-
Who is this guide for?
-
Basic information, pros and cons, playstyle
-
Setups and playstyle for 2, 5, 10 boxes
-
Equipment and SA recommendations
-
Tattoo recommendations
-
Skills, what's new for Warlord in HF?
-
Leveling locations (catacombs in descending order of level) Late game
-
Tips, pulling subtleties, and desync tricks
-
Olympiad, some tactics
-
Author's address
1. Who is this guide for?
The most important thing to start with is that this guide can be called universal, but the focus is still on the HF patch and its features. Of course, this guide is also suitable for those who play on earlier patches like C4 or Interlude, but keep it in mind. In HF, vampiric is nerfed and after level 50+ you will need a healer even to kill even one room in the catacombs. On HF, there are more buff slots and the buff pool for the Warcryer has been somewhat changed, such as the presence of WW
and berserk. The endgame is very different; if on C4 the endgame ends in FOG, on HF it only begins there.
Solo players, an address to you. If you are not ready to dance in boxes, at least 5, but better 10, maybe you should give up on the class. The patch is fundamentally different from the conditional Interlude - there you could even on self-buff poke at Ketra-Varka and gradually farm out. In HF, this will not work. Either you stand in the top location with a live full party, or you gnaw at medium spots with boxes, there is no third option. As an option, try to puff your way to 82-83 and look for a CP. I warned you.
In everything else, if you are not playing on a completely custom server, the guide is 90% universal, suitable for beginners, and perhaps will be useful for more experienced players. Enjoy the view.
2. Basic information, class feature, pros and cons, playstyle, tasks.
I want to start with a funny fact. The main weapon of the warlord is the polearm or halberd in our manner. Erroneously, halberds in L2 are called spears, which is a consequence of a crooked Russian translation. I can easily support my words: a spear is a piercing weapon, and the warlord does not pierce with his weapon, but chops, and it is the halberd that is a chopping weapon; for those who are completely far from the topic, a halberd is something like an axe with a very long handle. It is important to note that the game indeed has a weapon named Lance
- which translates literally as “spear”, but the character in any case chops his targets with it, rather than pierces.
And also because of the crooked translation, the entire naming of the warlord suffered; in the original, the young
warlord Warrior - воитель, after the second profession Warlord in the Russian translation for some reason becomes a spearman, at the third surprise he becomes a commander, which is essentially Warlord in Russian, although in the original the third profession is perhaps one of the most pathetic sounding professions in the game DREADNOUGHT. If translated literally - FEARLESS!
Well, actually, around Fearlessness and the polearm the whole class is assembled. Conceptually - WL is a warrior, with a huge amount of health who bursts into crowds of enemies, stuns, breaks targets, deals area damage. At least that's how the Koreans themselves designed it.
In reality, we have a rather gimped character. Yes, bursting into crowds of enemies and dealing style is cool. But most of the time in this game you will in any case be fighting monsters and bosses, and on them the warlord lags behind the same Destro, both on pulls and in solo target. A paradox, right? A class created exclusively for the polearm is inferior to the more universal Destroyer.
But it's not all that bad. The warlord has strengths: in mass pvp, he will in any case be more useful than the Destro in a stomp pack. Also at first he is one of the top farmers of the Olympus, before everyone is covered in epic (for low rate PTS it is a year, minimum). Well, in any case, if you play on a semi-custom highfive, he farms not much worse than the Destroyer in pve, if you play solo or in a small group, the same applies to higher-rate server builds, there the warlord stands easier on locations due to the accessibility of high-level equipment.
And the last couple of interesting facts. The first is that everyone perceives the warlord exclusively as a character for AOE, but also in target he actually hits not all that bad, more precisely no worse than many milishniks. You can even check out the episode about DPS at Wide's, there the warlord in solo target poked not much worse than the Destro. And the second point. I do not recommend playing as a warlord on earlier patches like C4 and Interludes, there his lag from the Destro is even more obvious.
3. Feature of setups, playstyle of playing in 2,5,10 boxes. Recommendations for setups.
It is important here to discuss where you are playing and what kind of setup you can assemble for yourself. In the sense of how many boxes are available to you.
I see no point in touching on the topic of playing in a CP — it's unlikely they'll be interested in my opinion; if people have grown into a CP, they know what to do.
But for solo players and mini-groups, I advise reading this section.
Playing solo and in 2 boxes
In fact, the warlord plays quite well even in one box. Yes, it will be harder for you, but with the right selection of locations it is quite playable.
Moreover, I played on the same lame C5 chronicles, and it was a revelation for me that the warlord is played both solo and in duo with support like Shilien or PP. Yes, it's a bit stifling, but I have something to compare it to.
I in duo hit recipes for the BW head from mandragoras near Oren and stood in C equipment on dooms — and you know what? Quite comfortable, if compared with other milishniks like dagger or Tyr. Packs of mandragoras die from whirlwind and storm, and I hit the dooms in one target or collected a mini-pull 2–3 mobs and calmly on heal outplayed as I accumulated excess mana for stun and howl. Of course, they sometimes break through, but the PP heals quite well.
As support, I would take a PP for duo play. But this applies to playing on early patches like C5/Interlude. On HF, it's Warcryer without options, he got bers and WW — his COV is the strongest in the game. Shilien is not considered at all in mini-setups.
3 boxes
If three boxes are already available to you (we all know which server I'm talking about):
BD + Warcryer — the best combination.
5 boxes
-
Vark -
BD -
SVS
Healer - I am inclined towards SE, because with the third profession you will have additional buttons from other healers and you can take goodies for yourself like resist shock, clara, ALIresep, Major heal, Dark resist. Choose for yourself. Oh and "STIGMA" , a gorgeous thing for any solo target, it helped me a lot when leveling sa to 13 on RB and Kaza.
Without limitations
Unfortunately, on classic PTS you cannot farm strong locations without a full party, and to our five we add:
-
Cat, he is cute and gives strength and crit chance -
Two SK, an extreme measure for fanatics, but for HF the Icon is like COV on c4 IL -
PP for counter-critical, a very strong DPS boost -
Well and tenth — warsmith for sharpening
and embroidery 
If you think I'm joking about two SK, I'm not. You will be cut off from tasty locations like LOA and DV. And you really need to go there. And so with SK you already start gnawing scorpions in DV or carrying giants feet first on the lower floors.
4. Recommendations for equipment and SA
Discussing NG sets, I think, makes no sense within the framework of HF. On early patches, try to acquire any blunt and hit the golems in the human village, any gear you can get.
With D gear there is only one nuance. In HF in the store there is an opportunity to purchase not a briga set, which is top, but a Plate set, which is the best D set.
Yes, it has no set bonuses, but what set bonuses are we talking about if we're going to wear chinese? Choice for polearm is small — we take chinese with the largest P-attack.
C grade
I do not advise playing with the PL set. Yes, there is a temptation, yes — it will increase DPS, but survivability for leading pulls is more important to us, so the priority is:
-
FP set -
Orchish poleaxe
I will say about SA a bit later.
B grade
Bluewolf and only bluewolf.
Don't you dare cut yourself with doom or spend money on zubei. Better run in FP until A.
By polearm — here it's already what you can reach, in ideal Lance.
Yes-yes, that same “spear”.
A grade
For low rate it's better, of course, to have three sets:
-
Majestic heavy — for stunning locations like TOI -
DK — if anchor is strongly choking and you plan to sit in TOI until you turn blue -
Tallum — in all other cases
No, let's not do it that way:
in any case you should have Tallum, and if there's a chance to get maja or DK — it will be good.
By polearms.
In HF a best A polearm appeared, but this is most likely relevant for old servers or for high rates. On low rate our choice is — Tallum glaive, preferably chinese.
Some will object that halberd has SA for haste, but, judging by the calculator, Tallum halberd in any case has higher DPS, even if you shove SA into halberd.
S grade - skip
There are perverts who wear draconic, but why, if there is IC?
Moreover, you can generally skip the S set — FOG is calmly pulled up to 83 in tallum set, by that time you need to already acquire Morai.
Choice for polearms we have small — take what you have money for.
Attribute is not important, you have no hard binding.
From myself I can recommend wind, because it is usually the cheapest and there are almost no mobs with resistance to it, but those with vulnerability will be found — like those same angels.
Yes, in the world of L2, winged creatures do not like wind.
S80 — Moirai Heavy set/Destino Heavy set
Moreover rare Morai, — is for you the best set in the game, but it will appear for you not soon. Regular is also gorgeous. Good growth of DPS and there it's no longer a pity to shove attribute stones.
With weapon there will be a huge problem, so I advise, grit your teeth, suffer with Saint Spear 150 until 84, and there already:
-
quest with bones for 7 RB (HF innovation) from it we'll get s84 gun and it already stuffed with holiness, because it can be boosted by Dance and Buff for Holy.
Shirts and belts

Drive in D-shirt from the shop until 73 lab. Not particularly available until Olympus.
With belts similarly — actively farm TV and pray to the god of random.
Whatever chests don't twist — take with a belt and with ornament for skill damage in PvP.
SA for PvP
Briefly — for any PvP we take polearm for +25% HP.
The higher the HP pool:
-
the easier it is to press revival.
-
the more efficient battle roar, as it restores HP in percent.
- there are witnesses of crit. stun (sa which stuns on critical hits), but I am not acquainted with them, apparently all died out.
SA for PvE 
Everywhere where there is haste — we put haste.
In fact, the first SA that should be thought about is haste in the halberd, if there's no possibility to get clean Tallum glaive.
Playing with SA like angle of accuracy I don't see point — for obvious reasons, they are practically useless. Better learn to correctly set the pulls.
There is an opinion that CS (critical stun) is a good SA for Olympus against support that burns your mana — like you can't let him out of stunlock.
There's also a point that on Asterios this SA was reworked, and there it breaks the target, which in general also well affects survivability.
On PTS I consider this SA extremely questionable, because:
-
stun triggers by chance on crit with a chance of 25%
- the stun itself may not land because of resists
-
during attack you can break your own stun
Opinion that supposedly it will help you survive under a pull, I consider strange, because it's easier to increase DPS with haste and thus increase leech with vampiric, than hope for a questionable chance to stun monsters.
In the end let's count?
Our crit chance, under full party, well for example 300 (this is a high value), that is 30%. From these 30 we immediately calculate the trigger chance - 25% = 7.5%. What is the basic chance of landing a stun 50% I think? And so 3.25% to stun a target during attack. Questionable? Very much so. But that's on paper. In practice everything is even worse. I was not lazy, took a halberd with this sa and went to hit monsters under gc, under low buff without shots. Monsters lived for a minute and in total I got 5 seconds of stun on each. I hope arguments are enough.
5. What tattoos to put on a Warlord?

🗡️ Tattoos for PVE
The only tattoo you need in PVE, in my opinion — is +4 dex / −5 con.
For the rich — +5 dex / −5 con.
Yes, increasing damage with strength looks tempting, but what's the use of damage if you're dead?
And specifically dexterity will help us lead the pulls due to:
-
running speed
-
evasion
Evasion, of course, is a weak argument, but running speed and accuracy should not be underestimated.
90% of the time of activity on the character you will lead monsters, not hit them, so one of your most important stats in PVE — is running speed. There are even such moments that it's more profitable not to change your BW set for Tallum purely because of the notorious five running, which it gives you.
Accuracy — similarly, one of the most useful stats for you, because the base accuracy of the polearm is also lowered.
Crit chance — well everything is clear here, there isn't too much DPS.
Well and attack speed. Yes, a little, but there are cases when these milliseconds will save you. And in general, the higher the attack speed — the more comfortable to play.
🏟️ Olympus
On the Olympus I don't even know what to advise.
I would cut strength in favor of con and dexterity.
The third tattoo — on wit for cast.
In general, write your variants in the comments.
6. Skills
In this section I'll throw in what the warlord became covered with by the High Five patch. Но 90% of the skills you will be able to check in our base of knowledge. Plus you will notice familiar skills, if they turned up in this section, it means they were changed or reworked.
Focus Attack - reworked, now it is not a buff, but a TOGGLE - it can be turned on and off at any moment, but it consumes mana. Also it was buffed and besides accuracy it also gives crit power, at the last level +6 accuracy and +30% to critical hit power.
Power Crush - hit on a single target, weak. No point in learning until Olympus.
Rush - dash to target, allows to quickly close in with target. Low cd and cost. You will love this button! More dynamics and mobility for our clumsy class!
Provoke - reworked, scoops up more targets, before it seemed to be a maximum of 10, now more, I won't say exactly. And also it applies a debuff which increases damage on targets from the polearm by 20%. Press every 20 seconds on tight pulls.
Shock Stomp - like Thunder Storm
only without damage. It turns out we have as many as 3 AOE stuns together with Shock Blust
. Actually this is exactly what WLs are valued for in skirmishes.
Polearm Accuracy - second toggle for accuracy, horribly gluttonous. Useless. It seems to me the Koreans could have made it a passive.
Fell Swoop - selfbuff for the number of targets. By default the halberd hits 3 targets, with passive
until the second profession you can hit 8 targets at a time, after the second already 13. With fell swoop you can hit 18. Bonus is pleasant, but it eats a buffslot.
Divine Inspiration - Passive which increases buffslots. Total 4 levels. First two books are easy to get, further only from epic.
War Frenzy - toggle for resistance to stun and sleep. You can play around if there is a live mana recharger.
Skills that appear after the 3rd profession:
Cursed Pierce - Another hit on a single target.
Master of Combat - pleasant passive increases CP by 5% and gives +80 p.atk.
Braveheart - active button restores 1000 CP, Carl! Pleasant bonus for Olympus, no more.
Symbol of Honor - by design it's an ultimate button, unique for each class, but for us it's perhaps the most useless. It increases CP/HP regen in area to all allies.
Rush impact - same as Rush, but already with stun on target into which you rush. From the panel regular Rush can be removed.
All buttons below are learned through forgotten scrolls. To get them is not so simple! You can drop them, get them by the 7 Seals quest or farm for Olympiad points.
Archer's Will - passive addition to accuracy and range of attack from bow. For us useless. One can say of course, what about Olympus. No way, if it came down to a bow, you're likely finished.
Expose Weak Point - very strong trigger, can debuff target that attacks you and lower its p.def by 20% and increase crit chance into it by 30%.
Fighter's Will - another passive for DPS +100 p.atk and 10% attack speed, chance for trigger which will increase crit rate and power of your abilities.
Dread Pool - mass fear which lowers p.def and m.def. Sometimes this button can decide a skirmish if you belch into the face of key dd or heals.
Final Secret - selfbuff for increasing damage from abilities by 30% in PVP.
Protection of Alignment - protective trigger for resists to darkness and light +20.
Protection of Elemental - protective trigger for resistance to elements +20 (yes the Koreans divided elements into natural and divine) .
Protection of Rune - protective trigger for +15% m.def.
-
7. Where to level as Warlord? A guide from level 1 to 85.
An important point that few will tell you: the early levels for a Warlord are harder than the late game. In fact, the "hardest" period in a Warlord's life is approximately from level 65 to 78, until Chant of Victory (CoV) appears. This is especially noticeable in catacombs: it is very easy to make a mistake and die there, plus the experience gained is much lower than "outside."
I compare Witch and Martyrdom with FoG, and I'll say that FoG is just child's play in terms of difficulty. Here you will have to endure; it's something like an adolescent phase—it will be tough.
One more thing regarding leveling: try to delay the moment of changing locations as much as possible. Sometimes it will seem like your Apostates are too easy, that you have outgrown them; you clear four rooms at a time and think it's time to move to higher-level catacombs. But a surprise awaits you: in catacombs of your actual level, you might not even pull one room—and that's normal. A situation where you cleared five rooms in Apostates without issues but are "biting the dust" in Patriots with only two rooms is normal. In short, don't rush to change your spot; wait until all the mobs "turn blue."
Choosing a location is perhaps the key and most important section in the entire guide. Usually, I level "hybridly." The fact is, there are practically no adequate locations for pulling mobs until level 60. Therefore, I usually level in catacombs until level 60. Then I move to ToI, and once CoV appears, I head to FoG, where you can grind until level 83.
But all of this is very subjective and depends on your buffs, gear, how many boxes you run, how many live players you have, etc. Therefore, I have prepared two lists for you: one for catacombs and another for outdoor locations.
List of catacombs by level with comments and nuances:
-
Necropolis of Sacrifice - Lvl 20-30 - your first cats; stay here until level 35, then go straight to Pilgrims. You can pull all rooms, moving deeper as you level up.
-
Piligrims Necropolis - Lvl 32-40 - excellent catacombs, but often filled with Dwarves because of the juicy spoil; you can stay deep after the 2nd class transfer if Branded is occupied.
- Catacomb of the Heretic - Lvl 30-40 - an alternative to Pilgrims.
-
Catacomb of Branded - Lvl 40-51 - also good for spoil, so there are usually many people; I usually pull the starting rooms here until Apostates.
-
Necropolis of Worship - Lvl 42-51 - go here if Branded is occupied, but note that the mobs here are stronger and higher level; go only if "decently" geared.
-
Catacomb of the Apostate - Lvl 50-60 - pull the starting rooms until they turn blue, then move to Devotion.
-
Patriots Necropolis - Lvl 52-60 - starting rooms have stunners, you can stay with a good buff; middle rooms are similar to Devotion but the spoil is worse, so they are usually free. This is a great backup since people love farming the starting rooms, making this spot almost always available.
-
Necropolis of Devotion (Ascetics Necropolis) - Lvl 60-67 - brilliant starting rooms with excellent spoil. One downside: there is no proper loop, so the leveling pace is uneven. But if you can't handle more than two rooms, it's perfect—and if you are with a Spoiler, I recommend staying here until 68, as you will need A LOT of bones.
-
Catacomb of the Witch - Lvl 60-72 - starting rooms are impossible to pull because of the caster who will break your rhythm; they also slow you down, so farm the middle spots with spiders and assassins mixed with gargoyle spots. Very good cats if you position well; you can pull 6 large rooms in a rotation.
-
Necropolis of Martyrdom (Martyrs Necropolis) - Lvl 65-72 - similar to Witch, also very profitable; by the way, you can pull even the starting rooms, but there are stunners, so you need a good buff and gear. Far rooms are quite difficult; it's better to move straight to Dark Omens.
-
Saints Necropolis - Lvl 70-78 - good middle rooms here, an alternative to Disciples.
-
Disciples Necropolis - Lvl 70-78 - stay away from the entrance (casters), but the middle rooms are simply magnificent; mobs are soft, drop and spoil are excellent, so expect competition.
-
Catacomb of Dark Omens - Lvl 72-78 - the best option after Witch or Martyrdom; farm the starting rooms.
-
Catacomb of the Forbidden Path - Lvl 75-78 - poor cats at the start because mobs slow you down; you can farm deep spots with stunners at high levels, but you need a boost. Don't go here until CoV.
Where to level as a Warlord besides catacombs?
-
Via Quests - 1–20 Lvl - talk to the Newbie Guide frequently; they will tell you where and how to go.
-
Partisans - 20–30 Lvl - you can already start pulling mobs here.
-
Ant Nest or Orc Barracks - 30–40 Lvl - right after Lab and Kama, I was level 25-27 and started pulling in Ant Nest; you just need antidotes. You can pull Ant Nest until 46, then move to Eva's if you are a hardcore pull fan.
-
Cruma - 40–56 Lvl - there's no point in pulling Cruma; it's better for single targets. Preferably don't hit with just the Warlord, use all your boxes; it gives very solid XP and adena, leveling there is faster than pulling in cats.
- Eva's Gardens - 46-56 Lvl - for those who want pulls and know how to get there.
-
ToI 3rd Floor - 56–70 Lvl - it will be painful and difficult; you need a good buff. Carefully start pulling mobs and see how many you can handle at once. But it's worth it: compared to cats, leveling here is about 10 times faster (I'm not exaggerating). If you can't handle ToI, you can try the pit with the old monsters that used to be at the entrance of Giants Cave, but the XP is dismal there—just go back to cats. If you don't have catacomb access, take a break, level a spoiler, or reroll to a mage. I'm not kidding! At the beginning of the Era server, I was in this exact situation. I wasted an evening in that pit and went to level an Arba instead. Basically, levels 56-76 without a good buff and gear are hell; many people quit the class here.
- Ancient Battleground (Undead) - 60 Lvl+ - you can level using AoE skills, but you need live healers or a good boost. Or again, patience with mini-packs. Or better yet, reroll. A very depressing place.
-
ToI 7/9 - 66–75 Lvl - for the strong and brave. Needs a good boost, but it's the best place. Yes, there will be frustrating deaths due to paralysis, but you can level through it without any issues. Fortunately, it's not a long run after death: TP from Aden and then use the crystal to the right floor. I also recommend getting a Clan Hall and porting there after death to buff anti-shock, then summon back with a cat. That’s what I did.
- Swamp of Screams - 66-80 - a brilliant location; mobs are soft and packed tightly. It's not as rich in XP and adena, but there is a quest for high-grade resources. You'll need to do a chain available from 66, but if you stay in the swamp until a high level, you can craft S-grade just from this quest. The quest is called "The Zero Hour."
-
ToI 10/11 - 76–78 Lvl - good adena; finish your CoV level or keep hanging out in the swamp.
-
FoG - 76–83 Lvl - don't waste time on Stakato; try to get the beetles or the necro spot. If you have CoV, you can manage even with an A-grade stick. With CoV and an S-grade weapon, you can clear endless amounts of monsters; best leveling until 83. The necro spot is priority because attribute stones drop there. You can also pull the lower area for CL spoil; you'll need a couple thousand for crafting the S80 set, and it will be worth crazy money early on.
-
Upper GC - 78 Lvl - if FoG is full, this is your chance to earn some attribute stones; don't forget the quest. You can easily stand here even with an A-grade weapon.
-
Beast Farm - 80 Lvl - you need a spoiler, preferably with a leveled "Bomb" (mass spoil learned after the 3rd class transfer) or with Mass Spoil enchanted to +10. Buy Golden Spice from the NPC and pull as much as your boost allows. Your targets are Kookaburras fed to level 1 and Cats to level 2; from them, you spoil recipes and pieces for Moirai gloves, boots, body, and legs. You'll also get 82+ scrolls. You'll be here for a long time, but it's a cozy, very profitable location that lets you gear up in current sets. You can move here after FoG. There is no point staying here without a spoiler.
-
Sel Mahum Training Grounds (School) - 82 Lvl - recipes and pieces for the Helmet are found here. Also, there's a great quest for 150+ attributes and enchants. Better to move here at 82 because it's not as profitable without the quest. You can come earlier if you're determined to get the Moirai Helm and then vanish into the sunset. The leveling and farming here are quite dull.
- Late Game - 83 Lvl - The home stretch that lasts forever. A coordinated party with x1 drop will farm top locations for at least six months to reach a decent cap. How will you farm as a solo player? You can grind School and Farm until 84, make an S84 weapon, attribute a 1200 set, and start pulling scorpions in Dragon Valley. Maybe check out the "Circle" if you don't get kicked out. But it's better to start looking for a live party; the HF patch is not for solo players. My opinion is that solo play ends after FoG.
-
8. Pulling Tips and Subtleties
Consumables
Always carry HP potions, resurrection scrolls, and SoE. If the support falls → you fall → you'll have to chug potions non-stop. For locations with poison → carry antidotes.
Weapon Tip:
In the early stages, do not discard your first dagger. With it, the "tataka" (pulling) is faster, abilities cast quicker, and it's more efficient for gathering monsters until you get an HP axe. In early patches, skill cooldowns depend on attack speed, so use a "destro-dagger," and press key abilities like Lionheart with it. In locations where you take heavy damage, it's better to gather mobs with an HP axe. For maximum economy at low C-grade, I recommend the Skull Graver axe.
How to Position Monsters
Monsters often refuse to bunch up and stand behind your back. There is only one way to fight this: stay calm. What you see on the screen might not be what's actually happening on the server. Make fewer unnecessary movements, reach the corner in one click, stand behind the corner, then calmly cycle through targets using Next Target until most monsters are within the correct hitting angle. Playing with sound helps a lot with orientation. On some servers, corners aren't even necessary — the main thing is not to twitch.
Practice
Option one — position monsters behind a corner.
Option two — wedge yourself into the corner and wait for the monsters to line up properly.
Next Target should be on your bar and bound to a key. Pro tip: bind all critical buttons and learn them until they become automatic. Example: the Next Target bind came from Warcraft and is now universal in any MMO.
9. Olympiad
Olympiad Guide for WL (Warlord / Dreadnought)
Choose equipment based on your specific opponent: don't hesitate to change attributes and set pieces.
Weapons
-
After testing different builds, I concluded that a Dino pole with Critical Stun is the ultimate solution against mana-burner supports.
-
If the opponent is well-geared and has anti-stun jewelry, they will burn your mana quickly regardless. With the Haste passive from a sub-class and Berserker buff, we get excellent attack speed. Just use basic attacks. With the Focus toggle, there's a chance to beat down the unlucky mana-sucker. But if the burner is highly boosted, chances are 50/50.
-
-
HP Weapon: Relevant against other classes. The more health you have, the longer you live and the more abilities you can fire off, plus you have a better chance to land a Revival and strengthen the heal from Battle Roar.
Skill Enchanting and Tattoos
-
Anything that can be enchanted for Chance (stuns, etc.) — enchant for Chance.
- Everything else is actually almost useless and only relevant for PvE, so don't worry too much.
- You can even remove tattoos entirely and leave only WIT — to cast Noblesse faster. The Human race is already excellently balanced.
Tactics by Class
Tanks
Main objective — wait out all their UDs (Ultimate Defenses)
-
Use stuns to the maximum
-
Trick: run towards the tank, then sharply turn back towards your "stall." The tank often follows confidently — at that moment, try to land a Shock Blast with a spin-around.
-
Against DA: Actively use AoE abilities to kill the panther
- Beyond that, it's a matter of gear/boost
Daggers
-
Turn on the P.Def aura and wait for the jump behind your back.
-
Immediately after the jump, spam stuns. Even if a Backstab lands, it's unlikely to take more than half your HP.
-
Then turn off the aura and spam stuns; if Shock Blast lands, you can poke them with single-target skills — why else did they give them to us in HF?
Mages
-
If the mage has a castle crown (90-100% shock resist), don't engage, wait for Enlightenment to end.
-
If the mage runs at you under "Enlightenment," use a UD talisman.
- After that, it's down to gear and prayer
Kamaels
-
Berserkers: Despite their Fortitude, a well-enchanted stun can hold them. You can simply keep them stunned until their UD wears off.
-
Arbalesters: They suck just like all archers
-
SB (Soul Breaker): The main thing is to have plenty of "trash" buffs and use stuns.
Summoners
-
ES (Light): The hardest due to the horse hitting from a distance. Interrupt the Warrior Ban cast with Stomp, stun the horse, land Shock Blast on the owner, and kill the pet first.
-
PS (Dark): Easier — keep the owner stunned until the shadow approaches, then stun both and hit them with AoE abilities.
10. The End, a few thoughts from the guide's author
If you've read to this point, it's already a miracle. This is an original guide created mostly specifically for the La2era HF5 project. If you have thoughts or are perhaps ready to participate in improving this guide, you can write to me in-game: "Statica / StupidPony". If it's more convenient, you can message me directly on Telegram: @Neriline. Don't forget to check this section later as this guide will be updated and perfected regardless. I plan to recreate it in video format. And finally, if you are an expert in any class and are ready to help with a script or a guide like this one, I'd be glad—hit me up on Telegram. Good luck, Warlords.
30.01.2026



