How to play Sorcerer

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By Sefhi and Jay | Published: May 20, 2026 | Updated: Jul 07, 2026

The king of AoE damage and the king of dying early if there are no tanks in your party.

Sorcerers provide huge AoE and great single target damage at the expense of having less HP and defensive layers than other classes.

Sorcerer strengths & weaknesses

  • Really good damage ceiling thanks to having Techniques on basically every element in the game but Dark. You will never lack damage to kill your enemies
  • Flashy and fun AoE builds the more tiers we unlock in-game. If that's what you like, this class is for you
  • Squishy class. I would even say the most squishy class in the game since there is barely any defensive layers
  • If you don't have Mana Surge or good gear, crit rate sources are scarce early on
Experiment with builds!

Remember these are just boilerplates to change based on your gear, playstyle, skills and Fantomons.


Best stats

Sorcerers are purely damage dealers, so the stats are simpler than playing something like Sage or Knight, where you need to worry about more things.

Highest priority for both Crit Rate and Crit DMG, with Elemental Mastery following close to increase your damage output even more.

After those 3, ATK and SPD (both flat and %) are the next target to make sure you are not falling behind in damage compared to other classes.

Lastly, make sure you do not fully forget about Accuracy and Effect Hit Rate.


Fantomons

Nyxarchon is best in slot for all DPS builds. Pull on the pet banner until you have enough to exchange for it.

Having an extra charm and higher base stats makes Mythical Fantomons stronger on most situations.

Other popular picks here are Sylvaerie , Zeioletus and Kels depending on your build.


Companions

Companions give passive stats at specific levels, so we recommend focusing on a few until level 50 that benefit your class directly before you level up all of them.

ALL CLASSES benefit from DMG Boost and Reduction stats to both increase damage and survivability.

For Sorcerers, the most important stat is Crit Rate: Eiichi , Freya , Naira , Qin , Reina , Sylvia … a lot of companions to pick from.

Second priority goes for Accuracy, with companions like Akane , Hermes , Jiangwang and Ophelia .


Gems

Gem tiers

I’m going to use T10 gems as a reference, but the higher the tier, the better the stats they provide. Gems go from T1 to T15.

T10 Obsidian T10 Obsidian T10 Obsidian Description Inlay gear with it to amplify your ATK and DMG Boost. is good on any class, since everyone benefits from more damage regardless of what playstyle they have.

T10 Moonstone T10 Moonstone T10 Moonstone Description Inlay gear with it to amplify your DEF and DMG RES. is also pretty popular for all classes to help increase their survivability.

Sorcerers can also benefit heavily from T10 Amethyst T10 Amethyst T10 Amethyst Description Inlay gear with it to amplify your SPD and Crit Rate. since it gives SPD and Crit Rate.

Single stat gems are still good to fill the rest of the gear, T10 Ruby T10 Ruby T10 Ruby Description Inlay gear with it to amplify your ATK. and T10 Citrine T10 Citrine T10 Citrine Description Inlay gear with it to amplify your SPD. being the second best picks for this class.


About harmony builds

Sorcerers can run mono elemental builds, but using multiple elements with Elemental Harmony Elemental Harmony Elemental Harmony Description For each element among equipped Techniques that deal DMG, increases the caster's Elemental Mastery. Stacks up to 4 times. will net a higher damage output in most situations.

This means you should use any build as a reference and always change spells based on their rarity and what type of enemy you are fighting to take advantage of elemental weaknesses.

I recommend at least 2-3 Techniques of different elements.

One of the best things about Sorcerers is the versatility and how many spells / elements they can handle, so always experiment with builds!


Builds

Early on the game does not have many available builds since you are limited by the amount of spells you can get.

Most people will play elemental damage builds in this stage, with water being the most popular thanks to Water Assault 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.) and Water to Ice Water to Ice Water to Ice Description When the caster's Technique deals Water DMG to an enemy, there's a 50% chance to trigger Condensation, dealing additional Water DMG once, with a 30% base chance to inflict Frozen for 1 turn. .

Techniques
Water Assault
Water Assault
Wind's Delight
Wind's Delight
Water Shot
Water Shot
Fireball
Fireball
Charms
Water to Ice
Water to Ice
Mana Surge
Mana Surge
Unstable Aura
Unstable Aura
Elemental Mystery
Elemental Mystery

Squishy build but highest damage output on most situations.

I’ve had great results running both Fireball Fireball Fireball Description Selects a grid within 5 grids of the caster. Deals Fire DMG once to all enemies within a 1-grid square area of the target grid. and Water Shot Water Shot Water Shot Description Deals Water DMG once to 1 enemy within 4 grids of the caster. (previously I was using Blazing Fire Ring Blazing Fire Ring Blazing Fire Ring Description Deals Fire DMG once to all enemies within 2 grids of the caster. instead).

The rest of the spells have great synergy with Unstable Aura 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. since they’re either AoE or multiple projectiles.

Mana Surge Mana Surge Mana Surge Description Increases the caster's Crit Rate. makes the build deal a lot more damage, but if you are dying a lot, you can swap to Gale Shield Gale Shield Gale Shield Description Grants a shield based on the caster's max HP before battle starts. 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. instead.

Techniques
Tempest Sphere
Tempest Sphere
Wind's Delight
Wind's Delight
Flame Jet
Flame Jet
Water Shot
Water Shot
Charms
Unstable Aura
Unstable Aura
Mana Surge
Mana Surge
Elemental Mystery
Elemental Mystery
Gale Shield
Gale Shield

Great single target damage thanks to having so many different projectiles and damage instances that can proc Unstable Aura 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. .

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 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.

Water Shot Water Shot Water Shot Description Deals Water DMG once to 1 enemy within 4 grids of the caster. can be switched with any spell here honestly, either single target or multiple projectiles for extra damage.

Techniques
Water Assault
Water Assault
Water Shot
Water Shot
Ice Spike
Ice Spike
Charms
Unstable Aura
Unstable Aura
Mana Surge
Mana Surge
Dew's Blessing
Dew's Blessing
Water to Ice
Water to Ice

Great for bosses to freeze them (makes the boss skip a turn and after depleting the stamina bar, they take more damage).

Last spell depends on the boss, great options are Flame Jet Flame Jet Flame Jet Description Deals Fire DMG 3 times to all enemies in a 1×3 grid area in front of the caster. or any of the multi projectile wind spells like Tempest Sphere Tempest Sphere Tempest Sphere Description Deals Wind DMG 5 times to 1 enemy within 3 to 5 grids of the caster. .

We still run Unstable Aura 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. since at tier 1 is one of the strongest passives paired with Mana Surge Mana Surge Mana Surge Description Increases the caster's Crit Rate. for less crit RNG.

IMPORTANT NOTES

Stay alive: always consider including Void Bubble Void Bubble Void Bubble Description When the caster's HP drops below 50% for the first time in a battle, grants a shield to the caster based on max HP for 2 turns and Dodge for 2 turns (cannot be dispelled). into your builds, best defensive Charm we unlock at Tier 2.

Crit RNG: New dungeons and gear mitigate crit fishing, you can consider switching out Mana Surge Mana Surge Mana Surge Description Increases the caster's Crit Rate. depending on your stats.

Elemental Harmony Elemental Harmony Elemental Harmony Description For each element among equipped Techniques that deal DMG, increases the caster's Elemental Mastery. Stacks up to 4 times. is one of the strongest charms to increase our damage, and we finally are able to run builds for all elements, becoming a proper Sorcerer.

Techniques
Lightning Chain
Lightning Chain
Fiery Star Trail
Fiery Star Trail
Wind's Delight
Wind's Delight
Water Assault
Water Assault
Charms
Elemental Harmony
Elemental Harmony
Mana Surge
Mana Surge
Wind's Shadow
Wind's Shadow
Lightning Mystery
Lightning Mystery

Strongest build by far for general content taking advantage of the huge elemental mastery that Elemental Harmony Elemental Harmony Elemental Harmony Description For each element among equipped Techniques that deal DMG, increases the caster's Elemental Mastery. Stacks up to 4 times. provides.

Since we have so many elemental spells, you guys can adjust this build as long as you have at least 3 different elements for that juicy buff.

If you want more single target damage, switch to Water Shot Water Shot Water Shot Description Deals Water DMG once to 1 enemy within 4 grids of the caster. , Flame Jet Flame Jet Flame Jet Description Deals Fire DMG 3 times to all enemies in a 1×3 grid area in front of the caster. , and Light of Dawn Light of Dawn Light of Dawn Description Deals Light Doom DMG twice to all enemies in a 1×8 grid area in front of the caster. instead.

Techniques
Lightning Chain
Lightning Chain
Flickering Stars
Flickering Stars
Wind's Delight
Wind's Delight
Light of Dawn
Light of Dawn
Charms
Lightning Mystery
Lightning Mystery
Wind's Shadow
Wind's Shadow
Elemental Harmony
Elemental Harmony
Mana Surge
Mana Surge

One of the best builds for AoE clear on dungeons and becoming my favorite element to run.

We mix with our spells with one other element to take advantage of Elemental Harmony Elemental Harmony Elemental Harmony Description For each element among equipped Techniques that deal DMG, increases the caster's Elemental Mastery. Stacks up to 4 times. , but you can use instead Energy Burst Energy Burst Energy Burst Description Your next damaging Technique gains increased Accuracy and deals 50% more DMG. if you prefer to buff your spells even more.

Techniques
Water Assault
Water Assault
Frosty Nova
Frosty Nova
Water Shot
Water Shot
Ice Spike
Ice Spike
Charms
Lightning Mystery
Lightning Mystery
Water to Ice
Water to Ice
Mana Surge
Mana Surge
Dew's Blessing
Dew's Blessing

Strong build that makes it easy to deplete the stamina bar on bosses and freeze them quite often.

I personally do not like Ice Spike Ice Spike Ice Spike Description Deals Water DMG once to all enemies in a 1×5 grid area in front of the caster, with a 40% base chance to inflict Frozen for 1 turn. , so just like the other builds I’ve been using a hybrid one instead.

Techniques
Fireball
Fireball
Fiery Star Trail
Fiery Star Trail
Blazing Fire Ring
Blazing Fire Ring
Flame Jet
Flame Jet
Charms
Heart of Flame
Heart of Flame
Raging Wildfire
Raging Wildfire
Lightning Mystery
Lightning Mystery
Mana Surge
Mana Surge

Update: It seems Flaming Path 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. and Raging Wildfire Raging Wildfire Raging Wildfire Description Has a 20% chance to inflict Burn to grids within range when casting a Fire Technique. do not play well together. I assume you cannot stack multiple “burns” on the same tile, so Flaming Path 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. ends up always dealing little to no damage.

We switch that out and instead for a Mana Surge Mana Surge Mana Surge Description Increases the caster's Crit Rate. to buff our crit.

Great build for AoE content but not so much on single target unless you switch Charms.

Techniques
Tempest Sphere
Tempest Sphere
Wind's Delight
Wind's Delight
Iron Thorn
Iron Thorn
Cyclone
Cyclone
Charms
Unstable Aura
Unstable Aura
Wind's Shadow
Wind's Shadow
Wind's Whisper
Wind's Whisper
Lightning Mystery
Lightning Mystery

Unstable Aura 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. remains a solid option to deal damage with spells that have multiple projectiles, and it only gets better in Tier 2 after unlocking Wind's Shadow Wind's Shadow Wind's Shadow Description Has a 30% chance to deal additional Wind DMG once and a 50% base chance to delay the target's action by 20% after dealing Wind DMG 3 times to an enemy with Techniques. .

Cinder Ridge has plenty of enemies weak to Wind, so I’ve used this build quite a bit while exploring the map.

IMPORTANT NOTES

Stay alive: always consider including Void Bubble Void Bubble Void Bubble Description When the caster's HP drops below 50% for the first time in a battle, grants a shield to the caster based on max HP for 2 turns and Dodge for 2 turns (cannot be dispelled). , Frost Guard Frost Guard Frost Guard Description At the end of the caster's turn, if no Technique was cast this turn, the caster enters the Icebound status, which reduces DMG taken and lasts until the start of the caster's next turn. This status heals the caster once before it expires. and/or Repelling Wind Repelling Wind Repelling Wind Description Has a 75% chance to trigger Repelling Wind when an enemy actively enters within 2 grids of the caster, dealing Wind DMG once, with a 100% base chance to knock them back 2 grids. (Triggers again if they approach repeatedly) into your builds, fantastic defensive tools.

Cooldown reduction: Rapid Cast Rapid Cast Rapid Cast Description Increases the caster's Elemental Mastery. Before battle starts, reduces the CD of all Techniques by 1 turn. (Techniques already off cooldown are not affected.) allows you to cast spells faster at the start of the battle. Even if it’s only once, it’s the best charm at this tier by far, and also provides elemental mastery.

New AoE spells to destroy all enemies in your path, and also some (needed) single target spells for specific elements.

Overall for pure element builds: Lightning > Fire > Freeze = Wind.

With that said, Harmony builds remain as the strongest if you have a good Elemental Harmony Elemental Harmony Elemental Harmony Description For each element among equipped Techniques that deal DMG, increases the caster's Elemental Mastery. Stacks up to 4 times. charm.

Techniques
Lightning Chain
Lightning Chain
Meteoric Flames
Meteoric Flames
Howling Hurricane
Howling Hurricane
Aqua Vortex
Aqua Vortex
Charms
Elemental Harmony
Elemental Harmony
Rapid Cast
Rapid Cast
Radiant Sear
Radiant Sear
Lightning Mystery
Lightning Mystery

Best AoE build in the game using all the new spells Tier 3 unlocks.

Aqua Vortex Aqua Vortex Aqua Vortex Description Creates a vortex at a selected grid within 4 grids of the caster. The vortex deals Water DMG once to all enemies within 2 grids and pulls them to its center, with a 40% base chance to inflict Wet for 2 turns. damage is not super high, but the extra damage you get by knockback is actually pretty decent and makes up for it.

Even with the long cooldown on skills, this is the best loadout for AoE content by far.


For single target content

I swap Lightning Chain Lightning Chain Lightning Chain Description Deals Light DMG once to 1 enemy within 4 grids of the caster. The effect then chains to 1 random enemy within 4 grids of the target, up to 8 times. Each enemy can only be hit once by the chain effect. for Fire Blast Fire Blast Fire Blast Description Deals Fire DMG once to 1 enemy within 5 grids of the caster. instead, since that will give us way more damage in terms of single target.

If i’m fighting big targets and bosses, I include Divine Wrath Divine Wrath Divine Wrath Description Selects a target within 4 grids of the caster. Randomly deals Light DMG 16 times within 3 grids of the target, hitting at least 3 times. DMG decreases by 40% for each subsequent hit on the same target. (Prioritizes the skill range that contains large targets.) , what spell do you replace is up to you.

  • If you want 4 different elements for Elemental Harmony Elemental Harmony Elemental Harmony Description For each element among equipped Techniques that deal DMG, increases the caster's Elemental Mastery. Stacks up to 4 times. , replace Meteoric Flames Meteoric Flames Meteoric Flames Description Selects a grid within 5 grids of the caster. Deals Fire DMG once to all enemies within a 1-grid square area of the target grid, with a 60% chance to inflict Burn on grids within range. (Prioritizes large targets)
  • If you don’t mind having 3 different elements only, I would replace either Howling Hurricane Howling Hurricane Howling Hurricane Description Selects a grid within 5 grids of the caster. Deals Wind DMG 5 times to all enemies within 2 grids of the target grid, knocking them airborne. or Aqua Vortex Aqua Vortex Aqua Vortex Description Creates a vortex at a selected grid within 4 grids of the caster. The vortex deals Water DMG once to all enemies within 2 grids and pulls them to its center, with a 40% base chance to inflict Wet for 2 turns. depending what the enemy is resistant to

Nuke version

No spamabble skill (remove Lightning Chain Lightning Chain Lightning Chain Description Deals Light DMG once to 1 enemy within 4 grids of the caster. The effect then chains to 1 random enemy within 4 grids of the target, up to 8 times. Each enemy can only be hit once by the chain effect. and/or Fire Blast Fire Blast Fire Blast Description Deals Fire DMG once to 1 enemy within 5 grids of the caster. ) and instead we run the big AoE spells.

Meteoric Flames Meteoric Flames Meteoric Flames Description Selects a grid within 5 grids of the caster. Deals Fire DMG once to all enemies within a 1-grid square area of the target grid, with a 60% chance to inflict Burn on grids within range. (Prioritizes large targets) , Howling Hurricane Howling Hurricane Howling Hurricane Description Selects a grid within 5 grids of the caster. Deals Wind DMG 5 times to all enemies within 2 grids of the target grid, knocking them airborne. , Aqua Vortex Aqua Vortex Aqua Vortex Description Creates a vortex at a selected grid within 4 grids of the caster. The vortex deals Water DMG once to all enemies within 2 grids and pulls them to its center, with a 40% base chance to inflict Wet for 2 turns. and Divine Wrath Divine Wrath Divine Wrath Description Selects a target within 4 grids of the caster. Randomly deals Light DMG 16 times within 3 grids of the target, hitting at least 3 times. DMG decreases by 40% for each subsequent hit on the same target. (Prioritizes the skill range that contains large targets.) all together.

Flashy alternative, but usually less damage than having a no cooldown spell available for clear / extra damage.

Techniques
Divine Wrath
Divine Wrath
Flickering Stars
Flickering Stars
Light of Dawn
Light of Dawn
Lightning Chain
Lightning Chain
Charms
Lightning Mystery
Lightning Mystery
Radiant Sear
Radiant Sear
Incarnation of Light
Incarnation of Light
Rapid Cast
Rapid Cast

Divine Wrath Divine Wrath Divine Wrath Description Selects a target within 4 grids of the caster. Randomly deals Light DMG 16 times within 3 grids of the target, hitting at least 3 times. DMG decreases by 40% for each subsequent hit on the same target. (Prioritizes the skill range that contains large targets.) becomes our strongest spell by far, even with the long cooldown.

Radiant Sear Radiant Sear Radiant Sear Description Each time the caster's Technique deals DMG to an enemy, there's a 50% chance to deal additional Light DMG once, with a 30% base chance to inflict Blind. is also a great spell, since it’s a 50% base chance to proc with ANY element / technique, making it the best passive damage charm in Tier 3.

Techniques
Water Assault
Water Assault
Frosty Nova
Frosty Nova
Water Shot
Water Shot
Aqua Vortex
Aqua Vortex
Charms
Radiant Sear
Radiant Sear
Water to Ice
Water to Ice
Rapid Cast
Rapid Cast
Dew's Blessing
Dew's Blessing

Strong build that makes it easy to deplete the stamina bar on bosses and freeze them quite often.

We finally replace Ice Spike Ice Spike Ice Spike Description Deals Water DMG once to all enemies in a 1×5 grid area in front of the caster, with a 40% base chance to inflict Frozen for 1 turn. with a newer (and stronger) spell, Aqua Vortex Aqua Vortex Aqua Vortex Description Creates a vortex at a selected grid within 4 grids of the caster. The vortex deals Water DMG once to all enemies within 2 grids and pulls them to its center, with a 40% base chance to inflict Wet for 2 turns. .

Techniques
Meteoric Flames
Meteoric Flames
Fiery Star Trail
Fiery Star Trail
Fireball
Fireball
Fire Blast
Fire Blast
Charms
Heart of Flame
Heart of Flame
Raging Wildfire
Raging Wildfire
Mana Surge
Mana Surge
Rapid Cast
Rapid Cast

Fire Blast Fire Blast Fire Blast Description Deals Fire DMG once to 1 enemy within 5 grids of the caster. becomes our spamable spell and… my god is strong. Strongest single target spell in the game when it comes to 0 cooldown techniques for the Sorcerer.

The only other change we make is including Meteoric Flames Meteoric Flames Meteoric Flames Description Selects a grid within 5 grids of the caster. Deals Fire DMG once to all enemies within a 1-grid square area of the target grid, with a 60% chance to inflict Burn on grids within range. (Prioritizes large targets) , which is our new main damage skill.

Since most of the fire spells are AoE / one-hit, we can remove Radiant Sear Radiant Sear Radiant Sear Description Each time the caster's Technique deals DMG to an enemy, there's a 50% chance to deal additional Light DMG once, with a 30% base chance to inflict Blind. and instead switch to Mana Surge Mana Surge Mana Surge Description Increases the caster's Crit Rate. and get more crit for our spells (or a defensive charm).


Fireball Fireball Fireball Description Selects a grid within 5 grids of the caster. Deals Fire DMG once to all enemies within a 1-grid square area of the target grid. can be replaced depending on content with Flame Jet Flame Jet Flame Jet Description Deals Fire DMG 3 times to all enemies in a 1×3 grid area in front of the caster. for higher single target damage, at the cost of staying close to the enemy, so adjust your charms accordingly.

Techniques
Howling Hurricane
Howling Hurricane
Wind's Delight
Wind's Delight
Tempest Sphere
Tempest Sphere
Cyclone
Cyclone
Charms
Radiant Sear
Radiant Sear
Wind's Shadow
Wind's Shadow
Wind's Whisper
Wind's Whisper
Rapid Cast
Rapid Cast

Unstable Aura 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. gets replaced after so long, since Radiant Sear Radiant Sear Radiant Sear Description Each time the caster's Technique deals DMG to an enemy, there's a 50% chance to deal additional Light DMG once, with a 30% base chance to inflict Blind. procs more often and overall provides more utility and damage.

Iron Thorn 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. also gets thrown out and we get our new, shiny, strongest toy: Howling Hurricane Howling Hurricane Howling Hurricane Description Selects a grid within 5 grids of the caster. Deals Wind DMG 5 times to all enemies within 2 grids of the target grid, knocking them airborne. . Even with the long cooldown, fantastic damage output.


What about Repelling Wind Repelling Wind Repelling Wind Description Has a 75% chance to trigger Repelling Wind when an enemy actively enters within 2 grids of the caster, dealing Wind DMG once, with a 100% base chance to knock them back 2 grids. (Triggers again if they approach repeatedly) ? Great for PvP, great for single player. I would never use it on any multiplayer content because it does not have great damage.

IMPORTANT NOTES

Stay alive: always consider including defensive layers when needed: Void Bubble Void Bubble Void Bubble Description When the caster's HP drops below 50% for the first time in a battle, grants a shield to the caster based on max HP for 2 turns and Dodge for 2 turns (cannot be dispelled). , Repelling Wind Repelling Wind Repelling Wind Description Has a 75% chance to trigger Repelling Wind when an enemy actively enters within 2 grids of the caster, dealing Wind DMG once, with a 100% base chance to knock them back 2 grids. (Triggers again if they approach repeatedly) , Frost Guard Frost Guard Frost Guard Description At the end of the caster's turn, if no Technique was cast this turn, the caster enters the Icebound status, which reduces DMG taken and lasts until the start of the caster's next turn. This status heals the caster once before it expires. or Overload Protection Overload Protection Overload Protection Description Within a single turn, each time the caster loses over 15% of max HP, grants the caster a shield based on their max HP for 2 turns.

Crit RNG: New dungeons and gear mitigate crit fishing, you can consider switching out Mana Surge Mana Surge Mana Surge Description Increases the caster's Crit Rate. and Explosive Spirit Explosive Spirit Explosive Spirit Description For every Fire Technique cast, increases the caster's Crit Rate for 2 turns. Stacks up to 8 times. depending on your stats.

Tier 4 is… a bit underwhelming, but still an upgrade to our previous setups.

As a TLDR, Harmony builds lose some power in favor of hybrid builds (usually 2 elements) and mono element builds become pretty good at clearing solo content.

Lastly, one of the best spells we unlock at this tier it’s a buff, rather than a DMG technique. Formation Breaker Formation Breaker Formation Breaker Description Increases ATK for all allied characters within 3 grids of the caster by a percentage of the caster's ATK for 2 turns. This effect is unique. Also there's a 50% chance to advance the action bar of allied characters by 20%. (Zero Initial CD) is good for solo content and super common on group content.

Techniques
Formation Breaker
Formation Breaker
Meteoric Flames
Meteoric Flames
Divine Wrath
Divine Wrath
Thunder of Judgment
Thunder of Judgment
Charms
Rapid Cast
Rapid Cast
Mana Surge
Mana Surge
Radiant Sear
Radiant Sear
Elemental Harmony
Elemental Harmony

Single target build focused on bosses and coop content, where we can buff everyone with Formation Breaker Formation Breaker Formation Breaker Description Increases ATK for all allied characters within 3 grids of the caster by a percentage of the caster's ATK for 2 turns. This effect is unique. Also there's a 50% chance to advance the action bar of allied characters by 20%. (Zero Initial CD) .

The only real thing that changes in this tier is the addition of Thunder of Judgment Thunder of Judgment Thunder of Judgment Description Deals Light DMG 3 times to 1 enemy within 5 grids of the caster. (Prioritizes large targets) , a fantastic technique and our strongest single target damage for Tier 4.

I’m still using Elemental Harmony Elemental Harmony Elemental Harmony Description For each element among equipped Techniques that deal DMG, increases the caster's Elemental Mastery. Stacks up to 4 times. because I have it with a lot of dupes, but you can remove this for an extra defensive layer or simply more damage with a charm like Lightning Mystery Lightning Mystery Lightning Mystery Description Each time the caster's Technique deals DMG to an enemy, there's a 30% chance to trigger Thunder Strike that deals additional Light DMG once. .

Even on solo content Formation Breaker Formation Breaker Formation Breaker Description Increases ATK for all allied characters within 3 grids of the caster by a percentage of the caster's ATK for 2 turns. This effect is unique. Also there's a 50% chance to advance the action bar of allied characters by 20%. (Zero Initial CD) is usually the way to go, but you can replace it with a wind spell for extra damage or even Fire Blast Fire Blast Fire Blast Description Deals Fire DMG once to 1 enemy within 5 grids of the caster. for single target if needed.

Techniques
Fireball
Fireball
Fiery Star Trail
Fiery Star Trail
Meteoric Flames
Meteoric Flames
Blazing Fire Ring
Blazing Fire Ring
Charms
Explosive Spirit
Explosive Spirit
Fiery Burst
Fiery Burst
Raging Wildfire
Raging Wildfire
Fiery Rejuvenation
Fiery Rejuvenation

I cannot emphasize enough how good fire becomes for long battles and AoE content where there are a lot of enemies.

Fiery Burst Fiery Burst Fiery Burst Description Each time the caster's Technique deals Fire Crit DMG to an enemy, deals additional Fire DMG once to all enemies within 2 grids of the target. becomes our main damage dealing charm, this means crit chance is really important.

If you are lucky with your gear, you can swap out Explosive Spirit Explosive Spirit Explosive Spirit Description For every Fire Technique cast, increases the caster's Crit Rate for 2 turns. Stacks up to 8 times. for Radiant Sear Radiant Sear Radiant Sear Description Each time the caster's Technique deals DMG to an enemy, there's a 50% chance to deal additional Light DMG once, with a 30% base chance to inflict Blind. , Rapid Cast Rapid Cast Rapid Cast Description Increases the caster's Elemental Mastery. Before battle starts, reduces the CD of all Techniques by 1 turn. (Techniques already off cooldown are not affected.) or maybe a defensive tool instead.

Techniques
Flickering Stars
Flickering Stars
Starlight Burst
Starlight Burst
Thunder of Judgment
Thunder of Judgment
Divine Wrath
Divine Wrath
Charms
Rapid Cast
Rapid Cast
Radiant Sear
Radiant Sear
Lightning Mystery
Lightning Mystery
Incarnation of Light
Incarnation of Light

Great for both solo content and AoE clear.

Both new spells we unlock are actually pretty strong and staple in hybrid builds, Starlight Burst Starlight Burst Starlight Burst Description Selects a grid within 5 grids of the caster. Deals Light DMG once to all enemies within 2 grids of the target grid, with a 30% base chance to inflict Blind. for AoE and Thunder of Judgment Thunder of Judgment Thunder of Judgment Description Deals Light DMG 3 times to 1 enemy within 5 grids of the caster. (Prioritizes large targets) for single target damage.

Techniques
Aqua Vortex
Aqua Vortex
Water Assault
Water Assault
Flowing Doom
Flowing Doom
Frosty Nova
Frosty Nova
Charms
Rapid Cast
Rapid Cast
Water to Ice
Water to Ice
Shattering Ice
Shattering Ice
Dew's Blessing
Dew's Blessing

Not great for single target content, but fantastic in AoE and stages with a lot of adds where you can actually proc Shattering Ice Shattering Ice Shattering Ice Description When a target frozen by the caster removes the Frozen state, additionally deals Water DMG once. consistently.

The only other change compared to previous tiers is the addition of Flowing Doom Flowing Doom Flowing Doom Description Deals Water DMG 3 times to all enemies in a 3×5 grid area in front of the caster, with a 50% base chance to knock them back by 1 grid. , a new technique that basically acts as an upgraded Water Assault 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.) (it was time lmao).

Personally, I think Radiant Sear Radiant Sear Radiant Sear Description Each time the caster's Technique deals DMG to an enemy, there's a 50% chance to deal additional Light DMG once, with a 30% base chance to inflict Blind. is better than Water to Ice Water to Ice Water to Ice Description When the caster's Technique deals Water DMG to an enemy, there's a 50% chance to trigger Condensation, dealing additional Water DMG once, with a 30% base chance to inflict Frozen for 1 turn. , but I like having mono elemental builds follow one theme, so up to you which one to run.

Techniques
Tempest Sphere
Tempest Sphere
Wind Blade Spiral
Wind Blade Spiral
Wind's Delight
Wind's Delight
Howling Hurricane
Howling Hurricane
Charms
Cyclone Lament
Cyclone Lament
Repelling Wind
Repelling Wind
Wind's Shadow
Wind's Shadow
Unstable Aura
Unstable Aura

Wind takes a big leap from Tier 3 thanks to the new charm and techniques that focuses on Laceration, a new status effect that will damage enemies when they move.

When it comes to charms I’m using triple offensive charm, you could replace one of them with Wind's Shadow Wind's Shadow Wind's Shadow Description Has a 30% chance to deal additional Wind DMG once and a 50% base chance to delay the target's action by 20% after dealing Wind DMG 3 times to an enemy with Techniques. to increase your wind affinity or remove Repelling Wind Repelling Wind Repelling Wind Description Has a 75% chance to trigger Repelling Wind when an enemy actively enters within 2 grids of the caster, dealing Wind DMG once, with a 100% base chance to knock them back 2 grids. (Triggers again if they approach repeatedly) if the boss is immune to knockback in exchange for Radiant Sear Radiant Sear Radiant Sear Description Each time the caster's Technique deals DMG to an enemy, there's a 50% chance to deal additional Light DMG once, with a 30% base chance to inflict Blind. or another defensive tool.

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