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Guides/Starter builds/Sword Swap Human Brawler (starter build)

Sword Swap Human Brawler

Wiki starter build, based on these sourcesWildstriderstrikebleedcrit

A melee Human Brawler built on two dashes. Weapon Swap is locked to the sword, puts Bleeding on everything it passes and raises all your damage for a short time. Furious Strike then eats that Bleeding for a large single hit, and its cooldown resets when it kills.

The build

Race and classWildstrider
Level25
Skill points60 of 60

Open this build in the planner

The planner opens Wildstrider with the tree and the attributes of this guide. Its Damage tab gives a damage per second estimate for your own gear and target.

Level 25 gives 48 points; the last 12 come from first boss kills.

Why the wiki picked this build

A player's build tier list in the balance channel puts the Human Brawler sword swap and Furious Strike build in tier A. Human Brawler also shares the top spot with Minotaur Brawler for the most video guides among brawlers. Players in the build channel say sword only Weapon Swap is the strongest sword skill, and they call the bleed consuming Furious Strike strong. The newest patch took away the Health cost of Furious Strike, and players say the spell feels much better since then.

  • Build and balance messages that name Weapon Swap or sword swap: 47
  • Build and balance messages that name Furious Strike: 74
  • Build and balance messages that name the Human Brawler: 54

Counted on our copy of the official Dimraeth Discord, bot messages left out. A count shows how much players talk about a build, not how strong it is.

Why it works

  • Everything feeds one hit. Weapon Swap applies Bleeding and raises your damage, and Furious Strike consumes the Bleeding with Harvesting Strike.
  • The newest patch removed the Health cost of Furious Strike. Its old cost was 15 percent of max Health per cast, according to the patch notes. The three nodes that lowered that cost now add dash range.
  • The build needs no keystone, so the points go into crit and Bleeding. The auto cast keystone Pulverizing Frenzy now has an internal cooldown of 10 seconds, up from 2, per the official patch notes. Players in the build channel counted that it costs about 7 points for one free Pulverize every few seconds and judged it not worth it, so this guide leaves it out.
  • Crits matter because the damage comes in few large hits. The tree takes both crit branches that sit next to the swap and strike paths.

The nodes that make it work

The first line under each node is the game text.

  • Blade DisciplineWeapon Swap only performs sword swap. You cannot use your crossbow.Locks Weapon Swap to the sword, so every cast is a dash into the fight. The crossbow jump back is gone.
  • Versatile WarriorWeapon Swap increases all damage by 15% for 8 seconds.Every swap raises all your damage for a few seconds. Cast Furious Strike inside that window.
  • Rending SwapSword swap applies 2 Bleeding to enemies hit. Crossbow swap shots apply 2 Bleeding.The Bleeding source of the build. Each sword dash puts Bleeding on every enemy it passes.
  • Harvesting StrikeFurious Strike consumes Bleeding on its target to deal 6% more damage per Bleeding consumed, up to 60%.Furious Strike eats the Bleeding on its target for extra damage.
  • Repeating StrikeFurious Strike's cooldown resets on kill.A kill resets Furious Strike, so in a pack of weak monsters you can dash from one to the next.
  • Hero's TurnYour sword swap unleashes a spinning slash upon reaching the dash's end, dealing Strike Damage to all enemies around you.Adds a spinning slash at the end of the sword dash, so the swap also hits the enemies around your target.
  • Blood FuryIncrease your Critical Damage by 12% Increase your Spell Haste by 4.The largest Critical Damage node near the path, with Spell Haste on top.

Spells

  • Furious StrikeFrom the skill tree · cooldown 12 sYour main damage. It dashes to the target and hits once. Its cooldown in the game files is 12 seconds before haste, and since the newest patch it costs no Health.
  • Weapon SwapFrom the skill tree · cooldown 8 sThe opener and the setup. It dashes in, applies Bleeding and starts the Versatile Warrior buff. Its base cooldown is 8 seconds.
  • Tendon SliceFrom Spellbook Tendon Slice · cooldown 4 sA cheap extra Bleeding source from a spellbook. It needs only a little Agility, which this plan buys. Use it on a boss when Weapon Swap is on cooldown.
  • Quick JabFrom the skill tree · cooldown 4 sA start spell with two charges. It hits for Blunt Damage and raises your Physical Damage for a moment, so jab right before Furious Strike lands.
  • DevourFrom Spellbook Devour · cooldown 8 sA spellbook that needs only Strength. It hits harder the lower the enemy's Health, and a kill with it gives you a shield. Use it to finish a monster when Furious Strike is on cooldown.
  • ParryFrom the skill tree · cooldown 0.25 sA start spell. Keep it on the bar for the big boss attacks.
  • DashFrom the skill tree · cooldown 0.35 sA start spell and your escape. It also triggers the Rumbler bonus, so use it to open a burst.

Spell bar, pet and item bar

Slot 4Quick Jab
Slot 5Devour
Dash keyDash
Defensive keyParry

The spell bar has five slots, then the dash and the defensive spell of your race on their own keys (the game HUD: Spell1 to Spell5, DashSpell, DefensiveSpell).

Pet

Carrion Parrot · casts Carrion Sweep every 8 seconds

It swoops on Bleeding enemies and adds Bleeding to the target and one more enemy. That is more stacks for Harvesting Strike to consume, for no action on your part.

A pet can reach level 8 while you are level 25: one pet level per 3 of yours, and never above 20.

Item bar

The item bar has 4 slots.

  • Lesser Health PotionA healing draft brewed with enchanted water and herbs.Your main heal. Melee builds take hits, and there is no healing in the tree.
  • Lesser Stamina PotionA revitalizing tonic scented with mint and wild herbs.Both dashes, Tendon Slice and your guard cost Stamina. Drink this when a long boss fight drains it.
  • Copper Throwing KnifeA finely balanced copper throwing knife that passes through enemies. Favored for its precision and weight in combat.Applies Bleeding from range to every enemy it passes. Throw it before Furious Strike when you cannot get close yet.
  • Hunter's StewA warm, nourishing stew slow-cooked with care. Often shared at village hearths after long days of labor.Food that raises max Health and Stamina for a long time. Eat it before a boss.

Levelling order

Each level gives 2 skill points, and the first kill of some bosses gives one more. The level shown is the first level with enough points for the step, before any boss point.

  1. Level 6 10 points

    Go straight for Furious Strike, your main hit. The Strike Damage nodes on the way already help it. Add its three damage nodes and Repeating Strike, so a kill resets the cooldown and you can chain it through weak packs.

    The nodes of this step

    Health Boost, Strike Damage Increase, Strike Damage Increase, Strike Damage Increase, Berserker Blood, Furious Strike, Furious Strike Damage Increase I, Furious Strike Damage Increase II, Furious Strike Damage Increase III, Repeating Strike

  2. Level 13 13 points

    Now build Weapon Swap. Take Versatile Warrior for the damage buff, the cooldown nodes, Hero's Turn and the Sword Swap damage nodes, then Blade Discipline so every swap is a sword dash.

    The nodes of this step

    Stamina Boost, Stamina Boost, Stamina Boost, Human Endurance, Versatile Warrior, Weapon Swap Cooldown Reduction I, Weapon Swap Cooldown Reduction II, Weapon Swap Cooldown Reduction III, Hero's Turn, Weapon Swap Strike Damage Increase I, Weapon Swap Strike Damage Increase II, Weapon Swap Strike Damage Increase III, Blade Discipline

  3. Level 18 10 points

    Close the loop. Rending Swap makes the sword dash apply Bleeding, and Harvesting Strike makes Furious Strike consume it for more damage. The nodes on the way lengthen Versatile Warrior and shorten the Furious Strike cooldown.

    The nodes of this step

    Versatile Warrior Duration Increase I, Versatile Warrior Duration Increase II, Versatile Warrior Duration Increase III, Weapon Swap Cost Reduction III, Rending Swap, Furious Strike Cooldown Decrease I, Furious Strike Cooldown Decrease II, Furious Strike Cooldown Decrease III, Furious Strike Range Increase III, Harvesting Strike

  4. Level 21 6 points

    Take the three Harvesting Strike Increase I nodes and the three Rending Swap Increase I nodes. One swap now puts more Bleeding down, and each stack is worth more to Furious Strike.

    The nodes of this step

    Harvesting Strike Increase I, Harvesting Strike Increase II, Harvesting Strike Increase III, Rending Swap Increase I, Rending Swap Increase II, Rending Swap Increase III

  5. Level 25 and 4 boss points 13 points

    Spend the next points on the Brawler crit branch: Critical Damage, Blood Fury, damage against Bleeding enemies and Critical Chance. A big single hit gains the most from crits.

    The nodes of this step

    Critical Damage Increase, Critical Damage Increase, Critical Damage Increase, Critical Damage Increase, Critical Damage Increase, Blood Fury, Increased Damage vs. Bleeding, Increased Damage vs. Bleeding, Increased Damage vs. Bleeding, Critical Strike Chance Increase, Critical Strike Chance Increase, Critical Strike Chance Increase, Critical Strike Chance Increase

  6. Level 25 and 12 boss points 8 points

    Finish on the Human side with Critical Chance, Spell Haste for shorter cooldowns and Surge of Mastery, which gives attack speed after a crit.

    The nodes of this step

    Spell Haste, Spell Haste, Critical Strike Chance Increase, Critical Strike Chance Increase, Critical Strike Chance Increase, Critical Strike Chance Increase, Spell Haste, Surge of Mastery

Attributes

Strength gives the most Physical Power per point and is the cheapest attribute for a Human Brawler. Two points of Agility unlock the Tendon Slice spellbook. Physique adds Health, which a melee build that dashes into packs needs. The rest goes back into Strength.

AttributeStartAt level 25Base XP costOne point gives
Memory552205 Concentration
Charisma552200.5 Magic Power, 0.5 Support Power
Adventure662000.5 Physical Power, 0.5 Magic Power
Physique71718010 Health
Intelligence442401 Magic Power
Agility682000.5 Physical Power, 0.5 Attack Speed %
Strength8451601 Physical Power
Energy771805 Stamina

Points are trained cheapest first: each one goes to the attribute whose next point costs the least XP at that moment. The whole plan costs 122490 XP. The same points in the order the guide started from cost 126090 XP.

Training order, point by point

Strength 1, Physique 1, Agility 1, Strength 1, Physique 1, Agility 1, Strength 1, Physique 1, Strength 1, Physique 1, Strength 1, Physique 1, Strength 1, Physique 1, Strength 2, Physique 1, Strength 1, Physique 1, Strength 1, Physique 1, Strength 1, Physique 1, Strength 26

Stat priorities

  • Strength first. It gives 1 Physical Power per point, against 0.5 from Agility or Adventure, and it is the cheapest attribute for this pair.
  • Physique second. Each point adds 10 Health. Aim for the plan's total before you raise Strength further.
  • On gear, Critical Damage before Critical Chance. The tree already gives crit chance from Critical Strike Chance Increase, while the largest crit damage steps are on the Amulet and Badges.
  • Strike Damage before Physical Damage on the Rune and Rings. Its base roll is 6 against 4 for Physical Damage.
  • Then Spell Haste and Attack Speed. Haste shortens Furious Strike and Weapon Swap, and Attack Speed fills the gaps with basic attacks.

The planner link trains them in this order up to level 25. A point costs base x (1 + (points above your start - 1) / 3) ^ 1.1 + 100 x your level in XP, so the order changes the total.

Full gear

Every slot, as a target: Mythical, 3 stars, forge level 12. That is the best piece a player can own in this version of the game. The planner link carries this gear, so the planner shows its totals and damage.

Damage slots take Strike Damage as the main stat, because Weapon Swap and Furious Strike both deal Strike Damage. Critical Damage leads on the Amulet and Badges: its base roll is 8 against 3 for Critical Chance, and one big hit gains the most from it. Spell Haste on the Bracers shortens both dashes. The defence slots stack Health and Armor, since the build lives in melee range. Extras favour Physical Damage, Strike Piercing and Attack Speed on damage pieces and Health and Armor everywhere else.

The stat values follow the game's forge rule for each piece's stars and forge level. The planner uses the same rule.

  • Rune · Gorehorn · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 16.5 Strike Damage
    Extra stats: 8.2% Physical Damage, 10.3 Strike Piercing, 6.2 Physical Piercing, 5.9 Attack Speed, 14.9 HP, 10.6 Armor
  • Under-coat · Gorehorn · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22 HP
    Extra stats: 12.4 Armor, 12.4 Strike Armor, 12.4 Blunt Armor, 11.8 Resistance, 14.9 Stamina, 14.1 Stamina Regen
  • Belt · Pitfighter · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22 HP
    Extra stats: 12.4 Armor, 12.4 Resistance, 12.4 Strike Armor, 11.8 Blunt Armor, 14.9 Stamina, 14.1 Stamina Regen
  • Charm · Gorehorn · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22 Stamina Regen
    Extra stats: 16.5 Stamina, 16.5 HP, 12.4 Armor, 11.8 Resistance, 5.6 Spell Haste, 10.6 Blunt Armor
  • Ring 1 · Gorehorn · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 16.5 Strike Damage
    Extra stats: 8.2% Physical Damage, 10.3 Strike Piercing, 6.2 Physical Piercing, 5.9 Attack Speed, 14.9 HP, 10.6 Armor
  • Ring 2 · Gorehorn · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 16.5 Strike Damage
    Extra stats: 8.2% Physical Damage, 10.3 Strike Piercing, 6.2 Physical Piercing, 5.9 Attack Speed, 14.9 HP, 10.6 Armor
  • Amulet 1 · Rumbler · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22% Critical Multiplier
    Extra stats: 6.2% Critical Rate, 8.2% Physical Damage, 12.4 Strike Damage, 5.9 Attack Speed, 5.6 Spell Haste, 14.1 HP
  • Amulet 2 · Rumbler · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 8.3% Critical Rate
    Extra stats: 16.5% Critical Multiplier, 8.2% Physical Damage, 12.4 Strike Damage, 5.9 Attack Speed, 5.6 Spell Haste, 14.1 HP
  • Badge 1 · Rumbler · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22% Critical Multiplier
    Extra stats: 6.2% Critical Rate, 8.2% Physical Damage, 12.4 Strike Damage, 5.9 Attack Speed, 14.9 HP, 10.6 Armor
  • Badge 2 · Rumbler · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22% Critical Multiplier
    Extra stats: 6.2% Critical Rate, 8.2% Physical Damage, 12.4 Strike Damage, 5.9 Attack Speed, 14.9 HP, 10.6 Armor
  • Bracer 1 · Pitfighter · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 8.3 Spell Haste
    Extra stats: 8.2% Physical Damage, 6.2 Attack Speed, 16.5 HP, 11.8 Armor, 11.2 Resistance, 14.1 Stamina Regen
  • Bracer 2 · Pitfighter · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 8.3 Spell Haste
    Extra stats: 8.2% Physical Damage, 6.2 Attack Speed, 16.5 HP, 11.8 Armor, 11.2 Resistance, 14.1 Stamina Regen

While levelling

  • While levelling, wear whatever raises Strike or Physical Damage. Goblin Basher drop Rumbler Rune, Undercoat and Belt pieces at one star, so early pieces come easily.
  • In the Wildwood, start collecting Gorehorn from Wildwood Wolf and Wildwood Aetherfang Wolf. Five pieces turn on the Bleeding bonus, which is the single biggest gear step for this build.
  • Pitfighter pieces drop from many early chests at one star. Wear two for Health and Physical Damage until better pieces arrive.
  • After the story, replace the pieces with three star ones: Gorehorn from wolf bounties, Rumbler Amulets from Rotting Treant, and the Badges and Bracers from the chests in the Goblin Caves. That is the target split of five, four and three.

Gear sets

A character wears 12 runes. The bonuses listed are the ones these piece counts switch on.

Stat totals

Everything the tree and the target gear add, stat by stat. Tree nodes give a flat amount or a percent; gear counts each piece at its target stars and forge level, plus the set bonuses the piece counts switch on.

StatSkill treeGear
Armor+123.8
Attack Speed+57.7
Blunt Armor+34.8
Critical Chance+20%+32.9
Critical Damage+54%+82.5
Damage vs. Bleeding+18%
Health+23+196.2
HP Percent+3%
Movement Speed+5%
Physical Damage+92.8%
Physical Piercing+18.6
Resistance+58.4
Spell Haste+14+33.4
Stamina+18+46.3
Stamina Regen+78.4
Strike Armor+24.8
Strike Damage+24%+99.1
Strike Piercing+30.9

Conditional stats (against Bleeding, Burning or Stunned targets) only count against those targets. Spell upgrades and keystones are not stats and are listed under the key nodes.

Farming route

  • Gorehorn first, because the five piece bonus is the biggest gain. It drops from Wildwood Wolf and Wildwood Aetherfang Wolf. Deed tier three adds the Mythical rarity, so run the wolf bounties at the highest tier you can clear.
  • Then Rumbler. Rotting Treant drops Amulets and can roll three stars. Badges come only from chests.
  • Pitfighter Belts and Bracers come from chests and dryads. Take the chest pieces when you pass them.
  • Empowered monsters roll better rarity. Kill them when you see them.

Chance per kill is for a piece of that set on a normal kill. A deed run at a higher tier changes the rarity (the bounty and set pages show each tier); in this version tier 3 is the highest a world can open.

Gorehorn

CreatureChance per killPiecesRarityStars
Wildwood Wolf5%Undercoat, Ring, Rune, BeltCommon 70%, Uncommon 30%1
Wildwood Wolf Empowered5%Undercoat, Ring, Rune, BeltCommon 70%, Uncommon 30%1
Wildwood Aetherfang Wolf3%Undercoat, Ring, Rune, Belt, CharmCommon 70%, Uncommon 30%1, 2
Wildwood Aetherfang Wolf Empowered3%Undercoat, Ring, Rune, Belt, CharmCommon 70%, Uncommon 30%1, 2

Where to farm it · Every source in the drop finder

Rumbler

CreatureChance per killPiecesRarityStars
Goblin Basher33.33%Rune, Undercoat, BeltCommon 70%, Uncommon 30%1
Goblin Basher Empowered33.33%Rune, Undercoat, BeltCommon 70%, Uncommon 30%1
Rotting Treant25%Undercoat, Ring, Rune, Belt, Charm, AmuletCommon 40%, Uncommon 30%, Rare 25%, Mythical 5%2, 3
Rotting Treant Empowered25%Undercoat, Ring, Rune, Belt, Charm, AmuletCommon 40%, Uncommon 30%, Rare 25%, Mythical 5%2, 3
Treant25%Undercoat, Ring, Rune, BeltCommon 50%, Uncommon 40%, Rare 10%1, 2
Treant Empowered25%Undercoat, Ring, Rune, BeltCommon 50%, Uncommon 40%, Rare 10%1, 2

Where to farm it · Every source in the drop finder

Pitfighter

CreatureChance per killPiecesRarityStars
Dryad Beastwarden33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Beastwarden Corrupted Beast Key33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Beastwarden Empowered33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Rivercaller33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Rivercaller Corrupted Beast Key33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Rivercaller Empowered33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2

Where to farm it · Every source in the drop finder

How to play it

The core rotation

  1. Before the pack sees you, use Dash to close in if you need it.
  2. Open with Weapon Swap. The sword dash hits the pack, applies Bleeding, ends in Hero's Turn and starts Versatile Warrior.
  3. Tap Quick Jab for its Physical Damage boost.
  4. Cast Furious Strike on the target with the most Bleeding. On a kill, recast it on the next target at once.
  5. While both dashes are on cooldown, basic attack, add Tendon Slice for more Bleeding and finish low monsters with Devour.
  6. When Weapon Swap is back, swap again and repeat. Keep Parry and Dash for the enemy's big attacks.

Bosses

Packs

  • Dash through the middle with Weapon Swap so the most enemies get Bleeding.
  • Chain Furious Strike from the weakest monster to the next. Each kill resets it.
  • Back out with Dash when the pack surrounds you, and swap in again.

In a group

  • If your group has another Bleeding build, its stacks may feed Harvesting Strike. The files do not say whose stacks are consumed, so test it.
  • Let a tank or a ranged player hold the boss and dash in only for Furious Strike.
  • Clear the adds for the group. Repeating Strike makes you the fastest at it.

Defence

At level 25 with this attribute plan, before gear:

Health320
Concentration35
Stamina54
Health+23, gear +196.2
HP Percentgear +3%
Armorgear +123.8
Resistancegear +58.4
  • Parry is your defensive key. While you hold it, hits deal no damage and drain Stamina instead. A normal block costs 0.8 Stamina per point of damage, and a perfect parry only 0.2, then counters with a slash.
  • Players have no stun bar in the game code, and guarding makes you immune to stun. If your Stamina runs out during a block, the guard breaks and you are stunned for 1.5 seconds.
  • Dash is your dodge. It is short and cheap, and it also gives a burst of Move Speed.
  • Health comes from Physique, Berserker Blood and the Pitfighter and Undercoat pieces. Devour gives a shield when it kills.
  • The build lacks any barrier or heal in the tree. It skips Thick Skin, which halves one big hit when you drop low. Take it if you die to burst.

Your dash and defensive spell

  • Dash cooldown 0.35 s, 10 StaminaPress to cast. Dash a short distance in your movement direction, briefly gaining Move Speed.
  • Parry cooldown 0.25 sHold to block. While blocking, incoming hits deal no damage and instead drain your Stamina based on the damage blocked. A perfect parry heavily reduces the Stamina drained and counters with a slash, dealing Strike Damage to nearby enemies. If your Stamina runs out, the block breaks and you are Stunned for 1.5 seconds.

Stuns and guarding

  • Players have no stun bar: monsters cannot build up a stun on you the way you do on them.
  • Guarding makes you immune to stuns. A guard costs 0.8 Stamina per point of damage blocked (0.2 on a perfect guard); if the guard breaks you are stunned for 1.5 seconds.

Hard fights

Health is the solo value on Moderate: Physique x 20. Hard difficulty and every extra player raise it.

  • Goblin King level 18 · 12000 Health solo · defences: Magic 30, Physical 30Devour Call lets the king eat his goblins to restore his vitality. Kill the goblins fast. Repeating Strike resets on each kill, so this build does it well. The king has 30 Physical defence, so Strike Piercing on your gear matters here.
  • Wildwood Wolf Alpha level 4 · 2400 Health soloAn early wall. Alpha Pounce leaves a Chill Zone where it lands, and Alpha Howl fires frost projectiles. Do not dash in after a pounce. Wait, then dash in with Weapon Swap.
  • Rotting Treant level 15 · 8000 Health solo · defences: Magic 15, Physical 15Rotting Stomp is a large area attack, and melee range is where it hits. Swap in after the stomp, strike, and back off. It has 15 Physical defence and drops Rumbler Amulets.
  • Briarheart The Firecursed level 19 · 14000 Health solo · defences: Magic 30, Physical 30Another stomping treant boss, with 30 Physical defence. Parry or dodge Briarheart Stomp, then land Furious Strike.
  • Aelwynor The Wildroot Father level 20 · 30000 Health solo · defences: Magic 30, Physical 30The final boss holds many players for a long time. It has 30 Physical defence. Bring full potions and the stew, and play the boss plan: build Bleeding, then one Furious Strike per window.
  • Goblin Basher level 4 · 800 Health soloPlayers report that Bashers stun. The code gives players no stun bar, so hold Parry against their swings instead of trading hits.

Alternatives and what you trade

Nodes

Gear

  • Six Rumbler instead of four, as in a community build. You get more Critical Chance and Armor, and the dash bonus if you use Dash a lot, but you lose the Gorehorn Bleeding bonus.
  • Stonehoove for Pitfighter if you need more Armor and Health.

Spells

Switching into this build

Refunding a whole 60 point tree: each new level gives 1 free refund (up to 24 by level 25), and every point past the free ones costs 1 gold times a multiplier that grows with the points you have paid to refund in the past (SkillTree.CalculateRefundCost).

Points you paid to refund beforeMultiplierGold for 60 points, no free refunds
0 to 20x160
21 to 50x1.1569
51 to 100x1.378
101 to 200x1.590
more than 200x1.75105

Attributes reset with Elixir of Rebirth (buy price 500 gold), sold by Befr once the shop is upgraded. It returns the XP spent on attributes; your level drops with it, and your skill points stay. Shops

Weak points

  • You fight in melee range all the time. A missed dodge on a boss hurts, so do not skip the Physique.
  • Single target damage between Furious Strike casts is low. When it is on cooldown you only have basic attacks and Weapon Swap.
  • Some players in the build channel expect a nerf to Furious Strike now that it costs no Health. Check the patch notes before you farm gear for it.

Changed in the newest patch

The newest patch changed none of the nodes, spells or sets of this build in the game tables.

Not in the game files

These points matter for the build, but the game files we read do not settle them. The guide says so rather than guess.

  • The files do not say whether Hero's Turn applies the Bleeding from Rending Swap. The text only says enemies hit by the sword swap.
  • We could not find the base max Bleeding a player can apply in the files we read. It limits how much Harvesting Strike can consume.
  • We do not know whose Bleeding Harvesting Strike consumes in co op.
  • Monster attacks in our tables carry no damage numbers, so we cannot say how hard each boss hits.

Sources

This is a wiki starter build, based on the sources below. The wiki put the tree together from these posts and videos and checked it with the planner. It is not one player's build, and players are not named here: each link shows the post on Discord.

Discord posts

Videos

Community builds

2 builds that players shared for this race and class are on the builds page, each with its source. See them

Vortex Bleed Minotaur BrawlerSonic Daggers Elf Brawler
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