Soul's Remnant Wiki
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Soul's Remnant Builds & Starter Skill Routes

Choose named skills for your first loadout, understand their unlock requirements, and practice a sequence you can control. Melee, ranged, magic and faith all draw from a classless system.

Which Route Should You Start With?

For close-range attacks, start with Slash and Heavy Strike. To practice ranged positioning, use Ninja Throw and manual Dash. For a magic sequence, learn Magic Burst and Gust, adding Blink on its own key when unlocked.

These are suggested practice loadouts built from documented skill behavior, not tested best builds or an S–D tier ranking. The published sources do not establish an optimal gear set, point allocation or DPS winner. Category levels below are skill-passive requirements for activation, not character-level requirements or learning costs.

Three Specific Starting Loadouts

RouteStart with → add next (activation level)Damage attributePractice goal
MeleeSlash → Heavy Strike (Melee 4)STRAttack range and knockback
RangedNinja Throw → Dash (Range 8)DEXDistance and deliberate repositioning
MagicMagic Burst → Gust (Magic 4) → Blink (Magic 9)INTCone range, MP and movement

Use the skill unlock table for recorded learning materials. Choose an Active Level that fits your SP; the activation dialog is the final check before spending. None of these combinations requires a claimed best-in-slot item to begin practising.

Melee: Slash → Heavy Strike

Slash is the starting melee Basic Attack. The Heavy Strike record lists 3 Dull Life Essence to learn an overhead strike with strong knockback, and Melee passive 4 as its activation requirement.

Try this

Start on separate buttons. Then compare Heavy Strike → Slash in a two-slot Combo, watching where the first hit leaves the target. Reverse the order or return to manual buttons if the follow-up misses.

Trade-off

You need to stay close enough to connect. Knockback changes that distance, so a working dummy sequence may fail against moving enemies. This combination has no measured DPS advantage here.

STR is the relevant damage attribute. Compare equipment using the stats that affect your actual attacks and survival; a fixed STR/CON ratio would need a specified level, gear set and encounter. The August 20 patch added global attack speed to Slash's active perk, so older perk tables may be incomplete.

Ranged: Ninja Throw + Manual Dash

Ninja Throw is a throwing-knife Basic Attack with little knockback. The Dash record lists 8 Dull Life Essence to learn the skill and Range passive 8 to activate it. Dash provides directional movement that can be stopped by releasing the key.

Try this

Attack from a distance, then use Dash on a separate key to reposition. Practice stopping short of a hazard before adding it to a crowded combat hotbar.

Trade-off

This is a manual attack-and-movement loadout, not a repeating two-attack Combo. Terrain still matters; the September 4 reliability fix is not a promise of passage through every obstruction.

DEX is the relevant damage attribute. Check ranged equipment against your selected attack and avoid assuming an old ranged video reflects current damage: the developer adjusted ranged skills on August 21.

Magic: Magic Burst → Gust, Then Blink

Magic Burst provides a cone attack. Gust adds a forward knockback attack; the wiki lists 3 Dull Life Essence to learn it and Magic passive 4 to activate it. Blink requires 10 Dull Life Essence to learn and Magic passive 9 to activate.

Try this

Learn each attack's reach first. Experiment with Gust → Magic Burst as a two-slot Combo, then compare manual timing. Keep Blink on a separate key so repeating an attack does not choose when you teleport.

Trade-off

Gust can push a target beyond a follow-up. Watch MP across repeated sequences, and test movement independently. The proposed order has not been validated against a boss.

INT is the main damage attribute. The August 21 patch changed Gust's cooldown to 3 seconds; Blink gained 0.25 seconds of invulnerability on August 28. The named skills give you a starting point, not a verified burst or infinite-sustain build.

Faith Includes Damage as Well as Healing

Nova is a circular Basic Attack with a Faith passive 1 activation requirement. Revitalize is recorded with 12 Dull Life Essence to learn and Faith passive 10 to activate: it heals nearby wounded players and damages enemies in its area. SPR is the associated damage attribute.

This makes Faith a route to investigate for area damage and group utility. It does not establish that Faith is always a support class or has lower damage than other routes. Published Revitalize healing figures conflict, so use the current tooltip instead of an unverified formula.

Practice Combos Without Losing Movement Control

Use the step-by-step Combo setup to put attacks on one key. Begin with a short sequence and keep a way to stop, dodge and reposition. More occupied slots do not demonstrate more useful damage.

Market-hub training dummies, added August 28, are a practical place to compare button order and MP use. Then test moving targets. For a first group encounter, follow the Normal Slime Garden route and participate actively: the September 4 patch ties party EXP to combat contribution, including healing and support.

What Would Make a Build Comparison Reliable?

A “best build” needs comparable results. Before treating a showcase as a recommendation, look for its game version, character and passive levels, Learned and Active skill levels, equipment and rolled stats, attribute allocation, buffs, party conditions and target.

Compare the same encounter over repeated attempts and record clear time, resource use and deaths. This page supplies source-based starting choices; measured rankings can be added when those conditions and results exist.

Sources and Version Notes

Reviewed September 10, 2026 against indexed records from the community-maintained Official Soul's Remnant Wiki and the developer's Steam announcements. Direct wiki access was unavailable; some skill records are August revisions. Requirements and costs should be confirmed in the client. No equipment, allocation or combat trials were performed for these suggestions.