AION 2 Gladiator Class Guide: PvE Build, Stigmas, Macro and Stats
AION 2 Gladiator class guide: PvE build, skill specialties, stigmas, passives, macro rotation, stat priority, leveling milestones and PvP tips.

In this guide 14 sections
This AION 2 Gladiator class guide explains how the greatsword class plays, which skills and Specialties to raise first, which Stigmas and passives carry the PvE build, how the macro rotation fits together, and which stats to chase. Every skill value below comes from Metabot's AION 2 skill pages, which read the tooltips from the global client (build 0.0.4387.0, updated for the November 4, 2026 patch). The Korean and Taiwanese service runs its own patch schedule, so a number from a Korean video may not match your client. When in doubt, open the tooltip in game.
Quick summary
- Gladiator is a tank with real damage. Metabot's class data lists the role as Tank / Damage and the weapon as a Greatsword, and its main attacks raise Enmity.
- Overhead Slam is the centerpiece. Rage Burst lets you use it on any target for 10 seconds, and its skill level 16 Specialty removes its 5-second cooldown (Metabot).
- Focused Block feeds the party. Blocking triggers Experienced Counterstrike, a 20-second PvE and PvP damage buff for you and your group that does not stack with the Templar's Fury (tooltip text via Metabot).
- Regular skills get three Specialty slots, at skill levels 8, 12 and 20, so level 16 adds an option, not a slot (Metabot's Stigma guide).
- Critical Hit tops out at 50% in the global client, reduced further by the target's Critical Hit Resist (Metabot's stats page).
AION 2 Gladiator class guide: role and overview
Gladiator sits between the two frontline jobs. It holds a boss like a tank, but much of its kit is built around hitting hard and hitting several enemies at once. Overhead Slam, Rending Blow and Keen Strike all list "increases Enmity" in their tooltips, so simply attacking keeps the boss facing you. That makes Gladiator a natural main tank, or a Gladiator off-tank next to another frontliner, rather than a pure damage pick. Metabot's class page sums the role up as Tank and Damage.
There is one overlap to know about. The party damage buff from Experienced Counterstrike does not stack with the Templar's Fury effect, according to the passive's tooltip. In casual groups that hardly matters. Tuned endgame groups, though, often avoid running a Gladiator and a Templar together, because those two party buffs do not add up.
| Category | Gladiator, our read |
|---|---|
| Combat role | Tank with strong melee damage |
| Weapon | Greatsword (Metabot) |
| Damage profile | Melee, many skills hit up to 4 enemies |
| Difficulty | Low to learn; tanking well takes practice |
| Survivability | High: Focused Block, Blood Absorption and HP-drain Specialties |
| Mobility | Good: Leaping Slam (20m), Rush Strike (10m) and Ruinous Blow (7.5m) close gaps |
| Main weakness | MP: Rending Blow spends 120 MP per use |
This table is our summary of the tooltips, not an official class rating. The appeal is a big sword, wide swings and a lot of jumping into fights. The catch is that endgame groups expect a Gladiator to tank properly, and that means using Focused Block on time rather than dodging everything. If you're still choosing between classes, our AION 2 beginner preparation guide covers how to pick a role first.
Best AION 2 Gladiator PvE build
The PvE build has one goal: keep Overhead Slam coming as often as possible. Three tooltips make that work together (Metabot):
- Rage Burst applies an [Overhead Slam] trigger to its target for 10 seconds on hit, so you can use the skill even when the boss can't be knocked down.
- Overhead Slam's skill level 16 Specialty removes its 5-second cooldown, so inside that window you can press it again and again.
- Lunge Stance at Stigma level 20 gives each Critical Hit a 50% chance to cut all your cooldowns by 1 second while it's active, which brings Rage Burst back sooner.
Those breakpoints arrive late. Until then you play the same pattern with cooldowns in it, and the rotation barely changes when the upgrades land. Here is the target setup:
| Build part | Pick | Priority |
|---|---|---|
| Main damage skill | Overhead Slam, skill level 16, then 20 | Top |
| Second damage skill | Rending Blow, skill level 16 | Top |
| Burst and buff | Ruinous Blow | High |
| MP source | Keen Strike | Keep it on the bar |
| Overhead Slam window | Rage Burst, Stigma level 5 | High |
| Cooldown engine | Lunge Stance, Stigma level 20 | Top, long term |
| Defense and party buff | Focused Block, Stigma level 5 | High |
| Attack buff | Zikel's Blessing | High |
| Key passive | Experienced Counterstrike | Top |
| Other passives | Murderous Burst, Impact Hit, Attack Preparation | High |
This is a decision aid built from the tooltips and from what top players run, not the only workable setup. A Gladiator far from these levels still performs well; the leveling section below covers the early version.
Plan around the Specialty slots. Metabot's Stigma guide states that regular active skills open three Specialty slots at skill levels 8, 12 and 20. Reaching skill level 16 unlocks a fifth Specialty option, such as Overhead Slam's cooldown removal, but you still have only two slots until level 20. Between 16 and 20 you have to drop something.
Best Gladiator skills and Specialties
The class comes with more active skills than your bar needs. A focused build levels a few of them hard and leaves the rest low, because skill points are limited. Each skill offers five Specialties at fixed skill levels, and these are the ones worth slotting (all text from Metabot's global-client tooltips):
| Skill | Level 1 effect, short | Specialties to take |
|---|---|---|
| Overhead Slam | Hits a Knocked Down target within 4m, raises Enmity; 7% trigger chance on targets with Incapacitated Immunity; 5s cooldown | Upward Strike chain (8); remove cooldown (16); Critical Hit on hit (12, back in the third slot at 20) |
| Rending Blow | Strikes as many as 4 targets in a 4m radius, raises Enmity; costs 120 MP | Moving variant (8); up to 12% more damage on fewer targets (12); 50 MP back on a Critical Hit (16) |
| Keen Strike | Raises Enmity and refills 100 MP while striking as many as 4 targets in a 4m radius | Multi-Hit chance +50% on hit (8); MP refill +20% (8) |
| Ruinous Blow | Dashes to an enemy up to 7.5m away, strikes as many as 4 targets, grants Prepare for Battle for 20s; 45s cooldown, 250 MP | Skill Speed +20% (8); bonus hit damage (12) |
| Leaping Slam | Jumps onto an enemy up to 20m away; 15s cooldown | Cooldown reset when an enemy dies (8) |
| Rush Strike | Dashes to a target within 10m; can Knock Down after a Dodge or while flying, and always does so against NPCs | +10m range (8); 10s shorter cooldown (12) |
| Sword Aura Rampage | Hits a Staggered target within 4m | HP drain (8); 1s off all cooldowns on hit (16) |
| Defiance | Clears Stun, Knockdown, Airborne, Grab, Frost and Fear; 5s of Tenacity; 60s cooldown | 20% HP on use (8); 1,000 Stamina on use (8) |
| Mocking Blade | Hits a target within 4m and Knocks it Down for 3s; 20s cooldown | HP drain, much larger against targets with Incapacitated Immunity (8) |
The table runs roughly from most to least important. The numbers in brackets are the skill level each Specialty needs.
Overhead Slam
Overhead Slam is the skill the whole class is built around. Its tooltip only lets it land on a target with Knockdown, which is easy on regular mobs and almost impossible on bosses. Against a target with Incapacitated Immunity, it has a 7% chance to become usable, and Rage Burst opens it outright for 10 seconds.
Take the Upward Strike chain at skill level 8; it adds a follow-up hit straight after the slam. At level 12, the second slot goes to Critical Hit on hit. At level 16 you'll want the cooldown removal, which means swapping out the Critical Hit option until the third slot opens at level 20, when all three fit. That last step is the hardest milestone in the build and also the biggest jump in damage.
One patch note to watch: NCSoft's Korean update of August 19, 2026 changed Overhead Slam to a two-hit motion and changed Upward Strike's motion too (the official Korean notes, translated by the fan site AION2 Hub). Global builds get their own notes, so compare what you see in your client.
Rending Blow
Rending Blow is the heavy right-click attack. It hits harder than Keen Strike but costs 120 MP each time, and it comes right after Overhead Slam in your point budget.
The first Specialty to take, at level 8, is the one that changes the skill when you use it on the move, so you keep attacking while you walk out of boss mechanics. It is often called the mobile version, and leveling without it feels stiff. For the second slot at level 12, the option that adds up to 12% damage when fewer enemies are hit suits single bosses. At level 16, the option that returns 50 MP on a Critical Hit helps your MP budget.
Keen Strike
Keen Strike is the left-click basic attack, and it restores 100 MP per use. Some players drop it once their gear improves, but there is a reason to keep it: with Critical Hit capped at 50% in the global client, you can't crit often enough to fund Rending Blow from crit refunds alone. Keen Strike remains your steady MP source.
Its level 8 option for 20% more MP restored makes leveling smoother. The level 8 Multi-Hit option is a good pick for the second slot once Keen Strike reaches level 12.
Ruinous Blow
Ruinous Blow combines a gap closer, a large hit and a buff. The global tooltip has it dash up to 7.5 meters, strike as many as four targets and grant Prepare for Battle for 20 seconds. During that buff you get +20% PvE Damage Boost, +10% PvP Damage Boost, +100 Critical Hit and +15% Status Effect Chance. Because it closes distance as well, it fits neatly into the macro.
Take +20% Skill Speed at level 8 and the extra-damage option at level 12. The global tooltip already reflects the Korean August 19, 2026 rework of this skill: AION2 Hub's translation of those notes lists Stagger Gauge Damage rising from 15 to 25 and the third Specialty becoming +30% Skill Critical Hit, and Metabot's global tooltip shows both values.
Gladiator skill leveling priority
Use this order for skill points:
- Rending Blow 8: unlocks the moving variant.
- Overhead Slam 8: adds the Upward Strike chain.
- Keen Strike 8: more MP per swing while you level.
- Overhead Slam 12 and Rending Blow 12: each gets a second slot.
- Overhead Slam 16: no more cooldown.
- Rending Blow 16: MP refunds on crits.
- Overhead Slam 20: the third slot opens.
- Then Ruinous Blow, Sword Aura Rampage and the movement and utility skills.
Skill points alone take a skill only to level 10, so the rest has to come from other systems. Allthings.how's guide to leveling skills past 10 names three: Daevanion boards, Arcana cards and the Soul Bindings on your gear.
- Daevanion boards: Metabot's class page suggests starting on Nezekan with the Attack Preparation and Survival Stance node pairs, then moving to Zikel for the Murderous Burst pair.
- Arcana: Metabot's Arcana guide explains that Parchment cards roll levels for a set of six active skills, while Chalice cards can roll any of your skills, with 1 to 4 levels depending on card grade. GameWith's Arcana database lists Overhead Slam among the Gladiator options on both Parchment and Chalice.
- Soul Bindings: some Soul Binding lines on equipment are skill-level rolls rather than stats. According to the same Allthings.how guide, rings and weapons tend to roll active skills and armor tends to roll passives.
Best Gladiator Stigmas
Stigmas are where Gladiator gets its burst windows, its block and most of its cooldown reduction. Stigma slots open at character levels 22, 27, 32 and 37, for four in total (Metabot's Stigma guide). Unlike regular skills, Stigma Specialties switch on automatically at Stigma levels 5, 10, 15 and 20, so the decision is which Stigma to level, not which option to slot.
| Stigma | Level 1 effect, short | Upgrade that matters |
|---|---|---|
| Rage Burst | Hits a target within 4m, applies Wounded (-10% enemy Attack) for 10s, gives you +10% PvE and +5% PvP Damage Boost for 10s, and lets you cast Overhead Slam on that enemy for 10s; 45s cooldown | Level 5: 15s shorter cooldown |
| Lunge Stance | +20% Combat Speed for 10s; 60s cooldown | Level 20: 50% chance to cut all cooldowns by 1s on a Critical Hit |
| Zikel's Blessing | +20% Attack and +100 Accuracy for 10s; 120s cooldown | Level 5: +50% Stagger Gauge Damage; level 10: +10% PvE and +5% PvP Damage Boost |
| Focused Block | Big boost to Block Damage Reduction and a sure Parry; the first Parry refunds MP and Stamina; 20s cooldown | Level 5: one extra consecutive use |
These four match what the most developed players run. Metabot's Gladiator page, based on 4,132 top players and updated for the November 4, 2026 patch, shows Lunge Stance equipped by 96%, Zikel's Blessing and Rage Burst by 95% each, and Focused Block by 76%. Keep in mind that a pick rate tells you what is popular, not what is strongest.
Rage Burst
Rage Burst is the button that starts every damage window. It damages and weakens the target, raises your own damage, and opens Overhead Slam on that target for a 10-second stretch. After the cooldown removal, that stretch is where most of your damage happens. Level 5 drops the cooldown from 45 to 30 seconds, which is the first Stigma milestone to reach.
Lunge Stance
Lunge Stance raises Combat Speed by 20%, which speeds up your attacks, so you fit more slams into each Rage Burst window. At level 1 it lasts 10 seconds; the level 25 tooltip shows 22.5 seconds. Its level 20 effect is the long-term goal: while it's active, each Critical Hit has a 50% chance to take a second off every cooldown. With fast, frequent attacks, that adds up quickly.
Zikel's Blessing
Zikel's Blessing adds 20% Attack and 100 Accuracy for 10 seconds on a 120-second cooldown. Many players bind it next to Lunge Stance and press both before a pull. Its level 5 effect speeds up breaking a boss's Stagger Gauge and its level 10 effect adds more PvE damage, so the first two breakpoints are the ones to aim for.
Focused Block
Focused Block is the Stigma that separates a good Gladiator from a careless one. While it's up, Block Damage Reduction climbs, your Parry is assured, and the first Parry hands back some MP and Stamina. That lets you take a hit that would otherwise force a dodge, and the block also triggers Experienced Counterstrike. Level 5 adds a second consecutive use, which helps on long fights.
Best Gladiator passive skills
Skills and passives draw from the same pool of points, so passives compete with your main attacks for upgrades. Prioritize the ones that add damage or feed your party.
| Passive | Level 1 effect, short | Learned at | Priority |
|---|---|---|---|
| Experienced Counterstrike | +0.4% Front Attack Damage Boost; on Block, +5.4% PvE and +2.7% PvP Damage Boost for 20s for you and your party | Level 21 | Top |
| Murderous Burst | Each hit adds a Menace stack; the fifth stack bursts around you (4 targets, 5m radius) and adds 5.5% Critical Damage Boost for 3s | Level 25 | High |
| Impact Hit | +11.2% Impact-type Chance and +0.3% Double Chance | Level 15 | High |
| Attack Preparation | +5.5% PvE and +2.75% PvP Damage Boost, +2% Defense, +100 Accuracy | Level 13 | High |
| Identify Weakness | +100 Critical Hit and +0.5% Perfect Chance | Level 11 | Medium |
| Blood Absorption | 50% chance to heal on hit (1s cooldown); heals 26% Max HP once your HP falls to half or less (60s cooldown) | Level 9 | Utility |
All values are level 1 tooltip text via Metabot. The priority column is our read of what each passive adds to this build.
Why Experienced Counterstrike matters
Experienced Counterstrike does two jobs. It raises Front Attack Damage Boost, which rewards fighting a boss face to face, the way a tank stands anyway. More importantly, every successful Block gives you and your party a 20-second damage boost. Focused Block's cooldown is also 20 seconds, so a Gladiator who blocks on cooldown can keep the buff running for the group.
Make a habit of glancing at your buff bar. When the Experienced Counterstrike icon is missing, it's time to block again.
Of the other passives, Murderous Burst suits Gladiator's fast attack rate, and Impact Hit's Double Chance can lead to big damage spikes when it triggers. How much each one adds depends on your other stats. Blood Absorption is worth points while you're learning fights or playing solo, but it shouldn't come before your damage passives.
Best Gladiator rotation and macro
The rotation is simple once it's set up. AION 2 lets you bind a macro that runs a sequence of hotbar slots while you hold a key, and a slot can hold a skill chain that pulls its follow-ups along with it. Your exact hotbar layout doesn't matter; the order does.
Build one chain in this order:
- Ruinous Blow, to close the gap, take the Prepare for Battle buff and land a large hit.
- Rage Burst, to open the Overhead Slam window.
- Rending Blow, as the filler between slams.
Put that chain and Overhead Slam into your macro. Leave Keen Strike out of it, on left-click, where you can press it yourself.
In combat:
- Press Lunge Stance and Zikel's Blessing before you engage.
- Close in with Leaping Slam or Rush Strike; both also help you chase targets that keep moving.
- Hold the macro on right-click and press Keen Strike on left-click alongside it, so you spend MP and win it back in the same rhythm. Many players keep both mouse buttons held and let Keen Strike animation cancel the tail of the macro steps; check on a dummy whether that ordering helps with your delays.
Test the step delays on a training dummy. The right delay depends on your Combat Speed and your connection, and the menu names can change between patches, so follow your client's key settings.
Example: a Gladiator with Overhead Slam at level 16 pulls a boss with Leaping Slam, presses both buffs and holds the macro. Ruinous Blow lands, Rage Burst opens the window, and the slam repeats for 10 seconds while Keen Strike refills MP between Rending Blows. When the boss winds up a heavy attack, Focused Block absorbs it, Experienced Counterstrike lights up for the party, and the macro resumes without a dodge.
Gladiator leveling guide
Leveling a Gladiator can feel slow at times. Your buffs sit on 45-, 60- and 120-second cooldowns, and before the cooldown removal you spend a lot of time waiting for Overhead Slam. Taking the moving Rending Blow Specialty early removes most of the frustration.
Metabot's skill pages show when each piece arrives:
- Character level 4: Overhead Slam
- Level 5: Sword Aura Rampage
- Level 9: Blood Absorption
- Level 11: Identify Weakness
- Level 13: Attack Preparation
- Level 15: Impact Hit
- Level 21: Experienced Counterstrike
- Level 22: first Stigma slot, with Rage Burst, Lunge Stance, Zikel's Blessing and Focused Block available
- Level 25: Murderous Burst
For AION 2 Gladiator leveling, the main story does most of the work, and spending resources on gear you'll soon replace is wasted. Every character tops out at level 45 in the global client, and the story pauses twice on the way: at level 22 and at level 32 an Ascension Gauge has to be filled completely through side quests before the next Ascension quest appears (Allthings.how's route to level 45). Plan those quests in so the story never stalls for long. The same macro works long before the level 16 milestones, and a Gladiator who knows the boss mechanics can farm Expeditions comfortably. A common mistake is ignoring Focused Block, then rolling away from the boss and burning a leap just to return. Block the hit and keep attacking instead.
| Stage | Main goal | What it changes |
|---|---|---|
| First milestone | Rending Blow 8, Overhead Slam 8, Keen Strike MP Specialty | First Specialty slot on each core skill |
| Second milestone | Overhead Slam 12, Rending Blow 12, first Stigmas from level 22 | Second Specialty slot and your burst buffs |
| Around level 45 | A finished macro | The full rotation is in place |
| Early endgame | Overhead Slam 16, Rending Blow 16, Rage Burst 5, Focused Block 5 | Overhead Slam without a cooldown during Rage Burst |
| Late endgame | Lunge Stance 20, Overhead Slam 20 | Third Specialty slot and crit-based cooldown cuts |
Also take Leaping Slam's level 8 Specialty that resets its cooldown when an enemy dies. It lets you jump from one pack to the next, which saves a lot of walking for a melee class.
Best Gladiator stats and gear
Gear Score alone doesn't tell you how well a Gladiator performs. Two characters with the same score can feel very different depending on whether their stats and skill levels support the Overhead Slam loop. Look for stats that let you attack more often, trigger extra damage and bring your burst back sooner.
Gladiator stat priority
| Stat | Priority | What it does for Gladiator |
|---|---|---|
| Cooldown Reduction | Very high | Brings Rage Burst and the other buffs back sooner; capped at 60% |
| Double Chance | Very high | Extra damage procs on top of normal hits |
| Critical Hit | High, up to the cap | Damage plus the Lunge Stance and Rending Blow crit effects |
| Critical Damage | High | Grows as your crit rate rises |
| Attack | High | Raises all damage |
| PvE Damage Boost | High | Direct damage increase against monsters and bosses |
| Accuracy | Situational | Fewer misses against well-defended targets |
The caps come from Metabot's stats page, read from the global client: Critical Hit Rate tops out at 50% and is lowered by the target's Critical Hit Resist, and Cooldown Reduction stops at 60%. Past the crit cap, extra Critical Hit does nothing for your rate, so check your effective rate in game and move to other offensive stats once you're close.
Deity stats line up with this list too. Per Metabot's stats page, Wisdom [Lumiel] increases Double Chance and reduces MP cost, Illusion [Kaisinel] reduces cooldowns at 0.1% per point, Death [Triniel] adds Critical Hit, and Time [Siel] adds Combat Speed along with Double Resist.
Gladiator weapon and equipment priorities
Gladiator gear decisions come down to a few questions, roughly in this order:
- Does it finish a skill breakpoint? Any piece or card that pushes Overhead Slam toward 16 or 20 jumps the queue.
- Is it the greatsword? Weapon damage sets how quickly you clear packs and how firmly bosses stay on you, so it beats a minor armor upgrade.
- Does it carry the right lines? Cooldown Reduction and Double Chance first, then the other offensive stats from the table.
- Does the content need more defense? Add it when a fight starts punishing you, not before.
- Will you keep it? Spend time refining secondary lines only on long-term pieces.
Skill-level bonuses deserve special weight, because reaching Overhead Slam 16 and 20 changes how the build plays. If one upgrade completes a Specialty breakpoint and another only raises your displayed Gear Score, the breakpoint is usually the better buy. Daevanion nodes, Arcana cards and Soul Binding rolls are the sources of those levels, as covered in the skill section.
Gladiator PvP tips
Gladiator holds up well in the Abyss, called Reshanta in game, where durability, area damage and crowd control count for a lot. The big change from PvE is that players don't stand still for a rotation. They dodge, break your control and punish you for committing at the wrong moment.
These skills carry most of the PvP work:
| Skill | PvP job |
|---|---|
| Leaping Slam | Opens fights from 20m |
| Rush Strike | Chases or re-engages; can Knock Down after you Dodge or while flying (30% chance against players) |
| Mocking Blade | Knockdown for 3s, with HP drain from its Specialty |
| Overhead Slam | Follow-up damage on a Knocked Down target |
| Ankle Slice | Can Root an enemy on Block (50% chance at level 1) |
| Defiance | Clears Stun, Knockdown, Airborne, Grab, Frost and Fear, then 5s of status immunity |
| Focused Block | Soaks burst and triggers your Block passives |
Tooltip values are from Metabot. Your two dashes are your most valuable PvP resource. Leaping Slam makes a good opener; holding Rush Strike in reserve means a player who dodges or flies away still has you on top of them a moment later. Burning both at the start of a fight usually leaves you walking after a target that has already reset.
Matchups change the plan. Ranged classes want distance, so your whole job is to deny it. Other melee classes will trade blows with you, which is where Focused Block, Mocking Blade and an Overhead Slam follow-up decide the exchange.
Progress in the Abyss runs on Abyss Points. Allthings.how's Lower Reshanta guide lists Command Scroll quests and Artifact Sieges as sources and the Abyss Trade Shop as the place to spend them, on items such as Stigma Shards. Gamesfuze's Abyss gear guide describes four ranks of PvP gear in that shop: Archon Decanus, bought with Abyss Points alone, then Centurion, Tribunus and High Commander, which also need Silver, Gold and Platinum medals.
Keep a separate PvP setup. The PvE build above is a starting point, not a tuned PvP build, and Ruinous Blow's PvP Damage Boost is half its PvE value.
Gladiator tips and common mistakes
Most underperforming Gladiators make the same handful of errors: points spread too thin, poor MP management, or a block that never gets pressed.
- Rage Burst out of reach. Pressing it while the boss is still several meters away wastes part of the 10-second window; get in range first.
- A block that never happens. Without Focused Block, Experienced Counterstrike never fires and the party loses its damage buff.
- Standing at the boss's side or back. Experienced Counterstrike adds Front Attack Damage Boost, so face the boss. Turning on Display Boss Orientation Indicator (Settings > Info Display > Combat, set to ALL, per Allthings.how) shows the front zone as a light blue glow.
- Points spread across every skill. Overhead Slam and Rending Blow should take most of them.
- Dropping Keen Strike. It refills your MP; keep it on left-click beside the macro.
- Sword Aura Rampage on reflex. It needs a Staggered target and can break a better sequence.
- Writing the class off at level 20. The real upgrades arrive with skill levels 16 and 20 and Stigma level 20.
A training dummy shows your damage and MP balance, yet a dummy never attacks back, so block timing and buff upkeep only come from real fights. Practice on real encounters as soon as your rotation feels comfortable. The FullBoosts AION 2 hub lists the game's service categories, including dungeon services.
Want a hand with this?
If you would rather not grind this part yourself, AION 2 powerleveling services are listed on FullBoosts. Read the publisher's rules before you buy any service from anyone, FullBoosts included — a marketplace listing isn't publisher permission.
FAQ
Is Gladiator a tank or DPS in AION 2? Both. Metabot's class data lists it as Tank / Damage, and its main attacks raise Enmity, so it fills the tank slot in groups while dealing heavy melee damage. How close it gets to a dedicated damage class depends on gear and the current patch.
What is the best Gladiator skill in AION 2? Overhead Slam. Its cooldown disappears with the level 16 Specialty, which pairs with Rage Burst's 10-second window, and the third slot at level 20 lets you run the Upward Strike chain, the cooldown removal and Critical Hit on hit together (Metabot).
What are the best Stigmas for Gladiator? Rage Burst, Lunge Stance, Zikel's Blessing and Focused Block. Metabot's Gladiator page shows each one equipped by 76% to 96% of the 4,132 top Gladiators it samples, and together they cover the burst window, cooldown cuts, Attack and a party buff.
Should Gladiator stop using Keen Strike at level 45? No. Keep it on left-click and press it whenever your MP runs low. The global client limits Critical Hit to 50%, so crit-based MP refunds won't fully replace it, though you'll need it less often as Rending Blow levels up.
What stats should Gladiator prioritize in AION 2? Start with Cooldown Reduction and Double Chance, then Critical Hit up to the cap, Critical Damage and Attack. Remember that Cooldown Reduction is capped at 60% and Critical Hit Rate at 50% (Metabot), and check skill-level milestones before raw stats.
When does Gladiator unlock Stigmas? The first Stigma slot opens at character level 22, then more at 27, 32 and 37 (Metabot's Stigma guide). Stigma Specialties then switch on by themselves at Stigma levels 5, 10, 15 and 20.





