Inkbound – Weaver Builds Guide

Guide to Weaver Builds

General

Most of the vestige sets are viable to a degree.

Weaver basic binding damage isn’t particularly high, so gaining immense amounts of will (through shattered will or future willers or the like) isn’t all that useful, compared to, say, chainbreaker or magma miner or mosscloak’s base damage…or even Obelisk or Clairvoyant’s ability to use their primary binding to gain shield.

Weaver DOES have strong damage, low cooldown bindings, particularly constrict, so ORB builds work quite nicely….in fact, Weaver is one of the best classes to make use of the “clips of extraction” trinket, because the extra orb means another constrict each turn.

Obviously, you’ll need damage power to make use of any of this, and crit damage and crit triggers (counterassistance vestige, afterimage binding, etc.) can help a lot.

Basic Tips for Weaver

  1. Weaver uses a lot of movement lining up thread shots to get everything threaded. Getting blink is helpful to let you get out of danger at the end of the turn. If not blink, you’ll generally want some investment into movement to avoid damage, especially if you use the “pulling constrict” augment to get nicer enemy groups
  2. Weaver struggles to do damage without many enemies, especially since your main nuke relies on enemies and is magic damage, and your single target nuke is weaker with enemies and is physical. Weaver often benefits from grabbing a strong, nuke-like binding for main damage dealing…something like jinx (my personal go-to), or poison vapor or incinerate to ramp up damage on high health targets. It isn’t necessary….you can get your basic aspect bindings strong enough to not need the drafted nuke binding, but they’re situational (single enemy or multi enemy) whereas something drafted bindings will work in more situations.
  3. Threaded enemies grant shielding, not shield. So you don’t actually gain the shield unless a threaded enemy survives the turn. You can make a defensively oriented weaver, but it takes a lot of augments to ramp up your shield now. That being said, something like defensive constrict is still nice, since it’s 3 shield, and with an orb, another 3 shield…every turn..
    4, It’s really easy to “forget” your forced movement. Always be careful with constrict (with pulling constrict) and stitch, since they move enemies around and can easily accidentally pull aoe enemies onto you that weren’t hitting you before…..it’s a frustrating way to lose a run.
Egor Opleuha
About Egor Opleuha 4443 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.

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