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Curated build

Nokko

The Bouncing Bloom

Forma5 Forma · layout

A bouncing Sporespring toxin nuke launched off a Brightbonnet, cast from immortality

Toxin room nuke, self-immortal caster, minor squad energy supportSteel PathSteel Path enduranceLevel cap
Nokko
CURATED LOADOUT

CONFIGURATION

Customize to edit mods

MOD CAPACITY

74 / 740 remaining

Rank 30 · Orokin Reactor · 60 base + 14 aura capacity

AURA 1naramon polarityPOLARIZED
Polarized slotR5
EXILUSUNPOLARIZED
Unpolarized slotR5
Molt AugmentedMolt Augmented
Arcane CrepuscularArcane Crepuscular
1UNPOLARIZED
Unpolarized slotR5
2UNPOLARIZED
Unpolarized slotR10
3naramon polarityPOLARIZED
Polarized slotR10
4madurai polarityPOLARIZED
Polarized slotR10
5madurai polarityPOLARIZED
Polarized slotR10
6naramon polarityPOLARIZED
Polarized slotR5
7vazarin polarityPOLARIZED
Polarized slotR5
8madurai polarityPOLARIZED
Polarized slotR10

ABILITIES

Nokko

PASSIVE Upon receiving fatal damage, Nokko reverts to his Sprodling form and his active mushrooms will glow, reviving Nokko when touched. Orbs spawned will grant a speed boost but not healing. If a glowing mushroom is not reached in time, Nokko will automatically use a self-revive.

1

Stinkbrain

Stinkbrain

Throw a mushroom that periodically sheds poisonous spores, inflicting Viral Damage and Status Effect upon nearby enemies while also lulling them to sleep.

2

Brightbonnet

Brightbonnet

Release a rejuvenating mushroom that emits a radial pulse, giving Nokko and his allies Energy and applying a buff to Ability Strength that lasts for a short time.

3

Reroot

Reroot

Revert to Sprodling form, spawning orbs that heal Nokko and grant a speed boost. While in this state, Nokko is untargetable and heals gradually.

4

Sporespring

Sporespring

Unleash a chaotic ballistic mushroom that seeks enemies and bounces explosively off whatever it touches. Contact with any of Nokko's mushrooms invigorates them, doubling their pulse rate.

CEPHALON FIELD GUIDE

How to play this build.

Tenno. Nokko grows mushrooms. Brightbonnet is a trampoline that pulses energy and doubles your Strength when you throw a Sporespring into it. Sporespring is a ball that bounces ten times, each bounce multiplying its damage and adding crit chance, ending in a forced-toxin nuke. Cast three at the Brightbonnet, dive into Reroot to be immortal and unseen, and wait for the room to dissolve.

How it works

Sporespring deals 2500 base toxin plus a 1250/s forced toxin DoT, multiplied by Strength; Brightbonnet adds 30% x Strength, doubled if you throw a Sporespring into it first.

Each of the 10 bounces multiplies damage by 1.5x and adds 25% crit chance.

While in Reroot (which counts as invisibility) Arcane Crepuscular's flat crit-damage add pushes the final bounce to red crits.

Playstyle

1.

Optional: cast Stinkbrains (tap 1) around the map for viral and sleep, or keep your subsume active instead.

2.

Cast a Brightbonnet (tap 2) under you and jump on it for energy and Strength.

3.

Cast Sporespring (tap 4) three times fast at the Brightbonnet.

4.

Enter Reroot to be immortal and unseen; wait for all bounces, then pop out and repeat.

Survivability

Reroot is total invulnerability.

Between casts, shield gate off your constant ability casting (Augur mods or Brief Respite), and if you die you revive by touching one of your mushrooms, so always keep a Brightbonnet nearby.

Huras or Shade keeps you invisible so Reroot is a bonus rather than a crutch.

Duration, Efficiency, Range, Strength

Duration only for the 1 and 2 mushrooms and Reroot; it does not touch Sporespring.

Efficiency negative because Brightbonnet pulses energy scaled by Strength.

Range is the priority, maxed, so Sporespring's zero-falloff explosions hit the whole room.

Strength is second, driving the nuke and the Brightbonnet boost.

The mods

Blind Rage, Transient Fortitude, Umbral Intensify are the Strength.

Overextended, Stretch, Augur Reach set the maxed Range, with Augur Reach also feeding the gate.

Primed Flow is the pool.

Archon Continuity is Duration plus corrosive procs off Sporespring's toxin.

Corrosive Projection helps the early bounces.

Flexible slots

Precision Intensify over Umbral Intensify if not subsuming Roar.

The aura and exilus are open.

Helminth

Pick one.

Subsume over 1 (mobile or endurance) or 3 (stationary).

- Roar for Sporespring damage and a toxin double-dip.

- Breach Surge for homing sparks off Sporespring's damage and toxin, double-dipped by Crepuscular.

Arcanes

Arcane Crepuscular for the flat crit-damage add in Reroot (this is what makes the final bounce red-crit), Molt Augmented for Strength.

Note Nourish, Camisado, Hotshot and Arachne do not affect Sporespring.

Focus

Madurai for Strength and cast speed.

Any works given the immortality.

Weapon synergy

None specific.

Spore-themed weapons (Coda Sporothrix, Sporelacer) for flavour and viral spread; a viral primer or Shade with Tazicor for the 10-stack multiplier.

Staying alive

Reroot immortality plus shield gating plus mushroom revive.

It fails only if you have no mushroom down when you die.

Energy

Brightbonnet pulses cover the 45% Efficiency cost.

Where it struggles

Bosses (Sporespring targets centre mass and does not special-case them).

Very open tiles where enemies spread past even 280% Range's bounce reach.

The setup rhythm is unforgiving if you fumble the triple cast.

Variants

A Precision Intensify non-Roar build.

A health-tank build for sub-level-500.

Strengths and weaknesses

Strong: enormous room-clear numbers, true immortality on tap, self-revive, squad energy from Brightbonnet.

Weak: boss-blind, setup- dependent, wants a primer for the ceiling, 5 forma.

Who runs this

Players who want a toxin nuke frame that literally cannot die while it waits for the room to melt.