Fighter
KR S2 full package (S1 baseline + S2 deep-dive addenda).
Start here
- Role
- DPS
- Line
- Rogue line
- Build cost
- 3 / 5
Top-tier average damage; demands melee positioning and boss knowledge.
Tier by content Daily / Farming CAbyss B Full tier list →
Core runes Thousand SwordsMana TorrentRock GiantPlains Wanderer
KR S2 data. TW has no 10★ runes or mado resistance yet, so treat this as what is coming, not as build advice.
Full Loadout (copy it as-is)
Every slot, every rune, every gem, spelled out. Pick your spend level and copy.
Cost-no-object endgame, including cash-only gems and pity legendary runes.
Alternative Weapon Rune: Duel+ (Attack +18%, Multihit Damage -6%)
Damage +12%, movement speed +30% when using movement skills — Matches martial arts movement tag
Front range damage. Summer Salt is the top priority as it has the largest stake in the deal.
Rushing + Last combo/combo skill damage increased
If there are no other enemies around, take additional hits.
Alternative: Goddess' Protection (Damage +25% for 30 seconds at the start of battle/using the bow, cannot be promoted Abyss/Raid Rune) / Relentless
Gem tags: what one line is actually worth
A tag is a skill category. Each tag line on a Star Prism or Triple Quartz is either a damage line or a cooldown line, and it pays out only on skills carrying that tag — so check which tags your own skills have before deciding which lines to chase.
The eight tags
Per line, by gem stage
| Gem stage | Tag lines | If damage (each) | If cooldown (each) |
|---|---|---|---|
| Crude Star Prism | 1 | not published | not published |
| Crude Star Prism S | 2 | +1.7% | −0.55% |
| Star Prism (Elite) | 3 | +2.0% | −0.65% |
| Star Prism S | 3 | +2.1% | −0.70% |
| Whole Star Prism | 3 | +2.2% | −0.75% |
| Triple Quartz (Elite) | 2 | +2.1% | −0.70% |
Take damage in almost every case. The theoretical cooldown ceiling does not turn into more casts — this game's pre- and post-cast delays and the boss's own rhythm eat it. Cooldown lines are worth it only to tighten a supporter's buff cycle, or to stand in for a cooldown rune.
The numbers come from what the Korean community has documented over the past year — namu wiki's item entry, the Inven gem-tag guide, and a KR player-built gem simulator. Nexon publishes the rules but not the figures, so these are the values the Korean sources have agreed on for long enough to rely on.
There used to be two figures for the weapon Heliodor's damage bonus (namu +5%, a community simulator +3%). Nexon Taiwan's own package notice (3504945) prints “damage +5%”, matching namu, so it is settled. The green Heliodor's “1.5% damage to all skill tags” is likewise official text (3541044).
The English gem and tag names here are ours, rendered from the Korean. There is no English release of this game, so no official English names exist.
Guides for this class
The data is above; these are the long reads that turn it into a plan.
- Fighter build: the whole loadout exists to feed one skill Skill 5 carries 70–80% of this class's damage, so every rune is chosen for it. Mods lock at 4 and 5; the famous WILL-vs-LUCK card fight ended in a draw.
Skill mods
Sheet default. “There is a difference in taste in fixing 45, and there are many users with 145”
45 fixed variants
45 fixed variants
Comm Standard shortly after launch (2025-04-26)
inven204
Skill-enhancement order (what to take to 30 first)
Round 30 · “I don’t know about other skills, but this skill needs to be level 30 as a top priority” — 70-80% share of all deals
namu 격투가
Round 30 · “4-5-6” reinforcement order recommended
namu 격투가
Round 30 · "4-5-6" or "1-5-6" alternatives
namu 격투가
Star seal order
+Attack power 10% · commonness
+Attack power 300 · commonness
+Attack power 150 · commonness
Each +Defense 100 · commonness
Each +Defense 50 · commonness
Level-up bonus cards
common to dealers
inven350
Main stats clearly show skill
Community debate ongoing. Will = Weapon boost stat (pure attack power) / Luck = Critical stat. The results of each 6-hour Scarecrow test were concluded as "almost similar" → "difference in taste." The original source URL cannot be specified. · S0S1 · Community comprehensive (URL not secured)
Reforge / stat priority
Smite (Damage) >>> Move (Damage) >>> Disrupt (Cooldown), Smite (Cooldown) · -
Critical hit > Repeated hit strengthening, hard hitting strengthening > Skill power · Critical hit 8,000+ · S0S1 · +
Movement, Smash, Movement — or Smash, Movement, Smash · the S0 three-line set was Movement, Support, Smash · inven189 (2025-04-24) describes fighters as “#slam or #move or #assist” — Consistent with dc772117
inven189 + dc772117
Engraving (Runes)
4th Burst Punch → Sonic Fist · 1 · S2 Core - Continuous deal cycle that was not maintained is maintained, movement tag possession and coefficient are high
arca 136929905(via-search), erinn
No. 5 Summer Salt · 2 · Remove combo effect + Reduce cooldown when counter is hit (mabilife notation 'interval' is assumed to be the same rune notation)
erinn, arca(via-search)
No. 2 Thrust Kick Rush Shoes · 3 · Liquor and combo dilemma tags continued from S1
erinn, S1 CSV
Skill Enhancement Priority
Common rule (Attack power>Strength>Critical) · _common
Skill Mods
S2 standard · S1 145/245/456 and continuity — 45 fixed favorite
erinn, S1 CSV
Playstyles
mainstream · Operation that burns 2nd and 3rd skill Damage at the highest coefficient Summer Salt Kick
arca 136929905(via-search)
S2 New · Maintain constant cycle based on Sonic Fist activation expected value
arca(via-search), mabilife
Rotation
11 444 525351 (2·3 dam syndrome → summer salt)
arca 136929905
11 52(3)535 1 444
BiS / Stats
Burning Glory · Sunbeam+ · Rock Blade Exception Professions
erinn
First Vow/Crossing Chains + Starflower · Cracked seal, broken border, blurred shape
erinn
Eternal Night · Greatness
erinn
Craftsmanship strike/move/assist; Fatality 8,000+
erinn, mabilife
Progression
RESEARCH-KR