Library Of Ruina

Library Of Ruina

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FL00F3RS Jan 29, 2021 @ 7:29pm
got any good purple tear builds
plz for all stances im not that good when it comes to deck building
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Showing 1-15 of 25 comments
Sebee Jan 29, 2021 @ 7:38pm 
I use Singleton Piece with a lot of bleed on Pierce, Clone Gashes on Slash, some random Stagger Blunt pages I found and Singleton on Blunt, Overcharge, Block, and Charge Cards on Defense. Everything except Blunt works well, but I never go on Blunt anyway so it doesn't matter to me.
Edit: I use OP Smoke on Blunt
Last edited by Sebee; Jan 29, 2021 @ 7:59pm
Skye Jan 30, 2021 @ 12:44am 
Overcharge, energy conversion, mirage storm, serpentine barrier on the guard stance
Skye Jan 30, 2021 @ 12:44am 
Max crash
I seconded overcharge guard stance build.

But my build is overcharge, yan's 0 cost blade( forgot the name) and any 0 cost light gen.

Since you are likely only play 1 card a turn, I suggest going myo's prowess+ gebura's strongest passives.

You will clash with like 15 roll*3 everyturn.
Mastema Jan 30, 2021 @ 1:53am 
Pure smoke block
Mizuki-MixOre Jan 30, 2021 @ 5:31am 
Well. How about we have a good sit down regarding this.

Okay, I will start with my Pierce deck, because Slash deck is kind of special and it will be easier to me to explain all the things I put in my decks this way (This is a version made by 1PerCent, who is one of the best deckmakers for Laoru, and later down the line I made some improvements fitting for my playstyle)

Steam... Really? Ten seconds.

Frontal Assault
Graze The Grass
Multislash
To Where The Prescript Points
Gale kick
Sombre Procuration
Venonmous Fangs
Will of the Prescript
Laceration

So this is a tempo deck, third light regen(Multislash) is mostly for realization, so you can sustain on level 5 and let yourself switch between stances without getting too low on light
I spend most of the time on pierce deck, the damage output is very good here and some extra bleed is never bad
I actually gave up on bleed stacking idea, because having two combo decks is very bad for your tempo and general impact from the librarian

You can cut Graze for Ominous Power, because I actually somewhat gave up on making Charge build integrated across the decks

Puppet Blockade
Graze The Grass
High Kick
Binding Chains
Great Serpent Impact
Wrath of Torment
Repressed Flesh
Will of the Prescipt
Duel

The Blunt deck is more for backup for your pierce deck, like, when you have a lot of cards and not full on light, you switch between blunt and pierce to reroll your hand, so you get even more light regens and Will of the Prescripts

And the deck is good itself, Graze here because it's a 0-coster, probably should Switch it to Multislash (And you should) because I also gave up on Charge, it was too inconsistent and light-dependent

Puffy Brume
Energy Shield
Energy Conversation
Iron Wall
A Golden Opportunity
Studry Defence
Duel
Serpentine Barrier
Mirage Storm

The Guard deck is mostly made for enduring some turns, then switching to one of the DPS decks.

You can entirely cut Puffy Brume here for something else, not that I mind, maybe another Ominous Power. And Charge can be cut, you can use whatever you want.

With this deck it's just hard to die, that's all, no special ideas here
the mass attack also goes here, in case you need it (if you're playing on Chesed, you could move the mass attack to other decks also thanks to heart and it's cost reduction)

If you are wondering why Overcharge is not here... I will leave it as me and 1PerCent, though we may have different ideology in making decks, we both agree that nothing should be left to chance, considering Overchage is a really high-swing card in terms of power, we just not put it in and opt for more consistent things, though not like we lack DPS to have to rely on Overcharge anyways

2 Class And Respect
2 Serpent Sword Technique
3 Snake Slit
1 Violet Slash
1 Identify Weakness (?-What in the world is this 1PerCent.)

The Slash deck is the combo-burst, essentially the kill switch of the deck

Almost no resource sustain, no singleton, no backup plans if thing are getting spicy
the plan is simple - you want someone dead and right NOW, you switch to slash, you murder him, you switch back a turn later
Works most of the time if you have >5 cards in your hand and at least 4-5 light (even less when Yan is a thing nowadays)

Starting with it is actually not that bad if RNG in not on your side, just don't get too exited with gutting people and switch to one of the tempo decks (Pierce or Blunt, if resistance is not a problem then Pierce) before you throw your entire hand away

In my version, I actually switched out both Class And Respect for Ominous Power (Unquestionable Light Upkeep), and 1 PerCent replace Identify Weakness for Eliminate (he have his reasons, though mainly because sometimes Violet Slash only stuns someone, splitting the dice like Elim would actually deal more damage than Violet Slash). For me, I want a more sustainable version, pushing for a 3rd Scene in the combo deck so I put in a third Sword Technique.

Redundant? Yes, for the current power creep of the game. Powerful? Unquestionable. This is just a good deck, with a lot of thought put into it. If you essentially have a mind to think, and not use P Combat all the time, this is the deck for you to crack open any fight.

For your information, the version you are looking at uses plenty of old cards, and no Passive Transfer to boast. If you want to upgrade it (either by better combat cards fitting your style, or by slotting Passives), feel free to, though I have already give you a sketch of what works for Iori as a whole, and for the love of goddesses, please do not butcher it and then tell me it is bad
Last edited by Mizuki-MixOre; Jan 30, 2021 @ 5:46am
none Jan 30, 2021 @ 6:12am 
Originally posted by MirageINPULZ3:

Puffy Brume
Energy Shield
Energy Conversation
Iron Wall
A Golden Opportunity
Studry Defence
Duel
Serpentine Barrier
Mirage Storm

The Guard deck is mostly made for enduring some turns, then switching to one of the DPS decks.

You can entirely cut Puffy Brume here for something else, not that I mind, maybe another Ominous Power. And Charge can be cut, you can use whatever you want.

With this deck it's just hard to die, that's all, no special ideas here
the mass attack also goes here, in case you need it (if you're playing on Chesed, you could move the mass attack to other decks also thanks to heart and it's cost reduction)

Why choose Energy shield? isn't there another defensive charge card that is 2-cost with on use effect of giving 5 charge and +2 charge every evade (i forgot the name). using that in conjunction with Energy conversion would better right compared to Energy shield? or is it that your intention is just for the mitigation and using Energy conversion only as spare?
Last edited by none; Jan 30, 2021 @ 6:21am
bgammax Jan 30, 2021 @ 7:19am 
I’m actually quite glad to see a topic like this since I think Purple Tear is one of the more interesting pages in terms of builds.

A little background is that I have been trying to get some sort of build going on every floor, thus incentivizing conserving pages and using weaker passives when possible.
So while these particular lists are designed to go alongside Lies Yan for a duo build on Keter, the principles behind it can be applied to any version of PT

Essentially I’ve built a progression of builds that provide the support needed to get a Lies build off the ground then sustain itself infinitely until it’s time to end the fight.

Passives -
Liquified Flesh
Mind Hauler
Fervor
Keeping in Stride

Block stance - emotion level 0-2
3x Smoking Pipe
3x Bi An
2x serpentine Barrier
1x Parry

Since Lies builds tend to start slow you can use Block Stance to direct as many attacks away from your vulnerable carry as possible to ensure they can get rolling. This means spamming SB and Bi An to completely stop as many attacks as possible, with Parry serving as stagger restoration.

Blunt stance - emotion level 3-4

3x Steel Knuckle
1x Repressed Flesh
2x Battle Command
3x Puppet Blockade/gigigi (I run blockade but it’s personal preference)

At this point the liar should be active and able to use their own Battle Command, so PT is able to take the offensive themselves, using Command, Flesh, and Knuckle to clash against more threatening pages and let their counters punish any weaker pages aimed at them.

Pierce Stance - emotion level 4-5
3x Single-point Stab
2x Sword of Volition
4x other (I run 2 Will of the City 2 Frontal Assault so I can switch back after the burst, but the 4 cards here can be replaced with any tech options like Proselyte’s Blade or the mass attack)

This is around the point where the Liar should be capable of carrying the reception on their own, so PT switches to a solid DPS build capable of clashing over the most threatening attack in any given turn and poke through counters with SPS. Requires Yan to have the light generation prescript to switch so do so ASAP.

Slash stance - finishing burst
2x Sharpened Blade
2x Class and Respect
3x Snake Slit
2x Serpent Sword Technique

Same idea as Mirage above. since you should have full light from spamming Sword of Volition you can use a combination of 4 Snake Slits and Sharpened Blades for an average of around 150 damage to a single target, this coming without any strength boosts from their partner or calculating resistances (and considering that it does about 100 stagger damage there’s a good chance they’ll get staggered at some point). Pays lip service to the idea of sustain for situations where you need to destroy a target then switch back to pierce mode or blunt (such as killing Maxim in R Corp) but those can be replaced with a 3rd Sharpened Blade and some Flying Swords if you don’t care about that.

The central principle is that you can use PT’s stance changing to create a progression of builds that excel in different stages of a fight, essentially throwing in light generation as it becomes needed and tossing aside extra card draw once it’s obsolete to create a series of decks that can dominate every stage of a fight.
Mizuki-MixOre Jan 30, 2021 @ 5:33pm 
Originally posted by none:
Originally posted by MirageINPULZ3:

Puffy Brume
Energy Shield
Energy Conversation
Iron Wall
A Golden Opportunity
Studry Defence
Duel
Serpentine Barrier
Mirage Storm

The Guard deck is mostly made for enduring some turns, then switching to one of the DPS decks.

You can entirely cut Puffy Brume here for something else, not that I mind, maybe another Ominous Power. And Charge can be cut, you can use whatever you want.

With this deck it's just hard to die, that's all, no special ideas here
the mass attack also goes here, in case you need it (if you're playing on Chesed, you could move the mass attack to other decks also thanks to heart and it's cost reduction)

Why choose Energy shield? isn't there another defensive charge card that is 2-cost with on use effect of giving 5 charge and +2 charge every evade (i forgot the name). using that in conjunction with Energy conversion would better right compared to Energy shield? or is it that your intention is just for the mitigation and using Energy conversion only as spare?

Well, a few reasons

1-Afterglow mindset kicking into play. Sometimes to win a fight, you have to lose some clashes. Apologies for that

2-The card you are talking about is called A Golden Opportunity. Which as you can see I am running it

3-Yes, you do not need dozens of Charge in a deck because Graze the Grass is scattered in the Blunt and Pierce deck as well, you should never stay in the Guard Deck for too long

4-Like I said, I gave up on Charge, which you also quoted it directly as well, so honestly the better option is to cut all Charge cards (Graze-Energy Shield/Conversation-Golden Opportunity) And replace it with more generalist cards

5-In all honesty? Turns out Absorb Impact is better than Golden Opportunity. Weird.
none Jan 30, 2021 @ 5:59pm 
i agree on the point 5, absorb impact is just more stable roll that you could use reliably for clash and a decent charge while still having a decently high roll. and, so its name is A Golden Opportunity huh.

about Afterglow mod, there're specific mechanic that need you to lost clash to get advantage on battle beside breakdown abno page? i haven't touch mod yet since i planned to do it after the game is finished so that i didn't have to update it constantly
bgammax Jan 30, 2021 @ 6:02pm 
Yeah one popular mechanic is to give die an "on clash lose" effect to incentivize losing to them with block die rather than just winning the clash. That one's a neat idea honestly that is used sparingly in the main game (Love Town, Kurokumo, and Xiao's Reverse Scale)
none Jan 30, 2021 @ 6:22pm 
i see, that is an interesting mechanic. it would encourage player to make some sacrifice using the card that has on lose effect instead of just low roll dice. it would also make player think more on how to achieve lose clash while minimizing the damage like self para and such.

is there any challenge in using that card like maybe the roll dice is high enough that you need some status effect like feeble and disarm also para on self so the effect can be used constantly or is it that the card's dice roll is inherently low?
Mizuki-MixOre Jan 30, 2021 @ 8:17pm 
Originally posted by none:
i agree on the point 5, absorb impact is just more stable roll that you could use reliably for clash and a decent charge while still having a decently high roll. and, so its name is A Golden Opportunity huh.

about Afterglow mod, there are specific mechanic that need you to lost clash to get advantage on battle beside breakdown abno page? i haven't touch mod yet since i planned to do it after the game is finished so that i didn't have to update it constantly


In Afterglow, there are multiple uses of On Clash Lose taken into consideration, so there is that-as you have to let them win their clashes to not get a bunch of buffs. There are many ways for it to work, some needs you to inflict debuffs, some are inherently low, however when they get their power spikes at certain emotion levels, these rolls becomes much higher and more open to low-roll form your side. There is a lot of intricate thoughts put behind these kind of thing, and this is not the place to explain all of them, apologies. Problem is... You can entirely ignore On Clash Lose (and Win) By... Just not clashing.

So Energy Shield is here because of something else from Afterglow, called One Sided, which triggers if there are nothing contesting that specific dice, and it tends to have really nasty rolls. So the intensive here is you need to chump block the thing so that the effect does not trigger, however if you invest too much into trying to handle One Sided and then lose the clash, it would waste a bunch of your tools

So if a card has like 10~19 One Sided: Inflict 7 Fragile This and Next Scene, you definitely want a cheap thing like Energy Shield to chump block that giant attack dice, because normally Moon stuff cannot consistently contest that kind of rolls

It became so common for me that I just blindly take it into consideration and run some questionable cards in decklists, apologies. Though not like the core game need much optimization, if you get what I mean
Last edited by Mizuki-MixOre; Jan 30, 2021 @ 8:24pm
Ekimmak Jan 30, 2021 @ 9:36pm 
Graze the Grass is also good for Emotion coins. The attack die is guaranteed to generate 1 coin, even in a one-sided attack, as it rolls 3-4.
Mizuki-MixOre Jan 30, 2021 @ 10:30pm 
Originally posted by Ekimmak:
Graze the Grass is also good for Emotion coins. The attack die is guaranteed to generate 1 coin, even in a one-sided attack, as it rolls 3-4.


Is it worth it if I may ask? You can just opt for a more generalist card, rather than binding yourself down to using Graze. Blunt decklist can easily make things do using Multislash, while the Pierce list can use Ominous Power as a quick surge-switch into Slash Combo. After all considering the 3-4-6-8-10 Emotion gates, it does not matter that much to spend one deckslot for Graze The Grass when honestly just get yourself into a deliberate losing clash chain using Multislash nets you double, if not triple the emotions
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Date Posted: Jan 29, 2021 @ 7:29pm
Posts: 25