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Fear Hit Damage Build
By Zereb
A guide on how I build my fear hit damage build.
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Introduction
Decided to create a second guide, sharing my main build for this game. The build features fear hit damage as its main damage source. With a focus on clearing rooms on turn one, though that won't be achievable until roughly mid to late game.

I'll be dividing most of my guide into several sections to cover what mind tree perks to choose and important synapses to collect followed by how to use the build in different parts of the game. I categorize the different parts as follows:
  • Early Game - From the beginning at Tier I patients to the the beginning of Tier III patients or until you reach Frontier. Frontier is where you get a key synapse to the build and helps the grind by speeding up the average time per run.
  • Mid Game - I would say this covers most Tier III to Tier IV and nearing the end of the story. At this point I would slowly expect to be clearing rooms in one turn especially as the locations become Tier IV-only locations.
  • Late Game - At this point this would include the last few towns as well as the story wrap up. From here on it's just fine tuning damage and buffs. In general you should be able to clear rooms in one turn, including boss fights. On average runs are under 5 minutes.

The guide is still be rough around the edges, but I will be modifying it as I have time to hopefully improve clarity and ease of use.
Changelog
I will be updating the changelog when I have completed major updates to the guide. Small edits here and there will not be tracked in the changelog.

Date of Change
Change Description
June 17, 2024
  • Started a changelog.
  • Added a Synapse Modifier Breakdown section explaining some of the key modifiers choices as well as some alternatives.
  • Added an Equipment Modifier Breakdown section explaining why certain modifiers are prioritized over others.
  • Updated build to include use of shield bash as an alternative to blood burst.
October 18, 2024
  • Added skill synapse composition by each image in the skill breakdown sections.
Mind Tree
Early Game
The core nodes required for this build to work well are the following (in the order of priority):
  1. Self-Knowledge - Restore +1 AP when enemy is killed while Isolated (No enemy adjacent to you)
  2. Elegance - Restores +1 AP for any entity death. (With the exception of impulses)
  3. Pragmatism - Reduces your cooldowns by 1 when an entity dies from fear damage.

The first two are absolutely necessary to improve AP management and to make it possible to keep using Cruel-Tri Perputation (the unique 3/0 Efficiency Synapse) to sweep rooms in one turn. It also enables the AP/turn modifier on damage synapse to become more effective. Before getting those two nodes, it is best not to try and spend too much AP in a turn.

Pragmatism is fantastic for cutting down the cooldown for mobility and utility skills, and is the main reason why the build is fear focused. Though the mobility skills become less useful, once you get to a point where haste allows you to move 9 tiles for 1 AP.

Mid Game
By the time you get all three of the core nodes, you likely will want to start focusing on more utility based big node nodes like:
  • Electism - Adds an effect slot for all your skills, and reduces the minimum cooldown for synapse by 1. This is VERY useful, allowing you to add up effects into a single skill instead of two separate skills. Though of course you'll need to watch your discipline.
  • Self-Destruction - Increases the buff/debuff from Berserk by 50%. Helps Berserk become more relevant before any synapse modifiers. This is important as the build transitions from simply using sharpen to include berserk.
  • Vision - Adds +1 range. Around this point haste can be used to increase mobility, but not enough yet to offset the usefulness of +1 range.
  • Resourcefulness - For the trinket slot. Getting the ones closest to what you have already unlocked is good. Gear also starts becoming more relevant.
  • Introversion - Gives 3 HP per 100 discipline. Nice to have for more HP, as the goal is to slowly shift to using Blood Burst.
  • Patience - Gives 50 HP per unique positive effect on allies. Again useful to have to slowly increase the max HP pool for blood burst.

There is less of a strict order at this point, but I would likely pick up Electism followed by whatever is close to what I've already unlocked. Electism opens up a lot more flexibility for skills.

Late Game
At late game, there's a bit more flexibility in terms of what to get first, but I would likely aim for at least following nodes:
  • Commitment - Doubles the Efficiency Synapse's power bonus. At this point higher AP's should really be part of your skill set. For example, buffs and single target damage skills should have 6-8 AP. The doubled bonus helps make higher AP synapse more useful.
  • Resourcefulness - To unlock the remaining trinket slots. There are four in total.

Another easy way to boost damage is to aim for the following three nodes and create a self affliction skill:
  • Masochism - Gaining effect power/stack every time damage is taken. Easily triggered with wound/fragilize and walking around.
  • Self-Disgust - Causes you to swell (Increased damage/HP) whenever you are debuffed and allows friendly fire. Again easily triggered using weak afflictions like poison, wound, fragilize, or hyper-empathy.
  • Violence - Increased damage and damage resistance whenever pain damage is observed. Synergizes well with the previous two nodes.

Some of the more optional nodes depending on your preference are:
  • Recklessness - Boosts health by 20% at the cost of discipline. Any bit of health can go a long way to boosting Blood Burst damage. This all comes down to if you have spare discipline though.
  • Humility - Boosts ranged damage at the cost of dealing no melee damage. It's not too hard to avoid being in melee range, but I find I occasionally enjoy the flexibility to be up close and personal. Though again there are quite a few nodes you would likely grab that encourage staying at a distance anyway.
  • Frenzy - Boosts damage per stack and stacks are gained on entity death. Only reason I consider this as optional is because it's kind of out there and somewhat far from most other nodes that you would want. Though definitely a strong node.
  • Single-Mindedness- Boosts effect power of a skill by 1% for every 100 discipline used in that skill. I say optional, but this really is one of the main drivers behind my buff in lategame/endgame. For my single target damage skill, it doesn't have as strong of an impact since it benefits more from the 8/5 which has a low discipline cost. Currently my buff skill sits at 16k discipline landing a +160% effect power increase, which is by far one of the highest boosts from a mind tree node.

Finally, for the master mind node:
  • Limitless Learning - Boosts damage based on used AP. With this build, you can easily reach max stacks and take advantage of that +150% to all damage.

Here are pictures of my current level 100 mind tree for this build:
Skill Breakdown
This section provides a breakdown of the skills I use at the different stages of the game. Note the images are from a late game save, so they should be used more as a reference as the values will be quite different than early and mid game.

Images of the skills will be followed by a breakdown of what synapses are used in the format below:
Synapses: X(Form) + Y(Effect) + Z(Effect) + AP/CD (Efficiency)

Early Game
There are primarily Four types of skills I create for the beginning of the game:
  • Single Target Damage Skill - Primarily intended for bosses
  • Multi-Target Damage Skill - Used for room clearing
  • Buff/Heal Skill - Small sustain and damage boost
  • Mobility Skill - Absolutely necessary to help get to places for a reduced AP cost.

I usually double up on the mobility skill so that I can make sure I can still move in case one is on cooldown.

Single Target Damage
Early on Strike is the main source of damage. You can consider putting daze, break or whatever helps you beat bosses on it as well depending on how much discipline is available. Having only a hit damage effect (Strike, Blood Burst, Shield Bash) does allow the skill to be used even if you are silenced, but silence is typically rare in early game unless you start using berserk early. I also didn't find discipline too much of an issue at the start of my latest save. At its core it should at a minimum look like the following:




Synapses: Localized (Form) + Strike (Effect) + 2/0 (Efficiency)





Localized can be swapped out with an ranged single target form. The efficiency synapse is discipline heavy but is required to maintain damage.

Multi-Target Damage
Again Strike is still the main if not the only hit damage synapse at this point. If you do get early blood burst, it's usually not worth using as your HP is likely too abysmally low to even consider it. Again pretty straightforward, I put break on mine since this is the more general purpose damage dealer and meant to clear rooms. It should like something like the following:





Synapses: Aerial(Form) + Break (Effect) + Strike (Effect) + 2/0 (Efficiency)




Break does need to go before Strike so that the lowered defense takes effect before Strike's damage calculation. You can swap out the form to any AOE form of your preference, but I enjoyed the flexibility of Aerial.

Buff/Heal
Again pretty straightforward. Simple inner/heal, though when you get Sharpen I would add that on as well. This skill is meant to transition into a complete buff skill later, but mainly provides sustain for now.




Synapses: Inner(Form) + Sharpen(Effect) + Cure(Effect) + 2/3 (Efficiency)





Mobility
The first dash skill can be maintained, though I would switch to flash the moment you get access to it. The main advantage dash has, is that it can't be silenced, but again I found silence rarely occurred early on.




Synapses: Precise(Form) + Flash(Effect) + 2/2 (Efficiency)


Mid Game
At this point I split the buff skill into two skills:
  • Damage Buff Skill - Damage booster
  • Utility Buff Skill - Utility buffs like dancer

I also change some of the synapse that I use. One major change being a slow transition to blood burst as I get more HP in mid game, and the addition of Drain to my damage skills for sustain.

Single Target Damage
At this point, I would slowly remove the debuffs from my damage skills expecting to eventually use berserk. If you want to keep the debuff effects, you can always put recuperate on the skill, but it would greatly increase the discipline cost.

I switch to a high cooldown synapse here because of the damage per skill cooldown synapse modifier. The modifier provides one of the highest multipliers available to damage skills, at the cost of cooldown. The intention is to kill the boss in one skill after buffs/debuffs.




Synapses: Targeted(Form) + Drain(Effect) + Blood Burst(Effect) + 2/5 (Efficiency)





Multi-Target Damage
Once you have acquired the unique 3/0 efficiency synapse put it on this skill to clear enemies quickly and allow you to sweep rooms in a turn.




Synapses: Aerial(Form) + Drain(Effect) + Strike(Effect) + 3/0 Cruel Tri-Perpetuation (Efficiency)




Damage Buff
With drain, it is no longer necessary to have heal. Instead we want to slowly transition into using berserk. Berserk has a baked in silence with a few workarounds: Put recuperate on all your skills (High Discipline Cost), don't use support effects, or make sure to do skills in a certain order. I tend to use all three methods depending on the skill. At this point, I would work towards leaving out support effects on damage skills, putting recuperate on mobility skills and doing buff skills in a certain order. I like my buffs to be a net 0 AP cost or recover more ap, so if rewind recovers 3 AP, I would use a 3 AP efficiency synapse. Cooldown should also matter less at this point due to Pragmatism, so I would end up with a 3/5 efficiency synapse.




Synapses: Inner(Form) + Sharpen(Effect) + Berserk(Effect) + Rewind(Effect) + 3/5 (Efficiency)




Utility Buff
Not all buffs seem to benefit from the efficiency power bonus, so I have this separate skill at 2 AP cost for those effects. Dancer is the main effect here, as it adds yet another AP restored on kill, potentially providing a net AP gain on kills.




Synapses: Inner(Form) + Dancer(Effect) + Rewind(Effect) + 2/3 (Efficiency)





Mobility
I switch to completely using flash at this point. Also adding in recuperate to avoid berserk's silence. If you have enough discipline, I would also add rewind so that my mobility skills cost me net 0 AP.




Synapses: Precise(Form) + Flash(Effect) + Recuperate(Effect) + 2/2 (Efficiency)
Skill Breakdown Continued
Late Game
In late game, I simply add a few more utility skills that help trigger mind tree perks (Eg. Violence or Masochism) and modifier boosts (Eg. +% Effect power on targets affected by Regen).
I also add quite a number of effects to the various skills depending on how much discipline I have. Damage skills should be completely reliant on blood burst or shield bash as the main damage source. When using shield bash, I add an additional skill whose primary role is to generate max shield in one go.

Single Target Damage
With enough discipline, we should be able to add recuperate to the skill and add effects like shriek or break. Drain and Blood burst should still be on here. I would also upgrade to targeted if it hasn't already been during mid game.




Synapses: Targeted(Form) + Shriek(Effect) + Drain(Effect) + Blood Burst(Effect) + Recuperate(Effect) + 2/5(Efficiency)




At this point there is also another option which is to switch to shield bash. Shield Bash has more damage potential, but requires maintaining a shield which is why I add an additional skill that can generate me full shield instantly. With shield bash, drain is unnecessary.




Synapses: Targeted(Form) + Break(Effect) + Shield Bash(Effect) + Recuperate(Effect) + 2/5(Efficiency)




Multi-Target Damage
It's harder to add recuperate and shriek/break with the unique 3/0 efficiency synapse's discipline cost. However, with Mantle of the Voiceless from the post game boss Voiceless you can switch to other 0 CD efficiency synapses. Though at the same time with the "Single-mindedness" perk it may actually be beneficial to have it at high discipline cost.




Synapses: Aerial(Form) + Shriek(Effect) + Drain(Effect) + Blood Burst(Effect) + Recuperate(Effect) + 4/0(Efficiency)




Again shield bash is another option, but I keep the drain in this case to heal any damage I might take in regular rooms.




Synapses: Aerial(Form) + Break(Effect) + Drain(Effect) + Shield Bash(Effect) + Recuperate(Effect) + 4/0(Efficiency)




Damage Buff
This buff skill should have enough AP restored on it using only rewind II so that eventually an 8/5 efficiency synapse can be used on it. I would also add supercharged with the "Supercharges any effect" modifier to instantly boost the buff from Berserk and Sharpen even higher. Haste works well here as it can be boosted to 9 tiles per AP.




Synapses: Inner(Form) + Supercharge(Effect) + Haste(Effect) + Sharpen(Effect) + Berserk(Effect) + Rewind(Effect) + 6/5(Efficiency)



Utility Buff
Not much change here. I would just add things like regen, thorns, barrier or whatever is required by the Berserk/Sharpen power modifiers. It would also be beneficial to increase the AP restored by Rewind through modifiers too.

Self Affliction (Mind Tree Perk Trigger)
This is a very straightforward and cheap skill to make. I use intoxicate, poison, fragilize and wound to trigger three perks in the Mind Tree. Use the weakest effect synapses you have here, it's only meant as a trigger. Though if you want you can make it strong to also try and take advantage of the +% effect power per 500 missing HP perks.




Synapses: Inner(Form) + Intoxicate(Effect) + Poison(Effect) + Fragilize(Effect) + Wound(Effect) + Rewind(Effect) + 2/2(Efficiency)



Mobility
No change here.

Shield/Awareness Generator
This skill serves a dual purpose, but is mainly used for the shield, and requires two specific synapse modifiers to work. Both of which are on the synapse Gust. When combined with Flow, Gust and a large area form, they can instantly generate a lot of awareness and max shield.

The specific modifiers are:
  • Each tile effect cleared grants shield equal to x% of your max hp
  • Each tile effect cleared fills the x% of the Awareness gauge

As long as your form covers enough tiles then the first modifier will grant you max shields. For example, if x is 5%, then you need a form that covers 20+ tiles.




Synapses: Quaking(Form) + Flow(Effect) + Gust(Effect) + Rewind(Effect) + 2/3(Efficiency)
Synapse Modifier Breakdown
This section will go over some of the key modifiers used in the build. I will break it down in the following format:

Modifier Name
Synapses: A list of synapses that can roll this modifier.
Skill Type: A list of skills in this build that want this modifier.
Description: Description of how important this modifier is and where it's used.

+x% Damage per AP Spent this turn
Synapses: Blood Burst, Strike, Shield Bash
Skill Type: Single Target Damage, Multi Target Damage
Description: This build uses a lot of AP in a single turn, and can easily hit the AP cap for the bonus. This is easily one of the highest damage modifiers, and guaranteed a slot on my damage synapses. It works for both Single Target and Multi Target damage skills.

Penetrates x% of the target's resistance
Synapses: Blood Burst, Strike, Shield Bash
Skill Type: Single Target Damage, Multi Target Damage
Description: Another strong modifier, and one of the few ways you can get damage penetration. The only other way is through endgame trinkets. Along with the Damage per AP spent this turn modifier, this is a core modifier for damage synapses.

+x% Damage per skill cooldown
Synapses: Blood Burst, Strike, Shield Bash
Skill Type: Single Target Damage
Description: This modifier has greater damage potential than Damage per AP spent this turn, at the cost of a higher cooldown. It is ideal for the single target skill of this build that is meant to kill a boss in one hit. Another core modifier but ONLY on as part of a skill that is meant to take out key targets.

+x% Damage if no enemy is adjacent to you (Isolated)
Synapses: Blood Burst, Strike, Shield Bash
Skill Type: Single Target Damage, Multi Target Damage
Description: The damage potential is significantly smaller, but the conditions are much simpler and more flexible. Most of the time, especially endgame you don't really want to be next to an enemy since they may explode and deal damage to you if you are next to them. This is generally an alternative in case you don't have enough resources to reroll.

+x% Damage per distance to the target
Synapses: Blood Burst, Strike, Shield Bash
Skill Type: Single Target Damage, Multi Target Damage
Description: Again the damage potential is significantly smaller than the first few modifiers I mention, but the conditions are much simpler. However the max damage potential is harder to achieve than simply being isolated. The weakest alternative, if you really have nothing else then this will do.

+x% Power
Synapses: Blood Burst, Strike, Shield Bash, Sharpen, Berserk
Skill Type: Single Target Damage, Multi Target Damage, Buffs
Description: This one differs per skill. On damage skills, the damage potential is small but easy to use. On buffs, it is a core modifier due to its simplicity compared to other options like +x% power on targets affected by Regen. There's also less strong alternatives on buffs.

Deals x% more damage when hitting a single target
Synapses: Blood Burst, Strike, Shield Bash
Skill Type: Single Target Damage
Description: Quite obviously designed for the single target damage skill. Has decent damage potential but still not as strong as the core modifiers. Probably the best alternative to the core modifiers on a single target damage skill.

+x% Damage for each time you've used this skill in this room
Synapses: Blood Burst, Strike, Shield Bash
Skill Type: Multi Target Damage
Description: Has a decent amount of damage potential, but will likely never see it's max potential because most things will be dead before it reaches it. I would consider it almost a core modifier on the Multi Target Damage skill for this build since it is used the most in a room. The Single Target Damage skill should never really be used more than once in a room anyway.

+x% Power on targets affected by X Buff (Excluding Invisible/Concealed)
Synapses: Sharpen, Berserk
Skill Type: Buffs
Description: The only other power boosting modifier on buffs. Take at least one of these as a core modifier. Not as strong as the plain +x% Power due to requiring another buff to be useful. Invisible/Concealed are higher boosts, but are significantly more costly/hard to make work.

-x% Discipline Cost
Synapses: Recuperate, Flash
Skill Type: Movement Skills
Description: I only put this on movement skills but this modifier is highly situational. For the most part, early to mid game this is something you can consider to reduce the discipline load IF you are low on discipline. Otherwise there's a few reasons why I don't recommend it on any of the other skills/synapses.
  • The mind tree node, Single-Mindedness provides effect power per discipline used. Reducing discipline cost on a damage or buff skill would remove its damage/buff potential.
  • Using this modifier in a damage or buff skill takes away a slot that can be used to further increase damage/buff potential.
Again, I only use this on my movement skills late game, and for my buffs I actually try and maximize my discipline cost with the Single-Mindedness node so this modifier would be detrimental to the buff skill.

Any + Skill Range Modifier
Synapses: Precise, Targeted, Flash
Skill Type: Movement Skills, Single Target Damage Skill, Multi-Target Damage Skill
Description: For movement skills, this is a core modifier. Anything to increase the range of a movement skill is welcome as I don't use them for anything else other than to get to where I need to be.
However, for damage skills, they are more of a flex slot. They are not essential to the build and they do remove damage potential but provide some flexibility in terms of positioning. I keep one skill range modifier on my Multi-Target Damage Skill so that I move slightly less when clearing regular rooms.

+ AP Restored (Including on targets affected by x buff)
Synapses: Rewind
Skill Type: Movement Skills, Buff Skills, Self-Targeting Skills
Description: I stack as many + AP Restored effects as I can on rewind. Of course the one that guarantees at least 1 AP is core but the rest are always nice to have. It is also because of the extra AP that I usually do buff skills in a certain order. The first one is almost always to guarantee any other Rewind II in a skill can provide up to +7 AP. There's not really many other choices anyways for rewind, so stack it up.

Excess restored AP is stored as Overcharge
Synapses: Rewind
Skill Type: Movement Skills, Buff Skills, Self-Targeting Skills
Description: Given that you might be restoring loads of AP from having at least three other + AP restored modifiers, this can always be useful. Of course if you run the Charge Builder trinket, then this modifier is useless and unnecessary. Otherwise this is a decent choice.

Supercharged skill costs +1 AP. Increases bonus to x%
Synapses: Supercharge
Skill Type: Hit Damage Booster, Buff Booster
Description: This modifier is core for late game supercharge. The +1 AP cost is typically negligible when you generate enough AP/turn and contributes to any effect power/AP mind tree nodes. The +1 AP can also be offset by one of the other modifiers for supercharge.

Supercharged skill costs -x AP, but never less than 1
Synapses: Supercharge
Skill Type: Hit Damage Booster, Buff Booster
Description: This modifier is nice for balancing out the previous one, but it can actually hurt damage potential, since there are mind tree nodes that boost damage/effect power based per AP cost. Currently, I still use it since the impact is minimal, but removing it will likely boost my damage by a small amount.
Synapse Modifier Breakdown Continued
Supercharges any effect, not just damage. Reduces bonus from 200% to x%.
Synapses: Supercharge
Skill Type: Buff Booster
Description: This modifier is core to your main damage buff skill. It allows supercharge affect the whole buff skill thereby giving record level buffs. Without this modifier, the main buff skill would take quite a blow.

Grants 1 Overcharge on expiration
Synapses: Any Buff Synapse
Skill Type: Buff Skills
Description: This modifier is more of a filler. If you have nothing else, then this is a nice wrap up modifier. Otherwise, this one is not necessary.

Effect lasts x additional turns
Synapses: Haste
Skill Type: Haste Buff Skill
Description: Besides Berserk and Sharpen, feel free to put this on any other buff synapse. Only reason I only put Haste is because it is essential for haste. Haste by default lasts 2 turns, which would means it would expire before Berserk leaving you Hasteless for one turn. As for why not on Berserk or Sharpen, it is a waste of a slot and should not be used with it until maybe endgame when you can afford to lose that buff potential. Otherwise, I tend to keep all my buffs synchronized so that I rerun my buff rotation every 1st, 4th and 7th room.

+x% Power to (Blood Burst | Shield Bash | Strike) effects
Synapses: Form Synapse
Skill Type: Damage Skill
Description: Depending on which hit effect is your primary damage, you will definitely want the corresponding +x% power. It is an essential modifier on the form synapse.

+x% Power to (Sharpen | Berserk) effects
Synapses: Form Synapse
Skill Type: Main Damage Buff Skill
Description: Same Idea as the above. Whichever skill has Sharpen or Berserk should have +x% power to the buff on the form synapse. If they are on the same skill then grab both modifiers.

Each tile effect cleared grants shield equal to x% of your max hp
Synapses: Gust
Skill Type: Shield Generator
Description: One of the easiest ways to instantly gain max shield. Technically there are a few other methods, but using gust also allows you to generate awareness at the same time using the next modifier. Combine this modifier on gust with flow and a large area form to get instant max shield.

Each tile effect cleared fills the x% of the Awareness gauge
Synapses: Gust
Skill Type: Awareness Generator
Description: This is a nice simple way to kill two birds with one stone. Since you already need a shield generator why not add this modifier as well to also gain awareness for awakening skills? Same idea as the previous modifier, combine with flow and a large area form.
Equipment Modifier Breakdown
The build prioritizes the equipment modifiers in the following order:
  1. Buff Efficiency
  2. % Total Health
  3. % Total Discipline
  4. Hit Damage Dealt
  5. Fear Damage Dealt
  6. Ranged Hit Damage Dealt

The reasoning is explained below.

Buff Efficiency
The hit damage dealt buffs Sharpen and Berserk are multiplicative. This results in a much greater damage boost using Buff Efficiency on equipment vs using Hit Damage Dealt. I place it higher than % Total Health/Discipline, mainly because I found it tended to help with damage faster.

Though once it hits post game % Total Health/Discipline become much more important with a certain synapse modifier.

% Total Health
I may re-evaluate at some point, but for now I found buff efficiency to always be more helpful throughout the entire game. Once endgame starts though there is a modifier that scales off health, so % Total Health isn't just to boost Blood Burst/Shield Bash but also buffs.

% Total Discipline
There's various reasons why this is nice. Though the main reason for it being lower on the list is because endgame it's mainly to boost health with the Introversion mind tree node. Higher discipline allows use of higher cost synapses. At some point with the Single-Mindedness mind tree node, you'll actually want your skill to have a high discipline cost to boost buffs/damage.

Hit Damage Dealt
Again because the buffs are multipliers, stacking specifically Hit Damage Dealt can reach absurd numbers.

Fear Damage Dealt/Ranged Hit Damage Dealt
Fear Damage Dealt and Ranged Hit Damage Dealt are all considered separately from Hit Damage Dealt and can't be boosted as high, that's why they are lower on the list. It's best to focus one one or the other. Though this is only if you can't get the other stats.
How to Get Cruel Tri-Perpetuation (Potential Spoilers)
The main turning point of this build is when you acquire the Cruel Tri-Perpetuation (Unique 3/0 Efficiency synapse). It lets you use the skill again if it directly kills a target. To get it, you need to transpose Dorjan at Frontier which is unlocked after the third location, Visserect.

Before starting the transposition, it is best to bring 2-3 flash skills so that you're able to use at least one per turn.

Regular Rooms
The first two rooms are pretty straightforward. You should use 2-4 AP a turn to kill a hole. Make sure to manage your positioning and use flash skills when necessary. The map actually works to your advantage when it comes to hit and run tactics.

Boss Room
For this boss, you'll likely do more chasing with your mobility skills than running making sure you're always within range to hit him. He tends to run and wall you in, the thorn damage is somewhat inevitable, but can most certainly be reduced with the use of teleport skills to avoid having to clear them. It's likely you'll average 4 AP per turn, combining one teleport with one damage skill. Eventually he'll die.
Quick Synapse Watch List
The following are the core synapses used in this build:
  • Cruel Tri-Perpetuation (Unique 3/0 Synapse)
  • Strike
  • Drain
  • Blood Burst
  • Sharpen
  • Berserk
  • Recuperate
  • Flash
  • Rewind
  • Supercharge
  • Dancer
  • Haste
  • Targeted
  • Precise
  • Aerial
  • Inner
  • Shield Bash
  • Flow
  • Gust

I have not included the efficiency synapses since that can vary quite a bit, but for early game focus on the 2 AP synapses.

The following is a list of additional synapses to look out for that can be used to synthesize the core synapses used in the build:
  • Break
  • Mark
  • Dash
  • Twin
  • Shuddering
Quick Modifier Watch List
The following sections cover what modifiers to look out for in the core synapses of the build.

Strike/Drain/Blood Burst
Desirable modifiers differ depending on the skill it's for: Multi-target or single-target.

Single Target Damage Skill
  • +x% Damage per AP Spent this turn
  • +x% Power
  • Penetrates x% of the target's resistance
  • +x% Damage per skill cooldown (Late game only or when you start making this skill a 5 CD skill)
  • +x% Damage if no enemy is adjacent to you (Isolated)
  • Deals x% more damage when hitting a single target
  • +x% Damage per distance to the target

Multi Target Damage Skill
  • +x% Damage per AP Spent this turn
  • +x% Power
  • Penetrates x% of the target's resistance
  • +x% Damage if no enemy is adjacent to you (Isolated)
  • +x% Damage per distance to the target
  • +x% Damage for each time you've used this skill in this room.

Sharpen/Berserk
  • +x% Power
  • +x% Power on targets affected by X Buff (Don't take the invisible/concealed ones)

Recuperate
  • -x% Discipline Cost

Flash
  • -x% Discipline Cost
  • +1 Skill Range
  • +x Skill range when hasted

Rewind
  • +1 AP Restored (This one is a must)
  • +1 AP Restored on target affected by X Buff (Don't take the invisible/concealed ones)
  • Excess restored AP is stored as Overcharge

Supercharge
Desirable modifiers differ depending on if it is used as a buff booster or a hit damage booster.

Buff Booster
  • Supercharged skill costs +1 AP. Increases bonus to x%.
  • Supercharged skill costs -x AP, but never less than 1. (This will reduce any ap cost beyond x bonuses or per ap cost bonus)
  • Grants 1 Overcharge on expiration.
  • Supercharges any effect, not just damage. Reduces bonus from 200% to x%.

Hit Damage Booster
  • Supercharged skill costs +1 AP. Increases bonus to x%.
  • Supercharged skill costs -x AP, but never less than 1. (This will reduce any ap cost beyond x bonuses or per ap cost bonus)
  • Grants 1 Overcharge on expiration.

Dancer
  • Grants 1 Overcharge on expiration.

Haste
  • Grants 1 Overcharge on expiration.
  • Effect lasts x additional turns

Targeted/Precise
Desirable modifiers depends if it is for the damage or mobility skill.

Damage
  • +x% Power to Blood Burst effects
  • +x% Power to Strike effects
  • +x% Power to Break effects
  • +x% Power to Shriek effects
  • +x% Power to Drain effects
  • +x% more effect power when affecting a single target

Mobility
  • +x Skill Range
  • +x Skill Range with teleport effect

Aerial
  • +x% Power to Blood Burst effects
  • +x% Power to Strike effects
  • +x% Power to Break effects
  • +x% Power to Shriek effects
  • +x% Power to Drain effects
  • +x Skill Range

Inner
  • +x% Power to Sharpen effects
  • +x% Power to Berserk effects
  • +x% more effect power when affecting a single target

Awareness/Shield Generator
  • Each tile effect cleared grants shield equal to x% of your max hp
  • Each tile effect cleared fills the x% of the Awareness gauge
Quick Equipment Modifier Watch List
The build doesn't really require any unique gear to work well. It mainly comes down to the following prioritized list of modifiers:
  1. Buff Efficiency
  2. % Total Health
  3. % Total Discipline
  4. Hit Damage Dealt
  5. Fear Damage Dealt
  6. Ranged Hit Damage Dealt
How to Use the Build Early Game
Regular Rooms
Early game is tough, but typically consists of using one skill per turn and limiting your AP usage to 2-4. To avoid being overrun, move closer to enemies but don't attack. Use your mobility skill if you find yourself close to being cornered. Once an enemy is in range use either of your damage skills, ideally killing at least one target instantly. If the enemy is far enough from other enemies or is the last enemy you can spend the extra AP if you are guaranteed the kill. Alternating between mobility and heal skills in cases where you are low on HP. If your mobility skill can reach 4+ tiles it allows you to sneak in a heal as well with little chance of retaliation.

Boss Rooms
This is where I found the daze on the single target skill useful. The main idea being some debuff that can help stall for time. Typically the early bosses are harder to one hit, unless you really over grind. With break on my aoe, I would be able to alternate between the two attack skills and usually kill the boss before having to daze them a third time. Typically I would open the fight using the following order of my skills:
Turn 1 - Dash/Flash closer to the boss; Buff if I can't hit the boss
Turn 2 - Daze/Damage the boss
Turn 3 - Hit the boss with my other damage skill

I would then alternate between damage skills or run/heal if I am low on HP.
How to Use the Build Mid Game
Regular Rooms
With the unique 3/0 efficiency synapse, I would slowly challenge myself to finish rooms in one go. If I can't do that then I would grind some lower tier patients at max depth, and slowly work my way up the patient tiers. Generally, on the first map, I would use my utility buff followed by an awakened damage buff, and then use my multi target skill to work through the enemies. Using my mobility skill to go around. Haste does wonders as well to help reach distant enemies.

If you run out of AP to use the damage skill, I would usually use the remaining AP to run from the remaining enemies which can be quite far if you are hasted. Usually, it would buy enough time for the next turn to come and for the onslaught to continue.

Boss Rooms
Daze may still be used, but if you start using Berserk, then it's usually best to try to maximize your damage to do at worst 4 hit kills. Typically for mid game I would open the fight using the following order of my skills:
Turn 1 - Buff and move closer to the boss
Turn 2 - Use the single target damage skill
Turn 3 - If it's not dead use the multi target damage skill

With haste or long range mobility skills, it is pretty easy to run and heal or run and attack. So if you fail to kill it in one or two hits, you can hit and run instead. If your skills are on cooldown move one AP worth of tiles at a time.
How to Use the Build Late Game
Regular Rooms
Same as mid game, I would start off with the following skills:
Self Affliction Skill (Mind Tree Perk Trigger) - This will greatly boost the bonuses from my buffs
Utility Skill - Provides all the buffs required to further boost the bonuses from berserk/rewind/sharpen
Shield/Awareness Generator Skill - Provides max shield if you use shield bash and awareness for awakening the damage buff skill.
Awakened Damage Buff Skill - At this point should be boosted by the previous two skills to provide a massive hit damage buff

By opening with buffs, I can easily sweep rooms in one turn by killing everything in one hit using my multi target skill. If there's any rare/epic/legendary enemy, I usually kill it last if I notice I can't kill it in one hit. This is due to all the AP/Turn damage boosts, like the master perk Limitless Learning from the mind tree.

Boss Rooms
For late game, I would open the fight using the following order of my skills:
Turn 1 - Same buff sequence as regular rooms, followed by single target damage skill and multi target damage skill

Any longer than that, and you just hit and run or wait until your next buff rotation.
6 Comments
FloWnM 6 Jun @ 8:48pm 
GReAT:fabbit:
Zereb  [author] 8 Oct, 2024 @ 6:01pm 
Good point, I'll see what I can do when I find some time.
KingKnecht 7 Oct, 2024 @ 11:22am 
Would be cool, if you could add the names of the effects below the images of the skills. As a noob it's quite hard to figure out what it is. E.g. I just figured out, that one of them must be Drain. Which I didn't see yet in the game.
DaazKu 2 Jun, 2024 @ 5:58am 
Ok thanks! It must de a random drop. I beat it a couple of times.
Zereb  [author] 1 Jun, 2024 @ 6:52pm 
It comes from a postgame boss. The final boss in the postgame Silence questline drops it.
DaazKu 1 Jun, 2024 @ 1:58pm 
How do you get Mantle of the Voiceless?