#Quick Reference Builds Guide

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scenic flame
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I decided to post a writeup I've made of the builds I currently enjoy for all the weapons in the game + hero build, mostly with the purpose of having it as a quick thing to share instead of having to copy-paste from a different channel or having to redirect people to websites that bloat your info with advertisements and graphs.

  • At the moment of posting these, these are meant to be just my personal suggestions/preference. They are viable, but multiple alternate builds exist.

  • None of these builds are exhaustive. All have free joker slots, fill them in as necessary for the rest of the loadout or according to personal preference.

  • Builds for grinding XP are different from these builds, which are for mission clear!

  • These builds assume no prestige.

  • I am 100% open to receiving comments telling me how some other different builds are more efficient! In fact I am expecting that to happen, I'd love to improve this resource further.

Quad Cylinder: max damage, then 8/16 clip size, then fire rate. Homing Burst, Consumer, Headbang, Swift Shot - no specific jokers here are essential.
Shotgun: max damage, then clip size. Overblast, Machinegun, Reload Mastery.
Long Ranger: max damage, max draw speed, then fire rate. Speedster, Consumer, Run & Gun, Swift Shot. Focus Shot can replace Consumer.
Minigun: max damage, then ammo bag. Speedster, Machinegun, then Run & Gun. This beats Elem Spin builds atp.
Leveredge: max damage, then fire rate. Stacked Lever, Headbang. Alternatively: no Stacked Lever but include Reload Mastery; Destroyer; Eagle Lever if available space.

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Revolver: max damage, max lifesteal, then reload speed. Fire. Speedster, Mark Ace, Consumer.
Bow: max bend speed, max draw speed, then ammo bag. Fire, or whatever comboes with spells, but Fire is preferred. Both uniques + Ammo Supply. (NB: this requires joker slots up to level 84.)
Dual Revolvers: max damage, max life steal, then ammo bag. Elec, to help with the gun's poor accuracy. Eco Trick, then mix of Acid Explosive Rounds + Ammo Supply. Comboing Swamp Trick with explo rounds is a possibility.
Boomerang: max damage, max lifesteal, then lingering time. Full Explosive Rounds synergizing with main element (Acid base + Pyro/Elec rounds, etc.)
Sheriff Stars: max damage, 7/8 life steal, then fire rate. Either same as Boomerang, or including either/or uniques for mobility.

Hero: my go-to generalist build for the stats is 5/6 on Health, Spell Cooldown Reduction, Speed, and Jump Height. For jokers I go: Glass Cannon, Life Pact, Extra Jump. Glass Cannon can be substituted for Battlemage for builds that rely on magic. Moon Gravity can replace Extra Jump. Some popular choices for the rest of the slots at the moment can be Chonky or Disgrace.

clever pebble
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do people pick chonky?

scenic flame
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Yeah I've played with people who told me they run it + it comes up in conversations here and in other places.

Unfortunately the game doesn't have (yet?) a feature to look at the builds of your teammates.

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I agree that I probably wouldn't run it myself.

normal slate
pulsar dagger
# scenic flame I decided to post a writeup I've made of the builds I currently enjoy for all th...

A few points:

  • From my testing, maxing draw speed is mostly a matter of preference. It does make things feel smoother, but as far as I can tell, it's not necessarily the most efficient use of three points (excepting Bow).
  • For primary weapons, Machine Gun is generally more valuable than Speedster, all else being equal. There are exceptions for certain builds, but generalist builds should prefer Machine Gun for the additional DPS.
  • Bell Shot is an excellent joker for two slots (Shroom Grave is also in this boat, if you can stand the downside) that is worth taking on any primary weapon if your aim is accurate enough. On secondaries, it's a bit harder to justify, but it's still worthwhile.
  • Ammo bag is generally not something worth upgrading on any gun except Minigun and Bow.
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On builds:

  • I don't have much to say about Quad Cylinder. I don't like it very much, so I've not got a fully-formed opinion yet.
  • The build you listed for Shotgun is fine, but in many cases Speedster is better than Overblast (I need to do more testing, because Shotgun is inconsistent, but Speedster seems to surpass Shotgun at around 80% bonus movement speed).
  • I mentioned draw speed already, so I won't reiterate it here, but Long Ranger wants Machine Gun much more than it wants Run and Gun/Swift Shot. My recommended build with zero prestige would be Speedster, Machine Gun, and Consumer (if you haven't hit 100 body shot damage already). Focus Shot is good, but it's hard to fit it into a build before prestiging the gun.
  • I agree with the Minigun build, though it's worth saying that in games with multiple players, Elemental Spin can contribute more than Speedster does.
  • I don't think Leveredge really needs or wants fire rate; Machine Gun solves those problems handily (and as pointed out above, most guns want it). I think Leveredge is difficult to build because it doesn't have much of an identity, but Speedster + Machine Gun + Reload Mastery while maxing reload speed is decent in my experience.
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  • Elements on secondary weapons should be picked according to the spells you are taking. If you're taking lots of fire/electric spells, you should put acid on your secondaries to trigger elemental explosions. You should generally avoid taking a fire secondary with electric spells, or vice versa, because they don't react (though enemies can be afflicted by both at once).
  • Lifesteal on secondaries goes off their base damage (fractions of a whole number do add that amount of health; the game just doesn't show it). With this in mind, stacking damage on secondaries is not necessarily helpful if you are aiming to increase your sustain, though stacking damage for other reasons is fine.
  • The two most valuable jokers on your secondaries are Ammo Supply and Explosive Rounds (whichever element is needed—stacking them is also perfectly viable). This isn't to say that there are no other viable jokers for those weapons, but the most consistent and powerful way to build your Revolver, Dual Revolvers, or Boomerang is to lean into either or both of those. Again, Bell Shot/Shroom Grave can be used here, though that's a preference pick, especially if you get the sustain you need from Revolver/Dual Revolvers.
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  • Revolver should generally build Mark Ace and then fill the rest of the slots with any three of Ammo Supply/Explosive Rounds/Reload Mastery. Max damage and lifesteal; putting one point into clip size is also not a bad idea, as it gives you an extra shot for a very low cost. I believe putting all remaining points into clip size will give you two extra bullets per mag.
  • Bow's build is fine, but I'll refer back to my main point regarding elements.
  • Dual Revolvers don't particularly want or need ammo bag (you get a measly 20% extra); it should go into reload speed, which will let you throw the guns faster. Like Revolver, they're made for the Ammo Supply/Explosive Rounds/Reload Mastery combo. Swamp Trick is useable for certain spells, but the puddle is very small. Eco Trick isn't really useful at all unless you are also using it with Swamp Trick, because the explosion damage seems to be fixed.
  • Boomerang has a few different ways to build it; many people just stack Run and Gun and Lingering Throw on it and use it to achieve massive speed boosts. The build you posted is fine for using it more offensively, but you have the elements backwards; if you're using a fire/electric Boomerang you should be using acid Explosive Rounds.
  • Sheriff Stars do not need fire rate; they fire quick enough already and you only get 15 at base. It's better to upgrade pickup range or draw speed as you prefer. Most people using Sheriff Stars use them for mobility, so they take both uniques and then two utility picks.
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  • Your hero build should always max health; there's essentially no opportunity to increase your max HP in the game outside of Cheapskate, Joker Dealer, or getting lucky and finding Giant in a match. However, there are many ways to decrease health.
  • The current meta hero build is max health, max SCR, and then max either speed or jump height based on the build. Most players will want to max speed and then put the remaining points into jump height. As alluded to earlier, ammo bag should be avoided.
  • Glass Cannon is probably the best hero joker for sheer value, but taking it means that you probably should not take another -%HP joker, especially if you're running Nightmare; there are too many opportunities to die miserably once you get below 70 HP.
  • Battlemage or your preferred Mastery spell are the best magic jokers. West Wizard should generally be avoided; Cantrip One-Trick can be interesting in specific builds but is not as optimal as Battlemage/Mastery. SCR has diminishing returns, so on difficulties below Very Hard, Battlemage gets increasingly worse relative to Mastery/West Wizard.
  • If you do want an aerially-focused build, take two Moon Gravitys and Extra Jump (or one Moon Gravity, one Extra Jump, and one Bouncing Ball), then max jump height.
  • Life Pact provides an immense amount of sustain, but is not really necessary if you have a secondary providing sustain for you (or if you have something like Drain). I would not take it if I had other -%HP jokers already.
  • Because movement speed is so powerful right now, Disgrace is extremely good (especially because your horse isn't all that great). It's worth taking on almost every build.
  • Chonky is not great; the damage buff looks big but more mobility is usually more valuable.
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  • Healthy Boi is a very good joker if you can keep the buff up, and at three slots it's quite affordable.
  • You have lots of good options for fine jokers—Speedy Gunzales, Soul Siphon, Bouncing Ball, Chad, and (situationally) Care Package are all worthwhile. If you're lacking souls or gold, Soul Reaper and Gold Prospector are also powerful.
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Sorry for posting a ton, but this was a good opportunity to get my ideas out.

scenic flame
scenic flame
# pulsar dagger Sorry for posting a ton, but this was a good opportunity to get my ideas out.
  • On draw speed: yeah it's a QoL pick, the only reason why it's worth picking is because they made it very efficient, at +30% per upgrade point.
  • Machinegun vs Speedster makes sense, I take Speedster on LR because it's not a gun I'd be dump-firing all the time, for automatic guns then yeah Machinegun goes better.
  • Agreed on Ammo Supply, many builds in the game have ammo regen on them and for good reasons; and at the moment, Ammo Supply is just better than Lazy and Toolbox.
  • Haven't experimented too much with Bell Shot, interesting to read. FFW_blur
  • For Boomerang I think we actually agree; I meant to say to either pick a- Acid base element and Fire/Elec explosive rounds, or b- Fire/Elec base element, and Acid explosive rounds. I prefer to do the former because that lets me stack more total explosive jokers.
  • It's true that Battlemage vs. West Wizard is such an unfair competition at present. Don't see many WW builds in general, I've seen the joker go unpicked in random matches when I drop it for other players.
  • Just an hour ago I gave Disgrace another try. Yes, I agree on how good it is, both because of the speed and because the more you go up in diff the more random chances that one enemy manages to spook your horse mid travel anyways.
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I think the horse probably needs to stay as it is on the game balance. I feel just a slight over-buff to its speed would be enough to have it trivialize missions.

pulsar dagger
# scenic flame - On draw speed: yeah it's a QoL pick, the only reason why it's worth picking is...

IMO West Wizard needs either a cooldown buff or it needs to take away less HP; the reason nobody picks it up is because even if you have max HP, taking two -HP% jokers will generally put you below 70, and the competition—Glass Cannon and Life Pact—is too strong to consider West Wizard. If I take Glass Cannon or Life Pact, I might consider picking up the other one while in a match; I will almost never take West Wizard because of the HP reduction and the relatively limited use

scenic flame
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Not saying that it can't be a little bit faster, but it'd be too easy to overdo it and end up with an OP item that everyone has for free.

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The game gives you enough HP for Glass Cannon to be a very comfortable pick. Double Glass Cannon is another story, of course.

pulsar dagger
scenic flame
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In my experience there's no issues controlling it, maybe for gamepad players? It does get spooked a bit too easily.

pulsar dagger
pulsar dagger
scenic flame
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Yeah I steer it with the mouse. FFW_stare

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m2 to make the horse run is so comfortable too.

jagged zinc