Difference between revisions of "Fighter (PSO2)"
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[[File:FighterSkillTree.png|804px|link=]] | [[File:FighterSkillTree.png|804px|link=]] | ||
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Starting skill. Press the ''Dodge'' key to do a fast step that has iframes. Can be used in any direction. | Starting skill. Press the ''Dodge'' key to do a fast step that has iframes. Can be used in any direction. | ||
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Increases the amount of iframes on [[#step|Step]]. | Increases the amount of iframes on [[#step|Step]]. | ||
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Starting skill. When knocked down, press the ''Jump'' key at the moment you hit the ground to get up instantly. | Starting skill. When knocked down, press the ''Jump'' key at the moment you hit the ground to get up instantly. | ||
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Starting skill. Allows you to attack immediately after [[#step|Step]]. | Starting skill. Allows you to attack immediately after [[#step|Step]]. | ||
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Increases your base {{icons|S-ATK}} S-ATK stat. | Increases your base {{icons|S-ATK}} S-ATK stat. | ||
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Increases your base {{icons|DEX}} DEX stat. | Increases your base {{icons|DEX}} DEX stat. | ||
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Increases your base max HP. | Increases your base max HP. | ||
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Increases your base {{icons|S-DEF}} S-DEF stat. | Increases your base {{icons|S-DEF}} S-DEF stat. | ||
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Note: This skill only raises the duration per tick that you receive: ''it does not increase the maximum duration''. A Shifta casted by a non-Techer will still be capped at 60 seconds, and a Shifta casted by a Techer will still be capped at 180 seconds. | Note: This skill only raises the duration per tick that you receive: ''it does not increase the maximum duration''. A Shifta casted by a non-Techer will still be capped at 60 seconds, and a Shifta casted by a Techer will still be capped at 180 seconds. | ||
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** Won't work: JA Heartless Impact -> non-JA Ducking Blow -> JA Heartless Impact. Heartless Impact is still the previous JA'd PA, so it won't work. | ** Won't work: JA Heartless Impact -> non-JA Ducking Blow -> JA Heartless Impact. Heartless Impact is still the previous JA'd PA, so it won't work. | ||
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Reduces PP consumption when performing [[#taja|Tech Arts JA Bonus]]. | Reduces PP consumption when performing [[#taja|Tech Arts JA Bonus]]. | ||
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Increases Striking damage done to enemies with a status effect. Has no effect on Ranged attacks or Techs. Affects thrown Talis and Wand Gear. Applies to Bind status. Does not apply to Jellen status, or to enemies that have a special animation for status effects, such as frozen legs [[Dragonkin#voldragon|Vol Dragon]], poisoned crystal [[Dragonkin#quartzdragon|Quartz Dragon]], or frozen legs [[Darkers#Goldrahda|Golrahda]]. | Increases Striking damage done to enemies with a status effect. Has no effect on Ranged attacks or Techs. Affects thrown Talis and Wand Gear. Applies to Bind status. Does not apply to Jellen status, or to enemies that have a special animation for status effects, such as frozen legs [[Dragonkin#voldragon|Vol Dragon]], poisoned crystal [[Dragonkin#quartzdragon|Quartz Dragon]], or frozen legs [[Darkers#Goldrahda|Golrahda]]. | ||
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Further increases Striking damage done to enemies with a status effect. | Further increases Striking damage done to enemies with a status effect. | ||
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When attacking enemies under status effects, gives a chance to cause Bind. | When attacking enemies under status effects, gives a chance to cause Bind. | ||
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Increases chances of causing status effects when below 50% maximum HP. | Increases chances of causing status effects when below 50% maximum HP. | ||
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Increases {{icons|S-ATK}} S-ATK, {{icons|R-ATK}} R-ATK, and {{icons|T-ATK}} T-ATK when below 25% maximum HP. | Increases {{icons|S-ATK}} S-ATK, {{icons|R-ATK}} R-ATK, and {{icons|T-ATK}} T-ATK when below 25% maximum HP. | ||
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Increases {{icons|S-ATK}} S-ATK, {{icons|R-ATK}} R-ATK, and {{icons|T-ATK}} T-ATK when below 50% maximum PP. | Increases {{icons|S-ATK}} S-ATK, {{icons|R-ATK}} R-ATK, and {{icons|T-ATK}} T-ATK when below 50% maximum PP. | ||
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Increases {{icons|S-ATK}} S-ATK, {{icons|R-ATK}} R-ATK, and {{icons|T-ATK}} T-ATK when below 50% maximum HP. | Increases {{icons|S-ATK}} S-ATK, {{icons|R-ATK}} R-ATK, and {{icons|T-ATK}} T-ATK when below 50% maximum HP. | ||
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* [[Techer#ppconvert|PP Convert]] is not considered a status effect for this skill. | * [[Techer#ppconvert|PP Convert]] is not considered a status effect for this skill. | ||
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* [[Techer#ppconvert|PP Convert]] is not considered a status effect for this skill. | * [[Techer#ppconvert|PP Convert]] is not considered a status effect for this skill. | ||
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Note: The Skill Ring [[Skill_Rings#L.2FDS_Whirlwind|L/DS Whirlwind]] allows you to activate the whirlwinds after using any PA (except for [[Photon_Arts_List#chaosriser|Chaos Riser]] and [[Photon_Arts_List#hurricanesender|Hurricane Sender]]) without spending any gear. | Note: The Skill Ring [[Skill_Rings#L.2FDS_Whirlwind|L/DS Whirlwind]] allows you to activate the whirlwinds after using any PA (except for [[Photon_Arts_List#chaosriser|Chaos Riser]] and [[Photon_Arts_List#hurricanesender|Hurricane Sender]]) without spending any gear. | ||
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Allows Just Guard frames when activating [[#dsgear|Double Saber Gear]]. Requires at least 1/3 Gear to activate. | Allows Just Guard frames when activating [[#dsgear|Double Saber Gear]]. Requires at least 1/3 Gear to activate. | ||
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** Quick March | ** Quick March | ||
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Allows you to move horizontally while performing the Weapon Action. Distance covered is small (about half the distance of [[#step|Step]]), and it does not change the direction you are facing. | Allows you to move horizontally while performing the Weapon Action. Distance covered is small (about half the distance of [[#step|Step]]), and it does not change the direction you are facing. | ||
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Performing a Weapon Action or [[#step|Step]] won't generate gear, but will prevent it from reseting. Additionally, performing Weapon Action multiple times in a row will prevent it from reseting, but performing [[#step|Step]] multiple times in a row will not (this can be avoided by using [[#stepattack|Step Attack]] after every [[#step|Step]]). | Performing a Weapon Action or [[#step|Step]] won't generate gear, but will prevent it from reseting. Additionally, performing Weapon Action multiple times in a row will prevent it from reseting, but performing [[#step|Step]] multiple times in a row will not (this can be avoided by using [[#stepattack|Step Attack]] after every [[#step|Step]]). | ||
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Doubles the amount of Gear generated per attack, requiring only 2 attacks to max it. | Doubles the amount of Gear generated per attack, requiring only 2 attacks to max it. | ||
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** [[Mechs#bigvardha|Big Vardha]]'s body can be walked on. Whenever you hit a part of it, the Stance that works will be based on where in its body you are located. So hitting the missile launchers on the back will always benefit from Wise Stance, while the laser cannons on the front will always benefit from Brave Stance. The core moves through its body, so it depends on where you are at the moment. | ** [[Mechs#bigvardha|Big Vardha]]'s body can be walked on. Whenever you hit a part of it, the Stance that works will be based on where in its body you are located. So hitting the missile launchers on the back will always benefit from Wise Stance, while the laser cannons on the front will always benefit from Brave Stance. The core moves through its body, so it depends on where you are at the moment. | ||
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Further increases your damage during Brave Stance while attacking enemies from the front. | Further increases your damage during Brave Stance while attacking enemies from the front. | ||
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Increases your critical strike chance during Brave Stance while attacking enemies from the front. | Increases your critical strike chance during Brave Stance while attacking enemies from the front. | ||
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** [[Mechs#bigvardha|Big Vardha]]'s body can be walked on. Whenever you hit a part of it, the Stance that works will be based on where in its body you are located. So hitting the missile launchers on the back will always benefit from Wise Stance, while the laser cannons on the front will always benefit from Brave Stance. The core moves through its body, so it depends on where you are at the moment. | ** [[Mechs#bigvardha|Big Vardha]]'s body can be walked on. Whenever you hit a part of it, the Stance that works will be based on where in its body you are located. So hitting the missile launchers on the back will always benefit from Wise Stance, while the laser cannons on the front will always benefit from Brave Stance. The core moves through its body, so it depends on where you are at the moment. | ||
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Further increases your damage during Wise Stance while attacking enemies from the back. | Further increases your damage during Wise Stance while attacking enemies from the back. | ||
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Increases your critical strike chance during Wise Stance while attacking enemies from the back. | Increases your critical strike chance during Wise Stance while attacking enemies from the back. | ||
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Increases Damage when using weapons of rarity ★10 or higher. Only usable with Fighter as your main class. | Increases Damage when using weapons of rarity ★10 or higher. Only usable with Fighter as your main class. | ||
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Raises critical rate and critical damage. Only usable with Fighter as your main class. | Raises critical rate and critical damage. Only usable with Fighter as your main class. | ||
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Only usable with Fighter as your main class. | Only usable with Fighter as your main class. | ||
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Only usable with Fighter as your main class. | Only usable with Fighter as your main class. | ||
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Revision as of 07:33, 16 March 2018
The Fighter (ファイター, "Fi") class is a specialized melee class that focuses solely on raw power. It is capable of wielding extremely strong, but difficult to use Striking-based weaponry and is coupled with a Skill Tree that grants extremely powerful boons for landing Critical Hits and playing dangerously, making Fighters incredible powerhouses that live on the edge.
Reaching Level 75 on this class will give the following bonuses to the base stats of all classes and all characters of the same account: PP +2, +50, +15, +10.
Class Weapon Overview
Fighters use the Twin Dagger, Double Saber, and Knuckles and Gunslash weapon types.
Twin Daggers
Short-range daggers that excel at aerial combat. Capable of extremely fast attacks with multiple hits, and multiple PAs that allow maneuvering in all directions, both horizontally and vertically. Twin Dagger attacks and PAs also have very brief frontal Just Guard frames, allowing continuous offensive play if timed right. However, because PAs are so fast, it tends to also consume PP much faster than most other weapons. Twin Daggers can be powered up with the Skill Twin Daggers Gear, which grants them a damage bonus for staying airborne and performing multiple midair "jumps".
Twin Daggers' Weapon Action is Spin. Pressing the Weapon Action button will cause the player to spin in the air. This counts as a jump for Twin Daggers Gear, deals minor damage at point-blank range, and blocks attacks with Just Guard frames.
Double Sabers
Short-range bladed weapons that are capable of dishing out a multitude of hits in a single combo. Double Saber PAs generally have multiple hits (but slower than Twin Daggers), and are capable of drawing enemies nearby with aoe attacks. Gear management is a very important part of using Double Sabers. Generally regarded as mobbing weapons for a long time, the addition of the Skill Ring L/DS Whirlwind allows Double Sabers to become an extremely effective boss killer in addition to its mobbing capabilities. Double Sabers can be powered up with the Skill Double Saber Gear to execute their Weapon Action.
Double Saber's Weapon Action is Kamaitachi. When activated with the Weapon Action button, the wielder flourishes the weapon in the air. When used in tandem with Double Saber Gear, using it while at least one Gear Level is stocked will deplete your Gear Gauge and summon a whirlwind around you that deals repeated damage to enemies close to you. This whirlwind can be stacked up to two times. The more Gear is consumed upon activation, the more damage the whirlwind deals and the longer the duration.
Knuckles
A twin pair of weaponized gauntlets. Knuckles possess notoriously short range, but exceed even Swords in power to compensate. Their Photon Arts can hit extremely hard if given the opportunity, and are a powerful weapon when engaging a target one-on-one. Knuckles can be powered up with the Skill Knuckles Gear, which grants its user a power boost as long as the user continues a combo.
Knuckles' Weapon Action is Sway. Pressing the Weapon Action button will cause the wielder to swiftly duck in place. This gives brief invulnerability and does not break combos for the purpose of Tech Arts and Knuckles Gear.
Gunslash
These are universal weapons for all classes, which can switch between striking attacks that scale off of S-Atk and shooting attacks that scale off of R-Atk.
Skill Tree Overview
Skills
Basic Skills
Step
Starting skill. Press the Dodge key to do a fast step that has iframes. Can be used in any direction.
Icon | Skill Name |
---|---|
Step |
Step Advance
Increases the amount of iframes on Step.
Icon | Skill Name | Prerequisite | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||
Step Advance | Step Lv1 | 0.05s | 0.09s | 0.11s | 0.13s | 0.14s | 0.15s | 0.16s | 0.17s | 0.18s | 0.20s |
Just Reversal
Starting skill. When knocked down, press the Jump key at the moment you hit the ground to get up instantly.
Icon | Skill Name |
---|---|
Just Reversal |
Step Attack
Starting skill. Allows you to attack immediately after Step.
Icon | Skill Name |
---|---|
Step Attack |
S-ATK Boost
Increases your base S-ATK stat.
Icon | Skill Name | Prerequisite | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||
S-ATK Boost 1 | +3 | +6 | +10 | +14 | +18 | +23 | +28 | +34 | +40 | +50 | ||
S-ATK Boost 2 | S-ATK Boost 1 Lv3 | +4 | +9 | +14 | +19 | +25 | +31 | +39 | +50 | +62 | +75 | |
S-ATK Boost 3 | S-ATK Boost 1 Lv3 | +4 | +9 | +14 | +19 | +25 | +31 | +39 | +50 | +62 | +75 |
Dex Up
Increases your base DEX stat.
Icon | Skill Name | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||
DEX Up | +3 | +6 | +10 | +14 | +18 | +23 | +28 | +34 | +40 | +50 |
HP Boost
Increases your base max HP.
Icon | Skill Name | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||
HP Boost 1 | +3 | +6 | +10 | +14 | +18 | +23 | +28 | +34 | +40 | +50 | |
HP Boost 2 | +3 | +6 | +10 | +14 | +18 | +23 | +28 | +34 | +40 | +50 |
S-DEF Up
Increases your base S-DEF stat.
Icon | Skill Name | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||
S-DEF Up | +3 | +6 | +10 | +14 | +18 | +23 | +28 | +34 | +40 | +50 |
Adrenaline
Increases the duration per tick of Shifta and Deband.
Note: This skill only raises the duration per tick that you receive: it does not increase the maximum duration. A Shifta casted by a non-Techer will still be capped at 60 seconds, and a Shifta casted by a Techer will still be capped at 180 seconds.
Icon | Skill Name | Duration |
---|---|---|
Adrenaline | 30s |
Tech Arts JA Bonus
Increases damage when chaining together successive different PAs or Techniques via Just Attack.
Notes:
- Any type of combination between Techs and PAs work:
- PA -> PA
- Tech -> Tech
- PA -> Tech
- Tech -> PA
- Using regular attacks between PAs will not interrupt the combo.
- Missing JA timings will not interrupt the combo, but won't update the previous JA'd PA/Tech either. For example:
- Will work: JA Heartless Impact -> non-JA Ducking Blow -> JA Backhand Smash -> JA Heartless Impact. Only Ducking Blow won't benefit (as it wasn't a JA)
- Won't work: JA Heartless Impact -> non-JA Ducking Blow -> JA Heartless Impact. Heartless Impact is still the previous JA'd PA, so it won't work.
Icon | Skill Name | Prerequisite | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||||||
Tech Arts JA Boost | S-ATK Boost 1 Lv3 | 105% | 106% | 108% | 110% | 115% |
Tech Arts JA PP Save
Reduces PP consumption when performing Tech Arts JA Bonus.
Icon | Skill Name | Prerequisite | PP Cost | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |||||||||
Tech Arts JA PP Save | Tech Arts JA Bonus Lv3 | Fighter PA | 90% | 86% | 82% | 78% | 75% | ||||||
Other Class PA/Tech | 95% | 93% | 90% | 87% | 85% |
Chase Advance
Increases Striking damage done to enemies with a status effect. Has no effect on Ranged attacks or Techs. Affects thrown Talis and Wand Gear. Applies to Bind status. Does not apply to Jellen status, or to enemies that have a special animation for status effects, such as frozen legs Vol Dragon, poisoned crystal Quartz Dragon, or frozen legs Golrahda.
Icon | Skill Name | Prerequisite | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||
Chase Advance | S-ATK Boost 1 Lv3 | 110% | 111% | 112% | 113% | 115% | 117% | 119% | 121% | 123% | 125% |
Chase Advance Plus
Further increases Striking damage done to enemies with a status effect.
Icon | Skill Name | Prerequisite | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||||||
Chase Advance Plus | Chase Advance Lv3 | 105% | 107% | 109% | 111% | 115% |
Chase Bind
When attacking enemies under status effects, gives a chance to cause Bind.
Icon | Skill Name | Prerequisite | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||
Chase Bind | Chase Advance Lv5 | 20% | 22% | 24% | 26% | 28% | 30% | 36% | 42% | 54% | 70% |
Halfline Boost
Increases chances of causing status effects when below 50% maximum HP.
Icon | Skill Name | Prerequisite | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||||||
Halfline Boost | S-ATK Boost 1 Lv3 | 150% | 160% | 170% | 180% | 200% |
Deadline Slayer
Increases S-ATK, R-ATK, and T-ATK when below 25% maximum HP.
Icon | Skill Name | Prerequisite | Effects | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||
Deadline Slayer | S-ATK Boost 1 Lv3 | S-ATK | +40 | +44 | +49 | +54 | +60 | +67 | +75 | +100 | +125 | +150 | |
R-ATK | |||||||||||||
T-ATK |
PP Slayer
Increases S-ATK, R-ATK, and T-ATK when below 50% maximum PP.
Icon | Skill Name | Prerequisite | Effects | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||
PP Slayer | Deadline Slayer Lv3 | S-ATK | +50 | +65 | +80 | +95 | +110 | +125 | +140 | +155 | +170 | +200 | |
R-ATK | |||||||||||||
T-ATK |
Halfline Slayer
Increases S-ATK, R-ATK, and T-ATK when below 50% maximum HP.
Icon | Skill Name | Prerequisite | Effects | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||
Halfline Slayer | S-ATK Boost 1 Lv3 | S-ATK | +20 | +22 | +24 | +26 | +28 | +34 | +40 | +60 | +80 | +100 | |
R-ATK | |||||||||||||
T-ATK |
Crazy Heart
Increases both passive and active PP regeneration when under a status effect.
Notes:
- Limit Break is considered a status effect for this skill.
- PP Convert is not considered a status effect for this skill.
Icon | Skill Name | Prerequisite | Effects | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Crazy Heart | Halfline Slayer Lv2 | Passive PP Regen | 150% | 160% | 170% | 180% | 200% | |
Active PP Regen |
Crazy Beat
Increases S-ATK while under a status effect.
Notes:
- Limit Break is considered a status effect for this skill.
- PP Convert is not considered a status effect for this skill.
Icon | Skill Name | Prerequisite | Effects | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |||||||||
Crazy Beat | Halfline Slayer Lv4 | S-ATK | +100 | +120 | +140 | +160 | +200 |
Weapon Related Skills
Double Saber Gear
Hitting enemies with basic attacks or PAs will generate Gear. The more hits, the faster it fills.
Performing a Weapon Action will spend all Gear and generate a whirlwind around you that damages nearby enemies. The higher the gear, the more damage and wider the aoe. Requires at least 1/3 Gear to generate a whirlwind. The whirlwind hits themselves generate more gear, and you can have up to 2 whirlwinds up at the same time. Whirlwinds benefit from Just Attacks and status effects chances on your weapon.
Note: The Skill Ring L/DS Whirlwind allows you to activate the whirlwinds after using any PA (except for Chaos Riser and Hurricane Sender) without spending any gear.
Icon | Skill Name | Prerequisite | Number of hits | Damage per hit | ||
---|---|---|---|---|---|---|
1/3 Gear | 2/3 Gear | Full Gear | ||||
Double Saber Gear | S-ATK Boost 1 Lv1 | 8 hits | 55% | 82.5% | 110% |
Double Saber Wind Parry
Allows Just Guard frames when activating Double Saber Gear. Requires at least 1/3 Gear to activate.
Icon | Skill Name | Prerequisite |
---|---|---|
Double Saber Wind Parry | Double Saber Gear Lv1 |
Twin Dagger Gear
Performing a Weapon Action while in the air, or using specific PAs will generate gear. There are 3 Gear levels. If you touch the ground, the Gear is reset.
Increases the damage of all attacks and PAs based on Gear level.
The following PAs generate Gear:
- Gear Level +1:
- Raging Waltz
- Shoot Polka
- Scar Fugue
- Symphonic Drive
- Facet Folia (only if the first hit connects)
- Gear Level +2:
- Quick March
Icon | Skill Name | Prerequisite | Damage | ||
---|---|---|---|---|---|
1/3 Gear | 2/3 Gear | Full Gear | |||
Twin Dagger Gear | S-ATK Boost 1 Lv1 | 100% | 120% | 150% |
Twin Dagger Spin Move
Allows you to move horizontally while performing the Weapon Action. Distance covered is small (about half the distance of Step), and it does not change the direction you are facing.
Icon | Skill Name | Prerequisite |
---|---|---|
Twin Dagger Spin Move | Twin Dagger Gear Lv1 |
Knuckle Gear
Performing any attack or PA will generate Gear (even if no hits connect on an enemy). There are 3 Gear levels. Each Gear level raises the attack speed of all attacks and PAs. When the Gear is maxed, it also raises the damage of specific PAs (such as Backhand Smash and Surprise Knuckle). Gear resets if you stop attacking or if you jump.
Performing a Weapon Action or Step won't generate gear, but will prevent it from reseting. Additionally, performing Weapon Action multiple times in a row will prevent it from reseting, but performing Step multiple times in a row will not (this can be avoided by using Step Attack after every Step).
Icon | Skill Name | Prerequisite |
---|---|---|
Knuckle Gear | S-ATK Boost 1 Lv1 |
Knuckle Gear Boost
Doubles the amount of Gear generated per attack, requiring only 2 attacks to max it.
Icon | Skill Name | Prerequisite |
---|---|---|
Knuckle Gear Boost | Knuckle Gear Lv1 |
Stance Related Skills
Brave Stance
A stance in which you deal increased damage while in front of an enemy. Decreases damage done while behind an enemy when below Lv5, and increases when above Lv5. Cannot be activated at the same time as Wise Stance.
Notes:
- Being in front or behind an enemy is defined by the enemy's total body, not the part you're targeting. So, for example, hitting the weakspot behind the neck of a Dark Ragne will benefit from Brave Stance, despite you being behind the neck, because you are on the front half of its body.
- Some enemies consider the battlefield as their body. Such enemies will benefit from Brave/Wise Stance based on where you are located in the battlefield. For example:
- Dark Falz Elder considers the entire battlefield as its body, meaning Wise Stance will work at all times, as his body is always on the back part of the arena.
- Big Vardha's body can be walked on. Whenever you hit a part of it, the Stance that works will be based on where in its body you are located. So hitting the missile launchers on the back will always benefit from Wise Stance, while the laser cannons on the front will always benefit from Brave Stance. The core moves through its body, so it depends on where you are at the moment.
Icon | Skill Name | Prerequisite | Multiplier | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||
Brave Stance | S-ATK Boost 1 Lv3 | Front | 120% | 125% | 130% | 135% | 140% | ||||||
Rear | 95% | 96% | 97% | 98% | 100% | 110% | 120% | 125% | 130% | 135% |
Brave Stance Up
Further increases your damage during Brave Stance while attacking enemies from the front.
Icon | Skill Name | Prerequisite | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||||||
Brave Stance Up | Brave Stance Lv5 | 102% | 104% | 106% | 108% | 110% |
Brave Stance Critical
Increases your critical strike chance during Brave Stance while attacking enemies from the front.
Icon | Skill Name | Prerequisite | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||||||
Brave Stance Critical | Brave Stance Lv3 | 10% | 16% | 20% | 23% | 25% |
Wise Stance
A stance that increases your damage done while attacking from behind a target. Decreases damage done while in front of an enemy when below Lv5, and increases when above Lv5. Cannot be activated at the same time as Brave Stance.
Notes:
- Being in front or behind an enemy is defined by the enemy's total body, not the part you're targeting. So, for example, hitting the weakspot behind the neck of a Dark Ragne will benefit from Brave Stance, despite you being behind the neck, because you are on the front half of its body.
- Some enemies consider the battlefield as their body. Such enemies will benefit from Brave/Wise Stance based on where you are located in the battlefield. For example:
- Dark Falz Elder considers the entire battlefield as its body, meaning Wise Stance will work at all times, as his body is always on the back part of the arena.
- Big Vardha's body can be walked on. Whenever you hit a part of it, the Stance that works will be based on where in its body you are located. So hitting the missile launchers on the back will always benefit from Wise Stance, while the laser cannons on the front will always benefit from Brave Stance. The core moves through its body, so it depends on where you are at the moment.
Icon | Skill Name | Prerequisite | Multiplier | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||
Wise Stance | S-ATK Boost 1 Lv3 | Front | 95% | 96% | 97% | 98% | 100% | 110% | 115% | 120% | 125% | 130% | |
Rear | 115% | 117% | 119% | 122% | 125% | 127% | 129% | 131% | 133% | 135 |
Wise Stance Up
Further increases your damage during Wise Stance while attacking enemies from the back.
Icon | Skill Name | Prerequisite | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||||||
Wise Stance Up | Wise Stance Lv5 | 110% | 115% | 120% | 125% | 130% |
Wise Stance Critical
Increases your critical strike chance during Wise Stance while attacking enemies from the back.
Icon | Skill Name | Prerequisite | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||||||
Wise Stance Critical | Wise Stance Lv3 | 10% | 16% | 20% | 23% | 25% |
Class Exclusive Skills
Rare Mastery Fighter
Increases Damage when using weapons of rarity ★10 or higher. Only usable with Fighter as your main class.
Icon | Skill Name | Damage |
---|---|---|
Rare Mastery Fighter | 110% |
Critical Strike
Raises critical rate and critical damage. Only usable with Fighter as your main class.
Icon | Skill Name | Effect | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||||||
Critical Strike | Critical Damage | 103% | 106% | 109% | 112% | 115% | ||||||
Critical Chance | +3% | +6% | +9% | +12% | +15% |
Limit Break
Active skill. Temporarily reduces your maximum HP by 75% and increases Striking damage. This skill counts as a status effect for Crazy Heart and Crazy Beat, and cannot be cured by any means other than death or timing out. Because your maximum HP is reduced, all other effects that rely on maximum HP (such as Halfline Slayer, Healing Guard, Just Reversal Cover, and healing items) are also affected.
Only usable with Fighter as your main class.
Icon | Skill Name | Prerequisite | Effect | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||
Limit Break | S-ATK Boost 1 Lv5 | Max HP | 25% | ||||||||||
Striking Damage | 104% | 108% | 112% | 116% | 120% | ||||||||
Duration | 10s | 15s | 20s | 25s | 30s | 35s | 40s | 45s | 50s | 60s | |||
Cooldown | 60s | 65s | 70s | 75s | 80s | 90s |
Limit Break Photon Charge
Fully recovers PP after Limit Break wears off. Does not activate if you die during Limit Break.
Only usable with Fighter as your main class.
Icon | Skill Name | Prerequisite |
---|---|---|
Limit Break Photon Charge | Limit Break Lv3 |