Spiritmaster

How the spirits work, 3 or 4 spirits, and the build

Updated Oct 24, 2026Region Global
Sections
  1. The question: rotate spirits, or keep one out doing damage?
  2. 3 spirits or 4 (does Wind belong in PvE)?
  3. Step by step for a new Spiritmaster
  4. Spirit reference
  5. PvE build in brief (aion2sm Global Season 1, updated 2026-10-03)
  6. Passives over actives (KR)
  7. What the top 20 KR/TW Spiritmasters run (NotMeter, 2026-10-04) [Data]
  8. Open questions
  9. Sources

The question: rotate spirits, or keep one out doing damage?

Rotate them. Summon every spirit as soon as its cooldown is up, and summon Fire last so Fire is the one left out. Leaving one spirit out to "do damage over time" is a DPS loss. All sources agree on this, and the tooltips explain why:

  1. Only one base spirit stays out at a time. Summoning a new spirit replaces the current one; the others only pop out for a moment. The Ancient Spirit (a stigma) is the only exception: it stays for 30 s alongside the base spirit. [Creator, consistent: DankRNG 10:00-11:00, Augustt0 01:25, aion2sm]
  2. Every summon makes the spirit use its skill right away. Each spirit skill gives you 1 element, and 4 elements unlock Elemental Fusion, the class's biggest hit. [Data]
  3. A spirit left out only uses its skill on a 10-15% chance each time its basic attack lands (3 s internal cooldown). So one parked spirit builds elements much more slowly than summoning on cooldown. [Data]
  4. Summoning also feeds other passives and skills:
    • Spirit's Descent: your attacks get a 50% chance of extra damage for 10 s after any summon, or 30 s after the Ancient Spirit.
    • Dimensional Control triggers every time a spirit uses its skill.
    • Element Unification gives +1.1% crit damage per spirit-skill hit, stacking up to 5 times. [Data]
  5. On screen: Augustt0 left one spirit summoned, and his DPS meter showed low Elemental Fusion damage, which he blamed on "I didn't rotate much". [Creator]

Why Fire last: of the base spirits, Fire does the most damage, so the written guide says to finish each rotation with Fire. It then keeps fighting while the other spirits' cooldowns come back. [aion2sm]

Snapshot rule: a spirit takes your stats and buffs at the moment you summon it. So buffs go up first, then summons. Keep the 5-stack basic-attack buff active (+2% Attack per stack, from the Cold Shock spec "on landing Earth Tremor") and summon inside it. [aion2sm, DankRNG; the +2%×5 is Data]

3 spirits or 4 (does Wind belong in PvE)?

This is still debated. These are the facts each side uses:

SourceSaysEvidence
aion2sm written guide (Evripides, 700k CP)3 spirits (Water, Earth, Fire). Wind isn't used in PvE, and its Daevanion node is skippedTheory and testing; no numbers published
DankRNGSame: "using the wind spirit in PvE is not worth it at all". Adding it costs DPS on Jointstrike and Elemental Fusion, and its crit scaling is wastedHe says Wind has "the lowest base damage", but the tooltip disagrees: Wind's skill is 273 + 111% Attack AoE, more than Fire's 68 + 120%
aLuckyRO (Global guide)4 spirits early on, then drop Wind after about a week, once attack speed and gear let 3 spirits reach FusionHis on-screen claim: Water, Fire, Water, Earth didn't unlock Fusion until he added Wind. That would mean all 4 elements must be different, but the tooltip only says "4 stacks". Unverified
geunpal (KR #1-server SM, 2026-08)"Throw Wind away"Build video
득근앤겜 (KR, 2026-09-08)Moved to 4 spirits, and says it's personal preferenceSays some players find 3 spirits stronger
Storyteller (KR, 2026-09-20)4 spirits: clearly more hits and slightly more damageSame specs, stigmas and fixed cycle, 3 runs each: 3 spirits ≈ 5.7M / 5.9M / just under 6M; 4 spirits ≈ 5.9M / (lower, not stated) / 6.1M, with 1,000+ hits per run. He notes Fusion's 25% recharge chance causes big run-to-run variance
Storyteller (pinned reply)Used 3 spirits earlier "because using all four spirits casting Elemental Fusion less frequently". Switched after hearing it doesn't significantly affect Fusion uptimeComment
Commenter on Storyteller's testWith 4 spirits, the left-click attack buff builds more slowly and sometimes dropsComment [Community]

Bottom line:

  • Both setups are within a few percent of each other.
  • Early or low gear: 4 spirits is fine. Wind also heals: 1.5% of your HP per attack it lands, plus a heal on its skill.
  • Geared and min-maxing: the top written guide runs 3 spirits.

Step by step for a new Spiritmaster

  1. Cycle Water, then Earth, then Fire, on cooldown. Add Wind while leveling or for extra healing. Fire goes last so it stays out.
  2. Fire Elemental Fusion immediately every time it lights up. It's the biggest hit, and stacks are wasted while it sits ready.
  3. Open with buffs, then the Ancient Spirit: Flame Blessing, then Spirit's Benediction, then Summon: Ancient Spirit. While the Ancient Spirit is out, every skill it uses grants Four Elements directly, so you get Fusion after Fusion.
  4. Weave basic attacks (left mouse) to keep the 5×2% Attack buff permanently. An extra basic attack is worth more than an on-time summon if the buff is about to drop.
  5. Jointstrike skills (Corrode, Curse, Destructive Attack) hit together with your current spirit, and also with the Ancient Spirit if it's out. Each spirit adds a different bonus (table below).

Spirit reference

The exact numbers behind the advice above, from the Global tooltips at skill level 1. Open it if you want to check a claim or theorycraft.

Spirits, Elemental Fusion, Jointstrikes and passives (tooltip numbers)

All four base spirits: 15 s cooldown, 150 MP, 20 m range, Spirit Skill Cooldown 3 s. Each fights with basic attacks until "dismissed upon selecting the summon icon". The tooltip lists no duration for base spirits.

SpiritSkill on summon (and on proc)Proc chance per landed attackEach skill level raisesUtilityLv 12 spec option
FireRushes a target, 68 + 120% Attack, up to 4 enemies in 5 m15%Attack, Defense +2%AoE5% chance of 3 s Knockdown
Water143 + 145% Attack Water, single target15%Attack, Crit +2%+20 MP per landed attack5% chance of 2 s Root
Wind273 + 111% Attack Wind, up to 4 in 5 m, plus a self-heal10%Accuracy, Crit +2%Heals 1.5% of your HP per landed attack5% chance of -30% enemy attack speed
Earth247 + 135% Attack Earth, single target, +3,750 enmity; 30% chance of a 2 s Taunt on players10%Defense, HP +2%Tank: pulls aggro off you5% chance to heal the spirit 5%
Ancient (stigma)1,082 + 189% Attack, up to 4 in 4 m; lasts 30 s, 90 s cooldown, 200 MPSkill every 7 basic attacks (5 with the Lv 15 spec)Attack, Defense, Accuracy, Crit +2%Grants Four Elements on every skill use(stigma specs: +10% Attack, ×1.5 Spirit's Descent, 5-attack skill, +20% stats)

Every base spirit's Lv 8 spec options include "10% chance to activate skill when the spirit lands an attack", which means more elements. The Lv 16 option is "+20% spirit stats".

Elemental Fusion [Data]

  • You get one element each time a spirit uses its skill. 4 stacks grant Four Elements, which unlocks Elemental Fusion. Using it removes Four Elements.
  • You can't gain elements while Four Elements is active, so fire it right away.
  • Damage: 1,075 + 331.8% Attack, single target. No cooldown is listed.
  • Specs:
    • Lv 8: AoE version / extra damage 3 s after the hit / +10 all Element Boost
    • Lv 12: charge skill, up to 200% more damage
    • Lv 16: 25% chance to regain Four Elements (this causes the variance Storyteller describes)
  • The written guide says Fusion and the spirits (Ancient and Fire) are the class's highest damage sources.

Jointstrikes: which spirit is out changes the bonus [Data]

JointstrikeBaseFireWaterEarthWindAncient
Curse (10 s CD)74 + 75%, AoE 499 + 101% AoE119 + 121%92 + 93%, -10% Status Resist29 + 30% AoE + DoT170 + 172.5% AoE
Corrode (stigma, 45 s CD, 20 s debuff: +10% damage taken from the spirit)429 + 75%, AoE 4544 + 95% AoE + Knockdown653 + 114% + Slow590 + 103% + Seal489 + 85.5% AoE + Stun925 + 161.5% AoE + Knockdown
Destructive Attack (stigma, 60 s CD)573 + 100%664 + 116% AoE797 + 139.2%731 + 127.6%598 + 104.4% AoE1,063 + 185.6% AoE

For single-target damage, the Water version is the strongest base-spirit variant of every Jointstrike. This fits aLuckyRO's claim that Water does the most single-target damage, and why the written guide's macro line puts Corrode right after Water Spirit. The Ancient version beats all of them.

Passives that reward summoning [Data]

PassiveEffect (Lv 1)
Spirit's Descent50% chance for 47 + 26% extra damage on your hits for 10 s after summoning a spirit, or 30 s after the Ancient Spirit (1 s cooldown)
Element Unification+1.1% Crit Damage Boost for you and the spirit for 10 s per spirit-skill hit, up to 5 stacks
Spirit Revitalization11% chance on hit to cut spirit summon cooldowns by 1 s; heals the spirit 12% below 50% HP (30 s cooldown)
Spirit Strike+6% PvE Damage Boost and +0.4% Perfect chance, for both you and the spirit
Dimensional Control (active, auto)"Triggered briefly each time a Spirit uses its skill": 157 + 86% AoE + 40% Slow, restores 100 MP

PvE build in brief (aion2sm Global Season 1, updated 2026-10-03)

  • Must be Lv 20: Combustion, Summon: Fire Spirit, Elemental Fusion. Cold Shock 16 (20 optional). Water Spirit 16. Earth 14-16. Wind: not used.
  • Stigmas (Global has 4 slots): Summon: Ancient Spirit, Enhance: Spirit's Benediction, Flame Blessing, Jointstrike: Corrode. Push Ancient → Corrode → Flame Blessing to Lv 25.
  • Passives:
    1. Mental Focus (target 32)
    2. Spirit Strike (28-30)
    3. Element Unification
    4. Spirit Revitalization
  • Macro on right mouse: Spirit's Benediction → Elemental Fusion → Jointstrike: Corrode, at 10 ms each. Hold left mouse (Cold Shock) plus right mouse.
  • Cooldown reduction: 33% gives 100% Corrode uptime. 20% is the Season 1 goal.
  • Connection: the guide says reaching the ceiling wants 80%+ combat speed and under ~50 ms ping. Its later "Watch for" box says 65%+ and under ~60 ms.
  • Full details: the written Spiritmaster guide.

Passives over actives (KR)

geunpal, a KR first-server Spiritmaster: take the must-have actives to 20 (Combustion, Curse, Elemental Fusion), the rest to 16, then put everything else into passives. Spirit Strike at 36 gave him 10 to 20% more damage. Passive order: Spirit Strike = Mental Focus > Element Unification > Spirit Revitalization.

What the top 20 KR/TW Spiritmasters run (NotMeter, 2026-10-04) [Data]

Source: NotMeter's setup guide (top 20 PvE rankers, 20 of 20 sampled). KR/TW level-50 era, so caps differ from Global.

  • Actives (median level): Fire Spirit, Elemental Fusion, Combustion 20; Dimensional Control, Cold Shock, Earth, Water, Rapid Scattershot, Jointstrike: Curse 16; Wind Spirit 15, equipped by 100%; Soul's Cry 12 (90% equipped).
  • Passives: Spirit Strike 36, Mental Focus 32, Element Unification 29, Spirit Revitalization 21, then Spirit Protection, Erosion, Consecutive Countercurrent, Spirit's Descent 15-16, Spirit Communion 11.
  • Stigmas (100% equipped): Flame Blessing 25, Summon: Ancient Spirit 25, Jointstrike: Corrode 25, Jointstrike: Destructive Attack 23, Enhance: Spirit's Benediction 20, Siphon 20. Often: Command: Proxy (95%), Seize Magic (70%), Kaisinel's Authority (65%).
  • Gear +1 lines: armour → Spirit Strike + Mental Focus (100%), Element Unification (75-100%), Spirit Revitalization (accessories ~95%). Rings → Fire Spirit, Elemental Fusion, Combustion (100%), Dimensional Control 80%, Cold Shock 75%, Earth 65%, Curse 45%.
  • Manastones: Front Damage Boost and Weapon Damage Boost (both 100%), Crit Damage Boost 80%. Soulstones: Weapon DMG 100%, Front DMG 95%, Crit DMG 90%.
  • Arcana: Guardian Chalice/Parchment, Retribution Compass/Bell/Mirror/Scales, Guardian Key/Hourglass, Indomitable Dice/Lantern. Sets: Guardian 4 + Retribution 4 + Indomitable 2. Arcana skill levels: Spirit Strike +12, Mental Focus +8, Element Unification +5.
  • Duky's sheet agrees on stigmas (Ancient > Benediction > Corrode > Flame Blessing) and passives (Spirit Strike > Mental Focus > Element Unification > Revitalization). It also says Wind is "kinda useless", mainly for mobbing.

Where Spiritmaster stands: NotMeter KR/TW normalized 106.8 (#3 of 9; #2 without Brawler), the best-scaling class at 1000k+ CP. Global week 1 on Vakarn: #2 behind Chanter. Named top players are in top players by class.

Open questions

  • Verify in game (Global): does summoning a new base spirit always dismiss the previous one? Is there a hidden duration? (No duration in the tooltip.)
  • Verify: do the 4 Fusion stacks need 4 different elements (aLuckyRO's observation), or any 4 spirit skills (what the tooltip says)?
  • A Global 3-vs-4-spirit test with a DPS meter. (KR/TW top 20 all run Wind; see above.)

Sources

We wrote this guide from these creators' videos and pages and checked what we could against the game.