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Job Overview[edit]


Dancers (DNC) are front-line healers that can both benefit the party and enfeeble monsters. Not only are they competent fighters, but the TP they accumulate is used to fuel their various abilities. They execute Waltzes and Sambas to heal and create beneficial effects, and perform Steps to inflict negative effects upon the enemy. A touch of customization is added with Flourish, which allows a step to be completed with a variety of bonuses to aid the Dancer's party. Obtained by completing the Lakeside Minuet quest.

Job Abilities[edit]

Level  Name
01  Trance
05  Sambas
15  Waltzes
20  Steps
20  Flourishes
25  Jigs
40  Flourishes II
50  Contradance
75 (Merit)  Saber Dance
75 (Merit)  Fan Dance
75 (Merit)  No Foot Rise
77  Presto
80  Flourishes III
96  Grand Pas
See Dancer Abilities for an expanded list of all Dancer job abilities.
See below for details on Sambas, Waltzes, Steps, Jigs, and Flourishes.

Job Traits[edit]

Level  Name
15  Evasion Bonus
20  Dual Wield
20  Resist Slow
25  Subtle Blow
30  Accuracy Bonus
40  Dual Wield II
45  Evasion Bonus II
45  Skillchain Bonus
45  Subtle Blow II
58  Skillchain Bonus II
60  Accuracy Bonus II
60  Dual Wield III
65  Subtle Blow III
71  Skillchain Bonus III
75  Evasion Bonus III
(75)  Closed Position (Merit)
77  Conserve TP
77  Tactical Parry
80  Critical Attack Bonus
80  Dual Wield IV
80  Accuracy Bonus III
84  Skillchain Bonus IV
85~90  Subtle Blow IV
~90?  Critical Attack Bonus II
97  Skillchain Bonus V

Group 1 Merits[edit]

Level  Name
Merit  Steps Accuracy
Merit  Haste Samba Effect
Merit  Reverse Flourish Effect
Merit  Building Flourish Effect

Art of the Dance[edit]

Dancer job abilities are divided into five categories: Sambas, Waltzes, Jigs, Steps, and Flourishes. Each of the dances within these categories is acquired at a different level, and requires a certain amount of TP to use (with the exception of Flourishes and Jigs). Each category has its own recast time, and using a dance will prevent the use of other dances within the same category until the recast time has expired. In addition, the effect of a Samba dance will be overwritten by other dances within the Samba category, regardless of the remaining duration.

  • Sambas act as an Additional Effect on melee attacks. The Dancer inflicts the mob with a "Daze" for a short duration with each melee strike; this daze allows other party members striking the mob to drain additional effects from the mob (this effect does not stack with other Additional Effects).
  • Waltzes cure HP or remove ailments from party members and Non Party members. Unlike magic spells, they are not interrupted by movement or mob hits (but can be Stunned).
  • Jigs require no TP to use, and are typically not used for combat-related purposes.
  • Steps are used to enfeeble an enemy, while at the same time generating the Finishing Moves required to perform Flourishes. The enfeebling effects produced by Steps can be stacked up to five times. The more times an effect is stacked, the more powerful it becomes. The Finishing Move effect lasts two hours or until used.
  • Flourishes are used to produce various powerful effects by consuming the finishing moves generated by Steps. Each type of Flourish requires a certain number of finishing moves to perform.


 Level  Name
05  Drain Samba
25  Aspir Samba
35  Drain Samba II
45  Haste Samba
60  Aspir Samba II
65  Drain Samba III


 Level  Name
15  Curing Waltz
25  Divine Waltz
30  Curing Waltz II
35  Healing Waltz
45  Curing Waltz III
70  Curing Waltz IV
78  Divine Waltz II
87  Curing Waltz V


Level  Name
20  Quickstep
30  Box Step
40  Stutter Step
83  Feather Step


Level  Name
25  Spectral Jig
55  Chocobo Jig
70  Chocobo Jig II

Flourishes I[edit]

Level  Name
20  Animated Flourish
30  Desperate Flourish
45  Violent Flourish

Flourishes II[edit]

Level  Name
40  Reverse Flourish
50  Building Flourish
60  Wild Flourish


Flourishes III[edit]

Level  Name
80  Climactic Flourish
89  Striking Flourish
93  Ternary Flourish

Combat Skill Ratings[edit]

 Skill Skill Ranking Cap at Level 1 Cap at Level 49 Cap at Level 99
 Dagger A+ 6 150 424
 Hand-to-Hand D 4 133 334
 Sword D 4 133 334
 Throwing C+ 5 139 378
 Evasion B+ 5 144 404
 Parrying B 5 144 398

See Dancer Skill Caps for a by-level breakdown of Weapon Skill limits.

Artifact Equipment[edit]

To see a side by side comparison of Artifact/Relic sets visit Dancer Artifact/Relic Sets Comparison.
To see a side by side comparison of Empyrean sets visit Charis Sets Comparison.
Artifact Set
Level Artifact
30  Dancer's Torque
40  War Hoop
52  Dancer's Bangles
54  Dancer's Tiara
56  Dancer's Toe Shoes
58  Dancer's Tights
60  Dancer's Casaque
Artifact Set +1
Level Artifact
74   Dancer's Bangles +1
74   Dancer's Tiara +1
74   Dancer's Toe Shoes +1
74   Dancer's Tights +1
74   Dancer's Casaque +1
Relic Set
Level Relic
70   Etoile Cape
71   Etoile Bangles
72   Etoile Tiara
73   Etoile Toe Shoes
74   Etoile Tights
75   Etoile Casaque

Relic Set +1
Level Relic
75   Etoile Bangles +1
75   Etoile Tiara +1
75   Etoile Toe Shoes +1
75   Etoile Tights +1
75   Etoile Casaque +1

Relic Set +2
Level Relic
90   Etoile Bangles +2
90   Etoile Tiara +2
90   Etoile Toe Shoes +2
90   Etoile Tights +2
90   Etoile Casaque +2
Mythic/Empyrean Weapons
Level Weapon
75  Terpsichore (Mythic)
80  Terpsichore (Mythic)
 Twashtar (Empyrean)
85  Terpsichore (Mythic)
 Twashtar (Empyrean)
90  Terpsichore (Mythic)
 Twashtar (Empyrean)
95  Terpsichore (Mythic)
 Twashtar (Empyrean)
Empyrean Set (+1, +2)
Level Empyrean
80  Charis Necklace
81  Charis Toeshoes / +1 / +2
83  Charis Tights / +1 / +2
84  Charis Feather
85  Charis Tiara / +1 / +2
87   Charis Bangles / +1 / +2
89   Charis Casaque / +1 / +2
90  Charis Earring

Dancer Guides[edit]

See also[edit]

This article uses material from the "Dancer" article on FFXIclopedia and is licensed under the CC-BY-SA License.