Blue Protocol: Star Resonance Class Skills
Every skill each released class brings, with the game's own description
| Name | Class | Description |
|---|---|---|
| Raincall Surge | Frost Mage | Ice Energy A key resource for unleashing Special Attacks and Expertise Skills. Starts with a maximum of 50 points, regenerating 2 points per second. Basic Attack: Raincall Surge Unleashes up to four consecutive water-based attacks, each dealing Magic Damage. Tips: When Ice Energy is low, this skill allows you to deal DMG flexibly as needed. |
| Maelstrom | Frost Mage | Unleashes a water vortex at the target's feet, continuously dealing Magic DMG to enemies within range. For each target hit, restores 2 Ice Energy, up to 10 Ice Energy per hit. Ultra Cold: Maelstrom While in the Ultra Cold state, the water vortex will freeze and explode upon ending, dealing higher Magic DMG to all enemies within range. Tips: Pair with Frostbeam Spec. Casting at the right moment can restore considerable Ice Energy. |
| Crystal Veil | Frost Mage | Casts a slow-moving water orb and gains 1 Frost Crystal immediately, and 1 Frost Crystal every 3s thereafter. On impact, the orb's velocity decays. While the aqueous orb persists, it continuously deals Magic Damage to all nearby enemies and applies Frost to them. Ultra Cold: Crystal Veil While in the Ultra Cold state, the water orb will freeze and violently explode upon ending, dealing higher Magic Damage to all enemies within range. This skill holds 2 charges. Tips: At least one charge shall be maintained at all times unless Ice Energy overflows. It is recommended to maintain two charges before casting the Ultimate, as combining it with Ultra Cold grants bonus DMG. |
| Meteor Storm | Frost Mage | Consumes 5 Ice Energy to instantly summon 3 Meteor Storms above the target, dealing Magic Damage to the target and surrounding enemies. This skill holds 2 charges. Tips: This instant-cast DMG skill is best utilized in a highly mobile style of combat to maximize DMG dealt through repeated use. |
| Frozen Gale | Frost Mage | Unleashes built-up cold energy in a violent surge, dealing Magic Damage and inflicting Frozen on nearby enemies. Charging the skill alters both its range and DMG. Tier 1: Chants for 1s, targeting an 8m frontal cone. Tier 2: Chants for 2s, targeting an 8m frontal cone with 50% increased DMG. Tier 3: Chants for 3s, targeting an 8m frontal cone with 100% increased DMG. When holding 1/3/5 Frost Crystal, the skill will instantly cast at Tier 1/2/3, skipping the charge time. Tips: This skill offers both area damage and crowd control. For best results, cast it when you have high Frost Crystal count. |
| Frostbeam | Frost Mage | Consumes 15 Ice Energy to launch a concentrated ice beam toward the target, dealing Magic Damage to all enemies in its path every 0.3s. After dealing DMG 5 instances, the beam attempts to consume additional Ice Energy to sustain itself. Every 12 Ice Energy extends the beam by 0.3s and deals 1 additional instance of DMG. Each time Frostbeam deals DMG, it increases its own DMG by 8%, up to 80%. (Terminates when Ice Energy drops below 3.) Frostbeam's firing interval is affected by Haste. Tips: Cast when Ice Energy is near maximum capacity for extended beam duration. While firing, use the joystick to make minor positioning adjustments. |
| Frost Lance | Frost Mage | Chants for 1.4s, then consumes 10 Ice Energy to fire a sharp Frost Lance at the target, dealing Magic Damage on impact. Consuming 1 Frost Crystal can skip chanting and increase DMG by 20%. Tips: Cast Frost Lance regularly to avoid wasting excess Energy. |
| Permafrost | Frost Mage | Summons the power of frost, gaining Super Armor for the duration while accumulating 6 Ice Energy per second and increasing Haste. Tips: Increases Attack SPD and Casting SPD. Since this skill generates Ice Energy, don't use it when Ice Energy is about to cap. If you do, burn the Ice Energy quickly afterward. |
| Blizzard | Frost Mage | Chants for 2.9s, then consumes 20 Ice Energy to summon an intense Blizzard at the target location, continuously dealing Magic DMG and applying Frost to all enemies within the area. Tips: This devastating AoE skill is most effective when used against immobilized enemies to maximize DMG dealt. |
| Frost Shelter | Frost Mage | Encases yourself in ice, rendering you immune to all DMG but immobilized for the duration. Deals Magic Damage to all nearby enemies, and inflicts Slow until they are Frozen. Tips: Equip this skill in high-pressure situations to increase survivability. |
| Tidepool | Frost Mage | Summons a surging Tidal Vortex at the target location, dealing Magic DMG on impact. Channels for 5s after casting. Recast to end early. Ultra Cold: Tidepool In the Ultra Cold state, the vortex freezes and violently explodes upon ending, dealing higher Magic DMG to all enemies within range. Tips: You cannot move or cast other skills while channeling. Best paired with allies' AoE skills in coordinated attacks. |
| Glacier Hymn | Frost Mage | Summons the ice's blessing to unfold an Ice Domain, knocking all enemies back within range. Then summons a comet to strike the targets, dealing Magic DMG and inflicting Frozen on all affected enemies. Ice Domain Within the Domain, restores 220 Ice Energy over time and gains Ultra Cold. Enemies within the domain are continuously Slowed until Frozen. While in Ultra Cold, targets are treated as Frozen. Tips: Don't use this skill when Ice Energy is about to cap. If you do, burn the Ice Energy quickly afterward. Skills enhanced by the Ultra Cold state are most effective when cast within this skill's duration. |
| Windborne Grace | Wind Knight | Courage A key resource for unleashing Special Attacks and select Expertise Skills. Regenerates 3 points per second, with a starting maximum of 100. Basic Attack: Windborne Grace Executes a sequence of up to four attacks, dealing Attack DMG Tips: Fill the gaps with Basic Attacks when Courage is too low for other offensive skills. |
| Typhoon Cleave | Wind Knight | Launches into enemy lines, dealing Attack DMG to enemies in range and knocking them Airborne. Restores 100 Courage. "Endless storm, unlock thy mighty power at my knight's command! Wind, reveal thy glory with a surging rush!" Tips: Cast when Courage is low. |
| Typhoon Cleave | Wind Knight | Raises the banner spear, granting Inspire to allies. Afterward, a follow-up leap can be launched, dealing Attack DMG to the enemies within range and knocking them airborne, while restoring 100 Courage. Inspire: Lasts for 10s. During this time, all allies' Haste +10%. You restore 10 Courage per second and 1 stack of Sharp every 2s. "Endless storm, unlock thy mighty power at my knight's command! Wind, reveal thy glory with a surging rush! Manifest in the wind! Tips: Cast when Courage is low. |
| Swift Blade | Wind Knight | Deals Attack DMG equal to 100% ATK to all the enemies, which scales with the Level/Tier of Basic Attack. Restores 10 Courage immediately upon use. |
| Gale Thrust | Wind Knight | Consumes 50 Courage to perform 3 thrusts toward the enemy, dealing Attack DMG with each hit. Tips: Time casts carefully, and use this skill between Basic Attacks, as Courage takes time to accumulate. |
| Skyfall | Wind Knight | Consumes 35 Courage to leap into the air and deliver a downward strike on the enemy, dealing Attack DMG. "Even if enemy lines are unbreakable, the wind of victory will tear them asunder!" Tips: Cast when Courage is near cap. When casting in succession, the leap is skipped for faster follow-up attacks. |
| Galeform | Wind Knight | Stuns enemies in front upon casting, dealing Attack DMG. While active, continuously restores 105 Courage and increases your Strength. This skill holds 2 charges. Tips: Cast when Courage is low. |
| Spiral Thrust | Wind Knight | Consumes 30 Courage to reel in the spinning lance and unleash a final piercing strike. The spiraling gust tears through the air, dealing sustained Attack DMG to enemies within range. The initial strike inflicts a 50% Wound on the target, lasting 10s. Tips: Whenever you have enough Courage, use it on your most important skill. |
| Breach Pursuit | Wind Knight | Lunges toward the enemy, dealing Attack DMG and gaining 15 Courage. Can be cast again to unleash a sweeping slash, dealing Attack DMG to all nearby enemies and knocking them Airborne. Targets with Resilience cannot be knocked airborne but will have their Resilience reduced. Additionally, gains 10 Courage for each enemy hit, up to a maximum of 50 Courage. Tips: Equip when facing multiple enemies. |
| Aegis Gale | Wind Knight | Condenses wind pressure in front of the caster, rendering the caster immune to all DMG. Counterattack DMG is incrementally amplified with each incoming attack, dealing Attack DMG in retaliation. Tips: This skill is intended to be used in high-pressure situations to increase chances of survival. The more frequent enemy attack, the more this skill brings you. |
| Instant Edge | Wind Knight | Consumes 2 stacks of Sharp to leap into the air and deliver a powerful aerial strike, dealing Attack DMG. Tips: Combo with Skyward Spec. Cast when Courage is low to prevent overcapping and wasting Courage regeneration. |
| Falcon Toss | Wind Knight | Consumes 40 Courage to leap into the air and hurl a wind-forged spear with force. Deals Attack DMG to all enemies in range and greatly reduces their Resilience. Grants 1 stack of Sharp. Tips: Effective against enemies with Resilience. Also recommended when dealing with multiple targets. |
| Typhoon Cleave | Wind Knight | Launches into enemy lines, dealing Attack DMG to enemies in range and knocking them Airborne. Restores 100 Courage. "Endless storm, unlock thy mighty power at my knight's command! Wind, reveal thy glory with a surging rush!" Tips: Cast when Courage is low. |
| Valor Cyclone | Wind Knight | Converts Courage into a sustained wind field, dealing Attack DMG to nearby enemies until Courage runs out, using 16 Courage per second. The skill may be deactivated by clicking again. Tips: Cast at full Courage and regain Courage during Valor Cyclone to extend duration. |
| Sharp Impact | Wind Knight | Leaps into the air and crashes down, dealing massive Attack DMG to the target and surrounding enemies. Each stack of Sharp consumed charges the skill for 5%. Tips: Sharp Impact deals massive DMG. Consume as much Sharp as possible within a fixed time window to maximize DMG. |
| Falcon Strike | Wind Knight | Enhanced Falcon Toss, leap into the air and gather wind power, launching a fierce wind blade spear. Deals 750% ATK as Attack DMG to all enemies in the area and significantly reduces their tenacity, growing with the upgrade/advancement of the Falcon Toss skill. Immediately gain 3 stacks of Sharp after Casting . |
| Vortex Strike | Wind Knight | Empowered Spiral Thrust unleashes a final strike, dealing Attack DMG equal to 1265% ATK (which scales with the Level/Tier of Spiral Thrust). |
| Drake Cannon | Wind Knight | A thrust followed by a backward leap releasing strong wind pressure, dealing Attack DMG equal to 380% ATK to enemies (which scales with the Level/Tier of Basic Attack). After casting, immediately restores 20 Courage. |
| Vines' Embrace | Verdant Oracle | Energy A vital resource needed to perform Special Attacks and select Expertise. Regenerates 4 points per second, with a starting maximum of 100 points. Basic Attack: Vine's Grip Executes a sequence of up to four attacks, dealing Magic DMG. Tips: Fill the gap with Basic Attacks when Energy is too low to for other offensive abilities. |
| Life Bloom | Verdant Oracle | Chants for 1.8s, then consumes 30 Energy to heal the caster and up to 10 nearby allies (Party Members Prioritized). Healing grows with MATK. Tips: In emergencies, cast repeatedly for fast healing. Otherwise, use Basic Attacks to stack Regen Buds, boosting Bloom's healing. |
| Divine Circle Bloom | Verdant Oracle | Creates a barrier using the forest power. When the barrier forms, it continuously deals Magic DMG to nearby enemies. The caster and up to 10 nearby allies receive 25% DMG Reduction and HOT while inside the barrier. Tips: Great for easing pressure on the party. Cast before incoming DMG. Requires solid timing awareness. |
| Wild Bloom | Verdant Oracle | Consumes 20 Energy to summon a giant vine that strikes a target area, dealing Magic DMG and healing the caster and the nearby ally with the lowest HP (Party Members Prioritized). Healing grows with MATK. Use on demand in emergencies. For better results, pair with offensive skills to trigger Symbiotic Marks and boost effectiveness. |
| Feral Seed | Verdant Oracle | Summons a seed to strike enemies, dealing Magic DMG and reducing their Move SPD by 30%. While dealing DMG, the seed restores a total of 30 Energy. This skill holds 2 charges. Tips: Casting is advised when Energy is low. |
| Infusion | Verdant Oracle | Consumes 30 Energy to channel a seed barrage for 5.9s, dealing Magic DMG to enemies. You can move while channeling. Tips: Great for solo play or filling DMG gaps. |
| Grove Wish | Verdant Oracle | Consumes 40 Energy to channel the power of forest for 4s, healing the caster and up to 10 nearby allies over time (party members prioritized). Healing scales with the caster's MATK (plus an additional fixed amount equal to 15% of the target's Max HP), and healing targets also gain 15% All Element Resistance for 10s. Tips: A strong healing skill for high-pressure moments. Since it requires channeling, time your cast carefully. |
| Nourish | Verdant Oracle | Consumes 20 Energy to imbue the caster and up to 10 nearby allies (prioritizing teammates) with the forest power for 10s, healing them every second (Interval affected by Haste). Tips: Cast after combat begins to provide steady team-wide healing over time. |
| Regen Pulse | Verdant Oracle | Chants for 2.3s, then consumes 40 Energy to release a pulse from the caster. The pulse heals the caster and all affected allies. Tips: In AoE-heavy healing encounters, use this skill carefully to avoid wasting its dispel and putting it on CD too early. |
| Fast Growth | Verdant Oracle | Applies an acceleration effect to the caster. Increases MATK and reduces CD while active. Tips: Cast when other skills are on CD . |
| Stag Charge | Verdant Oracle | Deals Magic DMG equal to 500% ATK to enemies hit along the path, and heals allies hit for 100% ATK. Scales with the Level/Tier of Special attack. Casting it immediately refreshes Infusion. |
| Bloomheal | Verdant Oracle | Channels for 6s, summoning falling seeds every 0.5s to deal magic dmg to nearby enemies. At the same time, heals up to 10 nearby allies (prioritizing teammates) and grants them 25% DMG Reduction. |
| Vital Surge | Verdant Oracle | Immediately resets the CD of Healing Expertise Skills and grants 50 Energy. While active, surrounds you with verdant energy, increasing ATK, reducing skill Energy costs, and each Life Bloom cast shortens the remaining CD of Healing Expertise Skills. |
| Blossom Charge | Verdant Oracle | Unleashes vines, inflicting Stun on surrounding enemies while dealing Magic DMG, and restoring HP to friendly targets around you. Tips: This is an instant cast skill. Paired with Lifebind Spec talents, it provides good damaging and healing capabilities in combats requiring continuous movement. |
| Nature Ward | Verdant Oracle | Grants a Nature Shield to the caster and up to 10 nearby allies. Tips: Great for high-pressure moments, helping stabilize the party. Pairs well with Smite Spec Talents for healing allies. |
| Wild Bloom | Verdant Oracle | Consumes 30 Energy to summon giant vines that strike a target area, dealing Magic DMG and healing the caster and the nearby ally with the lowest HP (Party Members Prioritized). Healing grows with MATK. Tips: In emergencies, cast repeatedly for fast healing. Otherwise, use Basic Attacks to stack Regen Buds, which improves both healing and DMG. |
| Blazing Swing | Twin Striker | Basic Attack: Scorching Swing Executes a sequence of up to four attacks, dealing Attack DMG and recovering 3 Flame Soul. Tips: Fill the gaps with Basic Attacks when Flame Soul is too low for other offensive skills. |
| Blazing Ascension | Twin Striker | Wielding the battle axe, spins to continuously attack targets in front, dealing Attack DMG and recovering 15 Flame Soul. Strategy: The most basic skill for increasing Formless level. Alternate use with other Expertise Skills. |
| Blazing Assault | Twin Striker | Continuously swings the battle axe left and right to attack the target, dealing Attack DMG and recovering 10 Flame Soul. This skill holds 2 charges. Strategy: Make full use of the short CD and 2 charges. Combining it with Blazing Ascension can quickly increase Formless level. |
| Rage Cleave | Twin Striker | With superb technique, continuously unleashes storm-like slashes on the target, dealing Attack DMG and consuming 85 Flame Soul. The skill can be cast again within 2s of the previous instance ending, up to a maximum of 4 times. Strategy: High cost makes it unsuitable for increasing Formless level. It is usually used as the main damage dealer after Formless reaches maximum. |
| Axe Wind | Twin Striker | Wields the weapon like a whirlwind, dealing Attack DMG to targets within 3 meters. Each spin consumes 260 Stamina. Tap again while skill is active to end it. Strategy: Stamina must be reasonably allocated between damage output and survivability. When safe, it can be used more for dealing damage and increasing Formless level. |
| Wildfire Dance | Twin Striker | Unleashes an ultra-high-speed flurry. Each round consumes 50 Flame Soul, 25% of the Crimson Soul Gauge, or 25% of Max HP to deal Attack DMG to all enemies within 3 meters. Prioritizes consuming Flame Soul, then Crimson Soul Gauge, then HP. Cannot be cast if HP is below 50%. Tap again while the skill is active to end it. Strategy: The absolute core skill of Crimson Spec. Accumulate as much Flame Soul and Crimson Soul Gauge as possible to sustain its use. Observe play while casting to interrupt it at any time for survival. |
| Unbound Meteor | Twin Striker | Releases power to perform a powerful leaping cleave at the target, dealing Attack DMG to enemies within 4 meters of the landing point. Upon landing, creates Crimson Earth, which deals additional Attack DMG to all enemies within 4 meters over 5s, and restores 15 Flame Soul. Tips: Use to engage targets and restore Flame Soul. Cast in advance when burst damage is needed to remain within Crimson Earth. |
| Wasteland's End | Twin Striker | Imbues the power of fire, granting a Class Skills CD Boost and increased Haste while active. Strategy: Use when Formless reaches A or S to maximize benefits during the burst window. |
| Flowing Splendor Slash | Twin Striker | Consumes 50 Flame Soul to unleash a powerful cross-shaped energy slash forward. The slash travels forward for a set duration, dealing Attack DMG to all enemies along its path. 100% of the DMG dealt to the primary target is converted into HP. Also grants 50% Life Steal for a certain duration. Tips: Combine with rapid Crimson Soul Gauge buildup and gain additional recovery when HP is low. |
| Endless Hellfire | Twin Striker | Becomes frenzied, increasing all Flame Soul generated by 100%, and temporarily granting increased Crit. Strategy: Must maintain during the burst window. |
| Cinderfall! Hellfire Shiranui | Twin Striker | Gains the Surge effect and immediately restores all Flame Soul. During this effect, Expertise Skill CD Boost is increased by 10%. Uses Dual Axes to launch enemies into the air, then performs a lethal spiraling aerial attack that rends through them, dealing Attack DMG to all enemies below. Tips: Maintain a faster skill rotation. |
| Judgment Cut | Stormblade | Blade Intent Stacks 2 Blade Intent per second. When fully charged, Special Attack is enhanced: Consumes 100 Blade Intent to greatly increase its casting speed. Basic Attack: Swift Justice Unleashes up to four sweeping strikes in longsword form, each dealing Attack DMG. Tips: Use the Special Attack promptly when Blade Intent reaches the max to maximize damage. |
| Overdrive | Stormblade | Unleashes the power of tachi and shifts its form into a scythe, each attack dealing increased Attack Damage and granting 1 Thunder Sigil. This skill holds 5 charges. Tips: Always keep at least one charge regenerating without overflowing Thunder Sigils. |
| Oblivion Combo | Stormblade | A supreme sword technique sharp enough to cut the air itself. Unleashes a flurry of slashes in front, dealing Attack Damage to all enemies in range. Grants max Thunder Sigil and fully restores Blade Intent at the end of the strike. "Heaven's weapon dims even the brightest stars." Tips: Cast when Thunder Sigil is empty to quickly charge it. Also effective against multiple targets for massive area damage. |
| Iaido Slash | Stormblade | Powers up and delivers a swift forward slash, consuming all Thunder Sigils to deal Attack Damage. Each Thunder Sigil consumed boosts DMG by 25%. "Everything I see, hear, or sense can be severed." Tips: Use when Thunder Sigils reach the max for maximum damage. |
| Moonstrike | Stormblade | Consumes 3 Thunder Sigils to dash forward with a spinning blade attack, dealing Attack DMG to nearby enemies. Moonblades on the field perform a whirling slashing attack, dealing Attack DMG to surrounding targets. This damage scales with the Level/Tier of Scythe Wheel. "Under the moonlight, I move as one with the shadows." Tips: Use when multiple Moonblades exist to trigger as many whirling attacks as possible. |
| Flash Strike | Stormblade | Consumes all Thunder Sigils to power up and dash forward, slashing all enemies along the path to deal Attack DMG. Each Thunder Sigil increases DMG by 25%. "In a blink of lightning, the blade is already unsheathed." Tips: A core skill of Iaido Slash Spec. Prioritize using it before Iaido Slash. Use when your Thunder Sigils are at their maximum to maximize damage. |
| Raijin Dash | Stormblade | Consumes all Thunder Sigils to release slashes across a wide area, dealing Attack DMG. Each Thunder Sigil increases DMG by 25%. Grants immunity to all DMG while slashing. Tips: A core skill of Iaido Slash Spec. Use when facing 3 or more targets and your Thunder Sigils are at their maximum to maximize damage. |
| Scythe Wheel | Stormblade | Turns the weapon into a scythe, swinging it to perform multi-hit attacks against surrounding enemies, dealing Attack DMG and repelling enemies. The final strike inflicts a 50% Wound on the target for 10s. Summons Moonblades to aid in combat. Moonblade: Spins for 35s, dealing Attack DMG on the target every 2s. Casting Moonstrike commands all active Moonblades to release a whirling attack, dealing Attack DMG to nearby enemies. When you die, Moonblades end immediately and the remaining CD of Scythe Wheel is refunded. Tips: A core skill of Iaido Slash Spec. Release just prior to each Moonblade's expiration to maximize its DMG. |
| True Sight | Stormblade | Enters a defensive stance, gaining immunity to all DMG. If hit while in this stance, counterattacks with a slash and leaps backward. Recast to dash forward and slash, dealing Attack Damage. If the attack hits a target, gains max Thunder Sigils. Tips: Release under intense battles or when confident in timing to gain Thunder Sigil more efficiently. |
| Thundercut | Stormblade | Double lightning-fast Iai Slashes. Inflicts Attack DMG on enemies at the cost of 50 Blade Intent. Once Attack Speed reaches 25%|50%|80%, deals 1|2|3 additional attack(s). If Blade Intent remains after the strike, the skill can be recast. Tips: Core skill of the Spec. Consumes Blade Intent to deal DMG. Release when Blade Intent is at its maximum. |
| Oblivion Combo | Stormblade | Oblivion Combo A supreme sword technique sharp enough to cut the air itself. Unleashes a flurry of slashes in front, dealing Attack DMG to all enemies in range. Grants max Thunder Sigil and fully restores Blade Intent at the end of the strike. "Heaven's weapon dims even the brightest stars." Tips: Cast when Thunder Sigil is empty to quickly charge it. Also effective against multiple targets for massive area damage. |
| Volt Surge | Stormblade | Enchants the blade with thunderous power. While active, any action that would grant Thunder Sigils would instantly maxes them out. Also increases ATK and grants Super Armor for the duration. Tips: Best paired with Overdrive and Talents to rapidly gain and spend Thunder Sigils, unleashing massive DMG within a short window. |
| Stormflash | Stormblade | Unleashes raging Thunder within, generating 20 Blade Intent per second. When in this state, using Expertise Skills that consume Blade Intent triggers a Lightning Strike, dealing Attack DMG to the current target. Tips: Pair with Thundercut to generate more Thunder strikes. Higher Mastery significantly increases Moonblade DMG for the Moonstrike Spec. |
| Storm Scythe | Stormblade | Quickly slashes horizontally with a scythe condensed from lightning, dealing Attack DMG equal to 300%ATK to the enemy, which scales with the Level/Tier of Thundercut. |
| Thunder Iaido Slash | Stormblade | Consume all Thunder Sigil to unleash 5 rapid blade waves, dealing Attack DMG equal to 700% ATK. Scales with the Level/Tier of Special Attack. |
| Dragonhammer | Stormblade | Enhanced Flash Strike, Consume all Thunder Sigils, then charges forward after powering up to slash all enemies in path, dealing 510% ATK as Attack DMG (which scales with the Level/Tier of Flash Strike). Each Thunder Sigil consumed increases DMG by 25%. |
| Raijin Dash Slash | Stormblade | Enhanced Raijin Dash, Consume all Thunder Sigils to summon more ferocious lightning, dealing 450% ATK as Attack DMG (which scales with the Level/Tier of Raijin Dash). Each Thunder Sigil consumed increases DMG by 25%. |
| Divine Sickle | Stormblade | Forcefully slashes vertically forward with a scythe wreathed in destructive power, dealing Attack DMG equal to 1500%ATK to the enemies. Scales with the Level/Tier of Basic Attack. |
| Chaos Breaker | Stormblade | Enhanced Moonstrike. Throws a devastating thunderous cyclone forward, dealing Attack DMG equal to 500% ATK to enemies while gaining full Blade Intent. Scales with the Level/Tier of Moonstrike. |
| Halberd's Edge | Heavy Guardian | Rage An initial cap of 100 points is assigned to this resource, which serves as the essential component for the execution of Special Attacks and Expertise. Restores 2 Rage upon taking DMG, subject to a maximum 0.5s CD. Basic Attack: Halberd's Edge A heavy four-strike combo with a wide-blade Guardblade, each strike dealing Attack DMG and generating 5 Rage. Tips: Rage should be accumulated through the use of Basic Attacks. |
| Cracking Echo | Heavy Guardian | Cracking Echo Unleashes the Power of Rock, instantly dealing Attack DMG in a large area in the front and stunning enemies for 3s, then condenses energy to immediately gain 5 Sand Crystals. Also puts the caster into Rock's Fury state. Rock's Fury Lasts for8s, grants Super Armor, increases Armor by 100% and Max HP by 50%, and grants 40 Rage over time. Tips: Use when facing extremely heavy incoming DMG. |
| Shield Bash | Heavy Guardian | Consumes 40 Rage to unleash a powerful shockwave that deals Attack DMG to all nearby enemies. When sufficient Sand Crystal is available, it is consumed to generate a Shield that absorbs all incoming DMG, lasting for 12s. For each additional Sand Crystal consumed, additional shield value is added, with a maximum of 2 Sand Crystals consumed at a time. (Shields can stack, but cannot exceed 150% of Max HP.) Tips: Casting is recommended when no shield is active to ensure continuous shield uptime. |
| Sandward | Heavy Guardian | Erects an immovable rock wall and enter a defensive stance, taunting nearby monsters and becoming invincible. Blocking a Lethal Skill causes the wall to shatter and counterattack the target, dealing Attack DMG to all the enemies in front. Tips: Ultimate tank skill, perfect for absorbing extreme DMG. |
| Star Shatter | Heavy Guardian | Charges ahead with immense force. Upon hit, gains 25 Rage and 1 Sand Crystal, deals Attack DMG, and stuns the enemy. Becomes unstoppable during the execution of the charge. This skill holds 2 charges. Tips: This skill enhances mobility and accumulates Rage quickly. |
| Rage Burst | Heavy Guardian | Consumes 50 Rage and 5 Sand Crystals. Unleashes a mighty roar, dealing Attack DMG to nearby enemies, interrupting their actions, and granting an all-DMG-absorbing Shield. (Shields may be stacked, with a maximum capacity equivalent to 150% of maximum HP.) Reduces Attack DMG taken from the target by 10% for 12s. Tips: Provides damaging capabilities when survival pressure is minimal and grants greater Armor in situations where enemies predominantly inflict Attack DMG. |
| Sandgrip | Heavy Guardian | Consumes 30 Rage to swing your weapon and create a vacuum, pulling nearby enemies toward you. Deals Attack DMG, interrupts their actions, and reduces their Move SPD by 70% for 8s. Tips: Effectively pulls monsters into range for faster takedowns. |
| Sandshroud | Heavy Guardian | Gathers sand around yourself, dealing a burst of Attack DMG to surrounding enemies. The sand then solidifies, dealing Attack DMG to surrounding enemies every second for 6s. Throughout this effect, continuously regenerates Rage and Sand Crystal, providing 33 Rage and 6 Sand Crystals. Tips: Keep it active as often as possible. The continuous AoE DMG poses a great threat to the enemies while generating Rage quickly. |
| Shield Bash | Heavy Guardian | 场地标记01 |
| Halberd's Edge | Heavy Guardian | Basic Attack: Halberd's Edge A heavy four-strike combo with a wide-blade weapon, each strike dealing Attack DMG and generating Rage Plunge Attack: Assault Raise your blade high and dive from the air, slashing through enemies along your descent. Upon impact with the ground, deals Attack DMG. |
| Stoneform | Heavy Guardian | Channels the power of sandstone, automatically countering Lethal Skills for the next 10s, while increasing Armor and reducing DMG taken by 20%. Tips: Use in high-pressure battles to greatly improve survival. |
| Granite Fury | Heavy Guardian | Consumes 3 Sand Crystals, dealing Attack DMG to the target and reducing DMG taken by 10% for the next 10s (non-stackable). Tips: When you have enough Sand Crystals, a good use of Granite Fury delivers high DMG and ensures high chances of survival. |
| Brave Bastion | Heavy Guardian | Creates a rocky barrier around yourself, automatically countering Lethal Skills for a period of time and increasing Block DMG Reduction. Each Sand Crystal consumed extends the duration by 1s (up to 5s). Tips: Time carefully and use it during massive incoming Attack DMG to maximize Block DMG Reduction and minimize DMG taken. |
| Granite Fury | Heavy Guardian | Consumes Sand Crystals and Rage, dealing Attack DMG to the target and reducing DMG taken for the next 10s (non-stackable). |
| Rage Burst | Heavy Guardian | Consumes 50 Rage and 5 Sand Crystals to unleash a roar, dealing Attack DMG to nearby enemies and granting a Shield that absorbs all damage (stacks up to 50% of Max HP). Also reduces Attack DMG taken by 10% for 12 seconds. Tips: Provides output capabilities when survival pressure is minimal and grants greater Attack DMG Reduction under conditions where enemy units predominantly inflict Attack DMG. |
| Starfall | Heavy Guardian | Enhanced Star Shatter. Lunges at the enemy, dealing Attack DMG equal to 500% ATK, knocking them airborne. Scales with the Level/Tier of Star Shatter. Gains double Rage and becomes Enraged. |
| Rupture | Heavy Guardian | Raises your weapon for a mighty blow, dealing Attack DMG equal to 300% ATK, and knocking the target airborne. Scales with the Level/Tier of Basic Attack. Gain 25Rage upon casting. |
| Stone Fist | Heavy Guardian | Empowered Granite Fury channels the Power of Rock to summon a massive boulder from above, dealing Attack DMG equal to 800% ATK to the enemies within range (which scales with the Level/Tier of Granite Fury) and always triggering Crit. |
| Rage Burst | Heavy Guardian | Consumes 50 Rage and 5 Sand Crystals to unleash a roar, dealing Attack DMG to nearby enemies and granting a Shield that absorbs all damage (stacks up to 150% of Max HP). Also reduces Attack DMG taken by 10% for 12 seconds. Tips: Provides output capabilities when survival pressure is minimal and grants greater armor under conditions where enemy units predominantly inflict Attack DMG. |
| Bullseye | Marksman | Photon Energy Initial max Photon Energy is 100. Once full, performing a Special Attack will activate Photon Reforge state, consuming 25 Photon Energy per second. The state ends when Photon Energy reaches 0. During this state, certain skills gain enhanced effects. Basic Attack: Bullseye Quickly draw the bow to fire up to four consecutive arrows, each dealing Attack DMG. When not in Photon Reforge state, the attack restores 2 Photon Energy. Tips: Use Basic Attack to build up Photon Energy. |
| Luminary Bolt | Marksman | Concentrates Photon Energy and fires a massive arrow toward enemies. Upon impact with an enemy or reaching maximum range, the arrow explodes, dealing continuous Attack DMG to all enemies in the blast area, creating a gravity effect, and inflicting Vulnerability and Rooted. Tips: An excellent crowd-control skill that can be decisive in multi-target engagements. |
| Storm Arrow | Marksman | Quickly draws the bow to fire 5 arrows at the target, each dealing Attack DMG and generating 1 Photon Energy. This skill holds 2 charges. When Photon Energy reaches max, Storm Arrow instantly gains 2 charges, and the max number of charges increases to 5. Tips: Even after five uses, Storm Arrow will continue to re-charge. Use other skills to buy time for more casts. |
| Lethal Shot | Marksman | 场地标记01 |
| Torrent Volley | Marksman | Continuously draws bow to launch a barrage of arrows at enemies, dealing Attack DMG. Recast to end early. While in Photon Reforge state, Photon Energy consumption stops until the next Special Attack cast and hitting enemies recovers up to 42 Photon Energy. Tips: Cast during Photon Reforge state to pause Photon Energy consumption and regenerate Photon Energy. |
| Focus | Marksman | Enters Focus state, greatly increasing Haste and reducing the CD of Special Attacks by 50%. Tips: Best paired with Falconry Spec. Use it just before activating Photon Reforge for maximum uptime. |
| Arrow Rain | Marksman | Fires a rain of arrows over a target area, dealing continuous Attack DMG. Grants 20 Photon Energy upon cast, plus 2 additional Photon Energy per enemy hit, up to 10 extra. Tips: The more enemies hit, the more energy you gain. |
| Powerdraw | Marksman | Charges and then fires a piercing arrow that deals Attack DMG and Knockback to all enemies in its path. Cannot knock back targets with Resilience, but reduces targets' Resilience. Powerdraw deals a bonus 100% Crit DMG. This skill holds 2 charges. No charge time required when in Photon Reforge state. Tips: Great for reducing enemies' Resilience while dealing area damage. |
| Radiance Barrage | Marksman | Charges and fires Photon Arrows to a target area, dealing continuous Attack DMG. The damage interval scales with Attack SPD. While in Photon Reforge state, Photon Arrows consume no Photon Energy, generate extra arrows, and deal 50% more Attack DMG. Tips: Casting during Photon Reforge increases its damage and consumes no Photon Energy. |
| Deter Shot | Marksman | Leaps upward swiftly and fires at enemies, dealing Attack DMG. Grants immunity to Attack DMG for you and up to 10 nearby Allies for 5s. This skill holds 2 charges. Tips: This is intended to be equipped in high-pressure situations to increase survivability. |
| Wildcall | Marksman | Summons a powerful combat Companion to provide assistance in battle. Summon Wild Wolf: The summoned Wild Wolf pounces on the current target, dealing Attack DMG to the target and nearby enemies, then joins the battle for 20s before disappearing. Summon Falcon: The summoned Falcon dives in a straight line, dealing Attack DMG to all enemies in its path before disappearing. Tips: Boosts the number of active Companions during the battle. Casting is recommended when all buffs are prepared to ensure maximum efficiency. |
| Blast Shot | Marksman | Fires an Explosive Arrow at the target that detonates on impact. The Explosive Arrow deals Attack DMG to all nearby enemies. Each time when a Class Skill deals Crit DMG, Explosive Arrow gains 1 charge. At 5 charges or after 6s, the Explosive Arrow explodes, each charge increases the DMG of Explosive Arrow by 100%. Tips: Better paired with Falconry Spec. Focus on Crit DMG to power up the explosion. |
| Sky Piercing Star Strike | Marksman | Fires a giant arrow at the target, dealing Attack DMG equal to 1000% ATK. |
| Amplified Beat | Beat Performer | Consumes 3 Performance Passion to swing your guitar with force, dealing heavy Magic DMG to enemies. Performance Passion: Required to perform music. Regenerates 1 stack every 5s. Tips: High coverage healing skill. Use it before your Performance Passion overflows. |
| Healing Beat | Beat Performer | Consumes 3 stacks of Performance Passion to play a tune that heals the caster and the nearby ally with the lowest HP (party members prioritized). The healing amount scales with the caster's MATK (plus an additional fixed heal equal to 3% of the target's Max HP). Performance Passion: Required to perform music. 1 point is regenerated every 5s. Tips: A healing skill with high uptime. Cast it to avoid letting Performance Passion overflow. |
| Harmonic Anthem | Beat Performer | Leaps high and slams your guitar into the ground to burst sparks, dealing Magic DMG to the enemies within range. Each instance of DMG dealt by Amplified Beat (only once per multi-target hit) increases the hit count of Harmonic Anthem by 1, up to 3. Tips: Master the Amplified Beat's mechanic of increasing hit count to boost Harmonic Anthem's Attack. |
| Rhapsody of Flame | Beat Performer | My Passion Still Burns! Consumes 5 stacks of Performance Passion to summon a randomly shaped graffiti on the ground, healing 10 allies (party members prioritized) and dealing Magic DMG to the enemies within range. While standing within the graffiti, the caster gains 10% Fire Bonus. Only 1 graffiti can exist at a time. Performance Passion: Required to perform music. 1 point is regenerated every 5s. Tips: This skill has the widest range for both healing and DMG. Cast it once the CD ends for max effectiveness. |
| Heroic Melody | Beat Performer | A rousing melody. When Performance Energy exceeds 15 stacks, you can begin the performance, which cannot be stopped once started. CD: 5s. While performing Heroic Melody, you consume 6 Performance Energy per second, and every 3s, 10 allies restore HP (Interval affected by Haste). While you perform Heroic Melody, every 7s, your String Strike transforms into Fierce Strike. While you perform Heroic Melody, the conversion rate of Peaceful Tune +50%. Performance Energy: Required to play Melody skills (Heroic Melody and Healing Melody). 1 point of energy is regenerated per second. Tips: The skill can't be stopped manually, so time its activation wisely to maximize synergy with Peaceful Tune and Fierce Strike. |
| Healing Melody | Beat Performer | A soothing melody. When Performance Energy exceeds 15, you can start the performance freely and stop at will. Each time you start, a speaker is deployed to perform a Concerto. (Speaker disappears when Healing Melody ends.) CD: 5s. While performing Healing Melody, consumes 3 Performance Energy per second, and heals 10 allies every 1 second (Interval affected by Haste). Speaker: When you cast Healing Beat, Fivefold Crescendo, Rock the Stage, Concert Circuit, the speaker will simultaneously cast the same skill. Performance Energy: Required to play Melody skills (Heroic Melody, Healing Melody). Regenerates 1 point per second. Tips: Mastering where and when to place the speaker is essential. |
| Fivefold Crescendo | Beat Performer | Let the passion surge again! Consumes 3 Performance Passion, reigniting the spirits of the weary. Performs a sequence of notes that restores HP to 10 allies within range (prioritizing teammates) and grants Tenacity Chord. Each stack of Tenacity Chord additionally increases Max HP by 0.5% (up to 2.5% Max HP) for 5s (duration cannot be refreshed once 5 stacks are reached). Performance Passion: Required to perform music. Regenerates 1 stack every 5s. Tips: Highest healing potential. Monitor your team's health to maximize efficiency and prevent overhealing. |
| Passion Burst | Beat Performer | Strums the strings and releases searing flames forward, dealing Magic DMG to the enemies within range. Charging alters the skill's range and DMG. Tier 1: Chants for 0.7s, targeting a fan-shaped area with an 8-meter radius in front. Tier 2: Chants for 1.4s, targeting a fan-shaped area with an 8-meter radius in front and increasing DMG by 50%. Tier 3: Chants for 2.1s, targeting a fan-shaped area with an 8-meter radius in front and increasing DMG by 100%. Tips: High DMG skill. Combine with Talent effects and the amplifier for strong DMG and healing. Be mindful of environmental safety during casting. |
| Rock the Stage | Beat Performer | As a passionate music lover, your impromptu performance immediately grants 5 Performance Passion. It also heals nearby allies and gives them a Shield that lasts for 10s, while dealing Magic DMG to nearby enemies. Performance Passion: Required to perform music. Regenerates 1 stack every 5s. Tips: In emergencies, this powerful shield can ease the team's survival pressure. Time the cast carefully. |
| Encore | Beat Performer | The perfect piece for fan interaction. Grants Encore effect to 10 allies for 10s. Encore: Grants Super Armor. Each time an offensive or healing Expertise Skill is cast, there is a 50% fixed chance to trigger Encore Strings once, dealing DMG to the current target or healing the lowest-HP ally. Tips: Cast during your team's burst window for optimal DMG and healing of Encore. |
| Center Stage | Beat Performer | Increases your MATK for a period of time and amplifies the next skill you cast. Special Attack: Your next 2 Special Attacks do not consume Performance Passion. Fivefold Crescendo: Doubles the healing instances. Heroic Melody: Halves the time needed to trigger Fierce Strike. Harmonic Anthem: Doubles the DMG dealt. Passion Burst: Allows for direct cast in its strongest form, no chanting required. Tips: Evaluate the battle environment and your combat style, then apply the appropriate enhancement at the optimal moment. |
| Fierce Strike | Beat Performer | Swings your guitar with force, dealing Magic DMG equal to 300% ATK to nearby enemies. Harmonic Anthem instantly gains 1 charge. Scales with the Level/Tier of Basic Attack. Tips: Cast this skill when Harmonic Anthem is on CD. |
| String Strike | Beat Performer | Peaceful Tune A magical melody that, whenever DMG is dealt, restores HP equal to 20% of the DMG dealt, distributed evenly among up to 5 allies (Party Members Prioritized). Allies at full HP will not be included in the healing targets. If all Allies are at full HP, the healing will be considered as excess healing. Performance Energy: Energy required to play Melody skills (Heroic Melody and Healing Melody). 1 point is regenerated per second. Performance Passion: Required to perform music. 1 point is regenerated every 5s. Basic Attack: String Strike Strikes the guitar's sideboard to produce a frenzied wave, dealing Magic DMG to nearby enemies. Tips: Using Basic Attacks when Performance Passion and Performance Energy are not maxed out provides consistent healing. Pair with talents to store this healing for emergency use. |
| Passion Fury | Beat Performer | Channels for 6s and continuously spews searing flames forward, dealing Magic DMG equal to 1000% ATK in total to the enemies within range. Tips: Move continuously and try to maximize DMG dealt while staying safe. |
| Infinite Rhapsody | Beat Performer | Instantly releases a powerful sonic wave, dealing Magic DMG to nearby enemies. Heals nearby allies and grants a Shield that lasts for 10s. Doubles the Performance Passion cap and fully restores Performance Passion. Performance Passion: Required to perform music. Regenerates 1 stack every 5s. Tips: A powerful emergency shield to ease team survival pressure. Time the cast carefully. Once fully charged with Performance Passion, trigger burst. |
| Concert Circuit | Beat Performer | A mobile performance melody. While performing, continuously heals allies. Deals Magic DMG to nearby enemies. Each healed ally increases healing by 6%, up to 30%. Each enemy hit increases DMG by 6%, up to 30%. Tips: Sustained healing and DMG. Adjust your position based on the number and location of targets to maximize efficiency. |
| Blade of Justice | Shield Knight | Holy Sigil Resource required to cast Special Attacks and some Expertise. There are 5 initial Holy Sigils. Each Holy Sigil enters a 10s CD after being consumed, and generates 10 Photon Energy. Photon Energy Resource required to cast some Expertise, starting at a max of 100. Basic Attack: Blade of Justice Unleashes a 3-hit sword combo followed by a Swing, each hit dealing Attack DMG. |
| Valor Bash | Shield Knight | Consumes 1 Holy Sigil to deliver a powerful shield bash to enemies in front, dealing Attack DMG and increasing your Armor, stacking up to 3 times. Tips: Monitor the Armor buff from Valor Bash and try to keep it active at all times. |
| Vanguard Strike | Shield Knight | Consumes 1 Holy Sigil. After a brief charge, performs a fierce sweep forward, dealing Attack DMG and gaining 2 stacks of Lightforged Barrier. Lightforged Barrier: Each stack increases max HP by 2%, up to 10 stacks. Taking any DMG consumes 1 stack. The Barrier lasts 25s or until all stacks are consumed. Gaining a new stack refreshes the duration. Tips: Maintain high stacks of Lightforged Barrier while weaving in attacks. Pay attention to the use of Vanguard Hunt to trigger bonus effects. |
| Radiant Infusion | Shield Knight | Unleashes holy energy to strike nearby enemies, dealing Attack DMG and inflicting Dazzle for 5s. Grants a Radiant Shield equal to 300% ATK. For the next 10s, instantly refreshes 1 Holy Sigil for every 2s (prioritizing the Holy Sigil with the longest remaining CD), and generates 10 Photon Energy each time. Radiant Shield: Infuses the Shield with light, absorbing 50% of incoming DMG. The effect can stack absorption and reset duration when the Skill is reused. Max absorption cannot exceed 100% of Max HP. Tips: Instantly boosts survivability and generates Holy Sigil and Photon Energy. Time the casts wisely. |
| Shield Toss | Shield Knight | Spins and throws a shield, dealing Attack DMG to enemies hit, interrupting them, and reducing all DMG they deal to the caster for the next 10s. Tips: While improving survivability, it performs well in multi-target situations with its wide-area DMG. Cast it according to your survival conditions or the battle environment. |
| Divine Circle | Shield Knight | Creates a holy zone beneath your feet, healing yourself every second and healing allies in the area slightly, dealing Attack DMG to enemies. Tips: Great for sustained DMG and healing. Try to cover as much area as possible. |
| Judgment | Shield Knight | Consumes 45 Photon Energy to call down a blast of holy light on the target area, dealing Attack DMG and healing yourself based on HP lost (minimum heal: 5% of Max HP). Tips: Cast when your HP is low—but not critically low—to maximize healing while staying safe. |
| Scorching Judgment | Shield Knight | 场地标记01 |
| Reckoning | Shield Knight | Consumes 2 Holy Sigils. Performs a fiery blade strike at all nearby enemies, dealing Attack DMG. Tips: Powerful offensive skill. Use when survivability is not an issue. |
| Inferno Reckon | Shield Knight | Empowered Reckoning deals 2 times the normal DMG of Reckoning, starts at 250% Crit DMG, and does not consume Holy Sigils, but still generates Holy Energy. |
| Aegis Ward | Shield Knight | Summons Aegis Ward to shield yourself, automatically countering Lethal Skills while increasing Armor and DMG Reduction. If you take lethal DMG while this effect is active, the effect is consumed to prevent death and immediately restore 25% HP. Tips: Powerful Resistance effect combined with death prevention, extremely valuable when facing extreme survival threats. |
| Condemn | Shield Knight | Deals Attack DMG equal to 200% ATK to the enemy (which scales with the Level/Tier of Basic Attack). |
| Enhanced Condemn | Shield Knight | Enhanced Condemn, whose DMG is equal to 2times that of Condemn. |
| Zeal Crusade | Shield Knight | Consumes up to 8 stacks of Lightforged Barrier, summoning continuous radiant energy to spiral rapidly around you. Each second, it deals Attack DMG to nearby enemies (interval affected by Attack Speed) and grants 1 stack of Lightforged Barrier. Each time it deals DMG to 1 target, restores 1% max HP (up to 5%). When activated, each stack of Lightforged Barrier adds 2s to the duration, up to a maximum of 16s. Lightforged Barrier: Max HP +2% with each stack. Lightforged Barrier stacks up to 10 times. Any incoming DMG consumes 1 stack. The effect lasts 25s or until all stacks are consumed. Duration resets each time a new stack is gained. Tips: Cast Lightforged Barrier to deal DMG and heal. Cast the skill when Lightforged Barrier is fully stacked to achieve excellent defense and burst potential. |
| Radiance | Shield Knight | Gains unwavering resolve and throws 5 shields at the enemies within 10m (closest first), dealing Attack DMG and interrupting them. Afterward, throws 1 time every 2s and gains 10 Photon Energy each time. For the next 10s, each instance of damage taken is reduced by a percentage of the caster's Max HP, and the caster automatically counters Lethal Skill. Tips: This skill requires no Photon Energy or Holy Sigil to cast and provides solid survivability, making it suitable as an opener. |
| Sacred Blade | Shield Knight | Consumes 3 Holy Sigils, summoning a sword from beneath the target's feet to deal Attack DMG to the target, while gaining 5 stacks of Lightforged Barrier. Lightforged Barrier: Each stack increases the final Max HP by 2%. You can have up to 10 stacks of Lightforged Barrier, and any damage taken will consume 1 stack. It lasts for 25s or until all stacks are consumed, and the duration resets each time a stack is gained. Tips: While having considerable damage capability, it can efficiently replenish Lightforged Barrier. |
| Shield Toss | Shield Knight | Shield Toss consumes Photon Energy to hurl a spinning shield, dealing Attack DMG to enemies it hits, interrupting them and reducing all damage they deal to the caster for a duration. |