Fighter
Classes | ||||||||
---|---|---|---|---|---|---|---|---|
Hunter | Fighter | Ranger | Gunner | Force | Techter | Braver | Bouncer | Summoner |
Scion Classes | ||||||||
Hero | Phantom | Étoile | Luster |
Fighter
The 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, +50, +15, +10.
Class Weapon Overview
Fighters use three unique weapons: Twin Daggers, Double Saber, and 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
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 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 stat.
Icon | Skill Name | Prerequisite | Effect | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||
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 stat.
Icon | Skill Name | Prerequisite | Effect | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||
DEX Up | - | Base Dex Boost | +3 | +6 | +10 | +14 | +18 | +23 | +28 | +34 | +40 | +50 |
Melee Defense Up
Increases your base MEL Def stat.
Icon | Skill Name | Prerequisite | Effect | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||
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 | |||
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 | |||
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 | |||
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 | |||
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 | |||
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 | |||
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 | ||||
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 | ||||
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 | |||||||||
Valiant Critical | Valiant Stance Lv 3 | Critical Rate Increase | +10% | +16% | +20% | +23% | +25% |
- Recommended to learn if you are investing into Critical Strike.
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 | ||||
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 | ||||
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 | |||||||||
Wise Critical | Wise Stance Lv 3 | Critical Rate Increase | +10% | +16% | +20% | +23% | +25% |
- Recommended to learn if you are investing into Critical Strike.
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 | ||||
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 | ||||
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 | ||||
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 | |||
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 | ||||
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 | ||||
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 | ||||
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.
- See Tech Arts Perfect Attack Bonus for the conditions of activating the effect.
- 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 | ||||
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 | ||||
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 | ||||
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 | ||||
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 Melee Power, Ranged Power, and 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 | ||||
Deadline Slayer | Melee Power Up Lv3 | MEL Power | +40 | +44 | +49 | +54 | +60 | +67 | +75 | +100 | +125 | +150 | |
RNG Power | |||||||||||||
TEC Power |
- This skill can be used in tandem with Halfline Slayer.
Photon Slayer
Boosts your Melee Power, Ranged Power, and 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 | ||||
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 Melee Power, Ranged Power, and 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 | ||||
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 | ||||
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 Melee Power while you have a status ailment.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
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 | ||||
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 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:
Blinding Sidestep:
Dive Roll:
Blind Escape:
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 | ||||
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 | ||||
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 | ||||
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 | ||||
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 | |||||
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 | ||||
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.
Double Jump
Enables two-stage jumping
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
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.
- Jet Boots can double jump regardless of this skill.
High Level Bonus: Fighter
Grants a damage bonus to the Player.
Icon | Skill Name | Prerequisite | Effect | Skill Level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
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 | ||||
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.