This class lets you live out your dreams of being a Jedi or Sith in Xenoblade Chronicles X. It is focused more on offense than the other Enforcer class, Mastermind. I’ll help you master this class by explaining everything about it and giving some tips. Check out my Base Class Guide if you want a general idea on all the classes in the game.

This guide will go over the Blast Fencer and Galactic Knight classes in Xenoblade Chronicles X including:

Blast Fencer and Galactic Knight Info - Arts, weapons, and skills for these classes. Galactic Knight Class Tips - Tips for what kind of play style to expect when playing Galactic Knight.

Blast Fencer

This branch focuses on Beam damage, melee and ranged attack. There are more melee attacks even though it is a balanced class stat-wise.

Weapons - Psycho Launchers and Photon Saber

Arts

Starfall Blade (Photon Saber) - Deals weapon damage to a single enemy. Increased damage when used in a melee combo. Acquired at Rank 1 Melee attack

Stellar Ray (Psycho Launchers) - Deals weapon damage and inflicts Beam Res Down to nearby enemies. Increased damage when an Aura is active. Acquired at Rank 1 Ranged attack

Geolibrium (Photon Saber) - Increases Beam resistance, continually restores HP, and nullifies terrain effects for the user. Acquired at Rank 2 Aura, costs 1,000 TP Lightning Cloak (Psycho Launchers) - Grants Electric Res Up to nearby allies. Acquired at Rank 2 Buff Starfall Rondo (Photon Saber) - Deals weapon damage to a single enemy. Increased damage when used in a melee combo. Acquired at Rank 3 Melee attack Jetstream (Psycho Launchers) - Deals Ether damage and inflicts Stun to all enemies ahead. Acquired at Rank 4 Debuff

Astrolibrium (Photon Saber) - Reflects Beam attacks and increases Beam damage for the user. Acquired at Rank 6 Aura, costs 1,000 TP

Shooting Star (Psycho Launchers) - Deals Electric damage and inflicts Shock to all enemies ahead. Acquired at Rank 8 Ranged attack

Skills - 3 slots available

Ether Boost - Increases Ether damage. Acquired at Rank 2 Mechanoid Slayer - Increases damage to Mechanoid enemies. Acquired at Rank 3

Knight’s Soul - Increases maximum TP. Acquired at Rank 5

Aura Assault - Increases melee attack and accuracy when you have an aura active. Acquired at Rank 7

Buff Extender - Extends Buff effects. Acquired at Rank 9 Supreme Sword - Increases damage when triggering melee combos. Acquired at Rank 10

Galactic Knight

This is the upgraded version of the Blast Fencer. It further increases melee and ranged damage.

Weapons - Psycho Launchers and Photon Saber

Arts

Astral Heal (Photon Saber) - Restores HP and restores appendage HP when in Skell for one ally. Acquired at Rank 1 Buff, costs 1,000 TP Astral Protection (Psycho Launchers) - Increases all attribute resistances and restores HP when using Arts. Acquired at Rank 1 Aura, costs 1,000 TP Starfall Blossom (Photon Saber) - Deals weapon damage to a single enemy. Increases TP when used from the front. Acquired at Rank 2 Melee attack Astral Purge (Photon Saber) - Removes debuffs for a single ally. Acquired at Rank 3 Buff Novalibrium (Photon Saber) - Grants Supercharge upon taking damage and enables counter spike damage for the user. Acquired at Rank 4 Aura, costs 1,000 TP Starlight Kick (Psycho Launchers) - Deals Gravity damage and inflicts Topple to a single enemy. Acquired at Rank 6 Melee attack, costs 1,000 TP

Astral Horizon (Photon Saber) - Grants Astral Heal and Astral Purge to all allies and expands area-of-effect attack range. Acquired at Rank 7 Aura, costs 1,000 TP

Galactic Cataclysm (Photon Saber) - Deals Beam damage to all enemies ahead. Increased damage when an Aura is active. Acquired at Rank 8 Melee attack, costs 1,000 TP

Skills - 4 slots available

Gravity Guard - Increases Gravity resistance when wielding a ranged weapon. Acquired at Rank 2 Fast Forward - Reduces Art’s cooldown when triggering a melee combo. Acquired at Rank 5

Stellar Entry - Increases TP when boarding a Skell while in Overdrive. Acquired at Rank 9

Synchrony - Increases Skell melee attack and accuracy, ranged attack and accuracy, Evasion, and Potential. Acquired at Rank 10

Galactic Knight Tips

This class leans more towards melee damage based on the Arts and Skill, even though it increases both melee and ranged attack.

If you want to take advantage of the stat bonuses and use both melee and ranged, I’d max out another class that has more ranged skills. Dual guns is a good one because you can switch back and forth quickly between melee and ranged.

I’d focus on gear and abilities that increase Beam damage and reduce resistances to Beam damage. Picking skills that focus on this and melee damage is a good idea as well.

This is the only class that has skills that focus solely on Skells, so pick this if you want to use Skells a lot.

That’s it for my Blast Fencer and Galactic Knight Class Guide for Xenoblade Chronicles X. Check out my Base Class Guide for tips on any of the other classes.

Xenoblade Chronicles X Blast Fencer and Galactic Knight Class Guide   Xenoblade Chronicles X - 91