Nighthound
About classes | Class list | Skill list | Extended Mastery | Master Level
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Class Data | |||||||||||||||
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Class line | ![]() ![]() ![]() ![]() |
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Description | Use keen senses combined with tactical ingenuity to intercept and neutralize the enemy. | ||||||||||||||
Style | ![]() |
Specialty | ![]() ![]() |
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Prerequisites | ![]() ![]() ![]() ![]() | ||||||||||||||
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20. |
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Completion Bonuses | ![]() ![]() |
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Class Weapon | ![]() |
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Release date | 2016-12-20 | Other sites | ![]() |
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Support Skills | |||||||||||||||
Night Hunter | Immunity to ![]() . 5% boost to ATKUnique modifier against debuffed enemies. |
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Target | 200% boost to ![]() |
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Abrupt Shot | Unlocks at Master Level 20: When Sub Ally: Elemental damage to all foes upon any chain burst activation (Damage cap: ~800,000). |
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Base Multiattack Rates | |||||||||||||||
Base DA RateIncluding Support Skills/Level Bonuses | 4%[1] | Base TA RateIncluding Support Skills/Level Bonuses | 1%[1] | ||||||||||||
Recommended Extended Mastery Perks | |||||||||||||||
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Recommended Subskills | |||||||||||||||
Master Level BonusesRequirements to unlock Master Levels
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Total Master Level Bonuses | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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New Support Skill: Abrupt Shot Skill Upgrade: Evasive Maneuvers Alternate color class outfits |
Contents
Skills
Icon | Skill Name | Effect | C/DCooldown in Turns | DurDuration in Turns or Seconds | SubSubskill usable on other classes | LVLClass level required | Notes |
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Evasive Maneuvers | 800% elemental damage to a foe (Damage cap: ~630,000). Gain ![]() Strength: 100%Multiplier: NormalDuration: 1 turn , ![]() Duration: 1 turn , and ![]() Duration: 1 turn 500% Elemental damage to all foes.(Damage cap: ~630,000) Inflict ![]() Duration: 180 seconds.. At level 30: Now hits all foes. Damage increased to 1000% (Damage cap: ~1,160,000). Upgrade ![]() Duration: 1 turn to ![]() Duration: 1 turn 500% Elemental damage (Damage cap: ~630,000) to all foes. Inflict ![]() Duration: 180 seconds, ![]() , and remove 1 buff.. |
5T | 1T | No | 1 | ![]() Duration: 1 turn will only trigger once even if you dodge multiple times in a single turn. |
Extended Mastery Skills
Icon | Skill Name | Effect | C/DCooldown | DurDuration | EMPCost in EMP | Notes |
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Tactical Relocation | Switch positions of any two allies of your choice. | 20T | 30 | ||
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Frequency Jam | All allies gain ![]() Strength: ~35%Duration: 2 turns and ![]() Strength: 40% chance of dealing 40% more damage.Duration: 2 turns.[2] |
7T | 2T | 20 | |
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Twilight Zone | ![]() Field effect to the field. |
16T | 180s | 30 | When superior element: 30% Elem ATK Up for Fire, Water, Earth, and Wind attacks. |
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Judicious Shot | 300% elemental damage to all foes (Damage cap: ~660,000). Inflict 25% Element DEF DownElement DEF Down debuff based on weapon element Strength: 25%Duration: 180 seconds.[3][4] |
5T | 180s | 25 | |
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Time On Target | 300% elemental DMG to a foe (Damage cap: ~440,000). Inflict a random debuff. (Number of hits and debuffs increased based on number of bow and gun-specialty allies / Max: 6.) |
15T | - | 50 | See Gameplay Notes. |
Gameplay Notes
Time On Target
- The amount of hits and debuffs equal the total number of Bow- and Gun-specialty allies in the party, including sub allies (Max: 6).
- The following debuffs can be inflicted:
25% ATK DownATK is lowered
Strength: 25%Duration: 180 secondsStacking: Single25% DEF DownDEF is lowered
Strength: 25%Duration: 180 secondsStacking: SingleBurned (10000)HP is lowered on every turn
Strength: 10,000Duration: 180 secondsPoisoned (10000)HP is lowered on every turn
Strength: 10,000Duration: 180 secondsPutrefied (10000)HP is lowered on every turn
Strength: 10,000Duration: 180 secondsBlindedAttacks have a slight chance to miss
Duration: 3 turnsLocal status effectDA DownDouble attack rate is lowered
Duration: 3 turnsLocal status effectTA DownTriple attack rate is lowered
Duration: 3 turnsLocal status effectAccuracy LoweredAttacks and special attacks have a chance to miss
Duration: 2 turnsLocal status effectParalyzedCan't attack
Duration: 2 turnsLocal status effectParalyzedCan't attack
Duration: 1 turn Local status effect
ParalyzedCan't attack
Duration: 1 turn Local status effect can overwriteParalyzedCan't attack
Duration: 2 turnsLocal status effect even though its duration is shorter.
Abrupt Shot
- Damage dealt is based on the attributes of the character in first position.
- Stacks with similar support skills like
Silva (Light)'s
Bullet BurstWhen Sub Ally: 200% bonus Light damage to a foe upon the chain burst Ascension (Damage cap: ~600,000). or
Lecia (Water)'s
Backup FireWhen Sub Ally: Water damage to a foe upon Water chain burst activation.
(Boost to damage specs based on number of chains.),
Assessment
Nighthound is a support class which offers moderate power in comparison to other Row IV classes, but provides unique strength for Ultima Gun/Bow or Hollowsky Bow teams, adds significant raid-wide damage against tetra-elemental enemies, and enables several otherwise impossible strategies for One-Turn Kill teams.
Skills
Evasive Maneuvers800% elemental damage to a foe (Damage cap: ~630,000).
Gain100% ATK UpATK is boosted
Strength: 100%Multiplier: NormalDuration: 1 turn ,Dodge AllTakes no DMG or debuffs while in effect
Duration: 1 turn , andBonus Effect on DodgeUpon dodging: Blind effect to all foes
Duration: 1 turn 500% Elemental damage to all foes.(Damage cap: ~630,000)
InflictBlindedAttacks have a slight chance to miss
Duration: 180 seconds..
At level 30:
Now hits all foes.
Damage increased to 1000% (Damage cap: ~1,160,000).
UpgradeBonus Effect on DodgeUpon dodging: Blind effect to all foes
Duration: 1 turn toBonus Effect on Dodge+Upon dodging: Blind effect to all foes / Remove 1 buff / Delay effect
Duration: 1 turn 500% Elemental damage (Damage cap: ~630,000) to all foes.
InflictBlindedAttacks have a slight chance to miss
Duration: 180 seconds,DelayReduce a foe's charge diamonds by 1
, and remove 1 buff.. is a respectable nuke and useful for protecting the main character, but theBonus Effect on DodgeUpon dodging: Blind effect to all foes
can be unreliable. Combined withSubstituteGain
SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks)
Duration: 1 turn ., however, it becomes a powerful defensive tool for the entire team, as well as guaranteeing theBlindedAttacks have a slight chance to miss
and secondary nuke activation. Best used against enemies with powerful single-target charge attacks by takingSubstituteGain
SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks)
Duration: 1 turn . or usingMaverick.
Tactical RelocationSwitch positions of any two allies of your choice. is an upgraded form of
ChangeSwitches position with a sub member., allowing any slot on the front-line to be changed mid-battle. This can enable some extremely niche and creative strategies, especially when turn-efficiency is important, but given the prohibitively long cool-down of Tactical Relocation it is unlikely you will change positions more than 1-2 times in a single fight.
Tactical RelocationSwitch positions of any two allies of your choice. is most used for one-turn-kill strategies, such as Enmity grids in combination with
Zooey (Grand).
Qilin is also sometimes used to reset the cooldown to move multiple team members quickly for more strategic flexibility.
Frequency JamAll allies gain
~35% Dodge Rate UpImmune to DMG and debuffs for a fixed amount while in effect
Strength: ~35%Duration: 2 turns and40% / 40% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 40% chance of dealing 40% more damage.Duration: 2 turns. is moderately powerful, especially against multi-hit attacks or when stacked with other forms ofDodge Rate UpImmune to DMG and debuffs for a fixed amount while in effect
, but the fairly weakCritical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
and extremely low uptime make it much weaker than the EX skills of most other Row IV classes.Twilight Zone
Twilight ZoneWhen superior element, DMG is boosted for fire, water, earth and wind attacks
Field effect to the field. is the main reason for taking Nighthound, often providing 30% Elemental ATK to an entire raid for 3 minutes with one button press. Unfortunately, it does not affect Light and Dark or work against Non-Elemental enemies such as Ultimate Bahamut due to requiring elemental advantage. Only one Nighthound in a raid should take this skill - any more would be wasteful.Judicious Shot300% elemental damage to all foes (Damage cap: ~660,000).
Inflict 25% Element DEF DownElement DEF Down debuff based on weapon element
Strength: 25%Duration: 180 seconds. is useful primarily for the DEF Down, but is also a decent nuke on a relatively short cooldown. Players that do not require the debuff should consider bringing one of Nighthound's unique utility skills instead.Time on Target300% elemental DMG to a foe (Damage cap: ~440,000).
Inflict a random debuff.
(Number of hits and debuffs increased based on number of bow and gun-specialty allies / Max: 6.) specifically benefits Gun/Bow parties, providing a very strong nuke and a multiplicity of debuffs. Requires a full gun/bow team (including sub-allies) to be most effective. Using this skill will immediately empower a followup use ofBullseye Run(100% + 100% per target's debuff) elemental damage to a foe (Damage cap: ~580,000).. Its only major downside is the very long 15 turn cooldown.
Notable Main Weapons
Nighthound can work well with most guns and bows, though if taking subskills with long cooldowns such as Time on Target300% elemental DMG to a foe (Damage cap: ~440,000).
Inflict a random debuff.
(Number of hits and debuffs increased based on number of bow and gun-specialty allies / Max: 6.) and Tactical RelocationSwitch positions of any two allies of your choice. a weapon that cuts skill cooldown times on charge attack may be helpful.
Maverick increases Nighthound's defensive power and flexibility by applying
SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks)
onEvasive Maneuvers800% elemental damage to a foe (Damage cap: ~630,000).
Gain100% ATK UpATK is boosted
Strength: 100%Multiplier: NormalDuration: 1 turn ,Dodge AllTakes no DMG or debuffs while in effect
Duration: 1 turn , andBonus Effect on DodgeUpon dodging: Blind effect to all foes
Duration: 1 turn 500% Elemental damage to all foes.(Damage cap: ~630,000)
InflictBlindedAttacks have a slight chance to miss
Duration: 180 seconds..
At level 30:
Now hits all foes.
Damage increased to 1000% (Damage cap: ~1,160,000).
UpgradeBonus Effect on DodgeUpon dodging: Blind effect to all foes
Duration: 1 turn toBonus Effect on Dodge+Upon dodging: Blind effect to all foes / Remove 1 buff / Delay effect
Duration: 1 turn 500% Elemental damage (Damage cap: ~630,000) to all foes.
InflictBlindedAttacks have a slight chance to miss
Duration: 180 seconds,DelayReduce a foe's charge diamonds by 1
, and remove 1 buff.. without sacrificing a sub-skill slot. The charge attack provides mostly reliable but weak crit buffs to the whole party, and will have decent uptime due to the uplift bonus provided when usingEvasive Maneuvers800% elemental damage to a foe (Damage cap: ~630,000).
Gain100% ATK UpATK is boosted
Strength: 100%Multiplier: NormalDuration: 1 turn ,Dodge AllTakes no DMG or debuffs while in effect
Duration: 1 turn , andBonus Effect on DodgeUpon dodging: Blind effect to all foes
Duration: 1 turn 500% Elemental damage to all foes.(Damage cap: ~630,000)
InflictBlindedAttacks have a slight chance to miss
Duration: 180 seconds..
At level 30:
Now hits all foes.
Damage increased to 1000% (Damage cap: ~1,160,000).
UpgradeBonus Effect on DodgeUpon dodging: Blind effect to all foes
Duration: 1 turn toBonus Effect on Dodge+Upon dodging: Blind effect to all foes / Remove 1 buff / Delay effect
Duration: 1 turn 500% Elemental damage (Damage cap: ~630,000) to all foes.
InflictBlindedAttacks have a slight chance to miss
Duration: 180 seconds,DelayReduce a foe's charge diamonds by 1
, and remove 1 buff...- Shadowhound's Humanity - An extra 20% skill cap up is strong in combination with
Time on Target300% elemental DMG to a foe (Damage cap: ~440,000).
Inflict a random debuff.
(Number of hits and debuffs increased based on number of bow and gun-specialty allies / Max: 6.) andBullseye Run(100% + 100% per target's debuff) elemental damage to a foe (Damage cap: ~580,000).. Keep in mind this boost is for the MC only - other allies are unaffected, unlike some other skill cap raising weapons.
- Shadowhound's Divinity - Provides a small amount of Bonus Damage to the MC when an enemy is marked by
Steady AimInflict
Steady AimTargeted by a skill
Duration: 180 seconds on a foe.
GainCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%.. Requires you to commit to takingSteady AimInflict
Steady AimTargeted by a skill
Duration: 180 seconds on a foe.
GainCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%. (a skill that does no damage and provides no debuffing effect) and provides very little damage in return for the cost. - Shadowhound's Devilry - Improves
Twilight Zone
Twilight ZoneWhen superior element, DMG is boosted for fire, water, earth and wind attacks
Field effect to the field. further by giving a small multiattack boost to your party for the full length ofTwilight ZoneWhen superior element, DMG is boosted for fire, water, earth and wind attacks
Field effect. The best option if you are not bringing damage skills on the MC, and maybe the best option then as well.
- Shadowhound's Humanity - An extra 20% skill cap up is strong in combination with
Hercules 🛑
🛑This weapon requires many Gold Moons to acquire, and will realistically involve the use of several Damascus Ingots to uncap to its full potential. Think very carefully before making the heavy commitment to acquiring this weapon! - very strong and very expensive (requires 100 Gold Moons), Hercules doubles each skill use by the MC when uncapped, cuts skill cooldowns on charge attack, and gives a major boost to skill damage too. Best paired with a friend summon
Qilin, a full Bow/Gun team,
Time on Target300% elemental DMG to a foe (Damage cap: ~440,000).
Inflict a random debuff.
(Number of hits and debuffs increased based on number of bow and gun-specialty allies / Max: 6.), and many nuke skills.Hollowsky Bow - for light gun/bow teams taking
Time on Target300% elemental DMG to a foe (Damage cap: ~440,000).
Inflict a random debuff.
(Number of hits and debuffs increased based on number of bow and gun-specialty allies / Max: 6.). Provides supplemental damage on critical hits. It helps with this by providing a small chance of large crits as a skill, and the charge attack gives a large boost to crit chance for the party. Best paired with other sources of crit such asFrequency JamAll allies gain
~35% Dodge Rate UpImmune to DMG and debuffs for a fixed amount while in effect
Strength: ~35%Duration: 2 turns and40% / 40% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 40% chance of dealing 40% more damage.Duration: 2 turns., EMP skills and further crit skills in grid, along with multi-hit skills to provide more chances for crits to happen.Agonize - Supplements skill damage and also cuts cooldown times with every charge attack. Much cheaper option than
Hercules which has the same skill cooldown cut effect.
Compound Gadget Bow - Boosts all allies' skill damage and skill damage cap when wielded as a main weapon and cooldown cut to damage skills on charge attack.
V.A.R.I.S. - Boosts Wind allies' skill damage and skill damage cap when wielded as a main weapon.
Indra's Edge - Provides a significant boost to skill power after a charge attack, but only for the MC.
Harsiesis - Cuts skill cooldowns for the MC on charge attack.
Resources
- Reddit Class Discussion (2019-10-18)
- Reddit Class Discussion (2020-04-18) (post-March 2020 EMP Update)
Alternate Colors
Obtained from Nighthound: Master Level 30
References
- ↑ 1.0 1.1 hiroXgbf http://hiroxgbf.blog.fc2.com/blog-entry-7.html
- ↑ zekasyuz, https://twitter.com/zekasyuz/status/811226164870004737
- ↑ Hecate_mk2 Judicious Shot, https://twitter.com/Hecate_mk2/status/976780680100175873
- ↑ jpokiehl EX II, https://twitter.com/jpokiehl/status/976795535137845249