Swordsman Guide — Chrono Odyssey
The information on this page is based off of the recent Closed Beta Test (CBT) of Chrono Odyssey. This information may change as additional updates and developments are made to the game. We will continue to test and update this page as new information releases.
The Swordsman class provides an extremely flexible melee toolkit in Chrono Odyssey, rewarding you for mixing up different combat styles depending on the situation. It rewards good timing and picking the right tool for the job, being able to dish out high damage or deflect punishment from foes, being able to switch on the fly between offense and defense.
In this guide, we will cover everything you need to know about the Swordsman class in Chrono Odyssey, including weapon options, available skills, playstyle choices, class masteries, positioning, gear recommendations, and more.
Swordsman Strengths and Weaknesses
High sustained and burst damage.
Variety of defensive cooldown tools.
Can switch between tanking and DPS on the fly.
Good mobility tools for navigating combat.
Access to hyper armor effects.
Limited to melee range.
Parrying and charged attacks require precision timing.
Resources fade out of combat.
Requires good buff management from weapon switches.
Requires good stamina management for defense.
Weapon Playstyles
When playing Swordsman, you can equip two out of the three available weapon options at a time. These are the Sword & Shield, Dual Blades, and the Greatsword. Each of these have their own strengths, weaknesses and uses cases, but can all be paired with each other in different combinations depending on your playstyle. Below is a brief rundown on how each weapon works:
- Greatsword — High burst damage option, attacking slowly but dealing devastating damage with each hit. It features powerful combos and up front damage, allowing you to charge up attacks for even higher damage. It also makes use of both Super Armor and Hyper Armor, allowing you to tank through damage to ensure you deal a decisive blow. It heavily relies on you knowing how much punishment you can take, and when you have the time to exploit an opening.
- Dual Blades — Sustained damage option, dealing constant damage while mixing in high damage strikes. It is extremely mobile, allowing you to dip in and out of the fray when needed. It also has parries, allowing you to negate incoming attacks if timed perfectly, with a big payoff when doing so. When switching to them, you gain a large burst of resources, rewarding you for mixing up styles with your paired weapon. Finally, it also provides a stacking threat increase or decrease buff, which is useful to carry over to your alternate weapon depending on your role.
- Sword & Shield — While this is the tanking option, it still manages to deal impressive damage when used correctly. Its key defensive tool, Block, can be timed perfectly to negate damage, and then followed up with a powerful counterattack that knocks enemies down. While not every attack can be countered, knowing an enemies pattern can allow for devastating reprisals that given an opening you can exploit with your secondary offensive weapon. With its large suite of defensive tools and high threat generation as well, it's a potent tanking option in group content.
Best Swordsman Perks
When playing Swordsman, you are going to need to stay on your toes, switching between defense and offense when opportunity presents itself. That means you need a good mix of tools to survive attacks, and the ability to deal damage back when you can. Therefore, it is very important to perks applied to your gear to improve your playstyle.
For optimal gearing, it is highly recommended to transfer the trial-specific perks from the Level 5 gear (available from NPC Zakal outside the Trial of the Tilted Walls) onto your higher-leveled gear. This will allow you to take advantage of the high defensive and offensive attributes that higher-leveled gear offers, as well as the powerful, unique perks obtainable through the Trial of the Tilted Wall.
These perks will greatly increase the damage output and survivability of your character, and include the following:
- Trial's Retaliation (Chest Perk): Summons thorns that reflect 100% of damage received (up to 74% of the enemy's attack) for 5 seconds (Cooldown: 27 seconds).
- Trial's Resistance (Head Perk): Stuns the enemy for 3 seconds when hit (Cooldown: 24 seconds).
- Trial's Agony (Legs Perk): Deals additional damage equal to 10% of the target's lost HP upon landing an attack (Cooldown: 3 seconds).
- Trial's Refutation (Back Perk): Recovers HP equal to 18% of damage dealt upon landing an attack (Cooldown: 5 seconds).
- Trial's Endurance (Feet Perk): Triggers [Super Armor] for 5 seconds when HP drops below 20% (Cooldown: 60 seconds).
- Sequence of Trials (Hands Perk): Upon being hit, deals 5% Physical Damage over time for 5 seconds (Cooldown: 15 seconds).
To learn more about how to obtain these perks and transfer them on your gear, watch the Trial Perks Video Guide.
Consumable Recommendations
Please Note: Consumables will receive massive changes in the upcoming Closed Beta Test for Chrono Odyssey. As such, information below may be out of date and is currently preserved for reference.
Managing your Stamina is extremely important for Swordsman in combat, and since you will often be tackling foes head on, having a handle on your health is even more crucial. Thankfully, throughout the world of Chrono Odyssey there are some consumable options to assist with that.
If you find some encounters a bit too difficult even with your gear upgraded, consider using cooking and alchemy to craft the following consumables:
- Advanced Nectar of Fortification — Grants +3 to Strength, Dexterity, Intellect, and Wisdom for 30 minutes.
- Advanced Nectar of Agility — Grants +10% Movement Speed and +9 Max Stamina for 30 minutes.
- Advanced Warrior's Meatloaf — Increases Attack by 35 for 30 minutes.
- Uncommon Hearty Pottage — Increases HP Recovery per Second by 12 for 30 minutes.
- Guardian's Grilled Fish — Increases Physical and Magic Defense by 25 for 30 minutes.
Most consumables in Chrono Odyssey last for 30 minutes, so are good to have whenever you will be in combat for extended periods of time — especially challenging encounters. You are not required to have all of these consumables to be effective, but the more you have, the easier you will find dealing with dangerous enemies while learning attack timing.
Please note: One of the recent updates regarding consumables is a major one which impacts Health Potions. HP potions no longer function as individual consumable items, and is now part of a permanent, rechargeable system. HP potion usage is mapped to a dedicated key, freeing up consumable slots, and will auto-refill upon death in instanced content. It's best practice to ensure your character has the maximum amount of health potions available before starting difficult boss battles or PvP-related content.
How to Play Swordsman
Each Swordsman weapon has its own individual skill tree that can be filled out, so you should always look to pair them together with a purpose for your pairing in mind. We recommend using the below skills for each individual weapon, but always think about the entire package when using the two together. Swordsman relies on switching between weapons frequently, so think about how you'll utilize each one in combat.
Please note: It is recommended to unlock the base level of each active skill recommended below prior to upgrading the skill itself, allowing you to have more skills to use in combat. Once you have your four skills locked in, you should move forward with upgrading them. These priority active skills are bolded in the chart below.
Swordsman Skill Build Recommendations
Greatsword
We recommend using Greatsword if you prefer:
- High burst damage
- Measured, slow attacks with high payoff
- AoE damage and control tools
| Skill | Type | Description |
|---|---|---|
| Power Slash I (3/3) | Active |
|
| Power Slash II (1/1) | Active | Grants a second slash follow-up, dealing 214% damage, or 277% if the target is Bleeding. |
| Power Slash III (1/1) | Enhancement | Increases the damage of Power Slash at the cost of extra Rage. |
| Impaling Kick (3/3) | Active | Pierces an enemy, dealing 122.5% damage, followed by a kick that deals 123% damage and inflicts Knockback. 26-second cooldown. |
| Impaling Kick II (1/1) | Enhancement | Inflicts Bleed, stacking up to 5 times. |
| Impaling Kick III (1/1) | Enhancement | Increases the initial strike and follow-up kick damage to 60%, and generates 40 Rage upon landing a hit. |
| Double Slash I (3/3) | Active | Executes two swift attacks, dealing a total of 280% damage. 28-second cooldown. |
| Double Slash II (1/1) | Active | Unlocks a follow-up finishing attack, dealing 280% damage and inflicting Knockdown. |
| Double Slash III (1/1) | Enhancement | Grants a 30% chance to reset the cooldown when landing the follow-up finishing attack. |
| Sunder I (3/3) | Active | Deals 276% damage to nearby enemies and inflicts Knockdown. Damage increases based on amount of remaining Rage. Grants Super Armor while using the skill, with a 50-second cooldown. |
| Sunder II (1/1) | Enhancement | Reduces the cooldown of Sunder to 30 seconds. |
| Sunder III (1/1) | Enhancement | Increases the radius and deals additional damage to enemies affected by Bleed. |
| Charging Slash I (3/3) | Active | Delivers a shoulder charge, dealing 73% damage and inflicting Stun for 2 seconds. Follows up with an upward swing, dealing 143% damage. Grants Super Armor while using the skill, with a 30-second cooldown. |
| Charging Slash II (1/1) | Enhancement | Reduces the cooldown of Charging Slash to 15 seconds. |
| Charging Slash III (1/1) | Enhancement | Increases the damage of the follow-up attack to 186%, and doubles the Stun duration. |
| Greatsword Mastery (3/3) | Passive | Increases the damage of basic attacks by 30%. |
| Rancor (3/3) | Passive | Generate 12 Range upon taking damage. 3-second cooldown. |
| Warrior's Draw (1/1) | Passive | Grants Hyper Armor for 10 seconds upon switching to the Greatsword. 30-second cooldown. |
| Balanced Strike (1/1) | Passive | Reduces the Stamina cost of charged attacks, and increases the amount of Rage generated depending on charge level. |
Dual Blades
We recommend using Dual Blades if you prefer:
- Sustained damage
- Quick damage delivery with weapon switches
- High mobility
| Skill | Type | Description |
|---|---|---|
| Quadruple Strike I (3/3) | Active | Deals four strikes in quick succession for 195% damage. Each hit grants a threat reduction effect, stacking to 10 and lasting for 15 seconds. Costs 28 Rage. |
| Quadruple Strike II (1/1) | Enhancement | Critical strikes inflict Shock on targets. |
| Quadruple Strike III (1/1) | Enhancement | Landing Quadruple Strike reduces the cooldown of all Dual Blades skills by 1 second. Has a 3-second cooldown. |
| Charging Strike I (3/3) | Active | Charges forward, dealing 164% damage and generating 40 Rage. Has a 30-second cooldown. |
| Charging Strike II (1/1) | Enhancement | Landing Charging Strike reduces the Crit Resistance of enemies by 30% for 15 seconds. |
| Charging Strike III (1/1) | Enhancement | Grants a 30% chance to reset Charging Strike's cooldown when hitting an enemy. |
| Dual Stab I (3/3) | Active | Deals 162% damage and inflicts Knockback. When used, increases Crit rate by 20% for 15 seconds. Has a 25-second cooldown |
| Dual Stab II (1/1) | Enhancement | Also increases Crit damage by 20% for 15 seconds. |
| Dual Stab III (1/1) | Enhancement | Landing a Crit hit with the Dual Blades reduces the cooldown of Dual Stab by 1 second. Has a 3-second cooldown. |
| Storm Strike I (3/3) | Active | Executes a whirlwind attack, dealing 225% damage and inflicting Knockback on nearby enemies. Has a 50-second cooldown. |
| Storm Strike II (1/1) | Enhancement | Inflicts Knockback each time Storm Strike lands a Crit Hit. |
| Storm Strike III (1/1) | Enhancement | Attacking enemies affected by Shock guarantees all attacks to land as a Crit hit for 2 seconds. |
| Dual Blades Mastery (3/3) | Passive | Increases the damage of basic attacks by 30%. |
| Savage Onslaught (3/3) | Passive | Increases attack by 20% for 10 seconds upon successfully landing the final strike of a basic attack. |
| Duelist's Draw (1/1) | Passive | Generates 50 Rage when switching to the Dual Blades. 30-second cooldown. |
| Perfect Opportunity (1/1) | Passive | Increases the damage of Crit hits by 100%. |
| Nimble Movement (3/3) | Passive | Grants a 60% chance to inflict Shock with the final strike of a basic attack. |
| Empowered Shock (3/3) | Passive | Deals 80% additional damage to enemies affected by Shock. This effect triggers once per cooldown. |
Sword & Shield
We recommend using the Sword & Shield if you prefer:
- High durability
- Reactive "perfect blocking" skill expression
- Tank-related builds
| Skill | Type | Description |
|---|---|---|
| Bash and Slash I (3/3) | Active | Executes a shield bash, followed up with a sweeping slash, dealing 243% damage. Increases your Threat for 15 seconds, stacking up to 5 times, at the cost of 28 Rage. |
| Bash and Slash II (1/1) | Enhancement | Recovers 10 Stamina upon landing Bash and Slash. |
| Bash and Slash III (1/1) | Enhancement | Increases Defense by 10% upon landing Bash and Slash, stacking up to 5 times. |
| Charging Thrust I (3/3) | Active | Charges forward, dealing 152% damage to enemies in a narrow range and Taunting them for 9 seconds. Has a 25-second cooldown. |
| Charging Thrust II (1/1) | Enhancement | Upon landing Charging Thrust, reduce the Attack of enemies hit by 20% for 7 seconds. |
| Charging Thrust III (1/1) | Enhancement | Grants a 20% chance to reset the cooldown of Charging Thrust when blocking an attack. Has a 3-second cooldown. |
| Shield Bash I (3/3) | Active | Deals 150% damage and inflicts Knockdown. Gain Super Armor while using this skill. Has a 25-second cooldown. |
| Shield Bash II (1/1) | Enhancement | Upon landing Shield Bash, reduce the movement speed of targets hit by 70% for 8 seconds. |
| Shield Bash III (1/1) | Enhancement | Generates 30 Rage upon landing Shield Bash. |
| Earthshatter I (3/3) | Active | Leap into the air and crash down with your shield, dealing 167% damage to nearby enemies and inflicting Stun for 2 seconds. Gain Super Armor while using this skill. Has a 35-second cooldown. |
| Earthshatter II (1/1) | Enhancement | When Rage is above 60%, Earthshatter deals additional damage equal to 49% of your Physical Defense. |
| Earthshatter III (1/1) | Enhancement | Upon using Earthshatter, gain a shield that blocks incoming damage equal to 70% of HP. Also removes all crowd control effects except for Knockdown and Temporal Isolation. |
| Circumvent (3/3) | Passive | Reduces incoming damage by 28% for 5 seconds upon using a Sword & Shield skill. |
| Resilience (1/3) | Passive | Generates 4 Rage when taking a hit. Upon blocking an enemy attack, generate 2 additional Rage. |
| Shield Expert (1/1) | Passive | Upon switching to the Sword & Shield, increase max Stamina by 30 for 20 seconds. |
| Tide Turner (1/1) | Passive | Reduces the Stamina cost of Block by 30% upon successfully blocking an attack. |
| Guardian's Fury (1/1) | Passive | Using a Shield skill (Shield Bash, Bash and Slash, Earthshatter, Parry), deal additional damage equal to 59% of Physical Defense. |
Swordsman Class Mastery Recommendations
Greatsword
- Solo Bosses 10: Decimate • 15: Unyielding Will • 20: Last Stand
- Trials / Group Control 10: Decimate • 15: War Cry • 20: Fervor
- Open-world Farm 10: Decimate • 15: Unyielding Will • 20: Fervor
- Support Tilt 10: Decimate • 15: Absolute Defense • 20: Fervor
Dual Blades
- Solo Bosses 10: Decimate • 15: Unyielding Will • 20: Fervor
- Trials / Group Control 10: Decimate • 15: War Cry • 20: Fervor
- Open-world Farm 10: Decimate • 15: War Cry • 20: Ferovr
- Support Tilt 10: Decimate • 15: Absolute Defense • 20: Fervor
Sword & Shield
- Solo Bosses 10: Guardian's Shield • 15: Unyielding Will • 20: Last Stand
- Trials / Group Control 10: Decimate • 15: Absolute Defense • 20: Fervor
- Open-world Farm 10: Decimate • 15: War Cry • 20: Fervor
- Support Tilt 10: Guardian's Shield • 15: Absolute Defense • 20: Last Stand
Perfect Blocks and Parries
Swordsman has unique perfect defense mechanics with both the Dual Blades and the Sword & Shield. This section will be expanded further as Chrono Odyssey moves forward with more testing phases.
Chronotector Abilities
As you complete Chrono Gates, you will unlock unique Chronotector abilities to support your playstyle as a Swordsman. In most combat-related scenarios, the best two Chronotector abilities to use is Time Reversal and Summon.
For more information on each Chronotector ability, see the chart below.
| Ability | Description |
|---|---|
| Time Reversal | Reverts the caster's position and HP to their previous state after 10 seconds. Very useful in combat. |
| Temporal Isolation | Halts enemy movement for a set duration. Recommended for farming trash mobs (does not work on most bosses). |
| Summon | Summons your chosen specter that fights alongside you for a set duration, vanishing after unleashing a powerful skill. Very useful in combat. |
| Temporal Tuning | Releases a shockwave that reveals traces of the past, including specific objects and footprints. Not recommended for combat. |
| Temporal Resistance | Grants slow fall and aerial gliding. Does not prevent fall damage after the effects end. Not recommended for combat, but good for exploration. |
Guard Break and Crowd Control
Learn how Swordsmen execute Guard Breaks and crowd control in the upcoming Closed Beta Test of Chrono Odyssey. This section is a work-in-progress.
Changelog
- 10 Feb. 2026: Guide created.
More Chrono Odyssey Guides
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