Difference between revisions of "Bouncer"

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{{:Class Listing}}
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{{Class Listing}}
 
='''Bouncer'''=
 
='''Bouncer'''=
 
The {{icons|Bouncer}} '''Bouncer''' ("Bo") class is a melee-type Class that is known for its prowess in aerial combat and its capability to weave Techniques into its fighting style. Boasting two very different types of Melee weapons, a Bouncer is capable of both instantaneous support while punishing foes and incredible burst damage, making Bouncer a valuable asset in team play.
 
The {{icons|Bouncer}} '''Bouncer''' ("Bo") class is a melee-type Class that is known for its prowess in aerial combat and its capability to weave Techniques into its fighting style. Boasting two very different types of Melee weapons, a Bouncer is capable of both instantaneous support while punishing foes and incredible burst damage, making Bouncer a valuable asset in team play.
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|-style="text-align:center"
 
|-style="text-align:center"
 
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| [[#dodgeautofield|Dodge Auto Field]]
 
| [[#highlevel|High Level Bonus: Bouncer]]
 
| [[#highlevel|High Level Bonus: Bouncer]]
 
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| [[#craftmastery|Crafting Mastery]]
 
| '''''[[#armsbouncer|Arms Enthusiast: Bouncer]]'''''
 
| '''''[[#armsbouncer|Arms Enthusiast: Bouncer]]'''''
 
| [[#blindstep|Blinding Sidestep]]
 
| [[#blindstep|Blinding Sidestep]]
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| rowspan="2"|[[#dexup|Dexterity Up]] Lv3
 
| rowspan="2"|[[#dexup|Dexterity Up]] Lv3
 
! Effect Duration
 
! Effect Duration
| 30s
 
| 33s
 
| 36s
 
| 39s
 
 
| 45s
 
| 45s
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| 48s
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| 51s
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| 54s
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| 60s
 
|-style="text-align:center"
 
|-style="text-align:center"
 
! Cooldown
 
! Cooldown
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|-
 
|-
 
| Attack Power
 
| Attack Power
| TEC
+
| style="background:#ffffba; color:black;" | TEC
| MEL
+
| style="background:#ffb3ba; color:black;" | MEL
 
| The damage increases as the stated power increases. No effect if it is not the stated power.
 
| The damage increases as the stated power increases. No effect if it is not the stated power.
 
|-
 
|-
 
| Enemy Defense Power
 
| Enemy Defense Power
| TEC Def
+
| style="background:#ffffba; color:black;" | TEC Def
| MEL Def
+
| style="background:#ffb3ba; color:black;" | MEL Def
 
| The damage decreases as the stated defense increases. No effect if it is not the stated defense.
 
| The damage decreases as the stated defense increases. No effect if it is not the stated defense.
 
|-
 
|-
 
| Weapon Element Damage
 
| Weapon Element Damage
| TEC
+
| style="background:#ffffba; color:black;" | TEC
| MEL
+
| style="background:#ffb3ba; color:black;" | MEL
 
| The weapon's Element Value is applied to both attributes. If you attack the enemy with Fire weakness with Fire Element Jet Boots, the damage will be increased accordingly.
 
| The weapon's Element Value is applied to both attributes. If you attack the enemy with Fire weakness with Fire Element Jet Boots, the damage will be increased accordingly.
 
|-
 
|-
 
| Part Boost
 
| Part Boost
| Melee
+
| style="background:#ffb3ba; color:black;" | Melee
| Melee
+
| style="background:#ffb3ba; color:black;" | Melee
 
| Regardless of Switch Strike, it will always be treated as Melee damage. Hitting the weak point will increase the power of the player and pet, increasing damage. <br> Whether you use Switch Strike or not, the Braver's Skill Precision Stance of Elemental Weakness does not apply.
 
| Regardless of Switch Strike, it will always be treated as Melee damage. Hitting the weak point will increase the power of the player and pet, increasing damage. <br> Whether you use Switch Strike or not, the Braver's Skill Precision Stance of Elemental Weakness does not apply.
 
|-  
 
|-  
 
| Final Attack Type
 
| Final Attack Type
| Melee
+
| style="background:#ffb3ba; color:black;" | Melee
| Melee
+
| style="background:#ffb3ba; color:black;" | Melee
 
| Regardless of Switch Strike, all damage in the end is considered Melee damage. In both cases, the Melee potency part of Hunter's Skill Fury Stance is applied.
 
| Regardless of Switch Strike, all damage in the end is considered Melee damage. In both cases, the Melee potency part of Hunter's Skill Fury Stance is applied.
 
|}
 
|}
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* The effect can overlap with Braver's Skill Braver Mag.
 
* The effect can overlap with Braver's Skill Braver Mag.
  
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<div id="craftmastery">
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===='''Crafting Mastery'''====
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</div>
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Grants a bonus to your equipment stats when you equip a crafted weapon or unit.
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<div class="table-responsive">
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{| class="wikitable table-bordered"
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! width="60px" rowspan="2" |Icon
 +
! width="100px" rowspan="2" |Skill Name
 +
! width="130px" rowspan="2" |Prerequisite
 +
! width="100px" rowspan="2" |Effect
 +
! colspan="10"| Skill Level
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|-style="text-align:center"
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! width="36px" | 1
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! width="36px" | 2
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! width="36px" | 3
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! width="36px" | 4
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! width="36px" | 5
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! width="36px" | 6
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! width="36px" | 7
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! width="36px" | 8
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! width="36px" | 9
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! width="36px" | 10
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|-style="text-align:center"
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| [[File:UIIconCraftingMastery.png|link=|38px]]
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| Crafting Mastery
 +
| -
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! Crafting Bonus
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| 1%
 +
| 2%
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| 3%
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| 4%
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| 5%
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| 6%
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| 7%
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| 8%
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| 9%
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| 10%
 +
|}
 +
</div>
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* The stat that is referenced to is based only on the equipment's base Attack and Defense Stats (including max enhancement). <br> Stats from Augments are not included.
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** Set effects and innate stats from units are also not included.
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** The effect will also apply to units with Timed Abilities. Expired Timed Abilities will still apply.
 +
** The value increased by this skill is treated as the same as Augments, so it is not affected by Shifta/Deband effects but does affect Resta's recovery.
  
 
<div id="sidesteppacombo">
 
<div id="sidesteppacombo">
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</div>
 
</div>
 
* This skill is common to all classes and can be learned at level 80 or higher.
 
* This skill is common to all classes and can be learned at level 80 or higher.
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<div id="dodgeautofield">
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===='''Dodge Auto Field'''====
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</div>
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'''Main Class Only.''' Automatically deploys a learned field when you successfully perform a Blinding Sidestep. This skill doesn't include a cooldown.
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<div class="table-responsive">
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{| class="wikitable table-bordered"
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! width="60px" rowspan="2" |Icon
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! width="100px" rowspan="2" |Skill Name
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! width="130px" rowspan="2" |Prerequisite
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! colspan="1" |Skill Level
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|-style="text-align:center"
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! width="36px" | 1
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|-style="text-align:center"
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| [[File:UIIconDodgeAutoField.png|link=|38px]]
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| Dodge Auto Field
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| Level 85
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| -
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|}
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</div>
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* This skill can be learned at level 85 or higher.
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* This skill does not consume SP when learning it.
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* When successfully evading an attack with the evasion action of Soaring Blades or Jet Boots, all learned Field skills will be activated.
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** The currently learned level of each Field is used. If you have not learned the skill, the Field will not be activated.
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** As said in the description, cooldown is ignored when activated by this skill.
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* The invulnerability time for Photon Blades Escape, Jet Boots Escape, and Grand Wave (when its variant is used) are not considered as evasion actions.
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* Even if the Field skills is being activated or put on cooldown, it will still be activated with this skill.
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** At the time, if the field skill is being activated, the effect duration will be overwritten instead of being extended.
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** No effect on cooldown time.
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{{Class Listing}}
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{{PSO2 Navbox}}

Latest revision as of 02:57, 6 July 2021

Bouncer

The Bouncer Bouncer ("Bo") class is a melee-type Class that is known for its prowess in aerial combat and its capability to weave Techniques into its fighting style. Boasting two very different types of Melee weapons, a Bouncer is capable of both instantaneous support while punishing foes and incredible burst damage, making Bouncer a valuable asset in team play.

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: +2 PP, MEL+20, TEC+20, Dex+30.

Class Weapon Overview

Bouncers use two unique weapons: Soaring Blades Soaring Blades and Jet Boots Jet Boots

Soaring Blades

Soaring Blades A twin pair of medium-sized swords. Specializes in rapid attacks that deal minimal damage per individual hit, but hit repeatedly to build up high damage over time. Limited range, but certain Photon Arts can strike from midrange or even afar. Soaring Blades can be powered up with the Skill Soaring Blades Focus, which allows them to expend Focus built up by attacking to use their Weapon Action.

Dual Blades' Weapon Action is Photon Blades. By pressing the Weapon Action Button, the player will swing their right blade, or fly in a given direction if one is held, while firing a salvo of miniature Photon Blades at targets. The number of Photon Blades fired depends on the Focus Gauge level. When Photon Blades impact a target, the blades will inflict damage while recovering the player's PP. If any player then strikes a target that has been impaled with Photon Blades, they will gain increased PP recovery on hit. This ability can be augmented with Skills such as "Photon Blades Fever" and "Photon Blades Escape".

Jet Boots

Jet Boots Mechanized footwear that enables flight. Armed with a double jump, Jet Boots are one of the most mobile weapon classes. They are equipped with both powerful Melee-based Photon Arts while having high TEC, and, with Bouncer's innate Technique capability, are capable of alternating between casting Techniques and closing in on opponents on the fly. Jet Boots can be powered up with the Skill Jet Boots Focus, which allows the user to change the active Element of the Jet Boots to adapt to the enemy's elemental weakness; in addition, Jet Boots Focus can be expended to power up their strongest Photon Art, Jetsweep Kick.

Jet Boots' Weapon Action is Variant Action. By pressing the Weapon Action Button during Photon Arts, the player will execute an alternate second attack. The properties of this attack vary depending on the base move; some Photon Arts are capable of casting Support Techniques when their Branched Action is used. When used during a Normal Attack, Sidestep Strike, or Blinding Sidestep, the player will execute a 4 hit kick combo that has high PP gain. When used without a prior move, the player will perform a flip that negates any elemental changes from charged Techniques. This flip can be chained up to three times.

Skill Tree Overview

BouncerSkillTree.png

Skills

Stat Skills

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 Dexterity Up 1 - Base DEX Boost +3 +6 +10 +14 +18 +23 +28 +34 +40 +50

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 Dexterity Up 1 Lv3 Base MEL Boost +3 +6 +10 +14 +18 +23 +28 +34 +40 +50
Melee Power Up 2 Melee Power Up 2 Lv3 +4 +9 +14 +19 +25 +31 +39 +50 +62 +75

Melee Power Up 1 and 2 are cumulative (Total MEL +125).

Tech. Power Up

Increases your base TEC TEC stat.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5 6 7 8 9 10
UIIconTecUp.png Tech. Power Up Dexterity Up 1 Lv3 Base TEC Boost +3 +6 +10 +14 +18 +23 +28 +34 +40 +50

Class and Weapon Related Skills

Soaring Blades Focus

Soaring Blades Skill. Boosts the potency of your Photon Arts based on Focus level and makes it possible to expend the Focus Gauge to throw Photon Blades at the enemy with a Weapon Action. Further attacks against the area hit by your Photon Blades will boost PP recovery.

Icon Skill Name Prerequisite Skill Level
1
UIIconSoaringBladesFocus.png Soaring Blades Focus Dexterity Up Lv1 -
  • When you perform a Weapon Action, a Photon Blade is created and is sent flying towards the target.
  • The Photon Blade itself also has Focus Gauge Recovery and PP recovery capabilities.
  • Elemental PP Restorate Field does not apply to the Photon Blades even with Elemental Weakness but will have the Elemental Stance effects.
    • Since the Photon Blade is not a Normal Attack, Braver's Skill Enhanced Attack will not apply.
    • However, Deband Attack PP Restorate will apply.
  • The visual effect of the Photon Blades hitting the parts will only be seen by the player themselves.
  • The power and effects of PAs changes according to the Focus Gauge Level. The power increase is different for each PA. (Approximately 10% with Focus Level 1, approximately 15% with Focus Level 2, approximately 20% with Focus Level 3)
  • There is a Perfect Attack window after performing the Weapon Action, but you cannot continuously Perfect Attack the Weapon Action.


Photon Blades Fever

Soaring Blades Skill. Active Skill. Doubles the number of Photon Blade attacks while in effect.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconPhotonBladesFever.png Photon Blades Fever Dexterity Up Lv3 Effect Duration 45s 48s 51s 54s 60s
Cooldown 120s
  • The effect of shooting a Photon Blade with the Soaring Blades Weapon Action is doubled.
  • The number of shots will be doubled, and more effects will be shown, but the actual number of hits does not change, only the effect per hit doubles.
  • Not only the damage but also the Focus Gauge accumulation by the Photon Blades and PP recovery will be doubled in proportion.

Photon Blades Fever Up

Soaring Blades Skill. Increases the potency of your Photon Blades while Photon Blade Fever is in effect.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconPhotonBladesFeverUp.png Photon Blades Fever Up Photon Blades Fever Lv3 Potency 105% 110% 115% 120% 130%
  • Since Photon Blade Fever doubles the Photon Blades, the power at each Lv compared to normally is twice as much as the notation.

Photon Blades Escape

Soaring Blades Skill. Activates a period of invulnerability when you move while using Photon Blades.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconPhotonBladesEscape.png Photon Blades Escape Dexterity Up Lv3 Effect Duration 0.15s 0.19s 0.24s 0.29s 0.35s
  • This skill gives invulnerability time to the movement performed by the Soaring Blades Weapon Action + Movement Direction.
    • The Weapon Action when performed stationary will not have th invulnerability time.

Jet Boots Focus

Jet Boots Skill. Gain Focus when you successfully land an attack or charge a Technique. Applies the element of the last Technique you charged to your weapon and boosts attack potency.

Icon Skill Name Prerequisite Skill Level
1
UIIconJetBootsFocus.png Jet Boots Focus Dexterity Up Lv1 -
  • Temporarily changes your Element of your Jet Boots by charging Techniques.
    • Resta, Anti, Shifta, and Deband will not apply the effect.
      Nabarta, Namegid, and Fused Techniques will not apply the effect.
  • The power of Melee Attacks increases based on the Focus level as well as visual effects when attacking. The Focus Gauge gradually decreases over time.
    • Power is increased by 105% at Focus Level 1-2, 115% at Focus Level 2-MAX.
    • The power increase does not apply to Techniques and Elemental Burst.
  • You can cancel the changed Element by performing the Weapon Action by itself.
    • This will only cancel the changed Element, it will not consume the Focus Gauge.
  • An attack hitbox is included in the double-jump effect when the Focus Gauge is Level 2 or higher.
    • The attack has the effect of inflicting a status ailment depending on the weapon's current Element.

Jet Boots Focus Boost

Jet Boots Skill. Main Class Only. Boosts the increment by which your Focus Gauge increases from attacks while Shifta or Deband are in effect and Jet Boots are equipped.

Icon Skill Name Prerequisite Effect Skill Level
1
UIIconJetBootsFocusBoost.png Jet Boots Focus Boost Jet Boots Focus Lv1 Focus Gauge Boost 150%

Jet Boots Escape

Jet Boots Skill. Main Class Only. Makes you invulnerable for a period of time when you perform a Weapon Action during Normal Attacks and PAs while Jet boots are equipped.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconJetBootsEscape.png Jet Boots Escape Dexterity Up Lv3 Effect Duration 0.20s 0.22s 0.25s 0.29s 0.35s
  • This skill gives invulnerability time to the actions performed during the Jet Boots Weapon Action of Normal Attacks and PAs.

Encore Jump

Jet Boots Skill. Main Class Only. Allows for an additional jump to be performed when you land an attack using 1 Focus Gauge accumulation or while performing a Normal Attack or PA with Jet Boots equipped.

Icon Skill Name Prerequisite Skill Level
1
UIIconEncoreJump.png Encore Jump Dexterity Up Lv1 -
  • This skill allows you to do an additional jump as long as it is performed on a hittable target while you have Focus.

Rapid Boost

Jet Boots Skill. Active Skill. Greatly boosts your Jet Boots PA charge speed while in effect. Also slightly boosts your Technique charge speed.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconRapidBoost.png Rapid Boost Dexterity Up Lv3 Charge Time (Technique) 97% 94% 91% 88% 85%
Charge Time (PA) 90% 80% 70% 60% 50%
Effect Duration 45s 48s 51s 54s 60s
Cooldown 120s
  • The charge speed of PAs and Techniques becomes faster.
    • Techniques like Nabarta and Namegid are not applied as they are not chargeable.
    • The increase/decrease to the charge time of Techniques is based on the initial Technique Customization, then multiplying the factors of Class Skills, Ring Skills, and Potentials.
  • Can be activated without having Jet Boots equipped, but the effect only applies while Jet Boots are equipped.
    • The effect will not goto cooldown if you switch out weapons.

Rapid Boost PA Bonus

Jet Boots Skill. Grants a potency bonus to Perfect Attacks performed during Rapid Boost.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconRapidBoostPABonus.png Rapid Boost PA Bonus Rapid Boost Lv3 Potency 105% 106% 108% 111% 115%
  • Only applies to Perfect Attacks performed while Jet Boots are equipped.

Elemental Burst

Jet Boots Skill. Triggers an elemental blast which can inflict a status ailment when a Weapon action cancels an Element stored in your Focus Gauge. Jet Boots Focus required.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconElementalBurst.png Elemental Burst Dexterity Up Lv3 Potency 200% 220% 250% 320% 400%
Activation Rate 10% 15% 18% 19% 20%
  • When cancelling out the changed Element of the weapon, the effect releases a ranged attack based on the Element centering around the player.
  • Cannot be activated for Weapon Actions performed during Normal Attacks and PAs.
  • Cannot be activated if the Element has not been changed.
  • Does not decrease the Focus Gauge when activated.
  • The Power of the attack is equivalent to the magnification of the Skill Lv x 280 (%). The attack is 100% Elemental damage (Treated like a Technique) that is not affected by the Elemental Value of the weapon, regardless of Switch Strike.
    • Unlike Techniques, there are no "Final Attack Type", which means that no factors that affect final damage are applied.
  • The attack range is about 1.5 Sidesteps wide.

Switch Strike

Jet Boots Skill. Active Skill Main Class Only Causes attacks performed using Jet Boots to be executed using Melee Power.

Icon Skill Name Prerequisite Skill Level
1
UIIconSwitchStrike.png Switch Strike Dexterity Up Lv3 -
  • Changes the Jet Boots PAs and Normal Attacks to scale off of MEL instead of TEC.
    • Even if this skill is not used, the attacks performed by Jet Boots are always treated as Melee Attacks, and any skills that apply to Melee are applied.
    • It is not a direct damage boost skill. It will only change the reference scaling.
  • The main use of this skill is for using Jet Boots with equipment augmented for MEL so that both Jet Boots and Soaring Blades can benefit off of MEL.
  • Does not affect the reference scaling for Techniques.
Attribute Without Switch Strike With Switch Strike Explanation
Attack Power TEC MEL The damage increases as the stated power increases. No effect if it is not the stated power.
Enemy Defense Power TEC Def MEL Def The damage decreases as the stated defense increases. No effect if it is not the stated defense.
Weapon Element Damage TEC MEL The weapon's Element Value is applied to both attributes. If you attack the enemy with Fire weakness with Fire Element Jet Boots, the damage will be increased accordingly.
Part Boost Melee Melee Regardless of Switch Strike, it will always be treated as Melee damage. Hitting the weak point will increase the power of the player and pet, increasing damage.
Whether you use Switch Strike or not, the Braver's Skill Precision Stance of Elemental Weakness does not apply.
Final Attack Type Melee Melee Regardless of Switch Strike, all damage in the end is considered Melee damage. In both cases, the Melee potency part of Hunter's Skill Fury Stance is applied.

Break Stance D Bonus

Soaring Blades Skill. Main Class Only Makes the skill Break Stance effective against areas that can't be destroyed while Soaring Blades are equipped.

Icon Skill Name Prerequisite Effect Skill Level
1
UIIconBreakStanceDBonus.png Break Stance D Bonus Break Stance Lv1 Efficacy Percentage 90%
  • While in Break Stance, the damage bonus with Soaring Blades will be applied to non-destructible body parts at a certain percentage.
    • Effects that increase damage on destructible body parts are not applied.
    • When learning Break Stance at Lv10 and applying Break Stance D Bonus, the bonus is (100% + 35% x 90% = 131.5%) for non-destructible body parts.

Arms Enthusiast: Bouncer

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: Bouncer - Damage Multiplier 110%

Stance Skills

Elemental Stance

Passive Stance Skill. Passive Stance skill that boosts damage dealt when you exploit an enemy's Elemental Weakness with a Technique, or when you attack the enemy with a weapon that has an Element the enemy is weak against.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
UIIconElementalStanceUp.png Elemental Stance Dexterity Up Lv3 Elemental Weakness Potency 101% 102% 103% 104% 105% 108% 111% 114% 117% 120%
Non-Elemental Weakness Potency 100% 103% 106% 109% 112% 115%
  • This Stance skill is disabled while Break Stance is active.
    • Can also be used in combination with other Stance skills of different class (Hunter's Fury Stance, etc.).
  • This Stance skill increases damage for attacking the Elemental Weakness of enemies.

Elemental Stance Up

While Elemental Stance is active, grants a damage bonus when you exploit an enemy's Elemental Weakness with a Technique, or when you attack the enemy with a weapon that has an Element the enemy is weak against.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconElementalStanceUp.png Elemental Stance Up Elemental Stance Lv5 Potency 102% 104% 106% 108% 110%
  • Also effective for Techniques that target the Elemental Weakness and Wand's Photonic Fury explosions.

Elemental Stance Critical

While Elemental Stance is active, boosts your critical hit rate when you exploit an enemy's Elemental Weakness with a Technique, or when you attack the enemy with a weapon that has an Element the enemy is weak against.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconElementalStanceUp.png Elemental Stance Critical Elemental Stance Lv3 Activation Rate +10% +16% +20% +23% +25%

Break Stance

Active Stance Skill. Active Stance Skill that increases the damage you deal to destructible body parts. Renders Elemental Stance ineffective

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
UIIconBreakStance.png Break Stance Dexterity Up Lv3 Un-Destroyed Part Potency 103% 106% 109% 112% 115% 118% 121% 125% 130% 135%
Non-Destroyable Part Potency 90% 91% 92% 93% 94% 95% 96% 97% 98% 100%
  • This Stance skill cannot be used in tandem with Elemental Stance.
    • When both are learned, turning this skill ON will turn Elemental Stance OFF, and turning this skill OFF will turn Elemental Stance ON.
    • Can also be used in combination with other Stance skills of different classes (Hunter's Fury Stance, etc.).

Break Stance Up

Grants a damage bonus when you attack a destructible body part while Break Stance is active.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconBreakStanceUp.png Break Stance Up Break Stance Lv5 Potency 102% 104% 106% 108% 110%

Break Stance Critical

Boosts your critical hit rate when you attack a destructible body part while break Stance is active.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconBreakStanceUp.png Break Stance Critical Break Stance Lv3 Activation Rate +10% +16% +20% +23% +25%

Other Skills

Elemental PP Restorate Field

Active Skill. Deploys a field around you that increases PP recovery when you connect an attack exploiting the enemy's Elemental Weakness.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconEPPRField.png Elemental PP Restorate Field Dexterity Up Lv3 PP Recovery +1 +2 +3
Effect Duration 30s 37s 44s 51s 60s
Cooldown 90s
  • A field is generated around the player when the skill is activated, allowing anyone inside the field including the player themselves to get a PP Recovery bonus to connecting attacks that targets the enemy's Elemental Weakness.
    • Since it is a bonus to PP recovery, it only works if the PP recovers on hit.
    • This skill has the same effect as Deband Attack PP Restorate, but this effect will not apply to the Normal Weapon Action of Jet Boots or Photon Blades.
  • More effective on weapons that hits a lot.
  • The area of effect is shown with a circular blue ring effect, and anyone inside the field will have a blue aura effect.
    • The effect disappears if anyone leaves the field.
  • Can be used in tandem with Critical Field.

Critical Field

Active Skill. Deploys a field around you that boosts your critical hit rate.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconCriticalField.png Critical Field Dexterity Up Lv3 Activation Rate +5% +10% +15% +20% +30%
Effect Duration 30s 37s 44s 51s 60s
Cooldown 90s
  • A field is generated around the player when the skill is activated, allowing anyone inside the field including the player themselves to get a critical hit rate bonus.
  • The area of effect is shown with a circular red ring effect, and anyone inside the field will have a red aura effect.
    • The effect disappears if anyone leaves the field.
  • Can be used in tandem with Elemental PP Restorate Field.

Field Remain

Maintains a field effect for a set time even outside the area of effect of a field used by the learner. Only effective for fields that produce player-enhancing effects.

Icon Skill Name Prerequisite Effect Skill Level
1
UIIconFieldRemain.png Field Remain Dexterity Up Lv3 Effect Duration 30s
  • The effect given from the Field Skills are extended by 30s upon leaving the field.

Shifta Air Attack Boost

Grants a damage bonus to attacks performed in the air while Shifta is in effect.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconShiftaAirAttackBoost.png Shifta Air Attack Boost Dexterity Up Lv3 Potency 101% 102% 103% 104% 105%
  • Only effective for attacks performed while in the air while Shifta is in effect.
    • Does not apply to the Shifta Technique itself, therefore not applying to other players if they are given Shifta.
  • Does not apply to Jet Boots on the ground, even if they appear to be floating.

Deband Attack PP Restorate

Boosts the PP recovery of Normal Attacks while Deband is in effect.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconDebandAPPR.png Deband Attack PP Restorate Dexterity Up Lv3 PP Recovery +1 +2 +3 +4 +5
  • Only effective for Normal Attacks performed while Deband is in effect.
    • Does not apply to the Deband Technique itself, therefore not applying to other players if they are given Deband.
  • This skill has the same effect as Elemental PP Restorate Field, but this effect will apply to the Normal Weapon Action of Jet Boots and Photon Blades.
  • When used in tandem with Gunner's Skill Attack PP Restorate, the Attack PP Recovery rate is first applied as a multiplier to the original PP recovery amount, and the recovery amount from this skill is added afterwards.
    • (Original PP Recovery Amount x Attack PP Recovery Rate) + Elemental PP Restorate Field and Deband PP Attack Restorate (Fixed Value Addition)


Heal Sharing

When you recover HP, surrounding characters will also be healed by a set percentage of the amount of HP you recovered.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconHealSharing.png Heal Sharing Dexterity Up Lv3 HP Recovery Rate 3% 6% 9% 12% 20%
  • This skill allows you to give other players an additional HP recovery whenever you recover HP.
    • The range of the effect is about a charged Zondeel/Megiverse without Territory Burst.
  • Applies to any form of HP recovery applied to yourself.
  • Megiverse applies differently for Heal Sharing.
    Example: If 10,000 damage is dealt within the Megiverse range, HP recovery is 2,500, but if the Heal Sharing (Lv5) effect is applied to the Megiverse recovery amount of 2,500, the HP recovery is not 500 but (2,500 x 0.25) x 0.20 = 125.

Healing Bonus

Grants a recovery bonus when you recover HP.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconHealingBonus.png Healing Bonus Heal Sharing Lv5 HP Recovery Improvement 105% 106% 108% 111% 115%
  • Applies to all forms of healing HP.
    • Even if the recovery amount as a set limit, the skill will allow you to get the bonus on top.
  • The effect only applies to the learner themself. The amount of surrounding recovery does not increase.
    • Does not apply to Pets as well.

Bouncer Mag

Default Skill. Adds a set percentage of an equipped Mag's Dex Dexterity to MEL Melee Power and TEC Technique Power.

Icon Skill Name Prerequisite Effect Skill level
1
UIIconBouncerMag.png Bouncer Mag - MEL Conversion Rate 100%
TEC Conversion Rate
  • Learning this skill will make your Melee and Technique Support have the same value as the Mag's Dexterity Support.
  • When the Mag's Dexterity Support Level is 200, total Mag Support amount is equivalent to Level 600 (DEX 200, MEL 200, TEC 200).
  • The effect can overlap with Braver's Skill Braver Mag.

Crafting Mastery

Grants a bonus to your equipment stats when you equip a crafted weapon or unit.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
UIIconCraftingMastery.png Crafting Mastery - Crafting Bonus 1% 2% 3% 4% 5% 6% 7% 8% 9% 10%
  • The stat that is referenced to is based only on the equipment's base Attack and Defense Stats (including max enhancement).
    Stats from Augments are not included.
    • Set effects and innate stats from units are also not included.
    • The effect will also apply to units with Timed Abilities. Expired Timed Abilities will still apply.
    • The value increased by this skill is treated as the same as Augments, so it is not affected by Shifta/Deband effects but does affect Resta's recovery.

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 - -

Blinding Sidestep

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

Icon Skill Name Prerequisite Skill Level
1
UIIconSidestep.png Blinding Sidestep - -
  • A Dodge Action that only applies to Bouncer's weapons only, regardless of class.
    • When a Gunblade Gunblade is equipped, the Dodge Action becomes a Sidestep.
  • Similar to Sidestep with an added visual effect and sound effect.
    • Although it behaves like a Sidestep in terms of animation, it's slower to connect attacks after the animation. In the case of Jet Boots, the altitude does not drop while Blinding Sidestepping in the air.
  • Invincibility time is roughly 0.05 seconds when initially using Blinding 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.
  • Fighter, 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 Sidestep Lv1 -
  • 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.

Perfect Recovery PP Gain

Recovers PP when a Perfect Recovery is activated.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5
UIIconPerfectRecoveryHeal.png Perfect Recovery PP Gain Perfect Recovery Lv1 PP Recovery Rate 10% 12% 14% 16% 20%
  • If you successfully perform a Perfect Recovery, PP is recovered in proportion to your maximum PP at the time.
    • Unlike Braver's Skill Perfect Recovery Heal, there is no visual effect displayed for PP recovery.
    • Since it is a percentage recovery, the more maximum PP you have, the greater the effect.

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: Bouncer

Grants a damage bonus to the Player.

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

Dodge Auto Field

Main Class Only. Automatically deploys a learned field when you successfully perform a Blinding Sidestep. This skill doesn't include a cooldown.

Icon Skill Name Prerequisite Skill Level
1
UIIconDodgeAutoField.png Dodge Auto Field Level 85 -
  • This skill can be learned at level 85 or higher.
  • This skill does not consume SP when learning it.
  • When successfully evading an attack with the evasion action of Soaring Blades or Jet Boots, all learned Field skills will be activated.
    • The currently learned level of each Field is used. If you have not learned the skill, the Field will not be activated.
    • As said in the description, cooldown is ignored when activated by this skill.
  • The invulnerability time for Photon Blades Escape, Jet Boots Escape, and Grand Wave (when its variant is used) are not considered as evasion actions.
  • Even if the Field skills is being activated or put on cooldown, it will still be activated with this skill.
    • At the time, if the field skill is being activated, the effect duration will be overwritten instead of being extended.
    • No effect on cooldown time.