Follow TV Tropes

Following

Characters / Final Fantasy XIV Melee Classes

Go To

Main Character Index | The Warrior of Light | Tank Classes | Ranged DPS Classes | Melee DPS Classes | Caster Classes | Healer Classes | Scions of the Seventh Dawn | The Eorzean Alliance | Ishgard and Dravania | Othard and Hingashi | Sharlayan and Thavnair | The First | Allies | Antagonists | Raid Antagonists | Ascians | Garlean Empire (Zenos yae Galvus) | Disciples of War | Disciples of Magic | Disciples of the Hand | Disciples of the Land | Primals | Beast Tribes | Seasonal Event NPCs
Advertisement:

Fighters who deal damage up close and personal, melee fighters take advantage of their positioning to strike enemies from different angles to increase their damage output.

    open/close all folders 

    Melee in General 
  • Back Stab: All melee jobs have some attacks that give the player bonuses when used from the right angle, where Monk has the most and the Samurai has the least. The Ninja also has the most traditional example of this with Trick Attack which is executed from stealth or by cover of water.
  • BFS: The shared melee DPS Limit Breaks have them slash up enemies with a copy of Cloud’s Buster Sword, regardless of whatever weapon they normally use.
  • Close-Range Combatant: Melee Jobs must be close to use the vast majority of their skills, forcing them to move out of range for the enemies melee attacks. But all melee jobs except the Monk have a ranged attack that allows them to keep up a weak attack from the distance and another skill that lets them quickly get out of the attack range of their enemy.
  • Color-Coded for Your Convenience: As a DPS role, they all have red class icons.
  • Glass Cannon: The melee jobs all deal above average to high damage, but they also have to stay close to their target and will quickly crumble to an enemy's attacks. Compared to each other, the Samurai and Monk are both full Glass Cannons, the Ninja runs closer to Fragile Speedster territory and the Dragoon leans slightly towards Lightning Bruiser.
  • Heal Thyself: "Second Wind" restores some of the user’s HP. Melee DPS jobs share this with Ranged DPS jobs.
  • Life Drain: "Bloodbath" is a Status Buff that heals the user for a portion of the damage they inflict for 20 seconds.
  • Limit Break: Melee DPS Limit Breaks hit a single target for massive damage, with higher-level Limit Breaks doing greater damage. These deal significantly more damage per-target than Caster or Ranged Limit Breaks, making them preferred for clearing boss encounters.
  • Standard Status Effects: "Leg Sweep" stuns the target, and "Feint" lowers the target’s physical attributes by 10% for 10 seconds.
  • Status Buff: "True North" removes the positional requirements for the extra effects of a Melee job’s abilities for 10 seconds, letting them gain those benefits without needing to be in the correct position. They also share "Arm’s Length" with the Tanks and Ranged DPS Jobs.

    Pugilist and Monk 

Pugilist and Monk

Masters of hand to hand combat that augment their strikes with a Power Fist, favoring speed over attack the Pugilist uses a unique Stance System to execute their martial arts and grow more powerful the longer they remain on the offense. The Monk enhances the pugilists already extreme power by gifting the class with more Ki Manipulation to better round out their arsenal


https://static.tvtropes.org/pmwiki/pub/images/0c5c2213_540e_49cc_bba1_4a9c1ac04a75.jpeg

Pugilists provide examples of...

  • Animal-Themed Fighting Style: The Pugilist's Stance System is modeled after Animal Kung Fu having Opo-Opo Form, Raptor Form and Coeurl Form.
  • Badass Back: Enforced with "Steel Peak" which actually strikes the enemy with your back.
  • Bare-Fisted Monk: Not quite, since they must equip a cestus to be the class, but the look can be achieved by equipping or glamouring the appearance of The Emperor's New Fists.
  • Close-Range Combatant: Most other melee classes have at least one throwing weapon, generally used for pulling purposes. Pugilists notably lack one.
  • Counter-Attack: Previously had one in "Haymaker", which can only be used immediately after evading an attack. "Featherfoot", which temporarily increases the user's evasion rate, can aid in this process.
  • Dual Wielding: Pugilist and Monks fight with a matching pair of Power Fist weapons in both hands. Although this has no impact on the actual gameplay and the cesti are treated as a single weapon as with any other class.
  • Elemental Punch: Fists of Earth, Wind and Fire.
  • Glass Cannon: They attack quickly and relentlessly and can lay on a ton of damage, but this is balanced out by having the lowest health, self-healing, and avoidance skills of all the melee DPS jobs.
  • Heal Thyself: "Second Wind". It's been since reclassified as a Role Skill, but they were the origin of it.
  • Pressure Point: Prior to its removal in Stormblood, the "Touch of Death" skill.
  • Roundhouse Kick: The pugilists basic attack is one.
  • Sir Not-Appearing-in-This-Trailer: Characters of this class rarely appeared for the action sequences in the CG battles until the release of the Stormblood expansion teaser trailer, where this class made not just an appearance but is the main focus of both the trailer and expansion theme.
  • Shockwave Stomp: "Arm of the Destroyer" is one that does AoE damage to enemies nearby.
  • Stance System:
    • The Pugilist can only execute certain attacks if they are in a certain stance.
    • Pugilists and Monks also have access to a more traditional stance system with three stances: "Fists of Earth" (improved defenses), "Fists of Wind" (increased movement speed and an extra stack of Greased Lightning in Shadowbringers), and "Fists of Fire" (increased attack power).
  • Status Buff: Prior to Patch 5.4, each Greased Lightning stack increased the damage and attack speed of the Pugilist by 10 % and 5 % respectively.
  • Power Fist: The weapons of a Pugilist, from the more simple knuckledusters/cesti, the bladed bagh nakh ("tiger claw"), a few katars as well.

https://static.tvtropes.org/pmwiki/pub/images/monk_concept_art.jpg

Monks provide examples of...

  • An Adventurer Is You: The Scrapper type DPS, via their Chakra Stacks level 62 and forward, where they gain the means to rapidly gain the 5 stacks of Chakra to repeatedly use The Forbidden Chakra or Enlightenment.
  • Animal Battle Aura: The Rising Phoenix skill causes an erruption of fiery aether in the shape of a cawing phoenix.
  • Anti-Frustration Features: While they are rather mechanically demanding to play, Monks have a fair amount of skills to ease the difficulty a bit.
    • "Form Shift" allows the usage of a single weaponskill without the needed form, making it useful when refreshing Twin Snakes and Demolish is needed quickly.
    • "Riddle of Earth" decreases damage received by 10% and nullifies directional requirements for 6 seconds. It holds up to 3 charges.
    • "Anatman" prevents Twin Snakes and the Monk's current stance from expiring for up to 30 seconds. It is primarily meant to be used during downtime, as any movement will cancel the skill.
  • Awesome, but Impractical: "Tornado Kick" sacrifices all three of the Monk's Greased Lightning stacks to deliver what is bar-none the hardest hitting attack available to the job. However, sacrificing greased lightning ruins a Monk's combat flow so severely that it's actually a significant DPS loss to use it. The only time "Tornado Kick" is sensibly useful is when an enemy is about to go invincible long enough that GL would fall off anyway, which also requires foreknowledge of boss fights and their rotations. Patch 4.4 made it a bit more practical to use, where updates to certain abilities made it much easier to recover from the loss of greased lightning and is now used as a part of the optimal (if difficult) rotation. Unfortunately, Shadowbringers relegates it back to being impractical to use, what with the introduction of a fourth stack of Greased Lightning, and "Form Shift" also refreshes the duration of Greased Lightning anyway, further reducing the situations that it sees use. Finally averted with the release of Patch 5.4, with the rework of Greased Lightning into a trait, Tornado Kick is now a simple damaging ability off the global cooldown with a 45 second cooldown.
    • "Six-sided Star" is a powerful 540 potency attack that also significantly increases the user's movement speed for 5 seconds, allowing for easier disengages. The downside is that it's a weaponskill with a lengthy recast time of an average of 4 seconds, even with Greased Lightning and using it applies said lengthy recast time to all other weaponskills, making it a DPS loss if used incorrectly.
  • But Thou Must!: In the level 45 quest "Good Vibrations", Widergelt invites you to "give yourself to [his] cause" and fight beside him to free Ala Mhigo from the Garleans. Choosing not to leads to him asking you to reconsider; only by accepting will the quest proceed.
  • Combined Energy Attack: The "Brotherhood" skill introduced in Stormblood allows the Monk to absorb Chakra from allies who successfully land weapon skills allowing them to unleash the Forbidden Chakra and Enlightenment.
  • Close-Range Combatant: The Monk has only one ranged attack, "Enlightenment", which requires a fully charged Chakra Gauge to use, making its usage situational.note  They also have no skill that lets them quickly get out the attack range of their target. If forced out of their melee range, all they can do is to maintain their stance and to charge their chakra.
  • Crisscross Attack: Phantom Rush has the monk flash steppign to rush the enemy from different angles before coming down from above with a heeldrop.
  • Critical Hit Class: After unlocking the "Deep Meditation" trait, Monks are more reliant on landing critical hits in order to charge their chakras mid-battle.
  • Damage Reduction: Fists of Earth and the Riddle of Earth both reduce incoming damage for the Monk.
  • Dance Battler: When using their "Four Point Fury" ability, they're basically breakdancing.
  • Dash Attack: "Shoulder Tackle", which used to only be usable if you are at least 10 yalms from an opponent, charges at the enemy.
  • Difficult, but Awesome: Monks are quite mechanically demanding to play, requiring you to constantly stay close to the enemy and keep attacking from the right positions just to maintain Greased Lightning and attain maximum damage, not to mention their lack of a projectile based attack in the case of a distant enemy. A bad Monk will deal very poor damage that's even lower than a Ninja, but a good Monk offers both incredible damage output and impressive utility with frequent buffs for everyone in their party. Patch 5.4 reduced their difficulty considerably, with the rework of Greased Lightning into a trait that passively boosts their attack speed.
  • Dual Tonfas: The Scaevean Magitek Tonfa and Samsara have this appearance rather than being a standard Power Fist.
  • Enhanced Punch: Quite a few of their attacks but the Limit Break Final Heaven takes the cake where the Monk concentrates enough aether into their fist to generate an incredible explosion on impact.
  • Flash Step: In Endwalker, the monk can use Thunderclap quickly teleport to the side of an enemy or an ally, allowing them to cover distance very quickly and flexibly.
  • Fluffy Fashion Feathers: Wears a Lu Bu-esque quail feather coming from their Martial Arts Headband.
  • Ground Punch: "Howling Fist" is one that opens a powerful fissure of energy to burst from the earth.
  • The Greatest Style: This trope is played with, the Fist of Rhalgr is widely known and feared because it imbues the users with superhuman ability, but then the King of Ruin formed the Corpse Brigade to specifically study and create martial techniques to counter it. The Player character who is more flexible incorporates martial arts from Ul'dah pugilism into their arts which leads to the order doing the same.
  • Hurricane Kick: "Dragon Kick" has one after a backflip kick while "Tornado Kick" includes a more traditional one and Shadowbringers adds another one done from a handstand.
  • Kamehame Hadoken: "Rockbreaker" is a shockwave of ki thrown through the earth with a double punch, while "Elixir Field" falls closer to the Kamehameha like beam of energy. Shadowbringers adds a Hadoken-style blast called Enlightenment, which is fueled by five Chakra.
  • Ki Manipulation: The backstory has this to show for the Charles Atlas Super Power the Monk's display, owing their incredible power to their mastery of ki and the chakras.
    • Heavensward added a Chakra mechanic, allowing the monk to stack five chakras to spend on "Forbidden Chakra", a massive attack, "Enlightenment", a ki blast that hits multiple enemies, or previously restore their TP. They also gain an ability called Elixir Field which bears a great resemblance to the famous Kamehameha.
    • Shadowbringers also adds Enlightenment, a Kamehame Hadoken attack that attacks enemies directly in front of the Monk.
  • Limit Break: Level 3 has "Final Heaven", a massive charged punch delivered at light-speed that causes a massive explosion.
  • Meditation Power Up: The Monk's aptly named "Meditate" skill opens one of the monk's chakras, by opening five they can execute the powerful "Forbidden Chakra". The trait Deep Meditation allows them to potentially gain chakra with every Critical Hit. They also have the skill "Anatman" where they go into meditation to keep their Twin Snakes buff and current form during the length of the meditation.
  • Mythology Gag: The Masterful Blitzes that the Monk can do are based on and named after the same named skills of the monk Sabin in Final Fantasy VI.
  • Non-Indicative Name: "Shoulder Tackle's" animation is actually a palm strike rather than a shoulder tackle.
  • Playing with Fire: By using AoE attacks as part of their Perfect Balance, Monks are able to unleash a fiery aura as a Blitz that resembles a flaming phoenix.
  • Qipao: The "Temple" Artifact armor given in A Realm Reborn is visually inspired by it for both genders.
  • Rapid-Fire Fisticuffs: The Monk's mechanics rely on this concept, boasting on the shortest global cooldown and more powerful and frequent auto-attacks with Greased Lightning. The ability Riddle of Wind also enhances how quickly they make auto attacks, letting them throw even more fisticuffs.
  • Regenerating Mana: Prior to its removal, the Monk could restore their own TP by spending their Chakra stacks on the "Purification" skill.
  • Rival Dojos:
    • The Sect of Shadow to the players Sect of Light school of fighting, these two dojos are meant to be pit against one another so the survivors can open all fourteen of the chakras within the body in the process.
    • A more friendly example is enforced when Widargelt sets up a martial arts exhibition between Ul'dah's Pugilist's Guild and his newly reformed Fist's of Rhalgr in order to generate interest and attract new pupils.
  • She-Fu: The Monk's fighting techniques are filled with gratuitous flip kicks and acrobatics regardless of gender.
  • Status Buff: Both "Mantra" and "Brotherhood" apply a buff to the Monk and all nearby team members. "Mantra" increases the HP recovery via healing actions by 10% while "Brotherhood" increases the damage dealt.
  • Strong and Skilled: A good Monk usually deals more damage than the Ninja or the Dragoon and can buff their team members in regular intervals.
  • Supernatural Martial Arts: The Monks gain their unmatched physical strength by opening the Chakras within their body. By the time they're max level, Monks frequently throw around Ki attacks, shockwaves, and elemental magics as easy as punching.
  • Warrior Monk: Monks were previously warrior priests from Ala Mhigo devoted to the worship of the Rhalgr the Destroyer.
  • Whole Costume Reference: The Monk's second Artifact armor, the "Tantra" set, from Heavensward is inspired by Yang's costume, particularly the pants.
  • Wuxia: The Monk's "Temple" Artifact armor from is visually inspired by the genre.
  • Yin-Yang Bomb: As part of their Endwalker design, they accumulate Lunar and Solar Nagi by using Masterful Blitz. When they have accumulated both Nagi and three Beast Chakra they can unleash Tornado Kick or Phantom Rush.

    Lancer and Dragoon 

Lancer and Dragoon

Wielders of lances that can pepper enemies with rapid stabbing attacks that allow for powerful damage dealing. After becoming a Dragoon this allows the character to use its signature Death from Above attacks and rain death In a Single Bound.


https://static.tvtropes.org/pmwiki/pub/images/fb728ff7_0368_4b93_b00d_4354abbf968b.jpeg

Lancers provide examples of...

  • Blade on a Stick: Lancers' arms are spears of various types varying from pikes, yaris, tridents, and halberds.
  • Blade Spam: "Chaos Thrust" involves several rapid slash attacks. The Dragoon’s "Sonic Thrust" is a flurry of stabs.
  • Boring, but Practical:
    • Lancers only have two real rotations to keep track: "True Thrust" -> "Disembowel" for the Status Buff followed by "True Thrust" -> "Vorpal Thrust" -> "Full Thrust". The rest of their skills are either debuffs or personal status buffs until Level 50. Nothing too flashy, but it's easy to remember and deals good damage.
    • Even after reaching Level 50, a Lancer's rotation just tacks on "Chaos Thrust" after "Disembowel". It's the Dragoon skills that finally move the class away from this as the job's rotations become more complex and situational.
    • "Leg Sweep" is a skill with an average cooldown of 45 seconds that kicks sand in the opponent's face to stun them. Flashy? No. Helpful for stopping enemies in their tracks before they can hit your party with an Area of Effect attack? Yes.
  • Damage-Increasing Debuff: Prior to Shadowbringers, "Disembowel" reduced the enemy's piercing resistance, making them take more damage from classes that use that type of damage (other Lancers/Dragoons and the ranged physical classes). Shadowbringers ultimately turned it into a personal damage increasing buff for the Dragoon to allow the removal of Heavy Thrust, retiring this trope in the process.
  • Damage Over Time: "Chaos Thrust" inflicts damage-over-time when used as a combo finisher.
  • Glass Cannon: They definitely qualified the early days of 2.0 but this is ultimately averted in the present day. In the past, they had below average magic defenses, which posed problems in raid environments that focused on magic damage. This was mitigated by the access to tools that let them take a hit really well when they had to, in addition to healing abilities from the kits of other Jobs. Later updates slowly pulled them away from being glassy, with "Blood for Blood" being the lone remnant of their status, giving themselves a defensive penalty for more power. It wasn't until Shadowbringers released that this aspect was effectively retired, removing the defense debuff from "Blood for Blood" altogether and renamed it into "Lance Charge".
  • Javelin Thrower: They can hurl their spears like them for ranged attacks with the "Piercing Talon" skill.
  • Life Drain: "Life Surge" makes their next weapon skill do this, in addition to forcing a Critical Hit.
  • Nerves of Steel: Ywain, guildmaster of the Lancers' Guild, states that these are a requirement of the job, as the lancer's role is to face danger head on without flinching at the point of contact, and emphasises that this is not the same thing as blindly flinging yourself into danger. The Warrior of light then gets to demonstrate this quality during their first meeting with The Rival, making it a nice Establishing Character Moment at the same time.
  • Status Buff: "Disembowel" is an attack which temporarily boosts the Dragoon’s damage output when used in a combo, "Life Surge" turns the Lancer’s next weaponskill into a guaranteed Critical Hit, and "Lance Charge" increases the damage that the Lancer inflicts.
  • Slice-and-Dice Swordsmanship: There is a lot of Wushu inspired spear slashes involved in the Lancer's fighting style.

https://static.tvtropes.org/pmwiki/pub/images/dragoon_concept_art.jpg

Dragoons provide examples of...

  • An Adventurer Is You: The Blademaster DPS, with moderately high to high potency attacks and bursts of damage provided by their "Jump" attacks. Their Party buffs, "Battle Litany" and "Dragon Sight", are focused on pumping their own and allies damage as high as possible. They also have some of the best Area of Effect power for a Melee DPS, thanks to access to low-cost combo of "Doom Spike" and "Sonic Thrust", combined with their cooldown based abilities of "Dragonfire Dive" and "Geirskogul".
  • Animal Battle Aura:
    • "Blood of the Dragon" wreathes the Dragoon in a blue aura which resembles Midgardsormr’s scales. While active, it makes the Dragoon’s "Jump" and "Spineshatter" Dive abilities more powerful, adds a fourth attack to their weaponskill combos, and lets them use "Geirskogul", a powerful line AoE. Stormblood upgrades it to "Life of the Dragon", which makes the aura turn red and converts "Geirskogul" into the more powerful (and more frequently usable) "Nastrond". Both Blood and Life also wreath the Dragoon in a more typical fire-like energy.
    • "Mirage Dive" launches a projection of the Dragoon’s Inner Dragon at an enemy to damage them.
    • The Dragon’s Level 3 Limit Break, "Dragonsong Dive", envelops the Dragoon in an aura shaped like Midgardsormr’s head.
  • Back Stab: "Chaos Thrust" and "Wheeling Thrust" do more damage when attacking from behind, while "Fang and Claw" does more damage when attacking from the side. Pulling off the latter two back-to-back while in the proper positions will upgrade the next use of "True Thrust" into "Raiden Thrust" at higher levels.
  • The Chosen One: While many knights can become dragoons if they so choose, the Warrior of Light becomes the Azure Dragoon, greatest of them all, after being chosen by the Eye. Notably, this is the first time the Eye has chosen two Azure Dragoons at once, with the other being Estinien.
  • Blue is Calm: The Wyrm Armor obtained after the completion of the Dragoon job quests in A Realm Reborn is said to have belonged to the original Azure Dragoon. Its brilliant blue sheen is a reminder of its precursor from Final Fantasy IV, Kain, the stoic and aloof Foil to Cecil. In addition, dragoons must remain in control of their emotions at all times, lest the power of the dragon consume them.
  • Cool Helmet: Dragon-themed, modeled after Kain's very famous helmet.
  • Combat Parkour: "Elusive Jump" is a nimble backflip that crosses a sizable distance to get you out of range of enemy AoE attacks. You can then jump back into the fray with "Spineshatter Dive".
  • Crippling Overspecialization: Avoided by the player character, played straight with Ishgardian dragoons. In Heavensward a very high-ranking dragoon notes that because the player character fights all manner of man and beast in their travels throughout Eorzea that they've taken the Dragoon's overall fighting style and turned it into something unique and deadly against more than just dragons and even more effective against dragons themeslves! As a result, the player character seems to make other dragoons look like amateurs to the point that said high-ranked dragoon asks for tutelage under them.
  • Damage Over Time: "Chaos Thrust" inflicts a sizable amount of damage over 22 seconds if used as part of a weaponskill combo after "Disembowel".
  • Dangerous Forbidden Technique: Just being a Dragoon is often referred to as being one. Having a dragoon soul crystal resonate means that the individual has a dragon's spirit inside of them, and that dragon's spirit tends to be very displeased with having its powers used to kill its kin. Dragoons who develop their art to the point of tapping in the Blood of the Dragon have to hold tight to their human will, otherwise, they'll be overwhelmed by the inner dragon and transform into one, even if they're not of Ishgardian heritage.
  • Desperately Seeking A Purpose In Life: Post-Heavensward there's a general sensation of loss of purpose within the rank and file of the Dragoons. The end of the Dragonsong War, disbanding of Nidhogg's brood, and peaceful relations with Hraesvelgr's has led to the end of Dragoons' existence as dragonslayers. People like Huestienne and Estinien have found a new purpose in acting as intermediaries in mankind's new relationship with dragons however, finally achieving peace with their inner dragon and unlocking exceptional powers for it. Finally being able to do the same is what allows the Warrior of Light to access Nastrond and Life of the Dragon, as they and their inner dragon are finally fighting together in true understanding, instead of simply subjugating that part of their soul for power.
  • Death from Above: As always, Jump attacks are the Dragoon's trademark.
  • Dragon Knight: Though Dragoons take the imagery of Dragons, in Eorzea they are the dragons' sworn enemy. The short story From Azure Ashes reveals that before they were dragonslayers, Dragoons were dragon riders who were unstoppable in combat thanks to their dragon allies giving them the altitude for their jumps. The level 70 relic armor is an artifact from this time period, which was given to Estinien and the player as a gift.
  • The Dragon Slayer: Dragoons are famed for their skills at killing dragons. The Azure Dragoon, of which there is {normally) only one at any one time, is even more renowned in this regard. However, after Heavensward their dragonslaying skills are no longer needed, changing their purpose entirely from what it originally was at the start of the game's life.
  • Evolving Attack:
    • "Jump" is permanently upgraded to the faster and stronger "High Jump" at level 74.
    • At level 76, the Lance Mastery II trait permanently increases the potency of several attacks. It also upgrades "True Thrust" to "Raiden Thrust" whenever the Dragoon properly pulls off any combo of "Fang and Claw" and "Wheeling Thrust".
  • Goomba Stomp: Most of their unique skills are either jumping on things, away from things or powering up said jumps for more damage.
  • Herd-Hitting Attack: The "Doom Spike" > "Sonic Thrust" > "Coerthan Torment" combo strikes all enemies in a line extending from the Dragoon. "Geirskogul" and "Nastrond" also strike enemies in a line, while "Dragonfire Dive" and "Stardiver" hit all enemies within a few yalms of the Dragoon’s target.
  • In a Single Bound: Jumps can be used to enter or exit combat depending on which you use. In cutscenes, dragoons are able to leap enormous distances to get places quickly and chase down fleeing dragons trying to make a break for it.
  • Incompletely Trained: The Dragoon story quests essentially have the Warrior of Light getting a serious crash course in being a dragoon in order to catch up to Estinien and get to the bottom of the mystery behind his sudden departure. As a result, the Warrior of Light only has a rudimentary understanding of what it means to be a dragoon and a brief of Ishgard's history while also lacking training in the more esoteric things like controlling the Eye as the Azure Dragoon. This doesn't slow them down though, as their vast wealth of experience as an adventurer more than makes up for it, letting them clear their trials with flying colors.
  • Instant Runes: "Stardiver" leaves a cylinder of red runes in the Dragoon’s wake as they dive toward their target, and forms a large circular glyph at the point of impact.
  • Lightning Bruiser: Dragoons are this compared to the other physical DPS. Their average weapon potency is second only to the Samurai, they have higher physical defense than all the other non-tank jobs, including some tank gear that can also be worn by Dragoons, and their various jumps lets them quickly get in or out of combat.
  • Limit Break: At level 3 their Limit Break is "Dragonsong Dive", the Dragoon is consumed by an aura appearing as Midgardsomr, the king of dragons, before taking a mighty leap that crashes down and consumes the enemy in blue fire.
  • Mighty Glacier: Compared to the other Melee DPS jobs, the Dragoon lacks any way to grant themselves reduced weaponskill recast time, leaving their damage rotation fairly slow unless they build skill speed through materia.
  • Out of the Frying Pan: "Elusive Jump" allows a Dragoon to take a huge leap backward to get out of harm's way, making it exceptionally useful for dodging Area of Effect attacks. Unfortunately, the backstep is so large that you're just as likely to simply hop off a ledge to your doom if you're not careful, especially in battles where the arena is small and has no objects to stop your movement like Titan's.
  • Religious and Mythological Theme Naming: "Geirskogul" takes its name from a Valkyrie in Norse Mythology. It means "spear-shaker", fittingly enough. Similarly, "Nastrond" is the name of the mythological Nidhogg’s domain.
    • For the 2.0 Relic Weapon, Gae Bolg is the spear of Cú Chulainn. For the Zodiac Weapon, Longinus is this, being the spearman who pierced Jesus at the crucifixion.
    • The Anima weapon has one of its stages being Rhongomiant, a variant spelling of Rhongomyniad and a lesser known weapon, the spear belonging to King Arthur. The final stage, Areadbhar, is the spear of Lugh.
  • Simple Staff: The Dragoon has a couple of fighting staves it can use instead of a polearm like the Eastern Journey Battle Staff and Mythrite Pugil Stick.
  • Spell Blade: "Dragonfire Dive" which is a supercharged fiery jump attack. All of their attacks delivered under "Blood of the Dragon" add dragon aether to their swings as well.
  • Spikes of Doom: Their artifact armors are covered in multiple jagged spikes. These actually make sense as a feature of the armor, as it keeps dragons from stepping on/grabbing/eating them. They also have an ability called "Doom Spike".
  • Stance System: At level 54 Dragoons can enter "Blood of the Dragon", a stance which powers up their "Jump" and "Spineshatter Dive" abilities while also letting them use "Fang and Claw", "Wheeling Thrust" and "Geirskogul". From level 70 onward they can temporarily upgrade this to "Life of the Dragon", which replaces "Geirskogul" with "Nastrond" and lets them use "Stardiver".
  • Status Buff: The Dragoon retains the Lancer’s status buffs, and gains two of its own. "Battle Litany" gives the entire party a significant boost to critical hit rate, while "Dragon Sight" boosts the damage output of the Dragoon and a player of their choice as long as they remain close to each other.
  • Sword Beam: "Geirskogul", "Nastrond" and "Coerthan Torment" all have the Dragoon launch tendrils of energy from their lance, striking multiple enemies at once.
  • Tyke-Bomb: The player themself is exempt from this, but traditionally the Dragoon order fills in its ranks from the Sole Survivor children of Doomed Hometowns burned down by dragons, these children are adopted by elder Dragoons who then temper their hatred and lust for vengeance as a weapon against the dragons.
  • Weapon Twirling: "Nastrond" is fired by the user spinning their lance in their hands.
  • Whole Costume Reference: The Dragoon's "Drachen" Artifact armor is based on the armor of Kain Highwind as drawn by Yoshitaka Amano while the "Dragonlancer" Artifact Armor in Heavensward is based on the armor of Dark Kain.
Advertisement:

    Rogue and Ninja 

Rogue and Ninja

Members of a secret society born in the shadows of Limsa Lominsa, Rogues fight using a dagger in each hand. Rogues will later train in the exotic martial arts of Doma to become Ninjas. Rogues and Ninjas were added to the game in patch 2.4. While not an Extra Job, Rogue cannot be chosen by new players, requiring level 10 in another class and the ability to get to Limsa Lominsa.
https://static.tvtropes.org/pmwiki/pub/images/2d6347e4_ba73_4850_946a_041f54ed7fea.png

Rogues provide examples of...

  • Back Stab: They're a stealth class so this is to be expected. "Trick Attack" functions best when performed this way. In a bit of an inversion though, the now-removed "Sneak Attack", their strongest direct damage attack from stealth, actually required you to be in front of the enemy.
  • The Blade Always Lands Pointy End In: Being masters of knife throwing though, this should be expected from ninja.
  • Colossus Climb: Rogues can do this to a weakened foe with the "Assassinate" ability, Flash Steping over top of whatever they happen to be murdering.
  • Damage-Increasing Debuff: "Trick Attack" makes the target more vulnerable to all damage for 15 seconds.
  • Dual Wielding: Rogues fight with a dagger in each hand, although this has no impact on the actual gameplay and the daggers are treated as a single weapon as with any other class.
  • Expy: Of the classic Thief class. A new armor design reminiscent of the Thief Artifact armor from FFXI and the classic game was added alongside the class. In-game it's noted that Rogues used to be known as the "Upright Thieves" before they were reformed as the Rogues Guild by the Admiral.
  • Flechette Storm: "Death Blossom", which hurls a bunch of knives in an area around the Rogue.
  • Honor Among Thieves: When Limsa Lominsa was first formed, a basic code of conduct was put in place to prevent the city of crooks and pirates from tearing itself apart. The most well-known rules are: first, no stealing from fellow Lominsans; second, no cheating other pirates out of their hard-won loot; and third, no treating people as goods. The Rogue's Guild are the enforcers of this code, even in the present day, as despite Merlwyb's efforts to clean up the city there's still plenty of work for them to do in the shady back alleys and black markets.
  • Knife Nut: Rogues dual wield matched daggers and short blades. As explained by Jacke, the Rogues' Guildmaster, knives are much less likely to get caught up on a ship's rigging, are easy to use on the rolling and pitching deck of a ship, and harder to spot in a crowd when pursuing a target.
  • Ninja Log: Thematically the "Perfect Dodge" skill used to be this, the next attack would cause your character to disappear into smoke for a split second dodging the attack. Heavensward redesigned the ability into shade shift, a shield for 20% of your max HP.
  • Not the Intended Use: "Hide" as a stealth ability is pretty useless, as there's very commonplace factors that dispel it. What is is useful for is its secondary effect: it resets the cooldown on your Mudras, allowing you to apply Huton just before a pull and still have access to other Ninjutsu. Depending on the situation, it’s even possible to perform Doton, and then Hide to reset Mudras before the damage from Doton hits the enemy and disables Hide.
  • Poisoned Weapons: The Ninja has the "Dripping Blades" trait, which increases the damage they deal.
  • Prestige Class: A Downplayed example, becoming a Rogue requires having unlocked the armory system (completing the level 10 class quest) and being able to go to Limsa Lominsa (if you didn't start as a Marauder or Arcanist, this requires doing the story until unlocking airship travel).
  • Reverse Grip: Like Zidane, Rikku and the Final Fantasy XI Ninja class before them, Rogues hold their dual-wielded daggers in the "icepick" grip.
  • Status Buff: "Shade Shift" gives the Rogue a damage-absorbing shield for 20 seconds, while "Hide" makes them undetectable to most enemies.
  • Stealth Expert: Rogues and Ninjas are masters of stealth and can go invisible to execute surprise attacks for bonus damage.
  • Useless Useful Spell: "Hide". There are several reasons that it's nowhere near as good as it sounds on paper. While good for sneaking directly in front of enemies in the world, the game's aggro works on line of sight so a skillful player can sneak around mobs anyway by running behind them when they're not looking. In dungeons, every enemy has True Sight and fully radial aggro sight, which causes Hide to fall off if any other party member enters combat, or the rogue makes their move (which shouldn't happen). It's telling that the big bread and butter of using stealth (Trick Attack) has a second, much less situational way of triggering via the Ninja's Suiton.
  • Video Game Stealing: Mug deals a slight amount of damage and has a chance to make the enemy drop an extra item when slain note . However, because of Competitive Balance, the odds of actually stealing something is hilariously low, so most players just use it when it's ready for a bit of extra damage.

https://static.tvtropes.org/pmwiki/pub/images/486px_ninja_concept_2.png

Ninja provide examples of...

  • An Adventurer Is You: A hybrid Scrapper/Backstabber DPS. They focus on attacking very rapidly (sometimes multiple times with one attack), as well as weakening the enemy's defenses. They can also dip into The Nuker as of Shadowbringers patch 5.1, being able to cast several hard hitting Ninjutsu in a very short timeframe.
  • Anti-Frustration Features: "Armor Crush" and "Hakke Mujinsatsu" will both extend the duration of the Huton buff, letting higher-level Ninjas maintain said buff without using a valuable ninjutsu to reapply it during combat.
  • Blade Spam: "Dream Within a Dream" is a rapid 3 hit combo.
  • Breath Weapon: The Ninja's "Katon", “Goka Mekkakyu”, and "Hyoton" ninjutsu have them breathe fire or ice at enemies.
  • Cooldown Manipulation: "Kassatsu" resets the cooldown of the Ninjutsu skill, and ensures that the next ninjutsu cast will be a critical hit. "Ten Chi Jin" also resets the cooldown of the Ninjutsu skill, and allows the Ninja to perform up to 3 jutsu at doubled potency depending on what mudra they use (for example: The Ninja casts Ten then uses "Fuma Shuriken", next they cast Chi to use "Raiton", and lastly Jin to use "Suiton"), with the caveat that they must not move or use any other skill for its duration, or else the skill automatically cancels or results in an Epic Fail rabbit.
    • "Hide" allows you to reset the Ninjutsu cooldown as well, but can only be used outside of battle.
  • Critical Hit: As of Shadowbringers, the "Assassinate" attack is always a critical direct hit.
  • Damage-Increasing Debuff: Prior to Shadowbringers, "Shadow Fang" made the target more vulnerable to slashing damage for 21 seconds.
  • Discard and Draw: "Mesui" dispels the "Suiton" buff to give the Ninja enough Ninki for a single use of "Hellfrog Medium", "Bhavacakra", or "Bunshin".
  • Doppleganger Attack: In Shadowbringers they get to use the fourth mudra with the Bushin skill which lets them conjure a clone to mimic their moves on enemies. They will also have the abilities "Phantom Kamaitachi" which launches the ninja's shadow clone to attack the enemy with wind ninjutsu.
  • Difficult, but Awesome: Ninjas have plenty of great utility at their disposal, and their difficulty comes from knowing when to use these tools at the right time, on top of maintaining DPS uptime on the enemy and constantly using their ninjutsu over the course of the fight. Played well, a Ninja can make a fight considerably easier for the party.
  • Elemental Powers: 6 out of the 7 Ninjutsu are aspected to each of the 6 elements.
    • An Ice Person: "Hyoton", an Ice-aspected attack that binds the target. Kassatsu upgrades it into “Hyosho Ranryu”, a flurry of shuriken formed from ice that deals massive damage.
    • Blow You Away: "Huton", a Wind-aspected status buff that increases speed for 70 seconds.
    • Dishing Out Dirt: Doton, an Earth-aspected that works like Shadow Flare creating a patch of corrupted earth to damage foes.
    • Making a Splash: Suiton, a Water-aspected attack that can cloak the ninja, allowing it to use Sneak Attack or Trick Attack.
    • Playing with Fire: Katon, a Fire-aspected Area of Effect attack. Kassatsu upgrades it into Goka Mekkakyu, an even stronger burst of fire.
    • Shock and Awe: Raiton, A Lightning-aspected attack with the strongest single-target potency of the ninjutsu.
    • Non-Elemental: Fuma Shuriken as the basic ninjutsu. Technically, Doton has the appearance of an earth attack but deals unaspected damage.
  • Epic Fail: Mess up a mudra combo or use a skill between the mudras and the Ninjutsu, and instead of a successful ninjutsu cast, you get an ineffectual rabbit on your head.
  • Fuuma Shuriken: The most basic Ninjutsu ability. Boasts relatively average potency but the best range of any Mudra. It's mostly useful with the level 70 ability "Ten Chi Jin".
    • Hyosho Ranryu throws a handful of ice-charged throwing stars that generate icicles on impact with enemies.
  • Fragile Speedster: The Ninja usually deals less damage than the other melee DPS-Jobs but their mobility is only rivaled by the Dancer thanks to their inherently higher movement speed, the "Shukuchi" skill and the option to attack from afar or on the move with their Ninjutsu.
  • Frog Ninja: The Ninja's "Hellfrog Medium" spell uses ninjutsu to summon a lava spewing toad for AoE damage, this of course is just one of the ninja's many shout outs to Naruto.
  • Hand Seals: Ninjas use hand seals called Mudras, combining seals representing "Heaven" (Ten), "Earth" (Chi), and "Man" (Jin) to cast powerful magic spells that create giant shurikens, call down lightning, and grant the speed of wind...or summon a rabbit dressed as a black mage if you mess up.
  • Instant Runes: Many of the ninja's abilities conjure magical geometries of a more eastern flavor such as "Hakke Mujinsatsu", "Doton" and "Ten-Chi-Jin".
  • Intangible Theft: The "Mug" skill can give a minuscule chance to get items but its real use is to steal Ninki from enemies.
  • Jack-of-All-Trades: Ninja is well equipped to deal with most situations with their versatile ninjutsu.
  • Ki Manipulation: As a secondary resource, the Ninja can build Ninki by auto attacking and mugging enemies to cast unique ninjutsu skills.
  • Kung-Fu Wizard: Ninjas use many acrobatic martial arts along with their ninjutsu.
  • Limit Break: At level 3 their limit break is "Chimatsuri", the Ninja summons giant daggers made of energy to impale the enemy from multiple directions.
  • Long-Range Fighter: Downplayed. Their melee attacks require the Ninja to stand directly by their adversary, but most of the Ninjutsu abilities and thus most powerful attacks have quite the good range.
  • Master of None: The Ninja was this during Shadowbringers 5.0 til patch 5.1. Ninjas had to work very hard to even reach the average damage dealt by other DPS and not even their utility could compensate for the low damage they dished out. Patch 5.1 gave them a much-needed buff, massively boosting the potency of all their attacks, and reducing their reliance on Trick Attack, making them very powerful in their own right.
  • McNinja: Since the art is imported from Doma, all non-Auri player character Ninjas are by definition this.
  • Mechanically Unusual Class: Most of the Ninja's abilities are not readily available; they must perform Mudras in a specific order before using the Ninjutsu skill to activate the effect.
  • Mythology Gag:
    • During the Ninja Job unlock quest, you're taught the password to get into the Shinobi's hideout by your job's teacher. The password in question being the guard saying Ayame, and the player is to answer Kaede. The names are references to the sisters Ayame and Kaede from Final Fantasy XI, who also supplied the name for that game's Ninja Job Unlock quest as well.
    • The Black Mage-esque bunny that appears when you fail a Ninjutsu is the Mysidian Rabbit, which served a similar function as a dud result for the Ranger's Animals ability in Final Fantasy V and Setzer's Slots in Final Fantasy VI.
  • Ninja: This one is a given though.
  • Ninja Run: They do the Airplane Arms version and have greater than normal footspeed because of it. Sprinting with your weapon drawn gives you the more traditional version.
  • Rival Dojos: The Hingan ninja clans have a very low opinion of their Doman counterparts and a bloody feud between them is at the center of the level 60-70 storyline.
  • Smoke Out: "Shukuchi" has the Ninja throw a smoke bomb to vanish then rapidly move to a different spot before reappearing. Another skill, "Smoke Screen", uses the smoke to conceal an ally, reducing their enmity generation.
  • Shout-Out: The Ninja's abilities where inspired by Naruto when in development and the director even advised his staff to re-read the first volumes of the series again before starting. This is especially evident with their "Hellfrog Medium" spell, which summons a toad to spit fire, summoning frogs was one of Naruto's signature abilities and Madara Uchiha's "Goka Mekkakyu" spell.
  • Status Buff: Ninjas have quite a few. In addition to the Rogue’s "Shade Shift" and "Hide", they get the following as of Shadowbringers:
    • "Huton" greatly increases the Ninja’s attack speed for 70 seconds, while "Suiton" lets them use "Trick Attack" without being hidden from their target.
    • "Kassatsu" lets them use a ninjutsu without consuming any Mudra charges, and makes that ninjutsu do more damage. From level 76 onward it also upgrades the next use of "Katon" or "Hyoton" into "Goka Mekkyaku" or "Hyosho Ranryu", respectively.
    • "Dream Within a Dream" procs the "Assassinate Ready" buff, letting them use "Assassinate" once within the next 15 seconds.
    • "Ten Chi Jin" turns their Mudra actions into separate ninjutsu, letting them string together three separate ninjutsu within the next 6 seconds as long as they don’t move, repeat a Mudra, or take any other action.
    • "Bunshin" creates a shadow clone of the Ninja, which will attack five times in tandem with them over the next 30 seconds.
  • Summon Magic: In Stormblood Ninja learn the skill "Hellfrog Medium", which summons a firebreathing toad.
  • Spell Blade: Huraijin attacks with a wind ninjutsu enhanced sword attack, while Forked Raiju and Fleeting Raiju will channel lightning.
  • Sword and Fist: Many of the ninja's attack animations combine acrobatic flip kicks with their knifework.
  • Teleport Spam: At higher levels, the Ninja unlocks passive traits which refresh "Shukuchi" whenever they use certain ninjutsu, and give it an extra charge. These let a skilled Ninja teleport a lot more frequently than "Shukuchi"’s minute-long cooldown would indicate.
  • Too Long; Didn't Dub: The Ninja's skills are left untranslated in the Doman and Hingan tongue (or in other words, real life Japanese) to emphasize how they come from a land far away from Eorzea.
  • Useless Useful Spell: "Hyoton" is generally considered to be the worst of the ninjutsu, since it inflicts the rather useless Bind status, and has fairly low potency. Its only useful trait is that it can reset "Shukuchi", but "Katon" and "Raiton" can do that too.
    • Subverted in PvP , however, as it is a very powerful Crowd Control skill. As of patch 4.5, it applies a 2-second unbreakable-by-damage immobilize that, if used well, can punish bad positioning severely. This is especially true in the Feast, where positioning can mean the difference between life and death.
    • It becomes a Magikarp Power spell for PvE in Shadowbringers onwards, as Ninjas at Level 76 and above can use Kassatsu beforehand to upgrade Hyoton into Hyosho Ranryu, a very powerful 1200 potency attack, and the hardest hitting single target Ninjutsu in the Ninja's arsenal.
  • Weak, but Skilled: The Ninja doesn't deal out as much personal DPS as their fellow melee damage dealers, but their coveted "Trick Attack" and the utility they offer makes their position very coveted. Shadowbringers (come patch 5.1) slightly tones down the "skilled" and practically drops the "weak" part.
    • This trope goes with them to PvP, as well. As of patch 4.5, they have an infrequent optimal burst rotation (the weakest of all melee DPS jobs). Yet, they make it up with a toolkit loaded with Crowd Control skills (and the only job so far with access to stealth). They have an Area-of-Effect Heavy -50%, an unbreakable-by-damage bind, a 2-second stun built into their hardest hitting ability, and a 2-second Silence. The Area-of-Effect heavy and the bind are especially deadly in large scale battles, most notably in Rival Wings with all those hard-hitting Area-of-Effect damage from the mechs. It is hard to play it well to high ranking in the Feast, but masters of the job (not many of them), more often than not, dictate the flow of battle in their favor.
  • Whole Costume Reference: The Ninja Relic Gear is clearly based on Shadow from Final Fantasy VI.

    Samurai 

Samurai

https://static.tvtropes.org/pmwiki/pub/images/642px_samurai_concept_art1.png
Masters of the blade trained in Othard swordplay techniques, wielding their katana, they use their exotic swordplay to build Sen and Kenki, storing energy within their blade to unleash powerful iaijutsu and hissatsu abilities.

Samurai provide examples of...

  • An Adventurer Is You: The Blademaster DPS. Almost entirely dedicated on boosting their own damage output alone, when they're fully buffed a Samurai's Midare Setsugekka can score Critical Direct hits that hit harder than a level 1 Limit Break.
  • Attack! Attack! Attack!: The Samurai's kit has absolutely nothing in the way of utility outside of role abilities, which they share with the other melee DPS, so they make up for it with their massive damage output instead.
  • Blade Spam: Higabana unleashes several bleeding cuts on the enemy to fast to see. The Samurai's Limit Break Doom of the Living is also a rapid five hit combo with a massive Sword Beam finisher.
  • Cool Mask: The samurai's Kasuga helmet is a menpo, a mouthguard worn by samurai.
  • Difficult, but Awesome: While the Samurai has a fairly low skill floor, with lenient positional skills not tied to potency, and naturally high damage, it also has an incredibly high skill ceiling from having to utilize all of the skills and tools they have to their full advantage to keep pumping out consistently high damage. A poorly played Samurai will drag their team down with average damage and zero utility, but a well played Samurai offers some of the highest damage potential in the game, surpassed only by a well played Black Mage.
  • Fashionable Asymmetry: The level 80 artifact gear of the Samurai is half of a kimono worn over a formfitting full-body armor.
  • Glass Cannon: They get a very small amount of mitigation and sustain through the Third Eyes-Merciful Eyes combo, but otherwise Samurai can't take much punishment whatsoever, but trade it off by doing leaps and bounds the most raw damage of any fellow melee.
  • Gratuitous Japanese: The Samurai's abilities are almost all in Japanese. This could reflect the Japanese version of the game going extra-strength Japanese by writing all the ability names in Kanji.
  • Iaijutsu Practitioner: The Samurai uses their "Iaijutsu" skill to unleash a powerful attack when they have generated enough Sen:
    • "Higanbana" (1 Sen): The Samurai in the blink of an eye, inflicts numerous bleeding cuts on the foe, dealing low damage and a long duration Damage Over Time status effect.
    • "Tenka Goken" (2 Sen): As the Samurai draws their sword, they unleash a wave of Sword Beams, hitting all foes in a wide frontal arc for moderate damage.
    • "Midare Setsugekka" (3 Sen): The Samurai unleashes a powerful vertical slash, followed by a horizontal slash, inflicting extremely high damage to a single target.
    • Shadowbringers introduces "Tsubame Gaeshi", which repeats the previous Iaijutsu with increased potency, without any casting time.
  • Katanas Are Just Better: The primary arms of the Samurai are the katana complete with a unique sheath for every blade. True to form the Samurai boasts the single highest average potency of all weapon based attacks despite using such a delicate, modestly-sized blade. This however can be averted because the samurai has a few western inspired sabers and middle eastern shamshirs among their weapon types.
  • Ki Manipulation: The Samurai has Kenki as a secondary resource for spending on Hissatsu attacks. Kenki is mostly slowly built up by using weaponskills, but they have a few abilities to generate it by other means.
  • Limit Break At level three the Samurai's Limit Break is "Doom of the Living", a rapid barrage of slashes finishing off with a large Sword Beam.
  • Lunacy: The Samurai's "Gekkou" attack is punctuated by imagery of the moon, and grants the "Getsu" sen, which represents the moon.
  • Master Swordsman: Several jobs use swords (Gunbreakers, Dark Knights, Paladins, and Red Mages), but Samurai are the most reliant on pure technique rather than brute force and/or magical gimmickry. They also deal the joint highest personal damage in the game alongside Black Mages.
  • Mechanically Unusual Class: Samurai is more standard than its fellow Stormblood Job Red Mage, however, their Iaijutsu attacks stand out by having them actively pause combat to initiate a small cast bar for strong attacks, making them only Melee DPS to mess with cast bars outside of using Limit Breaks.
  • Mythology Gag: The Samurai's artifact equipment draws more than a few cues from Auron. Their playstyle, which has them pause actively attacking to initiate devastating attacks after a small cast time, is a pragmatic way of adapting the Bushido ability used by Samurai in Final Fantasy V and Cyan's to MMO gameplay.
  • Nice Hat: The helmet of the Samurai's "Myochin" artifact armor set is a traditional Japanese travelers hat.
  • Parrying Bullets: In the opening video for Stormblood, the mascot character is able to cleave a barrage of musket balls in half with one draw of his sword.
  • Petal Power: The "Shifu" weaponskill has Cherry Blossoms scattering with the Samurai's sword strikes. It combos into Kasha, a skill which grants the "Ka" sen, representing cherry blossom.
  • Prestige Class: Samurai can only be unlocked at level 50, and the job itself begins at a high level 50 rather than level 1.
  • Rōnin: The playable Samurai have this style and flair about them, being dressed in kimonos instead of thick armor and the Warrior of Light and the Elezen in the class concept art above looking rather scruffy. In the game proper it's a bit... complicated. The Player does have a master in Musosai, but once he exits the story, the Warrior of Light fits the trope to a T as a roaming, masterless badass master swordsman.
  • Scarf of Asskicking: The Samurai artifact gear comes with a long black scarf for that dynamic flair.
  • Sheath Strike:
    • In the opening video for Stormblood, the mascot defeats a pursuing mook by striking him with his sheathed katana.
    • The Hissatsu: Senei attack has the Samurai attack the enemy with their sheath in tandem with their sword for a combo attack.
  • Snow Means Death: The weaponskill Yukikaze means "Snow Wind" and invokes a blizzard spell like visual effect on use. It also grants the "Setsu" Sen, representing a snowflake.
  • Spam Attack: Tsubame-gaeshi repeats the last Iaijutsu used with 50% increased potency, letting the Samurai use two Higanbana, Tenka Goken, or Midare Setsugekka in rapid succession.
  • Spell Blade: Samurai, like every other job, augments their combat with their aether to help them become more efficient. They in particular have the majority of aether for their combat stored in their sword sheaths and need to periodically "steep" the blade in aether to keep striking. This is why they all use Iajutsu-style attacks and why said Iajutsu attacks are among their most powerful - it's the first attack made after giving their swords a fresh coat of aether. This is also why before becoming a resonant, Zenos has that giant three-sword magitek golf bag, as it serves as an artificial aether-filled sheath to make up for his lack of natural aether.
  • Spin Attack: Several of the Samurai's area-of-effect attacks involve spinning in place to slash nearby enemies.
  • Status Buff: The Samurai has a few buffs, most focused on amplifying their personal damage output.
    • When used in a combo, "Jinpu" will increase your damage output and "Shifu" will increase your attack speed.
    • "Meikyo Shisui" lets you perform three combo finishers in a row, getting all their benefits without needing to go through the actual combos.
    • "Hissatsu: Kaiten" gives a massive damage boost to the Samurai's next weaponskill.
    • "Hissatsu: Yaten" grants the "Enhanced Enpi" buff, which triples the power of your next "Enpi" attack.
    • Getting hit while under the effect of "Third Eye" will proc the "Eyes Open" buff, which lets you use "Merciful Eyes" for self-healing or "Hissatsu: Seigan" for a counterattack.
  • Swipe Your Blade Off: As part of the Victory emote, the samurai will wipe off their blade with the crook of their arm.
  • Sword Beam: The Samurai can launch a triad of melee ranged sword beams for Area of Effect using Tenka Gouken and can launch a ranged one with "Enpi".
  • Too Long; Didn't Dub: Like the Ninja before it, the Samurai's skills are left largely untranslated from the Hingan and Doman language to emphasize how they come from a land far from Eorzea.
  • Unskilled, but Strong: Samurais have extremely high damage output compared to other melee DPS, at the cost of providing zero utility to their party whatsoever.
  • Warrior Poet: The Samurai's attack system revolves around the three Sen; Setsu (Snow), Getsu (Moon) and Ka (Flower) a motif in Japanese artwork referring to the seasons. Furthermore, most of the Samurai's weapon skills have translations often with poetic meanings and visual effects that invoke the themes, particularly the combo finishers which grant the Sen. The ability that requires all three Sen to use, Midare Setsugekka, can be translated as "Chaotic Beauty of the Seasons" and channels the imagery of all three Sen (even the name of the attack is the three Sen names combined), a large snowflake appearing beneath the Samurai as they focus on the Iaijutsu attack before unleashing a pair of crescent moon like slashes and a storm of Cherry Blossoms.
  • Western Samurai: A number of characters from Hingashi are surprised to see an Eorzean samurai and question the Warrior's credentials. In particular, Makoto sets up a secret test involving an ambush of low-level monsters to prove that the Warrior was truly trained by Musosai.
  • Wooden Katanas Are Even Better: The Bokuto is a glamour option you can purchase at the Gold Saucer.
    Reaper 

Reaper

https://static.tvtropes.org/pmwiki/pub/images/ffxiv_reaper_small.png

A discipline founded by Garlean farmers in a time before magitek, these ordinary men and women incapable of magic forged covenants with voidsent in order to obtain magical strength to fight back against their enemies and took up their scythes with a new purpose.


Reapers provide examples of...

  • Ascended Meme: Upon the class' reveal, many people joked Reapers are just angry botanists, since that class also uses a scythe as their secondary gathering tool. Come the release of the class' lore, it turns out that the original generation of Reapers were in fact 'farmers', explaining why they use a scythe.
  • Bad Powers, Good People: The Reaper wields the powers of a voidsent, maliciously mutated demonic specters from the void. Doing so does not diminish the Warrior of Light's heroism.
    • The original reapers were also farmers who were forced to take up arms against the enemies that drove them from their homelands. Their pact with a Voidsent was done out of desperation rather than a drive to power.
    • Subverted with Zenos, who picks up the scythe as his weapon of choice in Endwalker, and essentially acted as a teaser preview for the class mere moments before its official reveal. This contrasts with the CGI/promotional Warrior of Light, who takes up paladin as his class of choice for this expansion.
  • Badass Cape: As part of its gothic motifs, the Reaper's relic gear has a tattered black cape to amp up their edge factor.
  • Beehive Barrier: "Arcane Crest" creates a very short lasting barrier which will grant your party Gradual Regeneration when broken.
  • Black Cloak: When in your Lemure form, their clothes will change into a grim reaper-esque set of hooded robes regardless of what you were wearing previously.
  • Call to Agriculture: Inverted, with 'agriculture' meant in the most literal sense; the original reapers were former farmers who were forced to turn their tools into weapons to survive when forced out of their homes.
  • Casting a Shadow: Reapers draw their power from the void and can summon an avatar to fight alongside them.
  • Combined Energy Attack: "Plentiful Harvest" will deal more damage depending on how many allies make an attack while the "Arcane Circle" buff is applied to them. Fittingly, the move itself also has the effect of being one of the only attacks the Reaper and Avatar make together without being in Enshroud mode.
  • Deadly Gas: The "Grim Swathe" ability has the Avatar conjure a cloud of evil smoke to deal Area of Effect damage.
  • Deal with the Devil: The Warrior of Light gains the powers of a Reaper by entering a pact with the Avatar voidsent. The job's originators were Garleans who made such pacts to overcome their natural inability to use aether.
  • Expy: Many have compared the aesthetic of the class to Bloodborne, in particular Gehrman the First Hunter, who wields a scythe during one of the final battles of the game.
  • Eyeless Face: The Avatar has a smooth white face with no eyes or nose.
  • Fighting Spirit: The Avatar can come out to attack for the Reaper for some of their abilities.
  • Hand Blast: The powerful finishing move "Communio" is a large explosion fired this way at the end of Lemure form, while the "Harpe" spell is a much smaller standard ranged attack.
  • The Grim Reaper: The inspiration of the Reaper when it comes down to powers and aesthetics.
  • Glowing Eyes of Doom: When possessed by the Avatar, the Reaper's eyes will glow red.
  • In the Hood: While a Reaper is possessed by their Avatar, their clothes transform into a grim reaper-like hooded black robe.
  • Instant Runes:
    • The ability "Gluttony" has the Avatar conjure a large magic circle which explodes with dark energy for Area of Effect damage.
    • The "Shadow of Death" and "Whorl of Death" weaponskills will create an arcane geometry on the enemy to put the Death's Design debuff on them.
  • Irony: The Reaper is the very first job taught in game that originated from Garlemald, rather than a copy of their technology like the Machinist, or a fighting style that the Garleans took for themselves like the Gunbreakers. And not only does it not have anything to do with Magitek, it revolves around a pact with an inhuman creature in search for more aether, something that goes against everything that The Empire supposedly stood for.
  • Mythology Gag: The Reaper borrows a lot from the Final Fantasy XI version of the Dark Knight class, and fittingly the Death Scythe weapon from that game comes as a special edition bonus for the Collector's Edition of Endwalker.
  • Nice Hat: The Reaper has a grim and stylish bicorn with a matching mask for its helmet.
  • Powers via Possession: The Reaper can allow their Avatar to possess them as a Super Mode with their Enshroud ability.
  • Sinister Scythe: Their main weapon is a scythe, with ample amounts of Weapon Twirling.
  • Spikes of Doom: Plentiful Harvest and the final part of Communio's animation both barrage the enemy with spikes made by the Reaper's magic.
  • Thinking Up Portals: The Reaper's backstep and gap closing abilities "Hell's Ingress" and "Hell's Egress" will when high enough level, leave behind shadowy portal which they can return to using the opposite ability.
  • Throwing Your Sword Always Works: The "Harvest Moon" ability will have the Reaper throw their scythe as powerful attack, but it cannot be used without first casting "Soul Sow" a long spell cast which is reserved primarily for downtime in a fight.
  • Sword and Fist: When possessed by the Avatar, they can attack by manifesting the Avatar's Wolverine Claws as well as use their scythe.
  • Tornado Move: They can conjure a cyclone of dark magic by throwing their scythes at enemies with the powerful "Harvest Moon" spell, but only after first using "Soulsow" which is a long cast in combat, but instant cast out-of-combat, making it a perfect opener and something to do during downtime in fights.
  • Weapons of Their Trade: The original Reapers were humble Garlean farmers who were forced to use their farming tools to protect themselves from invaders. After forming their covenants with voidsent, the Reapers continued to use their scythes for the metaphorical harvesting of their enemies.
  • Wolverine Claws: The Avatar uses its clawed Creepy Long Fingers as its method of attacking enemies.
  • Your Soul is Mine!: When a Reaper slays a foe, they and the voidsent they are connected to absorb the aether of their victim's soul to grow stronger. The first Reapers were Garleans naturally incapable of manipulating aether, so they needed the voidsent covenants to overcome that weakness.
Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report