Chaos Ruler

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Class Data
Class line EnhancerArcana DuelerDark FencerChaos Ruler
Description Dominate the battlefield through disorder and masterfully devious tricks.
Style Specialty  
Prerequisites CP ×2,500
Fencer Distinction ×20
Superior Arcane DuelistRewards
Crystal ×50
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20.
Lvl 1 Debuff success rate +8%   Total:
Debuff success rate +24%
Debuff resistance +6%
Lvl 5 Debuff resistance +3%
Lvl 10  Debuff success rate +8%
Lvl 15 Debuff resistance +3%
Lvl 20 Debuff success rate +8%
Master Bonuses Debuff resistance +1% and Debuff success rate +1%
Class Weapon Original Sin
Release date 2016-08-25 Other sites Gamewith
Support Skills
Demolish Boost to debuff success rate.
7% boost to debuff resistance.[1]
Hasty Action 1-turn cut to skill cooldowns.
Base Multiattack Rates
Base DA RateIncluding Support Skills/Level Bonuses 7%[2] Base TA RateIncluding Support Skills/Level Bonuses 3%[2]
Recommended Extended Mastery Perks
Attack, Debuff Success
Recommended Subskills

Extended Mastery Skills:
 UnpredictableInflict 25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Dual
, 25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Dual
, and a random debuff on all foes.
: An improved  Miserable MistInflict 25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
and 25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
on all foes.
and the main reason to play the class.
 UprisingTarget ally gains 50% ATK UpATK is boosted
Strength: 50%Duration: 3 turns
, 30~35% DA UpDouble attack rate is boosted
Strength: 30~35%Duration: 3 turns
, and 20% UpliftedCharge bar is boosted on every turn
Strength: 20%Duration: 3 turns
.
: Increases frequency of powerful charge attacks for one ally.
Subskills:
 Rain of Arrows III300% elemental damage to all foes.
Inflict 25% ATK DownATK is lowered
Strength: 25%Duration: 180 seconds
.
: Fully reaches ATK DownATK is lowered
's cap with  UnpredictableInflict 25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Dual
, 25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Dual
, and a random debuff on all foes.
.
 Armor Break100% elemental damage to a foe.
Inflict 20% DEF DownDEF is lowered
Strength: 20%Base Accuracy: 80%Duration: 180 secondsStacking: Single
.[3]
: Nearly reaches DEF DownDEF is lowered
's cap with  UnpredictableInflict 25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Dual
, 25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Dual
, and a random debuff on all foes.
.
 Gravity WaveInflict GravitySpecial attack max charge turn is extended
Duration: 180 seconds
on a foe.
: Reduces the frequency of foe charge attacks.
 Splitting SpiritSacrifice 50% of current HP to increase charge bar by 3% for every 250 HP lost.: Alternative to  UprisingTarget ally gains 50% ATK UpATK is boosted
Strength: 50%Duration: 3 turns
, 30~35% DA UpDouble attack rate is boosted
Strength: 30~35%Duration: 3 turns
, and 20% UpliftedCharge bar is boosted on every turn
Strength: 20%Duration: 3 turns
.
for rushing the MC's charge attack.

Skills

Icon Skill Name Effect C/DCooldown in Turns DurDuration in Turns or Seconds SubSubskill usable on other classes LVLClass level required Notes
Stall III Elemental damage to a foe.
Inflict DelayReduce a foe's charge diamonds by 1
.
5T - No 1

Extended Mastery Skills

Icon Skill Name Effect C/DCooldown DurDuration EMPCost in EMP Notes
Uprising Target ally gains 50% ATK UpATK is boosted
Strength: 50%Duration: 3 turns
, 30~35% DA UpDouble attack rate is boosted
Strength: 30~35%Duration: 3 turns
, and 20% UpliftedCharge bar is boosted on every turn
Strength: 20%Duration: 3 turns
.
8T 3T 30
Unpredictable Inflict 25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Dual
, 25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Dual
, and a random debuff on all foes.
6T 180s 15 Random debuffs are: DA DownDouble attack rate is lowered
, TA DownTriple attack rate is lowered
, BlindedAttacks have a slight chance to miss
, BurnedHP is lowered on every turn
, SleepCan't attack and takes big DMG (Ends upon taking DMG)
Duration: 3 turnsTakes 25% more damage
Local status effect
, CharmedAttacks are slightly limited
, ParalyzedCan't attack
This type of Paralysis is on a separate resistance counter
than the normal (yellow) Paralysis debuff.
, and PetrifiedStops enemy's charge diamonds from filling.
This type of Petrified is on a separate resistance counter
than the normal (blue) Petrified debuff.
.
Chaos Deploy the ChaosAllies' and foes' debuff resistance and foes' special attack DMG are modified as time passes
Field effect
field effect, lowering all foes' and allies' debuff resistance every 60 seconds.
Debuff resistance lowered by 5% / 10% / 15%.
16T 180s 20 With this effect, allies' and foes' debuff resistance is lowered and foes' special attack DMG is boosted.
The debuff resistance hit rate and the special attack DMG boost amount will be modified at 60 and 120 seconds.
Absorption All allies gain 30% DMG AbsorptionPartially absorbs DMG to recover HP
Strength: 30%Duration: 2 turns
.
6T 2T 20 Heals 30% of the damage taken rounded down at the end of the turn.
Does not activate if the character dies before the end of the turn.[4]

Gameplay Notes

Unpredictable

The random debuffs are:

  • DA DownDouble attack rate is lowered
    (Likely);
  • TA DownTriple attack rate is lowered
    (Likely);
  • DA DownDouble attack rate is lowered
    + TA DownTriple attack rate is lowered
    (Common);
  • BlindedAttacks have a slight chance to miss
    (Common; stronger than Wizard-line  BlindInflict BlindedAttacks have a slight chance to miss
    Duration: 180 seconds
    on a foe.
    ;
  • BurnedHP is lowered on every turn
    (Uncommon);
  • SleepCan't attack and takes big DMG (Ends upon taking DMG)
    Duration: 3 turnsTakes 25% more damage
    Local status effect
    (Rare);
  • CharmedAttacks are slightly limited
    (Rare; very high charm activation rate);
  • ParalyzedCan't attack
    This type of Paralysis is on a separate resistance counter
    than the normal (yellow) Paralysis debuff.
    (Very Rare);
  • PetrifiedStops enemy's charge diamonds from filling.
    This type of Petrified is on a separate resistance counter
    than the normal (blue) Petrified debuff.
    (Very Rare).

Assessment

Skills

A strong generalist fighter with a focus on debuffing, Chaos Ruler is a direct improvement to Dark Fencer with added flexibility and power - combining the chance of unique strong debuffs (ParalyzedCan't attack
This type of Paralysis is on a separate resistance counter
than the normal (yellow) Paralysis debuff.
or PetrifiedStops enemy's charge diamonds from filling.
This type of Petrified is on a separate resistance counter
than the normal (blue) Petrified debuff.
) with whole-party survivability and sharp increases in power for a favored ally.

  •  Stall IIIElemental damage to a foe.
    Inflict DelayReduce a foe's charge diamonds by 1
    .
    is an excellent skill for dealing with bosses with strong charge attacks, and can help delay them enough to hit the end of Overdrive before the charge attack happens. Combine with  Gravity WaveInflict GravitySpecial attack max charge turn is extended
    Duration: 180 seconds
    on a foe.
    for the best effect.
  •  UnpredictableInflict 25% ATK DownATK is lowered
    Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Dual
    , 25% DEF DownDEF is lowered
    Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Dual
    , and a random debuff on all foes.
    is a direct upgrade to  Miserable MistInflict 25% ATK DownATK is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    and 25% DEF DownDEF is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    on all foes.
    and the primary reason to play Chaos Ruler. It reliably provides 25% ATK DownATK is lowered
    and DEF DownDEF is lowered
    in addition to one other random debuff. Most notable of them are ParalyzedCan't attack
    This type of Paralysis is on a separate resistance counter
    than the normal (yellow) Paralysis debuff.
    and PetrifiedStops enemy's charge diamonds from filling.
    This type of Petrified is on a separate resistance counter
    than the normal (blue) Petrified debuff.
    , which do not increase a boss' resistance to the normal versions of those debuffs, making them safe to apply at any time regardless of raid's debuff coordination.
  •  UprisingTarget ally gains 50% ATK UpATK is boosted
    Strength: 50%Duration: 3 turns
    , 30~35% DA UpDouble attack rate is boosted
    Strength: 30~35%Duration: 3 turns
    , and 20% UpliftedCharge bar is boosted on every turn
    Strength: 20%Duration: 3 turns
    .
    combines a good boost to double attack rates and a boost to charge bar gain to rapidly increase how many charge attacks a select character will do. The very strong 50% ATK UpATK is boosted
    Strength: 50%Duration: 3 turns
    will also significantly increase that character's power. Worth taking if you want a specific team member charge attacking much more often than normal.
  •  ChaosDeploy the ChaosAllies' and foes' debuff resistance and foes' special attack DMG are modified as time passes
    Field effect
    field effect, lowering all foes' and allies' debuff resistance every 60 seconds.
    Debuff resistance lowered by 5% / 10% / 15%.
    reduces the debuff resistance of all parties and foes while also increasing foe special attack DMG. Chaos should only be considered as a skill for very coordinated use to land certain status effects in fights where the enemy gains resistance over time. In any other fight it is likely to do more harm than good and not worth using. The ChaosAllies' and foes' debuff resistance and foes' special attack DMG are modified as time passes
    Field effect
    Field lasts 180 seconds and amplifies over time, having a 10/20/30% effect at 0/60/120 seconds.
  •  AbsorptionAll allies gain 30% DMG AbsorptionPartially absorbs DMG to recover HP
    Strength: 30%Duration: 2 turns
    .
    So long as your allies do not die, this skill will heal back a good amount of the damage taken and greatly increase survivability. This skill should not be used on a boss that can inflict allies with ZombifiedReceives DMG if healed
    as it will make things significantly worse!

Notable Main Weapons

As the Chaos Ruler has both Dagger and Sword specialty, there are many strong weapon choices available. The class is a generalist, so there are no 'perfect fit' weapon candidates, but none are counterproductive for the class either. Experiment to find one that fits your team and the fight you are taking on.

  • Original Sin is a leading contender to be used as the Chaos Ruler's mainhand weapon. It provides a strong party-wide boost to multiattack on charge attack, debuffs become easier to land for the whole party, and the MC can no longer have their skills sealed.
    • Vigilante's Humanity - Boosts the MC's double attack depending on the enemy's debuff count. The MC mayhave trouble stacking debuffs quickly to enable this boost if you only bring  UnpredictableInflict 25% ATK DownATK is lowered
      Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Dual
      , 25% DEF DownDEF is lowered
      Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Dual
      , and a random debuff on all foes.
      , so bring a debuffer ally or more debuff skills if you wish to pick this option.
    • Vigilante's Divinity - Enhances  Blood SwordGain DrainDamage dealt is partially absorbed to HP
      Duration: 3 turns(Healing cap: 500 HP)
      .
      to become a healing engine and damage boost for the whole party. Perfect for Stamina-based grids. Strong, but requires committing to bringing  Blood SwordGain DrainDamage dealt is partially absorbed to HP
      Duration: 3 turns(Healing cap: 500 HP)
      .
      to all fights.
    • Vigilante's Devilry - Provides a significant burst of charge bar to the target of  UprisingTarget ally gains 50% ATK UpATK is boosted
      Strength: 50%Duration: 3 turns
      , 30~35% DA UpDouble attack rate is boosted
      Strength: 30~35%Duration: 3 turns
      , and 20% UpliftedCharge bar is boosted on every turn
      Strength: 20%Duration: 3 turns
      .
      , enabling even quicker access to a charge attack. Worth considering if you always take  UprisingTarget ally gains 50% ATK UpATK is boosted
      Strength: 50%Duration: 3 turns
      , 30~35% DA UpDouble attack rate is boosted
      Strength: 30~35%Duration: 3 turns
      , and 20% UpliftedCharge bar is boosted on every turn
      Strength: 20%Duration: 3 turns
      .
      as a skill.
  • Hollowsky Blade gives a dark sabre/dagger team strong EX ATK up and an increase to debuff success rate. It also provides more Supplemental Damage the more debuffs are present on the enemy, which Chaos Ruler can easily provide.

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References

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