Kritika:REBOOT Eclair Class – A Comprehensive Guide

Kritika: REBOOT game guide focuses on a comprehensive guide for Éclair class. Your one-stop shop for all things Eclair! Will update with new changes. This guide is for any Eclair at any level looking to expand their mental inventory on the class and it’s quirks! While writing this instruction, we pick up many pieces of information from several sites for you. We hope that this guide will help you.

Éclair’s Role

Éclair excels at breaking the enemy’s armor gauges with rapid-succession blade and gun skills, and breaking enemy super armor with her blade dance and fire ability. In the right, and confident hands, her fast paced, combo-chain play is the perfect addicting replay loop that can change a little every time you play through a dungeon. While not as well equipped as other Area of Effect characters in terms of grouping, a solid Éclair player can break enemies armors and pull them into a center focal point for solid damage cycles and skill rotations.

Éclair’s skills are not extremely potent on their own, but paired with her ability “over edge” and some skill mods, she becomes quite formidable. In solo play, gunplay can be an extremely effective i-frame escape, grouping tool, and movement option in and out of hectic fights. A mixture of both will take you to the next level.

Éclair Fundamentals

Éclair as a class functions different from many other classes. Leveling her skills gives bonuses per level or modifiers respective to those levels, similar to the AP skill point system for other classes when reaching lvl 50. Each skill increase becomes more and more expensive until the skill is maxed, so while not a burden in our current patch, once 2nd Awakenings come out, SP will be tight, and you will not have full access to your whole kit in the same manner as before. Due to this, her playstyle can be very polarizing at early levels if you do not understand how to make the skills flow early game.

When an Éclair uses a blade skill, the end result is she gains a blade on her back to use as a loaded skill. The skill extra sword will allow you to pull the blade off your back and use as a specialized version of the skill. Understanding and executing combos fluidly using this system is paramount to your success. She also does not have a traditional 3 skill EX Meter for special abilities. Instead, she has a single meter that is charged up over the use of her over edge ability or special conditions from other skills. The meter lasts a set duration, so your damage cycle spikes here. Let’s go over basic attacks, how to maneuver, chains skills, and abuse of her mobility options in her kit.

Buffs and Passives

Éclair has 3 options for her passive primary buffs, but you can only go one path at a time. The rules around these are actually really simple. There is Critical rate, Attack Speed, and Critical Damage. If you do not have high critical rate, you will go crit. If you are maxed on crit (3000 critical points for 100% critical rate in dungeon), you go critical damage, which has a cap believed to be 600% (will update when we confirm it is still this value).

End game once both these max values are hit either through stat rolls, charms, avatars, pet bonuses, or skill effects in dungeon, you will go attack. 200% attack speed as as high as you can go until there is no difference in speeds. It should also be noted that in some cases, having too much attack speed can cause odd behaviors with skills, such as Spiral Chopper Extra Sword teleporting you well passed your enemy or some skills completely missing a target or passing through them. This is not too common, but be conscious of the possibility.

  • Technique Weapon Mastery is your critical rate modifier. Max crit value of 15% total. Does not affect your in town Combat Power.
  • Powerful Weapon Mastery is your critical damage modifier. Max crit damage value of 42%. Total. Does not affect your in town Combat Power.
  • Swift Weapon Mastery is your attack speed modifier. Max attack speed value if 14% total. Does not affect your in town combat power.
  • Refinery Mastery is a must max skill. Each level increases the duration of the active skill over edge by 1 second to a max of 3, while making the over edge meter fill faster. When you spawn swords on your back, if you add a sword that replaces and existing one, it fills the gauge slightly.

Mobility and utility (the jukes)

Dash skills are common to all classes, but Éclair is a unique case. Maxing the skill increases the benefits you gain from the skill, but the cost of skill points increases with each level.

  • Level 1: It’s a basic dash, with a small i-frame. You should not rely too heavily on this.
  • Level 2: you retain a speed bonus for a short period.
  • Level 3: It becomes a pseudo-double dash. You also retain the speed bonus from previous. Leveling this is not mandatory any further than 1, but player preferences can differ.

Phantom Blade is a very early skill that will help you close distance, as well as line up your setups for combo string startups, or even get you out of the way of a dangerous situation. It has multiple uses, but is not used for damage.

  • Level 1: You impale the enemy from a distance, teleport to them, then pull the blade out. Not all enemies can be turned around like this. This will turn a target around, allowing you the ability to back attack for increased damage.
  • Level 2: Adds a 3% speed bonus when executed for 12 seconds. It can be stacked 3 times max.
  • Level 3: Gives the most useful ability, which is adding an extra attack, but hitting the button an additional time will teleport you behind your target. This is amazing for enemies that cannot be turned around, the teleport is super safe to dodge frontal attacks, and it puts you behind the target instead of flipping them, so you can change the position of the fight to better suit your back attacks and rotation flow.
  • Level 4: Adds and extra attack by hitting the button again.

Random Fire at level 1 provides you mobbing power and mid-aoe damage. This is a 2 charge skill that you can press one after another for the rest of the follow up attack. The skill itself can be influenced directionally, so you can dance in and out of large enemy groups.

  • Level 1: you get 2 charges into the skill. In combination with the RMB skill Fire! You can alternate between the two to travel short distances while still maintaining juggles and damage.
  • Level 2: adds an extra charge, which also acts as a finisher of sorts. If used 3 times in a row, on the third attack you jump over your target, and fire a large Area of Effect blast on the ground. It deals respectable damage, but if you opt to use it in combination with fire, you get more travel distance and stagger on non super armored targets.
  • Level 3: adds a stiff or stagger effect on a target, causing super armor mobs to slow their attack patterns while being struck, or cause non-super armor targets to be unable to move while traveling through them.
  • Level 4: skill is where the skill really gets its utility and damage. It adds invincible frames for the duration of the skill’s cast. This means while using the skill, you are basically untouchable until after the final hit or at the transition point of the skill’s animation. What this means is if you time it right, you can alternate Fire!
    • Skill and Random Fire to dance freely in and out of even the most dangerous situations since these skills work similar to animation cancels. Tight timing will result in some of the cleanest i-frames this game can muster in PVE while still dealing damage and mobbing. I would recommend this personally as a max for players of all levels who have trouble with dodging enemy attacks. Do not let the fact that I introduced this skill early in the guide for it not being a powerhouse. This skill scales very well with certain armor sets and imprints.

Bread and butter

For Éclair, LMB Bane Sword and RMB Fire! will be the earliest tools in your kit for disposing of your targets. Your lift click is a slashing attack that deals Slashing Damage, and right click is a firing attack that deals Piercing Damage. On their own, they are easy combo filler, but alternating either of these after casting any skill can greatly improve your mobbing and sustaining a juggle or combo string. If you use any skill, then follow up with either LMB or RMB, your combo will continue and you can keep your juggles going.

Deciding the right one to use comes down to your blade management and situational awareness. If focusing on filling overedge meter, LMB is the best option. If mid range stagger or interrupt is needed, RMB is what you can use. Each of these skills also has a dashing variant, so you can use it to dash into a target or multiple targets with an attack.

Bane sword itself is just an everyday filler skill. While it does have effects when you level it, the SP cost even with our current abundance of SP are not really worth their maxing. Leaving this skill at level 1 is completely fine.

  • Level 1: the skill does not seem to work as described by it’s skill tooltip, which should be attack with an additional sword. At low levels you will find this effect absent, and by the time you get further, another skill will do the same effect.
  • Level 2: your basic LMB will increase in speed.
  • Level 3: you get 4 slashes instead of 3 at level 1, and it will spawn a sword to attack a target.
  • Level 4: standing still will auto-generate blades every 6 seconds. These effects are lackluster for the cost of SP. The skill performs well even at level 1 for basic uses, and I would not recommend maxing even for leveling.

Fire! Is an amazing filler skill. It starts off simple, but has many complex uses.

  • Level 1: it behaves the same in concept as bane sword. You can hit it 3 times for a combo string. As demonstrated above, with good timing you can also use it as a dashing approach.
  • Level 2: when used as a cancel for a skill, it fires an Area of Effect around you. This is very useful filler for waiting on cooldowns and works with Random Shot perfectly.
  • Level 3: the most important effect is that it can break enemy super armor with just 1 click every 6 seconds. If a target is in front of you with super armor, walk up to it, and RMB. the armor will break, and the target will be staggered for 2 seconds. This opens up a ton of opportunity.
  • Level 4: ability is a little less useful, which is a charge skill. Over time the skill charges up, and you unleash a short barrage of bullets. The damage is decent, but consider investing elsewhere first. I would recommend for leveling and beginner players using this at level 3 and pairing it with Random Fire for easier clears and safer options.

Éclair Specialty Skills

From here out we are going to go over what are some mandatory maxes for highest damage potential in a fight, and what are some liberties to take as utility. As stated previously, our current SP leaves a lot of room to use most skills, but later SP will be much tighter. Each skill use has a different effect once put on your back, which we will go over when we get to the over edge ability.

Grand Saber

Grand Saber is a must max skill. It has a large damage area, and can be directionally influence out of. So you can come at an enemy frontal, and as the skill executes, turn away from the target. They take the hit, you get out of there. In most situations you will use this to approach and travel into a target due to its large range.

  • Level 1: Basic wide slash in front of you. Can influence direction by hitting your keys “wasd” to turn directions away from the target. Great for zoning and evasive combat.
  • Level 2: gives you greater distance influence, further increasing your mobility while still dealing damage.
  • Level 3: debuffs a target’s attack and movement speed by 20% for 8 seconds.
  • Level 4: increases the damage output by 100% on the skill. The cooldown is short, and the damage is good.

Blade Trigger

Blade Trigger is the most satisfying cosmetic effect-skill in the kit. At level 1, everytime you attack with a blade skill, more blades are generated and auto-attack your target.

  • Level 1: this skill does well to sustain combo and keep proc effects going if needed.
  • Level 2: is the pretty part. Holding down LMB will spawn a collar of blades behind you that auto-target enemies within a certain effective range. You can hold down LMB while attacking targets with non-LMB skills to fire them mid combo or end combo.
  • Level 3: becomes situational, but not difficult to meet its requirements. Maintain or achieve a combo of 50 or higher and it will spawn an additional blade.
  • Level 4: behaves in a similar manner. Creates more swords to attack targets. Even at max, this skill’s damage output can feel quite underwhelming, so leaving it at 1 or 2 is completely fine.

Extra Sword

Extra Sword is a staple of the Éclair toolkit. Arguably the most important skill in the kit for it’s effects both outside of imprint sets, and with them for 2 of the major sets. From this point forward, anytime you use a blade skill that is not blade dance, blade walk, Ex-Caliber or Heaven’s Gate, after its use, you will gain a sword stock on your back.

Hitting this skill will draw the blade and cast an effect different for every different blade skill you have. The swords have a limit to their stack of 5 at base, limiting you to 1 for some blades, and 2 for lower ones. If not used, over time they expire. Around 7 seconds is the average lifespan of a blade. Every blade interacts differently, so I will list them below:

  • Bane Sword: quick stab
  • Phantom Blade: is a 2 hit combo attack
  • Grand Saber: is a single saber strike
  • Revolver Pulsion: throw a blade that spins in a static position dealing damage on target for a duration. Requires level 4 into Revolver Pulsion skill.
  • Spiral Chopper: jump mid air and dive down on a target pinning them with a blade spiral dealing damage on target for a duration.
  • Blade Walk: If blade walk is active, stops the skill, raises all blades on belt and barrages the target with them.

If all of these swords exist on your back, they will always activate in the following order:

Spiral Chopper, Revolver Pulsion, Grand Saber, Phantom Blade, Bane Sword.

  • Level 1: basic ability to pull swords previously casted off your back in front of you with the effects listed above.
  • Level 2: for this skill increases the amount of swords that can be carried of certain types by 1.
  • Level 3: is a 5% attack speed buff for 3 seconds after each use. Can stack up to a max of 20% total.
  • Level 4: increases damage, critical damage, and damage received by 1% for every sword used. You get 5% for blade walk. Same 3 second limit.

Revolver Pulsion

Revolver Pulsion is Éclair’s greatest wide mob grouping skill.

  • Level 1: can only throw two at a time, it’s reach is wide at 9 and 1 o’clock, then pulls targets into you or center (you’re lewding your Éclair again, aren’t you?…). You can alter the travel path by moving your origin, because the blades need to touch your body to end the skill. This also means if you were to jump over a target and wiggle a bit, you can spiral them on target until you land.
  • Level 2: increases the skills range
  • Level 3: ups the spinning swords from 2 to 4.
  • Level 4: When maxed, the skill leaves behind a spinning blade in front of you when using extra sword. In order to get the most out of both this skill, and extra sword, you have to max this. Otherwise you’re short an effect.

Over Edge

Over Edge is Éclair’s equivalent to EX meter for all other classes. It can be both empty and full.

To fill this meter, you must land hits from the skill over edge. This is where utilizing bane sword to spawn even the weakest extra sword to fill gauge faster comes into play.

The following blade skills fill the gauge:

  • Bane Sword
  • Phantom Blade
  • Grand Saber
  • Revolver Pulsion
  • Spiral Chopper
  • Blade Walk

The following skills DO NOT fill your gauge:

  • Blade Dance
  • Random Fire
  • Fire
  • XL-Caliber

When the bar is full, hit tab activates your super mode. While in this state, attacking will cause piercing explosions on your target, while also buffing damage done by other skills. Exact value is not written in tooltip. When the duration runs out, the bar will look empty again, and you will have to restack extra sword charges all over again. Activating this mode does not convert all blade skills to piercing damage. Piercing damage only applies to Over Edge explosions.

  • Level 1: damage increase to skills, and mana explosion effect.
  • Level 2: when in over edge, every extra sword skill cast is invincible for it’s animation. You can still be hit at the end of the animation if timed poorly.
  • Level 3: the meter fills automatically every 2 seconds.
  • Level 4: instantly decreases the cooldown of all skills on standby by a total of 5 seconds max. This does not apply to Heaven’s Gate. Using this cooldown, it is possible later to maximize your damage input with blade dance and its imprinting set. Definitely recommend this as a max.

Blade Dance

Blade Dance is a solid damage skill, as well as your panic button. You mash this when you hit that “oh ♥♥♥♥” moment when you are going to take a one-shot.

  • Level 1: During its animation, you are completely invincible for 3 seconds.

Blade Dance special notes!

If you are using the sword master imprint set (explained later), you get 2 seconds of i-frames, but after 4 uses, you get super armor instead. You also get a damage buff for stacking 5 blade dances, but a penalty to your defence also occurs.

  • Level 2: breaks a target’s super armor.
  • Level 3: you decrease attack and movement speed by 50% of the targets within.
  • Level 4: Reduces skill cooldown by 7 seconds. Situationally, you may opt to just get 2 points for super armor break, but later in the imprint section we can go over why this skill is a must max for certain setups. Personally recommend maxing, player preference may vary.

Spiral Chopper

Spiral Chopper is a skill I have a lot of issues with. It has it’s uses for PVP, but I cannot in good faith recommend putting any points into this skill. The benefits to the skill are super armor, a long duration that can hold some targets in place, and it’s basically the drill that will pierce the heavens. But the skill has downsides. Because the skill has such a long animation, you are missing out on continuous damage from other skills.

A few seconds can be the difference between squeezing out an arena floor clear, or sitting in town wondering why you let that AOE kill you. Super armor means you cannot tab out of it as well. Late game, standing in front of a super armor enemy is going to get you killed. This skill is very unsafe in its traditional use. The best way to utilize this skill is to cast the level 1 version, and then immediately dash to cancel it. Then use extra sword to pin your target in place and dump skills onto their body. This way you are always stacking more meter for your over edge. Would not recommend max, but it’s ultimately your decision.

  • Level 1: forward attacking skill that drills for 2-3 seconds. Keeps non-super armor targets pinned in front of you
  • Level 2: Hold the skill to charge it, then fires a tunnel of wind in front of you dealing increased damage to enemies at range by 30%. You are stuck in place until the animation completes or you cancel it with a dash.
  • Level 3: charge from previous level turns into a vacuum, pulling in targets in front of you with a suction effect
  • Level 4: gives a 100% increase to damage with this skill on a target with super armor.

Blade Walk

“Vergil Belt”, I mean Blade Walk is a solid stagger tool for non-super armor targets. The skill comes with a penalty, but also a work around for that same penalty and some perks. While in Vergil Belt, you cannot use extra sword skill to use other blades you have stored. Using it will immediately end your skill and trigger its extra sword attack animation. This can be an issue if you do not want to stand still for 3 seconds to cast. Time your damage cycles to line up so ending this skill is an over edge gauge benefit.

  • Level 1: When you cast this skill, you have 1 second of invincibility. A super safe panic button when timed well. If you have a blade you want to toss out, you have a split second to cast the blade on a target before the belt applies as extra sword food. Practice makes perfect.
  • Level 2: increases your movement speed.
  • Level 3: makes the cool down much shorter, but it also decreases its duration by 5 seconds. Choose wisely here.
  • Level 4: is a powerful utility option. The size of the blades increases, and when walking into enemies, you stagger them. This can slow down a boss attack pattern immensely. This is a preference max. It is fine at level 1, and useful at level 4.


Let’s be honest, this is why you wanted to play this class. (stop lewding your Éclairs you perverts). This skill has a stigma to it in Éclair’s early life cycle prior to armor bonuses to skills and prime attribute introduction.

  • Level 1: a slow, overhead swing.
  • Level 2: 7 second stun on a target.
  • Level 3: you get a damage increase while in overedge
  • Level 4: effect is written incorrectly in the tool tip, but basically gives you a full wide sweeping swing into a target, then lands the hit. This makes it feel smoother, more intuitive, breaks super armor, and staggers targets in its range on the first sweep. This is how life should be. I recommend this personally as a max given how useful the stun can be in many situations. This also stops enemies in arena from moving for a short time until they begin ignoring all staggers and armor breaks. Please max this. Or don’t. Up to you.

Heaven’s Gate

The most iconic skill in the kit (for now).

  • Level 1: While casting this skill you are invincible. Swords fall from the sky over the map and onto your targets. The good? Cuts skill cooldowns by 50% of their total internal cooldown (blade skills only).
  • Level 2: in it for the best effect, which is 15 seconds off your blade dance cooldown, lowering it to 3 seconds.
  • Level 3: puts every sword you can hold x2 on your back to start you off. Start mashing that extra sword button, and prepare your hands to toss out as many damn blades as you can muster. The downside? Probably the worst cooldown to benefit skill in the game. This state is only active for 12 seconds, and this can include the ending of the animation if you need to close distance on a target.
  • Level 4: extends the duration by 6 seconds for 18 seconds of pure, uncensored blade work. The cool down may not feel worth it to some, so this skill used to be severely overlooked. However…There is a way to extend the skill’s duration to near infinite. And yes, this is intended. Please see imprint section. My suggestion? Max this after you’ve investigated the imprint section.

So, that was a lot to type. How are you doing so far? Information overload? Take like 5 minutes to stretch. Go ahead. I’ll wait right here. Let me know when you are back.

Skill Build

I will not provide a be all, end all build. This is a solid foundation for players at any level to fill in their own blanks and make the build your own. You can play Éclair many ways, and some people outright just favor some skills over others, despite their benefits or their negative impacts they can have on a damage rotation. So I leave you this skeleton to work with. Even if the skills are my personal maxes, I left points out of a lot of skills I consider to be utilities and playstyle specific.

Your build may vary depending on your personal preference and style, but it will likely be dictated by your imprint set and how well you know what your primes do for the class. This is also a build assuming you have Premium or skill overclock which makes your SP much easier to experiment with. We have a lot of SP right now, but this will change.

You have plenty of SP in this build to mess around with, so I left the passive options up to you. Some players just want to get through content and are not worried about min/maxing while leveling, so you can choose speed over crit rate or crit damage. Just remember the importance of all 3. Boldy assuming you read through the guide and understand how safe some skills are, you should have no trouble getting to level 70 with this setup through early abuse of Fire! And Random Fire.

Damage Type and Prime Attribute

So, you might have noticed the first half of the guide had a few mentions of piercing and slashing. Éclair like many other classes have skills that have a natural damage typing. These are smashing, piercing, slashing. Éclair can deal both slashing and piercing. The skills will have a little icon on them to let you know the difference.

Éclair is a slashing class. Despite over edge being a piercing skill, it is important to note that even though the skill has effects that interact with other skills, this does not convert your damage to piercing in this state. All of your primary blade skills are slashing. Be sure to consider this when building your stats up.

Slashing skills:

  • Phantom Blade
  • Grand Saber
  • Blade Trigger
  • Extra Slash
  • Revolve Pulsion
  • Blade Dance
  • Spiral Chopper
  • Blade Walk
  • XL-Caliber
  • Heaven’s Gate

Piercing Skills:

  • Fire!
  • Random Fire
  • Over Edge

Prime Attribute:

So you might be wondering, what the hell is that yellow symbol on your character window supposed to be? Well here it is called your Mastery, but it is also known as a Prime Attribute. There are 3 types in the game, and some classes share the same Prime type in the game with other classes, but every class has different bonuses for hitting the Prime milestones.

Every class has up to 5 levels in bonuses specific to their class. Éclair Prime is Technique. The bonuses Start when you hit 200 Prime attributes for the first time. After that, every 100 points into your prime gives you another level in the bonuses. These apply passively and does not require manual activation, but you do have to meet the requirements listed to utilize their effect.

For Éclair, the first 4 levels of your prime are focused on practical use of your skills. When you are trying to stat your character, please be sure to factor these in. Things like critical rate, attack speed, and critical damage have hard caps on when they are no longer effective. Consider that as you continue your gear progression. The final level seems a bit redundant, but only because we do not have 2nd awakening yet. When we do get it, 2 skills can consume the swords you have to fill your over edge meter respective to the blades consumed. Be sure to remember all 5 stats are useful and exist. You might find some neat tricks with them 😉


Imprints are skill boosting augments that you gain access to starting at level 65. Every class has 3 Major sets with a primary focus on a set of skills. For almost all skills there are also small imprints ranging from low to high that surround your majors that either increase damage of a skill, or decrease it’s cool down. You want the high variants for the highest boost to the skill. There is 1 more variant, but not applicable to Éclair. Not all imprint sets are created equal, and some imprints pair beautifully with armor sets and weapons. Picking the right one for you is important.

As a bonus, below every imprint is a damage test consisting of my current setup and are not an accurate depiction of what you might expect to see towards end game from these sets. All tests are run over a period of 1 minute on Tyrannamutanoid using the imprint set, liberation armor evo’d, filthy sweeper accessories evo’d, and max imprints focusing on the imprint set’s best skill option. Liberation set provides bonuses to gunslinger skills as well as sword master. No speed or damage potions, no pet effects activated, burning stage 1. Enjoy.

Dark Slayer:

The small imprints paired here are Extra Sword 3% damage increase each due to the set giving a bonus for using over edge increasing it’s damage. This set’s primary focus is spawning as many swords as possible and reproducing them after use. You will start every dungeon with 5-7 swords already generated on your back. On top of that, they will auto generate rapidly, and if you use certain skills, they will instant generate another blade for use. Because blades spawn so often, you will be able to abuse of the short i-frames more often.

Mythic items can increase the potency of over edge and extend it’s duration, while also buffing The shortfall of this set is that it really only focuses on extra slash, without providing any raw scaling to other skills. It also will increase the damage for skills while in over edge, so take into account it boosts all imprint sets, not just this one. A lot of your other skills stay basically the same. The set is fun to mess around with.

Raid Boss Training room 1 minute test: Failed


Gun Slinger:



Small imprints paired here are Random Shot 3% damage increase due to the bonuses provided by the set. This is balanced around the skills Fire! And Random Fire. increasing their damage by some large values, debuffing a target, as well as increasing damage on targets. Using gun style skills also lowers cooldown for itself as well as lowers the cooldown of some blade skills by some decent numbers.

The cooldown effects and the increased use of Random fire allows you to safely navigate even the scariest situations due to i-frames. This is a solid arena set if you have trouble avoiding mechanics of fights. Also important to note that with certain Mythic gear pieces, this particular skill set gets a nice big buff to it up to 800% on Random Fire, which could bring it much closer to its counterparts. The shortfall of this set, is the requirements to lower cooldowns are attacking/mobility tools that can move you off target. But benefiting from the cooldown effect is gated by using fire/random fire/back step fire/jumping fire. It can be very hard to find the balance to get the most shots out while still trying to maintain blade damage. Because Éclair is primarily a slashing class, you are not getting the full benefits of damage typing since the gun skills are piercing.

While you are firing the gun, you can still cancel into blade skills, to fill over edge, but after your initial 12 or 16 window with heaven’s blade, you’ll spend most of your fights dancing around for cooldowns and missing out on DPS windows.

Raid Boss Training room 1 minute test: Failed


Sword Master:

The small imprints paired with this setup can be 2 options. High cooldown for .5 percent making the CD extremely close to 2 seconds in Heaven’s Gate mode. You can also go for 3% damage high. The imprint bonuses on this set cater to a wider set of skills, giving boosts across the board in some really low cd skills that hit for respectable damage. The set has a bad translation, so these imprints actually already apply the new changes to the sets. Here is where this set takes off.

On top of damage increases, your blade dance hits 600% harder. The skill no longer has an animation when casting. With the 3 set, the skill drops instantly and you can act of of it, or stand still and use the 2 seconds of i-frame. Because there is a gap now between cool down of 2 seconds, you can spam it while still retaining i-frame by using extra sword with good timing. Remember that if you cast more than 3-5 blade dances, instead you get super armor for 3 seconds. If you pair this imprint with evolved Liberation armor, you can get 2 XL-calibers, 2 instant blade dances as well as an 18% damage increase, an extra shot on Random Fire, and increased damage to it.

You get 3 saber slashes with massive range, making room clears a breeze. Not only that, but the most important change that is not stated is, landing extra sword attacks on a target extends the duration of your Heaven’s Gate. This means if you play it right, you have infinite duration on the skill that feeds you reduced cooldowns on all your blade skills listed. Mythic items also give this set a boost since having blade spam allows you to constantly regen over edge, blade dance and all other blade skills used in this rotation scale with the bonus, and even wild shot is still usable in this setup.

The shortfall of this set it forces you to play the close game. In order to retain your Heaven’s Gate, you need to land extra sword slashes. You are not invincible for all the blade dances, and you also take a penalty after 4 uses that lowers your defenses at the trade off of 100% crit when casting a skill for 5 seconds .

The icon looks like this:

Stacks 5 times

Raid Boss Training room 1 minute test: Passed. :45 seconds


Gear Recommendations

The obvious answer is mythic gear, but we do not have the armor sets currently that will tilt the scales and power up the other imprint sets to their full potential yet. It can be quite some time before we see the armor as a viable option. This recommendation is for non-mythic setup until you get your weapon or accessories, and even then your armor with these bonuses remains the same.

If you do not agree with this, that’s completely fine. This version of Kritika is much more forgiving in terms of actual boss encounters, and most content can be cleared with almost anything as long as you are balancing your stats right. So have fun, and do what makes you happy.

The moment you’ve all been waiting to disagree on. As someone who has used both ele tuner in the En Masse version as well as lib version in both versions enhanced and charmed to their peak, I can confidently say that it is my opinion that Spirit Liberation is 100% the better option for Eclair over the other sets.

The skill bonuses with instant resets are a major contributor to her ability to nuke bosses, and with the sword master imprint, even lower CR players will see results from proper skill cycling. Switching to Liberation set back in Enmasse was a major contributor to my success in arena due to a cool down setup that does not exist anymore. However, even with that cooldown effect gone, the set still performs incredibly well and the gaps you close are more effective than raw elemental damage output. Evo your liberation armor and feel it out for yourself.


Major upsides to Liberation armor (evo included):

-skill resets to your “money makers” (blade dance/ex-caliber/random shot)

-200 free prime stat when in dungeon allowing you access to prime levels responsible for free crit rate, crit damage, atk/mov speeds, and even skill cooldowns earlier than having to enhance your armor/accessories/weapon or get sigils for prime boosts.

-blade focused future proofing. Skills like ul-caliber damage increases for 2a skills with cooldown on top in a meta where we can force cooldown 1 second properties through our sword eating skills.

-flat 80 damage stat. Stacking slashing is far more difficult to do than it is to toss on elemental charms to close the gap that eletuner appeared to have as an advantage really early on into the game’s life cycle here.

-5% chance to abuse of piercing bleed property. This is a powerful tool in our kit. Especially for high HP monsters and bosses.

-pairs beautifully with imprint sets. Even if you decide you want to go Gun Slinger, you can just change the top for 18% random fire in the set, and go about your business.

-once you have decent or even sub par elemental damage value, you will outshine other sets from the bonuses your set gives you.

If you’re going blade, your pieces are:

  • Spirit lib Hae shoes (double blade dance reset every 15 seconds)
  • Spirit lib Kang bottoms (future bonuses for 2a)
  • Spirit lib Hae gloves (5% bleed proc with pierce skill that stacks)
  • Spirit lib Kang Top (future bonuses for 2a)
  • Spirit lib Hae Helmet (blade dance 18% increase damage)

If you’re going gun, your pieces are basically the same except for:

  • Spirit lib Hae Top (15% random fire bonus)

Weapon is daybreak. It’s a glorified stat stick. But it does get the job done. Other weapons don’t play well with your setup. You can use a lib gun but the effect is wrong on it. Resets blade walk and 10% cooldown on ex-caliber, not reset excaliber.

Major downsides:

-No elemental bonuses

-can feel like a slow start if elemental charms and bonuses are difficult for you to obtain

-Can’t give party members elemental bonuses (tuner)

-does not provide party wide buffs (square bracket)

-does not have stat afflicts outside of bleed (ice/poison sets)


For accessory set, I personally recommend filthy sweeper and evo it to the red type. Red is a flat overall damage increase over it’s green counterpart that has some higher potent bonuses. The logic behind this is with the green set, the best bonuses only apply to debuffed targets. The set can only debuff a single target at a time. So you lose out on damage with it if there is adds, or are farming higher floors in ranked arena and there is more than 1 enemy. A blanket increase with a guarantee is better than a situational one. Other sets provide good bonuses like raw elemental damage, utility CC, or other quality of life bonuses like speeds etc.

Major upsides:

-No maintenance required. Toss it on, profit.Your damage remains increased and consistent

-flat damage increase is better than elemental accessory set (ele set base values on the higher side are weaker when element is too high and other bonuses are ignored)

-does not require multi-hit to be effective (three sisters)

-does not activate or cause harmful effects that can mess up execution intensive fights (three sisters)

-doesn’t threaten to hit you in the face (fist set)

Major downsides:

-If your element is low, this set will not close that gap without charms (ele set provides a ton)

-no cc options. (three sisters can help lock down targets, but sometimes cause adverse side effects)

-doesn’t give you a bro fist (sorry fist accessories)

Artifact is slashing, or your primary element. In a perfect world you will cap all your stats that have a limit, and will roll 5 slashing on your arti.

Catalapis is more flexible. HP regen for utility, or a damage rate/crit damage/attack one. Do not go for the one that boosts crit rate. You will cap this out and your prime also gives you raw crit rate from using its effect correctly. It’s’ a waste of an effect.

This is the ending of Kritika: REBOOT Eclair Class – A Comprehensive Guide. Hope it will help you. If there is wrong or you have suggestions, please let’s know and comment us. Have fun.

Written by Sypher

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