selfless: (Sad ♥ It Has To Be Done)
Colette Brunel ([personal profile] selfless) wrote2013-09-15 11:56 pm

[ abilities ]

Fighting Style

As a fighter, Colette is something like a glass cannon-- while she has a very unique and powerful style of fighting, it is also worth noting that she is frail and slow. With a deadly combination of chakrams and angelic magic, she is able to fight at close, mid, and long range. However, she is most effective in the close to mid range, as her chakram abilities do much more damage than her light spells.

When fighting, Colette makes use of her angel abilities, and these give her a distinct edge in combat. While this is not confirmed by canon, it could be possible that the reason Colette has many lightning-based techniques is that the lightning in her attacks is based on her angelic access to limited light magic. While that is only speculation, there are more concrete uses of her angel powers in her combat style. Because of her angel powers, Colette is able to throw her chakrams with significant force, and she has access to special light-magic spells. With these spells, she can send sparkling pink holy magic at the enemy, strengthen her allies, send bolts of light from above, and even exchange her own life to damage her enemies and heal her allies. Finally, the most obvious way that she uses her powers is her wings--she constantly makes use of her pink sparkly wings to increase her mobility in combat. With these wings we often see her jumping up to throw her chakram from a higher angle, or she will jump up to catch a returning chakram after she has thrown it. However, despite her added mobility, Colette is still very slow in combat and her angel powers do not help her in this field. While her wings give her increased vertical potential, when we see her fight in the game she is very slow when floating from point A to point B, and her turns are also pretty sluggish.

Perhaps because she knows that she is slow, Colette's style of fighting shows frequent use of circular movement. When preparing to throw a chakram, she will often spin around to increase the projectile's momentum. When she is catching a chakram she will spin around to soften the catch and avoid damaging her hands on the sharp outer blade. In one of her techniques, we see that Colette will extend both of her arms while holding her chakrams, and spin around to catch enemies in a deadly whirl of steel. However, perhaps because of all this spinning, Colette's naturally klutzy side rears its head in battle. Occasionally, Colette will be known to lose her footing and plow right into an enemy in the middle of a fight. But, of course, lucky Colette often ends up accidentally stealing items from the enemy when this happens, and funny enough she is the only character who has the ability to (unintentionally) steal items from the enemy.

Because of this circular style that she employs, Colette functions best as a mid range fighter. When an enemy gets close to her, it is easy for them to sneak a hit in between her slow attacks, and throw her off her rhythm. Then, while she's disrupted, the enemy can take advantage of her frail constitution and finish her off easily. However, if Colette an keep the enemy at a slight distance, she can make use of many of her short range lightning and enemy-stunning projectile techniques (which are listed below) and throw her chakrams to keep them at bay.

All in all, Colette is a great fighter in a team, and is reasonably powerful on her own. While she is easily crowded and ganged up on, she is deceptively powerful and can certainly hold her own in a fight.



Techniques

Here is a list of Colette's techniques, with descriptions grabbed from Huff n Puff's Tales of Symphonia Game FAQ, (This is more of a reference for me)

  • Ray Thrust - This attack has Colette throw her Chakram across the battlefield, damaging all enemies in its path.

  • Pow Hammer - The Tales-series staple female-lead attack. Colette will throw a toy hammer into the air, and it falls and strikes the enemy, doing damage. It's a medium range attack that can be tricky to aim at first.

  • Toss Hammer - A very powerful move, although it can't always be used, due to random activation. It's ability to inflict Deadly Poison on an enemy makes it one of the game's best moves, capable of taking down the game's hardest boss's HP down to 1 with one hit. It's a green Pow Hammer.

  • Ice Hammer - This attack is an Ice-Elemental version of the Pow Hammer tech. Nothing special about it. It's just a blue Pow Hammer.

  • Dual Ray Thrust - This attack is Ray Thrust done twice in rapid succession. Ray Satellite is better.

  • Ray Satellite - This attack has Colette turn one of her Chakrams into a buzz-saw and she holds it in front of her, attacking enemies.

  • Pow Pow Hammer - If you have this attack, you're doing it wrong. This attack's S-side variant is so much better. You should only have this attack if you're performing the Tech Glitch, or if you've hacked the game with an Action
    Replay.

  • Para Ball - This is Colette's most useful attack, bar none. When used, Colette throws 2 red balls at the target, that should they hit, and the enemy is not guarding, a bolt of lightning will strike the foe. It deals incredible damage for a surprisingly low TP cost. This attack will form the crux of most of her combos, and should see heavy use. Do note that should an enemy guard this tech, it's damage is severely reduced: because the Lightning strikes don't happen, if an enemy guards it.

  • Ring Whirlwind - Colette spins in place, attacking anything around her for a nice amount of damage. It lacks in range, but is useful, none the less. Is a great attack to use if you're surrounded.

  • Item Thief - One of Colette's 2 stealing techs. Colette trips, and if she hits an enemy, she damages them. If the enemy wasn't guarding, and if it damaged the enemy, she may say "I got something!", letting you know that she stole an item from the enemy. Try not to use this attack: It's a combo-killer.

  • Triple Ray Thrust - This attack fires 3 Ray Thrusts off in an arc. It's not very useful, and it doesn't do much damage unless it's at a very close range. Outclassed by its Strike Variant.

  • Triple Ray Satellite - This attack sets 3 Ray Satellites in front of Colette. It absolutely devastates large enemies like the Dragon or the Final Boss's second form. It is a good combo finisher and is quite the powerhouse.

  • Hammer Rain - Do yourself a favor and use the Tech Glitch, and get this attack. It's quite a powerful attack, and like TRS, it devastates large enemies. It suffers from a bit of a delay, and isn't likely land every hit. But its hammers can become Toss Hammers, making it all the deadlier. It's also used for one of the two "Cosmic" Unison Attacks, Stardust Rain.

  • Torrential Para Ball - This attack is a complete joke. It's actually weaker than it's previous version, and is quite pathetic. A waste of TP that should never be used. Use the Tech Glitch and get Hammer Rain instead of the failure of an attack.

  • Ring Cyclone - An extended version of Ring Whirlwind. Not quite as useful, and is overshadowed by its Strike variant.

  • Whirlwind Rush - This attack looks like a 3-hit normal combo linked into Ring Whirlwind. It's much more powerful than Ring Cyclone, so you should get this attack.

  • Item Rover - Colette's other Stealing Tech. It's the exact same as Item Thief, only stronger. It also steals 500 Gald if its sucessful at stealing. Its useful for finishing combos up because it is one good strong hit.

  • Grand Chariot - Another powerful Lightning attack. A great Combo-finisher.
    It works like a Ray Thrust combined with a Para Ball, but even if the enemy
    guards the attack, the lightning will still hit.

  • Stardust Cross - This attack is pretty hard to aim, but is quite powerful. Colette throws an object up into the air, causing a blast of stars to fall at about a 45 degree angle towards the ground, hitting the enemy repeatedly. This a good attack to finish a mid-range combo with.

  • Damage Guard - This is Colette's version of Guardian. She can't be killed when she activates it.



  • Angel Spells
  • Angel Feathers - Colette's first Angel Skill. This is a Mid-Level Magic, that will hit the enemy, no matter their position on the battlefield. It does medium damage.

  • Holy Song - The second best Status buff in the game. This spell increases all Allies damage output by 25% as well as decreasing the damage that anyone in your party takes by 25%. This effect lasts for 1 minute and 30 seconds, and stacks
    with Raine's status buffs.

  • Sacrifice 0 Colette has two attacks that shouldn't be used. Torrential Para Ball is one, and this is the other. Of course, everyone is gonna use it once, just to see what it does. This spell heals all allies (even KO'd ones) besides her by 30% of their Max HP, and strikes all enemies with an unavoidible blast of light that deals out a large amount of damage. Then, as the spell ends, Colette dies.
  • Judgment - A powerful light magic spell that has lasers rain, dealing out a good deal of light damage to anything hit by this spell. Colette's version of the spell comes out significantly faster than Kratos's slow version, but her incantation is no where near as cool. It's highly inaccurate, however.

  • ???? (Holy Judgment) - Colette's Hi-Ougi, Holy Judgment is a combination of Holy Song and Judgment. When she casts this spell she messes up the spell that she was trying to cast, and instead, her divine clumsiness kicks in, and she fuses that spell with the other, and it becomes quite strong. This spell applies "Holy Song Effect" to all allies, and calls down Judgment at 3 times its strength. An easy way to use this attack is to Cast Holy Song, and if the "Target" icon is present, cancel it by guarding. Then try again until it doesn't appear. If it's not there, the spell will be Holy Judgment.