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5 STR is a lot, and the DEF scaling is totally huge.
Dunno how STR is calculated, it must be a % roll againt the enemy DEF and not just a damage increase, because my Kimahri was dealing 300 dmg with 29 STR, and now he does 1500 with 36 STR. (Auron deals 8000+ with 60)
Cheer raises Strength by 1 point, and also increases resistance to physical attacks. If you already have a natural Strength stat of 255, Cheer can still raise it to 260.
Despite what it says, Cheer does not affect your Defense stat; rather, it works in a manner similar to the Protect spell, where it cuts the damage received by a certain percentage. Casting Cheer once cuts damage received by 1/15 (or about 6.67%). Each additional cast raises this damage reduction to 2/15, 3/15, 4/15, and finally 5/15.
Cheer is most useful for its defensive boost, but is rarely ever preferable over the Protect spell. You should really only use it if you're going to be fighting a long battle, and the enemy has access to Dispel but no instant KO abilities. (Basically, stick to Protect for the main storyline, and only consider Cheer for Monster Arena enemies.)
Focus has a similar effect for Magic and resistance to magical attacks. It too is most useful for its defensive boost, but Shell is usually better.
Aim raises Accuracy by 10% of the base stat, and Reflex raises Evasion by 10% of the base stat.
Seems not worth it but sometimes those skills can be good to get a turn in without killing anything when I'm trying to spread the exp
What do you mix for shell/protect?
Look up online for a Mix list. You'll want "Super Mighty G" or "Hyper Mighty G".
Also, "Super NulAll" and "Ultra NulAll" apply Cheer x5 and Focus x5.
They half the target's stat. Can only be used once because it's a status effect.