Capable Hands

Capable Hands is a in Xenoblade Chronicles 3. It belongs to the Flash Fencer , and becomes a when reaching rank 15 in this class. It makes the currently-equipped partially recharged at the start of a battle (fully recharged when Flash Fencer reaches rank 20).
==Overview==
Despite necessarily being a once-per-battle effect, Capable Hands is one of the most versatile Master Skills available, enabling a variety of otherwise-suboptimal setups. It allows for extremely effective speedkill setups, and more generally for the party to start fights with the upper hand. While it may be used in many setups, the following are among the most effective use cases:
* In combination with Unlimited Sword. Unlimited Sword is incredibly powerful in its many niches, but it has the highest recharge of any Talent Art at ten Role Actions, meaning that it will only see use late into a fight by default. Capable Hands allows for this huge cooldown to be bypassed and for the Art to be used right at (or close to) the start of a fight, making it a realistic option for short fights and an easily-accessible option for long ones. As an added bonus, because Master Skills do not apply to the Lucky Seven Classes, there is zero opportunity cost for using Capable Hands. Before Capable Hands is mastered, one may as well use Flash Fencer alongside Unlimited Sword to obtain the same effect, unless the purpose is to grind for other Classes on , or a non-Attacker version of Unlimited Sword is desired.
* In combination with , which similarly has a very long cooldown. There are many reasons to use Glittering Melody at the start of a fight. One is to ensure all Master Arts are recharged on all characters (for example, to power up an initial ). Another is to get off an early Pause Buff Timer, which is very useful if not necessary in setups that obtain a powerful buff at the start of the fight (e.g. with /Beast Mode, or with the aforementioned Unlimited Sword).
* In combination with . Raging Force has exceedingly low cooldown, so in most circumstances Capable Hands actually provides the least benefit when used with it. However, there is one exception: speedkills. Because Raging Force is so powerful with minimal in-battle setup required, one of the fastest ways to kill lone medium-HP enemies is to equip multiple characters with Raging Force, while one other character uses Glittering Melody (again with Capable Hands) to power up the Raging Forces' damage bonus. Equipping Capable Hands on the Raging Force characters allows this setup to be executed as quickly as possible. A similar idea can also be used with Overclock Buster, as a poor-man's Raging Force before the latter is mastered.
* In combination with . Deflector Field is one of the only ways to obtain the almighty buff, but to do so requires holding . At the start of a fight, the player-controlled character will have the aggro; therefore, using Deflector Field immediately, via Capable Hands, will often allow for Awakening to be obtained most consistently.
The above aside, Capable Hands synergises with Flash Fencer itself, allowing for a stack of Fighting Instinct to be obtained much more easily.
Capable Hands cannot be abused by sheathing one's weapon to stop fighting, then re-drawing it; all enemy aggro must cease for it to recharge a Talent Art again.
==In other languages==