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Characters / Phantasy Star Online 2 Classes

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A list of classes in Phantasy Star Online 2. In this game, each character can pick an individual main class and later a "subclass" that allows them 20% of their stat distribution, skills (with a few exceptions), and access to photon arts for their subclass if they can equip said weapon.

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Basic Classes

Standard Striking Class. Boasts high survivability and good for solo play.
  • BFS: The Sword by default, but some of the Partizans are this visually as well, though they're much more slender.
  • Determinator: With a certain skill learned, Hunters can gain temporary invincibility and a massive S-ATK buff for a limited time after Iron Will activates. The name of this skill? Never Give Up.
  • Fighter, Mage, Thief: Along with Fighters and Bouncers, they are Fighter Classes, being considered striking classes.
  • Grapple Move: Wired Lances specialize in this, taking hold of smaller mooks, then flinging them in some way shape or form. Sword-wielding Hunters can join in on the fun with Cruel Throw, via impaling them first before throwing them.
  • Grievous Harm with a Body: The grapple-based photon arts can potentially harm crowds of monsters, making it useful for some crowd control.
  • I Shall Taunt You: Hunters can get the War Cry ability that draws the enemies' aggro to them, in addition to getting a damage buff for each aggroed mook. This is good since Hunters have a much easier time aiming for enemies that aren't frantically chasing someone else, or he can just be a very effective tank while his allies lay waste to his oppressors, both cases usually leading to huge amounts of monster corpses around him...
  • Laser Blade: Over-End makes the blade of the Sword even larger, while Sacrifice Bite Type-0 extends the weapon range for each attack. The Complex Photon Art Imperial Cleave is an even bigger one that makes Over-End look like a toy kinfe in comparison.
  • Mighty Glacier: Played with; Hunters don't move any slower themselves, but their main weapon, the Sword does prioritize damage over speed. The Wired Lances and Partizans are also this to a lower extent. That said, they're a lot more durable than other classes, and can block with all of their weapons.
  • Simple, yet Awesome: Sacrifice Bite Type-0 doesn't just give you an increase in range (which is nice, but not a game-changer), it also gives you a much lengthier and faster dash attack, turning the hunter into a Lightning Bruiser.
  • Sword and Fist: Downplayed, the sword dash attack is normally a kick when the Sacrifice Bite Type-0 buff is not active.
  • Sword Beam: Sonic Arrow is a ring-shaped one for swords, and Speed Rain for Partizans.
  • Stance System: Hunters can use Fury Stance (increase attack while decreasing defense) and Guard Stance (increasing defense while decreasing offense).
  • Weapon of Choice: Swords, Partizans, and Wired Lances.

Specialized Striking Class. High power front-line attacker that gives up survivability for offense.
  • Boxing Battler: Fighting with Knuckles gives you moves that are very boxer-like. Jabs, uppercuts, you even swerve to dodge.
  • Close-Range Combatant: Many of their weapons don't have particularly good melee range.
  • Critical Status Buff: Fighters excel in this, with a myriad of powerful buff skills activating when their HP or PP falls below a certain threshold, or they are afflicted with a status condition. Limit Break can invoke this directly by dropping the Fighter to 25% maximum HP temporarily, and as it counts as a status condition, this can activate at least half of the buff skills on the tree at the same time.
  • Everything's Better with Spinning: The weapon action for both the Twin Daggers and Double Sabers involves twirling, with some of the photon arts doing this as well.
  • Fighter, Mage, Thief: Along with Hunters and Bouncers, they are the Fighters, being considered striking classes.
  • Glass Cannon: Invoked as the reason to make this your class; Fighter weapons are much faster to compensate for their lower natural defense skills compared to Hunters. This goes to the logical extreme when Limit Break is activated, lowering their max hp, but when the other status buffs are leveled, their damage can skyrocket.
  • Prestige Class: The class had to be unlocked by reaching Hunter level 30. A later update removed this.
  • Stance System: Fighters can use Brave Stance (increase damage inflicted from the front while decreasing damage inflicted from behind) and Wise Stance (increase damage inflicted from behind while decreasing damage inflicted from the front).
  • Theme Naming: Twin Dagger photon arts have a music theme; Raging Waltz, Scar Fugue, Wild Rhapsody, to name a few.
  • Weapon of Choice: Double Sabers, Twin Daggers, and Knuckles

Standard Ranged Class. Mid-line attacker that functions excellently with party members.
  • Attack Its Weak Point: Rangers can make weak points via Weak Bullet, increasing how much damage is inflicted when anyone strikes it. They also have a passive skill that boosts how much damage they can inflict on weak points.
  • Bottomless Magazines: Played With. While there is a reload animation every three shots, the wielder is simply loading more photons into the weapon. As photons are in excess, they technically have a nigh-infinite resource.
  • Fighter, Mage, Thief: Along with Gunners and Bravers, they are the Thieves, being considered ranged classes.
  • Look Ma, No Plane!: Ever tried flying with your launcher? With the photon art "Ride Launcher" you can achieve that for just a couple of seconds.
  • Trap Master: Rangers are the only ones that can utilize traps, and can see other traps in the area.
  • Weapon of Choice: Assault Rifles and Launchers.

Specialized Ranged Class. High power front-line attacker that thrives on burst damage.
  • Bottomless Magazines: Unlike Assault Rifles which they share with their Ranger bretheren, their Twin Machine Guns have no need to reload.
  • Bullet Time: Three consecutive evasions will cause the user to flip in slo-mo. What makes this a very strange case is that only the user is subject to this; everything else flows like normal. Alternatively, the Photon Arte "Messiah Time" gleefully invokes this, making the user spin and pop bullets as if they're in The Matrix.
  • Fighter, Mage, Thief: Along with Rangers and Bravers, they are the Thieves, being considered ranged classes.
  • Fragile Speedster: All of the flipping makes them highly mobile, but they're going to need all of their movement options to avoid getting torn to shreds in one or two hits.
  • The Gunslinger: Gunner-class players can fight with Twin Machine Guns, hoping around and popping off shots like a John Woo character.
  • Prestige Class: The class had to be unlocked by reaching Ranger level 30. A later update removed this.
  • I Shall Taunt You: Gunner's Showtime Skill vastly increases their Hate Accumulation Rate while the Skill is active, allowing them to draw enemies' attention much easier than their allies.
  • Weapon of Choice: Assault Rifles and Twin Machine Guns.

Standard Tech Class. Versatile back row attacker/supporter that brings heavy firepower.
  • Death Dealer: The Talis weapons are thrown cards. Heck, there's a Weapon Camo that is an actual deck of cards.
  • Elemental Powers: Their modus operandi, able to cast techniques of fire, ice, lightning, wind, light, and dark.
  • Fighter, Mage, Thief: Along with Techers and Summoners, they are the Mages, being considered tech classes.
  • Fire, Ice, Lightning: While all the elements are at their disposal, they have skills that power up the damage of those elements.
  • Magikarp Power: The Force class is rather infamous for having the weakest early game out of each class, but once you learn how to make custom techs, they can easily become the most damaging class.
  • Squishy Wizard: Classic example of having high damage in techniques, but inversely proportional resilience.
  • Weapon of Choice: Rods and Talises.

Specialized Tech Class. Powerful supporter with strong suitability and versatile kit.
  • Blow You Away: Has a skill tree dedicated to boosting wind damage techs.
  • Boring, but Practical: They only have one weapon Photon Art, but it covers a lot of situations relatively well without sacrificing a lot of damage. The charged version, on the other hand, verges on Awesome, but Impractical instead due to the lengthy amount of time it takes to boot it, but does INSANE damage.
  • Carry a Big Stick: Wands as a weapon tend to look more like one-handed maces than traditional wands. This is okay, as this allows them to smash enemies to submission when they get close.
  • Combat Medic: The Techer class' skill tree focuses on giving an extra kick in Resta, Shifta, and Deband, but this certainly does not stop them from hitting the front lines. They have skills (Wand Gear, Wand Lovers, and Wand Reactor) that aid in their close combat ability, and the class statistically have more striking power and defense when compared to the Force.
  • Death Dealer: Shares this with Force, being able to equip Talises as well.
  • Elemental Powers: Able to cast techniques of fire, ice, lightning, wind, light, and dark much like Forces. They, however, specialize in wind, light, and dark instead.
  • Fighter, Mage, Thief: Along with Forces and Summoners, they are the Mages, being considered tech classes.
  • Foil: They're more magic oriented as opposed to the Bouncers, which are more physical fighters.
  • Light/Darkness Juxtaposition: Their skill trees involve boosting the effectiveness light and dark techs.
  • Magic Knight: Techers were designed with this in mind, but with more "Magic" and less "Knight". Most of their skill tree focuses on boosting Support Technics and elements that the Force tree doesn't cover, but with Wand Gear, Techers can augment their physical strikes with elemental bursts, making them no slouch in close combat. If set up correctly, this can extend to Forces as well, with a Techer subclass.
  • Prestige Class: The class had to be unlocked by reaching Force level 30. A later update removed this.
  • Weapon of Choice: Wands and Talises.

Striking/Ranged hybrid Class. Has access to two very different weapons that give it fast, yet powerful offense. The class was introduced in EPISODE: 2.
  • Archer Archetype: The bow is presented as the classes main weapon over the katana.
  • Attack Its Weak Point: Weak stance does more damage on weakspots but is decreased elsewhere.
  • Bow and Sword, in Accord: The Bullet Bows and Katana make the class work like this.
  • Fighter, Mage, Thief: They are the Thieves alongside Rangers and Gunners, being considered ranged classes.
  • Iaijutsu Practitioner: More or less what the katana revolves around.
  • Jack-of-All-Trades: Unlike the Ranger or Gunner, Bravers can also work as a melee class.
  • Lightning Bruiser: Normally a Glass Cannon, The Katana Combat skill, in tandem with Combat Escape, turns a Braver into one, thanks to now being invulnerable to all damage, getting a slight boot in justattacks, and has a powerful finisher.
  • Mascot: Of EPISODE 2, being the highlight of said EPISODE, along with the then-newly added Deuman race.
  • Multishot: The skill Rapid Shoot allows them to shoot multiple times, as well as the Photon Art Million Storm.
  • Samurai: The class was renamed to this in the SEA servers.
  • Stance System: Bravers can use Average Stance (increases damage in general, though not to the same degree as other stances) and Weak Stance (increase damage inflicted upon weakpoints while decreasing damage to other parts of the body).
  • Sword and Fist: The dash attack for Bullet Bows uses a kick. Ironically not the case when using the katana though.
  • Weapon of Choice: Bullet Bows and Katana.

Striking/Tech hybrid Class. Focuses on mobilizing around enemy weak points while providing passive support to team mates. The class was introduced in EPISODE: 3.
  • Combos: The Jet Boots' weapon action allows them to perform various maneuvers depending on the last attack used. In the case of their Photon Arts, the moves are accompanied by a free cast of Shifta, Deband, or Zanverse.
  • Double Jump: Jet Boots enable this. Jet Boots Gear even gives it a hitbox, allowing a sort of stomp attack to happen on the second jump. A later update removed the exclusivity of the double jump from the weapon.
  • Fighter, Mage, Thief: They are the Fighters alongside Hunters and Fighters, being striking classes.
  • Flechette Storm: Dual Blades Gear enables the user to launch smaller photon blades with their arts or even in their evasive maneuvers.
  • Foil: They're more physical oriented as opposed to the Techers, which are more magical fighters.
  • Fragile Speedster: One of the most mobile classes in the game, but their defenses are so-so.
  • Magic Knight: The Bouncer class is very weird about this. While both Jet Boots and Dual Blades can use Technics, Dual Blades users place less emphasis on their Magic and more Knight. Jet Boots, however, turn this into a style by using Technics to augment their game, striking and casting simultaneously. Additionally, Jet Boots wielders can switch between Magic and Knight modes with Switch Strike, which changes the dominant stat used in damage.
  • Mascot: Of EPISODE 3, being the centerpiece of that season.
  • Power Floats: They hover above the ground while wielding the Jet Boots.
  • Spell Blade: Not their actual blades, but with Jet Boots Gear casting a technique causes the Jet Boots' normal attacks and Photon Arts to take on its element, allowing the Bouncer to easily target any elemental weakness.
  • Stance System: Bouncers can use Break Stance (increases damage inflicted on breakable body parts while decreasing damage inflicted elsewhere) and Elemental Stance (increases damage from exploiting elemental weaknesses; also increases damage when not exploiting elemental weaknesses, albeit less so).
  • Weapon of Choice: Dual Blades and Jet Boots.

A different kind of Class that utilizes Pets to control the battlefield, with strong offense and defense in nearly every situation. The class was introduced in EPISODE: 4.
  • The Beastmaster: They command their pets to fight.
  • Cartoon Conductor: Takts resemble a conductor's baton, and the Summoner waves them like one to direct their pets.
  • Fighter, Mage, Thief: The mages alongside Forces and Techers, being considered a tech class. Their pets are their main focus, but the Summoner can also cast techniques to support them.
  • Mascot: Of EPISODE 4.
  • Mechanically Unusual Class: Since it's their pets that do the fighting while the Summoner does the commanding and support, their bonuses come not from their weapon, but from the candies in the pet's boxes.
  • The Power of Friendship: Invoked with certain skills, one of them, for example, has the pet Taking the Bullet should an attack prove to be fatal to the player.
  • Synchronization: The Alter Ego skill gives pets a significant power boost, but while it's active the Summoner also suffers any damage they take.
  • Weapon of Choice: Takts (though they're of little use as actual weapons).

Successor Classes

Advanced Classes that are unlocked through special means. These classes are proficient in all forms of combat, but require significant investment to unlock; furthermore, due to their power, they are unable to equip a subclass. Although their weapons are shared with the basic classes, they act differently in various ways and have different Photon Arts.


Possesses superior offense and agility beyond all others, with the ability to harness the powers of Striking, Ranged, and Technique damage all at once and transition between them seamlessly to handle any situation. The class was introduced in EPISODE: 5.

  • Bottomless Magazines: Notably averted. The Hero's Twin Machine Guns cost PP to fire, and their weapon action reloads them to restore it.
  • The Cape: Their armor even invokes the imagery of a Knight in Shining Armor.
  • Counter Attack: With Hero Counter, using a Step Attack immediately after dodging through an enemy's attack unleashes a powerful strike that significantly boosts the Gear gauge. The Brand New Star Photon Art for Twin Machine Guns is also powered up if used under the same circumstances.
  • Death Dealer: They can wield Talises, and unlike the caster classes, are more focused on this aspect rather than spellcasting.
  • Guys Smash, Girls Shoot: The Episode 5 opening has a downplayed case with both a male and female hero capable of both, but male Hero uses the Sword more while female uses Twin Machine Guns more.
  • Glass Cannon: It has an outstanding amount of offensive power and versatility, to the point of being able to solo entire raids. However, it can't take many direct hits without losing substantial damage and has only two defensive skills, a Flash Guard clone and a It Only Works Once Last Chance Hit Point.
  • Gun Twirling: The Hero indulges in this constantly when wielding Twin Machine Guns. Their reload animation is just spinning the guns repeatedly.
  • Hand Blast: Instead of blocking, Sword-wielding Heroes can fire these, dealing striking damage and restoring PP at range.
  • Herd-Hitting Attack: The Hero class is specifically designed to take on large groups of enemies. Their Sword attacks in particular have a very wide range.
  • I Shall Taunt You: Hero has a War Cry/War Brave pseudo-clone called Victory Cry, which doubles their Hate Accumulation for 30 seconds, as well as restoring PP for every enemy in the immediate vicinity when it's activated. Unlike War Cry, Victory Cry does not reset Hate, so you still have to start inflicting damage to get your enemies' attention.
  • Light Is Good: Official art has both Heroes in white/red armor.
  • Magic Knight: They can cast Techniques just as well as they can cut enemies up or shoot them.
  • Mascot: Of Episode 5, being depicted as the leaders of the ARKS team in the opening.
  • Mechanically Unusual Class: As a Successor Class, Heroes have their own set of Photon Arts that they know innately without needing to learn or upgrade them from discs. Some of these Photon Arts allow them to switch to a different weapon if the button is held. Their weapons also work differently from their base class versions:
    • Hero Swords are a lot faster than their Hunter counterparts, but cannot be used to block; instead, their weapon action produces energy blasts that deal striking damage and can restore PP like a normal attack. They can be fired rapidly or charged up for a single stronger shot.
    • Hero Twin Machine Guns are powerful, have long range, and can be fired continuously... at the cost of PP. Their weapon action reloads the guns to quickly recover PP.
    • Hero Talises are more of an actual weapon than the spell focus they normally are. You can't cast Techniques through them, but they have a three-hit normal attack combo and their own Photon Arts. Some of them continue their effect even if the user switches to another weapon. The weapon action tosses out a marker whose location the Hero can instantly teleport to upon a second use.
  • One-Handed Zweihänder: Heroes wield the Hunter's massive Swords with one hand. Hell, they can swing them faster with one hand than a Hunter does with both!
  • Prestige Class: The class was originally unlocked by getting a striking class, ranged class, and Technique-using class all up to level 75. This was later changed to simply any two classes, like the Phantom.
  • Real-Time Weapon Change: While any character can switch weapons mid-fight by swapping palettes, Heroes make an art of it, having Photon Arts that allow them to transition seamlesssly between them. Hero Gear charges more quickly when you vary up your weapon usage than if you just stick with one.
  • Red Is Heroic: The Hero class in official art has red armor, red weaponry, etc.
  • Red Oni, Blue Oni: The bombastic, flashy red to the Phantom's stoic, calculating blue.
  • Weapon of Choice: Swords, Twin Machine Guns, and Talises.


An advanced class that favors consecutive single target damage by chaining Photon Arts along with their weapon action. The class was introduced in EPISODE: 6.

  • Blue Is Heroic: They wear blue as their secondary color.
  • Counter Attack: Dodge Counter Shot allows them to immediately fire a cluster of Photon Bits at an enemy after successfully dodging an attack with Phantom Step.
  • The Cowl: In contrast to The Cape that The Hero class sports, the Phantom class invokes a darker image.
  • Dark Is Not Evil: The Phantom class's artwork has them wearing black, but they're no less heroic than the Hero class.
  • Death Dealer: While they can't use Talis weapons, one of their Rod Photon Arts tosses out a card that functions the same way.
  • Drone Deployer: Rifle-wielding Phantoms can deploy Photon Bits for various purposes, from seeking out enemies to acting as a stationary turret to blowing them up as land mines.
  • Flash Step: With the Quick Cut skill, performing a weapon action the moment the katana is sheathed after an attack will have the Phantom instantly close in on the nearest enemy.
  • Glass Cannon: They have superb single target damage, but little in the way of defense.
  • Gratuitous German: All of their Photon Arts have German names.
  • Magic Knight: Where the Hero leaned more heavily on the Knight, Phantoms have more of the Magic, possessing several skills focused on improving their ability to charge techniques and inherently getting a brief invincibility period when they do so.
  • Mascot: Shares this with Etoile in Episode 6.
  • Mechanically Unusual Class: Besides the weapon changes from their basic counterparts, the Phantom's unique mechanic lets them accumulate markers on a foe by hitting it with attacks before detonating them with a weapon action for massive damage and PP restoration. Their Photon Arts also behave completely differently when used immediately following a weapon action.
    • Katanas cannot block like their Braver counterparts, but their rapid attacks and Photon Arts are ideal for racking up markers. Their weapon action allows the Phantom to attack while dodging, and with the Quick Cut skill they can Flash Step between enemies if they time their attacks right, giving them impressive mobility.
    • Assault Rifles have a flashy 3-shot combo that deals large damage with each hit rather than the rapid sustained fire of a normal rifle. Their weapon action deploys Photon Bits to seek out the enemy.
    • Like the Hero's Talises, Rods have Photon Arts of their own, consequently functioning more as a legitimate hybrid weapon than a mere spell catalyst.
  • Prestige Class: Is unlocked by reaching level 75 with any two classes.
  • Red Oni, Blue Oni: The stoic, calculating blue to the Hero's bombastic, flashy red.
  • Sinister Scythe: In the hands of a Phantom any Rod becomes a scythe with a photon blade.
  • Weapon of Choice: Katanas, Assault Rifles, and Rods.

The second successor class of EPISODE: 6, set to be introduced in Winter 2019.

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