This gaming guide is all about helping you conquer the challenges in Incrementalia. In this short article, we will share some useful skills that can help you pass through difficult walls. These solutions may not be the fastest or most elegant, but they have been proven to work. And don’t worry, you can always reset your skills and switch between builds if needed. Just remember that resetting skills will sacrifice your minions, but you can easily rebuild them with your remaining mana. Let’s get started on your journey to Incrementalia!
Sort by Skill levels
L1:
Shouldn’t be any problem at all, I use goblins more than skeletons but they shouldn’t matter a lot.
L2:
Nothing really notable here yet, Cultists will be useful a bit later… as a food source.
L3:
Captains will help with your damage, almost every damage can be buffed by them, somehow bravery will make poison more toxic, and I aren’t complaining.
1 point of soul contract will get you some quick extra souls.
I think around here or L4, some wall will start attacks, use some skeletons to tank the damage and you will be fine.
L4:
It is a good time to switch to wizard+mind sphere and idle for a while so you can buy more upgrades.
L5:
Incineration are very useful because some wall requires more damage mult to overcome heal, if you don’t have enough mana switch to mage and level your upgrades, also side quests give you some mana items.
Also noble can help you tank wall attacks (with skeletons) so you don’t need keep clicking.
L6:
Devils are very powerful, but you need to feed them with Cultists, unless you are impatient, wait until L10 before actually consider them.
L7:
Camels mean more powerful mages, you can do another mana idle, but no hurry if you can process
You can also do mana idle anytime that you know you will AFK
Ghost will be useful later on, but they never hurts if you have spare points.
L8:
Song of mana means more mana, it won’t work with Incineration tho, your mana build and damage build are different.
Herbalism can gives your Goblin a big buff, also other poisons you found later on.
L9:
Wurm means even more mana
L10:
Sorcerer can help later, but ignore them for now.
And now you can switch to a devil build, recruiter can feed them with ease.
L11:
Blight make ghosts good, recruiter+devil produce ghosts, but not in great number yet.
Spider help damage mult, but you only need so much of them because rupture have a limit.
L12:
Now we can make a lot of ghosts thanks to plague, drawback is you need to hold the button.
Mimic will be useful later on.
L13:
Forget spider if you do plague, boozooka can do all the rupture if you do plague, sorcerer seems to copy boozooka so put one point in it.
With plague or enough Devils/Dragons, Gate of hell is the new Incineration, and new song of mana, at the same time, you can’t use both anyways, but it can do it all.
Dragon are the new devils, remember the mimic? They are your new recruiter.
You can only use so many dragons tho, I think somewhere around 17 is where more dragons won’t help anymore.
L14:
Bards are your new Captains, similar as dragons you can use only so many of them.
Seepage don’t actually help that much but it doesn’t hurt.
L15:
Volcano can help to “save” your rupture, but you need to click them, 1 point is enough tho.
General can make your captains useful again, may or may not worth the trouble.
L16:
Slice of hell make your devils useful again, may or may not worth the trouble.
Mana Golem is the last thing you need to know about mana, saddlebag might help you kickstart with mages, mana Golem is the end game mana source.
L17:
Spices are helpful if you are doing dragon builds.
L18:
Engineering means more rupture means more damage.
Hydra buffs anything poison, very useful.
L19:
1 bubble shield helps you tank same number of attack with less minions so it does worth it.
L20:
Clowns are the bard General, bards were already better than captains, so you know the drill.
Haggers are one of the the most broken thing in the game, they tanks, they damages, they dies in large numbers, they are doing it all, Hell’s gates are open 7/24 after all so the requirement are non exist.
You melt walls with them, forget plague.
L21:
Fracturing means you can scale damage forever if a wall stop you long enough, so it naturally helps against hard walls.
L22:
Banners means free extra damage so why not, remember level banners before summoning your army of supports.
Bone bombs can now go with Huggers, but maybe not worth the trouble
L23:
Remember I said Huggers are OP? Archdevils summon and buff Huggers even more.
Did I mention plagues and huggers are great ways to tank attacks too?
They eat a lot of Cultists so pair them with enough recruiters.
L24:
Echoes buffs Hell gate so you know the drill.
Angels are OP, they are situational, but their damage are ridiculous, they melt any walls that attacks.
L25:
Ult mastery helps you focus your skill more if you have spare points, not going to make huge different tho.
Prism gives you more mana, but you don’t really need more, doesn’t hurt tho if you insist another mana run just to see how far you could go.
And that’s it.
Feel free to suggest more or point out my mistakes, but I won’t promise I will update this note.
You can freely grab my notes and integrate into yours, or make a better one, now it is all yours.
And that wraps up our share on Journey to Incrementalia: Some notable skills that might help you pass a wall. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Rudymeow, who deserves all the credit. Happy gaming!