Quick build advice
A good Mina the Hollower build starts with a weapon range you can use safely, a sidearm that solves rooms your weapon dislikes, and five Trinkets that support the current route instead of only chasing damage. Use this page as a readable builds guide first, then use the planner below to test exact Extra Stat Level totals.
For a first clear, prioritize consistency: one mobility or defense Trinket, one resource or healing option, and damage only when you can already survive the room. For cleanup or boss practice, swap toward the specific problem: terrain, projectile pressure, low-health burst, sidearm economy, or long punish windows.
Recommended build paths
These presets are crawlable summaries of the same loadout ideas used by the interactive planner. Open a preset to load the weapon, sidearm, and Trinkets directly.
- Starter Sustain: Nightstar with Gyro Dagger and Twill Weave, Plasma Funnel, Windfall Charm, Spark Catcher, Valor Medallion. Totals: Attack 1, Defense 4, Sidearm 3. Best when you want a forgiving first-route setup with recovery and stable neutral control.
- Boss Punisher: Blaststrike Maul with Volt Hatchet and Lace Glove, Seismic Belt, Desperation Bonnet, Chain Capacitor, Niter Belt. Totals: Attack 8, Defense 0, Sidearm 3. Best when you want high commitment damage for bosses with clear punish windows.
- Route Finder: Battery Buster with Angler's Raft and Bridge Weaver, Steady Soles, Spring Heels, Tunneling Codex, Wallower’s Gauntlets. Totals: Attack 1, Defense 5, Sidearm 1. Best when you want movement and traversal support for secrets, gaps, and map cleanup.
- Glass Cannon: Whisper & Vesper with Throwing Axe and Smelling Salts, Shock Flint, Lightning Grip, Counter Vial, Thermal Pack. Totals: Attack 7, Defense 0, Sidearm 3. Best when you want fast pressure and sidearm burst after you already know enemy timing.
- Safe Explorer: Guardian Casket with Deflector Parasol and Bell of Grace, Flame Guard, Evasion Powder, Pit Preserver, Polyp Lamp. Totals: Attack 1, Defense 7, Sidearm 2. Best when you want safer exploration with defensive answers to chip damage and hazards.
How to choose weapons and sidearms
Treat the weapon as your default answer and the sidearm as your exception handler. Long reach helps in crowded rooms, fast weapons reward confident boss timing, shield-style choices suit pattern learning, and heavy weapons work best when the enemy gives you a real pause before retaliation.
- Battery Buster: Attack +1. Battery Buster is a modal melee-ranged hybrid weapon. In melee mode, attacks build up charge. Once charged, switch to fire mode to discharge accumulated power as a ranged projectile.
- Blaststrike Maul: Attack +3. Blaststrike Maul is a heavy hammer with explosive force. Tap the attack button for a 1-tile melee swing, or hold the attack button to charge up a devastating 2-tile area-of-effect blast.
- Guardian Casket: Attack +1, Defense +1. Guardian Casket is a unique defensive weapon centered around bash, block, and parry mechanics. Rather than pure offense, it rewards precise timing with powerful counterattack openings.
- Nightstar: Attack +1. Nightstar is a flail that strikes at the tip of its chain, reaching approximately 2 tiles ahead of Mina. During the swing animation, Mina is locked in place briefly, so positioning before attacking is important.
- Whisper & Vesper: Attack +2. Whisper & Vesper are a pair of nimble daggers with approximately 1-tile melee range. Tap the attack button to unleash a flurry of rapid stabs that push enemies back slightly on each hit.
Trinket roles that matter
Trinkets should answer the route in front of you. Damage Trinkets are strongest when the room is already safe, defense Trinkets protect long learning attempts, mobility Trinkets shorten cleanup routes, and utility Trinkets can turn awkward item checks into repeatable lines.
- Joule Syringe: Sidearm +1. Gain Plasma from Sidearms, unless at 1 HP. At 0 Joules, spend health to use Sidearms.
- Lace Glove: Attack +1. Raises Attack level by one.
- Plasma Funnel: Defense +1. Drink Plasma Vials twice as fast. Don't lose Plasma Vials when hit.
- Steady Soles: Defense +1. Move normally on water, grass, stairs, and ice. Resist knockback, even into pits.
- Twill Weave: Defense +1. Raises Defense level by one.
- Windfall Charm: Sidearm +1. Picking up Joules restores some Plasma. Foes hit by Sidearms can drop Joules.
Route notes and common mistakes
- Do not keep one build for the whole game. Swap before bosses, dark areas, gap-heavy routes, and cleanup passes.
- Do not stack damage before checking survival. A dead run loses more time than a slightly slower safe route.
- Do not judge a weapon from one room. Test reach, recovery, and sidearm coverage against at least one flying enemy, one armored target, and one boss-style pattern.
- Use the completion tracker for cleanup, the Trinkets database for exact effects, and the beginner guide for early route priorities.
