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Samurai A
A swordsman of the east whose attack and defense are equally balanced. They are adept with two different forms of swordplay: using longswords, or dual blades. Depending on their weapon of choice, they have access to a different range of skills.
— Website description.

"A multi-disciplined master of swordplay", Samurai is one of the eight classes of 7th Dragon III Code: VFD. It is based on the present timeline and available from the start. 

The Samurai is a reoccuring class in the 7th Dragon series. In 2020 and onward, Samurai takes a modern twist compared to its predecessor. They are considered the all-rounder characters among all.

OverwiewEdit

Samurai is a balanced class with high physical damage, average physical defense and low magical defense. They are self-sufficient in that they are able to heal themselves and easily fire react. This class can equip two types of swords: single wield Katana and Dual Blades. Depending on which weapon chosen, the Samurai will have access to different set of skills. Katana users can deal massive physical damage and inflict bleed while Dual Blades have a fire elemental skill and other situational advantages.

StrategyEdit

Samurai starts off with low LF and MN, thus is it recommended to put some SP in LIFE Bonus and MANA Bonus. However if there is a Fortuner or Duelist in the party who has mana restoration, MANA Bonus might not be necessary in the early-mid stages in the game.

It is heavily recommended to pick up Jinka React and max it as soon as acquired, as it activates very easily. If casted at the start of the turn before the enemy acts, it can essentially give a free turn for the rest of its duration. To maximize its activation chance, try not equip any DEF boost rings, although a MDF boost ring won't hurt. Go for ATK/MAT boost accessories instead. It is also recommended to take Samurai's Invigorate skill to Lv. 5 as it will also remove all status ailments. The skill can later on be maxed out to almost fully restore LF. Another skill that is excellent to pick up is Focus Breathing which can be seen, in a sense, as a party heal.

Moon Stance makes the Samurai's Enmity grow and enemies will be more likely to target them. They are not meant to be tanks (as they do not naturally possess high DEF or LF) so it is easy for them to become overwhelmed. Usage is therefore advised against except if the Samurai is specifically built for tanking, but even then there are other classes more suited (namely Rune-Knight) for the role. Damage increasing buffs such as Red Flame Exhale and Solid Stance serves as great alternatives instead. The latter can be combined with Power Bolt Drop for a high chance of Bleed or EX skills to deal off-the-roof damage.

  • Katana Samurai: Whirlwind can be invested to deal with Dragonsbane Seeds, but for multiple targets Garuda Whirlwind is the superior choice once unlocked. Power Bolt Drop is the mainstay for single targets at start because of its high damage and chance to inflict Bleed, while also being cheaper than any other single-target skill. If a Fortuner is in the party, Destructive Sweep can be picked up to lower the enemy's ailment resistance. Later on, if the Samurai can stomach the MN cost, they can use Serpent Thrust and/or Sixteen Hand Slash. Otherwise Power Bolt Drop is more than enough to deal with most encounters. Sheathed Stance and Unsheated Stance are very useful in that after Lv. 3, they can quickly inflict DEF/MDF respective ATK/MTK debuffs on the enemy.
  • Dual Blades Samurai: This Samurai does not have to worry about Sheathed or Unsheathed Stance. Their first two skills, Aerial Slash and Maple Tear, can be used to exploit the enemy's weaknesses. Cyclone Dance is very useful against Dragonsbane Seeds. Hidden Shadow and Poplar Admiral are high-dealing physical damage skills with the former dealing less at the cost of instant priority and a chance to Stun. Windy Canopy is only useful if the party has a Duelist or Mage. In combination with the former's skill X Burn can create massive damage potential. Windy Canopy also allows the Samurai to deal elemental damage other than fire: if the spell caster uses an Ice or Lightning skill, the Samurai will follow with the same element.
  • Switch Samurai: The Samurai that change weapons before a fight. Note that this build will spread SP thin on both sides, making them less specialized. The advantage of this build is to exploit weaknesses: if a boss is weak to some element or is flying, switch to Dual Blades, otherwise take the Katana. Key skills from Dual Blades are Maple Tear, Aerial Slash and Windy Canopy. Key skills from Katana is any single-target skill of your choice as well as Sheathed Stance and Unsheathed Stance.

Party CombinationsEdit

Samurai is a very independent class, but that does not necessarily mean other classes has synergy with them:

  • Duelist: X Burn and Windy Canopy is a lethal combination given the right circumstances. X Burn, when maxed, has the potential to deal massive damage once 2 or more fire cards have been consumed. The disadvantage however is that X Burn requires a turn to set up, not to mention RNG-dependent. If the Samurai uses Solid Stance in combination with Windy Canopy, the damage boost will only apply on the first attack.
  • Fortuner: Following React activates very well with Jinka React. The Katana Samurai's Destructive Sweep and Power Bolt Drop makes it easier for the Fortuner to use their life-stealing Oracle skills.
  • Rune-Knight: Focus Breathing pairs very well with Brave Sword and allows the Rune-Knight to skip Life Oath, which only applies to themselves.

StatsEdit

Base Stats at Lv. 99Edit

LIFE MN ATK MAT DEF MDF SPD
364 156 216 159 100 79 127

MAX statsEdit

LIFE MN ATK MAT DEF MDF SPD
500 300 500 500 300 300 255

ReclassEdit

Class changing refunds 100% of SP.

Stat Lv. 30 Lv. 40 Lv. 50 Lv. 60 Lv. 70 Lv. 80 Lv. 99
ATK +0 +1 +2 +5 +5 +8 +15

StandbyEdit

Samurai recover 1 gauge every 2 turns.

Support SkillEdit

Increase 1st Team ATK for one turn. Recharge in 2 turns.

Buddy SkillEdit

Decrease enemy ATK for several turns. Recharge in 4 turns.

SkillsEdit

UniversalEdit

Name MN Cost Description Max Level Prerequisite
LIFE Bonus - Bonus to max LF 5 None
Progression
  • Lv. 1: Skill learned. Cost 150 SP.
  • Lv. 2: Max LIFE ↑. Cost 550 SP.
  • Lv. 3: Max LIFE ↑. Cost 1500 SP.
  • Lv. 4: Max LIFE ↑. Cost 3000 SP.
  • Lv. 5: Max LIFE ↑. Cost 5500 SP.
MANA Bonus - Bonus to max MN 5 None
Progression
  • Lv. 1: Skill learned. Cost 300 SP.
  • Lv. 2: Max MANA ↑. Cost 750 SP.
  • Lv. 3: Max MANA ↑. Cost 2000 SP.
  • Lv. 4: Max MANA ↑. Cost 4000 SP.
  • Lv. 5: Max MANA ↑. Cost 6000 SP.

KatanaEdit

Name MN Cost Description Max Level Prerequisite
Whirlwind 3 Unsheathed. Random attack x3: all 5 None
Progression
  • Lv. 1: Base skill.
  • Lv. 2: Number of Random attacks 3→4. Cost 300 SP.
  • Lv. 3: Number of Random attacks 4→5. Cost 600 SP.
  • Lv. 4: Number of Random attacks 5→6. Cost 1500 SP.
  • Lv. 5: Number of Random attacks 6→7. Cost 2500 SP.
Notes
  • Only usable when wielding a katana in unsheathed stance.
  • Useful against Dragonsbane Seeds.
Power Bolt Drop 5 Unsheathed. High dmg/Bleed: one 5 None
Progression
  • Lv. 1: Skill learned. Cost 800 SP.
  • Lv. 2: Damage/Bleed inflict rate ↑. Cost 2500 SP.
  • Lv. 3: Damage/Bleed inflict rate ↑. Cost 3500 SP.
  • Lv. 4: Damage/Bleed inflict rate ↑. Cost 5000 SP.
  • Lv. 5: Damage/Bleed inflict rate ↑. Cost 7500 SP.
Notes
  • Only usable when wielding a katana in unsheathed stance.
Garuda Whirlwind 6 Unsheathed. High dmg: all 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 2500 SP.
  • Lv. 2: Damage ↑. Cost 3500 SP.
  • Lv. 3: Damage ↑. Cost 4000 SP.
  • Lv. 4: Damage ↑. Cost 5500 SP.
  • Lv. 5: Damage ↑. Cost 7000 SP.
Notes
  • Only usable when wielding a katana in unsheathed stance.
Serpent Thrust 10 Unsheathed. High dmg thrust attack: one 5 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 3500 SP.
  • Lv. 2: Damage ↑. Cost 6000 SP.
  • Lv. 3: Damage ↑. Cost 8000 SP.
  • Lv. 4: Damage ↑. Cost 9000 SP.
  • Lv. 5: Damage ↑. Cost 9500 SP.
Notes
  • Only usable when wielding a katana in unsheathed stance.
Destructive Sweep 7 Sheathed. High dmg/ailment resist ↓: one 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 2500 SP.
  • Lv. 2: Damage/ailment resist decrease rate ↑. Cost 3500 SP.
  • Lv. 3: Damage/ailment resist decrease rate ↑. Cost 4000 SP.
  • Lv. 4: Damage/ailment resist decrease rate ↑. Cost 5500 SP.
  • Lv. 5: Damage/ailment resist decrease rate ↑. Cost 7000 SP.
Notes
  • Only usable when wielding a katana in sheathed stance.
Sixteen Hand Slash 10 Sheathed. Very high dmg/crit: one 5 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 4000 SP.
  • Lv. 2: Damage ↑. Cost 6500 SP.
  • Lv. 3: Damage ↑. Cost 8000 SP.
  • Lv. 4: Damage ↑. Cost 9000 SP.
  • Lv. 5: Damage ↑. Cost 9500 SP.
Notes
  • Only usable when wielding a katana in sheathed stance.
Sheathed Stance 2 Unsheathed → Sheathed. Dmg: one 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 150 SP.
  • Lv. 2: Damage ↑. Cost 400 SP.
  • Lv. 3: Damage ↑. MN: 2→3. Cost 1200 SP.
  • Lv. 4: Damage ↑. DEF/MDF decrease rate ↑. MN: 3→4. Cost 2400 SP.
  • Lv. 5: Damage ↑. DEF/MDF decrease rate ↑. MN: 4→5. Cost 4000 SP.
Notes
  • Only usable when wielding a katana in sheathed stance.
  • Has speed priority.
Unsheathed Stance 2 Sheathed → Unsheathed. Dmg: one 5 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 150 SP.
  • Lv. 2: Damage ↑. Cost 400 SP.
  • Lv. 3: Damage ↑. MN: 2→3. Cost 1200 SP.
  • Lv. 4: Damage ↑. ATK/MAT decrease rate ↑. MN: 3→4. Cost 2400 SP.
  • Lv. 5: Damage ↑. ATK/MAT decrease rate ↑. MN: 4→5. Cost 4000 SP.
Notes
  • Only usable when wielding a katana in sheathed stance.
  • Has speed priority.
Earth Splitter 30 Massive dmg/Bleed: all 1 Post Chapter 5.1
How to Unlock
After Chapter 5.1, Director Yoshida explain EX skills and give pointers to how to unlock them. The prerequisite is to first have a Lv. 50 character of respective class and set them as leader.
  1. Talk to Yoritomo in the Medical Floor.
  2. Log in to 7th Encount and choose "Make your Samurai train alone."
  3. Defeat the Dark Rabi as quick as possible.
Notes
  • Once all objectives are cleared, the EX skill is unlocked for all characters of that class.
  • Cost 9900 SP to learn.
  • Only usable when wielding a katana in sheathed stance.

Dual BladesEdit

Name MN Cost Description Max Level Prerequisite
Aerial Slash 3 Medium dmg: one. Strong v. flying enemies 5 None
Progression
  • Lv. 1: Base skill.
  • Lv. 2: Damage ↑. Cost 120 SP.
  • Lv. 3: Damage ↑. Cost 250 SP.
  • Lv. 4: Damage ↑. Cost 400 SP.
  • Lv. 5: Damage ↑. MN: 3→2. Cost 750 SP.
Notes
  • Only usable when wielding dual blades.
Maple Tear 5 Fire dmg/Burn: one. Imbue normal attacks w/ fire 5 None
Progression
  • Lv. 1: Skill learned. Cost 250 SP.
  • Lv. 2: Fire damage/Burn inflict rate ↑. Cost 500 SP.
  • Lv. 3: Fire damage/Burn inflict rate ↑. Cost 1300 SP.
  • Lv. 4: Fire damage/Burn inflict rate ↑. Cost 2500 SP.
  • Lv. 5: Fire damage/Burn inflict rate ↑. Cost 5000 SP.
Notes
  • Only usable when wielding dual blades.
  • Fire element imbuement does not apply to other skills.
Cyclone Dance 3 Random attack x6 all 5 None
Progression
  • Lv. 1: Skill learned. Cost 150 SP.
  • Lv. 2: Number of random attacks: 6→8. Cost 300 SP.
  • Lv. 3: Number of random attacks: 8→10. Cost 600 SP.
  • Lv. 4: Number of random attacks: 10→12. Cost 1500 SP.
  • Lv. 5: Number of random attacks: 12→14. Cost 2500 SP.
Notes
  • Only usable when wielding dual blades.
  • Useful against Dragonsbane Seeds.
Windy Canopy 6 Follow up after ally elemental attack. Instant 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 2000 SP.
  • Lv. 2: Follow-up damage ↑. Cost 2500 SP.
  • Lv. 3: Follow-up damage ↑. Cost 3500 SP.
  • Lv. 4: Follow-up damage ↑. Cost 5000 SP.
  • Lv. 5: Follow-up damage ↑. Cost 6500 SP.
Notes
  • Only usable when wielding dual blades.
  • Follow-up attacks after all elemental spells casted during the turn, including Duelist's X Burn and Mage's elemental veils.
  • Does not follow-up non-elemental spells such as Duelist's traps or Mage's Mana Bullet/Heaven's Press.
  • Numbers of enemy hit depends on the elemental spell: if the spell is single target, Windy Canopy will attack in single target; if the spell hits multiple targets, Windy Canopy will attack multiple targets.
  • If used in combination with Solid Stance, only the first follow-up attack will be boosted.
Hidden Shadow 7 High dmg/Stun: one. Instant 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 2000 SP.
  • Lv. 2: Damage/Stun inflict rate ↑. Cost 3500 SP.
  • Lv. 3: Damage/Stun inflict rate ↑. Cost 4000 SP.
  • Lv. 4: Damage/Stun inflict rate ↑. Cost 5500 SP.
  • Lv. 5: Damage/Stun inflict rate ↑. Cost 7000 SP.
Notes
  • Only usable when wielding dual blades.
Poplar Admiral 10 Very high dmg: one 5 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 3500 SP.
  • Lv. 2: Damage ↑. Cost 6000 SP.
  • Lv. 3: Damage ↑. Cost 8500 SP.
  • Lv. 4: Damage ↑. Cost 9000 SP.
  • Lv. 5: Damage ↑. Cost 9500 SP.
Notes
  • Only usable when wielding dual blades.
  • Will sometime deal small damage to adjacent targets.
Fallen Blossoms 25 Massive dmg: one 1 Post Chapter 5.1
How to Unlock
After Chapter 5.1, Director Yoshida explain EX skills and give pointers to how to unlock them. The prerequisite is to first have a Lv. 50 character of respective class and set them as leader.
  1. Talk to Yoritomo in the Medical Floor.
  2. Follow him to the Terrace and answer:
    1. "Continue on to the ship."
    2. "We have to take it down!"
    3. "Focus on saving my family!"
Notes
  • Once all objectives are cleared, the EX skill is unlocked for all characters of that class.
  • Cost 9900 SP to learn.
  • Only usable when wielding dual blades.

OtherEdit

Name MN Cost Description Max Level Prerequisite
Fighting Spirit - Auto. High dmg at battle start: all 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 1000 SP.
  • Lv. 2: Damage ↑. Cost 1500 SP.
  • Lv. 3: Damage ↑. Cost 2000 SP.
  • Lv. 4: Damage ↑. Cost 2500 SP.
  • Lv. 5: Damage ↑. Cost 3000 SP.
Invigorate 2 Restore own LF. Instant 10 None
Progression
  • Lv. 1: Base skill.
  • Lv. 2: LF restoration rate ↑. Cost 200 SP.
  • Lv. 3: LF restoration rate ↑. Cost 400 SP.
  • Lv. 4: LF restoration rate ↑. Cost 800 SP.
  • Lv. 5: LF restoration rate ↑. Cure all ailments. ↑. Cost 1200 SP.
  • Lv. 6: LF restoration rate ↑. Cost 1800 SP.
  • Lv. 7: LF restoration rate ↑. Cost 2500 SP.
  • Lv. 8: LF restoration rate ↑. Cost 3000 SP.
  • Lv. 9: LF restoration rate ↑. Cost 4000 SP.
  • Lv. 10: LF restoration rate ↑. Cost 5000 SP.
Red Flame Exhale 2 ATK ↑ at turn end. 10 turns 10 None
Progression
  • Lv. 1: Skill learned. Cost 100 SP.
  • Lv. 2: Effects ↑. Cost 400 SP.
  • Lv. 3: Effects ↑. Cost 800 SP.
  • Lv. 4: Effects ↑. Cost 1200 SP.
  • Lv. 5: Effects ↑. Cost 1800 SP.
  • Lv. 6: Effects ↑. Cost 2500 SP.
  • Lv. 7: Effects ↑. Cost 3000 SP.
  • Lv. 8: Effects ↑. Cost 4000 SP.
  • Lv. 9: Effects ↑. Cost 5000 SP.
  • Lv. 10: Effects ↑. Cost 7500 SP.
Notes
  • The damage boost increases for each turn.
Black Steel Inhale 2 DEF ↑ at turn end. 10 turns 10 None
Progression
  • Lv. 1: Skill learned. Cost 100 SP.
  • Lv. 2: Effects ↑. Cost 400 SP.
  • Lv. 3: Effects ↑. Cost 800 SP.
  • Lv. 4: Effects ↑. Cost 1200 SP.
  • Lv. 5: Effects ↑. Cost 1800 SP.
  • Lv. 6: Effects ↑. Cost 2500 SP.
  • Lv. 7: Effects ↑. Cost 3000 SP.
  • Lv. 8: Effects ↑. Cost 4000 SP.
  • Lv. 9: Effects ↑. Cost 5000 SP.
  • Lv. 10: Effects ↑. Cost 7500 SP.
Notes
  • The defense boost increases for each turn.
Focus Breathing 5 Max LF ↑: all allies. 6 turns 5 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 2000 SP.
  • Lv. 2: Max LIFE increase ↑. Cost 3500 SP.
  • Lv. 3: Max LIFE increase ↑. Effective turns 6→7. Cost 6000 SP.
  • Lv. 4: Max LIFE increase ↑. Cost 6500 SP.
  • Lv. 5: Max LIFE increase ↑. Cost 7500 SP.
Notes
  • Also increases the party members' current LF as well.
  • Does not increase the healing of recovery spells.
Solid Stance 15 ATK/ailment inflict rate ↑ next attack 5 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 3000 SP.
  • Lv. 2: ATK increase/ailment inflict rate ↑. Cost 4500 SP.
  • Lv. 3: ATK increase/ailment inflict rate ↑. MN 15→18. Cost 7500 SP.
  • Lv. 4: ATK increase/ailment inflict rate ↑. Cost 8500 SP.
  • Lv. 5: ATK increase/ailment inflict rate ↑. MN 18→20. Cost 9500 SP.
Notes
  • If used in combination with Windy Canopy, only the first follow-up attack will be boosted.
Moon Stance 5 ATK/Enmity ↑. 3 turns. Instant 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 1500 SP.
  • Lv. 2: Enmity increase/ATK increase ↑. Cost 2000 SP.
  • Lv. 3: Enmity increase/ATK increase ↑. Cost 3000 SP.
  • Lv. 4: Enmity increase/ATK increase ↑. Cost 4500 SP.
  • Lv. 5: Enmity increase/ATK increase ↑. Cost 6000 SP.
Blade of Rage - Auto. Revenge attack if ally is defeated 5 None
Progression
  • Lv. 1: Skill learned. Cost 150 SP.
  • Lv. 2: Damage ↑. Cost 350 SP.
  • Lv. 3: Damage ↑. Cost 800 SP.
  • Lv. 4: Damage ↑. Cost 2000 SP.
  • Lv. 5: Damage ↑. Cost 3500 SP.
Jinka React 2 Chance of + 1 turn when taking high dmg. 4 turns 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 500 SP.
  • Lv. 2: Damage required for activation ↓. Cost 1000 SP.
  • Lv. 3: Activate turns: 4→5. Cost 1500 SP.
  • Lv. 4: Damage required for activation ↓. Cost 2000 SP.
  • Lv. 5: Damage required for activation ↓. Cost 2500 SP.
Notes
  • Will activate even when confused.

GalleryEdit

TriviaEdit

  • The official names of the Samurai class members are Yamato (Male A), Yaiba (Female A), Gin (Male B), and Kirika (Female B).
  • In the 7th Dragon III demo, Male Samurai A-1 and Female Samurai A-1 are playable characters.

EtymologyEdit

Samurai (侍) were the military nobility and officer caste of medieval and early-modern Japan.

NavigationEdit

Classes
7th Dragon
Fighter》《Rogue》《Samurai》《Knight》《Mage》《Healer》《Princess
7th Dragon 2020 &
7th Dragon 2020-II
2020 &
2020-II
Samurai》《Destroyer》《Trickster》《Psychic》《Hacker
2020-II exclusive
Idol
7th Dragon III Code: VFD Present
Samurai》《God-Hand》《Agent》《Duelist
Past
Future
Mage》《Banisher