Gale Master
What it is
The Gale Master is the fastest school. Its techniques land about 15% sooner than Ember’s, and it closes distance quickly. Its trick is footwork: it slips sideways, then strikes the spot where you were standing. It has 33 named techniques. It raises its guard after every third attack.
At the start of the trial it tells you its lesson: it steps aside, then strikes where you stood. Leave the lane or parry, then counter.
How to get it
Sneak and use a wandering duelist who breathes Gale, or type /master challenge gale. You need Aura Form or Heart Circle VIII. See Sword Masters for the full trial rules.
Crosswind Reprise
The boss bar shows “Crosswind Reprise”, then “Crosswind reply”.
- Gather. The Master leans its blade high for 0.4 seconds.
- Step. It moves 1.8 blocks sideways in 0.2 seconds.
- Reply. It plants and marks a narrow lane, aimed at where you were before it moved. The lane is 1.5 blocks wide and 5.25 blocks long. It strikes 0.5 seconds later for 26 damage.
The reply never turns to follow you. To answer it:
- Step out of the lane.
- Back away beyond its reach.
- Stand behind solid cover.
- Dodge, or face the blade and parry.
It only hits the player it chose. Afterwards the Master is open for 1.2 seconds.
The Master uses it when you’re 2.5 to 4.75 blocks away: after its first attack, then about once every four attacks, and never more than once every 5 seconds. It can’t step through walls, gaps, fluids or past the arena edge.
Other moves
- Techniques: chains of two to four strikes. Read each strike’s shape. See Reading a Master.
- Pursuit dash: holding a spell too long invites a dash of up to 6.4 blocks, at most once every 5 seconds. Gale’s dash is the longest and comes back the soonest. After its strike it stands open for 1.1 seconds.
- Crescent volley: flying blades if you stay far away or high up. Gale’s blades fly faster than the other schools’.
Rewards for a clear
- Your first Gale clear teaches the Afterimage technique part.
- A wandering Gale teacher can then teach you, in order, Wall Turn (at Sovereign), Reed Slip, Gale Shove and Air Step (at Form). See Master Forms.
Tips and counterplay
- When the Master steps sideways, move. The reply aims at where you were, not where you are.
- Don’t hold spells around a Gale Master. Its dash reaches farthest and returns soonest.
- Its fast tempo leaves short recoveries. Take one or two hits on it, then reset.