Ogre
About classes | Class list | Skill list | Extended Mastery
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| Class line | |||||||||||||||
| Description | Pummel foes with monstrous attack boosts that stack. | ||||||||||||||
| Style | Specialty | ||||||||||||||
| Prerequisites | Lvl 20 Kung Fu Artist and Raider |
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| Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20. |
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| Master Bonuses | |||||||||||||||
| Class Weapon | |||||||||||||||
| Release date | ? | Other sites | |||||||||||||
| Support Skills | |||||||||||||||
| Tigerstrike Solace | Boost to ATK | ||||||||||||||
| War God's Wrath | 30% boost to Strength: 70%Duration: 3 turns.. 2-turn cut to Strength: 70%Duration: 3 turns.'s cooldown |
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| Base Multiattack Rates | |||||||||||||||
| Base DA RateIncluding Support Skills/Level Bonuses | Base TA RateIncluding Support Skills/Level Bonuses | ||||||||||||||
| Recommended Extended Mastery Perks | |||||||||||||||
| Attack, Double Attack, Charge Attack Damage | |||||||||||||||
| Recommended Subskills | |||||||||||||||
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Skills
| Icon | Skill Name | Effect | C/DCooldown in Turns | DurDuration in Turns or Seconds | SubSubskill usable on other classes | LVLClass level required | Notes |
|---|---|---|---|---|---|---|---|
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Counter II | Gain Strength: 350%Duration: 2 turnsCounter attacks grant 5% charge bar per hit. and Strength: 20%Duration: 2 turns. |
5T | 2T | No | 1 | |
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Fighting Spirit | 200%-300% elemental damage to a foe. Gain Strength: 20%.[1] |
5T | - | Yes | 5 | |
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Pandemonium | Gain Strength: 70%Duration: 3 turns. |
8T | 3T | Yes | 15 |
Extended Mastery Skills
| Icon | Skill Name | Effect | C/DCooldown | DurDuration | EMPCost in EMP | Notes |
|---|---|---|---|---|---|---|
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Spirit of Training | Gain Strength: 10% (Max: 50%)Multiplier: Unique StackableDuration: 5 turns.[2] |
2T | 5T | 8 | |
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Horizontal Solace | Gain Duration: 1 turn . 2-hit boost to number of counters when a counter effect is active. |
7T | 1T | 5 |
Assessment
As a very selfish attacker with middling subskills, an underwhelming Master Bonus, and only one weapon proficiency, Ogre is useless to players without a good Fist mainhand and characters with self-sufficient utility. As a result, it is often the lowest-priority Row III class for newbies, although it is actually very powerful when the right conditions are met.
Counter IIGain
Counters on Dodge (3 times)Dodge and counter one-ally attacks
Strength: 350%Duration: 2 turnsCounter attacks grant 5% charge bar per hit. and 20% ATK UpATK is boosted
Strength: 20%Duration: 2 turns. mixes some convenient self-defense with an outrageous amount of damage but has no Hostility UpMore likely to be attacked
, making it much less reliable than the staple skills of other classes. Fighting Spirit200%-300% elemental damage to a foe.
Gain Charge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%. and PandemoniumGain
70% Charge Bar Gain UpCharge bar gain is boosted
Strength: 70%Duration: 3 turns. (combined with Ogre's passive 10% double-attack) give Ogre frequent charge attacks, allowing it to indirectly boost ally charge bars as well as frequently active charge attack effects.- The Six-Ruin Fist may as well be considered part of the class and is what generally keeps it afloat while players work toward Luchador. Ogre's frequent charge attacks grant allies nearly constant counters, which adds up over the course of a battle to rival or even surpass the effective damage of many other classes.
Overall, Ogre's peak, while high, is often too conditional compared to classes like Dark Fencer, Holy Saber, or even its closest analogue Weapon Master, and many players will not have the inventory to use it effectively for quite some time. That said, Dark players seeking to recruit Seox and building a grid of Celeste Claws may be able to take advantage of the class much earlier.
- Neither Extended Mastery Skill is worth buying;
Rage IIIAll parties gain
30% ATK UpATK is boosted
Strength: 30%Duration: 3 turns. and SubstituteGain
SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks)
Duration: 1 turn . replace their particular utilities and the recommended subskills are generally better anyway.
| Class Navigation | |
|---|---|
| I | Fighter • Knight • Priest • Wizard • Thief • Enhancer • Grappler • Ranger • Harpist • Lancer |
| II | Warrior • Sentinel • Cleric • Sorcerer • Raider • Arcana Dueler • Kung Fu Artist • Archer • Bard • Dragoon |
| III | Weapon Master • Holy Saber • Bishop • Hermit • Hawkeye • Dark Fencer • Ogre • Sidewinder • Superstar • Valkyrie • Gladiator |
| IV | Berserker • Spartan • Sage • Warlock • Bandit Tycoon • Chaos Ruler • Luchador • Nighthound • Elysian • Apsaras |
| Chrysaor • Lumberjack • Cavalier • Monk • Robin Hood | |
| EX I | Alchemist • Ninja • Samurai • Sword Master • Gunslinger • Mystic • Assassin • Drum Master • Dancer • Mechanic |
| EX II | Doctor • Runeslayer • Kengo • Glorybringer • Soldier • Nekomancer • Tormentor • Rising Force |



