✦EMBER WALTZDNC
Physical Ranged DPS · Dawntrail 7.x

Dancer

Ember Waltz The lowest personal damage on the board, and the strongest force multiplier in it.
Burst Window20s · 2-min
Step GCD Lock1.5s · 1 weave
GCD Target2.50s
Pre-pull−15.5s
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01

Core Mechanics

Support, probability, and one hard constraint

The Dancer is a proc engine bolted to a raid buff. Its damage is low by design — its job is to multiply everyone else's, and to be moving while it does it.

DANCE STEPS

Two dances, two clocks

Standard Step runs on a 30-second cooldown; Technical Step on 120. Standard Finish grants 5% to you and your Dance Partner — Technical Finish grants 5% to the entire party for 20 seconds.

Initiating any step locks the GCD to 1.5 seconds, and the step actions themselves run on the same truncated timer.

RESOURCES

Esprit & feathers

Esprit fills from your weaponskills, your partner's under Standard Finish, and the whole raid's under Technical Finish. It caps at 100 and spends on Saber Dance at 50 — and the first Saber Dance after Technical Finish upgrades to Dance of the Dawn.

Fourfold Feathers generate on a 50% roll from combo procs and cap at four. They feed Fan Dance, which itself rolls for Fan Dance III.

PROCS

Overwriting is the sin

A proc has a 30-second life. Let one expire and you have deleted damage you already owned — the single most common unforced error on the job.

Flourish grants every combo proc at once, so you must enter it with a clean board or a forced proc destroys a natural one.

1.5s

The weave constraint. A normal 2.50-second GCD lets you weave two oGCDs. A dance step — and every step input inside it — allows exactly one, because the recast is 1.5 seconds. Clipping a GCD during the step sequence is how a Dancer quietly loses an entire GCD from the burst window. Everything about how this job is played descends from this one number.

02

Level 90 → 100

Three actions rewrote the burst

Dawntrail did not repaint the Dancer. It added three capstones that made the burst window both heavier and stricter — and normalised one timer that had quietly dictated gearing for years.

92

Last Dance

Standard Finish and Finishing Move both grant Last Dance Ready for 30 seconds. 540 potency · 60% AoE falloff

This raised the cost of drifting Standard Step: a missed cycle now loses the finish and a 540-potency payload.

96

Finishing Move

Flourish grants Finishing Move Ready. While active, Standard Step becomes Finishing Move — a free Standard Finish. 850 potency · 60% AoE falloff

The arithmetic that matters: a manual Standard Step sequence eats 5.0 seconds (1.5 initiate + 2×1.0 step + 1.5 finish). Finishing Move occupies a single 2.5-second GCD. Inside a 20-second window, that condensation is the whole point.

100

Dance of the Dawn

Technical Finish grants Dance of the Dawn Ready for 30 seconds, turning a Saber Dance into a line AoE for the same 50 Esprit. 1,000 potency

It is the single largest button in the kit and it must never be spent outside a buff window.

↺

Tillana normalised

In Endwalker, Tillana sat on a fixed 1.5-second GCD and forced awkward Skill Speed maths to keep the GCD wheel aligned with the two-minute cycle. Dawntrail returned it to a standard 2.50s recast.

The consequence is exact: at a strict 2.50s GCD a Dancer executes precisely 48 GCDs per 120-second loop, so Technical Step and Flourish drift back off cooldown exactly as the wheel rolls. There is no longer any reason to carry Skill Speed.

03

The Level 100 Opener

Fifteen seconds before the pull to twenty after

The whole sequence exists to fold Tillana, Dance of the Dawn, Last Dance, Finishing Move and Starfall Dance into one overlapping Technical Finish and Devilment window — while the rest of the raid stacks its own buffs on top.

Pre-pull

−15.5sStandard StepInitiate the dance; do not finish it.
−15.0 → −2.0sTwo step inputsChannel the random colours while the countdown runs.
−1.5sGrade 3 GemdraughtDexterity potion inside the countdown.
−0.5sStandard FinishFractionally early — this is deliberate.

Why −0.5 and not 0.0. Standard auto-attacks carry an innate delay of roughly half a second on engage. Triggering Standard Finish just before the boss becomes targetable forces the auto-attack cycle to start instantly instead of losing a swing to the delay. It is a fraction of a second of damage, and it is free.

Closed Position first. Assign the Dance Partner before the pull — priority is covered in section 07.

The burst · 0.0s → ~20s

TimerGCD actionWeaveWhy it sits here
0.0sStandard Finish—Applies the 5% buff and grants Last Dance Ready.
0.0sTechnical Step4 step inputsOpens the burst; channels roughly five seconds.
5.0sTechnical FinishDevilmentParty 5% plus 20% Crit/DH to you and your partner. Weaving Devilment here mirrors its 20s duration onto Technical's exactly.
7.5sTillanaFlourishGenerates exactly 50 Esprit and grants every proc plus Finishing Move Ready.
10.0sDance of the DawnFan Dance IVSpends the Esprit Tillana just guaranteed, for 1,000 potency. FD4 adds 460 more.
12.5sLast DanceFan Dance IIIConsumes the proc from the pre-pull step — and must resolve before Finishing Move overwrites it.
15.0sStarfall Dancefeather dumpsAuto direct-crit GCD granted by Devilment.
17.5sFinishing Movefeather dumps850 potency, refreshes the Standard Finish buff, grants a fresh Last Dance.
~20sSaber Dancefeather dumpsSpend pooled Esprit before the raid-wide generation overcaps the gauge.
—Priority GCDsfeather dumpsRNG-dependent: Saber Dance above 85 Esprit, then Fountainfall, then Reverse Cascade.
01

Tillana is not negotiable

It guarantees exactly 50 Esprit, which is the cost of the Dance of the Dawn on the very next GCD. Delay it and a burst of party weaponskills in the first three seconds can cap the gauge and waste that 50 — because during Technical Finish the entire raid is generating Esprit for you.

02

Flourish comes after Tillana

Not after Technical Finish. Fired earlier, its granted procs and Finishing Move Ready risk timing out or capping your feathers. At 7.5 seconds every proc stays live comfortably into the cooldown phase, so you spend them methodically instead of panic-weaving.

03

Finishing Move catches the raid

At ~15s it lands 850 potency inside the peak of the window — your Devilment and everyone else's, Ninja's Mug, Astrologian's Divination, Dragoon's Battle Litany — while refreshing Standard Finish before it can drop.

04

Order matters once

Last Dance must resolve before Finishing Move, because Finishing Move grants its own Last Dance Ready. Reverse the two and you have thrown away 540 potency.

04

When the Pull Goes Wrong

Short countdowns, dead bosses, and the opener you must not use

The fifteen-second sequence assumes an orchestrated raid. Most of the game is not that, and the Dancer has to have an answer for both.

01

The five-second pull

Party Finder tanks pull short. Attempting the full pre-pull means Standard Finish lands seconds after the boss is engaged, which drags Technical Finish with it and knocks your whole burst out of phase with the raid. The answer is ugly but correct: open with Standard Step as your first combat action and accept Technical Step arriving about five seconds late. The delay cascades; it is still better than the alternative.

02

Do not open Technical-first

The tempting fix — skip Standard Finish and dump Technical Finish on GCD 1 — is rejected everywhere outside sub-minute kill times. It costs you the opening Last Dance proc, and it means Technical Finish itself misses the 5% Standard Finish multiplier. Two losses to buy a timing fix.

03

Ultimate: the delayed burst

In encounters like Futures Rewritten, The Omega Protocol or Dragonsong's Reprise, bosses go untargetable or invulnerable exactly on the even minutes. Looping rigidly puts your buffs on a wall. The raid agrees to hold: you drift Technical Step, Devilment and Flourish to the re-engagement, and in the meantime you park resources at exactly 4 feathers and roughly 80–90 Esprit, ready to unload the moment the call comes.

04

Latency and the double weave

Fan Dance has a 1.0-second recast, so two can fit one GCD — but only one order is safe. FD1→FD1 is error-prone; FD1→FD3 needs the server round-trip under ~60ms. The universal answer is FD3→FD1: fire a proc you already hold, then a fresh Fan Dance. No confirmation is needed mid-weave, so the inputs buffer and ping stops mattering.

05

The 30 / 60 / 120 Cadence

The heartbeat under the chaos

Between bursts the Dancer is reactive — but it is never free-form. Three rigid clocks run underneath every proc decision, and everything else is scheduled around them.

0:00 · Standard Step / burst opens
0:30 · Standard Step
1:00 · Flourish + Finishing Move
1:30 · Standard Step
2:00 · Technical window
◆ major burst│ Standard Step refreshevery 30s · 60s · 120s
Every 30 seconds

Standard Step or Finishing Move

Refresh the buff and take the Last Dance proc. From Level 96 you alternate: at the even minutes Flourish hands you Finishing Move, which does the same job in a single GCD instead of five seconds.

Every 60 seconds

The Flourish mini-burst

Flourish grants every combo proc, a free Fan Dance III, Fan Dance IV and Finishing Move. Clear your board before pressing it — an overwritten natural proc is a direct loss.

Every 120 seconds

The Technical window

Technical Step and Devilment together. For the 20.5 seconds after Technical Finish, every player in the raid can feed your Esprit. Enter with 80–100 Esprit, 3–4 feathers, and an empty board.

If a mechanic makes you late on Standard Step, hold it. Technical Step is the clock that matters — never let a drifted dance push the raid buff off the two-minute mark.

06

The Filler Priority Matrix

Nine ranks, evaluated on every GCD

With no combo to follow, the Dancer reads the state of its timers and gauges each GCD and takes the highest rung available. The ranking is not arbitrary — it is sorted by how expensive it is to be wrong.

  1. Expiring procsLast Dance, Fountainfall or Reverse Cascade if the timer is about to reach zero. Losing a proc is the highest unforced error available to you.
  2. Saber Dance — Esprit ≥ 85Generation runs 5 per GCD and 10 per partner proc, so sitting at 85+ risks losing resources on the very next press.
  3. Standard Step / Finishing MoveStrictly on cooldown. Drift misaligns every future Last Dance window and eventually costs a whole usage across the fight.
  4. FountainfallConsumes Silken Flow and is preferred over Reverse Cascade so the underlying combo continues without breaking.
  5. Combo'd FountainIf Cascade was used, the 30-second window to land Fountain must be prioritised before it lapses.
  6. Saber DanceDump excess Esprit safely rather than banking toward another cap.
  7. Last DanceConsume it before the next Standard Step or Finishing Move overwrites the proc.
  8. Reverse CascadeConsumes Silken Symmetry.
  9. CascadeThe default filler, only when nothing else is available.

Base combo & procs

Cascade rolls 50% for Reverse Cascade; Fountain rolls 50% for Fountainfall. Each proc carries its own 50% roll for a feather. So the loop is two layers of coin flips, and the priority list above is how you handle two heads in a row.

The feather rule

Feathers cap at four and never regenerate on their own. Never hold four unless you are within ten seconds of Technical Step. At four feathers at the one-minute mark, spend one immediately — so the next proc you roll is not silently discarded.

07

Closed Position

Choosing the Dance Partner

The partner receives your permanent 5%, your Curing Waltz healing, and the whole of your Devilment — a 20% Crit and Direct Hit steroid. Picking wrong is the largest single lever on a Dancer's raid contribution.

01

Esprit is normalised now

Fast jobs used to win the partner slot by feeding Esprit faster. Dawntrail weights the internal coefficients by each job's natural GCD speed, so a slow Black Mage and a fast Monk generate roughly the same Esprit over a sustained fight — about a 20% proc rate. Burst timing no longer changes with composition.

02

So what decides it

How well the partner converts the twenty-second Devilment window into damage. Concentrated burst scales hardest; flat sustained damage scales least. That is the entire ranking.

Tier 1 · Optimal
PCTSAM
Pictomancer's guaranteed criticals — the Hammer combo — scale obscenely against Devilment, and Samurai remains the king of selfish sustained melee damage.
Tier 2 · Strong
RPRVPRMNKNIN
The standard melee block. They align flawlessly with the two-minute window and only slightly trail Tier 1 in raw Devilment scaling.
Tier 3 · Moderate
DRGBLM
Black Mage is consistent but lacks a hyper-concentrated two-minute spike; Dragoon leans on its own raid buffs.
Tier 4 · Sub-optimal
RDMSMN
Lower personal damage ceilings mean less baseline potency for the Dancer to multiply.
Tier 5 · Last resort
MCHBRDDNC
Physical ranged have the lowest personal damage in the game, which makes them the worst possible percentage-amplification targets.
03

Two Dancers

They may partner each other — the self and partner buffs stack cleanly. They cannot partner the same third member: identical buff instances overwrite, so the second Dancer's contribution vanishes.

04

The list is not the answer

A well-geared, skilled Black Mage beats a poorly geared Samurai who dies twice. Your rDPS is tied to the partner's actual damage during the window — partnering a corpse multiplies nothing. If your partner takes Weakness, macro-swap Closed Position to the next-best DPS immediately.

05

Advanced: partner swapping

At the top of the parse ladder Dancers swap mid-fight — hold a Samurai for the sustained 5%, then macro-swap to a Pictomancer about two seconds before Devilment to catch the overtuned burst, then swap back.

06

Verifying it

PartnerCalc, fed by ACT logs, models exactly how much rDPS an alternate partner would have yielded in a fight you already ran. It is the only honest way to answer "who should have had it".

08

Gearing, Wide Pulls & Utility

The solved half of the job

Stat priority

01Weapon Damage / DexterityPrimary scaling. An item-level upgrade that raises these almost always beats any substat arrangement.
02Critical HitThe apex substat. It scales quadratically — raising both how often you crit and how hard — which is exactly what the Devilment window wants. Maximise it on every piece and every materia slot.
03DeterminationA linear multiplier on all damage and healing, including your Curing Waltz.
04Direct HitMeld only once Critical Hit is capped on the piece and Determination thresholds are met.
05Skill Speed — avoidIt speeds the GCD without speeding dance recasts or procs, misaligning the 120-second cycle and clipping cooldowns. Since Tillana was normalised there is no longer any breakpoint to chase.
01

Savage vs Ultimate gearing

Savage progression wants raw item level with natural Crit/Det. Ultimate encounters impose syncs — Futures Rewritten syncs to i735 — and substat caps compress on the way down. A high-ilvl piece bloated with Skill Speed scales down worse than a lower-ilvl piece with perfect Crit/Det. Ultimate raiders use Ultimate weapons or calculated legacy accessories to max Crit/Det without wasting a point.

02

Wide pulls

At three or more targets, Cascade/Fountain become Windmill/Bladeshower and the procs become Rising Windmill/Bloodshower. Feathers spend on Fan Dance II — which still rolls for Fan Dance III, and FD3 cleaves, so it stays a priority. Everything else is unchanged, because every one of the Dancer's big buttons is already an AoE.

03

Dungeon pull technique

Start charging Standard Step while the tank is still running between packs. The steps deal no damage and generate no aggro, so you can prepare mid-run; the instant the tank stops, Standard Finish lands, and Technical Step rolls straight after.

04

Shield Samba

15% party damage reduction in 30 yalms for 15 seconds. It shares an overwriting category with Bard's Troubadour and Machinist's Tactician — they do not stack, so it must be scheduled on the mitigation sheet, not pressed on instinct.

05

Curing Waltz geometry

It emits 300 potency of healing from you and a mirrored 300 from your partner. If the two of you stack precisely, the radii overlap and the raid inside the overlap takes a 600-potency burst heal — on a 60-second cooldown.

06

Improvisation, flashed

It channels regen and builds Rising Rhythm for a 5–10% max-HP party shield. In full uptime, flash it: activate and finish via an oGCD double-weave for the base regen and a 5% shield at no DPS cost. Hold the full channel for untargetable phases only.