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Samurai A
A swordsman of the east whose attack and defense are equally balanced. They are adept with two different forms of swordplay: using longswords, or dual blades. Depending on their weapon of choice, they have access to a different range of skills.
— Website description.

"A multi-disciplined master of swordplay", Samurai is one of the eight classes of 7th Dragon III Code: VFD. It is based on the present timeline and available from the start. 

The Samurai is a reoccuring class in the 7th Dragon series. In 2020 and onward, Samurai takes a modern twist compared to its predecessor. They are considered the all-rounder characters among all.

OverwiewEdit

Samurai is a balanced class with high physical damage, average physical defense and low magical defense. They are self-sufficient in that they are able to heal themselves and easily fire react. This class can equip two types of swords: single wield Longsword and Dual Blades. Depending on which weapon chosen, the Samurai will have access to different set of skills. Longsword users can deal massive physical damage and inflict bleed while Dual Blades have a fire elemental skill and other situational advantages.

StrategyEdit

Samurai starts off with low LF and MN, thus is it recommended to put some SP in LIFE Bonus and MANA Bonus. However if there is a Fortuner or Duelist in the party who has mana restoration, MANA Bonus might not be necessary in the early-mid stages in the game.

It is heavily recommended to pick up Jinka React and max it as soon as acquired, as it activates very easily. If casted at the start of the turn before the enemy acts, it can essentially give a free turn for the rest of its duration. To maximize its activation chance, try not equip any DEF boost rings, although a MDF boost ring won't hurt. Go for ATK/MAT boost accessories instead. It is also recommended to take Samurai's Invigorate skill to Lv. 5 as it will also remove all status ailments. The skill can later on be maxed out to almost fully restore LF. Another skill that is excellent to pick up is Focus Breathing which can be seen, in a sense, as a party heal.

Moon Stance makes the Samurai's Enmity grow and enemies will be more likely to target them. They are not meant to be tanks (as they do not naturally possess high DEF or LF) so it is easy for them to become overwhelmed. Usage is therefore advised against except if the Samurai is specifically built for tanking, but even then there are other classes more suited (namely Rune-Knight) for the role. Damage increasing buffs such as Red Flame Exhale and Solid Stance serves as great alternatives instead. The latter can be combined with Power Bolt Drop for a high chance of Bleed or EX skills to deal off-the-roof damage.

  • Longsword Samurai: Whirlwind can be invested to deal with Dragonsbane Seeds, but for multiple targets Garuda Whirlwind is the superior choice once unlocked. Power Bolt Drop is the mainstay for single targets at start because of its high damage and chance to inflict Bleed, while also being cheaper than any other single-target skill. If a Fortuner is in the party, Destructive Sweep can be picked up to lower the enemy's ailment resistance. Later on, if the Samurai can stomach the MN cost, they can use Serpent Thrust and/or Sixteen Hand Slash. Otherwise Power Bolt Drop is more than enough to deal with most encounters. Sheathed Stance and Unsheated Stance are very useful in that after Lv. 3, they can quickly inflict DEF/MDF respective ATK/MTK debuffs on the enemy.
  • Dual Blades Samurai: This Samurai does not have to worry about Sheathed or Unsheathed Stance. Their first two skills, Aerial Slash and Maple Tear, can be used to exploit the enemy's weaknesses. Cyclone Dance is very useful against Dragonsbane Seeds. Hidden Shadow and Poplar Admiral are high-dealing physical damage skills with the former dealing less at the cost of instant priority and a chance to Stun. Windy Canopy is only useful if the party has a Duelist or Mage. In combination with the former's skill X Burn can create massive damage potential. Windy Canopy also allows the Samurai to deal elemental damage other than fire: if the spell caster uses an Ice or Lightning skill, the Samurai will follow with the same element.
  • Switch Samurai: The Samurai that change weapons before a fight. Note that this build will spread SP thin on both sides, making them less specialized. The advantage of this build is to exploit weaknesses: if a boss is weak to some element or is flying, switch to Dual Blades, otherwise take the Katana. Key skills from Dual Blades are Maple Tear, Aerial Slash and Windy Canopy. Key skills from Katana is any single-target skill of your choice as well as Sheathed Stance and Unsheathed Stance.

Party CombinationsEdit

Samurai is a very independent class, but that does not necessarily mean other classes has synergy with them:

  • Duelist: X Burn and Windy Canopy is a lethal combination given the right circumstances. X Burn, when maxed, has the potential to deal massive damage once 2 or more fire cards have been consumed. The disadvantage however is that X Burn requires a turn to set up, not to mention RNG-dependent. If the Samurai uses Solid Stance in combination with Windy Canopy, the damage boost will only apply on the first attack.
  • Fortuner: Following React activates very well with Jinka React. The Longsword Samurai's Destructive Sweep and Power Bolt Drop makes it easier for the Fortuner to use their life-stealing Oracle skills.
  • Rune-Knight: Focus Breathing pairs very well with Brave Sword and allows the Rune-Knight to skip Life Oath, which only applies to themselves.

StatsEdit

Base Stats at Lv. 99Edit

LIFE MN ATK MAT DEF MDF SPD
364 156 216 159 100 79 127

MAX statsEdit

LIFE MN ATK MAT DEF MDF SPD
500 300 500 500 300 300 255

ReclassEdit

Class changing refunds 100% of SP.

Stat Lv. 30 Lv. 40 Lv. 50 Lv. 60 Lv. 70 Lv. 80 Lv. 99
ATK +0 +1 +2 +5 +5 +8 +15

StandbyEdit

Samurai recover 1 gauge every 2 turns.

Support SkillEdit

Increase 1st Team ATK for one turn. Recharge in 2 turns.

  • The ATK multiplier is 1.2x.
  • Has a speed modifier of 100%.

Buddy SkillEdit

Decrease enemy ATK for several turns. Recharge in 4 turns.

  • Deals 150% ATK-based non-elemental damage to the target, and has a 100% chance of lowering their ATK (0.8x multiplier) for 2 turns.
  • Has an accuracy modifier of 100%.
  • Has a critical hit rate of 0x.
  • Has a speed modifier of 100%.

SkillsEdit

UniversalEdit

Name MN Cost Description Max Level Prerequisite
LIFE Bonus - Bonus to max LF 5 None
Progression
  • Lv. 1: Skill learned. Cost 150 SP.
  • Lv. 2: Max LIFE ↑. Cost 550 SP.
  • Lv. 3: Max LIFE ↑. Cost 1500 SP.
  • Lv. 4: Max LIFE ↑. Cost 3000 SP.
  • Lv. 5: Max LIFE ↑. Cost 5500 SP.
Notes
  • Formula:
    • Lv. 1: 1.1 * LIFE.
    • Lv. 2: 1.15 * LIFE.
    • Lv. 3: 1.2 * LIFE.
    • Lv. 4: 1.25 * LIFE.
    • Lv. 5: 1.3 * LIFE.
MANA Bonus - Bonus to max MN 5 None
Progression
  • Lv. 1: Skill learned. Cost 300 SP.
  • Lv. 2: Max MANA ↑. Cost 750 SP.
  • Lv. 3: Max MANA ↑. Cost 2000 SP.
  • Lv. 4: Max MANA ↑. Cost 4000 SP.
  • Lv. 5: Max MANA ↑. Cost 6000 SP.
Notes
  • Formula:
    • Lv. 1: 1.1 * MANA.
    • Lv. 2: 1.15 * MANA.
    • Lv. 3: 1.2 * MANA.
    • Lv. 4: 1.25 * MANA.
    • Lv. 5: 1.3 * MANA.

LongswordEdit

Name MN Cost Description Max Level Prerequisite
Whirlwind 3 Unsheathed. Random attack x3: all 5 None
Progression
  • Lv. 1: Base skill.
  • Lv. 2: Number of Random attacks 3→4. Cost 300 SP.
  • Lv. 3: Number of Random attacks 4→5. Cost 600 SP.
  • Lv. 4: Number of Random attacks 5→6. Cost 1500 SP.
  • Lv. 5: Number of Random attacks 6→7. Cost 2500 SP.
Notes
  • Formula:
    • Lv. 1: 3 hits. 60% damage per hit. 1.75x crit rate.
    • Lv. 2: 4 hits. 50% damage per hit. 1.25x crit rate.
    • Lv. 3: 5 hits. 45% damage per hit. 1x crit rate.
    • Lv. 4: 6 hits. 40% damage per hit. 0.8x crit rate.
    • Lv. 5: 7 hits. 40% damage per hit. 0.7x crit rate.
  • Has an accuracy modifier of 100% at all levels.
  • Has a speed modifier of 105% at all levels.
  • Deals ATK-based non-elemental damage.
Tips
  • Useful against Dragonsbane Seeds.
Power Bolt Drop 5 Unsheathed. High dmg/Bleed: one 5 None
Progression
  • Lv. 1: Skill learned. Cost 800 SP.
  • Lv. 2: Damage/Bleed inflict rate ↑. Cost 2500 SP.
  • Lv. 3: Damage/Bleed inflict rate ↑. Cost 3500 SP.
  • Lv. 4: Damage/Bleed inflict rate ↑. Cost 5000 SP.
  • Lv. 5: Damage/Bleed inflict rate ↑. Cost 7500 SP.
Notes
  • Formula:
    • Lv. 1: 330% damage. 50% infliction rate. 185% Bleed power.
    • Lv. 2: 375% damage. 55% infliction rate. 260% Bleed power.
    • Lv. 3: 400% damage. 60% infliction rate. 335% Bleed power.
    • Lv. 4: 450% damage. 65% infliction rate. 410% Bleed power.
    • Lv. 5: 500% damage. 70% infliction rate. 485% Bleed power.
  • Deals ATK-based non-elemental damage.
  • Bleed last for 4 turns.
    • Bleed damage is equal to [20 * Bleed Power + 3]. On the 2nd turn, a 1.2x multiplier is applied to the bleed damage, and on the 3rd onward, a 1.24 multiplier is applied.
  • Has an accuracy modifier of 100% at all levels.
  • Has a critical hit rate of 5x at all levels.
  • Has a speed modifier of 100% at all levels.
Garuda Whirlwind 6 Unsheathed. High dmg: all 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 2500 SP.
  • Lv. 2: Damage ↑. Cost 3500 SP.
  • Lv. 3: Damage ↑. Cost 4000 SP.
  • Lv. 4: Damage ↑. Cost 5500 SP.
  • Lv. 5: Damage ↑. Cost 7000 SP.
Notes
  • Formula:
    • Lv. 1: 250% damage.
    • Lv. 2: 260% damage.
    • Lv. 3: 270% damage.
    • Lv. 4: 280% damage.
    • Lv. 5: 295% damage.
  • Deals ATK-based non-elemental damage.
  • Has an accuracy modifier of 100% at all levels.
  • Has a critical hit rate of 1x at all levels.
  • Has a speed modifier of 120% at all levels.
Serpent Thrust 10 Unsheathed. High dmg thrust attack: one 5 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 3500 SP.
  • Lv. 2: Damage ↑. Cost 6000 SP.
  • Lv. 3: Damage ↑. Cost 8000 SP.
  • Lv. 4: Damage ↑. Cost 9000 SP.
  • Lv. 5: Damage ↑. Cost 9500 SP.
Notes
  • Formula:
    • Lv. 1: 400% damage.
    • Lv. 2: 425% damage.
    • Lv. 3: 450% damage.
    • Lv. 4: 500% damage.
    • Lv. 5: 550% damage.
  • Deals ATK-based non-elemental damage.
  • Has an accuracy modifier of 150% at all levels.
  • Has a critical hit rate of 5x at all levels.
  • Has a speed modifier of 100% at all levels.
Destructive Sweep 7 Sheathed. High dmg/ailment resist ↓: one 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 2500 SP.
  • Lv. 2: Damage/ailment resist decrease rate ↑. Cost 3500 SP.
  • Lv. 3: Damage/ailment resist decrease rate ↑. Cost 4000 SP.
  • Lv. 4: Damage/ailment resist decrease rate ↑. Cost 5500 SP.
  • Lv. 5: Damage/ailment resist decrease rate ↑. Cost 7000 SP.
Notes
  • Formula:
    • Lv. 1: 400% damage. 55% chance to debuff. 1.2x ailment chance multiplier.
    • Lv. 2: 425% damage. 60% chance to debuff. 1.23x ailment chance multiplier.
    • Lv. 3: 450% damage. 65% chance to debuff. 1.26x ailment chance multiplier.
    • Lv. 4: 475% damage. 70% chance to debuff. 1.3x ailment chance multiplier.
    • Lv. 5: 500% damage. 75% chance to debuff. 1.35x ailment chance multiplier.
  • Deals ATK-based non-elemental damage.
  • Ailment resist last for 4 turns.
  • Has an accuracy modifier of 100% at all levels.
  • Has a critical hit rate of 5x at all levels.
  • Has a speed modifier of 100% at all levels.
Sixteen Hand Slash 10 Sheathed. Very high dmg/crit: one 5 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 4000 SP.
  • Lv. 2: Damage ↑. Cost 6500 SP.
  • Lv. 3: Damage ↑. Cost 8000 SP.
  • Lv. 4: Damage ↑. Cost 9000 SP.
  • Lv. 5: Damage ↑. Cost 9500 SP.
Notes
  • Formula:
    • Lv. 1: 500% damage.
    • Lv. 2: 560% damage.
    • Lv. 3: 590% damage.
    • Lv. 4: 620% damage.
    • Lv. 5: 650% damage.
  • Deals ATK-based non-elemental damage.
  • Cannot miss at all levels.
  • Has a critical hit rate of 4x at all levels.
  • Has a speed modifier of 120% at all levels.
Tips
  • Useful against Queen Rabis for its sure-hit guarantee.
Sheathed Stance 2 Unsheathed → Sheathed. Dmg: one 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 150 SP.
  • Lv. 2: Damage ↑. Cost 400 SP.
  • Lv. 3: Damage ↑. MN: 2→3. Cost 1200 SP.
  • Lv. 4: Damage ↑. DEF/MDF decrease rate ↑. MN: 3→4. Cost 2400 SP.
  • Lv. 5: Damage ↑. DEF/MDF decrease rate ↑. MN: 4→5. Cost 4000 SP.
Notes
  • Formula:
    • Lv. 1: 2 Mana. 135% damage.
    • Lv. 2: 2 Mana. 165% damage.
    • Lv. 3: 3 Mana. 200% damage.
    • Lv. 4: 4 Mana. 225% damage. 0.95x multiplier to target's ATK and MAT.
    • Lv. 5: 5 Mana. 250% damage. 0.9x multiplier to target's ATK and MAT.
  • Deals ATK-based non-elemental damage.
  • At levels 4 and 5, the skill has a 100% chance to inflict a debuff on the target that lowers their ATK and MAT for 3 turns.
  • Has an accuracy modifier of 100% at all levels.
  • Has a critical hit rate of 5x at all levels.
  • Has a speed modifier of 150% at all levels.
Unsheathed Stance 2 Sheathed → Unsheathed. Dmg: one 5 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 150 SP.
  • Lv. 2: Damage ↑. Cost 400 SP.
  • Lv. 3: Damage ↑. MN: 2→3. Cost 1200 SP.
  • Lv. 4: Damage ↑. ATK/MAT decrease rate ↑. MN: 3→4. Cost 2400 SP.
  • Lv. 5: Damage ↑. ATK/MAT decrease rate ↑. MN: 4→5. Cost 4000 SP.
Notes
  • Formula:
    • Lv. 1: 2 Mana. 135% damage.
    • Lv. 2: 2 Mana. 165% damage.
    • Lv. 3: 3 Mana. 200% damage.
    • Lv. 4: 4 Mana. 225% damage. 0.95x multiplier to target's DEF and MDF.
    • Lv. 5: 5 Mana. 250% damage. 0.9x multiplier to target's DEF and MDF.
  • Deals ATK-based non-elemental damage.
  • At levels 4 and 5, the skill has a 100% chance to inflict a debuff on the target that lowers their DEF and MDF for 3 turns.
  • Has an accuracy modifier of 100% at all levels.
  • Has a critical hit rate of 5x at all levels.
  • Has a speed modifier of 150% at all levels.
Earth Splitter 30 Massive dmg/Bleed: all 1 Post Chapter 5.1
How to Unlock
After Chapter 5.1, Director Yoshida explain EX skills and give pointers to how to unlock them. The prerequisite is to first have a Lv. 50 character of respective class and set them as leader. Once all objectives are cleared, the EX skill is unlocked for all characters of that class.
  1. Talk to Yoritomo in the Medical Floor.
  2. Log in to 7th Encount and choose "Make your Samurai train alone."
  3. Defeat the Dark Rabi as quick as possible.
Progression
  • Lv. 1: Skill learned. Cost 9900 SP.
Notes
  • Using EX applies a 1.5x multiplier to the attack's damage output and infliction rate, if the skill inflicts any ailments. This also applies to EX skills, so the value listed below is simply the base damage value. Since the skill cannot be used without using EX, the actual damage and infliction rate will be listed as well. Using EX also provides priority to the skill, if it did not have it before. All EX skills have a critical hit rate of 0x.
  • Deals 900% (actually 1350%) ATK-based non-elemental damage to all enemies, and has a 100% (actually 150%) chance to inflict Bleed for 4 turns. The Bleed power is 1200%.
  • Has an accuracy modifier of 200%.
  • Has a speed modifier of 100%.
  • Only usable when wielding a katana in sheathed stance.

Dual BladesEdit

Name MN Cost Description Max Level Prerequisite
Aerial Slash 3 Medium dmg: one. Strong v. flying enemies 5 None
Progression
  • Lv. 1: Base skill.
  • Lv. 2: Damage ↑. Cost 120 SP.
  • Lv. 3: Damage ↑. Cost 250 SP.
  • Lv. 4: Damage ↑. Cost 400 SP.
  • Lv. 5: Damage ↑. MN: 3→2. Cost 750 SP.
Notes
  • Formula:
    • Lv. 1: 200% damage. 130% accuracy modifier.
    • Lv. 2: 210% damage. 140% accuracy modifier.
    • Lv. 3: 220% damage. 150% accuracy modifier.
    • Lv. 4: 230% damage. 160% accuracy modifier.
    • Lv. 5: 250% damage. 170% accuracy modifier.
  • Has a critical hit rate of 5x at all levels.
  • Has a speed modifier of 100% at all levels.
Maple Tear 5 Fire dmg/Burn: one. Imbue normal attacks w/ fire 5 None
Progression
  • Lv. 1: Skill learned. Cost 250 SP.
  • Lv. 2: Fire damage/Burn inflict rate ↑. Cost 500 SP.
  • Lv. 3: Fire damage/Burn inflict rate ↑. Cost 1300 SP.
  • Lv. 4: Fire damage/Burn inflict rate ↑. Cost 2500 SP.
  • Lv. 5: Fire damage/Burn inflict rate ↑. Cost 5000 SP.
Notes
  • Formula:
    • Lv. 1: 250% damage. 75% infliction rate. 110% Burn power.
    • Lv. 2: 275% damage. 80% infliction rate. 200% Burn power.
    • Lv. 3: 300% damage. 85% infliction rate. 300% Burn power.
    • Lv. 4: 350% damage. 90% infliction rate. 440% Burn power.
    • Lv. 5: 400% damage. 95% infliction rate. 700% Burn power.
  • Burn last for 4 turns and applies a 0.9x multiplier to the target's ATK, MAT, DEF, and MDF.
    • Burn damage is equal to [20 * Burn Power + 1]. And while only the Samurai's regular attacks will deal fire damage, for the case of Agent's TROY: Fire, all of the Samurai's skills are treated as a fire attack for the duration of the buff.
  • Fire element imbuement only applies to normal attacks and does not apply to other skills.
  • Has an accuracy modifier of 100% at all levels.
  • Has a critical hit rate of 5x at all levels.
  • Has a speed modifier of 120% at all levels.
Cyclone Dance 3 Random attack x6 all 5 None
Progression
  • Lv. 1: Skill learned. Cost 150 SP.
  • Lv. 2: Number of random attacks: 6→8. Cost 300 SP.
  • Lv. 3: Number of random attacks: 8→10. Cost 600 SP.
  • Lv. 4: Number of random attacks: 10→12. Cost 1500 SP.
  • Lv. 5: Number of random attacks: 12→14. Cost 2500 SP.
Notes
  • Formula:
    • Lv. 1: 6 hits. 30% damage per hit. 0.85x crit rate.
    • Lv. 2: 8 hits. 25% damage per hit. 0.65x crit rate.
    • Lv. 3: 10 hits. 23% damage per hit. 0.5x crit rate.
    • Lv. 4: 12 hits. 20% damage per hit. 0.4x crit rate.
    • Lv. 5: 14 hits. 20% damage per hit. 0.35x crit rate.
  • Deals ATK-based non-elemental damage.
  • Has an accuracy modifier of 100% at all levels.
  • Has a speed modifier of 105% at all levels.
Tips
  • Useful against Dragonsbane Seeds.
Windy Canopy 6 Follow up after ally elemental attack. Instant 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 2000 SP.
  • Lv. 2: Follow-up damage ↑. Cost 2500 SP.
  • Lv. 3: Follow-up damage ↑. Cost 3500 SP.
  • Lv. 4: Follow-up damage ↑. Cost 5000 SP.
  • Lv. 5: Follow-up damage ↑. Cost 6500 SP.
Notes
  • Formula:
    • Lv. 1: 300% damage. 2x damage for every follow-up.
    • Lv. 2: 350% damage. 2.25x damage for every follow-up.
    • Lv. 3: 400% damage. 2.5x damage for every follow-up.
    • Lv. 4: 450% damage. 2.75x damage for every follow-up.
    • Lv. 5: 500% damage. 3x damage for every follow-up.
  • Activates any enemy that gets attacked with a Fire, Ice, or Lightning spell and only triggers to attacks that use the MAT stat. This includes Duelist and Mage spells as well as Rune-Knight's elemental skills.
    • Activates from passive spells as well including Duelist's X Burn and Mage's elemental veils.
    • Does not follow-up non-elemental spells such as Duelist's traps or Mage's Mana Bullet/Heaven's Press, as well as Agent's TROY skills.
  • The follow-up attack deals ATK-based damage.
  • Numbers of enemy hit depends on the elemental spell: if the spell is single target, Windy Canopy will attack in single target; if the spell hits multiple targets, Windy Canopy will attack multiple targets.
  • Has an accuracy modifier of 100% at all levels.
  • Has a critical hit rate of 5x at all levels.
  • Has a speed modifier of 100% at all levels.
  • The skill itself has instant priority.
  • If used in combination with Solid Stance, only the first follow-up attack will be boosted.
Hidden Shadow 7 High dmg/Stun: one. Instant 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 2000 SP.
  • Lv. 2: Damage/Stun inflict rate ↑. Cost 3500 SP.
  • Lv. 3: Damage/Stun inflict rate ↑. Cost 4000 SP.
  • Lv. 4: Damage/Stun inflict rate ↑. Cost 5500 SP.
  • Lv. 5: Damage/Stun inflict rate ↑. Cost 7000 SP.
Notes
  • Formula:
    • Lv. 1: 300% damage. 50% infliction rate.
    • Lv. 2: 350% damage. 55% infliction rate.
    • Lv. 3: 400% damage. 60% infliction rate.
    • Lv. 4: 450% damage. 65% infliction rate.
    • Lv. 5: 500% damage. 70% infliction rate.
  • Deals ATK-based non-elemental damage.
  • Stun causes the enemy to act at the end of the turn.
  • Has an accuracy modifier of 100% at all levels.
  • Has a critical hit rate of 5x at all levels.
  • Has a speed modifier of 100% at all levels.
Poplar Admiral 10 Very high dmg: one 5 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 3500 SP.
  • Lv. 2: Damage ↑. Cost 6000 SP.
  • Lv. 3: Damage ↑. Cost 8500 SP.
  • Lv. 4: Damage ↑. Cost 9000 SP.
  • Lv. 5: Damage ↑. Cost 9500 SP.
Notes
  • Formula:
    • Lv1: 510% damage.
    • Lv2: 540% damage.
    • Lv3: 560% damage.
    • Lv4: 580% damage.
    • Lv5: 600% damage.
  • If the attack kills the target, a random target adjacent to the initial target will take damage dependent upon how overkilled the initial target was.
    • The spill damage is equal to [(Initial Damage – Target's remaining HP) * 0.6].
  • Deals ATK-based non-elemental damage.
  • Has an accuracy modifier of 100% at all levels.
  • Has a critical hit rate of 5x at all levels.
  • Has a speed modifier of 100% at all levels.
Fallen Blossoms 25 Massive dmg: one 1 Post Chapter 5.1
How to Unlock
After Chapter 5.1, Director Yoshida explain EX skills and give pointers to how to unlock them. The prerequisite is to first have a Lv. 50 character of respective class and set them as leader. Once all objectives are cleared, the EX skill is unlocked for all characters of that class.
  1. Talk to Yoritomo in the Medical Floor.
  2. Follow him to the Terrace and answer:
    1. "Continue on to the ship."
    2. "We have to take it down!"
    3. "Focus on saving my family!"
Progression
  • Lv. 1: Skill learned. Cost 9900 SP.
Notes
  • Using EX applies a 1.5x multiplier to the attack's damage output and infliction rate, if the skill inflicts any ailments. This also applies to EX skills, so the value listed below is simply the base damage value. Since the skill cannot be used without using EX, the actual damage and infliction rate will be listed as well. Using EX also provides priority to the skill, if it did not have it before. All EX skills have a critical hit rate of 0x.
  • Deals 950% (Actually 1425%) ATK-based non-elemental damage to one enemy.
  • Cannot miss.
  • Has a speed modifier of 100%.
  • Only usable when wielding dual blades.

OtherEdit

Name MN Cost Description Max Level Prerequisite
Fighting Spirit - Auto. High dmg at battle start: all 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 1000 SP.
  • Lv. 2: Damage ↑. Cost 1500 SP.
  • Lv. 3: Damage ↑. Cost 2000 SP.
  • Lv. 4: Damage ↑. Cost 2500 SP.
  • Lv. 5: Damage ↑. Cost 3000 SP.
Notes
  • Formula:
    • Lv. 1: 150% damage.
    • Lv. 2: 200% damage.
    • Lv. 3: 250% damage.
    • Lv. 4: 300% damage.
    • Lv. 5: 350% damage.
  • Has an activation rate of 25%.
  • Deals ATK-based non-elemental damage.
  • Cannot miss at all levels.
  • Has a crit rate of 0x at all levels.
  • Has a speed modifier of 100%.
Invigorate 2 Restore own LF. Instant 10 None
Progression
  • Lv. 1: Base skill.
  • Lv. 2: LF restoration rate ↑. Cost 200 SP.
  • Lv. 3: LF restoration rate ↑. Cost 400 SP.
  • Lv. 4: LF restoration rate ↑. Cost 800 SP.
  • Lv. 5: LF restoration rate ↑. Cure all ailments. ↑. Cost 1200 SP.
  • Lv. 6: LF restoration rate ↑. Cost 1800 SP.
  • Lv. 7: LF restoration rate ↑. Cost 2500 SP.
  • Lv. 8: LF restoration rate ↑. Cost 3000 SP.
  • Lv. 9: LF restoration rate ↑. Cost 4000 SP.
  • Lv. 10: LF restoration rate ↑. Cost 5000 SP.
Notes
  • Formula:
    • Healing is equal to Base Heal + [(Level / 6 + 1.5)]
    • Lv. 1: 40 Base heal.
    • Lv. 2: 60 Base heal.
    • Lv. 3: 80 Base heal.
    • Lv. 4: 100 Base heal.
    • Lv. 5: 125 Base heal.
    • Lv. 6: 150 Base heal.
    • Lv. 7: 175 Base heal.
    • Lv. 8: 200 Base heal.
    • Lv. 9: 225 Base heal.
    • Lv. 10: 250 Base heal.
  • Has a speed modifier of 125% at all levels.
Red Flame Exhale 2 ATK ↑ at turn end. 10 turns 10 None
Progression
  • Lv. 1: Skill learned. Cost 100 SP.
  • Lv. 2: Effects ↑. Cost 400 SP.
  • Lv. 3: Effects ↑. Cost 800 SP.
  • Lv. 4: Effects ↑. Cost 1200 SP.
  • Lv. 5: Effects ↑. Cost 1800 SP.
  • Lv. 6: Effects ↑. Cost 2500 SP.
  • Lv. 7: Effects ↑. Cost 3000 SP.
  • Lv. 8: Effects ↑. Cost 4000 SP.
  • Lv. 9: Effects ↑. Cost 5000 SP.
  • Lv. 10: Effects ↑. Cost 7500 SP.
Notes
  • Formula:
    • Lv. 1: 105%/106%/108%/110% increase to ATK.
    • Lv. 2: 106%/108%/110%/112% increase to ATK.
    • Lv. 3: 107%/110%/112%/113% increase to ATK.
    • Lv. 4: 108%/112%/113%/116% increase to ATK.
    • Lv. 5: 109%/114%/115%/116% increase to ATK.
    • Lv. 6: 110%/115%/116%/120% increase to ATK.
    • Lv. 7: 111%/117%/118%/120% increase to ATK.
    • Lv. 8: 112%/117%/120%/121% increase to ATK.
    • Lv. 9: 114%/120%/121%/123% increase to ATK.
    • Lv. 10: 116%/120%/122%/125% increase to ATK.
  • Places a buff on the Samurai that increases their ATK at the end of each turn. The effect strengthens every 2 turns, which means the maximum buff is reached at the 7th turn.
  • Has a speed modifier of 100% at all levels.
Black Steel Inhale 2 DEF ↑ at turn end. 10 turns 10 None
Progression
  • Lv. 1: Skill learned. Cost 100 SP.
  • Lv. 2: Effects ↑. Cost 400 SP.
  • Lv. 3: Effects ↑. Cost 800 SP.
  • Lv. 4: Effects ↑. Cost 1200 SP.
  • Lv. 5: Effects ↑. Cost 1800 SP.
  • Lv. 6: Effects ↑. Cost 2500 SP.
  • Lv. 7: Effects ↑. Cost 3000 SP.
  • Lv. 8: Effects ↑. Cost 4000 SP.
  • Lv. 9: Effects ↑. Cost 5000 SP.
  • Lv. 10: Effects ↑. Cost 7500 SP.
Notes
  • Formula:
    • Lv. 1: 105%/106%/108%/110% increase to DEF.
    • Lv. 2: 106%/108%/109%/111% increase to DEF.
    • Lv. 3: 107%/110%/111%/112% increase to DEF.
    • Lv. 4: 108%/110%/112%/113% increase to DEF.
    • Lv. 5: 109%/111%/113%/114% increase to DEF.
    • Lv. 6: 110%/112%/114%/125% increase to DEF.
    • Lv. 7: 111%/113%/115%/116% increase to DEF.
    • Lv. 8: 112%/114%/116%/117% increase to DEF.
    • Lv. 9: 113%/115%/116%/118% increase to DEF.
    • Lv. 10: 114%/116%/118%/120% increase to DEF.
  • Places a buff on the Samurai that increases their DEF at the end of each turn. The effect strengthens every 2 turns, which means the maximum buff is reached at the 7th turn.
  • Has a speed modifier of 100% at all levels.
Focus Breathing 5 Max LF ↑: all allies. 6 turns 5 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 2000 SP.
  • Lv. 2: Max LIFE increase ↑. Cost 3500 SP.
  • Lv. 3: Max LIFE increase ↑. Effective turns 6→7. Cost 6000 SP.
  • Lv. 4: Max LIFE increase ↑. Cost 6500 SP.
  • Lv. 5: Max LIFE increase ↑. Cost 7500 SP.
Notes
  • Formula:
    • Lv. 1: 1.1x Life multiplier. Lasts for 6 turns.
    • Lv. 2: 1.15x Life multiplier. Lasts for 6 turns.
    • Lv. 3: 1.2x Life multiplier. Lasts for 7 turns.
    • Lv. 4: 1.25x Life multiplier. Lasts for 7 turns.
    • Lv. 5: 1.3x Life multiplier. Lasts for 7 turns.
  • Also increases the party members' current LF as well.
  • Has a speed modifier of 100% at all levels.
  • Does not increase the healing of recovery spells.
Solid Stance 15 ATK/ailment inflict rate ↑ next attack 5 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 3000 SP.
  • Lv. 2: ATK increase/ailment inflict rate ↑. Cost 4500 SP.
  • Lv. 3: ATK increase/ailment inflict rate ↑. MN 15→18. Cost 7500 SP.
  • Lv. 4: ATK increase/ailment inflict rate ↑. Cost 8500 SP.
  • Lv. 5: ATK increase/ailment inflict rate ↑. MN 18→20. Cost 9500 SP.
Notes
  • Formula:
    • Lv. 1: 2.1x ATK multiplier. 1.3x infliction rate multiplier.
    • Lv. 2: 2.2x ATK multiplier. 1.4x infliction rate multiplier.
    • Lv. 3: 2.3x ATK multiplier. 1.5x infliction rate multiplier.
    • Lv. 4: 2.4x ATK multiplier. 1.6x infliction rate multiplier.
    • Lv. 5: 2.5x ATK multiplier. 1.7x infliction rate multiplier.
  • Has a speed modifier of 100% at all levels.
  • If used in combination with Windy Canopy, only the first follow-up attack will be boosted.
Moon Stance 5 ATK/Enmity ↑. 3 turns. Instant 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 1500 SP.
  • Lv. 2: Enmity increase/ATK increase ↑. Cost 2000 SP.
  • Lv. 3: Enmity increase/ATK increase ↑. Cost 3000 SP.
  • Lv. 4: Enmity increase/ATK increase ↑. Cost 4500 SP.
  • Lv. 5: Enmity increase/ATK increase ↑. Cost 6000 SP.
Notes
  • Formula:
    • Lv. 1: 105% ATK increase. 60% target rate.
    • Lv. 2: 107% ATK increase. 65% target rate.
    • Lv. 3: 110% ATK increase. 70% target rate.
    • Lv. 4: 114% ATK increase. 75% target rate.
    • Lv. 5: 119% ATK increase. 80% target rate.
  • Places a buff on the Samurai that increases their ATK and likely-hood to be targeted by enemies for 3 turns.
  • Has priority.
  • Has a speed modifier of 150% at all levels.
Blade of Rage - Auto. Revenge attack if ally is defeated 5 None
Progression
  • Lv. 1: Skill learned. Cost 150 SP.
  • Lv. 2: Damage ↑. Cost 350 SP.
  • Lv. 3: Damage ↑. Cost 800 SP.
  • Lv. 4: Damage ↑. Cost 2000 SP.
  • Lv. 5: Damage ↑. Cost 3500 SP.
Notes
  • Formula:
    • Lv. 1: 200% damage.
    • Lv. 2: 220% damage.
    • Lv. 3: 240% damage.
    • Lv. 4: 260% damage.
    • Lv. 5: 300% damage.
  • Deals ATK-based non-elemental damage to the enemy that was responsible for the ally death. Activates at the end of the turn.
  • Has an accuracy modifier of 100%.
  • Has a critical hit rate of 0x at all levels.
  • Has a speed modifier of 100%.
Jinka React 2 Chance of + 1 turn when taking high dmg. 4 turns 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 500 SP.
  • Lv. 2: Damage required for activation ↓. Cost 1000 SP.
  • Lv. 3: Activate turns: 4→5. Cost 1500 SP.
  • Lv. 4: Damage required for activation ↓. Cost 2000 SP.
  • Lv. 5: Damage required for activation ↓. Cost 2500 SP.
Notes
  • Formula:
    • Lv. 1: Activates at loss of 35% or more Life. Lasts for 4 turns.
    • Lv. 2: Activates at loss of 30% or more Life. Lasts for 4 turns.
    • Lv. 3: Activates at loss of 30% or more Life. Lasts for 5 turns.
    • Lv. 4: Activates at loss of 25% or more Life. Lasts for 5 turns.
    • Lv. 5: Activates at loss of 15% or more Life. Lasts for 5 turns.
  • All react skills can only activate up to 3 times at most in a given turn.
  • Has a speed modifier of 100% at all levels.
  • Will activate even when confused.

GalleryEdit

TriviaEdit

  • The official names of the Samurai class members are Yamato (Male A), Yaiba (Female A), Gin (Male B), and Kirika (Female B).
  • In the 7th Dragon III demo, Male Samurai A-1 and Female Samurai A-1 are playable characters.

EtymologyEdit

Samurai (侍) were the military nobility and officer caste of medieval and early-modern Japan.

ReferencesEdit

NavigationEdit

Classes
7th Dragon
Fighter》《Rogue》《Samurai》《Knight》《Mage》《Healer》《Princess
7th Dragon 2020 &
7th Dragon 2020-II
2020 &
2020-II
Samurai》《Destroyer》《Trickster》《Psychic》《Hacker
2020-II exclusive
Idol
7th Dragon III Code: VFD Present
Samurai》《God-Hand》《Agent》《Duelist
Past
Future
Mage》《Banisher