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 UIItemPotentialAbility.png 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 Sword, Twin Machineguns Twin Machine Guns, and Talis 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 MEL Pwr and ranged attacks that scale off of RNG RNG Pwr.

Skill Tree Overview

HeroSkillTree.png

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
UIIconHPUp.png 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
UIIconPPUp.png PP Up - Max PP Boost +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Total Attack Up

Increases your base MELMEL, RNGRNG, and TECTEC.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5 6 7 8 9 10
UIIconAllAttackUp.png Total Attack Up - Power Boost +5 +10 +15 +20 +25 +30 +35 +40 +45 +50

Total Defense Up

Increases your base MEL DefMEL Def, RNG DefRNG Def, TEC DefTEC Def, and DexDexterity.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5 6 7 8 9 10
UIIconAllDefUp.png 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 SwordSword, Twin MachinegunsTwin Machine Guns, or a TalisTalis is equipped.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5 6 7 8 9 10
UIIconHeroWeaponBonus.png 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 SwordSword, Twin MachinegunsTwin Machine Guns, or a TalisTalis is equipped.

Icon Skill Name Prerequisite Effect Skill level
1 2 3 4 5
UIIconHeroWeaponBonus.png 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
UIIconAuraHighCharge.png 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
UIIconComboAuraShotCharge.png 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
UIIconTMGAttackPPPreservation.png 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
UISkillHrTalisChargePreservation.png 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
UIIconComeAgain.png 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
UIIconHeroicBoost.png Heroic Boost - Potency Increase/Sec 0.20% 0.40% 0.60% 0.80% 1.00%
Potency Boost Maximum 20% 30% 40% 45% 50% 55% 60% 65% 70% 80%
Potency Decrease 10% 15% 20%
  • 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
UIIconHeroTime.png 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.


"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
UIIconHeroTime.png 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
UIIconHTCounterBonus.png 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
UIIconHTCounterPPGain.png HT Counter PP Gain Hero Time Lv1 PP Recovery +30

Point Blank 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
UIIconZeroRangeFocusUp.png Point Blank 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
UIIconLongRangeFocusUp.png Long Range Focus Up Hero Time Finish Lv1 Focus Gauge Boost Rate 120% 130% 140% 145% 150%
  • Effective range is outside the range of Point Blank 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
UIIconComboFocusUp.png 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
UIIconHeroFocusTimeGain.png 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
UIIconHeroCounter.png Hero Counter - Potency 100% 105% 107% 109% 110%
Potency Increase 20%
  • 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
UIIconHFlashGuard.png 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
UIIconPerfectGuard.png 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
UIIconAllTechPPPreservation.png 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
UIIconVictoryShout.png 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
UIIconPrecisionAttackCritical.png Precision Attack Critical - Activation Rate 110% 120% 130% 140% 150%
  • 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
UIIconFirstArts.png 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
UIIconHeroMag.png 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
UIIconSidestepPlus.png 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
UIIconSidestep.png 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: SwordTwin MachinegunsTalis
    Sidestep: SwordWired LancePartisanDaggersDouble SaberKnucklesGunbladeKatanaBow
    Blinding Sidestep: Soaring BladesJet Boots
    Dive Roll: RifleLauncherTwin Machineguns
    Blind Escape: RodTalisWandHarmonizer

Sidestep Strike

Default Skill. Allows you to attack immediately after Sidestep.

Icon Skill Name Prerequisite Skill Level
1
UIIconSidestepPlus.png 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
UIIconSidestepPlus.png Perfect Recovery - -
  • The timing of the effect starts when you hit the ground the moment it happens.
  • The skill allows you to prevent yourself from knockdown and gives yourself invincibility during the motion.

Double Jump

Default Skill. Enables two-stage jumping

Icon Skill Name Prerequisite Skill Level
1
UIIconJump.png 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.

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
UIIconHeroEncoreJump.png 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
UIIconSidestepPlus.png Sidestep Jump Level 10 -
  • This skill is common to all classes and can be learned at level 10 or higher
  • This skill does not consume SP when learning it.

Air Reversal

Allows you to perform a break-fall while in the air.

Icon Skill Name Prerequisite Skill Level
1
UIIconJump.png Air Reversal Level 30 -
  • This skill is common to all classes and can be learned at level 30 or higher
  • This skill does not consume SP when learning it.
  • Pressing the jump button while being launched into the air will allow you to do the Air Reversal.
  • The effect does not occur if you press the jump button the moment you get launched into the air.
  • Perfect Recovery Heal and Perfect Recovery PP Gain can also activate when this skill is triggered.
  • If you recover in the air, Twin Daggers Focus will be maintained.

Perf. Recovery & ATK Combo

Makes Perfect-Attack timing apply after a Perfect Recovery.

Icon Skill Name Prerequisite Skill Level
1
UIIconJump.png Perf. Recovery & ATK Combo Level 30 -
  • This skill is common to all classes and can be learned at level 30 or higher
  • This skill does not consume SP when learning it.
  • Air Reversal is also applicable for this skill.

High Level Bonus: Hero

Grants a damage bonus to the Player.

Icon Skill Name Prerequisite Effect Skill Level
1 2 3 4 5
UIIconHighLevelBonus.png 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
UIIconHeroRefresh.png 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.