Builds

This will be a general page for all the builds of the game. In order to maintain a semblance of order, please place all edits in the following format:

New Example Build Name
Game version: version of the game

Class I / Class II

Passive I / Passive II / Passive III / Passive IV

Counter

Equipment (If there is any specific equipment required)

Explanation of build:

Backstabber
Game Version: PS4 1.15, in-game 1.4.1 Base Game

Scoundrel / (Ranger/Assassin/Bullet Infusion)

Attack Expert / Exploit Weakness / Boon / Versatile*

“/!\ There may be other options for this. Boon seems to grant your next action critical success regardless of that actions nature save for items and buffs, so Versatile is more about MP building. I still need to test it but that being the case switching it for Initiative, Economy or Cleave may be worth checking./!\”

Counter/Haste/Fleet of Foot/Evade X As you can change up gear and skills after examining your enemies on a map, you can decide whether magic, attacks or skills pose a greater danger. Fleet of foot gives movement bonus which helps get behind enemies.

Equipment: Riftwalkers. As much Movement as you can, at least one set of Plainswalkers. Crossbow. It’s still semi-functional without them but much more devastating with.

Explanation of build: The basic idea is to use Sneak Attack as your regular attack from behind as much as possible until you trigger Boon or have enough mana to use Sniper Shot or Assassinate. Attack Expert functions to boost your damage, Exploit Weakness turns 150% Crits into 200% ones. Using high movement and Riftwalkers to consistently attack from behind or the side increases your basic damage. Once Boon is triggered you can pick off mildly weakened enemies to chain criticals, with a larger enough MP pool versatile will set you up for your high multiplier skill, and even at lower levels it will speed it up by minimizing loss to Sneak Attack.

The biggest issues are getting a Boon Critical chain going and maintaining it, and No Flank. Getting the first kill can be a bit annoying. Initiative can be used to reach an enemy, in some cases, attack it twice and retreat to safety after softening an enemy up. Combining Initiative with Bullet Infusions Focus and a good speed can simulate the damage of a critical. Another possibility is to combine the Ranger abilities Rain of Arrows an Multi-shot to keep the buff and soften other enemies up. No Flank is generally a streak breaker cutting your damage potential in half. With luck you can power through with Sniper Shot or Assassinate. Another possibility is using Sabotage to drown the unit in some cases. In other situations Sabotage works well enough to supplement your movement in the case you can’t get Riftwalkers. Steal Buffs and Collect Bounty can both help deal with rebirth. There is actually one more possible issue. Done right this can end up with one character hogging all the experience, which is not ideal.

The best part is three of the four passives are on classes that are available to everyone fairly on.

Big Skills
Game version: 1.4.1

Samurai / Templar or Vampire

Razor Wind / Unbreakable Spirit + Mana Font / Economy

Evade Magic / Evade Skill / "Status Counters" / Absorb Mana / Fleet of foot, anything you want tbh, I especially like the Evades counters for more staying power.

Eternias (for Vampire or Templar) / Soul Eater (For Templar) + shoes to reach at least 6 movements (Essential on the Templar since Righteous Blade is 16 mana with Economy) + immunity to bleed (depending on wether you want the bonus from Unbreakable spirit or not)

I haven't seen a Samurai build so here's one (or two). These are 2 variations of a big skill spammer, aka Night Embrace (NE) or Righteous Blade (RB). With Economy, Righteous Blade is 16 mana and Night Embrace 20 mana and with 6 movements and Mana Font, you can litteraly use Righteous Blade every turn. This build allows for ranged NE or RB with Razor Wind. When you don't have the mana for a big skill, you can either steal it with (a ranged) Soul Suck for the Vampire, Siphon for the Templar or hit Adrenaline and get your next turn really fast as well as applying the bleed debuff on yourself, adding a 10% Atk from Unbreakable Spirit. If you have a -Atk immunity, you can also spam Finisher.

The choice between Templar and Vampire is up to you, Night Embrace is significantly stronger than Righteous Blade but doesn't have the holy element. The Vampire has Blood Nova for some strong ranged AoE + Bleed and Charm. The Templar has a minor Heal, Emboldening Chant (useless if you have Eternias) and Cleansing Blade which is always good.

I suppose this build also works as Samurai / Assassin or Samurai / Werewolf or even Samurai / Ranger, but I haven't tried yet. I feel Assassinate and Blood Trophy are a bit too weak for this build, for we don't have any crit and Sniper Shot might be too expensive mana-wise, but it is something I will try in the near future (maybe with Absorb Mana if Mana font alone is not enough)

The Power Couple
Game version: 1.3.5

Sorcerer / Gunner and Gambler / Alchemystic

Sorcerer: Economy / Eruptor / Perfect Focus / Initiative + Gambler: Initiative / Lucky / Economy / Permanence (With DLC) or Mana Expert (Without DLC)

Sorcerer Counter: Adaptive Affinity + Gambler Counter: Any (I use Evade Skill)

Sorcerer Equipment: Darksilk Robe, Ebony Rod, Everspring (DLC), Mind-boosting gear, Accuracy-boosting gear + Gambler: Everspring (DLC), any

At the start of the fight, put the Sorcerer and the Gambler near each other. Have the Sorcerer use the Gunner's Focus ability, while the Gambler uses Mass Haste on themselves, the Sorcerer, and any other party members in reach (it doesn't matter which of them goes first). After the Initiative turn is over, haste will make these characters get their "first" turns very quickly. Have the Gambler use Mass Insight on the Sorcerer, then have the Sorcerer let rip with Darkstorm. This will kill or severely injure almost every enemy on any map before they get their first turn, trivializing nearly every mission. Send in your melee to mop up the survivors while they struggle to heal each other, and fire off another storm a few turns later if they start reviving.

For bonus points, have a third character toss a Dark attack at the Sorcerer before they fire for an Adaptive Affinity boost; this will cause the storm to wipe out all but the toughest enemies. If the enemies on the map resist or absorb Dark (eg any demon), just use whichever element they're weakest to instead (eg holy). You can shuffle your Sorcerer's robe and rod to a different element to get full power, but it's usually strong enough even without it.

Without the Everspring ring from the DLC, you'll also need to have someone toss a Mana Stone at the Sorcerer in order to get to 18 mana for Darkstorm; you'll only have 16 otherwise, which is still enough to use the fire/water/earth/thunder storms.

Pain and Pestilence
Game version: 1.2.2b

Mercenary / Ranger

Health Expert / Sturdy Grip / Know Weakness I / Dual Wield

Counterattack

Pestilence, Soul Eater (maxed after 60 kills), Soul Armor (maxed after 60 kills), Drake Talon (and/or any equipment needed to get your to 75% before entering battle; consider Sharp Gauntlet, Cap of Ages, Valiant Helm, etc.)

Use the Ranger's Scout skill on the first turn, thereby boosting your rate to 100%. After doing so, when you use a normal attack you'll always attack twice, do critical damage, and apply all of the four debuffs from Pestilence.

Bane Mercenary
Gave version: 1.1.2

Mercenary / Fellblade

Sturdy Grip / Health Expert / Known Weakness / Dual Wield

Mystic Shield or Root

Pestilence, Toothed Sword, Soul Armor. Other equipment that favors and shields against status effects.

This is a rather tanky unit that may inflict several status effects at once. The pairing of Pestilence and Toothed Sword does not produce the highest attack output possible for this build; however, regular attacks might inflict up to five debuffs at once with decent attack power. Fellblade's Chaos Slice might inflict up to six debuffs at once, although the attack power is much less than regular attacks. A maxed-out Soul Armor compensates for the Mercenary's lack of speed and low evasion. Overall, a great unit for debuffing and crowd control, which pairs really well with units such as another Fellblade using Health Syphon or a Gambler using Pile on.

Arcane Archer
Game version: 1.0.3

Ranger / Warmage

Know Weakness I / Evasion Up / Know Weakness II / Versatile

Evade Magic

Dominance (crafted bow) Glasses if extra accuracy is needed. Use equipment that increases until you hit 100%.

Nearly every shot will be a hit, and every hit will be a critical, bringing extra mana. That mana will allow you to alternate infused Pulsars and Sniper Shots, which means that on the even turns you will be doing (ATK + 2.1 MND) x 1.5, i.e. 4.65 damage, and on the odd turns, 3.8 ATK x 1.5, i.e. 5.7 ATK damage.

With a character leveled in Warmage, very few enemies will survive that, even if you play with increased enemy stats.

Warlord
Game version: 1.0.2

Lord/Warmage

Equip All/Cleave/Dual Wield/Leech Mana

Evade Magic

God's Messenger/Guardian Sword/Cap of Ages/Soul Armor (Stacked)/Amethyst Earring/Phoenix Band

This build takes a lot of resources; using some of the most valued items in the game. It is worth it. This class is a one-shot on pretty much everything it comes across. This specific build focuses on the physical side of the Warmage because there is far more scaling on that side (1x + 1x + 1.15x) vs Magic (2.1x). THis build reaches fairly decent critical rates which makes the double autos of Infused Edge all the more valuable while also ensuring that enough mana is being stolen via Leech Mana to ensure use on any and all spells. This build ends with the character having a default buffs of ATK UP/MND UP/DEF UP/RES UP/THORNS/HASTE/REBIRTH and full status/magic immunity. This unit pairs exceptionally well with Gambler and Princess support classes for use of quicken to provide extra turns.

Warluck
Game version: 0.9.4

Gambler / Warmage

Initiative / Lucky / Leech Mana / Smart Casting

Counterattack

Lance, shield, boots, battle claw

Its great mobility and jump combined with a good set of boots make most enemies easy to reach. Moreover, the extended reach of the lance with the added power of infused edge makes this build deliver high damage and elemental damage, even in a crowded field. Use elemental bursts without fear of hurting your allies thanks to smart casting. Lastly, since infused edge counts as a regular attack, this build recharges mana with every hit.

Peerless Assassin
Game version: 0.9.4

Werewolf / Assassin

Focused Rage / Know Weakness II / Dual Wield / Know Weakness

Counterattack

Favor Equipment that increases critical

This build is made to be out in the front lines causing havoc. This build focuses on regular attacks. It may use swords or knives that apply debuffs, and also a set of boots. Great damage output and the ability to avoid attacks with mirage.

Rabid Wolf
Game version: 0.9.4

Werewolf / Fellblade

Focused Rage / Know Weakness II / Know Weakness / Exploit Weakness (Chilling Touch)

Absorb Mana

The goal of this build is to utilize the fact that slices count as regular attacks and critical hits always apply debuffs. Leading with Werewolf is required to fit Exploit Weakness into the build while getting both Know Weakness and Know Weakness II. In this variant of the build, dual knives is used to attempt to apply three debuffs with every slice. This pairs very well with any class that benefits from debuff application (Gunner or another Fellblade) and is excellent at debilitating single targets. This will not hit as hard as the sword/Exploit Weakness version, but the extra debuff and speed can be well worth it. A variation of this build available later in the game trades Exploit Weakness for Chilling Touch. With the recent buff to Chilling Touch causing it to apply on skills as well, this adds a potent and consistent debuff to all of your aggressive actions, even ones like Black Blade.

Blood Moon
Game version: 0.9.4

Werewolf / Fellblade

Focused Rage / Know Weakness II / Know Weakness / Dual Wield

Absorb Mana

x2 Knives

The goal of this build is to utilize the fact that slices count as regular attacks and critical hits always apply debuffs. Variant of Rabid Wolf. Werewolf is our lead class to allow for both Know Weakness and Know Weakness II with a slow remaining for Dual Wield. Double Knives allows for high speed and a chance to inflict three debuffs every turn.

Rapid-Fire Gunner
Game version: 0.9.3

Vampire / Warmage Execute / Bat Form / Dual Wield / Attack Expert

Evade Magic Preferred Weapon:Gun

A build focused the interaction between Dual Wield and Infused Edge to deal massive amounts of damage by effectively being able to attack 3 times per turn while also having good range due to using a gun. Attack Expert means that a single gun has about the same damage as a sturdy grip two handed weapon. While this combo is usable with a vast number of other classes and weapons my preference in the end settled on Vampire due to its excellent growths, both passives being useful, and being able to use guns. Due to Evade Magic, Magic focused classes are mostly powerless (Unlike Evade Skill where skill users generally still have useful regular attacks) Due to all the various classes being used as well as a badge this is a late game build. In general you will have a rhythm cycling between regular attacks and infused edge+elemental burst but using other spells to gain just enough damage or drain health/mp can occur as well.

Rapid-Fire Gunner (Rally)
Game version: 0.9.3

Lord / Warmage

Execute / Equip All / Cleave / Attack Expert

Evade Magic Preferred Weapon: Gun

Variant of the Rapid-Fire Gunner which trades in the mobility of Bat Form to gain a number of useful support abilities such as rally. In a team composition the Lord preferably receives a mana stone to be able use rally on turn 1 for most of the party.

Rapid-Fire Gunner (One for All)
Game version: 0.9.3

Vampire / Knight

Execute / Bat Form / Dual Wield / Mana Font Evade Magic

Preferred Weapon: Gun Enough +Movement gear to reach 6 movement

Another variant on the Rapid-Fire Gunner, this time with the generic combo of a long ranged weapon and one for all to add 2 gun attacks to all single target attacks from other characters. The combination of Bat Form and Mana Font should guarantee that you always have enough mp to use One for All.

Anadine The Reaper (utility)
Game version: 0.9.3

Demon Knight / Assassin or Templar or Knight

Cleave / Focused Rage + (Sturdy Grip or Leech Mana) / Dual Wield

Counter: Counterattack

Preferred Weapon: 2x Scythes

This build focuses of regular attacks with Scythe and is extremely OP vs anything that isn't immune to regular attacks (Evade Melee) or have very high defense. The second class is only there for utility so it can be whatever you want, I personally go with Assassin for the poaching ability.

Another version of this build use Leech mana instead of Sturdy Grip, the idea is to use Leech Mana to power up Focused Rage. since you lose Sturdy Grip you have to trade your doubles scythes for a double axes but the cry that doesn't mean you lose damages (Reaper + Day's harvest is 296 ATK 16 MND 7 CRT and a 62% chance to bleed when double Cry Havoc is 284 ATK and 6 CRT, the loss of bleed isn't realy problematic since you'll probably one shot most of your ennemies and the -12 ATK -16 MND and -1 CRT is highly compensated by the mana boost from Focused Rage) the real problem is the loss in defense since it cost you -48 DEF. I'd say it's a matter of preference, with Leech Mana she'll tank a bit less but deal a lot more damages.

Deadly Double Dodge
Game version: 1.0.3

Assassin class (5%) / War Mage

Dual Wield / Cautious Step + Evasion Up (13%) / Lucky (5%)

Counter: Counter Attack.

Preferred Equipment = 2x Main Gauche (12%*2), Flash Cap (4%), Gremlin Treads (1%), Arbiter Garb (3%), Exo Gauntlets (3%). Not using any unique equipment.

Add in Scoundrel, Ranger, and Assassin mastery bonuses and you get 61% evasion, which will let you charge straight at the enemy, while the double infuse blades allow to you do plenty of damage.

''Note: The cap on EVA is 50%, so this build has excess EVA. The Knight passive "No Flank" can be subbed in to give positional consistency against physical attacks''

Bowzooka
Gave version: 1.1.2

/!\ This build is quite long to reach, you'll need to master a few classes and reach a high level amount of mana /!\

/!\ This build is theoretical, I imagined it after beating the game and since it's really long to create, I've never done it, if there's a limit of the mana you gain by versatility when landing a crit that's under than 16, then this build won't work as well as I though, sorry /!\

''/!\ NOTE: After testing, it seem versatile caps at 15 mana per turn. It is still possible to get enough mana to use sniper shot on every second turn if you use battle magic (leading to the arcane archer build above). Levelling as a vessel is still a very good idea though. Levelling half your levels as a Vessel and half your levels as a Fellblade leads to better ATK+MND growths than just levelling as warmage all the way (same ATK growths, but higher MND).''

Ranger / something utilitary, you won't use thoses skills to deal damages (and you probably won't use theses skills for an utility purpose either but having the opportunity is still good)

Know Weakness / Evasion UP / Know Weakness II / Versatile

Dominance / Arbiters Garb or Shining mail / Cap of Ages (you can take Arbiter's cap but it will make this build harder to reach) / Drake Talon / Zephyr Locket / Amethyst Earring

Okay, there you're at 90% crit chance (88% if you took arbiter's cap) and you need to reach 100% there's 6 classes that give you 2% crit chance if you have mastery, pick 5 and start grinding (you need to pick all 6 of them if you took arbiter's cap) the 6 classes are Scoundrel, Gambler, Fellblade, Reaver, Assassin, and Werewolf (you'll need passive ability from the Werewolf and the Fellblade so I suggest you pick those two at least).

And now, you have 100% crit chance, you can crit on your skills and spells, you gain 5% of your mana when you hit a crit and you're imune to anything (but especially to root, it's important) => Sniper Shot deal 3.8*ATK a crit deal 150% damage, a sniper shot crit will deal 5.7*ATK (that's a lot) and won't root you thanks to the Amethyst Earring.

Now to cast it each round starting from the second round, you need to gain 36 mana each round. Since you already gain 10, you'll only need 26 and that's why you need a lot of base mana => versatility give you 5% of your mana when you crit, you'll always crit so that mean each time you attack, you gain mana, in order to gain 26 mana from versatility you'll need to reach 520 mana, the best class to earn mana is the vessel that give you 7 mana per level (the second one is the sorcerer but since your build is based on ATK not only does the vessel give you more mana per level but it also give you more ATK per level) and now, you can come back to grinding. This build start to become viable when you reach 320 mana (you'll land an heavy damage sniper shot one every two rounds) and become optimal at 520 mana