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Build Guide200 Skill Trees

Skills & Meta Builds in Re:Zero Incremental

How to combine Magic, Weapons, Authorities, and Divine Protections into specialized builds for story rushing, dungeon crawling, and end-game raid bossing.

The 4 Skill Pillars Explained

Leviath's Re:Zero Incremental does not force you down a single rigid class tree. Instead, your character trains across four distinct skill branches. Understanding how these branches interact is the key to clearing chapters with minimal grind and defeating the 8 Raid Bosses.

Magic

Elemental AoE

Fire (Goa), Water (Huma), Wind (Fura), Earth (Dona), Yin (Shamak), Yang (Jiwald). Scaled through 4 power tiers (Base → El → Ul → Al).

Weapons

Physical Mastery

Swordplay, Daggers, Whips, and Morningstars. Dictates base attack damage, strike speed, and critical strike multipliers against bosses.

Authorities

Witch Factors

The 7 Deadly Sins (Sloth / Unseen Hand, Greed / Cor Leonis, Gluttony). Unlocks rule-breaking abilities and amplifies Return by Death rewards.

Divine Protections

Equipped Blessings

Entries in the game’s Abilities panel (Sword Saint, Wind Evasion, Arrow Avoidance). Each one states its own effect, and some are actives you fire rather than passives.

What a Return blessing actually grants →

What the Divine Protections Panel Actually Shows

Observed in gameSession recorded 28 September 2026

Divine Protections are not only a lore label: they are entries in the game’s own Abilities panel, filed under a Divine Protections folder, and each one carries its own effect text. The panel splits them into Active and Passive entries and shows families such as Wind Evasion, Sword Saint, Wind Reading, Soul of Language and Death God, so “passive blessings” is only half the picture — some of these are actives you fire.

Three entries were read straight off that panel in a recorded session on 28 September 2026 on this build:

Divine ProtectionSlotEffect text the panel shows
WaterplayPassiveWater skills you cast deal 35% more. Immune to Asphyxiation.
The Sword SaintPassiveCritical chance +14%, critical damage 1.6x, dodge chance +14%, and a dodged attack is countered for 0.8x attack.
Earth SpiritsPassiveIncoming damage reduced by 18%, regenerates 10 health per tick, stamina costs 15% less, and you are vulnerable while suffering Miasma.
  • How to read this: these are the game’s own effect lines, read off one player’s panel on 28 September 2026, not the developer’s patch notes. Values move with updates, so open the panel and read the entry again before you commit a slot to it.
  • Still unresolved: the full list of entries, how they are unlocked, how many Active and Passive slots the rows hold, and whether a Divine Protection competes with a Magic spell for the same slot. Nothing readable states any of it, so no count is printed here.
  • What we deliberately do not publish: a tier ranking of these entries. A creator’s ranking is one player’s opinion, and this page only repeats values the panel itself shows.

How to Get Magic and an Authority in Re:Zero Incremental

“How do I get magic?” and “how do I get an Authority?” are the two questions this site gets asked most, and the honest split is worth spelling out before you spend Cash on the wrong pillar.

  • What the official listing says: the 200 skills sit across Magic, Weapons, Authorities and Divine Protections. It names the families and nothing else, so there is no published unlock step, drop rate or pity count for any of them.
  • What the game itself says: on a fresh character the Training tab’s Magic, Protections and Authorities pages are all empty and print the same line — “Nothing here to train yet. Acquire an affinity first.” That is the game’s own instruction, read off the screen in a session recorded on 21 September 2026, so the first thing to chase is an affinity rather than a spell list.
  • Where a roll does exist: the blessing each Return hands you is a roll rather than a choice, and Race and Potential spins come from treasure chests and chapter rewards rather than from the skill panel. Neither roll is a published way to pick a Magic family, so re-check the skill panel after a Return instead of expecting one of them to hand you an element.
  • What a recorded session shows for Authorities: a crystal of authority is a craftable item, and Shadow Dust is one of the materials it needs. That reading comes from the game screen at 25:49 of a session recorded on 17 September 2026 on this build.
  • What that means in practice: keep the Shadow Dust you pick up and open the Inventory crafting panel once you have some, then look for the crystal of authority instead of hunting through the skill tree. If you loop first, re-check the panel afterwards.
  • Where an Authority is reported to drop: two players in the comments of one recorded Portuguese session pointed at the multiplayer Invasions entry — one said it holds the sin archbishops and that beating one drops a Witch Factor at roughly 6%, and the other warned that an Authority taken from an invasion wiped every blessing when it was placed in the multiplayer tab. One video, two speakers, no rate anyone else has checked, and a third player on a different video said the Authority they chose to keep through a rebirth did not come back. Open the entry in your own build before you count on any of it.
  • Still unresolved: the rest of the recipe, how much Shadow Dust a crystal takes, where Shadow Dust drops, and whether the same crystal is what opens Magic affinities. No source we can read states any of it, so we are not putting a number to it here.
  • Two player reports, not rules: one commenter said finishing an ending and rebirthing gave them a chance at an affinity; a different one said equipping a Divine Protection of fire avoidance handed them water magic. Two speakers, two different routes, neither one checked by anyone else, so test them on your own loop rather than spending Cash on a guess.

3 Verified Player Builds

Based on testing by high-loop veterans and combat scaling in the live version, here are the three most effective specializations:

T0 Endgame Meta

The Sword Saint Crit Build

Weapons + Divine Protections

Recommended by veteran players sitting at 60+ loops: “I strictly run sword skill and divine protections to be like Reinhard.”This build bypasses complex mana and cooldown tracking by stacking pure physical weapon mastery with defensive blessings.

Core FocusTrain Weapons in Training Tab, equip highest-tier swords (or Sharpened Pole early), stack attack speed.
Key BlessingDivine Protection of the Sword Saint + Wind Evasion (widens the Dodge QTE reaction window).
Best Ally SynergyReinhard van Astrea or Rem (provides massive flat physical ATK buffs).
Loop & Rebirth Scaling

Witch Factor Rebirth Scaler

Authorities + Story Reset Loop

Designed for incremental grinders who want to speedrun loops to maximize Rebirth Points. Contracts with witches grant non-standard buffs that increase damage as health drops or trigger emergency revival frames during boss wipes.

Core FocusContracts of Sloth & Greed. Unlock Unseen Hand for high-impact burst attacks in tough chapters.
Loop StrategyPush story arcs as far as possible, intentional wipe at boss walls, cash in Rebirth Points for permanent stat multipliers.
Best Ally SynergyBeatrice (Yin magic buffs and emergency mana shields).
Early-to-Mid Progression

Spirit Elemental Mage

Magic (Fire/Water/Yin) + AoE Burst

The fastest build for blitzing through Arcs 1 through 3 and clearing mob packs in solo Dungeons. Focuses on upgrading Goa (Fire) for damage and Huma (Water/Ice) for freezing enemies during action phases.

Core FocusInvest early Cash into Magic mastery. Prioritize reaching El Goa and El Huma for multi-target attacks.
Crowd ControlShamak (Yin magic) creates blinding fog that disrupts enemy attack intervals.
Best Ally SynergyEmilia (Ice Magic amplification and crowd freezing).

How Training & Mastery Work

In the Single Player → Training tab, you spend earned Cash to increase your mastery in Core Strength, Weapons, and Magic.

  • Always use “Train All”: Specializing too early in one stat leads to bottlenecks when story bosses require both physical defense and elemental resistance.
  • The Diligence Crystal is one-shot, not passive: its own item text reads “Your next training finishes instantly and pays five times over”, and the Use tooltip adds that the crystal goes cold and crumbles. Passive training is the game’s own Passive button on each stat row, which ticks along in the background — so spend the crystal on the stat you want to jump rather than expecting it to keep working.
  • Retention rule: Gold and story progress reset, training levels come back with you. Learned skills are the uncertain part: a recorded Return kept the player's training but he found he had not kept his spear skill, so re-check the panel after a loop instead of assuming.

Frequently Asked Questions

Do skills reset when you trigger Return by Death?

Training levels carry over, and the Return screen names your stored growth as something that stays. Learned skills are less certain: a recorded Return kept the creator's training, but he found he had not kept his spear skill. Bind, re-check and re-train rather than assuming a node survives.

What is the best build for tackling high-tier Raid Bosses?

The Sword Saint Physical Crit build (Weapons + Divine Protections). High-loop players recommend running pure sword mastery paired with passive evasion and damage blessings. This maximizes single-target DPS against the 8 Raid Bosses without relying on mana consumption.

What are the 4 skill families in Re:Zero Incremental?

The official feature list puts 200 skills across four categories: Magic, Weapons, Authorities and Divine Protections, and it publishes no individual entries. The game's own Abilities panel does show them: a session recorded on 28 September 2026 lists Divine Protections such as Waterplay, the Sword Saint and Earth Spirits with their effect text, and three of those lines are quoted on this page. The full list, the unlock steps and the slot count are still unpublished anywhere we can read.

How do you unlock higher-tier Magic spells?

Magic follows the canonical four-stage progression: Base spells, El, Ul, and Al (e.g., Goa -> El Goa -> Ul Goa -> Al Goa). Advancing tiers requires hitting specific Core Magic milestones in the Training tab and investing story Cash.

How do you get Magic or an Authority in Re:Zero Incremental?

The official feature list names both families but never says how either is unlocked, so no rate or unlock step is published anywhere. The game is clearer about the gate than about the source: on a fresh character the Training tab's Magic, Protections and Authorities pages all print 'Nothing here to train yet. Acquire an affinity first.' (read off the screen in a session recorded 21 September 2026), so the affinity comes before the skill list. A recorded session also shows that a crystal of authority is craftable and needs Shadow Dust (read off the game screen at 25:49 in a 17 September 2026 session). Past those two readings it is player reports only, and they disagree: one said an ending plus a rebirth gave them an affinity, another said a Divine Protection of fire avoidance handed them water magic, and a third said the Authority they chose to keep through a rebirth did not come back. Treat all three as things to test on your own loop.

Next: Choose your companions and reset strategy

Pair your build with top-tier allies like Rem and Reinhard, or study the death reset loop.