Runeslayer
About classes | Class list | Skill list | Extended Mastery
| Class Data | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Class line | |||||||||||||||
| Description | Command the power of the tetra-elements to overwhelm your opponents with ever-changing magic. | ||||||||||||||
| Style | Specialty | ||||||||||||||
| Prerequisites | Rewards Change the Clear Chapter 63 Story: Boundless Joy |
||||||||||||||
| Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20. |
|
||||||||||||||
| Master Bonuses | |||||||||||||||
| Class Weapon | |||||||||||||||
| Release date | 2018-05-17 | Other sites | (Japanese wiki) |
||||||||||||
| 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. Strength: 20% becomes Strength: 70%)..[1] |
||||||||||||||
| Elemental Charge | Add 1 Magic Circle 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: currently on caster to 2. 2-turn cut to |
|||||||||||||||
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 Circles . (Damage cap: ~1,160,000.) |
6T | 15 | +200% damage per Magic Circle , up to 1000%.[1] |
||
| Dragon Break | Consume all Magic Circles to grant all allies 10% x (Magic Circles ) Strength: 10% x (Magic Circles ) (Max: 80%)Duration: 1 turn . (Max: 80%.) (Cannot be used without Magic Circles .)[1] |
8T | 1T | 25 | ||
| Spell Boost | Set Magic Circles currently on caster to 2. 2-turn cut to |
7T | 40 | Can be cast without Magic Circles and without |
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
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
Local status effect against a foe.
- Combinations may generate Magic Circles
Fire 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 Circles
Fire 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 . : All allies gain Strength: 30%Duration: 3 turnsStacking: Charge Attack and Duration: 3 turns. |
3T | ||
| Cyclonic Blade | Wind damage to a foe and gain . : All allies gain Strength: 30%Duration: 3 turnsStacking: Charge Attack, Duration: 3 turns and Strength: 20%Duration: 3 turns. |
3T | ||
| Earthen Blade | Earth damage to a foe and gain . : All allies gain Strength: 30%Duration: 3 turnsStacking: Charge Attack, Strength: 40%Duration: 3 turns and Strength: 15%Duration: 3 turns. |
3T | ||
| Aquatic Blade | Water damage to a foe and gain . : All allies gain Strength: 30%Duration: 3 turnsStacking: Charge Attack, Elemental SwitchOne of the following based on the element inferior to your main weapon's element: Duration: 3 turns Duration: 3 turns Duration: 3 turns Duration: 3 turns Duration: 3 turns Duration: 3 turns , and Elemental DMG LoweredOne of the following based on the element inferior to your main weapon's element: Duration: 3 turnsFire DEF Up. Not a Damage Cut. Reduces Fire damage taken on a multiplier separate from Damage Cuts. Duration: 3 turnsWind DEF Up. Not a Damage Cut. Reduces Wind damage taken on a multiplier separate from Damage Cuts. Duration: 3 turnsEarth DEF Up. Not a Damage Cut. Reduces Earth damage taken on a multiplier separate from Damage Cuts. Duration: 3 turnsWater DEF Up. Not a Damage Cut. Reduces Water damage taken on a multiplier separate from Damage Cuts. Duration: 3 turnsLight DEF Up. Not a Damage Cut. Reduces Light damage taken on a multiplier separate from Damage Cuts. 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 . : All allies gain Strength: 30%Duration: 3 turnsStacking: Charge Attack and (Effect removed on next all-foe all-ally attack) . |
3T | ||
| Shadowy Blade | Dark damage to a foe and gain . : All allies gain Strength: 30%Duration: 3 turnsStacking: Charge Attack, Strength: 50%Duration: 3 turns and 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%.. : All allies gain Duration: 3 turns. |
3T | ||
| Freezing Shackles | Water damage to a foe. : Inflict Duration: 2 turnsLocal status effect. |
2T | ||
| Energizing Gust | All allies gain Strength: 5% of max HP (Healing cap: 700) or 10% charge barDuration: 3 turns. : Gain Strength: 10%Duration: 2 turns. |
2T | ||
| Blackened Sand | Earth damage to a foe. : Inflict Duration: 2 turnsLocal status effect. |
2T | ||
| Lava Shield | All parties gain Duration: 2 turns. |
2T | ||
| Aqueous Breeze | Restore all parties' HP. (Healing cap: 2500 [1150 for other parties].) | |||
| Searing Wind | All allies gain Strength: 15%Duration: 3 turns. Gain Duration: 3 turns (Effect activates when a foe uses a special attack. All allies gain 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: Strength: 15%Duration: 180 seconds Strength: 15%Duration: 180 seconds Strength: 15%Duration: 180 seconds Strength: 15%Duration: 180 seconds Strength: 15%Duration: 180 seconds 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 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
currently on caster to 2.
2-turn cut to
One core technique is the use of
to grant all allies 10% x (Magic Circles
)
Strength: 10% x (Magic Circles
)
(Max: 80%)Duration: 1 turn . (Max: 80%.) (Cannot be used without Magic Circles
.) 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 (
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.
Recommended Main Weapons
The use of
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 Circles Fire 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).
- 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
- 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 Circles Fire 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 usingRuneweavingCall forth the power of the tetra-elements to cast a spell. to consume Circles, consider another emblem.
- Only useful for those who tend to save up their Magic Circles for a while to build up to a usage of
- 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.
- A significant improvement to the flexiblity of the class, allowing you to use
Resources
| 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 |