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Tombdex

A list of builds for use in Terror Tomb of Titans

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Introduction

Before I get to the builds, a quick set of disclaimers:

  1. These are designed for Terror difficulty and will be incredibly overkill for lower difficulties, like way beyond what you’d actually need to build for them.
  2. Nearly everything you see will be starforged and some of it will be transcended as well. Whilst the core concepts of these builds will still work fine you may find yourself unable to go as deep due to lacking those stat buffs.
  3. With the exception of Tricksters and Daimyo if a class is missing from this page it doesn’t mean it’s bad for tomb, just that I don’t personally have a finalised build/gear set on my roster which I’m happy with for sharing.

My current personal best depth:

Got world first depth 400 clear and depth 500 clear along the way.

Chieftain

I opted for a hybrid build on Chieftain but you can run one with a full tank setup and it’ll do great in there too, this is just a result of limited hero slots and already having this Chieftain before Tomb was released – rather repurpose than retire etc etc.

Although the odds of the mana shield recharging are near sod all the mask still provided more of a buffer than a health item did in that slot. The mammoth enchant was to get extra threat without having to compromise on defence – the ouroboros enchants could be converted to mammoth as well.


Lord

My Lord is built as a pure tank. The boots/gauntlets could be upgraded to legendary quality, it’s just lack of needing to at the moment is why they haven’t been changed yet and, as with the Chieftain, the Ouroboros could be swapped for a threat enchant.


Warden

My Warden falls under the same kind of category as my Chieftain – existed as a hybrid before Tomb came out, didn’t really feel a need to adjust it much after. If I were building one from scratch I probably would lean more into a pure tank/evade build.

Gear just needs upgrading to current tier/quality, just the tanks are a lower priority for me to update than the damage dealers. With that skillset you could drop Ouroboros for Griffin or look at Transcending the cloak.


Jarl

The Jarl serves as an evasion tank for fire floors – sometimes a Chieftain isn’t always the answer and better a Jarl than bastardising a Chieftain into evasion.

There’s flexibility in both his skills and his gearing options. For skills you can replace Extended Warranty (the 4th skill) with either Thick Skin or Juggernaut. For gear you can run the Obsidian Lava Cake which provides extra evasion instead of the Poisoned Apple Pie – I use the pie because it’s one of the items I have transcended but if I didn’t I’d use the lava cake.

The air guitar is essential because it adds 13% evasion but it can be any quality, legit won’t matter if it’s normal or legendary.


Death Knight

My Death Knight is built as a pure tank with the idea being they survive until the enemy reaches 10% hp at which point they can execute them with their innate. Transcending the chest would give you a decent jump in health, I just haven’t felt a need to – his current stats are fine for tanking as deep as I have gone.


Grandmaster (Option 1)

This is what I’ll call the safer grandmaster build – with 96% evasion he can be splashed into any floor without having to worry about the inherent 20% evasion penalty.

Now it’s worth noting that I do use gear swaps on this character – if the floor has no negative evasion modifiers and he’s being paired with a champion who grants evasion then parts of this build are unnecessary. The Phoenix Feathers (his robe) is swapped for a Lethal Petal Robe that has tomb-bound on it, an alternate Torc of Peace with tomb-bound, and if you don’t need the health from the Unbroken Signets they can swapped for Briar Kiss (again with tomb-bound enchanted on them.)


Grandmaster (Option 2)

This is my alternative grandmaster build and is the one I find myself using more. With only 75% evasion they do need to be paired with an evasion booster but in return we get a hero who can put out some pretty decent crits. If she’s paired with Donovan and 2 other rogues (for example, I sometimes use Donovan + 3 Grandmaster on Water barrier floors) she has 100% crit chance presuming the enemy doesn’t reduce crit (note that’s with transcended Briar Kiss, without you’ll hit 96% which is still pretty sick.)

The non-matching element on one Briar Kiss was just for increased attack – swap it to water if you need it for barrier breaking.


Pathfinder (Option 1)

This Pathfinder is designed to act as an Earth element tank with maxed out evasion. The Krampus spirits are essential here so you can actually generate enough threat to pull that off.

On floors which demand even more evasion the gun is swapped out for Solaryn Trifuser and the cloak for
Mantle of Splendor. You can also swap the helmet out as well if you need even more for Hermes’ Hat. It’s a damned shame they don’t get access to masks.


Pathfinder (Option 2)

This build on the other hand is designed to provide an earth damage dealer who can keep themselves alive. He ain’t going to be breaking any damage records there, his main use is for earth barrier floors where it’s not practical to use an Archdruid or Mercenary (the floor for example might have titanesque.)

Non-matching element on chest for extra survival, can be swapped for Earth safely.


Sensei

Pretty standard crit build here. I prefer Warlord on them especially now with Scythe access but you could run marksman and that’d you get the missing 8% evasion. Personally not found that necessary though.

Soon as we get a dual-stat current max tier Scythe that weapon is getting replaced – if you need more health before then swap in the Titan Admiral Arms over it. The Mask is incredibly strong on them – consider that priority 1 for any Sensei you make.


Acrobat

This used to be a warlord acrobat but I swapped to Adept for the increased damage – the deeper you go the less flexibility you have for some classes and their weapon choices.

Titan is on the gloves and not the chest which has affinity on it is unorthodox I’m aware but it works out better specifically for this build with the starforged/transcensions that I have – feel free to ignore it and place titan on the chest (and gloves can then go behemoth/leviathan/ouroboros take your pick.)

Like with the grandmaster build I’m using a non-matching element on the chest to trigger the affinity bonus – swap it for Air if you need the barrier breaking.


Praetorian

Standard tank loadout with Krampus to help them fulfil that role. For floors that require more evasion the idol is swapped out for Torc of Peace, and there’s room to change the gloves/shoes as well if you need further evasion.

You can swap the shield element to match it for a bit more health/damage, in this example I just needed the light barrier break more. Masks are ridiculously strong on them.


Archmage

My Archmage runs what’s considered a modern crit build, utilising the Thinkin’ Cap with Super Genius for damage instead of running Double Cast – this allows us to gain extra survival stats from our gear. The spell is purely because that’s my only transcended one – replace it with whatever spell you have transcended, if none then use ghost trap.

IMPORTANT: DO NOT USE THAT WEAPON – USE BLACKTHORN SCEPTER INSTEAD.
I’m only running Alien Bell-Beacon as I have it fully starforged & transcended and needed extra defence more than health. Usually Blackthorn Scepter would win out.


Bishop

A traditional flat damage caster, using the thinkin’ cap artifact with Super Genius. I prefer Warlord for the access to Scythes but Adept is equally fine on them, just a personal preference.


Archdruid

If you need an earth damage dealer and the floor doesn’t require evasion then an Archdruid is a solid choice. I consider Adept to be critical on them – a Marksman druid is going to underperform majorly inside tomb as bows barely tickle and you can’t afford to give up the spell slot for a quiver.


Warlock

Warlocks I really prefer to use a crit build in tomb. The spell choice was purely because that’s the only spell I have transcended – swap it out for your own personal best spell (for example if you have Ghost Trap transcended that’d be a pretty cool choice.)


Spellknight (Option 1)

So many spellknight builds to list.

This is the standard flat dps/tankier version – nothing flashy but she gets the job done. Mask needs to be replaced with Fairlyn’s Soulsight just haven’t got around to it yet (even though they don’t evade they can still pull off mana shield regenerating thanks to their low threat. Even managed to do it it on a titanesque floor where the boss uses a lot of aoe attacks.)


Spellknight (Option 2)

If you’re looking for more damage and don’t mind being tied to the thinkin’ cap artifact I’ve found this build performs really well in there. Being unable to equip a mask is unfortunate but you can still get pretty decent survival stats anyway without having to run a pure defensive skill.


Spellknight (Critical)

A traditional crit caster setup, though you could swap the enchant on the idol to leviathan. Although I don’t have Super Geinus in this set I still use the artifact hat for 2 reasons:

  1. It gives critical hit chance.
  2. It’ll still provide a damage boost if your guild is running the bonus xp boost (which it really should be.) Scales even better if there’s a minievent for XP running as well.

If you find they die too much/are too fragile that’d be the thing to consider replacing with a mask instead.


Spellknight (Evasion)

Now granted an evasion spellknight is unusual but I’ve found them (I have 3 that follow this build concept) invaluable for certain floors. They also act as my kiku damage dealers for Adamantine Skin floors when required (as Kiku-Ichimonji ignores critical hit chance penalties.)

Also great on non-adamantine floors, here’s them clearing floor 538.

Astramancer

I much prefer using telling blows on a crit astramancer over super genius for the reliability (and this build can hit 100% crit uptime with its transcensions when paired with Yami, or Donovan with rogues.)

The spell is again because it’s the one I have transcended – ideally you’d use like any other spell and then you can swap the element on the weapon to Dark for more damage, just playing around what I have available.

As with the crit spellknight the hat can be swapped out for a mask if you need the survival and it’ll work fine, I just haven’t personally found a need to.


Fateweaver

A standard flat damage set, though I’m contemplating changing into a crit-based variation in the future – this build works perfectly fine to be clear, just saying where my head is at.

If you can manage to fit a Fateweaver into a floor team you ideally should. The ability to repeat the fight with an attack and defence boost (alongside whatever booster/lantern you’re using) is a major help, especially for mitigating bad luck attempts.

Spell again is the only one I have transcended etc etc.


Champions

Whilst most of the time I use the standard setup (Avatar, Aura of Inspiration with Titan/Tarrasque) I have found sometimes it works better to have Tomb-Bound instead of Tarrasque on the aura, depending on the champion and aura quality.

I do sometimes rotate out Aura of Inspiration for Aura of Learning if the team being ran is using thinkin’ caps for increased damage output. This is a situational swap though – Inspiration should be used for most floors.


Additional Tomb Tips

  1. Run the booster refund talent, your gems will appreciate you if you’re using lanterns.
  2. If you find yourself really stuck on a floor try using one of the community simulators for ideas on which heroes to pick/what to change on them:
    1. Ilod’s Tomb Simulator
    2. Tadzhx’s Hero Simulator
    3. Dcpain’s Hero Simulator
  3. I maintain a spreadsheet showing what modifiers a floor has each month and what teams I used to clear it. You can find that here.

Roster Breakdown

I’ve been asked for the class breakdown of my roster so here it is :D. Note that not all of these have builds listed on this page – they’re not in a good enough state to share yet:

Red Types

  • 1 x Mercenary
  • 1 x Chieftain
  • 1 x Lord
  • 1 x Warden
  • 1 x Jarl
  • 2 x Death Knight

Green Types

  • 3 x Grandmaster
  • 2 x Conquistador
  • 2 x Pathfinder
  • 2 x Sensei
  • 2 x Acrobat
  • 4 x Praetorian

Blue Types

  • 1 x Archmage
  • 1 x Bishop
  • 2 x Archdruid
  • 2 x Warlock
  • 10 x Spellknight
  • 2 x Astramancer
  • 1 x Fateweaver

17 replies on “Tombdex”

Genius!! I have almost all like you (Thanks for all your help) Just need one Pathfinder and I am ready for the next tomb. Actually my best: Floor 113.

For defence to try and fix that tragic defence stat :P Once we get a t16 spell with defence as a dual-stat I’ll reevaluate him.

Its nice and all but i think for a better undersanding of the versatility and how many are needed, you could include how many of each you have in your roster

As mentioned in the introduction if a class is missing (and it’s not trickster or daimyo) it means I don’t personally have a build on my roster that I’m happy with sharing. I have a mercenary but it’s definitely not fit for sharing yet.

The problem with Tomb-bound items is they can’t be starforged at the moment (outside of the staff which was in a paid offer.) If they could be starforged then transcended then a fair few of them would be viable/best in slot but until then they fall short.

Hi there, I actually had a Spell Knight with nearly all the same skills as your Crit Based one. I used the Veteran, and got the final skill I needed. Bought all the same equipment but in Epics with the same enchantments, but I’m not even breaking 400K Power Level. Is there something I’m missing?

My Spell Knight is Level 50 and has all the seeds I can feed him. And I know there’s a huge shift in power between Epics and Legendaries, but I’m not even halfway to 975K. Is there something I’m missing outside of gear, skills and stats? I’m a pretty seasoned player, and feel like I checked all your build boxes lol but I’m stumped.

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