Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (2023)

Last updateone10 January 2023NO15:53vonBoxer4 comments

This page tells you how to optimize your aperture and spin in single target and multi target situations. We'll also cover using your cooldowns to ensure you get the most out of them every time as a samurai DPS in Final Fantasy XIV: Endwalker (Patch 6.3).

1.

Samurai rotation overview

Note that this page covers Samurai rotation at level 90. To learn what to do at lower levels as you work your way up, read our level guide.

Samurai Leveling Guide

The single target samurai rotation at base level 90 works like a loop with alternating bursts of odd and even minutes. This consists of your opening, the "cooldown" phase where we wait for our cooldowns to come back, "fill in" as needed to kill some extra time, and then the respective odd or even minute bump.

(Video) FFXIV: Endwalker Samurai Guide [Patch 6.3]

Thanks toSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (1) Meikyō ShisuiAside from the ability to give us buffs from combo finishers, Samurai only has a standard opener. This opener uses a preferenceSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (2) Meikyō Shisuito increase our buffs as quickly as possible and then unload a barrage of powerful attacks under our potion and group attack buffs.

If you cannot weave after casting Iaijutsu, such asSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (3) Midare Setsugekkaand/or has difficulty with double weaving, it is okay to use some of the oGCDs such asSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (4) Hissatsu: SeneieSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (5) Schohato accommodate this while they still fall under party buffs. In some fights, this can also provide more opportunities for double plots.Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (6) Third Eye. The main buff windows for most jobs are active just before our first activationSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (7) Midare Setsugekkaand finish beforehandSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (8) Hakazeor the finalSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (9) Midare Setsugekkadepending on the duration. It's also good for undoing later usesSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (10) KaschaeSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (11) lizardno overcapping of Sen based on his ability to hit specific positions. However, the first GCD depends on boss phasing - if usedSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (12) KaschaFirst, you can use additional GCD that you wouldn't normally useSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (13) lizardFirst, it's worth changing them. If not, keep using itSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (14) lizardfirst for the guaranteed damage bonus.

  1. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (15) Meikyō Shisuiwhen there are 9 seconds left in the countdown
  2. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (16) true northwhen there are 5s left on the countdown
  3. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (17) lizardSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (18) Strength 6 tincture
  4. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (19) KaschaSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (20) Ikishoten
  5. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (21) Yukikaze
  6. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (22) Midare SetsugekkaSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (23) Hissatsu: Senei
  7. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (24) Kaeshi: SetsugekkaSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (25) Meikyō Shisui
  8. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (26) lizardSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (27) Hissatsu: Shinten
  9. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (28) Higanbana
  10. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (29) KaschaSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (30) Hissatsu: Shinten
  11. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (31) Ogi NamikiriSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (32) Schoha
  12. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (33) Kaeshi: NamikiriSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (34) Hissatsu: Shinten
  13. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (35) lizardSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (36) Hissatsu: Gyoten
  14. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (37) Hakaze
  15. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (38) YukikazeSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (39) Hissatsu: Shinten
  16. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (40) Midare Setsugekka
  17. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (41) Kaeshi: Setsugekka

BothSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (42) Meikyō ShisuieSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (43) true northcan be used closer to the draw with no real damage - these initial timers are just there to maximize potential utility during combat. Depending on kill time or mechanics, both may not make a difference.

1.2.

cool down period

At this stage of the rotation, all of your bursts are on cooldown and all you have to do is spin through your combos until they come back again. In a full uptime scenario, this should be around two full sets of three sen.

Kenki and Meditation expenses aren't listed, but make sure you spend the meter on themSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (44) Hissatsu: ShinteneSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (45) Schohaas needed to avoid overloading resources. These combos can also be swapped out relatively freely, as long as you don't overwhelm Sen or lower his buffs. However, it is recommended to end the second sentence in aSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (46) lizardorSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (47) KaschaCombo to pick up initial buffs.

  1. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (48) Hakaze
  2. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (49) Yukikaze
  3. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (50) Hakaze
  4. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (51) Jinpu
  5. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (52) lizard
  6. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (53) Hakaze
  7. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (54) Lehrer
  8. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (55) Kascha
  9. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (56) Midare Setsugekka
  10. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (57) Hakaze
  11. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (58) Yukikaze
  12. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (59) Hakaze
  13. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (60) Jinpu
  14. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (61) lizard
  15. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (62) Hakaze
  16. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (63) Lehrer
  17. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (64) Kascha

1.3.

filling

(Video) Samurai Opener and Rotation Explained (FFXIV: Endwalker)

Filling is a necessary part of the loop, helping us keep our burst phases in sync and taking advantage of our party's raid buffs. This part of the rotation is variable based on the GCD level you choose, whether your previous burst was an odd or even one-minute burst, as well as any combat mechanics that might cause downtime if you hit the boss.

Basically, our rotation is 26 GCDs in the odd minutes and 28 GCDs in the even minutes thanks to 26 GCDsSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (65) Ogi Namikiri. Because of this difference, our padding has two fewer GCDs after minute impacts.

The three default looping GCD layers are:

  1. 2.14 GCD (576-648 Skill Speed) → A loop rotation of 28 GCD per minute, requiring 2 fillers on odd minutes and 0 fillers on even minutes.
  2. 2.07 GCD (1044-1116 skill speed) → A loop rotation of 29 GCD per minute, requiring 3 fillers on odd minutes and 1 filler on even minutes.
  3. 2.00 GCD (1511-1583 skill speed) → A loop rotation of 30 GCD per minute, requiring 4 fillers on odd minutes and 2 fillers on even minutes.

There are also three non-default looping levels designed to keep time with 120th Birthday Party buffs more than 60th Birthday Party buffs. They aren't recommended unless your skill speed is in an odd place due to gear choices in your odd minuteSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (66) Higanbanait will not always land correctly in time.

  1. 2.17 GCD (400-443 Skill Speed) → A loop rotation of 27.5 GCD per minute, requiring 1 fill during odd minutes and 0 fill during even minutes.
  2. 2.10 GCD (839-911 Skill Speed) → A loop rotation of 28.5 GCD per minute, requiring 3 fillers on odd minutes and 0 fillers on even minutes.
  3. 2.03 GCD (1321-1379 skill speed) → A loop rotation of 29.5 GCD per minute, requiring 3 fillers on odd minutes and 2 fillers on even minutes.

The filling itself is divided into one, two or three GCD options:

  1. A GCD:Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (67) Hissatsu: YatenSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (68) Mean
  2. Two GCD:Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (69) HakazeSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (70) YukikazeSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (71) Hagakure
  3. Three GCD:Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (72) HakazeSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (73) Lehrer/Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (74) JinpuSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (75) Kascha/Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (76) lizardSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (77) Hagakure

Note that each fill withSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (78) Hagakuremust be used immediately after an explosion or in the middle of the cooldown period afterwardsSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (79) Midare Setsugekka, as the end of the cool down period will directly transition into the next minute's explosion.

As the battle progresses, you may lose one or more GCDs as you are forced to disconnect from the boss to solve a mechanic. In this scenario, you would first remove these GCDs from your population phase. If you are losing more GCDs than filler, an optimization would be usedSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (80) Meikyō Shisuiat the beginning of the cooldown to reach 3 Sen in time for the explosion. If you do this, you will end up in two Perusage GCDs fromSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (81) lizardorSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (82) Kascha, which has room for up to six GCDs missed in the odd minutes. This comes at the cost of a weaker breakout, however, since you're forced to manually create combos, wasting your threeSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (83) Meikyō ShisuiFees. An example of this is below:

  • In the second half of the cool-down period...
  • Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (84) Hakaze
  • Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (85) Yukikaze
  • Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (86) Hakaze
  • Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (87) Jinpu
  • Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (88) lizardSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (89) Meikyō Shisui
  • Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (90) Kascha
  • And then lead to its respective explosion, skipping the usualSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (91) Meikyō Shisuilike you used to use it before.

1.4.

(Video) FFXIV: Endwalker Reaper Guide [Patch 6.3]

Odd Minute Blast

During our strange burst of minutes,Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (92) Ikishotenis still on cooldown, which prevents us from using itSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (93) Ogi Namikiri. As such, this burst is shorter and doesn't hit as hard as our one-minute burst. As with the cooldown period outline, the following bursts don't list Kenki and Meditation spends, but make sure you spend the meter on themSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (94) Hissatsu: ShinteneSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (95) Schohaas needed to avoid resource overruns. The odd and even minutes flow directly from the end of the cooldown period, which is why they start with aSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (96) Midare Setsugekka.

  1. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (97) Midare Setsugekka
  2. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (98) Kaeshi: SetsugekkaSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (99) Meikyō Shisui
  3. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (100) lizard
  4. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (101) Higanbana
  5. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (102) lizard
  6. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (103) Kascha
  7. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (104) Hakaze
  8. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (105) Yukikaze
  9. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (106) Midare Setsugekka

1.5.

Detailed explosion

The still minute burst is virtually identical to our opener, minus theSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (107) Meikyō Shisuineeded to set up buffs and sen.Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (108) Ikishotenis not listed here as some players prefer to stock up on Kenki by entering this phase to unloadSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (109) Hissatsu: Shintenunder late-use raid buffs, while others may not be able to execute the dual plots that playstyle demands or may not want to manage their kenki as closely. You can use it before this explosion or in the middle of it as needed, as long as you can't overpower the Kenki and use itSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (110) Ogi Namikirijust in time.

  1. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (111) Midare Setsugekka
  2. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (112) Kaeshi: SetsugekkaSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (113) Hissatsu: SeneiSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (114) Meikyō Shisui
  3. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (115) lizard
  4. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (116) Higanbana
  5. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (117) lizard
  6. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (118) Ogi Namikiri
  7. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (119) Kaeshi: Namikiri
  8. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (120) Kascha
  9. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (121) Hakaze
  10. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (122) Yukikaze
  11. Samurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (123) Midare Setsugekka

At the end of all this you should end up with a rotation that looks like this:

  • opener
  • cooling down
  • strange explosion
  • filling
  • cooling down
  • uniform explosion
  • filling
  • cooling down
  • strange explosion
  • etc...

The first minute is 29 GCDs due to the second load ofSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (124) Kaeshi: Setsugekka, and therefore most GCD layers should not require padding. In the case of 2.14 GCD this causes you to deviate from a GCD as it is a rotation of 28 GCD. This isn't a loss compared to the repair according to tests done with rotary tools, but it's worth noting as you'll seeSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (125) Higanbanastop early on the first repetition. This is also important for optimization as it accounts for a lost GCD without changing its rotation.

2.

Samurai multi-target priority

2.1.

(Video) FFXIV Endwalker: Level 90 Samurai Guide, Opener, Rotation, Stats & Playstyle (How to Series)

Two target priority

On two targets, Samurai uses a light mix of AoE abilities in single target rotation.

  1. For combos, use yoursSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (126) YukikazeCombo and switch between yoursSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (127) MangatsueSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (128) OKCombos to maintain buffs.
  2. spend itSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (129) Midare Setsugekka.
  3. Spend KenkiSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (130) Hissatsu: GureneSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (131) Hissatsu: Shinten.
  4. spend meditationSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (132) Schoha.
  5. when usingSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (133) Meikyō Shisui, spend a lot onSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (134) lizardeSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (135) Kascha.
  6. when usingSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (136) Tsubame-gaeshi, spend a lot onSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (137) Kaeshi: Setsugekka.

2.2.

Priority of three+ goals

With three or more targets, the samurai enters the AoE toolkit.

  1. Switch between yours for combosSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (138) MangatsueSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (139) OKCombos to maintain buffs.
  2. spend itSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (140) Consider the Cuckoo.
  3. Spend KenkiSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (141) Hissatsu: GureneSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (142) Hissatsu: Kyūten.
  4. spend meditationSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (143) Schoha II.
  5. when usingSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (144) Meikyō Shisui, spend a lot onSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (145) MangatsueSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (146) OK.
  6. when usingSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (147) Tsubame-gaeshi, useSamurai DPS Rotation, Openers and Abilities - Endwalker 6.3 (148) Kaeshi: Göken.

3.

changelog

  • 10 January 2023:Updated for Patch 6.3
  • 23.08.2022:Updated for Patch 6.2
  • 20. April 2022:Updated for patch 6.1
  • February 28, 2022:Added instructions.

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