Aion 2 Assassin PvE Build: Skills & Stigmas
Aion 2 Assassin PvE build checked against the EU client: skill ranks and Specialties, the four stigmas, the Insignia loop, Daevanion, Arcana and PvP swaps.
On this page
The Assassin fights with a dagger in each hand and does its best work behind the
target. In PvE it is a melee damage dealer built on Critical Hits: it marks the target with
Insignias, detonates them, and turns every Critical Hit into a free extra strike. This guide is a
complete setup for the level-45 cap on EU/NA. It covers where every skill point goes, which
stigmas to run and when to swap one, how to play a boss, the Daevanion route, what to aim for on
Arcana and gear, and what changes for PvP.
Skill values, costs, unlock levels and limits come from the EU/NA game client. Damage is written the way the tooltip builds it: a base value at the given skill level plus a share of your Attack. Lines marked Advice are our recommendations: the client doesn't say how every bonus combines, so no build order can be proven with numbers alone.
At a glance
- Role: melee damage dealer. The party finder lists the Assassin as DPS only, and the kit has no party buff: your job is damage, from behind the boss.
- Main damage:
Heart Gore. It can only be used right after you land a Critical Hit, costs no MP and has a 5-second cooldown. The stigma
Illusive Clone removes that cooldown for 10 seconds or more.
- The Insignia loop:
Savage Roar and its two follow-ups mark the target with Insignias, and
Insignia Explosion hits harder for each one, up to five.
- Max these first:
Heart Gore,
Quick Slice,
Insignia Explosion, and
Ambush, plus
Rear Smite as your first passive.
- Stigmas:
Illusive Clone,
Swift Contract,
Triniel's Dagger, and
Savage Fang. Solo,
Evasion Stance replaces
Savage Fang.
- Positioning: behind the boss. Rear Smite, Ambush and Triniel's Dagger all hit harder from there.
- Daevanion: take the +1 nodes of your five main skills and five damage passives first, then the damage corners.
What an Assassin brings to a group
The kit rests on three ideas.
- Critical Hits feed Heart Gore. Heart Gore lights up when one of your hits is a Critical
Hit. At skill level 10 it deals 834 + 122% of Attack to up to 4 enemies and gives back 100 MP,
so every Critical Hit is worth a free strike.
Exploit Weakness adds Critical Hit,
Assault Stance adds Critical Damage Boost, and from skill level 16
Quick Slice can be made to land as a Critical Hit every time.
- Insignias. Savage Roar,
Savage Back Kick and
Savage Smash each engrave one Insignia for 10 seconds. At skill level 10, Insignia Explosion deals 2,065 + 220% of Attack with no Insignia and 3,305 + 352% with five. The stigma
Savage Fang engraves all five at once.
- Back attacks.
Rear Smite raises your Back Attack Damage Boost and your PvE Damage Boost.
Ambush and
Triniel's Dagger deal 30% more from behind, and
Shadowstrike moves you behind a target from up to 20 m away.
Skill points: what you get and what things cost
Skill points (SP) come from one-time sources per character, and they add up to 383 by level 45:
| Source | Skill points |
|---|---|
| Character levels (the Skill menu opens at level 4) | 203 by level 45 |
| Regional quests (the green quests; 58 of them give a | 58 |
| The 60 Sealed Dungeons of your home region (2 Wisdom Stones each) | 120 |
| Ruins of the Ancient City of Roah, the level-45 Sealed Dungeon | 2 |
| Total | 383 |
The leveling priorities guide explains how to collect all of these while you level.
What skills cost:
- Every active and passive starts at rank 1 for free once it unlocks. Ranks 2 to 10 cost 1, 1, 1, 2, 2, 2, 4, 4 and 4 SP, so a skill costs 21 SP to reach rank 10 (13 SP to rank 8).
- The Assassin has 22 such skills (12 actives and 10 passives). Maxing all of them costs 462 SP, 79 more than the free total, so you have to choose.
- Each rank also needs a character level. For most skills, rank 2 opens with the skill and each further rank needs 3 more levels. Defense Break, Revitalization Contract and Determination are the exceptions: all their ranks open at once.
- Skill points stop at rank 10, but a skill can go up to level 40. The extra levels come from Daevanion nodes (+1 per board, so +4 from the four PvE boards), +1 skill lines on gear and skill lines on Arcana cards (up to +4 each).
Specialties are what make skill levels above 8 worth chasing. Each active skill has five Specialty options: three unlock at skill level 8, one at 12 and one at 16. You can equip one option at skill level 8, two at 12 and three at 20, so you always pick three of the five. Passives have no Specialties. Skill and Specialty resets are free, so experimenting costs nothing.
The level-45 skill plan
Each card opens the full build: every skill rank and Specialty pick, the stigmas, the Daevanion route and the gear, with the game client's numbers. The notes below explain the choices. The level-by-level order, from level 1 to 45 with the Daevanion nodes of each level, is the leveling path: it follows the level gates and the points you really have at each level, and it is computed from the game client, so it always matches the builds above.
Active skills
Specialty order (Advice). The first slot opens at skill level 8, the second at 12 and the third at 20. The option texts are the client's.
Heart Gore: Up to +20% Critical Hit when fewer targets are hit, then Multi-Hit on hit (needs 12). From skill level 16, put "Resets Heart Gore cooldown on landing a Critical Hit" in the second slot until level 20 opens the third.
Quick Slice: +50% Multi-Hit on hit, then −1 s Insignia Explosion cooldown per hit (needs 12). From skill level 16, "Ignores Block and Evasion and lands as a Critical Hit" replaces the Multi-Hit option until level 20.
Insignia Explosion: Keeps 2 Insignias after the explosion, then +50% Multi-Hit on hit. From skill level 16, −3 s cooldown replaces the Multi-Hit option until level 20.
Ambush: 2 Insignias on a back attack, then a 50% chance on hit to make Whirlwind Slice usable (needs 12), then absorbs 3% HP.
Savage Roar: +20% Skill Speed, then up to 12% more damage when fewer targets are hit, then −1 s Shadowstrike cooldown per hit (opens at 12).
Storm Rampage: Restores 120 MP on hit, then Multi-Hit on hit, then −1 s to all skill cooldowns per hit.
Shadowstrike: +20% Critical Damage Boost for 10 s on hit.
Flash Slice: +6 m range, then one extra consecutive use (needs 12).
Infiltrate: Restores 300 Stamina on hit, which is the cost of one Dodge; then the Dark Strike follow-up (needs 12).
Defiance: Restores 20% HP on use, then +2 s Tenacity, then Damage Tolerance while Tenacity lasts.
Whirlwind Slice: +50% Multi-Hit on hit.
Shadow Fall: 3 Insignias on hit. It needs a stunned target (5% chance to trigger on targets immune to that), so it is a levelling and PvP skill.
Some details behind those picks:
- Heart Gore has no MP cost and a 5-second cooldown. Its level-16 option resets the cooldown on every Critical Hit, and Illusive Clone removes it outright while the stigma lasts. Until then, count on one Heart Gore every 5 seconds.
- Quick Slice and its follow-ups
Breaking Slice and
Swift Slice cost nothing and restore 100, 105 and 120 MP. Each step hits up to 4 enemies and must follow the previous one within 3 seconds. This chain is your MP engine and your filler.
- Savage Roar and its two follow-ups cost 120 MP each, so three Insignias cost 360 MP.
- Ambush (943 + 138% of Attack at level 10, 10-second cooldown, 100 MP) deals 30% more from behind. With its first option a back hit also engraves 2 Insignias, so one Ambush and one Savage Roar chain make the full five.
- Whirlwind Slice (1,210 + 177% of Attack at level 8, no MP, 10-second cooldown) normally needs an Evasion first. The level-12 option of Ambush opens it half of the time, which is why it stops at rank 8.
- Flash Slice moves you to the opposite side of the target. From behind the boss that puts you in front of it, so use it to get behind, or twice in a row once its level-12 option gives the second use.
- Defiance goes to rank 10 for its 20% heal and a shorter cooldown (60 seconds at rank 1, 51 at
rank 10). If you rarely need it, leave it at rank 1 and spend the 21 SP on
Heightened Sixth Sense instead.
Stigmas
Stigmas are separate skills bought with Stigma Shards. They need character level 22 and the third Ascension, which you get from The One Who Hears the Voice (Elyos) or The One Who Hears the Voice (Asmodian), both recommended at level 22. Stigma slots open at level 22, 27, 32 and 37, four in total.
Each stigma level costs 1 shard (levels 1–5), 2 (6–10), 4 (11–15) or 8 (16–20). Reaching level 5
costs 5 shards, level 10 costs 15, level 15 costs 35 and level 20 costs 75. Every fifth level
adds a fixed tier bonus automatically. Levels only give 29 shards by level 45, plus one
Stigma Shard (Bound) from the third Ascension, so four stigmas at level 20 (300 shards) are a
long-term goal. Stigma levels above 20 can't be bought in the current EU/NA build.
The recommended stigmas
The group build runs Illusive Clone,
Swift Contract,
Triniel's Dagger, and
Savage Fang. The solo build takes
Evasion Stance instead of
Savage Fang. Each build page shows the level to aim for on each stigma.
After level 45, more Stigma Shards come from the Abyss Points shops (10,000 to 25,000 Abyss Points each), the Nightmare shop (1,500 Phantasmal Fragments each, 35 in total) and the Shugo Festival shop. Stigma resets are free, so you can move shards when you change your setup.
Boss rotation and positioning
Before the pull
- In Settings > Info Display > Combat, set Display Boss Orientation Indicator to BACK. It marks the boss's back, where Rear Smite applies and where Ambush and Triniel's Dagger deal 30% more.
- Turn on Power Shards (see below) for boss fights.
Opening
Advice. One way to open:
Shadowstrike from range. It puts you behind the boss, and with its option you gain +20% Critical Damage Boost for 10 seconds.
- Ambush from behind (2 Insignias), then Savage Roar and its two follow-ups (3 more).
- Swift Contract and Illusive Clone, then Insignia Explosion on five Insignias.
- Triniel's Dagger, still from behind.
The Illusive Clone window
- Heart Gore has no cooldown now: press it after every Critical Hit.
- Fill with the Quick Slice chain, which is free and restores MP. Once Quick Slice reaches skill level 16 with its Critical Hit option, each Quick Slice opens another Heart Gore.
- Savage Fang gives five Insignias at once: follow it with Insignia Explosion straight away.
Cooldown rhythm (derived from the cooldowns). Swift Contract and Savage Fang come back every 60 seconds, Illusive Clone every 90 and Triniel's Dagger every 45. Use each one when it is ready, but hold Savage Fang for the second or two it takes Insignia Explosion to come off its 10-second cooldown.
Between windows
- Build Insignias with Ambush from behind and the Savage Roar chain, then spend them with Insignia Explosion. From skill level 12, every hit of Quick Slice takes 1 second off the cooldown of Insignia Explosion.
- Press Heart Gore on every Critical Hit and Whirlwind Slice whenever it lights up.
- MP. The Savage Roar chain costs 360 MP, Insignia Explosion 200, Shadowstrike 150, Ambush 100 and Flash Slice 50; Illusive Clone, Triniel's Dagger and Savage Fang cost 200 each. The Quick Slice chain gives back 325 MP and each Heart Gore 100, so run the Quick Slice chain whenever your MP runs low.
Stagger
When the boss is Staggered, switch to Storm Rampage. It only hits Staggered targets,
has no cooldown and costs no MP, and Defense Break triggers in the same window. Stagger Gauge
Damage per cast: Savage Fang 50; Triniel's Dagger 20; Shadowstrike and Infiltrate 10;
Ambush, Flash Slice, Insignia Explosion and Whirlwind Slice 7; Heart Gore 5; Savage Roar and each
of its follow-ups 2. The Quick Slice chain deals none.
Staying alive
- A Dodge costs 300 Stamina.
Infiltrate can only be used after a Dodge (or in flight) and puts you back behind the target; its level-8 option refunds the 300 Stamina.
- Defiance removes Stun, Knockdown, Airborne, Grab, Frost and Fear and makes you immune for 5 seconds. With its level-8 option it also restores 20% HP. Cooldown reduction doesn't affect it.
- Revitalization Contract heals you once a minute when you drop to 10% HP, even at rank 1.
Power Shards
Power Shards are a stackable consumable that adds damage to your attacks while they are switched
on, and they are used up as you attack. Power Shard gives +5% damage and
Superior Power Shard gives +10%. The bound Power Shard costs 10 Kina in the General Shop, and
Superior Power Shards come from Substance Morph.
To switch them on, open the Power Shard settings, click the slot and drag a shard down into it. After that, the Activate/Deactivate Power Shard key (G by default) turns them on and off, and you need a weapon equipped. Advice: turn them on for bosses and off for trash.
The built-in macro
The game has its own skill macro, in Skill Settings > Macro:
- Add steps with Add Macro and give each step a delay between 10 ms and 9,900 ms.
- On PC, bind it under Settings > Key Settings > General > Macro. It runs while you hold the key.
- Anything you press yourself while it runs takes priority.
- The macro keeps trying to move to the next step, so the client doesn't guarantee step order. A step that can't be used yet is passed over.
- Changing skill presets stops a running macro. A key bound to a mouse button doesn't work in AION 1 Control Mode.
Advice: a Heart Gore macro. Two steps, Heart Gore and Quick Slice, each with the 10 ms minimum delay. Heart Gore is skipped until a Critical Hit makes it usable, so the macro runs your filler chain and fires Heart Gore the moment it lights up. Keep Ambush, Insignia Explosion and the stigmas on your own keys: they depend on where you stand and on how many Insignias are up.
"Macro" is one of the reasons in the game's player-report menu. Use the in-game macro and leave third-party macro software alone.
Daevanion route
The Daevanion menu opens after the story quest Visions in Smoke (Elyos) or Urgent Pursuit (Asmodian), both recommended at level 13. An Assassin has four PvE boards, plus a fifth one at level 45 (Azphel) that holds only PvP and status-effect stats. Every node you take must connect to one you already have.
The corner nodes are the strongest ones (Unique grade, 4 crystals, +1.5% each):
- Nezekan (opens at level 12): 2 Combat Speed and 2 Cooldown Reduction corners.
- Zikel (level 20): 2 Damage Boost corners, plus 2 Damage Tolerance corners for defense.
- Vaizel (level 30): 2 Critical Damage Boost corners, plus 2 Critical Damage Tolerance corners for defense.
- Triniel (level 40): 3 Multi-hit Chance corners, plus 3 Multi-hit Resist corners for defense.
Other nodes:
- Blue nodes (Epic grade, 3 crystals) give +1 level to one active skill. Each board has one for every active, so each active can gain +4.
- Green nodes (Rare, 2 crystals) give +1 level to a passive. Nezekan and Zikel have five passives twice each, and Vaizel and Triniel have all ten once each, so each passive can also gain +4.
- White nodes (Common, 1 crystal) give small flat stats such as HP +100 or Critical Hit +5.
The four boards are paid in Daevanion Crystal, and completing all of them costs 570. The
one-time sources give 316 by level 45: 136 from levels (4 per level from 12), 58 from Regional
quests, 120 from the home Sealed Dungeons and 2 from Roah. So route to what matters.
Advice: the route on each board.
- The +1 nodes of Heart Gore, Quick Slice, Insignia Explosion, Ambush and Savage Roar. At 3 crystals each, they raise your main hits.
- The +1 nodes of the five damage passives: Rear Smite, Assault Stance and Exploit Weakness (twice each on Nezekan), Impact Hit and Ambush Stance (twice each on Zikel).
- The damage corners listed above.
- With what's left, Zikel's two Damage Tolerance corners, then the +1 nodes of Storm Rampage and Determination.
Following the cheapest connected paths, steps 1 and 2 cost about 200 crystals and steps 1 to 3 about 270 (roughly 74 on Nezekan, 59 on Zikel, 65 on Vaizel and 73 on Triniel). Step 4's two corners take it to about 287 (our estimates on the client's board layouts). All of that fits inside the 316 free crystals and puts the ten skills at +4. The Daevanion Planner finds the cheapest path to any node you click. Resetting a node costs 500 Kina.
The Shugo Festival and Nightmare shops sell up to 100 more crystals per character (50 each), for the defensive corners later. The Daevanion guide covers the whole system.
Arcana goals
Arcana are five card slots that open at level 45. Each card has one Empyrean Lord stat and one to four random skill lines, depending on its grade (Common 1, Rare 2, Epic 3, Unique 4). Each line starts at +1 and grows to +4 as you enhance the card. Enhancing uses EXP and never fails; the cap is +2, +3, +4 or +5 by grade, and every level adds 1 item level. Skill levels from Arcana stack with Daevanion levels, and they are how Heart Gore gets to 16 and then 20.
Cards drop only in Transcendence (from item level 1,600; each Stage needs an S rank on the one before it); no current Daeva Pass on EU/NA contains them. Deus Research Base drops Chalice, Compass and Bell cards, and Shattered Arkanis drops Chalice, Parchment and Mirror. You need both dungeons to fill all five slots. The Arcana guide covers enhancing, transmuting and drop rates in detail.
What each slot can roll for an Assassin, and what to aim for (Advice):
- Chalice: any of the 22 skills. Aim for: Heart Gore (only the Chalice and the Parchment can roll it).
- Parchment: Quick Slice, Shadowstrike, Insignia Explosion, Whirlwind Slice, Shadow Fall, Heart Gore. Aim for: Heart Gore, Quick Slice and Insignia Explosion (your three main skills all roll here).
- Compass: Flash Slice, Ambush, Savage Roar, Defiance, Storm Rampage, Infiltrate. Aim for: Ambush and Savage Roar.
- Bell: Heightened Sixth Sense, Apply Poison, Assault Stance, Ambush Stance, Revitalization Contract. Aim for: Assault Stance.
- Mirror: Exploit Weakness, Rear Smite, Impact Hit, Defense Break, Determination. Aim for: Rear Smite and Exploit Weakness.
There are two card sets:
- "of Vigor" cards form Primal Vigor: +60 PvE Attack with 2 pieces and +150 with 4, while your HP is at 70% or more.
- "of Magic" cards form Magic Armor: an MP refill with 2 pieces and PvE Defense with 4.
The Empyrean Lord stat depends on the card. Each point gives +0.1% to the stats in brackets:
| Slot | "of Vigor" card | "of Magic" card |
|---|---|---|
| Chalice | Time (Combat Speed, Double Resist) | Space (Block, Move Speed) |
| Parchment | Life (HP, Regeneration) | Destiny (MP, Endurance) |
| Compass | Freedom (Accuracy, Evasion) | Death (Critical Hit, Regeneration Penetration) |
| Bell | Justice (Defense, Perfect Chance) | Destruction (Attack, Perfect Resist) |
| Mirror | Illusion (Cooldown, Endurance Penetration) | Wisdom (Double Chance, lower MP cost) |
Advice.
- Fill all five slots with whatever drops first: even a white card brings a main stat and a skill line. Care about which skill lines you rolled from blue (Epic) cards up.
- Aim for four Vigor cards for the set, and mind the 70% HP condition: in melee range an Assassin takes more stray damage than a ranged class. Use the fifth slot for the best skill lines you own. A Magic card there, such as
Bell of Magic, also brings an offensive main stat.
- Don't Transmute early. It only makes Unique cards and costs 5
Mysterious Crystal (Bound) plus 2,000,000 Kina.
Stats and gear priorities
Primary stats (Advice, with client values). Each point gives +0.1%, and the order is:
- Might: Attack.
- Precision: Accuracy and Critical Hit. Critical Hits are what open Heart Gore, so Precision is worth more to an Assassin than to most classes.
- Dexterity: Evasion, Block and Critical Hit Resist.
- Constitution: HP.
Might and Precision roll on weapons, necklaces, earrings and rings, while Dexterity and Constitution roll on armor and the cape, so they never compete for the same slot.
Sub-stats on gear (Advice). In this order:
- +1 skill lines. Weapons and rings can roll +1 to a random active skill, and armor, cape, necklace and earrings +1 to a random passive. Two +1 Heart Gore lines (or one Arcana line at +2) take it from 14 to 16 and unlock its cooldown reset.
- Critical Hit. Every Critical Hit is a Heart Gore. The client caps the critical rate at 50% (the target's Critical Hit Resist lowers it).
- Combat Speed. More hits fit into the Illusive Clone window.
- Weapon Damage Boost, then Damage Boost.
Weapon path. At level 45, crafted Dragon Lord weapons roll five sub-stats. The crafted dagger
line tops out at Splendent Wise Dragon Lord Dagger (Elyos) and
Splendent Ebony Dragon Lord Dagger (Asmodian), both item
level 102. The raid drop
Ludra's Claw has the same item level but rolls only three
sub-stats, so the crafted dagger is the long-term target. The
soul binding guide and the
crafting guide cover rolls and recipes.
PvP: what changes
Our PvP builds keep the damage skills and change the tools around them. The group set follows what players run; the solo set is our own reading of the skill texts, so treat it as a starting point.
- Stigmas:
Shadow Walk (Stealth for 20 seconds; stigma level 5 makes your attack out of Stealth a Critical Hit, and level 15 lets you use it in combat),
Throw Shadowblade (a 20 m hit that slows by 40% for 5 seconds and always lands as a Critical Hit from stigma level 15), Triniel's Dagger and Illusive Clone.
- Skills: all twelve actives go to rank 10, because stuns, blinds and gap closers all decide duels. Defiance comes first.
- Passives:
Revitalization Contract (Status Effect Resist +35% at level 10) goes to rank 10 in both sets, and Ambush Stance and Determination drop to rank 1 to pay for it. In duels Heightened Sixth Sense goes to 10 as well and Impact Hit stops at 5. In group fights Heightened Sixth Sense stops at 5, Impact Hit drops to 1 and Apply Poison goes to 10: at level 10 it cuts the target's Incoming Heal by 30%.
- Daevanion: the Azphel board (level 45) holds the PvP Damage Boost and PvP Damage Tolerance
corners. It is paid in
Daevanion Crystal: Azphel, a different crystal from the one of the four PvE boards.
The full sets are on the solo PvP build and the group PvP build pages.
Where to go next
- The Assassin class page has every skill with its tooltips. The recommended builds cover the four modes, and the community builds show what other players run.
- What to do at level 45: the order to take dungeons in and how to raise your item level. The 1,400 item level guide takes it from there.
- Leveling priorities: where the Wisdom Stones and Daevanion Crystals come from while you level.
- Alts and rerolls: if the Assassin is your second character, or your next one.
Try itHide the section
Try it
The tools that do what this guide explains, with the game client's own numbers.