Well bear in mind that a major part of the early game will be recruiting adventurers/mercenaries, so the imps are very unlikely to be running solo. I still need to design the enemies that they'll be fighting in the first region, which will be more varied than "two bats" or "one knight who's
kinda sleepy." And these skills will be upgraded as they level up, so I want to leave some room for improvement.
There's a small chance I debuff Cerberean Strikes, but I don't know for sure if that will be necessary. I'm likely going to make Cry Havoc affect
her whole party.
I think I'm happy with Vepar's skills for the moment. It's likely that she'll be able to recruit mercs who have poison skills of their own, and she
usually get around to applying another stack before it wears off anyway so I think it's fine. Obfuscation blinds enemies which gives them a
50% chance to miss, so sadly I think that was just bad luck there. It also debuffs enemy Atk by 1, just in case their attacks do land, but Bats only have 1 Atk to begin with and I'm not sure if that can go any lower.
Gremory's skills also play into the idea that she won't be fighting alone. She'll want to recruit tankier party members to take the heat off herself, and a few rounds of nothing but healing can make a pretty big impact.
I definitely overtuned Marcy a bit, since the imps aren't supposed to feel TOO powerful yet (pretty weak even), but I think I know how to get around that later on