- Title: Siralim Ultimate
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This is a simple and straightforward guide to creating something to help you sleep through the content. There are many overpowered builds. This is just one and it’s not even the best one or the most efficient version of itself. But, it is funny to wipe out bosses before it’s even my turn, using the mobs that I have found in the starter areas.
Class and Perks
For this build, we’ll be using Hell Knight to make use of his Firestorm. But there’s also the ability to give all of your creatures the ability to hit all of their enemies, as well as a guaranteed Critical Strike.
You’ll want (probably in this order)
Kindling – This causes the first creature in your party to cast a Firestorm, which hits all enemies and applies fire. As such, you want to make sure you’re putting your highest-intelligence creature in your first-party slot. Continue to use Attack Artifacts and Upgrades. You’ll be adding Attack to Intel for damage soon, and you don’t want to undervalue your Splash and Crit attacks, as well as any Attack first orbs you acquire.
Inner Focus – Increases the damage of all the build’s core components. Firestorm, Inner Destruction, and Corpse Explosion. It even increases Pyromania later on.
Magma Diver – This grants all of your creatures splashes, adjacent attacks, and the ability to critical strike. Eventually, it will turn your team into a powerhouse.
Massacre – Turn your splash area into ALL the enemies.
Reckless Abandon – Critical strikes are almost always guaranteed.
Pyromania -When combined with the double casting we’ll be adding, this works well with Kindling and Inner Focus, giving all of your teams a chance to do serious spam damage.
Indestructible – Depending on where you are in the game, you may need to do this sooner rather than later. It prevents your party from being attacked-silenced, assuming the opposing team isn’t dead at the start of the fight… which is the ultimate goal.
Everything after that is really a preference. A second attack is good. Increased Critical Damage is good. It’s all that you want to do and if your team later on.
This list of fusions is not the best, but it is the simplest and easiest to obtain. It is designed to give all the triggers needed while also providing good survivability and a wide range of debuffs. The places I list to the right of each creature are the easiest places I found to find them. More locations can be found in your bestiary. Keep in mind, you can’t collect souls to make a new copy if you have one pending already. Make them as soon as you get them or have enough ingredients.
Make sure you’re combining them in the order given. The element is determined by the second creature, and we require specific elements to be open in order for the building to function. There is some leeway, but you need to maintain 3 red gem creatures and 1 black gem creature.
Ebony Ent – Blood Grove
Noxious Smog – Caustic Reactor
- Ebony Ent adds Mending to your team which combines with Hemlock Ent to provide 45% healing every turn. Noxious Smog is used for the poison debuff, +75% damage added, and red spell gem usage.
Exiled Satyr – Blood Grove
Noxious Smog – Caustic Reactor
- The Exiled Satyr is used to reduce the one-shot capabilities of some random encounters and bosses. Noxious Smog is also a debuff, does damage, and is located in the red slot.
Hemlock Ent – Swamplands (or, on rare occasions, Blood Grove)
Gimp Mummy – Frostbite Caverns
- Hemlock Ent will contribute the remaining 45% to Ebony Ent. Just some added survivability for extended fights. The Gimp Mummy is like the Noxious Smog with a Cursed debuff, +75% damage, and a black gem slot.
Oculum Leech – Cutthroat Jungle
Gimp Mummy – Frostbite Caverns
- The Leech grants leeching to all of your teams, allowing them to heal for 25% of the damage they cause. Just more added survivability. The mummy is the same as before. The order of these two is unimportant, but I chose to examine the Leech first. The second black gem slot is not needed, so the mummy could be swapped for another +75% debuff creature you will find later on. For the time being, I cursed it because it was the most effective one I had when the fusion was unlocked.
Crazed Leper – Caustic Cauldron
Pilwiz Peasant – Blood Grove
- The order here is preferred again. They’re both from Mother Nature. The Crazed Leper adds the essential Corpse Explosion trait that makes this whole thing work. The Pilwiz adds a Bleeding Debuff and +75% Damage.
Pilwiz Peasant – Blood Grove
Thunder Salamander – The Swamplands
Pilwiz again adds the debuff and +75% damage. Thunder Salamander adds Double Casting to all of your team’s casts as well as a red gem slot. It is essential to build them for both reasons.
This part is pretty basic and completely depends on your resources. You want attack-based artifacts on all of your teams. So, swords are upgraded to Attack, Attack/Intelligence, Attack/Defense, or Attack/Speed. In that order of priority, if possible. You’ll be able to break these down into materials and make specific ones later on. Attack applies to almost everything the team does once the relevant perk is unlocked, adding Attack to the Intelligence for casting. Defense keeps you alive. Speed is only useful for some very specific fights.
Having something in a slot, though, is better than nothing. Use what you have if it will increase the damage in some way. The trick slot should always be filled with something that has a percentage chance of a debuff (Sleep, Stone, etc) on the damage. This is particularly important for your first slot creature as he is the front-line first responder. The 15th tier slot only has one useful ability for this build – Throat Slash, and that is a minor one at best. There may be others, but I have not run into them. You still want to increase the tier of your artifacts, though, as it increases the percentage of the bonuses on the existing upgrades.
Example Sword: Attack – Attack – Attack/Intelligence – % Sleep on Damage – Throat Slash
This is one of the most important parts of this build.
Inner Destruction – % Chance to Cast Twice – Damage Increase by %
- Equip these to your three red creatures. They don’t need to be cast. They trigger at the start of each enemy’s turn. It not only gets cast twice from the upgrade but also from the creature trait which can also trigger the upgrade. The damage increase is to make sure it keeps scaling with you.
Absolute Corruption – Generous – % Chance to Attack
- This spell goes on your black and turns all buffs on a target into debuffs or removes them. It is extremely useful and necessary against some shielded or over buffed targets. Generous gives this spell to all of your creatures and the chance to attack allows you to possibly get a swing in while you’re using it.
Optionally, three of:
Molten Armor – % Chance to Cast After Attacking
- These go on your reds to make them less squishy and more stabby during prolonged fights. Gives you some damage and a shield just for attacking like you were already going to do. The damage applies to your Attack so it not only goes to your primary attack but also, with the perks mentioned before, to your splash and casting damage.
How does it work?
When you first enter a battle, your creature in slot 1 will immediately cast Firestorm on all enemies. This will cause severe damage and burns to anything that survives. It has a chance to be cast a second time as well, due to the creature’s traits. If it kills an enemy, the other trait will cause a corpse explosion, inflicting damage on all enemies. This can double the cast as well. If a Corpse Explosion kills something, it will trigger a Corpse Explosion as well, including a double cast.
If, by this time, there is still anything left alive and they go first, Inner Destruction will trigger at the beginning of the enemy’s turn up to 3 times naturally (One for each red spell gem we have on). This can double cast from the spell gem upgrade and each of those can double cast off the creature trait. Everything that dies causes corpse explosions, which double the cast, and so on.
If anything else managed to survive that ♥♥♥♥ storm and you actually need to click a button, your attacks hit the entire enemy team, can hit twice, can trigger pyromancer from each enemy hit and hit the entire team once per enemy left alive with Burning on from Firestorm, then can double cast from the creature trait once per enemy left alive with Burning on. I generally see 20-30 pyro triggers per button click.
If you get hit, all your creatures have Mending + 45% Mending Bonus + 25% Leeching on Damage Dealt.
If you come across an enemy who has shielding, absorption, defense, or another type of buff that is making things difficult, you can use any of your creatures to cast Absolute Corruption (thanks to the Generous spell gem upgrade), converting the buffs into debuffs without having to use your spell gem to cast them on the real ones. Or target the trash mobs for execution and hope the chain casting blows through any absorption or defense.
If you run into enemies with reflected shields that are innate and not buffs, you’re pretty ♥♥♥♥♥♥. You just have to hope you kill more than one of them per day your creature dies. At least all the double casting and double attacks happen even if your creature dies during the process.
How do you do it if you’ve used up all of your spell gem castings for Inner Destruction? But, it won’t matter. All of your creatures are critical for striking and healing powerhouse.
That's everything we are sharing today for this Siralim Ultimate guide. This guide was originally created and written by Horde. In case we fail to update this guide, you can find the latest update by following this link.