The Dancer in Final Fantasy XIV is a captivating ranged physical DPS job known for its elegant movements and powerful party support. Wielding chakrams as their primary weapon, Dancers weave together graceful dances and strategic throws to both damage enemies and bolster their allies. This job is perfect for players who enjoy a dynamic playstyle that blends personal damage with significant contributions to the party’s overall performance. At its core, the Ff14 Dancer job revolves around a unique dance mechanic that not only deals substantial damage but also provides valuable buffs to both the Dancer and their chosen Dance Partner.
Decoding the Dancer’s Combat Style in FF14
The ff14 dancer job is categorized as a physical ranged DPS, bringing to the table a valuable mix of damage dealing and party utility. Beyond just dealing damage, Dancers are masters of support, capable of significantly enhancing a chosen ally through the use of Closed Position. This ability allows the Dancer to share the benefits of certain buffs and heals with their Dance Partner, creating a powerful symbiotic relationship. Furthermore, the Dancer isn’t just about single-target buffs; they also possess raid-wide damage enhancement capabilities, making them a welcome addition to any party composition.
Mobility is a key characteristic of the physical ranged DPS archetype, and the ff14 dancer is no exception. With access to abilities like En Avant, Dancers can swiftly reposition themselves on the battlefield, maintaining optimal range while avoiding enemy attacks. Adding to their utility, Dancers offer raid-wide mitigation through Shield Samba, reducing incoming damage for the entire party, and even possess an area-of-effect heal in Curing Waltz, providing crucial support during challenging encounters.
The fundamental gameplay loop of the ff14 dancer centers around empowering a designated Dance Partner while simultaneously contributing to the party’s overall success with their diverse support toolkit. As both the Dancer and their partner execute weaponskills and spells on the global cooldown (GCD), they accumulate Espirit. This resource, tracked on the job gauge, fuels the Dancer’s potent GCD action, Saber Dance. The Dancer’s core weaponskills also trigger off-GCD procs, further enhancing their damage output. Flourish is a key ability that grants access to all available procs, while other skills trigger specific procs usable after their respective cooldowns. The ff14 dancer is often praised for its accessibility, making it a fantastic starting point for newcomers to Final Fantasy XIV and the DPS role.
Dancer: Strengths that Shine, Weaknesses to Consider in FF14
To truly understand the ff14 dancer, it’s essential to delve into their strengths and weaknesses.
Strengths
- Exceptional Healing Utility: Dancers bring surprising healing power to the table, primarily through Improvisation and Curing Waltz. Improvisation provides a potent heal-over-time effect, while Curing Waltz offers an on-demand AoE heal, further amplified when considering the Dance Partner also benefits. This healing capability can significantly alleviate pressure on dedicated healers, especially in content where consistent, supplemental healing is beneficial.
- Flexible Resource Management: The Dancer’s Espirit gauge is a highly flexible resource. It passively builds through standard gameplay, rewarding consistent rotation execution from both the Dancer and their Dance Partner. This passive generation means Dancers are less reliant on specific cooldown windows to access their powerful Espirit-consuming abilities, allowing for greater adaptability in dynamic fight scenarios.
- Superior Mobility: En Avant provides exceptional mobility, granting three charges of a forward dash. This allows Dancers to effortlessly weave in and out of combat range, quickly adjust positioning to maintain uptime, and navigate mechanics with ease. This inherent mobility is a significant advantage in encounters that demand frequent movement.
Weaknesses
- Partner Dependency: A notable aspect of the ff14 dancer is their reliance on the Dance Partner performing effectively. Espirit generation is partially tied to the partner’s GCD usage, and the benefits of Closed Position are maximized when the partner is a high-performing DPS. While a skilled Dancer can still contribute significantly regardless, suboptimal partner performance can impact their overall potential, particularly in maximizing Espirit gain for frequent Saber Dance usage.
- Lower Personal Damage Ceiling: Compared to some other DPS jobs, particularly in highly optimized scenarios, the ff14 dancer tends to have a lower personal damage ceiling. While their party buffs and utility compensate for this, players focused solely on topping personal DPS charts might find other jobs more suited to that specific goal. However, in real-world raid scenarios, the Dancer’s overall contribution to raid DPS, considering buffs and utility, is often highly competitive.
Unlocking the Dancer Job in FF14: A Simple Guide
Gearing up to become a ff14 dancer is a straightforward process. The primary prerequisites are reaching Level 60 with at least one Disciple of Magic or War job and owning the Shadowbringers expansion.
Once you meet these requirements, your journey to becoming a Dancer begins in Limsa Lominsa Lower Decks (x:9.8, y:12.0). Seek out the NPC named Eager Lominsan and accept the quest “Shall We Dance”. Following the questline, you will eventually be rewarded with the Dancer job stone from Nashmeira. Upon equipping this job stone, you will instantly become a Level 60 Dancer, ready to learn the art of combat dancing.
Understanding the Dancer Gauge: Steps, Espirit, and Feathers in FF14
The Dancer Job Gauge is your central hub for managing the job’s unique mechanics. It’s divided into two key sections: the Step Gauge and the Espirit/Fourfold Feathers Gauge.
The Step Gauge is activated when you initiate a dance with either Standard Step or Technical Step. Upon activation, the gauge dynamically displays the sequence of Step Actions required to execute either Standard Finish or Technical Finish. These Step Actions are represented by icons: Emboite, Entrechat, Jete, and Pirouette. Successfully executing the steps in the correct order is crucial to maximizing the potency of your Finish actions. During a dance sequence, the Standard Step and Technical Step buttons transform into Standard Finish and Technical Finish respectively. Activating these Finish actions after completing the steps unleashes a powerful attack, with the potency scaling based on the number of correctly performed steps.
The Espirit and Fourfold Feathers Gauge tracks resource accumulation. Espirit, represented by the yellow bar and numerical value, is generated whenever you or your Dance Partner land GCD weaponskills or spells. Reaching 50 Espirit unlocks Saber Dance, a high-potency weaponskill that damages both the primary target and nearby enemies. Fourfold Feathers are stacks gained through using your own GCD weaponskills. These feathers empower your off-GCD Fan Dance abilities: Fan Dance for single targets and Fan Dance II for AoE. Furthermore, both Fan Dance and Fan Dance II have a chance to grant a proc for Fan Dance III, a third, even more potent oGCD.
Dancer Video Resources: Visual Learning for FF14
For those who prefer visual learning, video guides can be incredibly helpful in understanding the ff14 dancer job. Julia Care, a respected member of The Balance Discord community, has created an excellent video overview of the Dancer, providing a comprehensive visual guide to the job’s mechanics and playstyle. This video is a valuable resource for players looking to see the Dancer in action and gain a deeper understanding of its nuances. (Note: Please refer to external platforms like YouTube or The Balance Discord for updated video resources, as direct embedding is not available here.)
Dancer Actions, Step Actions, Role Actions, and Traits: A Detailed Breakdown in FF14
To fully master the ff14 dancer, understanding each action, step action, role action, and trait is paramount. Below are detailed tables outlining these aspects of the job.
Dancer Actions
Action Name | – Cast – Recast | – Range – Radius | Effect |
---|---|---|---|
Cascade Lv. 1 | – Instant – 2.5s | – ↔ 3y – 0y | Delivers an attack with a potency of 220. Additional Effect: 50% chance of granting Silken Symmetry Duration: 30s |
Fountain Lv. 2 | – Instant – 2.5s | – ↔ 3y – 0y | Delivers an attack with a potency of 120. Combo Action: Cascade Combo Potency: 280 Combo Bonus: 50% chance of granting Silken Flow Duration: 30s |
Standard Finish Lv. 15 | – Instant – 2.5s | – ↔ 0y – 15y | Delivers an attack to all nearby enemies. Potency varies with number of successful steps, dealing full potency for the first enemy, and 75% less for all remaining enemies. 0 Steps: 360 1 Step: 540 2 Steps: 850 Step Bonus: Grants Standard Finish and Esprit to self and party member designated as your Dance Partner Damage bonus of Standard Finish varies with number of successful steps. 1 Step: 2% 2 Steps: 5% Duration: 60s Additional Effect: Grants Last Dance Ready Duration: 30s Can only be executed while Dancing. This weaponskill does not share a recast timer with any other actions. Upon execution, the recast timer for this action will be applied to all other weaponskills and magic actions. ※This action cannot be assigned to a hotbar. ※Standard Step changes to Standard Finish when requirements for execution are met. |
Standard Step Lv. 15 | – Instant – 30.0s | – ↔ 0y – 0y | Begin dancing, granting yourself Standard Step. Duration: 15s Action changes to Standard Finish while dancing. Only Standard Finish, En Avant, Curing Waltz, Shield Samba, step actions, role actions, Sprint, and Limit Break can be performed while dancing. This weaponskill does not share a recast timer with any other actions. Upon execution, the recast timer for this action will be applied to all other weaponskills and magic actions. |
Windmill Lv. 15 | – Instant – 2.5s | – ↔ 0y – 5y | Delivers an attack with a potency of 100 to all nearby enemies. Additional Effect: 50% chance of granting Silken Symmetry Duration: 30s |
Reverse Cascade Lv. 20 | – Instant – 2.5s | – ↔ 3y – 0y | Delivers an attack with a potency of 280. Additional Effect: 50% chance of granting a Fourfold Feather Can only be executed while under the effect of Silken Symmetry or Flourishing Symmetry. |
Bladeshower Lv. 25 | – Instant – 2.5s | – ↔ 0y – 5y | Delivers an attack with a potency of 100 to all nearby enemies. Combo Action: Windmill Combo Potency: 140 Combo Bonus: 50% chance of granting Silken Flow Duration: 30s |
Fan Dance Lv. 30 | – Instant – 1.0s | – ↔ 3y – 0y | Delivers an attack with a potency of 180. Additional Effect: 50% chance of granting Threefold Fan Dance Duration: 30s Can only be executed while in possession of Fourfold Feathers. |
Rising Windmill Lv. 35 | – Instant – 2.5s | – ↔ 0y – 5y | Delivers an attack with a potency of 140 to all nearby enemies. Additional Effect: 50% chance of granting a Fourfold Feather Can only be executed while under the effect of Silken Symmetry or Flourishing Symmetry. |
Fountainfall Lv. 40 | – Instant – 2.5s | – ↔ 3y – 0y | Delivers an attack with a potency of 340. Additional Effect: 50% chance of granting a Fourfold Feather Can only be executed while under the effect of Silken Flow or Flourishing Flow. |
Bloodshower Lv. 45 | – Instant – 2.5s | – ↔ 0y – 5y | Delivers an attack with a potency of 180 to all nearby enemies. Additional Effect: 50% chance of granting a Fourfold Feather Can only be executed while under the effect of Silken Flow or Flourishing Flow. |
En Avant Lv. 50 | – Instant – 30.0s | – ↔ 0y – 0y | Quickly dash 10 yalms forward. Maximum Charges: 3 Cannot be executed while bound. |
Fan Dance II Lv. 50 | – Instant – 1.0s | – ↔ 0y – 5y | Delivers an attack with a potency of 100 to all nearby enemies. Additional Effect: 50% chance of granting Threefold Fan Dance Duration: 30s Can only be executed while in possession of Fourfold Feathers. |
Curing Waltz Lv. 52 | – Instant – 60.0s | – ↔ 0y – 5y | Restores own HP and the HP of all nearby party members. Cure Potency: 300 Additional Effect: Party member designated as your Dance Partner will also heal self and nearby party members |
Shield Samba Lv. 56 | – Instant – 120.0s | – ↔ 0y – 30y | Reduces damage taken by self and nearby party members by 15%. Duration: 15s Effect cannot be stacked with bard’s Troubadour or machinist’s Tactician. |
Closed Position Lv. 60 | – Instant – 30.0s | – ↔ 30y – 0y | Grants you Closed Position and designates a party member as your Dance Partner, allowing you to share the effects of Standard Finish, Curing Waltz, Devilment, and Finishing Move with said party member. Effect ends upon reuse. |
Ending Lv. 60 | – Instant – 1.0s | – ↔ 0y – 0y | Ends dance with your partner. |
Devilment Lv. 62 | – Instant – 120.0s | – ↔ 0y – 0y | Increases critical hit rate and direct hit rate by 20%. Duration: 20s Additional Effect: Party member designated as your Dance Partner will also receive the effect of Devilment Additional Effect: Grants Flourishing Starfall Duration: 20s |
Fan Dance III Lv. 66 | – Instant – 1.0s | – ↔ 3y – 5y | Delivers an attack to target and all enemies nearby it with a potency of 220 for the first enemy, and 50% less for all remaining enemies. Can only be executed while under the effect of Threefold Fan Dance. |
Technical Finish Lv. 70 | – Instant – 2.5s | – ↔ 0y – 15y | Delivers an attack to all nearby enemies within 15 yalms. Potency varies with number of successful steps, dealing full potency for the first enemy, and 75% less for all remaining enemies. 0 Steps: 350 1 Step: 540 2 Steps: 720 3 Steps: 900 4 Steps: 1,300 Step Bonus: Grants Technical Finish and Esprit to self and party members within 30 yalms Damage bonus of Technical Finish varies with number of successful steps. 1 Step: 1% 2 Steps: 2% 3 Steps: 3% 4 Steps: 5% Duration: 20s Additional Effect: Grants Flourishing Finish Duration: 30s Additional Effect: Grants Dance of the Dawn Ready Duration: 30s Can only be executed while Dancing. This weaponskill does not share a recast timer with any other actions. Upon execution, the recast timer for this action will be applied to all other weaponskills and magic actions. ※This action cannot be assigned to a hotbar. ※Technical Step changes to Technical Finish when requirements for execution are met. |
Technical Step Lv. 70 | – Instant – 120.0s | – ↔ 0y – 0y | Begin dancing, granting yourself Technical Step. Duration: 15s Action changes to Technical Finish while dancing. Only Technical Finish, En Avant, Curing Waltz, Shield Samba, step actions, role actions, Sprint, and Limit Break can be performed while dancing. This weaponskill does not share a recast timer with any other actions. Upon execution, the recast timer for this action will be applied to all other weaponskills and magic actions. |
Flourish Lv. 72 | – Instant – 60.0s | – ↔ 0y – 0y | Grants you the effects of Flourishing Symmetry, Flourishing Flow, Threefold Fan Dance, Fourfold Fan Dance, and Finishing Move Ready. Duration: 30s Can only be executed while in combat. |
Saber Dance Lv. 76 | – Instant – 2.5s | – ↔ 3y – 5y | Delivers an attack to target and all enemies nearby it with a potency of 520 for the first enemy, and 50% less for all remaining enemies. Esprit Gauge Cost: 50 |
Improvisation Lv. 80 | – Instant – 120.0s | – ↔ 0y – 8y | Dance to the beat of your own drum, granting Rising Rhythm to self. Stacks increase every 3 seconds, up to a maximum of 4. Additional Effect: Healing over time for self and nearby party members Cure Potency: 100 Duration: 15s Effect ends upon using another action or moving (including facing a different direction). Cancels auto-attack upon execution. |
Improvised Finish Lv. 80 | – Instant – 1.5s | – ↔ 0y – 8y | Creates a barrier around self and all nearby party members. Damage absorbed increases with stacks of Rising Rhythm. 0 Stacks: 5% of maximum HP 1 Stack: 6% of maximum HP 2 Stacks: 7% of maximum HP 3 Stacks: 8% of maximum HP 4 Stacks: 10% of maximum HP Duration: 30s Can only be executed while Improvisation is active. ※This action cannot be assigned to a hotbar. ※Improvisation changes to Improvised Finish when requirements for execution are met. |
Tillana Lv. 82 | – Instant – 2.5s | – ↔ 0y – 15y | Delivers an attack to all nearby enemies with a potency of 600 for the first enemy, and 50% less for all remaining enemies. Additional Effect: Increases Esprit Gauge by 50 Can only be executed while under the effect of Flourishing Finish. ※This action cannot be assigned to a hotbar. ※Technical Finish changes to Tillana when requirements for execution are met. |
Fan Dance IV Lv. 86 | – Instant – 1.0s | – ↔ 15y – 15y | Delivers an attack to all enemies in a cone before you with a potency of 420 for the first enemy, and 50% less for all remaining enemies. Can only be executed while under the effect of Fourfold Fan Dance. |
Starfall Dance Lv. 90 | – Instant – 2.5s | – ↔ 25y – 25y | Delivers a critical direct hit to all enemies in a straight line before you with a potency of 600 for the first enemy, and 75% less for all remaining enemies. Damage dealt is increased when under an effect that raises critical hit rate or direct hit rate. Can only be executed while under the effect of Flourishing Starfall. |
Last Dance Lv. 92 | – Instant – 2.5s | – ↔ 3y – 5y | Delivers an attack to target and all enemies nearby it with a potency of 520 for the first enemy, and 50% less for all remaining enemies. Can only be executed while under the effect of Last Dance Ready. |
Finishing Move Lv. 96 | – Instant – 30.0s | – ↔ 0y – 15y | Delivers an attack to all nearby enemies with a potency of 850 for the first enemy, and 75% less for all remaining enemies. Additional Effect: Grants Standard Finish and Esprit to self and party member designated as your Dance Partner Standard Finish Effect: Increases damage dealt by 5% Duration: 60s Additional Effect: Grants Last Dance Ready Duration: 30s Can only be executed while under the effect of Finishing Move Ready. Shares a recast timer with Standard Step. Upon execution, the recast timer for this action will be applied to all other weaponskills and magic actions. ※This action cannot be assigned to a hotbar. ※Standard Step changes to Finishing Move when requirements for execution are met. |
Dance of the Dawn Lv. 100 | – Instant – 2.5s | – ↔ 3y – 5y | Delivers an attack to target and all enemies nearby it with a potency of 1,000 for the first enemy, and 50% less for all remaining enemies. Esprit Gauge Cost: 50 Can only be executed while under the effect of Dance of the Dawn Ready. ※This action cannot be assigned to a hotbar. ※Saber Dance changes to Dance of the Dawn when requirements for execution are met. |
Step Actions
Action Name | – Cast – Recast | – Range – Radius | Effect |
---|---|---|---|
Emboite Lv. 15 | – Instant – 1.5s | – ↔ 0y – 0y | Perform an emboite. When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased. Can only be executed while Dancing. This weaponskill does not share a recast timer with any other actions. Upon execution, the recast timer for this action will be applied to all other weaponskills and magic actions. ※This action cannot be assigned to a hotbar. ※Cascade and Windmill change to Emboite when requirements for execution are met. |
Entrechat Lv. 15 | – Instant – 1.5s | – ↔ 0y – 0y | Perform an entrechat. When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased. Can only be executed while Dancing. This weaponskill does not share a recast timer with any other actions. Upon execution, the recast timer for this action will be applied to all other weaponskills and magic actions. ※This action cannot be assigned to a hotbar. ※Fountain and Bladeshower change to Entrechat when requirements for execution are met. |
Jete Lv. 15 | – Instant – 1.5s | – ↔ 0y – 0y | Perform a jete. When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased. Can only be executed while Dancing. This weaponskill does not share a recast timer with any other actions. Upon execution, the recast timer for this action will be applied to all other weaponskills and magic actions. ※This action cannot be assigned to a hotbar. ※Reverse Cascade and Rising Windmill change to Jete when requirements for execution are met. |
Pirouette Lv. 15 | – Instant – 1.5s | – ↔ 0y – 0y | Perform a pirouette. When performed together with other step actions, in sequence, the potency of Standard Finish and Technical Finish is increased. Can only be executed while Dancing. This weaponskill does not share a recast timer with any other actions. Upon execution, the recast timer for this action will be applied to all other weaponskills and magic actions. ※This action cannot be assigned to a hotbar. ※Fountainfall and Bloodshower change to Pirouette when requirements for execution are met. |
Role Actions
Action Name | – Cast – Recast | – Range – Radius | Effect |
---|---|---|---|
Leg Graze Lv. 6 | – Instant – 30.0s | – ↔ 3y – 0y | Afflicts target with Heavy +40%. Duration: 10s |
Second Wind Lv. 8 | – Instant – 120.0s | – ↔ 0y – 0y | Instantly restores own HP. Cure Potency: 800 |
Foot Graze Lv. 10 | – Instant – 30.0s | – ↔ 3y – 0y | Binds target. Duration: 10s Cancels auto-attack upon execution. Target unbound if damage taken. |
Peloton Lv. 20 | – Instant – 5.0s | – ↔ 0y – 30y | Increases movement speed of self and nearby party members. Duration: 30s Effect ends when enmity is generated. Has no effect in battle. |
Head Graze Lv. 24 | – Instant – 30.0s | – ↔ 3y – 0y | Interrupts the use of a target’s action. |
Arm’s Length Lv. 32 | – Instant – 120.0s | – ↔ 0y – 0y | Nullifies most knockback and draw-in effects. Duration: 6s Additional Effect: When you are struck by a physical attack, the striker will be afflicted with Slow +20% Duration: 15s |
Dancer Traits
Action Name | Acquired | Effect |
---|---|---|
Fourfold Fantasy | Lv. 30 | Grants a Fourfold Feather upon landing certain actions. Maximum Stacks: 4 |
Increased Action Damage | Lv. 50 | Increases base action damage by 10%. |
Increased Action Damage II | Lv. 60 | Increases base action damage by 20%. |
Enhanced En Avant | Lv. 68 | Allows the accumulation of charges for consecutive uses of En Avant. Maximum Charges: 2 |
Esprit | Lv. 76 | Grants Esprit to self and nearby party members upon successfully executing Standard Finish or Technical Finish. Esprit Effect: Increases Esprit Gauge by 5 upon successfully landing Cascade, Reverse Cascade, Fountain, Fountainfall, Windmill, Rising Windmill, Bladeshower, or Bloodshower. When party members successfully land a weaponskill or cast a spell, has a chance of increasing Esprit Gauge by 10. Chance of triggering party member effect differs according to job. |
Enhanced En Avant II | Lv. 78 | Allows a third charge of En Avant. |
Enhanced Technical Finish | Lv. 82 | Grants Flourishing Finish after executing Technical Finish. Duration: 30s Technical Finish becomes Tillana while under this effect. |
Enhanced Esprit | Lv. 84 | Increases Esprit Gauge by 10 upon successfully landing Reverse Cascade, Fountainfall, Rising Windmill, or Bloodshower. |
Enhanced Flourish | Lv. 86 | Grants Fourfold Fan Dance upon executing Flourish. Duration: 30s |
Enhanced Shield Samba | Lv. 88 | Reduces Shield Samba recast time to 90 seconds. |
Enhanced Devilment | Lv. 90 | Grants Flourishing Starfall upon executing Devilment. Duration: 20s |
Enhanced Standard Finish | Lv. 92 | Grants Last Dance Ready upon executing Standard Finish. Duration: 30s |
Dynamic Dancer | Lv. 94 | Increases the potency of Cascade to 220, Fountain to 120, Double Standard Finish to 850, Reverse Cascade to 280, Fan Dance to 180, Fountainfall to 340, Fan Dance III to 220, Quadruple Technical Finish to 1,300, Saber Dance to 520, and Fan Dance IV to 420. |
Enhanced Second Wind | Lv. 94 | Increases the healing potency of Second Wind to 800. |
Enhanced Flourish II | Lv. 96 | Grants Finishing Move Ready upon executing Flourish. Duration: 30s Standard Step changes to Finishing Move while under the effect of Finishing Move Ready. |
Enhanced Shield Samba II | Lv. 98 | Improves Shield Samba’s damage reduction effect to 15%. |
Enhanced Technical Finish II | Lv. 100 | Grants Dance of the Dawn Ready upon executing Technical Finish. Duration: 30s Saber Dance changes to Dance of the Dawn while under the effect of Dance of the Dawn Ready and the Esprit Gauge is 50 or higher. |
Delving into Dancer Lore: The Roots of Rhythm in FF14
The captivating allure of the ff14 dancer originates from the exotic nation of Thavnair, a land renowned for its mesmerizing and graceful performers. More than just entertainers, these dancers are practitioners of a martial art form, channeling a potent, rhythmic energy that can uplift spirits and mend troubled hearts. Accustomed to the rigors of travel and performance, Thavnairian Dancers have honed their skills to include the precise art of throwing chakrams, eliminating threats with the same precision and grace they exhibit in their dances. Their movements are not merely aesthetic; they are a language of combat, woven with elegance and deadly accuracy.
Changelog: Keeping Pace with Dancer Updates in FF14
(Note: Please refer to official Final Fantasy XIV patch notes for the most up-to-date and comprehensive changelog information regarding the Dancer job. Game balance adjustments and updates are frequent, so consulting the official sources ensures accuracy.)
This guide provides a solid foundation for understanding the ff14 dancer job. Embrace the rhythm, master the steps, and let your dance empower your party to victory!