Home/Classes/Pit Boss

Final job

Pit Boss

Big setup for big hits.

Plays as
Physical damage, Durable, Battlefield control
Difficulty
Moderate
Skills
13
Weapons
Golf Clubs and Chains

At a glance

Changes from
Bouncer

How it plays

What it is

  • Doubles down on the tree's identity: prepare big swings, land big strikes.
  • Most skills have fixed cast time, so gear that reduces it is not optional. It is the build.
  • Golf clubs carry an innate reduction to fixed cast time.
  • Chains raise the job's defensive properties directly, as a percentage of your current defence.
  • Roughly a Dracomancer's HP and slightly more SP.
  • Very flexible, but pulled toward one of two poles: quick, with combos feeding a finisher, or slow, with fixed-cast skills that hurt a great deal when they land.
  • Bouncer's punch combos build the stacks. Cross Punch is the slow shortcut straight to five, and Diplomacy is what you spend them on.
  • Retreat Order raises the whole party's defensive power, Soul Guard buys a mitigation window, and Merry-Go-Round can be pointed at a boss's adds rather than the boss.

The job change quest

Start
Linekeeper Mara, Lighthalzen lighthalzen 229,167
Required
  • Bouncer Job Level 50
  • 100,000 zeny
  • One Relic from an MVP between level 30 and 65
  • One MVP Prize Box
What you do
  • Take Mara's errand: put Phantom Thief Metta on a train out of Einbroch.
  • Find Metta at einbroch 216,272. He asks for proof that Relics exist.
  • Bring one Relic from an MVP between level 30 and 65, one MVP Prize Box and the 100,000 zeny fare back to him.
What you get
  • The Pit Boss job
  • Metta's coat

Skills

All 13 of them, in the order the game lets you learn them, with the words and the pictures the game itself uses. Damage, cost and cooldown move when the game is balanced, so they are not printed here: every card links to the database, which is rebuilt when they change.

ActiveSupportivePassive

Active7

  • Diplomacy ActiveOne enemy Lv 5

    Delivers a precise strike

    Damage is 150+25% per level +4% per Luk

    Skill can be critical

    Variable cast time is 0.8s

    Fixed cast time is 1s

    Base Starting Cooldown is 5 seconds.

    10% bonus damage per Combo Stack (multiplies the skill damage)

    10% chance to stun per Combo Stack

    The numbers (opens the database, another site)
  • Rebounding Bash ActiveOne enemy Lv 10

    Slaps an enemy directly

    Can hit an enemy up to 2 extra times.

    Damage is 200+40% per level +2% per DEX

    Repeats once at DEX % chance.

    With 100+ DEX, may repeat a second time at DEX/2 % chance.

    Fixed cast time is 1.5s

    Base Starting Cooldown is 3 seconds

    Cast Time is Fixed Cast Time

    Learn firstDiplomacy Lv 1

    The numbers (opens the database, another site)
  • Merry-Go-Round ActiveSeveral enemies Lv 5

    Throwns an enemy with their own body weight at others.

    Enemy is thrown 3 cells away hitting other enemies

    Can hit enemies more than once (up to 3 times)

    Damage is fixed based on total attack, VIT and DEX

    Always neutral, ignoring flee and reductions

    Damage boosted by target's Current HP fullness

    Extra 20% total damage per skill level

    Fixed cast time is 1s

    Base Starting Cooldown is 10 seconds

    Non-Interrupted Cast Time is Fixed Cast Time

    Learn firstRebounding Bash Lv 1

    The numbers (opens the database, another site)
  • Thug Might ActiveOne enemy Lv 5

    Shoots pure power in a direction

    Striking all enemies in a line before/after target

    Damage is 200+20% per level +4% per Vit

    Fixed cast time is 2s

    Base Starting Cooldown is 10 seconds.

    Requires extra 20% Current HP

    Learn firstRebounding Bash Lv 2

    The numbers (opens the database, another site)
  • Intimidating Glare ActiveOne ally Lv 5

    Looks menacingly at an enemy shocking their body completely.

    Damage is 200+5% per level

    Fixed cast time is 0.5s

    Cooldown is 10 seconds

    Enemies hit receive 20% extra damage, halved for bosses for 10 seconds

    20% chance to stun per skill level

    Learn firstMerry-Go-Round Lv 1

    The numbers (opens the database, another site)
  • Cross Punch ActiveOne enemy Lv 5

    Extremely precise and expert strike

    Damage is 200+25% per level +2% per Dex

    50% extra damage vs enemies over half health

    Skill can be critical

    Long fixed cast time, grants 5 Combo Stacks.

    Fixed cast time is 3s

    Base Starting Cooldown is 5 seconds.

    Learn firstIntimidating Glare Lv 1

    The numbers (opens the database, another site)
  • Swanton Bomb ActiveSeveral enemies Lv 5

    Jumps up high and falls

    Releasing the power of your own body at all enemies

    Damage is 150+5% per level + 1% per Vit.

    Consumes 50% of Max HP to cast.

    Deals the consumed HP as additional damage.

    Requires at least 50% of Max HP to cast.

    Cast Time is fixed cast time, non-interruptible

    Fixed cast time is 1s

    Base Starting Cooldown is 10 seconds

    Learn firstRuthless Mastery Lv 1Rough Skin Lv 1

    The numbers (opens the database, another site)

Supportive3

Passive3

In the database Every number for every one of these Damage formulas, SP per level, cooldowns, cast times, weapon requirements and what each skill ignores. (opens the database, another site)

This job is new in the Refuge, so there is no inherited documentation for it. Everything here comes from the designer's own posts.