Weapon Master
About classes | Class list | Skill list | Extended Mastery | Master Level | Ultimate Mastery
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Class Data | |||||||||||||||
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Class line | ![]() ![]() ![]() ![]() ![]() |
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Description | Arm party members with real damage-dealing know-how. | ||||||||||||||
Style | ![]() |
Specialty | ![]() ![]() |
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Prerequisites | ![]() Lvl 20 Warrior and Kung Fu Artist | ||||||||||||||
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 | ? | Other sites | |||||||||||||
Support Skills | |||||||||||||||
Assault Step | Boost to double attack rate. | ||||||||||||||
Toughness | Boost to maximum HP. |
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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Full Arsenal II | Gain Instant ChargeInstantly sets Charge Bar to 100% Unaffected by Charge Bar Gain status effects. No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%. and ![]() Strength: 25%Duration: 1 turn . |
5T | 1T | No | 1 | |
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Rampage | Gain ![]() Strength: 20%Duration: 3 turns and ![]() Strength: 10%Duration: 3 turns. |
6T | 3T | Yes | 5 | |
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Rage III | All parties gain ![]() Strength: 30%Duration: 3 turns. |
5T | 3T | Yes | 15 |
Extended Mastery Skills
Icon | Skill Name | Effect | C/DCooldown | DurDuration | EMPCost in EMP | Notes |
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Brave Soul | Gain ![]() Duration: 3 turns. |
7T | 3T | 10 | For every 1 Max HP increase ATKNormal modifier by 0.0025%-0.0075% depending on %HP, capping at 20,000 Max HP. At 20,000 Max HP, a minimum ATKNormal modifier bonus of 50% at 1 HP up to a maximum of 150% at full HP.[1] |
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Power Raise | Gain ![]() Strength: 50% chance of dealing 50% more damage.Duration: 3 turns. |
7T | 3T | 8 |
Assessment
Primarily useful as a charge bar battery when Superstar or (Spear) Double Trouble IIIGain
100% TA UpTriple attack rate is boosted
Strength: 100%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 by Shorted debuffs or when Charge Bar is above 100%. and25% 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 and10% TA UpTriple attack rate is boosted
Strength: 10%Duration: 3 turns. helps catch up with the party after usingFull Arsenal IIGain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%. and25% ATK UpATK is boosted
Strength: 25%Duration: 1 turn ., but is usually overshadowed byDouble Trouble IIIGain
100% TA UpTriple attack rate is boosted
Strength: 100%Duration: 1 turn .
Spear: All parties gain10% DA UpDouble attack rate is boosted
Strength: 10%Duration: 3 turnsWithout other buffs and5~10% TA UpTriple attack rate is boosted
Strength: 5~10%Duration: 3 turnsMaximum effect at 3 buffs..
Axe: InflictDA DownDouble attack rate is lowered
andTA 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 thanMiserable 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. orArmor Break100% elemental damage to a foe.
Inflict20% 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), asFull Arsenal IIGain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%. and25% 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.
Alternate Colors
Obtained from Berserker: Master Level 20