Best minion build loadout
Weapon: Tome of Sprouts (the tome whose minion deals the most damage)
Helm: Chieftain Headdress / Chest: Corrupt Warden Tunic / Pants: Chieftain Shorts
Necklace: Codex Necklace / Ring: Puppet Ring / Ring: Jailor's Ring / Off-hand: Scratched Stone
Food: Golden Lunacorn + Greenhorn Pico
Pet: Earie
This is not just the #1 item of each slot. Slots were swapped one at a time so that the expected DPS of the whole combination is as high as possible (set bonuses included). Compared with the base state at skill Lv.100, this gear and food multiply your damage by about 40.7x (how it is calculated).
Best weapons for a minion build (tomes and minions)
Tomes are weapons that summon minions. They are sorted by the DPS of one minion (Lv.20): "damage per hit × hits per attack ÷ attack interval", plus damage over time from burning or radiation (every 2 seconds). For example, Tome of Sprouts hits for little per projectile but fires 3 at once, so if all of them land it deals 3x.
Gear, food and skill effects (minion damage %, attack speed, etc.) apply equally to every tome, so they are left out here (more minions multiply the total by that number). Projectile counts match the minions' prefabs in the game files (3 per shot for the poison minion, 1 for the bat; orbiting minions wait 0.5 s after a hit). The attack intervals and damage over time are taken from the Core Keeper Wiki (Fandom) pages for each tome (CC BY-SA 3.0): the prefabs only give a 1-second cooldown between attacks, which does not include the attack animation, so the full interval could not be read from the game data.
| Rank | Tome | How it attacks | Damage per hit | Interval | Damage over time | DPS (1 minion, Lv.20) | Base (Lv, DPS) | Mana |
|---|---|---|---|---|---|---|---|---|
| 1 | Fires 3 projectiles in a fanValue assumes all 3 projectiles hit. They spread out, so distant or small enemies may not take all of them. Poison is not damage (it cuts healing by 75%), so it is not counted in DPS. | 78 ×3 | 1.66 s | — | 141 | Lv.1092/s | 17→15 | |
| 2 | Attacks up close + burning | 96 | 1.73 s | 70 / 2 sBurning | 90 | Lv.746/s | 20→15 | |
| 3 | Attacks up close | 113 | 1.83 s | — | 62 | Lv.1040/s | 17→15 | |
| 4 | Fires a projectileThe number of projectiles per attack is not documented, so 1 is assumed. | 87 | 1.66 s | — | 52 | Lv.220/s | 25→15 | |
| Ref. | Circles you (2 tiles) and hits enemies it touches | 87 | 0.5 safter a hit | — | up to 174 | Lv.12126/s | 15→15 | |
| Ref. | Circles you and hits enemies it touches + radiation (5-tile radius) | 57 | 0.5 safter a hit | 69 / 2 sRadiation (area) | up to 149 | Lv.17132/s | 15→15 | |
| Ref. | Digs walls (for mining) | 52 | — | — | — | Lv.5 | 22→15 |
"Ref." rows are not ranked. The minions from Tome of the Deep and Tome of Decay circle the player and hit enemies they touch (they cannot hit again for 0.5 s after a hit), so their value is the maximum when an enemy stays in the ring; how often they actually hit depends on positioning. The radiation from Tome of Decay hits every enemy within 5 tiles, but it does not stack with other radiation (such as the Core Commander set bonus); only the strongest applies. Tome of Breach is for digging walls. Whether minion damage effects boost the burning from Tome of Ashes is unconfirmed.
Scepters (curses) that raise minion damage
Cursing an enemy with a scepter attack makes your minions deal more damage to it. Swap between it and your tome.
| Weapon | Base Lv | Magic damage (Lv.20) | Attacks /s | Expected DPS (with endgame gear) | Weapon only /s | Effects (Lv.20) |
|---|---|---|---|---|---|---|
| 19 | 148–180 | 1.43 | 1,182 | 234 |
| |
| 17 | 137–167 | 1.43 | 1,121 | 217 |
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| 10 | 126–152 | 1.54 | 1,104 | 214 |
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| 2 | 190–232 | 1 | 1,089 | 211 |
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| 13 | 127–155 | 1.43 | 1,040 | 201 |
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| 17 | 122–148 | 1.43 | 995 | 193 |
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| 7 | 108–132 | 1.33 | 826 | 160 |
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Best armor for a minion build (helm, chest, pants)
Keeping every other slot of the best combination above as is, this shows how much damage (expected DPS) rises when only that slot is swapped (compared with leaving the slot empty; set bonuses included). Accessories use the same calculation.
Best helm for summon
| Rank | Helm | Base Lv | Damage gain | Effects (Lv.20) |
|---|---|---|---|---|
| 1 | 5 | +52.5% |
| |
| 2 | 16 | +44.3% |
| |
| 3 | 13 | +31.6% |
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| 4 | 18 | +29.3% |
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| 5 | 10 | +20.4% |
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Best chest armor for summon
| Rank | Chest armor | Base Lv | Damage gain | Effects (Lv.20) |
|---|---|---|---|---|
| 1 | 10 | +26.5% |
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| 2 | 16 | +16.8% |
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| 3 | 13 | +16.7% |
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| 4 | 3 | +16.6% |
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| 5 | 5 | +16.6% |
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Best pants for summon
| Rank | Pants | Base Lv | Damage gain | Effects (Lv.20) |
|---|---|---|---|---|
| 1 | 5 | +62.1% |
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| 2 | 10 | +28.6% |
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| 3 | 16 | +26.8% |
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| 4 | 18 | +23.0% |
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| 5 | 17 | +0.3% |
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Best accessories for a minion build (necklace, rings, off-hand)
Best necklace for summon
| Rank | Necklace | Base Lv | Damage gain | Effects (Lv.20) |
|---|---|---|---|---|
| 1 | 12 | +33.5% |
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| 2 | 9 | +31.0% |
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| 3 | 17 | +19.1% |
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| 4 | 3 | +18.5% |
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| 5 | 13 | +12.0% |
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Best ring for summon
| Rank | Ring | Base Lv | Damage gain | Effects (Lv.20) |
|---|---|---|---|---|
| 1 | 10 | +36.1% |
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| 2 | 11 | +11.6% |
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| 3 | 7 | +0.3% |
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| 4 | 14 | +0.2% |
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| 5 | 5 | +0.1% |
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You can wear 2 rings. This table ranks swaps for one ring while keeping the other (Jailor's Ring) equipped.
Best off-hand for summon
| Rank | Off-hand | Base Lv | Damage gain | Effects (Lv.20) |
|---|---|---|---|---|
| 1 | 8 | +26.0% |
| |
| 2 | 9 | +0.1% |
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Recommended set bonuses for a minion build
Keeping the other slots and food from the best combination above, these sets give the highest damage when their pieces are swapped in (set bonus included). "Damage" is relative to the best combination = 100.
| Set pieces | Lv | Damage (best = 100) | Set bonus (Lv.20) |
|---|---|---|---|
| Chieftain Armor Set | 4 | 92.2 |
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| Grim Armor Set | 15 | 91.5 |
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| Corrupt Warden Armor Set | 10 | 91.1 |
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| Desert Guardian Armor Set | 14 | 90.5 |
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| Scholar Armor Set | 13 | 87.9 |
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Recommended food for a minion build
Best combination
- +4 blue glow (10 min)
- +39.5% minion damage (10 min)
- +55.2% minion attack speed (10 min)
- +6.6 health every sec (40 s)
- +12% minion critical hit chance (10 min)
Ingredients with strong effects
Golden Lunacorn- +4 blue glow
- +39.5% minion damage
- +55.2% minion attack speed
Pinkhorn Pico- +9.5 health every sec
- +52.1% minion damage
Greenhorn Pico- +6.6 health every sec
- +36.8% minion attack speed
- +12% minion critical hit chance
Lunacorn- +4 blue glow
- +30% minion damage
Dagger Fin- +3.9 health every sec
- +23.3% minion damage
Golden Glow Tulip- +6 blue glow
- +2.3 mana every sec
- +25 max mana
Recommended pets for a minion build
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Earie - +1 max minion count
- +7.2% minion damage
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Arcane Symbiote - +28 magic barrier
- +11% mana regeneration while casting
Recommended talents for a minion build
SummoningFerocious creaturesPer point: +4% minion attack speedMinion attack speed translates directly into damage, so take it first.
SummoningEfficient bindingPer point: -8% minion mana reservation costLess mana reserved per minion, leaving you more mana to work with.
SummoningCritical commandPer point: +4% minion critical hit chanceRaises your minions' critical hit chance.
SummoningTrickle down arcanaPer point: Minion damage is increased by 10% of your magic damage increasePart of your own magic damage bonus is added to minions. Pairs well with magic damage gear.
SummoningHeartbound hordePer point: +1% minion attack speed for every 10 max health points you haveMinions attack faster the higher your max health. Level it together with Vitality.
VitalityMaxed out!Per point: +6% of all skill points added to max healthMore max health. Works well with the minion attack speed talent above.
How gear is scored
Each gear effect (value at Lv.20) is multiplied by the points below and summed. 1 point ≈ +1% damage (expected DPS) with endgame gear. "Damage %" effects such as physical melee damage and all damage add together in one bucket, so late game, when that bucket is already large, each 1% is worth little, and effects in other (multiplying) buckets like attack speed, critical hit chance and triple damage score higher (damage formula and detailed calculation).
- +1 max minion count14.29 pts
- +1 mana every sec0.8 pts
- +1% minion damage against bosses0.5 pts
- +1% minion critical hit chance0.44 pts
- +1% minion damage0.4 pts
- +1% minion attack speed0.3 pts
- +1% minion critical hit damage0.26 pts
- -1% minion mana reservation cost0.2 pts
- Apply curse on hit, minions deal +1% more damage to cursed targets.0.2 pts
- Minion damage is increased by +1% of your magic damage increase0.12 pts
- +1 max mana0.04 pts
- +1% damage taken-0.2 pts
Conditional effects (only at full health, etc.) are counted at about half. Effects other than damage, such as healing and mana, are valued in "points of damage %" so they share the same unit. A weapon's expected DPS is damage × attacks per second, multiplied by endgame gear and the weapon's own effects using this calculation.
Unless a note on the page says otherwise, numbers are read from the game files of Core Keeper 1.3.0.6 (prefabs, configuration files, drop tables and the game's program) and calculated by this site, including upgraded (per-level) values, sell prices and mana costs. Names and descriptions are the game's official English text. Only reinforcing materials, minion and pet attacks and some food values are based on the Core Keeper Wiki (Fandom) data (CC BY-SA 3.0). Core Keeper and its images are © Pugstorm. This is an unofficial fan site.