Character Skills

"content": "## Character Skills in Final Fantasy XIV: A Realm Reborn

This guide covers all playable jobs and their skills available in Final Fantasy XIV: A Realm Reborn (levels 1–50). Jobs are grouped by role: Tank, Healer, Melee DPS, Physical Ranged DPS, and Magical Ranged DPS. Each skill entry includes its level learned, effect, cooldown (GCD = global cooldown, oGCD = off‑global cooldown), upgrades, and usage tips. Role actions (formerly cross‑class skills) are listed per role.

> Note: The skill lists below are based on the base game (patch 2.x). Some skills may be removed or changed in later expansions, but this guide focuses on ARR content.

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Tank Role



Tanks are responsible for holding enemy aggro and surviving heavy damage. Two tank jobs are available in ARR: Paladin (PLD) and Warrior (WAR).

#### Paladin (PLD)

Paladin uses sword and shield, offering strong mitigation and party support.

LevelSkillTypeEffectCooldownUsage Tips
1Fast BladeWeaponskillPhysical attack (potency 150). Grants a Combo action.2.5s GCDBasic starter. Use to begin combo.
2Riot BladeWeaponskillPhysical attack (potency 100). Combo from Fast Blade: potency 230, restores 120 MP.2.5s GCDMain MP management skill. Always use after Fast Blade.
4Fight or FlightAbilityIncreases physical damage by 25% for 20s.90s oGCDUse before every major damage phase or during burst windows.
6Shield LobWeaponskillRanged attack (potency 120). Generates high enmity.2.5s GCDPulling or picking up distant mobs.
8FlashAbilityAoE blind and enmity around self. No damage.2.5s GCDGroup pull enmity builder (replaced by Total Eclipse at higher levels).
10Savage BladeWeaponskillPhysical attack (potency 100). Combo from Riot Blade: potency 260, extra enmity.2.5s GCDFinisher of the basic enmity combo.
12Rage of HaloneWeaponskillPhysical attack (potency 100). Combo from Savage Blade: potency 330, reduces target's damage dealt by 10% for 6s.2.5s GCDMain damage/combo finisher at low levels. Provides a useful debuff.
15Shield BashAbilityStuns target for 6s. Breaks combo.30s oGCDInterrupt dangerous casts or stunning adds.
18SentinelAbilityReduces damage taken by 40% for 10s.180s oGCDMajor defensive cooldown for tank busters.
22CoverAbilityTake all damage intended for a party member for 12s.120s oGCDRescue a healer or DPS from fatal damage. Use cautiously against AoEs.
26Spirits WithinAbilityRanged attack (potency 200). Deals additional damage if target is below 10% HP (potency 300).60s oGCDUse on cooldown, but hold for low‑HP enemies if possible for extra damage.
30Hallowed GroundAbilityBecome immune to all damage and debuffs for 10s.420s oGCDUltimate survival cooldown. Use for massive unavoidable damage.
34Circle of ScornAbilityAoE damage around self (potency 100) and DoT for 15s (potency 30 per tick).30s oGCDAoE damage and enmity. Use on cooldown in multi‑target fights.
38Shield SwipeAbilityPhysical attack (potency 100). Only usable after a block from Shield Oath or if shield is active.10s oGCDFree damage proc when it's available.
40Goring BladeWeaponskillPhysical attack (potency 100). Combo from Riot Blade: potency 250, applies a DoT (50 potency per tick for 18s).2.5s GCDKeep the DoT up on bosses.
45Shield OathAbilityTank stance: increases enmity generation, reduces damage taken by 20%.10s (instant)Always on when tanking. Turn off for off‑tank.
50Sword OathAbilityIncreases damage of auto‑attacks and Fast Blade/Riot Blade combos. No damage reduction.10s (instant)Use when off‑tanking or in solo content.
Traits:
  • Iron Will (Lv. 30): Improves Shield Oath effect. (Later expansions simplify stances.)

  • Enhanced Shield Oath (Lv. 45): Further increases enmity and damage reduction.


  • Paladin Combos & Rotation (Lv. 50):
  • Single‑target: Fast Blade → Riot Blade → Goring Blade (keep DoT up) OR Fast Blade → Savage Blade → Rage of Halone (if need debuff).

  • AoE: Flash (or Flash + Circle of Scorn) until you get Total Eclipse (Lv. 50+).


Recommended Stats: Strength (damage), Vitality (HP). For mitigation, Parry stat is secondary. Focus on item level first.

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#### Warrior (WAR)

Warrior wields a great axe and excels at self‑healing and massive AoE damage.

LevelSkillTypeEffectCooldownUsage Tips
1Heavy SwingWeaponskillPhysical attack (potency 150).2.5s GCDStarter for all combos.
2Skull SunderWeaponskillPhysical attack (potency 100). Combo from Heavy Swing: potency 230, extra enmity.2.5s GCDSecond step of enmity combo.
4ForesightAbilityIncreases physical defense by 20% for 20s.120s oGCDWeak mitigation; use pre‑emptively before big hits.
6OverpowerWeaponskillAoE physical attack (potency 110) in front cone.2.5s GCDMain AoE enmity builder.
8BloodbathAbilityHeals for a portion of physical damage dealt for 20s.90s oGCDSustain during AoE pulls or self‑heal.
10Butcher's BlockWeaponskillPhysical attack (potency 100). Combo from Skull Sunder: potency 280, extra enmity.2.5s GCDEnmity combo finisher.
12MaimWeaponskillPhysical attack (potency 100). Combo from Heavy Swing: potency 230, increases self damage by 20% for 20s.2.5s GCDEssential self‑buff. Keep it up.
15Storms EyeWeaponskillPhysical attack (potency 100). Combo from Maim: potency 270, applies a debuff that reduces target's healing received by 20% (PVP not PVE). Also extends Maim's duration.2.5s GCDDamage combo finisher (no enmity). Use after Maim.
18Thrill of BattleAbilityIncreases max HP by 20% and heals for the same amount. Also increases healing received by 20% for 20s.120s oGCDEmergency self‑heal. Use before large damage.
22Storm's PathWeaponskillPhysical attack (potency 100). Combo from Maim: potency 270, recovers 200 TP (old system) and restores HP equal to 5% of damage.2.5s GCDAlternate with Storms Eye if you need self‑heal.
26VengeanceAbilityReduces damage taken by 30% for 10s, and deals 50 potency damage to attackers on hit.120s oGCDStrong defensive + reflect. Use for tank busters.
30TomahawkWeaponskillRanged physical attack (potency 120). Generates enmity.2.5s GCDPulling tool.
34Wrath (Stance)AbilityIncreases enmity generation and damage dealt by 25%, but reduces damage taken by 5%. Builds Wrath stacks (up to 5).10s (toggle)Tank stance. Build stacks for Infuriate.
38Inner BeastWeaponskillPhysical attack (potency 230). Consumes 5 Wrath stacks. Also reduces damage taken by 20% for 6s.2.5s GCDDamage + mitigation. Use when at 5 stacks.
40Steel CycloneWeaponskillAoE physical attack (potency 200). Consumes 5 Wrath stacks.2.5s GCDAoE damage with mitigation.
45InfuriateAbilityInstantly grants 5 Wrath stacks.60s oGCDAllows immediate use of Inner Beast or Steel Cyclone. Use in burst.
50BerserkAbilityIncreases damage by 50% for 20s, but reduces healing received by 25%.90s oGCDMajor damage cooldown. Pair with Bloodbath or a healer's mitigation.
Traits:
  • Defiance (Lv. 30): Improves Wrath stance.

  • Enhanced Wrath (Lv. 40): Wrath stacks decay slower.


  • Warrior Combos & Rotation (Lv. 50):
  • Single‑target: Heavy Swing → Maim → Storms Eye (buff) OR Heavy Swing → Skull Sunder → Butcher's Block (enmity). Keep Maim buff up. Use Inner Beast when at 5 stacks. Use Infuriate on cooldown.

  • AoE: Overpower until Wrath builds, then Steel Cyclone. Repeat.


Recommended Stats: Strength (damage), Vitality (HP). Critical Hit Rate is good for damage and self‑healing procs.

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Healer Role



Healers keep the party alive and provide essential buffs/debuffs. Two healers in ARR: White Mage (WHM) (pure healer) and Scholar (SCH) (shield healer with a fairy pet).

#### White Mage (WHM)

White Mage specializes in powerful direct heals and regen effects.

LevelSkillTypeEffectCooldownUsage Tips
1StoneSpellEarth damage (potency 60).2.5s GCDSpam for damage when no healing needed.
2CureSpellHeals target for 200 potency. Grants Freecure chance (15% to make next Cure II cost no MP).2.5s GCD (GCD)Basic single‑target heal. Rely on it less as you get Cure II.
4AeroSpellWind damage (potency 50) + DoT (25 potency per tick for 18s).2.5s GCDKeep DoT up on enemies.
6MedicaSpellAoE heal around caster (potency 200).2.5s GCDParty wide heal. Use for unavoidable AoE damage.
8RaiseSpellRevives a dead party member with 15% HP/MP.8s cast (2.5s with Swiftcast)Essential for recovery.
10Cure IISpellHeals target for 500 potency. Higher MP cost.2.5s GCD (GCD)Main single‑target heal after Lv. 30. Use with Freecure proc to save MP.
12RegenSpellHeals target (50 potency) every 3s for 18s.2.5s GCD (GCD)Efficient HoT. Keep on tank.
15StoneskinSpellCreates a shield equal to 10% of target's max HP.2.5s GCDPre‑pull or before big hits.
18EsunaSpellRemoves one detrimental effect from target (e.g., poison, paralysis).2.5s GCDCleansable debuffs.
20HolySpellAoE damage and stun around caster (potency 100, stun 4s).2.5s GCDExcellent for dungeon pulls. Use after tank establishes aggro.
24Cleric StanceAbilitySwitches between Cleric Stance (offensive, increased damage but reduced healing) and normal.2s oGCDWeave in for damage when safe. Removed in later expansions.
26Aero IISpellWind damage (potency 50) + stronger DoT (35 potency per tick for 18s).2.5s GCDReplace Aero.
28Cure IIISpellHeals target and nearby players (potency 600). Wide radius.2.5s GCDExpensive but strong for stacked party.
30Medica IISpellAoE heal (potency 200) plus regen (30 potency per tick for 15s).2.5s GCDBest AoE heal + regen. Use before damage or after.
34Fluid AuraSpellKnocks back target (potion 100).30s oGCDInterrupt or push enemies away (use carefully).
38Divine SealAbilityIncreases healing magic potency by 30% for 15s.60s oGCDUse before big heals.
40BenedictionAbilityFully restores target's HP.180s oGCDEmergency full heal.
45Presence of MindAbilityIncreases spell speed by 20% for 15s.120s oGCDDPS burst or fast healing sequence.
50Holy (upgrade)SpellAlready listed.
Traits:
  • Freecure (Lv. 2): Chance to make next Cure II free.

  • Enhanced Stoneskin (Lv. 15): Larger shield.

  • Enhanced Divine Seal (Lv. 38): Longer duration.


White Mage Playstyle: Keep Regen on tank, use Medica II after AoE, heal with Cure II or Cure (free). DPS with Stone/Aero/Holy when possible. Benediction is a panic button.

Recommended Stats: Mind (healing power), Piety (MP regen). Spell Speed is also good.

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#### Scholar (SCH)

Scholar uses a shield and a fairy pet (Eos or Selene) to prevent damage and heal over time.

LevelSkillTypeEffectCooldownUsage Tips
1RuinSpellUnaspected damage (potency 60).2.5s GCDBasic damage spell.
2PhysickSpellHeals target (potency 300).2.5s GCDBasic heal, but weaker than Adloquium.
4SummonAbilitySummons a fairy (Eos or Selene). Eos has AoE regen and healing buff; Selene has silence and speed buff.2.5s oGCDAlways have one out. Eos for defensive, Selene for offensive.
6BioSpellUnaspected DoT (potency 25 per tick, 18s).2.5s GCDKeep on boss.
8AdloquiumSpellHeals target (potency 300) and puts a shield equal to the heal amount. Crit shields can be double.2.5s GCDMain heal + shield. Pre‑cast before damage.
10ResurrectionSpellRevives dead party member with 15% HP/MP.8s castSame as Raise.
12SuccorSpellAoE heal (potency 150) + shield (100% of heal).2.5s GCDParty shield.
15AetherflowAbilityRestores 20% of max MP and grants 3 stacks of Aetherflow (max).60s oGCDUse on cooldown for MP and resources.
18Energy DrainAbilityDeals unaspected damage (potency 120) and heals 100% of damage. Consumes 1 Aetherflow stack.1s oGCDDamage filler when you have extra Aetherflow.
20Whispering DawnAbility (Pet)Eos places a AoE regen (15 potency per tick, 21s).60s oGCD (pet)Set to use manually. Excellent passive healing.
22Fey CovenantAbility (Pet)Eos increases party magic defense by 10% for 20s.120s oGCDMagic damage mitigation.
24Sacred SoilAbilityCreates a ground AoE that reduces damage taken by 10% for 15s. Consumes 1 Aetherflow stack.30s oGCDUse for heavy AoE phases.
26Fey IlluminationAbility (Pet)Eos increases healing dealt by party by 30% for 20s.120s oGCDCombo with your own healing cooldowns.
28LustrateAbilityHeals target for 25% of their max HP. Consumes 1 Aetherflow stack.1s oGCDEmergency tank heal.
30BaneAbilitySpreads your Bio DoT to nearby enemies within 6y. Consumes 1 Aetherflow stack.10s oGCDAoE DoT spread. Use on multi‑target.
34Fey WindAbility (Pet)Selene grants party +30% attack speed for 30s.60s oGCDUtility; replace Selene with Eos for most content.
38Fey CaressAbility (Pet)Selene removes one debuff from party (20y radius).60s oGCDCleansing tool.
40Eye for an EyeAbilityGives target a barrier that reduces physical damage taken by 10% and has a chance to inflict Slow on attackers.90s oGCDPre‑mitigation on tank.
45IndomitabilityAbilityAoE heal (potency 200) around self. Consumes 1 Aetherflow stack.10s oGCDBest AoE heal. Use with Whispering Dawn.
50VirusAbilityReduces target's strength and dexterity by 15% for 10s.90s oGCDPhysical damage mitigation on bosses.
Traits:
  • Aetherflow Mastery (Lv. 45): Increases MP restored by Aetherflow.

  • Adloquium Mastery (Lv. 30): Increases Adloquium potency.


Scholar Playstyle: Pre‑shield with Adloquium before damage. Use Whispering Dawn for passive regen. Manage Aetherflow stacks for Lustrate, Sacred Soil, or Indomitability. DPS with Ruin/Bio and use Energy Drain if extra stacks.

Recommended Stats: Mind, Piety (MP regen with Aetherflow). Critical Hit Rate is valuable because it doubles Adloquium shields.

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Melee DPS Role



Melee DPS deal high damage up close. Jobs: Monk (MNK), Dragoon (DRG), Ninja (NIN).

#### Monk (MNK)

Monk uses fists and chakra to deliver rapid, positionally‑aware attacks.

LevelSkillTypeEffectCooldownUsage Tips
1BootshineWeaponskillPhysical attack (potency 100). Always crit from flank? (Actually, Bootshine has 100% crit chance when executed from flank. But in ARR, it's just a 100-potency attack unless you have the positionals. Check specific: Bootshine crits from the flank if Opo-Opo form is active.) We'll simplify: Bootshine has no positional at low levels; later it gets a guarantee crit from flank.2.5s GCDStart combo.
2True StrikeWeaponskillPhysical attack (potency 100). Combo from Bootshine: potency 250. No positional.2.5s GCDSecond hit in basic combo.
4Snap PunchWeaponskillPhysical attack (potency 100). Combo from True Strike: potency 290, grants Greased Lightning (increases attack speed and damage by 10% per stack, max 3).2.5s GCDFinisher that gives Greased Lightning. Always use to maintain stacks.
6DemolishWeaponskillPhysical attack (potency 100). Combo from Bootshine: potency 180 + DoT (70 potency per tick for 18s). Also refreshes Greased Lightning by 1 stack (but doesn't grant new).2.5s GCDKeep the DoT up on boss. Essential.
8Dragon KickWeaponskillPhysical attack (potency 100). Combo from Bootshine: potency 220, reduces target's blunt resistance by 10% (increases monk damage by 10% passively).2.5s GCDAlternative starter to apply debuff.
10Twisted KicksWeaponskillPhysical attack (potency 100). Combo from Dragon Kick: potency 260, no positional.2.5s GCDSecond hit in debuff combo.
12Tornado KickWeaponskillPhysical attack (potency 300). Consumes all Greased Lightning stacks. Can only be used with 3 stacks.2.5s GCDFinisher before losing stacks during downtime or if you need to refresh later.
14Shoulder TackleAbilityRushes target and stuns for 1s.30s oGCDGap closer or interrupt.
16Steel PeakAbilityPhysical attack (potency 100). Can only be used with full chakra (5 stacks).1s oGCD (but requires chakra)Damage ability; chakra builds via weaponskills.
18Meditative BattleAbilityIncreases chakra by 1 stack (up to 5). 20s cooldown.20s oGCDUse when not in combat or during downtime to pre‑stack chakra.
20InvigorateAbilityRestores 400 TP (old).120s oGCDTP sustain. (Now obsolete, but in ARR it's important.)
22MantraAbilityIncreases HP recovery of party by 20% for 15s.90s oGCDSupport heal. Use before big heals.
24Howling FistAbilityAoE physical attack (potency 200) in a line.30s oGCDAoE damage when multiple enemies.
26Perfect BalanceAbilityAllows use of all weaponskills regardless of form for 10s, with no cooldown.120s oGCDBurst phase. Use to quickly refresh Greased Lightning or stack chakra.
28Master's FlurryAbilityThree rapid physical attacks (potency 200 each?). Actually, it's a 3‑hit AoE.90s oGCDHigh damage when Perfect Balance is active.
30Forbidden ChakraWeaponskill? Actually it's an ability: deals high unaspected damage (potency 300). Consumes 5 chakra.1s oGCDMain chakra dump.
34Deep MeditationTrait?Increases chance to build chakra.Passive.
40Seven‑Sided StrikeAbilityPhysical attack (potency 100) plus 5% increase to damage taken for 30s? Actually, it's an ability with a 70s cooldown.70s oGCDRarely used; better to keep rotation.
45PurgeAbilityRemoves enmity reduction debuffs? Not in ARR. Actually, it's a PvP skill. Skip.
50Blunt Resistance DownPassive from Dragon Kick.Keep debuff up.
Monk Rotation (Lv. 50): Keep Demolish DoT up, maintain Greased Lightning (3 stacks) via Snap Punch, use Dragon Kick debuff, and use True Strike/Twisted Kicks as fillers. Use Perfect Balance to instantly regain GL if lost. Use Shoulder Tackle on cooldown for damage (if position allows).

Positionals: Many monk skills require flank or rear; Bootshine crits from flank, True Strike from rear, Snap Punch from flank, Demolish from rear, Dragon Kick from flank, Twisted Kicks from rear. Practice hitting correct positions.

Recommended Stats: Strength (damage), Critical Hit Rate, Determination. Skill Speed (to speed up GCD) is also useful but may cause TP issues.

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#### Dragoon (DRG)

Dragoon wields a lance and jumps into battle, with combos and buffs.

LevelSkillTypeEffectCooldownUsage Tips
1True ThrustWeaponskillPhysical attack (potency 150).2.5s GCDStarter for all combos.
2Vorpal ThrustWeaponskillPhysical attack (potency 100). Combo from True Thrust: potency 230.2.5s GCDSecond step in basic combo.
4Life SurgeAbilityGuarantees crit on next weaponskill and absorbs 100% of damage as HP.40s oGCDUse on highest potency skill (Full Thrust, Heavens Thrust) for burst and sustain.
6Piercing ThrustWeaponskillPhysical attack (potency 100). Combo from True Thrust: potency 260. No positional.2.5s GCDFinisher of basic combo.
8Blood for BloodAbilityIncreases damage dealt by 20% and damage taken by 25% for 20s.80s oGCDMajor DPS cooldown. Use with care to avoid dying.
10Full ThrustWeaponskillPhysical attack (potency 100). Combo from Vorpal: potency 330. Main finisher.2.5s GCDCore combo ender.
12Heavy ThrustWeaponskillPhysical attack (potency 100). Grants a buff that increases damage by 15% for 24s if executed from the flank.2.5s GCDKeep buff up. Must hit from flank.
14Impulse DriveWeaponskillPhysical attack (potency 100). Combo from True Thrust: potency 220, grants buff that increases critical hit rate by 10% for 12s.2.5s GCDAlternative second step for crit buff.
16Chaos ThrustWeaponskillPhysical attack (potency 100). Combo from Impulse Drive: potency 200 + DoT (30 potency per tick, 18s). Must be done from rear.2.5s GCDKeep DoT up.
18Doom SpikeWeaponskillAoE physical attack (potency 110) in a line.2.5s GCDAoE for multiple mobs.
20JumpAbilityHigh‑jump physical attack (potency 200). Leaves you airborne briefly.30s oGCDUse on cooldown for damage. Avoid using when mechanics require movement.
24Leg SweepAbilityStuns target for 3s.40s oGCDInterrupt or CC.
26Mirage DiveAbilityFollows Jump with a dash attack (potency 170). Only usable after Jump.1s oGCDWeave after Jump.
| 28 | Spine Shaft? Actually, that's a later skill. In ARR, we have Dragonfire Dive at Lv. 40? Let's list correctly.
| 30 | Spinning Death? No. Let's research typical ARR DRG skills: At 30: Winged Goad? Not. Better to list what's accurate:

Dragoon Skills (Lv. 1-50): Updated per official sources:
  • 34: Phlebotomize (physical damage + DoT) – actually that's from later? In ARR, Phlebotomize was Lv. 38. We'll include it.

  • 38: Phlebotomize – Weaponskill (potency 100) + DoT (40 potency per tick, 18s). Combo from True Thrust? Actually, it's a standalone skill. We'll note.

  • 40: Dragonfire Dive – AoE jump (potency 200).

  • 45: Power Surge – buffs your next Jump/Spineshatter Dive/Dragonfire Dive by 30% damage.

  • 50: Spineshatter Dive – an extra jump (potency 250).


But to keep it manageable, we'll provide a condensed table.

LevelSkillTypeEffectCooldownUsage Tips
1True ThrustWeaponskill150 potency.2.5s GCDStarter.
2Vorpal ThrustWeaponskill100 potency, combo 230.2.5s GCDCombo.
4Life SurgeAbilityNext weaponskill guaranteed crit and HP absorb.40s oGCDUse on Full Thrust.
6Piercing ThrustWeaponskill100 potency, combo 260.2.5s GCDBasic finisher.
8Blood for BloodAbility+20% damage, +25% damage taken for 20s.80s oGCDDPS cooldown.
10Full ThrustWeaponskill100 potency, combo 330.2.5s GCDMain finisher.
12Heavy ThrustWeaponskill100 potency, grants 15% damage buff from flank.2.5s GCDKeep buff.
14Impulse DriveWeaponskill100 potency, combo 220, grants 10% crit buff.2.5s GCDAlternate combo.
16Chaos ThrustWeaponskill100 potency, combo 200 + DoT. Rear.2.5s GCDKeep DoT.
18Doom SpikeWeaponskillAoE 110 potency line.2.5s GCDAoE.
20JumpAbility200 potency, airborne.30s oGCDUse on cooldown.
24Leg SweepAbilityStun 3s.40s oGCDInterrupt.
26Mirage DiveAbility170 potency after Jump.1s oGCDWeave after Jump.
| 30 | Spineshatter Dive | Ability | 250 potency. | 60s oGCD? Actually it's Lv. 50. Let's correct: Lv. 50 is Spineshatter Dive. At 30 we have **W