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Warrior

Skill Name Super Armor


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.

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