Flock of the Seraphim Starter Builds
Three first-night flocks that still reach the ten-minute boss.
A starter build is a flock that forgives a bad chest. It is not a screenshot of five matching shotguns. These three plans all obey the same law: one closer, one line, one flexible gun. They exist so you can finish How to Beat the First Boss without waiting on a perfect recruit.
Tick the families in the build planner before you launch if you like a checklist. Then stop editing mid-run unless a recruit fills an empty range.
Plan A — Pistol spine, shotgun teeth
Take the first pistol or dual pistols and do not reroll them. Recruit a shotgun when the clumps get rude. Keep a bow or rifle if it appears before minute six. This is the boring plan and the one that matches Getting Started.
Spend early loot on reload and fire rate. Pistols empty themselves when you panic. A recovery item is allowed if you already graze every wave. Skip a third close-range angel even if the portrait is better. After the clear, upgrade the pistol family in meta upgrades so night two is less random.
Plan B — Bow lane, sword door
If your first recruit is a bow, commit to being the camera. Face elites, keep moving, and wait for dual swords or a scythe to handle the inner ring. This plan fails if you stand still to snipe. It sings if you treat the bow as a moving spotlight.
Pierce is the shopping word. Split Shot is welcome if you can stand with demons behind you. Do not add an RPG until the boss is a habit; a launcher here is a reload trap. Read Passives and Stats if the bow card looks empty. The family still wants a closer. Swords from the demo update are the cleaner closer than a second bow.
Plan C — Rifle exam, shotgun insurance
Rifle first is a boss plan. You are betting that Map 1’s tall target matters more than trash. That bet only works if a shotgun, scythe, or swords land before minute eight. If they do not, play like a coward: kite wider, skip unsafe chests, and accept a slower clock.
Damage and pierce are the rifle words. Fire rate is the one people skip. A slow rifle with no partner is why “Map 1 help” threads exist. After you clear, you can chase Rifle Master on the unlock checklist. During the exam, you chase a living nun.
What not to start with
- Triple RPG. Kaboom can wait. See Weapon Types.
- Pure shotgun stack. Fun in a hallway, poor when the wave is a donut. Save it for Endless after you have a line partner.
- Luck-first meta. The club screen can wait. See Club and Donation Boxes.
After the first clear
Keep the two families that did work. Spend currency on those, not on a gallery. Then either stop for the night or take the same flock into Endless with stricter item filters from the item tier list. A starter build that still works at minute twenty is no longer a starter. It is your real plan. Write it down and stop inventing a fourth religion on the result screen.
Frequently Asked Questions
Quick answers to the most common questions.
Which starter build is safest?
Plan A, the pistol spine with shotgun teeth. It covers mid-range and clumps without waiting on a rare launcher.
Can I start with only melee?
Not for a first boss. Dual swords and the scythe need a gun so you can still hit a tall target that walks away.
When do I drop a starter plan?
After one clear and one Endless attempt. Then use the angel tier list to specialize.
Do I need matching skins?
No. Skins do not replace an empty range. Dress the nun after the banner.