Build Guide - Sorcerer
Depending on your luck and budget, the skills you have available to you at the start of the game will vary. Also, some encounters demand different types of skills or damage types as well. Because of this, there is no one-size-fits-all build for all content; instead, it’s better to understand all the strongest skills Sage has to offer and use the ones your account has to build what’s best for you at the time.
Introduction
Sorcerer takes the Path of Destruction - so if you liked all the flashy Elemental skills at Tier 1 when playing Mage, Sorcerer takes it and elevates it to a new level. Mechanically, you’re just focused on using your most damaging skills and triggering the on-hit effects from Charms - nothing really complicated on this tier.
You will be focusing on dealing damage using all 4 elements, while at the same time triggering additional damage via Charms -
Lightning Mystery and
Unstable Aura. This leads to dealing a lot of burst damage - especially AoE Damage - which makes Sorcerers shine in Dungeons.
While mono-element builds can be made on this tier, you don’t really have that big a selection of spells to make it worth using over just cherry-picking the best skills out of all elements to make a build.
New important skills
Frosty Nova - Mediocre damage but decent AoE (3x3), and it comes with a low Freeze chance too. Combining with
Water Assault +
Water to Ice to Freeze a lot of enemies.
Light of Dawn - Insane Tech. It has the highest modifier per turn, Piercing a lot of enemies (need to align them, which requires the Tech below). It deals extra damage to Shields as well. Best T2 Tech, and it opens the path of Light build later on.
Lightning Chain- Another Tech that will be rated very low on other Tierlists. Sure, it has pretty low damage, but you can use this Tech every turn, and it moves you around a lot. Pretty much replacing
Fireball ’s job, and don’t sleep on its contribution. In fact, it should be ranking top 1 or 2 in damage if you check the final chart.
Fiery Star Trail - It has an exact amount of modifier of
Blazing Fire Ring , but it deals 2 instances of damage, so more chances to trigger damage Charms. Also, it deals extra damage to Shields, which you will find more on the 4th region (Japanese-themed region). You can use this Tech if you use
Flaming Path instead of
Water to Ice.
Lightning Mystery - It deals better damage and has a better chance to trigger, too. Sure, you will lose the Knockback, but that’s why you use
Lightning Chain to move your character around.
Void Bubble - Better version of
Gale Shield. It gives a Shield when your character’s HP is dropped below 50% (which happens a lot now), and gives your character a Dodge buff that lasts 2 turns. Dodge: 50% chance to become Immune next incoming damage instance. Yeah, power creep indeed.
Builds
AOE/Generic Build
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You can replace
Void Bubble with any other offensive Charm if you’re doing content where you’re not afraid of dying (Dragon, Dungeons, etc.).
ST-Focused Build
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You can replace
Void Bubble with any other offensive or utility Charm if you’re doing content where you’re not afraid of dying (Dragon, Dungeons, etc.).
For example, with
Wind's Shadow that works on co-op bosses, especially those who are Wind-weak. This Charm only triggers when you deal Wind damage using Tech, so with a lot of Sorcerers who spam Wind Tech, the boss moves will be delayed by a lot, making the turn longer (a turn means everyone must do their actions, but since the Boss’s action is delayed, it technically prolongs the turn).
Stats
Secondary Main Stats
Below are the recommended secondary stats to look out for when gearing up. Having the right secondary stats is important for maximizing performance, but significant “Power/Gear score” upgrades or pieces with better additional stats can overwrite this priority.
For Mage, they have high Crit in nature (because of their stat growth), making Crit Focus work better than other characters.
Staff |
Elemental Mastery > ATK > Crit > Speed > Effect Hit Rate |
Codex |
Elemental Mastery > ATK > Crit > Speed > Effect Hit Rate |
Helmet |
DEF >= Physical Res = Elemental Res > HP > Effect Res |
Chest |
DEF >= Physical Res = Elemental Res > HP |
Boots |
Elemental Mastery > ATK > Speed |
Sub Stats
All item slots will roll a number of additional stats on them, which are chosen randomly from a universal pool. Below is roughly the order of priority to look out for on your gear; however, just because an item has great additional stats doesn’t make it the best choice. Make sure to consider the item's overall power and whether it has the optimal secondary stats as well.
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Fantomon
Starting level 50, you will be able to summon pets - aka Fantomons to help you in battle. We won’t go in-depth covering pets since we have a dedicated guide here, so let’s just mention the good ones.
Your job is to maximize your damage output while still being alive somewhat (because a dead mage deals 0 damage). Therefore, at the early stage, you should consider this:
Armopi : It gives you a bit of DEF and a slight shield based on your DEF. Hope it can buy you a turn, because for Sorcerers, sometimes 1 turn is all you need.
Sylvaerie : The buff sounds nice on paper, but in reality, the amount is super small.
When you have enough pull (on average, 500 pulls), you will have 60 hearts to redeem a Mythic Fantomon. Go for this one:
Nyxarchon : The Dark Fantomon that debuffs enemies with max -30% def, and also deals good damage itself. Very suitable for a glass cannon like Sorcerer.
Relics
Important note for Relic! The %stats (beside Crit Rate, Crit DMG, Accuracy, Block, Crit Res, Effect Res, and Damage boost) are all scaled on your Relics stat, not total stat. For example, if your total flat ATK from relics is 2000, and you have a relic that increases 5% ATK, it will give you 5% x 2000 = 40 more ATK even if your total combined ATK is more than 10.000 already.
Actually, the formula is a bit more complicated, since the 5% can be improved by your character’s trait, too. For example, a Warrior has 15% ATK bonus that comes from the class, which means the final %ATK from the relic is not 5% but 5% x 115% = 5.75%. This rule applies to almost every category except the Class stat group - it runs a different formula, which we don’t really care much about.
Since you are playing a Sorcerer, you have to accept that you have to go more ham into Elemental than other classes. Of course, at best, you need to go all 5, but you can compromise with this:
Light: Must. Your strongest output setup always revolves around Light techniques and their charms.
Fire: On T4, there is an AoE setup that relies on Fire damage, which is very strong.
Other elements can be prioritized as Wind > Water > Dark (it’s because, besides Nyxarchon, you will have 0 source of Dark damage).
Since the relic hunt is more about RNG, we will list the best Relic to be showcased instead (gaining them is on you). These relics are updated up to Cinder Ridge.
Since you are a melee Damage per turn character, you look to balance between your damage output and resilience (Affinity - ATK - Speed - Aegis - HP - Def), not power. There might be situations where you have to put a %stat Mythic relic on display instead to gain more Affinity, which is better than some small ATK/Speed gains. Most of the time, you can rely on power gain to check whether the Affinity increases by putting a Mythic item in a better slot or not.
Light
Luminous Edict (SPD - Legendary - Light Affinity). Can be explored by Destiny Fruits in Cinder Ridge II
Crown of Unbinding (ATK - Legendary - Light Affinity). Can be explored by Destiny Fruits in Cinder Ridge V
Omniscient Satchel (Def - Legendary - Light Aegis). Can be explored by Destiny Fruits in Cinder Ridge VII
Astral Gauntlets (HP - Legendary- Light Aegis). Can be explored by Destiny Fruits in Cinder Ridge VIII
Fire
Ouroboros Charm (Block Rate - Legendary - Fire Aegis). Can be explored by Destiny Fruits in Cinder Ridge XVIII
Mirage Tinder Box (SPD - Epic - Fire Affinity). Can be explored by Destiny Fruits in Verdantglade III
Starcleaver (Crit% - Legendary - Fire Affinity). Can be explored by Destiny Fruits in Cindy Ridge III
Carapace Flamethrower (Accuracy% - Legendary - Fire Affinity). Can be explored by Destiny Fruits in Cindy Ridge VII
Wind
Fate’s Grand Banner (Elemental Mastery - Legendary - Wind Affinity). Can be explored by Destiny Fruits in Cinder Ridge XIV
Chronoflute (SPD - Legendary - Wind Aegis). Can be explored by Destiny Fruits in Verdantglade XII
Truestrike Arrow (ATK - Legendary - Wind Affinity). Can be explored by Destiny Fruits in Verdantglade VIII
Zephyr Headband (HP - Legendary - Wind Affinity). Can be explored by Destiny Fruits in Verdantglade I
Water
Frost Casket (Physical Res - Legendary - Water Aegis). Can be explored by Destiny Fruits in Cinder Ridge XI
Waterfowl Charm (Elemental Res - Legendary - Water Aegis). Can be explored by Destiny Fruits in Cinder Ridge I
Twilight Teacup (Def - Legendary - Water Aegis). Can be explored by Destiny Fruits in Cinder Ridge XIII
Pisces Earrings (HP - Legendary - Water Aegis). Can be explored by Destiny Fruits in Verdantglade IX
Dark
Phantom Hourglass (SPD - Legendary- Dark Aegis). Can be explored by Destiny Fruits in Cinder Ridge XVI
Abyssal Glyph Whip (Elemental Mastery - Legendary - Dark Affinity)
Obsidian Key (ATK - Legendary - Dark Affinity). This one can be explored by Destiny Fruits in Verdantglate X
Imp’s Statuette (SPD - Legendary - Dark Affinity). This one can be explored by Destiny Fruits in Verdantglate XVII

