ADVENTURE GUIDE / BUILDS
Melee critical jump build
Alternate elemental jump waves with regular melee critical hits. The flute supports critical opportunities; defensive tools and regular attacks carry the fight after landing.
- Updated
Overview and reasons to try
Prime Enchanter’s Gauntlets release lightning and frost waves on jump attacks. Critical-related effects serve a separate role; a wave does not imply a guaranteed critical hit.
The first-choice boots now support melee dodge instead of duplicating the helmet’s critical-damage effect. Use flute, drums and chimes by situation, including regular attacks after landing.
- Both jump attacks and grounded regular attacks have a role.
- Support critical chance separately from damage on critical hits.
- Keep dodge and recovery support for the period after landing.
12-position equipment layout
12 / 12 recommended positionsAdditional effects can differ between copies of an item. Choose enchantments to suit the way you play.
Melee weapon

Recommended equipment
Prime Enchanter's GauntletsThe native lightning and frost jump waves form the core. Crash Landing adds a landing and knockback option, not guaranteed critical hits.
Effects, enchantments and alternatives
The native lightning and frost jump waves form the core. Crash Landing adds a landing and knockback option, not guaranteed critical hits.
Native effects
- Primed Enchantment
Jump attacks create waves of lightning and ice that damages enemies.
Enchantment candidates
- Crash Landing III — Optional
An option for landing damage and knockback, separate from critical chance and with time needed to follow displaced enemies.
Tier effect: Jump attack landings deal 5% additional damage and increases knockback by 200%.
Additional effects to look for
- Finesse III
Increases attack damage by 35% when jumping or rolling.
- Critical Hit III
Increases chance of critical hits by 15%.
- Intended synergy
- Treat elemental-wave conditions and critical-hit conditions as separate roles.
Alternative candidates
Awesomeaxe
Its hits can grant Strength. It shifts the setup toward repeated melee hits and does not inherit the original lightning and frost waves.
Native effects
- Strengthening Hit Unique
Attacks have a 70% chance to grant the Strength status on hit.
Enchantment candidates
- Crash Landing III — Optional
An option for landing damage and knockback, separate from critical chance and with time needed to follow displaced enemies.
Tier effect: Jump attack landings deal 5% additional damage and increases knockback by 200%.
Additional effects to look for
- Finesse III
Increases attack damage by 35% when jumping or rolling.
- Critical Hit III
Increases chance of critical hits by 15%.
Monster Masher
A melee alternative with native damage reduction. It favors surviving after a jump rather than reproducing the elemental-wave role.
Native effects
- Protection Unique
Take 25% less damage.
Enchantment candidates
- Crash Landing III — Optional
An option for landing damage and knockback, separate from critical chance and with time needed to follow displaced enemies.
Tier effect: Jump attack landings deal 5% additional damage and increases knockback by 200%.
Additional effects to look for
- Critical Hit III
Increases chance of critical hits by 15%.
- Primed Enchantment
Ranged weapon

Recommended equipment
Ranger's PromiseA bow for unsafe approaches, using its ranged critical effect separately from melee critical effects.
Effects, enchantments and alternatives
A bow for unsafe approaches, using its ranged critical effect separately from melee critical effects.
Native effects
- Aim Unique
Increases chance of critical hits from ranged attacks by 25%.
- Ammo
- 15
Enchantment candidates
- Ricochet III — Recommended
Spreads shots toward separated targets, a role distinct from extra projectiles, piercing or arrow recovery.
Tier effect: Projectiles can bounce up to 3 times.
Additional effects to look for
- Critical Hit III
Increases chance of critical hits by 15%.
- Intended synergy
- Keep an attack option while avoiding melee, separate from the melee critical gear.
Alternative candidates
Double Crossers
A backup with a native bonus to the next attack after rolling. It favors a dodge-then-shoot rhythm.
Native effects
- Dynamo Unique
Rolling applies 50% damage amplification to your next melee or ranged attack.
- Ammo
- 20
Enchantment candidates
- Ricochet III — Recommended
Spreads shots toward separated targets, a role distinct from extra projectiles, piercing or arrow recovery.
Tier effect: Projectiles can bounce up to 3 times.
Additional effects to look for
- Critical Hit III
Increases chance of critical hits by 15%.
The Shackler
Its hits have a chance to root enemies. Choose it for a control-focused ranged backup that helps create distance.
Native effects
- Shackler Unique
Attacks have a 30% chance to inflict the Chained status on hits.
- Ammo
- 15
Enchantment candidates
- Ricochet III — Recommended
Spreads shots toward separated targets, a role distinct from extra projectiles, piercing or arrow recovery.
Tier effect: Projectiles can bounce up to 3 times.
Additional effects to look for
- Critical Hit III
Increases chance of critical hits by 15%.
- Aim Unique
Helmet

Recommended equipment
Twisted Warden BlindfoldA helmet for melee critical damage, paired with chance support rather than another first-choice Strength item in the boot slot.
Effects, enchantments and alternatives
A helmet for melee critical damage, paired with chance support rather than another first-choice Strength item in the boot slot.
Native effects
- Strength Unique
Critical hits with melee weapons deal 45% more damage.
Enchantment candidates
- Barrier Brew III — Recommended
Creates an Ironhide pool on potion use, a defensive role separate from Ancient Alchemy’s soul gains.
Tier effect: Potion usage creates a Fortifying well for allies lasting 6 seconds.
Additional effects to look for
- Protection III
Take 20% less damage.
- Intended synergy
- The flute supports critical opportunities while the helmet supports melee critical damage.
Alternative candidates
Hivemind Hardhat
A helmet for extending beneficial effects on you and your allies. This differs from extending burning or poison on enemies.
Native effects
- Ally Unique
Positive statuses you apply to yourself and allies last 70% longer.
Enchantment candidates
- Barrier Brew III — Recommended
Creates an Ironhide pool on potion use, a defensive role separate from Ancient Alchemy’s soul gains.
Tier effect: Potion usage creates a Fortifying well for allies lasting 6 seconds.
Humbler Antenna
A helmet that favors damage reduction when moving into close range, leaving damage support to weapons and artifacts.
Native effects
- Protection Unique
Take 25% less damage.
Enchantment candidates
- Barrier Brew III — Recommended
Creates an Ironhide pool on potion use, a defensive role separate from Ancient Alchemy’s soul gains.
Tier effect: Potion usage creates a Fortifying well for allies lasting 6 seconds.
- Strength Unique
Chestplate

Recommended equipment
Dreamruler CoverPrimary-target melee support gives regular attacks a role after landing.
Effects, enchantments and alternatives
Primary-target melee support gives regular attacks a role after landing.
Native effects
- Duelist Unique
Melee attacks deal 40% more damage to primary targets.
Enchantment candidates
- Bottomless Brew III — Recommended
Adds potion charges to support healing and soul recovery, distinct from unlimited repeated use.
Tier effect: Grants 3 additional health potions.
Additional effects to look for
- Evasion III
Grants a 20% chance to evade melee damage.
- Intended synergy
- Pair it with Iron Fist so regular melee retains a role after jumping.
Alternative candidates
Sage Tunic
A chest piece for damage against wounded enemies. It favors finishing targets over strengthening only the opening hit.
Native effects
- Bounty Hunter Unique
Deal 40% more damage to wounded enemies.
Enchantment candidates
- Bottomless Brew III — Recommended
Adds potion charges to support healing and soul recovery, distinct from unlimited repeated use.
Tier effect: Grants 3 additional health potions.
Additional effects to look for
- Evasion III
Grants a 20% chance to evade melee damage.
Humbler Carapace
A chest piece that supports healing received. It favors potions and recovery tools, which is a different role from damage reduction.
Native effects
- Recovery Unique
Increases all healing received by 40%.
Enchantment candidates
- Bottomless Brew III — Recommended
Adds potion charges to support healing and soul recovery, distinct from unlimited repeated use.
Tier effect: Grants 3 additional health potions.
- Duelist Unique
Leggings

Recommended equipment
Monarch SashSoul capacity for flute, drums and chimes, with Ancient Alchemy as a recovery tool.
Effects, enchantments and alternatives
Soul capacity for flute, drums and chimes, with Ancient Alchemy as a recovery tool.
Native effects
- Spiritual Unique
Increases Soul capacity by 50%.
Enchantment candidates
- Ancient Alchemy III — Recommended
Adds soul gains to potion use without assuming unlimited supply or ignoring potion availability.
Tier effect: Potion usage grants 60 souls.
- Intended synergy
- Build a reserve before using support and use Ancient Alchemy for potion-based recovery.
Alternative candidates
Rimefrost Longjohns
Leggings for melee damage to secondary targets. They favor hitting a group in melee without assuming the same bonus applies to elemental damage over time.
Native effects
- Brawler Unique
Melee attacks deal 50% more damage to secondary targets.
Enchantment candidates
- Ancient Alchemy III — Recommended
Adds soul gains to potion use without assuming unlimited supply or ignoring potion availability.
Tier effect: Potion usage grants 60 souls.
Additional effects to look for
- Potion Maker III
Reduces potion cooldown time by 20%.
Monstrosity Greaves
Leggings for elemental resistance, prioritizing incoming elemental attacks over extra melee damage or soul storage.
Native effects
- Elemental Protection Unique
Reduces damage taken from elemental attacks by 25%.
Enchantment candidates
- Ancient Alchemy III — Recommended
Adds soul gains to potion use without assuming unlimited supply or ignoring potion availability.
Tier effect: Potion usage grants 60 souls.
Additional effects to look for
- Potion Maker III
Reduces potion cooldown time by 20%.
- Spiritual Unique
Boots

Recommended equipment
Humbler TarsiMelee-dodge boots for the period after landing, with Health Synergy for recovery when support is activated.
Effects, enchantments and alternatives
Melee-dodge boots for the period after landing, with Health Synergy for recovery when support is activated.
Native effects
- Evasion Unique
Grants a 20% chance to evade melee damage.
Enchantment candidates
- Health Synergy III — Recommended
Provides healing on artifact use; avoid exhausting the reserve merely to trigger healing.
Tier effect: Artifact usage heals 35% of your maximum health.
Additional effects to look for
- Recovery III
Increases all healing received by 30%.
- Intended synergy
- Combine melee dodge after landing with Health Synergy when activating support.
Alternative candidates
Monstrosity Stompers
Boots for melee critical damage. Do not depend on stacking the same Strength effect with the helmet; consider them alongside a duration-focused helmet swap.
Native effects
- Strength Unique
Critical hits with melee weapons deal 45% more damage.
Enchantment candidates
- Health Synergy III — Recommended
Provides healing on artifact use; avoid exhausting the reserve merely to trigger healing.
Tier effect: Artifact usage heals 35% of your maximum health.
Additional effects to look for
- Recovery III
Increases all healing received by 30%.
Rimefrost Plodders
Boots for extending negative effects on enemies, rather than extending your own defensive buffs.
Native effects
- Tainted Unique
Increases duration of negative statuses on enemies by 100%.
Enchantment candidates
- Health Synergy III — Recommended
Provides healing on artifact use; avoid exhausting the reserve merely to trigger healing.
Tier effect: Artifact usage heals 35% of your maximum health.
Additional effects to look for
- Recovery III
Increases all healing received by 30%.
- Evasion Unique
Artifact 1

Recommended equipment
Fighter's FluteSupport for critical opportunities, including windows of regular grounded attacks.
Effects, enchantments and alternatives
Support for critical opportunities, including windows of regular grounded attacks.
- Cooldown
- 5
- Cost
- 45
Additional effects to look for
- Spiritual III
Increases Soul capacity by 35%.
- Intended synergy
- Its role supplies critical opportunities separately from the drums’ critical-damage role.
Alternative candidates
Grindstone
A weapon-support alternative. Its role differs from attack-speed support, without assuming the same scaling for elemental damage over time.
- Cooldown
- 4
- Cost
- 30
Additional effects to look for
- Spiritual III
Increases Soul capacity by 35%.
Fighting Fungus
Melee attack-speed support for regular attacks and combo flow. Wave frequency need not increase by the same proportion.
- Cooldown
- 5
- Cost
- 20
Additional effects to look for
- Spiritual III
Increases Soul capacity by 35%.
Artifact 2

Recommended equipment
Warrior DrumsSupport for damage when critical hits occur, separate from the flute’s role and not a guaranteed boost to every attack.
Effects, enchantments and alternatives
Support for damage when critical hits occur, separate from the flute’s role and not a guaranteed boost to every attack.
- Cooldown
- 5
- Cost
- 45
- Intended synergy
- Focus on melee critical hits without assuming inheritance by every elemental wave.
Alternative candidates
Battle Banner
A support slot for attacking alongside allies near the banner. Account for returning to its position when fights move.
- Cooldown
- 10
- Cost
- 45
Additional effects to look for
- Reaper III
Increases souls gained by 45%.
Grindstone
A weapon-support alternative. Its role differs from attack-speed support, without assuming the same scaling for elemental damage over time.
- Cooldown
- 4
- Cost
- 30
Artifact 3

Recommended equipment
Warding ChimesA defensive slot for continuing near enemies after a jump, paired with positioning and retreat.
Effects, enchantments and alternatives
A defensive slot for continuing near enemies after a jump, paired with positioning and retreat.
- Cooldown
- 15
- Cost
- 40
Additional effects to look for
- Cooldown III
Reduces artifact cooldown time by 20%.
- Intended synergy
- Support the approach before a jump and the option to leave after landing.
Alternative candidates
Battle Banner
A support slot for attacking alongside allies near the banner. Account for returning to its position when fights move.
- Cooldown
- 10
- Cost
- 45
Additional effects to look for
- Cooldown III
Reduces artifact cooldown time by 20%.
Fighting Fungus
Melee attack-speed support for regular attacks and combo flow. Wave frequency need not increase by the same proportion.
- Cooldown
- 5
- Cost
- 20
Additional effects to look for
- Cooldown III
Reduces artifact cooldown time by 20%.
Talisman 1

Recommended equipment
Ocelot's PawA slot for airborne melee, with regular attacks supported by other items.
Effects, enchantments and alternatives
A slot for airborne melee, with regular attacks supported by other items.
Talisman level effects
Choose a level that suits the items you own.
Level 1
- Leaper I
Jumping melee attacks deal 10% more damage.
Level 2
- Leaper II
Jumping melee attacks deal 20% more damage.
Level 3
- Leaper III
Jumping melee attacks deal 35% more damage.
- Intended synergy
- Favor airborne melee while leaving grounded support to items such as Iron Fist.
Alternative candidates
Essence of Efficiency
A talisman for artifact reuse, helping availability rather than reducing soul cost.
Talisman level effects
Choose a level that suits the items you own.
Level 1
- Cooldown I
Reduces artifact cooldown time by 4%.
Level 2
- Cooldown II
Reduces artifact cooldown time by 8%.
Level 3
- Cooldown III
Reduces artifact cooldown time by 14%.
Tendrils of the Sprout
A damage option for maintaining high health. Choose it with recovery and disengagement rather than assuming the bonus persists after taking damage.
Talisman level effects
Choose a level that suits the items you own.
Level 1
- Healthy Strike I
Grants a 10% damage increase while health is above 95%.
Level 2
- Healthy Strike II
Grants a 20% damage increase while health is above 85%.
Level 3
- Healthy Strike III
Grants a 40% damage increase while health is above 75%.
- Leaper I
Talisman 2

Recommended equipment
Fist of IronMelee-damage support for grounded regular attacks, keeping the setup useful between jumps.
Effects, enchantments and alternatives
Melee-damage support for grounded regular attacks, keeping the setup useful between jumps.
Talisman level effects
Choose a level that suits the items you own.
Level 1
- Sharpness I
Melee attacks deal 10% more damage.
Level 2
- Sharpness II
Melee attacks deal 20% more damage.
Level 3
- Sharpness III
Melee attacks deal 35% more damage.
- Intended synergy
- Retain grounded attacks for encounters without a safe jumping opportunity.
Alternative candidates
Glowstone Flask
A talisman for potion reuse, supporting recovery and Ancient Alchemy without assuming unlimited back-to-back use.
Talisman level effects
Choose a level that suits the items you own.
Level 1
- Potion Maker I
Reduces potion cooldown time by 10%.
Level 2
- Potion Maker II
Reduces potion cooldown time by 15%.
Level 3
- Potion Maker III
Reduces potion cooldown time by 25%.
Sigil of Beeswax
An option for more maximum health when surviving close-range encounters matters more than damage or reuse support.
Talisman level effects
Choose a level that suits the items you own.
Level 1
- Constitution I
Increases the player's maximum health by 20%.
Level 2
- Constitution II
Increases the player's maximum health by 25%.
Level 3
- Constitution III
Increases the player's maximum health by 35%.
- Sharpness I
Talisman 3

Recommended equipment
Sculk BadgeBeneficial-effect duration support for melee windows after activating support.
Effects, enchantments and alternatives
Beneficial-effect duration support for melee windows after activating support.
Talisman level effects
Choose a level that suits the items you own.
Level 1
- Boost I
Increases duration of positive statuses applied to you by 10%.
Level 2
- Boost II
Increases duration of positive statuses applied to you by 15%.
Level 3
- Boost III
Increases duration of positive statuses applied to you by 25%.
- Intended synergy
- Favor personal support windows without relying on stacked duration calculations.
Alternative candidates
Essence of Efficiency
A talisman for artifact reuse, helping availability rather than reducing soul cost.
Talisman level effects
Choose a level that suits the items you own.
Level 1
- Cooldown I
Reduces artifact cooldown time by 4%.
Level 2
- Cooldown II
Reduces artifact cooldown time by 8%.
Level 3
- Cooldown III
Reduces artifact cooldown time by 14%.
Twisted Tooth
An option for soul gains when enemies are available, not passive regeneration during periods without enemies.
Talisman level effects
Choose a level that suits the items you own.
Level 1
- SoulGather_TalismanEffect I
Increases souls gained by 40%.
Level 2
- SoulGather_TalismanEffect II
Increases souls gained by 80%.
Level 3
- SoulGather_TalismanEffect III
Increases souls gained by 140%.
- Boost I
Key enchantments and reasons
The equipment details list enchantments for different playstyles. Choose replacements by the role they serve.

Crash Landing
An option for landing damage and knockback, separate from critical chance and with time needed to follow displaced enemies.

Ricochet
Spreads shots toward separated targets, a role distinct from extra projectiles, piercing or arrow recovery.

Barrier Brew
Creates an Ironhide pool on potion use, a defensive role separate from Ancient Alchemy’s soul gains.

Bottomless Brew
Adds potion charges to support healing and soul recovery, distinct from unlimited repeated use.

Ancient Alchemy
Adds soul gains to potion use without assuming unlimited supply or ignoring potion availability.

Health Synergy
Provides healing on artifact use; avoid exhausting the reserve merely to trigger healing.
Effects this setup focuses on
- Critical-hit effects
See each position for native effects, additional roll targets and enchantments.
Choosing equipment for the situation
Separate jumping from critical hits
Ocelot’s Paw concerns airborne melee, the helmet melee critical damage, the flute critical opportunities, and drums support when a critical occurs. A jump does not guarantee all these conditions at once.
A plan after landing
Crash Landing favors the landing and knockback. Pushing enemies away is different from keeping them within reach, so account for the time needed to close in again. Retain regular attacks and soul reserves between jumps.
How to play
- Choose a landing position with room to move; use Chimes when committing is risky.
- Use the flute when there is time for melee attacks, and drums during the critical-damage window.
- Aim jump waves at a group, then link the landing into regular attacks or a roll. Repeated jumping is not the only attack pattern.
- Disengage around enemy attacks, recover health and souls, then schedule support again.
Strengths and limitations
Strengths
- Groups that allow a jump-wave approach followed by melee attacks.
- Fights with room for regular attacks during critical support.
Limitations
- Attacks that punish landing positions or cramped terrain.
- Periods without critical hits or with overlapping support costs.
- Fights where repeated jumping sacrifices better regular-attack openings.
Alternative equipment
Awesome Axe shifts toward Strength on hit; Monster Masher toward damage reduction. Neither inherits the gauntlets’ native elemental waves.
With Monster Stompers for critical damage, consider Hivemind for duration support in the helmet slot. Do not rely on stacking identical Strength effects.
Grindstone supports weapon attacks and Fighting Fungus attack speed. Choose them when shifting from critical support toward regular attacks.
Alternatives are one-slot replacement options. Some also appear in other positions; there is no need to combine every alternative at once. Additional effects are roll targets, without relying on a summed multiplier from duplicate effects.
- Awesomeaxe
- Monster Masher
- Double Crossers
- The Shackler
- Hivemind Hardhat
- Humbler Antenna
- Sage Tunic
- Humbler Carapace
- Rimefrost Longjohns
- Monstrosity Greaves
- Monstrosity Stompers
- Rimefrost Plodders
- Grindstone
- Fighting Fungus
- Battle Banner
- Essence of Efficiency
- Tendrils of the Sprout
- Glowstone Flask
- Sigil of Beeswax
- Twisted Tooth