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D4 Magichange Example

Desco Magichanging with Fuka in Disgaea 4.

Magichange is a feature introduced in Disgaea 3: Absence of Justice, retroactively added into Disgaea 2: Dark Hero Days, that allows Monster units to turn into a Humanoid weapon temporarily. It does not appear in Disgaea D2: A Brighter Darkness, in which a similar system, Monster Mounting, appears, and in Disgaea 6: Defiance of Destiny, where there is no replacement feature.

How it works[]

Magichange is one of the basic commands Monster units can select, upon which they must target an adjacent Humanoid ally. The Monster will then turn into a weapon, replacing the Humanoid's weapon while the effect lasts. The Magichange weapon has 30% of the Monster's base stats(ignoring equipment and stat modifiers), and each Monster class has a specific type of weapon it becomes. The wielder of the weapon also gains the Monster's Unique Evility(passive skill in Disgaea 2) and the ability to use the Monster's Magichange Skills. Once the effect is over, the Monster becomes unusable for the rest of the battle and the Humanoid goes back to their equipped weapon.

An important feature of Magichange is that the EXP/Mana earned by the Humanoid is also fully earned by the Monster(or Monsters, for the variants that involve more than one) rather than being split, making it a good way of raising multiple units at once. In contrast, the most notable downside of Magichange is that if the Humanoid dies, all the involved Monsters will also die.

Below is a list of game-specific differences and general boosts.

Disgaea 2[]

  • Not available in the original game, only its rereleases. It's unlocked in Axel Mode, and can only be used in the main story by starting a new cycle from there.
  • Magichange lasts 2 turns, and an Assembly Bill increases it by 1(must be passed on each Monster separately).
  • The stat bonus from Weapon Mastery is only 1% per level instead of the usual 5%.
  • Each Lover on the Monster increases the inherited stats by +2%, reaching up to 80% inheritance.
  • If the Monster has a Magichange Scroll equipped, the Magichange weapon will keep a percentage of the original weapon's stats(30% to 100% depending on the scroll's level).
  • If the Monster has a Magichange Weight equipped, the Monster's highest stat will be copied into the Magichange weapon's attacking stats.

Disgaea 3[]

  • Magichange lasts 2 turns(3 turns in Absence of Detention) and can only be done if the Monster and Humanoid are in the same Club.
  • Each Magichange Lover on the Monster increases the inherited stats by +1%, reaching up to 55% inheritance.
  • The Magintology Club boosts the stats of the weapon and increases the duration by 1 turn.
  • The Shura Support Group decreases its duration by 1 but makes it so the Magichange weapon also uses part of the Humanoid's weapon stats.
  • If a Magichange Weight is equipped, the Monster's highest stat will be copied into the Magichange weapon's attacking stats.

Disgaea 4[]

  • Magichange lasts 3 turns (6 turns in A Promise Revisited). When it's over, the Monsters will become unusable but the dispatch limit will be recharged.
  • Each Magichange Lover on the Monster increases the inherited stats by +1%, reaching up to 55% inheritance.
  • If a stat from the original weapon is higher than the Monster's value, the Magichange weapon keeps the original amount(increased by 1) instead of the Monster's percentage.
  • Monsters in the Beast Lab will use a percentage of their full stats(rather than the unequipped stats) for the weapon.

Disgaea 5[]

  • Unlike the rest of the series, the stats of the Magichange weapon are equal to 5% of the Monster's base stats plus 100% of the original weapon's stats.
  • Magichange lasts 3 turns. When it is over, the Monster is put back into the Base Panel instead of becoming unusable, though the dispatch limit is not recharged.
    • Magichanged enemies will never expire and will remain as weapons for the entire battle.
  • Monsters can Magichange into the Humanoid's sub weapon, passing on their stats and Initial Evility.
  • Most Evilities learned from the Ability Squad improve the effects of Magichange.

Variants[]

Disgaea 2[]

Magichange 2[]

D2 Magichange 2 Example

MC from Tink and MC2 from Gig, granting Tink's MC Skills but Gig's Unique Skills.

A certain Mystery Room in the Item World can give a Monster the ability to use this feature. It allows them to Magichange with a Humanoid that's already holding a Magichange weapon, fusing with it. While this doesn't increase its stats, it does grant the Monster's passive skill and Unique Skills to the wielder. Be warned that activating Magichange 2 reduces the remaining Magichange duration by 1(to a minimum of 1 turn left).

Disgaea 4[]

Giant Magichange[]

D4 Giant Magichange Example

Giant Desco Magichanging with Fuka.

A feature available to Monsters in the Fusion Weapon Lab. It allows them to use Magichange during Monster Fusion, turning into a giant weapon. A giant weapon not only has increased stats thanks to the fusion, but its Weapon Skills and Magichange Skills change into their Giant versions, with larger range and/or area, slightly increased damage, and improved Evility Shop boosts.

Dual Magichange[]

D4 Dual Magichange Example

Wood Golem and Dragon Zombie both Magichanging with a Beast Master.

A feature available to monsters in the Dual Dojo. It allows them to Magichange with a Humanoid that's already holding a Magichange weapon, replacing the Humanoid's first piece of armor with a second Magichange weapon. This gives the Humanoid the Monster's Unique Evility, and makes it so their Executed actions are performed an additional time.

Dual and Giant Magichange can be combined, allowing a Humanoid to wield 2 giant weapons and letting you train 5 units at once.

Disgaea 5[]

Dual Magichange[]

D5 Dual Magichange Example

Twin Dragon's basic, Dual and special Dual Magichange.

A feature available to all Monsters after passing a Bill that's unlocked by performing 10 regular Magichanges. It allows a Monster to Magichange onto a Magichange weapon that's already in use, fusing with it. This will make the weapon giant, add 3% of the Monster's stats into it and grant the Monster's Unique Evility to the wielder. Certain combinations of Monsters will perform a special Dual Magichange, giving the weapon a different sprite and replacing the main Monster's first Magichange Skill for an improved version of it.

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