-blank melee attack range. Kurt's ARCUS II has a three-line setup with two mandatory wind and one water all on line 1. Lines 2 and 3 have the capacity for just one quartz. The elements given show great potential to enhance both magic and physical evasion while leaving unassigned slots open for attacking stats and debuff spreading. Kurt's attack growth is excellent and he does have above-average speed. Whereas his defenses are underwhelming and he is a close-quarters unit, he needs some support from his allies early on to stay in the fight. Built right, he can go far above and beyond that initial first impression. Many of Kurt's crafts are melee range, though he has a long-range move that impedes casting and a no-delay self-buff. It is actually a powerful kit with the right debuffs.

Build 1: Critical Striker

Prepare yourself

Kurt has potential to dish out incredible digits in his entire kit when favored with critical and strength bonus equipment. Even that "D" ranking for Twilit Blades is deceiving with this setup. Given that his crafts have great unbalance efficacy, enhanced critical rating keeps the Brave Points flowing in. Master Quartz: Line 1: Line 2: Line 3: For equipment, lean toward whatever gives the largest critical bonus, even if other benefits are scarce. In Cold Steel 4, Proverbs - Emptiness and Panzer Goggles are fantastic, while Awakening Headband is another great pick. Gungnir amplifies critical damage and, as it matures, gives more critical percent and Craft Points to Kurt for doing his job. Thor supplements damage against enemies debuffed with an abnormality, which is why Byakko, providing strength and debuffs, works well in a green slot. Blind is neat if Byakko is unavailable because the increased chance of an enemy missing means an increased chance at provoking a nasty counterattack even without leaning on Sirius. Solar Gyre is favored over Sevenfold Gem for most cases to give Kurt that extra strength and high chance to lower strength and defense of enemies, providing support the whole team can use, although the latter makes it easier to stop casters and gives him a touch more survivability. Kurt is already decently fast, but if more speed is absolutely needed, this quartz is the best candidate to sub out for a Nohval Gem. With this build, Kurt wants to be linked with someone who is going to be taking damage so that Vengeance can work off of his massive power. Consider fielding with a fast AoE debuffer, and lining up which debuffed foes to strike from afar with Twilit Blades to blast through densely-packed mobs of monsters from a safe distance. When the field is made more sane, Kurt can move in to deliver some very impressive figures with his melee crafts on the remaining enemies.