Explore the Kaiser job in Bravely Second, detailing its powerful abilities like Blinding Light, Sonnenblume, Centurion, and Cerberus. Learn strategies to maximize your Kaiser's potential.
The Kaiser is a powerful job in Bravely Second, specializing in offensive capabilities and unique battlefield control. Its abilities often revolve around manipulating HP, MP, and turn order to gain an advantage.
Specialty: Cerberus
This passive ability automatically restores the user's HP, MP, and status to their pre-battle state after each fight. This is incredibly useful for grinding, as it negates damage and status effects sustained during battles, ensuring the user is always ready for the next encounter. However, it does not activate between consecutive battles and has a critical caveat: if the Kaiser is KO'd at the start of a battle and is the sole survivor at the end, they will return to a KO'd state, potentially leading to a Game Over.
Level 1: Blinding Light
Type: Command
Cost: 1 BP
Deals damage to all enemies based on the user's current HP, capped at 9999 without Bravely Second. This ability is similar to the enemy's Flash attack. While less effective against high-HP bosses due to the cap, it's excellent for clearing out weaker enemies, especially when combined with abilities that boost HP.
Level 2: Sonnenblume
Type: Command
Cost: 16 MP
Reverses the order of actions for 5 turns, causing slower combatants to act first. This is akin to "Trick Room" in Pokémon. It's useful against exceptionally fast enemies or when fielding slow characters, but often unnecessary due to other mechanics like Prescience.
Level 3: Centurion
Type: Support
Cost: 1 slot
Converts certain multi-target attacks into single-target attacks and doubles their damage. This is highly effective against single bosses, turning abilities like Blinding Light into a potent 9999 damage attack.
Level 4: Spring Awakening
Type: Command
Cost: 24 MP
For 5 turns, all combatants (friend and foe) recover up to 9999 HP at the end of each turn. If a character is undead, they take equivalent damage instead. This ability can prolong battles but serves as a passive heal for the party, provided the party can out-damage the healing received by foes.
Level 5: Westwind
Type: Command
Cost: 16 MP
Swaps the Physical Defence and Magical Defence values for all combatants for 5 turns. This can be situationally useful for exploiting enemy weaknesses or protecting characters by altering their defensive profiles.
Level 6: Winter Storm
Type: Command
Cost: 16 MP
For 3 turns, all combatants are prevented from increasing HP, MP, or BP. This is a powerful debuff that can stop enemies from healing or gaining BP, but it also affects the user's party. The Exorcist's Undo HP ability can still be used to recover HP.
Level 7: Noble Eagle
Type: Command
Cost: 16 MP
Boosts the Physical Attack and Magical Attack of all combatants to 200% for 5 turns. This doubles everyone's damage output. While effective, its benefits can be replicated by other abilities, and its effects do not stack with similar buffs.
Level 8: Citadel
Type: Support
Cost: 1 slot
At the end of every second turn, all combatants lose 1 BP. This ability functions even if the user is KO'd. It can immobilize foes who don't actively manage their BP, making it useful in conjunction with BP-generating builds.
Level 9: Cerberus (Ability Form)
Type: Support
Cost: 2 slots
This is the ability version of the Kaiser's Specialty. It provides the same benefit of restoring HP, MP, and status after every battle, making it excellent for repetitive grinding.
Level 10: Dawn of Odyssey
Type: Support
Cost: 1 slot
At the end of every fourth turn, all combatants gain 1 BP. This ability functions even if the user is KO'd. It's a less potent version of the Time Mage's Hasten World due to its infrequent activation.
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