Imperial Guard

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Intro

Novice Swordman

(1st Job)

Crusader

(2nd Job)

Paladin

(2nd Job Transcedent)

Royal Guard

(3rd Job)

Imperial Guard

(4th Job)

Imperial Guard
Description Max Level HP/SP Stats Bonus when Max Job Level
An Imperial Guard is a frontline hybrid who fights behind a shield with a one-handed spear or sword. Its identity is durability first: it raises its own defence, turns that defence into offence, and keeps a party anchored while it grinds a target down. From there the job forks into two very different damage profiles, a close range physical bruiser that alternates heavy weapon strikes with shield techniques, and a holy caster that drops consecrated ground and lances of light from a distance. Almost everything it does runs through toggles and stances, because several of its strongest numbers only exist while a stance is held, so an Imperial Guard that forgets to reapply them loses most of its power. Pick this job if you enjoy being the anchor of a party that can also hit hard on its own. Avoid it if you want a low maintenance damage rotation.
  • Base Max HP: 129000
  • Base Max SP: 2750

Str+9, Agi+3, Vit+9, Int+10, Dex+9, Luk+3

Pow+8, Sta+11, Wis+6, Spl+8, Con+4, Ctr+3

1st Job Skills

Hover a skill name for its full description and per-level values.

Skill Max Lv Form Use Cost Formula
Sword Mastery 10 Passive - ATK +4 * SkillLevel with One-Handed Sword and Dagger
Two-Handed Sword Mastery 10 Passive - ATK +4 * SkillLevel with Two-Handed Sword
Increase HP Recovery 10 Passive - Heal +5 * SkillLevel + MaxHP / 500 * SkillLevel when resting
Bash 10 Active / Physical Melee 8~15 ATK% = 100 + 30 * SkillLevel, HIT +5 * SkillLevel%
Magnum Break 10 Active / Physical Melee 30 ATK% = 100 + 20 * SkillLevel, Fire property, Fire damage +20% for 20 s
Provoke 10 Active / Debuff 4~13 Target ATK +12 + 2 * SkillLevel%, Target DEF -5 - 5 * SkillLevel%
Endure 10 Active / Supportive Self 10 Flinch immunity for 7 hits, MDEF +1 * SkillLevel, Duration 37 s
Auto Berserk - Active (Toggle on/off) / Supportive Self (Quest) 1 Applies Provoke at maximum level while HP is below 25%
Fatal Blow - Passive (Quest) - Stun chance = (Bash Lv - 5) * BaseLevel * 10, where 10000 is 100%
Moving HP Recovery - Passive (Quest) - Retains 25% of standing HP regeneration while moving

2nd Job Skills

Hover a skill name for its full description and per-level values.

Skill Max Lv Form Use Cost Formula
Faith 10 Passive - MaxHP +200 * SkillLevel, Holy resistance +5 * SkillLevel%
Cure 1 Active / Supportive 15 Removes Poison, Blind, Silence and Chaos from a single ally
Divine Protection 10 Passive - Damage taken from Demon and Undead -3 * SkillLevel%
Demon Bane 10 Passive - Damage +3 * SkillLevel + 0.05 * SkillLevel * BaseLevel versus Demon and Undead
Heal 10 Active / Healing 13~40 Heal = (INT + SkillLevel) / 8 * (4 + 8 * SkillLevel)
Providence 5 Active / Supportive 30 Resistance to Demon and Undead +5 * SkillLevel%
Holy Cross 10 Active / Magical Holy 11~20 ATK% = 100 + 35 * SkillLevel One-Handed, 200 + 70 * SkillLevel Two-Handed
Grand Cross 10 Active / Magical Holy 37~100 ATK% / MATK% = 100 + 40 * SkillLevel, AoE 3x3, consumes 20% of current HP
Auto Guard 10 Active / Supportive Self 12~30 Chance to block a physical hit, 30% at Lv 10, requires a Shield
Shield Charge 5 Active / Physical Melee 10 ATK% = 100 + 20 * SkillLevel, Stun chance = 10 + 10 * SkillLevel%, knockback, requires a Shield
Shield Boomerang 5 Active / Physical Ranged 12 ATK% = 100 * SkillLevel, damage scales on shield weight and refine
Reflect Shield 10 Active / Supportive Self 35~80 Reflected damage +1.3 + 0.3 * SkillLevel%
Defender 10 Active / Supportive Self 30 Ranged damage taken -10 - 10 * SkillLevel%, halves attack speed, requires a Shield
Devotion 5 Active / Supportive 25 Links 1 + SkillLevel allies, Duration = 30 + 15 * SkillLevel s
Spear Mastery 10 Passive - ATK +4 * SkillLevel, +5 * SkillLevel while mounted
Spear Quicken 10 Active / Supportive Self 24~60 Critical +3 * SkillLevel, FLEE +2 * SkillLevel, Duration = 30 + 30 * SkillLevel s
Riding 1 Passive - Allows riding a Peco Peco
Cavalry Mastery 5 Passive - Attack speed with Spear while mounted improved
Shrink 1 Active / Supportive (Quest) 100 Grants a 50% Stun chance when Auto Guard triggers, once per cast

2nd Job Transcendent Skills

Hover a skill name for its full description and per-level values.

Skill Max Lv Form Use Cost Formula
Pressure 5 Active / Magical Holy 30~50 MATK% = 500 + 150 * SkillLevel, ignores DEF
Shield Chain 5 Active / Physical Ranged 28~40 ATK% = 300 + 200 * SkillLevel, HIT +20, requires a Shield
Gospel 10 Active / Supportive / Debuff 80~100 Places a holy ground that buffs the party and debuffs or cures enemies inside it
Sacrifice 5 Active / Supportive 100 Marks an ally, the caster absorbs part of the damage the ally takes

3rd Job Skills

Hover a skill name for its full description and per-level values.

Skill Max Lv Form Use Cost Formula
Moon Slasher 5 Active / Physical Melee 20~36 ATK% = 120 * SkillLevel + 80 * Over Brand Lv, AoE around the caster, inflicts Bleeding
Banishing Point 10 Active / Physical Ranged 20~38 ATK% = 100 * SkillLevel + 70 * Bash Lv
Exceed Break 5 Active / Supportive Self 20~68 Damage +100 * SkillLevel% on the next attack, movement speed reduced
Pinpoint Attack 5 Active / Physical Melee Critical 50 ATK% = 100 * SkillLevel + 5 * AGI, ignores DEF, breaks gear per level
Cannon Spear 5 Active / Physical Ranged Critical 30~50 ATK% = SkillLevel * (120 + STR), AoE 3x3 to 7x7
Over Brand 5 Active / Physical Melee 20~60 ATK% = 350 * SkillLevel + 3 * (STR + DEX) + 50 * Spear Quicken Lv, 500 * SkillLevel when Moon Slasher is active
Vanguard Force 5 Active / Supportive Self 30 Adds bonus damage on melee attacks and raises the Max RC cap
Burst Attack 1 Active / Physical Melee 150 Removes positive statuses from the target on hit
Banding 5 Active / Supportive 30~54 DEF +18 + 3 * (SkillLevel - 1) per party member, Duration = 60 + 30 * (SkillLevel - 1) s
Trample 3 Active / Supportive 30~60 Trap destroy chance = 25 + 25 * SkillLevel% in a 5x5 area
Prestige 5 Active / Supportive Self 75~95 Chance to fully evade magic damage, Duration = 30 + 15 * (SkillLevel - 1) s
Hesperus Lit 5 Active / Physical Melee 37~65 ATK% = 300 * SkillLevel + 3 * VIT, 450 * SkillLevel with Inspiration
Piety 5 Active / Supportive 40~60 Consumes 2 Holy Water, Duration = 60 + 20 * (SkillLevel - 1) s
Genesis Ray 10 Active / Magical Holy / Neutral 45~90 MATK% = 350 * SkillLevel + 3 * INT, +70 * SkillLevel with Inspiration, AoE 11x11
Reflect Damage Reduction 5 Active / Supportive Self 60~100 Reflected damage -10 * SkillLevel%, requires a Shield
King's Grace 5 Active / Supportive 120~200 Recover 4 + (SkillLevel - 1)% MaxHP every 5 s
Shield Press 10 Active / Physical Melee 10~28 ATK% = 200 * SkillLevel + 3 * (STR + VIT) + Shield Weight / 10, requires a Shield
Earth Drive 5 Active / Physical Melee 52~84 ATK% = 380 * SkillLevel + 3 * (STR + VIT) + 37 * SkillLevel * Shield Mastery Lv, AoE 3x3 to 7x7
Shield Spell 3 Active / Supportive Self 50 Lv 1 recovers HP, Lv 2 recovers SP, Lv 3 grants ATK +150 and MATK +150, 90 s
Inspiration 5 Active / Supportive Self 80~120 HIT +12 * SkillLevel, All Stats +6 * SkillLevel, MaxHP +4 * SkillLevel%, ATK / MATK +40 * SkillLevel, Duration = 60 + 30 * (SkillLevel - 1) s

4th Job Skills

Hover a skill name for its full description and per-level values.

Skill Max Lv Form Use Cost Formula
(MT) Spear & Sword Mastery 10 Passive - S.MATK +4 * SkillLevel, P.ATK +2 * SkillLevel with One-Handed Sword, One-Handed Spear or Two-Handed Spear
(MT) Attack Stance 5 Active (Toggle on/off) / Supportive Self 50 P.ATK +6 * SkillLevel, S.MATK +4 * SkillLevel
(MT) Overslash 10 Active / Physical Melee 38~65 ATK% = 260 * SkillLevel + 60 * SkillLevel * Spear & Sword Mastery Lv + 7 * POW, finalized x (1 + both Mastery Lv / 100), +200 * SkillLevel with Spear Scar, 3 hits
(MT) Imperial Cross 5 Active / Physical Melee 49~65 ATK% = 1650 + 1350 * SkillLevel + 25 * Spear & Sword Mastery Lv + 5 * POW, +100 + 300 * SkillLevel with Spear Scar, 3 hits
(MT) Shield Shooting 5 Active / Physical Ranged 40~60 ATK% = 1000 + 3500 * SkillLevel + 10 * POW + 150 * SkillLevel * Shield Mastery Lv + (Shield Weight / 500 + Shield Refine) * 1500, +300 * SkillLevel with Spear Scar
Shield Slam 5 Active / Physical Ranged 65~81 ATK% = 1000 + 4000 * SkillLevel + 300 * Shield Mastery Lv + 5 * POW, requires a Shield
(MT) Grand Judgement 10 Active / Physical Ranged Critical 51~78 SP, 120 AP ATK% = 250 + 1650 * SkillLevel + 10 * POW, finalized x (1 + both Mastery Lv / 100), +50% versus Plant and Insect
(MT) Radiant Spear 10 Active / Physical Ranged Critical 67~85 ATK% = 3500 + 1150 * SkillLevel + 50 * Spear & Sword Mastery Lv + 5 * POW, +350 * SkillLevel with Spear Scar, 2 hits
Shield Mastery 10 Passive - RES +3 * SkillLevel, boosts Imperial Guard shield skills while a Shield is equipped
(MT) Guard Stance 5 Active (Toggle on/off) / Supportive Self 50 DEF +50 + 50 * SkillLevel, ATK -50 * SkillLevel, RES +20 * SkillLevel, MRES +16 * SkillLevel
(MT) Imperial Pressure 5 Active / Magical Neutral / Holy 89~105 MATK% = 3850 + 2650 * SkillLevel + 50 * Spear & Sword Mastery Lv + 5 * SPL, AoE 5x5
Guardian Shield 5 Active / Supportive 60 SP, 35 AP Damage absorbed = (MaxHP * 30 / 100) * (25 * SkillLevel) / 100 + 15 * STA, applies to self and party
(MT) Rebound Shield 5 Active / Supportive Self 60 Devotion damage reduction = 18 * SkillLevel%, capped at 99%
(MT) Ultimate Sacrifice 5 Active / Supportive 120 Cooldown = 20 * SkillLevel s, AoE = (2 + SkillLevel) x (2 + SkillLevel) cells, applies to self and party
(MT) Cross Rain 10 Active / Magical Neutral / Holy 67~94 MATK% = (650 + 15 * Spear & Sword Mastery Lv) * SkillLevel + 7 * SPL, ground target, AoE 3x3 to 9x9
(MT) Holy Shield 5 Active / Supportive Self 60 Damage taken from Dark and Undead -7 - 2 * (SkillLevel - 1)%, Holy magic damage +7 + 2 * (SkillLevel - 1)%
(MT) Judgement Cross 10 Active / Magical Neutral / Holy 60~105 SP, 10 AP MATK% = 2100 * SkillLevel + 10 * SPL, finalized x (1 + both Mastery Lv / 100), +50% versus Plant and Insect

Item Boosts

Gear that directly boosts each 4th job skill.

(MT) Overslash

Poenitentia Hasta [2] Thanos Spear-AD [2] Holy Light Spear [2]

Dimensions Imperial Spear [2] Dimensions Crown (Imperial Guard) [1]

Ice Flower Spell(Brand Lit) Glacier (Overslash) Imperial Guard Soul(Overslash)

Helm of Faith II(Royal Guard) [1] + Vivatus Fides Guardian Spear [2]

Gray Spell(Warrior) Lv1 - Lv 3 + Thanos Spear-AD [2]

Crown of Good and Evil(Imperial Guard) [1] + Goodwill Spell + Holy Light Spear [2]

Crown of Good and Evil(Imperial Guard) [1] + Holy Light Spear [2]

Good Vigor (Imperial Guard) + Goodwill Spell

Dimensions Imperial Spear [2] + Dimensions Crown (Imperial Guard) [1]

(MT) Imperial Cross

Glacier (Imperial Cross) Imperial Guard Soul (Imperial Cross)

Tan Card + Yorscalp Crown of Execution [1]

(MT) Shield Shooting

Poenitentia Aegis [1] Fortified Spear [2] Solid Spear [2]

Flush Blocking Spear [2]

Shield Shooting Tuning Device Ice Flower Spell(Banishing Cannon)

Glacier (Shield Shooting) Imperial Guard Soul(Shield Shooting)

Heroic Token (Imperial Guard) [1] + Aquatic Spear-LT [2]

Shield Slam

Glacier (Shield Slam) Imperial Guard Soul (Shield Slam)

-

(MT) Grand Judgement

-

Radiant Rune Circlet (Imperial Guard) [1] + Radiant Lance [2]

(MT) Radiant Spear

Glacier (Radiant Spear) File:313377.png Imperial Guard Soul (Radiant Spear)

Time Gap Guardian Spear [2] + Dimensions Crown (Imperial Guard) [1]

Imperial Guard Stone II(Lower II) + Royal Guard Stone II(Upper II)

(MT) Imperial Pressure

Glacier (Imperial Pressure) IG Soul (Imperial Pressure)

-

(MT) Cross Rain

Dimensions Crown (Imperial Guard) [1] Poenitentia Gladius [2] Devil Guardian Sword [2]

Muqaddas Sasyiir [2] Dimensions Imperial Sword [2]

Ice Flower Spell(Genesis Pressure) Glacier (Cross Rain) Imperial Guard Soul(Cross Rain)

Helm of Faith(Royal Guard) [1] + Vivatus Fides Guardian Sword [2]

Heroic Token (Imperial Guard) [1] + Light Blade-LT [2]

Crown of Good and Evil(Imperial Guard) [1] + Evil Spell + Devil Guardian Sword [2]

Crown of Good and Evil(Imperial Guard) [1] + Devil Guardian Sword [2]

Evil Vigor (Imperial Guard) + Evil Spell

Dimensions Imperial Sword [2] + Dimensions Crown (Imperial Guard) [1]

Imperial Guard Stone(Lower II) + Royal Guard Stone(Upper)

Job Build Recommendations

Imperial Guard runs three damage profiles, and they do not share gear. The spear line is melee physical, the shield line is ranged physical, and the holy caster line is magic, so each build below is self contained. This section is split by gear tier: Mid Game covers the pieces you can wear from Base Level 200 to 249, and End Game covers 250 and up, which is also where the SS and SSS tier instances open.

Mid Game

Build Recommendations
Overslash
Spear Melee Physical

Skills to main: (MT) Spear & Sword Mastery Lv 10, (MT) Overslash Lv 10, (MT) Imperial Cross Lv 5, (MT) Attack Stance Lv 5, (MT) Guard Stance Lv 5

Gear to refine and grade: Poenitentia Hasta [2], Holy Light Spear [2], Sky Imperial Spear [2], Radiant Lance [2] and Furious Over Spear [2] are the Mid Game spears, all Refineable and Gradable. On the head side Sky Rune Crown (Imperial Guard) [1], Radiant Rune Circlet (Imperial Guard) [1] and Furious Crown (Imperial Guard) [1] are worth grading, because the combo lines below scale on headgear grade.

Damage cards: Glacier (Overslash), Imperial Guard Soul(Overslash), Ice Flower Spell(Brand Lit), Glacier (Imperial Cross) and Imperial Guard Soul (Imperial Cross)

Stats and traits: STR for weapon attack, DEX for the Over Brand and Cannon Spear hybrids, then POW, because (MT) Overslash and (MT) Imperial Cross both add a flat term per point of POW and (MT) Spear & Sword Mastery converts mastery into P.ATK. STA and VIT round out the defensive side, which matters because Guardian Shield scales on STA.

Enchants and shadow: Imperial Guard Stone(Lower II) with Royal Guard Stone(Upper), plus Over Cross Shadow Earring and Over Cross Shadow Pendant

Combos: Helm of Faith II(Royal Guard) [1] + Vivatus Fides Guardian Spear [2], Gray Spell(Warrior) Lv1 - Lv 3 + Thanos Spear-AD [2], Crown of Good and Evil(Imperial Guard) [1] + Goodwill Spell + Holy Light Spear [2], Good Vigor (Imperial Guard) + Goodwill Spell and Imperial Guard Stone(Lower II) + Royal Guard Stone(Upper).

Consumables: Berserk Potion, Awakening Potion and White Potion for sustain.

Rotation: hold (MT) Attack Stance at all times and (MT) Guard Stance whenever you are taking the hits, then open with (MT) Imperial Cross and follow with (MT) Overslash once Spear Scar is up. (MT) Overslash hits three times, so it is the main single target button, and Moon Slasher plus Over Brand handle anything that stands in a line.

Budget: Low to medium. One spear and one circlet carry the whole profile.

Content: Base Level 200 to 249 field and dungeon content, below the 250 gate of the SS tier instances.

Shield Shooting
Shield Ranged Physical

Skills to main: Shield Mastery Lv 10, (MT) Shield Shooting Lv 5, Shield Slam Lv 5, (MT) Grand Judgement Lv 10, (MT) Guard Stance Lv 5

Gear to refine and grade: the shield is the weapon here, so Poenitentia Aegis [1], Shooting Shield [1] and Furious Shield [1] are the pieces to refine and grade, because (MT) Shield Shooting adds shield weight and refine directly into its ratio. Pair them with Fortified Spear [2], Solid Spear [2] or Furious Lance [2] in the weapon slot.

Damage cards: Shield Shooting Tuning Device, Glacier (Shield Shooting), Imperial Guard Soul(Shield Shooting), Ice Flower Spell(Banishing Cannon), Glacier (Shield Slam) and Imperial Guard Soul (Shield Slam)

Stats and traits: POW first, since every shield skill adds a flat POW term, then STR and DEX for ATK and HIT, and STA for the defensive half of the kit. Shield Mastery converts into both RES and skill damage, so keep it at the cap.

Enchants and shadow: Imperial Guard Stone II(Lower II) with Royal Guard Stone II(Upper), plus Shield Shooter Shadow Armor and Shield Shooter Shadow Shoes

Combos: Heroic Token (Imperial Guard) [1] + Aquatic Spear-LT [2], Radiant Rune Circlet (Imperial Guard) [1] + Radiant Lance [2] and Imperial Guard Stone II(Lower II) + Royal Guard Stone II(Upper).

Consumables: Berserk Potion, Awakening Potion and White Potion.

Rotation: open from (MT) Guard Stance so the defensive passives are live, then (MT) Shield Shooting as the main ranged hit and Shield Slam whenever a target closes in. (MT) Grand Judgement is the critical burst button, and Shield Chain covers the gap when the shield skills are on cooldown.

Budget: Medium. A graded shield carries almost the entire build.

Content: Base Level 200 to 249 AoE farming and mid tier dungeons.

Cross Rain
Holy Magic Nuke

Skills to main: (MT) Spear & Sword Mastery Lv 10, (MT) Cross Rain Lv 10, (MT) Judgement Cross Lv 10, (MT) Imperial Pressure Lv 5, (MT) Holy Shield Lv 5, Genesis Ray Lv 10

Gear to refine and grade: Poenitentia Gladius [2], Devil Guardian Sword [2] and Light Blade-LT [2] are the Mid Game one-handed swords that keep the mastery passives online, and Sky Rune Crown (Imperial Guard) [1] is the crown to grade. The robe, manteau, boots and accessory slots all take a Blaze Mana or Gaebolg piece for the magic stats.

Damage cards: Ice Flower Spell(Genesis Pressure), Glacier (Cross Rain), Imperial Guard Soul(Cross Rain), IG Soul (Imperial Pressure) and Glacier (Imperial Pressure)

Stats and traits: INT for MATK, then SPL, because (MT) Cross Rain, (MT) Judgement Cross and (MT) Imperial Pressure each add a flat SPL term, then WIS for the magic side of the kit. STA still pays because the defensive half of the job never goes away.

Enchants and shadow: Imperial Guard Stone(Lower II) with Royal Guard Stone(Upper), plus Rain Pressure Shadow Armor and Rain Pressure Shadow Shoes

Combos: Helm of Faith(Royal Guard) [1] + Vivatus Fides Guardian Sword [2], Heroic Token (Imperial Guard) [1] + Light Blade-LT [2], Crown of Good and Evil(Imperial Guard) [1] + Evil Spell + Devil Guardian Sword [2] and Evil Vigor (Imperial Guard) + Evil Spell.

Consumables: Blue Potion and White Potion for the SP and HP drain, plus Holy Water for Piety.

Rotation: raise (MT) Holy Shield so the whole kit flips to Holy, then drop (MT) Cross Rain on the pack and follow with (MT) Judgement Cross on the priority target, filling with (MT) Imperial Pressure and Genesis Ray between cooldowns. Piety and King's Grace keep the caster and the party alive.

Budget: Medium. The gear is shared with any magic class, so it doubles as a levelling set.

Content: Base Level 200 to 249 farming and single target bossing.

End Game

Build Recommendations
Overslash
Spear Melee Physical

Skills to main: (MT) Spear & Sword Mastery Lv 10, (MT) Overslash Lv 10, (MT) Imperial Cross Lv 5, (MT) Attack Stance Lv 5, (MT) Guard Stance Lv 5

Gear to refine and grade: Dimensions Imperial Spear [2] and Frontier Imperial Spear [2] are the two End Game spears, both Refineable and Gradable, with Dimensions Crown (Imperial Guard) [1] and Frontier Crown (Imperial Guard) [1] to grade alongside them because both combo lines scale on headgear grade.

Damage cards: the same skill line as Mid Game, so Glacier (Overslash), Imperial Guard Soul(Overslash), Glacier (Imperial Cross) and Imperial Guard Soul (Imperial Cross).

Stats and traits: STR, DEX and POW, unchanged from Mid Game, the gear just carries it further. VIT and STA stay useful for Guardian Shield.

Enchants and shadow: unchanged from Mid Game, since the Over Cross shadows and the Imperial Guard Stone (Lower II) plus Royal Guard Stone (Upper) pair stay best in slot at this tier.

Combos: Dimensions Imperial Spear [2] + Dimensions Crown (Imperial Guard) [1], Frontier Crown (Imperial Guard) [1] + Frontier Imperial Spear [2] and Tan Card + Yorscalp Crown of Execution [1].

Consumables: Berserk Potion, Awakening Potion and White Potion.

Rotation: unchanged from Mid Game. Keep (MT) Attack Stance up, open with (MT) Imperial Cross for Spear Scar, then chain (MT) Overslash.

Budget: High. The Frontier and Dimensions pair is the single biggest jump in the profile.

Content: SS tier instances at Base Level 250, SSS tier at 270.

Shield Shooting
Shield Ranged Physical

Skills to main: Shield Mastery Lv 10, (MT) Shield Shooting Lv 5, Shield Slam Lv 5, (MT) Grand Judgement Lv 10, (MT) Guard Stance Lv 5

Gear to refine and grade: Winding Imperial Shield [1] is the End Game shield and the piece that carries the whole build, so it takes refine and grade first. Winding Imperial Spear [2] and Espetar [2] are the two End Game weapons, with Frontier Crown (Imperial Guard) [1] to grade alongside them.

Damage cards: Shield Shooting Tuning Device, Glacier (Shield Shooting), Imperial Guard Soul(Shield Shooting), Glacier (Shield Slam) and Imperial Guard Soul (Shield Slam)

Stats and traits: POW, STR, DEX and STA. The shield weight and refine term is what makes this build work, so refine is worth more here than on any other Imperial Guard profile.

Enchants and shadow: unchanged from Mid Game, since the Shield Shooter shadows and the Imperial Guard Stone II (Lower II) plus Royal Guard Stone II (Upper) pair stay best in slot at this tier.

Combos: Winding Imperial Spear [2] + Winding Imperial Shield [1], Dimension Valley East Card + Dimension Valley West Card + Winding Imperial Spear [2] + Winding Imperial Shield [1] and Dimension Valley East Card + Winding Imperial Spear [2] + Winding Imperial Shield [1].

Consumables: Berserk Potion, Awakening Potion and White Potion.

Rotation: unchanged from Mid Game. Hold (MT) Guard Stance, use (MT) Shield Shooting on cooldown, and fall back to Shield Slam and (MT) Grand Judgement for burst.

Budget: High, mostly from refining the shield.

Content: SS tier instances at Base Level 250, SSS tier at 270.

Cross Rain
Holy Magic Nuke

Skills to main: (MT) Spear & Sword Mastery Lv 10, (MT) Cross Rain Lv 10, (MT) Judgement Cross Lv 10, (MT) Imperial Pressure Lv 5, (MT) Holy Shield Lv 5, Genesis Ray Lv 10

Gear to refine and grade: Muqaddas Sasyiir [2] and Dimensions Imperial Sword [2] are the two End Game one-handed swords, and Dimensions Crown (Imperial Guard) [1] plus Frontier Crown (Imperial Guard) [1] are the crowns to grade. The magic armour, garment, shoes and accessory slots switch to the Black Flame, Yorscalp and Dimensional pieces below.

Damage cards: the same skill line as Mid Game, so Ice Flower Spell(Genesis Pressure), Glacier (Cross Rain), Imperial Guard Soul(Cross Rain) and Glacier (Imperial Pressure).

Stats and traits: INT, SPL and WIS. Same spread as Mid Game, the gear just carries it further.

Enchants and shadow: identical to Mid Game, since the Rain Pressure shadows and the Imperial Guard Stone (Lower II) plus Royal Guard Stone (Upper) pair stay best in slot at this tier.

Combos: Dimensions Imperial Sword [2] + Dimensions Crown (Imperial Guard) [1], Crown of Good and Evil(Imperial Guard) [1] + Evil Spell + Devil Guardian Sword [2] and Evil Vigor (Imperial Guard) + Evil Spell.

Consumables: Blue Potion, White Potion and Holy Water.

Rotation: unchanged from Mid Game. (MT) Holy Shield keeps the kit on Holy, (MT) Cross Rain clears ground, (MT) Judgement Cross deletes single targets.

Budget: High. The magic set is shared with other casters, so it is the cheapest End Game tier to reuse.

Content: SS and SSS tier bossing.

General Damage Gear & Cards

The tables above list items that boost one specific skill. The pieces below raise physical or magic damage in general, so they stack on top of the skill gear. Imperial Guard needs both: the spear and shield builds deal physical damage, split between melee for the spear line and ranged for the shield line, while the holy caster build deals magic damage. Treat the two halves separately, because a physical damage line does nothing for a caster and a MATK line does nothing for a spear.

Physical

The spear build deals melee physical damage and the shield build deals ranged physical damage, so the two want different wording on their damage lines but the same ATK, P.ATK and crit scaling. Cards that only say ranged damage % are dead weight on the spear build, and cards that only say melee damage % are dead weight on the shield build.

Mid Game

Base Level 200 to 249. All five armour slots have a mana set that gives ATK % and physical damage % on top of whatever your build already uses.

Slot Recommended Main bonuses
Armor Blaze Mana Armor [1], Gaebolg Armor [1], Nebula Armor of Power [1] ATK %, melee and ranged damage %, P.ATK
Garment Blaze Mana Manteau [1], Gaebolg Manteau [1], Azure Flame Mana Manteau [1] ATK %, melee and ranged damage %, P.ATK
Shoes Blaze Mana Boots [1], Gaebolg Boots [1], Azure Flame Mana Boots [1] ATK %, melee and ranged damage %, P.ATK
Accessory Blaze Mana Ring [1], Blaze Mana Brooch [1], Gaebolg Ring [1] ATK %, P.ATK
Head (Top) Crown of Beelzebub [1], Boitata Hat [1], Isgardian Warrior Crown [1] ATK %, melee and ranged damage %, P.ATK, damage to all sizes and elements, crit damage %
Shadow set Full Power Shadow Armor, Full Power Shadow Shoes, Sword Master Shadow Armor, Sword Master Shadow Shoes, Sword Master Shadow Earring, Sword Master Shadow Pendant ATK %, physical damage % (refine scaled), P.ATK

End Game

Base Level 250 and up. Shadow gear has no level gate, so the Mid Game shadow set carries over unchanged.

Slot Recommended Main bonuses
Armor Black Flame Armor of Power [1], Black Flame Suit of Critical [1], Black Flame Suit of Agility [1] ATK %, physical damage %, crit damage %, damage to all elements
Garment Encroaching Mantle of Destruction [1], Unstoppable Mantle of Destruction [1], Ceaseless Mantle of Breath [1] ATK %, physical damage %, crit damage %, P.ATK, damage to all elements
Shoes Dimensional Battle Greaves [1], Dimensional Executioner Boots [1], Fighter's Boots [1] P.ATK, physical damage %, crit damage % (refine and grade scaled)
Accessory Black Dragon Ring of Power [1], Black Dragon Ring of Critical [1], Yorscalp Ring [1] ATK %, P.ATK, physical damage %, crit damage %, damage to all elements
Head (Top) Scarlet Stardust Crown [1], Silver Stardust Crown [1], Yorscalp Crown of Execution [1] ATK %, physical damage %, P.ATK, crit damage %, damage to all sizes

Damage Cards

Universal: these apply to every target, so they are the safe default when you do not know what you are fighting. Melee damage % only pays off on the spear build, and ranged damage % only pays off on the shield build.

Card Effect on physical damage
(MvP) Reginleif Card ATK % (refine scaled where applicable)
(MvP) Chaos Baphomet Card ATK %, damage to Demon (refine scaled where applicable)
(MvP) Simulation Juncea Card P.ATK (refine scaled where applicable)
(MvP) Snowstorm Angel Card ranged damage %, damage to Boss (shield build only)
Archer Skeleton Card ranged damage % (shield build only)
(MvP) Yortus Arbiter Card crit damage % (refine scaled where applicable)
(MvP) Pyuriel Card crit damage % (refine scaled where applicable)
The Paper Card crit damage % (refine scaled where applicable)
(MvP) Guide of Dead Card melee damage % (spear build only)
(MvP) Sanctuary Cleaning Chief Card melee damage %, damage to Boss (spear build only)
Angel Slug Card melee damage % (spear build only)

Target specific: swap these in once you know the race, size, element or class of what you are farming.

Card Effect on physical damage
(MvP) Despair God Morocc Card ATK %, damage to Demi-Human, Angel, Player (refine scaled where applicable)
Seawind Card ATK %, damage to Brute (refine scaled where applicable)
Cliolima Card ATK %, damage to Demon (refine scaled where applicable)
Rockstriker Card ATK %, damage to Undead (refine scaled where applicable)
Yoster Cleaner Card ATK %, damage to Dragon (refine scaled where applicable)
Rebellion Lookie Card melee damage %, damage to Formless, Demi-Human, Player (spear build only)
Jormungandr Sanctuary Guardian Card melee damage %, ranged damage %, damage to all sizes, Water, Earth, Fire, Wind, Poison, Holy, Dark, Ghost (refine scaled where applicable)
Hanom Card P.ATK, damage to Dark (refine scaled where applicable)
Rebellion Elena Volkova Card ranged damage %, damage to Small, Large (shield build only)
(MvP) Encroached Tan Card ATK %, P.ATK, damage to Boss, Normal (refine scaled where applicable)

Magic

The holy caster build deals magic damage, so it ignores every ATK and physical damage line above. The pieces below raise magic damage in general, and they stack on top of the (MT) Cross Rain and (MT) Judgement Cross skill gear.

Mid Game

Base Level 200 to 249. The robe, manteau, boots and accessory slots all have a Blaze Mana or Gaebolg set that gives MATK % and MATK on top of whatever your build already uses.

Slot Recommended Main bonuses
Armor Blaze Mana Robe [1], Gaebolg Robe [1], Nebula Robe of Spell [1] MATK %, MATK, magic damage to all elements, Variable Cast Time
Garment Blaze Mana Manteau [1], Gaebolg Manteau [1], Azure Flame Mana Manteau [1] MATK %, S.MATK, magic damage to all elements, Variable Cast Time
Shoes Blaze Mana Boots [1], Gaebolg Boots [1], Azure Flame Mana Boots [1] MATK %, SPL, magic damage to all elements, Fixed Cast Time
Accessory Blaze Mana Earring [1], Blaze Mana Necklace [1], Azure Flame Mana Earring [1] MATK %, S.MATK, Variable Cast Time
Head (Top) Vesper Headgear [1], Isgardian Magician Crown [1], Sky Rune Crown (Imperial Guard) [1] MATK %, MATK, SPL, magic damage to all elements and sizes, Fixed Cast Time
Shadow set Magical Master Shadow Armor, Magical Master Shadow Shoes, Magical Master Shadow Earring, Magical Master Shadow Pendant, Sorcery Master Shadow Armor, Sorcery Master Shadow Shoes, Sorcery Master Shadow Earring, Sorcery Master Shadow Pendant, Full Spell Shadow Armor, Full Spell Shadow Shoes MATK %, MATK, magic damage to all elements

End Game

Base Level 250 and up. Shadow gear has no level gate, so the Mid Game shadow set carries over unchanged.

Slot Recommended Main bonuses
Armor Black Flame Robe of Magic [1], Black Flame Robe of Wisdom [1], Yorscalp Robe [1] MATK %, MATK, S.MATK, magic damage to Fire or Water, Variable Cast Time
Garment Archmage's Manteau [1], Great Scholar's Muffler [1], Yorscalp Muffler [1] MATK %, S.MATK, MATK, magic damage to all elements, SPL
Shoes Dimensional Spell Shoes [1], Dimensional Magic Shoes [1], Yorscalp Shoes [1] MATK %, S.MATK, SPL, magic damage to all elements, Variable and Fixed Cast Time
Accessory Black Dragon Ring of Magic [1], Black Dragon Ring of Wisdom [1], Yorscalp Earring [1] MATK %, S.MATK, magic damage to Fire or Water, Variable Cast Time
Head (Top) Violet Stardust Crown [1], Yorscalp Crown of Judgment [1], Frontier Crown (Imperial Guard) [1] MATK %, MATK, S.MATK, SPL, magic damage to all elements and sizes

Damage Cards

Universal: these apply to every target, so they are the safe default when you do not know what you are fighting.

Card Effect on magic damage
(MvP) Realized Amdarais Card MATK %, damage to all classes (refine scaled where applicable)
(MvP) Timeholder Card MATK % (refine scaled where applicable)
(MvP) Amdarais Card MATK %, damage to all classes (refine scaled where applicable)
(MvP) Warlock Kathryne Card MATK %, all stats (Wizard line)
(MvP) Shadow Chaser Gertie Card MATK %, damage to all races (Rogue line)
(MvP) Simulation Juncea Card S.MATK (refine scaled where applicable)
(MvP) Bulgasari Card S.MATK, auto-casts (MT) Rock Down
(MvP) Flame Anima Card S.MATK, auto-casts (MT) Crimson Arrow
(MvP) Ultimate Rasgandr Card magic damage to Boss, S.MATK, SPL and MATK % at high refine

Target specific: swap these in once you know the race, size, element or class of what you are farming.

Card Effect on magic damage
(MvP) Abysmal Witch Card Fire and Dark magic damage +100%
(MvP) Aquila Card Poison and Undead magic damage +100%
(MvP) Awaken Ktullanux Card Water magic damage % (refine scaled)
(MvP) Contaminated Spider Queen Card Earth and Water magic damage +100%
(MvP) Gioia Card Wind and Ghost magic damage +100%
(MvP) Himmelmez's Phantom Card Neutral and Holy magic damage +100%
(MvP) Death Witch Card MATK %, magic damage to Demon and Formless
(MvP) Distorted God Card magic damage to Demon
(MvP) The One Card MATK %, magic damage to Undead and Dragon
(MvP) Fallen Bishop Card MATK %, magic damage to Angel, Demi-Human, Player

Related NPC

Rental Service

Any town

Rental Service Rent Peco Peco.

Wallpaper

Imperial Guard
Imperial Guard