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Home › The Codex › Kugan: Specializations › Gladiator

Gladiator

Swordman · 10 Kugan skills · 7 active, 3 passive

Gladiators are not merely fighters trained for spectacle. They are survivors of the arena, shaped by pressure, noise and the brutal clarity of a duel where every mistake is paid for in blood.

Their discipline turns direct confrontation into a weapon. Strength, accuracy, defensive posture and controlled aggression all feed the same purpose: stay standing long enough for the next exchange to become fatal. A Gladiator does not hide behind subtle magic or distant safety. They step into range, force the opponent to answer, and punish hesitation with decisive physical blows.

Their style grows sharper when the battle becomes unstable. Stop and Confusion effects break enemy rhythm, while Trample and combo pressure allow them to turn impact into momentum. They are not pure tanks, but they can endure enough punishment to keep a fight honest, especially when their defensive tools and HP scaling are respected.

To face a Gladiator is not merely to meet a warrior.

It is to enter an arena where retreat itself has rules.

Tank★★★☆☆HP scaling, Endure access and defensive buffs give solid staying power, though the kit is not built as a pure wall.
Tactical★★★☆☆Stop, Confusion, Trample and Ki timing create meaningful decisions around when to pressure or disrupt.
Healer☆☆☆☆☆No healing tools are present in the specialization kit.
Buffer★★★☆☆Offensive, Defensive and self-oriented stat scaling provide useful personal combat buffs.
Debuffer★★★☆☆Stop and Confusion can interrupt enemy plans, but the specialization has limited sustained debuff coverage.
DPS Melee Physical★★★★☆Force, Accuracy and additional ATK-based strikes strongly support direct melee damage.
DPS Ranged Physical☆☆☆☆☆No ranged physical identity is present.
DPS Magical☆☆☆☆☆The specialization does not use magical damage as a core path.
Special★★★★☆Ki consumption, HP-lost scaling and Trample pressure create a distinct arena-combo identity.
Resources★★☆☆☆Ki gives burst value, but the kit has no major sustain engine beyond HP scaling.
Mobility★★☆☆☆Trample adds pressure and positioning value, but the Gladiator remains mostly grounded.

Gladiator Specialization

Passive Max Lv 5
ID
4840
Type
Passive
Max level
5
Cost to learn
1

Each level grants +2 to one attribute and +1% HP/SP.

LevelAttribute
1STR
2AGI
3DEX
4AGI
5STR

Gladiator Force

Active Max Lv 5
ID
4841
Type
Active
Max level
5
Cost to learn
1
SP Cost
7/9/11/13/15 (paid when the Additional Attack is delivered)
Cooldown
2 seconds (between two Additional Attacks)

Next attack will add Additional Attack improved by target's STR (+1% per 2 STR). Those attacks are battle damage based on ATK, reduced by DEF, neutral element. Additional attacks can't stack, only the last one is kept and delivered on the next attack that touches (an attack that misses does not deliver it, and neither does an attack made without enough SP or during the 2 seconds cooldown: the Additional Attack then waits for a later attack).

LevelSkill
1200% Battle Damage
2250% Battle Damage
3300% Battle Damage
4350% Battle Damage
5400% Battle Damage

Gladiator Accuracy

Active Max Lv 5
ID
4842
Type
Active
Max level
5
Cost to learn
1
SP Cost
7/9/11/13/15 (paid when the Additional Attack is delivered)
Cooldown
2 seconds (between two Additional Attacks)

Next attack will add Additional attack improved by target's DEX (+1% per 2 DEX). Those attacks are battle damage based on ATK, reduced by DEF, neutral element. Additional attacks can't stack, only the last one is kept and delivered on the next attack that touches (an attack that misses does not deliver it, and neither does an attack made without enough SP or during the 2 seconds cooldown: the Additional Attack then waits for a later attack).

LevelSkill
1200% Battle Damage
2250% Battle Damage
3300% Battle Damage
4350% Battle Damage
5400% Battle Damage

Gladiator Offensive

Active Max Lv 5
ID
4843
Type
Active
Max level
5
Cost to learn
1
SP Cost
7/9/11/13/15 (paid when the Additional Attack is delivered)
Cooldown
2 seconds (between two Additional Attacks)

Stacking: ATK buff (shared)

Next attack will add Additional attack which improves user's ATK by 10/20/30/40/50 for 7 seconds. Those attacks are battle damage based on ATK, reduced by DEF, neutral element. Additional attacks can't stack, only the last one is kept and delivered on the next attack that touches (an attack that misses does not deliver it, and neither does an attack made without enough SP or during the 2 seconds cooldown: the Additional Attack then waits for a later attack). This Additional Attack consumes Ki stack to increases its damage by 4% per Ki stack used (max doubled damage at 25 stacks).

LevelSkillEffects
1100% Battle Damage+10 ATK
2150% Battle Damage+20 ATK
3200% Battle Damage+30 ATK
4250% Battle Damage+40 ATK
5300% Battle Damage+50 ATK

Gladiator Defensive

Active Max Lv 5
ID
4844
Type
Active
Max level
5
Cost to learn
1
SP Cost
7/9/11/13/15 (paid when the Additional Attack is delivered)
Cooldown
2 seconds (between two Additional Attacks)

Stacking: DEF buff (shared)

Next attack will add Additional attack which improves user's DEF by 2/4/6/8/10 for 7 seconds. Those attacks are battle damage based on ATK, reduced by DEF, neutral element. Additional attacks can't stack, only the last one is kept and delivered on the next attack that touches (an attack that misses does not deliver it, and neither does an attack made without enough SP or during the 2 seconds cooldown: the Additional Attack then waits for a later attack). This Additional Attack consumes Ki stack to increases its damage by 4% per Ki stack used (max doubled damage at 25 stacks).

LevelSkillEffects
1100% Battle Damage+2 DEF
2150% Battle Damage+4 DEF
3200% Battle Damage+6 DEF
4250% Battle Damage+8 DEF
5300% Battle Damage+10 DEF

Gladiator Stop

Active Max Lv 5
ID
4845
Type
Active
Max level
5
Cost to learn
1
SP Cost
7/9/11/13/15 (paid when the Additional Attack is delivered)
Cooldown
2 seconds (between two Additional Attacks)

Next attack will add Additional attack which inflicts Stop at 50% chance for 1/2/3/4/5 seconds. Those attacks are battle damage based on ATK, reduced by DEF, neutral element. Additional attacks can't stack, only the last one is kept and delivered on the next attack that touches (an attack that misses does not deliver it, and neither does an attack made without enough SP or during the 2 seconds cooldown: the Additional Attack then waits for a later attack). If the attack that delivers it is a critical hit, the Stop duration is doubled.

LevelSkillEffects
1100% Battle DamageStop lasts 1sec
2150% Battle DamageStop lasts 2sec
3200% Battle DamageStop lasts 3sec
4250% Battle DamageStop lasts 4sec
5300% Battle DamageStop lasts 5sec

Gladiator Confusion

Active Max Lv 5
ID
4846
Type
Active
Max level
5
Cost to learn
1
SP Cost
7/9/11/13/15 (paid when the Additional Attack is delivered)
Cooldown
2 seconds (between two Additional Attacks)

Next attack will add Additional attack which inflicts Confusion at 50% chance for 2/4/6/8/10 seconds. Those attacks are battle damage based on ATK, reduced by DEF, neutral element. Additional attacks can't stack, only the last one is kept and delivered on the next attack that touches (an attack that misses does not deliver it, and neither does an attack made without enough SP or during the 2 seconds cooldown: the Additional Attack then waits for a later attack). If target is already Confused when hit, the Additional Attack inflicts 250/500/750/1000/1250% damage instead (+50% on monsters, element of the triggering attack, reduced by DEF); this stronger hit also starts the 2 seconds cooldown and triggers Gladiator Trample and Bladedancer Cloak like any Additional Attack.

LevelSkillEffects
1100% Battle DamageConfusion lasts 2sec
2150% Battle DamageConfusion lasts 4sec
3200% Battle DamageConfusion lasts 6sec
4250% Battle DamageConfusion lasts 8sec
5300% Battle DamageConfusion lasts 10sec

Gladiator Combo

Passive Max Lv 5
ID
4847
Type
Passive
Max level
5
Cost to learn
1

Enable the use of Endure.

LevelSkill
1Endure Level 2
2Endure Level 4
3Endure Level 6
4Endure Level 8
5Endure Level 10
Swordman class family (Swordman, Knight, Crusader and their transcendent and baby classes)

Endure is not granted if already in Skill Tree. When attacked (with or without Endure) the next Additional Attack upon being hit will deal 20/40/60/80/100% more damage in the formula (added to its Battle Damage ratio, not cumulative). Also 20/40/60/80/100% chance to grant a Ki stack (1 per second maximum). Ki stack last for 7 seconds, refreshed with every Ki stack added, max 25 stack. Ki stack goes back to 0 if no Ki stack is granted in the 7 seconds or if an Additional Attack uses the stack to increase its damage.

Gladiator Combo II

Passive Max Lv 5
ID
4848
Type
Passive
Max level
5
Cost to learn
1

Enable the use of Auto Berserk.

LevelSkill
1Auto Berserk Level 1
2Auto Berserk Level 2
3Auto Berserk Level 3
4Auto Berserk Level 4
5Auto Berserk Level 5
Swordman class family (Swordman, Knight, Crusader and their transcendent and baby classes)

Auto Berserk is not granted if already in Skill Tree. An Additional Attack has a 40/80/120/160/200% x (lost HP %) chance to be improved depending on user's lost HP (+1% damage per 1% HP lost). When this happens, it also has 20/40/60/80/100% chance to grant a Ki stack (1 per second maximum). Ki stack last for 7 seconds, refreshed with every Ki stack added, max 25 stack. Ki stack goes back to 0 if no Ki stack is granted in the 7 seconds or if an Additional Attack uses the stack to increase its damage.

  • Example: at level 5 with 50% HP lost, the chance is 100%.

Gladiator Trample

Active Max Lv 5
ID
4849
Type
Active
Max level
5
Cost to learn
2
LP Cost
30
Casting Time
1 second (interruptible)
Duration
60 seconds

While active, each Additional Attack inflicts 50/100/150/200/250% battle damage to other targets in a 5 x 5 area around the targeted enemy. Those Battle Damage are decreased by DEF and bears Neutral element. Also 20/40/60/80/100% chance to grant a Ki stack per additional target. Ki stack last for 7 seconds, refreshed with every Ki stack added, max 25 stack. Ki stack goes back to 0 if no Ki stack is granted in the 7 seconds or if an Additional Attack uses the stack to increase its damage.

Generated from game data (client skilldescript.lub, server skill_kugan_specialization_db.yml) · November 08, 2026
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