Skip to content
SULFURGuideSearch
Workbench

Best SULFUR gun builds in 1.0: five complete oil and scroll setups

  • Updated
  • Game version 1.0.6, 9 November 2026

These five builds cover what SULFUR 1.0.6 asks of a gun: a boss gun, a crowd gun, an ammo-free backup, a precision gun and a starter. Every one is legal at rank 5: five slots, one scroll at most, no oil twice. Damage figures are per trigger pull on a headshot, using our weapon and oil data; body hits deal half.

The M11A2 Fisk, a black 5.56mm assault rifle with a carry handle and a 30-round magazine.
M11A2 Fisk, the most requested build base on the Steam forum after 1.0. Game sprite from the SULFUR Wiki.
Build Per shot and durability Best against
Holy Fire rifle: M11A2 Fisk or Corpsemaker, 5.56mm 3 × 203 = 608; 350 shots The Emperor, St. Lucia, lines of enemies
Explosive 12Ga: Corpsemaker, 12Ga chisel 40 pellets × 13, plus explosions; 400 shots Desert Claus’s minions, Abominations, Hedge Maze
Infinite-ammo sniper: D4RT, Energy Cell 425, no ammo used; 1,200 shots Terrorbaum, Endless, any long fight
.50 BMG marksman: M182 Pierre-Fusil, .50 BMG chisel 2 × 740 = 1,480; 418 shots Cardinals, Novanian Guard, Cousin
Starter shotgun: Mossman, 12Ga 16 pellets × 54 = 864; 400 shots Caves and Town

Rules every build follows

  • A gun gets one slot per rank and holds one scroll. The scroll uses a slot. Plan the scroll’s rank before spending early slots on oils you would later remove.
  • Flat damage first, then percentages. Flat oils (+15, +30) are added to base damage; percentage oils multiply the result. Percentage oils are a share of base damage, so this page adds them together: +50% and −30% make +20%.
  • 12Ga divides flat damage by 8 since 1.0, and the Scroll of Explosions with it. Projectile oils add pellets without dividing further. Shotgun builds want percentage damage and extra pellets, not +30 oils.
  • Railgun scrolls remove travel time. Light, Holy Fire, Thunderbolt and Toxic Lobotomy fire instantly, so a bullet-speed penalty costs nothing on those guns.
  • Durability per shot is 1 plus each enchantment, up to 6. Oils marked “Does not increase durability loss” are free. A five-enchantment gun breaks six times faster; carry repair items or a second gun of the same ammo.
  • Ammo-saving chance must reach 100% for a gun to stop using ammo. Since the Mosquito Oil nerf that takes three oils, not two; more than 100% does nothing.
  • Bosses have damage gates since 1.0, so one enormous hit cannot skip a phase. Magazine size, fire rate and durability decide boss fights more than a bigger single shot.

Holy Fire Fisk

Gun: M11A2 Fisk (96 damage, 740 RPM, 3,000 durability; Stiffleg, Qiosk) or Corpsemaker (96, 666 RPM, 3,200; Stiffleg, Qiosk, Haukland Rep.). Keep the stock 5.56mm.

Rank Add Damage per shot after it
1 Ascetic Oil: +30 damage, no money drops 139
2 Black Friday Oil: +200% projectiles, −30% damage, −30% durability, +30% spread 3 × 101 = 302
3 Scroll of Holy Fire (Embers + Light, combined by Kevin the Scholar) 302, now instant and piercing
4 Slow Punch Oil: +50% damage, −50% bullet speed 3 × 164 = 491
5 Late Boom Oil: +30 damage, −30% bullet speed 3 × 203 = 608

Attachments: Priming Bolt (semi-automatic, +10% damage, included above), Barrel Extension 6” to pull the three beams back together (−50% spread), any scope for aimed crit chance. Dogtags add 15% assault rifle damage.

Why it works: Slow Punch and Late Boom are cheap damage because their bullet-speed penalties disappear once Holy Fire makes the gun a railgun. Holy Fire passes through every enemy and since 1.0 adds 20% damage to each target after the first, so the second goblin in a corridor takes more than the first. Fire rate is 555 RPM after Holy Fire’s −25%.

Cost: 6 durability per shot, 2,100 maximum durability, 350 shots. No money drops from kills with this gun, because of Ascetic.

Swap if needed: Brute Oil (+30, +0.7 spread) or Seated Oil (+30, −15% jump) instead of Ascetic when you need SULF from kills. Add Damage Oil (+15) has no penalty but half the damage.

Fails against: Terrorbaum, who returns your projectiles with their enchantments, and anything in a wide arena where three beams spread past a small target without the barrel extension.

Explosive 12Ga Corpsemaker

Gun: Corpsemaker with a 12Ga Chamber Chisel (24 × 8 pellets, spread 6, recoil 12). The Fisk works the same way with 200 less durability.

Slot Choice
Scroll Scroll of Explosions (Embers + Embers)
Oil Suppressive Oil: +300% projectiles, −40% damage, +2.1 spread, worse accuracy while moving
Oil Tandem Oil: +100% projectiles, −15% damage, +0.7 spread
Oil Overdose Oil: +3 penetration, −25% durability
Oil Perfect Bounce Oil: +1 bounce, no penalty

Attachments: Priming Bolt (+10% damage, and semi-automatic fire keeps the recoil manageable), a muzzle brake or Breznik BMD for recoil.

Numbers: the two projectile oils take 8 pellets to 40 if their bonuses add like other percentages; the tooltip shows the count. Each pellet deals 24 × (1 − 0.40 − 0.15 + 0.10) = 13.2, so 528 bullet damage per shot before explosions. Each impact explodes for 25 ÷ 8 ≈ 3 damage in an area, and penetrations and bounces are further impacts. Durability: 2,400 after Overdose, 6 per shot, 400 shots.

Why it works: since 1.0 an explosion on a 12Ga pellet is worth an eighth, but extra pellets from oils each get a full eighth, so the build scales with pellet count rather than with flat damage. Explosions are one of the few ways to kill a Corrupted Amalgamation, and they open cracked walls.

Wear explosion resistance. Bounced pellets explode beside you. The 1.0 build poster recommends the Titanium Helmet (+30); the Motorcycle Helmet and Peg Leg give +45.

Fails against: Terrorbaum (40 returned explosive pellets), fights in narrow tunnels, and single bosses with a small weak spot, where most pellets miss.

Infinite-ammo D4RT

Gun: D4RT (Energy Cell sniper, 500 damage, 100 RPM, 1-round magazine, 4,000 durability; Stiffleg, Qiosk). Energy guns take no muzzle attachment or chisel.

Rank Oil Ammo-saving total
1 Helium Oil: −40% ammo use, −40% bullet speed 40%
2 Mosquito Oil: −40% ammo use, −15% damage, −30% bullet speed 80%
3 Keep Oil: −20% ammo use, no organ drops 100%
4 Muzzle Oil: +200% muzzle velocity, no durability cost 100%
5 High Grade Oil: +20% max durability, no durability cost 100%

Result: 425 damage per shot, no ammo consumed and no reload, 4 durability per shot from 4,800 durability: 1,200 shots. Muzzle Oil keeps the slowed shot flat for longer before it drops.

Swap if needed: Food Stamp Oil (−20%, no money drops) for Keep Oil when you want organs. Recycle Oil (−15%) has no penalty but leaves you at 95%, so one shot in twenty still uses a cell. A Sniper Scope adds 30% crit chance when aiming; crits deal double. The Ghillie Suit (+20%) and Range Finder (+15%) raise sniper damage.

Why it works: it is the answer to running dry. Endless drops no ammo, Beyond the Veil has no Amulet exit, and a long Desert Claus fight can empty a reserve. The Neuraxis F22 (50 damage, 100-round magazine, 4,200 durability, Qiosk only) takes the same three oils as an automatic alternative.

Fails against: groups. One 425 shot every 0.6 seconds is slow against waves; pair it with the explosive build.

.50 BMG Pierre-Fusil

Gun: M182 Pierre-Fusil (7.62mm rifle, 200 damage, 350 RPM, 6 rounds, 2,200 durability; Stiffleg, Qiosk) with a .50 BMG Chamber Chisel: 400 damage, recoil 12. Ralphie stocks .50 BMG chisels more often since 1.0.2.

Rank Oil Damage per shot after it
1 Damage Oil: +20%, no penalty 480
2 Gemini Oil: −30 damage, +100% projectiles, +0.7 spread 2 × 444 = 888
3 Terminator Oil: +30% damage, −15% move speed 2 × 555 = 1,110
4 Glass Cannon Oil: +50% damage, −25% durability 2 × 740 = 1,480
5 High Grade Oil: +20% max durability, no durability cost 1,480

Attachments: Barrel Extension 6” halves the spread so both projectiles land; a Sniper or Hunting Scope for aimed crits. The Hunting Vest adds 15% rifle damage.

Why it works: Gemini’s −30 is under 8% of a .50 BMG round and doubles the projectiles, the trade the Japanese guide recommends for this rifle. One body hit from one projectile (740) kills a 400-HP Black Guild Cardinal. Six rounds at 350 RPM is quick to empty into a gated boss phase.

Cost: 5 durability per shot from 2,090 durability, 418 shots, and .50 BMG ammo. The move-speed penalty disappears while you sprint with your melee weapon out.

Alternatives: Rokua .308 (3,500 durability, bolt action) with the same oils, or a Longboy, which is already .50 BMG but has only 1,200 durability.

Starter Mossman

Gun: Mossman (12Ga pump, 40 × 8, 80 RPM, 6 shells, 2,400 durability). Skrip, Stiffleg and Qiosk sell it; Skrip can appear in the first Caves run. Players starting in 1.0 report it carries the Caves and Town.

Rank Oil Damage per shot after it
1 Damage Oil: +20% 8 × 48 = 384
2 Penetration Oil: +1 penetration, no penalty 384, through the first enemy
3 Tandem Oil: +100% projectiles, −15% damage 16 × 42 = 672
4 Terminator Oil: +30%, −15% move speed 16 × 54 = 864
5 Spread Oil (−0.5, no penalty) or a scroll such as Lava 864

Attachments: Barrel Extension 4” (−25% spread, +25% bullet speed) and an Assault Scope. A Bathrobe, Sunglasses or Old-Timey Suit raise shotgun damage by 10–15%.

Avoid: flat oils such as Ascetic, which add under 4 per pellet since 1.0; a chisel, which the Japanese guide warns undoes the extra projectiles; RPM penalties on an 80 RPM pump; and the Gun Crank, which does not raise its fire rate.

Upgrade: the Flock 76 (12Ga automatic, 470 RPM, 10 rounds) takes the same oils, but has no attachment slots and only drops as loot or from Stiffleg and Qiosk.

Utility guns

Gun Setup Use
Flicker (1 × 1 slot) Scroll of Explosions Opens cracked walls into secret rooms without grenades
Ploika Compact or Unknown Toxic Lobotomy, Priming Bolt, a projectile oil, a durability oil without “No organs drop” Every hit drops an organ; shoot corpses for cooking and selling. Durability loss is +350%
Any gun you are ranking Lock of the Magus equipped for the Cousin kill 30 × 100 XP takes a rank 2–3 gun to rank 5

Boss by boss

Boss Bring Leave at home
Cousin Pierre-Fusil or Mossman: plain bullet damage Elemental scrolls (75% resisted, 100% for electricity)
Black Guild Cardinals Pierre-Fusil: one hit per Cardinal Slow-charging guns
Novanian Guard Pierre-Fusil or D4RT for the helmet and core Surge, Chain Lightning, Thunderbolt, Storm Surge and Teslacold: immune since 1.0.1
St. Lucia Holy Fire Fisk or Pierre-Fusil for the eye, plus repair items A single gun: melee cannot reach her
Terrorbaum D4RT: one returned projectile is easy to dodge Explosive and multi-projectile builds
The Emperor Holy Fire Fisk, which hits the tail through the front segments, and a third gun Low-durability guns
Desert Claus Explosive 12Ga or a Noxiosa poison gun for the minions; D4RT for ammo Anything without spare ammo
The Witch Explosive 12Ga for the eggs and Abominations; Fisk or Pierre-Fusil for her Crusader, which a Chinese guide reports does not affect her

Attack patterns and phase fixes are in the boss guide and the Witch guide.

How the sources line up

The Holy Fire and explosive builds come from a 2 November 2026 Steam thread asking for Fisk builds; the Emperor tail tip comes from a separate thread. The three-oil infinite-ammo rule is stated by a 1.0 veteran and by the April 2026 Chinese guide. The Pierre-Fusil’s multi-shot and percentage-damage priorities match both the Japanese guide (updated 2 November 2026) and the Chinese BWIKI analysis (5 November 2026). The Mossman starter is recommended by the Japanese guide, the Chinese guide and a 1.0 newcomer, three independent sources; its percentage-only oils follow the 1.0 patch rule rather than the older guides, which used +30 flat oils. Pre-1.0 12Ga flat-damage builds and the two-oil infinite-ammo recipe no longer work as written.

Sources

  1. Steam discussion: LF: FISK Build (2 November 2026)Two 1.0 builds: Holy Fire with Ascetic, Black Friday, Late Boom and Slow Punch; 12Ga Explosions with Tandem, Suppressive, Overdose and a bounce oil, plus a Titanium Helmet.
  2. Steam discussion: could you guys please stop the senseless nerfs? (28 October 2026, 70 replies)1.0 divides flat damage and explosion damage across 12Ga pellets; replies point shotgun builds to percentage oils.
  3. Steam discussion: Should I be concerned? (3–4 November 2026, 30 replies)Infinite ammo now needs three ammo-saving oils; boss damage gates; a 1.0 newcomer reports the Mossman and Socom carry the first six levels.
  4. BWIKI 火湖: 枪械解析与改装建议 (weapon analysis and modification advice, Chinese, revised 5 November 2026)Stat priorities per gun: percentage damage and penetration for rifles and .50 BMG, ammo-saving chance on the D4RT and Neuraxis F22, flat damage on 9mm and Energy guns.
  5. Steam guide: Sulfur 日本人向けガイド (Japanese, updated 2 November 2026)Recommends the Fisk, M182 Pierre-Fusil, Beck 8, Drifter 9, Ferryman and Mossman; Priming Bolt on the Fisk; multi-shot on the Pierre-Fusil; do not chisel the Mossman.
  6. Steam guide: 萌新攻略:菜谱、改枪推荐… (Chinese, written for 0.15.6, April 2026)Pre-1.0 Mossman, Flock 76 and Corpsemaker builds; Ploika Compact with Toxic Lobotomy for organs; Flicker with Explosions for cracked walls. Flat-damage advice is superseded by 1.0.
  7. Steam discussion: Best infinite ammo guns? (February–March 2026)Pre-1.0 infinite-ammo D4RT and 1889 Mario builds from stacked ammo-saving oils.
  8. SULFUR Wiki: Enchantments and Scroll of ExplosionsOne slot per rank, one scroll per gun, +1 durability per enchantment up to 6 per shot, 12Ga division of flat damage and Explosions.
  9. SULFUR 1.0 release notes (Steam, 28 October 2026)Holy Fire penetration bonus 20% and RPM −25%; 12Ga pellets divide enchantment damage; projectile oils do not divide it further.

Privacy