Talk:End-Game Build

Out of turn you are vulnerable because of ping pointing only in 1 direction and jaunt cooldown. In turn jaunt moves the targets it hits around, barring any real planning.

For ping to work out of turn I'd upgrade it with ping and bounce(still heven't tested this). For jaunt to work in turn I've upgraded it with breach and get. This secures the targets and pulls in more. A better jaunt build though is upgrading it with jaunt and breach, ending turn after 2-4 hits. This makes the effective cost of jaunt per damage very good. Otherwise you're better off with the classic bounce(bounce,magnet)->void(crash)->cull(load) combo.

I think the best overall build is bounce(bounce,magnet),load(jaunt,mask) and help(spark,cull). It's a hybrid build, which means you'll be attacking both in and out of turn. at first you do a help and then enter turn. Help upgraded with spark and cull yields the most help damage per turn imo. Als just bounce to gather enemies and spend your turn. Then load while you're practically invincible waiting for your turn to refill. Load upgraded with mask is most broken. The strategy is flexible in how much turn you spent on breach, depneding on the situation.