Mikleo in Tales of Zestiria is a master of fighting with staffs, balancing his close-combat capabilities with a large set of water artes. Mikleo is also a capable healer, having a variety of healing artes.
Tales of Zestiria Mikleo Combat Tips
Mikleo’s fighting style is well-rounded, making him a viable asset in all kinds of ranges, and his high artes defense allows him to square off against casters with relative ease.
Of course, like most casters, Mikleo does have long casting times, especially for some abilities, but his versatility as an close-combat character as well as caster allow him to switch roles within a battle, retreating whenever healing is required.
Base Stats
HP – 580
Attack – 40
Arte Attack – 40
Defense – 35
Arte Defense – 55
Focus – 25
Support Talents
Snack Preparation
Make snacks to recover HP.
Remedy Preparation
Recreate previously known gel or bottle.
Windstepping
Winning a battle or eavesdropping on folks will give you a 30 second movement speed boost.
Treasure Detection
Detect nearby treasure chests and herbs.
Compatible Equipment
Weapons – Staffs
Accessories – Circlets
Armor – Men’s Armor
Rings – All
Footwear – Men’s Shoes
Martial Artes
LS + B — Water Blast –> Rending Torrent –> Rising Geyser –> Frigid Sever
LS (Up, Down) + B — Turning Peak –> Lunar Strain –> Torrent Fang –> Hexa Strike
LS (Left) + B — Turning Peak –> Moonlight Circle –> Spiral Strike –> Misty Reef
LS (Right) + B — Turning Peak –> Moonlight Circle –> Spiral Strike –> Misty Reef
Water Blast
Fire a shot of water-based projectile from a small range.
Element – Water
Additional Effects – Stun (5%)
Max Hits – 1
SC Cost – 5
Torrent Fang
Create a torrent of water, followed by a blade of water.
Element – Water
Additional Effects – Absorb SC (15%)
Max Hits – 4
SC Cost – 11
Turning Peak
Divert enemies with a melee hit. Attack direction can be changed (Up/Down, Left)
Element – None
Additional Effects – Stun (5%)
Max Hits – 1
SC Cost – 4
Spiral Strike
Spin your staff and sweep nearby enemies to send the flying.
Element – Water
Additional Effects– Absorb HP (10%)
Max Hits – 3
SC Cost – 13
Rending Torrent
Pull enemies that get caught in a spinning water blade.
Element – Water
Additional Effects – Stun (5%)
Max Hits – 2
SC Cost – 6
Frigid Sever
Freeze the surrounding air and then strike an enemy with an ice-forged blade.
Element – Earth, Water
Additional Effects – Stun (5%)
Max Hits – 2
SC Cost – 11
Lunar Strain
Charge in with a spinning staff attack.
Element – None
Additional Effects – Attack Up (50%)
Max Hits – 4
SC Cost – 9
Hexa Strike
Strike with the staff six times.
Element – None
Additional Effects – Focus Up (50%)
Max Hits – 6
SC Cost – 16
Moonlight Circle
Unleash a crescent strike that is imbued with water damage.
Element – Water
Additional Effects – Arte Defense Up (50%)
Max Hits – 2
SC Cost – 11
Misty Reef
Concentrate heat on an enemy and combine it with a water-imbued strike.
Element – Fire, Water
Additional Effects – Stun (5%)
Max Hits – 2
SC Cost – 21
Rising Geyser
Cast a geyser that erupts from the ground to lift enemies.
Element – Water
Additional Effects – Stun (5%)
Max Hits – 2
SC Cost – 10
Seraphic Artes
Twin Flow
Cast twin torrents of water. Water-based Seraphic arts have a chance of inflicting poison.
Element – Water
Additional Effects – Poison (5%)
Max Hits – 2
SC Cost – 10
Splash
Cast to pour a watery torrent down on a target enemy, surrounding it with downpour. Higher Seraphic Arte of Ice Reaver.
Element – Water
Additional Effects – Stun (5%)
Max Hits – 3
SC Cost – 18
Freeze Lancer
Emit a blast of five ice spears. Higher Seraphic arte of Twin Flow.
Element – Earth, Water
Additional Effects – Poison (6%)
Max Hits – 3
SC Cost – 14
Violet Storm
A four-second cast time followed by a scattering of blue frozen petals and red burning petals, creating a storm that sweeps up enemies.
Element – Fire, Water
Additional Effects – Stun (5%)
Max Hits – 7
SC Cost – 26
Aqua Serpent
Summon an intertwined water serpent that pierces enemies. Higher Seraphic Arte of Freeze Lancer.
Element – Water
Additional Effects – Poison (7%)
Max Hits – 5
SC Cost – 19
Mindflayer
Deals non-elemental damage to a specific enemy, and has a chance of inflicting Paralysis and stealing Arte Attack.
Element – None
Additional Effects –Paralysis (5%), Steal Arte Attack (100%)
Max Hits – 2
SC Cost – 12
Ice Reaver
Summon icy blades on both sides of a target and slice them between it.
Element – Earth, Water
Additional Effects – Stun (5%)
Max Hits – 2
SC Cost – 12
Healing Artes
Resilient Aid
Heal an ally’s HP and temporarily increase their Arte Defense.
Element – Water
Additional Effects – HP Recovery (100%), Arte Defense Boost (100%)
Max Hits – 1
SC Cost – 30
Purity Heal
Restore HP to an ally and remove Poison and/or Paralysis. Higher restoration Arte of Resilient Aid.
Element – Water
Additional Effects – HP Recovery (100%), Remove Paralysis/Poison (100%)
Max Hits – 1
SC Cost – 42
Mystic Artes
Crystal Rod
Fire power water missiles followed by a devastating finishing strike.
Element – None
After Number of Combos: N/A
Max Hits – 4
BG – 3
Rime Slaughter
Combine a flurry of powerful torrent attacks of ice-forged blades and torrents of water.
Element – Earth, Water
After Number of Combos: 4
Max Hits – 14
BG – 5
Final Player
Powerful water-based attack that deals high damage.
Element – Water
After Number of Combos: 50
Max Hits – 16
BG – 4
Combat Tips and Tactics
Mikleo is primarily a water-based caster, but his abilities and Martial Artes with the staff do allow him to get up close and personnel with foes.
Using Mikleo in a triple role is the best way to go; start off with some casts, then barge in and strike a few blows, and finally get back and start casting, all the while healing any other character who needs it.
Note that his Seraphic Artes do have large casting times, ranging from 1.3 seconds all the way to 4 second long casts. Using him this way makes him a classic mage character, so you should make sure that you keep a good distance between him and enemies to give yourself time to cast.
When you come across enemies that are resistant to water-based damage, it is best to limit yourself to a melee combat role, all the while retreating back to heal any ally that needs it.
The biggest issue with casters in Tales of Zestiria is their SC. Keep an eye on it, as the casting artes (especially healing) tend to take up a lot of SC.
Use your restorative artes to make sure that you can constantly heal and cast, and keep his SC high enough to rely on him throughout a battle.