Megaloot – Fren Floor 131 (Windwalker Crit) Build Guide

This is a straightforward pure physical attack build that doesn’t use any potions or cute tricks–just huge numbers! Your goal is to maximize your damage and plow through enemies without needing much in the way of defense.

Guide to Fren Floor 131 (Windwalker Crit) Build

By Mihealsick

We’re specced into Fren’s Windwalker path for a few reasons, even though Striker and Pursuer are both very good. Windwalker offers a ton of crit rate, so we can skip on Hunter slots if we need, and the rate of energy means we can get all the dodge we need out of 1-2 Scout slots.

The good things about this build are early and mid-game resilience, no weaknesses to speak of, and big numbers. I hit my first million damage on floor 14, my first billion by 26, my first trillion on 43, and my first quadrillion on 76–just from straight vanilla attack power.

The bad thing about this build is that, while its damage scaling is very good, its damage scaling is also fair. Every increase in damage is coming from an item. Because of this, the game will outpace you eventually.

Early Game (1-20)

Fren shines in the early-early game, with dodge being a very nice layer of defense that has great synergy with the hunter set. You should have no natural predators, so focus on your damage.

By floor 11, you’ll be in Demon / Hunter / Shadow with one piece of Scout for the energy boost. Congrats! You have the equipment that you’ll use all the way to floor 60!

Dismantle some items with Insight here and there to send your damage to the moon. Shadow set is niche and pretty narrow, but it has the potential to allow magic and physical attack types to borrow each other’s extra layers of multipliers. Another whole layer of multipliers means that you can outscale the game by a wide margin until floors 60+.

Dismantle up to Precision cap (and maybe Penetration cap) – You’ll need 100% Precision (but you might have some from your equipped gear). For Penetration cap, you would normally need 154% by floor 26 for Iron Golems plus 15% or so per floor beyond that, but keep in mind that your damage output will be so high that you wouldn’t even notice Iron Golems exist until floor 80 or so when their armor scaling starts to get wild. Get to Penetration cap if you plan on going for a long haul, but you can stop at 100% Penetration if you’re just looking to get your Celestial border!

Open the Opportunism Chest! or else you won’t be able to hit Suns. You won’t even notice the 25% damage penalty.

For Kotyas, your low attack count means you can just dodge the parries and their normal attacks. If you see a full row of 3 parrying Kotyas, just skip the turn (Otherwise you’ll run out of energy and die).

Midgame (21-60)

The new enemies that appear during this stage shouldn’t slow you down a bit. Your damage output and multi-targeting should completely blank them.

Focus on your dismantles and remember to rotate items with different stats (see below). My best guess at the damage formula (while you have Shadow set equipped) is:

(((physical attack * physical atk%)+(combat * combat%)) * power * critical damage * faith) * (Magic Blitz*100)

I originally thought that Insight/Magic Blitz would just add to the Physical Atk% value, but I did a couple of test and I think it multiplies everything separately at the very end.

You dismantle rotation should look something like this, with the bottom row being pinch-hitters if you don’t have anything else available:

Endgame (60+)

Once you break 60, you’re going to have to start caring about some things you were ignoring before.

Perfect Slaves and Legacy 2pc is something you’ll definitely need to manage Perfect Slaves. You can’t dodge their attacks, so you need them to die instantly. Also (maybe this is new?) it appears that Legacy 2pc now removes the Armor Shield buff from Saturns and Iron Golems, so the steamroller stays alive!

Goodbye to one of your sets – To make room for Legacy, you’ll need to lose either Shadow or Hunter. I chose to drop Shadow since front row Perfect Slaves protect back row enemies from attacks and you lose Magic Blitz bonuses anyways. But I was very sad about it.

Penetration – If you intend to climb as far as you can, you’ll notice big armor starts to outscale your damage so you can’t one-shot your way through it anymore. That means you’ll need to have 100 more Penetration than Iron Golems have Toughness.

Excalibur – Dismantle these, since their base attack damage is outta control… but you can keep dismantling Bloodedge and Throngler as well for Penetration and Crit damage!

At some point if you stay on the monorail, you’ll come across a Perfect Slave that you can’t quite one-shot. You may be able to get a little more endgame mileage out of speccing into the extra attack in Fren’s Windwalker tree, but I can’t see this build making it past floor 150 in any case.

Damage threshold screen caps!

Egor Opleuha
About Egor Opleuha 682 Articles
Egor Opleuha is a professional copywriter with more than 12 years of experience, who eventually became fully immersed in the gaming industry. The legendary Heroes of Might and Magic saga was and continues to be his favorite video game franchise. In his free time he likes to fish and play guitar.

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