Classes, Rebirths & Build Planning

Class & Reborn

Your three-class path determines the rebirth skills you retain, how quickly you progress, and whether your character excels at PvP, bosses, farming or support.

Understanding Class Combinations

A class combination records your original class, first-reborn class and second-reborn final class. For example, Water–Trojan–Warrior begins as a Water Taoist, becomes a Trojan after first rebirth, and finishes as a Warrior after second rebirth.

Your final class determines your current equipment and normal class progression, while the earlier classes determine which rebirth skills are carried into the completed build. Two characters with the same final class can therefore perform very differently.

Class paths are long-term choices. Decide whether your priority is PvP, boss damage, farming, support or ease of progression before completing a rebirth.

What Happens When You Reborn?

ChangeWhat Happens
LevelYour character returns to level 15 with zero experience.
EquipmentEligible equipped items are lowered to their lowest item level. The left-hand item is moved into your inventory.
Skills & ProficienciesNormal skills and weapon proficiencies are reset. You must train the normal skills of your new class again.
Rebirth SkillsSpecial skills are granted according to each class transition in your path.
Passive SkillsEligible passive weapon skills known before rebirth are restored at level 0.
Special SkillsNightDevil and previously learned dances are retained.
Universal SkillsSummonGuard is granted after rebirth. Second rebirth also grants the server’s universal second-rebirth skill.
AttributesRebirth attribute points are recalculated. Active nobility attribute entitlement is included and returned as unspent points.

How Retained Skills Are Decided

  1. The server records your current skills and proficiencies.
  2. Your normal skill and proficiency lists are cleared.
  3. The server grants the special skills belonging to your previous-class → new-class transition.
  4. During second rebirth, both transitions are evaluated: original → first rebirth and first rebirth → final class.
  5. Eligible passive weapon skills, NightDevil and learned dances are restored.
  6. Your final class then receives its normal class stats and can relearn its ordinary skills.

A skill listed as part of a combo is a retained rebirth benefit. Ordinary final-class skills still have to be learned through the normal trainers and progression systems.

Major Retained Skills

SkillWhy It MattersCommon Paths in This Guide
CycloneStrong mobility and attack-speed utility for leveling, hunting and combat.Water–Trojan–Warrior, Water–Warrior–Trojan, Trojan–Water–Archer, Trojan–Water–Water
SupermanLarge physical damage multiplier that is especially valuable against monsters and bosses.Water–Trojan–Warrior, Trojan–Warrior–Water
ReflectReturns incoming damage and gives the build an important defensive PvP threat.Warrior–Warrior–Warrior, Trojan–Warrior–Fire, Trojan–Warrior–Water
StigmaRaises physical attack and greatly improves physical farming or boss performance.Water–Warrior–Trojan, Trojan–Water–Archer, Trojan–Warrior–Water
XP ShieldProvides an additional defensive option during dangerous encounters.Trojan–Warrior–Fire, Trojan–Warrior–Water
InvisibilityUseful for protecting low-level characters during power-leveling and reducing the need to stack characters.Trojan–Water–Archer
PoisonStarTemporarily prevents or limits healing and potion use according to skill level.Water–Water–Water
ArcherBaneForces flying archers back to the ground.Water–Water–Water
Modified ToxicFogPure Archer PvE skill that drains a fixed percentage of a monster or boss’s health per tick.Archer–Archer–Archer
Modified PervadeIts behavior depends on the resulting Water or Fire build: Water-based farming variants use the mana-based AoE version, while pure Fire gains the high-damage focused version.Water–Water–Water, Trojan–Water–Water, Fire–Fire–Fire

Meta Class Combinations

The builds below are established Helheim combinations, but “meta” does not mean universally best. Gear quality, socketed gems, imbuements, team composition and the activity being played can completely change their performance.

Warrior–Warrior–Warrior

Strengths

  • Can wield a two-handed weapon together with a one-handed weapon.
  • Very strong base physical damage and good physical defense.
  • Retains Reflect.
  • Reasonable boss damage.
  • A future update is planned to allow a two-handed weapon together with a shield.

Weaknesses

  • Slow mobility creates a rough leveling experience.
  • Suffers during later prestige-leveling stages.
  • No Stigma.
  • Extremely poor magic defense; magic classes are its greatest threat.

Water–Trojan–Warrior

Strengths

  • Retains both Superman and Cyclone.
  • Extremely high mobility.
  • Easy progression during normal and prestige leveling.
  • Exceptional sustained boss damage while its XP skills are active.

Weaknesses

  • No Reflect.
  • Damage falls notably behind many builds while Superman is unavailable.
  • Its strongest performance is tied to XP-skill uptime.

Water–Warrior–Trojan

Strengths

  • The classic all-round Conquer Online meta build.
  • Combines shield access, Stigma and strong mobility.
  • Reasonable normal and prestige leveling, particularly with a halbert.
  • Flexible and dependable in PvP.

Weaknesses

  • Takes heavy damage from Taoists, although less than a Warrior normally would.
  • Below-average boss performance compared with Warrior-based damage builds.
  • Generally weak in PvE.

Archer–Trojan–Archer

Strengths

  • Popular early “classic hunter” setup.
  • Retains Cyclone and generates resources efficiently during early progression.
  • Simple and beginner-friendly.

Weaknesses

  • No Stigma, Invisibility or Reflect.
  • Weak overall PvE compared with stronger Archer combinations.
  • Very poor endgame farming potential.

Trojan–Water–Archer

Strengths

  • The most common general-purpose Archer setup.
  • Stigma makes it an effective endgame farmer.
  • Invisibility protects low-level characters while power-leveling, reducing the need for character stacking.
  • Retains Cyclone for mobility.

Weaknesses

  • No Reflect.
  • Poor boss and raid performance compared with a pure Archer.
  • Built primarily for farming rather than boss support.

Archer–Archer–Archer

Strengths

  • One of the strongest helpers for boss raids.
  • Unlocks the modified PvE-only ToxicFog.
  • ToxicFog drains a set percentage of a monster or boss’s health every tick, allowing it to scale against enormous health pools.

Weaknesses

  • Rough leveling and farming journey.
  • No Stigma, Cyclone, Superman or Reflect.
  • Needs support or strong equipment to progress comfortably.

Example: against a boss with 2,000,000,000 HP, a one-percent ToxicFog tick removes 20,000,000 HP. The actual drain follows the skill’s configured percentage.

Trojan–Warrior–Fire

Strengths

  • Retains Reflect and XP Shield.
  • Has useful mobility.
  • Balanced Fire Taoist combination for both PvP and PvE.
  • Reasonable progression journey without extreme specialization.

Weaknesses

  • Suffers greatly against non-ranged physical classes.
  • Some of its important equipment can be difficult to compose to a high plus.
  • Solid rather than exceptional in most roles.

Fire–Fire–Fire

Strengths

  • Unlocks the pure Fire version of modified Pervade.
  • Pervade becomes a focused, extremely high-attack damage skill.
  • Very dangerous when allowed to fight within casting range.

Weaknesses

  • No Reflect and no meaningful mobility tool.
  • Must remain fairly close to the target to cast modified Pervade.
  • Extremely difficult leveling and PvE journey.

Trojan–Warrior–Water

Strengths

  • One of Helheim’s strongest all-round class combinations.
  • Retains Cyclone, Superman, Reflect, XP Shield and Stigma.
  • Excellent PvP and PvE potential with the correct imbuements.
  • High damage against monsters and bosses.
  • Solid leveling journey.

Weaknesses

  • ViperFang and DragonTail are currently unavailable.
  • Using a two-handed weapon limits the character to melee attacks.
  • Must rely heavily on passive weapon skills until those ranged skills become available.

Water–Water–Water

Strengths

  • Unlocks PoisonStar and ArcherBane.
  • PoisonStar limits potion use or healing for a duration based on its level.
  • ArcherBane pulls flying Archers back to the ground.
  • Extremely strong support class when coordinated with teammates.
  • Uses the modified AoE Pervade, powered by mana instead of stamina, for farming.

Weaknesses

  • No Reflect, XP Shield or Superman.
  • No general mobility skill.
  • Very painful solo leveling journey.

Trojan–Water–Water

Strengths

  • Modified Pervade clears large groups and uses mana instead of stamina.
  • Cyclone supplies excellent mobility.
  • Can operate as a dedicated farmer and direct alternative to an Archer hunter.

Weaknesses

  • No Reflect, XP Shield or Superman.
  • Leveling is heavily dependent on Pervade.
  • Performance drops when mana sustain or area damage is restricted.

Why Base Damage Matters

Damage multipliers are applied to your character’s base damage. A large multiplier cannot fully compensate for a weak base value, and the same skill may produce very different results on two differently geared characters.

Judge a build at the stage where you intend to use it. A painful leveling combination may become an exceptional raid specialist, while a comfortable starter build may fall behind during endgame farming.

Choosing Your Combination

Primary GoalSuggested Combination
Boss DPSWater–Trojan–Warrior
Boss Raid SupportArcher–Archer–Archer
Classic PvP All-RounderWater–Warrior–Trojan
Versatile PvP & PvE SupportTrojan–Warrior–Water
Endgame Archer FarmingTrojan–Water–Archer
Water-Based Screen FarmingTrojan–Water–Water
Team Disruption & SupportWater–Water–Water
Beginner Archer HunterArcher–Trojan–Archer

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