PvEPvPLeveling · Global Season 1

Ranger

20-metre burst built on buffs, charged Deadshots and bleeds — and the best zoning tools in PvP.

Role
Ranged DPS · kiter
Weapon
Bow
Difficulty
Medium
Updated
Patch
Season 1

Source: Whelps · aLuckyRO · LordRobson · Oct 3, 2026Source: TitanTheF · Grobs · Sep 28, 2026Source: Questlog · Oct 12, 2026

Who to watch: WhelpsLordRobson all creators →

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Leveling progress

0 / 28 done

Tick steps as you go. Progress is saved in this browser, separately for each class.

PvP: role and approach

Win by preserving distance and choosing safe charged-shot windows. Bring healing reduction to the focus target, save knockback for divers, and keep moving instead of treating players as stationary bosses.

Starter recommendations based on Global client skill data, checked October 12, 2026. These are editorial choices, not a verified tournament meta. Adapt to your unlocked skills, opponents and party.

Overview

The Ranger is a bow DPS that fights from about 20 metres — the range of almost every skill it has. Its damage is top-tier, but survivability and utility are low, so positioning is everything.

The build in one sentence

Buff up, keep Marking Shot (Precision: +300 Critical Hit and +35% Deadshot damage) on the target, and hold three buttons: Snipe, the macro and a charged Deadshot.

This guide follows Whelps — a Ranger main at 1M CP on the Korean servers who also played the global test — and his Season 1 endgame PvE build on questlog.

Patch Season 1. The build is checked against guides from the global servers: 4 stigmas, cap 20.

Global Season 1: what changes

  • Four stigmas at level 37. The global test stopped at 37; a fifth slot at 45 is likely but not confirmed — if it comes, it goes to Explosive Arrow.
  • Only a few skills reach 20. Skills cap at 10 from points; Daevanion adds 4, rings 2 and arcana up to 4. In Season 1 plan for Deadshot and Gale Arrow at 20, and a third one if your arcana roll well.
  • Accuracy cap unknown. In Korea it was about 1,300 for Ludra; the global cap hasn't been confirmed yet.
  • PvP: everyone starts on the same limited gear and no meta has formed yet.

PvP skills and specializations

Levels below are targets including gear and board bonuses. Highlighted specializations are starter picks: prioritize control, mobility and survival before chasing level 20 everywhere.

  • Marking Shot Core
    12
    Use the movement to create space and maintain Precision before your charged shot.
    • 8+5s duration
    • 12+1 consecutive use
    All specializations
    • 8+5% Perfect Chance for the duration
    • 830% chance to inflict Knock Back on hit
    • 8+5s duration
    • 12+1 consecutive use
    • 16Ignores Block and Evasion and lands as a Critical Hit
  • Snare Shot Core
    12
    Use the slow or root to gain distance or protect an ally, rather than only for damage.
    • 8Changes to mobile skill
    • 12Adds [Shackling Arrow] Chain Skill
    All specializations
    • 8+20% Move Speed reduction
    • 8+20% Skill Speed
    • 8Changes to mobile skill
    • 12Adds [Shackling Arrow] Chain Skill
    • 16+2s Slow and Root duration
  • Suppressing Arrow Core
    12
    Player control is chance-based. Check whether it landed before committing the next skill.
    • 8+1s Stun duration
    • 12+20% Stun Chance
    All specializations
    • 8+50% Multi-Hit on hit
    • 8+1s Stun duration
    • 8+20% Skill Speed
    • 12+20% Stun Chance
    • 1625% chance to reset cooldown on hit
  • Deadshot Core
    16
    The mobile specialization helps with positioning; charge only while distance and enemy pressure allow it.
    • 8Changes to mobile skill
    • 12Ignores Block and Evasion and lands as Multi-Hit
    All specializations
    • 8Removes MP consumed
    • 8+30% Skill Speed
    • 8Changes to mobile skill
    • 12Ignores Block and Evasion and lands as Multi-Hit
    • 16[Deadshot] grants extra damage on hit
  • Drill Dart Core
    12
    Time the healing reduction with your team’s focus fire. Identical non-stacking debuffs do not multiply the effect.
    • 8+2s Bleed duration
    • 12Multi-Hit on hit
    All specializations
    • 8Absorbs 3% HP
    • 8+2s Bleed duration
    • 8+20% Skill Speed
    • 12Multi-Hit on hit
    • 16Activates [Drill Dart] 1 extra time
  • Defiance Core
    16
    Keep this off the damage macro. The selected level-16 option adds PvP damage tolerance during Tenacity.
    • 12+2s Tenacity duration
    • 16+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration
    All specializations
    • 8Adds [Lightning Arrow] Chain Skill
    • 8Restores 1000 Stamina on using [Defiance]
    • 8Restores 20% HP on using [Defiance]
    • 12+2s Tenacity duration
    • 16+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration

Skills

Specialization slots open at 8, 12 and 20 (16 adds a new option but no slot) — every one of those levels is a power spike. Level actives first, passives after.

  • Deadshot Core
    20
    Charged nuke — always fully charged, always under Precision. Before 20 take the first two; swap the mobile pick for the +50% damage one if you don't need to move while charging.
    • 8+30% Skill Speed
    • 8Changes to mobile skill
    • 16[Deadshot] grants extra damage on hit
    All specializations
    • 8Removes MP consumed
    • 8+30% Skill Speed
    • 8Changes to mobile skill
    • 12Ignores Block and Evasion and lands as Multi-Hit
    • 16[Deadshot] grants extra damage on hit
  • Gale Arrow Core
    20
    Combat Speed and damage buff. Before 20 take the mobile pick and −10s cooldown (or damage instead of mobility).
    • 8Changes to mobile skill
    • 12Increases Combat Speed, PvE Damage Boost, and PvP Damage Boost when less targets hit
    • 16-10s cooldown
    All specializations
    • 8+5s duration
    • 850% chance to inflict Knock Back on hit
    • 8Changes to mobile skill
    • 12Increases Combat Speed, PvE Damage Boost, and PvP Damage Boost when less targets hit
    • 16-10s cooldown
  • Drill Dart Core
    16
    At least 16. For a boss that needs sustain, take the HP absorb instead of Skill Speed.
    • 8+20% Skill Speed
    • 16Activates [Drill Dart] 1 extra time
    All specializations
    • 8Absorbs 3% HP
    • 8+2s Bleed duration
    • 8+20% Skill Speed
    • 12Multi-Hit on hit
    • 16Activates [Drill Dart] 1 extra time
  • Snipe Core
    16
    Basic attack: shortens Deadshot and adds the Tempest Arrow chain. At 20 add Multi-Hit.
    • 12-1s [Deadshot] cooldown on hit
    • 16Adds [Tempest Arrow] Chain Skill
    All specializations
    • 8+20% MP restored
    • 8Absorbs 0.7% HP
    • 8+50% Multi-Hit on hit
    • 12-1s [Deadshot] cooldown on hit
    • 16Adds [Tempest Arrow] Chain Skill
  • Tempest Shot Core
    16
    Top damage contributor, but 16 is enough — you'll be crit-capped anyway. PvP players push it to 20 for the knockback.
    • 8Deals up to 12% more damage when less targets are hit
    • 16+20% Skill Speed
    All specializations
    • 8-20% MP consumed
    • 8+10% skill Critical Hit
    • 8Deals up to 12% more damage when less targets are hit
    • 125% chance to inflict Knock Back on Critical Hit
    • 16+20% Skill Speed
  • Snare Shot Optional
    12
    12 comes almost free from the Daevanion board.
    • 8+20% Skill Speed
    • 8Changes to mobile skill
    All specializations
    • 8+20% Move Speed reduction
    • 8+20% Skill Speed
    • 8Changes to mobile skill
    • 12Adds [Shackling Arrow] Chain Skill
    • 16+2s Slow and Root duration
  • Marking Shot Optional
    12
    +5% Perfect Chance, +5s duration.
    • 8+5% Perfect Chance for the duration
    • 8+5s duration
    All specializations
    • 8+5% Perfect Chance for the duration
    • 830% chance to inflict Knock Back on hit
    • 8+5s duration
    • 12+1 consecutive use
    • 16Ignores Block and Evasion and lands as a Critical Hit
  • Burst Arrow Optional
    12
    At 20 take the last pick too.
    • 8Changes to mobile skill
    • 12Up to +20% damage when less targets hit
    All specializations
    • 8Absorbs 10% HP
    • 8+50% Multi-Hit on hit
    • 8Changes to mobile skill
    • 12Up to +20% damage when less targets hit
    • 1625% chance to reset cooldown on hit
  • Explosion Trap Optional
    12
    Only for pulling trash together (e.g. Transcendence runs).
    • 8Pulls enemies on explosion
    • 8Extra damage after 3s on hit
    All specializations
    • 8Pulls enemies on explosion
    • 8+1s Stun duration
    • 8Extra damage after 3s on hit
    • 12+20% Stun Chance
    • 16+1 consecutive use
  • Suppressing Arrow Optional
    12
    Only for its stun — fine while leveling, unused in endgame PvE.
    • 8+50% Multi-Hit on hit
    • 8+20% Skill Speed
    All specializations
    • 8+50% Multi-Hit on hit
    • 8+1s Stun duration
    • 8+20% Skill Speed
    • 12+20% Stun Chance
    • 1625% chance to reset cooldown on hit
  • Defiance Optional
    12
    At 16: the third and fifth picks.
    • 8Restores 1000 Stamina on using [Defiance]
    • 8Restores 20% HP on using [Defiance]
    All specializations
    • 8Adds [Lightning Arrow] Chain Skill
    • 8Restores 1000 Stamina on using [Defiance]
    • 8Restores 20% HP on using [Defiance]
    • 12+2s Tenacity duration
    • 16+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration
  • Arrow Scattershot Optional
    early 12
    Only usable on Staggered bosses. Whelps doesn't level it: in his endgame rotation the other skills do more. aLuckyRO and LordRobson take it to 12 early on for Multi-Hit in the stagger window — fine while points are cheap, the first thing to drop later.
    • 8Changes to mobile skill
    • 12Multi-Hit on hit
    All specializations
    • 8Absorbs 5% HP
    • 8Restores 120 MP on hit
    • 8Changes to mobile skill
    • 12Multi-Hit on hit
    • 16-1s all cooldowns on hit

PvP passive priorities

  • Focused Eye
  • Vigilant Eye
  • Unyielding Resolve
  • Revitalization Contract

Start with these damage, control and defensive passives. If you die during the first enemy burst, invest in survival before more damage; inspect each tooltip rather than copying the PvE order.

Passives

Focused Eye (damage boost) and Hunter's Resolve (crit damage) are the only ones that really matter; Hunter's Soul is third.

  • Then the offensive ones: Concentrated Fire, Rooting Eye, Melee Fire.
  • Then Vigilant Eye (Max HP) and Revitalization Contract (heal at 10% HP).
  • Unyielding Resolve and Wind Vigor are nearly useless — level them with leftover points.

PvP gear decisions

Use your existing gear to start. Check Accuracy against your opponents, then balance HP, PvP damage tolerance and status resistance with damage. There is no universal Accuracy cap here. PvE-only bonuses do not become PvP bonuses; keep a separate skill preset and use the PvP board route below.

Gear

Gear is simple: go for the highest item level. Endgame means crafted weapon, guard and accessories, Ludra bracelets and dungeon armor.

SlotMust-have soul binds
Weapon, guardCombat Speed, Weapon Damage Boost, Damage Boost, Might (+ Multi-Hit if crafted)
Helm, cloakDouble Chance, Attack Increase
ShouldersDouble Chance, Critical Damage Boost
ChestDamage Boost
LegsAttack Increase, Damage Tolerance
Gloves / bootsCombat Speed / Move Speed
Earrings / necklaceMove Speed + Might / Combat Speed + Might
RingsDeadshot and Gale Arrow levels (then Drill Dart or Snipe); otherwise Might
  • Accuracy is the second stat. Parried hits lose over half their damage, and a Ranger can't always attack from behind. Aim for ~1,100–1,200 (supports add +100).
  • Remaining slots: Attack, Critical Hit or Focused Eye — keep whichever you rolled first. Critical Hit is easier to cap for a Ranger (+300 from Marking Shot).
  • Manastones: one yellow Attack line is enough for Season 1; don't chase front/back attack sets.
  • Only roll soul binds on armor that already has one of the must-haves.

How gear gets stronger

1 · Enhance

  • Gold gear succeeds 100% up to +10; after that the chance drops (+13 → +14 is about 25%, +5% after each fail).
  • A fail never breaks the item — only the materials and kina are spent.
  • Above +15 you also need Amplify Stone (Unique), made in Substance Morph from Amplify Stone Fragment (Unique) and Enhance Stone. Each step past +15 on offensive items adds Attack %.
  • Cost grows with item level. Transfer Stone: Weapon (Unique) / Transfer Stone: Armor (Unique) move the enhancement level and rolled lines to another item (not accessories) — so you can enhance a cheap piece and move it later.

2 · Soul binding (rerolling lines)

  • Adds random lines to a piece: stats, or +1 level to a skill (actives on weapons and rings, passives on armor, necklaces and earrings; bracelets roll Daeva stats). The slot decides what can roll.
  • Tab 1 raises the quality of the lines, tab 2 rerolls them — with unneeded gold gear or reroll items — tab 3 uses books. Sync Stone (Unique) comes from the battle pass, hard dungeons and dungeons from 2,800.
  • Roll only on pieces you will keep (crafted or top-tier dungeon gear), and only when the piece already has one of the top lines from the table below.

3 · Manastones (rerolling their stats)

  • The number of slots depends on rarity (white 1, green 2, and so on; top pieces have 4). There are two kinds — for weapons and armor, and for accessories — each in a normal and a PvP version (Superior Manastone).
  • A manastone's stats can be fine-tuned (rerolled) towards offensive ones; this class's picks are in the last card of “Soul-bind priority by slot” below.
  • Don't chase perfect rolls in Season 1 — a reroll costs roughly 200–300k kina on Taiwan, and one good Attack line is enough for now.

4 · Theostones (main hand and off-hand)

  • Theostones (Theostone: Jumentis's Dexterity) go only into the weapon and the guard (off-hand) — weapons have one theostone slot.
  • Each one adds an effect: damage, damage over time or control.
  • It triggers with a chance on attack, so the higher your Combat Speed, the more often it fires — another reason Combat Speed tops most weapon lists.

From the “After 45” guide and the class guides on this site. After 45 →

Soul-bind priority by slot

Highest priority first. Only lines the slot can actually roll are listed.

Weapon

  1. Combat Speed
  2. Weapon Damage Boost
  3. Damage Boost
  4. Might
  5. Multi-Hit Chance

Helmet

  1. Double Chance
  2. Attack
  3. Focused Eye
  4. Hunter's Resolve
  5. Accuracy
  6. Critical Hit

Shoulders

  1. Double Chance
  2. Critical Damage Boost
  3. Focused Eye
  4. Hunter's Resolve
  5. Attack
  6. Accuracy

Chest

  1. Damage Boost
  2. Attack
  3. Focused Eye
  4. Hunter's Resolve
  5. Accuracy
  6. Critical Hit

Gloves

  1. Combat Speed
  2. Attack
  3. Focused Eye
  4. Hunter's Resolve
  5. Accuracy
  6. Critical Hit

Legs

  1. Attack
  2. Damage Tolerance
  3. Focused Eye
  4. Hunter's Resolve
  5. Accuracy
  6. Critical Hit

Boots

  1. Move Speed
  2. Attack
  3. Focused Eye
  4. Hunter's Resolve
  5. Accuracy
  6. Critical Hit

Necklace

  1. Combat Speed
  2. Might
  3. Focused Eye
  4. Hunter's Resolve
  5. Accuracy
  6. Attack

Earring

  1. Move Speed
  2. Might
  3. Focused Eye
  4. Hunter's Resolve
  5. Accuracy
  6. Attack

Ring

  1. Deadshot
  2. Gale Arrow
  3. Drill Dart
  4. Snipe
  5. Might
  6. Attack
  7. Critical Hit

Bracelet

  1. Death
  2. Freedom
  3. Destruction
  4. Wisdom

Manastones

  1. Attack
  2. Critical Hit
  3. Accuracy

PvE. Compiled from this guide's sources; stat names other than the Daevanion ones follow the game's terms. Earrings and rings use the same list for both pieces. Fill these lines in the build planner →

Arcana

Arcana are how skills get past 16. The goal is +4 on Deadshot and Gale Arrow; a +4 roll on Snipe gives you a third skill at 20.

CardStatSetRoll for
Chalice of VigorTimePrimal VigorDeadshot, Gale Arrow (wild card: can roll anything)
Parchment of VigorLifePrimal VigorSnipe, Tempest Shot (Drill Dart, Burst Arrow as filler)
Compass of VigorCompass of MagicFreedomDeathPrimal VigorMagic ArmorDeadshot, Gale Arrow
Bell of MagicDestructionMagic ArmorHunter's Resolve
Mirror of MagicWisdomMagic ArmorFocused Eye

Set bonuses

Primal Vigor

  • 2× +60 PvE Attack when HP is 70% or more
  • 4× +150 PvE Attack when HP is 70% or more

Magic Armor

  • 2× Restores 1,500 MP when MP is 20% or less [30s cooldown]
  • 4× +1,000 PvE Defense when MP is 50% or more

Arcana come from Transcendence stage 4 and are pure RNG — don't stress; the system is likely to change in Season 2.

Pets (Genus Insight)

Your passives already give Accuracy, so Critical Hit comes first on slots 3, 6 and 9.

  • Five wheels, one per genus: Cogni, Fera, Natura, Varian and Special. Each has nine slots, and slot N opens at Insight level N. Leveling pets of a genus and every Analyze give that wheel Insight EXP.
  • Analyze (Soul Crystals + Kinah) rerolls every unlocked line. Don't lock before the wheel is level 9–10: locked lines give no Insight EXP and each lock raises the cost. After that, lock only lines close to their maximum.
  • Slot 4 matters most — it is the wheel's own damage line, and Double Chance on the Special wheel is the best line of the whole system. Then slot 7.
  • The Special wheel only takes Special Soul Crystals — or the rainbow Soul Crystals that work on every wheel — so it levels the slowest. Save rainbow crystals for it.
  • Korean-server guides number the slots differently — compare them by stat, not by slot number.
SlotTake, best first
1 · 5
Max AttackAttack Bonus
2 · 8
HP Increase
3 · 6 · 9
Critical HitAccuracyPower Shard Bonus
4
CogniCritical Damage BoostDamage Boost
FeraWeapon Damage BoostDamage Boost
NaturaMulti-Hit ChancePerfect Chance
VarianBack Attack Damage BoostFront Attack Damage Boost
SpecialDouble Chance
7
Cogni · FeraDamage TolerancePvE Damage ToleranceEndurance
Natura · VarianPvE Damage ToleranceEndurance
SpecialDamage ToleranceEndurance

Slot pools come from the global client data; the picks start from gameplay.tips' global list and are adjusted for the class. gameplay.tips · questlog.gg

Daevanion boards

You'll eventually fill almost every board, so don't over-plan. Each blue node gives +1 level to its skill.

  • 1. Blue nodes that take actives to 12 (unlocks their second specialization): Deadshot, Snipe, Gale Arrow, Drill Dart, Burst Arrow.
  • 2. Offensive orange nodes in the board corners — Combat Speed, cooldown reduction. Take the shortest path and grab skills on the way.
  • 3. Attack, Critical Hit, Focused Eye and Hunter's Resolve nodes; then the rest (defense: Defense, HP, Crit Resist).
  • At the very end, route around MP+50 nodes. Resetting a board is cheap.
  • Priority: blue nodes for Deadshot, Snare Shot, Suppressing Arrow, Marking Shot, Defiance.
  • No Ariel on global: there are five boards, and the level-45 one, Azphel, gives only PvP Damage Boost and Tolerance — in PvE finish the first four.
  • Azphel (level 45) is all PvP Damage Boost and Tolerance — take it, and Triniel earlier.
BoardUnlockOrange nodes
NezekanLv 12Combat Speed, Cooldown Reduction
ZikelLv 20Damage Boost, Damage Tolerance
VaizelLv 30Critical Damage Boost and Tolerance
TrinielLv 40Multi-Hit Chance and Resist
AzphelLv 45PvP Damage Boost and Tolerance — no skill nodes

The route on the boards

The real global boards from the game data. Gold marks the cheapest path from Start to the nodes this guide takes — the blue nodes of the priority skills and the orange nodes; hover any node to see what it gives.

Concentrated FireSuppressing ArrowWind VigorDrill DartVigilant EyeSnare ShotExplosion TrapFocused EyeTempest ShotHunter's ResolveDefianceArrow ScattershotFocused EyeSnipeHunter's ResolveBurst ArrowMarking ShotConcentrated FireGale ArrowWind VigorDeadshotVigilant Eye
284 points in total skill levels

Drill Dart +4Snipe +4Burst Arrow +4Gale Arrow +4Deadshot +4

on the way:Wind Vigor +3Snare Shot +2Melee Fire +2Hunter's Resolve +1Rooting Eye +1Marking Shot +1Hunter's Soul +1Unyielding Resolve +1Tempest Shot +1

stat · 1 passive · 2 skill · 3 special · 4 stat · 2–3 route

Concentrated FireSuppressing ArrowWind VigorDrill DartVigilant EyeSnare ShotExplosion TrapFocused EyeTempest ShotHunter's ResolveDefianceArrow ScattershotFocused EyeSnipeHunter's ResolveBurst ArrowMarking ShotConcentrated FireGale ArrowWind VigorDeadshotVigilant Eye
404 points in total skill levels

Suppressing Arrow +4Snare Shot +4Defiance +4Marking Shot +4Deadshot +4

on the way:Focused Eye +3Hunter's Soul +3Wind Vigor +2Drill Dart +2Hunter's Resolve +2Melee Fire +2Gale Arrow +1Unyielding Resolve +1Concentrated Fire +1Rooting Eye +1

stat · 1 passive · 2 skill · 3 special · 4 stat · 2–3 route

Boards and costs come from the global client data (questlog.gg); the path is calculated, not taken from a video. Values can change with patches — check the in-game board before committing a full route.

Four-slot PvP starter setup

A balanced four-slot starting point. Each swap replaces a slot; do not equip every listed option together. The planner equips these stigmas at level 1; aim for the key unlock levels noted below as resources allow.

  1. Vaizel's AuthorityVaizel's Authority
  2. Bow of BlessingBow of Blessing
  3. Sealing ArrowSealing Arrow
  4. Ambush KickAmbush Kick
  • Ambush Kick → Illusory Arrow: ranged blind when you can maintain distance
  • Bow of Blessing → Mother Nature's Breath: a defensive alternative under sustained pressure

Sealing Arrow has a base 75% Seal chance against players; Suppressing Arrow needs Precision and has base 40% Stun chance. Mother Nature's Breath removes damage-over-time effects at stigma 5, not Slow or Root. Drill Dart healing reduction does not stack with the named equivalents in its tooltip.

Stigmas

Level them evenly first — 5 / 5 / 5, then 10 — to hit each breakpoint. Once you have the points for Vaizel's Authority 20, reset and put it there first: that's when the Ranger clicks. Then Bow of Blessing, Supporting Fire and Griffon Arrow to 20 in turn.

  • Vaizel's Authority Core
    Lv 20
    ×1.5 Focused Eye and Hunter's Soul; at 20 every crit has a 50% chance to cut all cooldowns by 1s — a huge DPS jump.
    • 5+10% Perfect Chance for the duration
    • 10x1.5 [Focused Eye] effect for the duration
    • 15x1.5 [Hunter's Soul] effect for the duration
    • 2050% chance to reduce all skill cooldowns by 1s on Critical Hit for the duration
    All specializations
    • 5+10% Perfect Chance for the duration
    • 10x1.5 [Focused Eye] effect for the duration
    • 15x1.5 [Hunter's Soul] effect for the duration
    • 2050% chance to reduce all skill cooldowns by 1s on Critical Hit for the duration
  • Bow of Blessing Core
    Lv 10 20
    Multi-Hit, Attack from crit, Critical Damage and Double Chance.
    • 5+50% Multi-Hit Chance for duration
    • 10Increases Attack proportional to Critical Hit for the duration
    • 15+20% Critical Damage Boost for the duration
    • 20+7% Double Chance for the duration
    All specializations
    • 5+50% Multi-Hit Chance for duration
    • 10Increases Attack proportional to Critical Hit for the duration
    • 15+20% Critical Damage Boost for the duration
    • 20+7% Double Chance for the duration
  • Supporting Fire Core
    Lv 10 20
    An orb that shoots alongside you; same cooldown as Vaizel's, so they can share a button.
    • 5+25% activation chance
    • 10+15s duration
    • 15-30s cooldown
    • 20Critical Hit on hit
    All specializations
    • 5+25% activation chance
    • 10+15s duration
    • 15-30s cooldown
    • 20Critical Hit on hit
  • Griffon Arrow Core
    Lv 10 20
    Crimson Flames DoT; opens the macro line.
    • 5Changes to mobile skill
    • 10+5s Damage over Time duration
    • 15Enhanced Crimson Flames - Extra damage when hit while afflicted with Crimson Flames
    • 20-50% Damage over Time intervals
    All specializations
    • 5Changes to mobile skill
    • 10+5s Damage over Time duration
    • 15Enhanced Crimson Flames - Extra damage when hit while afflicted with Crimson Flames
    • 20-50% Damage over Time intervals
  • Explosive Arrow Optional
    alt. · 4th slot
    An equal alternative to Griffon Arrow: LordRobson rates their damage about the same, and aLuckyRO runs Explosive Arrow at 5 (−15s cooldown) instead of Griffon early on. If a fifth slot opens at 45, take both.
    • 5-15s cooldown
    • 10+10% additional damage to targets afflicted with Slow or Root
    All specializations
    • 5-15s cooldown
    • 10+10% additional damage to targets afflicted with Slow or Root
    • 15Critical Hit on hit
    • 20+20% additional damage to targets afflicted with Slow or Root
  • Arrow Storm Optional
    leveling
    AoE for packs while leveling.
    • 5Up to +20% max damage when more targets hit
    All specializations
    • 5Up to +20% max damage when more targets hit
    • 10Inflicts Slow for 10s on hit
    • 15+1s Stun duration
    • 20+25% Stun Chance

PvP combat and decisions

Duels and small fights

Move with Marking Shot, slow the pursuer and create room to charge Deadshot. Use Seal to limit the reply and healing reduction before burst. If melee reaches you, disengage first instead of finishing a long charge.

Marking Shot→Snare Shot→Sealing Arrow→Drill Dart→Deadshot

This is a conditional sequence, not an automatic macro. Continue only if control lands and range permits; change plans when the target breaks free or becomes immune.

Abyss and group fights

Stay behind your front line and apply Drill Dart to the called target. Reserve Ambush Kick for divers threatening you or your healer. Change angle when terrain blocks shots; do not chase a retreating target beyond healing range.

What to keep manual

Keep crowd control, escapes, cleanses and defensive cooldowns on separate keys. Do not hold the PvE macro through an enemy immunity window. Save one escape, watch the enemy CC break, and reconnect with your team before re-engaging.

Verified client mechanics: Sealing Arrow · Drill Dart · Mother Nature's Breath

Rotation & macro

Example hotbar layout

Example for this guide’s main PvE setup. Stacked skills follow the lines below; separate utility keys are suggestions you can rebind. Keep manual skills outside the macro and follow the notes below for optional skills and alternative builds. On narrow screens, scroll the bar sideways to see every key.

Burst ArrowSnare ShotGriffon Arrow 1
Tempest ShotDrill DartGale Arrow 2
Bow of Blessing 3
Vaizel's AuthoritySupporting Fire 4
Marking Shot Q
Deadshot E
Snipe LMB

As in the game: a stacked line fires its bottom skill first; gold lines are the ones the macro presses. Hover an icon for the skill.

AION 2 has two separate tools, and the build uses both:

  • Hotbar line — several skills stacked on one hotbar button. Pressing it casts the highest-priority skill that's ready, and in AION 2 the bottom slot has the highest priority. The cards show each line top to bottom as in the game.
  • In-game macro — while you hold its key, it presses your hotbar lines in order and cancels animation tails. Skills on cooldown are skipped.

1. Hotbar lines

Only these two lines matter; they can sit in any hotbar slots.

1Griffon line
  1. 3 Burst Arrow
  2. 2 Snare Shot
  3. 1 Griffon Arrow

In-game order, top to bottom. 1 = highest priority — the bottom slot.

Snare Shot slows the target so Burst Arrow can hit.

2Gale line
  1. 3 Tempest Shot
  2. 2 Drill Dart
  3. 1 Gale Arrow

In-game order, top to bottom. 1 = highest priority — the bottom slot.

Tempest Shot fills every gap.

2. In-game macro

Skill window → Macro: add the Griffon line, then the Gale line, 10 ms each (some players find a sweet spot between 10 and 20 ms — test it). Bind the macro to RMB in Settings → Key Settings → General → Macro.

  1. 1Griffon line1 · 10 ms
  2. 2Gale line2 · 10 ms
  • Use AION 2 control mode — the in-game macro is restricted in AION 1 mode.
  • Turn skill queue on in the combat control settings.
  • Give Deadshot a second key in Key Settings → Quick Slot (a side mouse button).

3. What you actually press

  • OpenerBuffs by hand — Bow of Blessing, Supporting Fire + Vaizel's Authority (one button, same cooldown) — then Marking Shot and a fully charged Deadshot.
  • HoldSnipe on LMB, the macro on RMB and Deadshot on the side button — all three at once.
  • Keep upMarking Shot — recast when Precision drops below ~3s (watch the buff bar). Precision: +5% Perfect Chance, +300 Critical Hit, +35% Deadshot damage.
  • On cooldownThe buffs again.

Recap

  • Skills: Deadshot and Gale Arrow 20; Drill Dart, Snipe, Tempest Shot 16; the rest 12; Arrow Scattershot not at all.
  • Stigmas: Vaizel's Authority 20 first, then Bow of Blessing, Supporting Fire, Griffon Arrow; Explosive Arrow if a 5th slot opens.
  • Passives: Focused Eye, Hunter's Resolve, then Hunter's Soul.
  • Stats: Accuracy to the cap, then Attack / Critical Hit.
  • Arcana: +4 on Deadshot and Gale Arrow.

How to fight while leveling

  • Packs: Explosion Trap at your feet → Snare Shot → Drill Dart + Tempest Shot. They walk into the trap.
  • Elites: Marking Shot (Precision) → Snare Shot → Burst Arrow → charged Deadshot. Kite, don't tank.
  • Low HP: Drill Dart and Burst Arrow absorb HP. Step back out of melee range before you heal up.

Leveling macro

A simpler setup for leveling and the first days at the cap, from Grobs' early-game macros. Only the skills you spam go in; buffs, stigma bursts and gap-closers stay on their own keys.

1Line 1
  1. 2 Explosive Arrow
  2. 1 Griffon Arrow

In-game order, top to bottom. 1 = highest priority — the bottom slot.

2Line 2
  1. 3 Tempest Shot
  2. 2 Gale Arrow
  3. 1 Drill Dart

In-game order, top to bottom. 1 = highest priority — the bottom slot.

In-game macro: Line 1 → Line 2, each with a 10 ms delay. Hold your basic attack Snipe on LMB and the macro key together.

Once your skills reach 12–16 and specializations change their cooldowns, switch to the full setup in the PvE tab.

Sources

All sources and creators →

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