TL;DR: The most broken builds in Baldur's Gate 3 often exploit game mechanics and item synergies to achieve overwhelming power. Notable examples include the Gloomstalker Assassin, Fire Sorlock, and various Arcane Acuity builds. These builds can trivialize encounters and allow players to dominate combat with minimal effort.
One of the most frequently mentioned "broken" builds is the Gloomstalker Assassin, particularly when combined with the Titanstring bow. This build allows players to attack from stealth repeatedly, effectively soloing many encounters, especially in Honor Mode 1:1. The ability to remain undetected while dealing massive damage makes this build exceptionally powerful, as it can bypass many of the game's challenges by simply avoiding direct confrontation.
The Fire Sorlock build combines Sorcerer and Warlock levels to maximize damage output through spells like Scorching Ray and Eldritch Blast. With the Hat of Arcane Acuity, this build can deal significant damage while maintaining crowd control through spells like Hold Person 5:1. Players have reported being able to clear entire encounters with ease, making this one of the top choices for those looking to break the game
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Various builds utilizing the Arcane Acuity feature are also considered broken due to their access to powerful crowd control spells. For instance, a Swords Bard equipped with the Mystic Scoundrel ring can cast spells like Hold Monster or Fear with near 100% accuracy, effectively neutralizing threats before they can act 1:7. This combination allows for high damage output while simultaneously controlling the battlefield.
The Tavern Brawler Monk build is noted for its ability to deal substantial damage while remaining agile and difficult to hit. By leveraging the Tavern Brawler feat, players can maximize their unarmed strikes and utilize items that enhance their melee capabilities 9:1. This build excels in both single-target and area-of-effect damage, making it versatile across different encounters.
Baldur's Gate 3 offers a variety of builds that can be considered "broken" due to their ability to exploit game mechanics and item synergies. Whether you prefer stealthy assassins, powerful spellcasters, or versatile melee fighters, there are numerous ways to create a character that can dominate the game. Each of these builds has its unique strengths, allowing players to tailor their experience based on personal playstyle preferences.
I don’t mean builds that are strong, I mean builds that are absolutely broken. Full using exploits and hacks, but still available in the vanilla game. What can absolutely break the game?
It is, at level 12. I believe that focusing on full itemization and level 12 doesn’t accurately measure powerlevel. To me, builds that come online sooner like TB OH monk, TB Throwzerk, Stealth Archer or RadOrb Cleric are stronger.
As soon as you get the Hat of Fire Acuity it’s the strongest in the game and that’s right at the beginning of Act 2. So other builds are stronger for maybe 1/3 of the game.
>TB OH monk, TB Throwzerk, Stealth Archer or RadOrb Cleric
Most of these start being excellent as early as level 4. I think Rivington rat is competitive along the way as consumables allow them to come online pretty early too. Fire Sorc doesn't really need much past the hat early in act 2, still plenty of game left at that point.
Also there is some out of combat utility to Swordbard and FirwSorc as party faces etc.
I always respec someone to radorb magic missile and spirit guardians shenanigans to literally just walk through act 2
Not the strongest from a damage output sense but swords bard with arcane acuity hat and mystic scoundrel ring straight up trivializes a ton of fights
Yeah the 'Strongest' build is probably whatever can spam the most Hold Monsters for your other characters to just annihilate everything.
If you want to avoid (or compliment) that and just go pure damage, I'd say either a Sorlock, Throwzerker, or OH Monk.
My personal favorite is the Gloomstalker/Assassin/Fighter that just crits the hell out of everything on turn 1 though.
My Bardstarion kept Raphael laughing and dancing through the entire fight, he never got to take a single action. This was on honor mode.
Better than 6 college of swords bard, 4 thief, 2 fighter? (I haven't tried sorlock, so genuine question).
yes, although swords bard definitely requires less effort. Sorlock is basically the build with the highest ceiling in the game, it’s a bit better at controlling than swords bard due to it getting up to 3 spells per turn, and there are some disgusting things you can do with scorching ray if you put the work in. And by disgusting I means thousands of damage in a round.
My hot take is that the 1 level of wizard is largely unnecessary. There are only a few fights where a globe of invulnerability is actually necessary, and if you're going max nova damage you're using your level 5 and 6 slots for firebolt (oops) scorching ray anyways.
edit for typo
Warlock level for access to command, which combined with arcane acuity stacking via scorching ray and metamagic means you can permanently CC basically all the enemies of most encounters forever.
Gloomstalker assassin with Titanstring can easily solo most honor mode fights by repeatedly attacking in stealth from outside combat. That’s probably the most ‘broken’ build. In terms of overpowered builds that still function within normal combat, probably any of the various Arcane Acuity builds since they have access to so many unresistable crowd controls. This trivializes every fight.
I am officially in the end game (LVL 12) and I want to see everyones broken builds. I'm just about to do the house of hope.
Party: Tav LVL 12 envocation wizard (I have made it my mission to learn every spell I could get a scroll for) got that illathid fly and all the passives
Shadowheart: life cleric 6/ oath of devotion paladin 6 doesn't attack just tanks, debuffs and heals , misty step
Lae'zel (best girl): battle master 12 also misty step decided for RP reasons to keep her pure when I disarmed the act 2 boss, misty step
Astarion rouge 4 thief, warrior 3 champion, ranger 5 gloomstalker (dual handcrossbows go blat!) Got gortash to 1hp on the first round of combat in wyverns crossing. Also misty step.
So I'm on tactician and having a fun time but I want to know some broken/crazy/fun builds that I can play with, also pretty sure I've gotten every legendary item so far.
Nearly everything in 5e is broken by level 12 in one way or another.
In BG3, it's less the character levels and more the gear that's doing it - any character with two attacks, Great Weapon Master, an elixir of X Giant Strength (this removes the need to actually set your stats in any particular way), and a potion of haste pretty much RoFLstomps most encounters assuming you're using good gear for your proficiency setup.
Cleric 12s have their fantastic spell list with upcast Spirit Weapons and then sprinting around making everything die, Wizard 12s and Conjure an Elemental and then cast 2-3 6th level doom spells a day and leverage silly spells like Fire Wall, etc.
In theory you can do some shenanigans with stacking charisma multiple times with a character with some combination of Warlock, Paladin, and Sorcerer - but you're gonna have a hard time convincing me that relative to BG3, that's more Broken than a Swords Bard with high Dexterity, a Sharpshooter feat, and two handcrossbows.
Most broken with would tavern brawler monk, and I think unintended 3 hit lockdin is a close second. 1 wizard dip cleric is also pretty high up there because she can essentially cast all cleric spells and all wizard spells (up to 4 wiz slot with the 17 int circlet even if you completely dump INT). This game gear wise definitely favors all three of those, with tons of unarmed gears, really good two handed options and 2 legendary greatswords, and tons of gears for spell DC in general.
Vanilla builds wise that doesn’t abuse weird behavior or unintended bugs would be just pure cleric with tempest or light domain. Planar Ally especially Djinn is so good just blinking around the map blowing people off the map with free thunderwaves. I don’t think I have found better value from a level 6 spell in this game, maybe with conjure water myrmidon being a fairly good alternative since it has free AoE heals
Wouldnt the most busted build be warlock until devil's sight and darkness and then all rogue? In every battle just cast darkness on yourself and then no one will be able to see you and you just keep throwing sneak attacks from the darkness. Right?
FYI, the way the darkness spell and devil’s sight invocation works in the most recent patch of Early Access, you only get advantage on attacks if both you AND your target are inside the area of darkness. Thus it really only supports melee sneak attack builds and dramatically limits the number of potential targets. We’ll see if this changes at launch…
Wtf that makes no sense :( But anw man you'll be taking the hide bonus action freely in there thus getting the sneak
The problem is that the darkness actually winds up obscuring your vision against targets who are outside the darkness while you're in it (even if you have devil's sight). This video by Casual Veteran Gamer demonstrates the issues:
(27) Does Devil's Sight Work With Darkness in Patch 9? Baldur's Gate 3 Early Access - YouTube
If you think sneak attack every round is the peak of what a min-maxer can come up with then you haven't seen the post about the people theorycrafting 7 fireballs in a single turn.
Ahahaha no i don't think its the peak, but the most simple busted build you could do
Simple? Full fighter with haste is more busted than this ;) also 7 fireball guy is litrrally just using full sorc and burning class resource. Those are simpler than multiclassing
Sure but it also fucks over your companions, and not really busted.
Not if you are the only one in the darkness. No one can see you and you don't bother your pals outside of darkenss
If the darkness blocks LOS to the guys behind you, it does.
If the enemies decide fuck it im going inside of the darkness it does.
If the enemies just run out of the darkness it doesn't but congrats your combo did nothing.
Half orc Devotion paladin 6/ lore bard 6 with polearm mastery
Devotion paladin to add your charisma to saves and attacks.
Polearm mastery for reaction and bonus action attacks for more smite opportunities.
Lore bard for more smite slots, expertise on face skills, jack of all trades for everything else, and additional magical secrets to pick up spirit guardians and counterspell.
Sure you only know up to level 3 spells but you can only smites only scale up to level 4 anyways. And with those bard levels you have a single level 5 spell slot (which should be saved for spirit guardians when you're outnumbered)
I cast magic missile at the darkness!
Nope. Has to be a target you can see.
So I see a lot of posts about the most OP builds( I'm looking at you SSB) But the real question is - what would be the worst build? I mean still functional but just not great, something that would represent a real challenge to play? I don't mean take one level of everything to nerf your game, just which classes don't see enough usage or mesh well together? What race would not be suboptimal for that class. Just really random builds that can still work but would make the game harder?
I am playing arcane trickster, and the easiest strong combo you can have, is the ring which makes you immune to blindness, and use fog cloud, you have advantage on all enemies, while they have disadvantage on you. Secondly I can also use hold person, for easy crit with sneak attack. Also the other ring should even allow me to cast hold person as a bonus action. But the trickster with the fog almost solo killed myrkul, where both laezel and karlach couldn't stand there for long enough.
This. Arcane Trickster is so good with Eversight Ring and Risky Ring. You just hide in Fog Cloud or Darkness, always have Sneak Attack, and can clear whole groups without ever dropping combat.
Plus, Mage Hand Legerdemain is a sure way to get Sneak Attack every turn prior to Risky Ring.
Pure pact of tome archfey warlock with no supporting classes and all the greatest stats layout and gear you can find.
You'll make it through the game no problems, but you'll have one action per turn, comparitivly mediocre damage and only two spell slots to use per short rest.
Your team will carry the bulk of the effort but will still call you the "you are death itself" which is hilarious coming from a character that just annihilated most of the fights preceding the statement.
Warlock seems to have been designed as a mixer class.
Can't see this being true when compared to arcane trickster, but OK. Eldritch Blast and Hunger of Hadar always wins my fights everytime, it doesn't matter which subclass tbh😂
Tome pact also gets 3x / long rest spell casts in addition to the pact slots, but they have to be one use of haste, animate dead, and call lightning. Those are all good spells though and worth casting at some point in an adventuring day. That brings you up to 9 total casts per long rest and all max level (or 11 if you have a bard in the party); which at level 11 becomes 12 (or 15).
Unfortunately the invocation book of ancient secrets (available at level 7) is a trap. It gives 1x/long rest casts of chromatic orb and ray of sickness which would be good value if they scaled with your pact slots, but they're always cast at 1st level so will never be better than just using EB.
Considering every spell you cast is max level, that's actually pretty solid. Your spell list is good too. And eldritch blast is better than anyone else's cantrip (unless you have a dragonic sorc expending sorcery points to twin and utilizing cold vulnerability from wet, or being fire with fire acuity - but expending sorc points makes it functionally a 1st level spell and not a cantrip anymore).
Agree it's a solid class that can get you through the game feeling good about it but you're not auto-deleting every fight like the SSB or fire sorc can.
Ah, yes, you're right. 3 spell slots. Really powerful ones at that.
You can of course also pile on the scrolls which are free spell slots and you can use spell slot refund and clear abilities to get one or two more uses out of your slots, but I would argue those are better used by your cleric for heavy all day buffs and support minions.
But out of all the classes, warlock is the least amazing as pure high level class having most of the fun stuff granted early and never improved on.
There is an archievement to win the game by going into every class once without respeccing. That one is easy if you support three meta builds with it but more challenging with weak builds. Its probably a good situating to try and pick that up.
Jack of all trades isn’t even a bad build, you just need to take them in the right order for what you want to accomplish and choose the right subclasses.
It’s functionally a half caster with eldritch blast that can attack with their bonus action via monk and war priest charges. If you take the five full casters as your first five classes you won’t be behind in act 1 because Wizard’s ability to learn spells from scrolls.
I built mine around around charisma, basically played as a wizard until act 2 with the intelligence headband, then switched to eldritch blast when I got the potent robe. The gloves of dexterity + two weapon fighting style from fighter + Ne’er Misser = force damage with your bonus action.
Combined with the tadpole powers and cull the weak my Jack was quite deadly.
Edit: I wanted to add that Monk makes all non two handed weapons able to use your dex if it’s higher, so I used Nyrulna with +4 from the dex gloves. You can focus on building a caster as your Jack and still get reliable melee output.
You get 3 eldritch blasts too. I'm running one and with supporting gear and a hex does ok.
Arcane Trickster is the best late-game scroll user due to the level 9 feature. But yeah, aside from that it’s pretty bad as a pure class.
Agreed. The minions extra attack at 5 seems kinda pointless as it hits so weakly and is so squishy.
Yup, chain is weaker.
Just play a fighter with all your stats at the same number. No elixirs allowed. Very barebones. Otherwise just play a non-itemised pure build, that’s functional without being overpowered from mechanics and items.
Hey guys im on xbox. Could you tell me the most broken builds you know with build guides. Also I want to know what most broken build you would recommend for just normal solo play through as well as recommended most broken build for a durge play through.
Assassin 4/Gloomstalker 5/Champion 3 crit fishing archery build is absolutely silly for a Durge. Half the reason for it being slightly weaker in early game is needing to get advantage before attacking, but the Durge cloak completely negates that problem. And then in late game, you can finish most battles within 2 turns.
As an example to how dumb this is, here's a clip of me making an absolute mockery of Orin a few days ago.
For a build so broken and cheesy, it's still very satisfying to play.
It comes online amazingly early as well and it's so easy to setup.
Just hit level 4, stock up on strength potions from auntie every time you long rest (I've gotten about 13 on average by that time), drink 1 after each rest and suddenly...
BOOM!
These hands are now rated E for everyone!
i really enjoyed 2 turning orin after stunning her with my first hit
This is an excellent guide for a variation of this build (Thief Rogue 3/Gloomstalker Ranger 5/Battle Master Fighter 4). One of the most fun builds I've played for pure DPS.
I think any of these builds are S-tier. Of course some of them are more powerful than others, but generally with good progression and gear, the game will be a breeze. You can check the BG3 build tierlist with links to each build
However, one thing that is more important than builds is game knowledge. I think if you know game mechanics, and especially encounters you can clear the game with simplest builds
I don't have a specific one but it's pretty flexible. Doesn't work in honor mode.
6 levels of swords bard gets you first extra, and the 5 pact of the blade warlock gets you another attack.
Technically you can 3 attacks with warlock + anything else with extra attack, but bard has the best synergy. Obviously try and max your charisma as much you can(this has been nerfed in honor mode though). Doing barbarian + warlock is also really fun as a face character because the dialogs are awesome for barb
Mystic Scoundrel allows you to do a illusion/enchantment spell attack and then an extra attack as a bonus action.
What I do is use bloodlust elixir to do 3 attacks for first action if I can get a kill, then use second action to do viscous mockery or hold person then I get another attack for bonus action.
Infernal rapier is a pretty good primary for this.
Eldritch blast for ranged attacks.
Three attack warlock bard
It is a very powerful character from early on. The moment you get the ring of the mystic scoundrel at the start of act 3 it becomes ridiculously powerful
On turn 1, you shoot your bow 5 times for decent damage using slashing flourish. Then, as a bonus action, you cast either hold monster to defeat any boss in the game with 100% accuracy or confusion to neutralize a huge AoE of enemies also with 100% accuracy
It’s also a great party face because of high CHA for dialogues and DEX for traps and locks. And bards get great dialogue options
If you want a guide search for 10/1/1 control martial
Blade Goolock 5, swords bard 6, (fighter 1, wiz 1 or swords 7)
3 atks a turn and lots of spells & that rizz
10/1/1 swords bard/fighter/wizard with the hat of arcane acuity and the ring of the mystic scoundrel
10/2 light cleric/divination wizard with the radiant orb gear
8/4 OH monk thief with unarmed strikes gear
5/4/3 berserker, eldritch knight, thief with a thrown weapon
This party will cut through the game like a lightsaber through butter
There was a guide for 11/1 fire dragon sorc fiend warlock build that comes online at level 7 and just trivializes the entire game.
Can confirm entire game once getting hat of fire acuity. Even more so if you carry a hunter ranger into act 3 with oils. Capable of pretty much 100% successful extended command or hold person, highest single target damage in game.
Absolutely ludicrous
https://www.reddit.com/r/BG3Builds/s/gqenSKalyC
Have fun just deleting any notion of threat in the game.
Not sure if the difficulty is important, but lets say for balanced difficulty.
Its seems strongest is probably Strength based Monk because of the insane implementation of Tavern Brawler feat (double Str bonus, its different in DND5) and the large amounts of items you find in the game that adds damage dice to unarmed attacks.
But honestly all these builds are not required unless we get difficulty levels above tactician. I played Tactician from Act 2 on (Act 1 still balanced) without any multiclassing and I did not pick Tavern Brawler or used potion cheeses (where you dump Strength but use Giant Strength potion every day) or similar cheeses.
I know they are not required but I kinda suck at cRPGs and I was dying a lot on balanced. I didn't like the way things turned out in my current playthrough so I decided to restart and I want the way back to be as short and painless as possible.
I think you will be doing fine with a fighter and maybe even doubling up with Laezel. If you don't like to suck on skill checks so much you could reskill someone companion as bard or multiclass bard as combo of Guidance + Inspiration will make you succeed at important checks. Could do Astarion Swords Bard 8 + Thief 4 or something with Hand crossbows + sharpshooter.
Fighters are also insanely robust in that they don't run out of juice as quick like casters and if you got Bard in group you have 3 short rests which get you super dice and action surge back.
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I think the cheesiest build right now is any warlock multiclass that uses darkness and devils sight. The AI really struggles with it. You basically create a dark fog that enemies can’t fire into and if they enter it, they’re totally boned.
I want the most busted build in the game in every way possible please lmk
Here you go. Bug exploits galore: https://www.reddit.com/r/BG3Builds/comments/16bqmhl/1_eldritch_blast_1048_damage_sneak_attack_exploit/
Helmet of Arcane Acuity (+2 spell save dc everytime you deal damage with a weapon attack)
Band of the Mystic Scoundrell(bonus action enchantment illusion spell whenever you attack with a weapon)
Probably best on a sword bard. Slashing flourish procs the helm twice then hold person/hold monster/fear with almost 100% accuracy.
Probably the jumping thunder monk. It's tedious to play, but it's very busted
How do I make it
hamarhraft + phalar aluve + monk is the core
Monk gives u unlimited jump, hamarhraft does damage when u jump in an area around u, phalar aluve shriek just gives u bonus thunder damage when you do all that
Get the trapped chest that does aeo thunder damage and doesn't disable the trap after triggering.
Put chest on your action menu
Stand near enemies.
Cast silence on yourself but not your enemies
Click on chest 100 times which isn't an action.
Enemies die. You take no damage. (Silence prevents thunder damage)
I Wanted to know some broken builds, just to do in another playthrough, some broken builds that do high damage and dont gets hit so often and those things, broken builds no metter the circunstance like. ( Sorry if i writed something wrong my inglish ir really bad :9 )
After i tried a 10 Life Cleric / 2 Spore Druid, i could never go back to any other Haste option. Haste for the whole party with no concentration issues, recovered via short rests. True that it´s only available in Act 3 but having just finished my honour run, i´d be lying if i said haste is a must have in a party with a swords mystic scoundrel bard, an EK thrower and an OH monk along with that cleric.
Do you have a build / gear setup for the 10 Life Cleric / 2 Spore Druid? This class sounds perfect for my Honor party.
Basically i went Life Cleric until 10 and then 2 Druid picking Circle of the Spores. The gear i used was all in on DC, meaning:
- Hood of the Weave
- Cloak of the Weave
- Armour of the Sporekeeper
- The Reviving Hands
- Click Heels (Dammon died, otherwise might have been Boots of Persistence)
- Amulet of the Devout
- Coruscation Ring for some radiant orb utility (Astarion dealt more damage to illuminated creatures)
- The Whispering Promise ring for that sweet Bless and Blade Ward double punch
For feats i took +2 Wisdom and War Caster. Use Giant Strength elixir until Act 3 where i switched to Battlemage's Power for more DC.
The end result is a pretty strong healing cleric hasting the whole party while having pretty high (thing 100%) probability of hitting one of several control spells such as Command or Hold Person. I didn't even bother swapping the promise ring since it´s functionally the same as the gloves.
I´m sure the build can be improved, just that i wanted to get the achievement and didn't bother with legendary gear. That´s why no Viconia's Fortress.
SH was the one that got the hag´s hair so her wisdom ended at 20, with con at 16 and dex at 15 just to help with initiative tie breakers.
TB Monk is stupid https://www.reddit.com/r/BG3Builds/s/5eRowNnm4G
Light cleric with radiant orb/reverb gear is great support. I personally like a 1 storm sorc/ 2 wiz (div or evo)/9 light cleric build
Seconded on the 1 Storm Sorc / 2 Wiz (Divine) / 9 Cleric, although I went with Tempest on mine. I prefer the early spell kit from Tempest, and by end-game, with Destructive Wave + max Chain Lightnings from Markoheshkir or Wizard sub, it has more offensive power than Light and still leans on Reverb gear. Plus the benefit of heavy armor. Light is probably slightly better in the mid game when you get Luminous Armor since it's only medium anyway, and Warding Flare synergizes well with the radiant orb build. But Tempest can mostly do the same mid game and you get Shield from Sorc anyway.
This can be built really early on. I respecced at level 3 to 1 Sorc / 1 Wiz / 1 Cleric just so I can start scribing scrolls early -- it does not suffer from lag like other caster builds because you always have access to the highest tier of Wizard spells and get the 17 Int helm very early on. Basically you're more of a wizard from level 1 to 6, but with Bless concentration and Cleric support, and insane survivability with heavy armor + Sorc CON saving throws + Shield and bonus action flight. By Lvl 7 - 11, with Spirit Guardian, you then play it more as the traditional cleric tank, but still with Wizard nukes to add in. By lvl 12, you have access to the full repertoire with Destructive Wave + Upcast Myrmidon or Chain Lightnings.
Honestly overall the most complete caster build as you get Cleric survivability and Wiz flexibility throughout the game. Portent Dice from Divination and Sorc flight are just the cherries on top for the build.
The INT headband is kinda where I was leaning for the leveling path too. I had not experimented with the leveling path yet as I just made the changes at 12.
I was thinking rushing spirit guardians straight at level 5 but the sorc dip is pretty tempting too and going 1/1/1 makes sense too. When do you take your second wizard dip?
At the same time, I kinda don’t want to push destructive wave off too much just because I love that spell buuuut you get a lot from those dips. I was really thinking going EVO wiz would be great until you got destructive wave, for fireball and firewall. But, maybe the potent dice are too good at those levels too.
I could see a lot of respecing back and forth along the way.
Does destructive wrath prevent saving throws, such as if you cast chain lightning from your wizard spell? I don’t know whether this character would be my ultimate recipient of marko, and I don’t really want to lean on casting from scrolls much at all.
I think I’d probably just use luminous armor the whole time even with heavy armor.
tb open hand monk 9/thief 3 trivialized the game for me
What does the 2 Wiz get you that makes it better than just 11 cleric??
TLDR; I don’t find 11 cleric levels very compelling (unless you go all the way to 12 for the third feat), at least not on tactician, and I assume honour mode, so 9 cleric levels is really all you need.
Obviously, the 1 level dip into wizard gets you the wizard spells. Conjure elemental, upcasted to myrmidon usually water, seems way better than planar ally, but if you like the Deva from planar ally, you can summon him as a level 5 wizard spell. So you can have both. (Note that you cannot have a Deva and a Djinni even if you summon the Deva as a wizard spell.)
So as far as getting cleric to 11, I think the compelling arguments are planar ally (specifically for Djinni because you can get deva with the wizard dip) and heroes feast. I don’t find the Djinni all that great. Enemies save against his abilities often or they just step out of the fairly small vortex, his aoe abilities hurt your allies, and his melee stinks. I’m open to the possibility that I am not using him effectively, but I don’t see it. (He is a kinda cool character for whatever that’s worth to you.)
Conversely, the one level dip into wizard gives globe of invulnerability, Otto’s, artistry of war (actually really useful on a radiant/reverb cleric that generally lacks great single target options), and the above mentioned myrmidon and deva. There are of course many other wizard spells you might consider more preferential.
As to heroes feast, it’s pretty good but is it better than a 1 level dip in wizard? I don’t think so. It’s 12 hit points and some immunities to conditions that don’t seem to give my party much problem anyway, again, on tactician. (Not to mention that if you’re open to using hirelings, you could just have a hireling cast it.)
So if you’re willing to go down to 10 cleric, you might as well go 9. You gain pretty much nothing with the 10th cleric level. (If you want the Divine Intervention mace, you can always temporarily spec to 10 cleric, get the mace, and change spec again.)
2 wizard (evo) makes your party immune to your aoe damage. Granted, this would actually be a lot better earlier in the build because by light (or tempest) cleric level 9, you have destructive wave which is just awesome for damage, spreading orbs and reverb, knocking enemies prone, and does not hit your allies.
Side note: I haven’t fully thought out the best leveling path for this build. I actually went 12 light cleric (which is perfectly competent) before respecing. I think a min/max leveling path would be dependent on how much/often you want to respec (and maybe whether anyone is using the headband of intellect).
2 wizard (div) gets you two potent dice, which sound very powerful, particular on honour mode, but I haven’t actually played with it yet.
The second wizard level also gets you an additional wizard spell prep.
So, basically a lot of my reasoning is that cleric level 9 is about all you need.
You could make an argument for 2 sorc instead for twin magic, but you would have at least one fewer wizard spells, you wouldn’t have much for sorc points unless you had been planning to use angelic potions all along, and I don’t know how much benefit twin magic will get you out of this character for what it’s generally designed to do.
I am also kicking around a 3 sorc/9 tempest cleric build with this character still being largely about radiant orb/reverb, but I rather like light cleric, and now that radiant orbs don’t stack as much and go away quicker, you actually have to reapply from time to time, giving you more to do. And, I think this alternative would be more party dependent.
please remove this build from the game 🙏
Mind sharing the build and items please?
I know there's a lot of complaints about the "XYZ Things I Wish I Knew Before Being Good" type content at the moment, but I'd just like to point out something that hasn't cropped up much in these posts about that content.
They'll fail themselves. Because unlike tabletop, this is a video game. The most "broken" builds won't be some Sorcadin-multiclass-polearm-master-sentinal concotion. It won't be whatever caster you're dipping into armor proficiencies for. It may (probably) not even be...a Wizard!
It'll be whatever exploits based on the video-game nature of BG3 can be crammed into a character/party. Tabletop "builds" don't account for your ingenuity in gathering every oil barrel under the sun and ditching it at an encounter's feet. Or your ability to see the layout of an area ahead of time with some terrain/hiding exploits.
Whether you are into the min-maxing or not, just know that the most OP thing in this game won't be based on anything the ruleset of 5e will provide. I hope everyone who made it to today has fun in their own way, explore BG3 how you wish, and I'll take another look at this sub once my wife and I finish our playthrough together.
Happy launch day!
I'm not sure what you're trying to say.
BG3 may be a video game, but Tabletop also has campaigns and adventures. Strong DD5e builds will mostly be strong in BG3 too. Like in most games of D&D, including on TT, there's a bunch of house rules and yes, they affect which builds are good.
Like in any (good) game of D&D, creativity is rewarded and all characters have opportunities. But it doesn't mean that a lot of D&D builds and combos don't apply in BG3, or even that there's one ultimate broken build specific to BG3. There's a variety of very powerful stuff.
Like, haste is already powerful in TT, just even more so in BG3. Fireball is a broken spell because it's iconic. Dipping in a martial class as a wizard to get better armors will be the same in TT as in BG3. Game knowledge is just as broken in TT as in BG3, because you know as a player what are the weaknesses and strengths of each enemy, and in TT as well as in BG3, it requires intentional effort to roleplay as a character who's not as aware as you are of how each encounter should be treated.
Have fun with the game and don't think about all that too much!
You're actually right since apparently, dual hand crossbow is the highest dpr fighter set up and not GWM. It's also possible that on release, optimized flame blade builds will be one of the strongest strikers. With the tadpole powers, build defining magic items, homebrewed conditions like wet/dazed, and other changes, it's highly unlikely that the tabletop meta will reflect the BG3 meta.
Correct. Even looking at the difference between Druid and Ranger compared to their comparitive tabletop power during EA was a solid indicator that translating tabletop is not going to be as easy as expected. This is a good thing, its more exciting to explore.
More importantly, they also do not account for the tadpole skilltree, or the magic items that will be in the game
Itll definitely be sorcerer
Barrelmancy was the most OP build in EA, they might have fixed it, but lets see.
I’ve done 2 play throughs with for fun/what I want to play. Now I want to go the other end of the spectrum, also first play through in honour mode.
What’s the most broken builds/party?
It’s an Abjuration Ice Wizard with 2 in Warlock and 1 in Cleric. It is so busted because you cannot die, not even in honor mode. It’s fun to play with but also literally broken.
Sorcerer dip is the more broken build because you get full spellcaster levels, con saving throw proficiency, optional metamagic, AND the ability to recharge your ward without casting spells.
its great build, but if you are not interested in abusing Mage Armor exploit, you could take 1 Sorcerer, and get one more level in Wizard.
Another caveat, it becomes tedious to run this build. Every turn you have to provoke enemies to attack you. You also have to maintain "perfect" AC, so that enemies would hit you and not your allies.
However, this build is perfect for solo run, when enemies have no choice :D
Anything that decides it no longer needs to roll the dice, because everything it does is guaranteed to work.
Tavern Brawler Monk 8 or 9/rest in Thief Rogue
Some TB throw builds (usually Eldritch Knight fighter, or berserker barbarian/thief rogue, or a combination of these two ideas. People argue round and round about which is best. They all ignore dice rolls to hit so I don't really care)
10/1/1 swords bard. Ranged build that abused ranged slashing flourish and arcane acuity
11 fire draconic sorc/1 fiend warlock using hat of fire acuity, scorching ray, and quicken casting an upcasted version of command.
Search the sub for any of the above and you will find tons of discussion. Support to go with these builds include a life or light cleric using the whispering promise ring and Hellrider's Pride gloves. And an abjuration wizard.
Or you could do a gloomstalker 5/assassin 4/Battlemaster fighter 3 build that abuses the stealth system to solo the game
10/1/1 swords based is the most busted. You have everyone lying on the floor at the end of your turn.
Agreed. I played all the above builds and found 10/1/1 bard was the most ridiculous.
Fire acuity/scorching ray is great if you LR after every fight, but if not you don't have the sorcery points to twin haste and quicken spell and extend command for more than 1 fight. Not to mention spell slots from scorching ray every round. I hate resting all the time so while this build was good for me, it wasn't great since without the quicken cast you can't build acuity and control in round 1.
10/1/1 will get off 4 sharpshooter bow shots, followed by irresistible control spell all in round 1. It relies much less on haste. And it can do this at least twice per SHORT rest, so 6x+ per long rest, or basically every fight.
Imo the truly broken ones are:
Any sorcerer, but particularly fire acuity sorcerer
TB OH Monk
Smiting Swords bard (10/2 bard palladin). 10/1/1 control swords bard is also top tier.
Full Light cleric w/radiating orbs+reverb build
TB Throw berserker
Ice abjuration wizard
These builds will absolutely yawn and walk their way through honor mode. Incredibly powerful build individually, and make a party out of any 4 of them and youre pretty much set.
Other excellent honor mode picks:
EK thrower
2/8/2 eldritch blaster sorlock
6/6 sorcadin
11/1 lore bard/wizard
8/4 tiger barb/BM fighter bleed/reverb controller
6/4/2 dual crossbows swords bard/rogue/fighter
5/4/3 ranger/rogue/fighter archer build
Full life cleric
Moon Druid control tank
6/6 pally/spore druid minion master tank
6/6 swords bard/BM fighter duelist
Your post seems to best summarize the variety of top builds I've seen mentioned.
I'm running my first honor mode playthrough with it also being my first play of tactician difficulty or above too. While I want to dunk things first round, I tend to favor defensive/safe builds to mitigate my oofs. Do you have a recommended four or five that syngerize well together?
I'm lvl 4 pushing 5 now with a bard as tav. Was thinking at 6 rolling with bard (swords or lore), abjuration wizard, and life or light cleric (light seems like a good pairing with abjuration), and then something else. Probably a TB OH monk or BM fighter or TB thrower or maybe gloomstalker assassin. Of course swap as necessary for some fights. My general thought is high dmg capability with lots of cc and damage mitigation as contigency.
My general thought is high dmg capability with lots of cc and damage mitigation as contigency.
You're thinking right.
Honestly, your primary objective should be to abuse initiative in order to go first, that way you kill/cc as many enemies as possible turn one, it legit trivializes the game with the exception of some BS bosses like Mrykul and Grym (these two are arguably the most challenging parts of the run, luckily you can ignore Grym but Mrykul can end your run if you're not careful).
Once you get to Act 3 you'll essentially be an unkillable god with a properly built OH TB Monk/Swords Bard.
Sure. An ideal setup would be using oathbreaker pally 7 for aura of hate, but unfortunately we need level 6 spore druid to get fungal minions. So I just use Vengeance paladin.
Melee spore druid early on is pretty great. Shillelagh means you don't need strength to hit things hard with a staff, and the shield and extra necrotic damage make you have very high damage for an early game build.
At level 6 you get fungal infestation to raise minions. And at level 8 you respect into 2 Vengeance pally/6 spore druid, being able to smite on shillelagh hits, minions, and druid area control. You open paladin with this respect so you can start using heavy armor (or the dex gloves) and dump most of your dex for charisma so you have scaling for both class features/spells. So, something like 8 str/12 dex/16 con/8 int/16 wis/14 cha
From there you just level up paladin. You'll be a strong control spell caster, tanky, and have good ranged and melee damage, with smites as an option to nuke down priority targets, and minions.
Another option is leaning more toward druid to varying degrees. 7/5 towards druid will let you get woodland being at the cost of aura of protection, and 9/3 or 10/2 you're giving up most paladin features in exchange for high level summons and other druid spells while keeping the ability to smite in melee.
Cons: no extra attack until level 11 or 12, and there's no way to get the best features of both classes because they both peak at level 7-9
I'm currently playing HM for the second time, with an additional challenge no one can have Charisma or any expertise. My Durge has -1 and no cha proficiency. Every single one of those party builds includes a Cha-based character and it is very telling xd.
The Fire Acuity Sorlock build was so cracked I had to redo the Hag fight twice to avoid killing her and missing the chance to get the hair. Obviously not Honor Mode, but seriously busted
Just as the title says. I've seen some solo stealth builds just putting in work amd wondered what everyone else has seen or experienced.
You can check my comment here for more details . You don't have to respec and drop your DEX for STR, you can just use an elixir for it - increasing your dmg even more.
Dual rapier wielding dex barbarian with 4 lvl of battlemaster to top it. The tankiest that can be and is barely behind a full fighter with baldurans giant slayer in dmg.
Dual rapier wielding dex barbarian
What the hell kind of character would this even be? Is there a fictional character you could point to so I can go "Ohhhhh okay. I get it." Obviously they don't have to dual wield rapiers... but like the general gist of a dex barbarian. If you can work in the dual wielding even better.
Because that sounds bonkers to me.
(It can be any kind of fiction. Movies, TV shows, books, songs, cartoons.)
Thats a tough request, i'm more of a spreadsheet kind of gal. made this build with numbers in mind first, based on a (possibly unintended) feature in the videogame which is the rage bonuses not being STR based ^(and i'd be super happy to share it if anyones interested)
That said, i think i can rp it for you: imagine a small set lass (or lad) growing up with older brothers who are bigger and stronger then her, who are berserking around with double axes, and always defeat her in play foghts. This individual wants to be a warrior like her brothers and other strong people of her tribe, but the axes are too heavy and the blows are too hard to block, so she learns to dodge them instead and picks up lighter weapons.
Rapiers can kinda be excused with the build and how the story goes as well, since you'd have to use light weapons untill lvl8 anyway, and from lvl9-12 you'll be adding fighter. You pluck this barbarian out of her habitat and put her in more or less refined company, show her the city, and she sees all those hoity-toity city folk dressing fancy and having dem fancy weapons. So in an attempt to be like them, she picks up those fancy weapons instead. (I also like to run her around in camp in a white corset, barefeet, cause it matches the theme). Imagine ariel trying to figure whats the fork is for/ tarzan rocking a tux/ huck finn tucking in his shirt and combing his hair.
Edit: i've also got a kobold on table top, that stole a white lace parasol off of a corpse at some point and thinks herself a refined upper-class lady ever since then and likes to hold teaparties, guess it's a very similar concept.
Tavern brawler strength monk. Straight busted.
Absolutely mental monk builds doing 400 odd damage in a turn late game
I lucked into it. Started day of launch and wanted to do a rogue/shadow monk. Respec'd to str w/ open palm w/ fighter and haven't turned back. It's hilarious. I've got 23 strength, 18 dex, 25 AC and do laughable amounts of damage. I'll spend a turn or two just throwing people into each other even though it does less damage just for laughs, even on tactician.
IIRC it's basically monk who ditched dex by going full str, getting tavern brawler as a feat, and speccing into another class to get heavy armor and shield.
This build is utterly broken it's funny, even in earlier game- I didnt even know you had to use the adamantine forge hammer to kill grym because my chara PUNCHED it to death in 3 rounds.
Using haste potions makes Tactician mode into Story mode.
Everyone talks about high damage, but I love having near impenetrable defense: stacking high Dex with the Armor of agility and a shield makes any Fighter, Ranger, or Rogue untouchable with high AC. Then you can use resilience feat to get both Dex and Con saving throws to avoid most spells too.
Tavern brawler + Legendary Trident
I saw the fog idea before, but never thought about the buffing and leaving at camp
Any paladin with 2h style, the rerolls are applied to smites as well.
Reflavored Wyll after he broke his pact with Mizora to be a level 6 Sorcerer/Fighter and he went from being the weakest party member to the most versatile.
Monk’s up there. Stun punch, ki resonance, choice of necrotic/psychic/radiant damage, lots of good gear, flurry of blows…
Open Hand Monk 6/Thief Rogue 3/Fighter 2, then it's a tossup whether you want a Rogue level for the ASI or a Fighter level for the subclass.
That definitely gets my vote as the most broken build, assuming we're just talking combat performance. Stunning strike and flurry of blows are incredibly busted.
Tavern Brawler and Elixirs of Giant Strength are what makes this build particularly broken.
I found that this build does have some downsides compared to pure open hand all the way up though. Sure you get all the extra actions but that has the side effect of running you out of ki charges more quickly, which can become a pain in some of the lengthier later fights. When I went in after Gortash after destroying his clockwork soldiers all of his little ankle biter guards ran my 6/3/2 monk out of charges in like 5 turns and I spent the rest having to slum it with just punch and bonus punch. It’s a great build for 85% of the game though where fights don’t last that long. When you’re fighting 20 guys and only have 6 or 8 ki charges whatever you top out with at 12 you get into the slog pretty quick.
Monk has always been broken, the trade off is you don't use any cool weapons or shields, so I feel like they make it extra strong as you don't really get to enjoy one of the most fun parts of DND, using a new weapon.
I get really bad attack rolls on my monk for some reason, in Act 3 there were basically no hits over 45% chance of landing. How are yall boosting your monk’s attacks rolls?
To me its paladin 5 / warlock 5 / fighter 2. Oath of devotion. 2x CHA on attack with level 3 smites that reset on short rest and some very good 2 handed weapons in the game. 3 attacks per action, full buffed you can get 4 actions turn 1 for like 400ish avarage damage. While your hit rate is insane due to holy weapon.
Okay, I know this is super late, but I wanted to bring up another alternative to this build.
Based on your play style, if you prefer, you can also use Phalar Aluve if you don't want to use the Corscuation Ring. The Boots of Stormy Clamour WILL proc on PA's Shriek. Pair this with the Ring of Spiteful Thunder and you get two immediate broken effects:
Also, I haven't confirmed this, but I believe if a Light Cleric casts Guardian of Faith, it will retain similar effects to your gear (so it should cast Radiant Orb within proximity to you).
It's the TB monk.
BUT Swords Bard 6/Thief 3 with hand xbows is 95% of the monk's DPS plus full spellcasting, expertise from two classes, high charisma, and it can play the lute.
The more straightforward OP version of this is just 5 lvls of either fighter (champion) or ranger (hunter) then the rest into rogue (thief). That totals 4 attacks with hand crossbows per turn, or 6 with action surge, plus sneak attack, archery, and colossus slayer bonuses. Add risky ring and knife of the mountain king to stack crit chance.
Kills almost any boss on the first turn.
You forgot something, initiate combat with 2 attacks (main+offhand cause dual wield), due to assassin you reset action economy at fight start. Your enemies are surprised so now thanks to assassin all your following attacks crit.
And you dont just get the 2 + another 4 (3+1gloom) ... you actually get the 2 + 5 since that first attack before the fight gives you a stack of extra attack, that doesnt get consumed on the action economy reset at fight start.
Thats 220-300 dmg with some gear and sharpshooter
Pact of the blade warlock lets you add CHA instead of STR on attack and damage. Sacred weapon from the oath of devotion paladin lets you add CHA on attack.
Gotta say though the build got HEAVILY nerfed as warlock and pala extra attacks dont stack anymore
Need a build that does very high damage and has multiple attacks available to throw in the first turn, with or without multi class.
I mean, straight lvl 12 battlemaster is pretty busted.
Think it’s 2 fighter + 5 assa rogue + 5 gloomstalker ranger in the builds I’ve seen on tiktok
Monk (Flurry of Blows), Thief Rogue (double bonus action), Gloomstalker Ranger (Dread Ambusher), Fighter (Action Surge) maybe? That’s 14 attacks in one turn if my math is correct
It's... not? 2x flurry (2 bonus action), gloom 1 (free) , 2x main hand (action). That's 7. Action surge will give an action for 2 more main hand attacks. Thats 9 total in the first round. Second round will be 6 because no surge and no gloom. You'll also run out of Ki points with that few Monk levels.
Edit: actually it's even worse because none of the classes qualify for extra attack. Monk 4/gloom 3/thief 3/fighter 2 = 12
Ope, you are right. I misremembered that Action Surge does not replenish bonus actions
Open Hand Monk/Thief will get 4 per turn. Berserker/Thief will get 4 per turn after the first turn's rage. Battlemaster gets 3 per turn and maneuvers. Gloomstalker gets a free opening round attack then it's two Action attacks, and if using Hand Crossbows, will have a Bonus Action attack with the offhand for 3 normal attacks, one extra opener.
Doesn’t get much more broken than this :
I think the Cursed Bloodblade matches my character's aesthetic very well, but it has super low base damage. Even after upgrading it 10x, it's still extremely weak.
I played on a high Strength build with Arondight for a while and it was insanely overpowered. I also played on an overpowered mage build with the fire and ice wands, freezing people in one hit with Crone and then one shotting them with Blast.
No matter what I do, I cannot get the Cursed Bloodblade to do any damage. The same build with a different and non-upgraded weapon does fine.
Are low base damage weapons just outright useless or am I doing something wrong?
For me, I hate that I just can't get myself to let go of the tide piercer. It's so ugly, but it's ability is so sick. Especially for my spellblade build 😭😭
newer player here. does this mean if I'm still in act 1 holding onto armor/weapons I think I 'might' use later when I level up other stats to be able to use properly I should just sell? anything I find act 2-3 will simply just be better?
Not exactly, for some reason weapons with low base damage like 10-14 upgrades weirdly, they never get good damage for the gold you invest. Other weapons, still in act 1, might start with 20-24 damage and the damage increase way faster. It's like upgrades are % based so low base damage weapons take way more gold to make decent while higher base damage weapons can become super strong in a just a couple upgrades.
I'm hoping this is something they change in the future. There's so many cool weapons with low base damage that never get used, i noticed this as well
I wish selling stolen stuff to filth would remove the stolen tag, I wanna run around with the dagger Greed. It's a super low damage weapon, only reason I posted here.
isn't that the consumable 1 shot dagger, or am I wrong
No, it's a dagger with 1 base damage that grants you more gold when you kill an enemy, based on the enemy's total health. I stole it from fearghas's room. Which, it looks like I can no longer buy it back from filth, so I lost it forever.
It is.
the only way of making low base damage weapon viable is to make it proc status effects
First of all, I'll start by saying I know there are some incredible builds in this game. I'm more interested in accidental builds you didn't realise would make the hardest fight feel comical.
I've started playing a second playthrough with a friend in honor mode with a few mods to mix the game up abit. Nothing game breaking, just the 5e spells, 2 classes and some transmog stuff. I've gone for a bladesinger wizard and my friend hexblade warlock. We have just about finished act 2 and there isn't a single fight where I've wiped the sweat from my forehead and thought "jeez that was close". We have 2 hirelings (pure fighter and a moon druid)
For the lower levels my Tav was pretty much untouchable. Mirror image, blur and bladesong would make my AC around 28, and the damage you can output is very impressive. Depending on how many mirrors where up at that time, and disadvantage on attacks with blur I had no reason to worry about melee or ranged attacks and my INT at 20 just kind of made it trivial. Then add haste into the mix in place of blur at higher levels.
I didn't realise how broken this class would be as I didn't look too much into it, just liked the ascetic and the idea of flying round the battlefield with a rapier, hacking and casting was really fun to me. Needless to say, I've started an IRL dnd campaign with this class and I'm having a blast!
Anyone else experienced anything like this? I'm really interested to see the craziness this game can bring!
To be honest, straight Abjurer. I just equipped anything which improved spell DC and Spell Attack. My DC is about 25 now, meaning it's 100% to hit on most things, and my spell attack is +19, meaning only a natural one misses. Plus my wards and 21AC+Shield Spell make me extremely hard to hurt. It's an insanely good class, even without the Agathys cheesing.
That's what I call broken, lol! I myself have been keeping the really good items I find in the chest at the camp just so I have a little bit of a challenge. I can see how a lot of people have done solo runs in honour mode with these classes available!
Yeah there is genuinely several items that increase DC or Spell Attack. I didn't set out for that build, but I'm a long time tabletop player and anything that improves those is like gold dust for a caster, so I just honed in. If you have a DC of 25 anything with a save of less than +5 physically can't save. It's ridiculous.
I made Lae’zel the WoW Lich King when I played as her origin. I kept finding items that increased the power of Ray of Frost and also found out that Necromancers are heavily catered to late game so I changed her from a conjuration wizard. Eventually I realized what I had done and said this was a Lae’zel that worshipped Vlaakith and wanted to recreate herself in Vlaakith’s image rather than dreaming of pleasing her as a warrior. She ended the game with Kereshka’s Frost Staff and Carrion’s necromancy staff, and I added in an extra scene in my canpaign’s lore of her taking the Silver Sword of the Astral Plane from Voss and going to Damon to melt the sword’s silver around the two staffs to create a cryonecro-greatsword. She ended her story flying off into the astral plane to become a force to equal and oppose her former idol
The way her build worked mechanically was just slowing down her enemies by constantly creating large patches of ice and then having her 4 skeletons shoot down whatever was approaching before they got too close. Worked surprisingly well
I love this! Having a story like this within the story is how I enjoy this game to the fullest! Lae'zel has such a good arc for what you were going for
Accidentally? I'd argue what my lae'zel is. 6 battlemaster, 4 hunter, 2 abjuration
She gets 2d8+d10 damage on her first strike of the turn on any non max HP combatant, plus with trip, disarm, and push (that part was intentional) she is an absolute powerhouse. Disarm the baddie, take 1 damage per turn
I love to hear it! I've been tempted to add a few levels of paladin to take it way overboard with smites at any level, but it doesn't really add to my ascetic. It kind of feels a bit overkill at this point as well lol
I'd go with a high elf vampire with the lord sign. Although I'm not gonna lie, that sounds like a pretty intense challenge. Maybe I'll try it someday
I played a High Elf (Quarra) vampire with the Apprentice sign and it was amazing, but a total glass cannon.
What was your build? Did you defeat Dagoth Ur with that build?
Defeating Dagoth Ur isn't a very good parameter, with enough level almost any build can do it. A good parameter is hircine maze
Pure Mage. I'm pretty sure it's not possible to beat the game as a vampire. I completed the Mages Guild and Telvanni quests though.
High elf apprentice with no magic skills who drank from bitter cup at lvl 1 reducing endurance to 10. If you build him forward by leveling only the stats that have no lvl up modifier and also never touch endurance then even at level 20 you will have less hp and total stats then some lvl 5 characters, all this with no magic skills at all. Also, to top it all off you can repeatedly go to jail untill all your skills are 1 and catch every disease possible. What you will have by lvl 20 is a character with massive vulnerability to magic with barely 60 hp, who walks around naked because your strength is 0 and even feather will crush you, your only weapon is fists and you have 0 chance to land a hit
Altmer at least get a lot of magicka in exchange for the weaknesses. My vote for worst race is probably Khajiit, they don't get any useful passives and they can't wear the Boots of Blinding Speed. The Lord is definitely the worst birthsign.
The thing with most builds and classes is that anyone can just accumulate a bunch of gold and buy NPC training to fix themselves up, even if it means just using Misc skills. The only way I can think of to gimp a character in a way that can't be fixed like that is to minimize their HP in the long term.
Male Khajiit with Lord sign, Willpower and Luck favored, Combat specialization.
Major: Heavy Armor, Medium Armor, Unarmored, Light Armor, Armorer.
Minor: Acrobatics, Athletics, Spear, Alchemy, Mercantile.
Male Khajiit start with 30 Endurance, the lowest possible. Having all three Endurance-training skills in Major or Minor makes it difficult to get +5 End at levelup. Adding Light Armor and Unarmored means there's no way to take damage without making progress toward levelup. Acrobatics and Athletics are almost impossible not to train by accident. Alchemy, Armorer and Mercantile are supposed to make it harder to make lots of money without also levelling up. Combat specialization is mostly to make Athletics easier to level.
Luck favored is the second best favored stat, it has value of 10 levels, while all other options have value of 2. I almost go luck endurance if I play custom class.
Luck benefits you so little, though. Twenty levels of luck equals one point in a casting stat, and ten levels equals one point in a weapon skill. You’ll achieve 100% success rates at doing everything you care to do through skill levels alone long before one point per level of luck makes any noticeable difference, and then you’re just 5 attributes per level weaker than someone who went 5/5/5 instead of 5/5/1.
Strength, Endurance, and Intelligence all make a big difference, as does Speed if you don’t wear the BoBS; Agility is useful; Willpower contributes to Paralysis resistance I guess; Personality might be worth getting if you’re bothered by rude comments but honestly I prefer it low for that old Morrowind charm; and Luck is basically worthless.
That only matters for endgame, though. The goal here is to make reaching that point as difficult as possible.
Armsmaster with magical prejudices.
Short blade, long blade, axe, blunt, spear, unarmed, marksman all in major/minor and no magic skills. Just pure way of the (physical) warrior.
Isn't this basically the default Warrior class? I just played my first playthrough ever as a Warrior and had no problem. Hardest part was keeping a stock of intervention scrolls (eventually I found a enchantment)
Once you get good with throwing weapons, knocking out spells mid-air makes you feel like a fuckin ninja.
I'm mostly done through act 2 on my blind playthrough where I've been trying to figure stuff out myself, but I was wondering (since I couldn't find it using the Reddit search function), if people have compiled a list of the most broken/busted builds for most classes in the game. I just want to see what the most overpowered combinations are now that I'm halfway done with my for fun playthrough and want to see what a serious build could do.
For me at this moment strongest build is Paladin Oath Of The Ancients. I get 4 attacks each round and i deal around 90-360 dmg in single hit, so between 360-1440 each round. Fight with Raphael was kindy funny, i was so afraid because all my friends told me it is hard as duck. But when i got to him in first round i hitted him for 360 in first strike and with two other he went down like a fly.
Please post your build. I would like to know stat distribution, feats, gear, etc. This build sounds NUTS.
BG3 builds sub has got you covered.
So far the "meta" or more like flavor of the month:
dual hand xbow college of swords bard (at least level 6)
tavern brawler str monk
tavern brawler thrower barb
1 wiz/any full caster that abuses the wiz bug/feature(?)
How is this bard build?
Not sure if any recent updates changed this as I had finished the game, but you're going to use slashing flourish on dual wield. With extra attack feature, that's 4 strikes a turn.
You could add thief subclass and haste buff for more attacks.
It’s farcing mad man. I had to stop using in my multiplayer game when I started killing half of every combat encounter myself in round one. You can’t actually believe how strong it is actually, and why nobody is talking about it. I’d explain here, but Colby on YouTube’s DnD optimized invented it and explains it so I’d rather direct you there.
It’s un-flipping real though, strongest non-exploit build I’ve seen in the game hands down.
Vengeance Paladin 5/Storm Sorcerer 7/Half-Orc/GWM/Balduran Giantslayer with an ally Bard casting Hold Person/Monster on target can consistently deal over 200 damage per action by endgame, multiple times a turn...
I'm running 6/6 veng/draconic and seeing similar numbers. Love smiting.
My open hand monk with full ilithid unlocked has been unstoppable this campaign
Early game I feel like warlock and rangers are super strong.
Grants you flight as a bonus action which really helps since you're a melee DPS. 7 Sorcerer grants up to three level 5 spell slots. A good alternative to Storm Sorcerer is Copper Dragon Sorcerer for Tasha's Hideous Laughter.
Nearly everything except for my rings can be found in The House of Hope. He has a 21 AC armor on, 23 constitution necklace, anti ensnare boots with misty step, legendary bracers for unarmed combat, and the rest of the armor is negligible. Just has to favor dex. Cape has absorb elements and saving throw buffs. I originally tried to make Gojo from JJK and this was my best result
Open hand Monk 12. Feats: Savage attacker Ability bonus +2 Dex Alert/sentinel Mobile or Athlete (with full ilithid tree you can fly across the whole field)
Full ilithid tree open hand monk goes like this: Best fight scenario for round 1 and most common 1.Black hole to move everyone in front of me or to center of room 2. Stun strongest guy 3. Ki resonance: punch 4. Ki resonance: blast.
Because of ilithid passive you can execute anyone whose hit points are lower than the number of tadpoles you’ve consumed. This number is 27 I believe. So if blast hits it mostly clears 2-3 small fodders from the turn rotation. After that you use your spellcasters to aoe spell and move another melee up to the front; the whole team basically centers around your initiation and immediately turns any encounter into an ambush.
Round 2: So roughly with your entire monk combo you should be able to do 60-70 dmg. Technically because of the execute you have the potential to kill someone with 97 hp in a single turn. If they aren’t dead, then they are most likely stunned/staggered. Also your punches do radiant/necro/elemental damage in open hand level 6 i believe.
Potential Spoilers of some mid game bosses
https://youtu.be/6I3K5jb48jo?si=PoZMZkkH_j8fTGh-
Any Dark souls/elden ring players will probably find this funny since Bows/Crossbows are normally meh
Haha, love it. And I thought radiance was OP. Well, it is, but the damage of this is just on another level.
Right! The fact that it basically perma staggers anything you shoot is just the cherry on top
Thats so stupid. Lol I hate it.
But you also love it lol, until other people start invading with it
Nope I hate it but it's funny. I hate it because I know for a fucking fact ppl are going to invade with it. They gonna use this and that dam lightsaber. It pains me to know it's this broken.
That’s some pre-nerf mundane dual Havelyn energy!
This is exactly what I thought when I saw how overpowered it was😂
Love it
Haha it’s so good, did not expect it to be so strong
Thats what she said ( ͡° ͜ʖ ͡°)
Hello guys, I really suck at theorycraft, but I was thinking about replay the game as Dark Urge being the most evil character, I was thinking on being a magician so I can just burst everything like a evil god, does any of you have any idea? Gale can only cast 1 magic per turn, I want more for my character. I also plan to play on tactician, so a broken build would be great
honestly, you don't even need some specific build to get a "broken" caster character - all you have to do is focus on CC spells. Just gather spell DC booster items (any +1 DC staff, Ketheric's Shield, Hood of the Weave, Cloak of the Weave, Robe of the Weave, Amulet of the Devout, Helldusk Gloves). With that my Gale has 26 spell save DC at 20 INT, but you can have extra +1 from mirror of loss.
It can be any sorcerer/wizard/bard/cleric or even GOO warlock. Druids don't have many CC spells, you see. For wizard, school of enchantment is better, but keep in mind Split Enchantment only adds a second target (i.e. it won't add third target to level 3 Hold Person). I'd also advise to take Alert feat.
Sure, you won't show sweet damage numbers, but you will trivialize most encounters to the point of wondering why a boss was considered strong.
Sorlock is amazing. But as Dark Urge you will have to cheese to get Potent Robes. But early Act 2 your EBs will be hitting really hard with 20 Charisma + Potent Robes and 2 Warlock / Rest in Sorcerer.
Another amazing option is Tempest Cleric 2 / Sorcerer 10. Get the enemy wet using create water and just explode them with lighting.
Pure Draconic Sorcerer is also really good. Multiple fireballs on a turn is bonkers.
Just starting a Durge playthrough as warlock. Why does it have to cheese potent robes?
Quickened spell for casting EB more often per round; additional source of +cha to damage via blue/brass bloodline; additional spellcasting for buffs, debuffs, out-of-combat casting, spell slots to consume for sorc points for more quickened EB... Sorc provides more value for this build than Warlock does. Basically the only reason to take 2 levels of warlock instead of, say, magic initiate (warlock) or spell sniper feats is to pick up the blast invocations.
I’d say this with two frontline fighters or a fighter and a barb. Basically faceroll everything. I’ve added a mod that increases tactician difficulty 100% and I still faceroll with this combination.
Meanwhile I just abuse the Bhaalist armour + sneak attack in act 3. No haste, no buffs, 160dpr.
Tho on tactician some enemies are immune to sneak attacks, so i run at them with a fighter.
For burning down enemies, you're probably looking at Sorlock. There are several ways to go about it, but the one I recommend is Warlock 2/Blue or Brass Draconic Sorcerer 10. You pick up the Spellsparkler Staff in Act 1 and the lightning damage it procs scales off of the level 6 feature of Blue/Brass Draconic Bloodline. With Haste, you'll shoot out 6 rays per round (potentially with lightning damage that scales off your CHA modifier from Spellsparkler to double dip) going up to 9 rays with Quicken metamagic. You can push this further to "wtf" levels by throwing in a Cleric (like Shadowheart) with Create Water to generate Lightning vulnerability that both doubles the CHA scaling lightning damage procs from your equipment while also creating lightning-based environmental effects that are also subject to vulnerability. This is primarily done with Eldritch Blast cantrip casting, so can run all day.
You'll also keep access to 5th level spellcasting, so can turn up the heat further whenever you want.
I did a slight variation on this going 4 lock / 8 sorc, since I felt level 5 spells didn't add much when your best use of concentration is twin haste and EB out damages everything because of some items and their bugged interaction with lightning charges. This also lets you spam mirror image and misty step a lot more since if you get the spells through warlock they'll prioritise the warlock spellslots that recharge on short rest. You also get a pact, but those are very minor at that point in the game.
This lets you pick up another feat which I used to get dual wield. Now you can equip both the lightning charge staffs (spellsparkler and the legendary one), which pushes your damage through the roof. You sacrifice 1-2 ac, but it looks cool :D
If you use the hair for +1 cha on your sorlock you can still have a feat for dual wielding by going 2/10 if you want level 5 spells.
Did you start as warlock or as sorc, and if sorc, what level to multiclass warlock?
I'm end game sorc. Here's what to do.
Go 8 (or lowest) int/strength/wiz Then go 15 dex and 17 char
Your going to use hag hair to get the charisma to 18 and your going to use your first feat to go resilient: dexterity which will give you a clean 16 dexterity AND proficiency in dex. Now you should have Dexterity, Constitution, AND Charisma proficiency which essentially makes you incredible at not ever getting hit with the backlash of spells like fireball and stuff which you want so you never break concentration as your going to always have meta magic haste upon you and 1 other person(I chose my fighter).
Next your going to put the second feat into 2 charisma and since ur multi classing i believe thats your last one. You don't need war caster as you are already proficient in constitution saving throws and also there a shield you can use to give u advantage as well tho that might be dex. Regardless your never going to get hit and you'll never break con. Bonus points if you join the tentacle bro brotherhood and use mind sanctuary to convert all bonus actions into actions and also have free cast
What? If you don't go Warlock you don't even have Eldritch Blast.
Definitely a sorc build. If you want maximum single turn nuke, go tempest cleric Storm sorc. If you want better sustain and short rest power, go for sorlock. Which is solid enough in 5e, but is bonkers in bg3
I stand by my belief that a charisma build is the most broken build in this game.
Screamer guy
You need more charisma
That is the plan
ah charisma that’s a classic
Forget defence go magika and then molten spell should be fine, when your locked with 4 of them plus high charisma stat your pretty much done
I've platinumed (ps4), finished seasons, pretty much ran through everything. But, I'm wondering what was the most busted build then?
I don't play on console, but I believe it's still twister wizard.
In unpatched RoS? You sure about that?
Dh with sentry and clusterarrow ( calamity + ?? Dont remeber) Wd with kukri and fetish army
Ball Lightning DH w/ Kridershot, probably.
EB wizz perma freeze everything
I want to know, with all four characters, what the best possible build I can do is to cheese the game and beat it on tactician with permadeath
Their is some pretty whacky stuff for sure, I'm inclined to believe monk is probably one of the best with this games itemization people are reaching top ends of 300+ dpr (damage per round) from what I've seen. I should mention, However Cc In this game is also very strong being able to trivialize some of the hardest fights in the game but being Cc doesn't do damage on its own.
Theres a monk build that tops out around 1800 damage average (single target) per turn that I'm messing around with right now, but could theoretically hit over 2000 with good rolls if there were any encounters in the game that had mobs with that much cumulative health. Also all of its damage is AOE so if mobs happen to be near eachother, that number goes up. I was doing over 300 damage per round at around level 4-5 if memory serves.
Its very tedious though, requires a lot of setup, and is extremely gear dependent. It also trivializes all combat. I killed the final Act II boss (stage 2/2.1) in a single round with damage leftover, and without any other characters taking a turn.
It involves buffing movement by stacking movement gear and then dedicating all abilities to buffing movement speed. At level 7 with monk4 thief 3 I think I have around ~250m of movement per round.
It starts and ends with a weapon from Act 1 called Hammerhraft - which does 1d4 unblockable AOE thunder damage each time you jump.
First equip Hammerhraft, and have a teammate cast a light spell on it (as well as buff you with longstrider), as well as a haste buff if availble. Then unequip it and equip the sword Phalar Aluve. Using the sparkle hands gauntlet from act I, punch a teammate in the face to build stacks of electric charge. Use Phalar Aluve melody shriek, then unequip it to your backpack and equip Hammerhraft. Also make sure you've picked up Callus Glow ring from Act 2, which does an additional flat 2 damage each time you damage an enemy that's illuminated (which they will be because if your teammate casting a light spell on your weapon).
Then, when you start combat, step of the wind dash (using bonus action), double dash from your regular use of dash action as well as the additional action provided by haste, then use "click heels" from boots of speed for another doubling. Because of step of the wind, you can now jump as many times as you want. As result, each time you jump, you end up with 2d4+4 from hammer/phalar/ring, and another flat 3 damage from electric charges+ring.
Theres further optimizations to be gained with barbarian/rage, more gear from act III, etc, but right now I feel like I could change nothing about this build and continue to solo the rest of the game.
That said, its time consuming to jump 90 times in a single round of combat, so you'll find yourself getting pretty bored as you little bunny foofoo around the entire dungeon killing every single enemy.
Very clever.
That's not so much a build as it is an edge case exception with multiple IF/THENs provided by a very specific set of gear; not to say it doesn't work, but in any practical setting with limits on knowledge, preparation, or other resources, it doesn't.
What are the limits on cheese? At a certain point I can win the game by opening a configuration file and changing a variable, but this doesn't quite capture the concept. To cheese a game is defined as to win by (1) using a strategy that requires minimal skill and knowledge or (2) that exploits a glitch or flaw in game design.
This is neither of these, and rather its opposite, as your strategy requires an abundance of skill and knowledge of the game in order to utilize a variety of subtle effects and statuses to generate massive numbers. More of a ham.
I'm not sure; the game is actually well balanced to the point that this doesn't really happen, there isn't a button mashing option to cheese any one fight. On the other hand, there are an abundance of items that provide an IF/THEN case that you can go ham out. As per the Hamarhraft mechanism indicated by u/Bongoisnthere no one is going Monk or Rogue except in that these provide access to the requisite action economy for movement speed and jumping.
That being said, as per the example, if you want to ham up the playthrough, pick an item with a strange effect. Think about and write out what classes, spells, and items complement this well to the point that you can saturate damage to mitigate any threat.
The most vanilla version of this would be an illumination cleric with appropriate gear such that advantage and disadvantage with numerous bonuses ensure you always hit and do lots of radiant damage. Keep in mind that certain types of damage are a two-edged sword.
Have an eye out for sweet spots as presented, where the combination of thunder damage with unlimited jumps is a bit of a blind spot for most enemies due to its sheer capacity for unlimited repetition. Anything like this tends to get nerfed the more we talk about it.
Act Two, you can get a robe that adds +CHA mod to your cantrip damage. Act Three, you can get a hat that gives +2 CHA, up to 22 (regular cap being 20). There are also various other items that build synergy for sorcerer, but warlock utterly rocks those two with its 3 Eldritch Blasts at Lv11. 3x 1d10+12, with knockback.
Damn, I was hoping the +2 CHA item were a cloak…!
Level rogue till you get thief and dump rest into fist monk
Anything based on tavern brawler is going to be broken as shit. Monk and throwing weapons both work. Double hand crossbows with sharpshooter is also dumb, as the offhand is bugged not to get the attack penalty.
What is the most broken build in dnd 5e? Level 10 or lower, and no very rare items, legendary items, artifacts, or homebrew.
Well there’s always Stretch the punching bugbear. Dude’s got like a 15-20ft punch range
lol, what? How do you make Stretch?
Bugbear astral monk. Bugbears have a natural 5ft boost to melee on their turn and the astral monk boosts it by another 5ft. You could go elemental monk for the fire snake fangs that boost by 10ft instead but you’ll run out of ki quick
A character in my campaign is a bugbear cavalier with a halberd. 15 foot range, and he really knows how to use his class features to control the battlefield
Classic
The class that bribes the DM under the table.
I heard the “Chef in real life” feat is really good, basically makes you impossible to hit and gives you higher chances of magic items
Yeh, most multi classes can get op. As a DM, I have to up scale encounters until about level 15 to challenge the party. At level 15 and up, having access to more high level spells means - they better have figured out how to take out spell casters with strategy.
Just gonna put coffeelock here and go
Probably a level of artificer, Peace or Twilight cleric followed by wizard. Chronurgist if that's available, although I'm not a fan of it. Clockwork 1/Hexblade 2/Clock X is also hellafied. Gloomstalker by 10 is pretty cracked. Hexsinger gets fun by 8th--Hex2/Bladesinger 6.
1st attempt with no clue what I was doing... Insane!
Tacks, where are the Tacks!
That really only works for ground enemies, and as you can probably see, the ground is gone
Just in fights without the floor, yeah. Tacks belong into any poison build otherwise, though as they are soooo good.
As post asks. Whats the OP stuff you've found so far? And I mean actually OP. Not mechanics of the game design like shoving as a bonus.
Looking for OP combos and builds. Once again: Not in game mechanics you find to be OP.
Line of sight is too easy to cheese right now.
Possible fix: make enemy turn to face direction of attack. As is, my Ranger is never seen.
I wish they fleshed out the throw action so that you could toss a thing to distract people while sneaking.
Dex bow fighter, so many arrows!
No ammo makes this pretty strong.
I hear stealth archery works extremely well, if you're into it.
Ah the skyrim method.
? it is a mystery ?
As far as combos go, I think Githyanki Wizards are pretty strong. In medium armor (you can use Lae'zel's half plate) with duel short swords and 14 dex, you have a high AC and can stab someone as a bonus action after casting a spell. And for now, any scroll can be added into a wizard's spell, and some cleric spells in particular deal a lot of damage.
Though warlocks with imp familiars can slowly clear entire fights with just their imp. Thats probably as broken as you can get.
Works as of August 14th, 2023. Big nerf potential.
Level 1. Wood Half Elf Draconic (Blue/Brass) Sorcerer. Background: Guild Artisan. Ability Scores: Str:8, Dex:16, Con:14, Int:8, Wis:10, Cha:17. Proficiencies: Deception, Intimidation | Cantrips/Spells: Fire Bolt, Ray of Frost, Shocking Grasp, Light/Acid Splash, Magic Missile, Shield | Itemization: Equip Shield |
---|---|---|
Level 2: Sorcerer | Spells: Sleep | Metamagic: Twinned Spell Distant Spell. Quests: If Durge, >!knock Alfira out in the grove before resting!< |
Level 3: Sorcerer | Spells: Web | Metamagic: Quickened Spell |
Level 4: Sorcerer | Cantrips/Spells: Friends, Misty Step | Feat: Elemental Adept: Lightning. Get +1 Cha from >!Ethel!<. Quests/Itemization: Save the lady at Waukeen's Rest, get Spellsparkler Staff (don't lose it) |
Level 5: Sorcerer | Spells: Haste Replace: Sleep>Counterspell | Quests: Save the Grove: do not side with gobos, Necromancy of Thay |
Level 6: Sorcerer | Spells: Lightning Bolt | Act 1 Itemization: Get Amulet of Elemental Augmentation from >!Githyanki Creche!< |
Level 7: Warlock, The Great Old One | Cantrips/Spells: Eldrich Blast, Mage Hand, Hex, Whatever | |
Level 8: Warlock | Spells: Whatever | Invocations: Agonizing Blast, Devil's Sight. Act 2 Quest/Itemization: >!Save Tieflings from the Moonrise Tower's Dungeon!<, get Potent Robe from>! Alfira!< |
Level 9: Rogue. Proficiency: Perception. Expertise: Persuasion, Deception | Act 2 Itemization: >!Kethric!<'s Shield | |
Level 10: Rogue | Act 3 Itemization: Buy Gemini Gloves from >!Devil's Fee!<, Buy Birthright from >!Sorcerous Sundries!< | |
Level 11: Rogue: Thief | Quest: Sacrifice your Knowledge of Necromancy of Thay for +2 to Charisma >!at the Black Mirror during Shadowheart quest!< | |
Level 12: Rogue | ASI: +2 Cha. Itemisation: replace Spellsparkler with Markhoneshkir. Grab Rhapsody from >!Cazador's Corpse!< |
Use Sleep, Web and cantrips to support your team till level 5. Level 5 use Twinned Spell Haste on your team.
Level 6-7: get enemies wet, then Lightning bolt them for massive damage
This build fully comes online around level 8. Eldritch Blast (EB) can do some broken things with the items available in game.
Spellsparkler and Markoheshkir allow us to add lightning damage to each instance of the cantrip's spell damage.
Draconic bloodline bonus does not appear to add to lightning damage of EB. It is still great for level 6-7 damage, before we get EB online. Sorc is used for Sorcery Points quickened spell nova in this build, use Hex for some more damage once you run out of SPs.
Potent robe gives +Cha bonus to every EB instance and every lightning damage instance.
Gemini Gloves allow us to add one more "ray" to EB once per short rest. Daredevil Gloves would probably be better for extended fights.
Rhapsody does not appear to work in offhand (with Dual Wield) with this build. You can make it work in main hand, but it is still is inconsistent. I was able to "force" the stacks of Scarlet Remittance to refresh and get added after killing someone and swapping the weapons from one hand to another, but this does not work for real fights.
Amulet of Elemental Augmentation does not appear to work with EB lightning damage.
Bonuses Summary:
Your Charisma should be at 24. Make your cleric throw a bottle of water at the enemy and enjoy dealing 3x (1d10 + 14 force + 2x (1 to 8 lightning + 14 lightning)) per action (130+ on average, due to how wonkily lightning charges apply) or per bonus action at the cost of 3 SP/each. This build is probably as broken as it comes:
The Phalar Aluve's 1d4 Thunder damage bonus from debuff debuf acts in the same manner as the lightning damage. Allowing us to add another (1d4 + 14 thunder damage, 49.5 per action) per ray of EB (Thanks Yuri_The_Avocado!)
Can be pushed even further with Perilous Stakes (Thanks miraxv)
Potentially Markoheshkir and Spellsparkler Dual Wielding should be investigated (I am locked out of Spellsparkler on this save)
Example of 1 cast of EB (3 rays, no crits):
You can also use The Gloves of Spellmight (obtained from >!assembling Dribbles the Clown!<) to increase damage on low AC targets even further:
Jeez I know it’s bugged, but I thought maximized critical smites via Paladin / Tempest Cleric was crazy enough already as far as bugs go.
Didn’t realize Eldritch Blast can go this far!
How did patch 3 nerf this build?
The build relied on interaction of Eldritch Blast, Lightning Charges and damage riders tacked onto the lightning charges. Lightning Charges allows us to trigger effects that EB normally would not and benefitted from bonus cantrip damage from some items. A good number of these unintended interactions has been removed in patch three as I have been advised.
Bold claim but 678 damage nova round is probably the highest I've seen someone actually do the math on. I think thrower can hit this if someone went all in on the optimization but I havn't seen anyone put the effort into maximizing all the bugs you can stack.
Max number of attacks you can make with TB is 9. To beat this build's nova the damage should be 81.5 per hit. Str can be raised to 27 with cloud giant. Nyrulna's base damage is 1d6+3d4, with TB, we are looking at 1d6+3d4+7+5+7=30 average. This setup has 2 damage sources that item bonuses apply to. (weapon and TB's 5 damage). So we will need to scrounge +25 bonus from items, or somehow develop more damage sources for items to proc from. Easy ones are 5.5 ave from Ascended Astarion, 2.5 ave from the ring of flinging and 3.5 from helldusk gloves, which is 11.5. Figure out another 3 damage sources for the items to proc from while maintaining all 9 attacks and you have this beat :D
Yeah Nyrulna is inferior for single target damage. I havnt finished act3 so the best I have atm is Lightning Jabber. This adds a 3rd damage source to add all our bonuses to. Phalar Aluve adds a 4th, and then TB doubles the Phalar Aluve proc so we get a 5th. I bet there's more out there that I don't know about.
The bonuses that get applied on multiple damage sources, that I know of, are: Kushigo Gloves 1d4, Ring of Flinging 1d4, Rage 2 if we do fighter 11 barb 1.
So unoptimized based only on what I have right now, per hit we've got:
Source1, main weapon hit: 1d8 + 1 + 8 str + 2d4 + 2
Source2, TB bonus str proc: 8
Source3, TB bonus addons: 2d4 + 2
Source4, Lightning Jabber proc: 3d4 + 2
Source 5 and 6, Phalar Aluve: (3d4 + 2) x2
Other stuff: Height based damage, inconsistent, but about +3 when it happens. Horns of the Berserker +2
Total 69 per hit. I dont know what the Astarion thing or Helldusk gloves are or if they would apply 5x in this scenario.
Figure out another 3 damage sources for the items to proc from while maintaining all 9 attacks and you have this beat
Lightning jabber with magic weapon spell buff, lighting charge (get one before combat by attacking your team mate with a sparky weapon), phalar aluve, hunters mark. all apply 1d4 from gloves and ring. Allies concentrating on haste, enlarge, and crusaders mantle.
(1d6 +1 +1 + 5 +2d4) Lightning Jabber with magic weapon spell + (3d4 x 2) jabber lightning wet + (5 + 2d4) tavern bralwer + (1d6 + 2d4) hunters mark+ (3d4 x2) lightning charge wet + (3d4) phalar aluve + (3d4) phalar + (3d4) phalar aluve applies three times + (1d4) conduit ring + (1d4) enlarge
(2d6) + (29d4) + (12) = 91 average per throw x 9 = 819
and I didn't even have a cloud giant potion to test with.
Oh and that isn't counting elevation damage because I don't know how to calculate that lol.
If you don't mind me asking, what is the point in mathing out bugged dps numbers?
Honest question, since we know that lightning charges application to eldritch blast is uber bugged, and hex dmg being applied twice etc
Is it just for fun theorycraft until it gets fixed?
Awesome build! Can't wait to try this out - would you mind sharing what gear you have equipped?
Headwear | Birthright |
---|---|
Cloak | Cloak of Protection (?) |
Armor | Potent Robe |
Gloves | Gemini Gloves / Daredevil Gloves |
Footwear | (???) |
Necklace | Amulet of Elemental Augmentation |
Ring | (???) |
Ring | Ring of Protection |
Staff | Markoheshkir |
Shield | (???) |
I am not wearing BiS gear. This would probably look like so:
Slot | Item Name | Why |
---|---|---|
Headwear | Birthright | +2 Cha |
Cloak | Cloak of the Weave | +1 Attack and DC |
Armor | Potent Robe | +6 damage to lightning and force components of EB |
Gloves | Gloves of Spellmight | +1d8 damage -5 attack |
Footwear | Helldusk Boots | Cannot be moved,can use reaction to succeed on a saving throws, ignore difficult terrain, teleport with a bit of damage |
Necklace | Amulet of Greater health | 23 Con + Con throws Advantage |
Ring 1 | Ring of Protection | +1 AC +1 Saves |
Ring 2 | Risky Ring if you dare :D | Advantage on all attacks, disadvantage on saves. More hits and 15% crit chance goes up to 27.75 % |
Staff | Markoheshkir | Lightning damage source, +Cha damage on Lightning |
Shield | Ketheric's Shield | +1 Attack +1 AC |
Bow | The Dead Shot | Increases Crit range by 1 (even for EB) |
Elixir | Elixir of Viciousness | Increases Crit range by 1 (even for EB) |
have you tried using DW feat to hold both Markoheshkir and spellsparkler?
Seems perfectly balanced.
You should add a magic missiles part for extra flexibility and nova damage. It can do similarly broken damage, but with even more consistency.
Also might as well tag on infinite spellslots if you want to actually make it the most broken build in the game.
Any class, season or no season, greater rift farming builds are aloud
The original lazymancer, with that glitched gem, you literally walked though the map and everything died. It was not the most op, but it was broken.
While very broken, I miss the perma freeze critical mass wizard build back in the day.
This is the best answer imo. Too cool and also very broken.
> This is the best answer imo. Too cool and also very broken.
I see what you did there.
I was going to say this. Critical mass wiz was so broken and fun to play.
This is the only answer, a build that literally stopped the game. So ignorantly op.
exploding palm monk with cold rune, a lot of years ago in season 1. there was never again a more sadisfying build imo
Exploding palm and ass, this set is so much fun. Uliana's iirc. It's by far the most fun build for me, I love how the scaling works for everything
It was one of the first “builds” that actually found interesting synergies with skills and items and happened to be game breaking.
This was before set bonus gives 10,000% damage lol.
The wizard one with wand of woe and explosive blast was pure fun. Not game breaking, but damn, running around as a living explosion was incredibly fun.
I play maybe one in three seasons. I still like to build Explosive Blast Wizard as my GR farm build!
It wasn't gem that was "glitched", but bone tornado from Inarius - it had proc coefficient set too high, which worked greatly with Mirinae, making it proc crazily often.
So the rules are simple: Everything is permitted. UA? Check. Even somewhat redacted 5e UA. Anything released by WOTC, check. Multiclass only to one class (because I have my limits.) No SorcLocks (taken.) What is the most game-breakingly strong character that meets these criteria you can think of? I would like to play at least a semi-martial class, since my last three were all casters, but this isn't a requirement. Show me what you've got.
Edit: We start at level 1 and IIRC get an extra feat regardless of our race. I would like the suggestions not to be op only at level 20. Levels 5-10 is where I would like to be above the power curve by like... a lot.
So this is technically a full caster, but it doesn't play like one, rather you become the world's smallest storm giant.
Race: hill dwarf Feats: Aberrant Dragonmark (shocking grasp and thunderwave) and eventually Tough. Sorcerer subclass: Giant Soul.
1st off, your a con caster as long as you focus on those two spells. Because you are a con caster you can ignore CHA and have health rivaling that of a Barbarian (with tough, hill dwarf and giant soul you gain an additional 4hp per level on top of your already Con focused build).
By 6th level you become a beast. By casting those two spells, we trigger our 6th level feature and deal extra con damage to 3 desperate targets that is unavoidable. With quicken, you essentially add 30 to your average damage.
Since those are your damaging spells, you can spend the rest on whatever utility you want. At 10th level, you potentially gain a boon which is pretty awesome too.
>By 6th level you become a beast. By casting those two spells, we trigger our 6th level feature and deal extra con damage to 3 desperate targets that is unavoidable. With quicken, you essentially add 30 to your average damage.
Don't your feature only trigger when we use one of the two spells given by the sorcerer lineage?
Yep
I'd really coordinate with your group for this - good synergy can lift some "adequate" builds into god tier.
(I.e. Order Cleric shines particularly when played with a Rouge or Paladin.)
Also, I'd speak with your DM about the expected encounter density. "4-6 encounters per long rest" (no matter if achieved via action packed days or longer rest models) plays very differently from "1-2 high difficulty encounters per long rest".
Hexblade 2/Celestial Sorcerer X for the Coffeelock Eldritch Blaster who never needs to sleep (Xanathar’s may have nullified this, I don’t remember).
As long as you can work in some greater restoration it still works
What level?
Sorcadins are pretty strong. Building towards Pal6/Sorc14.
Similarly Padlocks.
If you really want no magic then the classic Vuman Battlemaster with XBE & SS is quite effective.
Far as expired UA goes, the Loremaster Wizard is crazy strong artificer 1/ Loremaster X makes a pretty devastating build
Now that I've finished this game for the second time, I'd like to try a run trying to be as powerful as possible.
On my first run, I already achieved more than satisfactory results using the Puppet Ripper with a pure technique build. But now I'm curious to try a broken build.
Any suggestions? Thanks!
PS: I haven't purchased the DLC yet
Sadly pretty much any OP build you can think of would pretty much just be better with the DLC, there’s a lot of good/cool stuff in there.
Base game only probably mot throwables there’s some fun stuff you can do with area damage with the flame thrower and plague spewer while tossing grenades, etc.
Most op stuff is in the dlc there’s a weapon you can find very early in it that breaks enemy AI through pretty much the whole base game if you play it right and stack fable.
I disagree. Base game still has very op builds. Hell, I beat Blood Artist with a base game weapon. Tyrant dagger + long spear handle is busted. Live puppet axe + booster glaive handle is busted. Bone cutting blade + bramble / dancer’s handle is busted. Wrench head + police baton melted Guardian of the Ruins. Etiquette is my favorite weapon for a reason. You’re not giving base game enough credit.
Etiquette is downright silly, really good DPS and the parry fable art turns bosses into a cake walk. Plus the charged R2 and dash R2 having a guard effect while the umbrella is open lets you just be belligerent with it lol
In my personal experience cataclysm arm + pale knight trivialized the vast majority of my ng+ run.
Damage and stagger power are both insanely high, and it also clears regular enemies very efficiently with powerful AoE attacks.
You reach a critical mass of upgrades and pretty much never run out of legion/fable for blasting. Wicked fun too.
Puppet String + Pale Knight is hilariously busted too. Yank most mobs into a one shot charged R2.
Advance, everything has one of the three weaknesses and if you prioritize weight and unlocking the third weapon slot you can just rotate through and melt whatever you fight. No need to use items or grindstones except for posture damage. I did an advance only playthrough and even the bosses that I thought were hard were sliced like butter with a hot knife
Aegis legion arm + trident of covenant with crits amulet and other damage related amulets. You can beat every bosses in LVL 5 with that.
Most broken build I messed around with was the tyrants dagger, all technique with the critical hit grindstone, critical hit amulet and the successive attacks increase damage boss amulet. Basically if you throw on the blade skill and the grindstone at the beginning of a boss fight you have almost guaranteed critical and will absolutely melt their hp bars. I only did one playthrough so did not experiment too much and I wouldn't say it was fully broken, but it was for sure the highest DPS I encountered while playing by a wide margin.
And here I legitimately thought NG+1 was designed to be a power fantasy. Turns out I just respecced into something stupid :D
Put it on City Spear Handle and you are the highest DPS I can imagine
Definitely will try this. Always stuck it out with default handle since I like the fast moveset but I underutilized the handle fable art and that extra range and attack power fable art seems juicy.
yeah tyrants blade is an absolute godsend
Hit me with your best broken builds using the new 2024 rules only.
I’m currently playing a twilight cleric but will be building a new character for an upcoming campaign soon. I’m not necessarily a min maxer but I love seeing just how much damage you can ring out of a character some times.
I don’t know if it’s broken but a Valor Bard/Warlock could be pretty powerful. Being able to replace an Attack with Eldritch Blast with Agonizing Blast is pretty good. Also with Booming Blade and Agonizing Blast you effectively can add your charisma modifier to the damage 3 times to an enemy.
I’m playing this exact build at the moment. Lvl 14. It’s really not that broken. It’s is extremely strong however so if there were another elemental like CME or Fount of Moonlight, it could get pretty crazy.
I'm currently playing a Fighter 1 Warlock 1 Bard 9, and it's pretty broken. I use Font of Moonlight for extra damage dice currently, but I'll be dropping that for Conjure Minor Elementals next level. That's when it'll jump to God tier levels of ridiculousness.
I'm eventually gonna add Fighter 2 for Action Surge so I won't need a setup round. And with Catnap, the DM will have a hard time denying short rests.
Yeah, Fighter 1 / Valor Bard X / Warlock 2 is so potent. Especially since you can grab Conjure Minor Elementals with Magical secrets if your table allows it.
My thoughts as well. I'm coming to the end of playing in a Dragon of Icedpire Peak module. My friend was running it for 2 newbies and asked if i could join along as I've never done or run the module, with 1 other experienced player. Naturally picked 'support' to keep their first time characters alive aha, but had never played this subclass and liked the idea of using thp in big fights and also fighting. but this subclass is so fucking busted it's unbelievable, the other experienced player is a well optimised rune knight but my character is ungovernable, getting most kills per encounter and keeping them all alive. I even lie and fudge my temp hp output from twilight sanctuary to be lower because I feel bad along with 'failing' any concentration check or saving throws i make and we are stomping the encounters.
From what I've seen, Conjure Minor Elementals seems to be the most broken bit of 2024.
Honestly, from my testing it's pretty overrated.
Obviously strong, high single target damage, but there are just more impactful 5th/6th/7th level spells, and very limited spell slots. And it definitely has it's drawbacks.
The set up time, build cost and having to be within 15ft of the enemy both really hurt the spell.
Against a boss without debilitating effects on their attacks, it's good, but there aren't many of those by tier 3.
I tried arguing that same thing after using it in a level 15 one shot, that had 5 different combats. Yeah my damage was high in 3, was mostly negated in 2 others. Never told my dm what I was planning to play and ended with fewer than 5 hps left in 4 of the combats
a solid interaction is the True Strike Sorcerer dip for Rogue. use Sorcery Incarnate to grant advantage on your sorcerer cantrip, then use True Strike with advantage to trigger sneak attack. only requires a single level dip. as a plus, you can get Shield, Absorb Elements, or other spells. it's magic initiate, but better. go as far into Rogue as you want, then either Paladin or more Sorc, depending on the vibe you want (and your Str mod)
it's not exactly "Broken", but I think it's a fun build, start as a Fighter 1, heavy armor, Str and Wis as high as you can get them, primary Wis. take Magic Initiate Wizard, using Wisdom, for True Strike (noticing a theme? it's a good cantrip), and then go Cleric 1 for casting, and Thaumaturge, before resuming until we're Eldritch Knight Fighter 8. Take the Protection fighting style, and for feats, depending on what you need in the party, some combination of: War Caster, Inspiring Leader, Telekinetic, Charger, and Shield Master.
I'd personally bump Wis, taking either Inspiring Leader or War Caster first, the only limit is our Extra Attack: when we get EA at level "5", we have to choose to either make one Wisdom attack with True Strike, or two Strength attacks without, then once we have War Magic at "7" (remember, a cleric dip), we go back to having True Strike (technically, a "Wizard" spell, thanks to Initiate), and a Str attack as well.
we can then take whatever level mix we want until we're Cleric 6-8 and Fighter 14-12.
Fighter 14 gives you an extra feat, for a total of 6, and 6 Cleric gives a second subclass feature.
Fighter 13 gives you Indomitable and Studied Attacks, and 7 cleric gives 4th level spells, and Blessed Strikes (1d8 damage once per turn).
Fighter 12 gives you 6 feats again, but we can potentially have 2 boons, if our 8th and 12th levels are at the end.
either way, we have a x3 attack, one of which is True Strike, and then our domain choice.
War gives you a bonus action attack a few times per rest, great for going all out when you have advantage, and works great with action surge as well, and the War God's Blessing can give Shield of Faith with no concentration, which can be huge.
Trickery can give you basically perma advantage for a fight, or you can use it to effectively get a Distant Cure Wounds off, and help an ally with stealth.
Life gives you some healing, which helps you support your team, plus a bit more oomph for your own health when you heal.
the idea is you operate almost like a classic paladin: protect your allies, through Protection, Bless, Shield of Faith, etc, but still be enough of a threat to the enemy that they can't just ignore you, through True Strike/attacks/mastery.
my personal preference is honestly 13/7, with War: Blessed Strikes and Studied Attacks are a match made in heaven (get it?), and 4th level casting is an added bonus, and you can cast Crusader's Mantle to add a good chunk of damage to your party as needed, so you still feel like a damage dealing tank.
a final damage report for level 20, assuming we're going all out, we get off 7 attacks (Action Surge), 2 of which are True Strike, first one to hit adds 1d8 for Divine Strike, for a final total of (if we hit everything), 6d6+8d8+34, for 91, more if we have spells going (crusader's mantle adds 7d4, for 17.5, to a total of 108.5 average)
Single class Monks are surprisingly silly these days. Elements Monk at level 11 can punch and grapple an enemy, flying straight up, dash straight up again, then just release the grapple and drop the enemy for like 12d6 fall damage easy. Anywhere without a ceiling is your hunting grounds. Mercy monks on the other hand can pretty reliably poison, stun, grapple, and restrain a target all in a single round while dealing a bit of damage too (barring immunities). Very nice glow up on both.
Consider dipping one level of ranger. You pick up Hunter's Mark (2 free/long rest), good utility from two first level spell slots, and one more skill. Hunter's Mark is not for every situation (lots of lower hp enemies), but in the right circumstances (fewer big enemies with more hit points), it can bump your damage significantly. Situational utility spells include Absorb Elements, Fog Cloud, Goodberry, Jump, Longstrider, and Zephyr Strike.
Yeah. You can apply Agonizing Blast to any Warlock Cantrip and you can pick it as an Eldritch Invocation multiple times. Meaning a 2 level dip in the 2024 Warlock nets you Pact of the Blade, Agonizing Blast for Eldritch Blast, and Agonizing Blast for Booming Blade.
most broken baldurs gate 3 build
Key Considerations for a "Broken" Build in Baldur's Gate 3:
Class Synergy: Look for classes that complement each other well. Multi-classing can create powerful combinations. For example, combining a Sorcerer with a Warlock can maximize spellcasting potential.
Ability Scores: Focus on key ability scores that enhance your build. For spellcasters, prioritize Intelligence, Wisdom, or Charisma. For melee builds, Strength or Dexterity is crucial.
Feats and Skills: Choose feats that enhance your combat effectiveness or utility. For example, the "Lucky" feat can provide significant advantages in critical moments.
Equipment: Utilize the best weapons and armor available. Look for items that boost your primary stats or grant additional abilities.
Tactics and Positioning: A "broken" build often relies on clever tactics. Use terrain to your advantage, and position your characters to maximize area-of-effect spells or attacks.
Recommended Build:
This combination allows for high damage output, strong crowd control, and excellent survivability, making it a formidable choice in both combat and exploration.
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