Samurai
Introduction
“Far across the rolling waves, towards the rising sun, there lies the island nation of Hingashi. In the distant past, the realm's great lords vied for supremacy over its sea-girt confines in a long and bloody conflict. And taking to battle in their lieges' names were noble swordsmen whose art was forged in the crucible of war: the samurai. Eventually, the nation was unified under one banner, and these warriors came to wield their katana not upon fields as part of an army, but upon streets as protectors of the peace. But as a neglected blade grows dull with rust, so too do men forget their purpose. Amidst waning memories of the old ways, a determined few hold fast to their convictions, hands by katana grips, awaiting the moment for steel to sing.
Samurai (SAM) is a job introduced with the Stormblood expansion and unlockable at level 50. It is one of six melee DPS jobs and does not have a base class.
General information
Unlock
- Prerequisite: The player must have reached level 50 as a Disciple of War or Disciple of Magic.
- Quest: Speak to Ul'dahn Citizen in Ul'dah - Steps of Nald (x9.2,y9.1) to obtain the quest The Way of the Samurai.
Equipment
The samurai is a disciple of war and wears armor "of Striking" (shared with Monk) while using accessories "of Slaying" (shared with Dragoon, Reaper, and Monk). They use katana as weapons.
Weapon | Armor | Accessories |
---|---|---|
Samurai's Arms | Head Body Hands Legs Feet |
Bracelets Earrings Necklace Ring |
Quests
Samurai Job Quests
Physical DPS Role Quests (Shadowbringers)
Quest | Type | Level | Quest Giver | Unlocks | Rewards |
---|---|---|---|---|---|
No Greater Sport | 70 | Lue-Reeq | |||
Vengeance in Defeat | 72 | Lue-Reeq | |||
Freedom from Privilege | 74 | Lue-Reeq | |||
The Hunter's Legacy | 76 | Lue-Reeq | |||
Fellowship Restored | 78 | Olvara | 1 Risotto al Nero | ||
Courage Born of Fear | 80 | Lue-Reeq | Speaker for the Brave Physical DPS Role Quests (Shadowbringers) |
1 Heavens' Eye Materia VII 1 Savage Aim Materia VII 1 Savage Might Materia VII |
Melee DPS Role Quests (Endwalker)
Melee DPS Role Quests (Dawntrail)
Quest | Type | Level | Quest Giver | Unlocks | Rewards |
---|---|---|---|---|---|
The Hunter and the Hunted | 90 | Shashepya | |||
A Sea of Blood | 92 | I'toca | |||
Who's Who | 94 | I'toca | |||
Cornered Prey | 96 | Kuiyki | |||
Impostor Syndrome | 98 | Kuiyki | 1 Fruit and Aloe Jelly | ||
A Hunter True | 100 | Kuiyki | Dreams Woven Anew | 2 Savage Aim Materia XI 2 Savage Might Materia XI 2 Heavens' Eye Materia XI |
Actions
PvE actions
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description | |
---|---|---|---|---|---|---|---|---|---|
Hakaze | SAM | 1 | Weaponskill | Instant | 2.5s | 3y 0y |
Delivers an attack with a potency of 200. Additional Effect: Increases Kenki Gauge by 5 | ||
Jinpu | SAM | 4 | Weaponskill | Instant | 2.5s | 3y 0y |
Delivers an attack with a potency of 140. Combo Action: Gyofu Combo Potency: 300 Combo Bonus: Grants Fugetsu Fugetsu Effect: Increases damage dealt by 13% Duration: 40s Combo Bonus: Increases Kenki Gauge by 5 | ||
Third Eye | SAM | 6 | Ability | Instant | 15s | 0y 0y |
Reduces the amount of damage taken by the next attack by 10%. Duration: 4s Additional Effect: Increases Kenki Gauge by 10 when hit | ||
Enpi | SAM | 15 | Weaponskill | Instant | 2.5s | 20y 0y |
Delivers a ranged attack with a potency of 100. Enhanced Enpi Bonus Potency: 270 Additional Effect: Increases Kenki Gauge by 10 | ||
Shifu | SAM | 18 | Weaponskill | Instant | 2.5s | 3y 0y |
Delivers an attack with a potency of 140. Combo Action: Gyofu Combo Potency: 300 Combo Bonus: Grants Fuka Fuka Effect: Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 13% Duration: 40s Combo Bonus: Increases Kenki Gauge by 5 | ||
Fuga | SAM | 26 | Weaponskill | Instant | 2.5s | 8y 8y |
Delivers an attack with a potency of 90 to all enemies in a cone before you. Additional Effect: Increases Kenki Gauge by 5 | ||
Gekko | SAM | 30 | Weaponskill | Instant | 2.5s | 3y 0y |
Delivers an attack with a potency of 160. 210 when executed from a target's rear. Combo Action: Jinpu Combo Potency: 370 Rear Combo Bonus: 420 Combo Bonus: Increases Kenki Gauge by 10 Combo Bonus: Grants Getsu | ||
Iaijutsu | SAM | 30 | Weaponskill | 1.3s | 2.5s | 0y 0y |
Executes a weaponskill depending on current number of Sen stored in Sen Gauge. 1 Sen: Higanbana 2 Sen: Tenka Goken 3 Sen: Midare Setsugekka While under the effect of Tendo, Tenka Goken changes to Tendo Goken, and Midare Setsugekka changes to Tendo Setsugekka. | ||
Mangetsu | SAM | 35 | Weaponskill | Instant | 2.5s | 0y 5y |
Delivers an attack with a potency of 100 to all nearby enemies. Combo Action: Fuko Combo Potency: 120 Combo Bonus: Grants Fugetsu Fugetsu Effect: Increases damage dealt by 13% Duration: 40s Combo Bonus: Increases Kenki Gauge by 10 Combo Bonus: Grants Getsu | ||
Kasha | SAM | 40 | Weaponskill | Instant | 2.5s | 3y 0y |
Delivers an attack with a potency of 160. 210 when executed from a target's flank. Combo Action: Shifu Combo Potency: 370 Flank Combo Potency: 420 Combo Bonus: Increases Kenki Gauge by 10 Combo Bonus: Grants Ka | ||
Oka | SAM | 45 | Weaponskill | Instant | 2.5s | 0y 5y |
Delivers an attack with a potency of 100 to all nearby enemies. Combo Action: Fuko Combo Potency: 120 Combo Bonus: Grants Fuka Fuka Effect: Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 13% Duration: 10s Combo Bonus: Increases Kenki Gauge by 10 Combo Bonus: Grants Ka | ||
Yukikaze | SAM | 50 | Weaponskill | Instant | 2.5s | 3y 0y |
Delivers an attack with a potency of 160. Combo Action: Gyofu Combo Potency: 340 Combo Bonus: Increases Kenki Gauge by 15 Combo Bonus: Grants Setsu | ||
Meikyo Shisui | SAM | 50 | Ability | Instant | 55s | 0y 0y |
Execute up to 3 weaponskill combos without meeting combo prerequisites. Does not affect Iaijutsu or Ogi Namikiri. Duration: 20s Additional Effect: Successfully landing Gekko grants Fugetsu, and successfully landing Kasha grants Fuka Additional Effect: Grants Tendo Duration: 30s Maximum Charges: 2 | ||
Hissatsu: Shinten | SAM | 52 | Ability | Instant | 1s | 3y 0y |
Delivers an attack with a potency of 250. Kenki Gauge Cost: 25 | ||
Hissatsu: Gyoten | SAM | 54 | Ability | Instant | 10s | 20y 0y |
Rushes target and delivers an attack with a potency of 100. Kenki Gauge Cost: 10 Cannot be executed while bound. | ||
Hissatsu: Yaten | SAM | 56 | Ability | Instant | 10s | 5y 0y |
Delivers an attack with a potency of 100. Additional Effect: 10-yalm backstep Additional Effect: Grants Enhanced Enpi Duration: 15s Kenki Gauge Cost: 10 Cannot be executed while bound. | ||
Meditate | SAM | 1 | 60 | Ability | Instant | 60s | 0y 0y |
Gradually increases your Kenki Gauge. Duration: 15s Additional Effect: Grants stacks of Meditation when used in combat, up to a maximum of 3 Kenki Gauge not affected when used outside battle. Effect ends upon using another action or moving (including facing a different direction). Cancels auto-attack upon execution. Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills. | |
Hissatsu: Kyuten | SAM | 62 | Ability | Instant | 1s | 0y 5y |
Delivers an attack with a potency of 120 to all nearby enemies. Kenki Gauge Cost: 25 | ||
Hagakure | SAM | 68 | Ability | Instant | 5s | 0y 0y |
Converts Setsu, Getsu, and Ka into Kenki. Each Sen converted increases your Kenki Gauge by 10. Can only be executed if under the effect of at least one of the three statuses. | ||
Ikishoten | SAM | 68 | Ability | Instant | 120s | 0y 0y |
Increases Kenki Gauge by 50. Additional Effect: Grants Ogi Namikiri Ready Duration: 30s Additional Effect: Grants Zanshin Ready Duration: 30s Can only be executed while in combat. | ||
Hissatsu: Guren | SAM | 1 | 70 | Ability | Instant | 60s | 10y 10y |
Delivers an attack to all enemies in a straight line before you with a potency of 500 for the first enemy, and 25% less for all remaining enemies. Kenki Gauge Cost: 25 Shares a recast timer with Hissatsu: Senei | |
Hissatsu: Senei | SAM | 72 | Ability | Instant | 60s | 3y 0y |
Delivers an attack with a potency of 800. Kenki Gauge Cost: 25 Shares a recast timer with Hissatsu: Guren. | ||
Tsubame-gaeshi | SAM | 74 | Weaponskill | Instant | 2.5s | 0y 0y |
Repeats the previously executed iaijutsu. Cannot be used to repeat Higanbana. Can only be executed immediately following Iaijutsu while under the effect of Tsubame-gaeshi Ready. | ||
Shoha | SAM | 80 | Ability | Instant | 15s | 10y 10y |
Delivers an attack to all enemies in a straight line before you with a potency of 640 for the first enemy, and 65% less for all remaining enemies. Can only be executed after accumulating three stacks of Meditation by executing Iaijutsu, Meditate, or Ogi Namikiri while in combat. Meditation effect fades upon execution. | ||
Tengetsu | SAM | 82 | Ability | Instant | 15s | 0y 0y |
Reduces the amount of damage taken by the next attack by 10%. Duration: 4s Additional Effect: Grants Tengetsu's Foresight and increases Kenki Gauge by 10 when hit Tengetsu's Foresight Effect: Gradually restores your HP and reduces damage taken by 10% Duration: 9s Cure Potency: 200 | ||
Fuko | SAM | 86 | Weaponskill | Instant | 2.5s | 0y 5y |
Delivers an attack with a potency of 100 to all nearby enemies. Additional Effect: Increases Kenki Gauge by 10 | ||
Ogi Namikiri | SAM | 90 | Weaponskill | 1.3s | 2.5s | 8y 8y |
Delivers a critical hit with a potency of 900 for the first enemy, and 75% less for all remaining enemies. Damage dealt is increased when under an effect that raises critical hit rate. Grants a stack of Meditation, up to a maximum of 3. Can only be executed while under the effect of Ogi Namikiri Ready. ※Action changes to Kaeshi: Namikiri upon execution. | ||
Kaeshi: Namikiri | SAM | 90 | Ability | Instant | 1s | 8y 8y |
Delivers a critical hit with a potency of 900 for the first enemy, and 75% less for all remaining enemies. Damage dealt is increased when under an effect that raises critical hit rate. Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills. ※This action cannot be assigned to a hotbar. | ||
Gyofu | SAM | 92 | Weaponskill | Instant | 2.5s | 3y 0y |
Delivers an attack with a potency of 230. Additional Effect: Increases Kenki Gauge by 5 | ||
Zanshin | SAM | 96 | Ability | Instant | 1s | 8y 8y |
Delivers an attack to all enemies in a cone before you with a potency of 820 for the first enemy, and 60% less for all remaining enemies. Kenki Gauge Cost: 50 Can only be executed while under the effect of Zanshin Ready. |
Iaijutsu
Iaijutsu are weaponskills which consume all Sen, and each of them require a certain amount to be used.
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description | |
---|---|---|---|---|---|---|---|---|---|
Higanbana | SAM | 30 | Weaponskill | 1.3s | 2.5s | 6y 0y |
Delivers an attack with a potency of 200. Additional Effect: Damage over Time Potency: 50 Duration: 60s Additional Effect: Grants a stack of Meditation, up to a maximum of 3 ※This action cannot be assigned to a hotbar. | ||
Tenka Goken | SAM | 40 | Weaponskill | 1.3s | 2.5s | 0y 8y |
Delivers an attack with a potency of 300 to all nearby enemies. Additional Effect: Grants Tsubame-gaeshi Ready Duration: 30s Additional Effect: Grants a stack of Meditation, up to a maximum of 3 ※This action cannot be assigned to a hotbar. | ||
Midare Setsugekka | SAM | 50 | Weaponskill | 1.3s | 2.5s | 6y 0y |
Delivers a critical hit with a potency of 640. Damage dealt is increased when under an effect that raises critical hit rate. Additional Effect: Grants Tsubame-gaeshi Ready Duration: 30s Additional Effect: Grants a stack of Meditation, up to a maximum of 3 ※This action cannot be assigned to a hotbar. | ||
Kaeshi: Goken | SAM | 74 | Weaponskill | Instant | 2.5s | 0y 8y |
Delivers an attack with a potency of 300 to all nearby enemies. Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills. ※This action cannot be assigned to a hotbar. | ||
Kaeshi: Setsugekka | SAM | 74 | Weaponskill | Instant | 2.5s | 6y 0y |
Delivers a critical hit with a potency of 640. Damage dealt is increased when under an effect that raises critical hit rate. Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills. ※This action cannot be assigned to a hotbar. | ||
Tendo Goken | SAM | 100 | Weaponskill | 1.3s | 2.5s | 0y 8y |
Delivers an attack with a potency of 410 to all nearby enemies. Additional Effect: Grants Tsubame-gaeshi Ready Duration: 30s Additional Effect: Grants a stack of Meditation, up to a maximum of 3 Can only be executed while under the effect of Tendo, and after accumulating 2 Sen. ※This action cannot be assigned to a hotbar. ※Iaijutsu changes to Tendo Goken when requirements for execution are met. | ||
Tendo Setsugekka | SAM | 100 | Weaponskill | 1.3s | 2.5s | 0y 8y |
Delivers a critical hit with a potency of 1,020. Damage dealt is increased when under an effect that raises critical hit rate. Additional Effect: Grants Tsubame-gaeshi Ready Duration: 30s Additional Effect: Grants a stack of Meditation, up to a maximum of 3 Can only be executed while under the effect of Tendo, and after accumulating 3 Sen. This weaponskill does not share a recast timer with any other actions. ※This action cannot be assigned to a hotbar. ※Iaijutsu changes to Tendo Setsugekka when requirements for execution are met. | ||
Tendo Kaeshi Goken | SAM | 100 | Weaponskill | Instant | 2.5s | 0y 8y |
Delivers an attack with a potency of 410 to all nearby enemies. ※This action cannot be assigned to a hotbar. ※Tsubame-gaeshi changes to Tendo Kaeshi Goken when requirements for execution are met. | ||
Tendo Kaeshi Setsugekka | SAM | 100 | Weaponskill | Instant | 2.5s | 0y 0y |
Delivers a critical hit with a potency of 1,020. Damage dealt is increased when under an effect that raises critical hit rate. This weaponskill does not share a recast timer with any other actions. ※This action cannot be assigned to a hotbar. ※Tsubame-gaeshi changes to Tendo Kaeshi Setsugekka when requirements for execution are met. |
Limit Breaks (PvE)
- See also: Limit Break
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Braver | Melee DPS | 1 | Limit Break Level 1 | 2s | Instant | 8y 0y |
Delivers an attack that deals 100% the damage of Braver. | |
Bladedance | Melee DPS | 1 | Limit Break Level 2 | 3s | Instant | 8y 0y |
Delivers an attack that deals 220% the damage of Braver. | |
Doom of the Living | SAM | 1 | Limit Break Level 3 | 4.5s | Instant | 8y 0y |
Delivers an attack that deals 350% the damage of Braver. |
Melee DPS role actions (PvE)
- See also: Role actions
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Second Wind | Melee DPS Physical Ranged DPS |
8 | Ability | Instant | 120s | 0y 0y |
Instantly restores own HP. Cure Potency: 800 | |
Leg Sweep | Melee DPS | 10 | Ability | Instant | 40s | 0y 0y |
Stuns target. Duration: 3s | |
Bloodbath | Melee DPS | 12 | Ability | Instant | 90s | 0y 0y |
Converts a portion of physical damage dealt into HP. Duration: 20s | |
Feint | Melee DPS | 22 | Ability | Instant | 90s | 10y 0y |
Lowers target's physical damage dealt by 10% and magic damage dealt by 5%. Duration: 15s | |
Arm's Length | Melee DPS Physical Ranged DPS Tank |
32 | Ability | Instant | 120s | 0y 0y |
Creates a barrier nullifying most knockback and draw-in effects. Duration: 6s Additional Effect: Slow +20% when barrier is struck Duration: 15s | |
True North | Melee DPS | 50 | Ability | Instant | 45s | 0y 0y |
Nullifies all action direction requirements. Duration: 10s Maximum Charges: 2 |
PvP actions
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description | |
---|---|---|---|---|---|---|---|---|---|
Yukikaze (PvP) | SAM | 30 | Weaponskill | Instant | 2.2s | 5y 0y |
Delivers an attack with a potency of 3,000. ※Action changes to Hyosetsu while under the effect of Kaiten. ※This action cannot be assigned to a hotbar | ||
Gekko (PvP) | SAM | 30 | Weaponskill | Instant | 2.2s | 5y 0y |
Delivers an attack with a potency of 4,000. Combo action: Yukikaze or Hyosetsu ※Action changes to Mangetsu while under the effect of Kaiten. ※This action cannot be assigned to a hotbar. | ||
Kasha (PvP) | SAM | 30 | Weaponskill | Instant | 2.2s | 5y 0y |
Delivers an attack with a potency of 5,000. Combo action: Gekko or Mangetsu ※Action changes to Oka while under the effect of Kaiten. ※This action cannot be assigned to a hotbar. | ||
Ogi Namikiri (PvP) | SAM | 30 | Weaponskill | 1.3s | 20s | 8y 8y |
Delivers an attack with a potency of 8,000 to all enemies in a cone before you. Potency is increased by 50% when attacking only a single target. Additional Effect: When attacking two or more targets, creates a barrier around self that absorbs damage equivalent to a heal of 8,000 potency Duration: 10s This weaponskill does not share a recast timer with any other actions. ※Action changes to Kaeshi: Namikiri upon execution. | ||
Hissatsu: Soten (PvP) | SAM | 30 | Ability | Instant | 10s | 20y 0y |
Swiftly charges forward, dealing damage with a potency of 4,000 to targets in your path. Additional Effect: Grants Kaiten Duration: 10s Maximum Charges: 3 Cannot be executed while bound. ※Yukikaze changes to Hyosetsu while under the effect of Kaiten. ※Gekko changes to Mangetsu while under the effect of Kaiten. ※Kasha changes to Oka while under the effect of Kaiten. | ||
Hissatsu: Chiten (PvP) | SAM | 30 | Ability | Instant | 25s | 0y 0y |
Reduces damage taken by 25% and delivers an attack with a potency of 2,000 every time you suffer damage. Duration: 5s Additional Effect: Afflicts target with Kuzushi Kuzushi Effect: Increases damage you deal target by 25% Duration: 4s | ||
Mineuchi (PvP) | SAM | 30 | Ability | Instant | 20s | 5y 0y |
Deals damage to target equal to 10% of their current HP. Ignores the effects of Guard when dealing damage. Deals damage with a potency of 4,000 to players riding a machina and non-player combatants. Additional Effect: Stun Duration: 2s | ||
Meikyo Shisui (PvP) | SAM | 30 | Ability | Instant | 20s | 0y 0y |
Grants Meikyo Shisui and Midare. Meikyo Shisui Effect: Nullifies status afflictions that can be removed by Purify. Duration: 3s Midare Duration: 10s ※Action changes to Midare Setsugekka while under the effect of Midare | ||
Hyosetsu (PvP) | SAM | 30 | Weaponskill | Instant | 2.2s | 0y 5y |
Delivers an attack with a potency of 3,000 to all nearby enemies. Additional Effect: Bind. Duration: 2s Can only be executed while under the effect of Kaiten ※This action cannot be assigned to a hotbar. | ||
Mangetsu (PvP) | SAM | 30 | Weaponskill | Instant | 2.2s | 0y 5y |
Delivers an attack with a potency of 8,000 to all nearby enemies. Combo Action: Yukikaze or Hyosetsu Can only be executed while under the effect of Kaiten. ※This action cannot be assigned to a hotbar. | ||
Oka (PvP) | SAM | 30 | Weaponskill | Instant | 2.2s | 0y 5y |
Delivers an attack with a potency of 5,000 to all nearby enemies. Combo Action: Gekko or Mangetsu Additional Effect: Absorbs 100% of damage dealt as HP Can only be executed while under the effect of Kaiten. ※This action cannot be assigned to a hotbar | ||
Midare Setsugekka (PvP) | SAM | 30 | Weaponskill | 1.3s | 2.2s | 8y 0y |
Delivers an attack with a potency of 16,000. Can only be executed while under the effect of Midare ※This action cannot be assigned to a hotbar. | ||
Kaeshi: Namikiri (PvP) | SAM | 30 | Weaponskill | Instant | 2.2s | 8y 8y |
Delivers an attack with a potency of 8,000 to all enemies in a cone before you. Potency is increased by 50% when attacking only a single target. Combo Action: Ogi Namikiri Additional Effect: When attacking two or more targets, creates a barrier around self that absorbs damage equivalent to a heal of 8,000 potency Duration: 10s ※This action cannot be assigned to a hotbar. |
Limit Break (PvP)
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Zantetsuken (PvP) | SAM | 30 | Limit Break | Instant | 10s | 20y 5y |
Swiftly charges forward, dealing damage to target and all enemies nearby it with a potency of 24,000. If target is afflicted with Kuzushi, deals damage equal to 100% of their maximum HP. Ignores the effects of Guard when dealing damage. The additional effect of Kuzushi cannot be applied to players riding a machina and non-player combatants. Can only be executed when the limit gauge is full. Gauge Charge Time: 120s Cannot be executed while bound. |
Common actions (PvP)
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Standard-issue Elixir (PvP) | ANY | 30 | Ability | 4.5s | 5s | 0y 0y |
Restores your HP and MP to maximum. Casting will be interrupted when damage is taken. | |
Recuperate (PvP) | ANY | 30 | Ability | 2,500 | Instant | 1s | 0y 0y |
Restores own HP. Cure Potency: 15,000 |
Purify (PvP) | ANY | 30 | Ability | Instant | 30s | 0y 0y |
Removes Stun, Heavy, Bind, Silence, Half-asleep, Sleep, and Deep Freeze. Additional Effect: Grants Resilience Resilience Effect: Nullifies status afflictions that can be removed by Purify Duration: 5s Can be used even when under the effect of certain status afflictions. | |
Guard (PvP) | ANY | 30 | Ability | Instant | 30s | 0y 0y |
Reduces damage taken by 90% and grants immunity to Stun, Heavy, Bind, Silence, Half-asleep, Sleep, Deep Freeze, and knockback and draw-in effects. Duration: 5s Movement speed is reduced by 50% for the duration of this effect. Effect ends upon reuse, using another action, or when the effect duration expires. | |
Sprint (PvP) | ANY | 30 | Ability | Instant | 1.5s | 0y 0y |
Increases movement speed. Effect ends upon reuse or execution of another action. |
Traits
PvE traits
Trait | Acquired | Level | Effect | |
---|---|---|---|---|
Kenki Mastery | SAM | 52 | Increases Kenki Gauge when landing select weaponskills or when taking damage while under the effect of Third Eye. | |
Kenki Mastery II | SAM | 62 | Increases Kenki Gauge when landing all weaponskills excluding Iaijutsu. | |
Way of the Samurai | SAM | 66 | Increases the potency of Hakaze to 200, Jinpu to 120, and Shifu to 120. | |
Enhanced Iaijutsu | SAM | 74 | Reduces Iaijutsu cast time to 1.3 seconds. Also grants Tsubame-gaeshi Ready after executing iaijutsu excluding Higanbana Duration: 30s | |
Enhanced Meikyo Shisui | SAM | 76 | Allows the accumulation of charges for consecutive uses of Meikyo Shisui. Maximum Charges: 2 | |
Enhanced Fugetsu and Fuka | SAM | 78 | Improves Fugetsu's damage increase to 13% and Fuka's reduction to weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay to 13%. | |
Third Eye Mastery | SAM | 82 | Upgrades Third Eye to Tengetsu. | |
Way of the Samurai II | SAM | 84 | Increases the potency of Gekko, Kasha, and Yukikaze to 110. | |
Fuga Mastery | SAM | 86 | Upgrades Fuga to Fuko. | |
Enhanced Ikishoten | SAM | 90 | Grants Ogi Namikiri Ready upon successfully landing Ikishoten. Duration: 30s | |
Hakaze Mastery | SAM | 92 | Upgrades Hakaze to Gyofu. | |
Enhanced Hissatsu | SAM | 94 | Reduces Hissatsu: Guren and Hissatsu: Senei recast time to 60 seconds. | |
Enhanced Second Wind | Melee DPS Physical Ranged DPS |
94 | Increases the healing potency of Second Wind to 800. | |
Way of the Samurai III | SAM | 94 | Increases the potency of Jinpu to 140, Shifu to 140, Enhanced Enpi to 270, Gekko to 160, Higanbana damage over time to 50, Kasha to 160, Yukikaze to 160, Midare Setsugekka to 640, Kaeshi: Setsugekka to 640, Shoha to 640, Ogi Namikiri to 900, and Kaeshi: Namikiri to 900. | |
Enhanced Ikishoten II | SAM | 96 | Grants Zanshin Ready upon executing Ikishoten. Duration: 30s | |
Enhanced Feint | Melee DPS | 98 | Extends the duration of Feint to 15 seconds. | |
Enhanced Meikyo Shisui II | SAM | 100 | Grants Tendo upon executing Meikyo Shisui. Duration: 30s Tenka Goken changes to Tendo Goken and Midare Setsugekka changes to Tendo Setsugekka while under the effect of Tendo. |
Combos
Performing actions in a certain order increases potency and applies combo bonuses.
=> => = Increases damage dealt while also granting Getsu and increasing the Kenki Gauge.
=> => = Reduces weaponskill cast time and recast time while also granting Ka and increasing the Kenki Gauge.
=> = Significantly increases the Kenki Gauge and grants Setsu.
=> = Hits multiple enemies and increases damage dealt while also granting Getsu and increasing the Kenki Gauge.
=> = Hits multiple enemies and reduces weaponskill cast and recast time while also granting Ka and increasing the Kenki Gauge.
Job mechanics
Official Lodestone Job Guide (Always up-to-date)
Sen & Kenki Gauge is Samurai's Job Gauge.
Sen Gauge
Upon learning the action Gekko at level 30, the Sen Gauge will be displayed. Learning Kasha at level 40 unlocks the second Sen and Yukikaze at level 50 unlocks the final Sen.
Using certain combo actions will accumulate up to three different Sen:
- Setsu (top) - Snow. Granted by executing combo Hakaze - Yukikaze
- Getsu (left) - Moon. Granted by executing combo Hakaze - Jinpu - Gekko or by Fuko - Mangetsu
- Ka (right) - Flower. Granted by executing combo Hakaze - Shifu - Kasha or by Fuko - Oka
Additionally, using Meikyo Shisui allows you to use the last weaponskill of a combo without actually executing the full combo, while still granting you Sen.
Sen can be used to perform different Iaijutsu moves, depending how many Sen has Samurai accumulated: one for Higanbana (damage over time), two for Tenka Goken (AoE attack), and three for Midare Setsugekka (single-target attack).
Simple Mode
Kenki Gauge
Upon learning the trait Kenki Mastery, the Kenki Gauge will be displayed, indicating the amount of Kenki you have accumulated.
Kenki is accumulated upon executing certain weaponskills and by ability Ikishoten. Kenki can be used to execute the actions Hissatsu: Shinten, Hissatsu: Kyuten, Hissatsu: Senei, Hissatsu: Guren, Hissatsu: Yaten and Hissatsu: Gyoten.
Simple Mode
When you learn the action Shoha, the Meditation Gauge will be displayed, indicating the number of stacks of Meditation you have accumulated while in combat.
Stacks are acquired by executing Iaijutsu, Meditate, or Ogi Namikiri (acquired at level 90), and are expended after executing Shoha (acquired at level 80) when three stacks have been acquired.
Simple Mode:
Achievements
This job is associated with the following achievements:
Name | Points | Task | Reward | Patch |
---|---|---|---|---|
Bushido Blade I | 5 | Achieve samurai level 50. | - | 4.0 |
Bushido Blade II | 5 | Achieve samurai level 60. | - | 4.0 |
Bushido Blade III | 5 | Achieve samurai level 70. | - | 4.0 |
Bushido Blade IV | 5 | Achieve samurai level 80. | - | 5.0 |
Bushido Blade V | 5 | Achieve samurai level 90. | - | 6.0 |
Bushido Blade VI | 5 | Achieve samurai level 100. | - | 7.0 |
Notable Samurai
- Musosai
- Warrior of Light (Stormblood showcase)
- Gosetsu
- Hien
Gallery
Lore
On the island nation of Hingashi, the realms great lords vied for supremacy over a long and bloody conflict. And taking to battle in their lieges' names were noble swordsmen whose art was forged in the crucible of war: the samurai. Eventually, the nation was unified under one banner, and these warriors came to wield their katana as protectors of their homeland’s peace.
History
Primarily, “samurai” refers to a position of standing in Hingashi society—a martial vassal who serves his liege in return for certain privileges. The word itself derives from the root “saburau” meaning “to serve,” which reinforces the fundamental nature of their status. Records of this arrangement became common some six hundred years ago, but examples of the samurai art of combat can be found even earlier in history.
The fighting style—distinct from mainland practices—was founded by warriors who favored the katana, and honed over lifetimes of conflict. As well as devising techniques to infuse their uniquely curved blades with “Kenki,” samurai also mastered the meditative state of “Sen,” which paved the way for “Iaijutsu” and other elevated forms of swordsmanship. The samurai arts eventually found purchase on the continent, and saw the birth of numerous variant schools. In a realm coddled by relative peace, however, the title of samurai has become largely hereditary, leading to fears that this once hard-earned honor is being replaced by empty tradition.
Equipment
Myochin Armor
Crafted into the haori-and-hakama style by armorers of the longstanding Myochin clan, this set of armor is common garb for present-day samurai. Whilst it appears little more than a decorative kimono, the cloth is woven in such a way as to promote the flow of aether.
Kiku-ichimonji
Kiku-ichimonji was forged by a legendary Hingan swordsmith, the proof of which can be found in the engraved signature—the character for “ichi” or “one.” The sword features a broad point, and an elegant, undulating temper pattern along the length of the blade, whilst the sheath’s serpentine ornamentation amplifies the wielder’s energies when performing Iaijutsu.
Katayama
This masterpiece was forged by the Katayama branch of the Ichimonji school of swordsmiths. Although Kiku-ichimonji, a katana crafted by their forebears, is considered superior in sharpness and beauty, Katayama (or in full, Katayama-ichi-monji) is still celebrated for its exquisite workmanship. The blade changed hands many times, until one wielder carried it on a warrior’s pilgrimage to the west, where it was lost for long years. It was later discovered that in his quest to find worthy opponents, the overconfident samurai had entered where no man should tread, and perished at the culmination of an epic battle.
Nameless Armor
This most elementary set of armor was designed for samurai initiates. The togi and hakama are both woven with enchanted silk to enhance the wearer’s sensitivity to the flow of aether, effectively aiding the novice in learning to recognize the sensation of Kenki gathering in blade and sheath. Dyed entirely in black, the color of the attire mutes any lurid splashes of blood—either from the enemy, or the wearer himself—to help stave off panic in the inexperienced once the rush of battle has faded.
Tricks of the Trade
Doom of the Living
All those who live are fated to die. The samurai portrays the foe’s life with innumerable slashes of the blade, ends that life with a single, aether-infused stroke, and then sheathes her weapon in a symbolic depiction of transience.
Hissatsu: Kyuten
One of the samura’s formidable Hissatsu techniques, Kyuten is a word which expresses nine directions—the eight compass points joined by the center. Devised to cut down all surrounding enemies with a single strike.
Tenka Goken
A form of Iaijutsu wherein the samurai fashions his katana’s accumulated aether into phantom blades, and strikes as if wielding the five swords of legend—the Tenka Goken.
Midare Setsugekka
Setsu. Getsu. Ka. It is said when one occupies all three states of Sen, the thread of a foes life comes into focus. This sublime Iaijutsu was devised to cut that thread.
Musosai
- Race (Clan): Hyur (Far Eastern)
- Gender: Male
- Age: 78
- Epithet: None
A master swordsman hailing from Hingashi, Musosai traveled to Eorzea in search of a pupil to carry on the fighting techniques he had spent a lifetime perfecting, To that end, Musosai employed the aid of Momozigo, an Uldahn showmaster, to organize a tournament in the Coliseum. It was later revealed that Musosai was the one known as “Kogarashi,” a noble samurai who righted wrongs across Hingashi, a man nevertheless forced to abandon his homeland following the evils perpetrated by Ugetsu, his former student. Racing against illness and the march of old age, Musosai had departed for foreign shores to seek a worthy successor to his legacy.
Ugetsu Tachikake
- Race (Clan): Hyur (Far Eastern)
- Gender: Male
- Age: 31
- Epithet: Slayer of a Thousand Souls
A talented swordsman, and leader of an insurgent group. Alongside his teacher, Master Musosai, a young Ugetsu embarked on a pilgrimage to confront injustice across Hingashi, but was instead incensed by the corruption he witnessed strangling his homeland. Reasoning that those in power had grown greedy and complacent over long years of peace, Ugetsu vowed to bring down the bakufu in fire and blood. He gathered a band of like-minded fellows, and began executing dignitary after dignitary in a string of assassinations. His philosophy of cutting out the old to make way for the new earned him few allies, however, and his methods became ever more extreme. A confrontation with the Sekiseigumi saw him slay Captain Kongo, but Ugetsu finally met his end at the hands of a fellow pupil of Musosa, aided by Makoto—a Sekiseigumi samurai who was, in truth, his own sister, Kagetsu.
Kenki
In the lands of the Far East, one’s atheric flow is often referred to as “ki.” The Kenki of the samurai is a harnessing of these energies, allowing the swordsmen to accumulate ki within their blades and thence unleash various deadly techniques. In this respect, such “Hissatsu” might be interpreted as a martial form of magecraft.
Iaijutsu
These techniques are performed by building aether in a sheathed katana, and then unleashing the entire store of energy the instant the blade is drawn. Executing Iaijutsu correctly requires complete control over one’s state of mind—a feat achieved by entering a battle trance known as “Sen.” Samurai attain such meditative mastery only through intense discipline and training. [1]
Samurai's Panoply
Myochin Haori
The handsome gold embroidery here strikes a pleasing contrast with the vermilion of the haori. Ensconced in a plain wooden sheath at the rear is a shortsword to be used should ever the samurai find himself facing dishonor.
Myochin Tekko
The leather tekko is worn on the left hand, for this is the hand which grips the scabbard when performing Iaijutsu. On its reverse is a design drawn in powdered mythril on lacquer, intended to assist the samurai in channeling aether to his blade.
Myochin Geta
Geta are one example of traditional Far Eastern footwear. Each simple sandal consists only of a wooden block with three “eyes” through which cord is threaded, yet holds to the foot quite well with the strap placed between the toes.
Form & Function
In an age when much of Hingashi was embroiled in bitter conflict, samurai would don full suits of armor similar to that shown here. Now, with the nation unified and at peace, the loyal warriors rarely have need of such robust protection, and generally prefer the much less cumbersome combination of haori over hakama. The haori was originally a simplified version of the military jin-baori, and was worn by samurai solely on formal occasions. As it was adapted for a wider audience, it saw the reinstitution of several martial characteristics that had made the jin-baori so suitable for combat—in particular, enhanced aether flow. Because a samurai’s abilities involve the manipulation of aetherial energies—Iajutsu and Hissatsu oft being classified as unique schools of magic—habiliments that enable the increased flow of aetherial energies are as vital to the samurai as the protection they provide. In that sense, the haori is not so different from a mage’s robe. A samurai, however, is much less likely to forego defense against close-range attacks, and so will generally opt to wear leather or plate mail underneath the haori. [2]
External links
- FinalFantasyXIV.com Samurai on the official website.
- Comprehensive Job Guide provided by The Balance.