Getting started

Hello, welcome to my revised Devi guide! I felt like the older one was way too chaotic, so that’s why I rewrote it. Just a bit of info about who I am and why I wrote this guide.

I saw no really helpful guides about her in the Internet, most of them contained misleading or outdated info.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 wanted to share most of 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 (SE) based on command hit count (6 for 1 SE). Killing enemies recovers SE 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 SE instead. Second path uses both MP and SE for her skills to work. Third path uses them as bonus points that increase her skill damage.

You can gain SE 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 SE 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 SE, depending on the skill used (if something was hit). For example, if you cancel Infernal Circle with Energy Wave, you lose 2 SE at the beginning and regain 3 SE at the end (a total of 5 SE but remember you had lost 2 SE 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 SE 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 barely used by Devi, as she’s getting a better counterpart in her further skill tree. Only use it while leveling for more orbs, later it becomes redundant. It drains orbs from up to 2 targets and requires them to be hit by the skill so I won’t recommend taking it over Life Swap.

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, 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 awfully slow and doesn’t feel that great to use, yet you can call it completely free for Devi because of her SE recovery in Awakening with Secret Art buffs. I won’t recommend it though, it’s still pretty risky to use up all of your SE 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, unless you want to take it for more iframes just to survive in Raid.

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 you slightly backwards, causing Ara 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 into their first phase).
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. They aren’t used outside of Secret Arts.

Skill Use Tips
Actives
utility

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

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

This skill is very similar to Shadoweave by its mechanic. It can be used for energy gain as well. Nevertheless, it’s more common to use while clearing maps, but it lacks damage if you are not enough geared. Not to mention, it has amazing iframes and sometimes in Raid 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 does not hit it at all.

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 or damage to be useful. Sometimes, it’s still good to take to gather enemies in Henir or while clearing. It applies defense reduction debuff, take it for raid if you don’t deal damage. It will always help.

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 Secret Wolf 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 will not 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. However, is still showcases Tenacity Skill-Cut-In.

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 too short.

Regenerating (2)
Powerful
buff

Provides a +10% Magical Attack Power (+13% with Killing Blow (1)) and Magical Defense buff for 10 or 13 seconds with Killing Blow (2). It also makes Ara able to reflect several magical projectiles while it’s up. It costs only 1 SE, why wouldn’t you bring it?

Killing Blow (1)
Killing Blow (2)
Special Actives
bossing and sometimes clearing

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

It pulls in enemies behind you to deal all hits. It’s pretty simple to use and will deal full hits in 95% of cases. You should stick to most of enemies for the best performance. (However, Herna Orb is allergic to this, 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 Secret Rakshasa Art. It is used often to deal high damage, gain energy or reduce cooldowns. Purgatory spreads several energy balls that deal enormous amount 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. Please beware hitting nothing with Purgatory because you will lose a lot of SE, unless you’ve got Awakening activated.

It requires 5 SE to be casted. However, Soul Reaping cancels itself, returning 3 SE before casting Energy Burst, making it possible to use the art with 2 SE. It requires sticking to the enemy. If you are too far from the enemy, Purgatory will require 5 SE, instead of previously mentioned 2, to be casted.

Tip: The whole Secret Art has the highest MP usage if compared to all of Devi’s skills, excluding Hyper Actives.
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 is her only cooldown reduction apart from Transcendence slots but it’s enough as it has no reactivation cooldown and is not calculated with the use of remaining cooldown.
-

Resurrection is the type of passive that grants you a free revieve. It is 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 SE to regenerate HP based on its count. For quick recovery after being resurrected, awaken and trigger Secret Art buff. If you have both buffs, the SE you've lost will be quickly recovered.

The resurrection attempt will only occur if you have at least 5 SE. It will be suppressed if you get killed with one hit that exceeds value of HP after being resurrected. Also, you won'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 is 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

I don’t see any use PvE of this skill. You don’t need to gain additional Sacred Spirit Energy stacks because they are full faster than you could notice. Maybe it is useful for breaking Grey Cages and Spikes.

Empowered
Persistent
Special Actives
utility

It 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 it won’t bind the enemies hit.

Critical
Killing Blow (1)
utility

The skill has a suction effect but it has very small range. Explosion damage is interesting because it’s very high vertically but sadly, it hardly does any damage. Vortex Energy’s potential is wasted. On top of it, if you are sticking to an enemy, it may completely miss due to its hitbox not sticking to Ara. I don’t recommend bringing it. Take it only if you need additional iframes.

Critical
Heavy
bossing, clearing

It’s an excellent skill, yet it has cons. It’s not good to cast in every position. It 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 SE. 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:

  • 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, they will bleed. Sacred Spirit Energy is converted to Spiritual Energy that slows hit enemies down when it’s unleashed by Rakshasa Art. Thanks to this passive, Energy Wave is divided to three and its vertical range and damage increase.

Skill Use Tips
Actives
utility, buff

After activating it, one SE will be recovered each 5 seconds. It sometimes might be helpful but it’s not a priority to get. The regular one is fine as well.

Tip: if the skill is combined with Unleashed Chi SE recovery whenever SE is gained, you gain additional 3 SE 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 leaves some balls which protect Ara (if you don't cancel, that is, so it’s even more irrelevant) and for the sake of that, does less damage.

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 if you are geared enough. 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. Now it creates five large energy balls that deal damage while spinning around. It is impossible to count its full hits because it never includes them all. Only large targets can take more damage. Its damage is very high, though. You should stick to enemies to maximize damage dealt by this skill.

utility

It throws several spears similar to those in Spear Prison. It 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 balls 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, it grants All Skill Damage +20% buff. Additionaly, it enhances Wolf Art with a capability of buffing Ara with Critical Damage +20% (Fear of Wolves) and ignoring guard entirely. However, you have to hit something to get the buff. Rakshasa Art also applies an extra effect, but in a 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 SE per second. With the Secret Art buff, it becomes 3 SE. That’s why it’s a duty to stay awakened as Devi. It refills you so much SE that your 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.

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 SE, 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: Its tooltip is wrong. It essentially recovers SE in any bead awakening, not only in Eun Mode. The additional SE recovery after casting Secret Arts has also no visible effect icon but if it existed, it would be displayed along with Chi Release’s buffs.

Hyper Active
bossing

It has safer iframes and doesn’t require positioning. Probably not in high demand to unlock it, but it’s nice to have it.

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.
clearing, bossing It just does more damage than Stage 3. Great to take it as the value isn’t that low after all. Still, would use it when everything else useful is on cooldown.



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)