Souleater Community Guide
Souleater
Editors Ciel, Stein T3 ArchiveTop Secret Version (Includes NE Ark Grid) |
This document is a community driven full breakdown of the respective class. This is a live document where we actively change it based on feedback and changes to the game to provide the best information to the community. The majority of us hang around in the Community Lost Ark Discord in our respective class channels. If you would like to give us feedback or ask questions contact us there.
Souleater’s identity is a combined gauge system consisting of two distinct yet seemingly interdependent gauges.
The first identity gauge (Soul Stone Meter) comprises three (3) Soul Stones and can be filled on each use of Basic Attack, Ghast Skills and Stygian Skills. Deathlord Skills consume one (1) Soul Stone on use and cannot be cast without at least one (1) Soul Stone.
The second identity gauge (Possession Meter) is unsegmented and can be gradually filled with Basic Attacks, Deathlord Skills, and Stygian Skills. Upon reaching full Possession Meter, Deathlord Mode can be activated and lasts for 13 seconds or until all Soul Stones are consumed.
Upon Deathlord Mode activation, Damage Amplification is applied to nearby enemies for 10 seconds and you’re granted 10% Attack Speed, 20% Move Speed, and +20% Crit Rate for the duration of Deathlord Mode. While inside Deathlord Mode any Deathlord Skills used by consuming Soul Stones gain 20% increased damage in addition to damage bonuses from specialization.
Each specific Souleater class engraving choice slightly modifies how these gauges generally function. In order to learn more about how your identity is affected by these modifications please refer to the Night's Edge and Full Moon Harvester detailed engraving descriptions.
It’s mainly a matter of personal preference. Below is a short summary of the class engravings and their general strengths and weaknesses. For more detailed information, please refer to each build's respective sections below.
Summary | Tempo-switching build alternating between a builder-spender playstyle and a faster-paced, rotation-free identity state. | Active builder-spender playstyle where you can unleash major burst damage with Deathlord Skills during Deathlord Mode. | ||
Pros |
|
| ||
Cons |
|
| ||
Synergies are a buff your party benefits from. These only apply to your party and not the entire raid. Consistent synergies are up for most of the fight while Burst synergies are much more infrequent.
Damage Amplification | |
Consistent On hit, Damage to foes from all party members +6% | |
Skill | |
Death Yard (12s) | |
Thrashing (10s) | |
Lunatic Edge (10s) | |
Deathlord Mode Activation (10s) | |
Please note: The activation of Deathlord Mode (Z) provides the same party-wide synergy as all of the other skills listed above. The duration of this synergy should not be confused with the self-buffs or duration of Deathlord Mode.
Souleater builds can have a multitude of skills for various different reasons. Each skill setup is frequently described with a simple format that consists of a combined set of 3 numbers:
ABC (ex. 413)
A = Number of Ghast Skills
B = Number of Stygian Skills
C = Number of Deathlord Skills
Select Any 8 Depending On Class Engraving | |||||||||||
Skill | Tripods | Runes | Skill | Tripods | Runes | ||||||
Astaros | 3 | 2/3 | 1/2 | Wealth | Death Slash | 3 | 3 | 1 | Galewind | ||
Death Order | 2 | 3 | 2 | Wealth | Vestige | 1 | 2 | 1 | Galewind | ||
Soul Drain | 1 | 1/3 | 2 | Wealth | Guillotine Swing | 3 | 3 | 1 | Galewind | ||
Spectral Coffin | 2 | 3 | 2 | Galewind | Gluttony | 3 | 2 | 1 | Quick Recharge | ||
Lethal Spinning | 2/3 | 2/3 | 1 | Galewind | Thrashing | 3 | 3 | 1/2 | Galewind | ||
Harvest | 3 | 1 | 2 | Quick Recharge |
| 2 | 2 | 1 | Galewind | ||
Awakening | Engravings | ||||||||||
The End | |||||||||||
There’s no Night’s Edge you’re just stuck with scuffed Full Moon build | |||||||||
Skill | Lvl | Tripods | Skill | Lvl | Tripods | ||||
Astaros | 14 | 3 | 3 | 2 | Reaper’s Scythe | 14 | 3 | 3 | 2 |
Death Order | 10 | 1 | 3 | 2 | Vestige | 14 | 1 | 2 | 1 |
Lunatic Edge | 10 | 1 | 1 | 1 | Guillotine Swing | 14 | 3 | 2 | 2 |
Spectral Coffin | 10 | 2 | 3 | 2 | Gluttony | 10 | 1 | 1 | 2 |
Note: This class is so ass at paradise bro you just stuck with scuffed FM with no resets/cdr in burst and need to fish for T resets and crits. All Deathlord Mode does here is make your Deathlord Skills Enhanced (~20% dmg increase) and some attack speed and synergy. Early stages will need gauge builders but you can swap them out for Lethal Spinning or Death Slash as you get Specialty meter lines. Swap Gluttony out for Soul Drain if you don’t need a counter but later bosses need a counter if you want them to stay still.
By Mid/Late Stages you should be in Deathlord Mode form permanently with how much gauge you get instantly but sitting there twiddling your thumbs waiting for pink skills.
Full Moon |
Standard Build | ||||||||
Evolution | Enlightenment | Leap | ||||||
Critical | Specialization | Soul Affinity | Unleashed Power (5/5) | Instant Spell (2/3) | Transcendent Power (4/5) | |||
Keen Sense | Illicit Spell | Full Moon Harvester | Death March of Darkness (3/3) | |||||
Zealous Smite | Unlimited Magick | Execution Enhancement | ||||||
MP Furnace | Soul Guide | Soul Resonance | ||||||
Notes
| ||||||||
FM currently has 3 options:
311: Footsteps Sun Core, Otherworldly Power Moon Core, Otherworldly Monarch Star Core
Build that revolves around fast gauge building (about 12s) and using skills quickly
313: Footsteps Sun Core, Otherworldly Power Moon Core, Possession Star Core
Similar to 311 but uses Astaros/Gluttony in DLM
221: Swift Demise Sun Core, Eternal Power Moon Core, Otherworldly Monarch Star Core
Pre-ark grid style build that has a lot of QoL and very high floor
Core Engravings | Pick One | |||||
Grudge | Adrenaline | Keen Blunt Weapon | Raid Captain | MP Efficiency | Cursed Doll | Stabilized Status |
Notes | ||||||
| ||||||
Core Skills | |||||
Death Order | 7 | 1 1 | Wealth | Highest Meter Generation
| |
Astaros | 14 | 3 2 2 | Wealth | Secondary Meter Generator & Weak Point
| |
Soul Drain | 10 | 1 3 2 | Wealth | Secondary Meter Generator
| |
Gluttony | 10 | 1 3 2 | Quick Recharge | Secondary Meter Generator & Weak Point
| |
Guillotine Swing | 14 | 2 2 2 | Focus | Main Damage Skill & Weak Point
| |
Reaper's Scythe | 14 | 2 1 2 | Galewind | Main Damage Skill
| |
Vestige | 14 | 1 3 1 | Galewind | Main Damage Skill & Weak Point
| |
Lunatic Edge | 10 | 1 1 1 | Purify | Party Synergy Skill & Movement Speed Self Buff
| |
T Skill and Awakening | |||||
Fatal Finale | Scales with spec, and use during Deathlord mode. Does about 44% more damage than Guillotine. Usually up every other Deathlord mode. | ||||
The End | Gradually deals damage around you, ending in a high-damage explosion. Does NOT increase any form of gauge. | ||||
The Fatality | |||||
Gem Priority Gems are listed in order of most to least important from left to right. Grayed out icons are optional gems. | |||||
DMG | |||||
CDR | |||||
Tier 4
What’s changed for FM in tier 4?
TL;DR Faster Gauge Rotation (20s to 14-16s) , 4th Soulstone Skill (Use on T skill or 2nd Vestige)
Gauge rotation previously was 2 sets of Stygian Skills, 1 Guillotine, 1 Reaper Scythe, 3 Vestige. With the addition of Soul Guide in Ark Passive, you can skip the 3rd Vestige, which lowers your gauge rotation by a good ~4 seconds. Typical gauge rotation would be:
(Set of Stygian skills) -> (Set of Reaper skills)-> (Set of Stygian skills)-> Burst
Deathlord Mode burst is changed slightly with the new T skill Fatal Finale. Simply use it when it’s available during Deathlord mode at any order. A preferable rotation would be to use Guillotine first, Vestige and/or Reaper Scythe, then end on Fatal Finale as the third.
If you have Deathlord mode with 4 stones and Fatal Finale is on cooldown, you can still freestyle your rotation as Soul Guide covers the 3rd Vestige, though a preferable rotation would be:
Vestige-> Guillotine -> Reaper Scythe->
(Wait for Vestige stack to recover to 1-2s left) -> Vestige
as this would allow you to recover with 3rd Vestige if you were to miss any skills.
Based on Mordum G3 parses. Numbers can move around a bit
What Elixirs should I use?
Critical.
Master/Critical for Blunt Thorn Build.
Night’s Edge |
If you have 60 leap points, refer to this FAQ
For karma progression tips, head here.
Master/Critical elixir can be used with both builds since they have very close performance (without considering party synergies). Critical is recommended for the most flexibility and benefits the most from crit rate party synergies and no reliance on maintaining stacks by casting/not getting hit.
Unlimited Magic Build | |||||||
Evolution | Enlightenment | Leap | |||||
Critical | Swiftness | Night’s Edge | Unleashed Power (5/5) | Release Potential (5/5) | |||
Limit Break | Death Refinement | Judgment (3/3) | |||||
Unlimited Magick | Broken Edge | Soul Enhancement | |||||
Standing Striker | Soul Decapitation | Soul Control | |||||
Notes
Blunt Thorn Build | |||||||
Evolution | Enlightenment | Leap | |||||
Critical | Swiftness | Night’s Edge | Unleashed Power (5/5) | Release Potential (5/5) | |||
Keen Sense | Limit Break | Death Refinement | Judgment (3/3) | ||||
Unlimited Magick | Zealous Smite | Broken Edge | Soul Enhancement | ||||
Blunt | Soul Decapitation | Soul Control | |||||
| |||||||
Core Engravings | Pick One | ||||
Grudge | Adrenaline | Keen Blunt Weapon | Raid Captain | Cursed Doll | Stabilized Status |
Notes | |||||
| |||||
Core Skills | |||||
Lunatic Edge | 10 | 1 1 1 | Conviction | Synergy Skill, Paralysis Immunity, Back Attack
| |
Harvest | 14 | 3 1/3 1 | Bleed | Damage Skill, Weak Point Lv.1, Low Stagger
Choose Crossover when reaching (close to) crit rate cap depending on build: 100% for non-Blunt Thorn, 119% for Blunt Thorn. Crossover offers a faster animation for the same amount of gauge. | |
Lethal Spinning | 14 | 3 1 1 | Galewind | Damage Skill, Mid Stagger, Paralysis Immunity
| |
Rusted Nail | 7 | 3 1/3 | Quick Recharge | Counter, Low Stagger, Paralysis Immunity, Back Attack
| |
Soul Drain | 10 | 3 3 2 | Judgment | Meter Gen Skill, Mid Stagger, Paralysis Immunity
| |
Guillotine Swing | 14 | 1/2 3 1 | Vision | Damage Skill, Weak Point Level 1, High Stagger, Paralysis Immunity
| |
Vestige | 14 | 1/2 3 1 | Galewind | Damage Skill, Weak Point Lv.1, Mid Stagger, Paralysis Immunity
| |
Reaper's Scythe | 14 | 2 3 1 | Galewind | Damage Skill, Mid-High Stagger, Push Immunity
| |
T Skill and Awakening | |||||
Frenzy Scythe | Hyper Awakening Skill (T Skill) Classified as a Ghast Skill, hence it’s almost imperative to only use in Soul Snatch. Generated three (3) Soul Stones in normal state which might be useful in rare cases. | ||||
Deathbringer | Deals a high amount of damage by continuously slashing forward and ends with a final massive strike. This awakening is capable of generating three (3) Soul Stones. Hyper form generates two (2) sets of three (3) Soul Stones allowing you to cast 2 enhanced Deathlord Skills. | ||||
Death Combination | |||||
Gem Priority Gems are listed in order of most to least important from left to right. Grayed out icons are optional gems. | |||||
DMG | |||||
CDR | |||||
Guillotine Swing and Reaper’s Scythe cooldown gems are on a much higher priority than other cooldown gems. They can be viewed as the cooldown reduction of Soul Snatch state as well; faster cycling through Normal State results in faster transition to Soul Snatch state. Whenever possible, upgrade both gems equally. Vestige, Lethal Spinning and Harvest cooldown gems share similar importance and can be upgraded later.
| |||||
Standard |
|
|
10-Second Burst Examples |
If possible, always remember to pre-stack Adrenaline and apply Synergy before starting any burst sequence. Some of these examples will require advanced preparation of edge meter, soul stone gauge and available cooldowns. Setup images indicate a ballpark of where your gauge should be to execute these bursts. Some order of skills may not be strict; improvise where necessary. All examples listed allow continuation of the regular rotation at the end. |
Setup: |
|
Setup: & 3 Deathlord Skills off cooldown |
|
Setup: & at least 2 Deathlord Skills off cooldown |
|
|
NOTE: Do not aim to ‘fit’ your distribution to this distribution in every scenario. The optimal play at various raid scenarios may cause slight deviations from these charts. It is better to understand why these deviations may happen and if your decisions that caused deviations were optimal.
For example, with lower Soul Snatch uptime/use, Deathlord Skills will gain more DPS share. Expect Guillotine Swing or Vestige to have a bigger share occasionally. Some raids/group pacing might force such outcomes.
This distribution is end game focused and assumes Level 8 Damage Gems on all damage skills, Enlightenment 3/3 on Soul Decapitation and Leap 3/3 on Judgment. Awakenings and Bleed not considered.
Can I use Fatale Finale ?
Absolutely. Fatale Finale offers easier management and response to burst phases which can be beneficial in fast pushing raid groups. You would typically use it in place of the enhanced Vestige in the regular rotation. Don’t restrict yourself to this order as the benefit mentioned previously can allow you to use it at other points for the benefit of bursting and pacing.
However, when you gain access to Soul Decapitation, there is more incentive to hover close to Soul Snatch during downtime occasionally based on pacing. Since you already gravitate to this playstyle of managing edge meter to make good use of Soul Decapitation, there is slightly less merit to using Fatale Finale. The presence of an extra deathlord skill still helps in getting casts of Soul Decapitation with easier management and potentially fast buildup.
As a general guideline, you can follow this to know how to distribute your points.
Progression Step | Notes |
Soul Decapitation Lvl. 1 | Unlocking the ability to exit Soul Snatch + Getting a new damage skill is paramount |
Soul Decapitation Lvl. 1 + Soul Enhancement | Keep adding points to Soul Enhancement until next level of Soul Decapitation. |
Judgment Lvl. 1 or Soul Harvester Lvl. 1 or Soul Searching Lvl. 1 | Fatal Finale has a lower base cooldown and is much easier to get more casts off in general gameplay at Lvl. 1 Leap. |
Soul Decapitation Lvl. 2 | Remove points from Soul Enhancement once this is available. |
Judgment Lvl. 2 or Soul Harvester Lvl. 2 | Although not perfect, Frenzy Scythe is easier to cast once every Soul Snatch. |
Soul Decapitation Lvl. 3 | Remove points from Soul Enhancement once this is available. |
Judgment Lvl. 3 | Skip last 2 levels of Enlightenment upgrade and work on getting Judgment Lvl. 3 which makes Frenzy Scythe casts per Soul Snatch consistent even with no Unlimited Magick nodes. |
Soul Decapitation Lvl. 3 + Soul Enhancement | Return to upgrading Enlightenment tree to gain more points for Soul Enhancement.
|
With access to level 2 Judgment, there is a higher possibility of achieving one cast of Frenzy Scythe per Soul Snatch. When parsing in Trixion, it will eventually ‘fall out’. However, in most raid cases, you will still achieve close to, if not, 1:1 casts of Frenzy Scythe per Soul Snatch.
The build that can reliably achieve this is below:
Unlimited Magic Build | |||||||
Evolution | Enlightenment | Leap | |||||
Critical | Swiftness | Night’s Edge | Unleashed Power (5/5) | Release Potential (5/5) | |||
Limit Break | Death Refinement | Judgment (2/3) | |||||
Unlimited Magick | Broken Edge | Soul Enhancement | |||||
Standing Striker | Soul Decapitation | ||||||
You can still run Unlimited Magick 1 and Zealous Smite/Destruction Charger 1 if you want slightly more crit rate/evolution damage but it might cost you consistent 1:1 if the raid allows long periods of constant uptime.
However if you’re going the above mentioned path with only one point in Unlimited Magick, the Blunt Thorn equivalent can be used. You’re not reaching Blunt Thorn crit rate cap with this, however, it is comparable to the Unlimited Magick 1 + Standing Striker alternative.
Running Blunt Thorn build without any CDR node in enlightenment tree with Judgment Level 2 makes it harder to achieve the possibility of 1:1 without lucky quick recharge procs and is only consistent once you have access to Level 3 Judgment. You can conditionally activate Conviction+Judgment later in your cycle (2nd cast of Guillotine Swing) to include Frenzy Scythe for a lower cooldown. Guillotine Swing and Reaper’s Scythe still benefit from the cooldown since you can exit Soul Snatch with Soul Decapitation as soon as they’re available.
As a closing remark, builds with lower cooldowns only have a clear edge over other builds if you gain more skill casts, especially of your Hyper Awakening Technique (T) skill. For example, if you’re running Unlimited Magick 2 + Standing Striker and have the same (or less) casts per minute (CPM) as if you would on Blunt Thorn with/without cooldown nodes, you are better off running Blunt Thorn.
TLDR: It’s better than it was before but still not better than 413. Not worth considering until higher levels of karma.
Evolution Tree
Unlimited Magick 2 + Standing Striker
Soul Harvester Lvl. 3
Main Skill Differences | |||||
Lunatic Edge | 10 | 1 1 1 | Judgment | Synergy Skill, Paralysis Immunity, Back Attack
| |
Soul Drain | 10 | 3 3 2 | Conviction | Meter Gen Skill, Mid Stagger, Paralysis Immunity
| |
Death Order | 10 | 2 1 1 | Conviction | Meter Gen Skill, Mid-Range Skill, No Paralysis Immunity
| |
2nd Conviction is optional but advised | |||||
Rotation
Before tier 4, 422 was a known option which fell short in a number of ways which did not suit content at the time and on the release of tier 4:
In tier 4, there are new skills which soften the weakness of said build: Fatale Finale and Soul Decapitation.
The main goal of this new iteration of 422 is to attempt to keep up in DPS by having slightly more Soul Decapitation casts per minute.
There are a few misconceptions about this build when the above statement is mentioned:
To understand the above points a little better, the table and chart below should help:
Skills Per Cycle | ||
422 | 413 | Notes |
Enhanced | Enhanced | Typically similar value. 422 might enhance 2 Vestige instead in some cases. |
/ | In uninterrupted cycling, 422 might have to skip a cast of Fatale Finale. | |
422 casts Soul Decapitation earlier. | ||
Unenhanced | Unenhanced | 413 will have more unenhanced casts of Deathlord Skills. 422 does not often cast an extra unenhanced Skill. For the same Deathlord Skill: 2 Unenhanced > 1 Enhanced |
Enhanced | Enhanced | 413 will occasionally skip 3rd Harvest and sometimes 2nd Lethal in favor of landing Soul Decapitcation. |
Rotation Timeline
Average cycle on 413 (with no Unlimited Magick nodes) takes about 30 seconds while 422 takes about 22 seconds. As a general overview of how 422 can gain more Soul Decapitation casts per minute:
Long period in-combat is a double-edged sword for 422, other skill cooldowns can start to spread out and may result in some short pauses even though you’re still gaining more Soul Decapitation casts.
Why does 413 outperform 422?
Why you might still consider 422:
Ark Passive Nodes | Approximate Cooldown |
Unlimited Magick 2 Release Potential 5 | 30 seconds |
Unlimited Magick 1 Release Potential 5 | 33 seconds |
Unlimited Magick 2 | 35 seconds |
Release Potential 5 | 36 seconds |
Unlimited Magick 1 | 39 seconds |
No cooldown nodes | 42 seconds |
What to consider:
About 2 seconds + Guillotine/Reaper’s Scythe cooldown.
Maximum 13 seconds but allow room to cast Soul Decapitation.
More common in faster raids which typically demand some form of bursting.
Date | Change |
Sep 2, 2025 |
|
Mar 3, 2025 |
|
Oct 6, 2024 |
|