101 reference loadouts, sourced from eog.gg and Prydwen and refreshed automatically. Treat every loadout as a starting point โ the same setup performs very differently depending on your own Skill Quality, level, and gear.
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Valkyrie | Ranked #1 Guild ยท Victory Feast
Class
Starting
Knight Path
Duelist Path
Sage Path
Sorcerer Path
101 of 101 builds
Annihilator
Execute Chain
Two skills in this kit independently target the lowest-HP enemy in range, and that is the whole build. Scorch Strike teleports you next to the weakest target and hits it; Stellar Annihilation then hits the lowest-HP enemy within 1 grid for up to +200% based on how much HP it has already lost. Cast in that order and the teleport is what puts the execute in range. Swift Power shortens the wait between windows, so the pair comes back online faster than either cooldown suggests. Do not bother with Wind Gather here: no Annihilator charm reads Wind Orbs, so those four orbs do nothing.
Techniques
Charms
Annihilator
Shadow Skirmisher
The Arena loadout. Shadow Dive banks a stack at the end of each turn and at two stacks heals you and grants Stealth, which in a 1v1 is a full tempo reset. Swift Shadow Laceration then rewards you for moving under your own power, and both Scorch Strike and Dark Soul Devour reposition you, so the movement this build already wants to do applies Laceration for free. Dark Soul Devour carries 20% Lifesteal, which is how you win attrition trades against a class that cannot burst you down.
Techniques
Charms
Arcanist
AoE Damage
PvE pack-clear build for the Arcanist. The whole kit is Dark-element and every Technique is a ranged AoE (pick a grid within 3, hit everything within 2 of it), so it is built to pull a group and nuke it. The damage engine is Erosion, a stacking damage-over-time: Mana Blast and the Shadow Erosion charm seed it across the pack, Linked Misfortune multiplies every application, and Shadow Impact is the detonator: against any Erosion-carrying target it triggers the Erosion effect twice immediately, converting your stacks into burst across the whole group. Weakening Hex softens the pack with Weakened, Abyssal Hand staggers turn order with Slow, Night's Blessing is flat Dark scaling, and Shadow Vengeance is the cheat-death cushion that lets you stand inside a dense pull. Tap any skill for the per-pick reasoning.
Techniques
Charms
Arcanist
Burst
Arena variant of the Dark Erosion kit, trimmed for few targets and burst windows instead of pack clear. Dark Bullet is a ranged poke that seeds Erosion on a priority target from 4 grids away before you are in range of their answer, Mana Blast and Weakening Hex spread Erosion and a damage-cutting Weakened debuff across a clustered enemy team, and Shadow of Termination detonates every accumulated Erosion stack on one target for a burst that can close out a kill before they act. The charm core is the same Erosion engine, Shadow Erosion and Linked Misfortune stacking and doubling the DoT, with Night's Blessing scaling raw Dark. The difference is Shadow Vengeance: in PvP a guaranteed cheat-death into an immune, increased-damage Shadow Form both denies the enemy a kill and hands you a free detonation turn, which is the swing the whole loadout is built around. Tap any skill for the per-pick reasoning.
Techniques
Charms
Arcanist
Everyone Loves You
The Arcanist's dedicated party-healer kit, the build that makes you the reason the team survives, hence the name. Three of the four Techniques are healing: Radiant Restoration is your group heal (all allies within 4 grids), Healing Touch is a targeted heal that also cleanses a random ailment or debuff, and Waterling Summon adds a backline body for extra board presence while you focus on keeping everyone topped off. Dark Bullet is the lone offensive tool, a single-target Dark hit with a 50% Erosion chance, so you still apply pressure on turns nobody needs a heal. Healing Mastery scales every heal, Overhealing gives your Technique heals a 30% chance to splash to nearby allies (turning spot heals into group value), Tough Soul keeps you alive as a focus target, and Resurrection is your once-per-fight insurance against a death. Built for party and dungeon content, not solo clears. Tap any skill for the per-pick reasoning.
Techniques
Charms
Arcanist
Summoner
A pet-class playstyle, distinct from the Erosion builds: instead of casting damage yourself, you flood the field with four summons that inherit a share of your stats and act the moment they land. Every summon here has Zero Initial CD, so the whole menagerie is out on turn one. Stonechief is the durable frontliner and the only summon that can be targeted, so it soaks hits while the others work untargetable from the backline. Flame Wolf drops two short-lived (2-turn) attackers, and that short fuse is the point: Soul Impact converts every summon's death or expiry into a Dark AoE, so the Wolves' expiry becomes a recurring nuke. Treantling and Waterling are your persistent 5-turn backline bodies. Summoner's Frenzy pumps summon ATK and Elemental Mastery scales their elemental hits, and both charms multiply the entire board at once, while Resurrection is pure group utility for party content. Tap any skill for the per-pick reasoning.
Techniques
Charms
Arcanist
Support DPS
A team-format PvP build for the support player who refuses to be dead weight on offense. The core job is still keeping allies alive: Radiant Restoration blankets the group, Healing Touch spot-heals and cleanses a debuff, Healing Mastery scales every heal, and Overhealing splashes those heals to nearby allies. But two slots make you a threat instead of a pure medic. Weakening Hex is an AoE Dark hit that pins Weakened on the enemy team, cutting their damage so your side wins every exchange while chipping them down, and Frenzy Totem drops a stat-inheriting body that acts on its own and adds pressure the enemy cannot ignore. Shadow Vengeance keeps you alive through focus fire, and Resurrection is the once-per-fight ally revive that can swing a team bracket. You heal, you debuff, you contribute to kills, and you are very hard to remove. Tap any skill for the per-pick reasoning.
Techniques
Charms
Arcanist
Tournament
Team-format PvP variant, built for organized tournament play where you fight alongside allies rather than solo. It trades the solo Burst build's raw-damage tools for control and attrition: Abyssal Hand pins enemies with Slow to win the turn-order war, Weakening Hex cuts their damage, Shadow of Termination still detonates accumulated Erosion for the kill, and Waterling Summon drops an untargetable body that soaks pressure and adds an extra action while your team works. The charm core keeps the Erosion engine running with Shadow Erosion on every Dark hit, Night's Blessing for scaling, and Shadow Vengeance as the cheat-death swing, but the defining pick is Resurrection: in a team bracket a once-per-fight ally revive can flip a lost exchange into a numbers advantage, which matters far more than the extra personal damage Linked Misfortune would give. Tap any skill for the per-pick reasoning.
Techniques
Charms
Archmage
AoE Crowd Control Build
A control and burst arena caster. The plan is to disrupt the enemy, then delete a target inside one buffed window. Energy Burst loads your next cast with Accuracy and 50% more damage, which you pour into Divine Wrath for a 16-hit nuke that punches through evasion. Around that burst sits a full control suite: Aqua Vortex drags enemies out of position, Howling Hurricane knocks them airborne to interrupt, and Repelling Wind bubbles your fragile caster body against melee by knocking back anyone who closes in. Two Light proc charms (Radiant Sear and Lightning Mystery) pad the burst and Blind the enemy, while Rapid Cast puts the whole kit online from turn one so you win the opening exchange. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Archmage
Battle Mage
The four-element control caster. Where the General PvP build is a one-shot burst assassin, the Battle Mage wins by locking the enemy down and grinding them out with all-element damage they cannot easily resist. The four techniques deliberately cover Fire, Water, Wind, and Light so Elemental Harmony sits at 4 stacks and every hit lands at peak Elemental Mastery. Around that, the kit stacks control: Frosty Nova freezes, Howling Hurricane knocks airborne, Repelling Wind knocks back anyone who closes in, and Radiant Sear blinds. Divine Wrath is the nuke you drop once a target is locked, Fire Blast keeps the fourth element live and pokes, and Rapid Cast puts the whole suite online from turn one. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Archmage
Divine Intervention
The all-Light burst caster, judgment from on high. The plan is one overwhelming Light window: Energy Burst loads your next cast with Accuracy and 50% more damage, you pour it into Divine Wrath's 16 hits, and because the whole kit is Light, every one of those hits rolls both Radiant Sear and Lightning Mystery at once. A single buffed nuke turns into a flurry of extra Light procs on top of itself. Flickering Stars strips an enemy buff right before you commit, Light of Dawn gives you a line-nuke alternative, and Repelling Wind keeps melee off your fragile caster body long enough to land the burst. That last pick is a melee-matchup choice, though: Repelling Wind only fires when an enemy closes on you, so against a ranged opponent you swap it for any defensive charm (a shield, damage reduction, or extra HP) and run the build otherwise unchanged. Rapid Cast makes sure the whole combo is ready on turn one. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Archmage
Dragon Build
The single-target boss specialist. Where the Elemental Harmony build spreads four elements for general clear, this one drops that spread and goes all-in on Wind to weaponize one charm: Wind's Shadow, which delays the boss's turn every few Wind hits. Against a lone boss, the multi-hit Wind techniques pile up hits so fast that the delay procs almost every rotation, soft-locking the boss out of its actions while Wind's Whisper amplifies the whole package. Divine Wrath and Meteoric Flames both prioritize large targets, so your off-element nukes hammer the boss specifically between Wind casts. Rapid Cast front-loads the opener so you start stacking Wind hits (and delays) from turn one. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Archmage
Dungeon Build
The dungeon-tuned cut of the Fire clear. It keeps the four-Fire technique core and the mono-element payoff (Heart of Flame buffs every cast, Raging Wildfire keeps Burn rolling) but swaps Flaming Path for Rapid Cast. Dungeon mobs out-level your character, so fights are tankier and you are sharing a damage check with three other players. You want your whole rotation online immediately, not a movement-triggered Burn that takes time to ramp. Rapid Cast delivers exactly that: it cuts every technique cooldown by 1 at the start of battle and adds Elemental Mastery on top, so you open with your full Fire burst and cycle it faster through every wave. Tap any skill below for the per-pick reasoning.
Techniques
Charms
ArchmageFeatured
Elemental Harmony
The Archmage evolution of the Sorcerer boss meta, rebuilt around one big idea: keep every element live. The four techniques are deliberately one Water, one Fire, one Wind, and one Light, so Elemental Harmony sits at its full 4 stacks all fight and your Elemental Mastery (the stat that scales all elemental damage) stays maxed. Rapid Cast piles on more Elemental Mastery and refunds a turn of cooldown on everything at the start of battle, so your whole kit is available almost immediately. The techniques are all multi-hit AoE, which floods Radiant Sear with proc chances for bonus Light damage and Blind, while Mana Surge papers over the T3 crit deficit until gear catches up. Open by pulling the pack together with Aqua Vortex, then dump Meteoric Flames, Wind's Delight, and Divine Wrath onto the bunched pile. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Archmage
Fire Centric
The mono-element pack clearer. Every technique is Fire, which lets one cheap charm (Heart of Flame) amplify literally everything you cast, and frees the rest of the shell to stack Burn. Three separate sources carpet the floor in Burn (Meteoric Flames on cast, Raging Wildfire on every Fire Technique, Flaming Path when you move), so the whole pack takes damage-over-time on top of your direct hits, and Burn ticks whether or not you crit. Most of the kit is self-centered AoE, so you wade into the middle of a pack and detonate everything around you. Note this build deliberately skips Elemental Harmony: going all-in on one element only gives Harmony a single stack, so the flat Fire amp from Heart of Flame wins instead. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Archmage
Light Element Focus
The mono-Light proc build. Every technique deals Light, which lets Incarnation of Light amplify the whole kit, and the loadout drops Mana Surge entirely to run two proc charms at once: Radiant Sear and Lightning Mystery both fire a bonus Light hit on every Technique hit. The techniques are deliberately high hit count (Divine Wrath lands 16, Lightning Chain bounces up to 9, Light of Dawn doubles, Flickering Stars sweeps an area), so those proc charms trigger constantly, and because every proc is also Light, Incarnation of Light boosts them too. That double dip, where more Light hits feed more Light procs that are all amplified, is the whole engine. It covers single targets (Divine Wrath and Lightning Chain on a boss) and packs (chain bounces and the 1x8 line) alike, with a buff dispel and Blind for utility. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Archmage
Watch the World Burn
The arsonist. This build does not duel, it sets the whole enemy team on fire and lets the Burn tick them down. Three Fire techniques carry the damage, amplified by Heart of Flame, while Fiery Star Trail and Meteoric Flames spread AoE and Burn across a clustered 2v2 or 3v3. Burn is damage over time that ticks every turn and is hard to outheal in a short match, so even while you kite you are still hurting everyone. Flickering Stars is the tech pick: a Light AoE that strips a buff off the enemy, peeling away shields and steroids (including the kind of panic shield the survivalist builds rely on). Repelling Wind keeps melee off you, Mana Surge sharpens your direct hits, and Rapid Cast gets the fire started on turn one. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Archmage
You're a Wizard Harry!
The survivalist arena mage, the one that refuses to die. It is built around Void Bubble: the first time you drop below 50% HP, you get an undispellable shield and two turns of Dodge, which eats the burst that would normally delete a squishy caster and buys you the turns to fight back. The technique core deliberately doubles up on Wind (Wind's Delight and Howling Hurricane) for a flood of hits that keeps Radiant Sear firing and gives you two control buttons, with Divine Wrath as the nuke and Fire Blast holding a third element. That double Wind means Elemental Harmony runs at 3 stacks instead of 4, a trade this build happily makes for hit density, control, and survival. Radiant Sear's Blind plus Void Bubble's Dodge make you frustrating to land anything on. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Ascendant
Erosion Ascendant
Erosion as a burst window rather than a damage-over-time tax. Dark Erosion Blast triggers an existing Erosion twelve times in a single cast, which turns a stacked debuff into one enormous hit, and Spirit Caller Erosion both raises Erosion damage and adds another guaranteed trigger on every Dark Technique that lands on an eroded target. Seed with Eroding Hex, detonate with Dark Erosion Blast. Guardian Totem arrives on your third turn as an unlimited-duration summon, which is precisely what Spirit Caller Focus wants to buff.
Techniques
Charms
Ascendant
Spirit Warden
The support and summon shell. The trick is the interaction between summon durations: Spirit Caller Whisper shields an unlimited-duration summon every time a turn-limited one dies or expires, and Flower Spirit expires every three turns by design. That is not a downside to play around, it is the trigger. Run Flower Spirit on cooldown to keep shielding the Totem and the Spirit Armor. Spirit Caller Focus buffs whichever unlimited summon lands first, so cast Spirit Armor before the Totem arrives on turn three.
Techniques
Charms
Berserker
AoE Centric Build
PvE progression loadout. The plan is simple: buff yourself, then pull every mob into one pile and clear the whole pack at once. Open with Boiling Bloodlust (zero initial cooldown) to bank Crit Rate and Crit DMG, drag the room together with Hunter's Judgment, then flatten the cluster with Sunset Sword. Eclipse Slash carries the big targets the AoE leaves standing. Insightful Eye and Blade of Judgment scale the crit-and-multi-hit core, while Blade Siphon and Indomitable Will keep you topped up so you can faceroll packs without stopping. Tap any skill for the per-pick reasoning.
Techniques
Charms
Berserker
Dragon Build
A Flame-buffed clear build. Open with Flame Aura to grant yourself (and nearby allies) Flame, then run the standard pull-and-clear: stack the pack with Lion Combo, flatten it with Sunset Sword, and delete the elites with Eclipse Slash. The damage comes from stacking, not from one nuke: Blazing Clash ramps your damage for every 4 Techniques you fire, and with this many multi-hit skills it caps fast and stays capped. Insightful Eye and Crit Mastery push crit while Blade of Judgment detonates the Marks the multi-hits pile up. Tap any skill for the per-pick reasoning.
Techniques
Charms
Berserker
F2P Build
The budget-conscious take on the AoE clear. F2P accounts earn enough currency to roll for skills too, so this build still runs the must-have rollables, it just spends the rolls where they matter most and skips the picks that only pay off with deep investment. Prioritise rolling Hunter's Judgment (the pull) and Sunset Sword (the AoE nuke); pair them with the free advancement skills Eclipse Slash and Whirlwind Slash so you have a full kit without chasing duplicates or premium openers. The charm shell keeps the meta Blade of Judgment detonation and Insightful Eye crit, then leans on Blade Siphon and Life Blessing for sustain so an undergeared account survives the pull. Tap any skill for the per-pick reasoning.
Techniques
Charms
Berserker
F2P Elemental Build
An elemental alternative to the F2P Judgement clear, and a clearly inferior one. Run this only if elemental techniques are what you actually rolled; treat it as a fallback, not a goal. The structural problem is that the Berserker's real damage engine is Blade of Judgment, whose Mark detonation pays you back for piling many physical Technique hits onto a pulled pack. This loadout drops Blade of Judgment entirely and leans on elemental nukes (Flame Aura, Doom Blade, Diving Gale, Darkness Descends) that do not feed that engine and do not ride the class's physical scaling. Worse, the techniques span three different elements (Fire, Dark, Wind), so they never stack a single-element bonus either. Blazing Clash and Insightful Eye still push raw damage and crit while Blade of Lament and Feline Dance cover survival and turn economy, but the ceiling sits below the Judgement build for the same slots and the same investment. Tap any skill for the per-pick reasoning.
Techniques
Charms
Berserker
Healer Slayer Build
The pick for cracking a team that wins by out-healing you. A pocket healer turns every other fight into an attrition loss, so this build is built to ignore the frontline and delete the support before its heals matter. Hunter's Judgment is the whole plan: it reaches into the backline and yanks the healer out from behind their wall, dropping them right in front of you where the rest of the kit can land. Once the healer is exposed you blow the entire single-target chain at once, Eclipse Slash, Sunset Sword, and Lion Combo, so the burst outruns a heal tick and the kill lands before they can react or get peeled. Blade of Judgment matters more here than anywhere: a healer that survives your opener will try to top themselves back up, and the Mark detonation keeps adding flat damage that races their healing instead of chipping at it. Insightful Eye makes the burst reliable, while Frame of Battles and Indomitable Will keep you alive through the focus fire you will eat for diving the backline. Tap any skill for the per-pick reasoning.
Techniques
Charms
Berserker
High Critical AoE Build
A crit-maximised spin on the AoE pull. Same loop as the standard AoE build (buff up, drag the pack in, flatten it) but the charm shell is built to push crit as far as it goes, turning every multi-hit AoE instance into a crit for ceiling-level damage. Boiling Bloodlust banks Crit Rate and Crit DMG, then Crit Mastery layers even more Crit DMG on top, so once the pack is pulled with Hunter's Judgment and hit with Sunset Sword the whole cluster eats crit after crit. Eclipse Slash carries the large targets, Blade of Judgment detonates the Marks the multi-hits pile up, and Blade Siphon turns that constant crit stream into constant healing. Tap any skill for the per-pick reasoning.
Techniques
Charms
Berserker
Judgement - Chao Invasion Build
A nuke comp for Chao Invasion built around the Blade of Judgment Mark detonation. The whole kit is multi-hit Physical damage, so Marks pile onto the pack fast and detonate across everything at once. Open with Flame Aura to grant yourself Flame, then let Sunset Sword's 5-hit AoE stack Marks and keep Blazing Clash capped while Lion Combo and Eclipse Slash funnel the elites. The Flame buff rides the whole clear, so every Physical instance lands harder for it. The charm shell is pure damage scaling: Desperate Valor rewards diving into the invasion, Blazing Clash rewards spamming Techniques, and Crit Mastery amplifies every crit. Tap any skill for the per-pick reasoning.
Techniques
Charms
Berserker
Mage Slayer Build
The pick for running down a glass-cannon caster who wins by nuking you from max range before you can close. A mage has the damage to delete you but almost no health to back it up, so the entire plan is to cross the gap and kill them in one commit before they get a second cast off. This build doubles up on mobility to do it: Doom Blade leaps up to 5 grids and lands for Dark damage off a 50% base modifier, and Hunter's Judgment reaches into their grid and yanks them to your feet, so between the two you can reach a mage no matter where they kite to. Once you are on top of them the burst is overkill on purpose, Eclipse Slash and Sunset Sword dump a stationary squishy target while Blade of Judgment Marks detonate, because a caster does not have the HP to survive a clean Berserker chain. Insightful Eye makes that one commit reliable, while Frame of Battles and Indomitable Will soak the one big nuke you will eat on the way in. Tap any skill for the per-pick reasoning.
Techniques
Charms
Berserker
Melee Slayer Build
The arena counter-pick for when you expect another melee bruiser in your face rather than a backline kiter. The Tournament build spends a slot (Hunter's Judgment) dragging a runner into range; against a melee opponent who is already standing on you, that pull is wasted, so this version drops it for pure in-range damage instead. Lion Combo is the swap: a fast, cheap 3-hit single-target filler that keeps Blade of Judgment Marks climbing between your big casts, while Darkness Descends adds a Dark leap nuke that also dispels a buff (it can strip an opponent's damage steroid or shield mid-trade). The rest is the same burst-and-survive shell: Sunset Sword and Eclipse Slash front-load the damage on a target that is not going anywhere, Blade of Judgment detonates the Marks your multi-hit chain piles up, and Insightful Eye keeps it all critting. The defensive back half is identical to Tournament: Frame of Battles ramps your damage reduction as the slugfest grinds you both down, and Indomitable Will is the insurance that survives a lethal trade and gives you two turns to win it back. Use this in the melee mirror; use Tournament when you expect a caster. Tap any skill for the per-pick reasoning.
Techniques
Charms
Berserker
Tank Buster Build
The arena answer to the bricks: enemy Knights, Paladins, and Guardians who out-sustain a normal burst and win by simply refusing to die. This build drops every utility slot and focuses pure single-target hit density on the tankiest player on the field, betting that volume plus the Blade of Judgment detonation grinds through their defenses faster than they can heal or block it back. Three techniques chase the bulky target: Eclipse Slash prioritizes large targets for 6 hits, Doom Blade leaps in and hits off a 50% base modifier, and Sunset Sword piles on a 5-hit cluster, with Lion Combo as the cheap 3-hit filler that keeps the chain unbroken. That dense, uninterrupted hit count is the whole point: Blade of Judgment stacks 1 Mark per hit and detonates at 10 for bonus Physical DMG, and against a single tanky duelist you cap Marks and re-detonate faster than any other Berserker build, so the bonus damage keeps landing even as their block and DEF eat your raw hits. Insightful Eye keeps every instance critting, while Frame of Battles and Indomitable Will let you out-last the slugfest a tank wants to drag you into. Tap any skill for the per-pick reasoning.
Techniques
Charms
Berserker
Tournament Build
The arena loadout, built to win the trade rather than clear a pack. The Berserker is not a control class, so this build steals control where it can and out-bursts the rest. Hunter's Judgment is the linchpin: it yanks the enemy out of their preferred spacing and parks them right in front of you, which sets up the entire combo and denies a backline caster the distance they want. From there you dump Sunset Sword and Eclipse Slash into the pulled target for a front-loaded burst, then Phantom Assault hits and immediately retreats 3 grids so you reset to safety before the counter-swing lands. Blade of Judgment still rewards the multi-hit chain (the pull plus two AoE casts stack Marks fast even on a single duel target), and Insightful Eye keeps that burst critting. The difference from the PvE shells is the defensive back half: Frame of Battles scales your damage reduction as the fight grinds your HP down, and Indomitable Will is the clutch insurance that survives a lethal opener and buys you two turns to swing back. Tap any skill for the per-pick reasoning.
Techniques
Charms
Berserker
Whale Build
The whale spin on the AoE clear. With Crit Rate and damage already covered by gear, you drop the Boiling Bloodlust self-buff and slot Doom Blade instead: a hard-hitting Dark leap nuke that doubles as a gap-closer. Stack the pack with Lion Combo, flatten the pile with Sunset Sword, and let Doom Blade and Eclipse Slash delete the elites. The charm shell (Blade of Judgment, Insightful Eye, Blade Siphon, Indomitable Will) keeps Marks detonating and you topped up so you never stop swinging. Tap any skill for the per-pick reasoning.
Techniques
Charms
Cataclyst
Burn Detonation
The cleanest cause-and-effect combo in the T6 pool. Smoldering Dark Flame inflicts Burn on the ground, and Pyre Detonation absorbs every Burn applied by allies within 3 grids and folds it into one Fire Doom hit, so the more Burn on the field the larger the payout. Rending Cyclone then knocks targets Airborne, which Raging Gale converts into a free Laceration trigger. Two independent engines, both driven by skills you were casting anyway.
Techniques
Charms
Cataclyst
Torrent Control
The multi-element shell, built around the charms that reward breadth instead of specialisation. Myriad Runes condenses a rune per element cast, so a rotation touching Water, Light and Fire beats one that commits to a single affinity. Torrential Momentum needs five Water Techniques to enter Torrent, so the two Water skills carry the build into its buffed state, and Radiant Fusion banks Charge off the Light casts for a fifth-cast spike. Slower to come online than Burn Detonation, higher ceiling once it is.
Techniques
Charms
Conqueror
Dragon
The single-target build for Dragon raids and boss floors, tuned to park on one health bar and grind it down safely. Flickering Blade is the engine, a no-cooldown Fire hit that re-casts up to twice more on any non-kill, so one button becomes a flurry against a boss that will not die to the first swing. Flash Fire opens on turn one, Blade Storm lands three hits to stack Piercing Assault fast, and Flame Aura grants an undispellable Flame buff to you and nearby allies that also keeps Piercing Assault fed. Crit Mastery lifts the crit ceiling on every hit and Spirit in Fire cuts the damage you take on your own turn, so you out-tempo the dragon instead of trading with it. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Conqueror
Maple Like
The loadout Maple runs himself for Dungeon, Kingdom, and Fantasia Ascent, a personal spin on the popular build that folds in hard crowd control. Flash Fire opens, then Doom Blade leaps into the pack for a Dark AoE that knocks everything airborne and can Armor Break, so the room is disabled and softened before you commit. Soul Piercer sweeps the 3x2 Dark cone with lifesteal for sustain and Fire Slash covers the Fire cone, so you clear from two elements while feeding Piercing Assault and Soul Breaker on every hit. Tactical Adaptation and Indomitable Will round it out for safety. It reads as a PvE clear build first, trading the raw AoE tempo of the CN setup for the control and Armor Break of Doom Blade. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Conqueror
Panda
A Panda-companion variant of the popular setup that swaps Soul Piercer for Darkness Descends. You give up the lifesteal cone for a 5-grid leap that dispels one enemy buff on arrival and prioritizes large targets, so this version reaches across the board to strip a shield or a boss steroid and repositions on demand. Everything else mirrors the CN build: Flash Fire opens, Fire Slash and Blade Storm carry the AoE, and the same four charms shred DEF, adapt to enemy count, ramp the execute, and save you from a lethal hit. Run this when mobility and buff-strip matter more than self-sustain. Tap any skill below for the per-pick reasoning.
Techniques
Charms
ConquerorFeatured
Popular in CN
The all-rounder the CN server settled on, tuned to clear Dungeon, Kingdom, and Fantasia Ascent and still hold up in PvP. It leans on three different AoE techniques so no single resist shuts it down: Fire Slash and Soul Piercer each sweep a 3x2 cone in front of you, and Blade Storm rakes a 1x4 line three times. Flash Fire is the Zero Initial CD engage that leaps you onto the pack on turn one. Every one of those Technique hits feeds Piercing Assault DEF ignore and the Soul Breaker execute ramp, Soul Piercer adds 10% lifesteal so you clear without a healer, and Tactical Adaptation flips between extra damage on small packs and damage reduction when you are swarmed. Indomitable Will is the death-save that makes it arena-legal. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Conqueror
Tanky
The survival bruiser, and the reason the in-game slot is saved as Healist. It is built to drop low and hit harder for it: Desperate Valor ramps your damage for every 15% of your own HP lost, and the 10% lifesteal on Soul Piercer claws it back, so you live in the danger zone on purpose. Doom Blade is the engage, leaping in for a Dark AoE that knocks the pack airborne with a 50% shot at Armor Break, Asura Grasp then loads your next Technique into a boosted Doom hit, and Flickering Blade spams the single-target Fire finish with its free re-casts. Piercing Assault shreds DEF while Tactical Adaptation and Indomitable Will keep you standing through the incoming fire. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Destroyer
Blinding Verdict
PvP Destroyer wants to act first and delete a threat before it acts. Formation Breaker opens (Zero Initial CD) by advancing action bars and buffing the team, then Thunder of Judgment deletes the priority carry (it prioritizes large targets, so lock it on the bulkiest threat). Starlight Burst and Radiant Sear layer Blind so survivors whiff their turn, and Flickering Stars strips a key buff (shield or damage steroid) off the target before the kill. Void Bubble is the one defensive charm you keep: a free shield and Dodge the first time you drop below 50%, which buys a turn in the mirror. Speed is the priority so you move first. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Destroyer
Ember Bulwark
The same Fiery Burst engine, retuned to survive long attrition or endless content where a glass nuker dies. Fiery Rejuvenation heals off the Burn grids the Fire kit already spams, scaling up per burning grid, so your ground control doubles as sustain. Overload Protection shields you whenever you take a big chunk of damage in a turn, and Protective Rune opens (Zero Initial CD) by cutting incoming Technique damage and boosting your other mitigation. It trades one detonator and the flat Fire amp for that survival shell, keeping the crit-ramp core (Fiery Burst plus Explosive Spirit) intact. Tap any skill below for the per-pick reasoning.
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Charms
Destroyer
Fiery Burst Horde
The Fire horde-shredder. All four techniques are Fire and exist to trigger Fiery Burst, which detonates a bonus Fire AoE on every Fire crit. Explosive Spirit stacks Crit Rate per Fire cast, up to 8, so your crit ramps and Fiery Burst chains harder every turn until it fires off nearly every hit. Meteoric Flames lays Burn and prioritizes large targets, the other three techniques carpet the floor in Fire hits, and Heart of Flame amplifies every one of them since the kit is mono-Fire. Nothing beats this into moderate mob hordes; it is intentionally softer into a lone boss, where the Light build wins. Crit Rate is the whole point. Tap any skill below for the per-pick reasoning.
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Charms
Destroyer
Frostlock Warden
The F2P-friendly Water control build, leaning inherited low-rarity Water techniques and lockdown rather than a maxed crit sheet. Aqua Vortex pulls and Wets, Frosty Nova and Ice Spike apply Frozen, and Water to Ice plus the signature Flowing Doom pile on Water procs and extra freezes. Shattering Ice punishes every thaw with bonus Water damage, so the loop is freeze, shatter, re-freeze for boss lockdown. Insight is slotted for Effect Hit Rate so the Frozen actually lands, which is the whole win condition. Honest framing: sources call the Water freeze lane light on raw damage, and bosses only freeze once their poise gauge breaks, so this is a control and budget pick, not a damage crown. Tap any skill below for the per-pick reasoning.
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Charms
Destroyer
Lacerating Gale
The Wind disruption lane, committed on-element so Wind Mastery and its affinity charms all scale. Wind Blade Spiral is a faster-cooldown mini Howling Hurricane, so it out-damages it per cooldown; running both plus Tempest Sphere keeps Wind hits constant. Wind Whisper is the flat Wind amp that scales the whole kit, Cyclone Lament adds Wind damage and stacks Laceration, and Wind Shadow delays the target after every 3 Wind hits for soft turn-denial, which your multi-hit techniques trigger constantly. Formation Breaker opens turn one (Zero Initial CD) with a team buff and tempo. Tap any skill below for the per-pick reasoning.
Techniques
Charms
DestroyerFeatured
Radiant Judgment
The strongest all-round Destroyer output, and an all-Light kit so every Mastery and affinity charm feeds one element. Radiant Sear is the tier best damage charm: a 50% chance per hit to add a Light proc with a Blind. Divine Wrath and Thunder of Judgment both prioritize large targets, so a boss eats the full payload while Divine Wrath 16 hits carpet a pack. Formation Breaker opens turn one (Zero Initial CD) with a team ATK buff and a chance to advance action bars, buying you an earlier second cast. Rapid Cast layers more Elemental Mastery and shaves a turn off every cooldown so the big nukes come online sooner. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Dominator
Bunker Bruiser
PvP wants control, survival, and damage that does not rely on stacking time. Chaos Rune Frenzy and Abyssal Hand Slow are tempo tools that break enemy turn order, Dark Starburst is the reliable burst that ignores Erosion RNG, and Decoy Clone (Zero Initial CD) drops a taunt body that eats a focus-fire turn and mirrors damage back. Shadow Vengeance is the survival keystone: the first lethal hit puts you in an untargetable, damage-immune Shadow Form with a cooldown cut, so you swing back before dying. Falling Dark Star feeds a buff each turn, Night Blessing scales your Dark output, and Aberrancy cuts damage from any attacker you have debuffed, which after a Slow or Frenzy is most of them. Speed is prioritized to act first. Tap any skill below for the per-pick reasoning.
Techniques
Charms
DominatorFeatured
Dark Starburst Nuke
The confirmed best-in-slot Dominator core, and the reliable one. Dark Starburst (3 Dark hits) and Chaos Rune do heavy, non-RNG Dark damage that does not depend on Erosion being up, so a soft Effect Hit Rate spread still hits hard. Dark Bullet adds a cheap single-target hit that seeds a debuff, and Rejuvenating Rain keeps a support heartbeat so the seat is not purely selfish. Night Blessing and Mana Surge scale and crit every Dark hit, Falling Dark Star feeds a free random buff each turn, and Curse Resonance turns any debuff on the target (Chaos Rune Frenzy, incidental Erosion) into a stacking damage amp. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Dominator
Erosion Detonation
The high-ceiling Erosion build, the one that genuinely stacks and detonates. Mana Blast and Dark Bullet spray Erosion across a pack, Linked Misfortune doubles each application, and Shadow Erosion adds a second passive seeder, so stacks pile fast. Then you cash them: Shadow Impact double-triggers Erosion on any target already carrying it, and Shadow of Termination fires every stack on a large target at once. Curse Resonance scales off the debuff pile you are building, and Night Blessing multiplies it all. This wants your Effect Hit Rate geared so the seeds and re-procs land. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Dominator
F2P Erosion Starter
An accessible shell built from early-lineage skills that do not need high rarity or perfect stats. Dark Bullet and Shadow Impact are cheap inherited Dark techniques: Shadow Impact double-triggers Erosion on a target already carrying it, giving budget detonation without pulling Shadow of Termination. Shadow Erosion seeds stacks passively, and Chaos Rune plus Dark Starburst are the reliable-damage buttons that carry when your Effect Hit Rate is low. Night Blessing and Falling Dark Star are easy multipliers and engines, and Tough Soul adds survivability so a fragile early account clears content. First upgrade on the path: add Linked Misfortune (over Tough Soul) so the Shadow Impact detonation lands far more often, then chase Shadow of Termination into the full Erosion Detonation build. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Dominator
Overheal Anchor
The dedicated support seat. Phantom Light is the keystone: it boosts all your healing and converts overheal into a 2-turn shield, so nothing is wasted. Rejuvenating Rain spams single-target triage, Radiant Restoration covers the group, and Void Blessing inflates the whole team max HP pre-battle, which means bigger overheal and therefore bigger Phantom Light shields. Spirit Aegis marks your lowest-HP ally for protection. Healing Mastery and Overhealing amplify and splash your heals, and Resurrection is the once-per-fight ally insurance. A comfort and co-op pick: pure healer is not top-meta this patch, but it is the correct shell when the roster needs a real backline. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Dominator
Summoner Zoo
The summoner shell, a niche and co-op body-block pick rather than a top DPS seat, run honestly. Rock Rex is the durable once-per-battle body, Frenzy Totem is a Zero Initial CD summon that acts the instant it lands, and Decoy Clone (Zero Initial CD) drops a taunt body linked to an enemy so damage the Clone eats is mirrored onto the target. Soul Pact Resonance grants an ATK boost while any summon is out, Summoner Frenzy pumps summon ATK, and Soul Impact detonates a Dark AoE when the Totem or Clone expires. Dark Starburst is slotted so the caster still lands real damage while the zoo tanks. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Duelist
AoE Damage
Multi-target clear setup. Flame Aura double-dips and hits roughly three to four times its listed value, Whirlwind Slash adds four damage instances, and Mountain Collapse covers the largest area. Keep Mountain Collapse in the last slot; its knockback pushes targets out of every AoE you cast after it. Physical Mastery outpaces Crit Rate at the Duelist's stat budget, so weight gear and substats that way.
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Charms
Duelist
PVP
Arena loadout built around burst windows. Flame Aura's multi-instance damage stacks against single targets, Leap Attack closes gaps, Darkness Descends nukes when you can feed it enough Dark Affinity, and Sunset Sword finishes. Insightful Eye replaces Block Awareness because arena rounds are short enough that crit ceiling beats damage reduction.
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Charms
Duelist
Single Target DPS
Boss-focused rotation. Heavy Impact is the strongest single-target technique with a two-turn cooldown; the other three sit close behind on per-cast damage. Lion Combo's three cutting instances feed Strength Rules stacks faster than any other technique in the kit, and Phantom Assault doubles as a gap-closer in the final slot. Block Awareness keeps you alive between burst windows by negating incoming crits.
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Charms
Empyrean
Frostbind Bulwark
The control tank, and the better pick when the problem is incoming damage rather than clear speed. Phantom Tide Pull applies Cold and drags everything to your feet; Frostbind Breath then reduces the damage you and nearby allies take from Cold-afflicted enemies, scaling with the stacks on them. Pulling the whole pack in is normally the reckless play, and this loadout is assembled so that it is the safe one. Tidal Sigil turns those incoming hits into a counter, so the more you gather the faster it fires.
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Charms
Empyrean
Radiant Charge
The damage-dealing tank. Skyvault Radiance banks 2 stacks of Charge at the end of every turn up to 20, and Radiant Spirit Blade spends 5 of them to upgrade a bounce that already chains up to five times. That is the engine. Holy Light Blessing then pays damage reduction for each equipped Technique that deals Light damage, so running both Light skills is not incidental, it is how the defensive half of this build gets paid. A Knight-line class that contributes real damage without giving up the Block Rate its gear is already stacking.
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Charms
Guardian
Aegis Wall
The bread-and-butter guild raid tank. Two pre-battle casts lock aggro and buff the party on turn zero: Heart of Challenge taunts the pack onto you, Valor Surge boosts nearby ally damage and cleanses a debuff. Iron Fortress and Soul Protection convert your DEF and HP into team armor and a personal shield before the first enemy acts. Guardian Ring is a Zero Initial CD DEF shield you stack turn one and refresh on cooldown, and Holy Aegis multiplies it. Hamper Strike re-taunts on demand when adds spawn, and Oath of Vigil eats half the incoming damage on your squishiest ally, mitigated harder because your DEF towers over theirs. Pure survivability, DEF-scaled end to end. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Guardian
Frostwarden
The Cold-control tank, rebuilt around Guardian Water signatures. Every Water Technique feeds Frigid Glint, which guarantees a Cold stack on Water hits, while Frigid Aura punishes any enemy that ends its turn next to you. Cold stacks raise the target Water-damage-taken, so Raging Maelstrom and Lunarwater Threads ramp harder each turn. The trick tying it together is Guardian Ring plus Ripple Impact: you keep a DEF shield up (Zero Initial CD, boosted by Holy Aegis) and let it break, and when it fully breaks Ripple Impact detonates a Water AoE with a guaranteed 3 stacks of Cold. Lunarwater Threads gathers the pack, Hamper Strike locks it in the freeze zone. A slow, inevitable control tank for add-heavy content. Tap any skill below for the per-pick reasoning.
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Charms
Guardian
Ironclad Recruit
The F2P-friendly wall for players without upgraded signature charms. It leans on cheap, always-relevant flat-stat charms plus Pure Protection, which auto-shields off DEF whenever you drop below 50% HP, so you get a safety net for free. Three openers work turn one even underleveled: Heart of Challenge taunts, Guardian Ring shields (Zero Initial CD), Luminous Shield spikes block (Zero Initial CD). Holy Aegis is the one signature charm to prioritize because it multiplies every DEF-based shield the kit throws out, including Pure Protection. Hamper Strike is your on-demand re-taunt. No premium charms, no element commitment, still a functional main tank. Tap any skill below for the per-pick reasoning.
Techniques
Charms
GuardianFeatured
Reflect Bastion
The line proven all-purpose build, the Reflect Tank, given the Guardian shield engine. Luminous Shield opens (Zero Initial CD) and spikes Block Rate and Efficiency so you block nearly everything, and every block fires Rebound for DEF-scaled Physical damage back at the attacker. Reflective Armor adds a second reflection layer that works while you are shielded, which Guardian Ring keeps true. Heart of Challenge taunts the pack so enemies keep swinging into your block wall and the reflect loop never idles. The reflect damage scales off DEF, not ATK, so you build pure tank stats and still deal real damage, which is devastating against multi-hit attackers that trigger block over and over. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Guardian
Sanctum Warden
Guardian peaks in PvP as a top point-holder across every bracket, and this is the wall. Light Sword Array casts pre-battle and counters the first four attackers with a Light AoE, punishing dive comps that open on you. Hamper Strike taunt-locks a key threat, huge in 2v2 and 4v4 for peeling your carry, and Oath of Vigil redirects half your ally incoming burst onto your far higher DEF. Iron Will makes taunted enemies hit you for less, so aggro-baiting is pure profit. Guardian Ring and Luminous Shield keep you unkillable while Reflective Armor punishes anyone who keeps swinging. Sage is the known counter, so this leans on redirection and lockdown, not a damage race. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Guardian
Solo Purgatory
Built for the thing Guardian is famous for: soloing endgame attrition. Every layer here is self-healing or self-shielding. Soul Protection front-loads half your HP into a shield and refunds HP on a win, Swirling Blade siphons 20% of the damage it deals into a fresh shield each cast, and Guardian Ring plus Holy Aegis keep a DEF shield stacked. Source of Vitality trickle-heals every turn, and Potential Rebirth is your once-per-fight cheat-death with a full cleanse. Hamper Strike holds the room while you out-sustain it. No teammates, no ATK, just an unkillable loop, though a slow one. Tap any skill below for the per-pick reasoning.
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Charms
Knight
Co-op Tank
Group-content survival kit. Your job isn't damage, it's eating hits, buffing allies, and cleansing debuffs off the team. Speed priority matters because the tank needs to act before the DPS and the enemy. Block Awareness, Iron Fortress, and Life Blessing stack the survivability ceiling; swap Feline Dance for Relentless Frenzy if your party needs group damage, or Life Blessing for Crystal Armor if you're getting bursted before heals land.
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Charms
Knight
PVP
Arena loadout built around burst and stun. Drops the shield techniques entirely for offensive openers: Heavy Impact, Leap Attack, and Stunning Strike chain into a stun-and-burst combo while the defensive charm shell keeps you bulky enough to survive the trade. Valor Surge buffs the burst window.
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Charms
Knight
Reflect Counter
Solo-mode reflect build. Block chance and DEF feed Rebound and Counter Blade, so the loadout scales hard with gear and class tier. Early on the active techniques carry the damage; once block triggers stack, the reflects take over on their own. Skip this for early boss fights; reflect damage starts soft and only ramps after gear upgrades.
Techniques
Charms
Knight
Shield Burst
Burst-window AoE built around shield-buffed strikes. Pop Guardian Ring, layer the buff stack, then dump your strongest AoE while Defensive Assault and Ripple Impact convert shield uptime into damage. Best on wave content and elite-plus-adds packs; single-target output holds up if you keep shields near full.
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Charms
Mage
AoE Damage
Multi-target clear build. Sustains spell uptime with Mana Surge so the AoE rotation never breaks.
Techniques
Charms
Mage
Beginners
Balanced first-job loadout. Covers single-target, AoE, and basic survival before you commit to a damage profile.
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Charms
Mage
Single Target DPS
Boss-focused loadout. Wind's Delight and Tempest Sphere stack damage on priority targets; Mana Surge keeps the rotation alive.
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Charms
Mage
Team Support
Group-content kit. Stonechief Summon and Healing Touch carry party HP; Flaming Path and Iron Thorn handle damage and control.
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Charms
Oracle
Erosion Oracle
The damage-and-sustain shell for players who would rather press buttons than manage summons. Every Technique here is Dark, which is exactly what Truth Communion cares about: eight Dark casts enters Communion for two turns of increased damage plus 10% Lifesteal on Technique damage, and that Lifesteal is what lets a Sage-line class hold a lane without a dedicated healer. Effect Hit Rate is the gating stat, since three of the four Techniques apply their effect on a chance roll.
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Charms
Oracle
Summoner Zoo
The Sage line finally gets a summon build that pays for itself. Summoners Whisper raises summon Attack and advances a random summon 30% every turn, and Spirit Pact Incantation makes every summon deal Dark damage to everything beside it when its turn ends, so the two charms convert extra bodies into a recurring damage tick you never have to cast. Summon Shadow is once per battle, so open with it. Flame Dragon runs a 2-turn cooldown against a 3-turn lifespan, which is effectively permanent uptime if you re-cast on cooldown.
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Charms
Paladin
Bonking Healers
A diver aimed at the enemy healer. The whole plan: vault past the frontline, sit on the healer, and survive the focus fire long enough that they either die or spend the entire match saving themselves instead of healing their team. Leap Attack is the dive, jumping to any empty space within 3 grids so it lands straight on the backline and applies Armor Break. Star Shattering Slash is your single-target pressure to keep the healer busy. Luminous Shield with Zero Initial CD plus the block shell of Block Awareness, Block Mastery, and Iron Fortress is why the dive does not get you killed, and Valor Surge buffs you and cleanses the roots and slows they will throw to peel you off. Potential Rebirth is the closer: when their team finally bursts you, you survive at 1 HP, heal, and cleanse, buying one more window on the healer. The result is a sticky pest that neutralizes the enemy support, because even a healer who lives is a healer too busy running and self-healing to keep their team up. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Paladin
Dungeon Build
The group-content / co-op dungeon loadout. In a 4-player dungeon your job is not personal damage. It is to group the pack, lock it down, buff the team, and eat everything. Valor Surge opens the fight (casts once at the start) with a party-wide DMG Boost for everyone within 5 grids and a cleanse of a random debuff or ailment. Lunarwater Threads is the control piece: a Water AoE that pulls every enemy within 5 grids into one pile, with a 50% chance to chill them with Cold. Heart of Challenge then taunts that gathered pile onto you, and Desperate Protection shields your lowest-HP ally. Underneath it all sits the pure-defense charm shell. Iron Fortress (party-wide DEF at battle start), Stone Skin (stacking damage reduction as you get hit), and Block Mastery + Block Awareness. So you become the immovable anchor while your DPS melt the bunched, slowed pack. You bring control and party buffs, not damage. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Paladin
F2P Build
The F2P / pure-tank take on the Paladin. Every skill here is a free advancement skill. No rare damage charms to roll for. So a brand-new or budget account can run it day one. The plan is dead simple: stack defenses, taunt the room, and become an immovable wall while your party does the killing. Luminous Shield and Guardian Ring both have Zero Initial CD, so on turn 1 you put up a block buff (Block Rate + Efficiency) and a DEF shield at the same time. Heart of Challenge auto-casts and taunts the whole pack onto you, and from there your defenses snowball: Stone Skin stacks a damage-reduction buff every time you are hit (up to 9), Block Mastery + Block Awareness make you block more often and for more, and Iron Fortress hands your whole party bonus DEF at the start of battle. Desperate Protection tops up your lowest-HP ally. The trade vs the main Shield build: you drop Defensive Assault and Eye for an Eye, so your personal damage is low. This is a survivability/support anchor, not a damage dealer. Tap any skill below for the per-pick reasoning.
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Charms
Paladin
Reflect the Pewpew
A counter to the ranged DPS who wants to sit at distance and shoot you down. The whole point is to make their own attacks the thing that kills them. Every time you block one of their Technique attacks, Rebound fires Physical DMG back at them scaled off your DEF, so the more they pewpew, the more they bleed. Leap Attack is your anti-kite tool, jumping onto the attacker so they cannot just walk backward and plink you, and it Armor Breaks to cut their DEF. Luminous Shield with Zero Initial CD cranks your Block Rate and Efficiency, which is the entire engine: more block rate triggers Rebound on more shots, more efficiency means each blocked shot barely touches you, and Block Awareness and Block Mastery stack on top. Holy Purification strips an ATK or crit buff and chips with Light Doom DMG, Star Shattering Slash adds direct pressure, and Iron Fortress raises your DEF, which doubles as damage here because Rebound scales off it. Building bulk literally builds your reflect. The result is a hard counter to attack-spam DPS: they cannot kite you, cannot burst you, and every shot gets paid back with interest. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Paladin
Reflecting Wall Build
A reflect tank that turns blocking into damage. You taunt the whole pack onto yourself, then punish every hit you take. Heart of Challenge auto-casts and taunts enemies within 3 grids onto you. Rebound is the core of the build: every time you block an enemy Technique attack it deals Physical DMG back to the attacker based on your DEF, so a high-DEF Paladin that blocks often is dealing damage just by standing there. Block Awareness and Block Mastery push your block rate and efficiency so Rebound fires constantly and you barely take damage when it lands. Eye for an Eye stacks bonus Technique damage every time you are hit, which feeds your two active strikes: Forceful Charge, a line AoE that knocks the pack back into position, and Ricocheting Shield, a bouncing hit that chips several targets at once. Desperate Protection shields your lowest-HP ally. The result is a wall that hits back: it holds aggro, blocks most of what comes in, and reflects the rest. Tap any skill below for the per-pick reasoning.
Techniques
Charms
PaladinFeatured
Shield Build
The Paladin's bread-and-butter loadout, built around one simple loop: shield up, taunt the pack, then let the damage you soak power your own attacks. Heart of Challenge auto-casts at the start of battle and taunts the whole pack onto you, while Guardian Ring gives a free self-shield (Zero Initial CD) that immediately switches on Defensive Assault for an ATK boost. With every enemy now hitting you, two engines run at once: your Block charms (Block Mastery + Block Awareness) shrug off most of the damage, and Eye for an Eye banks up to 10 stacks of bonus Technique damage. You cash those stacks back out through Star Shattering Slash on priority targets, and Desperate Protection keeps your squishiest ally alive. The result is a frontline that is hard to kill and still pulls real weight on the damage chart. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Paladin
Warriors Nightmare
A build made to ruin a melee Warrior or bruiser. A Warrior wins by diving in and spamming physical Technique hits, and this loadout makes that exact plan backfire: the more they swing at you, the harder they punish themselves and the less their hits land for. Rebound reflects Physical DMG back on every block, scaled off your DEF, and a Warrior throws a lot of attacks, so a lot of them bounce straight home. Stone Skin is the counter to their aggression: every instance of Technique DMG you take stacks a damage-reduction buff up to 9, and a multi-hit melee attacker ramps it almost instantly, so within a turn or two their big swings barely scratch you. Luminous Shield with Zero Initial CD plus Block Awareness and Block Mastery push your block rate and efficiency, which protects you and triggers Rebound. Leap Attack keeps you glued to them and Armor Breaks to cut their DEF, Star Shattering Slash adds direct pressure, and Valor Surge cleanses the bleeds, stuns, and Armor Break a Warrior leans on. The harder the Warrior commits, the faster they lose. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Paladin
Watching Paint Dry
A duel build, and a slow one, which is where the name comes from. It is an anti-tank specialist built to out-last and out-grind the bulkiest opponents. Against a squishy target it is overkill on patience, but against another tank it is the build that actually wins, because it ignores the things that make tanks hard to kill. Leap Attack closes the gap and applies Armor Break to cut the enemy DEF. Holy Purification strips a buff and deals Light Doom DMG, peeling off the shields and DEF buffs a tank leans on while chipping through what is left. Star Shattering Slash prioritizes large targets so it stays locked on the beefy enemy, and Valor Surge keeps you buffed and cleansed. The charm shell is pure stalling power: Iron Fortress, Block Mastery, and Block Awareness mean you block often and take almost nothing, and Potential Rebirth eats their one big burst. The result is a fighter who cannot be killed quickly and cannot be out-tanked, so the enemy slowly bleeds out to armor break, dispel, and Doom damage. It is a war of attrition you are built to win, even if watching it happen is a lot like watching paint dry. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Paladin
Water Balloon Build
A shield-burst damage build with a fun gimmick: you wear a shield, let it pop, and the pop detonates into a Water explosion that chills the pack. Guardian Ring puts a DEF shield on you with Zero Initial CD, and being shielded turns on Defensive Assault for an ATK boost. Ripple Impact is the payoff: when that shield fully breaks it deals Water DMG to all enemies within 2 grids and applies 3 stacks of Cold, so the shield is not just defense, it is a bomb on a timer. Lunarwater Threads sets the table by pulling the pack into one pile and chilling them, so when the balloon pops everyone is bunched and already Cold. Valor Surge opens with a party DMG buff and a cleanse, Star Shattering Slash finishes the large target left standing, and Eye for an Eye plus Insightful Eye turn the hits you take into bonus crit-boosted damage. The result is a Paladin that plays like a delayed AoE nuke and actually wants its shield to break. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Paladin
Water Grenade Build
The aggressive, self-reliant cousin of the Water Balloon. Same core trick, your shield breaks and Ripple Impact bursts into a Water and Cold explosion, but this version is tuned for big crits and for diving in without a party to bail you out. Boiling Bloodlust opens with Zero Initial CD and raises your Crit Rate and Crit DMG for 4 turns, so the detonation lands as a critical hit. Guardian Ring is the grenade casing: a DEF shield that also switches on Defensive Assault for ATK, and the shield that Ripple Impact pops. Lunarwater Threads pulls the pack into one pile and chills it to line up the blast, and Insightful Eye doubles down on crit. The safety pin is Potential Rebirth: the first time you would die you survive at 1 HP, get healed, and cleanse all debuffs, which lets you over-commit and let the shield break on purpose. Desperate Protection covers an ally on a spare turn. The result is a solo-friendly burst Paladin that arms a shield, groups the pack, and sets off a chilling Water crit, with a free revive so going too hard does not cost the run. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Paladin
Whale Tournament
The premium tournament loadout, built for organized high-investment play where both sides are maxed and the fight is decided by who acts first and who controls the opening. Feline Dance is the whale tech here, stacking SPD so your Paladin moves before the enemy and lands all of its control before they get a turn. Lunarwater Threads pulls the enemy team into one pile and chills them, Heart of Challenge taunts that pile onto you and off your carries, Valor Surge buffs your whole team and cleanses a debuff, and Iron Fortress hands the team bonus DEF at the start, so your side opens ahead on both offense and defense. Luminous Shield, Block Awareness, and Block Mastery make you the unkillable anchor in the middle of it, so the enemy cannot answer your control by simply bursting you down. The result is a speed-priority team anchor for top-level play: you win the turn-order race, lock the enemy into a chilled, taunted pile, buff and shield your own, and survive everything while your carries clean up. In a lobby where everyone is fully built, the team that controls first usually wins, and this is built to control first. F2P version: without the SPD substats to win the turn-order race, swap Feline Dance for Stone Skin and play it as a pure survivability anchor instead. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Reaver
Sigil Execute
The single-target answer to the boss checks that gate every region. Condemnation Sigil raises your damage into one marked target and then pays out Physical True damage when it expires, which sidesteps the defense scaling that makes late-region bosses feel immune. Eroding Force is the deliberate pairing: it boosts single-hit Techniques specifically and grows another 10% per debuff on the target, so this kit is assembled from single-hit skills rather than the multi-hit ones the clear build wants.
Techniques
Charms
Reaver
Speed Shred
The AoE clear shell. Blade Rain Frenzy pays up to +50% extra damage purely for out-speeding the target, which makes Speed a damage stat here rather than just a turn-order stat, so it wants the same Speed substats the Duelist line has stacked since T2. Phantom Blade Dance covers the grids Blade Rain misses, and Shadow Prison Bind pulls scattered packs into one cluster before you commit. Mind the decay clauses: Phantom Blade Dance loses 50% per repeat on the same target, so it is a spread tool, not a single-target button. Do not slot Gathering Wind Spirit in any Reaver build; it scales off Wind Orbs and nothing in the Reaver kit creates one.
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Charms
Sage
Generalist DPS
All-rounder kit for mixed content. Flame Wolf parks in the back while Dark Bullet and Shadow Impact pressure priority targets; Weakening Hex shaves boss DEF for the whole party. Insight + Elemental Mystery push Effect Hit Rate and elemental damage so Erosion lands consistently. If you can't survive, swap Insight or Elemental Mystery for Gale Shield. Stat focus: ATK, Elemental Mastery, Dark Affinity, Effect Hit Rate, then Crit and Speed.
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Charms
Sage
Healing
Co-op healer loadout. Radiant Restoration is the main AoE heal and your most cast button, Healing Touch covers single-target healing plus cleanse, and Void Blessing patches group damage between cooldowns. Iron Thorn flexes in for the Immobilize utility (swap it for damage or survival depending on the party). Tough Soul + Gale Shield keep the healer alive. Build for HP, Healing Boost, and Speed.
Techniques
Charms
Sage
PVP
Arena healer loadout. Keeps the three heal cores from the PVE build (Void Blessing, Healing Touch, Radiant Restoration) but drops the utility slot for Dark Bullet so you have an actual damage button. Unstable Aura sits in the charm shell to milk extra damage from Dark Bullet hits while Tough Soul, Healing Mastery, and Resurrection hold the support backbone. Built for sustained 2v2 and 3v3 pressure.
Techniques
Charms
Sage
Summon Erosion
Twin-focused damage variant. Drops Flame Wolf for Treantling, which delivers far more total damage when the summon stays alive (skip this build in fights with heavy AoE that wipes minions). Curse Resonance replaces Soul Impact, layering an additional debuff trigger onto the Erosion engine. Use this when the fight composition supports summon longevity.
Techniques
Charms
Seraph
Charge Seraph
A Charge economy, start to finish. Energy Flow hands you 14 stacks before the first turn and converts every 2 spent into stacking Attack, Charge Slash adds 2 per cast, and Charge Cry spends 10 to cast itself a second time. The result is a tank that opens with a genuine damage turn instead of ramping for three. Hundred Battle Blade is the long-fight scaler, gaining 10% per cast up to +100%, so it rewards exactly the drawn-out boss fights where a Knight-line class is expected to be present anyway.
Techniques
Charms
Seraph
Frost Bulwark
The punish build, for Arena and for any fight where the plan is to be attacked. Frostward Guard shields off DEF and has a 50% chance to apply Cold to anyone who hits through it; Frost Domain then applies 1 to 3 stacks of Cold to any enemy ending its turn within 2 grids. Between them an opponent is chilled for standing near you and chilled for hitting you. Counter Stance and Defensive Posture both convert incoming Technique damage into your own output, so the opponent picks between attacking into the counters or conceding the tempo.
Techniques
Charms
Sorcerer
Elemental Harmony
Default generalist loadout. Elemental Harmony rewards running multiple elements, so the rotation spans Lightning (Lightning Chain), Fire (Fiery Star Trail), Wind (Wind's Delight), and Water (Water Assault) to stack the maximum Elemental Mastery bonus. Water Assault doubles as the boss tool thanks to its large hitbox-scaling AoE. Use this as the default Sorcerer kit for general content.
Techniques
Charms
SorcererFeatured
F2P-Mid Single Target support
Single-target wind support build for party content. Wind's Shadow delays the boss's action bar by 20% off every third wind-damage hit, while Wind's Delight and Tempest Sphere stack hits to feed Unstable Aura, Wind's Whisper, and Wind's Shadow simultaneously. Sub-DPS role: damage isn't the headline, but it's enough that the support slot doesn't drag the run. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Sorcerer
PVP
Arena loadout. Drops Lightning Chain (positional in PVE) for Tempest Sphere (more single-target damage instances in a duel). Identical charm shell to Lightning AoE since Elemental Harmony's multi-element bonus still applies in arena. Plays as a multi-hit pressure caster.
Techniques
Charms
SorcererFeatured
T2 Single Target (Boss) Build
Community-tested meta boss build. The four techniques intentionally span Water, Fire, Light, and Wind so Elemental Harmony stacks to 4ร. Mana Surge covers the T2 crit-rate deficit until gear catches up. Tap any skill below for the per-pick reasoning.
Techniques
Charms
Voidcaller
Gale Storm
The highest hit-count build in the T7 pool, and it is built that way on purpose. Gale Scar rolls a 50% chance at bonus Wind damage on every Technique hit, so value comes from the number of hits rather than the size of each. Gale Feather alone throws six, which means it is rolling Gale Scar six times in one cast. Void Wind raises Wind affinity on top. Commit to Wind affinity on gear here rather than spreading elements; this is the one T7 loadout that genuinely wants a single element.
Techniques
Charms
Voidcaller
Voidlight Lattice
The deliberate opposite of Gale Storm. Sigil Integration allows up to 2 Magic Sigils per element to a maximum of five at once, so a bar spanning Water, Fire, Wind and Light fills more sigil slots than a mono-element one ever can. Frostbound Undercurrent rolls a bonus Water hit with an Immobilize chance, Blazing Resonance stacks Fire affinity per Burn your allies apply, and Risen from Flame converts that same Burn into a shield. In a party with any other Fire user the two Burn charms are doing far more than they look like on paper.
Techniques
Charms
Warrior
AoE Damage
Multi-target clear build for the default Verdantglade fight (elite + mob pack). Leap Attack and Mountain Collapse lean into collision damage, which is over-tuned in the early game. Doubles as the Dungeon setup: Pure Protection + Blade of Lament give a repeatable shield rotation across the four-player damage share.
Techniques
Charms
Warrior
Beginners
Default starter loadout. Wide damage coverage with Life Blessing for early survivability while you learn skill timing. Skip elemental skills until a Warrior charm boosts elemental damage; without it they underperform physical equivalents.
Techniques
Charms
Warrior
Single Target DPS
Boss-focused melee rotation. Boiling Bloodlust and Strength Rules push the damage ceiling; Feline Dance keeps the burst window open. Free skill shard voucher call: Insightful Eye if you spend, Counter Blade if you are F2P (Counter Blade is god-tier for early map clear).
Techniques
Charms
Warrior
Tank Counter Attack
Survival-first Knight setup. Luminous Shield + Iron Fortress absorb hits; Counter Blade turns blocked damage into return strikes. In Dungeon, swap Strength Rules for Warrior's Essence: Dungeon mobs are higher level than your character, level suppression cuts Strength Rules' real effect, and Warrior's Essence holds its scaling.