The power of the spirit of Resistance; the power of freedom! This Link Skill can be stacked up to 4 times, once for each unique Resistance job character you have on this world.
Level
1
Invincible for 1 sec after being revived. Removed upon moving to another map.
8
Invincible for 8 sec after being revived. Removed upon moving to another map.
Unleashes a powerful straight punch in front of you with the explosive power of the Arm Cannon. Revolving Cannon triggers automatically when using this skill. You can also link this skill to Double Blast and Bullet Blast. Level 20 required to learn Bobbing.
Level
1
MP Cost: 8, Enemies Hit: 6, Damage: 62%, Number of Attacks: 3. Revolving Cannon triggers automatically while using Magnum Punch and will additionally attack the same number of enemies for 22% damage 4 times.
20
MP Cost: 12, Enemies Hit: 6, Damage: 100%, Number of Attacks: 3. Revolving Cannon triggers automatically while using Magnum Punch and will additionally attack the same number of enemies for 60% damage 4 times.
Use your Arm Cannon to create additional explosions and deal damage. This cannot be used as a standalone skill. Either it triggers automatically during certain attacks or can be used manually during a certain attack. Holding the key down to charge will manually reload your Ammo. You can charge while using other skills, and can charge up to 2 skills simultaneously. Skills triggered automatically during Revolving Cannon: Magnum Punch, Double Blast Skills usable manually during Revolving Cannon: Revolving Blast
Level
1
Uses 1 Ammo, and your Ammo is reloaded if used as a key-down skill
Depletes the Dynamo Gauge to release massive explosions and shockwaves. Ignores Defense Rate of enemies' in melee range. The Dynamo Gauge charges when using Revolving Cannon during certain offensive skills. Additional shockwaves are released based on Dynamo Gauge bars used, dealing extra damage based on proximity. Immune to damage from attack reflection. Required skill: Revolving Cannon Mastery Lv.5 Lv. 10 required to learn 'Revolving Blast'.
Level
1
Requires 3 or more Dynamo Gauge bars. Attack up to 10 enemies for 91% damage 8 times. Melee hits ignore 80% of enemy Defense Rate. Releases Shockwave 1, attacking up to 10 enemies for 41% damage 6 times. After use, you will Overheat for 7 sec. While Overheated, the Dynamo Gauge is set to max, and you cannot charge the Dynamo Gauge or use Bunker Buster Explosion. On ending, depletes the Dynamo Gauge.
10
Requires 3 or more Dynamo Gauge bars. Attack up to 10 enemies for 100% damage 8 times. Melee hits ignore 80% of enemy Defense Rate. Releases Shockwave 1, attacking up to 10 enemies for 50% damage 6 times. After use, you will Overheat for 7 sec. While Overheated, the Dynamo Gauge is set to max, and you cannot charge the Dynamo Gauge or use Bunker Buster Explosion. On ending, depletes the Dynamo Gauge.
Fire your cannon to thrust in the direction opposite the way you are facing. The recoil that thrusts you will also damage nearby enemies. Using the skill while holding the up arrow key will cause an explosion on the ground that propels you upward. Attacking an enemy with attack reflection will not damage you, and the skill cannot be used while reloading.
Level
1
Ammo Cost: 1, Max Enemies Hit: 6, Damage: 74%, Number of Attacks: 2
10
Ammo Cost: 1, Max Enemies Hit: 6, Damage: 155%, Number of Attacks: 2
When attacked by an enemy, generates a protective shield proportional to the damage taken. The total of the shield and current HP can't exceed the max HP or the shield will disappear. While using Blaster skills, you cannot be knocked back.
Level
1
When hit, converts 30% of your damage taken into a protective shield. 40% + 50 of the shield dissipates every 5 second. The maximum strength of the shield is equal to your Max HP. Knockback Resistance increases by 100% while using Blaster skills. Permanently increases Knockback Resistance by 4%, DEF by 20, and Max HP by 2%.
10
When hit, converts 30% of your damage taken into a protective shield. 40% + 50 of the shield dissipates every 5 second. The maximum strength of the shield is equal to your Max HP. Knockback Resistance increases by 100% while using Blaster skills. Permanently increases Knockback Resistance by 40%, DEF by 200, and Max HP by 20%.
Study the Arm Cannon to learn the basics of Revolving Cannon. Any enemies attacked directly by an overheated Arm Cannon will receive additional damage due to the excess heat, and the additional damage increases depending on your number of charged Dynamo Gauge stock. Affected skills: Magnum Punch, Double Blast, Hammer Smash, Shotgun Punch, Ballistic Hurricane, Muzzle Flash, Hyper Magnum Punch, Gatling Punch, Bullet Blast Lv. 5 required to learn the 2nd Job skill 'Revolving Cannon Upgrade'.
Level
1
[Final Attack Type Skill] When the Dynamo Gauge has at least 1 stock, direct attacks from the Arm Cannon will trigger additional attacks which deal 39% 1 times. For each charged Dynamo Gauge stock, the damage of the additional hits increase by 6%. Permanently increases Movement Speed by 6, Jump Power by 3, and Max Movement Speed by 4.
5
[Final Attack Type Skill] When the Dynamo Gauge has at least 1 stock, direct attacks from the Arm Cannon will trigger additional attacks which deal 75% 1 times. For each charged Dynamo Gauge stock, the damage of the additional hits increase by 10%. Permanently increases Movement Speed by 30, Jump Power by 15, and Max Movement Speed by 20.
Performs a powerful 2-hit combo in the direction you're facing using the momentum from your Arm Cannon. After you learn this skill, you can also activate it by repeatedly pressing the Magnum Punch button. Revolving Cannon triggers automatically when using this skill. Can be linked to Bobbing, Weaving, Hammer Smash, Shotgun Punch, or Bullet Blast.
Level
1
MP Cost: 8, Enemies Hit: 6, Damage: 112%, Number of Attacks: 4. Revolving Cannon triggers automatically while using Double Blast and will additionally attack the same number of enemies for 62% damage 4 times.
20
MP Cost: 20, Enemies Hit: 6, Damage: 150%, Number of Attacks: 4. Revolving Cannon triggers automatically while using Double Blast and will additionally attack the same number of enemies for 100% damage 4 times.
Move forward while avoiding enemy attacks. Jumping will cancel this skill immediately. With Action Customization enabled, pressing the skill key again will cancel the skill immediately. Can be linked to Magnum Punch, Rocket Rush, or Bullet Blast. If activated after a charge, any of your skill that was already activated will be canceled, and Bobbing will be activated. #You can charge a skill while using a different skill other than Bobbing, and up to 2 skills can be charged simultaneously. Also permanently increases Magnum Punch damage. Right-click to toggle Action Customization ON/OFF. Required skill:Magnum Punch Lv. 20 Level 15 required to learn Weaving.
Level
1
MP Cost: 16, Bonus Avoidability 21% applied for 1.5 sec after activation. [Passive Effect - Magnum Punch Damage: +72% points]
15
MP Cost: 9, Bonus Avoidability 35% applied for 1.5 sec after activation. [Passive Effect - Magnum Punch Damage: +100% points]
Maintain control over your power to improve charge skills. Additionally, permanently increases Damage. Lv. 14 required to learn 'Advanced Charge Mastery'.
Level
1
Decreases the charge time for all charge skills by 2%. Using a charge skill reloads 1 Ammo immediately but will not reload while in midair or interrupt an auto-reload. At the start of charged Bobbing, Weaving, or Hammer Smash, all damage taken is briefly reduced by 7%, including attacks that deal damage based on your Max HP. Permanently increases damage by 7%.
14
Decreases the charge time for all charge skills by 15%. Using a charge skill reloads 1 Ammo immediately but will not reload while in midair or interrupt an auto-reload. At the start of charged Bobbing, Weaving, or Hammer Smash, all damage taken is briefly reduced by 20%, including attacks that deal damage based on your Max HP. Permanently increases damage by 20%.
Improves the potential for the Revolving Cannon embedded within your Arm Cannon. Required skill: Revolving Cannon Mastery Lv. 5 Lv. 20 required to learn 'Revolving Cannon Plus II'.
Level
1
Bunker Buster Explosion damage +1% points, Shockwave 1 damage +2% points Additional attack damage due to overheating: +1% points Revolving Cannon damage triggered during Magnum Punch +2% points. Maximum Dynamo Gauge capacity expanded to 4 bars. Maximum Ammo increased to 4. Using Bunker Buster Explosion while the Dynamo Gauge is at 4 bars or higher increases damage by 40% points and will generate Shockwave 2, which attacks up to 10 enemies for 81% damage 6 times.
20
Bunker Buster Explosion damage +20% points, Shockwave 1 damage +40% points Additional attack damage due to overheating: +20% points Revolving Cannon damage triggered during Magnum Punch +40% points. Maximum Dynamo Gauge capacity expanded to 4 bars. Maximum Ammo increased to 4. Using Bunker Buster Explosion while the Dynamo Gauge is at 4 bars or higher increases damage by 40% points and will generate Shockwave 2, which attacks up to 10 enemies for 100% damage 6 times.
Strike the ground to knock nearby enemies into the air. Affected enemies receive a debuff, increasing the final damage taken from Blaster's attack for a short time. Can be linked to Magnum Punch or Bullet Blast. Charge the skill by holding down the key. While charging, attacks won't knock you back. Releasing the charge will cancel any of your active skills, and will create an extra shockwave that deals additional attacks. You can charge skills even while other skills, aside from Hammer Smash, are in use, and up to 2 skills may be charged at once. You will not take damage from shockwaves that strike enemies with attack reflection. Also permanently increases Double Blast damage.
Level
1
MP Cost: 15, Max Number of Enemies: 8, Damage: 143%. Attacks 6 times. Applies Debuff on Hit: for 30 seconds, Final Damage taken from Blaster's attack +1%. When releasing charge, creates a shockwave that lasts for 5 sec and hits up to 8 enemies for 150% damage 2 times. Enemies struck by the shockwave will be afflicted by the Final Damage debuff. [Passive Effect - Double Blast Damage +73% points]
20
MP Cost: 25, Max Number of Enemies: 8, Damage: 200%. Attacks 6 times. Applies Debuff on Hit: for 30 seconds, Final Damage taken from Blaster's attack +10%. When releasing charge, creates a shockwave that lasts for 5 sec and hits up to 8 enemies for 150% damage 2 times. Enemies struck by the shockwave will be afflicted by the Final Damage debuff. [Passive Effect - Double Blast Damage +130% points]
Move backward while avoiding enemy attacks. Jumping will cancel this skill immediately. With Action Customization enabled, press the skill key again to immediately cancel it. Can be linked to Rocket Rush, Muzzle Flash, or Bullet Blast. If activated after a charge, any of your skill that was already activated will be canceled, and Weaving will be activated. You can charge a skill while using a different skill other than Weaving, and up to 2 skills can be charged simultaneously. Additionally, permanently increases Magnum Punch damage. Right-click to toggle Action Customization ON/OFF. Required skill: Bobbing Lv. 15 Level 15 required to learn Ballistic Hurricane.
Level
1
MP Cost: 16, Bonus Avoidability 21% applied for 1.5 sec after activation. [Passive Effect - Magnum Punch Damage: +102% points]
15
MP Cost: 9, Bonus Avoidability 35% applied for 1.5 sec after activation. [Passive Effect - Magnum Punch Damage: +130% points]
Grab onto nearby enemies and drag them in the direction you're facing. Any enemy in your path will be bulldozed along and receive damage. This skill will not be activated if there are no enemies nearby to grab. Can be resisted by some monsters. Required Skill: Weaving Lv. 1
Level
1
MP Cost: 40, Damage: 81%, Number of Enemies: 1. If there are enemies in the skill's path, Max Enemies Hit: 7, Damage: 174%, Number of Attacks: 4, Damage Against Normal Enemies: +20%.
20
MP Cost: 28, Damage: 100%, Number of Enemies: 1. If there are enemies in the skill's path, Max Enemies Hit: 7, Damage: 250%, Number of Attacks: 4, Damage Against Normal Enemies: +20%.
Improves the potential for the Revolving Cannon embedded within your Arm Cannon. This overwrites the increases from Revolving Cannon Plus. Lv. 20 required to learn 'Revolving Cannon Plus III'.
Level
1
Bunker Buster Explosion damage +41% points, Shockwave 1 damage +61% points, and Shockwave 2 damage +21% points Additional attack damage due to overheating +41% points Revolving Cannon damage triggered during Magnum Punch +41% points, Revolving Cannon damage during Double Blast +1% points Maximum Dynamo Gauge capacity expanded to 5 slots, maximum number of Bullets increased to 5. Using Bunker Buster Explosion while the Dynamo Gauge is at 5 slots or higher increases its damage by 80% points and will generate Shockwave 3, which attacks up to 10 enemies for 161% damage 6 times.
20
Bunker Buster Explosion damage +60% points, Shockwave 1 damage +80% points, and Shockwave 2 damage +40% points Additional attack damage due to overheating +60% points Revolving Cannon damage triggered during Magnum Punch +60% points, Revolving Cannon damage during Double Blast +20% points Maximum Dynamo Gauge capacity expanded to 5 slots, maximum number of Bullets increased to 5. Using Bunker Buster Explosion while the Dynamo Gauge is at 5 slots or higher increases its damage by 80% points and will generate Shockwave 3, which attacks up to 10 enemies for 180% damage 6 times.
Fortify your Blast Shield with some training. Required Skill: Blast Shield Lv. 10
Level
1
When hit, convert 31% of damage taken into a protective shield. 40% + 50 of the shield dissipates each second. The maximum potential for the shield is equal to your Max HP. Permanently increases Abnormal Status Resistance by 1 and Elemental Resistance by 1%.
20
When hit, convert 40% of damage taken into a protective shield. 40% + 50 of the shield dissipates each second. The maximum potential for the shield is equal to your Max HP. Permanently increases Abnormal Status Resistance by 20 and Elemental Resistance by 20%.
Research the most efficient movement and attack patterns for battle. Using linked skills or charge skills will increase your abilities. Additionally, Attack Power is permanently increased. Lv. 9 required to learn 'Combo Training II'.
Level
1
Can be stacked up to 10 times. Duration: 30 sec. Final Damage increased by 1% per stack, Attack Speed increased by 1 for every 6 stacks, Skill Link Speed increased by 1 for every 10 stacks. Permanently increases Attack Power by 7%
9
Can be stacked up to 10 times. Duration: 30 sec. Final Damage increased by 3% per stack, Attack Speed increased by 1 for every 6 stacks, Skill Link Speed increased by 1 for every 10 stacks. Permanently increases Attack Power by 15%
Fires a Screw Blow accompanied by a shockwave. For a short time after, a spiraling shockwave will remain in that spot, dealing additional damage. Can be linked with Bobbing, Weaving, and Bullet Blast. Also permanently increases Double Blast damage.
Level
1
MP cost: 41, Max Number of Enemies: 6, Damage: 178%, Number of Attacks: 6, Damage Against Normal Enemies: +85%, then generates a shockwave Shockwave: attacks up to 6 enemies for 82% damage 4 times, Damage Against Normal Enemies: +205% points [Passive Effects: Double Blast Damage: +122% points]
30
MP cost: 70, Max Number of Enemies: 6, Damage: 265%, Number of Attacks: 6, Damage Against Normal Enemies: +85%, then generates a shockwave Shockwave: attacks up to 6 enemies for 140% damage 4 times, Damage Against Normal Enemies: +350% points [Passive Effects: Double Blast Damage: +180% points]
Instantly approaches a nearby enemy while Weaving to perform an attack. Can only be used during Weaving, and can be activated by Weaving (unless Action Customization is enabled for that skill). It will not be activated if there is no enemy within range. Can be linked to Magnum Punch and Bullet Blast, and permanently increases Magnum Punch damage. Required skill: Weaving Lv. 15
Level
1
MP Cost: 16, Damage: 405%, Max Enemies Hit: 6, Number of Attacks: 3 [Passive Effect - Magnum Punch Damage: +159% points]
20
MP Cost: 25, Damage: 500%, Max Enemies Hit: 6, Number of Attacks: 3 [Passive Effect - Magnum Punch Damage: +216% points]
Unleash all of your fighting prowess to create a storm that sweeps enemies in a wide range. Combo Training is at max stacks when the attack succeeds. Also permanently increases damage of Hammer Smash. Required Skill: Weaving Lv. 15
Level
1
MP Cost: 31, Max Enemies Hit: 12, Damage: 815%, Number of Attacks: 5 Combo Training is at max stacks when attack succeeds, Duration: 12 sec Cooldown: 15 sec [Passive Effect - Hammer Smash Damage (aside from Shock Wave): +137% points]
30
MP Cost: 60, Max Enemies Hit: 12, Damage: 1250%, Number of Attacks: 5 Combo Training is at max stacks when attack succeeds, Duration: 12 sec Cooldown: 15 sec [Passive Effect - Hammer Smash Damage (aside from Shock Wave): +195% points]
Reloads Ammo. Rush, grab and stun an enemy you're facing. Prioritizes highest Max HP target in range. Revolving Cannon is usable while holding the enemy. Use Revolving Cannon on the enemy 6 times and perform this skill again to unleash a Bunker Buster for extra damage. Activates even when grabbing an enemy that can't be stunned. Invincible while holding the enemy. Bonus Bunker Buster attack ignores additional Defense Rate. Will not activate if no enemies are nearby. Reusing the skill will release the hold, but the stun will remain. The affected enemy is immune to Stun for 90 seconds. Required skill: Bunker Buster Explosion Lv. 10
Level
1
MP Cost: 200, Rushes and grabs enemies for 201% damage. Stuns. Hits 2 times. Activate Revolving Cannon to attack up to 10 more enemies up to 6 times. Each attack hits 4 time(s) for 171%, 191%, 211%, 231%, 251%, or 271% damage. Bonus Bunker Buster deals 205% damage 8 times and ignores additional 80% Defense Rate. Cooldown: 149 sec
30
MP Cost: 200, Rushes and grabs enemies for 230% damage. Stuns. Hits 2 times. Activate Revolving Cannon to attack up to 10 more enemies up to 6 times. Each attack hits 4 time(s) for 200%, 220%, 240%, 260%, 280%, or 300% damage. Bonus Bunker Buster deals 350% damage 8 times and ignores additional 80% Defense Rate. Cooldown: 120 sec
Convert an active Blast Shield to HP. You can't use this without a Blast Shield active, or if your HP is full. For a brief moment after using this skill, damage from attacks, including attacks that deal a percentage of your HP, will be reduced. The damage reduction is determined by the damage reduction of Charge Mastery. This buff is not affected by buff duration extension effects. Additionally, this skill permanently increases Rocket Rush and Magnum Cannon damage. Required skill : Shield Training II Lv. 20
Level
1
MP Cost: 55. Recovers HP equal to the sum of the dissipated Blast Shield and 32% of your Max HP. The extended defense period lasts for 6 sec. Knockback attack of Rocket Rush and Magnum Cannon damage increased by 64%p. Cooldown: 200 sec.
10
MP Cost: 100. Recovers HP equal to the sum of the dissipated Blast Shield and 50% of your Max HP. The extended defense period lasts for 15 sec. Knockback attack of Rocket Rush and Magnum Cannon damage increased by 100%p. Cooldown: 200 sec.
Temporarily increases the stats of all party members. Does not stack with Maple Warrior, Call of Cygnus, Nova Warrior, Hero of the Flora, President's Orders, Anima Warrior, or Rhinne's Protection.
Level
1
MP Cost: 10, Increases all stats assigned APs by 1% for 30 sec
30
MP Cost: 70, Increases all stats assigned APs by 15% for 900 sec
Hone your resolve to ignore certain abnormal status effects. Immune to most abnormal status effects for 3 sec after use. Certain abnormal status effects and combat orders will still get through.
The final upgrade for the Revolving Cannon embedded within your Arm Cannon. This overwrites the increases from Revolving Cannon Plus II. Required skill: Revolving Cannon Plus II Lv. 20
Level
1
Bunker Buster Explosion damage +103% points, Shockwave 1 damage +168% points, Shockwave 2 damage +128% points, and Shockwave 3 damage +98% points. Additional attack damage due to overheating +121% points Revolving Cannon damage triggered during Magnum Punch +191% points, Revolving Cannon damage during Double Blast +151% points. Maximum Dynamo Gauge capacity expanded to 6 slots, maximum number of Bullets increased to 6. Using Bunker Buster Explosion while the Dynamo Gauge is at 6 slots or higher increases its damage by 200% points and will generate Shockwave 4, which attacks up to 10 enemies for 305% damage 6 times.
20
Bunker Buster Explosion damage +160% points, Shockwave 1 damage +225% points, Shockwave 2 damage +185% points, and Shockwave 3 damage +155% points. Additional attack damage due to overheating +140% points Revolving Cannon damage triggered during Magnum Punch +210% points, Revolving Cannon damage during Double Blast +170% points. Maximum Dynamo Gauge capacity expanded to 6 slots, maximum number of Bullets increased to 6. Using Bunker Buster Explosion while the Dynamo Gauge is at 6 slots or higher increases its damage by 200% points and will generate Shockwave 4, which attacks up to 10 enemies for 400% damage 6 times.
Enhance the Blast Shield through rigorous mental training and perseverance. Additionally, permanently increase the damage of Rocket Rush and Magnum Cannon. Required Skill: Shield Training Lv. 20
Level
1
When hit, convert 41% of damage taken into a protective shield. 40% + 50 of the shield dissipates each second. The maximum potential for the shield is equal to your Max HP. Permanently increase Abnormal Status Resistance by 1%, Elemental Resistance by 1%, and Knockback Resistance by 3%. Knockback attack of Rocket Rush and Magnum Cannon damage +61%p.
20
When hit, convert 50% of damage taken into a protective shield. 40% + 50 of the shield dissipates each second. The maximum potential for the shield is equal to your Max HP. Permanently increase Abnormal Status Resistance by 20%, Elemental Resistance by 20%, and Knockback Resistance by 60%. Knockback attack of Rocket Rush and Magnum Cannon damage +80%p.
Maintain control over your power to optimize charge skills. Overwrites the buffs from Charge Mastery. Additionally, permanently ignores a portion of enemies' Defense Rate when attacking, and decreases damage taken. Required skill: Charge Mastery Lv. 14
Level
1
Decreases the charge time for all charge skills by 22%. Using a charge skill reloads 2 Ammo immediately but will not reload while in midair or interrupt an auto-reload. Immediately after using charged Bobbing, Weaving, or Hammer Smash, all damage taken is briefly reduced by 26%, including attacks that deal damage based on your Max HP. Permanently ignore 8% of enemies' Defense, and damage taken is reduced by 10%.
10
Decreases the charge time for all charge skills by 40%. Using a charge skill reloads 2 Ammo immediately but will not reload while in midair or interrupt an auto-reload. Immediately after using charged Bobbing, Weaving, or Hammer Smash, all damage taken is briefly reduced by 35%, including attacks that deal damage based on your Max HP. Permanently ignore 35% of enemies' Defense, and damage taken is reduced by 15%.
Research the most efficient movement and attack patterns for battle. Using linked skills or charge skills will increase your abilities. This overwrites your enhancements from Combo Training. Attack Power is further increased. Required skill: Combo Training Lv. 9'.
Level
1
Can be stacked up to 10 times. Duration: 30 sec. Final Damage and Critical Rate increased by 5% and 1% respectively per stack, Attack Speed increased by 1 for every 6 stacks, Skill Link Speed increased by 1 for every 5 stacks. Permanently increases Attack Power by 2
20
Can be stacked up to 10 times. Duration: 30 sec. Final Damage and Critical Rate increased by 6% and 3% respectively per stack, Attack Speed increased by 1 for every 6 stacks, Skill Link Speed increased by 1 for every 5 stacks. Permanently increases Attack Power by 40
Increases the damage of Magnum Punch, Double Blast, Hammer Smash, Shotgun Punch, Muzzle Flash, and Ballistic Hurricane. Does not increase damage of shockwaves.
Rush forward with a powerful punch to cause a colossal explosion. Hold down the skill key to charge. This skill generates additional shockwaves based on charge time, dealing more damage to nearby enemies. While charging, you cannot be stunned or knocked back, and you will have improved defense and Abnormal Status resistance. Additionally, being attacked while charging will improve your final damage output. Hyper Magnum Punch's charge time is unaffected by Charge Mastery's charge time reduction effect.
Level
1
MP Cost: 400, Attacks up to 15 enemies for 500% 15 times. Generates a shockwave that attacks for 250% damage 8 times. Can be enhanced up to 3 levels by charging, and each level of enhancement generates an additional shockwave that deals 350%, 450%, 550% damage 8 times. While charging, the defense boosts from Charge Mastery are applied, and Abnormal Status Resistance increases by 100. Each time you get hit while charging, the final damage increases by 5%, up to 50%. Can be charged for up to 4 sec. Cooldown: 120 sec.
By charging Revolving Cannon to its limit, increase its power and reduce reload time, all while increasing the rate at which the Dynamo Gauge cools down.
Level
1
MP Cost: 200. Duration: 35 sec. Increases damage for skills that use Ammo by 35%. Ammo auto-reload time decreased by 70%. The Dynamo Gauge Overheat duration for Bunker Buster Explosion is reduced to 1 second. Cooldown : 120 sec.
Temporarily increases all of your skill levels. Only 4th Job Skills can be increased beyond master level while other skills can only be increased to master level. Exceptions: Some special skills, Beginner Skills, Combat Orders, Decent Combat Orders, Hyper Skills, and 5th Job Skills cannot be increased. Does not stack with Combat Orders.
Level
1
HP Cost: 5% of Max HP, Duration: 183 sec, All Skills: +1 Cooldown: 180 sec [Passive Effect - Abnormal Status Resistance: +1]
25
HP Cost: 5% of Max HP, Duration: 255 sec, All Skills: +1 Cooldown: 180 sec [Passive Effect - Abnormal Status Resistance: +5]
30
HP Cost: 5% of Max HP, Duration: 270 sec, All Skills: +1 Cooldown: 180 sec [Passive Effect - Abnormal Status Resistance: +6]
Teleport to a random location on the map. You can float and move slowly for a fixed time, instead of using Vapor Blade, by holding the key down while in mid-air.
Level
1
HP Cost: 3% of Max HP. Teleport to a random location on the map. Float for up to 3 sec. if you hold the key in the air Cooldown: 20 sec. [Passive Effect - Attack Power & Magic ATT: +1]
25
HP Cost: 3% of Max HP. Teleport to a random location on the map. Float for up to 4.6 sec. if you hold the key in the air Cooldown: 20 sec. [Passive Effect - Attack Power & Magic ATT: +25]
30
HP Cost: 3% of Max HP. Teleport to a random location on the map. Float for up to 5 sec. if you hold the key in the air Cooldown: 20 sec. [Passive Effect - Attack Power & Magic ATT: +30]
Collect Erda from within yourself and from the surrounding area, then detonate it around your enemies. The Erda of attacked enemies will become disrupted, which will bind their movements. Can deal damage to enemies even when they are under Attack Ignore. Also ignores Attack Reflection.
Level
1
HP Cost: 15% of Max HP, Damage: 156%, Max Enemies Hit: 10, Number of Attacks: 5, Bind Duration: 10 sec. Bind Duration increases by up to 100% based on damage inflicted with Erda Nova. Cooldown: 216 sec.
25
HP Cost: 15% of Max HP, Damage: 300%, Max Enemies Hit: 10, Number of Attacks: 5, Bind Duration: 10 sec. Bind Duration increases by up to 100% based on damage inflicted with Erda Nova. Cooldown: 120 sec.
30
HP Cost: 15% of Max HP, Damage: 330%, Max Enemies Hit: 10, Number of Attacks: 5, Bind Duration: 10 sec. Bind Duration increases by up to 100% based on damage inflicted with Erda Nova. Cooldown: 100 sec.
Hones your resolve to ignore certain abnormal status effects. Immune to most abnormal status effects for 3 sec after use. Certain abnormal status effects will still get through.
Fires a blast of compressed Erdas at nearby enemies. Using the skill with the down arrow key summons Erda Fountain, which is an object filled with pure Erda.
Level
1
HP Cost: 3000 Erdas Shower Max Enemies Hit: 15, Damage: 465%, Number of Attacks: 6, Cooldown reduced by 2 sec per attacked enemy Cooldown: 40 sec Erda Fountain Object Summon Duration: 60 sec. Every time enemies in a map with the summoned object are defeated, the Erda released from the enemies condenses around the object. Defeating 12 or more will release the gathered Erda, Max Enemies Hit: 10, Damage: 465%, Number of Attacks: 4 Cooldown: 60 sec Cooldown shared with Erdas Shower and Erda Fountain.
25
HP Cost: 3000 Erdas Shower Max Enemies Hit: 15, Damage: 825%, Number of Attacks: 6, Cooldown reduced by 2 sec per attacked enemy Cooldown: 40 sec Erda Fountain Object Summon Duration: 60 sec. Every time enemies in a map with the summoned object are defeated, the Erda released from the enemies condenses around the object. Defeating 12 or more will release the gathered Erda, Max Enemies Hit: 10, Damage: 825%, Number of Attacks: 4 Cooldown: 60 sec Cooldown shared with Erdas Shower and Erda Fountain.
30
HP Cost: 3000 Erdas Shower Max Enemies Hit: 15, Damage: 900%, Number of Attacks: 6, Cooldown reduced by 2 sec per attacked enemy Cooldown: 40 sec Erda Fountain Object Summon Duration: 60 sec. Every time enemies in a map with the summoned object are defeated, the Erda released from the enemies condenses around the object. Defeating 12 or more will release the gathered Erda, Max Enemies Hit: 10, Damage: 900%, Number of Attacks: 4 Cooldown: 60 sec Cooldown shared with Erdas Shower and Erda Fountain.
The collapsing space between the Mirror World and reality become linked with Will's Erda, causing the spider within the mirror to temporarily materialize in reality.
Level
1
HP Cost: 15% of Max HP Spatial Collapse - Max Enemies Hit: 15, Damage: 468%, Number of Attacks: 15, Once complete, summons True Arachnid Reflection. True Arachnid Reflection - Duration: 50 sec, Goes into attack mode at set intervals. During attack mode, uses spider legs 10 times to deal 182% damage 8 times. If the spider legs attack one target 5 consecutive times, attack mode will end immediately. 3 sec cooldown after attack mode ends. Cooldown: 250 sec
25
HP Cost: 15% of Max HP Spatial Collapse - Max Enemies Hit: 15, Damage: 900%, Number of Attacks: 15, Once complete, summons True Arachnid Reflection. True Arachnid Reflection - Duration: 50 sec, Goes into attack mode at set intervals. During attack mode, uses spider legs 10 times to deal 350% damage 8 times. If the spider legs attack one target 5 consecutive times, attack mode will end immediately. 3 sec cooldown after attack mode ends. Cooldown: 250 sec
30
HP Cost: 15% of Max HP Spatial Collapse - Max Enemies Hit: 15, Damage: 990%, Number of Attacks: 15, Once complete, summons True Arachnid Reflection. True Arachnid Reflection - Duration: 50 sec, Goes into attack mode at set intervals. During attack mode, uses spider legs 10 times to deal 385% damage 8 times. If the spider legs attack one target 5 consecutive times, attack mode will end immediately. 3 sec cooldown after attack mode ends. Cooldown: 250 sec
Mitra's power manifests the searing heat of the sun as a blazing inferno. The flame emblem is unaffected by attack reflection and disappears when you change maps.
Level
1
HP Cost: 15% of Max HP Mitra's Fire: summons a Flame Emblem after dealing 780% damage up to 15 enemies 12 times. Flame Emblem: deals 208% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 286% damage if striking a single enemy. Cooldown: 250 sec
25
HP Cost: 15% of Max HP Mitra's Fire: summons a Flame Emblem after dealing 1500% damage up to 15 enemies 12 times. Flame Emblem: deals 400% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 550% damage if striking a single enemy. Cooldown: 250 sec
30
HP Cost: 15% of Max HP Mitra's Fire: summons a Flame Emblem after dealing 1650% damage up to 15 enemies 12 times. Flame Emblem: deals 440% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 605% damage if striking a single enemy. Cooldown: 250 sec
The Maple World Goddess's Blessing increases all stats and damage. Can only be used when you have 1 of the following skills applied: Maple Warrior, Call of Cygnus, Nova Warrior, Hero of the Flora, President's Orders, Anima Warrior, Sengoku Warrior, Maple Guardian, or Rhinne's Protection. Not affected by effects which reduce cooldown.
Level
1
MP Cost: 500, Increases stat bonuses for class-wide buff skills like Maple Warrior by 110% for 60 sec, Damage: +5% Maple World Goddess's Blessing is ready every 180 sec, and can bless up to 2 times.
25
MP Cost: 500, Increases stat bonuses for class-wide buff skills like Maple Warrior by 350% for 60 sec, Damage: +17% Maple World Goddess's Blessing is ready every 180 sec, and can bless up to 2 times.
30
MP Cost: 500, Increases stat bonuses for class-wide buff skills like Maple Warrior by 400% for 60 sec, Damage: +20% Maple World Goddess's Blessing is ready every 180 sec, and can bless up to 2 times.
Infuses your weapon with a portion of your health, granting it a visible aura and temporarily empowering it. The aura wave is unaffected by attack reflection.
Level
1
HP Cost: 10% of Max HP, Ignores 10% Enemy DEF for 82 sec, Final Damage: +1%. Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 520% damage on up to 10 enemies, 6 times. Weapon Aura Prepared: every 180 sec, Max Number Prepared: 2
25
HP Cost: 10% of Max HP, Ignores 15% Enemy DEF for 130 sec, Final Damage: +5%. Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 1000% damage on up to 10 enemies, 6 times. Weapon Aura Prepared: every 180 sec, Max Number Prepared: 2
30
HP Cost: 10% of Max HP, Ignores 16% Enemy DEF for 140 sec, Final Damage: +6%. Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 1100% damage on up to 10 enemies, 6 times. Weapon Aura Prepared: every 180 sec, Max Number Prepared: 2
Makes your flesh as strong as steel so you're not pushed back by enemy attacks.
Level
1
HP Cost: 3% of Max HP, Duration: 15 sec, Knockdown Immunity and Status Resistance: +51 Damage increases +6% when hit, Max Stack: 3 times Cooldown: 120 sec [Passive Effects - STR: +1, Max HP: +50]
25
HP Cost: 3% of Max HP, Duration: 17 sec, Knockdown Immunity and Status Resistance: +75 Damage increases +6% when hit, Max Stack: 5 times Cooldown: 120 sec [Passive Effects - STR: +25, Max HP: +1250]
30
HP Cost: 3% of Max HP, Duration: 18 sec, Knockdown Immunity and Status Resistance: +80 Damage increases +6% when hit, Max Stack: 6 times Cooldown: 120 sec [Passive Effects - STR: +30, Max HP: +1500]
Load up your Arm Cannon with armor-piercing ammo and deliver an earth-shattering punch. Rocket Punch is not affected by Revolving Cannon's Boost Node.
Level
1
MP Cost: 1000, Duration: 45 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition. Does not apply to 5th Job Advancement skills. Max Enemies Hit: 10, Damage: 208%, Number of Attacks: 8, Enemy DEF Ignored: 100% Cooldown: 120 sec
25
MP Cost: 1000, Duration: 45 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition. Does not apply to 5th Job Advancement skills. Max Enemies Hit: 10, Damage: 400%, Number of Attacks: 8, Enemy DEF Ignored: 100% Cooldown: 120 sec
30
MP Cost: 1000, Duration: 45 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition. Does not apply to 5th Job Advancement skills. Max Enemies Hit: 10, Damage: 440%, Number of Attacks: 8, Enemy DEF Ignored: 100% Cooldown: 120 sec
Throws a rapid barrage of punches out in front of you. Grants Enhanced Guard. Prevents Knockback and critical Abnormal Statuses.
Level
1
MP Cost: 60, Max Enemies Hit: 10, Damage: 520%, Number of Attacks: 12. Deals 442% damage 8 times consecutively for up to 4 sec while the key is held. Grants the Enhanced Guard effects of Charge Mastery and Combo Training with max stacks. Cooldown: 60 sec
25
MP Cost: 60, Max Enemies Hit: 10, Damage: 1000%, Number of Attacks: 12. Deals 850% damage 8 times consecutively for up to 4 sec while the key is held. Grants the Enhanced Guard effects of Charge Mastery and Combo Training with max stacks. Cooldown: 60 sec
30
MP Cost: 60, Max Enemies Hit: 10, Damage: 1100%, Number of Attacks: 12. Deals 935% damage 8 times consecutively for up to 4 sec while the key is held. Grants the Enhanced Guard effects of Charge Mastery and Combo Training with max stacks. Cooldown: 60 sec
Use the Revolver Gauntlet to unleash the combined power of all of your bullets in one concussive blast. The Charge and explosion deal damage to enemies even when they are under attack reflection. The Charge action cannot be canceled by the Charge Skill, but pressing the skill again will immediately explode. If you press the down arrow key when you release the skill key, it will attack in place instead of charging forward.
Level
1
MP Cost: 1000, Ammo Cost: 1 after reloading bullets upon casting Can prepare for up to 5 sec, adds up to 5 bullets by using Revolving Cannon Launches an explosion in proportion to the number of bullets used after Charge when the key is released. Skill can be used again during Charge to launch an immediate explosion. Invincible during preparation and Charge. Invincible for 1 sec upon immediate explosion. Combo Training remains at the max level while casting skill. Charge: Max Enemies Hit: 12, Damage: 1560%, Number of Attacks: 15 Explosion: Max Enemies Hit: 12, Damage: 1248%, Number of Attacks: 15 All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100% Cooldown: 100 sec
25
MP Cost: 1000, Ammo Cost: 1 after reloading bullets upon casting Can prepare for up to 5 sec, adds up to 5 bullets by using Revolving Cannon Launches an explosion in proportion to the number of bullets used after Charge when the key is released. Skill can be used again during Charge to launch an immediate explosion. Invincible during preparation and Charge. Invincible for 1 sec upon immediate explosion. Combo Training remains at the max level while casting skill. Charge: Max Enemies Hit: 12, Damage: 3000%, Number of Attacks: 15 Explosion: Max Enemies Hit: 12, Damage: 2400%, Number of Attacks: 15 All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100% Cooldown: 100 sec
30
MP Cost: 1000, Ammo Cost: 1 after reloading bullets upon casting Can prepare for up to 5 sec, adds up to 5 bullets by using Revolving Cannon Launches an explosion in proportion to the number of bullets used after Charge when the key is released. Skill can be used again during Charge to launch an immediate explosion. Invincible during preparation and Charge. Invincible for 1 sec upon immediate explosion. Combo Training remains at the max level while casting skill. Charge: Max Enemies Hit: 12, Damage: 3300%, Number of Attacks: 15 Explosion: Max Enemies Hit: 12, Damage: 2640%, Number of Attacks: 15 All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100% Cooldown: 100 sec
A powerful attack creates afterimage-like shockwaves, which sweep through enemies. The afterimages' attacks are unaffected by attack reflection. Using the skill again, while its effect is active, will cancel that effect.
Level
1
Active Effect: MP Cost: 1000, Upon successful hits with Arm Cannon's direct attacks and Bunker Buster Explosion, this skill creates afterimages that deal 5 additional attack(s) with 468% damage for 100 sec. Afterimages can be created up to 49 time(s). Reoccurrence Cooldown: 0.1 sec Passive Effect: While the active effect of Afterimage Shock's isn't active, upon successful hits with the Arm Cannon, this skill creates afterimages, which attack up to 10 enemies that have not been hit with 520% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec Cooldown: 120 sec
25
Active Effect: MP Cost: 1000, Upon successful hits with Arm Cannon's direct attacks and Bunker Buster Explosion, this skill creates afterimages that deal 5 additional attack(s) with 900% damage for 100 sec. Afterimages can be created up to 49 time(s). Reoccurrence Cooldown: 0.1 sec Passive Effect: While the active effect of Afterimage Shock's isn't active, upon successful hits with the Arm Cannon, this skill creates afterimages, which attack up to 10 enemies that have not been hit with 1000% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec Cooldown: 120 sec
30
Active Effect: MP Cost: 1000, Upon successful hits with Arm Cannon's direct attacks and Bunker Buster Explosion, this skill creates afterimages that deal 5 additional attack(s) with 990% damage for 100 sec. Afterimages can be created up to 49 time(s). Reoccurrence Cooldown: 0.1 sec Passive Effect: While the active effect of Afterimage Shock's isn't active, upon successful hits with the Arm Cannon, this skill creates afterimages, which attack up to 10 enemies that have not been hit with 1100% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec Cooldown: 120 sec
Enhancements[]
The maximum level for Enhancements / Boost Nodes is 50 (60 with Matrix Points).
Pushes the power of the Arm Cannon to its limit before taking to the air and raining destruction. Lv. 10 - Ignore Defense: +20% Lv. 20 - Boss Damage: +20% Lv. 30 - Ignore Defense: +30%, Boss Damage: +30%
Level
1
MP Cost: 1200, invincible during casting Max Enemies Hit: 15, Damage: 2790%, Number of Attacks: 10, Number of Heat: 12 Afterwards, Max Enemies Hit: 15, Damage: 3410%, Number of Attacks: 14, Number of Explosions: 7 Cooldown: 360 sec
30
MP Cost: 1200, invincible during casting Max Enemies Hit: 15, Damage: 5400%, Number of Attacks: 10, Number of Heat: 12 Afterwards, Max Enemies Hit: 15, Damage: 6600%, Number of Attacks: 14, Number of Explosions: 7 Cooldown: 360 sec
Unleashes a more powerful straight punch in front of you with the explosive power of the Arm Cannon. Revolving Cannon triggers automatically when using this skill. You can also link this skill to HEXA Double Blast and Bullet Blast. Required Skill: Magnum Punch Lv. 20
Level
1
MP Cost: 18, Max Enemies Hit: 7, Damage: 608%, Number of Attacks: 3 Revolving Cannon triggers automatically when using HEXA Magnum Punch.
30
MP Cost: 21, Max Enemies Hit: 7, Damage: 985%, Number of Attacks: 3 Revolving Cannon triggers automatically when using HEXA Magnum Punch.
Performs a more powerful 2-hit combo in the direction you're facing using the momentum from your Arm Cannon. After you learn this skill, you can also activate it by repeatedly pressing the HEXA Magnum Punch button. Revolving Cannon triggers automatically when using this skill. Can be linked to Bobbing, Weaving, Hammer Smash, Shotgun Punch, or Bullet Blast. Required Skill: Double Blast Lv. 20
Level
1
MP Cost: 24, Max Enemies Hit: 7, Damage: 516%, Number of Attacks: 4 Revolving Cannon triggers automatically when using HEXA Double Blast.
30
MP Cost: 27, Max Enemies Hit: 7, Damage: 835%, Number of Attacks: 4 Revolving Cannon triggers automatically when using HEXA Double Blast.
Enhancements[]
Enhancements require the corresponding V Skill to be leveled to max and equipped. Final Damage bonuses from Enhancements increase linearly each level, with a jump at levels 10, 20, and 30.