Wantless: Fear Hit Damage Build (V1.0)

This guide outlines Zereb’s main build for the game, which is centered around fear-hit damage as the primary damage source. The build aims to clear rooms on the first turn, an objective that becomes achievable around the mid to late game.

 

Early Game

  • Early Game Phase: From the start with Tier I patients to the beginning of Tier III patients or until reaching the Frontier.
  • Frontier Significance: Obtaining a key synapse that aids in speeding up the average time per run.

Mid Game

  • Mid Game Phase: Covers most of Tier III to Tier IV and nearing the end of the story.
  • Room Clearing: Expect to clear rooms in one turn, especially as locations become Tier IV-only.

Late Game

  • Late Game Phase: Includes the final towns and the story wrap up.
  • Fine Tuning: Focus on fine-tuning damage and buffs. Aim to clear rooms in one turn, including boss fights, with average run times under 5 minutes.

 

Mind Tree

Early Game Core Perks

  1. Self-Knowledge: Restore +1 AP when an enemy is killed while Isolated.
  2. Elegance: Restores +1 AP for any entity death (excluding impulses).
  3. Pragmatism: Reduces your cooldowns by 1 when an entity dies from fear damage.

Mid Game Utility Perks

  • Electism: Adds an effect slot for all skills and reduces the minimum cooldown for synapse by 1.
  • Self-Destruction: Increases the buff/debuff from Berserk by 50%.
  • Vision: Adds +1 range.
  • Resourcefulness: For trinket slots.
  • Introversion: Gives 3 HP per 100 discipline.
  • Patience: Gives 50 HP per unique positive effect on allies.

Late Game Perks

  • Commitment: Doubles the Efficiency Synapse’s power bonus.
  • Resourcefulness: To unlock remaining trinket slots.
  • Masochism: Gains effect power/stack every time damage is taken.
  • Self-Disgust: Causes swelling (Increased damage/HP) when debuffed and allows friendly fire.
  • Violence: Increases damage and damage resistance when observing pain damage.
  • Recklessness: Boosts health by 20% at the cost of discipline.
  • Humility: Boosts ranged damage at the cost of no melee damage.
  • Frenzy: Boosts damage per stack and gains stacks on entity death.
  • Limitless Learning: Boosts damage based on used AP.

Here are pictures of current level 100 mind tree for this build:

Image: Zereb

 

Skill Breakdown

Early Game Skills

  • Single Target Damage Skill: Mainly for bosses.
  • Multi-Target Damage Skill: For room clearing.
  • Buff/Heal Skill: Provides small sustain and damage boost.
  • Mobility Skill: Essential for reaching places at a reduced AP cost.

Mid Game Skills

  • Damage Buff Skill: Damage booster.
  • Utility Buff Skill: Utility buffs like dancer.
  • Single Target Damage: Remove debuffs, transition to using Berserk.
  • Multi-Target Damage: Use unique 3/0 efficiency synapse for quick enemy clearing.

Late Game Skills

  • Add more utility skills that help trigger mind tree perks and modifier boosts.

 

Quick Synapse Watch List

  • Cruel Tri-Perpetuation (Unique 3/0 Synapse)
  • Strike
  • Drain
  • Blood Burst
  • Sharpen
  • Berserk
  • Recuperate
  • Flash
  • Rewind
  • Supercharge
  • Dancer
  • Haste
  • Targeted
  • Precise
  • Aerial
  • Inner
  • Break
  • Mark
  • Dash
  • Twin
  • Shuddering

 

Quick Modifier Watch List

Strike/Drain/Blood Burst

  • 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 focus)
    • +x% Damage if no enemy is adjacent (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 (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

Recuperate

  • -x% Discipline Cost

Flash

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

Rewind

  • +1 AP Restored (Essential)
  • +1 AP Restored on target affected by X Buff
  • Excess restored AP is stored as Overcharge

Supercharge

  • Buff Booster or Hit Damage Booster options

Dancer

  • -x% Discipline Cost
  • Grants 1 Overcharge on expiration

Haste

  • -x% Discipline Cost
  • Grants 1 Overcharge on expiration
  • Effect lasts x additional turns

Targeted/Precise

  • Damage or Mobility skill modifiers

Aerial

  • +x% Power to various effects
  • +x Skill Range

Inner

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

 

Quick Gear Modifier Watch List

  • Buff Efficiency
  • Hit Damage Dealt
  • Fear Damage Dealt
  • % Total Discipline
  • % Total Health
  • Ranged Hit Damage Dealt

How to Use the Build

Early Game

  • Regular Rooms: Use one skill per turn, limit AP usage to 2-4.
  • Boss Rooms: Utilize debuffs like daze for stalling.

Mid Game

  • Regular Rooms: Challenge to finish rooms in one go with the unique 3/0 efficiency synapse.
  • Boss Rooms: Maximize damage with Berserk for quick boss kills.

Late Game

  • Regular and Boss Rooms: Continue strategies from mid game with further optimized skills and buffs.

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