101 reference loadouts curated by eog.gg, refreshed automatically. Treat every loadout as a starting point — the same setup performs very differently depending on your own Skill Quality, level, and gear.
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Valkyrie | Ranked #1 Guild · Victory Feast
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39 of 101 builds
ArcanistS1
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.
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ArcanistS1
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.
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Charms
ArcanistS1
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.
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ArcanistS1
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.
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ArcanistS1
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.
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Charms
ArcanistS1
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.
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ArchmageS1
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.
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ArchmageS1
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
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ArchmageS1
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.
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ArchmageS1
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.
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ArchmageS1
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.
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ArchmageS1Featured
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.
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ArchmageS1
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.
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ArchmageS1
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.
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ArchmageS1
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.
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ArchmageS1
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.
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BerserkerS1
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.
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BerserkerS1
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.
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BerserkerS1
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.
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BerserkerS1
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.
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BerserkerS1
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.
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BerserkerS1
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.
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BerserkerS1
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.
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BerserkerS1
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.
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BerserkerS1
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.
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BerserkerS1
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.
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BerserkerS1
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.
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BerserkerS1
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.
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PaladinS1
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.
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PaladinS1
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.
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PaladinS1
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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PaladinS1
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.
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PaladinS1
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.
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PaladinS1Featured
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.
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PaladinS1
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.
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PaladinS1
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
PaladinS1
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
PaladinS1
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
PaladinS1
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.