Fencers are the mascot class of EO5, and can fulfill two very disparate roles: either dodge-tanking (massively increasing personal aggro chance and evasion in order to make attacks completely whiff on them), or supportive attacking with Chain skills (attacks that rely on specific attacks from other party members). I wasn't that enthralled with them when I first looked at their skillset, but after playing the game a few times, they're considerably more effective than I'd thought at first glance. They're just not drag-and-drop, so to say--you can't just toss a Fencer into a party with an empty slot and really expect them to work. Dodgetanks aren't for every possible enemy situation (enemies with row-target or party-target spells do not give a shit about dodge-tanking and splash damage is still something to consider), and Chains really do require at least two or more party members that can cooperate with them.


Stats

Before we go into stats, lemme explain one thing. While the majority of a character's stats come from their race, each specialization provides its own of small bonuses on top of the race's base stats. In light of that, I'll be posting three tables for each class's stats: their bases up until 19 (you can't assign specializations until a character is level 20), and then two tables that add each specialization's bonuses on top of the race's base stats. The specialization names will also include a short description of each spec's gimmick.

These stat tables assume base races, mind you!

Earthrun Base


Illusionary Fencer: Dodge-tanking


Thunderclap Fencer: Chain skills



Basic gist of the stats: Illusionary Fencers get more HP, AGI, and LUC, while Thunderclap Fencers get more TP, STR, VIT, and WIS.

Fencers can equip swords, and can wear light armor, cloth, and shields.

In terms of potential reclass options, I really can't see why you'd want anything but an Earthrun for Illusionary Fencers--Therians do have more AGI, but they also have significantly lower LUC, which does play a role in the evasion formula. For Thunderclap Fencers, you could conceivably use a Therian for them, since they really just want more STR than anything.


Basic Skills

Rapier Mastery
Requirements: None


Increases damage dealt using swords. Normal attacks become stab instead of cut.
Masteries in EO5 are considerably different from EO1-3 and the Untolds. Exactly two skills in the entire game require that you level up a Mastery to learn them, and exactly one of them is worth it. There's still a few masteries that just give tiny bonuses, but there's also skills like Rapier Mastery. Changing basic attacks to stab might not seem like much, but it means that normal attacks and any skills that apply normal attack modifiers (such as Sylphid) can turn into procs for Chain skills.


Chain Freeze/Fire/Shock
Requirements: None
Body parts used: Legs


Targets one enemy. When that enemy takes either stab or fire/ice/volt damage, the caster will follow up with a stab+fire/ice/volt attack (element depends on skill used). Each time Chain Fire/Freeze/Shock activates, the chance of it activating again on that turn is decreased. The base activation chance is 100%. Has standard priority. Has no accuracy modifier at all levels.
The focus of the Chain tree. Chains are more akin to EO1-3/Untold-style Chasers than EO4 Links, but they're slightly more lenient in that you can activate them with stab damage as well. This isn't quite as good as it sounds, though, since only bows deal stab damage naturally (Fencers need at least one point in Rapier Mastery to deal stab damage naturally). As far as skills go, basically every Fencer attack skill and most Hound attack skills deal stab damage, while Armor Penetrate (Masurao Basic) and Earth Spike (Warlock Spec 1) deal stab damge as well. It's not terribly hard to make decent use of Chain skills, but to make good use of them, you do need to plan your party around them.


Chain Boost
Requirements: Chain Fire level 2, Chain Freeze level 2, Chain Shock level 2


When using a Chain skill, each time the Chain skill activates, its damage is increased for the rest of the turn. The maximum bonus Chain Boost can give is +99% damage.
Chain Boost...exists. It's not a bad passive, mind, but it's not something you should really invest in early on.


Chain Burst
Requirements: Chain Fire level 2, Chain Freeze level 2, Chain Shock level 2


When an enemy is killed by a Chain skill, the caster will attack another enemy with an attack of the same element as the Chain skill.
A kind of pointless passive. It can theoretically help with random encounters, but it does nothing in FOE and boss fights.


Predict
Requirements: None
Body parts used: Legs


For one turn, increases the amount of damage the caster takes, their evasion, and their chance to be targeted by enemies. When the user dodges an attack, their evasion and chance to be targeted are decrased. The damage bonus could be either a 2.5x multiplier, or a +250% damage bonus for the enemy--it's unclear, but is more likely to be a multiplier. Has standard priority.
The bread-and-butter skill for a dodgetank Fencer, and what they'll be using almost all of the time. At levels 1-4, Predict is basically good for one attack, and after that you start running an extreme risk of gibbing your Fencer. I'd say to not leave it at those levels for long, but the TP cost increase to 11 at level 5 is pretty hefty. 7 TP early on isn't something to scoff at, and 11 can drain early Fencers dry incredibly quickly, and even in the midgame, you still need to watch how often you use it.


Wind Curtain
Requirements: Predict level 3
Body parts used: Head


Places a buff on one row that enables party members to dodge one physical attack. When an attack is dodged, the buff is dispelled.
A kind of neat skill whose theoretical uses are offset by the extreme TP cost.


Vision Thrust
Requirements: None
Body parts used: Arms


Deals melee STR-based stab damage to one enemy. Attempts to inflict blind on the target. Has a 120% speed modifier and +25 base accuracy at all levels.
A pretty basic attack skill. You're not gonna have much time to use it if you're dodgetanking, but it does have a pretty high base blind chance going for it, combined with Earthruns' naturally high LUC.


Sylphid
Requirements: None
Body parts used: Arms


When the user dodges an attack, they will counterattack the attack source with their equipped weapon. Each time the user counterattacks, the chance of Sylphid activating again on that turn is decreased by 40%. Any modifiers to the user's normal attacks are applied for Sylphid. For example, if the user has at least one level in Rapier Mastery, and has a Fire Oil effect, Sylphid counterattacks will be stab+fire.
Sylphid is how dodgetank Fencers actually get to contribute damage. It's never going to be massive damage, but it's something. It also means you get slightly more value out of whatever TP you spend on dodgetanking.


Illusionary Fencer Skills

Unburdened
Requirements: None


Increases the user's evasion based on how many of their equipment slots are empty. For example, if the user has a weapon but no armor, they are given the 3 slot bonus.
A potentially risky gamble, but then again, that kinda describes dodgetanking in general. I wouldn't advise going fully unequipped, though, since that means you just completely lose out on any potential Sylphid damage.


Bewitching Sword Dance
Requirements: None
Body parts used: Legs


Reduces the accuracy of one row of enemies for a set amount of turns. Has a 90% speed modifier at all levels.
Bleh. That accuracy decrease isn't worth the turn needed to set this up.


Pile On
Requirements: Bewitching Sword Dance level 3
Body parts used: Legs


For one turn, when the user dodges an attack, all other party members in their row will counterattack the attack source with their equipped weapons. Any modifiers to an attacker's normal attacks are applied for Pile On. For example, if the attacker has at least one level in Rapier Mastery, and has a Fire Oil effect, Pile On counterattacks will be stab+fire. Has a 300% speed modifier at all levels. Counterattacks have +5 base accuracy at all levels.
Interesting in theory, but mediocre in practice, since it doesn't give any target chance increases. You could combo it with an Unburdened passive bonus and a Dragoon using Dragon's Roar on the Pile On user, I suppose.


Avoid Accel
Requirements: Bewitching Sword Dance level 3


When the user dodges an attack, their Union gauge is restored.
A really nice passive that doesn't take a lot to max out. Union skills aren't quite as powerful as other similar mechanics in past EO games, but being able to use rapid-fire Tri-Shield or Black Mist is a pretty huge advantage.


Preemptive Curtain
Requirements: Wind Curtain level 3


Gives the user a chance to use Wind Curtain automatically at the start of a battle.
Pass.


Divine Gust
Requirements: Preemptive Curtain level 3
Body parts used: Head


For one turn, increases all party members' evasion. Each time a party member dodges an attack, the bonus provided by Divine Gust is decreased. Has a 150% speed modifier at all levels.
Neat in theory, underwhelming in practice. At level 10, that bonus will only be good for 3 party members--any attacks after that won't get anything. Even then, the second dodge only gets a +700 bonus, and the third only gets +350. That TP cost also is not kind at all. On the other hand, this is basically an Illusionary Fencer's only means of helping the party when going up against row-target or party-target skills, so it's still worth investing in fairly early.


Sharp Thrust
Requirements: Vision Thrust level 2
Body parts used: Arms


Deals melee STR-based stab damage to one enemy. For the rest of the turn, the user's evasion and chance to be targeted are increased. Has a 500% speed modifier and +20 base accuracy at all levels.
A weaker version of Predict that doesn't amplify incoming damage, but which provides a far smaller evade bonus, and deals a small amount of damage. On its own, bleh. Combined with Unburdened, though, it becomes a far far far better option for dodgetanking in the lategame.


Revenge Thrust
Requirements: Sharp Thrust level 5
Body parts used: Arms


Deals melee STR-based stab+volt damage to one enemy. The damage starts at a base value, and is then multiplied by the amount of times the user has dodged an attack since the last use of Revenge Thrust. There is a maximum amount of times Revenge Thrust can have its damage multiplied. Has a 75% speed modifier and +10 base accuracy at all levels.
A mixed bag of a skill. On the one hand, if certain situations, the amount of stacks you get wtih Revenge Thrust can stack up real quick. On the other hand, a lot of the time, you'll probably just get one or two stacks per turn. Combine that with the fact that you have to have your Fencer not draw aggro for a turn, and bad things can happen if you just carelessly use Revenge Thrust.


Counter Boost
Requirements: Sylphid level 5


Adds a chance to add extra hits when Sylphid activates. Each extra hit is rolled for individually.
Amplifies the damage of Sylphid fairly noticeably. Unfortunately, Chains do not get extra hits from Counter Boost hits. C'est la vie.


Thunderclap Fencer Skills
Common Passives: Phys ATK Up, Speed Up

Speed of Sound Blade
Requirements: Rapier Mastery level 3


When performing normal attacks, there is a chance to attack twice. The second attack is cut damage, and deals the same amount of damage as the first hit (not accounting for standard variance).
lol


Chain Killer
Requirements: Chain Boost level 3, Chain Burst level 3
Body parts used: Legs


Targets one enemy. For one turn, when that enemy becomes afflicted with a status ailment, bind, or stun, the user will attack them. Has standard priority at all levels. Follow-up attacks have no accuracy modifier at all levels.
Has its uses if you have a party that's heavily focused on disables (I'd say two or more of a Cestus, Reaper, Necromancer, dog-focused Hound, and Smoke-focused Herbalist count). 800% damage hurts like hell to begin with, and if you inflict multiple disables on one turn, it gets even better.


Chain All
Requirements: Chain Killer level 5
Body parts used: Legs


On the next turn, Chain skills will target all enemies. Also increases the maximum hits of the Chain skill used on the next turn. Has no speed modifier at all levels.
Kind of useful if you're dealing with an FOE or boss fight with multiple targets, which are few and far between. Otherwise, getting extra hits is less desirable than it sounds, due to the fact that Chains are more akin to Chasers than Links when it comes to what activates them.


Chain Plus
Requirements: Chain Killer level 5
Body parts used: Head


For a set amount of turns, increases the base chance of Chain skills activating, as well as their damage. Has no speed modifier at all levels.
The Improved Link of EO5, in that it's arguably a necessity if you're taking a Chain uesr into the late/postgame. Thankfully, it lasts longer than Improved Link did, and is basically the only self-buff a Thunderclap Fencer will really need--having to constantly reapply both Vanguard and Improved Link turned me off Links really badly in the EO4 lategame.


Chain Double
Requirements: Chain Killer level 5


Gives a chance for Chain attacks to activate twice.
Free extra damage that makes each activation of a Chain potentially go farther? Hell yeah, invest in this thing as soon as you've got your actives at comfortable levels.


Sylph Screen
Requirements: None


The user's defense and evasion increase, for one turn, each time they attack an enemy.
Eh, I'll pass. Proper defensive support means that you should be able to ignore having to put points in this, and instead focus on putting points in attack skills, the skills that actually matter.


Random Stab
Requirements: Vision Thrust level 3
Body parts used: Arms


Deals a random amount of instances of melee STR-based stab damage to one row of enemies. Can hit the same enemy multiple times. Has no speed modifier and -5 base accuracy at all levels.
To quote one of my top-tier video game characters (female Morgan from FE13), "BOOOORING."


Resonance
Requirements: Random Stab level 5
Body parts used: Arms


Deals melee STR-based stab damage to one enemy. The damage starts at a base value, and is then multiplied by the amount of times the user hit enemies last turn. Resonance can have its damage multiplied a maximum of 9 times. Has a 75% speed modifier and +10 base accuracy at all levels.
Considerably more useful for a Thunderclap Fencer than Revenge Thrust is for an Illusionary Fencer. Using this thing doesn't interrupt your Fencer's normal duties, and you'll generally be able to get a decent amount of stacks if you have a party that's well-built for Chain skills.
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