Rising Force
About classes | Class list | Skill list | Extended Mastery | Master Level | Ultimate Mastery
|
|||||||||||||||
Class Data | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Class line | ![]() ![]() |
||||||||||||||
Description | Rage against conformity and bend the skies to the will of the thrash. | ||||||||||||||
Style | ![]() |
Specialty | ![]() ![]() |
||||||||||||
Prerequisites | ![]() ![]() ![]() Rewards ![]() Change the ![]() | ||||||||||||||
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20. |
|
||||||||||||||
Completion Bonuses | ![]() |
||||||||||||||
Class Weapon | ![]() |
||||||||||||||
Release date | 2019-11-22 | Other sites | ![]() (Japanese wiki) ![]() ![]() |
||||||||||||
Support Skills | |||||||||||||||
New Wave | MC has a maximum charge bar limit of 200%. 10% boost to ATKUnique modifier and 20% boost to DEF to Harp-specialty allies.[1] |
||||||||||||||
Feedback | 1 ![]() to an ally that uses charge attack (Max: 3). (Boost to multiattack rate based on number of ![]() . Guts effect when HP is 25% or above [Consumes 3 ![]() ].) |
||||||||||||||
Seventh Sign | Unlocks at Master Level 20: Extend all allies' ![]() by 2 turns upon using charge attack. |
Master Level BonusesRequirements to unlock Master Levels
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Total Master Level Bonuses | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
![]() ![]() ![]() |
New Support Skill: Seventh Sign Skill Upgrade: Rising Force |
Contents
Skills
Icon | Skill Name | Effect | C/DCooldown in Turns | DurDuration in Turns or Seconds | SubSubskill usable on other classes | LVLClass level required | Notes |
---|---|---|---|---|---|---|---|
![]() |
Rising Force | All allies gain ![]() Strength: 30% and ![]() Strength: 15%. MC also gains ![]() Strength: 70%. At level 30: All allies also gain ![]() Duration: 3 turns. |
7T | - | No | 1 |
Extended Mastery Skills
Icon | Skill Name | Effect | C/DCooldown | DurDuration | EMPCost in EMP | Notes |
---|---|---|---|---|---|---|
![]() |
Mosh Pit | ![]() Field effect Local status effect to the field. |
9T | 5T | 25 | |
![]() |
Jet To Jet | Gain ![]() Duration: Indefinite. (Recast to end.) |
Cast: 1T Recast: 5T |
- | 20 | MC absorbs 5% charge bar from all allies at the end of each turn. Unaffected by charge bar gain effects. |
![]() |
Unleash the Fury | Elemental damage to a foe. Consume all ![]() on all allies. (Boost to DMG specs and charge bar based on the number of ![]() consumed.) |
7T | - | 30 | See Gameplay Notes. |
Gameplay Notes
Feedback
- Boosts allies' multiattack rate and rises after using a Charge Attack.[1]
- Guts effect works like
Lethal Attack Dodged (1 time)Can withstand lethal DMG (Leaves 1 HP)
and consumes 3FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
.
Unleash the Fury
- Elemental damage and charge bar gained are based on the total number of
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed. - Charge bar boost is affected by charge bar gain effects.[1]
![]() |
Elemental DMG | ![]() |
---|---|---|
1~3 | 300% (Damage cap: 280,000) | 15% |
4~7 | 350% (Damage cap: 400,000) | 30% |
8~11 | 400% (Damage cap: 630,000) | 50% |
12+ | 700% (Damage cap: 1,160,000) | 100% |
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on sub allies are counted towards the total, but will not be consumed.- While sub allies cannot typically gain or retain
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
, they can start battle with 1FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
viaHelmholtz's Shredder's Nature
Shredder's Nature
When main weapon: 1FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
to all allies at battle start..
- While sub allies cannot typically gain or retain
Assessment
![]() |
This section contains subjective remarks about this class. Relevancy of information and recommended weapons can quickly change over time. Use substantial discretion before heavily investing resources. |
Unlike its predecessor Drum Master, which was an all-around support class that had pitiful damage on its own but was a powerful party buffer and enemy debuffer, Rising Force is a Charge Attack-based damage class comparable to Chrysaor and
Kengo.
Skills
Rising ForceAll allies gain
30% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
Strength: 30% and15% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
Strength: 15%.
MC also gains70% C.B. DMG Cap Up (1 time)Chain Burst DMG Cap Boosted (1 time)
Strength: 70%.
At level 30:
All allies also gainHypeATK is boosted
Duration: 3 turns.: A more powerful version of Drum Master'sDrum RollAll allies gain
20% C.A. DMG UpCharge attack DMG is boosted
Strength: 20%Duration: 1 turn ,10% C.A. DMG Cap UpCharge attack DMG cap is boosted
Strength: 10%Duration: 1 turn , and60% C.B. DMG Cap UpChain Burst DMG Cap Boosted
Strength: 60%Duration: 1 turn .. Unlike Drum Roll, whose buffs for the turn that the skill is used, Rising Force's buffs last until the ally uses a charge attack. The boost to Chain Burst specs now only applies to the Main Character, so you want to make sure the MC is part of the chain burst (instead of, say, starting the C.B. with the second party member).Mosh Pit
MoshAt end of turn: Foes' charge diamonds fill by 1 if a charge attack has been used / 40% boost to all allies' charge bars if a special attack has been used
Field effect
Local status effect to the field.: A high-risk, high-reward field effect. Fills an extra enemy charge diamond if a C.A. was used that turn, while every enemy special attack boosts the party's charge bar by 40% (affected byCharge Bar Gain UpCharge bar gain is boosted
effects). The typical Rising Force team uses this skill with Unleash the Fury to maximize C.A. potential. However, in longer battles, this setup requires being able to mitigate enemy specials.Jet To JetGain
Jet to JetDeals multiattacks / Absorbs all allies' charge bars and boosts caster's charge bar at end of turn (Can't be removed)
Duration: Indefinite. (Recast to end.): Helps the Main Character fill their charge bar quicker by consuming 5% charge bar from all allies at the end of the turn. More situational compared to the other two subskills as it only benefits MC and may be detrimental for your allies.Unleash the FuryElemental damage to a foe. Consume all
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies.
(Boost to DMG specs and charge bar based on the number ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed.): The staple of Rising Force teams. Consumes allFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on allies to deal damage and boost charge bar. Generally, you want to have 12 Feedback for maximum effect. See Gameplay Notes for details.
How to Play
Rising Force uses burst damage to hit the enemy harder than they can hit back. As a result, it requires party members that either enable faster Charge Attack rate, provide support (such as ATK buffs or enemy debuffs), help mitigate damage taken in longer battles, or can deal a ton of damage in a short amount of time.
Despite having a 200% maximum charge bar limit, Rising Force typically doesn't care about maxing charge bar as long as MC can Chain Burst with the rest of the party; there is no benefit to holding off C.A. However, MC does care about Chain Bursting with the rest of the party, as 70% C.B. DMG Cap Up (1 time)Chain Burst DMG Cap Boosted (1 time)
Strength: 70% only applies to MC and is consumed on C.A. whether MC was part of a Chain Burst or not.
Notable Main Weapons
Helmholtz: In longer battles, the Class Champion Weapon's first weapon skill Shredder's Nature
Shredder's Nature
When main weapon: 1FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
to all allies at battle start. makes it an ideal main weapon due to lowering the amount of Charge Attacks needed to reach 3FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
, and because of its unique interaction withUnleash the FuryElemental damage to a foe. Consume all
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies.
(Boost to DMG specs and charge bar based on the number ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed.) (see bullet below).- Interaction with
Unleash the FuryElemental damage to a foe. Consume all
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies.
(Boost to DMG specs and charge bar based on the number ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed.): Shredder's Nature is the only way for sub allies to gainFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
before switching in as a main ally.Unleash the FuryElemental damage to a foe. Consume all
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies.
(Boost to DMG specs and charge bar based on the number ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed.)'s damage specs and charge boost are based on the number ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies, including sub allies, but only consumes main allies' Feedback. This makes sub allies permanent boosts to your Feedback number as long as they don't switch in as a main ally. - Shredder's Humanity - a common pick due to its party-wide empowerment effect (Devilry and Divinity only affect MC). Its main drawback is that its boosts will be lost if Feedback is consumed, either by using Unleash the Fury or if its Guts effect activates.
- Shredder's Divinity - Adds even more charge bar gain to the MC when using
Mosh Pit
MoshAt end of turn: Foes' charge diamonds fill by 1 if a charge attack has been used / 40% boost to all allies' charge bars if a special attack has been used
Field effect
Local status effect to the field.. May require manual management of charge attacks to ensure the MC does not charge attack on their lonesome and add more pips to the enemy special attack counter than necessary. - Shredder's Devilry - Strong bonus damage for the MC, but requires committing to
Jet to JetGain
Jet to JetDeals multiattacks / Absorbs all allies' charge bars and boosts caster's charge bar at end of turn (Can't be removed)
Duration: Indefinite. (Recast to end.)
- Interaction with
While Helmholtz is usually the ideal main weapon, other harps may be worth considering. In one-turn-kill scenarios, harps that buff the team on charge attack take priority and indeed will be better than
Helmholtz for this purpose.
In regular play, boost charge attack power or charge bar gain are also worth considering. Charge bar gain can come from Charge Bar +Instantly boosts Charge Bar by
, Charge Bar Gain UpCharge bar gain is boosted
, or multiattack boosts (as each attack adds charge bar). The more charge bar gain, the more charge attacks, and the quicker FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
builds up on each team member.
Harps that satisfy this criteria for regular play include:
Dante Alighieri - If using
Mosh Pit
MoshAt end of turn: Foes' charge diamonds fill by 1 if a charge attack has been used / 40% boost to all allies' charge bars if a special attack has been used
Field effect
Local status effect to the field., the retaliatory skill damage will also trigger much more often. Also a good pick for OTK teams due to the team buff effect.Harp of Renunciation/
Harp of Repudiation⚠️This weapon requires use of a Gold Brick to uncap to its full potential. Make sure this weapon is the best possible use you can get out of your
Gold Brick before choosing to get it. - Wants either the γ Revelation key (all allies gain
20% Charge Bar Gain UpCharge bar gain is boosted
Strength: 20%Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining. on C.A.) or Δ Revelation key (all allies gainCharge Bar +10%Instantly boosts Charge Bar by 10%
Strength: 10% on C.A.) and Pendulum of Strife key (all allies gain Multiattack on C.A.).Goldslime Bell - Provides an enormous 120% boost to CA strength and 20% CA Cap for the MC dependent on health levels. Requires possibly months or years worth of grinding to attain, however, for any regular player.
Another Sky⚠️This weapon is acquired from the Premium Draw. It will require the use of duplicate copies or Damascus Ingots to uncap to its full potential. It may be difficult to get this weapon in the first place, and will be expensive to bring to its full power. Consider whether you can use a farmable replacement instead. - Provides both a boost to charge bar and charge bar gain on charge attack. Its weapon skills also significantly boost charge attack potential.
Froggly Bell - Random
Charge Bar Gain UpCharge bar gain is boosted
Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining. boost on charge attackMobius Strip -
Charge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20% on charge attackNioh ⚠️This weapon is acquired from the Premium Draw. It will require the use of duplicate copies or Damascus Ingots to uncap to its full potential. It may be difficult to get this weapon in the first place, and will be expensive to bring to its full power. Consider whether you can use a farmable replacement instead. - Two out of three of the possible effects from
Rising ThunderMassive Light damage to a foe.
Random buff to all allies. are directly useful to Rising Force teams. The possible teamwideCharge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30% being is very strong, but teamwideDA UpDouble attack rate is boosted
Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining. andTA UpTriple attack rate is boosted
Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining. is good too.Nine-Realm Harp (without upgrades!) -
Charge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20% on charge attack. Loses this when it is upgraded toNine-Realm Harp Sterling, so be careful.
Tyros Zither -
Charge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20% on charge attackCords of Heaven Lyre⚠️This weapon is acquired from the Premium Draw. It will require the use of duplicate copies or Damascus Ingots to uncap to its full potential. It may be difficult to get this weapon in the first place, and will be expensive to bring to its full power. Consider whether you can use a farmable replacement instead. - Multiattack boost on charge attack, but only for the MC.
Spring's Whisperings - Multiattack boost on charge attack
Last Storm Harp - Multiattack boost on charge attack
Ultima Harp - Double attack boost on charge attack. Also decent for one-turn-kill teams due to the team elemental attack buff ... if you can create a team with matching weapon specialties.
Daur da Blao - All allies gain
Charge Bar +10%Instantly boosts Charge Bar by 10%
Strength: 10% on charge attackAndromeda🛑This weapon requires many Gold Moons to acquire, and may also require the use of several Damascus Ingots to uncap to its full potential. Think very carefully before making the heavy commitment to acquiring this weapon! - All allies gain
UpliftedCharge bar is boosted on every turn
on charge attack, as well as special buffs (ATK/DEF/Multiattack). The MC will charge attack twice when they have 10 or more buffs.
Once at Master Level 20, HypeATK is boosted
is extended on Charge Attack, and at Master Level 30 Rising ForceAll allies gain
30% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
Strength: 30% and 15% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
Strength: 15%.
MC also gains 70% C.B. DMG Cap Up (1 time)Chain Burst DMG Cap Boosted (1 time)
Strength: 70%.
At level 30:
All allies also gain HypeATK is boosted
Duration: 3 turns. adds hype to the team. Higher-level Rising Force MCs can therefore work well with hype-generating harps.
My Little Mim's ⚠️This weapon is acquired from the Premium Draw. It will require the use of duplicate copies or Damascus Ingots to uncap to its full potential. It may be difficult to get this weapon in the first place, and will be expensive to bring to its full power. Consider whether you can use a farmable replacement instead. normally very short Hype can be significantly extended by Rising Force's skills.
Subskills
- The typical Rising Force build is
Mosh Pit
MoshAt end of turn: Foes' charge diamonds fill by 1 if a charge attack has been used / 40% boost to all allies' charge bars if a special attack has been used
Field effect
Local status effect to the field. +Unleash the FuryElemental damage to a foe. Consume all
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies.
(Boost to DMG specs and charge bar based on the number ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed.) + Flex Slot.- The strategy is to use Mosh Pit right before an enemy uses a special attack so the party gains
Charge Bar +40%Instantly boosts Charge Bar by 40%
Strength: 40% (plus however much was gained by sustaining damage, if any). By charge attacking, the party also increases enemy charge diamonds, making them use special attacks faster and repeating the cycle. - Once you reach a total of 12
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
across all allies, useUnleash the FuryElemental damage to a foe. Consume all
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies.
(Boost to DMG specs and charge bar based on the number ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed.) for big skill damage and a huge charge boost. - Because this may cause dangerous special attacks to activate more often, make sure your party is able to handle them.
- The strategy is to use Mosh Pit right before an enemy uses a special attack so the party gains
Jet To JetGain
Jet to JetDeals multiattacks / Absorbs all allies' charge bars and boosts caster's charge bar at end of turn (Can't be removed)
Duration: Indefinite. (Recast to end.) +Unleash the FuryElemental damage to a foe. Consume all
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies.
(Boost to DMG specs and charge bar based on the number ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed.) + Flex Slot is a slower but safer build. Instead of inducing special attacks for big party-wide charge boosts, MC absorbs charge bar from allies. The main drawback is that your allies need high multiattack rates to compensate for the charge bar lost. It is also slower than the first lineup, so you may not necessarily see the burst damage you may want from this class.Jet To JetGain
Jet to JetDeals multiattacks / Absorbs all allies' charge bars and boosts caster's charge bar at end of turn (Can't be removed)
Duration: Indefinite. (Recast to end.) +Mosh Pit
MoshAt end of turn: Foes' charge diamonds fill by 1 if a charge attack has been used / 40% boost to all allies' charge bars if a special attack has been used
Field effect
Local status effect to the field. + Flex Slot avoids losingFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
to maximize the Humanity Emblem effect. However, because it loses out on the class' immediate burst damage potential, it is a relatively uncommon build.- Some flex slot options:
Miserable MistInflict
25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual and25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual on all foes. (for utility),Fighting Spirit200%-300% elemental damage to a foe.
GainCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%. (for a charge boost to MC),PandemoniumGain
70% Charge Bar Gain UpCharge bar gain is boosted
Strength: 70%Duration: 3 turns. (to boost MC's charge bar gain),Never Miss a BeatDistribute charge bar to all other allies. All other allies gain
20% Charge Bar Gain UpCharge bar gain is boosted
Strength: 20%. (Uses 30% of charge bar.) (to boost the rest of the party's charge bar gain)
Summon Synergies
- Rising Force benefits from any charge-boosting summon, such as 4★
Bonito (main/support summon only) for instant 200% charge bar on call.
C.C. (4★) and
Princess Knight (3★) are Side Story summons that give
Charge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20% on call.
Resources
- Reddit Class Discussion (2019-12-14)
- Reddit Class Discussion (2022-09-07) (post-Master Level Update)
References
- ↑ 1.0 1.1 1.2 Gamewith, Rising Force https://xn--bck3aza1a2if6kra4ee0hf.gamewith.jp/article/show/174733