Siralim 3

Siralim 3

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Easy PDC Build Guide
By DuckTapeAl
A guide for a Piercing Dragon Claws build that doesn't need very much investment to start using.
   
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Introduction
This is a guide intended to show one possible build for fast grinding that can be used pretty soon after defeating the "end boss" and entering the end-game. It's not the most powerful build, and there are definitely other builds that can be used more widely and are more reliable, but this guide should start working much more quickly.

Think of this as a starter build that will get you going on the end-game grinding faster, so you can more easily earn the parts to the more powerful PDC builds.

One thing I'd like to note is that this build is best used AFTER beating the final story boss in Realm 48. It's hard to have enough perk points and creatures to make this build work beforehand, and it's frankly not really needed until you start doing higher-end Casual John farming. I would suggest holding off on making this build until you hit Realm 100 or so. That said, I'm not a cop, and if you want to use this guide early, go nuts.
TL;DR
If you're just here for a build, here's a quick summary. The rest of the guide will go into the specific reasons for each of these choices, but just using this build alone should be enough to beat most enemies in regular and Itherian realms with Casual John at maximum, regardless of your level or the enemy levels. This build does not work with the Itherian modifiers Copy Traits or No Nethers.

Mage Class:
Chaos

Mage Perks:
Magma Diver 40

Creatures (innate traits in parentheses):
Decaying Vulpes (Corsac) with Hellblast artifact
Ceaseless Maker (Anomaly) with Through the Gloom artifact
Valkyrie Knight (Savior) with Shadow Aegis artifact
Stag Celestial (Sun Prayer) with Endurance Aura artifact
Elf Barbarian (Hate and other Triumphs) with Stricken artifact
Nether Dragon Queen (Piercing Dragon Claws) with Afterlife artifact, Affluence, Powershift, and Spook Nether traits.

Artifacts:
Valkyrie Knight should have a Helmet with Starts Battle With Protect, and any other defensive traits that can be added.
Dragon Queen should have a Mace with Additional Spell Slots, and Starts Battle with Berserk.
Other artifact details largely don't matter.

Spell Gems:
On Vulpes: Any three healing spells, all with Chance to Provoke.
On Dragon Queen: As many Sorcery spell gems as possible.
On others: One creature should have a Parasites with Generous. There should be no other spell gems with Generous that can affect all enemies.
Optional: One creature should have a Hell Forge with Generous. One creature should have a Minor Resurrection with Generous. Each creature other than the Vulpes should have at least one spell that applies a debuff or two to all enemies.
Other spell gems largely don't matter.

Runes (optional):
Rii (Chaos)
Var (Death)
Aru (Life)
Fih (Nature)
Mav (Sorcery)

This build as described should have a ~98% chance to instantly kill all enemies before they get a turn. If you don't kill all enemies before they get a turn, and your creatures have a chance to act, apply as many buffs or debuffs to the enemy as possible.
Damage Generation
This build is intended to do 3 things.

  1. Generate damage that scales to enemy health.
  2. Boost the ever-loving heck out of that damage to one-shot any enemy.
  3. Don't die.

Each of the traits, gems, artifacts, perks, and runes used in this build falls under one of those three categories.

Damage Generation

Damage generation in this build is pretty simple. You start with the Chaos Mage perk, Magma Diver:

Magma Diver
Your creatures deal additional damage equal to 0% (+0.5% per rank) of the target’s Current Health.

At the maximum rank of 40, your creatures deal 20% of your opponent's max health as damage with every damage-dealing action. This damage is still affected by your opponent's Defense, so we have to increase the damage dealt quite significantly to make this work.

Next is the trait that actually deals the damage:

Piercing Dragon Claws
After an enemy gains a buff or debuff, deal damage to all enemies equal to 20% of this creature's Speed. This trait does not stack.

This is the infamous PDC. With Magma Diver, this trait makes your creature deal a negligible amount of damage with their speed, and then a huge amount of damage that scales to enemy health with Magma Diver.

Then we have several traits that assure we always have debuffs and buffs to fire off PDC damage:

Stricken
At the start of battle, afflict each enemy with 2 random debuffs.

Corsac
This creature's first 3 non-temporary, healing Spell Gems each have a 75% chance to be cast automatically at the start of battle.

Sun Prayer
Your creatures' 'Chance to Provoke' Spell Gem properties have double the chance to activate. This trait does not stack.

Hellblast
This creature can't cast spells directly. After this creature provokes, it casts one of its spells that can target all enemy creatures. This spell costs 0 Mana.

Parasites (spell gem)
Enemies are afflicted with Blight and Leech for 5 turns.

For most enemies, Stricken will be enough. With 2 debuffs on each enemy, PDC procs 12 times. Even after defense, 12 procs is generally enough to kill an unmodified enemy. Because of Immunity artifacts and other abilities, you usually will get ~9-10 debuffs from Stricken.

However, there are many cases where the enemy is immune to debuffs, like Resistant Nemesis enemies. For these enemies, we have the rest of the traits. Corsac has a 98% chance to cast a spell if the creature has 3 healing spells equipped. With Sun Prayer, if the spells have Chance to Provoke on them, the creature will always provoke. When the creature provokes, Hellblast makes it cast a spell that affects all enemies. Parasites applies the Leech buff to all enemies.

With this combo, you can apply a buff to all enemies, which will trigger 6 applications of PDC. There are no abilities that block buff application, so this is very hard to defend against. In 98% of fights, Resistant enemies go down just as quickly as non-Resistant ones do.
Damage Boosting
Now that you're generating some scaling damage, you need to boost it. Since maximum CJ involves reducing your damage output by 90%, and since there are a large number of traits that can reduce your damage even further, you need all the damage you can get. These traits, runes, and other creature options are intended to give you enough damage to reliably beat enemies that reduce your damage to absurdly low levels.

Traits

Most of the damage boosts on this build are traits that scale up your damage, either on all of your creatures or on your Dragon Queen specifically.


Through the Gloom
Your creatures deal 75% more damage to targets that are above 95% Health. This trait does not stack.

Affluence
This creature deals 50% more damage (up to 300%) for each non-temporary Sorcery Spell Gem it has greater than its target.

Powershift
While this creature is above 90% Health, it deals 100% more damage.

Spook
At the start of battle and after this creature defends, it gains Invisible until the end of its next turn. This creature deals 200% more damage while it is Invisible.

Anomaly
When an enemy takes damage, all other enemies' Health is reduced by the same amount. In addition, enemies take 80% less damage.

From the top: Since you're generally doing damage against enemies at full health in the start of combat, Through the Gloom in a free +75% damage. Affluence on a creature with 6+ Sorcery gems generally means +300% damage, or +150% damage against Sorcery creatures. With the Additional Spell Gems artifact trait and possibly some Books of Wisdom, even Sorcery creatures will be getting +300%. Like Through the Gloom, Powershift is almost always effective at the start of combat. Same with Spook. Anomaly doesn't increase damage directly, but it applies the damage done evenly across all enemies. This helps get past the Champion Nemesis affix, since Anomaly ignores the Champion immunity to damage.

With each of these traits, you increase the damage your PDC does by a significant amount. What started as 20% of the enemy's health becomes ~250% of the enemy's health across the entire enemy party, even after the reduction from Anomaly.

You can increase this further with some other features. Equipping the runes that increase damage to a specific class by 25% applies here. Also, if your Dragon Queen has the Berserk buff, damage is increased by a further 50%. The Defense Penetration of a Mace makes the enemy's Defense apply less to the damage.

At higher CJ levels and against certain traits, your PDC will need to hit multiple times, but the damage from a single debuff is usually enough to kill an entire enemy party with this setup.
Not Dying
The rest of the build is focused on keeping the team, and especially the Dragon Queen, alive. Most enemy teams won't do any damage because they never get a turn, but some traits can allow enemies to kill your team in response to the damage and spellcasting you're doing, and it's important to prevent that.

Damage Reduction

A few of the traits are here to reduce damage directly.

Shadow Aegis
Your creatures take 95% less damage while they are Invisible. This trait does not stack.

Endurance Aura
Your creatures take 80% less damage from all sources other than attacks and spells. This trait does not stack.

Since your Dragon Queen will be invisible, Shadow Aegis reduces the damage it takes. Endurance Aura reduces several kinds of damage, most notably damage from traits like PDC. It also synergizes well with the next trait:

Savior
This creature takes 50% of the damage in place of your other creatures from attacks and spells.

Damage that is redirected due to Savior is counted by Endurance Aura as not damage from attacks and spells. So if your Dragon Queen takes 100 damage, then that damage is reduced to 5 (Shadow Aegis), then down to 2.5 (Savior), and then the Valkyrie reduces that damage to 1.25 (Protect) and then even further to 0.25 (Endurance Aura). Since your enemies will be much higher level and have several CJ buffs, this scale of damage reduction is very important.

This build includes two other defensive traits.

Hate and other Triumphs
The enemy creatures' effects that activate when they die are ignored.

Afterlife
After this creature dies for the first time each battle, it resurrects with 50% health, and 50% more Attack, Intelligence, Defense, and Speed.

While HaoT appears offensive, it's main purpose is to make sure that any enemies that die and try to resurrect can't pop back up and kill your whole team with one spell. Afterlife on the Dragon Queen is there so that, even if all else fails, you have one more shot at PDC-ing the enemy if they wipe out your team.

There are a few other defensive options to keep in mind. The Valkyrie should have a Helmet to bring damage down even further. You might consider the Ner rune, which further reduces damage to Invisible creatures by 90%.
Additional Options
The build described above will get you through most enemies. Every once in a while, though, you'll run up on a combination of traits that shuts you down and doesn't end the fight before your opponents get a chance to go. This section show options that can help you win the fight anyway.

If you get lucky, the enemy will buff themselves. This will make PDC apply again, and might kill the enemy anyway. The enemy might instead attack or cast damaging spells, which will likely kill your creatures in one hit, defensive traits or no. The following advice applies if you have lived long enough for your creatures to get a turn.

Spell Gems
There are a number of spell gems that can help once turns begin.

Wormrot
Enemies are afflicted with Weak and Vulnerable for 5 turns.

Affliction
Enemies are afflicted with a random debuff for 3 turns.

These spells apply debuffs to all enemies. There are several 2-debuff spells that apply to all enemies, but Wormrot deserves special attention as the only one that applies Vulnerable (other than Rapture, which is twice as expensive). Affliction is good for applying debuffs that the enemy doesn't already have. Remember to not apply Generous to these, since any spells that target all enemies will mess up your Hellblast.

Hell Forge
Target gains Taunt and Splash for 5 turns.

Spell Flow
Target gains Arcane and Multicast for 2 turns.

Once your enemies already have Vulnerable, and once Affliction doesn't work as well, you can use these. These two spells are the only spells that apply 2 buffs and don't apply a defensive buff like Protect or Barrier that would reduce your damage. These also help with Resistant enemies.

Minor Resurrection
Target is brought back to life with a small amount of Health.

All of your creatures should have a source of dead-raising, in case your Dragon Queen goes down. Priority 1 is always to bring back the Queen so she can start doing damage again.

Other Traits

There are several traits that can make this build more efficient, but are harder to get.

Christmas is Cancelled
Your creatures are immune to damage until all start-of-battle effects have finished.

This trait makes all of the damage-reducing traits obsolete. With this, you can ignore damage before the first turn starts entirely. Unfortunately, it can only be found on the Stag Guide, a creature that is part of the Christmas event. Unless you can wait until December, there's no easy way to get it.

Despair
When an enemy loses stats, this creature afflicts it with a random debuff.

Absolution
After an enemy is afflicted with a debuff, they also lose 15% Attack and Intelligence. This trait does not stack.

If you find that you have trait space in your build, this combo is very effective at generating new debuffs. With these two traits, any enemy you debuff is brought down to 20% of their normal Attack and Intelligence and gains a host of debuffs. Despair can be found on the Dolor Sin, an Itherian creature. It's not time-limited like the Stag Guide, but it's still not easy to find right away.
Acquiring Creatures
Now that you know how to build this team, the challenge is in finding all the creatures that you need. Assuming you can find enough Blood Knives and Gore Knives to extract the Nether Catalysts and Legendary Materials from them all, a full list of the creatures you will need is:

Dragon Queen - Piercing Dragon Claws
Decaying Vulpes - Corsac
Ceaseless Maker - Anomaly
Valkyrie Knight - Savior
Stag Celestial - Sun Prayer
Elf Barbarian - Hate and other Triumphs
Cerberus Hellguard - Hellblast
Pit Wraith Lord - Through the Gloom
Drifting Shade - Shadow Aegis
Phase Knight - Endurance Aura
Pit Wraith Redeemer - Stricken
Roofstalker Wight - Afterlife
Glade Watcher - Affluence
Hurricane - Powershift
Gateway Shade - Spook

You will likely be able to bypass gaining several of these creatures. This build doesn't require any stats to work, so it doesn't really matter which creatures you have, as long as the right traits are in the party, and the right combinations are together. For example, if you find an artifact that gives Corsac, equipping it on a Cerberus Hellguard is just as good as equipping a Decaying Vulpes with a Hellblast artifact.

Some of these creatures are found on specific God shops:
Gateway Shade - Vertraag (Exalted)
Pit Wraith Redeemer - Vertraag (Respected)
Cerberus Hellguard - Tartarith (Deified)

By reaching the listed level with the god and speaking to their statue in one of their realms, you can purchase these creatures for god Emblems.

The rest of the creatures have to be found in realms and extracted, or bred. It's generally much easier to breed these creatures than it is to find them in realms and extract them. Most creatures don't have a particular realm depth that they start appearing at, so finding these creatures in realms can be frustrating. In addition, some of these creatures, including the Dragon Queen, cannot be extracted until you have already acquired one, either through breeding or randomly as an egg.

The easiest way to do this is to make a list of all the creatures here that you already have and lock them as you find them. Once you have that list, look at your artifacts and figure out what traits you already have accounted for there. Then use this Siralim 3 Breeding Combos[docs.google.com] list to figure out what creatures you need to breed the ones you don't have. Remember that you can breed multiple generations to get to a particular target. For example, if you don't have any Dragons, you can breed a Coast Watcher with a Dread Wight twice, and breed the resulting two Dragon Revenants to make a Dragon Queen. The possible combinations to make all of these creatures are too lengthy to list here, but with the breeding combos list you should be able to find some that work for you.

If, despite your best efforts, you can't get all the creatures you need, just proceed to deeper realm depths without using CJ. This build works quite well even half-finished if you're not using CJ. With just Magma Diver, Piercing Dragon Claws and Stricken, you can kill most on-level enemies before they get a turn, even without any other damage boosts. The deeper you go, the more monster types you have access to.
Conclusion
Hopefully, having read this guide, you both know how to make a PDC build, but also why this build works. I encourage you to experiment with it, and find a version that works for you.

Maybe you figure out a better way to survive enemy attacks, or maybe you find you don't need as much damage to kill everything. You might find space for Soul Eater to extract cores automatically and replace Hate and Other Triumphs with Last Breath so the HaOT doesn't stop the Soul Eater from working.

Experimentation is a huge part of what makes Siralim fun, so I hope you can enjoy messing around with this build to make it your own.

If you have any questions about this build, or just want to talk about Siralim 3 in general, I suggest you join us on the Siralim Discord. A link can be found here.

Thanks to [L] for making the original PDC guide that I based so much of this guide on and setting me on the path to grinding efficiency.

Thanks to Glutenus for trying out a lot of these ideas and helping me refine them.

Thanks to gay monster aunt for making the most useful bot in Discord history.

Double thanks to Zack for making this wonderful game.

Good luck!