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F-15 Pyromancer[ | ]
Pyromancer | ||
Fire | Flight | Toxic |
Tracking | Dexterity | Thirsty |
Created by Skolander |
This is currently my favorite build in Chapter 3.
It is a late game build that is very reliant on scrolls as well as a high rarity Flight Rune.
All of your talents will at least double, sometimes triple in effectiveness once maxed compared to the early game.
Luckily Pyro is pretty strong in its own right early on, due to Combust and the infamous Dragonfire combo we all know and love. (or hate)
When choosing your portal, consider whether you want the Toxic, Frost or Stone Shrine buff. Which one you pick up is personal preference, but the Stone one can almost always be obtained due to its map location.
Now onto the playstyle of the build! You want to use your Flight Rune preemptively to get high in the air before engaging. Do small Levitate taps and stop your fall by aiming a sorcery to hover and stay in the air for as long as possible while spamming fireballs.
Don't forget to use your Flamewall on the way down, as it spawns on the ground regardless of high up you are. It can also serve to trick your opponent into thinking you're nearby. Only use the Dragonfire combo once you're closer / have been spotted.
Once you're on the ground, assess whether they are low enough for you to go in for the kill. Make the most out of Tracking's wallhack to sneak up on your opponent without being seen in order to finish them off. They will rarely realise you are tracking, and this allows you to get free hits off while they are trying to heal.
Should you find yourself needing to heal, Firefly to safety and chuck pots like there's no tomorrow with Thirsty. Tracking should make this safer to do as well. Once Flight is up again do a flight cancel to start retaliating with Fireballs as soon as possible.
That's it for my F-15 Pyro guide, hope you have success with it. It's not the strongest build out there of course, but it sure is a blast. (pun intended)
Tanky Stoneshaper[ | ]
Stoneshaper | ||
Stone | Springstep | Fire |
Hardened | Tough | Vampiric |
Created by JabbaOrme |
This is an incredible big tank build, with the chariot of fire as your main combo. With you able to give yourself armor as a skill, the vampiric talent gives you heal mid-fight, and Tough allows more armor, so more hits. Hardened allows less stun, and you won´t light yourself on fire when using fire+ground. The rune could be anything, in theory, I chose to use Springstep for more dodge ability.
OP as heck glass cannon[ | ]
Pyromancer | ||
Fire | Wolf's Blood | Wind |
Spellslinger | Wellspring | Gilded |
Created by Candiappl |
This build is a very popular build, and I thought I should type down my take on it. This build is primarily focused on exiling and damaging your opponents. Use Flamewall + Tornado for an easy kill, and if they manage to escape it, then wind shear and fireball spam to hunt them down and kill them. Why I chose wolf's blood is for the wallhack, so you can use it to track down and exile your opponents. If you don't like the aspect of the howl that can reveal your location and decently long cooldown of wolf's blood, you could switch out spellslinger for tracking, and wolf's blood for invisibility or some kind of movement rune, such as dash or springstep. Wellspring serves it's purpose for extra damage and fast mana recharge so you can keep on spamming. Gilded helps you get better equipment for fights, or you could switch it out for Inspired for more damage.
Hothead Wolf[ | ]
Pyromancer | ||
Fire | Wolf's Blood | Toxic |
Rebirth | Tough | Vampiric |
Created by Aries the War Wolf |
When you play with my build, you might want to do as I say and not as I do, since I always forget to use my sorceries. But the fire gauntlet should not be used when you're right up against the enemy, as you'll splash damage yourself. That's what toxic is for. When I'm searching around for loot, I like to use my rune periodically, because I'd rather not get sneaked up on. Vampiric can keep you in the running a lot longer than non-vampires, due to the health sapping. Sometimes I'll fly right up to my enemy with Firefly and just pelt my enemy with fireballs. It's probably not the best build in this game, but it's my favorite build, and sometimes that's all I need.
P.S. I've gotten a ten-win streak with this combination and a twelve exile record.
Speed Demon Toxicologist[ | ]
Toxicologist | ||
Toxic | Shadowstep | Fire |
Intelligent | Athletic | Vampiric |
Created by Walksintwilight |
My favorite Dragonfire build and the only one where I think Athletic is actually worth using.
The idea is to max out your class abilities as fast as possible and chase people down with Vanishing Mists and Athletic's +5 movement speed, using your Toxic Clouds offensively to blow them up. No one expects Spreading Sickness in the first circle.
Intelligent will reduce your rune cooldown to keep you mobile, you could use Dash or Springstep instead but Shadowstep obviously synergizes well with Outbreak. And Vampiric gives you some survivability during fights. This is a glass cannon build that prioritizes speed above all.
Hellfire Pyromancer[ | ]
Pyromancer | ||
Fire | Wolf's Blood | Stone |
Intelligent | Vigor | Inspired |
Created by Walksintwilight |
This is a Chariot of Fire build with some added tankiness and Wolf's Blood to wallhack enemies. Drop at the Stone Shrine for the armor blessing and the Rare Stone gauntlet there to get started.
For the uninitated, Chariot of Fire refers to setting your Shockwaves ablaze. It's a great combo for area denial that works even better once you unlock Conflagration and have little fireballs flying everywhere. Wolf's Blood works especially well on hills and slopes because Shockwaves follow the terrain. With the wallhack active, you can hit enemies from the other side of a slope below their line of sight. Apart from that and scanning the horizon for opponents, you'll never have any reason to use it (lol) and so Inspired will always be active.
Vigor's extra health comes in handy since you're not using a mobility rune and will probably take more hits. I prefer Inspired for the damage bonus, but you could use Vampiric instead for even more survivability. In that case, Curious would be a better Mind Talent in order to max out your extra health and lifesteal early.
Stormlord Conduit[ | ]
Conduit | ||
Lightning | Teleport | Wind |
Spellslinger | Wellspring | Inspired |
Created by Walksintwilight |
This build is pure damage and aims to maximize usage of Conduit class abilities, which are some of the strongest in the game.
Lightning requires a midrange playstyle where you can't get too close or risk being shredded by close range attacks, but can't get too far because most of your Lightning Bolts will miss. Wellspring and Inspired combined with Potential Energy are meant to make you a shock-and-awe machine who can melt enemies before they overwhelm you. Spellslinger's reduced Sorcery cooldowns will let you call down Lightning Strikes more often, activating Power Surge for unlimited attacks and also keeping your rune charged for Inspired.
Teleport is useful for resetting the distance between you and your opponent, but you could easily use Chronomaster for a similar effect. You could also keep a Dash or Springstep handy for the final circle. The offhand gauntlet could be anything really. I chose Wind because close range is where Conduit struggles and Tornadoes can be used to trap enemies for Lightning Strikes (this doubles as a Hurricane build). But Toxic, Fire, and Stone are all viable as well.
Survivor Pyromancer[ | ]
Pyromancer | ||
Fire | Springstep | Wind |
Hardened | Dexterity | Vampiric |
Created by Walksintwilight |
This particular Talent setup is one of the best all around for surviving fights and I've used it with other classes like Toxicologist to great effect. But I'm still a Pyro main at the end of the day.
There's no special tricks or strategies here, just good old fire tornadoes to chip away at enemy health and Fireballs and Wind Shears to finish them off. Hardened makes you immune to tick damage from Ignite and Corrosion and drastically reduces the time you stay Shocked or Frozen. Dexterity increases run speed and reduces levitation mana cost for heightened maneuverability. And Vampiric lifesteals health with every hit to offset any damage taken.
Springstep is my rune of choice, but Dash or Shadowstep can work too. High mobility is the name of the game here. This build is all about being stronger, faster, better than the other person, outlasting enemies to become the last Breaker standing.
Notable Stealther[ | ]
Toxicologist | ||
Toxic | Shadowstep | Lightning |
Rebirth | Tough | Mystical |
Created by Luke theNotable |
Just so you guys know, I am not Luke. Aries here from The A Team; the one that made the Hothead Wolf build. I just put up his name because he was the one playing those hundred games. He sort of stumbled into the toxic gauntlet in his Dominion 20 Drops, found it nice combined with lightning due to a close and long ranged relationship and the electrified clouds, and later found out stealth is powerful with this class. You could also play this build with frost on your offhand in theory, as they also have a close and long ranged relationship, but he uses lightning because it's more accurate and he likes the Lightning Strike more than the Flash Freeze. His shadowstep rune has guided him to several dive-bomb attacks on enemies trying to heal along with Vanishing Mists. Rebirth can be used to get away from a crazy situation and heal, with stealthy powers helping to hide your escape. Tough and Mystical? I'm not fully sure why he stuck with those talents, but in a game where armor and mana are very much important during a fight, you'll need as much of it as you can get!
Tanky Pyromancer[ | ]
Pyromancer | ||
Fire | Wolf's Blood | Frost |
Hardened | Vigor | Mystical |
Created by ASmartPerson |
This is one of the best builds I have ever played with. Mystical allows you to pressure your opponent with fireballs for a longer duration, and hardened makes it so you don't have to worry about being shocked or frozen by your opponent while rushing them. The damage reduction provided by hardened and the extra health from vigor make it likely that you will win any medium range fight. The frost gauntlet is so you can get some hits in before you are a range where you can easily hit fireball shots.
The one trick cubed[ | ]
Toxicologist | ||
Toxic | Shadowstep | Frost |
Hardened | Ambidextrous | |
Created by EazSB |
Third-party Rogue[ | ]
Conduit | ||
Lightning | Invisibility | Toxic |
Hardened | Dexterity | Mystical |
Created by FishHaveRights |
This build is the absolute king at sneaking around and picking up cheeky exiles from other people's fights.
As soon as you reach level 2 you will gain an additional cast of Invisibility every single time you use your Lightening Strike, and this is how you will want to mostly play fights. Your goal is to be an absolute nuisance. You want to appear out of nowhere behind your target and get some close-range Lightening Bolts off, before using your sorcery to stop any immediate rebuttal and gain an extra cast of invisibility to immediately disappear again.
While this build can be played in one on one scenarios, it absolutely shines when it comes to third-partying. You want to be running straight for any fights that you hear and constantly play around the edge of them. The enemies will know you are there but never exactly where, and it'll be very easy for you to appear out of nowhere next to one of them and hit them with lightening bolts while they're distracted by their main opponent, before slipping back into invisibility and doing the same thing from a different spot several seconds later. Once you kill someone, you want to immediately get to the second person and finish them off before they get too much of a chance to heal up.
If you do end up getting caught in a sticky situation, such as your invisibility has been broken and you have an enemy focused entirely on you, your Toxic Cloud is very good for area control and blocking off routes enemies have to get to you.
The key to this build is getting a form of invisibility quite early, as without it you are extremely vulnerable as you have no way to slip in and out of fights. I take Hardened to be able to mostly ignore area of effect spells, as long as you're not directly in the damage source. Dexterity is used to be extremely mobile, as it gives you the same movement speed as rare boots, and significantly reduces the mana for you to levitate, giving you more to spam out Lightening Bolts, as this absolutely shreds through your mana. Mystical is taken for much the same reason, as it is a cheap talent that flat out gives you more mana, and is very useful for Conduit.
The second gauntlet can be swapped around and experimented with a bit. I've used Fire on occasion where I can't find a good toxic gauntlet, which gives you a slightly longer range option outside of your Lightening Bolts. However my personal preference for the second gauntlet is still toxic, as the area control on the Toxic Cloud is extremely useful.
Legendary Aerial Ace[ | ]
Tempest | ||
Wind | Featherfall | Frost |
Curious | Tough | Gilded |
Created by Yuuna Sol |
The Talent Build can be used for any Class with any off-hand gauntlet. The goal is to gain all the Legendary Items that you will need as soon as possible. You should spend the early-game looting and opening as many chests as possible; in the mid-game, fight others to gain better items and for the chance to read another scroll.
The Spirit scrolls for this build will level up two of your items by one level of rarity. The scrolls don't max out at three like the others, so you can read as many as needed so long that there is an item that can be upgraded in your inventory. This is good for players who feel confidant in their abilities to rotate their spells, sorceries, and runes efficiently without the need for other talents that may help with this process.
Going into the final circle with a full legendary item-set provides a very large advantage to players, especially those who are good with mobility and raw aim.
Tanky Chronduit[ | ]
Conduit | ||
Lightning | Chronomaster | Frost |
Runic Fluency | Fortitude | |
Created by Anonymous |
Currently, this has only been theorised, but the idea is to get in range of a fight, wait until you’re fortitude has been knocked off by an opponent, then use the first chrono’ charge you have. After this sequence ends, make use of the ‘Secondary Strike’ skill to set you’re total rune charge back to three, then use you’re next three Chronomaster runes while fighting.
Assuming you have all epic gear and are fully educated you’re lightning bolt sorcery and fortitude will have recharged. To make use of the fortitude, wait until it breaks before recharging you’re chrono. Although this does have a massive preparation time, (around 45 seconds or more) it does provide 20 plus seconds of complete invulnerability, which, at close range, should easily be enough time to defeat a single opponent.
Should your opponent attempt to flee, finish them off with the ice lance ability, or if they have somehow outlasted you’re maximum rune charges use the flash freeze to provide some extra cover.
This build will be vulnerable to toxicologists, and high damaging classes, as chronomaster relies on the player having armour as a buff. Remember, if you die in a chrono bubble, it will not be reversed. Try to work out how to best approach a battle before diving in headfirst with this build.
Trav Build[ | ]
Pyromancer | ||
Fire | Springstep | Frost |
Tracking | Dexterity | Thirsty |
Created by Trav |
Great for applying pressure and for those who like to play aggressively. Tracking, for those tox players or anyone using invisible rune. Dexterity?! Once you play with dex you’ll never want to play without it. And thirsty makes it so you can heal mid battle.
Spellbreak | Spellbreak |
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