Build creator
This tool reproduces the customisation screen of Dissidia 012: attacks, abilities, equipment, accessories, assist and summon. Everything happens in your browser — nothing is sent to a server, and your builds stay on your machine.
The CP gauge follows the game's rules: 450 capacity points at level 100, extendable to 510 with the Hero's Spirit and Hero's Essence accessories. A build that goes over budget stays editable and saveable, but it is flagged as invalid.
1. Pick a character
2. Build the loadout
0/450 CP attacks 0 abilities 0
Detailed stats
Modifiers of the same name are added up. The sources state each effect on its own and never say how two of them combine in game.
3. Saved builds
Pointers
How the CP budget is calculated
- Every attack and every ability costs CP. The cost drops once the item is mastered: the tool shows the mastered cost by default, and the “Mastered costs” checkbox switches to the purchase cost.
- The summary totals are base statistics at level 100 plus the bonuses of the equipped pieces. Effects expressed as percentages are not folded in — the sources do not express them in points — but they are added up in the “Detailed stats” drop-down, below the totals.
- The gauge distinguishes the share consumed by attacks in apple green and the share taken by abilities in sky blue, as the game does.
- Equipping Hero's Spirit or Hero's Essence raises the cap as you select: two Hero's Spirit and one Hero's Essence take capacity to 510.
- The “Max Booster” figure in the summary is the product of every equipped booster, all conditions assumed met. The “Active multiplier” panel, in the detailed stats drop-down, is the one you adjust: it multiplies the accessory effects listed below it.
Equip glitch
- A piece of equipment whose category the character cannot natively wear is marked with a dedicated icon: it can only be worn by going through the Equip Glitch.
- The manipulation saves up to 40 CP, at 10 per piece, and has to be redone every time the equipment changes.
Saving and sharing
- Builds are saved in your browser's local storage. Clearing the site's data erases them: export the builds that matter.
- The JSON export preserves the whole structure and re-imports identically. The CSV export flattens one build per row, for a spreadsheet.
- The share link encodes the build in the address: just send it, with no file and no account.
Known limits
- Neither dissidia.wiki nor the Final Fantasy Wiki publishes the attack slots or the inputs that trigger them. The game itself is the source here: its “Abilities” screen gives three slots per category — a category being a stance (ground or midair) crossed with a style, such as Lightning’s paradigms or Cecil’s jobs — and shows each slot’s command: neutral stick, ← or →, with ○ for a bravery attack and □ for an HP attack. The tool applies that layout, and caps each category at three. Follow-ups and HP links extend a move rather than occupying a slot of their own, exactly as the game shows them.
- The sources say whether a character has HP links, but not which attacks chain. The information is shown as-is, with no per-attack detail.
- The multiplicative stacking of boosters is confirmed by a worked example in the multiplayer build guide (1.5 × 1.4 × 1.3 gives the stated ×2.7). Boosters act only on accessory effects, not on equipment statistics. The tool reads that contrast strictly: it multiplies the percentage effects of accessories and nothing else. No source says whether a flat bonus follows the multiplier, and taking LUK +4 to +10.8 or a summon recharge to +2.7 would state something the sources do not — so those values stay as written. Whether a booster is live depends on a battle condition (“When your HP is 100%”), which no build can settle: the detailed stats panel lists the equipped boosters and lets you untick the ones whose condition is not met. Those tick boxes describe the situation, not the build — they are neither saved, exported nor carried by the share link.
- The detailed stats panel adds up modifiers of the same name across equipment, accessories, active sets and conditional abilities. No source states how two effects of the same name combine in game, so the sum is a reading of the sources, not a verified formula. Effects the sources write as a sentence — the Qu'Bia accessories, the “chance” effects — are not turned into numbers: they are reproduced word for word under “Other effects”.
- A slot is not stored: an attack’s position among the attacks kept for its category is what places it. Each attack carries the command it occupies, so a command can be left empty between two filled ones — picking an attack on → puts it on →, even with the neutral stick free. The share link gained a format for this (prefix « d »); the older « c » still reads, its commands simply unstated and therefore filled in order. An attack moves to another command by dragging it by its handle — onto an empty command it moves, onto a filled one the two swap — or, from the keyboard, with the up and down arrow keys on that handle. A same attack may occupy several inputs — Vaan can put Crossbow on all three of his ground bravery commands — so an equipped attack is never identified by its name, always by its place in the list. Follow-ups attach to the attack that precedes them. Which bravery attacks accept one is documented; which follow-up they take is not constrained — a Prishe “(One)” chains into any “(Two)”, and the pairing is what changes the effect.