Valor Mortis DB

Build Library

Hand-picked starting builds for every way you might play Valor Mortis. Each one opens straight in the planner — keep what works, swap what doesn't, and share your own.

These are starting points, not a meta tier list — the demo bakes its weapon-upgrade numbers into the game's bytecode, so think of each build as a coherent direction (which weapon path, which Ambers, where your early Catalysts go) rather than a min-maxed spreadsheet. Open one and tune it.

First Blood

Balanced starter

Beginner

The clean introduction. A Saber, just enough sustain to survive a learning death, and points where every new player feels them — Health and Melee Damage.

Weapon
SaberMelee
Ambers
Wound that HealsButcher's Carnage
Priorities
Maximum Health ×2 · Melee Damage ×2 · Maximum Stamina ×1
  • Saber is the most forgiving melee weapon: fast, decent reach, low Stamina cost.
  • Wound that Heals + Butcher's Carnage give you passive and on-hit sustain so a missed parry isn't a reset.
  • Dump early Catalysts into Maximum Health and Melee Damage — the two stats that make the first boss winnable.
Open in planner

Riposte

Parry duelist

Advanced

Punish, don't trade. Built around the Saber's chain attacks and parry-driven Posture breaks, with Perfectionism rewarding you for keeping your Health topped off.

Weapon
SaberMelee
Ambers
PerfectionismButcher's CarnageWound that Heals
Priorities
Parrying Impact ×3 · Melee Damage ×3 · Maximum Health ×2 · Maximum Stamina ×2 · Blocking ×1
  • Parrying Impact stacks extra Posture damage on every successful parry — the fastest route to a Critical Attack.
  • Perfectionism rewards clean play: full Health means a flat damage boost, so you lean into parrying instead of tanking.
  • Butcher's Carnage heals you back up after a punish window so Perfectionism stays online.
Open in planner

Rampage

Glass-cannon berserker

Advanced

Maximum damage, minimum patience. The Claymore's Rampage path plus Glass Soldier turns every swing into a haymaker — and every hit you take into a real threat.

Weapon
ClaymoreMelee
Ambers
Glass SoldierButcher's CarnagePerfectionism
Priorities
Melee Damage ×4 · Maximum Health ×3 · Critical Damage ×2 · Melee Stamina Cost ×2
  • Glass Soldier trades defence for raw Melee damage; pair it with Maximum Health so one mistake isn't fatal.
  • Rampage → Rampage Siphon keeps the aggression loop fed by siphoning resources as you stay on the offensive.
  • Butcher's Carnage is your only healing — you keep your Health up by killing, not by flasking.
Open in planner

Pyre

Fire Transmutation caster

Intermediate

Set the field alight and let it burn. The Fire Transmutation scales on Sufferance and status build-up, while Life Diverted rewrites your economy around Nephtoglobin.

Weapon
Fire TransmutationRanged
Ambers
Life DivertedBottomless WellPotent Concoction
Priorities
Nephtoglobin Sufferance ×3 · Transmutation Damage ×3 · Status Buildup ×2 · Maximum Health ×1
  • Sufferance (Nephtoglobin) is your real health bar here — pour points into Nephtoglobin Sufferance and Transmutation Damage.
  • Life Diverted converts your flasks to Nephtoglobin and siphons Health from Transmutation damage, so casting keeps you alive.
  • Everlasting Flame + Status Buildup make the burn tick longer and ramp faster against tanky enemies and bosses.
Open in planner

Standstill

Stasis crowd-control

Intermediate

Freeze the room and pick it apart. Stasis Transmutation locks groups down while Volatile End turns shattered weak points into chain explosions.

Weapon
Stasis TransmutationRanged
Ambers
Bottomless WellLife DivertedVolatile End
Priorities
Nephtoglobin Sufferance ×3 · Transmutation Damage ×2 · Status Buildup ×2 · Maximum Health ×2
  • Ice Age and Stasis Grapple are your group answers — control the pack before it surrounds you.
  • Volatile End punishes the weak points you expose on frozen enemies with a damaging blast.
  • Like all casters this runs on Nephtoglobin: Bottomless Well + Nephtoglobin Sufferance keep you topped up.
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Dead-Eye

Firearms marksman

Intermediate

Win the fight before it starts. The scoped Musket plus Dilated Moment's aim-slow lets you stack Headshot and Critical damage from range.

Weapon
MusketRanged
Ambers
Dilated MomentVolatile EndDominatus
Priorities
Headshot Damage ×3 · Critical Damage ×3 · Maximum Stamina ×2 · Ammunition Drop Chance ×2 · Maximum Health ×1
  • Dilated Moment slows time while aiming — the window you need to line up Headshots reliably.
  • Endurance powers firearms, so Maximum Stamina doubles as your damage stat; back it with Headshot and Critical Damage.
  • Volatile End rewards precise weak-point hits with an explosion; Ammunition Drop Chance keeps you stocked.
Open in planner

Want to start from scratch?

Build your own weapon path, Ambers and stat spread in the planner.

Open the planner