Runeslayer

About classes | Class list | Skill list | Extended Mastery


Class Data
Class line NinjaRuneslayer
Description Command the power of the tetra-elements to overwhelm your opponents with ever-changing magic.
Style Specialty  
Prerequisites CP ×3,000
Ninja Distinction ×20
Martial Magic ArtistComplete the quest Curbing the Collapse
Rewards
Crystal ×50
- Clear Chapter 3 (117) Quest: Curbing the Collapse
Change the Muramasa's Element
Clear Chapter 63 Story: Boundless Joy
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20.
Lvl 1 DA +8%   Total:
DA +24%
TA +10%
Lvl 5 TA +5%
Lvl 10  DA +8%
Lvl 15 TA +5%
Lvl 20 DA +8%
Master Bonuses Boost to main weapon's ATK when main weapon is a melee +3%
Class Weapon Tetrastreamer
Release date 2018-05-17 Other sites gbf-wiki
(Japanese wiki)
GamewithKamigame
Support Skills
Black Enhanced Spellweaving Increase MC's Element ATK UpElement ATK is boosted
Element ATK Up buff based on weapon element
effect by 50%Multiplier: Additive.
(E.g. 20% Fire ATK UpFire ATK is boosted
Strength: 20%
becomes 70% Fire ATK UpFire ATK is boosted
Strength: 70%
).
.[1]
Elemental Charge Add 1 Magic CircleFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
of main weapon's element upon charge attack. (Max level: 2.)
Base Multiattack Rates
Base DA RateIncluding Support Skills/Level Bonuses 28%[2] Base TA RateIncluding Support Skills/Level Bonuses 11%[2]
Recommended Extended Mastery Perks
ATK, HP, Double Attack, Debuff Success
Recommended Subskills

Extended Mastery Skills:
 Spell BoostSet Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
currently on caster to 2.
2-turn cut to  RuneweavingCall forth the power of the tetra-elements to cast a spell.'s cooldown. (Consumes 30% of charge bar.)
: A core EMP skill for the class. Allows you to get the most out of  RuneweavingCall forth the power of the tetra-elements to cast a spell.'s buffs in both short and long fights.
 Dragon BreakConsume all Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
to grant all allies 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
) Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)
(Max: 80%)Duration: 1 turn
. (Max: 80%.) (Cannot be used without Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
.)
: Powerful Bonus DMGDeals bonus DMG for one-foe one-ally attacks
buff to the entire party if you micromanage your Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
well. Subskills:
 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.
: Ubiquitously useful subskill. Reaches cap DEF DownDEF is lowered
with  RuneweavingCall forth the power of the tetra-elements to cast a spell.'s 30% Element DEF DownElement DEF Down debuff based on weapon element
Strength: 30%Duration: 180 seconds
.

 Splitting SpiritSacrifice 50% of current HP to increase charge bar by 3% for every 250 HP lost.: Helps manage your charge bar and allows you to use  Spell BoostSet Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
currently on caster to 2.
2-turn cut to  RuneweavingCall forth the power of the tetra-elements to cast a spell.'s cooldown. (Consumes 30% of charge bar.)
frequently without any major drawbacks.

Skills

Icon Skill Name Effect C/DCooldown in Turns DurDuration in Turns or Seconds SubSubskill usable on other classes LVLClass level required Notes
Runeweaving Call forth the power of the tetra-elements to cast a spell. 5T No 1

Extended Mastery Skills

Icon Skill Name Effect C/DCooldown DurDuration EMPCost in EMP Notes
Mana Burst Big damage to all foes based on Caster's Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
. (Damage cap: ~1,160,000.)
6T 15 +200% damage per Magic CircleFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
, up to 1000%.[1]
Dragon Break Consume all Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
to grant all allies 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
) Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)
(Max: 80%)Duration: 1 turn
. (Max: 80%.) (Cannot be used without Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
.)[1]
8T 1T 25
Spell Boost Set Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
currently on caster to 2.
2-turn cut to  RuneweavingCall forth the power of the tetra-elements to cast a spell.'s cooldown. (Consumes 30% of charge bar.)
7T 40 Can be cast without Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
and without  RuneweavingCall forth the power of the tetra-elements to cast a spell. being on cooldown, to partial or no effect.

Gameplay Notes

Black Enhanced Spellweaving

  • Does not stack with other support skills that increase Element ATK Up effects, such as Shiva's  Venerable DevaIncrease all allies' 'Boost to Fire ATK' effect by an additional 30%.. Only the highest boost takes effect.

Spell Combo Explanations

Upon tapping  RuneweavingCall forth the power of the tetra-elements to cast a spell. a menu appears with buttons for each of the tetra-elements. Select any two symbols (including the same element twice) to produce effects based on the element and order of the selected seals. For instance, tapping and then will cast "Flame Saber", giving the MC Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%.
. However, reversing the order to then produces "Freezing Shackles", which inflicts Water damage and ColdcageCan't attack
Local status effect
against a foe.

  • Combinations may generate Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

    Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

    Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

    Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

    Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

    Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
    as part of their effects.
  • Combinations consume Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

    Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

    Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

    Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

    Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

    Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
    to amplify their effects if their conditions are met.
Spell Combo First Rune Second Rune Effects
Conditional Additional EffectEqual amount of magic circles will be consumed if the condition is fulfilled.
Duration
Burning Blade Fire damage to a foe and gain Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
.
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
: All allies gain 30% Fire ATK UpFire ATK is boosted
Strength: 30%Duration: 3 turnsStacking: Charge Attack
and ArmoredChance of lowering DMG taken
Duration: 3 turns
.
3T
Cyclonic Blade Wind damage to a foe and gain Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
.
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
: All allies gain 30% Wind ATK UpWind ATK is boosted
Strength: 30%Duration: 3 turnsStacking: Charge Attack
, Skill DMG UpSkill DMG is boosted
Duration: 3 turns
and 20% Skill DMG Cap UpMaximum amount of skill DMG that can be dealt per hit is boosted
Strength: 20%Duration: 3 turns
.
3T
Earthen Blade Earth damage to a foe and gain Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
.
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
: All allies gain 30% Earth ATK UpEarth ATK is boosted
Strength: 30%Duration: 3 turnsStacking: Charge Attack
, 40% DA UpDouble attack rate is boosted
Strength: 40%Duration: 3 turns
and 15% TA UpTriple attack rate is boosted
Strength: 15%Duration: 3 turns
.
3T
Aquatic Blade Water damage to a foe and gain Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
.
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
: All allies gain 30% Water ATK UpWater ATK is boosted
Strength: 30%Duration: 3 turnsStacking: Charge Attack
, Elemental SwitchOne of the following based on the element inferior to your main weapon's element:
Fire SwitchElemental DMG from foes turns into fire DMG
Duration: 3 turns

Wind SwitchElemental DMG from foes turns into wind DMG
Duration: 3 turns

Earth SwitchElemental DMG from foes turns into earth DMG
Duration: 3 turns

Water SwitchElemental DMG from foes turns into water DMG
Duration: 3 turns

Light SwitchElemental DMG from foes turns into light DMG
Duration: 3 turns

Dark SwitchElemental DMG from foes turns into dark DMG
Duration: 3 turns
, and Elemental DMG LoweredOne of the following based on the element inferior to your main weapon's element:
Fire DMG LoweredFire DMG is lowered
Duration: 3 turnsFire DEF Up. Not a Damage Cut.
Reduces Fire damage taken on a multiplier
separate from Damage Cuts.

Wind DMG LoweredWind DMG is lowered
Duration: 3 turnsWind DEF Up. Not a Damage Cut.
Reduces Wind damage taken on a multiplier
separate from Damage Cuts.

Earth DMG LoweredEarth DMG is lowered
Duration: 3 turnsEarth DEF Up. Not a Damage Cut.
Reduces Earth damage taken on a multiplier
separate from Damage Cuts.

Water DMG LoweredWater DMG is lowered
Duration: 3 turnsWater DEF Up. Not a Damage Cut.
Reduces Water damage taken on a multiplier
separate from Damage Cuts.

Light DMG LoweredLight DMG is lowered
Duration: 3 turnsLight DEF Up. Not a Damage Cut.
Reduces Light damage taken on a multiplier
separate from Damage Cuts.

Dark DMG LoweredDark DMG is lowered
Duration: 3 turnsDark DEF Up. Not a Damage Cut.
Reduces Dark damage taken on a multiplier
separate from Damage Cuts.
based on the element inferior to your main weapon's element.
3T
Thunderous Blade Light damage to a foe and gain Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
.
Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)
: All allies gain 30% Light ATK UpLight ATK is boosted
Strength: 30%Duration: 3 turnsStacking: Charge Attack
and Mirror Image (2 times)Next one-to-one attack received will be ineffective
(Effect removed on next all-foe all-ally attack)
.
3T
Shadowy Blade Dark damage to a foe and gain Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
.
Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
: All allies gain 30% Dark ATK UpDark ATK is boosted
Strength: 30%Duration: 3 turnsStacking: Charge Attack
, 50% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
Strength: 50%Duration: 3 turns
and 25% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
Strength: 25%Duration: 3 turns
.
3T
Flaming Saber Gain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%.
.
Fire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)
: All allies gain Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Duration: 3 turns
.
3T
Freezing Shackles Water damage to a foe.
Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)
: Inflict ColdcageCan't attack
Duration: 2 turnsLocal status effect
.
2T
Energizing Gust All allies gain RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
Strength: 5% of max HP (Healing cap: 700) or 10% charge barDuration: 3 turns
.
Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)
: Gain 10% UpliftedCharge bar is boosted on every turn
Strength: 10%Duration: 2 turns
.
2T
Blackened Sand Earth damage to a foe.
Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)
: Inflict Accuracy LoweredAttacks and special attacks have a chance to miss
Duration: 2 turnsLocal status effect
.
2T
Lava Shield All parties gain Debuff Res. UpDebuff resistance is boosted
Duration: 2 turns
.
2T
Aqueous Breeze Restore all parties' HP. (Healing cap: 2500 [1150 for other parties].)
Searing Wind All allies gain 15% Charge Bar Gain UpCharge bar gain is boosted
Strength: 15%Duration: 3 turns
. Gain Readying Skill (Multiattack Up)All allies' multiattack rate will be boosted upon foe's special attack activation
Duration: 3 turns
(Effect activates when a foe uses a special attack. All allies gain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1 turn
upon activation).
3T
Icy Draft Inflict 15% Elemental ATK DownOne of the following based on the element superior to your main weapon's element:
15% Fire ATK DownFire ATK is lowered
Strength: 15%Duration: 180 seconds

15% Wind ATK DownWind ATK is lowered
Strength: 15%Duration: 180 seconds

15% Water ATK DownWater ATK is lowered
Strength: 15%Duration: 180 seconds

15% Earth ATK DownEarth ATK is lowered
Strength: 15%Duration: 180 seconds

15% Light ATK DownLight ATK is lowered
Strength: 15%Duration: 180 seconds

15% Dark ATK DownDark ATK is lowered
Strength: 15%Duration: 180 seconds
on a foe based on the element superior to your main weapon's element.
180s
Elemental Break Inflict 30% Element DEF DownElement DEF Down debuff based on weapon element
Strength: 30%Duration: 180 seconds
on a foe based on your main weapon's element.
180s
Cleanse Soul Remove 1 debuff from all allies. All allies gain 15% Debuff Success BoostedDebuff success rate is boosted
Strength: 15%Duration: 3 turns
.
3T
  • Sources: Gamewith[3]

Assessment

Runeslayer is a strong, flexible class that can adapt to the situation using various seal combinations. Unlike its predecessor Ninja which is focused mostly on debuffing the enemy, Runeslayer mostly focuses on strong buffs for the team.

How you play the class depends largely on the fight and the enemy you are facing. The inherent flexibility of the class lends itself to variable strategies. Consider rotating seal combinations to generate one of each to gain the most effectiveness from use of  Spell BoostSet Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
currently on caster to 2.
2-turn cut to  RuneweavingCall forth the power of the tetra-elements to cast a spell.'s cooldown. (Consumes 30% of charge bar.)
.

One core technique is the use of  Dragon BreakConsume all Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
to grant all allies 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
) Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
)
(Max: 80%)Duration: 1 turn
. (Max: 80%.) (Cannot be used without Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
.)
combined with multiattack buffs and Supplemental Damage to produce a turn of extreme burst damage. The best results will come from the use of characters that can guarantee a turn or more of Triple Attacks, along with as good ATK buffs and DEF Down Stacking. You may also use the Searing Wind combo (+) as an alternative to guarantee Triple Attacks. This technique can especially help when racing for MVP in high-level raids.

You should aim to keep a form of Elemental Atk Up on your MC at all times to activate the bonus from Black Enhanced Spellweaving.

The use of Tetrastreamer is highly recommended as it will greatly increase the rate you acquire Magic Circles, and you should consider making one for each element you intend to use Runeslayer in. The use of other fist or katana mainhands is possible, but not recommended.

Tetrastreamer Skill Choices:

  • Tetra's Humanity - 10% Bonus Elemental damage effect to allies whose elemental ATK is boosted.
    • Decent effect, but only worth taking if you intend to use seal combos that consume seals for party Elemental ATK Up instead of waiting for  Dragon BreakConsume all Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

      Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

      Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

      Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

      Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

      Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
      to grant all allies 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

      Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

      Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

      Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

      Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

      Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
      ) Bonus DMGDeals bonus DMG for one-foe one-ally attacks
      Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

      Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

      Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

      Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

      Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

      Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
      )
      (Max: 80%)Duration: 1 turn
      . (Max: 80%.) (Cannot be used without Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

      Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

      Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

      Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

      Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

      Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
      .)
      , or have an alternate method of buffing the party in that manner (via summon or other character).
  • Tetra's Divinity - When main weapon: Boost to multiattack rate based on number of Magic Circles granted to MC (MC only).
    • Only useful for those who tend to save up their Magic Circles for a while to build up to a usage of  Dragon BreakConsume all Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

      Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

      Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

      Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

      Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

      Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
      to grant all allies 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

      Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

      Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

      Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

      Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

      Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
      ) Bonus DMGDeals bonus DMG for one-foe one-ally attacks
      Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

      Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

      Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

      Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

      Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

      Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
      )
      (Max: 80%)Duration: 1 turn
      . (Max: 80%.) (Cannot be used without Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

      Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

      Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

      Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

      Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

      Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
      .)
      . If using  RuneweavingCall forth the power of the tetra-elements to cast a spell. to consume Circles, consider another emblem.
  • Tetra's Devilry - When main weapon: 1-turn cut to skill cooldown (MC only).
    • A significant improvement to the flexiblity of the class, allowing you to use  RuneweavingCall forth the power of the tetra-elements to cast a spell. more often, acquire Circles quicker, and not worry so much about being caught out without access to options.

Resources

Class Navigation
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II WarriorSentinelClericSorcererRaiderArcana DuelerKung Fu ArtistArcherBardDragoon
III Weapon MasterHoly SaberBishopHermitHawkeyeDark FencerOgreSidewinderSuperstarValkyrieGladiator
IV BerserkerSpartanSageWarlockBandit TycoonChaos RulerLuchadorNighthoundElysianApsaras
ChrysaorLumberjackCavalierMonkRobin Hood
EX I AlchemistNinjaSamuraiSword MasterGunslingerMysticAssassinDrum MasterDancerMechanic
EX II DoctorRuneslayerKengoGlorybringerSoldierNekomancerTormentorRising Force

References

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