Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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What kind of builds you guys are using for your party?
^ I'm curious, since there's so many weapons with diffrent abilities, every one has to have a favourite (plus it might inspire me)
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Showing 1-10 of 10 comments
Drax May 12 @ 2:37am 
Had a Vestro Dualiso build with main attack buffs and AP buffs on the gun to maximise rank.
Would typically get into Rank A by the end of my first turn with him (technically two). Basically fire a lot of shots, end turn with the basic attack to get a second turn, aim for a full B gauge and do 'Perfect Break'. Then use 'Follow Up' once you hit rank S, trying to get as many shots fired as possible to maximise damage. He carried me past the Paintress.

After him I had a Maelle fire build. Stack fire buffs and do the attack that scales off fire stacks on the target. Beat the game with her ridiculously easily, the tower, and most bosses.

For the super endgame boss I had to go crazy with the damage buffs. Kept getting team wiped by his Phase 3 attack and had to whip up some goofy reincarnate on death -> take turn as soon as you reincarnate stuff to scrape a win.
Last edited by Drax; May 12 @ 2:37am
WZ May 12 @ 3:25am 
Early tactic : group heal spam to proc shell / rush / empower + generate AP
( got simply astronomical value out of energizing heal, the clear MVP )

Added slightly later : everyone starts the battle with these statuses

Added yet later : greater versions for all 3 statuses + first attack enhancements
( immaculate, first strike, first offense, imitative, glass cannon, etc )

Added late game : shield generation enhancements to try & just prevent all dmg
+ lategame op luminas like extra turns / double AP & whatnot

edit : free aim shooting bonuses for non healers ( burn / mark / dmg )
Last edited by WZ; May 12 @ 3:31am
Vyn May 12 @ 3:36am 
Disclaimer: Most of this is for endgame or NG+played on expert. So if you're still in the early ACTs, please ignore what typed from this point onwards.

I play a bit more defensive (I play on Expert and for NG+ since everything one shots me)
I farmed a whole lot before going into NG+ so the lumina points might be higher than expected

All level 99 with Cheater, In Medias Res, Energizing Turn 1-2-3 (4 on Lune for turn 1-2 Hell cast), aug counter 1-2-3, Shielding Death, Painted Power, Energizing Jump/Parry, Empowering Parry, Full Strength,

I normally run (turns run in this order)

Lune (for burn and elemental genesis)
Kralim (+2 stains when you have none), turn 1 elemental trick (+4 stains), turn 2 - elemental genesis if you think you can 1 shot, or Hell for 20-30 burn stacks (Double Burn lumina)

Verso (powerful, defenseless and mark + combo attack)
Dreameso
Powerful turn 1, then normal attack 2x for defenceless

Maelle (for the nuke)
Yeverum - virtuoso - double shield on all,
Turn 1 virtuoso, turn 2 stendhal

Sciel and Monoco, I dont really run them since I got comfy using my usual setup
Sciel with Litheson because I use her as a buffer for Maelle.
Fortune's Fury before Maelle's turn for the big hit

Monoco - burner in Almighty Mask, nuke.
Joyaro weap, (start almighty mask) and since I have to parry everything NG+ (or dodge), the passive helps with the 20% increased dmg, max stack 5x
Breakdmg doubled in almighty mask helps too

I can send the luminas that I use if you want to but this is what I usually run
Last edited by Vyn; May 12 @ 3:37am
prusswan May 12 @ 4:07am 
not really a build but my general strategy went from DPS + Lune heal/revive -> Maelle DPS + revive + Lune (sometimes) -> same as before but with shields. Free Aim ftw (not really an action player but I can dodge if I really try)
Marius May 12 @ 4:12am 
Currently playing the 3 girls the most of the time. Lune as Healer/Typhoon/Fire. Sciel with Bad Omen, Marking Card and some hard multihitting skills and then old school Maelle with Jarum combined with Swift for Virtuouse stance and Stendahl. Luma's consisting of AP starts, Immucaluate, paintress luma, etc. Still need cheater, etc. Good stuff. I think Lune's damage could be better, but healing is nice.
Lune -> Support. Brings the heals and revives. Can DPS to a lesser degree when healing is not needed. Glass cannon build.

Maelle -> primary DPS. Almost permanently in Virtuose stance. Only attacks or restores AP. In very, very rare situations may throw out a shell to protect the group if I fear I am about to wipe. Glass cannon.

Sciel -> Bruiser. Reasonably tanky with reasonable damage. Has the weapon that heals you every time fortune is applied and with Lune burning enemies, can easily go from 1 HP to full with the skill that applies 5 fortune to all burning enemies. Rushes the group, and attacks while also trying to skip enemy turns. (Although unsure what skip does as the enemy always takes their turn right after?)



Gustav -> Pure Tank. If the party wipes Gustav handles the last stand. Enough health and defense to survive just about any hit, and the ability to instantly restore 50% HP. With burn and mark on the gun. His job is, if the party wipes, to be an unkillable wall that will just DOT the rest of the enemy's health bar away.

On the way to the stone wave cliffs for the rock, this actually worked super well. Main trio half killed the Bourgeon on that side path but unfortunately wiped, because it ate Lune and she is the most critical to my strategy. (And maybe I was under leveled . Unsure, was 19.)

So Gustav came in and it was weak to overcharge. First time I have ever seen someone deal 9,999 damage. (Powerful + gambler + mark + crit + weakness). So became a long battle of fill overcharge -> buff -> mark -> overcharge -> repeat -> heal if hit. Actually took it down himself.

Works pretty well, I like my setup. Especially like the last stand option so if my squishier team gets wiped I have a chance for the tank to bunker down and fix it.
Last edited by Estellese; May 12 @ 4:42am
Rion May 12 @ 5:06am 
Sciel as a support with stuff like auto-death, auto-revive and buffs + shields for a full team before fight even starts + filled break gauge for enemies
Monoco statring with breaking enemy and applying defenseless and mark on enemy
Maelle finishing the job with whatever
I just spread all stat points equally, except vitality which is double. So something like
40-20-20-20....

And then i just use the weapon that reaches higher power level with these stats.

And all pictos into HP and Speed
Last edited by Helldivers™ 2; May 12 @ 5:13am
Roromain May 12 @ 5:29am 
Maelle : damage and debuff
Lune : "burster" with Elemental Genesis ( use thunderfall into wildfire for easy set up )
Sciel : damage/ support : using grim harvest for heal and plentiful harvest for AP. damge is what you consider best.

really make any fight very easy without being too broken.
Baron01 May 12 @ 5:39am 
I have been using the same party pretty much from the start of the game, certainly start of Ac2: Verso, Maelle, Luna.

Maelle was my universal damage dealer closely followed by Verso. Unfortunately, this has changed in the latest patch when they fixed Medalum. I'm not using a specialized build for Maelle, which means she is now dead last in terms of damage as well as utility. Verso is probably top damage dealer but Lune is closely behind and mostly only lands on 2nd place due to her being utilized for healing and other utility.

Maelle general damage output need help as it severely lacks behind other characters and she is very demanding on AP as well as use of Gradient attacks to stick to Virtuose Stance, which is the only one where she can deal any reasonable damage as far as I can tell.
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