Situational Stigmas · Stigmas · Skills & special abilities · Macro Guide · Passive priorities · Recommended substats · Full class guide
Solo questing · Editorial progression targets. Spend within your available points.
Solo questing LOADOUT
Stigmas
Equip these 4 Stigmas
Solo sustain between objectives.
Doom Shield
Stigma Lv. 1 → 5 → 10Rushes into the target, grants a shield and temporarily activates Judgment; can knock down.
A Judgment trigger and gap closer; at Stigma 5 a hit resets Annihilate. Use the reset after spending Annihilate when possible, but do not waste a short Judgment window or force unsafe movement.
Battlefield Banner
Stigma Lv. 1 → 5 → 10Temporarily raises attack in proportion to defense.
Time the defense-to-attack buff for safe damage uptime. Stigma 5 adds Multi-Hit Chance, 10 adds Weapon Damage Boost; the stronger conversion at 15 is a later goal.
Noble Armor
Stigma Lv. 1 → 5 → 10Increases maximum HP and immediately restores health; resists buff removal.
Use for maximum HP and recovery. Stigma 10 amplifies Assault Roar (Global: Insulting Roar); the Fury amplification begins at 15, beyond the displayed Lv. 10 target.
Empyrean Lord's Punishment
Stigma Lv. 1 → 5 → 10Area attack around a target with stun potential and stagger damage.
Damage and stagger option in the Leonis set. At Stigma 10 it adds 50 stagger damage. Replace with Shield of Protection for a planned block; this does not remove Mastery Punishment or Executor.
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.
- Doom Shield — Lv. 1 → 5 → 10 · Shield + Judgment trigger
- Battlefield Banner — Lv. 1 → 5 → 10 · Defense-to-attack buff
- Noble Armor — Lv. 1 → 5 → 10 · Maximum HP + recovery
- Empyrean Lord's Punishment — Lv. 1 → 5 → 10 · Area damage
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.
Unlock the four equipped choices at 1. Doom Shield 5 is an early Annihilate-reset checkpoint. Continue toward the displayed Lv. 10 targets; Noble Armor 15 and Banner 15 are separate later goals.
Stigmas level with Shards. They do not use Mastery Specialty slots.
Other Stigmas — optional reference
Nezekan's Shield
Stigma Lv. 1 → 5 → 10Creates a maximum-HP-based damage shield for you and nearby party members.
Not equipped in this set. Party damage shield.
Shield of Protection
Stigma Lv. 1 → 5 → 10Channelled frontal shield block with stronger damage reduction; successful blocks restore MP and stamina.
Time a blockable incoming attack to protect yourself and trigger Fury on a successful block. Stigma 10 permits movement. Do not assume every mechanic is blockable.
Taunt
Stigma Lv. 1 → 5 → 10Damages and builds enmity; applies a debuff reducing accuracy, attack and damage tolerance.
Not equipped in this set. Threat + enemy debuff.
Armor of Balance
Stigma Lv. 1 → 5 → 10Temporarily raises impact-type resistance.
Not equipped in this set. Situational alternative.
Second Skin
Stigma Lv. 1 → 5 → 10Temporarily raises PvE/PvP damage tolerance.
Not equipped in this set. Situational alternative.
Executing Blade
Stigma Lv. 1 → 5 → 10Damages enemies and reduces defense; damage increases against impact-controlled targets.
Not equipped in this set. Situational alternative.
Comrade in Arms
Stigma Lv. 1 → 5 → 10Shares part of damage received by a party member; sharing differs in PvP areas.
Not equipped in this set. Situational alternative.
Grapple
Stigma Lv. 1 → 5 → 10Area damage and pull around a target, followed by rooting.
Not equipped in this set. Situational alternative.
Assault Fury
Stigma Lv. 1 → 5 → 10Area HP/MP damage and stun potential; defense rises with targets hit.
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.
Shield of Protection
Situation: Need a planned block? Replace Empyrean Lord’s Punishment with Shield of Protection. For an assigned group tank role, select the Group PvE Dungeon set.
Change one slot: From the recommended starting set, replace Empyrean Lord's Punishment with Shield of Protection. Keep the other three Stigmas.
Complete alternative set: Doom Shield + Battlefield Banner + Noble Armor + Shield of Protection.
Shield of Protection
Situational · Stigma Lv. 1 → 5 → 10Channelled frontal shield block with stronger damage reduction; successful blocks restore MP and stamina.
Use it: Time a blockable incoming attack to protect yourself and trigger Fury on a successful block. Stigma 10 permits movement. Do not assume every mechanic is blockable.
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.
Connect the two cooldown loops
Pummel shortens Punishment. Vicious Strike shortens Warding Strike. Both need their total-12 cooldown option selected and actual hits on the target. Spend available Judgment windows before filling the gaps.
| Stage | Equip / check | Play it |
|---|---|---|
| Total 8 · one slot | MP recovery on Shield Smite; MP on Vicious Strike; MP reduction or solo healing on Pummel. | Use triggers → Judgment, then recover MP between priority attacks. |
| Total 12 · two slots | Pummel option 4 + MP/healing; Vicious Strike option 4 + MP. | Fill downtime to shorten Punishment and Warding cooldowns. Refresh buffs when safe. |
| Judgment 16 · two slots | Cooldown removal + extra hit for damage or HP absorption for tank recovery. | A valid trigger is still required. A third option needs total 20. |
Watch different timers: Executor lasts 20 seconds; Warding lasts 10 seconds, while its Judgment activation lasts only 2 seconds. Movement, misses and mechanics can break uptime.
Four-slot damage set: Noble Armor + Battlefield Banner + Doom Shield + Empyrean Lord’s Punishment. For a planned block, replace only Empyrean Lord’s Punishment with Shield of Protection. Mastery Punishment and Executor stay available. If assigned threat and party protection, use the complete Group PvE Dungeon starting set.
Stigma checkpoints: Doom Shield 5 resets Annihilate on hit. Noble Armor 10 amplifies Assault Roar; Fury amplification starts at 15. The displayed Lv. 10 targets do not include that later effect.
Reviewed 5 October 2026 · Leonis: 4 October update · Creator advice checked against Global client references; no guaranteed DPS increase or permanent buffs.
Play it in 3 steps
- Confirm the tank assignment; use Taunt and planned protection when equipped. In the damage set, prepare Noble Armor and time Battlefield Banner for safe uptime.
- Apply Punishment for Executor. Use an available Judgment trigger (Shield Smite, Warding Strike or Doom Shield), then spend Judgment before its activation expires. Use Debilitating Smash and Annihilate when available.
- Between priority attacks, use Vicious Strike for MP and Warding cooldown reduction, and Pummel for Punishment cooldown reduction once their total-12 options are selected. Refresh useful buffs; interrupt for mechanics.
Skills
Active skills & special abilities
All 12 active skills, their effects and Specialty selections for Solo questing.
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.
Shield Smite
Base Lv. 8 → 10 · Total goal 12Damages enemies, can stun and contributes to stagger.
Use it: Opens Judgment for 2 seconds. Keep option 2 for MP recovery; option 3 instead/additionally enables a 50% Debilitating Smash trigger when your unlocked slots and MP allow it.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1+1s Stun durationOptionalUnlocks at total Lv. 8
- 2Removes MP Cost and restores 200 MP on hit✓ RecommendedUnlocks at total Lv. 8
- 350% chance to trigger [Debilitating Smash] on hit✓ RecommendedUnlocks at total Lv. 8
- 4-2s cooldown✓ RecommendedUnlocks at total Lv. 12
- 5AoE StunOptionalUnlocks at total Lv. 16
Recommended selections
Reduce resource downtime during repeated casts. Opens Judgment for 2 seconds. Keep option 2 for MP recovery; option 3 instead/additionally enables a 50% Debilitating Smash trigger when your unlocked slots and MP allow it.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Judgment
Base Lv. 8 → 10 · Total goal 16Becomes available through shield skills; deals damage, enmity and stagger.
Use it: Spend its short activation window. At total 16, select cooldown removal; this does not remove its trigger requirement. Only two options fit until total 20.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1Absorbs 1% HPOptionalUnlocks at total Lv. 8
- 2Deals extra damage on attacking a target afflicted with Impact-type statusOptionalUnlocks at total Lv. 8
- 3Extra damage on hit✓ RecommendedUnlocks at total Lv. 8
- 4Critical Hit on hit✓ RecommendedUnlocks at total Lv. 12
- 5Remove cooldown✓ RecommendedUnlocks at total Lv. 16
Recommended selections
Choose recovery for the tank baseline or the extra hit for damage. Cooldown removal becomes available at total 16; keep a valid activation window. Spend its short activation window. At total 16, select cooldown removal; this does not remove its trigger requirement. Only two options fit until total 20.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Vicious Strike
Base Lv. 8 → 10 · Total goal 12Attack chain that builds enmity and restores MP.
Use it: Build MP between priority attacks. At total 12, select option 4: each hit reduces Warding Strike cooldown by 2 seconds. This requires the option and actual hits.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1+20% MP restored✓ RecommendedUnlocks at total Lv. 8
- 2Absorbs 1% HPOptionalUnlocks at total Lv. 8
- 3+50% Multi-Hit on hit✓ RecommendedUnlocks at total Lv. 8
- 4-2s [Warding Strike] cooldown on hit✓ RecommendedUnlocks at total Lv. 12
- 5Adds [Threatening Blow] Chain SkillOptionalUnlocks at total Lv. 16
Recommended selections
Reduce resource downtime during repeated casts. Build MP between priority attacks. At total 12, select option 4: each hit reduces Warding Strike cooldown by 2 seconds. This requires the option and actual hits.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Pummel
Base Lv. 8 → 10 · Total goal 12Repeatable attack chain with enmity and stagger damage.
Use it: Fill gaps after available Judgment and trigger follow-ups. At total 12 select option 4 to reduce Punishment cooldown by 1 second on hit. Do not starve MP or delay a useful Judgment window.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1-20% MP consumed✓ RecommendedUnlocks at total Lv. 8
- 2[Punishing Strike] absorbs 3% HP✓ RecommendedUnlocks at total Lv. 8
- 3Deals up to 12% more damage when less targets are hitOptionalUnlocks at total Lv. 8
- 4-1s [Punishment] cooldown on hit✓ RecommendedUnlocks at total Lv. 12
- 5[Punishing Strike] grants extra damage on hitOptionalUnlocks at total Lv. 16
Recommended selections
Improve recovery when incoming damage limits uptime. Fill gaps after available Judgment and trigger follow-ups. At total 12 select option 4 to reduce Punishment cooldown by 1 second on hit. Do not starve MP or delay a useful Judgment window.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Warding Strike
Base Lv. 8 → 10 · Total goal 12Area attack that immediately heals you, grants damage tolerance and activates Judgment.
Use it: Heal and gain Warding for 10 seconds, then spend its 2-second Judgment window. The buff lists +20% PvE Damage Tolerance; uptime depends on Vicious Strike hits and selected options.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1-5s cooldown✓ RecommendedUnlocks at total Lv. 8
- 2+100 Block during WardingOptionalUnlocks at total Lv. 8
- 3Heal over Time during WardingOptionalUnlocks at total Lv. 8
- 4Adds PvE Damage Tolerance and PvP Damage Tolerance increase effect when more targets hit to Warding✓ RecommendedUnlocks at total Lv. 12
- 5+10% PvE Damage Tolerance and +5% PvP Damage Tolerance to party members on skill use✓ RecommendedUnlocks at total Lv. 16
Recommended selections
Bring a useful skill back sooner; respect its trigger condition. Heal and gain Warding for 10 seconds, then spend its 2-second Judgment window. The buff lists +20% PvE Damage Tolerance; uptime depends on Vicious Strike hits and selected options.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Punishment
Base Lv. 8 → 10 · Total goal 12Charged area attack that grants Executor (also translated Executioner), increasing accuracy and damage amplification.
Use it: Apply the 20-second Executor buff in a safe opening. Refresh before it expires when possible. Pummel 12 option 4 shortens this skill’s cooldown, not Empyrean Lord’s Punishment.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1Absorbs 10% HPOptionalUnlocks at total Lv. 8
- 2Inflicts Damage over Time to target on hitOptionalUnlocks at total Lv. 8
- 3+30% Skill Speed✓ RecommendedUnlocks at total Lv. 8
- 4Changes to mobile skill✓ RecommendedUnlocks at total Lv. 12
- 5Ignores Block and Evasion and lands as a Critical Hit✓ RecommendedUnlocks at total Lv. 16
Recommended selections
Faster charge makes the Executor refresh easier to fit inside a safe damage window. Apply the 20-second Executor buff in a safe opening. Refresh before it expires when possible. Pummel 12 option 4 shortens this skill’s cooldown, not Empyrean Lord’s Punishment.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Poach
Base Lv. 5 → 8Damages and pulls the target in front of you, with rooting potential.
Use it: Choose kill-reset for farming or the move-to-unpullable-target option for boss engagement.
Kill-reset utility is for farming, not a promise that bosses can be pulled.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1Moves to the target if target has Incapacitated ImmunityOptionalUnlocks at total Lv. 8
- 2-20% Status Effect Resist for 5s on hitOptionalUnlocks at total Lv. 8
- 3Resets cooldown on defeating an enemy✓ RecommendedUnlocks at total Lv. 8
- 410% Max HP Protective Shield✓ RecommendedUnlocks at total Lv. 12
- 550% chance to Stun for 3s✓ RecommendedUnlocks at total Lv. 16
Recommended selections
Bring a useful skill back sooner; respect its trigger condition. Control and kill-triggered effects depend on the target. Do not assume a boss can be controlled.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Shield Rush
Base Lv. 5 → 8After emergency evasion, rushes to the target and can stun.
Use it: A return-to-target tool after a safe dodge. Keep movement under manual control.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1Restores 300 Stamina on hitOptionalUnlocks at total Lv. 8
- 2+10m range✓ RecommendedUnlocks at total Lv. 8
- 3Changes to Charge Skill and deals AoE damage✓ RecommendedUnlocks at total Lv. 8
- 4-10s cooldown✓ RecommendedUnlocks at total Lv. 12
- 5+25% Stun ChanceOptionalUnlocks at total Lv. 16
Recommended selections
Use on packs that can be grouped safely. These selections apply if you use this skill. They do not raise its investment priority.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Annihilate
Base Lv. 1 → 8 · Total goal 12Attacks stunned or knocked-down targets with further knockdown potential.
Use it: Use its boss-oriented control-immunity specialty when available; do not assume a boss is stunnable.
Use its boss-oriented control-immunity specialty when available; do not assume a boss is stunnable. After the main cooldown-loop thresholds, total 8 / 12 unlock useful damage or debuff options.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1+50% Multi-Hit on hit✓ RecommendedUnlocks at total Lv. 8
- 2+20% Knockdown ChanceOptionalUnlocks at total Lv. 8
- 3+100% damage to targets with Incapacitated ImmunityOptionalUnlocks at total Lv. 8
- 4-10s cooldown✓ RecommendedUnlocks at total Lv. 12
- 5Changes to AoE Skill✓ RecommendedUnlocks at total Lv. 16
Recommended selections
Support damage or utility under the condition written on this option. Control and kill-triggered effects depend on the target. Do not assume a boss can be controlled.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Debilitating Smash
Base Lv. 1 → 8 · Total goal 12After a successful block, damages enemies around the target and reduces defense.
Use it: Use when available to apply its defense debuff. Shield Smite option 3 provides an additional trigger. A 25% defense reduction is not a guaranteed 25% final-DPS increase.
Use when available to apply its defense debuff. Shield Smite option 3 provides an additional trigger. A 25% defense reduction is not a guaranteed 25% final-DPS increase. After the main cooldown-loop thresholds, total 8 / 12 unlock useful damage or debuff options.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 130% chance to inflict Stun for 3s✓ RecommendedUnlocks at total Lv. 8
- 2+3s Debilitate duration✓ RecommendedUnlocks at total Lv. 8
- 3-60% Incoming Heal during DebilitateOptionalUnlocks at total Lv. 8
- 4Ignores Block and Evasion and lands as Multi-Hit✓ RecommendedUnlocks at total Lv. 12
- 525% chance to reset cooldown on BlockOptionalUnlocks at total Lv. 16
Recommended selections
Support damage or utility under the condition written on this option. These selections apply if you use this skill. They do not raise its investment priority.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Flash Rampage
Base Lv. 1 → 1Attacks a staggered target and increases enmity.
Use it: Not part of the reviewed Leonis default damage loop. Retain as optional stagger utility and compare it in the actual encounter; do not delay core rank thresholds for it.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1Absorbs 5% HP✓ RecommendedUnlocks at total Lv. 8
- 2Restores 120 MP on hitOptionalUnlocks at total Lv. 8
- 3Changes to mobile skillOptionalUnlocks at total Lv. 8
- 4Multi-Hit on hit✓ RecommendedUnlocks at total Lv. 12
- 5-1s to all skill cooldowns on hit✓ RecommendedUnlocks at total Lv. 16
Recommended selections
Improve recovery when incoming damage limits uptime. Use only during a real stagger opportunity; this is not a normal filler skill.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Shock Release
Base Lv. 1 → 1Removes major control effects and grants temporary immunity; recast is unaffected by cooldown reduction.
Use it: Keep accessible independently of the damage sequence.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1Adds [Capture] Chain SkillOptionalUnlocks at total Lv. 8
- 2Restores 1000 Stamina on using [Defiance]✓ RecommendedUnlocks at total Lv. 8
- 3Restores 20% HP on using [Defiance]✓ RecommendedUnlocks at total Lv. 8
- 4+2s Tenacity durationOptionalUnlocks at total Lv. 12
- 5+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration✓ RecommendedUnlocks at total Lv. 16
Recommended selections
Support damage or utility under the condition written on this option. Keep this emergency control break manual. Do not buy bonus ranks solely to copy the preview.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Macro Guide
PvE practice layout · adapted to this activity’s equipped Stigmas · 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: Vicious Strike.
- Q: 0: Judgment → 1: Warding Strike → 2: Shield Smite.
- E: 0: Debilitating Smash → 1: Annihilate → 2: Pummel.
Separate manual slots
- 3: Doom Shield
- 4: Battlefield Banner
- 5: Punishment
- 6: Empyrean Lord's Punishment
- 7: Poach
- 8: Shield Rush
- 9: Noble Armor
- 0: Shock Release
- -: Flash Rampage
Hold Vicious Strike on LMB together with the macro key during safe damage uptime. Release for movement, mechanics or manual casts.
How to use this layout
- Use the first column for Judgment and its shield triggers; keep Debilitating Smash, Annihilate and Pummel in a second column. A conditional skill can fire only when its trigger is available.
- Use equipped Doom Shield manually to engage when a rush is safe; use Taunt for threat when the encounter needs it. Battlefield Banner and defensive Stigmas stay under your control. This deliberately keeps movement and tank decisions out of the damage loop.
- Charge Punishment manually and reserve Empyrean Lord's Punishment for a useful stagger window. Weave Vicious Strike for MP. The Pummel cooldown-reduction Specialty supports Punishment only after you select it; a copied bar does not enable that effect.
Editorial layout, not an in-game DPS benchmark. Regional names, skill levels and selected Specialties can change its behavior. Community class guide · source comparisons · English in-game macro controls.
Passive skills & investment priorities
Max these passives first — in this order
For Solo questing, 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. This offensive order assumes adequate survival; move Enhanced Health, Ironclad Defense or blocking sustain ahead if incoming damage stops progression.
- Fury — max Base Lv. 10
- Assault Roar — max Base Lv. 10
- Impact Hit — max Base Lv. 10
- Punishing Benediction — max Base Lv. 10
Fury
1. Max first · Base Lv. 10Increases frontal damage; successful blocks increase party damage amplification.
First offensive passive priority: a successful block triggers the party damage buff. Coordinate its overlap with Gladiator Experienced Counter; avoid lethal frontal mechanics.
Assault Roar
2. Max first · Base Lv. 10Increases enmity amplification and grants attack after frontal hits.
Second offensive passive priority (Global: Insulting Roar). Benefits safe frontal play; Noble Armor 10 amplifies this passive during its buff.
Impact Hit
3. Max first · Base Lv. 10Increases impact-type hit and a bonus-strike stat.
Third offensive passive priority for repeated damage opportunities; do not rely on bosses accepting control effects.
Punishing Benediction
4. Max first · Base Lv. 10Increases critical; landing attacks grants a chance-based extra-damage effect.
Fourth offensive passive priority. Move survival investment ahead when deaths or recovery downtime stop progress.
Optional passives — after your priorities
Upgrade these when their effect solves the encounter. Survival can take priority over the offensive order above.
Enhanced Health
Situational · move survival forward when neededIncreases maximum HP and received healing.
Move this defensive investment ahead of offensive passives when the next unavoidable hit or recovery downtime prevents progress. The default order assumes survival is already adequate.
Warding Shield
Situational · move survival forward when neededIncreases block and heals after a successful block.
Move this defensive investment ahead of offensive passives when the next unavoidable hit or recovery downtime prevents progress. The default order assumes survival is already adequate.
Ironclad Defense
Situational · move survival forward when neededIncreases defense and endurance.
Move this defensive investment ahead of offensive passives when the next unavoidable hit or recovery downtime prevents progress. The default order assumes survival is already adequate.
Guarding Seal
Situational · move survival forward when neededAt low health, creates a maximum-HP-based shield with a retrigger limit.
A safety net, not a reason to delay your active mitigation.
Survival Willpower
Situational · move survival forward when neededIncreases status resistance and grants conditional tolerance/resistance after control effects.
Useful against control-heavy enemies; does not replace Shock Release timing.
Block Pain
Situational · move survival forward when neededTaking attacks builds stacks; reaching the threshold grants damage tolerance.
Passive mitigation while under pressure. The current reference-client description uses stacks, not a universal first-hit cooldown.
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.
Templar: survival comes first while learning to tank. Once incoming damage is comfortable, use the offensive slot targets below; do not sacrifice reliable hits for paper damage.
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: Shield Smite · Judgment · Vicious Strike
Passive skills to inspect: Fury · Assault Roar · Impact Hit
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
Templar turns successful blocks, short Judgment windows and well-timed buffs into damage and party protection. Build the early MP loop first, then equip the total-12 cooldown options and the total-16 Judgment option. Choose your four Stigmas around the job the group actually needs.
Reviewed 5 October 2026 against Leonis’ 4 October update, his linked full guide and updated Questlog build. The guide below separates the creator’s damage setup from an assigned tank setup, explains the rank requirements, and checks the mechanics against Global client references. It does not claim a measured best-DPS build or permanent buff uptime.
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 Scale Sword (Engraved)
Shining Wise Dragon King's Breastplate
Shining Wise Dragon King's Guarder
Shining Wise Dragon King's Necklace
GLOBAL EU · Tank
Templar consumables
Plan survival before the pull. Prepare personal recovery and a finite shield for known damage windows; keep damage buffs for the time you can attack safely.
Role recommendations are editorial. Item effects come from NC’s Global EU records, checked 30 September 2026; the rest of this class guide keeps its own region scope.
Before attacking
Activate for attack windows; ordinary shards are the budget starting point.
Food choice
An Elyos survival-oriented meal for progression. Consider it when personal durability is the limiting factor instead of choosing damage food automatically.
Role priority
Use before predictable incoming damage. The per-hit limit and total absorption cap are different limits; this is a finite shield, not immunity.
Personal emergency
Check the level requirement. Keep instant recovery reachable; avoid overhealing.
The listed Chopped Steak is Elyos-only. For another faction, choose a usable survival meal from your own supplies; Roasted Fogus is an all-faction offensive alternative, not an identical defensive replacement.
Battle Enhance Scroll (Bound) is an optional damage-and-survival addition for serious attempts.
Superior Healing Potion is a personal cleanse for eligible effects, not an HP heal.
Quick start: role, strengths and tradeoffs
Build recommendationYour damage comes from consuming Judgment activations, refreshing useful buffs and filling the gaps without running out of MP. Blocking can also trigger
Fury for the party. First agree who holds the boss and which party defensive is required; a strong dummy setup does not answer every tank mechanic.
Choose a four-slot PvE Stigma loadout
Build recommendationEach row is a complete set of exactly four. The damage set gives up Taunt and Nezekan’s Shield, so use it only when those duties are covered. The safer damage variant adds a personal block, not the missing party shield.
| Situation | Four Stigmas | What changes |
|---|---|---|
| Assigned group tank / learning | Default group preset: threat, party shield and a deliberate block. | |
| Tank duties covered, stable incoming damage | Leonis damage set. From the tank baseline replace | |
| Same damage setup, need a block | Replace only | |
| Tank retaining threat + party shield | Existing intermediate option: replace |
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 priority sequence, not a rigid timed macro. Noble Armor can be prepared before the pull; use Banner when the target will remain attackable. Keep your assigned defensive ready.
- Establish facing and threat when tanking; time a blockable opening hit for
Fury if your setup and encounter allow it.
- Apply
Punishment for Executor in a safe charge window.
Lord’s Punishment, if equipped, is a separate damage/stagger cast.
- Use
Shield Smite or
Warding Strike, then consume
Judgment before its short activation expires. Use available
Debilitating Smash to apply the defense debuff.
- When possible, spend
Annihilate before
Doom Shield 5 resets it; use
Doom Shield’s
Judgment opportunity. Avoid unsafe forced movement.
- Fill gaps with
Vicious Strike and
Pummel. With their total-12 options selected, they shorten
Warding Strike and
Punishment cooldowns respectively.
Single-target priority and resource loop
Build recommendationTwo cooldown loops support Judgment rather than replacing it.
Pummel is a filler after useful priority attacks; forcing it ahead of every proc can lose damage and MP.
| Connection | Requirement | Decision |
|---|---|---|
| Executor lasts 20s and gives +20% PvE Damage Boost. Refresh when safe before it expires; do not promise permanent uptime. | ||
| Warding lasts 10s and lists +20% PvE Damage Tolerance. Its | ||
| MP option 2 is valuable. With two slots you must trade the cooldown option for the Smash trigger; choose based on MP and downtime. | ||
| Use available follow-ups without overwriting an unused | ||
| Every loop → encounter mechanics | The target must be in range and attackable. | Threat, survival, facing and party protection take priority over keeping a buff icon active. |
Skill progression and specialty milestones
Build recommendationTotal means base investment plus board, gear and Arcana. Mastery slots open at 8 / 12 / 20. Total 16 unlocks the last option but still allows only two selections. The tables show an editorial route, not a fixed gear-score requirement.
| Skill | Early / total 12 | Developed / later |
|---|---|---|
| MP restoration at 8; add Warding cooldown reduction at 12. | Keep the cooldown effect selected; add Multi-Hit Chance when a third slot opens at 20. | |
| MP reduction for groups or HP absorption for solo at 8; add | The cooldown loop already works at 12. More ranks do not justify delaying | |
| Extra hit for damage, HP absorption for tank recovery. | At 16 select cooldown removal plus the chosen early option. A valid trigger is still required. | |
| MP option first. At 12 choose MP + shorter cooldown for tank comfort or MP + Smash trigger for damage. | At 20 all three fit. Do not treat a 50% trigger as guaranteed. | |
| Shorter cooldown first, then recovery or conditional multi-target tolerance. | At 16 party tolerance becomes available; it still uses one of two slots. | |
| Faster charge first; mobile charge at 12 helps safe uptime. | Its later damage option is lower priority than making both cooldown loops work. |
Stigma checkpoints: current targets and later goals
Build recommendationUnlock only the four skills you will equip. For the damage set, Doom Shield 5 is the first reset checkpoint; then build
Noble Armor and
Battlefield Banner toward 10. Raise the fourth slot according to the encounter. The updated creator planner shows higher ranks on some skills; those are later goals, not effects already present at our displayed Lv. 10 targets.
| Skill | Checkpoint | Why it matters |
|---|---|---|
| 5 | A hit resets | |
| 10 → later 15 | 10 amplifies | |
| 5 → 10 → later 15 | Multi-Hit Chance, then Weapon Damage Boost, then stronger defense-to-attack conversion. | |
| 10 if equipped | Additional stagger damage; no guarantee of an instant boss break. | |
| 10 if equipped | Mobile blocking; only a successful block triggers |
If the updated loop does not work
Build recommendationUse these checks before buying another damage upgrade.
| Symptom | Check first |
|---|---|
| Warding falls off | |
| Cooldown removal must be selected, and | |
| MP runs out | Retain |
| Damage set dies or loses the tank assignment | Use the block variant or restore the complete group-tank set. One personal shield does not replace |
Passive skills: what earns its points
Build recommendationWhen survival is adequate, invest in Fury →
Assault Roar (Global:
Insulting Roar) → Impact Hit →
Punishing Benediction. This is the displayed offensive Base-10 order. Move
Enhanced Health,
Ironclad Defense or blocking sustain ahead when incoming damage is the bottleneck.
Fury needs a successful block for its party buff; do not assume it is permanently active or stacks with Gladiator Experienced Counter. Keep the current regional
Block Pain description rather than adopting an old first-hit cooldown claim.
Packs, area damage and farming
Build recommendationGather enemies into party damage areas and face them away from allies. Use Poach where the pull is permitted and
Warding Strike or a selected defensive effect for the incoming pack damage. Keep
Judgment windows distinct. A movement or control skill that fails against an immune boss can still be useful on ordinary adds.
Group mechanics, survival and utility
Build recommendationBefore a pull, agree on the tank position and when party mitigation is needed. Hold Taunt for threat requirements, keep
Warding Strike and major shields timed around damage, and avoid rotating the boss through the party.
Comrade in Arms and other specialized protection belong to a planned mechanic assignment.
Shock Release remains manual.
Daevanion: route priorities
Build recommendationFirst compare connected paths that bring the core skills to useful total-12 options, particularly Vicious Strike and
Pummel. Then complete
Judgment 16 and equip cooldown removal. Leonis’ updated planner explicitly puts useful skill ranks before finishing distant corner nodes; that correction takes precedence over the older video’s corner-first advice.
Select Offensive Setup - Midgame (UPDATED) for the revised damage reference, not the old setup. Check the live planner and your current skill screen before spending. Exact node coordinates, a universal point cost and regional availability were not independently audited. Keep accuracy and survival sufficient for the encounter.
Bonus skill ranks: board, accessories and Arcana
Build recommendationBudget for Vicious Strike 12 and
Pummel 12 with their cooldown options, the useful total-12 core, then
Judgment 16. Review the selected options after every equipment change.
Judgment 20 is a later third-slot goal, not a prerequisite for the updated loop. Use board, accessories and Arcana together; verify that a desired skill roll exists on the actual item before rerolling.
Gear and stat decisions
Build recommendationA tank needs attacks to connect and enough effective health for the actual hit. Compare might/precision, combat speed, damage boost, accuracy and critical for farm damage; shoulder critical damage and glove speed are source-build targets. Preserve shield/HP/defensive value where it changes survival. A damage-only preset should not silently replace the progression tank preset.
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 recommendationChoose Arcana that completes a useful skill threshold without losing a needed set effect. Leonis discusses Vigor in his full guide; that is a creator preference, not an independently established best-in-slot set. Compare the actual Judgment/
Vicious Strike/
Pummel totals and passive ranks before and after each swap. Do not copy a high-investment setup that leaves your early loop incomplete.
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.
| 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 recommendationLearn the priority manually first: an available Judgment window and follow-ups, then
Vicious Strike/
Pummel filler, with
Punishment and Warding refreshed when useful. If using the built-in macro, add one action at a time and verify that it actually fires. The update adds
Pummel after the main sequence and removes
Flash Rampage from the creator’s normal damage loop. Keep deliberate blocks, party shields, unsafe movement, control breaks and charge timing under your control. No external automation or fixed delay value is required by this guide.
Common mistakes and source disagreements
Build recommendationPunishment is the Mastery skill that supplies Executor;
Empyrean Lord’s Punishment occupies a Stigma slot. Replacing the latter with
Shield of Protection does not break
Pummel’s
Punishment cooldown loop. Warding’s 10-second buff and 2-second
Judgment activation are separate timers. Damage Tolerance is a named stat, not proof of the same percentage of final damage prevented. Likewise,
Debilitating Smash’s defense reduction is not an equal percentage of final DPS.
The 4 October update supersedes the older Flash Rampage rotation and board allocation. Leonis reports roughly 22k to 26–27k dummy DPS in his setup; this is a creator report, not our benchmark or a gain promised for your gear. We retain tank responsibilities, recovery alternatives and regional caveats instead of treating “top DPS” as a verified class ranking.
Upgrade order and a useful practice check
Build recommendationChange one bottleneck at a time and compare the same target, duration, equipment and buffs.
- Unlock exactly four appropriate Stigmas and the early MP choices.
Doom Shield 5 is an early reset checkpoint.
- Reach
Vicious Strike 12 + its Warding cooldown option and
Pummel 12 + its
Punishment cooldown option. Then complete
Judgment 16 + cooldown removal.
- Before expensive upgrades, fix misses, MP starvation and deaths. Invest offensive passives when survival permits.
- Practice a sustained 60-second window and repeat with movement. Track Executor/Warding downtime, unused
Judgment activations, MP and deaths—not just the opening damage peak.
- Only then compare later Stigma goals, extra
Judgment slots and gear improvements; keep the version that helps the encounter.
Creator perspective
Attributed opinions from reviewed video captions. These are individual assessments, not a player consensus or verified performance rankings.
aLuckyRO · 2026-09-05
Reviewed 3–18 min and 25–32 min: skills, Stigmas and progression.
Reviewed 3–18 min and 25–32 min: skills, Stigmas and progression.
Early Templar build and Daevanion ↗NoBS Game Guides · 2026-09-27
Full transcript reviewed; distinguishes Judgment windows and resource use.
Full transcript reviewed; distinguishes Judgment windows and resource use.
Templar PvE priorities ↗KaidGames2 · 2026-09-28
Full transcript reviewed. Optimization claims are creator opinion, not simulated proof.
Full transcript reviewed. Optimization claims are creator opinion, not simulated proof.
Templar build and gear ↗Leonis · 2026-10-04
Full automatic transcript reviewed with the linked full guide and updated planner. Claimed dummy gain is specific to the creator; our tank baseline and rank/slot limits remain explicit.
Pummel filler, Punishment refresh, updated board and four-slot Stigma choices.
Templar damage loop update ↗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
Vicious Strike ↗
Attack chain that builds enmity and restores MP.
Pummel ↗
Repeatable attack chain with enmity and stagger damage.
Poach ↗
Damages and pulls the target in front of you, with rooting potential.
Shield Smite ↗
Damages enemies, can stun and contributes to stagger.
Judgment ↗
Becomes available through shield skills; deals damage, enmity and stagger.
Flash Rampage ↗
Attacks a staggered target and increases enmity.
Debilitating Smash ↗
After a successful block, damages enemies around the target and reduces defense.
Warding Strike ↗
Area attack that immediately heals you, grants damage tolerance and activates Judgment.
Shield Rush ↗
After emergency evasion, rushes to the target and can stun.
Annihilate ↗
Attacks stunned or knocked-down targets with further knockdown potential.
Punishment ↗
Charged area attack that grants Executor (also translated Executioner), increasing accuracy and damage amplification.
Shock Release ↗
Removes major control effects and grants temporary immunity; recast is unaffected by cooldown reduction.
Mastery · passive
Enhanced Health ↗
Increases maximum HP and received healing.
Warding Shield ↗
Increases block and heals after a successful block.
Punishing Benediction ↗
Increases critical; landing attacks grants a chance-based extra-damage effect.
Ironclad Defense ↗
Increases defense and endurance.
Guarding Seal ↗
At low health, creates a maximum-HP-based shield with a retrigger limit.
Impact Hit ↗
Increases impact-type hit and a bonus-strike stat.
Assault Roar ↗
Increases enmity amplification and grants attack after frontal hits.
Fury ↗
Increases frontal damage; successful blocks increase party damage amplification.
Survival Willpower ↗
Increases status resistance and grants conditional tolerance/resistance after control effects.
Block Pain ↗
Taking attacks builds stacks; reaching the threshold grants damage tolerance.
Stigma · optional skills
Empyrean Lord's Punishment ↗
Area attack around a target with stun potential and stagger damage.
Nezekan's Shield ↗
Creates a maximum-HP-based damage shield for you and nearby party members.
Shield of Protection ↗
Channelled frontal shield block with stronger damage reduction; successful blocks restore MP and stamina.
Taunt ↗
Damages and builds enmity; applies a debuff reducing accuracy, attack and damage tolerance.
Armor of Balance ↗
Temporarily raises impact-type resistance.
Second Skin ↗
Temporarily raises PvE/PvP damage tolerance.
Doom Shield ↗
Rushes into the target, grants a shield and temporarily activates Judgment; can knock down.
Noble Armor ↗
Increases maximum HP and immediately restores health; resists buff removal.
Executing Blade ↗
Damages enemies and reduces defense; damage increases against impact-controlled targets.
Comrade in Arms ↗
Shares part of damage received by a party member; sharing differs in PvP areas.
Grapple ↗
Area damage and pull around a target, followed by rooting.
Assault Fury ↗
Area HP/MP damage and stun potential; defense rises with targets hit.
Battlefield Banner ↗
Temporarily raises attack in proportion to defense.
Skill icons © NC. Used to identify the referenced game skills. No open license is asserted.