Deathblade
Editors Jinjin T3 Archive |
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!
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 |
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Cons |
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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 | |||||||||||
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 :
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 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 |
Standard Build | ||||||||||||
Evolution | Enlightenment | Leap | ||||||||||
Critical | Specialization | Rapid Strike | Transcendent Power (3/5) | Unleashed Power (5/5) | Instant Spell* (3/3) | Awk. Amp. (1/3) | ||||||
Limit Break* | Remaining Energy |
(3/3) | ||||||||||
Strike | Firm Will | Swordcraft Enhancement | ||||||||||
Master | Pulverize | Extreme P. Activity | Orb Circulation | |||||||||
Standing Striker | ||||||||||||
Core Engravings | Pick One | ||||
Grudge | Ambush Master | Adrenaline | KBW | Cursed Doll | Raid Captain |
Notes | |||||
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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
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Spincutter | 4 | 3 | Galewind | Mobility Skill
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Earth Cleaver | 14 | 3 3 1 | Galewind | Counter, Weak Point, Stagger, Damage Filler
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Soul Absorber | 14 | 3 1 2 | Galewind | Primary Orb Regen Skill
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Void Strike | 14 | 3 1 2 | Wealth | Primary Orb Regen Skill | |
Death Sentence | 14 | 2 2 1 | Focus | Main Damage Skill
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Twin Shadows | 14 | 2 1 2 | Wealth | Secondary Orb Regen & Damage Skill
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Turning Slash | 10 - 13 | 1 3 1 | Poison | Secondary Damage Skill, Push Immunity, Synergy
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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.
Infographic Legend
Opener rotation
Note : This opener rotation requires you to have 3 bubbles Surge ready.
Main rotation
Note : Spincutter must be used at any of these points ONLY if you run Bleed on it, otherwise keep it for mobility.
Atropine with awakening
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.
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).
Master.
No. The lack of specialization on bracelets makes the rotation way too clunky and you will only hurt yourself.
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).
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.
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.
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.
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 |
Standard Build | ||||||||
Evolution | Enlightenment | Leap | ||||||
Critical | Specialization | Surge Enhancement | Transcendent Power (4/5) | Unleashed Power (5/5) | Instant Spell (2/3) | |||
Limit Break | Orb Compression |
(3/3) | ||||||
Strike | Limit Breakthrough (1/1) | |||||||
Master | Pulverize | Locked In (2/5) | Sword Energy Compression (3/3) | |||||
Standing Striker | ||||||||
Core Engravings | Pick One | ||||
Grudge | Ambush Master | Adrenaline | KBW | Cursed Doll | Raid Captain |
Notes | |||||
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Core Skills | |||||
Blitz Rush | 14 | 2 3 2 | Galewind | High Damage Skill and Main Stack Generator
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Blade Dance | 14 | 1 2 2 | Galewind | High Damage Skill and Main Stack Generator
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Earth Cleaver | 14 | 3 3
| Galewind | Counter, Destruction, Stagger Skill. Damage Filler
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Turning Slash | 14 | 3 3 1 | Utility | Damage Filler and Main Stack Generator
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Maelstrom | 10 | 3 1 2 |
| Focus | Multi-buff Skill and Main Stack Generator
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Surprise Attack | 10 | 1 1 1 | Bleed | Synergy Skill and Main Stack Generator
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Windcut | 10 | 3 3 1 | Poison | Main Stack Generator
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Spincutter | 10 | 2 3 1 | Galewind | Mobility skill and Secondary Stack Generator
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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. | ||||
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.
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.
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.
This rotation provides slightly higher damage than the “standard” rotation (#1) but it takes slightly longer.
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.
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 | |
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.
Master. Nothing worse than white Surges.
Date | Change |
Sep 20, 2025 |
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May 6, 2025 |
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Feb 2, 2025 |
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Oct 5, 2024 |
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