Pathfinder/Builds

Basic Tips **Suggested Builds** Class FAQ
This part of the page provides you with a guide to playing and building the class. On the wiki we always strive to provide information as it is. However, with suggested build and guide it is different. This disclaimer is here to inform the reader that the author is not infallible and that the build and guide described here are not the end all, be all of builds but rather the author's informed opinion on the matter. Suggestions are welcome, just scroll down to the comment section and write out your thoughts. Now that that's out of way let's move on to the actual guide.

### Forewords

The gist of pathfinder is to avoid taking damages, be it with stun, barriers or blocks. The longer your fight goes on without you taking damages, the better off you'll be, being able to deal massives blow with otherwhise very minor cards. Your first *focus* (pun intended) should be on protection, but be careful not to let this be your ENTIRE fight.

When you see you can't maintain your barrier (even with ultimate) it is usually better to use the accumulated focus to deal damages rather than just keep on protecting yourself and starting back from square one. (don't be stupid with this either, the most massive damages incoming should still be blocked in that case though.) Also, don't forget killing enemies is a perfectly valid way of avoiding their hits.

Finally, try to keep your ultimate as your last protection measure (after a bad draw or when you miss energy), rather than as soon it'll help you deal a bit more damages, it can be key to maintaining your focus chain ininterrupted.

### Cards and passives selection

#### Cards

Any card that let you do more blocks, stun enemies, or gain barriers is usually top priority early on. You need to be able to sustain your fights.

Later on, or when you can't get such cards, don't reshuffle the cards immediately, you'll usually want to get some hard damage cards. A proper build should let you play a decent to big amount of cards per turn, so chain cards are your friends. As such, I don't like that much cards costing too much E (though a bit here and there can come in handy, but my limit is usually 2E cards rather than 3E cards).

A stance that doesn't give blocks or stun but can be useful in fight is rarely a bad pick, as it still charges your ultimate, and several of your passives interact well with stance cards.

#### Passives

As for passives, grab those that let you gain blocks first, a single additional block can be the difference between getting your focus interrupted or not. And even when you wouldn't NEED it to keep focus, it'll usually mean 1E less spent on maintaining focus, and one more on hitting.

The rest of the passives are quite situational and will depend a lot of how well you manage your fights. That being told, I usually prefer passives that help START combo (i.e, more cards first turn, more cards drawn, etc.) to passives that make these combos more impressives (i.e, more damage when you have more than 3E, every 4th cards gain stuff, etc etc). The second are excellent, but pick them only after youy already have a build allowing for combos to occur in the first place.

### Fights and items

items can be very useful as pathfinder to bring back the board to a state you controll, especially when fighting lots of enemies. Indeed, when facing 3 or more enemies, it's quite expected you can't block all of them reliably. In this case your items, both defensive and offensive, will come in handy to protecting yourself enough to gather focus, and / or killing enemies that make the focus gathering impossible or too hard.

Also, your base ability stance is always good to keep around, it may help you use the leftover energy from a previous turn for next turn when you REALLY need it. Be careful to never waste it (i.e, using a duplicate for this turn when you don't need it, rather than using the ability last to keep a good effect for a later turn)