How to play Sage

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Written by Sefhi

Published on: 2026-05-12

Updated on: 2026-05-17

When I started to play Sword x Staff in the Chinese server, I decided to go with a support character since it’s a playstyle I tend to enjoy in MMO games.

Funny enough, Sages are not only supports, but have the most variety of builds available in the game, so let’s talk about some of the builds you can run for PVE content with this class.

Sage strengths & weaknesses

  • The most versatile class thanks to the amount of different playstyles available to use
  • The only class with multiple sources of healing and resurrection, which is really helpful as harder dungeon levels unlock
  • Even while scaling with HP, it's still a squishy class just like normal Sorcs and cannot be a tank at high co-op level content
  • Some playstyles take a month+ to unlock, since Summoner and Erosion based builds don't fully unlock until T3
Experiment with builds!

Remember these are just boilerplates to change based on your gear, playstyle, skills and Fantomons.


Best stats

Since there are multiple ways of playing Sage, there are also multiple ways of where to focus your stats and what gears works best for you.

For support units: Max HP takes priority if you want to stay competitive as a healer. ALL HEALS SCALE WITH CASTER’S MAX HP, so it’s mandatory you focus on this stat first.

For DoT damage: Erosion is a debuff, so you need Effect Hit Rate and Accuracy to make sure you can consistently apply as many stacks as possible on the enemies. Crit DMG/Rate is also really good here to scale your damage even further.

Erosion is also Dark DMG, so you should not forget about that when picking Relics and substats.


Fantomons

If you are a damage dealer, the most common pets will always be Mythical ones; Aegiswing and Nyxarchon .

Having an extra charm really makes those Fantomons stronger.

However, if you want extra heals, you could be running something like Mandragora or Herbote thanks to their charms and techniques.

Not sure if it’s coming on release or later, but Pandarial is another Mythical Fantomon that can be used on support builds.


Companions

Companions give passive stats at specific levels, so we recommend focusing on a few until level 50 that benefit your class directly before you level up all of them.

ALL CLASSES benefit from DMG Boost and Reduction stats to both increase damage and survivability.

For healers:

  • Accuracy: Akane , Hermes , Jiangwang , Kazuma and Ophelia
  • Healing Boost%: Aqua , Suimo and Suzu

Gems

Gem tiers

I’m going to use T10 gems as a reference, but the higher the tier, the better the stats they provide. Gems go from T1 to T15.

For sages there are a few options you can pick from:

T10 Obsidian T10 Obsidian T10 Obsidian Description Inlay gear with it to amplify your ATK and DMG Boost. is good on any class, since everyone benefits from more damage regardless of what playstyle they have.

T10 Moonstone T10 Moonstone T10 Moonstone Description Inlay gear with it to amplify your DEF and DMG RES. is also pretty popular for all classes to help increase their survivability.

If you are a healer, T10 Amber T10 Amber T10 Amber Description Inlay gear with it to amplify your HP and Healing Boost. and T10 Beryl T10 Beryl T10 Beryl Description Inlay gear with it to amplify your HP. are the best options since they will scale both HP and Healing.

Summoner and Erosion based builds can run either T10 Obsidian T10 Obsidian T10 Obsidian Description Inlay gear with it to amplify your ATK and DMG Boost. or the less popular T10 Ruby T10 Ruby T10 Ruby Description Inlay gear with it to amplify your ATK. .


Mage (Tier 1)

Early on the game does not have many available builds since you are limited by the amount of spells you can get.

Most people will play elemental damage builds in this stage, with water being the most popular thanks to Water Assault Water Assault Water Assault Description Deals Water DMG once to all enemies in a 3×4 grid area in front of the caster. DMG decreases by 25% for each subsequent hit on the same target. (Large targets may take multiple hits.) and Water to Ice Water to Ice Water to Ice Description When the caster's Technique deals Water DMG to an enemy, there's a 50% chance to trigger Condensation, dealing additional Water DMG once, with a 30% base chance to inflict Frozen for 1 turn. .

Summoners are really bad this early on, wait for at least T2 for that.

Techniques
Water Assault
Water Assault
Iron Thorn
Iron Thorn
Tempest Sphere
Tempest Sphere
Blazing Fire Ring
Blazing Fire Ring
Charms
Water to Ice
Water to Ice
Mana Surge
Mana Surge
Unstable Aura
Unstable Aura
Gale Shield
Gale Shield

This build will heavily change techniques and charms based on enemy weakness, but Water Assault Water Assault Water Assault Description Deals Water DMG once to all enemies in a 3×4 grid area in front of the caster. DMG decreases by 25% for each subsequent hit on the same target. (Large targets may take multiple hits.) remains the most used skill across T1 mages because it’s damage and AoE.

Gale Shield Gale Shield Gale Shield Description Grants a shield based on the caster's max HP at the start of battle. When the shield disappears, deals Wind DMG once to all enemies within a 1-grid square area of the caster, with a 100% base chance to knock them back by 1 grid. is also really good early on to provide extra survivability to a class that can be quite squishy.

If you prefer damage onver survivability, switch that charm for Flaming Path Flaming Path Flaming Path Description When the caster starts to move in their turn, there is a 30% chance to inflict Burn to grids within 1 grid of the caster. .

Techniques
Tempest Sphere
Tempest Sphere
Wind's Delight
Wind's Delight
Flame Jet
Flame Jet
Water Shot
Water Shot
Charms
Unstable Aura
Unstable Aura
Mana Surge
Mana Surge
Flaming Path
Flaming Path
Gale Shield
Gale Shield

Great single target damage thanks to having so many different projectiles and damage instances that can proc Unstable Aura Unstable Aura Unstable Aura Description When the caster's Technique deals DMG to an enemy, there's a 25% chance to trigger Aura, dealing additional Wind DMG once, with a 60% base chance to knock them back by 1 grid. .

Even the skills that “lose” damage if they hit the same target work super well here, since you have so many chances for Unstable Aura Unstable Aura Unstable Aura Description When the caster's Technique deals DMG to an enemy, there's a 25% chance to trigger Aura, dealing additional Wind DMG once, with a 60% base chance to knock them back by 1 grid. to deal extra damage and make up for it.

Flaming Path Flaming Path Flaming Path Description When the caster starts to move in their turn, there is a 30% chance to inflict Burn to grids within 1 grid of the caster. is RNG heavy but can provide a huge amount of damage output depending on the stage, so it’s worth a shot depending your loadout.

Techniques
Void Blessing
Void Blessing
Healing Touch
Healing Touch
Iron Thorn
Iron Thorn
Charms
Flaming Path
Flaming Path
Tough Soul
Tough Soul
Elemental Body
Elemental Body
Gale Shield
Gale Shield

Not recommended since pure support builds are not needed this early on, but can serve as a foundation for higher tiers.

We use Flaming Path Flaming Path Flaming Path Description When the caster starts to move in their turn, there is a 30% chance to inflict Burn to grids within 1 grid of the caster. to run away from enemies while still doing some damage while we wait for Healing Touch Healing Touch Healing Touch Description Heals 1 ally within 5 grids of the caster once and dispels 1 random ailment or debuff from them. and Void Blessing Void Blessing Void Blessing Description Selects a grid within 4 grids of the caster. Increases max HP of all allied characters within 2 grids of the target grid by a percentage of the caster's Max HP for 3 turns. This effect is unique. If the target's HP is below 30%, additionally performs a 5% healing. (Casts once before battle starts.) cooldowns.

Iron Thorn Iron Thorn Iron Thorn Description Selects a grid within 3 grids of the caster. Deals Wind DMG once to all enemies within 1 grid of the target grid, with a 30% base chance to inflict Immobilize for 1 turn. allows us to immobilize enemies which also helps you (and your team) stay alive longer.

Last spot for techniques can be another DMG skill based on enemy weakness.


Sage (Tier 2)

Here is where a lot more builds will finally open up.

You can go full support, or switch to summoner, or maybe go for debuff and Dark DMG. You can also combine all of them for hybrid playstyles.

Techniques
Flame Wolf Summon
Flame Wolf Summon
Treantling Summon
Treantling Summon
Void Blessing
Void Blessing
Radiant Restoration
Radiant Restoration
Charms
Soul Impact
Soul Impact
Soul Spark
Soul Spark
Unstable Aura
Unstable Aura
Gale Shield
Gale Shield

Summoner becomes viable at T2 thanks to Soul Impact Soul Impact Soul Impact Description When the caster's summon dies or expires, deals Dark DMG once to all enemies within 2 grids of it. acting as a “corpse explosion” skill.

You can pair it with Soul Spark Soul Spark Soul Spark Description Increases the ATK of the caster's summons but reduces their duration by 2 turns. (Summons last at least 1 turn; this Charm does not affect summons without a turn limit.) to spam your summon skills more consistently, since cooldown for summons only starts counting AFTER they’ve died.

For the other two techniques, you can either go for survivability like shown above or more DMG combining with other builds.

Techniques
Dark Bullet
Dark Bullet
Shadow Impact
Shadow Impact
Weakening Hex
Weakening Hex
Iron Thorn
Iron Thorn
Charms
Shadow Erosion
Shadow Erosion
Insight
Insight
Gale Shield
Gale Shield

T2 also starts to show Erosion builds, which focuses on stacking as many debuffs and curses on the enemy as possible.

They deal decent damage over time, but it’s not until T3 where they will transform into actual DPS builds that can compete with other classes.

We use Shadow Erosion Shadow Erosion Shadow Erosion Description Each time the caster's Technique deals Dark DMG to an enemy, there is a 40% base chance to inflict Erosion. for even more Erosion stacks on the enemy and Insight Insight Insight Description Increases the caster's Effect Hit Rate. to have higher chances of applying said debuffs.

Techniques
Healing Touch
Healing Touch
Void Blessing
Void Blessing
Radiant Restoration
Radiant Restoration
Iron Thorn
Iron Thorn
Charms
Healing Mastery
Healing Mastery
Resurrection
Resurrection
Tough Soul
Tough Soul
Gale Shield
Gale Shield

Now you start feeling like a proper healer. Radiant Restoration Radiant Restoration Radiant Restoration Description Heals all allies within 4 grids of the caster once. will be your main skill for a while if that’s your playstyle, so make sure you stack up as much HP as possible.

We also unlock two powerful charms, Resurrection Resurrection Resurrection Description When an allied adventurer dies, immediately revives and heals them once, granting Revitalization for 2 turns (cannot be dispelled). This Charm can only trigger once per battle. At the start of battle, if multiple allied adventurers are dead, reviving the one with the highest Power first. and Healing Mastery Healing Mastery Healing Mastery Description Enhances the caster's healing effects. .


Arcanist (Tier 3)

The builds become more “pure” here since you can run full specializations, or you can stick to hybrid builds, that works too.

Techniques
Flame Wolf Summon
Flame Wolf Summon
Treantling Summon
Treantling Summon
Frenzy Totem
Frenzy Totem
Charms
Soul Impact
Soul Impact
Soul Spark
Soul Spark
Elemental Body
Elemental Body
Summoner's Frenzy
Summoner's Frenzy

T3 gives us Summoner’s Frenzy to increase our minion damage and a Frenzy Totem Frenzy Totem Frenzy Totem Description Summons a Totem in front of the caster that immediately acts. The summon inherits a percentage of the caster's stats, but cannot be the primary target of attacks or healing. It remains for up to 5 turns. (Zero Initial CD) that will act as a support unit for everyone in the team.

Last spot we recommend a skill without cooldown like Dark Bullet Dark Bullet Dark Bullet Description Attacks 1 enemy within 4 grids of the caster, dealing Dark DMG once, with a 50% base chance to inflict Erosion. for extra dramage while your minions do most of the work.

Techniques
Dark Bullet
Dark Bullet
Mana Blast
Mana Blast
Abyssal Hand
Abyssal Hand
Shadow of Termination
Shadow of Termination
Charms
Shadow Erosion
Shadow Erosion
Linked Misfortune
Linked Misfortune
Shadow Vengeance
Shadow Vengeance
Night's Blessing
Night's Blessing

T3 Erosion builds are pretty good and can actually deal serious damage.

Linked Misfortune Linked Misfortune Linked Misfortune Description Each time the caster inflicts Erosion on an enemy, there's a 60% chance to inflict Erosion again. and Night’s Blessing increase our damage, while Shadow Vengeance Shadow Vengeance Shadow Vengeance Description Upon taking lethal DMG for the first time, the caster survives with 1 HP and enters Shadow Form, lasting until the end of the caster's turn (cannot be dispelled). In this form, the caster is immune to all DMG, can't be healed, won't be the primary target of attacks, deals increased DMG, and reduces Technique CD by 2 turns. (The caster dies immediately if failing to win when Shadow Form ends, ignoring any effects that would preserve HP.) lets you cheat death for 1 turn and deal huge damage.

Make sure Shadow of Termination Shadow of Termination Shadow of Termination Description Deals Dark DMG once to 1 enemy within 3 grids of the caster. If the target carries Erosion, triggers all Erosion stacks immediately. (Prioritizes large targets) is used last always, since you want to stack as many Erosion stacks as possible before using it.

At this point you have multiple skills you can use for damage and applying Erosion, so use the build above as a reference.

Techniques
Healing Touch
Healing Touch
Void Blessing
Void Blessing
Radiant Restoration
Radiant Restoration
Waterling Summon
Waterling Summon
Charms
Healing Mastery
Healing Mastery
Resurrection
Resurrection
Tough Soul
Tough Soul
Overhealing
Overhealing

Our new summon Waterling Summon Waterling Summon Waterling Summon Description Summons a Waterling behind the caster that immediately acts. The summon inherits a percentage of the caster's stats, but cannot be the primary target of attacks or healing. It remains for up to 5 turns. (Zero Initial CD) has two skills to heal our allies, while the new passive Overhealing Overhealing Overhealing Description Has a 30% chance to additionally heal all allies within 1 grid of the target each time the caster heals allies with a Technique. increases our healing output significantly.

It’s also important to note that running 4 support charms means you have no Gale Shield Gale Shield Gale Shield Description Grants a shield based on the caster's max HP at the start of battle. When the shield disappears, deals Wind DMG once to all enemies within a 1-grid square area of the caster, with a 100% base chance to knock them back by 1 grid. or any defensive mechanism to help you if your skills are on a cooldown.

Unless you are in a party with 3 friends, we recommend hybrid builds instead of full support like the build shown above (4 Techniques that deal no damage).


Made by Sefhi sefhi