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Remaining Energy Deathblade Build Guide

Last Updated:July 20, 2024|Change Log

Welcome to the Remaining Energy Deathblade Build Guide! This build revolves around constantly attacking your enemy with a multitude of skills, each hit generating Death Orbs. Depending on the amount of orbs you have, you can unleash an increasingly powerful Surge (Z), which also lowers your active cooldowns, allowing you to repeat the cycle.

Remaining Energy Deathblade can inflict reliable amounts of Stagger and will often have her Counter available, thanks to the recurring cooldown refund effect. In exchange, her Destruction potential is relatively low. Normally, you would have to enter Death Trance (Z) to gain access to Surge, but the Class Engraving removes this step, leading to a faster rotation. Besides that, it also grants you a powerful buff after using your identity.

Pros
  • Good defense
  • Good mobility
  • Stylish gameplay
Cons
  • Positional gameplay
  • Melee
  • High APM
  • Reliant on party

Want to try a playstyle that revolves more around enhancing the Surge skill? Check out our Surge guide.

Builds

Raids - Charge
Raids - Instant
Chaos Dungeons
Use the Scroll Bar to see Skill Point Progression

Need some tips for general content? Check out our Guardian Raids and Abyssal Dungeons guides.

  • Soul Absorber and Void Strike are your biggest meter generators, make sure you don't miss them.
  • Blitz Rush and Death Sentence are mostly used as damage skills, but they provide a bit of meter as well.
  • Maelstrom provides a buff that increases your other skills' meter generation, as well as your Movement & Attack Speed. It is essential to use this buff well in order to fill up 3 Death Orbs.
  • Spincutter is your Synergy (Open Weakness) skill, as well as a great mobility tool.
  • Earth Cleaver is an incredibly versatile tool. It can serve as a Counter, a mobility skill, a damage skill, a Stagger skill, or a Destruction skill, depending on the situation.
  • Dark Axel allows you to quickly jump over a boss to evade attacks or to maintain your Back Attack uptime.
  • Blade Assault is your Awakening. It is preferred over Flash Blink thanks to its increased burst damage potential, but both can be used.

Alternative Skill, Tripod, and Rune Options

Death Sentence can be swapped for Twin Shadows, using Orb Control, Weak Point Detection, Forward Slash, and Wealth.

  • This provides some meter generation insurance in case you miss other skills, at the cost of some damage and stagger.

Void Strike

  • Rising Slash - Slightly speeds up your rotation at the cost of some damage from this skill.

Dark Axel

  • Purify - Allows you to cleanse your debuffs.

Check out the Rune Guide for more details on Runes and how to obtain them.

Use the Scroll Bar to see Skill Point Progression

Need some tips for general content? Check out our Guardian Raids and Abyssal Dungeons guides.

  • Soul Absorber and Void Strike are your biggest meter generators, make sure you don't miss them.
  • Death Sentence and Twin Shadows are mostly used as damage skills, but they provide a bit of meter as well.
  • Maelstrom provides a buff that increases your other skills' meter generation, as well as your Movement & Attack Speed. It is essential to use this buff well in order to fill up 3 Death Orbs.
  • Spincutter is your Synergy (Open Weakness) skill, as well as a great mobility tool.
  • Earth Cleaver is an incredibly versatile tool. It can serve as a Counter, a mobility skill, a damage skill, a Stagger skill, or a Destruction skill, depending on the situation.
  • Dark Axel allows you to quickly jump over a boss to evade attacks or to maintain your Back Attack uptime.
  • Blade Assault is your Awakening. It is preferred over Flash Blink thanks to its increased burst damage potential, but both can be used.

Alternative Skill, Tripod, and Rune Options

Soul Absorber

  • Halve - Significantly increases the skill's damage and meter generation, but it becomes a charge skill, making it slower to use.

Dark Axel

  • Purify - Allows you to cleanse your debuffs.

Check out the Rune Guide for more details on Runes and how to obtain them.

This build is optimized and meant to be used only in Chaos Dungeons. For Ebony Cube please use a Raid build.

  • Moonlight Sonic and Twin Shadows are your main ways to deal with large packs of lesser monsters.
  • Blitz Rush, Soul Absorber, Death Sentence, and Surge can all deal with Elite monsters on their own.
  • Maelstrom is used solely for its buff, to help your clear speed and Death Orb generation.
  • Void Strike is used as a filler for Death Orbs.
  • Spincutter serves as a quick mobility option. It can also easily break crystals on the 3rd Floor.
  • Flash Blink is your Awakening. It is preferred over Blade Assault thanks to its shorter cast time. It is also your primary way of dealing with the Boss on the 2nd Floor.

While you can freely experiment with any engravings you want for this content, here's a recommended setup, based on the Engraving Support system:

  • Preemptive Strike causes your attacks to deal immense amounts of damage to monsters that you haven't attacked yet, making it ideal for Chaos Dungeons.
  • Contender is a stacking Attack Power effect that increases in strength once you kill a monster, making it ideal for Chaos Dungeons.
  • Raid Captain provides damage based on your Bonus Movement Speed, synergizing well with the Buff Nodes scattered throughout Chaos Dungeons.
  • Cursed Doll increases your damage with essentially no drawback in Chaos Dungeons.
  • Remaining Energy allows you to cast Surge without entering Death Trance, as well as increasing your Attack Power and Movement & Attack Speed.

Gameplay & Skill Rotation

Remaining Energy Deathblade utilizes her entire kit to constantly deal damage while maneuvering around her target.

Thanks to the Class Engraving, activating her identity immediately casts the Surge (Z) skill, as well as granting you several buffs.

The following effects happen once on activation, and are based only on the amount of full Death Orbs you possess when casting Surge (Z):

  • +15/25/45% of Maximum MP recovered
  • -10/30/50% Cooldown to all skills except spacebar and Awakening

The following effects last for 30 seconds, and are based on the level of your Class Engraving, Remaining Energy, as well as the amount of full Death Orbs you possess when casting Surge (Z):

  • +6/9/12% Movement Speed
  • +6/9/12% Attack Speed Speed
  • +10/12/15% Attack Power (1 Death Orb)
  • +20/24/30% Attack Power (2 Death Orbs)
  • +30/36/45% Attack Power (3 Death Orbs)

Deathblade Identity

Death Orbs

All attacks with a Back Attack affix receive +10% Crit Rate and +5% Damage when they land on the target's back-side indicator. It is important to position yourself accordingly as much as possible to take advantage of this.

This build focuses on a cycle that utilizes some of your regular skills to deal damage and build Death Orbs, then expend those Orbs to cast Surge (Z) and gain buffs. The goal is to repeat this cycle as quickly and seamlessly as you can while using the rest of your skills to maneuver around the enemy and remain safe from their attacks.

Basic Rotations

Charge
Instant

Standard Damage Rotation

  • Using skills in this specific order is recommended due to each skill's animation and the overall flow of your rotation, but you may improvise if the encounter forces you to break out of this cycle.
  • Try your best to maintain your Synergy using Spincutter, even if you aren't planning to attack immediately after.

Stagger Check

  • Using skills in this specific order is recommended for most stagger checks. However, each check can vary in duration, so you may need to readjust depending on that and your party's composition. Remember you can also use a Whirlwind Grenade if you have one equipped!

Standard Damage Rotation

  • Using skills in this specific order is recommended due to each skill's animation and the overall flow of your rotation, but you may improvise if the encounter forces you to break out of this cycle. However, due to this build favoring speed and damage over meter generation, you have to make sure that Maelstrom is active before using the skills listed after it.
  • Try your best to maintain your Synergy using Spincutter, even if you aren't planning to attack immediately after.

Stagger Check

  • Using skills in this specific order is recommended for most stagger checks. However, each check can vary in duration, so you may need to readjust depending on that and your party's composition. Remember you can also use a Whirlwind Grenade if you have one equipped!

Tripods and Gems

Tripod Levelling

Increasing the level of Tripods greatly enhances their effectiveness. You may only increase the level of 18 tripods at a time. Some of them cannot be leveled at all, or are left at level 1 - these tripods are omitted from the table, even if they are used. Here are the main tripods you should look out for in order to maximize this build's potential.

Charge
Instant
Skill1st Tripod2nd Tripod3rd Tripod
MaelstromOrb ControlDark Order
Blitz RushEnhanced StrikeCharge EnhancementShadow Rush
Soul AbsorberSwift FingersFist of DarknessHalve
Void StrikeOrb ControlFist of DarknessOver Slash
Death SentenceConcussionCritical Blow
Earth CleaverPushWeak Point DetectionLeap Attack
SpincutterQuick Prep
Dark AxelSwift Fingers

Tripods written in bold text are your highest priority, make sure to level them first!

Skill1st Tripod2nd Tripod3rd Tripod
MaelstromOrb ControlDark Order
Death SentenceQuick PrepConcussionCritical Blow
Soul AbsorberSwift FingersFist of DarknessPower Stab
Void StrikeOrb ControlFist of DarknessRising Slash
Twin ShadowsOrb ControlWeak Point DetectionForward Slash
Earth CleaverPushWeak Point DetectionLeap Attack
SpincutterQuick Prep

Tripods written in bold text are your highest priority, make sure to level them first!

For more information on where to obtain Tripod Amulets and how to use them, check out our Skill Tree System Guide.

Gems

Gems are another significant aspect of your build, as they directly impact the damage and cooldowns of your skills. You can equip up to 11 gems at a time. Here are the ones you should focus on in order to maximize this build's potential, listed according to their priority.

Charge
Instant

Damage Gems

  • Blitz Rush
  • Surge
  • Soul Absorber
  • Void Strike
  • Death Sentence
  • Earth Cleaver

Cooldown Gems

  • Maelstrom
  • Blitz Rush
  • Soul Absorber
  • Void Strike
  • Spincutter

Damage Gems

  • Surge
  • Death Sentence
  • Soul Absorber
  • Void Strike
  • Earth Cleaver
  • Twin Shadows

Cooldown Gems

  • Maelstrom
  • Death Sentence
  • Void Strike
  • Soul Absorber
  • Spincutter

For more information on where to obtain gems and how to use them, check out our Gem System Guide.

Stat Priority

This build utilizes Specialization and Crit.

  • Specialization is the primary stat. It directly increases your Surge damage, as well as your Death Orb generation.
  • Crit is the secondary stat. It offers damage consistency as well as synergizing well with your gear set.

Standard Setup

  • Specialization + Crit
  • Specialization
  • Specialization
  • Specialization
  • Specialization
  • Specialization + Crit

Gear Set

Entropy Set

This set is optimal thanks to the large amounts of Crit Rate, Crit Damage, and positional damage it provides.

The name of your set will change every time you acquire a higher tier of gear, but the set effect will remain the same. Look for your set's keyword when recrafting it in order to find it more easily (e.g Entropy, Hallucination etc).

Check out the Gear Progression Guide for step by step instructions and early game gearing.

If you are interested in Sidereal Weapons, click here for more details.

Engravings

Engravings are a core part of your build. Typically, most engravings will be used at level 3, but there are some that can be used at level 1 or 2 in addition to the others, after reaching item level 1540 and unlocking Ancient Accessories.

Charge
Instant

Relic Gearing Build (5x3)

  • Remaining Energy
  • Grudge
  • Ambush Master
  • Adrenaline
  • Super Charge

Ancient Gearing Build (5x3+1)

  • Remaining Energy
  • Grudge
  • Ambush Master
  • Adrenaline
  • Super Charge
  • Ether Predator Lv 1

Relic Gearing Build (5x3)

  • Remaining Energy
  • Grudge
  • Ambush Master
  • Adrenaline
  • Cursed Doll

Ancient Gearing Build (5x3+1)

  • Remaining Energy
  • Grudge
  • Ambush Master
  • Adrenaline
  • Cursed Doll
  • Ether Predator Lv 1

Engraving Explanations

Core Engravings

  • Remaining Energy impacts how well you can perform your rotation, thanks to the Movement & Attack Speed buff it provides, as well as the significant Attack Power boost.
  • Adrenaline provides an additional source of Crit Rate and Attack Power. It is fairly easy to upkeep.
  • Grudge increases damage done while also increasing damage received. The engraving is a highly effective damage increase without needing specific positioning, making it worthwhile even with the penalty.
  • Ambush Master provides a massive boost to Back Attack skills, which comprise most of your damage.

Add-on Engravings (Pick 1)

  • Super Charge decreases the charge time of your main skills, as well as increasing their damage. This engraving is core for the Charge build, but should never be used for the Instant build.
  • Cursed Doll is a significant Attack Power increase at the cost of -25% healing. The healing penalty can be punishing for inexperienced players who are not familiar with boss mechanics, but it becomes easy to overcome with time.
  • Keen Blunt Weapon is a good alternative if Cursed Doll's penalty seems too rough, but it will perform slightly worse on average.
  • Raid Captain can potentially be the best option, but you have to fit all of your damage skills (including Surge) within Maelstrom's duration, which can often prove difficult to achieve.

Level 1 and 2 Engravings

  • Ether Predator provides a ramping Attack Power and Defense effect as the fight goes on and you collect more ethers.

Check out the Engraving Guide for more details.

Bracelet

Bracelets provide beneficial effects to yourself or to your party members depending on the rolls they have.

The primary goal is to get the main stats used by this build - Specialization and Crit. After that you should be aiming for Special Rolls to get more damage. Please note that this system is heavily reliant on RNG, and you should not expect to get much more beyond your main stats early on.

Optimal Bonus Rolls

Specialization
Crit
Ambush
Circulate
Fervor
Hammer
Wedge

Alternative Bonus Rolls

Precise
Assail
Superiority
Weapon Power
Dexterity
MP Recovery

Check out the Bracelet Guide for more details.

Elixir

The recommended Elixir Set for this build is Master.

Check out the Elixir Guide for more details and general stat recommendations.

Card Sets

Cards are an endgame system that helps maximize your character's damage. Here are the recommended card sets for this build.

  • Deep Dive is used early on as it is fairly easy to obtain.
  • Light of Salvation is the standard endgame option, but it can take a long time to acquire 30-piece Awakening.
  • Kazeros's Legion Commanders is used as an alternative to Light of Salvation, in content where enemies have a weakness to Dark Damage.
  • Three Umar Families combined with A Voice Calls with is used as an alternative to Light of Salvation, in Guardian Raid content exclusively.

Check out the Card Guide for more details on how to obtain cards and interact with them.

Early Game Damage Card Set

End Game Damage Card Set

Credits

Written by Raeinor
Reviewed by Starlast

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