Bravely Default Job Guide (Part 2)

Job Guide (Part 2)







Red Mage



Stat Grades
  • HP: B
  • MP: B
  • Strength: C
  • Intelligence: B
  • Dexterity: C
  • Vitality: C
  • Mind: B
  • Agility: B


Equipment Grades
  • Swords: A
  • Axes: B
  • Spears: B
  • Rods: B
  • Staves: B
  • Daggers: B
  • Bows: C
  • Katanas: B
  • Knuckles: D
  • Shields: C
  • Helms: C
  • Armor: C


Abilities
  • B/W Magic Lv. 1: Enables use of level 1 white magic and black magic: Cure, Poisona, Blinda, Fire, Blizzard, and Thunder. Note that these cannot be used without the appropriate scrolls.
  • MP 20% Up: Raise maximum MP by 20%.
  • B/W Magic Lv. 2: Enables use of level 2 white magic and black magic: Protect, Shell, Aero, Silence, Poison, and Sleep. Note that these cannot be used without the appropriate scrolls.
  • Turn Tables: Raise BP by one when evading an enemy attack.
  • MP Free in a Pinch: MP cost falls to zero when your HP is below 20%.
  • B/W Magic Lv. 3: Enables use of level 3 white magic and black magic: Cura, Raise, Esuna, Fira, Blizzara, and Thundara. Note that these cannot be used without the appropriate scrolls.
  • Adrenaline: BP rises by one when your attack defeats an enemy. Note that if you simultaneously defeat multiple enemies, your BP rises by the number of enemies defeated.
  • Save Magic MP: Lower the MP cost of black, white, time, and summon magic by 25%.
  • BP Recovery: Raise BP by two when sustaining a status ailment.
  • B/W Magic Lv. 4: Enables use of level 4 white magic and black magic: Reflect, Dispel, Aerora, Drain, Aspir, and Fear. Note that these cannot be used without the appropriate scrolls.
  • Revenge: Has a 25% chance to increase BP by one when taking damage. Poison damage does not trigger this ability.
  • Revival: Has a 75% chance to raise your BP by two when your HP falls below 20%. Using abilities that consume your own HP does not trigger this ability, however.
  • An Eye for an Eye: When your HP falls below 20%, the chance of scoring a critical hit will rise by 900% for 5 turns.
  • In the Red: Increases Magic Damage when you have negative BP.


Salve-Maker



Stat Grades
  • HP: C
  • MP: C
  • Strength: C
  • Intelligence: B
  • Dexterity: C
  • Vitality: C
  • Mind: B
  • Agility: C


Equipment Grades
  • Swords: D
  • Axes: E
  • Spears: D
  • Rods: D
  • Staves: S
  • Daggers: S
  • Bows: B
  • Katanas: E
  • Knuckles: B
  • Shields: E
  • Helms: E
  • Armor: E


Abilities
  • Compounding: Combine two items to obtain a special effect.
  • First Aid: Restore HP to the ally with the lowest HP at the end of the turn. Note that this ability can even be used in the silence state.
  • Experiment: Transform a consumable item into an attack item.
  • Attack Item Amp: Raises the damage dealt by attack items to 1.5 times normal.
  • Inoculate: Use a consumable item that cures a status ailment on one target to confer immunity to that status ailment for six turns. Note that this ability can even be used in the silence state.
  • Auto-Potion: Automatically use a potion on yourself when you take damage. Note that you must have a potion for this to occur.
  • Shorten Ailment: The chance of the status ailments sleep, paralyze, dread, confuse, charm, and stop being naturally cured at the start of each turn rises to 50% higher than normal.
  • Widen Area: Use an item and apply its effects to all targets.
  • Healing Lore: Double the effectiveness of recovery effects when you use magic, abilities, or items to restore HP or MP.
  • Turn Toxic: Inflict poison and deal damage to one target equal to the recovery amount of a recovery item.
  • Auto-Phoenix: Automatically use a phoenix feather if an ally is in the K.O. state during the last command in your turn. Note that this will not occur if you do not have a phoenix feather. (Will not activate during Bravely Second)
  • Collect: Get an item during a battle. Note that the items you will get differ by location.
  • Resurrect: Resurrect all K.O. allies and restore 25% of their maximum HP. Note that this ability can even be used in the silence state.
  • Feel No Pain: HP will not fall for two turns after the start of a battle, even when taking damage. But at the end of the second turn, any damage taken will be subtracted from HP all at once. Note that damage in this case cannot be reduced.


Performer



Stat Grades
  • HP: C
  • MP: C
  • Strength: D
  • Intelligence: B
  • Dexterity: C
  • Vitality: D
  • Mind: C
  • Agility: B


Equipment Grades
  • Swords: A
  • Axes: E
  • Spears: E
  • Rods: S
  • Staves: S
  • Daggers: S
  • Bows: E
  • Katanas: E
  • Knuckles: C
  • Shields: D
  • Helms: D
  • Armor: D


Abilities
  • Love Power: Raise all targets' physical attack by 25% for four turns. The upper limit for P.Atk is 150%.
  • Love Rush: Raise all targets' speed by 25% for four turns. The upper limit for speed is 150%.
  • One More for You: Raise one target's BP by one.
  • Got Your Back: Raise all targets' physical defense by 25% for four turns. The upper limit for P.Def is 150%.
  • Key to Your Heart: Raise all targets' magic defense by 25% for four turns. The upper limit for M.Def is 150%.
  • Support Amp: Add 10% to the stat-raising effects you receive, and subtract 10% from stat-lowering effects.
  • Little Devil: Raise all targets' magic attack by 25% for four turns. The upper limit for M.Atk is 150%.
  • Catch Me: Raise your chances of being targeted by enemies to the highest level possible for five turns.
  • Buff Up: Your Physical Attack, Magic Attack, Physical Defense, and Magic Defense each rise 5% for five turns at the end of each turn. The upper limit for P.Atk, M.Atk, P.Def, and M.Def is 150%.
  • Prolong Support: Double the number of turns that stat-raising effects on yourself last.
  • Charm Immunity: Confer immunity to Charm during battles.
  • Save Singing MP: Lower the MP cost of Singing by 50%.
  • Zero Sum: Reduce BP to zero for either all enemies or all allies who have one or more BP.
  • My Hero: Increases all allies BP by 1.


Pirate



Stat Grades
  • HP: B
  • MP: D
  • Strength: S
  • Intelligence: E
  • Dexterity: E
  • Vitality: B
  • Mind: E
  • Agility: C


Equipment Grades
  • Swords: A
  • Axes: S
  • Spears: C
  • Rods: E
  • Staves: E
  • Daggers: D
  • Bows: E
  • Katanas: E
  • Knuckles: D
  • Shields: A
  • Helms: D
  • Armor: D


Abilities
  • Double Damage: Deal two times the damage of a conventional attack to one target.
  • Provoke: Raise your chances of being targeted by enemies to the highest level possible.
  • Shell Split: Deal the same damage a conventional attack to one target, and for four turns, lower the target's physical defense by 25%. The lower limit for P.Def is 75%.
  • Scale Strip: Deal the same damage a conventional attack to one target, and for four turns, lower the target's magical defense by 25%. The lower limit for M.Def is 75%.
  • Shin Smash: Deal the same damage a conventional attack to one target, and for four turns, lower the target's speed by 25%. The lower limit for speed is 75%.
  • Mass Attack: Allies with less than 20% of their HP left attack at the same time you do. Note that this does not end the turn for the allies that join in the attack. They can still perform an action during that turn.
  • Beserk: Raise Attack by 50% and continue to making conventional attacks for six turns. Berserk's P.Atk increase does not stack with other P.Atk boost effects.
  • Adrenaline Rush: Physical Attack and Physical Defense each rise by 50% for five turns when your HP falls below 20%. The upper limit for P.Atk and P.Def is 150%.
  • P. Attack 20% Up: Raise Physical Attack by 20%.
  • Defang: Deal the same damage as a conventional attack to one target, and for four turns, lower the target's physical attack by 25%. The lower limit for P.Atk is 75%.
  • Skull Bash: Deal the same damage as a conventional attack to one target, and for four turns, lower the target's magic attack by 25%. The lower limit for M.Atk is 75%.
  • Axe Lore: Raise arms aptitude for axes to S.
  • Torrent: Inflicts Water-elemental physical attack dealing 0.3 times the damage of a normal attack up to 16 times on one target.
  • Amped Strike: An attack that deals 400% damage.


Ninja



Stat Grades
  • HP: C
  • MP: C
  • Strength: B
  • Intelligence: C
  • Dexterity: A
  • Vitality: D
  • Mind: C
  • Agility: S


Equipment Grades
  • Swords: C
  • Axes: E
  • Spears: D
  • Rods: E
  • Staves: D
  • Daggers: S
  • Bows: D
  • Katanas: B
  • Knuckles: D
  • Shields: E
  • Helms: E
  • Armor: E


Abilities
  • Shippujinrai: Attack at the start of the turn and deal the same damage as a conventional attack.
  • Transience: Evade an attack and counterattack, dealing the same damage as a conventional attack.
  • Evade 10% Up: Raise evasion by 10%.
  • Utsusemi: Evade a physical attack one time.
  • Comeback Kid: Magic Attack and Physical Attack each rise 25% for three turns with each physical attack evaded. The upper limit for P.Atk and M.Atk is 150%.
  • Ikkikasei: Raise the number of attacks by 100% for that turn only. The upper limit for Hit Count is 200%.
  • Cleave: Has a chance to perform an additional attack after defeating a target with a conventional attack. Note that the chance goes up the more damage you deal in relation to the defeated target's remaining HP.
  • Evade 20% Up: Raise evasion by 20%.
  • Shunshin: Raise evasion for a maximum of 6 turns. The upper limit for evasion is 150%.
  • Kairai: The target of the enemy's single-target attack will be the ally you select, but only for the turn in which the ability is used.
  • Dual Wield: When equipping a weapon in each hand, normally only 50% of the weapons' Physical Attack is applied to the characters' Physical Attack. This support ability allows 100% to be applied.
  • Kakuremi: Lower your chances of being targeted by enemies to the lowest level possible for five turns.
  • Evade 30% Up: Raise evasion by 30%.
  • Frenetic Fighting: Extend user's hit count from 16 to 32.


Swordmaster



Stat Grades
  • HP: B
  • MP: B
  • Strength: B
  • Intelligence: D
  • Dexterity: C
  • Vitality: D
  • Mind: D
  • Agility: A


Equipment Grades
  • Swords: B
  • Axes: D
  • Spears: D
  • Rods: E
  • Staves: D
  • Daggers: B
  • Bows: E
  • Katanas: S
  • Knuckles: D
  • Shields: A
  • Helms: A
  • Armor: A


Abilities
  • Nothing Ventured: Halve the damage you sustain if hit by a physical attack during the turn this ability is used and counterattack with double the damage of a conventional attack.
  • Abate Earth: Reduce damage taken from earth attacks. Note that you will not receive further reduction if this ability is used along with items with similar effects. Earth nullification effect take precedence over reduction effects.
  • Katana Lore: Raise arms aptitude for katanas to S.
  • Squeaky Wheel: Reduce the target's BP by one. For bosses and some enemies, the success rate falls to 30%.
  • Multitask: Has a 25% chance to follow up with an additional attack when making a conventional attack.
  • Counter: Has a 60% chance to counterattack, when taking a single-target physical attack, and deal the same damage as a conventional attack.
  • Confusion Immunity: Confer immunity to confusion during battles.
  • Before Swine: Halve the damage you sustain if hit by a magic attack during the turn this ability is used and counterattack with three times the damage of a conventional attack. Does not apply to reflected magic damage.
  • Counter Amp: Raise the damage dealt by counterattacks to 1.5 times normal. This is effective even for counterattacks other than the swordmaster's.
  • Know Thine Enemy: Counterattack with four times the damage of a conventional attack if hit by a single-target attack from the selected enemy the turn this ability is used.
  • Redoubled Effort: The higher your BP, the more the power of your physical attacks rises.
  • The Worm Turns: Counterattack with 7.5 times the damage of a conventional attack if hit by an enemy attack when your HP is below 20% during the the turn this ability is used. Does not apply to reflected magic damage.
  • Slow and Steady: After using a default, speed raised to maximum for 2 turns.
  • Free Lunch: For two turns, there is no MP cost.


Arcanist



Stat Grades
  • HP: C
  • MP: S
  • Strength: E
  • Intelligence: S
  • Dexterity: C
  • Vitality: E
  • Mind: A
  • Agility: B


Equipment Grades
  • Swords: E
  • Axes: E
  • Spears: E
  • Rods: S
  • Staves: C
  • Daggers: E
  • Bows: E
  • Katanas: E
  • Knuckles: E
  • Shields: E
  • Helms: E
  • Armor: E


Abilities
  • Corpse: Has a 75% chance to place one target in the doom state.
  • Black Magic Amp: Raise the MP cost of black magic by 1.5 times, and raise its damage by 1.25 times. This can be set at the same time as Max Black Magic.
  • Exterminate: Deal a tremendous amount of dark damage to all allies and enemies who are in the poison state.
  • Absorb M. Damage: Recover HP equal to 25% of the damage taken from a magic attack. This effect is not triggered by damage from poison, nor by damage that results in a K.O.
  • Twilight: Instantly slay all allies and enemies who are in the sleep state. Note that this will not work on certain enemies, such as bosses.
  • Save BM MP: Lower the MP cost of black magic by 25%.
  • Sacrifice: Sacrifice 25% of your maximum HP to raise your magic attack by 50% for three turns. The upper limit for M.Atk is 150%.
  • Zero: Raise the damage of magic attacks to 1.5 times normal when the last digit of your current MP is 0.
  • Convergence: Increase the damage of magic that can only be group-cast to 1.5 times normal by narrowing its focus to a single target.
  • Annihilation: Unleash a dark-based magic attack on all allies and enemies with -1 BP or less. Note that the lower the target's BP, the more damage will be dealt.
  • Status Ailment Amp: Raises the chances of imparting a status ailment.
  • Iniquity: Unleash a dark-based magic attack on all allies and enemies with 1 BP or more. Note that the higher the target's BP, the more damage will be dealt.
  • Max Black Magic: Black Magic is much stronger but costs much more MP.
  • Interment: Dark damage to all enemies.


Spiritmaster



Stat Grades
  • HP: C
  • MP: S
  • Strength: E
  • Intelligence: A
  • Dexterity: C
  • Vitality: E
  • Mind: S
  • Agility: B


Equipment Grades
  • Swords: E
  • Axes: E
  • Spears: E
  • Rods: C
  • Staves: S
  • Daggers: E
  • Bows: E
  • Katanas: E
  • Knuckles: E
  • Shields: E
  • Helms: E
  • Armor: E


Abilities
  • Spirit Ward: All elemental damage to the selecting ally is nullified for four turns.
  • Auto-Shell: Invoke Shell on yourself for ten turns at the start of battle.
  • M. Defense 20% Up: Raise Magic Defense by 20%.
  • Fairy's Aid: Boost the target's elemental attacks to deal 1.5 times normal damage for five turns.
  • Convert BP: Sacrifice 25% of your maximum MP to raise your BP by two.
  • Save WM MP: Lower the MP cost of white magic by 25%.
  • Adaptation: The selected ally absorbs all elemental damage for four turns.
  • Stillness: Damage to all allies and enemies will be nullified for two turns.
  • Holy One: Lower Physical Attack by 25%, but boost the effectiveness of recovery magic by 2.5 times.
  • Greater Spirit Ward: All elemental damage to all allies is halved for four turns.
  • Fairy Ward: Render all allies immune to poison, blind, silence, sleep, paralyze, dread, berserk, confuse, charm, doom, death, and stop for five turns.
  • Moderation: For all allies and enemies with 1 BP or more, reduce BP by 1, and for those with -1 BP or less, raise BP by 1.
  • Enigma: Nullify all elemental damage taken by all allies for four turns.
  • Maximize HP: Maximum HP doubles only during battle.


Templar



Stat Grades
  • HP: B
  • MP: D
  • Strength: B
  • Intelligence: E
  • Dexterity: C
  • Vitality: A
  • Mind: B
  • Agility: D


Equipment Grades
  • Swords: S
  • Axes: B
  • Spears: A
  • Rods: E
  • Staves: E
  • Daggers: E
  • Bows: E
  • Katanas: C
  • Knuckles: E
  • Shields: A
  • Helms: A
  • Armor: S


Abilities
  • Heart Strike: Unleash an attack for a guaranteed critical hit that deals two times the damage of a conventional attack.
  • Abate Light: Reduce light-elemental damage received. Note that you will not receive further reduction if this ability is used along with items with similar effects. Light nullification effects take precedence over reduction effects.
  • P. Defense 20% Up: Raise Physical Defense by 20%.
  • Giant Slayer: Deal 1.5 times the damage of a conventional attack to one opponent with more HP than you.
  • Magic Critical: Has a15% chance of a critical hit when using magic. A critical hit will double the amount of damage or recovery.
  • Default Guard: Reduce the amount of damage received during Default by 75%.
  • Rampart: Form a shield around all allies that prevents one physical attack.
  • Item Critical: Has a 15% chance of a critical hit when using an item. A critical hit will double the amount of damage or recovery.
  • Radiant Blast: Unleash a light-based physical attack on one target that ignores Default's damage reduction effect and deals 1.5 times the damage of a conventional attack.
  • Critical Amp: The damage dealt from critical hits will be 2.5 times normal. Note that this effect applies to magic and item critical hits as well.
  • BP Limit Up: Raise the BP limit by one, up to a maximum of 4.
  • Desperation: Attack by adding the value of your physical defense to your physical attack. However, your physical defense will be reduced to minimum for that turn. The lower limit for P.Def is 75%.
  • Armor Lore: Armor rating becomes rank S.
  • Heaven's Gate: Make a number of random light elemental attacks equal to BP.


Dark Knight



Stat Grades
  • HP: B
  • MP: C
  • Strength: A
  • Intelligence: D
  • Dexterity: C
  • Vitality: C
  • Mind: E
  • Agility: A


Equipment Grades
  • Swords: S
  • Axes: C
  • Spears: A
  • Rods: E
  • Staves: E
  • Daggers: D
  • Bows: E
  • Katanas: S
  • Knuckles: E
  • Shields: A
  • Helms: S
  • Armor: A


Abilities
  • Dark Bane: Sacrifice 20% of your maximum HP to unleash a dark physical attack on one target that deals 1.25 times the damage of a conventional attack.
  • Abate Dark: Reduce the damage taken from dark attacks. Note that you will not receive further reduction if this ability is used along with items with similar effects. Dark nullification effects take precedence over reduction effects.
  • Adversity: Your physical attack, magic attack, physical defense, and magic defense each rise by 10% for three turns each time you accumulate damage equal to 25% of your maximum HP. The upper limit for P.Atk, M.Atk, P.Def, M.Def is 150%.
  • Demon Master: Charm one target of the demonkind family.
  • See You in Hell: Deal four times the damage of a conventional attack to all enemies when you suffer a K.O. Note that this will not activate while reraise is in effect.
  • Minus Strike: Damage one target by an amount equal to the number of HP you have lost.
  • Helm More: Raise armor aptitude for helms to S.
  • Black Bane: Sacrifice 30% of your maximum HP to unleash a dark physical attack on all enemies that deals 1.5 times the damage of a conventional attack.
  • Gloom: The damage dealt by dark attacks rises 1.25 times, regardless of whether it is from a weapon, magic, or an ability.
  • Absorb Magic: Start at the beginning of a turn to nullify damage from magic attacks during that turn and restore your MP by the amount of MP used to attack you. Does not apply to reflected magic damage.
  • Dark Nebula: Sacrifice 20% of your maximum HP to unleash a dark physical attack on all allies and enemies that deals four times the damage of a conventional attack.
  • P. Attack 30% Up: Raise Physical Attack by 30%.
  • Life or Death: Enters doom state and becomes KOed in 5 turns; attack power and defense rises to 150%.
  • Rage: Repeats Dark Bane on a random enemy target until HP is 1, or up to 5 times.


Vampire



Stat Grades
  • HP: B
  • MP: B
  • Strength: B
  • Intelligence: B
  • Dexterity: C
  • Vitality: C
  • Mind: C
  • Agility: B


Equipment Grades
  • Swords: A
  • Axes: B
  • Spears: B
  • Rods: S
  • Staves: S
  • Daggers: S
  • Bows: D
  • Katanas: E
  • Knuckles: E
  • Shields: A
  • Helms: E
  • Armor: E


Abilities
  • Genome Ability: Use a monster's ability.
  • Absorb P. Damage: Restore HP equal to 30% of the damage taken from physical attacks. However, damage resulting in K.O. will not be healed.
  • Blood Thirst: Absorb from one target an amount of HP equal to the damage dealt by a conventional attack.
  • Bloodlust: Physical Attack, Magic Attack, Physical Defense, and Magic Defense rise by 25% for 5 turns each time you defeat an enemy with your own attack. The upper limit for P.Atk, M.Atk, P.Def, and M.Def is 150%.
  • Charm: Has a 75% chance to place one target in the Charm state.
  • Magic Thirst: Absorb from one target an amount of MP equal to 10% of the damage dealt by a conventional attack.
  • Monster Ability Up: Raise the damage dealt by genome abilities to 1.25 times normal.
  • Battle Thirst: Absorb 1 BP from one target.
  • Subvert: Has a 50% chance to place all enemies in the charm state.
  • Self-Restore: Fully restore your HP at the end of battle.
  • Absorb Stats: Absorb the selected stat from one target.
  • Drain Attack Up: Raise the damage dealt by drain attacks to 1.5 times normal. (The BP drained by Battle Thirst will be doubled)
  • Genome Drain: A character with this ability can learn certain enemy abilities when targeted by them.
  • Rise From Dead: If KOed, there is a chance of reviving at the end of the turn.


Conjurer



Stat Grades
  • HP: C
  • MP: S
  • Strength: C
  • Intelligence: S
  • Dexterity: C
  • Vitality: C
  • Mind: B
  • Agility: C


Equipment Grades
  • Swords: A
  • Axes: A
  • Spears: A
  • Rods: A
  • Staves: A
  • Daggers: A
  • Bows: A
  • Katanas: A
  • Knuckles: A
  • Shields: E
  • Helms: E
  • Armor: E


Abilities
  • Invocation Lv. 1: Enables the use of level 1 invocation: Girtablulu. Raise physical defense to max for 10 turns.
  • Steady MP Recover: Recover 30 MP at the end of each turn.
  • Invocation Lv. 2: Enables the use of level 2 invocation: Hresvelgr. Note that this cannot be used without finding the appropriate summon. Raise speed and evasion to max for 10 turns.
  • Critical MP Recover: Recover 200 MP when your HP falls below 20%.
  • Invocation Lv. 3: Enables the use of level 3 invocation: Ziusudra's Sin. Note that this cannot be used without finding the appropriate summon. Raise magic defense to max for 10 turns.
  • Save SM MP: Lower the MP cost of summon magic by 25%.
  • Post-Battle MP: Recover 25% of your maximum MP at the end of a battle.
  • Invocation Lv. 4: Enables the use of level 4 invocation: Promethean Fire. Note that this cannot be used without finding the appropriate summon. Raise physical attack to max for 10 turns.
  • Obliterate: Cause instant death at the start of battle to targets twenty or more levels lower than you. Note that you will still get the usual pg, experience, JP, and items at the end of the battle. This will not work on certain enemies such as bosses.
  • Invocation Lv. 5: Enables the use of level 5 invocation: Deus Ex. Note that this cannot be used without finding the appropriate summon. Raise magic attack to max for 10 turns.
  • Max Summoning: MP cost of summon magic doubles, but it also does x1.5 times more damage. This can be set at the same time as Summoning Amp.
  • MP 30% Up: Raise maximum MP by 30%.
  • Invocation Lv. 6: Enables the use of level 6 invocation: Susano-o. Note that this cannot be used without finding the appropriate summon. Raise critical rate by 500% for 10 turns.
  • Experience Up: Gain x1.5 more EXP from battles.
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