Getting started

Hello, welcome to my Devi Guide! Just a bit of info about who I am and why I made it.

I saw no really helpful guides about her in the internet, most of them contained misleading or outdated info. I am a Devi main and because I know many things about her gameplay, I want to share them to people who would want to try her in the future.

Commands

I won't go in-depth with commands, as it's more of PvP content now. You can't fight much via commands in endgame maps. They are still somehow useful sometimes but I can only list a few cases.

You'll need commands to gain MP for skills in Henir Challenge if you are undergeared but want to do it for fragments anyway. During Henir Challenge, you can only use 10 MP Potions that fill your MP bar up to 375 MP, assuming you have no other source of Recovery Item Effect stat than Alchemy Specialist (Guild skill). To gain additional MP you should mostly use the loop.

Power of Eun

Ara's third awakening bead looks different. It's because she's connected with an ancient nine-tailed spiritual fox, Eun. While third bead awakening is active, she possesses some of Eun's features, such like nine tails, orange make-up or 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. Eun mode also grants you free Spirit Energy based on command hit count (1 orb per 6). Killing enemies recovers orbs as well, additionaly you get healed roughly by 2% of your HP every time such circumstances occure.

You will notice that you have an extra bar filled with 10 orange balls below your MP bar. Every Ara uses them 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 that increase her skill damage.

You can gain orbs by simply releasing a skill that initially grants you some amount of it. For Devi, it is only Dragon Stance 2: Pulling Thrust, Energy Wave and Life Swap. You can count Energy Absorption but please note that if nothing is hit, you won't gain any orbs.

As can be seen, gaining orbs in that way isn't very smart and that's why cancelling exists. While playing Ara, you will notice that some of her skills forcibly knock down enemies in their range. If they are evidently divided into two parts, you can avoid the second part that knocks down by simply pressing another skill right before the second part starts. After this action, you should regain some amount of orbs, depending on the skill used (if something was hit). For example, if you cancel Infernal Circle with Energy Wave, you lose 2 orbs at the beginning and regain 3 orbs at the end (a total of 5 orbs but remember you had lost 2 orbs before) because this skill uses 2 balls and recovers 4 balls if it's cancelled. Additionally, Energy Wave recovers 1 ball. Nevertheless, while playing Devi, you will be most likely having full bar of orbs after that, as it's related to her 3rd job passive.

You can also drain orbs from your enemies. If there are more enemies in the range of a skill, it will drain more energy (max number of drains is stated in its tooltip). Devi has 4 such skills: Rakshasa Stance 1: Soul Reaping, Rakshasa Stance 2: Energy Burst, Rakshasa Stance 4: Soul Escape and Energy Absorption.

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 Use Tips
Actives
utility

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.

Light
Gigantic
utility

Mainly used for cancelling but it makes you move, for example causing you to fall from platforms. I am not a big fan of it.

Tip: Spirit Enhancement passive changes this skill's initial physical damage to magical damage.

Empowered
Persistent
Special Actives
single hit damage

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 orb recovery 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.

Tip: Spirit Enhancement passive changes this skill's initial physical damage to magical damage.

Heavy
Gigantic
utility

It's used for energy gain sometimes but I'd rather recommend different skills at almost equal MP cost for Devi. To be honest, I don't see any use of this skill in later game.

Tip: Spirit Enhancement passive changes this skill's initial physical damage to magical damage.

Light
Heavy
evacuation

Not used in PvE. It makes you jump and after that, you are completely vulnerable. The jump is mandatory and cannot be skipped.

utility, Secret Art

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.

Empowered
Critical
utility, bossing

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.

Tip: It moves and groups targets, making this skill fairly helpful in Henir against enemies like double Ran (if it doesn't put them in their first phase already).
Tip: Spirit Enhancement passive changes this skill's initial physical damage to magical damage.

Useful
Evil

Note: Secret Art chain skills' descriptions are in Secret Art sections.

Skill Use Tips
Actives
utility

A neat replacement for Energy Absorption. It can be used to recover orbs when hitting air but it doesn't drain additional orbs if hit multiple enemies. Its cooldown is high because it could be abused in PvP. Mainly used for cancelling anyway.

Powerful
Regenerating (2)
Special Actives
clearing, utility, bossing

This skill works similarly to Shadoweave. It's more common to use while clearing maps, but it lacks damage if you are not enough geared. 9 out of 10 times you will take Shadoweave, except for Rosso Raid. It has amazing iframes and sometimes it's better not to cancel it to prevent you from being debuffed by Rosso's flames.
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 touches the target, but doesn't hit.

Gigantic
Empowered
clearing, utility, single hit damage

It has only 10 seconds of cooldown (12 with Heavy) and pretty long range. Refunds a lot of MP. You can also use it to deal with bosses when your main skills are cooling down.

Persistent
Heavy
clearing, debuff

Suppression used to be better back when it could Power Stun the enemy and had better suction range. Honestly, it needs bigger range and faster casting speed to be useful in dungeons. Sometimes, it's still good to take to gather enemies in Henir, during phase 2 of 11-5 (to keep Hennon in its place after using Rakshasa Inferno on him) or while clearing. It applies defense reduction debuff, so take it in raid if you don't deal damage.

Empowered
Gigantic

Note: Gigantic increases the hitbox size, but not the black hole size.

Secret Art
bossing, passive triggering

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 or and start repeatedly pressing Wolf Stance 2: Wind Wedge. This will chain into Wolf Stance 3: Wolf Claw, Wolf Stance 4: Wolf Fang and the additional attack firing straight ahead, respectively.

Note: You won't regain the energy used by Wolf Fang via cancelling it with Killing Howl attack.
Tip: Wolf Art gains damage increase from Strength Skill's Damage Increase +x% sockets.

Recommended traits of stances 3 and 4:

Empowered
Gigantic

Heavy
Light
Passives
- It increases Spirit Ball's damage and range, also converts following skills to magical:
  • Energy Absorption
  • Dragon Stance 2: Pulling Thrust
  • Falling Dragon
  • Wolf Stance 2: Wind Wedge
  • Exorcism Stance 3: Shadoweave
  • Steel Body
Skill Use Tips
Actives
utility, buff

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 that's great. With Eun Mode and socketed Attack Speed to 120%, your speed will be much higher. However, its duration is way too short to keep the buff up most of the time.

Regenerating (2)
Powerful
buff

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.

Killing Blow (1) [130%]
Killing Blow (2) [30%]
Special Actives
bossing and sometimes clearing

Recently added with the Re:BOOT update and definitely one of the best skills in the entire game. It's very satisfying, has great damage and inflicts splash on tightly grouped enemies. Simply busted.

It 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 is allergic to sticking to him 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. On top of it, it ignores the entire defense (20% in PvP). Ignition Spear is extremely effective on 13-3: Trosh's Nest dungeon's bosses, dealing tremendous damage to them even if you are undergeared.

Haste
Useful
clearing

Its pull power is too low. You can extend this skill by pressing and holding the button. It has only a bit of invisibility 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, it has no use nowadays. The [Mod] version is amazing, though.

Heavy
Haste
Secret Art
bossing

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 still requires 5 orbs.

Tip: The whole Secret Art has the highest MP usage if compared to all of Devi's skills, excluding Hyper Actives and Master Skills.
Tip 2: Energy Burst is the only skill in Devi's tree that uses only orbs and no MP to work (excluding Falling Dragon).
Tip 3: Purgatory gains damage increase from Strength Skill's Damage Increase +x% sockets.

The recommended traits of Rakshasa Art stances:

Empowered
Light

Empowered
Ruthless

Heavy
Regenerating (1)

Enhanced
Empowered
Passives
- Increases your Magical Attack Power and Spirit Ball's range. Decreases Knockdown rate.
- This passive is something that makes Wolf Art very powerful, sometimes even outdamaging Rakshasa Art on smaller targets. You have a chance to summon 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 Killing Howl and the additional ones.

- This one does the same thing as Howling Wolf. Additionaly, it decreases Special Active Skills cooldown by 7 seconds every time Purgatory is released. It's her only cooldown reduction apart from Transcendence slots but it's enough as it has no reactivation cooldown and it's not calculated with the use of remaining cooldown.
-

Resurrection is the type of passive that 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. For quick recovery after being resurrected, awaken and trigger Secret Art buff and/or use orb potion. With both buffs, the orbs you've lost will be quickly recovered though.

The resurrection attempt only occurs if you have at least 5 orbs. It's be suppressed if you get killed with one hit that exceeds the value of HP after being resurrected. Also, you aren't be knocked down if you get killed with a skill that inflicts Stun.

Hyper Active
bossing, gathering This is just a tough finisher for bosses, can be sometimes used on mobs to gather them but it's not as efficient. As every other Hyper Active, it's not affected by All Skill Damage, so its damage is even lower than faster and cheaper skills damage. It's used mainly for invisibility frames to avoid enemies' attacks. Because of the cooldown, you won't be using it very often.
Skill Use Tips
Actives
utility

There aren't many uses of this skill in dungeons. You don't need to gain additional Sacred Spirit Energy stacks because they are full faster than you could notice. Maybe it's useful for breaking Grey Cages and Spikes in 12-6.

Empowered
Persistent
Special Actives
utility

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, as the skill won't damage or bind enemies in mid-air.

Tip: It will deal all hits even if you cancel it, but won't bind the enemies hit.

Critical
Killing Blow (1)
utility

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 not sticking to Ara. The skill has potential but in the current form putting it on your skill bar is not worth.

Critical
Heavy
bossing, clearing

It's an excellent skill, yet it has cons. It's not good to cast in every position. Can deal damage from center orb and 2 outer orbs towards any enemy with certain positioning but mostly, you have no time to do that.
Rakshasa Inferno covers a large area (almost full screen) which is why it's also decent for clearing maps (though, you should use the [Mod] version for clearing). Be wary that it launches hit targets.

Haste
Critical
Passives
-

Increases the range of Spirit Balls when there is more than 5. They also have a chance to ignore guard and defense now.
When gaining energy, you have a chance to summon Rakshasa Spirit. It will be unleashed once you are consuming energy. It can be stacked up to 5 times. The effect won't be unleashed by skills and moves that don't consume orbs:

  • Dragon Stance 2: Pulling Thrust,
  • Life Swap,
  • Energy Absorption,
  • Tempest Dance,
  • Rakshasa Stance 3: Spear Prison,
  • Wolf Stance 3: Wolf Claw,
  • final Secret Art attacks,
  • Hyper Actives.
-

All attacks grant Sacred Spirit Energy that can be stacked up to 8 times. Wolf and Rakshasa Arts unleash them when they are casted. Wolf Art summons Wandering Energy (an additional attack). Once an enemy is hit by Sacred Spirit Energy, bleeding effect is applied. Sacred Spirit Energy is converted to Spiritual Energy that slows hit enemies down is unleashed by Rakshasa Art. Thanks to this passive, Energy Wave is divided to three and thus, its vertical range and damage increase.

Skill Use Tips
Actives
utility, buff

After activating it, one orb will be recovered each 5 seconds. It sometimes might be helpful (i.e. to trigger Pet Encouragement faster) but it's not a priority to get. The regular one is fine as well.

Tip: if the skill is combined with Unleashed Chi orb recovery whenever orbs are gained, you gain additional 3 orbs per 5 seconds from this skill.

Special Actives
clearing, bossing

Don't use this mod in PvE. Its damage is lower than the unmodded one, even if it's not cancelled. There is literally no reason to use it, it isn't very different from unmod, it just produces additional spheres protecting Ara if the skill is not cancelled. Does less damage in total than unmod as well.

Tip: This skill's second part won't knock hit enemies down.

clearing, bossing

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 where it does well. Take it while bossing for more damage.

bossing

Surprisingly, the use outside Secret Art has been found with the [Mod] version. You can clear some linear fields with it. Its range is not anything crazy but still could be useful. I recommend it for Add's Energy Fusion Theory speedruns. Be aware that it moves you slightly forward. Not a big fan of it.

Tip: This skill's second part won't knock hit enemies down.

bossing

This [Mod] is excellent. It has been changed with the Re:BOOT update, the change it was garbage. Now it creates five large energy fields that deal damage while spinning around. It is impossible to count its full hits because it never includes them all, but trying to estimate its max hits count results in getting around 100 hits maximum. Only large targets can take more damage. Its damage is very high regardless of the size of the enemy. You should stick to enemies to maximize damage dealt by this skill as the energy fields spawn in point blank and already start dealing damage, in front of Ara.

utility

It throws several spears similar to those in Spear Prison. Still has low damage and not enough bind duration for PvE. Although, it can be cancelled now (last hit is skipped) and won't lose its bind mechanic. Note that it lost its homing ability. You can consider using it in PvE sometimes, but it's still mostly for PvP.

Tip: This skill's second part won't knock hit enemies down.

bossing, clearing

This [Mod] has been changed with the Re:BOOT update as well. Now it creates five orbs which explode and similarly to Vortex Energy, their range is very high. I highly recommend this skill for clearing and for bossing depending on the boss. The only downside of this skill is that it bounces enemies far away and it's hard to recatch them all if the skill doesn't kill them alone.

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 (and sometimes bigger ones too).

Passives
- One of your most useful and urgent passives. Whenewher a Secret Art is used, grants All Skill Damage +20% buff (multiplicative to your current stats). Additionaly, it enhances Wolf Art with a capability of buffing Ara with Critical Damage +20% (Fear of Wolves - additive buff) and ignoring guard entirely once something is hit by the final step of Killing Howl. Rakshasa Art also applies an extra effect, but in the form of a debuff (decreases 40% of target's defense and Elemental Resistance by 100). All of them last 30 seconds.
-

First thing: after awakening, you recover 1 orb per second. With the Secret Art buff (look up Chi Release), it becomes 3 orbs per second. That's why it's a duty to stay awakened as Devi. It refills so much orbs that energy-consuming skills can be powered on their own. Don't focus on third-bead Awakening if you don't have it. It's nice to awaken with it because of Critical and Attack Speed buff but there's no need to change your patterns in Henir Challenge speedruns because you can't get the third bead. The effect is triggered not only with 3rd bead Awakening.

Decreases all debuff's duration that affect Ara by 30%. Spirit Balls will debuff hit enemies with Movement/Attack Speed decrease by 2% for 5 seconds that can be stacked up to 10 times (pretty much a PvP thing again). When gaining orbs, you will gain additional balls after using a Secret Art for 30 seconds. This is why using Secret Arts after 3rd job is very important.

Trivia: The additional orb recovery after casting Secret Arts has no visible effect icon but if it existed, it would be displayed along with Chi Release's buffs so just keep track of them and reapply them by performing Secret Art whenever needed.

Hyper Active
bossing

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.

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 something that I would like to mention.

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
1st All Master Skill Damage +11~14%
Stage 4 Master Skill Damage +12~15%
2nd All Master Skill Cooldown -20%
Stage 4 Master Skill Cooldown -18~20%
3rd Damage Dealt to Boss Monsters +12~15%

Master Skills without additional buffs may seem very weak. And there you go - Master Artifacts equippable on your Artifact pet through the Artifact window. They not only raise your Master Skill Damage, but can also provide other powerful stats.


Item Recommended Stats Tips
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.
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.
Stage 4 Master Skill Damage +8%
All Master Skill Damage +(2*Growth Stage)%
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 instead of Master Skill Damage but that's only if your Master Skill isn't very viable. Devi's one definitely is. Armor is not your priority however.
Stage 4 Master Skill Damage +8%
All Master Skill Damage +(2*Growth Stage)%
Those provide you almost the same stats as Armor, you can't get Damage Reduction though.
Skill Use Tips
Master Skill
bossing This one is too weak to do something but it doesn't change anything for you, it still has its own slot so you can bring it if further stages aren't unlocked yet.
bossing It has better range and damage, I'd use it when everything is on cooldown.
clearing, bossing Okay-ish range. You can use it to debuff hit targets with "Received Damage Increase +5%". It lasts only 5 seconds. It has very fast casting time and every hit applies the debuff so it can be extended a little bit.
clearing, bossing Almost the same as Stage 3, except that there is energy wave effect added that locks you in animation for longer. Makes the damage overall not that bad. Excellent tool for clearing. Use it on bossing when your main skills are cooling down. Works like charm on big bosses.
Master Active Force Skill
replacement of Drain Only good to use versus Dark Agate (12-8 boss) if Drain deals too low damage.
grouping targets An excellent skill for Henir speedruns, however can be most likely activated only once per run due to its extremely high cooldown. Can save a lot of time, grouping enemies and pushing them to you, perfect in combination with Ignition Spear.
Master Skill Damage 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
PvP Purely a PvP force but not even that good because of low proc chance and extremely high cooldown.
Master Skill Damage 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 also multiplicative with your current stats so it's really strong. Use it as Devi for clearing.
Master Skill Damage Passively increases Master Skill Damage and then, additionally, by 1% per 300k CP. Unique rarity is worth it. At 3m CP increases your Master Skill Damage by 20% (and that is the cap). Get Elite rarity minimum. The buff is additive to your current stats. Use it as Devi for bossing.
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.



Clearing (you can switch between Suppression, Infernal Circle
and Shadoweave; you can sometimes use [Mod] Energy Wave;
for harder maps I recommend [Mod] Energy Void in Transcendence slot; Ignition Spear in trans slot with [Mod] Rakshasa Inferno works well for 13-3: Trosh's Nest if it helps you with one shotting the bosses)
Low tier dungeons (SDs, Elrianode if geared; you can switch between
Suppression, [Mod] Energy Void and [Mod] Spear Prison); use this build if you really want to speedrun
Bossing (Henir, Add's Energy Fusion Theory without gear, Drabaki, Raid; you can
switch between Suppression, [Mod] Energy Wave and Infernal Circle, modding Rakshasa Inferno sometimes helps)
Add's Energy Fusion Theory (if decently geared for speedrunning)