Quick summary
- Patch 0.11 family selection favors families not yet seen, but does not guarantee a fixed order.
- Build core: one trigger, one payoff loop and one defensive answer.
- Reroute when an offered upgrade does not reinforce the core plan; do not wait indefinitely for a tier-list piece.
- Exact family rankings and numeric breakpoints remain out of scope until repeatable current-build testing is complete.
The current best-build answer
Official sources establish that every campaign can produce different Emblem synergies and artifact combinations. Version 0.11 further changes the family offer logic to favor families not yet seen. Those facts support a decision framework, not a universal S-tier list.
The framework below is deliberately stat-free. It remains useful when a number changes and does not pretend that a public video or competitor database is our own repeatable test.
Build the run in four decisions
- 1
Name the trigger
Choose the action you can produce consistently with the Hero and upgrades already in the run—for example a specific attack type, combo condition or defensive response shown by the game. - 2
Add a payoff
Prefer choices whose visible text rewards that same trigger. A strong-looking effect that fires rarely is not automatically better than a smaller effect that supports the plan every encounter. - 3
Cover the failure mode
Use the next meaningful choice to address what ends the run: taking damage while setting up, losing block, weak boss pressure or another problem you can actually observe. - 4
Set a reroute rule
If later offers do not reinforce the core, take the best self-contained option on screen instead of spending the campaign waiting for an unguaranteed family.
| What you see | Decision | Reason |
|---|---|---|
| Two choices reinforce the same repeatable trigger | Keep building the shared plan | The pieces contribute to one payoff loop |
| A new family appears with no support yet | Treat it as a reroute candidate, not an automatic upgrade | 0.11 favors unseen families, so novelty alone is expected |
| Damage is adequate but the run keeps failing | Take the clearest survival answer shown by the game | More theoretical damage does not fix the observed failure |
| An old guide shows different Charm or shop values | Trust the current in-game text and check the patch | 0.11 reclassified and rebalanced Charms and campaign prices |
Three build shapes to recognize
These are planning shapes, not named tier-list builds:
Repeated-trigger build
Use this shape when the Hero and early offers let you repeat one action safely. The build needs a reliable trigger, at least one effect that rewards it, and a way to keep performing it under pressure.
Burst-window build
Use this shape when the run creates a clear high-value window but cannot keep it active continuously. Prioritize effects that land inside the same window; do not dilute the build with unrelated triggers merely because they have high rarity labels.
Defensive-conversion build
Use this shape when survival actions shown by the current build also create offense or resources. Confirm the exact on-screen condition before committing: the current source set does not justify publishing hidden cooldowns, proc rates or family-specific values.
Patch 0.11 details that affect planning
- campaign family selection favors families not yet seen;
- Charm rarity categories were changed and some Charms were rebalanced or had their functionality updated;
- shop, fountain and treasure prices changed across acts;
- Dragonstone Treasure Chests now cost one Dragonstone and guarantee a high-tier Charm;
- level 1 ally survivability was improved, and a bug causing allies to take too much boss damage was fixed.
These changes make a patch label essential when someone shares a build. See the Emblems mechanics page and version 0.11 patch notes before copying an older route.
