


Sword
Bow
Staff
Dagger
Equippable Armor:
Light Armor
Cloth Armor
Common Passives
- Dendrology (Novice)
- Lucky Chef (Veteran)
- Speed Boost (Master)
Class Skill

Increases the duration of dance skills.

Even if you're only getting some dances just to fulfill prerequisites for other skills, this is absolutely worth putting points into ASAP.
Regen Waltz
- Requirements: None
- Body Parts Used:
Legs

Restores HP to all party members in the user's row for a set amount of turns.
Notes:
Notes:
- Regen Waltz will not activate on its final turn, as the game marks the buff as expired before the actual buff function runs.
- Regen Waltz's healing occurs before poison damage is dealt.

Waltz dance skills focus on defensive support. As such, its starting point is an HP regeneration buff. Regen Waltz is no replacement for higher-potency reactive healing, but it does help keep a dancer's row in healthier shape from turn to turn, especially in random encounters, where damage per turn is generally lower than in fights against FOEs or bosses. It's more valuable for dancers in the front row than the back, obviously, since the front row just naturally takes more damage.
Unfortunately, all of the Waltzes suffer from the same...not really a bug, but just a bad code flow decision, where they get marked as expired before they have a chance to activate on their final turn of duration, effectively reducing their duration by 1 turn. This isn't great, but there's also not much you can do about it other than remember to reapply Waltzes a turn earlier than normal.
- Requirements: Regen Waltz Rank 3
- Body Parts Used:
Legs

Removes ailments from all party members in the user's row at the end of every turn for a set amount of turns.
Notes:
Notes:
- Refresh Waltz will not activate on its final turn, as the game marks the buff as expired before the actual buff function runs.
- Refresh Waltz's ailment curing occurs before poison damage is dealt.
- If all party members are some combination of dead and petrified, and Refresh Waltz would've cured at least one petrified party member, the game will still consider this a game over.

One side benefit to consider with Refresh Waltz compared to avoiding inflictions in the first place, incidentally, is that while you do have to deal with the ailment on the turn it's inflicted, you also gain accumulative resistance from the infliction, in exchange for less than a full turn's worth of ailment duration.
In short, Refresh Waltz is incredibly good, and you don't even need to put more than one skill point in it to get its full value and continue progressing through its branch of the Dancer skill tree. There's little reason not to get that value point, at minimum.

- Diminishing Returns Category: Active Attack, Physical
- Requirements: None
- Body Parts Used:
Legs

Increases the physical attack of all party members in the user's row for a set amount of turns.
Notes:
Notes:
- While the game states that Attack Tango cannot stack with itself, it can be stacked if different party members have Attack Tango in different buff slots.

We move onto that most common and valued of buff types: the attack buff. As with much of EO4's inner workings, we are still playing by EO3's rules, so Attack Tango only affects physical damage. Runemasters and arcanists get left out in the cold here.
That said, Attack Tango is still incredibly good. Simple multi-target attack buffs are just always really good! You deal more damage in a shorter period of time, and characters get more value for their TP compared to unbuffed attacks. Unless you have a party composition that results in neither row having more than one physical attacker, Attack Tango is worth getting early and maxing out probably before the midgame rolls around.
- Diminishing Returns Category: Active Defense, Physical
- Requirements: Attack Tango Rank 3
- Body Parts Used:
Legs

Increases the physical defense of all party members in the user's row for a set amount of turns.
Notes:
Notes:
- While the game states that Guard Tango cannot stack with itself, it can be stacked if different party members have Guard Tango in different buff slots.

If you're killing FOEs and bosses before you take too much damage, of course, Guard Tango doesn't have a lot of value. As such, if your party is designed for speedy kills, you can probably skip Guard Tango. Otherwise, it's at least worth considering grabbing it (not even necessarily maxing it out) to make riskier strategies more viable for non-speed kill parties.
- Requirements: None
- Body Parts Used:
Legs

For a set amount of turns, when any party member in the user's row is attacked, the user has a chance to counterattack the attacker with STR-based damage.
Notes:
Notes:
- Counter Samba inherits its range and damage type from the user's equipped weapon, plus any elemental imbues.
- If the user's legs are bound when they attempt to make a follow-up attack, the follow-up attack will fail.

Counter Samba is the least good Samba, but do not confuse that with it being bad. It's cheap, it has no prerequisites, and it provides the most immediate value in random encounters. More enemies making attacks means more opportunities for it to activate, after all.
One thing to note about the fact that Sambas inherit their properties from the user's equipped weapon, by the way, is that they benefit from elemental forges. If you want a character utilizing Sambas to deal as much damage as possible, then slap as many elemental forges on their weapon as you can. Four elemental forges of the same type against an enemy that has a 100% vulnerability to that elemental type with a max rank Counter Samba would up its damage from 135% to around 172%. Contrast with the same amount of ATK forges, which would take the damage to around 151%.

- Requirements: Counter Samba Rank 3
- Body Parts Used:
Legs

For a set amount of turns, when any party member in the user's row attacks an enemy, the user will make a follow-up STR-based attack.
Notes:
Notes:
- Chase Samba inherits its range and damage type from the user's equipped weapon, plus any elemental imbues.
- If the user's legs are bound when they attempt to make a follow-up attack, the follow-up attack will fail.

- Requirements: None

Increases the user's evasion.
Notes:
Notes:
- Fan Dance's evasion increase is overwritten by Speed Boost's, if the user knows both.

Freedom Waltz
- Requirements: Refresh Waltz Rank 1
- Body Parts Used:
Legs

Removes binds from all party members in the user's row at the end of every turn for a set amount of turns.
Notes:
Notes:
- Freedom Waltz will not activate on its final turn, as the game marks the buff as expired before the actual buff function runs.

- Requirements: Freedom Waltz Rank 2
- Body Parts Used:
Legs

Only usable when the user has at least one Waltz buff. Restores all party members' HP.

One thing to consider is that Healing Step does have a prerequisite for being used: the user needs to have a Waltz buff up. If you're playing more defensively, this is a non-issue; you're probably making use of Regen Waltz in most situations. If you're going for quick kills, and are trying to stack, say, Attack Tango and two Sambas, then any skill points you've put into Healing Waltz are effectively useless.
Overall, if you have an arcanist, I would probably leave Healing Step alone in most situations, since Dismiss Heal is pretty much superior in most every way. If you're building your dancer for full-on offense, even if you're taking other Waltzes to prevent interruptions to your strategy, I would also leave Healing Step alone. If you're taking a more cautious approach to your party, or if you have no other methods of party-wide healing, Healing Step is a decent investment.
- Requirements: Guard Tango Rank 1
- Body Parts Used:
Legs

Reduces TP costs of skills for all party members in the user's row for a set amount of turns.
Notes:
Notes:
- TP costs cannot be reduced below 1.

- Requirements: Energy Tango Rank 2
- Body Parts Used:
Legs

For one turn, all of the user's Waltz and Tango buffs will affect all party members.

Where Wide Dance shines more is in its defensive uses, specifically with Refresh Waltz and Freedom Waltz. There are several bosses that can inflict ailments and/or binds on both rows in the span of one action (be it through being party-target or hitting completely random party members). If you get the timing right, either through prior knowledge or just making a good guess, you can get your entire party back to normal condition at the end of the infliction turn. Normal use of Refresh/Freedom Waltz would mean you'd still need to purge the inflictions off of the other row, potentially losing multiple actions on that turn.
- Requirements: Chase Samba Rank 1
- Body Parts Used:
Legs

For a set amount of turns, when the user attacks any enemy, all other party members in their row have a chance to make a follow-up STR-based attack.
Notes:
Notes:
- Trick Samba inherits its range and damage type from the attacker's equipped weapon, plus any elemental imbues.
- Attacks from other Samba skills cannot activate Trick Samba.
- If an attacker's legs are bound when they attempt to make a follow-up attack, the follow-up attack will fail.

The obvious benefit of compelling other party members to attack is that full-on damage dealer classes are, of course, probably better at dealing damage than someone that can use Trick Samba (especially mainclass dancers). They've got better weapons, they've got better stats, and they've almost certainly got better passives. Nightseekers, for example, will very much appreciate getting to hit ailing enemies for an extra 240% damage (at max Trick Samba rank).
The caveat with Trick Samba is that if you have party members that like to use Charge/Charge Edge, or party members with Blood Surge, those obviously need to be taken into account. Trick Samba attacks will gladly take the Charge/Charge Edge effect you may have meant for an actual skill, if the user is able to attack before that party members can get their intended skill off, and attacks done as a result of Trick Samba will still incur the Blood Surge HP/TP loss.
- Requirements: Trick Samba Rank 2
- Body Parts Used:
Legs

For one turn, when any party member attacks an enemy, the user has a chance to make a follow-up STR-based attack.
Notes:
Notes:
- Rush Dance inherits its range and damage type from the user's equipped weapon, plus any elemental imbues.
- Attacks from Samba skills cannot activate Rush Dance.
- If the user's legs are bound when they attempt to make a follow-up attack, the follow-up attack will fail.


- Requirements: Fan Dance Rank 3

When the user performs a normal attack, they have a chance to attack multiple times.

Is Sword Dance a good passive for general use? Not really. Is it a good passive for certain fringe strategies? Absolutely.
- Requirements: None

When the user uses a burst skill, they have a chance to reduce the cost of the skill by 1.

Quick Step
- Requirements: None
- Body Parts Used:
Legs

Gives one party member priority for one turn.

It has no prerequisities. If you have anyone with access to Dancer skills in your party, there's little reason not to have at least the first rank of Quick Step.

- Requirements: None
- Body Parts Used:
Legs

Only usable when the user has a Waltz buff, a Tango buff, and a Samba buff active. All party members will deal STR-based damage to all enemies.
Notes:
Notes:
- Beat Dance inherits its range and damage type from the attacker's equipped weapon, plus any elemental imbues.

The same caveats as Trick Samba apply, though: if you're dealing with charges or Blood Surge, you do need to be careful and make sure you're not screwing up your own plans by blowing a charge too early, or having someone be left with too little TP to actually use the skill they intended.
- Requirements: Beat Dance Rank 3

Increases the amount of burst the party gains based on how many dance buffs the user currently has.

- Requirements: Sword Dance Rank 3

When the user performs a normal attack, they have a chance to stun the targeted enemy.


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