Luchador

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Class Data
Class line GrapplerKung Fu ArtistOgreLuchador
Description Rumble in the ring with a tag-team finish that'll force foes to tap out!
Style Specialty  
Prerequisites CP ×2,500
Combatant Distinction ×20
Superior Martial ArtistRewards
Crystal ×50
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20.
Lvl 1 ATK +1000   Total:
ATK +2000
HP +300
DA +20%
TA +10%
Lvl 5 HP +150
Lvl 10  ATK +1000
Lvl 15 HP +150
Lvl 20 DA +20% TA +10%
Master Bonuses ATK +1% and HP +1%
Class Weapon Championship Belt
Release date 2016-11-28 Other sites Gamewith
Support Skills
False Finish 5% boost to Normal ATK.[1]
Starts battle with Lethal Attack DodgedCan withstand lethal DMG (Leaves 1 HP)
.
War God's Wrath 30% boost to  PandemoniumGain 70% Charge Bar Gain UpCharge bar gain is boosted
Strength: 70%Duration: 3 turns
.
.
 PandemoniumGain 70% Charge Bar Gain UpCharge bar gain is boosted
Strength: 70%Duration: 3 turns
.
's cooldown reduced by 2 turns.
Base Multiattack Rates
Base DA RateIncluding Support Skills/Level Bonuses 70%[2] Base TA RateIncluding Support Skills/Level Bonuses 20%[2]
Recommended Extended Mastery Perks
-
Recommended Subskills
 PandemoniumGain 70% Charge Bar Gain UpCharge bar gain is boosted
Strength: 70%Duration: 3 turns
.
: In conjunction with the Support Skill provides extremely high charge bar generation for unleashing charge attacks.

 Splitting SpiritSacrifice 50% of current HP to increase charge bar by 3% for every 250 HP lost.: Allows for instant charge bar generation to use charge attacks sooner. The HP loss can be managed with Six-Ruin Fist.

 Double Trouble IIIGain 100% TA UpTriple attack rate is boosted
Strength: 100%Duration: 1 turn
.
Spear: All parties gain 10% DA UpDouble attack rate is boosted
Strength: 10%Duration: 3 turnsWithout other buffs
and 5~10% TA UpTriple attack rate is boosted
Strength: 5~10%Duration: 3 turnsMaximum effect at 3 buffs.
.
Axe: Inflict DA DownDouble attack rate is lowered
and TA DownTriple attack rate is lowered
on one enemy.
: Combined with  Tag TeamAll allies attack without using up a turn., allows 2 triple attacks on the first turn for damage and earlier charge attacks.

Skills

Icon Skill Name Effect C/DCooldown in Turns DurDuration in Turns or Seconds SubSubskill usable on other classes LVLClass level required Notes
Knifehand Strike Gain Counters on DMG (3 times)Counters upon taking DMG
Strength: 350% DMGDuration: 2 turnsCounter attacks grant 5% charge bar per hit.
, 30% DEF UpDEF is boosted
Strength: 30%Duration: 2 turns
, and Hostility UpMore likely to be attacked
Strength: 20Duration: 2 turns
.
5T 2T No 1

Extended Mastery Skills

Icon Skill Name Effect C/DCooldown DurDuration EMPCost in EMP Notes
Ring Ruler Gain Ring RulerHype lvl increases each turn / Ends upon taking DMG (Max hype lvl 4)
.
8T Varies 5
Mic Hype All parties gain 10% UpliftedCharge bar is boosted on every turn
Strength: 10%Duration: 3 turns
.
8T 3T 25
Tag Team All allies attack without using up a turn. 15T - 40 Allies will not use Charge Attacks.
Buffs such as Double StrikeAttacks twice each turn
Duration: 1 turn
will not take effect.

Gameplay Notes

Ring Ruler

  • Gain 1 stack of HypeATK is boosted
    every turn. Effect ends upon taking damage.
  • In-battle, this skill is known as Standing Ovation.

Assessment

Luchador is a class that can be played one of two main ways - as a selfish attacking class with growing power from  Ring RulerGain Ring RulerHype lvl increases each turn / Ends upon taking DMG (Max hype lvl 4)
.
that requires lots of support and tanking from other characters, or as an enabler for burst damage using  Tag TeamAll allies attack without using up a turn..

Selfish Attacker

This strategy revolves around using  Ring RulerGain Ring RulerHype lvl increases each turn / Ends upon taking DMG (Max hype lvl 4)
.
to gain Hype for damage and using various methods to protect the Hype stacks.

To protect the MC, bring other characters with Substitute or Hostility Up, or use summons or skills to apply Mirror Image or Dodge All to the MC. This will enable you to keep Hype on for as long as possible. Some weapons provide protection to the MC on Charge Attack - consider bringing  PandemoniumGain 70% Charge Bar Gain UpCharge bar gain is boosted
Strength: 70%Duration: 3 turns
.
and/or  Splitting SpiritSacrifice 50% of current HP to increase charge bar by 3% for every 250 HP lost. to keep up the protection these weapons provide.)

Consider bringing characters that synergize with or generate Hype along as part of your team. When using this strategy, you may not ever want to use  Knifehand StrikeGain Counters on DMG (3 times)Counters upon taking DMG
Strength: 350% DMGDuration: 2 turnsCounter attacks grant 5% charge bar per hit.
, 30% DEF UpDEF is boosted
Strength: 30%Duration: 2 turns
, and Hostility UpMore likely to be attacked
Strength: 20Duration: 2 turns
.
in order to avoid the Hostility Up.

Burst Enabler

For this strategy, equip  Tag TeamAll allies attack without using up a turn., and combine as many buffs as possible on a single turn before using  Tag TeamAll allies attack without using up a turn. to attack twice. The more multiattack you can bring for this strategy, the better - the best being if you can guarantee triple attacks. Bonus Damage, Supplemental Damage, ATK Up buffs and DEF Down Stacking on the enemy will all help too.

Consider bringing characters that can guarantee triple attack for the party for the burst turns.

In addition to this, consider bringing ways to reset skills.  Tag TeamAll allies attack without using up a turn. has a very long cooldown, and any way to cut that will help. If you bring Qilin you can use  Tag TeamAll allies attack without using up a turn. immediately after it has been cast, and thus still have your party affected by whatever multiattack and damage buffs you were using.

Notable Main Weapons

  • Wilnas's Finger - The Shield on charge attack can help protect the MC for the Selfish Attacker strategy.

  • Xuanwu Shellfists - a good fit for the Burst Enabler strategy, the shellfists provide 30% Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks
    Strength: 30%Duration: 3.5 turnsApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    to the MC on Charge Attack, and permanent Bonus Damage to the water ally in 4th position. The strength of the permanent bonus damage will be greatly increased when used in a Varuna setup. You will need to bring another multiattack source for this weapon to work effectively.
  • Auberon / Ancient Auberon - a good fit with the Selfish Attacker strategy, the Auberons provide Mirror ImageNext one-to-one attack received will be ineffective
    (Effect removed on next all-foe all-ally attack)
    Duration: 2.5 turnsApplied during the attack phase.
    On the next turn, it'll have 2 turns remaining.
    on Charge Attack. Obtainable from Macula Maris or by spending Pendants in the shop.
  • Spirit of Mana - The damage cap up to the whole team can greatly increase damage potential for the Burst Enabler strategy, but you will need an external source of multiattack.

  • Baihu Claw works excellently with the Selfish Attacker strategy, as it protects the MC with Mirror ImageNext one-to-one attack received will be ineffective
    (Effect removed on next all-foe all-ally attack)
    with every Charge Attack. Uncapping it to 4 makes it provide two layers of Mirror ImageNext one-to-one attack received will be ineffective
    (Effect removed on next all-foe all-ally attack)
    instead. The Claw can be obtained whenever Rise of the Beasts is running. Of special interest is the Baihu Claw Pontus variant, obtained by applying a Cipher to the claw. The Pontus variant increases the MC's attack each turn they are not hit, which will combine well with the Hype that should be stacking at the same time with  Ring RulerGain Ring RulerHype lvl increases each turn / Ends upon taking DMG (Max hype lvl 4)
    .
    .
  • Gauntlet of Proudearth - provides a good 20% Earth ATK UpEarth ATK is boosted
    Strength: 20%Duration: 3.5 turnsApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    on Charge Attack to help with damage for the Burst Enabler strategy, but you will need to find another source of multiattack.

  • Arkab Prior - An excellent fit for the Burst Enabler strategy, Arkab Prior gives all allies gain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 1 turn
    after a chain burst activation of 4 or more chains. Best used in Strike Time to have immediate access to a 4-chain burst, which you can then use to create a very damaging turn with  Tag TeamAll allies attack without using up a turn.. The charge attack also grants the whole team 20% Charge Bar Gain UpCharge bar gain is boosted
    Strength: 20%Duration: 2.5 turnsApplied during the attack phase.
    On the next turn, it'll have 2 turns remaining.
    , which will combine with the guaranteed triple attacks to quickly gain meter to get another 4-chain burst. The charge attack also cuts the MC's skill cooldowns, which will help with Tag Team's very long cooldown time. Forged from Arkab obtainable in the Xeno Sagittarius Clash event.

  • Phantom Fangs -provides Supplemental DMGDMG dealt is supplemented
    Duration: 3.5 turnsApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    and Mirror Image (1 time)Next one-to-one attack received will be ineffective
    (Effect removed on next all-foe all-ally attack)
    Duration: Indefinite
    to the whole team on Charge once uncapped to 4. Also provides extra skill DMG cap. Obtained from dark Proving Grounds in October 2020.
  • Hope-Filled Knuckles ⚠️⚠️This weapon is acquired from the Premium Draw. It will require the use of duplicate copies or Damascus Ingots to uncap to its full potential. It may be difficult to get this weapon in the first place, and will be expensive to bring to its full power. Consider whether you can use a farmable replacement instead. - damage amplification and crit boost to the whole team as well as bonus damage on triple attacks makes this a strong contender for use on burst teams. Requires an external source of triple attack to enable that bonus damage.

  • Zwei Schaedel - provides Supplemental DMGDMG dealt is supplemented
    Strength: 1% of foe's max HP (Damage cap: 10,000)Duration: 3.5 turnsApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    and 15% TA UpTriple attack rate is boosted
    Strength: 15%Duration: 3.5 turnsApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    to the whole team on Charge once uncapped to 4, as well as Bonus Damage on Triple Attacks. Suited for use with the Burst Enabler strategy, though the TA boost might be a bit weak for the job compared to other sources. Obtained from dark Proving Grounds when it is running.

  • Six-Ruin Fist Sterling ⚠️⚠️This weapon requires use of a Gold Brick to uncap to its full potential. Make sure this weapon is the best possible use you can get out of your Gold Brick before choosing to get it. goes well with the Selfish Attacker strategy. Its charge attack gives the team Counters on Dodge (3 times)Dodge and counter one-ally attacks
    Duration: 1.5 turnsCounter attacks grant 5% charge bar per hit.Applied during the attack phase.
    On the next turn, it'll have 1 turn remaining.
    , which allows your MC to dodge and protect the Hype stacks.
  • Ultima Claw provides strong party-wide Double Attack and Elemental ATK Up, but is very expensive to build and requires a full melee-specialty team to be effective.

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