- Swordmaster (2) – Vault (3) – Atomic (2) – Watchful (1) – Savior (2)
- Leech Blade (3) – Vault (3) – Shining (1) – Watchful (1) – Savior (2)
These are the only two builds I run on Asana. I think Savior is so important that you can’t run anything else on ultimate (though Archangel is good enough that I may experiment with it a bit), and Vault is basically mandatory to give you flexibility about how to position your dash. (You don’t take it so that you hit a second enemy — though you certainly can and that’s nice too. You take it so you can bounce off the target and not be predictable about your positioning.) I like Swordmaster, Atomic Edge and Watchful Defense a lot, though – more damage, more damage, and reveal. Leech Blade, since the August 2017 changes, is a pretty decent alternative mod on primary and I think you can make a reasonable build with that too.
- Radamantium (3) — Energized (1) — Press (3) — Battle (1) — Shattered (2)
- Radamantium (3) — Nothing (0) — Press (3) — Battle (1) — Sunder (3)
- Radamantium (3) — Warforged (3) — Nothing (0) — Battle (1) — Sunder (3)
#1 is a versatile build with CC. #2 is a damage variant. #3 picks up Unstoppable if you’re playing against heavy CC.
The gist of my Brynn builds is that Radamantium Reinforced is really good because a 30 damage stab is pretty good, then we take Press the Advantage for Might after throwing our shield like a frisbee because a 38 damage stab is even better.
Battle Hardened is cheap at 1 point and 10 shields is awesome; I value it more highly than Nimble Warrior (though haste is good too). For Brynn’s generally underwhelming ultimate, I like Shattered Will to apply weaken, but Sunder is very good situationally. If you can throw your shield such that the enemy is moved into a wall (or if you have reason to believe the enemy will be Unstoppable next turn, hi Meridian), you can then get a Mighted ult the following turn for a solid 56 damage.
- One on One (2) — Concussion (2) — Locked (2) — Frontline (2) — Juiced Up (2)
- One on One (2) — Tracker (1) — Double Trouble (3) — Frontline (2) — Juiced Up (2)
- One on One (2) — Tracker (1) — Locked (2) — Quake Slam (3) — Juiced Up (2)
- One on One (2) — Concussion (2) — Double Trouble (3) — Frontline (2) — Special (1)
My builds for Garrison often depend on the map. On a small map like Cloudspire, I favor Build #2, where Double Trouble is likely to gain value, and Locked and Loaded is too costly. On larger maps, you can afford Locked and Loaded because there’s more room to have a sprint turn where you aren’t taking any other action.
One on One is a must for me — 30 damage is significantly better than 26. Juiced Up is also really good — the +25 on yourself or an ally is a real difference-maker. I’ve seen a few Garrisons take Special Delivery (see Build #4 for an example) which is a similar healing-oriented move — drop the pod for +10 x4 at 50 energy, and effectively your 100-energy ultimate gives +80 healing, which isn’t bad. I prefer Juiced Up, though, and try to hit an ally and an enemy.
I like Concussion Rounds for the extra slowing, where possible, but if you don’t have the points Tracker Rounds (or even no mod) is fine. Tracker Rounds is especially good against invisible enemies like Kaigin or Nix; otherwise the reveal doesn’t last long enough to really do much.
Build #3 is the Quake Slam build. In general I find you don’t really need the root on dash, and 3 points and longer cooldown is a steep price, but there are two situations where you might want it. One is if you have positioning-sensitive allies (Zuki Big One, Aurora Ion Cloud, etc.) and want to make sure enemies are stuck in it. And situation two is for hunting invisible enemies, particularly Nix. Root him. Reveal him. Kill him.
- Focal Point (3) — Cannon Ball (3) — Yank the Chain (1) — Over-overcharge (3) — Nothing (0)
- Focal Point (3) — Pellet Hunter (1) — Zippy Line (2) — Static Cling (2) — Pile o’ Pellets (2)
Build #1 is just a solid high-damage build. Focal Point is very good for consistent damage on a pretty good primary ability! Build #2 focuses on energy with Pellet Hunter + Pile o’ Pellets + Energized buff from somewhere to quickly recharge your shields. Zippy Line is reasonable vs. heavy-dash teams, and Static Cling is always good because of the root, but since the changes I might have Build #2 also go with Yank the Chain and Over-overcharge.
There are also some decent builds that run energy on primary, but I haven’t tested them out much yet.
- Tremors (1) — Lighting Bugs (1) — Chitinous (2) — Battering (3) — Broodmother (3)
- Tremors (1) — Big Bugs (2) — Chitinous (2) — Battering (3) — Earthen Barrier (2)
- Stagger (3) — Big Bugs (2) — Chitinous (2) — Nothing/Battering (0/3) — Broodmother/Nothing (3/0)
The only mod I think is certain is Chitinous — 10 shields is very good, and you’re generally popping Mending Swarm on a turn you expect to take damage. Plus it might help you stay alive that turn, so you can heal back up next turn.
Apart from that, I think the builds speak for themselves. I think Tremors is quite strong for one point, as it takes advantage of Phaedra’s natural strength, hitting targets through walls. I have also seen Stagger in action and it’s quite good.
Lighting Bugs is surprisingly useful for 1 point. Obviously you’re supposed to pop the bugs, but on the off chance you don’t, it’s probably because the target put some distance between them and you, and having a random reveal on them a turn later is quite nice. If you can spare the extra point, of course, Big Bugs is good because more damage is always good, right?
Battering Ram is very good on your dash — very easy to angle it such that you go through a wall, so it’s basically a free 8 damage in many situations. But 3 points is admittedly steep.
Ultimate — depends how many points you have. I’m fond of Broodmother but I think Ensnare and Earthen Barrier are quite good as well.