C-TIER | BUILD SUN CLERIC VALKYRIE (@ascensionsidekick) | ASCENSION CoA

Build Sun Cleric Valkyrie Ascension CoA
Valkyrie
dual-wield two-handers Glorious Execution Sunslam Odyn

Valkyrie turns the Sun Cleric into a pure melee DPS spec, a world away from the healer/tank archetype the class blurb might suggest. The heart of the kit is Valkyr's Grip: an ability that lets you dual-wield two TWO-HANDED weapons (mace, sword, or polearm), an unusual setup in Ascension CoA.

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WEIGHTED TIER C
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Dungeon
Raid
Arena
BG & Open World

Built around that signature are Glorious Execution, which strikes with both weapons and refunds mana, Odyn's Vanguard, which resets its cooldown on a proc, and Sunslam, which stuns on holy impact while the Dawn state is active.

Signature Spell
Valkyr's Grip

Allows you to dual wield and to wield a Two-Handed Mace, Sword, or Polearm in each hand, and increases your chance to hit by 6%.

Retail Feel

Closest to a Fistweaver-flavored melee hybrid crossed with a Retribution Paladin. Resource generation (Solar Power, functioning like Chi/Holy Power) comes out of standing in melee and swinging — auto attacks, Sunwalker stacks, and ability hits feed it — and building toward the 'Dawn' empowered state plays like a Serenity/Thunder Focus Tea window. Its 'support' is a party damage buff (March of the Valkyr) and passive self-sustain rather than a heal spell. Layered on top is a Retribution-Paladin-flavored burst/CC kit — Judgement Day reads like a Repentance-into-finisher window — with Sunslam, Valkyr's Calling, and Divine Retribution's stored-damage detonation as the signature Holy cooldowns.

Role, tiers & resource
B
Dungeon
Pre-pull with March of the Valkyr for the group damage buff and a Vow suited to the pull; in combat, chain Glorious Execution and Justice for damage plus mana refund, and hold Valkyr's Calling as an immunity cooldown if focused — but there's no interrupt, direct heal, cleanse, or combat rez in the kit.
C
Raid
High damage ceiling in extended burst windows.
C
Arena
Small-scale duels & skirmishes
C
World Battlegrounds
Large-scale open-world PvP
RoleMelee DPS
Primary statStrength
ResourceMANA
ComplexityNormal
Locks a priority target with Judgement Day (~8-second disorient vs. players) then follows up with Glorious Execution or Sunslam's stun; in a 1vX, Valkyr's Calling is the escape — full immunity followed by AoE damage on landing. The gap: no interrupt in the kit, and nearly all of its damage and control potential requires staying in melee range.

React-to-procs rotation rather than a fixed priority: build Solar Power through auto attacks and Sunwalker, spend on Glorious Execution and Justice, then sync the Champion of the Sun window with the Dawn state.

Leveling Guide

Levels solo/duo by dual-wielding into Glorious Execution resets, weaving Sunslam while Dawn is active and using Sunwalker stacks to slip in a free Shine heal between pulls for sustain; limited mobility outside Sun Stride is offset by Valkyr's Calling, doubling as a gap-closer and a defensive window. In groups it's an AP-scaling physical striker whose auto-attacks build Solar Power under Vow of the Valkyr, with Champion of the Sun and Solar Empowerment providing burst/cleave windows.

Vow of the Valkyr
Vow of the Valkyr is the pivot: auto attacks generate Solar Power and its Fulfillment triggers extra weapon swings — this is the resource loop the entire rotation is built around.
Light of the Sun Justice Gift of the Sun Judgement of the Valkyrie Leap of the Valkyrie Herald of Purity Trial of Valor Blessed Hammer March of the Valkyr Blessed Magic Last Call Pendant of the Sun Light's Blessing Divine Retribution Atone Or Else
Rotation
  1. Core loop — auto attacks under Vow of the Valkyr and Sunwalker stacks generate Solar Power, building toward the 'Dawn' empowered state.
  2. Signature (Valkyr's Grip): Allows you to dual wield and to wield a Two-Handed Mace, Sword, or Polearm in each hand and your chance to hit is increased by 6%.
ReactWatch your procs and fire the empowered ability the instant it lights up.
CooldownsLine up Champion of the Sun, Sunwalker stacks, and Valkyr's Calling with your burst window.
RefinePoint allocation & optimal order aren't settled yet — confirm in the official Vol'jin builder and adjust on live.
Stat Priority
PvE
Hit (to dual-wield special/auto cap, until your dual-wield white swings land) Expertise (until your attacks stop being dodged/parried) Strength Critical Strike Haste Armor Penetration
PvP
Resilience Stamina Hit (cap) Expertise (cap) Strength Critical Strike
Recommended Weapon
StyleDual-wielded two-handers
Main handTwo-hand weapon
Off handTwo-hand weapon
Thanks to Valkyr's Grip, BOTH hands wield a two-handed weapon (mace, sword, or polearm) — Justice and Glorious Execution strike with both weapons at once.
Strengths & Weaknesses
Strengths
  • Real kill combo: Champion of the Sun's Holy-damage window plus Judgement Day's disorient, detonated by Glorious Execution or Sunslam and topped by Divine Retribution's stored-damage burst, gives it a genuine setup.
  • Self-sufficient offense — Glorious Execution refunds mana as a share of its damage, Sunsworn returns mana off autos, and Light of the Sun / Arbiter of Light passively heal you, so it rarely has to stop swinging to sustain (its only direct heal button is Solar Prayer, an instant self-heal that costs an Essence pick).
  • Best-in-kit defensive/gap-closer cooldowns: Valkyr's Calling leaps you up immune to all physical and spell damage then lands for AoE Holy damage, and Sun Stride is a shorter-cooldown mobility leap — a genuine escape most melee don't get.
Weaknesses
  • Mostly melee-range dependent — almost every damage and control tool (Glorious Execution, Justice, Champion of the Sun, Judgement Day, Sunslam) requires staying in weapon range, leaving only Horusath Blast as a ranged filler against kiters.
  • Thin, short-lived control — Judgement Day is a single disorient that breaks on damage, Chains of Light is only an anti-escape snare rather than a hard root, and Sunslam's stun is gated behind having Dawn active, so there's no reliable lockdown to force a fight.
  • No direct in-combat heal in the spec line — survivability leans on one big cooldown (Valkyr's Calling) plus passive returns (Light of the Sun's parry heal, Arbiter of Light, Glorious Execution's mana refund), which don't help much mid-burst; Solar Prayer (an instant self-heal usable even while stunned) is the one button that answers that, if taken.
Skill Floor & Ceiling
Skill Floor
Medium

Approachable, with a couple of systems to learn. Proc driven with few moving parts.

Skill Ceiling
High

Enormous mastery ceiling — reacting to and chaining procs.

Build Abilities
Class Tree
Valkyrie's Watch Glare Suncharged Gleaming Vigil Radiance Final Vows Zealous Fortuitous Unbreakable Focus New Day Guiding Glow Horusath Blast Solar Might Solar Invocation: Revelation Enveloped in Light Blessed Armor Devoted to the Sun Sun Stride Solar Prayer Solar Invocation: Conquest Swift Justice Sintorcher Pure Light
Specialization
Vow of the Valkyr Impartial Valkyr's Grip Trial of Valor Champion's Arrival Sunwalker Odyn's Vanguard By The Light Justice Radiant Halberd Light of the Sun It's Always Sunny Knight of Dawn Champion of the Sun Herald of Purity Blessed Magic Glorious Execution Fanaticism Valkyr's Calling Fervor of the Sun Sunsworn Sunslam Vindicator

See also: all Ascension builds · the talent builder

Talent data: ascension.gg · Spec tiers & analysis: ascensionsidekick.com
Editorial rewrite, interactive talent tree, tooltips and fact-checking: KAMI LABS