Sky Knight
Element: Wind · Signature meter: 🌀 Soaring
Sky Knight plays through one of three specializations — Dive (Striker), Vanguard (Anchor), and Updraft (Mender). Each is a talent tree you field to lock in a core (a builder, a spender, and an always-on passive), then climb five rungs, choosing at each fork. This page lists all three in full, pulled straight from the combat engine. For the meter's counterplay and team pairings, see the class card and Team Composition.
The meter
Not a counted pool — a state. Every hit steals ~10% of the target's turn-meter (ATB), summed across all enemies and split among your living allies. When the tally reaches a full turn's worth, your next action becomes Soaring — Attack and Speed doubled for one action — then resets. Bosses and elites resist the steal.
Specializations (talent trees)
All three specializations are live for every player — field one from your Avatar's Roster. Every effect below is pulled straight from the combat engine, so it matches what happens in a fight.
The core three are always fielded. On the rungs, a Fork makes you choose one option (pick by best when); a Grant hands you the skill at that Ascension tier. ⭐ marks the build-defining milestone rung. All powered by 🌀 Soaring.
⚔️ Dive — Striker
climb the ATK aura by acting: each turn aloft hits harder (the longer you climb the harder the dive); sink if you stop acting
Core — always fielded:
| Slot | Skill | What it does |
|---|---|---|
| 🔧 Builder | Wind Shear | A shearing dive — 30% chance on hit to shear the target's Speed by a DEF-scaled slice (0.1%→1% by your DEF) of YOUR Speed. a shearing strike that saps the target's Speed + banks altitude by acting — chip the foe slower as you climb (field control, not clock-theft) |
| 💥 Spender | Skyfall | Skyfall — a committed plunging dive whose power DOUBLES with a full bank: base ×(1 + Soaring/100), so a 100-Soaring dive lands at 80 power. Refunds 40% of its turn gauge (tempo, not damage) and takes flight to climb again. Requires 60+ Soaring to launch. CRASH TO KILL — spend all altitude on the committed plunge (×2 at a full bank), refund 40% of your turn meter (act again SOON), crash to 0, re-climb |
| ♾️ Passive | Thermals | Passive: ride the thermals — hold altitude for +2% ATK per 10 Soaring, up to +20% at full altitude. The longer you climb, the harder the dive lands; sink if you stop acting. climb the ATK aura by acting: each turn aloft hits harder (the longer you climb the harder the dive); sink if you stop acting |
Talent tree — climb five rungs (⭐ = milestone); Fork = choose one, Grant = given:
| Rung | Unlocks | Type | Option — best when | Effect |
|---|---|---|---|---|
| 1 | tier 10 | Fork | ♾️ Passive High-Altitude — long sustained-DPS fights — spin from the HOLD side: hoard the height into a growing ATK aura, cash a bigger dive seldom | Passive: for every 10 Altitude you spend in a turn, a separate 30% chance to raise your Attack by 20% for 3 rounds. |
| ♾️ Passive Slipstream — short burst windows / adds — spin from the TEMPO side: each hit re-climbs you faster so you dive again SOON (bounded multi-action, never a stolen turn) | Passive: when you consume more than 30 Altitude, catch the slipstream — +30% Speed for 3 rounds. | |||
| 2 | tier 20 | Grant | 🎯 Active Gale Sweep | A sweeping gale dive that strikes every enemy — its bite carries ~30% of your Speed as bonus attack power — with a 15% chance to strike each of them twice and a 5% chance thrice, both climbing toward 2× with your Speed (Tempest). |
| 3 ⭐ | tier 30 | Fork | 🎯 Active Apex Crash — a single-boss burst window — CRASH: spend all altitude, +DEF as bonus damage (armor → harder dive), and refund your turn (the DEF-teeth offense-max) | Spend all altitude on the committed plunge: 260 damage, +0.5 per point of altitude spent, PLUS 40% of your DEF as bonus damage — armor makes the crash bite harder — then refund 40% of your turn meter and take flight to climb again. Requires 60 altitude. |
| 🎯 Active Cyclone — packs — spend all altitude on a spinning dive that widens one more target per 33 altitude (the pack finisher) | A spinning cyclone — consumes ALL Soaring and widens with the altitude spent: it strikes ONE more enemy per 33 Soaring. Its throw cost falls from 33 toward 20 Soaring as your Speed grows. | |||
| 🎯 Active Thunderdive — interrupt checks — a diving stun that pins the caster mid-telegraph (the control lean) | A thunderclap dive: strike the target hard and stun every OTHER enemy for 1 turn. | |||
| 4 | tier 40 | Grant | ♾️ Passive Updraft | Passive: spending OR gaining more than 20 Altitude has a 50% chance to empower your next action by +50% power. |
| 5 | tier 50 | Fork | 🎯 Active Stooping Kill — an execute window — +20 when you're the fastest unit alive, the payoff for the tempo you kept | +20 if the caster is the fastest unit alive; spends altitude. If it KILLS, its cooldown resets; if the target survives below 35% HP, its cooldown is halved; otherwise it takes a long dive to line up again. |
| 🎯 Active Tempest — clustered packs — a full-field tempest dive that grows per enemy struck | A tempest whose power grows +4 per enemy struck. | |||
| ♾️ Passive Diving Momentum — long single-boss — each dive stacks Attack, rewarding staying in the drawn-out crash rhythm | Passive: spending Altitude has a 40% chance to refund 20% of the amount spent. |
🛡️ Vanguard — Anchor
the field-control identity: each turn press the enemy line down (−Speed to every foe), wider the heavier the knight
Core — always fielded:
| Slot | Skill | What it does |
|---|---|---|
| 🔧 Builder | Skull Dive | A diving headlong strike that stuns the target for 1 turn. a diving strike that STUNS + banks altitude by acting — pin the foe as you climb (field control from the first blow) |
| 💥 Spender | Vanguard | Take the vanguard: act first next round, intercept ALL ally damage for 1 round at 50% reduction, and cash your banked altitude into a protective wind shield. Requires banked altitude. dive to peel — spend all altitude: act first, intercept ALL ally damage a round, and cash the bank into a wind ward, crash to 0 |
| ♾️ Passive | Downdraft | Passive: every attack you land drops a downdraft over the enemy line — every foe loses Speed equal to a DEF-scaled slice (0.1% → 1% by your DEF) of YOUR Speed. the field-control identity: each turn press the enemy line down (−Speed to every foe), wider the heavier the knight |
Talent tree — climb five rungs (⭐ = milestone); Fork = choose one, Grant = given:
| Rung | Unlocks | Type | Option — best when | Effect |
|---|---|---|---|---|
| 1 | tier 10 | Fork | ♾️ Passive Headwind — high-incoming swarms — spin from the INPUT side: draw the blows and downdraft the attacker (every hit taken saps their Speed), soaking IS peeling | Passive: while you hold a shield, the headwind catches every blow — 10% of the damage you take is banked as Altitude. |
| 🎯 Active Grounded — a lone fast threat — spin from the OUTPUT side: sap a single dangerous foe's Speed and pin it under your sky (its on-hit fold keeps chilling it) | Ground the target — saps 20% speed for 3 rounds. While YOU hold no shield, hunker down: each blow you take grants +20% damage reduction, stacking up to 3×. | |||
| 2 | tier 20 | Grant | ♾️ Passive Updraft Shield | A reactive updraft — when you are struck, bank a wind ward worth 1% of your Max HP (scaling to 10% with your DEF) that fades over 3 turns. |
| 3 ⭐ | tier 30 | Fork | 🎯 Active Aegis-Dive — a telegraphed party-wide burst — DIVE TO PEEL: shield the whole party + intercept half their incoming damage (the durability lean) | Dive between the party and the blow: spend half your banked altitude to shield every ally, the ward growing with the altitude you cash (+12 per 10 Altitude). |
| 🎯 Active Crashing Dive — a world-boss race — forego the ward and CRASH: a DEF-scaled dive (armor → harder crash) that leaves the foe Vulnerable (the offense opt-out, DEF as teeth) | A diving blow for 118 plus 45% of your DEF as bonus damage that leaves the target Vulnerable — it takes 3% → 30% more damage from all sources for 3 rounds, scaling with your DEF. The heavier your armor, the harder it lands and the deeper the mark. | |||
| 🎯 Active Downdraft Zone — packs — drop a downdraft the enemy pays to stand in: +damage-taken across the whole enemy line (the zone-control lean) | Passive: each turn, a 20% chance to drop a downdraft over the enemy line — every foe takes +18% damage from all sources for 3 rounds. | |||
| 4 | tier 40 | Grant | 🎯 Active Gale Guard | A wind shield that refreshes at the start of each round — +10, scaling to +35 with your DEF. |
| 5 | tier 50 | Fork | 🎯 Active Eye of the Storm — TEMPO — a single deadly telegraph: a DEF stance that GUARANTEES act-first, buy back the initiative to peel the big one | DEF; this Avatar always acts first next round. While it holds, whenever one of your shields breaks the storm lashes back — dealing 50% → 200% of your DEF (by your DEF) to the attacker that broke it. |
| 🎯 Active Cushioning Gale — SOAK — sustained incoming: wrap in a gale so every blow lands 20% softer as the wind bleeds off its force | Fold half your banked altitude into a cushioning gale — a self shield worth the altitude you spend. | |||
| 🎯 Active Sheltering Downdraft — TEAM — protecting the line: fold your altitude into a downdraft that wards the WHOLE party | A sheltering downdraft — spend half your banked altitude to shield every ally, the ward growing with the altitude you cash (+10 per 10 Altitude). |
✨ Updraft — Mender
the tempo-sustain identity: each turn an updraft lifts your lowest-HP ally, freeing your turns to control the field (cleanse, sap, act-first) instead of spam-healing
Core — always fielded:
| Slot | Skill | What it does |
|---|---|---|
| 🔧 Builder | Healing Winds | Team heal that also grants +10% speed to each ally, lays a lingering wind that mends them a little each round, and hardens any overhealing into a party wind-ward (Storm Surge). a team heal that banks altitude by mending — climb by keeping the party up; the lingering wind mends a little each round |
| 💥 Spender | Jetstream | A jetstream lifts the whole party — heal every ally (+12 per 30 Soaring spent, each gains a twin wind-shield; +20 more to any ally below 30% HP), drop a sheltering downdraft (15% less damage taken + regen 8 HP/turn for 4 rounds), and carry the party to act first; at 60+ Soaring every ally also gains +30% Speed. Consumes all Soaring; requires 30. control the tempo to protect — spend all altitude on a party heal and carry the whole party to ACT FIRST, crash to 0 |
| ♾️ Passive | Updraft | Passive: each turn an updraft lifts the whole party — every ally gains Speed equal to 1% of YOUR Speed, and your lowest-HP ally is sheltered by a wind-ward worth 1% of your Max HP (scaling to 10% with your ATK). the tempo-sustain identity: each turn an updraft lifts your lowest-HP ally, freeing your turns to control the field (cleanse, sap, act-first) instead of spam-healing |
Talent tree — climb five rungs (⭐ = milestone); Fork = choose one, Grant = given:
| Rung | Unlocks | Type | Option — best when | Effect |
|---|---|---|---|---|
| 1 | tier 10 | Fork | 🎯 Active Stormwind — DoT/debuff-spam — spin from the CLEANSE side: a stormwind that strips 2 debuffs from each ally AND shields them against the next blow (deny the enemy its afflictions) | A stormwind sweeps the party — strip 2 debuffs from every ally and shield each of them for 2% → 6% (by your ATK) of your Max HP per debuff it blew off. |
| ♾️ Passive Tailwind — a speed-scaling Mender — spin from the TEMPO side: DOUBLE your Updraft, a second aura each turn that lifts the party's Speed and wards your lowest ally (master Speed + ATK to cycle and shield harder) | Passive: your tailwind redoubles the Updraft — a second updraft each turn lifts every ally's Speed by another 1% of yours and lays a second wind-ward on your lowest-HP ally. | |||
| 2 | tier 20 | Grant | 🎯 Active Lull Winds | Lulling winds that sap 20% speed for 3 rounds. |
| 3 ⭐ | tier 30 | Fork | 🎯 Active Jetstream+ — a raw-throughput check — SPEND the bank on a party heal + party act-first (the loud throughput lean) | Spend all altitude on a party heal of 34 HP (+12 per 30 altitude spent) and let the whole party act first. Requires 50 altitude. |
| 🎯 Active Downdraft Guard — sustained party incoming — drop a sheltering downdraft: team damage-reduction + regen for 4 rounds (the protective-zone lean) | Drop a sheltering downdraft over the party: they take 15% less damage and regen 8 HP per turn for 4 rounds. | |||
| 🎯 Active Second Wind — a 'someone will die' beat — the clutch death-ward save that lets the rescued ally act first | When the ally is below 30% HP: heal them, and if they would die within 2 rounds they survive at 1 HP instead (once). | |||
| 4 | tier 40 | Grant | 🎯 Active Zephyr's Grace | A graceful zephyr — team heal that cleanses one debuff from each ally. |
| 5 | tier 50 | Fork | ♾️ Passive Sheltering Updraft — WARD — spike damage on the party: every mend also lifts your most-hurt ally on a cushion of wind, out of reach of the next blow | Passive: each heal you land also shields your most-hurt ally for 6% of YOUR max HP, decaying over 2 rounds — the updraft carries the knight's own bulk (Law-4 caster-scaled). |
| ♾️ Passive Storm Surge — TEAM — overhealing content: convert the lift's waste into a party wind-ward (waste → prevention) | Shield the party for 20 and convert any overhealing into extra wind-ward — the surplus of the lift never spills, it hardens into shelter. | |||
| 🎯 Active Jetstream Renewal — THROUGHPUT — someone will die: catch a falling ally in a jetstream for a big clutch heal, bigger the lower they are | Heal an ally for 60, plus 20 more when they are below 30% HP. |
See also
- Class Cards — the one-card summary of every class's meter and counterplay.
- Class Kits & Meters — how meters and the combat HUD work.
- Skills — how specializations, cooldowns, and resource gates work.
- Glyphs — the glyph currency you spend to build a specialization.