Getting started

韓艾拉
Ara Haan
"Until I face my brother again... I cannot give up!"






Hello, welcome to my Devi Guide!
I made it simply because there are no really good or up to date Devi guides. As a long-term Devi main, I want to share the best of my knowledge about this class! Let's just move to the content, thank you for taking your time reading my guide.
Commands
I won't go in-depth with commands, as it's more of PvP content. Commands are barely used in dungeons nowadays. Sometimes, they are required for specific enemy pattern but that's it.
Nevertheless, you'll probably need commands to gain MP for skills in Henir Challenge if you are undergeared. In this dungeon, you can only use 10 +300 MP Potions. To gain additional MP you should mostly use the loop or just spam
all the way.
[repeat] — basic loop used to gain additional MP if you have limited MP Potions.
— High Speed backslide. It's useful if you want to quickly change direction.
— Fast spirit ball throw. It deals some damage and gains some MP, can be used along with
loop.
[hold]
[repeat] — Spring Step. It may seem hard, yet it's just a bit of practice. While you are dashing, double jump and press down, then double jump right before you land. Ara shouldn't stomp on the ground as heavy as usual. If she does, you are doing it too fast or too slowly. After that, repeat the process. There are also ways to do it with only one jump, though it's a lot harder and isn't so much used in PvE, I'm just going to skip it.
[repeat] — quick push. Used mostly in Henir to group enemies that are spread on maps (mostly Ignia from Grand Cavern and Hamel / Sander minibosses).
or
— air pass-through and ground pass-through. Can be used to change sides and such. The first method is a lot quicker.
Power of Eun


If you're wondering what is this bar under MP filled with 10 orange bullets, it's called Spirit Energy. Every Ara uses the orbs in a different way. First path uses them to release powerful skills that cost no MP, but all orbs instead; second path uses both MP and orbs for her skills to work; third path uses them as bonus points to increase her skill damage.
Ara is connected with an ancient nine-tailed spiritual fox, Eun. Her third Awakening Bead is larger and covered with lightpink fox tails. While Third Bead Awakening is active, Ara enters Eun Mode. She possesses features making her look similarly to Eun, such as nine tails, orange make-up and white hair. Power of Eun mode grants the highest amount of Critical, All Speed and Additional Damage increase during Awakening. If you awake with only one or two beads, these stats will be lower according to the number of beads used. Eun mode also grants you Spirit Energy recovery based on command hit count (6 per 1 orb). Killing enemies recovers orbs as well. Both actions make you heal by roughly 2% everytime they occure.
You can gain orbs by:
- simply releasing a skill that initially grants you some amount of them. For Devi, it's only Dragon Stance 2: Pulling Thrust, Energy Wave and Life Swap. You can count Energy Absorption (keep in mind that if nothing is hit, you won't gain any orbs);
- cancelling — using another skill before the second part of a cancellable skill, that usually knocks down the enemy, ends. Recovers additional orbs if the attack hit successfully. For example, let's say you have 3 Spirit Energy bullets on your bar and 2 skills. The skills are: Infernal Circle, which uses 2 and recovers 4 Spirit Energy upon cancelling and Energy Wave which recovers 1 Spirit Energy immediately upon casting. You use Infernal Circle first and 2 orbs get used, then cancel it with Energy Wave to receive 4 orbs back. Since Energy Wave recovers 1 orb right away, you gain 5 in total. Because you had used 2 orbs before, your current orb balance is 3 - 2 + 4 + 1 = 6.
- draining life force from the enemy. Only 4 skills can do that: Rakshasa Stance 1: Soul Reaping, Rakshasa Stance 2: Energy Burst, Rakshasa Stance 4: Soul Escape and Energy Absorption.
However, you don't have to care much about energy gain as Devi. Everything changes after acquiring 3rd Job.
For more reference, visit Power of Eun Elwiki article.
Skills
Note: though this is the Base Ara part of this guide, all the skills descriptions assume that you are going to play Devi. Some of her base job skills may suit another path.
Skill | Traits | Tips |
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Actives | ||
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This skill is only viable while leveling for more orbs. Later it's just redundant due to a 3rd job passive. If you really want your orbs to be recovered, just use its counterpart, Life Swap. Absorption requires to hit the enemy to gain orbs as it utilizes orb drain system and doesn't provide super armor (neither by default nor via a trait). Tip: Spirit Enhancement passive changes this skill's initial physical damage to magical damage. |
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Mainly used for cancelling but it makes you move, for example causing you to fall from platforms. High Speed does the job better. I am not a big fan of it. Tip: Spirit Enhancement passive changes this skill's initial physical damage to magical damage. |
Special Actives | ||
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This skill is awful, slow and doesn't feel that great to use, yet you can call it completely free for Devi because of her Spirit Energy recovery system in Awakening with Secret Art buffs. I won't recommend it though, it's still pretty risky to use up all of your orbs at once as Devi. She's got better alternatives. Good for Henir speedruns however (can oneshot Ran, Alterasia or Ifritian at low stages with enough damage, skipping their pattern). Tip: Spirit Enhancement passive changes this skill's initial physical damage to magical damage. |
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It's used for energy gain while leveling. I don't see any use of this skill in later game for Devi. Tip: Spirit Enhancement passive changes this skill's initial physical damage to magical damage. |
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Sometimes might come in handy, but generally you shouldn't use it in dungeons. It would be a nice evasion skill but that jump ruins everything. |
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Only used to beat a remained enemy as a single skill. The skill itself wouldn't be worth bringing if it wasn't used to perform Killing Howl. Tip: Spirit Enhancement passive changes this skill's initial physical damage to magical damage. |
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Despite being a part of Night Parade of One Hundred Souls (Little Specter's Secret Art), it suits Devi's gameplay. Though, be aware of the fact that it moves Ara slightly backwards, causing her to fall down from platforms sometimes. In most cases, Infernal Circle is better. Tips:
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小魔
Little Devil
"I don't want revenge, but I want power that can defeat anything, power to save my brother."









Note: Secret Art chain skills' descriptions are included in Secret Art sections.
Skill | Traits | Tips | |
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Actives | |||
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A neat replacement to Energy Absorption. It can be used to recover orbs even if nothing was hit but instead of draining orbs from hit enemy, it recovers HP. Its cooldown is high because it could be abused in PvP. Mainly used for cancelling anyway. | |
Special Actives | |||
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Works similarly to Shadoweave. Damage is way lower than Shadoweave but it provides decent iframes that reach to the very end of the skill, which Shadoweave does not. It has also way faster casting time (you can move early after cancelling). With the Gigantic trait its vertical hitbox is larger than it seems. It can reach up to 3 platforms. Its horizontal reach is also better, as it fixes a visual bug where the skill makes contact with the target but doesn't hit. | |
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*take Persistent if it deals enough damage |
Low cooldown, good for clearing if it deals enough damage to kill mobs instantly, or to support [Mod] Rakshasa Inferno. You can also use it to deal with bosses when your main skills are on cooldown. Can be used to quickly finish the enemy if they have a small bit of remained HP. | |
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Suppression used to be better back when it could Power Stun the enemy and had better suction range. Honestly, it needs bigger range, more damage and faster casting speed to be useful in dungeons. It applies defense reduction debuff, so take it in raid if you don't deal damage. Note: Gigantic increases hitbox size, but not black hole size. |
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Secret Art | |||
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Stance 3: Stance 4: |
Your first Secret Art. Killing Howl, also known as Wolf Secret Art, is a chain of skills that allows you to unleash a powerful additional attack at the end. Use Gigantic increases Wolf Claw's hitstunning ability if you cast it from afar. This helps catching dodgy enemies like Gaia. Tips:
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Passives | |||
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- | Increases Spirit Ball's damage and range, also converts following skills to magical:
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冥王
Yama Raja
"Kill, kill, and kill again,
Probably I'll meet you someday..."








Skill | Traits | Tips | |
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Actives | |||
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To be honest, this is a nice Active skill. You can use it for cancelling, speeding up yourself or changing sides. You can automatically dash (applies to dashing mid-air as well) after the skill if you want. It applies Acceleration buff when used. It's only 10% but it's unnormalized so the difference is noticeable. With this buff, Eun Mode and socketed 120%+ Attack Speed, your speed will be much higher. Sadly, its duration is way too short to keep the buff up most of the time and sometimes it's a waste of time because it makes you dash away from the target. | |
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Provides a +10% Magical Attack Power and Magical Defense buff for 10 seconds. It also makes Ara able to reflect several magical projectiles while it's up. Costs only 1 orb. Because of its high cooldown, it can't be up all the time (assuming you don't have cooldown acceleration/decrease buffs). Use it as much as you can, though make sure your main skills get the buff. | |
Special Actives | |||
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Definitely one of the best skills in the entire game. It's very satisfying, has great damage, ignores 100% Defense (20% in PvP) and inflicts splash damage on tightly grouped enemies. In exchange, its casting time is rather slow. Pulls enemies in (even those behind you) to deal more hits. It's pretty simple to use and will deal full hits in 95% of cases. You can stick to most of enemies while using but for the best performance, attack from a slight distance. (Herna Orb, Maya and Dekal are allergic to sticking to them while using this skill, just attack from a slight distance). Don't forget that the more enemies are in its range, the more damage it will deal, assuming they are grouped. Ignition Spear is extremely effective on Trosh's Nest dungeon's bosses, dealing tremendous damage to them even if you are undergeared. | |
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Its pull power is way too low. You can extend this skill by pressing and holding the button. It has only a bit of invincibility frames and even if you don't extend it, you will be vulnerable during most of its casting time. I don't really like or use this version of the skill nowadays. The [Mod] version is a lot better. | |
Secret Art | |||
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Stance 1: Stance 2: Stance 3: *Heavy is only beneficial Stance 4: |
Your second Secret Art, Purgatory, also known as Rakshasa Secret Art. It's used often to deal high damage, gain energy or reduce cooldowns (look up Hell Gate). Purgatory spreads several energy balls that deal enormous amounts of damage. To activate it, repeatedly press Rakshasa Stance 1: Soul Reaping. It takes a bit long to cast but the cooldown is rather low, as being dependent on Soul Reaping cooldown. The first stance (even with the use of the second stance) is also worth to use while clearing to beat a remained mob. Most of larger enemies can take full hits from this Secret Art. Be aware that enemies with Super Armor can quickly dash out of the prison. Beware hitting nothing with Purgatory because you will lose a lot of orbs, unless you've got Awakening activated. It requires 5 orbs to be casted. However, Soul Reaping cancels itself, returning 3 orbs before casting Energy Burst, making it possible to use the art with only 2 orbs. This phenomenon requires sticking to the enemy however. If you are too far from the enemy, Purgatory will still require 5 orbs.
Tips:
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Passives | |||
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- | Increases your Magical Attack Power and Spirit Ball's range. Decreases Knockdown rate. | |
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- | This passive is something that makes Wolf Art very powerful, very often even outdamaging Rakshasa Art on smaller targets. You have a chance for summonning a powerful orange wolf that ignores the entire defense and guard. It sometimes fires more than one orange wolf. The passive also enhances Wolf Art itself and speeds it up (it also affects all the stances, including stance 1). Tip: The damage increase buff stacks additively with with the stat Strength Skill Damage Increase that affects both the original Killing Howl and the additional ones. |
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- | Does the same thing as Howling Wolf. Additionaly, decreases Special Active Skills cooldown by 7 seconds every time Purgatory is released. It has no reactivation cooldown and can be triggered very often. | |
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Resurrection, as the name might imply, grants you a free revieve. Helpful but can be annoying sometimes. For example, if you fall from a platform in 12-7, it will activate before you die and charge all of your orbs to regenerate HP based on their count, just for you to die once again. For quick recovery after being resurrected, awaken and trigger Secret Art buff and/or use demon potion (check the bottom of the guide). With both buffs, the orbs you've lost will be quickly recovered so it's not as big deal as it used to be in the past. The resurrection attempt only occurs if you have at least 5 orbs. It's suppressed if you get killed with one hit that exceeds the value of your current HP and the HP recovered after being resurrected. Also, you won't be knocked down if you get killed with a skill that inflicts Stun, so you could die right away. It does not put you in iframes, unlike the normal revive action. For clearing a dungeon like Spirit Sanctum solo without deaths, you still need Revive Synergy effect or a revive title like Eclipse or Forginay. Resurrection won't help you there. |
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Hyper Active | |||
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- | It's mainly used for invincibility frames to avoid enemies' attacks. Can be sometimes used on mobs to gather them but it's not as efficient. Just like every other Hyper Active, it's not affected by All Skill Damage, so its damage is even lower than faster and cheaper skills. Because of the cooldown, you won't be using it very often. |


冥王
Yama Raja (Transcendence)
"Are you ready to go to hell?"




Skill | Traits | Tips | |
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Actives | |||
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There aren't many uses of this skill in dungeons. You don't need to gain additional Sacred Spirit Energy stacks anymore because they are full faster than you could notice. Maybe it's useful for breaking Grey Cages and Spikes in 12-6. | |
Special Actives | |||
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Binds enemies in place but lasts too short to be useful. Binding spears are kind of homing, but any target can easily escape by performing a jump (the skill won't damage or bind enemies in midair). Tip: It will deal all hits even if you cancel it, but won't bind the enemies hit. |
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The skill has a weak suction effect. Explosion damage is interesting because it's very high vertically but sadly, it hardly does any damage. On top of it, if you are sticking to an enemy, it may completely miss due to its hitbox being too far from Ara. The skill has some potential but in the current form putting it on your skill bar is never worth it. |
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It's an excellent skill, but it has cons. It's not good to cast in every position. Rakshasa Inferno covers a large area which is why it's also decent for clearing maps (though, you should always use the [Mod] version for clearing). It's best to use on a Super Armored or immobilized target, since it knocks hit enemies up and pushes them far away. | |
Passives | |||
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Increases the range of Spirit Balls when there is more than 5. They also have a chance for ignoring Guard and Defense. When gaining energy, you have a chance for summonning Rakshasa Spirit. It will be unleashed every time you are consuming energy and can be stacked up to 5 times. The effect won't be unleashed by skills and moves that don't consume orbs:
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梵皇
Devi
"Huhu. Only the strongest can survive in this world."








Skill | Where to get | Tips | |
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Actives | |||
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Mod Book |
Visually, it's the same as the original version. The difference is that it consumes less HP and gains less orbs at once. Instead, grants a buff that makes you recover 1 orb per 5 seconds by draining HP and lasts 25 seconds for a total of 5 orbs recovered. Decent for triggering Pet Encouragement effect. You can switch back to the original version if you are worried about your life in some dungeons, though. Tip: if the skill is combined with Unleashed Chi orb recovery whenever orbs are gained, you gain additional 2 orbs per 5 seconds from this skill for a total of 15 orbs recovered. |
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Special Actives | |||
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Camilla NPC, free upon advancing to Devi |
Don't use this mod in PvE. Its damage is lower than the original one, even if it's not cancelled. There is literally no reason to use it, it isn't very different from unmod, just produces additional spheres protecting Ara if the skill is not cancelled. Does less damage overall and in more time than unmod as well. Tip: This skill's second part won't knock down hit enemies. |
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Camilla NPC, free upon advancing to Devi |
[Mod] version exchanges unmod's vertical range for more damage and a capability of following curved paths. I wouldn't recommend this skill for any dungeon's clearing besides Bethma Secret Dungeon and middle floor in Abandoned Icerite Plant. Take it while bossing for more damage. |
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Mod Book |
You can clear some linear fields with it. Its range is nothing crazy but still could be useful. I recommend it for Add's Energy Fusion Theory speedruns. Be aware that it moves you forward slightly. Not a big fan of it. Tip: This skill's second part won't knock down hit enemies. |
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Camilla NPC, free upon advancing to Devi |
This [Mod] is excellent. Creates five large energy fields that deal damage while spinning around. It's impossible to count its full hits because it never lands them all but approximately, the skill does 100 hits. Its damage scales extremely well with the size of the target. It's unlike every other skill that is good for big targets — deals a lot of damage even on smaller enemies. You should stick to targets to maximize damage dealt by this skill as the energy fields spawn in point blank in front and back of Ara and already start dealing damage. |
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Mod Quest, Mod Book |
Throws several spears similar to those from Spear Prison. Still has low damage and not enough bind duration for PvE. Although, this version can be cancelled (last hit is skipped) and will still bind the target. It's no longer homing in this version. You can consider using it in PvE sometimes, but it's still mostly for PvP. Tip: This skill's second part won't knock down hit enemies. |
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Mod Quest, Mod Book |
Throws five explosive orbs. Similarly to Vortex Energy, the explosion range is very high. I highly recommend using this skill for both clearing and bossing in most of cases. The only downside of this skill is that it knocks up enemies and throws them far away so it's hard to recatch them afterwards, assuming they are still not dead. Any given enemy can be hit by at least 2 explosions of this skill. It shows better efficiency than the regular Rakshasa Inferno on bossing while facing smaller targets. However, I recommend using this version rather than the original one against heads in 12-5 because the heads dodge a lot and it has faster casting speed. The explosions are lingering for a long time after hitting. |
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Passives | |||
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One of your most useful and urgent passives.
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Note: The additional orb recovery after casting Secret Arts has no visible effect icon but it has the same timer as Chi Release buff. |
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Hyper Active | |||
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It has safer iframes than Hell Blast and doesn't require positioning. Probably not in high demand to unlock it, but it's nice to have. |

梵皇
Devi
Master Class: Gaia




Building your Master Class
Master Class enables two features once achieved: the Artifact system and the Master Class skill.
Artifact is an additional pet that evolves through 4 stages, 9 levels per stage. Each stage unlocks special features. Stage 1, 2 and 4 are automatically applied once you reach the required Artifact level, however Stage 3 is based on identification.

Stage 3 effect - Hidden Power basically unlocks 3 effects that can be rerolled with Master Artifact Hidden Power Scrolls. The best possible options for Devi are:
Row | Recommendation |
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1st | All Master Skill Damage +11~15%
Stage 4 Master Skill Damage +12~15% |
2nd | All Master Skill Cooldown -20%
Stage 4 Master Skill Cooldown -18~20% |
3rd | Boss Damage +12~15% |
Artifact Accessories
The pet can also wear Master Artifacts. They not only raise your Master Skill Damage, but can also provide other powerful stats.
Item | Recommended Stats | Tips |
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Maximize +10~12%
Critical +10~12% total: min. 20% |
Those come in handy for Devi who doesn't have any Maximize stat buff. Of course, the ones that provide Critical or both Critical and Maximize can be used as well. Just depends on what you achieve or buy off board. Also, because Artifact Circlet can provide up to 24% of Critical/Maximize from both idents, this allows you to socket more Boss Damage stones. Circlet is definitely your priority. |
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Critical Damage +4~5%
Critical Damage +4~5% total: min. 8% per ring |
The best stat there is obviously Critical Damage. You are able to equip two rings of the same kind (as opposed to your character's rings), doubling the benefit. 16~20% Critical Damage is a huge boost. Rings are your priority. |
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Stage 4 Master Skill Damage +5~8%
All Master Skill Damage +(2*Growth Stage)% total: min. 10% OR Damage Reduction +9~12% Damage Reduction +9~12% total: 18~24% |
The best identification rows to get on this item are stage-specific one and all stages one since those two stats have different multipliers and contribute to different variables, thus their efficiency doesn't decrease that much. However, having 2 times Stage 4 Master Skill Damage +8% or 2 times All Master Skill Damage +(2*Growth Stage)% idents is fine too. You can also go for Damage Reduction (or buy/identify another one) to be more tanky. Armor is not your priority however. |
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Stage 4 Master Skill Damage +5~8%
All Master Skill Damage +(2*Growth Stage)% total: min. 10% |
Those provide you almost the same stats as Armor, you can't get Damage Reduction though. |
Master Class Skill
The skill evolves through 4 stages. Each stage might have a different usage than the other.
Skill | Usage | Tips | |
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Master Skill | |||
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- | Not useful in dungeons as Stage 1. | |
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- | It has better range and damage but still not useful in dungeons. | |
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- | Debuffs hit targets with "Received Damage Increase +5%" debuff for 5 seconds. Can be used for clearing. | |
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- | An energy wave effect is added that locks you in animation for longer. Makes the damage overall decent. Excellent tool for clearing. Use it on bossing when your main skills are on cooldown. Can deal higher damage on big bosses with proper positioning. (It still contains the debuff effect.) | |
Master Active Force Skill | |||
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replacement of Drain | Only good to use vs Dark Agate (12-8 boss) if Drain deals too low damage. | |
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grouping targets | An excellent skill for Henir speedruns, but can be most likely activated only once per run due to its extremely high cooldown (just like with almost all of the force abilities). Can save a lot of time, grouping enemies and pushing them to you, perfect in combination with Ignition Spear. | |
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Master Skill Damage Increase | It's good to use right before you want to release your Master Skill. It must hit the enemy to be effective however. The buff is additive to your current stats. | |
Master Passive Force Skill | |||
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PvP | Purely a PvP force, but not even that good because of low proc chance and extremely high cooldown. | |
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Master Skill Damage Increase | Extremely good for dungeons with a lot of mobs. It can increase Master Skill Damage up to 30% at Unique rarity, definitely worth it, get it. The buff is multiplicative to your current stats so it's really strong. Use it as Devi for clearing. | |
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Master Skill Damage Increase | Passively increases Master Skill Damage and additionally, by 1% per 300k CP. Unique rarity is worth it, but not for Devi. Get Elite rarity. The buff is additive to your current stats. Use it as Devi for Berthe Raid or Henir. | |
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Master Skill Cooldown Decrease | A literal copy of Sol Dominion, except that it decreases your Master Skill Cooldown instead. The buff is additive to your current stats as well. You can use it if your Master Skill deals enough damage for clearing. Unique variant is welcome. |

Statistics
Useful information
ERP, Gear, Sockets, ESPC
- Elrianode Gear: You should socket 86% Critical and 80~85% Maximize. More than 90% is an overkill. You can go lower for Critical but personally I hate seeing skills not doing Critical hits, and Critical Damage multipliers are way too high to ditch them for a tiny bit more damage to bosses.
- Rigomor Gear: 69.5% Critical (+11 Bottom, Giant), 71% Critical (+10, +9 Bottom, Giant); 78.5% Critical (+11 Bottom, no Giant), 80% Critical (+10, +9 Bottom, Giant); 71~77% Maximize
- Power of Eun's third-bead Awakening grants 20% normalized Critical. "Normalized" means that it behaves in the same way as sockets. They are affected by normalization which highly decreases their efficiency. The more Critical you have, the less you get in reality (also applies to Maximize, Action Speed and some other stats). To get 100% Critical without Giant Potion or Rigomor Gear, you would need to socket 92% (only 8% of Power of Eun's Critical buff is applied in the result). It is not very recommended.
- The rest of stats should be invested in Boss Damage.
- Magic Stones of Pursuit (Boss Damage) can be crafted at Glave's. You should upgrade them to get 2.5% of Boss Damage per armor socket stones (would be cool if Damage Reduction from Bosses part was also 2~2.5% per socket for Berthe raid survivability).
- El Resonance: If you have low ERP, fill it up to 100 points with EXP, the rest should go into Active/Tenacity/Strength/Bravery Damage. After getting at least 120-150 ERP, reset it with your free scroll and follow the table below. However, you might as well just start with Skill Damage ERP if you can buy a second ERP page right away.
Priority in ERP (from highest to lowest) | |
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Active/Tenacity/Strength/Bravery Damage +0.35% | 100 |
Polarize - Attack/Attacked Damage +0.15% | 50 |
Cooldown Reduction +0.2% | 30 |
Adaptation +0.07% | 100 |
Boss Damage +0.3% | 50 |
Cooldown Reduction +0.2% | 100 |
Notes:
- You should prioritize Adaptation over Boss Damage, unless you care about 0% Debuff stuff (so basically Henir).
- Moreover, the increase from Boss Damage ERP is not even close to what it implies. Boss Damage does not normalize but loses efficiency instead, which is a bit different but keeps the same rule — the more you have, the less you gain. Assuming that you can reach more than 150% Boss Damage in stat window, additional 15% from ERP will only increase your damage by 6%. If you hate farming ERP, you might as well skip it entirely along with the extra Cooldown Reduction points.
- The tables assume that you use proper characters in the ESPC system providing you free -4% Bravery Skill Cooldown. Keep in mind that as Devi, you need at least 10% Bravery Skill Cooldown for a comfortable skill rotation.
- After 11/19/2020 KR Balance Patch, you need 20%.
- On a separate ERP page for Rosso/Berthe Raid/Henir, you can skip it and go straight to Adaptation/Boss Damage assuming you will always have a Comet Crusader in your party (which is mandatory anyway).
- Just like with most characters, perfect ERP for Devi would be 400.
- If you don't like farming ERP, get 330.
Gear:
- Devi is a magical character. She needs Blue Elrianode gear.
- Each part should include Balance tear (lv. 25~29), Critical Damage +2/3% tears and Energy Void's or Ignition Spear's Damage +11/12%. Rakshasa Inferno is acceptable for starters as it can clear rooms well.
- Stacking Ignition Spear is optimal for non-raid dungeons. Energy Void is better in raid. You can stack them both (half/half) or only Ignition Spear for casual dungeons.
- Socket at least 120% Action Speed or get it from identifications.
- The best Rigomor set for Devi is Crimson, just like in general. Cerulean is only good for Devi if you want to be original, a.k.a. worse.
Skill/Area | 11-X | 11-5 | 12-X | Raid | 13-X | 13-5 | 14-X | 15-X | Henir |
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El Search Party Collection
Collection
*hover over icons to see character names
Priority | |||
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Bravery Skill Damage +1.5% | ![]() |
Action Speed +5% |
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Magical Attack +1.5% | ![]() |
Physical/Magical Attack +0.5% |
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Bravery Skill Cooldown -2% | ![]() |
Critical +5% |
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Maximize +5% | ![]() |
Bravery Skill Damage +1.5% |
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Boss Damage +5% | ![]() |
Magical Attack +1.5% |
Lower priority | |||
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Strength Skill Damage +1.5% | ![]() |
Movement Speed +8% |
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Movement Speed +8% | ![]() |
Jump Speed +8% Gives better buff than Flame Lord |
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Physical/Magical Attack +0.75% | ![]() |
Magical Attack +150 Master Class for Aether Sage is completely not worth your coins/time |
Useful in Berthe raid | |||
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Boss Damage Reduction +5% | ![]() |
Damage Reduction +5% |
Synergy
Recommended build | |||||
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Berthe raid | |||||
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Farming | |||||
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Henir | |||||
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Source: NA Collection Guide

Miscellaneous
Other useful information
Additional tips and skill builds
- How good is her clearing?
Devi's clearing is slow but decent. You should focus on [Mod] Rakshasa Inferno in endgame dungeons. Remember to position yourself at the bottom of the map to allow this skill to hit many enemies at once. You can use Energy Wave to beat up remained mobs. Infernal Circle and Suppression: Energy are also useful if they can deal enough damage to kill enemy. [Mod] Energy Void can be used while clearing if you make sure someone else doesn't kill the mob first. Her skills have long cast times, but that's just because their range is very long.
She's one of the best clearing classes for Trosh's Nest.
- How good is her bossing?
More than decent. Devi has 3 kits that literally destroy big bosses ([Mod] Energy Void, both versions of Rakshasa Inferno and Rakshasa Art). Her skills have really long cast times though. While her DPS is decent, bursting could've been better.
- How should I rotate her skills if I'm bossing?
Start with Awakening, Repel and Killing Howl. Make sure to hit enemy with the attack. Then, use [Mod] Energy Void and Ignition Spear consecutively. Cast Purgatory to reduce cooldowns. If the skills in bold are not up yet, use Rakshasa Inferno, Energy Wave or Shadoweave/Infernal Circle. Use Repel once it's up but make sure the skills in bold get the buff. You can recast Killing Howl to renew the buff as well if you feel confident enough (don't do it if you know there's a thorn attack coming in 12-7-3).
Tip: Always cast [Mod] Energy Void first, then Ignition Spear. If you choose the other order, you are losing time.
- Is she good at Henir Challenge?
Excellent. Ignition Spear takes care of everything there. Bosses in Henir like to appear in groups so its damage is very nice. You can also cutscene skip with skills like [Mod] Rakshasa Inferno or get near to the boss with High Speed on cutscene.
- Does she have great synergy with other characters to support them in dealing damage?
No. Her only party buffs are defense reduction that come from Suppression: Energy and Purgatory via Chi Release's debuff (summing up to 58%) so she basically doesn't do much more than a Wind Orb does.
- Does she have a problem with Awakening Beads gain?
Depends on content. Usually not, but if there's a need, I suggest using (Tenacious Warrior's) Ring of Fury
, as well as Guardian of Secret Closed Space
in party runs. Might also wanna use Enlightening Secret Potions
or Snow Pasta
that recover all Awakening Beads (not really needed if you have the title). Onions
do an excellent job at making your Awakening last longer. They additionally proc on-awakening effects such as Divinity of the Seven Realms 4/4 set effect or The Setting Sun
/ Guardian of Elrianode
titles.
- Which Elixirs should I use?
Use Giant Potion
for more Critical and larger hitboxes. If you use Liquid Medicine of Fighting Spirit (Battle Elixir), you might as well take Adaptation Elixir
- How can I counter her orb gain problem?
Awaken. Other than that, use Gate of Darkness's consumables, Demon Realm MP Potions
, to regain orbs (Unleashed Chi's additional orb gain also affects orb gain from demon potions so you probably don't need the highest grade potion).




















Suppression, [Mod] Energy Void and [Mod] Spear Prison); use this build if you really want to speedrun










switch between Infernal Circle and Shadoweave, use unmod Rakshasa Inferno for 12-6-2, 12-6-3, 12-7-1, 13-5, 14-7)










Changelog
Date | Changes |
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11/17/2020 |
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11/18/2020 |
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11/19/2020 |
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11/20/2020 |
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11/21/2020 |
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