Leveling progress
Tick steps as you go. Progress is saved in this browser, separately for each class.
Overview
The Elementalist (Spirit Master) is the only summoner: a spirit fights next to you, every spirit skill gives you an element, and at four elements
Elemental Fusion is ready. Most of the damage comes from Elemental Fusion and the spirits — above all
Summon: Ancient Spirit and
Summon: Fire Spirit.
The build in one sentence
Buff first, then summon: a spirit copies your stats at the moment it appears. Keep five stacks of
Cold Shock's Attack buff, open with the buffs and the Ancient Spirit, and let the macro fire Elemental Fusion whenever it is ready.
- The snapshot rule. A spirit's damage depends on your stats and buffs when you summon it. A buff cast after the summon does nothing for that spirit — never call the Ancient Spirit without your buffs up.
- Weave the basic attack. Cold Shock gives +2% Attack per hit, up to five stacks. Losing them costs 10% Attack for you and for every spirit you summon; an extra basic attack is worth more than the next summon.
- Long fights favour you. The class leans on buffs and damage over time, so it gets stronger the longer a fight lasts — and loses the most if you die with everything on cooldown.
This guide follows Evripides' written Spirit Master guide, global edition for Season 1 (aion2sm.com, written at 700k CP, updated September 29), which DankRNG builds his video on; aLuckyRO's global video adds the day-one picks. The guide is adapted from the Taiwan and Korean version — its author will update it after launch.
Patch Season 1. The build is checked against guides from the global servers: 4 stigmas, cap 20.
Overview
In PvP the Elementalist is a kiting class that wins by outlasting: less mobility than a Ranger and less burst than a Sorcerer, but by far the tankiest ranged class, with fear, a dispel and spirits that keep hitting when you are out of range.
- Fear is control, not a kill tool. Use it to peel and to force out the enemy's Defiance; the damage comes from Elemental Fusion, curses and spirits.
- Timing decides fights. Know the other class's skills: a defensive used too early or too late loses the fight.
Summon: Earth Spirit taunts — and Defiance cannot break a taunt.
The PvP mode follows the "PvP Starter" build of the same guide (updated September 29).
Patch Season 1. The build is checked against guides from the global servers: 4 stigmas, cap 20.
Skills
Three skills must reach 20:
Combustion,
Summon: Fire Spirit and
Elemental Fusion.
Summon: Water Spirit is fine at 16 and nice at 20; everything else stops at 16. In the first days, with skills at 8–12, take the mana picks named in the cards (aLuckyRO).
-
Elemental Fusion 20Your biggest hit, with no cooldown — it fires every time you hold four elements. Delayed damage, +10 to all Element Boosts and a 25% chance to keep the four elements. aLuckyRO takes the charged version (up to +200%) on day one instead.- 8Extra damage after 3s on hit
- 8+10 all Element Boost on hit
- 1625% chance to regain Four Elements
All specializations
- 8Changes to AoE Skill
- 8Extra damage after 3s on hit
- 8+10 all Element Boost on hit
- 12Changes to Charge Skill, dealing up to 200% more damage
- 1625% chance to regain Four Elements
-
Combustion 20+12% on a single target, +20% Skill Speed and the Ashy Call chain. First days: −20% MP until your mana holds (aLuckyRO).- 8Deals up to 12% more damage when less targets are hit
- 12+20% Skill Speed
- 16Adds [Ashy Call] Chain Skill
All specializations
- 8-20% MP consumed
- 8Deals up to 12% more damage when less targets are hit
- 8+100 Skill Accuracy
- 12+20% Skill Speed
- 16Adds [Ashy Call] Chain Skill
-
Summon: Fire Spirit 20The strongest base spirit and the one with the longest uptime — summon it last so it stays out while the others cool down.- 8+20% Fire Spirit Critical Hit damage
- 810% chance to activate skill when Fire Spirit lands attack
- 16+20% Fire Spirit Stats
All specializations
- 8-50% MP Cost
- 8+20% Fire Spirit Critical Hit damage
- 810% chance to activate skill when Fire Spirit lands attack
- 125% chance to inflict Knockdown for 3s on landing Fire Spirit attack
- 16+20% Fire Spirit Stats
-
Cold Shock 16Basic attack: Multi-Hit and the +2% Attack stacks that every summon copies. 14 is fine, 16 is best early on because cooldowns are long. First days: +20% MP restored instead of Multi-Hit.- 8+50% Multi-Hit on hit
- 12+2% Attack on landing [Earth Tremor] (Up to 5 stacks)
All specializations
- 8+20% MP restored
- 8Absorbs 1% HP
- 8+50% Multi-Hit on hit
- 12+2% Attack on landing [Earth Tremor] (Up to 5 stacks)
- 1610% chance to remove 1 buff on landing [Earth Tremor]
-
Summon: Water Spirit 16The highest single-target hit of the base spirits when it joins Jointstrike: Corrode, and your mana while leveling.- 8+10% Water Spirit Attack
- 16+20% Water Spirit Stats
All specializations
- 8-50% MP Cost
- 8+10% Water Spirit Attack
- 810% chance to activate skill when Water Spirit lands attack
- 125% chance to inflict Root for 2s on landing Water Spirit attack
- 16+20% Water Spirit Stats
-
Jointstrike: Curse 16DoT and debuff: +2s Curse and the mobile pick. Your spirits — the Ancient Spirit too — hit with you.- 8+2s Curse duration
- 8Changes to mobile skill
All specializations
- 8+2s Curse duration
- 8+50% Multi-Hit on hit
- 8Changes to mobile skill
- 12-2s cooldown
- 16[Jointstrike: Curse] ignores Block and Evasion and lands as a Critical Hit
-
Dimensional Control 16Fires when you summon; delayed damage and Multi-Hit. Skip the pull and the slow.- 8Extra damage after 3s on hit
- 8+50% Multi-Hit chance on hit
All specializations
- 8+20% Slow effect
- 8Extra damage after 3s on hit
- 8+50% Multi-Hit chance on hit
- 12Pull in nearby targets
- 1630% chance to inflict Root for 3s on hit
-
Summon: Earth Spirit 16Taunts the enemy onto itself — the boss hits the spirit, not you. Useful solo.- 8+20% PvE Damage Tolerance and +10 PvP Damage Tolerance to Earth Spirit
- 810% chance to activate skill when Earth Spirit lands attack
All specializations
- 8-50% MP Cost
- 8+20% PvE Damage Tolerance and +10 PvP Damage Tolerance to Earth Spirit
- 810% chance to activate skill when Earth Spirit lands attack
- 125% chance to restore 5% of Spirit HP when landing Earth Spirit attack
- 16+20% Earth Spirit Stats
-
Rapid Scattershot 16Only on Staggered bosses. Below 16 take the mobile pick and Multi-Hit; at 16 Multi-Hit and −1s to all cooldowns.- 12Multi-Hit on hit
- 16-1s all skill cooldowns on hit
All specializations
- 8Absorbs 5% HP
- 8Restores 120 MP
- 8Changes to mobile skill
- 12Multi-Hit on hit
- 16-1s all skill cooldowns on hit
-
Defiance 16CC break; 20% HP back and damage tolerance for the Tenacity window.- 8Restores 20% HP on using [Defiance]
- 16+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration
All specializations
- 8Adds [Curse of Despair] 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
-
Summon: Wind Spirit skipThe weakest skill damage, and summoning it costs time from the others. aLuckyRO keeps it for the first week to reach four elements faster; drop it once three spirits open Fusion on their own.All specializations
- 8-50% MP Cost
- 8+20% Wind Spirit Critical Hit
- 810% chance to activate skill when Wind Spirit lands attack
- 125% chance to reduce enemy Attack Speed by 30% for 10s on landing Wind Spirit attack
- 16+20% Wind Spirit Stats
-
Soul's Cry PvPFear — a PvP skill.All specializations
- 8+50% Multi-Hit on hit
- 8Inflicts Root for 5s
- 8Changes to mobile skill
- 12-10s cooldown
- 16+2s Fear duration
Skills
Four hard musts at 20:
Defiance,
Cold Shock,
Elemental Fusion and
Jointstrike: Curse;
Combustion reaches 20 through the arcana set anyway.
-
Defiance 20CC break with 20% HP, +2s Tenacity and damage tolerance. When someone engages on you, break the first CC at once.- 8Restores 20% HP on using [Defiance]
- 12+2s Tenacity duration
- 16+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration
All specializations
- 8Adds [Curse of Despair] 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
-
Cold Shock 20HP absorb and Multi-Hit. The Attack stacks rarely build up in PvP, so they are not taken here.- 8Absorbs 1% HP
- 8+50% Multi-Hit on hit
All specializations
- 8+20% MP restored
- 8Absorbs 1% HP
- 8+50% Multi-Hit on hit
- 12+2% Attack on landing [Earth Tremor] (Up to 5 stacks)
- 1610% chance to remove 1 buff on landing [Earth Tremor]
-
Elemental Fusion 20Your burst. For mass PvP swap the delayed damage for the AoE version.- 8Extra damage after 3s on hit
- 8+10 all Element Boost on hit
- 1625% chance to regain Four Elements
All specializations
- 8Changes to AoE Skill
- 8Extra damage after 3s on hit
- 8+10 all Element Boost on hit
- 12Changes to Charge Skill, dealing up to 200% more damage
- 1625% chance to regain Four Elements
-
Jointstrike: Curse 20Multi-Hit, −2s cooldown, and at 16 it ignores Block and Evasion and crits. Apply it first — it baits out the enemy's healing potion.- 8+50% Multi-Hit on hit
- 12-2s cooldown
- 16[Jointstrike: Curse] ignores Block and Evasion and lands as a Critical Hit
All specializations
- 8+2s Curse duration
- 8+50% Multi-Hit on hit
- 8Changes to mobile skill
- 12-2s cooldown
- 16[Jointstrike: Curse] ignores Block and Evasion and lands as a Critical Hit
-
Combustion 20The same picks as in PvE.- 8Deals up to 12% more damage when less targets are hit
- 12+20% Skill Speed
- 16Adds [Ashy Call] Chain Skill
All specializations
- 8-20% MP consumed
- 8Deals up to 12% more damage when less targets are hit
- 8+100 Skill Accuracy
- 12+20% Skill Speed
- 16Adds [Ashy Call] Chain Skill
-
Dimensional Control 16Lots of CC and kiting: delayed damage and a root chance; it procs with every summon and roots out the enemy's Defiance.- 8Extra damage after 3s on hit
- 1630% chance to inflict Root for 3s on hit
All specializations
- 8+20% Slow effect
- 8Extra damage after 3s on hit
- 8+50% Multi-Hit chance on hit
- 12Pull in nearby targets
- 1630% chance to inflict Root for 3s on hit
-
Summon: Earth Spirit 16The taunt — one of the strongest CCs in the game. Damage tolerance and +20% stats for the spirit.- 8+20% PvE Damage Tolerance and +10 PvP Damage Tolerance to Earth Spirit
- 16+20% Earth Spirit Stats
All specializations
- 8-50% MP Cost
- 8+20% PvE Damage Tolerance and +10 PvP Damage Tolerance to Earth Spirit
- 810% chance to activate skill when Earth Spirit lands attack
- 125% chance to restore 5% of Spirit HP when landing Earth Spirit attack
- 16+20% Earth Spirit Stats
-
Soul's Cry 12–16Fear with a root and −10s cooldown; below 16 is fine.- 8Inflicts Root for 5s
- 12-10s cooldown
All specializations
- 8+50% Multi-Hit on hit
- 8Inflicts Root for 5s
- 8Changes to mobile skill
- 12-10s cooldown
- 16+2s Fear duration
-
Summon: Water Spirit 12–1612–16 is enough.- 8+10% Water Spirit Attack
- 810% chance to activate skill when Water Spirit lands attack
All specializations
- 8-50% MP Cost
- 8+10% Water Spirit Attack
- 810% chance to activate skill when Water Spirit lands attack
- 125% chance to inflict Root for 2s on landing Water Spirit attack
- 16+20% Water Spirit Stats
-
Summon: Fire Spirit 14Still hits hard at a low level.- 8+20% Fire Spirit Critical Hit damage
- 810% chance to activate skill when Fire Spirit lands attack
All specializations
- 8-50% MP Cost
- 8+20% Fire Spirit Critical Hit damage
- 810% chance to activate skill when Fire Spirit lands attack
- 125% chance to inflict Knockdown for 3s on landing Fire Spirit attack
- 16+20% Fire Spirit Stats
-
Summon: Wind Spirit skipNot used in PvP.All specializations
- 8-50% MP Cost
- 8+20% Wind Spirit Critical Hit
- 810% chance to activate skill when Wind Spirit lands attack
- 125% chance to reduce enemy Attack Speed by 30% for 10s on landing Wind Spirit attack
- 16+20% Wind Spirit Stats
-
Rapid Scattershot skipOnly works on Staggered targets.All specializations
- 8Absorbs 5% HP
- 8Restores 120 MP
- 8Changes to mobile skill
- 12Multi-Hit on hit
- 16-1s all skill cooldowns on hit
Passives
Passive levels come from every armor piece, the earrings and the necklace, so they run far ahead of the actives — in a finished Season 1 set a passive reaches 30 and more.
| # | Passive | Why |
|---|---|---|
| 1 | Double Chance — max it (about 32 in Season 1). | |
| 2 | PvE Damage Boost and Perfect Chance for you and the spirit. A close second. | |
| 3 | Stacking Critical Damage Boost whenever a spirit skill lands. | |
| 4 | Shorter spirit cooldowns — more Elemental Fusion. |
First days (aLuckyRO):
Spirit Strike first, then
Spirit's Descent and
Consecutive Countercurrent.
Corrode and Element Unification only pay off once your gear gives Critical Hit — before that you barely crit.
| # | Passive | Why |
|---|---|---|
| 1 | Defense against burst — Assassins, Sorcerers, Gladiators. About 20. | |
| 2 | Status Effect Resist. About 20. |
Stigmas
These four are the set for every PvE fight. Take all four to 10 first, then each to 20 in this order. Slots open at levels 22, 27, 32 and 37.
-
Summon: Ancient Spirit Lv 20Your highest-damage stigma: a 30-second extra spirit that gives you Elemental Fusion every time it uses its skill — at 15 after every five basic attacks. Always summon it with your buffs and Cold Shock stacks up.- 5+10% Ancient Spirit Attack
- 10x1.5 [Spirit's Descent] activation chance and damage for 30s
- 15Ancient Spirit uses skill after 5 basic attacks
- 20+20% Ancient Spirit Stats
All specializations
- 5+10% Ancient Spirit Attack
- 10x1.5 [Spirit's Descent] activation chance and damage for 30s
- 15Ancient Spirit uses skill after 5 basic attacks
- 20+20% Ancient Spirit Stats
-
Enhance: Spirit's Benediction Lv 20Damage Boost and Tolerance for you and your spirits — cast it before you summon.- 5Restores 10% of Max HP on cast
- 10x1.5 [Spirit Strike] Damage Boost effect
- 15x1.5 activation chance and amount healed from [Spirit Communion]
- 20+25% PvE Damage Boost and Damage Tolerance, +12.5% PvP Damage Boost and Damage Tolerance for caster and Spirit
All specializations
- 5Restores 10% of Max HP on cast
- 10x1.5 [Spirit Strike] Damage Boost effect
- 15x1.5 activation chance and amount healed from [Spirit Communion]
- 20+25% PvE Damage Boost and Damage Tolerance, +12.5% PvP Damage Boost and Damage Tolerance for caster and Spirit
-
Flame Blessing Lv 20Accuracy and extra damage on hit; one of your strongest buffs and it scales a lot at 20.- 5+100 Accuracy
- 10+100 Critical Hit
- 15+10% Critical Damage Boost
- 20-50% extra damage cooldown
All specializations
- 5+100 Accuracy
- 10+100 Critical Hit
- 15+10% Critical Damage Boost
- 20-50% extra damage cooldown
-
Jointstrike: Corrode Lv 20A DoT that makes the target take more damage from your spirits. At 20 it lasts 20 seconds and can stay up all the time with about 33% cooldown reduction.- 5+15% extra damage taken from Spirit during Corrode
- 10-20% Combat Speed on hit for 10s
- 15-70% Incoming Heal during Corrode
- 20+10s Corrode effect duration
All specializations
- 5+15% extra damage taken from Spirit during Corrode
- 10-20% Combat Speed on hit for 10s
- 15-70% Incoming Heal during Corrode
- 20+10s Corrode effect duration
-
Cursed Cloud laterStrong in PvE, but there is no slot for it in Season 1.- 5-1000 enemy Max Stamina during Damage over Time
- 10-20% Max HP of PC targets during Damage over Time
All specializations
- 5-1000 enemy Max Stamina during Damage over Time
- 10-20% Max HP of PC targets during Damage over Time
- 15+10s Damage over Time duration
- 20-30% Status Effect Resist during Damage over Time
Stigmas
| Set | Stigmas | When |
|---|---|---|
| Default | Ancient Spirit, Spirit's Benediction, Command: Proxy, Seize Magic | The best all-round set. |
| No Proxy | Corrode in place of Command: Proxy | Riskier, more damage and anti-heal — against Clerics, Gladiators, Templars. |
| Utility | Ancient Spirit, Cry of Terror, Corrode, Kaisinel's Power | Extra AoE fear and CC chance — against Clerics and Chanters. |
-
Command: Proxy Lv 20For 7 seconds most of the damage you take is shared with your spirits. Use it when an Assassin engages or a Sorcerer freezes you — not on the first CC.- 5+2s Command: Proxy duration
- 10+10% PVP Damage Tolerance increase and +5% PvP Damage Tolerance increase to Spirit
- 15x1.5 [Spirit Protection] effect during Command: Proxy
- 20Restores 3% of Spirit's HP every 1s for Command: Proxy duration
All specializations
- 5+2s Command: Proxy duration
- 10+10% PVP Damage Tolerance increase and +5% PvP Damage Tolerance increase to Spirit
- 15x1.5 [Spirit Protection] effect during Command: Proxy
- 20Restores 3% of Spirit's HP every 1s for Command: Proxy duration
-
Seize Magic Lv 20Removes the enemy's buffs, bursts and at 20 seals. Dispel invulnerability skills, or a Ranger right after they buff.- 5Removes up to 3 buffs
- 10Inflicts Seal for 5s when removing 3 or more buffs
- 15Removes up to 5 buffs
- 20-30s cooldown
All specializations
- 5Removes up to 3 buffs
- 10Inflicts Seal for 5s when removing 3 or more buffs
- 15Removes up to 5 buffs
- 20-30s cooldown
-
Jointstrike: Corrode No Proxy−60% healing and a long DoT against sustain classes. Apply Curse and your other DoTs first, so a potion can't cleanse it.- 5+15% extra damage taken from Spirit during Corrode
- 10-20% Combat Speed on hit for 10s
- 15-70% Incoming Heal during Corrode
- 20+10s Corrode effect duration
All specializations
- 5+15% extra damage taken from Spirit during Corrode
- 10-20% Combat Speed on hit for 10s
- 15-70% Incoming Heal during Corrode
- 20+10s Corrode effect duration
-
Cry of Terror UtilityAoE fear for extra control.- 5Root for 5s on hit
- 10Up to +20% damage when more targets hit
- 15+2s Fear duration
- 20+20% Fear Chance
All specializations
- 5Root for 5s on hit
- 10Up to +20% damage when more targets hit
- 15+2s Fear duration
- 20+20% Fear Chance
-
Kaisinel's Power UtilityRaises your CC chance — your CC lands rarely without it.- 5+150 Block and Evasion
- 10+15% Status Effect Resist
- 15+150 Accuracy
- 20+15% Status Effect Chance
All specializations
- 5+150 Block and Evasion
- 10+15% Status Effect Resist
- 15+150 Accuracy
- 20+15% Status Effect Chance
-
Siphon alt.Sustain, and a shield at 15.- 5+20% Skill Speed
- 10+5% HP absorbed
- 1530% of Max HP as Protective Shield for 30s on use
- 20Stun for 3s on hit
All specializations
- 5+20% Skill Speed
- 10+5% HP absorbed
- 1530% of Max HP as Protective Shield for 30s on use
- 20Stun for 3s on hit
Rotation & macro
Two-hold play: hold
Cold Shock on LMB and the macro on RMB, steer, and press the rest by hand. The hotbar line that used to sit on RMB moves to T.
1. Hotbar lines
-
4
Summon: Fire Spirit
-
3
Summon: Earth Spirit
-
2
Summon: Water Spirit
-
1
Elemental Fusion
In-game order, top to bottom. 1 = highest priority — the bottom slot.
Spam it: Elemental Fusion fires whenever it is ready, then the spirits; Fire Spirit comes last so it stays out the longest.
-
3
Summon: Ancient Spirit
-
2
Flame Blessing
-
1
Enhance: Spirit's Benediction
In-game order, top to bottom. 1 = highest priority — the bottom slot.
The buffs sit before the Ancient Spirit, so the summon copies them.
-
4
Combustion
-
3
Dimensional Control
-
2
Jointstrike: Curse
-
1
Jointstrike: Corrode
In-game order, top to bottom. 1 = highest priority — the bottom slot.
Stacked by damage; Corrode goes up the moment it is ready.
2. In-game macro
Bind the macro to RMB, 10 ms on each step:
- 1Enhance: Spirit's BenedictionRMB · 10 ms
- 2Elemental Fusion10 ms
- 3Jointstrike: Corrode10 ms
3. The fight
- Open with
Flame Blessing →
Enhance: Spirit's Benediction →
Summon: Ancient Spirit — buffs land before the summon. - Spirit line and Corrode, then start the macro and settle into the two-hold.
- Keep rotating your spirits; recast the buffs as soon as they are ready instead of saving them for the Ancient Spirit.
- If the five Cold Shock stacks are about to drop, an extra basic attack beats the next summon.
The weave depends on ping: the author wants 65% Combat Speed or more and under ~60 ms ping. aLuckyRO's advice for the first week: play without the macro until you know the class. Bind "dismiss all spirits" to a key you can reach.
Opening a fight
PvP barely relies on the macro: it only weaves
Elemental Fusion →
Summon: Earth Spirit on RMB. Everything else is timing.
Engaged on
Break the first CC with
Defiance at once; be patient with
Command: Proxy for the follow-up.
You engage
Use
Soul's Cry when the Earth Spirit doesn't land a CC, or once their Defiance is gone — root them with
Dimensional Control to force it out.
| Against | Answer |
|---|---|
| Gladiator, Cleric | Seize Magic on their invulnerability; Curse first, then Corrode against the sustain. |
| Ranger | Seize Magic right after they buff; Corrode against their sustain. |
| Assassin | Command: Proxy when they engage. |
| Sorcerer | Command: Proxy when frozen; save the dash for the meteor — it ignores Evasion and Block. |
| Chanter | Corrode: −60% healing and a near-30-second DoT. |
Arcana & stats
- Where levels come from: 10 from skill points, 14 with the first four Daevanion boards, then +4 from an arcana and +1 from each ring — 20 for the must skills. Active skills roll on rings, weapon and guard; passives on every armor piece, the earrings and the necklace.
- Arcana: three Primal Vigor cards plus two Magic Armor cards — both 2-piece bonuses.
- Goals: Double Chance 25%, Cooldown Reduction 20%, Accuracy 1,500.
- Arcana: five Primal Vigor cards. Jointstrike: Curse and Elemental Fusion are the two skills to chase on the card rolls.
- Goals: Accuracy 2,000+, Status Effect Resist 100%+, about 40% Regeneration.
Daevanion boards
Daevanion takes your skills from 10 to 14. Each blue node gives +1 level to its skill.
- Priority: blue nodes for
Elemental Fusion,
Combustion,
Summon: Fire Spirit,
Cold Shock,
Summon: Water Spirit, the green
Mental Focus and
Spirit Strike, then the offensive orange nodes. - First days: take the cheapest node of each skill — every board has all of them, some close to the start (aLuckyRO).
- Priority: blue nodes for
Defiance,
Cold Shock,
Elemental Fusion,
Jointstrike: Curse,
Combustion; Azphel (level 45) is all PvP Damage Boost and Tolerance — take it.
237 points in total skill levels
Spirit Strike +4Summon: Fire Spirit +4Combustion +4Cold Shock +4Summon: Water Spirit +4Elemental Fusion +4Mental Focus +4
on the way:Spirit's Descent +2Spirit Communion +2Element Unification +2Spirit Protection +1Consecutive Countercurrent +1Revitalization Contract +1Summon: Wind Spirit +1Jointstrike: Curse +1
stat · 1 passive · 2 skill · 3 special · 4 stat · 2–3 route
402 points in total skill levels
Jointstrike: Curse +4Combustion +4Defiance +4Cold Shock +4Elemental Fusion +4
on the way:Spirit Revitalization +2Spirit Protection +2Spirit Communion +2Consecutive Countercurrent +2Element Unification +2Mental Focus +2Spirit's Descent +1Spirit Strike +1Soul's Cry +1Summon: Water Spirit +1Summon: Fire Spirit +1Revitalization Contract +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 guide.
Recap
- Skills: Elemental Fusion, Combustion, Fire Spirit 20; Cold Shock, Water Spirit, Curse, Dimensional Control 16; no Wind Spirit.
- Stigmas: Ancient Spirit → Spirit's Benediction → Flame Blessing → Corrode, all to 10 first, then 20.
- Passives: Mental Focus, Spirit Strike, Element Unification, Spirit Revitalization.
- Play: buff before you summon; keep five Cold Shock stacks.
Recap
- Skills: Defiance, Cold Shock, Elemental Fusion, Curse, Combustion 20; Earth Spirit and Dimensional Control 16.
- Stigmas: Ancient Spirit, Spirit's Benediction, Command: Proxy, Seize Magic — Corrode for anti-heal.
- Passives: Spirit Protection, Revitalization Contract.
- Play: Curse first, Corrode after their potion; fear to control, not to kill.
Overview
The Elementalist (Spiritmaster) is the only summoner: a spirit fights next to you, every spirit skill gives you an element, and at four elements
Elemental Fusion is ready.
Dimensional Control fires each time a spirit uses its skill, and curses keep ticking on the target.
Leveling in one sentence
Level with
Summon: Water Spirit (damage and mana), hold
Cold Shock for MP, and let the in-game macro cycle the Spirit line and the Fusion line.
Patch Season 1. The build is checked against guides from the global servers: 4 stigmas, cap 20.
How to fight while leveling
- Spirit:
Summon: Water Spirit until the cap — best single-target damage, and it feeds your mana. The others stay at level 1 while leveling. - Packs:
Jointstrike: Curse (hits up to 4) →
Combustion →
Elemental Fusion with the AoE pick once it's ready. - Mana: the main early problem — target mode,
Cold Shock between skills, and end your spirit rotation on the Water Spirit. - Staggered targets:
Rapid Scattershot. - Skip
Soul's Cry — it's a PvP skill.
Leveling macro
Grobs' early-game setup: two hotbar lines and a two-slot in-game macro. In AION 2 the bottom slot of a line has the highest priority — the cards show each line top to bottom as in the game.
-
4
Summon: Fire Spirit
-
3
Summon: Earth Spirit
-
2
Jointstrike: Corrode
-
1
Summon: Water Spirit
In-game order, top to bottom. 1 = highest priority — the bottom slot.
Water Spirit first; Jointstrike: Corrode (a stigma) makes the target take more damage from your spirit.
-
4
Combustion
-
3
Jointstrike: Curse
-
2
Dimensional Control
-
1
Elemental Fusion
In-game order, top to bottom. 1 = highest priority — the bottom slot.
Elemental Fusion and Dimensional Control fire as soon as the spirits unlock them; Combustion fills the gaps.
In-game macro (Skill window → Macro), delay 10 ms on each slot:
- 1Spirit line1 · 10 ms
- 2Fusion line2 · 10 ms
- Hold
Cold Shock on LMB and the macro key together. - By hand
Enhance: Spirit's Benediction, then
Summon: Ancient Spirit (buff first — the Ancient Spirit lasts 30s).
Stigmas while leveling
Stigmas unlock at level 22.
-
Summon: Ancient Spirit Lv 5A 30-second extra spirit that also grants elements for Elemental Fusion.- 5+10% Ancient Spirit Attack
All specializations
- 5+10% Ancient Spirit Attack
- 10x1.5 [Spirit's Descent] activation chance and damage for 30s
- 15Ancient Spirit uses skill after 5 basic attacks
- 20+20% Ancient Spirit Stats
-
Enhance: Spirit's Benediction Lv 5+20% PvE Damage Boost and Tolerance with healing for 10s — cast before the Ancient Spirit.- 5Restores 10% of Max HP on cast
All specializations
- 5Restores 10% of Max HP on cast
- 10x1.5 [Spirit Strike] Damage Boost effect
- 15x1.5 activation chance and amount healed from [Spirit Communion]
- 20+25% PvE Damage Boost and Damage Tolerance, +12.5% PvP Damage Boost and Damage Tolerance for caster and Spirit
-
Jointstrike: Corrode Lv 5In Grobs' Spirit line: the target takes more damage from your spirit.- 5+15% extra damage taken from Spirit during Corrode
All specializations
- 5+15% extra damage taken from Spirit during Corrode
- 10-20% Combat Speed on hit for 10s
- 15-70% Incoming Heal during Corrode
- 20+10s Corrode effect duration
-
Flame Blessing Lv 5Extra damage on hit for 10s — take it once your accuracy holds up.- 5+100 Accuracy
All specializations
- 5+100 Accuracy
- 10+100 Critical Hit
- 15+10% Critical Damage Boost
- 20-50% extra damage cooldown
Sources
- Grobs — AION 2 Macro Guide — the early-game macro slide (Spiritmaster hotbar lines and macro)
- Evripides — Spirit Master guide, Global edition (aion2sm.com) — PvE and PvP builds for the global client: skill levels and specializations, stigmas, passives, rotation, macro, arcana, matchups
- DankRNG — How to MASTER the SPIRITS | Elementalist Guide & Build — the snapshot rule, spirit order, why Wind Spirit is left out
- aLuckyRO — AION 2 Latest Spiritmaster PVE Build for Global — day-one specializations, stigma order, Daevanion for the first days
- MMO Codex — Aion 2 Spiritmaster build — skill order by level, Water Spirit for leveling, stigmas
- questlog.gg — skill data from the global client