Shinjiro Aragaki | Gallery | Social Link | Party |
This article covers information on Shinjiro Aragaki as a party member, uses and strategies in Persona 3.
Overview[]
Shinjiro Aragaki joins the party on September 2nd/September 3rd, but can only be used in battle prior to the Full Moon Operation on October 4th, after which he leaves the party permanently.
Shinjiro is solely offense-oriented, having the highest Strength stat out of SEES. This is backed up by his Physically offensive moveset. He also has a very high Endurance stat and high HP to let him take a lot of hits, augmented by his Regenerate and Counter passives. He has a high tendency of starting most Tartarus expeditions while feeling Great, which will increase his crit rate. Shinjiro has no elemental weaknesses or resistances so he can hold his own in a lot of situations.
Despite his ability to maintain himself, Shinjiro can be very isolated from other members of the group: unlike other party members of SEES, he doesn't have any skills that can support his allies. Instead, they're all focused on buffing himself or directly attacking the enemy. His ability to maintain himself makes his need for support less common.
As Shinjiro is a temporary party member, he doesn't experience a second awakening, and only uses Castor. However, if one takes the effort to level-grind him during his brief window of availability, they would discover that he has a complete moveset for as far as level 77. In Portable, if the player takes the effort to level up Shinjiro during his limited window of availability, his level will factor into the Skill Card he leaves behind in his room after he becomes unavailable.
Pool | Explanation | |
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God's Hand | Evil Smile | Strictly Physical-based combatant with technical defense. |
Deathbound | High Counter | |
Akasha Arts | Regenerate 2 | |
Power Charge | - |
Reload[]
Shinjiro's role is not too different in Reload but he's made much more powerful to compensate for his short availability. Right off the bat, he wields a mixture of Slash and Strike skills, and automatically comes with the new move Bloody Charge, which costs 40% of his max HP but amplifies his next physical attack damage and crit rate. This ties in nicely to his Theurgy-charging passive, which lets him charge faster at low health. His Combat Characteristics from spending time with him are also some of the most potent ones you can get off your party - Auto-Bolster gives him both Auto-Tarukaja and Auto-Rakukaja to make him take and deal hits better, and Auto-Heat Riser starts him with all three buffs. Bloody Charge combos nicely into his Bleeding Fury Theurgy to let him crush many Tartarus bosses you can bring him to; this combo is so powerful that it will likely net you the "Get a Load of These Numbers!" trophy.
Of note is that Shinjiro will never pick up a skill that uses his SP for most of the game unless you level him up far enough to get him to learn Debilitate, which will make him an even stronger asset to most fights, especially against the Natural Dancers, which have a buffed Spirit Drain that will decimate your SP reserves. He also picks up useful defensive passives but never a Boost or Amp skill, so supplement with equipment that provides these effects to make him an even better combatant.
After he becomes unavailable, the player can recollect the equipment given to Shinjiro by visiting his old room, on top of a bonus Skill Card depending on Shinjiro's level.
Pool | Explanation | |
---|---|---|
God's Hand | Debilitate | A theoretical end-game build should the player persevere in level-grinding. Destroy enemies with Bloody Charged physical skills (or even a Theurgy) while keeping his HP out of lethally low range with timely guards and passive regeneration. |
Brave Blade | Endure | |
Akasha Arts | Regenerate 3 | |
Bloody Charge | Firm Stance |
Base Stats[]
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