Excalibur Umbra

The Perpetual Motion Machine (Slash Dash Stat-stick build)

by last updated a year ago

30

From the shadow of the long night emerges a new Excalibur.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
225
HEALTH
370
SHIELD
370
SPRINT SPEED
1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
315
Damage Reduction
51.2%
EFFECTIVE HIT POINTS
1,252
Guide
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Excalibur Umbra builds
Builds by lejten

The Perpetual Motion Machine (Slash Dash Stat-stick build)

NOTE: BUILD REQUIRES SETUP. ABSOLUTELY NOT NEW PLAYER FRIENDLY AS IT REQUIRES ACCESS TO INCARNON GENESIS TO FUNCTION, AND IS BY NO MEANS A "META" BUILD. It's just fun (kind of)

HOW IT WORKS:

Not many people know this, however excaliburs first ability (Slash Dash) Actually counts as a pseudo-exalted weapon, akin to [Khora]'s [Whipclaw]. What this allows us to do, is basically enhance the stats of our first ability by making it inherit buffs of our melee weapon. One of the primary things we are going to take advantage of is its capability of inheriting base stats from incarnon evolution.

Incarnon genesis evolutions enhance your melee weapons with base stats, and thankfully to some de spaghetti code, this somehow also applies to our slash dash.

Imagine [Excalibur]'s slash dash as a new "hidden" weapon you cannot directly mod.

SLASH DASH
Damage:
IMPACT: 0
PUNCTURE: 0
SLASH: 485 (this build's 1st Ability Damage)

Critical Damage: 1x
Critical Chance: 0%
Status Chance: 0%

By equipping mods without any incarnon genesis, we can see that we cannot increase critical chance AT ALL, as 0 * Anything is still 0.
How do we get critical chance then?

By equipping a weapon with incarnon genesis base stat improvements, such as in my case; the [Skana], our "invisible hidden weapon" stats will look a little something like this.

SLASH DASH
Damage:
IMPACT: 0
PUNCTURE: 0
SLASH: 585 (100 from Guardians Promise)

Critical Damage: 1x
Critical Chance: 25% (Absolute valor)
Status Chance: 0%

For some reason violet shards critical damage applies to the slash dash, not going to ask exactly why or how, it just does.. so take advantage I suppose.

[Tenacious Bond] final critical damage bonus also applies, so slap that on if you can.

As we now have actual proper base critical chance on our imaginary weapon, we can begin to mod our melee weapon with critical chance, Where the mods we put on our melee will simontanouesly apply to our "invisible" melee. Gladiator set mods, including blood rush all work on the pseudo-exalted melee. [Condition Overload] I have not tested, however it would be pretty much overkill unless you're trying to One shot level 1k enemies with excals slash dash

MELEE ARCANES
"Welp, I got it to do damage! Now's the time to put on influence" - probably some random npc
Unfortunately slotting melee arcanes that require melee activation, or melee hits won't work. For some unknown to me eldritch reason this will not apply any melee required conditions such as [Pack Leader], and is treated more like a hybrid of weapon damage and ability damage. The only arcane that I've managed to get to properly work was Melee Exposure, which buffs our slash dash damage by adding plain extra corrosive damage without status.

Why [Archon Stretch]?
For [Archon Stretch], you actually don't even need to apply an electric status proc. You simply just need to deal electric damage, so your slash dash will be continuously generating energy as you eviscerate stuff around you

Nourish allows you to regenerate crazy energy off [Archon Stretch] from your 1 with the proper Stat stick, and as a bonus deal even more damage with your slash dash.
If you dont plan on ever using [Furious Javelin] over [Augur Reach], then you can subsume over the 3 instead.

Is it practical? no not rlly

Is it fun? also kinda no you disintegrate in half a sec

REQUIREMENTS

[Primed Flow] required for violet shards 500 energy benchmark

Only actual "required" arcane is Arcane [Fury]

Archon shards: I ended up using 3 tau violets for critical damage, and 2 regular reds (im broke don't bully me) for ability strength. From what I've heard, adding casting speed might "enhance the speed" of slash dash, however its a weird gimmicky interaction and I haven't tested it

[Tenacious Bond] companion (Anything that is capable of staying alive will do)

Incarnon genesis with either +crit or +crit and +cd: [Ceramic Dagger], [Skana] or [Magistar] ( [Skana] ended up working just fine for me ). Take as many damage and raw stat evolutions as you can. Attack speed, range and whatnot is meaningless

Example Skana build:
https://overframe.gg/build/749634/