RebalanceCLAUDINHOS
EN

Class

Night Watch

Source: Sigma the Fallen. Lv = skill level.

What changes

LATAM is on the 2nd version. The rounds below haven't reached us yet.

2nd → 3rd versionnext for LATAM2026-02-20 · 7 skills changed

The Vigilante at Night

  • SP cost 45 + (Lv x 4) → 68 + (Lv x 4)
  • Gatling 11 x 11 (lv. 1~3) / 13 x 13 (lv. 4~5) → 9 x 9 (lv. 1~3) / 11 x 11 (lv. 4~5)

Only One Bullet

  • Cooldown 0.3 s → 0.35 s
  • Rifle (800 + (Lv x (1350 + (aiming count x 350))) + (CON x 3)) x (base level / 100) %Atk → (1200 + (Lv x (3000 + (aiming count x 350))) + (CON x 3)) x (base level / 100) %Atk
  • Pistol (800 + (Lv x (1500 + (aiming count x 350))) + (CON x 3)) x (base level / 100) %Atk → (1200 + (Lv x (3400 + (aiming count x 350))) + (CON x 3)) x (base level / 100) %Atk

Spiral Shooting

  • Grenade launcher (1000 + (Lv x (1500 + (aiming count x 150))) + (CON x 3)) x (base level / 100) %Atk per hit → (1200 + (Lv x (1700 + (aiming count x 150))) + (CON x 3)) x (base level / 100) %Atk per hit
  • Rifle (1200 + (Lv x (1700 + (aiming count x 150))) + (CON x 3)) x (base level / 100) %Atk → (1400 + (Lv x (2800 + (aiming count x 150))) + (CON x 3)) x (base level / 100) %Atk

Magazine for One

  • Gatling (200 + (Lv x (350 + (aiming count x 100))) + (CON x 2)) x (base level / 100) %Atk per hit → (250 + (Lv x (500 + (aiming count x 100))) + (CON x 2)) x (base level / 100) %Atk per hit
  • Pistol (150 + (Lv x (450 + (aiming count x 100))) + (CON x 2)) x (base level / 100) %Atk per hit → (300 + (Lv x (800 + (aiming count x 100))) + (CON x 2)) x (base level / 100) %Atk per hit

Wild Fire

  • Shotgun (1000 + (Lv x (2450 + (aiming count x 500))) + (CON x 3)) x (base level / 100) %Atk → (1500 + (Lv x (3200 + (aiming count x 500))) + (CON x 3)) x (base level / 100) %Atk
  • Grenade launcher (1000 + (Lv x (2300 + (aiming count x 500))) + (CON x 3)) x (base level / 100) %Atk → (1500 + (Lv x (3000 + (aiming count x 500))) + (CON x 3)) x (base level / 100) %Atk

Basic Grenade

  • Formula (1000 + (Lv x 950) + (Lv of Grenade Mastery x 50)) + (CON x 5)) x (base level / 100) %Atk → (1500 + (Lv x 2100) + (Lv of Grenade Mastery x 50)) + (CON x 5)) x (base level / 100) %Atk

Hasty Fire in the Hole

  • Formula (1500 + (Lv x 1050) + (Lv of Grenade Mastery x 20)) + (CON x 3)) x (base level / 100) %Atk per hit → (1500 + (Lv x 1500) + (Lv of Grenade Mastery x 20)) + (CON x 3)) x (base level / 100) %Atk per hit
275/60 patchlater2026-05-03 · 2 new skills

New skills Wild Shot, Midnight Fallen

Skills

Show skills in:

highlighted = changed in the version shown. Each skill has its own timeline: click a version to see its text.

P.F.I

275/60
Max level: 10Type: Passive
  • With a gun: P.Atk + (Lv + 2)

Intensive Aim

275/60
Max level: 1Type: Self buff, toggle
Variable cast0 s
Fixed cast0 s
Global delay0 s
Cooldown0.5 s
SP cost10
  • On use, gains Atk + 150, Hit + 250, Cri + 30
  • On use, gains 1 aiming count every 0.5 s, up to a max. of 10
  • Aiming count increases the damage of Night Watch gun skills, based on how many there are at the moment of use
  • After using a skill that uses aiming count in its formula, the counter resets and starts again
  • Under Intensive Aim the caster can't move; if moved for any reason, Intensive Aim is cancelled and aiming count resets
  • Exception: moving with Fallen Angel doesn't cancel Intensive Aim or reset aiming count
  • Using Intensive Aim again while active cancels the skill, resets aiming count and allows movement

The Vigilante at Night

275/60
Max level: 5Type: Ranged physical, instant effect aroundAP recovery: 1
Variable cast0 s
Fixed cast1.5 s
Global delay1 s
Cooldown0.5 s
SP cost68 + (Lv x 4)
Gatling((Lv x (300 + (aiming count x 100))) + (CON x 2)) x (base level / 100) %Atk per hit
Shotgun(800 + (Lv x (700 + (aiming count x 200))) + (CON x 3)) x (base level / 100) %Atk per hit
Hits7 (gatling) / 4 (shotgun)
Gatling9 x 9 (lv. 1~3) / 11 x 11 (lv. 4~5)
Shotgun5 x 5 (lv. 1~3) / 7 x 7 (lv. 4~5)
  • Formula:
  • Area
  • Requires a gatling gun or shotgun
  • With a gatling gun, ignores the target's HardDef
  • Consumes 10 bullet(s) per 1 use(s)

Only One Bullet

275/60
Max level: 5Type: Ranged physical, single targetAP recovery: 1
Variable cast0 s
Fixed cast1 s
Global delay0.5 s
Cooldown0.35 s
SP cost35 + (Lv x 4)
Range9 cells
Rifle(1200 + (Lv x (3000 + (aiming count x 350))) + (CON x 3)) x (base level / 100) %Atk
Pistol(1200 + (Lv x (3400 + (aiming count x 350))) + (CON x 3)) x (base level / 100) %Atk
Hits1
  • Formula:
  • Requires a rifle or pistol
  • With a rifle, can crit, with a chance equal to the caster's CRI
  • With a pistol, ignores the target's HardDef
  • Consumes 1 bullet(s) per 1 use(s)

Spiral Shooting

275/60
Max level: 5Type: Ranged physical, single targetAP recovery: 1
Variable cast0 s
Fixed cast1.5 s
Global delay1 s
Cooldown0.5 s
SP cost43 + (Lv x 5)
Range9 cells
Grenade launcher(1200 + (Lv x (1700 + (aiming count x 150))) + (CON x 3)) x (base level / 100) %Atk per hit
Rifle(1400 + (Lv x (2800 + (aiming count x 150))) + (CON x 3)) x (base level / 100) %Atk
Hits2 (grenade launcher) / 1 (rifle)
Grenade launcher9 x 9 (lv. 1~3) / 11 x 11 (lv. 4~5)
Rifle5 x 5 (lv. 1~3) / 7 x 7 (lv. 4~5)
  • Formula:
  • Area
  • Requires a grenade launcher or rifle
  • With a rifle, can crit, with a chance equal to the caster's CRI
  • Consumes 6 bullet(s) per 1 use(s)

Magazine for One

275/60
Max level: 5Type: Ranged physical, single targetAP recovery: 1
Variable cast0 s
Fixed cast1 s
Global delay1 s
Cooldown0.5 s
SP cost38 + (Lv x 4)
Range9 cells
Gatling(250 + (Lv x (500 + (aiming count x 100))) + (CON x 2)) x (base level / 100) %Atk per hit
Pistol(300 + (Lv x (800 + (aiming count x 100))) + (CON x 2)) x (base level / 100) %Atk per hit
Hits10 (gatling) / 6 (pistol)
  • Formula:
  • Requires a gatling gun or pistol
  • With a pistol, can crit, with a chance equal to the caster's CRI
  • With a gatling gun, consumes 10 bullet(s) per 1 use(s)
  • With a pistol, consumes 6 bullet(s) per 1 use(s)

Wild Fire

275/60
Max level: 5Type: Ranged physical, groundAP recovery: 1
Variable cast0 s
Fixed cast1 s
Global delay1 s
Cooldown0.5 s
SP cost47 + (Lv x 4)
Range9 cells
Shotgun(1500 + (Lv x (3200 + (aiming count x 500))) + (CON x 3)) x (base level / 100) %Atk
Grenade launcher(1500 + (Lv x (3000 + (aiming count x 500))) + (CON x 3)) x (base level / 100) %Atk
Hits1 (the damage shows 3 times)
Shotgun5 x 5 (lv. 1~3) / 7 x 7 (lv. 4~5)
Grenade launcher9 x 9 (lv. 1~3) / 11 x 11 (lv. 4~5)
  • Formula:
  • Area
  • Requires a shotgun or grenade launcher
  • Consumes 5 bullet(s) per 1 use(s)

Grenade Mastery

275/60
Max level: 10Type: Passive
  • CON + (Lv)
  • Increases the damage of Grenade skills (see the skills' formulas)

Grenade Fragment

275/60
Max level: 7Type: Self buff, instant effect
Variable cast0 s
Fixed cast0 s
Global delay0 s
Cooldown2 s
SP cost50
  • Changes the element of Grenade skills
  • Possible elements: Water / Wind / Earth / Fire / Shadow / Holy (lv. 1~6)
  • Level 7 cancels the skill's effect
  • Without this skill, Grenade skills use the bullet's or weapon's element

Basic Grenade

275/60
Max level: 5Type: Ranged physical, groundAP recovery: 2
Variable cast0 s
Fixed cast1 s
Global delay0 s
Cooldown0.3 s
SP cost30 + (Lv x 6)
Range9 cells
Formula(1500 + (Lv x 2100) + (Lv of Grenade Mastery x 50)) + (CON x 5)) x (base level / 100) %Atk
Hits1 (the damage shows 2 times)
Area3 x 3 (lv. 1~3) / 5 x 5 (lv. 4~5)
  • Consumes 1 throwing grenade per 1 use(s)

Hasty Fire in the Hole

275/60
Max level: 5Type: Ranged physical, groundAP recovery: 3
Variable cast0 s
Fixed cast1 s
Global delay0 s
Cooldown1 s
SP cost47 + (Lv x 3)
Range9 cells
Formula(1500 + (Lv x 1500) + (Lv of Grenade Mastery x 20)) + (CON x 3)) x (base level / 100) %Atk per hit
Hits3 (continuous) (each hit shows the damage 2 times)
Area5 x 5 (hit 1) / 7 x 7 (hit 2) / 9 x 9 (hit 3)
  • Consumes 3 throwing grenade per 1 use(s)

Grenades Dropping

275/60
Max level: 5Type: Ranged physical, groundAP recovery: 5
Variable cast0 s
Fixed cast1 s
Global delay0 s
Cooldown4.5 s
SP cost47 + (Lv x 3)
Range9 cells
Formula(550 + (Lv x 850) + (Lv of Grenade Mastery x 20)) + (CON x 3)) x (base level / 100) %Atk per hit
Hits3 x 16 (continuous), random hits inside the area
Area11 x 11 (lv. 1~3) / 9 x 9 (lv. 4~5)
Grenade3 x 3 (lv. 1~3) / 5 x 5 (lv. 4~5)
  • Consumes 15 throwing grenade per 1 use(s)

Auto Firing Launcher

275/60
Max level: 5Type: Self buff, instant effect
Variable cast0 s
Fixed cast3 s
Global delay0 s
Cooldown30 s
SP cost80 + (Lv x 10)
Duration90 + (Lv x 30) s
Chance to autocast Basic Grenade(Lv + 5)%
Chance to autocast Hasty Fire in the Hole3% / 5% / 7% (lv. 3~5)
Chance to autocast Grenade Dropping3% (lv. 5)
  • Hasty Fire in the Hole autocast starts with this skill at lv. 3
  • Grenade Dropping autocast starts with this skill at lv. 5
  • The autocast uses the highest level learned
  • The autocast consumes throwing grenades as each skill normally does
  • Skills triggered by this autocast don't recover AP

Hidden Card

275/60
Max level: 10Type: Self buff, instant effectAP cost: 150
Variable cast0 s
Fixed cast2 s
Global delay0 s
Cooldown60 s
SP cost150
Duration300 s
Ranged physical damage+(Lv x 10)%
  • P.Atk + (Lv x 3)

Mission Bombard

275/60
Max level: 10Type: Ranged physical, groundAP cost: 35
Variable cast0 s
Fixed cast1 s
Global delay0 s
Cooldown10 s
SP cost100
Range9 cells
Main damage(5000 + (Lv x 1800) + (Grenade Mastery Lv x 100)) + (CON x 5)) x (base level / 100) %Atk per hit
Secondary damage(800 + (Lv x 200) + (Grenade Mastery Lv x 30)) + (CON x 5)) x (base level / 100) %Atk per hit
Hits3 (main damage) + 3 x 40 (secondary damage) (continuous), random hits inside the area
Area9 x 9
Secondary damage5 x 5
  • Formula

Wild Shot

new in 275/60
2nd3rd

Midnight Fallen

new in 275/60
2nd3rd