Impact Punch 200 100 Heavy Slash 400 200 Drop Kick 200 0 * Rising Slash 400 * Circle Break 1200 200 Dash Kick 900 100 Dash 200 for 2-3 seconds Archer Skill Name Super Armor Twin Shot 100 per hit 100 Moon Kick 100 0 Multishot 200 Magic Shot 100 100 Sumersault Kick 600 100 Piercing Shot 100 200 Cleric Skill Name Super Armor Lightning Strike First hit: 200 2nd hit: 50 200 Shield Blow 400 100 Sliding Knee Kick 200 100 Holy Bolt Breaks all skills 275 Divine Combo Left click hit: 400 400 Righteous Bolt Useless 400 Kali Skill Name Super Armor Sting Breeze Last hit: 200 First part: 50 per hit 400 Soul Wind 100 per hit 200 Fancy Turn 100 per hit 200 Despair Needle Useless 200 Spirit Blow 1200 400 SA Break SA Break Ranged: 400 Mid range: 600 Close: 1000 SA Break SA Break All hits together of the first part: 600 This first page will contain the values for the normal base classes (warrior, cleric etc). If you check the bottom of your window, you will see that there are many pages with every classes' name on it. Every class page also contains the values for their two respective 3rd classes. Simply click the page of a class you want to find out more about. If a skill has a * before it's name, more info about it can be found to the right. SA Break and Super Armor Values in DN INTRODUCTION ! ! In this spreadsheet, you can find all the values for every skills' SA Break and Super Armor. For more info on what these two terms are, check the right side from here. Super Armor: SA Break: Sorc Skill Name Super Armor Glacial Spike Useless 100 Flame Worm Useless 100 Hammer Strike 150 0 Shockwave 1200 400 Force Explosion 200 200 Witch Slap 50 0 1. FOR NOW, ALL SKILLS THAT HAVE "BREAKS EVERYTHING" AS SA BREAK IS BASED ON THAT THEY CAN BREAK MAELSTROM HOWL. BRAVE AND OTHER SUPER ARMOR BUFFS ARE NOT TAKEN INTO CONSIDERATION YET!!! 2. ULTIMATES WILL BE ADDED AFTER WE'VE DONE NUMBER 1 ABOVE AND FINISHED ALL THE TABLES FOR EVERY CLASS EXCEPT CHASER! SA Break Example of stacking SA Break: You're an Acrobat and fighting a Mercenary. The mercenary uses Flying Swing. You hit him with Blooming Kick. Blooming Kick doesn't have enough SA Break to break Flying Swing, but you lowered Flying Swing's super armor from 1200 to 450 by hitting him with Blooming Kick. Then you decide to use Kick Shot and you hit both hits which is 225 + 225 = 450 and you succesfully break Flying Swing. The first part of Rising Slash if you hit all hits has 600 SA break, the 2nd and 3rd part have 300 if you land enough hits. The 2nd and 3rd parts of rising slash only have 200 super armor. INFORMATION BOARD SCROLL DOWN FOR KALI AND ASSASSIN SA Break in Dragon Nest is the counter to super armor. If skill X's SA Break is the same as skill Y's super armor or higher, skill X will break and cancel skill Y. Keep in mind that SA Break can be stacked too. SA Break stands for Super Armor Break. (assassin is coming soon) WORK IN PROGRESS Made by Radeyz & Azure Base Classes Super Armor in Dragon Nest is basically how much defense a skill of yours has. The higher super armor your skill has, the harder it'll be for your opponent to break it. Academic Skill Name Super Armor Air Shot 1st hit: 400 2nd hit: 200 200 Stun Grenade 400 200 Air Bomb 400 0 Triple Shot 100 per hit 200 Fire Grenade 50 per hit 200 Bubble Bubble Breaks everything 200 1. FOR NOW, ALL SKILLS THAT HAVE "BREAKS EVERYTHING" AS SA BREAK IS BASED ON THAT THEY CAN BREAK MAELSTROM HOWL. BRAVE AND OTHER SUPER ARMOR BUFFS ARE NOT TAKEN INTO CONSIDERATION YET!!! 2. ULTIMATES WILL BE ADDED AFTER WE'VE DONE NUMBER 1 ABOVE AND FINISHED ALL THE TABLES FOR EVERY CLASS EXCEPT CHASER! SA Break Example of stacking SA Break: You're an Acrobat and fighting a Mercenary. The mercenary uses Flying Swing. You hit him with Blooming Kick. Blooming Kick doesn't have enough SA Break to break Flying Swing, but you lowered Flying Swing's super armor from 1200 to 450 by hitting him with Blooming Kick. Then you decide to use Kick Shot and you hit both hits which is 225 + 225 = 450 and you succesfully break Flying Swing. INFORMATION BOARD SA Break in Dragon Nest is the counter to super armor. If skill X's SA Break is the same as skill Y's super armor or higher, skill X will break and cancel skill Y. Keep in mind that SA Break can be stacked too. SA Break stands for Super Armor Break. Made by Radeyz & Azure Super Armor in Dragon Nest is basically how much defense a skill of yours has. The higher super armor your skill has, the harder it'll be for your opponent to break it. Sword Master Skill Name Super Armor Triple Slash 400 per hit 400 Moonlight Splitter 200 per hit 100 Front Shove 200 per hit Left click hit: 600 400 Cyclone Slash 50 per hit Upon impact: 200 200 Hacking Stance 50 per hit 400 Crescent Cleave 100 per hit 400 Line Drive 300 per hit 600 Halfmoon Slash Breaks everything 900 Eclipse 600 100 Dash Slash 600 200 Dash Slash Combo 300 per hit 200 Aerial Combo 200 per hit 100 Provoking Slam 100 per hit First hit: 200 400 * Brave 200 100 Counter Exile 400 per hit 400 Gladiator Skill Name Super Armor Evasion Slash 200 200 Triple Slash EX 400+0 per hit 400+0 Finish Attack 1200 1200 * Front Shove EX 200+0 per hit L/R click hit: 600+0 400+0 Hacking Stance EX 50+0 per hit Right Click: 200 400+0 SA Break * Front Shove EX: The dash forward part now has 5 hits instead of 3, all with 200 SA Break each SA Break Dragon Nest SA Break & Super Armor values NOTE: If a skill has a * before its name, more details can be found below or to the right. The format for EX skill values is: <original skill SA/SA Break> + <additional SA/SA Break from EX>. This means that if an EX skill has 400+200 SA Break, it means that the original skill's SA Break is 400 and the EX version gives it 200 more SA Break. If it says +0, it means it doesn't change. Moonlord Skill Name Super Armor Moonblade Dance 200 per hit 400 MLS EX 200+0 per hit 100+0 * Flash Stance Left click: 50 per hit Right click: 900 400 Cyclone Slash EX 50+0 per hit Upon impact: 200+0 200+0 Crescent Cleave 100+0 per hit 400+0 SA Break * Flash Stance: the super armor of this stance refreshes its super armor too often, so stacking SA break on it is useless. * Brave: The brave debuff lowers the SA break of your opponent's skills by x% (depends on level) while it's in effect. NOTE: If a skill has a * before its name, more details can be found below or to the right. Sword Master Super Armor: SA Break: SA Break in Dragon Nest is the counter to super armor. If skill X's SA Break is the same as skill Y's super armor or higher, skill X will break and cancel skill Y. Keep in mind that SA Break can be stacked too. SA Break stands for Super Armor Break. Example of stacking SA Break: You're an Acrobat and fighting a Mercenary. The mercenary uses Flying Swing. You hit him with Blooming Kick. Blooming Kick doesn't have enough SA Break to break Flying Swing, but you lowered Flying Swing's super armor from 1200 to 450 by hitting him with Blooming Kick. Then you decide to use Kick Shot and you hit both hits which is 225 + 225 = 450 and you succesfully break Flying Swing. Super Armor in Dragon Nest is basically how much defense a skill of yours has. The higher super armor your skill has, the harder it'll be for your opponent to break it. Mercenary Skill Name Super Armor Stomp 600 200 Flying Swing 1200 1200 Demolition Fist 1200 500 * Punishing Swing Melee hit: 200 Bomb: 400 275 Circle Swing 1200 Melee: 100 per hit 500 Ring Bombs 900 Melee hit: 200 600 Whirlwind 50 per hit 600 Rolling Attack 200 per hit Last hit: 600 400 Crisis Howl 600 200 Dash Uppercut 600 100 Taunting Howl 200 100 Soccer Kick Combo 1st hit: 200 2nd hit: 200 100 Enervating Howl 150 per hit 400 Destroyer Skill Name Super Armor Flying Swing EX First hit: 1200+0 Per wave: 600 1200+0 Maelstrom howl Breaks everything 1600 Punishing Swing EX Melee hit: 200+0 Bomb hit: 400+200 275+0 Ring Bombs EX 600+0 SA Break Last hit: 900+0, Melee hit: 200, Per wave: 50 SA Break Dragon Nest SA Break & Super Armor values NOTE: If a skill has a * before its name, more details can be found below or to the right. The format for EX skill values is: <original skill SA/SA Break> + <additional SA/SA Break from EX>. This means that if an EX skill has 400+200 SA Break, it means that the original skill's SA Break is 400 and the EX version gives it 200 more SA Break. If it says +0, it means it doesn't change. Barbarian Skill Name Super Armor Stomp EX First hit: 600+0 2nd hit: 600 200+0 Bone Crasher 1200 400 * Demolition Fist EX First hit: 1200+0 500+0 * Circle Swing EX 500+0 * Circle Swing EX: The 2nd hit has 100 super armor. SA Break 1200+0, melee: 50+0 per hit, extra hit: 100 * Demo Fist EX: The 2nd hit has 100 super armor * The very end of Punishing Swing after the bomb has been thrown has no super armor NOTE: If a skill has a * before its name, more details can be found below or to the right. Mercenary Super Armor: SA Break: SA Break in Dragon Nest is the counter to super armor. If skill X's SA Break is the same as skill Y's super armor or higher, skill X will break and cancel skill Y. Keep in mind that SA Break can be stacked too. SA Break stands for Super Armor Break. Example of stacking SA Break: You're an Acrobat and fighting a Mercenary. The mercenary uses Flying Swing. You hit him with Blooming Kick. Blooming Kick doesn't have enough SA Break to break Flying Swing, but you lowered Flying Swing's super armor from 1200 to 450 by hitting him with Blooming Kick. Then you decide to use Kick Shot and you hit both hits which is 225 + 225 = 450 and you succesfully break Flying Swing. Super Armor in Dragon Nest is basically how much defense a skill of yours has. The higher super armor your skill has, the harder it'll be for your opponent to break it. Acrobat Skill Name Super Armor Kick Shot 225 per hit Arrows: 25 per hit 400 Spiral Kick 300 200 Air Pounce 200 per hit 0 Spirit Shot 100 Eagle Dive 750 400 Binding Shot First hit: 200 Second hit: 200 200 Blooming Kick 750 400 Ring Shot 750 0 Counter Ring Shot 750 0 Cyclone Kick 600 Spiral Vortex 400 DSK 400 per hit Whole skill iframed Tempest Skill Name Super Armor * Kick Shot EX 225+0 per hit Arrows: 25+0 per hit 400+0 Hurricane Dance Breaks everything 200 Binding Shot EX First hit: 200+0 Second hit: 200+0 200+0 DSK EX 400+0 per hit Whole skill iframed * Kick Shot EX: has more hits than the normal one = higher SA break. 200 per hit (before the launching hits) 100 per hit (total 8 hits) SA Break SA Break 1 hit: 150, Direct hit (2 hits): 300 Dragon Nest SA Break & Super Armor values NOTE: If a skill has a * before its name, more details can be found below or to the right. The format for EX skill values is: <original skill SA/SA Break> + <additional SA/SA Break from EX>. This means that if an EX skill has 400+200 SA Break, it means that the original skill's SA Break is 400 and the EX version gives it 200 more SA Break. If it says +0, it means it doesn't change. Wind Walker Skill Name Super Armor Spiral Kick EX 100+0 per hit R click hit: 400+0 200+0 Rising Storm 200 per hit Last hit: 1200 900 Eagle Dive EX 400+0 Blooming Kick EX First hit: 750+0 Left click hit: 450 400+0 SA Break 1st hit: 750+150, 2nd hit: Sumersault Kick NOTE: If a skill has a * before its name, more details can be found below or to the right. Acrobat Super Armor: SA Break: SA Break in Dragon Nest is the counter to super armor. If skill X's SA Break is the same as skill Y's super armor or higher, skill X will break and cancel skill Y. Keep in mind that SA Break can be stacked too. SA Break stands for Super Armor Break. Example of stacking SA Break: You're an Acrobat and fighting a Mercenary. The mercenary uses Flying Swing. You hit him with Blooming Kick. Blooming Kick doesn't have enough SA Break to break Flying Swing, but you lowered Flying Swing's super armor from 1200 to 450 by hitting him with Blooming Kick. Then you decide to use Kick Shot and you hit both hits which is 225 + 225 = 450 and you succesfully break Flying Swing. Super Armor in Dragon Nest is basically how much defense a skill of yours has. The higher super armor your skill has, the harder it'll be for your opponent to break it. Bow Master Skill Name Super Armor Charged Shot 1200 400 Frag Arrow Direct hit: 800 200 * Aerial Chainshot 100 per arrow 200 Swift Shot 200 per hit All 6 hits: 1200 200 Siege Stance 400 per hit 600 Rapid Shot 200 per hit 400 Arrow Shower 200 per arrow (?) 400 Tracking Arrows Full hit: 600 400 Triangle Shot 1200 Whole skill iframed Bull's Eye 200 100 Ankle Shot 100 per arrow 200 Fake Shot 100 100 Sniper Skill Name Super Armor Charged Shot EX 1200+0 400+0 Cheating Point 1200 400 * Air Chainshot EX 100+0 per arrow 200+0 Siege Stance EX L click: 400+0 R click: multishot 600+0 SA Break * Aerial Chain Shot EX: the extra part works the same as normal one. The closer to the ground and the more center positioned your opponent is, the more arrows will hit. Keep in mind it's VERY hard to break any skill with higher super armor than 400 with the right click part. SA Break Dragon Nest SA Break & Super Armor values NOTE: If a skill has a * before its name, more details can be found below or to the right. The format for EX skill values is: <original skill SA/SA Break> + <additional SA/SA Break from EX>. This means that if an EX skill has 400+200 SA Break, it means that the original skill's SA Break is 400 and the EX version gives it 200 more SA Break. If it says +0, it means it doesn't change. Artillery Skill Name Super Armor Frag Arrow EX Direct hit: 800+0 200+0 Detonating Arrow Direct hit: 1200 Explosion: 600 900 Rapid Shot EX 200+0 per hit 400-200 Swift Shot EX 200+0 SA Break 200+0 per hit, L click: 100 per arrow * Aerial Chainshot: the more center positioned your enemy is and the lower down you are, the more arrows will hit. TONS of arrows are shot from this skill. Very high SA Break. NOTE: If a skill has a * before its name, more details can be found below or to the right. Bow Master Super Armor: SA Break: SA Break in Dragon Nest is the counter to super armor. If skill X's SA Break is the same as skill Y's super armor or higher, skill X will break and cancel skill Y. Keep in mind that SA Break can be stacked too. SA Break stands for Super Armor Break. Example of stacking SA Break: You're an Acrobat and fighting a Mercenary. The mercenary uses Flying Swing. You hit him with Blooming Kick. Blooming Kick doesn't have enough SA Break to break Flying Swing, but you lowered Flying Swing's super armor from 1200 to 450 by hitting him with Blooming Kick. Then you decide to use Kick Shot and you hit both hits which is 225 + 225 = 450 and you succesfully break Flying Swing. Super Armor in Dragon Nest is basically how much defense a skill of yours has. The higher super armor your skill has, the harder it'll be for your opponent to break it. Paladin Skill Name Super Armor Holy Relic 1200 400 Shin Breaker 400 200 Armor Break First hit: 600 2nd hit: 600 400 Shield Charge 100 per hit Last hit: 300 1200 Electric Zap Initial hit: 100 200 per tick 600 Smite 1200 600 Divine Ascension 1200 200 or less Divine Vengeance 600 200 or less Guardian Skill Name Super Armor Guardian Force 600 * Look to right Justice Crash 1200 400 Divine Ascension EX * Extended iframe 1200+0, The cross: 50 per hit SA Break SA Break Dragon Nest SA Break & Super Armor values NOTE: If a skill has a * before its name, more details can be found below or to the right. The format for EX skill values is: <original skill SA/SA Break> + <additional SA/SA Break from EX>. This means that if an EX skill has 400+200 SA Break, it means that the original skill's SA Break is 400 and the EX version gives it 200 more SA Break. If it says +0, it means it doesn't change. Crusader Skill Name Super Armor Holy Relic EX 1200+0 400+0 Judgement Hammer 100 per hit 400 Electric Zap EX Initial hit: 100+0 200+0 per tick. 600+0 SA Break NOTE: If a skill has a * before its name, more details can be found below or to the right. Paladin Super Armor: SA Break: SA Break in Dragon Nest is the counter to super armor. If skill X's SA Break is the same as skill Y's super armor or higher, skill X will break and cancel skill Y. Keep in mind that SA Break can be stacked too. SA Break stands for Super Armor Break. Example of stacking SA Break: You're an Acrobat and fighting a Mercenary. The mercenary uses Flying Swing. You hit him with Blooming Kick. Blooming Kick doesn't have enough SA Break to break Flying Swing, but you lowered Flying Swing's super armor from 1200 to 450 by hitting him with Blooming Kick. Then you decide to use Kick Shot and you hit both hits which is 225 + 225 = 450 and you succesfully break Flying Swing. Super Armor in Dragon Nest is basically how much defense a skill of yours has. The higher super armor your skill has, the harder it'll be for your opponent to break it. Priest Skill Name Super Armor Chain Lightning 200 per hit 400 Lightning Bolt Useless 400 Mind Breaker 100 200 Detonate Breaks everything 200 Holy Burst 100 per hit 800 Grand Cross 400 per hit 900 All relics 600 200 Inquisitor Skill Name Super Armor Lightning Bolt EX 10 hits: 200 400+0 Chain Lightning EX 200+0 per hit 400+0 Mind Snapper EX 100+0 200+0 Consecration Useless 400 SA Break SA Break Dragon Nest SA Break & Super Armor values NOTE: If a skill has a * before its name, more details can be found below or to the right. The format for EX skill values is: <original skill SA/SA Break> + <additional SA/SA Break from EX>. This means that if an EX skill has 400+200 SA Break, it means that the original skill's SA Break is 400 and the EX version gives it 200 more SA Break. If it says +0, it means it doesn't change. Saint Skill Name Super Armor Shock of Relic 600 per hit 200 All Relic EXs 600+0 200+0 SA Break NOTE: If a skill has a * before its name, more details can be found below or to the right. Priest Super Armor: SA Break: SA Break in Dragon Nest is the counter to super armor. If skill X's SA Break is the same as skill Y's super armor or higher, skill X will break and cancel skill Y. Keep in mind that SA Break can be stacked too. SA Break stands for Super Armor Break. Example of stacking SA Break: You're an Acrobat and fighting a Mercenary. The mercenary uses Flying Swing. You hit him with Blooming Kick. Blooming Kick doesn't have enough SA Break to break Flying Swing, but you lowered Flying Swing's super armor from 1200 to 450 by hitting him with Blooming Kick. Then you decide to use Kick Shot and you hit both hits which is 225 + 225 = 450 and you succesfully break Flying Swing. Super Armor in Dragon Nest is basically how much defense a skill of yours has. The higher super armor your skill has, the harder it'll be for your opponent to break it. Elementalist Skill Name Super Armor Flame Spark 200 100 Icy Gust 50 per hit 100 Freezing Swords First hit: 200 100 per hit 200 Fire Ball 100 400 Fire Wall 200 per hit Full hit: 1200 1200 Freezing Field 50 200 Frozen Spikes 200 per hit 200 Glacial Wave Breaks everything 200 Inferno 50 per hit 500 Chilling Mist 200 per hit 400 Flame Road Useless 800 Fire Bird Useless 200 Ignite Breaks everything 400 Shatter Breaks everything 400 Elestra Skill Name Super Armor Freezing Swords EX 200+0 * Freezing Field EX 200+0 * Ice Sphere 600 * Frozen Spikes EX 200+0 200+0 per hit (on both spikes) * Frozen Spikes EX: The SA break goes for the explosions at the end too. * Freezing Field EX: if you're not in the center, it has the same SA Break as normal one. * Ice Sphere: SA Break is useless if freeze doesn't proc. 200 per hit (total of 4 hits) 50+0. In the center: breaks everything Breaks everything if freeze procs SA Break SA Break Dragon Nest SA Break & Super Armor values NOTE: If a skill has a * before its name, more details can be found below or to the right. The format for EX skill values is: <original skill SA/SA Break> + <additional SA/SA Break from EX>. This means that if an EX skill has 400+200 SA Break, it means that the original skill's SA Break is 400 and the EX version gives it 200 more SA Break. If it says +0, it means it doesn't change. Saleana work in progress Skill Name Super Armor Fire Ball EX 400+0 * Rolling Lava 600 * Rolling Lava: When the lava ball is coming up from the ground, the SA Break is 50 per hit 100+0 Rolling hits: 200 per hit, Explosion: 1200 SA Break NOTE: If a skill has a * before its name, more details can be found below or to the right. Elementalist Super Armor: SA Break: SA Break in Dragon Nest is the counter to super armor. If skill X's SA Break is the same as skill Y's super armor or higher, skill X will break and cancel skill Y. Keep in mind that SA Break can be stacked too. SA Break stands for Super Armor Break. Example of stacking SA Break: You're an Acrobat and fighting a Mercenary. The mercenary uses Flying Swing. You hit him with Blooming Kick. Blooming Kick doesn't have enough SA Break to break Flying Swing, but you lowered Flying Swing's super armor from 1200 to 450 by hitting him with Blooming Kick. Then you decide to use Kick Shot and you hit both hits which is 225 + 225 = 450 and you succesfully break Flying Swing. Super Armor in Dragon Nest is basically how much defense a skill of yours has. The higher super armor your skill has, the harder it'll be for your opponent to break it. Mystic Skill Name Super Armor Gravity Ball 200 Force Wave 400 200 Linear Ray 80 per hit Total: 400 200 * 9 Tail Laser 200 Black Hole 50 per hit 400 Triple Orbs Useless 400 Summon Comet 1200 400 Gravity Crush Breaks everything 600 Time Stop 200 Time Dodge 100 Spectrum Shower 600 Majesty Skill Name Super Armor Gravity Ball EX 400+0 per explosion 200+0 * Switch Gravity 400 per hit 600 Triple Orbs EX Useless+0 Explosions: 275 400+0 * Black Hole EX 50+0 per hit Last hit: 400 400+0 * Switch Gravity: If the opponent isn't in the air after the 3rd hit, an additional hit will occur (this makes it able to break maelstrom howl). * Black Hole EX: It has the same SA break per hit, but it hits faster and has more hits. Has no SA Break, just stops them Has no SA Break, just stops them Explosions: 200 per hit, laser hit: 200 SA Break SA Break 400, before explosion: 100 per hit Long range:6-7 hits: ~600, 14 hits: 1200 Dragon Nest SA Break & Super Armor values NOTE: If a skill has a * before its name, more details can be found below or to the right. The format for EX skill values is: <original skill SA/SA Break> + <additional SA/SA Break from EX>. This means that if an EX skill has 400+200 SA Break, it means that the original skill's SA Break is 400 and the EX version gives it 200 more SA Break. If it says +0, it means it doesn't change. Smasher Skill Name Super Armor Linear Ray EX 80+0 per hit Total: 400+0 400+200 Laser Cutter 200 per hit Explosion hit: 200 600 9 Tail Laser EX 200+0 Force Mirror EX 100 per hit 200+0 Roughly 90+0 per hit. SA Break * 9 Tail Laser: at close range it breaks almost everything almost instantly NOTE: If a skill has a * before its name, more details can be found below or to the right. Force User Super Armor: SA Break: You're an Acrobat and fighting a Mercenary. The mercenary uses Flying Swing. You hit him with Blooming Kick. Blooming Kick doesn't have enough SA Break to break Flying Swing, but you lowered Flying Swing's super armor from 1200 to 450 by hitting him with Blooming Kick. Then you decide to use Kick Shot and you hit both hits which is 225 + 225 = 450 and you succesfully break Flying Swing. SA Break in Dragon Nest is the counter to super armor. If skill X's SA Break is the same as skill Y's super armor or higher, skill X will break and cancel skill Y. Keep in mind that SA Break can be stacked too. SA Break stands for Super Armor Break. Example of stacking SA Break: Super Armor in Dragon Nest is basically how much defense a skill of yours has. The higher super armor your skill has, the harder it'll be for your opponent to break it. Engineer Skill Name Super Armor Ping Pong Useless 200 Gravity Grenade 200 per hit 100 Rocket Jump Explosion: 400 Yourself: 400 0 Mine Thrower 300 400 Flash Grenade 600 200 Confusion Explosion 200 200 Biochemical Missile 900 400 Shooting Star Skill Name Super Armor Ping Pong EX Useless+0 200+0 Slash Useless 200 * Mine Thrower EX Roughly 32+0 per hit 16 hits = 500 400+0 * Mine Thrower EX has more hits than the normal one. SA Break SA Break Dragon Nest SA Break & Super Armor values NOTE: If a skill has a * before its name, more details can be found below or to the right. The format for EX skill values is: <original skill SA/SA Break> + <additional SA/SA Break from EX>. This means that if an EX skill has 400+200 SA Break, it means that the original skill's SA Break is 400 and the EX version gives it 200 more SA Break. If it says +0, it means it doesn't change. NOTE: If a skill has a * before its name, more details can be found below or to the right. Engineer Super Armor: SA Break: SA Break in Dragon Nest is the counter to super armor. If skill X's SA Break is the same as skill Y's super armor or higher, skill X will break and cancel skill Y. Keep in mind that SA Break can be stacked too. SA Break stands for Super Armor Break. Example of stacking SA Break: You're an Acrobat and fighting a Mercenary. The mercenary uses Flying Swing. You hit him with Blooming Kick. Blooming Kick doesn't have enough SA Break to break Flying Swing, but you lowered Flying Swing's super armor from 1200 to 450 by hitting him with Blooming Kick. Then you decide to use Kick Shot and you hit both hits which is 225 + 225 = 450 and you succesfully break Flying Swing. Super Armor in Dragon Nest is basically how much defense a skill of yours has. The higher super armor your skill has, the harder it'll be for your opponent to break it. Alchemist Skill Name Super Armor Fire Punch 200 400 Ice Punch 200 200 Icing Mass Useless 200 Disease 200 200 Poison Charging 50 per hit 200 Injector 50 per hit 400 Magma Wave 1200 600 Magma Wall First hit: 200 Explosion: 400 600 Ice Palm 200 per hit 400 Mixed Infection 600 600 Poison Break Breaks everything 200 Hypnosis 200 Adept Skill Name Super Armor Fire Punch EX 200+200 400+0 Ice Punch EX 200+0 per punch 200+0 C2H5OH 400 200 Magma Wall EX The launch: Explosions: 400+0 600+0 Ice Beam Breaks everything 400 SA Break SA Break 600, If sleep procs: breaks everything Dragon Nest SA Break & Super Armor values NOTE: If a skill has a * before its name, more details can be found below or to the right. The format for EX skill values is: <original skill SA/SA Break> + <additional SA/SA Break from EX>. This means that if an EX skill has 400+200 SA Break, it means that the original skill's SA Break is 400 and the EX version gives it 200 more SA Break. If it says +0, it means it doesn't change. NOTE: If a skill has a * before its name, more details can be found below or to the right. Alchemist Super Armor: SA Break: SA Break in Dragon Nest is the counter to super armor. If skill X's SA Break is the same as skill Y's super armor or higher, skill X will break and cancel skill Y. Keep in mind that SA Break can be stacked too. SA Break stands for Super Armor Break. Example of stacking SA Break: You're an Acrobat and fighting a Mercenary. The mercenary uses Flying Swing. You hit him with Blooming Kick. Blooming Kick doesn't have enough SA Break to break Flying Swing, but you lowered Flying Swing's super armor from 1200 to 450 by hitting him with Blooming Kick. Then you decide to use Kick Shot and you hit both hits which is 225 + 225 = 450 and you succesfully break Flying Swing. Super Armor in Dragon Nest is basically how much defense a skill of yours has. The higher super armor your skill has, the harder it'll be for your opponent to break it. Screamer Skill Name Super Armor Phantom Claw 200 per hit 400 Chain Claw 400 200 Revenge Hand 600 Rampage Claw 400 Spirit Twinge 200 Stigma of Curse 200 per stigma 200 * Summon Puppet 400 Spirit Paper 50 per hit 400 Cling Snake 50 per snake 200 * Soul Gate One shot: 600 600 * Beast Spirit 600 Ghost Scream 50 per hit 200 Phantom's Rage 150 per hit 0 Blitz Claw 100 per hit 0 Dark Summoner Skill Name Super Armor Chaos Formation 150 per hit 600 Sadism Pleasure 200 Phantom Claw EX First 3 hits: 200+0 Last hit: 200+200 400+0 Chain Claw EX 400+0 per hit 200+0 Revenge Hand EX 600+0 SA Break 1st hit: 100, 2nd hit: 300, the rest: 150 per hit 200 per hit (total 2 hits) First hit: 400. The howling: 100 per hit SA Break 1st hit: 100, 2nd hit: 300, 3rd hit: 400 First hit: 200, 2nd hit: 200, last hit: 400 Dragon Nest SA Break & Super Armor values NOTE: If a skill has a * before its name, more details can be found below or to the right. The format for EX skill values is: <original skill SA/SA Break> + <additional SA/SA Break from EX>. This means that if an EX skill has 400+200 SA Break, it means that the original skill's SA Break is 400 and the EX version gives it 200 more SA Break. If it says +0, it means it doesn't change. Soul Eater Skill Name SA Break Super Armor Spectre of Pain 200 200 Soul Scream 200 per hit (5 hits) 600 Spirit Paper EX 400+0 50+0 per hit (total 12 hits) * Soul gate: 1 shot has 3 hits and those hits have 200 SA Break per hit. All 3 hits almost hit at the same time. * Beast Spirit: It has a hit between the first hit and the howling, but its SA Break is useless as it doesn't even break a flinched person * While puppet is up, you have to hit the opponent alone to have any SA Break. If you hit only the puppet or both the puppet and the player with your skills, you have no SA Break at all. You will just hit him. NOTE: If a skill has a * before its name, more details can be found below or to the right. Screamer Super Armor: SA Break: You're an Acrobat and fighting a Mercenary. The mercenary uses Flying Swing. You hit him with Blooming Kick. Blooming Kick doesn't have enough SA Break to break Flying Swing, but you lowered Flying Swing's super armor from 1200 to 450 by hitting him with Blooming Kick. Then you decide to use Kick Shot and you hit both hits which is 225 + 225 = 450 and you succesfully break Flying Swing. SA Break in Dragon Nest is the counter to super armor. If skill X's SA Break is the same as skill Y's super armor or higher, skill X will break and cancel skill Y. Keep in mind that SA Break can be stacked too. SA Break stands for Super Armor Break. Example of stacking SA Break: Super Armor in Dragon Nest is basically how much defense a skill of yours has. The higher super armor your skill has, the harder it'll be for your opponent to break it. Dancer Skill Name Super Armor Graze Dance 400 Sweet Circle First hit: 400 The rest: 100 per hit 400 * Twinkle Spin First hit: 400 The spin: 30 per hit 400 Deadly Drill 50 per hit Last hit: 200 400 Elegant Storm 100 per hit 600 Stalker 200 200 Dusk Hunter First hit: 200 2nd hit: 400 400 Abolisher 400 200 Sufi Dancer 400 General Dunblade 600 Breeze Call Dance 100 per hit (2 hits) 200 Breeze Call 200 200 Illusion Dance 100 per hit (2 hits) 200 Sinia Turn 40 per hit Last hit: 200 200 Mist Step 400 400 Illusion Gaze 200 200 Blade Dancer Skill Name SA Break Super Armor Squall Flaker First hit: 400 Left click: 40 per hit 200 Hurricane Gust 100 per hit 600 Graze Dance EX 400+0 * Twinkle Spin EX 400+200 Sweet Circle EX 1st hit: 400+0, The rest: 100+0 per hit 400+0 Left click: 1st hit: 200, 2nd hit: 100 * Twinkle Spin EX: like the normal version, your super armor after the iframe is 200. First 2 hits: 100 per hit. The rest: 50 per hit 1st hit: 300, 2nd hit: 400, 3rd hit: 400 100+0 per hit, The spinny blade: useless 1st hit: 400+0, air hits: 30+0, Left click: 200 SA Break 100 per hit. The spinny blade: useless Dragon Nest SA Break & Super Armor values NOTE: If a skill has a * before its name, more details can be found below or to the right. The format for EX skill values is: <original skill SA/SA Break> + <additional SA/SA Break from EX>. This means that if an EX skill has 400+200 SA Break, it means that the original skill's SA Break is 400 and the EX version gives it 200 more SA Break. If it says +0, it means it doesn't change. Spirit Dancer Skill Name SA Break Super Armor Wide Stinger 100 per hit Last hit: 200 400 Praetor 400 per hit 800 Stalker EX 200+200 200+0 * Twinkle Spin: your super armor after the iframe is 200. NOTE: If a skill has a * before its name, more details can be found below or to the right. Dancer Super Armor: SA Break: You're an Acrobat and fighting a Mercenary. The mercenary uses Flying Swing. You hit him with Blooming Kick. Blooming Kick doesn't have enough SA Break to break Flying Swing, but you lowered Flying Swing's super armor from 1200 to 450 by hitting him with Blooming Kick. Then you decide to use Kick Shot and you hit both hits which is 225 + 225 = 450 and you succesfully break Flying Swing. SA Break in Dragon Nest is the counter to super armor. If skill X's SA Break is the same as skill Y's super armor or higher, skill X will break and cancel skill Y. Keep in mind that SA Break can be stacked too. SA Break stands for Super Armor Break. Example of stacking SA Break: Super Armor in Dragon Nest is basically how much defense a skill of yours has. The higher super armor your skill has, the harder it'll be for your opponent to break it. Dragon Nest SA Break & Super Armor values NOTE: If a skill has a * before its name, more details can be found below or to the right. The format for EX skill values is: <original skill SA/SA Break> + <additional SA/SA Break from EX>. This means that if an EX skill has 400+200 SA Break, it means that the original skill's SA Break is 400 and the EX version gives it 200 more SA Break. If it says +0, it means it doesn't change. NOTE: If a skill has a * before its name, more details can be found below or to the right. Chaser Super Armor: SA Break: SA Break in Dragon Nest is the counter to super armor. If skill X's SA Break is the same as skill Y's super armor or higher, skill X will break and cancel skill Y. Keep in mind that SA Break can be stacked too. SA Break stands for Super Armor Break. Example of stacking SA Break: You're an Acrobat and fighting a Mercenary. The mercenary uses Flying Swing. You hit him with Blooming Kick. Blooming Kick doesn't have enough SA Break to break Flying Swing, but you lowered Flying Swing's super armor from 1200 to 450 by hitting him with Blooming Kick. Then you decide to use Kick Shot and you hit both hits which is 225 + 225 = 450 and you succesfully break Flying Swing. Super Armor in Dragon Nest is basically how much defense a skill of yours has. The higher super armor your skill has, the harder it'll be for your opponent to break it.