SpellRogue

SpellRogue

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Sefyra: Shift Build Guide
By littleraeofsun
This is my guide to playing Sefyra with a Shift 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 Shift is a chaotically thrilling build to play for the more advanced rogue.

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

https://store.steampowered.com/app/1990110/SpellRogue/
The Basics
Shift is a spell manipulation mechanic where you reposition spells in your deck. Shifting a spell to the left will swap it with the spell to its left. This is the foundation of playing a Shift build! It's also the reason why spell positioning is FUNDAMENTAL for Shift.

Some spells will shift themselves when cast. Some spells will shift other spells. It can be very confusing at first, and frustrating if you're used to having complete control over your games (like me).

However, once you learn the rhythm of the Shift build, I'm confident you will fall in love with it too!

Spells that Shift themselves:
🎲⚪Gust
🎲⚪Aeroguard
🎲⚪Aimed Attack
🎲⚪Breeze Bind
🎲🟢Magnetic Fields
🎲🟢Shifting Winds
🎲🟢Zephyrian Wrath
🎲🔵Air Wall
🎲🔵Dark Cloud
🎲🔵Myrrenyth Flux
🎲🔵Silver Lining
🎲🔵Volt Surge

🎲🟢Updraft is a unique spell that will Shift other spells!



Shifted is the state of a spell being displaced, whether the spell moves itself or it is moved by another spell.

This effect is the core of where your damage, block and other Shift mechanics will originate.

It's important to understand the difference between a spell that Shifts versus a spell with a Shifted effect. A spell with both will trigger its own effect when cast.

Having multiple spells with Shifted effects will all trigger if you shift the Rightmost spell Leftmost and visa versa. This is the part the gets super confusing, but by the end of the guide you will see just how powerful this can be!

Spells with Shifted effects:
🎲⚪Aeroburst
🎲⚪Focus Blast (upgraded)
🎲⚪Gather (upgraded)
🎲⚪Wind Ward
🎲⚪Twisting Edge
🎲🟢Draw on the Heavens
🎲🟢Shifting Winds
🎲🟢Zephyrian Wrath
🎲🔵Aetherstorm (upgraded)
🎲🔵Air Wall
🎲🔵Solid Electricity (upgraded)
🎲🔵Vexing Skies (upgraded)
🎲🔵Volt Surge

💍🟢Cloudburst gives you 1 Fury anytime a spell is Shifted. This triggers multiple times if a spell Shifts Leftmost or Rightmost!



Aligned is a spell state that is triggered when the spell is cast from the Leftmost position. This is where even more Shifting madness can come into pay as many spells will Shift Rightmost when Aligned.

The cool part is that spells which Shift themselves on cast can move from slot 2 to slot 1 and then trigger their Aligned effect!

Spell with Aligned mechanics:
🎲⚪Aethercoil (updraded)
🎲⚪Aimed Attack
🎲⚪Cloudstep (upgraded)
🎲🟢Magnetic Fields (upgraded)
🎲🔵Dark Cloud
🎲🔵Myrrenyth Flux
🎲🔵Silver Lining
🎲🔵Volt Surge
🎲🔵Vexing Skies

💍🟢Cloud Titan Shield will give you 2 Block anytime an Aligned spell is cast!



In some cases you will see a double arrow with Shift: this mechanic simply shifts a spell as far Left or Right as possible, displacing all other spells along the way.

This mechanic is particularly valuable once you get your build going as you can trigger multiple Shifted effects at once. Generally spells with this mechanic will either Shift Rightmost when Aligned or automatically at the end of the turn.


Spells that Shift themselves Leftmost/Rightmost:
🎲⚪Gust (upgraded)
🎲⚪Aeroguard (upgraded)
🎲⚪Aethercoil (updraded, aligned)
🎲⚪Aimed Attack (aligned)
🎲⚪Cloudstep (upgraded, aligned)
🎲🟢Magnetic Fields (upgraded, aligned)
🎲🟢Zephyrian Wrath (upgraded)
🎲🔵Air Wall (upgraded)
🎲🔵Dark Cloud (aligned)
🎲🔵Myrrenyth Flux (aligned)
🎲🔵Silver Lining (aligned)
🎲🔵Volt Surge (aligned)

🎲🟢Updraft will shift other spells Leftmost/Rightmost when upgraded!



Eolian is a dice enchantment that really brings your Shift build to life. When spent in a spell, an Eolian die will Shift the spell to the Left a number of spots equal to the die value. E.g. an Eolian 6 will Shift any spell Leftmost.

⏱️Take note that the Eolian Shift is resolved before the spell is cast. Any spell with adjacent-spell effects will Shift first and then resolve the effect with the new spells to its left and right.

Eolian persists through rerolls, so this is a fantastic way to launder your dice while slinging spells all over the place! The more you Shift, the better!

Sources of Eolian:
🎲⚪Aethercoil (updraded, aligned)
🎲⚪Breeze Bind (upgraded)
🎲⚪Cloudstep
🎲⚪Spirit Step
🎲⚪Twisting Edge
🎲🟢Feather Lash
🎲🟢Magnetic Fields (upgraded, aligned)
🎲🟢Metta (upgraded, first cast)
🎲🔵Dark Cloud (upgraded)
🎲🔵Silver Lining (upgraded)
Early Game Spells
Signature Spells & Startifacts™

Gust is the signature spell for Shift builds without equal. You have four charges to Shift it around your deck, triggering the Shifted effects on your starter spells, and rolling a new die. Early on, this is your primary source of Shift. I prioritize spending 1s and 2s that I roll at the start of the turn to cast Gust so I can get higher-value dice for my spells.

⚠️I HIGHLY recommend you reverse the order of your starter spells at the very beginning of your run. Putting Gust to the right of 🎲Aeroburst means you can trigger its Shifted effect with an odd die and save your evens for damage.

Both upgrades are fantastic for Shift, but I tend to go with upgrade A to have the added Shift mechanic happen on my terms (I'm not controlling—yoU'RE CONTROLLING!)

Take note that Gust will only roll 3-6, so any spells the rely on 1s and 2s will be difficult to cast in a Shift build unless you have a source of Curse or Vex. Additionally, Curse has little to no impact on Shift because a 1 will have the same effect on Gust as a 3 or a 5.

Be careful not to dig yourself into an even-spell hole as many early Shift spells only take even dice. I find myself regularly staring at a suspiciously large quantity of odd dice with this build ಠ_ಠ but I'll save that tin foil hat for another day...

Aang Eol is the Shift starter artifact. Traditionally I avoid startifacts that only work on a single turn, but getting an extra Eolian die on turn 1 is sooooooo good compared to the other starters. I take this one 99.99% of the time for Shift.



Early Game

The early game for Shift can be very rough. Again, you should reverse the order of your spells before you start combat so 🎲Wind Ward is on the left and 🎲Gust is on the right.

Twisting Edge is a disgusting spell right now. Once you get a couple of spells that Shift Rightmost, you can keep Twisting Edge dancing through the end of your turn and just nuke things. It also converts one of your existing dice to Eolian, which can be a great way to override negatice dice enchants.

I'm still not sure how this spell continues to exist in its state as I can typically build it up to 30+ damage per cast by the Act 2 boss. That's a ridiculous amount of damage for 3 countdown (which you will always be able to get with 🎲Gust). There really aren't any downsides to this spell. 10/10


Aimed Attack is a fantastic starter spell for it's utility, and I highly recommend you pick it up if you see it in Act 1 drafts. You will be hurting for Eolian dice until you can upgrade 🎲Gust, and Aimed Attack is just wonderful for Shifted effects in the early game.

Pairing this with 🎲Twisting Edge should 100% replace 🎲Aeroburst, so I highly recommend trying to find them quick. I typically do NOT upgrade Aimed Attack as neither upgrade is fantastic for Shift, but upgrade A is preferrable. More damage is more damage, especially if you can get it Aligned.

The main downside is that it only takes even dice just like 🎲Aeroburst, so if you haven't picked up another damage spell you have to choose between which one to cast (why hello, large collection of 3s and 5s—how did you get here??!). In these circumstances I treat 🎲Aeroburst as a once-per-turn spell that I cast after I get it good and feisty.


Spirit Step should be an instant pick-up for you at any point your run. This spell is simply pivotal for Shift, and arguably the second best spell (after 🎲Twisting Edge) to bring your early game online. It does have the problem of only taking even spells (I'm starting to see where all the odds keep coming from...), and finding a source of Static can be fairly awkward for a Shift build.

I always go with upgrade B so I can use it as a dice generator too. This regularly makes it to my end game builds. Once you get to Act 3, you will find yourself with plenty of 6s to spend on this.


Zephyrian Wrath is the semi-permanent damage scaler for Shift. Anytime this spell gets Shifted, including when it's cast, it goes up in damage for the rest of the fight. It's a great solution for Eolian 1s and 2s that you don't have a better place for as they will Shift the spell, boosting the damage, without actually casting it.

Both upgrades are great depending on what you need. I'm pretty impatient, so this one doesn't tend to make it into my final builds, but it's a great early- to mid-game staple!


Shifting Winds is hands down the best defensive spell in the game for Block based on how much you can generate without even spending a die. Once you get get some Eolian dice and Rightmost Shifting spells, you will pick up Block coming and going—literally! It also continues to provide Block when Shifted after all the charges are depleted too.

I go with upgrade A because I don't prioritize spending dice in it but rather Shifting it around with other spells. Toss a 💠Shield Rune or 💠Immovable Rune into this and you just never die. I once got a 💍Tidebreaker with this spell, and I regularly started turns with 30-60 Fury.

Shifting Winds is not "casting" but executing a Shifted effect, so it won't count towards triggering
🎲Darkstar A, 💍Exuberant Wand, 💍Tuning Fork, etc. unless you actually use a charge.

Updraft is the perfect Shift spell for mid- to late-game when you've stockpiled Shifted mechanics. I always go with upgrade B because it's absolutely bonkers being able to shift spells all over the place with a normal 1 or 2. Absolutely marvelous when paired with 🎲Shifting Winds and 🎲Volt Surge.

The main catch is that it Tilts all of your dice, so think about that before you cast. This is a game-changer for when I get stuck with all the 3s and 5s that build up on me. If you pick up any spells that require a specific die value, make sure to cast those first...




Honorable Mentions

Breeze Bind is another interesting utility spell that, building on the air recharge theme, will add charges to adjacent spells. The tricky part is that casting this spell will Shift it to the Right and THEN add charges to the adjacent spells. That means that whatever spell is to its Left when you cast will not be effected.

You can pull off some crazy shenanigans with this spell, but I find it to be more of a trap in the beginning. You won't have a lot of dice to start, so casting this will eat up dice without giving you anything back.

I also find that keeping up with Shift in general stretches the limits of my attention span (I am NOT a chess person...), so this one tends to be too taxing for me to prioritize running it.


Magnetic Fields is a fun defensive spell early on. I like the Ionized buff (which has perfect synergy with 🎲Spirit Step), but you have to invest three dice to get to it which means you have nothing left over in Act 1 to do anything else. 💠Immovable Rune solves this problem quit nicely, making it a decent defensive spell into the mid- to late-game.

Upgrade A is hands down the best for Shift as you not only roll an extra Eolian die, but the spell Shifts Rightmost when aligned. This upgrade kind of makes up for the cost, but I still wouldn't run it primarily without an 💠Immovable Rune.
Late Game Spells
Best in Slot

Volt Surge is one of the best Shift attack spells you can get and is an amazing pairing with 🎲Twisting Wind. It is the attack equivalent of 🎲Shifting Winds and hands down the best with any form of Rupture or Conduit on the front enemy. By the end of Act 3 you could easily be spending 6 or more Eolian dice per turn, and if you spend them in spells with Aligned -> Shift mechanics, you can get a dozen or more triggers of Volt Surge netting you 60+ damage without even having to spend a single die in it.

I almost never upgrade this one because the base is so powerful on its own, but if I find myself with a spare shard I will go with B every time—the point of the spell is not casting it but having it there to be Shifted by other spells. Plus, where else will I stick my trash dice? 😂

While you can stack 🎲Twisting Wind and 🎲Zephyrian Wrath up to significantly higher amounts of damage, Volt Surge scales with things Power, Rupture and Conduit significantly better. If you manage to get a Shift Rune on it, it goes up in damage every time it's triggered. That's just game over for anything standing in your way. Volt Surge will continue to deal damage after it's depleted too!

I drop my Eolian 1s and 2s in it because they Shift Volt Surge without casting it, so I get more damage out of it whereas the 1-2 slot Shift might not otherwise accomplish very much in another spell. If you manage to duplicate Volt Surge, you can stick them side by side, drop Eolian 1s in them to have them Shift each other, and deal double damage. If you get a 💠Dominance Rune or 💠Shift Rune in before you duplicate... 😱

Volt Surge damage is not "casting" but executing a Shifted effect, so it won't count towards triggering 🎲Darkstar, 💍Exuberant Wand, 💍Illumine Necklace, 💍Wheel of Vigour, etc. unless you actually use a charge.


Dark Cloud and Silver Lining are OK spells on their own, but you might find yourself wondering why they're rare spells given that they don't do a whole lot. The power comes from having both of them ("every dark cloud has a silver lining").

The combo used to be broken as Dark Cloud had returned the die +1 and you could juggle a single die back and forth between the spells. Now both return -1 meaning you have to be more strategic with your dice. However, with the right setup, you can still get a lot of power out of this combo, and now Dark Cloud deals more damage, making it a decent standalone spell.



End Game Builds
🆕Updated for 1.0.2

Shift is the one build that actually benefits from having fewer spells. If you only run 5 spells, an Eolian 4 will Align any spell it's cast in, and a 3 will get any self-Shifting spells into Alignment. Even without Eolian dice, it's less distance to travel for spells to become Aligned.


Core: Gust / Updraft / Volt Surge
If you can assemble these spells, any other combination of spells should get you through your run. The key is to use 🎲Updraft to shift everything else back and forth around 🎲Volt Surge (or 🎲Volt Surge itself).

Gust / Spirit Step / Magnetic Fields / Silver Lining / Twisting Edge / Volt Surge / Breeze Bind
The key to playing this build is to use 🎲Magnetic Fields to build up Ionized so that you have Static to spend on 🎲Spirit Step to generate dice. Use 🎲Magnetic Fields and 🎲Silver Lining to charge up your other spells, and 🎲Breeze Bind to restore charges where needed (prioritize 🎲Spirit Step to keep your Eolian source flowing).

🆕Updated for 1.0.2
Gust / Dark Cloud / Silver Lining / Magnetic Fields / Twisting Edge / Volt Surge / Jolt
Because of the 🎲Dark Cloud change, you can't just juggle a single die to spam your Shifted Effects. My workaround was to include 🎲Magnetic Fields A into the mix. 🎲Magnetic Fields A is a fantastic early pick-up, and it synergizes very well with 🎲Dark Cloud and 🎲Silver Lining now.

I like to drop any non-Eolian odd die in 🎲MF to get started, and wait to get either an Eolian 5 or 6
(🎲Twisting Edge B helps out with this A LOT). Then you can juggle it back and forth between 🎲DC and 🎲SL until it is a 3, where you will drop it into 🎲MF and hopefully start the cycle back over again.

🎲Jolt is optional, but I find it's a great source of Conduit for your damage spam. The Ionized from
🎲MF can yield some Static to make the new 🎲Spirit Step a decent pick-up here as well (and I'd still recommend upgrade B). 🎲Breeze Bind, 🎲Updraft and 🎲Zephyrian Wrath are also solid subs.



Honorable Mentions:

🎲Wings of Thunder is still one of my favorites, though its Aligned effect is much harder to trigger reliably in a Shift build where it's hard to keep track of where it will end up.

AoE damage is something Shift spells lack entirely, so this is a great compliment for damage. Plus, the Electrified stacks synergize well with 🎲Spirit Step and can lead to bonkers-level dice generation.





🎲Air Wall is another powerful defensive spell as it builds permanently throughout the fight. If you're going for the long term builds, it's a great pickup. It's like 🎲Bastion on steroids.

Personally I'm too impatient for the long-game spells, so I never pick it up 🙃
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.



Cloud Faerie Wing is amazing for Eolian die generation. If you nab this one, you really don't need to pick up anything else. Between this, 🎲Spirit Step and 🎲Twisting Edge, my turns are 100% Eolian dice by the time everything is said and done. I feel like Shift builds are in a feast or famine state right now because if you can pick up things like this, the build practically plays itself. 13/10

Cloudstone. I honestly don't know how this made it to 1.0. If you see this artifact, pick. it. up. This gives you Fury anytime a spell is Shifted. That means that, with 7 spells, Shifting the Rightmost spell Leftmost will give you 7 Fury. Do that with an Aligned: Shift Rightmost spell like 🎲Silver Lining, and one die will give you block + 14 Fury. And you get your die back.

If you have 🎲Volt Surge in the Rightmost spot and drop an Eolian 5 in it, it will hit for 5, generate 6 Fury, Shift Left and hit for 11, generate 2 more Fury (for a total of 8), Shift Rightmost and deal 13 damage. At this point it should leave you 7 Fury for the next attack, but it's a little buggy.

I'd report it, but I don't want them to change anything 😂

Cloud Titan Shield is a nice defensive artifact that really shines in Shift builds. With a proper deck, you can trigger this 8x per turn easily. That's only 16 Block, but it's not effected by Sap!



Normally I prefer Chaos Crystal for the extra die, but Red Minerals is phenomenal with Shift builds because they tend to be pretty good at recycling dice. If you can combine Twisting Edge and Volt Surge, you practically have an infinite build with Red Minerals!



💠Runes

When it comes to runes, nothing beats Shift Rune in a Shift builds. It adds damage to an attack spell each time it's Shifted in a turn. If you can drop one of these in 🎲Volt Surge, you will annihilate everything in your path.

The ideal setup here is having 🎲Volt Surge in the 7th slot and dropping an Eolian 5 in it. Eolian resolves and Shifts 🎲Volt Surge over to slot 2, triggers the 5 damage hit, and then increases its damage by 2. Then 🎲Volt Surge casts and Shifts itself to slot 1, triggering 7 damage, gaining another 2. Then Aligned triggers, Shifting Rightmost and dealing another 9 damage, ending up at 11 damage for the next cast.

With a single die you have dealt 21 damage and triggered all of your other Shifted effects twice—and that's if you don't Shift it any first 😳 Combine it with 🎲Cloudstone and 🎲Demonic Seal? Ridiculous. 15/10

Immovable Rune is great in 🎲Magnetic Fields and 🎲Shifting Winds as it boosts the block and, in the case of 🎲Magnetic Fields, gets you to that sweet Ionized (and possibly Eolian die) even quicker!


Focus Rune is always practical for at least one spell in your deck.






💫Rituals
Featherlight Chant is made for Shift. Any turn you use it, you get to convert one die to Eolian. If you cast it on even turns, you roll an extra die in addition to getting to enchant. I don't ever wait until turn 3 because Echo is weird and I'm impatient.

Honestly, it's worth it to drop by shops in Act 1 to see if you can find this. Like 🎲Cloud Faerie Wing, it's a game changer for Shift. Also fantastic for clearing out negative enchants on your dice!


Deathlink is always a good choice, but it really solves the drawback of Volt Surge only hitting the front target. With Death Pact, you can have it also hit whatever else you want!
Master Tips - Spells & Artifacts
General Tips
With some rare exceptions, your ability to succeed in D9+ increases the more dice you can roll. Because of this, I heavily favor spells that return or reroll dice. This is especially true for Shift because reusing high Eolian dice is free attack and defense.

Starting out with Shift:
Step 1: Swap Gust and Wind Ward
Step 2: Pray you don't get all odds
Step 3: Pick up Twisting Edge ASAP

Early game really comes down to how well you play your Shifts. Aeroburst works best if you charge it up a bunch and plan to spend it just once a turn. Keep in mind that the damage build on Aeroburst is cumulative across turns, so you can opt for getting block on this turn and still not miss out on the damage next turn.

Once I get a build going, my layout is typically spells with Aligned effects on the left (or staged in slot 2 if it self-Shifts), with Shifted spells to the right with Gust at the very last slot. Anything else just fills in the middle.

Spells
Gust I typically try to dance Gust back and forth around my primary damage spell as much as possible (Twisting Edge > Volt Surge > Zephyrian Wrath > Aeroburst). Early on this can be tricky as you have to trust that spending an even to Shift it Right will eventually result in another even die to cast Aeroburst, but thankfully the damage boost persists across turns. Once I get two Shifted offense spells, I sit them side-by-side to the Left of Gust. Then you can drop an Eolian 1 or 2 to hit both of them with one cast. Using an Eolian 2 is one of the best ways to get two or more Shifted triggers with one die in Gust.

Twisting Edge Focus on Shifting it around as much as possible before casting. Instead of spending your last two dice in Twisting Edge, see if you have another Align+Shift spell that returns a die. You can cast Twisting Edge with one die to enchant the other with Eolian, recycle it through the other spell to get a little extra damage, and then cast Twisting Edge. Unlike other damage spells, Twisting Edge does not persist its damage boost beyond the end of the turn, so it's best to focus on casting it last.

Aimed Attack I like to have a Shifted spell on the far left with Aimed Attack in slot 2. Because Aimed Attack will shift itself on cast, you can still get the Aligned effect from slot 2 plus trigger a Shifted effect on whatever is in slot 1 twice. Early on I keep Wind Ward in slot 1, but it's also a great spot for Shifting Wind. I use a normal die to cast it first, and then an Eolian die for the second charge to trigger Aligned again—these whole-row Shifts are pivotal in the early game.

Breeze Bind My tactic for reliably adding charges to the spells I want is using Eolian dice to get them in slots 1 and 2, and then using Eolian dice to Shift Breeze Bind to the far left before casting it. Then it shifts between the two spells I want and casts. If you have an another Eolian die, you can repeat the process with the same results. Granted, this works best if you have multiple sources of Eolian. Having to spend dice to restore spell charges is most economical if you can add charges to spells that produce dice (like Spirit Step and Vexing Skies). If you find you have plenty of dice, getting an extra charge in Twisting Edge or Zephyrian Wrath may be preferable, but there's no point in adding another charge to a spell if you won't have dice to cast it.

Alternatively, you can keep Breeze Bind on the far right and have it restore charges to Silver Lining and Dark Cloud, supercharging your full Shift cycle. (courtesy of Evil_Fishy)

Zephyrian Wrath I will use this one early to mid-game for a decent source of damage, but it just doesn't scale quickly enough to compete with the Twisting Edge and doesn't deal damage often enough to compete with Volt Surge. Still, you can continue boosting this spell's damage through the end of your turn, so spending dice elsewhere now will still have a payoff next turn.

Updraft While I prioritize using this to directly trigger Shifted effects to deal damage with Volt Surge and boost damage on Twisting Edge, this can also be used to bump spells with Aligned effects closer to being Aligned if you find yourself without Eolian dice. A great example is if you have Dark Cloud B for converting dice to Eolian, but it's in slot 3, you can bump it over to slot 2, drop a normal 5 in and get an Eolian 6 to Align Silver Lining or Aimed Attack. If you only have Dark Cloud or Silver Lining but not both, you can use Updraft to juggle the same die with whichever spell you have (i.e. Dark Cloud flips Eolian 5 to a 6, and Updraft flips it back to a 5 so you can use it again).

Volt Surge Dropping Eolian 1s and 2s into countdown spells to get a free Shift can be nice, but that technique is most beneficial in Volt Surge (especially if it's next to a growing spell like Twisting Edge or Zephyrian Wrath). If you have access to Rupture or Conduit, take it. I can't stress how great those are with Volt Surge!

Artifacts
Curse and Vex have less of an impact on Shift as Gust functions the same with a 1 or 5, and Vex can be useful in additional die manipulation. Plus, if you get enough Eolianizing items, you override Vex anyways.

Shift builds don't typically give status effects, so Aethercrest and Witherclaw won't benefit you much at all (at least not enough to warrant choosing these over anything else). Due to the way Shift works, Dreadstone is even riskier as you often deal damage when getting Block.

Fury is less beneficial to Shift than Rupture and Conduit because you're constantly depleting it with Volt Surge spam, so I tend to prioritize other mechanics over Fury (i.e. Witch Blood over Frostveil). That being said, Tidebreaker can be monumental if you run Shifting Wind with Silver Lining or Magnetic Fields A. If you can cast Volt Surge so that it hits twice, this is disgusting damage.

I love Chaos Crystal and Red Minerals, and I tend to favor Chaos Crystal for the dice utility. However, I have found that Red Minerals is incredibly powerful with Shift because it has the ability to recycle dice.

Plague Pestle is agreat pick-up for Volt Surge because it's triggered on unblocked damage—not spell cast.

Because Gust rolls 3-6, avoid artifacts that rely on 1s or 2s. Skaal and Staff of Protection are solid, Darkeart is a no-brainer, and Staff of Lightning can help mix in some extra damage. Fool's Hope Charm and Life Skien are going to be less effective (and don't get me started on Molly's Bindle...)
Master Tips - Enemies & Mutators
Elites
Do NOT attempt to fight an Elite with only Aeroburst for attack on D9+. You will not be able to squeeze enough damage out to kill anything without at the very least taking a ton of health loss (which can sabotage your run).

Primordial Blaze No real strategy other than terminate with extreme prejuidice
Corrupt Abbot No special strategies here. Just attack when he's passive and block when he's atttacking. Try to avoid depleting your spells after turn 1 /shrug
Carrion Abomination Focus on killing off the summons until he stops summoning, then try to kill him before he summons again. Use your little spells like Aimed Attack to kill the minions and save your nukes for the Abomination.

Djinn Free win with Shift if you have Volt Surge! Otherwise just make sure you don't have all of your eggs stacked in the Zephyrian Wrath basket...
Crones Right now, my general strategy for killing the Crones is just nuking them as quickly as possible from left to right. Death ramps up damage the quickest and always attacks. Birth applies block and life drains to restore its health. Growth just Saps, Grows and attacks occasionally, so it's the lowest threat. Sometimes I will take out Birth first because I hate having to deal with the block. If you have Deathlink, link Death and Birth and just roll them.
Devil Assassin No real changes in strategy here either. Just prioritize dealing as much damage as quickly as possible to avoid the debuff scaling (or make sure you have a Soothing Solution with you)

Chaos Angel Again, no change in strategy. Kill him ASAP. Lost spell charges is a death sentence for Shift.
Dreamweaver This one is going to hurt. Make sure you don't go into an Act 3 Elite fight with less than 16 health. The best strategy is to kill off the front summon quickly and steamroll Dreamweaver with Volt Surge spam before it can spawn another front minion.
Orb of Infinity This one is the easiest of the Act 3 Elites for Shift. If you have Shifting Winds and enough rotating spells, it doesn't matter how quickly you kill it (though if it's not dead by the end of turn 5, something is wrong with your build)

Bosses
⚠️This section contains some spoilers
Ancient Skull Focus the skull. Balance blocking with dealing damage. If you have Twisting Edge, you ought to be able to take it out by turn 3
Heart of the Forest If you focus on damaging the Heart, you can stun lock it out of dealing any damage.
Mother of Flames If you can take her down to half health on the first turn, just focus her. Otherwise, her adds are small enough that you can take them out with Aimed Attack or Aeroburst to keep the fighting moving forwards. Killing the adds forces the Mother to take turns summoning more.

Hydra Deathlink ritual makes a HUGE impact here, but just focus down the heads. Green > Purple > Red > Blue is my general priority, but you can focus whichever one is dealing the most damage. Beware of the Purple Weak building up on you. 6 Weak will neutralize your Volt Surge and Aimed Attack damage and can get you stuck in a hole you can't get out of.
Twins They're brutal now, and Deathlink can make or break this fight. It's possible to have a strong enough build to reliably get through this fight, but Death Pact makes it so much easier. Focus one down and then kill the other. Without Twisting Edge, it can be perilous to flip both of them at once because you could end up with a ton of Weak and not be able to deal damage the next turn, so it can be better to flip them one at a time. Branding Tonic, Soothing Solution, Weakness Gas and Smoke Screen are all super helpful for this one.

Arkanax By this point you ought to have a full build that can take him down in 3-6 turns. No speciial strategy.
Umbraxis Deathlink makes this one a breeze too. Just keep focusing down the hands and dump the rest of your damage into Umbraxis. Soothing Solution is great to remove Weak.

Vorth'korr With a full build and Deathlink, the initial adds should be cake. Keep in mind that Vorth starts with Nullify, so if you are relying on Discordant for block, make sure you have something to clear Nullify first. If you plan to go to Act 4, avoid anything that gives Frenzy or Berserker. Try to take a source of Marked and a Soothing Solution for best chances of success.


Mutators
✅ Because Curse doesn't have as big of an impact on Shift, you can pick up Baneful and Condemnation without too much of a hit.

💡 Decrepit and Frail Mana don't apply to the block from Discordant, so if you setup Discordant on the front target, Volt Surge can keep you healthy. Additionally, the sheer number of times you can trigger Shifting Winds can override a little Sap, and Silver Lining A has plenty of block to override it too.

💡 Threshold is possible to do with Shift if you really focus on triggering the crap out of Volt Surge. The way to counter Threshold is with a multitide of small attacks, and Shift builds around Volt Surge are great at that. If you can keep stacks of Conduit on the front target, you'll be golden (Conduit is considered a separate damage amount whereas Rupture adds to your current damage).

💡 Pyromaniac is a lot easier to do with Shift because Volt Surge doesn't count as a spell effect against creatures with Immolate (not sure why, but don't tell the Devs XD). It can also mitigate some of the penalty around Smoldering as neither Volt Surge nor Shifting Winds count as "casting" when you get damage or block from them. Fun fact: If you outright kill an enemy with Immolate, it doesn't trigger at all :D

💡 Malady can be a reasonable choice mid- to late-game as a full build should deplete all spells each turn (and give you silly amounts of block if it doesn't)

💡 Irrecoverable is a decent choice once you have acquired a good amount of block or have a relatively full build. You don't need to heal if you don't take damage.

💡 Retribution and Endless Wounds can be difficult to overcome, but with Twisting Edge, Cloud Faerie Wing, and/or Featherlight Chant, this one could be easily countered by overwriting enchants.

💡 Dulling can be a decent pick if you have a build with Volt Surge and either Twisting Edge or Zephyrian Wrath. Volt Surge doesn't trigger Dulling when Shifted, so it never reduces in damage. Zephyrian Wrath only has one charge, and Twisting Edge scales very well. You won't get much use out of Dark Cloud or Aimed Attack, so lean into Magnetic Fields A and Silver Lining.

💡 Elusive Foes would be trivialized with Volt Surge.

⚠️ Skulk and Straining Mana Unless you're centering your build around being able to nuke with Twisting Edge or Zephyrian Wrath, any Weak will dismantle your build. Shade Armor is also a direct counter to things like Aimed Attack and Volt Surge. They're doable, but it significantly reduces your build options

🛑 Burnout Shift is probably the least worst of the three Air builds, but still avoid it at all costs. Do it on Azar if you must.

🛑 Diminishment is rough on most builds, but Shift really hurts when spell charges don't fully replete.

🛑 Final Gift will slow you down. With a full Shift build, even on D13 you should be able to clear fights in a single turn.

🛑 Entropy's Grip will severely hamper your build as Gust rerolls dice to provide Shift. Avoid it.

🛑 Furor and Berserker are very risky with Shift because you tend to cast all of your spells every turn and hit a lot. With a full Shift build, you can neutralize threats quickly, but having this on Arkanax or Vorth'korr is incredibly dangerous.
5 Comments
Garou 16 May @ 6:38pm 
If I could describe this character as an analogy it's like driving manual transmission car versus automatic. Takes a different skill set and practice
Evil_Fishy 10 May @ 6:13pm 
Breeze Bind is disgusting with the Dark Cloud / Silver Lining combo.

Keep it right-most. Cast both spells. Breeze bind for two more charges. Cast them both again with Eolian. Breeze Bind again. You've turned your 12 full deck shifts into 28 . And all you need is an Eolian 5/6 and 8 countdown worth of dice. Absolutely bonkers.

I found it rather easy to get that going with the Featherlight Chant ritual, letting me spec into the 2x damage for both Dark Cloud and Silver Lining.
NomiSaltium 10 May @ 2:34pm 
Even so, it's possible to reverse that order by starting with an Eolian 4 or 6 into Silver Lining, since this automatically puts Silver Lining into slot 6, allowing you to use the Eolian 3 or 5 on Dark Cloud afterwards.

The downside is that you either need a way to get an Eolian 4 or 6 without using either Dark Cloud or Silver Lining, or you need a way to Shift Silver Lining far enough to the left to not need an Eolian dice for it next turn.

Also, there's an artifact that gives delayed block whenever you gain block, which is really good with Shifting Winds if you can Shift it a lot. I forgot the name of it though, but I think it's worth mentioning.
littleraeofsun  [author] 10 May @ 11:41am 
Thank you NomiSaltium! I have added this as a note.

The only catch with this is that you will ALWAYS have to cast Dark Cloud -> Silver Lining in that order to prevent Dark Cloud getting stuck in slot 6.
NomiSaltium 8 May @ 3:40pm 
Slight correction regarding the end-game build with Dark Cloud and Silver Lining: you can still get a perfect cycle going with Eolian 3-6 even if you have 6 spells. This is because if you spend an Eolian 3 on Dark Cloud while it's in the 5th slot (next to the rightmost slot), the Eolian effect will Shift it by 3 slots, then it Shifts itself by one more slot, and then the Aligned effect triggers, thus Shifting it rightmost.