Berserker Community
Guide
Berserker
Community Guide
THIS GUIDE IS UP TO DATE WITH THE 2025 JULY PATCH
ARK GRID INFORMATION IS BEING WORKED ON ADDED TO THE GUIDE. REFER TO THE DISCORD PINS FOR CURRENT RECOMMENDATIONS.
Editors Deca, Swoop
T3 Archive
General Information
_This document is created by community members as a compilation of class related information. This is not meant as a new player guide; if you are a new player we suggest reading_ _Maxroll’s Build Guides_ _instead. If you have any feedback or want to help with class discussions, join our_ _Discord__!_
How do the two builds compare?
Mayhem
Berserker’s Technique
Summary
Transforms Burst Mode into an always-on Mayhem Mode, dealing sustained damage.
Focuses on quickly cycling in and out of Burst Mode, dealing frequent bursts of damage.
Pros
● Relatively mobile ● Straightforward rotation ● Easy to pick up and understand
● High amount of Push Immunity ● Significantly higher damage ceiling
Cons
● Lower damage ceiling than Berserker’s Technique
● Relatively immobile ● Long animation locks ● Heavily dependent on hitting all skills ● Needs to manage drifting cooldowns or hit more back attacks
How does my identity work?
Similar to Slayer, Berserker has a Fury meter that is filled by hitting the enemy with any one of his attacks, and can be activated once full to enter Burst Mode.
While in Burst Mode , you are provided with the following effects: ● 20% Attack and Movement Speed and 30% Crit Rate increase. ● Burst mode can be canceled with the X key. ● You also gain access to Berserker’s strongest skill, Bloody Rush (Default keybind Z) which deals significant damage and has additional Push Immunity, Weak Point, and Stagger. After Burst Mode ends, a non-removable exhaustion debuff prevents you from gaining meter from attacks for 30 seconds, unless you have the Body Activation Ark Passive activated.
Chaos Dungeon
Whirlwind
2 3 1
Bleed (^) Tempest Slash 3 2 1 Galewind Overdrive 2 1 1 Galewind (^) Brave Slash 3 2 2 Galewind Hell Blade 2 3 2 Galewind (^) Red Dust 2 1 2 Bleed Finish Strike 2 3 2 Galewind (^) Sword Storm 2 2 1 Galewind Awakening Engravings Bloody Surge
Mayhem
Ark Passives
Blunt Thorn (Recommended)
Evolution Enlightenment Leap
Critical (30/30)
Swiftness (10/30)
Mayhem (3/3) Transcendent Power (x/5)
Release Potential (x/5)
Boundless MP (2/2)
Illicit Spell (1/2)
Restore Fury (3/3)
Unleashed Power (5/5)
Strike (1/2)
Unlimited Magick (1/2)
Provocation (1/5)
Cold Fury (3/3)
Mutilate (3/3)
Blunt Thorn (2/2)
Stampede (1/5)
Dark Enhancement (3/3)
Notes This is the strongest and most flexible build. It can be played with any amount of crit synergies. For each crit synergy you have, remove 1 point from both Strike and Boundless MP and put 1 point in both Limit Break and Unlimited Magick. However, some players might not like being capped at 80% crit, which is why the other two options exist.
Spec enough Swiftness to reach the movement/attack speed cap, then invest the rest in Critical. The amount of evolution points you invest in Critical or Swiftness will depend on your bracelet and whether you eat a feast. It is heavily recommended to eat a feast on Blunt Thorn builds to run extra Critical.
No feast: 932 Swiftness Event feast: 641 Swiftness
Move points from Illicit Spell into Limit Break if you don’t have mana issues. This will allow the evolution damage to benefit Bleed/Poison/Awakening. However, this is a very minor optimization.
Transcendent Power should be run over either Release Potential or Unleashed Power if you do not
have bracelet points to upgrade Mutilate.
Supersonic Breakthrough Build
Evolution Enlightenment Leap
Critical (15/30)
Swiftness (25/30)
Mayhem (3/3) Transcendent Power (x/5)
Release Potential (x/5)
Illicit Spell (2/2)
Limit Break (1/2)
Restore Fury (3/3)
Unleashed Power (5/5)
Strike (2/2)
Provocation (1/5)
Cold Fury (3/3)
Mutilate (3/3)
Supersonic Breakthrough (2/2)
Stampede (1/5)
Dark Enhancement (3/3)
Notes This build is marginally weaker than Blunt Thorn even in ideal scenarios and should only be played with no crit synergies, but outshines MP Furnace builds with reasonable back attack uptime. Alternatively, it can be played with one crit synergy in fights with very low back attack uptime. However, it has the advantage of being able to
always crit on back attacks, removing variance from your damage, and can also tech in the most CDR.
Spec enough Swiftness to reach the evolution damage cap of Supersonic Breakthrough, then invest the rest in Critical. The amount of evolution points you invest in Critical or Swiftness will depend on your bracelet and whether you eat a feast. It is heavily recommended to eat a feast on Supersonic Breakthrough builds to run extra Critical.
No feast: 1708 Swiftness Event feast: 1417 Swiftness
Move points from Illicit Spell into Limit Break if you don’t have mana issues. This will allow the evolution damage to benefit Bleed/Poison/Awakening.
Transcendent Power should be run over either Release Potential or Unleashed Power if you do not
have bracelet points to upgrade Mutilate.
MP Furnace Build
Evolution Enlightenment Leap
Critical (30/30)
Swiftness (10/30)
Mayhem (3/3) Transcendent Power (x/5)
Release Potential (x/5)
Illicit Spell (2/2)
Boundless MP (1/2)
Restore Fury (3/3)
Unleashed Power (5/5)
Unlimited Magick (2/2)
Cold Fury (3/3)
Slash (3/3)
MP Furnace (2/2)
Stampede (2/5)
Dark Enhancement (3/3)
Notes This is the strongest build if you are having a very hard time landing any back attacks and are playing with no crit synergies (<25% back attack uptime). However, it has mana issues and needs food or a competent support to maximize its effectiveness. This build can better leverage Quick Recharge runes to get more casts on Fury Method and has an extremely high crit rate even without back attacking.
Spec enough Swiftness to reach the movement/attack speed cap, then invest the rest in Critical. The amount of evolution points you invest in Critical or Swiftness will depend on your bracelet and whether you eat a feast.
No feast: 932 Swiftness Event feast: 641 Swiftness
Most node choices on the second row are fine. Limit Break, Boundless MP, and Optimized Training are all options depending on how much CDR you want for a build that favors faster cycling or more damage per cycle.
Instant Spell is a fine QOL option if you’re running out of mana in fights and don’t want to eat mana food. Remove points from Unleashed Power to allocate points in Instant Spell.
Transcendent Power should be run over either Release Potential or Unleashed Power if you do not
have bracelet points to upgrade Slash.
Engravings
Core Engravings Pick One
Grudge Keen Blunt Master’s Tenacity Raid Captain (^) Cursed Doll MPE Increase Notes ● Run MP Efficiency Increase only if it is at a higher rarity than your Cursed Doll book, or if you’re struggling with mana issues on a MP Furnace setup. ● Otherwise, run Cursed Doll as your 5th engraving. ● Other suboptimal engravings that can be run with books of higher rarity include Adrenaline, Mass Increase, and Ambush Master, but these are not encouraged and will not be supported in the community guide. Run at your own risk. Skills Core Skills Red Dust 13 1 1 1 Bleed Synergy, Self Buff, Damage Skill ● This skill should ALWAYS be used at level 10+ due to each level increasing the Attack Power you gain on cast. 24% at level 10, 18% at level 7. ● This is your most important skill, and gates your entire rotation. Avoid casting strong skills outside of its duration. ● The damage gem on this skill can be put on Tempest Slash for a slightly higher ceiling in Trixion, but this is
unlikely to be better in real fights. ● Stagger : 21 units
Overdrive
14
1
3
2 Galewind
Highest Damage Skill, Mid-High Stagger ● This is our strongest damage skill, but does not have a back attack modifier. ● Stagger : 100 units
Finish Strike
14
2
3
2 Galewind
2nd Highest Damage Skill, Weak Point, High Stagger ● Gravitational Blow gives more DPS, but has a longer cast time. Higher ceiling, but makes your Red Dust window very tight and makes Finish Strike more missable. Run at your own risk. ● Stagger : 146 units
Hell Blade
14
2
3
2 Galewind
3rd Highest Damage Skill ● Earth Flip is not recommended due to skill CD desync and much lower DPS compared to its counterpart. ● Stagger : 69 units
Sword Storm
14
2
2
1
Galewind
Main Damage Skill, Mid-High Stagger ● Using this skill at the start of your Red Dust rotation will include the entire DoT from Flame Storm inside your Red Dust window. However, this runs the risk of backloading your damage for very minimal damage gain. Choose your rotation at your own risk. ● Stagger : 58 units
Mountain Crash
14
1
1
1
Poison
Quick Recharge
Damage Skill, Counter, Mid Stagger ● This skill is flexible and can be used as a counter and a damage skill. ● Since it has stacks, you can keep a charge for countering and still use it as a damage skill. ● Poison offers guaranteed damage value due to the extremely high uptime of the DoT from this rune. ● MP Furnace builds should run Quick Recharge to reduce the cooldown of Fury Method, enabling cooldown “drifting.” ● Stagger : 71 units
Power Break
11
2
3
2 Galewind
Damage Skill, Weak Point ● This is our weakest damage skill that is still used in the Red Dust rotation. If you find yourself unable to fit every single skill in Red Dust due to boss patterns, this is the one you should drop. ● Take the mana cost reduction tripod in the first row (3/3/2) if you are struggling with mana issues.
Pick One
Shoulder Charge
1
Purify
Mobility ● Used as a flexible mobility option. ● Purify can be swapped to Quick Recharge when it is not needed. ● This option is recommended for Mana Furnace builds as it has less mana drain. ● Stagger : 21 units
Assault Blade
1
Utility ● Used for Quick Recharge procs or as an alternate source of Poison (if not running on Mountain Crash). ● Only use outside of Red Dust windows to reduce the cooldown of Blood Slash. ● This option is recommended if you don’t find yourself needing the mobility from Shoulder Charge.
Quick Recharge
Poison
Tempest Slash
10
3
3
1 Vision
Damage Skill, Weak Point, Mid Stagger ● Overwhelm can be used if you want more stagger. ● Quick Recharge can be put on for lower cooldown on Fury Method. ● Storm Slash has slightly higher damage and stagger, but a longer animation. Decide for yourself. ● In order to run this skill, builds will need to remove skill points from Core Damage Skills. The skill spread we recommend is as follows: Sword Storm 12/Red Dust 11/Mountain Crash 11/Power Break 10 ● Stagger : 66(74) units
T Skill and Awakening
Blood Slash
Main T skill for Mayhem. Mutilate does more damage, and has a cooldown that lines up nicely with Red Dust windows. This skill also allows Mayhem players to run Strike.
Fury Method
Likely the preferred option for MP Furnace builds, pending testing. Cannot be run with Strike, but can leverage Quick Recharge procs to be cast more frequently than Blood Slash.
Berserk Fury
Main hyper awakening for Mayhem, as it’s the higher damage of the two options.
Rage Blade
Gem Priority Gems are listed in order of most to least important from left to right. Grayed out icons are optional gems.
DMG (^) Choose between Red Dust and Tempest Slash for the 6th damage gem. CDR (^) All cooldown gems should be the same level to not desync your Red Dust rotation. Rotations Standard Red Dust Rotation You can use Overdrive, Finish Strike, Hell Blade, Sword Storm, Mountain Crash, and Power Break in any order during the Red Dust buff. Your goal is to fit all of these skills within the 8 second Red Dust window. Because most skills have the exact same base cooldown of 24s, you will not be able to change the order of the skills in this rotation freely. The rotation you use at the start of the fight will likely be the one you are forced to use until the next phase. The exception is Mountain Crash, which drifts between rotations.
Filler Skills
Cast these any time outside of the Red Dust window.
Blood Slash Rotation Cast Blood Slash in the same spot in the Red Dust rotation every time. Frontloading helps with damage consistency, but backloading will let Red Dust line up better.
Fury Method Rotation
Fury Method will “drift” its cooldown to the back of the third cast of Red Dust with points in Release Potential. Always cast Fury Method as soon as it comes up; do not prioritize its place in the rotation. Its cooldown will then return on the sixth cast of Red Dust. In situations with low downtime and/or additional Quick Recharge procs, this rotation can happen more than once: Fury Method can even drift earlier in the rotation.
Stagger Skills sorted in order of stagger. This is not a rotation if you can stagger without your Red Dust rotation, do so otherwise, use skills in the same rotation as your DPS rotation to avoid desyncing your cooldowns for later. Always hold Blood Slash and do not use it for stagger.
FAQ
Which build should I play? Unless the sight of white numbers really annoys you, Blunt Thorn is probably the best build.
What Elixirs should I use? Critical set is the best option for all builds, but Master set can be used by both Supersonic and Blunt builds.
Berserker’s
Technique
Ark Passives
Blunt Thorn (Recommended)
Evolution Enlightenment Leap
Specialization (30/30)
Critical (10/30) Brawn (3/3)
Unleashed Power (5/5)
Transcendent Power (5/5)
Keen Sense (2/2)
Limit Breaking (1/3)
Invigoration (3/3)
Rage Cycle (3/3)
Strike (2/2)
Physical Awakening (1/5)
Berserker Technique (3/3)
Blunt Thorn (2/2)
Stampede (1/5)
Burst Enhancement (3/3)
Notes Points in Keen Sense can be swapped for points in Limit Breaking in the presence of crit synergies.
Physical Awakening is useful to sustain MP, but can be dropped for an additional point in Fury Consumption if you’re willing to get the mana regen in other ways (Azena’s Blessing, eating MP food, etc.) Stampede can be traded for Fury Consumption but is a significant QOL downgrade that can sometimes result in your form running out too early. Run at your own risk.
Instant Spell is a fine QOL option if you’re running out of mana in fights and don’t want to eat mana food. Remove points from Unleashed Power to allocate points in Instant Spell.
Supersonic Breakthrough
Evolution Enlightenment Leap
Specialization (30/30)
Swiftness (10/30) Brawn (3/3)
Unleashed Power (5/5)
Transcendent Power (5/5)
Keen Sense (2/2)
Limit Breaking (1/3)
Invigoration (3/3)
Rage Cycle (3/3)
Strike (2/2)
Physical Awakening (1/5)
Berserker Technique (3/3)
Supersonic Breakthrough (2/2)
Stampede (1/5)
Burst Enhancement (3/3)
Notes Points in Keen Sense can be swapped for points in Limit Breaking in the presence of crit synergies, or points can
be allocated into Swiftness instead of Critical.
Physical Awakening is useful to sustain MP, but can be dropped for an additional point in Fury Consumption if you’re willing to get the mana regen in other ways (Azena’s Blessing, eating MP food, etc.) Stampede can be traded for Fury Consumption but is a significant QOL downgrade that can sometimes result in your form running out too early. Run at your own risk.
Instant Spell is a fine QOL option if you’re running out of mana in fights and don’t want to eat mana food. Remove points from Unleashed Power to allocate points in Instant Spell.
Engravings
Core Engravings Pick One
Grudge Keen Blunt Mass Increase Raid Captain (^) Cursed Doll Ambush Master Notes ● Mass Increase is a free engraving for both builds due to Burst Mode giving a massive amount of movement and attack speed. ● Cursed Doll will likely be preferred on 1.5 cycle builds because it uses Overdrive, which has no positional modifier, as a main damage skill, and runs Finish Strike which is relatively slow to cast and backloaded. ● Ambush Master will likely be stronger on 1.0 cycle builds because nearly all the damage is coming from Bloody Rush, which has a back attack modifier and casts extremely quickly. ● As always, many engravings work at higher rarity (Adrenaline, Stabilized Status, etc.) but they are not meta and will not be supported by this guide because there are too many of them.
1.0 Cycle (Assault Blade) Build
Skills
Core Skills
Red Dust
14
1
1
2 Wealth
Synergy, Meter Gain, Damage Skill ● This skill is now a meter gain and main damage skill. ● Instead of offering increased attack power, the Red Shock tripod changes this skill to become a large AoE that does much higher damage and also grants more gauge. ● Stagger : 21 units
Hell Blade
14
2
1
2 Galewind
Main Damage Skill, Mid Stagger ● Earth Flip is not recommended because the animation time is extremely long. However, it’s significantly higher damage and could be experimented with. ● Stagger : 69 units
Overdrive
14
1
2
2 Wealth
Meter Gain Skill ● Deathblow is not recommended. Gale Cutter offers far more damage per cast and is always up with Red Dust, because Burst Enhancement resets the cooldown of Overdrive. ● This skill is used outside of Burst Mode as a meter generator, NOT as a burst skill. ● Stagger : 100 units
Wind Blade
10
3
3
(^1) Wealth Meter Gain Skill, Attack Speed Steroid, Mid Stagger ● This skill should always be cast first in the Meter Gain Rotation. It grants a potent attack speed steroid that mitigates most of the effects of being out of Burst Mode. ● Stagger : 57(75) units
Tempest Slash
14
3
1
2 Wealth
Meter Gain, Weak Point, Mid Stagger ● This skill is used once in Burst Mode to reduce the cooldown of Bloody Rush and once outside Burst Mode as a meter generator. ● Always use this skill first in Burst Mode to put it on cooldown as soon as possible, as it bottlenecks the whole rotation. ● You can run Driving Hit for an even faster animation in exchange for some damage. ● Stagger : 66(74) units
Mountain Crash
14
1
1
1
Quick Recharge
Counter, Meter Gain Skill, Cooldown Reduction ● This skill is used as a meter gain skill and a counter. It’s also used within Burst Mode to reduce the cooldown of Bloody Rush. ● Stagger : 41 units
Power Break
14/ 10
2
1
2 Wealth
Meter Gain Skill, Weak Point ● This skill is only used as a meter generator. ● You can run 2/3/2 for a very small amount of extra damage in exchange for some AoE on this skill. ● If running 7 points on Power Break , lower this skill to level 10.
Assault Blade
4/7
2
1 Quick Recharge
Cooldown Reduction Skill (1.0 Cycle Build) ● Use this skill off cooldown in Burst Mode to reduce the cooldown of Bloody Rush. ● Poison can be used in place of Quick Recharge. ● Running 7 points in this skill can help with meter recovery in some niche scenarios at the cost of very little damage from Power Break. This is a complete preference option.
Bloody Rush
Highest Damage Skill, Push Immunity ● This skill does the most damage out of all Berserker skills. It’s now a three-part burst skill that needs to be animation cancelled with another skill to go off quickly. Prioritize landing Back Attacks with this skill. ● Stagger : 113 units
T Skill and Awakening
Blood Slash
Main T skill for Berserker’s Technique. Because Rage Cycle reduces the cooldown of this skill whenever you enter Burst Mode, you can cast Blood Slash significantly more often than Fury Method.
Berserk Fury Main hyper awakening for Berserker’s Technique, as it’s the higher damage of the two options.
Rage Blade
Gem Priority Gems are listed in order of most to least important from left to right. Grayed out icons are optional gems.
DMG
CDR (^) Tempest Slash bottlenecks the entire rotation and is the most important gem.
Rotations
Rules
The Assault Blade build is much simpler. Like the 1.5 cycle build, you must cast three skills in between every cast of Bloody Rush. Cast a damage skill and AB/MC in between every cast of Bloody Rush.
Meter Gain Rotation An example of a meter gain rotation, following the above rules. The last three skills can be used in any order, but always try to begin meter gain with Wind Blade and Red Dust. Cast Mountain Crash to make up for any missed ticks of Wind Blade.
T Skill Burst Rotation Skip a cast of Assault Blade or Mountain Crash if Bloody Slash is up.
Standard Burst Rotation
Stagger Skills sorted in order of stagger. This is not a rotation. If the boss takes reduced damage during the stagger check, you can prioritize using Meter Gain skills and skills with Burst Enhancement tripods to ensure that you have damage after the stagger check ends.
1.5 Cycle (Finish Strike) Build
Skills
Core Skills
Red Dust
14
1
1
2 Wealth
Synergy, Meter Gain, Damage Skill ● This skill is now a meter gain and main damage skill. ● Instead of offering increased attack power, the Red Shock tripod changes this skill to become a large AoE that does much higher damage and also grants more gauge. ● Stagger : 21 units
Overdrive
14
1
2
2 Galewind
Second Highest Damage Skill, Mid-High Stagger ● Deathblow is not recommended. Gale Cutter offers far more damage per cast and is always up with Red Dust, because Burst Enhancement resets the cooldown of Overdrive. ● Stagger : 100 units
Finish Strike
14
2
3
2 Galewind
Main Damage Skill, Weak Point, High Stagger ● Gravitational Blow gives more DPS, but has a longer cast time. Higher ceiling, but clunkier and makes Finish Strike more missable. Run at your own risk.
Hell Blade
14
2
1
2 Galewind
Main Damage Skill, Mid Stagger ● Earth Flip is not recommended because the animation time is extremely long. However, it’s significantly higher damage and could be experimented with. ● Stagger : 69 units
Wind Blade
10
3
3
(^1) Wealth Meter Gain Skill, Attack Speed Steroid, Mid Stagger ● This skill should always be cast first in the Meter Gain Rotation. It grants a potent attack speed steroid that mitigates most of the effects of being out of Burst Mode. ● Stagger : 57(75) units Tempest Slash 10 3 1 1 Wealth Meter Gain, Weak Point, Mid Stagger ● This skill is used once in Burst Mode to reduce the cooldown of Bloody Rush and once outside Burst Mode as a meter generator. ● Stagger : 66(74) units Mountain Crash 10 2 1 1 Wealth Counter, Meter Gain Skill ● This skill is used as a meter gain skill and a counter. ● Stagger : 41 units Power Break 10 2 1 2 Wealth Meter Gain Skill, Weak Point ● This skill is only used as a meter generator. ● You can run 2/3/2 for a very small amount of extra damage in exchange for some AoE on this skill.
Bloody Rush
Highest Damage Skill, Push Immunity ● This skill does the most damage out of all Berserker skills. It’s now a three-part burst skill that needs to be animation cancelled with another skill to go off quickly. Prioritize landing Back Attacks with this skill. ● Stagger : 113 units
T Skill and Awakening
Blood Slash
Main T skill for Berserker’s Technique. Because Rage Cycle reduces the cooldown of this skill whenever you enter Burst Mode, you can cast Blood Slash significantly more often than Fury Method. Before Leap Tree is active, you can run either.
Fury Method
Provides significantly more damage per cast than Blood Slash, but cannot leverage Strike’s back attack bonus. Likely good with Full-Force Smite in extremely fast phasing content (Aegir and below) but outclassed by Blood Slash outside of it.
Berserk Fury Main hyper awakening for Berserker’s Technique, as it’s the higher damage of the two options.
Rage Blade
Gem Priority Gems are listed in order of most to least important from left to right. Grayed out icons are optional gems.
DMG
CDR (^) Wind Blade and Red Dust bottleneck the entire rotation and are the most important gems. Rotations Rules The Finish Strike build operates on a loose priority system. Always prioritize casting Wind Blade , then Red Dust at all times. These two skills are used during both meter gain and burst. Tempest Slash has a cooldown reset and can be deprioritized during meter gain, but it is still used as a meter gain skill as well. Therefore, prioritize it third during burst. Finish Strike has a long static cooldown. Try to prioritize it fourth during burst. Obviously, prioritize hitting main damage skills if the boss is going to phase. Meter Gain Rotation An example of a meter gain rotation, following the above rules. The last four skills can be used in any order, but always try to begin meter gain with Wind Blade and Red Dust. Example Burst Rotation (^) Skip Wind Blade during your opener burst rotation if you used a Stimulant. More fleshed-out rotations are a work in progress at the moment. Stagger Skills sorted in order of stagger. This is not a rotation. If the boss takes reduced damage during the stagger check, you can prioritize using Meter Gain skills and skills with Burst Enhancement tripods to ensure that you have damage after the stagger check ends.
FAQ
What Elixirs should I use? Critical elixirs are better in all cases for BT builds, but Master elixirs perform very similarly.
What build should I play? We don’t know how they both perform yet. The right answer will probably depend on your playstyle and the context of the fight. 1.0 seems more demanding, but has more
reward. It’s 10-15% ahead in Trixion, but obviously requires more uptime and has a much
weaker burst.
Where is the Shoulder Charge build I see on top Uwuowo logs?
Due to the high investment needed (lvl 10 CDR gems) to make this build viable, it will not
be included in the guide at this time.
Post suggestions and logs in the Lost Ark Nexus discord please!
Revision History
Date Change
Oct 2, 2023 ● T4 Guide Update
Nov 26, 2024 ● Holiday Awakening Guide Update
Feb 20, 2025 ● T Skill Rotation Update
Jul 23, 2025 ● Berserker Rework Update
Oct 6, 2025 ● Edit to Blunt Thorn Mayhem optimizing for Mordum BA