SignalSamurai Academy Guides

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Samurai (5e Class)

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Contents

Samurai

Warriors of old and soldiers of war, wielding techniques perfected and passed down through countless generations strike fear into those that witness them on the battlefield. While not in combat, they prefer to keep to themselves. There is very little, if anything, they hold more value in than their honor.

A human in oddly dressed attire spots a foot soldier up ahead surrounded by goblins. He rushes over with extraordinary speed and charges in between the barrage of incoming blades, shielding every last one with his scabbard. The goblins step back, however it was too late. The crackle of lightning fills the air as each goblin falls simultaneously. He flicked his blade, sheathed his sword, and kept on his way.

As an Eladrin silently drinks his ale two men interrupt him, threatening him to give over all his money. The Eladrin snickers, then continues drinking his ale. The two men attack. With unnatural speed the Eladrin throws his ale up in the air and lazily dodges the first jab. He tosses his chair toward the second man before he could react and in a single blink of an eye, his curved blade presses at the others neck. The Eladrin instinctively catches his ale and takes a sip.

An Orc charges toward an Elf, who stands calm and composed. As the Orc closes in, the Elf focuses until her mind is completely blank. She opens her eyes and notices an opening in the Orc’s defense. The Orc lifts his greatclub and gets ready to strike. As they meet halfway, the Elf ever so slightly dodges his attack then gracefully cleaves through from the left waist past its right shoulder. The beast lets out an ugly scream, then falls at her feet.

Regardless of the origin or path of these swordsmen, one thing is certain, they are all known as Samurai.

Creating a Samurai

Were you born into your characters allegiance, or were you training for the day you could call yourself a Samurai even though you were not born into the middle or upper crust of society (yet you seem to know matters of etiquette that could not be matched by your current social position)? Did you have your Daisho(nodachi or naginata) passed down to you by your parents, or did you acquire your weapons known as the soul of a Samurai from the local lord of your residence or your master? Did you always have a soul that was meant for honorable deeds in word, action and thought? If this is so, what drove you to such selfless service?

Quick Build You can make a Samurai quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background.

Class Features

As a Samurai you gain the following class features.

Hit Dice: 1d10 per Samurai level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Samurai level after 1st

Armor: Light, Medium and Heavy Armor
Weapons: Simple Weapons, Martial Weapons
Tools: A gaming set and one artisan’s tool of your choice
Saving Throws: Strength and Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, Survival and Stealth.

You start with the following equipment, in addition to the equipment granted by your background:

  • Leather armor or Chain mail (Samurai Kimono and Samurai Armor)
  • (a) A Longsword (Katana, has both the Versatile and Finesse properties) and a Dagger (Tanto), or (b) A Greatsword (Nodachi or Katana) or a Glaive (Naginata), or (c) A Longbow and 20 arrows, a Tanto and one simple weapon
  • A Shortsword (Wakizashi)
  • (a) Scholar’s pack or or (b) Explorer’s pack

Table: The Samurai

Level Proficiency
Bonus Features 1st +2 Daisho Set, Parry 2nd +2 Bushidō, Fighting Stance 3rd +2 Honor Archetype 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Fighting Stance 7th +3 Honor Archetype Feature 8th +3 Ability Score Improvement 9th +4 Crucial Seppuku 10th +4 Honor Archetype Feature 11th +4 Possessed Blade, Fighting Stance 12th +4 Ability Score Improvement 13th +5 Precise Strike 14th +5 Honor Archetype Feature 15th +5 Fighting Stance 16th +5 Ability Score Improvement 17th +6 Bushidō (x2), Supreme Meditation 18th +6 Honor Archetype Feature 19th +6 Ability Score Improvement 20th +6 Rōnin, Fighting Stance

Daisho

You start out with your chosen Samurai weapons: the Katana/Nodachi/Naginata/Longbow and a Wakizashi. They represent your honor and the souls of your ancestors. You may carve a symbol of your choice into the the weapon. If your weapon is lost or destroyed, you can summon it back to you by drawing the symbol (in blood) you carved, onto a solid surface that is larger than your weapon. This requires meditating over a long rest to complete. You must be on the same plane of existence that you lost the weapon to succeed in this. Additionally at the 7th level your Daisho weapon becomes magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

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Fighting Stance

Time in brutal training has allowed you to perfect your ability to adapt your stance to your opponents in combat. You can learn a total of 8 different Stances (Void Stance is only unlocked at level 11 and Kami’s Stance is only unlocked at level 20). You learn 2 stances at level 2 and learn 2 new stances at the 6th and 15th level. Upon reaching 15th level you gain the ability to activate and maintain two Stances at once. Upon Reaching 20th level you can activate all stances simultaneously (except Kami’s and Void Stance) and retain them until the end of your 2nd turn after using this ability. After the 2 turns you are unable to enter stances for 2 turns and are only able to move 5ft per turn). All activate can only be used once every 24 hours, in addition, you also lose access to Kami’s Stance for the duration.

A Stance is activated and changed as a bonus action, and lasts for 1 minute, or until you activate a different Stance, if you are knocked prone, become grappled or restrained. The number of times a Samurai can activate a Stance a day is equal to your total Samurai Level + Con Mod, however changing stances does not count as activating a stance and does not reset the time. Once per day when you finish a short rest, you can choose to recover expended uses of Stances, that is equal to or less than half your Samurai level (rounded up), a long rest restores all expended uses.

Stone Stance When you enter this stance and at the start of each of your turns while you have at least 1 hit point or more remaining, you gain a number of temporary hit points equal to your Constitution Modifier (Minimum of 1) + your proficiency bonus. These temporary hit points last until you are no longer in this stance. Once per turn, when you hit a creature with a weapon attack, you deal an additional 5 weapon damage to the creature. Opportunity attacks made against you are rolled with advantage and if you use more than half of your movement speed in a turn, this stance immediately ends.

Wind Stance. While in this stance, you become both quick and maneuverable. You may take the Dash or Disengage action as a bonus action, and you ignore difficult terrain when you Dash. Melee attack rolls made against you are at disadvantage and upon an attack missing you are able to make an attack of opportunity against them if they are within weapon range. If you have access to Strike from the Void, you can use one of the charges to make this attack regardless of range.

Water Stance. When you successfully hit a creature with a melee weapon attack while in this stance, you may immediately spend your bonus action to attempt to knock the creature prone. If you do this, you force them to make a Dexterity saving throw equal to (8 + your Strength modifier + your proficiency bonus). Failing this attempt grants the creature advantage on their next attack made against you. Additionally, while in this stance, landing an attack of opportunity on an enemy reduces that creatures movement to zero until the beginning of its next turn.

Earth Stance. While you are in this stance, you have advantage on Strength checks made to grapple and can hold a two-handed weapon in one hand whilst grappling a creature. Additionally, on one attack per turn, you may use your bonus action to gain a bonus to your AC equal to your proficiency modifier if the attack hit. This bonus AC lasts until the start of your next turn. Also while in this stance your feet are planted firmly on the ground, doing this grants advantage on Strength saving throws and disadvantage on Dexterity saving throws.

Fire Stance. While in this stance, you focus all you have on offence by sacrificing your defences. The first attack you make each turn and attacks of opportunities (both made by you and against you) are made with advantage. Additionally, you suffer a -2 to AC as long as you are in this stance. When you hit a creature with an attack, you may add your Proficiency Modifier to the damage roll as fire damage, which also doubles on a critical hit.

Lightning Stance. As long as you are in this stance; if you use the Dash action, you can attack all the enemies that you come within weapon range of. These attacks require your bonus action. Treat them as critical if they hit enemies who are unaware of you and are unprepared for the attack. Also, you can use your action to attack a single target furiously 3 times. These attacks are incredibly fast but difficult to land accurately, and as such attack rolls are made without proficiency or ability score bonuses (damage is dealt normally with each hit). At the 10th level, you can use this stance to attack a single target 5 additional times without proficiency bonus.

Void Stance. While in this stance, your mind is at its calmest and your senses are heightened to their maximum. All Perception checks are made with advantage. You are immune to the Blinded condition and gain 50ft of Blindsight. The first creature you hit with a weapon attack in this stance takes an additional 2d6 Necrotic or Cold damage (your choice before rolling) to the damage roll. Additionally you can use a full round to extend your Blindsight out to 100ft for the duration of the stance. This stance can not be used with other stances. Switching out of this stance leaves you unable to use any stance for 2 turns.

Kami’s Stance. Once per turn, when you take the Attack Action, you may turn one of your attacks into a special attack. This attack requires a single attack roll and targets every enemy within 20ft of you. Using Parry while in this stance does not consume one of its uses. Additionally, when you make a ranged weapon attack, you add an extra weapon die to damage rolls. This stance can not be used with other stances.

Parry

Beginning at the 1st level, when another creature hits you or another creature within 5ft of you with a melee attack, you can use your reaction to reduce the damage dealt by the attack by 1d6 + your Dexterity modifier + your Samurai level. You can use this feature twice, you regain all expended uses when you finish a short or long rest. You gain an additional use of this feature at 7th and again at 15th level.

Bushidō

Upon reaching 2nd level, you have settled into the way of the warrior. On your turn, as long as you are in one of your stances, you may use this ability to take the attack action twice and a possible bonus action. If you land all the attacks available to you this turn, you may take a third attack action. You must finish a long rest to regain use of this feature. Starting at 17th level, you can use this feature 2 times, but only once per turn, between long rests.

Honor Archetype

Upon reaching 3rd level, choose an archetype that you want to be emulating in combat techniques. Choose either Shogun, Iaijutsu Master or Kyūdō. The archetype you pick grants you features at 3rd level, and again at 7th, 10th, 14th, and 18th level.

Ability Score Improvement

Upon reaching 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.

Extra Attack

Upon reaching 5th level, when you take the attack action, you may attack an additional time.

Crucial Seppuku

Beginning at 9th level, you must succeed even if it costs your life. Before rolling any d20, you may choose to roll with advantage. After the outcome of the roll is determined, you take 3d6 Necrotic Damage. You may use this ability once per turn and twice between a long rest.

Possessed Blade

At the 11th level, your ancestors take notice of your Samurai prowess and offer what they can to aid you. As an action, you can turn one sword you are carrying into a Flying Sword (Monster Manual P.20) for 1 Hour. It takes on all properties of the Flying Sword except Actions; it has the same to hit and damage as if you were using it and requires your bonus action to move and attack. If you don’t use your bonus action to control the sword, it remains motionless in its position. The sword remains this way for the duration or until it drops to zero hit points, where it returns to a normal weapon. You can use this once per long rest.

Precise Strike

Beginning at the 13th level, your attacks count as critical hits when you roll a 19 or 20 on the d20.

Supreme Meditation

At the 17th level, while your Samurai Weapon is on your person, you can use an action to use up to half your total Hit Dice(rounded down). If you do so you cannot regain any spent hit dice for 24 hours. You also gain proficiency in Wisdom saving throws.

Rōnin

Upon reaching the 20th level, you call no one master. When rolling initiative you may reroll if you rolled below a 10 on the d20 but you must take the second roll. You gain abilities according to your archetype.

Conqueror’s Rights As an action you are able to invoke one of your stances in your allies once per turn, except Kami’s or Void stance. They gain the abilities of the stance until the start of your next turn. You also no longer suffer from drawbacks upon leaving stances or All Activate and are now able to Multi stance Void Stance with other stances but no more than 1 other stance.

Warlord’s Menace The first time a creature is hit by one your attacks, they must make a Constitution saving throw DC= 10+STR+CHA or become frightened of you for 1 minute. Any creature that fails can make the saving throw again at the end of each of its turns.

Shogun’s Benevolence As an action, you may grant up to 2 allies of your choice, within line of sight, the effect of your Supreme Meditation as temporary hit points. Roll your Hit Dice and split up the total if you chose more than one ally. You can use this ability once per long rest.

Master of The Blade Your attacks involving a sword gain +4 to damage as well as the ability to dual wield without losing other ability perks. You gain the abilities “Blade with no Equal” and “Five Rings of the Dragon Deity”

Blade with no Equal Your attacks are able to cut through any material, immunities and barriers created from magical or divine means. Upon rolling a 1 you may choose to revoke your attack and sheath your blade in preparation for a guaranteed hit next turn on any enemy of your choice within range of your Strike From The Void (this does not use one of its charges). If the target is flying they are sent plummeting to the ground where you are able to make an opportunity attack against it with double your proficiency.

Five Rings of the Dragon Deity Your movement is now 65. If you make an Acrobatics check and roll under 10 on the d20, you can reroll the dice but must take the second roll. Falling from great heights does not injure you. You gain resistance towards Bludgeoning, Piercing and Slashing damage. As an action, you are able to make a Flying Strike against a single target, adding 1d6 weapon damage for every 5ft you move towards it. If the Flying Strike lands critical you roll a d20 and if you roll an odd number the target loses a limb of your choice, if you roll an even number the target is left Paralyzed for 1 turn. The Flying Strike can only be used 5 times per long rest.

Zanshin Whenever you land an attack with a bow you gain a Zen stack. Whenever a bow attack lands you can choose to apply one of the following effects: Tōteki, Kanteki, Zaiteki. Your Zen stack resets to zero once you use an effect, at the end of combat or if you fall unconscious.

Tōteki The target takes an additional xd8, x=Zen stack.

Kanteki The target is pierced and they are slowed by xft. x=Zen stack x 5. If the amount the target is slowed by exceeds their movement speed, they must succeed on a Strength saving throw (DC= 14 + your Zen stack) or have their movement speed become 0 for 1 minute. They can remake the saving throw at the beginning of their turn to end the effect early.

Zaiteki You may make a number of additional attacks equal to your Zen stack against the target. These attacks are made normally but do not gain benefits from any of your abilities and do not add to your Zen stack.

Honor Archetypes

Shogun

Samurai who take up the Shogun archetype are masters at commanding others and are able to raise their allies’ morale. At the 7th level, you gain the following effect: while in Fire Stance, allies within 15ft of you gain a bonus to their damage rolls equal to your Strength Modifier (does not double on a Critical hit). Additionally, at the 13th level you gain the following effect: while in Water Stance, your allies movement speed cannot be reduced.

Kiai Shout

At 3rd level, you learn the power to intimidate your enemies with a powerful war cry. As a bonus action, choose an enemy that can hear you: the target must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The enemy may repeat the saving throw at the end of each of their turns. The save DC equals 8 + your Strength modifier + your Proficiency Bonus. You then have to finish a short or long rest in order to use this again.

Commanding Boost

When you reach 7th level you gain the ability to inspire confidence in your allies by shouting and directing them. As a bonus action, choose a number of allies equal to your Strength modifier + 2. Your allies gain advantage and +2 on attack rolls until the end of your next turn. You regain the use of this ability after a short or long rest.

Calm Under Pressure

At 10th level, you have become attuned to the environment of battle and are able to reassure your allies. As a bonus action, choose a number of allies equal to your Strength modifier + 2. You and them regain hit points equal to your Wisdom modifier + Samurai level. You regain the use of this ability after a long rest.

Kiai Command

At 14th level, you can use a bonus action to combine the Kiai Shout with your Commanding Boost. You regain the use of this ability after a long rest. Using this feature doesn’t consume your normal use of each individual feature.

War Cry

At level 18 you are a very experienced commander, becoming mentally and vocally stronger. You can now use every other command and shout twice between their respective rests.

Iaijutsu Master

The Iaijutsu Master is the ultimate participant in the art of focusing on an opponent’s weak spot, gathering spiritual strength before the fateful strike all from having their Katana sheathed and striking in the same instant. At the 7th level, you gain the following effect: while in Lightning Stance, you gain 15ft to your base speed. Additionally, at the 13th level you gain the following effect: while in Stone Stance, you can use your action to gain AC equal to your Proficiency Modifier until the start of your next turn.

Ritual Dueling

Starting when you gain this archetype at 3rd level, you may spend a bonus action to concentrate on an individual enemy and attain plus 5 to attack rolls made against that target while you maintain concentration. At the 13th level you also attain a plus 5 to damage rolls against the enemy you are focusing on. You are able to perform this ritual a number of times equal to twice your Proficiency modifier, regaining up to half of the expended uses after a short rest and all uses after a long rest. Additionally you are now proficient in perception, if you are already proficient then you gain expertise and you have advantage in Wisdom(perception checks) by hearing.

Lightning Blade

Starting at 7th level once per encounter you can use both your action and bonus action to attack all enemies within a 20 foot radius around you. This happens instantly and lightning crackles around and pops around every enemy that was just attacked. Enemies that took a hit must make a DC 18 constitution saving throw or take 5d6 lightning damage and be at disadvantage on attack rolls done to them for 2 turns. You take one level of exhaustion after completing this ability. At level 14 you no longer take a level of exhaustion.

Strike From The Void

Starting at 10th level you now add your Proficiency modifier to your damage when attacking with your Daisho weapon. Also on one attack per turn you may extend the physical force of your weapon attacks. You may do this a number of times equal to one-half of your Samurai level (rounded down). By doing this you add an extra 5 ft to your melee reach. A sword attack that would usually require 5 ft reach becomes 10, a pole-arm attack could be made at 15 ft instead of 10. Additionally you can use one of these charges to travel in the void, using your reaction to teleport up to 25 feet. After a long rest regain all uses.

One Strike Two Cuts

Beginning at 14th level when you land a hit on a creature you may use your reaction to make an additional attack on that enemy, dealing 6d8 Lightning damage on a hit. You may do this a number of times equal to half your Samurai level rounded down, regain expended uses after a long rest.

Heightened Awareness

Starting at the 18th level, whenever you begin combat, attack rolls made against you have disadvantage until the end of your first turn.

Kyūdō

Kyūdō is an elite form of archery used by Samurai to kill foes from great distances. At the 7th level, you gain the following effect: while in Wind Stance, your Longbow’s range increases to 300/900. Additionally, at the 13th level you gain the following effect: while in Earth Stance you can only go prone if you fall unconscious.

Twin Arrows

Upon choosing Kyūdō at the 3rd level, your skill with the bow allows you to nock a second arrow (provided you have the ammunition available) on the first attack you make on your turn (the attack is made normally). If you miss, any other attack you make this turn does not gain the benefit (even if it hits). On a hit, you deal the normal weapon damage plus an extra 1d4 Piercing Damage for the second arrow. This damage increases to 1d6 at level 7 and 1d8 at level 14.

Bowmen’s Reflex

At the 7th level, when a projectile attack (i.e. arrows or thrown weapons) targets you, you can use your reaction to attempt to intercept it with an arrow. Make an attack roll against the projectile’s AC (AC= enemies attack roll). You can do this as long as you have arrows available to shoot. Starting at the 13th level you can use this ability against projectiles targeting your allies within your weapons normal range.

Yugamae

Upon reaching 10th level you learn Yugamae which consists of three possible abilities you can add to one of your attacks, once per turn.

Torikake, while gripping the bowstring with maximum strength you make a ranged bow attack without adding Proficiency or Ability Score modifiers to the attack roll. If the attack hits, you add +20 to the damage roll.

Tenouchi, you position your hand allowing you to use your bow effectively in close-quarter combat. Using this ability allows you to make a ranged attack roll on an enemy within 5ft of you without being at disadvantage on the attack roll.

Monomi, as a free action choose a target you can see; for 1 minute you add double your proficiency bonus to attack rolls against the chosen target. This effect ends once the target dies or you lose line of sight on it.

You can use each ability twice. You must finish a long rest before you can use the Yugamae abilities again.

Phantom Arrow

Starting at 14th level, you can recall an arrow that misses its target. Once per turn, if you miss an attack with a bow, you can use your reaction to return the arrow to you and make the attack again. You can do this a number of times equal to your proficiency modifier. Regain expended uses after a long rest.

Chaos Volley

Upon reaching the 18th level You can use your action to rain down arrows that explode with elemental energy upon impact. You may shoot up to a number of arrows equal to your Dexterity modifier. Any creatures within a 20ft radius of a point you can see that are within your weapon’s range must make a DC 18 Dexterity saving throw or take 8d6 damage on a failed saved or half as much on a successful one (you choose the damage type before rolling damage dice). Each arrow deals the same amount of damage and can be shot at the same point, but any creature caught in the radius of more than one arrow only makes the save once. You can use this feature a number of times equal to 1 + your wisdom modifier (minimum of 1). When you finish a long rest, you regain all expended uses.

Multiclassing

Prerequisites. To qualify for multiclassing into the

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Melee DPS

Far across the rolling waves, towards the rising sun, there lies the island nation of Hingashi.

In the distant past, the realm’s great lords vied for supremacy over its
seagirt confines in a long and bloody conflict. And taking to battle in
their lieges’ names were noble swordsmen whose art was forged in the
crucible of war: the samurai.

Eventually, the nation was unified under one banner, and these warriors came to wield their katana not upon fields as part of an army, but upon streets as protectors of the peace.

But as a neglected blade grows dull with rust, so too do men forget their purpose. Amidst waning memories of the old ways, a determined few hold fast to their convictions, hands by katana grips, awaiting the moment for steel to sing.

All descriptions are based on action attributes and bonuses attained by level 80.
For further details on changes to actions, please refer to the patch notes.

Actions & Traits

Job Actions

Hakaze

Weaponskill Instant 2.5s – 3y
0y Delivers an attack with a potency of 200.
Additional Effect: Increases Kenki Gauge by 5

Jinpu

Weaponskill Instant 2.5s – 3y
0y Delivers an attack with a potency of 100.
Combo Action: Hakaze
Combo Potency: 320
Combo Bonus: Increases damage dealt by 13%
Duration: 40s
Combo Bonus: Increases Kenki Gauge by 5

Third Eye

Ability Instant 15s – 0y
0y Reduces the amount of damage taken by the next attack by 10%.
Duration: 3s
Additional Effect: Grants Eyes Open when hit
Duration: 15s

Enpi

Weaponskill Instant 2.5s – 15y
0y Delivers a ranged attack with a potency of 100.
Enhanced Enpi Bonus Potency: 320
Additional Effect: Increases Kenki Gauge by 10

Shifu

Weaponskill Instant 2.5s – 3y
0y Delivers an attack with a potency of 100.
Combo Action: Hakaze
Combo Potency: 320
Combo Bonus: Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 13%
Duration: 40s
Combo Bonus: Increases Kenki Gauge by 5

Fuga

Weaponskill Instant 2.5s – 8y
8y Delivers an attack with a potency of 100 to all enemies in a cone before you.
Additional Effect: Increases Kenki Gauge by 5

Gekko

Weaponskill Instant 2.5s – 3y
0y Delivers an attack with a potency of 100.
Combo Action: Jinpu
Combo Potency: 480
Rear Combo Bonus: Increases Kenki Gauge by 5
Combo Bonus: Increases Kenki Gauge by 5
Combo Bonus: Grants Getsu

Iaijutsu

Weaponskill 1.3s 2.5s – 0y
0y Executes a weaponskill depending on current number of Sen stored in Sen Gauge.
1 Sen: Higanbana
2 Sen: Tenka Goken
3 Sen: Midare Setsugekka

Mangetsu

Weaponskill Instant 2.5s – 0y
5y Delivers an attack with a potency of 100 to all nearby enemies.
Combo Action: Fuga
Combo Potency: 160
Combo Bonus: Extends Jinpu duration by 15s to a maximum of 40s
Combo Bonus: Increases Kenki Gauge by 10
Combo Bonus: Grants Getsu

Kasha

Weaponskill Instant 2.5s – 3y
0y Delivers an attack with a potency of 100.
Combo Action: Shifu
Combo Potency: 480
Flank Combo Bonus: Increases Kenki Gauge by 5
Combo Bonus: Increases Kenki Gauge by 5
Combo Bonus: Grants Ka

Oka

Weaponskill Instant 2.5s – 0y
5y Delivers an attack with a potency of 100 to all nearby enemies.
Combo Action: Fuga
Combo Potency: 160
Combo Bonus: Extends Shifu duration by 15s to a maximum of 40s
Combo Bonus: Increases Kenki Gauge by 10
Combo Bonus: Grants Ka

Yukikaze

Weaponskill Instant 2.5s – 3y
0y Delivers an attack with a potency of 100.
Combo Action: Hakaze
Combo Potency: 360
Combo Bonus: Increases Kenki Gauge by 15
Combo Bonus: Grants Setsu

Meikyo Shisui

Ability Instant 55s – 0y
0y Execute up to 3 weaponskill combos without meeting combo prerequisites. Does not affect Iaijutsu.
Duration: 15s

Hissatsu: Kaiten

Ability Instant 1s – 0y
0y Increases potency of next weaponskill by 50%.
Duration: 10s
Kenki Gauge Cost: 20

Hissatsu: Gyoten

Ability Instant 10s – 20y
0y Rushes target and delivers an attack with a potency of 100.
Kenki Gauge Cost: 10
Cannot be executed while bound.

Hissatsu: Yaten

Ability Instant 10s – 5y
0y Delivers an attack with a potency of 100.
Additional Effect: 10-yalm backstep
Additional Effect: Grants Enhanced Enpi
Duration: 15s
Kenki Gauge Cost: 10
Cannot be executed while bound.

Merciful Eyes

Ability Instant 1s – 0y
0y Instantly restores own HP.
Cure Potency: 200
Can only be executed while under the effect of Eyes Open.
Shares a recast timer with Hissatsu: Seigan. Ability Instant 60s – 0y
0y Gradually increases your Kenki Gauge.
Duration: 15s
Additional Effect: Grants stacks of Meditation when used in combat, up to a maximum of 3
Kenki Gauge not affected when used outside battle.
Effect ends upon using another action or moving (including facing a different direction).
Cancels auto-attack upon execution.
Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills.

Hissatsu: Shinten

Ability Instant 1s – 3y
0y Delivers an attack with a potency of 320.
Kenki Gauge Cost: 25

Hissatsu: Kyuten

Ability Instant 1s – 0y
5y Delivers an attack with a potency of 150 to all nearby enemies.
Kenki Gauge Cost: 25

Hissatsu: Seigan

Ability Instant 1s – 3y
0y Delivers an attack with a potency of 220.
Kenki Gauge Cost: 15
Can only be executed while under the effect of Eyes Open.
Shares a recast timer with Merciful Eyes.

Hagakure

Ability Instant 5s – 0y
0y Converts Setsu, Getsu, and Ka into Kenki. Each Sen converted increases your Kenki Gauge by 10. Can only be executed if under the effect of at least one of the three statuses.

Ikishoten

Ability Instant 60s – 0y
0y Increases Kenki Gauge by 50.
Can only be executed while in combat.

Hissatsu: Guren
Job Quest

Ability Instant 120s – 10y
10y Delivers an attack with a potency of 850 to all enemies in a straight line before you.
Kenki Gauge Cost: 50
Shares a recast timer with Hissatsu: Senei.

Hissatsu: Senei

Ability Instant 120s – 3y
0y Delivers an attack with a potency of 1,100.
Kenki Gauge Cost: 50
Shares a recast timer with Hissatsu: Guren.

Tsubame-gaeshi

Ability Instant 60s – 0y
0y Repeats the previously executed iaijutsu with increased potency.
Can only be executed immediately following Iaijutsu.
Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills.

Shoha

Ability Instant 15s – 3y
0y Delivers an attack with a potency of 400.
Can only be executed after accumulating three stacks of Meditation by executing Iaijutsu, Tsubame-gaeshi, or Meditate while in combat.
Meditation effect fades upon execution.

Iaijutsu

Higanbana

Weaponskill 1.3s 2.5s – 3y
0y Delivers an attack with a potency of 250.
Additional Effect: Damage over time
Potency: 40
Duration: 60s
Additional Effect: Grants a stack of Meditation, up to a maximum of 3

※This action cannot be assigned to a hotbar.

Tenka Goken

Weaponskill 1.3s 2.5s – 8y
8y Delivers an attack with a potency of 360 to all enemies in a cone before you.
Additional Effect: Grants a stack of Meditation, up to a maximum of 3

※This action cannot be assigned to a hotbar.

Midare Setsugekka

Weaponskill 1.3s 2.5s – 3y
0y Delivers an attack with a potency of 800.
Additional Effect: Grants a stack of Meditation, up to a maximum of 3

※This action cannot be assigned to a hotbar.

Kaeshi: Higanbana

Ability Instant 60s – 3y
0y Delivers an attack with a potency of 375.
Additional Effect: Damage over time
Potency: 60
Duration: 60s
Additional Effect: Grants a stack of Meditation, up to a maximum of 3
Effect cannot be stacked with Higanbana.
Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills.

※This action cannot be assigned to a hotbar.

Kaeshi: Goken

Ability Instant 60s – 8y
8y Delivers an attack with a potency of 540 to all enemies in a cone before you.
Additional Effect: Grants a stack of Meditation, up to a maximum of 3
Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills.

※This action cannot be assigned to a hotbar.

Kaeshi: Setsugekka

Ability Instant 60s – 3y
0y Delivers an attack with a potency of 1,200.
Additional Effect: Grants a stack of Meditation, up to a maximum of 3
Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills.

※This action cannot be assigned to a hotbar.

Role Actions

Role actions are abilities common to classes and jobs with the same role.

Second Wind

Ability Instant 120s – 0y
0y Instantly restores own HP.
Cure Potency: 500

Leg Sweep

Ability Instant 40s – 3y
0y Stuns target.
Duration: 3s

Bloodbath

Ability Instant 90s – 0y
0y Converts a portion of physical damage dealt into HP.
Duration: 20s

Feint

Ability Instant 90s – 10y
0y Lowers target’s strength and dexterity by 10%.
Duration: 10s

Arm’s Length

Ability Instant 120s – 0y
0y Creates a barrier nullifying most knockback and draw-in effects.
Duration: 6s
Additional Effect: Slow +20% when barrier is struck
Duration: 15s

True North

Ability Instant 45s – 0y
0y Nullifies all action direction requirements.
Duration: 10s
Maximum Charges: 2

Trait

Kenki Mastery

Increases Kenki Gauge when landing select weaponskills.

Kenki Mastery II

Increases Kenki Gauge when landing all weaponskills excluding Iaijutsu.

Enhanced Iaijutsu

Reduces Iaijutsu cast time to 1.3 seconds.

Enhanced Jinpu and Shifu

Improves Jinpu’s damage increase to 13% and Shifu’s reduction to weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay to 13%.

Combos

Performing actions in a certain order increases potency and applies combo bonuses.

Combo Sequence

Effect

Increases damage dealt while also granting Getsu and increasing the Kenki Gauge.

Reduces weaponskill cast time and recast time while also granting Ka and increasing the Kenki Gauge.

Significantly increases the Kenki Gauge and grants Setsu.

Hits multiple enemies while also extending the duration of Jinpu and increasing the Kenki Gauge.

Hits multiple enemies while also extending the duration of Shifu and increasing the Kenki Gauge.

Job Gauge

Sen Gauge

Upon learning the action Gekko , the Sen Gauge will be displayed.

Using certain combo actions will accumulate up to three Sen : Setsu (top), Getsu (left), and Ka (right). Sen is required to perform Iaijutsu , the number of Sen accumulated determining which can be executedв”Ђone for Higanbana , two for Tenka Goken , and three for Midare Setsugekka .

Kenki Gauge

Upon learning the trait Kenki Mastery , the Kenki Gauge will be displayed, indicating the amount of Kenki you have accumulated.

Kenki is accumulated upon executing certain weaponskills, and can be used to execute actions such as Hissatsu: Kaiten (acquired at level 52), Hissatsu: Gyoten (acquired at level 54), and Hissatsu: Guren (acquired at level 70).

Meditation Gauge

Upon learning the action Shoha , the Meditation Gauge will be displayed, indicating the number of stacks of Meditation you have accumulated while in combat. Stacks are acquired by executing Iaijutsu , Tsubame-gaeshi , or Meditate , and are expended after executing Shoha .

Simple Mode

Kenki Gauge and Meditation Gauge

All descriptions are based on action attributes and bonuses attained by level 80.
For further details on changes to actions, please refer to the patch notes.

For further details on changes to actions, please refer to the patch notes.

Actions

Job Actions

Yukikaze

Weaponskill Instant 2.4s – 5y
0y Delivers an attack with a potency of 1,400.
Additional Effect: Increases Kenki Gauge by 15

※This action cannot be assigned to a hotbar.

Gekko

Weaponskill Instant 2.4s – 5y
0y Delivers an attack to target.
Combo Action: Yukikaze
Combo Potency: 1,600
Combo Bonus: Increases Kenki Gauge by 10

※This action cannot be assigned to a hotbar.

Kasha

Weaponskill Instant 2.4s – 5y
0y Delivers an attack to target.
Combo Action: Gekko
Combo Potency: 1,600
Combo Bonus: Increases Kenki Gauge by 10

※This action cannot be assigned to a hotbar.

Mangetsu

Weaponskill Instant 2.4s – 0y
5y Delivers an attack with a potency of 1,000 to all nearby enemies.
Additional Effect: Increases Kenki Gauge by 10

※This action cannot be assigned to a hotbar.

Oka

Weaponskill Instant 2.4s – 0y
5y Delivers an attack to all nearby enemies.
Combo Action: Mangetsu
Combo Potency: 1,000
Combo Bonus: Increases Kenki Gauge by 10

※This action cannot be assigned to a hotbar.

Enpi

Weaponskill Instant 2.4s – 15y
0y Delivers an attack with a potency of 1,200.
Additional Effect: Increases Kenki Gauge by 10

Midare Setsugekka

Weaponskill 1.3s 15s – 8y
0y Delivers an attack with a potency of 2,400.
Additional Effect: Increases Kenki Gauge by 20
Additional Effect: Grants a stack of Meditation
Can be stacked up to 3 times.
Shares a recast timer with Tenka Goken.

Tenka Goken

Weaponskill 1.3s 15s – 8y
8y Delivers an attack with a potency of 1,600 to all enemies in a cone before you.
Additional Effect: Increases Kenki Gauge by 10 for each enemy hit
Additional Effect: Grants a stack of Meditation
Can be stacked up to 3 times.
Shares a recast timer with Midare Setsugekka.

Tsubame-gaeshi

Weaponskill Instant 30s – 0y
0y Repeats the previously executed iaijutsu.
Can only be executed immediately following Midare Setsugekka or Tenka Goken.
This weaponskill does not share a recast timer with any other actions.
Maximum Charges: 2

Hissatsu: Shinten

Ability Instant 1s – 5y
0y Delivers an attack with a potency of 1,200.
Kenki Gauge Cost: 25

Hissatsu: Kyuten

Ability Instant 1s – 0y
5y Delivers an attack with a potency of 800 to all nearby enemies.
Kenki Gauge Cost: 25

Hissatsu: Soten

Ability Instant 15s – 20y
1y Move quickly to the specified location, delivering an attack with a potency of 1,200 to all enemies in your path.
Kenki Gauge Cost: 25
Cannot be executed while bound.

Hissatsu: Chiten

Ability Instant 30s – 0y
0y Reduces damage taken by 50% and counters up to the next 5 attacks.
Counter Potency: 1,000
Duration: 6s
Counter Bonus: Increases Kenki Gauge by 5
Kenki Gauge Cost: 25

Shoha

Ability Instant 1s – 5y
0y Delivers an attack whose potency increases based on your accumulated Meditation.
Meditation 1 Potency: 800
Meditation 2 Potency: 1,600
Meditation 3 Potency: 2,400
Meditation effect fades upon execution.

Kaeshi: Setsugekka

Weaponskill Instant 30s – 8y
0y Delivers an attack with a potency of 2,400.
Additional Effect: Increases Kenki Gauge by 20
Additional Effect: Grants Meditation
Can be stacked up to 3 times.
Maximum Charges: 2
Can only be executed following Midare Setsugekka.
This weaponskill does not share a recast timer with any other actions.

※This action cannot be assigned to a hotbar.

Kaeshi: Goken

Weaponskill Instant 30s – 8y
8y Delivers an attack with a potency of 1,600 to all enemies in a cone before you.
Additional Effect: Increases Kenki Gauge by 10 for each enemy hit
Additional Effect: Grants Meditation
Can be stacked up to 3 times.
Maximum Charges: 2
Can only be executed following Tenka Goken.
This weaponskill does not share a recast timer with any other actions.

※This action cannot be assigned to a hotbar.

Common Actions

Although they differ depending on your role, additional actions are shared by multiple jobs.

Smite

Ability Instant 30s – 5y
0y Delivers an attack with a potency of 600.
Potency increases up to 3,000 as the target’s HP decreases.

Bolt

Ability Instant 30s – 0y
0y Movement speed is increased.
Duration: 10s

Medical Kit

Ability Instant 15s – 0y
0y Restores own HP.
Cure Potency: 3,000
Potency increases up to 6,000 as HP decreases.
Maximum Charges: 3

Additional PvP Actions

These actions are only available during PvP and are unique to each role. Only two can be set at any given time, so be sure to choose abilities which complement your combat strategy!

Feint

Ability Instant 45s – 15y
0y Increases damage you deal target by 20%.
Duration: 6s

Bloodbath

Ability Instant 30s – 0y
0y Converts 100% of physical damage dealt into HP.
Duration: 6s

Arm’s Length

Ability Instant 45s – 0y
0y Reduces damage taken by 10%.
Duration: 6s
Additional Effect: When you are struck, the striker’s damage dealt will be reduced by 10%
Duration: 6s

Fetter Ward

Ability Instant 60s – 0y
0y Grants immunity to Stun, Sleep, Bind, Heavy, Silence, and knockback and draw-in effects.
Duration: 10s

Backstep

Ability Instant 15s – 0y
0y Jump 10 yalms back from current position.
Cannot be executed while bound.

Adrenaline Rush

In PvP duties, adrenaline rush will replace the limit break action and, unlike limit break, can be used by single players. The adrenaline rush gauge can be filled through combating enemies and completing other objectives, dependent on the PvP duty.

Raw Destruction

2s – – 8y
0y Delivers an attack with a potency of 10,000.
Damage dealt is not affected by increased or decreased damage effects applied by players.
Can only be executed while the Adrenaline Gauge is full.

Job Gauge

Kenki Gauge and Meditation Gauge

The Kenki Gauge displays the current amount of Kenki a samurai has accumulated, while the Meditation Gauge indicates the number of stacks of Meditation . Kenki slowly builds in a samurai’s blade through the execution of certain weaponskills, and is required to execute Hissatsu: Shinten , Hissatsu: Kyuten , Hissatsu: Soten , and Hissatsu: Chiten . Stacks of Meditation are acquired after executing Midare Setsugekka , Tenka Goken , or Tsubame-gaeshi , and are expended after executing Shoha .

Simple Mode

Kenki Gauge and Meditation Gauge

For further details on changes to actions, please refer to the patch notes.

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Melee DPS

Far across the rolling waves, towards the rising sun, there lies the island nation of Hingashi.

In the distant past, the realm’s great lords vied for supremacy over its
seagirt confines in a long and bloody conflict. And taking to battle in
their lieges’ names were noble swordsmen whose art was forged in the
crucible of war: the samurai.

Eventually, the nation was unified under one banner, and these warriors came to wield their katana not upon fields as part of an army, but upon streets as protectors of the peace.

But as a neglected blade grows dull with rust, so too do men forget their purpose. Amidst waning memories of the old ways, a determined few hold fast to their convictions, hands by katana grips, awaiting the moment for steel to sing.

All descriptions are based on action attributes and bonuses attained by level 80.
For further details on changes to actions, please refer to the patch notes.

Actions & Traits

Job Actions

Hakaze

Weaponskill Instant 2.5s – 3y
0y Delivers an attack with a potency of 200.
Additional Effect: Increases Kenki Gauge by 5

Jinpu

Weaponskill Instant 2.5s – 3y
0y Delivers an attack with a potency of 100.
Combo Action: Hakaze
Combo Potency: 320
Combo Bonus: Increases damage dealt by 13%
Duration: 40s
Combo Bonus: Increases Kenki Gauge by 5

Third Eye

Ability Instant 15s – 0y
0y Reduces the amount of damage taken by the next attack by 10%.
Duration: 3s
Additional Effect: Grants Eyes Open when hit
Duration: 15s

Enpi

Weaponskill Instant 2.5s – 15y
0y Delivers a ranged attack with a potency of 100.
Enhanced Enpi Bonus Potency: 320
Additional Effect: Increases Kenki Gauge by 10

Shifu

Weaponskill Instant 2.5s – 3y
0y Delivers an attack with a potency of 100.
Combo Action: Hakaze
Combo Potency: 320
Combo Bonus: Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 13%
Duration: 40s
Combo Bonus: Increases Kenki Gauge by 5

Fuga

Weaponskill Instant 2.5s – 8y
8y Delivers an attack with a potency of 100 to all enemies in a cone before you.
Additional Effect: Increases Kenki Gauge by 5

Gekko

Weaponskill Instant 2.5s – 3y
0y Delivers an attack with a potency of 100.
Combo Action: Jinpu
Combo Potency: 480
Rear Combo Bonus: Increases Kenki Gauge by 5
Combo Bonus: Increases Kenki Gauge by 5
Combo Bonus: Grants Getsu

Iaijutsu

Weaponskill 1.3s 2.5s – 0y
0y Executes a weaponskill depending on current number of Sen stored in Sen Gauge.
1 Sen: Higanbana
2 Sen: Tenka Goken
3 Sen: Midare Setsugekka

Mangetsu

Weaponskill Instant 2.5s – 0y
5y Delivers an attack with a potency of 100 to all nearby enemies.
Combo Action: Fuga
Combo Potency: 160
Combo Bonus: Extends Jinpu duration by 15s to a maximum of 40s
Combo Bonus: Increases Kenki Gauge by 10
Combo Bonus: Grants Getsu

Kasha

Weaponskill Instant 2.5s – 3y
0y Delivers an attack with a potency of 100.
Combo Action: Shifu
Combo Potency: 480
Flank Combo Bonus: Increases Kenki Gauge by 5
Combo Bonus: Increases Kenki Gauge by 5
Combo Bonus: Grants Ka

Oka

Weaponskill Instant 2.5s – 0y
5y Delivers an attack with a potency of 100 to all nearby enemies.
Combo Action: Fuga
Combo Potency: 160
Combo Bonus: Extends Shifu duration by 15s to a maximum of 40s
Combo Bonus: Increases Kenki Gauge by 10
Combo Bonus: Grants Ka

Yukikaze

Weaponskill Instant 2.5s – 3y
0y Delivers an attack with a potency of 100.
Combo Action: Hakaze
Combo Potency: 360
Combo Bonus: Increases Kenki Gauge by 15
Combo Bonus: Grants Setsu

Meikyo Shisui

Ability Instant 55s – 0y
0y Execute up to 3 weaponskill combos without meeting combo prerequisites. Does not affect Iaijutsu.
Duration: 15s

Hissatsu: Kaiten

Ability Instant 1s – 0y
0y Increases potency of next weaponskill by 50%.
Duration: 10s
Kenki Gauge Cost: 20

Hissatsu: Gyoten

Ability Instant 10s – 20y
0y Rushes target and delivers an attack with a potency of 100.
Kenki Gauge Cost: 10
Cannot be executed while bound.

Hissatsu: Yaten

Ability Instant 10s – 5y
0y Delivers an attack with a potency of 100.
Additional Effect: 10-yalm backstep
Additional Effect: Grants Enhanced Enpi
Duration: 15s
Kenki Gauge Cost: 10
Cannot be executed while bound.

Merciful Eyes

Ability Instant 1s – 0y
0y Instantly restores own HP.
Cure Potency: 200
Can only be executed while under the effect of Eyes Open.
Shares a recast timer with Hissatsu: Seigan. Ability Instant 60s – 0y
0y Gradually increases your Kenki Gauge.
Duration: 15s
Additional Effect: Grants stacks of Meditation when used in combat, up to a maximum of 3
Kenki Gauge not affected when used outside battle.
Effect ends upon using another action or moving (including facing a different direction).
Cancels auto-attack upon execution.
Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills.

Hissatsu: Shinten

Ability Instant 1s – 3y
0y Delivers an attack with a potency of 320.
Kenki Gauge Cost: 25

Hissatsu: Kyuten

Ability Instant 1s – 0y
5y Delivers an attack with a potency of 150 to all nearby enemies.
Kenki Gauge Cost: 25

Hissatsu: Seigan

Ability Instant 1s – 3y
0y Delivers an attack with a potency of 220.
Kenki Gauge Cost: 15
Can only be executed while under the effect of Eyes Open.
Shares a recast timer with Merciful Eyes.

Hagakure

Ability Instant 5s – 0y
0y Converts Setsu, Getsu, and Ka into Kenki. Each Sen converted increases your Kenki Gauge by 10. Can only be executed if under the effect of at least one of the three statuses.

Ikishoten

Ability Instant 60s – 0y
0y Increases Kenki Gauge by 50.
Can only be executed while in combat.

Hissatsu: Guren
Job Quest

Ability Instant 120s – 10y
10y Delivers an attack with a potency of 850 to all enemies in a straight line before you.
Kenki Gauge Cost: 50
Shares a recast timer with Hissatsu: Senei.

Hissatsu: Senei

Ability Instant 120s – 3y
0y Delivers an attack with a potency of 1,100.
Kenki Gauge Cost: 50
Shares a recast timer with Hissatsu: Guren.

Tsubame-gaeshi

Ability Instant 60s – 0y
0y Repeats the previously executed iaijutsu with increased potency.
Can only be executed immediately following Iaijutsu.
Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills.

Shoha

Ability Instant 15s – 3y
0y Delivers an attack with a potency of 400.
Can only be executed after accumulating three stacks of Meditation by executing Iaijutsu, Tsubame-gaeshi, or Meditate while in combat.
Meditation effect fades upon execution.

Iaijutsu

Higanbana

Weaponskill 1.3s 2.5s – 3y
0y Delivers an attack with a potency of 250.
Additional Effect: Damage over time
Potency: 40
Duration: 60s
Additional Effect: Grants a stack of Meditation, up to a maximum of 3

※This action cannot be assigned to a hotbar.

Tenka Goken

Weaponskill 1.3s 2.5s – 8y
8y Delivers an attack with a potency of 360 to all enemies in a cone before you.
Additional Effect: Grants a stack of Meditation, up to a maximum of 3

※This action cannot be assigned to a hotbar.

Midare Setsugekka

Weaponskill 1.3s 2.5s – 3y
0y Delivers an attack with a potency of 800.
Additional Effect: Grants a stack of Meditation, up to a maximum of 3

※This action cannot be assigned to a hotbar.

Kaeshi: Higanbana

Ability Instant 60s – 3y
0y Delivers an attack with a potency of 375.
Additional Effect: Damage over time
Potency: 60
Duration: 60s
Additional Effect: Grants a stack of Meditation, up to a maximum of 3
Effect cannot be stacked with Higanbana.
Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills.

※This action cannot be assigned to a hotbar.

Kaeshi: Goken

Ability Instant 60s – 8y
8y Delivers an attack with a potency of 540 to all enemies in a cone before you.
Additional Effect: Grants a stack of Meditation, up to a maximum of 3
Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills.

※This action cannot be assigned to a hotbar.

Kaeshi: Setsugekka

Ability Instant 60s – 3y
0y Delivers an attack with a potency of 1,200.
Additional Effect: Grants a stack of Meditation, up to a maximum of 3
Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills.

※This action cannot be assigned to a hotbar.

Role Actions

Role actions are abilities common to classes and jobs with the same role.

Second Wind

Ability Instant 120s – 0y
0y Instantly restores own HP.
Cure Potency: 500

Leg Sweep

Ability Instant 40s – 3y
0y Stuns target.
Duration: 3s

Bloodbath

Ability Instant 90s – 0y
0y Converts a portion of physical damage dealt into HP.
Duration: 20s

Feint

Ability Instant 90s – 10y
0y Lowers target’s strength and dexterity by 10%.
Duration: 10s

Arm’s Length

Ability Instant 120s – 0y
0y Creates a barrier nullifying most knockback and draw-in effects.
Duration: 6s
Additional Effect: Slow +20% when barrier is struck
Duration: 15s

True North

Ability Instant 45s – 0y
0y Nullifies all action direction requirements.
Duration: 10s
Maximum Charges: 2

Trait

Kenki Mastery

Increases Kenki Gauge when landing select weaponskills.

Kenki Mastery II

Increases Kenki Gauge when landing all weaponskills excluding Iaijutsu.

Enhanced Iaijutsu

Reduces Iaijutsu cast time to 1.3 seconds.

Enhanced Jinpu and Shifu

Improves Jinpu’s damage increase to 13% and Shifu’s reduction to weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay to 13%.

Combos

Performing actions in a certain order increases potency and applies combo bonuses.

Combo Sequence

Effect

Increases damage dealt while also granting Getsu and increasing the Kenki Gauge.

Reduces weaponskill cast time and recast time while also granting Ka and increasing the Kenki Gauge.

Significantly increases the Kenki Gauge and grants Setsu.

Hits multiple enemies while also extending the duration of Jinpu and increasing the Kenki Gauge.

Hits multiple enemies while also extending the duration of Shifu and increasing the Kenki Gauge.

Job Gauge

Sen Gauge

Upon learning the action Gekko , the Sen Gauge will be displayed.

Using certain combo actions will accumulate up to three Sen : Setsu (top), Getsu (left), and Ka (right). Sen is required to perform Iaijutsu , the number of Sen accumulated determining which can be executedв”Ђone for Higanbana , two for Tenka Goken , and three for Midare Setsugekka .

Kenki Gauge

Upon learning the trait Kenki Mastery , the Kenki Gauge will be displayed, indicating the amount of Kenki you have accumulated.

Kenki is accumulated upon executing certain weaponskills, and can be used to execute actions such as Hissatsu: Kaiten (acquired at level 52), Hissatsu: Gyoten (acquired at level 54), and Hissatsu: Guren (acquired at level 70).

Meditation Gauge

Upon learning the action Shoha , the Meditation Gauge will be displayed, indicating the number of stacks of Meditation you have accumulated while in combat. Stacks are acquired by executing Iaijutsu , Tsubame-gaeshi , or Meditate , and are expended after executing Shoha .

Simple Mode

Kenki Gauge and Meditation Gauge

All descriptions are based on action attributes and bonuses attained by level 80.
For further details on changes to actions, please refer to the patch notes.

For further details on changes to actions, please refer to the patch notes.

Actions

Job Actions

Yukikaze

Weaponskill Instant 2.4s – 5y
0y Delivers an attack with a potency of 1,400.
Additional Effect: Increases Kenki Gauge by 15

※This action cannot be assigned to a hotbar.

Gekko

Weaponskill Instant 2.4s – 5y
0y Delivers an attack to target.
Combo Action: Yukikaze
Combo Potency: 1,600
Combo Bonus: Increases Kenki Gauge by 10

※This action cannot be assigned to a hotbar.

Kasha

Weaponskill Instant 2.4s – 5y
0y Delivers an attack to target.
Combo Action: Gekko
Combo Potency: 1,600
Combo Bonus: Increases Kenki Gauge by 10

※This action cannot be assigned to a hotbar.

Mangetsu

Weaponskill Instant 2.4s – 0y
5y Delivers an attack with a potency of 1,000 to all nearby enemies.
Additional Effect: Increases Kenki Gauge by 10

※This action cannot be assigned to a hotbar.

Oka

Weaponskill Instant 2.4s – 0y
5y Delivers an attack to all nearby enemies.
Combo Action: Mangetsu
Combo Potency: 1,000
Combo Bonus: Increases Kenki Gauge by 10

※This action cannot be assigned to a hotbar.

Enpi

Weaponskill Instant 2.4s – 15y
0y Delivers an attack with a potency of 1,200.
Additional Effect: Increases Kenki Gauge by 10

Midare Setsugekka

Weaponskill 1.3s 15s – 8y
0y Delivers an attack with a potency of 2,400.
Additional Effect: Increases Kenki Gauge by 20
Additional Effect: Grants a stack of Meditation
Can be stacked up to 3 times.
Shares a recast timer with Tenka Goken.

Tenka Goken

Weaponskill 1.3s 15s – 8y
8y Delivers an attack with a potency of 1,600 to all enemies in a cone before you.
Additional Effect: Increases Kenki Gauge by 10 for each enemy hit
Additional Effect: Grants a stack of Meditation
Can be stacked up to 3 times.
Shares a recast timer with Midare Setsugekka.

Tsubame-gaeshi

Weaponskill Instant 30s – 0y
0y Repeats the previously executed iaijutsu.
Can only be executed immediately following Midare Setsugekka or Tenka Goken.
This weaponskill does not share a recast timer with any other actions.
Maximum Charges: 2

Hissatsu: Shinten

Ability Instant 1s – 5y
0y Delivers an attack with a potency of 1,200.
Kenki Gauge Cost: 25

Hissatsu: Kyuten

Ability Instant 1s – 0y
5y Delivers an attack with a potency of 800 to all nearby enemies.
Kenki Gauge Cost: 25

Hissatsu: Soten

Ability Instant 15s – 20y
1y Move quickly to the specified location, delivering an attack with a potency of 1,200 to all enemies in your path.
Kenki Gauge Cost: 25
Cannot be executed while bound.

Hissatsu: Chiten

Ability Instant 30s – 0y
0y Reduces damage taken by 50% and counters up to the next 5 attacks.
Counter Potency: 1,000
Duration: 6s
Counter Bonus: Increases Kenki Gauge by 5
Kenki Gauge Cost: 25

Shoha

Ability Instant 1s – 5y
0y Delivers an attack whose potency increases based on your accumulated Meditation.
Meditation 1 Potency: 800
Meditation 2 Potency: 1,600
Meditation 3 Potency: 2,400
Meditation effect fades upon execution.

Kaeshi: Setsugekka

Weaponskill Instant 30s – 8y
0y Delivers an attack with a potency of 2,400.
Additional Effect: Increases Kenki Gauge by 20
Additional Effect: Grants Meditation
Can be stacked up to 3 times.
Maximum Charges: 2
Can only be executed following Midare Setsugekka.
This weaponskill does not share a recast timer with any other actions.

※This action cannot be assigned to a hotbar.

Kaeshi: Goken

Weaponskill Instant 30s – 8y
8y Delivers an attack with a potency of 1,600 to all enemies in a cone before you.
Additional Effect: Increases Kenki Gauge by 10 for each enemy hit
Additional Effect: Grants Meditation
Can be stacked up to 3 times.
Maximum Charges: 2
Can only be executed following Tenka Goken.
This weaponskill does not share a recast timer with any other actions.

※This action cannot be assigned to a hotbar.

Common Actions

Although they differ depending on your role, additional actions are shared by multiple jobs.

Smite

Ability Instant 30s – 5y
0y Delivers an attack with a potency of 600.
Potency increases up to 3,000 as the target’s HP decreases.

Bolt

Ability Instant 30s – 0y
0y Movement speed is increased.
Duration: 10s

Medical Kit

Ability Instant 15s – 0y
0y Restores own HP.
Cure Potency: 3,000
Potency increases up to 6,000 as HP decreases.
Maximum Charges: 3

Additional PvP Actions

These actions are only available during PvP and are unique to each role. Only two can be set at any given time, so be sure to choose abilities which complement your combat strategy!

Feint

Ability Instant 45s – 15y
0y Increases damage you deal target by 20%.
Duration: 6s

Bloodbath

Ability Instant 30s – 0y
0y Converts 100% of physical damage dealt into HP.
Duration: 6s

Arm’s Length

Ability Instant 45s – 0y
0y Reduces damage taken by 10%.
Duration: 6s
Additional Effect: When you are struck, the striker’s damage dealt will be reduced by 10%
Duration: 6s

Fetter Ward

Ability Instant 60s – 0y
0y Grants immunity to Stun, Sleep, Bind, Heavy, Silence, and knockback and draw-in effects.
Duration: 10s

Backstep

Ability Instant 15s – 0y
0y Jump 10 yalms back from current position.
Cannot be executed while bound.

Adrenaline Rush

In PvP duties, adrenaline rush will replace the limit break action and, unlike limit break, can be used by single players. The adrenaline rush gauge can be filled through combating enemies and completing other objectives, dependent on the PvP duty.

Raw Destruction

2s – – 8y
0y Delivers an attack with a potency of 10,000.
Damage dealt is not affected by increased or decreased damage effects applied by players.
Can only be executed while the Adrenaline Gauge is full.

Job Gauge

Kenki Gauge and Meditation Gauge

The Kenki Gauge displays the current amount of Kenki a samurai has accumulated, while the Meditation Gauge indicates the number of stacks of Meditation . Kenki slowly builds in a samurai’s blade through the execution of certain weaponskills, and is required to execute Hissatsu: Shinten , Hissatsu: Kyuten , Hissatsu: Soten , and Hissatsu: Chiten . Stacks of Meditation are acquired after executing Midare Setsugekka , Tenka Goken , or Tsubame-gaeshi , and are expended after executing Shoha .

Simple Mode

Kenki Gauge and Meditation Gauge

For further details on changes to actions, please refer to the patch notes.

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