This build will heavily change techniques and charms based on enemy weakness, but
Water Assault
Water Assault
Description
Deals Water DMG once to all enemies in a 3×4 grid area in front of the caster. DMG decreases by 25% for each subsequent hit on the same target. (Large targets may take multiple hits.)
remains the most used skill across T1 mages because it’s damage and AoE.
Gale Shield
Gale Shield
Description
Grants a shield based on the caster's max HP at the start of battle. When the shield disappears, deals Wind DMG once to all enemies within a 1-grid square area of the caster, with a 100% base chance to knock them back by 1 grid.
is also really good early on to provide extra survivability to a class that can be quite squishy.
If you prefer damage onver survivability, switch that charm for
Flaming Path
Flaming Path
Description
When the caster starts to move in their turn, there is a 30% chance to inflict Burn to grids within 1 grid of the caster.
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Great single target damage thanks to having so many different projectiles and damage instances that can proc
Unstable Aura
Unstable Aura
Description
When the caster's Technique deals DMG to an enemy, there's a 25% chance to trigger Aura, dealing additional Wind DMG once, with a 60% base chance to knock them back by 1 grid.
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Even the skills that “lose” damage if they hit the same target work super well here, since you have so many chances for
Unstable Aura
Unstable Aura
Description
When the caster's Technique deals DMG to an enemy, there's a 25% chance to trigger Aura, dealing additional Wind DMG once, with a 60% base chance to knock them back by 1 grid.
to deal extra damage and make up for it.
Flaming Path
Flaming Path
Description
When the caster starts to move in their turn, there is a 30% chance to inflict Burn to grids within 1 grid of the caster.
is RNG heavy but can provide a huge amount of damage output depending on the stage, so it’s worth a shot depending your loadout.
Not recommended since pure support builds are not needed this early on, but can serve as a foundation for higher tiers.
We use
Flaming Path
Flaming Path
Description
When the caster starts to move in their turn, there is a 30% chance to inflict Burn to grids within 1 grid of the caster.
to run away from enemies while still doing some damage while we wait for
Healing Touch
Healing Touch
Description
Heals 1 ally within 5 grids of the caster once and dispels 1 random ailment or debuff from them.
and
Void Blessing
Void Blessing
Description
Selects a grid within 4 grids of the caster. Increases max HP of all allied characters within 2 grids of the target grid by a percentage of the caster's Max HP for 3 turns. This effect is unique. If the target's HP is below 30%, additionally performs a 5% healing. (Casts once before battle starts.)
cooldowns.
Iron Thorn
Iron Thorn
Description
Selects a grid within 3 grids of the caster. Deals Wind DMG once to all enemies within 1 grid of the target grid, with a 30% base chance to inflict Immobilize for 1 turn.
allows us to immobilize enemies which also helps you (and your team) stay alive longer.
Last spot for techniques can be another DMG skill based on enemy weakness.
