Introduction
Hi, I’ve been working really hard on this guide, and I hope it will at least help someone. After looking through the guides already in this section, I’ve noticed something missing, or at least hard to find: a level by level guide which is up to date, well maintained, and in-depth in all corners of using a Hit and Run Elementor. I’ve decided to cater to this need, and voila! After 6 hours of typing, my fingers are hurting, so don’t flame the guide. In fact, post suggestions for what I should add next.
Using this guide
1) If and when equipment/skills are mentioned, just assume that they will not change until noted further into the guide.
2) Bear in mind that this guide is SUGGESTIONS which will work well for the majority of Hit and Run Elementors. It is possible that you will have a special exception, either because of a great awakening, access to a tank, or another reason. If so, just continue on and follow the guide when you see fit.
3) Throughout your time as a Hit and Run Elementor, you will only really need 3 buffs: Quick Step, Heap Up, and Mental Sign. It is still possible to Hit and Run without these, but it is harder. At higher levels, you may also have a Ringmaster to give you a full set of buffs, but these are really the core buffs.
Table of Contents
Level 60-69
Level 70-79
Level 80-120 (combined to save space)
Money Making
PvP and Upgrading
Hit and Run Tactics
Future Plans
Level 60-69
Level 60-64
Recommended Weapon: Stick of Vel Parpone
Recommended Armor: Teba Set (M) or Misty Set (F)
Recommended Skill Setup:

Your skills at level 60 really aren’t that much stronger than the level 30 skills. Because of this, it is not recommended that you max them. It’s better to just save the skills, since after level 65 you’ll probably never use them again. At this level, it’s best to train at Captain Crane Machinery. Use either Wind Cutter or Void, since Captain Cranes are Earth elemented. This is a good strategy until level 65. You can move higher than Cranes, but really the exp is good enough anyway that there isn’t any good reason to seeing as the EXP is good enough anyway.
Your stat build should be 30-60 Sta and the rest Int. The extra Sta allows you to tank the occasional hit that gets in, whether by pos lag or something else. As you level to 65 and beyond, continue to add Int.
Level 65-69
Recommended Skill Setup:

Congratulations on level 65! Now you can begin leveling via Hit and Run. From this point on, you will level in any of three places: Mammoths (Azria), Gannessa (Forsaken Tower B5) or a mixture of mobs in the desert in Darkon 3. At this point it is best to get practice with hit and run tactics, in order to be more successful in your future attempts. Personally, I started with Gannessas. They have a fairly nice spawn, and give acceptable exp. It isn’t as great as mammoths, but it’s still decent. Continue to level in one of these three spawns until you are professional at hit and run leveling. Warning: Gannessas will usually give at most 60% per AoE. This will get worse and worse as you level, so Gannessas should probably be abandoned by level 72.
Level 70-79
Level 70-74
Recommended Skill Setup:

Here it is suggested that you start to use your Mastery skills. Wind Mastery and Water Mastery are really the only ones that are important at this level, as of course they boost the power of Windfield and Poison Cloud respectively by 15%. At this point, continue from here leveling with the same methods as at 65, probably still in the desert if you can’t afford an Azria ticket. Not much to say here.
Level 75
Recommended Weapon: Lusaka’s Staff/Stick of Vel Parpone
Recommended Weapon (masters): Lusaka’s Crystal Staff
Recommended Armor: Myuran (M) or Myurian (F)
Recommended Skill Setup:

New Armor… new weapon… your killing time should improve quite a bit from here on out. This set has the potential to be your end-game set, so upgrade it as much as you like. Other than that, there isn’t much to say. Upgrading your level 70 AoE skills opens up a new method for gathering. The reason not to have upgraded them earlier is because your hit and run skills have now had time to develop. At this point, you should be able to handle gathering without just spamming Windfield.
Level 80-120
At this point there is very little changing. You may have gotten your end game armor, your weapon is still the same, and as a hit and run Elementor you will most likely be leveling on the same monsters from level 65 until Hero. From here on out, most of what will be changing is your skills. My suggestions are only what I found to be a good choice. Sandstorm, Meteor Shower, and Lightningstorm will never be core skills (especially Sandstorm) so max them at your leisure. The same goes for the Mastery skills for Fire, Electric, and Earth. The level 70 and 75 offensive skills are not affected by elementing, so the Mastery skills will not affect their damage.
Level 85
Recommended Skill Setup:

Nothing to say here. Continue to level as you did earlier and upgrade your skills as you see fit.
Level 90-99
Level 90
Again, not much to say here. The level 90 set is really not good enough to use. Stick to your level 75 set here. The 20% DMMT is really much better than the small Int boost and MP Usage reduction.
Level 95
Here this gets a little bit tricky. If you have the money, it is recommended that you reduce a level 105 Legendary Golden Staff to use. This is still not that important, so we’ll just save that for the 105 section.
Level 100
Recommended Skill Setup:

At this point, there is no best way to distribute your skills. You have already maxed all of your skills that you will ever use for hit and running. The reason for Waterwell earlier and Rooting now is just PvP, which you may begin to explore around this time, or even earlier. For PvP help, click here. Other than that, the skill setups will end here due to just not mattering enough.
Level 105
Recommended Weapon: Legendary Golden Staff
Recommended Armor: Shabel (M) or Shurian (F)
Note: A lot of HnR eles pick this level to restat to a tank build.
The Legendary Golden Staff is a must have for Elementors. With a high attack ratio and a great boost, this staff with help you immensely while leveling. This is one weapon which should be upgraded and upgraded and upgraded, and of course look in the upgrading section for info on that. The new armor set, however, is a puzzle. If your Myuran or Myurian set is just extremely good, stick with it. If you only bothered to upgrade it to +3 or so, the Shabel or Shurian set give a nice 15% DMMT and 15% HP to help you tank that occasional hit that gets through the cracks. Remember, though, Shabel and Shurian are not a must-have, but are still good if you’re feeling cheap.
Level 110
Nothing of interest here. Your damage on Cannibal Mammoths should be pretty good by now, so killing should be much easier than back at 65. If you have a reduction you can use your bloody/ancient staff. Honestly, vampire just isn’t worth it.
Level 115
Here I feel like I have to say this. Stay at Cannibal Mammoths or the desert until Hero. Asuras will make your life an absolute hell due to their huge run speed, and so it’s much better to stick at Cannies.
At this level, almost all remaining hit and run eles will restat to a tank build. This makes it so that you can AoE asuras, which is better for level 115+. For help with that, look at another guide. I won’t go into detail on tank builds and such.
Level 120
Recommended Weapon: Bloody Staff
Recommended Weapon (Heroes): Ancient Staff
Here you have what is your end game staff. The Bloody Staff/Ancient Staff. The effects on it make it even better than your Legendary Golden Staff, so this is worth putting billions into.
The Hero Levels
Recommended Weapon: Ancient Staff
Welcome to HnR Hell. Until 124 or so, just AoE at Asuras to try to level. You should be able to tank these with some nice awakes, even if you’re full int. Eventually you’ll have to move to Valley of the Risen, which is the hard part. Valley spawns are really small, and the mobs are spread out. Not only that, they also spam Rooting, which means instadeath for an HnR. HnR is possible here, it’s just really tedious.
Trying to level in the Catacombs of Anguish is pointless. The risk/reward factor just isn’t worth it.
Money Making
To be clear, Elementors are not a big class for Meteo, Clockworks, or Gianting. Your money will come to you naturally as you level. If you are near the level of something with fairly good greens near its level, take a break from leveling and farm it. Starting at Princes, you should start getting level 90 greens. In particular, you should watch for these pieces:
Restra
Rasra
Dayst
Dest
Geniun
Gynas
At Cannibal Mammoths you should get level 105 Greens. Almost all of these are worth quite a bit, regardless of server. Other than these greens, you should get a lot of weapon drops. These weapons are easily worth 1m each just selling them to the NPCs. Selling these is your main source of profit, as you can get 10m+ from just a few AoEs. Also, Sunstones will drop like nothing else. Selling these to players will help, but it won’t make you rich unless you have a lot. Still, it will help. Next we have the quest items. If leveling in Azria (almost everyone will be post 90) you should be able to make feed out of the crystals and sell it for a bit. Again, this won’t make you rich, but it’ll certainly help. A CS pet is recommended due to the large amount of drops you will get. Most CS pets cost between 100 and 300m, depending on the kind and server.
Dungeons
Both Elementors and Psykeepers are in high demand for the newer dungeons since v14. These include Aminus (120), Cursed Aminus (120-M), the Wilds (80), the Savage Wilds (80-M), and the Catacombs of Anguish (H). Just join a good team, and when you finally reach the end boss one member of your team will "kite" the boss, basically just running around in a big circle while the ranged members deal damage. The Wilds and the Savage Wilds by far have the best drop rate, and are therefore the best moneymaking areas. In terms of most profit per drop, that would probably go to Cursed Aminus or, if you’re really stubborn, Catacombs of Anguish. I personally cannot stand the Catacombs because the mobs are all so freakishly powerful.
PvP and Upgrading
PvP
PvP on an Elementor is, to say the least, hilarious. 90% of the time, unless you’re well known in the Arena, people will kill you on sight because they thing you are going to Windfield them. This assumption, of course, tends to be correct. The main reason to have Waterwell in your repertoire is the sheer speed of it. Pair this with a Bloody or Legendary Golden Staff plus Myur(i)an set, plus a few piercings and DMMT awakenings, and you have instantaneous damage. The damage is even better when you couple it with Water Mastery. You will not be able to hold up to a blade’s damage for more than a few seconds, so use Rooting or Windfield to give yourself more time. Rooting’s timer is very very short so you’ll have to spam it. The success rate isn’t great either, so that stinks too. However, Elementors can be very good in PvP with the right equipment and strategies. Elsis/Ellis is a good armor set for PvP, as the block rate will help you against Rangers and BJs mostly.
Weapon Piercing:
Piercing your weapons is difficult and expensive, but it can be very beneficial. Probably the first weapon that will be worth your time to upgrade extensively will be the Legendary Golden Staff. Unless you have a huge amount of money at your disposal, Water B cards are your best choice. These cards give 4 Int and 1% DMMT, and each card in the weapon stacks. This means that if you have 3 Water B cards, you will get a boosted 12 Int and 3% DMMT. Try going for 4 piercing slots, and any more is just in case you have money that you don’t know what to do with. Remember to use a Scroll of Gprotect to prevent your weapon from breaking.
Weapon Elementing:
Suffice it to say, you will want to upgrade your Wind elementing as much as you possibly can. After upgrading to +3 Wind using Cyclone cards, you will need to use a Scroll of Sprotect to prevent it from breaking. +8 or +9 Wind is usually where people stop, and any further is just for when you have money to spare. Currently the maximum is +20 of any element, but going that high is insane.
Weapon Awakenings:
With the awakening system, you can add additional stats to your armor, weapon, or pet. The best kinds of awakenings for an Elementor are Speed, Int, MP (not as important but still helpful), DMMT, and Attack. Sta isn’t as important because the whole point is that you won’t get hit. Try to get at least 10% DMMT, 7% Speed, 15 Int, or 100 Attack on anything you awaken. If you get a negative awakening, or even just one you don’t like you can use a Scroll of Reversion to cancel the awakening.
Armor Awakenings:
Awakening Armor is pretty much the same as awakening Weapons, but with a slight twist. Not all armor pieces can get certain awakenings on them. For more information on which armor pieces can gain what stats, I recommend checking the wiki here.
Armor Piercings:
Armor piercing works the same way as Weapon piercing, but the cards in this case involve percentages. The best cards to use for a hit and run Elementor are Lightning 4% cards, to be replaced by Lightning 7% cards if you can ever afford them. You can pierce your suit up to 4 times, and you cannot pierce any other armor pierces. The effects stack, so 4 Lightning 4% cards will give you an extra 16% attack.
Jewelry and Pets:
With pets, your best bet will be a Fox. These add Int to your character. They can also be awakened to give any stat (see recommendations above). As of v13, you can now awaken your CS Pet too. Again, try to get Speed, DMMT, Attack, Int, or MP.
Your jewelry is simple.
Demol Earring +12 (x2)
Intelli Ring +6 (x2)
Gore Necklace +4
This is the generally used setup, so go ahead and upgrade more if you have the funds.
For the sake of completeness, there is another set that is better. The Adept’s Jewelry Set gives 20% spell damage, 20% dmmt, and restores 1k MP when you kill an NPC. Unfortunately, this set is extremely rare, coming only from The Savage Wilds, Cursed Aminus Dungeon, and (Note: This may be wrong) Razgul. Another unfortunate fact is that so far, this set’s effect is broken.
Additional Equipment
For the sake of AoEing, I recommend a CS pet if you can afford one, or a buff pet if you have money in excess. This will make life infinitely easier when you start getting lots of drops from your AoEs. Another good investment for a Hit and Run Elementor is a Country or Zodiac Cloak. These cloaks give an additional 10% run speed, which is useful for keeping ahead of your mobs. One last bit of armor that you may want: Parmil or Leaf set. This set is amazingly good for gathering when you first begin, because it gives 20% run speed. If you’re new to hit and run leveling, this is definitely a good choice for practicing.
Buff Pet Beads that you may want:
Any speed beads
Int beads
Block beads
Attack beads
DMMT beads
Pretty self explanatory, right?
Hit and Run Tactics
Gathering
Here you have multiple options. If you are working alone, the best choice is probably to gather using Windfield. This gives you a 50% chance of slowing the target on your first attempt. A good way to gather is to run past your target, wait until the mobs chasing you are near it, then Windfield your target. This both gets another mob for you and helps to keep the ones already attacked from getting their speed back. Another option is to use another AoE skill (I like Lightningstorm or Meteor Shower for this) to gather. These skills tend to have a much larger AoE, so you will usually gather much more in one hit. The side effect is that you’ll have 10 Mammoths chasing you at full speed. This method is best if you have another Elementor working with you Windfielding whatever you gather. If you go too far, most mobs will run back. Because of this, I recommend working in a circular manner, revolving around an object. The object doesn’t matter, whether it’s a pole, imaginary rock, or tree. After you gather all of your mobs, it’s time to begin killing. Due to position lag, it is recommended that you jump during the entire process of gathering and killing, as jumping resets your position for the server.
Killing
Now for the fun/boring part: the killing. Continue to revolve around your imaginary object, making sure Wind Mastery and Water Mastery stay active at all times. The ideal way to actually damage the mobs is to use Windfield twice, then Poison Cloud, and repeat. This is a good idea because Poison Cloud has a nice DoT, and will help you kill faster. As you begin to finish the mobs, some monsters will respawn near you. Try your best to avoid them, and make sure that your partner (if there is one) knows not to Windfield when there are other mobs near you that haven’t been attacked yet.
Credits go to _solareon_.

tnx for the info. it help a lot^^