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.
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Use the physique and skills honed on the harshest battlefields to wear down your enemies.
Support SkillsDoes not work as a sub ally unless explicitly stated.
Icon
Name
Effect
Obtained
Seasoned Survivalist ウォーサバイバー
Bonus effect for normal attacks based on type of bullets loaded into main weapon. 10% boost to normal attack damage cap.[1]
Lvl 1
One-Person Army 一人軍隊
3% boost to ATKMultiplier: Normal (Max: 30%) and boost to dodge rate (Max: 15%) based on number of turns passed.[1]
Lvl 1
Quick Reload クイックリロード
Discard remaining bullets and reload upon using charge attack.
Master Lvl 20
Base Skills
Icon
Name
Effect
Cooldown
Duration
SubSubskill usable on other classes
Obtained
Three-Round Burst スリーラウンドバースト
Gain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs Duration: 1 turn and instantly perform a normal attack without using up a turn. (Consumes bullets.) At level 30: Also gain 20% DMG AmplifiedDMG for normal attacks and counterattacks is amplified Strength: 20%Duration: 1 turn .[1]
4T
1T
No
Lvl 1
Extended Mastery Skills
Icon
Name
Effect
Cooldown
Duration
EMPCost in EMP
Open Fire フルファイア
Deal one-foe attacks until all bullets are consumed.
7T
-
35
Fortitude フォーティチュード
Gain 10% DMG AmplifiedDMG for normal attacks and counterattacks is amplified Strength: 10%Multiplier: SeraphicDuration: 5 turns, JammedATK is greatly boosted based on how low HP is Strength: 7%-20%Duration: 5 turns, and 70% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG Strength: 70% chance of dealing 50% more damage.Duration: 5 turns.[1]
8T
5T
30
Guerrilla Tactics ゲリーリャ
Gain 50% Dodge Rate UpChance to dodge DMG and debuffs Strength: 50%Duration: 2 turns, 30% Charge Bar Gain UpCharge bar gain is boosted Strength: 30%Duration: 2 turns and Guerrilla WarfareDeals 4-hit superior elemental DMG to random foes upon dodging Strength: ~250,000 per hitDuration: 2 turns. (Damage cap: ~1,000,000.)[1]
5T
2T
20
Ultimate Mastery Skills
Icon
Name
Effect
Cooldown
Duration
MaterialsMaterials consumed to learn
Combat Rations コンバットレーション
All allies gain RevitalizeRecover HP each turn. Boost to charge bar if HP is full. Strength: 1000 HP or 10% charge barDuration: 3 turns, 100% / 30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG Strength: 100% chance of dealing 30% more damage.Duration: 3 turns, and 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted Strength: 10%Duration: 3 turns.[1]
Gain UndyingCan withstand lethal DMG (Leaves 1 HP) Duration: 2 turns, Full Hostility100% chance to be targeted by one-ally attacks Duration: 2 turnsFull hostility has the same properties as Substitute, but has lower targeting priority than Substitute, and Immortal OperativeDouble Strike effect at end of turn when almost knocked out Duration: 2 turns.
Total Stat Bonuses These bonuses only apply to this class.
Skill Bonuses
ATK +2800 Normal Attack DMG Cap +10% Skill DMG Cap +10%
New Support Skill: Quick Reload Skill Upgrade:Three-Round BurstGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs Duration: 1 turn and instantly perform a normal attack without using up a turn. (Consumes bullets.) At level 30: Also gain 20% DMG AmplifiedDMG for normal attacks and counterattacks is amplified Strength: 20%Duration: 1 turn .
Ultimate Mastery Level Bonuses These bonuses only apply to this class. Requirements to unlock Ultimate Mastery
Bullets are used in 2 volleys when necessary. 4 bullets become 2 double attacks instead of a triple attack and a single attack, while 5 bullets result in a double attack followed by a triple attack.
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.
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.
Overview
Soldier is an offensive class specialized around bursting with normal attack damage. It uses bullets, a mechanic unique to the Gunslinger line. As such, the effectiveness of Soldier heavily hinges on having a good main weapon with favorable bullet slots. Without key bullets equipped, Soldier's damage output may fall short compared to other classes.
Given the considerable effort required to craft strong bullets, it is recommended to pursue this class only if you intend to obtain optimal bullets and a good main weapon like Hraesvelgr.
Skill Overview
Class Skill
Skill
Priority
Comments
Three-Round BurstGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs Duration: 1 turn and instantly perform a normal attack without using up a turn. (Consumes bullets.) At level 30: Also gain 20% DMG AmplifiedDMG for normal attacks and counterattacks is amplified Strength: 20%Duration: 1 turn .
Default
A very powerful skill that fits into many burst rotations.
Can expend up to 3 bullets.
Extended Mastery
Skill
Priority
Comments
Open FireDeal one-foe attacks until all bullets are consumed.
High
Can be considered as a more potent version of Three-Round BurstGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs Duration: 1 turn and instantly perform a normal attack without using up a turn. (Consumes bullets.) At level 30: Also gain 20% DMG AmplifiedDMG for normal attacks and counterattacks is amplified Strength: 20%Duration: 1 turn .
Since this skill uses all available bullets, it is optimal to have all 6 bullets ready before casting this skill.
Can be used in conjunction with Ammunition BeltGain Ammunition BeltReloads when out of Bullets (Can't be extended / Can't be removed) Duration: 3 turns. to instantly reload after this skill.
FortitudeGain 10% DMG AmplifiedDMG for normal attacks and counterattacks is amplified Strength: 10%Multiplier: SeraphicDuration: 5 turns, JammedATK is greatly boosted based on how low HP is Strength: 7%-20%Duration: 5 turns, and 70% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG Strength: 70% chance of dealing 50% more damage.Duration: 5 turns.
Low
10% DMG AmplifiedDMG for normal attacks and counterattacks is amplified Strength: 10%Multiplier: SeraphicDuration: 5 turns will not be received if used on the same turn as Three-Round BurstGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs Duration: 1 turn and instantly perform a normal attack without using up a turn. (Consumes bullets.) At level 30: Also gain 20% DMG AmplifiedDMG for normal attacks and counterattacks is amplified Strength: 20%Duration: 1 turn . since it provides a stronger 20% DMG AmplifiedDMG for normal attacks and counterattacks is amplified Strength: 20%Duration: 1 turn effect.
This skill does not bring anything noteworthy and is not worth running over other skills that Soldier provides.
Guerrilla TacticsGain 50% Dodge Rate UpChance to dodge DMG and debuffs Strength: 50%Duration: 2 turns, 30% Charge Bar Gain UpCharge bar gain is boosted Strength: 30%Duration: 2 turns and Guerrilla WarfareDeals 4-hit superior elemental DMG to random foes upon dodging Strength: ~250,000 per hitDuration: 2 turns. (Damage cap: ~1,000,000.)
Low
Can be useful in a skill damage focused low button setup, however other classes perform this role much more effectively and requires less effort as you do not need to farm bullets.
Ultimate Mastery
Skill
Priority
Comments
Combat RationsAll allies gain RevitalizeRecover HP each turn. Boost to charge bar if HP is full. Strength: 1000 HP or 10% charge barDuration: 3 turns, 100% / 30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG Strength: 100% chance of dealing 30% more damage.Duration: 3 turns, and 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted Strength: 10%Duration: 3 turns.
Low
The buffs from this skill do not provide enough value and is generally not worth running over other skills that Soldier provides.
Immortal OperativeGain UndyingCan withstand lethal DMG (Leaves 1 HP) Duration: 2 turns, Full Hostility100% chance to be targeted by one-ally attacks Duration: 2 turnsFull hostility has the same properties as Substitute, but has lower targeting priority than Substitute, and Immortal OperativeDouble Strike effect at end of turn when almost knocked out Duration: 2 turns.
Low
A niche skill that can be useful if MC's HP can be easily manipulated.
Can be used to tank a dangerous enemy attack.
Ammunition BeltGain Ammunition BeltReloads when out of Bullets (Can't be extended / Can't be removed) Duration: 3 turns.
High
Often used in conjunction with Open FireDeal one-foe attacks until all bullets are consumed., Three-Round BurstGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs Duration: 1 turn and instantly perform a normal attack without using up a turn. (Consumes bullets.) At level 30: Also gain 20% DMG AmplifiedDMG for normal attacks and counterattacks is amplified Strength: 20%Duration: 1 turn . and Double StrikeAttacks twice each turn effects to capitalize on buffs or debuffs with short durations.
Expert Model: Anti Vasileia ATK: 400 Supplement DMG dealt by 100% / Surpasses DMG cap by 70% (Can only be loaded into 1 weapon once / MC starts battle with Grand Finale Countdown (Bullet)Countdown to the End progresses by 1 when Expert Model: Anti Vasileia is fired / Deals plain DMG to a foe at end of turn when Countdown reaches 0 (Max: 6 / Can't be removed) / Progress Countdown by 1 when this bullet is fired / 2-hit, 6,666,666 Plain DMG to a foe at end of turn when Countdown reaches 0) Expert Model: Anti Vasileia
Rifle
A strong Rifle bullet that should be used if Expert Model: Genesis Nova is already being used.
Often placed in the first bullet slot for the passive stats it provides.
Expert Model: Chaos Legion ATK: 200 Surpasses DMG cap by 30% / ~20% chance to inflict BoreDEF is sharply lowered / DMG taken is sharply boosted (Can't be removed / Can't be extended) Strength: 50% DEF Down / Supplemental Damage: 100,000Duration: 1 turn Local status effect on foe Expert Model: Chaos Legion
Rifle
A strong Rifle bullet choice provided the options above are already being used.
Expert Model: Anagenesis ATK: 250 Surpasses DMG cap by 30% / ~20% chance for all allies to gain a random Fruit of TreacheryFruit of Treachery AlphaUpon using damage skills: Consumes 50% of current HP / Deals 20,000% of HP consumed as plain DMG to a foe (Can't be removed / Ends upon using a damage skill) Duration: 2 turns Fruit of Treachery BetaUpon using healing skills: Restore all allies' HP by 15,000 / Fills 1 charge diamond on a foe (Can't be removed / Ends upon using a healing skill) Duration: 2 turns Fruit of Treachery GammaUpon using buff skills: 2-turn cut to skill cooldowns / Consumes all of charge bar (Can't be removed / Ends upon using a buff skill) Duration: 2 turns Fruit of Treachery DeltaUpon using debuff skills: Delay effect to a foe / Caster takes 10,000 plain DMG (Can't be removed / Ends upon using a debuff skill) Duration: 2 turns buff Expert Model: Anagenesis
Rifle
An alternative to Expert Model - Chaos Legion; it is used when higher Raw ATK or less debuff variance is preferred.
Expert Model: Apocalypse 200 ATK Deals DMG to all foes / Surpasses DMG cap by 50% / 1 random buffFlurry (2-hit)Normal attacks deal 2-hit DMG to random foes Duration: 2 turns Supplemental DMG (50,000)DMG dealt is supplemented Strength: 50,000Duration: 2 turns 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted Strength: 10%Duration: 2 turns 100% / 20% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG Strength: 100% chance of dealing 20% more damage.Duration: 2 turns 100% TA UpTriple attack rate is boosted Strength: 100%Duration: 2 turns 30% ATK UpATK is boosted Strength: 30%Duration: 2 turns and 1 random debuffSupplemental DMG (1000)DMG taken is supplemented Strength: 1000Duration: 2 turns SlashedHP is lowered on every turn Strength: 1000Duration: 2 turns 20% DEF DownDEF is lowered Strength: 20%Duration: 2 turns HalationHP bar is hidden Duration: 2 turns Debuff Res. DownDebuff resistance is lowered Duration: 2 turns Strong ArmedCan't be healed Duration: 2 turns to MC. Expert Model: Apocalypse
Expert Model: Hexachromatic 200 ATK Surpasses DMG cap by 30% / 20% chance of 1 random PearlVermillion Pearl (Bullet)ATK is boosted / Deals bonus fire DMG upon normal attacks (Can't be removed / DMG dealt ignores fire resistance) Duration: 2 turns Azure Pearl (Bullet)ATK is boosted / Deals bonus water DMG upon normal attacks (Can't be removed / DMG dealt ignores water resistance) Duration: 2 turns Gold Pearl (Bullet)ATK is boosted / Deals bonus earth DMG upon normal attacks (Can't be removed / DMG dealt ignores earth resistance) Duration: 2 turns Emerald Pearl (Bullet)ATK is boosted / Deals bonus wind DMG upon normal attacks (Can't be removed / DMG dealt ignores wind resistance) Duration: 2 turns White Pearl (Bullet)ATK is boosted / Deals bonus light DMG upon normal attacks (Can't be removed / DMG dealt ignores light resistance) Duration: 2 turns Black Pearl (Bullet)ATK is boosted / Deals bonus dark DMG upon normal attacks (Can't be removed / DMG dealt ignores dark resistance) Duration: 2 turns to MC (While in effect: 30% boost to ATK / 20% Bonus elemental DMG upon normal attacks based on Pearl) Expert Model: Hexachromatic
Aetherial
Aetherial Bullet with the highest ATK and DMG Cap.
John Doe is not recommended as a main weapon. The weapon skills it provides are not enough for it to be a competitive option.
Gunslinger's NatureWhen main weapon (MC only): 20% boost to bullets' ATK.
Gunslinger's HumanityWhen main weapon (MC only): Starts battle with Guts (1 time)Can withstand lethal DMG (Leaves 1 HP) Duration: IndefiniteAlso called "Lethal Attack Dodged".
Gunslinger's DivinityWhen main weapon (MC only): 4-hit, 150% superior elemental DMG to random foes at end of turn when no damage has been taken (Damage cap: ~190,000 per hit).
Gunslinger's DevilryWhen main weapon (MC only): Gain 5%-30% Bonus DMGDeals bonus DMG for one-foe one-ally attacks Strength: 5%-30%Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining. based on number of bullets remaining upon using charge attack (5% per bullet remaining).