Valor Mortis Builds & Amber Build Planner

Build your five-Amber setup: set your player level, slot any of the 29 Ambers at the rank you can reach, and see every effect, the combined bonuses and the pairings that clash. Below the planner: 6 builds grounded in the Ambers' own numbers, with where each piece is found.

Amber slots
5All open at level 9
Ambers to choose from
2915 with ranks I–III
Curated builds
6With where to find each piece
Hard conflicts
4Butcher's Carnage vs flask Ambers
Rank booster
Perfect Copy+1 rank to your other Ambers
Related guideBest Ambers in Valor Mortis: Tier List & Builds

Amber Build Planner

Calculated

Set your player level, fill the five Amber slots and pick each Amber's rank. Effects update with Perfect Copy applied, and the page link updates as you go so you can share the build.

5 of 5 slots open · slots open at levels 1, 3, 5, 7, 9
  1. Slot 1Increase Melee damage dealt at the cost of more damage taken.First found: Fallen Village
  2. Slot 2Killing an enemy increases your movement speed and damage for a short while.First found: Fallen Village
  3. Slot 3Increase melee damage dealt when your Health is full.First found: Valley of Ashes
  4. Slot 4Slowly regenerate lost Health over time.First found: The Battlefield
  5. Slot 5Reduces the damage taken from explosions.First found: Valley of Ashes

Effects of this build

Combined by stat

Always onConditional
Melee damage+30%+20%
Damage resistances-40%—
Damage (after a kill)—+30%
Movement speed—+20%
Explosion resistance+60%—

Percentage bonuses of the same kind, added up. Conditional = only while the Amber's condition holds (after a kill, at full Health, while aiming).

Interactions

  • Pulls against: Perfectionism only adds melee damage at full Health, and Glass Soldier lowers your resistances by 40%, so every hit you take costs more and switches Perfectionism off sooner.
  • Works with: Wound that Heals regenerates lost Health over time, bringing you back to the full Health that Perfectionism needs for its melee bonus.
  • Works with: Glass Soldier raises melee damage at all times and Warrior's Fury adds a damage bonus after each kill: both land on the same melee hits.
  • Works with: Glass Soldier lowers your explosion resistance by 40% along with the rest, and Indestructible Shell adds explosion resistance back.

Data: Steam build 25907482 (1.0 launch). How we source this

6 Amber builds that work, and where to get each piece

Calculated

Each build uses five Ambers at the rank the world's copies allow, with Perfect Copy applied where it is part of the build. The reasoning uses the Ambers' own numbers.

Glass-cannon melee

Glass Soldier adds 30% melee damage at all times but changes every damage resistance by -40%. Warrior's Fury adds 30% damage for 8 s after each kill, and Perfectionism adds 20% melee damage while your Health is full.

Wound that Heals regenerates lost Health so you climb back to the full Health Perfectionism needs, and Indestructible Shell adds 60% explosion resistance to offset part of the penalty. The catch is in the numbers: every hit you take hurts more, so this build rewards clean dodges and parries.

Weapons
Saber or Claymore. The Saber grows from 20 to 60 damage over its 10 levels, the biggest jump of any blade, and can both block and parry; the Claymore starts at 50 damage (100 at level 10) and adds Burning Wave and Wave of Stasis, but cannot parry. Glass Soldier, Perfectionism and Warrior's Fury all multiply melee damage, so the blade does the work.
Level first
Melee Damage (+3% per purchase, four purchases) and the two Maximum Health upgrades (+10 each) first: with Glass Soldier lowering your resistances by 40%, every point of Health counts. Then Critical Damage (+5% per purchase) and Physical Resistance (+3% Melee and Ranged resistance per purchase), which wins back part of the penalty.
Transmutation
Fire, from The Battlefield. Igniting an enemy staggers it for 2 s, a free window for the melee hits this build lives on, and the flame slows targets to 80% speed.
How it plays
Kill fast and stay untouched. Perfectionism's bonus only holds at full Health and Glass Soldier makes every hit hurt more, so dodge (0.25 s of invulnerability) rather than block, since a block still lets half the damage through.
Glass-cannon melee
AmberRankKey effectFirst copyPlanned rank from
Glass SoldierIIIMelee damage dealt +30%Fallen VillageThe Outskirts
Warrior's FuryIIIDamage bonus +30%Fallen VillageUniversity
PerfectionismIIIMelee damage at full Health +20%Valley of AshesVale of Wrath
Wound that HealsIIIHealth regeneration 0.1The BattlefieldVale of Wrath
Indestructible ShellIIIExplosion resistance +60%Valley of AshesFortress

Every piece is available by Fallen Village; the planned ranks are complete by Fortress. Watch: Perfectionism + Glass Soldier. Open in the planner

Ferrofluid Flask sustain

Tomorrow's Promise makes each Ferrofluid Flask add Health regeneration over 10 s for 30% total healing, Potent Concoction restores 40% Nephtoglobin per drink, Iron Grip makes drinking 50% faster and impossible to interrupt, and Limit Break turns overhealing into bonus Health that lasts 15 s.

The game holds only 2 copies of Potent Concoction, so Perfect Copy is what lifts it to rank III. Never pair this build with Butcher's Carnage: it stops flasks from healing.

Weapons
Any weapon works; this is the most forgiving build. The Saber fits best, because it can block as well as parry and the flasks cover whatever gets through.
Level first
Healing Effectiveness (+5% per purchase, four purchases) multiplies every drink, then both Maximum Health upgrades. Ferrofluid Flask Refill (one purchase) lets melee hits refill a flask once all are empty. Outside the board, Ferrofluid Flask Power Upgrades raise each dose from 50 to 140 Health and Empty Ferrofluid Flasks add up to 9 charges to the 3 you start with.
Transmutation
Shield, once you reach University. It blocks attacks fully at the cost of Nephtoglobin, which Potent Concoction refills with every drink, and releasing it launches a wave whose damage scales with what you blocked.
How it plays
Trade hits and drink. Iron Grip makes a drink 50% faster and impossible to interrupt, Tomorrow's Promise adds 10 s of regeneration on top, and drinking near full Health lets Limit Break bank the overflow for 15 s before a big attack.
Ferrofluid Flask sustain
AmberRankKey effectFirst copyPlanned rank from
Tomorrow's PromiseIIITotal healing +30%Fallen VillageFortress
Potent ConcoctionIII (II+1)Nephtoglobin restored +40%Valley of AshesFortress
Iron Grip—Flask use speed +50%The BattlefieldThe Battlefield
Limit Break—Bonus Health decay per second -1CavernsCaverns
Perfect Copy—On/off effectValley of AshesValley of Ashes

Every piece is available by Caverns; the planned ranks are complete by Fortress. Open in the planner

Marksman (Firearms)

Volatile End makes Weak Point shots explode for 50 damage, Lucky Shot keeps the round 20% of the time, and Marksman's Bane lets you Parry bullets for a Pistol round. Sleight of Hand speeds up reloads and weapon switching by 20%.

Dilated Moment slows time while you aim at the cost of -10% Firearm damage, which makes Weak Points easier to hit. Sleight of Hand only comes from the side quest An Unheard Farewell, whose reward is a choice: take Sleight of Hand there, since Lucky Shot also sits in chests.

Weapons
Pistol plus Musket. The Pistol (30 to 60 damage, 15 rounds, full damage out to 20 m) is the Weak Point breaker that sets off Volatile End's 50-damage blasts; the Musket (150 to 300 damage, full damage out to 99 m, from Vale of Wrath) finishes single targets with special rounds. Keep a Saber for parrying bullets with Marksman's Bane.
Level first
Headshot Damage (+5% and +1 Blunderbuss round per purchase), Ammo Restock (+2 Pistol and +1 special round restocked at Lanterns per purchase) and Ammunition Drop Chance (+5% per purchase), then Airborne Aiming (one purchase, slow-time aiming in the air). Late in the game the repeatable Firearms Damage adds +1% per purchase, up to 100 purchases.
Transmutation
Stasis, from Caverns. Freeze the enemy closing in, then shoot: attacks on a frozen enemy deal massive damage, and the freeze holds for 10 s.
How it plays
Fight from range and aim for Weak Points. Every Weak Point hit triggers Volatile End, Lucky Shot keeps one round in five at rank III, and parried bullets refill the Pistol, so ammunition lasts far longer than the 15-round base suggests.
Marksman (Firearms)
AmberRankKey effectFirst copyPlanned rank from
Volatile End—Explosion damage 50The BattlefieldThe Battlefield
Lucky ShotIIIChance to keep ammunition +20%Valley of AshesVale of Wrath
Marksman's Bane—On/off effectValley of AshesValley of Ashes
Dilated Moment—Damage while aiming -10%The BattlefieldThe Battlefield
Sleight of Hand—Reload & switch speed +20%Valley of AshesValley of Ashes

Every piece is available by Valley of Ashes; the planned ranks are complete by Vale of Wrath. Open in the planner

Transmutation caster

Life Diverted siphons 15% of Transmutation damage back as Health (and turns flasks into Nephtoglobin refills), Transmuted Persistence boosts the Recoverable Health your Transmutations restore by 100%, and Bottomless Well regenerates Nephtoglobin (0.25 at this rank).

Lunatic's Grasp adds 50% Ignite and Stasis build-up but changes your own resistance to them by -100%, so keep your distance from enemies that inflict them. Equivalent Exchange is the safety valve: when Nephtoglobin runs dry you can pay with Health instead.

Weapons
Claymore or Rapier. The Claymore channels Nephtoglobin into a Burning Wave (press Aim) and a Wave of Stasis (hold Aim); the Rapier shatters Nephtoglobin Weak Points, whose Remnants refill your Nephtoglobin.
Level first
Both Nephtoglobin Sufferance upgrades (+10 Nephtoglobin per purchase, four purchases each), Transmutation Damage (+3%), Status Buildup (+5%) and Nephtoglobin Extraction (+15% Nephtoglobin from melee hits). Late, the repeatable Nephtoglobin Sufferance and Transmutation Damage adds +2 Nephtoglobin and +1% per purchase.
Transmutation
Fire first (The Battlefield), upgraded at Louis's Laboratoire: the upgraded flame deals 15 Ignite damage and fills 50% of the Ignite meter per hit, so two hits Ignite an unresisted enemy. Stasis joins in Caverns.
How it plays
Keep a Transmutation running. Life Diverted heals you for 15% of its damage at rank III and your flasks now refill Nephtoglobin instead of Health. Keep away from enemies that burn or freeze you, because Lunatic's Grasp sets those resistances to −100%.
Transmutation caster
AmberRankKey effectFirst copyPlanned rank from
Life DivertedIIIHealing from damage dealt +15%The BattlefieldCity of Orphans
Bottomless WellIIINephtoglobin regeneration 0.25The BattlefieldCity of Orphans
Transmuted Persistence—Recoverable Health multiplier +100%The BattlefieldThe Battlefield
Lunatic's GraspIIIIgnite & Stasis build-up +50%CavernsUniversity
Equivalent Exchange—Health cost multiplier +10%Vale of WrathVale of Wrath

Every piece is available by Vale of Wrath; the planned ranks are complete by University. Open in the planner

Parry duelist (no flasks)

Duellist's Focus widens the melee parry window. Dominatus heals 30 Health on every Critical Attack and Butcher's Carnage gives 10% Health per melee hit, which replaces the flask healing Butcher's Carnage takes away.

Warrior's Fury adds 30% damage after each kill, and Payback is the panic button: getting hit at low Health sets off a Stasis explosion (20 damage, 5 m radius).

Weapons
Rapier. Its perfect parry deals 150 Posture against the Saber's 100, and parrying is its whole design: it cannot block properly. The Claymore is out, since it cannot parry at all.
Level first
Parrying Impact (+5% parry Posture damage per purchase, four purchases), Critical Damage (+5%) and Melee Damage (+3%), then Maximum Endurance (+5 per purchase) for the dodges you cannot parry. Skip Healing Effectiveness: Butcher's Carnage removes flask healing.
Transmutation
Shield, from University, as a backup defence: its perfect-parry window is 0.2 s, the same as a blade, and the counter-wave scales with the damage you blocked.
How it plays
Parry, break Posture, land the Critical Attack. Dominatus heals 30 Health plus its percentage on every critical at rank III and Butcher's Carnage steals Health on every melee hit. Dodge the red attacks, and treat the 14 attacks with parry windows tighter than 0.2 s with care.
Parry duelist (no flasks)
AmberRankKey effectFirst copyPlanned rank from
Duellist's Focus—On/off effectThe BattlefieldThe Battlefield
DominatusIIIFlat healing per Critical Attack 30Valley of AshesThe Outskirts
Butcher's CarnageIIIHealth per melee hit +10%The BattlefieldThe Outskirts
Payback—Explosion damage 20UniversityUniversity
Warrior's FuryIIIDamage bonus +30%Fallen VillageUniversity

Every piece is available by University; the planned ranks are complete by University. Open in the planner

Catalyst farming

Surplus adds 15% Catalysts per kill, and Warrior's Fury adds 20% movement speed after each kill so you reach the next group sooner.

Wound that Heals and Bountiful Harvest (4% Health per Nephtoglobin Remnant) keep you topped up between fights without drinking flasks. Bountiful Harvest exists only once in the game, so Perfect Copy raises it to rank II. The level calculator shows what the extra Catalysts buy.

Weapons
Whatever clears groups fastest. The Blunderbuss hits several enemies at once and staggers for 0.7 s, and Warrior's Fury's 8 s window after each kill rewards chaining kills.
Level first
Melee Damage (+3%) and the two Maximum Health upgrades, then the repeatable Maximum Health and Melee Damage (+2 Health and +1% per purchase). Levels are what you are farming for, so upgrades that end fights sooner pay back fastest.
Transmutation
Fire: Ignite ticks on enemies every 0.2 s and the flame slows them to 80% speed while you clean up a group.
How it plays
Run a loop between Lanterns. Resting revives every non-boss enemy, so each lap repeats the same Catalysts plus Surplus's 15%; Enraged elites do not respawn. Bountiful Harvest and Wound that Heals keep you topped up between groups without spending flasks.
Catalyst farming
AmberRankKey effectFirst copyPlanned rank from
SurplusIIIExtra Catalysts +15%Valley of AshesThe Outskirts
Warrior's FuryIIIDamage bonus +30%Fallen VillageUniversity
Wound that HealsIIIHealth regeneration 0.1The BattlefieldVale of Wrath
Bountiful HarvestII (I+1)Health per Remnant +4%City of OrphansCity of Orphans
Perfect Copy—On/off effectValley of AshesValley of Ashes

Every piece is available by City of Orphans; the planned ranks are complete by University. Open in the planner

Amber build rules: what the data allows

Game data

The constraints every build works inside.

You have 5 Amber slots, opened at player levels 1, 3, 5, 7, 9. Below level 9 a build has fewer slots; the planner locks the ones your level has not opened.

15 Ambers rank up to III by stacking copies, and how far you can go depends on how many copies the game places. Perfect Copy adds one rank to every other equipped Tier 1 and Tier 2 Amber, which is how a scarce Amber reaches a rank its copies cannot.

Some Ambers change shared resources: Butcher's Carnage switches off flask healing, Life Diverted turns flasks into Nephtoglobin refills, and Glass Soldier lowers every resistance by 40%. The list below names every pairing whose texts pull against each other (4 hard conflicts).

Conflicts and pairings to avoid

  • Butcher's Carnage + Tomorrow's Promise · conflict — Butcher's Carnage stops Ferrofluid Flasks from healing you, and Tomorrow's Promise works through the flask, so the two cancel each other out.
  • Butcher's Carnage + Potent Concoction · conflict — Butcher's Carnage stops Ferrofluid Flasks from healing you, and Potent Concoction works through the flask, so the two cancel each other out.
  • Butcher's Carnage + Iron Grip · conflict — Butcher's Carnage stops Ferrofluid Flasks from healing you, and Iron Grip works through the flask, so the two cancel each other out.
  • Butcher's Carnage + Limit Break · conflict — Butcher's Carnage stops Ferrofluid Flasks from healing you, and Limit Break works through the flask, so the two cancel each other out.
  • Life Diverted + Limit Break · pulls against — Life Diverted makes Ferrofluid Flasks restore Nephtoglobin instead of Health, while Limit Break builds on the flask's Health healing: they pull in opposite directions.
  • Life Diverted + Tomorrow's Promise · pulls against — Life Diverted makes Ferrofluid Flasks restore Nephtoglobin instead of Health, while Tomorrow's Promise builds on the flask's Health healing: they pull in opposite directions.
  • Perfectionism + Glass Soldier · pulls against — Perfectionism only adds melee damage at full Health, and Glass Soldier lowers your resistances by 40%, so every hit you take costs more and switches Perfectionism off sooner.
  • Payback + Perfectionism · pulls against — Payback triggers when you are hit at low Health, while Perfectionism wants you at full Health: they reward opposite states.

A Valor Mortis build is five Ambers: 5 slots, all open by level 9, filled from 29 Ambers. Ranked Ambers stack copies up to rank III, and Perfect Copy adds a rank to the others, which matters most for scarce Ambers. The 6 curated builds cover melee, Firearms, Transmutations, the Ferrofluid Flask and Catalyst farming, each with the region where its last piece appears. Butcher's Carnage is the one Amber that rules out a whole group: it disables flask healing, so it never shares a build with flask Ambers.

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Valor Mortis builds FAQ

What are the best Amber builds in Valor Mortis?

It depends on your weapon; these 6 builds are put together from the Ambers' own numbers: Glass-cannon melee (Glass Soldier, Warrior's Fury, Perfectionism, Wound that Heals, Indestructible Shell); Ferrofluid Flask sustain (Tomorrow's Promise, Potent Concoction, Iron Grip, Limit Break, Perfect Copy); Marksman (Firearms) (Volatile End, Lucky Shot, Marksman's Bane, Dilated Moment, Sleight of Hand); Transmutation caster (Life Diverted, Bottomless Well, Transmuted Persistence, Lunatic's Grasp, Equivalent Exchange); Parry duelist (no flasks) (Duellist's Focus, Dominatus, Butcher's Carnage, Payback, Warrior's Fury); Catalyst farming (Surplus, Warrior's Fury, Wound that Heals, Bountiful Harvest, Perfect Copy).

How many Amber slots do you get in Valor Mortis?

5, opened at player levels 1, 3, 5, 7, 9. All five are open from level 9.

Can you stack the same Amber?

Copies of a ranked Amber stack into its rank, up to III. Perfect Copy raises every other equipped Tier 1 and Tier 2 Amber by one more rank.

Which Ambers don't work together?

4 pairings are a hard conflict, all involving Butcher's Carnage: Butcher's Carnage stops Ferrofluid Flasks from healing you, and Tomorrow's Promise works through the flask, so the two cancel each other out.

How early can you complete a build?

Early: all five slots are open at level 9. For the glass-cannon melee build, every piece is available by Fallen Village and its planned ranks by Fortress.

Can I share my Amber build?

Yes. The planner writes your build into the page link (?b=), so copying the link shares the exact Ambers and ranks.

Which weapon should I use with each Amber build in Valor Mortis?

Glass-cannon melee: Saber or Claymore; Ferrofluid Flask sustain: any, the Saber fits best; Marksman (Firearms): Pistol and Musket, with a Saber for bullet parries; Transmutation caster: Claymore or Rapier; Parry duelist (no flasks): Rapier; Catalyst farming: whatever clears groups fastest, such as the Blunderbuss.