BASE DA/TAThis class's base double attack rate and triple attack rate.Classes with support skills that grant guaranteed multiattacks may have very high values.
10% DA / 5% TA
Style
SpecialtyThe MC gains 20% more ATK from weapons of this type in your grid.
SaluteWhen your party is completely knocked out, you may salute other parties in the raid to grant them a boost to stats. The boost is based on the class of the MC.Salute values are unknown and is considered to not make a significant difference in most cases.
Use all bullets to gain Charge Bar +15%Instantly boosts Charge Bar by 15% Strength: 15% per bullet spent. Gain CockingSharp boost to ATK on next turn Duration: 1 turn : Gain Sharp ATK Up (1 time)ATK is sharply boosted Strength: 300% for Normal Attacks 250% for C.A.Multiplier: AssassinDuration: 1 turn at the start of the next turn.
10T
1T
30
Level Bonuses
Lvl 1
ATK +200 Double attack rate +1%
Lvl 5
ATK +200 Double attack rate +1%
Lvl 10
ATK +200 Double attack rate +1%
Lvl 15
ATK +200 Double attack rate +1%
Lvl 20
ATK +200 Double attack rate +1%
Total Stat Bonuses These bonuses only apply to this class.
Completion Bonuses Unlocked upon reaching the class's max level. These bonuses are applied while as any class.
Bullets are crafted, loaded, and unloaded through the Bullet menu, which can be accessed:
Through the top-left corner of the Party screen (if your class is set to Gunslinger/Soldier).
Through the bottom-left corner on MC's portrait on the Classes screen (if your class is set to Gunslinger/Soldier).
By selecting the desired gun on the Inventory screen. Guns that already have bullets in them will have a bullet icon on them. (Works regardless of your current class.)
Crafting access only: From the Shop screen, select Class-Specific Equipment, then select "Bullet" in the drop-down menu.
Bullets that are unloaded or swapped out of a gun will be returned to your inventory.
Each gun's loadout is stored under its Bullet ID (unique to each player) and all duplicates will have the same bullets. If a gun with bullets is sold, used as weapon skill fodder, upgraded into another weapon, or otherwise lost, future copies of that gun will come loaded with its previous loadout.
Raising a weapon's level or level cap will not make its bullets disappear. If a gun undergoes a name change due to an upgrade (for example, changing Ten-Wolf Gun to Ten-Wolf Gun Sterling), any bullets left in the gun will be returned to your inventory.
On the Party screen, Estimated DMG accounts for the bullet you have equipped in the first slot. A bullet's damage is calculated based on Bullet ATK * 2. For example, a 50 ATK bullet equals 100% DMG.
In Battle
The main character will have a Bullet status displaying how many bullets they have left. Viewing status details will list the bullet that will be used on the next normal attack.
During a normal attack, each hit uses one bullet in the same sequence they are loaded in.
If a slot does not have a bullet loaded, that slot will use a standard 50 ATK bullet during battle.
You cannot attack more times than you have bullets. For example, if you have Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs but only 2 Bullets, you will perform a double attack.
Once you run out of bullets, you will have to reload through one of four ways:
Skipping a normal attack turn
Using Lock 'n' LoadDiscard remaining bullets and reload.
Through John DoeDefender of the PeaceMassive Elemental damage to a foe. Gain Charge Bar +30%Instantly boosts Charge Bar by 30% Strength: 30%. Reload bullets.'s C.A. effect
As a Soldier with Mastery Level 20 or higher, using a charge attack regardless of main weapon.
Reloading can fail as a result of effects like CharmedAttacks are slightly limited and ParalyzedCan't attack .
If the targeted enemy is defeated during a multiattack, the next enemy in that wave will be targeted by remaining attacks.
Charge attacks don't consume bullets and can be performed even without them.
Bullets are not permanently consumed on use like Secret Gear are.