Force Master/Skills

Shoots a bolt of fire at the targeted enemy from a distance.
This ability stacks the Ember effect debuff on the enemy target, which you can stack up to five times. Ember lasts for 10 seconds, and its timer is reset each time you reapply the effect. These stacks can essentially be consumed by other skills such as Impact and Short Fuse to increase the damage those skills do.
**Stance Change:** Changes to Fire Mode
**Upgrades:**
* Stage 1: Detonates on five Ember stacks. *Secret*: Creates one Flame Orbit on critical hits.
* Stage 2: Does additional damage to Burning enemies and stacks more Ember on them.
 **Barrage** | 10
 Fires three bolts that deal damage to a targeted enemy.

 Shoots an ice bolt at the targeted enemy from a distance.
This ability stacks the Chill effect debuff on the enemy target, which slows their movement speed for ten seconds. If you stack the Chill debuff three times, the stacks are removed and the enemy is afflicted with the Frozen status. You can stack two additional Chill debuffs after that.
**Stance Change**: Changes to Frost Mode
**Upgrades**:
* Stage 1: Additional damage and increased Chill duration. *Secret*: Chill pierces Defense.
* Stage 2: Generates Frost Orbit on critical hit, doesn't increase Threat. *Secret*: Always critical hit Frozen enemies.

 This skill deals direct damage to an area in front of you and has additional effects based on stacking debuffs already placed on the target.
For reach Ember stack on the target, this ability deals an additional flat amount of Explosion damage. After this is added, it does additional Flame damage based on how many Ember stacks are on the target past the first: 75% additional for 2 stacks, 100% additional for 3, 125% for 4, and 150% for 5. This is despite the tooltip claiming it does 75% additional damage.
If the enemy is currently in the Frozen state, Impact will knock them back five meters and stun them for one second. It then removes the Freeze state from the enemy. Using Impact in this way deals about five times the damage it normally would.
Both the additional damage from Ember stacks and the knockback/stun from the Frozen debuff can happen at the same time if the enemy has both.
**Upgrades**:
* Stage 1: Synergy with Frozen enemies (Focus recovery and HP absorption), short block to ranged attacks with Focus gains on block. *Secret*: Counters as well as blocks, does knockback on countered enemies.
* Stage 2: Synergy with Ember stacks (Burn and explosion on 5), larger attack area. *Secret*: Additional damage.
 **Bolt Bash** | 4
 Deals a large amount of damage to a Phantom Gripped enemy. If the enemy is currently airborne, this doesn't cost any Focus.
Bolt Bash deals more damage the more Ember stacks the enemy has. (need more details: how? does it remove Ember stacks?)

 Deals Cold damage in a rectangular area in front of you. Any enemies hit by it are Frozen for five seconds.
If an ally is in the area you use this skill on, heat-related status effects such as Ember and Burn will be removed from them. (Unconfirmed: does it still deal damage to allies?)
Upon upgrading, Dragonwhorl (and its other forms) will always generate a Frost Orbit on hit.
**Stance Change**: Changes to Frost Mode
**Upgrades**:
* Stage 1: Absorbs all damage as HP and recovers Focus for each enemy hit, wider area. *Undiscovered*: Healing over time on critical hits.
* Stage 2: See Frost Nova.
* Stage 3: See Glacial Beam.

 Pulls a target in from a range and paralyzes them in the air in front of you for 4 seconds. It deals initial damage on use and more damage over time. The damage pierces the enemy's Defense.
**Upgrades**:
* Stage 1: Longer range and duration for longer cooldown, decreases Phantom Gripped enemy's Defense. *Secret*: Prevents enemies from using defense skills during Phantom Grip-related techniques.
* Stage 2: Target a knocked-out ally to pull enemies, decreases Chi Recovery time needed for knocked-out allies. *Secret*: Creates a shield around allies using Chi Recovery.
* Stage 3: See Shadow Grasp, Chi Bomb.
* Stage 4: See Shadow Grasp, Multiple Blaze.

 Creates a fire wall on the ground that lasts five seconds and damages any enemy that steps into it.
If the enemy is farther away than 5 meters, Blazing Wall materializes two meters ahead of you; otherwise it comes right up on the enemy's current position. Using it during Phantom Grip puts it on top of the enemy as well.
Upon upgrading, Blazing Wall will stack Ember on every hit.
**Upgrades**:
* Stage 1: Detonates Ember stacks at 5, does additional damage on Phantom Gripped enemies.
 File:FrostPrison.png**Frost Prison** | 10
 A 1.5 second channel skill that afflicts a targeted enemy with Frost Prison. While affected by Frost Prison, the enemy cannot take any action, but they cannot be damaged. Lasts 8 seconds.
Frost Prison costs no Focus upon upgrading.
**Upgrades:**
* Stage 1: Chills after Frost Prison ends, affects area around target as well for longer cooldown.
* Stage 2: See Frost Sheath.

 Deals Cold damage to an enemy and an area around it. Upon upgrading, this skill deals additional damage to Frozen enemies.
**Upgrades**:
* Stage 1: Additional damage and Chill for 6 seconds.
* Stage 2: See Frost Burst.
* Stage 3: See Cold Snap.

 Fires five bolts of fire at the enemy, piercing Parry and generating one Flame Orbit.
 File:FireFury.png**Frost Fury** |  | 0
 Fires five bolts of ice at the enemy, recovering Focus on each hit and generating one Ice Orbit.
**Upgrades**:
* Stage 1: Deals bonus damage to Frozen enemies and recovers additional Focus on critical hits. *Undiscovered*: Always critical hits Frozen enemies.
* Stage 2: Inflicts Chill which pierces Defense. *Undiscovered*: Deals 10% Focus damage on each hit.
* Stage 3: Absorbs damage as HP, doubling on critical hits. *Undiscovered*: Decreases incoming damage by 50% while using the skill.