Situational Stigmas · Stigmas · Skills & special abilities · Macro Guide · Passive priorities · Recommended substats · Full class guide
Farm · Editorial progression targets. Spend within your available points.
Farm LOADOUT
Stigmas
Equip these 4 Stigmas
Reference client: damage and movement for safe packs.
Enrage
Stigma Lv. 1 → 5 → 10Restores Rage and temporarily raises PvE/PvP damage amplification.
Use in this set: Rage + damage buff.
Shatter
Stigma Lv. 1 → 5 → 10During its duration, every eight registered hits trigger two nearby area hits, with a stack internal cooldown.
Use in this set: Repeated area-hit effect.
Clone
Stigma Lv. 1 → 5 → 10During its duration, attacks can summon a damaging clone.
Use in this set: Extra clone damage.
Air Shatter
Stigma Lv. 1 → 5 → 10Dashing attack with control potential and stagger damage.
Use in this set: Movement + area pressure.
Stigma upgrade priority — target Lv. 10
Unlock your four equipped Stigmas at Lv. 1 first. Then upgrade them toward Lv. 10 in this order, using Lv. 5 as an intermediate checkpoint. These are investment targets, not the game’s maximum ranks. Upgrade a situational replacement when you actually use it; do not spend on every alternative first.
- Enrage — Lv. 1 → 5 → 10 · Rage + damage buff
- Shatter — Lv. 1 → 5 → 10 · Repeated area-hit effect
- Clone — Lv. 1 → 5 → 10 · Extra clone damage
- Air Shatter — Lv. 1 → 5 → 10 · Movement + area pressure
For a regular situational setup, the replacement takes the removed skill’s place in this order. Source notes about other ranks describe those ranks; they are not Lv. 10 effects.
Learn the four choices at 1; work toward useful rank-5 goals before later upgrades.
Stigmas level with Shards. They do not use Mastery Specialty slots.
Other Stigmas — optional reference
Focused Block
Stigma Lv. 1 → 5 → 10Maintained weapon block with improved reduction; successful blocks restore Rage/action points.
Not equipped in this set. Block + Rage recovery.
Flash Step
Stigma Lv. 1 → 5 → 10Moves to the opposite side and attacks, with a pushing follow-up.
Not equipped in this set. Situational alternative.
Stomp
Stigma Lv. 1 → 5 → 10Moves to the target and attacks an area, potentially reducing movement and combat speed.
Not equipped in this set. Situational alternative.
Full Force
Stigma Lv. 1 → 5 → 10Consumes all Rage for damage that scales with the fraction of maximum Rage spent.
Not equipped in this set. Situational alternative.
Bloodflow Block
Stigma Lv. 1 → 5 → 10Damage and HP absorption with reduced enemy received healing.
Not equipped in this set. Situational alternative.
Unstoppable
Stigma Lv. 1 → 5 → 10Temporarily prevents HP falling below a threshold, with powerful-attack exceptions and shared anti-immunity lockout.
Not equipped in this set. Emergency personal survival.
Fist Energy
Stigma Lv. 1 → 5 → 10Direct damage with stagger contribution.
Not equipped in this set. Situational alternative.
Assault Strike
Stigma Lv. 1 → 5 → 10Area HP/MP damage and stun potential; defense rises with targets hit.
Not equipped in this set. Situational alternative.
Domain Summon
Stigma Lv. 1 → 5 → 10Places a return area; reactivate within eight seconds or return automatically, then deal area damage with stun potential.
Not equipped in this set. Situational alternative.
Situational Stigmas
Choose these Stigmas only when the situation applies. Replace the named skill before the encounter and keep exactly four equipped.
Focused Block
Situation: Need a block and Rage recovery?
Change one slot: From the recommended starting set, replace Air Shatter with Focused Block. Keep the other three Stigmas.
Complete alternative set: Enrage + Shatter + Clone + Focused Block.
Focused Block
Situational · Stigma Lv. 1 → 5 → 10Maintained weapon block with improved reduction; successful blocks restore Rage/action points.
Use it: A planned defensive and resource tool when the incoming attack can be blocked.
Each example starts from its named set. If you combine changes, check that the outgoing skill is still equipped and that the final bar contains four Stigmas.
Play it in 3 steps
- Build Rage and enter Rampage; activate your buffs.
- Use Chain Fist and Explosive Fist with Flying Kick support.
- Air Shatter helps safe pack pressure; preserve Rage for the next window.
Skills
Active skills & special abilities
All 12 active skills, their effects and Specialty selections for Farm.
Option numbers match the five lines shown on each skill. Total level includes gear and Daevanion bonuses. At total 16 all five options are available, but you still have two slots. The third slot opens at total 20. Checked options show our recommended total-20 setup; use the milestone selections below at lower levels. This is not a requirement to raise every skill to 20.
Rampage
Base Lv. 8 → 10Consumes Rage over time until empty; increases combat speed and PvE/PvP damage and changes skill behavior.
Use it: Enter with resources and a targetable boss. Plan how to refill Rage and when the window will end.
Stabilize Rage duration before chasing character-specific timings.
Global availability not verified Brawler: complete Specialty options are not yet verified.
Chain Fist
Base Lv. 8 → 10Normally requires a critical hit; Rampage removes that activation condition.
Use it: A major repeated attack during Rampage, supported by Flying Kick cooldown reduction.
Rampage removes the normal critical requirement.
Global availability not verified Brawler: complete Specialty options are not yet verified.
Flying Kick
Base Lv. 8 → 10Attack chain with stagger damage; during Rampage its hits reduce Chain Fist's cooldown.
Use it: The developed Rampage filler and cooldown engine between major attacks.
Use the Chain Fist cooldown interaction in the sustained loop.
Global availability not verified Brawler: complete Specialty options are not yet verified.
Explosive Fist
Base Lv. 8 → 10Up to three-stage charged attack that restores Rage; becomes instant during Rampage.
Use it: A key Rage tool. Fully charge only outside Rampage when a safe window permits.
Charged outside Rampage, instant in Rampage.
Global availability not verified Brawler: complete Specialty options are not yet verified.
Ascending Strike
Base Lv. 5 → 8Charged gap-closing area attack; maximum charge can aerially restrain. Becomes instant in Rampage.
Use it: Prioritize during safe Rampage uptime but separate from an automatic loop when charging forward is dangerous.
Use the forward movement only when safe.
Global availability not verified Brawler: complete Specialty options are not yet verified.
Chained Strike
Base Lv. 5 → 8Basic attack chain restores Rage outside Rampage; Rage recovery from this chain stops during Rampage.
Use it: Build resources before the burst window. Do not expect basic attacks to sustain Rage after transforming.
Global availability not verified Brawler: complete Specialty options are not yet verified.
Ground Slam
Base Lv. 5 → 8Area attack with control potential and stagger damage.
Use it: Useful for eligible packs. The reference-client page inconsistently names stun/seal, so no guaranteed control type is invented here.
Global availability not verified Brawler: complete Specialty options are not yet verified.
Shoulder Charge
Base Lv. 5 → 8Available after emergency evade or while flying; dashes, attacks, can stun and restores Rage.
Use it: Resource recovery and re-engagement when the landing position is safe.
Global availability not verified Brawler: complete Specialty options are not yet verified.
Gale Strike
Base Lv. 1 → 1Dashes to attack; Rampage adds movement among enemies and enables a follow-up pull.
Use it: Keep movement deliberate around dangerous ground and pack positioning.
Global availability not verified Brawler: complete Specialty options are not yet verified.
Typhoon Flurry
Base Lv. 1 → 1Attack against a staggered target.
Use it: Use in the stagger window with the specialty appropriate to the fight.
Global availability not verified Brawler: complete Specialty options are not yet verified.
Spinning Kick
Base Lv. 1 → 1Block-triggered attack with stun potential.
Use it: A conditional counter; do not build an opener that assumes a block has already happened.
Global availability not verified Brawler: complete Specialty options are not yet verified.
Shock Release
Base Lv. 1 → 1Breaks specified control and grants temporary control immunity; unaffected by cooldown reduction.
Use it: Keep manual for an actual control emergency.
Global availability not verified Brawler: complete Specialty options are not yet verified.
Macro Guide
Global availability not verified · simplified practice layout · Reviewed 9 Oct 2026
Copy the columns, then choose comfortable keys. These are example bindings. Hover or focus a skill for its effects; on touch screens, tap to inspect it.
Skill bar placement
Top: row 3 · Bottom: row 0, checked first. Gold columns belong to the macro.
Example keys: upper manual slots use Shift. Scroll the bar sideways on smaller screens.
0 → 1 → 2 → 3: the first usable skill wins. A repeatable filler placed too early can prevent later skills from firing.
Manual skills · separate bindings
These complete the bar with every remaining active skill and equipped Stigma. Keep each on a separate binding outside the repeating macro. Numbers identify manual slots, not required keys or a cast order. Passive skills do not occupy bar slots.
Set up the in-game macro
- Arrange the columns as shown in the Skill screen. Open Macro and add these quick-slot columns:
- Bind Macro to a spare key, for example RMB, in Settings → Key Settings → General. Keep that binding separate from the Q/E columns.
- For an initial test, use 50 ms per entry as an editorial starting point. Test on a target dummy; this is not a measured optimum. Reduce or increase it only after checking which skills actually fire.
- Hold the macro key during safe damage uptime; release it to stop. Use the basic attack as described below. Manual input takes priority. Step order is not guaranteed: this is not a fixed one-press combo.
Mouse macro bindings need a compatible control mode; check AION 2 Control Mode if they do not work. Preset changes stop the macro. Recheck the columns in each preset.
Only Stigmas equipped in this guide’s current starting set are shown; keep exactly four equipped. When you swap a Stigma, replace its bar slot too.
Written placement · highest priority first
- LMB: Chained Strike.
- Q: 0: Chain Fist → 1: Flying Kick.
Separate manual slots
- 2: Rampage
- 3: Enrage
- 4: Shatter
- 5: Clone
- 6: Explosive Fist
- 7: Ascending Strike
- 8: Typhoon Flurry
- 9: Air Shatter
- 0: Shock Release
- -: Gale Strike
- =: Spinning Kick
- Shift+2: Ground Slam
- Shift+3: Shoulder Charge
Build Rage with Chained Strike, then use the macro during Rampage as explained below.
How to use this layout
- Global availability not verified practice layout, editorially simplified from the reference-client in-game-macro approach. The exact advanced multi-line timing is not verified here. Use Chained Strike to build Rage before Rampage.
- During Rampage, the column checks Chain Fist before Flying Kick; Flying Kick supports Chain Fist's cooldown. Keep Explosive Fist and Ascending Strike manual, especially outside Rampage when they charge.
- Use the in-game skill queue and test one column first. Time Enrage, Shatter and Clone yourself. The reference-client source warns that combat speed and cooldown reduction change the required timing; its millisecond settings are not portable to every build.
Editorial layout, not an in-game DPS benchmark. Regional names, skill levels and selected Specialties can change its behavior. Lainer / SoundFox · reference-client macro notes · English in-game macro controls.
Passive skills & investment priorities
Max these passives first — in this order
For Farm, put your passive upgrade points into the priority skills below. Max the first one, then the next, until this list is complete. Do not spread points across optional passives first.
- Great Rage — max Base Lv. 10
- Rampage Amplification — max Base Lv. 10
- Frontal Breakthrough — max Base Lv. 10
- Mental Conversion — max Base Lv. 10
Great Rage
1. Max first · Base Lv. 10Raises maximum Rage, lowers Rampage's per-second drain and restores Rage on kills.
A key sustained-Rampage investment; kill recovery helps packs but not every isolated boss phase.
Rampage Amplification
2. Max first · Base Lv. 10Raises attack and defense in both normal and Rampage states.
Useful throughout the resource cycle, not only during burst.
Frontal Breakthrough
3. Max first · Base Lv. 10Raises accuracy and critical; frontal hits can cause additional damage.
Supports frontal positioning when the encounter makes that position safe.
Mental Conversion
4. Max first · Base Lv. 10Converts part of maximum MP into HP and part of natural MP recovery into HP recovery.
Evaluate gear by the converted benefit rather than treating all MP-related stats identically to mana classes.
Optional passives — after your priorities
Keep these at their initial rank while completing the priority list. Invest leftover points only when their effect helps your build or encounter.
Hold the Line
Optional · upgrade after the priority listRaises block and can heal a portion of received damage.
Conditional sustain; avoid intentionally taking lethal frontal attacks.
Presence
Optional · upgrade after the priority listRaises frontal and PvE/PvP damage amplification.
A core offensive passive for the class's front-facing damage plan.
Impact Hit
Optional · upgrade after the priority listRaises impact accuracy and a bonus-hit stat.
A situational investment according to the encounter and actual tooltip.
Impact Strike
Optional · upgrade after the priority listAdds damage against impact-controlled or staggered targets.
More valuable during reliable stagger opportunities than against permanently ineligible targets.
Revival Contract
Optional · upgrade after the priority listStatus resistance, stacking resistance under specified control and emergency low-HP recovery.
A safety passive with internal cooldowns, not repeatable on-demand healing.
Lightweight
Optional · upgrade after the priority listAdds damage against targets above 50% HP.
Value is concentrated in the first half of the target's health bar.
Recommended substats
Soul BindingRandom equipment lines: choose from the actual item's available pool. These are practical priorities, not universal stat weights or socket recommendations.
Brawler: provisional reference-client priorities only. Global availability and a current Global best-in-slot setup are not verified.
Substats by equipment slot
Starting targets for this role. A listed alternative is useful only if that item can roll it; this is not a required full set of lines.
| Equipment slot | Look for first | Useful alternatives |
|---|---|---|
| Weapon / off-hand | Combat Speed · Weapon Damage Boost · Damage Boost | Might · Precision · Active skill levels |
| Head | Double Chance · Attack increase | Passive skill levels |
| Shoulders | Double Chance · Critical Damage Boost | Passive skill levels |
| Chest | Damage Boost | Perfect Chance · Passive skill levels |
| Hands | Combat Speed | Perfect Chance · Passive skill levels |
| Legs | Attack increase | Damage Tolerance · Perfect Chance |
| Cloak | Double Chance · Attack increase | Passive skill levels |
| Feet | Move Speed | Perfect Chance · Passive skill levels |
| Earrings | Might · Passive skill levels | Precision · Move Speed |
| Necklace | Combat Speed · Might | Passive skill levels |
| Rings | Active skill levels | Might · Precision |
| Bracelets | Time · Destruction | Wisdom · Illusion |
Skill-level lines
Rings and weapons can supply active levels; armor, earrings and necklaces can supply passive levels. Compare the next level's benefit before replacing a strong stat line.
Active skills to inspect: Rampage · Chain Fist · Flying Kick
Passive skills to inspect: Great Rage · Rampage Amplification · Frontal Breakthrough
These follow this build's skill priorities, not a measured ranking of gear rolls. Total 16 opens all Specialty options; total 20 opens the third slot. Count gear, Arcana and Daevanion together.
Before spending on rerolls
- Keep a useful rare line first. Improve affordable secondary lines afterward; do not chase perfect rolls on temporary gear.
- Accuracy and Critical Hit needs change with buffs and enemy defenses. Check real encounters instead of copying an unverified cap.
- Attack increase is a percentage line; Attack is a flat line. Cooldown Reduction is not an ordinary roll on every slot; Illusion is one way to obtain cooldown support.
Full class guide — gear, skills & sources
Brawler builds Rage, enters Rampage and converts the altered skill behavior into sustained frontal pressure. This guide uses the current reference-client skill list and a recent reference-client rotation demonstration; it does not transplant a mana-class resource plan onto Brawler.
Original English synthesis reviewed 29 September 2026. Core effects follow NC’s reference-client descriptions; rank-specific build advice is attributed to the reviewed videos. Use the progression stage and regional build stated here when choosing a preset.
Compare gear & save your setup
Explore exact item variants with +0 stats and source-listed acquisition categories. These examples support the gear discussion; they are not a best-in-slot ranking.
Equipment examples & food records
Ancient Spirit's Boots (Engraved)
Ancient Spirit's Breastplate (Engraved)
Ancient Spirit's Cloak (Engraved)
Ancient Spirit's Earring (Engraved)
Ancient Spirit's Gloves (Engraved)
Ancient Spirit's Greaves (Engraved)
Ancient Spirit's Helmet (Engraved)
Ancient Spirit's Necklace (Engraved)
Ancient Spirit's Pauldrons (Engraved)
Ancient Spirit's Ring (Engraved)
Eroded Afterimage's Breastplate (Engraved)
Ludra's Annihilation Gauntlets
Ludra's Annihilation Gauntlets (Engraved)
Shining Wise Dragon King's Breastplate
Shining Wise Dragon King's Guarder
Shining Wise Dragon King's Necklace
Consumables and region
This Brawler guide uses reference-client data. Our new consumable selection uses Global EU records and is not a verified reference-client loadout.
Explore the Global consumable guide →Quick start: role, strengths and tradeoffs
Build recommendationBrawler builds Rage, enters Rampage and converts the altered skill behavior into sustained frontal pressure. This guide uses the current reference-client skill list and a recent reference-client rotation demonstration; it does not transplant a mana-class resource plan onto Brawler.
| Topic | Practical meaning |
|---|---|
| Strength | Rage-driven burst, frequent |
| Tradeoff | Frontal positioning exposes you to danger; draining Rage at the wrong time ends the main damage window. |
| Evidence scope | One recent specialist reference-client rotation video plus two recent class-context videos. These are not three independent full Brawler build tests. |
Choose a four-slot PvE Stigma loadout
Build recommendationEquip one row, not every listed Stigma simultaneously. These are editorial presets derived from the mechanics and reviewed builds; change the flex slot for an actual encounter requirement.
| Preset | Four Stigmas | When to use it |
|---|---|---|
| Sustained | Three resource/damage buffs with a deliberate defensive/resource tool. | |
| Comfortable damage flex | Replace the defensive slot when its movement and damage fit the encounter. | |
| Dangerous progression | A planned survival flex; respect its exceptions and shared survival lockout. |
Before the pull
Build recommendationCheck your preset, resource bar, selected specialties and party assignments before starting. A developed rotation only works when its rank-dependent effects are actually equipped.
- Confirm the party role and required survival or control tool.
- Confirm your main skill-rank thresholds in the skill screen after changing gear.
- Use the appropriate consumable and position for both damage and party support.
- Identify the first dangerous mechanic and reserve the skill that answers it.
Opening rotation: step by step
Build recommendationUse this as a decision sequence. Skip unavailable conditional skills and interrupt for mechanics; do not stand idle waiting for the entire opener to return.
- Build starting Rage with the normal-state resource tools when the encounter permits.
- With enough Rage, enter
Rampage before
Enrage to benefit from the source-build cooldown sequencing. From an empty bar,
Enrage can supply the resource needed to start.
- Activate
Shatter and
Clone for a targetable damage window.
- Use
Ascending Strike when a forward movement is safe, then prioritize
Chain Fist and
Explosive Fist while using
Flying Kick to support the cooldown loop.
- Maintain resources and buffs. Separate lunges from the repeat loop whenever the mechanic requires staying at a fixed distance.
Single-target priority and resource loop
Build recommendationThe next correct action depends on buffs, target state, resources and the upcoming mechanic.
| Priority | Action | Execution |
|---|---|---|
| 1 | Safe frontal position | Avoid a lethal cleave even if frontal passives lose uptime. |
| 2 | Rage / | Keep the window functional; basic attacks do not restore Rage in |
| 3 | Use the instant/condition-free | |
| 4 | Resource recovery and | |
| 5 | Optional planned dump near a phase end; consuming all Rage is not a free extra attack. |
Skill progression and specialty milestones
Build recommendationTotal skill level includes bonus ranks. Complete Global availability not verified Brawler Specialty options are not yet verified in this guide. Stigma milestones are separate and must be read on the specific skill.
| Skill | Milestone | What changes |
|---|---|---|
| Core functional investment | Duration and resource stability come before copying timing values. | |
| Core rotation pair | ||
| State-dependent behavior | Charged outside | |
| Buff alignment | Synchronize with target uptime; exact rank allocations are not established by the reviewed recent videos. |
Passive skills: what earns its points
Build recommendationGreat Rage supports maximum Rage and reduced
Rampage drain.
Frontal Breakthrough and
Presence reward safe frontal attacking;
Rampage Amplification contributes in both states.
Mental Conversion changes the meaning of MP-related stats. Defensive passives and
Revival Contract help progression but do not make Brawler the designated group tank.
Packs, area damage and farming
Build recommendationUse the area attacks and Shatter during a collected pack, maintaining Rage through appropriate tools and kill recovery where available. Keep movement attacks separate if they pull you into another pack or out of the healer's range.
Domain Summon requires a safe return location, including the automatic return after eight seconds.
Group mechanics, survival and utility
Build recommendationFollow the tank's facing while avoiding cleaves, use Focused Block deliberately and hold
Shock Release for control. Keep
Ascending Strike,
Gale Strike and other lunges manually interruptible or outside the repeat sequence. Use
Unstoppable only for the assigned pressure window and account for its shared lockout with other survival effects.
Daevanion: route priorities
Build recommendationPlan connected nodes around Rampage,
Chain Fist,
Flying Kick and the resource/major-attack tools, with
Great Rage and frontal passives supporting the role. This is an editorial route priority from the official mechanics; the reviewed recent sources do not establish a complete coordinate-by-coordinate board. Do not spend on a mana-class template.
Select the destination, inspect all prerequisite nodes and compare the total cost. A nearby useful passive can make a slightly different route better than the shortest route through irrelevant bonuses. Save the preset before testing a different role.
Bonus skill ranks: board, accessories and Arcana
Build recommendationBudget ranks around the skills that change the sustained Rampage loop. Check the exact specialty descriptions in the reference-client skill screen before committing a bonus-rank purchase; the recent specialist source demonstrates timing on one developed character rather than a universal rank allocation. Core functional effects and 35 skill entries are documented below.
Gear and stat decisions
Build recommendationChoose gear for actual safe frontal uptime, attack, sufficient accuracy and critical, and the combat speed that the repeat loop can use. GameCode's delay and hit counts depend on his own combat speed and connection; they are not a universal breakpoint. Compare Rage duration and full encounter survival along with damage. Mental Conversion means MP stats can convert into HP-related benefit.
Compare the same encounter and buff conditions. Accuracy is a requirement against the actual target, not one universal number. A rank threshold, a survivable hit or a sustainable resource loop can be worth more than a small increase in displayed combat power.
Equipment checklist by slot
Build recommendationUse this as an upgrade worksheet. Exact affix pools and item tiers depend on the item record; do not assume every desired effect can roll on every slot.
| Slot | Look for | Decision rule |
|---|---|---|
| Weapon / offhand | Main damage and available offensive rolls | Compare attack, useful speed/amplification and cost; retain the core skill-rank plan. |
| Armor | Survival and relevant specialty affixes | Solve the mechanic that kills you; then compare offensive affixes actually present in that item pool. |
| Gloves / boots | Useful speed and movement | Movement improves mechanic execution; speed value depends on the class loop. |
| Rings / accessories | Functional skill ranks and appropriate stats | Complete a useful total-rank threshold before paying heavily for cosmetic combat-power gains. |
| Manastones / rerolls | One affordable useful improvement first | Do not exhaust the budget chasing several perfect rolls on an item being replaced soon. |
| Arcana | Ranks plus a coherent set effect | Count the resulting skill levels after each replacement. |
Arcana planning
Build recommendationFavor the main Rampage attack/resource ranks and
Great Rage or frontal passives that support the chosen preset. Evaluate the actual rank threshold and set effect shown on the item. No named five-piece BiS ratio is claimed from the available recent Brawler evidence.
Food buffs and sustain
Build recommendationThe linked items below are official reference-client crafted-food records. Values and durations belong to those records. Choose a food that solves the current damage, resource or survival need; do not assume overlapping food effects stack. Brawler uses Rage: Fruit Juice is not a direct Rage potion. Evaluate any MP-stat benefit through Mental Conversion instead.
| Food | Duration | Official-record effects |
|---|---|---|
| White Dragon Beef Wellington ↗ / Black Dragon Beef Wellington ↗ | 300 seconds | Attack 16, defense 162, accuracy 12, status resistance 3%, stamina 300; faction variants. |
| White Dragon Fruit Juice ↗ | 300 seconds | Natural MP recovery 36, flight 60 and stamina recovery 50%; useful for mana-constrained classes. |
| White Dragon Chop Steak ↗ | 300 seconds | HP 148, MP 74, defense 162, block 12, status resistance 3%, stamina 300. |
| White Dragon Seafood Pasta ↗ | 300 seconds | Critical 12, evasion 12, block 12, status resistance 3%, stamina 300. |
In-game macro and manual controls
Build recommendationUse the built-in macro only for the repeatable damage portion you have tested. Keep control breaks, important defensives, group healing, charged casts and unsafe movement deliberate. Start with basic-attack/spender resource weaving, then add one priority at a time. Verify that attacks actually fire and the resource bar stays stable. Creator delay values depend on speed, latency and input settings; copy the logic before the timing.
Common mistakes and source disagreements
Build recommendationDo not paste character-specific macro delays as universal seconds or milliseconds; automatic captions misrender several timing units. Do not empty Rage with Full Force in the middle of a sustained window without a plan to rebuild. Do not assume a frontal-DPS class can absorb every tank mechanic.
Upgrade order and a useful practice check
Build recommendationSpend to remove the current bottleneck, then retest under comparable conditions.
- Make the four-slot loadout functional and equip the useful early specialties.
- Complete the main bonus-rank threshold through the cheapest available combination of board and equipment.
- Address misses, resource failure or deaths before chasing a marginal damage reroll.
- Practice a full sustained window, then a moving/interrupting window; track missed procs and expired buffs.
- Reassess the flex slot for the next dungeon rather than copying a fixed preset everywhere.
Creator perspective
Attributed opinions from reviewed video captions. These are individual assessments, not a player consensus or verified performance rankings.
GameCode · 2026-09-04
Full reference-client transcript reviewed. Character-specific timing and in-game/manual rotation structure; external automation setup is not reproduced.
Full reference-client transcript reviewed. Character-specific timing and in-game/manual rotation structure; external automation setup is not reproduced.
reference-client Brawler rotation and in-game macro ↗Blazeon · 2026-09-03
Brawler passage around 8:25–9:22 reviewed. Opinion/context source, not a complete technical build.
Brawler passage around 8:25–9:22 reviewed. Opinion/context source, not a complete technical build.
Class balance discussion — Brawler ↗Society Of Gaming · 2026-09-05
Brawler passage around 15:40–17:07 reviewed. Gameplay/role overview, not independent numerical optimization.
Brawler passage around 15:40–17:07 reviewed. Gameplay/role overview, not independent numerical optimization.
Class overview — Brawler ↗Skill field guide
35 selected skills. Short functional summaries; English names are working translations. Open a skill for its role, upgrade recommendations and source context.
Official reference-client skill list ↗ · Source updated 2026-08-26
Mastery · active
Chained Strike ↗
Basic attack chain restores Rage outside Rampage; Rage recovery from this chain stops during Rampage.
Flying Kick ↗
Attack chain with stagger damage; during Rampage its hits reduce Chain Fist's cooldown.
Rampage ↗
Consumes Rage over time until empty; increases combat speed and PvE/PvP damage and changes skill behavior.
Gale Strike ↗
Dashes to attack; Rampage adds movement among enemies and enables a follow-up pull.
Chain Fist ↗
Normally requires a critical hit; Rampage removes that activation condition.
Typhoon Flurry ↗
Attack against a staggered target.
Spinning Kick ↗
Block-triggered attack with stun potential.
Ground Slam ↗
Area attack with control potential and stagger damage.
Shoulder Charge ↗
Available after emergency evade or while flying; dashes, attacks, can stun and restores Rage.
Explosive Fist ↗
Up to three-stage charged attack that restores Rage; becomes instant during Rampage.
Ascending Strike ↗
Charged gap-closing area attack; maximum charge can aerially restrain. Becomes instant in Rampage.
Shock Release ↗
Breaks specified control and grants temporary control immunity; unaffected by cooldown reduction.
Mastery · passive
Mental Conversion ↗
Converts part of maximum MP into HP and part of natural MP recovery into HP recovery.
Hold the Line ↗
Raises block and can heal a portion of received damage.
Frontal Breakthrough ↗
Raises accuracy and critical; frontal hits can cause additional damage.
Presence ↗
Raises frontal and PvE/PvP damage amplification.
Rampage Amplification ↗
Raises attack and defense in both normal and Rampage states.
Impact Hit ↗
Raises impact accuracy and a bonus-hit stat.
Impact Strike ↗
Adds damage against impact-controlled or staggered targets.
Great Rage ↗
Raises maximum Rage, lowers Rampage's per-second drain and restores Rage on kills.
Revival Contract ↗
Status resistance, stacking resistance under specified control and emergency low-HP recovery.
Lightweight ↗
Adds damage against targets above 50% HP.
Stigma · optional skills
Air Shatter ↗
Dashing attack with control potential and stagger damage.
Focused Block ↗
Maintained weapon block with improved reduction; successful blocks restore Rage/action points.
Flash Step ↗
Moves to the opposite side and attacks, with a pushing follow-up.
Stomp ↗
Moves to the target and attacks an area, potentially reducing movement and combat speed.
Shatter ↗
During its duration, every eight registered hits trigger two nearby area hits, with a stack internal cooldown.
Enrage ↗
Restores Rage and temporarily raises PvE/PvP damage amplification.
Clone ↗
During its duration, attacks can summon a damaging clone.
Full Force ↗
Consumes all Rage for damage that scales with the fraction of maximum Rage spent.
Bloodflow Block ↗
Damage and HP absorption with reduced enemy received healing.
Unstoppable ↗
Temporarily prevents HP falling below a threshold, with powerful-attack exceptions and shared anti-immunity lockout.
Fist Energy ↗
Direct damage with stagger contribution.
Assault Strike ↗
Area HP/MP damage and stun potential; defense rises with targets hit.
Domain Summon ↗
Places a return area; reactivate within eight seconds or return automatically, then deal area damage with stun potential.
Skill icons © NC. Used to identify the referenced game skills. No open license is asserted.