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[[Category:Transcendent Classes]]
= Champion =
= Champion =


The '''Champion''' is the transcendent second class of the [[Monk]], advancing from the Acolyte and Monk lineage. Champions push the Monk's martial discipline to its absolute limit: faster combos, greater raw striking power, and the signature ability to draw on vast reserves of ki to unleash devastating techniques. Champions retain every skill from their Acolyte and Monk past and gain five new skills that define their offensive identity.
The '''Champion''' is the transcendent advancement of the [[Monk]]. It keeps every Acolyte and Monk skill and pushes the same three specializations one step further: the iron stance learns to hit back, the combo chain gains the links that let it loop, and the burst line finally gets a way to reload and to share what it builds.
 
Champion skills do not form a separate tree of their own. Each of them extends one of the Monk's branches, so a Champion build is decided at Monk and finished here.
 
* '''Iron Vow''' — the fighting tank, now with an attack that grows from the Champion's own defence.
* '''Rising Tempest''' — the combo chain, closed into a loop that can be sustained while spheres last.
* '''Final Breath''' — spirit-fuelled burst, with a full reload, a shared frenzy and a dedicated buff.


== Inherited Skills ==
----


=== From Acolyte ===
== Specialization branches ==
{| class="wikitable"
! Skill !! Description
|-
| [[Divine Protection]] || Reduces damage from Demon and Undead monsters passively.
|-
| [[Demon Bane]] || Increases ATK against Demon and Undead monsters passively.
|-
| [[Ruwach]] || Reveals hidden enemies and deals Holy damage.
|-
| [[Pneuma]] || Creates a ground field that blocks all ranged attacks.
|-
| [[Teleport]] || Warps the caster to a random map location or back to the save point.
|-
| [[Warp Portal]] || Opens a portal to a saved location for the caster and party.
|-
| [[Heal]] || Restores HP to a target or deals damage to Undead.
|-
| [[Increase Agility]] || Temporarily raises a target's AGI and movement speed.
|-
| [[Decrease Agility]] || Reduces a target's AGI and movement speed.
|-
| [[Aqua Benedicta]] || Creates Holy Water from a water cell.
|-
| [[Signum Crucis]] || Lowers nearby Undead and Demon enemies' DEF.
|-
| [[Angelus]] || Temporarily increases the VIT-based HP bonus for nearby party members.
|-
| [[Blessing]] || Raises STR, DEX, and INT of a target.
|-
| [[Cure]] || Removes Curse, Silence, and Confusion from a target.
|}


=== From Monk ===
=== Iron Vow ===
{| class="wikitable"
! Skill !! Description
|-
| [[Iron Hand]] || Passively increases ATK based on unarmed mastery.
|-
| [[Spirit Recovery]] || Passively restores HP and SP while sitting.
|-
| [[Summon Spirit Sphere]] || Calls up to 5 Spirit Spheres over time; required for many offensive skills.
|-
| [[Triple Attack Mastery]] || Grants a chance to automatically follow a normal attack with a rapid triple hit.
|-
| [[Body Relocation]] || Instantly teleports the caster to a targeted cell, consuming a Spirit Sphere.
|-
| [[Dodge]] || Passively increases the Flee rate.
|-
| [[Investigate]] || A piercing fist strike that ignores a portion of the target's DEF.
|-
| [[Finger Offensive]] || Launches Spirit Spheres as projectiles at the target.
|-
| [[Steel Body]] || Drastically reduces all incoming damage for a duration but prevents movement.
|-
| [[Blade Stop]] || Catches an incoming melee attack, freezing both caster and attacker briefly.
|-
| [[Explosion Spirits]] || Enters a combat trance that doubles ATK-based damage, accelerates combos, and unlocks certain Champion skills.
|-
| [[Asura Strike]] || Consumes all Spirit Spheres and most SP in one catastrophic blow.
|-
| [[Chain Combo]] || A rapid four-hit unarmed combo; gateway to the Champion combo chain.
|-
| [[Combo Finish]] || A finishing combo blow after Chain Combo; can chain into Tiger Fist or Chain Crush Combo.
|-
| [[Spiritual Bestowment]] || Transfers Spirit Spheres to a nearby party member.
|-
| [[Excruciating Palm]] || Strikes a target with a palm blow that deals damage and inflicts a debuff.
|-
| [[Tempered Will]] || Steels the caster's resolve, allowing free action and skill use while under Steel Body.
|-
| [[Absorb Spirit Sphere]] || Absorbs all Spirit Spheres from a nearby character, restoring SP.
|}


== Champion-Exclusive Skills ==
Iron Vow reaches its conclusion here. [[Tempered Will]] already let the Monk act inside [[Steel Body]]; Stone Fist gives that stance something worth doing, turning accumulated defence into an area strike that also holds a group's attention.


=== Raging Palm Strike ===
==== Stone Fist ====
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Raging Palm Strike</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Stone Fist</caption>
<tr><th style="text-align:left">Type</th><td>Active — Offensive</td></tr>
<tr><th style="text-align:left">Job</th><td>Champion</td></tr>
<tr><th style="text-align:left">Target</th><td>Single enemy</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (offensive)</td></tr>
<tr><th style="text-align:left">Target</th><td>Single enemy, 5&times;5 area</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">SP cost</th><td>2 → 10 (Lv 1–5)</td></tr>
<tr><th style="text-align:left">Knockback</th><td>3 cells</td></tr>
<tr><th style="text-align:left">Requires</th><td>Explosion Spirits active</td></tr>
</table>
</table>
A custom Vortex Legends skill that slams a ki-charged fist into a target and everything around it, scaling with the Champion's own defence. Cast while [[Tempered Will]] is running it hits far harder, drags the monsters it strikes onto the caster and builds a stacking damage reduction.
&rarr; '''[[Stone Fist]]'''
<br style="clear:both"/>


A ki-charged palm strike usable only while channelling Explosion Spirits. The Champion seems to absorb the blow for a heartbeat before the true impact lands, hurling the enemy backwards. A delayed, hard-hitting punctuation to the combo trance.
=== Rising Tempest ===


→ '''[[Raging Palm Strike]]'''
Rising Tempest becomes a loop. The two Champion links can follow the Monk's chain and each other, so the sequence no longer has to end after the finisher: it continues for as long as the sphere reserve holds, or until it is cashed in on the Monk's ultimate.


=== Tiger Fist ===
==== Tiger Fist ====
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Tiger Fist</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Tiger Fist</caption>
<tr><th style="text-align:left">Type</th><td>Active — Offensive</td></tr>
<tr><th style="text-align:left">Job</th><td>Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (offensive)</td></tr>
<tr><th style="text-align:left">Target</th><td>Single enemy</td></tr>
<tr><th style="text-align:left">Target</th><td>Single enemy</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">SP cost</th><td>4 → 12 (Lv 1–5)</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>1</td></tr>
</table>
</table>
Two fast blows that unbalance the target and may leave it unable to move. Used as a link in the chain it hits harder, comes out instantly and gains its immobilizing effect, and it can pass the chain on to [[Chain Crush Combo]] or to [[Asura Strike]].
&rarr; '''[[Tiger Fist]]'''
<br style="clear:both"/>


A combo blow that follows Chain Combo or Combo Finish, striking a single target and threatening to lock it in place. It always marks the victim with a '''Pressure Point''', leaving them briefly more vulnerable to the Champion's own attacks. From here the chain can flow into Chain Crush Combo or finish with Asura Strike.
==== Chain Crush Combo ====
 
→ '''[[Tiger Fist]]'''
 
=== Chain Crush Combo ===
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Chain Crush Combo</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Chain Crush Combo</caption>
<tr><th style="text-align:left">Type</th><td>Active — Offensive</td></tr>
<tr><th style="text-align:left">Job</th><td>Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (offensive)</td></tr>
<tr><th style="text-align:left">Target</th><td>Single enemy</td></tr>
<tr><th style="text-align:left">Target</th><td>Single enemy</td></tr>
<tr><th style="text-align:left">Max level</th><td>10</td></tr>
<tr><th style="text-align:left">Max level</th><td>10</td></tr>
<tr><th style="text-align:left">SP cost</th><td>4 → 22 (Lv 1–10)</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>2</td></tr>
</table>
</table>
A flurry of rapid blows, and the piece that keeps the chain alive. Landing it as a combo gives back a spirit sphere and leaves the Champion in a brief surge of attack power, so the loop can turn back into [[Tiger Fist]] or end on [[Asura Strike]].
&rarr; '''[[Chain Crush Combo]]'''
<br style="clear:both"/>


The Champion's flurry of a combo finisher, chained after Chain Combo, Combo Finish, or Tiger Fist to rain a burst of rapid blows on a single foe. Connecting refunds a Spirit Sphere and grants '''Zenith''', a short surge of bonus attack power, before the chain can crescendo into Asura Strike.
=== Final Breath ===


→ '''[[Chain Crush Combo]]'''
Final Breath gains everything it was missing. Palm Strike gives the frenzy a heavy hit that costs no spheres, Dangerous Soul Collect refills the reserve in one cast, Power Implantation deepens the frenzy and lets it be handed to an ally, and Gentle Touch-Energy sharpens the sphere-throwing side of the branch.
 
==== Palm Strike ====
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Palm Strike</caption>
<tr><th style="text-align:left">Job</th><td>Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (offensive)</td></tr>
<tr><th style="text-align:left">Target</th><td>Single enemy</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
</table>
An open-hand shove that throws the target backwards and lands its damage a moment later. It spends no spirit spheres, but it can only be used while [[Explosion Spirits]] is running, and it cuts through armour when the Champion fights barehanded or with knuckles.
&rarr; '''[[Palm Strike]]'''
<br style="clear:both"/>


=== Dangerous Soul Collect ===
==== Dangerous Soul Collect ====
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Dangerous Soul Collect</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Dangerous Soul Collect</caption>
<tr><th style="text-align:left">Type</th><td>Active — Utility</td></tr>
<tr><th style="text-align:left">Job</th><td>Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (self)</td></tr>
<tr><th style="text-align:left">Target</th><td>Self</td></tr>
<tr><th style="text-align:left">Target</th><td>Self</td></tr>
<tr><th style="text-align:left">Max level</th><td>1</td></tr>
<tr><th style="text-align:left">Max level</th><td>1</td></tr>
<tr><th style="text-align:left">SP cost</th><td>20</td></tr>
<tr><th style="text-align:left">Cast time</th><td>2 s</td></tr>
</table>
</table>
Summons the whole reserve of spirit spheres at once instead of gathering them one by one. The cast can be interrupted, so it is used between exchanges, but it is what makes spending the reserve freely a reasonable habit.
&rarr; '''[[Dangerous Soul Collect]]'''
<br style="clear:both"/>


A short channel that instantly fills the Champion's reserve of Spirit Spheres to the maximum. It removes the need to wait on [[Summon Spirit Sphere]] mid-fight, letting the Champion reload between major techniques and stay in the rhythm of combat.
==== Power Implantation ====
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Power Implantation</caption>
<tr><th style="text-align:left">Job</th><td>Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (support)</td></tr>
<tr><th style="text-align:left">Target</th><td>Party or guild member</td></tr>
<tr><th style="text-align:left">Max level</th><td>1</td></tr>
</table>
A custom Vortex Legends skill that spends the sphere reserve to place the [[Explosion Spirits]] state on an ally. Learning it also deepens the Champion's own frenzy, making it last longer and grant attack power on top of the sharper critical strikes.
&rarr; '''[[Power Implantation]]'''
<br style="clear:both"/>


→ '''[[Dangerous Soul Collect]]'''
==== Gentle Touch-Energy ====
 
=== Stone Fist ===
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Stone Fist</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Gentle Touch-Energy</caption>
<tr><th style="text-align:left">Type</th><td>Active — Offensive</td></tr>
<tr><th style="text-align:left">Job</th><td>Champion</td></tr>
<tr><th style="text-align:left">Target</th><td>5×5 AoE (range 5)</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (self-buff)</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">Target</th><td>Self</td></tr>
<tr><th style="text-align:left">SP cost</th><td>15</td></tr>
<tr><th style="text-align:left">Max level</th><td>10</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>1</td></tr>
<tr><th style="text-align:left">Cooldown</th><td>1 s</td></tr>
</table>
</table>
A long self-buff dedicated to the two sphere-spending strikes. It raises the damage of [[Investigate]] and [[Finger Offensive]], and past the middle levels it turns Investigate into an area attack.
&rarr; '''[[Gentle Touch-Energy]]'''
<br style="clear:both"/>


A ranged ki blast that detonates over an area and grows dramatically more powerful when the Champion is fortified by both Steel Body and Tempered Will. Every monster it hits is provoked onto the caster, and each strike layers '''Stone Guard''' onto the Champion, steadily building damage reduction. It rewards a tanky, provoke-and-endure playstyle.
== Inherited skills ==
The Champion keeps every [[Acolyte]] and [[Monk]] skill, including the platinum skills [[Call Spirits]] and [[Spiritual Bestowment]].


→ '''[[Stone Fist]]'''
== See also ==
[[Monk]] &middot; [[Acolyte]] &middot; [[Transcendent Classes]] &middot; [[Classes]]
 
[[Category:Transcendent Classes]]
[[Category:Classes]]

Latest revision as of 20:41, 8 September 2026

Champion

The Champion is the transcendent advancement of the Monk. It keeps every Acolyte and Monk skill and pushes the same three specializations one step further: the iron stance learns to hit back, the combo chain gains the links that let it loop, and the burst line finally gets a way to reload and to share what it builds.

Champion skills do not form a separate tree of their own. Each of them extends one of the Monk's branches, so a Champion build is decided at Monk and finished here.

  • Iron Vow — the fighting tank, now with an attack that grows from the Champion's own defence.
  • Rising Tempest — the combo chain, closed into a loop that can be sustained while spheres last.
  • Final Breath — spirit-fuelled burst, with a full reload, a shared frenzy and a dedicated buff.

Specialization branches

Iron Vow

Iron Vow reaches its conclusion here. Tempered Will already let the Monk act inside Steel Body; Stone Fist gives that stance something worth doing, turning accumulated defence into an area strike that also holds a group's attention.

Stone Fist

Stone Fist
JobChampion
TypeActive (offensive)
TargetSingle enemy, 5×5 area
Max level5

A custom Vortex Legends skill that slams a ki-charged fist into a target and everything around it, scaling with the Champion's own defence. Cast while Tempered Will is running it hits far harder, drags the monsters it strikes onto the caster and builds a stacking damage reduction. → Stone Fist

Rising Tempest

Rising Tempest becomes a loop. The two Champion links can follow the Monk's chain and each other, so the sequence no longer has to end after the finisher: it continues for as long as the sphere reserve holds, or until it is cashed in on the Monk's ultimate.

Tiger Fist

Tiger Fist
JobChampion
TypeActive (offensive)
TargetSingle enemy
Max level5

Two fast blows that unbalance the target and may leave it unable to move. Used as a link in the chain it hits harder, comes out instantly and gains its immobilizing effect, and it can pass the chain on to Chain Crush Combo or to Asura Strike. → Tiger Fist

Chain Crush Combo

Chain Crush Combo
JobChampion
TypeActive (offensive)
TargetSingle enemy
Max level10

A flurry of rapid blows, and the piece that keeps the chain alive. Landing it as a combo gives back a spirit sphere and leaves the Champion in a brief surge of attack power, so the loop can turn back into Tiger Fist or end on Asura Strike. → Chain Crush Combo

Final Breath

Final Breath gains everything it was missing. Palm Strike gives the frenzy a heavy hit that costs no spheres, Dangerous Soul Collect refills the reserve in one cast, Power Implantation deepens the frenzy and lets it be handed to an ally, and Gentle Touch-Energy sharpens the sphere-throwing side of the branch.

Palm Strike

Palm Strike
JobChampion
TypeActive (offensive)
TargetSingle enemy
Max level5

An open-hand shove that throws the target backwards and lands its damage a moment later. It spends no spirit spheres, but it can only be used while Explosion Spirits is running, and it cuts through armour when the Champion fights barehanded or with knuckles. → Palm Strike

Dangerous Soul Collect

Dangerous Soul Collect
JobChampion
TypeActive (self)
TargetSelf
Max level1

Summons the whole reserve of spirit spheres at once instead of gathering them one by one. The cast can be interrupted, so it is used between exchanges, but it is what makes spending the reserve freely a reasonable habit. → Dangerous Soul Collect

Power Implantation

Power Implantation
JobChampion
TypeActive (support)
TargetParty or guild member
Max level1

A custom Vortex Legends skill that spends the sphere reserve to place the Explosion Spirits state on an ally. Learning it also deepens the Champion's own frenzy, making it last longer and grant attack power on top of the sharper critical strikes. → Power Implantation

Gentle Touch-Energy

Gentle Touch-Energy
JobChampion
TypeActive (self-buff)
TargetSelf
Max level10

A long self-buff dedicated to the two sphere-spending strikes. It raises the damage of Investigate and Finger Offensive, and past the middle levels it turns Investigate into an area attack. → Gentle Touch-Energy

Inherited skills

The Champion keeps every Acolyte and Monk skill, including the platinum skills Call Spirits and Spiritual Bestowment.

See also

Monk · Acolyte · Transcendent Classes · Classes