Berserker

Community Guide
LAST UPDATED
February 2, 2026
Editors
Deca, Swoop, Fynnek, Katarmar

General Information
This guide is created by community members as a compilation of class related information. This is not meant as a new player guide; if you are a new player we suggest reading Maxroll’s Build Guides instead. If you have any feedback or want to help with class discussions, join our Discord! You can toggle builds you want to see at the top.

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How does my identity work?

Berserker Identity

Like Slayer, Berserker has a Fury meter that is filled by hitting the enemy with any attacks, and can be activated once full to enter Burst Mode.

While in Burst Mode, you are provided with the following effects:

  • 20% Attack and Movement Speed and 30% Crit Rate
  • Access to Berserker’s strongest skill, Bloody Rush (Z) which deals significant damage and has additional Push Immunity, Weak Point, and Stagger

Burst Mode can be cancelled with the X key.

After Burst Mode ends, a non-removable exhaustion debuff prevents you from gaining Fury meter from attacks for 30 seconds, unless you have the Body Activation Ark Passive activated.

How do the two builds compare?

Mayhem
Berserker's Technique
Summary

Transforms Burst Mode into an always-on Mayhem Mode, dealing sustained damage.

Focuses on quickly cycling in and out of Burst Mode, dealing frequent bursts of damage.

Pros
  • Relatively mobile
  • Straightforward rotation
  • Easy to pick up and understand
  • Very comfy
  • High amount of Push Immunity
  • Significantly higher damage ceiling
 
Cons
  • Lower damage ceiling than Berserker’s Technique
  • Doesn't play Ambush Master but around 70-80 % of our damage has a backattack modifier so hitting consistent attacks from the back is recommended.
  • Relatively immobile
  • Long animation locks
  • Heavily dependent on hitting all skills
  • Needs to manage drifting cooldowns or hit more back attacks
Mayhem
Summary

Transforms Burst Mode into an always-on Mayhem Mode, dealing sustained damage.

Pros
  • Relatively mobile
  • Straightforward rotation
  • Easy to pick up and understand
  • Very comfy
Cons
  • Lower damage ceiling than Berserker’s Technique
  • Doesn't play Ambush Master but around 70-80 % of our damage has a backattack modifier so hitting consistent attacks from the back is recommended.
Berserker's Technique
Summary

Focuses on quickly cycling in and out of Burst Mode, dealing frequent bursts of damage.

Pros
  • High amount of Push Immunity
  • Significantly higher damage ceiling
 
Cons
  • Relatively immobile
  • Long animation locks
  • Heavily dependent on hitting all skills
  • Needs to manage drifting cooldowns or hit more back attacks

Ark Grid Cores

Sun
Moon
Star
Order
Dark PowerDark Power
Dark TorrentDark Torrent
FrenzyFrenzy
Chaos
Flashy AttackFlashy Attack
Smoldering Strike | Absorbing StrikeSmoldering Strike|Absorbing Strike
AttackAttack
Notes

Core Information available >> here <<

Using Dark Rush during the duration of Red Dust's Attack Power buff (called Rage) will extend its duration by 3 seconds. Every core increases Dark Rush's damage in some way (omni-directional aslong as Destiny is active, big flat damage increases but longer cooldown, crit damage, casting speed). 

You must have Moon or Sun Core at 17p before you swap over to this build, assuming the other Cores are at least 14p.

Footage: YouTube

Ark Passives

Evolution
Crit
Crit
30/30
Swiftness
Swiftness
10/30
Boundless MP
Boundless MP
2/2
Illicit Spell
Illicit Spell
1/2
Strike
Strike
1/2
Unlimited Magick
Unlimited Magick
1/2
Critical
Critical
1/1
Master
Master
1/1
Blunt Thorn
Blunt Thorn
2/2
Enlightenment
Mayhem
Mayhem
3/3
Restore Fury
Restore Fury
3/3
Cold Fury
Cold Fury
3/3
Stampede
Stampede
2/5
Dark Enhancement
Dark Enhancement
3/3
Leap
Transcendent Power
Transcendent Power
x/5
Release Potential
Release Potential
x/5
Unleashed Power
Unleashed Power
5/5
Instant Spell
Instant Spell
2/3
Mutilate
Mutilate
3/3
Notes

This is the strongest and most flexible build. It can be played with any amount of crit synergies. For each crit synergy you have, remove 1 point from both Strike and Boundless MP and put 1 point in both Limit Break and Unlimited Magick. However, some players might not like being capped at 80% crit, which is why the other two options exist.

Spec enough Swiftness to reach the movement/attack speed cap, then invest the rest in Critical. The amount of evolution points you invest in Critical or Swiftness will depend on your bracelet and whether you eat a feast. It is heavily recommended to eat a feast on Blunt Thorn builds to run extra Critical.

No feast: 932 Swiftness
Event feast: 641 Swiftness

Move points from Illicit Spell into Limit Break if you don’t have mana issues. This will allow the evolution damage to benefit Bleed/Poison/Awakening. However, this is a very minor optimization.

Transcendent Power should be run over Release Potential if you do not have bracelet points to upgrade Mutilate or the raid is short enough that cdr on our T Skill doesn't make a meaningful difference (around 5 minutes).

Engravings

Core Engravings
Pick One
Notes
  • MP Efficiency provides the least damage but helps with sustaining mana (PLEASE DO NOT USE THIS ENGRAVING ON DARK RUSH ARK GRID, EQUIP FOCUS RUNES AND USE FOOD IF YOU'RE RUNNING OOM).
  • Mass Increase can also be used together with Cursed Doll or Master's Tenacity.

Skills

Core Skills
Red Dust
Red Dust
Level 10
1
1
1
Bleed

Synergy, Self Buff, Damage Skill

  • This skill should ALWAYS be used at level 10+ due to each level increasing the Attack Power you gain on cast. 24% at level 10, 18% at level 7.
  • This is your most important skill and gates your entire rotation. Avoid casting strong skills outside of its duration.
  • The damage gem on this skill can be put on Tempest Slash for a slightly higher ceiling in Trixion, but this is unlikely to be better in real fights.
  • Stagger: 21 units
Overdrive
Overdrive
Level 14
1
3
2
Galewind

Highest Damage Skill, Mid-High Stagger

  • This is our strongest damage skill, but does not have a back attack modifier.
  • Stagger: 100 units
Finish Strike
Finish Strike
Level 14
2
3
2
Galewind

2nd Highest Damage Skill, Weak Point, High Stagger

  • Gravitational Blow gives more DPS, but has a longer cast time. Higher ceiling, but makes your Red Dust window very tight and makes Finish Strike more missable. Run at your own risk.
  • Stagger: 146 units
 
Hell Blade
Hell Blade
Level 14
2
3
2
Galewind

3rd Highest Damage Skill

  • Earth Flip is not recommended due to skill CD de-sync and much lower DPS compared to its counterpart.
    Stagger: 69 units
Sword Storm
Sword Storm
Level 14
2
2
1
Galewind

Main Damage Skill, Mid-High Stagger

  • Using this skill at the start of your Red Dust rotation will include the entire DoT from Flame Storm inside your Red Dust window. However, this runs the risk of backloading your damage for very minimal damage gain. Choose your rotation at your own risk.
  • Stagger: 58 units
Mountain Crash
Mountain Crash
Level 14
1
1
1
Poison

Damage Skill, Counter, Mid Stagger

  • This skill is flexible and can be used as a counter and a damage skill.
  • Since it has stacks, you can keep a charge for countering and still use it as a damage skill.
  • Poison offers guaranteed damage value due to the extremely high uptime of the DoT from this rune.
  • Stagger: 71 units
Power Break
Power Break
Level 14
2
3
2
Galewind

Damage Skill, Weak Point

  • This is our weakest damage skill that is still used in the Red Dust rotation. If you find yourself unable to fit every single skill in Red Dust due to boss patterns, this is the one you should drop.
  • Magick Control can be taken if you are struggling with mana issues.

 

Shoulder Charge
Shoulder Charge
Level 1
Purify

Mobility

  • Used as a flexible mobility option.
  • Purify can be swapped to Quick Recharge when it is not needed.
  • Stagger: 21 units
Tempest Slash
Tempest Slash
Level 10
3
3
1
Vision

Damage Skill, Weak Point, Mid Stagger

  • Overwhelm can be used if you want more stagger.
  • Quick Recharge can be put on for lower cooldown on Fury Method.
  • Storm Slash has slightly higher damage and stagger, but a longer animation. Decide for yourself.
  • In order to run this skill, builds will need to remove skill points from Core Damage Skills.
  • The skill spread we recommend is as follows: Sword Storm 12/Red Dust 11/Mountain Crash 11/Power Break 10
  • Stagger: 66(74) units

T Skill and Awakening

Blood Slash
Blood Slash

This is the primary T skill for all builds that run the Strike node. While you do not have to land the back attack to benefit from Strike, we recommend trying to land the positional if possible to benefit from the inherent bonuses of hitting back attacks.

Blood Slash's cooldown is 10 seconds higher than Fury Method but its damage is slightly higher due to Strike and the Leap Tree nodes. 

Fury Method
Fury Method

This is the primary T skill for MP Furnace builds because it has no back attack modifier and is therefore not affected by Strike which we don't use on MP Furnace builds.

It's cooldown is 10 seconds lower than Blood Slash.

Awakening
Berserk Fury
Hyper Awakening
Rage Blade

Main hyper awakening for Mayhem, as it’s the higher damage of the two options.

Gem Priority

Gems are listed in order of most to least important from left to right. Grayed out icons are optional.
DMG
DMG gem 0DMG gem 1DMG gem 2DMG gem 3DMG gem 4DMG gem 5DMG gem 6

Choose between Red Dust and Tempest Slash for the 6th damage gem.

CDR
CDR gem 0CDR gem 1CDR gem 2CDR gem 3CDR gem 4

All cooldown gems should be the same level to not desync your Red Dust rotation.

Rotation

Rotation — Pre Ark Grid

DPS Distribution

Pre Ark Grid — DPS Distribution

FAQ

What's the strongest build?
111 and 333 are very close to each other that it comes down to what you enjoy more / can play better, so make your decision based on that. 
222 is weaker than both builds but not by a lot so if you enjoy this Ark Grid then play it, it's viable!


Is 111 - Dark Rush actually dead?

No, Koreans are overreacting. They changed the playstyle and therefore removed a bit of ceiling but raised the floor.

I'm always out of mana, what can I do?
- Use mana food / Azena's Blessing
- Use more Focus Runes
- Use MP Efficiency as an engraving (DOESN'T WORK ON DARK RUSH)
(1 % less damage than Cursed Doll + Master's Tenacity, 3 % less damage than Mass Increase)

Why are we not mixing Ark Grid Cores like other classes?
It's simple, because it's less efficient than using 111 222 333.
The slight exception to this being the Holding Ark Grid Sun Core, having this Core at 14 points activates Red Dust's Rage buff for 20 seconds if you can get any Moon Core to the point where you activate Destiny it's very valuable. 

How does Supersonic Breakthrough work?
Your Attack- and Movement speed must be 140%. After you reach 140% on both, 30% of the excess beyond that point is converted to evolution damage, to a max of 24%.
This means you need a total of 26.66% excess between Attack- and Movement speed.
Examples of this would be:
153.33% both Attack- and Movementspeed (13.33%+13.33%)
160.33% Movementspeed and 146.33% Attackspeed (20.33%+6.33%)
These are the minimum values you need to reach to cap out Supersonic.
Having Mayhem active, grants you 15 % Attack- and Movementspeed.

Feast is always recommended to use and mandatory if you play the Supersonic Breakthrough Build.
General Minimum Swiftness Requirements to cap Supersonic (excluding bracelet AS/MS roll):
1330 Swift (+9% Yearning, 5% Feast, 3% AS or MS Wine)
1417 Swift (+9% Yearning, 5% Feast, No Wine)
1708 Swift (+9% Yearning, No Feast/Wine)