Grant +150% to damage dealt
Glimmer and Astra are specials with very straightforward effects: more damage. Glimmer has a charge time of three and grants +50% damage, while Astra has a long charge time of five and increases damage by +150%. The large difference in charge time and eventual damage make them quite different from each other, despite having the same direct effect. Both scale directly off the damage that would be normally dealt from combat. Therefore, the foe’s defense or resistance matters quite a bit more than normal when calculating damage from these specials. Astra is notable for being one of few specials capable of OHKO’ing opponents, provided the attack would deal decent damage regardless.
Unlike other specials, the damage from Glimmer/Astra varies hugely based on your opponent’s stats. It is much more effective on foes with low defense/resistance. Naturally, the higher the user’s attack, the more damage from the specials. But debuffs to an enemies’ defense or resistance will boost the power of these moves significantly. Seal, Threaten and Ploy skills all make great partners to Glimmer/Astra. Glimmer, with its low cooldown is best used as a duel finisher, whereas Astra is best used to KO a completely fresh enemy. Standard special cooldown reduction skills such as Heavy Blade, Quickened Pulse and Infantry Pulse can be used to get Astra ready quickly.
While these skills seemingly have great damage multipliers, the way the damage is calculated often makes these specials a poor choice compared to others. Using specials which deal damage based on the user’s stats more often than not gives them much higher multipliers, at similar cooldowns. Astra is still capable of dealing high damage, but be wary of enemies with high defenses, as the multiplier will be heavily reduced.