The Cleric in Aion 2 is the core of any dungeon or raid group, the primary healer and the only class that can revive a fallen party member. If you want fast dungeon queues, heavy survivability and a class that always has a place in endgame content, the Cleric is a strong pick.
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 rotations follow.
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
- Earth's Retribution
- Noble Aura
- Prayer of Amplification
- Judgment Thunder
This is the later four-step version. The gain over the earlier three-step chain is small, but it holds steadier in dungeons, because the damage stays up without Bolt.

The Cleric macro, every step on a 10 ms delay

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: Cleric endgame setup MK.2, including the in-game macro by Kim Dark.
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 Cleric is: role, weapon and playstyle
The Cleric is a ranged support class wielding a Mace and Shield. As the primary healing class in Aion 2, you are heavily relied upon for your raw healing output, shielding, and crowd control capabilities. Unlike Chanters, who provide off-heals and powerful buffs, the Cleric is the only class with a resurrection skill. This battle resurrection makes you highly desired and nearly mandatory for top endgame groups.
Despite being a dedicated healer, you are not purely passive. Parties expect you to contribute to damage to help clear dungeons faster. Your damage profile is very bursty, relying heavily on cooldowns and specific debuff windows rather than sustained pressure. You are incredibly tanky thanks to your natural defense, self-heals, and shields, but your mobility in the early game is quite low. Society Of Gaming notes that your personal and overall damage is well below Chanter's, but a Korean Cleric player interviewed by Guntimi says healing well is usually enough to do your part.
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.
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. Earth's Retribution, learned at level 1, can reach 8 at character level 19 and 10 at 25. Bolt, learned at 14, can reach 8 at 32 and 10 at 38. Three passives skip this limit: Earth's Grace, Survival Willpower and Radiant Benediction can go straight to 10 at the levels you learn them, 21, 23 and 25. Bonus levels from outside the skill window count toward a specialty: aLuckyRO's Defiance sits at 7 with a +1 bonus, and its level-8 specialty is active.
The budget is the third. aLuckyRO's new Cleric had 234 points when it finished levelling, and 258 after he registered his feathers at the Monolith and used the Wisdom Stones in his bag, one skill point each. In his Gladiator build he puts the end-game total at around 420. At 21 points a skill, 258 buys about twelve skills at 10, and the Cleric has 22, so you cannot max everything by 45. Resets are free, according to Society Of Gaming, 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.
Levels 1 to 8
- Skills learned: Earth's Retribution, Judgment Thunder, Debilitating Mark, Warm Benediction (1), Divine Aura (3), Chain of Torment (4), Lightning Strike Scattershot (5), Empyrean Lords' Benediction (6), Light of Regeneration (7), Condemnation (8)
- Skills that can reach 8: None yet
- Where the points go: Earth's Retribution and Judgment Thunder, your left and right click, to the highest level your character allows
Levels 9 to 18
- Skills learned: Empyrean Lord's Grace (9), Healing Light (10), Healing Enhancement (11), Radiant Recovery (12), Immortal Veil (13), Bolt (14), Heal Block (15), Defiance (16), Prayer of Concentration (17)
- Skills that can reach 8: None yet
- Where the points go: Keep both clicks capped. Kim Horror adds Empyrean Lord's Grace first among the passives, Lightning Strike Scattershot for bosses, and Bolt for its damage and stagger
Levels 19 to 25
- Skills learned: Earth's Grace (21), Stigmas (22), Survival Willpower (23), Radiant Benediction (25)
- Skills that can reach 8: Earth's Retribution, Judgment Thunder, Debilitating Mark, Warm Benediction (19), Divine Aura (21), Chain of Torment (22), Lightning Strike Scattershot (23), Empyrean Lords' Benediction (24), Light of Regeneration (25), and Earth's Grace, Survival Willpower and Radiant Benediction as soon as they arrive
- Where the points go: First specialties on both clicks at 19. Earth's Grace can go to 10 the moment you learn it at 21. Both clicks can reach 10 at 25
Levels 26 to 38
- Skills learned: Nothing new
- Skills that can reach 8: Condemnation (26), Empyrean Lord's Grace (27), Healing Light (28), Healing Enhancement (29), Radiant Recovery (30), Immortal Veil (31), Bolt (32), Heal Block (33), Defiance (34), Prayer of Concentration (35)
- Where the points go: The damage actives as they unlock. At 37, aLuckyRO puts his points into them and leaves most passives empty. Bolt can reach 10 at 38
Levels 39 to 45
- Skills learned: Nothing new
- Skills that can reach 8: Nothing new
- Where the points go: Fill in the passives and spend what is left, as in the next section
Where that advice comes from: Society Of Gaming gives one rule for every class, level the left and right click first, because the left click restores MP and neither has a cooldown. On a Cleric those are Earth's Retribution, which restores 110 MP a hit in the game data, and Judgment Thunder, which costs 120 MP and chains into Divine Punishment. Kim Horror's November 2025 guide also puts both clicks first because you use them constantly, and raises attack skills rather than heals while levelling, since a Cleric that focuses on healing deals little damage on its own; he adds Lightning Strike Scattershot for bosses in sealed dungeons and the story, uses Bolt a lot for its damage and Stagger Gauge Damage, and leaves the heals until later. Ppangtae levelled only four actives, the two clicks, Lightning Strike Scattershot and Bolt, and put the rest into Warm Benediction, Healing Enhancement, Immortal Veil and Radiant Benediction. Ynoki goes the other way on heals: Healing Light and Radiant Recovery are his go-to skills early, and the first passive he put points into was Warm Benediction. aLuckyRO's build for the level-37 scale test, with about 150 points, keeps Earth's Retribution for mana, skips the passives at that level, and resets Radiant Benediction to push Bolt and Judgment Thunder higher.
Where 258 points go at level 45
aLuckyRO levelled a new Cleric to 45 for his early-game build, turned in his feathers and spent all 258 points like this. The levels are as his skill window shows them; where a number is split, the second part is a bonus from outside the skill window.

A freshly levelled 45 with every point spent: Judgment Thunder, Divine Aura, Chain of Torment and Bolt at 10, and the main damage and healing passives at 10 or more. Source: aLuckyRO
| Skill | Level | Specialty he takes |
|---|---|---|
| Judgment Thunder | 10 | Up to +12% damage when fewer targets are hit |
| Divine Aura | 10 | +50% attacking speed, or the AoE option for daily quests |
| Chain of Torment | 10 | +3 s Damage over Time |
| Bolt | 10 | +30% Skill Speed |
| Lightning Strike Scattershot | 11 (10 + 1) | Mobile early, Multi-Hit from skill level 12 |
| Healing Light | 11 (10 + 1) | +2 consecutive uses |
| Earth's Retribution | 8 | +20% MP restored |
| Condemnation | 8 (7 + 1) | Up to +12% damage when fewer targets are hit |
| Defiance | 8 (7 + 1) | Restores 10% HP on use |
| Debilitating Mark, Light of Regeneration, Radiant Recovery | 1 | None |
| Warm Benediction | 13 (10 + 3) | Passive |
| Empyrean Lord's Grace | 12 (10 + 2) | Passive |
| Radiant Benediction | 11 (9 + 2) | Passive |
| Healing Enhancement, Earth's Grace | 10 each | Passives |
| Survival Willpower, Heal Block, Immortal Veil, Empyrean Lords' Benediction, Prayer of Concentration | 1 to 4 | Passives, mostly bonus levels |
He leans on damage and keeps the healing lean. Healing Light is the one heal he maxes, for its low cooldown, and Healing Enhancement is the heal passive he raises "as much as possible". Radiant Recovery stays at 1 so its points can go into Chain of Torment, which he says helps the rest of the party deal more damage; in the game data it lowers the target's PvE Damage Tolerance. His reason for going light on heals: he expects the first two weeks of global to go on farming expedition dungeons such as Krao Cave and Draupnir Cave, where, in his words, you do not need to be an aggressive healer.
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'.
Earth's Retribution
- At skill level 8, pick one of: +20% MP restored; +20% chance to trigger the Discharge chain; +50% Multi-Hit on hit
- At 12 and 16: 12: each Discharge that lands cuts 7 s off Bolt's cooldown. 16: ignores Block and Evasion
- Who picks what: Levelling: MP restored (aLuckyRO, RedCloud), with Multi-Hit as RedCloud's alternative. End game: Discharge chance, Multi-Hit and the Bolt cooldown (Kang Coding, Kim Dark)
Judgment Thunder
- At skill level 8, pick one of: -20% MP consumed; up to +12% damage when fewer targets are hit; -10% enemy Combat Speed on landing Divine Punishment
- At 12 and 16: 12: 10% chance to Root on landing Divine Punishment. 16: Divine Punishment activates one extra time
- Who picks what: Levelling: +12% damage (aLuckyRO, RedCloud). End game: +12% and the extra Divine Punishment (Kang Coding, Kim Dark), plus -20% MP (Kang Coding; optional for Kim Dark). MrRosaPony wants skill level 16 as fast as possible
Debilitating Mark
- At skill level 8, pick one of: Removes its MP cost and restores 150 MP; -15% target Defense during its Damage over Time; 20% chance to Stun
- At 12 and 16: 12: more PvE and PvP Damage Boost reduction. 16: ignores Block and Evasion and halves the Damage over Time interval
- Who picks what: The Defense cut and the 12 option (Kang Coding, Kim Dark), plus the 16 option (MrRosaPony)
Divine Aura
- At skill level 8, pick one of: -40% Move Speed to up to 4 enemies near the Aura; turns into an AoE; +50% attacking speed
- At 12 and 16: 12: +3 s duration. 16: -10 s cooldown
- Who picks what: Attacking speed on bosses, AoE for farming (aLuckyRO). End game: attacking speed plus the 12 and 16 options (Kang Coding, Kim Dark)
Chain of Torment
- At skill level 8, pick one of: Slows the target for 5 s; +3 s Damage over Time; 20% chance to Knockdown
- At 12 and 16: 12: more PvE and PvP Damage Tolerance reduction. 16: ignores Block and Evasion and halves the Damage over Time interval
- Who picks what: +3 s (aLuckyRO), then the 12 option (Kang Coding, Kim Dark)
Condemnation
- At skill level 8, pick one of: Restores 100 MP on hit; up to +12% damage when fewer targets are hit; 20% chance to Root
- At 12 and 16: 12: resets its cooldown on a Critical Hit. 16: Multi-Hit on every hit
- Who picks what: Levelling: +12% damage (aLuckyRO). End game: +12% and the 12 and 16 options (Kang Coding, Kim Dark). MrRosaPony wants the reset as fast as possible
Bolt
- At skill level 8, pick one of: 30% chance to Stun at full charge; +300 Skill Accuracy; +30% Skill Speed
- At 12 and 16: 12: up to +20% damage when fewer targets are hit. 16: every hit is a Critical Hit
- Who picks what: Skill Speed (aLuckyRO), then Skill Speed and the 12 option (Kang Coding, Kim Dark)
Healing Light
- At skill level 8, pick one of: +2 consecutive uses; +20% healed when HP is 50% or less; 50% chance to remove a debuff
- At 12 and 16: 12: +2% HP restored. 16: -2 s cooldown
- Who picks what: Two consecutive uses (aLuckyRO, Kang Coding, Kim Dark), then the 12 and 16 options (Kang Coding)
Radiant Recovery
- At skill level 8, pick one of: Removes up to 2 debuffs; +1 consecutive use; -3 s cooldown
- At 12 and 16: 12: +10% Incoming Heal for 10 s. 16: +5% HP restored
- Who picks what: -3 s cooldown (aLuckyRO). End game: two debuffs, -3 s and the 16 option (Kang Coding); Kim Dark treats the two debuffs as optional
Defiance
- At skill level 8, pick one of: Adds the Blessing of Regeneration chain; restores 1000 Stamina; restores 10% HP
- At 12 and 16: 12: +2 s Tenacity. 16: +50% PvE and +25% PvP Damage Tolerance during Tenacity
- Who picks what: 10% HP (aLuckyRO). Stamina plus the chain (Kang Coding) or plus HP (Kim Dark). MrRosaPony takes Defiance to 16
The damage skills fit together like this in the game data. Condemnation only hits a target carrying Chain of Torment and has a 3-second cooldown, which its level-12 specialty resets on a Critical Hit; the Earth Punishment stigma's level-5 perk makes every Condemnation on its target a Critical Hit. Kim Dark calls Condemnation the core of the Cleric's damage cycle. Earth's Retribution chains into Thunder and Lightning and then Discharge, and Kim Dark puts it at the heart of the cycle too, for its damage share and the 7 seconds its level-12 specialty takes off Bolt's 45-second cooldown. Judgment Thunder chains into Divine Punishment.
Two skills split the sources. Lightning Strike Scattershot only hits a staggered target. aLuckyRO maxes it with the mobile option, but Kang Coding dropped it after measuring low DPS and says you can drop it too until it reaches skill level 16, where its option to cut every cooldown by 1 s on hit opens; MrRosaPony calls it underwhelming and puts no points in it. Light of Regeneration is a 30-second heal over time for the party. Kim Dark rarely uses it now but presses it in emergencies; he and Kang Coding take its +5% Move Speed while healing.
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. MrRosaPony says you cannot take a skill from 16 to 20 without Arcana cards. Global launches with skill and stigma levels capped at 20, according to CrusherXGaming.

MrRosaPony's priority lists for a PvE Cleric, including the order to max the active skills. Source: MrRosaPony
| Source | To 20 | To 16 | Lower |
|---|---|---|---|
| Kim Dark (Korea, August) | Condemnation, Divine Aura, Earth's Retribution, Bolt | Judgment Thunder, Radiant Recovery | 12: Chain of Torment, Debilitating Mark, Healing Light, Light of Regeneration |
| Rien TV (Korea, September, for an alt) | Condemnation, Divine Aura, Radiant Recovery and Healing Light first | Bolt, at least | Earth's Retribution, at least 12 |
| Ynoki (August) | Judgment Thunder, Divine Aura, Condemnation | None named | Debilitating Mark, Chain of Torment and Defiance at 12 at most; Lightning Strike Scattershot and Earth's Retribution at 8 |
| MrRosaPony (September) | In this order: Judgment Thunder, Divine Aura, Condemnation, Earth's Retribution, Chain of Torment, Healing Light | Defiance | No points in Lightning Strike Scattershot |
Condemnation and Divine Aura are on all four lists for 20. Judgment Thunder is where they part: MrRosaPony puts it first and Ynoki takes it to 20, while Kim Dark says it has dropped out of the damage cycle and recommends 16, adding that 20 is not a bad idea ahead of the next patch. Bolt splits them too. Kim Dark says it only pays off with a strong Double Chance and Perfect setup but calls it the answer at the very top end. Rien TV measured about 4.7% less damage with Bolt at 16 and Earth's Retribution at 12 than with both at 20, settles for that on an alt, and would raise Earth's Retribution to 20 before pushing Bolt further. MrRosaPony keeps Bolt out of the boss rotation and saves it for open-world burst and stagger checks.
Passives can go past 10 through gear and Arcana, which wetherow points out. MrRosaPony's passive order is Empyrean Lord's Grace, Earth's Grace, Healing Enhancement, Immortal Veil, Warm Benediction, Radiant Benediction, Prayer of Concentration, Survival Willpower, Empyrean Lords' Benediction and Heal Block. wetherow names the same first three. MrRosaPony adds that heals cannot crit, which makes Healing Enhancement almost the only way to raise your healing. Aion Yeonguso's September comparison of every class's passives finds that, level for level, Earth's Grace is worth about twice as much damage to a Cleric as Empyrean Lord's Grace, so raise Earth's Grace more.
Stigmas worth taking
Your Stigma choices define your utility in groups. Some are mandatory, while others swap based on the presence of a Chanter in your party.
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. aLuckyRO's freshly levelled Cleric had 24 shards to spend. wetherow says global starts with four stigma slots; on the servers already running, Madsin says it started at four and grew to five, then six, and Kang Coding and Kim Dark play with six in Korea.

Summon Resurrection, the stigma that lets a Cleric revive a fallen party member within 40m. Source: aLuckyRO
| Stigma | What it does | The perks that matter |
|---|---|---|
| Earth Punishment | Earth damage and damage every second for 10 s, 20 Stagger Gauge Damage, 30 s cooldown | 5: Condemnation is always a Critical Hit on its target. 10 and 15: Earth's Blessing adds Double Chance, then Attack and Defense, for you and less for the party. 20: +10 s duration |
| Noble Aura | An aura that follows you for 300 s and attacks your target every 2 s | 5: +200 Aura Critical Hit. 10: +20% damage to targets with Debilitating Mark. 15: +30% damage to targets with Incapacitated Immunity. 20: attacks 1 s faster |
| Prayer of Amplification | +20% Attack for 10 s | 5: +20% PvE and +10% PvP Damage Boost. 10: Empyrean Lord's Grace x1.5. 15: Earth's Grace x1.5. 20: +15% more Attack |
| Light of Protection | +10.5% PvE Damage Boost and PvE Damage Tolerance for you and nearby party members; its Damage Boost does not stack with the Chanter's Undefeated Mantra, and only the higher-level of the two applies | 5: +10% Incoming Heal. 10: +100 Accuracy. 15: +10% Max HP |
| Summon Resurrection | Revives a fallen party member within 40 m | 5: -1 s casting time. 10: 3 s of invincibility after the revive. 15: restores 20% of Max HP |
| Benevolence | Heals you and the party every 2 s for 20 s | 5: +10 s. 10: Stamina every 5 s. 15: 2% HP every 5 s. 20: a cleanse every 5 s |
| Absolution | An instant party heal that removes up to 2 debuffs | 5: -30 s cooldown. 10: removes all debuffs |
| Yustiel's Power | +20% PvE Damage Tolerance for 10 s for you and the party | 5: a shield worth 10% of Max HP |
| Power Burst | Earth damage with 50 Stagger Gauge Damage | 5: +20% Skill Speed. 10: always a Critical Hit |
The order to fill them:
steps
- From level 22, put one level into Summon Resurrection. aLuckyRO calls it the stigma every party expects from a Cleric, because resurrection stones are rare early on. One level is enough at first; level 5 later cuts the cast time by a second.
- Take your main four to 5. aLuckyRO's fresh 45 has Noble Aura and Earth Punishment at 5 alongside Benevolence and Absolution, with Summon Resurrection at 4. He adds Light of Protection at 5 only when the party has no Chanter.
- Push Earth Punishment. MrRosaPony calls it the strongest PvE stigma and puts it first, ahead of Noble Aura, Prayer of Amplification and Light of Protection. His goal is to keep it running all the time: 34% cooldown reduction brings its cooldown from 30 to 20 seconds, and in the game data its level-20 perk adds 10 seconds to its duration.
- Take the core four to 20. Kang Coding's order to 20 is Light of Protection, Earth Punishment, Noble Aura, then Prayer of Amplification. After those he takes Benevolence to 20, and keeps Absolution and Summon Resurrection at about 10 until he has shards to spare.
- Fill the last slots by content. MrRosaPony adds Power Burst and Root in regular PvE for extra damage and stagger. Kim Dark's six in Korea keep Earth Punishment, Prayer of Amplification, Light of Protection and Noble Aura fixed and rotate Absolution, Benevolence and Summon Resurrection.
Not everyone runs Summon Resurrection in dungeons. RedCloud points out that most players carry their own resurrection stones there; he treats it as more useful for raiding and puts his early points elsewhere. Light of Protection is the other swap: aLuckyRO and Society Of Gaming both rate it below a Chanter's mantras, which is why aLuckyRO skips it when a Chanter is in the party. Ynoki's early set leans on Light of Protection, Yustiel's Power and Benevolence, and he prefers Power Burst to Noble Aura in the first stages. RedCloud calls Yustiel's Power clutch and wants its level-5 shield as soon as possible. For dungeon content where you can freely deal damage, RedCloud also uses Power Burst for its 50 stagger damage.
Daevanion priorities
Cleric has two legitimate routes depending on group vs solo play.
Full KR/TW Route (8 Boards)
steps
- Eusdier (Yustiel) — Healing Boost & Cooldown Reduction The most important board for a dedicated healer. Prioritize cast speed and healing output.
- Markutan (Marchutan) — Defense & Max HP A dead healer cannot heal. Maximize HP and Tolerance.
- Nestaken (Nezekan) — Combat Speed Essential for faster casting animations.
- Gikkel (Zikel) — Damage Tolerance Take Tolerance before Damage Boost for group content.
- Ariel — PvE Utility Low priority for group healers; good for solo.
- Aspel (Azphel) — PvP Survival Critical resistance and CC reduction for PvP.
- Bai Jie (Vaizel) & Trinelle (Triniel) Only for solo/damage builds. Skip on full support.
Macro setup for animation canceling
Macros are essential for canceling animations and improving your combat efficiency. The macro delay you set depends heavily on your ping. Set your delay to 40-50ms if you have high ping (80-100+), or as low as 10ms if you have low ping (under 50). Look for character "shadows" during combat; seeing them confirms that your animation canceling is successful. For more details on configuring your setup, check our Skills, Stigmas and Macros guide.

A Cleric macro holding Prayer of Amplification, Judgment Thunder and Earth's Retribution, each step on a 10 ms delay. Source: aLuckyRO
PvE play: dungeon rotations and combat
In PvE, your primary job is keeping the party alive, but you are also expected to contribute damage. Switching to target mode instead of action combat mode is recommended. In action combat, characters stop auto-attacking after using a skill, but target mode keeps you auto-attacking between skills, which is crucial for early MP regeneration.
Your basic DPS rotation revolves around your debuffs. Keep Debilitating Mark on cooldown, follow up with Bolt and Divine Aura, then use Chain of Torment. If Condemnation resets, spam it, and fill the gaps with Judgment Thunder. MrRosaPony's macro works differently: the buffs, Chain of Torment and Judgment Thunder go into it so that Condemnation and Divine Punishment fire as the main damage, while the heals, Debilitating Mark, Divine Aura, Bolt, Power Burst and Root stay on keys you press yourself.
Clerics also have a skill built for boss stagger windows: Lightning Strike Scattershot, a fast ranged attack that only hits a staggered target. Society Of Gaming points to its options to absorb 5% HP and to Multi-Hit on every hit. While you can clear solo content without issue, expect it to feel slower than a Chanter due to your lower overall DPS. For more on early progression, see the Leveling Guide.
PvP play
In PvP, your role shifts entirely to group survival. Clerics are excellent in group and large-scale PvP where healing is the absolute priority. Your raw healing, shields, and cleansing make you the anchor of any team. However, solo PvP performance is much weaker due to your low damage output and slower animations compared to other classes. Society Of Gaming notes that you will struggle to secure kills on your own, so stick with your group and focus on keeping them alive.
Gearing notes: stats and Manastones
When engraving gear, focus on stats that keep you alive and improve your output: HP, damage, defense, and block. Save your Manastones while leveling; you will want to use them on level 45 gear to hit a gear score of 900, or on your first unique gear pieces. See After Level 45: Gear Progression for the next steps in your build once you finish the early game.

Enhancing a +7 Liberator Mace, with the Manastone tab sitting beside Enhance. Source: RedCloud
Strengths and weaknesses
comparison
Strengths
- Highly desired in endgame groups; you will rarely struggle to find a party.
- Better at raw healing, AoE heals, and cleansing than Chanter, the game's other support class.
- Very tanky due to natural defense, strong self-heals, and shields.
- Control difficulty is easy in PvE; healing well is usually enough to do your part.
- The only class with a resurrection skill.
Weaknesses
- Personal and overall damage well below Chanter's, per Society Of Gaming.
- Very immobile in the early game.
- Progression can feel stagnant; skills function the same even as your combat power increases.
- Not recommended for players who want dynamic gameplay, complex mechanics, or to carry with high damage.
- Game features like life steal can sometimes make healers feel less necessary, leading parties to prefer Chanters for their offensive buffs.
Cleric FAQ
FAQ
Which skills should I level first on a Cleric?
Earth's Retribution and Judgment Thunder, your left and right click, at every level your character allows. While you level, Kim Horror and Ppangtae put damage skills ahead of heals. For passives, Empyrean Lord's Grace and Earth's Grace add damage and Healing Enhancement adds healing; Earth's Grace can go straight to 10 when it arrives at 21.
When do I get my first specialty?
At skill level 8. Earth's Retribution, Judgment Thunder and Debilitating Mark can reach it at character level 19, because a skill goes up one level every three character levels after you learn it. Bonus levels from gear and the Daevanion board count toward it.
How many skill points will I have at level 45?
aLuckyRO's freshly levelled Cleric had 234, and 258 after he registered his feathers at the Monolith. A skill costs 21 points to reach 10, so that covers about twelve skills at 10 at most out of the Cleric's 22.
Why do parties want a Cleric over a Chanter?
Clerics offer unmatched raw healing, AoE heals, and shields, but their biggest advantage is being the only class with a resurrection skill. This saves parties from using rare resurrection stones in top endgame content.
Can a Cleric solo effectively?
Yes, Clerics can clear solo content without dying thanks to their self-heals and tankiness. However, their damage is well below Chanter's, so soloing will feel noticeably slower.
Do I need to deal damage in dungeons?
Yes. While your primary job is healing, you are expected to DPS during downtime to help clear dungeons faster. You also have strong stagger skills that help break boss mechanics.
How important is animation canceling?
Very important. Cleric animations can be slow, so setting up macros with the correct delay for your ping to cancel animations is essential for improving your combat efficiency.
In this series
- Aion 2 Beginner Guide for the Global Launch
- Aion 2 Assassin Guide: Skills, Stigmas and Build
- Aion 2 Chanter Guide: Skills, Stigmas and Build
- Aion 2 Gladiator Guide: Skills, Stigmas and Build
- Aion 2 Ranger Guide: Skills, Stigmas and Build
- Aion 2 Sorcerer Guide: Skills, Stigmas and Build
- Aion 2 Spiritmaster Guide: Skills, Stigmas and Build
- Aion 2 Templar Guide: Skills, Stigmas and Build
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.
- AION 2 Cleric Guide For Skills & Stigmas | Daevanion & Macros Setup | Ultimate Beginners Guide, aLuckyRO, September 8, 2026
- AION 2 Cleric PVE Build for Skills & Stigmas | Beginners Guide | Cleric Gameplay | Global Release, aLuckyRO, August 23, 2026
- AION 2 Cleric Guide For Open Beta | Skills and Gameplay Explained | Global Launch Scale Test, aLuckyRO, September 17, 2026
- AION 2 Gladiator PVE Build for Skills & Stigmas | Beginners Guide | Gladiator Gameplay, aLuckyRO, September 6, 2026
- Aion 2 Ultimate Cleric Guide PVE Min Maxed for Global, MrRosaPony, September 2, 2026
- AION2 Cleric Build Guide: Skills, Stigmas & Arcana, Ynoki, August 6, 2026
- AION 2 – The ULTIMATE Cleric Build Guide!, wetherow, September 7, 2026
- AION 2 Cleric vs Chanter – Who Wins for PvE, PvP & Solo? (2026 Beginner Guide), Society Of Gaming, September 9, 2026
- AION 2 Most Efficient Leveling Builds for ALL Classes (Global Release 2026), Society Of Gaming, August 12, 2026
- Aion 2: Cleric PvE Guide - Rotation, Skills, Dungeon Build, Gear & More!, RedCloud, November 24, 2025
- AION 2 Complete systems and contents overview (September 14th 2026), Madsin, September 14, 2026
- AION 2 All 5 Professions Explains, CrusherXGaming, September 14, 2026
- Cleric PvE setup in full, as of 9 August 2026, Kim Dark, August 10, 2026 (in Korean)
- Cleric specialty and stigma picks for new players, with a stigma damage test, Kang Coding, July 13, 2026 (in Korean)
- Aion 2 Cleric: the new Daevanion board and where the damage comes from, Kang Coding, July 2, 2026 (in Korean)
- Copy-paste alt setups: the Cleric's combat speed, cooldown reduction, skills and macro, Rien TV, September 4, 2026 (in Korean)
- Passive skill efficiency for every class, Aion Yeonguso, September 7, 2026 (in Korean)
- Cleric guide: skill tree and tips, Kim Horror, November 20, 2025 (in Korean)
- Cleric early levelling: a simple skill setup and how to play it, Ppangtae, November 22, 2025 (in Korean)
- Aion 2 class recommendations, part 2: Templar, Sorcerer, Cleric and Gladiator, Gunttimi, June 30, 2026 (in Korean)
- How to take a skill to level 16 to 20, Inven, November 25, 2025 (in Korean)
- Aion 2 skill simulator (game client data), aion2.app

