|Class line||Grappler ⇢ Kung Fu Artist ⇢ Ogre ⇢ Luchador|
|Description||Pummel foes with monstrous attack boosts that stack.|
Lvl 20 Kung Fu Artist and Raider
|Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20.||
|Master Bonuses||HP +3%|
|Tigerstrike Solace||Boost to ATK|
|War God's Wrath||30% boost to
2-turn cut to 's cooldown
|Base Multiattack Rates|
|Base DA RateIncluding Support Skills/Level Bonuses||Base TA RateIncluding Support Skills/Level Bonuses|
|Recommended Extended Mastery Perks|
|Attack, Double Attack, Charge Attack Damage|
: Charge cost counteracted by .
: Burst; nearly fills charge bar with .
: Less reliable but potentially more damage than .
: Can fill charge bar on turn 1 with 30% charge crew power-up. Also activates enmity.
|Icon||Skill Name||Effect||C/DCooldown in Turns||DurDuration in Turns or Seconds||SubSubskill usable on other classes||LVLClass level required||Notes|
|Counter II||Gain(up to 3 hits) and .||5T||2T||No||1|
|Fighting Spirit||200%-300% elemental damage to one enemy.
Extended Mastery Skills
|Icon||Skill Name||Effect||C/DCooldown||DurDuration||EMPCost in EMP||Notes|
|Spirit of Training||Gain .||2T||5T||8|
2-hit boost to number of counters when a counter effect is active.
As a very selfish attacker with middling subskills, an underwhelming Master Bonus, and only one weapon proficiency, Ogre is useless to players without a good Fist mainhand and characters with self-sufficient utility. As a result, it is often the lowest-priority Row III class for newbies, although it is actually very powerful when the right conditions are met.
- mixes some convenient self-defense with an outrageous amount of damage but has no , making it much less reliable than the staple skills of other classes.
- and (combined with Ogre's passive 10% double-attack) give Ogre frequent charge attacks, allowing it to indirectly boost ally charge bars as well as frequently active charge attack effects.
- The Six-Ruin Fist may as well be considered part of the class and is what generally keeps it afloat while players work toward Luchador. Ogre's frequent charge attacks grant allies nearly constant counters, which adds up over the course of a battle to rival or even surpass the effective damage of many other classes.
Overall, Ogre's peak, while high, is often too conditional compared to classes like Dark Fencer, Holy Saber, or even its closest analogue Weapon Master, and many players will not have the inventory to use it effectively for quite some time. That said, Dark players seeking to recruit Seox and building a grid of Celeste Claws may be able to take advantage of the class much earlier.
- Neither Extended Mastery Skill is worth buying; and replace their particular utilities and the recommended subskills are generally better anyway.
|I||Fighter • Knight • Priest • Wizard • Thief • Enhancer • Grappler • Ranger • Harpist • Lancer|
|II||Warrior • Sentinel • Cleric • Sorcerer • Raider • Arcana Dueler • Kung Fu Artist • Archer • Bard • Dragoon|
|III||Weapon Master • Holy Saber • Bishop • Hermit • Hawkeye • Dark Fencer • Ogre • Sidewinder • Superstar • Valkyrie • Gladiator|
|IV||Berserker • Spartan • Sage • Warlock • Bandit Tycoon • Chaos Ruler • Luchador • Nighthound • Elysian • Apsaras • Chrysaor|
|EX I||Alchemist • Ninja • Samurai • Sword Master • Gunslinger • Mystic • Assassin • Drum Master • Dancer • Mechanic|
|EX II||Doctor • Runeslayer • Kengo • Glorybringer • Soldier • Nekomancer|