Elex 2 Build Guide: With this all-rounder build you can do (almost) everything

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You don’t want to specialise, but keep all options open? Then why not play this all-rounder?

Do you want to choose a specialisation forever? Put all learning and level points into exactly matching talents and attributes? Wield a broken bottle like a foil as a melee specialist, but shoot yourself in the foot just by looking at a bow?

None of this is for our all-rounder, who prefers to spread his skills out nicely. Good thing Piranha Bytes also gives generalists a lot of playful freedom! Elex 2 offers you 48 talents that you can learn as a guildless player.

In this build guide, we’ll show you how to pick up as many skills as possible without falling too far behind in terms of combat power. In addition to the attribute and talent distribution, we give valuable tips on combat, claws and weapon upgrades. And of course, the jetpack is not to be missed.

You liked Piranha Bytes’ earlier role-playing games, but you’re still not sure whether you’d like Elex 2? Our detailed review will help you make an informed purchase decision:

Elex 2 in test with final rating: An open world rarely seen

 

Fractionless by Magalan

The four categories of combat, survival, crafting and personality show the different focuses. Piranha Bytes is again more oriented to its origins, so that a pure skill on combat is not even necessary to see the end sequence satisfied.

This is not only pleasant to play, but also gives you room to try out the other talents and dive deeper into the actual “playing a role” again. One restriction right away, however: Of course, this all-rounder guide only refers to the freely learnable talents, because as soon as you join a faction, you automatically specialise in their way of playing.

Ranged combat is helpful at the beginning: if you keep your enemies at a distance, you can sometimes patiently take them down - and save valuable points.
Ranged combat is helpful at the beginning: if you keep your enemies at a distance, you can sometimes patiently take them down – and save valuable points.

 

I’ll sleep on it again!

In role-playing games, stronger enemies, item requirements or “dramaturgical reasons” often force you to acquire skills early on. In principle, this is no different in Elex 2, but there are a few tricks you can use to ease the burden of early acquisition.

By securing the mage Caja as a companion very early on (our solution here in the magazine reveals more), you are already well positioned. Due to her magic, she is not only powerful in ranged combat, her fireballs also cause damage over time.

Perfect double: Caja heats up the Snow Claw while we keep the enemy busy with bow and arrow
Perfect double: Caja heats up the Snow Claw while we keep the enemy busy with bow and arrow

You can also lure enemies to her when you need a breather yourself. If you start off with a melee and ranged weapon, you can solve many tricky situations without spending valuable points on more combat power.

This gives you time to get to know the game and its possibilities better. You don’t have to overdo it like I did: It was only at level 25 that the rest of the special issue team was able to stop me from continuing to roam Magalan talentlessly with my “Improved Lead Pipe”.

Neither – both!

In order to be able to react flexibly to a wide variety of situations, learning talents is less about “either – or” and more about “when”. If you want to feel more confident in combat, invest the learning points of the first two levels in the talents Melee Weapons and Ranged Weapons right at the beginning.

At the beginning, the lead pipe is your best friend. For me, even up to level 25. Because it works!
At the beginning, the lead pipe is your best friend. For me, even up to level 25. Because it works!

In addition to a teacher and a small amount of Elexit (for both you can find guides in the special issue and here in the plus section) you only need five points each in Strength and Dexterity. The medium-term goal of the all-rounder is to learn three of the five talent levels in both disciplines.

The third mainstay, and another helpful way to convince in the numerous conflicts, is to invest in the talents Hand Grenades and the first level of Heavy Weapons. This requires a total of 45 Strength, 50 Dexterity, 30 Intelligence and 20 Constitution.

Now you have a large repertoire, which gives you many more options in a wide variety of combat situations. Leave the master and specialist talents available for the respective weapon categories to the left for now.

If you are clever, have Caja as a companion and also take a ranged weapon, you can go quite far even

For one thing, you can always invest them in the further course of the game if you have an excess of points. On the other hand, you are an all-rounder – that’s the cool term for: “Can do everything a little bit, but nothing really. ”

Pay attention to your personality

To crack the attribute limits necessary for the talents, you have two options. Either you keep an eye out for potions or equipment that give the corresponding bonuses (easier with our interactive map).

Or you can invest in your personality: the ability Attribute Points provides you with ten additional points with each level you learn, which you can distribute immediately. The first level requires 25 Cunning and 15 Intelligence.

Sneaking up on a guard with a rocket launcher on your back and relieving him of his valuables? No problem for your all-rounder!
Sneaking up on a guard with a rocket launcher on your back and relieving him of his valuables? No problem for your all-rounder!

Whenever you run out of points gained through level ups and can spare the learning point, this way is a proven way to further character building. The other talents in this category are more of a “nice to have” than a must.

If you want, you can put one point each into haggler and pupil to buy and learn more cheaply. The talents More Experience, Sixth Sense and Co. are not really decisive for the battle even as all-rounders.

A craftsman for all occasions

It is more important to be able to help yourself explore the most remote corners of Magalan. In the Crafting tab, you will find useful talents such as lock picking or safe picking. With two levels of lock picking (35 skill, 30 intelligence) and one level of hacking (15 intelligence and 15 cunning), only the fewest valuables in the game world are safe from your long fingers.

A good all-rounder can also do a little blacksmithing. With level 2 you can upgrade most weapons and earn a nice bit of money on the side.
A good all-rounder can also do a little blacksmithing. With level 2 you can upgrade most weapons and earn a nice bit of money on the side.

But you wouldn’t be the all-rounder if you didn’t have several irons in the fire. For example, the Weaponsmith talent. With it, you can improve several weapons of poor quality into a better version and either deal more damage directly or make the cash ring with the sale.

For the second level, with which you can process almost all weapons except very strong bludgeons or higher Skyand weapons, you need 40 strength and 30 constitution. Further refinements such as socking items or making ammunition yourself are similar bonuses to those in the personality category.

If you want to steal from other characters, invest in the talent of the same name (25 Dexterity, 15 Cunning). The same applies to the talent Chemistry for making simple potions (25 Intelligence, 15 Dexterity). To get a lucrative additional benefit from fights, animal trophies on the first or second level (35 Intelligence, 30 Dexterity) are worthwhile.

Most workbenches require corresponding talents. At least a basic education is recommended for an all-rounder class. Only for the cooking table you only need recipes.
Most workbenches require corresponding talents. At least a basic education is recommended for an all-rounder class. Only for the cooking table you only need recipes.

 

And don’t forget the jetpack!

If you stick to the combat method with the companion and melee and ranged attacks presented at the beginning, you can safely consider many talents from the survival category in the medium term and neglect them completely at first.

However, if you have learning points to spare, the first levels of Armour (25 Constitution, 15 Strength), Extra Health (20 Constitution) and Stamina (30 Constitution) are always worth a recommendation.

With a well-built jetpack, even reaching the loftiest heights is no longer a problem.
With a well-built jetpack, even reaching the loftiest heights is no longer a problem.

Last but not least remains the biggest advancement in Elex 2: the jetpack. Higher, faster, further sounds fascinating, of course, but for your all-rounder it’s just important that you can react to all situations.

Therefore, the talent Hover (25 Intelligence) is a mandatory choice. This is the only way to deal with flying enemies in the air in close combat. You can also rely on your ranged weapons, but as a true all-rounder you better have one or more solutions ready for every situation.

Additional thrust and manoeuvre jets (both 25 Intelligence) are recommended in case of an acute surplus of points – especially as the three talents have identical attribute requirements. Whether you now expand one talent a little more, but leave out another, depends of course on your individual preferences.

In our exemplary talent tree (above) you can see our guildless all-rounder at level 25, who can already hold his own almost everywhere in the game world and has a suitable answer in his arsenal for almost every situation.

Do you now fancy a factionless all-rounder or would you rather be an absolute ace in a certain area? Let us know your build preferences in the comments