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Red RiftTeam buildingFrontlineDamageAesah

Red Rift team building

How to build a team that clears rooms and kills bosses.

Use as templateCreates a private editable copy.
0.5.5 correctionsFunke and The Detonator were nerfed in 0.5.3. Patch 0.5.5 moved Wildfire's power from its base Burn into Magic scaling; it passes the old value near 130 Magic. Karsu's 0.5.4 rework improved regular fights and lowered her old boss damage, while 0.5.5 left her base kit alone and buffed The Warband from 3 to 4 permanent Attack Speed per cast. Sal's earlier Attack Speed nerf still applies. The video is from Demo 0.5.2, so its hero rankings may be outdated.
Chapter 02

Get a real tank

Try to get a useful tank to B rank in Act 1. It gets a specialization and more item slots. Try to get that tank to A before the final boss.

Two tanks can work when the Rift Seal holder can't solo the frontline. A second tank also gives you another useful rank-up in the shop. Use whichever strong high-rank tank shows up.

Chapter 03

Wave clear and boss damage

Use fast AoE for regular rooms and keep a scaling damage dealer for bosses. Aesah used Funke for rooms and Karsu, Irini, Sal, or Nyx for bosses. Patch changes mean that list is out of date.

If your carry only clears rooms, use another slot for a boss unit. A lower-rank specialist can help once regular rooms are easy.

Chapter 04

Grace and Mystic

Grace can shield the backline, and Mystic adds Attack and Magic over time. Aesah used this as extra scaling for boss fights.

Later patches buffed Grace's main shield and nerfed The Selfless's backup shield. The Selfless is weaker now, so recheck that choice when Grace reaches B rank.

Skorn holds the front while Funke clears rooms. Karsu handles boss damage, and Grace keeps everyone up. Swap any of them when the shop offers an upgrade.