Blaster/Skills

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Resistance Skills

Active Crystal Throw
Master Level 3
Description You attack a ranged enemy by throwing a Rue collected from a mine.
Level 1 MP Cost: 3, Damage: 10
3 MP Cost: 7, Damage: 40
Active Infiltrate
Master Level 3
Description Allows you to hide and move quickly for a short time.
Cooldown: 1 min
Level 1 MP Cost: 5, Hide for 10 sec, Movement Speed: +5
3 MP Cost: 15, Hide for 30 sec, Movement Speed: +15
Passive Spirit of Freedom
Master Level 12
Description 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.
12 Invincible for 12 sec after being revived. Removed upon moving to another map.
Active Secret Assembly
Master Level 1
Description Moves you to the secret assembly area for the Resistance's summons.
Level 1 MP Cost: 100, you move to the Resistance Secret Plaza
Cooldown: 600 sec

1st Job Blaster Basics

Active Magnum Punch
Master Level 20
Description 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 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.


Active Revolving Cannon
Master Level 1
Description 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
Level 1 Uses 1 Ammo, and your Ammo is reloaded if used as a key-down skill


Active Bunker Buster Explosion
Master Level 10
Description Depletes the Dynamo Gauge to fire your Bunker Buster, releasing explosions and shockwaves. Ignores Defense Rate of enemies in melee range. Can be linked into Hammer Smash.
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. Unaffected by attack reflection.
Required Skill: Revolving Cannon Mastery Lv. 5+
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.


Active Double Jump
Master Level 10
Description Allows you to double jump.
Level 1 MP Cost: 14, allows you to jump a greater distance
10 MP Cost: 5, allows you to jump a greater distance


Active Detonate
Master Level 10
Description 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


Passive Blast Shield
Master Level 10
Description 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%.


Passive Revolving Cannon Mastery
Master Level 5
Description Study the Arm Cannon to learn the basics of Revolving Cannon. Any enemies attacked directly by an Arm Cannon will receive additional damage due to the excess heat.
Level 1 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 80% on up to 6 enemies.
Permanently increases Movement Speed by 6, Jump Power by 3, and Max Movement Speed by 4.
5 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 120% on up to 6 enemies.
Permanently increases Movement Speed by 30, Jump Power by 15, and Max Movement Speed by 20.

2nd Job Blaster Skills

Active Double Blast
Master Level 20
Description 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.


Active Bobbing
Master Level 15
Description 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 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]


Active Arm Cannon Boost
Master Level 10
Description Doubles the Attack Speed of your weapon. Must have a Arm Cannon equipped.
Required Skill: Arm Cannon Mastery Lv. 5+
Level 1 MP Cost: 20, Duration: 20 sec, Weapon Attack Speed: +2
10 MP Cost: 11, Duration: 200 sec, Weapon Attack Speed: +2


Passive Arm Cannon Mastery
Master Level 10
Description Increases Arm Cannon Mastery, Critical Rate, and Attack Power.
Level 1 Mastery +5%, Critical Rate +3%, and Attack Power +2
10 Mastery +50%, Critical Rate +30%, and Attack Power +20


Passive Physical Training
Master Level 5
Description Permanently increases STR and DEX through sheer physical training.
Level 1 Permanently increase STR by 6 and DEX by 6.
5 Permanently increase STR by 30 and DEX by 30.


Passive Charge Mastery
Master Level 14
Description Maintain control over your power to improve charge skills. Additionally, permanently increases Damage.
Level 1 Decreases the charge time for all charge skills by 2%. Using a charge skill or Hammer Smash Blast reloads 1 Ammo immediately but will not interrupt an auto-reload.
At the start of charged Bobbing, Weaving, Hammer Smash, or Hammer Smash Blast, all damage taken is briefly reduced by 7%, including attacks that deal damage based on your Max HP.
Permanently increases damage by 2%.
14 Decreases the charge time for all charge skills by 15%. Using a charge skill or Hammer Smash Blast reloads 1 Ammo immediately but will not interrupt an auto-reload.
At the start of charged Bobbing, Weaving, Hammer Smash, or Hammer Smash Blast, all damage taken is briefly reduced by 20%, including attacks that deal damage based on your Max HP.
Permanently increases damage by 15%.


Passive Revolving Cannon Plus
Master Level 20
Description Improves the performance of the Revolving Cannon embedded within your Arm Cannon.
Required Skill: Revolving Cannon Mastery Lv. 5+
Level 1 Bunker Buster Explosion damage +1% points, Shockwave 1 damage +2% points
Additional attack damage due to overheating: +7% 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: +32% 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.

3rd Job Advanced Blaster Skills

Active Hammer Smash
Master Level 20
Description Strikes the ground with tremendous force to send enemies reeling.
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 activate Hammer Smash.
You can charge this skill while using other skills, except for Hammer Smash. Up to 2 skills may be charged at once.
While Cannon Overdrive's cylinder gauge overheat reduction is active, Hammer Smash is converted into Hammer Smash Blast.
Also permanently increases Double Blast damage.
Level 1 MP Cost: 15
Enhanced to Hammer Smash Blast while Cannon Overdrive's cylinder gauge overheat reduction is active
Hammer Smash Blast - MP Cost: 15, attacks up to 8 enemies 10 times for 58% damage
[Passive Effect: Double Blast Damage +73% (additive)]
20 MP Cost: 25
Enhanced to Hammer Smash Blast while Cannon Overdrive's cylinder gauge overheat reduction is active
Hammer Smash Blast - MP Cost: 25, attacks up to 8 enemies 10 times for 96% damage
[Passive Effect: Double Blast Damage +130% (additive)]


Active Hammer Smash Blast
Master Level 20
Description Strikes the ground to knock nearby enemies into the air. While charging, attacks won't knock you back.
Can be linked with Magnum Punch or Bullet Blast.
Level 1 MP Cost: 15, Max Enemies Hit: 8, Damage: 58%, Number of Attacks: 10
20 MP Cost: 25, Max Enemies Hit: 8, Damage: 96%, Number of Attacks: 10


Active Weaving
Master Level 15
Description 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 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]


Active Rocket Rush
Master Level 20
Description 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%.


Active Magnum Cannon
Master Level 20
Description The cannon built into the Arm Cannon fires an explosive shell forward.
Level 1 MP Cost: 41, Consumed Bullets: 1
Max Enemies Hit: 6, Damage: 174%, Number of Attacks: 4, Damage Against Normal Monsters: +20%
Cooldown: 4 sec.
20 MP Cost: 60, Consumed Bullets: 1
Max Enemies Hit: 6, Damage: 250%, Number of Attacks: 4, Damage Against Normal Monsters: +20%
Cooldown: 4 sec.


Passive Revolving Cannon Plus II
Master Level 20
Description Improves the performance of the Revolving Cannon embedded within your Arm Cannon. This overwrites the increases from Revolving Cannon Plus.
Required Skill: Revolving Cannon Plus Lv. 1+
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 +58% 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 +96% 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.


Passive Shield Training
Master Level 20
Description Fortify your Blast Shield with some training. Also permanently increases Final Damage.
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, Elemental Resistance by 1%, and Final Damage 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, Elemental Resistance by 20%, and Final Damage by 10%.


Passive Combo Training
Master Level 9
Description Research the most efficient movement and attack patterns to increase your abilities in battle.
Level 1 Attack Speed: +1, Skill Link Speed: +1, Final Damage: +6%, Attack Power: +7%
9 Attack Speed: +1, Skill Link Speed: +1, Final Damage: +30%, Attack Power: +15%

4th Job Blaster Completion

Active Shotgun Punch
Master Level 30
Description Fires a Screw Blow. Can be linked with Bobbing, Weaving, and Bullet Blast. Also permanently increases Double Blast damage.
Level 1 MP Cost: 41, Damage: 122%, Number of Attacks: 6, Max Enemies Hit: 8
Normal Enemy Damage: +123%
[Passive Effect - Double Blast Damage: +122% points]
30 MP Cost: 70, Damage: 180%, Number of Attacks: 6, Max Enemies Hit: 8
Normal Enemy Damage: +210%
[Passive Effect - Double Blast Damage: +180% points]
31 MP Cost: 71, Damage: 182%, Number of Attacks: 6, Max Enemies Hit: 8
Normal Enemy Damage: +213%
[Passive Effect - Double Blast Damage: +182% points]
32 MP Cost: 72, Damage: 184%, Number of Attacks: 6, Max Enemies Hit: 8
Normal Enemy Damage: +216%
[Passive Effect - Double Blast Damage: +184% points]


Passive Muzzle Flash
Master Level 20
Description 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). If command is locked, it will not activate even if you use the skill while Weaving. 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.
Right-click to lock command
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]
21 MP Cost: 26, Damage: 505%, Max Enemies Hit: 6, Number of Attacks: 3
[Passive Effect - Magnum Punch Damage: +219% points]
22 MP Cost: 26, Damage: 510%, Max Enemies Hit: 6, Number of Attacks: 3
[Passive Effect - Magnum Punch Damage: +222% points]


Active Ballistic Hurricane
Master Level 30
Description Unleash all of your fighting prowess to create a storm that sweeps enemies in a wide range. Also permanently increases damage of Hammer Smash Blast.
Required Skill: Weaving Lv. 15+
Level 1 MP Cost: 31, Max Enemies Hit: 12, Damage: 815%, Number of Attacks: 5
Cooldown: 15 sec
[Passive Effect - Hammer Smash Blast Damage: +92% (additive)]
30 MP Cost: 60, Max Enemies Hit: 12, Damage: 1250%, Number of Attacks: 5
Cooldown: 15 sec
[Passive Effect - Hammer Smash Blast Damage: +150% (additive)]
31 MP Cost: 61, Max Enemies Hit: 12, Damage: 1265%, Number of Attacks: 5
Cooldown: 15 sec
[Passive Effect - Hammer Smash Blast Damage: +152% (additive)]
32 MP Cost: 62, Max Enemies Hit: 12, Damage: 1280%, Number of Attacks: 5
Cooldown: 15 sec
[Passive Effect - Hammer Smash Blast Damage: +154% (additive)]


Active Revolving Blast
Master Level 20
Description Reloads Ammo. Unleash a powerful explosion to suppress enemies.
Required Skill: Bunker Buster Explosion Lv. 10+
Level 1 MP Cost: 200, Max Enemies Hit: 15, Damage: 211%, Number of Attacks: 2
Stun Duration: 10 sec. Stun Duration: +100% depending on damage inflicted with Revolving Blast.
Cooldown: 139 sec
20 MP Cost: 200, Max Enemies Hit: 15, Damage: 230%, Number of Attacks: 2
Stun Duration: 10 sec. Stun Duration: +100% depending on damage inflicted with Revolving Blast.
Cooldown: 120 sec
21 MP Cost: 200, Max Enemies Hit: 15, Damage: 231%, Number of Attacks: 2
Stun Duration: 10 sec. Stun Duration: +100% depending on damage inflicted with Revolving Blast.
Cooldown: 119 sec
22 MP Cost: 200, Max Enemies Hit: 15, Damage: 232%, Number of Attacks: 2
Stun Duration: 10 sec. Stun Duration: +100% depending on damage inflicted with Revolving Blast.
Cooldown: 118 sec


Active Vitality Shield
Master Level 10
Description 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% points.
Cooldown: 120 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% points.
Cooldown: 120 sec.
11 MP Cost: 105. Recovers HP equal to the sum of the dissipated Blast Shield and 52% of your Max HP. The extended defense period lasts for 16 sec.
Knockback attack of Rocket Rush and Magnum Cannon damage increased by 104% points.
Cooldown: 120 sec.
12 MP Cost: 110. Recovers HP equal to the sum of the dissipated Blast Shield and 54% of your Max HP. The extended defense period lasts for 17 sec.
Knockback attack of Rocket Rush and Magnum Cannon damage increased by 108% points.
Cooldown: 120 sec.


Active Defensive Overdrive
Master Level 10
Description Transcend your limits to raise an unbreakable defense. The skill can be canceled by using it again. Not affected by cooldown reset effects.
Level 1 MP Cost: 118, Invincibility Duration: 3 sec.
Cooldown: 135 sec.
10 MP Cost: 100, Invincibility Duration: 3 sec.
Cooldown: 120 sec.
11 MP Cost: 98, Invincibility Duration: 3 sec.
Cooldown: 120 sec.
12 MP Cost: 96, Invincibility Duration: 3 sec.
Cooldown: 120 sec.


Active Maple Warrior
Master Level 30
Description The Goddess of Maple World's grace increases your stats. Using the skill briefly makes the Goddess of Maple World appear.
Level 1 MP Cost: 10, Goddess of Maple World appears
[Passive Effect: All stats with a direct AP investment increase by 1%.]
30 MP Cost: 70, Goddess of Maple World appears
[Passive Effect: All stats with a direct AP investment increase by 15%.]
31 MP Cost: 70, Goddess of Maple World appears
[Passive Effect: All stats with a direct AP investment increase by 16%.]
32 MP Cost: 70, Goddess of Maple World appears
[Passive Effect: All stats with a direct AP investment increase by 16%.]
Active Hero's Will
Master Level 5
Description 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. Does not apply Combat Orders.
Can be used while using other skills.
Level 1 MP Cost: 30, Cooldown: 540 sec
5 MP Cost: 30, Cooldown: 300 sec
Passive Revolving Cannon Plus III
Master Level 20
Description 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 +167% 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 +224% 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.
21 Bunker Buster Explosion damage +163% points, Shockwave 1 damage +228% points, Shockwave 2 damage +188% points, and Shockwave 3 damage +158% points.
Additional attack damage due to overheating +227% points
Revolving Cannon damage triggered during Magnum Punch +211% points, Revolving Cannon damage during Double Blast +171% 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 405% damage 6 times.
22 Bunker Buster Explosion damage +166% points, Shockwave 1 damage +231% points, Shockwave 2 damage +191% points, and Shockwave 3 damage +161% points.
Additional attack damage due to overheating +230% points
Revolving Cannon damage triggered during Magnum Punch +212% points, Revolving Cannon damage during Double Blast +172% 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 410% damage 6 times.


Passive Shield Training II
Master Level 20
Description 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% (additive).
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% (additive).
21 When hit, convert 51% 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 21%, Elemental Resistance by 21%, and Knockback Resistance by 63%.
Knockback attack of Rocket Rush and Magnum Cannon damage +81% (additive).
22 When hit, convert 51% 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 22%, Elemental Resistance by 22%, and Knockback Resistance by 66%.
Knockback attack of Rocket Rush and Magnum Cannon damage +82% (additive).


Passive Gauntlet Expert
Master Level 30
Description Increases Arm Cannon Mastery, Critical Damage, and Damage when attacking Boss Monsters.
Required Skill: Arm Cannon Mastery Lv. 10+
Level 1 Mastery: +56%, Critical Damage: +5%, Boss Damage: +1%
30 Mastery: +70%, Critical Damage: +14%, Boss Damage: +10%
31 Mastery: +71%, Critical Damage: +15%, Boss Damage: +11%
32 Mastery: +71%, Critical Damage: +15%, Boss Damage: +11%


Passive Advanced Charge Mastery
Master Level 10
Description Maintain control over your power to optimize charge skills. Overwrites the buffs from Charge Mastery. Additionally, permanently ignores a portion of enemies' Defense 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 or Hammer Smash Blast reloads 2 Ammo immediately, but will not interrupt an auto-reload.
At the start of charged Bobbing, Weaving, Hammer Smash, or Hammer Smash Blast, 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 or Hammer Smash Blast reloads 2 Ammo immediately, but will not interrupt an auto-reload.
At the start of charged Bobbing, Weaving, Hammer Smash, or Hammer Smash Blast, 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%.
11 Decreases the charge time for all charge skills by 42%. Using a charge skill or Hammer Smash Blast reloads 2 Ammo immediately, but will not interrupt an auto-reload.
At the start of charged Bobbing, Weaving, Hammer Smash, or Hammer Smash Blast, all damage taken is briefly reduced by 36%, including attacks that deal damage based on your Max HP.
Permanently ignore 38% of enemies' Defense, and damage taken is reduced by 15%.
12 Decreases the charge time for all charge skills by 44%. Using a charge skill or Hammer Smash Blast reloads 2 Ammo immediately, but will not interrupt an auto-reload.
At the start of charged Bobbing, Weaving, Hammer Smash, or Hammer Smash Blast, all damage taken is briefly reduced by 37%, including attacks that deal damage based on your Max HP.
Permanently ignore 41% of enemies' Defense, and damage taken is reduced by 16%.


Passive Combo Training II
Master Level 20
Description Research the most efficient movement and attack patterns to increase your abilities in battle. Abilities that increase Skill Link Speed and Final Damage override enhancements from Combo Training.
Required Skill: Combo Training Lv. 9+
Level 1 Skill Link Speed: +2 level(s), Final Damage: +60%, Critical Rate: +5%, Attack Power: +2
20 Skill Link Speed: +2 level(s), Final Damage: +68%, Critical Rate: +25%, Attack Power: +40
21 Skill Link Speed: +2 level(s), Final Damage: +70%, Critical Rate: +30%, Attack Power: +42
22 Skill Link Speed: +2 level(s), Final Damage: +70%, Critical Rate: +30%, Attack Power: +44

Hyper Skills Hyper Skills

Passive Skill Boost Passive Skill Boost

Passive Punching Extra Strike
Level Requirement 140
Master Level 1
Description Increases the number of attacks for Hammer Smash Blast and Shotgun Punch.
Level 1 Number of Attacks: +2


Passive Power Punch
Level Requirement 150
Master Level 1
Description Increases the damage of Magnum Punch, Double Blast, Hammer Smash Blast, Shotgun Punch, Muzzle Flash, and Ballistic Hurricane.
Level 1 Damage: +10%


Passive Piercing Punch
Level Requirement 180
Master Level 1
Description Increases Ignore Defense from Magnum Punch, Double Blast, Hammer Smash Blast, Shotgun Punch, Muzzle Flash, and Ballistic Hurricane.
Level 1 Monster DEF Ignored: +20%


Passive Improved Bunker Explosion
Level Requirement 140
Master Level 1
Description Increases the damage of Bunker Buster Explosion.
Level 1 Damage: +20%


Passive Improved Bunker Shockwave
Level Requirement 165
Master Level 1
Description Increases the damage of the shockwave generated by Bunker Buster Explosion.
Level 1 Damage: +15%


Passive Bunker Buster Explosion - Guard Bonus
Level Requirement 180
Master Level 1
Description Grants a guarding bonus during Bunker Buster Explosion.
Level 1 Guard bonus during Bunker Buster Explosion. Damage reduction rate follows the rates in Charge Mastery.


Passive Blast Shield Recovery
Level Requirement 150
Master Level 1
Description While the Blast Shield dissipates, recover your HP relative to the rate at which your shield dissipates.
Level 1 Recover 50% of the dissipating Blast Shield as HP.


Passive Ballistic Hurricane - Reinforce
Level Requirement 165
Master Level 1
Description Increases the damage of Ballistic Hurricane.
Level 1 Damage: +20%


Passive Speedy Vitality Shield
Level Requirement 190
Master Level 1
Description Reduces the cooldown of Vitality Shield.
Level 1 Cooldown: -20%

Active Attack/Buff Active Attack/Buff

Active Cannon Overdrive
Level Requirement 140
Master Level 1
Description 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: 50 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 up to 20 time(s). While Dynamo Gauge Overheat Reduction is active, Hammer Smash becomes Hammer Smash Blast and can be used up to 38 time(s).
Cooldown: 120 sec.


Active Hyper Magnum Punch
Level Requirement 160
Master Level 1
Description 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, Invincibility for 2 sec.
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.


Active For Liberty
Level Requirement 190
Master Level 1
Description Materializes the will of the Resistance to increase attack power.
Level 1 MP Cost: 100, Duration: 60 sec, Damage: +10%
Cooldown: 120 sec. Only applies to Demon, Resistance, and Xenon party members.

V Skills

Shared Skills

Show/hide all levels
Active Rope Lift
Master Level 30
Description Fires a grappling hook to a platform above you to ascend quickly.
Level 1 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +1]
30 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +30]
Active Rope Lift
Master Level 30
Description Fires a grappling hook to a platform above you to ascend quickly.
Level 1 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +1]
2 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +2]
3 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +3]
4 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +4]
5 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +5]
6 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +6]
7 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +7]
8 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +8]
9 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +9]
10 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +10]
11 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +11]
12 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +12]
13 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +13]
14 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +14]
15 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +15]
16 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +16]
17 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +17]
18 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +18]
19 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +19]
20 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +20]
21 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +21]
22 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +22]
23 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +23]
24 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +24]
25 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +25]
26 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +26]
27 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +27]
28 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +28]
29 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +29]
30 Press the skill key while you're climbing to cancel.
Cooldown: 3 sec
[Passive Effect - All Stats: +30]
Show/hide all levels
Active Decent Mystic Door
Master Level 30
Description Creates a portal that leads to the nearest town. You (and only you) can use it multiple times until it disappears. Press Up to use it.
Level 1 Portal Duration: 32 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +1]
30 Portal Duration: 90 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +6]
Active Decent Mystic Door
Master Level 30
Description Creates a portal that leads to the nearest town. You (and only you) can use it multiple times until it disappears. Press Up to use it.
Level 1 Portal Duration: 32 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +1]
2 Portal Duration: 34 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +1]
3 Portal Duration: 36 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +1]
4 Portal Duration: 38 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +1]
5 Portal Duration: 40 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +1]
6 Portal Duration: 42 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +2]
7 Portal Duration: 44 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +2]
8 Portal Duration: 46 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +2]
9 Portal Duration: 48 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +2]
10 Portal Duration: 50 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +2]
11 Portal Duration: 52 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +3]
12 Portal Duration: 54 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +3]
13 Portal Duration: 56 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +3]
14 Portal Duration: 58 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +3]
15 Portal Duration: 60 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +3]
16 Portal Duration: 62 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +4]
17 Portal Duration: 64 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +4]
18 Portal Duration: 66 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +4]
19 Portal Duration: 68 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +4]
20 Portal Duration: 70 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +4]
21 Portal Duration: 72 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +5]
22 Portal Duration: 74 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +5]
23 Portal Duration: 76 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +5]
24 Portal Duration: 78 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +5]
25 Portal Duration: 80 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +5]
26 Portal Duration: 82 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +6]
27 Portal Duration: 84 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +6]
28 Portal Duration: 86 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +6]
29 Portal Duration: 88 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +6]
30 Portal Duration: 90 sec
Cooldown: 130 sec
[Passive Effect - All Stats: +6]
Show/hide all levels
Active Decent Sharp Eyes
Master Level 30
Description Locates an enemy's weak spot to deal lethal damage. Does not stack with Sharp Eyes.
Level 1 Duration: 183 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +1]
30 Duration: 270 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +6]
Active Decent Sharp Eyes
Master Level 30
Description Locates an enemy's weak spot to deal lethal damage. Does not stack with Sharp Eyes.
Level 1 Duration: 183 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +1]
2 Duration: 186 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +1]
3 Duration: 189 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +1]
4 Duration: 192 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +1]
5 Duration: 195 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +1]
6 Duration: 198 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +2]
7 Duration: 201 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +2]
8 Duration: 204 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +2]
9 Duration: 207 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +2]
10 Duration: 210 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +2]
11 Duration: 213 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +3]
12 Duration: 216 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +3]
13 Duration: 219 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +3]
14 Duration: 222 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +3]
15 Duration: 225 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +3]
16 Duration: 228 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +4]
17 Duration: 231 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +4]
18 Duration: 234 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +4]
19 Duration: 237 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +4]
20 Duration: 240 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +4]
21 Duration: 243 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +5]
22 Duration: 246 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +5]
23 Duration: 249 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +5]
24 Duration: 252 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +5]
25 Duration: 255 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +5]
26 Duration: 258 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +6]
27 Duration: 261 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +6]
28 Duration: 264 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +6]
29 Duration: 267 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +6]
30 Duration: 270 sec, Critical Rate: +10%, Critical Damage: +8%
Cooldown: 180 sec
[Passive Effect - All Stats: +6]
Show/hide all levels
Active Decent Hyper Body
Master Level 30
Description Increases Max HP and Max MP. Does not stack with Hyper Body.
Level 1 Duration: 183 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +1]
30 Duration: 270 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +6]
Active Decent Hyper Body
Master Level 30
Description Increases Max HP and Max MP. Does not stack with Hyper Body.
Level 1 Duration: 183 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +1]
2 Duration: 186 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +1]
3 Duration: 189 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +1]
4 Duration: 192 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +1]
5 Duration: 195 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +1]
6 Duration: 198 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +2]
7 Duration: 201 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +2]
8 Duration: 204 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +2]
9 Duration: 207 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +2]
10 Duration: 210 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +2]
11 Duration: 213 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +3]
12 Duration: 216 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +3]
13 Duration: 219 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +3]
14 Duration: 222 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +3]
15 Duration: 225 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +3]
16 Duration: 228 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +4]
17 Duration: 231 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +4]
18 Duration: 234 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +4]
19 Duration: 237 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +4]
20 Duration: 240 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +4]
21 Duration: 243 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +5]
22 Duration: 246 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +5]
23 Duration: 249 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +5]
24 Duration: 252 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +5]
25 Duration: 255 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +5]
26 Duration: 258 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +6]
27 Duration: 261 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +6]
28 Duration: 264 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +6]
29 Duration: 267 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +6]
30 Duration: 270 sec, Max HP: +40%, Max MP: +40%
Cooldown: 180 sec
[Passive Effect - All Stats: +6]
Show/hide all levels
Active Decent Combat Orders
Master Level 30
Description 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, 5th job skills, and 6th job skills cannot be increased.
Does not stack with Combat Orders.
Level 1 Duration: 183 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +1]
30 Duration: 270 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +6]
Active Decent Combat Orders
Master Level 30
Description 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, 5th job skills, and 6th job skills cannot be increased.
Does not stack with Combat Orders.
Level 1 Duration: 183 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +1]
2 Duration: 186 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +1]
3 Duration: 189 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +1]
4 Duration: 192 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +1]
5 Duration: 195 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +1]
6 Duration: 198 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +2]
7 Duration: 201 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +2]
8 Duration: 204 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +2]
9 Duration: 207 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +2]
10 Duration: 210 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +2]
11 Duration: 213 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +3]
12 Duration: 216 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +3]
13 Duration: 219 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +3]
14 Duration: 222 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +3]
15 Duration: 225 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +3]
16 Duration: 228 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +4]
17 Duration: 231 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +4]
18 Duration: 234 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +4]
19 Duration: 237 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +4]
20 Duration: 240 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +4]
21 Duration: 243 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +5]
22 Duration: 246 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +5]
23 Duration: 249 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +5]
24 Duration: 252 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +5]
25 Duration: 255 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +5]
26 Duration: 258 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +6]
27 Duration: 261 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +6]
28 Duration: 264 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +6]
29 Duration: 267 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +6]
30 Duration: 270 sec, All Skills: +1
Cooldown: 180 sec
[Passive Effect - Abnormal Status Resistance: +6]
Show/hide all levels
Passive Decent Advanced Blessing
Master Level 30
Description Increase ATT, Magic ATT, Defense, Max HP, and Max MP.
Only the highest effect from Bless, Advanced Blessing, or Decent Advanced Blessing will be applied.
Level 1 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +1]
30 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +6]
Passive Decent Advanced Blessing
Master Level 30
Description Increase ATT, Magic ATT, Defense, Max HP, and Max MP.
Only the highest effect from Bless, Advanced Blessing, or Decent Advanced Blessing will be applied.
Level 1 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +1]
2 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +1]
3 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +1]
4 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +1]
5 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +1]
6 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +2]
7 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +2]
8 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +2]
9 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +2]
10 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +2]
11 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +3]
12 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +3]
13 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +3]
14 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +3]
15 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +3]
16 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +4]
17 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +4]
18 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +4]
19 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +4]
20 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +4]
21 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +5]
22 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +5]
23 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +5]
24 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +5]
25 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +5]
26 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +6]
27 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +6]
28 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +6]
29 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +6]
30 Attack Power: +20, Magic ATT: +20, Defense: +425, Max HP: +475, Max MP: +475
[Passive Effect - All stats: +6]
Show/hide all levels
Passive Decent Speed Infusion
Master Level 30
Description Increase your attack speed by 1. Only the highest effect from either Speed Infusion or Decent Speed Infusion will be applied.
Level 1 Attack Speed +1 Level
[Passive Effect - All Stats: +1]
30 Attack Speed +1 Level
[Passive Effect - All Stats: +6]
Passive Decent Speed Infusion
Master Level 30
Description Increase your attack speed by 1. Only the highest effect from either Speed Infusion or Decent Speed Infusion will be applied.
Level 1 Attack Speed +1 Level
[Passive Effect - All Stats: +1]
2 Attack Speed +1 Level
[Passive Effect - All Stats: +1]
3 Attack Speed +1 Level
[Passive Effect - All Stats: +1]
4 Attack Speed +1 Level
[Passive Effect - All Stats: +1]
5 Attack Speed +1 Level
[Passive Effect - All Stats: +1]
6 Attack Speed +1 Level
[Passive Effect - All Stats: +2]
7 Attack Speed +1 Level
[Passive Effect - All Stats: +2]
8 Attack Speed +1 Level
[Passive Effect - All Stats: +2]
9 Attack Speed +1 Level
[Passive Effect - All Stats: +2]
10 Attack Speed +1 Level
[Passive Effect - All Stats: +2]
11 Attack Speed +1 Level
[Passive Effect - All Stats: +3]
12 Attack Speed +1 Level
[Passive Effect - All Stats: +3]
13 Attack Speed +1 Level
[Passive Effect - All Stats: +3]
14 Attack Speed +1 Level
[Passive Effect - All Stats: +3]
15 Attack Speed +1 Level
[Passive Effect - All Stats: +3]
16 Attack Speed +1 Level
[Passive Effect - All Stats: +4]
17 Attack Speed +1 Level
[Passive Effect - All Stats: +4]
18 Attack Speed +1 Level
[Passive Effect - All Stats: +4]
19 Attack Speed +1 Level
[Passive Effect - All Stats: +4]
20 Attack Speed +1 Level
[Passive Effect - All Stats: +4]
21 Attack Speed +1 Level
[Passive Effect - All Stats: +5]
22 Attack Speed +1 Level
[Passive Effect - All Stats: +5]
23 Attack Speed +1 Level
[Passive Effect - All Stats: +5]
24 Attack Speed +1 Level
[Passive Effect - All Stats: +5]
25 Attack Speed +1 Level
[Passive Effect - All Stats: +5]
26 Attack Speed +1 Level
[Passive Effect - All Stats: +6]
27 Attack Speed +1 Level
[Passive Effect - All Stats: +6]
28 Attack Speed +1 Level
[Passive Effect - All Stats: +6]
29 Attack Speed +1 Level
[Passive Effect - All Stats: +6]
30 Attack Speed +1 Level
[Passive Effect - All Stats: +6]
Show/hide all levels
Active Blink
Master Level 30
Description 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 3.1 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +1]
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]
Active Blink
Master Level 30
Description 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 3.1 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +1]
2 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 3.1 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +2]
3 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 3.2 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +3]
4 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 3.3 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +4]
5 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 3.3 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +5]
6 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 3.4 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +6]
7 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 3.5 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +7]
8 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 3.5 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +8]
9 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 3.6 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +9]
10 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 3.7 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +10]
11 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 3.7 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +11]
12 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 3.8 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +12]
13 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 3.9 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +13]
14 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 3.9 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +14]
15 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 4 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +15]
16 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 4.1 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +16]
17 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 4.1 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +17]
18 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 4.2 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +18]
19 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 4.3 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +19]
20 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 4.3 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +20]
21 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 4.4 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +21]
22 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 4.5 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +22]
23 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 4.5 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +23]
24 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: +24]
25 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 4.7 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +25]
26 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 4.7 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +26]
27 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 4.8 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +27]
28 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 4.9 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +28]
29 HP Cost: 3% of Max HP. Teleport to a random location on the map.
Float for up to 4.9 sec. if you hold the key in the air
Cooldown: 20 sec.
[Passive Effect - Attack Power & Magic ATT: +29]
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]
Show/hide all levels
Active Erda Nova
Master Level 30
Description 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.
Erda Nova can be used while using other skills, and it can deal damage to enemies even when they are under Attack Ignore. It 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.
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.
Active Erda Nova
Master Level 30
Description 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.
Erda Nova can be used while using other skills, and it can deal damage to enemies even when they are under Attack Ignore. It 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.
2 HP Cost: 15% of Max HP, Damage: 162%, 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: 212 sec.
3 HP Cost: 15% of Max HP, Damage: 168%, 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: 208 sec.
4 HP Cost: 15% of Max HP, Damage: 174%, 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: 204 sec.
5 HP Cost: 15% of Max HP, Damage: 180%, 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: 200 sec.
6 HP Cost: 15% of Max HP, Damage: 186%, 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: 196 sec.
7 HP Cost: 15% of Max HP, Damage: 192%, 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: 192 sec.
8 HP Cost: 15% of Max HP, Damage: 198%, 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: 188 sec.
9 HP Cost: 15% of Max HP, Damage: 204%, 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: 184 sec.
10 HP Cost: 15% of Max HP, Damage: 210%, 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: 180 sec.
11 HP Cost: 15% of Max HP, Damage: 216%, 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: 176 sec.
12 HP Cost: 15% of Max HP, Damage: 222%, 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: 172 sec.
13 HP Cost: 15% of Max HP, Damage: 228%, 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: 168 sec.
14 HP Cost: 15% of Max HP, Damage: 234%, 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: 164 sec.
15 HP Cost: 15% of Max HP, Damage: 240%, 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: 160 sec.
16 HP Cost: 15% of Max HP, Damage: 246%, 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: 156 sec.
17 HP Cost: 15% of Max HP, Damage: 252%, 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: 152 sec.
18 HP Cost: 15% of Max HP, Damage: 258%, 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: 148 sec.
19 HP Cost: 15% of Max HP, Damage: 264%, 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: 144 sec.
20 HP Cost: 15% of Max HP, Damage: 270%, 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: 140 sec.
21 HP Cost: 15% of Max HP, Damage: 276%, 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: 136 sec.
22 HP Cost: 15% of Max HP, Damage: 282%, 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: 132 sec.
23 HP Cost: 15% of Max HP, Damage: 288%, 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: 128 sec.
24 HP Cost: 15% of Max HP, Damage: 294%, 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: 124 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.
26 HP Cost: 15% of Max HP, Damage: 306%, 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: 116 sec.
27 HP Cost: 15% of Max HP, Damage: 312%, 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: 112 sec.
28 HP Cost: 15% of Max HP, Damage: 318%, 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: 108 sec.
29 HP Cost: 15% of Max HP, Damage: 324%, 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: 104 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.
Show/hide all levels
Active Will of Erda
Master Level 30
Description 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. Does not apply Combat Orders.
Can be used while using other skills.
Level 1 HP Cost: 5% of Max HP, Cooldown: 475 sec
30 HP Cost: 5% of Max HP, Cooldown: 330 sec
Active Will of Erda
Master Level 30
Description 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. Does not apply Combat Orders.
Can be used while using other skills.
Level 1 HP Cost: 5% of Max HP, Cooldown: 475 sec
2 HP Cost: 5% of Max HP, Cooldown: 470 sec
3 HP Cost: 5% of Max HP, Cooldown: 465 sec
4 HP Cost: 5% of Max HP, Cooldown: 460 sec
5 HP Cost: 5% of Max HP, Cooldown: 455 sec
6 HP Cost: 5% of Max HP, Cooldown: 450 sec
7 HP Cost: 5% of Max HP, Cooldown: 445 sec
8 HP Cost: 5% of Max HP, Cooldown: 440 sec
9 HP Cost: 5% of Max HP, Cooldown: 435 sec
10 HP Cost: 5% of Max HP, Cooldown: 430 sec
11 HP Cost: 5% of Max HP, Cooldown: 425 sec
12 HP Cost: 5% of Max HP, Cooldown: 420 sec
13 HP Cost: 5% of Max HP, Cooldown: 415 sec
14 HP Cost: 5% of Max HP, Cooldown: 410 sec
15 HP Cost: 5% of Max HP, Cooldown: 405 sec
16 HP Cost: 5% of Max HP, Cooldown: 400 sec
17 HP Cost: 5% of Max HP, Cooldown: 395 sec
18 HP Cost: 5% of Max HP, Cooldown: 390 sec
19 HP Cost: 5% of Max HP, Cooldown: 385 sec
20 HP Cost: 5% of Max HP, Cooldown: 380 sec
21 HP Cost: 5% of Max HP, Cooldown: 375 sec
22 HP Cost: 5% of Max HP, Cooldown: 370 sec
23 HP Cost: 5% of Max HP, Cooldown: 365 sec
24 HP Cost: 5% of Max HP, Cooldown: 360 sec
25 HP Cost: 5% of Max HP, Cooldown: 355 sec
26 HP Cost: 5% of Max HP, Cooldown: 350 sec
27 HP Cost: 5% of Max HP, Cooldown: 345 sec
28 HP Cost: 5% of Max HP, Cooldown: 340 sec
29 HP Cost: 5% of Max HP, Cooldown: 335 sec
30 HP Cost: 5% of Max HP, Cooldown: 330 sec
Show/hide all levels
Active Decent Holy Symbol
Master Level 30
Description Temporarily gain extra EXP and items when hunting monsters. Does not stack with Holy Symbol.
Level 1 Duration: 183 sec, EXP: +20%, Drop Rate: +14%
Cooldown: 180 sec
30 Duration: 270 sec, EXP: +35%, Drop Rate: +24%
Cooldown: 180 sec
Active Decent Holy Symbol
Master Level 30
Description Temporarily gain extra EXP and items when hunting monsters. Does not stack with Holy Symbol.
Level 1 Duration: 183 sec, EXP: +20%, Drop Rate: +14%
Cooldown: 180 sec
2 Duration: 186 sec, EXP: +21%, Drop Rate: +14%
Cooldown: 180 sec
3 Duration: 189 sec, EXP: +21%, Drop Rate: +15%
Cooldown: 180 sec
4 Duration: 192 sec, EXP: +22%, Drop Rate: +15%
Cooldown: 180 sec
5 Duration: 195 sec, EXP: +22%, Drop Rate: +15%
Cooldown: 180 sec
6 Duration: 198 sec, EXP: +23%, Drop Rate: +16%
Cooldown: 180 sec
7 Duration: 201 sec, EXP: +23%, Drop Rate: +16%
Cooldown: 180 sec
8 Duration: 204 sec, EXP: +24%, Drop Rate: +16%
Cooldown: 180 sec
9 Duration: 207 sec, EXP: +24%, Drop Rate: +17%
Cooldown: 180 sec
10 Duration: 210 sec, EXP: +25%, Drop Rate: +17%
Cooldown: 180 sec
11 Duration: 213 sec, EXP: +25%, Drop Rate: +17%
Cooldown: 180 sec
12 Duration: 216 sec, EXP: +26%, Drop Rate: +18%
Cooldown: 180 sec
13 Duration: 219 sec, EXP: +26%, Drop Rate: +18%
Cooldown: 180 sec
14 Duration: 222 sec, EXP: +27%, Drop Rate: +18%
Cooldown: 180 sec
15 Duration: 225 sec, EXP: +27%, Drop Rate: +19%
Cooldown: 180 sec
16 Duration: 228 sec, EXP: +28%, Drop Rate: +19%
Cooldown: 180 sec
17 Duration: 231 sec, EXP: +28%, Drop Rate: +19%
Cooldown: 180 sec
18 Duration: 234 sec, EXP: +29%, Drop Rate: +20%
Cooldown: 180 sec
19 Duration: 237 sec, EXP: +29%, Drop Rate: +20%
Cooldown: 180 sec
20 Duration: 240 sec, EXP: +30%, Drop Rate: +20%
Cooldown: 180 sec
21 Duration: 243 sec, EXP: +30%, Drop Rate: +21%
Cooldown: 180 sec
22 Duration: 246 sec, EXP: +31%, Drop Rate: +21%
Cooldown: 180 sec
23 Duration: 249 sec, EXP: +31%, Drop Rate: +21%
Cooldown: 180 sec
24 Duration: 252 sec, EXP: +32%, Drop Rate: +22%
Cooldown: 180 sec
25 Duration: 255 sec, EXP: +32%, Drop Rate: +22%
Cooldown: 180 sec
26 Duration: 258 sec, EXP: +33%, Drop Rate: +22%
Cooldown: 180 sec
27 Duration: 261 sec, EXP: +33%, Drop Rate: +23%
Cooldown: 180 sec
28 Duration: 264 sec, EXP: +34%, Drop Rate: +23%
Cooldown: 180 sec
29 Duration: 267 sec, EXP: +34%, Drop Rate: +23%
Cooldown: 180 sec
30 Duration: 270 sec, EXP: +35%, Drop Rate: +24%
Cooldown: 180 sec
Show/hide all levels
Active Erda Shower
Master Level 30
Description Fires a blast of compressed Erda at nearby enemies.
Pressing the skill key with the down arrow key summons an Erda Fountain, an object filled with pure Erda.
With Action Customization enabled, you can summon an Erda Fountain by pressing its skill key again, without the use of the arrow keys.
When Shadow Partner, Mirror Image, Buckshot, Falling Moon, Equinox Cycle, Dark Servant, Arc Charger, Blue Blood, or Manifest Projector are active, your final damage will be increased instead of your attack count.
Right-click to toggle Action Customization ON/OFF
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.
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.
Active Erda Shower
Master Level 30
Description Fires a blast of compressed Erda at nearby enemies.
Pressing the skill key with the down arrow key summons an Erda Fountain, an object filled with pure Erda.
With Action Customization enabled, you can summon an Erda Fountain by pressing its skill key again, without the use of the arrow keys.
When Shadow Partner, Mirror Image, Buckshot, Falling Moon, Equinox Cycle, Dark Servant, Arc Charger, Blue Blood, or Manifest Projector are active, your final damage will be increased instead of your attack count.
Right-click to toggle Action Customization ON/OFF
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.
2 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 480%, 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: 480%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
3 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 495%, 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: 495%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
4 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 510%, 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: 510%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
5 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 525%, 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: 525%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
6 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 540%, 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: 540%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
7 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 555%, 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: 555%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
8 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 570%, 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: 570%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
9 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 585%, 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: 585%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
10 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 600%, 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: 600%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
11 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 615%, 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: 615%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
12 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 630%, 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: 630%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
13 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 645%, 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: 645%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
14 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 660%, 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: 660%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
15 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 675%, 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: 675%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
16 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 690%, 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: 690%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
17 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 705%, 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: 705%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
18 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 720%, 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: 720%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
19 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 735%, 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: 735%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
20 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 750%, 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: 750%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
21 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 765%, 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: 765%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
22 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 780%, 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: 780%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
23 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 795%, 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: 795%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
24 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 810%, 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: 810%, 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.
26 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 840%, 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: 840%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
27 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 855%, 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: 855%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
28 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 870%, 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: 870%, Number of Attacks: 4
Cooldown: 60 sec
Cooldown shared with Erdas Shower and Erda Fountain.
29 HP Cost: 3000
Erdas Shower
Max Enemies Hit: 15, Damage: 885%, 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: 885%, 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.
Show/hide all levels
Active Decent Holy Fountain
Master Level 30
Description Summon a Holy Fountain that restores party members' HP. Even party members with the Undead status can use it. Approach the fountain and press the up arrow key to heal.
Can't be used on a map where another party member's Holy Fountain or Decent Holy Fountain already exists.
If the Decent Holy Fountain disappears before its duration ends, a Vestige of Divinity will remain. Can't be used on a map where another party member's Holy Fountain, Decent Holy Fountain, or Vestige of Divinity already exists.
Not affected by effects which reset cooldowns, increase recovery skill potency, or increase summon duration. Cannot be summoned near a portal.
Level 1 Duration: 31 sec, restores 5% HP when used, able to use 5 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 89 sec
[Passive Effect - All Stats: +1]
30 Duration: 60 sec, restores 35% HP when used, able to use 20 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 60 sec
[Passive Effect - All Stats: +6]
Active Decent Holy Fountain
Master Level 30
Description Summon a Holy Fountain that restores party members' HP. Even party members with the Undead status can use it. Approach the fountain and press the up arrow key to heal.
Can't be used on a map where another party member's Holy Fountain or Decent Holy Fountain already exists.
If the Decent Holy Fountain disappears before its duration ends, a Vestige of Divinity will remain. Can't be used on a map where another party member's Holy Fountain, Decent Holy Fountain, or Vestige of Divinity already exists.
Not affected by effects which reset cooldowns, increase recovery skill potency, or increase summon duration. Cannot be summoned near a portal.
Level 1 Duration: 31 sec, restores 5% HP when used, able to use 5 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 89 sec
[Passive Effect - All Stats: +1]
2 Duration: 32 sec, restores 5% HP when used, able to use 6 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 88 sec
[Passive Effect - All Stats: +1]
3 Duration: 33 sec, restores 5% HP when used, able to use 6 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 87 sec
[Passive Effect - All Stats: +1]
4 Duration: 34 sec, restores 5% HP when used, able to use 7 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 86 sec
[Passive Effect - All Stats: +1]
5 Duration: 35 sec, restores 10% HP when used, able to use 7 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 85 sec
[Passive Effect - All Stats: +1]
6 Duration: 36 sec, restores 10% HP when used, able to use 8 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 84 sec
[Passive Effect - All Stats: +2]
7 Duration: 37 sec, restores 10% HP when used, able to use 8 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 83 sec
[Passive Effect - All Stats: +2]
8 Duration: 38 sec, restores 10% HP when used, able to use 9 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 82 sec
[Passive Effect - All Stats: +2]
9 Duration: 39 sec, restores 10% HP when used, able to use 9 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 81 sec
[Passive Effect - All Stats: +2]
10 Duration: 40 sec, restores 15% HP when used, able to use 10 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 80 sec
[Passive Effect - All Stats: +2]
11 Duration: 41 sec, restores 15% HP when used, able to use 10 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 79 sec
[Passive Effect - All Stats: +3]
12 Duration: 42 sec, restores 15% HP when used, able to use 11 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 78 sec
[Passive Effect - All Stats: +3]
13 Duration: 43 sec, restores 15% HP when used, able to use 11 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 77 sec
[Passive Effect - All Stats: +3]
14 Duration: 44 sec, restores 15% HP when used, able to use 12 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 76 sec
[Passive Effect - All Stats: +3]
15 Duration: 45 sec, restores 20% HP when used, able to use 12 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 75 sec
[Passive Effect - All Stats: +3]
16 Duration: 46 sec, restores 20% HP when used, able to use 13 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 74 sec
[Passive Effect - All Stats: +4]
17 Duration: 47 sec, restores 20% HP when used, able to use 13 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 73 sec
[Passive Effect - All Stats: +4]
18 Duration: 48 sec, restores 20% HP when used, able to use 14 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 72 sec
[Passive Effect - All Stats: +4]
19 Duration: 49 sec, restores 20% HP when used, able to use 14 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 71 sec
[Passive Effect - All Stats: +4]
20 Duration: 50 sec, restores 25% HP when used, able to use 15 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 70 sec
[Passive Effect - All Stats: +4]
21 Duration: 51 sec, restores 25% HP when used, able to use 15 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 69 sec
[Passive Effect - All Stats: +5]
22 Duration: 52 sec, restores 25% HP when used, able to use 16 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 68 sec
[Passive Effect - All Stats: +5]
23 Duration: 53 sec, restores 25% HP when used, able to use 16 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 67 sec
[Passive Effect - All Stats: +5]
24 Duration: 54 sec, restores 25% HP when used, able to use 17 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 66 sec
[Passive Effect - All Stats: +5]
25 Duration: 55 sec, restores 30% HP when used, able to use 17 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 65 sec
[Passive Effect - All Stats: +5]
26 Duration: 56 sec, restores 30% HP when used, able to use 18 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 64 sec
[Passive Effect - All Stats: +6]
27 Duration: 57 sec, restores 30% HP when used, able to use 18 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 63 sec
[Passive Effect - All Stats: +6]
28 Duration: 58 sec, restores 30% HP when used, able to use 19 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 62 sec
[Passive Effect - All Stats: +6]
29 Duration: 59 sec, restores 30% HP when used, able to use 19 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 61 sec
[Passive Effect - All Stats: +6]
30 Duration: 60 sec, restores 35% HP when used, able to use 20 times total.
If it disappears before duration is up, Vestige of Divinity is created in the remaining time.
Cooldown: 60 sec
[Passive Effect - All Stats: +6]
Show/hide all levels
Active True Arachnid Reflection
Master Level 30
Description 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. Unaffected by attack reflection.
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
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
Active True Arachnid Reflection
Master Level 30
Description 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. Unaffected by attack reflection.
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
2 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 486%, 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 189% 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
3 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 504%, 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 196% 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
4 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 522%, 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 203% 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
5 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 540%, 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 210% 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
6 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 558%, 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 217% 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
7 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 576%, 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 224% 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
8 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 594%, 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 231% 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
9 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 612%, 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 238% 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
10 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 630%, 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 245% 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
11 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 648%, 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 252% 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
12 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 666%, 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 259% 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
13 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 684%, 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 266% 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
14 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 702%, 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 273% 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
15 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 720%, 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 280% 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
16 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 738%, 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 287% 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
17 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 756%, 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 294% 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
18 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 774%, 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 301% 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
19 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 792%, 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 308% 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
20 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 810%, 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 315% 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
21 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 828%, 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 322% 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
22 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 846%, 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 329% 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
23 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 864%, 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 336% 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
24 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 882%, 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 343% 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
26 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 918%, 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 357% 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
27 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 936%, 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 364% 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
28 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 954%, 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 371% 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
29 HP Cost: 15% of Max HP
Spatial Collapse - Max Enemies Hit: 15, Damage: 972%, 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 378% 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
Show/hide all levels
Active Solar Crest
Master Level 30
Description Mitra's power manifests the searing heat of the sun as a blazing inferno. The flame emblem is unaffected by attack reflection.
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
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
Active Solar Crest
Master Level 30
Description Mitra's power manifests the searing heat of the sun as a blazing inferno. The flame emblem is unaffected by attack reflection.
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
2 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 810% damage up to 15 enemies 12 times.
Flame Emblem: deals 216% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 297% damage if striking a single enemy.
Cooldown: 250 sec
3 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 840% damage up to 15 enemies 12 times.
Flame Emblem: deals 224% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 308% damage if striking a single enemy.
Cooldown: 250 sec
4 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 870% damage up to 15 enemies 12 times.
Flame Emblem: deals 232% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 319% damage if striking a single enemy.
Cooldown: 250 sec
5 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 900% damage up to 15 enemies 12 times.
Flame Emblem: deals 240% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 330% damage if striking a single enemy.
Cooldown: 250 sec
6 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 930% damage up to 15 enemies 12 times.
Flame Emblem: deals 248% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 341% damage if striking a single enemy.
Cooldown: 250 sec
7 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 960% damage up to 15 enemies 12 times.
Flame Emblem: deals 256% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 352% damage if striking a single enemy.
Cooldown: 250 sec
8 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 990% damage up to 15 enemies 12 times.
Flame Emblem: deals 264% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 363% damage if striking a single enemy.
Cooldown: 250 sec
9 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1020% damage up to 15 enemies 12 times.
Flame Emblem: deals 272% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 374% damage if striking a single enemy.
Cooldown: 250 sec
10 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1050% damage up to 15 enemies 12 times.
Flame Emblem: deals 280% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 385% damage if striking a single enemy.
Cooldown: 250 sec
11 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1080% damage up to 15 enemies 12 times.
Flame Emblem: deals 288% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 396% damage if striking a single enemy.
Cooldown: 250 sec
12 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1110% damage up to 15 enemies 12 times.
Flame Emblem: deals 296% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 407% damage if striking a single enemy.
Cooldown: 250 sec
13 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1140% damage up to 15 enemies 12 times.
Flame Emblem: deals 304% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 418% damage if striking a single enemy.
Cooldown: 250 sec
14 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1170% damage up to 15 enemies 12 times.
Flame Emblem: deals 312% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 429% damage if striking a single enemy.
Cooldown: 250 sec
15 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1200% damage up to 15 enemies 12 times.
Flame Emblem: deals 320% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 440% damage if striking a single enemy.
Cooldown: 250 sec
16 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1230% damage up to 15 enemies 12 times.
Flame Emblem: deals 328% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 451% damage if striking a single enemy.
Cooldown: 250 sec
17 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1260% damage up to 15 enemies 12 times.
Flame Emblem: deals 336% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 462% damage if striking a single enemy.
Cooldown: 250 sec
18 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1290% damage up to 15 enemies 12 times.
Flame Emblem: deals 344% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 473% damage if striking a single enemy.
Cooldown: 250 sec
19 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1320% damage up to 15 enemies 12 times.
Flame Emblem: deals 352% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 484% damage if striking a single enemy.
Cooldown: 250 sec
20 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1350% damage up to 15 enemies 12 times.
Flame Emblem: deals 360% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 495% damage if striking a single enemy.
Cooldown: 250 sec
21 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1380% damage up to 15 enemies 12 times.
Flame Emblem: deals 368% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 506% damage if striking a single enemy.
Cooldown: 250 sec
22 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1410% damage up to 15 enemies 12 times.
Flame Emblem: deals 376% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 517% damage if striking a single enemy.
Cooldown: 250 sec
23 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1440% damage up to 15 enemies 12 times.
Flame Emblem: deals 384% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 528% damage if striking a single enemy.
Cooldown: 250 sec
24 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1470% damage up to 15 enemies 12 times.
Flame Emblem: deals 392% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 539% 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
26 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1530% damage up to 15 enemies 12 times.
Flame Emblem: deals 408% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 561% damage if striking a single enemy.
Cooldown: 250 sec
27 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1560% damage up to 15 enemies 12 times.
Flame Emblem: deals 416% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 572% damage if striking a single enemy.
Cooldown: 250 sec
28 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1590% damage up to 15 enemies 12 times.
Flame Emblem: deals 424% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 583% damage if striking a single enemy.
Cooldown: 250 sec
29 HP Cost: 15% of Max HP
Mitra's Fire: summons a Flame Emblem after dealing 1620% damage up to 15 enemies 12 times.
Flame Emblem: deals 432% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 594% 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
Show/hide all levels
Active Resistance Infantry
Master Level 30
Description Summons a squad of Resistance infantry to blast the enemy with long-ranged attacks. Unaffected by attack reflection.
Level 1 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 335%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
30 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 683%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
Active Resistance Infantry
Master Level 30
Description Summons a squad of Resistance infantry to blast the enemy with long-ranged attacks. Unaffected by attack reflection.
Level 1 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 335%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
2 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 347%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
3 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 359%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
4 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 371%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
5 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 383%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
6 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 395%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
7 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 407%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
8 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 419%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
9 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 431%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
10 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 443%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
11 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 455%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
12 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 467%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
13 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 479%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
14 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 491%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
15 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 503%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
16 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 515%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
17 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 527%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
18 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 539%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
19 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 551%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
20 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 563%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
21 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 575%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
22 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 587%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
23 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 599%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
24 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 611%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
25 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 623%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
26 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 635%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
27 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 647%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
28 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 659%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
29 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 671%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
30 MP Cost: 650, summons a squad of Resistance infantry for 15 sec
Max Enemies Hit: 12, Damage: 683%, Number of Attacks: 9
Resummons squad when skill is used again, Resummon Cooldown: 3 sec
Cooldown: 60 sec
Show/hide all levels
Active Maple World Goddess's Blessing
Master Level 30
Description The Maple World Goddess's Blessing increases all stats and damage. Can only be used when you have Maple Warrior. Not affected by effects which reduce cooldown.
Level 1 MP Cost: 500, Increases stat bonuses as Maple Warrior by 110% for 60 sec, Damage: +5%
Cooldown: 120 sec
30 MP Cost: 500, Increases stat bonuses as Maple Warrior by 400% for 60 sec, Damage: +20%
Cooldown: 120 sec
Active Maple World Goddess's Blessing
Master Level 30
Description The Maple World Goddess's Blessing increases all stats and damage. Can only be used when you have Maple Warrior. Not affected by effects which reduce cooldown.
Level 1 MP Cost: 500, Increases stat bonuses as Maple Warrior by 110% for 60 sec, Damage: +5%
Cooldown: 120 sec
2 MP Cost: 500, Increases stat bonuses as Maple Warrior by 120% for 60 sec, Damage: +6%
Cooldown: 120 sec
3 MP Cost: 500, Increases stat bonuses as Maple Warrior by 130% for 60 sec, Damage: +6%
Cooldown: 120 sec
4 MP Cost: 500, Increases stat bonuses as Maple Warrior by 140% for 60 sec, Damage: +7%
Cooldown: 120 sec
5 MP Cost: 500, Increases stat bonuses as Maple Warrior by 150% for 60 sec, Damage: +7%
Cooldown: 120 sec
6 MP Cost: 500, Increases stat bonuses as Maple Warrior by 160% for 60 sec, Damage: +8%
Cooldown: 120 sec
7 MP Cost: 500, Increases stat bonuses as Maple Warrior by 170% for 60 sec, Damage: +8%
Cooldown: 120 sec
8 MP Cost: 500, Increases stat bonuses as Maple Warrior by 180% for 60 sec, Damage: +9%
Cooldown: 120 sec
9 MP Cost: 500, Increases stat bonuses as Maple Warrior by 190% for 60 sec, Damage: +9%
Cooldown: 120 sec
10 MP Cost: 500, Increases stat bonuses as Maple Warrior by 200% for 60 sec, Damage: +10%
Cooldown: 120 sec
11 MP Cost: 500, Increases stat bonuses as Maple Warrior by 210% for 60 sec, Damage: +10%
Cooldown: 120 sec
12 MP Cost: 500, Increases stat bonuses as Maple Warrior by 220% for 60 sec, Damage: +11%
Cooldown: 120 sec
13 MP Cost: 500, Increases stat bonuses as Maple Warrior by 230% for 60 sec, Damage: +11%
Cooldown: 120 sec
14 MP Cost: 500, Increases stat bonuses as Maple Warrior by 240% for 60 sec, Damage: +12%
Cooldown: 120 sec
15 MP Cost: 500, Increases stat bonuses as Maple Warrior by 250% for 60 sec, Damage: +12%
Cooldown: 120 sec
16 MP Cost: 500, Increases stat bonuses as Maple Warrior by 260% for 60 sec, Damage: +13%
Cooldown: 120 sec
17 MP Cost: 500, Increases stat bonuses as Maple Warrior by 270% for 60 sec, Damage: +13%
Cooldown: 120 sec
18 MP Cost: 500, Increases stat bonuses as Maple Warrior by 280% for 60 sec, Damage: +14%
Cooldown: 120 sec
19 MP Cost: 500, Increases stat bonuses as Maple Warrior by 290% for 60 sec, Damage: +14%
Cooldown: 120 sec
20 MP Cost: 500, Increases stat bonuses as Maple Warrior by 300% for 60 sec, Damage: +15%
Cooldown: 120 sec
21 MP Cost: 500, Increases stat bonuses as Maple Warrior by 310% for 60 sec, Damage: +15%
Cooldown: 120 sec
22 MP Cost: 500, Increases stat bonuses as Maple Warrior by 320% for 60 sec, Damage: +16%
Cooldown: 120 sec
23 MP Cost: 500, Increases stat bonuses as Maple Warrior by 330% for 60 sec, Damage: +16%
Cooldown: 120 sec
24 MP Cost: 500, Increases stat bonuses as Maple Warrior by 340% for 60 sec, Damage: +17%
Cooldown: 120 sec
25 MP Cost: 500, Increases stat bonuses as Maple Warrior by 350% for 60 sec, Damage: +17%
Cooldown: 120 sec
26 MP Cost: 500, Increases stat bonuses as Maple Warrior by 360% for 60 sec, Damage: +18%
Cooldown: 120 sec
27 MP Cost: 500, Increases stat bonuses as Maple Warrior by 370% for 60 sec, Damage: +18%
Cooldown: 120 sec
28 MP Cost: 500, Increases stat bonuses as Maple Warrior by 380% for 60 sec, Damage: +19%
Cooldown: 120 sec
29 MP Cost: 500, Increases stat bonuses as Maple Warrior by 390% for 60 sec, Damage: +19%
Cooldown: 120 sec
30 MP Cost: 500, Increases stat bonuses as Maple Warrior by 400% for 60 sec, Damage: +20%
Cooldown: 120 sec
Show/hide all levels
Active Weapon Aura
Master Level 30
Description 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. Affected by effects which reduce cooldown.
Level 1 HP Cost: 100, Ignores 10% Enemy DEF for 72 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.
Cooldown 120 sec.
30 HP Cost: 100, Ignores 16% Enemy DEF for 130 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.
Cooldown 120 sec.
Active Weapon Aura
Master Level 30
Description 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. Affected by effects which reduce cooldown.
Level 1 HP Cost: 100, Ignores 10% Enemy DEF for 72 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.
Cooldown 120 sec.
2 HP Cost: 100, Ignores 10% Enemy DEF for 74 sec, Final Damage: +1%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 540% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
3 HP Cost: 100, Ignores 10% Enemy DEF for 76 sec, Final Damage: +1%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 560% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
4 HP Cost: 100, Ignores 10% Enemy DEF for 78 sec, Final Damage: +1%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 580% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
5 HP Cost: 100, Ignores 11% Enemy DEF for 80 sec, Final Damage: +1%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 600% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
6 HP Cost: 100, Ignores 11% Enemy DEF for 82 sec, Final Damage: +2%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 620% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
7 HP Cost: 100, Ignores 11% Enemy DEF for 84 sec, Final Damage: +2%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 640% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
8 HP Cost: 100, Ignores 11% Enemy DEF for 86 sec, Final Damage: +2%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 660% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
9 HP Cost: 100, Ignores 11% Enemy DEF for 88 sec, Final Damage: +2%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 680% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
10 HP Cost: 100, Ignores 12% Enemy DEF for 90 sec, Final Damage: +2%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 700% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
11 HP Cost: 100, Ignores 12% Enemy DEF for 92 sec, Final Damage: +3%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 720% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
12 HP Cost: 100, Ignores 12% Enemy DEF for 94 sec, Final Damage: +3%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 740% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
13 HP Cost: 100, Ignores 12% Enemy DEF for 96 sec, Final Damage: +3%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 760% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
14 HP Cost: 100, Ignores 12% Enemy DEF for 98 sec, Final Damage: +3%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 780% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
15 HP Cost: 100, Ignores 13% Enemy DEF for 100 sec, Final Damage: +3%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 800% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
16 HP Cost: 100, Ignores 13% Enemy DEF for 102 sec, Final Damage: +4%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 820% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
17 HP Cost: 100, Ignores 13% Enemy DEF for 104 sec, Final Damage: +4%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 840% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
18 HP Cost: 100, Ignores 13% Enemy DEF for 106 sec, Final Damage: +4%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 860% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
19 HP Cost: 100, Ignores 13% Enemy DEF for 108 sec, Final Damage: +4%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 880% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
20 HP Cost: 100, Ignores 14% Enemy DEF for 110 sec, Final Damage: +4%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 900% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
21 HP Cost: 100, Ignores 14% Enemy DEF for 112 sec, Final Damage: +5%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 920% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
22 HP Cost: 100, Ignores 14% Enemy DEF for 114 sec, Final Damage: +5%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 940% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
23 HP Cost: 100, Ignores 14% Enemy DEF for 116 sec, Final Damage: +5%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 960% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
24 HP Cost: 100, Ignores 14% Enemy DEF for 118 sec, Final Damage: +5%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 980% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
25 HP Cost: 100, Ignores 15% Enemy DEF for 120 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.
Cooldown 120 sec.
26 HP Cost: 100, Ignores 15% Enemy DEF for 122 sec, Final Damage: +6%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 1020% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
27 HP Cost: 100, Ignores 15% Enemy DEF for 124 sec, Final Damage: +6%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 1040% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
28 HP Cost: 100, Ignores 15% Enemy DEF for 126 sec, Final Damage: +6%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 1060% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
29 HP Cost: 100, Ignores 15% Enemy DEF for 128 sec, Final Damage: +6%.
Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 1080% damage on up to 10 enemies, 6 times.
Cooldown 120 sec.
30 HP Cost: 100, Ignores 16% Enemy DEF for 130 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.
Cooldown 120 sec.
Show/hide all levels
Active Impenetrable Skin
Master Level 30
Description Makes your flesh as strong as steel so you're not pushed back by enemy attacks.
Level 1 HP Cost: 100, Duration: 15 sec, Knockdown Immunity and Status Resistance: +51
Cooldown: 120 sec
[Passive Effects - STR: +1, Max HP: +50]
30 HP Cost: 100, Duration: 18 sec, Knockdown Immunity and Status Resistance: +80
Cooldown: 120 sec
[Passive Effects - STR: +30, Max HP: +1500]
Active Impenetrable Skin
Master Level 30
Description Makes your flesh as strong as steel so you're not pushed back by enemy attacks.
Level 1 HP Cost: 100, Duration: 15 sec, Knockdown Immunity and Status Resistance: +51
Cooldown: 120 sec
[Passive Effects - STR: +1, Max HP: +50]
2 HP Cost: 100, Duration: 15 sec, Knockdown Immunity and Status Resistance: +52
Cooldown: 120 sec
[Passive Effects - STR: +2, Max HP: +100]
3 HP Cost: 100, Duration: 15 sec, Knockdown Immunity and Status Resistance: +53
Cooldown: 120 sec
[Passive Effects - STR: +3, Max HP: +150]
4 HP Cost: 100, Duration: 15 sec, Knockdown Immunity and Status Resistance: +54
Cooldown: 120 sec
[Passive Effects - STR: +4, Max HP: +200]
5 HP Cost: 100, Duration: 15 sec, Knockdown Immunity and Status Resistance: +55
Cooldown: 120 sec
[Passive Effects - STR: +5, Max HP: +250]
6 HP Cost: 100, Duration: 15 sec, Knockdown Immunity and Status Resistance: +56
Cooldown: 120 sec
[Passive Effects - STR: +6, Max HP: +300]
7 HP Cost: 100, Duration: 15 sec, Knockdown Immunity and Status Resistance: +57
Cooldown: 120 sec
[Passive Effects - STR: +7, Max HP: +350]
8 HP Cost: 100, Duration: 15 sec, Knockdown Immunity and Status Resistance: +58
Cooldown: 120 sec
[Passive Effects - STR: +8, Max HP: +400]
9 HP Cost: 100, Duration: 15 sec, Knockdown Immunity and Status Resistance: +59
Cooldown: 120 sec
[Passive Effects - STR: +9, Max HP: +450]
10 HP Cost: 100, Duration: 16 sec, Knockdown Immunity and Status Resistance: +60
Cooldown: 120 sec
[Passive Effects - STR: +10, Max HP: +500]
11 HP Cost: 100, Duration: 16 sec, Knockdown Immunity and Status Resistance: +61
Cooldown: 120 sec
[Passive Effects - STR: +11, Max HP: +550]
12 HP Cost: 100, Duration: 16 sec, Knockdown Immunity and Status Resistance: +62
Cooldown: 120 sec
[Passive Effects - STR: +12, Max HP: +600]
13 HP Cost: 100, Duration: 16 sec, Knockdown Immunity and Status Resistance: +63
Cooldown: 120 sec
[Passive Effects - STR: +13, Max HP: +650]
14 HP Cost: 100, Duration: 16 sec, Knockdown Immunity and Status Resistance: +64
Cooldown: 120 sec
[Passive Effects - STR: +14, Max HP: +700]
15 HP Cost: 100, Duration: 16 sec, Knockdown Immunity and Status Resistance: +65
Cooldown: 120 sec
[Passive Effects - STR: +15, Max HP: +750]
16 HP Cost: 100, Duration: 16 sec, Knockdown Immunity and Status Resistance: +66
Cooldown: 120 sec
[Passive Effects - STR: +16, Max HP: +800]
17 HP Cost: 100, Duration: 16 sec, Knockdown Immunity and Status Resistance: +67
Cooldown: 120 sec
[Passive Effects - STR: +17, Max HP: +850]
18 HP Cost: 100, Duration: 16 sec, Knockdown Immunity and Status Resistance: +68
Cooldown: 120 sec
[Passive Effects - STR: +18, Max HP: +900]
19 HP Cost: 100, Duration: 16 sec, Knockdown Immunity and Status Resistance: +69
Cooldown: 120 sec
[Passive Effects - STR: +19, Max HP: +950]
20 HP Cost: 100, Duration: 17 sec, Knockdown Immunity and Status Resistance: +70
Cooldown: 120 sec
[Passive Effects - STR: +20, Max HP: +1000]
21 HP Cost: 100, Duration: 17 sec, Knockdown Immunity and Status Resistance: +71
Cooldown: 120 sec
[Passive Effects - STR: +21, Max HP: +1050]
22 HP Cost: 100, Duration: 17 sec, Knockdown Immunity and Status Resistance: +72
Cooldown: 120 sec
[Passive Effects - STR: +22, Max HP: +1100]
23 HP Cost: 100, Duration: 17 sec, Knockdown Immunity and Status Resistance: +73
Cooldown: 120 sec
[Passive Effects - STR: +23, Max HP: +1150]
24 HP Cost: 100, Duration: 17 sec, Knockdown Immunity and Status Resistance: +74
Cooldown: 120 sec
[Passive Effects - STR: +24, Max HP: +1200]
25 HP Cost: 100, Duration: 17 sec, Knockdown Immunity and Status Resistance: +75
Cooldown: 120 sec
[Passive Effects - STR: +25, Max HP: +1250]
26 HP Cost: 100, Duration: 17 sec, Knockdown Immunity and Status Resistance: +76
Cooldown: 120 sec
[Passive Effects - STR: +26, Max HP: +1300]
27 HP Cost: 100, Duration: 17 sec, Knockdown Immunity and Status Resistance: +77
Cooldown: 120 sec
[Passive Effects - STR: +27, Max HP: +1350]
28 HP Cost: 100, Duration: 17 sec, Knockdown Immunity and Status Resistance: +78
Cooldown: 120 sec
[Passive Effects - STR: +28, Max HP: +1400]
29 HP Cost: 100, Duration: 17 sec, Knockdown Immunity and Status Resistance: +79
Cooldown: 120 sec
[Passive Effects - STR: +29, Max HP: +1450]
30 HP Cost: 100, Duration: 18 sec, Knockdown Immunity and Status Resistance: +80
Cooldown: 120 sec
[Passive Effects - STR: +30, Max HP: +1500]

Class-Specific Skills

Show/hide all levels
Active Rocket Punch
Master Level 30
Description 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: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 224%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
30 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 485%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
Active Rocket Punch
Master Level 30
Description 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: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 224%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
2 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 233%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
3 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 242%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
4 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 251%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
5 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 260%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
6 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 269%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
7 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 278%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
8 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 287%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
9 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 296%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
10 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 305%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
11 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 314%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
12 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 323%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
13 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 332%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
14 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 341%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
15 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 350%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
16 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 359%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
17 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 368%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
18 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 377%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
19 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 386%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
20 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 395%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
21 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 404%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
22 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 413%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
23 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 422%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
24 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 431%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
25 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 440%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
26 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 449%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
27 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 458%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
28 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 467%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
29 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 476%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
30 MP Cost: 1000, Duration: 50 sec. Using your arm cannon while active triggers Revolving Cannon Boost, which uses special ammunition.
Max Enemies Hit: 10, Damage: 485%, Number of Attacks: 8, Enemy DEF Ignored: 100%
Cooldown: 120 sec
Show/hide all levels
Active Gatling Punch
Master Level 30
Description 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: 910%, Number of Attacks: 15. Deals 702% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
30 MP Cost: 60, Max Enemies Hit: 10, Damage: 1925%, Number of Attacks: 15. Deals 1485% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
Active Gatling Punch
Master Level 30
Description 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: 910%, Number of Attacks: 15. Deals 702% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
2 MP Cost: 60, Max Enemies Hit: 10, Damage: 945%, Number of Attacks: 15. Deals 729% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
3 MP Cost: 60, Max Enemies Hit: 10, Damage: 980%, Number of Attacks: 15. Deals 756% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
4 MP Cost: 60, Max Enemies Hit: 10, Damage: 1015%, Number of Attacks: 15. Deals 783% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
5 MP Cost: 60, Max Enemies Hit: 10, Damage: 1050%, Number of Attacks: 15. Deals 810% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
6 MP Cost: 60, Max Enemies Hit: 10, Damage: 1085%, Number of Attacks: 15. Deals 837% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
7 MP Cost: 60, Max Enemies Hit: 10, Damage: 1120%, Number of Attacks: 15. Deals 864% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
8 MP Cost: 60, Max Enemies Hit: 10, Damage: 1155%, Number of Attacks: 15. Deals 891% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
9 MP Cost: 60, Max Enemies Hit: 10, Damage: 1190%, Number of Attacks: 15. Deals 918% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
10 MP Cost: 60, Max Enemies Hit: 10, Damage: 1225%, Number of Attacks: 15. Deals 945% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
11 MP Cost: 60, Max Enemies Hit: 10, Damage: 1260%, Number of Attacks: 15. Deals 972% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
12 MP Cost: 60, Max Enemies Hit: 10, Damage: 1295%, Number of Attacks: 15. Deals 999% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
13 MP Cost: 60, Max Enemies Hit: 10, Damage: 1330%, Number of Attacks: 15. Deals 1026% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
14 MP Cost: 60, Max Enemies Hit: 10, Damage: 1365%, Number of Attacks: 15. Deals 1053% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
15 MP Cost: 60, Max Enemies Hit: 10, Damage: 1400%, Number of Attacks: 15. Deals 1080% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
16 MP Cost: 60, Max Enemies Hit: 10, Damage: 1435%, Number of Attacks: 15. Deals 1107% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
17 MP Cost: 60, Max Enemies Hit: 10, Damage: 1470%, Number of Attacks: 15. Deals 1134% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
18 MP Cost: 60, Max Enemies Hit: 10, Damage: 1505%, Number of Attacks: 15. Deals 1161% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
19 MP Cost: 60, Max Enemies Hit: 10, Damage: 1540%, Number of Attacks: 15. Deals 1188% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
20 MP Cost: 60, Max Enemies Hit: 10, Damage: 1575%, Number of Attacks: 15. Deals 1215% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
21 MP Cost: 60, Max Enemies Hit: 10, Damage: 1610%, Number of Attacks: 15. Deals 1242% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
22 MP Cost: 60, Max Enemies Hit: 10, Damage: 1645%, Number of Attacks: 15. Deals 1269% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
23 MP Cost: 60, Max Enemies Hit: 10, Damage: 1680%, Number of Attacks: 15. Deals 1296% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
24 MP Cost: 60, Max Enemies Hit: 10, Damage: 1715%, Number of Attacks: 15. Deals 1323% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
25 MP Cost: 60, Max Enemies Hit: 10, Damage: 1750%, Number of Attacks: 15. Deals 1350% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
26 MP Cost: 60, Max Enemies Hit: 10, Damage: 1785%, Number of Attacks: 15. Deals 1377% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
27 MP Cost: 60, Max Enemies Hit: 10, Damage: 1820%, Number of Attacks: 15. Deals 1404% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
28 MP Cost: 60, Max Enemies Hit: 10, Damage: 1855%, Number of Attacks: 15. Deals 1431% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
29 MP Cost: 60, Max Enemies Hit: 10, Damage: 1890%, Number of Attacks: 15. Deals 1458% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
30 MP Cost: 60, Max Enemies Hit: 10, Damage: 1925%, Number of Attacks: 15. Deals 1485% damage 12 times consecutively for up to 2 sec. and activates Revolving Cannon Mastery 2 times while the key is held.
Max Attacks: 30. The effect ends immediately once all attacks have been made.
Grants max stacks of the Enhanced Guard effect Charge Mastery. Damage taken, including attacks that deal damage in proportion to Max HP, is reduced by 50%
Reduces more damage when stacked with Enhanced Guard.
Cooldown: 120 sec.
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Active Bullet Blast
Master Level 30
Description 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.
Rush: Max Enemies Hit: 12, Damage: 936%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 910%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 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.
Rush: Max Enemies Hit: 12, Damage: 1980%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1925%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
Active Bullet Blast
Master Level 30
Description 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.
Rush: Max Enemies Hit: 12, Damage: 936%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 910%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
2 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.
Rush: Max Enemies Hit: 12, Damage: 972%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 945%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
3 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.
Rush: Max Enemies Hit: 12, Damage: 1008%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 980%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
4 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.
Rush: Max Enemies Hit: 12, Damage: 1044%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1015%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
5 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.
Rush: Max Enemies Hit: 12, Damage: 1080%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1050%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
6 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.
Rush: Max Enemies Hit: 12, Damage: 1116%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1085%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
7 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.
Rush: Max Enemies Hit: 12, Damage: 1152%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1120%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
8 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.
Rush: Max Enemies Hit: 12, Damage: 1188%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1155%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
9 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.
Rush: Max Enemies Hit: 12, Damage: 1224%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1190%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
10 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.
Rush: Max Enemies Hit: 12, Damage: 1260%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1225%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
11 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.
Rush: Max Enemies Hit: 12, Damage: 1296%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1260%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
12 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.
Rush: Max Enemies Hit: 12, Damage: 1332%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1295%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
13 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.
Rush: Max Enemies Hit: 12, Damage: 1368%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1330%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
14 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.
Rush: Max Enemies Hit: 12, Damage: 1404%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1365%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
15 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.
Rush: Max Enemies Hit: 12, Damage: 1440%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1400%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
16 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.
Rush: Max Enemies Hit: 12, Damage: 1476%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1435%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
17 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.
Rush: Max Enemies Hit: 12, Damage: 1512%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1470%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
18 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.
Rush: Max Enemies Hit: 12, Damage: 1548%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1505%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
19 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.
Rush: Max Enemies Hit: 12, Damage: 1584%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1540%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
20 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.
Rush: Max Enemies Hit: 12, Damage: 1620%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1575%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
21 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.
Rush: Max Enemies Hit: 12, Damage: 1656%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1610%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
22 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.
Rush: Max Enemies Hit: 12, Damage: 1692%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1645%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
23 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.
Rush: Max Enemies Hit: 12, Damage: 1728%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1680%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
24 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.
Rush: Max Enemies Hit: 12, Damage: 1764%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1715%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 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.
Rush: Max Enemies Hit: 12, Damage: 1800%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1750%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
26 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.
Rush: Max Enemies Hit: 12, Damage: 1836%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1785%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
27 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.
Rush: Max Enemies Hit: 12, Damage: 1872%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1820%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
28 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.
Rush: Max Enemies Hit: 12, Damage: 1908%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1855%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
29 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.
Rush: Max Enemies Hit: 12, Damage: 1944%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1890%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 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.
Rush: Max Enemies Hit: 12, Damage: 1980%, Number of Attacks: 15
Explosion: Max Enemies Hit: 12, Damage: 1925%, Number of Attacks: 15
All hits receive Additional Critical Rate: +100% and Additional Ignore Defense: +100%
Cooldown: 60 sec
Show/hide all levels
Active Afterimage Shock
Master Level 30
Description 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
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
Active Afterimage Shock
Master Level 30
Description 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
2 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 486% 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 540% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
3 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 504% 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 560% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
4 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 522% 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 580% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
5 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 540% 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 600% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
6 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 558% 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 620% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
7 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 576% 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 640% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
8 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 594% 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 660% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
9 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 612% 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 680% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
10 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 630% 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 700% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
11 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 648% 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 720% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
12 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 666% 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 740% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
13 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 684% 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 760% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
14 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 702% 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 780% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
15 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 720% 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 800% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
16 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 738% 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 820% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
17 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 756% 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 840% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
18 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 774% 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 860% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
19 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 792% 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 880% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
20 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 810% 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 900% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
21 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 828% 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 920% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
22 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 846% 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 940% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
23 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 864% 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 960% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
24 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 882% 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 980% 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
26 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 918% 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 1020% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
27 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 936% 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 1040% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
28 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 954% 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 1060% damage up to 3 time(s). Active and Passive Effects cannot trigger simultaneously. Reoccurrence Cooldown: 4 sec
Cooldown: 120 sec
29 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 972% 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 1080% 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 60.

Final Damage Increase per level Skill Level 20 Effect Level 40 Effect
2% Magnum Punch Boost Max Targets: +1 Ignored Enemy Defense: +20%
Revolving Cannon/Revolving Cannon Mastery Boost
Bunker Buster Explosion Boost
Detonate Boost
Double Blast Boost
Hammer Smash Blast Boost
Rocket Rush / Magnum Cannon Boost Critical Rate: +5%
Shotgun Punch Boost Max Targets: +1
Muzzle Flash Boost
Ballistic Hurricane Boost
Revolving Blast Boost
Hyper Magnum Punch Boost Critical Rate: +5%

HEXA Skills

Shared Skills

Show/hide all levels
Active Sol Janus
Master Level 30
Description Draw the power of Sol Erda's origin in two forms.
Use the skill, then press a directional key to use either Sol Janus: Dawn or Sol Janus: Dusk.
All forms of Sol Janus cannot be be used on boss maps.
Level 1 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +10%]
9 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +26%]
10 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +37%]
19 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +55%]
20 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +67%]
29 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +85%]
30 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +100%]
Active Sol Janus
Master Level 30
Description Draw the power of Sol Erda's origin in two forms.
Use the skill, then press a directional key to use either Sol Janus: Dawn or Sol Janus: Dusk.
All forms of Sol Janus cannot be be used on boss maps.
Level 1 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +10%]
2 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +12%]
3 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +14%]
4 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +16%]
5 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +18%]
6 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +20%]
7 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +22%]
8 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +24%]
9 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +26%]
10 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +37%]
11 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +39%]
12 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +41%]
13 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +43%]
14 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +45%]
15 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +47%]
16 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +49%]
17 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +51%]
18 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +53%]
19 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +55%]
20 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +67%]
21 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +69%]
22 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +71%]
23 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +73%]
24 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +75%]
25 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +77%]
26 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +79%]
27 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +81%]
28 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +83%]
29 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +85%]
30 HP Cost: 500, Select a form of Sol Janus
Cooldown: 3 sec
[Passive Effect: EXP Obtained: +100%]
Show/hide all levels
Active Sol Janus: Dusk
Master Level 30
Description Automatically release the Sol Erda within. The energy drawn to the Sol Erda solidifies into Primal Crystals that fall from above.
Primal Crystals are unaffacted by attack reflection. Dusk's cooldown cannot be reduced.
When Shadow Partner, Mirror Image, Buckshot, Falling Moon, Equinox Cycle, Dark Servant, Arc Charger, Blue Blood, or Manifest Projector are active, your final damage will be increased instead of your attack count.

Lv. 30: Normal Enemy Damage: +30%
Level 1 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 9 Primal Crystals.
Primal Crystal - Damage: 600%, Number of Attacks: 6
Cooldown: 3 sec
15 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 10 Primal Crystals.
Primal Crystal - Damage: 810%, Number of Attacks: 6
Cooldown: 3 sec
30 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 11 Primal Crystals.
Primal Crystal - Damage: 1035%, Number of Attacks: 6
Cooldown: 3 sec
Active Sol Janus: Dusk
Master Level 30
Description Automatically release the Sol Erda within. The energy drawn to the Sol Erda solidifies into Primal Crystals that fall from above.
Primal Crystals are unaffacted by attack reflection. Dusk's cooldown cannot be reduced.
When Shadow Partner, Mirror Image, Buckshot, Falling Moon, Equinox Cycle, Dark Servant, Arc Charger, Blue Blood, or Manifest Projector are active, your final damage will be increased instead of your attack count.

Lv. 30: Normal Enemy Damage: +30%
Level 1 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 9 Primal Crystals.
Primal Crystal - Damage: 600%, Number of Attacks: 6
Cooldown: 3 sec
2 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 9 Primal Crystals.
Primal Crystal - Damage: 615%, Number of Attacks: 6
Cooldown: 3 sec
3 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 9 Primal Crystals.
Primal Crystal - Damage: 630%, Number of Attacks: 6
Cooldown: 3 sec
4 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 9 Primal Crystals.
Primal Crystal - Damage: 645%, Number of Attacks: 6
Cooldown: 3 sec
5 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 9 Primal Crystals.
Primal Crystal - Damage: 660%, Number of Attacks: 6
Cooldown: 3 sec
6 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 9 Primal Crystals.
Primal Crystal - Damage: 675%, Number of Attacks: 6
Cooldown: 3 sec
7 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 9 Primal Crystals.
Primal Crystal - Damage: 690%, Number of Attacks: 6
Cooldown: 3 sec
8 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 9 Primal Crystals.
Primal Crystal - Damage: 705%, Number of Attacks: 6
Cooldown: 3 sec
9 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 9 Primal Crystals.
Primal Crystal - Damage: 720%, Number of Attacks: 6
Cooldown: 3 sec
10 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 9 Primal Crystals.
Primal Crystal - Damage: 735%, Number of Attacks: 6
Cooldown: 3 sec
11 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 9 Primal Crystals.
Primal Crystal - Damage: 750%, Number of Attacks: 6
Cooldown: 3 sec
12 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 9 Primal Crystals.
Primal Crystal - Damage: 765%, Number of Attacks: 6
Cooldown: 3 sec
13 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 9 Primal Crystals.
Primal Crystal - Damage: 780%, Number of Attacks: 6
Cooldown: 3 sec
14 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 9 Primal Crystals.
Primal Crystal - Damage: 795%, Number of Attacks: 6
Cooldown: 3 sec
15 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 10 Primal Crystals.
Primal Crystal - Damage: 810%, Number of Attacks: 6
Cooldown: 3 sec
16 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 10 Primal Crystals.
Primal Crystal - Damage: 825%, Number of Attacks: 6
Cooldown: 3 sec
17 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 10 Primal Crystals.
Primal Crystal - Damage: 840%, Number of Attacks: 6
Cooldown: 3 sec
18 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 10 Primal Crystals.
Primal Crystal - Damage: 855%, Number of Attacks: 6
Cooldown: 3 sec
19 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 10 Primal Crystals.
Primal Crystal - Damage: 870%, Number of Attacks: 6
Cooldown: 3 sec
20 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 10 Primal Crystals.
Primal Crystal - Damage: 885%, Number of Attacks: 6
Cooldown: 3 sec
21 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 10 Primal Crystals.
Primal Crystal - Damage: 900%, Number of Attacks: 6
Cooldown: 3 sec
22 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 10 Primal Crystals.
Primal Crystal - Damage: 915%, Number of Attacks: 6
Cooldown: 3 sec
23 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 10 Primal Crystals.
Primal Crystal - Damage: 930%, Number of Attacks: 6
Cooldown: 3 sec
24 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 10 Primal Crystals.
Primal Crystal - Damage: 945%, Number of Attacks: 6
Cooldown: 3 sec
25 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 10 Primal Crystals.
Primal Crystal - Damage: 960%, Number of Attacks: 6
Cooldown: 3 sec
26 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 10 Primal Crystals.
Primal Crystal - Damage: 975%, Number of Attacks: 6
Cooldown: 3 sec
27 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 10 Primal Crystals.
Primal Crystal - Damage: 990%, Number of Attacks: 6
Cooldown: 3 sec
28 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 10 Primal Crystals.
Primal Crystal - Damage: 1005%, Number of Attacks: 6
Cooldown: 3 sec
29 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 10 Primal Crystals.
Primal Crystal - Damage: 1020%, Number of Attacks: 6
Cooldown: 3 sec
30 HP Cost: 1% of Max HP
Attacking enemies releases Sol Erda that creates 11 Primal Crystals.
Primal Crystal - Damage: 1035%, Number of Attacks: 6
Cooldown: 3 sec
Show/hide all levels
Active Sol Janus: Dawn
Master Level 30
Description Summon a Cyclic Ring that endlessly creates and destroys Sol Erda. The cycling Erda Flow attacks nearby enemies.
When a new ring is summoned, the Erda Flow of each ring is reduced. Cyclic rings can be summoned in midair but can't be summoned too close to or too far from an existing ring.
Cyclic Rings are unaffected by attack reflection.
When Shadow Partner, Mirror Image, Buckshot, Falling Moon, Equinox Cycle, Dark Servant, Arc Charger, Blue Blood, or Manifest Projector are active, your final damage will be increased instead of your attack count.

Lv. 30: Normal Monster Damage: +30%
Level 1 HP Cost: 10% of Max HP
Ring Duration: 60 sec, Max Number of Rings: 1
Cyclic Ring - Max Enemies Hit: 10, Damage: 400%, Number of Attacks: 6
Cooldown: 60 sec
9 HP Cost: 10% of Max HP
Ring Duration: 60 sec, Max Number of Rings: 1
Cyclic Ring - Max Enemies Hit: 10, Damage: 480%, Number of Attacks: 6
Cooldown: 60 sec
10 HP Cost: 10% of Max HP
Ring Duration: 70 sec, Max Number of Rings: 2
Cyclic Ring - Max Enemies Hit: 10, Damage: 490%, Number of Attacks: 6
Cooldown: 60 sec
19 HP Cost: 10% of Max HP
Ring Duration: 70 sec, Max Number of Rings: 2
Cyclic Ring - Max Enemies Hit: 10, Damage: 580%, Number of Attacks: 6
Cooldown: 60 sec
20 HP Cost: 10% of Max HP
Ring Duration: 80 sec, Max Number of Rings: 3
Cyclic Ring - Max Enemies Hit: 10, Damage: 590%, Number of Attacks: 6
Cooldown: 60 sec
29 HP Cost: 10% of Max HP
Ring Duration: 80 sec, Max Number of Rings: 3
Cyclic Ring - Max Enemies Hit: 10, Damage: 680%, Number of Attacks: 6
Cooldown: 60 sec
30 HP Cost: 10% of Max HP
Ring Duration: 120 sec, Max Number of Rings: 3
Cyclic Ring - Max Enemies Hit: 10, Damage: 690%, Number of Attacks: 6
Cooldown: 60 sec
Active Sol Janus: Dawn
Master Level 30
Description Summon a Cyclic Ring that endlessly creates and destroys Sol Erda. The cycling Erda Flow attacks nearby enemies.
When a new ring is summoned, the Erda Flow of each ring is reduced. Cyclic rings can be summoned in midair but can't be summoned too close to or too far from an existing ring.
Cyclic Rings are unaffected by attack reflection.
When Shadow Partner, Mirror Image, Buckshot, Falling Moon, Equinox Cycle, Dark Servant, Arc Charger, Blue Blood, or Manifest Projector are active, your final damage will be increased instead of your attack count.

Lv. 30: Normal Monster Damage: +30%
Level 1 HP Cost: 10% of Max HP
Ring Duration: 60 sec, Max Number of Rings: 1
Cyclic Ring - Max Enemies Hit: 10, Damage: 400%, Number of Attacks: 6
Cooldown: 60 sec
2 HP Cost: 10% of Max HP
Ring Duration: 60 sec, Max Number of Rings: 1
Cyclic Ring - Max Enemies Hit: 10, Damage: 410%, Number of Attacks: 6
Cooldown: 60 sec
3 HP Cost: 10% of Max HP
Ring Duration: 60 sec, Max Number of Rings: 1
Cyclic Ring - Max Enemies Hit: 10, Damage: 420%, Number of Attacks: 6
Cooldown: 60 sec
4 HP Cost: 10% of Max HP
Ring Duration: 60 sec, Max Number of Rings: 1
Cyclic Ring - Max Enemies Hit: 10, Damage: 430%, Number of Attacks: 6
Cooldown: 60 sec
5 HP Cost: 10% of Max HP
Ring Duration: 60 sec, Max Number of Rings: 1
Cyclic Ring - Max Enemies Hit: 10, Damage: 440%, Number of Attacks: 6
Cooldown: 60 sec
6 HP Cost: 10% of Max HP
Ring Duration: 60 sec, Max Number of Rings: 1
Cyclic Ring - Max Enemies Hit: 10, Damage: 450%, Number of Attacks: 6
Cooldown: 60 sec
7 HP Cost: 10% of Max HP
Ring Duration: 60 sec, Max Number of Rings: 1
Cyclic Ring - Max Enemies Hit: 10, Damage: 460%, Number of Attacks: 6
Cooldown: 60 sec
8 HP Cost: 10% of Max HP
Ring Duration: 60 sec, Max Number of Rings: 1
Cyclic Ring - Max Enemies Hit: 10, Damage: 470%, Number of Attacks: 6
Cooldown: 60 sec
9 HP Cost: 10% of Max HP
Ring Duration: 60 sec, Max Number of Rings: 1
Cyclic Ring - Max Enemies Hit: 10, Damage: 480%, Number of Attacks: 6
Cooldown: 60 sec
10 HP Cost: 10% of Max HP
Ring Duration: 70 sec, Max Number of Rings: 2
Cyclic Ring - Max Enemies Hit: 10, Damage: 490%, Number of Attacks: 6
Cooldown: 60 sec
11 HP Cost: 10% of Max HP
Ring Duration: 70 sec, Max Number of Rings: 2
Cyclic Ring - Max Enemies Hit: 10, Damage: 500%, Number of Attacks: 6
Cooldown: 60 sec
12 HP Cost: 10% of Max HP
Ring Duration: 70 sec, Max Number of Rings: 2
Cyclic Ring - Max Enemies Hit: 10, Damage: 510%, Number of Attacks: 6
Cooldown: 60 sec
13 HP Cost: 10% of Max HP
Ring Duration: 70 sec, Max Number of Rings: 2
Cyclic Ring - Max Enemies Hit: 10, Damage: 520%, Number of Attacks: 6
Cooldown: 60 sec
14 HP Cost: 10% of Max HP
Ring Duration: 70 sec, Max Number of Rings: 2
Cyclic Ring - Max Enemies Hit: 10, Damage: 530%, Number of Attacks: 6
Cooldown: 60 sec
15 HP Cost: 10% of Max HP
Ring Duration: 70 sec, Max Number of Rings: 2
Cyclic Ring - Max Enemies Hit: 10, Damage: 540%, Number of Attacks: 6
Cooldown: 60 sec
16 HP Cost: 10% of Max HP
Ring Duration: 70 sec, Max Number of Rings: 2
Cyclic Ring - Max Enemies Hit: 10, Damage: 550%, Number of Attacks: 6
Cooldown: 60 sec
17 HP Cost: 10% of Max HP
Ring Duration: 70 sec, Max Number of Rings: 2
Cyclic Ring - Max Enemies Hit: 10, Damage: 560%, Number of Attacks: 6
Cooldown: 60 sec
18 HP Cost: 10% of Max HP
Ring Duration: 70 sec, Max Number of Rings: 2
Cyclic Ring - Max Enemies Hit: 10, Damage: 570%, Number of Attacks: 6
Cooldown: 60 sec
19 HP Cost: 10% of Max HP
Ring Duration: 70 sec, Max Number of Rings: 2
Cyclic Ring - Max Enemies Hit: 10, Damage: 580%, Number of Attacks: 6
Cooldown: 60 sec
20 HP Cost: 10% of Max HP
Ring Duration: 80 sec, Max Number of Rings: 3
Cyclic Ring - Max Enemies Hit: 10, Damage: 590%, Number of Attacks: 6
Cooldown: 60 sec
21 HP Cost: 10% of Max HP
Ring Duration: 80 sec, Max Number of Rings: 3
Cyclic Ring - Max Enemies Hit: 10, Damage: 600%, Number of Attacks: 6
Cooldown: 60 sec
22 HP Cost: 10% of Max HP
Ring Duration: 80 sec, Max Number of Rings: 3
Cyclic Ring - Max Enemies Hit: 10, Damage: 610%, Number of Attacks: 6
Cooldown: 60 sec
23 HP Cost: 10% of Max HP
Ring Duration: 80 sec, Max Number of Rings: 3
Cyclic Ring - Max Enemies Hit: 10, Damage: 620%, Number of Attacks: 6
Cooldown: 60 sec
24 HP Cost: 10% of Max HP
Ring Duration: 80 sec, Max Number of Rings: 3
Cyclic Ring - Max Enemies Hit: 10, Damage: 630%, Number of Attacks: 6
Cooldown: 60 sec
25 HP Cost: 10% of Max HP
Ring Duration: 80 sec, Max Number of Rings: 3
Cyclic Ring - Max Enemies Hit: 10, Damage: 640%, Number of Attacks: 6
Cooldown: 60 sec
26 HP Cost: 10% of Max HP
Ring Duration: 80 sec, Max Number of Rings: 3
Cyclic Ring - Max Enemies Hit: 10, Damage: 650%, Number of Attacks: 6
Cooldown: 60 sec
27 HP Cost: 10% of Max HP
Ring Duration: 80 sec, Max Number of Rings: 3
Cyclic Ring - Max Enemies Hit: 10, Damage: 660%, Number of Attacks: 6
Cooldown: 60 sec
28 HP Cost: 10% of Max HP
Ring Duration: 80 sec, Max Number of Rings: 3
Cyclic Ring - Max Enemies Hit: 10, Damage: 670%, Number of Attacks: 6
Cooldown: 60 sec
29 HP Cost: 10% of Max HP
Ring Duration: 80 sec, Max Number of Rings: 3
Cyclic Ring - Max Enemies Hit: 10, Damage: 680%, Number of Attacks: 6
Cooldown: 60 sec
30 HP Cost: 10% of Max HP
Ring Duration: 120 sec, Max Number of Rings: 3
Cyclic Ring - Max Enemies Hit: 10, Damage: 690%, Number of Attacks: 6
Cooldown: 60 sec

Class-Specific Skills

Origin Skill
Ascent Skill
Show/hide all levels
Active Final Destroyer
Master Level 30
Description Pushes the power of the Arm Cannon to its limit before taking to the air and raining destruction.
While Rocket Punch is active, enemies hit by Final Destroyer will be hit by an enhanced Rocket Punch.

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: 775%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 796%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
30 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1500%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1550%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
Active Final Destroyer
Master Level 30
Description Pushes the power of the Arm Cannon to its limit before taking to the air and raining destruction.
While Rocket Punch is active, enemies hit by Final Destroyer will be hit by an enhanced Rocket Punch.

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: 775%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 796%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
2 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 800%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 822%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
3 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 825%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 848%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
4 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 850%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 874%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
5 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 875%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 900%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
6 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 900%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 926%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
7 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 925%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 952%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
8 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 950%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 978%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
9 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 975%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1004%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
10 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1000%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1030%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
11 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1025%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1056%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
12 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1050%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1082%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
13 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1075%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1108%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
14 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1100%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1134%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
15 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1125%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1160%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
16 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1150%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1186%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
17 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1175%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1212%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
18 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1200%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1238%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
19 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1225%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1264%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
20 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1250%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1290%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
21 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1275%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1316%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
22 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1300%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1342%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
23 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1325%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1368%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
24 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1350%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1394%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
25 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1375%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1420%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
26 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1400%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1446%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
27 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1425%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1472%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
28 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1450%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1498%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
29 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1475%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1524%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
30 MP Cost: 1200, invincible during casting
Max Enemies Hit: 15, Damage: 1500%, Number of Attacks: 10, Number of Heat: 43
Afterwards, Max Enemies Hit: 15, Damage: 1550%, Number of Attacks: 14, Number of Explosions: 30
Cooldown: 360 sec
Show/hide all levels
Active Vanguard Strike
Master Level 30
Description Charges the Arm Cannon's pile bunker with ultra-compressed energy, firing bullets that cause massive shockwaves upon impact and cover the battlefield with burning fuel.

Lv. 10 - Ignore Defense: +10%, Boss Damage: +10%
Lv. 20 - Ignore Defense: +10%, Boss Damage: +10%
Lv. 30 - Ignore Defense: +20%
Level 1 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 516% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 696% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
30 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 3010% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 4060% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
Active Vanguard Strike
Master Level 30
Description Charges the Arm Cannon's pile bunker with ultra-compressed energy, firing bullets that cause massive shockwaves upon impact and cover the battlefield with burning fuel.

Lv. 10 - Ignore Defense: +10%, Boss Damage: +10%
Lv. 20 - Ignore Defense: +10%, Boss Damage: +10%
Lv. 30 - Ignore Defense: +20%
Level 1 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 516% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 696% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
2 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 602% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 812% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
3 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 688% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 928% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
4 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 774% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 1044% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
5 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 860% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 1160% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
6 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 946% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 1276% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
7 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 1032% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 1392% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
8 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 1118% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 1508% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
9 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 1204% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 1624% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
10 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 1290% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 1740% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
11 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 1376% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 1856% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
12 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 1462% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 1972% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
13 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 1548% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 2088% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
14 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 1634% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 2204% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
15 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 1720% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 2320% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
16 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 1806% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 2436% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
17 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 1892% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 2552% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
18 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 1978% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 2668% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
19 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 2064% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 2784% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
20 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 2150% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 2900% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
21 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 2236% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 3016% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
22 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 2322% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 3132% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
23 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 2408% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 3248% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
24 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 2494% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 3364% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
25 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 2580% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 3480% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
26 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 2666% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 3596% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
27 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 2752% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 3712% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
28 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 2838% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 3828% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
29 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 2924% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 3944% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%
30 MP Cost: 1000, Invincible during casting
Causes 20 shockwaves, dealing 3010% damage to up to 15 enemies 14 times
Afterwards, releases burning fuel 20 times, dealing 4060% damage 12 times
Ignore Defense: +60%, Boss Damage: +40%, Critical Rate: 100%

Mastery Skills

Mastery Skills are affected by Hyper Skill passives (if applicable) and Boost Node enhancements applied to the base skill.

Mastery Node/Core 1
Mastery Node/Core 2
Mastery Node/Core 3
Mastery Node/Core 4
Show/hide all levels
Active HEXA Magnum Punch
Master Level 30
Description 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: 597%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
30 MP Cost: 21, Max Enemies Hit: 7, Damage: 800%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
Active HEXA Magnum Punch
Master Level 30
Description 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: 597%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
2 MP Cost: 18, Max Enemies Hit: 7, Damage: 604%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
3 MP Cost: 18, Max Enemies Hit: 7, Damage: 611%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
4 MP Cost: 18, Max Enemies Hit: 7, Damage: 618%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
5 MP Cost: 18, Max Enemies Hit: 7, Damage: 625%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
6 MP Cost: 18, Max Enemies Hit: 7, Damage: 632%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
7 MP Cost: 18, Max Enemies Hit: 7, Damage: 639%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
8 MP Cost: 18, Max Enemies Hit: 7, Damage: 646%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
9 MP Cost: 18, Max Enemies Hit: 7, Damage: 653%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
10 MP Cost: 19, Max Enemies Hit: 7, Damage: 660%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
11 MP Cost: 19, Max Enemies Hit: 7, Damage: 667%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
12 MP Cost: 19, Max Enemies Hit: 7, Damage: 674%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
13 MP Cost: 19, Max Enemies Hit: 7, Damage: 681%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
14 MP Cost: 19, Max Enemies Hit: 7, Damage: 688%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
15 MP Cost: 19, Max Enemies Hit: 7, Damage: 695%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
16 MP Cost: 19, Max Enemies Hit: 7, Damage: 702%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
17 MP Cost: 19, Max Enemies Hit: 7, Damage: 709%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
18 MP Cost: 19, Max Enemies Hit: 7, Damage: 716%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
19 MP Cost: 19, Max Enemies Hit: 7, Damage: 723%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
20 MP Cost: 20, Max Enemies Hit: 7, Damage: 730%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
21 MP Cost: 20, Max Enemies Hit: 7, Damage: 737%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
22 MP Cost: 20, Max Enemies Hit: 7, Damage: 744%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
23 MP Cost: 20, Max Enemies Hit: 7, Damage: 751%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
24 MP Cost: 20, Max Enemies Hit: 7, Damage: 758%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
25 MP Cost: 20, Max Enemies Hit: 7, Damage: 765%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
26 MP Cost: 20, Max Enemies Hit: 7, Damage: 772%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
27 MP Cost: 20, Max Enemies Hit: 7, Damage: 779%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
28 MP Cost: 20, Max Enemies Hit: 7, Damage: 786%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
29 MP Cost: 20, Max Enemies Hit: 7, Damage: 793%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
30 MP Cost: 21, Max Enemies Hit: 7, Damage: 800%, Number of Attacks: 3
Revolving Cannon triggers automatically when using HEXA Magnum Punch.
Show/hide all levels
Active HEXA Double Blast
Master Level 30
Description 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: 506%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
30 MP Cost: 27, Max Enemies Hit: 7, Damage: 680%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
Active HEXA Double Blast
Master Level 30
Description 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: 506%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
2 MP Cost: 24, Max Enemies Hit: 7, Damage: 512%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
3 MP Cost: 24, Max Enemies Hit: 7, Damage: 518%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
4 MP Cost: 24, Max Enemies Hit: 7, Damage: 524%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
5 MP Cost: 24, Max Enemies Hit: 7, Damage: 530%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
6 MP Cost: 24, Max Enemies Hit: 7, Damage: 536%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
7 MP Cost: 24, Max Enemies Hit: 7, Damage: 542%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
8 MP Cost: 24, Max Enemies Hit: 7, Damage: 548%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
9 MP Cost: 24, Max Enemies Hit: 7, Damage: 554%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
10 MP Cost: 25, Max Enemies Hit: 7, Damage: 560%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
11 MP Cost: 25, Max Enemies Hit: 7, Damage: 566%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
12 MP Cost: 25, Max Enemies Hit: 7, Damage: 572%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
13 MP Cost: 25, Max Enemies Hit: 7, Damage: 578%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
14 MP Cost: 25, Max Enemies Hit: 7, Damage: 584%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
15 MP Cost: 25, Max Enemies Hit: 7, Damage: 590%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
16 MP Cost: 25, Max Enemies Hit: 7, Damage: 596%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
17 MP Cost: 25, Max Enemies Hit: 7, Damage: 602%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
18 MP Cost: 25, Max Enemies Hit: 7, Damage: 608%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
19 MP Cost: 25, Max Enemies Hit: 7, Damage: 614%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
20 MP Cost: 26, Max Enemies Hit: 7, Damage: 620%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
21 MP Cost: 26, Max Enemies Hit: 7, Damage: 626%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
22 MP Cost: 26, Max Enemies Hit: 7, Damage: 632%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
23 MP Cost: 26, Max Enemies Hit: 7, Damage: 638%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
24 MP Cost: 26, Max Enemies Hit: 7, Damage: 644%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
25 MP Cost: 26, Max Enemies Hit: 7, Damage: 650%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
26 MP Cost: 26, Max Enemies Hit: 7, Damage: 656%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
27 MP Cost: 26, Max Enemies Hit: 7, Damage: 662%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
28 MP Cost: 26, Max Enemies Hit: 7, Damage: 668%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
29 MP Cost: 26, Max Enemies Hit: 7, Damage: 674%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
30 MP Cost: 27, Max Enemies Hit: 7, Damage: 680%, Number of Attacks: 4
Revolving Cannon triggers automatically when using HEXA Double Blast.
Show/hide all levels
Active HEXA Bunker Buster Explosion
Master Level 30
Description Depletes the Dynamo Gauge to release massive explosions and shockwaves. Using it a set amount of times enables the use of Burst Pile Bunker, which can create powerful explosions from the fully charged cylinder.
Ignores Defense Rate of enemies in melee range. Can be linked to Hammer Smash.
Additional shockwaves are released based on Dynamo Gauge bars used, dealing extra damage based on proximity. Requires at least 3 Dynamo Gauge bars and is unaffected by attack reflection.
Required Skill: Bunker Buster Explosion Lv. 10+, Revolving Cannon Plus III Lv. 20+
Level 1 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 375%
Shockwave 1 Damage: 435%
[4 Dynamo Gauge Bars] Direct Attack Damage: 421%
Shockwave 2 Damage: 356% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 508%
Shockwave 3 Damage: 366% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 725%
Shockwave 4 Damage: 440% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
30 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 520%
Shockwave 1 Damage: 580%
[4 Dynamo Gauge Bars] Direct Attack Damage: 595%
Shockwave 2 Damage: 530% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 740%
Shockwave 3 Damage: 540% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 1160%
Shockwave 4 Damage: 730% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
Active HEXA Bunker Buster Explosion
Master Level 30
Description Depletes the Dynamo Gauge to release massive explosions and shockwaves. Using it a set amount of times enables the use of Burst Pile Bunker, which can create powerful explosions from the fully charged cylinder.
Ignores Defense Rate of enemies in melee range. Can be linked to Hammer Smash.
Additional shockwaves are released based on Dynamo Gauge bars used, dealing extra damage based on proximity. Requires at least 3 Dynamo Gauge bars and is unaffected by attack reflection.
Required Skill: Bunker Buster Explosion Lv. 10+, Revolving Cannon Plus III Lv. 20+
Level 1 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 375%
Shockwave 1 Damage: 435%
[4 Dynamo Gauge Bars] Direct Attack Damage: 421%
Shockwave 2 Damage: 356% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 508%
Shockwave 3 Damage: 366% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 725%
Shockwave 4 Damage: 440% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
2 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 380%
Shockwave 1 Damage: 440%
[4 Dynamo Gauge Bars] Direct Attack Damage: 427%
Shockwave 2 Damage: 362% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 516%
Shockwave 3 Damage: 372% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 740%
Shockwave 4 Damage: 450% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
3 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 385%
Shockwave 1 Damage: 445%
[4 Dynamo Gauge Bars] Direct Attack Damage: 433%
Shockwave 2 Damage: 368% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 524%
Shockwave 3 Damage: 378% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 755%
Shockwave 4 Damage: 460% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
4 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 390%
Shockwave 1 Damage: 450%
[4 Dynamo Gauge Bars] Direct Attack Damage: 439%
Shockwave 2 Damage: 374% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 532%
Shockwave 3 Damage: 384% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 770%
Shockwave 4 Damage: 470% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
5 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 395%
Shockwave 1 Damage: 455%
[4 Dynamo Gauge Bars] Direct Attack Damage: 445%
Shockwave 2 Damage: 380% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 540%
Shockwave 3 Damage: 390% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 785%
Shockwave 4 Damage: 480% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
6 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 400%
Shockwave 1 Damage: 460%
[4 Dynamo Gauge Bars] Direct Attack Damage: 451%
Shockwave 2 Damage: 386% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 548%
Shockwave 3 Damage: 396% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 800%
Shockwave 4 Damage: 490% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
7 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 405%
Shockwave 1 Damage: 465%
[4 Dynamo Gauge Bars] Direct Attack Damage: 457%
Shockwave 2 Damage: 392% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 556%
Shockwave 3 Damage: 402% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 815%
Shockwave 4 Damage: 500% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
8 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 410%
Shockwave 1 Damage: 470%
[4 Dynamo Gauge Bars] Direct Attack Damage: 463%
Shockwave 2 Damage: 398% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 564%
Shockwave 3 Damage: 408% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 830%
Shockwave 4 Damage: 510% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
9 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 415%
Shockwave 1 Damage: 475%
[4 Dynamo Gauge Bars] Direct Attack Damage: 469%
Shockwave 2 Damage: 404% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 572%
Shockwave 3 Damage: 414% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 845%
Shockwave 4 Damage: 520% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
10 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 420%
Shockwave 1 Damage: 480%
[4 Dynamo Gauge Bars] Direct Attack Damage: 475%
Shockwave 2 Damage: 410% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 580%
Shockwave 3 Damage: 420% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 860%
Shockwave 4 Damage: 530% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
11 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 425%
Shockwave 1 Damage: 485%
[4 Dynamo Gauge Bars] Direct Attack Damage: 481%
Shockwave 2 Damage: 416% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 588%
Shockwave 3 Damage: 426% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 875%
Shockwave 4 Damage: 540% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
12 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 430%
Shockwave 1 Damage: 490%
[4 Dynamo Gauge Bars] Direct Attack Damage: 487%
Shockwave 2 Damage: 422% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 596%
Shockwave 3 Damage: 432% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 890%
Shockwave 4 Damage: 550% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
13 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 435%
Shockwave 1 Damage: 495%
[4 Dynamo Gauge Bars] Direct Attack Damage: 493%
Shockwave 2 Damage: 428% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 604%
Shockwave 3 Damage: 438% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 905%
Shockwave 4 Damage: 560% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
14 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 440%
Shockwave 1 Damage: 500%
[4 Dynamo Gauge Bars] Direct Attack Damage: 499%
Shockwave 2 Damage: 434% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 612%
Shockwave 3 Damage: 444% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 920%
Shockwave 4 Damage: 570% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
15 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 445%
Shockwave 1 Damage: 505%
[4 Dynamo Gauge Bars] Direct Attack Damage: 505%
Shockwave 2 Damage: 440% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 620%
Shockwave 3 Damage: 450% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 935%
Shockwave 4 Damage: 580% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
16 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 450%
Shockwave 1 Damage: 510%
[4 Dynamo Gauge Bars] Direct Attack Damage: 511%
Shockwave 2 Damage: 446% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 628%
Shockwave 3 Damage: 456% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 950%
Shockwave 4 Damage: 590% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
17 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 455%
Shockwave 1 Damage: 515%
[4 Dynamo Gauge Bars] Direct Attack Damage: 517%
Shockwave 2 Damage: 452% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 636%
Shockwave 3 Damage: 462% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 965%
Shockwave 4 Damage: 600% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
18 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 460%
Shockwave 1 Damage: 520%
[4 Dynamo Gauge Bars] Direct Attack Damage: 523%
Shockwave 2 Damage: 458% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 644%
Shockwave 3 Damage: 468% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 980%
Shockwave 4 Damage: 610% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
19 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 465%
Shockwave 1 Damage: 525%
[4 Dynamo Gauge Bars] Direct Attack Damage: 529%
Shockwave 2 Damage: 464% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 652%
Shockwave 3 Damage: 474% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 995%
Shockwave 4 Damage: 620% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
20 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 470%
Shockwave 1 Damage: 530%
[4 Dynamo Gauge Bars] Direct Attack Damage: 535%
Shockwave 2 Damage: 470% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 660%
Shockwave 3 Damage: 480% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 1010%
Shockwave 4 Damage: 630% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
21 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 475%
Shockwave 1 Damage: 535%
[4 Dynamo Gauge Bars] Direct Attack Damage: 541%
Shockwave 2 Damage: 476% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 668%
Shockwave 3 Damage: 486% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 1025%
Shockwave 4 Damage: 640% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
22 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 480%
Shockwave 1 Damage: 540%
[4 Dynamo Gauge Bars] Direct Attack Damage: 547%
Shockwave 2 Damage: 482% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 676%
Shockwave 3 Damage: 492% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 1040%
Shockwave 4 Damage: 650% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
23 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 485%
Shockwave 1 Damage: 545%
[4 Dynamo Gauge Bars] Direct Attack Damage: 553%
Shockwave 2 Damage: 488% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 684%
Shockwave 3 Damage: 498% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 1055%
Shockwave 4 Damage: 660% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
24 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 490%
Shockwave 1 Damage: 550%
[4 Dynamo Gauge Bars] Direct Attack Damage: 559%
Shockwave 2 Damage: 494% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 692%
Shockwave 3 Damage: 504% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 1070%
Shockwave 4 Damage: 670% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
25 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 495%
Shockwave 1 Damage: 555%
[4 Dynamo Gauge Bars] Direct Attack Damage: 565%
Shockwave 2 Damage: 500% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 700%
Shockwave 3 Damage: 510% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 1085%
Shockwave 4 Damage: 680% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
26 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 500%
Shockwave 1 Damage: 560%
[4 Dynamo Gauge Bars] Direct Attack Damage: 571%
Shockwave 2 Damage: 506% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 708%
Shockwave 3 Damage: 516% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 1100%
Shockwave 4 Damage: 690% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
27 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 505%
Shockwave 1 Damage: 565%
[4 Dynamo Gauge Bars] Direct Attack Damage: 577%
Shockwave 2 Damage: 512% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 716%
Shockwave 3 Damage: 522% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 1115%
Shockwave 4 Damage: 700% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
28 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 510%
Shockwave 1 Damage: 570%
[4 Dynamo Gauge Bars] Direct Attack Damage: 583%
Shockwave 2 Damage: 518% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 724%
Shockwave 3 Damage: 528% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 1130%
Shockwave 4 Damage: 710% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
29 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 515%
Shockwave 1 Damage: 575%
[4 Dynamo Gauge Bars] Direct Attack Damage: 589%
Shockwave 2 Damage: 524% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 732%
Shockwave 3 Damage: 534% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 1145%
Shockwave 4 Damage: 720% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
30 Direct Attack Max Enemies Hit: 10, Number of Attacks: 8
Create a shockwave that attacks up to 10 enemies 6 times
Direct Attack damage and number of shockwaves depend on Dynamo Gauge
Burst Pile Bunker becomes available after using Bunker Buster Explosion 5 times
[3 Dynamo Gauge Bars] Direct Attack Damage: 520%
Shockwave 1 Damage: 580%
[4 Dynamo Gauge Bars] Direct Attack Damage: 595%
Shockwave 2 Damage: 530% after shockwave 1
[5 Dynamo Gauge Bars] Direct Attack Damage: 740%
Shockwave 3 Damage: 540% after shockwave 1 and 2
[6 Dynamo Gauge Bars] Direct Attack Damage: 1160%
Shockwave 4 Damage: 730% after shockwave 1, 2, and 3
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, and the Dynamo Gauge is depleted.
Show/hide all levels
Active Burst Pile Bunker
Master Level 30
Description Discharge the heat generated from other blasts to create a powerful multi-layered explosion.
Usable once the Dynamo Gauge has at least 6 bars and a requisite number of HEXA Bunker Buster Explosions have been used.
Burst Pile Bunker ignores the Defense Rate of enemies and is unaffected by attack reflection. Can be linked to Hammer Smash.
Required Skill: Bunker Buster Explosion Lv. 10+, Revolving Cannon Plus III Lv. 20+
Level 1 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 500% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
30 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 790% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
Active Burst Pile Bunker
Master Level 30
Description Discharge the heat generated from other blasts to create a powerful multi-layered explosion.
Usable once the Dynamo Gauge has at least 6 bars and a requisite number of HEXA Bunker Buster Explosions have been used.
Burst Pile Bunker ignores the Defense Rate of enemies and is unaffected by attack reflection. Can be linked to Hammer Smash.
Required Skill: Bunker Buster Explosion Lv. 10+, Revolving Cannon Plus III Lv. 20+
Level 1 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 500% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
2 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 510% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
3 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 520% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
4 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 530% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
5 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 540% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
6 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 550% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
7 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 560% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
8 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 570% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
9 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 580% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
10 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 590% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
11 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 600% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
12 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 610% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
13 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 620% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
14 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 630% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
15 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 640% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
16 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 650% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
17 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 660% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
18 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 670% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
19 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 680% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
20 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 690% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
21 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 700% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
22 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 710% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
23 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 720% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
24 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 730% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
25 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 740% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
26 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 750% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
27 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 760% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
28 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 770% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
29 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 780% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
30 Requires 6 or more Dynamo Gauge bars
Max Enemies Hit: 10, Trigger 6 explosions that deal 790% damage 10 times
Burst Pile Bunker doesn't trigger a shockwave
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, and the Dynamo Gauge is depleted.
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Active HEXA Revolving Cannon Mastery
Master Level 30
Description Any enemies attacked directly by an Arm Cannon will receive additional damage due to the excess heat.
Required Skill: Revolving Cannon Plus III Lv. 20+
Level 1 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 381% on up to 6 enemies.
30 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 700% on up to 6 enemies.
Active HEXA Revolving Cannon Mastery
Master Level 30
Description Any enemies attacked directly by an Arm Cannon will receive additional damage due to the excess heat.
Required Skill: Revolving Cannon Plus III Lv. 20+
Level 1 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 381% on up to 6 enemies.
2 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 392% on up to 6 enemies.
3 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 403% on up to 6 enemies.
4 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 414% on up to 6 enemies.
5 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 425% on up to 6 enemies.
6 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 436% on up to 6 enemies.
7 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 447% on up to 6 enemies.
8 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 458% on up to 6 enemies.
9 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 469% on up to 6 enemies.
10 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 480% on up to 6 enemies.
11 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 491% on up to 6 enemies.
12 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 502% on up to 6 enemies.
13 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 513% on up to 6 enemies.
14 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 524% on up to 6 enemies.
15 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 535% on up to 6 enemies.
16 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 546% on up to 6 enemies.
17 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 557% on up to 6 enemies.
18 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 568% on up to 6 enemies.
19 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 579% on up to 6 enemies.
20 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 590% on up to 6 enemies.
21 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 601% on up to 6 enemies.
22 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 612% on up to 6 enemies.
23 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 623% on up to 6 enemies.
24 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 634% on up to 6 enemies.
25 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 645% on up to 6 enemies.
26 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 656% on up to 6 enemies.
27 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 667% on up to 6 enemies.
28 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 678% on up to 6 enemies.
29 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 689% on up to 6 enemies.
30 [Final Attack Skill] When a direct attack from the Arm Cannon lands, it triggers additional attacks which deal 700% on up to 6 enemies.
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Active HEXA Hammer Smash
Master Level 30
Description Strike the ground with tremendous force to send enemies reeling.
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 activate Hammer Smash.
You can charge this skill while using other skills, except for Hammer Smash. Up to 2 skills may be charged at once.
While Cannon Overdrive's cylinder gauge overheat reduction is active, Hammer Smash is converted into Hammer Smash Blast.
Also permanently increases HEXA Magnum Punch and HEXA Double Blast damage.
Required Skill: Hammer Smash Lv. 20+
Level 1 MP Cost: 25
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 25, attacks up to 8 enemies 10 times for 273% damage
[Passive Effect: HEXA Magnum Punch Damage +15% (additive), HEXA Double Blast Damage +10% (additive)]
30 MP Cost: 30
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 30, attacks up to 8 enemies 10 times for 360% damage
[Passive Effect: HEXA Magnum Punch Damage +85% (additive), HEXA Double Blast Damage +70% (additive)]
Active HEXA Hammer Smash
Master Level 30
Description Strike the ground with tremendous force to send enemies reeling.
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 activate Hammer Smash.
You can charge this skill while using other skills, except for Hammer Smash. Up to 2 skills may be charged at once.
While Cannon Overdrive's cylinder gauge overheat reduction is active, Hammer Smash is converted into Hammer Smash Blast.
Also permanently increases HEXA Magnum Punch and HEXA Double Blast damage.
Required Skill: Hammer Smash Lv. 20+
Level 1 MP Cost: 25
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 25, attacks up to 8 enemies 10 times for 273% damage
[Passive Effect: HEXA Magnum Punch Damage +15% (additive), HEXA Double Blast Damage +10% (additive)]
2 MP Cost: 25
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 25, attacks up to 8 enemies 10 times for 276% damage
[Passive Effect: HEXA Magnum Punch Damage +15% (additive), HEXA Double Blast Damage +10% (additive)]
3 MP Cost: 25
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 25, attacks up to 8 enemies 10 times for 279% damage
[Passive Effect: HEXA Magnum Punch Damage +22% (additive), HEXA Double Blast Damage +16% (additive)]
4 MP Cost: 25
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 25, attacks up to 8 enemies 10 times for 282% damage
[Passive Effect: HEXA Magnum Punch Damage +22% (additive), HEXA Double Blast Damage +16% (additive)]
5 MP Cost: 25
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 25, attacks up to 8 enemies 10 times for 285% damage
[Passive Effect: HEXA Magnum Punch Damage +22% (additive), HEXA Double Blast Damage +16% (additive)]
6 MP Cost: 26
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 26, attacks up to 8 enemies 10 times for 288% damage
[Passive Effect: HEXA Magnum Punch Damage +29% (additive), HEXA Double Blast Damage +22% (additive)]
7 MP Cost: 26
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 26, attacks up to 8 enemies 10 times for 291% damage
[Passive Effect: HEXA Magnum Punch Damage +29% (additive), HEXA Double Blast Damage +22% (additive)]
8 MP Cost: 26
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 26, attacks up to 8 enemies 10 times for 294% damage
[Passive Effect: HEXA Magnum Punch Damage +29% (additive), HEXA Double Blast Damage +22% (additive)]
9 MP Cost: 26
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 26, attacks up to 8 enemies 10 times for 297% damage
[Passive Effect: HEXA Magnum Punch Damage +36% (additive), HEXA Double Blast Damage +28% (additive)]
10 MP Cost: 26
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 26, attacks up to 8 enemies 10 times for 300% damage
[Passive Effect: HEXA Magnum Punch Damage +36% (additive), HEXA Double Blast Damage +28% (additive)]
11 MP Cost: 26
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 26, attacks up to 8 enemies 10 times for 303% damage
[Passive Effect: HEXA Magnum Punch Damage +36% (additive), HEXA Double Blast Damage +28% (additive)]
12 MP Cost: 27
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 27, attacks up to 8 enemies 10 times for 306% damage
[Passive Effect: HEXA Magnum Punch Damage +43% (additive), HEXA Double Blast Damage +34% (additive)]
13 MP Cost: 27
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 27, attacks up to 8 enemies 10 times for 309% damage
[Passive Effect: HEXA Magnum Punch Damage +43% (additive), HEXA Double Blast Damage +34% (additive)]
14 MP Cost: 27
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 27, attacks up to 8 enemies 10 times for 312% damage
[Passive Effect: HEXA Magnum Punch Damage +43% (additive), HEXA Double Blast Damage +34% (additive)]
15 MP Cost: 27
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 27, attacks up to 8 enemies 10 times for 315% damage
[Passive Effect: HEXA Magnum Punch Damage +50% (additive), HEXA Double Blast Damage +40% (additive)]
16 MP Cost: 27
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 27, attacks up to 8 enemies 10 times for 318% damage
[Passive Effect: HEXA Magnum Punch Damage +50% (additive), HEXA Double Blast Damage +40% (additive)]
17 MP Cost: 27
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 27, attacks up to 8 enemies 10 times for 321% damage
[Passive Effect: HEXA Magnum Punch Damage +50% (additive), HEXA Double Blast Damage +40% (additive)]
18 MP Cost: 28
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 28, attacks up to 8 enemies 10 times for 324% damage
[Passive Effect: HEXA Magnum Punch Damage +57% (additive), HEXA Double Blast Damage +46% (additive)]
19 MP Cost: 28
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 28, attacks up to 8 enemies 10 times for 327% damage
[Passive Effect: HEXA Magnum Punch Damage +57% (additive), HEXA Double Blast Damage +46% (additive)]
20 MP Cost: 28
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 28, attacks up to 8 enemies 10 times for 330% damage
[Passive Effect: HEXA Magnum Punch Damage +57% (additive), HEXA Double Blast Damage +46% (additive)]
21 MP Cost: 28
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 28, attacks up to 8 enemies 10 times for 333% damage
[Passive Effect: HEXA Magnum Punch Damage +64% (additive), HEXA Double Blast Damage +52% (additive)]
22 MP Cost: 28
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 28, attacks up to 8 enemies 10 times for 336% damage
[Passive Effect: HEXA Magnum Punch Damage +64% (additive), HEXA Double Blast Damage +52% (additive)]
23 MP Cost: 28
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 28, attacks up to 8 enemies 10 times for 339% damage
[Passive Effect: HEXA Magnum Punch Damage +64% (additive), HEXA Double Blast Damage +52% (additive)]
24 MP Cost: 29
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 29, attacks up to 8 enemies 10 times for 342% damage
[Passive Effect: HEXA Magnum Punch Damage +71% (additive), HEXA Double Blast Damage +58% (additive)]
25 MP Cost: 29
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 29, attacks up to 8 enemies 10 times for 345% damage
[Passive Effect: HEXA Magnum Punch Damage +71% (additive), HEXA Double Blast Damage +58% (additive)]
26 MP Cost: 29
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 29, attacks up to 8 enemies 10 times for 348% damage
[Passive Effect: HEXA Magnum Punch Damage +71% (additive), HEXA Double Blast Damage +58% (additive)]
27 MP Cost: 29
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 29, attacks up to 8 enemies 10 times for 351% damage
[Passive Effect: HEXA Magnum Punch Damage +78% (additive), HEXA Double Blast Damage +64% (additive)]
28 MP Cost: 29
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 29, attacks up to 8 enemies 10 times for 354% damage
[Passive Effect: HEXA Magnum Punch Damage +78% (additive), HEXA Double Blast Damage +64% (additive)]
29 MP Cost: 29
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 29, attacks up to 8 enemies 10 times for 357% damage
[Passive Effect: HEXA Magnum Punch Damage +78% (additive), HEXA Double Blast Damage +64% (additive)]
30 MP Cost: 30
While Cannon Overdrive's cylinder gauge overheat reduction is active, converted into HEXA Hammer Smash Blast
HEXA Hammer Smash Blast - MP Cost: 30, attacks up to 8 enemies 10 times for 360% damage
[Passive Effect: HEXA Magnum Punch Damage +85% (additive), HEXA Double Blast Damage +70% (additive)]
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Active HEXA Hammer Smash Blast
Master Level 30
Description Strikes the ground to knock nearby enemies into the air. While charging, attacks won't knock you back.
Can be linked with Magnum Punch or Bullet Blast.
Required Skill: Hammer Smash Lv. 20+
Level 1 MP Cost: 25, Max Enemies Hit: 8, Damage: 273%, Number of Attacks: 10
30 MP Cost: 30, Max Enemies Hit: 8, Damage: 360%, Number of Attacks: 10
Active HEXA Hammer Smash Blast
Master Level 30
Description Strikes the ground to knock nearby enemies into the air. While charging, attacks won't knock you back.
Can be linked with Magnum Punch or Bullet Blast.
Required Skill: Hammer Smash Lv. 20+
Level 1 MP Cost: 25, Max Enemies Hit: 8, Damage: 273%, Number of Attacks: 10
2 MP Cost: 25, Max Enemies Hit: 8, Damage: 276%, Number of Attacks: 10
3 MP Cost: 25, Max Enemies Hit: 8, Damage: 279%, Number of Attacks: 10
4 MP Cost: 25, Max Enemies Hit: 8, Damage: 282%, Number of Attacks: 10
5 MP Cost: 25, Max Enemies Hit: 8, Damage: 285%, Number of Attacks: 10
6 MP Cost: 26, Max Enemies Hit: 8, Damage: 288%, Number of Attacks: 10
7 MP Cost: 26, Max Enemies Hit: 8, Damage: 291%, Number of Attacks: 10
8 MP Cost: 26, Max Enemies Hit: 8, Damage: 294%, Number of Attacks: 10
9 MP Cost: 26, Max Enemies Hit: 8, Damage: 297%, Number of Attacks: 10
10 MP Cost: 26, Max Enemies Hit: 8, Damage: 300%, Number of Attacks: 10
11 MP Cost: 26, Max Enemies Hit: 8, Damage: 303%, Number of Attacks: 10
12 MP Cost: 27, Max Enemies Hit: 8, Damage: 306%, Number of Attacks: 10
13 MP Cost: 27, Max Enemies Hit: 8, Damage: 309%, Number of Attacks: 10
14 MP Cost: 27, Max Enemies Hit: 8, Damage: 312%, Number of Attacks: 10
15 MP Cost: 27, Max Enemies Hit: 8, Damage: 315%, Number of Attacks: 10
16 MP Cost: 27, Max Enemies Hit: 8, Damage: 318%, Number of Attacks: 10
17 MP Cost: 27, Max Enemies Hit: 8, Damage: 321%, Number of Attacks: 10
18 MP Cost: 28, Max Enemies Hit: 8, Damage: 324%, Number of Attacks: 10
19 MP Cost: 28, Max Enemies Hit: 8, Damage: 327%, Number of Attacks: 10
20 MP Cost: 28, Max Enemies Hit: 8, Damage: 330%, Number of Attacks: 10
21 MP Cost: 28, Max Enemies Hit: 8, Damage: 333%, Number of Attacks: 10
22 MP Cost: 28, Max Enemies Hit: 8, Damage: 336%, Number of Attacks: 10
23 MP Cost: 28, Max Enemies Hit: 8, Damage: 339%, Number of Attacks: 10
24 MP Cost: 29, Max Enemies Hit: 8, Damage: 342%, Number of Attacks: 10
25 MP Cost: 29, Max Enemies Hit: 8, Damage: 345%, Number of Attacks: 10
26 MP Cost: 29, Max Enemies Hit: 8, Damage: 348%, Number of Attacks: 10
27 MP Cost: 29, Max Enemies Hit: 8, Damage: 351%, Number of Attacks: 10
28 MP Cost: 29, Max Enemies Hit: 8, Damage: 354%, Number of Attacks: 10
29 MP Cost: 29, Max Enemies Hit: 8, Damage: 357%, Number of Attacks: 10
30 MP Cost: 30, Max Enemies Hit: 8, Damage: 360%, Number of Attacks: 10
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Active HEXA Shotgun Punch
Master Level 30
Description Fire a Screw Blow. Can be linked with Bobbing, Weaving, and Bullet Blast.
Required Skill: Shotgun Punch Lv. 30+
Level 1 MP Cost: 71, Max Enemies Hit: 8, Damage: 199%, Number of Attacks: 6
Normal Enemy Damage: +235%
30 MP Cost: 81, Max Enemies Hit: 8, Damage: 315%, Number of Attacks: 6
Normal Enemy Damage: +380%
Active HEXA Shotgun Punch
Master Level 30
Description Fire a Screw Blow. Can be linked with Bobbing, Weaving, and Bullet Blast.
Required Skill: Shotgun Punch Lv. 30+
Level 1 MP Cost: 71, Max Enemies Hit: 8, Damage: 199%, Number of Attacks: 6
Normal Enemy Damage: +235%
2 MP Cost: 71, Max Enemies Hit: 8, Damage: 203%, Number of Attacks: 6
Normal Enemy Damage: +240%
3 MP Cost: 72, Max Enemies Hit: 8, Damage: 207%, Number of Attacks: 6
Normal Enemy Damage: +245%
4 MP Cost: 72, Max Enemies Hit: 8, Damage: 211%, Number of Attacks: 6
Normal Enemy Damage: +250%
5 MP Cost: 72, Max Enemies Hit: 8, Damage: 215%, Number of Attacks: 6
Normal Enemy Damage: +255%
6 MP Cost: 73, Max Enemies Hit: 8, Damage: 219%, Number of Attacks: 6
Normal Enemy Damage: +260%
7 MP Cost: 73, Max Enemies Hit: 8, Damage: 223%, Number of Attacks: 6
Normal Enemy Damage: +265%
8 MP Cost: 73, Max Enemies Hit: 8, Damage: 227%, Number of Attacks: 6
Normal Enemy Damage: +270%
9 MP Cost: 74, Max Enemies Hit: 8, Damage: 231%, Number of Attacks: 6
Normal Enemy Damage: +275%
10 MP Cost: 74, Max Enemies Hit: 8, Damage: 235%, Number of Attacks: 6
Normal Enemy Damage: +280%
11 MP Cost: 74, Max Enemies Hit: 8, Damage: 239%, Number of Attacks: 6
Normal Enemy Damage: +285%
12 MP Cost: 75, Max Enemies Hit: 8, Damage: 243%, Number of Attacks: 6
Normal Enemy Damage: +290%
13 MP Cost: 75, Max Enemies Hit: 8, Damage: 247%, Number of Attacks: 6
Normal Enemy Damage: +295%
14 MP Cost: 75, Max Enemies Hit: 8, Damage: 251%, Number of Attacks: 6
Normal Enemy Damage: +300%
15 MP Cost: 76, Max Enemies Hit: 8, Damage: 255%, Number of Attacks: 6
Normal Enemy Damage: +305%
16 MP Cost: 76, Max Enemies Hit: 8, Damage: 259%, Number of Attacks: 6
Normal Enemy Damage: +310%
17 MP Cost: 76, Max Enemies Hit: 8, Damage: 263%, Number of Attacks: 6
Normal Enemy Damage: +315%
18 MP Cost: 77, Max Enemies Hit: 8, Damage: 267%, Number of Attacks: 6
Normal Enemy Damage: +320%
19 MP Cost: 77, Max Enemies Hit: 8, Damage: 271%, Number of Attacks: 6
Normal Enemy Damage: +325%
20 MP Cost: 77, Max Enemies Hit: 8, Damage: 275%, Number of Attacks: 6
Normal Enemy Damage: +330%
21 MP Cost: 78, Max Enemies Hit: 8, Damage: 279%, Number of Attacks: 6
Normal Enemy Damage: +335%
22 MP Cost: 78, Max Enemies Hit: 8, Damage: 283%, Number of Attacks: 6
Normal Enemy Damage: +340%
23 MP Cost: 78, Max Enemies Hit: 8, Damage: 287%, Number of Attacks: 6
Normal Enemy Damage: +345%
24 MP Cost: 79, Max Enemies Hit: 8, Damage: 291%, Number of Attacks: 6
Normal Enemy Damage: +350%
25 MP Cost: 79, Max Enemies Hit: 8, Damage: 295%, Number of Attacks: 6
Normal Enemy Damage: +355%
26 MP Cost: 79, Max Enemies Hit: 8, Damage: 299%, Number of Attacks: 6
Normal Enemy Damage: +360%
27 MP Cost: 80, Max Enemies Hit: 8, Damage: 303%, Number of Attacks: 6
Normal Enemy Damage: +365%
28 MP Cost: 80, Max Enemies Hit: 8, Damage: 307%, Number of Attacks: 6
Normal Enemy Damage: +370%
29 MP Cost: 80, Max Enemies Hit: 8, Damage: 311%, Number of Attacks: 6
Normal Enemy Damage: +375%
30 MP Cost: 81, Max Enemies Hit: 8, Damage: 315%, Number of Attacks: 6
Normal Enemy Damage: +380%
Show/hide all levels
Active HEXA Revolving Cannon
Master Level 30
Description 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
Required Skill: Revolving Cannon Plus III Lv. 20+
Level 1 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 298%, Number of Attacks: 4
30 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 675%, Number of Attacks: 4
Active HEXA Revolving Cannon
Master Level 30
Description 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
Required Skill: Revolving Cannon Plus III Lv. 20+
Level 1 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 298%, Number of Attacks: 4
2 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 311%, Number of Attacks: 4
3 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 324%, Number of Attacks: 4
4 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 337%, Number of Attacks: 4
5 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 350%, Number of Attacks: 4
6 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 363%, Number of Attacks: 4
7 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 376%, Number of Attacks: 4
8 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 389%, Number of Attacks: 4
9 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 402%, Number of Attacks: 4
10 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 415%, Number of Attacks: 4
11 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 428%, Number of Attacks: 4
12 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 441%, Number of Attacks: 4
13 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 454%, Number of Attacks: 4
14 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 467%, Number of Attacks: 4
15 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 480%, Number of Attacks: 4
16 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 493%, Number of Attacks: 4
17 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 506%, Number of Attacks: 4
18 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 519%, Number of Attacks: 4
19 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 532%, Number of Attacks: 4
20 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 545%, Number of Attacks: 4
21 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 558%, Number of Attacks: 4
22 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 571%, Number of Attacks: 4
23 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 584%, Number of Attacks: 4
24 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 597%, Number of Attacks: 4
25 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 610%, Number of Attacks: 4
26 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 623%, Number of Attacks: 4
27 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 636%, Number of Attacks: 4
28 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 649%, Number of Attacks: 4
29 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 662%, Number of Attacks: 4
30 Ammo Cost: 1, Ammo is reloaded if used as a key-down skill
Revolving Cannon is auto-triggered when Magnum Punch and Double Blast are used. Max Enemies Hit: 6, Damage: 675%, Number of Attacks: 4
Show/hide all levels
Active HEXA Ballistic Hurricane
Master Level 30
Description Unleash all of your fighting prowess to create a storm that sweeps enemies in a wide range.
Required Skill: Ballistic Hurricane Lv. 30+
Level 1 MP Cost: 61, Damage: 1389%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 15 sec
30 MP Cost: 71, Damage: 2520%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 10 sec
Active HEXA Ballistic Hurricane
Master Level 30
Description Unleash all of your fighting prowess to create a storm that sweeps enemies in a wide range.
Required Skill: Ballistic Hurricane Lv. 30+
Level 1 MP Cost: 61, Damage: 1389%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 15 sec
2 MP Cost: 61, Damage: 1428%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 15 sec
3 MP Cost: 62, Damage: 1467%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 15 sec
4 MP Cost: 62, Damage: 1506%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 15 sec
5 MP Cost: 62, Damage: 1545%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 15 sec
6 MP Cost: 63, Damage: 1584%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 14 sec
7 MP Cost: 63, Damage: 1623%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 14 sec
8 MP Cost: 63, Damage: 1662%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 14 sec
9 MP Cost: 64, Damage: 1701%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 14 sec
10 MP Cost: 64, Damage: 1740%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 14 sec
11 MP Cost: 64, Damage: 1779%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 14 sec
12 MP Cost: 65, Damage: 1818%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 13 sec
13 MP Cost: 65, Damage: 1857%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 13 sec
14 MP Cost: 65, Damage: 1896%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 13 sec
15 MP Cost: 66, Damage: 1935%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 13 sec
16 MP Cost: 66, Damage: 1974%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 13 sec
17 MP Cost: 66, Damage: 2013%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 13 sec
18 MP Cost: 67, Damage: 2052%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 12 sec
19 MP Cost: 67, Damage: 2091%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 12 sec
20 MP Cost: 67, Damage: 2130%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 12 sec
21 MP Cost: 68, Damage: 2169%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 12 sec
22 MP Cost: 68, Damage: 2208%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 12 sec
23 MP Cost: 68, Damage: 2247%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 12 sec
24 MP Cost: 69, Damage: 2286%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 11 sec
25 MP Cost: 69, Damage: 2325%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 11 sec
26 MP Cost: 69, Damage: 2364%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 11 sec
27 MP Cost: 70, Damage: 2403%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 11 sec
28 MP Cost: 70, Damage: 2442%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 11 sec
29 MP Cost: 70, Damage: 2481%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 11 sec
30 MP Cost: 71, Damage: 2520%, Number of Attacks: 5, Max Enemies Hit: 12
Cooldown: 10 sec

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.

Show/hide all levels
Passive Rocket Punch Boost
Level Requirement 260
Master Level 30
Description Boosts Rocket Punch.
Level 1 Rocket Punch Final Damage: +11%
9 Rocket Punch Final Damage: +19%
10 Rocket Punch Final Damage: +25%
19 Rocket Punch Final Damage: +34%
20 Rocket Punch Final Damage: +40%
29 Rocket Punch Final Damage: +49%
30 Rocket Punch Final Damage: +60%
Passive Rocket Punch Boost
Level Requirement 260
Master Level 30
Description Boosts Rocket Punch.
Level 1 Rocket Punch Final Damage: +11%
2 Rocket Punch Final Damage: +12%
3 Rocket Punch Final Damage: +13%
4 Rocket Punch Final Damage: +14%
5 Rocket Punch Final Damage: +15%
6 Rocket Punch Final Damage: +16%
7 Rocket Punch Final Damage: +17%
8 Rocket Punch Final Damage: +18%
9 Rocket Punch Final Damage: +19%
10 Rocket Punch Final Damage: +25%
11 Rocket Punch Final Damage: +26%
12 Rocket Punch Final Damage: +27%
13 Rocket Punch Final Damage: +28%
14 Rocket Punch Final Damage: +29%
15 Rocket Punch Final Damage: +30%
16 Rocket Punch Final Damage: +31%
17 Rocket Punch Final Damage: +32%
18 Rocket Punch Final Damage: +33%
19 Rocket Punch Final Damage: +34%
20 Rocket Punch Final Damage: +40%
21 Rocket Punch Final Damage: +41%
22 Rocket Punch Final Damage: +42%
23 Rocket Punch Final Damage: +43%
24 Rocket Punch Final Damage: +44%
25 Rocket Punch Final Damage: +45%
26 Rocket Punch Final Damage: +46%
27 Rocket Punch Final Damage: +47%
28 Rocket Punch Final Damage: +48%
29 Rocket Punch Final Damage: +49%
30 Rocket Punch Final Damage: +60%
Show/hide all levels
Passive Gatling Punch Boost
Level Requirement 260
Master Level 30
Description Boosts Gatling Punch.
Level 1 Gatling Punch Final Damage: +11%
9 Gatling Punch Final Damage: +19%
10 Gatling Punch Final Damage: +25%
19 Gatling Punch Final Damage: +34%
20 Gatling Punch Final Damage: +40%
29 Gatling Punch Final Damage: +49%
30 Gatling Punch Final Damage: +60%
Passive Gatling Punch Boost
Level Requirement 260
Master Level 30
Description Boosts Gatling Punch.
Level 1 Gatling Punch Final Damage: +11%
2 Gatling Punch Final Damage: +12%
3 Gatling Punch Final Damage: +13%
4 Gatling Punch Final Damage: +14%
5 Gatling Punch Final Damage: +15%
6 Gatling Punch Final Damage: +16%
7 Gatling Punch Final Damage: +17%
8 Gatling Punch Final Damage: +18%
9 Gatling Punch Final Damage: +19%
10 Gatling Punch Final Damage: +25%
11 Gatling Punch Final Damage: +26%
12 Gatling Punch Final Damage: +27%
13 Gatling Punch Final Damage: +28%
14 Gatling Punch Final Damage: +29%
15 Gatling Punch Final Damage: +30%
16 Gatling Punch Final Damage: +31%
17 Gatling Punch Final Damage: +32%
18 Gatling Punch Final Damage: +33%
19 Gatling Punch Final Damage: +34%
20 Gatling Punch Final Damage: +40%
21 Gatling Punch Final Damage: +41%
22 Gatling Punch Final Damage: +42%
23 Gatling Punch Final Damage: +43%
24 Gatling Punch Final Damage: +44%
25 Gatling Punch Final Damage: +45%
26 Gatling Punch Final Damage: +46%
27 Gatling Punch Final Damage: +47%
28 Gatling Punch Final Damage: +48%
29 Gatling Punch Final Damage: +49%
30 Gatling Punch Final Damage: +60%
Show/hide all levels
Passive Bullet Blast Boost
Level Requirement 260
Master Level 30
Description Boosts Bullet Blast.
Level 1 Bullet Blast Final Damage: +11%
9 Bullet Blast Final Damage: +19%
10 Bullet Blast Final Damage: +25%
19 Bullet Blast Final Damage: +34%
20 Bullet Blast Final Damage: +40%
29 Bullet Blast Final Damage: +49%
30 Bullet Blast Final Damage: +60%
Passive Bullet Blast Boost
Level Requirement 260
Master Level 30
Description Boosts Bullet Blast.
Level 1 Bullet Blast Final Damage: +11%
2 Bullet Blast Final Damage: +12%
3 Bullet Blast Final Damage: +13%
4 Bullet Blast Final Damage: +14%
5 Bullet Blast Final Damage: +15%
6 Bullet Blast Final Damage: +16%
7 Bullet Blast Final Damage: +17%
8 Bullet Blast Final Damage: +18%
9 Bullet Blast Final Damage: +19%
10 Bullet Blast Final Damage: +25%
11 Bullet Blast Final Damage: +26%
12 Bullet Blast Final Damage: +27%
13 Bullet Blast Final Damage: +28%
14 Bullet Blast Final Damage: +29%
15 Bullet Blast Final Damage: +30%
16 Bullet Blast Final Damage: +31%
17 Bullet Blast Final Damage: +32%
18 Bullet Blast Final Damage: +33%
19 Bullet Blast Final Damage: +34%
20 Bullet Blast Final Damage: +40%
21 Bullet Blast Final Damage: +41%
22 Bullet Blast Final Damage: +42%
23 Bullet Blast Final Damage: +43%
24 Bullet Blast Final Damage: +44%
25 Bullet Blast Final Damage: +45%
26 Bullet Blast Final Damage: +46%
27 Bullet Blast Final Damage: +47%
28 Bullet Blast Final Damage: +48%
29 Bullet Blast Final Damage: +49%
30 Bullet Blast Final Damage: +60%
Show/hide all levels
Passive Afterimage Shock Boost
Level Requirement 260
Master Level 30
Description Boosts Afterimage Shock.
Level 1 Afterimage Shock Final Damage: +11%
9 Afterimage Shock Final Damage: +19%
10 Afterimage Shock Final Damage: +25%
19 Afterimage Shock Final Damage: +34%
20 Afterimage Shock Final Damage: +40%
29 Afterimage Shock Final Damage: +49%
30 Afterimage Shock Final Damage: +60%
Passive Afterimage Shock Boost
Level Requirement 260
Master Level 30
Description Boosts Afterimage Shock.
Level 1 Afterimage Shock Final Damage: +11%
2 Afterimage Shock Final Damage: +12%
3 Afterimage Shock Final Damage: +13%
4 Afterimage Shock Final Damage: +14%
5 Afterimage Shock Final Damage: +15%
6 Afterimage Shock Final Damage: +16%
7 Afterimage Shock Final Damage: +17%
8 Afterimage Shock Final Damage: +18%
9 Afterimage Shock Final Damage: +19%
10 Afterimage Shock Final Damage: +25%
11 Afterimage Shock Final Damage: +26%
12 Afterimage Shock Final Damage: +27%
13 Afterimage Shock Final Damage: +28%
14 Afterimage Shock Final Damage: +29%
15 Afterimage Shock Final Damage: +30%
16 Afterimage Shock Final Damage: +31%
17 Afterimage Shock Final Damage: +32%
18 Afterimage Shock Final Damage: +33%
19 Afterimage Shock Final Damage: +34%
20 Afterimage Shock Final Damage: +40%
21 Afterimage Shock Final Damage: +41%
22 Afterimage Shock Final Damage: +42%
23 Afterimage Shock Final Damage: +43%
24 Afterimage Shock Final Damage: +44%
25 Afterimage Shock Final Damage: +45%
26 Afterimage Shock Final Damage: +46%
27 Afterimage Shock Final Damage: +47%
28 Afterimage Shock Final Damage: +48%
29 Afterimage Shock Final Damage: +49%
30 Afterimage Shock Final Damage: +60%
Characters and Skills
Class
Job and Skills (Click on icon for skills)
Beginner

Beginner Link Skills

Explorers
Warrior

Hero Paladin Dark Knight

Magician

Arch Mage (Fire, Poison) Arch Mage (Ice, Lightning) Bishop

Bowman

Bow Master Marksman

Special

Pathfinder

Thief

Night Lord Shadower

Special

Dual Blade

Pirate

Buccaneer Corsair

Special

Cannoneer Jett Zen

Cygnus Knights

Dawn Warrior Blaze Wizard Wind Archer Night Walker Thunder Breaker

Special

Mihile

Heroes

Aran Evan Luminous Mercedes Phantom Shade

Resistance

Blaster Battle Mage Wild Hunter Xenon Mechanic

Demon

Demon Slayer Demon Avenger

Demon

Lethe

Nova

Kaiser Kain Cadena Angelic Buster

Flora

Adele Illium Khali Ark

Sengoku

Hayato Kanna

Anima

Ren Lara Hoyoung

Monster

Pink Bean Yeti

Transcendent

Zero

Friends World

Kinesis

Jianghu

Lynn Mo Xuan

Shine

Sia Astelle

Beast Tamer

Beast Tamer

Miscellaneous

Tanjiro Kamado Saitama Game Master Skills Guild Skills Miscellaneous Skills