Talents Guide

Talents are increases to various stats which can be purchased with talent coins. You gain 10 talent coins every time you gain a level. To manage your talents, open the Growth menu and go to the Talent tab.

In the beginning, you will only have one talent preset unlocked. You can unlock two additional presets by spending gems and should do this as soon as possible.

### Talent Breakpoints

The first levels of each talent cost 10 talent points each, but later levels quickly increase in cost. These increases usually reduce the cost efficiency of further levels and thus create breakpoints where it may be more efficient to start investing your talent coins in another talent.

#### Primary Statistics

For ATK, DEF, HP, and HPR, these breakpoints are at talent levels 10k, 12k, 14k, 16k, and 18k. The talent coin cost increases by 5 at each breakpoint to a maximum of 35. Higher levels of these talents give bigger bonuses than lower levels, which helps offset the increasing cost.

#### Speed Talents

For ATK SPD and MOV SPD, these breakpoints are at every 20 levels (20, 40, 60, etc.) The talent coin cost increases by 5 at each breakpoint to a maximum of 55. These talents scale linearly, which means higher levels are both more expensive and give less benefit.

#### Other Talents

For all other talents, talent coin cost increases by 10 every 5 levels, to a maximum of 400. For most of these, scaling is linear which means higher levels are less impactful. The two exceptions are SUPER CRI DMG and Reduction DMG.

SUPER CRI DMG gives increasingly more increases at higher levels.

Reduction DMG gives linear increases, but the Reduction DMG stat itself is inherently more valuable as you get more of it.

### Talent Switching

"Talent switching" refers to strategically switching to a different talent preset mid-battle. This is usually done to switch between high damage and a high survivability preset. When switching to a preset with more max HP, your current HP remains the same. When switching to a preset with less max HP, your current HP will be reduced down to your new maximum. Some examples of talent switching include:

* Switching to a high HP and HP recovery preset mid-battle to allow your HP to regenerate for a few seconds before switching back to the original preset.
* Switching to a high HP preset before using  or  or before the shield effect of First Aid skill stone activates.
* Using a high survivability, high speed preset to gather up enemies, then switching to a high damage preset to kill them.

### Talent Builds

#### Talent Build Overview

There are several common types of talent builds detailed below. Since you only have three presets, you will need to choose which three builds will be most useful to you.

In addition to the build-specific guidance below, this general guidance applies to all talent builds. Assume that all talent builds also follow the guidance in this section unless otherwise specified.

##### MP

For MP, MP Recovery, and MP Recovery 2, you need enough of these talents to ensure you don’t run out of MP and no more. Your MP requirements will increase as you progress in the game. If you’re not running out of MP, forget about these talents and move on. If you are running out of MP, increase these a little bit at a time until your MP problems are solved.

Remember to check your MP Recovery MAX%/sec stat to ensure your MPR isn’t over the cap.

The MP RECOVERY/sec II talent becomes available once the Reduction DMG talent reaches maximum level (200). It is exactly the same as the MP Recovery/sec talent, but it’s cheaper to split levels between the two rather than buy just one of them.

##### Crit and Super Crit

Crit rate and crit damage increase each other’s benefits. It is worth going for 100% crit rate, but you may not need to max the crit rate talent to do so. Don’t buy more crit rate than you need. Investing heavily in crit damage is alright once your crit rate grows high enough.

SUPER CRI DMG is very powerful, and you should start investing in it as soon as you start acquiring super crit rate. Early sources include: rolled skin bonus effects, world 28 relic completion bonus (available once you reach world 24), world 38 relic completion bonus (available from world 34), Red Knight Costume additional bonus owned effect, Bless of Skill awakening III, and Bless of Mana awakening III. For a full list of super crit sources, see FAQ#How can I increase my super crit rate?.

##### Other Stats

MOV SPD can be very powerful in some scenarios and virtually useless in others. It is very good for online farming and can drastically increase your clear speed in towers and while pushing. If you feel like you’re running into problems because you can’t move quickly enough (kiting, etc.), try putting some points into this talent and see what changes.

Normal attack damage is useless early on, but will become powerful at later stages once Counter Attack reaches a high level and you gain access to many normal attack damage multipliers.

ATK SPD is weak early, but becomes better as your normal attack damage increases.

Final damage is a bit weak for its cost. You will want at least a few levels of it, but the conventional advice is to not get more than 20 levels early on.

#### Early Push Build

This build should be good for pushing until around world 40. Around that time, enemy attack begins scaling too quickly for your defense to keep up (see Mid-Game Push Build below). Also around that time, Restoration Strike and First Aid may become high enough level that you can survive by dropping Defense and HPR and just stacking HP.

Build Details:

* Defense at 90% of enemies' attack. Alternatively, you can have less than this and rely on  to reach 90%.
* HP Recovery at the rate at which you're taking damage.
* Enough HP that your HP recovery doesn't exceed its cap (check your stat sheet for this number).
* The rest into attack.

If you are dying and need to find out how much additional HP Recovery you need, simply look at the stage timer when you die. Take your max HP and divide that by the number of seconds you survived. That number is your HP Recovery deficit.

#### Mid-Game Push Build

This is similar to the Early Push Build, but without defense.

Build Details:

* Zero defense.
* HP Recovery at the rate at which you're taking damage.
* Enough HP that your HP recovery doesn't exceed its cap.
* The rest into attack.

#### Recovery Build

This build is used for talent switching (see section above). You can switch to this build mid-battle to quickly recover health before switching back to your normal build.

Build Details:

* A balance of HP and HP recovery so that recovery is always at or just under its cap. You want as much HPR as you can get.
* Optional: Defense @ 90% of enemy's attack.

#### Balanced Build

This build can be used for towers and bosses early and for pushing later.

Build Details:

* Simply raise attack and HP at the same rate.

#### Glass Cannon / Slime Boss Build

This build focuses on pure damage. Useful for slime boss, kiting bosses, and eventually World Boss.

Build Details:

* 100% into attack or other offensive talents.

#### HPR Farming Build

This is an evolution of the Glass Cannon build. Once you max out every offensive talent, start getting HP Recovery. This allows you to farm with Bless of Move Speed, and the HPR offsets the HP drain.

Build Details:

* Max out attack and all other offensive talents.
* Put all remaining points into HP Recovery.

#### High Attack Build

This build prioritizes attack, with HP as a secondary stat and zero investment in defense and HPR. When choosing the ratio of attack to HP investment, consider talent breakpoints. Also consider whether you have enough HP for your current content.

Build Details:

* Attack to max or to a chosen breakpoint.
* Rest into HP, never exceeding attack.

#### High HP Build

The inverse of the High Attack build prioritizes HP with attack as a secondary stat. Often used for Counter Attack builds. Can also be used for talent switching (see section above).

Build Details:

* HP to max or to a chosen breakpoint.
* Rest into attack, never exceeding HP.