Dancer extra-action buildMinor spoilers
One Dancer gives a main unit one extra action. In Part 3, a weaker attacker can take over the role. Plan safe ending tiles before acting; two extra actions require both a Dancer and an Apsara.

A Dancer transfers an action to the ally best able to solve the immediate problem. Plan a safe destination first; dancing does not automatically allow another move.
One Dancer normally gives your main unit two actions. Adding a separate Apsara refresher gives three. Assign Dancer and The Apsara to different units. Unlock Dancer on Leda’s route in Part 1; a unit falling behind in damage can take over in Part 3.
Follow Leda’s route and maintain Sword/Bow progress in Part 1
| Stage | Level, class, and training | Current equipment and reasoning | |
|---|---|---|---|
| Beginner | Hunter: recommended level 5, Sword or Bow D, Renown 1, Beginner License; train Bow first | Preserve offense and give safe finishes for archer duties. Use a bow and medicine, avoiding concentrated attacks | |
| Specialty | Archer: recommended level 20, Bow C, Renown 4, Specialty License; master Crescendo, then continue either Sword or Bow to B | Hit +3 per kill, up to 30, improves shooting. With limited resources, skip another detour through Rogue; In Shadow is optional | |
| Dancer unlock | Complete Great Dancer’s Successor from Chapter 9. The standard exam table lists Sword or Bow B, Renown 8, recommended level 35, and a dedicated qualification item | The acceptance point and official Simplified Chinese name of the qualification accessory remain unconfirmed. Find the matching side quest in this chapter’s quest list, then check eligibility with the examiner | |
| After becoming Dancer | Earn class experience for Special Dance and equip it; survive with swords, bows, and medicine | The refreshed ally gains Dexterity/Speed +3 for this phase, not permanent growth. Reaching the destination alive matters more than her damage |
Complete the unlocked side quest before arranging Dancer eligibility with the examiner. Do not stall Part 1 solely to change classes at a lower level. If the story has already changed the class, check the current class and abilities rather than spending another credential. See the Class certification guide for basics.
Choose a safe destination before the attacker acts in Part 2
Keep Dancer, Special Dance, an available light sword/bow, and medicine. Do not force her own Strength growth.
- 1Choose this turn’s refresh target.Pick a mage or flier for the enemies ahead, or a healer if recovery is the greater need.
- 2Place the main attacker’s first stop where the Dancer can safely reach this turn.Choose the Dancer’s safe endpoint before acting, using walls to protect the back line if helpful.
- 3Have the main unit act first.Complete their normal action.
- 4Dance afterward without assuming another move.Retreating after Dance requires checking the specific Canto skill and current class permissions. The default sequence provides no extra movement.
- 5Have the main unit act again.Attack or heal rather than insisting on one more hit every time.
- 6Use The Apsara only with the Part 3 dual-refresh setup.A separate Apsara can then grant one more action. A single-Dancer sequence ends at step 5.
In Part 3, avoid spending your strongest unit’s action on Dance
| Choice | Preparation | Trade-off |
|---|---|---|
Keep Leda as Dancer | Existing qualification, trained swords/bows, and Special Dance | Easy to continue, but she also has group Blaze support and opportunities to attack after buffing |
Give Dancer to a weaker attacker such as Ursula | Sword or Bow B, Renown 8, and Dancer qualification. Return the current holder’s qualification before checking exams | Exchanges weak damage for a main unit’s action, but still needs protection from fliers; an arbitrary low-level unit is not automatically safe |
Tialla’s two-tile Dance | Meet Dancer’s Sword/Bow requirements and equip Tactician’s Wit | Ally Combat Art range +1 lets Dance reach 1–2 tiles, but costs her strong casting/healing role. Compare which job the team needs more |
| Add The Apsara | Musa accessory at Heaven’s Crown Temple after Section 4, Sword A/Bow C, 100% pass rate; separate Dancer and Apsara units | Two refreshers cost extra training and a deployment slot; they are not prerequisites for the basic build |
In Part 3, another unit can handle Dance while Leda uses her abilities in a combat class. Do not force Tialla through weak skills solely for 2-space Dance. Tactician’s Wit does not add 1 range to every healing spell.
Mounts are not a standard Dancer prerequisite. If mobility is short, the appropriate Kalla level can temporarily add Movement; Aurora can reduce damage on dangerous turns. Choose only unlocked effects and confirm safe destinations even with a Blessing active.
Troy uses Dance on Hong Hua, showing both positions and the refresh command below. This is the moment she gives Hong Hua another action.
Check route access and spell permissions before becoming a Dancer
- Keep normal Dance separate from Leda’s Blaze refresh. An extra action after dancing does not mean the same Blaze Art can be used twice consecutively.
- When choosing a Dancer, compare how many kills or heals her own action achieves with giving the main unit another action.
Leda
Ursula
Tialla
Mu