Rising Force
About classes | Class list | Skill list | Extended Mastery
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| Description | Rage against conformity and bend the skies to the will of the thrash. | ||||||||||||||
| Style | Specialty | ||||||||||||||
| Prerequisites | Rewards Change the | ||||||||||||||
| Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20. |
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| Master Bonuses | |||||||||||||||
| Class Weapon | |||||||||||||||
| Release date | 2019-11-22 | Other sites | (Japanese wiki) |
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| Support Skills | |||||||||||||||
| New Wave | MC has a maximum charge bar limit of 200%. 10% boost to ATKUnique modifier and 20% boost to DEF to Harp-specialty allies.[1] |
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| Feedback | 1 to an ally that uses charge attack (Max: 3). (Boost to multiattack rate based on number of . Guts effect when HP is 25% or above [Consumes 3 ].) |
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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 | |||||||||||||||
| Recommended Subskills | |||||||||||||||
| Extended Mastery Skills:
on all allies. (Boost to DMG specs and charge bar based on the number of consumed.): Huge burst potential at max Feedback, with high skill DMG cap and massive charge boost for all allies. |
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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 |
|---|---|---|---|---|---|---|---|
| Rising Force | All allies gain Strength: 30% and Strength: 15%. MC also gains Strength: 70%. |
7T | - | No | 1 |
Extended Mastery Skills
| Icon | Skill Name | Effect | C/DCooldown | DurDuration | EMPCost in EMP | Notes |
|---|---|---|---|---|---|---|
| Mosh Pit | Deploy the Field effect Local status effect field effect. |
9T | 5T | 25 | ||
| Jet To Jet | Gain . (Recast to end.) |
5T | - | 20 | MC absorbs 5% charge bar from all allies at the end of each turn. Unaffected by charge bar speed effects. |
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| Unleash the Fury | Elemental damage to a foe. Consume all on all allies. (Boost to DMG specs and charge bar based on the number of consumed.) |
7T | - | 30 | See Gameplay Notes. |
Gameplay Notes
Feedback
- Boosts allies' multiattack rate and rises after using a Charge Attack.[1]
- Guts effect works like
Lethal Attack Dodged (1 time)Can withstand lethal DMG (Leaves 1 HP)
and consumes 3FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
.
Unleash the Fury
- Elemental damage and charge bar gained are based on the total number of
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed. - Charge bar boost is affected by charge bar speed effects.[1]
| Elemental DMG | ||
|---|---|---|
| 1~3 | 300% (Damage cap: 280,000) | 15% |
| 4~7 | 350% (Damage cap: 400,000) | 30% |
| 8~11 | 400% (Damage cap: 630,000) | 50% |
| 12+ | 700% (Damage cap: 1,160,000) | 100% |
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on sub allies are counted towards the total, but will not be consumed.- While sub allies cannot typically gain or retain
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
, they can start battle with 1FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
viaHelmholtz's Shredder's Nature Shredder's Nature
When main weapon: 1FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
to all allies at battle start..
- While sub allies cannot typically gain or retain
Assessment
Unlike its predecessor Drum Master, which was an all-around support class that had pitiful damage on its own but was a powerful party buffer and enemy debuffer, Rising Force is a Charge Attack-based damage class comparable to
Skills
Rising ForceAll allies gain 30% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
Strength: 30% and15% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
Strength: 15%.
MC also gains70% C.B. DMG Cap Up (1 time)Chain Burst DMG Cap Boosted (1 time)
Strength: 70%.: A more powerful version of Drum Master'sDrum RollAll allies gain 20% C.A. DMG UpCharge attack DMG is boosted
Strength: 20%Duration: 1 turn ,10% C.A. DMG Cap UpCharge attack DMG cap is boosted
Strength: 10%Duration: 1 turn , and60% C.B. DMG Cap UpChain Burst DMG Cap Boosted
Strength: 60%Duration: 1 turn .. Unlike Drum Roll, whose buffs for the turn that the skill is used, Rising Force's buffs last until the ally uses a charge attack. The boost to Chain Burst specs now only applies to the Main Character, so you want to make sure the MC is part of the chain burst (instead of, say, starting the C.B. with the second party member).Mosh PitDeploy the MoshAt end of turn: Foes' charge diamonds fill by 1 if a charge attack has been used / 40% boost to all allies' charge bars if a special attack has been used
Field effect
Local status effect field effect.: A high-risk, high-reward field effect. Fills an extra enemy charge diamond if a C.A. was used that turn, while every enemy special attack boosts the party's charge bar by 40% (affected byCharge Bar Gain UpCharge bar gain is boosted
effects). The typical Rising Force team uses this skill with Unleash the Fury to maximize C.A. potential. However, in longer battles, this setup requires being able to mitigate enemy specials.Jet To JetGain Jet to JetDeals multiattacks / Absorbs all allies' charge bars and boosts caster's charge bar at end of turn (Can't be removed)
. (Recast to end.): Helps the Main Character fill their charge bar quicker by consuming 5% charge bar from all allies at the end of the turn. More situational compared to the other two subskills as it only benefits MC and may be detrimental for your allies.Unleash the FuryElemental damage to a foe. Consume all FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies.
(Boost to DMG specs and charge bar based on the number ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed.): The staple of Rising Force teams. Consumes allFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on allies to deal damage and boost charge bar. Generally, you want to have 12 Feedback for maximum effect. See Gameplay Notes for details.
How to Play
Rising Force uses burst damage to hit the enemy harder than they can hit back. As a result, it requires party members that either enable faster Charge Attack rate, provide support (such as ATK buffs or enemy debuffs), help mitigate damage taken in longer battles, or can deal a ton of damage in a short amount of time.
Despite having a 200% maximum charge bar limit, Rising Force typically doesn't care about maxing charge bar as long as MC can Chain Burst with the rest of the party; there is no benefit to holding off C.A. However, MC does care about Chain Bursting with the rest of the party, as
Strength: 70% only applies to MC and is consumed on C.A. whether MC was part of a Chain Burst or not.
Recommended Main Weapons
Helmholtz + Humanity EmblemWhen main weapon: Boost to all allies' critical hit rate and DMG cap based on their number of FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
.: In longer battles, the Class Champion Weapon's first weapon skill Shredder's NatureShredder's Nature
When main weapon: 1FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
to all allies at battle start. makes it an ideal main weapon due to lowering the amount of Charge Attacks needed to reach 3FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
, and because of its unique interaction withUnleash the FuryElemental damage to a foe. Consume all FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies.
(Boost to DMG specs and charge bar based on the number ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed.) (see second bullet below).- The Humanity Emblem is a common pick due to its party-wide effect (Devilry and Divinity only affect MC). Its main drawback is that its boosts will be lost if Feedback is consumed, either by using Unleash the Fury or if its Guts effect activates.
- Interaction with Unleash the Fury: Shredder's Nature is the only way for sub allies to gain
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
before switching in as a main ally. Unleash the Fury's damage specs and charge boost are based on the number ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies, including sub allies, but only consumes main allies' Feedback. This makes sub allies permanent boosts to your Feedback number as long as they don't switch in as a main ally.
While Helmholtz is the ideal main weapon, some elements have strong alternatives:
Dante Alighieri: Best for One-Turn Kill teams due to its powerful StrengthATK is greatly boosted based on how high HP is
Strength: 30%-10%Duration: 2.5 turnsStacking: TeamwideApplied during the attack phase.
On the next turn, it'll have 2 turns remaining. C.A. effect and second skill. In longer battles, this weapon has a harder time maintaining C.A. output compared to Helmholtz, but Water's general synergy with C.A.-centric teams makes it easier to work without the CCW.Harp of Renunciation/ Harp of Repudiation (4★): ⚠️ ⚠️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. Wants either the γ Revelation key (all allies gain 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. on C.A.) or Δ Revelation key (all allies gainCharge Bar +10%Instantly boosts Charge Bar by 10%
Strength: 10% on C.A.).Unheil (4★): ⚠️ ⚠️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. A powerful weapon for Dark teams due to its strong C.A. effects and a weapon skill that works well with C.A.-centric teams. However, as it is a Grand weapon, it is more difficult to obtain than other Helmholtz alternatives and is not necessarily worth the investment cost for Omega teams.
Subskills
- The typical Rising Force build is
Mosh PitDeploy the MoshAt end of turn: Foes' charge diamonds fill by 1 if a charge attack has been used / 40% boost to all allies' charge bars if a special attack has been used
Field effect
Local status effect field effect. +Unleash the FuryElemental damage to a foe. Consume all FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies.
(Boost to DMG specs and charge bar based on the number ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed.) + Flex Slot.- The strategy is to use Mosh Pit right before an enemy uses a special attack so the party gains
Charge Bar +40%Instantly boosts Charge Bar by 40%
Strength: 40% (plus however much was gained by sustaining damage, if any). By charge attacking, the party also increases enemy charge diamonds, making them use special attacks faster and repeating the cycle. - Once you reach a total of 12
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
across all allies, useUnleash the FuryElemental damage to a foe. Consume all FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies.
(Boost to DMG specs and charge bar based on the number ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed.) for big skill damage and a huge charge boost. - Because this may cause dangerous special attacks to activate more often, make sure your party is able to handle them.
- The strategy is to use Mosh Pit right before an enemy uses a special attack so the party gains
Jet To JetGain Jet to JetDeals multiattacks / Absorbs all allies' charge bars and boosts caster's charge bar at end of turn (Can't be removed)
. (Recast to end.) +Unleash the FuryElemental damage to a foe. Consume all FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies.
(Boost to DMG specs and charge bar based on the number ofFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed.) + Flex Slot is a slower but safer build. Instead of inducing special attacks for big party-wide charge boosts, MC absorbs charge bar from allies. The main drawback is that your allies need high multiattack rates to compensate for the charge bar lost. It is also slower than the first lineup, so you may not necessarily see the burst damage you may want from this class.Jet To JetGain Jet to JetDeals multiattacks / Absorbs all allies' charge bars and boosts caster's charge bar at end of turn (Can't be removed)
. (Recast to end.) +Mosh PitDeploy the MoshAt end of turn: Foes' charge diamonds fill by 1 if a charge attack has been used / 40% boost to all allies' charge bars if a special attack has been used
Field effect
Local status effect field effect. + Flex Slot avoids losingFeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
to maximize the Humanity Emblem effect. However, because it loses out on the class' immediate burst damage potential, it is a relatively uncommon build.- Some flex slot options:
Miserable MistInflict 25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual and25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual on all foes. (for utility),Fighting Spirit200%-300% elemental damage to a foe.
GainCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%. (for a charge boost to MC),PandemoniumGain 70% Charge Bar Gain UpCharge bar gain is boosted
Strength: 70%Duration: 3 turns. (to boost MC's charge bar gain),Never Miss a BeatDistribute charge bar to all other allies. All other allies gain 20% Charge Bar Gain UpCharge bar gain is boosted
Strength: 20%. (Uses 30% of charge bar.) (to boost the rest of the party's charge bar gain)
Summon Synergies
- Rising Force benefits from any charge-boosting summon, such as 4★
Bonito (main/support summon only) for instant 200% charge bar on call. C.C. (4★) and Princess Knight (3★) are Side Story summons that give Charge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20% on call.
Resources
| Class Navigation | |
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| 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 |
References
- 1 2 3 Gamewith, Rising Force https://xn--bck3aza1a2if6kra4ee0hf.gamewith.jp/article/show/174733