
Binding Root
- Control
- Root
- Poison
- Spirits
A TierSpeed farming · Early
Overview
Overview
Nobody moves: seeds and roots hold the pack in place — and every Charge primes a Runic Wave that cuts through the rooted.
Good for: Campaign, Acts 1–3: rooms full of melee enemies.
Strengths
- Rooted enemies don't hit
- High crit against controlled enemies
- Common/uncommon relics
Weaknesses
- Average boss damage (bosses resist control)
- You have to get close
- Three hits for each root
Loadout
What the build carries
Hover or tap an icon to see what it does, in the game's own words.
- Inheritance
- Rune of ImpactRunic Warrior
Relics5
Core
- Heavy Fist
- The Holding Hand
Recommended
- Seed Pouch
- Plain Edge
Optional
- Open Spore
Progression
Progression trees
Explore the progression trees used in this build. Lit nodes are the ones it takes; the rest of each tree stays dimmed behind them.
Iris Fragments: 135
Hover or tap a lit node to see what it does.
Body
- Hardened Bark3/8+30% health (max +80%)
Power
- Sharp Gaze2/8+12% damage (max +48%)
- Steady Rhythm2/5+14% on basic attacks
Focus
- Reservoir1/5+10% maximum resource
- Serene Flow1/522% of natural flow
Fortune
- Hole in the Pocket, Reversed1/5+12% gold
- Deep Pocket1/4+1 relic slot
In practice
How to play
Open with Beast Charge.
Keep enemies rooted.
Against packs, three hits on each.
Against bosses, combo up close.
Watch out for shooters: roots don't stop them from firing.
To keep
The build card
The whole build in one image: ratings, loadout, trees and how to play.
Open the cardMeasured on Sep 28, 2026 · game v1.0.1 · test bench v8
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