Tempo-switching build alternating between a builder-spender playstyle and a faster-paced, rotation-free identity state.

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.

Souleater’s identity is a combined gauge system consisting of two distinct yet seemingly interdependent gauges.

The first identity gauge (Soul Stone Meter) comprises three (3) Soul Stones and can be filled on each use of Basic Attack, Ghast Skills and Stygian Skills. Deathlord Skills consume one (1) Soul Stone on use and cannot be cast without at least one (1) Soul Stone.

The second identity gauge (Possession Meter) is unsegmented and can be gradually filled with Basic Attacks, Deathlord Skills, and Stygian Skills. Upon reaching full Possession Meter, Deathlord Mode can be activated and lasts for 13 seconds or until all Soul Stones are consumed.
Upon Deathlord Mode activation, Damage Amplification is applied to nearby enemies for 10 seconds and you’re granted 10% Attack Speed, 20% Move Speed, and +20% Crit Rate for the duration of Deathlord Mode. While inside Deathlord Mode any Deathlord Skills used by consuming Soul Stones gain 20% increased damage in addition to damage bonuses from specialization.
Each specific Souleater class engraving choice slightly modifies how these gauges generally function. In order to learn more about how your identity is affected by these modifications please refer to the Night's Edge and Full Moon Harvester detailed engraving descriptions.

When using Night's Edge, Ghast Skills and Deathlord Skills gain 20/30/40% increased damage. However, the ability to enter Deathlord Mode is nullified, and the Possession Meter is replaced by the Edge Meter, which slowly depletes and can only be increased by casting Deathlord Skills.
Deathlord Skills generate 10% Edge Meter, no longer consume one (1) Soul Stone on use, and can be cast without any Soul Stones. Deathlord Skills can also be enhanced by consuming all three (3) Soul Stones. Soul stones are generated with Ghast Skills and Stygian Skills. Enhanced Deathlord Skills inflict 25/35/50% more damage and generate 30% Edge Meter. It takes about 4 enhanced Deathlord Skill casts in a short time period before you’re automatically forced into Soul Snatch Mode, Edge Meter increases occur regardless of successful hit and are triggered solely on cast, and casting a Deathlord Skill without all three (3) Soul Stones will not consume Soul Stones that you have already generated
At max Edge Meter you will automatically enter Soul Snatch State. Inside of Soul Snatch, 20% attack speed, 10% movement speed, and 300% combat resource recovery is granted along with a 120% damage increase and 40% cooldown reduction to Ghast Skills. However, inside of Soul Snatch, all Deathlord Skills are disabled.
Souleater builds can have a multitude of skills for various different reasons. Each skill setup is frequently described with a simple format that consists of a combined set of 3 numbers:
ABC (ex. 413)
A = Number of Ghast Skills
B = Number of Stygian Skills
C = Number of Deathlord Skills
Synergies are a buff your party benefits from. These only apply to your party and not the entire raid. Consistent synergies are up for most of the fight while Burst synergies are much more infrequent. | |
Damage Amplification | |
|---|---|
Consistent On hit, Damage to foes from all party members +6% | |
Skill | |
| Death Yard (12s) |
| Thrashing (10s) |
| Lunatic Edge (10s) |
| Deathlord Mode Activation (Z) (10s) |
Please note: The activation of Deathlord Mode (Z) provides the same party-wide synergy as all of the other skills listed above. The duration of this synergy should not be confused with the self-buffs or duration of Deathlord Mode. | |
Tempo-switching build alternating between a builder-spender playstyle and a faster-paced, rotation-free identity state.
Active builder-spender playstyle where you can unleash major burst damage with Deathlord Skills during Deathlord Mode.
Tempo-switching build alternating between a builder-spender playstyle and a faster-paced, rotation-free identity state.
Active builder-spender playstyle where you can unleash major burst damage with Deathlord Skills during Deathlord Mode.
While the Deathlord's Call + Moonlit Midnight combination is 'usable' for this build, prioritize using Dark Moon + Luminous Crescent
Meter Gen Skill, Mid Stagger, Paralysis Immunity
Synergy Skill, Paralysis Immunity, Back Attack
Damage Skill, Mid Stagger, Paralysis Immunity
Damage Skill, Weak Point Lv.1, Low Stagger
Counter, Low Stagger, Paralysis Immunity, Back Attack
Damage Skill, Weak Point Level 1, High Stagger, Paralysis Immunity
Damage Skill, Weak Point Lv.1, Mid Stagger, Paralysis Immunity
Damage Skill, Mid-High Stagger, Push Immunity
Hyper Awakening Skill (T Skill)
Classified as a Ghast Skill, hence it’s almost imperative to only use in Soul Snatch.
Generated three (3) Soul Stones in normal state which might be useful in rare cases.
Build - 413
Hyper Awakening Skill (T Skill)
Classified as a Deathlord Skill.
Can be enhanced with three (3) Soul Stones.
Build - 503
Deals a high amount of damage by continuously slashing forward and ends with a final massive strike.
This awakening is capable of generating three (3) Soul Stones.
Hyper form generates two (2) sets of three (3) Soul Stones allowing you to cast 2 enhanced Deathlord Skills.
NOTE: Do not aim to ‘fit’ your distribution to this distribution in every scenario. The optimal play at various raid scenarios may cause slight deviations from these charts. It is better to understand why these deviations may happen and if your decisions that caused deviations were optimal.
For example, with lower Soul Snatch uptime/use, Deathlord Skills will gain more DPS share. Expect Guillotine Swing or Vestige to have a bigger share occasionally. Some raids/group pacing might force such outcomes.
This distribution is end game focused and assumes Level 8 Damage Gems on all damage skills, Enlightenment 3/3 on Soul Decapitation and Leap 3/3 on Judgment. Awakenings and Bleed not considered.
Detailed Rotation Guide
WIP
Absolutely. Fatale Finale offers easier management and response to burst phases which can be beneficial in fast pushing raid groups. You would typically use it in place of the enhanced Vestige in the regular rotation. Don’t restrict yourself to this order as the benefit mentioned previously can allow you to use it at other points for the benefit of bursting and pacing. Another alternative playstyle is casting Soul Decapitation earlier than you normally would. This playstyle is sustainable due to multiple available Deathlord Skills. Bottlenecks shift to Soul Stone generation. Both playstyles offer a relatively higher floor across all content.
However, when you gain access to Soul Decapitation, there is more incentive to hover close to Soul Snatch during downtime occasionally based on pacing. Since you already gravitate to this playstyle of managing edge meter to make good use of Soul Decapitation, there is slightly less merit to using keep Fatale Finale for the previous benefits. The presence of an extra Deathlord Skill still helps in getting casts of Soul Decapitation with easier management and potentially fast buildup.
As a general guideline, you can follow this to know how to distribute your points.
| Progression Step | Notes |
| Soul Decapitation Lvl. 1 | Unlocking the ability to exit Soul Snatch + Getting a new damage skill is paramount |
| Soul Decapitation Lvl. 1 + Soul Enhancement |
Keep adding points to Soul Enhancement until next level of Soul Decapitation. |
| Judgment Lvl. 1 or Soul Harvester Lvl. 1 or Soul Searching Lvl. 1 |
Fatal Finale has a lower base cooldown and is much easier to get more casts off in general gameplay at Lvl. 1 Leap. |
| Soul Decapitation Lvl. 2 | Remove points from Soul Enhancement once this is available. |
| Judgment Lvl. 2 or Soul Harvester Lvl. 2 |
Although not perfect, Frenzy Scythe is easier to cast once every Soul Snatch. |
| Soul Decapitation Lvl. 3 | Remove points from Soul Enhancement once this is available. |
| Judgment Lvl. 3 | Skip last 2 levels of Enlightenment upgrade and work on getting Judgment Lvl. 3 which makes Frenzy Scythe casts per Soul Snatch consistent even with no Unlimited Magick nodes. |
| Soul Decapitation Lvl. 3 + Soul Enhancement |
Return to upgrading Enlightenment tree to gain more points for Soul Enhancement. |
How Much Cooldown Reaction Do I Need For Frenzy Scythe?
| Ark Passive Nodes | Approximate Cooldown |
| Unlimited Magick 2 Release Potential 5 |
30 seconds |
| Unlimited Magick 1 Release Potential 5 |
33 seconds |
| Unlimited Magick 2 | 35 seconds |
| Release Potential 5 | 36 seconds |
| Unlimited Magick 1 | 39 seconds |
| No cooldown nodes | 42 seconds |
There is no true fixed answer. What you need to consider is: