SpellRogue

SpellRogue

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Sefyra: Cascade Build Guide
By littleraeofsun
This is my guide to playing Sefyra with a Cascade 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 Cascade is a wildly powerful and adaptable build for any level of gameplay.

In this guide I will break down the basics of Sefyra's Cascade 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: Static | Shift

https://store.steampowered.com/app/1990110/SpellRogue/
The Basics
Cascade is a stacking status buff Sefyra can build through a variety of spells and items. It increases the value of your dice in socket effects through the end of your turn.

Pierce, for example, takes 1-4s and deals damage equal to twice the value of the die you spend. With 2 stacks of Cascade, a 1 deals 6 damage as if it were a 3, and a 4 deals 12 damage as if it were a 6.

This also impacts other effects. Chakra gives Block equal to the die you spend. If you have 3 stacks of Cascade, a 4 provides 7 Block and a 6 provides 9 Block. Similarly, Myrrenyth Flux provides Power equal to your die, so 2 stacks of Cascade would get you 4 stacks of power when you spend a 2. Jolt upgrade A would deal 6 damage and apply 6 Conduit for a 4. And so on...

This effect combines additively with Exalted Medallion and Manifold (though Manifold is applied before Cascade) which means you have incredible potential in terms of functional dice value.

Sources of Cascade:
🎲⚪Aethercoil
🎲⚪Aimed Attack (upgraded)
🎲⚪Chakra
🎲🟢Echoing Wind
🎲🟢Guarding Gale
🎲🟢Magnetic Fields (upgraded)
🎲🟢Trataka
🎲🔵Mantra
💍⚪Diamond Eye
💍🟢Prism
🍻🟢Overflowing Mixture



Conduit is a permanently stacking status effect that can be applied with a number of air spells and artifacts. It works like a "wild magic" Rupture in that when the host the loses health to damage taken, it deals damage to a random enemy equal to the number of stacks. Now, if this is confusing, you are not alone!

For example, if you are fighting the Twins and you apply 5 Conduit to the front Twin, every time it loses health from damage (meaning Block mitigates the effect), 5 damage will be dealt to a random Twin. Not only do multi-hit spells trigger this repeatedly, but additional damaging effects like Static, Doomspinner and Staff of Lightning also trigger it.

This makes Conduit an amazing mechanic to combine with Cascade which traditionally centers on multiple attacks. And because the status stacks permanently, it's like perma-Rupture on single-target fights. Fun fact: it also works with Death Pact health loss O_O

Sources of Conduit:
🎲⚪Focus Blast
🎲⚪Bolt Hammer (upgraded)
🎲⚪Fulgur (upgraded)
🎲⚪Haze (upgraded)
🎲⚪Magnetize
🎲⚪Thundercrash (upgraded)
🎲🟢Ferromagnetize
🎲🟢Galvanic Fling
🎲🟢Jolt
🎲🟢Voltaic Binding
🎲🔵Overclock
🎲🔵Prickling Air
💍🟢Arcstriker's Seal
💍🟢Polarity Resonator




Discordant is a temporary stacking status effect that can be applied with a number of air spells and artifacts. The wording on this is very confusing in-game, but essentially it's a defensive Rupture. Unlike Conduit, you don't have to deal damage to trigger it—you just have to have an attack land!

For example, if you are fighting Arkanax and you have 3 Discordant on him, each time an attack hits, you will gain 3 block. If you unleash a Skybreak with 7 hits, you will net 21 block. This is not effected by Sap either, so if you can rely on Discordant, feel free to take the Sap mutators!

It also triggers any spells and artifacts that have effects like "on block gained" like Witch Blood and Frostveil, but it does NOT count as a spell giving you block for things like Vortex Crystal.

The one downside to Discordant is that it's a negative status effect you have to apply to a mob and then attack to get block. Mobs with Nullify won't receive Discordant until you clear the stacks with another negative status effects.

Discordant is an amazing pairing with Cascade builds because they lean towards smaller, more frequent hits that really leverage the free block.

Sources of Discordant:
🎲⚪Dissonant Voice
🎲🟢Nimbus Strike
🎲🟢Veil of Nimbus
💍🟢Tuning Fork
🍻🟢Overflowing Mixture
⚪Potion of Discord



Echo is a dice enchantment that, while not directly related to Cascade, can be beneficial for Cascade builds. A die enchanted with Echo will copy itself into adjacent spells (similar to how Doppelgale works) allowing you to potentially cast three different spells at once.

Echo is consumed immediately and cannot be rerolled or duplicated, but it can be overflowed.

It's also important to note that Echo resolves the spell you cast it on first, then the adjacent spell to the left, and then the adjacent spell on the right last. There are a handful of scenarios where this order is consequential, so be mindful of how you order your spells when playing with Echo dice.

⚠️ As of right now, there is a bug with adjacent-spell mechanics when one of the adjacent spells would shift positions with the center spell being activated. This will soft-lock your game, requiring you to exit and ultimately abandon your run.

Sources of Echo:
🎲⚪Afterimage
🎲🔵Aetherstorm
🎲🔵Mantra (upgraded)
🎲🔵Wings of Thunder (upgraded)
💍⚪Echo Stone
💫Featherlight Chant
Early Game Spells
Signature Spells & Startifacts™
Harmony is the second signature spell you get with Sefyra once you reach level 2, and it can be confusing to figure out at first. When a dice is spent in it, it will change the lowest value die to match the value of the die spent, and then roll a 3-4.

This becomes quite powerful because with just 1 stack of Cascade, a 6 now sets the lowest die to 7 which triggers an overflow in addition to rolling a 3-4. If you have 7 stacks of Cascade, a 6 will set the lowest die to 13 triggering two overflows. You can then start to combine it with dice enchants and overflow your enchanted dice—Manifold being particularly potent.

However, this process can be slow in the beginning because you start out with three dice, and your only initial source of Cascade, Chakra, costs two dice to deplete, leaving you with just one die and nothing else to overflow. This is why Diamond Eye is, IMO, almost required to make Harmony work well.

Diamond Eye is the starting artifact you unlock with Harmony which gives you 1 Cascade every other turn. With it you have a way to overflow your dice at least every other turn which makes depleting Chakra more likely, thus boosting your damage even more.

IMO there's just no other starting artifact that benefits Cascade like Diamond Eye.

You can rush Harmony upgrade A to always have the ability to increase your dice (and this is a decent strategy for Daily Challenges that give you Harmony without Diamond Eye), but my preference is to run Harmony with upgrade B for extra overflowing potential. Upgrade A definitely gets you more value sooner, but B provides way more value once you get a reliable source of Cascade.

⚠️BE ADVISED, the higher Cascade you get, the less likely you are to get 1-3 value dice as you get caught in what I like to call 6-entropy. The current dice overflow logic is a greedy algorithm meaning it satisfies the overflow with the fewest dice possible. 7-12 will always result in 2 dice. 13-18 will always result in three dice, and over half of the possible outcomes have only 4-6 value dice. This only gets worse the higher you go, so you wind up stuck with all 6s eventually (which is the least applicable die value for air spells, particularly Cascade builds).

Ironically, Vex and Curse can be blessings to a Harmony build as you can use them to drop your dice values. Curse is particularly interesting because Harmony can negate it entirely if you want, or you can choose to use the 1 somewhere a 4-6 won't fit; I like picking up 💍Crooked Dice on Harmony. Vex is a little trickier to juggle, but it's predictable enough now that 💍Hex Robes can also be a useful fit with Harmony.

You unlock 🎲Doppelgale at level 4. It doesn't benefit Cascade quite as much as it benefits Static, but it DOES solve the 6-entropy problem.

Both signatures synergize well with dice enchants, but Harmony is going to be much better for one-time use enchants like Echo and Lathespell as you can overflow them. It makes significantly better use of Manifold.

When I run Doppelgale I always lean towards upgrade A because the majority of spells that really shine with a Cascade build can all take 1-3s.




Early Game
Pierce and Wind Shear are just great damage spells by themselves, but they really shine when you get a couple stacks of Cascade. They can also provide great utility into the late game. I tend to lean towards Pierce more frequently because it has more charges, lets you choose your target, and gives you a dice on deplete (or two if you upgrade it!). However, Wind Shear is also nice because it can both accept 5s and, when upgraded, add charges to adjacent spells.

All of these features make them great pick-ups early that will carry you into the late game and beyond.

Cloudlance is great in most builds, but it's so perfect in a Cascade build. Right off the bat, it deals 3x damage which makes it a much-improved version of your starting offense spell, Karma Burst. Then the base spell also adds charges to adjacent spells which is fabulous utility for air in general.

The upgrades are both great depending on what you need. If you have core spells like Skybreak with only one charge, being able to add 2 charges is so powerful. I also like to stick it next to Pierce so that after I deplete Pierce once, I add a charge back and immediately deplete it again.

Echoing Wind is a great source of Cascade, and it works incredibly well with Harmony which rolls 3-4s guaranteed.

Either upgrade is nice, though I am more partial to B where I can spend a second die for one additional stack of Cascade. It also allows you more control over your Cascade stacks which becomes VERY important when you start doing Descent.

Upgrade B is also quite nice if you want to do a hybrid Static-Cascade build because you have the option of grabbing 2 cascade and then getting 5+ Static.

Trataka is another great source of Cascade, especially with Harmony. For a shard, upgrade A rivals Echoing Wind B in terms of Cascade with the main difference being you need a 3 and a 4 at once instead of two 4s sequentially. Trataka also gives you the Cascade all at once, where Echoing Wind lets you build it up 2 at a time. It's subtle, but with 6-entropy in mind, Echoing Wind has a small advantage IMO.

The once-per-combat Foresight is weird, and upgrade B never made much sense to me. However, you can slot one of the die and wait until your next turn to slot the other, and that can come in handy in certain situations.

Relay is a decent early defensive pick-up with some great utility once you get another source of Cascade than Chakra. Pretty much anything that gives scaling damage or block is going to shine with Cascade.

Upgrade A is nice if you have countdown spells, but they typically don't fit well with Cascade because they don't scale off of dice values. Upgrade B will help keep you nice and healthy, and it pairs very well with Doppelgale.




Other potential picks
Fulgur is a decent pick early on as it can help you overflow dice while getting some small hits in. Upgrade B is particularly useful while you're working to acquire sources of Cascade as it can help overflow your dice.

However, once you get a source of Cascade every turn, you can drop it in favor of other more valuable spells.






Guarding Gale is another decent source of Cascade that I find works a lot better with Doppelgale which can roll 1s.

IMO it's lackluster compared to Echoing Wind, but if you have some Cascade going into it, you can get a bit of Block with upgrade A. Upgrade B can work well in hybrid Static-Cascade builds for generating Cascade and rolling a new die.

If you can stick a Galvanic Rune on it, definitely go with upgrade B. Dropping this beside Cloudlance is part of my Doppelgale Cascade end game strategy 😈
Late Game Spells
Best in Slots
Skybreak. That's it—that's the show. See you next week.

For real though, Skybreak is the true signature spell for Cascade. Everything about it scales with Cascade beautifully.

I always take upgrade B so I can pump extra charges into it and cast it repeatedly without having to worry about Silence. This also synergizes excellently with Doppelgale, and this is the primary reason I will run it for Cascade.

Obviously any source of Rupture, Fury or Conduit will send this through the roof, which is why I love picking up Demonic Seal anytime I can. Rage Blade also works well with Doppelgale which answers the dice reduction and sets up the first cast of Skybreak to annihilate. Discordant + Witch Blood or Frostveil is unbelievably silly.

You can stick Might Rune, Focus Rune, or Electric Rune in it for even more fun. Throw Discordant into the mix and then you don't have to worry about Block. Long story short: it's a great spell that only gets better. 100% pick-up for Cascade.


Aumkar is a great defensive spell in general, but it's nonsense with Cascade. With just 4 Cascade, you can drop two 1s in Aumkar and net 2 Foresight and 30 Block. There's just no downsides to it, and it synergizes very well with Doppelgale.

If you can pick up a reliable source of Discordant, Skybreak will give you all the Block you need, but otherwise Aumkar is just wonderful.





End Game Builds

My life has changed since I discovered the insanity that is Cloudlance + Auspex + any dice generator. This build will 1-turn any fight that can be finished in a single turn. Similar to my One-turn Wunderfist build, this is an infinite dice loop that basically lets you cast Skybreak until all the things are dead. Auspex perfectly solves the 6-entropy problem with Harmony, and this setup can work without any shards, runes or additional artifacts, but a couple shards and a Blitz rune make it a lot easier and quicker.

Start by overflowing some dice and deplete Cloudlance. Then cast Auspex and the Cloudlance again. Once you get several dice, start tossing them in your other spells to increase Cascade and cast Skybreak.

Anything that provides Cascade, Power, Rupture, Discordant, or Conduit will only increase your speed. Fury can also help, but the intermittent Cloudlance casts will eat up a lot of it.



This is the other build I put together for Doppelgale. It's much stricter in terms of what you need to put together to make it succeed, but it will outlast the inevitable Auspex/Cloudlance nerfs. I find the Automaton Rune in Echoing Wind to be particularly valuable as I regularly struggled to get 4s. Guarding Gale synergizes much better with Doppelgale, and I found this neat little trick with upgrade B and Galvanic Rune.

You can swap out Nimbus Strike for Auspex and run the Skybreak / Auspex / Cloudlance / Doppelgale scenario with this as well. Doppelgale will trigger Prism repeatedly which would speed up the fight quite a bit.

I slot Tempest Lash here because it synergizes somewhat with Cascade and takes any rogue 6s I get. With the recent reduction in Rupture, assuming you get Nimbus Strike off, it will outscale up to 4 incoming enemy attacks in Discordant block.

Seek out a Witch Blood artifact as it will significantly boost your damage and help clear any Negate stacks on enemies, like Magus, so that you can use Nimbus Strike (this is particularly important for the True Ending).

Anything that yields Power, Rupture, Conduit, Discordant and Cascade will be huge for this build.





Honorable Mentions
Prickling Air is one of the best sources of Conduit, and it's so cheap! On single-target fights, it's essentially an equivalent to Power when it comes to Skybreak. This is another reason why I like running Doppelgale because you get enough 1s to make things like this work perfectly.

Upgrade A makes it stronger by itself, but upgrade B is significantly better with Skybreak.




Wings of Thunder upgrade B is another one of my favorites because it's the same type of damage that Pierce and Wind Shear bring to the table, but AoE. If you park it on the left, you also get Electrified which give you free Static to spend.

Obviously if you're going up against Arkanax, you can drop it for something else, but it's an amazing compliment to Skybreak for Umrabxis.
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.


Aside from 💍Diamond Eye, Prism is the only other artifact that grants Cascade. If you can get a build that rolls plenty of dice (🎲Doppelgale, 🎲Solid Electriciy, 🎲Pierce A), you can trigger it multiple times per turn. A hybrid build with 🎲Solid Electricity / 🎲Cloudlance / 🎲Auspex / 🎲Doppelgale could net you infinite Cascade for 🎲Skybreak.


Exalted Medallion is basically +1 Cascade all the time. Free money!



Plague Pestle is nearly the same degree of instant-pickability for me as 💍Darkheart, but it's breathtaking with 🎲Skybreak. This artifact alone could carry you anywhere you want to go with a Cascade 🎲Skybreak build.

Demonic Seal is another one of my favorites, and it too does wonders for Cascade 🎲Skybreak. This paired with 💍Prism and a high-rolling build just multiplies your damage like crazy.


Conduit is another wonderful pairing with 🎲Skybreak. It's like permanent Rupture that has a mind of its own.








The unholy combination of Discordant with either Witch Blood or Frostveil makes 🎲Skybreak a monstrous spell. Both Witch Blood and Frostveil proc off of every single hit, increasing your damage cumulatively. It's pretty silly.



💠Runes

Automaton Rune is can be powerful on spells like 🎲Wailing Winds, 🎲Echoing Wind, or 🎲Trataka, especially on a 🎲Doppelgale build. 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.


Focus Rune is good on just about everything that doesn't have a deplete effect.

Might Rune is decent on 🎲Skybreak if you have one for free, but in the grand scheme of things it's a drop in the bucket compared to other damage boosters.



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

[cascade intensifies]


If you haven't checked out the new Manifold, you're missing out! Now Manifold dice count double in both countdown and mana sockets, so this synergizes perfectly with Cascade.

Just another nice source of Discordant.






💫Rituals

A strong Cascade build can finish combat in 1 turn, so rituals without turn 1 benefits aren't very useful. That being said, these are the rituals that syngerize the best with Cascade.










Deathlink is pretty much the best ritual in the game right now, and it's the most impactful for Cascade + 🎲Skybreak. It's also available on turn 1, which works great for the high end builds.

Refolding Rite is another ritual that has turn 1 benefits, and Manifold just works beautifully with Cascade. It's also great for overriding negative dice enchants.

Elemental Overdrive is a great way to boost your Cascade acquisition, and you can use it on turn 1 with a potion.










Flux Reversal is a fantastic way to counter the 6-entropy of 🎲Harmony. You can use it to flip your last couple of dice to get the exact cast you want. It's also an amazing counter to Curse!

Arcane Infusion is a decent fallback ritual that can buff 🎲Skybreak quite nicely.

While Soul Grasp doesn't particularly synergize with Cascade, it's a great ritual for dealing with low-health targets and things like spell reflect.
Master Tips
Coming soon!
2 Comments
littleraeofsun  [author] 15 May @ 8:13pm 
@Despondeo once you pick up Tritter, there is a random Act 3 event that will let you evolve him. I had to do about 12 Tritter runs to get both.
Evil_Fishy 7 May @ 11:32am 
One other Ritual that I've found incredibly helpful with turn 1 cascade builds is the one that lets you tilt dice turn one. Now you aren't just hunting for a 4 to slot into Mantra or Echoing Wind, you can turn a 3 into a 4 as well. And if you don't need it for the 4, it lets you turn a wall of 6s into 5s, which is handy in some situations.