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
Class
Starting
Knight Path
Duelist Path
Sage Path
Sorcerer Path
Season
8 of 101 builds
AnnihilatorS5
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
AnnihilatorS5
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
AscendantS5
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
AscendantS5
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
SeraphS5
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
SeraphS5
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
VoidcallerS5
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
VoidcallerS5
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.