Hero
Reason: Moved to Template:Class Listing
Wielding three types of weapons, the Hero (Hr) is a powerful Scion Class whose true power is being a master of all. With balanced growth in Melee, Ranged, and Tech, as well as the ability to quickly switch between weapons even during the heat of battle, the Hero controls the battlefield with masterful strength and skill.
Unlike other classes, Hero does not provide base stat bonuses when reaching Lv.75.
Properties of Hero
As a Scion Class, the Hero Class has several properties not shared by normal Classes.
Unlocking Hero
To unlock the Hero class, the player must complete a Client Order from Coffy. To complete this Client Order, the player must earn a Title which requires reaching Level 75 in any two non-Scion Classes.
Other Properties
- Hero Photon Arts do not require a Photon Art Disc to learn, and do not need to be leveled.
- The Hero cannot use Innate Photon Arts or Techniques that are pre-installed into certain Swords, Twin Machineguns, or Talises. However, Innate Photon Arts and Techniques installed onto other types of weapons may still be used.
- The Hero cannot select a Subclass. Likewise, the Hero class cannot be chosen as a Subclass.
- Certain Potentials, such as Howl of the Sealed Dragon, Skill Rings, such as Enhanced Attack (R), and buffs such as Elemental PP Restorate Field have no effect on Hero.
Class Weapon Overview
The Hero uses the Sword, Twin Machine Guns, and Talis weapons.
Sword
A heavy, powerful greatsword. Unlike the Hunter's Sword, the Hero wields its Sword in one hand, and is capable of strong, yet rapid attacks that quickly rack up damage. Hero's Sword is highly mobile, and has great single-target damage.
When used to activate Hero Time Finish, the user unleashes a flurry of advancing sword strikes, followed by an immensely powerful downwards slash.
The Sword's Weapon Action is Aura Blast. When the Weapon Action button is pressed, the user fires bullets of energy at a target. These bullets deal MEL Pwr damage and restore PP when they strike targets. Provided the proper Skills are acquired, this Weapon Action can be held to charge even stronger bullets that deal more damage and have a wider area of effect.
Twin Machineguns
A twin pair of semi-automatic pistols. A balanced weapon, the Twin Machineguns are capable of both single-target attacks as well as crowd control. Unique to the Hero, the Twin Machineguns boast a strong normal attack that consumes PP to activate and can be held down indefinitely as long as the user still has PP remaining.
When used to activate Hero Time Finish, the user twirls their Twin Machineguns, then releases an annihilating burst of energy that vaporizes anything near the user.
The Twin Machineguns' Weapon Action is Reload. By pressing the Weapon Action button, the user will twirl their Twin Machineguns to rapidly restore PP. The button can be held down to continue twirling and continuously restore PP. If this Weapon Action is activated during any Perfect Attack circle, this initiates a Perfect Reload and charges PP even faster than normal.
Talis
A handheld device that creates cards capable of casting Techniques. Unlike the Force and Techter, the Hero is capable of using Photon Arts with the Talis, although they lose the ability to cast Techniques using the Talis' cards as an anchor point. Hero's Talis is a more support-oriented weapon, capable of debilitating enemies with attacks while staying out of the line of fire.
When used to activate Hero Time Finish, the user generates a field of energy that pulls enemies towards it before decimating everything within its area of effect with a storm of light.
The Talis' Weapon Action is Agile Shift. When the Weapon Action button is pressed, the user throws a Talis card known as a Marking Shot, signified by a pulsing orange target marker. When the Weapon Action button is pressed again, the user instantly teleports to the card's location. The card can be free-aimed with the Over The Shoulder View, is capable of targeting enemies, and will persist even if the user changes weapons.
Gunblade
These are universal weapons for all classes, which can switch between melee attacks that scale off of MEL Pwr and ranged attacks that scale off of RNG Pwr.
Skill Tree Overview
† Erroneously translated officially as "Healing Weapon Bonus". JP: ヒーローウェポンボーナス
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 | ||||
HP Up | - | Max HP Boost | +3 | +6 | +10 | +14 | +18 | +23 | +28 | +34 | +40 | +50 |
PP Up
Increases your max PP.
Icon | Skill Name | Prerequisite | Effect | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||
PP Up | - | Max PP Boost | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
Total Attack Up
Increases your base MEL, RNG, and TEC.
Icon | Skill Name | Prerequisite | Effect | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||
Total Attack Up | - | Power Boost | +5 | +10 | +15 | +20 | +25 | +30 | +35 | +40 | +45 | +50 |
Total Defense Up
Increases your base MEL Def, RNG Def, TEC Def, and Dexterity.
Icon | Skill Name | Prerequisite | Effect | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||
Total Defense Up | - | Def Boost | +5 | +10 | +15 | +20 | +25 | +30 | +35 | +40 | +45 | +50 | |
Dexterity Boost | +5 | +10 | +15 | +20 | +25 | +30 | +35 | +40 | +45 | +50 |
Weapon Related Skills
Hero Weapon Bonus
Increases your potency when a Sword, Twin Machine Guns, or a Talis is equipped.
Icon | Skill Name | Prerequisite | Effect | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||
Hero Weapon Bonus 1 | Heroic Boost Lv5 | Potency | 105% | 110% | 115% | 120% | 125% | 130% | 135% | 140% | 145% | 150% | |
Hero Weapon Bonus 2 | Hero Weapon Bonus 1 Lv5 |
- You do not have to have all three weapon types to gain the effect.
- Only applies to the weapon types listed. Does not apply to Gunblades.
H Attack Bonus
Increases the potency of Normal Attacks and Weapon Actions when a Sword, Twin Machine Guns, or a Talis is equipped.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
H Attack Bonus | Heroic Boost Lv1 | Potency | 108% | 112% | 116% | 118% | 120% |
- The potency of Sidestep Strike also increases.
Aura High Charge
Enables double-charge Weapon Actions for the Sword.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Aura High Charge | - | Potency | 100% | 105% | 107% | 109% | 110% |
- Two-stage charging is possible at Lv1, and the power increases after Lv2.
- Potency only applies to the 2nd stage charge.
Combo Aura Shot Charge
Reduces Spirit Bolt Charge time when you perform a Sword Weapon Action during a combo.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Combo Aura Shot Charge | - | - |
- Connecting an Aura Blast from another attack will automatically charge up to the 1st stage.
- Acquiring this skill will make non-charge projectiles from another attack impossible.
- The charged shot has guard frames at the moment it is released.
TMG Attack PP Preservation
Reduces the amount of PP consumed by Twin Machine Guns Normal Attacks.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
TMG Attack PP Preservation | - | PP Use Rate | 90% | 80% | 70% | 65% | 60% |
- TMG Normal Attacks consumes about 25 PP per second. Improves to 22.5/s at level 1 and 15/s at level 5.
- As stated, only the Normal Attacks are affected.
H Talis Charge Preservation
When a Talis is equipped, temporarily maintains a charge when you perform a Dodge action while a Weapon Action or Technique is charging.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
38px | H Talis Charge Preservation | - | - |
Come Again
Allows you to move to a marking shot up to two times.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Come Again | - | - |
- Allows you to move to the marking shot that can be applied with the Talis' Weapon Action up to 2 times.
- Reference: Hero Talis Photon Arts
Class Skills
Heroic Boost
Potency builds gradually over time. Potency decreases if you've taken damage equal to set % of your HP in a short time. Short Potency Burst is increased in Hero Time.
Icon | Skill Name | Prerequisite | Effect | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||
Heroic Boost | - | Potency Increase/Sec | 0.20% | 0.40% | 0.60% | 0.80% | 1.00% | ||||||
Potency Boost Maximum | 10% | 15% | 20% | 25% | 30% | 35% | 40% | 45% | 50% | 60% | |||
Potency Decrease | 10% | 15% | 20% | 25% | 30% |
- Potency decreases when the user takes more than 20% of their maximum HP within 5 seconds.
- When the max potency is reached, a lightning effect around the user is shown and when potency is decreased, a lightning effect flowing down is shown.
- While Hero Time or Hero Refresh is activated, the increase rate is about 3000% (30x).
- The passive increase is active when you enter the quest field.
- Starts at maximum potency at the start of the quest.
Hero Time
'Active Skill. Focus can only be used when maxed out. Boosts total ATK according to number of times damage is dealt. You'll also learn Hero Focus when you learn this skill.
Icon | Skill Name | Prerequisite | Effect | Skill Level | |
---|---|---|---|---|---|
1 | |||||
Hero Time | Heroic Boost Lv1 | Attack Increase | +50 | ||
Attack Increase Maximum | +999 | ||||
Cooldown | 120s |
"Hero Focus"
- Focus Gauge increases when hitting enemies. An unique sound effect is made when the Focus Gauge maxes out, allowing usage of Hero Time.
- There is no decrease over time.
- The amount of Focus Gauge accumulation has a base value for each method of attack, and each time Focus Gauge is acquired, the amount decreases. Therefore, if the same action is repeated, the accumulation becomes worse.
- "Every method of attack" refers to the attack in full, and will not decrease if the attack has multiple hits.
- Even if you miss the enemy, the reduced accumulation effect will still occur.
- The reduced accumulation effect is a percentage, and will not accumulate at all. The base value is different for each attack, and Hero Counter is the highest.
- The reduced accumulation effect gradually recovers over time.
- The value is adjusted when attacking boss type enemies. (2x for mini bosses, 3x for large bosses)
- Focus does not accumulate with Techniques.
- Focus Gauge can be accumulated even during the cooldown of Hero Time.
- The amount of Focus Gauge accumulation has a base value for each method of attack, and each time Focus Gauge is acquired, the amount decreases. Therefore, if the same action is repeated, the accumulation becomes worse.
"Hero Time"
- PP is fully recovered when activating the skill. Attack power increases in proportion to the number of hits during the skill, and a finishing skill that can deal a great amount of damage based on weapon type with Hero Time Finish. Cooldown of 2 minutes.
- The Focus Gauge will start to decrease when the skill is activated, and ends when the gauge is depleted. (Effect Duration is 30 seconds)
- When Hero Time Finish is activated, Hero Time ends regardless of remaining gauge.
- During Hero Time, every time a hit is connected, the attack power (MEL, RNG, TEC) is increased by +50, up to max +999.
- Hero Time has the effect of accelerating Heroic Boost. Increase rate of 3000%.
- Cooldown is applied when Hero Time is activated again.
- During Hero Time, normal Focus Gauge accumulation stops, and only recovers with HT Counter Bonus.
Hero Time Finish
Allows you to perform a Hero Time Finish when you press the skill icon again during Hero Time.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Hero Time Finish | Hero Time Lv1 | - |
- Release a powerful attack depending on the weapon type (Sword/TMGs/Talis) and end Hero Time.
- Note that activating the finish without the aforementioned weapons will only end Hero Time.
- Perfect Attack can be applied to the skill.
- Perfect Attack from First Blood also applies.
HT Counter Bonus
Recovers your Focus Gauge when you successfully perform a Dodge during Hero Time.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
HT Counter Bonus | Hero Time Lv1 | - |
- Successfully dodging an attack during Hero Time extends the duration by 2.5 seconds.
- Can be extended up to 8 times.
HT Counter PP Gain
Recovers PP when you successfully perform a Dodge during Hero Time.
Icon | Skill Name | Prerequisite | Effect | Skill Level | |
---|---|---|---|---|---|
1 | |||||
HT Counter PP Gain | Hero Time Lv1 | PP Recovery | +30 |
Zero Range Focus Up
Boosts the increment by which your Focus Gauge increases when you attack a nearby enemy.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Zero Range Focus Up | Hero Time Finish Lv1 | Focus Gauge Boost Rate | 104% | 108% | 112% | 116% | 120% |
- Effective range is spherical of about 2 radial sidesteps.
Long Range Focus Up
Boosts the increment by which your Focus Gauge increases when you attack a faraway enemy.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Long Range Focus Up | Hero Time Finish Lv1 | Focus Gauge Boost Rate | 120% | 130% | 140% | 145% | 150% |
- Effective range is outside the range of Zero Range Focus Up.
Combo Focus Up
Boosts the increment by which your Focus Gauge increases when you chain a Technique or Photon Art to a different Photon Art.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Combo Focus Up | Hero Time Finish Lv1 | Focus Gauge Boost Rate | 120% | 130% | 140% | 145% | 150% |
- Applies if different PAs are used.
- Perfect Attack is irrelevant to the skill.
- Normal Attacks can be weaved in and still allow the skill to be active.
- If a Weapon Action is used in the middle, the effect is interrupted.
Hero Focus Time Gain
Gradually boosts your Hero Focus Gauge after you start a quest.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Hero Focus Time Gain | Hero Time Finish Lv1 | - |
- Takes about 8 minutes for the Hero Focus Gauge to max out if left unattended from the beginning of the quest.
Hero Counter
Sidestep Strikes performed after successful Sidestep dodges are strengthened, and Heroic Boost grants a greater potency increase.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Hero Counter | - | Potency | 100% | 105% | 107% | 109% | 110% | |
Potency Increase | 10% |
- When you dodge an attack successfully, a yellow visual effect followed along with a sound effect is made. Entering a Sidestep Strike after this sound effect will release a powerful attack.
- Increases Hero Focus immensely.
- The following properties are given to the Sidestep Strike of each weapon by acquiring Lv1, and increases potency past Lv2.
- Entering a Sidestep Strike within the reception time (around 18 frames) from the successful dodge sound effect, it will become a counter.
- The user becomes invulnerable from the time the counter is established until the end of the Sidestep Strike animation.
- The Sword slashes upwards, TMGs has enhanced shots, and Talis throws out 3 projectiles at a time. PP recovery and Focus recovery also improves.
- TMG's Starfire Squall is also improved with Hero Counter.
- Only applies to the Hero's three main weapon types. Will not apply for any other weapon type.
- If the invulnerability frames of the Sidestep runs out between the counter SE and the Sidestep Strike, the user will be vulnerable to knockback attacks.
- Due to this nature, it is vulnerable to attacks with multiple hits with fast intervals.
- The invulnerability time of the Hero's Sidestep is about 15F (roughly 0.25 seconds).
H Flash Guard
Reduces damage taken.
Icon | Skill Name | Prerequisite | Effect | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||
H Flash Guard | - | Damage Taken | 99% | 98% | 97% | 96% | 95% | 94% | 93% | 92% | 91% | 90% |
- Reduces damage taken regardless of damage type.
Hero's Will
Adds a one-time chance of retaining 1 HP when you suffer damage that would have incapacitated you. Renders you invincible for short time when activated.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Hero's Will | - | Activation Rate | 50% | 60% | 70% | 80% | 100% | |
Effect Duration | 1s | 2s | 3s | 4s | 5s |
- As said in the description, this skill can only be activated once per quest.
- Hero Refresh can recover the activation of this skill.
All Tech PP Preservation
Reduces the amount of PP consumed by all Techniques.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
All Tech PP Preservation | - | PP Consumption Rate | 8% | 12% | 16% | 18% | 20% |
- Effects that reduce PP consumption can overlap, in the order of multiplying each effect, and then the application of customized Techniques.
Victory Shout
Active Skill. Draws the enemy's attention to you for 30 seconds and recovers PP in proportion to the number of targets.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Victory Shout | - | PP Recovery | +3 | +4 | +5 | +6 | +7 | |
PP Recovery Maximum | +15 | +20 | +25 | +30 | +35 | |||
Cooldown | 30s | |||||||
Threat Level | 200% | 250% | 300% | 350% | 400% |
- A skill that combines the Hunter's skills War Cry and War Brave. However, there is no damage bonus.
- There is no animation.
- Like War Cry, enemy Threat Level and targeting is reset.
Precision Attack Critical
Increases the critical rate for attacks against enemy weak points and Techniques that exploit the enemy's Elemental Weakness.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Precision Attack Critical | - | Activation Rate | 20% | 30% | 40% | 50% | 60% |
- A skill that increases the critical rate of attacks that meet the conditions. The conditions are as follows:
- A Melee attack that hits a weak point. Weapon Elements are irrelevant.
- Ranged attacks that hits a weak point or headshots. Weapon Elements are irrelevant.
- Techniques that hits elemental weakness.
First Blood
Default Skill. Converts initial attacks and attacks performed following a Weapon Action into Perfect Attacks. Doesn't affect Techniques.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
First Blood | - | - |
- Limited to the Hero's main weapon types, does not apply to any other weapon type including Gunblades.
Hero Mag
Default Skill. Converts the total Attack of an equipped Mag to Melee Power, Ranged Power, and Technique Power.
Icon | Skill Name | Prerequisite | Effect | Skill Level | |
---|---|---|---|---|---|
1 | |||||
Hero Mag | - | MEL Conversion Rate | 100% | ||
RNG Conversion Rate | |||||
TEC Conversion Rate |
- Converts the total value of the attack power support level of the equipped mag into Melee, Ranged, and Technique.
- The term "conversion" is used, but only refers to it, and does not reduce the value.
- Does not apply to the 3 Defense Support Levels.
Sidestep & Perf. ATK Combo
Default Skill. Creates a Perfect Attack window when Sidestepping.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
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 | ||||
Sidestep | - | - |
- Can be used for normal attacks and cancelling some PAs.
- Invincibility time is longer than other classes, due to the fact that "Sidestep Plus" does not exist for this Class.
- Using a Gunblade will apply normal Sidestep properties.
- The dodge action is determined by the weapon type currently equipped.
Hero's Sidestep:
Sidestep:
Blinding Sidestep:
Dive Roll:
Blind Escape:
Sidestep Strike
Default Skill. Allows you to attack immediately after Sidestep.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
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 Blood.
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 | ||||
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.
Double Jump
Default Skill. Enables two-stage jumping
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Double Jump | - | - |
- 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.
- Jet Boots can double jump regardless of this skill.
Hero Encore Jump
Allows you to perform a second jump after stomping on an enemy using Double Jump while a Sword, Twin Machine Guns, or a Talis is equipped.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Hero Encore Jump | - | - |
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 | ||||
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.
Air Reversal
Allows you to perform a break-fall while in the air.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
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 | ||||
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.
High Level Bonus: Hero
Grants a damage bonus to the Player.
Icon | Skill Name | Prerequisite | Effect | Skill Level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
High Level Bonus: Hero | Level 80 | Potency | 101% | 102% | 103% | 104% | 105% |
- This skill is common to all classes and can be learned at level 80 or higher.
Hero Refresh
Recovers HP, PP, and Hero's Will by using half of your Focus Gauge. Also increases Heroic Boost for a set time and total ATK is boosted according to hit count.
Icon | Skill Name | Prerequisite | Effect | Skill Level |
---|---|---|---|---|
1 | ||||
Hero Refresh | Level 85 | Effect Duration | 45s | |
Attack Increase | +50 | |||
Attack Increase Maximum | +999 | |||
Cooldown | 300s |
- This skill can be learned at level 85 or higher.
- This skill does not consume SP when learning it.