Welcome to the Pugilist class guide for Final Fantasy XIV. With all the freedom and options available in FFXIV even starting down the path of a single class can be confusing or frustrating for some. These guides are designed to help people learn the basics of the class and to get an idea of
some sort of structured progress. These guides are by no means definitive or set in stone, the beauty of the Armoury system is that one can deviate to a great degree and still come up with a viable build. In this guide we'll discuss overall skills, gear, cross-class abilities and most importantly viable roles for the class.

Table of Contents

Overview [S1]
Combos [S2]
Roles [S3]
Jobs [S4]
Contact [S5]
Credits/Contributions [S6]
Legal [S7]

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Overview [S1]
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Weapon(s): Hand-to-hand weapons such as Knuckles, Cesti, Hora, Himantes and
Baghnakhs.

Armor: Cloth and Leather

Focus: Strength and Intelligence

“The path of the pugilist is one of incessant training aimed at mastering the traditional techniques of hand-to-hand combat. Though they command formidable power when unarmed, they are wont to use metal, leather and bone weaponry to maximize their destructive potential. Their preference for fighting at close-quarters makes negotiating distances an absolute necessity. Many among them accomplish this by using throwing weapons such as the chakram to momentarily daze their enemies while they move in for the kill.”

Pugilist is a Disciple of War focusing heavily in mobility and evasion. While they have a few AoE attacks, they generally do well against a single target. Their hand-to-hand weapons have a default of two attacks per normal action and because of this it is fairly easy for them to generate TP quickly. Most armor that favors Pugilist is cloth or leather based, making them slightly more vulnerable than some other Disciples of War.

Incapacitation Skills: Concussive Blow (Head), Demolish (Limbs (Lower))


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Combos [S2]
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Combos are a set of weapon skills that, when executed in succession, grant a wide variety of bonuses to the weaponskill. If a weaponskill has a condition, such as executed from left/right or behind, then that condition must be fulfilled in order for the combo to activate or continue. When executing a combo the TP cost for any weapon skill after the first is waived. Once the first weapon skill in a combo is executed a buff timer will appear and the next weapon skill in the combo will light up on the skillbar. If you miss, don't fulfill a condition or if you use a weapon skill or spell other than the next one in line the combo will be cancelled.

Pummel -> Aura Pulse
- Chance to inflict Slow.

Pummel -> Concussive Blow
- Increased damage.

Pummel -> Concussive Blow -> Simian Thrash
- Increased damage.

Pounce -> Demolish
- Dispels an effect.

Pounce -> Demolish -> Howling Fist
- Increased damage.

Pounce -> Sucker Punch
- Chance to increase MP absorb effect.

Pounce -> Sucker Punch -> Dragon Kick (Monk Only)
- Chance to render target unable to use weaponskills.


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Roles [S3]
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DPS
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The DPS role has a very simple job in a party, do damage. The only thing you really need to be wary of in this role is pulling hate from the tank. Pace your attacks, skills and buffs so that you aren't generating more enmity than the tank. This is extremely important for three reasons:

1. Pulling hate from the tank means the tank has to work that much harder to get the monster focused back on them.
2. Pulling hate from the tank puts your life in danger as sometimes it only takes one good hit to knock you out.
3. As a result of that, you are creating more work for the healer as now they have to worry about keeping you alive too.

Damage buffs should be mixed in with enmity reducing abilities to keep damage coming without bringing too much attention to yourself. At low ranks it may not seem detrimental but with higher rank monsters a sideways graze from the wrong attack could knock you out.

Recommended Gear

Note: The following gear does not take into account High Quality or Materia, there are simply too many variables to consider there. This list also excludes seasonal event items.

Rank 10

Weapon: Sheepskin Himantes

Head: Dodoskin Pot Helm
Body: Hempen Acton
Hands: Sheepskin Mitts
Waist: Merchant's Purse
Legs: Hempen Kecks
Feet: Sheepskin Leggings

Rank 15

Weapon: Bronze knuckles

Head: Cotton Scarf
Body: Cotton Tabard
Hands: Sheepskin Mitts
Waist: Plundered Leather Belt
Legs: Dodoskin Subligar
Feet: Dodoskin Shoes

Rank 20

Weapon: Dodoskin Cesti

Head: Iron Sallet
Body: Leather Jacket
Hands: Leather Mitts
Waist: Voyager's Belt
Legs: Dodoskin Subligar
Feet: Leather Leggings

Rank 25

Weapon: Howling Talons

Head: Velveteen Turban of Invoking
Body: Eternal Shade
Hands: Fingerless Leather Gloves of Slaying
Waist: Voyager's Belt
Legs: Velveteen Sarouel of Slaying
Feet: Leather Crakows of Slaying

Rank 30

Weapon: Unbreakable Knuckles

Head: Steel Sallet
Body: Brigand's Acton
Hands: Toadskin Armguards
Waist: Toadskin Hunting Belt
Legs: Velveteen Sarouel of Slaying
Feet: Leather Crakows of Slaying

Rank 35

Weapon: Fists of the Sixth Sun

Head: Skull Eyepatch (Black)
Body: Linen Shirt of Invoking
Hands: Fingerless Boarskin Gloves of Slaying
Waist: Penance
Legs: Linen Sarouel of Slaying
Feet: Boarskin Crakows of Slaying

Rank 40

Weapon: Mythril Claws

Head: Woolen Turban of Invoking
Body: Woolen Shirt of Invoking
Hands: Fingerless Peisteskin Gloves of Slaying
Waist: Penance
Legs: Woolen Sarouel of Slaying
Feet: Peisteskin Crakows of Slaying

Rank 45

Weapon: Cobalt Knuckles

Head: Boarskin Pot Helm
Body: Ranger's Tunic
Hands: Fingerless Raptorskin Gloves of Slaying
Waist: Peisteskin Hunting Belt
Legs: Woolen Trousers
Feet: Peisteskin Crakows of Slaying

Rank 50

Weapon: Ifrit's Claws/Cobalt Claws

Head: Paragon's Crown/Raptorskin Pot Helm
Body: Explorer's Tunic/Rainmaker's Tunic
Hands: Sipahi Gloves/Fingerless Raptorskin Gloves of Slaying
Waist: Explorer's Belt/Peisteskin Hunting Belt
Legs: Felt Trousers
Feet: Explorer's Moccasins/Peisteskin Crakows of Slaying


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Jobs [S4]
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Monk
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The first, and currently only, Job for Pugilist is Monk. Monk increases the damage potential of Pugilist by a great deal but reduces survivability by restricting cross-class actions to 5 actions from Lancer and Archer. Monk is a refinement of the Damage Dealer aspect of Pugilist.

Monk plays quite similarly to Pugilist, however it does have access to a few useful tools in regards to damage. Fists of Wind is the third elemental fist ability that Monk will have access to. It increases movement speed and reduces the cooldown on weaponskills. Any fight that is particularly position heavy will become much more manageable with Fists of Wind active. Shoulder Tackle is
a nice claiming skill, as it has a chance to stun anything you don't haven't generated enmity on.

As for straight damage abilities, Monk has access to a few things. Dragon Kick is a new weaponskill that combos off of Sucker Punch. Dragon Kick strikes twice and if used in a combo has a chance to inflict Pacification. Spinning Heel is a skill somewhat like Fists of Wind, however this one adds a third attack to your auto-attack combo in the form of a kick. This consumes MP but can be used in conjunction with any elemental fist skill. Last we have Hundred Fists, Monk's long cooldown skill. Hundred Fists allows Monk to attack without any delay for a time. Not only do you attack without any delay, you also strike twice on each hit while Hundred Fists is active.

Monk Requirements
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-Pugilist Level 30
-Lancer Level 15

To start the qest line to become a Monk, talk to Gagaruna in the Pugilist's Guild in Ul'dah once the above requirements are met.

Job Specific Actions
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Jobs learn new skills after completing quests available every 5 levels starting with 30.


Shoulder Tackle (30): Delivers a charging attack. Chance to inflict Stun when target has no enmity towards you.

Spinning Heel (35): Adds kick to auto-attacks. Damage of auto-attacks is reduced. Cannot be used simultaneously with Hundred Fists.

Fists of Wind (40): Converts your attacks into wind attacks and grants a bonus to movement speed and weaponskill recast times. Effect ends upon reuse. MP is consumed while effect is active. Cannot be used simultaneously with Fists of Earth or Fists of Fire.

Dragon Kick (45):Delivers a twofold melee attack. Combo Action: Sucker Punch.
Combo Bonus: Chance to render target unable to use weaponskills.

Hundred Fists (50): Temporarily increases auto-attack speed. Cannot be used simultaneously with Spinning Heel.

Recommended Gear
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Note: Because Jobs start at 30 and JSE isn't complete until 50, I'll only be listing gear for Level 50 for jobs. Again I'm not taking HQ or materia into consideration for this list.

Rank 50

Weapon: Ifrit's Claws/Cobalt Claws

Head: Darklight Eyepatch/Temple Circlet
Body: Darklight Corselet/Temple Cyclas
Hands: Darklight Bracers/Temple Gloves
Waist: Explorer's Belt/Peisteskin Hunting Belt
Legs: Temple Gaskins
Feet: Explorer's Moccasins/Temple Boots