Gunner

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Gunner

The Gunner ("Gu") class is a specialized Ranged class that focuses on single-target combat and burst damage. Armed with their primary weapon, the Twin Machine Guns, and a Skill Tree that rewards close combat and skilled play and use of mobility, the Gunner is difficult to master, but has the capability to shine and exceeds the limits when used to its fullest.

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+15, RNG+50, MEL Def+10.

Class Weapon Overview

Gunners use two unique weapons: Twin Machineguns Twin Machine Guns and Rifle Rifles

Twin Machine Guns

Extremely versatile ranged weapons that serves as the primary weapon of Gunner Gunners. They deal relatively small amounts of damage. However, they make up for it with the number of hits that they can deal in a given amount of time. While TMGs are considered as a Ranged weapon, their hit range is of Medium to Point-Blank range. Twin Machine Guns can be powered up with the use of the Skill Twin Machine Guns Focus, which grants them a damage bonus as they stay on the offensive and avoid taking damage.

Twin Machine Guns' Weapon Action is Stylish Roll. Pressing the Weapon Action button will cause the wielder to flip in a direction. The direction of flip can be influenced with the directional keys, and while only backwards and sideways flips can be performed by default, the Skill Ring Forward Stylish Roll (L) enables Stylish Rolling in a forwards direction. Stylish Rolling is a dodge action with several unique properties.

  • Stylish Roll has a healthy amount of invulnerability frames that enable its wielder to evade attacks Dive Roll wouldn't be able to avoid.
  • Chaining three Stylish Rolls together causes the third roll to be performed in slow motion. This is the longest dodge action in the game and has the most invulnerability, surpassing even Blind Escape.
  • Pressing the Attack button during a Stylish Roll will cause the wielder to fire at targets, restoring PP.
  • Stylish Roll creates a Perfect Attack circle after being performed, allowing the wielder to chain into Arts out of dodges.

Assault Rifle

A heavy-duty rifle loaded with bullets. Possesses a high rate of attack as well as extreme precision. Its Photon Arts augment its abilities, enabling it to adapt to many battlefield situations. Rifles can be further strengthened with the use of Ranger's Round Skills, which allow the user to load in special magazines that give their attacks special properties.

Skill Tree Overview

GunnerSkillTree.png

Skills

Stat Skills

Ranged PWR Up

Increases your base RNG RNG stat.

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

Ranged PWR Up 1, 2, and 3 are cumulative (Total RNG +200).

Dexterity Up

Increases your base Dex DEX stat.


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

Dexterity Up 1 and 2 are cumulative (Total DEX +125).

Ranged DEF Up

Increases your base RNG Def RNG Def stat.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5 6 7 8 9 10
UIIconRngDefUp.png Ranged DEF Up 1 - Base RNG Def Boost +3 +6 +10 +14 +18 +23 +28 +34 +40 +50
Ranged DEF Up 2 -

Ranged DEF Up 1 and 2 are cumulative (Total RNG Def +100).

HP Up

Increases your Max HP.

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

Weapon Related Skills

Twin Machine Guns Focus

Focus Skill. Charges your Focus Gauge and boosts attack potency when you successfully land an attack.

Icon Skill Name Prerequisite Skill Level
1
UIIconTMGFocus.png Twin Machine Guns Focus Ranged PWR Up 1 Lv1 -
  • The Focus Gauge accumulates on every hit on the enemy. The Gauge decreases gradually over time.
  • The Focus Gauge consists of 7 slots in total, and the power of the attacks made by Twin Machine Guns increases according to the Gauge Level.
    • 105% for 1-2 slots, 110% for 2-6 slots, 130% for 6-MAX (7 slots).
    • Techniques are not affected by this even with Twin Machine Guns equipped.
  • Taking a hit will decrease the Focus Gauge depending on the damage done. (Between 1 slot to all of the Gauge reduction).
  • The Focus Gauge does not decrease from DoT attacks such as Poison or Burn.

Showtime

Twin Machine Guns Skill. Active Skill. Greatly boosts your Focus Gauge charge rate in exchange for increased threat level against you for a set time.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
UIIconShowtime.png Showtime Ranged PWR Up 1 Lv3 Threat Level 200% 220% 240% 260% 280% 300% 320% 340% 360% 400%
Focus Gauge Boost 110% 120% 130% 140% 150% 160% 170% 180% 190% 200%
Effect Duration 45s
Cooldown 45s
  • Similar to Hunter's War Cry, this skill increases your Focus Gauge gain rate in exchange for more Threat Level from affected enemies.
  • The skill can only be activated while having Twin Machine Guns equipped, but once activated, the effect does not disappear even when changing weapons.
    • The Focus Gauge gain rate only affects Twin Machine Guns, but the Threat Level can carry over to other weapons.
  • When activated, the effect resets the Threat Level of all surrounding enemies, directs it to yourself, and increases the Threat Level for your weapons during this effect.
  • This skill has no animation.

Showtime Star

Twin Machine Guns Skill. Boosts Max PP when Twin Machine Guns are equipped during Showtime.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconShowtimeStar.png Showtime Star Showtime Lv2 Max PP Boost +25 +30 +35 +40 +50
  • The Max PP is only increased during the effects of Showtime.

Encore Time

Twin Machine Guns Skill. Re-activates Showtime one time only if you take no damage for the entire duration of a Showtime effect.

Icon Skill Name Prerequisite Skill Level
1
UIIconEncoreTime.png Encore Time Showtime Star Lv3 -
  • If no damage is taken for the entire duration of Showtime, the skill ignores the cooldown and immediately activates itself one more time.
    • Only effective once. Even if no damage was taken again during the entirety of the second activation, it will not trigger the effect.
  • Learning High Time allows the maximum effects for that skill to pertain after reactivation.
  • The skill does not "extend" the duration of itself, but will reactivate its effects upon reactivation.
    • This includes the Threat Level reset for enemies.
    • The skill will not trigger if Twin Machine Guns are not equipped at the end of its duration.

Time Save

Twin Machine Guns Skill. Decreases the Focus Gauge reduction occurring when you take damage during Showtime. Only works if Twin Machine Guns Focus has been learned.

Icon Skill Name Prerequisite Effect Skill Level
1
UIIconTimeSave.png Time Save Showtime Star Lv3 Focus Gauge Reduction 0%
  • Allows you to not lose any Focus Gauge when taking hits during Showtime.

Stylish Roll Up

Twin Machine Guns Skill. Boosts the damage you deal to enemies while performing Stylish Roll.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconSRollUp.png Stylish Roll Up - Potency 130% 135% 140% 145% 150%
  • Stylish Roll is Gunner's Weapon Action, and the effect applies to the shots done during Stylish Rolls.
    • Does not apply to normal attacks and PAs made right after a Stylish Roll.
  • Perfect Attacks do not apply to the shots done during Stylish Rolls.

Stylish Roll Finisher

Twin Machine Guns Skill. Consumes PP to unleash a potent attack if you launch it with the PA button while performing Stylish Roll.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconSRollUp.png Stylish Roll Finisher Stylish Roll Up Lv2 Potency 130% 135% 140% 145% 150%
PP Consumption 10
  • The animation for Stylish Roll Finisher is the same as a normal Stylish Roll attack.
    • Can be used even without learning this skill, pressing the PA button during a Stylish Roll will perform the same as regular Stylish Roll attack.
  • Although it consumes PP, it recovers on hit as well.
  • Does not trigger Chain Trigger Finish on the Chain.
  • Braver's Enhanced Attack and Bouncer's Elemental PP Restorate Field have no effect.
    • However, the effects of Bouncer's Deband Attack PP Restorate will be applied.
    • Normal Stylish Roll attacks do take the effect of the above mentioned skills.
  • Photon Drink does not apply the PA Damage increase effect.

Stylish Roll Perf. Atk Bonus

Twin Machine Guns Skill. Grants a potency bonus to Perfect Attacks performed during Stylish Roll.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconSRollUp.png Stylish Roll Perf. Atk Bonus Stylish Roll Finisher Lv2 Potency 102% 104% 106% 108% 110%
  • The effects trigger when a Normal Attack or PA is performed on the Perfect Attack window of Stylish Rolls.
    • Also applies to Techniques.
  • Ranger's Stationary Fire will not go into effect due to Stylish Roll immediately moving.
  • Does not apply to shot done during Stylish Rolls.

Class Skills

Arms Enthusiast: Gunner

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: Gunner - Damage Multiplier 110%

Twin Machine Guns Mastery

Twin Machine Guns Skill. Main Class Only. Increases PP Recovery and grants a critical damage bonus when Twin Machine Guns are equipped.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconTMGMastery.png Twin Machine Guns Mastery - Critical Damage Potency 101% 102% 103% 104% 105%
PP Recovery Amount +0.20 +0.40 +0.60 +0.80 +1.00
  • The PP Recovery Amount is added as a fixed value per hit. Attack PP Restorate do not apply for this skill.
  • Has no effect if the class is set as a subclass.

Twin Mach. Guns Stylish Charge

Twin Machine Guns Skill. Main Class Only. Eliminates Charge Time incurred when a Photon Art or Technique is chained to a different charged PA while Twin Machine Guns are equipped.

Icon Skill Name Prerequisite Skill Level
1
UIIconTMGCharge.png Twin Mach. Guns Stylish Charge - -
  • Applies to Aerial Fire, Heel Stab, and Infinite Storm Type-0.
  • Has no effect if the class is set as a subclass.
  • Like Tech Arts Perfect Attack Bonus, the effect is applied no matter how many times a Normal Attack is included in the combo.
    • However, Dive Roll Shot or Stylish Roll will break the combo and not apply the effect.

Chain Finish

Twin Machine Guns Skill. Main Class Only. Boosts damage dealt by a Chain Finisher Boost performed using a Melee attack or Ranged Attack while Twin Machine Guns are equipped.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5 6 7 8 9 10
UIIconChainFinish.png Chain Finish Chain Trigger Lv 3 Potency 150% 160% 170% 180% 190% 200% 210% 220% 230% 250%
  • Has no effect if the class is set as a subclass.

High Time

Twin Machine Guns Skill. Main Class Only. Gradually boosts your potency using Showtime. Resets when you take damage corresponding to a set percentage of your HP over a short period of time.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconTimeSave.png High Time - Power/Sec 1% 1.5% 2% 3%
Maximum Potency Boost 10% 15% 20%
Maximum Reception Time 10s 7s 5s 8s 7s
  • Only Showtime is required to activate the effect, and the effect from this skill can apply to all weapons.
  • The power bonus is reset if you take 20% or more damage of your Max HP in 5 seconds. The allowable amount of HP does not change on any skill level.
    Equipping Time After Time Preserve (L) will increase the the allowable amount of HP up to 40% depending on the enhancement level of the ring.
    • A blue-white aura rises around your character when the maximum bonus is met, and descends when the reset condition is met.

Other Skills

Chain Trigger

Active Skill Starts a chain when you score a hit with a Normal Attack following Skill Activation.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
UIIconChainTrigger.png Chain Trigger Ranged PWR Up 1 Lv 3 Cooldown 135s 125s 115s 105s 95s 85s 75s 65s 55s 45s
  • This skill allows you to deal massively increased damage with PAs/Techniques on the Chain Trigger part depending on the number of chains.
    After activating the skill, the chain appears upon hitting the enemy's part with a normal attack. The chain increases for every normal hit done to that part within 30 seconds.
    Chain Finish is applied when PAs/Techniques are done to that part.
    The Chain Trigger part cannot move anywhere else, and will disappear if the part is destroyed.
  • The cooldown is applied upon activating Chain Trigger.
  • Can be used regardless of weapon type.
    • The chain trigger part does not disappear when switching weapons.
  • It is possible for multiple players in the party to contribute hits towards the chain trigger part.
  • Chain Finish
    • When the player uses PAs/Techniques to the part where Chain Trigger is applied, the display turns yellow signifying the start of Chain Finish.
    • The effect duration of Chain Finish is 3 seconds until it disappears and does not change based on chain count.
Chain Count 1 ~ 8 9 ~ 18 19 ~ 28 29 ~ 38 39 ~ 48 49 ~ 58 59 ~ 68 69 ~ 78 79 ~ 88 89 ~ 98 99 ~ 100
Chain Finish Potency 120% 130% 150% 160% 165% 170% 175% 180% 185% 190% 200%
Reception Time 20s 15s 10s 5s

Chain Finisher Bonus

Reduces the cooldown time of the Chain Trigger according to chain length when a Chain Finisher Boost is activated.

Icon Skill Name Prerequisite Skill Level
1
UIIconChainFinisherBonus.png Chain Finisher Bonus Chain Trigger Lv 5 -

Double Chain

Twin Machine Guns Skill Doubles the chain length built up when attacking while Twin Machine Guns are equipped.

Icon Skill Name Prerequisite Skill Level
1
UIIconDoubleChain.png Double Chain Chain Finish Lv 5 -
  • The effect only applies to your own Twin Machine Guns attacks, not for others.

Advanced Aerial

Boosts the damage you deal when you hit an enemy in the air with an attack.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
UIIconAdvancedAerial.png Advanced Aerial Ranged PWR Up 1 Lv 3 Potency 102% 104% 106% 108% 110% 112% 114% 116% 118% 120%
  • The effect only applies to enemies in the air, or launched into the air. Does not apply to enemies that float slightly off the ground.
  • No effect for enemies that cannot be launched.
  • Some enemies like Bar Lodos do not appear as floating.
  • Techniques can also be affected for this effect.

Auto-Mate Deadline

Automatically uses a "-mate item when your HP falls below 25%.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5 6 7 8 9 10
UIIconAutomate.png Auto-Mate Deadline Ranged PWR Up 1 Lv 3 Chance of Activation 20% 24% 28% 32% 36% 42% 47% 62% 80% 100%
  • The trigger condition occurs when you take a hit that goes past 25% of your Max HP. Does not occur if you take hits while you are below 25% Max HP.
  • Auto-Mate Half will use Monomates, then Dimates, then Trimates in progressing order of availability.
    • This means that if you have only Dimates and Trimates, Auto-Mate Half will use up Dimates first, then Trimates.
  • The skill is also active while under the effects of Fighter's Overload skill (Max HP 25%).
    • The trigger condition changes to 6.25% of your Max HP instead.

Point Blank Boost

Boosts damage dealt when you hit an enemy with a Ranged Attack at close range.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5 6 7 8 9 10
UIIconRngUp.png Point Blank Boost 1 Ranged PWR Up 1 Lv3 Potency 101% 102% 103% 104% 105% 106% 107% 108% 109% 110%
Point Blank Boost 2 Point Blank Boost 1 Lv5 102% 104% 106% 108% 110%
  • The effective range for this skill to take in effect is approximately 7 times the radius of the circle of Stationary Mark (L).
  • The trigger condition is judged by the distance at the moment the attack hits.
  • Applies to all forms of Ranged Attacks that are close range.
    • Applies to Aerial Fire, Heel Stab, Assault Advance, and Gunslinger Spin.

Zero Range Critical

Boosts your critical rate when you hit an enemy with a ranged attack at close range.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5
UIIconRngUp.png Zero Range Critical Point Blank Boost 1 Lv 3 Critical Rate Increase +20% +25% +32% +40% +50%
  • The critical rate increase only applies to Ranged Attacks done at close range.

Attack PP Restorate

Boosts PP Recovery when you hit an enemy with a Normal Attack.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5 6 7 8 9 10
UIIconPPUp.png Attack PP Restorate Point Blank Boost 1 Lv 5 PP Increase Rate 110% 120% 130% 140% 150% 160% 170% 180% 190% 200%
  • Applies to all weapons and pets.
  • Potentials and other Augments that increase Attack PP Recovery are added together along with this skill.

Perfectionist

Increases the damage you deal to enemies when your HP is 75% or greater.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5 6 7 8 9 10
UIIconRngUp.png Perfectionist Point Blank Boost 1 Lv 3 Potency 110% 111% 112% 113% 114% 115% 116% 117% 118% 120%
  • Applies to all forms of damage.
  • While the Fighter's skill Overload is active, it will be active if your Max HP is 3/16 of the original HP (18.75% or more) as the skill will check based on the Max HP the skill cuts it to.

Sidestep & Perf. ATK Combo

Default Skill. Creates a Perfect Attack window when Sidestepping.

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

Dive Roll

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

Icon Skill Name Prerequisite Effect Skill Level
1
UIIconDiveRoll.png Dive Roll - - -
  • Can be used for normal attacks and cancelling some PAs.
  • Invincibility time is roughly 0.10 seconds when initially using Dive Roll. Advanced Dive Roll 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

Advanced Dive Roll

Increases the invincibility time on Dive Roll.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5 6 7 8 9 10
UIIconAdvancedDiveRoll.png Advanced Dive Roll Dive Roll Lv1 Invincibility Duration Increase +0.05s +0.09s +0.11s +0.13s +0.14s +0.15s +0.16s +0.17s +0.18s +0.20s
  • For a frame of reference, the motion time of the Dive Roll is about 0.40 seconds. (Verification Required)
  • Ranger also share the same skill, but only the higher level will be applied.

Dive Roll Shot

Allows you to attack immediately after Dive Roll.

Icon Skill Name Prerequisite Skill Level
1
UIIconAdvancedDiveRoll.png Dive Roll Shot - -
  • Pressing the attack button during the Dive Roll will activate Dive Roll Shot. Can also be used in midair.
    • Even during a Dive Roll Shot, a Perfect Attack window will appear for your character, allowing you to Perfect Attack into another attack or PA.
    • The PA after the Dive Roll Shot 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
UIIconAdvancedDiveRoll.png Perfect Recovery - -
  • The timing of the effect starts when you hit the ground the moment it happens.
  • The skill allows you to prevent yourself from knockdown and gives yourself invincibility during the motion.

Level Limit Skills

Sidestep Jump

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

Icon Skill Name Prerequisite Skill Level
1
UIIconAdvancedDiveRoll.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
UIIconRngJump.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
UIIconRngJump.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
UIIconRngJump.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: Gunner

Grants a damage bonus to the Player.

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

Alternate Stylish Roll Finisher

Main Class Only. Increases the potency of Stylish Roll Finisher and makes attacks area-of-effect.

Icon Skill Name Prerequisite Skill Level
1
UIIconAlternateStylishRollFinisher.png Alternate Stylish Roll Finisher Level 85 -
  • This skill can be learned at level 85 or higher.
  • This skill does not consume SP when learning it.
  • Stylish Roll Finisher changes into a wide range attack, with 1.2x increased power. In addition, the amount of PP recovery also changes.
    • The amount of PP recovered is +3 PP per hit, and Attack PP Restorate is applied. However, the increase in PP recovery amount from Twin Machine Guns Mastery is not applied.
    • Does not apply if Stylish Roll Finisher is not learned.
    • The effect is multiplied if Stylish Roll Up and Stylish Roll Finisher are learned.
    • Forward Stylish Roll (L) is also applied for this skill.
  • Similar to the original Stylish Roll Finisher, it is treated as a Normal Attack that consumes PP. Therefore, the number of chains can be maintained.
  • Any skills that affect Perfect Attacks are not applied for this skill.
  • Acquiring this skill will change the visual and sound effect of Stylish Roll Finisher.