Inkbound – Chainbreaker Tips

Useful Tips for Chainbreaker

Chainbreaker’s Runic Strike (1) is its bread-and-butter. There are some turns where you don’t actually have to do anything else, because it’s the highest damage output 1 in the game– not to mention, the fact that it’s a movement Binding means that you can use it to gap close (instead of your normal movement), and even use it to deal damage without taking chip from Blight.

You can also use Infused Fist (2) to avoid damage from otherwise-unavoidable attacks by shoving enemies away. I would recommend using it primarily for this, unless you have Sapping Fist and need to heal– or if killing an enemy (or enemies) would mitigate more damage than shoving it away. Remember: death is the best crowd control!

Augments:

I would avoid Benevolent Eruption, and pick up Sap whenever you can. Magic Runic Strike and Physical Runic Strike are also both very good, because they offer a very high boost to base damage. Long Runic Strike can be used to overcome High Gravity, and Sundering Runic Strike is very good. I avoid gunning for Poison early (unless I get Exodia) because it makes me more susceptible to chip damage.

Trinkets:

You should always be picking Marker of the Unbound if you see Gunkfilled as your first book. Otherwise, I like Scales of Infinite Potential, and Rose of Rubies is currently generally very good on every Aspect (albeit you should pick up at least 2 Verdant if you use it).

Drafted Bindings:

In general, you should be able to make it work with most of them, but there are still clear winners here. Jinx and Cleave are both extraordinarily high damage, and are really good on Chainbreaker because of your ability to reduce their costs with combo. Grasp’s ability to pull in enemies means you get even more movement freed up, while doubling the next hit of your incredibly-high damage (which is further improved if you can find Envelop). Poison Vapor is the obvious choice for a Poison build, but I don’t like Poison very much myself, so I personally avoid it (preference!).

Smoke Bomb is universally good defensively, with Afterimage, Shield Wall, and Restoration also being not terrible (in solos, anyways; you probably just want more damage in multiplayer, and Smoke Bomb is the only one I actively like taking out of these). I don’t personally like Cultivate (you’re already kinda tight on how much Will you can spend). Blink and Quicken aren’t super duper necessary imo because you don’t need more movement.

Volodymyr Azimoff
About Volodymyr Azimoff 7928 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

1 Comment

  1. I am really struggling to understand the flow of using Chainbreaker. it seems effective enough, I just feel like I’m always being inefficient. what attack patterns do you typically use? what do you look for in augments and vestiges?

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