Choose your engine
B–01 · Punch start
Physical pressure
Use STR to make every safe attack turn count. Pair one dependable physical action with defense, recovery, and a flexible utility or burst slot. Avoid taking a second physical attack that merely shares the same cooldown window.
B–02 · Spark start
Cooldown caster
Stack INT around a staggered rotation. A caster needs a useful action while the strongest spell is unavailable, so value low-cooldown utility and defensive tempo over redundant burst.
B–03 · Safe blind run
Balanced survivor
This is not equal-stat leveling. Keep either STR or INT as the engine, then spend more weeks on HP and whichever defense answers the upcoming threat. It is the safest route when you do not know the boss pattern.
A four-slot rotation
Slot 1 — Repeatable pressure: an action you can use often enough to avoid dead turns.
Slot 2 — Defensive answer: block, evade, shield, or mitigation reserved for forecasted danger.
Slot 3 — Recovery or control: stabilize health, debuff the target, or extend a safe window.
Slot 4 — Flexible payoff: burst, synergy completion, or an encounter-specific counter.

Make each hit do another job
The official 0.8.0 notes changed repeat-hit attacks such as Combo Strike and Iron Ball Juggle so eligible attack-triggered passives activate on each hit. A multi-hit action can therefore offer more than its displayed direct damage.
In an August 2026 Lv.9 clear report, Murakumo favors a durable STR / Claw setup, combining repeat hits with compatible physical-hit effects and poison. The report still prioritizes HP and defenses; it is not a claim that an all-offense build reliably clears 1.0.
- Start with a multi-hit physical action that fits your cooldown schedule.
- Read each passive's trigger. Add one that actually applies to those hits; do not assume every artifact or passive triggers per hit.
- Keep a defensive response and a second usable action while the combo recovers. Check the battle log to see whether the expected triggers occur.
Sources: Official 0.8.0 multi-hit change ↗ · Murakumo's Lv.9 clear notes ↗ (August 21, 2026; 0.9.3). Checklist is our application of those reports; not an in-game retest.
Shield / Presser needs a payoff window
Steam player ジャムおじ reported a Lv.9 clear built around HP → RES → VIT, accumulating Shield and converting it into damage with Presser. Their supporting kit used Snowcloud-related effects, recovery, and poison while building the shield. This is a specialist route: HP alone is not the damage engine.
Try the route only after you have: a repeatable shield source, the shield-based damage skill, and enough survival to reach the payoff. During a safe fight, watch whether Shield grows after incoming damage and decay. If it does not, improve generation or spend the shield sooner rather than waiting for the old guide's target.
We are intentionally not presenting the old report's damage multipliers or HP target as current requirements. This build remains a lead to test in 1.0, not a guaranteed clear.
Sources: ジャムおじ's Steam shield-build report ↗ (December 25, 2025) · Official 0.8.0 shield changes ↗. English skill names may vary after the 1.0 translation overhaul.
Check the next family threshold
A Steam achievement guide reports synergy tiers at 3 / 6 / 9 skills in one family. Horn, Claw, Fang, Roar, Scale, and Wing correspond to HP, STR, VIT, INT, RES, and AGI bonuses; Tail provides BP per turn. Check the current learning screen for your count and next bonus.
Our recommendation: when two useful skills are close in value, check whether one completes a relevant family tier. Do not take a useless active skill just for a counter, and do not confuse family count with upgrading one named skill. To target a family, use the villager skill-family map.
Source: 谷村和也's Steam achievement guide ↗ (updated March 27, 2026). Thresholds are a pre-1.0 player reference, not independently retested here.
Personality is part of the build
RULE and WILD can change which tactics pay off. The official 0.8.0 update added a possible fifth battle slot for a strongly RULE-aligned Coo; older player reports favor RULE for buff/debuff timing and WILD for volatile direct damage. Those reported combat details need retesting in 1.0.
Read the source-linked RULE / WILD comparison, the poison field note, or the CP loadout guide before committing weeks to a plan.