Top

Dancer Physical Ranged DPS

From the Near Eastern nation of Thavnair comes a troupe of bewitchingly graceful performers. Though certainly elegant and beautiful, their movements also speak of martial discipline─of a pulsing, persistent energy whose rhythm can inspire souls and soothe troubled hearts. Inured to the hardships of the road, these dancers have learned to land throwing weapons with the same exacting precision as their footfalls, removing any who would obstruct the endless beat of the dance.

Last Update: -

All descriptions are based on action attributes and bonuses attained by level 80.
For further details on changes to actions, please refer to the patch notes.

Actions & Traits

Job Actions

Action Name

Acquired

Type

Cast

Recast

MP Cost

Range


Radius

Effect

Cascade

Lv. 1

Weaponskill Instant 2.5s - 25y
0y
Delivers an attack with a potency of 250.
Additional Effect: 50% chance of granting Flourishing Cascade
Duration: 20s

※Action changes to Emboite while dancing.

Fountain

Lv. 2

Weaponskill Instant 2.5s - 25y
0y
Delivers an attack with a potency of 100.
Combo Action: Cascade
Combo Potency: 300
Combo Bonus: 50% chance of granting Flourishing Fountain
Duration: 20s

※Action changes to Entrechat while dancing.

Windmill

Lv. 15

Weaponskill Instant 2.5s - 0y
5y
Delivers an attack with a potency of 150 to all nearby enemies.
Additional Effect: 50% chance of granting Flourishing Windmill
Duration: 20s

Standard Step

Lv. 15

Ability Instant 30s - 0y
0y
Begin dancing, granting yourself Standard Step.
Duration: 15s
Action changes to Standard Finish while dancing.
Only Standard Finish, En Avant, step actions, role actions, Sprint, and Limit Break can be performed while dancing.
Triggers the cooldown of weaponskills, step actions, and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.

Standard Finish

Lv. 15

Ability Instant 1.5s - 0y
15y
Delivers an attack to all nearby enemies. Potency varies with number of successful steps, dealing full potency for the first enemy, and 75% less for all remaining enemies.
0 steps: 500
1 step: 750
2 steps: 1,000
Step Bonus: Grants Standard Finish and Esprit to self and party member designated as your Dance Partner
Damage bonus of Standard Finish varies with number of successful steps.
1 step: 2%
2 steps: 5%
Duration: 60s
Triggers the cooldown of weaponskills, step actions, and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.

※This action cannot be assigned to a hotbar.

Reverse Cascade

Lv. 20

Weaponskill Instant 2.5s - 25y
0y
Delivers an attack with a potency of 300.
Additional Effect: 50% chance of granting a Fourfold Feather
Can only be executed while under the effect of Flourishing Cascade.

※Action changes to Jete while dancing.

Bladeshower

Lv. 25

Weaponskill Instant 2.5s - 0y
5y
Delivers an attack with a potency of 100 to all nearby enemies.
Combo Action: Windmill
Combo Potency: 200
Combo Bonus: 50% chance of granting Flourishing Shower
Duration: 20s

Fan Dance

Lv. 30

Ability Instant 1s - 25y
0y
Delivers an attack with a potency of 150.
Additional Effect: 50% chance of granting Flourishing Fan Dance
Duration: 20s
Can only be executed while in possession of Fourfold Feathers.

Rising Windmill

Lv. 35

Weaponskill Instant 2.5s - 0y
5y
Delivers an attack to all nearby enemies with a potency of 300 for the first enemy, and 50% less for all remaining enemies.
Additional Effect: 50% chance of granting a Fourfold Feather
Can only be executed while under the effect of Flourishing Windmill.

Fountainfall

Lv. 40

Weaponskill Instant 2.5s - 25y
0y
Delivers an attack with a potency of 350.
Additional Effect: 50% chance of granting a Fourfold Feather
Can only be executed while under the effect of Flourishing Fountain.

※Action changes to Pirouette while dancing.

Bloodshower

Lv. 45

Weaponskill Instant 2.5s - 0y
5y
Delivers an attack to all nearby enemies with a potency of 350 for the first enemy, and 50% less for all remaining enemies.
Additional Effect: 50% chance of granting a Fourfold Feather
Can only be executed while under the effect of Flourishing Shower.

Fan Dance II

Lv. 50

Ability Instant 1s - 0y
5y
Delivers an attack with a potency of 100 to all nearby enemies.
Additional Effect: 50% chance of granting Flourishing Fan Dance
Duration: 20s
Can only be executed while in possession of Fourfold Feathers.

En Avant

Lv. 50

Ability Instant 30s - 0y
0y
Quickly dash 10 yalms forward.
Maximum Charges: 3
Cannot be executed while bound.

Curing Waltz

Lv. 52

Ability Instant 60s - 0y
3y
Restores own HP and the HP of all nearby party members.
Cure Potency: 300
Additional Effect: Party member designated as your Dance Partner will also heal self and nearby party members

Shield Samba

Lv. 56

Ability Instant 120s - 0y
20y
Reduces damage taken by self and nearby party members by 10%.
Duration: 15s
Effect cannot be stacked with bard's Troubadour or machinist's Tactician.

Closed Position

Lv. 60

Ability Instant 30s - 30y
0y
Grants you Closed Position and designates a party member as your Dance Partner, allowing you to share the effects of Standard Finish, Devilment, and Curing Waltz with said party member.
Effect ends upon reuse.

Ending

Lv. 60

Ability Instant 1s - 0y
0y
Ends dance with your partner.

Devilment

Lv. 62

Ability Instant 120s - 0y
0y
Increases critical hit rate and direct hit rate by 20%.
Duration: 20s
Additional Effect: Party member designated as your Dance Partner will also receive the effect of Devilment

Fan Dance III

Lv. 66

Ability Instant 1s - 25y
5y
Delivers an attack to target and all enemies nearby it with a potency of 200 for the first enemy, and 50% less for all remaining enemies.
Can only be executed while under the effect of Flourishing Fan Dance.

Technical Step
Job Quest

Lv. 70

Ability Instant 120s - 0y
0y
Begin dancing, granting yourself Technical Step.
Duration: 15s
Action changes to Technical Finish while dancing.
Only Technical Finish, En Avant, step actions, role actions, Sprint, and Limit Break can be performed while dancing.
Triggers the cooldown of weaponskills, step actions, and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.

Technical Finish

Lv. 70

Ability Instant 1.5s - 0y
15y
Delivers an attack to all nearby enemies. Potency varies with number of successful steps, dealing full potency for the first enemy, and 75% less for all remaining enemies.
0 steps: 500
1 step: 750
2 steps: 1,000
3 steps: 1,250
4 steps: 1,500
Step Bonus: Grants Technical Finish and Esprit to self and party members,Step Bonus: Grants Technical Finish to self and party members
Damage bonus of Technical Finish varies with number of successful steps.
1 step: 1%
2 steps: 2%
3 steps: 3%
4 steps: 5%
Duration: 20s
Additional Effect: Activates the Esprit Gauge
Triggers the cooldown of weaponskills, step actions, and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.

※This action cannot be assigned to a hotbar.

Flourish

Lv. 72

Ability Instant 60s - 0y
0y
Grants you the effects of Flourishing Cascade, Flourishing Fountain, Flourishing Windmill, Flourishing Shower, and Flourishing Fan Dance.

Saber Dance

Lv. 76

Weaponskill Instant 2.5s - 25y
5y
Delivers an attack to target and all enemies nearby it with a potency of 600 for the first enemy, and 50% less for all remaining enemies.
Esprit Gauge Cost: 50

Improvisation

Lv. 80

Ability Instant 120s - 0y
6y
Dance to the beat of your own drum, granting Improvisation to self.
Improvisation Effect: Continuously increases Esprit Gauge while in combat
Duration: 15s
The speed at which the gauge increases varies with the number of nearby party members. Furthermore, HP recovery via healing actions for self and nearby party members is increased by 10%.
Effect ends upon using another action or moving (including facing a different direction).
Cancels auto-attack upon execution.

Step Actions

Action Name

Acquired

Type

Cast

Recast

MP Cost

Range


Radius

Effect

Emboite

Lv. 15

Ability Instant 1s - 0y
0y
Perform an emboite.
When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
Triggers the cooldown of other step and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.

※This action cannot be assigned to a hotbar.

Entrechat

Lv. 15

Ability Instant 1s - 0y
0y
Perform an entrechat.
When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
Triggers the cooldown of other step and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.

※This action cannot be assigned to a hotbar.

Jete

Lv. 15

Ability Instant 1s - 0y
0y
Perform a jete.
When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
Triggers the cooldown of other step and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.

※This action cannot be assigned to a hotbar.

Pirouette

Lv. 15

Ability Instant 1s - 0y
0y
Perform a pirouette.
When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
Triggers the cooldown of other step and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.

※This action cannot be assigned to a hotbar.

Role Actions

Role actions are abilities common to classes and jobs with the same role.

Action Name

Acquired

Type

Cast

Recast

MP Cost

Range


Radius

Effect

Leg Graze

Lv. 6

Ability Instant 30s - 25y
0y
Afflicts target with Heavy +40%.
Duration: 10s

Second Wind

Lv. 8

Ability Instant 120s - 0y
0y
Instantly restores own HP.
Cure Potency: 500

Foot Graze

Lv. 10

Ability Instant 30s - 25y
0y
Binds target.
Duration: 10s
Cancels auto-attack upon execution.
Target unbound if damage taken.

Peloton

Lv. 20

Ability Instant 5s - 0y
20y
Increases movement speed of self and nearby party members as long as they remain within distance.
Duration: 30s
Effect ends when enmity is generated. Cannot be used in battle.

Head Graze

Lv. 24

Ability Instant 30s - 25y
0y
Interrupts the use of a target's action.

Arm's Length

Lv. 32

Ability Instant 120s - 0y
0y
Creates a barrier nullifying most knockback and draw-in effects.
Duration: 6s
Additional Effect: Slow +20% when barrier is struck
Duration: 15s

Trait

Traits

Acquired

Effect

Fourfold Fantasy

Lv. 30

Grants a Fourfold Feather upon landing certain actions.
Maximum Stacks: 4

Increased Action Damage

Lv. 50

Increases base action damage by 10%.

Increased Action Damage II

Lv. 60

Increases base action damage by 20%.

Enhanced En Avant

Lv. 68

Allows the accumulation of charges for consecutive uses of En Avant.
Maximum Charges: 2

Esprit

Lv. 76

Grants Esprit to self and nearby party members upon successfully executing Standard Finish or Technical Finish. The Esprit Gauge will accumulate when you or party members under the effect of Esprit land a weaponskill or cast a spell.

Enhanced En Avant II

Lv. 78

Allows a third charge of En Avant.

Combos

Performing actions in a certain order increases potency and applies combo bonuses.

Combo Sequence

Effect

Cascade

Fountain

50%

50%

Reverse Cascade

Fountainfall

50% chance of granting Flourishing Cascade and Flourishing Fountain.

Windmill

Bladeshower

50%

50%

Rising Windmill

Bloodshower

Hits multiple enemies with a 50% chance of granting Flourishing Windmill and Flourishing Shower.

Job Gauge

Step Gauge

Upon learning Standard Step, the Step Gauge will be displayed. Performing a Standard Step will change the appearance of the Step Gauge and cause you to start dancing. Following the displayed icons to execute steps in the correct order and ending with a Standard Finish will increase your damage dealt and that of the party member selected as your Dance Partner.

Performing a Technical Step will display four icons on the Step Gauge. Executing the corresponding actions in the correct order followed by Technical Finish increases the damage dealt by you and nearby party members.

Fourfold Feathers and Esprit Gauge

Upon learning the trait Fourfold Fantasy, you will have a chance to acquire Fourfold Feathers when executing certain weaponskills such as Reverse Cascade and Rising Windmill. Fourfold Feathers can then be consumed to execute Fan Dance (acquired at level 30) and Fan Dance II (acquired at level 50).

Upon learning the trait Esprit, the Esprit Gauge will be displayed.

Esprit will be granted to you and your dance partner upon executing Standard Finish, or all nearby party members upon executing Technical Finish. When players under this effect land a weaponskill or spell, your Esprit Gauge will increase. It can then be consumed by the weaponskill Saber Dance.

Simple Mode

Step Gauge

Standard Step

Technical Step

Fourfold Feathers

Fourfold Feathers and Esprit Gauge

All descriptions are based on action attributes and bonuses attained by level 80.
For further details on changes to actions, please refer to the patch notes.

Last Update: -

"Revisions" show the changes made from Patch 5.0x to 5.1.

Actions

Job Actions

Action Name

Type

Cast

Recast

MP Cost

Range


Radius

Effect

Cascade

Weaponskill Instant 2.4s - 25y
0y
Delivers an attack with a potency of 1,000.
Additional Effect: Increases Esprit Gauge by 10

※Action changes to Reverse Cascade while under the effect of En Avant.
※Action changes to Emboite while dancing.
※This action cannot be assigned to a hotbar.

Fountain

Weaponskill Instant 2.4s - 25y
0y
Delivers an attack to target.
Combo Action: Cascade or Reverse Cascade
Combo Potency: 1,200
Combo Bonus: Grants a Fourfold Feather
Combo Bonus: Increases Esprit Gauge by 10

※Action changes to Fountainfall while under the effect of En Avant.
※Action changes to Emboite while dancing.
※This action cannot be assigned to a hotbar.

Windmill

Weaponskill Instant 2.4s - 0y
5y
Delivers an attack with a potency of 600 to all nearby enemies.
Additional Effect: Increases Esprit Gauge by 5 for each enemy hit

※Action changes to Rising Windmill while under the effect of En Avant.
※Action changes to Entrechat while dancing.
※This action cannot be assigned to a hotbar.

Bladeshower

Weaponskill Instant 2.4s - 0y
5y
Delivers an attack to all nearby enemies.
Combo Action: Windmill or Rising Windmill
Combo Potency: 800
Combo Bonus: Grants a Fourfold Feather
Combo Bonus: Increases Esprit Gauge by 5 for each enemy hit

※Action changes to Bloodshower while under the effect of En Avant.
※Action changes to Entrechat while dancing.
※This action cannot be assigned to a hotbar.

Saber Dance

Weaponskill Instant 2.4s - 25y
5y
Delivers an attack with a potency of 1,800 to target and all enemies nearby it.
Additional Effect: Increases damage dealt by self and party member designated as your Dance Partner by 10%
Duration: 30s
Esprit Gauge Cost: 50

Fan Dance

Ability Instant 1s - 25y
0y
Delivers an attack with a potency of 1,000.
Additional Effect: Grants Flourishing Fan Dance
Duration: 15s
Can only be executed while in possession of Fourfold Feathers.

※Action changes to Jete while dancing.

Fan Dance II

Ability Instant 1s - 0y
5y
Delivers an attack with a potency of 600 to all nearby enemies.
Additional Effect: Grants Flourishing Fan Dance
Duration: 15s
Can only be executed while in possession of Fourfold Feathers.

※Action changes to Pirouette while dancing.

Fan Dance III

Ability Instant 30s - 25y
5y
Delivers an attack with a potency of 1,200 to target and all enemies nearby it.
Additional Effect: Reduces damage taken by self and party member designated as your Dance Partner by 10%
Duration: 30s
Maximum Charges: 2
Can only be executed while under the effect of Flourishing Fan Dance. Effect fades upon execution.

Standard Step

Ability Instant 30s - 0y
0y
Begin dancing, granting yourself Standard Step.
Duration: 10s
Action changes to Standard Finish while dancing.
Only step actions, Standard Finish, En Avant, Head Graze, Bolt, Rearward Potion, Adrenaline Rush, and additional actions can be performed while dancing.
Triggers the cooldown of weaponskills, step actions, and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.

Technical Step

Ability Instant 60s - 0y
0y
Begin dancing, granting yourself Technical Step.
Duration: 10s
Action changes to Technical Finish while dancing.
Only step actions, Technical Finish, En Avant, Head Graze, Bolt, Rearward Potion, Adrenaline Rush, and additional actions can be performed while dancing.
Triggers the cooldown of weaponskills, step actions, and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.

Curing Waltz

Ability Instant 30s - 0y
3y
Restores own HP and the HP of all nearby party members.
Cure Potency: 2,000
Additional Effect: Party member designated as your Dance Partner will also heal self and nearby party members

Closed Position

Ability Instant 15s - 30y
0y
Grants you Closed Position and designates a party member as your Dance Partner, allowing you to share the effects of Standard Finish, Saber Dance, Fan Dance III, and Curing Waltz with said party member.
Effect ends upon reuse.

En Avant

Ability Instant 30s - 0y
0y
Quickly dash 10 yalms forward.
Additional Effect: Grants En Avant
Duration: 5s
Maximum Charges: 3
Effect fades upon execution of Reverse Cascade, Fountainfall, Rising Windmill, or Bloodshower.
Cannot be executed while bound.

Reverse Cascade

Weaponskill Instant 2.4s - 25y
0y
Delivers an attack with a potency of 1,600.
Additional Effect: Increases Esprit Gauge by 10
Can only be executed while under the effect of En Avant. Effect fades upon execution.

※Action changes to Emboite while dancing.
※This action cannot be assigned to a hotbar.

Fountainfall

Weaponskill Instant 2.4s - 25y
0y
Delivers an attack to target.
Combo Action: Cascade or Reverse Cascade
Combo Potency: 1,800
Combo Bonus: Grants a Fourfold Feather
Combo Bonus: Increases Esprit Gauge by 10
Can only be executed while under the effect of En Avant. Effect fades upon execution.

※Action changes to Emboite while dancing.
※This action cannot be assigned to a hotbar.

Rising Windmill

Weaponskill Instant 2.4s - 0y
5y
Delivers an attack with a potency of 1,000 to all nearby enemies.
Additional Effect: Increases Esprit Gauge by 5 for each enemy hit
Can only be executed while under the effect of En Avant. Effect fades upon execution.

※Action changes to Entrechat while dancing.
※This action cannot be assigned to a hotbar.

Bloodshower

Weaponskill Instant 2.4s - 0y
5y
Delivers an attack to all nearby enemies.
Combo Action: Windmill or Rising Windmill
Combo Potency: 1,200
Combo Bonus: Grants a Fourfold Feather
Combo Bonus: Increases Esprit Gauge by 5 for each enemy hit
Can only be executed while under the effect of En Avant. Effect fades upon execution.

※Action changes to Entrechat while dancing.
※This action cannot be assigned to a hotbar.

Emboite

Ability Instant 1s - 0y
0y
Perform an emboite.
When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
Triggers the cooldown of step and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.

※This action cannot be assigned to a hotbar.

Entrechat

Ability Instant 1s - 0y
0y
Perform an entrechat.
When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
Triggers the cooldown of step and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.

※This action cannot be assigned to a hotbar.

Jete

Ability Instant 1s - 0y
0y
Perform a jete.
When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
Triggers the cooldown of step and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.

※This action cannot be assigned to a hotbar.

Pirouette

Ability Instant 1s - 0y
0y
Perform a pirouette.
When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased.
Triggers the cooldown of step and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.

※This action cannot be assigned to a hotbar.

Standard Finish

Ability Instant 1.5s - 0y
15y
Delivers an attack to all nearby enemies. Potency increases by up to 100% based on proximity to enemies.
0 Steps: 400
1 Step: 600
2 Steps: 800
Additional Effect: Increases Esprit Gauge by 5 for each enemy hit
Step Bonus: Reduces weaponskill cast time and recast time, as well as spell cast time and recast time for self and party member designated as your Dance Partner by 5%
Duration: 60s
Triggers the cooldown of weaponskills, step actions, and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.

※This action cannot be assigned to a hotbar.

Technical Finish

Ability Instant 1.5s - 0y
15y
Delivers an attack to all nearby enemies. Potency increases by up to 200% based on proximity to enemies.
0 Steps: 400
1 Step: 600
2 Steps: 800
3 Steps: 1,000
4 Steps: 1,200
Additional Effect: Increases Esprit Gauge by 5 for each enemy hit
Step Bonus: Reduces weaponskill cast time and recast time, as well as spell cast time and recast time for self and nearby party members by 5%
Duration: 15s
Triggers the cooldown of weaponskills, step actions, and finish actions upon execution. Cannot be executed during the cooldown of weaponskills, step actions, or finish actions.

※This action cannot be assigned to a hotbar.

Ending

Ability Instant 1s - 0y
0y
Ends dance with your partner.

Common Actions

Although they differ depending on your role, additional actions are shared by multiple jobs.

Action Name

Type

Cast

Recast

MP Cost

Range


Radius

Effect

Head Graze

Ability Instant 30s - 25y
0y
Silences target.
Duration: 2s

Bolt

Ability Instant 60s - 0y
0y
Movement speed is increased.
Duration: 10s

Rearward Potion

Ability Instant 30s - 0y
0y
Restores own HP.
Cure Potency: 2,000
Potency increases up to 6,000 as HP decreases.
Maximum Charges: 2

Additional PvP Actions

These actions are only available during PvP and are unique to each role. Only two can be set at any given time, so be sure to choose abilities which complement your combat strategy!

Action Name

Type

Cast

Recast

MP Cost

Range


Radius

Effect

Leg Graze

Ability Instant 30s - 25y
0y
Afflicts target with Heavy +50%.
Duration: 5s

Foot Graze

Ability Instant 30s - 25y
0y
Binds target.
Duration: 3s

Concentrate

Ability Instant 30s - 0y
0y
Increases potency of next weaponskill by 20%.
Duration: 5s

Recuperate

Ability Instant 45s - 0y
0y
Restores own HP.
Cure Potency: 3,000
Additional Effect: Removes Heavy, Bind, and Holmgang effects

Peloton

Ability Instant 60s - 0y
20y
Increases movement speed of self and nearby party members.
Duration: 10s

* The following actions were removed with the release of patch 5.1: Arm's Length.

Adrenaline Rush

In PvP duties, adrenaline rush will replace the limit break action and, unlike limit break, can be used by single players. The adrenaline rush gauge can be filled through combating enemies and completing other objectives, dependent on the PvP duty.

Action Name

Cast

Recast

MP Cost

Range


Radius

Effect

Terminal Velocity

1.5s - - 30y
30y
Delivers an attack with a potency of 6,000 to all enemies in a straight line before you.
Additional Effect: Reduces target's HP recovered by healing actions by 25%
Duration: 10s
Damage dealt is not affected by increased or decreased damage effects applied by players.
Can only be executed while the Adrenaline Gauge is full.

Job Gauge

Step Gauge

Performing a Standard Step will change the appearance of the Step Gauge and cause you to start dancing. Following the displayed icons to execute steps in the correct order and ending with a Standard Finish will increase your attack speed and that of the party member selected as your Dance Partner.

Performing a Technical Step will display four icons on the Step Gauge. Executing the corresponding actions in the correct order followed by Technical Finish increases your attack speed and that of nearby party members.

Fourfold Feathers and Esprit Gauge

You will acquire Fourfold Feathers when executing Fountain, Fountainfall, Blade Shower, and Blood Shower. Fourfold Feathers can then be consumed to execute Fan Dance and Fan Dance II.

Esprit will be granted to you after executing weapon skills, as well as Standard and Technical Finish. It can then be consumed to execute Saber Dance.

Simple Mode

Step Gauge

Standard Step

Technical Step

Fourfold Feathers and Esprit Gauge

"Revisions" show the changes made from Patch 5.0x to 5.1.

Cookie Policy

This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.