SpellRogue

SpellRogue

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Sefyra: Static Build Guide
By littleraeofsun
This is my guide to playing Sefyra with a Static build where I provide a basic rundown of the play style and mechanics, discuss the high value spell and item combinations, and then dive deeper into the nuances that can make it perform well in Descent 13.
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Sefyra, the Windcaller

Sefyra is the newest character you can pick as of the 1.0 release. She is an air elemental who has a higher skill floor and ceiling than the other characters making her kits a rewarding challenge to play.

I love playing Sefyra because she has so many fun combinations, and Static is incredibly enjoyable and potent when built correctly.

In this guide I will break down the basics of Sefyra's Static mechanics, give a rundown of the most valuable spells and items you should be looking for, and dive a little deeper into some of my master tips and tricks to squeeze the extra performance out of your build to land your D13 and end game wins.

Icon Legend
🎲Spell 💍Artifact 💠Rune 🍻Potion 💫Ritual
⚪Common 🟢Uncommon 🔵Rare

Other build guides: Cascade | Shift

https://store.steampowered.com/app/1990110/SpellRogue/
The Basics
Static is a stacking status buff Sefyra can build through a variety of spells and items. At the end of your turn, a random enemy will be targeted and receive damage equal to your current Static stack count.

Immediately after, your stack count will be reduced by half rounded up (i.e. you retain half rounded down). In other words, if you end a turn with 11 Static, a random enemy will take 11 damage, and you will be left with 5 Static because 6 will be removed.

Many air spells have effects that consume one or more Static to improve the spell in various ways, so building Static not only provides damage at the end of your turn, but it also makes other spells more potent. Learning how to manage Static is the #1 way to improve your performance in runs (even with other builds, to a lesser degree).

Note: Static is not classified as an attack, so it will NOT trigger effects like Thorns, Discordant or Death Pact (the Deathlink ritual status). However, it DOES interact with Marked, Rupture, and Conduit.

Sources of Static:
🎲⚪Sparkshield
🎲⚪Bolt Hammer
🎲⚪Electric Buffer
🎲⚪Gather
🎲⚪Magnetize
🎲⚪Guiding Zephyr (upgraded)
🎲🟢Draw on the Heavens
🎲🟢Echoing Wind
🎲🟢Shock (upgraded)
🎲🔵Tempest Lash (upgraded)
💍⚪Electric Fur Coat
💠Galvanic Rune



Electrified is a stacking status buff that can be acquired through a handful of spells and items. At the start of your turn, you gain Static equal to the number of Electrified stacks you have. Because Electrified stacks never decrease, you have a permanent source of Static generation going forwards.

Sources of Electrified:
🎲⚪Aethercoil
🎲⚪Cloudstep (upgraded)
🎲🟢Absorb Potential
🎲🔵Wings of Thunder
🎲🔵Zephyr's Touch
🍻🔵Vial of Storms



Sparky is a dice enchantment similar to Icy that provides Static when the die is spent in a spell. Sparky persists on dice when re-rolled or returned (unless they are returned with a different enchantment), so recycling your Sparky dice is the cheapest way to build Static quickly.

Sources of Sparky:
🎲⚪Twin-sheild (upgraded)
🎲⚪Windcrest
🎲🟢Breath of Thunder (upgraded)
🎲🟢Draw on the Heavens (upgraded)
🎲🟢Ventus (upgraded)
🎲🔵Solid Electrocity
💍⚪Dynamo

The Dynamo artifact enchants an existing die with Sparky, prioritizing unenchanted dice. If all of your current dice are enchanted, it will select one at random and re-enchant it with Sparky.

Unfortunately, if you have no dice available, Dynamo resets and you miss out on the enchantment :(



Ionized is a permanently stacking status buff that gives you an equivalent amount of Static anytime you are attacked. For example, if you have 6 stacks of Ionized and an enemy attacks you twice, you will gain 6 Static twice.

Sources of Ionized:
🎲🟢Ferromagnetize (upgraded)
🎲🟢Magnetic Fields



Cyclone is a permanently stacking status buff that works similarly to Hailstorm. Each time you cast a spell, you gain Static equal to the number of stacks of Cyclone you currently have. This is particularly powerful with spells that recycle or roll additional dice.

There is currently only one source for Cyclone at this time, and that is 🎲🔵Aetherstorm
Early Game Spells
Signature Spells & Startifacts™
Electrolyze is the first signature spell you get with Sefyra, and frankly it's pretty rough early on. You start with three dice, and most of the time you'll drop an even die in 🎲Sparkshield for one Static that you either use to boost your highest die or add 4 damage to one attack.

It's very awkward trying to manipulate your dice into the right even/odd setup, and I typically settle for putting two dice in 🎲Sparkshield and getting a 3 or a 5 for 🎲Zap. I always aim to complete the first fight and take an event on the way to the first shard which goes immediately into Electrolyze upgrade A. From there, you just use Electrolyze to overflow your dice.

If you get an early source of Static, you could take Electrolyze upgrade B, but I still find it better to go with A and hold out for a Mana Rune.

💍Electric Fur Coat is the starter artifact that comes with Electrolyze. It's decent enough in the beginning, but 3 Static every 3rd turn is not that great, especially in Descent when a lot of fights are determined in the first two turns.

However, you unlock 🎲Doppelgale at level 4 and 💍Dynamo at level 10, and these tend to be my preference for doing Static runs. Doppelgale copies dice enchantments, so dropping a Sparky 6 will provide you with 3 Static twice (assuming you have another spell that can accept a 6).

Doppelgale's upgrade A just synergizes so well with 💍Dynamo that you wind up having a Sparky die to play with every other turn or so. Plus air spells are naturally skewed towards 1-3s anyways, so the extra die, even a 1, can make or break a Descent fight.




Early Game
Windcrest should be an instant pick-up, and I regularly take it with me through the final fight. Not only does it provide you with valuable Sparky enchantments, but it also solves the problem of what to do with 6s as the majority of air spells only take 5s or lower.

If I can spare the shard, I take upgrade A as you get two Sparky enchants for one cast. Windcrest only rolls one die, so if you can spend any other unenchanted dice before you cast, this is a great way to override negative enchants like Wound and Vex on your other dice. Plus, it pairs well with Runes that give extra charges.

Arc is a decent pick-up early on. It's more flexible than 🎲Zap in terms of the dice you can spend on it (I regularly find myself stuck with extra 4s and 6s after depleting 🎲Storm Shield), and it's more damage if you have two or more targets.

I find that upgrade B is a decent investment for a little extra damage. It's great to carry you through Act 1 bosses and Twins until you get a better damage spell and disenchant it to get your shard back.

Twin-shield is a decent defensive pickup once you get a source of Static other than 🎲Storm Shield. Upgrade A is a great pick-up as well if you can spare an early shard as it gives you a spare die and Static. It pairs well with either 🎲Electrolyze or 🎲Doppelgale.

It's also one of the only spells that can both consume Static for extra benefits while also providing Static which provides a nice reciprocal functionality.

Magnetic Fields is a great defensive pick-up for the Ionized buff which is a solid source of Static early on. Neither upgrade is particularly advantageous for Static, but Cascade is the slightly more helpful of the two.

The major downside is that you have to invest three dice to get Ionized. This makes 💠Immovable Rune incredibly valuable for this spell as you can get 3 Ionized and 10 Block for the low cost of two 1s (which are trivial to get with 🎲Doppelgale).

Other potential picks


Absorb Potential and Ventus upgrade B are great pairings with Electrolyze. Electric Buffer and Echoing Wind are good with Doppelgale, especially if you have a source of Cascade. Pierce and Wind Shear are excellent damage fillers—I've frequently used Pierce with either upgrade through the end. Cloudlance was made for Doppelgale and regularly makes it into my final builds.
Late Game Spells
One-turn Wunderfist
There's no telling when this will be patched out, but for now this stupid build can be yours for as cheap as 3 shards and no runes (4 on D12/13). First thing you'll want to do is drop a 5 in 🎲Mantra. Then cast 🎲Solid Electricity. Now just bounce around adding charges to spells until you have enough Static to destroy and recreate the universe.

This can be done with just two replenishment spells if you can't get a hold of all three. 🎲Cloudlance is a great pickup because it can clear things like Dodge. Other great additions include 🎲Atherstorm (because why not?), 🎲Windcrest, 🎲Absorb Potential, and 🎲Gather.

Even for single-target fights, 🎲Thunderfist deals more damage more quickly than 🎲Breath of Thunder (3 Static = 9 damage for 🎲Thunderfist vs 2-3 for 🎲BoT).

Tweaks to make this even sillier:

Solid Electricity + Heavy Rune, Auspex + Galvanic Rune, Cloudlance + Dominance Rune, Thunderfist + Focus Rune

💠Electric Rune on anything here is also insanely good. Any source of Marked or Crit makes this significantly faster. 💍Lightning Rod gives you the second Static hit to mercy kill anything that you've left standing. Go forth, my rogues, and obliterate.

Best in Slots
I have dubbed myself the "Thunderfist Evangelist" because of how much I love this spell. For the cost versus what it can accomplish, the only spell that rivals it in overall value IMO is 🎲Skybreak in a full Cascade build (coming soon). I go with upgrade B the majority of the time because multi-target fights are slightly more common.

With the right setup, you can easily pick up 10-15 Static in a single turn meaning you can deal 30-45 damage to ALL enemies turn 1. Obviously there are some drawbacks such as Thorns and Dreamweaver's clones, but it counters Spell Reflect, Shade Armor, and Spirit Form as well as the Mandate of Madness mutator.

💠Electric Rune is a great pick-up for it as the spell itself doesn't consume Static. Anything that provides extra charges is great too, but honestly the spell is adequately strong with just the shard invested in it.

Breath of Thunder is also a great damage pickup that scales infinitely no matter how much Static you consume. Anytime you gain charges of Static, the spell permanently increases in damage for the remainder of the fight. This is why I specify that Ionized gives you Static each time you're hit by an attack. If two enemies hit you twice, you gain Static four times.

I still prefer Thunderfist for the early damage burst, but Breath of Thunder can scale up very quickly assuming you can survive the first few rounds while you build up the damage. It goes amazingly well with an 💠Electric Rune as the spell does not suffer from the spent Static.

Solid Electricity is a just an all-around phenomenal spell. Rolling multiple Sparky dice is so strong for Static generation, and it also provides block. Upgrade B basically pays for itself, and anything you can do to increase charges just sends its value through the roof.

I regularly try to find a 💠Heavy Rune for it because for 2 extra countdown cost you get an average of 30 Static baseline per turn. Drop those Sparky dice in 🎲Doppelgale charges, and it's just... 😘👌 Anything else that provides extra charges is very valuable as well, so I typically slot something like 🎲Cloudlance between this and 🎲Doppelgale.

Wings of Thunder is another one of my favorites because, in a Static build, you can just park it in the far left slot for cheap AoE and Electrified stacks.

It's great damage for a single die, solid for Static generation for longer fights, and pairs well with both 🎲Electrolyze and 🎲Doppelgale. It just makes me feel cozy for some reason 😅




Honorable Mentions

Flurry scales insanely well if you want to go for a multi-hit build. It used to be an instant-win spell, but in its current form it just costs too much considering how much setup you have to do to make it effective (plus the fact that it consumes all of your Static means you start over each turn). However, it is incredibly strong when combined with Rupture, Discordant, Conduit, or Marked.

I once managed to get 💍Witch Blood on my way to Arkanax. With Discordant, I unleashed a 20+ Static Flurry attack which applied one stack of Rupture after every single hit. 💍Frost Veil works similarly as (I'm 99% sure) the stacking Fury gets applied additively each hit as well.

My struggle with it is that, even at the reduced 18 countdown cost of upgrade A, it still feels too expensive given the need to build Static from scratch every turn. If you can build 15 Static, Flurry A deals 30 damage spread out randomly for twice the cost of 🎲Thunderfist B that can deal 45 damage to ALL targets plus the 15 Static hit at the end of your turn.

Because 🎲Thunderfist doesn't consume your Static, you can put an extra charge on it and get 90 damage to all enemies for the same price of Flurry. Even for single target fights, 🎲Thunderfist A will deal 75 damage to a single target for half the cost or 150 with two charges for the same cost.

If you want to make Flurry work, you will need to collect spells like 🎲Shock, 🎲Relay and 🎲Dark Mirage to be able to cast it each turn in addition to pumping out enough Static. Then you would need to acquire one or more sources of:
  • Rupture (💍Demonic Seal, 💍Witch Blood, 🎲Dark Arts)
  • Fury (💍Rage Blade, 💍Tidebreaker, 💍Vortex Crystal)
  • Discordant (💍Tuning Fork, 🎲Nimbus Strike) for block

It's doable, but for D13 runs where resources are much more scarce, 🎲Thunderfist is just easier to optimize.

Aetherstorm has always been fascinating to me, but like 🎲Flurry, it just costs too much to make it work well reliably in Descent builds.

That being said, Aetherstorm with an 💠Automaton Rune is the G.O.A.T. for Static builds, so I will typically grab it on the off-chance I can make that utter nonsense happen.

The Echo die is kind of meh IMO, but the Cyclone is just pure ecstasy for building Static.
Artifacts & More
💍Artifacts

My #1 artifact that I go for is Darkheart. Marked is just too good and too flexible, so this is an instant-pick on me (even on Hazel sometimes). This is one of the biggest game-changers on any build.


Lightning Rod is an amazing pickup for any Static build (assuming you don't take spells that consume all of your Static). Having your Static effect trigger twice makes it more likely to finish off those pesky low-health targets.


Static Catalyst is a fantastic way to overflow your dice which can stretch your Sparky dice even further. The only potential downside is if you have a build that heavily relies on dice of specific values.


Dimensional Cube is perfect with 🎲Doppelgale upgrade A because even though you only roll 1-3s, you're guaranteed a 6 every 10 dice. This really helps round up the builds that have higher countdown costs.


Chaos Crystal and Red Minerals are always great pick-ups, and they're wildly powerful when fighting any boss except Arkanax.




💠Runes
You can drop a Galvanic Rune in anything that naturally has 3 or more charges for free Static each turn. Combine that with spells like 🎲Wind Shear and 🎲Cloudlance on either side for extra stacks.

Electric Rune can be very powerful on spells like 🎲Thunderfist, 🎲Breath of Thunder, 🎲Solid Electricity, and 🎲Windcrest. Just note that it won't trigger depletion effects more than once, but it will repeat "Last charge" effects.

Automaton Rune is incredibly powerful on spells like 🎲Aetherstorm, 🎲Windcrest, 🎲Breath of Thunder, 🎲Draw on the Heavens or 🎲Ferromagnetize. Know that it just casts the first charge of the spell automatically each turn, so any spell with multiple charges won't ever trigger on-deplete effects. Additionally, other mechanics that randomly target spells can and do target Automaton spells; that can range from losing free charges from 💍Enchanting Effigy or 💍Sentinel Sigil and making 💍Portentum obsolete to 💍Red Dawn or 💍Runic Infuser casting the spell again and triggering 💍Tempus.

Might Rune is great for 🎲Flurry and Focus Rune is very potent on 🎲Windcrest,
🎲Thunderfist, and other single-charge spells.



🍻Potions
Branding Tonic is fantastic for the same reason 💍Darkheart is: Marked is an all-purpose damage boost that works with every build.

Vial of Storms is a nice chunk of Electrified stacks for longer fights. It's the only source of Static from a potion.

Flask of Echoes is great for your big single-charge damage spells like 🎲Thunderfist and 🎲Breath of Thunder to wrap up combat quickly.

[quote[Unfortunately, Spell Echo it doesn't work well with spells like 🎲Flurry because the first cast will consume all of your Static.[/quote]



💫Rituals
Unfortunately there aren't any Rituals tailor-made for Static, so I just got for my usual picks that compliment Static builds.


Deathlink is just OP right now, and it maximizes your potential with 🎲Breath of Thunder, 🎲Flurry and 🎲Thunderfist B on any fights with more than one enemy. I seek it out in all of my runs because it's just so good, especially on Act 2 bosses.

Even on single-target fights, you can wait until the end of your turn and cast it so the enemy loses whatever health you do!

Mana Vestige is a great pickup because it gives you bonus damage every other turn, compliments single-charge damage builds (especially on fights like Djinn), lets you preserve dice from one round to the next, and gives you a way to deterministically override a negative enchantment on a die.

This one is a literal lifesaver on Daily Challenge runs where you received Wounded every round.


Soul Grasp is free damage that bypasses things like Block, Thorns, Spell Reflect and Spirit Form/Dodge. While it's been nerfed to be front-target only, it's still a fantastic pick-up, especially if you go with a 🎲Breath of Thunder build which is completely countered by things like Spell Reflect.
Master Tips
Coming soon!
8 Comments
Garou 7 Jun @ 12:52am 
@salrav I feel this , my descent 11 has been difficult as well, seems that once you get past this the rest is just a matter of applying the same principles and optimal knowledge you've gathered so far to push the rest of the way!
Garou 7 Jun @ 12:48am 
I must update my initial response, now that I played Sefyra for the entirety of my climb towards Descent 13 victory. Cascade is my new reliable and flexible favourite. :praisesun: It's just too hard to mess up when you know what you're doing and is very capable in any difficult situation.
glick 29 May @ 12:31pm 
just landed a 1k thunderfist thanks for the guide :D
littleraeofsun  [author] 18 May @ 5:01pm 
@Garou Static has also been my favorite because it's just the easiest to make work when you know what you're doing! Plus zapping things is satisfying :)
littleraeofsun  [author] 18 May @ 5:00pm 
@Gallowsborn Thank you! I don't currently have any plans to do the other mages, but it's not off the table. I just REALLY like Sefyra and wanted to make sure she was more accessible to other players ^_^
Garou 16 May @ 1:41pm 
Static build on her is my favorite, it just naturally clicks. I get a bit confused with the shift mechanic on air spells. Nice guide :47_thumb_up:
Gallowsborn 12 May @ 2:35pm 
These are AMAZING!

I would love to see you do guides like this for the other mages as well!
salrav 9 May @ 4:05am 
I made it up to Descent 10 with a similar build. Struggling with Descent 11. Maybe just RNG. Getting bad Mutators and/or unhelpful spells and artifacts.