1: Opening
This guide is an extensive list of the damage values and properties of every attack/skill in the game, using practice mode as a base (universal stats), with some testing in real PvE too, all as tested in the GCC Steam re-release. On-hit properties are usually from PvP (forces standing state on airhit, etc).
For skills, alongside damage I will put the rate of damage dealt per point of MP spent (LV1s use 29 MP, LV2s 63 MP, LV3s 96 MP), so 500dmg from a LV1 is MP rate 17.24, and 2500dmg from a LV3 is MP rate 26.04. Generally speaking, LV2 skills have nearly the same damage as two full LV1s but as easier and bigger AoE applications, and LV3 skills have the damage of either four or five LV1s.
Practice mode uses PvP values and attacks can have separate values for PvP and PvE, sometimes there's a particular normal or skill that is disproportionately stronger/weaker in PvE relative to the rest of the moveset or otherwise works differently and if I haven't marked it as such yet I want to know that.
2: Game Mechanics
StatsATK is relative to itself. Raising or lowering 10% of your ATK will raise or lower damage by 10%. If 5k ATK is 500dmg, then 2.5k ATK is 250dmg and 10k ATK is 1000dmg. If an item is giving you 230 more ATK and you have 9582, that's around a 2.4% total increase so it only means +2.4%dmg universally.
SpATK is exactly like ATK and directly gets added to it, but it only applies for skills. +SpATK in items is around 70% higher than +ATK in items, but the point isn't only that you may favor one over the other but simply stack both, so it simply is even more ATK. (characters like Arme could especially prefer SpATK compared to other characters, but in the end every character wants to do massive damage with LV3s/LV4s anyway)
Hell Spear is found in set bonuses. It has been nerfed in the Steam version and isn't important. Each of your hits have around 10% chance to trigger Hell Spear, which will do additional damage depending on the Hell Spear value, scaling only to your initial ATK and their initial DEF with no crit chance. It can trigger in PvP but at extremely reduced power.
DEF is different. Raising DEF has diminishing returns (+10% DEF nulls 9% damage, +20% DEF nulls roughly 16.7% damage, +30% DEF nulls presumed-exact 22.5%), and lowering DEF has exponential returns (-10% DEF adds 11% damage, -20% DEF adds around 24% damage, -30% DEF adds presumed-exact 37.5% damage).
Vitality (HP) simply raises MaxHP. Inside PvE with frequent potion use that doesn't matter aside from extending the difference between absolute max and absolute zero, except that raising MaxHP also multiplies anything related to HP leech (and some buffs are X% of MaxHP).
HP Regeneration is set by Level (not MaxHP), a very low ~520 HP per minute at LV85 (of around 4k-6k). But in PvE, +HP Regen doesn't increase the speed of regeneration but a health limit, so stacking +32% only means it can only regenerate until 32% full (and 520 per minute is so low especially when you can hold 4 digits of HP potions at once).
Item PropertiesThese are the possible random item properties, with values assuming item level 60, also [here] being the amount if you stacked a full 15 items that all have that property.
"At this level" was a practical check at that level without near-optimal items; it would be a lower percentage if full of yellow/purple equipment that is upgraded and carded, so "at this level" notes it's a smaller percentage than this at endgame.
ATK +323 [+4.845, ~ +40%dmg at this level]
SpATK +549 [+8.235, ~ +68%dmg at this level]
CritChance +2.1% [+31.5%]
CritDmg +18.74% [+281.1%]
MP Regen +4.52% [+67.8%]
DEF* +155 [+2.325, ~ +40% at this level, ~ 30% reduction]
SpDEF +328 [+4.920, ~ +83% at this level]
VIT* +155 [+2.325, ~ +82% at this level]
HP Regen +10% [+150%]
And a few others with no in-battle effect: raised GP gain by less than 1%, and required level lowered by 1-3.*DEF and VIT were tested on a heavy character; on others, bonus DEF from properties is worth slightly higher percentages than that and VIT slightly lower.
For PvE, you primarily stack Crit Chance + Crit Damage, and secondarily MP Regen/ATK/SpATK.
Crit is weak at lower levels but the strongest later. MP Regen can have higher importance for AP characters or supporters but can be switched for more ATK or SpATK. (note that MP Regen has no effect in PvP with normalized stats, and without normalized stats it is cut to 1/4 and still cannot pass +25%)
LV80 item properties table:
ATK +431, SpATK +732, Crit chance +2.80%, Crit damage +24.98%, MP Regen +6.03% DEF +231, SpDEF +431, VIT +231, HP Regen +13.50%
There are consumable scrolls to reset any property you want of an item to get the ones you want, but the scrolls come in 2 types: the one buyable in the hero shop can only be used with VP shop items (currently it claims to be compatible with yellow or purple items but that's wrong), the normal scroll is farmed from certain special dungeons (currently only Nightmare Circus) or bought for a lot of VP each.
CrestsCrests (champion mode titles) have 4 universal effects that are shared with earrings, their translations vary and their real effects actually are:
MaxHP raised by X% inside PvE
Skill damage taken reduced by X% (this is not the same stat as SpDEF)
Black-blinking invincibility time upon respawning with another life lasts +X%
EXP +X%
You also don't really need to play champion mode for crests: you can get others just from doing hero dungeons and event dungeons, that are probably better anyway. And there is always a very small chance (2%?) of instantly getting the crest for beating the stage, instead of having to complete the 50 or whatever tries.
Stat differences between charactersThis is not a big or important effect but different characters have slightly different stats, because even with full slots of the same items for everyone, helms/chests/gloves/pants/boots still give different numbers depending on for whom it is.
There are 6 different stat groups. These group names are made-up and unofficial.
Characters Group ATK DEF VIT (MaxHP) Base 2500 HP, base 150dmg, hits taken to lose: Edel, Veigas, Uno Heavy +1 95% ATK (5% damage penalty) 120% DEF (~83.3%dmg) 112% MaxHP 22.58 hits to lose (23) Elesis, Sieghart, Dio, Zero, Rufus, Lime Heavy armor 95% ATK (5% damage penalty) 120% DEF (~83.3%dmg) 88% MaxHP 17.74 hits to lose (18) Ryan, Jin, Asin Brawler Normal 110% DEF (91%dmg) 88% MaxHP 16.17 hits to lose (17) Lire, Amy Lightweight Normal Normal Normal 16.66 hits to lose (17) Lass, Ronan Assassin 105% ATK (5% damage bonus) Normal 88% MaxHP 14.66 hits to lose (15) Arme, Mari, Ley, Rin Mage 105% ATK (5% damage bonus) 90% DEF (111%dmg) Normal 15.06 hits to lose (16)
The simplified explanation is, there are small differences where assassins and mages get KO'd 10% faster (and do +5%dmg), heavies take less damage but at lower HP so overall they tank 10% more (and do -5%dmg), with no really noticeable difference except Edel/Veigas/Uno who do tank some 35% more compared to everyone else.
Or in PvE with frequent potion use the DEF matters much more than MaxHP does. (and Sieghart has a skilltree path passive to take -20% damage in his first life, where he's comparable to Edel/Veigas/Uno at 22.22 hits at his lower HP but effectively having higher DEF than anyone else at roughly 67%dmg taken) (and Zero has super armor and a few leech skills where he just never dies in PvE) (and I haven't verified it but Rufus may have a separate +20% damage taken passively)
Originally these offensive and defensive differences affected PvP where it covertly made some zoners take multiple less hits to KO each other compared to 2 warrior-types dueling even when all 4 had the exact same equipment, but I don't know if this is still pronounced since PvP stat correction.
2: Game Mechanics (part2)
Elesis:Lire:Arme:Lass:Ryan:Ronan:Amy:Item QualitiesCommon (white) items:
Bought items
No properties or card slotsRare (blue) items:
Normal drops
Slightly more base stats, 2 properties, 1 card slotEpic (yellow) items:
Normal drops have a smaller chance to drop as yellow instead of blue (but not the guaranteed 1-per-player rewards from clearing special dungeons)
Slightly more base stats than blue, 3 properties, 2 card slotsRelic (purple) items:
Mostly only Phantom Phoenix set and its upgrades, or certain cash event items
Slightly more base stats than yellow, 4 properties, 3 card slots
Phantom Phoenix: LV80 set reward from hero dungeons if you're at least LV70, that can then upgrade in the hero shop to yellow then purple at the cost of hero coins.
Note that upgrading them will reset their properties/cards/reinforcement. You upgrade a spare you don't equip to yellow and right away again to purple (fully upgrading a weapon takes 87 coins, defensive equipment 58 each, accessories 71 each). You can directly buy them already fully upgraded as purple if you don't have the base item but that costs some 6 coins higher. The daily limits of hero dungeons only apply per character so you can do them with 2 or more characters for more coins, but what gives even more coins is soloing the boss rush event dungeon (AngryBosses/Eclipse) with one LV80+ character, each run takes around 35 minutes giving around 30 coins for the 1 event dungeon ticket (the coins would be split per player if not soloing). Coins can be passed to other characters via the warehouse.
If you don't roll the best properties for the purple Phantom Phoenix items you have to farm scrolls in Nightmare Circus to change them (or better yet, leave them in inventory because their purples are necessary materials for the best-in-slot LV85 TrueIronDragon/Berkas set which will reset their properties/cards/reinforcements again).
Meanwhile, in the final dungeons (or even from playing PvP) you can farm blue and yellow LV81/LV84 sets, the LV84 set also has the 4 accessories and mask.
VP (cash) items: items bought inside the VP Shop are yellow quality and let you choose exactly which properties you want on them instead of coming random. They also don't accept the normal property reset scroll, the scroll buyable for 20 hero coins is only for these. The highest items available are only 78. (the available-to-all-characters-at-once Dark Ellia accessory set is also missing from the shop)
Monster CardsGloves/weapon - Only accepts Crit Damage, Crit Chance, or ATK.
PvE: Crit Damage because cards of this are stronger than cards of Crit Chance.
Chest/cape - Only accepts MP Regen, or ATK, or VIT.
PvE: MP Regen or else ATK if you don't want it. (MP Regen doesn't work in PvP with normalized stats)
Pants/shoes - Only accepts MP Regen, or SpATK, or DEF.
PvE: MP Regen or else SpATK if you don't want it. (MP Regen doesn't work in PvP with normalized stats)
Helmet - Only accepts DEF, or VIT.
PvE: raising DEF is always better than raising VIT, except for MaxHP-related skills.
Hero CollectionSimilar to Elsword, having unlocked more characters/classes gives your entire account small passive stat boosts.
But if it's not a secondary effect it doesn't really matter, the ATK/DEF/HP bonuses are far too small to worry about. Stacking +280 of a stat doesn't count for much when you have 15k ATK and 8k DEF before level 80. I have underlined secondary stats. I will also put [here] the simplified overall damage boost you get from this character's effect assuming a high-level character with 15k ATK, 50% Crit Chance and 300% Crit Damage.
( ATK +140, HP +140) [+1%] ( Crit chance +4%, ATK +140) [+5%] ( ATK & SpATK +140) [+1%/2%] ( Crit chance +4%, Crit damage +10%) [+5%] ( Back Damage +15%, HP +140) [+0%/11%] ( SpATK +140, SpDEF +180) [+0%/1%] ( Back Damage +15%, HP +140) [+0%/11%] Maximum total effects:
Back Damage +30 from 130 (overall +23.1%), Crit Chance +8%, Crit Damage +10%
ATK +420 and SpATK +280
SpDEF +180, HP +420(the room info screen after losing a dungeon even shows a screenshot of an earlier internal revision of the Hero Collection, where the non-secondary effects were multiple times bigger, showing only Elesis at either 3rd or 4th, being 550ATK and 370HP instead of 140 both. Apparently it's too low because some stats from this already launched nerfed)
2: Game Mechanics (part3)
DashingIn addition to classes that have unique dash types, there is one standard dash shared between many classes, working the same way even with minor differences between them.
The standard dash can be repeated multiple times whether on ground or air, and the general idea is that you're the fastest when dash-jumping out of the ground whenever still on the ground and repeating bursts of airdash when airborne. You may also press Down one time during airdash to activate fastfall. One easy trick is the shadow step: simply repeat Up+Forward and Down+Forward for fast dashing to one direction.
There is also the rocket (IAD). From the ground, tap and release Forward, then after a very small delay, tap Forward+Up. This works like a dash-jump except it goes much farther and faster forward than normal, but also not as high as a normal jump. Can still tap Down once to fastfall right afterward (repeating it this way is called a flash step).
For a rocket you can may the Forward before landing, but the Forward+Up has to be done from the floor; you may prepare that from the air as pressing Forward 3 times to dash in the air then land only needing to do Forward+Up.
Jumping out of the ground is also faster if done as a dash-jump or rocket instead of from neutral or walking, because this skips the jump startup frames (which are different per class).
These are the classes with the standard dash and a simplified list of their differences with each other:
Standard -2: Lire3(also lacks fastfall and held run)
Standard -1: Ryan3, Jin1/2/4, Sieg3/4, Edel
Standard -0.5: Ronan3, Rin
Standard: Elesis1/4, Ryan4(with separated weapon), Ronan1/4, Jin3
Better bursts and rocket is minorly worse: Ronan2, Dio, Zero
Better bursts and rocket is still equal: Sieg1/2, Rufus(counting passives), Uno
Standard +1: Elesis3, Ryan4(with joined weapon), Asin
Standard +2: Ryan1(a bit more on ground and a bit less on air, lacks held run), Ryan2, Lass3(also can airdash up or down once, can airdash again after every airZ)Ryan transformations: Wolf is standard +2 (dash cancels faster into itself repeatedly, with momentary invincibility and passes through enemies. Rocket is slightly farther and lower), Nephilim is standard +3 (airdash rises less), Magnus is standard
PvE lives systemEveryone starts with only 1 life and unlimited potions, but if you take hitstun and your HP reaches 0, you die and cannot use potions anymore even before you finish getting knocked down from that attack. Then after you die you can tap C to spend a bonus life to revive (cannot revive on Harkyon/TowerOfDisappearance, or event dungeons chosen to Hell difficulty).
I don't understand how many but the game can slowly refill lives for free over multiple days raising until reaching 9 lives. You can also raise it by buying bonus lives with daily P↑, then activating it from inventory as the character you want.
Accessory slotsThere are 4 generic accessory slots: arm, head, upper back (wing or backpack), and lower back (beltline or boot accessory).
There are multiple sets of these 4 with a big level range, they can be rarely dropped in dungeons (champion mode especially) or easily crafted from Train/Circus event dungeon as LV30/50/70, and arm slot and lower back slot can alternatively be crafted with crystals up to LV72. But for these 4 slots, their best-in-slots are obtained from the LV80+ labyrinth hero dungeon (which upgrade further) or the LV84 drops from the final stage meanwhile.
There are 4 other accessory slots for items that are much rarer: ring, mask, and 2 separate earring slots.
Rings are rare drops from only certain dungeons, notably the semifinal stage of Xenia. And the event dungeon Moonlight Village may drop a ring that you can upgrade by repeating the stage dozens of times until it's a LV70 yellow ring. But easier than that is the Harkyon hero dungeon which crafts a LV65 purple ring.
Masks almost don't exist. You have to craft one from the Train/Circus event dungeon as LV30/50/70 or rare-drop a LV40 one from Moonlight Village event dungeon. Only at LV78 can you drop one in a normal dungeon and from the final desert continent stage or LV84 at the final stage. Then the best-in-slot is the future LV83 IronDragon/HadesDragon set that upgrades further.
Earrings are more or less endgame only. Except that Moonlight Village may rare-drop an early one alongside early ring and mask. Each earring has a temporary effect that they activate sometimes, you have 2 earring slots and cannot equip 2 of the same earring.
Hero shop sells two kinds of LV55+ earrings for 70 or 80 coins (Gnosis gives a barrier of effectively 1 hit in this version, Flames gives super armor and +50% damage) and Harkyon hero dungeon lets you craft a LV60 earring (HP Regen), and there is the LV80+ earring you have to choose when finishing the 30th-floor labyrinth hero dungeon.
Transmog systemYou can buy Fusion Coupons (white-blue card) for 20 hero coins or inside the cash shop. They convert any equipment/accessory into a visual version of it with no stats, visual items go to their own separate inventory. Note that you cannot convert weapons; visual weapons can only be obtained from seal breaker gacha.
There are actually some premium visual items that bring small stat boosts or set bonuses instead of being purely visual (seal breaker gacha giving more than VP Shop items), and there is a scroll to mix two visual items to keep the looks of one and the gameplay of the other but only for 3000 VP scrolls each item.
2: Game Mechanics (part4)
Arrow DefenseBasic arrow attacks (not skills) from a few monsters or players in PvP can be Arrow Defended by holding either left or right during the time the arrow connects (regardless of the arrow's direction), reducing its damage by 80% and also greatly reducing hitstun and knockback, but each time Arrow Defense triggers it will nullify every direction that you were holding, so you have to release the button and move again. If you were to defend 3 arrows, you hold a side until the first hits, then release and hold it for the 2nd, then release and hold it for the 3rd, then you're free to move and attack again. If in the air, any of the 4 directions can defend, not just sides, sometimes doing it on accident. Arme and Lire herself cannot Arrow Defend.
Randomly when Arrow Defending, you may automatically throw an arrow back at the attacker.
Separately to defending, certain characters have access to Berserk (Elesis/Sieghart/Dio, and Arme), which automatically activates if they get hit by a large amount enough of arrows in a short time whether or not defended, quaking the screen with fall damage in retaliation (or just MP refill in Arme's case). Lire players in PvP have to limit their amount of basic arrow hits against these specific characters (after successfully connecting with many, wait for it to cool down with melee attacks or special attacks, or trigger it from so far away that you don't get hit).
Because Arrow Defense nullifies directional inputs, arrows or a single arrow can be used in PvP specifically to confuse and trap an opponent momentarily as their dash inputs are messed with, to lead into another attack, which is dangerous because this is a game where everything is unblockable except these basic arrows. Lass1's kunais also count as basic arrows instead of any other kind of projectile and can be used as an opening because of this.
In-game damage counter/combo counterInside PvE, there is a combo counter that will show the total damage you've dealt without being hit or not hitting a monster for around 5 seconds. It says "score" but it's simply the damage numbers added together. This can be used to compare damage of different moves but there is a catch.
With no active combo counter, you need to do 2 hits for it to appear and says you have a 2-hit combo, but the first hit of the combo will not add the damage to the counter. If you start with 2 hits of 700, the counter will say 2 hits but say only 700 damage instead of 1400.
In order to see the actually correct amount of damage/score, you need to have no active combo counter, then connect a dummy attack of only 1 hit, then do the attack you want to calculate. The previous dummy attack will add 1 to the combo counter but 0 to the damage counter.
The counter also actually has a gameplay use: you get a rank raising depending on how much damage you add and lowers over time or being hit often. The rank gives you a small EXP boost depending on what your rank is, and some special stages change the middle depending on what your rank is when finishing a room. Rank can be as high as SS and as low as F. Dungeons also display the highest rank you've won them with (if it says a C or lower, you probably cannot clear a higher difficulty version of it yet).
Practice modePractice mode lets you test attacks and even skilltree options, with all characters having equal stats. Practice mode uses PvP values with a few moves having different power set for PvE, and launch/ForceStanding/etc on-hit states on each move are made differently for PvP and PvE.
-While Elesis is the default dummy opponent, I recommend to switch away from her, as Elesis and Elesis alone takes slightly reduced hitstun from attacks, so testing with others is more accurate to general PvP. And if you make the opponent Arme she will charge your MP faster instead of hers.
-You may hold the mouse button to lock the dummy airborne in place; this is useful for testing some multi-hit attacks, especially because of PvP-PvE differences of knockdown state or knockback.
PvP mechanicsPvP uses partially-corrected stats (I've only seen grabs range from 326dmg to 371dmg), stat normalization can be turned off in the options in the cog button if set to deathmatch. PvP also has permanently disabled pet attacks and LV4 skills.
PvP gives some EXP so you can level up from either normal dungeons or PvP if you prefer, and PvP gives you treasure chests that give a few normal equipment drops of around your level (it can actually be better to farm last-continent normal equipment drops in PvP than actually playing PvE especially if not soloing).
5 wins in PvP gives you 1 hero coin (max 3 per day). Playing PvP is also the only way to get emotes.
MP Regen has no effect in PvP, unless stat normalization is toggled off, so you could consider MP Regen to be PvE-only.
All skills make you fully invincible, but because successful grabs take priority over anything, using a skill will effectively give you strike/projectile invincibility instantly but doesn't give you any grab invincibility until around a quarter of a second in.
When a player stands back up from knockdown, they keep the invincibility for around 1 second, so it's useless to strike or grab them again that early. Unless you use an attack with very high active frames so that it can hit them as soon as it runs out.
Wakeup trap: if you use a skill while the opponent is still inside knockdown or still invincible from it, the skill's superfreeze (delay) also won't freeze them in time and they can move as normal when standing up; however, they still lose their invincibility timer during frozen time so they aren't invincible by the time you actually strike, depending on your skill. You can use skills as fast as you can when they're knocked down as a wakeup trap to possibly hit by surprise as they recover, especially with skills with long range or a gap-closer.
If your enemy has super armor, you may have to think differently: you may mid-range with hits without commiting to a combo until their armor effect wears off, they are still vulnerable to grabs (this is especially Zero's weakness if in stance), and certain multi-hit attacks actually can work better against an armored player than a non-armored player.
There are some PvP infinite combos including ottoshot and they are allowed by design, the explanation being that nothing in Grand Chase PvP is actually an infinite because you can Counter to combobreak (and if you don't have enough MP it regenerates automatically; trying to attack after you know they have no MP is itself a strategical dynamic).
A few melee classes have an infinite by looping Z combo at a certain timing (Sieg2's combo is easier to loop as an infinite than actually time it right enough to do the full sequence), some have a more complex or situational attack or sequence, and certain classes can ottoshot (tap Down to lower from a platform then instantly afterward tap Z for a falling airZ, if it hits then you return to standing to repeat. Ottoshot has extremely high DPS for PvE). But if you're playing PvP with a buddy then you may arrange to play without infinites, too.
3: Pet Damage
Against bosses pretty much the only thing that matters is the pet's potential damage output, but hit properties can also be useful inside stages, with crowd control to help avoid being ganged up on by monsters or knock entire groups closer together to the corner, or deliberately leave standing to not benefit from anything but also not interrupt any combo from yourself or a teammate. Does it leave standing to not mess with anything positive or negative, or launch/float into the air which is also a knockdown in place if you wait, or does it move them to the side? Sometimes you can even synergize a pet's launch or juggle with your own character's aerial-damage-bonus combo.
We can properly calculate pet damage regardless of player stats by comparing attack damage to pet damage. Pets themselves run off of your own ATK and crit just like any normal attack. But I'll need volunteers to count more pets to help complete the list.
(Obtained pets are locked to the character you got it as, they cannot be shared)
(Currently there is an inventory problem about having multiple pets: equipping a pet will give you its attack at infinite uses and you can't buy more, but you can't ever sell/trash the attack, so every different pet ever equipped takes 1 character inventory slot permanently because of the attack being an item that you can't sell)
Event dungeon petsPet Duel: preliminary ~606dmg (leaves standing) (small forward square), consumable special attack ~1225dmg [sometimes drops from normal Zidler at Circus event dungeon]
Pet KOG B: preliminary ~698dmg (pushes forward ignoring knockback resistance and super armor) [Talin event dungeon after combining all pieces]
Pet Zidler: preliminary ~347dmg [Circus event dungeon]
Pet conductor: [Train event dungeon]
Champion mode petsTo craft one of these you need to get the respective rare pet scroll inside that continent which only has a chance of dropping inside champion mode (the rare scroll for Gaikoz is given to everyone for free by a leveling quest). Then you also need red crystals (must play champion mode and beat the optional portal boss at the end) and continent stones (which drop in that continent even without champion mode).
KavananPet Gaikoz: ~193dmg (last hit launches) (forward square, reaches 1 floor up)
Silver LandPet Krakos:
Pet Victor: preliminary ~602dmg (floats forward per hit) (short forward wave)
ElliaPet Kazeaze: preliminary ~553dmg assuming full drag (leaves standing, drags) (slow piercing shot, drags along)
Pet Dark Anmon: preliminary ~687dmg (floats away per hit) (teleports slightly forward and does a radius multi-hit, Ryan2's LV2 but smaller)
XeniaPet Perseo (periett): preliminary singletarget ~413 x2 for singletarget 826 (two homing orbs)
Pet Thanatos: preliminary ~623dmg (leaves standing) (small forward square)
Pet Ashtaroth Rutherford: preliminary ~559dmg (initially launches then keeps juggling, knocks down in place) (forward rectangle 4/5 to screen edge, hit count is unstable across range, dealing less than that on small enemies and more than that on extra-wide bosses) (only non-premium pet that charges AP for AP characters)
Alcubra (áton)Pet Kungji:
ArchimediaPet Darek (aron): preliminary ~617dmg (leaves standing) (forward rectangle 4/5 to screen edge, will slightly push them away from AoE center if not knocked down or armored)
P↑ shop petsIn terms of pure damage only the adult Slime is worthwhile and it's still weaker than other pets. But evolving one takes longer than farming an event dungeon pet.
Baby Slime: preliminary ~152
Adult Slime: preliminary ~375
Baby Gorgos: preliminary ~27 x4 for singletarget ~108 (leaves standing) (4 separate mid-range shots)
Adult Gorgos: preliminary ~137
Baby Pepe: ~89dmg (blowaway) (mid-range single melee hit)
Adult Pepe: preliminary ~179
Baby Sidt: preliminary ~69 width-sensitive
Adult Sidt: preliminary ~167
Gacha petsJust assume it's 900-1100dmg and it's easier.
Reference sheets to write down pet damage:
*Note that if counting pet damage via the combo score counter, you need to hit a monster with 1 hit and have the combo counter not show up on the screen yet, then do the pet attack (because the 1st hit of the combo counter is counted for the hit amount but not the damage amount).
-Elesis: equip 1st job, write damage of airZ (default V1 version) and pet damage, divide both by the same number until airZ is 130.XX
I can put more reference sheets for other characters if give me the full PvE table (normals & default skills) for the 1st job of another character.
4: Closing
Please tell me if I have any errors or already-outdated values, or moves that are specially stronger/weaker inside PvE that I don't have marked as such yet. Brigado.
To help this list, please tell me, if you already have those skills:
Lire1:
-Approximate damage counting the DoTs from Flame Shot and Toxic Shot, compared to the damage of the arrow itself, alongside damage per hit of default LV1 skill.
Lire2: 4th skill score from centering the circle inside a single enemy, compared to skill damage per hit of LV1 and LV2.
Arme1:
-Fire Shield V1, exactly how does it work, in numbers? HP% and reflection.
Arme2: rough estimate of total damage of LV2 compared to some other attacks
Arme3: LV2 buff reduces damage taken by how much percent in PvE?
Ryan:
-In PvE, do you take more damage in Wolf form? How much? Do you take less damage in Nephilim form? How much?
-Test DEF Totem's percentage damage reduction in PvE.
Ronan1:
-Test if Holy Bless reduces damage taken.
-Test how much HP Energy Circle refills (presumably an exact percentage of maximum like 1% per hit).
Ronan3: test if LV2 barrier is directly tied to your MaxHP (halving your HP halves the hits it can take, etc) and check if teammates use their own HP's amount or Ronan's amount.
Also, grab damage in practice mode sometimes is around 86% stronger and I don't know why, is this a normal mechanic of it like it gets stronger in a certain scenario?
Damage TablesI started with only an Elesis so I hadn't checked other characters. I would appreciate a full damage table of other characters in a PvE test (go to any dungeon and write down the damage per hit of every normal attack the class has, and the basic skills). This is important to see attacks that do different damage in PvP/PvE and to help compare pet damage.
Missing:
-Lire all (at least 1st job) (3rd job should have PvE-modified skills if I can see)
-Arme all (at least 1st job)
-Lass all (at least 1st job)
-Ryan all (at least 1st job), one with normal class damage alongside Ryan's transformations
-Ronan all (at least 1st job, including damage per hit of transformed groundZ & airZ & dashatk)
You don't need to read this but this is the calculation method I use:
It's complicated but we can write down, for example, Elesis1's moveset, with practice mode damage in the left compared to one dungeon test damage in the right, plus a pet damage:
GroundZ PvP 117 per hit (PvE 2007 per hit)
Dashatk 130 total (2172 total)
airZ 130 (2230)
Z→ V1 130 total (678 total)
Baby Pepe 1538, Pet Gaikoz 3306So now we find a number to divide the PvE damage to simply closely match the practice mode value, in this case dividing the entire PvE table by 17.1:
GroundZ 117 per (117.36 per) [very close, presumed equal]
Dashatk 130 total (127.01 total) [very close, presumed equal]
airZ 130 (130.40) [very close, presumed equal]
Z→ V1 130 total (39.64 total) [actually a move weaker in PvE, 130 down to ~39]
Baby Pepe 89.94, Pet Gaikoz 193.33So now we objectively have Pepe's damage as roughly 89 and Pet Gaikoz as roughly 193, while also having to note that this class's Z→ V1 actually has modified damage for PvE (roughly -70%), which is why I recommend to not try to judge off of one move unless you look at the reference sheet below to see which move it should be; Elesis1's airZ damage lowers from 130 to 84 on its V2 and all of Elesis's other classes also have 84 for their airZ in PvE instead of their normal 130 in PvP/practice mode (with Elesis3's air↑Z staying as 130 in PvE despite both having equal damage in PvP), so accidentally gauging only from an 84 presuming it to be 130 would skew things. And groundZ combos or some multi-hit skills between PvP and PvE may have similar total damage in the end but have their damage spread differently across the hits.
Note that you cannot simply judge total damage from the PvE score counter. To do that you need to do a 1-hit attack to prepare the combo counter without getting it to show up yet, then apply the attack you actually want to count; the 1st hit inside the combo counter raises the hit count by 1 but doesn't have the damage be added to the score counter. So directly starting with a 5-hit attack of 500dmg each hit would show 5 hits but 2000 damage when it's actually 2500, and doing a 1-hit attack first would add an artificial +1 to the hit count but actually count damage properly going forward (fake 6 hits, real 2500dmg).
5-1: Elesis (general)
Steam re-release known differences:
-Elesis skilltree allclass dodge roll removed from the game
Character traitsLess Hitstun - Elesis takes a minor amount less hitstun from all attacks compared to other characters. Combos that are barely combos/loops on normal characters may be barely breakable as Elesis, with enough time to go into grab/groundZ or use a skill.
Berserk - Elesis will automatically berserk if hit with too many basic arrows in a short time (Lire arrows or Lass1 kunais), launching all nearby enemies with fall damage (and with an additional skill, also activates super armor for 5sec afterward). This is only shared with Sieghart & Dio in their skilltrees.
Skilltree allclass trait - Firebolt Slash - All of Elesis's groundZ1 and non-dash airZ attacks can nullify basic projectiles. This includes both basic arrows and basic magic bolts, from monsters and enemy players in PvP. This ability is shared with Sieghart and Edel.
Skilltree allclass trait - Magic Defense - When neutral or from inside groundZ combo, Elesis can press X for a block pose. This is a forced 1-second-long pose, during it you have super armor and take roughly -41% damage from everything, and it also can nullify basic projectiles (not all projectiles) in front of you. But severely limiting its usefulness, it has to last its exact forced duration and you can't do anything until it finishes (not even cancel into skill), and you can hardly call it a block in PvE when you still lose 1/3 of your lifebar for resorting to it rather than evading/invincibiling. Minor cooldown of 4sec.
The start of the block also has an invisible weak melee hit in front at the beginning (it can interrupt enemies out of their attack like any normal attack but they will recover much earlier than you. On airhit this pulls them down standing).
Skilltree allclass trait - Hyper Armor - When neutral, Elesis can press C to give herself super armor for a while. Lasts 10sec with cooldown 40sec. You cannot X block during this. Less useful in PvE because it prevents you from getting knocked away but damage taken is still full anyway. But the activation animation is invincible and may be used to avoid one attack.
LV4 skills(LV4 skills need over LV70 to get and cannot be used in PvP. They cannot be cast by charging MP, only by shortcut at 45sec cooldown shared between all LV4s)
1st job 1, Bravery: the damage output is actually in the negatives (takes 20sec to return to attacking and regenerating MP, for total damage comparable to only one instant LV3 cast), but repeating sword beams can help in organizing all trash mobs into the corner for certain stages like labyrinth. And when soloing helps re-take control and drink 4 potions.
Self-buff for 20sec. For the entire duration, all damage you take is 1 and you have super armor so you're invincible, you cannot use skills and your normal attacks are changed into better versions that can dashcancel, and your dash passes through enemies. MP regeneration is slowed so by the time it ends you'll have slightly more than 1 bar ready.The start also makes a small explosion (~406dmg in PvE).GroundZ combo - Square-shaped forward purple slashes reaching 1 floor up just like Magnum Break. You can loop the 1st or 2nd tap as an infinite melee combo (2nd pushes people along). Finishing it with the 3rd makes a sword beam forward (hits 2 floors up) that drags enemies along with it until the end of the stage, can organize non-super-armor enemies or repeat alongside groundZs for AoE damage. Beam must hit something by screen edge or it disappears early.Practice damage: first swing 55 x5, second swing 55 x5, beam 24 xN, beam on stage end explosion 330
PvE damage: first swing ~13 x5 (65), second swing ~13 x5 (65), beam ~13 xN and same 13 on stage end explosion (5 hits is 65 per beam), doing nothing but Z1 repeatedly has time for around 22 swings so only ~1512dmg.
airZ - Diagonal-down small square AoE. Can't ottoshot, but repeating going up and down a platform has better DPS than groundZ, although it's roughly the same damage as doing that without a buff, just while invincible.Practice damage: 81 x3
PvE damage: ~29 x3 (~87, where normal airZs in PvE are either 130 or 84. With time for around 34 swings, ~2958dmg)
Dash attack - Smallest area, highest DPS from this. Becomes the same as Sieg4's dash attack, straight slash that passes through enemies and floats on hit, except instead of just-frames you can dashcancel afterward to keep it looping left and right on the same enemy (or always same side if against corner).Practice damage: 322
PvE damage: ~71 (has time for around 36 swings so ~2556dmg across 20 seconds, or just over 3000 counting partial back hits)
2nd job: throws the spear straight forward, instantaneous beam across the entire stage also reaching 1 floor up and down. Leaves a burn on the enemies to do more damage.
2609, DoT ticks once per second for 30dmg for 20sec (+600, total 3209)
3rd job: probably her most useful LV4. Creates auto-aimed geysers below enemies in the stage to every direction at multiple screens away (multiplied damage if enemies are stacked together) that also juggle enemies in place for a few seconds, and makes an AoE slightly to both of your sides stretching 2 floors up for extra damage if close to you.
auto-aimed 206 x10 (2060), radius 166 xN (in PvE roughly 2800, add +2060 per stacked enemy)
4th job: fire and forget. Makes one cyclone that moves in the 8 directions slowly homing in on enemies pulling them up to the air then circling around one for continuous contact damage, living for 10 seconds. Will launch and stall a monster, then automatically chase another after that monster dies.
total damage 139 x27 (3753, possibly slightly reduced in PvE for ~3200)
Which 2 jobs to use in PvE?(After LV45 you can buy a GP quest to let you equip 2 jobs in PvE and switch between them with Ctrl)
Elesis1's ottoshot is 55% stronger than the ottoshot of her other jobs, and has Z← for invincibility spam (can roll through enemies but limitedly not extra-wide bosses or groups of monsters)
Elesis2's ground combo can infinite multiple trash mobs at once (discounting combobreak attacks), both LV3 and LV4 are full-stage forward beams
Elesis3 seems weak and awkward on her normals, but can normal-combo bosses by having shadow roll from combo although never from first Z tap, and LV4 hits all enemies in the stage
Elesis4's roll is one that has to be done from neutral instead, with a fire-and-forget LV4 that helps in all scenarios
5-1a: Elesis 1st Job
GroundZ combo*Infinite loop: stop after the 4th tap (the thrust), then start from the beginning again. In PvP this is not a true combo against Elesis, in PvE some monsters recover fast enough too and some monsters have combobreak attacks.
117, 117, 117, 58 x2 (467dmg so far), knockdown 117At any point can tap Up to cancel the combo into a the Up followup (in PvP must do before knockdown hit to connect and can make an infinite loop).
GroundZ combo V2 - This is a combo moving forward where the first hit has longer range than youmight think and it keeps moving farther. 4th tap knocks down so you can default to only doing 3 taps to then combo into Up followup or skill. The downside of V2 is losing the thrust loop.
111, 92, 146 (439dmg so far), knockdown 223 (total 572)
GroundZ combos, Up followup - Simply tap Up once, no Z needed. This cancels the combo into a different branch. This will launch then send them diagonal down (in PvE this knocks down, in PvP it groundbounces to combo into dash-jump airZZ into ground combo to potentially loop this as long as the stage allows, or airgrab or skill), while doing a small forward movement that can pass over normal-sized enemies, sometimes can be used as an emergency dodge; only V1 has this.
104, 109 (total +213dmg to groundZ combo)V2 - Input changes to ↑Z ZZ. This is an extended ground combo to simply add more damage and end it as it is, combos into nothing except airhit-OK skills.
103, 103, 104+109 (total +419 to groundZ combo)V3 - Input changes to ↑, ZZZZ. This is another just extended ground combo, stronger than V2 and has a longer window to combo into airhit-OK skills, but it has a trick: it PvP groundbounces if the last hit was a clean hit, if the timing of the Zs were as slow as possible (combos afterward like V1 but farther away, dash-jump airZZ or LV2/LV3 skill).
launch 122, float 123 & 123 & 123, blowaway 130 (total +621 to groundZ combo)V4 - Input changes to ↑, Z. This removes everything and simply instantly launches the enemy very high, but this time it launches in both PvE and PvP, and there's more time after the launch than with the others. You can even choose to do only the first input to stay close, or the 2nd to send forward.
96, 96 (total +192 to groundZ combo)
GroundZ combos, Critical V1Same as dashattack V1. Only ever used in emergencies to instantly knock down an enemy in front of or behind you (like an enemy in PvP who is already in Fatal, or an attacking monster without armor).
65 & knockdown 65 (130)V2 - Downgrade in PvE (no knockdown) but more interesting than default for PvP. It's improved from now only being a single hit to connect while also having a slightly taller/longer hitbox. It also now does a little step forward so it can be used as an additional hit while doing groundZ combo on miss. And instead of knockdown in place this will do a small diagonal launch in PvP, can barely combo afterward but with more strict timing than the Up launches.
123
Double V2 - Worse than default. Default is same as normal Critical/dashatk. This apparently has 3 hits total but only 1 actually hits forward (65dmg knockdown), it adds a 61 and 65 but above you higher than head height. Even against a monster giant enough to take all hits it's only 65 damage over normal and actually weaker everywhere else.
airZSimple forward hit, has only decent active frames to hit someone 1 platform below or hit air-to-air. 130dmg. (in PvE this is Elesis's only class with an airZ without reduced damage in PvE, others being 84, so her ottoshot is strongest as 1st job)
*PvP only: forces standing state on airhit, which is uncommon for an airZ and her only class with this. (can start or continue a combo even on airhit/juggle. Note that a running jump has less startup than a normal jump to get into airZ faster) (in PvP can ottoshot even on juggle)
V2 - Crucially upgrades airZ so that you may do a second airZ in the same direction, allowing new PvP combo paths from a juggle (hitting once and again right before landing to lead into groundZ combo), or scanning air-to-air hits better. The downside is that the first airZ is lowered from 130dmg to 84dmg, meaning ottoshot damage drops 35%, so essentially V2 is better for PvP but V1 still has use in PvE.
Dash attackA slash of 2 hits but only the 1st hit can poke above your own height (also hits straight up and diagonal up) and only the 2nd hit straight ahead will cause knockdown.
Can be used in full straight ahead to combo after on cliff because the 2nd hit knocks down a good distance forward, or cancel the 1st hit into skill as an extra push before the skill.
65 & knockdown 65 (130)V2 - 3 hits instead of 2 with only the last knocking down, with the upgrade that you can input the move with 2 Z taps; then only if it hits, it won't do the 3rd hit and instead recover and do a minilaunch instead of knocking into cliff. The launch is especially good in PvE, where you can do a ground attack afterward right before they fall and it won't blow them away from the air, you can even loop this attack alone against a launchable enemy.
42 x3 (126)V3 - Keeps the 3 hits of V2, and instead the followup happens if you press Z right before the 3rd hit (or just keep tapping Z). Does a launch then knocks them ahead (no special combo opportunity here). Seems pointless despite the higher damage.
66+98 (164)
Z→ (unlockable)This is an invincible attack for a very short time running forward. Does a mid-range stab, 2 hits with the last knocking down but may shortcut into skill before the 2nd hit. Very often passes through a single normal-sized enemy in front when used. Can only be done from ground Z1 and only forward.
65 & knockdown 65 (total 130) (lower in PvE: total ~39)V2 - this is armored, not invincible. Modifies the attack into a low-to-the-ground airdash with a contact melee strike, has longer range straight ahead and now scratches people in the air and 1 floor up for knockdown. Has mad range as a scanning hit to ignore neutral and close in on the opponent no matter what especially from being armored. Still knocks down on hit to only combo into shortcut skill if on proper ground-to-ground hit. In PvE actually puts float push (split-second forced stun) and leaves standing to attack afterward, loops, but only loops on big enemies because you pass over normal ones.
37 x3 (total 111) (higher in PvE: total ~224)
Z← (unlockable)Does a small backward roll (can pass through a single non-wide boss, works in PvE after losing her normal roll) with a forced attack afterward knocking down in front still invincible. Only combos into airhit-OK skills.
Good to repeat in PvE against trash mobs as safer melee damage that also puts groups in the corner.
In PvE against an awkward enemy like basilisks you may stand in place and simply keep repeating the first groundZ over and over, because it can cancel into Z← (or Z→) both before and after it hits to switch to invincibility to avoid one attack.
77 (higher in PvE: ~149)
Skilltree tauntIf Elesis1 taunts, all enemies within normal screen range (except ones currently invincible/knocked down) get -10%DEF, making them take +11%dmg from everyone. Lasts 10sec with cooldown 20sec. The effect taunt is faster than a normal taunt.
Skilltree triple tap dashUpgrade for two things: whenever in the air you can tap thrice instead of twice for a longer airdash burst (and this works doubly well as tapping thrice is what you do to prepare the rocket to only need to do Up+Forward as soon as you land), and if you want to dashdance left and right on the floor you triple-tap it to go a longer distance.
5-1a: Elesis 1st Job (skills)
LV1 skills
Note: all of her LV1s are multi-hit combos that must land as groundhit instead of airhit in order to combo, otherwise the enemy gets blown away into knockdown early.
Mega Slash (corte profundo)
All variations of this skill start hitting without superfreeze, sometimes this can be useful for PvP (sometimes avoids what would be a get-grabbed-out-of-your-skill situation).
Does 3 separate hits forward, then waits and only then superfreezes, and does a bigger knockdown hit.
110 x3, 110+103 (543) [MP rate 18.72]
V2
A faster and more practical sequence, swings twice then immediately superfreezes into the ender which is now a launcher (same followups as groundZ Up). The first swing is shorter but not the second.
204, 204, 193 (601) [MP rate 20.72]
V3
Moves forward with every hit of the combo, ender hits farther ahead and also hits as a radius rectangle reaching 1 floor up.
159, 159, 160 (478) [MP rate 16.48]
Winding Flash (giro luminoso)
This combo starts with a forward running stab to fully work even if started at medium range (can hold left or right during the entire animation to greatly influence distance moved), and it also launches (better than Mega Slash V2). If going down on a slope may jump past the enemy if having to go far. With the range, can wakeup trap in PvP.
164 x3, launch 164 (656) [MP rate 22.62]
V2
This variation puts zero knockback/push on the target during the entire combo, preventing losing the combo from dropping them off a cliff (and also launching them almost straight up from your spot, which may be worse in PvP, and you recover later in this variation relative to the launch).
128 x4, launch 128 (640) [MP rate 22.06]
Cruel Cleave (golpe brutal)
A single swing forward and it's over but it still needs to multi-hit. 2 hits in a pillar forward that hit the 2nd floor, then a launcher hit only on your own floor. Total recovery/invincibility time is shorter than others. First 2 hits may miss going down a slope.
221 x2, launch 220 (662) [MP rate 22.82]
V2
Essentially similar to Mega Slash V2 but without lacking the superfreeze at the beginning, and the launcher hits to both sides and launches very close to you but at a longer timing like Winding V1.
221 x2, launch 220 (662) [MP rate 22.82]
LV2 skills
Sword Fire
Sends a forward piercing wave projectile to a short distance in front. An easy AoE to apply. Any hit knocks down but they combo together anyway, it attempts 5 hits and 4 connect in PvP even on groundhit. This rarely happens but Sword Fire can be reflected as a projectile.
195 x4 (780) [MP rate 12.38], PvE x5 (975) [15.47]
V2
Superfreeze now happens instantly at the beginning with less startup. Lasts farther with 10 hits and floats enemies along the way, less damage per hit but more in full. Outright better for PvP (higher consistent damage with usually 8 hits and can juggle afterward on cliff) except if you did prefer V1 knocking down in place. In PvE can be less consistent because normal-sized unpushable enemies won't take more than 6 hits, and leaving enemies in place can be more useful in multiplayer.
114 xN, usually x8 in PvP (912)[14.47], PvE x10 (1140)[18.09] or x6 (684)[10.85]
V3
The difference from V2 is that this adds a hopping forward slam first to gap-close at the beginning to make it even better, but the wave is reduced to 5 hits. May accidentally pass through the enemy if on airhit (or hitting down a slope). Cross Slash can be outright better than Sword Fire V3.
91 x2 (182), 114 x5 (570, total 752) [MP rate 11.93]
Cross Slash (onda flamejante)
Does a dash forward, THEN one strong melee, then does a longer forward pillar. Both the melee and pillar hit 3 times and both can barely hit 1 floor up scratching 1 hit each. Can catch from medium distance. Must hit as groundhit to fully connect or deals 684 anyway. Interesting for PvP but the AoE can be narrow for PvE.
221+218+245 (684, misses first at mid range), 218 x3 (654, total 1117-1338) [MP rate 17.73-21.23]
V2
Worthlessly weak. Dashes and does the forward pillar twice instead. Each is supposed to do 116 x3, but on normal enemies this commonly does 4 hits instead of 6.
116 x4 (464)[07.36], resistant enemies 116 x6 (696)[11.04]
Round Stream (arco fatal)
V1 has very low damage. Does a forward dash attack but it has a longer hitbox than you move to is it has good medium range, this part forcing standing state on airhit to fully combo even on juggle, then does a simple forward ender that knocks down.
92 up to x3 depending on how close you started (92/184/276), 230 (total 322-506)[05.11-08.03]
V2
First part downgrades to start hitting from a much shorter distance lawnmowering forward but the extra proximity hits now can do very high damage. And the ender is an explosion that hits both sides and barely scratches 1 floor up that will let you juggle afterward if this skill itself started as airhit.
62 xN (roughly 1000dmg closest), 103 x3 (total 371 at medium range or up to ~1371) [05.88-21.76]
LV3 skills
Critical X
V1 actually has the best potential damage of any skill of any of Elesis's classes in PvP but has a big penalty in PvE to be on par with others. The first part of the move does 5 boxes ahead in progressively higher altitudes, but essentially, it's a pillar in front of you that does 3 hits stretching up to 2 floors up from yours, plus a bonus 2 hits only on the last floor up, then does another attack forward but only on your own floor.
In PvP, the first part does 3 hits but 5 on a good airhit or against an upward slope, and in PvE it does 5 against tall enemies. Because of the double superfreeze, bosses often walk out of this skill, only use when they aren't red-armored and even that isn't a guarantee.
first part 509 x3/x5 (1527/2545), own floor 509 x3 (1527, total 3054/4072)[31.81/42.41], lower in PvE (~1832/~2443)[19.08/25.44]
V2
Has a newer animation where the first part does a better more consistent 5 hits across the total area now to be simpler, but all parts are weaker...
Maybe this was originally made to replace V1 but got later demoted to side-grade alternative.
242 x5 (1210), 242 x3 (726, total 1936)[20.16]
V3
The part part now moves farther forward like an airdash (2 hits close, only 1 hit from afar or 2nd floor, 202-404dmg) also bringing targets up for the second part which is now a diagonal down exploding AoE shot from the air. Apparently the AoE deals 3 hits on the ground but can deal 6 if you did hit them from the air first.
airdash 202 x1 or x2 (202-404), ground AoE center x3 or less near edges and gets +3 if starting from air (full max total 1818)[18.93]
Magnum Break
Easy and good 2-floors rectangle AoE. Swipes forward with fire twice stepping forward for each swipe, making a forward rectangle AoE that also reaches 1 floor up (but on 2nd floor they need to be past half its starting range or you can walk past them). Forces standing state on airhit (airhit OK) and only knocks down at the end.
In PvE the damage is spread differently so the last hits do most of the total damage.
PvP: 184 x10 (1840) [MP rate 19.16]
PvE: may be more equivalent to 2.700 [MP rate 28.12]
V2
Straight upgrade in PvP, straight downgrade in PvE.
Simply does 3 flame swipes instead of 2, damage raises 50% and total animation time is less short (but that also means more invincibility time). But in PvE the total damage is less than a 5% increase from V1 as it only adds more weak hits and passes them around, making the move harder to properly connect from being more hits and also passing forward 3 separate times instead of only 2.
PvP: 184 x15 (2760) [MP rate 28.75]
5-1a: Elesis 1st Job (skills) (part2)
Meteor Slash
Does a forward short dash hit that launches, then from the air shoots diagonal down with 3 non-piercing fireballs spread diagonal down, that actually force standing state, with extremely short recovery for you, comboing right afterward into groundZ combo if close or dashatk. Can miss the second part if used on a slope. Bad in PvE because of singletarget damage.
melee 446 x2 (892), fireballs 446 x3 (1338, with both parts 2230) [MP rate 13.93/23.22]
V2
Skips the first part and just shoots more fireballs now piercing, essentially a mid-range beam skill. 2/3 of the damage reaches 1 floor up. But the damage is highly unstable depending on distance and enemy size upward, good in PvP (still combos after) but worse for PvE compared to other AoEs.
155 xN (often 1860[19.37] in the inner half, 775-310 past half), max 2325[24.21]
5-1b: Elesis 2nd Job
Only has a limited dash from ground, but it can still airgrab.
GroundZ comboHas very long range and also fast startup, the only problem is that it still has to connect as groundhit instead of airhit. It also has very low-to-the-ground range where it has trouble even just interrupting them if they jump in any way.
*Infinite loop: tap until the spin, then start from the beginning again (~130 DPS). It's also possible to loop the first two taps (the triple stab) which does ~90 DPS but hits multiple enemies at once much easier. These are infinites in both PvP and PvE (discounting combobreak monster actions) and each hit of this combo has around +50% damage in PvE.
41, 41 x2, 41, 41 x5, 41 x3 (492) leaves standing into Double/grab (PvE: 41s raised to ~61)Its Critical/Double are the same, it's the dash attack and doing the Critical/Double will actually result in a grab in PvP instead if someone is in range in that direction.
Z↑, or ↑ during ground combo, or mashZHas near-instant startup, strikes with range similar to groundZ. Does several quick hits then blows them away. Can be used for the emergency fast startup, or as an attack with high active frames to catch after invincibility or a jump because of the multi-hits in the beginning. In PvP could work as an airhit ender but run grab is stronger if possible (198).
16 x7 (112)
Dash attackWith fast startup does a giant swing going from forward to up to back, reaching far in every direction. Great for anti-airing into instant knockdown. In PvP, on groundhit will leave standing to combo after (or recover roughly equally if you hit behind you), in PvE launches where you don't have time to combo into your own normal attacks.
Will do 3 hits against a grounded enemy in front, 2 in front if higher, 1 in the back half.
42 x3 (42/84/126)
airZThis is a great attack because it hits essentially 360 degrees around with good length, starting diagonal up-back to forward to diagonal down-back, controlling space very well with one swing per platform jump. But active frames are low. Its knockback doesn't push away from you, it pushes to where you're facing.
Ottoshot: yes, 130dmg (84 in PvE), also catches diagonal or straight up, or from behind which will pull them to you instead of pushing away.
LV1 skillSuperfreezes with an attack swinging from behind you to up to in front, hitting usually 2 times or sometimes 3 close (can scratch jumping enemies for 1), then a ground slam dead forward will launch. The slam and only the slam can also hit 1 floor below. Moderately good at catching airhits and connecting the launch too. No good combo followups except ground dash grab or Z↑.
110 x2 or x3 (220/330), launch 121 (total 341/451) [MP rate 11.75/15.55]
LV2 skillKeeps moving forward with a spinning attack, when moving will attempt 4 very short hits forward and separately 4 hits backward. Cannot hit reliably if they're airborne. On groundhit they stay standing, comboing right into groundZ combo, meaning this skill can be used just to cover your advance. If surrounded VERY close will hit both sides separately, and against some bosses it's possible to get close and have it hit both forward and backward for double damage.
PvP: 242 x4 (968) [MP rate 15.36]
PvE: lowered ~184 x4 (~592) [09.39], close on boss ~1184 [18.79]
LV3Slow piercing projectile forward, infinite range. Non-pushable enemies take less hits, extra-wide bosses more.
Besides being useful AoE for hitting an entire lane of monsters, it's nice in that it lets Elesis dump MP on an actual ranged skill at all.
In PvP this could even be used to create a projectile while you advance along with it or from elsewhere.
PvP: 218 xN (varies, often 10 hits for 2180dmg) [MP rate 24.22]
PvE: lowered ~154 xN, less pushable monsters x7 (~1078)[11.22] and extra-wide bosses x13 (~2002)[20.85]
5-1c: Elesis 3rd Job
GroundZ comboHas very long range and also reaches 1 floor up even to anti-air, and has faster startup too. You can keep doing ZZ just on the chance that it might hit.
Catching on groundhit, ender will not knockdown if you cancel it from its first hit out of the two, and doing Double from that leaves standing (Double knocks down too in PvE). Doing only 2 taps lets you combo into Critical which gives a high launch instead (in PvP combos into airgrab or LV1).
You can do a standing loop by doing ZZ over and over, but that does leave a decent time gap between loops.
The ground combo has actually good reach backward in the first two taps, where even if you miss you can hit behind and can then go into Critical backward.
*PvP infinite loop: do the full 3 taps but cancel the first hit of the ender into Double, repeat. Might not be a true combo against Elesis.
74, 195, 98 & knockdown 98 (465) (in PvE, total damage is the same but damage is equal per hit)
Shadow step: inside the ground combo, after continuing after the 1st swing and before doing Critical/Double, you can tap Up to instead cancel into an invincible and enemy-passing roll forward, that then hits backward with knockdown.
Useful in that it can still cancel into skills and you still count as facing forward during and after, so at anytime you're doing the ground combo for any reason, you may tap Up and do skill to hit much farther ahead by surprise; missing ZZ in PvP still means you can hit. You can do it by skill shortcut, or tap ZZ and hold the second Z, then you're ready to Critical on hit or Up & LV1 on close miss, or on far miss, jump to release Z without spending skills.
Also obviously good for passing through monsters in PvE, even bosses or clusters. Can keep doing ZZZ with the ability to shadow roll for part of it to pass to their other side and evade an attack, or can be done as soon as possible after ZZ to simply get out of being cornered or 4th job step could do the same.
Dash attackSimple hit, but leaves standing afterward at roughly equal recovery to directly lead into a fight. On airhit knocks down. In PvE can be repeated for a semi-combo that doesn't knock down.
66 x2 (132)
airZForward hit with good active frames. The start will also hit behind and above you.
Ottoshot: yes, 130dmg (84 in PvE), but only reliably works behind you if you turn your back to them first, or while holding forward into a giant monster.
air ↑ZAlternate airZ, less active frames and hits in a complete circle except diagonal back-down. In PvE will actually force float on every hit (mini stun).
130
air ↓ZForces yourself to move straight down with a downward hit and can hit 1 floor below, knocks down on any hit (in PvP launches to combo into skill or one groundZ/dashZ).
It actually has small active frames but you're forced to stay in the same animation even when it cannot hit anymore. Simply jumping and starting the attack from the peak of the jump guarantees it will miss. So it only works if you start it barely higher than the target. And to hit below your platform you need to start the attack almost as low as possible.
130
LV1 skill [airhit OK]
Puts all the power into a single instant hit forward with good length. Can airhit but the vertical reach is only moderate, possible if timed inside a juggle combo. 484dmg and launches whether groundhit or airhit (in PvP into airgrab or LV1, or another LV1 but specially this skill won't superfreeze again if repeated).
launch 484 [MP rate 16.68] (PvE: slightly lower, ~383)[13.20]
LV2 skillWave attack like 1st job's Sword Fire but this one reaches from slightly behind you to forward.
In PvP it's more or less useless because it's too weak; because every hit knocks down it normally only does 3 hits, or 5 on a good airhit. Only good for finishing off and the backward range helps even after shadow step.
But in PvE it's a much better damage skill, easily hits clusters of monsters and will actually land 15 hits on normal monsters and up to 18 on big monsters.
PvP: 80 x3 (240) or x5 (400) [MP rate 03.80/06.34]
PvE: 80 x15 (1200)[19.04] or x18 (1440)[22.85]
LV3 skill [airhit OK]
Square AoE forward hitting 1 floor up. First part will force standing state on airhit to fully catch even on anti-air/juggle, second part will launch in PvP. Damage is low among LV3s.
326 x3 (978), 326 x2 (652, total 1630) [MP rate 16.97] (slightly lower in PvE: ~263 per hit, ~1315)[13.69]
5-1d: Elesis 4th Job
backdash then forward (ground only)This backstep is a roll, with longer distance and also faster recovery, but only armor instead of invincibility. Passes even through clusters of monsters and bosses, useful in PvE simply for relocation. This works in PvP too and besides evading while passing through you could even knockdown the opponent and shift over to their other side more than once.
If you tap Z inside the animation it will do a single big hit of knockdown to reset yourself in a better position after doing the dodge to whatever was happening, but it could be better to not do this followup and instead let yourself recover fully to attack like normal afterward.
knockdown 117
airZThis is one of the best airZs in the game. It has very long range forward, and it has infinite active frames; you can even drop from 5 floors on them and it still hits. You can repeatedly jump/dashjump airZ and it's like you have an impassable wall of damage in front of you. You can also do this attack to automatically catch them as they come out of invincibility.
And this airZ can do 2 taps for 2 swings, where the main idea is that you can hit the 1st swing even if still going up in the jump, then do the 2nd before landing to add more damage and re-apply hitstun to still be able to convert that into full ground combo.
The 2nd swing has different range: it has shorter range forward (even though it doesn't look like it) so you may NEED to get closer for the 2nd swing, but it also has extended range backward where it's better for when jumping close to someone instead of straight from the side. The 2nd swing has infinite active frames too.
Ottoshot: yes, 130dmg (84 in PvE), no knockback while repeating.
GroundZ combo
5-2: Lire (general)
Character trait - Lire herself cannot do Arrow Defense against enemy arrows, so in a bow vs bow encounter any hit is a full hit. But Lire does get an allclass passive that makes her own basic arrows break enemy basic projectiles if colliding correctly (not just enemy basic arrows but basic magic bolts too).
Skilltree allclass trait - Elven buff - Equips 1 of 3 self-buffs, done with X↑.
Somewhat raises Lire's basic walking speed (and run speed only for 3rd/4th class) for 15sec, cooldown 35sec. This is redundant for Lire1 and not very good for Lire3, and Lire2 walks faster but can roll instead anyway, but Lire4 does get much faster in general.
Gives you an MP regeneration bonus (apparently around +25%). Lasts 10sec with cooldown 30sec.
Significantly raises the speed of Lire's groundZ combos and also makes airZ shots slightly faster. Useful and especially good for DPSing monsters when not spending MP. Lasts 10sec with cooldown 40sec. (Lire1's groundZ combo arrows actually combo together during this. Lire3 doesn't seem to benefit well)
LV4 skills(LV4 skills need over LV70 to get and cannot be used in PvP. They cannot be cast by charging MP, only by shortcut at 45sec cooldown shared between all LV4s)
1st job 1, Sudden Raid - Basically a slightly better version of her default LV3, arrows still don't pierce so damage is divided between trash mobs. Shoots a storm from 2 points above you mirrored left and right from the diagonals, and also has a Rain of Arrows come down from above too. Most effective is used from below the main target (or the enemy is tall enough to be 1 or 2 floors above you).
155 xN, close rain 501 xN (generally 2, more for wide monsters), returning arrows 155 xN (usually ~2000, from below ~4000)
2nd job - Makes an AoE mid-range forward that reaches 1 floor up and down, and you shoot straight forward at it until it finishes, and when it finishes it explodes to AoE basically the entire screen from its point, blowing away on hit.
initial shots straight 81 x4 (+324), stationary AoE 322 x4 (+1288), screen explosion 322 xN (up to 4 hits depending on how close they were so 1288, max total 2900) (but because all projectiles from the explosion come from the center of the explosion, the explosion deals more hits if they were inside the stationary AoE, supposedly upping the total to 3866 or 4832)
3rd job - Makes a single straight shot that reaches 1 floor up and down (and can angle it up and down too) that drags enemies as it flies for small damage until it reaches the end of the stage (not a wall or the ground, they pass through that, until the actual end of the stage) and explodes. Whatever trash mobs don't die get repositioned together afterward.
drag 56 xN until end of stage, explosion 2474 or apparently raised in actual PvE for ~3800
4th job - Does 3 aimable shots in sequence, each makes a big lasting AoE wherever it hits, forcing airborne and pulling into the center to trap them for a few seconds. Can spread the 3 shots around or stack all 3 together.
65 x15? (1040), x3 (3120)
5-2a: Lire 1st Job
GroundZ comboShoots a chain of up to 5 shots that barely arc down, only before 2nd shot can aim it up/down. The arrows force standing state on hit so it's possible to catch in the air and continue that combo as they land. Final 5th hit knocks down as does the Critical/Double which attacks the exact same way but with a dash back/forward. You can shoot only 4 arrows then combo into skill (through skill shortcut, or by holding Z for LV1 skill).
*The arrows cause hitstun but don't actually combo together, barely there is a gap in-between arrows hitting. The Critical/Double helps in actually knocking down early in emergencies and leave the combo. During the X↑ option that raises attack speed, these arrows do combo together.
99 x4, knockdown 66 x1 (total 492)V2 - Simply upgrades to let you aim until the 3rd shot instead of the 2nd.
Ground combo ZZ (unlockable) - Essentially, this happens if you keep tapping Z very fast instead of slowly. It cancels where you are in the combo to shoot an extra 3 arrows of similar properties of pre-ender and returns you to normal standing state. Can only be done after 2nd shot and before 5th.
Because it keeps the pre-ender properties (including leaving them standing afterward with them recovering first unless you skill) this is just an upgrade for the shoot-only-4-arrows trick by making it 7 arrows instead. Or you can spam this as early as possible every time for the highest monster DPS from 1st job arrows (~270 DPS).
It seems this ability doesn't get boosted by the X↑ attack speed boost.
Ground combo ↑↑ followup (unlockable) - Cancels the combo into a forward kick that floats/knocks down, range is surprisingly long. It floats instead of simply knocking down so it can easily combo into skills.
121 x2 (242V2 - Instead the attack is a bow melee combo moving forward doing 4 hits (slightly longer reach, and walks forward farther, halved damage at the tip) where the ender launches very high (in PvP combos into airgrab or skills).
60 x4 (240)
Dash attackSame as Critical/Double. Important for moving and attacking at the same time, damage sucks but knocks down instantly to buy time. It's even faster to run by doing dash attack at the end of the dash in repetition, instead of simply moving.
knockdown 66V2 - Now also lets you, when done on the ground, fire one additional shot (functioning the exact same way) to make it slightly more possible to land a hit, but doing two shots makes it worse if for the sake of movement as it adds to recovery.
Dash V2Upgrades dash to be able to be done from the air too. It's good for moving around platforms when not thinking about attacking, and makes a new fastest way of moving (ground dash in full without attacking, jump and airdash and attack in the air, repeat).
airZHer airZ actually shoots an arrow diagonal down (same damage as properties as groundZ pre-ender) while pushing you backwards and can repeat as long as you're still in the air, helping you run away (or hold forward to do a few shots to the same place).
99During doublejumps her airZ is swapped for a straight-down divekick. The hitbox is very big and all around you and it instantly knocks down on any hit, it's her only melee initially and it's actually a great defensive move from raw where you can doublejump from the ground just for do to this move right away. The knockdown can help in buying time to run away again.
knockdown 131
V2 - Essentially, on repeated airZ shots, you can mash ZZ to shoot twice per shot.
99 x2
air ↓Z (unlockable)Can only be done before doublejump. Throws a ball straight down, it has no damage or hitstun, it simply places a debuff on that enemy; for 10sec their DEF lowers for them to take just around +12% damage (from you and everyone else in your team).
V2 costs an additional 2SP to upgrade it into 2 balls side by side where it may hit up to 2 enemies and is harder to miss on one. V3 is another 3SP to upgrade it into 3 where it's basically impossible to miss now. Debuff is the same between all versions, can't stack multiples on the same enemy.
X↓ stance (unlockable)Plants yourself in a non-moving stance where you only have an alternative aim combo, of a single blowaway shot of 130dmg and long reload. Tap left/right to return to normal. The reload time is actually timed to wait out the invincible wakeup period after knocking someone down in PvP and hitting them again, but they still get almost a second to move before they can get hit again.
It's more for utility from its instant blowaway/knockdown on touch than its raw damage output which is lower, and I'm not sure but it might also not count as a basic projectile (can't be reflected/ArrowDefended).
V2 makes it so on start or repeat shots you can mash Z to do 2 shots per time instead of 1. DPS is ~130.
5-2a: Lire 1st Job (skills)
LV1 skills
Iron Storm (rajada de flecha)
Shoots a spread of 5 arrows, forces standing state on airhit and leaves standing afterward (if used close-up they will actually recover before you, but it also can combo into LV2 or more LV1s). If this skill is used from groundZ it will keep the aimed angle.
Can be used during groundZ combo to really make sure you land at least one hit on the enemy from making it wider to interrupt them, or used purely as combo material. If used for invincibility the time is short.
109 x5 (545 singletarget) [MP rate 18.79]
V2 - Straight upgrade. Now the arrows explode on hit instead of simply disappearing. Damage up and gains a little bit of splash damage. Hitstun slightly increases too, in PvP can barely grab afterward from close instead of being negative.
I'm not sure but in V2 they might not count as basic projectiles (can't be reflected/ArrowDefended).
109 x5 but each arrow also explodes for 40 (745 singletarget) [25.68]
V3 - Different upgrade. Instead of exploding arrows, this does the normal wave of 5 then does a bonus wave again but less wide at 3. The two waves don't combo together and have the same properties and time disadvantage as V1.
Total singletarget damage is so high for a LV1. The longer animation time technically increases invincibility time.
109 x5 (545), 184 x3 (552, total 1097 singletarget) [37.82]
Rapid Shot (tiro veloz)
More for PvP than PvE. An offshoot of the default skill, instead of one wide batch of 5 arrows, this shoots a straight stream of 5 (can aim before and also during). Needs V2 for full potential.
96 x5 (480) [MP rate 16.55]
V2 - Upgraded to also do the default LV1 skill afterward but at reduced damage. Very hard to fully miss in PvP.
96 x5 (480), 48 x5 (240, total 720 singletarget) [24.82]
Flaming Arrow (flecha de fogo)
Basic arrow shot at same properties but its damage is raised to 473 and it places a debuff to do more over time.
473, DoT is hard to measure
V2 - Upgrades to also leave a flame carpet around the target for 3sec, which deals bonus damage to enemies without dealing hitstun.
flame carpet is hard to measure
Freezing Arrow (tiro congelante)
A basic shot but on hit it freezes. In PvP they must mash out quick or you get any followup you want (freezes even on airhit and brings them down), in PvE it stuns monsters for a set short time and even forces them to cancel their current attack.
freeze 341
Poison Arrow (tiro tóxico)
Basic arrow shot that places a debuff that saps a bit of HP (and also MP in PvP), and the hitstun of the arrow itself is much longer than normal so using this actually combos back into groundZ.
346, DoT is hard to measure
LV2 skills
Rain of Arrows - Has extreme singletarget damage potential for a LV2.
Does an AoE raining a very wide set of arrows from above. It's 1 arrow above you then 5 forward and 5 backward all in a falling-V pattern. It takes a second to actually come down. In PvP they have push towards the direction you faced when using the skill, if you face towards the opponent they can get hit with an entire line and then you have time to combo into groundZ.
This skill also has a bonus attack in the beginning, the arrows exactly straight up from you during the animation will actually hit enemies. These will add 1050dmg to a single target and launch for the next part to hit airborne, but you need to be very close below them for the second part to connect best.
The only bad part is that all of these arrows are erased on hit and don't pierce enemies, so the full damage has to be shared per enemy.
PvP: 504 xN (x3-x6 (1512-3024 total), usually only 1 or 2 hits if facing away from the opponent), initial hit straight up 105 x10 launching (singletarget 1050. Counting the following hit, mid-range above 1554-2074, very close above 3586)
PvE: normal monsters usually 1008dmg, bosses usually 2016 or maybe up to 3024 on wide bosses, initial hit straight up adds 1050
Head Shot (tiro certeiro)
Only recommendable for PvP. Does a single perfectly-straight shot with infinite range and can aim up/down during groundZ or inside animation. Damage is low and can only hit 1 enemy. Same on-hit properties as normal arrows and a little negative on hit.
It's said that SOMETIMES it puts to Fatal in PvP or deals extra damage against monsters but I didn't see it.
singletarget 444
V2 - Afterward will give you one second to aim and shoot another shot, but they don't combo by so much time that they may evade it.
444 x2 (888)
Sharp Shoot (tiro élfico)
Single arrow shot (can aim), non-piercing and on hit the enemy keeps exploding for a second, leaves standing and only just barely won't combo into groundZ. This skill will backdash before finishing.
88 x12 (1056) [MP rate 16.76]
V2 - Excellent in PvE. Now it pierces to hit multiple enemies in a line, all exploding, hits an entire lane with bonus damage per stacked enemy.
Dark Shot (buraco ♥♥♥♥♥)
Aimable shot, it goes perfectly straight and explodes at mid-range unless it hits an enemy earlier, wherever it explodes it makes a wide AoE that keeps pulling and hitting enemies and keeping them in place for a second.
If it hits an enemy, the AoE will reach half a platform up and half a platform down. If you deliberately miss and hit the air, it will instead hit one full platform up to hit 2 at once.
184, 28 x30? (1024) [MP rate 16.25]
Scatter Shot (campo dispensor) - Makes a non-hitting mark a mid range forward. Your normal-move arrows that touch it will convert to 5 copies of itself at a wide angle and also gain roughly +85%dmg. Works with groundZ keeping the angle, or with airZ to go down. The mark itself lasts very long at around 25sec but it is spent after 5 arrow triggers.
If the enemy is close to the mark it's possible for every copied arrow to hit the same enemy, or from a longer distance against giant monsters.
Normal arrows 184 x5, knockdown arrows 123 x5
A full normal combo will do the weaker knockdown arrows at the end for total 4295dmg singletarget, or a single rapidfire ZZ will instantly spend all 5 triggers with non-knockdown arrows for 4600dmg singletarget.
Trap Shot (armadilha élfica)
Shot (can aim during but not before), at whatever enemy or place it lands on it will leave a wide trap. When an enemy gets close it instantly makes a very wide hit that launches (comboing into groundZ combo). Trap can stay for up to 10sec, if the arrow itself hits it will combo into the trap.
shot 288, trap launch 288 (total 576) [MP rate 09.14]
V2 - A much better version that makes an explosion directly on the enemy that triggered it instead of the trap's spot, stronger and hits 1 floor above and launches even higher. Not as wide but still decently wide for AoE. The arrow deals no damage here, only the explosion.
147 x6 (882) [14.00]
V3 - Variation of V2. The explosion isn't as tall, but it's between the others in width and actually AoEs stronger on the edges than the center.
main target 155 x6 (930)[14.76], edges 218 x6 (1308)[20.76]
5-2a: Lire 1st Job (skills) (part2)
LV3 skills
Arrow Storm
This is more of a PvP skill because it's so hard to predict where they'll appear and dodge both parts, sort of a meteor skill. These arrows also cannot be ArrowDefended. In terms of MP-to-damage it's not very strong for a LV3, they don't pierce so damage is shared between trash mobs.
Some arrows may hit on the beginning like a melee skill especially to bosses but they don't pierce so they disappear and won't reappear for the second part when they spiral back into the stage.
155 xN (in PvP often manages around 1550) [MP rate 16.14]
Meteor Strike (flecha meteoro)
Easy AoE. Essentially hits as a wide rectangle AoE in front of you that also reaches 1 floor down, then another rectangle but not going down. First part will leave standing on airhit (airhit OK), second part knocks down.
147 x10 (1470), 147 x4 (2058 total, 1764 from afar) [21.43/18.37]
Stardust Rain (estrelas cadentes)
Bigger AoE far to both sides and reaching 1 floor up, and 2 floors up only at the center. The way that the projectiles rain down is inconsistent across distance, on normal targets hits with 1 to 3 separate arrows.
travel 308 & explosion 384, xN (PvP target often minimum 692, medium 1384, max 2076) [07.20-21.62]
Demi Shock (canhão celestial)
Creates a damaging vertical beam right in front of you that stretches to 2 floors above, and it moves forward barely past screen edge, dragging enemies along with it and constantly dealing damage. Forces standing state on airhit (airhit OK) and leaves standing to combo into groundZ.
86 x22? (max 1892 if hitting for as long as active) [19.70], less damage to targets that cannot be pushed along with it
Magic Missile (disparo engenhoso)
A funny guidable crosshair appears and you move it with the arrow keys (barely can go past the screen), after a set time it makes an explosion on that spot (in PvP, opponents can move before you can trigger it) with launch property although you would have trouble comboing from it yourself. Pretty wide and can reach 1 floor above too but for very few hits unless they resist knockback.
264 x8 (2112) [22.00] (in PvP, must aim at their head instead of feet otherwise it can deal 2-4 less hits)
Guardian Attack (elite de eryuell)
A huge but very weak AoE forward that hitstuns to combo after. Rectangle AoE forward slightly past screen edge and stretching 2 floors up. Forces standing state on airhit (airhit OK) and barely hits for enough time to combo into groundZ.
The start has a weak diagonal-up shot that bounces them into the AoE but if this hits on 3rd floor they get bounced away from the range.
~175, 83 x8? (839) [MP rate 08.73]
V2 - Now more of a simple forward beam for damage, reaches screen edge, reaches 1 platform up and down but those only at 2/3 damage.
Forces standing state on airhit and floats per hit but doesn't have time to officially combo into groundZ.
115 up to x16? (1840, ~1150 at next floor up or down) [19.16/11.97]
5-2b: Lire 2nd Job
GroundZ comboFires a spread of 2 crossbow bolts per shot a wider angles, bolts actually deal no hitstun whatsoever with only some push, last tap (or Critical) knocks down on hit. Can keep aiming up and down for the entire duration. Doesn't have infinite range.
Repeated ground combo on a stationary target has ~166 DPS; not as high as other Lire jobs.
*Crossbow bolts across this entire class do not count as basic arrows or basic projectiles. They do not trigger Berserk and cannot be nulled/reflected as projectiles.
34 xN
Dash attackThe dash itself is great for going a long distance and passing through enemies, and the dash attack simply adds a backward knockdown shot without interrupting the dash.
knockdown 70 x2 (140)
Dash attack can also ↑ to cancel into a forward melee instead that floats/knocks down (combos into LV1 ↑).
float 130
airZRepeatedly shoots bolts diagonal down.
34 xN
air ↓ZShoots straight down instead. Must keep mashing Z pretty fast to successfully get the full animation. This attack gets the highest normal attack DPS with this job.
34 xN
air ↓↓Fastfalls straight down. Can be done from inside airZ and air↓Z to cancel them instantly.
LV1 skillA defensive attack that shoots to both sides with instant knockdown, damage is usually very low except on giants.
Shoots 4 per side but often only hits 1 per enemy or 2 hits if close. Normally shoots sideways at slightly downward angles, but you may tap ↑ to change them to slightly upward instead (better for a juggle, or anti-air).
130 x1, x2 from close (260) [MP rate 08.96], x4 on ↑ version with enemy airborne close or x4 on giants (520) [17.93]
LV2 skillA piercing kick forward to screen edge moving you there while time is frozen, essentially a forward beam that also teleports you there.
knockdown 908
LV3 skillA slow-moving forward projectile piercing through enemies, constantly multi-hits and slows down when still hitting something. It can hit an entire lane and also hitstun enemies long enough to combo after.
99 xN (PvP target roughly 1500) [15.62]
5-2c: Lire 3rd Job
GroundZ combo*PvP infinite loop: see the Up variant.
Her 3rd job's groundZ combo does combo every arrow together. Goes 3 taps and 3rd knocks down.
118 x3 (354) (on repeat is maybe ~230 DPS)You can replace the 3rd shot with one of 2 melee attack instead, depending on whether you're holding Up or Down when about to do the 3rd shot (unless you're still holding the button from aiming during the first shot).
Up - Swaps the 3rd shot with her launcher dash attack. In PvP can actually infinite by doing Z Z ↑Z in loop (except against cliff or an upward incline), or do airgrab or LV1 into attempted groundZ combo.
launch 124
Down - Swaps the 3rd shot with a stab, similar range to Up but you stay in place. On groundhit will actually leave them standing where they are so this is a way to do the full shot combo without having to knock down, but you recover a bit after they do except this easily combos into skills. On airhit knocks down.
130
Dash attackShe actually has 2 different dash attacks depending on context: inside the air or on the ground when you're still holding to the side, it's the usual Lire knockdown backshot.
But if you start a dash on the ground, and tap Z when not holding the side anymore (even if now you're airborne), it's a forward melee launcher, same as the Up followup from groundZ, launches and in PvP can infinite out of it.
arrow: knockdown 120
melee: launch 124 (launch on groundhit, knockdown on airhit)
airZShoots diagonal down.
118
air ↓ZZShoots straight down once or twice while keeping aerial movement. More for hassling than making big DPS. You can also do the first shot just to gain altitude to pass 2 platforms per jump.
89 x2 (178)
LV1 skillPerfectly straight piercing shot forward. It forces standing state on airhit and will always make a standing reset for you two at wherever distance they got hit, even if used inside combos on either groundhit or airhit, but you recover after they do if not going into LV2 skill.
415 [MP rate 14.31]
LV2 skillSpins with controllable movement while hitting enemies very close. It attempts 8 hits over a few seconds but the knockdown property makes it hit up to 3 times in PvP (4 if they tumble over a cliff and you follow them).
PvP: 346 x3/x4 (1038/1384) [MP rate 16.47/21.96]
PvE: 8 hits but damage is presumably reduced otherwise that would be 2768dmg
LV3 skillThis is kind of like meteor. After a second to actually start hitting, it will rain a wide set of arrows covering a set distance to your left and right (basically your entire screen if you're not in the corner), they are set to explode at whichever platform is near your own altitude or the next one down, doing 1 hit for above that altitude, 2 hits at that altitude, and 0 at platforms lower than that.
1650 x1 or x2 (3300) [MP rate 17.18/34.37], may or may not have a PvE reduction
5-2d: Lire 4th Job
GroundZ comboIt does 3 normal shots then 2 loud shots; their damage is the same, the difference is that the first 3 are the only ones that combo together, none of the 2 loud shots do. And the last knocks down.
Full combo on repeat on a stationary target is ~250 DPS.
Anytime after the 2nd shot during the combo, even after the final shot, you can cancel into Up or Down:
Up - Forward melee that floats. In PvP only true-combos from 3 shots, then only leaves time to combo into delayed ground dash grab, or skills (easily combos into LV2, or LV1 with very delayed timing to not slide under them).
float 97 x2 (194)
Down - Does a shadow step forward passing through enemies then one knockdown backshot that won't combo from any of groundZ. Note that you only count as switching backward after fully recovering, so technically you can do the shadow step just to cancel into skill farther forward from where you are.
knockdown 130
Dash attackLire4's dash attack is split in an easier way: any normal dash attack is a melee attack forward, and the knockdown backshot is done with backdash-then-forwardZ (130dmg).
The dash attack launches them and keeps still going forward, but in PvP it only easily combos into shortcutted LV2.
launch 130
airZShoots diagonal down.
130
air ↓ZDoes 2 shots straight down, but this one doesn't affect your jump trajectory at all and you keep falling in the normal movable arc, possibly leading into close grab/dashatk or attempted groundZ.
65 x2 (130)
LV1 skillDoes a dash attack forward (hard to connect properly on airhit but on airhit forces standing state), then 4 shots forward with the last knocking down. Can easily cancel before the last shot into another skill or this one again.
91, 91 x3, knockdown 91 (455 full) [MP rate 15.68] (364 if skipping either initial melee or skill-cancelling out of the ender)
LV2 skillMakes two damaging pillar AoEs on your left and right that reach 1 floor up, they stay on the stage for 4 hits, hitstunning in non-comboing bursts but easily allowing you to do groundZ. Damage is high.
And in the center where the AoEs don't catch, you shoot non-piercing projectiles straight up like in Rain of Arrows, but hitting with these doesn't knock into the AoE.
AoE: 384 x4 (1536) [MP rate 24.38]
Up shot: launch 137 x14 (1918) [MP rate 30.44]
LV3 skillShoots a continuous stream of arrows like a beam while freely continuing to aim up and down, then does a knockdown spreadshot. This is more of a PvP hard-to-dodge skill, none of them pierce so in PvE it's low damage except on singletarget.
107 x15 (1605), 161 up to x4 (644, total 2249) [MP rate 23.42]
5-3: Arme (general)
Steam re-release known differences:
-Arme3 DEF buff is weaker and is given to teammates too
Character trait - As the mage of the game, Arme's skills often are bigger and stronger than usual, she can switch between black magic and white magic by pressing X to carry 2 sets of skills at once, and she can charge MP faster by idling, to focus on skill use. She also starts matches with 1.5 bars of MP ready.
Character trait - All of Arme's dashes are a phasing short teleport. During most of the animation she is completely invincible and passes through enemies.
Character trait - Arme cannot do Arrow Defense when hit by enemy arrows. Only her and Lire share this trait.
Skilltree allclass trait - When neutral, can tap XX to lose 20% of your HP to restore roughly 2/3 of a bar of MP. Can be good to get that last bit of MP to shortcut-cast a decisive strong attack, or as Arme1 to help cast Cure as you will heal yourself from it anyway.
LV4 skills((LV4 skills need over LV70 to get and cannot be used in PvP. They cannot be cast by charging MP, only by shortcut at 45sec cooldown shared between all LV4s)
1st job 1, Electric Spark - Creates auto-aimed lightning on enemies in the stage to every direction at multiple screens away (multiplied damage if enemies are stacked together), and makes a radius AoE from you, the AoE reaches mid-range on both sides stretching 3 floors up and 3 floors down, stronger if very close or above the enemy from any side. Also leaves a minor DoT that will hitstun the enemy 3 times after that.
auto-aim 81 xN (~1700dmg), radius 91 xN (raises total damage to ~2700, add +1700 per stacked enemy), DoT 8 x3
2nd job - 2 seconds after started there will be an explosion in front to screen edge (reaches 3 floors up. If you threw it forward off a cliff it will land downward first) and the explosion also spreads mines across the stage like her white LV3 but at more damage and can wait 20 seconds before detonating.
2227, mines 553 (1 on its spot plus 3 per side, if at stage end they stack 4 together)
3rd job - Makes a black hole above you that pulls enemies from every direction forcing them into the air, then shortly after starting does big damage inside, then freezes them dropping them straight down.
roughly 2800
4th job - Summons slower straight-down meteors, 1 above you and 4 to each side (around twice past screen edge to both sides), they multi-hit while passing through enemies then can bounce them sideways possibly to 1 or 2 meteors over the same side. Does 2 waves total.
Leaves non-hitstunning flame carpets on the affected areas but always on the bottom levels.
each meteor 165 xN then blowaway 288 on landing (launchable target ~1278-1608 per meteor easily hitting 2, wave is attempted twice. Armored stationary target presumably ~3216 total), bottom lane flame carpet 8 xN (~40 per second lasting 15 seconds, 600)
5-3a: Arme 1st Job
GroundZ comboThe old magic circle attack was removed at once point.
Two melee hits stepping forward, then two magic hits that end in a small launch. Can combo the ender into a single groundZ to blow them away (+98dmg), or a backward Critical fireball (+130dmg), the fireball will leave them standing to leave a combo opportunity into skill if you turn around afterward.
*The combo does not combo the second melee hit into the magic hit. Opponents in PvP can attack/skill/grab during this break and monsters might start a normal action; to be completely safe, you need to do only the melees into a skill or Critical V2.
98, 98, 97 x3, 97 x2 (681 total)
Critical V2 - Substitutes the fireball Critical with a radius melee attack that floats into knockdown, arguably more useful overall from the ground combo. Having this also allows a safe true combo from it (325dmg possibly into skill).
43 x3 (129)
Double V2 - Substitutes the fireball Double with a radius melee attack done twice in a row. Usually only 1 hit will connect.
launch 65, knockdown 65
GroundZ combo, Up followup - Can only be done since the second Z. Cancels the combo into a different move, it has significant startup (breaks any combo) then sends a wave that will hit a decent length to both sides as well as straight and diagonal up. It has decent active frames to catch anyone advancing on you (even from the air) and forces standing state on airhit, in PvP gives time to combo into grab or skill. Damage is stronger in PvE.
This move is invincible before it hits.
8 usually x6 (48), or in PvE up to x21 on giants with also increased damage
Dash attackHer only ranged normal attack after losing the magic circle. Hits 1 enemy for reasonable damage and has infinite range straight forward, can be spammed. Can hitstun for long enough to combo into a skill, on airhit leaves them standing up. This counts as a basic projectile so it can be nulled/reflected by certain things.
*Using fireball halts your MP regeneration momentarily, so spamming this move makes you recover MP slower than moving or attacking in other ways. This also happens in the Critical fireball.
130
airZUnusually for an airZ, this one instantly knocks down on any hit, the purpose being that this helps you run away but it can't lead into groundZ combo like others. It also has very fast startup and this job has very fast jump startup speed so you can raw jump and airZ into an enemy as a defensive attack (the downward angle helps too). This rarely happens but this attack can be reflected as a projectile.
Potentially this attack will connect in a way to do 2 hits on an airborne opponent (or any giant monster) for double damage.
Ottoshot: no.
knockdown 130 x1 or x2
Z↓ doll (unlockable)Backdashes and leaves a scarecrow on your old spot. It lasts 4 seconds, bodyblocks enemies, and absorbs 1 physical hit or projectile hit until it dies. There is actually no limit to how many you can have, you can walk backward this way leaving several in front.
LV1 skills (black side)Petrify (Stone Curse)
An AoE forward to screen edge, the outer half reaches 1 platform up and down. Very long range for a LV1 skill. In PvE will force-stun monsters out of their attack animations.
619 [MP rate 21.34] reduced in PvP by them mashing left and right, in PvE a set amount of maybe ~519 [17.89]
V2
Added DoT but it stops piercing after it hits an enemy.
In PvE, total damage is LOWER than V1 somehow.
added 12 x8 (+96)
Debilitating Aura / Blood Pest (drenar)
Shoots a perfectly-homing projectile seeking 1 enemy, it moves pretty fast but only lives enough to die before screen edge distance. Does only light hitstun (and forces standing state on airhit) then gives you one bar of MP back after it hits and then comes back to you; essentially costs nothing as it pays for itself, assuming it hits, making it a free skill to use for invincibility time, VERY useful in PvE.
After casting this skill, you cannot use any LV1 skills again until it comes back to you.
293 (maybe ~560 in PvE)
Fire Shield
Self-buff. Alternative to Magic Shield, they cannot stack. Instead of 2 hits it can take damage until X% of your MaxHP and returns some damage it receives? But dies on its own after 12sec.
V2 - Instead the shield gives full invincibility, and disappears after 3 seconds.
Ring of Holding (raio paralizante)
Piercing shot forward, statuses them to be trapped in place with mashable recovery, but they still can be hit the whole time without knockback applying. This skill must connect as groundhit to apply, not airhit.
PvP: no damage, PvE: maybe ~450
V2 - Adds a non-piercing shot afterward for damage to 1 enemy. PvP +454, in PvE the piercing hit lowers to ~280 with the other equal, for ~560 to only the first enemy, 280 others
LV1 skills (white side)Magic Shield
Self-buffs with a shield that nulls 2 hits you take, never wears off over time so you can set it up again anytime.
The shield still dies if you avoid a hit from dash invincibility, so rarely you may attack instead of dashing away just to still make use of it.
V2 - Reduces it to only 1 hit, and adds one ability: during the first or second taps of groundZ combo, tapping Forward will lose the shield and throw it forward as a multi-hit magic circle attack that hitstuns them for a second while dragging them away. PvP, gives enough time to skill or approach and groundZ.30 x9 (270) [MP rate 09.31], less hits if they can't get pushed along
Fear (amedrontar)
Shoots a spread of 3 non-piercing projectiles forward , straight and diagonal up/down. At close range they can all stack on the same target for more damage. Does only light hitstun (and forces standing state on hit), and debuffs their ATK for them to deal -29-30%dmg for 10sec. You can actually turn to shoot backward by tapping to the other side.
198 x3 (594) [MP rate 20.48 singletarget]
V2 - Changes the ATK debuff into a DEF debuff, making them take roughly +17.5%dmg in PvE for your entire group (or in PvP roughly +37.5%; in PvP this itself deals boosted damage for 742 on cast, 816 already debuffed).
Wall of Ice (barreira de gelo)
Makes a 2-floors-tall wall on your two sides that last 2sec, won't absorb attacks but prevents enemies from entering and nulls projectiles, you get a moment to run away or attack. Enemies caught inside at the beginning at your own floor get hit for 424dmg and get knocked outside.
Casting this twice in a row may shove them back in.
212 x2 (424)
Frost Ring (raio de gelo)
Recommendable only for PvP.
Piercing shot straight forward, merely light hitstun and forces standing state on airhit, statuses to nullify HP regeneration for 15sec.
424
V2 - Effect instead nullifies their MP regeneration for 10sec.
LV2 skills (black side)Lightning Bolt (relâmpago)
Shoots an infinite-range piercing beam straight forward, you keep the beam for a few seconds and can angle it up/down a little. Forces standing state on hit to continue comboing even if they're in the air, and the ending leaves them standing and can combo into LV1, or grab or groundZ if they're close.
Very strong in PvP but weak in PvE where Shock Stun has its damage instead.
64 x24 (1536) (maybe ~390 in PvE)
Creeping Death (nuvem da morte)
Less useful than the default skill.
One shot forward at slightly farther than screen edge, explodes for damage and leaves a DoT for a little more. A non-armored monster is hitlocked for a few seconds.
~900, DoT 25 x14? (350, ~1250 total)
5-3a: Arme 1st Job (part2)
Shock Stun (impacto atordoante)
PvP: downgrade. PvE: strongest in the slot.
Shoots 3 non-piercing shots forward until screen edge distance, explodes with bonus splash per stacked enemy. Forces standing state on airhit leaving standing far.
projectile 114 and explosion 114 x2, done three times (1026)[16.28] (raised in PvE, maybe ~1620)[25.71] (add +66% per stacked enemy)
V2 - This is actually a modified Lightning Bolt that does less hits but causes the Shock Stun explosion, per enemy hit together.
PvP: straight downgrade, beam deals less hits at less damage and explosion copies the beam's own damage as if by mistake (41 x13, 41 x8, 861)
PvE: same beam damage as PvE Lightning Bolt while gaining Shock Stun's own explosion damage. Stronger the more enemies are close together. (maybe ~696 alone, adding ~494 per stacked enemy for ~1190 with 2, or 1684 with 3)
Energy Ball
Neither V1 or V2 are worthwhile, just pushes with low recovery time but lower damage.
Piercing shot forward to almost screen edge, kinda slow and lasts only one second dragging them along, forces standing state on airhit, leaves them standing afar. Deals more hits depending on how close you started at and less the farther you are, resistant monsters take less hits from not being dragged along, and giants can take up to 7 hits but damage isn't as good as others anyway.
PvP: 128 up to x6 (768, lost over distance) [MP rate 12.19]
PvE: x3 against small resistant monsters (384), average 5 (640) or up to x7 (896) [14.22]
V2 - Damage per hit is roughly halved while doing 3 balls in the line instead of only 1. Downgrade in PvP because it shoves away to still deal the same amount of hits but at less damage per hit, would be interesting in PvE because of extra damage on wider giants but still undercuts Shock Stun damage anyway.
69 xN (PvE 621, giant bosses up to 1449) [09.85/23.00]
LV2 skills, white sideReverse Gravity
Just as Lightning Bolt has infinite range horizontally, this has infinite range vertically. Essentially an instant radius AoE, reaching a decent amount to both sides but also stretching up and down through the entire stage. Knocks down, in PvP damage isn't dealt if they're hit again while launched before landing on the floor.
681 [10.80]
V2 - Instead of instantly superfreezing into the move (which is undodgeable), the beginning has an added second of startup that will try to pull all nearby enemies closer to you into its range before doing the move for more total range, scary to see someone else do this. Damage is raised too.
831 [13.19]
Ice Trap
GIGANTIC rectangle AoE forward, reaches 20% past the screen edge and also stretches 2 floors up. It explodes 2sec later unless you tap Z. Launches in PvP.
1030 [16.34]
Ice Strike (esquife de gelo)
A radius AoE hitting to your sides and one floor up, 900dmg and knockdown. Smaller and less useful than Gravity but freezes; at the beginning it will freeze enemies nearby only at your own floor (in PvP purely to get hit by the AoE next, in PvE can freeze a monster out of its attack).
300 x3 (900)
Frost Explosion (prisão de gelo)
Technically a worse Lightning Bolt but occupies a different slot.
Makes a line of 3 explosions going forward to before screen edge, floats with knockdown. Consistently does 2 hits, or only 1 too close or too far.
606 x2 (1212) [19.23], 606 if too close or too far, 1818[28.85] vs extra-wide giants
V2 - Essentially a 1-hit beam forward to screen edge. First freezes with no damage, then damages and knocks down.
849 [13.47]
LV3 skills, black sideMeteor
AoEs practically the entire stage for damage to everyone (people in PvP can still avoid it with invincible attacks at the right time). Extremely weaker in PvE where you're instead comparing total damage in the stage to the total singletarget damage of a different skill, her 3rd and 4th job LV3s do better damage instead.
How you aim this matters: it likes to not pierce platforms below your own altitude, and it's better in front of you than behind you. Damage varies depending on how many meteors stacked close to that enemy.
PvP: 165 xN, bad hit ~650, decent hit ~1650, best hit ~2145 (possibly more on giant monsters) [MP rate 6/17/22]
PvE: maybe ~300-900 per monster, hard to tell
Living Bomb (múrmuro)
Simple light projectile forward, DoTs the target, then when it ends it explodes for minor damage with a small launch. Can be stronger on multiple enemies together.
PvP: apparently shot 148, DoT 148 x10, explosion 148 (total 1776)
PvE: damage is split for more or less 21% on shot, 31% on DoT, 48% on explosion. One part is multiplied per stacked enemy
Finishing Touch (toque final)
This is the PvP version of an easy big AoE.
Huge rectangle AoE forward to screen edge and reaching 1 floor up. The ball cannot be stopped, it always hits in a pre-set AoE. Launches in PvP but alone only combos into skills.
193 x10 (1930) [MP rate 20.10]
Big Bomb (esfera explosiva)
Downgrade over Finishing Touch.
One piercing shot forward that drags them along then an explosion from there. The explosion can hit one floor up and down but it unreliably bounces away if launchable to land very few hits. The explosion won't hit a closer-half enemy if they couldn't get dragged.
202 up to x10 including starting shot (2020) [21.04]
Satellite Bomb (grande explosão)
This is the PvE version of an easy big AoE.
Jumps backward far then puts a big explosion where you were (will reach around 75% to the screen forward before casting). Reaches 1 floor up and down, the back jump may already lower a floor from sliding off a cliff. Targets on the ABOVE floor can be launched off for less hits, but launchable monsters, on any floor, add +50%dmg from the aerial bonus!
437 x5 (2185 [22.76], PvE aerial after 1st hit 3059[31.86])
V2 - Downgrade. Simply hits more times on the same spot but damage per hit is lower, somehow less damage total (and partial hits from launching away are even weaker).
206 x10 (2060)
LV3 skills, white sideCure
Refills some HP to teammates at around screen range (closer is better because the hearts do need to hit), but doesn't refill your own HP.
V2 - Now it refills yourself 30%, but reduces the teammate's amount.
Holy Strike (onda de choque)
Radius AoE also reaching one floor up. First hit leaves standing (to catch airhit), last hit knocks down.
909, 909 (1818) [MP rate 18.93]
V2 - Summons the mages but it's still essentially the same, it just stretches out farther.
176 x11 (1936) [20.16]
Divine Fortitude (círculo divino)
Big explosion on your spot also hitting 2 floors up (with 1 less hit only at the 3rd floor), belows them to the side not very far.
323 x6 (1938, two floors above 1615) [20.18]
Gorgos Flame
Shoots a piercing spread from diagonal down to diagonal up, can reach 1 floor up and down. It's stronger in the inner half and almost powerless by screen edge. It starts by quaking in a radius from you so it can pull them from one platform below yours into the AoE. Quake hits behind you, not the fire.
In PvE needs to be done on giants, or pulling from 1 floor up, for full damage (maybe ~2700).
39 xN (decent hit ~1800, losing damage after half the range) [18.75], PvP quake 692
V2 - This is only a straight beam forward, basically Lightning Bolt at a different slot. Instead of infinite range reaches around 2 whole screens. Full damage in its entire range except roughly halved only near the tip.
33 xN (~1850) [19.27]
5-3b: Arme 2nd Job
GroundZ comboRange is average but startup is fast. Better damage output than average too.
After the full 3 taps you can do Double (in PvP, 1 more hit of 124). Critical is weaker than going fully, only useful for forced knockdown or hitting behind you.
130, 130, knockdown 242 x2 (744)
Dash attackHer only melee besides groundZ. Short melee that does try to hit both sides, knocks down, has moderate active frames and better range because of coming from the dash.
In PvP it's possible to put a LV1 mine after this where they'll trigger it when possible if they don't leave the range.
124 x2 (248)
airZNow this is her main move. Throws one bomb forward that explodes on touch or in mid-range, doing average damage and small hitstun and also forces standing state on airhit (on close-range hit can combo into groundZ even from airhit). And you improve the firing rate by going up and down 2 platforms to repeat airZs faster, as you move around looking for a more advantageous place.
Doing dash-jump airZ lets you airZ much earlier than doing a normal jump into airZ but this forces some forward movement.
Doing the platform repeat throw is ~176 DPS, full groundZ combo on repeat is maybe ~300 DPS.
104
backdash-then-forwardZNot listed in the movelist. From the ground, shoots behind an airZ bomb without having to involve jumping. It has increased recovery so you and the opponent recover at around the same time, rate of fire is much slower.
104
LV1 skillsLV1, black
Without superfreezing before or after, puts a mine just in front of you. It explodes when an enemy gets close for damage and a launch (technically can do falling airZ into ground combo, or just a dash attack). It can stay in place for up to 8 seconds before detonating and enemies can never see the mine, only the animation of you crouching to place it plus the voice callout when placing it. Can also be used as a direct attack to trigger immediately.
launch 427
LV1, white
Heals a small amount of HP to teammates that are very close to you (not yourself).
Because it's a super short animation that freezes time for longer than the animation lasts, in PvP it might also be used simply to freeze time and scan the situation and possibly get a free grab or combo after like Lass3's LV1 (or then escape an attack by dashing to keep invincibility). In PvE has better invincibility than black LV1.
LV2 skillsLV2, black
Puts a poison cloud in front that lasts 6 seconds. It constantly damages enemies inside, without dealing hitstun itself, but the poison property makes them recover slower from all hitstun inside it, to do combos that are infinites as long as the cloud lasts. You can do ZZ into charged LV2, ZZ, ZZ, ZZZ Double.
poison damage is hard to measure
LV2, white
Same Magic Shield as Arme2, except this costs 1 more bar of MP to do, but also is given to nearby teammates on cast.
LV3 skillsLV3, black
Shoots an arcing shot forward to mid-range, can aim up and down. It explodes where it lands multiple times across one moment, attempts 6 hits but in PvP can do anywhere from 4 to 6.
486 x6 (2916) [MP rate 30.37]
LV3, white
Only recommendable for PvP.
Creates 5 mines at a set pattern, these do more damage than LV1 and are positioned so that 1 hit from a mine often bounces into a second mine. They still only last a moderate 8sec.
715 each (can launch to hit 2 for 1430)
5-3c: Arme 3rd Job
Dash attackArguably her real groundZ combo. One melee starting with good range (stopping here is plus frames for you), next tap launches, then can do ↑↑ to directly do her fire hit for a full combo.
Can also do dashZZ into LV1 (more than once), dashZZ↑↑.
*Infinite loop: dashZ, dashZ, repeat. In PvP is harder because you may grab by accident if not carefully tapping Z only after releasing Forward. DPS is a relatively low ~157.
130, launch 87, float/knockdown 195 x2 (607)
GroundZ commandsHer groundZ is unique: it will first rub the lamp then this gives 2 different attacks if you double-tap either Up or Forward plus another command for Back Back, or you rub the lamp a 2nd time which takes a moment longer but gives 2 different attacks on the same commands. You can still walk and jump while it's charged before spending it.
First charge:
Up Up - This is her melee attack out of this, it's more of a defensive one. A single fire explosion forward with instant knockdown. Easily anti-airs and has good active frames (enough to catch past wakeup invincibility).It actually attempts 2 hits but because of the knockdown property only 1 connects in PvP except if it's airhit.195 x1 or x2 (390)
Forward Forward - Shoots 3 projectiles upward, they curve slightly backward, forces standing state on airhit. It can hassle and damage the entire vertical area above you, or the other edge of the stage in a wide stage if you look against the corner.
It also works as a melee attack if at closest distance with an enemy in front or against one directly above you, with all 3 projectiles connecting at the same time and leaving standing.
130 x3 (full hit 390)
Back Back - Puts a projectile reflector in front, it only lasts one second.
Second charge (takes more time to combo into):
Up Up - A stronger shot diagonal up that then heavily arcs down, works as a mid-range attack or better as a 2nd/3rd floor attack. Forces standing state on hit and leaves standing at the end, can hitstun for enough time to combo after with dashZ or just shoot the next projectile out already.Sometimes the ball doesn't properly connect and deals many less hits than it's supposed to, usually when still going upwards.29 xN (~522)
Forward Forward - A blue fireball straight forward, on any hit it freezes the enemy, allowing any starter you want, or reposition away and shoot.
In PvP this move has a minor cooldown, so that if you want to freeze and re-freeze the opponent by repeating this it'll be forced to have enough time for them to possibly mash out of it.
freeze 130
Back Back - Not an attack, simply cancels the lamp charges so you can act like normal again.
airZA simple melee attack forward that can lead into dashZ combo or ottoshot, but it has good reach both straight downward and straight upward too. And this is Arme's only class that can ottoshot.
Ottoshot: yes, 130dmg, no knockback while repeating.
air ↓ZThis version knocks down on any hit. Has slower startup. Only reaches straight forward and a little backward which may hit someone passing under you or someone you're trying to jump into.
knockdown 130
LV1 skillSends a hurricane moving forward (reaches 1 floor up), it hit-locks enemies dragging them along away from you, forces standing state on airhit to keep trapping them too and the upward range makes it easy to anti-air, then either way leads into combo. Its own damage is very low.
It's hard to avoid as a zoning tool to use out of nowhere and on hit practically guarantees freeze shot into dashatk, or just dashatk. Hitting at very long distance only, you can do the exploding shot, combo into freeze shot, into dashZ.
15 xN (pushable enemy ~150)
LV2 skillBuffs yourself and also nearby teammates. For 15sec gives raised DEF to take 30% less damage in PvP and ?? in PvE. For yourself makes melee play safer, possibly shifting your focus temporarily.
LV3 skillArme3's version of meteor. It's a single AoE that hits a set distance to your left and right (more or less the entire screen when not in the corner) and then stretches downward infinitely, but never hits above your own floor. The direction you face doesn't matter for this one.
In PvP this is a nasty wakeup trap to use because of the wide area and long active frames.
1301 (reduced by opponents in PvP by them mashing left and right)
5-3d: Arme 4th Job
air ↓ZHer fireball, it's from the air and diagonal down. Only one per jump but can repeat faster by going up a platform by using one and dropping down with another. On hit it actually pushes the enemy toward you instead of away from you to better lead into groundZ or skills. Does not lower MP regeneration to use unlike Arme1's fireballs.
130
GroundZ comboRelatively slower startup among groundZs. Has only 2 taps (both force standing state on airhit to catch even from the air), leaves standing to directly combo into Double which knocks down. Can also combo into LV2 back into groundZ.
The two taps apparently do double hits if you're close enough to the enemy.
1st tap does not true-combo into the 2nd tap (in PvP they may skill/grab).
146 x1-2, 146 x1-2, Double knockdown 130 (422-714)
Dash attackBig disjointed melee attack forward hitting at your entire vertical size (can anti-air). Launches but normally only combos into skills, or on airhit can go into groundZ combo.
launch 130
dash-then-backZPuts a projectile reflector in front, it only lasts one second.
airZQuick knockdown hit, reaches downward a little less than Arme1.
If this is used right before landing down on a platform you will pass through it.
Ottoshot: no.
knockdown 130
LV1 skill, blackMakes a fire pillar just in front of you like a damaging barrier, it constantly hits but lasts less than 2 seconds. Forces standing state on airhit, it pushes away to normally only deal 3 hits, but can do up to 5 with the 5th knocking down (can do 5 against a wall, or airhit, or on super armor or resistant monsters).
181 x3 pushing out (543) [MP rate 18.72], or up to x5 with knockdown (905) [31.20]LV1 skill, whiteA piercing shot forward of no damage that freezes on hit (and freeze forces standing state on airhit) to combo afterward. Reaches 2 entire screens away (for certain stages this is like infinite range) and also can just barely hit 1 floor above and 1 floor below if the distance between them is the usual.
LV2 skill, blackMakes a series of thunder pillars around you, reaches 2 floors up. Forces standing state on airhit, and on hit easily gives time to combo into groundZ. Deals more hits if the enemy is behind you.
Also, if this skill hits it shocks them; for 9 seconds, every 3 seconds they will take some damage for almost zero damage but this damage WILL hitstun them when it happens even if they were mid-attack, so it's harder for them to rush you during this time.
60 xN, roughly 780 [12.38], or 1140 behind you [18.09], DoT 11 x3LV2 skill, whiteEssentially a beam to screen edge, reaches 1 floor up and down. Every hit launches, can combo afterward with groundZ. Attempts 4 hits in its entire area except only 2 at the start and the end.
In PvP because of the launch it deals 3 hits on same floor, 4 on floor below, and 1 on floor above.
323 x4 (1292) [20.50], x3 969 [15.38]
LV3 skill, blackCompared to Arme1 meteor, this meteor has limited range (this won't hit at all farther than around 50% past your screen) but deals damage reliably in the entire affected range and 50% more max damage, fully hitting with either 1 meteor or 2 meteors together for double damage. When casting it reaches farther forward than backward.
exactly 1605 from a single meteor [16.71] and 3210 if two connect on the same enemy [33.43]LV3 skill, whiteAlmost-infinite beam forward, around two and a half full screens (the entire Valley of Oath stage). Doesn't knock down or push, in PvP won't even kill from Fatal. Most of the time it deals its full apparent 14 hits, but at extremely far ranges sometimes it deals apparently 9, and sometimes only at barely over screen edge it deals apparently 22.
131 x14 (1834) [19.10], or very far sometimes x9 (1179) [12.28], or x22 barely beyond screen edge (2882) [30.02]
5-4: Lass (general)
Steam re-release known differences:
-Lass1's skilltree down roll has been removed from the game
Skilltree allclass trait - When neutral you can X↓ for a self-buff, your character model goes invisible and is replaced by only a vague circular shadow below your feet. You can attack without losing the invisibility but you lose it if you successfully land an attack or get hit once, or lasts up to 20sec. Cooldown 15sec after it wears off.
Skilltree allclass trait - When neutral you can X→ to do a special jump that is basically a doublejump and an airdash at the same time. You recover still in the air ready to attack/move. Moderate cooldown of 10sec.
Skilltree allclass trait - When neutral you can X↑ to buff your own ground walking/running speed somewhat. Lasts 10sec, cooldown 20sec.
LV4 skills(LV4 skills need over LV70 to get and cannot be used in PvP. They cannot be cast by charging MP, only by shortcut at 45sec cooldown shared between all LV4s)
1st job 1 - Piercing projectile forward hitting 1 floor up and down (and can slightly aim diagonal up and down), then you automatically teleport to an enemy it struck and do another one backward at it (if the first misses you just do it backward from your spot), hitting the main target twice for concentrated damage plus AoE to both sides.
Damage could be said to be lower because the other ones let you deliberately aim it at a boss from the back first for the back bonus and this one is forced to be one from each side.
85 xN twice (roughly 3000 main target, 1500 sides)
2nd job - Does an auto-aimed hit on each enemy across the stage to all directions at multiple screens away and is stronger than other auto-aims with no other attack component. Keeping 2nd job as your second equipped class in PvE just for this skill can be useful.
auto-aimed 495 x4 & knockdown 1401 (3381, but apparently some -20% in actual PvE for 2704)
3rd job - Giant radius AoE reaching far to both sides and 2 floors up and down. A slightly smaller area inside it deals more hits.
296 x10 (2960), inner 81 x? & 165 x? (roughly 3300 in play)
4th job - Instantly travels the entire stage forward angled slightly diagonal up, does 1 hit to every enemy passed by, hitbox like an instant beam reaching 1 floor up and down but slightly inclining upward.
3381
5-4a: Lass 1st Job
GroundZ combo*Infinite loop: do the first 2 inputs then restart from the beginning. DPS ~300. Will keep pushing both of you forward, would end by pushing off a cliff where you can switch to a normal continuation instead.
The starter has good startup speed and slightly longer reach than you might think. It's only 3 taps with the 3rd floating/knocking down, but the Double will combo after and also launch (into skill, or one airZ or one groundZ). Critical is just 130dmg for emergency knockdown forward/backward.
165, 165, float 165 (495 total), launching Double (130, 625 total)But the 1st or 2nd hit can cancel into mashZ which itself is strong and ends into knockdown or cancels into skill before the ender. Doing the first 2 hits of the normal combo into mashZ makes 850dmg and knockdown.
GroundZ combo V2
IMO not as good. Starter is similar but the rest is split into more parts as it moves forward at a slower pace, and it combos into Double but no longer launches there. 4th tap launches and 5th knocks down, to combo into mashZ has to do 3 taps before it (871dmg).
117 x5 (585)
GroundZ combo V3
Visually different but so similar to V2, the big difference being that the ender blows away and no longer combos into Double.
117 x3, 116 x2 (583)
Critical V2 - Not good. This actually replaces both your Critical and Double, so you lose your combo Double.
Two hits forward, damage is low, 1st hit launches but 2nd knocks down right away (except comboing into skill). The only advantage I can see is that this Critical has enough vertical range to catch jumpers to interrupt into knockdown.
launch 65, knockdown 65
GroundZ combo Up variant (unlockable)
Can only be done since the 2nd tap. Does very little damage and quickly goes into its ender which launches (not as much as Double). But this can be done after deliberately missing multiple taps of the groundZ combo so that the full combo counting this travels a farther area while scanning for hits (forces standing state on airhit too). Knocks down or combos into skill.
17 x3 (51)
V2 - Unlocks its actual ender followup, mash Z for an air combo that blows away. Gives a longer confirm time to cancel into skill too (in the middle of the air combo).
17 x3, 17 x6 (153)
mashZUsually done from ground combo before ender, but if recovering from some animation it's possible to already start with mashZ (including out of hitstun), which is useful in PvP because this move has extremely fast startup, can even beat out a grab attempt if there was some distance for them to cross first. Combos into nothing but skills.
65 x8 (520)
V2 - Replaced by a completely different attack. Throws dual kunais forward 3 times, like the aerial down throw but forward. Serves to hassle at longer ranges or as an actual ranged attack in PvE. And this replaces the mashZ inside combos too, but it works that way too by leaving them standing up afterward with barely enough time to loop back into groundZ.
32 x2, 32 x2, 32 x2 (192 total)
V3 - Recommendable only for PvP. This returns the attack to V1, and adds a new move, backdash-forwardZ. Throws one kunai forward and another diagonal up, useful in that it covers both ground approach and aerial approach with an interrupt, and the total animation time finishes much faster than the triple throw. Has no damage potential in terms of repeating.
32 x2 (64)
Dash attackA ground combo, fast startup and due to movement has longer range than groundZ and also goes into Critical/Double the same.
87, 14, 14 x4, 14 (171), into launcher Double 301
V2 - Bad. A single tap into 2 running hits forward with decent length forward, but 2nd hit knocks down right away.
65, knockdown 65 (130)
V3 - V2 but better because it doesn't knock down, leaves you two standing together, and the disconnected range forward might be useful. If not going into skill the enemy recovers before you but can combo into charged LV1 or shortcutted skills. Has a ↑Z followup for no cost that blows away but it's very weak in total.
65, 48, 48, 26 x2 (213)
airZA diagonal-down angle hit, good as air-vs-ground to lead into ground combo.
*This attack technically is a projectile instead of a physical hit and can be reflected by reflectors.
Ottoshot: no, but if you have two platforms you can go up and down them doing airZ every time, being an infinite as long as the opponent doesn't get pushed away from the necessary platforms.
130
doublejump ↓ZThrows two kunais straight down like arrows. This can be used while going over an enemy or while hogging space waiting for a good opening. On airhit they force standing state.
Can also DPS monsters from above when it's not safe to melee (easier by being on top of a platform, then holding Down and tapping UpZ, repeat).
*The kunais count as if basic arrows similar to Lire's. Rarely they can be reflected or nullified like any basic projectile, and in PvP they can trigger Arrow Defense and Berserk (the fact that they trigger Arrow Defense means it nulls their current left/right inputs and they have to release the button and press it again to move, meaning they get momentarily trapped in place for your next attacks. Lire&Arme cannot Arrow Defend).
32 x2 (64)
V2 - Simply upgrades it so you can throw 2 times per doublejump. Always get this.
Z↓ trap (unlockable)Puts a trap in the ground just in front of you. When an enemy gets close it hits and launches super high (potentially has time to combo into airhit-OK skills, or one airZ, or kunai to re-stand into combo). If you do it while facing a cliff the trap will fall down it and still work.
The trap can only wait for 6 seconds. Cooldown 3sec, placing another removes the previous.
launch 121
V2 - This one hits for a very short interrupting stun instead of a launch, and forces standing state on airhit. You can have 2 of this trap active at once and opponents in PvP can't see them.
Z↑ (unlockable)Self-buff. Temporarily upgrades kunais to slightly over double damage at 74dmg (148 per set) and also makes them deal extra hitstun, so that followup up after them ismore possible (potentially a true combo). They also deal small knockback now. Lasts 10sec, cooldown 30sec.
double ↓↓ (unlockable)During doublejump fastfalls a great distance straight down to go into ground combo faster, can be done even after throwing kunais. The landing has a forced small recovery animation regardless of when it happens.
LV1 skillsImpact Slash
Short wave attack forward, both knock down. Split in 2 hits but they easily connect in every scenario except only 1 reaches the tip.
227 x2 (454) [MP rate 15.65]
V2 - Superfreeze takes longer to start (harder to juggle into) then does an extra hit before the attack.
64, 227 x2 (518) (in PvE only 4% stronger than V1)
V3 - Instead starts with a short-range melee combo without moving then does 1 wave. Stronger in the inner half and weaker in the wave-only half. The melees force standing state on airhit so it works on airhit and V1 already connected too.
81 x4, 227 (551/227) [19.00/07.82]
Spinning Slash (dança das adagas)
Does a very short hit to both sides (can hold left/right to move), then a dash attack to forward or the side you held. First part will force standing state on airhit to combo, ender knocks down. Can also be used just to safely move through monsters in PvE.
184 x2 (368) [12.68] (in PvE same damage as ImpactSlash V1 but 20% higher from the back bonus)
V2 - Launches and passes back in then away again, knocking them farther.
184, 17 x3, 184 (419) [14.44] (in PvE effectively 55% higher than ImpactSlash V1, his strongest LV1)
5-4a: Lass 1st Job (part2)
Aust Hammer (shuriken das sombras)
One short upward melee slash. Reaches 1 floor up but with halved hits there. On hit launches very high to combo after (in PvP can doublejump-kunai to force re-stand then attempt groundZ after).
137 x4 (548) [18.89] (lower in PvE, only 2% higher than ImpactSlash V1)
V2, Kagemusha - A self-buff skill. If you would be hit, instead you teleport above+behind the enemy. Lasts until triggered once or 10sec. Technically could be upkept for some of the time if losing the MP to use attack skills often.
LV2 skillsFatal Fury / Evil Attack
Has long startup before the superfreeze (harder to juggle into). Single forward stab then walks back, can do either high damage or low damage. Leaves them standing afterward even on airhit (by surprise can attempt groundZ afterward, or dashatk if the skill landed at its tip).
PvP: 50% chance to reduce to Fatal, 50% chance to cause no damage (chance is better during X↓ invisibility)
PvE: tips for maybe 1060dmg, otherwise ???dmg
Weapon Disarm (roubar arma)
Does one walking forward hit, then another hit but rolling through them.
PvP: if the 2nd hit connects (basically impossible on airhit), they cannot use attacks/skills for 7sec.
424, 424 (848) [13.46] (raised in PvE, maybe 1200)[19.04]
V2, Hornet's Sting
Steps back and throws forward a piercing projectile to mid-range that drags non-armored enemies with it, then continues hitting and trapping them in its ending spot. Forces standing state on airhit to trap those too. Easily combos into dashatk, or groundZ after dash if you let yourself recover from dash first.
75 x12 (900) [14.28] (in PvE maybe around 1000)
Scorched Earth (mil agulhas)
Puts an object in front, it counts like a solid 1-floor wall for enemies. Once the object gets hit once even by yourself it will explode, making a large explosion that launches high (or you can tap Z during the animation to make it explode instantly), the explosion can reach 1 floor up but launchable enemies on the 2nd floor only take 1 hit instead of 2.
launch 454 x2 (908) [14.41]
V2 - Puts a trap in front, once an enemy touches it it makes a large explosion that damages and force-stuns them leaving them standing even as they're hit more afterward. Can be comboed into easily even on airhit, then easily combos after. Can stay waiting in the stage for 10sec.
bind 849 [13.47] (in PvE around 950)[15.07]
Shadow Stranger (lâmina proibida)
Does a sequence of AoEs forward teleporting forward every time, dragging enemies along (forces standing state on airhit), then blowing them all away forward. Can hit from screen edge but then only 2 hits land out of the 4.
Halved hits on armored enemies except on corner.
247 x4 (988) [15.68] (higher in PvE, base around 1260[20.00] and may back attack for around 30% more)
V2 - Without moving does the 3 AoEs forward to mid-range, floating on hit, then an explosion from that center that launches high. 2/3 of the hits connect on 1 floor up. Can hold to a side to explode closer to that side.
rise 92 x3, launch 92 x3 (552) (in PvE around 850)
LV3 skillsFinal Strike
An AoE of awkward range and below-average damage.
Jumps to 1 platform above and a little behind, then you do 4 piercing shots diagonal down that will drag enemies down then the shots also burn on the nearest platform they touch for a moment. Works ahead of you in your platform, or 1 floor above but damage can be less. Leaves standing pushed away where you may attempt dashZ afterward.
The sweetspot of this skill is to keep a small minimum distance, unless casting from the floor below the target.
shots 115 xN, burning 49 xN (PvP total usually from ~750 to ~1500) (PvE maybe 1300-1900 depending on size)
Thunder Slash
Essentially a forward beam to mid-range, then it comes back dragging enemies to you, and it leaves standing to easily combo after.
130, 242 x3, 242 x3 (1582) [16.47]
V2, Raven Walker (assalto tornado)
PvP only. Potentially his strongest in PvP but uselessly weaker for PvE.
Shoots piercing projectiles on an entire upper-half radius line going 2/3 across the screen. Forces standing state on airhit. Does damage in that entire area but the closer you are the stronger it is, and launches.
Works as 5 waves across 11 different directions (1 straight up, 5 to each side) alternating as two patterns of 5 and 6, then the ending projectile wave will mark the enemy to also explode with a big launch from each projectile in the ending wave.
per angle: 64 x5 (320), and each ending explosion is launch 64 x5 (320) (same floor mid range 960, close range ~1408, closest range or near giants 3200 [MP rate 33.33] or even 3840 [40.00])
PvE: damage reduced so even hugging a tall boss it's only around 1700
Exploding Scroll (explosão de shuriken)
Essentially a mid-range beam forward pushing enemies to its tip with only minor damage, then the tip explodes for the real damage, hits 2nd floor. Launches afterward but you only combo after with 1 hit and only if from the corner.
6 xN, 428 x5 (2140) [22.29]
V2, Venom Slice (corte venenoso)
Short but good AoE, and potentially his strongest LV3 by far from stacked enemy bonus.
Does a small radius explosion hitting to your sides reaching 1 floor up. Enemies too close together add 2/3 more damage to both. Forces standing state on airhit and very suddenly leaves standing very close too, though they recover a moment before you.
The starting explosion already is the full damage. The cuts afterward are just for show and don't do damage (except for one for only 57dmg).
131 x15? (1965)[20.46] (add around 1300 per stacked enemy)
Shadows of the Past (memória das sombras)
AoE on your floor forward almost to screen edge also reaching a decent amount behind you. The 4th hit is bigger (including reaching 1 floor up) and ends launching higher.
519 x4 (2076) [21.62], only 4th hit 519
V2 - Simple big strong AoE contesting with Venom Slice.
Rectangle AoE forward reaching slightly farther than screen edge and hits the 2nd floor for around 3/4 of its damage. Forces standing state on airhit (airhit OK), end launches but you don't have time to do anything about it.
Launchable monsters in PvE could be launched too far away too early but then it scores aerial for bonus damage anyway.
217 x10 (2170) [22.60] (in PvE maybe around 2400)
5-4b: Lass 2nd Job
Lass2's dash is completely unique: it looks like a standard dash but the first trick is that it travels a pre-set long distance sideways, where you can't rocket it for a difference and it just always travels the rocket distance normally instead. It's faster than doing basic dashes and its dashdance left and right is extremely long for evading and countering.
The second trick is that on the ground, every 2nd dash is a trail dash, which goes slightly farther and also passes through enemies, and in the air instead of double dashing every dash you do is a trail dash.
He can also doublejump which isn't on the movelist. Doublejump prevents you from airdashing afterward but only until he finishes the flip.
GroundZ comboFast startup. Lifts to combo into Double which launches (combos into ground dash grab, or airdashZZ-Double, or any skill).
It has a peculiar Critical (available on 2nd or 3rd tap) where it leaves the combo and dashes through to the left or right, then comes back to the middle with a blowaway/knockdown 130dmg hit.
146, 146, 146, 146, Double 130 launch (714)
Air dash dashattackThis is two small swipes that float/knockdown, but this actually goes into Double which will slightly launch them afterward (on both groundhit and airhit) if the hit was precise enough to connect. Combos into charged LV1 or shortcutted LV1/LV2.
65 x2, Double 130 launch (260)
Ground dash dashattackThis is utility: this attack has slower startup (which makes it impossible to use inside combos), but this hits forward also stretching almost 2 floors above, to anti-air much more reliably than it might look. Forces standing state on airhit too, leaves them standing right in front of you to ground combo afterward whether it hits on ground or air.
This has its own ZZZ followups into Double, but, if you only do the first hit of the dash attack, you can recover and combo into the normal groundZ combo into Double. They both end the same way but that does more damage.
66, 146, 146, Double 130 launch (488)
airZAirZ with decent active frames, and good air-to-ground hitbox on body to hit a grounded opponent and turn into combo.
130
Combo path(possibly start with ground dash dashattack, or airZ) -> groundZ combo Double -> airdashZZ Double (possibly into LV1, LV2, or LV3)
LV1 skillQuickly steps forward and does a 3-hit sequence. First hit forces standing state on airhit to work even as juggle, and the step in the beginning helps in range.
If this skill connected as groundhit instead of airhit, it can combo into itself one time before sending them too far.
Also can be useful in PvP for not superfreezing until the ender (could even avoid being grabbed if there's a short distance they have to cross first).
161, 161, 225 (547) [MP rate 18.86]
LV2 skillEssentially a short-range beam. The first two hits will pull and force standing state on airhit, then the real damage which knocks down at the end.
147, 147, 147 x6 (1176) [18.66]
LV3 skillAfter noticeable startup time, does what is essentially a beam forward to around screen edge. It does 2 hits but only 1 if the enemy is extremely close or just past screen edge.
It leaves them standing and forces standing state on airhit, so if you use this inside a combo via shortcut even as a juggle it makes a standing reset where you may attempt groundZ by surprise although they recover before you.
903 x2 (1806) [18.81]
5-4c: Lass 3rd Job
Lass3's airdash travels much farther than standard, and he can cancel airZ into airdash (whether or not it hits) in loop.
Lass3 can also airdash up or down, but only before you have already done either an airdash or an airZ.
airZBasic airZ forward attack but its range decently stretches a little up and down. Then during the striking part of this move you're free to input an airdash again, possibly just doing sidesideZ, sidesideZ, sidesideZ until landing. Rather than mashing like crazy to get as many as possible, you can try to calmly time it so you simply do 2 tries or 3 tries per jump until landing, timed so they stay in hitstun when you're landing. SidesideZ, sidesideZ, land and dash-jump Z, repeat.
And to adjust positions better you can even do airZ, Back Back Forward Z.
Ottoshot: yes, 104dmg, no knockback while repeating.
GroundZ comboNot used very often in PvP because dash-jump airZ can be better when not troubled.
Average starter, 3 taps (max range actually lowers per tap), 3rd tap will launch to combo into delayed Double (or better, ground dash grab) but the launch also combos into charged LV2, or shortcutted LV2/LV3.
146, 146, launch 146 (438), knockdown Double 130Can also do ZZ↑↑ which shadow-rolls forward to attack them backward (knockdown 130), which is more of an emergency dodge especially for passing through monsters in PvE. Also works from groundZ when attacking from too far away for the full combo to connect.
Ground dash attackAn advancing 3-hit sequence where the ender blows away/knocks down, can be used to knockdown a monster or make a player tumble off a cliff. And if you only do the first 2 taps, it combos right into groundZ or dash-jump airZ, or into itself again as an infinite but at very weak DPS.
42, 42, knockdown 42 (126)
LV1 skillSelf-buff, for 10sec you are invisible to enemies and have +50% damage. Successfully dealing damage once will cancel the invisibility and reset the damage buff to 3sec left regardless of whether it was higher or lower than 3sec left.
*In PvP this can also be used simply to freeze time to scan the situation and possibly get a free attack in, because your animation ends faster than the time freeze ends.
*Enemies in PvP can still see glimpses of you while invisible by seeing the dust upon landing on a platform and the airdash silhouettes, but that also means you can trick them by airdashing to one side then a moment later holding to the other. Or airdashing up then fastfalling.
LV2 skillInstantly superfreezes and ends very quickly. Multi-hit AoE in front, combos even on airhit/juggle combo, knocks down at the end. Barely can hit 1 platform down too.
181 x6 (1086) [MP rate 17.23]
LV3 skillVery similar to LV2 except it's a much longer animation that also rolls you to the other side of the AoE.
In PvP you can knock down the opponent (for example witha grab) then immediately do LV3 for a wakeup trap.
176 x13 (2288) [MP rate 23.83]
5-4d: Lass 4th Job
Dash attackHe has two dash attacks: a single dash will do 1 slash forward, and a double dash will do 2 slashes, and the single dash version can cancel at its end into a double dash (even backward except in the air) to directly go into Z for the double dashatk afterward, for total 3 slashes in one sequence zooming across the stage. And whenever you do the double dashatk you may tap Up to teleport (minor cooldown time in PvP).
The tricky part is that you can do single dashatk, and dashcancel the end into a jump, completely returning you to normal and ready to airZ or dash. Which also means you can do single dashatk, Forward Up+Forward Z, to loop single dashatk into single dashatk without staying airborne if you also use Down.
All hits knock down immediately, except the 1st hit of the double version which can combo into shortcutted skills.
single dashatk: knockdown 130
double dashatk: 43, knockdown 43
airZVery good active frames, can act as a wall with good range, and work as anti-air to knock them down.
Hitstun is short and doesn't always guarantee comboing into groundZ if it hits too early before you land.
130
GroundZ comboFast startup starter. Has 4 taps but the knockdown 4th tap doesn't true-combo from the 3rd. And it can Critical from the 3rd but then weirdly they stand back up way before you can act again which is bad, except that this could help as a surprise reset especially if you use a skill to wakeup trap. To true-combo in PvP needs to do 3rd into skill.
98, 98, 98 x2 (392 total), knockdown 98 (490 total)But during only the second tap, you can tap Up to instead do a launcher into teleport (in PvP combos into airdash airgrab, or one airZ).
98, 98, launch 130 & teleport (total 326), plus airgrab makes 524And you can simply Z↑ which is only the teleport to 2 platforms up (or both the first slash and the teleport if you time it). In PvP all teleporting has a 3sec cooldown.
LV1 skillForward slash, then again for knockdown but rolling to the other side. Needs groundhit instead of airhit for the 2 hits to combo together.
258, knockdown 258 (516) [MP rate 17.19]
LV2 skillA square AoE forward that reaches 1 floor up and down, and forces standing state on airhit to work on juggle combo. Then does 2 hits for knockdown but these only hit at your own platform; hitting elsewhere will leave them standing.
165 x6 (990), 165 & knockdown 165 (1320) [20.95]
LV3 skillLonger rectangle AoE forward reaching 1 floor up and down (with full hits), forces standing on airhit to work on juggle, final hit knocks down.
606 x3 (1818) [18.93]
5-5: Ryan (general)
Steam re-release known differences:
-Nephilim PvE damage reduced but still high (reduced dashatk and air↑Z and air↓Z)
-Ryan1's airdash exists naturally instead of being unlockable in skilltree
-Transformations changed from equippable to simply being in the skilltree, orange and white wolf depend on job
Skilltree allclass trait - Totem - When neutral, can press Z↑ to place a support effect totem in your spot, it will help you and teammates as long as staying near it. This skill can be done from Wolf form (not Nephilim or Magnus).
V1 - DEF +15% (which is roughly -13% damage taken). Lasts 20sec with cooldown 20sec, only totem that can be upkept.
V2 - Heals HP over time, lasts only 5sec healing for 10%. Cooldown 30sec. In PvE you can place this near the ending portals to affect even people already inside it.
V3 - Gives MP, lasts only 5sec, fills more or less one full bar. Cooldown 30sec. Also good between rooms.
Skilltree allclass trait - Charged Blow - When neutral, can hold C and release for an allclass melee attack that sends them extremely far, rectangle forward hitbox also reaching 1 floor above, actaully can anti-air and has super armor after you release. (in PvP, Ryan3 and Ryan4-joined-pikes can combo afterward on corner with groundZ) (in PvE can force a monster to another place)
Minimum charge is 167dmg and barely blows away (can combo into a skill that can juggle at mid-range). Small charge already blows too far away to see, 185dmg. More than half charge 291dmg, actually no benefit past that except maybe more knockback.
Skilltree allclass trait - Wild Roar - When neutral, can hold C and tap Down for a roar that hits as a forward rectangle reaching 1 floor up and down, may anti-air. It itself causes no damage but floats on hit (Ryan3 and Ryan4-joined-pikes can combo into groundZ) and in PvP reverses controls, in PvE adds a DoT. Can also be done from groundZ combo except Critical/Double. Has cooldown 10sec.
Skilltree allclass trait - Stone Wall - When neutral, can tap C→ to make a solid object in front, your team can move through it but it's solid for enemies and can block some enemy shots. Lasts 6sec with cooldown 6sec, can be broken early by enemies.
Skilltree allclass trait - Nature's Shield - When neutral, can tap CC to stay in a pose that makes you invincible for 4sec but you can't do anything until it ends. Can be used to avoid a boss attack or a big skill in PvP that you otherwise wouldn't avoid. Cooldown 1 minute.
Skilltree allclass trait - Tenacious Vitality - When neutral, can tap C↑ for a self-buff. For 1m30sec after using, if you get KO'd there is a chance this will revive you with 30% HP. Using it forces a 5-minute cooldown.
LV4 skills(LV4 skills need over LV70 to get and cannot be used in PvP. They cannot be cast by charging MP, only by shortcut at 45sec cooldown shared between all LV4s)
1st job 1, Heaven's Guardian - Makes a totem that keeps shooting flaming pebbles at random locations. Damage looks unreliable but is potentially the highest. Each one on the ground does damage over time over its lifespan then when ending at their own separate timers explode for significant damage. In practice mode the totem also deals contact damage but apparently not in PvE.
12 shots total, each one can burn the floor without hitstun for 20 hits of 81dmg (up to 1620) and at its timer's end explodes for 1813dmg. Imagine 2k-6k as an AoE
2nd job - You jump outside the screen and can aim a vertical line anywhere in the stage, in a few seconds you drop back to the bottom of the stage in that line, quaking almost that entire screen assuming the camera isn't touching the corner. Hits even airborne enemies.
1858 but in actual PvE closer to ~2800, or ~4000 counting back bonus
3rd job - Basically kills every enemy in a forward line stretching 1 floor up, but armored enemies (bosses) take much less damage.
Makes a series of 2-floor pillars forward, each hit floats and pulls enemies along the entire wave if not at the edge of the stage yet, hits up to 9 times. Not infinite range, basically 2 screens wide.
824 xN (3 hits on super armor does 2472, successful pull up to 7416 assuming closest range)
4th job - Makes a black hole above you and slightly to your front, hits in your spot and up to 2 floors up while constantly pulling enemies from afar from any side and forcing them into the air. Then trashes survivors straight down.
314 x10 (3140), but possibly some -10% in actual PvE (~2826)
5-5a: Ryan 1st Job
Dash attackOne swing of 2 hits with high movement, 1st hit can hit the floor above like an anti-air, and they can barely catch from behind too. None of them actually knock down on groundhit, so if you wait you can then true-combo into groundZ for a full combo out of it. It has its own Z followup which is Critical V1 but doing that is weak and only useful for quick knockdown.
20 x2 (40), followup knokckdown 27 x3 (121)
Dash attack V2 - Simply changes the natural followup for a new move, not that it matters. Single hit that blows away uselessly except for knockdown, the close knockdown from the other would probably be more useful.
20 x2 (40), blowaway 86 (126)
airZHas decent range forward, but it has infinite active frames to act as a damaging wall and also stretches diagonal down and straight down to catch close even by falling straight on top of them. Ryan1 even has very fast jump startup speed so that starting with airZ or repeating it on platforms is faster and more reliable. The active frames also make it good for hitting after enemy wakeup/skill to catch as they come out of invincibility.
Ottoshot: only reliable against giant monsters, may also work straight up or backward. But you can also infinite by going up and down a platform, and if you hit from behind this way it won't cause knockback.
130
V2 - Upgrades it to be able to cancel into airdash (whether or not it hits).
air ↓ZAnother infinitely-active dropping airZ, this one has more startup but reaches farther forward to be more exploitable. Less damage. Only on groundhit it launches to combo into airgrab or skill (Poison Spores will catch and combo into groundZ unless too close).
groundhit-only-launch 65
V2 - Upgrades the normal airZ instead of this one, to be able to chain into air↓Z. Not very useful when simply doing falling airZ into groundZ already works and neither is rewarding on airhit.
V3 - Removes the V2 upgrade, and instead lets air↓Z tap Z a second time while still airborne (can't be done from minimum altitude) to cancel it into an additional hit if timed right after it connects (+130). Launches higher to combo into skills easier, but can't airgrab anymore due to recovery.
GroundZ comboThe starter has more range than the followups so mind that. There is also a problem of sometimes missing 2nd or 3rd hit if walking in a downward incline.
Ender launches but with the recovery it's just setting up to combo into Double which will blow away mid-range forward (and knockdowns with this class can easily go into dash-jump airZ to instantly hit them as their invincibility wears off). But this combo has an infinite anyway.
*Infinite loop: do ZZZ, repeat from the start. ~240 DPS. ZZ loop also works, similar DPS, pushes less, easier if doing exact taps, the other is easier if mashing until the right part. These are PvP & PvE infinites (but some monster actions will combobreak).
146, 146, 146, low launch 146 (584 so far), Double 65 x2 (714)
Then his groundZ combo has an alternate V2, plus a branch command for both, but only the default combo can infinite so any other path is losing that option.
GroundZ combo V2 - Loses the infinite but at least has normal hitboxes now. Startup is relatively slow, may not combo after the same things as before. Will also hit 1 floor up, aside from possibly anti-airing it scratches people on the floor above but walks past them unless there is a wall/enemy in front of you.
The ender leaves them standing, comboing into normal Double at only 1 hit because they aren't airborne in this one, but does better into the other combo branch.
83 x2, 83 x3, 83 x2 (581, leaves standing)
Combo branch V1 - Can only be done from groundZ combos before Critical/Double. Tap ↑Z, does a launching hit then 3 more walking forward, knocks down similarly to normal Double but with +62dmg and a better window to cancel into skills.
48 x4 (192)
Combo branch V2 - Instead the command is a single Down. Does a very low-to-the-ground melee hit that probably will need groundhit (from V1 combo must skip 4th tap), launches then does a quake that hits even airborne enemies and launches very high (combos into airgrab or airhit-OK skill, if in corner can do an extra hold-C attack before skill). Quake doesn't happen in PvE.
Can also be used alone as ZZ↓ just for the PvP quake: it hits in melee range left and right, and extends 2 floors up. Can hit from surprise from below but then potentially not combo afterward as well.
melee1 launch 65, melee2 launch 65, quake very high launch 76 (206)
Critical V1 - Emergency knockdown forward/behind. Deals less hits the farther they are.
27 up to x3, last knocks down (81/54/27)
Critical V2 - Combo that launches and knocks back down. Technically has better damage and more time to cancel into skill, but still worse than any proper full combo path and actually worse at emergency knockdowns now.
This alters the Critical for the dash attack too but even there it's sub-optimal.
31 x2, launch 31, knockdown 31 (124)
Z↓ (unlockable)Temporarily lets you dash and re-dash earlier than before for better dashdancing, allows your dash to turn into a simple held run that's very fast, and makes your normal walk slightly faster. Lasts 10sec, cooldown 25sec.
LV1 skillsTwin Blade (lâmina gêmea)
After some startup, does 2 forward melees, first floats and 2nd knocks down.
Also can work on airhit but only difficultly because it has noticeable startup time to make it harder, and the exact range to juggle with both hits is very specific.
float 242, knockdown 242 (484) [MP rate 16.68]
V2 - Does a walking 2 hits (now forces standing state on airhit to juggle easier) then a 3rd that slightly launches (in PvP can airgrab or skill).
167, 167, launch 167 (501) [17.27], plus airgrab 699
V3 - Exact same as V2 but with one more strike before the launcher.
167, 167, 31 x2, launch 167 (563) [19.41], plus airgrab 761
Boulder Crash (fúria da terra)
An alternative of the default skill that superfreezes right at the beginning, and without moving simply does one forward strike that forces standing state on airhit and also launches out of it.
111 x3, launch 111 x2 (555) [19.13]
V2, Leeching Slime (esporo venenoso)
Very popular for this skill slot because this refills your HP on hit, and combos afterward in PvP. Plants 3 slimes in front of you with barely no gap between them, in total reaches up to 2/3 to screen edge, or near wall they stay near each other (or barely go up a ledge) for all 3 to reliably hit the same enemy. Without a wall will connect with 2 except at closest edge or farthest edge with only 1. They stay active for around one second. Each slime that hits refills 5% of your HP so 5%/10%/15% HP per cast.
Leaves them standing with enough hitstun to combo into groundZ V1 (will force standing state on airhit to work on juggle too but doesn't work on every scenario).
148 up to x3 (148/296/444) [05.10/10.20/15.31]
Freezing Attack (poder do inverno)
Instantly superfreezes doing one melee with long range forward that also barely stretches 1 floor up to hit their feet, can catch airhit. It freezes then hits the same area again with knockdown.
There is a certain altitude in PvP where this can airhit but miss the last hit where they'll fall with you two recovering standing near each other by surprise, turning around for groundZ or grab.
freeze 106, 106+106+107 where the last knocks down (425) [14.65]
5-5a: Ryan 1st Job (part2)
LV2 skillsTitan Axe (fúria do titâ)
Without superfreeze does a forward walking ground combo, 3rd launches and 4th knocks back down. In PvP, the last hit quakes the floor to hit people not caught by the combo if they aren't jumping at the time, range is a square slightly to both sides that stretches 2 floors up and down.
256 x4 (1024) [16.25], PvP quake alone launch 230
V2 - Superfreezes at the beginning. This combo can hit from behind too but keeps walking forward. Ender launches extremely high (instead of being the quake). All parts after the forward movement can hit in small radius 1 floor up too.
107 x4, 76 x4, launch 76 x3 (960) [15.23], floor above after moving forward 532
V3 - Doesn't superfreeze at the beginning. Quickly does 2 slams forward that each float on hit, into the V2 launcher. Fully works on airhit now.
399, 399, 76 x4 (1102) [17.49]
Canyon Carver (terra estilhaçada)
2 forward strikes reaching 1 floor up. 1st hit forces standing state on airhit, 2nd knocks down. Will also make splinters from that spot and other splinters only at the floor above.
1st strike 169 x3, knockdown 169 x2 with an easy 2 splinters of 161 (1167) [18.52], plus 2 splinters only at floors above you so 1489 if diagonal up [23.63]
V2, Big Axe Destruction (glória da terra)
Practically a downgrade.
Hits forward once, then tries to jump up with two more hits moving then drops back down with another hit. Technically all 4 hits can hit on your floor and the floor above, but only usually does all 4 on groundhit on your own floor and if not slipping off a cliff ahead, trying to hit above usually does 2 or 3 hits.
272 x4 (1088)
Thunder Pull
Forward beam that pushes forward then comes back drastically pulling them right to your feet, leaves standing (even on airhit) with big hitstun to be sure to combo after however this hits. Great as wakeup trap in PvP. Enemies with super armor won't be moved and can also take less hits.
153 x3, pull 153 x3 (918) (765 minimum distance for missing 1, armored non-giants 306-612)
LV3 skillsResurrection
The only real team support ability that Ryan has aside from his Z↑ totem. Buffs all teammates (regardless of distance) so that for 30sec, they automatically revive one time with 20% HP if they would get KO'd. Only Ryan and Lime have a skill like this. A big deal in both PvE and PvP. But it only affects your teammates, not you.
V2Simply upgrades the timer to 1 minute so that it's much more reliable and refills to a higher 40% HP. This skill (or Leeching Slime) is a good reason to consider leaving 1st job as your second equipped job after the LV45 buyable quest where you can equip 2 jobs in PvE.V3, Hammering Crusher (força titânica)Simple AoE, forward rectangle reaching 2/3 to screen edge and stretching 2 floors up. Floats/knocks down. At the 3rd floor can deal halved hits if they don't have super armor by floating them off. Easy and good AoE but Nature Commander is practically better.218 x10 (2180) [22.70]
Nature Commander (chamado da natureza)
Similar to Hammering Crusher but slightly longer and can deal ~1290 if at screen edge, and also ~1032dmg if to 1 floor below, only downside being not stretching 2 floors up.
Ending this skill buffs you and nearby teammates for +10% ATK (+10% damage) for 10sec.
258 x9 (2322) [24.18]
V2, Phoenix Assault
Worse than others.
First whips forward the bird to screen edge which attempts 4 hits across in some kind of pattern but if pushes very far without super armor (normally 3 close, 2 mid, 1 edge), then makes a knockdown explosion at mid-range for 3 hits but usually 2 in PvP, or if the bird hit from afar then they can get pushed past the explosion where it doesn't even hit.
charge 412 x2-4, explosion 412 x2-3 (usually 2060) [21.45]
Fright Punisher (punição da natureza)
Bad.
Does 2 melees that stretch 1 floor up and force standing state on airhit, then does a forward wave to screen edge (hits 1 floor up too) dragging enemies with it; loses many hits if the scenery has a hole or wall on their path, or if they have super armor, or if it simply took time to start reaching them.
Leaves standing, in PvP could attempt dashatk afterward but apparently you don't recover faster than them (and Thunder Pull does let you combo after, and for less MP).
218 x2, 218 up to x8 (maximum if starting from close 2180) [22.70]
V2, Bloody Funeral (vingança da natureza)
Makes a totem in front of you that slowly pulls enemies in front of it and drains HP (only hitstuns enemies in PvE). It only pulls enemies in front of it and pulls to behind it where it stops hitting them (this happens less near max range). Each hit refills 1% of your lifebar, so around 22%.
77 up to x22? (1694) [17.64]
5-5b: Ryan 2nd Job
Ryan2's dashes go much farther than standard, simply doing a rocket then airdash covers so much space and puts you on the ground again right away.
GroundZ comboLong range. Relatively slow startup.
87, 87, 87, 87, launch 87, knockdown 87 x2 (609)Critical/Double are the same, float 65 x2, in PvP you can do 4 taps into Critical, then dash-jump airZ>↓Z, which will force a standing reset next to each other (or combo into skills).
Ground dash attackOnly useful for instant knockdown, or as a very fast anti-air to keep using while the enemy is moving as it does reach 1 floor above with good range forward, in PvP combos into LV1 skill.
knockdown 65 x2 (130)
airZSpread in 2 hits, has short range forward, but decent range upward and downward to better catch in the air. This airZ forces standing state on airhit, so as long as this hits at all it will potentially lead to combo, especially because if you don't have the position to combo into groundZ afterward, this airZ can chain into air↓Z.
65 x2 (130)
Air dash attackSpins far doing two float/knockdown hits. If you tap Z again fast you repeat the spin and can keep repeating. But you can just do the spin once then chain it into air↓Z.
*This does not force you into aerial recovery after use; you can continue to attack/airdash afterward.
float/knockdown 65 x2 (130)
air ↓ZFalls down doing constant contact hits in all directions, forces standing state on airhit to catch people in the air too, keeps trapping them then when landing will leave you two standing up next to each other at nearly equal frames (or easily combos into skills afterward).
Works either as an attack on its own that attacks from any advancing angle and works on both groundhit and airhit, or as a combo ender from airZ or air dashatk which can chain into this move; arguably, ending combos with this move's standing reset in PvP is better than normal knockdowns because then they never get wakeup invincibility and don't have time to think about it.
32 xN (usually 3 when falling and 2 when landing, 160dmg)
LV1 skill3 strikes moving forward, roughly similar range to groundZ but these hit 1 floor up and will force standing state on airhit to combo even on juggle.
Ender launches, can barely go into dash-jump airZ>↓Z, or into skills including itself again.
128, 128, launch 128 x2 (512) [MP rate 17.65]
LV2 skillRadius explosion reaching 1 floor up, constantly hits across some 2 seconds, blows away far as it hits.
In PvP it normally deals 3 hits (regardless of when it starts hitting) or 6 against corner on same floor. But what you can see against super armor or resistant monsters in PvE is that it actually can do some 13 hits total for unfair damage then.
257 x3 (771)[12.23] or x6 (1542)[24.47] or x13? (3341)[53.03]
LV3 skillDash attack passing through. Forces standing state on airhit to work on airhit too. Leaves them standing afterward with enough hitstun to combo even into groundZ after turning around.
363 x6 (2178) [22.68]
5-5c: Ryan 3rd Job
GroundZ comboSlightly long range, relatively slow startup. Forces standing state on airhit to catch jumpers or use on juggle combo!
Normal ender leaves standing, may repeat here as a non-combo but naturally combos into Double for a proper ender.
130, 130, 130, 130, Double float 65 x2 (650)And absolutely any part of the groundZ combo, from before the first hits to after Double hits, can branch into Down for a different attack. Will make a multi-hit wall of damage forward that forces standing state on hit and pulls on hit, then blows away. Full combo into Double extended into this works and can combo further into skills so easily that you have time to charge even up to LV3, and comboing into LV1 lets you walk and groundZ all over again, multiple times.
39 x4 (156), blowaway 39 (195 total), full combo into Double into this is 845Any part of the combo can also cancel into Back for another attack, but Back is useless on its own and can also be done after Down finishes, which will combo on corner so it's a bonus hit on corner still going into skills.
65, small launch 65 (130), full combo into Double into Down into this is 975
Z↓While you can use this as a combo extender, being able to use it as early as tapping the first Z means you can use it alone instantly or suddenly use while it missing with the groundZ combo moving forward, and it's a great move because of the disjointed-range forward that is a pulling damage wall, easily catching advancing enemies even if airborne. The active frames can even catch an enemy as its invincibility runs out. Like in combo will combo into LV1 skill to combo back into groundZ.
Dash attack (groundServes as a faster groundZ, but only combos into LV1. Floats on hit instead of knocking down immediately to make that easy.
There is a certain timing where instead of continuing a combo with juggle groundZ, it's possible to do dashatk->groundZ for extra damage, but the exact altitude for that seems too unreliable.
float 65 x2
Backdash-forwardZBackdashes and throws forward a seed that will spout a flower in the set distance where it lands (in your old spot and barely in front of it). Once it sprouts it hitstuns for a medium amount of time and force standing state on airhit to trap these too. It can be used defensively or before advancing to possibly catch an advancing enemy and possibly combo after. It can also be planted on their wakeup/skill because it has long active frames to catch as invincibility runs out. Cooldown 3sec in PvP.
In PvE can be spammed from a corner to keep damaging the same enemy as an improvised safe ranged attack.
130
airZSlightly long reach forward and also hits straight up/down and diagonal up/down, to do air-to-air easily. It also forces standing state on airhit to possibly do ground combo after even on airhit. Hitstun is shorter than average so needs to be done close to landing to true-combo after.
Ottoshot: no, but if you have two platforms you can go up and down them doing airZ every time, being an infinite as long as the opponent doesn't get pushed away from the necessary platforms.
65
air ↑ZZDespite the animation it's exactly like airZ but with less hitstun, but on successful hit only, it can Z again for another hit that knocks down on both groundhit and airhit without knocking away, resetting you both next to each other.
65, knockdown 24 x7 (173)
Dash attack (air)Shorter range but hits in radius, hits twic and 2nd hit knocks down resetting close by.
*This does not force you into aerial recovery after use; you can continue to attack/airdash afterward.
55 & knockdown 55 (110)
LV1 skillMakes 3 pillars forward essentially making it a short-range beam, on any hit it launches to juggle after with groundZ combo in PvP possibly in loop.
They have high active frames, you can use it while they're in knockdown/skill and it catches them when their invincibility wears off.
161 up to x3 at once if not at closest or farthest edge (161/322/483) [MP rate 16.55]
LV2 skillMore useful for just instant damage in AoE and leaving it at that, in PvE also scatters them around. A piercing dash attack forward then back, works on airhit too, 2nd hit knocks down. Possibly can be comboed into but has noticeable startup time before and after superfreeze so often can't.
454 x2 (908)
LV3 skillJumps up and sends diagonal down a multi-hit spinning scythe, forces standing state on airhit and pulls to its end point, then leaves standing while barely not comboing from walk groundZ or dash-jump airZ.
The start of the skill sends forward the crow image which hits for no damage but hitstuns and forces standing state on hit so that this already stuns for the scythe to connect.
229 x10 (2290) [23.85], x12 in full if starting to hit from the air (2748) [28.62]
5-5d: Ryan 4th Job
Press X to switch between his 2 weapon modes, which changes his entire moveset. Separated-pikes has a ground&air dashatk that continues even on miss and combos afterward on hit, and a very good short-range LV1. Joined-pikes has a giant airZ/ottoshot and a potential infinite after landing groundZ or LV1.
Shared move: backdash-forwardZ - Does a disjointed melee hit forward after running backward, it's a defensive attack that catches advancing enemies and leaves them standing (even on airhit) with small knockback, if they followed you they are in range to almost combo groundZ afterward.
Separated-pikes
GroundZ comboAverage starter. Naturally combos into Double, which easily goes into airgrab or LV1/LV3.
73, 73, 73, 73 x3, float 73 x2, launching Double 130 (714), plus airgrab 912
Dash attackSame on ground and air. Cap do 3 taps, 3rd does small damage and knockdown but from 2nd or 3rd can branch into either Up or Down followups which are better than the normal 3rd.
42, 42, knockdown 42 (126)
ZZ↑ is an upward hit that launches them to combo after like with Double. You can keep doing ZZ↑ even if knowing there's only a chance it will hit (or ZZZ↑ if air-to-air).
42, 42, launch 130 (214) plus followup airgrab or LV1
ZZ↓ is a much smaller hit with slightly more recovery, that hitstuns to leave them standing (even on airhit) long enough to combo into full groundZ combo instead.
42, 42, hitstun 130 (214) plus groundZ combo
airZSimilar to Lass1. A diagonal-down angle hit, good as air-vsground to lead into ground combo.
*This attack technically is a projectile instead of a physical hit and can be reflected by reflectors.
Ottoshot: no, but if you have two platforms you can go up and down them doing airZ every time, being an infinite as long as the opponent doesn't get pushed away from the necessary platforms.
LV1 skillStarts striking at the same time as the superfreeze happens (useful in PvP, may avoid being grabbed). Does several short hits without moving (forces standing state on airhit to catch juggles), then later does one very active hit that blows away.
In PvP you can time it on juggle combo or enemy approach so that the first part completely misses, so then the second part lands as airhit as they fall into it, which launches enough to combo into airgrab or skills or C↓. And in groundZ you could do Critical into LV1 so that the first part hits as they rise and they still fall onto the launcher.
81 x7 (567), launch 81 (648) [MP rate 22.34]
LV2 skillMaybe the best way to use this skill is to never spend MP on it. Starts with one non-instant very low kick without superfreeze yet, then later a piercing dash attack of 2 hits rolling to the other side. Low damage and little combo usability. But could work as an emergency forward roll.
242, 242 x2 (726/484) [11.52/07.68]
LV3 skillA melee combo moving forward (forces standing state on airhit to work on airhit too), then punches the floor leaving a lasting hit that will leave the hitstunned in place for so long that not only can you combo into groundZ but you can do dashZZ↓ groundZ, or switch to joined-pikes and do ottoshot.
280 x4, 130, 130 x11 (2680) [27.91] plus combo
Joined-pikes
airZVery long range forward, also stretching straight&diagonal up and down (the visuals don't show how far up it really goes). After the start it also hits diagonal down-back to hit behind you too. Very exploitable to control space aside from low active frames per swing.
Ottoshot: yes, 130dmg, no knockback while repeating, also works straight up or diagonal up.
GroundZ comboLong range starter with relatively slow startup. Naturally combos into Double which in PvP floats, and this groundZ itself is what forces standing state on airhit to loop into itself.
*PvP infinite: ZZZZ>Double, repeat. Possible but timing can be somewhat unreliable and can eventually push out of the necessary scenery, cancelling into LV1 skill also works.
117, 117 x2, 117, 117, launching Double 130 (715) with followup
Dash attackSame on grond and air. Fast attack with decent range forward that also hits 1 floor up, can interrupt as an anti-air for knockdown or serve as quick knockdown in general. At its outer half range will only deal the 2nd hit.
65 & knockdown 65 (130)
LV1 skill3 hits moving forward, the frist 2 will reach 1 platform up and also force standing state on airhit to still combo, 3rd hits only at your own level and knocks down.
171, 173, knockdown 173 (519) [17.89]*PvP infinite: if done on a platform you can drop/ottoshot from, allows full ottoshot afterward because of the special freeze, so simply landing this attack once (alone or from groundZ) makes an infinite.
LV2 skillBoomerangs the weapon forward to screen edge and back to you, forces standing state on airhit to catch airborne and will leave them standing and pull to you, then you can attempt groundZ which just barely isn't a true combo (but if on a platform you can do ottoshot which does start faster) or LV1.
If it hits at max range it won't pull to combo range, only walk into groundZ. Must be used at mid-range to deal full hits, at maximum range deals only 5, from close will deal 3 or 4 hits.
Against the floor above it hits only on the way back, dealing some 4 hits and still pulling. On 1 floor down it deals 3 and pushes forward instead.
161 x7 (1127) [17.88], too close ~550
LV3 skillSimilar to his other LV3, but weaker and does it from mid-range without approaching them.
Does 3 straight shots pushing them away, then jumps straight up with a diagonal down shot that makes a lasting hit where it lands, hitstuns them long enough to combo after. (if close will combo into groundZ or ottoshot, if far can do raw jump, airdash-fastfall airZ, then groundZ or ottoshot)
137 x3, 137 x11 (1918) plus followup combo
5-5d: Ryan 4th Job (part2)
Magnus Dan form
Available only in 4th job.
Magnus is a more simple and bland normal warrior type with standard dashing, but with his size has excellent melee reach in his attacks in general while keeping Ryan4's backdash attack, doing zoning and rushdown despite being melee only. He also has grab immunity in PvP. But none of that matters in PvE.
Magnus form has no time limit, you exit whenever you want by tapping X.
backdash-forwardZThe same attack as Ryan4's and can still be used from the air (even when jumping past someone). Magnus's version has 2 differences: it's bigger (and will always combo into at least the 1st hit of his bigger groundZ) and it doesn't have a PvP cooldown.
GroundZ comboVery long range starter. Doing the normal ender blows away forward with you recovering at the same time as them, skipping the ender to do Critical instead can be better.
146, 146, 146 (438), blowaway 146 (584 total)Critical&Double are a single hit that slightly launches (130dmg). In PvP you can do 3 taps into Critical and barely combo into ground dash grab (766), or 3 taps into Critical into charged or shortcutted LV2 (which will combo back into groundZ), or 3 taps into LV1 skill into airgrab (1154).
This ground combo cannot continue if on miss, and the 2nd and 3rd have less range than the starter, but missing the 2nd allows you to combo into Critical anyway for just 1 more hit of 130 and ending there. Or if you have MP, you can do tipped groundZ into charged/shortcutted LV1 skill (which will combo into airgrab or charged/shortcutted LV2) or tipped groundZ into shortcutted LV3.
Dash attackBig attack of 2 hits where the 1st can hit up and diagonal up, 2nd only in front of you feet. Neither knocks down on groundhit, naturally combos into Forward followup for small damage and knockdown but can also combo into charged LV1 or any shortcutted skill.
65 x2 (130), Forward 65 knockdown (195)It also has a Back followup which is the same but behind, but it also has more damage then (92). In PvP you could keep running around doing dash attacks with and without followups because of the extended physical range, alongside backdash-forwardZ which does allow combo afterward.
airZGeneral airZ. Has long range and good active frames.
Ottoshot: yes, 130dmg, also works straight up and diagonal up.
LV1 skill1 forward hit below waist level, then a taller 2nd hit that launches only if on groundhit. On airhit, only 1 hit would connect and even if it was the 2nd hit it wouldn't launch, but on groundhit will connect 2 hits and also launch.
In PvP can fully combo from groundZZZ or dashatk, then comboing into either airgrab (+198) or charged or shortcutted LV2.
259, groundhit-launch 259 (518) [MP rate 17.86]
LV2 skillThis is a mid-range forward wave attack, but it actually does 4 hits right in front of you, then 3 actually moving forward, so it needs to be close for full damage.
More notable for PvP instead where all hits force standing state on airhit and leave standing to combo into groundZ afterward, and very easily can be comboed into even from juggle (but it only hits early at close range).
144 up to x7 (1008) or x3 (432) [16.00/06.85]
LV3 skillDoes a series of 2 melees forward (knocks down early if airhit), pushing forward into a mid-range AoE that still leaves standing. Will combo directly into groundZ.
325, 325, 323 x4 (1940) [20.20], AoE alone 1292 [13.45]
5-5: Ryan's Wolf & Nephilim Forms
-Wolf form is available to all jobs. It's an all-out offensive form with repeat-dashing and a divekick but extremely few attacks.
-Nephilim form is available to all jobs except 1st. Nephilim is the defensive counterpart of the Wolf, a heavy warrior who has the shortest range and can only attack the enemy directly in front of him but has permanent super armor and grab immunity, and boosted damage output in PvE. Despite his weight he actually dashes the farthest in the game.
Wolf formAvailable in all jobs.
Wolf's dash goes farther than a standard dash (the rocket an extra amount) while being able to cancel the dash into more dashes to just keep doing Forward Forward (better if tapping it twice in rhythm than mashing it), and every time he dashes he has momentarily invincibility and passes through enemies. He only has melee attacks.
Wolf form costs 20% HP to start every time; even with maxed HP Regeneration that hurts you faster than you regenerate assuming you never get hit. Using Wolf form may necessitate the HP totem (which CAN be used from Wolf form).
airZPlaces stationary projectiles in the air across your jump arc. They multi-hit in their spot for the one second they're alive in your trail. Doesn't force aerial recovery on use, can continue attacking/airdashing afterward. Works as a jump-in to lead into ground combo (they force standing state on airhit so this is a rare airZ that does lead to combo even on airhit) and also serves to possibly trap approaching enemies from ground or air.
26 usually x4 (104)
air ↓ZRare for the game, this is a divekick, that hitstuns enough to always lead into ground combo (forces standing state on airhit to work there too). The problem is its extremely narrow reach makes it have very short range forward. Can drop for as many as 2 platforms while still being able to hit.
130 x2 (260)
GroundZ comboCannot continue if on miss. Starter is average if counting that the followups can't hit from the max range of the starter (only shortcut skills).
Ender blows away to naturally combo into Double which sends farther. In PvE can repeat the first 3 taps in place as a non-combo (~200 DPS).
87, 87, 86 x3, blowaway 160 (592), Double 130 (722)The Critical is different depending if it's the white Wolf (1st job) or orange wolf (2nd/3rd/4th job). 1st job is a launcher that in PvP can barely combo into dash-jump airZ to loop back into groundZ as an infinite. Orange Wolf's simply cancels into his normal dash, but orange wolf can also do the same infinite by doing the ender into dashcancel, continue dashing on the ground for a moment, then airZ and landing for ground combo, and the dashcancel is more useful in PvE because you can avoid monster attacks for free while doing ground combo.
Dash attackVery long dash attack active for a few moments over a long range, but just tags for knockdown. 2 hits with 2nd knocking down, can cancel 1st hit into shortcutted skills.
65 & knockdown 65 (130)
LV1 skill (unlockable)Walks forward dealing contact damage for a moment (forces standing state on airhit but there may move past them anyway) then does a forward hit that knocks down.
80 x4, knockdown 80x2 (480) [MP rate 16.55]
LV2 skill (unlockable)Forward slashes moving forward (forces standing state on airhit but there may move past them anyway) then a radius explosion that hits 1 floor up and blows away extremely far. Can move one group of monsters away.
136 x4 (544), blowaway 136 x3 (408, 952 total) [15.11]
Nephilim formAvailable in all jobs except 1st.
Nephilim permanently has super armor and also is immune to grabs in PvP.
Nephilim is notable for PvE because all his attacks have strangely boosted damage inside PvE where he has the strongest normals in the game (for best DPS repeat ZZ-Critical against armored enemies, or do airZZ up and down one platform, or else repeat dash attack) and he can spam a ranged attack in PvE if necessary unlike many melee characters, but he does lack AoE and has only one skill just for invincibility time.
Dash attackGoes extremely far with a big hitbox, knocks down and resets to standing surprisingly fast. Safe approach thanks to super armor.
knockdown 130
GroundZ comboAverage starter. One of his weaker moves in PvE but in PvP this is Nephilim's best damage in one combo (and can cancel into skill). Enders resets back to standing surprisingly fast, especially Critical/Double.
83, 83, 83 x2, 83 x2, knockdown 83 (581)The Critical/Double are knockdown 130dmg, but they actually attempt 5 hits. In PvP it only does 1 hit for standard power but can do 5 against super armor for 650dmg, and monsters always take the 5 unless they can get knocked away.
airZZShort diagonal down hit with little active time, but can do twice for more damage. Can't ottoshot.
130, 130
air ↓ZDrops to the floor with a ground pound that hits to both sides after landing, the advantage is that it hitstuns long enough to directly combo after.
130
air ↑ZDiagonal down projectile with no max range. Can repeat faster by standing on a platform, then doing Down, UpZ, repeat.
Using this lifts you higher into the air, possibly reaching a bonus platform with a full jump.
130
LV1 skill3 separate hits slightly walking forward, last knocks down. Easily can combo into itself repeatedly by doing only 2 hits per time (or 3 if the enemy is armored and wouldn't get knocked down from the 3rd). Long invincible time and even longer if repeated.
You may refrain from using this skill often when the transformation time is close to wearing off, so that you keep enough MP when it wears off to immediately transform back or cast a big AoE skill.
173, 173, knockdown 173 (519) [MP rate 17.89]
5-6: Ronan (general)
Steam re-release known differences:
-Ronan3 lost the offensive use of erudon sword, can only spend it for the invincibility field
Character traitsSkilltree allclass trait - Enchant sword - When neutral can tap CC to buff your normals for 15sec with 1 of 4 equippable effects. They affect all normals (including X-button attacks and Critical/Double) but don't affect skills.
Flame - Straight DPS boost. Each hit makes the enemy drop a flame onto the ground that continuously hits enemies on top. Bonus damage in PvE, but in PvP doesn't hitstun and does very little damage with them probably also getting pushed away by normal combos.
Lightning - More for PvP. Effect lasts only 1 trigger. Enemy is shocked with an explosion (7dmg), they take shock damage (1dmg) immediately after but also 2 times later on the 4th and 7th second, forcing hitstun on them even if they were the one hitting you.
Curse - PvP only. Effect lasts only 1 trigger. For 5sec they lose HP every time they tap Z, and they also cannot refill any MP for the duration.
Vampiric - Each hit that connects refills 1% of your HP. Ottoshot has fast hit rate and highest DPS, but full Z or X combo can splash.
Skilltree allclass trait - Rune Shield - When in the air can do ↑C or ↓C to place momentary barrier in front of you diagonal up/down, lasts only around 1 second. Cooldown 4sec.
V1 nullifies basic projectiles. And instantly moves enemies away from its own area on use and while still active, forcing a minimum distance between you and the enemy as you move.
V2 is a physical object that absorbs 1 physical or projectile hit and bodyblocks enemies if not broken yet. The start can shove an enemy inside if it was used too close.
LV4 skills(LV4 skills need over LV70 to get and cannot be used in PvP. They cannot be cast by charging MP, only by shortcut at 45sec cooldown shared between all LV4s)
1st job 1, Illusion Edge - Simple AoE forward to screen edge reaching 1 floor up. On the next one screen still deals half the damage. 1 hit connects at 2 floors up.
535, 495 x5 (3010)
2nd job - Summons the dragon to do 3 piercing fireballs diagonal down-forward each going farther forward, first is to screen edge and 3rd finishes the next screen. They deal contact damage while traveling pushing enemies forward, each explodes a set distance forward to make a giant wide fire pillar that keeps hitting its place for higher damage juggling enemies above it.
If they can get pushed will deal more or less 14 pillar hits, if they have super armor then each pillar attempts 8 hits but if at screen edge distance will hit with 2 pillars for x16 then.
travel 57 xN, pillars 288 around x14 (4032)
3rd job - Does a radius explosion reaching 1 floor up and down, final hit blows away. Will also buff yourself and all teammates in the stage: for 10sec all damage taken is 1.
676 x5 (3380)
4th job - For 15sec, you are invincible and have an aura that continuously damages nearby enemies without dealing hitstun, circular shape and reaches 1 floor up and down. Ending blows far away. You cannot attack or use skills during it, only move.
81 xN (roughly 300 DPS, total ~4500)
Which 2 jobs to use in PvE?(After LV45 you can buy a GP quest to let you equip 2 jobs in PvE and switch between them with Ctrl)
Ronan2 is actually the most efficiently safe job to play as because Z→ and Critical/Double pass through enemies at no cost, and his temporary erudon gauge use gives him a projectile move. Can also cheat jump stages with airZ↑. Has probably his best LV4 too. Has no team support.
Ronan1 technically will always have the best potential DPS thanks to 5-stacking Holy Bless (which can be given to teammates too alongside its 2-second barrier), could be brought even if you don't want his moveset to just buff and switch.
Ronan3 can regularly spend the erudon gauge to make a barrier on everyone in the stage that gives momentary invincibility and HP&MP regen, and has a LV4 that makes everyone basically invincible for 10sec aside from doing its own damage. Could be brought just to cast erudon shield whenever entering the next room portal to refill some 20% to the entire team. Potentially can also focus on defensive support by using LV2 skill barrier often.
Ronan4 is pure offense and has no special tricks like those, but his Z↑ will teleport monsters from 2 floors into the exact same spot for better AoEing.
5-6a: Ronan 1st Job
Ronan1 has points to unlock EVERYTHING of his skill trees after leveling enough.
GroundZ comboThe starter actually has high active frames, it with the 2nd swing can even catch as their invincibility time runs out. You can even walk off a cliff forward with groundZ and it hits them on the floor down, you can even make a wall forward with 1 or 2 Zs then into Critical even on miss (Critical reaches 1 floor up and down, knockdown forward 21 x2).
Can only do Critical or Up followup in the first 3 taps, before the magic hits, and they're more for instant knockdown/launch than damage in one combo.
58, 58, 58, float 58 x3, float 58 x2 & knockdown forward 58 (522) (in PvP combos into shortcutted fast skills, or dash and delayed dashatk for 130 or sometimes grab)
ZZZ, Up (launch 58), Z (launch 58) (290)
Up followup V2 - Adds an optional magic hit after the Up launcher for a bit more damage before a knockdown. Still sucks as a combo path with now added recovery. The point is that then this is one of the branches for XXZZ juggle and these added hits work on juggle, but even there pathing into it sucks too.
58, 58, 58, launch 58, launch 58, float 43 x3 (419) (cannot combo after except into skill)
X combo (unlockable)A ground combo with almost as much range forward as a spear ground combo. Each X tap will cost a minor amount of MP. 2nd tap will launch on both groundhit and airhit, 3rd starts sending a farther shot that drags them forward into knockdown, 4th ends with a similar shot or (with the Combo passive) you can do a Z as the 4th for a mid-range running stab that launches (possibly into grab or a fast skill) and dashcancel from the 3rd/4th shots for relocation (no in-combo purpose).
The 2nd tap launch awkwardly can launch them a full platform above and drop the combo.
XXXX: 47 x2, launch 47, float 47 x3, float 47 x3 (423)
XXXZ: 47 x2, launch 47, float 47 x3, launch 130 (412) and continuation
There are timing issues where it's possible to start the 2nd tap but cancel into the 3rd before the 2nd connects so you need to wait for the 3rd (also delaying the 3rd more than necessary makes it juggle worse, also you cannot buffer the 2nd until the time the 1st hits); a good method is to not mash and always tap the button 3 times in a fast stable rhythm. Click click click.
If the opponent is against a wall, technically you could keep harassing with only the first X repeatedly which has range and pushes (hurts more with fire enchant) to charge erudon gauge.
To unlock the Z and X branching paths you also need the Combo passive. (branching path hits sometimes glow purple; this means they will hitstun even through super armor)
It also lets you cancel a single X into normal groundZ for even more wall and damage into your starting combo. Or wall by doing ZZZZX to change the 2nd ice into a forward knockdown shot instead (sometimes ignores super armor).
Or cancel any of the first 3 sword swings into a single X that doesn't go further, to just poke and leave at mid-range and maybe Z again (sometimes ignores super armor).
It also lets you do XX into Z combo including possibly into Up variant, but honestly all those suck.
Backdash-forwardXRagna bolt. After dashing the distance shoots a basic projectile straight forward to screen edge. Forces standing state on airhit. If they advanced on you or if you dashed over them you will end close enough to them to quickly attempt groundZ afterward (barely not a true combo). Or can be shot for small zoning while waiting for a better opening. In PvP has cooldown 2sec.
If cancelling into skill, it's possible to cast the skill to either direction depending on how long you wait (you only turn around if the entire shooting animation finishes).
130
V2 - Adds an X followup, for a close-range knockdown hit from your new spot, can defensively cover yourself better or be a guaranteed combo from ragna bolt. Knocks down forward (in PvP possibly combos into shortcutted fast skills like Homing Buster).
knockdown 130
Dash attackSwing of 2 hits where the 2nd knocks down forward.
It actually hits forward at your entire character height so it's a good advancing attack whether on ground or air, quick to repeat too especially with a rocket. It's possible to airdash over them hitting with only 1 hit, leading into turn and groundZ as a non-combo.
Generates almost no erudon gauge.
*Infinite loop: while dashing/airdashing into a wall, do dashZ into the wall to hit the enemy behind you, repeat dashZ.
65, knockdown 65
Dash attack V2 - Adds a followup, simply tap Up once whether or not it hits. Does an additional 2 trailing hits with the 2nd launching high, and can be done after the knockdown hit or before it to convert it into a combo (in PvP can airgrab or airhit skill, or ledge drop X into combo grab/groundZ attempt. Or what's better but unreliable, start into X combo).
42, launch 42
Dash X (unlockable)Does a surprise ranged hit near screen edge distance, damages and pushes more. Does not cost MP. In PvP has cooldown 2sec.
65 x2 (130) push
airZBasic air Z. Has high active time to last a full jump to the same floor.
Generates almost no erudon gauge.
Ottoshot: yes, 130dmg, no knockback while repeating.
airX (unlockable)Shoots a basic projectile diagonal down for a short distance for zoning. Forces standing state on airhit. Has very fast recovery and can go into attacks or airdashes right away or repeat; if you do airX from above minimum height it directly combos into airZ to combo into groundZ for full combo. But airX costs a noticeable amount of MP.
130
C↑ Erudon SwordThis is his only job whose erudon gauge doesn't refill automatically over time and needs to raise from damage dealt with non-skills, his is an actual transformation you need to work for with its own 3 skills. All of its damage is normal but all of its range isn't.
Once started, the mode lasts 20 seconds, but the timer is extended for every hit you land. It also pauses during your skills. Activating this WILL make you lose Holy Bless before you can recast it!!
GroundZ - Absurdly long groundZ combo forward also reaching almost 2 floors up and also 1 floor down (also forcing standing state on airhit in PvP to catch enemies in the air). Launches to naturally combo into Double (in PvP can do full combo into Double then loop back into groundZ as long as the scenery allows).117, 117, launch 117, launch 117 (468)
Can also do a different attack with BackBack, which rolls backward a great distance with a hit both forward and backward (float 130 & 117, can combo into charged LV1).
If only doing groundZZ repeatedly, has time for around 48 swings (5616dmg).
airZ - Huge too. 130dmg. Loses ottoshot. In PvP forces standing state on airhit (catch after they slide off a cliff to groundZ after).
Dash attack - Only straight forward, 130dmg and float-knockdown but can combo into charged LV1 then continue comboing.
LV1 skillInstantly superfreezes. Forward AoE to screen edge distance. In PvP leaves standing even on airhit and hitstuns long enough to combo into groundZ.
His only powered skill that doesn't knock monsters away.
99 x5 (495) [MP rate 17.06]
LV2 skill2 slashes forward reaching 1 floor up (forces standing state on airhit and pulls) then a radius explosion also reaching 1 floor up, blows away forward extremely far (in PvP can combo into groundZ if near corner, also good to push all monsters into the corner).
324 x3 (972) [15.42]
LV3 skillInstantly superfreezes. AoE forward reaching 1 floor up and down (forces standing state on airhit), hits for a long time then ender blows away (good to push all monsters into the corner).
77 x26, ender blows away (2002) [20.85]
5-6a: Ronan 1st Job (part2)
LV1 skillsRune Spiral
Long startup.
Rectangle AoE forward to 80% to screen edge distance (halved hits near its tip), floats-knockdowns on hit. Damages a pretty big area for a LV1.
132 x4 (528), 264 near the tip
Holy Bless
Maybe the biggest reason to select Ronan1 and a very notable party buff.
Has no superfreeze but has normal invincibility time plus the weak barrier. Buffs yourself and nearby teammates on your floor (the ground circle will stay in place for a second). Gives +10% ATK for 25sec, and also a weak HP barrier for 2sec that may protect against 1 or 2 hits. Every time this skill is given it renews the barrier to 2sec and the ATK buff to 25sec, but in every re-cast where the person already had the ATK buff it raises the ATK buff by 10, to a maximum of +50% ATK, so casting this regularly will give yourself (and some teammates) an upkeeable +50% damage boost in everything you do. And the short barrier may null a hit.
Having this in PvP isn't bad but it also means you can't combo into LV1s or sometimes use LV1s for invincible strikes as good.
Dark Myst
A buff that really only matters for your own teammates in PvP only.
Gives +15% ATK to yourself and nearby teammates for only 7sec, and also gives invisibility for 7sec but only for teammates, not yourself.
Unlike Holy Bless the buff area can also hit, in PvP only, for a light forces-standing-on-airhit interrupting hit of 13dmg, may attempt groundZ afterward (not a true combo but not by much), or could attempt dash grab, and can be done as wakeup trap. Can actually combo from dashZ↑ into this into combo grab.
Homing Buster (explosão teleguiada)
Fast startup (easy to fit in a juggle combo) and also anti-airs well.
Puts 3 hits in the air ahead and diagonal up and up (in PvP forces standing state on airhit and catches people in the air easily) then slashes forward twice for knockdown. At medium range misses only 1 orb.
91 up to x3, knockdown 123 & 148 (453-544)
Blazing Slash (corte incandescente)
The only other LV1 with fast startup. Launches on hit, and in PvP works in juggles but juggles unreliably if not close enough.
Does 3 small pillars forward that launch sending slightly forward in order, then one dashing slash forward that also launches high (in PvP can airgrab, or jumpX and attempt groundZ).
Also serves to roll forward through monsters in PvE.
In PvP you can halve the damage if done from too far away (whether or not inside a combo), and the launcher will miss if the first pillar misses from being extremely close.
float 139 x3, launch 139 (556)
Wind Fist
IMO worthless.
Medium startup. Does one hit at foot height launching, then 4 forward reaching 1 floor up (at above floor probably hits only 2) doing float-knockdown. Combos into nothing except skills.
Starting hit also slightly reaches backward (where they'll recover by the same time as you).
launch 85, float 85 x4 (425), x5 on boss (510)
LV2 skillsGiga Crush (cruzada estrondosa)
Small melee combo walking forward (in PvP forces standing state on airhit and can be juggled into from almost anything from being relatively fast), then an AoE pillar forward. Both parts can hit 1 floor up. Pillar launches especially high (in PvP can even jump airX, delayed airZ to hit after they land, groundZ combo, making this extremely strong).
149 x4, launch 452 (1048) (in PvE around 1170)
Blast Bomb
Medium startup. Drops 3 meteors on your own spot as you recover, can hold left/right to guide it slightly to a side. Knockback outside of heavy enemies pushes to the side per hit. In PvP may need to combo near the wall (catches early on airhit and can combo after), in PvE works on heavy enemies and does extra to tall monsters.
207 x2 per meteor of the 3 (max 1242, moving often 621) (tall monster 1863)
Wind Shield
Does no damage, simply plants a continuous AoE on your spot reaching 1 floor up, it lasts 10 seconds and automatically launches enemies that touch it to mid-range away from it diagonally, blocking a spot. Also reflects basic projectiles (mostly arrows and a few non-skill magic bolts).
Would arrange monsters too but whether it sends enemies left or right is practically random.
Energy Circle
Medium startup (works from certain juggles).
Rectangle AoE forward reaching 1 floor up. Hitlocks in place the entire time to combo after (forces standing state on airhit, in PvP has time to ZX before groundZ, or jumpZ if starting afar). Slightly steals HP.
It has a dead spot extremely near you in front, but you can hold Back to pull it slightly, and you can actually hold Forward to guide it up to around 40% past the screen.
Also lowers their MP in PvP.
60 x18 (1080)
Ray Freeze (raio ragna)
PvP: worse than Spinning Circle, PvE: better than it.
Two small slashes forward (forces standing state on airhit), then a forward beam that pushes forward and leaves standing at mid-range, you two recover at around the same time.
131 x2, 131 x6 (1048), around 780dmg at mid-range
Spinning Circle
Fast startup (easy to juggle into). Piercing shots forward that drag enemies along, leaves standing slightly farther than Ray Freeze. In PvP can combo into rocket airZ into groundZ.
57 x22? (~1254), same damage at mid-range. (weaker in PvE, around 700)
LV3 skillsKanavan Strike
Overkill in PvP but weak in PvE.
Too slow to combo into.
Does an AoE mid-range to both sides launching high, then from that entire area shoots several projectiles up reaching 1 floor up. In PvP can juggle after (like airX into groundhit airZ into groundZ) and may use as wakeup trap.
launch 294, float 294 xN (PvP target from 1764dmg to 2646dmg) (PvE boss around 1200, less on adds)
Lunatic Force V1 (congelar)
Shoots 2 projectiles straight forward moving very slowly, on hit it explodes and hitlocks the enemy in place even stuck mid-air, easily comboing after.
846 x2 (1692)
Bram Gash (explosão arcana)
Hard to dodge but weaker. More for PvP.
3 fast big shots forward to screen edge, one straight and one diagonal up and diagonal down, each on hit explodes in a short forward wave. Against normal size can stack 2 on the same floor and pass one down. Knocks down.
107 x7 each (749, 2 1498) (weaker in PvE, all 3 together is around 1600)
Lunatic Force V2
Medium startup (can juggle into from shortcut cast).
Does a radius AoE reaching 1 floor up for only hitstun and a small pull (easily catches anything in PvP in-combo or even in anticipation), then makes 5 Lunatic Force shots from mid-range coming towards the center in your own spot, from straight up, diagonals up, and straight sides. Damage may be spread if there are too many enemies in the area, or partially lost if the single enemy isn't very close to the center. Still hitlocks to combo after.
206 up to x10 (divided 2060, stronger in PvE around 2330), may hit with only 3 balls if enemy is not close sideways (1236/1396)
Shadow Slicer (retalhador das sombras)
Slow startup but it's possible to juggle into with shortcut cast.
Basically a beam straight forward but takes time for its full range and damage lowers in the outer half. 2 piercing shots that barely pass screen edge distance, then 2 forward waves that float enemies forward along them, knocking them farther forward than screen edge.
49 xN, push float 81 xN & 92 xN (around 2100 if they can get dragged, around 1700 if not, around 1140 at outer half) (weaker in PvE, boss around 1500)
Astral Vine (hera astral)
Square AoE forward at your own floor. Technically his strongest AoE here. Ender launches forward (in PvP, on corner can rocket airgrab).
311 x7 (2177)
5-6b: Ronan 2nd Job
C↑ Erudon SpearTemporary mode for 20 seconds. ATK/damage +10% and you can shoot piercing shots straight forward with Z↓ (35dmg x4 for 140, leaves standing. Reaches around 20% past screen edge) or Z↑ for straight up (71 x3 for 213, more hits against tall monsters).
And in PvP, Z→ and air↑Z/↓Z don't have a PvP cooldown during this time.
GroundZ comboHas excellent very long range. Slightly slow startup.
In PvP the ending launch sets up for skills (can do shortcutted LV2/LV3, or charged magic LV1 once or twice then into sword LV1).
117, 117, 117, 117, launch 117 (585)The Critical/Double is useful as besides knocking down on the spot (43 x3, 129) it dashes a good distance left/right freely passing through enemies while striking. In PvE this is effectively a roll you can do anytime for free to avoid attacks, and in PvP can hit from surprise from what they thought was a miss.
Z→An alone version of the Critical/Double, with the difference that it doesn't float/knockdown, leaving them standing, and on both groundhit and airhit. Chases enemies past any neutral game and after passing through them sets up for your long groundZ. In PvE serves as an out-of-combo roll.
In PvP has 3sec cooldown.
forces-standing 40 x3
Dash attackEven longer range than groundZ counting the movement. The ZZ followup will launch to combo into airgrab or skills, but stopping after the 1st Z lets you combo even into groundZ.
*Infinite loop: do dashZ without the 2nd Z, repeat.
130, 42, launch 42 (214)
airZExcellent airZ, long range and also reaches 1 floor up straight and diagonal, and slightly stretches the hitbox downward too to straight below and diagonal down, to be a great air-to-air and air-to-ground.
*Can cancel into air↑Z/↓Z whether or not it hits.
Ottoshot: yes, 130dmg, also works straight up and diagonal up, no knockback while repeating.
130
air↑Z/↓ZSame as Z→ but angling diagonal up or diagonal down, goes a great distance scanning for the enemy, great rushdown and can move above or below projectiles. This version easily sets up to combo into groundZ after, you may need to turn around first depending on the distance.
In PvP has a 3sec cooldown regardless of up or down angle.
In PvE can also cheat jump stages with this.
LV1 skill, swordSequence forward. Combos on groundhit and perfectly works on airhit too if the 1st hit misses or on particular altitudes.
In PvP has quick hits even before superfreeze (may avoid even a grab).
103, launch 103 & 102 & 102, blowaway 102 (512) [MP rate 17.65]
LV1 skill, magicThis used to be a buff but was removed.
Forward explosion that floats instead of knockdown. More concentrated simpler AoE for 1 bar. Technically can combo into itself repeatedly or into sword LV1.
float 484 [16.68]
LV2 skill, swordMultiple hits constantly moving forward. Technically reaches 1 floor up but can walk past them from below but catches airhit. In PvP the launch combos into airgrab or skill.
forces-standing-on-airhit 218 x3, launch 221 & 218 (1093) [17.34]
LV2 skill, magicAoE forward (reaches 1 floor up) continuously hitting and floating up to its center, at the end blows them a small distance to your direction (in PvP probably airgrab or skill).
float 56 x18? (1008) [16.00]
LV3 skill, swordShort wave forward with 3 pillars, reaches 1 floor up, blows away. Non-armored enemies on the above floor may be blown away with only 2 hits.
blowaway 692 x3 (2076) [21.62]
LV3 skill, magicDoes a radius explosion to mid-range (reaches 2 floors up and 1 down) then a slightly bigger radius circle scans for enemies inside the circle, each one receiving a bonus small AoE that can deal bonus damage per stacked enemy. AoE floats then last hit knocks down.
1316, 103 x6 (1934, +618 per stacked enemy, so 2552 per enemy with 2 together and so on) [20.14/26.58]
5-6c: Ronan 3rd Job
Parry - Ronan3 can tap to the side to block an attack at the exact moment you would be hit, can be done even in the middle of attacking, works on both physical attacks and projectiles, but the timing is very hard (presumably less than 6 frames, harder than a parry/JustDefend in a fighting game).
Has no limit in PvE, in PvP after working once cannot trigger again for 2 seconds.
For projectiles you have to tap toward the direction of the projectile, for physical attacks any side counts, but either way it only mini-stuns opponents close forward to the direction you tapped.
(Sieghart has an option get this parry for all his jobs, but for him it costs rage gauge to do)
Backdash-forwardZPhysical counter & projectile nullifier. For a moment you are completely invincible to strikes&projectiles, and any physical attack on you will be reversed with a 1dmg hit that applies a special very short hitstun pose on them. You also do the 1dmg attack forward whether or not they are attacking you. The hitstun from the attack or the reversal is not enough to true-combo into groundZ but can combo into grab if extremely close.
This move also nullifies basic projectiles passing from your front to your back (not from your back to your front).
After you do this move in the air there is a period where you can cancel the recovery into groundZ from the air instead of airZ (and groundZ catches on both groundhit and airhit).
The "GUARD" message only appears if it attacked/reversed only in its earliest possible moment, for some reason.
C↑ Erudon ShieldPlaces a 3-second barrier in the spots of yourself and each teammate in the stage.
For those 3 seconds, you and teammates inside any of these barriers are completely invincible and also regenerate HP&MP (around 18%HP or 7% in PvP, and almost 1 bar of MP).
This job's erudon gauge charges automatically over 30sec, and it charges even while inactive as your 2nd equipped job for PvE to at least use for free whenever going to the next room.
GroundZ comboSlightly slow startup with slightly longer range.
Forces standing state on airhit (catches on juggle combo, and can start groundZing forward to completely combo even if they were jumping), can't reach 1 floor above but stretches up farther than average.
In PvP can skip the ender into Critical (floats sending less far, 130dmg, combos into LV1 better), or ender into Double if there's enough platform space. If you have a charge ready you cannot do Critical/Double, instead you can skip the ender into Psychic Force.
97 x4, launch 97, blowaway 65
Dash attackSwing of up to 2 hits without knocking down. Can tap Z for an ender that deals small damage and knocks down forward, but if you don't do the ender you can have time to combo into groundZ or other moves.
*Infinite loop: do dashZ without the 2nd Z, repeat.
65 x1 or x2 (130), knockdown forward 65
airZBasic airZ. Has high active frames.
Ottoshot: yes, 130dmg, no knockback while repeating.
LV1 skill, swordForward ground combo. Forces standing state on airhit and ender knocks down. Easily combos on juggle even after Double, and gives time to charge/shortcut into any skill. In PvP hits before superfreeze.
108 x3, knockdown 108 x2 (540) [18.62]
LV1 skill, magicHas no superfreeze but still has invincibility time. Self-buffs for 1 charge, you can spend it for Psychic Force or to power-up the next cast of Magic Defense. You can carry up to 3 charges for 3 Psychic Forces or one cast of Magic Defense.
Psychic Force can be used alone as Z-side or instantly canceled from any part of groundZ combo by tapping any side, for an explosion on that side that floats on hit (in PvP saps their MP and launches to combo into groundZ, with any charges ready you can loop 5 groundZ taps into Side, back into groundZ again). In the air can be done as Z↓ or Z↑ still launching for groundZ.
212 x2, only 1 hit if far (424) [14.62]
LV2 skill, swordAoEs forward (reaches 1 floor up) launching, barely has time to combo into Divine Slash. But launches higher if they're already higher in the air or standing on the floor above you.
484 x2 (968) [15.36]
LV2 skill, magicBuffs self and nearby teammates with a temporary barrier.
Projectile attacks that hit you pass through the barrier dealing only 1dmg, and physical attacks that hit you are absorbed by the barrier's HP with no overflow to you on the killing hit. Barrier's HP is approximately 25% of MaxHP and it can live for up to 10sec. A pretty unique and strong skill, offset by its 2-bar cost.
If you have any charges, this will spend all of them to increase the barrier's HP and its maximum time, spending more MP total to make it last longer from a single cast.
No charge: ~25% MaxHP, up to 10sec1 charge: ~35% MaxHP, up to 15sec2 charges: ~50% MaxHP, up to 20sec3 charges: ~80% MaxHP, up to 25sec
LV3 skill, sword1-hit forward beam almost to screen edge. Knocks down.
Can sometimes be used in a PvP combo to deal full damage even if the opponent counters.
knockdown 1818
LV3 skill, magicGiant rectangle AoE forward to screen edge reaching 1 floor up. The explosion floats them to your side (in PvP easily combos into groundZ).
Explosion can reach 2 floors up instead of 1, but launchable enemies there can be blown away very early.
215, 215 x8 (1935) [20.15]
5-6d: Ronan 4th Job
GroundZ comboLong range especially if counting the 2nd swing. And alongside this, all hits of this groundZ actually can hit forward 1 floor down, depending on the exact distance from your platform to the one below. And Down followup reaches a more full 1 floor both up and down.
*PvP: forces standing state on airhit (the first two swings catch airhit/juggle easily)
*PvP: can combo any ender into magic LV1 then back into groundZ
*Can go forward doing only ZZ↓, which has advantageous range forward and in PvP all these 3 hits leave standing on airhit
4 taps: 83, 83, 83 x4, float knockdown 83 (581)
4 taps, Double Z 32 x4 float knockdown forward (709)
4 taps, ↓ forces-standing 45 x3, Z, float knockdown 32 (748)
3 taps, ↑ 83, Z launch 61, Z knockdown 21 x3 (705)
Z↑ chargeZ↑ on the ground will give you a charge, that is spent to do 3 attacks that can only be done from the first swing of groundZ. Charging it costs nothing and takes less than 1 second. Quickly charging and repeating these attacks is possible.
Z→ - Wave attack forward with slightly longer reach than groundZ, it's angled slightly diagonal down so that it cannot catch enemies advancing from the air. Actually hitstuns long enough to directly combo into groundZ. You can even do it sliding off a cliff forward, to go into jumpZ groundZ.
43dmg x2 (86dmg) leaving standing even on airhit. On PvP will silence for 3sec.
Z↓ - Plants 3 mines thrown forward that only last 2 seconds. They hit for no hitstun causing 80dmg x2 but often 2 of the 3 mines connect on the same enemy for 320dmg. Technically a ranged attack that is free to keep doing, and they don't disappear if you lay more.
In PvP will reduce the opponent's MP on hit.
Z↑ - AoE forward going 2/3 to screen edge and stretching 1 floor up and down. Very quickly deals a minimal 6dmg while teleporting all enemies hit to a step ahead of you. This attack has 10sec cooldown.
In PvP doesn't hitstun long enough to officially combo into groundZ making it not a guaranteed attempt, and could combo into skills.
Backdash-forwardZRectangle AoE from yourself to mid-range, it reaches farther backward than it looks but there's still a small dead zone immediately in front of you. Forces standing state on airhit, resets you two to standing a few steps away but apparently they recover slightly faster than you (or instead easily combos into skill). Tapping Z afterward does a ragna bolt from your newer location that knocks down, doesn't combo from the AoE but can cover an enemy advance.
130, knockdown 65
airZOn hit or miss can chain into air↓Z.
Ottoshot: in practice doesn't work.
130
air↓ZStationary explosion hits in a square diagonal down, totals a relatively high amount of active frames in its initial spot instead of following you like airZ to be used defensively to cover an enemy advance. Last hit knocks down on any hit.
21 x3 (63), 3rd knocks down
Dash attack2 hits not knocking down if on groundhit. Z followup will knock down forward, but can stop and go into groundZ instead (apparently is only barely not a true combo) or skill, or UpZ followup that is the groundZ launcher.
43 x2, knockdown 42 (128)
43 x2, launch 42, knockdown 21 x3 (191)
42 x2, groundZ attempt
C↑ Erudon SwordSelf-buffs for 20sec. ATK/damage +10% and you have a circular aura, at random it will passively hit enemies inside the circle regardless of your actions for bonus damage, but the random hits themselves cause hitstun (and in PvP forces back to standing state to possibly combo back out of it). Automatically recharges over 30 seconds.
18dmg. Around 20 total (+360)
LV1 skill, swordForces standing state on airhit, ender knocks down
91, 91 x4, knockdown 90 (545) [18.79]
LV1 skill, magicShort wave forward that forces standing state on airhit then hits again floating and pulling them to you (excellent in PvP for comboing from anything, into full groundZ into this again in loop).
102 x2, float pull 102 x3 (510) [17.58]
LV2 skill, swordForward AoE of 7 hits where the last 5 also hit 1 floor up.
In PvP all hits force standing state on airhit until the final one that knocks down.
146 x2, 146 x5 (1022) [16.22], 730 on above floor
LV2 skill, magicAoEs to both sides at mid-range also reaching 1 floor up.
Floats before knockdown but you don't have time to combo except into skill.
float 172 x6 (1032) [16.38]
LV3 skill, swordBoomerangs a fast AoE forward to screen edge that comes back pulling enemies to you standing up. In PvP forces standing state on airhit and on any hit easily combos into groundZ.
121 x18 (2178) [22.68]
LV3 skill, magicRectangle AoE forward to screen edge reaching 1 floor up, teleports all caught enemies into its center that is then blasted with a big hit, which launches but you don't have a good combo after except into magic LV1.
103, 103, 1674 (1880) [19.58]
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2584912679
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