| IX. The Hermit|
| Girl, Tarot|
| Max Stats
|Lv:120 HP:3106 ATK:1205 DEF:1570|
| Main Skill (スキル)|
Lamp of Guidance
| Reduces all targets' ATK/AGI with a chance to inflict Confusion (If target is Confused, 50% chance to increase the Party's AGI)|
| Sub Skill (子分スキル)|
| When Main Card is A, grants 15% Damage Reduction and 6% Skill Boost × the # of Red cards in the hand including your own|
| Awoken Main Skill (スキル)|
| Awoken Sub Skill (子分スキル)|
| Awoken Skill (覚醒スキル)|
| S.Awoken Main Skill (スキル)|
| S.Awoken Sub Skill (子分スキル)|
| S.Awoken Skill (覚醒スキル)|
| Super Fusion (超合体)|
- 50% Chance to grant +1 AGI to Party if Target is Confused.
At first glance, Hermit seems similar to Pisces or Capricorn, inflicting Debuffs with a Status Effect. However, Hermit ends up being a quite strong Red Debuffer much like Girim. But of course with her 34-Cost, Hermit's Debuff ends up being a bit stronger than normal, already able to inflict -2 ATK/AGI without any Skill Boosts at SL7. Apart from the Debuff, Hermit can inflict Confusion to all foes, and if the enemy is already Confused, then Hermit has a 50% chance to increase the Party's AGI by 1.
A pretty useful Damage Reduction Sub, Hermit grants 15% Damage Reduction. But for every Red card in the hand (including your own), you get an additional 6% Skill Boost (up to a max of 30% for 5 Red cards). On that note, Hermit's up there with Amaterasu in terms of granting Damage Reduction + Skill Boost. But on average, you should only probably expect 1-2 Red cards.
[The Hermit] (IX) is the ninth trump or Major Arcana card in most traditional Tarot decks. It is used in game playing as well as in divination.