Deathblade
Community Guide

LAST EDIT: 20 September 2025

Editors

Jinjin

T3 Archive


General Information

This document is created by community members as a compilation of class related information. This is not meant as a new player guide, if you are a new player we suggest reading Maxroll’s Build Guides instead. If you have any feedback or want to help with class discussions, join our Discord!

How do the two builds compare?

Remaining Energy

Surge

Summary

Smooth, cyclical, fast-paced rotation with multiple heavy-hitting abilities.

Sustained burst, focused on one massive damage number every 6 - 10 seconds.

Pros

  • Very fluid
  • High mobility
  • Good stagger
  • Concentrated damage distribution
  • Forgiving gauge recovery

Cons

  • Significantly punished by missing gauge generators
  • Very punishing against highly mobile bosses
  • Unstable performance due to Surge’s crit variance
  • Low utility potential

How does my identity work?

Deathblade’s Identity consists of a three-orb gauge system, and a finisher attack. The identity gauge can be activated to enter Death Trance once it has filled at least one orb to provide the player with powerful buffs. This effect becomes stronger for each additional orb filled, up to a maximum of three.

The identity gauge is filled by using normal skills and your Awakening skill, and both builds have their own ways of utilizing the gauge system to their advantage.

Chaos Dungeon

Blitz Rush

2

1

1

Galewind

Spincutter

3

2

2

Wealth

Moonlight Sonic

1

2

2

Galewind

Death Sentence

1

1

1

Galewind

Soul Absorber

3

1

2

Galewind

Maelstrom

2

1

Galewind

Twin Shadows

2

2

1

Wealth

Void Strike

3

1

2

Wealth

Awakening

Engravings

Flash Blink


Paradise tips

In paradise, only your paradise gear, skills level and tripods matter. Every other system is irrelevant.

Identity :

In Paradise, activating your identity will enter Death Trance state, reducing all your cooldowns, recovering mana and providing the following buffs depending on the number of orbs when pressing identity :

Pressing the identity button again from that point will cast Surge and end the buff.

Knowing that, there are two different ways of playing in Paradise :

Clear the stage :

If you are looking to just clear the stage, your goal would be to build 3 bubbles, pressing Identity twice and then repeat the process.

Burst the stage :

If you want to clear the stage ASAP, you want to build 3 bubbles with fewer skills as possible, activate Transe, and burst with remaining big skills (including awakening and T-Skill) during the buff window and end the fight there.

Skills :

The standard RE build works fine. In the early stages, we are going to level up the big hitting skills to lvl 14 and look for crit rate tripods on skills as much as we can. These can be swapped back to damage as soon as we get more crit rate from gear.

You can choose to replace Spincutter, Earth Cleaver or Maelstrom (after lvl 6 whistle) by :

  • Blitz Rush 3/2/1 (Early) or 2/2/1 when we are gonna have access to more crit rate. “All round” tripod in the 2nd row can be an option as well for cast speed.
  • Moonlight Sonic 1/3/2 (Early) or 1/2/2 (Late).
  • Fallstar 2/2/1 or 1/2/1

With gear being different on everyone, some people with more damage would prioritize some skills over others to burst. You have to figure out on your own which one works better for you.

Gear :

For early stages you want to focus the meter gen buff available on Censer level 1 and Whistle level 4 and 6, any crit rate buffs and skill CDR as possible. In the following weeks, when we are going to have enough crit rate, meter gen and CDR, we are going to look for whatever upgrades that give more damage.

Ark grid (WIP)

Ark grid is the power system that comes with the Kazeros raid. This doc is a rough translation of all the cores available and will be updated to western terminology soon.

Here

If you play standard build, 8 Damage build or HH build, you will pick the following red cores :

Order Sun : Art Master

Order Moon : Arts Core

Order Star : Basics

For blue cores, the best options for damage would be :

Chaos Star : Attack

Chaos Sun : Flashy Attack

Chaos Moon : Smoldering Strike


Remaining Energy


Ark Passives

Standard Build

Evolution

Enlightenment

Leap

Critical
(10/30)

Specialization
(30/30)

Rapid

Strike
(1/1)

Transcendent Power

(3/5)

Unleashed Power

(5/5)

Instant

Spell*

(3/3)

Awk.

Amp.

(1/3)

Limit Break*
(3/3)

Remaining Energy
(3/3)


Dance of Nightmares*

(3/3)

Strike
(2/2)

Firm Will
(3/3)

Swordcraft Enhancement
(1/5)

Master
(1/1)

Pulverize
(1/1)

Extreme P. Activity
(3/3)

Orb Circulation
(1/5)

Standing Striker
(2/2)

  • Ark Passive Evolution 34 Limit Break points can be reallocated for the following alternatives:

  • Ark Passive Evolution 29 Keen Sense (x/2): provides slightly lower damage but helps to reduce crit variance.

  • Ark Passive Evolution 22 Optimized Training (1/2): provides less damage but allows you to have a smoother rotation at lower gem levels.

  • *If running Bl Skill 01 26 Breaking Moon, take Ark Passive Bl 9 Flash Slash instead.

  • *You can run Ark Passive 02 5 Instant Spell (2/3), in which case you add a point to Ark Passive 02 3 Transcendent Power, if you have access to a lot of mana recovery (Artist / Summoner & mana food).

  • For the side nodes, allocate one point into Ark Passive 01 15 Orb Circulation and allocate the rest of your available points into Ark Passive 01 19 Swordcraft Enhancement. (You can allocate more points into Ark Passive 01 15 Orb Circulation if you feel like you need more meter gen).

Engravings

Core Engravings

Pick One

Grudge

Ambush Master

Adrenaline

KBW

Cursed Doll

Raid Captain

Notes

  • Raid Captain efficiency varies greatly depending on several factors. To be a damage increase over Cursed Doll you need:
  • Support’s Goddess of Blessing Ark Passive effect (9%) + Death Trance (Lv.3) (12%) + 70 Swiftness stat from horizontals (1.2%).
  •  Maelstrom’s Dark Order tripod (12.8%) applied to 100% of your damage results in ~14% / 16.8% dmg (Legendary/Relic Raid Captain). Additional sources of Move Speed can lower this requirement:
  • Event Feast (5%) reduces it to ~61.1% / 64.3%.
  • Regular Feast (3.5%) reduces it to ~72.9% / 76%.
  • Vernese Wine from Peyto/Fermata ships (3%) reduces it to ~76.8% / 80%. This prevents you from using Mana Regen food, tho.
  • Event Feast + Wine (8%) ~37.7% / 40.9%.
  • Regular Feast + Wine (6.5%) ~49.5% / 52.7%.

  • If you are new to Remaining Energy or progging raids, it is recommended to choose  Cursed Doll over Raid Captain until you are getting familiarized with the rotation / boss patterns.

Skills

Note : For the Bleed rune, you have to decide on which skill you want to put it on based on your preference.

Core Skills

Maelstrom

10

2

1

2

Focus

Multi-buff & Synergy Skill

  • Having this buff up when you cast Soul Absorber and Void Strike is critical to your rotation.
  • Ideally, you should be able to fit Twin Shadows and Turning Slash in its duration as well.
  • Surge must fit in too if you run Raid Captain.

Spincutter

4

3

Galewind

Mobility Skill

  • Galewind can be replaced with Rage, especially if using Raid Captain.
  • Purify can be slotted in for raids that require constant debuff cleansing.
  • Bleed is also a viable option but requires to cast  Spincutter every rotation.

Earth Cleaver

14

3

3

1

Galewind

Counter, Weak Point, Stagger, Damage Filler

  • The Concussion and Darkness Injection can be used for more stagger.
  • Overwhelm can be used in raids that require more stagger.

Soul Absorber

14

3

1

2

Galewind

Primary Orb Regen Skill

  • Wealth can be considered if you find yourself missing skills often or if your Specialization is low. Also a decent choice when progging raids.

Void Strike

14

3

1

2

Wealth

Primary Orb Regen Skill

Death Sentence

14

2

2

1

Focus

Main Damage Skill

  • Provides good stagger as well.
  • Galewind can be considered if you have access to a lot of mana recovery (Artist / Summoner + mana food & T-skill mana reduction lvl 3)

Twin Shadows

14

2

1

2

Wealth

Secondary Orb Regen & Damage Skill

  • Bleed is also a good choice and it will naturally apply doing the main rotation.

Turning Slash

10

-

13

1

3

1

Poison

Secondary Damage Skill, Push Immunity, Synergy

  • Concussion can be used in cases where additional Stagger is needed.
  • Weak Point Enhancement  can be used in cases where additional Destruction is needed.
  • Bleed can be slotted if you don’t have access to the poison rune yet.

T Skill and Awakening

Deathly Slash

Provides precise mobility (Point skill) and short animation lock.

Can be used roughly every 2nd rotation.

Blade Assault

Longer cast time than Flash Blink, but it deals more damage and provides more meter in exchange.

Chaotic Blade

Gem Priority

Gems are listed in order of most to least important from left to right. Grayed out icons are optional gems.

DMG

CDR

Gem upgrade prioritization :

This is the recommended gem upgrade prioritization (ideally Tier 4 level 8 minimum) for a smoother rotation.

Based on preference (basically if you value damage over smoothness), you can choose to get the Surge damage gem first (or right after the Soul Absorber CD) or get the damage gems of Soul Absorber, Death Sentence, Void Strike before the CD gems of  Maelstrom and Void Strike as they are a bit lower priority for a smoother rotation.

As for the last 3 damage gems, choose whichever does most damage between

 Earth Cleaver and Twin Shadows on your usual runs or refer to the DPS distribution below.

Turning Slash is the last one no matter what.

If you are looking to upgrade to a Tier 4 level 10 gem, the focus would be on

 Soul Absorber CD and Surge damage.

If you have a Tier 3 level 10 Surge gem and do not plan on playing Surge, you should transfer it to a Tier 4 level 8.

Rotations

Infographic Legend

Opener rotation

(video)

Note : This opener rotation requires you to have 3 bubbles Surge ready.

Main rotation

(video)

Note : Spincutter must be used at any of these points ONLY if you run Bleed on it, otherwise keep it for mobility.

  • This is the common rotation when you can have a full uptime on the boss. This rotation may vary according to bosses patterns and you can swap / skip some skills if needed.
  • If you play Raid Captain, the main goal of this rotation is to fit T-Skill, Earth Cleaver, Turning Slash, Soul Absorber, Void Strike and Surge during the Maelstrom buff. If everything goes well. you should have ~1.5s left of Maelstrom buff after surging for Twin Shadows and Death Sentence to be included in the buff window afterwards. However, if you are forced to stop attacking after casting Maelstrom, you should prioritize fitting in Soul Absorber and Void Strike before any other skills.
  • If you play Cursed Doll instead of Raid Captain, just make sure that Soul Absorber and Void Strike are inside Maelstrom buff, the rest can be flexible.
  • The Remaining Energy self-buff and the active CDR / Mana Regen effects depend on how many full Death Orbs you possess when casting Surge. Because of this, it is always recommended to reach 3 Death Orbs before casting it, but unpredictable raid encounters can lead to missing skills and ending up with fewer orbs at the end of rotation. In that scenario, you can use your Awakening to quickly recover, or just cast Surge with 2 Death Orbs, resulting in longer cooldowns and less damage for the next rotation.
  • Earth Cleaver can be skippable in the rotation if Soul Absorber is available to cast.

Atropine with awakening

(video)

Note : This rotation requires you to have 3 bubbles Surge ready and at least 3 adrenaline stacks before starting this rotation. It can also be used as the opener if you plan to atro when entering the fight.

Atropine without awakening

It varies on which skills are available during this window. After a mech, if T-Skill, Surge and your

 Awakening are available, you would prioritize the atropine with awakening rotation.

 If you do not have awakening, but  T-Skill, Surge, Soul Absorber and Void Strike are available, do the opener rotation.

If the atropine window is mid-fight, stick to the main rotation and try to cast as many T-Skills and Surges as possible during these 9s.

DPS Distribution

Below is a chart which shows the damage distribution based on a 2-minute Trixion parse.

This is based on the standard build outlined in this guide, modifications can change percentages.

This distribution is end game focused and assumes Level 8 Damage Gems on all damage skills, 1820 spec and Leap 3/3 on Dance of the Nightmares. (With Leap 2 / 3, T-skill damage becomes slightly lower than Surge’s damage).

FAQ

What Elixirs should I use?

Master.

Is a specless bracelet usable?

No. The lack of specialization on bracelets makes the rotation way too clunky and you will only hurt yourself.

How do I solve mana issues?

First and foremost, if your uptime on hitting the boss is decent you are gonna need mana food no matter what. Having 2 focus runes is a must as well. Running Leap mana reduction

 2 / 3 can still have you OOM during fights and is recommended only if running with artists or summoners. Otherwise it is preferable to run it at 3 / 3 to remove any mana issues.

Additional random notes : If you are matchmaking guardians and you find yourself without supports, it is preferable to put 1 or 2 points into Illicit Spell to avoid the need of eating mana food just for a guardian.

On Mordum gate 3, you can opt to choose Magick Control over Orb Control on

Twin Shadows to remove mana issues since you generate way much meter with the boss being static (Less likely to miss skills).

 Raid Captain or Cursed Doll?

If you are new to Remaining Energy or progging raids for the first time, it is recommended to run Cursed Doll over Raid Captain and getting familiarized with the rotation / boss patterns before choosing Raid Captain. Not having to worry about Maelstrom uptimes besides for meter gen is way more forgiving and can result in higher damage if your

 Maelstrom uptime is lacking in the first place.

Is the Super Charge build dead?

Nope, you can still play it just fine if you already have it and you’re used to it. If anything, it got even closer to the standard build, since Breaking Moon is a charge skill. However, for the sake of simplicity and due to upcoming raid design being somewhat erratic, this build won’t be included in the guide yet, until Ark grid is released.

What’s the 8 DMG build and why is it not in the guide?

The 8 DMG build consists of replacing Spincutter with Blitz Rush and changing the rotation so you alternate between a full rotation with Soul Absorber & Blitz Rush and the other with T-skill & Void Strike. This build is meant to increase your Surge’s casts per minute by a significant amount compared to standard build.

The build is not included in this guide due to the big gem investment needed to make it work smoothly (Preferably Lvl 10 T4 CD gem on Maelstrom, and highest CD gem on Blitz Rush and highest damage on Surge possible but it is still playable on 8s) and also the difficulty which is significantly harder and more punishing than standard build. It should only be played when already having a perfect mastery of the standard build.

If you are really interested in trying out the build, feel free to look up a Remaining Energy 8 DMG build guide on Youtube.

The guide for this build will be added later after the ark grid system is introduced in our version as the build might become even more popular.

Random tips

  • The following attacks from the Concentrated Attack tripod (3rd) of Turning Slash does not apply nor refresh the Back Attack synergy. Therefore you should not pre-cast it (if bosses’ hitbox are not available) or it won’t apply synergy.
  • If both available, you should always use T-Skill before  Surging to take advantage of the cooldown reduction.
  • Using Maelstrom before Hyper Awakening will produce more meter. If standing next to the boss while doing so, the Maelstrom hits will also provide you extra meter during the cutscene.

Note for the third case : The hits from the Hyper Awakening are delayed and full meter will not be given right away. So after the cutscene you should use one instant cast skill ( Death Sentence,  T-Skill,  Turning Slash,  Twin Shadows) before  Surging.


Surge


Ark Passives

Standard Build

Evolution

Enlightenment

Leap

Critical
(10/30)

Specialization
(30/30)

Surge

Enhancement
(1/1)

Transcendent Power

(4/5)

Unleashed Power

(5/5)

Instant

Spell

(2/3)

Limit Break
(3/3)

Orb Compression
(3/3)


Dance of Nightmares

(3/3)

Strike
(2/2)

Limit Breakthrough

(1/1)

Master
(1/1)

Pulverize
(1/1)

Locked

In

(2/5)

Sword Energy Compression

(3/3)

Standing Striker
(2/2)

Engravings

Core Engravings

Pick One

Grudge

Ambush Master

Adrenaline

KBW

Cursed Doll

Raid Captain

Notes

  • Raid Captain is a viable alternative under very specific conditions that you must meet.
  • You need to have: Peyto Wine (3%), Event Feast (5%) and at least 66% Maelstrom uptime (i.e: doing at least 66% of your damage during the Maelstrom buff window). This will make Raid Captain a 14.18% / 17.02% damage engraving at Legendary / Relic levels respectively.
  • Additionally you can add a few Rage runes to further improve the damage or have a bit more leeway with Maelstrom uptime, but they’re inconsistent.
  • Playing around Maelstrom’s buff isn’t always practical or realistic, especially when bosses move a lot, so your mileage may vary.

Skills

Core Skills

Blitz Rush

14

2

3

2

Galewind

High Damage Skill and Main Stack Generator

  • Dark Charge needs the player to connect all hits by being close to the target.
  • Generates up to 10 stacks.

Blade Dance

14

1

2

2

Galewind

High Damage Skill and Main Stack Generator

  • Generates up to 9 stacks.

Earth Cleaver

14

3

3


1

Galewind

Counter, Destruction, Stagger Skill. Damage Filler

  • Can also use the Earth Explosion tripod for slightly higher damage and “shorter” animation at the cost of mobility.
  • Generates ~1-3 stacks.

Turning Slash

14

3

3

1

Utility

Damage Filler and Main Stack Generator

  • Can opt for Weak Point Enhancement if Weak Point is needed, or Concussion if Stagger is needed.
  • Generates up to 5 stacks.
  • Utility Runes: Purify, Rage, Quick Recharge, Focus

Maelstrom

10

3

1

2

 

Focus

Multi-buff Skill and Main Stack Generator

  • Party-wide Attack Speed and Movement Speed buff for 6 seconds .
  • Generates 7 stacks along its duration, given you’re close to the target.

Surprise Attack

10

1

1

1

Bleed

Synergy Skill and Main Stack Generator

  • Used to apply synergy for 6 seconds
  • Generates up to 7 stacks.

Windcut

10

3

3

1

Poison

Main Stack Generator

  • Generates up to 8 stacks.
  • Utility Runes: Purify, Rage.

Spincutter

10

2

3

1

Galewind

Mobility skill and Secondary Stack Generator

  • Can be used to reposition yourself or move around the boss or to safe spots if needed.
  • Generates up to  6 stacks.
  • Can take the Swift Fingers tripod if you don’t have problems maintaining your Synergy uptime with only Surprise Attack. This requires you to perfectly chain Surprise Attack cycles

T Skill and Awakening

Death Slash

Quick Stack generator / Recovery tool

Blink forward and generate 8 stacks. The part after blinking can be animation-canceled. Generally used every other rotation due to cooldown, but can be saved as a recovery skill.

Flash Blink

Generates 3 stacks. Quick reposition tool

It is a point-and-click dash with a very short wind-up animation that deals high damage in a line  and allows the player to dash through enemies and bosses to reposition.

Eternal Flash

Blade Assault

Generates 20 stacks. Used for burst windows or to recover from a failed rotation.

A holding skill that slashes multiple times and sends a barrage of swords at the enemy. Higher damage than Flash Blink, but longer animation.

Chaotic Blade

Gem Priority

Gems are listed in order of most to least important from left to right. Grayed out icons are optional gems.

DMG

 Surge is your most important gem and should be upgraded to level 10 asap.

CDR

Earth Cleaver CD gem can be replaced with a Turning Slash CD gem, but both cases have very little impact and only affect which skill is casted first.

Spincutter CD gem is technically a dead gem, since you don’t use Spincutter for stacks that often, and the CDR from Death Trance is enough to cast it once per rotation anyway. You can opt for a Wind Cut DMG gem instead, but it also has very little impact since Wind Cut damage share is low.

Rotations

Sample Rotation #1 - Wind Cut pre-cast

This rotation makes use of Surge animation-canceling to rotate slightly faster, pre-casting Wind Cut to gain some stacks after Death Trance (Z) activation.

Earth Cleaver isn’t technically needed (for stacks) but it’s used due to other skills not coming off-cooldown that fast on back-to-back rotations.

Sample Rotation #2 - No Wind Cut pre-cast

This rotation assumes you had to use Wind Cut late in the previous cycle so you won’t have it up for the next pre-cast. In this case you can proceed with mostly the same cycle, but adding 2x Spincutter at the end of rotation to recover the missing stacks.

Sample Rotation #3 - Death Slash (T Skill)

Technically you don’t need to cast Earth Cleaver / Blade Dance / Spincutter, but it can happen sometimes that you’re hitting Surge on your 59th stack, so you should do a short tap of Blade Dance, a single spin of Spincutter or use Earth Cleaver for safety.

Alternatively you can skip Blitz Rush and do a full Blade Dance and Earth Cleaver.

This rotation is done every other cycle (normal → t skill → normal → t skill…) due to Death Slash CD.

Sample Rotation #4 - Blade Assault Burst

This rotation provides slightly higher damage than the “standard” rotation (#1) but it takes slightly longer.

General Considerations

Due to the volatility of actual fights, adhering to a strict rotation is not always possible. Please use critical thinking and raid awareness to decide which skills to use for certain scenarios.

  • It is important to understand the playstyle of Surge and why it is considered to have a high skill ceiling. While there are set rotations that can be followed, the uptime and execution of each rotation can be challenging, if possible at all, to maintain with perfection in an encounter.
  • Surge has a reactive, as well as, adaptive playstyle with a few core rotations that should be used as a general guideline. It is very common to deviate from a rotation and return to it during more stable boss patterns.
  • While this may sound intimidating as you face a lot of the aforementioned challenges during progression, the learning curve yields strong damage output very early. The quicker you can identify, react to, and memorize mechanics, the faster you climb up this curve leading to one of the highest damage potentials in the entire game.

You need to know how many stacks each skill generates to make proper use of your cooldowns in case of missing part of your rotation. Here’s a small table detailing how many stacks each skill generates:

Skill

Stacks

Blitz Rush

10 (inc. Dark Charge)

Blade Dance

9

Earth Cleaver

1~3 (based on boss hitbox)

Turning Slash

5

Maelstrom

7 (over time)

Surprise Attack

7

Wind Cut

9

Spincutter

6 (2 per spin)

Death Slash

8

Flash Blink

3

Blade Assault

20

DPS Distribution

Below is a chart which shows the damage distribution based on a 2-minute Trixion parse.

This is based on the standard build outlined in this guide, modifications can change percentages.

FAQ

What Elixirs should I use?

Master. Nothing worse than white Surges.

Revision History

Date

Change

Sep 20, 2025

  • Added Paradise & Ark grid information. Added gem upgrade prio & some other small details / tips / FAQ.

May 6, 2025

  • Updated RE rotations, runes, engraving choices, FAQ and added tips.

Feb 2, 2025

  • Added RE tripod options and replaced the recommended T skill.

Oct 5, 2024

  • Foundational guide completed. Further testing pending.