Grim Clicker

Grim Clicker

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Good Builds?
Is there any good way to build ur character (skills) to deal with area 30+ faster? :winter2019happyyul:
seems to take forever to clear areas.. :ThinkingYellowFace:
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Showing 1-13 of 13 comments
phenir Jan 22, 2021 @ 1:29pm 
Depends on the level you are when you get there. I'll lowball and guess around level 20 which means you have 60+ sp to play with.
1 str
pick up rage of darkness
9 dex
Pick up nimble fingers on the way and 5 in photosynthesis to offset the cost of rage of darkness.
At 9 dex, take mask of wind for 2 bonus dex to unlock ambush.
That's 51 points.
Next is getting ambush usable
1 point in hunstman and 10 ish points in devourer of light to fuel ambush.
Recommend 5+ points in ambush.
That's 67 points (level 23). With more levels you can put additional points in rage of darkness and nimble fingers. or ambush if you are running out of crits before you get enough energy to recast it. Cunning is also good for idle play.
At a higher level (around 30), you'd go to 11 dex instead before picking up wind of mask to get right on target.
This build relies on using improve crit and improve damage soul actions to outscale the other masks. If you don't have enough souls for that try the below build.

9 points in str
Take march, flame mask, and fire sword (don't put more than a few points in fire sword)
4 points in wisdom
take enchanted weapon.
Cheaper than the above build sp wise but doesn't scale with time as well. Higher levels would go for blacksmith and then indefatigueability.
Kaylia MoonRaven Jan 22, 2021 @ 2:05pm 
Originally posted by phenir:
Depends on the level you are when you get there. I'll lowball and guess around level 20 which means you have 60+ sp to play with.
1 str
pick up rage of darkness
9 dex
Pick up nimble fingers on the way and 5 in photosynthesis to offset the cost of rage of darkness.
At 9 dex, take mask of wind for 2 bonus dex to unlock ambush.
That's 51 points.
Next is getting ambush usable
1 point in hunstman and 10 ish points in devourer of light to fuel ambush.
Recommend 5+ points in ambush.
That's 67 points (level 23). With more levels you can put additional points in rage of darkness and nimble fingers. or ambush if you are running out of crits before you get enough energy to recast it. Cunning is also good for idle play.
At a higher level (around 30), you'd go to 11 dex instead before picking up wind of mask to get right on target.
This build relies on using improve crit and improve damage soul actions to outscale the other masks. If you don't have enough souls for that try the below build.

9 points in str
Take march, flame mask, and fire sword (don't put more than a few points in fire sword)
4 points in wisdom
take enchanted weapon.
Cheaper than the above build sp wise but doesn't scale with time as well. Higher levels would go for blacksmith and then indefatigueability.
im lvl 34 when i get to area 30..

Is there anyway to make that build work with number 3 in wisdom?

and thanx.. ill try it out.. :winter2019happyyul:
Last edited by Kaylia MoonRaven; Jan 22, 2021 @ 4:52pm
phenir Jan 22, 2021 @ 6:36pm 
Originally posted by Lady Kaylia MoonRaven:
im lvl 34 when i get to area 30..
Since you're level 34, you could easily go for indefatigueability or right on target.
You could also try doing a blizzard build. 12 points in wisdom, get flash, blizzard, ice swords, enchanted weapon, and diviner's luck. Mana lump is also a nice pick up but it requires a ring of mana or rather, ring of mana buffs its damage immensely. Rest of your points go in strength to pick up march or dex to combo rage of darkness with nimble fingers and photosynthesis. This build is very reliant on ritualing a few times though since you don't get any multipliers really until ice swords.

Originally posted by Lady Kaylia MoonRaven:
Is there anyway to make that build work with number 3 in wisdom?
Enchanted weapon right? You can take it with the dex build but that requires 5 more points in photosynthesis per point in enchanted weapon, not really viable. There is a skill in dex at 16 points that reduces the cost of clicks by 2 per point (to a minimum of 0) but also reduces crit chance and crits given by ambush. It takes a lot of sp to get to it though so I don't recommend it until you develop your character more, like getting the dex discount curse seal or more sp per level.
Last edited by phenir; Jan 22, 2021 @ 6:36pm
Pasukaru Jan 22, 2021 @ 9:00pm 
I like March + Nimble Fingers + Magic Amplification (Souls on autoclick). Wind mask if you can get it.

Benefit is a better multi scaling as Rage of Darkness scales really bad after lv 10. Also, autclicks via souls are free, so no need to worry about energy, so high magic amp is no problem.

As a rule of thumb, keep your damage skills at the same level for the best total multiplier (except rage of darkness, keep it lower than the others after 10). Only unlock the 'next' skill when you have power to save up on points to buy the required str/dex in one go, plus getting the skill at least lv 3-4.

To extend this build later on:

With Dex Seal (+5 dex discount):
Add "Right On Target". If you want 100% crit and can affort it, add 5 in ambush, 5 in devourer of light, 1 in huntsman, 1 in blizzard. Autoclicker on ambush and blizzard cast helps, otherwise you also need around 10 points in Cunning for autocast.

With STR Seal (+5 str discount):
Blacksmith and Indefatiguability are the obvious choices here.

Last edited by Pasukaru; Jan 22, 2021 @ 9:05pm
Kaylia MoonRaven Jan 23, 2021 @ 7:47am 
Thanx for the answers, at least now ive something to try out.. :winter2019happyyul:

anything about weapons, rings etc. u guys would recommend? same as for wax use?
phenir Jan 23, 2021 @ 12:23pm 
Get a 1 cost weapon asap. The dagger you start with is the best weapon for this. 3 dominance stones in it gets it to 1 cost at quality 8.
Don't upgrade regular rings, they cost a lot of steel and you want that for your weapons instead. That said, don't break them down if you don't have the same type of ring in a different metal.
Try to spread out the types of metals you use for your rings; one gold ring, one malachite ring, one iron ring.
Same type rings stack additively.
For wax, I like to get around 20x bonus on rubies before getting the other upgrades. Mainly because it lets me activate skull bonuses on my rings earlier. Ignore base damage upgrade, the base damage provided by your weapon will easily dwarf it. After ruby upgrade, I like to spend about half my remaining wax on base exp reward and then level both exp and damage multipliers evenly with a few levels in free usurpation.
Pasukaru Jan 26, 2021 @ 5:39am 
First, get your No Name Dagger to 1-cost (4 stones of dominance and get the dagger to Q6).

The next weapon to get then is a primal dagger with low cost that you can also get down to 1. Probably around NND Q15 is when you can start thinking about a Primal.

For rings, I only use 1 Damage ring and 1 Crit damage ring. A few vodoo dolls in the beginning can help if you dont have the rings yet. As phenir said before me, spread the materials so they don't use steel. However, I'd also suggest against a gold ring - you'll want gold for the umbrella upgrades later.

I'm currently in galaxy 16, my full loadout is:

* Primal dagger Q14 (5 Claw, 4 Dominance 5 Excellence) + 7 Skulls
* Damage ring Q5 + 4 Skulls
* Crit Damage Ring Q5 +4 Skulls
* No Name Dagger Q15 (2 Dominance, 5 Cornflower) + 4 Skulls. - I now only use it for skulls and cornflowers for easy 10 mana/kill and spamming sprint from lvl 0). It's also good for Energize (in shards where Dex does not reset), giving it buzzing effect for 2x crit damage without losing strength boost since main damage is now from the primal dagger.
* The remaining 4 slots are filled with umbrellas Q6, Q3, Q3 Q3 (I only had 1 umbrella for a long time that i upgraded to 6, it is more cost efficient to upgrade them all to the same Q - which I'm now in the process of doing).

(I also have 1 Max Mana ring Q5 with 4 skulls, which I don't use it yet. But maybe it'll come in handy later for a Mana Lump build)

With this, im currently rushing through shards like nothing. Even with a 3000% curse shrine I need to perform the ritual only once at stage 21 for the first 3 shards. For shards 4 and above a second ritual at 31 or 41. I usually don't run curse shrine after 5, so those shards are a joke then.

For wax, i go with 10x ruby value, then spread the rest across exp gain, exp per mob and total damage. I don't need the initial damage anymore, and ursurp is not really worth it for just 1 ritual.

If you need a specific material, you can save the game, then open a boss chest. If its useless, reload and try again. I'm currently only looking for gold. Getting my primal to Q15 is not much a damage boost, but the starting SP and bonus XP from umbrellas are really tasty. I'm Lvl 2-3 (depends on shard) before the curse shrine appears and can get wind mask + crit build going instantly.
Last edited by Pasukaru; Jan 26, 2021 @ 6:31am
rob_s_cat2 Jan 26, 2021 @ 12:46pm 
you'll find, as time goes on and you develop stuff more, that the steps in the game don't scale as fast as your ability to improve stuff. one thing no one has mentioned so far is shard shop items. more than one umbrella is not only not necessary, it takes too much away from other things you can do to broaden and balance your character regardless of build. shard shop items can help here.

firstly, for loadout, you want only one weapon. one. i can't emphasise this point enough. more than one weapon is a waste of resources. don't get a second weapon, get a shield. it will do MUCH more than double damage every time a mob attacks you with a few levels, and is able to use most of the utility stones a second weapon can. then, in order of preference as you open out more locks, you want the umbrella, again only one, a set of combat gloves, a wisdom ring (this has more than one purpose, but people using sprint will never see how good these really are), a strength ring, a dexterity ring, and if you decide to ever farm for the 8th slot, a water horn.

in the shard shop, you want a few levels in sp per level and a few in starting sp. the former is for being able to finish shards (it's a lot easier with more sp since you don't need so many levels), and the latter makes starting a shard that much faster. after that, you can get exp and damage multis a few levels. wax multis if you want to farm for the 8th slot, otherwise there's not much point to them. ruby value has the same problem - good early, but later on, basically useless. the unspoken heroes here are the max mana and max energy items, which come into their own only much later in the game when you want to whittle down your loadout so you don't need so many rubies because less are being spent on levelling lower items. although a long way down the track, you at some point find that getting a few levels of these will help out in a mana lump build, or for being able to cast march earlier in cursed shards.

about builds, it doesn't matter how or in what order you build, as long as you have a plan and use a single guideline when considering what to do/level next: more multis are generally better than levelling only one skill more. there are some exceptional cases, but this general guideline is key in making a successful build. if you want to absolutely optimise everything, this will involve a lot of math initially, but once you get a feel for what works for you, it will start to come naturally.

i'll give an example of optimising just using base stats, for the first level of a beginner's decisions at levelling the first time. i won't include skills because i want to keep it as simple as i can while still explaining the process.


you have 3 skill points to spend, and have a choice of wisdom, strength, and dexterity. at this stage, wisdom can be discounted because it doesn't directly help you gain benefit yet (because you have nothing to cast with mana, so the increased mana income is no use), so the choice becomes out of dexterity or strength.

getting 1 strength will outright double your damage. dexterity is more complicated due to the chance factor. by defualt, as soon as your weapon is no longer level 0, you have a 5% chance of doing 10x damage. each level of dexterity adds 2%. is it better value to get the second strength point, or the first dexterity point and hold your extra skill point for later (remember, only using base stats for this example, so rage and hunter are not counted for the sake of relative simplicity)?

the 2nd strength point will raise your damage by 50% because 3/2 (remember to add 1 because you have a base damage before you gain strength) is 50% more than 2/2. the dexterity point will give you (keeping it simple) 7/5, or 40% more, chance to crit. this means a roughly 40% damage increase. what makes this more complicated is that the 2nd strength point will cost 2 skill points, whereas the first dexterity point will cost only one. this means that for the 2nd strength point, you get 50% more/2 skill point = 25% per skill point investment, compared with the first dexterity point costing 1 and giving 40% more, a 40% per skill point investment.


while this example is by no means exhaustive, it does explain the process of skill optimising and why quite often, more multipliers are better than fewer. weapon optimising works similarly, but weapon levels work very differently. in multiple weapon setups, you don't want to automate the weapon levelling in any way due to losing more than you gain from the weapons being comparable level.

the reason why you need a plan when choosing what path to take is simply that getting to the level in the base stat you want to upgrade next, if you haven't already, will need to be taken into account in order to accurately work out your increase vs. skilll point investment. this is true in all cases. even if you're adding a utility skill such as sprint that also does some damage, this is still the case. even if you're adding something that will add another, as yet untapped, possibility for attacking, such as spider mixture or mana breathing in a mana lump build, this is still the case.
Last edited by rob_s_cat2; Jan 26, 2021 @ 12:58pm
phenir Jan 26, 2021 @ 6:27pm 
First point of strength is only a 50% damage increase, not 100%, unless you are using primal.
Kaylia MoonRaven Jan 26, 2021 @ 8:58pm 
Originally posted by phenir:
First point of strength is only a 50% damage increase, not 100%, unless you are using primal.
i still have no clue on what primal or umbrella is?
rob_s_cat2 Jan 26, 2021 @ 10:02pm 
the umbrella is a reward for a constellation point. having more than one umbrella is possible, but is taking advantage of a glitch in the game, so it's not intuitive how to get more than one, and by design you're not supposed to have more than one.

the umbrella is a fairly lategame addition to your arsenal as current content goes, if you're trying to optimise. it is useful because it is available to open right at the start of a shard, and opening it will give you its grade in skill points, and increase your exp gain by its grade *10%.

both of these effects can be permanently added via the shard shop, and the umbrella is additive with these rather than compound. this means having more than one umbrella is unnecessary by the time you can get it legitimately, and it actually hinders your possible damage output quite a lot since doubling your umbrella level doesn't double your damage because you don't have double the levels at the end of a shard with double the umbrella grade, only about 50% more levels in a 50 portal shard ... IF you haven't bought any shop exp upgrade levels and open it before the first champion in a portal.
rob_s_cat2 Jan 26, 2021 @ 10:05pm 
Originally posted by phenir:
First point of strength is only a 50% damage increase, not 100%, unless you are using primal.
while this is indeed the case once you have a point in strength permanently from the dragon constellationj, at the beginning of the game, it is not. regardless of whether this is true, it has no bearing on the example. i was merely explaining the process rather than trying to be dead accurate with the numbers
phenir Jan 26, 2021 @ 10:28pm 
Originally posted by rob_s_cat2:
Originally posted by phenir:
First point of strength is only a 50% damage increase, not 100%, unless you are using primal.
while this is indeed the case once you have a point in strength permanently from the dragon constellationj, at the beginning of the game, it is not. regardless of whether this is true, it has no bearing on the example. i was merely explaining the process rather than trying to be dead accurate with the numbers
Don't make me nitpick you again.
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Date Posted: Jan 22, 2021 @ 11:25am
Posts: 13