Étoile Double Saber Photon Arts
UIPhotonArtAbsoluteQuasar.png Absolute Quasar UIPhotonArtSaberDestruction.png Saber Destruction UIPhotonArtShootingStar.png Shooting Star UIPhotonArtCelestialCollide.png Celestial Collide

Overview

The Étoile Class handles three special weapons: Double Saber Double Sabers, Soaring BladesSoaring Blades, and WandWands; as well as GunbladeGunblades, common to all classes.
All are existing weapons, but when equipped as an Étoile, their movesets have a completely different behavior in terms of Normal Attacks, Weapon Actions, Dodge Actions, and Photon Arts.
Étoiles cannot use any of the existing PAs for these weapon types (even for weapons that have a built-in PA cannot be used). Therefore, the behavior and PAs relating to these weapon types are discussed in separate pages.
Étoile PAs can only be used by Étoile as a Main Class. They cannot be used even when equipped with those types as Étoile Subclass.

  • Common to Double Saber, Soaring Blades, and Wand is that all of their Weapon Actions can counter in a way from guarding.
    • Unlike other Scion Classes, each weapon has its own Focus and Weapon Action (not shared by the three weapon types). However, what is common to them is their Weapon Action elements that can lead into enhanced attacks.
  • All three weapon types have a very high flight performance and slow occurence of spontaneous fall for a variety of actions.

Features of Étoile Double Saber

  • Normal Attack
    • 3-stage attack. Hits twice -> twice -> thrice for a total of 7 hits.
    • Has a long Perfect Attack window. In addition, it has excellent flight performance, and altitude does not drop at all during the Perfect Attack window.
  • Enhanced Attack
    • Activated by pressing and holding a Normal Attack with 1 or more Focus accumulated.
      Consumes 1 Gauge of Focus to release a strong attack that can stun in front of the player to retreat. Has a Guard Point at the time of activation, and also recovers PP.
      Has the range of about 1 Sidestep of Etoile Double Saber.
    • It is treated similarly to a Normal Attack and can be performed up to three stages in total. The timing of the transition from the Normal Attack differs with each level.
    • Can be activated even if no Focus has been accumulated, but the potency is halved, the amount of PP recovery is reduced, and the stun effect is omitted.
  • Étoile Double Saber Focus (Skill Acquisition Required)
ETDBFocus.png


    • Accumulates when attacking the enemy. Up to 3 gauges can be stored.
    • When being attacked while the Focus Gauge is stocked, it will automatically consume Focus and reduce the damage.
    • Also consumed when activating the above-mentioned Enhanced Attack.
  • Weapon Action Deflect, Deflect Combo
Icon Deflect Deflect Combo Deflect Combo (Quick Take) Deflect Combo (Perfect Guard)
UIWAEtDoubleSaber.png Potency 0 530 + 440 + 440 900 + 440 + 440 2000 + 440 + 440
PP Recovery Amount 0 2 + 2 + 2 2 + 2 + 2 10 + 2 + 2

During Deflect and Deflect Combo, the number of combo stages of Normal Attacks is maintained and Natural PP Recovery is halted.
Deflect is also eligible for Perfect Guard PP Aile.
PP Recovery effects are applied to the Deflect Combo attack.

    • Deflect
      • Activated when a Weapon Action is performed. Moves in any direction while guarding.
        Performing another Weapon Action during this will derive the move into a Deflect Combo.
      • Performing a Weapon Action during a Sidestep or Slide will increase the distance traveled from the action.
      • Perfect Guard is possible at the beginning of the Weapon Action. If it succeeds, a sound effect is made and a deflect ring (tentative name) will be made around the player.
        When the deflection occurs, the behavior changes immediately after.
      • Deflect ring can be made even at the beginning of the Guard Points provided in the PAs, but the grace period is very short.
    • Deflection Combo
      • Can also be Perfect Guarded at the beginning. Same properties as when it succeeds, a deflect ring is made around the player.
        Has longer duration.
      • After stepping forward a little, launch 3 consectuive attacks. Stuns on the 2nd and 3rd hits. The potency of the first hit is higher than the other hits.
      • If Perfect Guard is successful in the Deflect or Deflect Combo, the forward movement changes to high speed movement. The potency of the first hit is increased by about 3.8x.
      • You can repeat a Deflect Combo by performing a Wapon Action during a Deflect Combo.
      • If you have Double Saber Quick Take learned, the flash effect described below will occur after the 3rd hit, and you can extend the distance by performing a Weapon Action.
        The potency of the first hit when the guard is not made increases by about 1.7x.
    • Behavioral Changes Immediately After the Deflection Ring Occurs
      • The number of hits when you perform a Normal Attack with a Normal Attack/Quick Take is increased by 1. The added attacks are slightly more powerful.
      • Increased potency of the first hit of the Deflect Combo.
      • Become invulnerable while the deflect ring is displayed.
  • Sidestep
    • Sidestep in any direction to avoid enemy attacks.
    • Performing a Normal Attack while Sidestep will derive it into a Sidestep Strike.
  • Double Saber Sidestep Guard (Skill Acquisition Required)
    • When succesfully evading an enemy's attack via a forward Sidestep will launch a counter that accumulates 1.5 Focus Gauges with a potency of 2000%.
    • The range of the counter attack is about 2.5 Sidesteps.
    • A forward Sidestep is regarded as moving forward while performing a Sidestep or performing a Sidestep while stationary.
  • Double Saber Sidestep Slide (Skill Acquisition Required)
    • Double tapping Sidestep twice will make the player move into a slide.
      While in this state, by continuing to input movement, it is possible to continue sliding.
      Movement speed increases during lock-on.
      Any attacks made during the slide will be eligible for Perfect Attack.
    • An enhanced attack or a Normal Attack during a Sidestep Slide will result in an enhanced attack.
      • Both do not change from the second hit, and the Normal Attack happens in the first.
      • Even if the Normal Attack portion has the same Sidestep attack and animation, it happens a little late, Focus accumulation increases greatly, potency increases to 1600%, and its PP recovers by (20 + Focus Offset).
      • Even if PAs are used during the Sidestep Slide, no change happens.
    • Double Saber Skip Arts can be applied during the Slide.
  • Double Saber Skip Arts (Skill Acquisition Required)
    • Performing PAs without movement input will skip the first half of the PA.
  • Double Saber Quick Take (Skill Acquisition Required)
    • At the end of a PA or Deflect Combo, a golden flash effect coupled with a distinctive sound effect is made.
      Performing a Normal Attack (even Enhanced Attack) or a Weapon Action during this will make the player instant move to the lock-on part and perform a single attack for a Normal Attack or a Deflect Combo for a Weapon Action.
      Only a Quick Take with a Normal Attack advances the combo stage of the Normal Attack.

Enhanced Attack, Deflect Combo, Quick take, and Sidestep Guard have no potential or SGA effect associated with Normal Attacks.

Photon Arts

  • Étoile Double Saber PAs behave very differently in the first half and the second half of their PAs.
    • Absolute Quasar moves at high speed in the first half and attacks in the second half without moving.
  • The first half also has Perfect Attack windows, and the second half can be launched directly with the Skip Art for a variety of combo routes. In addition, the potency and Focus Gauge accumulation in the first half of the combo is not small, and there are many options to choose from for efficiency in terms of PP.

Absolute Quasar

Icon Name Stat +1 Description
UIPhotonArtAbsoluteQuasar.png Absolute Quasar Potency 3519 Double Saber Étoile Photon Art. Move towards your target with blazing speed, then cleave your surroundings with a series of slashes.
DEX Correction 100
PP 25
  • Rushes towards the enemy to slash downwards and release multiple hits while slashing around at the end.
    • The rush portion has strong tracking performance.
    • The rush can move in any direction while not targeting anything.
    • Some movement is possible in the spinning attacks portion.
    • The cleave at the end hits 3 times in all directions with a wide range.
  • Power notation is 18.5% for the rush, 18.5% for the downward slash, 6% x 5 hits for the spinning attacks (67% in total in the first half), 11% x 3 hits for the cleave.
  • Has Perfect Attack windows after the downward slash and after the cleave.
  • The timing of Quick Take is after the end of the cleave.
  • Has Guard Points in all directions from the start of the cleave animation to before the attack.
  • Has Super Armor during the entire PA.
  • Skip Arts
  • Only the cleave is performed. Can be used as a quick omnidirectional attack.
  • Has Guard Points in the same parts. In addition, a successful guard at the very beginning of the Guard Point timing will cause a deflect ring. The timing is very short.


Saber Destruction

Icon Name Stat +1 Description
UIPhotonArtSaberDestruction.png Saber Destruction Potency 4220 Double Saber Étoile Photon Art. Orbit your blade around the enemy with blazing speed, slashing them multiple times.
DEX Correction 100
PP 22
  • Spins blades around the player (4 hits) -> Jumps up to spin blades vertically (4 hits) -> Slashes downward (4 hits)
    • Can move around during the first half.
    • Remains locked in place during the second half.
  • Power notation is 8.5% x 4 hits in the first part (34% in total for the first half), 8% x 4 hits in the second part, and 8.5% x 4 hits in the third part (66% in total for the second half).
  • Has Perfect Attack windows from the middle of the first part to just before the third part and after the third part is completed.
  • The timing of Quick Take is after the end of the downward slash.
  • Has Guard Points at the start of the vertical slashes.
  • Has no Super Armor.
  • Skip Arts
  • Only the the second half consisting of upward and downward slashes are performed.
  • Has Guard Points in the same parts. In addition, a successful guard at the very beginning of the Guard Point timing will cause a deflect ring. The timing is very short.


Shooting Star

Icon Name Stat +1 Description
UIPhotonArtShootingStar.png Shooting Star Potency 2691 Double Saber Étoile Photon Art. Jump up and bring down your photon sword with the force of a meteor.
DEX Correction 100
PP 20
  • Jumps up and sweeps down in front (3 hits) -> Drops 4 swords onto the targeted part (4 hits)
    • Covers a wide area in front, but doesn't reach far.
    • In the second half, after moving back slightly, the player drops swords directly onto the targeted part.
  • Power notation is 14% x 3 hits for the sweep (42% in total for the first half) and 14.5% x 4 hits for the sword-drop (58% in total for the second half).
  • Has Perfect Attack windows after the sweep and after dropping the swords.
  • The timing of Quick Take is after the end of dropping the swords.
  • Has Guard Points at the start of dropping swords.
  • Has Super Armor during the entire PA.
  • Skip Arts
  • Only the the second half consisting of dropping swords are performed.
    • In this case, Guard Points occur immediately after activation.
  • Has Guard Points in the same parts. In addition, a successful guard at the very beginning of the Guard Point timing will cause a deflect ring. The timing is very short.


Celestial Collide

Icon Name Stat +1 Description
UIPhotonArtCelestialCollide.png Celestial Collide Potency 4682 Double Saber Étoile Photon Art. Release a giant photon blade into the enemy with a heel drop.
DEX Correction 100
PP 30
  • Heel drops down while forming a sword in front of the player (1 hit) and kicks it (1 hit).
  • The the heel drop in the first half has moderate potency. The reach is not long, about 1.5 Sidesteps, but when activated, the player steps toward the target to some extent. If it is activated in the air, the heel drop is slightly lowered during the heel drop.
  • The sword launch in the second half has very high potency. Can also penetrate through enemies.
    • Has long range.
    • After activation, the player somersaults back from launching the sword, leaving themselves completely defenseless up until the middle of the somersault.
  • Power notation is 23% for the heel drop and 77% for the sword launch.
  • Has Perfect Attack windows after the heel drop and after the sword launch.
  • The timing of Quick Take is after the end of the sword launch.
  • Has Guard Points at the start of generating the sword.
  • Has Super Armor during the entire PA.
  • Skip Arts
  • Only the the second half consisting of launching the sword is performed.
    • When the Skip Art is activated in the air, the heel drop portion is omitted, maintaining altitude in the air.
  • Has Guard Points in the same parts. In addition, a successful guard at the very beginning of the Guard Point timing will cause a deflect ring. The timing is very short.