
After spending about ten hours face-planting in the Berserk or Die DLC, I realized my usual “just pick my favorite weapons and wing it” approach was not going to cut it. Enemy health ramps faster, waves get dense earlier, and any mistake in your evolution order gets punished around the 15-20 minute mark.
The breakthrough came when I stopped thinking in terms of “good weapons” and started building around three things:
Below are the five builds that consistently got me to 30:00+ and, with Pugnala, over level 260. I’ll walk through each build first, then break down a full Pugnala run minute-by-minute so you can see how it all fits together.
Before diving into specific characters, it helps to understand why these builds work in Berserk or Die:
Keep these in mind as you read each build; the characters are different, but the logic stays the same.
This is the build that finally broke Berserk or Die for me. Pugnala’s passive gives her extra Might every level, so the higher your level, the more ridiculous your damage gets. Your entire plan is to snowball XP and turn that scaling into a blender.
Core weapons (final evolutions):
Recommended passives: Crown, Bracer, Candelabrador, Duplicator, Tiragisu, Attractorb (or Empty Tome if you’re comfortable with pickup radius).
Why it works: Knife and Axe give you directional and radial coverage early. Once they evolve, they shred everything in front and around you. Pentagram → Gorgeous Moon, timed around 25–30 minutes, vacuums XP and lets Pugnala’s Might scaling push you into the 200+ level range.
Common mistakes I made:
I started using Sonia when I was tired of dying to random chip damage in Inverse runs. Her whip-focused kit shines when you lean into lifesteal and crowd control.
Core weapons:
Passives: Hollow Heart, Pummarola, Spellbinder, Crown, Metaglio Left, Metaglio Right.
Why it works: In Inverse Mode, Sonia’s Whip and Vento Sacro create a brutal frontal kill zone that also heals you through Bloody Tear. King Bible/Unholy Vespers forms a rotating barrier, and Clock Lancet locking enemies in place makes late-game waves much safer.

What to watch out for: the temptation to evolve Whip too late. I kept dying around 12–15 minutes when I delayed Bloody Tear. Prioritize Whip + Hollow Heart early so your lifesteal comes online before the damage spikes.
Lama was my answer when I wanted to play aggressively and not feel like I was constantly running away. His bonus move speed and Might work perfectly with area-control weapons.
Core weapons:
Passives: Pummarola, Hollow Heart (optional but recommended), Empty Tome, Spellbinder, Clover, Duplicator.
Gameplan: Evolve Garlic into Soul Eater as early as possible (ideally by minute 12). This gives you passive healing and lets you literally walk through weaker mobs, using Lama’s speed to sweep the map for XP. King Bible and Magic Wand handle tougher enemies and bosses, while Heaven Sword helps with screenwide coverage.
My early mistake: I tried to lean only on Garlic and ignored my other weapons. Garlic’s damage falls off hard if you don’t keep leveling it and bring in supporting DPS. Treat Soul Eater as sustain and chip damage, not your main boss killer.
Krochi is who I switch to when I’m testing unsafe routes or new Arcana choices. His extra revives give you room to make mistakes while you learn Berserk or Die patterns.
Core weapons:
Passives: Clover, Empty Tome, Spellbinder, Pummarola, Duplicator, Tiragisu.
Why it works: Heaven Sword’s high damage and crits pair nicely with Krochi’s starting Cross. Unholy Vespers and Soul Eater wrap you in a constant damaging aura, and Holy Wand deletes anything that gets too close. The revives (plus Tiragisu) let you greed for XP or risky chests without instantly ruining your run.
Pro-tip from my failures: Don’t treat revives as an excuse to stand in enemies. Think of each revive as a “get out of jail” card for a specific spike wave (usually around 20 and 28 minutes). If you burn them all before then, you’ll feel it.
When I was learning Berserk or Die’s nastier waves, Maruto and Divine Bloodline carried me. This build is slower to start but becomes absurdly tanky later.
Core weapons:
Passives: Armor, Metaglio Left, Metaglio Right, Spellbinder, Pummarola, Crown or Duplicator.
Arcana: Start with IX – Divine Bloodline. It turns your Armor into bonus damage and retaliatory hits, and Maruto’s built-in armor scaling feeds directly into it.
Playstyle: Early on, you kite more than you’d like because your damage is meh. Once Legionnaire, Unholy Vespers, and Crimson Shroud are online, you can literally stand in dense packs and let Divine Bloodline chew them up. This is the build I use when I want a “lazy” but safe 30-minute clear.
Big pitfall: If you chase armor too hard and ignore damage, you’ll get boxed in before Legionnaire is ready. Evolve King Bible or Garlic first if you’re struggling in the first 12–15 minutes.
This is the exact flow I use with Pugnala in Berserk or Die. Once I locked this in, my runs went from “randomly dying at 18 minutes” to reliably hitting 30:00 and beyond.
Goals in the first three minutes:
Don’t tunnel on Pentagram yet. My worst early runs came from picking Pentagram at level 2, watching it erase all my XP gems, and then limping into minute 5 under-leveled.
By around minute 8, you want this rough setup:
Focus your level-ups like this:
This is where I used to mess up: I’d pick up random side weapons (like Fire Wand or Santa Water) just because they looked strong, which diluted my level-ups and delayed Knife/Axe evolutions. In Berserk or Die, delayed evolutions equal death.
By minute 10–12, your priority is:
Once you have Thousand Edge and Death Spiral, your survivability spikes. Thousand Edge melts anything in front of you; Death Spiral gives you a constant, huge-ring AOE.
If you’re struggling to stay alive getting to this point, consider grabbing a defensive option like Garlic early and evolving it into Soul Eater later. I personally prefer to stay disciplined with the main weapons first, but on rough seeds, that backup Garlic has saved my run.
Now you can afford to lean into Pentagram.
The trick is to upgrade Pentagram only when you can safely vaporize the screen without losing crucial XP. With Death Spiral and Thousand Edge running, you’ll often have large patches of XP lying around; let yourself collect them before the next Pentagram proc.
Around minute 25–27, you want:
Time it so that the next chest you open after Pentagram hits level 8 gives you Gorgeous Moon. From that point, every activation vacuums XP orbs across the entire screen, which is where Pugnala’s per-level Might scaling goes insane. In my best runs, I was hitting level 260+ by the time 30:00 rolled around.
Once Gorgeous Moon is online, your job is mostly staying alive:
Arcana choices that helped my runs:
Platform-specific notes:
Start → Options → Controller), tweak deadzones if your aim feels floaty.Common failure points I hit, and how to fix them:
If you stick with these principles and copy one of the builds above closely for a few runs, your results will improve fast. Once you’re reliably hitting 30:00 with Pugnala or Maruto, start experimenting-swap in different side weapons, try riskier Arcanas, or push curse higher. If I could go from repeatedly dying at 18 minutes to casually hitting level 260+, you absolutely can too.
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