This is based off of the samurai being a tank:
Lv.1 Asura: An instant attack on GCD. If the ability is critical, the samurai will enter a counter stance until attacked or until 5 seconds expire. 140 potency. 70 TP
Lv2. Red Sky: Enters a counter attack stance for until attacked or until 5 seconds expire. If an attack (physical or magical) is countered, damage taken is reduced by 10% for 8 seconds. 40 second cooldown.
Lv.4 Fang: An instant attack on GCD. Deals damage with 100 potency. Increased enmity gain. Combos off of Asura for 200 potency. Combo Bonus: Ignores enemy buffs such as stoneskin or vulnerability down. 60 TP
Lv.6 Third Eye: Damage of next attack received is reduced by 30% (does not include auto-attacks). Enemy takes 10% of damage it deals with the ability. Does not work on certain abilities. 120 second cooldown.
Lv. 8 Mirror of Equity: Deals damage with 250 potency. Only available when own HP is below 20%. Using it heals self for damage done and allows samurai to enter counter stance until attacked or until 5 seconds expire. Has a 50% chance to dodge the next attack, regardless of whether it's magical or physical. 15 second cooldown. Cannot dodge certain abilities. 80 TP
Lv. 10 Koutetsu: Deals AoE damage in a circle around samurai for 50 potency on GCD with increased enmity. Combo from Asura for 60 potency. Combo bonus: If an attack crits, the samurai is healed for damage done, and has a 25% chance of entering a counter stance until attacked or until 5 seconds expire. Costs MP.
Lv. 12 Eclipse: Deals non-elemental magic damage with 70 potency and stuns and silences enemy for 3 seconds. 20 second cooldown.
Lv. 15 Bizen Boat: Deals ranged magic damage from afar with potency of 120 on GCD. If critical, samurai enters counter stance until attacked or until 10 seconds expire. 130 TP
Lv. 18 Cherry Blossom: Deals damage equal to 1/2 of strength plus intelligence and distributes the damage dealt to the party back as TP. Rounds TP to nearest multiple of 10. 60 second cooldown.
Lv. 22 Heaven's Cloud: Every auto attack and counterattack decreases damage taken by 3% for 20 seconds. 120 second cooldown.
Lv. 26 Meatbone Slash: Inflicts a Dot with initial potency of 150 that lasts 15 seconds and ticks for 25. On GCD. If a DoT crits, samurai enters counter stance. Increases enmity. 90 TP.
Lv. 30 Chirijiraden: An instant attack on GCD that hits for 100 potency and increases enmity. On GCD. Combos off of Fang for 270 potency. Combo Bonus: If critical, samurai will double counter next attack. 60 TP.
Lv. 34 Reverse Grip: Increases parry rate and enters counter stance until cooldown expires. If counter stance is activated another way while under this effect, the potency of a counterattack will increase by 10. Lasts 20 seconds. 120 second cooldown.
Lv. 38 Kikuichimoji: Available after countering an attack. Deals 190 potency and increases enmity. Decreases damage taken by 15%. Lasts 8 seconds. If damage dealt is critical, effect increases for 5 more seconds. 160 TP.
Lv.42 Purity Channeling: Turns incoming damage (all damage taken for next 5 seconds) into a dot. DoT lasts 30 seconds, and can be esunad/leeched if samurai is in counter stance. 150 second cooldown.
Lv. 46 Northern Slash: Combos off of Meatbone Slash to deal 130 potency. When attacking the enemy, 3% of Hp is restored for every DoT on the enemy. This makes samurai unable to counter for 10 seconds, but after dealing damage the enemy will take 3% more damage for each DoT until samurai can counter again. On GCD but has 5 second cast. DoTs taken into effect are the oldest four and Meatbone Slash. Costs MP.
Lv 50. Hellish Slash: Combos off of Meatbone Slash to deal 10 potency. When attacking the enemy, all DoTs on it explode for burst damage equaling the remaining damage dealt on each dot. This makes Samurai unable to use weaponskills for 6 seconds. For each dot the enemy had, enemy deals 5% less damage until samurai uses a weaponskill. DoTs taken into effect are the oldest four plus Meatbone slash. DoTs continue to tick after effect. On GCD but has a 5 second cast. Costs MP.
Lv. 54. Kiyomori: Increases defense and magic defense by 15% and increases parry rate by 15% for 20 seconds. 180 second cooldown. Counters deal 1.25x the damage while under cooldown.
Lv. 58. Muramasa: Deals damage with potency of 100. Increased enmity gain. On GCD. Debuffs enemy so that it has an extra 10% chance of being hit with a critical strike. Effect lasts 12 seconds. 120 TP.
Samurai Job abilities:
Lv. 30. Honor Stance: Increases enmity gained by all abilities and reduces auto attack damage to half while reducing weaponskill damage by 10%. Counterattacks reduce damage taken by the ability that was countered by 25% (stacks with Red Sky and Heaven's Cloud). Parry Rate is increased by 15%, and magic can be parried. Critical Counters mean damage dealt by the attack being countered is 33% (still stacks).
Lv. 35. Osoto Gari: Binds self and enemy, while increasing enmity, and increases counterattack damage by 50%. If a counter is activated, samurai gains 20% defense and magic defense for 12 seconds. Lasts 6 seconds. Range is long and has draw-in effect. 120 second cooldown.
Lv. 40. Masamune: Increases auto-attack speed by 15%. Counter attacks increase healing received by 5%, stacking up to 30%. Lasts 15 seconds, but each counter reapplies the healing buff, and ONLY the healing buff until the threshold is reached. 180 second cooldown.
Lv. 45. Free Lunch: The entire party gets a free action (no TP/MP) cost. Resets Masamune cooldown. 5 second cast. Costs 1/3rd of MP. 240 second cooldown.
Lv. 50. Shin Zantetsuken: Conal AoE which stops all enemies for one second (DOES NOT INTERRUPT CASTS/ROTATIONS. It only delays their effect). Deals damage with 120 potency. Costs 1/2 MP. Chance to kill mobs/adds with hp < 10%. Increases enmity. Places Samurai in counter stance until attacked or until 5 seconds expire.
Lv. 55. Oni Stance: Increases damage dealt by 10% but increases TP and MP cost slightly (everything plus 10 TP and 5% MP). Can not be used with Honor Stance.
Lv. 60. Shirahadori: Evades the next 2 attacks while retaining counterattack stance. Does not work with certain abilities. Cannot do anything until after counter except move. Magic can be evaded. 240 second cooldown.
Traits:
Lv. 8. Increased Vitality I: increases vitality by 2.
Lv. 14. Fire Sky: reduces cooldown of Red Sky to 30 seconds.
Lv. 16. Increased Vitality II: increases vitality by 4.
Lv. 20. Million Faces: Increases critical hit rate by 1%.
Lv. 24. Increased Vitality III: increases vitality by 6.
Lv. 28. Unbroken Mirror: HP percentage needed to activate Mirror of Equity increases to 25%.
Lv. 32. Mind's Eye: Reduces cooldown of Third Eye to 90 seconds.
Lv. 36. Bone Crusher: Increases critical hit rate of Meatbone Slash DoTs by 20%.
Lv. 40. Infinite Faces: Increases critical hit rate by another 1%.
Lv. 44. Seal Evil: increases duration of Eclipse to 6 seconds.
Lv. 48. Balance: decreases TP cost of Kikuichimoji to 130.
Lv. 52. White Moon: decreases cooldown of Purity Channeling to 120 seconds.
Lv. 56. Relentlessness: All counters have a 3% chance of being double counters.
Lv. 60. Attunement: decreases cooldown of Kiyomori to 150 seconds.