Solar Flair
Solar Flair | |
---|---|
Japanese | グランドネビュラ |
Rōmaji | Grand Nebula |
Type | Skill |
Older names | None |
Solar Flair is a light-element ability in the Dragon Quest series. It bathes a group of enemies with damaging cosmic light from the very heart of the Milky Way.
Appearances[edit]
Dragon Quest IX[edit]
Solar Flair can be used by any character that has the 'Paladin's Primer' (quest #108) item in their inventory. Base damage is 180~210, and will increase once the user's magical mending surpasses 200. It will reach it's zenith after the value hits 850, blasting enemies for 375~405.
- Because it uses magical mending as it's power source, the skill is considerably more potent when used by a priest or sage.
Dragon Quest X[edit]
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Dragon Quest XI: Echoes of an Elusive Age[edit]
Solar Flair functions as a Pep power, being activated when both the Luminary and Rab are in the zone. It deals 285~315 light damage to all enemies with a high range of 625~655, and has a chance to increase lightning-elemental damage by 25% for 4~6 turns. If an enemy is a bag of bones or a ghoul, then damage is increased by 50%.
- The return of Pearly Gates to the series is likely the reason that Solar Flair was designated as a pep ability. The skill now appears to be a combination of Quadraslash and Pearly Gates.
Dragon Quest Heroes II: Twin Kings and the Prophecy's End[edit]
Cesar He casts this skill in the game
[[Dragon Quest Heroes II: Twin Kings and the Prophecy's End skills]