
Strike
A dependable weapon blow against one target.
Target: EnemyCooldown: 4sOpen entry →Game Archive
Every shipped active and passive Ront skill, with cast facts rebuilt from the game's source data.

A dependable weapon blow against one target.
Target: EnemyCooldown: 4sOpen entry →
Sweep your weapon through every enemy standing in front of you.
Target: GroundCooldown: 3sOpen entry →
Drive your weapon through one enemy and leave a wound that keeps bleeding after the hit.
Target: EnemyCooldown: 5sOpen entry →
A heavy blow that applies Wounded, reducing the healing your target receives.
Target: EnemyCooldown: 6sOpen entry →
Rain weapon strikes down a broad swathe of ground, hitting everything caught in it.
Target: GroundCooldown: 5sOpen entry →
Slam a chosen patch of ground with a heavy physical impact.
Target: GroundCooldown: 6sOpen entry →
Spin your weapon in a full circle and hit every enemy standing next to you.
Target: SelfCooldown: 8sOpen entry →
Hit a distant enemy and slow it down so it cannot close the gap on you.
Target: EnemyCooldown: 6sOpen entry →
A rapid burst of weapon hits on one enemy.
Target: EnemyCooldown: 5sOpen entry →
Your heaviest single-target weapon blow. Save it for the enemy that matters.
Target: EnemyCooldown: 8sOpen entry →
Throw a compact ball of fire at one enemy.
Target: EnemyCooldown: 3sOpen entry →
Call repeated waves of water over a chosen area, hitting everyone inside with each wave.
Target: GroundCooldown: 8sOpen entry →
Impale one enemy on a spear of ice, with a chance to freeze it where it stands.
Target: EnemyCooldown: 9sOpen entry →
Discharge lightning in every direction around you.
Target: SelfCooldown: 7sOpen entry →
Cover an area in burning cinders that keep damaging anything that stays in them.
Target: GroundCooldown: 10sOpen entry →
Raise a line of spikes out of the ground, with a chance to stun what they catch.
Target: GroundCooldown: 8sOpen entry →
Fire a focused bolt of raw magic at one enemy.
Target: EnemyCooldown: 2sOpen entry →
Batter a wide area with falling ice, again and again.
Target: GroundCooldown: 14sOpen entry →
Send out repeating waves of shadow magic centred on yourself.
Target: SelfCooldown: 12sOpen entry →
Drop a meteor onto a chosen area after a short delay. Your biggest area hit.
Target: GroundCooldown: 16sOpen entry →
A direct, dependable heal on one ally.
Target: AllyCooldown: 2sOpen entry →
Heal an ally in steady pulses instead of all at once.
Target: AllyCooldown: 4sOpen entry →
Heal one ally and every ally standing near them.
Target: AllyCooldown: 6sOpen entry →
Bless a patch of ground so it keeps healing every ally who stands in it.
Target: GroundCooldown: 12sOpen entry →
Bring a fallen ally back into the fight with part of their health restored.
Target: AllyCooldown: 30sOpen entry →
An emergency heal on one ally: large and immediate.
Target: AllyCooldown: 12sOpen entry →
One heal that jumps from ally to ally, weakening with each jump.
Target: AllyCooldown: 8sOpen entry →
Slow, long-lasting healing that keeps an ally topped up through a fight.
Target: AllyCooldown: 4sOpen entry →
Cut the damage one ally takes for a long stretch of a fight.
Target: AllyCooldown: 0sOpen entry →
Raise one ally's attack power for a long stretch of a fight.
Target: AllyCooldown: 0sOpen entry →
Raise one ally's attack speed so they swing more often.
Target: AllyCooldown: 0sOpen entry →
Raise one ally's chance to land critical hits.
Target: AllyCooldown: 0sOpen entry →
Put an absorbing shield on one ally that soaks damage until it breaks.
Target: AllyCooldown: 10sOpen entry →
Raise one ally's magic damage for a long stretch of a fight.
Target: AllyCooldown: 0sOpen entry →
After a brief delay, allies in the chosen area gain Ward.
Target: GroundCooldown: 20sOpen entry →
Cut one enemy's attack power so it hits your party for less.
Target: EnemyCooldown: 6sOpen entry →
Cut one enemy's physical defense so your party's weapons hurt it more.
Target: EnemyCooldown: 6sOpen entry →
Cut the physical defense of every enemy in a chosen area.
Target: GroundCooldown: 10sOpen entry →
Curse one enemy so it cannot use a skill at all.
Target: EnemyCooldown: 14sOpen entry →
Mark one enemy so every source of damage hits it harder. The party's focus call.
Target: EnemyCooldown: 8sOpen entry →
Cut one enemy's attack speed and its chance to dodge.
Target: EnemyCooldown: 8sOpen entry →
Open a bleeding wound on one enemy and cut the healing it receives.
Target: EnemyCooldown: 8sOpen entry →
Leave a lingering field that keeps sapping the attack power and physical defense of the enemies inside it.
Target: GroundCooldown: 14sOpen entry →
A disruptive impact that stuns one enemy. The interrupt worth keeping ready.
Target: EnemyCooldown: 10sOpen entry →
Pin one enemy in place. It can still act, it just cannot move.
Target: EnemyCooldown: 12sOpen entry →
Slow every enemy gathered in a chosen area.
Target: GroundCooldown: 10sOpen entry →
Push a nearby enemy backward and briefly slow it.
Target: EnemyCooldown: 8sOpen entry →
Close the distance instantly and land beside the enemy you picked.
Target: EnemyCooldown: 8sOpen entry →
Teleport across open ground in the direction you aim.
Target: GroundCooldown: 10sOpen entry →
Grow a thorn garden that slows enemies and drags them toward a heart that bursts. They bleed once the thorns let go.
Target: GroundCooldown: 18sOpen entry →
Strip one buff off an enemy at random.
Target: EnemyCooldown: 12sOpen entry →
Clear one debuff at random from yourself or an ally.
Target: AllyCooldown: 8sOpen entry →
Force one monster to attack you and move you to the top of its threat table.
Target: EnemyCooldown: 8sOpen entry →
Halve the threat you hold on every monster fighting you.
Target: SelfCooldown: 30sOpen entry →
Send the threat you cause to a party member for a while.
Target: AllyCooldown: 30sOpen entry →
Launch a real fireball that explodes on first contact, burns enemies, and scorches the ground along its path.
Target: GroundCooldown: 12sOpen entry →
Fire a narrow weapon-powered bolt that the first enemy in its path can intercept.
Target: GroundCooldown: 6sOpen entry →
Throw a hooked chain that the first enemy in its path can intercept, damaging and dragging them toward where you cast it.
Target: GroundCooldown: 14sOpen entry →
Vault beside an enemy behind a spectral guard, striking and briefly stunning them on arrival.
Target: EnemyCooldown: 18sOpen entry →
Plant a standard that briefly raises the damage and attack speed of allies around it.
Target: GroundCooldown: 20sOpen entry →
Heal one ally and remove one debuff from them.
Target: AllyCooldown: 12sOpen entry →
Set a charge that erupts after a short delay, damaging and stunning enemies in the blast.
Target: GroundCooldown: 12sOpen entry →
Split the ground in a straight line, damaging enemies and pinning them in place.
Target: GroundCooldown: 12sOpen entry →
Brace yourself to take far less damage for a short time.
Target: SelfCooldown: 120sOpen entry →
Raise your weapon damage and attack speed for a short burst.
Target: SelfCooldown: 120sOpen entry →
Raise your magic damage and casting speed for a short burst.
Target: SelfCooldown: 120sOpen entry →
Heal your party at once, then keep restoring them in steady pulses.
Target: SelfCooldown: 120sOpen entry →
Deliver a large heal to one ally and leave them behind an absorbing shield.
Target: AllyCooldown: 90sOpen entry →
Increase your weapon damage for a short time.
Target: SelfCooldown: 120sOpen entry →
Increase your magic damage for a short time.
Target: SelfCooldown: 120sOpen entry →
Increase your attack speed for a short time.
Target: SelfCooldown: 120sOpen entry →
Increase your casting speed for a short time.
Target: SelfCooldown: 120sOpen entry →
Raise your maximum health.
Open entry →
Generate more threat, and make your taunts hold an enemy longer.
Open entry →
Reduce all damage you take.
Open entry →
Resist cast interruption and ignore the pushback damage normally causes.
Open entry →
Resist stuns, freezes and the rest of hard control.
Open entry →
Gain heavy damage reduction while your health is critical.
Open entry →
Raise your physical damage.
Open entry →
Raise your chance to land critical hits, and your physical damage with it.
Open entry →
Raise your attack speed, and your physical damage with it.
Open entry →
Raise the damage your critical hits deal, and your physical damage with it.
Open entry →
Deal more damage to enemies already suffering a debuff, and raise your physical damage.
Open entry →
A physical critical hit briefly raises your damage.
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Raise your magic damage.
Open entry →
Shorten your cast times and sharpen your magic damage.
Open entry →
Raise your magic damage.
Open entry →
Raise your magic penetration and your magic damage.
Open entry →
Deal more damage to enemies already suffering a debuff, and raise your magic damage.
Open entry →
Repeated magical hits empower your next damaging action.
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Raise the healing you do.
Open entry →
Make your healing-over-time effects last longer, and raise the healing you do.
Open entry →
Raise your maximum SP, cut the cost of your healing skills, and raise the healing you do.
Open entry →
Heal allies for more the lower their health is, and raise your healing overall.
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Your healing can leave a brief shield on its target, and it heals for more.
Open entry →
Greatly strengthen your healing on critically wounded allies, and raise your healing overall.
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