Upon Dual Blades attack landing, grant an Open Weakness debuff and outgoing Damage from all party members +3.0% for 6.0s. Frontal attacks and back attacks inflict +9.0%.
Vital Point Strike
Lv. 1/5
Crit Rate +15.0%.
Wide-Angle Attack
Lv. 1/5
AoE Radius +20.0%.
Level 2
Excellent Mobility
Lv. 1/5
Move Distance +2.0 meter(s).
Impaired Mobility
Lv. 1/5
On hit, foe Move Speed -40.0% for 4.0s.
Keen Strike
Lv. 1/5
Crit Damage +50.0%.
Level 3
Trailing Sword Burst
Lv. 1/5
Before charging, create a sword burst that lasts for 1s. knocking foes backward and inflicting up to +100.0% Damage. This effect's cooldown time is +5s.
Merciless Attack
Lv. 1/5
Changes to combo mode. Charge more quickly. Then stab dual blades into foes and cut sideways, knocking them backward inflicting up to +60.0% Damage.
Level 1
Sturdy Armor
Lv. 1/5
During skill use, incoming Damage -40.0%.
Swift Fingers
Lv. 1/5
Atk. Speed +15.0%.
Vital Point Strike
Lv. 1/5
Crit Rate +15.0%.
Level 2
Pulling Blow
Lv. 1/5
First attack's Range +20.0% and pulls foes.
Powerful Twister
Lv. 1/5
Further strengthens the twister by the 2nd attack, increasing foe-launching height and their airborne duration. Crit Rate +50.0%.
Large Twister
Lv. 1/5
Adds a third attack. Deliver a rising slash with a longsword and create a bigger twister, knocking foes into the air. Damage +50.0%.
Level 3
Sharp Attack
Lv. 1/5
Increases the skill's Stagger Level to [Mid - High]. Crit Damage +50.0%.
Tenacity
Lv. 1/5
During skill use, grants Push Immunity. Cooldown +8.0s.
Level 1
Impaired Mobility
Lv. 1/5
On hit, foe Move Speed -30.0% for 4.0s.
Law of the Jungle
Lv. 1/5
Damage to Challenge or lower foes +30.0%.
Quick Prep
Lv. 1/5
Cooldown -2.0s.
Level 2
Whirlpool
Lv. 1/5
Range +20.0%. Foe-pulling distance +20%.
Vital Point Strike
Lv. 1/5
Crit Rate +30.0%.
Sustain Enhancement
Lv. 1/5
Sword energy duration +0.6s. Total outgoing Damage +40.0%.
Level 3
Sword Energy Explosion
Lv. 1/5
The sword energy contracts and explodes as it disappears, knocking foes away. Damage +50.0%.
Thick Sword Energy
Lv. 1/5
The sword energy gradually expands. Radius up to +100% as it hits foes.
Level 1
Quick Prep
Lv. 1/5
Cooldown -2.0s.
Orb Control
Lv. 1/5
Death Orb Meter gain +50.0%.
Weak Point Detection
Lv. 1/5
Damage to Push-Immune foes +30.0%.
Level 2
Tenacity
Lv. 1/5
Grants Push Immunity during the aerial attack.
Vital Point Strike
Lv. 1/5
Crit Rate +30.0%.
Swoop
Lv. 1/5
Move 4 meters forward before attacking.
Level 3
Moon Star
Lv. 1/5
Instead of the dual blades attack, launch foes in the air and slam them back down onto the ground with a giant sword, inflicting +100.0% Damage. Cooldown +6s.
On hit, grant Open Weakness debuff and outgoing damage from all party members +3.0% for 10.0s. Frontal attacks and back attacks +9.0%.
Swift Fingers
Lv. 1/5
Atk. Speed +15.0%.
Level 2
Sturdy Armor
Lv. 1/5
During skill use, incoming Damage -40.0%.
Corkscrew
Lv. 1/5
Move Distance in between attacks +1.0 meter(s). Push distance +20%. With King Spin, Move Distance +2.0 meter(s).
Quick Prep
Lv. 1/5
Cooldown -4.0s.
Level 3
Triple Spin
Lv. 1/5
Max combo count +1. Able to attack up to 3 times in a row.
King Spin
Lv. 1/5
Changes to Normal mode. Move 8 meters at once to attack.
Level 1
Fist of Darkness
Lv. 1/5
Element is now [Dark]. Outgoing Damage +15.0%.
Burning Hands
Lv. 1/5
Element is now [Fire]. On hit, Burns foe, inflicting 6 Damage every 1s for 5.0s. Stacks up to 5 times.
Ice Cold Hands
Lv. 1/5
Element is now [Water]. On hit, inflicts frost. Move Speed -20% for 3.0s. This Frost effect stacks up to 3 times. At 3 stacks, Freezes foes for 3.0s.
Level 2
Quick Prep
Lv. 1/5
Cooldown -5.0s.
Soul Snatch
Lv. 1/5
Charge up the skill for as long as you can to create a 40.0% chance of getting half a Death Orb. This Orb Snatch effect is even applied during Death Trance.
Vital Point Strike
Lv. 1/5
Crit Rate +30.0%.
Level 3
Finishing Enhancement
Lv. 1/5
Activates Perfect Zone on the last hold-down block. Enter Perfect Zone to use a longsword for the finishing attack to strike enemies in a wider range. Inflict +200.0% Damage. Changes the Soul Snatch effect to require Perfect Zone.
Mutilate
Lv. 1/5
Removes the finishing attack. Enables you to attack more quickly. Holding duration +1s. Damage +100.0%.
Level 1
Swift Fingers
Lv. 1/5
Atk. Speed +15.0%.
Quick Pace
Lv. 1/5
On skill end, Move Speed +20.0% for 3.0s.
Magick Control
Lv. 1/5
MP Cost -50.0%.
Level 2
Tenacity
Lv. 1/5
Grants Push Immunity during the aerial attack.
Corkscrew
Lv. 1/5
Spin Attack's Move Distance is +3 meters, making it hit foes more times. Inflicts +20.0% Damage.
Vital Point Strike
Lv. 1/5
Crit Rate +30.0%.
Level 3
Upper Axel
Lv. 1/5
Spin Attack's Crit Rate +50.0%. Last longsword attack's Damage +100.0% and changes it to an upward strike, launching foes in front of you high in the air.
High Axel
Lv. 1/5
Move Distance +4 meters. Removes the last longsword attack. Enables a higher jump able to go over Guardian foes. Sets Corkscrew's additional move distance to 6 meters.
Level 1
Wide-Angle Attack
Lv. 1/5
Stabbing Attack Range +30.0%.
Concussion
Lv. 1/5
Increases the skill's Stagger Level to [Mid - High].
Swift Fingers
Lv. 1/5
Preparation and charge speed +20.0%.
Level 2
Fist of Darkness
Lv. 1/5
Element is now [Dark]. Outgoing Damage +30.0%.
Burning Hands
Lv. 1/5
Element is now [Fire]. Crit Rate +30.0%.
Ice Cold Hands
Lv. 1/5
Element is now [Water]. Overcharging the skill makes it Freeze foes for 3.0s. No longer knocks away foes.
Level 3
Power Stab
Lv. 1/5
Changes to Normal mode. Attack Width +30%. Crit Damage +50.0%.
Halve
Lv. 1/5
Instead of throwing foes away with the Overcharged stabbing attack, move in the cursor's direction after the attack and slash at foes, knocking them away. Damage inflicted up to +100.0%.
Level 1
Excellent Mobility
Lv. 1/5
Move Distance +2.0 meter(s).
Quick Prep
Lv. 1/5
Cooldown -4.0s.
Weak Point Enhancement
Lv. 1/5
Grants Weak Point Lv. 1 to the skill.
Level 2
Confirmed Kill
Lv. 1/5
Crit Rate on Pushed foes + 100%.
Ruthless
Lv. 1/5
Crit Rate against Staggered foes +100%.
Cold Zone
Lv. 1/5
Element is now [Water]. The last attack creates a Cold Zone. Move Speed -20.0% and 18 Damage is inflicted every 1s for 5.0s. Effect lasts for 2.0s. This Frost effect stacks up to 3 times.
Level 3
Critical Blow
Lv. 1/5
Changes to Spot mode. Teleport to a higher elevation and stab downward from there, inflicting +80.0% Damage to foes with Push Immunity. On skill use, max Move Distance is +1 meter.
Explosion
Lv. 1/5
AoE Radius +30%. Stomp on the ground one more time, knocking foes into the air inflicting +50.0% Damage.
Level 1
Magick Control
Lv. 1/5
MP Cost -50.0%.
Orb Control
Lv. 1/5
Death Orb Meter gain +50.0%.
Quick Prep
Lv. 1/5
Cooldown -2.0s.
Level 2
Back Attack Enhancement
Lv. 1/5
Back Attack Damage +50.0%.
Wide-Angle Attack
Lv. 1/5
AoE Radius +20.0%.
Vital Point Strike
Lv. 1/5
Crit Rate +30.0%.
Level 3
Cross Attack
Lv. 1/5
Slash with dual blades and slam a longsword downward. Outgoing Damage +50.0%.
Forward Retreat
Lv. 1/5
Move 4 meters forward before the 1st attack. Then 6 meters backward after the 2nd attack. Crit Damage +100.0%.
Level 1
Concussion
Lv. 1/5
Increases the skill's Stagger Level to [Mid - High].
Law of the Jungle
Lv. 1/5
Damage to Challenge or lower foes +30.0%.
Push
Lv. 1/5
Before attacking, charge 4 meters forward, pushing foes. Damage +15.0%.
Level 2
Darkness Injection
Lv. 1/5
Element is now [Dark]. Attacks plant Dark energy in foes that stays dormant for 2.0s. It then explodes after 3s, pushing foes and inflicting +30.0% Damage.
Stun Effect
Lv. 1/5
The longsword attack now stuns foes for 3.0s. No longer knocks down foes.
Weak Point Detection
Lv. 1/5
Damage to Push-Immune foes +40.0%.
Level 3
Leap Attack
Lv. 1/5
Leap 2 meters forward and slam your longsword downward. Crit Rate +100%.
Earth Explosion
Lv. 1/5
After the attack, advancing columns of energy are shot through the ground, knocking foes away with patches of earth. Damage inflicted up to +90.0%.
Level 1
Quick Prep
Lv. 1/5
Cooldown -2.0s.
Magick Control
Lv. 1/5
MP Cost -50.0%.
Weapon Destruction
Lv. 1/5
On hit, foe Atk. Power -20.0% for 4.0s.
Level 2
Quick Hunt
Lv. 1/5
Deletes the hilt attack. Enables you to attack more quickly in place.
Down Hunt
Lv. 1/5
Removes the Stun effect. Attack is now a low lateral slash that knocks down foes. With Stun Enhancement, airborne and knockdown durations +20%.
Enhanced Strike
Lv. 1/5
Outgoing Damage +30.0%.
Level 3
Weak Point Detection
Lv. 1/5
Damage to Push-Immune foes +60.0%.
Enhanced Stun
Lv. 1/5
Stun duration +3.0s.
Level 1
Fist of Darkness
Lv. 1/5
Element is now [Dark]. Outgoing Damage +15.0%.
Burning Hands
Lv. 1/5
Element is now [Fire]. On hit, Burns foe, inflicting 6 Damage every 1s for 5.0s. Stacks up to 5 times.
Ice Cold Hands
Lv. 1/5
Element is now [Water]. Creates cold energy along the ground, casting Frost on foes within range for 5.0s. Move Speed -20.0%. This Frost effect stacks up to 3 times.
Level 2
Quick Prep
Lv. 1/5
Cooldown -8.0s.
Sustain Enhancement
Lv. 1/5
Changes to Holding mode. Doubles the attack duration. Total outgoing Damage +50.0%.
Concentrated Attack
Lv. 1/5
Crit Rate +50.0%. AoE Radius -20%.
Level 3
Forward Attack
Lv. 1/5
Move 3 meters forward before striking at surrounding foes in each attack. Use with Sustain Enhancement to move up to 2 more times with a 50% Damage bonus.
Shade Sonic
Lv. 1/5
Move faster to attack more. Outgoing Damage +70.0%.
Level 1
Open Weakness
Lv. 1/5
On hit, grant Open Weakness debuff and outgoing damage from all party members +3.0% for 12.0s. Frontal attacks and back attacks +9.0%.
Excellent Mobility
Lv. 1/5
Move Distance per spin +1.0 meter(s). Use with Concentrated Attack to advance 2.0 meter(s) before attacking.
Enhanced Strike
Lv. 1/5
Outgoing Damage +15.0%.
Level 2
Point Slash
Lv. 1/5
Change to Combo mode. Enables you to change direction after each spin attack.
Weak Point Enhancement
Lv. 1/5
Weak Point Lv. +1 per spin attack.
Tenacity
Lv. 1/5
Grants Push Immunity.
Level 3
Concentrated Attack
Lv. 1/5
Attack in place. Damage +100.0%.
Triple Turn
Lv. 1/5
Changes to a triple spin attack. Damage +70.0%.
Level 1
Cold Touch
Lv. 1/5
Element is now [Water]. Responds to incoming Damage by Freezing foes within 4 meters for 2.0s. Cancels the Maelstrom buff.
Orb Control
Lv. 1/5
During the Maelstrom buff, Death Orb Meter gains +20.0% when hitting with Normal and Awakening skills.
Wide-Angle Attack
Lv. 1/5
Continuous Damage range +15.0%.
Level 2
Dark Order
Lv. 1/5
On skill use, Move Speed +15% for all party members within 24 meters for 6.0s. Adds the Dark Order buff of Atk. Speed +20%.
Quick Cast
Lv. 1/5
Skill's casting delay -60%.
Wind Storm
Lv. 1/5
Instead of attacking surrounding foes, shoots a twister at them. Inflicts +20% Damage.
Level 3
Stabilized Energy
Lv. 1/5
Grants Paralysis Immunity during the Maelstrom buff. Cooldown +5.0s.
Overwhelm
Lv. 1/5
Damage to Challenge or lower foes +100.0%. Paralyzes Normal foes with the continuous Damage.
Level 1
Orb Control
Lv. 1/5
Death Orb Meter gain +50.0%.
Swift Fingers
Lv. 1/5
Atk. Speed +15.0%.
Law of the Jungle
Lv. 1/5
Damage to Challenge or lower foes +30.0%.
Level 2
Wide-Angle Attack
Lv. 1/5
AoE Radius +15.0%.
Vital Point Strike
Lv. 1/5
Crit Rate +30.0%.
Ice Cold Hands
Lv. 1/5
Element is now [Water]. Inflicts Frost. Foe Move Speed -20.0% for 5.0s. Stacks up to 3.. At 3 stacks, Freezes foes for 4.0s.
Level 3
Double Wave
Lv. 1/5
Shoots 2 sword bursts with each swing. Damage +60.0%. Use with Ice Cold Hands to stack Frost once for every 2 hits.
Death Wave
Lv. 1/5
Shoots 1 slow, powerful sword burst that inflicts continuous Damage to foes in its path. Total Damage +155.0%.
Level 1
Wide-Angle Attack
Lv. 1/5
AoE Radius +20.0%.
Excellent Mobility
Lv. 1/5
Move Distance +2.0 meter(s).
Vital Point Strike
Lv. 1/5
Crit Rate +15.0%.
Level 2
All-round
Lv. 1/5
Changes to Normal mode. Shortens the charge up time and always delivers the Overcharged attack.
Charge Enhancement
Lv. 1/5
Outgoing Damage +20.0% per Charge Level.
Dark Charge
Lv. 1/5
Dark energy lightly pulls surrounding foes every time Charge Level Increases. Inflicts 40.0% of the max skill Damage.
Level 3
Shadow Rush
Lv. 1/5
An afterimage attacks instead of you, inflicting +40.0% Damage. Excellent Mobility will not be applied.
Dual Blitz
Lv. 1/5
Total Damage +25.0%. Crit Damage +55.0%. Longsword attack disappears when Overcharged, instead attacking with [Fire] and [Water] elements.
Level 1
Swift Fingers
Lv. 1/5
Atk. Speed +15.0%.
Wide-Angle Attack
Lv. 1/5
AoE Radius +20.0%.
Orb Control
Lv. 1/5
Death Orb Meter gain +50.0%.
Level 2
Fist of Darkness
Lv. 1/5
Element is now [Dark]. Outgoing Damage +30.0%.
Void Zone
Lv. 1/5
The Overcharged attack creates a void zone on the ground for 5s. inflicting +20.0% Damage. Move Speed -30.0%. Casts Darkness.
Concussion
Lv. 1/5
Increases the skill's Stagger Level to [High].
Level 3
Dark Explosion
Lv. 1/5
The Overcharged attack causes a time-delayed Dark explosion after a while, launching its targets again in the air with 70.0% basic skill Damage.
Dark Dimension
Lv. 1/5
Changes to Holding mode. Hold down the skill for a max of 1.5s to pull foes to you 7 times to inflict up to 35% of Base Damage and deliver the Overcharged attack.
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