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Berserker
September 12, 2026 at 01:25 AM
Updated internal link states after new pages were added (2026-09-11)
The Berserker is a melee bruiser built for sustained, high-risk combat. Berserkers embody raw fury and unmatched ferocity, growing stronger as bloodshed continues. Their destruction ends only when all enemies fall.
The class was playable in the first Closed Beta Test from June 20-22, 2025, alongside the Swordsman and the Ranger. Everything on this page labelled June 2025 was recorded in that build and comes from a single community record of it. Chrono Studio has since stated that all classes will be re-evaluated for combat balance alongside the Matrix System, so the skill names and percentages below are a point-in-time snapshot rather than launch behaviour.

Attribute | Value |
|---|---|
Type | Melee DPS / Bruiser |
Chain Blades, Twin Axes and Battle Axe, two equipped at a time | |
Rage plus Bloodthirst stacks | |
No class restriction; any class can wear any armor type | |
Difficulty | High |
Beta status | Playable in CBT1, June 2025 |
Community build guides tend to favour heavier gear on a Berserker because the class fights inside enemy range, but that is a build convention rather than a rule the game enforces.
Like the Swordsman, Berserkers use Rage that builds through combat. Where the Swordsman spends it steadily, the Berserker dumps it in bursts, and the three Berserker weapons feed and spend it at very different rates. The Battle Axe in particular runs a tight loop of spending Rage on Whirlwind and winning it back through Raging Axe.
Berserkers also carry a second resource, Bloodthirst, which stacks up to five and is generated by the Chain Blades. It is built rather than regenerated, spent rather than decayed, and the payoff is a finisher whose damage scales with the number of stacks consumed. Many Berserker skills cost health to use, which is what the class trades for that damage. Bloodthirst is a separate mechanic from the Assassin's Bloodlust despite the similar name.
The recorded scaling on Chilling Strike, the Chain Blades finisher that consumes every stack held:
Stacks consumed | Added damage |
|---|---|
1 | +163.0% |
2 | +179.4% |
3 | +195.7% |
4 | +220.1% |
5 | +244.5% |
A separate Chain Blades passive raises critical damage while Bloodthirst sits at maximum, so there is a reason to hold stacks briefly rather than spend them the moment the fifth lands. No per-stack health regeneration or attack figure has ever been published; see Class Resources for the full resource picture.
Separately from Bloodthirst, the Berserker has a Frenzied state that raises damage and movement speed while continuously draining health. The recorded skill tables call the same state Berserk. It is one mechanic under two names, not two systems, and several Twin Axes passives exist purely to extend and amplify it.
The Berserker has three weapons and equips two of them at a time, swapping between them in real time. Drawing a weapon also fires a passive tied to that weapon, so a player who alternates keeps both live while a player who parks on one gets half the loadout's value. Full skill tables live on each weapon's own page.
Weapon | Fights at | Recorded draw passive | Best for |
|---|---|---|---|
Mid range | None recorded | Mobility, gap closing, Bloodthirst generation | |
Close range | Generates 40 Rage and recovers 30 Stamina | Single-target combos and survivability | |
Close range | Taunts nearby enemies 5 seconds, cuts their attack 20% for 10 seconds | Area damage, crowd control, holding a pull |
Versatile mid-range blades offering crowd control, area attacks, self-healing, Chill effects and burst damage. Chain Blades pull enemies into melee range and are the class's only real answer to distance. They generate Bloodthirst, which makes them good for opening a fight and for sustaining through a long one, and several of their skills cost health to use.
Recorded active (June 2025) | Effect in brief |
|---|---|
Sweeping Slash | Wide crossing slash for a total of 248.6% damage, grants Bloodthirst |
Fighting Spirit | Cuts incoming damage by 70% for 8 seconds, grants Bloodthirst |
Glacial Strike | Dashing downward strike for a total of 289.1% damage, applies Chill |
Chilling Strike | Leap attack for 130.4% damage, stuns Chilled targets, spends all Bloodthirst |
Steel Vortex | Pulls enemies in and stomps for a total of 351.4% damage with Knockback |
Passives on the weapon: Ruthless, Scrapper, Lingering Power and Piercing Cold. The list carries five active lines against four skill slots, so a Chain Blades user leaves one out.
High-damage paired axes that get better the closer the Berserker is to dying: attack rises below half health, critical rate below 30%, and health recovery on hit switches on below 40%. Immortal prevents health from falling below 1 for ten seconds outright. The weapon is also where the Frenzied state lives, with three passives dedicated to feeding it.
Recorded active (June 2025) | Effect in brief |
|---|---|
Empower Axe | Raises damage 30% and Movement Speed 25% for 10 seconds |
Immortal | Prevents health falling below 1 for 10 seconds, generates 2 Rage per second, grants Super Armor |
Clobber | Heavy swing for 81.2% damage with Knockdown and Bleed |
Relentless Swing | Three attacks for a total of 357.1% damage, 446.5% while Frenzied |
Passives on the weapon: Unrelenting Spirit, Overflowing Force, Blood Rapture, Colossus, Relentless Hunter, Chain Rage, Reciprocation, Sanguine Blessing and Enduring Spirit.
The defensive option, granting Super armor after skill casts, shield generation and Bleed effects, and the only Berserker weapon that blocks. Two of its passives trigger off a successful block. The Whirlwind branch rewards sustained attacks by feeding Rage back through Raging Axe, and the weapon carries the most area damage in the class.
Recorded active (June 2025) | Effect in brief |
|---|---|
Whirlwind | Up to 20 spins at 35.5% damage each, 2 Rage per spin, closing strike for 75.7% |
Raging Axe | 163.5% damage with Knockdown, converts Whirlwind stacks back into Rage |
Sever | Ground slam for 137.2% damage with Bleed, 205.9% when fully charged |
Spinning Cleave | Spinning attack for a total of 271.4% damage with Super Armor |
Passives on the weapon: Steady Stance, Tenacity, Battle Ready, Taunting Shift, Bloody Retaliation, Resilient Wrath, Perfect Balance and Opportune Strike.
Alongside per-weapon skills, the Berserker picks Class Mastery nodes at character levels 10, 15 and 20. The recorded June 2025 options break down like this:
Focus | Level 10 | Level 15 | Level 20 |
|---|---|---|---|
Solo bosses | Avatar | Wind Dance | Dominating Presence |
Trials and group control | Warrior's Spirit | Quacking Impact | Dominating Presence |
Open-world farming | Raging Storm | Explosive Rage | Crimson Frenzy |
Support tilt | Warrior's Spirit | Avatar | Dominating Presence |
One structural detail is worth stating plainly: the Berserker's mastery picks are identical across all three weapons. The Swordsman's are not, and change depending on which weapon the build is built around. Whatever the Berserker equips, the same four mastery lines apply, which means the class's build identity sits almost entirely in the weapon pair rather than in the mastery tree. No effect text for any of these nodes has been published.
Like every class, the Berserker plugs into the Matrix System, the node-based progression layer Chrono Studio announced after the June 2025 closed beta. Each of the Berserker's three weapons can evolve down one of four distinct paths, twelve across the class, so two players on the same loadout can end up with different casting speeds, skill effects and combat rhythm. The difference comes from the stats allocated through the Matrix, the passive skills unlocked along a path, and the attributes on equipped gear.
The Matrix was not in the June 2025 build. The node layout, the path names and the point costs have not been published, and the studio has said the classes will be rebalanced around it, so the skill figures on this page should be read as a record of what was tested rather than a forecast.
The Berserker's third weapon is never wasted; it is a loadout option that can be rotated outside combat. The pairings below come from community build guides written after the closed beta rather than from any published role mapping, so treat them as starting points.
Pairing | Why it works |
|---|---|
Pull a group in with the Chain Blades, then hold and grind it down behind Super Armor and shields | |
Pull and chill a group, then execute survivors with the fast single-target kit | |
Twin Axes and Battle Axe | Two close-range weapons, drawing the axes for Rage and the Battle Axe for the taunt |
Strengths | Weaknesses |
|---|---|
Builds for either single-target or area damage from the same class | Almost no ranged pressure; the Chain Blades are as far as the class reaches |
High burst damage once Bloodthirst is banked | Several skills cost health to use |
Deep crowd control across all three weapons | Three resources to track at once: health, Stamina and Rage |
Strong self-sustain through Bloodthirst and the Twin Axes passives | Slow attack speed on the Battle Axe leaves openings |
Holds up well solo, with survivability passives on two of three weapons | Punishes poor positioning harder than any other melee class |
Every class unlocks the same five Chronotector abilities by clearing Chrono Gates. Build guides written after the closed beta point Berserkers at Time Reversal and Summon for combat: Time Reversal reverts position and health to their state ten seconds earlier, which covers exactly the overextension a Berserker is prone to, and Summon adds a specter that fights alongside the player. Temporal Isolation is the farming pick, since it halts trash mobs but does not work on most bosses.
Classes - all six launch classes
Class Resources - Rage, Bloodthirst and the rest
Dual Weapon Switching - how the two-weapon loadout works
Weapon Mastery - the per-weapon progression track