Beryl
This is a guide on how to use Beryl most effectively in both PvP and PvE. Big thanks to Slowby for putting this together.
Last updated 12/16/2024
I'm a Genius!
Increases Beryl's M.ATK by 25% At the start of the turn, she has a 100% chance to gain 1 random [Level 2 Buff], which lasts for 3 turns, she additionally recovers 1 NRG.
TRAIT
This is a pretty straight forward passive. The 5* might not look gamebreaking but does a lot for her consistency. On its own it gives her an extra NRG per turn. If using high NRG cost builds it could be really helpful to have this refund occur every turn over a chance for it to happen. The level 2 buff could also include ATK II, Crit II, and Move I which are great offensive buffs, and M.DEF II, P.DEF II, and Immune to Attribute debuff which are great defensive buffs. There are 7 total buffs in that list so you can’t rely on getting the ones you want regularly. Her kit really is RNG heavy, so playing her means riding the highs and the lows.
3
Chuu Chuu Chuu!
(Magical DMG) Beryl gains [Armor Piercing] before attacking, then deals 50% DMG to the target 3 times.
Initial. Chuu-Chuu-Chuu is a great single target attack. The Armor Piercing buff ignores 40% of the targets defense when attacking only for this skill, it does not apply a buff to her. This is her single target damage. Each hit can crit and crit chance will be calculated separately. Since it deals damage 3 times, it has the potential to eat away at multiple stacks of dodge while still doing damage. This spell with NRG Restoration, can be cast every single turn. This skill is subject to line of sight.
RK 1. Wall of Flame is an excellent choice for PvE content. This ability shines when taking on content above your level. It’s really useful for kiting the computer into the flames and doing percent health damage with the scorch ticks. This is also fantastic on choke points that forces an enemy through. For PvP this would not be an advised choice. It would be difficult to ensure the enemy walks through the flames, and the damage is on the lower end of what she can do.
3
Wall of Flame
(Magical DMG) Selects 1 spot within a cross-shaped range around the character, deals 70% [AoE DMG] to all enemies in a horizontal row of 5 tiles, and changes the tiles into [burning]. The effect lasts for 2 turns.
3
Casual Search
(Support) [Instant] skill. Beryl gains 1 random [Luxite Skill]. The skill remains available for 2 turns.
RK 1. Casual Search(Recommended). There are four luxite skills available in this skill. Searching does not require NRG but each skill does, but all of these skills cost 1 NRG.
There is quite a bit of randomness to this skill, but a lot of versatility to it as well. In certain situations it has the potential to turn a match around, but should not be relied on to do so.
Fiery Luxite also has a range of 3 tiles. It is a cross shaped AoE ability with a radius of 1 tile, and does not require a target. The direction of the knockback will only change in the center and is based on where Beryl is in relation to where she is casting the spell. The center position will always knock away from Beryl, but the other positions will knockback in relation to the center tile. When using this ability with the center target pushing into another target hit by the spell, the center target knocks into the second target before the outer target gets pushed back.
The center cannot target allies. When casting this spell with center of it on a corner from Beryl, you have some control of which direction you want your target to go.
If you target a spot to force Beryls facing direction to be changed to where you want her to go, on competing spots like the ones circled blue, then choose that spot, you can control the direction you push on the center tile specifically. Since the other tiles are based on where the center drops they are unaffected.
Height restriction: 6 up 8 down
It's Gonna Blow! is an AoE ability with a 2 tile radius. This will damage Beryl as well as any allies within range. Height restriction: 2 up 2
The Freezing Luxite ability has a range of 3 tiles and will inflict Frozen for 1 turn. Height restriction: 8 up 8 down
Healing Luxite has a 3 tile radius with Beryl in the center and includes Beryl in the heal. This allows her to provide some support to any healers you have on your team and since it scales with her M.ATK can heal for quite a lot. Height restriction: 2 up 2 down.
RK 3. ATK Boost is a solid supporting option for Beryl. Since it lasts for 2 turns but has a 3 turn CD there is only 1 turn of downtime where these buffs won’t be active. This could be a really solid option if your team consists of a lot of damage dealers other than Beryl and/or your Beryl isn’t particularly strong. In PvE with the Banner of Convallaria she can achieve 100% uptime on this. Since this has a range of 2 and a tile radius of 2, she can always benefit from it, as long as the height of where she’s using it is within 2 tiles of where she’s standing. Even though her trait can give her the ATK II buff for 3 turns, this would allow her to be more consistent, and if you are going for a 1 turn nuke style build could help if no one else on your team can buff.
1
3
ATK Boost
(Support) Grants [▲ ATK II] to all allies within the target location and grants immunity to [Attack Attribute Debuffs], lasting for 2 turns.
NRG Restoration
(Passive) At the end of the turn, recovers an additional 1 NRG. If NRG is less than 1, recovers anotherr 1 NRG.
RK 3. NRG Restoration(Recommended). This passive allows you to recover more NRG per turn. This means she will always restore a minimum of NRG per turn, and with her passive has a 50-100% chance to restore up to 4 NRG per turn, if she has spent it all on the previous turn. In PvE with Banner of Convallaria this would let her use Boom every single turn if her passive triggers. It also means she will start each turn with at least 3 NRG. This is a great skill to use in any situation as it will alleviate any NRG issues you may have, whether you run her as a support or damage dealer. If gaining Act Again, this will not trigger a second time.
RK 5. Firewalking has some good uses in the Mine Pit map since there are plenty of ways to apply burning tiles, even if they only last for 2 turns. Since she becomes immune to burning tiles this will not hinder her movement if you find yourself surrounded by burning tiles, and could make it easier to position her early in the match. Another benefit to this is that it reduces all damage taken, where her other reaction is ranged and aoe damage specifically. If you have access to both this could be the better option into a majority melee match up.
Firewalking
(Reaction) Become immune to [Scorch] and [burning] tiles. When on a [burning] tile, the DMG taken is decreased by 10%. At the end of the turn, recovers 20% of the character's HP.
Cutie
(Reaction) Decreases [Ranged DMG] taken by Beryl by 25% and [AoE DMG] taken by 40%.
RK 5. Cutie(Recommended) is pretty straightforward but does actually have some synergy with casual search. Since “It’s Gonna Blow!” is AoE damage, Beryl will take much less damage from it when having this reaction equipped. It is a risky spell but if you aren’t afraid to use it, this makes it much safer to use.
RK 7. Flaming Meteor(Recommended) is a wide area AoE attack. At 140% it is 10% less damage than Chuu Chuu Chuu or Boom, so it is not her strongest attack, but AoE spells are excellent for getting around dodge effects, some reactions and invisibility, and compared to Boom, this ability is more consistent, but has potential to be less damage per turn. Since it costs the next turn to use this ability it would work best having Inanna to combo this in a single turn. Since it is a prepared skill it is also countered by Knockbacks or Bound effects, and without speed manipulation there is very little likelihood you will hit your target(s). This skill also does not follow a specific target, but keeps its position on whatever tile it is placed on.This skill is recommended for the 3% HP boost over the 3% Def boost.
4
Flaming Meteor
(Magical DMG) Prepares for 1 turn. Once casting the skill, deals 140% [fire] [AoE DMG] to all enemies within 3 tiles aroundf the target, and [skips the turn].
2
4
Try This!
(Healing) Heals other allies within 3 tiles around the character, restoring 10% HP and 2 NRG.
RK 7. Try This is a small AoE heal, but a strong NRG refresh for allies. This is probably her weakest option for a support skill. It has a very long cool down, and she does not benefit from the effect, so it’s only really worth taking if you have other units that really need to spend a lot of NRG.
RK 9. Scorching Attack. Both of Beryl’s Basic Attack upgrades do the same amount of damage but Scorching Attack is magic damage. This has potential to do more damage than Bang! if the target already has scorch on them, and her Boom! ability, can also apply it. The main benefit this would have over Bang! would be to bypass physical shields.
Scorching Attack
(Basic Attack) Deals 80% magical DMG and inflicts [Scorch] on the target for 2 turns.
Bang!
(Basic Attack) Single-target attack. Beryl deals physical DMG equal to 80% of her M.ATK. There is a 30% chance to inflict [Stunned] for 1 turn.
RK 9. Bang!(Recommended) Has a couple unique qualities for a basic attack. It is the only way Beryl can do physical damage, which could be worth taking into account against high magic defense targets. The range is 2-3, and there is a 30% chance to stun. This basic attack is also unaffected by line of sight.
RK 11. BOOOOOM!(Recommended) Is Beryl’s signature ability. There is a lot to break down with this skill.
5
BOOOOOM!
(Magical DMG) Beryl cannot move before performing this skill. She attacks any enemies within 2 tiles 5 times, with hits randomly divided amongst those within range. Every hit deals 30% [Fire] [AoE DMG] to all enemies within 1 tile of the target, with a 50% chance of inflicting [Scorch].
Beryl cannot move before performing BOOOOOM! If you try to move from your original position you will not be able to cast this spell even if you meet the 5 NRG requirement. Instant cast spells and Trinkets can in essence bypass this effect and allow you to cast this spell from a new position. If running this spell, trinkets like Spring Pill and Flint Ring would be ideal to allow for repositioning. Other items have potential to work as well, but many use items require a target or obstacle to be closer than the minimum or maximum range of this spell. Casual Search is also excellent for positioning to a good spot to use this spell.
The range for this spell is 3-5 tiles, and does require a target. This means units with invisibility like Col, while able to be hit by the spell, cannot be targeted by it and if they approach you alone, can be very hard to deal with.
This will drop 5 attacks spread among all enemies within 2 tiles of the original target. Each hit will do damage to a cross section similar to Fiery Luxite from casual search and each hit will do 30% damage and have a 50% chance to scorch. Because of this interaction spaced out units will drastically reduce the damage of this ability.
Optimal Damage spread for 1 target:
With 2 targets adjacent, this guarantees the target circled will take all 5 hits no matter which unit is targeted. Any more units adjacent to the target you want will still end up with the same result on that target, but with damage spread out further among the other units. Having 4 targets is ideal if running the Magician Tarot to maximize damage.
Optimal damage spread for 2 targets:
2 adjacent enemies will deal the most guaranteed damage on 2 targets at a time. This guarantees all 5 hits will hit both targets and they will take the maximum amount of damage from the ability with varying luck on Scorch. If running Magician Tarot this set-up is slightly better than a lone single target if you’re aiming for a single kill.
Single Target:
If aiming to kill 1 unit, it is best to get them alone with the 2 spaces around them being empty (or friendly/neutral structures), over having other units in the area if they are not adjacent. This at least guarantees the one unit will eat all 5 attacks from the spell.
Sub-optimal:
If there are multiple enemies in the area and not adjacent to each other this spell becomes much less effective. Each unit will take anywhere from 0-5 hits but the target chosen for the spell will always take the first hit.
Extending the range of Boom:
Boom is one of a handful of abilities that has a really interesting interaction with items on the map. In some instances you can use items to extend the range and items generally fall into one of three categories:
Enemy coded items: Count as an extra target, essentially can be treated like a 2nd enemy. This can be really helpful, or really annoying depending on how the enemy is positioned, because of how position affects Beryl’s damage.
Neutral items: Does not count as an extra target but does take damage. In this case these can be used as an initial target, and won’t take any hits from Boom unless it is the only target, or the enemy is adjacent.
Friendly items: Does not count as an extra target, and does not take damage. These can be really effective at extending Beryl’s boom range by 1 or 2 tiles, and will only soak the initial hit. If the enemy is next to a friendly object they will be hit 5 times, however if there is a space between them they are guaranteed to be hit only 4 times. This does however give Beryl an effective range of 3-7 if these (or a neutral object) are available.
2
First Aid
(Healing) Single-target healing. Heals 80% HP.
RK. 11 First Aid is a pretty standard single target heal. Since it heals based on % HP this means it only scales with your allies stats and not her own. This can be a really effective heal especially against teams that may use a lot of single target damage. This also works really well with Focus Wand which will extend the range diagonally as well (essentially creating a second square of range) which lets her use the heal from up to 4 tiles away from the target. Beryl's overall healing capability isn’t the best, but if your team is incredibly damage heavy, it is not bad to have the ability to flex a spell or her kit to be more supportive.
Build Suggestions:
Here is a list of some build recommendations for Beryl. For the most part her basic attack and reaction can be down to personal preference.
AoE Beryl:
Weapon: Diffusing Prism (Secondary Broom)
Diffusing Prism contains a magic attack boost which does a lot for Beryl, especially against Watcher units. I believe there are instances where Broom will do more damage (I think especially on single targets since it doesn’t have a target threshold on its own) but I believe overall Diffusing Prism will be the better choice.
Trinket: Roaring Flint/ Spring Pill / Shroud of Void (Secondary Old Scrolls of Auguste / Space Time Ring / Disaster Bottle)
Flint ring is the best option for Beryl's trinket, but this is the case for many units, and it is very hard to get copies of. In Beryl's case, it can reach the maximum distance of her boom range, and using it against watchers at full health will nullify their damage reduction passive, which will give beryl an easier time bringing them from full health to dead on her own.
Ideally for this build having a trinket with an instant effect will allow Beryl to be able to reposition before using Boom, giving her a larger threat range, and more frequent uses of Boom. If relying entirely on Casual search you will only be able to Boom every 3 turns unless she has some form of cooldown reduction. Old Scrolls and Space Time I would rank below the other 3 just because they both rely on having an ally in range to use, and there may be instances where that isn’t an option, and Disaster Bottle does not have the same range as Boom so may also not be usable in every instance.
Dream of the Magician
Majesty of the Emperor
Temptation of the Devil
Verdict of Justice
Tarot: Magician (Secondary Emperor/Devil/Justice)
Magician will give Beryl the most possible damage with this build. At 1 target with the mutation, damage is increased by 16%, with an 8% increase per target up to 40%. At 2 targets she will be just shy of Emperor’s 25% boost to healthy targets without that qualifier. This build should be focused primarily on doing damage.
Sword
Wand
Before actively attacking, for each 1 tile traversed, increases ATK and DEF by 4%, up to 12%. The effect lasts until the start of the next turn.
Sword
Cup
When actively attacking, increases the DMG by 5% and grants 15% of [Life Steal].
Sword
Sword
When actively attacking [unharmed] enemies, increases Crit by 20%
Engravings: Sword/Wand (Secondary Cup/Sword or Sword/Sword)
Most times before using Boom you will need to reposition. This will very likely be the biggest damage boost of the engraving combinations, but there are times where it may not work well. Cup/Sword is consistent flat 5% damage and worth considering. The Lifesteal is okay, but Beryl is very susceptible to single target 1 shot kills, so you may not get a lot of use from that part of the engraving. Sword/Sword will give you the most flat stats, and the crit is a nice bonus since each hit of Boom is counted separately, but benefits the most when the enemies are full HP and since Beryl is slow that may not always be the case.
Skills:
Recommended Skills
Basic Attack: Either
Reaction: Cutie
This has the benefit of working well with Beryl’s Barrel ability. It won’t come up often, but it makes that skill a lot safer to use in general, and it can be absolutely devastating when used properly.
Active Skills:
Casual Search: Allows for repositioning for Boom with the added benefit of sometimes supplying an amazing spell to use the next turn (or the same turn it's used depending on the situation!)
Boom!: Main damage spell for this kit
NRG Restoration: Lets her guarantee 3 NRG per turn.
Synergies:
Position displacement: This is a great way to help Beryl set up if the enemy is positioning properly against you. Pulls will generally be better than pushes, because it can also move enemies into Beryl’s threat range, and can be easier to control where the enemy ends up.
Acambe: His repositioning is one of the best in the entire game, but has an added benefit of lining up enemies near perfectly for Boom, and his speed is only 1 higher than Beryl so she will always go directly after he does.
Units to consider:
Cover: Beryls biggest weakness is strong single target damage (and watchers). Most of this can be circumvented with Cover abilities, and at the very least increases Beryl’s ability to live.
Units to consider:
Item creation: As mentioned earlier this can create extra range for Beryl, and sometimes even allow her to gain a little extra reach on targets (or allow her to land all 5 hits on a single target even if the enemy is positioned well)
Units to consider:
Counters:
Lilywill is very effective at killing Beryl. She has longer reach most times (might equal out if Beryl gets a lucky Move I buff from passive), moves after Beryl does, can guarantee a crit, has watcher advantage and ignores assisting cover. There is not a lot Beryl can do and will generally rely on teammates to either take the initial Nuke, or an assassin to take out Lilywill.
Papal Ice Priest / Momo have access to Field Aura which reduces AoE damage taken by 25% for any unit within 3 spaces of them. This can make it exceptionally hard for Beryl to land kills on teams that use this ability.
Alexei has access to Unlimited Resolve and will not die for at least 1 turn. This makes it somewhat safe for him to approach Beryl and unless she gets a little lucky can make it very hard for her to do anything in this match up without help.
Most Seekers and Watchers will give Beryl a hard time in general. Seekers have the best movement and Garcia especially can pull her out of safety relatively easily and most will do massive single target damage which she has very little protection against. Most Watchers are incredibly hard to kill without help, and will also return massive damage because of the type disparity.
GLORIA’S HALL
Gloria’s Hall
Gloriashall.net provides news, tierlists and detailed guides for Swords of Convallaria from beginners guides to PVP.
Copyright @ 2024 Gloriashall.net