Difference between revisions of "Fighter"

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* Using the weapon action with at least 1 Focus gauge filled will release a Whirlwind that covers around you and damages any enemies that touches it.
 
* Using the weapon action with at least 1 Focus gauge filled will release a Whirlwind that covers around you and damages any enemies that touches it.
 
* The higher the Focus gauge, the more range and power the Whirlwind has. The duration of the effect lasts for about 4 seconds.
 
* The higher the Focus gauge, the more range and power the Whirlwind has. The duration of the effect lasts for about 4 seconds.
** 55% x 8 = 440% for Focus 1, 82.5% x 8 = 660% for Focus 2, 110% x 8 = 880% for Focus 3.
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** 108% x 8 = 864% for Focus 1, 164% x 8 = 1312% for Focus 2, 216% x 8 = 1728% for Focus 3.
 
* Using the weapon action will expend one Focus gauge.
 
* Using the weapon action will expend one Focus gauge.
 
* You cannot recover PP with Whirlwind.
 
* You cannot recover PP with Whirlwind.
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* This skill can be learned at level 85 or higher.
 
* This skill can be learned at level 85 or higher.
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* When activated, the cooldown time of Overload that was activated at the time is extended. <br> Overload Photon Charge is not applied.
 
* When activated, the cooldown time of Overload that was activated at the time is extended. <br> Overload Photon Charge is not applied.
 
** Depending on the number of times this skill is activated from the start of the quest, the extended cooldown will increase (lasts until the end of the quest).
 
** Depending on the number of times this skill is activated from the start of the quest, the extended cooldown will increase (lasts until the end of the quest).
** Regardless of the number of times this skill is activated, if the effect of Overload ends normally (without activating this skill), the cooldown time will also be normal.
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** Regardless of the number of times this skill is activated, if the effect of Overload ends normally (without activating this skill), the cooldown time will reset back to its normal duration.
 
{{Class Listing}}
 
{{Class Listing}}
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{{PSO2 Navbox}}

Latest revision as of 02:55, 6 July 2021

Fighter

The Fighter Fighter ("Fi") class is a specialized melee class that focuses solely on raw power. It is capable of wielding extremely strong, but difficult to use Melee-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, MEL+50, TEC+15, TEC Def+10.

Class Weapon Overview

Fighters use three unique weapons: Daggers Twin Daggers, Double Saber Double Saber, and Knuckles Knuckles

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 Perfect 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 Focus, 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 Focus, deals minor damage at point-blank range, and blocks attacks with Perfect 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 area of effect attacks. Focus management is a very important part of using Double Sabers. Double Sabers can be powered up with the Skill Double Saber Focus to execute their Weapon Action.

Double Saber's Weapon Action is Whirlwind. When activated with the Weapon Action button, the wielder flourishes the weapon in the air. When used in tandem with Double Saber Focus, using it while at least one Focus Level is stocked will deplete your Focus 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 Focus 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 Focus, 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.

Skill Tree Overview

FighterSkillTree.png

Skills

Stat Skills

HP Up

Increases your max HP.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5 6 7 8 9 10
UIIconHPUp.png HP Up 1 - Max HP Boost +3 +6 +10 +14 +18 +23 +28 +34 +40 +50
HP Up 2 -

HP Up 1 and 2 are cumulative (Total Max HP +100).

Melee Power Up

Increases your base MEL MEL stat.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5 6 7 8 9 10
UIIconMelUp.png Melee Power Up 1 - Base MEL Boost +3 +6 +10 +14 +18 +23 +28 +34 +40 +50
Melee Power Up 2 Melee Power Up 1 Lv3 +4 +9 +14 +19 +25 +31 +39 +50 +62 +75
Melee Power Up 3 Melee Power Up 1 Lv3

Melee Power Up 1, 2, and 3 are cumulative (Total MEL +200).

Dexterity Up

Increases your base Dex DEX stat.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5 6 7 8 9 10
UIIconDexUp.png DEX Up - Base Dex Boost +3 +6 +10 +14 +18 +23 +28 +34 +40 +50

Melee Defense Up

Increases your base MEL Def MEL Def stat.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5 6 7 8 9 10
UIIconMelDefUp.png Melee Defense Up - Base MEL Def Boost +3 +6 +10 +14 +18 +23 +28 +34 +40 +50


Weapon Related Skills

Double Saber Focus

Focus Skill. Hitting enemies with basic attacks or PAs will generate Focus. The more hits, the faster it fills.

Icon Skill Name Prerequisite Skill level
1
UIIconDoubleSaberFocus.png Double Saber Focus - -
  • Using the weapon action with at least 1 Focus gauge filled will release a Whirlwind that covers around you and damages any enemies that touches it.
  • The higher the Focus gauge, the more range and power the Whirlwind has. The duration of the effect lasts for about 4 seconds.
    • 108% x 8 = 864% for Focus 1, 164% x 8 = 1312% for Focus 2, 216% x 8 = 1728% for Focus 3.
  • Using the weapon action will expend one Focus gauge.
  • You cannot recover PP with Whirlwind.
  • Status Effect Augments on the weapon are also applied to the Whirlwinds.
  • Whirlwind can also be affected by Perfect Attacks.
  • The Whirlwinds has flinching properties, but the enemy will not be flinched from the attacks even with using Perfect Attacks.
  • The Whirlwinds will last the full duration, even when knocked down or incapacitated.


Double Saber Wind Parry

Focus Skill. Allows Perfect Guard frames when activating Double Saber's Whirlwind.

Icon Skill Name Prerequisite Skill level
1
UIIconDoubleSaberParry.png Double Saber Wind Parry - -
  • This skill allows you to guard attacks when activating Whirlwind.
    • Since this skill gives Perfect Guard frames the moment the Whirlwind is generated, it cannot be used unless there is at least 1 Focus gauge accumulated.
    • The Perfect Guard frames are only given to the moment the Whirlwind is generated, not the Whirlwinds themselves.

Twin Daggers Focus

Focus Skill. Focus accumulates depending on the number of jumps in the air. PA Power increases based on Focus gauge level.

Icon Skill Name Prerequisite Skill level
1
UIIconTwinDaggersFocus.png Twin Daggers Focus - -
  • The Focus gauge starts at level 0, and can be accumulated up to 3 levels (no sound effect for reaching the third level).
  • Upon landing, the Focus gauge resets back to level 0. PAs such as Raging Waltz that lands on the surface can maintain the gauge.
  • Although it's stated that PA Power is increased ingame, the damage of normal attacks also increases.
  • The following actions can accumulate Focus:
    Jumping with Twin Daggers equipped - 1 stage.
    Using the weapon action "Spin" - 1 stage.
    Using a PA to jump - 1 to 2 stages (depending on the PA).
  • The damage does not change in the first stage, but knockback is added to normal attacks, and the launching capabilities when attacking an enemy in the air also increases. The damage is 120% in the second stage, and 150% in the third stage.
  • Being attacked in the air will reset your Focus gauge when you land, except for any attacks that dont knock you back, like Curse Sentry bullets.

Twin Daggers Somersault

Focus Skill. Allows horizontal movement while using Twin Dagger Spin.

Icon Skill Name Prerequisite Skill level
1
UIIconTDSomersault.png Twin Daggers Somersault - -
  • You will be able to move in any horizontal direction during the spin for a maximum distance of about half a Sidestep.
    • You can also slightly turn during the movement.
  • The Spin can be repeated multiple times.

Knuckles Focus

Focus Skill. Focus accumulates depending on the number of consecutive attacks. Attack speed increases based on Focus gauge level.

Icon Skill Name Prerequisite Skill level
1
UIIconKnucklesFocus.png Knuckles Focus - -
  • The Focus gauge starts at stage 0, and can be accumulated up to 3 levels.
  • Attacking once accumulates 1 level immediately.
    • The Focus takes into account when an attack is inputted. If two Focus levels have been accumulated, the next attack is the third level.
  • Depending on the Focus gauge level, the visual effects of PAs becomes more flashy (an orange aura appears).
  • Jumping resets the Focus gauge to 0.
    • If you are using a charge type PA, you can jump while maintaining the gauge.
    • If you perform a PA or Sidestep Strike in the air and land during the attack, the gauge will be maintained.
  • The weapon action "Sway" will allow Tech Arts to be uninterrupted.

Knuckles Focus Boost

Focus Skill. Focus accumulates twice as much.

Icon Skill Name Prerequisite Skill level
1
UIIconKnucklesFocusBoost.png Knuckles Focus Boost - -
  • Attacking once accumulates 2 levels immediately.

Stance Skills

Valiant Stance

Passive Stance Skill. Increases the damage done to enemies from the front.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
UIIconValiantStanceUp.png Valiant Stance Melee Power Up 1 Lv 3 Front Attack Potency 120% 125% 130% 135% 140%
Rear Attack Potency 95% 96% 97% 98% 100% 110% 120% 125% 130% 135%
  • This Stance skill is disabled while Wise Stance is active.
    • Can also be used in combination with other Stance skills of different classes (Hunter's Fury Stance, etc.).
  • The Stance increases your Front Attack damage, but decreases your Rear Attack damage before Level 5.
    • This applies to all forms of attack, including Melee, Ranged, and Technique damage.
  • The classification of Front and Rear is determined by the relationship between the position of the player and the position of the enemy.
    If the Player is facing at the enemy's front, it will be treated as Front, and if the Player is facing at the enemy's back, it will be treated as Rear.
  • The effect is applied depending on the positional relationship when the attack hits.

Valiant Stance Up

Further increases the effectiveness of Valiant Stance while attacking enemies from the front.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconValiantStanceUp.png Valiant Stance Up Valiant Stance Lv 5 Potency 102% 104% 106% 108% 110%
  • This skill further increases the damage dealt to enemies from the front while Valiant Stance is active.

Valiant Critical

Increases your critical hit chance while under the effects of Valiant Stance.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5
UIIconValiantStanceUp.png Valiant Critical Valiant Stance Lv 3 Critical Rate Increase +10% +16% +20% +23% +25%

Wise Stance

Active Stance Skill. Increases the damage done to enemies from the back. Overwrites the effects of Valiant Stance while active.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
UIIconWiseStance.png Wise Stance Melee Power Up 1 Lv 3 Rear Attack Potency 115% 117% 119% 122% 125% 127% 129% 131% 133% 135%
Front Attack Potency 95% 96% 97% 98% 100% 110% 115% 120% 125% 130%
  • This Stance skill cannot be used in tandem with Valiant Stance.
    • When both are learned, turning this skill ON will turn Valiant Stance OFF, and turning this skill OFF will turn Valiant Stance ON.
    • Can also be used in combination with other Stance skills of different classes (Hunter's Fury Stance, etc.).
  • The Stance increases your Rear Attack damage, but decreases your Front Attack damage before Level 5.
    • This applies to all forms of attack, including Melee, Ranged, and Technique damage.
  • The classification of Front and Rear is determined by the relationship between the position of the player and the position of the enemy.
    If the Player is facing at the enemy's front, it will be treated as Front, and if the Player is facing at the enemy's back, it will be treated as Rear.
  • The effect is applied depending on the positional relationship when the attack hits.

Wise Stance Up

Further increases the effectiveness of Wise Stance while attacking enemies from the back.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconWiseStanceUp.png Wise Stance Up Wise Stance Lv 5 Potency 110% 115% 120% 125% 130%
  • This skill further increases the damage dealt to enemies from the back while Wise Stance is active.

Wise Critical

Increases your critical hit chance while under the effects of Wise Stance.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5
UIIconWiseStanceUp.png Wise Critical Wise Stance Lv 3 Critical Rate Increase +10% +16% +20% +23% +25%

Class Skills

Arms Enthusiast: Fighter

Default Skill. Main Class Only. Increases damage if equipped with a 10★ or higher rarity weapon.

Icon Skill Name Prerequisite Effect Skill Level
1
UIIconArmsEnthusiast.png Arms Enthusiast: Fighter - Damage Multiplier 110%

Critical Strike

Main Class Only. Increases your critical hit rate and grants a critical damage bonus.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconMelUp.png Critical Strike - Critical Damage Potency 103% 106% 109% 112% 115%
Critical Rate Increase +18% +21% +24% +27% +30%
  • This skill affects all forms of damage.
  • Has no effect if the class is set as a subclass.
  • Criticals in PSO2 are attacks done with the maximum value of the damage variance. You can learn more about Criticals in Damage Calculation.
    • Hitting criticals often usually leads to a higher increase average damage dealt.

Overload

Main Class Only. Grants a temporary damage bonus to your Melee Potency and reduces your Max HP.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
UIIconOverload.png Overload Melee Power Up 1 Lv 5 Potency 104% 108% 112% 116% 125%
Max HP 25%
Effect Duration 10s 15s 20s 25s 30s 35s 40s 45s 50s 60s
Cooldown 60s 65s 70s 75s 80s 90s
  • This skill causes a special condition that lowers your maximum HP in exchange for increasing your Melee Potency. Excess HP can be retained unless you take damage.
    • This specification is different from the skill that lowers maximum HP such as Techter's PP Conversion. Overload is the only skill that is treated as a status ailment.
  • A flame like effect appears around your character when activating the skill.
  • The status ailment caused by this skill cannot be recovered unless the duration finishes or you get incapacitated. It cannot be canceled at any time.
    • When the effect finishes, the Max HP recovers back to full. There is no need to recover from that effect.
    • HP recovery when the effect of Overload finishes is not affected by the orders in Extreme Quests.
  • Since the effect of Overload is treated as a status ailment, skills such as Deadline Slayer, Halfline Slayer, Halfline Boost, Crazy Heart, and Crazy Beat can also take in effect.
  • The skill only gets an increase in duration and cooldown past Lv 5.
  • Has no effect if the class is set as a subclass.

Overload Photon Charge

Main Class Only. Completely restores your PP after Overload wears off.

Icon Skill Name Prerequisite Skill Level
1
UIIconOverloadPC.png Overload Photon Charge Overload Lv 3 -
  • This skill does not activate if you get incapacitated during Overload.
  • Has no effect if the class is set as a subclass.

Other Skills

Adrenaline

Increases the effect duration of each Shifta or Deband you receive.

Icon Skill Name Prerequisite Effect Skill Level
1
UIIconAdrenaline.png Adrenaline Melee Power Up 1 Lv 2 Effect Duration +30s
  • This skill directly adds to the duration of every hit of Shifta/Deband.
    • Normally a hit of Shifta/Deband gives +15 seconds per hit, with Adrenaline, the duration increases to +45 seconds per hit.
    • This will not extend the maximum duration of 60 seconds however.
  • This skill can also be applied to pets.

Tech Arts Perfect Attack Bonus

Grants a damage bonus when you perform a Perfect Attack while stringing together different Photon Arts and Techniques.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5
UIIconTechArtsPABonus.png Tech Arts Perfect Attack Bonus Melee Power Up 1 Lv3 Potency 105% 106% 108% 110% 115%
  • Under the following conditions, the damage of PAs/Techniques (hereinafter, will be classified as PA) will be increased by the noted level of the multiplier.
    • The skill effect is activated when a PA different than the previous PA is performed on a Perfect Attack.
    • Any combination between Techniques and PAs will work.
    • Using regular attacks between PAs will not interrupt the combo.
    • Missing Perfect Attack timings will not interrupt the combo, but won't update the previous PA either. For example:
      Will work: Perf Heartless Impact -> non-Perf Overhand Straight -> Perf Decimator -> Perf Heartless Impact. Only Overhand Straight won't benefit (as it wasn't a Perf)
      Won't work: Perf Heartless Impact -> non-Perf Overhand Straight -> Perf Heartless Impact. Heartless Impact is still the previous Perf'd PA, so it won't work.

Combo Var. P. Attack PP Save

Reduces your PP consumption when you perform a Perfect Attack while stringing together different Photon Arts and Techniques.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5
UIIconComboVarPAPPSave.png Combo Var. P. Attack PP Save Tech Arts Perfect Attack Bonus Lv3 Fi Weapon PP Consumption Rate 90% 86% 82% 78% 75%
Other Weapon PP Consumption Rate 95% 93% 90% 87% 85%
  • If you perform a PA that is different from the previous PA/Technique on a Perfect Attack, the PP consumption rate is reduced for that PA.
  • This skill only affects PAs/Techniques that are consumed on activation, has no effect for continuously draining PAs/Techniques.
  • "Fi Weapon" does not include Gunblades.
  • Has no effect for Summoner's Pets.

Chaser Damage

Grants a damage bonus when performing a Melee attack on an enemy that is affected by a status ailment.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5 6 7 8 9 10
UIIconChaserDamage.png Chaser Damage Melee Power Up 1 Lv3 Melee Potency 110% 111% 112% 113% 115% 117% 119% 121% 123% 125%
  • This skill only applies to Melee attacks. Has no effect on Ranged and Technique attacks (including pets).
  • Status ailments applicable for the conditions of this effect are:
    Burn, Freeze, Shock, Blind, Panic, Poison
    Stun, Injury, Bind
    • Chain Trigger, Blight Rounds, Summoner's Mark, and Jellen Shot do not count for the conditions of this skill.
    • Special restrictive movements from some enemies from the effect of certain status ailments do not count for the conditions of this skill.
    • Damage over Time (DoT) in some PAs and Techniques do not count for the conditions of this skill.

Extra Chaser Damage

Grants a damage bonus when performing an attack on an enemy that is affected by a status ailment.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5
UIIconChaserDamage.png Chaser Damage Chaser Damage Lv3 Potency 105% 107% 109% 111% 115%
  • This skill is similar to Chaser Damage, which increases damage on status inflicted enemies.
  • Unlike Chaser Damage, all forms of damage can benefit from the damage bonus of this skill.

Chaser Bind

Grants a chance of triggering a bind state when performing a Melee attack on an enemy that is affected by a status ailment.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5 6 7 8 9 10
UIIconChaserBind.png Chaser Bind Chaser Damage Lv5 Activation Rate 20% 22% 24% 26% 28% 30% 36% 42% 54% 70%
  • Has no effect on a majority of the bosses.
  • Bound enemies are covered in a yellow electric shock.
  • The Bind effect will only block the movement of the enemy, not the actions that the enemies performs.
  • Chaser Damage is applicable for this skill as well.
  • Since binding and other status ailments can be combined, the existing status ailments are not overwritten.

Halfline Boost

Boosts the chance of inflicting status ailments when your HP falls below 50%.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5
UIIconHalflineBoost.png Halfline Boost Melee Power Up Lv3 Activation Rate Multiplier 150% 160% 170% 180% 200%
  • This skill can be useful for Chaser Damage and Chaser Bind.
  • Can be effective in certain boss battles depending on the status ailment used.
  • This skill also affects the status infliction rate of Techniques.


Deadline Slayer

Boosts your MEL Melee Power, RNG Ranged Power, and TEC Technique Power when your HP falls below 25%.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
UIIconSlayer.png Deadline Slayer Melee Power Up Lv3 MEL Power +40 +44 +49 +54 +60 +67 +75 +100 +125 +150
RNG Power
TEC Power

Photon Slayer

Boosts your MEL Melee Power, RNG Ranged Power, and TEC Technique Power when your PP falls below 50%.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
UIIconSlayer.png Deadline Slayer Deadline Slayer Lv3 MEL Power +50 +65 +80 +95 +110 +125 +140 +155 +170 +200
RNG Power
TEC Power
  • When the remaining PP is 50% or less than max PP, the effect is applied on the attack that caused the hit.
    • Since PAs consumes PP the moment it is used, the consumption of the PP precedes the check timing for Photon Slayer. From this, if the PP falls below 50% when you perform a PA, the effect of Photon Slayer activates.

Halfline Slayer

Boosts your MEL Melee Power, RNG Ranged Power, and TEC Technique Power when your HP falls below 50%.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
UIIconSlayer.png Halfline Slayer Melee Power Up Lv3 MEL Power +20 +22 +24 +26 +28 +34 +40 +60 +80 +100
RNG Power
TEC Power

Crazy Heart

Boosts automatic PP Recovery as well as PP recovery following an attack while you have a status ailment.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5
UIIconCrazyHeart.png Crazy Heart Halfline Slayer Lv2 PP Increase Rate 150% 160% 170% 180% 200%
  • This skill can also go into effect by using Overload.
    • Techter's PP Conversion skill does not count as a status ailment for the conditions of this skill.

Crazy Beat

Boosts your MEL Melee Power while you have a status ailment.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5
UIIconCrazyBeat.png Crazy Heart Halfline Slayer Lv4 MEL Power +100 +120 +140 +160 +200
  • The increase of Melee Power is fixed.
  • This skill can also go into effect by using Overload.

Sidestep & Perf. ATK Combo

Default Skill. Creates a Perfect Attack window when Sidestepping.

Icon Skill Name Prerequisite Skill Level
1
UIIconSidestepPlus.png Sidestep & Perf. ATK Combo - -

Sidestep

Default Skill. Press the Dodge key to do a fast step that has invincibility. Can be used in any direction.

Icon Skill Name Prerequisite Skill Level
1
UIIconSidestep.png Sidestep - -
  • Can be used for normal attacks and cancelling some PAs.
  • Invincibility time is roughly 0.05 seconds when initially using Sidestep. Sidestep Plus adds onto the invincibility time.
  • The dodge action is determined by the weapon type currently equipped.
    Sidestep: SwordWired LancePartisanDaggersDouble SaberKnucklesGunbladeKatanaBow
    Blinding Sidestep: Soaring BladesJet Boots
    Dive Roll: RifleLauncherTwin Machineguns
    Blind Escape: RodTalisWandHarmonizer

Sidestep Plus

Increases the invincibility time on Sidestep.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5 6 7 8 9 10
UIIconSidestepPlus.png Sidestep Plus Sidestep Lv1 Invincibility Duration Increase +0.05s +0.09s +0.11s +0.13s +0.14s +0.15s +0.16s +0.17s +0.18s +0.20s
  • This skill is effective for both Sidestep and Blinding Sidestep.
  • For a frame of reference, the motion time of the Sidestep is about 0.20 seconds.
  • Hunter, Braver, and Bouncer also share the same skill, but only the higher level will be applied.

Sidestep Strike

Default Skill. Allows you to attack immediately after Sidestep.

Icon Skill Name Prerequisite Skill Level
1
UIIconSidestepPlus.png Sidestep Strike - -
  • Pressing the attack button during the Sidestep will activate Sidestep Strike. Can also be used in midair.
    • Even during a Sidestep Strike, a Perfect Attack window will appear for your character, allowing you to Perfect Attack into another attack or PA.
    • The PA after the Sidestep Strike is regarded as the first one for First Arts Perfect Attack Addition.

Perfect Recovery

Default Skill. When knocked down, press the Jump key at the moment you hit the ground to get up instantly.

Icon Skill Name Prerequisite Skill Level
1
UIIconSidestepPlus.png Perfect Recovery - -
  • The timing of the effect starts when you hit the ground the moment it happens.
  • The skill allows you to prevent yourself from knockdown and gives yourself invincibility during the motion.

Level Limit Skills

Sidestep Jump

Jumping right after doing a Sidestep in forward motion will transition you into running speed.

Icon Skill Name Prerequisite Skill Level
1
UIIconSidestepPlus.png Sidestep Jump Level 10 -
  • This skill is common to all classes and can be learned at level 10 or higher
  • This skill does not consume SP when learning it.

First Arts Perfect Attack Addition

Turns your first attack into a Perfect Attack. A cooldown is applied after activation. Doesn't affect Harmonizer attacks, pet attacks, or Techniques.

Icon Skill Name Prerequisite Effect Skill Level
1
UIIconFirstArts.png First Arts Perfect Attacks Addition Level 20 Cooldown 0.25s
  • This skill is common to all classes and can be learned at level 20 or higher.
  • This skill does not consume SP when learning it.
  • Allows your first attack to get the damage bonus from Perfect Attack without the need to chain into it.
  • Cooldown is applied after doing the action, and will not be activated again unless 0.25 seconds have passed after the action is finished or interrupted.

Air Reversal

Allows you to perform a break-fall while in the air.

Icon Skill Name Prerequisite Skill Level
1
UIIconJump.png Air Reversal Level 30 -
  • This skill is common to all classes and can be learned at level 30 or higher
  • This skill does not consume SP when learning it.
  • Pressing the jump button while being launched into the air will allow you to do the Air Reversal.
  • The effect does not occur if you press the jump button the moment you get launched into the air.
  • Perfect Recovery Heal and Perfect Recovery PP Gain can also activate when this skill is triggered.
  • If you recover in the air, Twin Daggers Focus will be maintained.

Perf. Recovery & ATK Combo

Makes Perfect-Attack timing apply after a Perfect Recovery.

Icon Skill Name Prerequisite Skill Level
1
UIIconJump.png Perf. Recovery & ATK Combo Level 30 -
  • This skill is common to all classes and can be learned at level 30 or higher
  • This skill does not consume SP when learning it.
  • Air Reversal is also applicable for this skill.

Double Jump

Enables two-stage jumping

Icon Skill Name Prerequisite Skill Level
1
UIIconJump.png Double Jump Level 40 -
  • This skill is common to all classes and can be learned at level 40 or higher
  • This skill does not consume SP when learning it.
  • Allows all weapon types (excluding Jet Boots) to have a double jump
    • Jet Boots can double jump regardless of this skill.
      Even with learning this skill, this does not allow you to jump up to three times.

High Level Bonus: Fighter

Grants a damage bonus to the Player.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconHighLevelBonus.png High Level Bonus: Fighter Level 80 Potency 101% 102% 103% 104% 105%
  • This skill is common to all classes and can be learned at level 80 or higher.

Overload Safeguard

Main Class Only. Cancels an active Overload and sets your HP to 1 if you take damage that would incapacitate you. Cooldown extended with each use.

Icon Skill Name Prerequisite Effect Skill Level
1
UIIconOverloadSafeguard.png Overload Safeguard Level 85 Invulnerability Duration 5s
# of Activations Cooldown
1st +5s
2nd +8s
3rd +11s
4th +13s
5th +15s
6+ +16s
  • This skill can be learned at level 85 or higher.
  • This skill does not consume SP when learning it.
  • This skill will not activate if the user is already at 1 HP.
  • The order of skills that prevent incapacitation are as follows:
    [First] Iron Will > Overload Safeguard > Jutus/Lumiere's Potential
  • When activated, the cooldown time of Overload that was activated at the time is extended.
    Overload Photon Charge is not applied.
    • Depending on the number of times this skill is activated from the start of the quest, the extended cooldown will increase (lasts until the end of the quest).
    • Regardless of the number of times this skill is activated, if the effect of Overload ends normally (without activating this skill), the cooldown time will reset back to its normal duration.