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Aion 2 Cleric Guide: complete PvE build (skills, stigmas, gear)
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Aion 2 Cleric Guide: complete PvE build (skills, stigmas, gear)

Aion 2 Cleric PvE guide: specializations for every skill, heals, passives, stigma builds, stats, gear, Arcanas, Genus Insight, Daevanion and macro.

by Iruminati
In shortAion 2 Cleric PvE guide: specializations for every skill, heals, passives, stigma builds, stats, gear, Arcanas, Genus Insight, Daevanion and macro.Updated on September 28, 2026

Introduction: the Cleric playstyle

Want to play Cleric in Aion 2 and be the best player in your group?

This Aion 2 Cleric guide gathers the whole build, step by step: playstyle, specialization of every skill, heals, passives, stigma builds, target stats, gear, Arcanas, Genus Insight, Daevanion and macro.

Important

This guide is 100% PvE. The Cleric PvP build is coming soon to the site.

The Cleric is the healer of Aion 2. Its heals go off instantly, and it keeps good damage between two heals.

Strengths
  • +Instant heals, no cast time
  • +Huge source of PvE Damage Tolerance for the group
  • +Good damage for a healer
  • +Complete kit: resurrection, immunity, shield
Weaknesses
  • −Very dependent on Critical Hit
  • −Sensitive to latency
  • −Mana management in long fights

Good to know before you start:

  • The Cleric is a critical-hit class. Condemnation, Bolt and its two main passives rely on it. Details are in the crit section.
  • Some thresholds are mandatory. Several skills only become truly effective at a specific level. Details are in each card below.

Why the Cleric needs crit

4 parts of the kit rely on critical hits:

  • Condemnation: its cooldown (3 s) is reset on every critical hit. Aim for 100% crit on this skill.
  • Bolt: its red line gives it a guaranteed crit.
  • Earth’s Grace: increases your Critical Damage Boost. A priority passive on gear.
  • Empyrean Lord’s Grace: increases your Critical Hit and Double Chance, and deals bonus damage (once per second). It makes up about 8% of your damage.

Understanding specializations

Each skill has 5 specialization lines, identified by a color: green, blue, yellow, orange and red. They unlock with the skill level.

Condemnation specializations in Aion 2
  • Level 8: lines 1 to 3, 1 specialization
  • Level 12: 4th line, 2 specializations
  • Level 16: 5th line unlocked
  • Level 20: 3 specializations

How do you get a main skill to level 20? You add up 4 sources:

SourceLevels gained
Base level10
Daevanion+4
Arcanas+4
Gear (rings)+2
Total20

Remember this rule: 4 points in Daevanion, 4 points in Arcanas, 2 points on gear. It applies to the 2 main skills: Condemnation and Radiant Recovery.

Two other skills also go to level 20: Divine Aura and Healing Light.

Active skills

Skills follow the order of the in-game skill window. For each one, here are the specializations to enable depending on its level. The color dot shows the matching line in the game.

Earth's RetributionEarth’s Retribution

Your left click. It has two uses: recovering mana and reducing Bolt’s cooldown. Level 12 is enough.

Lv. 8
+20% Discharge trigger
Lv. 12
+20% Discharge trigger-7 s Bolt CD (on Discharge)

Each Discharge reduces Bolt’s cooldown (45 s base). In 3 or 4 Discharges, the reduction adds up fast.

Judgment ThunderJudgment ThunderImportant

The early game priority. Get it to level 16 as fast as possible, from your first dungeons.

Lv. 8
+12% damage (few targets)
Lv. 12
+12% damage (few targets)?Your choice
Lv. 16
Divine Punishment ×2+12% damage (few targets)

The red line triggers Divine Punishment, the chained hit, a 2nd time. The damage lands twice with no extra animation: close to +50% DPS on this combo.

Debilitating MarkDebilitating Mark

A DoT (damage over time) to keep on the target at all times. If it is available, cast it: put it in the macro.

Lv. 8
-15% enemy Defense
Lv. 12
-15% enemy Defense?Your choice
Lv. 16
-15% enemy DefenseIgnores block and evasion
  • Never skip the blue line: its effect on the target is huge.
  • Level 12 is enough in late game: the skill then makes up less than 2% of your damage.

Divine AuraDivine Aura

A stationary aura that hits the target for 8 s. Take it to level 20 eventually, after Judgment Thunder and Condemnation.

Lv. 8
+50% attack speed
Lv. 12
+3 s duration+50% attack speed
Lv. 16
-10 s CD+3 s duration
Lv. 20
-10 s CD+3 s duration+50% attack speed

On paper, attack speed does not increase total damage. In combat, the aura can be destroyed: the faster it hits, the more hits it lands before it falls.

Chain of TormentChain of Torment

The skill that opens Condemnation. Level 12 is enough.

Lv. 8
+3 s DoT
Lv. 12
+3 s DoT-10% enemy PvE Damage Tolerance

The blue line extends the effect on the target: Condemnation stays available longer.

CondemnationCondemnationMain skill

Your number 1 damage skill. It can only be cast on a target hit by Chain of Torment. Take it to level 20.

Lv. 8
+12% damage (few targets)
Lv. 12
Reset on crit+12% damage (few targets)
Lv. 20
Reset on crit+12% damage (few targets)Multi-Hit

The orange line is the most important one in the whole kit: every crit makes the skill available again. Multi-Hit comes last, its gain is moderate.

BoltBolt

A big charged skill (3 charge levels). Level 16 is enough.

Lv. 8
+30% Skill Speed
Lv. 12
+30% Skill Speed+20% damage (few targets)

The yellow line is essential: if an ally takes damage during the charge, you switch back to healing faster.

DefianceDefiance

It removes crowd control and makes you immune to it for 5 s. No need to level it in PvE: avoid giving it Arcana levels.

Lv. 12
Chains into Blessing of Regeneration+10% HP on activation
Note

On to the healing skills. Outside of stigmas, the Cleric only has 3. All of them go off instantly: heals come out extremely fast with this class.

Light of RegenerationLight of Regeneration

A heal over time (30 s) for the whole group. Simple rule: if it is available, cast it. Take it to level 16.

Lv. 8
+5% Defense
Lv. 12
+5% Defense+5% movement speed
Lv. 16
+5% Defense+5% PvE Damage Tolerance
Lv. 20
+5% Defense+5% PvE Damage Tolerance+5% movement speed

Level 20 is a viable choice, but level 16 makes very little difference.

Healing LightHealing Light

The kit’s targeted heal. It heals the ally with the lowest HP. Level 12 is enough, level 20 is possible.

Lv. 8
+2 charges
Lv. 12
+2 charges+2% HP restored
Lv. 20
+2 charges+2% HP restored-2 s CD

Both lines combine: 3 charges of a very short heal to spam on an isolated ally. Put it on an easy-to-reach key (A by default).

Radiant RecoveryRadiant RecoveryMain skill

The Cleric’s most important skill. It heals the whole group within 40 m, with no target to select, and removes 1 debuff. Get it to level 16 from your first dungeons, then to level 20.

Lv. 8
+1 charge
Lv. 12
+1 charge-3 s CD
Lv. 16
+1 charge+5% HP restored
Lv. 20
+1 charge+5% HP restored-3 s CD
  • The red line is crucial. It restores an extra 5% of the target’s HP, boosted by your Heal Boost: about 9% around 2,600 Gear Score. It is what keeps your heals relevant as the group’s HP grows.
  • The 3 lines reinforce each other: the extra charge and the shorter cooldown let you recast the skill very often.
  • Ignore in PvE: the orange line (+10% incoming heal) and the green line (debuffs removed).

PvE Damage Tolerance

The Cleric is the group’s main source of PvE Damage Tolerance. This stat directly reduces incoming damage.

Each point gained has more effect than the previous one. According to the patch notes, it would be capped at 80%.

Example: you start at 36.8%. With Light of Protection (+20%), Light of Regeneration (+5%) then Yustiel’s Power, you go past the cap.

Passives

Two passives dominate everything else: they are also the 2 passives to look for on gear and in Arcanas.

TierPassiveWhat it gives
0Earth's Grace Earth’s GraceCritical Damage Boost and Accuracy. Priority on gear.
0Empyrean Lord's Grace Empyrean Lord’s GraceCritical Hit, Double Chance and bonus damage on each attack (once per second)
1Healing Enhancement Healing EnhancementHeal Boost, based on your Attack
1Immortal Veil Immortal VeilMore Defense
3Warm Benediction Warm BenedictionMore max HP
  • Earth’s Grace and Empyrean Lord’s Grace should go as high as possible.
  • The rest: spread your remaining points.
Note Your Heal Boost depends on your Attack. Anything that raises Attack also raises your heals.

Stigmas

Stigmas are special skills that boost your character. At launch, you will only have 4 slots. Each stigma gains a line every 5 levels (5, 10, 15 and 20).

For the Cleric, almost every stigma is situational: you swap them depending on the content and your group. The options by role come right after the cards.

Yustiel's PowerYustiel’s Power

The defensive option. +20% PvE Damage Tolerance for the group for 10 s. Cast it when you know the fight and can anticipate big damage. Take it to level 5: the gain is significant.

Lv. 5
Shield of 10% max HP (+2 s duration)
Lv. 10
+100 Block and Evasion
Lv. 15
+20% Status Effect Resist
Lv. 20
+10% PvE Damage Tolerance

Light of ProtectionLight of Protection

A group aura: PvE Damage Boost, PvE Damage Tolerance, incoming heals and more. Essential without a Chanter in the group. Aim for level 15 for your first Ludra.

Lv. 5
+10% Incoming Heal
Lv. 10
+100 Accuracy
Lv. 15
+10% max HP
Lv. 20
+10% Perfect Chance

The +10% HP at level 15 makes the difference. A fragile class with 19,000 HP goes up to nearly 21,000 HP: enough to survive an attack that would have killed it.

Note It does not stack with the Chanter’s Undefeated Mantra: only the highest level applies. With a Chanter in the group, you can replace it.

Prayer of AmplificationPrayer of Amplification

Keep it in almost every build. +35% Attack for 20 s, and your 2 Grace passives boosted. Since Heal Boost depends on Attack, it also boosts your heals.

Lv. 5
+20% PvE Damage Boost
Lv. 10
Empyrean Lord’s Grace effect ×1.5
Lv. 15
Earth’s Grace effect ×1.5
Lv. 20
+15% Attack

AbsolutionAbsolution

A group heal that removes debuffs. It only really takes off at level 15. Aim for at least level 5: at level 1, take it off your bar.

Lv. 5
-30 s CD
Lv. 10
Removes all debuffs
Lv. 15
+5% HP restored
Lv. 20
Restores 1.5% HP every 2 s (10 s)

Summon ResurrectionSummon Resurrection

For a group that dies often and wants to save its resurrection stones. Aim for level 5: without it, the 1 s cast discourages players, who use their stone without waiting.

Lv. 5
-1 s cast time
Lv. 10
Invincible 3 s after resurrection
Lv. 15
Restores 20% max HP
Lv. 20
Invincible 5 s after resurrection

Noble AuraNoble Aura

An offensive aura that follows the Cleric and attacks its target. Play it at level 1 or 5, or straight at level 20: in between, the gain is small. Points to spare? Put them into Prayer of Amplification instead.

Lv. 5
+200 aura Critical Hit
Lv. 10
+20% damage on Debilitating Mark targets
Lv. 15
+30% damage on crowd-control immune targets
Lv. 20
-1 s aura attack cooldown

Earth PunishmentEarth Punishment

A DoT that guarantees Condemnation crits on the target, plus an Attack and Double Chance buff for the group. Its effect stays limited before levels 10 and 15. Put it in the macro.

Lv. 10
+10% Double Chance (you), +5% (group)
Lv. 15
+10% Attack and Defense (you), +5% (group)
Lv. 20
+10 s duration
Note Its Earth’s Blessing buff does not apply if the Chanter’s Power of the Storm is active.

SalvationSalvation

Your immunity: 3 s with no damage and no effects. It blocks most big hits, but not attacks meant to kill in one hit (bosses’ instant-death mechanics).

Lv. 5
+100% Incoming Heal
Lv. 10
Restores 20% max HP at the end

It is a crutch: take it only on content whose strategies you have not mastered yet.

BenevolenceBenevolence

The cleanse option: it removes 1 debuff every 5 s. It becomes excellent at level 15: before that, its heals stay weak.

Lv. 5
+10 s duration
Lv. 15
Restores 2% HP every 5 s

Stigma builds

About ten stigmas work well with the Cleric. The choice mostly depends on the group composition.

A Chanter in the group? Earth Punishment and Light of Protection can be dropped, depending on the Chanter’s stigmas.

Then pick based on what the group needs:

OptionStigma
DefensiveYustiel’s Power
HealingAbsolution
CleanseBenevolence
DamageNoble Aura
ComfortSummon Resurrection
InvulnerabilitySalvation

Adapt your build to each situation. Two examples:

  • Offensive build: Prayer of Amplification, Noble Aura, Earth Punishment and Light of Protection.
  • Defensive build with a Chanter: Noble Aura, Yustiel’s Power, Absolution and Prayer of Amplification.
Note These are only examples: every build depends on your group. The game lets you save several skill presets (tabs 1, 2 and 3 at the top of the skill window).

Target stats

Stat wheel and divine stats in Aion 2

As with almost every class, Attack comes first. Look for plenty of Might: this stat increases your Attack by a percentage (Attack Increase). For the Cleric, Attack also increases your heals.

Then, 4 divine stats make the difference:

  • Destruction [Zikel]: increases Attack.
  • Wisdom [Lumiel]: increases Double Chance.
  • Time [Siel]: increases Combat Speed.
  • Illusion [Kaisinel]: reduces cooldowns, your buffs come back more often.

Where to find them? On Pantheon artworks and on abyssal bracelets.

Finally, keep an eye on your Critical Hit: the goal is to crit on almost every Condemnation.

Late game gear

Warning This gear is a very late game goal. It is not meant for the start of the server.

The target gear is the Splendent Ebony Dragon Lord crafted set, the most expensive in the game. Every piece is upgraded to the max enhancement level (+20) with max potential.

The golden rule of Soul Binding

Each piece has random stats: Soul Binding. On armor and jewelry, 2 passives always come back: Earth’s Grace and Empyrean Lord’s Grace.

In the table, passives are in purple and active skills in blue.

Note The Philosopher’s Stone does not exist yet on the global version. It will come to the European version, with no known date. Consider it an option for later.

Soul Binding by gear piece

PieceMandatory linesYour choicePhilosopher’s Stone
Mace (weapon)Might, Precision, Combat Speed, Weapon Damage Boost, Damage Boost–Any useful line, depending on your other choices
Guard (off-hand)Might, Precision, Combat Speed, Weapon Damage Boost, Damage Boost–Any useful line, depending on your other choices
HelmetDouble Chance, Attack Increase, Earth’s Grace, Empyrean Lord’s GraceIncoming Heal, Critical Hit or AttackAny useful line, depending on your other choices
PauldronsCritical Damage Boost, Double Chance, Earth’s Grace, Empyrean Lord’s GraceDefense Increase, Attack or Critical HitAny useful line, depending on your other choices
ChestDamage Boost, Earth’s Grace, Empyrean Lord’s GraceDefense Increase, Perfect Chance, Attack or Critical HitAny useful line, depending on your other choices
LegsAttack Increase, Earth’s Grace, Empyrean Lord’s GraceDamage Tolerance, Perfect Chance, Critical Hit or AttackAny useful line, depending on your other choices
GlovesCombat Speed, Earth’s Grace, Empyrean Lord’s GraceDefense Increase, Perfect Chance, Attack or Critical HitAny useful line, depending on your other choices
CloakDouble Chance, Attack Increase, Earth’s Grace, Empyrean Lord’s GraceAttack or Critical HitAny useful line, depending on your other choices
BootsMovement Speed, Earth’s Grace, Empyrean Lord’s GraceDefense Increase, Perfect Chance, Attack or Critical HitAny useful line, depending on your other choices
Earrings (×2)Might, Movement Speed, Earth’s Grace, Empyrean Lord’s GracePrecision, Attack or Critical HitAny useful line, depending on your other choices
NecklaceMight, Combat Speed, Earth’s Grace, Empyrean Lord’s GracePrecision, Attack or Critical HitAny useful line, depending on your other choices
Rings (×2)MightThe skills your build is missingAny useful line, depending on your other choices
Abyssal bracelets (×2)Illusion [Kaisinel], Time [Siel], Wisdom [Lumiel], Destruction [Zikel]–Death [Triniel] (Critical Hit) or Freedom [Vaizel] (Accuracy)
  • Rings: the most flexible part of your gear. First get your Arcanas to +5, then use the rings to fill in the missing skill levels.
  • Amulet and belt: not important.

See every possible Soul Binding stat by gear piece (image)

Manastones

On Superior Manastones, aim for the Ultimate tier:

  • Damage Boost +100
  • Weapon Damage Boost +100
  • Critical Damage Boost +100
  • Back Attack Damage Boost +100, one step below the others

No Ultimate line? The best alternative is Attack +10.

Theostones

Theostone Traufnir's Courage in Aion 2

The differences between Theostones are small. The best option: any Theostone with a 1% chance to deal big damage.

Example: Traufnir’s Courage, 1% chance to deal 10,000 fire damage.

Arcanas

Arcanas give a divine stat and skill or passive levels. The goal: +4 on your 4 level 20 skills (Condemnation, Radiant Recovery, Divine Aura, Healing Light) and as much as possible on your 2 Grace passives. All cards are at +5.

Optimization example

The end result is what matters. You can spread your points however you like between cards.

CardDivine statSub-skills
Chalice of Vigor (Grail)Time [Siel]Radiant Recovery 1, Healing Light 2, Earth’s Grace 3, Empyrean Lord’s Grace 3
Parchment of VigorLife [Yustiel]Condemnation 4, Radiant Recovery 3, Chain of Torment 1, 1 skill of your choice
Compass of MagicDeath [Triniel]Divine Aura 4, Healing Light 2, then Lightning Strike Scattershot and Judgment Thunder (the rest at random)
Bell of MagicDestruction [Zikel]Empyrean Lord’s Grace +4, then Immortal Veil, Warm Benediction, Survival Willpower
Mirror of MagicWisdom [Lumiel]Earth’s Grace +4, then Healing Enhancement, Radiant Benediction, Heal Block
  • Result: +4 on Condemnation, Radiant Recovery, Divine Aura and Healing Light. +7 on Earth’s Grace and Empyrean Lord’s Grace.
  • Compass: avoid levels on Defiance, they would be wasted.
  • Set bonuses: they have very little impact. Pick your cards for the divine stat they give.
Note A 5th skill at level 20 is theoretically possible. On the Chalice, replace Earth’s Grace 3 with Bolt 3: you then get +4 on Bolt, Healing Light, Radiant Recovery, Divine Aura and Condemnation. It is very hard to get: not a realistic goal.

Wings

Three choices, depending on your goal:

WingsMain effect (equipped)
Forest Spirit WingsBoss Damage Boost and Boss Attack
Dark Veil WingsDamage Boost and Attack Bonus
TalisraCooldown Reduction

Genus Insight

Genus Insight is filled family by family (Cogni, Fera, Natura, Varian and Special). Each family has 9 slots, with the same pattern (except slot 4, specific to each family):

SlotStat to take
1Attack Bonus (otherwise Critical Attack or PvE Attack)
2HP increase
3Critical Hit (Accuracy if you lack it)
4Depends on the family: Cogni Critical Damage Boost, Fera Weapon Damage Boost, Natura Perfect Chance or Multi-hit Chance, Varian Back Attack Damage Boost, Special Double Chance
5Attack Bonus (otherwise Critical Attack or PvE Attack)
6Critical Hit
7Critical Hit
8HP increase
9Critical Hit (Accuracy if you lack it)

Pantheon

For artworks, always aim for the same 4 stats: Wisdom, Destruction, Time and Illusion. Life and the other stats are not a priority.

For statues, use what you have. The Kromede and Zikel statues are a priority for the stats they give.

Daevanion

Daevanion adds skill levels. Take all the golden nodes: they are the +4 on main skills and key passives.

The rule is simple: take every skill and every passive.

SkillDaevanion bonus to aim for
All active skills+4
All passives+4

Rotation and macro

The skill chain

The macro handles your damage. Place your skills in 2 rows. The order matters.

  • Row 1: Prayer of Amplification, Chain of Torment, Light of Regeneration, then Condemnation.
  • Row 2: Debilitating Mark, Earth Punishment, Divine Aura, then Judgment Thunder.
  • Outside the macro: Lightning Strike Scattershot with Noble Aura above it, Bolt and Earth’s Retribution.
Cleric skill chain in Aion 2

The game casts the first available skill of each row. The first skills of each row go off again as soon as their cooldown ends. The rest of the time, the macro spams Condemnation and Judgment Thunder.

The in-game macro

The in-game macro holds the head of each row: Prayer of Amplification then Debilitating Mark, with a 10 ms delay.

Prayer of Amplification and Debilitating Mark macro

Do not forget to bind a key to the macro in the game options.

How to play

  1. Hold the macro key: this is what deals the most damage.
  2. Cast Noble Aura manually: it stays active for 5 minutes.
  3. Bolt and heals manually: Bolt, Radiant Recovery and Healing Light are cast while the macro runs.
  4. Long fight and mana running low? Also hold left click (Earth’s Retribution). It slots in between skills (« weaving ») and restores mana, at the cost of a little damage.
Tip A perfect weave is visible in game: a shadow silhouette detaches from your character. How regular it is depends on your ping and attack speed.

Bonus option: the mouse macro

Do you have a Logitech mouse, or any mouse with macro software? Create a macro that holds the in-game macro and the basic attack. Example with G Hub:

  • Macro type: repeat while held.
  • Keys: the in-game macro key (here =), then the basic attack secondary key (here ^).
  • Standard delays off: delete every delay and release, so both keys stay pressed.
  • Save, then bind the macro to right click (or the button of your choice).
Cleric G Hub macro with the in-game macro and the basic attack

In game, set ^ as the secondary key of the basic attack (Quick Slot menu). You then just hold right click: the macro and the basic attack run together. Bolt and your heals are still cast manually.

Tip It is the same as holding « right click + left click », with slightly more regular weaving (basic attacks slotted between skills). The damage gain is small. And it is allowed.

More details on macros in the Aion 2 Bible.

Conclusion

The Cleric heals fast, protects the group and keeps good damage thanks to crit.

Key points to remember:

  • Judgment Thunder at level 16 from the start, then Condemnation, Radiant Recovery, Divine Aura and Healing Light at level 20.
  • Earth’s Grace and Empyrean Lord’s Grace first on gear, Arcanas and passives.
  • Aim for 100% crit on Condemnation, then switch to Earth’s Grace.
  • Stigmas adapted to the group composition, with Prayer of Amplification almost always.
  • Might, Destruction, Wisdom, Time and Illusion as target stats.

FAQ

What are the Cleric’s main skills in Aion 2?

Condemnation and Radiant Recovery, to take to level 20, like Divine Aura and Healing Light. Judgment Thunder at level 16 is the early game priority.

Which stigmas should the Cleric take in PvE?

It all depends on the group composition. Prayer of Amplification is almost always there. Then add the option your group lacks: Yustiel’s Power (defense), Absolution (healing), Benevolence (cleanse), Noble Aura (damage), Summon Resurrection (comfort) or Salvation (invulnerability).

Why does the Cleric need crit?

Every crit resets the cooldown of Condemnation, its best damage skill. Its two main passives, Earth’s Grace and Empyrean Lord’s Grace, are also tied to crit.

How do you get a skill to level 20?

Start from base level 10. Add +4 from Daevanion, +4 from Arcanas and +2 from rings.