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Asura’s Path Breaker Build Guide

Last Updated: April 19th 2024

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Welcome to the Asura's Path Breaker Build Guide! This build revolves around constantly alternating between skills to generate meter and enter Asura Destruction, unleashing a rush of punches on your enemies.

Asura's Path Breaker can inflict reliable amounts of Stagger and Destruction, and his Counter is often available thanks to having access to two of them. The Class Engraving allows you to enter Asura Destruction, enhancing your basic attacks into a flurry version, as well as granting you a unique defensive ability.

  • Good defense
  • Easy to learn
  • Flexible in parties
  • Positional gameplay
  • Melee

Want a playstyle that revolves around earth-shattering burst? Check out our Brawl King Storm guide.


Chaos Dungeons

Need some tips for general content? Check out our Guardian Raids and Abyssal Dungeons guides.

  • Eye of the Storm, Explosive Fist, Spiral Uppercut, and Falling Star are your main damage skills outside of Asura Destruction.
  • Crater Strike and Haymaker are your Synergy (Damage Amplification) and Counter skills.
  • Brawl King's Advance and Obliteration are mostly used for utility.
  • Butterfly Sting is your Awakening. It is preferred over Celestial Door thanks to it filling your meter entirely when used.

Alternative Skill, Tripod, and Rune Options

Obliteration can be swapped for Zaffre Nova, using Shock Efficiency, Force Spiral, Reverse Spin, and Galewind.

  • This skill has a lower cooldown than Obliteration if it hits an enemy, making it better in general, but worse for meter build-up without a target.
  • Spiral Uppercut holds Quick Recharge in this setup.
  • Crater Strike loses its Cooldown Gem in this setup.


  • Purify - Allows you to cleanse your debuffs.

Brawl King's Advance

  • Excellent Mobility - Provides more mobility if needed.

Check the Rune Guide for more details on Runes and how to obtain them.

This build is optimized and meant to be used only in Chaos Dungeons. For Ebony Cube please use a Raid build.

  • Earthbreaker and Zaffre Nova are your main ways to deal with large packs of lesser monsters.
  • Celestial Force Barrage and Eye of the Storm can both deal with Elite monsters on their own.
  • Eye of the Storm is your primary way of dealing with the Boss on the 2nd Floor.
  • Brawl King's Advance serves as a quick mobility option.
  • Falling Star, Flashstep, and Adamantine Assault are all used to generate Shock gauge.
  • Butterfly Sting is your Awakening. It is preferred over Celestial Door thanks to its significantly faster animation.

Acquiring additional engravings leads to a faster clear potential, but the build can perform quite well with the bare minimum.

Minimum requirements

  • Preemptive Strike causes your attacks to deal immense amounts of damage to monsters that you haven't attacked yet, making it ideal for Chaos Dungeons.

Additional engravings

  • Contender is a stacking Attack Power effect that increases in strength once you kill a monster, making it ideal for Chaos Dungeons.
  • Raid Captain provides damage based on your Bonus Movement Speed, synergizing well with the Buff Nodes scattered throughout Chaos Dungeons.

Gameplay & Skill Rotation

Asura's Path Breaker is constantly alternating between Stamina and Shock skills in order to generate Asura Energy, allowing you to enter Asura Destruction and enhance your basic attacks into a powerful flurry of blows.

Your Stamina skills consume Stamina gauge and generate Shock gauge, while your Shock skills consume Shock gauge and generate Stamina gauge.

Thanks to the Class Engraving, you gain +15% Movement Speed during combat, and your skills now generate 4% Asura Energy whenever they are alternated - Stamina after Shock or Shock after Stamina - regardless of whether they hit a target or not. This effectively means you must use 25 alternating skills in order to fill your meter. Additionally, your Spacebar's cooldown is reset and your Synergy is applied upon entering Asura Destruction.

Besides that, your Class Engraving also enables the use of Defensive Speculation (X), granting you the following effects:

  • Push Immunity
  • +40% Max HP shield
  • +20% Damage reduction
  • -50% Legion Raid Gauge (e.g. Akkan, Vykas)

The skill’s initial duration is 2 seconds, but it can be extended by 3 seconds if you get hit while it’s active (10 seconds cooldown). It has no cast time and no animation, and can freely be used during other skills, even Awakening.

Breaker Identity

Stamina & Shock Gauges
Asura Energy

All attacks with a Front Attack affix receive +10% Stagger and +20% Damage when they land on the target's front-side indicator. It is important to position yourself accordingly as much as possible in order to take advantage of this.

Due to your naturally high Crit Rate, it's recommended to avoid partying up with Crit Synergies, as they provide little to no benefit to you.

Once your meter is full, you can enter Asura Destruction (Z) for 6 seconds, where your basic attacks become significantly stronger. After three initial hits, the pace picks up rapidly and your punches turn into a flurry. There is little to no internal cooldown for basic attacks during this flurry, which means that repeatedly pressing your basic attack keybinds will result in more hits than just holding it, leading to more damage.

Sequence Breaking

Sequence Breaking will basically have you cutting off your Asura Destruction Basic Attack halfway through, in order to force the finisher hit at the end, then immediately starting another flurry. If done correctly, this should result in two finisher hits and no loss in the overall number of punches, increasing your damage per Asura Destruction by about 11%.

This tech works best when you are guaranteed a window where the boss won’t turn around. Use your best judgment to determine whether you should do it or not.

In niche cases where you have maximum Attack Speed (140%), you can finish your flurry quicker and start a second one right before the end of Asura Destruction without having to manually stop the first one, allowing you to naturally land two finisher hits per identity.

Basic Rotations

Priority Order

  • This build does not have a standardized rotation, which means you can freely alternate between Shock and Stamina skills in order to maintain balance between each gauge and generate meter. However, you should try to follow the priority order listed above when choosing the next skill.
    • Spiral Uppercut takes priority over other Shock skills (except Eye of the Storm) if it has two stacks available.
    • If available right before Asura Destruction, you should use Eye of the Storm even with a full meter.
    • Zaffre Nova is only relevant in the priority order if you use the skill.
  • Try your best to maintain your Synergy using Crater Strike and Haymaker, even if you aren't planning to attack immediately after.

Stagger Check Rotation

  • Using skills in this specific order is recommended for most stagger checks. However, each check can vary in duration, so you may need to readjust depending on the situation and your party's composition. Remember you can also use a Whirlwind Grenade if you have one equipped!

Tripods and Gems

Tripod Levelling

Increasing the level of Tripods greatly enhances their effectiveness. You may only increase the level of 18 tripods at a time. Some of them cannot be leveled at all, or are left at level 1 - these tripods are omitted from the table, even if they are used. Here are the main tripods you should look out for in order to maximize this build's potential.

Skill1st Tripod2nd Tripod3rd Tripod
Eye of the StormClose QuartersDivine Axis
Explosive FistShock EfficiencyWeak Point DetectionGravitational Blow
Spiral UppercutSpiral ShotGalefist
ObliterationSwift FingersFlame StrikeGiant Fist
Zaffre NovaShock EfficiencyForce SpiralReverse Spin
HaymakerCircumstantial Judgment
Falling StarFocusFlamefistBeast Rush
Brawl King's AdvanceSwift FingersShoulder Slam
Crater StrikeFurious HitSpace Distortion

Tripods written in bold text are your highest priority, make sure to level them first!

For more information on where to obtain Tripod Amulets and how to use them, check out our Skill Tree System Guide.


Gems are another significant aspect of your build, as they directly impact the damage and cooldowns of your skills. You can equip up to 11 gems at a time. Here are the ones you should focus on in order to maximize this build's potential, listed according to their priority.

Damage Gems

  • Asura Attacks
  • Eye of the Storm
  • Explosive Fist
  • Spiral Uppercut
  • Falling Star

Cooldown Gems

  • Brawl King's Advance
  • Eye of the Storm
  • Explosive Fist
  • Crater Strike or Zaffre Nova
  • Falling Star
  • Spiral Uppercut

For more information on where to obtain gems and how to use them, check out our Gem System Guide.

Stat Priority

This build utilizes Crit and Swiftness.

  • Crit is the primary stat. It directly increases the damage of your Asura Attacks, as well as its consistency.
  • Swiftness is a secondary stat. It offers a small boost in cooldown reduction, as well as attack and movement speed.

Standard Setup

  • Crit + Swiftness
  • Crit
  • Crit
  • Crit
  • Crit
  • Crit + Swiftness

Gear Set

Entropy Set

This set is optimal thanks to the large amounts of Crit Rate, Crit Damage, and positional damage it provides.

The name of your set will change every time you acquire a higher tier of gear, but the set effect will remain the same. Look for your set's keyword when recrafting it to find it more easily (e.g Entropy, Hallucination etc).

Check out the Gear Progression Guide for step by step instructions and early game gearing.

If you are interested in Sidereal Weapons, click here for more details.


Engravings are a core part of your build. Typically, most engravings will be used at level 3, but there are some that can be used at level 1 or 2 in addition to the others, after reaching item level 1540 and unlocking Ancient Accessories.

Relic Gearing Build (5x3)

  • Asura's Path
  • Grudge
  • Master Brawler
  • Raid Captain
  • Adrenaline

Ancient Gearing Build (5x3+1)

  • Asura's Path
  • Grudge
  • Master Brawler
  • Raid Captain
  • Adrenaline
  • Ether Predator Lv 1

Engraving Explanations

Core Engravings

  • Asura's Path enables this build's playstyle, enhancing your identity and providing Movement Speed.
  • Grudge increases damage done while also increasing damage received. The engraving is a highly effective damage increase without needing specific positioning, making it worthwhile even with the penalty.
  • Master Brawler provides a massive boost to Front Attack skills, which comprise most of your damage.
  • Raid Captain synergizes well with your Swiftness substat and Movement Speed buffs.

Add-on Engravings (Pick 1)

  • Adrenaline provides an additional source of Crit Rate and Attack Power. It is fairly easy to upkeep.
  • Keen Blunt Weapon synergizes well with your Crit main stat.

Level 1 Engravings

  • Ether Predator provides a ramping Attack Power and Defense effect as the fight goes on and you collect more ethers. Recommended to be paired with Adrenaline level 3.
  • Adrenaline provides an additional source of Crit Rate and Attack Power. It is fairly easy to upkeep. Recommended to be paired with Keen Blunt Weapon level 3.

Level 2 Engraving

  • Adrenaline is the only level 2 option. Thanks to a large portion of your damage scaling directly with your Crit Rate, this becomes a necessary engraving. Gaining a 9/7 Ability Stone that allows you to run it at level 2 is incredibly efficient compared to what other classes can gain from that.

Check out the Engraving Guide for more details.


Bracelets provide beneficial effects to yourself or to your party members depending on the rolls they have.

The primary goal is to get the main stats used by this build Crit and Swiftness. After that you should be aiming for Special Rolls to get more damage. Please note that this system is heavily reliant on RNG, and you should not expect to get much more beyond your main stats early on.

Optimal Bonus Rolls


Alternative Bonus Rolls

Weapon Power

Check out the Bracelet Guide for more details.


The recommended Elixir Set for this build depends on your engraving setup.

  • Master is better if you are running Keen Blunt Weapon level 3 and Adrenaline level 1.
  • Critical is better if you are running Adrenaline level 3 and Ether Predator level 1.

Check out the Elixir Guide for more details and general stat recommendations.

Card Sets

Cards are an endgame system that helps maximize your character's damage. Here are the recommended card sets for this build.

  • Deep Dive is used early on as it is fairly easy to obtain.
  • Light of Salvation is the standard endgame option, but it can take a long time to acquire 30-piece Awakening.
  • Kazeros's Legion Commanders is used as an alternative to Light of Salvation, in content where enemies have a weakness to Dark Damage.
  • Platina's People combined with A Voice Calls with is used as an alternative to Light of Salvation, in Guardian Raid content exclusively.

Check out the Card Guide for more details on how to obtain cards and interact with them.

Early Game Damage Card Set

End Game Damage Card Set


Written by Raeinor

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