Weapon Master
About Classes | Class List | Class Skills | Extended Mastery | Master Level | Ultimate Mastery
Style | |
---|---|
SpecialtyThe MC gains 20% more ATK from weapons of this type in your grid. | |
CCWClass Champion Weapon | Avenger |
Unlock Requirements |
---|
CP ×300 Lvl 20 Warrior and Kung Fu Artist |
ID | 100201 |
---|---|
NameJP | ウェポンマスター |
Release Date | ? |
Other Sites |
Arm party members with real damage-dealing know-how. |
Support SkillsDoes not work as a sub ally unless explicitly stated. | |||
---|---|---|---|
Icon | Name | Effect | Obtained |
Assault Step | Boost to double attack rate. | Lvl 1 |
|
Toughness | Boost to maximum HP. | Lvl 1 |
Base Skills | ||||||
---|---|---|---|---|---|---|
Icon | Name | Effect | Cooldown | Duration | SubSubskill usable on other classes | Obtained |
Full Arsenal II | Gain Instant ChargeInstantly sets Charge Bar to 100% Unaffected by Charge Bar Gain status effects. No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%. and 25% ATK UpATK is boosted Strength: 25%Duration: 1 turn . |
5T | 1T | No | Lvl 1 | |
Rampage | Gain 20% DA UpDouble attack rate is boosted Strength: 20%Duration: 3 turns and 10% TA UpTriple attack rate is boosted Strength: 10%Duration: 3 turns. |
6T | 3T | Yes | 5 | |
Rage III | All parties gain 30% ATK UpATK is boosted Strength: 30%Duration: 3 turns. |
5T | 3T | Yes | 15 |
Extended Mastery Skills | |||||
---|---|---|---|---|---|
Icon | Name | Effect | Cooldown | Duration | EMPCost in EMP |
Brave Soul | Gain StrengthATK is greatly boosted based on how high HP is Duration: 3 turns. |
7T | 3T | 10 | |
Power Raise | Gain 50% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG Strength: 50% chance of dealing 50% more damage.Duration: 3 turns. |
7T | 3T | 8 |
Level Bonuses | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Total Stat Bonuses These bonuses only apply to this class. | Completion Bonuses Unlocked at level 20. These bonuses are applied while as any class. | ||
---|---|---|---|
ATK +4500 | ATK +3% |
Gameplay Notes
- Alternate sprite colors are unlocked at Berserker: Master Level 20
Facsimile Compatibility
Icon | Skill | Copyable? |
---|---|---|
Full Arsenal II | Yes | |
Rampage | Yes | |
Rage III | Yes | |
Brave Soul | Yes | |
Power Raise | Yes |
Assessment
Primarily useful as a charge bar battery when Superstar or (Spear) Double Trouble IIIGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1 turn .
Spear: All parties gain 10% DA UpDouble attack rate is boosted
Strength: 10%Duration: 3 turnsWithout other buffs and 5~10% TA UpTriple attack rate is boosted
Strength: 5~10%Duration: 3 turnsMaximum effect at 3 buffs..
Axe: Inflict DA DownDouble attack rate is lowered
and TA DownTriple attack rate is lowered
on one enemy. are not options, or for intentionally staggering charge attacks for character such as Korwa. For new players, the ATK +3% Completion Bonus justifies the CP investment, but not before classes with more important subskills are unlocked.
- Full Arsenal IIGain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%. and 25% ATK UpATK is boosted
Strength: 25%Duration: 1 turn . is the main draw of the class, effectively granting 10% charge bar to all allies in addition to the charge attack itself. It pairs excellently with mainhand weapons with powerful charge attack effects such as Sword of Michael, but loses much of its value for teams that rely on chain bursts or must otherwise wait for the entire party to fill their charge bars. - RampageGain 20% DA UpDouble attack rate is boosted
Strength: 20%Duration: 3 turns and 10% TA UpTriple attack rate is boosted
Strength: 10%Duration: 3 turns. helps catch up with the party after using Full Arsenal IIGain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%. and 25% ATK UpATK is boosted
Strength: 25%Duration: 1 turn ., but is usually overshadowed by Double Trouble IIIGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1 turn .
Spear: All parties gain 10% DA UpDouble attack rate is boosted
Strength: 10%Duration: 3 turnsWithout other buffs and 5~10% TA UpTriple attack rate is boosted
Strength: 5~10%Duration: 3 turnsMaximum effect at 3 buffs..
Axe: Inflict DA DownDouble attack rate is lowered
and TA DownTriple attack rate is lowered
on one enemy. as a subskill. - Rage IIIAll parties gain 30% ATK UpATK is boosted
Strength: 30%Duration: 3 turns. generally provides less effective damage than Miserable MistInflict 25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual and 25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual on all foes. or Armor Break100% elemental damage to a foe.
Inflict 20% DEF DownDEF is lowered
Strength: 20%Base Accuracy: 80%Duration: 180 secondsStacking: Single.[2] and has much more downtime, but can't miss. It also gains value in multiplayer content, where all parties benefit and foes will likely be debuffed already. - Weapon Master makes excellent use of the Self ReflectionGain 60% ATK UpATK is boosted
Strength: 60%Multiplier: NormalDuration: 1 turn and ??% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: ??% chance of dealing 50% more damage.Duration: 1 turn .
Remove all debuffs from caster.
(Consumes 30% of charge bar.) subskill (especially when the Lv3 Rallying Gong crew skill is active), as Full Arsenal IIGain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%. and 25% ATK UpATK is boosted
Strength: 25%Duration: 1 turn . counteracts the charge cost.
Overall, Weapon Master is rarely the best choice without an exceptional mainhand weapon or particular setup, but provides enough passive bonuses to rise above some of the more niche Row III classes.
- Neither Extended Mastery Skill are worth buying due to their long cooldowns and their general inferiority to many other subskills.