Spellblade Battery

Monk / Magician / Necromancer

Two casters and a blade — ranged burst with a body to hold the line up close.

Tier B Score 69 Well-rounded build

The combo

Primary MonkMelee DPS Cloth armor
Secondary MagicianCaster Cloth armor
Tertiary NecromancerCaster Cloth armor

Role coverage

Tank
62%
Heal
19%
DPS
100%
Utility
29%
Not a natural D4 raider yet. To make higher-difficulty content comfortable it would want to add a tank, add a slow. It can still shine at lower difficulty, for leveling, or with a well-geared player driving it.

Strengths & watch-outs

✔ Strengths
  • Hybrid healing and lifetaps give you real sustain without a pure healer.
  • Heavy damage output — fights end fast.
  • A pet (Magician) adds a second body to off-tank, add damage, or pull.
⚠ Watch-outs
  • No natural plate tank — someone in lighter armor has to hold aggro, so pull singles and carefully.
  • No slow — big single-target fights come at you at full swing speed.
  • Light armor across the board — squishy, so avoid getting surrounded.
  • No tank and no hard CC — multi-mob pulls are genuinely dangerous.

How it plays

With no plate tank, your sturdiest body — Monk — has to hold aggro, so open with careful single pulls. Monk carries most of your damage; focus-fire one target down rather than spreading hits. Necromancer patches you up between pulls; without a dedicated healer, respect your downtime.

Suggested AA focus

From your Monk
Unbound Alacrity — Innate melee attack-speed (haste).
Critical Mend — 5/10/25% chance for a superior Mend.
From your Magician
Improved Familiar — Summons a stronger familiar.
Elemental Pact — Pet-summon reagents are not consumed.
From your Necromancer
Lifeburn — Unresistable damage equal to your current HP.
Cannibalization — Convert HP into a large chunk of mana.

Signature class abilities worth prioritizing. Plan the full board on the AA guide, or wire it into a saved build in the Forge.

Gear direction

This trio wears Cloth. Melee want haste and DEX (for procs) once the basics are covered. Casters and priests want mana, their casting stat, and any focus effects. See the gear-by-class guide and weapon guide for the specifics.

Ratings are computed from each class's role weighting — the same scoring the Build Forge uses — and EverQuest Legends is new and soloable by design, so treat tiers as a starting point and confirm what works in-game. The level cap is 50.