AION 2 ships with eight classes, all available to both Elyos and Asmodian factions. The roster covers the full Holy Trinity of tank, healer, and damage: a mix of melee, ranged, and magic damage dealers alongside healing and support roles.
Class Roster
Class | Primary Role | Style |
|---|---|---|
Templar | Tank | Shield-and-sword frontline; threat generation, control, and damage soak |
Gladiator | Melee DPS | Heavy weapons, AoE strikes, and aggressive in-fighter pressure |
Assassin | Melee DPS | Stealth, mobility, and lethal single-target burst |
Ranger | Ranged DPS | Bows and traps, kiting, sustained physical damage at distance |
Sorcerer | Magic DPS | Glass-cannon caster with high AoE and single-target damage plus control |
Elementalist | Magic DPS | Elemental magic alongside summoned spirits that fight beside you |
Cleric | Healer | Primary healer with party buffs and emergency utility |
Chanter | Hybrid Support | Buffs, secondary healing, and situational control to fill gaps in a party |
Naming Note
The magic summoning class is called Elementalist in the global build and most English-language coverage. Korean coverage and some translated patch summaries refer to the same class as Spiritmaster, which carries over from earlier franchise naming. Both names refer to the same kit: a magic DPS who fights alongside summoned spirits tied to elemental affinities. When reading patches translated from Korean, treat the two names as interchangeable.

Choosing a Class
All eight classes are viable for solo play and group content. The most common picks for first-time MMO players are Cleric (always wanted in groups), Templar (forgiving tank kit with strong defenses), or Ranger (safe ranged playstyle that scales well with skill). Players who want the highest skill ceiling often gravitate toward Assassin and Sorcerer.
There is no class change after creation in the current build, though you can level multiple characters and reuse the account-wide progression where the system allows.
Combat Style
Every class uses the same hybrid combat system described under Combat and Skill Chains: tab-target with active dodge, parry, and skill chains. Each class has its own chain pathways, positioning bonuses, and resource mechanics, but the underlying input loop is consistent across the roster.
Party Synergy and Season 3 Balance
The Season 3 dev passes on April 21 and April 28, 2026 reworked party synergy across the roster on the KR and TW build. The first pass removed party-wide synergy effects from the four DPS classes (Assassin, Ranger, Sorcerer, and Elementalist), so skills that used to apply to allies now affect only the user, or were replaced with self-only versions. In return, the tank and support classes (Templar, Gladiator, Chanter, and Cleric) had their team-wide synergy strengthened so they remain attractive party picks.

The follow-up pass on April 28 adjusted six classes (Gladiator, Templar, Chanter, Cleric, Sorcerer, and Ranger) with numerical balancing rather than structural changes, such as Gladiator and Chanter scaling tweaks. The stated intent in the dev streams was to keep the four DPS classes competitive in solo and small-group content while giving tank and support classes a clearer reason to fill their roles in eight-player groups.
Later Live-Build Passes
The KR and TW build kept iterating after the April dev streams. A late-April patch reworked a Gladiator rage ability, improved Chanter mobility, reworked a Cleric energy line, and added PvP-side buffs for the Sorcerer; the same patch lifted a PvP progression cap inside the Abyss layer. A mid-May patch followed with a focused Sorcerer rework that retuned a defensive armor cooldown and an offensive frost ability, aiming to sharpen the class's identity at the high end of solo and small-group content without inflating its raid contribution.
These passes are specific to the KR and TW live build. Because that build re-tunes individual abilities with nearly every major patch, treat any single ability name or number as a snapshot of the current live build rather than a fixed value; the global build is expected to mirror the live balance once it launches, and the exact ability set may shift before then.
A subsequent late-May patch followed up with skill corrections across six of the eight classes, refining individual ability behavior rather than reshaping role identity. These corrections continued the pattern of the earlier balance passes: small numerical and interaction-level changes rather than structural rewrites. As with the rest of the section, the exact ability list shifts patch-by-patch on the live build; use the in-game tooltips and the most recent live patch notes for the current rotation.
Progression
All classes share the Daeva System and Daevanion Board for talent investment past the base skill cap, and feed into the Gear and Progression and Transcendence System endgame. Class-specific skill rotations evolve as new content is added; refer to the live patch notes from the KR and TW build for the current balance state.
Related Pages
Combat and Skill Chains
Daeva System and Daevanion Board