Shura

Job Bonus Attributes

Will be added later

Job Skills

  • 1

    When debuffs are inflicted on you, it removes and resists all debuff states for 2s. Can be triggered a max of once every 30s.

    2

    When debuffs are inflicted on you, it removes and resists all debuff states for 2s. Can be triggered a max of once every 28s.

    3

    When debuffs are inflicted on you, it removes and resists all debuff states for 2s. Can be triggered a max of once every 26s.

    4

    When debuffs are inflicted on you, it removes and resists all debuff states for 2s. Can be triggered a max of once every 24s.

    5

    When debuffs are inflicted on you, it removes and resists all debuff states for 22s. Can be triggered a max of once every 3s.

    6

    When debuffs are inflicted on you, it removes and resists all debuff states for 20s. Can be triggered a max of once every 3s.

    7

    When debuffs are inflicted on you, it removes and resists all debuff states for 18s. Can be triggered a max of once every 3s.

    8

    When debuffs are inflicted on you, it removes and resists all debuff states for 3s. Can be triggered a max of once every 16s.

    9

    When debuffs are inflicted on you, it removes and resists all debuff states for 3s. Can be triggered a max of once every 14s.

    10

    When debuffs are inflicted on you, it removes and resists all debuff states for 3s. Can be triggered a max of once every 12s.

  • 1

    Trigger your potential, entering the Rising Dragon state, during which you add 1 stacks of Critical Explosion and increase the number of Spirit Spheres you carry and the Spirit Sphere limit by 0 (up to the maximum). The time interval used for Call Spirits is reduced by 1s, and the Critical Explosion state added to Rising Dragon will not be removed by this skill. Lasts 20s.

    2

    Trigger your potential, entering the Rising Dragon state, during which you add 1 stacks of Critical Explosion and increase the number of Spirit Spheres you carry and the Spirit Sphere limit by 0 (up to the maximum). The time interval used for Call Spirits is reduced by 1s, and the Critical Explosion state added to Rising Dragon will not be removed by this skill. Lasts 20s.

    3

    Trigger your potential, entering the Rising Dragon state, during which you add 1 stacks of Critical Explosion and increase the number of Spirit Spheres you carry and the Spirit Sphere limit by 2 (up to the maximum). The time interval used for Call Spirits is reduced by 2s, and the Critical Explosion state added to Rising Dragon will not be removed by this skill. Lasts 20s.

    4

    Trigger your potential, entering the Rising Dragon state, during which you add 1 stacks of Critical Explosion and increase the number of Spirit Spheres you carry and the Spirit Sphere limit by 2 (up to the maximum). The time interval used for Call Spirits is reduced by 2s, and the Critical Explosion state added to Rising Dragon will not be removed by this skill. Lasts 20s.

    5

    Trigger your potential, entering the Rising Dragon state, during which you add 3 stacks of Critical Explosion and increase the number of Spirit Spheres you carry and the Spirit Sphere limit by 3 (up to the maximum). The time interval used for Call Spirits is reduced by 1s, and the Critical Explosion state added to Rising Dragon will not be removed by this skill. Lasts 20s.

    6

    Trigger your potential, entering the Rising Dragon state, during which you add 3 stacks of Critical Explosion and increase the number of Spirit Spheres you carry and the Spirit Sphere limit by 3 (up to the maximum). The time interval used for Call Spirits is reduced by 1s, and the Critical Explosion state added to Rising Dragon will not be removed by this skill. Lasts 20s.

    7

    Trigger your potential, entering the Rising Dragon state, during which you add 4 stacks of Critical Explosion and increase the number of Spirit Spheres you carry and the Spirit Sphere limit by 1 (up to the maximum). The time interval used for Call Spirits is reduced by 4s, and the Critical Explosion state added to Rising Dragon will not be removed by this skill. Lasts 20s.

    8

    Trigger your potential, entering the Rising Dragon state, during which you add 4 stacks of Critical Explosion and increase the number of Spirit Spheres you carry and the Spirit Sphere limit by 4 (up to the maximum). The time interval used for Call Spirits is reduced by 2s, and the Critical Explosion state added to Rising Dragon will not be removed by this skill. Lasts 20s.

    9

    Trigger your potential, entering the Rising Dragon state, during which you add 5 stacks of Critical Explosion and increase the number of Spirit Spheres you carry and the Spirit Sphere limit by 5 (up to the maximum). The time interval used for Call Spirits is reduced by 2s, and the Critical Explosion state added to Rising Dragon will not be removed by this skill. Lasts 20s.

    10

    Trigger your potential, entering the Rising Dragon state, during which you add 5 stacks of Critical Explosion and increase the number of Spirit Spheres you carry and the Spirit Sphere limit by 2 (up to the maximum). The time interval used for Call Spirits is reduced by 5s, and the Critical Explosion state added to Rising Dragon will not be removed by this skill. Lasts 20s.

  • 1

    Deals attribute-less Physical Damage to enemy groups within 4 meters of yourself that is equal to Physical Attack*120%, and adds the Cursed state, during which attacks are restricted for 0s. The Cursed state lasts 6s.

    2

    Deals attribute-less Physical Damage to enemy groups within 4 meters of yourself that is equal to Physical Attack*140%, and adds the Cursed state, during which attacks are restricted for 1s. The Cursed state lasts 6s.

    3

    Deals attribute-less Physical Damage to enemy groups within 4 meters of yourself that is equal to Physical Attack*160%, and adds the Cursed state, during which attacks are restricted for 1s. The Cursed state lasts 6s.

    4

    Deals attribute-less Physical Damage to enemy groups within 4 meters of yourself that is equal to Physical Attack*180%, and adds the Cursed state, during which attacks are restricted for 1s. The Cursed state lasts 6s.

    5

    Deals attribute-less Physical Damage to enemy groups within 4 meters of yourself that is equal to Physical Attack*2%, and adds the Cursed state, during which attacks are restricted for 200s. The Cursed state lasts 6s.

    6

    Deals attribute-less Physical Damage to enemy groups within 4 meters of yourself that is equal to Physical Attack*2%, and adds the Cursed state, during which attacks are restricted for 220s. The Cursed state lasts 6s.

    7

    Deals attribute-less Physical Damage to enemy groups within 4 meters of yourself that is equal to Physical Attack*2%, and adds the Cursed state, during which attacks are restricted for 240s. The Cursed state lasts 6s.

    8

    Deals attribute-less Physical Damage to enemy groups within 4 meters of yourself that is equal to Physical Attack*260%, and adds the Cursed state, during which attacks are restricted for 2s. The Cursed state lasts 6s.

    9

    Deals attribute-less Physical Damage to enemy groups within 4 meters of yourself that is equal to Physical Attack*280%, and adds the Cursed state, during which attacks are restricted for 3s. The Cursed state lasts 6s.

    10

    Deals attribute-less Physical Damage to enemy groups within 4 meters of yourself that is equal to Physical Attack*300%, and adds the Cursed state, during which attacks are restricted for 3s. The Cursed state lasts 6s.

  • 1

    2

    3

    4

    5

    6

    7

    8

    9

    10

  • 1

    Gather spirit in your dantian and Howl, sending out a sound wave that sends all enemies within 4 meters of you into the Fear state for 2s, dealing attribute-less Physical Damage that is equal to Physical Attack*120%. If there are concealed targets in range, the Stealth effect is removed.

    2

    Gather spirit in your dantian and Howl, sending out a sound wave that sends all enemies within 4 meters of you into the Fear state for 2s, dealing attribute-less Physical Damage that is equal to Physical Attack*140%. If there are concealed targets in range, the Stealth effect is removed.

    3

    Gather spirit in your dantian and Howl, sending out a sound wave that sends all enemies within 4 meters of you into the Fear state for 2s, dealing attribute-less Physical Damage that is equal to Physical Attack*160%. If there are concealed targets in range, the Stealth effect is removed.

    4

    Gather spirit in your dantian and Howl, sending out a sound wave that sends all enemies within 4 meters of you into the Fear state for 2s, dealing attribute-less Physical Damage that is equal to Physical Attack*180%. If there are concealed targets in range, the Stealth effect is removed.

    5

    Gather spirit in your dantian and Howl, sending out a sound wave that sends all enemies within 4 meters of you into the Fear state for 2s, dealing attribute-less Physical Damage that is equal to Physical Attack*200%. If there are concealed targets in range, the Stealth effect is removed.

    6

    Gather spirit in your dantian and Howl, sending out a sound wave that sends all enemies within 4 meters of you into the Fear state for 2s, dealing attribute-less Physical Damage that is equal to Physical Attack*220%. If there are concealed targets in range, the Stealth effect is removed.

    7

    Gather spirit in your dantian and Howl, sending out a sound wave that sends all enemies within 4 meters of you into the Fear state for 2s, dealing attribute-less Physical Damage that is equal to Physical Attack*240%. If there are concealed targets in range, the Stealth effect is removed.

    8

    Gather spirit in your dantian and Howl, sending out a sound wave that sends all enemies within 4 meters of you into the Fear state for 2s, dealing attribute-less Physical Damage that is equal to Physical Attack*260%. If there are concealed targets in range, the Stealth effect is removed.

    9

    Gather spirit in your dantian and Howl, sending out a sound wave that sends all enemies within 4 meters of you into the Fear state for 2s, dealing attribute-less Physical Damage that is equal to Physical Attack*280%. If there are concealed targets in range, the Stealth effect is removed.

    10

    Gather spirit in your dantian and Howl, sending out a sound wave that sends all enemies within 4 meters of you into the Fear state for 2s, dealing attribute-less Physical Damage that is equal to Physical Attack*300%. If there are concealed targets in range, the Stealth effect is removed.

  • 1

    Using swift combo kicks, you attack the enemy unit 2 times, each attack dealing weapon attribute Physical Damage that is 80% of Physical Attack. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    2

    Using swift combo kicks, you attack the enemy unit 2 times, each attack dealing weapon attribute Physical Damage that is 85% of Physical Attack. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    3

    Using swift combo kicks, you attack the enemy unit 2 times, each attack dealing weapon attribute Physical Damage that is 90% of Physical Attack. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    4

    Using swift combo kicks, you attack the enemy unit 2 times, each attack dealing weapon attribute Physical Damage that is 95% of Physical Attack. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    5

    Using swift combo kicks, you attack the enemy unit 2 times, each attack dealing weapon attribute Physical Damage that is 100% of Physical Attack. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    6

    Using swift combo kicks, you attack the enemy unit 2 times, each attack dealing weapon attribute Physical Damage that is 105% of Physical Attack. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    7

    Using swift combo kicks, you attack the enemy unit 2 times, each attack dealing weapon attribute Physical Damage that is 110% of Physical Attack. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    8

    Using swift combo kicks, you attack the enemy unit 2 times, each attack dealing weapon attribute Physical Damage that is 115% of Physical Attack. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    9

    Using swift combo kicks, you attack the enemy unit 2 times, each attack dealing weapon attribute Physical Damage that is 120% of Physical Attack. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    10

    Using swift combo kicks, you attack the enemy unit 2 times, each attack dealing weapon attribute Physical Damage that is 125% of Physical Attack. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

  • 1

    Leap up and deal a heavy strike to the target, dealing weapon attribute Physical Damage that is 750% of Physical Attack, and stunning the hit enemy for 3s. Must be cast within 3s of Dragon Combo. When cast, Spirit Sphere*2 is used. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    2

    Leap up and deal a heavy strike to the target, dealing weapon attribute Physical Damage that is 800% of Physical Attack, and stunning the hit enemy for 3s. Must be cast within 3s of Dragon Combo. When cast, Spirit Sphere*2 is used. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    3

    Leap up and deal a heavy strike to the target, dealing weapon attribute Physical Damage that is 850% of Physical Attack, and stunning the hit enemy for 3s. Must be cast within 3s of Dragon Combo. When cast, Spirit Sphere*2 is used. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    4

    Leap up and deal a heavy strike to the target, dealing weapon attribute Physical Damage that is 900% of Physical Attack, and stunning the hit enemy for 3s. Must be cast within 3s of Dragon Combo. When cast, Spirit Sphere*2 is used. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    5

    Leap up and deal a heavy strike to the target, dealing weapon attribute Physical Damage that is 950% of Physical Attack, and stunning the hit enemy for 3s. Must be cast within 3s of Dragon Combo. When cast, Spirit Sphere*2 is used. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    6

    Leap up and deal a heavy strike to the target, dealing weapon attribute Physical Damage that is 1000% of Physical Attack, and stunning the hit enemy for 3s. Must be cast within 3s of Dragon Combo. When cast, Spirit Sphere*2 is used. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    7

    Leap up and deal a heavy strike to the target, dealing weapon attribute Physical Damage that is 1050% of Physical Attack, and stunning the hit enemy for 3s. Must be cast within 3s of Dragon Combo. When cast, Spirit Sphere*2 is used. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    8

    Leap up and deal a heavy strike to the target, dealing weapon attribute Physical Damage that is 1100% of Physical Attack, and stunning the hit enemy for 3s. Must be cast within 3s of Dragon Combo. When cast, Spirit Sphere*2 is used. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    9

    Leap up and deal a heavy strike to the target, dealing weapon attribute Physical Damage that is 1150% of Physical Attack, and stunning the hit enemy for 3s. Must be cast within 3s of Dragon Combo. When cast, Spirit Sphere*2 is used. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    10

    Leap up and deal a heavy strike to the target, dealing weapon attribute Physical Damage that is 1200% of Physical Attack, and stunning the hit enemy for 3s. Must be cast within 3s of Dragon Combo. When cast, Spirit Sphere*2 is used. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

  • 1

    Have at least one Spirit Sphere when you use this skill. Launch a storm-like attack on the enemy unit instantly, attacking 5 times. Each attack deals Physical Damage equal to (Physical Attack*40% + Agility*33). Each attach uses 1 Spirit Sphere, and if no Spirit Spheres are used, the attack stops early. In the Critical Explosion state, each attack is transformed into Physical Damage that is equal to (155% Physical Attack + Agility*73), attacking a max of 5 times. Can only be used when heavy knuckles are equipped. This skill does not use up SP.

    2

    Have at least one Spirit Sphere when you use this skill. Launch a storm-like attack on the enemy unit instantly, attacking 5 times. Each attack deals Physical Damage equal to (Physical Attack*36% + Agility*50). Each attach uses 1 Spirit Sphere, and if no Spirit Spheres are used, the attack stops early. In the Critical Explosion state, each attack is transformed into Physical Damage that is equal to (76% Physical Attack + Agility*160), attacking a max of 5 times. Can only be used when heavy knuckles are equipped. This skill does not use up SP.

    3

    Have at least one Spirit Sphere when you use this skill. Launch a storm-like attack on the enemy unit instantly, attacking 5 times. Each attack deals Physical Damage equal to (Physical Attack*39% + Agility*60). Each attach uses 1 Spirit Sphere, and if no Spirit Spheres are used, the attack stops early. In the Critical Explosion state, each attack is transformed into Physical Damage that is equal to (165% Physical Attack + Agility*79), attacking a max of 5 times. Can only be used when heavy knuckles are equipped. This skill does not use up SP.

    4

    Have at least one Spirit Sphere when you use this skill. Launch a storm-like attack on the enemy unit instantly, attacking 5 times. Each attack deals Physical Damage equal to (Physical Attack*70% + Agility*42). Each attach uses 1 Spirit Sphere, and if no Spirit Spheres are used, the attack stops early. In the Critical Explosion state, each attack is transformed into Physical Damage that is equal to (170% Physical Attack + Agility*82), attacking a max of 5 times. Can only be used when heavy knuckles are equipped. This skill does not use up SP.

    5

    Have at least one Spirit Sphere when you use this skill. Launch a storm-like attack on the enemy unit instantly, attacking 5 times. Each attack deals Physical Damage equal to (Physical Attack*175% + Agility*45). Each attach uses 1 Spirit Sphere, and if no Spirit Spheres are used, the attack stops early. In the Critical Explosion state, each attack is transformed into Physical Damage that is equal to (85% Physical Attack + Agility*80), attacking a max of 5 times. Can only be used when heavy knuckles are equipped. This skill does not use up SP.

    6

    Have at least one Spirit Sphere when you use this skill. Launch a storm-like attack on the enemy unit instantly, attacking 5 times. Each attack deals Physical Damage equal to (Physical Attack*180% + Agility*48). Each attach uses 1 Spirit Sphere, and if no Spirit Spheres are used, the attack stops early. In the Critical Explosion state, each attack is transformed into Physical Damage that is equal to (90% Physical Attack + Agility*88), attacking a max of 5 times. Can only be used when heavy knuckles are equipped. This skill does not use up SP.

    7

    Have at least one Spirit Sphere when you use this skill. Launch a storm-like attack on the enemy unit instantly, attacking 5 times. Each attack deals Physical Damage equal to (Physical Attack*51% + Agility*185). Each attach uses 1 Spirit Sphere, and if no Spirit Spheres are used, the attack stops early. In the Critical Explosion state, each attack is transformed into Physical Damage that is equal to (91% Physical Attack + Agility*100), attacking a max of 5 times. Can only be used when heavy knuckles are equipped. This skill does not use up SP.

    8

    Have at least one Spirit Sphere when you use this skill. Launch a storm-like attack on the enemy unit instantly, attacking 5 times. Each attack deals Physical Damage equal to (Physical Attack*110% + Agility*94). Each attach uses 1 Spirit Sphere, and if no Spirit Spheres are used, the attack stops early. In the Critical Explosion state, each attack is transformed into Physical Damage that is equal to (54% Physical Attack + Agility*190), attacking a max of 5 times. Can only be used when heavy knuckles are equipped. This skill does not use up SP.

    9

    Have at least one Spirit Sphere when you use this skill. Launch a storm-like attack on the enemy unit instantly, attacking 5 times. Each attack deals Physical Damage equal to (Physical Attack*97% + Agility*120). Each attach uses 1 Spirit Sphere, and if no Spirit Spheres are used, the attack stops early. In the Critical Explosion state, each attack is transformed into Physical Damage that is equal to (195% Physical Attack + Agility*57), attacking a max of 5 times. Can only be used when heavy knuckles are equipped. This skill does not use up SP.

    10

    Have at least one Spirit Sphere when you use this skill. Launch a storm-like attack on the enemy unit instantly, attacking 5 times. Each attack deals Physical Damage equal to (Physical Attack*200% + Agility*130). Each attach uses 1 Spirit Sphere, and if no Spirit Spheres are used, the attack stops early. In the Critical Explosion state, each attack is transformed into Physical Damage that is equal to (100% Physical Attack + Agility*60), attacking a max of 5 times. Can only be used when heavy knuckles are equipped. This skill does not use up SP.

  • 1

    When heavy knuckles are equipped, every Spirit Sphere used increases your knuckle power, and every stack of knuckle power increases your Final Crit by 1%, and increases Crit by 2%, for a max of 15 stacks for 5s.

    2

    When heavy knuckles are equipped, every Spirit Sphere used increases your knuckle power, and every stack of knuckle power increases your Final Crit by 1%, and increases Crit by 2%, for a max of 15 stacks for 5s.

    3

    When heavy knuckles are equipped, every Spirit Sphere used increases your knuckle power, and every stack of knuckle power increases your Final Crit by 1%, and increases Crit by 3%, for a max of 15 stacks for 5s.

    4

    When heavy knuckles are equipped, every Spirit Sphere used increases your knuckle power, and every stack of knuckle power increases your Final Crit by 1%, and increases Crit by 3%, for a max of 15 stacks for 5s.

    5

    When heavy knuckles are equipped, every Spirit Sphere used increases your knuckle power, and every stack of knuckle power increases your Final Crit by 3%, and increases Crit by 2%, for a max of 15 stacks for 5s.

    6

    When heavy knuckles are equipped, every Spirit Sphere used increases your knuckle power, and every stack of knuckle power increases your Final Crit by 3%, and increases Crit by 2%, for a max of 15 stacks for 5s.

    7

    When heavy knuckles are equipped, every Spirit Sphere used increases your knuckle power, and every stack of knuckle power increases your Final Crit by 3%, and increases Crit by 2%, for a max of 15 stacks for 5s.

    8

    When heavy knuckles are equipped, every Spirit Sphere used increases your knuckle power, and every stack of knuckle power increases your Final Crit by 2%, and increases Crit by 4%, for a max of 15 stacks for 5s.

    9

    When heavy knuckles are equipped, every Spirit Sphere used increases your knuckle power, and every stack of knuckle power increases your Final Crit by 2%, and increases Crit by 4%, for a max of 15 stacks for 5s.

    10

    When heavy knuckles are equipped, every Spirit Sphere used increases your knuckle power, and every stack of knuckle power increases your Final Crit by 2%, and increases Crit by 4%, for a max of 15 stacks for 5s.

  • 1

    After casting, powerful Spirit Spheres are shot at the the designated target, dealing weapon attribute Physical Damage to the target that is equal to Physical Attack*(430% + number of Spirit Spheres used*200%), and dealing additional damager that is based on the target's lost HP. Every 1% of HP lost by the target increases damage by 2%. This skill must be cast in the Critical Explosion state, and cannot be used when there are no Spirit Spheres. It uses a max of Spirit Sphere*4. Can only be used when light knuckles are equipped.

    2

    After casting, powerful Spirit Spheres are shot at the the designated target, dealing weapon attribute Physical Damage to the target that is equal to Physical Attack*(460% + number of Spirit Spheres used*200%), and dealing additional damager that is based on the target's lost HP. Every 1% of HP lost by the target increases damage by 2%. This skill must be cast in the Critical Explosion state, and cannot be used when there are no Spirit Spheres. It uses a max of Spirit Sphere*4. Can only be used when light knuckles are equipped.

    3

    After casting, powerful Spirit Spheres are shot at the the designated target, dealing weapon attribute Physical Damage to the target that is equal to Physical Attack*(490% + number of Spirit Spheres used*200%), and dealing additional damager that is based on the target's lost HP. Every 1% of HP lost by the target increases damage by 2%. This skill must be cast in the Critical Explosion state, and cannot be used when there are no Spirit Spheres. It uses a max of Spirit Sphere*4. Can only be used when light knuckles are equipped.

    4

    After casting, powerful Spirit Spheres are shot at the the designated target, dealing weapon attribute Physical Damage to the target that is equal to Physical Attack*(520% + number of Spirit Spheres used*200%), and dealing additional damager that is based on the target's lost HP. Every 1% of HP lost by the target increases damage by 2%. This skill must be cast in the Critical Explosion state, and cannot be used when there are no Spirit Spheres. It uses a max of Spirit Sphere*4. Can only be used when light knuckles are equipped.

    5

    After casting, powerful Spirit Spheres are shot at the the designated target, dealing weapon attribute Physical Damage to the target that is equal to Physical Attack*(550% + number of Spirit Spheres used*200%), and dealing additional damager that is based on the target's lost HP. Every 1% of HP lost by the target increases damage by 2%. This skill must be cast in the Critical Explosion state, and cannot be used when there are no Spirit Spheres. It uses a max of Spirit Sphere*4. Can only be used when light knuckles are equipped.

    6

    After casting, powerful Spirit Spheres are shot at the the designated target, dealing weapon attribute Physical Damage to the target that is equal to Physical Attack*(580% + number of Spirit Spheres used*200%), and dealing additional damager that is based on the target's lost HP. Every 1% of HP lost by the target increases damage by 2%. This skill must be cast in the Critical Explosion state, and cannot be used when there are no Spirit Spheres. It uses a max of Spirit Sphere*4. Can only be used when light knuckles are equipped.

    7

    After casting, powerful Spirit Spheres are shot at the the designated target, dealing weapon attribute Physical Damage to the target that is equal to Physical Attack*(610% + number of Spirit Spheres used*200%), and dealing additional damager that is based on the target's lost HP. Every 1% of HP lost by the target increases damage by 2%. This skill must be cast in the Critical Explosion state, and cannot be used when there are no Spirit Spheres. It uses a max of Spirit Sphere*4. Can only be used when light knuckles are equipped.

    8

    After casting, powerful Spirit Spheres are shot at the the designated target, dealing weapon attribute Physical Damage to the target that is equal to Physical Attack*(640% + number of Spirit Spheres used*200%), and dealing additional damager that is based on the target's lost HP. Every 1% of HP lost by the target increases damage by 2%. This skill must be cast in the Critical Explosion state, and cannot be used when there are no Spirit Spheres. It uses a max of Spirit Sphere*4. Can only be used when light knuckles are equipped.

    9

    After casting, powerful Spirit Spheres are shot at the the designated target, dealing weapon attribute Physical Damage to the target that is equal to Physical Attack*(670% + number of Spirit Spheres used*200%), and dealing additional damager that is based on the target's lost HP. Every 1% of HP lost by the target increases damage by 2%. This skill must be cast in the Critical Explosion state, and cannot be used when there are no Spirit Spheres. It uses a max of Spirit Sphere*4. Can only be used when light knuckles are equipped.

    10

    After casting, powerful Spirit Spheres are shot at the the designated target, dealing weapon attribute Physical Damage to the target that is equal to Physical Attack*(700% + number of Spirit Spheres used*200%), and dealing additional damager that is based on the target's lost HP. Every 1% of HP lost by the target increases damage by 2%. This skill must be cast in the Critical Explosion state, and cannot be used when there are no Spirit Spheres. It uses a max of Spirit Sphere*4. Can only be used when light knuckles are equipped.

  • 1

    Deal a heavy blow to the ground, sending out 3 shock waves. Each wave deals weapon attribute Physical Damage to all enemies in the attack path in the specified direction that is equal to Physical Attack*150%. Every time damage is taken, you add one stack of Seismic to the target, and targets in the Seismic state have their speed slowed by 30% for 3s, for a max of 3 stacks. When the max number of stacks is reached, it stuns the target in Seismic state for 3s. Uses Spirit Sphere*3. When cast in the Critical Explosion state, each attack wave deals an additional 200% weapon attribute Physical Damage. Can only be used when light knuckles are equipped.

    2

    Deal a heavy blow to the ground, sending out 3 shock waves. Each wave deals weapon attribute Physical Damage to all enemies in the attack path in the specified direction that is equal to Physical Attack*180%. Every time damage is taken, you add one stack of Seismic to the target, and targets in the Seismic state have their speed slowed by 30% for 3s, for a max of 3 stacks. When the max number of stacks is reached, it stuns the target in Seismic state for 3s. Uses Spirit Sphere*3. When cast in the Critical Explosion state, each attack wave deals an additional 200% weapon attribute Physical Damage. Can only be used when light knuckles are equipped.

    3

    Deal a heavy blow to the ground, sending out 3 shock waves. Each wave deals weapon attribute Physical Damage to all enemies in the attack path in the specified direction that is equal to Physical Attack*210%. Every time damage is taken, you add one stack of Seismic to the target, and targets in the Seismic state have their speed slowed by 30% for 3s, for a max of 3 stacks. When the max number of stacks is reached, it stuns the target in Seismic state for 3s. Uses Spirit Sphere*3. When cast in the Critical Explosion state, each attack wave deals an additional 200% weapon attribute Physical Damage. Can only be used when light knuckles are equipped.

    4

    Deal a heavy blow to the ground, sending out 3 shock waves. Each wave deals weapon attribute Physical Damage to all enemies in the attack path in the specified direction that is equal to Physical Attack*240%. Every time damage is taken, you add one stack of Seismic to the target, and targets in the Seismic state have their speed slowed by 30% for 3s, for a max of 3 stacks. When the max number of stacks is reached, it stuns the target in Seismic state for 3s. Uses Spirit Sphere*3. When cast in the Critical Explosion state, each attack wave deals an additional 200% weapon attribute Physical Damage. Can only be used when light knuckles are equipped.

    5

    Deal a heavy blow to the ground, sending out 3 shock waves. Each wave deals weapon attribute Physical Damage to all enemies in the attack path in the specified direction that is equal to Physical Attack*270%. Every time damage is taken, you add one stack of Seismic to the target, and targets in the Seismic state have their speed slowed by 30% for 3s, for a max of 3 stacks. When the max number of stacks is reached, it stuns the target in Seismic state for 3s. Uses Spirit Sphere*3. When cast in the Critical Explosion state, each attack wave deals an additional 200% weapon attribute Physical Damage. Can only be used when light knuckles are equipped.

    6

    Deal a heavy blow to the ground, sending out 3 shock waves. Each wave deals weapon attribute Physical Damage to all enemies in the attack path in the specified direction that is equal to Physical Attack*300%. Every time damage is taken, you add one stack of Seismic to the target, and targets in the Seismic state have their speed slowed by 30% for 3s, for a max of 3 stacks. When the max number of stacks is reached, it stuns the target in Seismic state for 3s. Uses Spirit Sphere*3. When cast in the Critical Explosion state, each attack wave deals an additional 200% weapon attribute Physical Damage. Can only be used when light knuckles are equipped.

    7

    Deal a heavy blow to the ground, sending out 3 shock waves. Each wave deals weapon attribute Physical Damage to all enemies in the attack path in the specified direction that is equal to Physical Attack*330%. Every time damage is taken, you add one stack of Seismic to the target, and targets in the Seismic state have their speed slowed by 30% for 3s, for a max of 3 stacks. When the max number of stacks is reached, it stuns the target in Seismic state for 3s. Uses Spirit Sphere*3. When cast in the Critical Explosion state, each attack wave deals an additional 200% weapon attribute Physical Damage. Can only be used when light knuckles are equipped.

    8

    Deal a heavy blow to the ground, sending out 3 shock waves. Each wave deals weapon attribute Physical Damage to all enemies in the attack path in the specified direction that is equal to Physical Attack*360%. Every time damage is taken, you add one stack of Seismic to the target, and targets in the Seismic state have their speed slowed by 30% for 3s, for a max of 3 stacks. When the max number of stacks is reached, it stuns the target in Seismic state for 3s. Uses Spirit Sphere*3. When cast in the Critical Explosion state, each attack wave deals an additional 200% weapon attribute Physical Damage. Can only be used when light knuckles are equipped.

    9

    Deal a heavy blow to the ground, sending out 3 shock waves. Each wave deals weapon attribute Physical Damage to all enemies in the attack path in the specified direction that is equal to Physical Attack*390%. Every time damage is taken, you add one stack of Seismic to the target, and targets in the Seismic state have their speed slowed by 30% for 3s, for a max of 3 stacks. When the max number of stacks is reached, it stuns the target in Seismic state for 3s. Uses Spirit Sphere*3. When cast in the Critical Explosion state, each attack wave deals an additional 200% weapon attribute Physical Damage. Can only be used when light knuckles are equipped.

    10

    Deal a heavy blow to the ground, sending out 3 shock waves. Each wave deals weapon attribute Physical Damage to all enemies in the attack path in the specified direction that is equal to Physical Attack*420%. Every time damage is taken, you add one stack of Seismic to the target, and targets in the Seismic state have their speed slowed by 30% for 3s, for a max of 3 stacks. When the max number of stacks is reached, it stuns the target in Seismic state for 3s. Uses Spirit Sphere*3. When cast in the Critical Explosion state, each attack wave deals an additional 200% weapon attribute Physical Damage. Can only be used when light knuckles are equipped.

  • 1

    Guided for 2s, and fires Spirit Spheres into the specified range of 4 meters, exploding them. Each Spirit Sphere deal weapon attribute Physical Damage to all enemies in range that is equal to Physical Attack*120%, adding a stack of Dazzle to enemies which lasts 30s, for a max of 20 stacks. Each stack increases the damage the enemy takes from you by 5%. When this skill is cast, it uses all remaining Spirit Spheres. Can only be used when light knuckles are equipped.

    2

    Guided for 2s, and fires Spirit Spheres into the specified range of 4 meters, exploding them. Each Spirit Sphere deal weapon attribute Physical Damage to all enemies in range that is equal to Physical Attack*140%, adding a stack of Dazzle to enemies which lasts 30s, for a max of 20 stacks. Each stack increases the damage the enemy takes from you by 5%. When this skill is cast, it uses all remaining Spirit Spheres. Can only be used when light knuckles are equipped.

    3

    Guided for 2s, and fires Spirit Spheres into the specified range of 4 meters, exploding them. Each Spirit Sphere deal weapon attribute Physical Damage to all enemies in range that is equal to Physical Attack*160%, adding a stack of Dazzle to enemies which lasts 30s, for a max of 20 stacks. Each stack increases the damage the enemy takes from you by 5%. When this skill is cast, it uses all remaining Spirit Spheres. Can only be used when light knuckles are equipped.

    4

    Guided for 2s, and fires Spirit Spheres into the specified range of 4 meters, exploding them. Each Spirit Sphere deal weapon attribute Physical Damage to all enemies in range that is equal to Physical Attack*180%, adding a stack of Dazzle to enemies which lasts 30s, for a max of 20 stacks. Each stack increases the damage the enemy takes from you by 5%. When this skill is cast, it uses all remaining Spirit Spheres. Can only be used when light knuckles are equipped.

    5

    Guided for 2s, and fires Spirit Spheres into the specified range of 4 meters, exploding them. Each Spirit Sphere deal weapon attribute Physical Damage to all enemies in range that is equal to Physical Attack*200%, adding a stack of Dazzle to enemies which lasts 30s, for a max of 20 stacks. Each stack increases the damage the enemy takes from you by 5%. When this skill is cast, it uses all remaining Spirit Spheres. Can only be used when light knuckles are equipped.

    6

    Guided for 2s, and fires Spirit Spheres into the specified range of 4 meters, exploding them. Each Spirit Sphere deal weapon attribute Physical Damage to all enemies in range that is equal to Physical Attack*220%, adding a stack of Dazzle to enemies which lasts 30s, for a max of 20 stacks. Each stack increases the damage the enemy takes from you by 5%. When this skill is cast, it uses all remaining Spirit Spheres. Can only be used when light knuckles are equipped.

    7

    Guided for 2s, and fires Spirit Spheres into the specified range of 4 meters, exploding them. Each Spirit Sphere deal weapon attribute Physical Damage to all enemies in range that is equal to Physical Attack*240%, adding a stack of Dazzle to enemies which lasts 30s, for a max of 20 stacks. Each stack increases the damage the enemy takes from you by 5%. When this skill is cast, it uses all remaining Spirit Spheres. Can only be used when light knuckles are equipped.

    8

    Guided for 2s, and fires Spirit Spheres into the specified range of 4 meters, exploding them. Each Spirit Sphere deal weapon attribute Physical Damage to all enemies in range that is equal to Physical Attack*260%, adding a stack of Dazzle to enemies which lasts 30s, for a max of 20 stacks. Each stack increases the damage the enemy takes from you by 5%. When this skill is cast, it uses all remaining Spirit Spheres. Can only be used when light knuckles are equipped.

    9

    Guided for 2s, and fires Spirit Spheres into the specified range of 4 meters, exploding them. Each Spirit Sphere deal weapon attribute Physical Damage to all enemies in range that is equal to Physical Attack*280%, adding a stack of Dazzle to enemies which lasts 30s, for a max of 20 stacks. Each stack increases the damage the enemy takes from you by 5%. When this skill is cast, it uses all remaining Spirit Spheres. Can only be used when light knuckles are equipped.

    10

    Guided for 2s, and fires Spirit Spheres into the specified range of 4 meters, exploding them. Each Spirit Sphere deal weapon attribute Physical Damage to all enemies in range that is equal to Physical Attack*300%, adding a stack of Dazzle to enemies which lasts 30s, for a max of 20 stacks. Each stack increases the damage the enemy takes from you by 5%. When this skill is cast, it uses all remaining Spirit Spheres. Can only be used when light knuckles are equipped.

  • 1

    When light knuckles are equipped, every time Spirit Spheres are used to trigger Investigate, Spirit Wave, Finger Offensive, Blade Stop, Spirit Sphere Blaster, Tiger Cannon, Earth Shaker, or Ride in Lightening, there is an additional calculation of your Final Physical Penetration (1%*number of Spirit Spheres used in one go).

    2

    When light knuckles are equipped, every time Spirit Spheres are used to trigger Investigate, Spirit Wave, Finger Offensive, Blade Stop, Spirit Sphere Blaster, Tiger Cannon, Earth Shaker, or Ride in Lightening, there is an additional calculation of your Final Physical Penetration (2%*number of Spirit Spheres used in one go).

    3

    When light knuckles are equipped, every time Spirit Spheres are used to trigger Investigate, Spirit Wave, Finger Offensive, Blade Stop, Spirit Sphere Blaster, Tiger Cannon, Earth Shaker, or Ride in Lightening, there is an additional calculation of your Final Physical Penetration (3%*number of Spirit Spheres used in one go).

    4

    When light knuckles are equipped, every time Spirit Spheres are used to trigger Investigate, Spirit Wave, Finger Offensive, Blade Stop, Spirit Sphere Blaster, Tiger Cannon, Earth Shaker, or Ride in Lightening, there is an additional calculation of your Final Physical Penetration (4%*number of Spirit Spheres used in one go).

    5

    When light knuckles are equipped, every time Spirit Spheres are used to trigger Investigate, Spirit Wave, Finger Offensive, Blade Stop, Spirit Sphere Blaster, Tiger Cannon, Earth Shaker, or Ride in Lightening, there is an additional calculation of your Final Physical Penetration (5%*number of Spirit Spheres used in one go).

    6

    When light knuckles are equipped, every time Spirit Spheres are used to trigger Investigate, Spirit Wave, Finger Offensive, Blade Stop, Spirit Sphere Blaster, Tiger Cannon, Earth Shaker, or Ride in Lightening, there is an additional calculation of your Final Physical Penetration (6%*number of Spirit Spheres used in one go).

    7

    When light knuckles are equipped, every time Spirit Spheres are used to trigger Investigate, Spirit Wave, Finger Offensive, Blade Stop, Spirit Sphere Blaster, Tiger Cannon, Earth Shaker, or Ride in Lightening, there is an additional calculation of your Final Physical Penetration (7%*number of Spirit Spheres used in one go).

    8

    When light knuckles are equipped, every time Spirit Spheres are used to trigger Investigate, Spirit Wave, Finger Offensive, Blade Stop, Spirit Sphere Blaster, Tiger Cannon, Earth Shaker, or Ride in Lightening, there is an additional calculation of your Final Physical Penetration (8%*number of Spirit Spheres used in one go).

    9

    When light knuckles are equipped, every time Spirit Spheres are used to trigger Investigate, Spirit Wave, Finger Offensive, Blade Stop, Spirit Sphere Blaster, Tiger Cannon, Earth Shaker, or Ride in Lightening, there is an additional calculation of your Final Physical Penetration (9%*number of Spirit Spheres used in one go).

    10

    When light knuckles are equipped, every time Spirit Spheres are used to trigger Investigate, Spirit Wave, Finger Offensive, Blade Stop, Spirit Sphere Blaster, Tiger Cannon, Earth Shaker, or Ride in Lightening, there is an additional calculation of your Final Physical Penetration (10%*number of Spirit Spheres used in one go).

Shadow Equipment

Will be added later

Special skills

Will be added later

Created by Mechanic ʜᴀʀɪꜱʜᴋᴏ (Incense Pavillion)
Ragnarok X: Next Generation related images and contents are copyrighted by Gravity Co. and Lee MyoungJin (Studio DDTS).