A former Enforcer of Ouroboros and known as the Bladelord. He and
Joshua were raised together like brothers. His incredible battle
prowess is highly valued by both the Anguis and Grandmaster.
Every good fighting game needs at least one boss character. In Ys vs Trails, it's Loewe that takes this role. With pretty inflated stats, he is both the strongest character in the game (in terms of raw strength), but also one of the bulkiest. His attacks, while somewhat slow, packs a punch, and can even sometimes cause status effects that affects his opponents' options. This makes Loewe a force to be reckoned with in neutral, as any mistake can be easily punished hard by him. However, while he seems absolutely overpowered on paper, there's one huge flaw in Loewe's gameplan: he requires almost full SP in order to become a threat. Gainin SP is Loewe's biggest hurdle: while his projectile Charge Attack has good range and is easily spammable in neutral, it only grants 22 SP, the lowest possible amount. This forces him to stay patient and slowly but surely build up SP until he gets enough for his next punish. Said punishes also requires good execution in order to maximize their damage output. Finally, Loewe has the lowest AP stat in the game, making build choices extremely limited for him.
Loewe is recommended for players who loves dealing absurd damage on their punishes. Similar to:
Playstyle
Loewe is a technical heavyweight with great neutral who can easily whiff punish his opponents for big damage.
Strengths
Weaknesses
High Stats: Loewe's stats are overall the highest in the game. This also makes him the 2nd tankiest character in the game.
Good Neutral: Loewe's attacks generally have a lot of range. However, they're still fast enough for him to perform decently well at most ranges.
Damaging Punishes: Loewe has an easy time punishing his opponents in neutral. His punishes also does very good damage.
Touch of Death: Loewe, with Jurio's help, has the potential to ToD half of the cast.
Low AP: Loewe has the lowest AP value in the game, making build options extremely limited for him.
Poor SP Economy: Loewe is the character who has the hardest time managing SP, due to a combination of generally expensive Skills and very low SP gain.
High Skill Floor: While not a weakness in itself, learning Loewe can take some time due requiring lots of finesse regarding SP management.
All damage values below were tested on Estelle (841 DEF). No stats-altering accessory was equipped. Also the values are averaged (see System page)
Movelist
Normal attacks
Ground Normal Link ABC
A
A
B
B
C
C
Version
Damage
Impact
SP Cost
Cooldown
Properties
A
151
5
-
-
-
B
151
11+6
-
-
-
C
151
24+5
-
-
-
A:
Total: 24
B:
Total: 26
C:
Total: 32
Decent normal link. A is a great poke that also acts as a quick anti-air, which Loewe can often abuse a lot. He can also use it in order to fish confirms into Demon Flames for great damage.
His C also has some defensive utility, since it covers all horizontal angles around Loewe. However, it's not used that often due to being locked at the end of the normal link, meaning it'll take much longer than usualy to come out.
Charge Attack [A]
Version
Damage
Impact
SP Cost
Cooldown
Properties
Ground/Air [A], j.[A]
181
10
-
-
Soft Armor, Projectile
Dash d.[A]
181
8
-
-
Soft Armor, Projectile
Ground:
Total: 29
Air:
Total: 24
Dash:
Total: 17
One of the better Charge Attacks in the game, despite its lackluster SP gain. Its projectile properties makes it an incredible poke that's very hard to directly challenge. This allows Loewe to easily control the neutral for a distance, pressuring his opponents into approaching him.
Projectile stays active for 11 frames
Gives 22 SP on contact
Air Normal Link j.ABC
j.A
j.A
j.B
j.B
j.C
j.C
Version
Damage
Impact
SP Cost
Cooldown
Properties
j.A
151
5
-
-
-
j.B
151
10+4
-
-
-
j.C
151
20+7
-
-
-
A decent air-to-air string. However, it mostly shines as a whiff punish tool.
Dash j.A is Loewe's best starter, due to having an additional hit when done during a dash. This grants bonus damage, as well as more time for Loewe to combo. j.C can be used as a combo ender when Loewe doesn't have enough SP for Demon Flames.
During a homing dash, j.A will gain an additional hit for bonus damage. If delayed long enough, Loewe can also perform his j.B while grounded
Falling Attack j.D
Damage
Impact
SP Cost
Cooldown
Properties
151
7
-
-
-
Arguably the worst Falling Attack in the game. Generally outclassed by j.C, Loewe doesn't have many uses for it, except as an anti-air bait.
Impact frame obtained while as low to the ground as possible
Rising Attack Attack while dodging
Damage
Impact
SP Cost
Cooldown
Properties
151
8
1 AP
-
Hard Armor 1-10
Total: 25
"Universal" Rising Attack. Basic, armored launcher that can be jump cancelled in order to start or continue a combo. Depending on the character, it can also be used as combo filler.
Loewe's fastest attack. Quite easy to insert in combos at most ranges.
Swallow Return S2
Damage
Impact
SP Cost
Cooldown
Properties
345
11
12 / 11 / 11 / 10 / 9
-
Soft Armor, Projectile
Gigantic projectile poke that launches opponents on hit. At point blank, Loewe can combo off of it
Jump cancellable
Silver Thorn S3
Silver Thorn, Golden Scorn
Silver Thorn, Golden Scorn
Damage
Impact
SP Cost
Cooldown
Properties
730
33
30 / 27 / 26 / 24 / 23
-
Hard Armor 1-4, Soft Armor Projectile
Causes Confusion on hit
Zero Storm S4
Ground version
Ground version
Air version
Air version
Damage
Impact
SP Cost
Cooldown
Properties
990
24
25 / 23 / 22 / 20 / 19
-
Hard Armor 1-4, Soft Armor Projectile, Draw-In
Very slow, very long, very active projectile that deals lots of damage, with each hit having a chance to cause Paralysis. Pretty hard to land, but the payoff is huge. Air version shooys the projectile at an angle.
Can cause Paralysis on hit
Arch Drain S5
Damage
Impact
SP Cost
Cooldown
Properties
1400
6+27
50 / 45 / 43 / 40 / 38
-
Hard Armor, Drain, Draw-In
Very slow Skill that's easily avoidable and hard to combo into. This makes it rarely worth using it in 1v1s. However, it can be pretty decent in FFAs, as Loewe gains 25 SP for every opponent caught in the AoE. This makes Arch Drain the only SP-positive Skill in the entire game, in the right circumstances.
If Loewe catches an opponent late enough, he will be able to follow-up with a combo.
6 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
Demon Flames S6
Does everything you need for only 60 SP
Does everything you need for only 60 SP
Damage
Impact
SP Cost
Cooldown
Properties
1660
8
60 / 54 / 51 / 48 / 45
-
Hard Armor, Draw-In
The reason you play Loewe. While it's tied with Agate's Final Break for most expensive Skill in the game, it compensates by being the single most damaging non-EXTRA Skill attack in the game. In fact, it even outdamages some EXTRA Skills. Moreover, its relatively quick startup and great range (despite the animation) makes it Loewe's go-to combo ender. And if that wasn't enough, it can even instantly break the opponent's guard! All of this makes it a must-have in Loewe's arsenal. Just don't abuse it, due to its extreme SP cost (this is Loewe we're talking about) and long recovery.
BnB punish from a homing dash at close-ish range. Extremely tight in order to make in inescapable. In order to work, Loewe must PM j.A's second hit backwards.
With accessories
d.A > RA jc > j.AB > d.AB > S6 (2.6k damage)
Airborne Medallion
"Easier" route from d.A using Rising Attack.
With assists
A > S6, [A] > d.ABC > j.S6 (4.1k damage)
Jurio & Chris
Simple Jurio combo. Costs a lot of SP but the damage is more than worth it. The last Demon Flames must be cancelled into right after j.C lands. Does 4.2k with d.AB starter.
One of the most damaging combos in the game. Able to ToD half the cast (Aisha, Elk, Mishera, Chester, Estelle, Joshua, Kloe, Olivier, Tita and Renne), and potentially more if EX Tome is equipped.
With accessories and assists
Combo (damage)
Specify which equippable items are required for this combo to work