Megaloot – Fael Floor 151 (Blitz Knight) Build Guide

Guide to Fael Floor 151 (Blitz Knight) Build

By Mihealsick

Fael is an easy character to build around because of how relevant and universally-useful his passive Warrior set is and because his second weapon slot gives him lots of versatility.

You can go a lot of directions with Fael, but this build is focused a magic attack single turn kill that leverages Insight and Magic Blitz for insane damage output.

You can almost certainly climb much higher if you lean on some of the more unfair strategies from some of these builds below. That said, I had fun with this strategy because it’s more straightforward and doesn’t ask me to fiddle around with potions

The sets (other than Warrior) we’re going to care about in this run include Demonic, Turtle, Zephyron, Swift, and Legacy.

For talents, Fael’s “Dauntless” spec does absolutely nothing. We’re going to go for the Frailty tree because our game plan is to kill everything before we get hit, and we’d love to deal 50% more damage! Note that we’re pathing through Energy for the extra attack node.

Early Game (1-10)

The Frailty spec actually makes this stage kinda hard! For that reason, I recommend you start with Scout + Hunter and a third set that uses the best magic attack weapon you can get at the time.

Dodge is fantastic during this stage of the game, and you won’t care about enemies hitting you for 50% more damage from the Frailty spec. Once you access Demonic on floor 6, you can start just killing everything instead of having to worry about surviving it.

Midgame (11-60)

You should absolutely wreck this stretch of the game. Just fall asleep on the spacebar and then save your brain cells for your dismantle rotation.

In general, you’re aiming to equip physical damage but dismantle for magic damage so that we can benefit from Insight for big numbers. The game defaults you to whichever type (atk*atk%) is higher, so I recommend you equip common weapons to make sure you’re using magic attack.

Use Demonic / Swift / Zephyron or Demonic / Swift / Turtle once you get to floor 10 (loadout images attached).

For Kotyas, these are actually a pain in the butt for this build and you have to dedicate way too much thought into getting around them (especially in the endgame). Until 60, you insta-kill everything else in the game and Kotyas are literally the only thing that give you pause. Silence from the Zephyron ring stops them from parrying you and of course Turtle set allows you to ignore their parry damage on turn 1 and then just kill them on turn 2.

Precision Cap – Make sure you have 100% Precision before floor 20 or you will die to Jupiters.

Penetration Cap? – I personally recommend you dedicate room in your dismantle rotation to hit 154% penetration by floor 26 and another 15% or so penetration per floor on average past that to keep up with Iron Golems. BUT, you can actually blast through Iron Golems until about floor 120, so if that’s your goal you can just stop dismantling penetration after 100%.

Open the Opportunism Chest. All your damage is coming from attacking, so you’ll need a way to kill Suns. The 25% damage penalty hurts but you won’t even notice it until after floor 100.

Keep a tight dismantle rotation! – Your goal is to absolutely maximize your magic damage, so you want items that have magic attack, insight, wisdom, wisdom%, power, and faith. This means your best dismantles are Ring of Unity, Mask of Cataclysm, Rod of Doom, Soul Collector, and Jester’s Bone Mask.

Do NOT dismantle anything cute – Don’t dismantle any electricity, sparkle, or poison. It doesn’t help your strat at all, and it’ll bounce back at you from Kotya parries.

Dismantle chart attached. Top row is your go-tos to get to cap, middle section is your staples (with the top half being quite a bit better than the bottom 2), and the bottom section is what you can use as filler if you need.

Magic Blitz Cap – I didn’t get to this point, but note that Insight has a listed cap of 999 stacks.

Endgame (60+)

Once Perfect Slaves show up, you’re going to have to drop one of your sets and put on Legacy. You have no defenses, so you’re still on the game plan of “kill everything right away.” Needing Legacy means you can’t use Zephyron anymore as an answer to Kotyas (boo), so it’s Turtle set for you.

Note that you only need Turtle set for stupid Kotyas, so you can swap in something else for your feet when you like. (Swift, Zephryon, or even Arcanum can be fun!)

With Legacy equipped, the endgame nasties are all the same as the early game nasties, you just have half the attack count. Just keep your dismantle rotation going and you’ll be fine (until you’re not).

The Kotya Problem, Part One: Insight – Your massive damage boost from Insight only applies in the first turn, but Kotyas in the front row cover their bros in the back row. This is usually fine since you’ll get a round and a half of normal attacks against the back row, but it will be a problem eventually. Consider dismantling 2-3 Shadow Vortex for some basic magic atk% to help here.

The Kotya Problem, Part Two: Multi-Attack – Seeing multiple front-row Kotyas is quite rare after floor 60, but they can be a problem since you cut down to 1pc Demonic and have only one round of multi-attack. Just swap your gear around as needed for these fights, because you can’t survive even one single enemy attack (unless you happen to parry it!).

Eventually you’ll probably eat it to a back row Perfect Slave covered by a Kotya, but you’ll have fun right up til that point!

Egor Opleuha
About Egor Opleuha 502 Articles
Egor Opleuha is a professional copywriter with more than 12 years of experience, who eventually became fully immersed in the gaming industry. The legendary Heroes of Might and Magic saga was and continues to be his favorite video game franchise. In his free time he likes to fish and play guitar.

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