Oboro

== Overview ==
Story
Kagerou and Oboro clans were once known as the Right and Left hand of the Feudal Lord in Amatsu. They displayed fearsome prowess, completing every task swiftly with precision. Perhaps due to Kagerou and Oboro's outstanding abilities, they were banished from Amatsu by the Feudal Lord who has grown fearful of them. Betrayed by the Feudal Lord, it is said that Kagerou and Oboro have hidden themselves in the shadows of history.
Decades have passed since then. 
A new group of clan calling themselves the "Ninja Clan" have appeared in Amatsu, who has steadily gained power over the years. It is rumored that the Jounins of the clan will teach experienced Ninjas, who pass the secret test, the ways of Kagerou and Oboro.
== Job Change Guide==
See Oboro Job Change Guide for detailed information.
Changing into Oboro from a Ninja requires the player to complete a number of tasks:
* Written Test
* A Survival Test
* Test of Weaponry
* Battle Test
After completing these tests, the player will be transformed into a Oboro.
== Builds ==
=== Magic ===
Stat	Amount 	Notes
STR 	1 ~ 80 	
AGI 	1 ~ 90 	
VIT 	80 ~ 100 	Overall survivavility.
INT 	100 ~ 120	Base damage.
DEX 	1 ~ 110 	For cast time.
LUK 	30 ~ 60 	Small bonuses, extra MATK.
This build is similar to Oboro's predecessor class, Ninja, and utilizes same offensive magic skills and new supportive type magic skills. INT, DEX and LUK are the primary stat for Magic build to increase MATK output as well as decrease cast time of skills. One can opt to completely drop the DEX stat in favor of other stats such as STR and AGI with the use of Cast Time reduction equipments and 16th Night skill to increase weight capacity as well as increase ASPD. Note: 16th Night skill stacks multiplicatively with all Cast Time reduction skills, equipments, items and stats.
Oboro's primary damage and supportive skills are Freezing Spear, First Wind, Flaming Petals, Exploding Dragon, Ninja Aura, Cicada Skin Shed and healthy mix of Ninja 2nd tier magic skills such as Blaze Shield. There are new supportive skills that both Kagerou and Oboro classes can get such as 16th Night, Pure Soul, Fire-Charm, Ice-Charm and Wind-Charm that directly or indirectly increase throughput. An Oboro exclusive skill, Distorted Crescent can also be used to increase MATK substantially.
=== Throwing ===
Stat	Amount 	Notes
STR 	90 ~ 110	Base damage.
AGI 	80 ~ 100	Present in calculation of Swirling petal.
VIT 	80 ~ 100	Overall survivavility.
INT 	1 ~ 80 	SP pool and SP regeneration rate.
DEX 	80 ~ 100	Present in calculation of skills.
LUK 	1 ~ 80 	Small bonuses, extra ATK.
Throwing builds utilize newly strengthened throwing skills available to Kagerou and Oboro. The main throwing skills that are available are Swirling Petal, Kunai Splash, Kunai Explosion, and Rapid Throw.
With the exception of Rapid Throw, all throwing skills are based on STR to increase ATK, and DEX to increase the skill modifier. In the case of Swirling Petal skill, it utilizes the AGI stat in its skill modifier formula. Having high amounts of DEX and LUK will allow Oboro to increase HIT and ATK of throwing skills as well as reduce cast time. It's worth noting that 16th Night skill will reduce significant portion of cast time of all skills so it's recommended that players don't focus too much on the INT stat.
With the combination of old and new supportive skills such as Ninja Aura, Cicada Skin Shed, 16th Night, Pure Soul, Earth-Charm, Fire-Charm, Ice-Charm, Wind-Charm, Cast Ninja Spell, and an Oboro-exclusive skill Distorted Crescent, Oboro can deal substantial damage to their foes.
=== Killing Stroke ===
Stat	Amount 	Notes
STR 	100 ~ 120	Base damage.
AGI 	1 	
VIT 	100 ~ 120	Better HP pool for both damage and survivavility.
INT 	1 	
DEX 	40 ~ 100 	
LUK 	40 ~ 100 	Perfect Dodge, extra ATK.
This build focuses on the Ninja's skill Killing Stroke, a mini-Guillotine Fist of sorts. STR and VIT are the two stats driving Killing Stroke's damage and are thus the main stats for this build. DEX and LUK can be used for Rapid Throw skill in conjunction with Killing Stroke to significantly increase the chance of killing your target. DEX also helps marginally with ninja skills cast time, but majority of the cast time will be reduced by 16th Night skill. A pure Killing Stroke Ninja may opt to discard some DEX and LUK in favor of additional STR/VIT for Killing Stroke damage but this is not recommended as the damage gained does not justify losing the benefit of Rapid Throw skill.
== Equipment ==
Oboro cannot wear transcendent-only or 3rd class-only equipments. They are limited to equipments that's wearable by all, ninja, kagerou/oboro, and 2nd class equipments. This means that equipments such as Nidhoggur's Shadow Garb, Variant Shoes, Valkyrian Armor cannot be worn by them.
=== Headgear ===
* 
* 
* - Magic Type
* - Throwing Type
* - Throwing Type
* - Killing Stroke Type
* 
* 
* 
* 
* 
* - Magic Type
* - Magic Type
* - Magic Type
* - Magic Type
* - Throwing Type
* - Throwing Type
=== Weapon ===
* 
* 
* 
* - Magic Type
* - Magic Type
* - Throwing Type
* + - Throwing Type
* - Throwing Type
* - Throwing Type. Part of the 2 Golden Ninja sets.
* - Throwing Type. Part of the two Golden Ninja sets.
=== Shield ===
* 
* - Throwing Type
=== Armor ===
* 
* 
* 
* 
* 
* - Killing Stroke Type
* - Throwing type. Part of the Golden Ninja Set. Enchantable at Rock Ridge.
=== Garment ===
* 
* 
* 
* 
* - Throwing type. Part of the Golden Ninja Set. Enchantable at Rock Ridge.
=== Footgear ===
* 
* 
* 
* 
* - Throwing Type
=== Accessories ===
* 
* 
* 
* or 
* 
* 
* - Magic Type
* - Throwing Type
* - Throwing Type
=== Shadow gear ===
* + + - Magic Type
* + - Throwing Type
* + - Killing Stroke Type
== Class Data ==
=== Skills ===
Skill	Description 	Levels	Type
 	Imbue the ground with Earth, Fire, Wind or Water Property. Each element gives different effects. 	1 	Active
 	Deal damage to an enemy and inflict the Cross Wound status. Enemies in Cross Wound status take more damage. 	10 	Offensive
 	Summon up to 10 earth charms, increasing earth property attacks. Summoning 10 charms will imbue the caster's weapon with earth property. 	1 	Supportive
 	Summon up to 10 fire charms, increasing fire property attacks. Summoning 10 charms will imbue the caster's weapon with fire property. 	1 	Supportive
 	Summon up to 10 ice charms, increasing ice property attacks. Summoning 10 charms will imbue the caster's weapon with ice property. 	1 	Supportive
 	Summon up to 10 wind charms, increasing wind property attacks. Summoning 10 charms will imbue the caster's weapon with wind property. 	1 	Supportive
 	Has a chance to switch places with the target and inflict the chaos status on the caster and target. 	5 	Active
 	Reduce the HP and stats of the target. Has a low chance to inflict Coma. 	5 	Active
 	Creates a Shinobi clone and causes the caster to backslide a certain number of cells depending on the skill level 	5 	Active
 	Reduce the target's stats and transform them into a monster. Targets cannot change or remove equipped items. Can only be used during WoE. 	5 	Active
 	Throw an explosive Kunai and inflict damage all enemies within the area of effect. 	5 	Offensive
 	Inflict damage with a kunai to all enemies within a radius around the caster. 	5 	Offensive
 	Throw Makibishi on the ground. Enemies that step on the effected area have a chance to become immobilized and stunned. 	5 	Offensive
 	The caster is immobilized and rapidly regenerates HP and SP. 	5 	Supportive
 	Throw up to 100,000 zeny to deal defense piercing damage to the targets. Damage is divided by all targets in range. 	10 	Offensive
 	Release the summoned Talismans to deal damage to the target. 	1 	Offensive
 	Puts the caster in a state similar to the Thief skill Hiding. 	1 	Active
 	Deals damage to the target. If the target is under the effect of a Soul Linker Spirit buff, it is forcibly removed and the target takes additional damage.	5 	Offensive
 	Throw the Huuma to deal damage to all enemies in a 7 x 7 area. 	10 	Offensive
 	Recovers the damage lost from dual wielding. At level 4 and higher, increases the damage of right hand weapons. 	5 	Passive
 	Recovers the damage lost from dual wielding. At max level there is no penalty for dual wielding. 	5 	Passive
 	Removed the fixed cast time of all skills, reduces variable cast time by 50%, and increases MATK by a certain amount. 	5 	Supportive
 	Changes the target's MATK or ATK based on the target's current HP and SP. 	5 	Active
 	The target will take damage when it receives certain HP increasing skills. 	5 	Active
 	Randomly restores or drains the target's HP or SP depending on their current HP or SP. Damage received by the target is spread to others nearby. 	5 	Active
=== Job Bonuses ===
Stat\Amount	+1	+2	+3	+4	+5	+6	+7	+8
STR 	8 	12	23	31	39	43	48	
AGI 	5 	13	21	29	41	47	 	
VIT 	6 	17	24	37	 	 	 	
INT 	3 	15	25	32	35	42	 	
DEX 	1 	11	22	27	34	38	45	50
LUK 	9 	16	23	46	 	 	 	
=== ASPD ===
{| class="wikitablec"	Equip	Attack Speed	From Ninja
Bare Handed 	? 	? 	
Shield 	? 	? 	
Dagger 	? 	? 	
Huuma Shuriken 	? 	? 	
Left Hand Dagger	? 	N/A 	
== External Links ==