PvEPvPLeveling · Global Season 1

Gladiator

Front-loaded damage, a pseudo-tank toolkit and near-permanent cooldowns off one stigma.

Role
Melee DPS · bruiser
Weapon
Greatsword
Difficulty
Easy
Updated
Patch
Season 1

Source: Arthars Gaming · Grobs · Ulfhednar · Questlog · Oct 12, 2026Source: Vortex Gaming (KR) · Questlog · Oct 12, 2026Source: TitanTheF · Grobs · Oct 12, 2026

Who to watch: Arthars Gaming all creators →

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Overview

Gladiator combines close-range damage, control and party support. Build around Overhead Slam and Rending Blow, maintain your damage buffs and use Focused Block deliberately. Staying in range helps, but surviving boss mechanics takes priority over finishing a sequence.

The build in one sentence

Overhead Slam at 16–20, Lunge Stance at stigma level 20 and Rage Burst to trigger Overhead Slam. Everything else is support.

Patch Season 1. The build is checked against guides from the global servers: 4 stigmas, cap 20.

Overview

In PvP, Gladiator is a durable diver: it closes distance, knocks the target down and punishes the knockdown with Overhead Slam. It has enough HP, block and self-heal to survive in the middle of the fight. It's one of the most popular PvP classes, so expect mirror matches.

Priorities in order: anti-control → stickiness → burst when their defensives are down.

Rechecked on October 12, 2026 against current Global client skill data. The existing creator builds remain reference setups; choose swaps for your gear, opponents and party rather than treating them as a universal best build.

Patch Season 1. The build is checked against guides from the global servers: 4 stigmas, cap 20.

Key unlock levels

This guide uses four stigma slots. At active-skill level 16 the suggested pair fills two specialization slots; level 20 adds the third pick. An effect appearing at level 8 or 12 does not mean you can equip every unlocked option together.

Cooldown reduction unlocks at stigma 20: while the stance lasts, each critical hit has a 50% chance to reduce skill cooldowns by 1s. This is probabilistic and does not bypass explicit exclusions: Defiance is unaffected by cooldown reduction.

Rechecked on October 12, 2026 against current Global client skill data. The existing creator builds remain reference setups; choose swaps for your gear, opponents and party rather than treating them as a universal best build.

Current creator build options

Ulfhednar · Oct 12, 2026

Ulfhednar updated this Global PvE build on October 12. His progressing setup uses the four stigmas below, with Overhead Slam, Rending Blow and Ruinous Blow at 16. This is an example of playing before Lunge Stance reaches 20; its cooldown proc is not yet unlocked.

  1. Zikel's Blessing Zikel's BlessingLv 10
  2. Lunge Stance Lunge StanceLv 15
  3. Blade Toss Blade TossLv 1
  4. Rage Burst Rage BurstLv 5

When taking boss attacks, the author recommends Focused Block to help trigger Experienced Counterstrike on a successful Block. Replace Blade Toss rather than equipping five stigmas. His endgame variant uses Lunge Stance 20 and Focused Block 5; the default guide below remains that four-slot upgrade target.

Ulfhednar · Progression build · Ulfhednar · Endgame build

Grobs · Oct 7, 2026

Grobs’ Early 45 build, updated October 7, takes Overhead Slam 16 with guaranteed critical hit + cooldown removal; Ulf takes the chain + cooldown removal. The critical-hit effect unlocks at 12, not 20. Level 20 lets you keep all three. Both authors choose mobile + mana-on-crit for Rending Blow 16; use that alternative when staying in range is harder than on a dummy.

Grobs · Early 45

Do not drop basic attacks solely because two skills reached 16. Check MP sustain during a real boss fight. Rending Blow restores MP only on critical hits with its level-16 pick. Keep Keen Strike and MP potions available if needed; Ulf’s roughly 4,200 MP target is his build reference, not a universal requirement.

Skills

Only three skills need to go high: Overhead Slam → Rending Blow → Ruinous Blow. Skills reach 10 from skill points, 14 with Daevanion, 16 with two rings (+1 each) and 20 with arcana. Specializations unlock at 8, 12 and 16.

  • Overhead Slam Core
    16 20
    The level-16 specialization removes the cooldown, not the activation requirement. Rage Burst must hit to enable Overhead Slam on that target for 10s. Against an enemy with Incapacitated Immunity, attacks have a 7% activation chance; the boss exception is not unconditional availability.
    • 8Adds [Upward Strike] Chain Skill
    • 16Remove cooldown
    • 20Critical Hit on hit
    All specializations
    • 8Absorbs 0.7% HP
    • 8Changes to AoE Skill
    • 8Adds [Upward Strike] Chain Skill
    • 16Remove cooldown
  • Rending Blow Core
    16 20
    Second-biggest damage source and your mana engine. At 20 add the mobile pick.
    • 12Deals up to 12% more damage when less targets are hit
    • 16Restores 50 MP on landing a Critical Hit
    • 20Changes to mobile skill
    All specializations
    • 8-20% MP consumed
    • 8+200 Block while using skill
    • 12Deals up to 12% more damage when less targets are hit
    • 16Restores 50 MP on landing a Critical Hit
  • Ruinous Blow Core
    16
    Maintains Prepare for Battle. This guide keeps skill critical hit + extra damage, matching Grobs’ Early 45 build; Ulf uses skill speed instead of skill critical hit.
    • 8+30% Skill Critical Hit
    • 12Extra damage on hit
    All specializations
    • 8+20% Skill Speed
    • 8+12.5m Range
    • 8+30% Skill Critical Hit
    • 12Extra damage on hit
    • 16Ignores Block and Evasion and lands as Multi-Hit
  • Leaping Slam Optional
    12
    Main gap-closer; 3s of Prepare for Battle before Ruinous Blow extends it.
    • 8Prepare for Battle effect on the caster for 3s
    • 8Resets cooldown on defeating an enemy
    All specializations
    • 8Prepare for Battle effect on the caster for 3s
    • 850% chance to trigger [Ankle Slice] on hit
    • 8Resets cooldown on defeating an enemy
    • 12+20% PvE Damage Tolerance and +10 PvP Damage Tolerance for 3s
    • 16Changes to AoE skill and pulls in enemies
  • Rush Strike Optional
    12
    Dodge into a gap-close. With Lunge Stance's cooldown procs, Stamina beats −10s cooldown.
    • 8Restores 300 Stamina on hit
    • 8+10m range
    All specializations
    • 8Restores 300 Stamina on hit
    • 8+10m range
    • 8Changes to Charge Skill and deals AoE damage
    • 12-10s cooldown
    • 16+25% Knockdown Chance
  • Mocking Blade Optional
    12
    Emergency heal button: 15% HP absorbed from bosses.
    • 8Absorbs 4% HP, absorbs 15% HP of target with Incapacitated Immunity
    • 8Changes to AoE damage on down strike
    All specializations
    • 8Absorbs 4% HP, absorbs 15% HP of target with Incapacitated Immunity
    • 8Changes to AoE damage on down strike
    • 8Adds 2 additional strikes
    • 12+1s Knockdown duration
    • 16Ignores Block and Evasion and lands as Multi-Hit
  • Ankle Slice Optional
    12
    Backup closer. Skip the Ankle Smash chain — it slows your rotation.
    • 8+16m [Ankle Slice] range
    • 12Ignores Block and Evasion and lands as Multi-Hit
    All specializations
    • 830% chance to inflict Knockdown for 3s on landing [Ankle Slice]
    • 8Adds [Ankle Smash] Chain Skill
    • 8+16m [Ankle Slice] range
    • 12Ignores Block and Evasion and lands as Multi-Hit
    • 1625% chance to reset [Ankle Slice] cooldown on Block
  • Crushing Wave Skip
    12
    Too slow for bosses; AoE and self-heal on trash.
    • 8Absorbs 2% HP
    • 12Resets cooldown on landing a Critical Hit
    All specializations
    • 8Absorbs 2% HP
    • 8Restores 50 MP on landing a Critical Hit
    • 8Up to +20% damage when more targets hit
    • 12Resets cooldown on landing a Critical Hit
    • 1650% chance to pull
  • Defiance Optional
    16 if spare
    CC break. Nice for raids, not a priority.
    • 16+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration
    All specializations
    • 8Adds [Wrath Burst] Chain Skill
    • 8Restores 1000 Stamina on using [Defiance]
    • 8Restores 20% HP on using [Defiance]
    • 12+2s Tenacity duration
    • 16+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration
  • Sword Aura Rampage Optional
    16 if spare
    For a Stagger check, consider saving Zikel's Blessing: its stigma-5 effect adds 50% Stagger Gauge Damage. Ruinous Blow and Rage Burst deal gauge damage before the break. Sword Aura Rampage requires the enemy to be Staggered already; use it in the resulting punish window, not to start the break.
    • 8Changes to mobile skill
    • 16-1s all skill cooldowns on hit
    All specializations
    • 8Absorbs 5% HP
    • 8Restores 120 MP
    • 8Changes to mobile skill
    • 12Multi-Hit on hit
    • 16-1s all skill cooldowns on hit
  • Keen Strike Optional
    12
    Do not drop basic attacks solely because two skills reached 16. Check MP sustain during a real boss fight. Rending Blow restores MP only on critical hits with its level-16 pick. Keep Keen Strike and MP potions available if needed; Ulf’s roughly 4,200 MP target is his build reference, not a universal requirement.
    • 8+20% MP restored
    • 12-1s [Ruinous Blow] cooldown on hit
    All specializations
    • 8+20% MP restored
    • 8Absorbs 1% HP
    • 8+50% Multi-Hit on hit
    • 12-1s [Ruinous Blow] cooldown on hit
    • 16Adds [Reckless Strike] Chain Skill
  • Aerial Snare Optional
    bosses · 12
    Optional boss-window skill, not part of the main spam line. Attacks against Incapacitated-Immune targets have a 5% chance to enable it. The selected level-8 option doubles damage to those targets; level 12 adds the chain. Keep it on a separate key.
    • 8+100% damage to targets with Incapacitated Immunity
    • 12Adds [Forced Fall] Chain Skill
    All specializations
    • 8Multi-Hit on hit
    • 8+25% [Aerial Snare] Airborne Chance
    • 8+100% damage to targets with Incapacitated Immunity
    • 12Adds [Forced Fall] Chain Skill
    • 16-50% [Aerial Snare] cooldown

Skills

The one mechanic that matters: Knockdown

The level-16 specialization removes the cooldown, not the activation requirement. Rage Burst must hit to enable Overhead Slam on that target for 10s. Against an enemy with Incapacitated Immunity, attacks have a 7% activation chance; the boss exception is not unconditional availability.

  • Overhead Slam Core
    16 20
    The level-16 specialization removes the cooldown, not the activation requirement. Rage Burst must hit to enable Overhead Slam on that target for 10s. Against an enemy with Incapacitated Immunity, attacks have a 7% activation chance; the boss exception is not unconditional availability.
    • 8Adds [Upward Strike] Chain Skill
    • 16Remove cooldown
    • 20Critical Hit on hit
    All specializations
    • 8Absorbs 0.7% HP
    • 8Changes to AoE Skill
    • 8Adds [Upward Strike] Chain Skill
    • 16Remove cooldown
  • Mocking Blade Core
    16
    Applies Knockdown; the chosen level-12 option extends it to 4s. The level-16 hit bypasses Block and Evasion, not status resistance or immunity. Confirm the knockdown before spending follow-ups.
    • 12+1s Knockdown duration
    • 16Ignores Block and Evasion and lands as Multi-Hit
    All specializations
    • 8Absorbs 4% HP, absorbs 15% HP of target with Incapacitated Immunity
    • 8Changes to AoE damage on down strike
    • 8Adds 2 additional strikes
    • 12+1s Knockdown duration
    • 16Ignores Block and Evasion and lands as Multi-Hit
  • Defiance Core
    16
    Breaks Stun, Knockdown, Airborne, Grab, Frost and Fear. Mandatory. At 16: +2s Tenacity with the damage tolerance; the 20% HP pick is the third slot, at 20.
    • 12+2s Tenacity duration
    • 16+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration
    All specializations
    • 8Adds [Wrath Burst] Chain Skill
    • 8Restores 1000 Stamina on using [Defiance]
    • 8Restores 20% HP on using [Defiance]
    • 12+2s Tenacity duration
    • 16+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration
  • Aerial Snare Core
    16
    Requires Knockdown. Base Airborne chance against players is 50%; the optional level-8 pick adds 25 percentage points. The shown level-16 pair keeps the chain and shorter cooldown. Confirm Airborne before relying on its follow-up.
    • 12Adds [Forced Fall] Chain Skill
    • 16-50% [Aerial Snare] cooldown
    All specializations
    • 8Multi-Hit on hit
    • 8+25% [Aerial Snare] Airborne Chance
    • 8+100% damage to targets with Incapacitated Immunity
    • 12Adds [Forced Fall] Chain Skill
    • 16-50% [Aerial Snare] cooldown
  • Rush Strike Optional
    12–16
    Confirm the control actually landed before committing follow-ups. Rush Strike has 30% base player Knockdown chance and is available after Dodge or while flying. Crushing Wave’s selected level-16 pull is 50%. Armor of Balance increases resistance rather than granting blanket control immunity.
    • 8+10m range
    • 12-10s cooldown
    All specializations
    • 8Restores 300 Stamina on hit
    • 8+10m range
    • 8Changes to Charge Skill and deals AoE damage
    • 12-10s cooldown
    • 16+25% Knockdown Chance
  • Rending Blow Optional
    16
    Still your filler and mana engine.
    • 8Changes to mobile skill
    • 16Restores 50 MP on landing a Critical Hit
    All specializations
    • 8-20% MP consumed
    • 8+200 Block while using skill
    • 8Changes to mobile skill
    • 12Deals up to 12% more damage when less targets are hit
    • 16Restores 50 MP on landing a Critical Hit
  • Ruinous Blow Optional
    12–16
    A third gap-closer; ignoring Block/Evasion is strong against Templars. That pick needs level 16; at 12 take the range and the extra damage.
    • 8+12.5m Range
    • 16Ignores Block and Evasion and lands as Multi-Hit
    All specializations
    • 8+20% Skill Speed
    • 8+12.5m Range
    • 8+30% Skill Critical Hit
    • 12Extra damage on hit
    • 16Ignores Block and Evasion and lands as Multi-Hit
  • Crushing Wave Optional
    16
    Confirm the control actually landed before committing follow-ups. Rush Strike has 30% base player Knockdown chance and is available after Dodge or while flying. Crushing Wave’s selected level-16 pull is 50%. Armor of Balance increases resistance rather than granting blanket control immunity.
    • 12Resets cooldown on landing a Critical Hit
    • 1650% chance to pull
    All specializations
    • 8Absorbs 2% HP
    • 8Restores 50 MP on landing a Critical Hit
    • 8Up to +20% damage when more targets hit
    • 12Resets cooldown on landing a Critical Hit
    • 1650% chance to pull
  • Ankle Slice Optional
    12
    Another way into the knockdown window.
    • 830% chance to inflict Knockdown for 3s on landing [Ankle Slice]
    • 8+16m [Ankle Slice] range
    All specializations
    • 830% chance to inflict Knockdown for 3s on landing [Ankle Slice]
    • 8Adds [Ankle Smash] Chain Skill
    • 8+16m [Ankle Slice] range
    • 12Ignores Block and Evasion and lands as Multi-Hit
    • 1625% chance to reset [Ankle Slice] cooldown on Block
  • Leaping Slam Optional
    12
    20m leap that survives landing in a group.
    • 850% chance to trigger [Ankle Slice] on hit
    • 12+20% PvE Damage Tolerance and +10 PvP Damage Tolerance for 3s
    All specializations
    • 8Prepare for Battle effect on the caster for 3s
    • 850% chance to trigger [Ankle Slice] on hit
    • 8Resets cooldown on defeating an enemy
    • 12+20% PvE Damage Tolerance and +10 PvP Damage Tolerance for 3s
    • 16Changes to AoE skill and pulls in enemies

Passives

Passive points are plentiful — most passives max out without any thought. One trap and one late pick:

  • Protection Armor — a tiny heal on block. Reroll gear and cards that roll it.
  • Destructive Impulse deals extra damage against Stagger or any Impact-type status, not only Knockdown. Its value depends on the actual control or Stagger window; take it after the core passives for consistent damage.

Blood Absorption has a 50% on-hit healing chance with a 1s cooldown. Its emergency heal at 50% HP or below has a separate 60s cooldown. It helps recovery but cannot replace potions, healing or avoiding lethal mechanics.

Passives

PassivePvP value
Attack PreparationStill #1: PvP Damage Boost, Defense, Accuracy.
Survival WillpowerStatus resist plus tolerance while you're CC'd. Dead weight in PvE, great here.
Survival StanceHP and PvP Damage Tolerance.
Impact HitMore Impact chance — your knockdowns land more often.
Destructive ImpulseDestructive Impulse deals extra damage against Stagger or any Impact-type status, not only Knockdown. Its value depends on the actual control or Stagger window; take it after the core passives for consistent damage.

Gear

With no Heroic gear, attack speed, move speed, Might and Precision take most of the bonus lines, leaving 1–2 for passives. Priority:

#PassiveWhy
1Attack PreparationFlat PvE Damage Boost, Defense and Accuracy. No conditions.
2Experienced CounterstrikeFront damage at all times, plus a 20s PvE Damage Boost for you and the party on every block. Doesn't stack with a Templar's Fury but covers a party without one.
3Murderous Burst / Impact HitEvery 5 hits = AoE burst + crit damage / more Impact and Double chance.

Front attacks benefit from Experienced Counterstrike, but do not stand in lethal attacks for that bonus. Coordinate who takes boss attacks; reposition first when mechanics demand it.

How gear gets stronger

1 · Enhance

  • Gold gear succeeds 100% up to +10; after that the chance drops (+13 → +14 is about 25%, +5% after each fail).
  • A fail never breaks the item — only the materials and kina are spent.
  • Above +15 you also need Amplify Stone (Unique), made in Substance Morph from Amplify Stone Fragment (Unique) and Enhance Stone. Each step past +15 on offensive items adds Attack %.
  • Cost grows with item level. Transfer Stone: Weapon (Unique) / Transfer Stone: Armor (Unique) move the enhancement level and rolled lines to another item (not accessories) — so you can enhance a cheap piece and move it later.

2 · Soul binding (rerolling lines)

  • Adds random lines to a piece: stats, or +1 level to a skill (actives on weapons and rings, passives on armor, necklaces and earrings; bracelets roll Daeva stats). The slot decides what can roll.
  • Tab 1 raises the quality of the lines, tab 2 rerolls them — with unneeded gold gear or reroll items — tab 3 uses books. Sync Stone (Unique) comes from the battle pass, hard dungeons and dungeons from 2,800.
  • Roll only on pieces you will keep (crafted or top-tier dungeon gear), and only when the piece already has one of the top lines from the table below.

3 · Manastones (rerolling their stats)

  • The number of slots depends on rarity (white 1, green 2, and so on; top pieces have 4). There are two kinds — for weapons and armor, and for accessories — each in a normal and a PvP version (Superior Manastone).
  • A manastone's stats can be fine-tuned (rerolled) towards offensive ones; this class's picks are in the last card of “Soul-bind priority by slot” below.
  • Don't chase perfect rolls in Season 1 — a reroll costs roughly 200–300k kina on Taiwan, and one good Attack line is enough for now.

4 · Theostones (main hand and off-hand)

  • Theostones (Theostone: Jumentis's Dexterity) go only into the weapon and the guard (off-hand) — weapons have one theostone slot.
  • Each one adds an effect: damage, damage over time or control.
  • It triggers with a chance on attack, so the higher your Combat Speed, the more often it fires — another reason Combat Speed tops most weapon lists.

From the “After 45” guide and the class guides on this site. After 45 →

Soul-bind priority by slot

Highest priority first. Only lines the slot can actually roll are listed.

Weapon

  1. Combat Speed
  2. Weapon Damage Boost
  3. Front Attack Damage
  4. Damage Boost
  5. Might
  6. Precision

Helmet

  1. Double Chance
  2. Attack
  3. Attack Preparation
  4. Experienced Counterstrike
  5. Critical Hit
  6. Accuracy

Shoulders

  1. Critical Damage Boost
  2. Double Chance
  3. Attack Preparation
  4. Experienced Counterstrike
  5. Attack
  6. Critical Hit

Chest

  1. Damage Boost
  2. Attack
  3. Attack Preparation
  4. Experienced Counterstrike
  5. Critical Hit
  6. Accuracy

Gloves

  1. Combat Speed
  2. Perfect Chance
  3. Attack Preparation
  4. Experienced Counterstrike
  5. Attack
  6. Critical Hit

Legs

  1. Attack
  2. Damage Tolerance
  3. Attack Preparation
  4. Experienced Counterstrike
  5. Perfect Chance
  6. Critical Hit

Boots

  1. Move Speed
  2. Perfect Chance
  3. Attack Preparation
  4. Experienced Counterstrike
  5. Attack
  6. Critical Hit

Necklace

  1. Combat Speed
  2. Might
  3. Attack Preparation
  4. Experienced Counterstrike
  5. Precision
  6. Attack

Earring

  1. Move Speed
  2. Might
  3. Attack Preparation
  4. Experienced Counterstrike
  5. Precision
  6. Attack

Ring

  1. Overhead Slam
  2. Rending Blow
  3. Ruinous Blow
  4. Keen Strike
  5. Might
  6. Attack
  7. Critical Hit

Bracelet

  1. Destruction
  2. Death
  3. Freedom
  4. Wisdom

Manastones

  1. Attack
  2. Critical Hit
  3. Accuracy

PvE. Compiled from this guide's sources; stat names other than the Daevanion ones follow the game's terms. Earrings and rings use the same list for both pieces. Fill these lines in the build planner →

Gear & arcana

With Season 1's limited gear, don't build a separate PvP set yet — keep your PvE gear and change passives, stigmas and Daevanion.

  • Accuracy — players Block and Evade far more than bosses.
  • Critical Hit and Combat Speed — crits drive Lunge Stance's cooldown procs.
  • PvP Damage Boost / Tolerance over the PvE versions wherever a slot offers them.
  • Arcana: Overhead Slam to 20 first, then Mocking Blade, Defiance and Aerial Snare to 16.

Arcana

A card leveled to 5 averages about +2 to a random skill it can roll.

CardStatSetRoll for
Chalice of VigorTimePrimal VigorRolls any skill; crafting lets you pick two. Top up whatever is still short of 20.
Parchment of VigorLifePrimal VigorOverhead Slam and Ruinous Blow — the only two of its six that matter.
Compass of VigorFreedomPrimal VigorRending Blow only. Use the Freedom version for Accuracy — parries in front of a boss are lost damage.

Set bonuses

Primal Vigor

  • 2× +60 PvE Attack when HP is 70% or more
  • 4× +150 PvE Attack when HP is 70% or more

Magic Armor

  • 2× Restores 1,500 MP when MP is 20% or less [30s cooldown]
  • 4× +1,000 PvE Defense when MP is 50% or more

Average luck: 14 + 2 (ring) + 2 + 2 = 20 on Overhead Slam. If only one more skill can reach 20, pick Rending Blow over Ruinous Blow.

Sets & passive cards

Keep the card priorities above as a starting point. Reassess MP sustain and cooldown gaps using your actual stigma levels and combat speed; a level-20 cooldown proc is not a reason to reject every cooldown stat at earlier stages.

Pets (Genus Insight)

  • Five wheels, one per genus: Cogni, Fera, Natura, Varian and Special. Each has nine slots, and slot N opens at Insight level N. Leveling pets of a genus and every Analyze give that wheel Insight EXP.
  • Analyze (Soul Crystals + Kinah) rerolls every unlocked line. Don't lock before the wheel is level 9–10: locked lines give no Insight EXP and each lock raises the cost. After that, lock only lines close to their maximum.
  • Slot 4 matters most — it is the wheel's own damage line, and Double Chance on the Special wheel is the best line of the whole system. Then slot 7.
  • The Special wheel only takes Special Soul Crystals — or the rainbow Soul Crystals that work on every wheel — so it levels the slowest. Save rainbow crystals for it.
  • Korean-server guides number the slots differently — compare them by stat, not by slot number.
SlotTake, best first
1 · 5
Max AttackAttack Bonus
2 · 8
HP Increase
3 · 6 · 9
AccuracyCritical HitPower Shard Bonus
4
CogniCritical Damage BoostDamage Boost
FeraWeapon Damage BoostDamage Boost
NaturaMulti-Hit ChancePerfect Chance
VarianBack Attack Damage BoostFront Attack Damage Boost
SpecialDouble Chance
7
Cogni · FeraDamage TolerancePvE Damage ToleranceEndurance
Natura · VarianPvE Damage ToleranceEndurance
SpecialDamage ToleranceEndurance

Slot pools come from the global client data; the picks start from gameplay.tips' global list and are adjusted for the class. gameplay.tips · questlog.gg

Daevanion boards

Daevanion takes your skills from 10 to 14 and adds a pile of stats. Each blue node gives +1 level to its skill.

BoardUnlockFocus
NezekanLv 12Combat Speed, Cooldown Reduction
ZikelLv 20Damage Boost, Damage Tolerance
VaizelLv 30Critical Damage Boost and Tolerance
TrinielLv 40Multi-Hit Chance and Resist
AzphelLv 45PvP Damage Boost and Tolerance — no skill nodes
  • Node costs: grey stat 1, green passive 2, blue skill 3, orange special 4.
  • Priority: blue nodes for Overhead Slam, Rending Blow, Ruinous Blow, then orange nodes, then stats.
  • Priority: blue nodes for Overhead Slam, Mocking Blade, Defiance, Aerial Snare, then orange nodes.
  • No Ariel on global: the global client has five boards — the PvE board Ariel from KR/TW isn't there. Azphel is PvP-only, so in PvE finish the first four boards first.
  • Azphel (level 45) is all PvP Damage Boost / Tolerance — take it, and Triniel earlier: multi-hit is a PvP stat.

The route on the boards

The real global boards from the game data. Gold marks the cheapest path from Start to the nodes this guide takes; hover any node to see what it gives.

Combat SpeedAttackCritical Hit ResistProtection ArmorCritical Hit ResistAerial SnareBlood AbsorptionCritical HitCooldown ReductionCritical HitOverhead SlamMax MPDefenseMax MPDefenseCritical Hit ResistMax MPSurvival StanceDefenseMax HPCritical HitLeaping SlamMax HPCrushing WaveMax HPIdentify WeaknessMax HPCritical Hit ResistDefenseAttackDefenseMax MPAttackRending BlowMax HPMax MPAttackCritical Hit ResistAttack PreparationMax MPCritical HitCritical Hit ResistDefianceDefenseNezekan - StartAttackSword Aura RampageCritical HitCritical Hit ResistMax HPIdentify WeaknessCritical HitDefenseMax HPMax MPKeen StrikeDefenseMax HPAttackDefenseAttackCritical HitMax MPAttack PreparationMax MPRush StrikeMax MPMocking BladeCritical Hit ResistMax MPAttackProtection ArmorMax HPCritical HitAttackMax HPAttackMax HPAnkle SliceCritical Hit ResistCooldown ReductionCritical Hit ResistBlood AbsorptionRuinous BlowCritical HitSurvival StanceCritical HitDefenseCombat Speed
284 points in total skill levels

Overhead Slam +4Rending Blow +4Attack Preparation +4Ruinous Blow +4

on the way:Identify Weakness +2Sword Aura Rampage +2Impact Hit +2Destructive Impulse +2Rush Strike +2Murderous Burst +2Protection Armor +1Ankle Slice +1Survival Stance +1Aerial Snare +1Mocking Blade +1Blood Absorption +1Survival Willpower +1Keen Strike +1

stat · 1 passive · 2 skill · 3 special · 4 route

Combat SpeedAttackCritical Hit ResistProtection ArmorCritical Hit ResistAerial SnareBlood AbsorptionCritical HitCooldown ReductionCritical HitOverhead SlamMax MPDefenseMax MPDefenseCritical Hit ResistMax MPSurvival StanceDefenseMax HPCritical HitLeaping SlamMax HPCrushing WaveMax HPIdentify WeaknessMax HPCritical Hit ResistDefenseAttackDefenseMax MPAttackRending BlowMax HPMax MPAttackCritical Hit ResistAttack PreparationMax MPCritical HitCritical Hit ResistDefianceDefenseNezekan - StartAttackSword Aura RampageCritical HitCritical Hit ResistMax HPIdentify WeaknessCritical HitDefenseMax HPMax MPKeen StrikeDefenseMax HPAttackDefenseAttackCritical HitMax MPAttack PreparationMax MPRush StrikeMax MPMocking BladeCritical Hit ResistMax MPAttackProtection ArmorMax HPCritical HitAttackMax HPAttackMax HPAnkle SliceCritical Hit ResistCooldown ReductionCritical Hit ResistBlood AbsorptionRuinous BlowCritical HitSurvival StanceCritical HitDefenseCombat Speed
388 points in total skill levels

Aerial Snare +4Overhead Slam +4Defiance +4Mocking Blade +4

on the way:Attack Preparation +3Murderous Burst +3Protection Armor +2Blood Absorption +2Identify Weakness +2Rending Blow +2Impact Hit +2Ankle Slice +1Experienced Counterstrike +1Survival Stance +1Survival Willpower +1

stat · 1 passive · 2 skill · 3 special · 4 route

Boards and costs come from the global client data (questlog.gg). Values can change with patches — check the in-game board before committing a full route.

Stigmas

The four slots depend on your role. The default uses Focused Block for taking attacks; the newer DPS example uses Blade Toss instead. Keep the selected four-slot setup consistent with the hotbar, and treat extra listed stigmas as replacements.

  • Lunge Stance Core
    Lv 20
    Cooldown reduction unlocks at stigma 20: while the stance lasts, each critical hit has a 50% chance to reduce skill cooldowns by 1s. This is probabilistic and does not bypass explicit exclusions: Defiance is unaffected by cooldown reduction.
    • 5+5% Double Chance for the duration
    • 10Increases Move Speed by 20% for the duration
    • 15x1.5 [Identify Weakness] effect for the duration
    • 2050% chance to reduce all skill cooldowns by 1s on Critical Hit for the duration
    All specializations
    • 5+5% Double Chance for the duration
    • 10Increases Move Speed by 20% for the duration
    • 15x1.5 [Identify Weakness] effect for the duration
    • 2050% chance to reduce all skill cooldowns by 1s on Critical Hit for the duration
  • Focused Block Core
    Lv 5
    Use Focused Block for an incoming blockable attack and check that a successful defense registers. Experienced Counterstrike applies its party damage buff on Block; pressing the button alone does not guarantee the buff. Never stay in a lethal mechanic just to force a proc.
    • 5+1 consecutive use
    All specializations
    • 5+1 consecutive use
    • 10Changes to mobile skill
    • 15+20% Move Speed for 3s on Parry
    • 20Restores 10% HP once on Parry
  • Rage Burst Core
    Lv 5
    The level-16 specialization removes the cooldown, not the activation requirement. Rage Burst must hit to enable Overhead Slam on that target for 10s. Against an enemy with Incapacitated Immunity, attacks have a 7% activation chance; the boss exception is not unconditional availability.
    • 5-15s [Rage Burst] cooldown
    All specializations
    • 5-15s [Rage Burst] cooldown
    • 10+10% Attack reduction
    • 15Critical Hit on hit
    • 20+10% PvE Damage Boost increase and +5% PvP Damage Boost increase
  • Zikel's Blessing Optional
    Lv 10
    Default 4th slot: +20% Attack, doesn't depend on how well your party plays.
    • 5+50% Stagger Gauge Damage
    • 10+10% PvE Damage Boost and +5% PvP Damage Boost
    All specializations
    • 5+50% Stagger Gauge Damage
    • 10+10% PvE Damage Boost and +5% PvP Damage Boost
    • 15+50% Multi-Hit chance
    • 20+20% Status Effect Chance
  • Lifestealing Blade Optional
    Lv 20
    The party Predation effect unlocks at stigma 10, not 20. Level 15 reduces cooldown by 30s; level 20 increases HP absorption by 5%. Consider it as a fourth-slot party option, replacing another stigma rather than adding a fifth.
    • 5Up to +20% damage when more targets hit
    • 10Predation effect on party members for 20s
    • 15-30s cooldown
    • 20+5% HP absorbed
    All specializations
    • 5Up to +20% damage when more targets hit
    • 10Predation effect on party members for 20s
    • 15-30s cooldown
    • 20+5% HP absorbed
  • Blade Toss Optional
    group
    aLuckyRO's group pick: −30% Defense on the boss for 10s, so the whole party kills it faster. Take it in an organized group in place of Zikel's Blessing when you play the semi-tank.
    • 5+20% [Blade Toss] Incoming Heal reduction
    All specializations
    • 5+20% [Blade Toss] Incoming Heal reduction
    • 10[Blade Toss] inflicts Slow for 5s
    • 15[Blade Toss] breaks Protective Shields
    • 20[Blade Dance] has 30% chance to inflict Knockdown for 3s
  • Wave Armor Skip
    Lv 15
    Only without a Templar. Its strong level-25 tier doesn't exist in global.
    • 5Absorbs 2% HP
    • 10x1.5 [Experienced Counterstrike] effect for the duration
    • 15x1.5 [Murderous Burst] effect for the duration
    All specializations
    • 5Absorbs 2% HP
    • 10x1.5 [Experienced Counterstrike] effect for the duration
    • 15x1.5 [Murderous Burst] effect for the duration
    • 20Reflects 10% of damage taken

Stigma sources: Nightmare shop, Shugo Festa shop and the tiered Abyss shop. Gladiator needs so few that it's set up within the first days.

Stigmas

This guide uses four stigma slots. At active-skill level 16 the suggested pair fills two specialization slots; level 20 adds the third pick. An effect appearing at level 8 or 12 does not mean you can equip every unlocked option together.

ModeStigmas
AbyssLunge Stance, Armor of Balance, Blade Toss, Tenaciousness
ArenaLunge Stance, Armor of Balance, Tenaciousness, Focused Block
  • Lunge Stance Core
    Lv 20
    Cooldown reduction unlocks at stigma 20: while the stance lasts, each critical hit has a 50% chance to reduce skill cooldowns by 1s. This is probabilistic and does not bypass explicit exclusions: Defiance is unaffected by cooldown reduction.
    • 5+5% Double Chance for the duration
    • 10Increases Move Speed by 20% for the duration
    • 15x1.5 [Identify Weakness] effect for the duration
    • 2050% chance to reduce all skill cooldowns by 1s on Critical Hit for the duration
    All specializations
    • 5+5% Double Chance for the duration
    • 10Increases Move Speed by 20% for the duration
    • 15x1.5 [Identify Weakness] effect for the duration
    • 2050% chance to reduce all skill cooldowns by 1s on Critical Hit for the duration
  • Armor of Balance Core
    Lv 5+
    Confirm the control actually landed before committing follow-ups. Rush Strike has 30% base player Knockdown chance and is available after Dodge or while flying. Crushing Wave’s selected level-16 pull is 50%. Armor of Balance increases resistance rather than granting blanket control immunity.
    • 5+20% Ailment-type and Mental-type Resist
    All specializations
    • 5+20% Ailment-type and Mental-type Resist
    • 10x1.5 [Blood Absorption] effect for the duration
    • 15x1.5 [Protection Armor] effect for the duration
    • 20+50% Impact-type Resist
  • Tenaciousness Core
    Lv 10+
    3s immunity to damage and status effects, then a heal. At 20 it triggers itself on Impact CC.
    • 5+100% Incoming Heal
    • 10Restores 20% Max HP when the effect ends
    All specializations
    • 5+100% Incoming Heal
    • 10Restores 20% Max HP when the effect ends
    • 15+20% Attack
    • 20Trigger [Tenaciousness] when afflicted with Impact-type status
  • Blade Toss Optional
    Abyss
    20m pressure tool: base Defense reduction is 30% and Incoming Heal reduction is 50% for 10s. Stigma 5 adds 20 percentage points of heal reduction. Slow requires 10 and shield breaking requires 15; the level-5 preset does not have those effects.
    • 5+20% [Blade Toss] Incoming Heal reduction
    All specializations
    • 5+20% [Blade Toss] Incoming Heal reduction
    • 10[Blade Toss] inflicts Slow for 5s
    • 15[Blade Toss] breaks Protective Shields
    • 20[Blade Dance] has 30% chance to inflict Knockdown for 3s
  • Focused Block Optional
    Arena
    Block their big damage skills in 1v1. Don't waste it on CC.
    • 5+1 consecutive use
    All specializations
    • 5+1 consecutive use
    • 10Changes to mobile skill
    • 15+20% Move Speed for 3s on Parry
    • 20Restores 10% HP once on Parry
  • Forced Restraint Optional
    alt.
    Base Seal chance against players is 75%; stigma 20 adds 25 percentage points. Seal restricts the enemy but does not itself enable Overhead Slam. If using this alternative, replace one of the four equipped stigmas.
    • 550% chance to inflict Root for 5s
    All specializations
    • 550% chance to inflict Root for 5s
    • 10-1,000 Stamina
    • 15+2s Seal duration
    • 20+25% Seal chance
  • Rage Burst Optional
    alt.
    The level-16 specialization removes the cooldown, not the activation requirement. Rage Burst must hit to enable Overhead Slam on that target for 10s. Against an enemy with Incapacitated Immunity, attacks have a 7% activation chance; the boss exception is not unconditional availability.
    • 5-15s [Rage Burst] cooldown
    All specializations
    • 5-15s [Rage Burst] cooldown
    • 10+10% Attack reduction
    • 15Critical Hit on hit
    • 20+10% PvE Damage Boost increase and +5% PvP Damage Boost increase

Macro & rotation

Example hotbar layout

Example for this guide’s main PvE setup. Stacked skills follow the lines below; separate utility keys are suggestions you can rebind. Keep manual skills outside the macro and follow the notes below for optional skills and alternative builds. On narrow screens, scroll the bar sideways to see every key.

Focused Block 1
Mocking Blade 2
Leaping Slam 3
Crushing Wave 4
Ruinous Blow E
Zikel's BlessingLunge Stance R
Rending BlowOverhead SlamRage Burst RMB
Keen Strike LMB

As in the game: a stacked line fires its bottom skill first; gold lines are the ones the macro presses. Hover an icon for the skill.

AION 2 has two separate tools, and the build uses both:

  • Hotbar line — several skills stacked on one hotbar button. Pressing it casts the highest-priority skill that's ready, and in AION 2 the bottom slot has the highest priority. The cards below show each line top to bottom as in the game, with the priority number on every skill.
  • Do not drop basic attacks solely because two skills reached 16. Check MP sustain during a real boss fight. Rending Blow restores MP only on critical hits with its level-16 pick. Keep Keen Strike and MP potions available if needed; Ulf’s roughly 4,200 MP target is his build reference, not a universal requirement.

Gladiator needs 6 skills on 3 buttons: 4 damage skills and 2 buffs.

1. Hotbar lines

RMBMain line
  1. 3 Rending Blow
  2. 2 Overhead Slam
  3. 1 Rage Burst

In-game order, top to bottom. 1 = highest priority — the bottom slot.

Rage Burst sits in the bottom slot — see below.

ERuinous line
  1. 2 Lifestealing Blade
  2. 1 Ruinous Blow

In-game order, top to bottom. 1 = highest priority — the bottom slot.

Grants Combat Ready. Add Lifestealing Blade only if it's in your stigmas.

RBuff line
  1. 2 Zikel's Blessing
  2. 1 Lunge Stance

In-game order, top to bottom. 1 = highest priority — the bottom slot.

Cooldown reduction unlocks at stigma 20: while the stance lasts, each critical hit has a 50% chance to reduce skill cooldowns by 1s. This is probabilistic and does not bypass explicit exclusions: Defiance is unaffected by cooldown reduction.

2. In-game macro

Skill window → Macro. Put the three lines in this order and set every Delay to 10 ms (it's the pause between buttons, not your ping). Bind the macro in Settings → Key Settings → General → Gameplay → Macro — a side mouse button is ideal, because you hold it.

The shown 10 ms is the existing example’s button delay, not a universal optimum or a latency setting. Adjust to your frame rate and input response. Keep movement, defense and emergency healing on manual keys.

  1. 1Main lineRMB · 10 ms
  2. 2Ruinous lineE · 10 ms
  3. 3Buff lineR · 10 ms

3. What you actually press

  • HoldMacro key the whole fight.
  • SpamRMB main line and E Ruinous line on top of it — the two lines must stay separate so they can be woven.
  • By handFocused Block (block = party buff), Mocking Blade (knockdown + heal), Leaping Slam (gap closer), Crushing Wave on packs.

Opening a boss

Lunge Stance + Zikel's Blessing→Leaping Slam in→Ruinous Blow→hold the macro

Use Focused Block for an incoming blockable attack and check that a successful defense registers. Experienced Counterstrike applies its party damage buff on Block; pressing the button alone does not guarantee the buff. Never stay in a lethal mechanic just to force a proc.

Front attacks benefit from Experienced Counterstrike, but do not stand in lethal attacks for that bonus. Coordinate who takes boss attacks; reposition first when mechanics demand it.

Why Rage Burst sits at the bottom

Keep Rage Burst at the highest-priority end of the main line so its on-hit activation window is refreshed. It is an attack on the current target, not a passive stance. Switching targets or losing range can break the sequence; move, reapply it and resume. Before stigma 20, do not expect Lunge Stance to refresh your cooldowns.

Where the damage comes from

On a one-minute dummy parse: Overhead Slam (incl. Upward Strike) > Rending Blow > Ruinous Blow > Lunge Stance > Murderous Burst > Rage Burst.

The macro keeps pace — it doesn't play for you. You still decide when to block, when to close distance and when to self-heal. Season 1's weaker stats mean multi-minute boss fights, so every second of lost uptime counts.

Keys are Arthars' action-mode layout (RMB / E); on tab-target use any two keys you can spam. The macro slot order follows the same line-by-line scheme Korean builds use.

Combos & play

Knockdown punish

Mocking Blade→Overhead Slam × N→Aerial Snare→Forced Fall

Engage from range

Blade Toss→dodge + Rush Strike / Leaping Slam→knockdown punish

No Knockdown? Only an equipped Rage Burst that hits opens the alternative Overhead Slam window. Forced Restraint does not. The default four-slot PvP setup includes neither, so wait for another control opening instead of assuming these extra buttons are available.

Staying alive

  • Defiance breaks the first hard CC; save Tenaciousness for the follow-up chain.
  • Armor of Balance goes up before you dive, not after you're down.
  • Against healers: Blade Toss first, then the Crushing Wave pull.

Confirm the control actually landed before committing follow-ups. Rush Strike has 30% base player Knockdown chance and is available after Dodge or while flying. Crushing Wave’s selected level-16 pull is 50%. Armor of Balance increases resistance rather than granting blanket control immunity.

Recap

  • Skills: Overhead Slam 20, Rending Blow 16→20, Ruinous Blow 16; everything else 12 or less.
  • Levels from: Daevanion (+4) → rings (+2) → arcana (+4).
  • Stigmas: Lunge Stance 20, Focused Block 5, Rage Burst 5, Zikel's Blessing 10 (or Lifestealing Blade 20).
  • Passives: Attack Preparation > Experienced Counterstrike > Murderous Burst / Impact Hit.

Recap

  • Skills: Overhead Slam 16→20, Mocking Blade 16, Defiance 16, Aerial Snare 16.
  • Stigmas: Lunge Stance 20 + Armor of Balance + Tenaciousness + Blade Toss (Abyss) or Focused Block (Arena).
  • Daevanion: take Azphel (PvP Damage Boost and Tolerance), Triniel earlier.
  • Play: knockdown → Overhead Slam; break CC with Defiance, save Tenaciousness.

How to fight while leveling

  • Packs: Leaping Slam in → Crushing Wave → Rending Blow. A kill resets Leaping Slam → next pack.
  • Elites: Mocking Blade (knockdown) → spam Overhead Slam → Ruinous Blow on cooldown. Dodge → Rush Strike also knocks NPCs down.
  • Blood Absorption has a 50% on-hit healing chance with a 1s cooldown. Its emergency heal at 50% HP or below has a separate 60s cooldown. It helps recovery but cannot replace potions, healing or avoiding lethal mechanics.

Leveling macro

A simpler setup for leveling and the first days at the cap, from Grobs' early-game macros. Only the skills you spam go in; buffs, stigma bursts and gap-closers stay on their own keys.

1Line 1
  1. 3 Rending Blow
  2. 2 Overhead Slam
  3. 1 Rage Burst

In-game order, top to bottom. 1 = highest priority — the bottom slot.

In-game macro: Line 1, each with a 10 ms delay. Hold your basic attack Keen Strike on LMB and the macro key together.

Priorities while leveling (Grobs)

  • Passives: Experienced Counterstrike first, then Attack Preparation — the only two that matter now.
  • Daevanion: skill points take skills to 10; after that the boards do. A 65-point route gives +2 to your four main damage skills, so they reach 12 and the second specialty fast — see the boards below.
  • Do not drop basic attacks solely because two skills reached 16. Check MP sustain during a real boss fight. Rending Blow restores MP only on critical hits with its level-16 pick. Keep Keen Strike and MP potions available if needed; Ulf’s roughly 4,200 MP target is his build reference, not a universal requirement.

Once your skills reach 12–16 and specializations change their cooldowns, switch to the full setup in the PvE tab.

Leveling route on the Daevanion boards (Grobs, 65 points)

+2 to Overhead Slam, Rending Blow, Ruinous Blow and Keen Strike — Nezekan at 12, then Zikel at 20.

Combat SpeedAttackCritical Hit ResistProtection ArmorCritical Hit ResistAerial SnareBlood AbsorptionCritical HitCooldown ReductionCritical HitOverhead SlamMax MPDefenseMax MPDefenseCritical Hit ResistMax MPSurvival StanceDefenseMax HPCritical HitLeaping SlamMax HPCrushing WaveMax HPIdentify WeaknessMax HPCritical Hit ResistDefenseAttackDefenseMax MPAttackRending BlowMax HPMax MPAttackCritical Hit ResistAttack PreparationMax MPCritical HitCritical Hit ResistDefianceDefenseNezekan - StartAttackSword Aura RampageCritical HitCritical Hit ResistMax HPIdentify WeaknessCritical HitDefenseMax HPMax MPKeen StrikeDefenseMax HPAttackDefenseAttackCritical HitMax MPAttack PreparationMax MPRush StrikeMax MPMocking BladeCritical Hit ResistMax MPAttackProtection ArmorMax HPCritical HitAttackMax HPAttackMax HPAnkle SliceCritical Hit ResistCooldown ReductionCritical Hit ResistBlood AbsorptionRuinous BlowCritical HitSurvival StanceCritical HitDefenseCombat Speed
65 points in total skill levels

Overhead Slam +2Rending Blow +2Keen Strike +2Ruinous Blow +2

on the way:Experienced Counterstrike +1Destructive Impulse +1Rush Strike +1

stat · 1 passive · 2 skill · 3 special · 4 route

Sources

All sources and creators →

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