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Anything that amplifies damage means that it multiplies by the sum of your additive modifiers. Needs multiple types of items rather than just "everything with Courage". Damage is a lot more item-specific reliant than synergy reliant. Massive dmg loss and you need Physical/Magical Damage to back it up. Can completely skip whole phases with perma-freeze. Ice Abilities + Absolute Zero 4 + High Cooldown Reduction = Perma-freeze bosses. If you do get a lot of bleed, worth swapping to a bleed skull. Full Bleed builds should only be done on skulls with built-in wound synergy. Dizziness is amazing for creating timings to hit bosses in between attacks.
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Order of Status Effects on Boss effectiveness: Freeze > Wound > Stun > Poison > Burn Good Alternative Carry Archetypes: Poison, Absolute Zero, Arson, Fairytail, Bleed, Relic 4 + Revenge 2, Fortress 4/Antique 4 + Dmg Reduction, Heritage Balrog, etc etc This is important because the masterpiece items are all over the place for different physical traits, so you do not need to keep all of them. You do not have to keep Masterpiece 5 to keep these upgrades. Upon getting Masterpiece 5, all your masterpiece items are upgraded. For V1.5, this means that items and synergies giving these primary traits are your bread and butter for builds, such as Arms 2 or Artifact 2. Stacking Physical/Magic Damage depending on which damage type of skull you get is still optimal on most skulls for damage output. General V1.5 Item Notes: (updated with 1.5 item overhaul) (Also some classes have entries for their Unique forms as well as Legendary forms ) Note: I will be using the base skull images for clarity purposes instead of their final form.Īlso, since this is specific for boss-fights, there will likely be bias towards: speed > balance > power since dodging boss attacks tends to be quite helpful.
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Wanted to make a tierlist based on personal experience using each legendary skull(Final tier of each skull post-upgrades) against bosses.
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