Aion 2

Aion 2 Chanter Guide: Skills, Stigmas and Build

A complete Aion 2 Chanter guide for the global launch: role, early leveling skills, best Stigmas, Daevanion boards, macros and PvE play.

8 min readVerified 9/21/2026

The Chanter is a supportive hybrid wielding a staff. While the Cleric is the primary healer, Chanters bring essential mantra buffs, off-healing, and melee damage. Playing a Chanter means fighting in melee range, weaving auto-attacks, and managing party-wide buffs.

This page is built around one question: where do your points go, and when. It gives the character level each skill arrives at, which skills to raise first, the specialty to take at each skill level, how a freshly levelled 45 spends its points, and which skills go to 16 and 20 after that. Stigmas, Daevanion, macros and PvE play follow. For a broader class overview, check the Beginner Guide.

The macro, in short

If you only want the rotation, here is a setup that works. Every step in this macro runs on a 10 ms delay.

steps

  1. Onslaught
  2. Dark Crush
  3. Spinning Strike

Onslaught opens and restores MP on every hit, Dark Crush follows while it is available, and Spinning Strike, a ranged skill, makes Dark Crush available again for the next pass.

the in-game Macro panel holding the Chanter chain, each step on a ten millisecond delay

The Chanter macro, every step on a 10 ms delay

the skill bar for the Chanter, with the level shown on every slot

The skill bar behind that chain, with the level on each slot

The skill levels in that panel come from a live server and run past anything global has on day one, so copy the order rather than the numbers.

A Korean guide covering the same class: Clearing awakened Atheron stage 10 as a Chanter in 1:15 by Honyang TV.

The rest of this page is the build behind that chain: what to level first, which Stigmas carry it, and where the Daevanion points go.

What the Chanter is: Role and Weapon

The Chanter is a jack-of-all-trades with a staff. They are a supportive class with offensive capabilities that can act as DPS or an off-healer. According to aLuckyRO, Chanters can solo-heal most dungeons early on.

In PvE, Aishi notes Chanters deal damage comparable to Clerics and Templars while providing support skills. By buffing the party defensively and offensively, they let the team play aggressively.

Build order: what to level and when

Five parts, in the order you meet them: how points and specialties work, the level-by-level order, a real level 45 allocation, the specialty picks, and the targets after 45. For leveling routes, read our Leveling Guide: 1 to 45.

How skill points, levels and specialties work

Every skill starts at level 1 and is raised with mastery points in the skill window. Points take a skill to level 10 and no further. The game data sets the price and what each level opens:

Skill level Mastery points What it opens
2 to 4 1 per level A stronger skill only
5 to 7 2 per level A stronger skill only
8 4 First specialty slot and a choice of three specialties
9 and 10 4 per level The cap for mastery points
12 Daevanion, gear or Arcana Second slot and the fourth specialty
16 Daevanion, gear or Arcana The fifth specialty
20 Daevanion, gear or Arcana Third slot

So a skill costs 13 points to reach 8 and 21 to reach 10. Your character level is the second limit: after you learn a skill, it can go up one level every three character levels. Onslaught, learned at level 1, can reach 8 at character level 19 and 10 at 25. Spinning Strike, learned at 14, can reach 8 at 32 and 10 only at 38. Three passives are the exception: Earth's Promise, Survival Willpower and Wind's Promise can go straight to 10 once you learn them at 21, 23 and 25.

The budget is the third. aLuckyRO counts 230 to 250 points on a Chanter that has just reached 45, and about 150 at level 37, the cap of the Launch Scale Test. At 21 points a skill, 245 buys about eleven skills at 10, so you cannot max everything by 45. Resets are free, so a wrong choice only costs you the time to reassign it. The Skills, Stigmas and Macros Guide covers the general system.

Level 1 to 45, step by step

Each block below puts the unlock levels from the game data next to what the sources say to do with your points at that stage. No source gives a plan for every band, so the "Where the points go" lines combine a November 2025 Inven tip and Society of Gaming's all-class rule with aLuckyRO's builds at level 37 and level 45.

Levels 1 to 8

  • Skills learned:  Onslaught,  Incandescent Blow,  Rushing Smash, Blessing of Life (1),  Impactful Crush (3),  Dark Crush (4),  Gust Rampage (5),  Crossguard (6),  Heat Wave Blow (7), Recuperation (8)
  • Skills that can reach 8: None yet
  • Where the points go: Rushing Smash and Impactful Crush first, with Onslaught and Incandescent Blow, your left and right click

Levels 9 to 18

  • Skills learned:  Protection Circle (9),  Tremor Crush (10),  Inspiring Spell (11),  Wave Blow (12),  Attack Preparation (13),  Spinning Strike (14),  Impact Hit (15),  Defiance (16),  Raging Spell (17)
  • Skills that can reach 8: None yet
  • Where the points go: Keep those four as high as your level allows. Dark Crush, Spinning Strike and Recuperation are the next actives in aLuckyRO's builds

Levels 19 to 25

  • Skills learned:  Earth's Promise (21), Stigmas (22),  Survival Willpower (23),  Wind's Promise (25)
  • Skills that can reach 8:  Onslaught,  Incandescent Blow,  Rushing Smash, Blessing of Life (19),  Impactful Crush (21),  Dark Crush (22),  Gust Rampage (23),  Crossguard (24),  Heat Wave Blow (25)
  • Where the points go: First specialties at 19: +20% MP restored on Onslaught, -20% MP consumed on Incandescent Blow, the charge on Rushing Smash. Critical Hit on Dark Crush at 22

Levels 26 to 37

  • Skills learned: Nothing new
  • Skills that can reach 8: Recuperation (26),  Protection Circle (27),  Tremor Crush (28),  Inspiring Spell (29),  Wave Blow (30),  Attack Preparation (31),  Spinning Strike (32),  Impact Hit (33),  Defiance (34),  Raging Spell (35)
  • Where the points go: Recuperation, Tremor Crush, Spinning Strike and Defiance to 8 as each one unlocks, then Attack Preparation, which can reach 10 at 37

Levels 38 to 45

  • Skills learned: Nothing new
  • Skills that can reach 8: Nothing new
  • Where the points go: Spinning Strike to 10 at 38, then Wind's Promise and the other passives, as in the next section

Where that advice comes from: an Inven post from 19 November 2025, says to take Rushing Smash and Impactful Crush to 8 first, because a Chanter uses its dash and its ranged attack all the time. Society of Gaming gives the rule for every class: left click and right click first, since neither has a cooldown and the left click restores MP. On a Chanter those are Onslaught and Incandescent Blow. aLuckyRO's build for the level-37 Launch Scale Test spends about 150 points: Incandescent Blow, Dark Crush and Spinning Strike to 10, Onslaught, Rushing Smash, Recuperation, Tremor Crush and Defiance to at least 8, and the rest into Attack Preparation. If you run short, he resets Defiance and moves the points to Wind's Promise, and he skips Gust Rampage unless you are heading for a dungeon's final boss. The game data holds Spinning Strike at 9 until character level 38, so at 37 it stops one short of his 10.

Where about 245 points go at level 45

aLuckyRO levelled a new Chanter to 45 for his beginner build and spent its points like this. He had about 245 after adding 12 from the Monolith, and the levels he bought come to 244 by the game's price list. The levels in the table are the ones he bought. Several skills show one or two levels more in his window, from bonuses outside the skill window, and Heat Wave Blow and Defiance reach 8, and their first specialty, that way.

the Chanter skill window at level 45, with the level of every active and passive skill

A freshly levelled 45 as the window shows it, bonuses included: Incandescent Blow, Dark Crush, Recuperation and Spinning Strike at 10 or 11, most other actives at 8 or 9, and four passives at 11 or 12. Source: aLuckyRO

Skill Level bought Specialty he takes
 Incandescent Blow 10 -20% MP consumed, with the fewer-targets damage as the later option for bosses
 Dark Crush 10 Critical Hit on hit
 Spinning Strike 10 -5 s cooldown
Recuperation 10 +1 consecutive use, so you cast it twice
 Rushing Smash 9 Changes to a Charge Skill
 Onslaught 8 +20% MP restored
 Impactful Crush 8 Changes to AoE damage
 Tremor Crush 8 +10 m range
 Heat Wave Blow 7, shown as 8 Up to +20% damage when more targets are hit
 Defiance 7, shown as 8 Restores 10% HP on use
 Gust Rampage,  Wave Blow 1 None
 Attack Preparation,  Wind's Promise,  Inspiring Spell, Blessing of Life 10 each Passives
 Earth's Promise 3 Passive, the last 2 points
 Crossguard,  Protection Circle,  Impact Hit,  Raging Spell,  Survival Willpower 1 Passives he leaves alone

His reasons: MP is the problem right after levelling, so the first picks on Onslaught and Incandescent Blow are about MP; later, and for nightmare dungeons, the fewer-targets damage on Incandescent Blow is worth it. Gust Rampage, which only hits a staggered target, is a boss skill in his view, and Raging Spell works with it, so he raises both only if you fight bosses (Gust Rampage with HP absorption in random groups, with MP when you have a Cleric) and resets them otherwise. Blessing of Life, which also adds Heal Boost, is the passive he would give up for that pair. He calls Crossguard garbage, Impact Hit a PvP skill and Protection Circle's party shield low priority.

Specialty picks for the main skills

A skill has five specialties. You use one at skill levels 8 to 11, two from 12, and three from 20, so the order below is the order you slot them in. The options are from the game data; the picks are the creators'.

 Onslaught

  • At skill level 8, pick one of: +20% MP restored; absorbs 0.7% HP; +50% Multi-Hit on hit
  • At 12 and 16: 12: each hit cuts 1 s off Spinning Strike's cooldown. 16: adds the Storm Chain chain
  • Who picks what: Levelling: MP restored (aLuckyRO). End game: the 12 and 16 options (Hagoo, Logon), with HP absorb as the third (Hagoo) or Multi-Hit (aLuckyRO)

 Incandescent Blow

  • At skill level 8, pick one of: -20% MP consumed; +200 Block while using it; up to 12% more damage when fewer targets are hit
  • At 12 and 16: 12: -200 enemy Accuracy for 3 s when Bursting Blow lands. 16: ignores Block and Evasion and lands as a Multi-Hit
  • Who picks what: Levelling: -20% MP (aLuckyRO). End game: fewer-targets damage plus the 16 option (Hagoo, Logon); aLuckyRO keeps -20% MP

 Dark Crush

  • At skill level 8, pick one of: absorbs 0.7% HP; extra damage to targets with an Impact-type status; Critical Hit on hit
  • At 12 and 16: 12: adds the Piercing Strike chain. 16: removes the cooldown
  • Who picks what: Critical Hit from 8 (aLuckyRO). End game: Critical Hit plus the 12 and 16 options (Hagoo, Logon)

 Spinning Strike

  • At skill level 8, pick one of: -5 s cooldown; +10% Heal Boost (up to 20%); up to +20% damage when fewer targets are hit
  • At 12 and 16: 12: 40% chance to Seal for 3 s. 16: ignores Block and Evasion and lands as a Critical Hit
  • Who picks what: -5 s from 8 (aLuckyRO). End game at 20: -5 s, fewer-targets damage and the 16 option (Hagoo, Logon); Hagoo calls the cooldown mandatory since the 2 September change; on 31 August he swapped Heal Boost in for it when there is no Cleric

Recuperation

  • At skill level 8, pick one of: +1 consecutive use, with the heal over time stacking twice; removes up to 2 debuffs; +4 s healing duration
  • At 12 and 16: 12: +5% HP restored. 16: -3 s cooldown
  • Who picks what: Levelling: the second cast (aLuckyRO). End game at 20: second cast plus the 12 and 16 options, or the two-debuff cleanse instead of the cooldown (Hagoo)

 Rushing Smash

  • At skill level 8, pick one of: -20% target's Impact-type Resist for 5 s; changes to a Charge Skill for up to 200% more damage; 50% chance to trigger Heat Wave Blow
  • At 12 and 16: 12: resets its cooldown when you defeat an enemy. 16: ignores Block and Evasion and lands as a Multi-Hit
  • Who picks what: Levelling: the charge (aLuckyRO), or the charge or Heat Wave Blow (Inven). End game at 12: Heat Wave Blow plus the reset (Hagoo)

 Impactful Crush

  • At skill level 8, pick one of: changes to AoE damage; +1 s Stun; usable while moving
  • At 12 and 16: 12: +30% Skill Speed. 16: +20% Stun chance
  • Who picks what: Levelling: AoE (aLuckyRO, Inven). End game at 12: moving plus Skill Speed (Hagoo)

 Gust Rampage

  • At skill level 8, pick one of: absorbs 5% HP; restores 120 MP; usable while moving
  • At 12 and 16: 12: Multi-Hit on hit. 16: every hit cuts 1 s off all cooldowns
  • Who picks what: HP absorb in random groups, MP with a Cleric, bosses only (aLuckyRO). End game at 16: the 12 and 16 options (Hagoo)

 Wave Blow

  • At skill level 8, pick one of: Multi-Hit on hit; +6 m range; +1 s Knockdown
  • At 12 and 16: 12: -15% target's PvE Damage Boost for 10 s. 16: -5 s cooldown
  • Who picks what: Skipped at 45 (aLuckyRO). End game at 16: the 12 and 16 options (Hagoo)

the Dark Crush skill page at level 10 with its specialty list open

Dark Crush at level 10 with the critical hit specialty marked. Source: aLuckyRO

The core skills behave like this in the game data. Dark Crush hits one target up to 20 m away on a 5-second cooldown, and your ranged skills open it: Impactful Crush and Spinning Strike make it available for a short window, and the Marchutan's Wrath stigma for 3 seconds. Hagoo puts the Impactful Crush and Spinning Strike windows at 2 seconds. Spinning Strike hits up to four enemies around a target 20 m away and raises your Critical Damage Boost by 15% for 30 seconds, stacking twice; its cooldown is 30 seconds, and Onslaught's level-12 specialty takes a second off it with every hit. Recuperation heals you and party members within 40 m, removes a debuff and adds a heal over time.

Hagoo's Onslaught pick is HP absorb rather than Multi-Hit: on 2 September he reported a bug in Korea that stopped the Multi-Hit specialty from cutting Spinning Strike's cooldown properly, and on 6 September he said that outside the tightest content he prefers the HP for stable play. For the rest, his card takes Tremor Crush to 12 with the Stamina and range options and Defiance to 12 with the HP restore and +2 s Tenacity, marks Defiance as optional, and leaves Heat Wave Blow unused.

After 45: which skills go to 16 and 20

Past skill level 10, the extra levels come from elsewhere. An Inven guide lists the sources: up to +4 on a skill from the Daevanion board, +1 from each ring for up to two skills, +1 each from the weapon and the guard, and +1 per Arcana card that carries the skill. Global launches with skill and stigma levels capped at 20, according to CrusherXGaming. Level 20 opens the third specialty slot.

Skill Target (Hagoo) Specialties he slots
 Dark Crush 20 Critical Hit, the Piercing Strike chain, no cooldown
 Spinning Strike 20 -5 s cooldown, fewer-targets damage, ignores Block and Evasion as a Critical Hit
 Onslaught 20 HP absorb, the Spinning Strike cooldown cut, Storm Chain
Recuperation 20 Second cast, +5% HP restored, -3 s cooldown, or the two-debuff cleanse instead of the cooldown
 Incandescent Blow 16 Fewer-targets damage, ignores Block and Evasion
 Wave Blow,  Gust Rampage 16 Their 12 and 16 options
 Rushing Smash,  Impactful Crush,  Tremor Crush,  Defiance 12 Two specialties each, as above

Those are Hagoo's targets after Korea's early-September changes. Logon, writing in late August, also puts Onslaught, Dark Crush and Spinning Strike at 20, takes the same three Spinning Strike specialties, and leaves Incandescent Blow at 16 because it has no specialty worth a third slot. Hagoo raises Spinning Strike to 20 because it now carries 13 to 15% of the damage, which makes it more than a Dark Crush trigger. aLuckyRO's own end-game setup after the same change keeps Critical Hit and no cooldown on Dark Crush, the cooldown and fewer-targets damage on Spinning Strike, and drops Rushing Smash from his macro.

Passives can go past 10 through the same sources. Hagoo's order is Wind's Promise, Impact Hit, Attack Preparation, then Earth's Promise and Inspiring Spell about equal. Logon puts the same three first and Inspiring Spell and Earth's Promise second, with Crossguard and Raging Spell of little use in PvE. In the game data, Wind's Promise adds Critical Damage Boost and a chance of extra damage on a Critical Hit; Impact Hit adds Impact-type Chance and Double Chance; Attack Preparation adds PvE Damage Boost, Defense and Accuracy; and Earth's Promise lowers the target's PvE Damage Tolerance for 5 seconds each time you land an attack, on a 10-second cooldown, so it is up half the time, as Aishi points out. Impact Hit is where the sources split: aLuckyRO leaves it at 1 on his fresh 45 and calls it a PvP skill.

Two more passives protect you and the party. Protection Circle builds a stack each time you land an attack, and at 10 stacks gives you and your party a Divine Barrier that blocks damage equal to 3.1% of Max HP for 10 seconds. Aishi puts the shield at around 1.8k, which he calls a decent amount even though he rarely notices needing it. Survival Willpower raises your PvE Damage Tolerance by 12% for 5 seconds when you are stunned, knocked down, airborne, frozen or feared, on a 60-second cooldown. Aishi says it mostly matters against bosses with stun combos, while Mingu maxes it with Attack Preparation, Blessing of Life and Inspiring Spell.

Aishi separates Chanter damage into three things that can combine on one hit: critical, which multiplies the hit by your critical damage stat; perfect, which lands at the top end of a skill's damage range; and double, also called smite, which simply doubles the number. He says a hit could land as critical, perfect, and double all at once, and in his own combat log he shows a "double critical" hit and a "critical perfect" hit landing separately. The critical-perfect combination only added about 100 extra damage over a plain critical hit, while double is the far bigger swing since it flatly doubles the damage, so he weights double (smite) chance above chasing perfect.

Stigmas

Your Stigma choices define your utility. For system details, read Skills, Stigmas and Macros.

Stigma skills require character level 22 in the game data. Each one costs a shard to acquire, then 1 shard per level up to 5, 2 per level to 10, 4 per level to 15 and 8 per level to 20: 75 shards to take one stigma to 20. A stigma gains a perk every five levels and keeps it. The sources do not agree on how many you can equip on global: Society of Gaming says six, aLuckyRO heard a rumour of four for the Launch Scale Test, and on the servers already running it started at four, then grew to five and six, according to Madsin.

the Undefeated Mantra stigma page with its damage boost and tolerance figures

Undefeated Mantra, which raises PvE damage boost and tolerance for the caster and the party, and does not stack with the Cleric's own buff. Source: aLuckyRO

Stigma What it does The perks that matter
 Undefeated Mantra Raises PvE Damage Boost and PvE Damage Tolerance for you and nearby party members; does not stack with the Cleric's matching damage buff 5: +100 Critical Hit. 10: +100 Accuracy. 15: +5% Critical Damage Boost. 20: +5% Double Chance
 Power of the Storm +20% Combat Speed and -20% cooldowns for 10 s on you; +20% Combat Speed and -10% cooldowns for party members within 40 m 5: -30 s cooldown. 10: +200 Accuracy. 15: +200 Critical Hit. 20: +20% Attack for you, +10% for the party
 Sprint Mantra +10.5% Move Speed and a 15% chance to restore HP when you land an attack, for you and nearby party members 5: +10% Incoming Heal. 15: +50% more healing at 50% HP or less
 Guardian Blessing +5.4% Max HP for 120 s and an instant 5.4% heal, on you only 5: +10% Status Effect Resist. 15: Wind's Promise x1.5 for the duration. 20: +10% Incoming Heal
 Marchutan's Wrath Hits up to four enemies around a target 20 m away and makes Dark Crush available for 3 s 5: up to +20% damage when fewer targets are hit. 10: 50% Stun chance
 Fracturing Blow Rushes a target 20 m away and lowers its Defense by 30% for 5 s 5: -15 s cooldown
 Obliterate Hits up to four enemies with a chance to knock them down (always on NPCs) and 50 Stagger Gauge Damage None needed: aLuckyRO keeps it at 1 for the stagger damage
 Healing Touch Heals you and party members within 40 m 5: +20% healing at 50% HP or less. 15: removes 5 debuffs

The order to fill them:

steps

  1. By 45, acquire six and take four to 5. aLuckyRO's fresh 45 has Sprint Mantra, Undefeated Mantra, Fracturing Blow and Marchutan's Wrath at 5, with Obliterate and Guardian Blessing at 1: 22 shards. He takes Fracturing Blow to 5 for its shorter cooldown, and Obliterate stays at 1 so you can help the party break a boss's stagger gauge.
  2. Push Undefeated Mantra first. aLuckyRO calls it the first stigma to take as high as it goes and aims for 10 next, where it adds 100 Accuracy for you and your party. Logon's plan for a new Chanter in Korea, built on 180 shards from a Korean growth event, takes it straight to 20 and puts Power of the Storm, Sprint Mantra and Healing Touch at 15.
  3. Add Power of the Storm for group play. aLuckyRO names it as the party option in place of Guardian Blessing, and Hagoo and Logon both name it with Undefeated Mantra as the two fixed picks for stigma level 25 in Korea, where a third stigma of your choice also goes to 25.
  4. Fill the last slots by role. Hagoo's set after the September changes is Undefeated Mantra, Power of the Storm, Sprint Mantra and Guardian Blessing, with Marchutan's Wrath his pick for one of the last two slots. Logon found that Marchutan's Wrath now makes little difference to damage, which leaves room for Focused Defense or Impeding Authority when the healer role or your own survival matters more.

Aishi rates Power of the Storm as one of the best buffs in the game, and Mingu uses it for heavy-damage windows in party hunts. Mingu slots Healing Touch for extra healing when you are the only healer in a struggling party.

Daevanion Priorities

Chanter needs a route that matches its job in the group.

Full KR/TW Route (8 Boards)

steps

  1. Nestaken (Nezekan) — Attack and Combat Speed Keep Attack and Combat Speed for better buff uptime and damage.
  2. Gikkel (Zikel) — Damage Boost For solo/damage builds, finish this early.
  3. Bai Jie (Vaizel) — Critical Damage Boost Add only after the core route.
  4. Trinelle (Triniel) — Multi-hit Chance Multi-hit is a later damage upgrade.
  5. Eusdier (Yustiel) — Support & Cooldowns Crucial for group Chanters to maximize buff uptime and healing output.
  6. Markutan (Marchutan) — Defense & HP Vital for survivability in group PvE and PvP.
  7. Ariel — PvE Offense Take for solo grinding efficiency.
  8. Aspel (Azphel) — PvP Resilience Focus on damage mitigation nodes for PvP.

Macro Setup

Because you weave fast melee hits, macro configuration is critical.

the macro editor with four Onslaught steps each on a ten millisecond delay

A Chanter macro chain with a 10 ms delay on every step, the setting that matches a ping under 50. Source: aLuckyRO IT_GUIDES_COMPONENT_5

Combat modes:

  • Aion 1 Mode (Tab Target): Automatically weaves auto-attacks between skills to recharge mana.
  • Action Combat (Aion 2 Mode): You must manually add auto-attack commands into your macro.

aLuckyRO recommends this DPS rotation: Dark Crush -> Spinning Strike -> Rushing Smash -> Impactful Crush -> Dark Crush -> Marchutan's Wrath -> Dark Crush -> Auto attacks.

Aishi notes weaving auto-attacks between Dark Crushes is essential, and with Onslaught's level-12 specialty every hit also takes a second off Spinning Strike's cooldown. MR4KTV keeps defensive cooldowns off his DPS macro, triggering them manually instead.

PvE Play

In dungeons, the core loop is rolling Dark Crushes and Onslaught, actively weaving auto-attacks. Conserve mana in the early game.

Aishi says the damage tolerance from Undefeated Mantra makes the whole party tankier and lets it face-tank some mechanics. He also suggests using Wave Blow's damage-down debuff right before a boss's transition phase, when the group typically takes heavy damage.

For solo AoE grinding, Mingu recommends: Impactful Crush -> Rushing Smash -> Dark Crush -> finishing skill.

PvP Play

Aishi explains Chanters act as a lockdown class and duelist in PvP, singling out targets with melee and ranged damage. aLuckyRO treats Impact Hit as a PvP passive and skips it for PvE, though Hagoo and Logon rank it near the top of the passives at end game.

Class-Specific Gearing

Prioritize Evasion and Accuracy. Evasion lets you dodge attacks in PvE, while Accuracy is mandatory because bosses frequently parry front attacks.

the stat window with an Illusion arcana card showing its cooldown reduction

An Illusion arcana card giving 9.4% cooldown reduction, shown on the Taiwan client. Source: Aishi For Arcana cards, hunt for Illusion cards providing 10-15% cooldown reduction.

Aishi frames the arcana card choice as Illusion versus Wisdom: Illusion drives your cooldown reduction and party support, so lean into it if you are playing more support-focused. Wisdom instead boosts your smite (double damage) chance, which he recommends if you are a bit over-geared and want to solo more or push extra personal damage. After Korea's September changes, Hagoo recommends the Wisdom mirror over Illusion: in his view cooldown reduction gains less now, and Wisdom's 6% Double chance is worth a lot.

Strengths and Weaknesses

comparison

Strengths: Highly requested for party buffs (attack speed, cooldown reduction, damage, tolerances) and off-healing. Weaknesses: Heavy early-game mana problems, fewer stagger skills, and not a dedicated solo healer for late content.

Chanter FAQ

FAQ

Which skills should I level first on a Chanter?

Rushing Smash and Impactful Crush to 8 first, by a November 2025 Inven tip, and Society of Gaming adds your left and right click, Onslaught and Incandescent Blow. aLuckyRO's level-37 build then takes Incandescent Blow and Dark Crush to 10, Spinning Strike as high as the game allows (9 at level 37), and Onslaught, Rushing Smash, Recuperation, Tremor Crush and Defiance to 8, with the leftover points in Attack Preparation.

When do I get my first specialty?

At skill level 8. Onslaught, Incandescent Blow and Rushing Smash can reach it at character level 19, Dark Crush at 22 and Spinning Strike at 32, because a skill goes up one level every three character levels after you learn it.

How many skill points will I have at level 45?

About 230 to 250 on a freshly levelled character, by aLuckyRO's count, and about 150 at level 37. A skill costs 21 points to reach 10, so that is enough for about eleven skills at 10.

Can a Chanter solo heal a dungeon?

Yes, in early-game dungeons. As content gets harder, they are not a dedicated solo healer unless the party avoids unnecessary damage.

What is the most important Stigma for a Chanter?

Undefeated Mantra. Level it before anything else: it raises damage and tolerance for you and your party, and adds 100 Accuracy at stigma level 10.

Do I need to weave auto-attacks?

Yes. Weaving manages mana, and with Onslaught's level-12 specialty every hit also takes a second off Spinning Strike's cooldown.

In this series

Sources

Screenshots on this page are frames from the videos below, used to illustrate what they describe. All rights remain with their creators. Skill unlock levels, point costs and specialty options come from the game client data published by aion2.app. Skill icons come from the same game client data.