Ghosts from the Past
Swings that leave ghosts, then a smoke bomb
Fast melee fighter
Two daggers and the quickest feet in the game. In, out and gone before they turn; you hit hard, but you fall fast too.

Phantoms were a guild of knives once, who learned to move like smoke off a hearth: gone before the blow lands, back before the next. When the Dark came they turned their blades on the dead. A Phantom fights fast and close, and is never where the foe swung.
Watch out: Little health: dodging is how a Phantom lives.
In The Long Night their left clicks build Crescendo as their blows land, and their right clicks spend it.
The Phantom's moves in The Long Night: you pick a left click, a right click, an ability and an Ultimate as a run goes on, and make each stronger. Their left clicks are the same in the campaign.
Swings that leave ghosts, then a smoke bomb
Three zips through the foe nearest your cursor, then a twirl
Sung notes that fly back; the third, or one off a wall, ricochets
Spin a foe and kick it rolling into the others
A ring of fire rising like a chord
A trapdoor that drops the foes on it; the ones it fells fall through
Vanish for 4 seconds: the foes lose track of you, and you can move unseen. Standing a friend up or striking ends it.
Drop through the floor and race unseen toward where you aim, up to 10.5 paces; nothing can hit you down there (press it again to come up where you are). You burst up, throwing the foes within 3.5 paces into the air for a second, and stab the foe nearest where you aim. Two Crescendo for each foe you throw.
Stand your ground on guard for 1.5 seconds: blows on you do nothing, but you can't move or strike. Then, in an instant, you vanish behind every foe that struck you within 8 paces, stab each in the back and are back where you stood, gaining two Crescendo for each.
Dash to where you aim, cutting every foe you pass, then sprint for 3 seconds, 25% faster, with your Crescendo full.
Leap to where you aim and land in a ring of cinders that throws the foes in it into the air, a Crescendo for each.
Up to 5 foes near where you aim put on masks and dance for 10 seconds, spinning round that spot and hurting the foes they dance through; with fewer than 5 there, stage dancers fill in. Foes near the dance go after the dancers before you. At the end the dancers bow, and the turned foes burst in cinders and fall. A boss or a champion is never turned.
A burning chandelier crashes down where you aim a moment later, hitting every foe under it hard and stunning them for 2 seconds, then lies burning for 4 seconds, setting every foe in it burning, its fire spilling out far round it to set the foes there smouldering.
You flicker between up to 12 foes near where you aim, a heavy cut on each, and come back to where you began. Nothing can hit you while you do.