Runeslayer
About classes | Class list | Skill list | Extended Mastery
|
|||||||||||||||
Class Data | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Class line | ![]() ![]() |
||||||||||||||
Description | Command the power of the tetra-elements to overwhelm your opponents with ever-changing magic. | ||||||||||||||
Style | ![]() |
Specialty | ![]() ![]() |
||||||||||||
Prerequisites | ![]() ![]() ![]() Rewards ![]() Change the ![]() Clear Chapter 63 Story: Boundless Joy | ||||||||||||||
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20. |
|
||||||||||||||
Master Bonuses | ![]() |
||||||||||||||
Class Weapon | ![]() |
||||||||||||||
Release date | 2018-05-17 | Other sites | ![]() (Japanese wiki) ![]() ![]() |
||||||||||||
Support Skills | |||||||||||||||
Black Enhanced Spellweaving | Increase MC's Element ATK UpElement ATK is boosted Element ATK Up buff based on weapon element effect by 50%Multiplier: Additive. (E.g. ![]() Strength: 20% becomes ![]() Strength: 70%)..[1] |
||||||||||||||
Elemental Charge | Add 1 Magic Circle![]() ![]() ![]() ![]() ![]() ![]() of main weapon's element upon charge attack. (Max level: 2.) |
||||||||||||||
Base Multiattack Rates | |||||||||||||||
Base DA RateIncluding Support Skills/Level Bonuses | 28%[2] | Base TA RateIncluding Support Skills/Level Bonuses | 11%[2] | ||||||||||||
Recommended Extended Mastery Perks | |||||||||||||||
ATK, HP, Double Attack, Debuff Success | |||||||||||||||
Recommended Subskills | |||||||||||||||
Extended Mastery Skills: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() currently on caster to 2. 2-turn cut to ![]() |
Contents
Skills
Icon | Skill Name | Effect | C/DCooldown in Turns | DurDuration in Turns or Seconds | SubSubskill usable on other classes | LVLClass level required | Notes |
---|---|---|---|---|---|---|---|
![]() |
Runeweaving | Call forth the power of the tetra-elements to cast a spell. | 5T | No | 1 |
Extended Mastery Skills
Icon | Skill Name | Effect | C/DCooldown | DurDuration | EMPCost in EMP | Notes |
---|---|---|---|---|---|---|
![]() |
Mana Burst | Big damage to all foes based on Caster's Magic Circles![]() ![]() ![]() ![]() ![]() ![]() . (Damage cap: ~1,160,000.) |
6T | 15 | +200% damage per Magic Circle![]() ![]() ![]() ![]() ![]() ![]() , up to 1000%.[1] |
|
![]() |
Dragon Break | Consume all Magic Circles![]() ![]() ![]() ![]() ![]() ![]() to grant all allies 10% x (Magic Circles ![]() ![]() ![]() ![]() ![]() ![]() ) ![]() Strength: 10% x (Magic Circles ![]() ![]() ![]() ![]() ![]() ![]() ) (Max: 80%)Duration: 1 turn . (Max: 80%.) (Cannot be used without Magic Circles ![]() ![]() ![]() ![]() ![]() ![]() .)[1] |
8T | 1T | 25 | |
![]() |
Spell Boost | Set Magic Circles![]() ![]() ![]() ![]() ![]() ![]() currently on caster to 2. 2-turn cut to ![]() |
7T | 40 | Can be cast without Magic Circles![]() ![]() ![]() ![]() ![]() ![]() and without ![]() |
Gameplay Notes
Black Enhanced Spellweaving
- Does not stack with other support skills that increase Element ATK Up effects, such as Shiva's
Venerable DevaIncrease all allies' 'Boost to Fire ATK' effect by an additional 30%.. Only the highest boost takes effect.
Spell Combo Explanations
Upon tapping RuneweavingCall forth the power of the tetra-elements to cast a spell. a menu appears with buttons for each of the tetra-elements. Select any two symbols (including the same element twice) to produce effects based on the element and order of the selected seals. For instance, tapping
and then
will cast "Flame Saber", giving the MC 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%.. However, reversing the order to then
produces "Freezing Shackles", which inflicts Water damage and
ColdcageCan't attack
Local status effect against a foe.
- Combinations may generate Magic Circles
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
as part of their effects. - Combinations consume Magic Circles
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
to amplify their effects if their conditions are met.
Spell Combo | First Rune | Second Rune | Effects Conditional Additional EffectEqual amount of magic circles will be consumed if the condition is fulfilled. |
Duration |
---|---|---|---|---|
Burning Blade | ![]() |
![]() |
Fire damage to a foe and gain ![]() . ![]() : All allies gain ![]() Strength: 30%Duration: 3 turnsStacking: Charge Attack and ![]() Duration: 3 turns. |
3T |
Cyclonic Blade | ![]() |
![]() |
Wind damage to a foe and gain ![]() . ![]() : All allies gain ![]() Strength: 30%Duration: 3 turnsStacking: Charge Attack, ![]() Duration: 3 turns and ![]() Strength: 20%Duration: 3 turns. |
3T |
Earthen Blade | ![]() |
![]() |
Earth damage to a foe and gain ![]() . ![]() : All allies gain ![]() Strength: 30%Duration: 3 turnsStacking: Charge Attack, ![]() Strength: 40%Duration: 3 turns and ![]() Strength: 15%Duration: 3 turns. |
3T |
Aquatic Blade | ![]() |
![]() |
Water damage to a foe and gain ![]() . ![]() : All allies gain ![]() Strength: 30%Duration: 3 turnsStacking: Charge Attack, Elemental SwitchOne of the following based on the element inferior to your main weapon's element: ![]() Duration: 3 turns ![]() Duration: 3 turns ![]() Duration: 3 turns ![]() Duration: 3 turns ![]() Duration: 3 turns ![]() Duration: 3 turns , and Elemental DMG LoweredOne of the following based on the element inferior to your main weapon's element: ![]() Duration: 3 turnsFire DEF Up. Not a Damage Cut. Reduces Fire damage taken on a multiplier separate from Damage Cuts. ![]() Duration: 3 turnsWind DEF Up. Not a Damage Cut. Reduces Wind damage taken on a multiplier separate from Damage Cuts. ![]() Duration: 3 turnsEarth DEF Up. Not a Damage Cut. Reduces Earth damage taken on a multiplier separate from Damage Cuts. ![]() Duration: 3 turnsWater DEF Up. Not a Damage Cut. Reduces Water damage taken on a multiplier separate from Damage Cuts. ![]() Duration: 3 turnsLight DEF Up. Not a Damage Cut. Reduces Light damage taken on a multiplier separate from Damage Cuts. ![]() Duration: 3 turnsDark DEF Up. Not a Damage Cut. Reduces Dark damage taken on a multiplier separate from Damage Cuts. based on the element inferior to your main weapon's element. |
3T |
Thunderous Blade | ![]() |
![]() |
Light damage to a foe and gain ![]() . ![]() : All allies gain ![]() Strength: 30%Duration: 3 turnsStacking: Charge Attack and ![]() (Effect removed on next all-foe all-ally attack) . |
3T |
Shadowy Blade | ![]() |
![]() |
Dark damage to a foe and gain ![]() . ![]() : All allies gain ![]() Strength: 30%Duration: 3 turnsStacking: Charge Attack, ![]() Strength: 50%Duration: 3 turns and ![]() Strength: 25%Duration: 3 turns. |
3T |
Flaming Saber | ![]() |
![]() |
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%.. ![]() : All allies gain ![]() Duration: 3 turns. |
3T |
Freezing Shackles | ![]() |
![]() |
Water damage to a foe.![]() : Inflict ![]() Duration: 2 turnsLocal status effect. |
2T |
Energizing Gust | ![]() |
![]() |
All allies gain ![]() Strength: 5% of max HP (Healing cap: 700) or 10% charge barDuration: 3 turns. ![]() : Gain ![]() Strength: 10%Duration: 2 turns. |
2T |
Blackened Sand | ![]() |
![]() |
Earth damage to a foe.![]() : Inflict ![]() Duration: 2 turnsLocal status effect. |
2T |
Lava Shield | ![]() |
![]() |
All parties gain ![]() Duration: 2 turns. |
2T |
Aqueous Breeze | ![]() |
![]() |
Restore all parties' HP. (Healing cap: 2500 [1150 for other parties].) | |
Searing Wind | ![]() |
![]() |
All allies gain ![]() Strength: 15%Duration: 3 turns. Gain ![]() Duration: 3 turns (Effect activates when a foe uses a special attack. All allies gain ![]() Duration: 1 turn upon activation). |
3T |
Icy Draft | ![]() |
![]() |
Inflict 15% Elemental ATK DownOne of the following based on the element superior to your main weapon's element:![]() Strength: 15%Duration: 180 seconds ![]() Strength: 15%Duration: 180 seconds ![]() Strength: 15%Duration: 180 seconds ![]() Strength: 15%Duration: 180 seconds ![]() Strength: 15%Duration: 180 seconds ![]() Strength: 15%Duration: 180 seconds on a foe based on the element superior to your main weapon's element. |
180s |
Elemental Break | ![]() |
![]() |
Inflict 30% Element DEF DownElement DEF Down debuff based on weapon element Strength: 30%Duration: 180 seconds on a foe based on your main weapon's element. |
180s |
Cleanse Soul | ![]() |
![]() |
Remove 1 debuff from all allies. All allies gain ![]() Strength: 15%Duration: 3 turns. |
3T |
- Sources: Gamewith[3]
Assessment
Runeslayer is a strong, flexible class that can adapt to the situation using various seal combinations. Unlike its predecessor Ninja which is focused mostly on debuffing the enemy, Runeslayer mostly focuses on strong buffs for the team.
How you play the class depends largely on the fight and the enemy you are facing. The inherent flexibility of the class lends itself to variable strategies. Consider rotating seal combinations to generate one of each to gain the most effectiveness from use of Spell BoostSet Magic Circles
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
currently on caster to 2.
2-turn cut to RuneweavingCall forth the power of the tetra-elements to cast a spell.'s cooldown. (Consumes 30% of charge bar.).
One core technique is the use of Dragon BreakConsume all Magic Circles
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
to grant all allies 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
) Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)
(Max: 80%)Duration: 1 turn . (Max: 80%.) (Cannot be used without Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
.) combined with multiattack buffs and Supplemental Damage to produce a turn of extreme burst damage. The best results will come from the use of characters that can guarantee a turn or more of Triple Attacks, along with as good ATK buffs and DEF Down Stacking. You may also use the Searing Wind combo (+
) as an alternative to guarantee Triple Attacks. This technique can especially help when racing for MVP in high-level raids.
You should aim to keep a form of Elemental Atk Up on your MC at all times to activate the bonus from Black Enhanced Spellweaving.
Recommended Main Weapons
The use of Tetrastreamer is highly recommended as it will greatly increase the rate you acquire Magic Circles, and you should consider making one for each element you intend to use Runeslayer in. The use of other fist or katana mainhands is possible, but not recommended.
Tetrastreamer Skill Choices:
- Tetra's Humanity - 10% Bonus Elemental damage effect to allies whose elemental ATK is boosted.
- Decent effect, but only worth taking if you intend to use seal combos that consume seals for party Elemental ATK Up instead of waiting for
Dragon BreakConsume all Magic Circles
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
to grant all allies 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)
(Max: 80%)Duration: 1 turn . (Max: 80%.) (Cannot be used without Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
.), or have an alternate method of buffing the party in that manner (via summon or other character).
- Decent effect, but only worth taking if you intend to use seal combos that consume seals for party Elemental ATK Up instead of waiting for
- Tetra's Divinity - When main weapon: Boost to multiattack rate based on number of Magic Circles granted to MC (MC only).
- Only useful for those who tend to save up their Magic Circles for a while to build up to a usage of
Dragon BreakConsume all Magic Circles
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
to grant all allies 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)
(Max: 80%)Duration: 1 turn . (Max: 80%.) (Cannot be used without Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
.). If usingRuneweavingCall forth the power of the tetra-elements to cast a spell. to consume Circles, consider another emblem.
- Only useful for those who tend to save up their Magic Circles for a while to build up to a usage of
- Tetra's Devilry - When main weapon: 1-turn cut to skill cooldown (MC only).
- A significant improvement to the flexiblity of the class, allowing you to use
RuneweavingCall forth the power of the tetra-elements to cast a spell. more often, acquire Circles quicker, and not worry so much about being caught out without access to options.
- A significant improvement to the flexiblity of the class, allowing you to use