Hunter, Ranger and Force Guide

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Hunter · Ranger · Force

This guide has two layers: first the Vanilla PSOBB fundamentals that hold from Normal all the way to Ultimate, then Ephinea’s multiplayer endgame gear and roles. It is not a fixed build answer: HUs take the key targets, RAs control the field and cover whole waves, and FOs multiply the party’s efficiency, but all three must adapt to their gear, the quest and the party.

Expand: what Vanilla means, the four difficulties and fundamentals for all classes

What Vanilla means here

In this guide, Vanilla means PSO Blue Burst’s original combat framework: three-hit combos, hit checks, weapon attributes and special attacks, Mags, materials, techniques and the four difficulties. It is not the same as Ephinea’s Classic mode: Classic also turns off Episode 4 and related items and uses official BB’s difficulty requirements. None of the “Vanilla route” below depends on expensive endgame gear, and it suits ordinary Ephinea characters starting out.

What to learn on each difficulty

StageMain goalsDon’t rush
NormalTry every weapon type’s animations, raise a Mag, learn normal/heavy/special attacks and enemy hitstunSpending lots of grinders or materials on transitional gear too early
HardStart keeping Hit weapons, round out the basic techniques and area weaponsLooking only at red-box star ratings and ignoring green common weapons
Very HardBuild four kinds of tools—single target, area, ranged and control—and prepare for UltimateStacking damage only, without adding ATA, HP and resistances
UltimateAdapt to faster enemies with more EVP and resistance; switch weapons and tactics by areaGambling on low-Hit special attacks landing

Resource priorities when starting out in Vanilla

  1. Raise a Mag first: HUs and RAs start with POW + DEX; a simple ready-made choice is 5/145/50/0 or 5/150/45/0; pure-casting FOs start with MIND. DEF is usually not worth building on purpose.
  2. Hit matters more than rarity: each 1% Hit on a weapon adds 1 ATA against every enemy. A high-Hit common weapon is often more useful than a red-box weapon with no Hit.
  3. Keep enemy-type attributes: Native, A.Beast, Machine and Dark raise physical damage against the matching enemies; switching to the right attribute before a new area often pays off more than a little displayed ATP.
  4. Use materials according to your build: humans share a material cap of 250, Newmans and Androids 150; HP/TP Materials are counted separately. Until you settle your final build, at least avoid casually using DEF and EVP Materials.
  5. Common weapons are your mainstay: Swords, Partisans, Shots, Slicers, Mechguns and other area or multi-hit weapons decide how fast you clear; rare weapons mostly add special functions.

Related tools: Mag simulator · Material planning · Stat calculator · Endgame gear reference · Game mechanics and damage formulas

The short answer: what each class does in a party

HU: remove the most dangerous enemies

Stand at the side or rear of spawn points in advance and use your highest single-target damage to kill high-HP enemies and those that charge or break the formation first; don’t just chase small fry.

Most demanding positioningHigh melee risk

RA: take the threat out of whole waves

Fire from a safe distance that covers most enemies, switching between freeze, paralysis, Hell, Demon’s and area firepower for each wave.

Fullest toolkitMore forgiving

FO: raise the whole party’s output

Keep S/D up and quickly add J/Z, Resta and Anti; pre-stack Gifoie to seize the tempo when you can, and switch promptly when a weapon or another technique fits better.

Watching the whole fieldFrequent gear swaps

Fundamentals for all three classes

  1. Spawn knowledge before gear: learn the dangerous enemies and big waves first, then the ordinary ones; only when you know where the next wave appears can you pre-position, pre-attack or pre-stack techniques.
  2. Don’t double up on one target: read where your teammates are heading and take over areas nobody is covering. Focusing fire is not always fastest; sensible target splitting is usually more effective.
  3. Master the shortcut menu: switch weapons, use items and cast from the shortcut menu in combat; it is safer than the main menu and queues actions on the first frame they can execute.
  4. Understand combos: N / H / S are normal, heavy and special. Decide on two or three hits by the enemy’s hitstun and your weapon’s recovery; don’t mechanically finish every combo.
  5. Accuracy first: theoretical damage you cannot land reliably is meaningless. High-Hit weapons, ATA, positioning and SN glitch all solve the same problem.

Current mechanics: Ephinea has removed Damage Cancel (DMC). The old Force forum post’s advice not to attack so you don’t cancel teammates’ damage is historical only; you should still avoid pointless attacks, but because of positioning, control and roles, not DMC.

HU · Hunter

The HU’s strength is top-tier melee burst; the weakness is limited effective range. An efficient HU doesn’t hack at whatever is nearest, but decides in advance which enemy must disappear fastest, then uses the right angle and combo to finish a Combo Kill (killing it within one combo).

Vanilla progression

PeriodWeapons and playWhat to build
Normal–HardSabers/Daggers for single targets, Swords/Partisans to sweep groups, Handguns for flyers, traps and targets you shouldn’t close in on. Start with N-N-H or N-H-H to make sure you hit.Mag mostly POW with some DEX; equip Arm units first. Learn to circle behind, stop after two hits and delay the third.
Very HardAdd a Mechgun for single targets and a Slicer for scattered enemies; start keeping high-Hit Charge/Spirit/Berserk common weapons.Carry a reliable ranged weapon and an area weapon; don’t use a Sword for everything.
UltimateEnemies are faster with more EVP: freeze, paralyse or bait a whiff before closing in. If you keep missing, switch to a high-Hit lower-tier weapon rather than forcing a rare with no Hit.Prepare attribute weapons by enemy type and gradually add Arrest, Hell, Demon’s and high-damage sacrifice specials.

Key Vanilla habit: don’t treat high HP as permission to stand and tank. A HU’s defense comes from distance, angle, hitstun and knockdown control; when surrounded, first pull enemies into a line or fan, then swing an area weapon.

Choosing among the four characters

HUmar

A balanced human with steady melee who can use attack and healing techniques up to Lv15; cannot use Shifta/Deband, so relies more on FO support in a party.

  • How to play: use Jellen first to lower melee risk and Zalure to raise your kill threshold, then burst from the side or rear with a Sword, Vjaya or Mechgun.
  • Solo: get S/D from S-Red’s Blade or Mylla & Youlla; with no traps, Arrest Slicer and Gifoie are your main control patches.
  • Pitfall: “balanced” doesn’t mean well-rounded; without S/D and strong control, the HUmar actually demands more of your positioning and gear.

HUnewearl

The lowest HP and lower ATP among HUs, but with Lv20 S/D/J/Z, Resta and natural TP regeneration she is the strongest soloist and most self-sufficient.

  • How to play: Keep S/D up before each wave and J/Z strong enemies before closing in; use Rabarta/Gifoie to open a melee window, then finish with Spirit, Berserk or multi-hit weapons.
  • Role: in a party without an FO, provide support; with an FO, save TP for control, Resta and ranged finishing, and focus on the HU’s key targets.
  • Pitfall: don’t play a budget FO just because you can cast; her main damage is still high-Hit physical weapons.

HUcast

The highest ATP of any class, with freeze, confuse and damage traps, making him the most direct melee burst choice; no techniques, so accuracy and party support matter even more.

  • How to play: Place a Freeze Trap at the spawn and pop it at once; while they’re frozen, clear the group with a Sword or Vjaya, or take high-HP targets with Dark Flow or a Mechgun.
  • Traps: save Freeze for dangerous elites and burst windows; confuse ordinary dense groups so they bunch up and fight each other; Damage traps one-shot Slime splits.
  • Pitfall: high ATP doesn’t mean finishing every combo; Androids have limited healing, so stopping safely after two hits is usually faster.

Jump to the HUcast deep dive ↓

HUcaseal

An Android HU with more ATA and EVP; her animations and traps give steady control. Lower ATP than the HUcast, leaning towards agility and precision.

  • How to play: Use the HU class’s highest ATA to land Arrest/Hell reliably earlier; after freezing, handle high-EVP single targets with fast Dagger animations or multi-hit weapons.
  • Role: prioritize trap control over competing with the HUcast on damage; take the targets the HUcast’s special attacks tend to miss.
  • Pitfall: high EVP isn’t reliable damage reduction; still use traps, circling behind and hitstun to stay in control.

Character guides

HUmar · controlling the field as a balanced fighter with no traps

Core loop: enter at a safe distance → Jellen melee threats and Zalure high-HP targets → Gifoie to stop the first charge → shape the group from the side or rear with a Sword or Slicer → finish high-HP targets with a Mechgun, Vjaya or Excalibur. The HUmar’s skill isn’t knowing a bit of everything; it’s trading techniques for melee windows when you have no traps.

Solo

Get S/D from S-Red’s Blade or your Mag’s PB; Jellen before closing in, and save Resta for after you leave the attack animation. Against a scattered group, open with Gifoie or Arrest Slicer instead of chasing them one by one.

Party

When the FO already has J/Z up, don’t recast; go straight for the dangerous targets. Without an FO, Zalure the tough enemies yourself, but don’t lose tempo casting on every ordinary enemy.

  • Weapon priorities: high-Hit Raygun, DoB, area swords and Mechguns, then add Demon’s Mechgun and a Zalure Gun.
  • What to practice: switch to your melee weapon right after Gifoie; practice stopping safely after two hits to make up for having no Freeze Trap.
  • Common mistake: casting Resta while surrounded; leaving the attack range before healing is usually faster than eating the next hit.
HUnewearl · switching between support, self-sufficiency and physical damage

Core loop: top up S/D between rooms → J/Z the key enemies as the wave starts → Rabarta/Gifoie to make a window → finish with high-Hit physical weapons. Lv20 support makes her a complete soloist, but her lower ATP means she must use attributes, special attacks and multi-hit weapons rather than grinding enemies down with an ordinary sword.

  • TP budget: ordinary enemies need one J/Z or none; save TP for S/D, J/Z on strong enemies, Resta and emergency Anti. Natural TP regeneration suits safe pauses between rooms, not standing still mid-fight.
  • Damage choices: DoB or a Sword for weak enemies; for tough ones, Demon’s first, then finish with a Mechgun, Excalibur or Vivienne; use techniques when enemies have low technique resistance to avoid dangerous melee.
  • Party: with an FO, go back to the HU role and hit the key targets; take on full support only without an FO. Don’t give up your position at the spawn point to refresh S/D that still has plenty of time left.
  • Survival: low HP means preventing damage with Jellen, the side and rear, and two-hit combos; Resta is not unlimited after-the-fact forgiveness.
HUcaseal · control play as a high-ATA trap hunter

Core loop: land Arrest/Hell first with your ATA advantage → Freeze the remaining threats → finish from the side with fast Dagger/Twin Sword animations. She isn’t a “small HUcast”; her advantage is landing special attacks reliably earlier and cutting party downtime with precise control.

  • Scattered enemies: sweep once with an Arrest J-Cutter or Slicer, and decide on melee after the paralysis lands; safer than charging into the middle of a scattered group.
  • High-EVP single targets: Freeze to lower their EVP, then use multi-hit weapons; if the third hit won’t kill, leave after two.
  • Trap budget: she gains fewer Freezes than the HUcast, so she can’t copy the route of freezing every dangerous wave; leave freezable ordinary waves to Arrest and spend Freeze only on targets that actually break the formation.
  • Common mistake: relying on high EVP to stand and tank. Evasion is a chance, not control; once several enemies flank you from different angles, still get out of the encirclement first.

Character deep dive · how to play the HUcast

The HUcast’s strength isn’t “big numbers, so charge in and hack”; it’s using spawn knowledge to turn limited reach into an advantage: take the side or rear of dangerous targets in advance, create a four-second window with a trap, and finish a Combo Kill within it. When starting out, practice only safe kills; once you know the quests, practice pre-placing traps, precise positioning and low-HP Dark Flow.

Before entering: six roles, not the six most expensive weapons

Always carried

  • Raygun: Pop overhead traps, finish from range, pull single enemies.
  • Sword / Partisan: Clear groups once enemies have bunched into a frontal fan.
  • Slicer: For scattered or moving enemies, or when you can’t safely close in.
  • Mechgun / Twin Sword: High-HP single targets once frozen.

Swap by quest

  • Arrest: Dorphons, Girtablulus and other targets that can’t be frozen or are better paralysed.
  • Hell: Enemies in Episode 2 with low dark resistance that are slow to kill physically.
  • Twin Blaze: Pre-set traps to pop instantly with lingering Gifoie; it also blocks charges.
  • Zalure ES: Fills in when soloing bosses or when the party has no reliable Zalure.

Shortcut bar tips: put Freeze Trap, Confuse Trap, Mates and Star Atomizer in the easiest slots, and keep weapons in a fixed ranged → area → single → special order. Muscle memory is worth more than one more similar weapon in your bag.

What to check for every wave, in order

  1. Dangerous targets first: enemies that charge, leap, control from range or have the most HP come first. If a teammate is already heading for one, take the other side; don’t have four players chase the same enemy.
  2. Then the shape: a line or fan calls for a Sword; enemies spread over a wide angle call for a Slicer; one to three high-HP targets call for a Mechgun, Twin Sword or Excalibur.
  3. Decide whether to control: if the target can be frozen and will break the formation, place Freeze; if ordinary enemies need to bunch up first, wait briefly in position; if they can’t be frozen, try Arrest. Don’t let the party get scattered to “save traps”.
  4. Open from the side or rear: going face to face only trades the highest ATP for the most damage taken. Baiting one whiff and then sidestepping to the side or rear is the steadiest opener without traps.
  5. The kill threshold decides two hits or three: if the third hit won’t kill and its recovery will get you hit, stop at two and reposition. The third hit is not a reward button.

How to use the three traps

TrapWhen to useHow to pop itCommon mistakes
FreezeDangerous waves, where leaping enemies land, high-EVP targets, and whenever the whole party needs to burst safely. Freezes for about four seconds and lowers enemy EVP by 30%.Shoot it with a Handgun on the spot; pre-place it at known spawn points; with Twin Blaze, lay Gifoie first and the trap pops automatically.Freezing before enemies have gathered, so the Sword/Vjaya can’t cover them; or wasting it on targets that can’t be frozen.
ConfuseWhen ordinary enemies hit hard, when you want them to fight each other, or when you need them to gather; worth more when starting out and short on damage.Usually let the trap trigger naturally, and use the confusion to reposition or switch to an area weapon.Overwriting a teammate’s fresh Freeze; placed carelessly on Ultimate it makes movement unpredictable and breaks the planned positions.
DamageOn Ultimate, one-shot freshly spawned Slimes, knock Rappies down to flee, or add damage to small enemies with low EFR.Pre-placing at spawn points is steadiest; there’s no need to use it as main damage for ordinary clearing.Throwing Damage traps one after another as a weaker Freeze, which gives no control and wastes animation time.

Combos aren’t fixed answers: practice these five first

InputWhenHow to judge
N-HUnfamiliar melee targets, controlling a group head-on with a SwordSidestep right after two hits; if you don’t know whether the third is safe, don’t throw it.
N-N-HStarting out, not enough Hit, when you need reliable hitsDeliberately delay the second and third hits so each hitstun truly chains; mashing wastes hitstun time.
N-H-HFrozen or paralysed targets, when ordinary damage is enoughThe third hit must kill, or the target must be unable to counter during your recovery.
S-N-SSlicer special attacks such as DoB, Arrest and HellUse the Accuracy Glitch at mid range to raise special-attack accuracy; distance and when the slicer returns affect the result.
S-S-S / S-H-HVjaya, Berserk or other high-risk specials inside a freeze windowOnly when the hit rate, the HP/money cost and the kill threshold are all clear; otherwise switch to a safe combo.

What “delay” means: hitting an enemy again while it is still flinching does not refill the flinch time. The right way is to wait a little within the combo’s input window, letting the previous hit’s hitstun nearly end before the next, instead of mashing as fast as possible when you see the three-hit button.

Typical situations: what you see, what to switch to

A group of ordinary enemies walks towards you

Step back half a pace so they stack into a fan → Freeze → Sword from the side. If they’re still spread out, switch to a Slicer; don’t chase the first one and scatter the group.

One high-HP enemy with a few small fry

If teammates can clear the small fry, go straight for the high-HP enemy; if nobody takes them, Freeze the whole wave first, then cover them all with Excalibur/Vjaya, or back off after two hits and reset.

Dorphon / Delbiter charges

Don’t gamble on a combo head-on. Pre-place a trap or lay Gifoie with Twin Blaze; use Arrest on targets that can’t be frozen, and burst from the side once the control lands.

Flying or high-altitude targets

Keep up damage and draw them with a Raygun first; once practised, handle those spawn points with the unlimited-vertical-range specials of TJS/Dark Flow instead of waiting blindly under the landing point.

Solo versus party responsibilities

SituationWhat you should take onManaging resources
SoloGet Lv3 S/D from S-Red’s Blade and handle bosses and armoured targets with a Zalure ES; make good use of doors, corners and Confuse to gather enemies.Remember the supply points; you only have 10 of each Mate, so save HP through positioning rather than trading medicine for hits.
Ordinary partyMove into kill position as soon as the FO has J/Z up; Freeze creates a shared window for the party, and take the high-HP targets teammates are slow to kill first.Use Star Atomizers to save teammates in melee and keep the tempo; when a teammate has already taken control, don’t overwrite it with Confuse.
Experienced speed runsPre-position and pre-place traps by floor markings to enter the kill frame the moment enemies appear; assign targets by where teammates are heading.Budget traps per room—neither hoarding them all run nor placing one every wave; save Freeze for spawns where it clearly shortens the wave.

Low-HP Dark Flow: learn it last, it’s not an entry requirement

Dark Flow’s special needs HP below 12.5% of max. Standing against the target overlaps five sword waves for extreme single-target burst, but at low HP any positioning mistake can kill you. First learn to use Monomate +200 HP, Dimate +500 HP to adjust your HP and remember the fixed-damage attacks before practising in public parties. When teammates need healing, don’t ask the whole party to accommodate your low-HP play; switching back to ordinary full-HP combos still makes you a competent HUcast.

A 20-minute practice routine

  1. 5 minutes: Sword only; against one melee enemy type practise “bait a whiff → sidestep → delayed N-N-H” until you stop getting countered.
  2. 5 minutes: In the same room, pop Freeze by natural trigger, a Raygun shot and Twin Blaze, and compare how much effective attack time you have left.
  3. 5 minutes: Split each wave into “bunched / scattered / high-HP single” first, and force yourself to switch to the matching weapon instead of using one Sword the whole way.
  4. 5 minutes: Rerun the quest and memorize only the positions and trap timing for the three most dangerous spawns; add three more next run instead of learning the whole map at once.

Combat loop

  1. Before entering a room, confirm the next spawn point and priority target.
  2. Stand to the enemy’s side or rear, not face to face; use floor textures as fixed position markers when needed.
  3. Slicer for scattered enemies, Sword/Partisan for bunched enemies, Mechgun, Twin Sword or Dark Flow for high-HP single targets.
  4. Delay the second and third hits to keep the hitstun going; when the recovery isn’t safe or the third hit won’t kill, throw only two.
  5. Stop charges with Gifoie, Twin Blaze, freezing or Arrest, then move into burst position.

HP and low-HP play

HUs are often up close, and they use the Mag’s low-HP invincibility trigger and the Dark Flow special most. Master fixed damage, how much medicine heals and safe positions before practising low HP lines; Monomate restores 200 HP and Dimate restores 500 HP, which lets you adjust HP precisely on Ultimate. After a failure, reviewing your positioning and combos is more effective than blindly stacking defense.

Weapon route

General tools to prepare first

  • Charge / Berserk Raygun: Finishing from range and popping traps.
  • Charge / Berserk Vulcan: Cheap single-target burst.
  • Red Sword / Chain Sawd: Early area clearing.
  • Diska of Braveman + Thirteen: Practical ranged area damage.
  • S-Parts ver2.01: An important +15 ATA source for Androids before Lv180.

Key ES / S-Rank

  • Arrest / Hell Slicer or J-Cutter: the HU’s core area special weapon, top priority.
  • Demon's Mechgun: Human/Newman HUs’ tool for shaving high-HP single targets.
  • Zalure Gun: For HUmars and Androids without an FO, against bosses or when soloing.
  • Hell Sword / Partisan / Scythe: Fills in when enemies are too close for the Slicer to use its range.

Endgame damage weapons

  • Vjaya: Expensive, high-ceiling multi-target burst.
  • Excalibur: Up to three targets, good for high-HP enemies once frozen.
  • Tsumikiri J-Sword: A special that circles you with unlimited vertical range.
  • Dark Flow: Stacks five sword waves up close for the strongest single-target spawn burst.
  • Jizai: For single targets with high DFP/EVP.

Armour and upgrades

  • Red Ring: First choice in most situations, with ATP, ATA and excellent defense.
  • Anti-Dark Ring: The core of high-EDK setups.
  • D-Parts ver1.01: +35 ATP for Androids.
  • Enemy-type attribute upgrade priority (Photon Sphere): Dark Flow → TJS → DoB / Vjaya / Excalibur → Twin Sword → Twin Saber.
  • Attribute reference: Machine and Dark first; common combinations are Native/A.Beast and Machine/Dark.
Expand: build checklist for the three classes, Vanilla vs Ephinea, and sources

Shortest build checklist

ClassSort out firstThen addEndgame direction
HUHit, ranged handguns, area weaponsArrest / Hell Slicer, DoB + ThirteenDF, TJS, Vjaya, Excalibur attribute set
RA50H Charge Arms / VulcanFrozen Shooter, Spread Needle, V502 + HellBaranz, HS, Excalibur attribute set
FOLv30 support, V801, area stavesMagical Piece, support staves, Smartlink/V502Barrier switching for techniques, a Demon’s/Hell toolkit

Where Vanilla ends and the Ephinea endgame begins

SystemVanilla core ideaAdvanced use from the later parts of this page on Ephinea
Drops / experienceClassic drops are shared by the party; traditionally you must hit an enemy or apply J/Z to qualify for its experienceEphinea defaults to separate drops and area experience sharing; bosses still require qualifying for experience
EquipmentBuild a full toolbar from high-Hit common weapons as they dropThen raise efficiency with ES weapons, sets and enemy-type attribute weapons upgraded with Photon Sphere
Party damageThe original online environment had DMC, so players avoided covering the same target togetherEphinea has removed DMC, so you can focus fire together according to positions and roles
Difficulty requirementsOfficial BB / Ephinea Classic Ep1 requires Lv20 / 50 / 90 for H / VH / UStandard Ephinea characters need Lv20 / 40 / 80

Sources and currency

This guide is a Chinese compilation and summary; gear value changes with quest, party, character animations, Hit and attribute percentages, so treat the lists as a decision framework rather than the only answer.